Krushing Blow: Triggers if this ATTACK KOUNTERS or PUNISHES a HIGH ATTACK.
High Kick
Glow Burst
+
Spin Kick
+
Side Kick
+
Roundhouse
Cunning Sweep
+
Flick Kick
+
Steel Toe
+
Jumping Attacks
Cage Jab
Double Axe Handle
Army Boot
or
Hop Attacks
Dive Bomb
,or,
Kombat Kick
,or,
Getup Attacks
Flip Kick
+
Can only be performed after being KNOCKED DOWN.
Costs 1 bar of Defensive Meter and Offensive Meter.
Nut Punch
+
Can only be performed after being KNOCKED DOWN.
Costs 1 bar of Defensive Meter and Offensive Meter.
Flawless Block Attacks
Flip Kick
+
Can only be performed after connecting a FLAWLESS BLOCK.
Costs 1 bar of Defensive Meter and Offensive Meter.
Nut Punch
+
Can only be performed after connecting a FLAWLESS BLOCK.
Costs 1 bar of Defensive Meter and Offensive Meter.
Throws
Toward Throw
+or++
Back Throw
or+
Roll Escapes
Forward Roll Escape
+
Uses 1 bar of Defensive Meter to perform Forward Roll Escape.
Away Roll Escape
+
Uses 1 bar of Defensive Meter to perform Away Roll Escape.
Air Escape
(Air) Breakaway
+
Uses 2 bars of Defensive Meter to perform (Air) Breakaway.
Kombo Attacks
Double Down
,
Whip It Good
,,
Belly Buster
,
Active Duty
,,
Hot Take
+,
Krushing Blow: Triggers if opponent is STAND BLOCKING.
Hooks And Hammers
,
Assaulted
,,,
The Rushdown
,,+
No Breaks
+,
Keepin It Classy
+,,
Krushing Blow: Triggers if only the FINAL hit of the KOMBO connects.
Shocker
+,+
Krushing Blow: Triggers if this KOMBO ATTACK is a KOUNTER or PUNISH.
Marching Orders
,
Millitary Dance
+,
Heavy Hitter
+,,
Poppin Bubbles
+,
One In The Chamber
+,,
Special Moves
Dual Wielding
Krushing Blow: Triggers when fully CHARGED and held for maximum duration.
Charge
Cancel
Amplify
Ball Buster
Amplify
Krushing Blow: Triggers on THIRD AMPLIFIED Ball Buster in a match.
Up Glow Kick
Amplify
Flying Glow Kick
Requires: Flying Glow Kick (*)
Krushing Blow: Triggers if this ATTACK is a KOUNTER or a PUNISH.
(Air) Bullet Barrage
Requires: (Air) Bullet Barrage (*)
Amplify
Requires: (Air) Bullet Barrage (*)
Shoulder Charge
Requires: Shoulder Charge (*)
Amplify
Requires: Shoulder Charge (*)
Krushing Blow: Triggers if opponent BLOCKS LATE.
Flippin Out
Requires: Flippin' Out (*)
Close Flippin Out
,
Requires: Flippin' Out (*)
Far Flippin Out
,
Requires: Flippin' Out (*)
BLB-118 Escape
,+
Requires: Air BLB-118 Advance (*)
Air BLB-118 Peacing Out
,+
Requires: Air BLB-118 Advance (*)
Control BLB-118
Requires: Control BLB-118 (**)
Cancel BLB-118
Requires: Control BLB-118 (**)
Dropping Balls
Requires: Control BLB-118 (**)
Wub Wub Wub
Requires: Control BLB-118 (**)
Fun Phaser
Requires: Control BLB-118 (**)
BLB-118 Energy Burst
Requires: BLB-118 Energy Burst (**)
Amplify
Requires: BLB-118 Energy Burst (**)
BLB-118 Bitchin Bubble
Requires: BLB-118 Bitchin' Bubble (*)
Kneecappin
Requires: Kneecappin' (*)
Amplify
Requires: Kneecappin' (*)
BLB-118 Energy Bounce
Requires: BLB-118 Energy Bounce (*)
Close BLB-118 Energy Bounce
,
Requires: BLB-118 Energy Bounce (*)
Far BLB-118 Energy Bounce
,
Requires: BLB-118 Energy Bounce (*)
BLB-118 Bullet Ricochet
Requires: BLB-118 Bullet Ricochet (*)
Close BLB-118 Bullet Ricochet
,
Requires: BLB-118 Bullet Ricochet (*)
Far BLB-118 Bullet Ricochet
,
Requires: BLB-118 Bullet Ricochet (*)
Fatal Blow
Pissed AF
+
(Close) Pissed AF
++
(Far) Pissed AF
++
(Air) Pissed AF
+
Finishers
Fatalities
I >3 U (Mid)
#GirlPower (Mid)
Stage Fatality (Close)
Can only be performed on certain stages.
Mercy (Mid)
+
Friendship
Feeling Cute, Might Delete Later (Mid)
KOMPETITIVE REQUIREMENTS:
• No Blocking during the final round of a Kompetitive Match.
• Friendships can be performed anytime outside of Kompetitive Matches.
Brutalities
The Klassic
+
• DO NOT block an attack during the final round.
• Must hold
.
• Final hit must come from an Uppercut
+
.
Make It Pop
+
• Must not lose a round.
• Hold
during Throw.
• Final hit must come from Toward Throw.
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Mortal Kombat 11Cassie Cage
Move List
Basic Attacks
Justice Jab
Low Shot
+
Straight Punch
+
Quick Hook
Throwin Bows
+
Backhand
+
Bloody Knuckles
+
Krushing Blow: Triggers if this ATTACK KOUNTERS or PUNISHES a HIGH ATTACK.
High Kick
Glow Burst
+
Spin Kick
+
Side Kick
+
Roundhouse
Cunning Sweep
+
Flick Kick
+
Steel Toe
+
Jumping Attacks
Cage Jab
Double Axe Handle
Army Boot
or
Hop Attacks
Dive Bomb
,or,
Kombat Kick
,or,
Getup Attacks
Flip Kick
+
Can only be performed after being KNOCKED DOWN.
Costs 1 bar of Defensive Meter and Offensive Meter.
Nut Punch
+
Can only be performed after being KNOCKED DOWN.
Costs 1 bar of Defensive Meter and Offensive Meter.
Flawless Block Attacks
Flip Kick
+
Can only be performed after connecting a FLAWLESS BLOCK.
Costs 1 bar of Defensive Meter and Offensive Meter.
Nut Punch
+
Can only be performed after connecting a FLAWLESS BLOCK.
Costs 1 bar of Defensive Meter and Offensive Meter.
Throws
Toward Throw
+or++
Back Throw
or+
Roll Escapes
Forward Roll Escape
+
Uses 1 bar of Defensive Meter to perform Forward Roll Escape.
Away Roll Escape
+
Uses 1 bar of Defensive Meter to perform Away Roll Escape.
Air Escape
(Air) Breakaway
+
Uses 2 bars of Defensive Meter to perform (Air) Breakaway.
Kombo Attacks
Double Down
,
Whip It Good
,,
Belly Buster
,
Active Duty
,,
Hot Take
+,
Krushing Blow: Triggers if opponent is STAND BLOCKING.
Hooks And Hammers
,
Assaulted
,,,
The Rushdown
,,+
No Breaks
+,
Keepin It Classy
+,,
Krushing Blow: Triggers if only the FINAL hit of the KOMBO connects.
Shocker
+,+
Krushing Blow: Triggers if this KOMBO ATTACK is a KOUNTER or PUNISH.
Marching Orders
,
Millitary Dance
+,
Heavy Hitter
+,,
Poppin Bubbles
+,
One In The Chamber
+,,
Special Moves
Dual Wielding
Krushing Blow: Triggers when fully CHARGED and held for maximum duration.
Charge
Cancel
Amplify
Ball Buster
Amplify
Krushing Blow: Triggers on THIRD AMPLIFIED Ball Buster in a match.
Up Glow Kick
Amplify
Flying Glow Kick
Requires: Flying Glow Kick (*)
Krushing Blow: Triggers if this ATTACK is a KOUNTER or a PUNISH.
(Air) Bullet Barrage
Requires: (Air) Bullet Barrage (*)
Amplify
Requires: (Air) Bullet Barrage (*)
Shoulder Charge
Requires: Shoulder Charge (*)
Amplify
Requires: Shoulder Charge (*)
Krushing Blow: Triggers if opponent BLOCKS LATE.
Flippin Out
Requires: Flippin' Out (*)
Close Flippin Out
,
Requires: Flippin' Out (*)
Far Flippin Out
,
Requires: Flippin' Out (*)
BLB-118 Escape
,+
Requires: Air BLB-118 Advance (*)
Air BLB-118 Peacing Out
,+
Requires: Air BLB-118 Advance (*)
Control BLB-118
Requires: Control BLB-118 (**)
Cancel BLB-118
Requires: Control BLB-118 (**)
Dropping Balls
Requires: Control BLB-118 (**)
Wub Wub Wub
Requires: Control BLB-118 (**)
Fun Phaser
Requires: Control BLB-118 (**)
BLB-118 Energy Burst
Requires: BLB-118 Energy Burst (**)
Amplify
Requires: BLB-118 Energy Burst (**)
BLB-118 Bitchin Bubble
Requires: BLB-118 Bitchin' Bubble (*)
Kneecappin
Requires: Kneecappin' (*)
Amplify
Requires: Kneecappin' (*)
BLB-118 Energy Bounce
Requires: BLB-118 Energy Bounce (*)
Close BLB-118 Energy Bounce
,
Requires: BLB-118 Energy Bounce (*)
Far BLB-118 Energy Bounce
,
Requires: BLB-118 Energy Bounce (*)
BLB-118 Bullet Ricochet
Requires: BLB-118 Bullet Ricochet (*)
Close BLB-118 Bullet Ricochet
,
Requires: BLB-118 Bullet Ricochet (*)
Far BLB-118 Bullet Ricochet
,
Requires: BLB-118 Bullet Ricochet (*)
Fatal Blow
Pissed AF
+
(Close) Pissed AF
++
(Far) Pissed AF
++
(Air) Pissed AF
+
Finishers
Fatalities
I >3 U (Mid)
#GirlPower (Mid)
Stage Fatality (Close)
Can only be performed on certain stages.
Mercy (Mid)
+
Friendship
Feeling Cute, Might Delete Later (Mid)
KOMPETITIVE REQUIREMENTS:
• No Blocking during the final round of a Kompetitive Match.
• Friendships can be performed anytime outside of Kompetitive Matches.
Brutalities
The Klassic
+
• DO NOT block an attack during the final round.
• Must hold
.
• Final hit must come from an Uppercut
+
.
Make It Pop
+
• Must not lose a round.
• Hold
during Throw.
• Final hit must come from Toward Throw.