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Mortal Kombat X – How to Play Triborg, Combos and Strategies

Learn how to play Sektor, Cyrax, Smoke and Cyber Sub-Zero in Mortal Kombat XL and Kombat Pack 2.
This article is over 8 years old and may contain outdated information

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 (yes, 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, Cyrax tossing bombs everywhere, and Cyber Sub-Zero having a variety of ice-based attacks. Be sure to check out how to unlock Cyber Sub-Zero if you don’t know how to access the character.

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Notation Key

PlayStation/Xbox
1 – Square/X
2 – Triangle/Y
3 – X/A
4 – Circle/B

Sektor (LK-9T9) Variation

Straight Missile
Notation: Back, Forward+1
Enhanced: Yes, but no armor.

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
Enhanced: Yes, but no armor.

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
Enhanced: Yes, but no armor.

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
Enhanced: Yes, with armor.

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
Enhanced: Yes, with armor.

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 (LK-4D4) Variation

Net
Notation: Back, Forward+1
Enhanced: Yes, but no armor.

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
Enhanced: Yes, but no armor.

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
Enhanced: Yes, but no armor.

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
Enhanced: Yes, with limited armor.

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
Enhanced: Yes, but no armor.

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 (LK-7T2) Variation

Trident
Notation: Back, Forward+1
Enhanced: Yes, but no armor.

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
Enhanced: Yes, but no armor.

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
Enhanced: Yes, but no armor.

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
Enhanced: Yes, with armor.

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.

Cyber Sub-Zero (LK-520) Variation

Ice Ball
Notation: Back, Forward+1
Enhanced: Yes, but no armor.

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
Enhanced: Yes, with armor.

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
Enhanced: Yes, but no armor.

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
Enhanced: Yes, but no armor.

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
Enhanced: Yes, but no armor.

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.

Sample Combos

27 percent (Sektor) – Back+3, Up+4, Teleport Uppercut, Forward+4,3, Air Cyber Charge
30 percent (Cyrax) – Forward+2,1, Net, Far Hover Bomb, Dash Forward, Forward+4,3, Neutral Jump Punch, Back+2, 4, Power Grab
30 percent (Smoke) – 1,1,1, Smoke Cloud, Neutral Jump Punch, 4, Back+2,1, Trident, Back Up, Jump Forward Punch, Forward+4,3, Fade-Port
30 percent (Cyber Sub-Zero) – 1,1,1, Ice Ball, Step Back, Jump Forward Punch, Back+3, Up+4, Air Far Dive Kick (misses), Neutral Jump Punch, Forward Jump Kick, Air Close Dive Kick (misses), Forward+1,3,1, Slide

Note: For Cyber Sub-Zero combos, the Dive Kicks are used to land faster and should not hit the opponent.

Fatalities

Team Work (Fatality 1) – Forward, Back, Forward, Forward (Mid-Screen)
Death Machine (Fatality 2) – Forward, Down, Down, Up (Full Screen)

Brutalities

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).

Head back to our Mortal Kombat X guide to discover strategies for Alien, Scorpion and more, as well as how to unlock alternate costumes.


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Author
Image of Bryan Dawson
Bryan Dawson
Bryan Dawson has an extensive background in the gaming industry, having worked as a journalist for various publications for nearly 20 years and participating in a multitude of competitive fighting game events. He has authored over a dozen strategy guides for Prima Games, worked as a consultant on numerous gaming-related TV and web shows and was the Operations Manager for the fighting game division of the IGN Pro League.