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MK vs DC System Guide

Mortal Kombat vs DC Universe is both a 3D and 2D game combining elements you commonly find in both types of games....

Command Key:
U= up
D= down
B= back
F= forward
FF = forward, forward
DF= tapping down then forward
DB= tapping down then back
BF = tapping back then forward
DD= down, down
DU= down, up
BB= back, back
1= attack button 1
2= attack button 2
3= attack button 3
4= attack button 4
FFK= free fall kombat
TYM= test your might
KK= klose kombat
QR= quick recover
BTR= back tech recover
LC= L cancel
CC= crouch cancel
SS= side step
SSU= side step up
SSD= side step down
BC= breaker combo
RAC= rage activation combo
RE= rage exploit
RC= rage combo
~= the next move must be inputted quickly
*= the next input requires strict timing
( )= the attack is blocked



MOVEMENT:
Run - tapping ff then holding f will have you character run. you will automatically stop running once you get directly in front of your opponent. you can cancel your run with block or by tapping back.

Dash - tapping ff then going to neutral will cause your character to do a short dash. you can cancel your dash with block or by tapping back.

Back Step - MKDC has no real back dash but by pressing 1+2 your character will preform a back step. this can be done rapidly for faster movement. you cannot block during your back step animation. this technique is somewhat unreliable and not recommended to be used often.

Side Step(SS) - tapping up or down while holding L2 causes your character to side step. you can side step most specials and a lot of normal attacks.


HIT LEVELS:
like any other 3D game MKDC has 3 hit levels: high, mid, and low. moves that hit high and low are self explanatory. all high attacks can be blocked by stand blocking or you can duck them by crouching or crouch blocking. all low attacks must be blocked by couch blocking, low can also be jumped over. the hit level that needs explaining is mid..

Special Mids - special mid refers to a hit level that, while the move will hit you if you are crouching because its mid, is blockable if you are blocking while crouching. the special mid hit level only applies to special moves in MKDC as 95% of the specials that hit mid are special mid hitting attacks.

True Mids - a true mid is a hit level that hits you while you crouch even if you are holding block while doing so. about 5% of the specials in MKDC hit true mid and all of the mid hit level normal attacks are true mids.

"High" Mids - a "high" mid means that a mid has a higher then normal hit box so some attacks can go under it. an example is death stroke's b1. this move hits mid but green lantern's b1 will got under it and beat it out. this is because the move has a higher hit box then most mids.


STRIKING:
Frame Advantage - every character in the game possess attacks that give them advantage on block or hit. most characters standard jab and crouch jab give advantage on block or hit and some characters have a small string that will grant adv on block as well. also, every character's generic jumpkick is advantage on block if the kick is placed deep enough and low enough to the ground.

Jail - this is a term common to 3D fighters, it applies to strings of 2 or more hits. a jail occurs due to a specific move(s) of a string being blocked and that move either has a followup(s) that come out too fast forcing you to stay blocking or giving the character too much adv for you to avoid the next hit thus making the next hit unable to be ducked, jumped, etc... the only thing you can do is block it or get hit by it. an example of this is green lantern's 113 string. this is a 4 hit string that hits high,mid,high,high. the string jails after the second hit making the last two high hits unable to be ducked despite hitting high.

Unblockable Attacks - throws, ground pounding moves, scorpion's hellfire, and captain marvel's air lightning bolt are all unblockable. this means that you cannot defend vs these moves by blocking, the moves must be totally avoided.

High Crush - a high crush is an attack that beats all high attacks when its in its active frames.

Tech Crouch - tech crouch is what makes a high crush possible. tech crouch means that the move you are doing also has the game consider you in crouch. lets look at an example. take sonya and flash... sonya's d1,d3,d4, and b3 all high crush because the game considers her in crouch. flash's b3 will get hit by highs even though he appears to be crouching. the game does not consider flash to be in crouch despite the fact that b3 has a crouching animation thus its not a tech crouch and will not high crush.

Low Crush - certain attacks will beat lows when they are in their active frames by jumping over low attacks.

Special Move Priority - like most games that have specials, these moves have priority over all normal attacks. even if the normal attack is faster then the special, the special attack will still beat it out.

L Cancel(LC) - anytime you hold L2 while doing moves that have down as a command the move will come out faster and recover faster. a good example is a generic d1. if you d1 without holding L2 the move comes out slower and with more recovery then if you were to do it while holding L2.

Unbreakable Attacks - specials that do not physically touch you are unbreakable. projectile attacks, ground pounds, etc cannot be broken because the character is not physically touching you. the only specials that are unbreakable even though the character physically makes contact are Captain Marvel's db44 and Shao Kahn's ff4.

Up+2(U2) - u2 is the command for the universal launcher/universal anti-air in MKDC. there are 3 forms of u2. the standard u2 which can anti-air as well as standard launcher, while landing 2 which is mainly used for jump in launchers, and instant u2(Iu2) which can be used the same way standard u2 is used with 1 extra benefit - standard u2 will sometimes wiff vs crouch opponents but Iu2 will not.

Infinites and 100% combos - those familiar with MK games know that almost every MK game has several infinites and 100% combos. MKDC is no different, every infinite and 100% combo is legal with an exception for 2 characters. both superman's pro-move ground pound infinite and flash's relaunch reset infinite are banned... besides that, everything is legal.

Free Hit Glitch - flash and joker are the only characters that have this. they can cancel a certain special to a throw and if this is done at the end of a round, their opponent will be frozen long enough for them to get a free combo.

THROWS:
L1 Throw - an L1 throw can also be done by pressing 1+3 and is unblockble but hits high so it can be ducked. the throw can be escaped by pressing 1 or 3 as you get grabbed but even if the throw is escaped it still takes 1% from the opponent. you can control the direction you throw your opponent by pressing the direction you want to send them as you throw them. you can use this to send opponents into FFK, TYM, and into pillars for combos. even if you get thrown you can tech by hitting 1 as you hit the ground and lesson the damage.

R1 Throw Klose Kombat(KK) - an R1 throw can also be done by pressing 2+4 and is unblockable but hits high so it can be ducked. this throw has a mid version that will hit crouching opponents by doing d+R1 or d+3+4. the throw can be escaped by pressing 2 or 4 as you get grabbed. while in KK you can use attack buttons 1,2,3,and 4 to preform up to 4 strikes, should the opponent guess the correct attack they will preform a reversal and take damage from you. while in KK the opponent cannot breaker out or activate rage. also, when KK is engaged the round clock is turned off.


BLOCKING:
Quick Release - when you release block on the first frame a move is blocked you come out of block much faster then you do after standard block. certain moves in the game are 100% safe unless quick release is used.

Crouch Cancel(CC) - some moves that hit special mid are totally safe vs stand blocking. by crouch blocking vs moves that hit special mid you cancel some of you recovery frames and can now punish. you can crouch cancel and quick release to get VERY fast recovery for easier and maximum punishment.

Faster Recovery on Low Blocking - just like in UMK3, by tapping d+block on or just before the frame the low attack will connect, your character will not have to crouch. this will allow them to respond faster, or sometimes crouch half way then stand back up right away. its good to learn how to do this only when you REALLY needed to, this way you wont be stuck in standing back up frames after releasing block. instead, you will be releasing block at the end of the contact and standing up while unblocking.



ENVIRONMENT:
Free Fall Kombat(FFK) - certain stages have areas where you can knock your opponent off sending you both into free fall towards the second level. during free fall you can use buttons 1,2,3,and 4 to strike. once the free fall meter is past the super line you can tap R1 and preform a super attack. the opponent can reverse positions by tapping the the button that corresponds with the attack you used and this will give them the top position, the super cannot be reversed.

Test Your Might(TYM) - certain levels have areas where you can send your opponent crashing into a wall activating tym, when this happens you send them crashing through multiple walls. during this time both you and your opponent must rapidly tap the attack buttons and this dictates how much damage you take from them.

Pillars - certain stages have pillars. these pillars can be used to start combos by either throwing you opponent into them or by activating rage mode close to one.

***NOTE*** FFK and TYM cause damage to your opponent but do not give them any meter for being hit.


METER:
in MKDC meter controls breakers and rage. you gain meter by being hit, getting your attacks blocked, and preforming specials.

"FIRST HIT!" - when a match begins the player that lands the first attack is rewarded with the "FIRST HIT!" bonus and half of that players meter is filled. ***NOTE***an L1 throw will not grant "FIRST HIT" if its broken. if an R2 throw is broken you will still be awarded the "FIRST HIT!" bonus.

Breaker - once you reach a level 1 in your meter meaning the meter is half full you gain use of a breaker. in MKDC any attack in the game that physically touches you can be broken. the maximum amount of breakers anyone can carry at once is 2 which requires a full meter.

Breaker Combo(BC) - characters can get a guaranteed combo after preforming their breaker. some have combos after breaking while grounded, while every character has a breaker combo after breaking while airborne and low to the ground but only after breaking CERTAIN attacks where your opponent is also airborne as not every air breaker leads to a combo.

Rage - once your meter is full you gain access to rage mode. the rage activation is unblockable and takes 5% damage from your opponent and causes a knock down just for activation making contact. while in rage mode your characters damage output is increased anywhere from 12% to as high as 50% based on the move(s). while in rage your character also has super armor and cannot be knocked down, thrown, or interrupted unless the opponent is also in rage. any attack or combo done while in rage cannot be broken but the opponent can rage activate out if they are grounded. while in rage any set string will crush the opponents guard after the first hit making the second hit unblockable, this also goes for a 2in1 by linking a special after a normal on block. rage cannot be activated if you are airborne, you must be grounded to activate rage.

Rage Activation Combo(RAC) - a combo that is guaranteed off of the knock back from the unblockable rage activation. the activation will cause a knock down and the followup attack is 100% guaranteed. every character in the game as an RAC with their opponents back is to the wall.

Rage Exploit(RE) - this refers to when the character exploits rage modes unblockable followup attack properties. a good example of this is kitana... when kitana is in rage mode, rather then doing the (3)1 string using rage mode to make the second hit unblockable then linking in a special to do a combo, she can exploit rage by doing (3)2.. (3)2.. (3)2.. etc and exploit rage modes properties making the 2 unblockable after 3 is blocked. because kitana is at such a big adv after the 2 hits, the opponent cannot escape the next (3)2. most characters have setups that guarantee a rage exploit.

Rage Combo(RC) - a rage combo is when a character can activate rage and get a guaranteed combo but only after a normal combo has been started. an example of this would be raiden: he can b2 to launch you then b2 again for an even higher launch then slightly walk forward and activate rage and juggle off of the activation.


AFTER BEING KNOCKED DOWN:
Quick Recover(QR) - when you are knocked down landing on you back you can recover faster then standard get up options by holding db+block as you hit the ground.

Back Tech Recover(BTR) - when you are knocked down landing face down you can recover faster then standard get up options by tapping back as you hit the ground.

Getting Up - after being knocked down you can remain grounded for several seconds by holding block. you can also control how you get up. if you are knocked down face up you can roll up, down, or back. if you are face down you can only roll up or down.

Standard Wake Up Attacks - by remaining grounded by holding block you have generic wakeup attack options. if you are face up 1 and 4 will deliver a mid attack, 2 will deliver a high attack, and 3 a low attack or if you are face down 1,2, and 4 will deliver a mid attack and 3 will deliver a low attack.

Wake Up to Special Attacks - you can get up faster then doing a standard get up and strike faster then doing a generic wake up attack by doing a special the moment you start to get up. you can also do a special attack as you are coming out of a back roll/up or down roll.