Mortal Kombat X: A Game Guide
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This version of the guide is no longer being updated.
You can find the most current version
here.
The original contents have been preserved here, partially for posterity and also due to a lack of knowledge on what the policy is for posting newer versions of guides as a link and removing the rest of the text. If the moderators of this forum wish to clarify what the situation is, please feel free.
Guide content
This guide is a so-called "living document" and currently under construction. It will hopefully expand as time goes on with resources from various internet sites, which will be credited where possible.
***Disclaimer***
If the moderators of this forum believe this guide to be in violation of any of the rules or stipulations that govern this forum, please inform me via private message and I will be happy to adjust/take it down as nee
ded.
***end of disclaimer***
**a note about spoilers**
As this guide expands, there will be spoilers. As a gamer who doesn't actually like things being spoilt (accept in exceptional circumstances), I will put spoiler warnings around these. These will be presented as follows:
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[spoiler text]
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**end of note**
Table of contents
I. Mortal Kombat: The series (mk1-mkvsdcu/mk8).
II. Mortal Kombat: New generation, new beginnings (reboot).
III. Mortal Kombat X: systems and versions (list of consoles/systems).
IV. Input guide.
V. Videos.
1. Game mechanics.
1.01. Variations.
1.1. Ground movement.
1.2. Jumping.
1.3. Blocking.
1.4. Running.
1.5. Special Moves.
1.6. Enhanced special moves.
1.7. Throws.
1.8. Interactibles.
1.9. Brutalities.
1
.10. Fatalities.
2. Characters and variations.
(sections will be listed here when the full roster is released)
3. Starting the game for the first time.
3.1. Menu layout.
3.2. Accessibility mode.
4. Tutorial.
5. Kombos.
6. Stages.
7. Story Mode.
8. Practice Mode.
9. Alternative control methods.
unnumbered: conclusions
I. Mortal Kombat: The Series.
Mortal Kombat as a franchise started in the early 90s, around the time of Streetfighter II. Midway and the team of Ed Boon, John Tobias, John Vogel and Dan Forden created a fighting game that utilised a number of the convensions of traditional fightig games of the era, whilst setting new trends at the same time.
Promotional videos, such as this one brought to you curtacy of YourMKArcadeSource on youtube
were sent round to arcade game operators to encourage them to
purchase the machines, with a few interesting comments made by the voiceover that it is possible could've sparked off new mini games later in the series (like test your might being refered to as being able to test your strike).
At the time of Mortal Kombat's release, a lot of parents were shocked by the violence in the game, something that was uncommon at the time in such open situations as arcades. The uproar that was mostly caused by the media and the complaints of parents, most notable in America, caused Mortal kombat to be known today as the game that essentially started the ESRB games rating system.
II. Mortal Kombat: New generation, new beginnings
After the bancruptcy of Midway in 2008, the Mortal Kombat franchise was sold off. It was uncertain as to what would happen, but in 2010, traillers were released showcasing a new Mortal Kombat game. The sound design had changed from Mortal Kombat VS DC Universe, taking on a g rittier edge. Noone was quite sure whether there'd be a subtitle or a number, but when none was revealed, fans began to call it MK9 or MK 2011.
This was the first game by Netherrealm studios and the first game to feature only Mortal Kombat characters on the seventh generation of consoles and it was very much worth the wait, as a number of fans will attest to, in spite of its flaws. Fatalities were back with a vengence, babalities returned and stage fatalities even put in an appearance. By far the most distinguishing feature, partially carried over from Midway's last Mortal Kombat related title, was story mode. It was longer than that included in the previous game, with unlockable characters and two on one fights which, when played on higher difficulty levels seemed almost unfair,. The thing that made story mode a hassle for some players was a final boss who seems very reminiscent of his roots in the original games in terms of his c heap tactics.
III. Mortal Kombat X systems and versions.
Mortal Kombat X is due to release for PS4, PS3, Xbox One, Xbox 360 and PC.
PS4, Xbox One and PC are due to release on April 14th 2015, but the "last gen" versions aren't due to release until later in the year, some time in June if the speculations are to be believed.
IV. Input guide
most fighting game guides have an input key somewhere to help players understand how to input the moves. What follows is the key for when using a controller - PC commands may be listed at a later time, but as using a controller is recommended for fighting games this is less likely.
controller input=in-guide notation
back=b
forward=f
up=u
down=d
x(square)=1
Y(triangle)=2
A(x/cross)=3
b(circle)=4
right bumper(r1)=rb
right trigger(r2)=rt
left bumper(l1)=lb
Left trigger(l2)=lt
V. Videos.
Below are links to traillers, gameplay and other miscellaneous content related to MKX. I've done my best to find videos that don't have content warnings on to avoid issues with people requiring youtube accounts to watch them, though be advised a large amount of this content isn't suitable for those under the age of 18.
Mortal Kombat X [CGI] announcement trailer
(thanks to moviemaniacsDE)
Sony Press Conference E3 trailer
(Thanks to GameSpot)
Raiden Reveal Trailer
(Thanks to IGN)
Ed Boon discussing Raiden's variations
(Thanks to IGN)
Raiden Reveal, EVO live crowd Reaction
(Thanks to Mission Start Podcast)
Kano reveal trailer
(thanks to RajmanGaming HD )
Quan Chi reveal trailler
(Thanks to MKIceAndFire)
Kitana and Kung Lao reveal trailer
(Thanks to MKIceAndFire)
Mortal Kombat X: Next trailer(discussing online modes etc)
(Thanks to GameSpot)
Coarse Kollectors Edition Trailler
(Thanks to Machinima)
Reptile reveal trailer
(Thanks to MKIceAndFire)
Ermac reveal trailer
(Thanks to MKIceAndFire)
Mortal Kombat X Mobile announcement trailer
(Thanks to MKIce
AndFire)
Mortal Kombat X Mobile: gameplay preview
(Thanks to DroidGamers)
Cage family trailer
(Thanks to GameSpot)
Mortal Kombat X - "Who's Next?" Story Trailer
(Thanks to IGN)
Jason Voorhees reveal trailer
(Thanks to IGN)
Kombat Pack reveal trailer
(Thanks to GamesHQMedia)
Shaolin trailer
(Thanks to MAXIM Russia)
***more videos to be added to fill in the gaps, as well as cleaned up at a later date to be in the correct order***
Kombat Kasts
Kombat Kasts are streams that Netherrealm Studios use to promote the game and show off aspects of gamep lay. Below is a list of all the streams in order of broadcast. Please note that some of these videos take a while to start as well, so don't be discouraged if you are just sitting in silence for a while.
Kombat Kast 3: Showdown: Kitana vs Reptile
Kombat Kast 6 - Whips, Sais & a Little Surprise
**note: the 7th Kombat Kast stream and the resulting youtube video, linked below only features mono gameplay audio, but is interesting nonetheless.**
1. Game Mechanics.
1.01. Variations
Variations are new to Mortal Kombat X but are in some senses comparable to the stances found in mortal Kombat Deception. However the fact that they provide characters with different moves is where the similaritys end really.
Each character has 3 variations, which provide them with different properties. The example most commonly given is Scorpion's Infernal, Hellfire and Ninjutsu variations. Hellfire grants the spector the use of flame attacks and an aura that can burn at close range dealing damage over time, Ninjutsu grants him the use of twin blades for some attacks and infernal Scorpion can use demons to help in the battle.
I will list the differences in variations both visually and move-wise as I update the guide.
1.1. Ground movement.
Knowing how to move around in Mortal Kombat is important in order to avoid projectiles and get in your opponent's face. As with the previous game, you can move backwards and forwards at differing speeds namely by 3 methods. Walking (the slowest), dashing and running. Running is a mechanic that returns from Mortal Kombat 3, but takes a while to get used to as well.
Menus and tutorial
***below are the notes compiled from the xbox one version detailing single player and part of online menu structures as well as a few other bonus tips. Tutorials are transcribed here as well, although it all needs cleaning up.***
difficulty selection comes after variation select, always set to medium. Left are easy and very easy, and right are hard and very hard.
menus:
**a colon denotes that the items below it are in a sub menu. It should all be fairly easy to understand.**
difficulty comes after variation select, always set to medium. Left are easy an
d very easy, and right are hard and very hard.
menus:
1 player (offline game modes designed for single player):
story:
continue
new game
chapters
towers:
traditional towers:
classic (10 opponents)
test your luck
test your might
endless
survivor
living towers
tower challenges
single fight
test your luck
training:
practice
fatality practice
tutorial:
basics
kombos
special moves
advanced
2 player
player vs player
test your luck
kustom kombat
test your might
online:
rooms
versus:
player vs player:
ranked match
player match
private match
test your luck
practice
team battle
king of the hill
tower battle
leader boards
online kombat history
faction war page
faction:
*unknown*
boss tower
invasion tower
etc
krypt
options:
wireless controller:
preset 1 (4 presets
release check (by default is on, turn off for easier kombos [infamy 23])
alternate controls (special moves require diagonal inputs, off by default - leave as is even if you are a streetfighter player [infamy23])
Input shortcuts (on by default special moves require less directional precision, should be turned off for accurate inputs [infamy23])
edit
default
save
audio:
effects
announcer
dialogue
music
ambience
cinema
audio experience (mid-size, home theatre, tv speakers.) those are to the right
video
gameplay
extras
change profile
tutorial:
basics
combos
special moves
advanced
***tutorial transcript**
Basics
Basic movement training
step forward
step back
crouch
jump
jump back
jump forwards
energyis required to perform abilities such as dashing backwar d, running and using breakers. The energy meter replenishes over time.
dash forward
dash back
execute a run (dash+rt)
basic movement training completed
Basic attack training
Attack sub zero:
front punch
back punch
front kick
back kick
knock sub zero down with a sweep attack (left+back kick)
uppercut - down+back punch
jumping front kick
jumping front punch
neutral jump punch
basic attack training complete
mid attacks target various locations on the body and can be blocked by either standing or croutching.
block 3 mid attacks
Low attacks target the feet or lower body and must be blocked whilst crouching.
Block 3 low attacks
Overhead attacks are ground based attacks that target the head and must be blocked while standing.
execute 3 overhead attacks (right+back kick)
Block 3 consecutive attacks
block training complete
use what you've learnt to
defeat sub zero
mid attack
low attack
overhead
jumping attack
defeat sub-zero
Sub-zero has been defeated
after knocking your opponent in to the air you can hit them again before they land. This is called a juggle kombo.
execute the juggle kombos
up front punch, back kick
up y, down+y
**you need to tap right once after sub-zero's in the air to hit the uppercut**
(Up Y, x)
**same as before, tap right once to konnect the second hit**
Juggle kombo training complete.
Certain buttons when pressed in the correct order will execute a chain of attacks. These are called kombo attacks.
execute the kombo on sub-zero:
xxb
left a, y
y xb
kombo attack training completed.
If you find your opponent playing defensively,execute a throw. Throws cannot be blocked. There are two possible ways to execute a throw.
execute a back throw (lb)
execute a back thr
ow using the alternate throw input (x+a)
execute a forward throw (right+lb)
execute a forward throw using alternate input (forward+front kick and back kick)
throws can be meter burned imediately on start up to offensively stop the throw and allow for a follow up kombo attack
meter burn a throw (left bumper+rt)
**do the same using alternate input**
execute a mb forward throw
execute an mb forward throw with alternate input
throw training complete.
each character has unique attacks that are executed by performing specific combinations of direction and button presses. these are called special moves.
execute scorpion's spear special move (back forward front punch)
leg takedown (left right B)
teleport (down back a)
special move training completed
a small amount of super meter is gained each time a special move is executed or a normal attack connects with the opponent. Notice the increase in meter w
hen you perform a special move.
execute scorpions teleport
ex special moves are more powerfull versions of standard special moves, they often impart additional benefits such as increased damage or combo opportunities.
Execute scorpions ex teleport (down left a+rt)
ex spear (left right x+rt)
You can meter burn some ex or special moves once they have been activated for additional properties such as additional damage or juggle combo opportunities. Most require specific timed button presses at a certain point in the move.
execute scorpion's meterburned ex spear (left right x+rt +rt)
once the super meter has been filled, the x-ray attack becomes available. X-ray attacks are the most devastating attacks in mkx.
execute an x-ray attack (lt+rt)
super meter training completed.
Performing a special move just as a normal attack connects will result in a special move kombo attack. Most normal attacks allow this but not all.
execute the take down special move kombo attack (b, left right B)
teleport special move kombo attack (b, down left a)
spear special move kombo attack (xx left right x)
take down special move kombo attack (left x y, left right b)
teleport special move kombo attack (y x b, down left a)
special move kombo training complete
each area contains interactive background objects that can be used against your opponent. One bar of energy is required to use an interactive background object.
Use the interactive background object (rb or x+y)
* repeat*
interactive background object training complete
Performing a special move imediately after blocking an attack will result in a reversal attack.
execute a telport reversal attack
**block until he hits you and react with a teleport**
Performing a special move while rising after being knocked down will result in a wake up attack.
execute a telport wake up a
ttack after rising from being knocked down.
**this one takes timing but is definitely not difficult**
breakers allow you to interrupt an opponents combo attack while being hit. Breakers cost two bars of super meter as well as a full bar of energy.
execute two breakers (hold right +rt)
**when it says hold, it means it - hold right arrow then hold rt in mid kombo. Eventually you'll figure out the timings for yourself**
Block breakers allow you to interupt an opponents kombo attack while blocking. Block breakerst cost two bars of super meter as well as a full bar of energy.
execute two block breakers (while blocking press right+lt as well, just after blocking)
**tricky again, but all a matter of timing.**
tech rolls allow you to put some distance between yourself and your opponent after being knocked down.
execute 3 tech rolls (face buttons on knock down impact)
**tech rolls aren't obvious. just mash
and you should get it**
delayed wake ups allow you to alter the time it takes to stand up after being knocked down. use this technique to throw off your opponents timing as they try to attack you during get up.
execute 3 delayed wake ups (hold down after being knocked down)
**again, not entirely obvious but if you hold down just before you land you should be fine**
advanced training complete.
one of three variations can be chosen when selecting a fighter. Each variation adds new abilites and attacks to your character, often replacing existing ones.
Scorpion is now in his ninjutsu variation. He has gained the use of twin blades that increase his effective range while adding new special moves and attacks.
attack sub zero with your new variation specific weapon
left+y
right+y
left+x y x
y x y
variation training complete.
training complete,! you are now prepared for mortal kombat!
Arenas (reset to random select after going out and back in if you get stuck):
random select
kuatan jungle
destroyed city
outworld marketplace
Emperors courtyard
krossroads
jinsei chamber
second row (down one from random select):
Dead woods
sky temple
linkuei temple
training room
the kove
refugee kamp
quan chi's fortress
training pausemenu:
move list
ai options
practice options
record playback
wireless controller preset
player select
main menu
to get infinite super meter in practice, go to practice options and select it. Now go down one to super meter behaviour, then press right once for infinite, left once for normal or just leave it on refill if you want.
in fatality practice press a to disable fatality timer or press b to enable it.
In online modes, the ranked matchand player vs player work similar to each other. When you press a on either option, the game searches for an opponent, then willmatch you up. Select character and away you go.
Special thanks/acknowledgements/credits
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