Legacy Kollection fatalities and finishing moves

The finishing-move types the collection tracks, how the official training mode helps, and why a move may not trigger.

By Game Guide PortSource reviewed:

Applies to: Finishing moves across the included games

Quick answer

The collection tracks eight finishing-move results as separate achievements: a Fatality, a Stage Fatality, a Babality, a Friendship and an Animality, plus the Toasty! and Frosty! call-outs and a Flawless Victory. Digital Eclipse's updates added a training mode that supports finishing-move practice, and it can skip the versus screen so you can retry a move without replaying the whole match.

Official Legacy Kollection screenshot of a tutorial prompt demonstrating how a fatality is performed
Official Mortal Kombat: Legacy Kollection screenshot · © Warner Bros. Entertainment Inc. · Source ↗

The move types

Mortal Kombat’s finishing moves are not one move with variations. They are distinct categories that were introduced across the early games, and Legacy Kollection recognises each of them separately — which means the collection doubles as a checklist of every type.

The finishing-move types tracked by the collection
TypeWhat it isFirst appeared in
FatalityThe standard finishing move. Each character has at least one.Mortal Kombat (1992)
Stage FatalityA finishing move that uses the stage itself rather than the character’s own animation.Mortal Kombat (1992)
BabalityTurns the defeated opponent into an infant instead of killing them.Mortal Kombat II
FriendshipA deliberately non-violent ending, added as a reaction to criticism of the game’s violence.Mortal Kombat II
AnimalityThe character transforms into an animal to finish the opponent.Mortal Kombat 3
“Toasty!”A sound cue from the announcer, triggered by a specific move.Mortal Kombat II
“Frosty!”The same idea as Toasty!, triggered under ice-related conditions.Later revisions of the arcade games
Flawless VictoryWinning a round without taking damage, which the games call out separately.Mortal Kombat (1992)

The first-appearance column is ordered by the original release of each game rather than by the version in the collection, because a port can ship without a move type the arcade original had.

How they are tracked

Each type maps to its own achievement, so the completion percentages are a straightforward measure of how many players have pulled each one off in the collection.

Finishing-move achievements and completion
AchievementRequirementPlayers who have it
Finish Him!Perform a Fatality in an arcade game52.6%
Flawless VictoryGet a Flawless Victory in any arcade game51.6%
Toasty!Trigger the “Toasty!” call-out in an arcade game39.4%
Read the RoomPerform a Stage Fatality in an arcade game35.1%
Day KarePerform a Babality in an arcade game18.3%
Kill Them with KindnessPerform a Friendship in an arcade game16.6%
Frosty!Trigger the “Frosty!” call-out in an arcade game14.0%
Animal StylePerform an Animality in an arcade game8.7%

The spread is informative. A plain Fatality is done by more than half of all players and is the easiest achievement in the whole collection, while an Animality — which only exists in the later games and needs specific conditions — is done by under a tenth. Babality and Friendship sit in the middle, which reflects how many players know they exist without having looked up the inputs.

Official Legacy Kollection screenshot of a match with character names and a finishing move prompt on screen
Official Legacy Kollection screenshot showing in-match prompts · © Warner Bros. Entertainment Inc.

Practising in training

The updates added a training mode that was built with finishing moves in mind, and it removes most of the friction from learning one.

  • Finishing moves can be practised directly rather than only in a live match.
  • The versus screen can be skipped, so a failed input does not cost you the setup time before every retry.
  • The AI difficulty is configurable and sides can be swapped mid-session, which is useful for practising the exact position a move requires.
  • Position can be reset with the rewind control, which is faster than walking back into place.

Because finishing moves depend on the opponent being in a particular state and often at a particular distance, being able to reset the situation instantly is the difference between learning a move in a few minutes and giving up on the input.

Controls and remapping

One control change in the collection is worth flagging because it contradicts muscle memory from the original arcade cabinets.

Block was moved to the shoulder buttons. The online update changed the default block input to R1, RB or R on the respective platforms, rather than the two-button arrangement players remember from the arcade layout. If a move input is not registering, the block button is usually the reason.

Controls can be reviewed and adjusted per game. Because the same finishing move can require a different input in different versions — and the collection holds both the arcade and home ports of several games — the input is best checked against the version you actually have loaded rather than from memory. The contents page lists which versions are included, and the achievement roadmap groups the finishing-move achievements with the rest of the list.

Sources and review scope

Achievement names, requirements and percentages are quoted from the official Steam achievement list. The section on which game a move type first appeared in reflects the original release order of the titles rather than any one port. Individual character move lists are not reproduced here, because the inputs differ between the versions in the collection and are shown in each game’s own menus.

How this guide was checked

Checked against linked Digital Eclipse updates, Atari and Steam store listings, and the in-game achievement list on October 13, 2026. Dynamic details such as player counts and patch state should be rechecked before publication.

Not independently play-tested. This is not a claim that every platform or game version was tested. Source review: Oct 13, 2026.