A beginners guide to fighting as all four variations of Triborg.
Triborg is part of a clan known as the cyber lin kuei. It's motive is to destroy all humans and do honour upon the cyber initiative. Sub Zero destroyed the cyber Lin Kuei... or did he?
Triborg is a very unique addition to Mortal Kombat X,
with each variation representing a different character. Sektor, Cyrax, Smoke
and Cyber Sub-Zero make up the four variations of Triborg. Each
character variation retains the special moves that made them unique in previous
games, with Smoke offering a Trident harpoon, invisibility and various
teleports, Sektor firing missiles and using a Teleport Uppercut and flame thrower weapon, Cyrax tossing
bombs everywhere, and Cyber Sub-Zero having a variety of ice-based attacks.
Sektor (Pink)
It may be easier for you to be able to tell the difference between each variation so you understand who is who. Secktor is the pink one.
Straight Missile
Notation: Back, Forward+1
Sektor’s Straight Missile is a standard projectile attack that covers
the full length of the screen. The projectile hits high, which means the
opponent can duck under it without having to block or take chip damage. The
enhanced version (Havoc Missiles) inflicts more damage and knocks the opponent
into the air so you can follow with a juggle combo. The enhanced version also
hits mid so an opponent cannot duck under it. Use this during a block string to
maintain offensive pressure or during a combo to extend your combo for
additional damage.
Lock-On Missiles
Notation: Down, Back+2
The Lock-On missile allows Sektor to fire a projectile into the air that
comes down on top of the opponent. If you press Forward the missile comes down
just behind the opponent, while Back makes the missile come down slightly in
front of the opponent. Use the different trajectories if you think the opponent
will try to avoid a missile directly over their head, or to protect yourself if
you’re standing right next to the opponent and use the Back missile option.
The enhanced version (Homing Missile) fires a missile that locks on to
the opponent and cannot be avoided. Use this to lock your opponent down and
force a mix-up between and overhead or low attack. You can also make an unsafe
attack safe due to the opponent being forced to block the missile instead of
punishing your attack. Keep in mind, an attack with armor can go through the
missile, negating the ability to prevent punishment.
Teleport Uppercut
Notation: Down, Back+4
The Teleport Uppercut has a variety of uses. It can be done on the
ground or in the air, and it leads into a combo or extends an existing combo if
it connects. You can also follow the attack with an Air Cyber Slam (Forward,
Forward+3+Block) if you have meter to burn. This executes a mid-air dash that
knocks the opponent across the screen.
The enhanced version (Teleport Slam) adds more damage and gives you a
bit more time to setup your juggle combo after it hits. Not a big difference,
but the main advantage is that if the enhanced version if blocked you can still
perform a slightly delayed Air Cyber Slam to stop an opponent from punishing
what is normal an unsafe attack. While the Air Cyber Slam isn’t safe either, if
the opponent waits to punish in anticipation of the Air Cyber Slam, they won’t
be able to punish the Teleport Slam by itself. It’s an interesting mix-up game
that can help you get away with an unsafe attack.
Flame Burner
Notation: Down, Down+3
Sektor’s biggest weakness is the fact that his only two armored moves
either don’t work as a safe wake-up option, or are only available in the air.
The enhanced version of Flame Burner (Flame Thrower) is one of these two
armored special moves. The normal version sets the opponent on fire and gives
Sektor a slight advantage so he can continue his offensive pressure if it
connects. The enhanced version has armor and gives Sektor much more advantage
if it hits, but both options can be punished if the opponent blocks the attack.
Air Cyber Charge
Notation: Back, Forward+3
The Air Cyber Charge is essentially Sektor’s best way to get in aside
from the enhanced Lock-On Missiles. Sektor quickly dashes in the air, moving
across roughly three quarters of the screen. The normal version is not safe if
the opponent blocks, but it can catch an opponent off guard, or be used as a
solid air-to-air attack. The enhanced version (Air Cyber Slam) is the same as
the extension of the Teleport Uppercut. It has one hit of armor and works very
well to punish projectile attacks from a distance if you happen to already be
in the air. Because of the armor, and the fact that it’s safe if the opponent
blocks, it also works well to approach the opponent from the air.
Cyrax (Yellow)
Cyrax is the yellow one.
Net
Notation: Back,
Forward+1
Cryax’s trademark
attack returns in Mortal Kombat X. The Net is exactly what you would expect if
you’ve played Cyrax in previous games. It traps an opponent for an extended
amount of time, allowing you to follow with a combo of your choice. The
enhanced version (Advanced Net) drains half a stock of the opponent’s meter,
which can be crucial if they just got enough meter for a Breaker or X-Ray
attack.
Chest Saw
Notation: Down,
Back+1
The normal Chest Saw
is fairly straightforward. It’s moderately safe if the opponent blocks, but it
can still be punished by faster characters. However, the enhanced version
(Buzzsaw) is where the attack really begins to shine. Not only is it safe if
the opponent blocks, but if it connects, it holds the opponent in the air so
you can follow with a combo. It’s also a projectile attack that can be used
from across the screen. If it connects from a distance, you can Scatter-Port to
get close to the opponent and follow with a combo.
Bomb
Notation: Down,
Down+3
Any Mortal Kombat 9
player will tell you how much they despise Cryax’s bombs. While they are no
longer unblockable like they were in MK9, they are just as deadly and allow
Cyrax to perform multiple resets during his combos. This time around Cyrax has
a variety of bomb options. His normal Bomb (Down, Down+3) rolls along the
ground until it detonates when it reaches the middle of the screen. The Close
Bomb (Down, Back+3) detonates much closer to Cyrax, and the Far Bomb (Down,
Forward+3) detonates a full screen length away from Cryax. All of these bombs
must be blocked low.
The enhanced
versions of the normal Bombs (Blitz Bombs) can be blocked standing or
crouching, have a shorter timer compared to the normal versions, and they also
explode on contact with the opponent. If you use a Blitz Bomb in a combo, it
explodes immediately, while a normal Bomb will drop to the ground like normal
and only explode once after a predetermined amount of time.
In addition to the
normal and enhanced versions of the Bomb, Cryax now has an aerial version
called the Hover Bomb (Down, Down+2). Just like the normal Bomb, the Hover Bomb
has Close (Down, Back+2) and Far (Down, Forward+2) versions, and the enhanced
versions (Smart Bomb) detonate on impact like the Blitz Bombs.
Cyrax can only have
one Bomb at each of the three bomb distances. So if you use the Close Hover
Bomb, you cannot use the Close Bomb or Close Blitz Bomb until the Close Hover
Bomb has detonated. However, after using the Close Hover Bomb you can still use
the normal or Far variations of the Hover or grounded Bombs. The bombs will
generally combo into one another, but you can do a number of different setups
to force an opponent into blocking a mix-up because a Bomb is nearby.
Scatter-Port
Notation: Down,
Forward+4
Cyrax’s teleport
returns in the form of the Scatter-Port. The normal notation sends Cyrax
directly behind the opponent, while holding Back will leave Cyrax directly in
front of the opponent. The enhanced version (Shrapnel-Port) will actually hit
an opponent if used at close range, but only has armor when it’s used as a
wake-up reversal attack as you’re getting up off the ground. Both versions of
the teleport can be done in the air or on the ground.
Power Grab
Notation: Down,
Back+4
The Power Grab can
be done on the ground or in the air and is one of Cyrax’s best anti-air or
air-to-air attacks. The normal version is essentially just an air throw, while
the enhanced version (Power Slam) bounces the opponent off the ground so you
can follow with a juggle. If you have the meter to burn, the Power Slam works
very well after a Bomb combo in order to keep your combo going for even bigger
damage.
Smoke is the black one.
Trident
Notation: Back,
Forward+1
Smoke’s Trident is
basically the same as Scorpion’s Spear. When it hits the opponent it pulls them
toward Smoke so he can follow with a combo. The enhanced version (Tri-Cution)
shocks the opponent in place instead of pulling them in. To compensate, the
opponent is stunned long enough for Smoke to run in and start a combo. In
addition, Tri-Cution is safe if the opponent blocks the attack, unlike the
normal Trident.
Smoke Cloud
Notation: Down,
Back+1
LK-7T2 is a
combination of the old Robot Smoke from Ultimate MK3 and the new and improved
Human Smoke from Mortal Kombat 9. This means that Smoke in MKX has the Smoke
Cloud special move from Human Smoke, despite the fact that he’s the robot
version. The default notation launches a smoke cloud at the opponent’s feet. If
it hits, the opponent is teleported directly over Smoke’s head so he can follow
with a combo. You can hold Forward or Back to cause Smoke Cloud to hit directly
behind or in front of the opponent respectively. Use the alternate versions if
you feel the opponent will move to try to avoid the Smoke Cloud.
The enhanced version
(Smoke Bomb) executes a little bit faster and inflicts slightly more damage
compared to the normal version. However, the biggest bonus is that Smoke Bomb
gives Smoke advantage if it’s blocked. The normal version is safe enough to
avoid punishment if it’s blocked, but Smoke is likely to get interrupted if the
he attacks immediately after. Smoke Bomb gives advantage, meaning Smoke can
continue offensive pressure even after the attack is blocked. This makes it
great to use in a block string if you have meter to burn.
Fade-Port
Notation: Down,
Back+4
Smoke’s teleport has
changed a bit to become the Fade-Port, which can be used on the ground or in
the air. Smoke teleports directly above the opponent and slams down on top of
them. It’s extremely unsafe if the opponent blocks, but it does hit as an
overhead attack which can potentially work with overhead/low mix-ups. Keep in
mind this isn’t an overly fast attack, and skilled opponents may be able to
block it easier than others. The enhanced version (Smoke-Port) knocks the
opponent into the air so you can follow with a juggle combo.
Smoke Away
Notation: Down,
Back+3
Another call back to
Mortal Kombat 9, the Smoke Away allows Smoke to teleport backward with the
default command or forward by pressing Down, Forward+3. This teleport was abused
a bit back in MK9, so the developers have linked it to the Stamina Gauge below
the health bars. Every time Smoke uses the Smoke Away it takes half the Stamina
Gauge. This means you can only use two Smoke Away teleports back to back before
you have to allow the Stamina Gauge to refill.
If you use the
enhanced version (Phase Away) you gain armor and it doesn’t use the Stamina
Gauge. This is Smoke’s best option for a wake-up reversal. It can still be
punished, but it’s much harder to punish than any of Smoke’s other wake-up
options. While the forward-moving teleport can go through an opponent, in the
corner Smoke will stay in front of the opponent so be careful when going for a
mix-up in the corner with the Smoke Away.
To play as Cyber Sub Zero you need to go to the character section menu, and select Triborg. However press up twice and then triangle (PS4) to access it. Once you have the character in your possession, it's really cool to play as. It has some interesting combos and some great sliding/ ice attacks.
Ice Ball
Notation: Back,
Forward+1
He wouldn’t be Cyber
Sub-Zero without the Ice Ball, and this one is almost identical to the Ice Ball
from Mortal Kombat 9. It’s a projectile attack that hits high, which means the
opponent can duck under it without having to block. However, if it connects it
freezes the opponent in place, giving you plenty of time to follow with a combo
or extend your current combo. The enhanced version executes faster, freezes the
opponent for a longer period of time, and shoots out as a beam making it more
difficult to jump over.
Slide
Notation: Down,
Back+4
Cyber Sub-Zero’s
Slide is pretty fast, but it’s very unsafe if the opponent blocks. It hits low,
which can surprise an opponent, but otherwise it should be used mainly to end
combos. The enhanced version (Slide And Strike) inflicts a bit more damage and
has armor, but it’s also very unsafe if the opponent blocks. While this is one
of Cyber Sub-Zero’s only wake-up options, the fact that it’s unsafe means you
need to be careful when using it.
Air Dive Kick
Notation: Down+3
Cyber Sub-Zero has
two aerial dive kicks, one that reaches the full length of the screen and one
that stops just shy of half a screen away from your starting position. The Air
Close Dive Kick is Down+3 in the air, while the Air Far Dive Kick is Down+4 in
the air. The enhanced versions (Air Power Kick) inflict a bit more damage,
while both versions are considered overhead attacks and cannot be blocked while
crouching. These are great for punishing opponent from a distance while in the
air, or in some cases you can react to projectile attacks from across the
screen by jumping and using the Air Far Dive Kick due to its speed.
Ice Bomb
Notation: Down,
Down+2
Cyber Sub-Zero’s Ice
Bombs are very similar to Cyrax’s Bomb attacks. He can launch bombs at close
range (Down, Back+2), mid-screen (Down, Down+2) or full screen (Down,
Forward+2). The normal version detonates after a short time, hitting low. If
the Ice Bomb hits, the opponent is knocked into the air and frozen, allowing
you to follow with a juggle. The enhanced versions (Cryo Bombs) operate in a
similar manner but they freeze the opponent on the ground allowing for more
damaging combo follow-ups.
Drone
Notation: Down,
Down+3
All of Cyber
Sub-Zero’s ice-based attacks (special moves and combo attacks) can be enhanced
when a Drone is present. You can have up to three Drones hovering above Cyber
Sub-Zero at a time, with the enhanced version (Multi-Drones) launching all
three at once. Once you have a Drone out, hold the attack button for your
desired ice-based attack and the Drone will augment the attack so it inflicts
more damage.
Fatalities
- Team Work
(Fatality 1) - Forward, Back, Forward, Forward (Mid-Screen)
- Death Machine (Fatality 2) - Forward, Down, Down, Up (Full Screen)
Head Strong (Brutality 1) - Kill the opponent with an
X-Ray.
Friendship (Brutality 2) - Kill the opponent with a throw and press 1 or 2 at least four times during the animation. Hold Back for a Cyrax assist, Forward for a Sektor assist or Down for a Smoke assist.
Incoming (Brutality 3) - In the Sektor variation, shoot three Straight Missiles during the match, then while standing at a single jump distance away from the opponent, kill them with a Straight Missile (Back, Forward+1).
Head’s Up (Brutality 4) - In the Cyrax variation, while the opponent is in the air kill them with the Power Grab (Down, Back+4) or Power Slame (Down, Back+4+Block) while holding Down during the animation.
Spear On The Head (Brutality 5) - In the Smoke variation, kill an opponent with the Trident (Back, Forward+1).
That concludes all the basic moves you need to know about Triborg. I hope this was useful to you.