home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
High Score 9
/
HS9.ISO
/
cheat
/
mk2faq
/
mk2faq.v21
< prev
Wrap
Text File
|
1995-02-11
|
97KB
|
2,439 lines
________________________
MORTAL KOMBAT II FAQ
Complete Arcade Guide
Revision 21
November 1st, 1994
ineluki@u.washington.edu
________________________
500 years ago, Shang Tsung was banished to the Earth Realm. With the
aid of Goro he was to unbalance the furies and doom the planet to a
chaotic existence.
By seizing control of the Shaolin Tournament he tried to tip the scales
of order towards chaos. Only seven warriors survived the battles and
Shang Tsung's scheme would come to a violent end at the hands of Liu
Kang.
Facing execution for his failure and the apparent death of Goro, Tsung
convinces Shao Kahn to grant him a second chance.
Shang Tsung's new plan is to lure his enemies to compete in the Outworld
where they will meet certain death by Shao Kahn himself.
Now the Kombat Kontinues...
************************************************************************
************************* Introduction *************************
************************************************************************
Welcome to the 21st, and perhaps final, revision of the FAQ. This guide
has been compiled over the last year by the players on the net and
myself. ALL moves and fatalities listed are confirmed. This guide is
for arcade versions 3.1 and up. Older machines do not include some of
the moves and many of the fatalities. If you find yourself playing on
an outdated machine, have the owner contact Midway for the replacement
chips.
If you have any additions send mail directly to me and I will include it
in the next guide, if there is ever need for one. Information posted to
alt.games.mk and rec.games.video.arcade will also be incorporated into
this guide. Credit will be given to those who contribute. An attempt
will be made to have this posted to both of the newsgroups every once in
a while. There are a few other ways of obtaining the latest revision of
the FAQ and obtaining other MK information:
FTP: Andy Eddy of GamePro magazine has generously offered to make it
available through anonymous FTP. The site is ftp.netcom.com, and the
directory is pub/vi/vidgames/faqs. There are four different files there:
mk2guide.txt: The latest version of this document.
mk2franc.txt: The Francais version of this document.
mk2moves.txt: A brief listing of all the moves and fatalities.
mk2mword.bin: The Macintosh version of this file, Word format.
MAIL: If you prefer to receive the guide through e-mail, send a
message to musjndx@gsusgi2.gsu.edu with the SUBJECT line, without
quotes, being exactly: "Send mk2". This will signal the server to
automatically send you the latest FAQ.
WWW: Take a look at the MK home page setup by Anthony Espradrilles
if you have access to either Lynx or Mosaic. The site is
http://www.cs.ucl.ac.uk/people/zcacaes/mk/mk.html. There is some cool
stuff there, including pics, movie info, home system FAQs, and more.
************************************************************************
*************************** Contents ***************************
************************************************************************
1. Introduction........................................About This Guide
2. Contents................................................This Section
3. General Definitions and Moves....................Defines Basic Terms
4. Individual Moves and Fatalities...........All Moves For All Fighters
5. General Information.............................Power-ups and Tricks
6. General and Individual Moves..........Move Descriptions and Strategy
7. Strategy and Tactics............How to Fight the Computer and Humans
8. Combos.......................................Combos For All Fighters
9. Retaliation........................Retaliation In Certain Situations
10. Secret Characters.......................Jade, Smoke, and Noob Saibot
11. Rumors and Things To Try..............Rumors Killed and Other Tricks
12. Version Information..................History of All Machine Versions
13. Character Endings...........................Endings For All Fighters
14. Offers from Midway.....................Comic And Compact Disc Offers
15. End Credits...............................Who Supplied Info For This
************************************************************************
**************** General Definitions and Moves *****************
************************************************************************
===================
GENERAL DEFINITIONS
===================
While reading through the moves, the + can be substituted by and, and
the - can be substituted by then. For example, 'two forward - HIGH
PUNCH' should be read as 'press the joystick twice towards the opponent
then press HIGH PUNCH'. Another example, 'LOW PUNCH + BLOCK' should be
read as 'press LOW PUNCH and BLOCK at the same time'. Button names are
listed in all caps.
Quarter-Circle Towards: Rotate joystick from the down position to the
forward position then press the button indicated. (actual movement is
down - down to forward - BUTTON)
Quarter-Circle Away: Rotate joystick from the down position to the away
position then press the button indicated. (actual movement is down -
down to away - BUTTON)
Half-Circle Towards: Rotate joystick from the away/down position to the
forward/down position then press the button indicated. (actual movement
is away/down - away/down to forward/down - BUTTON)
Half-Circle Away: Rotate joystick from the forward/down position to the
away/down position then press the button indicated. (actual movement is
forward/down - forward/down to away/down - BUTTON)
hold then release: Press and hold the button while your character
charges. When finished charging release the button. Other actions may
be performed while charging, which is a good way of keeping the move a
surprise. You can also charge a move before a round begins. If you are
hit by the opponent the charge will still remain intact. With the
exception of Mileena, you must be standing on the ground in order for a
charged move to work.
(hold BLOCK): Block is only used in a move or fatality to stabilize
your fighter, to keep them from jumping or walking. It is a good idea
to release BLOCK before pressing the required button. You do not need
to use BLOCK if you can be at the right distance for a fatality.
down - up: The teleport can also be down by flicking the joystick down,
making the joystick spring up and down. This is applicable to Raiden
and Kung Lao.
Pit/Spikes: This is the fatality where you knock the victim into the
pit or onto the spikes, either on The Pit II or Kombat Tomb stages.
Babality/Friendship: Babalities are moves where instead of finishing
your opponent you can turn them into a baby. Friendships are similar,
only you make friends with your opponent. In order to do a babality or
friendship, you can not use either punch button on the winning round.
=============
GENERAL MOVES
=============
Face Punch : HIGH PUNCH
Body Punch : LOW PUNCH
Face Kick : HIGH KICK
Body Kick : LOW KICK
Uppercut : down + HIGH PUNCH
Crouch Punch: down + LOW PUNCH
Crouch Kick : down + HIGH KICK
Ankle Kick : down + LOW KICK
Roundhouse : back + HIGH KICK
Sweep : back + LOW KICK
Specialty : HIGH PUNCH (closest to opponent)
Throw/Flip : LOW PUNCH (closest to opponent)
Knee : HIGH KICK or LOW KICK (closest to opponent)
************************************************************************
*************** Individual Moves and Fatalities ****************
************************************************************************
========
LIU KANG
========
After winning the Shaolin Tournament from Shang Tsung's clutches Kang
returns to his temples. He discovers his sacred home in ruins, his
Shaolin brothers killed in a vicious battle with a horde of Outworld
warriors. Now he travels into the Dark Realm to seek revenge.
Double Forearm : HIGH PUNCH (closest to opponent)
Standard Fireball : two forward - HIGH PUNCH (can be done in air)
Crouching Fireball: two forward - LOW PUNCH
Flying Kick : two forward - HIGH KICK
Bicycle Kick : hold LOW KICK (4 seconds) then release
Pit/Spikes: back - two forward - LOW KICK
Babality : two down - forward - back - LOW KICK
Friendship: forward - three back - LOW KICK
(A disco globe drops from the ceiling, and Kang gets down.)
Fatality 1: down - forward - two back - HIGH KICK
(Liu Kang will transform into a dragon and bite the victim
in half, leaving the legs standing. Stand close.)
Fatality 2: rotate joystick 360 degrees away from opponent
(Liu Kang will do a cartwheel kick then a massive uppercut.
Stand anywhere within jump range.)
========
KUNG LAO
========
A former Shaolin Monk and a member of the White Lotus society, he is the
last descendant of the great Kung Lao who was defeated by Goro 500 years
ago. Realizing the danger of the Outworld menace he joins Liu Kang in
entering Shao Kahn's contest.
Headbutt : HIGH PUNCH (closest to opponent)
Ground Teleport: down - up (flick joystick down)
Aerial Kick : down + HIGH KICK (must be done in air)
Hat Throw : back - forward - LOW PUNCH
Whirlwind Spin : two up - LOW KICK (hold BLOCK)
Pit/Spikes: three forward - HIGH PUNCH
Babality : two back - two forward - HIGH KICK
Friendship: three back - down - HIGH KICK
(Kung Lao pulls a rabbit out of his hat.)
Fatality 1: three forward - LOW KICK
(Kung Lao removes his razor hat and slices the victim down
the middle. Stand just within sweep range.)
Fatality 2: hold LOW PUNCH (back - forward) then release
(Kung Lao throws his hat which decapitates the victim.
Make sure to guide the hat up so it hits the head.
Stand all the way across the screen.)
===========
JOHNNY CAGE
===========
After Shang Tsung's tournament the martial arts superstar disappears.
He follows Liu Kang into the Outworld. There he will compete in a
twisted tournament which holds the balance of earth's existence - as
well as a script for another blockbuster movie.
Stomach Jab : HIGH PUNCH (closest to opponent)
Axe-Kick : HIGH KICK or LOW KICK (closest to opponent)
Low Green Bolt : half-circle towards - LOW PUNCH
High Green Bolt: half-circle away - HIGH PUNCH
Shadow Uppercut: back - down - back - HIGH PUNCH
Shadow Kick : back - forward - LOW KICK
Ball Breaker : LOW PUNCH + BLOCK
Pit/Spikes: three down - HIGH KICK
Babality : three back - HIGH KICK
Friendship: four down - HIGH KICK
(Cage autographs his photo for his best fan.)
Fatality 1: two down - two forward - LOW PUNCH
(Cage grabs the victim and rips their torso off, throwing
it to the ground. Stand close.)
Fatality 2: two forward - down - up
(Cage crouches and punches off the head of the victim with
a powerful uppercut. To knock off three heads, hold down
and the bottom three buttons until the first head is
knocked off. Stand close.)
=======
REPTILE
=======
As Shang Tsung's personal protector the elusive Reptile lurks in the
shadows stopping all those who would do his master harm. His human form
is believed to disguise a horrid reptilian creature whose race was
thought extinct millions of years ago.
Backhand : HIGH PUNCH (closest to opponent)
Acid Spit : two forward - HIGH PUNCH
Slide : back + LOW PUNCH + BLOCK + LOW KICK
Forceball : two back - HIGH PUNCH + LOW PUNCH
Invisibility: two up - down - HIGH PUNCH (hold BLOCK)
Pit/Spikes: down - two forward - BLOCK
Babality : down - two back - LOW KICK
Friendship: two back - down - LOW KICK
(Reptile attempts to sell you a Reptile doll.)
Fatality 1: two back - down - LOW PUNCH
(Reptile shoots his tongue towards the victims head,
bringing it back where he goes about eating it. Stand
about a jumps length away.)
Fatality 2: two forward - down - HIGH KICK
(While invisible Reptile cuts the torso off the victim.
You must be invisible. Stand close.)
========
SUB-ZERO
========
Thought to have been killed in the Shaolin Tournament, Sub-Zero
mysteriously returns. It is believed he traveled into the Outworld to
again attempt to assassinate Shang Tsung. To do so he must fight his
way through Shao Kahn's tournament.
Backhand : HIGH PUNCH (closest to opponent)
Iceball : quarter-circle towards - LOW PUNCH
Ground Freeze: quarter-circle away - LOW KICK
Slide : back + LOW PUNCH + BLOCK + LOW KICK
Pit/Spikes: down - two forward - BLOCK
Babality : down - two back - HIGH KICK
Friendship: two back - down - HIGH KICK
(Sub-Zero attempts to sell you a Sub-Zero doll.)
Fatality 1: two forward - down - HIGH KICK
(Sub-Zero will ice the victim over, putting them in a deep
freeze. Stand just out of sweep range.)
forward - down - two forward - HIGH PUNCH
(After deep freezing the victim, Sub-Zero will shatter the
top part of the body. Stand close.)
Fatality 2: hold LOW PUNCH (two back - down - forward) then release
(Sub-Zero will throw an ice grenade into the stomach of the
victim, exploding their top half. Stand all the way
across the screen.)
===========
SHANG TSUNG
===========
After losing control of the Shaolin Tournament, Shang Tsung promises his
ruler Shao Kahn to shape events that will lure the earth warriors to
compete in his own contest. Convinced of this plan, Shao Kahn restores
Tsung's youth and allows him to live.
Forearm : HIGH PUNCH (closest to opponent)
Flaming Skulls: two back - HIGH PUNCH (one flaming skull)
two back - forward - HIGH PUNCH (two skulls)
two back - two forward - HIGH PUNCH (three skulls)
Morph to Liu Kang: back - two forward - BLOCK
Kung Lao: back - down - back - HIGH KICK
Johnny Cage: two back - down - LOW PUNCH
Reptile: up - down - HIGH PUNCH (hold BLOCK)
Sub-Zero: forward - down - forward - HIGH PUNCH
Kitana: tap BLOCK three times
Jax: down - forward - back - HIGH KICK
Mileena: hold HIGH PUNCH (2 seconds) then release
Baraka: two down - LOW KICK
Scorpion: two up (hold BLOCK)
Raiden: down - back - forward - LOW KICK
Pit Only : two down - up - (release BLOCK) - down
Babality : back - forward - down - HIGH KICK
Friendship: two back - down - forward - HIGH KICK
(Tsung creates a rainbow above his head.)
Fatality 1: hold HIGH KICK (2 seconds) then release
(Shang Tsung turns into a mist and enters the victims body,
which explodes. Stand just within sweep range.)
Fatality 2: up - down - up - LOW KICK (hold BLOCK)
(Tsung picks up the victim with one hand, and drains their
life force into his other hand. Stand close.)
Fatality 3: hold LOW PUNCH (30 seconds) then release
(Shang Tsung turns into Kintaro, who punches the torso of
the victim across the screen. If you hold LOW PUNCH from
before the round begins, you do not need to wait the full
30 seconds to do the fatality.)
======
KITANA
======
Her beauty hides her true role as personal assassin for Shao Kahn. Seen
talking to an earth realm warrior. Her motives have come under
suspicion by her twin sister Mileena. But only Kitana knows her own
true intentions.
Elbow : HIGH PUNCH (closest to opponent)
Fan Swipe : back + HIGH PUNCH
Fan Throw : two forward - HIGH PUNCH + LOW PUNCH (can be done in air)
Fan Lift : three back - HIGH PUNCH
Aerial Punch: half-circle away - HIGH PUNCH
Pit/Spikes: forward - down - forward - HIGH KICK
Babality : three down - LOW KICK
Friendship: three down - up - LOW KICK
(Kitana turns around and produces a cake with candles.)
Fatality 1: hold LOW KICK (two forward - down - forward) then release
(Kitana leans and kisses the victim, which then expands to
unnatural proportions and explodes. Stand close.)
Fatality 2: tap BLOCK three times - HIGH KICK
(Kitana draws her fan and decapitates the victim with one
swipe. Stand close.)
===
JAX
===
His real name is Maj. Jackson Briggs, leader of a top US special forces
unit. After receiving a distress signal from Lt. Sonya Blade, Jax
embarks on a rescue mission. One that leads him into a ghastly world
where he believes that Sonya is still alive.
Overhead Hammer: HIGH PUNCH (closest to opponent)
Ground Smash : hold LOW KICK (4 seconds) then release
Gotcha Grab : two forward - LOW PUNCH
Quadruple Slam : throw the opponent then tap HIGH PUNCH
Energy Wave : half-circle away - HIGH KICK
Back Breaker : BLOCK (must be done in air)
Pit/Spikes: two up - down - LOW KICK
Babality : down - up - down - up - LOW KICK
Friendship: two down - two up - LOW KICK
(Jax creates a string of paper dolls.)
Fatality 1: hold LOW PUNCH (three forward) then release
(Jax claps the victims head with a loud pop, and the skull
crumbles in pieces to the ground. Stand close.)
Fatality 2: tap BLOCK four times - LOW PUNCH
(Jax grabs the victim by the arms and rips them off the
body. Stand a step away from victim.)
=======
MILEENA
=======
Serving as an assassin along with her twin sister Kitana, Mileena's
dazzling appearances conceal her hideous intentions. At Shao Kahn's
request she is asked to watch for her twin's suspected dissension. She
must put a stop to it at any cost.
Elbow : HIGH PUNCH (closest to opponent)
Teleport Kick: two forward - LOW KICK
Ground Roll : two back - down - HIGH KICK
Sai Throw : hold HIGH PUNCH (2 seconds) then release
(can be done in air)
Pit/Spikes: forward - down - forward - LOW KICK
Babality : three down - HIGH KICK
Friendship: three down - up - HIGH KICK
(Mileena grows a flower beneath her outstretched hand.)
Fatality 1: forward - back - forward - LOW PUNCH
(Mileena repeatedly stabs the victim, lifting them up as
blood sprays everywhere. Stand close.)
Fatality 2: hold HIGH KICK (2 seconds) then release
(Mileena removes her mask revealing Baraka-like teeth and
inhales the victim, spitting out the bones. You can also
just hold BLOCK and tap HIGH KICK. Stand close.)
======
BARAKA
======
He led the attack against Liu Kang's Shaolin temples. Baraka belongs to
a nomadic race of mutants living in the wastelands of the Outworld. His
fighting skills gained the attention of Shao Kahn who recruited him into
his army.
Backhand : HIGH PUNCH (closest to opponent)
Double Kick: tap HIGH KICK twice (closest to opponent)
Blade Swipe: back + HIGH PUNCH
Blade Fury : three back - LOW PUNCH
Blue Bolt : quarter-circle away - HIGH PUNCH
Pit/Spikes: two forward - down - HIGH KICK
Babality : three forward - HIGH KICK
Friendship: up - two forward - HIGH KICK (hold BLOCK)
(Baraka offers the victim a present.)
Fatality 1: four back - HIGH PUNCH (hold BLOCK)
(Baraka extends his blades from his arms, then decapitates
the victim with one swipe. Stand close.)
Fatality 2: back - forward - down - forward - LOW PUNCH
(Baraka stabs the victim and lifts them up, then they
slowly slide down the blade. Stand close.)
========
SCORPION
========
The hell-spawned specter rises from the pits. After learning of Sub-
Zero's return, he again stalks the ninja assassin - following him into
the dark realm of the Outworld where he continues his own unholy
mission.
Backhand : HIGH PUNCH (closest to opponent)
Spear : two back - LOW PUNCH
Teleport Punch: quarter-circle away - HIGH PUNCH (can be done in air)
Leg Grab : half-circle away - LOW KICK
Air Throw : BLOCK (must be done in air)
Pit/Spikes: down - two forward - BLOCK
Babality : down - two back - HIGH KICK
Friendship: two back - down - HIGH KICK
(Scorpion attempts to sell you a Scorpion doll.)
Fatality 1: two up - HIGH PUNCH (hold BLOCK)
(Scorpion removes his mask and breathes fire at the feet of
the victim, which then twitches and explodes. Stand a
step or two out of sweep range.)
two down - two up - HIGH PUNCH (hold BLOCK)
(With the addition of the two downs at the beginning,
Scorpion may do the fatality at any distance, and always
get the "Toasty!".)
Fatality 2: hold HIGH PUNCH (down - three forward) then release
(Scorpion slices the victim across the neck then cuts them
in two. Stand close.)
======
RAIDEN
======
Watching events unfold from high above, the thunder god realizes the
grim intentions of Shao Kahn. After warning the remaining members of
the Shaolin Tournament, Raiden soon disappears. He is believed to have
ventured into the Outworld alone.
Mini Uppercut: HIGH PUNCH (closest to opponent)
Body Launch : two back - forward (can be done in air)
Lightning : quarter-circle towards - LOW PUNCH
Teleport : down - up (flick joystick down)
Electrocution: hold HIGH PUNCH (4 seconds) and release
(close to opponent)
Pit/Spikes: three up - HIGH PUNCH (hold BLOCK)
Babality : two down - up - HIGH KICK
Friendship: down - back - forward - HIGH KICK
(Raiden creates Kidd Thunder, a miniature likeness.)
Fatality 1: hold LOW KICK (5 seconds) then release
(Raiden grabs the victim and lifts them up, then proceeds
to shock them. Stand close.)
tap BLOCK + LOW KICK repeatedly
(After a dose of the shock treatment, the victim will
explode into bits.)
Fatality 2: hold HIGH PUNCH (10 seconds) then release
(Raiden explodes the top half of the victim with a powerful
uppercut. A few moments later the head falls to the
ground. Stand close.)
************************************************************************
********************* General Information **********************
************************************************************************
o Random select may be done by pressing up and start from the
Choose Your Fighter screen. Be sure to have the selector positioned
where it originally appears.
o To turn throws off in a two player match, hold down and HIGH
PUNCH on both joysticks after you select your fighters. A message will
appear saying throws are disabled.
o On the Dead Pool stage you may knock the victim into the
pool, where they go under the slime and come up a skeleton. All the
Dead Pool fatalities are performed by holding LOW PUNCH and LOW KICK
while doing the standard uppercut.
o During attract mode, pull down on either joystick to bring
up the top 15 players.
==========================
FRIENDSHIPS AND BABALITIES
==========================
Instead of finishing your opponent, you have the option to violate the
spirit of Mortal Kombat and be compassionate. You may either turn them
into a baby or make friends with them. This is a good way to show
others what a nice game Mortal Kombat II is.
In order to utilize a friendship or babality, you may not press either
punch button during the winning round. This would include all normal
punching moves, as well as all missile weapons involving a punch button
and a few of Shang Tsung's morphs. Friendships and babalities may be
done from any distance on the screen. Every fighter has a fairly good
arsenal without the punch buttons, although this is much harder to
accomplish against a human opponent. The easiest way to win against the
computer without the punch buttons is with a jump-kick pattern.
************************************************************************
***************** General and Individual Moves *****************
************************************************************************
=============
GENERAL MOVES
=============
Face Punch: Rapid punches to the head takes off good damage, and pushes
the opponent away if they are standing and blocking. Use after a
blocked kick or blocked missile at close range. The opponent will not
have time to recover and you can start punching. Don't stop until they
are pushed out of your punching range.
Body Punch: Good for punching a crouching or ducking opponent, or as
retaliation for a close blocked move. This takes off good damage if
unblocked, and also pushes the opponent back. If you successfuly hit
your opponent with a few body punches, quickly move up to the face
punches to take off more damage.
Standing Kick: Useful after blocking a missile weapon or sweep at close
range. Also good for hitting opponents jumping towards you. Be sure to
kick them as close to their feet as possible. The will ensure that you
override their jump kick. The standing kick is also good to use after
sweeping your opponent. Be sure to be standing at the fullest extent of
your kick though, it is easy to retaliate against.
Uppercut: The uppercut takes off the most damage of any standard move.
Best used as retaliation: after a blocked kick, missile, or other move
at close range. It is also very effective for hitting jumping
opponents. Liu Kang, Johnny Cage, Kitana, and Mileena have the best
uppercuts in the game. Baraka, Jax, Kung Lao, Shang Tsung, and Raiden
have good uppercuts. Sub-Zero, Scorpion, and Reptile have weak
uppercuts. The difference between a good and bad uppercut is range and
hitting area; they all take off the same amount of damage, like all
other moves.
Crouch Punch: Useful for pushing away opponents at close range. The
opponent recovers quickly and it takes off very little damage, but hard
to retaliate against. Also used to juggle opponents in a corner combo.
Crouch Kick: Much slower than the other ducking kick. This move hits
the opponent higher and takes off more damage, but can almost always be
retaliated against. Best used to hit jumping in opponents.
Low Kick: This quick kick is useful for keeping opponents away while
close fighting. Can be done multiple times very rapidly to keep them at
bay. Takes off very little damage and is hard to retaliate against.
Roundhouse: Probably not the technical name for this move but that is
what it will be called. Good for hitting jumping opponents, and also
useful at close range fighting. If hit, the opponent is sent flying an
unnatural distance.
Sweep: One of the most powerful moves in the game. This keeps
opponents away from you like no other move can. Best used at its full
extent, otherwise it is a bit easier to retaliate against.
Specialty: The forearm, elbow, headbutt, etc. These moves stun the
opponent momentarily but take off little damage. Easy to block and
retaliate against. These are more of an 'insult' move, but can be very
effective if you mix it in while close fighting.
Throw/Flip: Another powerful move that can counter a defensive player.
Takes off good damage, but is easily blocked by using BLOCK + down +
away. Good to use when jumping in, especially behind the opponent, and
during close fighting when they make a move.
Knee: The knee can only be used up close. It takes off little damage
and is easy to retaliate to if blocked, unless you are playing Baraka,
who has a knee - kick move. Good to use while close fighting when you
anticipate your opponent about to sweep, punch, etc.
Air Jab: To punch your opponent out of the air, you must time your
punch so that you hit them as close to their foot as possible. You can
use either punch button, but HIGH PUNCH is easiest. Using LOW PUNCH is
good for jabbing them up multiple times.
Heavy Punch: This move is a regular punch, but takes off uppercut
damage. The easiest way to do this is to do the air jab, except punch
early. Try to time it so that their foot hits your punch just as you
are bringing your arm back in. This can also happen during close
fighting when you are punching your opponent. This is not a 'legit'
move, more like a computer glitch that tricks it into taking away more
health.
Jump Kick: Jump and HIGH KICK or LOW KICK the opponent. This is one of
the most powerful moves in the game, especially against the computer.
The hitting area of the jump kick varies from fighter to fighter. The
best kickers are Baraka and Shang Tsung. When fighting the computer,
the best time to kick is early. Most often the computer will keep
walking towards you and get hit. When fighting a human, the best time
to kick is late. This will ensure an accurate hit that is harder to
retaliate against. The focal point of the jump kick is the foot, so try
to place your foot as close to your target as possible. The lower the
jump kick, the easier the combo.
Jump Punch: Jump and HIGH PUNCH or LOW PUNCH the opponent. This is
pretty much the same as the jump kick but takes off less damage and
leaves you more vulnerable. It also does not knock the opponent down.
Hop Kick: Jump and kick the opponent on your way up. This can be used
to counter a jumping opponent, or as part of a combo. Also good for
kicking a standing opponent in the face.
Hop Punch: Jump and punch the opponent on your way up. This is pretty
much the same as the hop kick but takes off less damage and leaves you
more vulnerable. Heard this before?
Turn Around Kick: Jump over your opponent and kick them after you turn
around, but before you hit the ground. Harder to retaliate against than
a normal jump kick, and makes some combos easier.
To block against an attack: BLOCK or down or down + BLOCK
To block against the throw: down + back or down + back + BLOCK
========
LIU KANG
========
Uppercut: Awesome
Jump Kick: Weak
Roundhouse: Good
Liu Kang has some great weapons in his arsenal. He is a good offensive
fighter, and if played right, can be a good defensive fighter too. The
Low Fireballs are good for keeping people on their toes, and is great at
close range, because it is hard to retaliate against. The High Fireball
can be done in the air, which is good for combos and shooting down
jumping opponents. His Flying Kick and Bicycle Kick are easily
blockable, but good for combos and retaliation. The Bicycle Kick takes
off heavy damage. Liu Kang has a good roundhouse, which is great for
knocking people out of the air. He is also inheritently good.
========
KUNG LAO
========
Uppercut: Good
Jump Kick: Weak
Roundhouse: Good
This guy is cool. Not only does he look cool, he is a good fighter.
His Hat Throw is steerable, which is good for hitting ducking or jumping
opponents. It comes out fairly slow though, keep that in mind. While
doing the Whirlwind Spin, he can not be hit by anything other than a
missile weapon or the Ground Dmash. It takes a while to fire up, and
there is a period where the Spin speeds up and slows down, in which you
are vulnerable to regular hits. You must either kick or punch after you
do the teleport, otherwise you are likely to get hit. The Aerial Kick
is a good suprise weapon. Don't abuse it though, or you will get
abused. Try jumping away from your opponent then doing it. Use it
sparingly and when least expected.
===========
JOHNNY CAGE
===========
Uppercut: Awesome
Jump Kick: Good
Roundhouse: Good
Cage is a great close in fighter. He has excellent low jabs, good for
punching crouching opponents. Combine that with the Ball Breaker and
the Shadow Kick and he is powerful. The Shadow Kick is best used as
part of a combo, or for hitting an unsuspecting opponent. Every once in
a while the Shadow Kick will be red, and make a crackling sound. This a
random occurence and does nothing special. The Shadow Uppercut is good
for hitting jumping opponents and using with combos. Be careful,
though, it will leave you handing in the air if you miss. The Fireballs
are good at long range. Mix the high and low to keep your opponent
guessing. The High Fireball can be used to hit jumping opponents. The
Ball Breaker. Everyones favorite. Very good against male opponents.
It has suprising range and takes off great damage, but if blocked, is
easy to retaliate against.
=======
REPTILE
=======
Uppercut: Weak
Jump Kick: Good
Roundhouse: Awesome
Reptile is a finesse fighter. You have to know how to play him to be
effective with him. His Acid Spit takes off little damage but can come
out very fast and often. It comes out high, which is good against
jumpers. The Forceball comes out painfully slow. If the opponent gets
hit with the Foreceball, they will get knocked into the air towards you,
where you can combo them. An effective move is to do the Foreceball
then fire the acid after it. The Slide is still a great move, good for
close range fighting and at the end of a combo. Invisibility is his
greatest asset, just as long as you keep your opponent guessing as to
where you are. Once your are hit, even if it is a blocking hit, the
invisibilty wears off. You can reappear by doing the invisibilty move
again.
========
SUB-ZERO
========
Uppercut: Weak
Jump Kick: Good
Roundhouse: Awesome
Sub-Zero is another fighter who lacks high power offense. His Iceball
is easily blockable. The Ground Freeze is easily avoidable. You must
bait your opponent into jumping towards you then get them, either with
the roundhouse or the Ground Freeze. If you do hit your opponent,
always do the Ground Freeze underneath them. They will have to jump
away in order to avoid slipping on the ice. Sub-Zero is a good close
range fighter, with good low jabs. The Slide is still a great move,
good for close range fighting and at the end of a combo. Copy and paste
rule.
===========
SHANG TSUNG
===========
Uppercut: Good
Jump Kick: Awesome
Roundhouse: Weak
The only special move Shang Tsung has is the Fireballs. These take off
good damage if they hit, and can be sent out three at a time. When you
morph into another fighter, you stay morphed for about 15 seconds, at
which point you moprh back into Shang Tsung. During the morphing stage
you are vulnerable to all hits. His other weapon is his jump kick. It
has awesome range and hitting area, as well as being very accurate.
======
KITANA
======
Uppercut: Awesome
Jump Kick: Good
Roundhouse: Weak
Kitana has the most devastating move in the entire game: the Fan Lift.
If you trap an opponent in this, you can take off at least half of their
energy. The trick is getting your opponent to jump into it, which takes
some skill. The Aerial Punch is good for hitting jumping opponents and
as part of combos. The Fan Throw comes out slowly while done on its on,
but as part of a combo, it comes out lightning quick. The Fan Throw
takes off average damage. Kitana is fast all around and good at close
fighting, with her speedy jabs and kicks. Throw in the Fan Swipe, good
for close fighting, and you have on the best fighters in the game.
===
JAX
===
Uppercut: Good
Jump Kick: Good
Roundhouse: Weak
Jax has some very powerful moves, and is a terrific close in fighter.
The Quadruple Slam can be done every time you throw your opponent. Just
throw them the regular way and tap HIGH PUNCH until the fourth slam is
over. The Gotcha Grab can catch unsuspecting and jumping opponents and
subject them to facial assault. Up to five face smashes are possible,
just keep hitting LOW PUNCH. The Back Breaker is best used as a combo.
You can follow must jump kicks or hop kicks with this for additional
damage. The energy wave takes off average damage, but has a very long
hitting area, which is great for hitting jumpers. Add the Ground Smash
to every hit you do for extra damage. The only way to block this is to
jump.
=======
MILEENA
=======
Uppercut: Awesome
Jump Kick: Good
Roundhouse: Weak
Mileena is very effective when playing a controled offense. The
Teleport Kick can be used to knock all jumping opponents to the ground,
and to hit opponents right after they fire their missile weapon. It is
easy to spot and block, though. Her Sai Throw is a charge weapon which
makes it more awkward to use. But once it is mastered, you can throw it
into most combos. It can be used in the air to hit jumping opponents.
The Ground Roll is the key element to most of her combos. Best used
after a jump kick, because if blocked, you are vulnerable to nasty
things.
======
BARAKA
======
Uppercut: Good
Jump Kick: Awesome
Roundhouse: Good
One of the best close in fighters. The Blue Bolt is an average missile
weapon that does average damage. Baraka is very vulnerable after he
shoots it. He can easily be swept from long range, and his arms stick
way out, just waiting to be hit. The Blade Fury, the bloodiest move in
the game, is good to use for inbound jumping opponents, or as part of a
jump kick combo. It is hard to use at close range, because the motion
requires three back taps, which move you away from your opponent. The
Blade Swipe has long range, about the same as the sweep. The Double
Kick may look funny, but it is devastating if used properly. At close
range it is unblockable if used twice in a row. That, combined with the
swipe, roundhouse, awesome jabs, and good roundhouse, make Baraka one
tough fighter. Another assett is his jump kick, which has a huge
hitting area. This makes it almost impossible to defend against his
jump kicks.
========
SCORPION
========
Uppercut: Weak
Jump Kick: Good
Roundhouse: Awesome
Scorpion can be used both defensively and offensively. His roundhouse
makes him almost impossible to jump at. The Spear can be used to pull
in jumping opponents, and is also good as part of a combo. Always
follow the Spear with an uppercut, unless you are feeling cocky. Your
opponent will be stunned after they are speared, but do not try to jump
over them, they will suddenly revive. The Air Throw is hard to pull off
against a decent human opponent. It is effective not at the top of
Scorpions jump, but closer to the ground, where it is harder to react
to. The Teleport Punch is good to keep people guessing when standing on
the far side of the screen. Never use the teleport at an obvious time,
it is easy to retaliate to.
======
RAIDEN
======
Uppercut: Good
Jump Kick: Weak
Roundhouse: Good
And finally Raiden, the thunder god who turned into a good guy. He is a
tremendous offensive player is used right. The Teleport can get you
around and out of trouble quickly, and is good for sneaking close to
your opponent. The Body Launch can be done in the air, which is good
for catching jumpers, or picking them off the ground by just touching
their head. The Lightning is an average missile weapon, doing average
damage. The Electric Grab is a charge move, which restricts your use of
the HIGH PUNCH button and ties up your hands. Not very effective unless
you are good at keeping it a suprise. Always do a combo after the
Electric Grab shocks your opponent. This move does not work against the
computer for some reason.
************************************************************************
********************* Strategy and Tactics *********************
************************************************************************
Here are some basic things you can do while fighting the computer or a
human opponent. Let me emphasize basic. You experts allready know all
this stuff. The following are just some suggestions that you can apply
if you are a novice or just learning the game. Not all the known
tactics are included for the sake of space and my sanity. Go to your
arcade and watch a few pros to see what to do in different situations.
Around here, I've noticed that different areas of town have different
tactics that are used. Once you get used to playing a different style,
you can use that knowledge to your advantage.
===========================
FIGHTING COMPUTER OPPONENTS
===========================
The computer is very easy to defeat once you get used to the patterns it
uses. To counter this ease of defeat, the computer behaves cheaply: it
can throw you at all times, and do missile weapons faster than possible.
The inability to block computer throws forces you into a pattern of jump
kick combos. Why can't you block computer throws? Perhaps to force you
into more offensive attacks.
o Use sweeps a lot, and sweep multiple times. Time them so
they hit the feet of the opponent at your fullest range. Otherwise the
computer will walk through your sweep and throw you. It is possible to
beat the computer using nothing but sweeps.
o Use early jump kicks a lot. Jump away from your opponent as
far a you can. Then jump towards them and kick early. The computer
will either walk right into your kick, jump back, or try to retaliate.
Most often as retaliation they will do a straight up jump kick that will
usually not connect.
o Time your jump kicks. If you are far away from the
computer, stand still. The opponent will walk halfway across the screen
then stop. It will then start to fire a missile weapon. At this point
walk forward a bit then jump towards them. Their missile attack should
go under you, leaving them vulnerable to a jump kick then combo. If you
jump too soon or too late you will get hit.
o Avoid all close in fighting. Don't try to walk up and punch
the computer unless on a low difficuly setting. They will either throw
you or punch you then throw you. Only punch the computer as
retaliation.
o Walk the computer to the corner. Sometimes when you jump
towards the computer oppoenent, they will start to walk backwards. Keep
walking towards them until they reach the corner. When they do, walk
back to a good jump kick range. Wait for the computer to start to fire
their missile, then jump in and do the combo of your choice.
o If you jump in and the computer blocks, walk back a few
steps then jump away. If you jump back immediately, the computer will
hit you with a missile or a straight up hop kick.
o Using which joystick determines some computer actions.
Playing on the right side usually makes it easier to defeat the
computer. Playing on the left side allows you to trick the computer
into jumping towards you. Let the computer walk towards you. When they
are getting within sweep range, jump away. Sometimes the computer will
stand there for a moment then jump towards you without kicking, leaving
them vulnerable to the combo of your choice. Of course playing on the
left side makes the computer more difficult, somehow.
o If you are fighting the first opponent on medium or less
difficulty, you can just use the crouching punch the entire round and
the will not be able to throw you.
================
FIGHTING KINTARO
================
Kintaro is actually a challenge to beat. His moves are very powerful
and he is fast for a big guy. Stay away from that scorching fireball
blast and you should be OK. Don't let the crowd get to you either, they
are definately biased.
o Use footsweeps a lot, he is a sucker for them. Time your
sweep so that you hit him with the end of your foot just as he walks
into range. He will stagger back and groan. Duck, then repeat.
o Jump kicks work sometimes, but don't use them a whole lot.
Kintaro will most likely block then grab you or punch you. If he does
block, you can try to jump away and run the risk of the fireballs. Or
try a standing block. If he punches or uppercuts you, it hurts, but at
least you won't go flying. Hop kicks work the same way.
o Kintaro is a cocky four armed tony the tiger. If he leans
back, growls, and flexes, uppercut him. Missile him. Jump kick and
combo him. Hurt him.
o Kintaro is easiest to hurt when he hops towards you. It is
easy to spot when he will do it because he hops in place first. If you
see him do this, align yourself to be in the best position to retaliate.
When he hops towards you, uppercut him or whatever.
o If Kintaro spits fireballs at you, duck.
o When Kintaro jumps into the sky, get out of the way. The
best things to do is jump away and kick. This will usually hit. If you
are good, you can uppercut Kintaro as he is coming down. If you are
trapped in the corner, try jumping away from the corner while punching.
o Always do your missile after you knock Kintaro down. It
will usually hit him unless you are on the far side of the screen.
o After Kintaro jumps on you from the sky, he will always lean
back and growl. When he does this you can either walk up and uppercut
him, use your missile, or use a jump kick - combo.
==================
FIGHTING SHAO KAHN
==================
Shao Kahn, like Kintaro, is a challenge to beat. You can not fight him
'normally' because he is immune to jump kicks, walks faster than you,
and has devastating moves. Stay away from his spear, and never get hit
by his shadow charge.
o When the round begins, chances are Shao Kahn will charge you
or throw his spear at you. If this happens, jump away from him quickly.
If you can't jump in time, duck and block, then jump away. You will be
forced to take blocking damage, which hurts.
o Shao Kahn is a taunter. If he says things like 'You will
die' and 'I will destroy you', he is taunting you. He is also
vulnerable then. Walk up and uppercut him, missile him, etc.
o One tactic to use is to jump right in front of Shao Kahn and
immediately duck. He will either charge you (in which case you take
damage), or uppercut you. His uppercut will miss and you will have a
chance to uppercut him, or do whatever. Repeat this throughout the
round.
o If you do hit Shao Kahn, be sure to fire your missile while
he is getting up. He will always get hit if you are at the right
distance.
o Another tactic is to go all the way into the corner. Let
Shao Kahn get close. If he charges, block then uppercut. Follow the
uppercut with a missle. Then duck and block again and hopefully he will
do the same thing.
o The easiest way to beat Shao Kahn is to use Kitana. Let
Shao Kahn walk close to you then do the fan lift. He will walk right
into it. Do the jump kick - fan throw - aerial punch combo. Allow him
to walk towards you again and repeat. This tactic also works well on
Kintaro.
========================
FIGHTING HUMAN OPPONENTS
========================
o Play defensively. Always allow your opponent to make the
first move. When they do make a move, capitalize on their mistakes.
Learn how to retaliate effectively to take off the most damage.
o Master close fighting. If you can handle an opponent at
close range, this will force them into jumping or long range attacks
which you can counter. Use a series of low punches, rounhouses, sweeps,
crouching punches, and crouching kicks to throw them off balance. Your
opponent will always expect you to throw jabs at them, but when you mix
in a crouching punch or a roundhouse, that will throw them off, and they
will react hastily. Learning how to block properly (down + away) is
also very important.
o Never jump. Especially towards your opponent. Unless you
are playing Baraka or Shang Tsung, it is very easy to retaliate against.
Stay on the ground as much as possible. Always walk towards your
opponent and engage them in close fighting.
o Never use missile weapons at close to mid range. It is too
easy to retaliate against at close distance. At mid distance, it is
very easy to do a jump kick over the missile weapon. Missle weapons at
long distance is good of course, unless you are playing a Scorpion or a
Mileena who can get you with a special move.
o Learn other tactics by watching or playing someone else.
Learning by experience is the best way to go, and you can pick up
different strategies that are not listed here.
************************************************************************
**************************** Combos ****************************
************************************************************************
==============
GENERAL COMBOS
==============
Crouch Punch - Uppercut
Jump Kick - Sweep
Jump Kick - Standing Kick
Jump Kick - Hop Kick
Jump Kick - Missile Weapon
Air Jab - Hop Kick
Air Jab - Missile
Air Jab - Standing Kick
o Jump Kick - Sweep: If you are fighting against the
computer, you can usually follow a jump kick a foot sweep. Sweep again
until they jump away then start this again. Against a human opponent,
jump kick them near in the corner then do the sweep.
o Jump Kick - Standing Kick: Jump kick your opponent low then
do a regular standing kick, with HIGH KICK or LOW KICK. You must press
the kick button at the exact time when you land on the ground, otherwise
the kick will come out to late.
o Jump Kick - Hop Kick: Jump kick your opponent low and
immediately do a hop kick. This works well for some of the characters,
including the ninjas and Shang Tsung.
o Jump Kick - Missile Weapon: Jump kick your opponent low and
immediately do the missile weapon. It is important to kick them low and
deep so you can land on the ground quickly and fire your missile weapon.
Be sure to buffer the move right before you jump kick if possible.
o Air Jab - Hop Kick/Missile Weapon: If your opponent jumps
at you, high punch twice just as they are about to kick you. This works
best for good punchers or against weak kickers. Follow the punches with
a hop kick or a missile weapon. If you punch more than twice, it is
likely that you will not recover in time to get in another move.
=============
CORNER COMBOS
=============
Jump Kick - Roundhouse
Jump Kick - Missile
Jump Kick - Standing Kick
Jump Kick - Crouch Punch - Uppercut
Jump Kick - Two Crouch Punches - Uppercut
Jump Kick - Two Crouch Punches - Jab - Roundhouse
Jump Kick - Two Crouch Punches - Jab - Missile
o Jump Kick - Missile: This is far easier to do in the
corner, because your opponent is right in front of you when you land.
Your missile doesn't have to travel far to hit. This is good for
Barakas slicer, Cages shadow kick, Mileenas Roll, etc.
o Jump Kick - Two Crouch Punches - Uppercut: This works best
for the male ninjas and Cage. With the other fighters, just one crouch
punch will suffice. Jump kick your opponent low, immediately duck, and
do two crouching punches. This will juggle them higher where you can
then do the combo of your choice.
o Other Corner Combos: I am not going to bother to list these
for each fighter because there are too many. Especially with Kitana.
The general corner combo rule is three hits and you're out. After three
consecutive hits, you will get stunned and pushed out of the corner.
But if you can do the move fast enough, you can sometimes get more hits
in. Try experimenting with Kitana fan lift in the corner, using
different series of hop kicks, punches, fan lifts, and fan throws. One
hundred percent damage combos are possible, you will discover.
========
LIU KANG
========
Jump Kick - Flying Kick
Jump Kick - Low Fireball
Jump Kick - Bicycle Kick
Jump Kick - Standard Fireball
Jump Kick - Standard Fireball - Low Fireball
Jump Kick - Standard Fireball - Bicycle Kick
Hop Punch - Low Fireball
Hop Punch - Standard Fireball - Low Fireball
Air Jab - Flying Kick
Air Jab - Fireball
Air Jab - Bicycle Kick - Low Fireball
Air Jab - Hop Punch - Standard Fireball
o Jump Kick - Flying Kick: Jump kick your opponent low and
immediately do the flying kick. Start the two forward motion right
before you hit, then quickly press HIGH KICK. Sometimes if you do the
flying kick to fast you will go over your opponent, so make sure you are
on the ground first.
o Hop Punch - Standard Fireball: Hop punch your opponent in
the air and immediately do the standard fireball. Start the two forward
motion right before you hit, then quickly press HIGH PUNCH. Follow this
with a low fireball, which they must take blocking damage against.
o Jump Kick - Bicycle Kick: Jump kick your opponent low and
immediately do the bicycle kick. Be sure to charge the bicycle kick a
few seconds before you jump. Wait until you land on the ground before
releasing LOW KICK, otherwise the bicycle kick will not work.
o Jump Kick - Standard Fireball - Low Fireball: Jump kick
your opponent and immediately do a high fireball. Start the two forward
motion right before you hit, then quickly press HIGH PUNCH. Follow the
standard fireball with a ground fireball, which can usually be blocked.
o Air Jab - Bicycle Kick - Low Fireball: Hit your opponent
with several high jabs if they jump at you, then do the bicycle kick.
If you hit them right, the bicycle kick will hit them near their feet,
and you'll have time to get in a low fireball before they land.
========
KUNG LAO
========
Jump Kick - Hat Throw
Jump Kick - Whirlwind Spin
Jump Kick - Hop Kick - Aerial Kick
Jump Kick - Sweep - Whirlwind Spin - Aerial Kick
Hop Kick - Aerial Kick
Whirlwind Spin - Hat Throw
Whirlwind Spin - Jump Kick
Whirlwind Spin - Hop Kick
Whirlwind Spin - Hop Kick - Aerial Kick
Air Jab - Hat Throw
Air Jab - Hop Kick - Aerial Kick
Air Jab - Teleport Kick - Aerial Kick
o Jump Kick - Hat Throw: Jump kick your opponent low and
immediately do the hat throw. Be sure to guide the hat down so it hits
the falling opponent.
o Hop Kick - Aerial Kick: If your opponent jumps at you, do a
hop kick quickly followed by the aerial kick. This is a very fast combo
that takes off good damage.
o Jump Kick - Whirlwind Spin: Jump kick your opponent in the
corner and execute the spin. Be sure to kick them low, and start the
spin immediately by pressing up and LOW KICK repeatedly.
o Whirlwind Spin - Jump Kick: If the opponent is hit with the
spin as it is slowing down, Kung Lao recovers fast enough for him to do
a jump kick, aerial kick, or hat throw.
o Jump Kick - Sweep - Whirlwind Spin - Aerial Kick: This
combo work well against computer opponents who 'extend' on a missile
weapon, such as Scorpion or Baraka. Jump kick low and deep then walk
forward a step or two. Sweep, and as the opponent stands, do the
whirlwind spin. After this hits the opponent, jump forward and do the
aerial kick. Also - if you kick low and deep enough there is no need to
walk forward, and sometimes it is possible to get in a hop kick after
the whirlwind spin.
o Air Jab - Teleport - Aerial Kick: Punch your opponent as
they jump at you with a couple of high jabs. Do the teleport and kick
or punch, which should knock them high enough to get in the aerial kick.
===========
JOHNNY CAGE
===========
Jump Kick - Low Bolt
Jump Kick - Shadow Kick
Jump Kick - Shadow Uppercut
Axe Kick - Shadow Kick
Axe Kick - Shadow Uppercut
Ball Breaker - Uppercut
Ball Breaker - Axe Kick
Ball Breaker - Axe Kick - Shadow Kick
Ball Breaker - Turn Around Kick
Ball Breaker - Turn Around Kick - Shadow Kick
Ball Breaker - Turn Around Kick - Low Bolt
Air Jab - Shadow Kick
Air Jab - Shadow Uppercut
Air Jab - Low Bolt
Air Jab - High Bolt
Air Jab - Hop Punch - Shadow Kick
o Jump Kick - Shadow Kick: Jump kick your opponent low and
immediately do the shadow kick. If your opponent is jumping towards
you, do a hop kick followed by the shadow kick.
o Jump Kick - Shadow Uppercut: Jump kick you opponent low and
immediately do the shadow uppercut. You must kick low and deep and do
the shadow uppercut as fast as possible, otherwise it will be to late to
connect. This is easier when close to the corner.
o Jump Kick - Low Bolt: Jump kick your opponent low and
immediately do the low green bolt. After starting the jump kick, keep
the joystick in the away position, so you can quickly do the half-circle
motion right after you hit.
o Ball Breaker - Turn Around Kick - Shadow Kick: Do the ball
breaker against your opponent. Immediately jump over the groaning
victim and kick them low as you turn to face the other direction.
Follow this with the shadow kick or shadow uppercut. The computer does
not block this combo.
o Ball Breaker - Axe Kick - Shadow Kick: Do the ball breaker
against your opponent. Walk forward and do the axe kick. As soon as
Cage recovers from the kick, do the shadow kick. The computer does not
block this combo.
=======
REPTILE
=======
Jump Kick - Acid Spit
Jump Kick - Slide
Jump Kick - Hop Kick - Slide
Forceball - Crouch Punch - Uppercut
Forceball - Hop Kick - Slide
Forceball - Air Jab - Hop Kick - Slide
Air Jab - Acid Spit - Slide
Air Jab - Hop Kick - Slide
o Jump Kick - Acid Spit: Jump kick your opponent low and
immediately do the acid spit. Start the two forward motion right before
you hit, then quickly press HIGH PUNCH.
o Forceball - Air Jab - Hop Kick - Slide: Do the forceball
move on your opponent. If they get hit by it, do two high punches as
they are coming towards you. You need to be at the right distance for
the high punches to connect. After the punches do a hop kick. After
the kick complete the combo with the slide.
o Air Jab - Hop Kick - Slide: Same as above combo, but
without the forceball. Against opponents with a weaker kick, you can
punch them out of the air using high punch. Follow this with a fast hop
kick then slide.
========
SUB-ZERO
========
Jump Kick - Slide
Jump Kick - Hop Kick - Slide
Jump Kick - Ground Freeze - Uppercut
TAK - Hop Kick - Slide
TAK - Hop Kick - Ground Freeze - Uppercut
Air Jab - Ground Freeze
Air Jab - Hop Kick - Slide
o Jump Kick - Slide: Jump kick your opponent low and
immediately do the slide. If you do not kick low and deep enough, the
slide may not connect on human opponents. It almost always works
against the computer though.
o Jump Kick - Hop Kick - Slide: Jump kick your opponent low
and immediately do a hop kick, followed by the slide. Easiest when your
opponent is frozen.
o Jump Kick - Ground Freeze - Uppercut - Slide: Jump kick
your opponent low and immediately do the ground freeze. Kick them deep
otherwise they will land beyond the range of the ground freeze. If they
slip, hit them with the uppercut then slide.
===========
SHANG TSUNG
===========
Jump Kick - Fireball
Jump Kick - Two Fireballs
Jump Kick - Three Fireballs
Jump Kick - Morph - Slide
Air Jab - Fireballs
o Flaming Skulls: If you can catch your opponent in the air
with the first one, there is a good chance that the other two will hit.
Do the three skulls before your opponent jumps towards or away from you.
This really isn't a combo but it looks cool.
o Jump Kick - Flaming Skull: Jump kick your opponent low and
immediately do one flaming skull. Start the two back motion right
before you kick, then press HIGH PUNCH. This one is hard as Shang
Tsung's fireball travels slow. Two fireballs after the jump kick is
possible, and even three skulls is possible, although extremely
difficult.
o Jump Kick - Slide: Jump kick your opponent low and deep,
then quickly morph into Reptile or Sub-Zero. Once morphed, execute the
slide.
======
KITANA
======
Jump Kick - Fan Throw
Jump Kick - Aerial Punch
Jump Kick - Fan Throw - Hop Kick
Jump Kick - Fan Throw - Aerial Punch
Hop Kick - Fan Throw
Hop Punch - Fan Throw
Fan Lift - Jump Kick
Fan Lift - Jump Kick - Fan Throw
Fan Lift - Jump Kick - Fan Throw - Hop Kick
Fan Lift - Jump Kick - Fan Throw - Aerial Punch
Fan Lift - Jump Kick - Fan Throw - Uppercut
Fan Lift - Jump Punch - Hop Punch - Fan Throw - Uppercut
Air Jab - Fan Throw
Air Jab - Aerial Punch
Air Jab - Fan Lift - Combo
Air Jab - Hop Kick - Fan Throw
o Jump Kick - Fan Throw: Jump kick your opponent low and
immediately do the fan throw. Start the two forward motion right before
you kick, then press both punch buttons. If you are fighting the
computer and they block your jump kick, the fan throw will usually hit.
o Jump Kick - Aerial Punch: This is a very impressive looking
combo. Jump Kick your opponent low and quickly do the aerial punch.
Works best against opponents who "bounce" high.
o Jump Kick - Fan Throw - Hop Kick: Jump kick your opponent
low and immediately do the fan throw. Start the two forward motion
right before you kick, then press both punch buttons. If you connect on
the first jump kick and get the fan out fast, you can also hop kick your
opponent as the are falling back. You can kill the computer in six
seconds using this combo twice.
o Fan Lift - Jump Kick - Fan Throw - Aerial Punch: Catch the
opponent with the fan lift and wait until they are near the top. Walk
forward as far as you can then do a jump kick, catching the opponent as
they are falling down. Immediately do the fan throw, quickly followed
by a hop kick or aerial punch. This works very well against Kintaro and
Shao Kahn.
o Fan Lift - Jump Kick - Fan Throw - Uppercut: Opponent must
be near the corner. Catch the opponent with the fan lift and wait until
they are near the top. Walk forward as far as you can then do a jump
kick, hitting the opponent at the top of the lift. Immediately do the
fan throw. As the are falling down do an uppercut.
o Fan Lift - Jump Punch - Fan Throw: If you use a punch
instead of a kick, it will knock the opponent higher into the air,
making it easier to do the fan throw. Time the punch so that you hit
them at the peak of the lift.
===
JAX
===
Jump Kick - Ground Smash
Jump Kick - Energy Wave
Jump Kick - Gotcha
Jump Kick - Back Breaker
Jump Kick - Hop Kick - Ground Smash
Hammer - Uppercut
Hammer - Gotcha Grab
Hammer - TAK - Back Breaker - Ground Smash
Air Jab - Gotcha
Air Jab - Energy Wave
Air Jab - Hop Kick - Back Breaker
o Overhead Hammer - Uppercut: The overhead hammer will stun
the opponent momentarily. You can follow this with any move, such as
an uppercut or grab and pound. Consecutive hammers are not possible.
o Jump Kick - Energy Throw: Jump kick your opponent low and
immediately do the energy throw. After starting the jump kick, keep the
joystick in the forward/down position, so you can quickly do the half-
circle motion right after you hit.
o Jump Kick - Gotcha Grab: Jump kick your opponent low and
immediately do the gotcha grab. Start the two forward motion right
before you hit, then quickly press LOW PUNCH. Jax will grab nothing but
air if not done quickly enough.
o Jump Kick - Back Breaker: Jump kick your opponent low and
immediately do the back breaker. Be sure to kick low and deep. As soon
as you press the kick button press BLOCK to execute the back breaker.
=======
MILEENA
=======
Jump Kick - Ground Roll
Jump Kick - Teleport Kick
Jump Kick - Sai Throw
Jump Kick - Hop Kick - Ground Roll
Jump Kick - Ground Roll - Sai
Jump Kick - Ground Roll - Hop Kick
Jump Kick - Sai Throw - Ground Roll - Hop Kick
Ground Roll - Air Jab - Sai Throw
Air Jab - Teleport Kick
Air Jab - Hop Kick - Sai Throw
Air Jab - Hop Kick - Ground Roll
Air Jab - Hop Kick - Ground Roll - Hop Kick
Air Jab - Hop Kick - Ground Roll - Hop Kick - Sai Throw
o Jump Kick - Throwing Sais: Jump kick your opponent low and
immediately do the throwing sais. You will need to charge the move
before you jump. Immediately after hitting with the jump kick, release
HIGH PUNCH.
o Hop Kick - Throwing Sais - Teleport Kick: Hop kick your
opponent as they jump towards you and immediately throw the sais. As
soon as you hit on the hop kick release HIGH PUNCH. After the sais hit
do the teleport kick.
o Jump Kick - Ground Roll: Jump kick your opponent low and
immediately do the ground roll. Start the two back motion just before
you hit in order to get the move off quickly.
o Ground Roll - Air Jab - Sai Throw: When your opponent jumps
in front of you, time it so you hit them just before they land.
Sometimes when you hit them, they will get hit back into you. If this
happens you can uppercut, sai throw, or whatever.
======
BARAKA
======
Jump Kick - Swipe
Jump Kick - Blade Fury
Jump Kick - Bolt
Double Kick - Standing Kick
Double Kick - Hop Kick
Double Kick - Hop Punch
Double Kick - Blade Fury
Double Kick - Swipe
Double Kick - Bolt
Double Kick - Punch - Hop Kick
Double Kick - Punch - Bolt
Air Jab - Blade Swipe
Air Jab - Blue Bolt
o Jump Kick - Blue Bolt: Jump kick your opponent low and
immediately do the blue bolt. After starting the jump kick, keep the
joystick in the down position, so you can quickly do the quarter-circle
motion right after you hit.
o Jump Kick - Blade Fury: Jump kick your opponent low and
immediately do the blade fury. Start the three back motion right before
you hit, then quickly press LOW PUNCH. If you do not connect with the
blade fury, you are left vulnerable for an attack.
o Double Kick: As you can see, this is my favorite!
========
SCORPION
========
Jump Kick - Spear
Jump Kick - Teleport Punch
Jump Kick - Leg Takedown
Hop Punch - Air Throw
Hop Punch - Teleport - Spear
Air Jab - Spear
Air Jab - Teleport - Hop Kick
Air Jab - Teleport - Spear
Air Jab - Hop Kick - Teleport - Spear
o Jump Kick - Spear: Jump kick your opponent low and
immediately do the spear. Start the two back motion right before you
hit, then quickly press LOW PUNCH.
o Jump Kick - Leg Grab: Jump kick your opponent low and
immediately do the leg grab. After starting the jump kick, keep the
joystick in the forward position, so you can quickly do the half-circle
motion right after you hit.
o Teleport Punch - Spear: Teleport punch your opponent and
immediately spear. This will work best if you catch the opponent in the
air with the teleport punch, making it easier to spear them before they
hit the ground.
o Teleport Punch - Leg Grab: Teleport punch your opponent and
immediately do the leg grab. This will work best if you catch the
opponent in the air with the teleport punch, making it easier to leg
grab them just as they hit the ground.
o Turn Around Kick - Teleport Punch - Spear: Do a turn around
kick on your opponent and immediately do the teleport punch. If you
connect on the teleport punch throw the spear, and finish with an
uppercut.
======
RAIDEN
======
Jump Kick - Lightning
Jump Kick - Body Launch
Jump Kick - Hop Kick - Body Launch
Hop Kick - Body Launch
Electric Grab - Two Punches - Body Launch
Electric Grab - Two Punches - Hop Kick - Body Launch
Air Jab - Lightning
Air Jab - Body Launch
Air Jab - Hop Kick - Body Launch
Air Jab - Teleport - Heavy Punch
Air Jab - Teleport - Air Jab - Launch
o Jump Kick - Body Launch: Jump kick your opponent low and
immediately do the body launch.
o Hop Kick/Punch - Body Launch: Hop kick/punch your opponent
in the air and immediately do the body launch.
o Jump Kick - Lightning: Jump kick your opponent low and
immediately do the lightning. After starting the jump kick, keep the
joystick in the down position, so you can quickly do the quarter-circle
motion right after you hit.
o Electric Grab - Two Punches - Body Launch: As Raiden lets
go of the opponent after the electric grab, punch twice. This will pop
them into the air, which can be followed by the body launch.
************************************************************************
************************* Retaliation **************************
************************************************************************
Retaliation is on of the key elements to winning. If you know how to
respond to your opponents mistakes and take off the most damage, you
have them. The following are just some examples of what you can do in a
certain situation. For the sake of space, not all combos are listed.
Check out the combo section for info on what to do after an Air Jab.
If your opponent jumps directly in front of or on top of you:
o General: Uppercut
o General: Standing Kick
o General: Roundhouse
o General: Crouch Kick
o General: Straight Up Hop Kick
o General: Straight Up Hop Punch
o General: Crouch Punch - Uppercut
o General: Air Jab - Hop Kick
o General: Air Jab - Missile
o General: Air Jab - Combo
o Kung Lao: Whirlwind Spin - Combo
o Johnny Cage: Shadow Uppercut
o Kitana: Fan Lift - Combo
o Jax: Gotcha Grab
o Mileena: Ground Roll - Combo
o Baraka: Blade Fury
o Baraka: Blade Swipe
o Raiden: Teleport
If your opponent jumps in front of you:
o General: Missile Weapon
o General: Hop Kick
o General: Hop Punch
o Liu Kang: Flying Kick
o Liu Kang: Bicycle Kick
o Johnny Cage: Shadow Kick
o Johnny Cage: Shadow Uppercut
o Reptile: Forceball - Combo
o Sub-Zero: Ground Freeze - Uppercut
o Mileena: Jump - Sai Throw
o Baraka: Blade Swipe
o Scorpion: Teleport Punch - Combo
o Raiden: Body Launch
If your opponent jumps directly behind you:
o General: Uppercut
o General: Air Jab - Combo
o General: Standing Kick
o General: Throw
o General: Missile Weapon
o Liu Kang: Bicycle Kick
o Kung Lao: Whirlwind Spin - Combo
o Johnny Cage: Ball Breaker
o Johnny Cage: Shadow Kick
o Johnny Cage: Shadow Uppercut
o Kitana: Fan Lift - Combo
o Jax: Gotcha Grab
o Mileena: Ground Roll - Combo
o Baraka: Blade Fury
o Baraka: Blade Swipe
o Scorpion: Leg Takedown
o Raiden: Body Launch
o Raiden: Electric Grab
If your opponent jumps away from you:
o General: Missile
o Liu Kang: Flying Kick
o Liu Kang: Bicycle Kick
o Kung Lao: Teleport Punch - Aerial Kick
o Reptile: Forecball - Combo
o Kitana: Flying Punch
o Jax: Ground Smash
o Mileena: Teleport Kick
o Scorpion: Teleport Punch - Combo
o Raiden: Body Launch
o Raiden: Teleport - Air Jab - Combo
If your opponent sweeps you, block then:
o General: Standing Kick
o General: Sweep
o General: Crouch Kick
o General: Throw
o General: Low Jabs
o General: Missile
o Liu Kang: Bicycle Kick
o Kung Lao: Whirlwind Spin - Combo
o Johnny Cage: Shadow Kick
o Johnny Cage: Shadow Uppercut
o Reptile: Slide
o Sub-Zero: Slide
o Jax: Quadruple Slam
o Jax: Ground Smash
o Mileena: Ground Roll
o Baraka: Swipe
o Baraka: Blade Fury
o Scorpion: Spear - Uppercut
o Raiden: Body Launch
If you block a missile, knee, kick, or other move at close range:
o General: Standing Kick
o General: Sweep
o General: Throw
o General: Roundhouse
o General: Low Jabs
o General: Uppercut
o Liu Kang: Bicycle Kick
o Kung Lao: Whirlwind Spin - Combo
o Johnny Cage: Shadow Kick
o Johnny Cage: Shadow Uppercut
o Johnny Cage: Ballbreaker
o Reptile: Slide
o Sub-Zero: Slide
o Jax: Quadruple Slam
o Jax: Gotcha Grab
o Mileena: Ground Roll - Combo
o Baraka: Swipe
o Baraka: Blade Fury
o Scorpion: Leg Takedown
o Raiden: Body Launch
o Raiden: Electric Shocker - Combo
If Liu Kang does the Flying Kick, block then:
o General: Uppercut
o General: Roundhouse
o General: Low Jabs
o General: Missile
o Liu Kang: Bicycle Kick
o Johnny Cage: Shadow Kick
o Johnny Cage: Shadow Uppercut
o Johnny Cage: Ball Breaker
o Kitana: Fan Lift - Combo
o Jax: Gotcha Grab
o Mileena: Ground Roll
o Baraka: Blade Swipe
o Baraka: Blade Fury
o Scorpion: Spear - Uppercut
o Raiden: Body Launch
If Liu Kang does the Bicycle Kick, block then:
o General: Standing Kick
o General: Hop Kick
o General: Missile
o General: walk forward - Uppercut
o General: walk forward - Roundhouse
o General: walk forward - Low Jabs
o General: walk forward - Air Jab - Combo
o Liu Kang: Bicycle Kick
o Liu Kang: Flying Kick
o Kung Lao: Hop Kick - Aerial Kick
o Johnny Cage: Shadow Kick
o Johnny Cage: Shadow Uppercut
o Sub-Zero: Ground Freeze - Uppercut
o Kitana: Fan Lift - Combo
o Jax: Gotcha Grab
o Jax: Hop Kick - Back Breaker
o Mileena: Hop Kick - Ground Roll
o Baraka: Blade Swipe
o Baraka: Blade Fury
o Scorpion: Spear - Uppercut
o Scorpion: Hop Kick - Teleport Punch - Combo
o Raiden: Body Launch
o Raiden: Hop Kick - Body Launch
If Kung Lao does the Ground Teleport, duck then:
o General: Uppercut
o General: Crouch Punch - Uppercut
o Liu Kang: Bicycle Kick
o Liu Kang: Low Fireball
o Johnny Cage: Ball Breaker - Combo
o Mileena: Ground Roll - Combo
o Scorpion: Leg Takedown
If Kung Lao does the Aerial Kick, or Mileena does the Ground Roll, or
Scorpion does the Teleport Punch, block then:
o General: Standing Kick
o General: Missile
o General: Walk Forward - Uppercut
o General: Walk Forward - Air Jab - Combo
o Liu Kang: Bicycle Kick
o Kung Lao: Whirlwind Spin - Combo
o Johnny Cage: Shadow Kick
o Johnny Cage: Shadow Uppercut
o Sub-Zero: Ground Freeze - Combo
o Kitana: Hop Kick - Fan Throw
o Kitana: Fan Lift - Combo
o Jax: Gotcha Grab
o Jax: Hop Kick - Back Breaker
o Mileena: Hop Kick - Sai Throw
o Mileena: Hop Kick - Ground Roll - Combo
o Baraka: Blade Swipe
o Baraka: Blade Fury
o Scorpion: Air Throw
o Raiden: Hop Kick - Body Launch
If Johnny Cage does the Shadow Kick, duck then:
o General: Uppercut
o Liu Kang: Bicycle Kick
o Johnny Cage: Ball Breaker
o Reptile: Slide
o Sub-Zero: Slide
o Mileena: Ground Roll - Combo
o Scorpion: Leg Takedown
o Raiden: Electric Grab - Combo
If Reptile turns invisible:
o General: Use early jump kicks/punches until you hit them.
o General: Use your missile weapon until it hits.
o Liu Kang: Bicycle Kick
o Kung Lao: Teleport Punch
o Reptile: Slide
o Sub-Zero: Slide
o Jax: Ground Smash
o Mileena: Ground Roll
o Mileena: Teleport Kick
o Scorpion: Teleport Punch
o Raiden: Body Launch
If Reptile or Sub-Zero does the slide, block then:
o General: Uppercut
o General: Roundhouse
o General: Standing Kick
o Liu Kang: Bicycle Kick
o Liu Kang: Ground Fireball
o Kung Lao: Whirlwind Spin - Combo
o Johnny Cage: Shadow Kick
o Johnny Cage: Shadow Uppercut
o Johnny Cage: Ball Breaker
o Reptile: Slide
o Sub-Zero: Slide
o Sub-Zero: Ground Freeze
o Kitana: Fan Lift - Combo
o Jax: Gotcha Grab
o Mileena: Ground Roll - Combo
o Baraka: Blade Swipe
o Baraka: Blade Fury
o Scorpion: Leg Takedown
o Raiden: Body Launch
o Raiden: Electric Grab - Combo
If Kitana does the Aerial Punch, duck then:
o General: Uppercut
o General: Roundhouse
o General: Standing Kick
o General: Missile
o General: Air Jab - Combo
o Liu Kang: Bicycle Kick
o Kung Lao: Whirlwind Spin - Combo
o Johnny Cage: Shadow Uppercut
o Johnny Cage: Shadow Kick
o Sub-Zero: Ground Freeze - Combo
o Kitana: Fan Lift - Combo
o Jax: Gotcha Grab
o Mileena: Ground Roll - Combo
o Mileena: Teleport Kick
o Baraka: Blade Swipe
o Baraka: Blade Fury
o Scorpion: Air Throw
o Raiden: Body Launch
If Mileena does the teleport kick, block then:
o General: Standing Kick
o General: Missile
o General: Hop Kick
o Liu Kang: Flying Kick
o Liu Kang: Bicycle Kick
o Kung Lao: Hop Kick - Aerial Kick
o Johnny Cage: Shadow Kick
o Johnny Cage: Shadow Uppercut
o Sub-Zero: Ground Freeze - Combo
o Kitana: Aerial Punch
o Kitana: Hop Kick - Fan Throw
o Kitana: Fan Lift - Combo
o Jax: walk forward - Gotcha Grab
o Jax: Hop Kick - Back Breaker
o Mileena: Hop Kick - Sai Throw
o Mileena: Ground Roll - Combo
o Baraka: Blade Swipe
o Scorpion: Hop Kick - Teleport Punch
o Raiden: Hop Kick - Body Launch
If Raiden does the Body Launch, block then:
o General: Missile
o Liu Kang: Flying Kick
o Liu Kang: Bicycle Kick
o Kung Lao: Teleport Kick - Combo
o Johnny Cage: Shadow Kick
o Johnny Cage: Shadow Uppercut
o Kitana: Aerial Punch
o Mileena: Teleport Kick
o Scorpion: Teleport Punch
o Raiden: Body Launch
o Raiden: Teleport - Air Jab - Combo
************************************************************************
********************** Secret Characters ***********************
************************************************************************
Congratulations! You Have Found The Passage From The Outworld To The
Earth Realm. Now You Must Battle With An Undiscovered Warrior From
Mortal Kombat One. Prepare Yourself To Return To Goro's Lair.
This is the message you are greeted with when you meet the requirement
to fight Jade or Smoke. Jade is essentially Kitana, except that she is
green and moves twice as fast. She is immune to all missile weapons.
Smoke is a gray male ninja who has the powers of Scorpion. He moves
extremely fast, and is constantly emitting smoke, which can be
distracting. Noob Saibot is an all black male ninja with the powers of
Scorpion. He is not as fast as Smoke, but still a challenge.
Both Jade and Smoke can be seen in the Living Forest when the look out
from behind the middle trees. They occasionally drop down during a
match and give clues on how to reach them. After you win or lose to any
of the secret characters, you are returned to the Choose Your Fighter
screen where you may pick another fighter.
Smoke clues: Jade clues:
I Am Called Smoke I Am Called Jade
Toasty Before The ?
You Can Start Finding Me Ermac Who?
Ermac Who? I Will Meet You In Goro's Lair
You Can Not Defeat Me Chun Who?
I Am One Of Three I Am One Of Three
Portal Restrict Yourself
I Will Meet You In Goro's Lair Alone Is How You Will Find Me
Mortal Kombat One One Day We Will Fight!
Prove Yourself Bring On Kano And Sonya!
=============
TO REACH JADE
=============
o Win one round on the stage directly before the question mark
using only LOW KICK. That is the only requirement. You may not press
BLOCK. You may reach Jade on any round of the stage. Unnecessary
requirements include flawless victories, fatalities, and a certain
number of wins.
==============
TO REACH SMOKE
==============
o Be on The Portal stage playing a two player game.
o Wait until the face pops out in the lower right corner and
says "Toasty!". The face will appear when you uppercut your opponent,
or your opponent uppercuts you. There is no determined way to get the
face to appear more frequently. It can appear a few times during a
match or not at all.
o As soon as the face appears, press the start button.
Whoever presses their start button first will be the one who will fight
Smoke. After fighting Smoke, you are returned to the Choose Your
FIghter screen where both players may pick again.
====================
TO REACH NOOB SAIBOT
====================
Incredible Winning Streak! A New Warrior Awaits You.
o Win 50 games in a row. You must be fighting against a human
opponent and receive the gold MKII symbol.
If you lose to Noob Saibot, you may fight him again by winning just one
more game or round. Apparently the computer only has 49 wins tracked if
you lose to Saibot, so you can theoreticly fight him over and over, as
long as you lose to him. And for the clueless, Noob Saibot is actually
Boon Tobias backwards. And for the truly clueless, Boon and Tobias are
the creators of Mortal Kombat.
************************************************************************
******************* Rumors and Things To Try *******************
************************************************************************
==================
RUMORS KILLED DEAD
==================
o Kano is not a playable character in MKII. The only place
you will see Kano in MKII is in the background of the Kahn's Arena
stage. The Kano Transformations tally in the audits menu is nothing
more than a red herring designed to generate interest and quarter
pumping to find a secret that isn't there. And it was effective. An
entire Usenet group is based on Kano sighting.
o 'Alitys' that do not exist in MKII: Animality, nudality,
gunality, ageality, hookality, weirdality, nationality, brutality,
rapality, gangstality, etc. They never have and never will.
o Secret characters who you will not find: Scarlett, Flame,
Inferno, Kano, Goro, Sonya, Shawn, Ermac, Watchdog, the monster in the
Dead Pool, that guy in the Living Forest, etc. These characters do not
exist in MKII. They never have and never will. The only secret
characters in MKII are Jade, Smoke, and Noob Saibot.
o Stage fatalities that are unreal: getting impaled on the
hooks, getting knocked into the mouth of the trees, picking up the
weapons in the weaponry and killing your opponent, raising the dead in
the graveyard, etc. These stage fatalities do not exist in MKII. They
never have and never will.
=============
THINGS TO TRY
=============
o Do Reptile's tongue fatality on The Armory stage and watch
the floor. This is a glitch and does not involve a secret room or
character.
o Sub-Zero can do the first half of his freeze-uppercut
fatality indefinitely. When you defeat your opponent with Shang Tsung,
morph into Sub-Zero and do the perma-freeze fatality repeatedly until
you are changed back into Shang Tsung. Then morph into the fighter of
your choice and do the fatality on a frozen victim.
o Defeat your opponent on the Dead Pool stage near the corner.
Then jump over them and do the Dead Pool fatality. The victim will go
flying the wrong way and splash into the wall.
o With Kitana, beat Shao Kahn by letting time expire. When
time is about to run out, catch Kahn in the fan lift so that he is off
the ground when time runs out. You will hear the sound of him
exploding, and then the machine will freeze. A good way to get your
credits back after beating the game. Of course, I am not endorsing
this, just giving you the facts. :)
o After doing the dead pool fatality, hold down on the
joystick. The computer will say "oh whoa" or something to that effect.
o Right after doing the pit fatality uppercut, hold down on
both joysticks. The body will slowly slip from the spikes and fall to
the ground.
o Play 250 games in a row. 'You have reached the outer limits
of the tournament. Now you both must face a challenge from your
past...' Pong! First player to seven wins. It is just like the
original Atari game.
************************************************************************
********************* Version Information **********************
************************************************************************
To date there have been three major release versions of MKII: version
1.1, 2.1, and 3.1. With each release more and more things are added, a
trend that will hopefully not be going on very much longer. You can
find out which version you are playing on by turning the machine off and
back on again. Remember, this guide is written for the most current
version of the game. If you are playing on an older version, have the
owner contact Midway to get the newer chips. The following is a basic
summary of differences in each version.
===========
VERSION 1.1
===========
o First version released to the public even though unfinished.
o Contained almost all moves but not many fatalities.
o Kintaro and Shao Kahn very difficult to beat.
o No game ending after beating Shao Kahn.
o Baraka's blade swipe had no sound.
o Shang Tsung had the ceiling walk bug.
o Could beat Kintaro by just punching the entire match.
===========
VERSION 1.4
===========
o Mileena's ground roll move added.
o Kung Lao's aerial kick added.
o Sub-Zero could do the first part of the freeze-uppercut
fatality during the match.
o Danger indicator added.
o This version contained many but not all aspects of version
2.1. Since version 1.4 was not widely circulated, those
changes will be listed under version 2.1.
===========
VERSION 2.1
===========
o First "official" release version.
o Intro text slightly changed.
o Reptile's slide added.
o Ending story and credits added.
o Computer intelligence improved.
o Nearly all fatalities were added.
o Friendships and babalities were added.
o The pit/spike fatality was added.
o Smoke and Jade were added.
o Kintaro and Shao Kahn easier to defeat.
o Could keep Kintaro and Shao Kahn up in the corner by using
repeated punches.
o Could crash the game through baby brutalization.
o Doing Shang Tsung's soul stealing fatality against Jax could
sometimes crash the game.
===========
VERSION 3.1
===========
o More amounts of blood added.
o Dead Pool fatality added.
o Noob Saibot added.
o Raiden's super uppercut fatality added.
o Kung Lao's friendship added.
o Pictures of the creators added after the credits.
o Revolution X and DCS ads added.
o Comic and CD offer shows picture of CD.
o Computer intelligence increased.
o Computer has ability to do missile weapons in the air.
o Multiple babality problem fixed.
o Repeated punches in the corner against Kintaro fixed.
o Kitana's multiple fan lifts in the corner fixed.
o Sub-Zero freeze - punch - freeze - punch... fixed.
===========
VERSION 4.2
===========
o This is a pirated ROM and is not an official Midway release.
o It is only in a few arcades across the country.
o Uppercuts are faster.
o Cage does red shadow kick and uppercut every time.
o Cages shadow kick goes twice as far.
o Barakas roundhouse has awesome range.
o Noob Saibot after only six wins.
o Pong after only 20 or so wins.
o Secret characters vulnerable to missile weapons.
o Liu Kang has a red dragon fatality.
o Kung Lao has a bones in his hat fatality.
** I would like to stress that all versions above 3.1 are not official
versions and you will likely never see them. I haven't seen them
myself, so I can't confirm anything else that has been said about them.
************************************************************************
********************** Character Endings ***********************
************************************************************************
============
END MESSAGES
============
Who Is Smoke? Where Is Sonya?
Who Is Jade? Where Is Kano?
Friendship? Where Is Goro?
Babality?
Ceamr Odse Nto Exits (Ermac Does Not Exist)
Emro Batmok Ot Meok (More Kombat To Kome)
Sruep Ghih Miptac (Super High Impact)
Three Rae On Stniiiaamel (There Are No Animalities) or
(Animalities Are On There)
======================
LIU KANG (HO SUNG PAK)
======================
With his Shaolin temple in ruins, Liu Kang journeys into the Outworld,
enters Shao Kahn's tournament and unleashes a fury that does not end
until the defeat of Shao Kahn. Liu Kang then returns to the seclusion
of his Shaolin temple. He pays his respects to his lost brothers and
finally realizes that the events which have taken place were all
fulfillment of his destiny.
=========================
KUNG LAO (ANTONY MARQUEZ)
=========================
A former Shaolin Monk alongside Liu Kang, Kung Lao also grieves the loss
of their Shaolin brothers. He realizes that his ultimate fate lies
within the dark realm of the Outworld. He defeats his Outworld
opponents until he emerges the supreme champion. With his strength and
spirit in complete alignment he finally avenges the death of his great
ancestor. Although his greatest challenges lie ahead...
===========================
JOHNNY CAGE (DANIEL PESINA)
===========================
After disappearing from the set of his latest movie, Cage finally
resurfaces. He used all his knowledge and experiences as a fighter to
end the Outworld menace. Now heralded as a true hero, Cage receives the
respect he rightfully deserves. He also gets his inspiration for the
sequel to his blockbuster movie Mortal Kombat. MK II is released and
quickly becomes the greatest motion picture event of all time. Cage
realizes that MK III is inevitable.
=======================
REPTILE (DANIEL PESINA)
=======================
Reptile has always loyally served as Shang Tsung's protector. While
maintaining a very low profile in the first tournament he discovered
Tsung's plot to force the remaining members of his near extinct race
into slavery under Shao Kahn's rule. Reptile then devises a plan of his
own. He enters the Outworld tournament, defeats Shao Kahn and turns
against Shang Tsung, ending his master's scheme. Now his race can live
on in their own peaceful existence.
========================
SUB-ZERO (DANIEL PESINA)
========================
When Sub-Zero failed to return from the Shaolin tournament and rumor of
Shang Tsung's survival reached the Lin Kuei clan, they immediately sent
another assassin to complete the task. This new warrior is actually the
younger brother of the original Sub-Zero. He enters the outworld
contest and accomplishes his task. He learns of Scorpion's foul
vendetta against his brother but will never know why his life was
spared. Perhaps a third tournament is in his future?
==============================
SHANG TSUNG (PHILLIP AHN M.D.)
==============================
Shang Tsung not only turns against and defeats both Kintaro and Shao
Kahn, he also takes over their rule of the Outworld. With Shao Kahn's
armies at his command, he finally unbalances the Furies, and weakens the
dimensional gates between the Outworld and the Earth Realm. Along with
his elite group of sorcerers he uses this weakness to march a never
ending horde of demons into the earth and doom its inhabitants to
eternal darkness. Have a nice day.
=======================
KITANA (KATALIN ZAMIAR)
=======================
Through her years of working as an assassin, Kitana has learned many
secrets, especially about her own past. She finds that Mileena is not
her twin but a grotesque clone created by Shang Tsung. She learns that
her parents were former rulers of the Outworld overthrown by Shao Kahn.
Determined to take back what is rightfully hers she must defeat Kahn
himself. She does so by entering the tournament. She retakes her
parents' castle and restores the Outworld back into a realm of nobility.
==================
JAX (JOHN PARRISH)
==================
Jax finds Sonya held captive alongside their arch enemy Kano. Her only
chance of escape is by Jax entering Shao Kahn's contest. With fierce
determination he catches the Outworld warriors off guard and wins the
tournament bringing Shao Kahn's rule to a crashing halt. During the
chaos that follows, Jax and Sonya escape through the dimensional gate
from which they entered. Kano once again eludes capture but Jax and
Sonya know they will cross paths with him in the future.
========================
MILEENA (KATALIN ZAMIAR)
========================
Once thought to be Kitana's twin sister, Mileena is actually a grotesque
clone created by Shang Tsung. With Shao Kahn suspicious of Kitana's
motives, Mileena seizes the opportunity to attack Kahn and his minions.
Caught off guard they are no match for Mileena's speed. She wins the
tournament and together with her secret companion, Baraka, they rule the
world as King and Queen.
========================
BARAKA (RICHARD DIVIZIO)
========================
Known for his unpredictable actions and wild fits of anger, Baraka goes
on a rampage. After defeating the earth warriors he attacks Shang
Tsung, Kintaro and finally Shao Kahn himself. After defeating Shao
Kahn, Baraka's race of mutants arise from the wastelands and rebel
against what is left of Kahn's army. They eventually win and the
Outworld comes under the rule of King Baraka.
========================
SCORPION (DANIEL PESINA)
========================
Upon learning of Sub-Zero's reappearance, Scorpion enters Shao Kahn's
tournament. He witnesses Sub-Zero spare the life of an opponent and
realizes that this is not the same Sub-Zero who murdered him so long
ago. He lets the ninja live and goes on to defeat the Outworlders in
their unholy contest. With the defeat of Shao Kahn, Scorpion discovers
a new purpose for his existence. He becomes the guardian of the new
Sub-Zero to atone for murdering his older brother and in preparation for
a third tournament.
======================
RAIDEN (CARLOS PESINA)
======================
Familiar with Shang Tsung's lies and Shao Kahn's brutality, Raiden
accepts their challenge to compete in an Outworld tournament. He is
well aware of their scheme to unbalance the Furies and invade the Earth
Realm. Raiden vows to use all his might to end their treachery.
Winning the tournament Raiden destroys Shao Kahn and all his minions.
He also destroys the dimensional gates which would have been their
passageway to the Earth Realm.
************************************************************************
********************** Offers From Midway **********************
************************************************************************
Mortal Kombat II
Collectors Edition
Comic Book and Compact Disc
MK 2 Compact Disc . . . . . . . . $12.45
MK 2 Comic Book . . . . . . . . . . $5.00
MK 1 Comic Book . . . . . . . . . . $3.00
Mortal Kombat II
1340 W. Irving Park Rd. Suite 414
Chicago, IL 60613
Checks Payable to Midway Manufacturing
6-8 weeks for delivery. Expires Feb 22, 1995
************************************************************************
********************** Credits and Thanks **********************
************************************************************************
This document is the result of information supplied by the players in
the Usenet groups. It was out before MKII was released to the public.
It had the first and most accurate list of moves and fatalities
anywhere. It was and is the basis of all the magazine and guide books
that have been published about MKII. And it is all free information.
Thanks to those listed below, and those who I failed to include, for
helping me construct this beast:
Spencer Olson.......................................olsospe@elof.iit.edu
Matthew A Wallace................................mwallace@ucscb.ucsc.edu
Henry Tam........................................ctam@nodisk.webo.dg.com
Commander Sucheski........................................ajs174@psu.edu
Ice Breaker........................................rabulon@csupomona.edu
Chris Caniano.............................v096mhqb@ubvmsb.cc.buffalo.edu
Marty Geier..........................................mg58@andrew.cmu.edu
Richard Chao........................................rc4t+@andrew.cmu.edu
Michael Kraft....................................empire@eden.rutgers.edu
Eric Holma..............................................spam@ccs.neu.edu
Doug McClendon....................................dmc@kuhub.cc.ukans.edu
Eric Ching............................................eric@parcplace.com
Karl Paul Mueller..................................karl@shell.portal.com
Eric M Blade...........................................eblade@netcom.com
Andy Schanke.................................schank83@spotvb.potsdam.edu
Jin MadKap...............................................jbim@chinet.com
Erisson Hastur..........................erisson.hastur@launchpad.unc.edu
John Griffin.................griffin_j%plu.bitnet@uwavm.u.washington.edu
Kelly Wong................................cs932241@red.ariel.cs.yorku.ca
John Emery Jones.................................jejones@brahms.udel.edu
Bram..............................................bram@scinfo.u-nancy.fr
Andy Eddy............................................vidgames@netcom.com
Jarno Kokko.........................................jarnis@mits.mdata.fi
Mike Durler........................................michael@crash.cts.com
Antony Espindola................................a.espindola@cs.ucl.ac.uk
Jon Kim..............................................Combos and Strategy
Bruce Yan.............................................Credits and Combos
Bob Givnin......................................Credits and Lock Control
Peter Killham............................Joystick and Button Diagnostics
Danny Tong...................................Informant and Rumor Control
Joey Lawrence..............................How Did Your Name Get In Here
************************************************************************
************************ Fin de la FAQ *************************
************************************************************************