What's new

Guide MKXL Interactable Damage Compendium

Here is a list of all interactable damage for stages.

Here are some points of interest.

  • Summoner Quan Chi gets armored launchers in the stages where there are jars (like the demon fetus,) these can be combo'd into trance which will lead to big damage for him. So be careful if you see a Summoner camping these areas.
  • Blanch and the liquid on the Jinsei stage are tied for most damage on hit at 17%
  • The biggest block damage interactable is the swingy thing on The Kove at 5.5% if both hits are blocked
  • Interactables scale with damage buffs appropriately (for the most part) with things like Jason's Relentless passive and his damage buff in Unstoppable. For instance, Jason's damage buff is a 1.5x damage multiplier so if Blanch hits with that she will do 25.5% damage. This also increases chip by the proper amount
  • Quan Chi's extra chip portal applies extra chip on interactables. So for instance the branch in the Deadwood map which does 5.13% chip will do over 15% chip if the opponent is blocking in that portal
  • There are some wonky numbers on interactables. For instance the branch you grab in the Deadwood stage does 16% on hit and 5.13% on block is the same type of interactable as the car in the Destroyed stage but that one does 16% on hit and only 4.13% on block. Other weird ones are like some 9% interactables do 4.13% on block but others do as low as 2.13%. It is almost as if NRS just randomly chose the chip damage on some interactables.
1st number is damage on hit. The 2nd number is damage on block.

DEADWOOD
Tree 14%, 2.75%
Log 10%, 4.25%
Branch 16%, 5.13%

DESTROYED
Car 16%, 4.13%
Light 9%, 4.13%
Engine 9%, 4.13%

JINSEI
Vase 9%, 2.13%
Liquid 17%, 1.13%

CROSSROADS
Skull 10%, 4.25%
Body 10%, 4.25%

QUAN CHI
Fetus 10%, 2.25%
Shao Hammer 12%, 2.5%
Vase 9%, 2.5%
Fire Chain 13% 1.63%

MARKETPLACE
Blanch 17%, 3.13%
Barrel 9%, 2.13%
Pig 9%, 2.13%

LIN KUEI
Fire 12%, 2.5%

KUATAN JUNGLE
Vine 2 hits of 5%, 1.63% 2 hits as well
Grab 15%, 1.13%

Emperor Courtyard
Pillar 15%, 1.13%
Coal 12%, 2.5%
Shield 16%, 3%
Wood Block 13%, 1.63%

REFUGEE CAMP
Oil Barrel 10%, 2.25%
Spiked Bat 16%, 2.13%

SKY TEMPLE
Monk 14%, 4.75%
Lantern 9%, 4.13%
Embers 9%, 2.13%

THE KOVE
Box 10%, 4.25%
Swing 12%, 5.5%
Crate 9%, 4.13%
Body 13%, 4.63%
 

ETC AdmiralAugustus

Grabble Frazzled
@GGA Jeremiah What's the input for alt interactable use? I could've sworn it was a direction and interactable, but it doesn't seem to work right now.

For example, you can slide takedown the flaming barrel in Refugee Kamp and it's a low. Swing low with the 2x4 on the Emperor's Kourtyard stage, etc.
 
Last edited:
In case people didn't know, wall-run interactables (such as the right side of the Jungle and Lin Kuei temple) can be canceled into a fast divekick by pressing 3. Large characters however, such as Jason or Torr, instead press 2 for a lunging hammerfist. Both of these attacks hit overhead.

Also, while ground-based jump interactables always send you towards your opponent, you can choose the direction of your jump when using air-based jump interactables. This is a nifty tool for zoning.

I'm sure this is common knowledge for most of you, but I thought it was worth mentioning....
 

dennycascade

UPR_ghastem
Is it confirmed that the grab interactables which are now throws can ONLY tick throw off of low pokes? I tested with a few characters and that seems to be the case. Can someone figure out the startup of these interactables? Whiff recovery?
 

YoloRoll1stHit

Publicly Educated
Is it confirmed that the grab interactables which are now throws can ONLY tick throw off of low pokes? I tested with a few characters and that seems to be the case. Can someone figure out the startup of these interactables? Whiff recovery?
Current MKX or beta online? Currently "grab" interactables hit MID, most of them are very plus on block
 

GrimJack

Rock paper scissor specialist
How do you do the divekick off the corner escape interactable? I tried Diagonal+Rb but it doesn't work