
Characters & Roles
"content": "## Characters & Roles
Mortal Kombat 11 features a diverse roster of 37 playable fighters (including all DLC). Each character belongs to an archetype (zoner, rushdown, grappler, mix-up, footsie-based) and has unique tools. This guide covers every major character from the base roster and all DLC packs. For each, we detail background, strengths/weaknesses, recommended playstyle, unlock conditions, suggested augments (gear sockets), and competitive role including matchup advice.
Note: Unlock conditions: Base roster characters are available from the start except those noted. Frost is unlocked by completing Chapter 4 of Story Mode. Scorpion is unlocked by completing Chapter 4 (or by default on some versions). Shao Kahn was a pre-order bonus (now purchasable). All DLC characters require purchase of the respective Kombat Pack or individual purchase.
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#### Cassie Cage
Background: Daughter of Johnny Cage and Sonya Blade, Cassie is a Special Forces officer with a cocky attitude and a mix of her parents' abilities.
Strengths: Versatile projectile (high/low), great pressure tools, strong mix-ups, excellent fatal blow range, good damage output.
Weaknesses: Can struggle against characters with superior range, lacks a teleport or strong anti-zone.
Playstyle: Aggressive rushdown; use her projectile to control space, then close in with strings and special moves (Glow Kick, Flying Glow Kick). Utilize her forward flip to cross up or evade.
Unlock Conditions: Available from start.
Recommended Augments: Damage augments (e.g., \"Brutal\" for damage increase on hits), \"Stinging\" for increased chip damage, \"Health\" for survivability. Equip gear that enhances her kick specials.
Competitive Role: Mid-tier; strong in neutral but can be predictable. Solid counter-pick against slow zoners.
#### Cetrion
Background: An Elder God of virtue and balance, Cetrion wields elemental powers of earth, water, wind, and fire.
Strengths: Exceptional zoning with multiple projectiles (boulder, geyser, tornado), strong keepaway tools, good damage from full screen, teleport mix-ups.
Weaknesses: Below-average close-range combat, slow startup on many moves, punishable if zoned out by a faster character.
Playstyle: Zoner/control; maintain distance and use projectiles to dictate pace. Use teleport to escape pressure or surprise. Her geyser and boulder can hit multiple angles.
Unlock Conditions: Available from start.
Recommended Augments: Projectile damage augments, \"Meter Gain\" to build offense faster, \"Defense\" to survive rushdowns. Gear that extends projectile duration helpful.
Competitive Role: High-tier; one of the best zoners in the game. Counters slow, short-range characters but vulnerable to teleporters.
#### D'Vorah
Background: A Kytinn insectoid queen, D'Vorah serves Kronika and manipulates events with her swarm and parasitic abilities.
Strengths: Strong pressure with cancels, high damage off throws, unique swarm move that controls space, good anti-air options.
Weaknesses: Slow movement, poor neutral once swarm is removed, can be zoned efficiently if her swarm is dealt with.
Playstyle: Set-up and trap-based; place swarm to control area, then use standard strings and command grab. Use bug launch to combo.
Unlock Conditions: Available from start.
Recommended Augments: Throw damage augments, \"Swarm\" duration increase, \"Toxic\" for damage over time. Gear that boosts bug specials.
Competitive Role: Mid-tier; technical but rewarding. Punishes mistakes hard, but requires careful management of swarm.
#### Erron Black
Background: A gunslinging outlaw from the Wild West, Erron Black is a mercenary working for Kotal Kahn.
Strengths: Fantastic zoning with rifle shots (high and low), slide and overhead strings, strong punish game, great reach on normals.
Weaknesses: Poor throw range (slide can be ducked), linear pressure, no teleport or armor-breaking options without special.
Playstyle: Zoner with mix-up potential; use rifle shots from distance, then use bolo and drops to catch approaches. Slide is a low mix-up.
Unlock Conditions: Available from start.
Recommended Augments: Projectile damage, \"Thirsty\" for life steal on specials, \"Armored\" on slide to trade. Gear that enhances rifle is cosmetic.
Competitive Role: High-tier; strong in neutral, good tournament presence. Hard counters for characters with bad anti-zone.
#### Frost
Background: A Lin Kuei cyborg who rebelled against Sub-Zero, Frost now serves Kronika as a cybernetic enforcer.
Strengths: Long-range normals with ice blades, strong overheads, command grab, good pressure with ice bursts.
Weaknesses: Slow movement, no teleport, ice clone is punishable on reaction, predictable dive kick.
Playstyle: Mid-range pressure; use her long normals and ice bursts to control space, then go for mix-ups with overhead/low specials. Command grab beats blocking.
Unlock Conditions: Unlock by completing Chapter 4 in Story Mode.
Recommended Augments: \"Ice\" damage on frozen opponents, \"Defense\" to survive rushdown, \"Armor\" on cryo explosion. Gear for her arms.
Competitive Role: Low-tier; lacks reliable neutral tools. Can be effective against players unfamiliar with her range, but optimized play exposes weaknesses.
#### Geras
Background: A servant of Kronika, Geras can manipulate time, resetting his own body and creating sand constructs.
Strengths: Excellent command grab (Brutalizing Sand), fast frame data, strong anti-zone with sand trap, decent zoning with sand projectiles, time-rewind move for safety.
Weaknesses: Poor range on most normals, no overhead/low mix from strings, predictable gapless pressure.
Playstyle: Grappler and counter-zoner; use his command grab as a threat, then use sand trap to catch jumps. His rewind (Serene Thoughts) can escape combos.
Unlock Conditions: Available from start.
Recommended Augments: Grab damage, \"Meter Drain\" for resetting opponent's meter, \"Punish\" for increased damage on counter hits. Gear that boosts sand moves.
Competitive Role: High-tier; powerful in the right hands, but requires precise spacing and timing. Counters aggressive players who mash.
#### Jacqui Briggs
Background: Jax's daughter, Jacqui is a Special Forces soldier with high-tech gauntlets that boost her punching power and mobility.
Strengths: Fast rushdown, strong stagger game, command dash for pressure, good damage output, solid anti-airs.
Weaknesses: Linear offense, no projectile (though her gauntlet has a low shot), can be zoned effectively, predictable on block.
Playstyle: Rushdown; use her fast strings and dashes to stay in face. Mix staggers and throws. Her command dash (Forward+2) is plus on block.
Unlock Conditions: Available from start.
Recommended Augments: \"Momentum\" for dash speed, \"Combo Breaker\" for meter gain on hits, \"Brutal\" for damage. Gear on gauntlets.
Competitive Role: Mid-tier; strong in aggressive matchups but struggles against characters with good backdash and projectiles.
#### Jade
Background: An outworld assassin, Jade wields a razor-rang staff and has a strong sense of justice, often siding with Kitana.
Strengths: Excellent zoning with projectiles (staff), long-range normals, air control, glow that reflects projectiles, decent footsies.
Weaknesses: Slow startup on many moves, low damage compared to others, no command grab, can be pressured up close.
Playstyle: Zoner/footsies; keep opponents at mid-range and use her staff normals and projectile to control space. Glow is key against projectile-heavy characters.
Unlock Conditions: Available from start.
Recommended Augments: Projectile damage augmentation, \"Glow\" duration, \"Dodge\" for enemy projectiles. Gear for her staff.
Competitive Role: High-tier; strong neutral and anti-zone. Excellent against Cetrion and other zoners, but vulnerable to fast aggressors.
#### Jax
Background: A seasoned Special Forces major with cybernetic arms, Jax is a powerful grappler who never backs down.
Strengths: High damage output, excellent command grab (Quad Grab), strong pressure with his arms, good anti-airs, armored moves.
Weaknesses: Slow walk speed, linear offense, poor zoning (no projectile), can be kited by zoners.
Playstyle: Grappler and pressure; use forward dash and armor to close distance, then command grab or strings. His bionic arms give him extended reach.
Unlock Conditions: Available from start.
Recommended Augments: Grab damage, \"Armored\" on specials, \"Health\" for survivability. Gear on arms.
Competitive Role: Mid-tier; powerful up close but struggles against keepaway. Good counter to characters that lack mobility.
#### Johnny Cage
Background: A famous Hollywood actor turned kombatant, Johnny Cage uses his green energy and cocky taunts to dominate.
Strengths: Excellent space control with his straight bullet and shadow kick, great frame data, strong mix-ups (low forceball, green shadow), good damage.
Weaknesses: Predictable shadow kick (can be punished), no command grab, average range.
Playstyle: Footsies and mix-up; use his bullet to control space, then mix between shadow kick (overhead) and low forceball. His forward throw leads to setups.
Unlock Conditions: Available from start.
Recommended Augments: \"Forceball\" damage, \"Meter Gain\" on hits, \"Chip\" on blocked attacks. Gear on his sunglasses.
Competitive Role: High-tier; one of the strongest all-rounders. Few bad matchups.
#### Kabal
Background: A former Black Dragon member turned hero, Kabal uses his superhuman speed and hookswords to slice opponents.
Strengths: Outstanding mobility (air dash, ground dash), fast normals, good overhead/low mix (air dash cancel), excellent damage.
Weaknesses: Low range on normals, no projectile (except gas blast which is slow), weak to zoning, punishable on whiff.
Playstyle: Rushdown and mix-up; use his dashes to close distance and go for overhead/low strings. His air dash can be canceled into strings or specials.
Unlock Conditions: Available from start.
Recommended Augments: \"Dash\" speed, \"Meter Gain\" for enhanced moves, \"Punish\" on counter hits. Gear on hookswords.
Competitive Role: High-tier; fast and flashy, but requires execution. Does well against slower characters.
#### Kano
Background: A ruthless Black Dragon leader, Kano uses his cybernetic eye and knives in dirty tactics.
Strengths: Strong command grab (Kano Ball), good zoning with eye laser, high damage from his combos, anti-zone with blade teleport.
Weaknesses: Slow recovery on some moves, predictable command grab, no overhead/low strings (only in specials).
Playstyle: Brawler and zoner; use eye laser to frustrate opponent, then go for Kano Ball or blade toss to close. His command grab punishes blocking.
Unlock Conditions: Available from start.
Recommended Augments: \"Eye\" damage, \"Throw\" damage, \"Armor\" on Kano Ball. Gear on his eye.
Competitive Role: Mid-tier; solid but relies on gimmicks. Good at low levels but predictable at high levels.
#### Kitana
Background: Princess of Outworld, Kitana is a skilled Edenian fighter with dual fans and a noble heart.
Strengths: Fantastic footsies with her fans, good zoning (projectile and air fan), low damage but consistent, excellent anti-airs, good range.
Weaknesses: Low damage per hit, no command grab, weak pressure up close, needs to win neutral multiple times.
Playstyle: Footsies and zoning; use fan throws to control space, then utilize her long normals and air fan to keep enemies at bay. Her forward 2 is a great keepout.
Unlock Conditions: Available from start.
Recommended Augments: Projectile damage, \"Razor\" for increased fan damage on specials, \"Meter Gain\". Gear on fans.
Competitive Role: Mid-tier; requires patience and reaction. Good counter to aggressive characters who can't deal with her range.
#### Kollector
Background: An outworlder who collects rare relics, Kollector has six arms and uses a mace and lantern to fight.
Strengths: Long reach with mace, strong overhead/low mix (mace slam vs low lantern), good damage, decent zoning with lantern projectile.
Weaknesses: Slow startup, punishable moves, no teleport, poor against fast characters.
Playstyle: Mid-range control; use his long mace normals to poke and then go for mix-ups. Lantern beam is a good anti-air.
Unlock Conditions: Available from start.
Recommended Augments: \"Reach\" for increased range, \"Mace\" damage, \"Health\" for survivability. Gear on his mace and lantern.
Competitive Role: Low-tier; overshadowed by other characters. Can be fun for casual play but struggles in competitive.
#### Kotal Kahn
Background: The ruler of Outworld, Kotal Kahn uses sun powers and a macuahuitl sword to enforce his rule.
Strengths: Powerful sword normals, good damage, command grab (Sun Choke), anti-zone with reflect, strong whiff punisher.
Weaknesses: Slow movement, no projectile (except sun beam which is slow), predictable command grab, poor against rushdown.
Playstyle: Footsies and grappler; use his sword to control space, then command grab on block. His reflect (God's Sun) eases projectile matchups.
Unlock Conditions: Available from start.
Recommended Augments: Sword damage, \"Stone\" for defense, \"Meter Drain\". Gear on his sword.
Competitive Role: Low-tier; his slow mobility hurts. Viable against other slow characters but generally outclassed.
#### Kung Lao
Background: A Shaolin monk and descendant of the Great Kung Lao, he wields a sharpened hat and teleport moves.
Strengths: Excellent mix-ups (dive kick, hat teleport, spin), strong pressure, good damage, teleport for reversal.
Weaknesses: Poor projectile (except amplified hat), predictable teleport, can be zoned effectively, spin is punishable on block.
Playstyle: Rushdown and mix-up; use his dive kick (overhead) and hat teleport to confuse opponent. His standing 4 is a great long-range poke.
Unlock Conditions: Available from start.
Recommended Augments: \"Hat\" damage, \"Teleport\" speed, \"Meter Gain\". Gear on his hat.
Competitive Role: High-tier; strong offense but requires careful management of his quirks.
#### Liu Kang
Background: The Chosen One and champion of Earthrealm, Liu Kang is a master of martial arts and fire powers.
Strengths: Fantastic all-rounder with fast normals, strong projectile (fireball), excellent combos, good mix-ups, powerful fatal blow.
Weaknesses: Low range on normals, no command grab, predictable heat-up strings.
Playstyle: Balanced; use his fireball to control space, then close in with fast strings and low/overhead mix-ups. His flying kick is a good approach.
Unlock Conditions: Available from start.
Recommended Augments: \"Fire\" damage, \"Meter Gain\", \"Combo\" for extended combos. Gear on his armbands.
Competitive Role: Top-tier; arguably the best character in the game due to his versatility and damage.
#### Noob Saibot
Background: The shadowy wraith of Bi-Han, the original Sub-Zero, Noob Saibot uses darkness and his twin to overwhelm foes.
Strengths: Excellent zoning with shadow projectiles, teleport mix-ups, strong normals (especially with sickle), good damage.
Weaknesses: Slow movement, no command grab, predictable teleport, shadow can be avoided.
Playstyle: Zoner and setup; use his shadow projectiles to lock the opponent down, then teleport for mix-ups. His sickle strings have good range.
Unlock Conditions: Available from start.
Recommended Augments: Shadow damage, \"Teleport\" speed, \"Meter Gain\". Gear on his sickle.
Competitive Role: High-tier; strong zoning and mix-ups make him a threat.
#### Raiden
Background: The God of Thunder and protector of Earthrealm, Raiden uses lightning, teleportation, and his staff.
Strengths: Good projectile (lightning bolt), teleport for evasive play, strong anti-airs, electric fly for approach, decent damage.
Weaknesses: Slow frame data, many unsafe moves, no command grab, teleport is punishable on whiff.
Playstyle: Zoner and footsies; use lightning to control space, then electric fly to close in. His teleport can escape pressure.
Unlock Conditions: Available from start.
Recommended Augments: Lightning damage, \"Teleport\" cooldown, \"Meter Gain\". Gear on his staff.
Competitive Role: Mid-tier; good in certain matchups but not top.
#### Scorpion
Background: The specter of Hanzo Hasashi, Scorpion seeks revenge but later redemption, wielding a kunai and hellfire.
Strengths: Excellent teleport (Hellport), strong projectile (spear), decent damage, good pressure, chain attacks for reach.
Weaknesses: Teleport is punishable on whiff, spear is slow, no overhead/low mix from normals, predictable strings.
Playstyle: Zoner and mix-up; use spear to pull in, then teleport to confuse. His chain overhead and low can mix. He has a command grab (Fire Breath).
Unlock Conditions: Unlock by completing Chapter 4 in Story Mode (or available on some versions).
Recommended Augments: Spear damage, \"Teleport\" speed, \"Hellfire\" damage on enhanced moves. Gear on his kunai.
Competitive Role: High-tier; iconic and strong, but relies on confirms.
#### Shao Kahn
Background: The former emperor of Outworld, Shao Kahn is a brutal tyrant with a giant hammer and ruthless power.
Strengths: Massive damage, excellent command grab (Hammer Slam), armored moves, strong overheads, good range.
Weaknesses: Slow movement, no projectile, weak to zoning, punishable on whiff.
Playstyle: Grappler and bully; use his armored moves to approach, then command grab or hammer strings. His forward throw is devastating.
Unlock Conditions: Pre-order bonus (now purchasable as DLC or via Kombat Pack).
Recommended Augments: Hammer damage, \"Armor\" on specials, \"Health\". Gear on his hammer.
Competitive Role: Low-tier; slow but hits hard. Can be deadly if he gets in.
#### Skarlet
Background: A blood witch created by Shao Kahn, Skarlet controls blood magic to slice and drain her opponents.
Strengths: Excellent zoning with blood projectiles (tentacle, blood ball), good damage, blood trail for mix-ups, slide for low approach.
Weaknesses: Poor close-range options, slow startup on some moves, blood trail can be avoided, linear range.
Playstyle: Zoner; keep opponents at full screen with projectiles, use blood tentacle to catch them. Her slide is a good surprise.
Unlock Conditions: Available from start.
Recommended Augments: Blood damage, \"Meter Gain\", \"Recovery\" for faster blood skills. Gear on her dagger.
Competitive Role: Mid-tier; solid zoner but outclassed by Cetrion.
#### Sonya Blade
Background: A general in Special Forces, Sonya is a no-nonsense fighter with rings and energy blasts.
Strengths: Strong pressure with rings, good zoning (energy blast), command grab (deadly pinch), high damage output, mix-ups.
Weaknesses: Slow movement, no teleport, predictable command grab, straightforward strings.
Playstyle: Rushdown and grappler; use energy blast to control, then rush in with rings and command grab. Her leg grab is a low.
Unlock Conditions: Available from start.
Recommended Augments: Ring damage, \"Grab\" damage, \"Meter Gain\". Gear on her rings.
Competitive Role: Mid-tier; strong but overshadowed by Cassie in the same archetype.
#### Sub-Zero
Background: The Lin Kuei grandmaster Kuai Liang, Sub-Zero uses ice powers to freeze and shatter his foes.
Strengths: Excellent zoning with ice projectile, command grab (ice ball), slide for low mix, good pressure with ice clones, high damage off freeze.
Weaknesses: Ice ball is punishable on whiff, slide is unsafe, no teleport, weak anti-zone.
Playstyle: Zoner and grappler; use ice projectile to freeze, then combo. Ice clone traps opponent. Slide and overhead special mix.
Unlock Conditions: Available from start.
Recommended Augments: Ice damage, \"Freeze\" duration, \"Armor\" on slide. Gear on his icy weapons.
Competitive Role: High-tier; one of the best all-round characters, with strong tools for most situations.
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#### Kombat Pack 1
##### Shang Tsung
Background: A sorcerer who can morph into other fighters, Shang Tsung has schemed for centuries to steal souls.
Strengths: Ability to morph into other characters (gaining their moves), strong projectile, teleport, command grab, incredible versatility.
Weaknesses: Morph depends on knowledge of other characters, some moves are weaker than original, high execution requirement.
Playstyle: Versatile and morph-heavy; use his own moves (fire skull, ground skull) and then morph to counter opponent. His soul steal is a command grab.
Unlock Conditions: Purchase Kombat Pack 1 or individually.
Recommended Augments: Soul damage, \"Morph\" duration, \"Meter Gain\". Gear on his amulet.
Competitive Role: High-tier; strong if player knows all characters.
##### Nightwolf
Background: A Native American shaman and protector, Nightwolf wields a tomahawk, bow, and spirit animals.
Strengths: Good zoning with arrows, strong mix-ups (shoulder charge, axe swing), command grab (spirit hatchet), decent damage.
Weaknesses: Slow startup, predictable arrows, no teleport.
Playstyle: Balanced; use arrows to control, then shoulder charge or axe for pressure. His reflector shines against projectiles.
Unlock Conditions: Purchase Kombat Pack 1 or individually.
Recommended Augments: Arrow damage, \"Spirit\" damage, \"Defense\". Gear on his tomahawk.
Competitive Role: Medium-tier; solid but not top.
##### Terminator (T-800)
Background: A cyborg assassin from the future, the T-800 has heavy weaponry and immense durability.
Strengths: Excellent damage, armored moves (charge), command grab (terminator toss), good projectile (plasma rifle), very tanky.
Weaknesses: Slow, poor mobility, no teleport, can be zoned, predictable grapples.
Playstyle: Grappler/brawler; use his charge to absorb hits, then command grab. His plasma rifle zones.
Unlock Conditions: Purchase Kombat Pack 1 or individually.
Recommended Augments: Plasma damage, \"Armor\" duration, \"Health\". Gear on his rifle.
Competitive Role: Mid-tier; strong damage but limited mobility.
##### Sindel
Background: The former queen of Edenia, Sindel uses her haunting voice and hair to attack.
Strengths: Excellent zoning with screams, very good range on hair normals, strong air control, teleport, command grab.
Weaknesses: Slow startup, punishable on whiff, no projectile that beats others.
Playstyle: Zoner and footsies; use her long hair normals and scream projectiles to control space. Her fly-in is a good mix.
Unlock Conditions: Purchase Kombat Pack 1 or individually.
Recommended Augments: Scream damage, \"Hair\" range, \"Meter Gain\". Gear on her hairpiece.
Competitive Role: High-tier; great reach and zoning.
##### Joker
Background: The Clown Prince of Crime, Joker uses gas, toys, and his cane in chaotic fighting style.
Strengths: Good zoning with chattering teeth and joy buzzers, strong mix-ups (cane overhead, low), command grab (party hat), high damage.
Weaknesses: Slow movement, no teleport, predictable traps, can be zoned.
Playstyle: Set-up and mix-up; place traps (teeth, bombs) then use his cane to pressure. His Joker's Wild projectile is slow but plus on hit.
Unlock Conditions: Purchase Kombat Pack 1 or individually.
Recommended Augments: Trap damage, \"Meter Gain\", \"Chip\" damage. Gear on his cane.
Competitive Role: Mid-tier; chaotic style can be disruptive.
##### Spawn
Background: The anti-hero Al Simmons, now a hellspawn, uses necroplasm chains and his cape to fight.
Strengths: Excellent damage, long-range normals (chains), command grab (necroplasm), good projectile (skull), armored moves.
Weaknesses: Slow, linear, no teleport, predictable command grab.
Playstyle: Zoner and brawler; use chains to poke, skull to zone, then command grab or overhead string. His cape can make him invulnerable.
Unlock Conditions: Purchase Kombat Pack 1 or individually.
Recommended Augments: Chain damage, \"Necroplasm\" damage, \"Armor\". Gear on his cape.
Competitive Role: High-tier; strong tools but requires patience.
#### Aftermath Expansion
##### Fujin
Background: The God of Wind, Fujin controls wind and wields a bladed staff.
Strengths: Excellent mobility (air dash, wind jump), strong zoning with wind blades, good pressure, combo potential.
Weaknesses: Low damage compared to others, no command grab, can be zoned if not mobile enough.
Playstyle: Rushdown and zoning; use his air dash to approach, wind blades to keep opponent at bay. His flying hurricane is a good anti-air.
Unlock Conditions: Purchase Aftermath expansion.
Recommended Augments: Wind
Introduction
Mortal Kombat 11 features a diverse roster of 37 playable fighters (including all DLC). Each character belongs to an archetype (zoner, rushdown, grappler, mix-up, footsie-based) and has unique tools. This guide covers every major character from the base roster and all DLC packs. For each, we detail background, strengths/weaknesses, recommended playstyle, unlock conditions, suggested augments (gear sockets), and competitive role including matchup advice.
Note: Unlock conditions: Base roster characters are available from the start except those noted. Frost is unlocked by completing Chapter 4 of Story Mode. Scorpion is unlocked by completing Chapter 4 (or by default on some versions). Shao Kahn was a pre-order bonus (now purchasable). All DLC characters require purchase of the respective Kombat Pack or individual purchase.
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Base Roster (25 characters)
#### Cassie Cage
Background: Daughter of Johnny Cage and Sonya Blade, Cassie is a Special Forces officer with a cocky attitude and a mix of her parents' abilities.
Strengths: Versatile projectile (high/low), great pressure tools, strong mix-ups, excellent fatal blow range, good damage output.
Weaknesses: Can struggle against characters with superior range, lacks a teleport or strong anti-zone.
Playstyle: Aggressive rushdown; use her projectile to control space, then close in with strings and special moves (Glow Kick, Flying Glow Kick). Utilize her forward flip to cross up or evade.
Unlock Conditions: Available from start.
Recommended Augments: Damage augments (e.g., \"Brutal\" for damage increase on hits), \"Stinging\" for increased chip damage, \"Health\" for survivability. Equip gear that enhances her kick specials.
Competitive Role: Mid-tier; strong in neutral but can be predictable. Solid counter-pick against slow zoners.
#### Cetrion
Background: An Elder God of virtue and balance, Cetrion wields elemental powers of earth, water, wind, and fire.
Strengths: Exceptional zoning with multiple projectiles (boulder, geyser, tornado), strong keepaway tools, good damage from full screen, teleport mix-ups.
Weaknesses: Below-average close-range combat, slow startup on many moves, punishable if zoned out by a faster character.
Playstyle: Zoner/control; maintain distance and use projectiles to dictate pace. Use teleport to escape pressure or surprise. Her geyser and boulder can hit multiple angles.
Unlock Conditions: Available from start.
Recommended Augments: Projectile damage augments, \"Meter Gain\" to build offense faster, \"Defense\" to survive rushdowns. Gear that extends projectile duration helpful.
Competitive Role: High-tier; one of the best zoners in the game. Counters slow, short-range characters but vulnerable to teleporters.
#### D'Vorah
Background: A Kytinn insectoid queen, D'Vorah serves Kronika and manipulates events with her swarm and parasitic abilities.
Strengths: Strong pressure with cancels, high damage off throws, unique swarm move that controls space, good anti-air options.
Weaknesses: Slow movement, poor neutral once swarm is removed, can be zoned efficiently if her swarm is dealt with.
Playstyle: Set-up and trap-based; place swarm to control area, then use standard strings and command grab. Use bug launch to combo.
Unlock Conditions: Available from start.
Recommended Augments: Throw damage augments, \"Swarm\" duration increase, \"Toxic\" for damage over time. Gear that boosts bug specials.
Competitive Role: Mid-tier; technical but rewarding. Punishes mistakes hard, but requires careful management of swarm.
#### Erron Black
Background: A gunslinging outlaw from the Wild West, Erron Black is a mercenary working for Kotal Kahn.
Strengths: Fantastic zoning with rifle shots (high and low), slide and overhead strings, strong punish game, great reach on normals.
Weaknesses: Poor throw range (slide can be ducked), linear pressure, no teleport or armor-breaking options without special.
Playstyle: Zoner with mix-up potential; use rifle shots from distance, then use bolo and drops to catch approaches. Slide is a low mix-up.
Unlock Conditions: Available from start.
Recommended Augments: Projectile damage, \"Thirsty\" for life steal on specials, \"Armored\" on slide to trade. Gear that enhances rifle is cosmetic.
Competitive Role: High-tier; strong in neutral, good tournament presence. Hard counters for characters with bad anti-zone.
#### Frost
Background: A Lin Kuei cyborg who rebelled against Sub-Zero, Frost now serves Kronika as a cybernetic enforcer.
Strengths: Long-range normals with ice blades, strong overheads, command grab, good pressure with ice bursts.
Weaknesses: Slow movement, no teleport, ice clone is punishable on reaction, predictable dive kick.
Playstyle: Mid-range pressure; use her long normals and ice bursts to control space, then go for mix-ups with overhead/low specials. Command grab beats blocking.
Unlock Conditions: Unlock by completing Chapter 4 in Story Mode.
Recommended Augments: \"Ice\" damage on frozen opponents, \"Defense\" to survive rushdown, \"Armor\" on cryo explosion. Gear for her arms.
Competitive Role: Low-tier; lacks reliable neutral tools. Can be effective against players unfamiliar with her range, but optimized play exposes weaknesses.
#### Geras
Background: A servant of Kronika, Geras can manipulate time, resetting his own body and creating sand constructs.
Strengths: Excellent command grab (Brutalizing Sand), fast frame data, strong anti-zone with sand trap, decent zoning with sand projectiles, time-rewind move for safety.
Weaknesses: Poor range on most normals, no overhead/low mix from strings, predictable gapless pressure.
Playstyle: Grappler and counter-zoner; use his command grab as a threat, then use sand trap to catch jumps. His rewind (Serene Thoughts) can escape combos.
Unlock Conditions: Available from start.
Recommended Augments: Grab damage, \"Meter Drain\" for resetting opponent's meter, \"Punish\" for increased damage on counter hits. Gear that boosts sand moves.
Competitive Role: High-tier; powerful in the right hands, but requires precise spacing and timing. Counters aggressive players who mash.
#### Jacqui Briggs
Background: Jax's daughter, Jacqui is a Special Forces soldier with high-tech gauntlets that boost her punching power and mobility.
Strengths: Fast rushdown, strong stagger game, command dash for pressure, good damage output, solid anti-airs.
Weaknesses: Linear offense, no projectile (though her gauntlet has a low shot), can be zoned effectively, predictable on block.
Playstyle: Rushdown; use her fast strings and dashes to stay in face. Mix staggers and throws. Her command dash (Forward+2) is plus on block.
Unlock Conditions: Available from start.
Recommended Augments: \"Momentum\" for dash speed, \"Combo Breaker\" for meter gain on hits, \"Brutal\" for damage. Gear on gauntlets.
Competitive Role: Mid-tier; strong in aggressive matchups but struggles against characters with good backdash and projectiles.
#### Jade
Background: An outworld assassin, Jade wields a razor-rang staff and has a strong sense of justice, often siding with Kitana.
Strengths: Excellent zoning with projectiles (staff), long-range normals, air control, glow that reflects projectiles, decent footsies.
Weaknesses: Slow startup on many moves, low damage compared to others, no command grab, can be pressured up close.
Playstyle: Zoner/footsies; keep opponents at mid-range and use her staff normals and projectile to control space. Glow is key against projectile-heavy characters.
Unlock Conditions: Available from start.
Recommended Augments: Projectile damage augmentation, \"Glow\" duration, \"Dodge\" for enemy projectiles. Gear for her staff.
Competitive Role: High-tier; strong neutral and anti-zone. Excellent against Cetrion and other zoners, but vulnerable to fast aggressors.
#### Jax
Background: A seasoned Special Forces major with cybernetic arms, Jax is a powerful grappler who never backs down.
Strengths: High damage output, excellent command grab (Quad Grab), strong pressure with his arms, good anti-airs, armored moves.
Weaknesses: Slow walk speed, linear offense, poor zoning (no projectile), can be kited by zoners.
Playstyle: Grappler and pressure; use forward dash and armor to close distance, then command grab or strings. His bionic arms give him extended reach.
Unlock Conditions: Available from start.
Recommended Augments: Grab damage, \"Armored\" on specials, \"Health\" for survivability. Gear on arms.
Competitive Role: Mid-tier; powerful up close but struggles against keepaway. Good counter to characters that lack mobility.
#### Johnny Cage
Background: A famous Hollywood actor turned kombatant, Johnny Cage uses his green energy and cocky taunts to dominate.
Strengths: Excellent space control with his straight bullet and shadow kick, great frame data, strong mix-ups (low forceball, green shadow), good damage.
Weaknesses: Predictable shadow kick (can be punished), no command grab, average range.
Playstyle: Footsies and mix-up; use his bullet to control space, then mix between shadow kick (overhead) and low forceball. His forward throw leads to setups.
Unlock Conditions: Available from start.
Recommended Augments: \"Forceball\" damage, \"Meter Gain\" on hits, \"Chip\" on blocked attacks. Gear on his sunglasses.
Competitive Role: High-tier; one of the strongest all-rounders. Few bad matchups.
#### Kabal
Background: A former Black Dragon member turned hero, Kabal uses his superhuman speed and hookswords to slice opponents.
Strengths: Outstanding mobility (air dash, ground dash), fast normals, good overhead/low mix (air dash cancel), excellent damage.
Weaknesses: Low range on normals, no projectile (except gas blast which is slow), weak to zoning, punishable on whiff.
Playstyle: Rushdown and mix-up; use his dashes to close distance and go for overhead/low strings. His air dash can be canceled into strings or specials.
Unlock Conditions: Available from start.
Recommended Augments: \"Dash\" speed, \"Meter Gain\" for enhanced moves, \"Punish\" on counter hits. Gear on hookswords.
Competitive Role: High-tier; fast and flashy, but requires execution. Does well against slower characters.
#### Kano
Background: A ruthless Black Dragon leader, Kano uses his cybernetic eye and knives in dirty tactics.
Strengths: Strong command grab (Kano Ball), good zoning with eye laser, high damage from his combos, anti-zone with blade teleport.
Weaknesses: Slow recovery on some moves, predictable command grab, no overhead/low strings (only in specials).
Playstyle: Brawler and zoner; use eye laser to frustrate opponent, then go for Kano Ball or blade toss to close. His command grab punishes blocking.
Unlock Conditions: Available from start.
Recommended Augments: \"Eye\" damage, \"Throw\" damage, \"Armor\" on Kano Ball. Gear on his eye.
Competitive Role: Mid-tier; solid but relies on gimmicks. Good at low levels but predictable at high levels.
#### Kitana
Background: Princess of Outworld, Kitana is a skilled Edenian fighter with dual fans and a noble heart.
Strengths: Fantastic footsies with her fans, good zoning (projectile and air fan), low damage but consistent, excellent anti-airs, good range.
Weaknesses: Low damage per hit, no command grab, weak pressure up close, needs to win neutral multiple times.
Playstyle: Footsies and zoning; use fan throws to control space, then utilize her long normals and air fan to keep enemies at bay. Her forward 2 is a great keepout.
Unlock Conditions: Available from start.
Recommended Augments: Projectile damage, \"Razor\" for increased fan damage on specials, \"Meter Gain\". Gear on fans.
Competitive Role: Mid-tier; requires patience and reaction. Good counter to aggressive characters who can't deal with her range.
#### Kollector
Background: An outworlder who collects rare relics, Kollector has six arms and uses a mace and lantern to fight.
Strengths: Long reach with mace, strong overhead/low mix (mace slam vs low lantern), good damage, decent zoning with lantern projectile.
Weaknesses: Slow startup, punishable moves, no teleport, poor against fast characters.
Playstyle: Mid-range control; use his long mace normals to poke and then go for mix-ups. Lantern beam is a good anti-air.
Unlock Conditions: Available from start.
Recommended Augments: \"Reach\" for increased range, \"Mace\" damage, \"Health\" for survivability. Gear on his mace and lantern.
Competitive Role: Low-tier; overshadowed by other characters. Can be fun for casual play but struggles in competitive.
#### Kotal Kahn
Background: The ruler of Outworld, Kotal Kahn uses sun powers and a macuahuitl sword to enforce his rule.
Strengths: Powerful sword normals, good damage, command grab (Sun Choke), anti-zone with reflect, strong whiff punisher.
Weaknesses: Slow movement, no projectile (except sun beam which is slow), predictable command grab, poor against rushdown.
Playstyle: Footsies and grappler; use his sword to control space, then command grab on block. His reflect (God's Sun) eases projectile matchups.
Unlock Conditions: Available from start.
Recommended Augments: Sword damage, \"Stone\" for defense, \"Meter Drain\". Gear on his sword.
Competitive Role: Low-tier; his slow mobility hurts. Viable against other slow characters but generally outclassed.
#### Kung Lao
Background: A Shaolin monk and descendant of the Great Kung Lao, he wields a sharpened hat and teleport moves.
Strengths: Excellent mix-ups (dive kick, hat teleport, spin), strong pressure, good damage, teleport for reversal.
Weaknesses: Poor projectile (except amplified hat), predictable teleport, can be zoned effectively, spin is punishable on block.
Playstyle: Rushdown and mix-up; use his dive kick (overhead) and hat teleport to confuse opponent. His standing 4 is a great long-range poke.
Unlock Conditions: Available from start.
Recommended Augments: \"Hat\" damage, \"Teleport\" speed, \"Meter Gain\". Gear on his hat.
Competitive Role: High-tier; strong offense but requires careful management of his quirks.
#### Liu Kang
Background: The Chosen One and champion of Earthrealm, Liu Kang is a master of martial arts and fire powers.
Strengths: Fantastic all-rounder with fast normals, strong projectile (fireball), excellent combos, good mix-ups, powerful fatal blow.
Weaknesses: Low range on normals, no command grab, predictable heat-up strings.
Playstyle: Balanced; use his fireball to control space, then close in with fast strings and low/overhead mix-ups. His flying kick is a good approach.
Unlock Conditions: Available from start.
Recommended Augments: \"Fire\" damage, \"Meter Gain\", \"Combo\" for extended combos. Gear on his armbands.
Competitive Role: Top-tier; arguably the best character in the game due to his versatility and damage.
#### Noob Saibot
Background: The shadowy wraith of Bi-Han, the original Sub-Zero, Noob Saibot uses darkness and his twin to overwhelm foes.
Strengths: Excellent zoning with shadow projectiles, teleport mix-ups, strong normals (especially with sickle), good damage.
Weaknesses: Slow movement, no command grab, predictable teleport, shadow can be avoided.
Playstyle: Zoner and setup; use his shadow projectiles to lock the opponent down, then teleport for mix-ups. His sickle strings have good range.
Unlock Conditions: Available from start.
Recommended Augments: Shadow damage, \"Teleport\" speed, \"Meter Gain\". Gear on his sickle.
Competitive Role: High-tier; strong zoning and mix-ups make him a threat.
#### Raiden
Background: The God of Thunder and protector of Earthrealm, Raiden uses lightning, teleportation, and his staff.
Strengths: Good projectile (lightning bolt), teleport for evasive play, strong anti-airs, electric fly for approach, decent damage.
Weaknesses: Slow frame data, many unsafe moves, no command grab, teleport is punishable on whiff.
Playstyle: Zoner and footsies; use lightning to control space, then electric fly to close in. His teleport can escape pressure.
Unlock Conditions: Available from start.
Recommended Augments: Lightning damage, \"Teleport\" cooldown, \"Meter Gain\". Gear on his staff.
Competitive Role: Mid-tier; good in certain matchups but not top.
#### Scorpion
Background: The specter of Hanzo Hasashi, Scorpion seeks revenge but later redemption, wielding a kunai and hellfire.
Strengths: Excellent teleport (Hellport), strong projectile (spear), decent damage, good pressure, chain attacks for reach.
Weaknesses: Teleport is punishable on whiff, spear is slow, no overhead/low mix from normals, predictable strings.
Playstyle: Zoner and mix-up; use spear to pull in, then teleport to confuse. His chain overhead and low can mix. He has a command grab (Fire Breath).
Unlock Conditions: Unlock by completing Chapter 4 in Story Mode (or available on some versions).
Recommended Augments: Spear damage, \"Teleport\" speed, \"Hellfire\" damage on enhanced moves. Gear on his kunai.
Competitive Role: High-tier; iconic and strong, but relies on confirms.
#### Shao Kahn
Background: The former emperor of Outworld, Shao Kahn is a brutal tyrant with a giant hammer and ruthless power.
Strengths: Massive damage, excellent command grab (Hammer Slam), armored moves, strong overheads, good range.
Weaknesses: Slow movement, no projectile, weak to zoning, punishable on whiff.
Playstyle: Grappler and bully; use his armored moves to approach, then command grab or hammer strings. His forward throw is devastating.
Unlock Conditions: Pre-order bonus (now purchasable as DLC or via Kombat Pack).
Recommended Augments: Hammer damage, \"Armor\" on specials, \"Health\". Gear on his hammer.
Competitive Role: Low-tier; slow but hits hard. Can be deadly if he gets in.
#### Skarlet
Background: A blood witch created by Shao Kahn, Skarlet controls blood magic to slice and drain her opponents.
Strengths: Excellent zoning with blood projectiles (tentacle, blood ball), good damage, blood trail for mix-ups, slide for low approach.
Weaknesses: Poor close-range options, slow startup on some moves, blood trail can be avoided, linear range.
Playstyle: Zoner; keep opponents at full screen with projectiles, use blood tentacle to catch them. Her slide is a good surprise.
Unlock Conditions: Available from start.
Recommended Augments: Blood damage, \"Meter Gain\", \"Recovery\" for faster blood skills. Gear on her dagger.
Competitive Role: Mid-tier; solid zoner but outclassed by Cetrion.
#### Sonya Blade
Background: A general in Special Forces, Sonya is a no-nonsense fighter with rings and energy blasts.
Strengths: Strong pressure with rings, good zoning (energy blast), command grab (deadly pinch), high damage output, mix-ups.
Weaknesses: Slow movement, no teleport, predictable command grab, straightforward strings.
Playstyle: Rushdown and grappler; use energy blast to control, then rush in with rings and command grab. Her leg grab is a low.
Unlock Conditions: Available from start.
Recommended Augments: Ring damage, \"Grab\" damage, \"Meter Gain\". Gear on her rings.
Competitive Role: Mid-tier; strong but overshadowed by Cassie in the same archetype.
#### Sub-Zero
Background: The Lin Kuei grandmaster Kuai Liang, Sub-Zero uses ice powers to freeze and shatter his foes.
Strengths: Excellent zoning with ice projectile, command grab (ice ball), slide for low mix, good pressure with ice clones, high damage off freeze.
Weaknesses: Ice ball is punishable on whiff, slide is unsafe, no teleport, weak anti-zone.
Playstyle: Zoner and grappler; use ice projectile to freeze, then combo. Ice clone traps opponent. Slide and overhead special mix.
Unlock Conditions: Available from start.
Recommended Augments: Ice damage, \"Freeze\" duration, \"Armor\" on slide. Gear on his icy weapons.
Competitive Role: High-tier; one of the best all-round characters, with strong tools for most situations.
---
DLC Characters
#### Kombat Pack 1
##### Shang Tsung
Background: A sorcerer who can morph into other fighters, Shang Tsung has schemed for centuries to steal souls.
Strengths: Ability to morph into other characters (gaining their moves), strong projectile, teleport, command grab, incredible versatility.
Weaknesses: Morph depends on knowledge of other characters, some moves are weaker than original, high execution requirement.
Playstyle: Versatile and morph-heavy; use his own moves (fire skull, ground skull) and then morph to counter opponent. His soul steal is a command grab.
Unlock Conditions: Purchase Kombat Pack 1 or individually.
Recommended Augments: Soul damage, \"Morph\" duration, \"Meter Gain\". Gear on his amulet.
Competitive Role: High-tier; strong if player knows all characters.
##### Nightwolf
Background: A Native American shaman and protector, Nightwolf wields a tomahawk, bow, and spirit animals.
Strengths: Good zoning with arrows, strong mix-ups (shoulder charge, axe swing), command grab (spirit hatchet), decent damage.
Weaknesses: Slow startup, predictable arrows, no teleport.
Playstyle: Balanced; use arrows to control, then shoulder charge or axe for pressure. His reflector shines against projectiles.
Unlock Conditions: Purchase Kombat Pack 1 or individually.
Recommended Augments: Arrow damage, \"Spirit\" damage, \"Defense\". Gear on his tomahawk.
Competitive Role: Medium-tier; solid but not top.
##### Terminator (T-800)
Background: A cyborg assassin from the future, the T-800 has heavy weaponry and immense durability.
Strengths: Excellent damage, armored moves (charge), command grab (terminator toss), good projectile (plasma rifle), very tanky.
Weaknesses: Slow, poor mobility, no teleport, can be zoned, predictable grapples.
Playstyle: Grappler/brawler; use his charge to absorb hits, then command grab. His plasma rifle zones.
Unlock Conditions: Purchase Kombat Pack 1 or individually.
Recommended Augments: Plasma damage, \"Armor\" duration, \"Health\". Gear on his rifle.
Competitive Role: Mid-tier; strong damage but limited mobility.
##### Sindel
Background: The former queen of Edenia, Sindel uses her haunting voice and hair to attack.
Strengths: Excellent zoning with screams, very good range on hair normals, strong air control, teleport, command grab.
Weaknesses: Slow startup, punishable on whiff, no projectile that beats others.
Playstyle: Zoner and footsies; use her long hair normals and scream projectiles to control space. Her fly-in is a good mix.
Unlock Conditions: Purchase Kombat Pack 1 or individually.
Recommended Augments: Scream damage, \"Hair\" range, \"Meter Gain\". Gear on her hairpiece.
Competitive Role: High-tier; great reach and zoning.
##### Joker
Background: The Clown Prince of Crime, Joker uses gas, toys, and his cane in chaotic fighting style.
Strengths: Good zoning with chattering teeth and joy buzzers, strong mix-ups (cane overhead, low), command grab (party hat), high damage.
Weaknesses: Slow movement, no teleport, predictable traps, can be zoned.
Playstyle: Set-up and mix-up; place traps (teeth, bombs) then use his cane to pressure. His Joker's Wild projectile is slow but plus on hit.
Unlock Conditions: Purchase Kombat Pack 1 or individually.
Recommended Augments: Trap damage, \"Meter Gain\", \"Chip\" damage. Gear on his cane.
Competitive Role: Mid-tier; chaotic style can be disruptive.
##### Spawn
Background: The anti-hero Al Simmons, now a hellspawn, uses necroplasm chains and his cape to fight.
Strengths: Excellent damage, long-range normals (chains), command grab (necroplasm), good projectile (skull), armored moves.
Weaknesses: Slow, linear, no teleport, predictable command grab.
Playstyle: Zoner and brawler; use chains to poke, skull to zone, then command grab or overhead string. His cape can make him invulnerable.
Unlock Conditions: Purchase Kombat Pack 1 or individually.
Recommended Augments: Chain damage, \"Necroplasm\" damage, \"Armor\". Gear on his cape.
Competitive Role: High-tier; strong tools but requires patience.
#### Aftermath Expansion
##### Fujin
Background: The God of Wind, Fujin controls wind and wields a bladed staff.
Strengths: Excellent mobility (air dash, wind jump), strong zoning with wind blades, good pressure, combo potential.
Weaknesses: Low damage compared to others, no command grab, can be zoned if not mobile enough.
Playstyle: Rushdown and zoning; use his air dash to approach, wind blades to keep opponent at bay. His flying hurricane is a good anti-air.
Unlock Conditions: Purchase Aftermath expansion.
Recommended Augments: Wind