MK9 Gameplay Notes

Arcade Stick Button Shortcuts

The button configuration screen lists the controls in an 8 button layout, however the game is playable with only 5 buttons.

the unlisted shortcuts :

  • Tag  = Back Punch  + Back Kick
  • Throw  = Front Punch  + Front Kick 
  • Flip Stance  = Front Kick  + Back Kick
  • X-Ray = Block  + Front Kick + Back Kick

Basic Attack Damage Differences

Here’s a damage value chart of basic attacks, note some of the differences:

Attack Scorpion Cage Mileena Sub-Zero
3% 3% 3% 3%
5% 5% 5% 5%
5% 7% 5% 5%
5% 5% 7% 9%

Damage Scaling

Not only are basic move attack strengths separate per character, but the strength of each basic attack can vary depending on when it’s used.

For instance in a combo setup, Mileena’s jumping punch launcher followed by either or kicks shows a 2% difference in damage between them. However, doing her Ball Roll followed by the same two kicks produces a 1% difference in damage. Damage scaling at work.

Keep in mind damage amounts do vary in some cases depending on what moves they follow, and also this data is subject to change when the game gets patches/updates.

Diagonal Motions Buffer Command Inputs

Much like the Street Fighter series, Mortal Kombat 9′s control system allows diagonal motion input commands to count as inputs into special move commands. For instance Liu Kang’s High Fireball in the air can quickly and more easily done by jumping backwards then pressing forward and Front Punch. In this example the “back” in the “up+back” backward jump counts toward the fireball’s “back,forward” motion input.

Fast Tags

Assistance from tag partners can be utilized after combo strings for unique combo variations. The string followed by the tag button(s) will tag the partner who can continue attacking. This tag type requires no super meter, and amount of Fast Tag options varies per character.

Tag Attacks

Assistance from tag partners can be utilized for both offensive and defensive attacks.

The motions forward,forward or down,forward followed by the tag button(s) is an offensive tag attack performed by a tag partner which tags a team character into the stage. This attack uses one meter 1 and can vary on damage amount.

The motions back,back or down,back followed by the tag button(s) is a defensive tag attack performed by the tag partner who then leaves the stage. This attack uses one meter 1 and can vary on damage amount.

Tag Kombos

Assistance from tag partners can be utilized during segments of combo strings for unique combo variations. The string segment followed by the tag button(s) will tag the partner who will finish the string and remain on the stage. This tag type requires no super meter, damage amounts varies, and amount of Tag Kombos varies per character.

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