Box art - Mortal Kombat 11

Mortal Kombat 11 Krushing Blows | Full list, requirements, and effects

Out of all the new mechanics, the Mortal Kombat 11 Krushing Blows are probably the most useful and flashy. Not only do they add more depth to the core kombat, but they also look great too. But they aren’t as simple as they appear because they take careful planning to figure out how each Krushing Blow works. Here’s a list of every MK11 Krushing Blow, how to perform them, and what each of them does. We will be adding more as we come across them (we only mostly have the tournament variations now) but just search for what fighter you want to see. Here’s a list on how to do and unlock all of the fatalties.

Mortal Kombat 11 Krushing Blows | The basic controls

Each entry on the MK11 Krushing Blow list follows some rules for inputs as they go as follows:

  • 1 is front punch (Square on PS4, X on Xbox One, and Y on Switch)
  • 2 is back punch (Triangle on PS4, Y on Xbox One, and X on Switch)
  • 3 is front kick (X on PS4, A on Xbox One, and B on Switch)
  • 4 is back kick (O on PS4, B on Xbox One, and A on Switch)
  • Throw is by default on the top left shoulder button (L1 on PS4, LB on Xbox One, L on Switch) or 1 and 3 together
  • Forward throws are executed with the throw (or 1 and 3) button and pressing forward on the D-pad/analog stick
  • Back throws are executed by just pressing the throw button (or 1 and 3)

General Mortal Kombat 11 Krushing Blows

Everyone in the game has the uppercut Krushing Blow.

  • Input: Uppercut (down 2)
  • How to trigger it: Triggers if it is punishing a high attack or if it is kounter.
  • What it does: Does more damage and launches opponent.

Almost everyone has a throw Krushing Blow. Some have Krushing Blows attached to their forward throw, back throw, neither, or both. These are usually activated when the opponent presses the wrong button to escape the grab twice in one match. This is signified by the “Escape Failed” that pops up if you press the wrong escape button (forward throw escape is 2 or 4, backwards throw escape is 1 or 3).

For example, if a character has a Krushing Blow for a forward throw and you tech wrongly try to tech a back throw, it won’t count as one mess up against your forward throw Krushing Blow. Characters with both a forward and backwards Krushing Blow can use both in a match but you have to fail each twice. A failed backwards throw tech does not count toward a forwards throw Krushing Blow and vice versa.

Shao Kahn Krushing Blows

  • Input: Forward throw (forward throw)
  • How to trigger it: Triggers if you do a reversal throw punish. If your opponent attacks you with a special move right as they finish blocking your attack, you can block that and use a forward throw to get this Krushing Blow.
  • What it does: Does more damage.

  • Input: DIE (1, 2, throw)
  • How to trigger it: Triggers if at least three Merciless Spears (back forward 1) attacks have landed.
  • What it does: Does more damage.

  • Input: Last Breath (back 3, 4, throw) (equippable Ridicule and Humiliate move needed)
  • How to trigger it: Triggers if debuff like Ridicule (down forward stance switch) and Humiliate (down back stance switch) is active.
  • What it does: Does more damage.

  • Input: Annihilation (down back 3) (equippable Dark Priest move needed)
  • How to trigger it: Triggers when Dark Priest (down down 1) buff is out.
  • What it does: Does more damage and launches opponent.

  • Input: Wrath Hammer (equippable move needed)
  • How to trigger it: Triggers if it hits twice in a row without whiffing, getting blocked, or using another move or if the first hit is a kounter.
  • What it does: Does more damage.

Baraka Krushing Blows

  • Input: Either forward or back throw (forward throw, throw)
  • How to trigger it: Triggers if opponent tries to tech throw in the wrong direction the second time during a match.
  • What it does: Does more damage.

  • Input: Outworld Bash (1, 2, 2)
  • How to trigger it: Triggers if used as a kounter or punish
  • What it does: Does more damage and launches opponent.

  • Input: Doom Kicks (forward 4, 4)
  • How to trigger it: Triggers if used as a kounter or punish.
  • What it does: Does more damage is becomes special cancelable. Just be warned that most special moves don’t connect after. You may have to be in the corner or use an advancing special like Blade Charge.

  • Input: Blade Charge (back forward 2) (equippable move)
  • How to trigger it: Triggers if opponent blocks late after the move has hit.
  • What it does: Does more damage and makes opponent fly back.

  • Input: Baraka Seeker (Amplify) (back forward 3, amplify) (equippable move)
  • How to trigger it: Triggers if opponent blocks late after the move has hit and is amplified. Blade Charge (back forward 2) must also be equipped.
  • What it does: Does more damage and makes opponent fly back.

  • Input: Gutted (back forward 4)
  • How to trigger it: Triggers if used in a combo of nine hits or more.
  • What it does: Does more damage and does damage over time.

Sonya Blade Krushing Blows

  • Input: Air Control (Amplify) (down back 2)
  • How to trigger it: Triggers if this attack comes off as a kounter or punish.
  • What it does: Does more damage and launches the opponent.

  • Input: Low Kounter (back down 3) (equippable move)
  • How to trigger it: Triggers if two Standing Kounters (down back 3) have connected.
  • What it does: Does more damage.

  • Input: Standing Kounter (down back 3) (equippable move)
  • How to trigger it: Triggers if two Low Kounters (back down 3) have connected.
  • What it does: Does more damage.

  • Input: Leg Breaker (back forward 4)
  • How to trigger it: Opponent must be stand blocking.
  • What it does: Does more damage.

  • Input: (Air) Ops Drop (down, throw while both you and opponent are in the air) (equippable move)
  • How to trigger it: Triggers if only the throw connects. In other words, don’t use it as part of a combo.
  • What it does: Does more damage.

  • Input: Energy Rings (Amplify) (back forward 1, amplify)
  • How to trigger it: Triggers if only the second ring hits.
  • What it does: Does more damage and sends opponent flying backwards.

  • Input: (Air) Energy Rings (Amplify) (back forward 1, amplify, while in the air)
  • How to trigger it: Triggers if this lands in a combo of five hits or more.
  • What it does: Does more damage and sends opponent flying backwards.

Kano Krushing Blows

mortal kombat 11 krushing blows mk11 krushing blows list

  • Input: Either forward or back throw (forward throw, throw)
  • How to trigger it: Triggers if opponent tries to tech throw in the wrong direction the second time during a match.
  • What it does: Does more damage.

  • Input: Enzuigiri (back 3)
  • How to trigger it: Triggers if it punishes or kounters an attack.
  • What it does: Does more damage and causes damage over time.

  • Input: Penal Colony (forward 4, 3)
  • How to trigger it: Activates when opponent blocks late
  • What it does: Does more damage.

  • Input: Lumbar Check (Amplified) (down back forward 2, amplify) (equippable move)
  • How to trigger it: Triggers when catching an opponent using a getup roll.
  • What it does: Does more damage and does damage over time.

Jax Krushing Blows

  • Input: Forward throw (forward throw)
  • How to trigger it: Triggers if arms are fully heated up.
  • What it does: Does more damage.

  • Input: Major Force, Standing Strong, and Get Some (2, 2, throw) (forward 2 throw) or (forward 3, 3, throw) (requires Expert Grappler equippable move)
  • How to trigger it: Triggers when arms are fully heated.
  • What it does: Does more damage but can only be used once. You can’t use all three for Krushing Blows.

  • Input: Head Slammer (back 2)
  • How to trigger it: Fully charge it then release.
  • What it does: Does more damage and launches opponent.

  • Input: Quad Grab (down back forward 1) (equippable move)
  • How to trigger it: Triggers if players execute the 2, 4, then 3 input at the last possible moment.
  • What it does: Does more damage.

  • Input: Heat Missile (back forward 3, 4) (must have enough arm heat for both missiles
  • How to trigger it: Triggers if used in a combo of six hits or more.
  • What it does: Does more damage.

  • Input: Stiff Armed (back forward 2)
  • How to trigger it: Triggers if only second hit kounters or punishes.
  • What it does: Does more damage and sends opponent flying back.

Sub-Zero Krushing Blows

  • Input: Back throw (throw)
  • How to trigger it: Triggers if opponent tries to tech throw in the wrong direction the second time during a match.
  • What it does: Does more damage.

  • Input: Slide (Amplify) (back forward 4, amplify)
  • How to trigger it: Triggers on the third amplified slide.
  • What it does: Does more damage.

  • Input: Cold Encounter (1, 2, 4)
  • How to trigger it: Triggers if used in a combo of eight or more hits.
  • What it does: Does more damage.

  • Input: Final Draw (forward 2, 4)
  • How to trigger it: Triggers if used as a kounter or punish.
  • What it does: Does more damage and triggers a hard knockdown.

  • Input: Cold Shoulder (Amplify) (back forward 3) (equippable move)
  • How to trigger it: Triggers if used as a kounter or punish.
  • What it does: Does more damage.

Scorpion Krushing Blows

  • Input: Back throw (throw)
  • How to trigger it: Triggers if opponent tries to tech throw in the wrong direction the second time during a match.
  • What it does: Does more damage.

  • Input: Spear (Amplify) (back forward 1, amplify)
  • How to trigger it: Triggers if it connects at full screen and you amplify it.
  • What it does: Does more damage and allows a longer follow up time.

  • Input: Falling Ashes (forward 3, 4)
  • How to trigger it: Triggers if you kounter or punish an attack.
  • What it does: Does more damage and becomes special cancelable.

  • Input: Dark Soul (2, 1, 2)
  • How to trigger it: Hit a combo of eight or more hits.
  • What it does: Does more damage.

  • Input: (Air) Demon Slam (down, throw) (equippable move)
  • How to trigger it: Triggers only if this move hits by itself. In other words, don’t use it as part of a combo.
  • What it does: Does more damage.

Jacqui Krushing Blows

  • Input: Either forward or back throw (forward throw, throw) (requires Robo Grappler equippable move
  • How to trigger it: Triggers if you use Leg Break after Arm Break. To do this, you need to tech a throw, amplify it, and then press a punch button (1, 2) to do an Arm Break. To do a Leg Break, you press a kick button (3, 4). The timing is quite tricky. It also doesn’t work if you do Leg Break first.
  • What it does: Does more damage.

  • Input: Back throw (throw) (requires Tech-Dome equippable move)
  • How to trigger it: Triggers if opponent is in Tech-Dome bubble during back throw.
  • What it does: Does more damage.

  • Input: Danger Zone (3, 3)
  • How to trigger it: Triggers if this kounters or punishes the opponent.
  • What it does: Does more damage and launches opponent.

  • Input: Bionic Dash (back forward 2)
  • How to trigger it: Triggers if lands at maximum range.
  • What it does: Does more damage and sends opponent flying a little farther back.

  • Input: Hyper Knee (back forward 4) (equippable move)
  • How to trigger it: Triggers if is in a combo that is eight hits or more.
  • What it does: Does more damage.

  • Input: Lethal Clinch (down forward 3) (equippable move)
  • How to trigger it: Triggers if all other clinch attacks have been used and the 1 (Spear Elbow Drop) clinch move is entered.
  • What it does: Does more damage and launches opponent.

Cassie Cage Krushing Blows

  • Input: Hot Take (back 1, 3)
  • How to trigger it: Triggers if opponent is stand blocking.
  • What it does: Does more damage and launches opponent.

  • Input: Keepin’ It Classy (back 2, 4, 3)
  • How to trigger it: Triggers only if the final part (3) connects.
  • What it does: Does more damage sends opponent flying back.

  • Input: Shocker (forward 2, throw)
  • How to trigger it: Triggers if this is a kounter or punish.
  • What it does: Does more damage sends opponent flying back.

  • Input: Dual Wielding (back forward 1)
  • How to trigger it: Triggers charged for maximum duration and hits opponent.
  • What it does: Does more damage sends opponent flying back.

  • Input: Ball Buster (Amplify) (back down 3, amplify)
  • How to trigger it: Triggers on the third amplified Ball Buster of the match.
  • What it does: Does more damage and causes damage over time.

  • Input: Shoulder Charge (Amplify) (back forward 2, amplify) (equippable move)
  • How to trigger it: Triggers if opponent blocks late.
  • What it does: Does more damage.

Frost Krushing Blows

  • Input: Either forward or back throw (forward throw, throw)
  • How to trigger it: Triggers if opponent tries to tech throw in the wrong direction the second time during a match.
  • What it does: Does more damage.

  • Input: Out Kold (back 2, 2, 1, 2)
  • How to trigger it: Triggers if it is a kounter or punish.
  • What it does: Does more damage and launches opponent.

  • Input: Auger Lunges (back forward 4) (equippable move)
  • How to trigger it: Triggers after you land three amplified Auger Lunges during match. Fourth one doesn’t need to be amplified.
  • What it does: Does more damage and launches opponent.

  • Input: Arctic Barrage (Amplify) (back forward 4, amplify) (equippable move)
  • How to trigger it: Triggers if punishing a low or ducking attack.
  • What it does: Does more damage and launches opponent.

Johnny Cage Krushing Blows

mortal kombat 11 krushing blows mk11 krushing blows list

  • Input: Tear Jerker (forward 4, 3)
  • How to trigger it: Triggers if only the second hit (3) connects.
  • What it does: Does more damage.

  • Input: Mime Time (down back 1) (equippable move)
  • How to trigger it: Triggers if it is the first hit or of after landing two extended amplified Mime Times.
  • What it does: Does more damage but does not launch.

  • Input: Nut Punch (back down 3)
  • How to trigger it: Triggers if first hit or if it is a punish.
  • What it does: Does more damage and launches opponent.

  • Input: Throwing Shades (down down 2) (equippable move)
  • How to trigger it: Triggers if it is the first hit of the match or if it is the first move out of a combo that includes a Fatal Blow cancel. You can do this by using the Fatal Blow move but then pressing forward or backwards twice while holding both triggers. This might take some practice.
  • What it does: Does more damage.

  • Input: Say Cheese (Amplify) (back down 3, amplify) (equippable move)
  • How to trigger it: Triggers on first hit of the match or if it misses three or more times in a row before hitting on the fourth.
  • What it does: Does more damage and stuns enemy long enough for a follow-up attack.

Skarlet Krushing Blows

  • Input: Either forward or back throw (forward throw, throw)
  • How to trigger it: Triggers if opponent tries to tech throw in the wrong direction the second time during a match.
  • What it does: Does more damage.

  • Input: Scythe Slam (back 2)
  • How to trigger it: Triggers on second hit if it lands twice in a row.
  • What it does: Does more damage.

  • Input: Thicker Than Water (back 1, 2)
  • How to trigger it: Triggers if it is a kounter or punish.
  • What it does: Does more damage and causes damage over time.

  • Input: Dagger Dance (down back 1, amplify) (equippable move)
  • How to trigger it: Triggers on third parry of the match. The first two parries don’t need to be amplified but the third one does.
  • What it does: Does more damage, causes damage over time, and sends opponent flying back.

Geras Krushing Blows

  • Input: Out of Time (1, 1, 1, throw)
  • How to trigger it: Triggers if the third hit is the first one to connect.
  • What it does: Does more damage.

  • Input: Xuid and Guid (forward 1, throw, 4)
  • How to trigger it: Triggers if it is a kounter or punish.
  • What it does: Does more damage.

  • Input: Dangerous Chronology (forward 2, 2, throw)
  • How to trigger it: Triggers if it is a kounter or punish. All hits in the string must connect.
  • What it does: Does more damage.

  • Input: Sand Trap (down back 1
  • How to trigger it: Triggers if opponent is stand blocking. This works for all versions of the Sand Trap.
  • What it does: Does more damage.

  • Input: Titan Tackle (back forward 2)
  • How to trigger it: Triggers if opponent is carried to maximum distance and then against one of the corners.
  • What it does: Does more damage.

  • Input: Quick Sand (down back 1) (equippable move)
  • How to trigger it: Triggers if it is a kounter or punish.
  • What it does: Does more damage.

  • Input: Gauntlet of the Ages then History Lesson (back forward 2, 1) (equippable move)
  • How to trigger it: Triggers if fully charged. History Lesson triggers the Krushing Blow.
  • What it does: Does more damage.

Noob Saibot Krushing Blows

mortal kombat 11 krushing blows mk11 krushing blows list

  • Input: Either forward or back throw (forward throw, throw)
  • How to trigger it: Triggers if opponent tries to tech throw in the wrong direction the second time during a match.
  • What it does: Does more damage.

  • Input: For the Brotherhood (back 1, throw, 2)
  • How to trigger it: Triggers if this hits as a kounter or punish.
  • What it does: Does more damage and sends opponent flying back.

  • Input: Sinister Silhouette (back 3, throw)
  • How to trigger it: Triggers if opponent is stand blocking.
  • What it does: Does more damage and launches opponent.

  • Input: Shadow Tackle (Amplify) (back forward 2, amplify)
  • How to trigger it: You must first connect 10 shadow special moves that use the clone.
  • What it does: Does more damage.

Erron Black Krushing Blows

  • Input: Back throw (throw)
  • How to trigger it: Triggers if opponent fails to escape previous back throw attempt.
  • What it does: Does more damage.

  • Input: Boot Drop (forward 4)
  • How to trigger it: Triggers if opponent gets hit by this move twice in a row with no other moves or whiffs in between.
  • What it does: Does more damage.

  • Input: On the Shoot (2, 1, 2, 1, 2)
  • How to trigger it: Triggers if it is a kounter or punish.
  • What it does: Does more damage and launches opponent.

  • Input: Locked and Loaded Rising Stock (back forward 4, 3) (equippable move)
  • How to trigger it: Triggers when Erron Black runs out of ammo. His clip holds eight bullets so when those are out, the Krushing Blow will trigger.
  • What it does: Does more damage and launches opponent.

  • Input: Acid Pour (Amplify) (back forward 1) (equippable move)
  • How to trigger it: Triggers when opponent is standing in Zaterran Spit (down back 1) puddle when hit with Acid Pour. Aside from the move that throws the jar of acid, the Zaterran Spit puddle activates when Rattle Snake Slide is amplified. You have to position the opponent in the puddle.
  • What it does: Does more damage.

D’Vorah Krushing Blows

  • Input: Infested (down forward 2)
  • How to trigger it: Triggers if this attack kounters a jumping attack.
  • What it does: Does more damage and causes damage over time.

  • Input: Flipping Out (down back 4) (equippable move)
  • How to trigger it: Triggers if you land this move twice in a row without whiffing, getting blocked, or doing another move in between.
  • What it does: Does more damage and launches opponent.

  • Input: Parasite (1, 2, throw) (equippable move)
  • How to trigger it: Triggers if it is a kounter or punish.
  • What it does: Does more damage.

  • Input: Recluse (forward 2, 2, up throw) (equippable move)
  • How to trigger it: Triggers if the third hit (up throw) is the first one that connects.
  • What it does: Does more damage and causes damage over time.

  • Input: Tsetse (forward 2, 2, down throw) (equippable move)
  • How to trigger it: Triggers if opponent blocks late on last hit.
  • What it does: Does more damage and causes damage over time.

Jade Krushing Blows

  • Input: Forward throw (forward throw)
  • How to trigger it: Triggers if opponent tries to tech throw in the wrong direction the second time during a match.
  • What it does: Does more damage.

  • Input: Baited (1, 2, 4)
  • How to trigger it: Triggers if only the second hit connects first.
  • What it does: Does more damage and launches opponent.
  • Input: Temptation (down back 4)
  • How to trigger it: Triggers if it was amplified twice in the previous round.
  • What it does: Does more damage.

  • Input: Blazing Nitro Kick (down forward 4)
  • How to trigger it: Triggers if it connects twice in a row without whiffing, getting blocked, or executing another move in between.
  • What it does: Does more damage and sends opponent flying back.

  • Input: Pole Vault (Amplified) (back forward 3, amplify) (equippable move)
  • How to trigger it: Triggers if it connects after running a great distance. You have to hold 3 to have her run farther and let go a little before she gets to the opponent.
  • What it does: Does more damage and causes damage over time.

Raiden Krushing Blows

  • Input: Forward throw (forward throw)
  • How to trigger it: Triggers if opponent tries to tech throw in the wrong direction the second time during a match.
  • What it does: Does more damage.

  • Input: Hammer Fists (back 2)
  • How to trigger it: Triggers if lands twice in a row with no other moves in between.
  • What it does: Does more damage and launches opponent.

  • Input: Downpour (1, 2, 1)
  • How to trigger it: Triggers if this kounters or punishes.
  • What it does: Does more damage and sends opponent flying back.

  • Input: Electric Fly (Amplify) (back forward 3, amplify)
  • How to trigger it: Triggers if you land this at maximum range.
  • What it does: Does more damage.

  • Input: (Air) Electric Fly (Amplify) (back forward 3, amplify)
  • How to trigger it: Triggers if you land this at maximum range while in the air.
  • What it does: Does more damage.

Kotal Kahn Krushing Blows

  • Input: Either forward or back throw (forward throw, throw)
  • How to trigger it: Triggers if opponent tries to tech throw in the wrong direction the second time during a match.
  • What it does: Does more damage.

  • Input: Cuazquia (forward 1, 2, 2)
  • How to trigger it: Triggers if it is a kounter attack or punish.
  • What it does: Does more damage and launches opponent.

  • Input: Mehitzquia Cut (Amplify) (down forward 2
  • How to trigger it: Triggers if this kounters or punishes an airborne opponent.
  • What it does: Does more damage.

  • Input: Yehecame Disk (back foward 3)
  • How to trigger it: Triggers if this kounters or punishes opponent from maximum range.
  • What it does: Does more damage.

Kitana Krushing Blows

mortal kombat 11 krushing blows mk11 krushing blows list

  • Input: Dark Deception (back 1, 4, 2)
  • How to trigger it: Triggers if it kounters or punishes the opponent.
  • What it does: Does more damage and sends opponent flying back.

  • Input: Dark Empress (back 2, 3, 1, down 2)
  • How to trigger it: Triggers only if the last hit (down 2) connects with opponent.
  • What it does: Does more damage and triggers a hard knockdown.

  • Input: Quick Execution (down forward 2)
  • How to trigger it: Triggers if it lands in a combo of eight hits or more.
  • What it does: Does more damage.

  • Input: (Air) Square Wave (back forward 3)
  • How to trigger it: Triggers if this kounters or punishes from maximum range.
  • What it does: Does more damage and sends opponent flying back.

  • Input: Half Blood Stange then Gutted (down back 4, 1) (equippable move)
  • How to trigger it: Triggers the opponent was already hit was three Seeking Sais (Half Blood Stance, 2). The Gutted hit (Half Blood Stance, 1) is what triggers the Krushing Blow.
  • What it does: Does more damage and launches opponent.

Cetrion Krushing Blows

  • Input: Forward Throw (forward throw)
  • How to trigger it: Triggers if opponent fails to escape previous forward throw attempt.
  • What it does: Does more damage.

  • Input: Fire and Brimstone (2,1, 3)
  • How to trigger it: Triggers if it is a kounter or punish.
  • What it does: Does more damage and launches opponent.

  • Input: Natural Barrier (Amplify) (down back 1, amplify)
  • How to trigger it: Triggers if it absorbs and destroys a projectile while summoning the wall. It has some range but it doesn’t go too far.
  • What it does: Does more damage and sends opponent flying back.

  • Input: Geyser (back forward 4) (equippable move)
  • How to trigger it: Triggers if it misses at least three times in a row before hitting.
  • What it does: Does more damage and launches opponent.

  • Input: Tendril Pull (down back 4)
  • How to trigger it: Triggers if opponent blocks late before it connects.
  • What it does: Does more damage and slightly launches opponent.

  • Input: Boulder Bash (back forward 2)
  • How to trigger it: Triggers if the projectile hits by itself.
  • What it does: Does more damage.

Kung Lao Krushing Blows

  • Input: Back throw (throw)
  • How to trigger it: Triggers if opponent tries to tech throw in the wrong direction the second time during a match.
  • What it does: Does more damage.

  • Input: Flowing Water (forward 2, 1, 4)
  • How to trigger it: Triggers if it kounters or punishes the opponent.
  • What it does: Suspends opponent longer in the air so you can hit them with follow-up attacks.

  • Input: (Air) Shaolin Drop (Amplify) (down 4, amplify while in air)
  • How to trigger it: Triggers if opponent gets hit by Air Shaolin Drop twice in a row. You can amplify the first one but you must amplify the second one. You also must do them one after one another with no moves in between.
  • What it does: Does more damage.

  • Input: Teleport then Wutang (down, up then 4)
  • How to trigger it: Triggers if opponent was just hit by Shaolin Slam (Teleport, 3). Wutang (Teleport, 4) is what triggers the Krushing Blow. You must do these quickly in succession with no wasted time between them.
  • What it does: Does more damage.

  • Input: Spiritual Guidance then Soul Burst (down back 4 then 1) (equippable move)
  • How to trigger it: Triggers after connecting any of the Spiritual Guidance moves three times in a row. You can also use the other moves within Spiritual Guidance but Soul Burst is what triggers the Krushing Blow.
  • What it does: Does more damage.

Liu Kang Krushing Blows

  • Input: Either forward or back throw (forward throw, throw)
  • How to trigger it: Triggers if opponent tries to tech throw in the wrong direction the second time during a match.
  • What it does: Does more damage.

  • Input: Chinese Warrior (forward 4, 3, up 3)
  • How to trigger it: Triggers if it is a kounter or punish.
  • What it does: Does more damage and sends opponent flying back.

  • Input: Dragon Parry (down back 3) (equippable move)
  • How to trigger it: Triggers if it parries a getup or block attack.
  • What it does: Does more damage.

  • Input: Flying Dragon Kick (back forward 3)
  • How to trigger it: Triggers if it kounters or punishes from its maximum range or is in a combo with an air Fireball.
  • What it does: Does more damage and sends opponent flying back.

  • Input: Bicycle Kick (back forward 4)
  • How to trigger it: Triggers if Bicycle Kick has been amplified three times in a match. Lands on the fourth one.
  • What it does: Does more damage.

Kabal Krushing Blows

  • Input: Back throw (throw)
  • How to trigger it: Triggers if opponent tries to tech throw in the wrong direction the second time during a match.
  • What it does: Does more damage.

  • Input: Extermination Squad (back 1, 2, down 2)
  • How to trigger it: Triggers if it is a kounter or punish.
  • What it does: Does more damage and launches opponent.

  • Input: Maimed and Mangled (forward 2, 2, 4)
  • How to trigger it: Triggers if it is a kounter or punish.
  • What it does: Does more damage and causes a hard knockdown.

  • Input: Buzzsaw (back forward 1)
  • How to trigger it: Triggers if it is a kounter or punish.
  • What it does: Keeps enemy suspended for longer to allow for follow-up attacks.

  • Input: Hook Slam (down back 4)
  • How to trigger it: Triggers if it is a kounter or punish.
  • What it does: Does more damage and launches opponent.

  • Input: Low Hook Grab (back forward 2)
  • How to trigger it: Triggers if opponent is stand blocking.
  • What it does: Does more damage.

Kollector Krushing Blows

  • Input: Either forward or back throw (forward throw, throw)
  • How to trigger it: Triggers if opponent tries to tech throw in the wrong direction the second time during a match.
  • What it does: Does more damage.

  • Input: Play for Souls (2, throw, 4)
  • How to trigger it: Triggers if it is a kounter or punish.
  • What it does: Does more damage.

  • Input: Take it All (3, 2)
  • How to trigger it: Triggers if opponent is duck blocking when the second hit (2) connects.
  • What it does: Does more damage and launches opponent.

  • Input: Demonic House (back forward 2)
  • How to trigger it: Trigger when fully charged.
  • What it does: Does more damage and sends opponent flying back.

  • Input: Demonic Clutch (down back forward 3) (equippable move)
  • How to trigger it: Trigger if it catches opponent in a getup roll.
  • What it does: Does more damage and launches opponent.

Shang Tsung Krushing Blows

  • Input: Slide (back forward 4) (equippable move)
  • How to trigger it: Triggers if it connects from max range.
  • What it does: Does more damage and sends opponent flying.

  • Input: Superkick (down back 4) (equippable move)
  • How to trigger it: Triggers if it hits immediately after canceling the move by holding down 4 and pressing down down.
  • What it does: Does more damage.

  • Input: Rising Chest Kick (forward 4)
  • How to trigger it: Triggers if it counters or punishes a Getup Roll.
  • What it does: Does more damage and sends opponent flying back.

  • Input: Back Throw (throw or 1 and 3)
  • How to trigger it: Trigger if Shang Tsung has recently morphed back into his base form after stealing his opponent’s soul.
  • What it does: Does more damage and launches opponent.

  • Input: Reserved Pain (back 1, down 2)
  • How to trigger it: Trigger only if the second hit lands.
  • What it does: Does more damage and launches opponent.

  • Input: Tipping the Scales (forward 2, 4, 3)
  • How to trigger it: Trigger if it is a counter or punish.
  • What it does: Does more damage and send opponent flying back.

  • Input: Fire Skull (Amplify twice) (back forward 1, amplify, amplify) (equippable move)
  • How to trigger it: Trigger only if the last skull lands.
  • What it does: Does more damage.