Mortal Kombat X/Defense
Throw escapes are performed by pressing or for back-throws and or for front-throws when the opponent executes a throw. Command throws cannot be broken. Normal throws can be broken, even if they are executed mid-juggle. Throw escaping still nets 2% of the damage through.
Hitting any button when hitting the ground will perform a tech roll where your character will roll backwards. During this roll, the character can perform standard wake-up special moves.
Holding while on the ground will delay your character getting up. This allows you to avoid mixups that as you cannot be hit during this period. The downside is that you lose the wake-up window to buffer a wake-up move such as an enhanced special move or a backdash, making it extremely hard, if not impossible to get said moves out on the first frame of getting up.
Certain stage moves, also known as interactables, allows characters to escape corners that exist on a stage as well as make attacks associated with the stage item. These are executed by hitting the Interact Shortcut or executing + . Note that these cancel out of normal moves like special moves and require a stock of stamina to execute and that using a meter on it by hitting will make it armored. Interactables that are associated with movement are constantly usable on the stage and interactables that are attacks are one-time use.