Mortal Kombat X
Mortal Kombat X

How to Beat Kintaro (Tower Boss)

Strategies for defeating Kintaro as a Tower boss in Mortal Kombat X, including his fire attacks and teleport stomp.

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Kintaro (Tower Boss)

Kintaro, the four-armed Shokan tiger-man, is a formidable opponent frequently encountered as a boss in various Towers within Mortal Kombat X. While sharing the multi-limbed ferocity of Goro, Kintaro distinguishes himself with a more aggressive, fire-infused combat style and a highly disruptive teleportation ability. prepare for a high-health, armored adversary who punishes mistakes severely.

Kintaro's Core Abilities and Attacks

Understanding Kintaro's move set is crucial for developing an effective counter-strategy. He blends powerful close-range strikes with dangerous projectiles and an unpredictable teleport.

  • Fireball (Projectile): Kintaro launches one or more fireballs across the screen. These can be high or low, requiring careful blocking. They have moderate startup and recovery.
  • Ground Pound (Overhead Attack): Kintaro leaps into the air and slams down, creating a shockwave. This is an overhead attack that must be blocked standing. It has significant startup but can catch unsuspecting players.
  • Teleport Stomp (Overhead/Ambush): Kintaro teleports off-screen and reappears directly above the player, stomping down. This is an extremely fast overhead attack that is difficult to react to on sight alone. It's often used to close distance or punish zoning attempts.
  • Flame Breath (Close-Range Projectile): Kintaro breathes a stream of fire directly in front of him. This is a fast, high-damage attack used at close to mid-range. It can be difficult to block on reaction if you're already in his face.
  • Four-Armed Strikes (Basic Attacks): Kintaro uses several powerful, multi-hit normal attacks. These often have good range and can lead into significant damage if they connect. Be wary of his armored properties during some of these attacks.

Strategic Approach to Kintaro

Dealing with Kintaro requires a blend of defensive patience, precise timing, and opportunistic aggression. His high health and armor mean chip damage and well-executed combos are key.

Defense and Evasion

  • Block and React to Fireballs: Kintaro's Fireballs are his primary zoning tool. Block them and be ready to punish their recovery. If he throws multiple, ensure you block all of them.
  • Anticipate Teleport Stomp: This is Kintaro's most dangerous move. The Teleport Stomp is an overhead and comes out very quickly. The best defense is often anticipation. Listen for the audio cue or watch for him to disappear. If you can predict it, you might be able to dash out of the way or even use an invincible reversal if your character has one.
  • Maintain Optimal Distance: Kintaro's close-range attacks are devastating. Try to keep him at a range where you can poke him effectively but are not susceptible to his immediate command grabs or multi-hit strings.
  • Block Ground Pound: The Ground Pound is a clear overhead. Block standing. Its recovery is often punishable.

Punishing Kintaro's Recoveries

Kintaro, despite his power, has distinct recovery frames after many of his special moves. Exploiting these windows is essential for dealing damage.

  • After Fireball: After Kintaro throws a Fireball, especially if he throws a single one, there's a brief window where he is vulnerable. This is a prime opportunity for a quick, forward-moving special attack or a dash-in combo starter. Characters with fast projectiles can also trade or hit him during his recovery.
  • After Teleport Stomp (Blocked/Whiffed): If you successfully block Kintaro's Teleport Stomp, he is left significantly vulnerable on landing. This is one of the safest and most rewarding opportunities for a full combo. Similarly, if you manage to dash out of the way and he whiffs, he's open for a substantial punish.
  • After Ground Pound (Blocked): Blocking Kintaro's Ground Pound leaves him open for a quick poke or a short combo. The recovery isn't as long as the Teleport Stomp, so prioritize fast, safe attacks.
  • After Flame Breath (Blocked): If you block his Flame Breath at close range, he has a noticeable recovery. Use this for a quick string or a special move.

Specific Punishment Advice: For most recoveries, especially after a blocked Teleport Stomp, aim for your character's fastest combo starter (e.g., a quick 1, 2 string or a forward + 1/2 attack). If you're further away after a Fireball, a character with a fast forward-moving special (like Scorpion's Spear or Sub-Zero's Slide) can capitalize.

Recommended Character Archetypes and Examples

Certain character archetypes naturally excel against Kintaro's playstyle, focusing on either keeping him at bay or exploiting his openings.

Zoners / Projectile-Heavy Characters

Characters who can effectively control space and deal damage from a distance can chip away at Kintaro's health while minimizing direct engagement.

  • Example: Erron Black (Marksman/Outlaw): His various gunshots and traps can keep Kintaro at bay. His Caltrops can disrupt Kintaro's ground movement, and his rifle shots are excellent for punishing Fireball recoveries.
  • Example: Quan Chi (Sorcerer/Warlock): Quan Chi's projectile variety, including his Skull and Ground Burst, can be used to zone Kintaro. His portal attacks can also create tricky setups.
  • Example: Sub-Zero (Grandmaster/Cryomancer): While not a pure zoner, Sub-Zero's Ice Clone and Ice Ball can effectively halt Kintaro's advances and create openings for combos.

Rushdown / High-Damage Combo Characters

These characters thrive on exploiting Kintaro's recovery frames with high-damage combos, especially after blocking his Teleport Stomp.

  • Example: Sonya Blade (Covert Ops/Special Forces): Sonya's fast normals and excellent combo potential make her ideal for punishing Kintaro's openings. Her Leg Grab can also be a quick way to close distance and deal damage.
  • Example: Liu Kang (Flame Fist/Dragon's Fire): Liu Kang's quick strings and powerful fire-based special moves allow him to capitalize on Kintaro's vulnerabilities with high-damage output. His Bicycle Kick can also be used as a quick punisher.
  • Example: Scorpion (Ninjutsu/Inferno): Scorpion's Spear is an excellent tool for punishing Kintaro's Fireball recovery from a distance, pulling him in for a full combo. His fast teleport can also be used to evade and counter.

Defensive / Counter-Attacker Characters

Characters with strong defensive options, parries, or invincible reversals can turn Kintaro's aggression against him.

  • Example: Kenshi (Possessed/Balanced): Kenshi's telekinetic pushes and spirit attacks can keep Kintaro at bay, and his parry variations can punish Kintaro's close-range attacks if timed correctly.
  • Example: Takeda (Shirai Ryu/Ronin): Takeda's whips offer good range, and his Shirai Ryu variation's teleport can be a useful tool for evading the Teleport Stomp and repositioning for a counter-attack.

Common Pitfalls to Avoid

  • Over-Aggression: Rushing Kintaro down without understanding his attack patterns will lead to quick defeat. He has armor and powerful close-range attacks that will punish reckless play.
  • Predictable Zoning: While zoning is effective, becoming too predictable with your projectiles will allow Kintaro to easily counter with his Teleport Stomp. Mix up your projectile timings and distances.
  • Ignoring Overhead Attacks: Kintaro's Teleport Stomp and Ground Pound are both overheads. Failing to block these standing will result in taking significant damage.
  • Getting Cornered: Kintaro is extremely dangerous in the corner. His multi-hit strings and Flame Breath can quickly deplete your health. Prioritize escaping the corner.
Kintaro (Tower Boss) - Mortal Kombat X screenshot
Kintaro, the four-armed Shokan, ready to unleash his fiery wrath.