MortalKombat/MKXMenuGuide
Mortal Kombat X: Menu Breakdown
Introduction
Note: This menu guide was converted into the proper syntax to be displayed on this wiki, but the original HTML file can be found here.
The following is a write up of the menu structure for Mortal Kombat X. It uses varying types of lists, with alphabetically indexed items indicating top level menu items, numbered lists for branching sub menu items, while lists with lower case roman numerals are used for still deeper menus. Roman numerals will also be used for one-off menus, such as those appearing at the end of a match. Lower case Roman numerals will be preferred in this instance, so as to avoid confusion with the capitalized alphabetized top-level lists. The first item will always be what's highlighted by default when you land on a menu item, whether by clicking on or arrowing to it.
When a menu item is a horizontal alterable object, the list of options for that menu item is listed in default to right order. Specifically, I will be listing what the option is set to by default, and then what is to the right of it as you arrow in that direction.
If there are function keys for a menu, they will be listed with bullets. Where possible, I will try to give both Playstation and Xbox notations. When giving out multi-platform button notations, Playstation is always first, followed by a slash, then Xbox. Note that these shortcuts do not seem to be set up for the default keyboard layout.
For the main menu, I will list the menu items in their order, but then break away from the sublist to make each of those items their own heading. This should facilitate navigation a lot better, and allows you to jump to the section you're interested in, rather than slogging through a cumbersome deluge of text. As an additional note, any comments about a menu item will be written as a block quote.
Bear in mind that I only have the PC version of the game, so there may be discrepancies between my version and that of the PS4 or Xbox One.
Main Menu
- One Player
- Two Player
- Online
- Faction
- Krypt
- Options
- Extras
- Exit (PC Only)
Shortcut Keys:
- L1 / LB: Faction War Page.
- R1 / RB: Living Towers
- Square / X: WB Account
- Triangle / Y: Store
One Player
- Story
- Story mode will not appear until you have completed the tutorial, reached via the Training mode. If you've yet to unlock Story mode, your first menu item will actually be Towers.
- Continue
- Only appears if you previously played Story mode.
- New Game
- If you already have a game in progress, you will be asked if you wish to delete the old one.
- X / A: Yes
- Circle / B: No
- Chapters
- Presents a horizontal menu of scenes from chapters of the Mortal Kombat X story mode. It's only selectable if you have a game in progress with completed chapter(s).
- L1 / LB: Previous Chapter
- R1 / RB: Next Chapter
- X / A: Play selected Scene
- Towers
- All towers are navigated with the left and right arrows. They will be presented as a single bulleted item, with the default selected tower being the first item, and each consecutive tower being listed as you move to the right.
- Traditional Towers
- Klassic, Test Your Luck, Test Your Might, Endless, Survival
- Living Towers
- Hourly, Daily, Premier
- Tower Challenges
- Challenge Friends
- Tower Challenges
- Will be unavailable when you first enter the Challenge menu. It becomes your first menu item once you've created a Tower Challenge via the New Tower Challenge option.
- Tower Challenge List
- New Tower Challenge
- Default choice when you first enter the Tower Challenges menu without having created any challenges.
- Quit
- If you haven't created any challenges, this option is unavailable. Simply presse Circle / B to exit the mode.
- Cancel, Confirm
- Single Fight
- Once you've selected your character and the AI you wish to fight, you're presented with a difficulty prompt, followed by a stage select screen.
- Medium, Hard, Very Hard, Very Easy, Easy
- Test Your Luck
- Once you've selected your charactre, you're presented with two separate prompts, followed by a stage select screen.
- Difficulty: Medium, Hard, Very Hard, Very Easy, Easy
- Number of Modifiers: 5, 6, 7, 1, 2, 3, 4
- Training
- Practice
- Upon selecting your character and training partner, you're presented with the stage select screen. The Training Room stage has special properties when selected here, with regard to interactables and the Practice Options, accessed from the pause menu while training. The menu which controls the training stage properties, as well as the behaviour of the AI whilst training will be discussed in the "Practice" section.
- Fatality Practice
- Upon selecting the character you want to practice with, along with their victim, you're presented with a stage selection screen. At the beginning of this mode, you're presented with a prompt to decide the timing for practicing fatalities.
- X / A: Disable fatality timeout.
- Circle / B: Enable fatality timeout.
- After you either fail or succeed the effort, you're presented with a continuation prompt.
- Retry
- Select A New Fighter
- Quit
- Tutorial
- Basics
- Kombos
- Special Moves
- Advanced
Two Player
- Player Versus Player
- Upon selecting both characters, you're presented with the stage select screen.
- Test Your Luck
- Once both players have selected their characters, you are presented with a prompt for the number of modifiers, followed by a stage select screen.
- Number of Modifiers: 5, 6, 7, 1, 2, 3, 4
- Kustom Kombat
- Once both players have selected their characters, you are presented with a list of modifiers that you can select to place on your opponent, presumably followed by a stage select screen. However, I do not have the inclination to learn the huge list of modifiers, nor do I know how to confirm your selections when finished.
- Test Your Might
- Upon selecting both characters, you're taken directly to the Test Your Might challenge.
Online
- Rooms
- The complexity of setting up rooms is beyond me at this point. I apologize for not covering this aspect of MKX.
- Versus
- Player Versus Player
- Ranked Match
- Player Match
- Player Versus Player
- Once you click on this option, you will have to wait for someone else to accept your random challenge. When the announcer says "Challenge accepted.", you'll have a chance to either accept or deny the fight.
- Private Match
- On Steam, this brings up your invite page which you will want to use OCR on to read. I assume it does likewise on the consoles. If using Steam, you'll have to press escape to close the window once you've sent an invite to put the focus back into the actual game.
- Test Your Luck
- Practice
- As as with a private match, it will bring up a friends screen for you to invite to join your private practice session. The online version of the training room does not, of course, have the AI Options menu item when the game is paused.
- Team Battle
- King Of The Hill
- Tower Battle
- Leader Boards
- Online Kombat History
- Faction War Page
Faction
- Faction War Page
- You can arrow left and right to different pages of information about yourself and your faction.
- Invasion Boss
- This option is only available during an invasion event. At any other time, the highlight will jump straight down to War Tower. Your objective in this mode is to try and survive for 30 seconds, while trying to inflict as much damage as possible on the AI. Being the champion from an invading realm, the AI will have high speed and armour. The AI is also unkillable, making survival the only way to "beat" this mode.
- Invasion Tower
- As with Invasion Boss, this menu option is only available during an invasion event. When available, it's one of the best ways to gain faction experience.
- War Tower
- Fight opponents here to gain war points for your faction, helping it to win the Faction War.
- Change Faction
- Note that changing your faction will reset your progress to 0, even if you return to your previous faction later.
- Special Forces, White Lotus, Lin Kuey, Black Dragon, Brotherhood of Shadow
- Triangle / Y: Play Faction Introduction
- X / A: Change to selected Faction
- Circle / B: Cancel
Options
- Kontrols
- Preset: Kustom 1, Kustom 2, Kustom 3, Kustom 4
- Up = Up
- Down = Down
- Left = Left
- Right = Right
- Front Punch = Square / X
- Back Punch = Triangle / Y
- Front Kick = X / A
- Back Kick = Circle / B
- Interact = R1 / RB
- Throw = L1 / LB
- Flip Stance = L2 / LT
- Block = R2 / RT
- Release Check: On, Off
- Alternate Kontrols: Off, On
- Input Shortcuts: On, Off
- Save Preset
- Reset To Default
- Audio
- Effects
- Announcer
- Dialog
- Music
- Ambience
- Cinema
- Reset To Default
- System Video
- Resolution
- Window Mode: Full Screen, Windowed
- VSync
- Frame Shooting
- Antialiasing
- Windowboxing
- Anisotropic Filtering
- Advanced Settings
- Apply Settings
- Autoconfigure
- Reset to Default
- Video
- Brightness
- Contrast
- Gamma
- Screen Adjust
- Reset to Default
- Gameplay
- Vibration: On, Off
- Round Time: 90, Off, 30, 60
- Rounds to Win: 2, 3, 4, 5, 1
- Story Difficulty: Medium, Hard, Very Hard, Very Easy, Easy
- Subtitles: Off, On
- Versus Session Stats: Off, On
- Lowered Health Bars: Off, On
- Pause Delay: Off, On
- Interaction Sound Queues: Off, On
- Reset to Default
Extras
- Match Replays
- Kollection
- Offline Kombat History
- Downloadable Content
- Play Faction Introduction
- Kredits
Stages
Stages are presented in two rows, each with seven items. Descriptions of stages in this section are drawn from The Mortal Kombat X Wiki. Full credit goes to the authors of those articles, and I am not trying to infringe on their work, but am reproducing it here purely for convenience. Note that not all descriptions are copied verbatim. I have edited the descriptions as I see fit. If the stage has multiple interactables, they are presented in order from left to right. The first item in the list, therefore, will always be the one on the far left.
- First Row:
- Random
- Kuatan Jungle
- The Kuatan Jungle features a humid jungle filled with vine covered statues and temple fragments scattered about, with long vines hanging from the tree tops above. Massive jungle animals from Outworld, one resembling an alligator and another resembling a large cobra, can be seen moving through the foliage, observing the kombatants before leaving. Ankle deep swamp water covers the ground, the result of runoff from a river in the background.
- A large stone face: Jump (corner escape)
- A vine: Jump attack
- A statue: Damage Opponent or Jump
- (Air) A vine: Evade attacks
- A vine: Jump attack
- A tree trunk: Jump (corner escape)
- Destroyed City
- The Destroyed City is a devastated city within Earthrealm, covered in the remains of collapsed buildings, a downed plane, overturned vehicles, and overgrown vegetation. Nomadic survivors of the Netherrealm War can be seen in the background as the kombatants fight, scrounging for what little remains within the ruins.
- An engine block: Damage opponent
- (Air) A stoplight: Projectile
- A damaged car: Jump
- A muffler and tailpipe: Projectile
- Outworld Marketplace
- The Outworld Marketplace hosts several small bazaars showcasing various wares for sale, with large barrels of fruits and other foods stored around. Outworlders can be seen mingling around in the background. Massive beasts turn a large rack in the background, and a Taigore lounges around, sleeping. The defensive walls of Kahn's fortress loom over the small marketplace.
- A roasting boar's head: Damage opponent
- A barrel of fruit: Damage opponent
- A sleeping Taigore: Jump
- An old woman (Blanch): Projectile
- (Air) A tarp: Jump
- Emperor's courtyard
- The Emperor's Courtyard showcases Outworld slaves building statues of Kotal Kahn in the background, with a massive beast chained amongst the construction equipment and wooden support beams. This area is also where public executions take place for the populace to witness.
- A piece of lumber: Damage opponent
- A pillar: Jump
- A shield: Damage opponent
- A pile of bricks: Jump
- A pillar: Damage opponent
- A burning pyre of coals: Damage opponent
- Krossroads
- A prominent lava river flows in the background. On the left side of the stage is a bridge that goes over it, while the right side leads to a split road leading off-screen in different directions. An interactive rock outcropping marks each side of the stage. Several metallic pillars with spike hazards (and a few of their victims) dot the landscape.
- A corpse on a pillar: Projectile
- The skull of a beast: Projectile
- A rock formation: Jump
- A corpse-covered pillar: Jump (corner escape)
- Jinsei Chamber
- Dating the dawn of time, the Jinsei Chamber is the most secure and important space on Raiden's Sky Temple, located at one of its highest buildings and protected by his ward. On its walls and surroundings, carved by the hands of the Thunder God, are stony figures that tell the birth of the realms, from the One Being's split with use of the Kamidogu, through Shinnok's betrayal of his fellow Elder Gods, to the modern heroes. At the heart of the chamber is a glowing blue liquid, almost like cold lava - the Jinsei - Earthrealm's life force, that flows through the realm like blood through arteries. This complex substance has unique properties of healing, capable of restoring anyone's health just by being inside the chamber. When needing rejuvenation of his energies, Raiden usually steps onto the floating stones around the ethereal Jinsei and meditate inside its core.
- A statue holding a basin of blue liquid: Damage opponent
- A pot filled with blue liquid: Projectile
- A pot filled with blue liquid: Projectile
- A wall: Jump (corner escape)
- Second Row:
- Dead Woods
- The Dead Woods are a snow filled forest filled with dead, rotted trees and the long forgotten snow covered bodies of fallen warriors, their rusted weapons close by. Wolves can be seen running through the fog in the background. The branches of the trees can be used for multiple purposes, such as swinging off of them to gain distance from your opponent or to attack them with. The branches can also be ripped off and use as a melee weapon.
- A tree branch: Damage opponent
- A tree: Jump
- A tree stump: Jump
- A tree branch: Jump / jump attack
- A broken tree stump: Projectile
- Sky Temple
- No definitive description available.
- A burning pyre: Damage opponent
- A praying monk: Projectile
- A large gong: Jump (corner escape)
- Lin Kuey Temple
- No definitive description available.
- A small flame: Projectile
- A coffin: Jump
- A coffin: Jump
- Two torches in a statue's hands: Projectile
- A tree: Jump (corner escape)
- Training Room
- The training room by itself has no interactables, but it can be assigned interactables from various stages via the Practice Options menu, accessed while the game is paused.
- The Kove
- The Kove is a pier and shipping dock featured in Outworld. A large cavern with a skull face emerging from its jutting surface can be seen in the background, along with various ships, some in working condition, others destroyed. Barrels from around the pier can be thrown as projectiles, and bodies floating in the water can be used in a same fashion. Kombatants can run up the side of the ships docked on either corner, allowing them to escape the corner in a fight.
- The side of a ship: Jump (corner escape)
- A small barrel: Projectile
- A section of the pier: Jump
- Various bodies: Projectile
- A section of the pier: Jump
- A small crate: Projectile
- (Air) Crane hook: Jump attack
- Refugee Kamp
- The Refugee Kamp is hosted by a large battalion of Special Forces soldiers, with one of their ATV's parked close by. A lone soldier is stationed by a wall and awaits for portals from Outworld to open, where he will either help the wounded and show arriving Outworlders where to go for help, or shoot down any hostile Tarkatans that arrive before carrying off their bodies. In the fashion of a homeless style camp, several large tin cans with burning fires inside them can be seen, with Outworld refugees huddled by them for warmth. Planks of wood and confiscated weapons line the far back wall, while several refugees behind a fence observe the kombatants with gusto, cheering on the fighting.
- A spiked war club: Damage opponent