A MonkA Monk

MK Online Rules

These are the rules of kombat. Understanding these is the first step toward becoming a champion of MK Online. The rules page is broken down into several small sections to make it easier to refer to it later. When reading the rules, make sure you understand at least the basic gameplay. You should read over all the other sections, but don't worry about picking up every little bit of information because you can always refer back to this page as often as you need to. Below is a table for quick reference.

Contents

 What is MK Online?
 Play Sequence
 Choosing a Character
 Match Ups
 Fighting
 Winning
 Losing
 Withdrawing
 Distance
 Hit Priority
 Actions
 Basic Attacks
 Special Moves
 Weapon Attacks
 Kombos
 Blocking
 Dodging
 Kounter Moves
 Taunting
 Forfeiting
 Movement
 Walking
 Running
 Other forms of movement
 Weapons
 Drawing Weapons
 Using Weapons
 Dropping Weapons
 Picking up dropped weapons
 Technique Meter
 Uses
 Tech Kombos
 Running
 Kounter Moves
 Gaining Points
 Normal Gain
 AGGRESSOR Gain
 Taunt Gain
 Kombos
 Follow-Up Kombos
 Tech Kombos
 Maximum Damage
 AGGRESSOR Meter
 Point Gain
 AGGRESSOR Mode
 Kombat Kodes
 Kode Format
 Odds of Success
 Kode Changes
 Ultimate Kombat Kode
 Trivia Questions
 Trivia Sources
 Special Items
 Validity Issues
 Building up your character
 Item Saving
 Adding Special Moves
 Changing Weapons
 Responding
 Other Ways to Play
 Player Conduct
 Rules Changes
 Questions?

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What is MK Online?

MK Online is a Play By E-mail (PBEM) game based on the Mortal Kombat games. MK Online is not a web site about playing the MK video games over the net, and doesn't include any FAQ's for the MK video games. Instead, it's a game for anyone with a regular E-mail address to play and enjoy. MK Online doesn't cost any money to play. The only requirement is that you have an E-mail address that you check at least once a week, and an interest in Mortal Kombat helps.

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Play Sequence

This is just an overview of the general play sequence of MK Online. The details are covered later in the rules, but it's important to know the basic sequence of play.

Choosing a Character

The first step in playing MK Online is to choose a character. The character selection is based on availability. You can go to the
signup page to see which characters are currently available and for instructions on what information to send when signing up. Character selections are E-mailed to me and players are assigned characters on a first-come-first-choice basis. As a rule I don't reserve characters, so please don't ask me to.

Match Ups

Kano&SonyaOnce your character is chosen, you will be matched up with an opponent. Fights in MK Online: Battle of the Realms are one-on-one with the opponent you get matched up with. Generally you will be matched up with someone who signed up at about the same time as you. When there is only one other person for you to be matched up against, you will play against that person. If there is more than one possible choice, the match will be decided at random. Both players will be notified by E-mail when they have been matched with an opponent, and the fight will begin immediately after that.

Fighting

The idea behind fighting in MK Online is that both players choose actions, and are considered to do those actions at the same time. Your opponent's choice of action determines whether your action is successful, but neither player knows for sure what the other is going to do. On each turn, both players choose what they want to do that turn. When sending it in, you should send me the name of the action you want to use, and the name of the movement you want to use (if any) and what order you want to do them in. The success or failure of both players is figured out, and a new turn starts. During each turn of MK Online, each player has one Action and one Movement to use. Actions are most often attacks against the other player, but there are several different types of actions possible. They're described later in the rules page. Movements are used mainly for positioning, and those are explained in more detail later on, too. On each turn, a player is required to use their one action. They may use the movement if they wish, but aren't required to. During the fight, each player's stamina is kept track of by hit points. Players start out with 20 hit points and lose points each time they are hit by an attack. Fights continue until one player has been declared the winner.

Winning

WIN!You can win a match three different ways: 1. Hit your opponent enough times to take them down to 0 hit points. 2. Finish your opponent with a Fatality, Babality, Animality, or Brutality. 3. If your opponent drops out of the game after the first 3 turns.
Whenever you win, one win is added to your total and you proceed on to the next fight. You'll be matched up with another player and will then fight them in Mortal Kombat. If possible, the matchup will be with someone who has close to the same number of wins as you. You also get some other bonuses after a certain number of wins, but that's explained further down.

Losing

LOSE!There are also three different ways to lose: 1. Lose all 20 of your hit points. 2. Fall victim to a Fatality, Babality, Animality, or Brutality. 3. Withdraw after the 3rd turn.
The loser of the match is out of the game. After losing a match the player will have an opportunity to enter a 6-digit Ultimate Kombat Kode. That person's character becomes available for selection again by someone else. I do have a rule that after someone loses a match, he/she must wait at least 48 hours before signing up to play again. I do that just to give people who haven't played MK Online yet the chance to signup. Some people will try to get around this by signing up using a different E-mail address. If someone does this and I find out about it, that person will be dropped from the game.





Withdrawing

Either player may withdraw from a match within the first three turns. If a player chooses to withdraw in the first three turns of the match, the match will be cancelled. That person's character will become selectable again, and the opponent they were matched up with will simply be matched up with another player. No wins or losses will be recorded. If a player withdraws after the third turn, It will be handled as a normal loss.

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Distance

One of the most basic concepts to understand in MK Online is distance. Basically there are two distances, hand-to-hand and ranged. Hand-to-hand is close to the opponent and is represented by having the character mug shots close to each other:
Ranged distance is farther away from the opponent and is represented by having the character images apart from each other:
Every attack is listed as being a hand-to-hand or ranged attack. Hand-to-hand attacks can only be done while at hand-to-hand with the opponent, and ranged attacks can be done while at hand-to-hand or ranged distance.

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Hit Priority

The next thing to understand is hit priority. First of all, each attack that a kombatant can use has a speed and strength value. The speed is how fast the attack is and the strength is how much damage the attack does. Each turn both kombatants choose attacks to use on each other. Whether or not the attack hits or not depends on the speed. If a kombatant uses an attack that's faster than his opponents attack, he will hit his opponent and stop his opponent's attack against him. If his attack is slower he will be hit and his opponent won't. If both attacks are of the same speed, the kombatants trade hits and they both take damage. For example, if Ermac chose to use a head kick (speed 4) against Quan Chi, and Quan Chi chose to use an uppercut (speed 3) Ermac would hit Quan Chi. If Quan Chi instead chose a sweep kick (speed 4) the warriors would trade hits and if Quan Chi chose a crouch punch (speed 5) Quan Chi would hit Ermac.

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Actions

Each turn, a player may perform one movement and one action. The order in which they're done doesn't matter, but a player may not do more than one action and one movement per turn. All types of actions are described below. Each turn, a player must choose one and only one of these actions.

Basic Attack

Basic attacks are the standard kicks, punches, and throws that each kombatant possesses. When choosing a basic attack as an action, you must choose which basic attack you want to use from the basic attack list. Click
here for the list. Each kombatant may use each basic attack only twice per match.

Special Moves

Special moves are special attacks that each individual fighter has learned and mastered. These attacks are what elevate the chosen warriors of Mortal Kombat over the thousands of other skilled fighters around the world. Each character begins with a specific set of special moves although more can be added later (see
character building). Each player may use a total of 10 special moves per match. Some special moves count as movement instead of an action. Those moves are marked as such. All other special moves count as actions.

Weapon Attacks

Weapon attacks are special attacks that can only be done while holding a weapon. Each weapon has a certain set of attacks that any kombatant may do while holding that weapon. Each kombatant may do a total of 10 weapon attacks per match (that's a total of 10 weapon attacks per kombatant, not per weapon).

Kombos

Most of the time in MK Online, you'll be using a single attack per turn on your opponent. Kombos let you "break" the rules by using several attacks on your opponent in one turn. You do so by stringing several regular attacks into one big combination of attacks. This is explained in more detail in the
kombos section.

Blocking

Blocking is the most basic of defensive actions. The best time to choose block as your action instead of an attack is when your opponent is powered up with extra speed and strength or if your action is at -1 speed from falling or picking up a weapon or something else like that. The idea is to put up your defense so that you only take 1 damage from your opponent instead of trying to attack when you're in a bad position and would most likely get hit by your opponent. The basic rule when blocking is that when you block an attack you take 1 damage instead of the usual damage from the attack. There are two exceptions to this rule: First, attacks that normally do no damage still do no damage when blocked. Second, some attacks are listed as unblockable. These attacks cannot be blocked so a blocking kombatant will take normal damage from them. Some other notes about blocking: Blocking isn't considered to have a speed value, so it's unaffected by speed modifiers. Also, if the first hit of a kombo is blocked, the rest of the kombo is automatically blocked, even if one of the later moves in the kombo is normally unblockable. Each player may block up to 10 times per match.

Dodging

Dodging is another defensive action. The idea behind it is to avoid your opponent's attack altogether. Dodges are at the same speed as the last action the player did. So if Kano did a throw (speed 4) then dodged on his next action the dodge would be at speed 4. Dodges cannot be used as the first action in a match. If the speed of the dodge is the same or higher than your opponent's attack, the dodge is successful. If not, the dodge is unsuccessful and the player takes full damage from the attack. When you successfully dodge an attack, you get +1 speed on your next action. Any attack that isn't specifically listed as being undodgeable can be dodged. Each player may use up to 10 dodges per match.

Kounter Moves

Kounter moves are character specific kounters after blocking an attack. They are described in more detail in the
Tech Meter section.

Taunting

Taunts are neither an offensive or defensive move, but a method of gaining tech meter points. All taunts are at speed 4. When choosing taunt as your action, you will taunt your opponent. If your opponent chooses an attack of at least one speed higher than the taunt, you will be hit and will recieve no tech meter points. If your opponent uses an attack of the same speed, you will be hit, but will recieve the tech meter points. If your opponent uses a slower attack, you won't take any damage and will gain 6 points to your tech meter. This is explained more in the tech meter section. Each player may use up to 3 taunts per match.

Forfeiting

Forfeiting is an action that can be chosen in MK Online, but there's really no reason to choose it since each player starts with more than enough attacks to finish the match and since forfeiting basically means that your character is open to any and all attacks from your opponent. I'm leaving it open as a possible option, but it is NOT recommended that you choose to forfeit any of your actions.

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Movement

Each turn, a player may use one attack and one movement. It's not required that you use your one movement each turn like it is with actions, but movements are an important part of the game. Movement is normally used for positioning and setup for attacks rather than for actually doing damage. The various types of movement are explained below.

Walking

Walking is used to change your distance from your opponent (either moving in to hand-to-hand or moving out to ranged). This moves you into range for attacks or moves you out to a safer distance. The only drawback to walking is that it causes you to suffer -1 speed on your next action.

Running

Running is a more efficient way of moving into hand-to-hand with your opponent. It moves you forward without causing you to suffer -1 speed on your action. The only drawback is that it requires 2 points from your tech meter to use. You may run either toward or away from your opponent.

Other forms of movement

Other things that count as movement are Drawing a weapon and Picking up a dropped weapon. Both of these are explained in the
weapons section. Some special moves count as movement instead of an action. These are described in the character profiles.

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Weapons

Weapons are swords, clubs, axes, etc. that kombatants may use in battle. Each kombatant starts with a certain weapon, but weapons can change hands frequently.

Drawing Weapons

Drawing your weapon counts as movement. Doing this brings out your weapon for the rest of the match. After drawing your weapon you will have immediate use of it until it's knocked out of your hands. Drawing your weapon causes your next action to be at -1 speed unless it's done inside of a kombo. Each player may draw only one weapon per match.

Using Weapons

Using your weapon isn't much different than using a basic attack or special move. Using any weapon attack counts as your action. Each weapon has a set of attacks associated with it that any kombatant holding that weapon can do. These are the attacks you'll choose from when doing a weapon attack (you can see these on the
weapons page). Three of these attacks are done while still holding the weapon. The fourth is an attack value for throwing the weapon. Throwing a weapon is a powerful way to attack your opponent but it causes you to lose the weapon and makes it possible for your opponent to pick up your weapon and use it against you. Using any of these weapon attacks takes away from the 10 weapon attacks you're allowed per match.

Dropping Weapons

Dropping your weapon causes it to fall out of your hands and lose the ability to do weapon attacks until you pick a weapon back up. You drop your weapon when you're hit by any attack that knocks you down or does more than 2 damage. Also, if you throw your weapon it will fall to the ground.

Picking up Dropped Weapons

Once a weapon has been dropped, either player may pick it back up again. Picking up a dropped weapon counts as movement, and causes you to be at -1 speed on your next action. Distance from the weapon doesn't matter, so it's not even kept track of, and picking up a weapon will not cause your distance from your opponent to change. If both players try to pick up the same weapon on the same turn, the one that gets the weapon will be decided at random.

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The Technique Meter

The technique meter (or tech meter for short) is very important in MK Online. Points from your tech meter are needed to run, do kounter attacks, and do kombos. Running takes 2 points, Kounter Moves take 5 points, and kombos take from 5 to 19 points. The tech meter is represented by colored lines, with each line representing 1 tech point. You start out with 10 tech points which looks like this:

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And the max number of points you can have is 20, which looks like this:

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Uses

There are three main things to use tech points on. They are Kombos, Running, and Kounter Moves. In addition, there are a few
special moves and weapon attacks which can use tech meter energy for extra speed or damage. Any ways that you can use tech points with a move are described in the listing for that move.

Tech Kombos

The tech meter is important in doing kombo attacks against your opponent. Tech Kombos are described in more detail in the
Kombos section.

Running

Running is the only type of movement that requires the tech meter. Running counts as your movment for one turn and allows you to move into hand-to-hand or out to ranged to your opponent without suffering -1 speed on your action. Running takes 2 tech points.

Kounter Moves

Kounter Moves are a way to kounter an attack by your opponent with a character-specific move. Here's how it works. When you choose to do a Kounter Move as your action, your character will immediately block. If your opponent tries to hit you with a blockable, non-projectile attack the attack will be blocked (and you'll take 1 damage as usual) and your opponent will be hit with your character's kounter move. If your opponent attacks with a projectile, an unblockable attack, or doesn't attack at all the kounter move will fail. Each player's kounter move is listed in their character profile. Doing a counter move requires that you have 5 tech points. The tech points will be used up whether the kounter move is successful or not, so use them wisely.

Gaining Tech points

There are three ways to gain points to your tech meter. All three are described below. Remember though that your tech meter's maximum is 20 points and it can't go any higher than that.

Normal Gain

There is a normal gain that your tech meter will recieve over time. This gain is 1 tech point for every turn that you don't use your tech meter for anything. That is, at the end of every turn that you don't run, use a tech kombo, use a kounter move, or use tech points to power up a special move or weapon attack you will recieve 1 tech point.

AGGRESSOR Gain

One of the best ways to gain Tech points is to fill up your AGGRESSOR meter. When you do you'll recieve 4 Tech points. The AGGRESSOR meter is described in more detail in the
AGGRESSOR meter section.

Taunt Gain

A riskier method of gaining Tech points is to use a taunt. Taunting is laughing at, gesturing, or otherwise insulting your opponent. It also causes you to gain 6 Tech points. Taunting does count as your action to use and is done at speed 4. If your opponent attacks you with a move that is faster than the taunt, you'll be hit and won't recieve the tech points. If your opponent's attack is slower than the taunt or your opponent doesn't attack at all, you will recieve the 6 tech points and take no damage. If your opponent's attack is at the same speed, you will be hit by the attack, but still recieve the 6 tech points. You may taunt up to 3 times per match.

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