Welcome to Mortal Kombat 1, a brutal fighting game where you’ll master deadly arts and conquer every challenge. This new timeline offers a fresh take on iconic characters and their stories, split across four distinct Acts, each packed with tricky fights and rich narratives. Whether you're diving into the campaign missions or exploring the new seasonal, board game-esque Invasions mode—which combines elements of past modes like the Krypt and Towers of Time—you'll need to understand character intricacies and unlock powerful combos to succeed.
This guide is your ultimate resource for navigating Mortal Kombat 1 on PC, PS5, Xbox Series X/S, and Nintendo Switch. We’ll cover everything from crucial early-game setup and campaign walkthroughs for each Act, to mastering the Invasions mode. Get ready to triumph through every story chapter, critical mission, and challenging encounter, ensuring you don't miss a single unlockable or crucial detail on your path to victory.
Part 9
Explore advanced combos for Cyrax and Jax in Mortal Kombat 1, including the powerful Bomb, Roundhouse, Bomb, Uppercut and Bomb, Uppercut, Bomb, Uppercut strategies. Learn Jax's special moves and character overview.
Cyrax Combos:
- Bomb, Roundhouse, Bomb, Uppercut: Requires opponent in the corner. Drop two bombs under them with precise timing, then Roundhouse them into the second bomb, followed by an Uppercut. This combo is very powerful but difficult to execute.
- Bomb, Uppercut, Bomb, Uppercut: A highly damaging combo for Cyrax. Drop two bombs under the opponent, then Uppercut them as they are launched by the first bomb, and repeat with the second bomb. This is one of the hardest combos in the game.
Secret Finishing Move Setup: Drop your Far Bomb just before your opponent falls during your Winning Pose. This can cause the opponent to fly onto you after the explosion, creating a unique visual.
Jax Character Overview:
- Strengths: Jax has the most special moves and a 13-hit combo. He can deal significant damage (up to 54% with a stun) if opponents are cornered. His Rockets and Quad Slams are safe moves. He excels at close range and can counter many attacks.
- Weaknesses: His Running Punch and Earthquake Punch leave him vulnerable if blocked or dodged. His special moves are generally easy to dodge, and he struggles against characters with teleports if played at range.
- Strategy: Get close and use throws or combos. If at range, use Rockets. He should primarily fight up close due to his strength.
Jax Special Moves:
- 1 Rocket: B, F, HP
- 2 Rocket: F, F, B, B, HP
- Running Punch: F, F, HK
- Grab & Punch: F, F, LP (tap LP for more hits)
- Quad Slams: LP (requires close range; tap LP for more slams)
- Backbreaker: BLK in air
- Earthquake Punch: Hold LK for 3 seconds then release (unblockable)
Jax Story: Jax, preparing for Shao Kahn's menace, outfits his arms with bionic implants to ensure victory.
Jax Appearance:
- Beginning Pose: One fist by his head, the other by his leg.
- Winning Pose: Jax flexes his muscles.
- Regular Color: Purple and black pants.
- 2nd Color: Green and black.
Part 11
Explore Part 11 of the Mortal Kombat 1 guide, focusing on Jax's powerful combos. Learn strategies for various attack strings and their effectiveness.
This section details various combo strings for Jax in Mortal Kombat 1, explaining their execution, effectiveness, and specific conditions for use.
- 1Basic Knee to Kick Combo
A fundamental combo available to most characters (excluding Kano and Nightwolf). It's low damage and can be countered, but pushes the opponent back slightly.
- 2Jumping HK, Earthquake Punch
Jax performs a jump kick followed by an Earthquake Punch (requires holding LK before the combo). This is an easy, visually appealing combo, though not highly damaging. It's recommended over sweeping for a less damaging but cooler sequence.
- 32 Rockets
A difficult-to-execute combo where Jax fires two rockets. The opponent has a very small window to block the second rocket unless Jax is close or lucky.
- 4HK, HK, B+HK
Jax performs two High Kicks followed by a Back + High Kick. This combo is safe when the opponent is far away and sets up for follow-up attacks. It's a simpler alternative to longer ground strings.
- 5Jumping HK, Running Punch
Jax executes a jump kick and then charges at the opponent. This combo is effective in the corner, deals more damage than Jumping HK to Earthquake Punch, and looks impressive. It's specifically for cornered opponents.
- 6HP, HP, BLK, LP, B+HP
A strong ground string combo for Jax, characterized by three punches, an uppercut, and a slam. It deals good damage and is relatively easy to perform, making it ideal for punishing opponents or when they are getting up.
- 7Sweep, LK
Jax sweeps the opponent and then hits them with a Low Kick to the head as they recover. This combo deals significant damage and is effective when the opponent is running towards Jax or immediately after a sweep.
- 8HP, HP, BLK, LP, B+HP, Running Punch
An extended version of the previous ground string, ending with a Running Punch. It's easier to execute than some other combos but deals less damage. It's recommended only when corner proximity is limited and better options like Uppercut or Grab & Punch are not feasible.
- 9HP, HP, BLK, LP, D+HP, Uppercut
Similar to the HP, HP, BLK, LP, B+HP string, but concludes with an Uppercut. This combo is best used when the opponent is in the corner and is a strong alternative to the Running Punch finisher or the HK, HK, D+HP, HP, BLK, LP, D+HP combo.
- 10HK, HK, D+HP, HP, BLK, LP, D+HP
An advanced ground string combo that is a more complex variation of HP, HP, BLK, LP, B+HP. It's effective in similar situations and is considered a mastery combo that can help defeat strong opponents.
- 11HK, HK, D+HP, HP, BLK, LP, D+HP, Uppercut
This is an advanced combo that requires the opponent to be in the corner and ends with an Uppercut. Mastering this combo leads to significant damage output.
- Always consider the opponent's position (cornered, far, running) when choosing a combo.
- Practice the execution of longer combos to maximize damage and effectiveness.
- The CPU often uses HP, HP, BLK, LP, B+HP, so be prepared to defend against it.
- Some combos have specific input requirements (e.g., holding LK for Earthquake Punch) that must be met for successful execution.
- Combos marked with a WARNING have specific conditions or limitations that must be adhered to.
Part 12
Learn the most damaging combos for Jax and Kabal in Mortal Kombat 1, including corner-specific attacks and special move strategies. Dominate the competition!
This section details advanced combo techniques for Jax and Kabal in Mortal Kombat 1, focusing on high-damage sequences and strategic applications.
Jax Combos:
- HP, HP, BLK, LP, B+HP, LP, 5 Grab & Punch: A highly damaging combo effective when the opponent is in the corner. It involves a ground string, an uppercut, a slam, an LP, and a 5-hit grab. Best used when the opponent is getting up from a sweep or roundhouse.
- HK, HK, BHP, HP, BLK, LP, B+HP, 5 Grab and Punches: Jax's most damaging combo, requiring the opponent to be in the corner. It includes a knee, head knicks, slams, an uppercut, a swing, and a grab. A risky LP can be added before the grab for extra damage.
Jax Story Snippet:
The second time Jax battles Shao Kahn's forces, he is prepared. He proves himself the strongest man on Earth by defeating Kahn's armies and the emperor himself. After the world returns to normal, Jax and Sonya establish the Outworld Investigation Agency, with Jax leading the exploratory division that uses science to open portals.
Kabal Overview:
Kabal, the Chosen One, possesses difficult but damaging combos, excellent stun capabilities, one of two air projectiles, and a weapon. His 10-hit mega combo is the most damaging in the game. His Running Spin is a powerful stun move, and his Ground Saw is best used within combos. His Air Laser is a strong air projectile that knocks opponents out of the air but prevents follow-up combos due to knockback. His blades enhance punch and combo damage.
Kabal Story:
As a chosen warrior, Kabal's identity is a mystery. Believed to be a survivor of Shao Kahn's extermination squads, he is severely scarred and kept alive by artificial respirators, fueling his rage to end Shao Kahn's conquest.
Kabal Special Moves:
- Running Spin: B, F, LK
- Laser: B, B, HP
- Ground Saw: B, B, B, RUN
Kabal Special Move Analysis:
- Running Spin: This is Kabal's primary stun move. If it connects, the opponent spins for about 1.5 seconds, leaving them open for a free hit.
Part 13
Learn Kabal's special moves like Running Spin and Air Laser, and master his combos in Mortal Kombat 1. Includes Fatality inputs.
Special Moves:
Running Spin: Kabal spins forward. If you catch an opponent in the air with this move, they will fall to the ground after spinning. While they are spinning, you can combo them. However, if blocked, your opponent can Uppercut or combo you. This move does not harm the opponent directly and can only be used once during a combo (except for Running Spin to Running Spin 0% combo). Best used when an opponent is jumping or running at you.
Laser: Kabal ducks down and shoots a laser from his eyes. This is the only projectile you can shoot while in the air (besides Liu Kang's High Fireball). Use this move to knock opponents out of the air or when they are getting up. When used in the air, it will hit opponents out of the air regardless of what they throw at you. When used on the ground, it can be easily blocked or avoided, but opponents cannot duck under it. This move can be done in the air.
Ground Saw: Kabal ducks down, turns purple, and waves his hand, causing a saw to roll across the screen. This move should only be used in combos because it is very easily avoided due to the weird animation, barely hurts the opponent, and if it connects, you cannot hit them while they are stunned before they recover. Do not use it by itself.
Finishers:
- Fatality 1: D,D,B,F,BLK (sweeping range)
- Fatality 2: RUN,BLK,BLK,BLK,HK (close)
- Babality: RUN,RUN,LK
- Friendship: RUN,LK,RUN,RUN,U
- Animality: Hold HP,F,F,D,F, release HP
- Stage Fatality: BLK,BLK,BLK,HK
Combo List:
- [2 HIT 14%] LK,LK
- [2 HIT 15%] HP,HP
- [3 HIT 19%] HP,HP,D+HP
- [4 HIT 25%] HP,HP,D+LP,D+HP
- [4 HIT 25%] HP,HP,D+HP, Ground Saw
- [4 HIT 26%] LK,LK,HK,B+HK
- [5 HIT 31%] LK,LK,HP,HP,D+HP
- [6 HIT 36%] LK,LK,HP,HP,D+HP, Ground Saw
- [6 HIT 37%] LK,LK,HP,HP,HK,B+HK
- [7 HIT 45%] LK,LK,HP,HP,D+HP, Jumping HK, Air Laser
- [8 HIT 47%] Jumping HK, Running Spin, LK,LK,HP,HP,HK,B+HK
- [9 HIT 57%] Hoping HK, Running Spin, LK,LK,HP,HP,D+HP, Jumping HK, Air Laser
- [10 HIT 67%] Hoping HK, Running Spin, Ground Saw, LK,LK,HP,HP,D+HP, Jumping HK, Air Laser
Combo Analysis:
LK,LK: (Knee then a kick to the head) This is the only double kick combo that doesn't hurt your opponent more than the double punch combo. It is the first part of longer Kabal combos. Do not use this combo by itself as your opponent can counter attack you easily.
HP,HP: (Two punches to the head) This is the most powerful double punch combo for regular characters. This combo will leave you open to counter attacks, so use it only as part of a bigger combo that knocks your opponent down.
HP,HP,D+HP: (Two punches then an Uppercut) This is a good combo, but your opponent can counter attack because they don't get knocked down. Only use this when you are going to transition into the next Uppercut that knocks your opponent down.
HP,HP,D+LP,D+HP: (Two punches then two Uppercuts) This is a very good combo, but you cannot juggle your opponent off of it. Use this combo when you get the chance, such as when running in, when they are getting up, or when they are running at you. It is also a cool combo to use when playing in front of a crowd, or when someone is close to you and not attacking.
HP,HP,D+HP, Ground Saw: (Kabal hits his opponent twice then Uppercuts them, then uses Ground Saw just before they hit the ground) This combo should be used to kill your opponent. Since this combo does not hurt as much as HP,HP,D+HP followed by a Jumping HK, you should only use it to end the match, unless you add the two LKs before it for more damage and a cooler combo.
LK,LK,HK,B+HK: (A knee, two kicks to the head, then a Roundhouse) This is a good combo to stop opponents who are running. If you miss, you will low kick them, kick them if they try to jump over you, or kick them in the head if they try to sweep you. If you pull off the combo, it will send them flying across the screen and out of counter attack range. You should usually run up and sweep them, then jump kick them when they are getting up.
LK,LK,HP,HP,D+HP: (A knee, a kick to the head, two punches to the head, then an Uppercut) This is a combo that will knock your opponent into the ceiling above you. You should also use this combo when...
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