Mortal Kombat Reborn: The Journey Begins

Mortal Kombat Reborn: The Journey Begins, the first part of a new series of Mortal Kombat "spin-off" titles, focuses on a new universe in the Mortal Kombat multiverse, which was spawned at the time that Raiden sent his message to his past self, but this also caused a paradox to create many new universes in the timestream. Outside forces beyond the Elder Gods are observing this new universe, wishing to see what kind of potential it has, and what it could mean to the multiverse as a whole.

Story
Mortal Kombat. A tournament that has existed for centuries as a means to help not only protect realms from unnecessary invasion, but to symbolize life, as normal men and women clash for what they believe in.

However, 500 years ago, the sorcerer Shang Tsung took control of the tournament once again when he had killed his nemesis, the Great Kung Lao, who had defeated him 50 years prior. With Prince Goro of the Shokan as his main warrior, Shang secured 9 victories for his now home realm of Outworld.

This next tournament would be the tenth victory Outworld would need to be able to come through the Furies and take Earthrealm for its emperor, Shao Kahn. However, Raiden, the God of Thunder, Earthrealm's designated protector, as well as the younger brother of Shao Kahn, has been choosing warriors to combat his brother's advances on Earthrealm. All he knows is that Outworld must not win the tenth tournament. They must not win... Mortal Kombat.

This new timeline, born from Raiden's decision to warn himself and to alter the events of Armageddon at Shao Kahn's hands in the main timeline, has many unforeseen potentials and variants to explore. But what it will become is determined by the warriors fighting, and by other forces.

Gameplay Options
• Story Mode - Play through the story of Earthrealm's last hope to save itself from the hordes of Outworld!

• Arcade Mode - Choose a character, select a tower with a different number of opponents and fitting difficulty, plus the bosses Goro and Shang Tsung, aiming to win and unlock your character's ending.

• Versus Mode - Take it to your opponents in some local PVP action!

• Training Mode - Enter training, learning combos, special moves and even Fatalities.

• Tutorial - Learn the basics of the game, studying how to better your game.

• Challenge Crucible - In this mode, you can take on many challenges from Endurance Mode, various challenges set up over the days, weeks, etc., as well as taking on the Challenge Tower, where you face numerous challenges on your way to big prizes!

• Chamber of Reality - Enter the Chamber of Reality, battling online via Xbox Live or PlayStation Network! You can access straightforward Versus Mode, Team Battle, King of the Hill,

• The Krypt - The tomb of fallen warriors, where many secrets lie among the dead... Spend your Koins you earn to open tombs and coffins to get items and secrets.

• The Sanctum - Look at character models, movies, cutscenes, artwork, and other secrets, all which can be unlocked from the Krypt and the various gameplay modes.

• Options - Adjust gameplay options.

Gameplay
Mortal Kombat Reborn: The Journey Begins plays much like other Mortal Kombat games, with two characters battling one another in rounds set up to 3 by default, until one is defeated, before the winner can execute a Fatality or win the battle normally. The game takes elements from Mortal Kombat 9, Mortal Kombat X, and Mortal Kombat 11, as well as the Injustice franchise, Mortal Kombat vs. DC Universe, and Killer Instinct (XBOX One) as well. Each character has their own unique fighting style with special moves, Fatalities, Brutalities, and an Aggressor Mode to use in battle as well as to turn the tide. Each character in the game fights with a unique style, making each of their moves different and allowing diversity. It plays more along the lines of an older MK game than it would Mortal Kombat X or Mortal Kombat 11.

Each character has 3 meters in addition to a Life Meter in battle. There is the Stamina Meter, which works to use things such as running, your Breaker, as well as interactions in stages and a new function, your Kombat Skill, specific for each character.

Next is the Super Meter, which is used to perform Enhanced Special Moves, and finally, there is the Aggressor Meter, which allows your character to awaken their Aggressor Skill, which works akin to Street Fighter 5 's V-Triggers or Killer Instinct (2013) 's Instinct Mode, and allowing characters to gain special perks until their Aggressor Meter runs out. Over time, your Stamina Meter will refill, but it also is prominent for use in action, just as building your Aggressor Meter, allowing you to turn the battle in your favor.

There also is the Fatal Blow, similar to said move in Mortal Kombat 11, which triggers when your character's health is about 25% or so, allowing for a big comeback. If you miss a Fatal Blow, don't worry! It will take some time to recharge, but you can be able to unleash it again until you are successful.

Controls
Punch 1 - Square or X

Punch 2 - Triangle or Y

Kick 1 - X or A

Kick 2 - Circle or B

Block - L1 or Left Bumper

Throw - L2 or Left Trigger

Interact - R1 or Right Bumper near interaction item

Run - R2 or Right Trigger (uses Stamina Meter over time)

Dash - F, F

Back Dash - B, B

Kombat Skill - 1 + 3 (uses 25% of Stamina Meter, increases Aggressor Meter by 25%)

Aggressor Skill - 2 + 4 when Aggressor Meter is full

Fatal Blow - 6 + 8 when Fatal Blow is ready

Breaker - F + 5 during opponent's combo (uses 25% of Super Meter and 25% of Stamina Meter)

Interaction Breaker - F + 5 during opponent's combo near interaction item (uses 25% of Super Meter and 25% of Stamina Meter)

Glossary
F - Forward

B - Back

D - Down

U - Up

1 - Punch 1

2 - Punch 2

3 - Kick 1

4 - Kick 2

5 - Block

6 - Throw

7 - Interact

8 - Run

[While Running] - Performed while running

[In Air] - Performed while jumping

[Air OK] - Can be performed while jumping

[Sweep] - Performed at sweep range

[Close] - Performed at close range

[Far] - Performed at long range

[Mid] - Performed at mid range

[KS] - Kombat Skill - A special ability that helps your character in a certain manner. Similar to the V-Skill in Street Fighter 5.

[AG] - Aggressor Mode - A unique trait awakened when your Aggressor Meter is full and can either run down slowly or use the Meter in one fell swoop. Similar to the V-Trigger in Street Fighter 5 or Instinct Mode in Killer Instinct (2013).

[ENH] Enhanced Move - A special move that is charged up and does more damage and/or new properties are added to the move. Executed only when you have 1 Level or more of Super Meter. Similar to EX Special Moves in Street Fighter 5 or Shadow Moves in Killer Instinct (2013).

[FAT] - Fatality - A finishing move executed at the end of the match that kills your opponent effectively, after the announcer declares "FINISH HIM!!" or "FINISH HER!!"

[BRU] - Brutality - A finishing move using a certain move done to bring your opponent to death without entering the Finish Him!! or Finish Her!! phase or while in it as long as it is done properly.

Kombatants
Liu Kang

[Biography]

Born in China, but raised in America, Liu Kang had a relatively normal life with his parents and his brother Chow, until the day when Liu was 7 and Chow was 5 that their parents died, leading them to be taken in by their grandfather, who had taught them martial arts with the help of Master Bo' Rai Cho and about their family's involvement in the Order of Light, a sect of warriors who had defended Earthrealm through Mortal Kombat when other realms had sought to take Earthrealm for themselves.

As the boys grew, their skills improved, until Liu decided to travel back to America at 19, with Chow remaining in China to carry on the mission of the Order of Light. However, Chow would soon encounter Shang Tsung when he was 22, with Shang wishing to be able to disable the Order of Light, by killing its chosen champion.

Receiving word from his grandfather, Liu soon returned to China, and bothered by his inability to protect his little brother, he asked to represent the Order of Light in Mortal Kombat, in the hopes to right the wrongs he had made for turning his back on the teachings his grandfather had passed to him and Chow. In battle against his cousin, Kung Lao, Liu won and earned the right to represent the Order of Light.

Though he is a relaxed man at times, Liu is someone tormented by the loss of his family, having losing his parents as a child, and failing Chow when Shang Tsung killed him. So he has a strong desire to do the right thing, so he doesn't make any more mistakes, and can be harshest with himself if he feels he has failed.

In kombat, Liu can channel his chi into fire as hot as the sun, dubbed the Dragon's Fire, a gift passed from his lineage to the Great Kung Lao, with the Dragon's Fire passing to one person at a time. In addition to this, Liu has a mix of various Chinese forms of martial arts he has mixed together in his fighting style to use incredible speed along with formidable power from the flames he can create.

[Combos]

Hidden Lotus - 1, 1

Tiger Strike - 1, 1, 1

Snapping Dragon - 1, 1, 2

Dragon Seeks Path - 1, 1, 3

Dragon Dance - B + 1, 2

Dragon Whips Tail - B + 1, 2, 4

Dragon Step - B + 3, 3, 4

Showdown - F + 4, 4

Pouncing Tiger - F + 2, 2

Blazing Dragon - F + 2, 1, 4

Dragon's Fire - B + 3, 4

Tiger Stalks Prey - F + 2, 1, U + 4

Launching Fury - F + 4, 4, 3

Immortal Dragon - F + 4, 4, 4

Harm-Onious - F + 1, 2

Back Down - 2, B + 2

Final Roar - 4, 4

Fierce Tiger - 4, 4, 2

Shaolin Spirit - 2, 2

Primary Lotus - B + 3, 3

Lotus Fury - B + 3, 4, 1

Twin Lotus - F + 1, 2, 3

Crouching Tiger, Hidden Dragon - F + 1, 2, 3, F + 4, 4

Awakened Dragon - F + 1, 2, 3, B + 3, 3, 4

[Special Moves]

High Dragon Fire: Channeling his innate ability to use his chi as fire, Liu Kang throws a dragon-shaped fireball from both his hands at his opponent. - D, F + 1

High Dragon Fireburst: Enhancing his Dragon Fire, Liu Kang fires out a burst of spiraling fire shaped like a dragon at his opponent. When it connects, it does some burn damage for a short time. - D, F + 1 + 5 [ENH]

Aerial Dragon Fire: Similar to his High Dragon Fire, Liu Kang does this while jumping in the air, using one hand to do so. - D, F + 1 [In Air]

Aerial Dragon Fireburst: Similar to his High Dragon Fireburst, but performed in the air. - D, F + 1 + 5 [In Air] [ENH]

Low Dragon Fire: Squatting down, Liu Kang fires a Dragon Fire aimed at his opponent's feet. - D, F + 2

Low Dragon Fireburst: A low aiming version of High Dragon Fireburst, with the same properties to inflict burn damage over time. - D, F + 2 + 5 [ENH]

Flying Dragon Kick: Liu Kang flies forward across the screen, his leg extended as he kicks his opponent in the chest, knocking them down. - B, F + 3

Double Dragon Kick: Like the Flying Dragon Kick, only Liu Kang performs two Flying Dragon Kicks back to back. - B, F + 3 + 5 [ENH]

Bicycle Kick: Flying forward, Liu Kang kicks his opponent rapidly in the face. - B, F + 4

Bicycle Flip: During the Bicycle Kick, Liu Kang cancels it, doing a flip kick to knock his opponent down on their face. - B, F + 4, 3

Bicycle Flurry: An armored version of the Bicycle Kick, Liu Kang adds four additional hits in the process. - B, F + K2 + 5 [ENH]

Bicycle Flip Stomp: Following up his Bicycle Flurry, Liu Kang does his Flip Kick, but adds two stomps after impact with it. - B, F + 4 + 5, 3 [ENH]

Windmill Punch: Stepping forward, Liu Kang uses his arms in a windmill motion, hitting his opponent rapidly. - B, F + 1

Windmill Flurry: A more intense Windmill Punch, Liu Kang finishes this variant with a Dragon's Roar backhand punch to send his opponent flying backwards. - B, F + 1 + 5 [ENH]

Dragon's Roar: Twisting his body, Liu Kang does a backhand punch which sends his opponent flying away. - B, F + 2

Dragon's Wrath: A more powerful Dragon's Roar, Liu Kang has armor in this version, with the impact of his punch sending his opponent further than the Dragon's Roar does. - B, F + 2 + 5 [ENH]

Fire Kick: Liu Kang performs a sliding kick, then follows up with a roundhouse kick to knock the opponent away, fire ignited on his foot. - D, B + 3

Inferno Kick: A stronger version of Fire Kick, which inflicts burn damage over time. - D, B + 3 + 5 [ENH]

Fatal Blow - Burning Boxing: Liu Kang ignites his fists in flames, then punches his opponent in the chest, with a zoom-in onto his tightening fist as he punches the enemy rapidly, crying out as he does, with some slowdown on some impacts before Liu does an uppercut on his opponent's chin, sending them into the air.

[Kombat Skill & Aggressor Skill]

Parry [KS]: This Kombat Skill allows Liu Kang to parry many normal attacks as well as some special moves to provide a solid defensive option. The standard 1 + 3 press will do a Parry that counters high and mid attacks, while F + 1 + 3 or D + 1 + 3 will allow Liu to do a Low Parry to counter low attacks.

Dragon Smash [KS]: After a successful Parry, pressing 1 or 2 will lead Liu Kang to do a backhand punch similar to his Dragon's Roar, sending his opponent flying across the screen.

Dragon Fang [KS]: After a successful Parry, pressing 3 or 4 will lead Liu Kang to do a rising kick to knock his opponent up into the air for a free juggle combo if the timing is right.

Dragon's Fire [AG]: Dragon's Fire has Liu Kang ignited with fire, increasing the damage of his moves by 10% as well as changing the properties of his fireballs and Fire Kick until the Aggressor Meter runs out.

[Finishing Moves]

Dragon's Tail [FAT]: Liu Kang flips at his opponent with a cartwheel kick, hitting his opponent twice before he pulls his arm up for an uppercut, which follows with a snap as his opponent's body flies up into the air and causes them to land down, their neck broken. - U, F, D, B [Sweep]

Fist of Flame [FAT]: Channeling fire into his fist, Liu Kang punches through his opponent's chest, leaving a gaping hole. After impact, Liu pulls his hand out, the heat of his fist cleaning the blood of his arm as his opponents falls over dead. - F, B, B, D, 2 [Sweep]

Splitter [FAT]: Liu Kang performs a backflip kick, launching his opponent in the air. He proceeds by concentrating fire on his feet and leaping into the air. He then lands onto his airborne opponent, impaling them with both his legs. Finally, he splits his legs, ripping the opponent's upper and lower body apart. Blood and flesh start to rain after Liu Kang lands. - B, F, D, U [Close]

Focused Fireball [FAT]: Liu Kang extracts what appears to be the opponent's chi and charges it with his own before firing it back at the victim, tearing them to pieces. - B, B, B, F, 2 [Sweep]

Stage Fatality [FAT] - D, F, B, 3 [Close]

Hot Mess [BRU]: Using his High Dragon Fireburst, Liu Kang's fireball blasts into the opponent, with the dragon ripping a gaping hole through their abdomen and killing them in the process.

Hot Head [BRU]: Liu Kang uses his Aerial Dragon Fireburst aiming at his opponent's head, which ignites the flesh, leaving it as just a burnt skull.

Deep Fried [BRU]: The heat from Liu's Low Dragon Fireburst connects and burns his opponent's legs and lower torso into nothing but the bones.

Dragon Pierce [BRU]: The impact of the Double Dragon Kick hits Liu Kang's opponent so hard to blow out their organs and bones from their back, causing them to fall over dead.

Tread Lightly [BRU]: Liu Kang's Bicycle Flurry connects as he drives his opponent onto the ground, continuing the pounding kicks until his opponent's head is crushed.

Windmill Fury [BRU]: Liu Kang does his Windmill Flurry, hitting his opponent rapidly in the face before he hits a few more times, ending it with an uppercut to snap his opponent's neck, leaving it hanging as his opponent falls over dead.

Dragon's Den [BRU]: Liu Kang's powerful Dragon's Wrath hits the opponent hard, knocking their torso in half, sending the upper part flying. This can also be done after a Parry into Dragon Smash.

Stove Top [BRU]: Liu Kang's Inferno Kick blows out his opponent's legs, as his roundhouse kick knocks their head off as well.

Johnny Cage

[Biography]

Known for his work in movies like Massive Strike, Sudden Violence, Ninja Mime, Dragon Fist and its sequel Dragon Fist II, Johnny Cage has been able to make a killing at the box office in the past, but in recent years, his luck in Hollywood had been running thin, thanks to rumors by reporters and those in the industry jealous of him that he relies too much on stunt work and camerawork to be able to do what he does.

However, none of that is true. Trained by many martial arts masters and descending from a Mediterranean cult who had bred warriors for the gods of the various realms, many who exhibited special powers. In Johnny's case, he is able to channel his inner chi in many ways, which adds to his abilities during movies.

When he was met by one of his old teachers, Master Boyd (really Shang Tsung in disguise), Johnny was told about Mortal Kombat, and how to get to the tournament. Seeing it as a big break to show the world what he can really do, Johnny cancelled all filming he was doing, and headed off to Hong Kong, ready to win big in the tournament!

In kombat, Johnny is quite quick but also very flashy. He can use his natural gifts to be able to make shadow-like images around himself for his moves as well as hurl it outward as a projectile. He also can be known to fight dirty if he has to, such as going for low blows to be able to turn the tide. He also can be known to throw out quips to be able to get his point across. Though brass and cocky, Cage can usually back it up... with his fists and feet!

[Combos]

Outtake - 1, 1

Stand-In - 1, 1, 2

Widescreen - 1, 1, 4

Almost Famous - 1, 2

Cross-Kutting - 1, 2, 1

Silent But Deadly - 2, 1

Take Two - 2, 1, 4

Money Shot - F + 2, 4

Cliffhanger - F + 2, 4, 4

That's the Ticket - 3, 3

Big Name - 3, 3, 3

Director's Kut - B + 3, 4

Fade-Out - B + 3, 4, 3

Kameo - F + 3, 4

Speed Bag - B + 1, 2, 1 up to 9 times

Showtime - 1, 1, F + 1

Showstopper - 1, 1, F + 1, 3, 3

Hollywood - 1, 1, 2, 2, 1, 4

[Special Moves]

Forceball: Using his green energy, Johnny forms a ball in his hand and throws out it out like a baseball straight at his opponent. - B, F + 2

Double Forceball [ENH]: Johnny performs his Forceball projectile, using both hands to throw them back to back at his opponent. - B, F + 2 + 5

Shadow Kick: A signature move for Johnny's fighting style, he uses his green energy to form a shadow that trails him as he slides at his opponent, his leg extended to knock the opponent on their ass upon impact. - B, F + 4

Eclipse Kick [ENH]: A stronger version of Shadow Kick which has a red shadow trail behind Johnny as he kicks the opponent, the impact of the kick doing a wall bounce if timed right. - B, F + 4 + 5

Nut Punch: Doing a quick split, Johnny then pulls his hand up and hits the opponent in the groin, leaving them open for a free shot. - B, D + 3

Nutcracker [ENH]: Doing the Nut Punch, after the impact from the groin, Johnny leaps up and does an uppercut to knock his opponent into the air. - B, D + 3 + 5

Rising Shadow: Johnny leaps into the air with his arm up into an uppercut, the hit from his elbow popping the opponent up into the air. - D, B + 1

Shadow Dropkick [ENH]: Following his Rising Shadow, Johnny adds two overhead kicks, the second kick being able to bounce the opponent off the ground for a juggle combo. - D, B + 1 + 5

Flipkick: Using his agility, Johnny does a somersault kick, with a green trail following him with the kick sending his opponent up into the air. - D, B + 4

Ultra Flipkick [ENH]: Johnny swiftly performs 2 Flipkicks, a red trail following him as he kicks his opponent hard with both kicks. - D, B + 4 + 5

Fist Bump: Johnny knocks his fists together, increasing damage he does by 5%, including block damage. - D, D + 2

Sliding Shadow: Like the Shadow Kick and Rising Shadow, Johnny however is running forward, then does a sliding kick, tripping his opponent up. - B, F + 4 [While Running]

Double Sliding Shadow [ENH]: Johnny begins with a sliding kick with a red shadow behind him, then he does a rising double kick to knock the tripped opponent up into the air. - B, F + 4 + 5 [While Running]

Shadow Elbow: Cage does an extended elbow blow while running at his opponent, causing them to stumble. - B, F +1 [While Running]

Double Impact: A red shadow version of the Shadow Elbow, with Johnny adding a palm strike from his opposite hand after the elbow blow connects, sending the opponent flying onto their back. - B, F + 1 + 5 [While Running]

Fatal Blow - Showtime!: Johnny cracks his knuckles, saying "About time to call it a wrap!" before he leaps at the opponent and connects with a green energy-enhanced punch, shouting "Showtime!" before he kicks the enemy rapidly up into the air with a barrage of roundhouse kicks before he flip kicks them away, crying out with "Finish!" as the opponent flies up into the air, Johnny adding a quick quip of "You just got Caged!".

[Kombat Skill & Aggressor Skill]

Stunt Double [KS] - Johnny channels his chi and creates a yellow aura around him, making a shadow Stunt Double, who will perform his Shadow Kick, Rising Shadow, Flipkick, Sliding Shadow, or Shadow Elbow in his place. Johnny can stock up to 2 Stunt Doubles at a time.

Red Shadow [AG] - Focusing his aura, Johnny says "Time to get serious!" which forms a red aura around him until his Aggressor Meter runs out. Each time Johnny uses a Forceball, Shadow Kick, Rising Shadow, Flipkick, Sliding Shadow, or Shadow Elbow, he will do much more damage, including increased block damage and he can special cancel between them, but this runs down his Aggressor Meter faster.

[Finishing Moves]

Heads Up! [FAT] - Johnny crouches down, then steps forward and hits the opponent hard with an uppercut, the impact sending their head flying past Johnny as their body remains motionless. Seeing the body, Johnny goes "This is the part where you fall down." and taps the body, causing it to fall over as he folds his arms and smiles. - F, F, D, U [Close]

Torso Rip [FAT] - Grabbing his opponent's waist, Johnny twists their torso before pulling it up and off from their legs, tossing it to the ground as he smiles at the camera. - D, D, F, F, 2 [Close]

Brain Rip [FAT] - Cage jabs the opponent's stomach, causing them to vomit blood. While they are stunned, he then thrusts his hand into their head and rips out their brain. - B, F, F, D, 2 [Sweep]

Here's Johnny! [FAT] - Johnny turns his opponent around with a slap, then jabs his hands into their back and tears a hole through their torso. He peeks his head through the opening and says, "Heeeere's Johnny!" He then stands back, allowing the victim to fall to the floor with their torso still wide open. - B, F, B, F, 1 [Close]

Stage Fatality [FAT] - D, B, F, 5 [Close]

Force Explosion [BRU] - When Johnny's Double Forceball hits his opponent twice, the energy of the Forceballs ignite the opponent and cause them to explode into bits and pieces.

Forceful Kick [BRU] - Johnny does his Eclipse Kick, with the impact hitting his opponent hard in the chest to cause blood to gush outward, as Johnny pulls his leg out and chuckles.

Eye Popping [BRU] - While doing his Nutcracker, Johnny hits his opponent in the crotch so hard it causes his opponent's eyes to pop out of the sockets from the impact as they fall over from the shock of the impact.

Bring It On [BRU] - Johnny uses his Ultra Flipkick on a standing opponent, with the kick obliterating his opponent's torso.

Blood Spurt [BRU] - Johnny performs a Take Two combo with the final kick decapitating the opponent and sending their head towards the screen.

Wow Out [BRU] - Johnny performs an extended Speed Bag combo that removes the opponent's face, with a final hit as an uppercut breaking the opponent's neck. Still upright, Johnny seemingly winds up a final punch, but stops and ends up pushing them over with his finger with a wry chuckle.

Fall Guy [BRU] - With Stunt Double active, Johnny performs a Shadow Kick that bifurcates the opponent at the waist. The double strikes a pose just like Cage does as his victory is announced.

Break a Leg [BRU] - Johnny performs his throw, but snaps the opponent's right arm and right leg clean off before sending them away with a palm strike.

Sonya Blade

[Biography]

Coming from a military family, Sonya's father Herman is a major in the United States Marine Corps, while she and her twin brother Daniel joined the Army, eventually qualifying for the Special Forces aka the Green Berets. Both were assigned to a unit under the command of Major Jackson "Jax" Briggs, proving themselves to be effective officers, with both rising to the rank of Sergeant rather quickly. However, on a counter-terrorism mission involving the criminal cartel, the Black Dragon Clan, things would change.

Sonya and Dan had been sent to infiltrate a building where the Black Dragon's leader, Kano, was said to be thanks to an anonymous tip. However, it was a trap. The building was set to be detonated thanks to some carefully planted bombs by Kano. But to make matters worse, he had found and wounded Dan, who told Sonya to clear everyone out, while he tried to defuse the bombs. But the bombs exploded, killing Dan, and leaving Sonya with an unbearable grudge against Kano. After hunting him down, Sonya and Jax had managed to do some serious damage to Kano, but it wasn't enough... not for Sonya.

5 years passed, and Sonya and Jax were hot on the trail with new leads to Kano, tracking him to Europe, before he escaped. Trailing him to Hong Kong, Sonya and Jax ended up on Shang Tsung's Nethership, heading to Mortal Kombat, unaware of what awaited them. Now, on the island, they fight not just for their lives, but for the lives of their entire team, held captive by Shang Tsung as a means to... persuade them to fight.

Normally, Sonya had an open heart, but losing her brother made her shut herself in, focused on taking Kano down by any means necessary, making her skilled as a soldier, but also making her reckless when it came to the job, something even Jax has noticed.

In kombat, Sonya is quite agile, and uses advanced technology, but since arriving on Shang Tsung's island, Sonya has begun to channel her inner chi to use in battle. Besides this, she also uses battle drones known as the B.U.D.-E (Battle Utility Drone E-Series) drones to help her besides her natural agility and skills with kicks.

[Combos]

[Special Moves]

Energy Ring: Sonya uses her gauntlets to channel energy that she fires outward at her opponent in the shape of rings. - B, F + 2

Energy Blast: The enhanced version of Energy Ring has Sonya's rings be able to do more damage and to knock the opponent down, allowing her to keep the pressure on. - B, F + 2 + 5

Leg Grab: A quick handstand by Sonya has her then grab her opponent's waist with her ankles, using her strength to then fling them overhead, slamming them a bit away from her. - B, F + 4

Leg Slam: An armored version of Leg Grab, after Sonya performs the Leg Grab, she then stands up, grabs her opponent's legs and slams them down to the ground once more. - B, F + 4 + 5

Arc Kick: Sonya performs a kick that arcs through the air, enabling her to hit the opponent in the air or on the ground. - D, B + 4

Arc Wave: An enhanced Arc Kick with armor and increased damage, with it moving faster than the normal Arc Kick. It will hit the enemy three times if they're very close to Sonya, but only once with much less damage if the enemy is too far. - D, B + 4 + 5

Cartwheel Kick: Sonya performs a cartwheel at her opponent, kicking them on impact. A fast move, Sonya is safe on block from this attack, and it can work well with her other moves. - D, F + 3

Cartwheel Bash: A faster hitting Cartwheel Kick, Sonya hits more times, and also causes the opponent to bounce off the ground from the last hit, setting up a juggle. - D, F + 3 + 5

Rising Bicycle Kick: An inverted Bicycle Kick with Sonya rising up into the air, kicking her opponent as she does. She can also do this from the air, coming down at her opponent. This is a special move that also can be followed after Air Raid is done. - D, B + 3 [Air OK]

Rising Bicycle Bash: Sonya's Rising Bicycle Kick but with more hits and a kick to the chest to send the opponent to the ground. The air version has Sonya stomping her opponent rapidly in the face onto the ground, before she stomps them, then flips off. - D, B + 3 + 5 [Air OK]

Stun Glove: Sonya uses her gauntlets to form an electric charge on her fist and hits the opponent, shocking them and leaving them stunned for a second. - D, F + 1

Electro Glove: The enhanced Stun Glove has Sonya shock the opponent more, then punches them away to the ground. - D, F + 1 + 5

[Kombat Skill & Aggressor Skill]

Air Raid [KS] - Sonya pushes herself up into the air with a higher jump than average, but one that also comes down shorter towards the opponent, allowing her to close in the gap if her opponent tries to distance themselves from her. Sonya can also do 5 different follow-ups to Air Raid. Hitting 1 allows her to do a double axe handle punch, hitting 2 does her classic Face Planter flying straight punch, 3 has Sonya do a quick axe kick which hits overhead, 4 does her Air Drop dive kick, and 6 has Sonya do a rolling Frankensteiner throw on her opponent.

B.U.D.-E Drone [AG]: Sonya taps her comlink in her ear, calling in for support as a B.U.D.-E drone drops in then floats up next to her. Even if summoning B.U.D.-E eats up Sonya's whole Aggressor Meter, she actually keeps B.U.D.-E on the field, being able to use special moves with it until it either is destroyed somehow or runs out of ammo. 1 + 5 has B.U.D.-E use a shotgun-like blast, 2 + 5 has B.U.D.-E fire a homing missile, 3 + 5 has B.U.D.-E fly forward into the opponent to explode, while 4 + 5 is similar but does a low version of it. Finally, 5 + 6 has B.U.D.-E fire a machine gun blast at Sonya's opponent.

[Finishing Moves]

Kiss of Death: Sonya focuses her chi, forming a flaming orb in her hand as she blows it at the opponent, burning them down to the bone. - F, F, B, B, B, 5 [Mid]

Airborne Blade: Sonya flips up over her opponent with a handstand, her hands on the sides of her opponent's head as she then twists, breaking her opponent's neck as she flips off them, then salutes to the camera. - D, B, F, F, 4 [Sweep]

Arenas
• Goro's Lair [Stage Fatality] - Set underground below Shang Tsung's island, Goro's Lair has a throne that the prince of the Shokan sits upon when not in kombat, as well as cages with roaring Oni sticking their hands out of as well as their eyes glowing through the darkness of their cells. The Stage Fatality involves the player uppercutting their opponent up into the ceiling, getting jabbed onto some spikes waiting for them.

• Palace Courtyard - Located outside of Shang Tsung's Palace, the gorgeous courtyard leads up to the doors of Shang Tsung's Palace with a stage transition involving the player running their opponent through the door with both players having to mash the buttons to increase the damage done or reduce the damage taken before they crash into the Throne Room.

• The Throne Room - The opulent throne room of Shang Tsung's palace, with a lot of paintings, candles, and fancy furniture going for it. You also will see Shang Tsung sitting on his throne in the center of the arena, watching the battle unfold.

• The Pit [Stage Fatality] - A concrete bridge hovering over pillars covered with spikes and the vast moon in the background as well as the stars flickering in the night sky. The Stage Fatality has the player uppercut their opponent off the bridge, sending them to their death on the spikes below.

• Bottom of the Pit - Below the Pit lies a massive river of blood and the bodies of past victors of the Pit, along with the spiked pillars connecting the massive concrete bridge high above. It is a two-tiered level with players being able to head down another grotto to continue the fight when knocked off the edge on the right, leading to a free-fall version of Test Your Might.

• Warrior's Shrine [Stage Fatality] - A shrine featuring statues of the various Mortal Kombat warriors. For the Stage Fatality, the player grabs their opponent and throws them into one of the stages, jarring it loose so that it comes down and crushes their victor.

• Dark Prison [Stage Fatality] - A prison under Shang Tsung's island that has a lot of cells in it. The Stage Fatality here has you kick your opponent into a torture chamber with two spiked walls, as the spiked walls come in and crush them to death.

• The Nethership - The ship Shang Tsung uses to bring kombatants from around the world to his island to participate in Mortal Kombat. This is a multi-tiered stage, where both players can drop to the bottom deck of the ship, before being able to crash back up to the top deck.

• Wu-Shi Academy - Home to Liu Kang and Kung Lao for many years, the Wu-Shi Academy has many people in the background along with a statue of the Great Kung Lao. It has a transition leading to "Test Your Might" where you tackle your opponent through one of the walls leading into another part of the Academy.

• Reptile's Lair [Stage Fatality] - A lair hidden in a cave of one of the many tunnels of Shang Tsung's island, where the Saurian Syzoth, more commonly known as Reptile, lies in wait to execute Shang Tsung's enemies for Shao Kahn. Scales cover the walls along with reptilian eyes and pools of acid, with the stage Fatality involving the player uppercutting their opponent into the acid pool, watching them burn away to nothing.

• Beach - A beach set along the shoreline of Shang Tsung's island, you can see the Nethership in the background, as well as a setting sun with blood-soaked sand along the beach, as well as water gently washing to the shoreline.

• Hell [Stage Fatality] - Set in the depths of Hell itself, the background has skull pillars, there is smoke and a hell beast in the background, the skulls glow with sparks and lava and there are lit skulls on the ground. There are hands coming out of the small pits of lava. The Stage Fatality here has the player grab the opponent and dunk their head into the lava, burning their skin and eyes off to nothing but the skull, before slamming them back into the lava to end them.

• Shang Tsung's Garden - A beautiful garden designed with elements of Outworld set along a river, with a view of the Pit and Shang Tsung's palace in the distance. It comes with three variants; a daytime version, a dusk setting, and finally, among the bright moon in the night.

• The Vault - Shang Tsung's treasure vault, filled with a great deal of gold, jewelry, and other treasures acquired over the sorcerer's long centuries of existence.

• Black Dragon Klub - A club owned by the Black Dragon organization set somewhere in Europe, with a steel cage separating the fighters from the patrons of the club. If he is not selected here, Kano will be shown watching the fight in the background.

Voice Cast
Liu Kang: Kaiji Tang

Johnny Cage: Ian Sinclair

Sonya Blade: Julie Ann Taylor