

Explanation: I want to create a movelist for MKA, which is not only a copy of what you get when pressing start; but also supports information in terms of Gameplay. It is easy to find out how fast a move is, and how long it reaches (practice mode), but will it hit crouched enemys, or opponents lying on the ground? The answer to those questions is supposed to be in this list.
Basis: I found a very good Movelist online, made by xxJagoxx at IGN.com. I began to use it as a basis for my movelist, I hope he won't mind. Thanks a lot to my brother Phokjong for writing a conversion script that can transform his list to my tables. Movelist by xxJagoxx
Volunteers: It is obvious that I am not going to test all 60 Characters myself, so I need volunteers who are willing to write down move properties of a character. Since I want to include the list xxJagoxx made, ONLY additional information is required: Move Height and things in Effects of a Hit xxJagoxx didn't write down.
Gameplay and Juggle Combos: Take a look at HJS' Gameplay Thread. He also linked to this page, if you can't find my post, go there first. (HJS' Post is sticky)
Legend and supported Features:
Air Combat is listed as two seperate styles. (Hand to Hand and Weapon) Many characters share them.
Each move is represented by a combination of buttons like this: eM; combos are several moves divided by colons: H,H,L.
Combo parts that can be continued can be omitted. It is sufficient to list the single moves and the longest Combos. If you can do 4 punches in Ashrahs weapon stance, it sould be sufficient to write down one punch as a move and 4 punches.
I like to use every word english has to offer, a good dictionary for germans is LEO.
- Basic Move Properties: Height
- Advanced Move Properties: Sidestepping and Stance.
- Special Move Properties
- Effects of the Hit
- Wake up Game
- Turn around Wake ups " target="_blank">http://www.mortalkombatonline.com/content/forum/showmessage.cds?id=96275#TurnWakeUp">Turn around Wake ups
- Kreate a Karacter moves explanation
- Air Kombat
- Armed Air Kombat
Basic Move properties: Height | Each Hit is represented by one capital letter, describing the height. All prefixes and suffixes (small letters) can be ignored: sL, L'G and L+ are all Low Moves. | H High: can be ducked or blocked to escape. | M Mid: can only be blocked high | L Low: can only be blocked low (or jumped over). |
---|
Mixup
A 50/50 Mixup is called a strategy of mixing Mid moves and Low/Throws, with the aim to catch the opponent blocking the wrong height.
High and Blockable Moves are not suited for Mixup, because the can be blocked at both heights.
Advanced Move properties: Sidestepping and Stance: | These properties will be attached to the Height Letter as a prefix: tH | h horizontal: Sidestepping opponents will get hit because the move covers some angle. Nevertheless the direction the fighter is looking will not change, even if the opponent is behind him. I suspect that all horizontals do only prevent sidestepping to one side, that would be the direction the (horizontal) move hits. Low horizotals are referred to as Sweeps. | t tracking: When sidestepped, the Fighter turns around and attacks/continues attacking to the direction of the sidestepping opponent. | e evading: This move sidesteps and evades an attack performed at the same time by the opponent. Evading moves are always tracking. | s standing: Low moves that are performed from a standing position are marked like this. | c crouching: Other than low moves performed from a chrouched position are marked like this. They will duck under High attacks, just like normal Low Moves do. | LG Ground: Hits also opponents lying on the ground. (suffix) MG is not worth a try, the opponent gets up and blocks the attack. LG is very good, it will hit in most cases. |
---|
Sidestep Mixup
Another Mixup could be mixing unsidesteppable moves with unblockables, for example sweeps with Hellfire.
Special Move Properties: | B Blockable: can be blocked high or blocked low. | U Unblockable: The Hellfier type hit: must be avoided by stepping around or jumping. You can do it from anywhere on the screen. |
---|
You cannot get thrown while performing a special move.
Effects of the Hit: | This section describes some effects moves cause when they hit successfully, so they are of interest when thinking about the right follow-up of a move. | stun After that technique the opponent cannot punch back, parry, sidestep, jump or duck for a fraction of a second. Continue immediately with a (Mid / Low) Mixup. No free throw, but High moves turn to Mid ones, since they cannot be ducked. | bleed The enemy will hold his hurting eyes for a moment, this is the long version of the stun. Although the enemy cannot duck, you can't throw him, while he holds his eyes. | knockdown The enemy gets slammed to the ground; ends juggle combos and air kombat. | trip Low move, The enemy will fall to the ground. Horizontal (Low) trip moves are called "sweep". | free throw The enemy cannot duck fast enough after some techniques, so you can perform a throw he cannot avoid. Sometimes you have to sidestep to get the free throw. | popup Tosses the enemy into the air, enabling juggle combos or air kombat. In air kombat it means that the opponent stays in the air, and you can continue the combo. | uppercut Tosses the enemy too far into the air to enable juggle combos or air kombat; some special moves can still reach the opponent. | bounce Air kombat only: The opponent gets slammed to the ground and bounces back, you can continue the combo. The opponent can stay on the ground by pressing Block (R2). | L Unparryable: Low Kicks are unparryable as well as special moves that hit without body contact, some throws are unparryable as well. I'll try to mark the unparryables, if known. Thanx to HJS for this info. When High, Blockable or Mid Moves are unparryable, they will interrupt the parry move and instantly turn the opponent blocking. So only the Low unparryables are important to know. | Hit Effects for special moves: | free hit Sub Zeros Ice Ball gives you a free hit or combo. | L' Unbreakable: Moves are unbreakable when there is no follow-up to that move in some combo. Throws are breakable at the last move as well, I think. Therefore only special moves have to get marked. Scorpion has Exceptions. | 11+ No Damage scaling is applied to this move. It will always hurt the same. |
---|
Wake up Game: | Buttons: Action: When planted: Dmg: | R2 stay lying on the ground, block high | ←↓R2 Quick recovery, block low block low, recovers later. | Press ←↓ instead of just ↓ to prevent rolling. | ←↓Move Quick recovery, fast attack | ↓R2 roll sidewards, block low Block low | ↑R2 roll sidewards, block high Block high | ←R2 roll backwards, block high Block high | Pushing Block keeps you safe in case you are planted; and blocks when you get hit while rolling | R2![]() | R2![]() | R2![]() | R2![]() | When planted, you need to push Block to perform a Wake up.Normal Hits automatically miss when you perform a Wake up move at the same time; special moves with no body contact turn your fighter to a blocking pose immediately, thus they don't hit but interrupt the Wake Up move. You can block immediately after the Wake Up, even if the animation doesen't show it. After a plant move most people block high, thus a fast low poke that hits on the ground has 90% chance to hit. In Practice mode it shows a combo with its damage added, this is a bug: The low hit can get blocked, and is not part of a combo. Wake ups are Parryable, except for the low one. |
---|
Kreate a Karacter Moves:
Since there are too many Moves in KAK I am not planning on writing them down. However I will mark some moves with MoveKAK to show that they are available in KAK mode. Moves that start a Combo will also start a Combo in KAK, and cannot be chosen as a follow-up. Same goes for follow-ups: they cannot be chosen as first move in a combo. The moves have the same names in KAK, so if you know a good move of some fighter, look at the name and search for the move in KAK.
Some Air Combos have a air throw Combo that can be interrupted by pressing Style Change right before the throw animation starts. The result is that you fall to the ground prior to your opponent and can continue the combo. I will mark Air Cancels with "cancelable"
Air Kombat - overview
Armed Air Kombat - overview

The Move Lists:
Blaze by HJS (Boss Tier) - overview
Air Kombat: Only the Jump Kick
Special Moves: | Buttons Name Height Dmg Follow ups | R1 Inferno Throw H 13 knock down. | ↓↓![]() | →→![]() | ↑↑![]() | ↓↑![]() | Flames: | ![]() | →![]() | ↓![]() | ![]() | ←![]() | ↓![]() | ![]() | ↓![]() | ![]() | ←![]() | ↓![]() | ![]() ![]() | ![]() ![]() | ![]() ![]() ![]() | ![]() ![]() ![]() | ←![]() ![]() |
---|
Drahmin (High Tier) - overview
Air Kombat Styles: Fallout - Thrash Out
Special Moves: | Buttons Name Height Dmg Follow ups | R1 Punching Bag Throw 14 popup, ends in Iron Club | ← →![]() | → →![]() | ↓ ←![]() | ← → ↓![]() | Hung Gar: | Buttons Name Height Dmg Follow ups | ![]() | ←![]() | ↓![]() | ![]() | ←![]() | ↓![]() | ![]() | ←![]() | →![]() | ↓![]() | ![]() | ←![]() | ↑![]() | ↓![]() | ![]() ![]() ![]() | ![]() ![]() ![]() | ![]() ![]() ![]() | ![]() ![]() | Iron Club: | Buttons Name Height Dmg Follow ups | ![]() | ←![]() | ↓![]() | ![]() | ←![]() | ↓![]() | ![]() | ←![]() | ↓![]() | ![]() | ←![]() | ↓![]() | ![]() ![]() | ![]() ![]() ![]() | ![]() ![]() ![]() | ![]() ![]() ![]() | ![]() ![]() ![]() |
---|
Ermac (Mid Tier) - overview
Air Kombat Styles: Cyclone - Thrash Out
Special Moves: | Buttons Name Height Dmg Follow ups | R1 Set And Spike Throw 16 | ↓ ↑![]() | ↓![]() during Mystic Float U 10 | →![]() during Mystic Float M 8 knockdown | → ←![]() | ↓ ←![]() | ← ↓ ←![]() | Choy Lay Fut: | Buttons Name Height Dmg Follow ups | ![]() | ↑![]() | →![]() | ↓![]() | ![]() | ←![]() | ↓![]() | ![]() | ←![]() | ↓![]() | ![]() | ←![]() | →![]() | ↓![]() | ![]() ![]() | ![]() ![]() ![]() | ![]() ![]() ![]() | ![]() ![]() ![]() | ![]() ![]() ![]() | Low Wake up while turning around |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Axe: (same as Jarek's) | Buttons Name Height Dmg Follow ups | ![]() | ←![]() | →![]() | ↓![]() | ![]() | ←![]() | ↑![]() | ↓![]() | ![]() | ←![]() | ↑![]() | ↓![]() | ↓![]() | ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() |
Havik, based on xxJagoxx' list - overview
Air Kombat Styles: Ambush Downfall
SPECIAL MOVES: | Buttons Name Height Dmg Follow ups | R1 Chaos Axe Kick Throw 11% Popup | ↓ ←![]() | ← ↓![]() | ← →![]() | TANG SOO DO: | Buttons Name Height Dmg Follow ups | ![]() | ←![]() | ↓![]() | ![]() | →![]() | ↓![]() | ![]() | ←![]() | →![]() | ↓![]() | ![]() | ↓![]() | ![]() ![]() | ![]() ![]() | ←![]() ![]() | ![]() ![]() | ![]() ![]() | ←![]() ![]() | ![]() ![]() ![]() | ![]() ![]() ![]() | ![]() ![]() ![]() | ←![]() ![]() ![]() | ![]() ![]() ![]() | ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() | ![]() ![]() ![]() | MORNING STAR: | Buttons Name Height Dmg Follow ups | ![]() | →![]() | ↓![]() | ![]() | ←![]() | ↓![]() | ![]() | ←![]() | ↑![]() | ↓![]() | ![]() | →![]() | ↓![]() | ![]() ![]() | ![]() ![]() ![]() |
---|
Hotaru, based on xxJagoxx' list - overview
Air Kombat Styles: Fallout Thrash Out
SPECIAL MOVES: | Buttons Name Height Dmg Follow ups | R1 Bouncer Throw 9% Popup | → →![]() | ← →![]() | ← →![]() | ↓ ←![]() | PI GUA: | Buttons Name Height Dmg Follow ups | ![]() | ←![]() | ↑![]() | ↓![]() | ![]() | ←![]() | →![]() | ↓![]() | ![]() | ←![]() | ↓![]() | ![]() | ↓![]() | ![]() ![]() | ![]() ![]() | ![]() ![]() ![]() | ![]() ![]() ![]() | ![]() ![]() ![]() | ![]() ![]() ![]() | ![]() ![]() | NAGINATA: | Buttons Name Height Dmg Follow ups | ![]() | ←![]() | ↓![]() | ![]() | ←![]() | ↑![]() | ↓![]() | ![]() | ←![]() | ↑![]() | ↓![]() | ![]() | ←![]() | ↓![]() | ![]() ![]() | ![]() ![]() | ![]() ![]() ![]() | ![]() ![]() ![]() | ![]() ![]() ![]() |
---|
Jarek (Mid Tier) - overview
Air Kombat Styles: Bombardment - Downfall
Special Moves: | Buttons Name Height Dmg Follow ups | R1 Gut Bash Throw 16 | ↓ ←![]() | ← →![]() | ↑ ↓![]() | ← →![]() | Dragon: | Buttons Name Height Dmg Follow ups | ![]() | ←![]() | ↓![]() | ![]() | ←![]() | ↓![]() | ![]() | ↓![]() | ![]() | ←![]() | ↓![]() | ![]() ![]() | ![]() ![]() ![]() | Switching Axe H,H,H 20 knockdown | ![]() ![]() ![]() | ![]() ![]() ![]() | ![]() ![]() ![]() | ![]() ![]() ![]() | ![]() ![]() | ![]() ![]() | Kick Axe: (same as Ermac's) | Buttons Name Height Dmg Follow ups | ![]() | ←![]() | →![]() | ↓![]() | ![]() | ←![]() | ↑![]() | ↓![]() | ![]() | ←![]() | ↑![]() | ↓![]() | ↓![]() | ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() |
---|
Mavado, based on xxJagoxx' list - overview
Air Kombat Styles: War Cry Downfall
SPECIAL MOVES: | Buttons Name Height Dmg Follow ups | R1 Rubberband Feet Throw 15% Knockdown | → →![]() | ↓ ↑![]() | ↑ ↑![]() | ← →![]() | → ←![]() | LONG FIST: | Buttons Name Height Dmg Follow ups | ![]() | ←![]() | →![]() | ↓![]() | ![]() | ←![]() | ↓![]() | ![]() | ↓![]() | ![]() | ←![]() | ↓![]() | ![]() ![]() | ![]() ![]() ![]() | ![]() ![]() ![]() | ![]() ![]() ![]() | ![]() ![]() ![]() | ![]() ![]() ![]() | ![]() ![]() | HOOKSWORDS: | Buttons Name Height Dmg Follow ups | ![]() | ←![]() | ↑![]() | ↓![]() | ![]() | ←![]() | ↑![]() | ↓![]() | ![]() | ←![]() | ↑![]() | ↓![]() | ![]() | ←![]() | ↓![]() | ![]() ![]() | ![]() ![]() | ![]() ![]() ![]() | ![]() ![]() ![]() | ![]() ![]() ![]() | ![]() ![]() ![]() | ![]() ![]() ![]() |
---|


r.i.p nujabes

I think he wanna tell u that he didn ́t understand ur concept at all - at least that ́s what I make out of that post...
You are right, I think thats it.
What about you, do you get it?
Maybe you should read the examples first. Images are missing, but I defined alternate text, there should be numbers (of the buttons, universal) in the "broken image"-boxes.
Vile
EDIT: I rewrote the first lines, as an introduction, and added a header to the examples table.
DarkPurple, does that help you? Otherwise could you give me a more precise question? I'll send you the link via IM, to make shure you find this page again.
EDIT#2: I have some space problems, so I put some Characters here:
Moloch (Boss Tier) - overview
Air Kombat: only the Jump-Kick. (M, 9Dmg., knockdown)
Special Moves: | Buttons Name Height Dmg Follow ups | R1 Angry Creature Grab Throw | ↓←![]() | ←→![]() | ←→![]() | ←→![]() | ↓↑![]() | ↓↑![]() | ↓←![]() | Moves: | Buttons Name Height Dmg Follow ups | ![]() | ←![]() | ↓![]() | ![]() | ↓![]() | ![]() | ←![]() | ↑![]() | ↓![]() | ![]() | →![]() | ↓![]() | ![]() ![]() | ![]() ![]() ![]() | ![]() ![]() ![]() | ![]() ![]() ![]() | ↓![]() ![]() |
---|
Motaro by Kabal Zero (Mid Tier) - overview
Air Kombat: only the Jump-Kick. (M, 9, knockdown)
Special Moves: | Buttons Name Height Dmg Follow ups | R1 Feirce Toss Throw 13 - | ←→![]() | ↓←![]() | ↓↑![]() | ↓←![]() | ![]() in Mount Stance H 8 - | ![]() in Mount Stance B 16 - | ![]() in Mount Stance L 13 - | ![]() in Mount Stance (no hit) | Horse: | ![]() | ←![]() | ↓![]() | ![]() | ←![]() | ↓![]() | ![]() | ↓![]() | ![]() | ←![]() | ↓![]() | ![]() ![]() | ![]() ![]() | ![]() ![]() | ![]() ![]() | ![]() ![]() ![]() | ![]() ![]() ![]() | ![]() ![]() ![]() | ![]() ![]() ![]() | ![]() ![]() ![]() ![]() |
---|
Shang Tsung (Low Tier) - overview
Air Kombat Styles: Bombardment - Downfall
Special Moves: | Buttons Name Height Dmg Follow ups | R1 Body Stomper Throw | → ←![]() | ← →![]() | ↓ ←![]() | ↓ ←![]() | ↓ ←![]() | Snake | ![]() | ←![]() | ↓![]() | ![]() | ←![]() | ↑![]() | ↓![]() | ![]() | ←![]() | ↓![]() | ![]() | ←![]() | ↓![]() | ![]() ![]() ![]() | ![]() ![]() ![]() ![]() | (![]() ![]() ![]() ![]() ![]() | ![]() ![]() ![]() | (![]() ![]() ![]() ![]() | (![]() ![]() ![]() ![]() | ![]() ![]() ![]() | ![]() ![]() ![]() | Straight Sword | ![]() | ←![]() | ↓![]() | ![]() | ↑![]() | →![]() | ↓![]() | ![]() | ←![]() | ↓![]() | Head Poker H 11 knockdown | ←![]() | ↓![]() | ![]() ![]() ![]() | ![]() ![]() ![]() | ![]() ![]() ![]() | ←![]() ![]() |
---|
Scorpion, based on xxJagoxx' list - overview
Air Kombat Styles: Fallout Thrash Out
SPECIAL MOVES: | Buttons Name Height Dmg Follow ups | R1 Knee Launch Throw 19% knockdown | ← →![]() | ↓ ←![]() | → ←![]() | → ←![]() | HAPKIDO: | Buttons Name Height Dmg Follow ups | ![]() | ←![]() | ↓![]() | ![]() | ↓![]() | ![]() | →![]() | ↓![]() | ![]() | ←![]() | ↑![]() | ↓![]() | ![]() ![]() | ![]() ![]() | →![]() ![]() | ![]() ![]() | ![]() ![]() | ![]() ![]() ![]() | ![]() ![]() ![]() | ![]() ![]() ![]() | ![]() ![]() ![]() | ![]() ![]() ![]() | ![]() ![]() | ![]() ![]() | MUGAI RYU: | Buttons Name Height Dmg Follow ups | ![]() | →![]() | ↓![]() | ![]() | ↑![]() | →![]() | ![]() | ←![]() | →![]() | ↓![]() | ![]() | ![]() ![]() | ![]() ![]() ![]() | ![]() ![]() ![]() |
---|
Shinnok (High Tier) - overview
Air Kombat Syles: Bombardment - Downfall
Special Moves: | Buttons Name Height Dmg Follow ups | R1 Leg Breaker Throw 14 corner juggle, Parry | ↓→![]() | ↓←![]() | ↓←![]() | Kou Shou: | Buttons Name Height Dmg Follow ups | ![]() | ←![]() | ↓![]() | ![]() | ←![]() | ↓![]() | ![]() | ←![]() | ↓![]() | ![]() | ←![]() | ↓![]() | ![]() ![]() | ![]() ![]() | ![]() ![]() ![]() | Amulet Staff: | Buttons Name Height Dmg Follow ups | ![]() | ↑![]() | ↓![]() | ![]() | ←![]() | ↑![]() | ↓![]() | ![]() | ←![]() | ↑![]() | ↓![]() | ![]() | ↓![]() | ![]() ![]() | ![]() ![]() | ![]() ![]() ![]() | ![]() ![]() ![]() |
---|
Tanya by HJS (High Tier) - overview
Air Kombat Styles: War Cry - Downfall
Special Moves: | Buttons Name Height Dmg Follow ups | R1 Front Flip Throw 16 Knockdown. | →→![]() | ↓↑![]() | ↓←![]() | ↓←![]() | ↓←![]() | ↑↓![]() | Yue Chuan: | ![]() | ←![]() | ↓![]() | ![]() | ↓![]() | Stomach Palm M 8 none. | ↓![]() | ![]() | ←![]() | ↓![]() | Knuckle Punches H,H 16 none. | |||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
![]() ![]() ![]() | ![]() ![]() ![]() | ![]() ![]() | ![]() ![]() | ![]() ![]() | ![]() ![]() ![]() | ![]() ![]() | ![]() ![]() | ![]() ![]() ![]() | ![]() | ![]() ![]() | ![]() ![]() ![]() | ![]() ![]() ![]() ![]() | ![]() ![]() | ![]() ![]() | ![]() ![]() | ![]() ![]() ![]() | Kobu Jutsu | ![]() | ↑![]() | ←![]() | ↓![]() | ![]() | ←![]() | ↓![]() | ![]() | ←![]() | ↓![]() | ![]() | ↑![]() | ←![]() | ↓![]() | ![]() ![]() | ![]() ![]() ![]() | ←![]() ![]() | ←![]() ![]() ![]() | ←![]() ![]() ![]() ![]() | ←![]() ![]() | ←![]() ![]() | ← | Steel End H,H,H 27 none. |
←![]() ![]() ![]() | ![]() ![]() |
I think he wanna tell u that he didn ́t understand ur concept at all - at least that ́s what I make out of that post...
You are right, I think thats it.
What about you, do you get it?
Maybe you should read the examples first. Images are missing, but I defined alternate text, there should be numbers (of the buttons, universal) in the "broken image"-boxes.
Vile
EDIT: I rewrote the first lines, as an introduction, and added a header to the examples table.
DarkPurple, does that help you? Otherwise could you give me a more precise question?
I'll send you the link via IM, to make shure you find this page again.
Well, I have to admit that it ́s a bit complicated indeed but a very good idea for sure! It will eat time though...
You should get some dragon points for this!!

But thanx for your interest!
Please ask questions, I tend to write things more complicated then they are, and I want to know which things I have to describe better.
The low-high mixup after some moves (I called it ...stun, when high turns into mid), I think its gone in MKA.
Did you understand the difference between move Heights,
especially the ones I introduced myself: Blockable, Unblockable ?
I would be glad to have some response!
Vile
EDIT: Parryable misses. Some lows are parryable, others don't, so I can't just say lows are unparryable, that wouldn't be right.
Also the specials need a statement whether they are parryable.
Great idea.
Few stuff:
1. Just point in the begging all moves are parryble besides projectiles and low kicks.
2. Plants are gone, so all you need for moves with special properties is either bleed (Kano's knifes u+3, or MKD Scorp Moi Fah b+2) and stun (Tanya Yue Chuan 3,2)
3. The most important thing, for me atleast is if a move is high or mid, (I hate making my friends test dummys lol). So that should be the most important thing.
4. Just my opinion but it's kinda hard to see the symbols because they are really small and many of them lol. I would just do: bleed * stun **
So for example, Tanya will be 3,2**
Kano will be u+3*
5. Another idea, which is better and simpler if you ask me is to add 1 more colum in the table named "special" in there just write, sidestep / tracks / stun etc.............
That's my ideas so far,
Good luck, if you need help let me know.
And bring out those dragon points

1. Just point in the begging all moves are parryble besides projectiles and low kicks.
-1 what buttons do you press to get.....
0 which move?
1st does the move touch the opponent or does it whiff
2nd does it hurt him or does it hit the blocking arms
3rd does it kill him: Damage it deals
4th what can you do after a succsessful hit.
But what you say is right, you wouldn't need to memorize the letters t, e, h, c, s. I'll think about it.
Thanks a lot, HJS, besides there is a slight update with Molochs Moves...
Vile
EDIT: Plants are not totally gone, IMO. There are still moves that prevent tech rolling, thus giving a free Hellfire (well if you time it, you might even work around that, since during wakeup moves you are invincable for some frames.) Also you can't do the wakeup immediately. The effect is not big.




But please write it carefully, I will transform it into a HTML Table, with search and replace.
Write it down as follows into this post:
Stylename:
1,1,2 / Super Move / H,M,L / blank or ...popup, etc.
I will replace the slashes / with HTML code: </td><td> for the table.
Don`t bother about Breakable and the other stuff, I can add that later.
High and Low would be cool, and if you have a second controller, it would be cool to test the Mids: I use a "sado-maso"-Conroller for this
I give no thanks in advance, I don't want to give you the feeling that you have to make Motaro's list.
Vile
PS: I want to leave out Unbreakable as well: Every move that has no follow ups in some combo is unbreakable. Only hits that allow going on with the combo can be broken. It would be better to write that into the explanation than marikng every move. If Parrys have no exception to the rule HJS posted, I would leave them out, too.

Do you think my definition of unbreakables is right:
* Moves are unbreakable when there is no follow-up to that move in some combo. Therefore only special moves have to get marked.
I have uploaded the images to www.imageshack.us, much better now!
HJS, It would be great if you could write down Tanya!
You know what to do: five colums divided by slash "/" ...
If you want to include Unparryables, write a unique addon to the Move Height letter, like H° with the degree sign. If you use the degree nowhere else, I can search and replace to transform it to whatever I need.
Vile




It will be a bit tricky but I can manage to extract the source code from the page, thus from your post.
Just make shure you have the five colums with the right order, even if they are left blank.
Vile

Does anybody know where to get the MKA Avatars?
I will insert only characters I have a movelist of.
There are only four air styles and four armed air styles, I think; if you look at the KAK mode. I can easyly copy & paste them later.
Vile
Edit: Ermacs second Air Style added, some lines rewritten.

Has anyone an idea?
In practice mode I have to do a popup, so I have damage scaling and won't be able to extract the true damage.
In versus, when both jump, It doesen't show the damage.
I will try to do it in versus with the combos of three moves or more, first, but what to do with the single hits, I don't know.
Vile




I'm just about done with Motaro except I'm having a problem trying to find something strong enough to hold the right trigger down on the 2 player controller.
- use the stick, not the cross. I have long hair and wear it as a pony. those rubber bands to tie it together like this are perfect.
Great, you are doing the mids as well!
- No. Maybe I'll make a general moves list, with Wake ups, Breaker, Parry - and the jump kick.
Cool, I'll check that out.
@HJS don't do the air moves as well, unless you already started writing them down. Air moves seem to be all the same, just names and appearance change - like alternate costumes! I can just add the other names to my existing Table.
I started writing Shinnok, maybe he gets finished tonight.
Maybe I will make the list of Shang Tsung as well, later on.
Vile
P.S.: I just completed Shinnok, he is available now.
Those characer icons are good, and there are all of them.
I will use them from now on!

-air Kombat added from Shinnok
-invisible improvements to the tables

Kabal-Zero, what is up with your Motaro List?
If you have problems, please tell me
Uranius