Mortal Kombat main characters. The hit of the season. Hero Review: Mortal Kombat X. Atomic Review

Mortal Kombat- Heroes

Forces of Good:


Lord Raiden
- God of Thunder. Centuries ago, the Elder Gods sent him to Earth to protect him from the forces of evil, who went to any lengths to capture the earthly world.



Liu Kang
- A warrior monk who left the temple because he didn't want to take part in the tournament. Liu Kang's place was taken by his brother, Chen Kang, who continued training. A few days before Mortal Kombat, Chen is killed by Shang Sung. Now Liu Kang seeks revenge for the murder of his brother. He will find and kill the sorcerer at all costs.



Lieutenant Sonya Blade
- Member of the spec. detachment to capture Kano. He killed Sonya's former partner and is now her #1 target.



Johnny Cage
- A movie star who wants to become even more popular and prove that he himself does all the stunts from his films. Johnny receives an invitation to the tournament from his old master. But Cage doesn't know that it was Shang Sung who tricked him.



Princess Kitana
- Adopted daughter of Emperor Shao Kahn. Kitana is the rightful heir to the throne of Outworld and is the daughter of King Jerrod. Centuries ago, Shao Kahn's warriors won 10 tournaments and captured Edenia. The Emperor killed Jerrod and forcibly married Queen Sindel to himself.

Forces of Evil:



Shang Sung
- Shao Kahn's personal sorcerer and head of the tournament. He wants to win Mortal Kombat.



Goro
- Prince of the underground race Shokan. He has been the winner of all tournaments for 500 years.



Scorpion
- A ghost ninja who rises from hell to help Shang Sung. He will use all his demonic power to stop the Earth warriors.



Sub Zero
- Member of a clan known as the Lin Kuei. Able to create and manipulate ice.



Kano
- Leader of the terrorist organization Black Dragon. Must defeat Sonya Blade in a duel.



Reptile
- One of Shang Sung's secret fighters and his personal bodyguard. He is the last representative of an ancient race of raptors who lived in Zatter, a reality destroyed by Shao Kahn.

Introduction

This quick guide covers the easiest and most basic juggles of all MK9 characters. When compiling the guide, I did not bother with combo safety issues in case of blocking them and the like - this guide is intended primarily for those who have mastered the basic character techniques and would like to push their knowledge a little further than standard combos.

Conventions


I've used fairly standard Mortal Kombat notation, independent of the controls:

F - forward;
B - back;
U - up;
D - down;
1 - close hand strike (X - for XBox, Square - for PlayStation);
2 - hit with a far hand (Y - for XBox, Triangle - for PlayStation);
3 - kick with the near leg (A - for XBox, Cross - for PlayStation);
4 - kick with the far leg (B - for XBox, Krug - for PlayStation);
JK - kick in a jump forward;
JP - punch in a forward jump;
nJP - punch in a jump vertically upwards;
X - X-ray;
dash - dash forward, quick double tap "forward";
back dash - dash back, quick double tap "back";
step forward - step forward.

If any special technique is used in juggle, then it is indicated in the text by its English name.
- If the name of the special move is preceded by the letter combination "EN" - this means that in this case it is necessary to perform an enhanced version of the special move using the supermeter scale.
- For each combo, the percentage of life taken from the enemy by performing this combo is indicated at the end.
- If a special move is used in a combo, then the percentage taken away when using an enhanced version of the move in the combo can be indicated in brackets.
- If several special moves are used in a combo, then, as a rule, the result of strengthening the final move will be indicated in brackets.
- For some characters, the so-called corner combos are given - juggles that can only be performed at the edge of the screen. Such combos are listed separately and marked with the word .
- Combos that use X-ray are also separately rendered.

Overall, Baraka is average in terms of both the strength of his juggles and the difficulty of executing them. But its corner combos and X-ray combos are SIGNIFICANTLY superior to regular combos, making them very rewarding to use.

B+3.1,dash,B+3.1,dash,F+4.4 - 27%;
Not the easiest, but not the most difficult combination - problems can arise with completion, because. the enemy falls very quickly.

B+1,F+2,Chop chop,Blade charge - 28% (33% if EX);
Perhaps the simplest combination of Baraka in execution.

B+3,1,dash,B+3,1,dash,4,Blade charge - 29% (33% if EX);
Variation on the theme of the first juggle. A little stronger and, in my opinion, a little easier due to the lack of a short knee strike.

2,2,1+2,dash,F+4,4,Blade charge - 29% (33% if EX);
It's important to take a short pause after F+4.4 here, otherwise you won't be able to make a Blade charge.

2,2,1+2,dash,B+3,1,dash,4,Blade charge - 32% (35% if EX);
The strongest Midscreen juggle of Baraki, but also the most difficult to execute.

B+3,1,B+3,1,B+3,1,1,2,1,Chop chop - 39% (42% if EX);
The main requirement for this juggle is no pauses.

2,2,1+2,B+3,1,B+3,1,1,2,1,Chop chop - 40% (42% if EX);
Almost the same as in the previous case, only a minimal pause after 2,2,1+2 is needed to catch the opponent on the subsequent B+3,1.

B+3.1,dash,B+3.1,dash,4,X - 44%;
2,2,1+2,dash,B+3,1,dash,4,X - 45%;
B+3.1,dash,F+4.4,X - 46%;
B+1,F+2,Chop chop,X - 50%;

All of Baraka's X-ray combos are variations of his regular combos, where Blade charge is replaced with X-ray. The simplest, perhaps, are options 1 and 4, the most difficult is the third (after F + 4.4, a short pause is needed).

Cyber ​​Sub-Zero doesn't have the most impressive Midscreen combos either, but in the corner and with X-ray he has something to show. In addition, he has, so to speak, conditional combinations associated with his freeze bombs. They are unlikely to be used in real combat, but, nevertheless, I will mention them.

3,4,dash,F+1,Slide - 23% (25% if EX);
A simple and weak entry-level combination.

3,4,dash,B+2,2,Slide - 26% (28% if EX);
A little more difficult and a little stronger than the previous one.

Ice bomb (medium), D + 2, dash, B + 3,2,1 - 28% - only if you manage to throw the enemy on the Ice bomb;
The first "conditional" combination. The bottom line is that after the uppercut, the enemy flies off to the previously thrown bomb.

B+1,Ice ball,JP,2,1,1+2,dash,B+2,2,Slide - 32% (34% if EX);
A fairly simple combination, but there are two tricky moments. First, before jumping with a punch (JP), it is recommended to take at least half a step back so as not to inadvertently jump over the opponent. Secondly, Slide misses very often, because. to hit it, you need to catch the enemy at B + 2.2 almost on the ground.

2,1,Ice ball,JP,2,1,1+2,dash,F+1,4 - 35%;
The combination is a little stronger and simpler, because. F+1.4 hits much more consistently.

Ice bomb (medium),3,3,2,dash,3,4,dash,B+2,2,Slide - 39% (40% if EX) - only if you manage to throw the enemy on Ice bomb;
A very powerful combination, but it is "conditional" and, moreover, quite complicated - after 3.4 everything needs to be done very quickly.

3,4,3,4,3,4,3,3,Slide - 36% (37% if EX);
The simplest corner combo. Keep in mind that the EX-version swaps you with the enemy, so you will end up in the corner.

2,1,Ice ball,back dash,JP,2,1,1+2,nJP,3,4,3,3,2,Slide - 45% (46% if EX);
A much more complex and complex combo, but the damage is appropriate. It is important to take a short pause after nJP, otherwise there is a great risk of blurring the second hit of 3.4.

B+3,2,X - 39%;
2,1,1+2,forward jump,X - 43%;

Two very simple X-ray combos, but the damage is not very high (for an X-ray combo, of course). In the second case, it is important to make an X in the first phase of the jump, before reaching the maximum height.

2,1,Ice ball,JP,2,1,1+2,forward jump,X - 49%;
The most powerful X-ray combo of Cyber ​​Sub-Zero that can be played consistently.

Ice bomb (medium), B + 1,2, dash, B + 3,2, X - 50% - only if you manage to throw the enemy on the Ice bomb;
"Conditional" X-ray combo. Interesting round numbers of damage. Well, the fact that it is quite simple, eliminating the need to somehow catch the enemy with a bomb.

For Cyrex, a lot depends on the ability and ability to catch the enemy with a bomb. If this succeeds, then a very powerful combination can be carried out. But it is very, very difficult.

1,2,3,Buzzsaw - 20% (26% if EX);

B+2,dash,1,2,1,Anti-air - 23% (24% if EX);
The combination is much more difficult in execution, but in terms of strength it is not impressive.

1,2,1,Ragdoll - 23% (26% if EX);
This combination is simpler than the previous one, but the damage is still low.

- 24%;
Again, a rather complicated, but weak combination.

Bomb,nJP,step - 34%;
A combination in case you managed to catch the enemy with a medium or close bomb. There are two important and difficult moments: for B + 2 both hits must pass, and after that you need to do it very quickly, otherwise the network will miss, while you need to be close enough to the enemy, for which the forward step between nJP and B + 2 is used .

Bomb - 40% (41% if EX) - only if you manage to throw the enemy on the bomb;
Not only conditional, but also a damn difficult series, although the final result is worth it.

Bomb,Bomb (medium),D+2,B+2,dash,1,2,1 - 48% - somehow depends on the PC configuration and speed, so it may not work;
The problem with this series is that an ordinary bomb does not explode for too long - after the uppercut, the enemy manages not only to fall, but also to rise. My game was slowed down after X-ray, and then the combination could be executed (the enemy started to fall more slowly). !IMPORTANT: After the last patch (July 2014) the combination works correctly.

X,dash,1,Ragdoll - 42%;
Bomb,1,dash,X,dash,1,Ragdoll - 44%;

Two relatively simple X-ray combos, but the damage is not great.

Bomb (far),F+2,B+2,dash,2,X,dash,1,Ragdoll - 51%;
Bomb (medium),2,2,nJP,B+2,dash,2,X,dash,1,Ragdoll - 56%;

Two powerful, but "conditional" X-ray combos.

Jade has very difficult, but not the most powerful combos. The situation is partly saved only by a good X-ray combo.

Staff overhead,dash,B+2,U+3 - 23%;
This combo is, of course, simple, but also weak.

B+2,dash,1,2,dash,2,3,F+2,Staff grab - 25% (27% if EX) - very hard to do;
Already a very complex combo (often even the second hit from 1.2 does not hit, not to mention the end), and the damage does little.

Staff overhead,dash,B+2,dash,1,2,dash,4,Staff grab - 27% (30% if EX);
Staff overhead,dash,B+2,dash,1,2,dash,2,3,F+2,Staff grab - 30% (32% if EX) - very hard to do;

Two options with different endings: the first is much simpler, but weaker, the second, respectively, on the contrary.

3,Staff overhead,dash,B+2,dash,B+3,2,Staff grab - 31% (33% if EX);
A very good option: both simpler and more powerful than the previous two juggles.

B+1,Staff overhead,dash,B+2,dash,B+3,2,Shadow kick,Shadow kick - 33%;
B+1,Staff overhead,dash,B+2,dash,B+3,2,Staff grab - 33% (35% if EX);

Two combinations that are not the simplest, but not the most difficult either: the first one throws the enemy far away, the second - swaps you.

B+1,Staff overhead,dash,B+2,dash,4,X - 47%;
Simple and powerful X-ray combo. The main thing is not to rush with the final part and let the enemy go down.

Jax relies more on captures and throws, so he has very few combinations, and they do not differ in strength. Since Jax's X-ray is also a throw, he has no X-ray combos.

B+1,2,4,Dash punch - 23% (30% if EX);
A simple and effective combination. Note that when using EX Dash punch, the damage increases very significantly.

Ground pound (close/medium), nJP, dash, 1, JK, Back breacker - 24/27%;
A simple combo if you managed to catch the enemy on Ground pound. Ground pound (medium) does more damage, but the enemy must still be very close to you.

2,F+2,B+1,Air gotcha grab - 26% (28% if EX);
Another very simple combination.

Ground pound (medium),dash,1,dash,1,dash,1,dash,1,dash,1,Gotcha grab - 31% (33% if EX);
Quite complex, but Jax's most powerful Midscreen combo. You can also reduce it if it is clear that the enemy is about to fall.

F+4,1,3,D+1,1,1,1,2,Gotcha grab - 33% (36% if EX);
A very difficult, but at the same time weak corner combination. Everything has to be done very quickly.

Johnny Cage was the first character I played as in MK9, which is why his combo variations are covered in detail, although, by and large, they boil down to the same thing and are average in both strength and difficulty.

2,1,F+2,Shadow Kick - 22% (25% if EX);
A very simple and weak combination.

F+4,dash,F+3,3,Flip kick - 23% (26% if EX);
The combination is not difficult, but it does not justify its low strength.

B+3,dash,2,1,dash,4,4,Flip kick - 26% (31% if EX);
Not the easiest combination. Before 2.1, you need to let the opponent go down a little, otherwise the second blow will not hit.

B+3,dash,1,1,dash,1,1,dash,4,4,Nut punch - 26% (28% if EX);
B+3,dash,1,1,dash,1,1,dash,4,4,Flip kick - 26% (30% if EX);

Two combinations of the same type with different endings: the first leaves the enemy on his feet, the second - throws him away. The Flip kick option seems to me to be a little easier to execute.

B+3,dash,2,dash,2,1,dash,4,4,Flip kick - 29% (31%-33% if EX) - very hard to do;
B+3,dash,2,dash,2,1,dash,4,4,Nut punch - 29% (32% if EX) - very hard to do;

Not the most successful variations of the two previous juggles. Yes, they are stronger, but MUCH harder.

F+4,dash,1,1,dash,1,1,dash,4,4,Nut punch - 29% (31% if EX);
F+4,dash,1,1,dash,1,1,dash,4,4,Flip kick - 29% (32% if EX);

Another couple of variations of the previous juggles, differing only in the juggle starter: F + 4 is more powerful than B + 3 and is an overhead (i.e., pierces those sitting in the lower block), but is slower and is not suitable as an air defense.

B+3,dash,2,1,F+2,dash,4,4,Flip kick - 31% (31%-33% if EX);
Very bad combo. 2,1,F+2 should be done when the enemy is down enough, but after that it is very difficult to get him 4,4,Flip kick.

F+4,dash,2,dash,2,1,dash,4,4,Flip kick - 31% (35% if EX) - very hard to do;
F+4,dash,2,dash,2,1,dash,4,4,Nut punch - 32% (34% if EX) - very hard to do;

Variations of combinations already familiar to you with a different juggle starter. Let the opponent go down after the start of the juggle - this can make it a little easier to execute.

F+4,dash,2,1,F+2,dash,4,4,Flip kick - 34% (34-36% if EX);
Changing the juggle starter doesn't stop the combo from being quite difficult. The reinforced Flip kick often misses in its second part, so it is not practical to use it in this combo.

X,dash,F+3,3,Flip kick - 45%;
X,dash,B+3,dash,1,dash,1,1,dash,4,4,Nut punch - 50%;
X,dash,B+3,dash,2,1,F+2,dash,4,4,Flip kick - 52%;

Johnny's X-ray is a counter, but if the enemy gets caught by him, Cage is able to punish him well. It is important to have time to make a dash after completing the X-ray, and possible continuations are variations of already known juggles.

Ermak is distinguished by very powerful juggles, while, for their strength, they are quite simple. That is why Ermak can be a good choice for a beginner.

B+3,4,Forceport,dash,1,2,1,Force lift,dash,2,2,Force push - 32% (34%);
1,2,1 is best done when the opponent is a little lowered, otherwise it is easy to lubricate the last blow, but before 2,2, on the contrary, do not let the opponent fall too low.

Force lift,JK,Forceport,dash,2,2,Force push - 33% (36% if EX);
This is an easier combo. The main problem is to forceport very quickly after a jump kick.

B+1,1,4,Force lift,dash,1,2,1,Force push - 36% (38% if EX);
Perhaps the worst combo Ermak - 1,2,1 regularly misses.

B+1,2,F+1,dash,Force lift,dash,JK,Forceport,Force push - 37% (39% if EX);
Pretty simple and powerful combo. The catch, again, is being able to forceport right after the jump hit.

3,1,Force lift,JK,Forceport,dash,2,2,Force push - 38% (40% if EX);
This combo is even simpler than the previous one - there is a little more time here on Forceport.

B+1,1,4,Force lift,dash,JK,Forceport,dash,2,Force push - 42% (44% if EX);
Quite a complex combination. Firstly, as usual, because of the JK, Forceport connection, and secondly, after Forceport, everything also needs to be done very quickly.

Force lift,(dash),2,2,X - 44%;
B+1,1,4,X - 46%;
B+1,2,F+1,dash,Force lift,X - 47%;
B+1,1,4,Force lift,dash,2,2,X - 54%;

Ermak's X-ray combos are also very simple, and the damage is quite on the level.

Cabal juggles are not very strong (this, unfortunately, also applies to X-ray combos), but they are difficult to execute.

B+1,2,1,dash,2,1,2 - 25%;
Pretty much the only simple combo Kabal has. The damage isn't impressive, but at least it's reasonably stable.

F+3,2,Nomad dash,B+1,2,1,dash,1,Buzzsaw - 26% (29% if EX);
Weak combo, which is also VERY difficult to complete - everything must be done quickly.

B+1,2,1,dash,1,F+3,2,Tornado slam - 29% (31% if EX);
It's not the easiest combination either. In addition, F + 3.2 definitely does not hit, for example, Shiva.

F+3,2,Nomad dash,B+1,2,1,dash,F+3,2,Tornado slam - 31% (32% if EX);
An extension of the previous juggle. Nothing easier and not much stronger. Before completing, you need to withstand a minimum pause so as not to miss.

B+1,2,1,dash,1,dash,F+3,2,Nomad dash,F+3,2,Buzzsaw - 31% (33% if EX);
Another difficult and not the strongest juggle.

B+1,2,1,B+1,2,1,B+1,2,1,B+1,2,1,F+3,2,Buzzsaw - 36% (37% if EX);
This is a very tricky timing. We need a short pause after the first B+1,2,1 and a slightly longer pause after the second.

1,1,B+4,X - 36%;
B+1,2,X - 40%;

Cabal's X-ray combos are simple, but weak - some characters and ordinary juggles shoot more.

Kano's Juggles deal moderate damage, but are fairly easy to pull off, especially if you're able to consistently land his Ball special. Kano does not have an X-ray combo, since his X-ray is a throw, just like Jax.

F+3,B+2,dash,2,1,2,Up ball - 26% (21%-27 if EX);
A fairly simple combo, but using the enhanced version to finish is not recommended - it often misses halfway.

F+3,B+2,dash,2,1,2,dash,B+1,1,2 - 27%;
F+3,B+2,dash,2,1,2,JK,Air throw - 28%;

Two extremely simple and effective combinations.

2,1,2,dash,B+1,1,2,Ball - 28% (29% if EX);
B+1,1,2,dash,B+1,1,2,Ball - 31% (32% if EX);

Two not the most difficult combinations, the second one is even simpler, since you do not need to clearly select the height for applying the final B + 1,1,2.

B+1,1,2,dash,2,1,2,dash,2,1,2,Ball - 33% (34% if EX);
B+1,1,2,dash,2,1,2,dash,B+1,2,Up ball - 33% (35% if EX);

Two more fairly simple combinations. It is only necessary to monitor the height after 2,1,2.

B+1,1,2,2,1,2,2,1,2,1,1,2,Up ball - 36% (37% if EX);
The main difficulty is to catch the enemy on the second 2,1,2, and then quickly finish him off with 1,1,2,Up ball.

Kitana has quite strong combos, but they are quite difficult. Below are relatively simple variations, the pros are able to squeeze even more out of Kitana.

F+4,1,dash,4,Cutting fan - 27%;
A fairly simple combination, with good damage.

2,1,Uprising,dash,JK,Air fan toss,dash,4,Fan toss,dash,F+2,Cutting fan - 31-33%;
Absolutely idiotic and constantly breaking combo. Air fan toss (should be done instantly after the jump hit), launching the fan on the ground, or finishing blows regularly fail. Cutting fan usually only hits with one hit, and the combo goes for 31% (33% if Cutting fan hits with two hits).

F+2,1,B+2,Air fan toss,dash,Fan toss,F+2,Cutting fan - 34%-36%;
The combo is simpler and stronger than the previous one. The first part throws the enemy in the air, B+2, Air fan toss holds him and gives him time to make a dash, Fan toss keeps him from falling and allows the final part of the series. The damage depends on how many fans hit the enemy during the Fan toss (let's let him decently go down so that both hit) and how many hits the Cutting fan took.

F+4,1,F+2,Uprising,dash,dash,B+2,Air fan toss,dash,Fan toss,F+2,Cutting fan - 37-39%;
A complicated version of the previous combination. B+2,Air fan toss must be done when the enemy has just started to fall, otherwise either the fan will miss or the enemy will be too low off the ground to successfully complete the juggle.

B+2,Air fan toss,dash,B+2,X - 45%;
Kitana's most effective X-ray combo is also one of her simplest juggles.

In general, Kung Lao's juggles are, of course, specific, but not very complex. However, there is one extremely unpleasant moment - for completion, the combination 2,4,1 + 3,2 is used almost everywhere, and the window for the last 2 is very small and specifically located - it must be entered exactly after Kung Lao clamps the enemy's leg under his armpit. It turns out very rarely, and without such an end, juggles shoot 3-4% less. There is an option to replace the last 2 by pressing 4 - for it the window is slightly larger, but the damage in this case is slightly less. By the way, instead of 1 + 3, you can press the throw button - this greatly simplifies the matter.

Teleport,2,dash,1,Spin,dash,2,4,1+3,2 - 26%;
A specific juggle from a teleporter. Simple enough, except for the completion, of course.

2,4,Spin,JK,Drop kick,F+3,Spin - 27% (30% if EX);
Effective and not very difficult combo. JK should not be done immediately after the rotation, but by letting the opponent go down a little, but everything that follows should be done literally in one breath. Unfortunately, it removes combos less than we would like.

1,1,2,Spin,nJP,dash,1,dash,1,dash,1,dash,1,dash,2,4,1+3,2 - 30%;
Quite a difficult combo, even despite the completion. Not worth the damage.

Teleport,3,2,4,Spin,2,4,1+3,2 - 34%;
A fairly simple combo, it is only important to let the opponent fall low enough after the spin.

1,1,2,Spin,nJP,dash,2,EN Hat toss,step forward,1,dash,2,4,1+3,2 - 36%;
Combo using an enhanced technique. Not to say that it is particularly worth it, but not to say that it is somehow prohibitively complex.

2,4,X,F+3,Spin - 42%;
2,4,Spin,JK,Drop kick,F+3,X,dash,2,4,1+3,2 - 50%;
Teleport,3,2,4,Spin,dash,X,dash,D+2 - 50%;
Teleport,3,2,4,Spin,dash,X,dash,2,4,1+3,2 - 54%;

The main feature of Kung Lao's X-ray is the ability to embed it in the middle of a combo. All Kung Lao X-ray combos are not very difficult and deal decent damage. In the last juggle, don't rush to complete the combination - let the opponent go down, otherwise 4 will miss.

It is difficult to say something definite about Liu Kang. His combos are not very strong and not very difficult. Perhaps their main distinctive feature you can say that they are done very quickly.

B+2,3, Bicycle kick - 20% (24% if EX);
Pampering for seed.

B+3,1,2,dash,F+2,4,Dragon kick - 25% (29% if EX) - very hard to do;
It is better to forget about this juggle right away - it turns out once a year.

2,1,3,dash,2,1,3,dash,2,1,3,Low fireball - 29%;
Not the most difficult combo, but you need a minimal pause before the Low fireball.

2,1,3,2,1,3,dash,3,3,Bicycle kick - 30% (33% if EX);
A simple juggle with medium damage.

2,1,3,dash,2,1,3,dash,2,1,3,dash,2,1,3 - 31%;
In theory, the simplest juggle, but personally, the last blow does not consistently hit me.

2,1,3,2,1,3,dash,2,1,Bicycle kick - 31% (33% if EX);
A good and simple alternative to the previous option.

B+3,1,2,B+3,1,2,B+3,1,2,B+3,1,2,B+3,Low fireball - 36%;
Not that some complex juggle, but I would like more damage. After the first B+3,1,2, you need to let your opponent go down, otherwise the last hit in the second series has a good chance of missing.

X Bicycle kick - 38%;
B+2,3,X,Bicycle kick - 39%;
2,1,3,3,3,X, Bicycle kick - 41%;
X,dash,2,1,3,dash,2,1,3,dash,B+3,1,2 - 45%;

X-ray Liu Kang, as well as Kung Lao, can be built into the middle of the juggle. But if the first three variations are quite simple (catching the opponent on the bike after X-ray is not so difficult), then the last one is quite difficult because of the need to catch the opponent on 2,1,3.

Milina's juggles are not very strong (considering the number of hits in them), but not very difficult either. They also clearly do not suffer from diversity, representing different variations of the same combination.

Ball roll,U+4,B+1,4,dash,1,1,2,Leaping neckbite - 26% (28% if EX);
The advantage of this variation is that it can be started from a distance.

B+3,Ball roll,U+4,B+1,4,dash,1,1,2,Leaping neckbite - 28% (29% if EX);
F+3,Ball roll,U+4,B+1,4,dash,1,1,2,Leaping neckbite - 30% (29% if EX);

Two variations with minimal differences: the first starts with a low attack, and the second is slightly stronger.

U+4,B+1.4,B+1.4,Ball roll,B+1.4,Leaping neckbite - 33% (34% if EX);
A mid-difficulty juggle that starts with an overhead and deals decent damage.

2,3,Ball roll,U+4,B+1,4,dash,1,1,2,Leaping neckbite - 33% (35% if EX);
Another version of the juggles already familiar to you.

U+4,U+4,B+1,4,4,Ball roll,B+1,4,Leaping neckbite - 34% (35% if EX);
Original in execution, but not original in essence juggle. Not particularly difficult.

F+3,Ball roll,U+4,B+1,4,4,X - 40%;
U+4,U+4,B+1,4,4,Ball roll,B+1,4,X - 42%;
2,3,Ball roll,U+4,B+1,4,4,X - 43%;

Milina's X-ray combos are rather weak, and in execution they practically repeat ordinary juggles, in which the Leaping neckbite changes to X.

Nightwolf doesn't have the simplest juggles, but they deal decent damage and are worth a bit of tinkering with.

B+1,1,1,Ax swing,dash,2,3,Choke - 30% (33% if EX);
Not a bad combo with decent damage for an entry level.

B+2,2,Ax swing,B+2,Ax swing,Shoulder - 31% (34% if EX);
B+2,2,Ax swing,B+2,Ax swing,dash,1,2,2 - 32%;

Two similar juggles. The second one is slightly stronger, but noticeably more difficult.

B+1,1,1,Ax swing,dash,1,dash,1,dash,1,dash,1,dash,1,2,2,Shoulder - 33% (35% if EX);
A combination of medium difficulty with good damage.

B+1,1,1,Ax swing,Axe swing,dash,1,1,Arrow,Shoulder - 33% (35% if EX) - difficult to hit with last hit;
The damage is the same as the previous juggle, but it is very difficult to complete this combo.

B+2,2,Axe swing,Axe swing,B+2,Choke - 34% (37% if EX);
A difficult combination to complete.

1,2,2,Ax swing,B+2,Ax swing,dash,1,dash,1,2,2,Shoulder - 37% (39% if EX);
B+2,2,Ax swing,B+2,Ax swing,dash,1,dash,1,2,2,Shoulder - 38% (40% if EX);

Two not the most simple, but quite real combinations with good damage. The second starter is simpler.

F+3,1,Ax swing,B+2,EN Ax swing,B+2,Choke - 40% (42% if EX);
The combination uses an enhanced technique, in addition, sometimes the completion does not work. Nevertheless, this juggle is more than meaningful.

F+3,1,2,F+3,1,2,F+3,1,2,D+2 - 43% - very hard to do;
Difficult timing. The last F + 3,1,2 constantly wants to be pressed a little earlier than necessary. Against the background of ordinary juggles, Nightwolf does not look very good.

B+1,1,1,Ax swing,Axe swing,dash,1,X - 48%;
F+3,1,Axe swing,B+2,Axe swing,dash,1,X - 49%;
B+2,2,Axe swing,B+2,Axe swing,dash,1,2,X - 52%;

Nightwolf's X-ray combos are truncated variations of his standard juggles and deal decent damage. In addition, they are very stable, because, as a rule, difficult finishing blows are cut off.

That's really someone cheated so cheated. Noob has trouble with midscreen combos, and corner combos aren't particularly impressive either. Add to this relatively low damage (including X-ray combinations), and it becomes clear that close combat is not the Noob's path.

B+1,2,1,4, Teleport slam - 22% (25% if EX);
Sadly, this is the main working combination of Noob.

B+1,2,1,4,(Reset),Black hole (behind),Shadow charge,1,dash,1,2,Teleport slam - 16%+27% (16%+30% if EX);
Combo with reset. Purely mechanically, these are two different combos, but the idea is that avoiding the second part is not so easy for the enemy - Shadow charge pushes him into the hole even when blocking. Wakeup attacks with armor or being a fast teleporter will help to avoid the second part.

B+1,2,1,4,Shadow upknee,2,1,2,Shadow upknee,2,1,Shadow charge - 32% (33% if EX);
A fairly simple corner combo, but the damage is rather weak.

2,1,2,EN Shadow upknee,4,2,1,2,Shadow upknee,2,1,Shadow charge - 43% (44% if EX);
Also not the most difficult combo, requiring one scale of the EX-meter. Keep in mind that EN Shadow upknee is followed by a simple kick that is not part of any combo. By the way, both corner combinations can also be completed with the help of Shadow slide - the damage will be the same.

B+2,1,4,X - 39%;
2,1,2,X - 43%;

Both X-ray noob combinations are terribly simple and almost as weak.

Quan Chi is nothing special when it comes to juggles. Most of them are trance-like, complex, and deal moderate damage.

1,1,2,Sky drop,(Hold)F - 17% (24% if EX);
Weak combo, tied to the fact that the direction of the Sky drop can be slightly controlled by holding "back" or "forward". Does not hit some characters.

1,1,2,Trance,nJP,JK,Sky drop - 25% (30% if EX);
Here, as in other combos with a special move that continues JK, it is important to sky drop right after the kick. You can also miss nJP, due to the fact that the opponent does not stand still during the "trance", but slowly moves towards you.

B+3,1+2,dash,3,Trance,2,1,4 - 27%;
Pretty simple juggle with medium damage.

B+3,1+2,dash,B+2,1,dash,1,Trance,2,1,4 - 31% - hard enough to do;
This juggle is much more difficult than the previous one and often breaks after B+2.1.

1,1,2,Trance,B+2,1,dash,B+2,1,dash,D+2 - 32%;
B+2.1,dash,B+3.3,Trance,B+2.1,dash,D+2 - 33%;

Two somewhat similar and very unstable combinations - in the first it is easy to miss the second B + 2.1 and an uppercut, and in the second the second blow from B + 3.3 almost never hits.

B+2,1,dash,B+2,1,dash,1,1,2,Trance,2,1,4 - 35%;
B+2,1,dash,B+2,1,dash,1,1,2,Trance,JP,1,1,Sky drop - 35% (39% if EX);

Two more similar combinations with different endings. The biggest difficulty is to hit 1,1,2.

1,1,2,Trance,F+1,2,X - 39%;
B+3,1+2,dash,B+2,1,dash,1,Trance,2,1,X - 45%;
B+2,1,dash,B+2,1,dash,1,Trance,2,1,X - 47%;

Quan Chi's X-ray combos don't shine with originality, but the last two deal good damage.

Raiden has a difficult transition with Electrocute in many juggles, but the damage is nothing special. Another point worth mentioning is that almost all thunder god juggles end with Electric fly, whose enhanced version does not add damage and does not have any unique differences, so it does not make sense to use it to complete juggles.

B+3,1,2,dash,3,3,4, Electric fly - 28%;
The only juggle that doesn't use Electrocute, so it's very simple and deals pretty good damage for its difficulty.

F+4,dash,B+3.1,Electrocute,B+3.1,Electric fly - 29%;
1,2,1,Electrocute,B+3,1,2,Electric fly - 29%;

Two combos that are similar in both difficulty and damage. The main problem is to catch the enemy after Electrocute.

B+3,1,2,dash,Electrocute,B+3,1,2,Electric fly - 33%;
B+3,1,2,dash,B+3,1,Electrocute,B+3,1,Electric fly - 34%;

Two more almost identical combinations. A little stronger than the previous ones. The main difficulty is the same.

3,3,4, Vicinity blast, 3,3, Electrocute, 3,3,4 - 37%;
3,3,4,Vicinity blast,3,3,Electrocute,1,2,1,2,Electric fly - 38%;

Two fairly simple corner combinations. After Vicinity blast, a short pause is needed. The second juggle is more difficult, since 3,3,4 is much easier to catch than 1,2,1,2.

F+4,dash,Electrocute,B+3,1,X - 40%;
B+3,1,2,dash,B+3,1,X - 41%;
3,3,4,X - 42%;
B+3,1,2,dash,Electrocute,B+3,1,X - 44%;

Raiden's X-ray combos are frankly weak and there is not much point in using them.

We can say that Reptile has one main working juggle, and everything else is a husk.

3,2,EN Elbow dash,Slide - 29% (32% if EX);
Deals too little damage for a combo that uses an EX Meter.

1,2,2,Fast force ball,3,2,Slow force ball,3,2,1,Slide - 31% (32% if EX);
And here is the main juggle Reptile. Simple enough, the damage is not that great, but for such complexity it will do. After the Fast force ball, you need to take a short pause and let the enemy go down, otherwise there is a high risk of missing the second hit in 3.2.

Fast force ball,Elbow dash (miss),nJP,3,2,Slow force ball,3,2,1,Slide - 31% (33% if EX) - swapped balls give 1% less damage;
An important aspect of this juggle, which actually justifies its existence, is that it can be launched from a decent distance, using Elbow dash (it must miss) to quickly close the distance.

3,2,1,Acid hand,3,2,1,Fast force ball,3,2,1,Slide - 39% (40% if EX);
Pretty simple corner combo. The main thing is to clearly calculate the time after the Acid hand.

3,2,1,X - 38%;
3,2,Fast force ball,3,2,Slow force ball,3,2,1,X - 42%;

Reptile's X-ray combos are simple and weak to the point of disgrace.

Scorpio's juggles are somewhat similar in style to Ermak's juggles (perhaps by the active use of the teleporter). However, the damage of the Scorpion is slightly less, but the difficulty is no lower.

F+2,1,Spear,B+2,dash,3,3,Teleport,dash,1,1,Spear - 27% (28% if EX);
B+2,JK,Teleport,dash,2,1,Spear,F+2,1,Takedown - 27% (28% if EX);

Two fairly complex combos for their strength. It is very difficult to have time to catch the enemy after the teleport.

2,1+2,Teleport,dash,1,1,1,Spear,F+2,1,Takedown - 32% (33% if EX);
Approximately the same, in fact, combination as the previous two, but a little stronger and perhaps even simpler.

F+2,1,Spear,nJP,dash,B+2,dash,1,1,Teleport,dash,1,1,Takedown - 36% (38% if EX);
Perhaps the most difficult combo of Scorpio - you can lubricate the second hit in the first 1.1 and very often do not have time to hit Takedown. We can recommend catching the enemy on B + 2 almost at the very ground - in this case, he flies well.

3,3,Spear,nJP,dash,B+2,JK,Teleport,JK,Air throw - 36%;
F+2,1,Spear,nJP,dash,B+2,JK,Teleport,JK,Air throw - 37%;

A pair of powerful juggles, differing only in starters. Difficulty is completion and a quick teleport after the first JK.

2,1+2,Teleport,dash,1,1,1,Spear,F+2,1,X - 39%;
nJP,dash,B+2,JK,Teleport,dash,1,1,Spear,F+2,1,X - 45%;

Scorpion's X-ray combos aren't impressive at all. In addition, the second is very difficult to carry out in a real battle, because. it starts with nJP.

Sector has medium damage juggles, but they are not as difficult as it seems at first glance, and, most importantly, they have ample opportunities for using enhanced special moves in their combos. Such "reinforced" combinations may well compete in quality with not the strongest X-ray combos of the Sector.

B+3,4,Teleport uppercut,1,2,Flame thrower - 25% (27% if EX Flame thrower, 30% if EX Teleport uppercut, 32% if EX both);
F+4,4,Teleport uppercut,D+2 - 25% (30% if EX);

Two fairly simple combinations built on a teleporter. The first is more difficult.

B+2,Teleport uppercut,B+2,1 - 27% (33% if EX);
Another simple combination that is especially effective when enhancing a special move.

F+4,4,Teleport uppercut,B+2,Flame thrower - 28% (30% if EX flame thrower, 33% if EX Teleport uppercut, 36% if EX both);
This juggle is similar to combo #2, only harder and harder.

1,2,B+1,JK,Teleport uppercut,D+2 - 30% (35% if EX);
1,2,B+1,JK,Teleport uppercut,F+4,3,Teleport uppercut - 33%;

If you strengthen the first Teleport uppercut in the second combination, you will get a result of 38%. F+4,3, Teleport uppercut needs to be done very fast.

1,2,B+1,F+4,4,Teleport uppercut,B+2,Flame thrower - 36% (38% if EX Flame thrower, 41% if EX Teleport uppercut, 43% if EX both);
A good combination for reinforcement. In addition, the reinforced Teleport uppercut makes it much easier to complete the combo.

1,2,B+1,JK,Teleport uppercut,JK,EN Teleport uppercut,B+2,Flame thrower - 43% (44% if EX);
Not the easiest juggle to use amplification without fail. But the damage is very good.

B+3,4,Teleport uppercut,2,X - 37%;
B+2,Teleport uppercut,F+4,X - 43%;
1,2,B+1,JK,Teleport uppercut,2,X - 45%;

Sector's X-ray combos, as already mentioned, are not very strong and can be replaced with juggles using enhanced special moves.

Shang Tsung's juggles are tied to his Ground skull "ah. They are quite complex and not very strong, but it pays off with the fact that if Shang has already caught his opponent, he will not just escape from him.

B+1,2,1,Ground skull (close),dash,1,2,2,Soul steal - 28%;
A fairly simple combination with one "but": Soul steal often hits only half, which reduces damage to 24%.

Ground skull (medium), Ground skull (far), EN Ground skull,Up skull,JK - 29%;
A fairly simple and uninterruptible juggle using a single EX meter strip.

2,2,1,Ground skull (medium),Soul steal - 30%;
Again, a simple thing, but the final Soul steal can vary the resulting damage depending on its hit (25% or 30%).

B+1,2,1,4,Ground skull (far),EN Ground skull,Ground skull (close),Ground skull (medium),Ground skull (far) - 32%;
One of Shang Tsung's most effective combos. Not the most powerful, given the use of an enhanced technique, but not as difficult as it seems at first glance.

F+4,3,4,Ground skull (far),EN Ground skull,Up skull,JK - 32%;
A very simple and quite strong (for its complexity) combo. The problem may arise only with the calculation of the hit of Up skull.

B+1,2,1,4,Ground skull (far),EN Ground skull,Ground skull (close),Soul steal - 32%;
Probably the hardest of the 32% combos. Plus, as usual, Soul steal can cut damage.

2,2,1,Ground skull (medium),Ground skull (far),EN Ground skull,Up skull - 36%;
Very good combo - very simple and powerful. You can complete it instead of Up skull with an uppercut (D + 2) - this is a little more difficult, but the damage will be 37%.

2,2,1,Ground skull (close),2,2,1,Soul steal - 36%;

F+3,4,X - 37%;
2,2,1,Ground skull (close),X - 42%;

Shang Tsung's corner and X-ray combos are weak, but very simple. Note that F+3,4,X may not hit some characters, so F+4,3,4,X can be used as an alternative.

Shiva's juggles are not very powerful and don't always have a stable ending, but her two "conditional" juggles starting with a Low grab should be noted. They only go through sitting opponents, but are very powerful.

2,1,2,F+1,Fireball - 25% (28% if EX);
A simple entry-level combo that knocks back the enemy.

1,2,B+1,dash,2,1,2,Anti-air grab - 27% (30% if EX);
A much more difficult juggle - you can easily miss the last hit in 2,1,2 and Anti-air grab.

B+2,1+2,Fireball - 28% (32% if EX);
A very simple juggle in execution, besides starting with a bottom attack.

1,2,B+1,dash,2,1,2,Grab n punch - 30% (32% if EX);
Stronger and easier combination number 2 - Grab n punch does not miss.

2,1,2,F+1,Grab n punch - 30% (33% if EX);
Here the main difficulty is to have time to cancel F + 1 in Grab n punch.

1,2,B+1,dash,4,Grab n punch - 31% (34% if EX);
Not the best combo - very easy to miss Grab n punch and 1% damage is not worth the risk.

Low grab,B+2,1+2,Fireball - 41% (45% if EX);
Low grab,B+2,1+2,Anti-air grab - 43% (47% if EX);

Two of those "conditional" juggles. Pass only on sitting (including, in the block, opponents) and cause heavy damage. The second combination is easier, but Fireball can be missed (especially enhanced).

1,2,B+1,1,2,B+1,2,1,2,F+1, Grab n punch - 37% (39% if EX);
Pretty hard combo to do. Often the last Grab n punch fails, and without it, the damage will be only 29%

2,1,2,X - 37%;
A simple but weak X-ray combo.

I don't know why they offended Sindel so much. Not only does she have very difficult juggles, but they are also the weakest in the game (excluding corners).

B+1,2,dash,3,Yell,3,1,Step up - 20% (22% if EX);
Another relatively simple combo. The main difficulty is to clearly catch on 3,Yell.

B+1,2,dash,B+1,2,dash,1,1,1,Step up - 20% (22% if EX);
B+1,2,dash,B+1,2,dash,1,1,1,Hair whip - 21% (21% if EX);

Two similar combos, differing only in endings. The second is suitable for changing places with the enemy. The main problem is to clearly complete the juggles.

4,4,B+1,2,dash,1,1,1,Hair whip - 27% (28% if EX);
A very difficult juggle - often fails to catch the enemy on 1,1,1, but at least the damage numbers stop causing nervous laughter.

B+3,F+2,dash,3,1,Yell,3,1,Step up - 28% (30% if EX);
B+3,F+2,dash,B+1,2,dash,F+1,Hair whip - 29% (30% if EX);

Two more similar juggles: the first is a little easier, the second is a little stronger.

3.1,B+2,U+4.1,Yell,3.1,B+2,1,1,1,Fireball - 44%;
A powerful, but also quite complex corner combination. After Yell, it is advisable to come close to the enemy and stick him to the very corner, otherwise it will be almost impossible to hit 1,1,1.

4,4,B+1,2,dash,1,1,1,X - 38%;
4,4,B+1,2,dash,3,X - 40%;
B+3,F+2,dash,B+1,2,dash,F+1,X - 42%;

Sindel's X-ray combos are also unimpressive in terms of damage, and in execution they are variations of the usual ones with an X instead of a Hair whip to complete.

Smoke, like Cage, I played quite a lot, so he is also considered in more detail than most other characters. As for his juggles, they may not be particularly strong, but they are quite simple.

2,1,Smoke cloud,JK,Air throw - 22%;
2,1,Smoke cloud,JK,Teleport - 23% (26% if EX);
B+2,3,Smoke cloud,JK,Air throw - 25%;
B+2,3,Smoke cloud,JK,Teleport - 26% (29% if EX);

Four simple juggles of the same type, about the same in complexity.

Smoke cloud,dash,3,D+1,2,dash,3,2,Air throw - 26%;
Smoke cloud,dash,3,D+1,2,dash,3,2,F+4 - 28%;

The main difficulty of these juggles is to successfully hit 3,2. !IMPORTANT: after the last patch (July 2014) in the first of these two juggles, it became enough for me to simply insert JK before the Air throw, which leads to a final result of 29%.

2,1,Smoke cloud,step forward,3,D+1,2,JK,Air throw - 28%;
2,1,Smoke cloud,step forward,3,D+1,2,JK,Teleport - 28% (30% if EX);
B+2,3,Smoke cloud,step forward,3,D+1,2,JK,Air throw - 32%;
B+2,3,Smoke cloud,step forward,3,D+1,2,JK,Teleport - 32%;

Expanded versions of the first four juggles.

3,2,dash,3,Smoke cloud,step forward,3,D+1,2,JK,Air throw - 33%;
Quite a difficult juggle - 3,Smoke cloud does not always hit, and after 3,D+1,2 the opponent does not fly very high.

3,D+1,2,dash,3,2,Smoke cloud,step forward,3,D+1,2,JK,Air throw - 36%;
3,D+1,2,dash,B+2,3,Smoke cloud,dash,3,D+1,2,JK,Air throw - 37%;

Two powerful, but not the most simple juggles. In the first case, after 3,2, you need to pause before Smoke cloud, in the second, you need to pause a little after the first dash, so that instead of B + 2 you don’t get Smoke away.

Smoke cloud, X - 37%;
2.1,Smoke cloud, X - 39%;
B+2,3,Smoke cloud, X - 40%;
3,D+1,2,dash,3,2,Smoke cloud,X - 41%;
3,D+1,2,Smoke cloud, X - 42%;
3,D+1,2,dash,B+2,3,Smoke cloud,X - 43%;

All Smoke's X-ray combos are essentially built on the same thing, and the most important thing here is to clearly pause between Smoke cloud and X. Fortunately, Smoke's X-ray has the ability to "charge" while holding X.

Sony has quite complex, but powerful and diverse juggles.

1,1,4,Kartwheel,Leg grab - 23% (25% if EX Kartwheel, 26% if EX Leg grab, 28% if EX both);
A simple initial juggle, but with the Leg grab you don't have to slow down.

B+2.1,F+2,F+2.2.4 - 27%;
Another simple combination.

F+2,2,Kartwheel,F+2,2,Leg grab - 29% (32% if EX Kartwheel, 33% if EX Leg grab, 36% if EX both);
Also a simple juggle with a lot of damage management depending on the use of the EX-meter.

Air drop,3,1,2,Leg grab - 31% (36% if EX);
A fairly simple juggle, starting from the air. But you need to press everything without pauses.

B+2,1,F+2,F+2,2,Kartwheel,Leg grab - 32% (34% if EX Kartwheel, 35% if EX Leg grab, 37% if EX both);
It is important here to catch the opponent at F+2.2 at the correct height so as not to grease the Kartwheel.

B+2,1,Kartwheel,dash,1,dash,1,dash,1,dash,1,1,Leg grab - 34% (37% if EX Kartwheel/Leg grab, 40% if EX both);
Here it seems to me that the final leg grab seems to be the most difficult.

B+2,1,Kartwheel,dash,B+2,1,F+2,JK,Air throw - 36% (38% if EX);
A powerful, but rather difficult combo, because after the Kartwheel the enemy flies very low and for a short time, and everything needs to be done very quickly.

Air drop,4,Kartwheel,dash,B+2,1,F+2,JK,Air throw - 37% (40% if EX Kartwheel);
Air drop,4,Kartwheel,dash,B+2,1,F+2,1,Leg grab - 38% (40% if EX Kartwheel/Leg grab, 43% if EX both);

Two not the most simple, but very powerful juggles. The first one is probably easier. 4, Kartwheel needs to be done instantly after Air drop.

JP,Air drop,2,1,Kartwheel,dash,1,1,dash,1,1,4,EN Arc kick - 39% (42% if EX Kartwheel);
Damn difficult juggle due to the fact that JP, Air drop, 2,1 must be done incredibly quickly.

3,1,2,X - 36%;
B+2.1,Kartwheel,dash,F+2.2,X - 42%;
Air drop,4,Kartwheel,dash,B+2,1,X - 43%;
Air drop,4,X - 44%;

Sonya's X-ray combos are simple, but do not do very much damage.

There is nothing particularly good to say about Stryker and his juggles. Those combinations that are even more or less simple do little damage, and powerful combinations are damn difficult.

B+2,F+2,dash,1,1,Gun shot,dash,4 - 27%;
B+3,2,dash,1,1,Gun shot,dash,4 - 28%;

Two similar juggles with different starters. The second one is more difficult, because after B+3.2 the enemy flies very low.

B+3,2,dash,4,Roll toss - 29% (32% if EX);
Optimal juggle for Stryker in terms of damage/difficulty ratio.

B+1,2,2,nJP,dash,1,2,Gun shot,dash,4 - 31%;
B+1,2,2,nJP,dash,1,2,Gun shot,dash,1,Roll toss - 34% (37% if EX);

Two more very similar, but very different in complexity juggles. The first one, due to the large radius 4, almost never breaks down, but the second one has a lot of conditions: at 1.2 you need to catch a slightly lowered enemy, otherwise the Gun shot will not hit, and after the Gun shot you need to very clearly finish the ending - Roll toss is often just it doesn't work, and even 1 can miss if a full-fledged dash did not work out or the height for the Gun shot was unsuccessful.

B+2,F+2,dash,1,2,Gun shot,dash,1,2,Roll toss - 37% (39% if EX);
Striker's most powerful combo. Even a little faster than the previous one.

B+3,2,1,2,Gun shot,1,2,EN Gun shot,1,1,4 - 43%;
A fairly powerful corner combo, but requires very tight timing.

B+1,2,2,nJP,dash,2,X - 44%;
Stryker has a too slow X-ray start, so this is almost the only adequate series where it can be inserted, but dash, 2, X must be done as quickly as possible, otherwise the enemy will have time to fall between 2 and X.

Sub-Zero's regular juggles are nothing special, but X-ray combos are very strong and quite simple.

F+4,Ice ball,2,1,4,Slide - 28% (30% if EX);
An easy combo with decent damage.

2,1,2,Ice ball,dash,B+1(miss),2,2,2,Slide - 29% (30% if EX);
Here it is necessary to lubricate B + 1, and after B + 1.2 make a micro-pause.

B+1,2,Ice ball,2,1,4,Slide - 31% (33% if EX);
B+1,2,Ice ball,nJP,dash,B+1,2,2,1,2,Slide - 33% (34% if EX);

Two similar combinations. In the second, you can blur nJP due to the peculiarities of the frozen character's stance and you need to make a micro-pause after B + 1,2.

2,1,4,Ice ball,2,2,4,Slide - 35% (36% if EX);
Sub's corner combo is nothing special at all - simple and weak. EX-completion swaps you with the opponent, so it is not recommended.

2,1,4,X - 48%;
B+1,2,Ice ball,JP,2,1,4,X - 50%;

Sub-Zero's X-ray combos are powerful and simple, but there is one subtlety: after pressing X, you need to hold it a little, and then release it, otherwise (with a simple quick press) the blow will not land. X-ray Sub-Zero has the ability to "charge", like Smoke, which allows you to turn such a feint.

What can you say about Freddie? Yes, he has quite powerful juggles, but they are wildly, unrealistically complex. And the person who came up with the introductory combination for Hell spike (far) was a sophisticated sadist.

B+1,2,U+1,F+4,3,Glove toss - 21% (24% if EX);
Yes, of course this combination is simple, but it does nothing damage either.

F+4,2,1,Hell spike (medium),Hell spike (far),Hell spike (far) - 27% (28% if EX);
The freebie is over. Difficulties begin already at the first Hell spike (far), which must be done after a short pause. But the second Hell spike (far) needs to be entered almost instantly. The absence of the second Hell spike (far) takes away 1-2% of the total damage in all such combos. Well, completing such EX Hell spike combos is MUCH easier.

F+4,2,Hell spike (close),dash,B+2,dash,F+4,2,1,Hell spike (far),Hell spike (far) - 30% (31% if EX);
B+2,Hell spike (close),dash,B+2,dash,F+4,2,1,Hell spike (far),Hell spike (far) - 32% (33% if EX);

Very difficult combinations due to the ending (even with correct input Freddy strives to make not a long-range, but an average Hell spike - d_e_b_i_l_i_z_m!) And the need to have time to insert dash "and.

B+1,2,U+1,B+2,F+4,2,1,Hell spike (far),Hell spike (far) - 34% (35% if EX);
Perhaps Freddie's most optimal series is the absence of a dash, which makes it much easier for her to complete the ending.

F+4,2,EX Hell spike,dash,B+1,2,U+1,F+4,2,1,Hell spike (far), Hell spike (far) - 37%;
B+1,2,U+1,B+2,EX Hell spike,dash,F+4,2,1,Hell spike (far),Hell spike (far) - 38%;

Also more or less adequate series, except for the end (we continue to send "rays of good" to the person who came up with the input for the distant Hell spike!)

F+4,2,EX Hell spike,dash,B+1,2,U+1,B+2,F+4,2,1,Hell spike (far), Hell spike (far) - 39% - practically unreal;
F+4,2,EX Hell spike,JP,B+1,2,U+1,B+2,F+4,2,1,Hell spike (far), Hell spike (far) - 41% - practically unreal;

The last two combinations are almost impossible to perform. And not even because of the "favorite" double Hell spike (far), but because after B + 1,2, U + 1 the enemy flies very low and the window for entering B + 2 is too small, and even if he will hit - everything that follows must be done too quickly.

B+1,2,U+1,U+3,F+4,2,1,Hell spike (close),D+2 - 40%;
Freddie's corner series are even simpler than usual ones - you don't have to do this damn Hell spike (far).

B+1,2,U+1,U+3,F+4,2,1,Hell spike (close),F+4,2,1,Hell spike (close) - 44% (45% if EX) ;
B+1,2,U+1,U+3,F+4,2,1,Hell spike (close),F+4,2,1,EN Hell spike,F+4,2,1,Hell spike (close) - 50%;

Very difficult combinations. The second one, in fact, is a continuation of the first one after the strengthened second Hell spike.

B+1.2,U+1,F+4.3,X - 37%;
A simple X-ray combination. Just let your opponent get down properly after B+1,2,U+1, otherwise X will miss.

B+2,Hell spike (close),dash,B+2,dash,F+4,2,X - 39%;
The combination is more difficult, but not by much.

B+1.2,U+1,B+1.2,U+1,X - 42%;
B+1.2,U+1,B+2,F+4.2,X - 43%;

These two X-ray combos are probably Freddy's easiest combos.

In Kenshi, all juggles are generally similar. They are quite complex, but still, perhaps the simplest of all DLC characters.

F+2,2,Rising karma,F+2,2,B+1,Spirit charge - 26% (28% if EX);
Pretty simple series. It is important to clearly catch the enemy after Rising karma.

F+2,2,B+1,Rising karma,dash,D+2 - 27%;
F+2.2,B+1,dash,F+2.2,B+2 - 27%;

Two very simple juggles that do not use special moves.

F+2,2,B+1,dash,1,1,Rising karma,dash,D+2 - 28%;
Extended version of combination #2.

F+2,2,EN Rising karma,dash,F+3,2,Spirit charge - 28% (30% if EX);
For a combination that necessarily uses an enhanced move, the damage is not impressive.

F+2.2,B+1,dash,F+2.2,Rising karma,D+2 - 29%;
Also a simple combination, the benefit of Rising karma throws up an opponent, God forbid.

F+2.2,Rising karma,F+2.2,B+1,dash,F+2.2,B+2 - 30%;
A difficult combination - you need to catch the enemy at F + 2,2, B + 1 at a sufficient height, and then have time to make a quick dash.

F+2,2,B+1,dash,1,1,Rising karma,dash,F+2,2,B+2 - 31%;
Much simpler than the previous juggle due to the fact that the second toss goes through Rising karma.

F+2,2,B+1,Rising karma,dash,F+3,2,Spirit charge - 31% (32% if EX);
F+2.2,B+1,dash,F+2.2,Rising karma,F+2.2,B+2 - 32%;
F+2,2,B+1,dash,F+3,2,Rising karma,dash,F+3,2,Spirit charge - 35% (37% if EX);

Three similar combinations with gradually increasing difficulty and damage.

F+2.2,B+1,dash,F+2.2,Rising karma,F+2.2,X - 41%;
F+2.2,B+1,dash,F+3.2,Rising karma,dash,F+2.2,X - 44%;

Kenshi's X-ray combos are not very strong, but they are quite simple. The main thing is to clearly catch the falling enemy after Rising karma.

Rain is the most active of all the characters using special moves in his juggles. The spread of his combos in terms of difficulty and damage is also very large.

B+2,1+2,Lightning,Water bubble,D+2 - 20% (24% if EX);
A weak combination, but a tricky execution - after B+2,1+2 you need to pause, otherwise Lightning simply won't work.

1,2,F+4,B+2,Lightning,Step forward,D+2 - 23% (26% if EX);
1,2,F+4,B+2,Lightning,4,3,Aqua splash - 27% (29% if EX Aqua splash, 30% if EX Lightning, 32% if EX both);

Here, too, not everything is smooth - a pause is needed between 1,2,F + 4 and B + 2, Lightning. B + 2 must be pressed at the very beginning of the opponent's fall. Also, do not rush c 4.3.

4,3,Lightning,Super kick,D+2 - 28% (31% if EX Lightning, 31% if EX Super kick, 34% if EX both);
And here everything is very simple, although the damage is average.

1,2,F+4,B+2,Lightning,4,3,Water bubble,D+2 - 29%;
A slightly more complicated version of the second and third combinations.

B+2,1+2,dash,4,3,Water bubble,4,3,Lightning,dash,D+2 - 30% (32% if EX);
Pretty simple juggl. The problem may be only in catching the enemy falling from the Water bubble.

4,3,Lightning,Super kick,4,3,Aqua splash - 32% (34% if EX Aqua splash, 35% if EX Lightning/Super kick, 37% if EX Lightning/Super kick and Aqua splash, 38% if EX Lightning and Super kick, 40% if EX all);
Without power-ups - not a very powerful series, but it is quite simple. The only thing is that you can easily not catch the enemy after the Super kick.

Super kick,4,3,Water bubble,4,3,Lightning,dash,4,Geyser kick - 34% (38% if EX Super kick);
There are two difficulties here - to catch the enemy falling from the bubble, and to get the final Geyser kick.

4,3,Lightning,Super kick,4,3,Water bubble,D+2 - 34% (37% if EX Lightning/Super kick, 40% if EX both);
4,3,Lightning,Super kick,4,3,Water bubble,4,Geyser kick - 36% (39% if EX Lightning/Super kick, 42% if EX Lightning and Super kick);

Fairly simple and powerful juggles. There are no special freezes.

4,3,Water bubble,4,3,Super kick,4,3,Lightning,4,Geyser kick - 42% (47% if EX Lightning and Super kick);
A powerful combo that has the same problems as juggle #8.

4,3,Lightning,Super kick,4,3,X,D+2 - 48%;
4,3,Lightning,Super kick,4,3,X,4,3,Aqua splash - 50%;
4,3,Water bubble,4,3,Super kick,4,3,X,D+2 - 52%;

Here's something, and Rain's X-ray combos are good without any reservations - very powerful and at the same time very simple (not counting catching 4,3, Super kick after falling out of the bubble).

Scarlet has very powerful juggles, but they are only inferior in complexity to Freddy Krueger's juggles. Against their background, the corner and X-ray combos look quite pale (considering that Scarlet has the weakest X-ray in the game).

B+2,Red dash,B+2,dash,U+3,F+4.3 - 32%;
Spectacular, simple enough and strong enough combo without any subtleties.

F+3,1,Down slash,dash,2,3,Up slash,dash,2,3,Red slide - 37%;
The main problem may be the end through the Red slide, otherwise - nothing complicated, but the damage is more than decent.

B+2,Red dash,B+2,dash,U+3,2,Red dash,B+2,JK,Blood drop - 41%;
B+2,Red dash,B+2,dash,U+3,2,Red dash,B+2,dash,2,3,Red slide - 43%;

Two powerful, but overly complex combinations due to the constant use of Red Dash. The greatest difficulty is the execution of 2, Red dash, B + 2 - usually Red dash is obtained too late or does not work at all.

F+3,1,Down slash,B+2,Down slash,2,3,Up slash,1,1,2 - 40%;
Scarlet's corner combo is quite simple. Everything is done almost in a row, a short pause is needed only after the second Down slash. You can try replacing the 1,1,2 end with 2,3, Red slide - it's much more difficult, but it will give 44% damage.

F+3,1,Down slash,dash,2,3,X - 40%;
As already mentioned, Scarlet's X-ray combo does not represent anything special and does not make much sense against the background of powerful simple combos.

B+2,Red dash,B+2,dash,U+3,2,X - 44%;
A slightly stronger X-ray combo that might already make sense (missing from the video as it was discovered after the video was recorded).

24.05.11

Mortal Kombat (2011) includes 28 playable characters for the Playstation 3 console and 27 playable characters for the Xbox 360. The exact number of downloadable characters is still unknown, but rumors are for the best. In addition, there are 3 bosses in the game (you cannot play them) and 2 hidden character: Cyber ​​Sub-Zero is unlocked when you defeat him in chapter 13 storyline, and Quan Chi is playable through the storyline (aka Story Mode).

01. Liu Kang
02. Kung Lao
03. Scorpio
04. Sub-Zero (Sub-Zero)
05. Sindel
06. Ermac
07. Reptile
08. Kitana
09. Johnny Cage
10. Jade
11. Mileena
12. Night Wolf (Nightwolf)
13. Cyrax
14. Noob Saibot
15. Smoke
16. Sector
17. Sonya Blade
18. Jax
19. Kano
20. Stryker (Kurtis Stryker)
21. Shang Tsung
22. Baraka
23. Kabal
24. Raiden
25. Sheeva
26. Quan Chi
27. Cyber ​​Sub-Zero (Cyber ​​Sub-Zero)
28. Kratos

01. Goro can be played in Challenge Tower mode
01. Kintaro
01. Shao Kahn

In addition, the classic Smoke, Noob Seibot and Jade appear in the game, with whom you can fight. Read more.

The confirmed downloadable characters are Kenshi, a blind ninja, and Scarlet, a ninja girl who appeared due to a glitch in the second part of the MK. Unconfirmed rumors are the characters Havik (Havik), Tanya (Tanya), Frost (Frost), Rain (Rain), Fyudzhin (Fujin), as well as the developers mentioned very interesting characters: Cyber-Smoke (Cyber-Smoke) and Shinnok (Shinnok) . We wait!

Welcome to the section dedicated to the characters of the game Mortal Kombat X.

Character order:

  • Characters with separate chapters in the storyline.
  • Characters without a chapter in story mode are in alphabetical order.
  • DLC characters.

Johnny Cage

Johnny Cage in Mortal Kombat X

Voice Actor— Andrew Bowen

In the storyline Mortal Kombat X Johnny Cage is one of the main characters.

Brief history:

Johnny Cage is one of several survivors of the events. After these events, Johnny ended his career as an actor, began working in the Special Forces as a field agent, married Sonya Blade and had a daughter, Cassie. At the start of the game, Cage helps Raiden imprison Shinnok in an amulet. After a while, he becomes a mentor to young fighters.

Fighting styles:

  • VIP- enhanced attacks
  • on cams- emphasis on attacks with fists (Feature of the image: the presence of brass knuckles)
  • Understudy- special shadow attacks that create a double effect

Johnny Cage costumes:

Kotal Kan

Kotal Kan in Mortal Kombat X

Voice Actor- Phil LaMarr

Chapter in the storyline assigned to the character - 2

Kotal Kahn is one of the debutants in the series.

Brief history:

Kotal Kahn was born in the realm of Osh-Tekk, whose story was detailed in the comic. At the beginning of the game, he served Mileena, who became the ruler of the Outworld after the death of Shao Kahn, later becomes the ruler thanks to a conspiracy with Di "Vora, Reptile and Ermak, after which he participates in civil war in the Outer World.

Fighting styles:

  • Sun God- Using the energy of the sun in combat (Skin Feature: Yellow Tattoo)
  • god of War- Skillful use of weapons in combat (Skin Feature: Blue Tattoo)
  • blood god- Using Blood Totems and Spells (Skin Feature: Red Tattoo)

Kotal Kahn Costumes:


Sub Zero

Sub-Zero in Mortal Kombat X

Voice Actor— Steve Blum

Chapter in the storyline allotted character - 3

Sub-Zero in the storyline Mortal Kombat X does not play a particularly significant role.

Brief history:

Sub-Zero in the MKX storyline is one of several characters (Apart from him: Scorpion and Jax) who were freed from Quan Chi's influence and brought back to life. After these events, Sub-Zero and Scorpion no longer feuded. Sub-Zero also trained a new team of fighters to participate in the war between the worlds.

Fighting styles:

  • Great master- creating ice traps in battle (Feature of the image: no mask)
  • Cryomancer- create weapons from ice (Skin Feature: ice hands)
  • impenetrability- Ice Shield (Skin Feature: Ice Mask)

Sub-Zero costumes:

Kung Jin

Kung Jin's Mortal Kombat X

Voice Actor- Johnny Yong Bosch

Chapter in the storyline assigned to the character - 4

Kung Jin is one of the new characters in the series.

Brief history:

Kung Jin, a relative of Kung Lao and the Great Kung Lao, was once a thief, later, thanks to Raiden, becomes a Shaolin monk. In the storyline MKX Kung Jin is part of Cassie's team and participates in the struggle between the worlds. An excellent archer who can also be used in close combat as a staff.

Fighting styles:

  • Shaolin- normal and special attacks when using chakram (Feature of the image: the presence of chakram)
  • Heritage- emphasis on archery, the ability to shoot special arrows (Feature of the image: a capacious quiver and white arrowheads)
  • Bojutsu- unique attacks (Skin Feature: Dragon drawing on the bow/staff)

Kung Jin Costumes:



Sonya Blade

Sonya Blade in Mortal Kombat X

Voice actress- Tricia Helfer

Chapter in the storyline assigned to the character - 5

Sonya Blade in storyline MKX plays a very significant role.

Brief history:

Sonya Blade is one of the few characters that managed to survive. After the events of the previous game, Sonya was promoted to General, which was followed by family discord and a subsequent divorce from Johnny Cage. She treats her daughter Cassie primarily as a subordinate rather than a daughter and does not give her any privileges, but in some episodes she is shown to be worried for her daughter's safety and almost killed Kano when he threatened to kill Cassie. AT MKX Sonya is smart, cold and calculating.

Fighting styles:

  • Special Forces- support for a combat drone from the air (Feature of the image: a green glow on Sony's hand blaster)
  • special agent- emphasis on counterattacks and captures (Feature of the image: war paint on Sonya's face)
  • Destruction- access to grenades (Skin Feature: Belt with grenades)

Sony Blade costumes:




Di "Thief

Di "thief in Mortal Kombat X

Voice actress- Kelly Hu

Chapter in the storyline assigned to the character - 6

Di "Vora - debutant in the series Mortal Kombat.

Brief history:

Di "Vora belongs to the ancient Kaitinn race, which was easily conquered by Shao Kahn, due to the secluded natures of the inhabitants. In the storyline MKX Di "Vora is an assistant to Kotal Kahn.

Fighting styles:

  • Poison- the use of poisonous mucus in battle (Feature of the image: the hands and feet of Di "Thieves covered with mucus and red-black spider legs)
  • queen bee- unique tricks: Krawler and bug blast(Feature of the image: no hood and yellow spider legs)
  • mother heroine- help of insects in battle (Feature of the image: insects flying nearby and red spider legs)

Takeda Takahashi

Takeda's Mortal Kombat X

Voice Actor- Perry Shen

Chapter in the storyline assigned to the character - 7

Takeda Takahashi is new to the series.

Brief history:

Takeda's childhood is much more detailed in the comic. Takeda holds a grudge against his father Kenshi for leaving for a long time. Takeda's childhood was spent in the Shirai Ryu, the Scorpion clan, who became the boy's teacher. In the game's storyline, Takeda is a member of Cassie's squad. Indifferent to Jackie Briggs.

Fighting styles:

  • Ronin- unique attacks with dual swords (Feature of the image: the presence of swords)
  • Shirai Ryu- special attacks of Shirai Ryu (Feature of the image: the presence of a mask)

  • Whiplash- whip attacks (Skin Feature: orange glow of whips)

Jax Briggs


Jax inMortal Kombat X

Voice Actor— Greg Eagles

Chapter in the storyline allotted character - 8

Jax, in the storyline Mortal Kombat X, is one of the central characters.

Brief history:

Jackson "Jax" Briggs is one of the few characters who died in last game, whose mind was freed from Quan Chi's influence and returned to life. In addition to him, Sub-Zero and Scorpio were also "cleansed". After these events, Jax left the Special Forces, led a quiet life with his wife and daughter Jackie, whom he reluctantly allowed to join the Special Forces. Takes part in the battle of the Earthrealm against the Non-existence.

Fighting styles:

  • Wrestler- emphasis on grips (Feature of the image: yellow glow of mechanical hands)
  • heavy weaponry- emphasis on the use of firearms (Feature of the image: weapons on the back)
  • paging- emphasis on power attacks (Feature of the image: special tubes for pumping power into mechanical hands)

Jax costumes:

Scorpion

Scorpio in Mortal Kombat X

Voice Actor- Patrick Seitz (+ Ed Boon)

Chapter in the storyline allotted character - 9

Scorpio is an important character in the storyline MKX, although his role is significantly shorter than in the previous game.

Brief history:

Scorpion, like Jax and Sub-Zero, was freed from Quan Chi's spell and returned to life, reconciled with Sub-Zero and took Kenshi's son Takeda as his student. More information about this is in the comic, which tells about the events that took place between the end of the previous game and the beginning of MKX.

Fighting styles:

  • Inferno- help in battle from hellish creatures
  • Ninjutsu- unique attacks with dual swords (Feature of the image: the presence of dual swords)
  • Hell fire- fire attacks

Scorpion Costumes:

Raiden

Raiden in Mortal Kombat X

Voice Actor— Richard Epcar

Chapter in the storyline allotted character - 10

In the storyline Mortal Kombat X Raiden is given no less time than in the previous game.

Brief history:

At the beginning of the game, Raiden, with the help of Johnny Cage, manages to imprison Shinnok in an amulet from which he himself will not be able to free himself. After these events, he entrusts the amulet to Sonya Blade to place it in a safe place. Years after these events, Mileena somehow manages to get hold of the amulet that she uses in her war with Kotal Kahn. Raiden later joins the fight between the worlds.

Fighting styles:


  • Stormlord- Raiden has the ability to create special traps (Feature of the image: a hat glowing with lightning)
  • God of Thunder- emphasis on lightning attacks + long combo attacks (Skin feature: glowing hands with lightning)
  • Displacer- Emphasis on using teleport

Raiden costumes:

Jackie Briggs

Jacqueline in Mortal Kombat X

Voice actress- Daniel Nicolet

Chapter in the storyline assigned to the character - 11

Jackie Briggs - new character in series.

Brief history:

Jacqueline "Jackie" Sonia Briggs is the daughter of Jackson Briggs. 20 years after Shinnok's attack on Earthrealm, Jackie joins a squad led by her best friend Cassie Cage. Jackie uses mechanical prostheses in combat, like her father, but the difference is that Jax wears them due to his lack of arms, while Jackie can easily take them off.

Fighting styles:

  • Shotgun- special attacks with a shotgun (Feature of the image: white color of prostheses)
  • Machine- special attacks with machine guns and rockets (Feature of the image: a firearm built into the prosthesis)
  • High tech- special melee plasma attacks (Skin Feature: improved prosthetics, with blue electric charges)

Jackie costumes:


Cassie Cage

Cassie Cage in Mortal Kombat X

Voice actress- Ashly Burch

Chapter in the storyline allotted character - 12

Cassie Cage is one of the main characters in the storyline MKX.

Brief history:

Cassandra "Cassie" Carlton Cage is the daughter of Johnny Cage and Sonya Blade, the only mortal fighters of Earth left alive after the events of the storyline. MKX Cassie, following in Sonya's footsteps, joined the Special Forces and led a group of a new generation of fighters, which included:

  • Jacqueline "Jackie" Briggs- best friend of Cassie and daughter of Jax Briggs
  • Takeda Takahashi- Student of Hanzo Hasashi (Scorpio) and son of Kenshi
  • Kung Jin- Shaolin monk and nephew of Kung Lao.

From her father, Johnny, Cassie inherited shadow punches.

Fighting styles:

  • special operation- support for the Spetsnaz helicopter + specially designed commands for it, like dropping bombs (Feature of the image: a microphone for giving commands to the Spetsnaz helicopter)
  • Hollywood- Emphasis on shooting and a special ability to shoot with two hands in the air (Feature of the image: sunglasses)
  • Brawler- emphasis on throws and close combat (Feature of the image: special yellow gloves)

Cassie Cage costumes:



Goro

Goro in Mortal Kombat X. An excerpt from the teaser "Goro is alive."

Voice Actor- Vic Chao

Goro in MKX was a bonus for pre-ordering the game, later became available for separate purchase.

Brief history:

Goro does not take part in the MKX storyline, more information about him is given in the comic.

Fighting styles:

  • dragon fangs- bracer attacks (Feature of the image: the presence of bracers)
  • Kuatan Warrior- unique attacks (Skin Feature: Shokan helmet)

  • tiger rabies- special moves Dragon breath and Fire ball(Feature of the image: distinguishing marks on the back)

Kano

Kano in Mortal Kombat X

Voice Actor— Michael McConaughey

Kano in the storyline Mortal Kombat X only appears in a couple of episodes.

Brief history:

Kano in MKX is a common weapon supplier, participates in the struggle for power in the Outworld as a spy for Mileena and makes an attempt to kill Kotal Kahn. He also still feuds with Sonya Blade.

Fighting styles:


  • Commando- emphasis on grips (Feature of the image: yellow glow of a cybernetic prosthesis on the chest)
  • Cybernetic- shooting from a cybernetic eye (Feature of the image: a blue glow of a cybernetic prosthesis on the chest)
  • Thug- emphasis on the use of melee weapons in battle (Feature of the image: green glow of a cybernetic prosthesis on the chest)

Kano Costumes:

Kenshi

Kenshi's Mortal Kombat X

Voice Actor- Vic Chao

Kenshi in the storyline MKX takes on more involvement than in the previous game, where he was one of the DLC characters.

Brief history:

Kenshi's MKX helps Sonya in the fight against Shinnok, and his son, Takeda, is in the Cassie Cage squad. Kenshi has a complicated relationship with his son, which is described in more detail in the comic. Kenshi was forced to leave Takeda with the Scorpion in the Shirai Ryu, to which Takeda becomes offended and angry at his father until their next meeting after a long time.

Fighting styles:

  • kenjutsu- telekinetic attacks (Feature of the image: no eye patch, blue glowing eyes)

  • Balance- the ability to create a copy of yourself (Feature of the image: the handle and case for the sword are blue)
  • Possessed- summon demons from the blade (Skin Feature: red tint of the sword)

Kenshi costumes:


Kitana

Kitana in Mortal Kombat X

Voice actress- Karen Strassman

Kitana, although not one of the central characters in the storyline MKX unlike, but a lot of time has been devoted to her person.

Brief history:

Kitana, like many fighters who fought on the side of the Earthrealm (except Sonya Blade, Johnny Cage and Liu Kang), died at the hands of Sindel and became a servant of Quan Chi. In the storyline, MKX is on Shinnok's side.

Fighting styles:


  • mournful- Emphasis on attacks with the staff of Bo, previously owned by Jade.
  • royal storm- emphasis on air attacks (Feature of the image: no mask)
  • Assassin- emphasis on high-speed attacks and dexterity (Feature of the image: the predominance of black tones in clothes and dark coloring on Kitana's face)

Kitana costumes:


kung lao

Kung Lao's Mortal Kombat X

Voice Actor- Will Yun Lee

Kung Lao in the storyline MKX practically does not take part and appears in some episodes.

Brief history:

Kung Lao was killed by Shao Kahn yet. AT MKX he is one of Quan Chi's minions. He is a relative of Kung Jin, one of the debutants in the series and one of the main characters in the storyline.

Fighting styles:

  • Chainsaw- spec. hat attacks (Skin Feature: blades on the hat)
  • Storm- includes a unique defense technique (Skin Feature: blue glow near the hat)
  • Focus with a hat- traps for the enemy (Feature of the image: the symbol of the White Lotus on the clothes of Kung Lao)

Kung Lao Costumes:

Liu Kang

Liu Kang in Mortal Kombat X

Voice Actor- Tom Choi

Liu Kang in MKX is one of the main plot antagonists.

Brief history:

Liu Kang, the winner of two Mortal Kombat tournaments, fell to the hands of his mentor Raiden in the last game. In HIC, he serves Quan Chi and Shinnok and opposes Earthrealm and Outworld.

Fighting styles:

  • dragon fire- includes fireball attacks and kick from the air. (Feature of the image: a black, distinctive spot on his face)
  • fire fist- unique attacks like parry, windmill and Shaolin fire (Skin Feature: red protective elbow pads)
  • Dualism- the ability to switch between the dark and light sides for healing or damage (Skin Feature: gray headband and belt)

Liu Kang Costumes:

Milina

Milina in Mortal Kombat X

Voice actress- Karen Strassman

In the storyline Mortal Kombat X Milina is one of the important characters.

Brief history:

After the death of her "father", Shao Kahn, at the end, she proclaimed herself the heir to the throne and soon became the ruler of Outworld, although in fact she is the creation of Shang Tsung and part-time a clone of Princess Kitana with only one difference - Tarkatan fangs, due to which Milina prefers to wear a mask. At the beginning of the storyline, Shinnok's amulet is in her possession.

Fighting styles:

  • Predator- Aggressive attacks and carnivory (Feature of the image: no mask)

Milina without a mask.

  • penetrating- emphasis on sai attacks
  • Ethereal- emphasis on teleportation and shadow attacks (Feature of the image: Milina's skin becomes pale)

Milina's costumes:

Quan Chi

Quan Chi's Mortal Kombat X

Voice Actor- Ronald M. Banks

Quan Chi's MKX acts as one of the main antagonists.

Brief history:

The death of Shao Kahn has always been in the plans of Quan Chi. After the events of the previous game, Quan Chi is trying with might and main to free Shinnok from imprisonment in the amulet, and the fallen warriors of the Earth help him in this.

Fighting styles:

  • Warlock- emphasis on the use of portals in battle (Feature of the image: skeleton hands on the back + green glow)
  • caster- unique techniques for this style (Feature of the image: red glow of the eyes)
  • sorcerer- special magic fields that strengthen Quan Chi and weaken his opponent (Feature of the image: purple glow)

Reptile

reptile in Mortal Kombat X

Voice Actor— Steve Blum

Reptile in the storyline MKX only appears in a few episodes.

Brief history:

After the death of Shao Kahn, Reptile remained in the Outside World and serves first Mileena, and then Kotal Kahn and helps him in the war between the worlds.

Fighting styles:

  • Poisonous- the use of a poisonous cloud in battle, from which you cannot defend yourself with the help of a block (Feature of the image: a poisonous cloud covers the body of the Reptile)
  • Imaginary- Emphasis on using the invisibility of the Reptile in combat (Feature of the image: no mask)

Reptile without a mask.

  • Nimble- the ability to increase speed and slow down the opponent (Feature of the image: a snake wraps around his waist)

Ferra and Torr

Ferra and Torr in Mortal Kombat X

Voice actors- Tara Strong and Fred Tatasciore

Ferra and Torr are debutants in the series. They play a minor role in the storyline.

Brief history:

The origin of Ferra and Torr is a mystery. Perhaps these are the inhabitants of the Outworld who were tied to each other by Shang-Tsung, perhaps they are representatives of an ancient race. They are servants of Kotal Kahn and participate in the struggle of the worlds.

Fighting styles:


  • Lackey- Torr fights alone, without Ferra, but much more fierce and powerful (Feature of the image: the absence of Ferra on his back)
  • Ruthlessness- Torr's attacks are many times more powerful (Feature of the image: Torr has a white mask and red gloves)
  • malice- unique tricks: Boss Toss and Gut Ripper

Shinnok

Shinnok in Mortal Kombat X

Voice Actor- Troy Baker

Shinnok is the main antagonist Mortal Kombat X. It appears last on the "ladder" of opponents and after a defeat in one round it can summon its demonic essence.

Brief history:

Once an elder god, Shinnok, was imprisoned in an amulet by Raiden. Throughout the story of the game, he waits for his release and prepares to strike again.

Fighting styles:

  • Necromancer- unique attacks using a giant bone arm in battle (Feature of the image: the absence of flesh on the forearm, which exposes its bones)
  • Impostor- the ability to steal special attacks of the enemy (Feature of the image: gems on his clothes emit a red glow)
  • Game of dice- using lethal skeleton weapons in combat (Skin Feature: Shinnok's green, glowing hands are attached to the right side of Shinnok's waist)

Shinnok costumes:

Ermak

Ermak in Mortal Kombat X

Voice Actor- Jamison Price

Ermak's Mortal Kombat X episodic role.

Brief history:

Like Reptile, after the death of Shao Kahn, Ermak served in the Outside World, first to Mileena, then participated in the Kotal Kahn conspiracy and later began to serve him.

Fighting styles:

  • Mystic- enhanced attacks Tele-lift & Telechoke(Feature of the image: gloves and the lower, inner part of the jacket emit a green glow)
  • Ghost- the ability to fly in battle and use unique air attacks (Skin Feature: green, glowing stone on the chest)
  • Lord of the souls- attack soul ball, the ability to disappear to avoid damage (Feature of the image: three souls in the form of balls spin around the body of Ermac)

Ermak costumes:

Erron Black

Erron Black in Mortal Kombat X

Voice Actor- Troy Baker

Erron Black is one of the debutants in the series. Notable for the fact that, like Stryker, he does not have any superpowers.

Brief history:

Little is said about this character in the game. More information about him is given in the comic. Erron Black is Kotal Kahn's advisor and mediator between Kotal and the Black Dragon gang.

Fighting styles:

  • Sniper- unique attacks using a rifle (Skin Feature: rifle on the back)
  • shooter- attack standoff stance and stunt shots from revolvers (Skin Feature: Erron Black is wearing a cowboy hat)

Erron Black in a hat.

  • Criminal- unique attacks using Tarkatan blades (Feature of the image: the presence of Tarkatan blades on the back)

Erron Black costumes:


Characters from DLC

Kombat Pack

Kombat Pack 2

Characters from Kombat Pack:

  1. Jason Voorhees- guest character and hero of the cult slasher series "Friday the 13th". Became available May 6, 2015.

Fighting styles:

  • unstoppable
  • Slasher
  • Merciless

2. Tanya- was previously a non-playable character, but participated in the storyline, where she was Milina's bodyguard. Became available June 2, 2015.

Voice actress— Jennifer Hale

Fighting styles:

  • Pyromancer
  • Kobu Jutsu
  • Dragon Naginata

3. Predator is a guest character from the film series of the same name. Became available July 7, 2015.

Fighting styles:

  • Hish-ku-ten
  • Warrior
  • Hunter

4. Tremor- a popular character in the fan community. Became available July 21, 2015.

Voice Actor- Fred Tatasciore

Fighting styles:

  • Crystal
  • aftershock
  • Metal

Characters from Kombat Pack 2:

1. Bo Rai Cho - old friend Raiden and Liu Kang's teacher.

Voice Actor- Fred Tatasciore

Fighting styles:

  • Bartitsa
  • Dragon breath
  • Drunk master

2. Triborg- a cyborg character that connects Cyrex, Sektor, Smoke.

Voice actors:

  • Sector- Vic Chao
  • smoke— Andrew Bowen

Fighting styles:

  • Smoke (LK-7T2)
  • Sector (LK-9T9)
  • Cyrex (LK-4D4)
  • Cyber ​​Sub-Zero (LK-520)- secret style

3. Leatherface- guest character from famous film series "The Texas Chainsaw Massacre".

Fighting styles:

  • Beautiful girl
  • Killer
  • Butcher

4. Stranger is a guest character from the cult film series of the same name.

Fighting styles:

  • Tarkatan
  • Acid
  • trickster

Back in 1992, children gathered in crowds at slot machines to spend pocket money on one the only game: Mortal Kombat. The level of violence in games set by this fighting game outraged many with its cruelty. Nevertheless, the crowds at the slot machines did not thin out, the game itself was very well done.

As of 2017, Mortal Kombat remains one of the most violent franchises in arcade game history. A dozen sequels and several offshoots from the main plot suggest that Mortal Kombat will exist for a long time to come.

The idea of ​​the game is very simple. The action takes place in a fictional universe in which there are 18 opposing worlds created by the Elder Gods. The earth is one of them. There is enough good and evil in the worlds, and their worst representatives seek to capture the kingdoms of their neighbors. To keep things fair, the Elder Gods decided that one world could only conquer the other by defeating the defending world's greatest heroes in ten consecutive contests. This is how "Mortal Kombat" arose - a platform for such fights.

Each world has its own powerful champions, we meet with them in the game. But for all their power, some of them are still inferior to others by Mortal Kombat standards. And here are the 8 strongest and 7 weakest characters in the game.

15 Strongest: Yermak


It's funny, but it owes its appearance to the appearance of a glitch in the original version of the game. Since then, he has become one of the strongest characters. And when the creators came up with their own story for the revived glitch, its power increased tenfold.

Yermak is an entity that has absorbed the countless souls of those who died in the battles of the Outer World. That is why he refers to himself as “we” and “our”, and not “I” and “mine”. These souls provided Yermak with the ability to telekinesis, which greatly complemented his own teleportation skills and ability to travel between worlds. Ermak owes an increase in his strength to the spirit of Shao Kahn that has now poured into him.

14 Weakest: Striker


Curtis Stryker you don't have to be afraid, especially if you have otherworldly powers at your disposal, like most Mortal Kombat characters have. Stryker is one of the heroes - people designed to protect the Earth Kingdom from those who want to attack it. For battles with demons and other evil spirits, it must be provided with special equipment. Overall, he's still a weak character.

Stryker is a police officer, which gives him the ability to use weapons such as a police baton, grenades and pistols in battles. And while it would be fatal for ordinary people, it is worth recognizing the fact that firearms and explosives may well not work against monsters like Goro and Onaga. Stryker can hold his own against other human Mortal Kombat characters, but to defeat Shao Kahn, Kano, Kintaro and the like, he'll need an incredible amount of luck for himself and a streak of bad luck for the bad guys.

13 Strongest: Kotal Kahn


- the main negative character of the game, since Shao Kahn went to the forefathers in the ninth part of Mortal Kombat. After the death of the ruler of the Outworld, someone had to take his place, and this role went to the new character of the game, Kotal Kan. The fact that the Maya Indians worshiped Kotal Kan as the god of war says a lot about his power.

In battle, Kotal Kahn could compete with his predecessor. He can use the power of the Sun to attack, but his main advantage is the power and speed of his strike. Kotal Kahn is not as violent as Shao Kahn, he prefers peace to war and would like to restore peace in Outworld. But it would be a mistake to ignore dark side Kotal Kana: He can be very rude sometimes.

12 Weakest: Hsu Hao


In addition to the unpronounceable name, there is nothing special to brag about. He is nothing more than an evil Mongol fighter who loves to wreak havoc. The main distinguishing feature of the character is a huge red pulsing cybernetic machine that serves as his heart - an excellent target for Mortal Kombat warriors.

The implant on this character's chest is capable of firing a laser beam, but I think if you just dodge the first attack and get to his weak point, it will all be over for Hsu Hao. He is a powerful fighter due to the fact that the cybernetic heart adds to his strength. But it's hard to ignore the fact that vulnerable spot so openly, because it gives the rest of the heroes of "Mortal Kombat" the opportunity to kill him with just a few blows to the chest.

11 Strongest: Scorpio


Hanzo Hasashi, better known as, can be called the hallmark of Mortal Kombat. This is the most popular character, and along with Raiden and Sub-Zero, he appears in all editions of the game. In addition, he is one of the most powerful heroes in the franchise. It is understandable why the creators are so eager to use this image again and again.

Without a mask, Scorpion's head is a flaming skull. This flame is called the "fire of hell", and you will not envy the one whom it touches. Scorpio himself is not threatened by the flame, so he uses it to hurt others. In addition to being a hand-to-hand combat pro, Scorpio also has several special abilities, including teleportation, the ability to launch fireballs and a variety of ways to use the fire of the underworld. Perhaps his most popular move is his harpoon attack, during which he lets out the most memorable call in the history of gaming: "Come here!"

10 Weakest: Cobra


At first glance, it is very reminiscent of Master Ken from Street Fighter. Ever wondered why he looks like a copy of Ryu's friend? Yes, because that's what he is. Earlier, when the sixth part of "Mortal Kombat" was created, the Cobra's name was Ken. Perhaps the developers took pity on Cobra and changed his name so that the character received at least some hallmark. The fact that Cobra is a very weak fighter did not improve the situation a bit.

Cobra is a ruthless martial artist, but that's all that can be said about him. Like most of the weak characters on this list, Cobra would be a real threat to ordinary people, but almost all Mortal Kombat warriors are able to crush him like a bug. True, we have to admit that he has some really cool fighting techniques, the best of which is the “burning fist”. The rest of his attacks are based on what can be seen in any martial arts movie.

9 Strongest: Onaga


- one of the underestimated characters of "Mortal Kombat", but this does not make him weaker. He was the ruler of Outworld until Shao Kahn usurped power. One of his titles, the Dragon King, also speaks of his power. A lot of players spent a lot of time trying to defeat Onaga in the Mortal Kombat Deception ending, which was very difficult to do. In addition to being really cool looking, Onaga is also one of the most powerful characters in the game's lore.

Many Mortal Kombat heroes consider Onaga to be the only legitimate ruler of the Underworld, and for good reason. If not for Shao Kahn's betrayal, Onaga would still have taken his rightful place on the throne. Onaga is a dragon, and by nature, he can breathe flames at his enemies. Add intimidating wings to this and no one will escape death.

8 Weakest: Nightwolf


Guys from Netherrealm Studios managed to create one of the most famous gaming images of the American Indians - and this. This highly visible character appears in a number of games in the series. However, few would call Nightwolf a favorite hero: his attacks and special abilities are too ordinary, so Nightwolf is often ignored.

Nightwolf can use mental energy in a variety of ways, such as creating bows, arrows, and even tomahawks with it. But still, Nightwolf is a weak character, and players prefer not to bother with him. And how incredibly boring he finishes off the enemy does not add to his popularity. Perhaps the only strong point of the Nightwolf is that he is the most technically savvy character in the game.

7 Strongest: Shao Kahn


No character intimidates like the conqueror of worlds. Massive muscles and a skull-shaped helmet make his rivals tremble, and it's hard to blame them for that. The huge hammer of Shao Kahn also terrifies. The outer corresponds to the inner: behind the terrifying appearance lies an even more terrifying power.

The MoviePilot website states that Shao Kahn is known for having god-like strength equal to, if not superior to, that of Raiden, the god of thunder. He is also characterized by heartlessness, cruelty, ferocity in battle and the desire to carry out the death penalty personally. In addition, Shao Kahn can absorb souls. He terrorized other worlds for many years, and if not for the defenders of Earthrealm, Shao Kahn would have already taken over the universe.

6 Weakest: Meat


As its name implies, it is a huge piece of meat. We have to give him credit, at first glance, he scares. This creature is without skin, and just because of this, it is initially very vulnerable. For many characters in the game, it will not be difficult to fry Meat by simply throwing a couple of fireballs at it.

In reality, Meat is the escaped result of Shang Tsung's experiment and has no special abilities. In battle, Meat uses his all-too-unique body for a series of heinous attacks. One of the moves in his arsenal allows Meat to rip off his own head to throw at his opponent. He can spread out into a pool of blood and guts to teleport to another place, and the ability to rip out his eye and then put it back in gives him the opportunity to partially restore health.

5 Strongest: Sub-Zero


is the male equivalent of Elsa from Arendelle in the Mortal Kombat universe. He appeared in the very first game in the series and has been in every sequel ever since. Sub-Zero is a ninja with the power of ice. Sub-Zero is not one person, several characters in the franchise have had this name, but they are all equally deadly.

In the hands of a good player, Sub-Zero is practically invincible. Some of his attacks can freeze the enemy for a few seconds, and this is a good chance for Sub-Zero to a clear victory. In addition to turning opponents into ice statues, Sub-Zero's skills include creating his own clones and teleportation. He is undoubtedly one of the strongest characters in the game, so fans of the new parody song should think twice about him before showing off their singing talents in front of him.

4 Weakest: Bo Rai Cho


The universe of "Mortal Kombat" is filled with characters who master various types of martial arts. Not without the style of "drunken fist" performed. At first glance, Bo Rai Cho doesn't seem like a match for Mortal Kombat at all. He's just a drunk, capable of a couple of punches and kicks to solve his problems. And speaking of strength in general, Bo Rai Cho is not someone to rely on.

In battle, Bo Rai Cho can demonstrate many tricks to confuse the opponent, one of them is vomiting under the opponent's feet. He's drunk during the fight, remember? In addition, he uses his beer belly to hit either an opponent or the ground - in which case an earthquake will occur. His place is in a bar, not in an arena, so Bo Rai Cho is lucky to still be alive.

3 Strongest: Liu Kang


When the guys from the Underworld are causing trouble for the Earth Kingdom, the only one you can count on is . Come to think of it, he doesn't make such an intimidating impression as the other characters in the game. He is not a cyborg, not a ninja, and has no special abilities. He's just so good at martial arts that he's saved the Earth four times already, from Mortal Kombat 1 to 4.

Although it was not easy, Liu Kang was able to defeat fighters such as Shao Kahn, Shang Zong, Goro and many others. Unfortunately, in Deadly Alliance, he was killed by Shinnok and Shang Zong, but returned as a zombie in later parts of the game. In Mortal Kombat X, he becomes one of those who fight against the heroes of the Earth, so that the latter have to confront their former ally.

2 Weakest: Mocap


And why do all the developers of fighting games strive to insert a comic character into the game? In Mortal Kombat, this is none other than . It doesn't take a genius to understand what Mocap is. This dude in a beaded spandex motion-capture suit found himself in one of the most dangerous fights ever. Actually, the character owes the name Mokap to this costume (from the English "motion capture" - motion capture).

Worst of all, Mocap is not just a symbolic character. He is an important person in the legend of the game. In all likelihood, he is stronger than an ordinary person, since he is well versed in various fighting styles, but that's all. Mokap cannot boast of mastery of magic or supernatural skills. And he becomes a participant in fights and in general the events of the game, simply by being in the wrong place at the wrong time.

1 Strongest: Raiden


No true Mortal Kombat fan would be surprised to see a . Any selection of heroes in this game will not do without him, not to mention the list of the strongest. For those not in the know, Raiden is the legendary thunder god of the Mortal Kombat universe, and as one of the franchise's deities, he's clearly capable of more than just firing a couple of lightning bolts.

Over the course of the series, Raiden has displayed a range of impressive abilities. Many characters in the game have ever faced Raiden face to face - and suffered an inglorious defeat at the hands of the god of thunder. And an impressive variety of skills helps Raiden, even on the verge of defeat, to turn the situation in his favor.

In Mortal Kombat 9, Raiden speaks to his past incarnation to prevent the events of Mortal Kombat Armageddon. There is more to Raiden than meets the eye, and he is quite capable of shocking acts.



 
Articles on topic:
Everything you need to know about SD memory cards so you don't screw up when buying Connect sd
(4 ratings) If you don't have enough internal storage on your device, you can use the SD card as internal storage for your Android phone. This feature, called Adoptable Storage, allows the Android OS to format external media
How to turn the wheels in GTA Online and more in the GTA Online FAQ
Why doesn't gta online connect? It's simple, the server is temporarily off / inactive or not working. Go to another. How to disable online games in the browser. How to disable the launch of the Online Update Clinet application in the Connect manager? ... on skkoko I know when you mind
Ace of Spades in combination with other cards
The most common interpretations of the card are: the promise of a pleasant acquaintance, unexpected joy, previously unexperienced emotions and sensations, receiving a present, a visit to a married couple. Ace of hearts, the meaning of the card when characterizing a particular person you
How to build a relocation horoscope correctly Make a map by date of birth with decoding
The natal chart speaks of the innate qualities and abilities of its owner, the local chart speaks of local circumstances initiated by the place of action. They are equal in importance, because the life of many people passes away from their place of birth. Follow the local map