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- From: l2wang@mobius08.math.uwaterloo.ca ( Lei Wang )
- Subject: Mortal Kombat MOVES, HINTS, COMBOS, FATALITIES Ver. 5.0
-
- Hopefully this listing will put down some of the rumours that are floating
- about. Unless you see/do something Personally, trust in this listing more
- than what your friend tells you (about Liu Kang's Sword for example), for
- your own sake.
-
- I am not saying that this listing is anywhere complete, correct, or
- absolutely definitive. I am just saying that you will very likely be
- disappointed otherwise.
-
- ********************************************************************************
- * *
- * Mortal Kombat Comprehensive Moves, Combos, Fatalities, and Hints Listing *
- * (almost FAQ) (Posted at the beginning and middle of each month) *
- ********************************************************************************
- Version 5.0 (4/28/93) (Last Major Revision for a LONG while)
-
- What's New:
-
- o Completely revamped strategy section and retaliation section.
-
- o Pointers on how to get to Reptile, how to get flawless victories, info
- on the (second) fatalities of all chars, rumours confirmed/falsified, how
- to defeat Goro or Shang Tsung, all in their own sections.
-
- o Vince Koh Kia Keng gave everyone first insights on one of the most
- important requirements of getting to reptile: Moon appearances. Although
- he may not have been right on everything, he seems (definitely?) right about
- moon appearances as a requirement for reptile battles. Credit is hereby
- given to him for contributions to this list, as well as to Ken Alexander,
- Carl Chavez, and one other person whos name I can't quite recollect (anti-
- kano combos) for their good efforts. Another other person also contributed
- to this revision.
-
- o While the opponent is not in the corner and on the ground, JumpKick-
- JumpKick(followed by slide if you are Sub-Zero, or Flying-Kick if you are
- Liu Kang) has been discovered possible for Scorpion, Sub Zero, Liu Kang,
- and Kano, though it is very difficult to do.
-
- From Previous revisions:
-
- o Basic Moves section added.
-
- o A _Concise_ version of this listing is posted along with the long version
-
- o Block Scorpion's teleport-punch standing up, and uppercut immediately.
-
- o There was a request for the endings of the different characters, so this
- version includes them.
-
- -------------------------------------
- --------Contents--------------------- Version 5.0
- -------------------------------------
- ------------------------------------- Written by Lei Wang at U. Waterloo
- ...............................................................................
- ...... Introduction
- ...........................................................
- ...... Basic Definitions
- ......................................................
- ...... Basic Moves
- ............................................................
- ...... Moves And Combos For Individual Characters
- .............................
- ...... Retaliation
- ...........................................................
- ...... Basic Strategies vs. Human Players
- .....................................
- ...... VS. The Computer
- .......................................................
- ...... How to get flawless victories
- ..........................................
- ...... How to get to Reptile
- ..................................................
- ...... How to defeat Goro and Shang Tsung
- .....................................
- ...... Everything about (Second) Fatalities/Rumours that you want to know
- .....
- ...... Endings for the Various Characters
- .....................................
- ...............................................................................
-
- *******************************************************************************
- *********** Introduction ******************************
- *******************************************************************************
-
- These moves and combos work specifically for version 2/3/4 of Mortal Kombat,
- for which some of the major distinguishing characteristics (from 1 and
- prototype versions) are:
-
- a) Shang Tsung explodes when you kill him.
- b) Goro can not be repeatedly uppercutted.
- c) Jump kicking an opponent on the ground immediately followed by
- a jump kick/jump punch is very difficult to do before he falls, unless
- he is in the corner.
-
- The main difference between version 2 and 3/4 are(though they do not
- matter in terms of combinations):
-
- a) Repeated high/low punches will not stop Goro.
- b) Raiden can not be swept to death by anyone except Sonya
- c) Reptile is definitely not on version 2, although he is on version 3/4.
- d) The comic book offer is a switch setting in version 3/4, but which
- has expired.
-
- Comboes for version 1 are too easy to do, and there are too many of
- them to list here.
-
- For the moves listed below, some will be assigned a difficulty level, if
- it is actually not trivial. So there are actually four rankings for
- difficulty of a move: Trivial, Easy, Difficult, Nearly Impossible
- (or if you're the computer), but only the last three will be indicated. Of
- course, things may vary a bit from person to person.
-
- If you have anything to add, or there's a combo that you love to use (and
- it's on version 2+, and it's not listed here), tell me how you do it, and I'll
- try it. If I can do it within a few dozen tries, I'll put it in here.
- Otherwise I'll either keep trying, or start to not believe you.
-
- If you discover any spelling mistakes or typos in this article, reply=
- kindly and I'll correct it in the next version.
-
- l2wang@napier.UWaterloo.ca
- ooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo
- ME: Univ. of Waterloo YOU: Huh? o=> ME: in Canada, YOU: Huh?
- ME: in Ontario, YOU: Huh? /o/ ME: up north! YOU: Aaaaaahhh...
- ME: near Toronto, YOU: Huh? ==o Huh??
-
- *******************************************************************************
- Basic Definitions:
- *******************************************************************************
-
- Thing1(Thing2): Do Thing2 while doing Thing1. For example,
- Block(LowPunch) would mean to press LowPunch while holding Block, and
- Toward(HighPunch) would mean to press HighPunch while the joystick is in the
- Toward position.
-
- Forward fireball(button): Spin a quarter circle from Down to Toward your
- opponent, then press the button indicated; or more detailedly: Down, Down-
- Toward, Toward(Button), in that order.
-
- Backward fireball(button): Spin a quarter circle from Down to Away from
- your opponent, then press the button indicated; or more detailedly: Down,
- Down-Away, Away(Button), in that order.
-
- ......Now we start.......
-
-
- ********************************************************************************
- Execution of Basic Moves:
- ********************************************************************************
-
- Uppercut: Joystick in Down position, press LowPunch or HighPunch. HighPunch
- works better for most characters. If you use Cage or Liu Kang,
- no one can jump at you from anywhere if you know how to use
- the Uppercut. It's less easy for Sonya or Raiden, and can not
- be used effectively at all for Sub-Zero, Scorpion, and Kano.
- A less hazardous way to use the Uppercut is to Crouch block, and
- the Moment your opponent(who is jumping toward you) hits your
- blocked body, Uppercut. If done quickly, and if your opponent
- didn't Kick/Punch almost at the last moment, this will hit them
- in the fraction of a moment before they land completely. Cage
- is perfect for this purpose.
- The Uppercut can also be used to hit opponents who are walking
- toward you and intending to low-punch, or to hit opponents who
- have just used a special move close to you and you blocked it.
- (especially against Scorpion's Teleport, if you're fast).
- Specialty: This designates Kano's headbutt, Cage's elbow, etc. Joystick in
- Toward, press HighPunch when close to opponent. Not useful at
- all, I find. Anyone correct me if I am wrong.
- HighPunch: When not doing a Specialty and on the ground, press HighPunch
- repeatedly. Fairly high damage, fast. It can not hit a crouch
- -blocking(or non-blocking) opponent, and can not throw. The
- only use for it is to hit opponents in the air, in which case
- two punches will carry them further into the air, to be followed
- by whatever special moves you like.
- LowPunch: Standing Close to your opponent, press LowPunch(repeatedly). This
- does low damage, but is just as fast as HighPunch, and can
- contact crouch-blocking non-Sonyas. If the opponent is not
- pulling back(Down-Away or Away), it will throw them. Very useful
- in that it either hits, takes off slivers of energy when
- blocked, or throws for lots of damage.
- JumpPunch: Press HighPunch or LowPunch when jumping at your opponent. Can not
- hit an opponent who is just crouching, but can override an
- uppercut if the uppercut is not done well. If pressed early
- in the jump, this has higher priority than an opponent's
- JumpKick, and that's another one of its usefulness.
- JumpKick: Press HighKick or LowKick when jumping at your opponent. If your
- opponent stays on the ground, press it fairly late, but not
- at the last moment. This way an uppercut will not catch you
- off guard(a weak uppercut that is), and your kick won't fade
- off before it gets to them, if they are crouching. Of course,
- if you press JumpKick early it will override your opponent's
- jumping attacks however early he presses his buttons.
- Sweep: Joystick in Away position, press LowKick. The farther you are
- from your opponent when you start, the less likely that they'll
- land a retaliation move if they blocked the sweep. But they'll
- always be able to retaliate unless you are Sonya.
- Wimpy Kick: Joystick in Down position, press LowKick or HighKick. This move
- is the only move that will consistently hit an opponent who is
- close to you and LowPunching. Uppercut might also work, but
- not if they are pressing the LowPunches fast.
- The Wimpy Kick can also be used to kick opponents out of the air,
- if the opponent pressed his jump kick button a bit early or
- if he is using a jumping punch. (Or if he is Liu-Kang, who can
- not hit an opponent who is crouching without block via JumpKick
- or JumpPunch).
- Knee: Close to your opponent, joystick in Center or Toward, and press
- LowKick. This is very useful against those opponents who
- are just crouching and not blocking(to avoid your LowPunches),
- since it knocks them down.
- RoundHouse: Joystick in Away, HighKick. Not too useful, but can be used
- against the computer when the uppercut gets a bit stale.
- Kick: HighKick or LowKick when not doing a Sweep, Wimpy Kick, Knee, or
- RoundHouse. It can be used as retaliation of a Sweep, or can
- be used to kick opponents out of the air, if you place it
- perfectly.
- Throw: Close to your opponent, press low punch. If you are close
- enough, the only reason that you don't throw is because your
- opponent is blocking correctly. i.e. Away or Down and Away.
-
-
- *******************************************************************************
- Moves and Comboes for Individual Characters:
- *******************************************************************************
-
- ### Liu Kang ###
-
- Victory Pose: Hands folded in bowed contemplation(Partying on the inside).
- Fatality: Somersault, double kick, powerful uppercut.
-
- Red Bolt: Toward, Toward(HighPunch); Toward, Toward, HighPunch.
- Flying Kick: Toward, Toward(HighKick); Toward, Toward, HighKick.
- Fatality: Block(Circle in the direction of a backward fireball),
- or simply do the circle starting from Toward or Down.
- Jump Kick Combo: Jump kick a ground opponent, Flying Kick. Easy.
- Red Bolt/Kick Combo: Bolt hits an opponent in air more than half a screen
- away, Flying Kick. Easy.
- Jump Kick/Kick Combo: Jump Kick hits an opponent in the air, immediately
- follow with Flying Kick.
- Jump Kick/Jump Kick/Kick Combo: Jump kick hits an opponent at ground,
- immediately jump kick again, then
- Flying Kick. Nearly Impossible.
- Red Bolt/Red Bolt/Kick Combo: Bolt hits an opponent in air(just beginning to
- jump) half a screen away, Bolt immediately again
- will hit the opponent before he lands, and so
- will the Kick. Nearly impossible.
-
- *Note: If fatality is performed more than 3/4 of the screen away, the
- opponent will remain standing, and he can be subject to various forms
- of torture after death:
-
- a) Immediately fatality again, thereby appearing to somersault twice
- without pause ending in an uppercut. Impressive-looking.
- b) Flying kick opponent down, or sweep opponent down, and
- b1) Sweep fallen opponent back up, then down again repeatedly.
- b2) Jump up and down on opponent, imitating Goro.
- c) Jump back, do fatality again, wander around, ending with a
- standing fatality.
- d) Follow up with three Red Bolts, then do the somersault twice,
- most impressive looking.
- e) Follow up with four Red Bolts, then do the Flying Kick. Sharp
- looking ending.
- f) If your opponent is in the corner, four Red Bolts followed by
- somersault will work, so will just five Red Bolts.
-
- **Note: Still my favorite character.
-
- ### Johnny Cage ###
-
- Victory Pose: Arms crossed in front of him, sunglasses worn.
- Fatality: Knocks your opponent's head(s) off.
-
- Green Bolt: Away, Toward(LowPunch); Away, Toward, LowPunch.
- Slide Kick: Away, Toward(LowKick); Away, Toward, LowKick.
- Nut Crunch: Block(LowPunch).
- Fatality: Toward, Toward, Toward(HighPunch); Toward, Toward, Toward,
- HighPunch.
- Jump Kick Combo: Jump kick a ground opponent, Slide Kick(or simply standing
- kick if your opponent is in the corner). Easy to Difficult.
-
- *Note: The Fatality must be done right next to the opponent, and multiple
- heads can be knocked off(or attempted) if the second fatality's combination
- is performed just at the right time. 'The right time' is just before Cage
- begins to withdraw into his victory pose, and just after the first head is
- knocked off.
-
- A crotch grab can be done in place of the second head, as can the Slide
- Kick.
-
- These succeeding fatalities and the nut crunch are ranked Difficult to
- Nearly Impossible(even if you think you got it right, it doesn't always
- give it to you).
-
- Something else interesting: If the Slide kick is done at the same time
- the opponent jumps/teleport punches, the jump/teleport punch will travel
- twice as high/far.
-
- (With Cage) When Scorpion or Subzero is very near or at the corner,
- jump kick and send the opponent into the air. Quickly hop-punch, and
- continue one hop-punch after the other until the opponent dies.
- (Note: Once in the air, if you contiually hop-punch, Scorpion or
- Subzero does not hit the ground until dead. - Version 3.0 machine fyi)
- You can keep hop-punching 3 times after it says 'Finish Him!' then
- execute the fatality. You'll uppercut but miss the head, btw.
-
-
- **Note: Best all-purpose character in my opinion.
-
-
- ### Kano ###
-
- Victory Pose: Hands on hips after an animalistic shout.
- Fatality: Pulls out your opponent's heart and holds it high.
-
- Energy Axe: Block(wiggle between Away and Toward), or Block(Away, Toward).
- Body Ball: Block(3/4 Circle in the direction of a backward fireball).
- Normally, it is best to try the circle without using block,
- which is much faster(in that you don't have to release block
- for the move to execute). Start from Toward, and end at Up.
- Fatality: Forward fireball(LowPunch), or Away, Down, Toward(LowPunch), or
- Away, Down, Toward, LowPunch. For some reason, the Fireball(
- LowPunch) only works from the right side. From the left side,
- A Half Circle (from Away to Toward) needs to be done.
- Jump Kick Combo: Jump kick a ground opponent, Body Ball. Difficult.
- Jump Kick/Jump Kick/Ball? Combo: Jump kick a ground opponent, immediately
- jump kick again, followed by Ball.
-
- *Note: The Fatality must be done right next to the opponent. If an uppercut
- is the last hit on a cornered opponent on a finishing round, the fatality can
- be performed very quickly, and Kano will appear to grab a heart out of thin
- air, before the opponent gets up from the uppercut. Difficult, given the
- right conditions.
-
- ### Raiden ###
-
- Victory Pose: Absorbs lightning with up-reached hands.
- Fatality: Electricutes your opponent's head off.
-
- Lightning Bolt: Forward fireball(LowPunch).
- Body Launch: Away, Away, Toward.
- Teleport: Center, Down, Up, Center.
- Fatality: Toward, Away, Away, Away(HighPunch); Toward, Away, Away, Away,
- HighPunch. Easy, or Difficult, depending on joystick type.
- Jump Kick Combo: Jump kick a ground opponent, Body Launch. Difficult,
- if done right(before the opponent hits the ground).
-
- *Note: The Fatality should be started right next to the opponent.
- Also, if your opponent is in the corner and in the air(you could
- have just knocked them up there with a jump kick), you can
- immediately jump punch, and this will hit. You can jump punch
- again, and this will again hit. You can jump punch without their
- hitting the ground until they die.
-
- ### Scorpion ###
-
- Victory Pose: One arm raised in triumph.
- Fatality: Burns opponent with fire breath from skull after pulling off mask.
-
- Harpoon: Away, Away(LowPunch); Away, Away, LowPunch.
- Teleport Punch: Backward fireball(HighPunch).
- Fatality: Block(Up, Up), or just Up, Up while jumping.
- Jump Kick Combo: Jump kick a ground opponent, Harpoon. Difficult.
- Jump Kick/Jump Kick Combo: Jump kick a ground opponent, Jump Kick.
- Jump Kick/High Punchx2/Harpoon: Jump kick an opponent in the corner,
- immediately highpunch twice, followed by
- harpoon, uppercut.
-
- *Note: Fatality must be done just less than a man's length away from
- opponent. Against Kano who just bounced off you(or anyone jumping
- right next to you), instead of simply harpooning him before they
- land, do two HighPunches, then harpoon them. This will take off
- an impressive amount of energy. Also, the Jump Kick Combo is the
- most useful in the game(perhaps next to Liu Kang's), since two of
- them and nothing else will bring an opponent just a sliver above
- Danger from full health.
-
- ### Sub Zero ###
-
- Victory Pose: One arm raised in triumph.
- Fatality: Jerks opponent's head and spine from his/her body and shows it.
-
- Freeze: Forward fireball, LowPunch.
- Slide: Away(Bottom three buttons).
- Fatality: Toward, Down, Toward, HighPunch, or Toward, Forward fireball,
- HighPunch, or Toward, Down, Toward(HighPunch).
- Jump Kick Combo: Jump kick an opponent frozen in the air, jump kick again,
- Slide. Easy. Instead of the first jump kick, you can
- move right next to them and jump up, coming down with a
- high punch, immediately followed by jump kick and slide.
- This method is easier but does less damage.
-
- *Note: Fatality must be performed right next to the opponent.
- Opponent can be frozen immediately after being defeated, and thus
- his/her head can be ripped off while they are frozen.
-
- If you freeze an unsuspecting opponent, you can often throw them
- instead of uppercutting them(most opponents don't bother pulling
- back when they are frozen). Immediately do the freeze as the
- thrown opponent is getting up. If they block down and away, they
- will FAIL to block, although it looks like their hands are up.
- If they don't figure this one out(why isn't this #(@*! block
- working?!!!?) you've got them where you want them.
-
- If an opponent is frozen standing in the corner, jump kick, followed
- Immediately by an uppercut, will both hit. Jump kick-Jump kick-Uppercut
- will also work. Difficult.
-
- ### Sonya ###
-
- Victory Pose: Gymnastic Y.
- Fatality: Blows fireball off her lips which fries opponent.
-
- Sonic Rings: LowPunch, Away(LowPunch), or just repeat Away & LowPunch.
- Flying Punch: Toward, Away(HighPunch), or Toward, Away, HighPunch(Rev.3.0+).
- Leg Throw: Bottom three buttons, can not be blocked if at proper
- distance (just less than maximum range).
- Fatality: Toward, Toward, Away, Away, Block.
- Jump Kick Combo: Jump kick ground opponent, Sonic Rings, almost impossible.
- Kick-Throw Combo: Jump kick ground opponent, Leg Throw. Difficult.
-
- *Note: Fatality can be performed at any distance.
-
- If Sonya throw opponent to his death, or if he throws opponent
- immediately when 'Finish Him' is displayed, Sonya can do the
- fatality quickly before the opponent gets up. The prone opponent
- stands to its feet as a skeleton, however. This is more difficult
- to do than Scorpion's version.
-
- >I'm sick and tired of
- >kicking people's asses, and having them do the damn cheese move to kill
- >me. You know, the one where she keeps leg throwing you. I've heard that
- >there's some way of stopping it, but I'm not sure how.
-
- Don't hold down block - once she throws you, let up on the block, and when you
- are starting to get up, block again.
-
- This also stops a sonic rings attack or an iceball from going through a
- block.
-
- *******************************************************************************
- Retaliation:
- *******************************************************************************
-
- Retaliation is a large part of the game, and for high level human vs.
- human matches, it is almost all there is of the game. Wait until your
- opponent makes a mistake, whether doing an innocent jump kick or failing
- to connect with the disastrous Kano ball, and if you retaliate correctly
- there are guaranteed hits. One of the first things that anyone learns
- at MK is to block, but no one can execute block while executing a move.
-
- So, know how to retaliate. By reflex.
-
- When someone sweeps you, you could block and
- 1) Immediately sweep them back, which always hits(unless vs. Sonya).
- 2) Immediately use the missile weapon, and if you're fast enough, will
- always hit. It's easiest if you're Scorpion or Raiden, however, since
- theirs are fast and easy to do. Don't try it with other players until
- you can get it right, since they can block and cream you if you delay.
- Cage - use Slide Kick. Kano - Use Body Ball. Raiden - Use Lightning.
- Liu Kang - Just sweep back, unless they are fairly far away after
- the sweep, in which case use Flying Kick, which works wonders.
- Scorpion - Just sweep back unless you are very good with the harpoon,
- in which case use that. Sub-Zero - Just sweep back, or even easier
- Slide, or if you are practiced Freeze back. Sonya - Sweep back, or
- with some practice Leg-Throw, which does very good damage and is quick.
- Against Sonya, only Sub's Slide and Kano's Ball will hit.
- 3) If you are close to Sonya, and she sweeps, and you are not Kano or
- Sub Zero or Sonya, you can immediately standing kick(not roundhouse).
- This is the most reliable way of countering Sonya's sweep, but only
- works at close range.
-
- When someone low punches you continuously,
- 1) Make SURE that your joystick is in the Down-Away position, and press
- LowKick(repeatedly). This is best started as early as possible, even
- as they are walking toward you with the intention of low punching. Do
- this most of the time, but once in a while just block a few low punches
- instead, if you get swept a few times while doing the wimpy kick.
- Balance the amount of blocking and wimpy kicking to suit your
- opponent's style: If he sweeps a lot, block a lot and hit him back
- when you block his sweeps. If he low punches a lot, wimpy kick a lot.
-
- When someone jumps toward you,
- 1) Block. If you are ahead and the time is in your favor.
- 2) Uppercut as they are approaching, if you are Cage, Liu Kang, Raiden,
- or Sonya. Uppercut BEFORE their legs reach you, since the uppercut
- has longer range in most cases. If someone is jumping from far
- away, this is more difficult. If someone is jumping from fairly
- close, the uppercut works amazingly.
- 3) Block, and immediately after their aerial attack hits, Uppercut.
- If they pressed the attack button early in the air(and most do, to
- avoid being uppercuted :) they hang in the air for a split second
- after their attack hits, and that's plenty time for you. First-timers
- have often said that this is impossible as you have to release block
- and Then tap the uppercut button very very quickly, but with a little
- practice you will be as fast as you need to be.
- If opponents hit the aerial kick very late, when you have already
- released block and are going for the uppercut, then do 2) more
- often, as late kickers are very vulnerable to uppercuts.
- 4) If they have jumped from fairly far away, use your special move.
- Cage - use the slide kick at Close range, and the green bolt at
- far range. It is deceptively easy to hit someone out of the air
- using the slide kick, but only if you start it late.
- Kano - use Axe at far range, Ball at close range. The Ball will
- override most aerial attacks unless they are timed perfectly, and
- they can't be if the Ball is not expected.
- Raiden - use Lightning. This is by far the best anti-aerial attack,
- and USE IT withOUT fear. Unless vs. Kano, it is almost impossible
- to jump kick a raiden using the lightning, at any range. Just don't
- do it too early.
- Liu Kang - Red bolt, although this is difficult since you walk into
- your opponent due to the move requirements. The computer can do
- it perfectly well, but you should use your awesome uppercut instead.
- Scorpion - use the harpoon ONLY if you back far enough away such that
- their aerial attack won't hit you at all if you didn't do anything.
- Otherwise teleport punch away, or just block.
- Sub Zero - Freeze, followed by the 3-hit 50% energy taker.
- Sonya - Flying punch, but do this as early as possible, preferably
- at the same moment that they start the jump.
-
- When someone jumps away from you,
- 1) Use your missile weapon, and use it early(anticipate when they are
- going to jump). If someone jumps back once they are liable to
- jump back again, and if you are Liu Kang there's a short and sweep
- combo right there. If you are Scorpion the harpoon is much easier.
- If you are raiden your timing doesn't even have to be perfect, since
- Lightning travels faster than everything except the green bolt, and
- is much Longer than the green bolt(yes, Longer).
-
- Now for the individual moves...
-
- When Cage Slide Kicks,
- 1) Quickly duck and uppercut. If you are ducking already all the better.
- If you can't duck fast enough block and try to throw them, and if
- you are fast at throwing you'll literally throw them out of the
- Slide Kick.
-
- When Kano does the ball, block and,
-
- 1) Slide kick, body-spin, standing kick, freeze, harpoon, missile weapon,
- whatever you like to your hearts desire. Just don't uppercut since
- that doesn't always hit, and anything else almost always does.
-
- Cage - 2 HighPunches and Green Bolt, or Jump punch followed by Slide.
- Kano - 2 HighPunches and Axe/Body Ball, or Jump punch and Ball.
- Raiden - 2 HighPunches and Lightning, or Jump punch, jump punch,
- Body Launch. Use only one Jump punch if you want something easier.
- Liu Kang - 2 HighPunches, Red Bolt, Flying Kick.
- Scorpion - 2 HighPunches, Harpoon, or 2 HighPunches, Teleport Punch,
- Harpoon(Difficult)
- Sub Zero - Freeze(higher the better), back off, Jump Kick, Jump Kick,
- Slide. Sonya - 2 HighPunches, Aerial Punch/Sonic Rings.
-
- When Raiden body launches, you could block and
- 1) Kano - do the spin quickly(without using the block button).
- Cage - fire the energy bolt, though you need to be very quick to hit.
- Sonya - do the aerial punch quickly, and you might get him.
- If you're Raiden, Scorpion, or Sub-Zero, use your missile immediately.
- If you were around the center of the screen(close to your opponent),
- you can easily hit him before he lands.
- If you're Scorpion, you could alternatively use the teleport-punch,
- which is easier, and will always hit. If you think you're fast
- enough(or if it's the second round), you can try for the harpoon
- Immediately after the teleport punch, and it would be something nice
- to show the onlookers.
- If you're Liu Kang, the flying kick will always hit if you do it at
- all.
-
- When Raiden teleports, you could
- 1) Uppercut the moment he teleports. This is easy to do if you were
- simply crouching and not blocking at the time.
- 2) If you were walking or standing without block, press HighKick or
- LowKick immediately. Be fast, and you will always hit.
- 3) If raiden is on the other side of the screen, likely about to
- teleport sometime, do the motions to your special moves continuously,
- and the moment he teleports, press the button. This will look very
- impressive if done, especially if you used the harpoon.
- Kano - difficult, can't store the ball.
- Cage - tap toward, and away(lowkick) when they teleport.
- Raiden - tap toward, and away(toward the new raiden) when they...
- Liu Kang - tap back, and press high punch(though you would back
- away while doing this, and Raiden will teleport in front of you).
- Scorpion - tap toward, and lowpunch when...
- Sub Zero - difficult, but the freeze will be very impressive.
- Sonya - can't do much. Get ready to sweep.
-
- When Liu Kang Fly-Kicks, you could
- 1) Block and immediately uppercut(most reliable).
- 2) Cage - Slide Kick, which is easier then the uppercut but less damage.
- Raiden - Body Launch, though this is not easier.
- Scorpion - Harpoon, which is easier and more damaging.
- Sub Zero - Freeze, and if you are VERY fast, the freeze will catch
- Liu Kang still in the air, ready for the 3-hit combo. This is not
- so easy(I've only done it 2 or 3 times).
- Sonya - Leg Throw, though this is more difficult/less damaging.
-
- When Scorpion teleport punches,
- 1) If you are slow, just block, down or pulling back, and occasionally
- walk up to throw him after he teleports.
- 2) Walk around without blocking, until the unsuspecting Scorpion teleport
- punches. Then immediately block(they hit), crouch, and uppercut.
- A blocked teleport punch is like a blocked early jump kick, with
- the difference that you must block it standing up or he will pass
- over you. This may seem difficult at first, but once you get the
- timing down(though a lot of practice), it's almost a free uppercut
- (or two) a round against Scorpion players until they stop using it, in
- which case you have them where you want them.
-
- When Sub Zero Slides,
- 1) You can jump back and kick the sliding Sub Zero, if you can anticipate
- their slides(by the swish sounds). If you are scorpion there's a
- 70% combo here: Jump back and kick, teleport punch, harpoon, uppercut.
- 2) For most average joes, just block and try to walk up and throw
- Sub Zero, or at least get in a few low punches. The Slide is much
- reduced in power from earlier versions, but still has a great
- recovery time.
- 3) Block, and
- Sonya - VERY quickly Leg Throw, but be sure you do it quickly. Don't
- do this on 3rd rounds unless you are way ahead or you are very
- confident.
- Kano - Ball. This is an most effective counter, but learn to do it
- quick also, or else.
- Cage - Slide. This is the best counter, and will render the Slide
- almost totally ineffective.
- Sub Zero - Slide back. Easiest.
-
- When Sonya Leg Throws,
- 1) Block and Uppercut.
- 2) Use anything else, but only as entertainment.
-
- When Sonya Flying Punches,
- 1) Wait until they are about to land next to you, and uppercut. The
- key is to wait until you have already turned to the correct direction
- before uppercutting.
-
- *******************************************************************************
- Basic Strategies vs. Human players
- *******************************************************************************
-
- Play defensively, and wait until the opponent makes a mistake.
-
- Anyone is bound to make a mistake if they are offensive. But if they
- play very defensively, you have to resort to taking off slivers of energy
- from your opponents to force them onto the offensive.
-
- Good ways of doing this are:
-
- Walk up to a blocking opponent, and low punch a few times, then stop,
- get ready to block(wimpy kicks), and walk up and low punch a few more times.
- Walk up to a blocking opponent, wimpy kick once. There is no retaliation
- against one wimpy kick in recent revisions.
- Walk up to a blocking opponent, to the limit of your sweep range, and
- sweep.
- Do it at the very limit, or it will be very easy for them to retaliate.
- Use your missile, which depending on type will take off energy from most
- crouch blocking opponents. This is the best way of taking slivers, but
- don't do it too often or they will jump over it once in a while.
- Jump kick at far range, if your opponent doesn't seem to uppercut very
- well(or can't). Press the kick button early in general, and they will
- not be able to jump later than you and hope to override your attack.
-
- Walk up to a crouching opponent who is crouch block/not blocking, low
- punch a few times, then as soon as they go for the wimpy kick or release
- block, press LowKick, which will do a knee, which does impressive damage.
- Be careful, though, since if they block your knee, they can immediately
- uppercut while you are helpless.
-
- The best posture to assume is simply standing/walking back and forth
- without blocking. This gives you the greatest manuverability, and you
- can quickly switch to doing anything else, be it jumping, crouch blocking,
- or special moves. Learn to press the block button very quickly when
- needed, however. If you aren't very fast at blocking, then either
- go on the offensive or crouch block.
-
- And last but not least, always BLOCK AWAY OR DOWN AND AWAY, or you
- will be thrown mercilessly. In case of bad joysticks or when you are
- unsure, always err toward standing. i.e. It it much better to be
- blocking standing and away, in which case you can just ease the joystick
- gradually down to down and away. Don't err the other way. When doing
- a special move, or simply uppercutting(which is easier with the joystick
- pulled directly down), always pull back while you are recovering, and
- from that back to down and away when you are can block once more.
-
- Remember that you can avoid being thrown even if you can't block. When
- you are frozen, harpooned, whatever, if you pull back you won't be thrown.
-
- *******************************************************************************
- .VS. the computer:
- *******************************************************************************
-
- (This is written for medium to high difficulty settings, so what works here
- will work even better for easier settings)
-
- The main concept of computer opponents is that almost everything will work
- once or twice without fear of retaliation. But once learned, the computer
- will not forget. If Kano balls you once when you sweep, he will ball you
- every time you sweep until the end of that round. Next round, you can try
- again, but he will learn more quickly.
-
- The things that will work at least once are:
- Sweep, Wimpy kick, most special moves, Jump kick, standing roundhouse(pull
- back and highkick). The last of which works more times than you need it
- to, most of the time.
-
- When the round starts for higher difficulty matches, you can usually
- jump at the computer and will kick him while he will shoot a missile under
- you. Jump away after this.
- Use your missile weapon one or two times. For the first time, it really
- doesn't matter how far away you are. For succeeding times, either do it
- from very far away or just at medium range. If you do it from very far
- away, the computer can not do anything even if he jumps over it. If you
- do it from medium range, the computer will be forced to block or crouch,
- and his retaliation will be late enough for you to block.
- Use roundhouse a few times, at the limit of your range(Sub Zero, Scorpion,
- Raiden are the best). The computer will not block it unless he is really
- pissed off. If the computer sweeps you once when you do the roundhouse,
- don't do it anymore that round.
- Jump kick the computer a few times, and remember to press the button
- early(unless going for combos). If you jump from far away, and if you
- press the kick button early enough, the computer(except Goro) will almost
- NEVER block. If you are really down in health, you can use this trick
- to (boringly) finish off the computer: Jump kick, walk back a little,
- jump back, Jump kick, walk back a little...
- If you jump kick the computer and he blocks, don't jump away immediately
- or crouch block. Instead, block standing up. Often the computer will do
- a special move, which you will block and retaliate as detailed above.
- If the computer doesn't do the special move immediately, standing block
- until he approaches you for low punches. As soon as he starts attacking,
- crouch block or crouch and release block, and he will be forced to go
- for the wimpy kick. Block it, stand up, and block again. Keep alternating
- between standing block and crouching/crouching block, and unless it is
- at very high difficulty, the computer is bound to do a roundhouse/standing
- kick/sweep sometime. Uppercut quickly in the former cases, and if the
- computer sweeps delay for a moment and uppercut(the computer doesn't
- block after a sweep even when it can).
- If you get bored waiting for the computer to make a mistake close up,
- you can instead jump away and try jump kicks instead. The key is to
- wait for the computer to do a wimpy kick, then stand up and back away
- a little bit before jumping backwards. If you jump backwards immediately
- the computer will often jump kick straight up and get you.
-
- If you are stuck in the corner, you can get out by jumping out with
- the high punch(press it early), or by sweeping the computer once and quickly
- jumping over him. For this purpose, don't use sweeps unless you get forced
- into the corner. Save your one free sweep until then.
-
- Some specific pointers:
-
- Cage: Do your first one or two 'free' jumpkicks late, and slide kick
- immediately for the combo. Don't use the slide kick unless it's
- part of a combo. Against opponents other than Cage or Sonya the
- nut crunch is a sure hit: Wait until the computer wimpy kicks you,
- block, wait for a moment(wait until they start walking toward you
- after the wimpy kick), and go for it. Liu Kang is especially
- easy to do this to. Remember to block Away after the nut crunch,
- or the computer will throw you. Crouch again after this, and repeat.
- Kano: Your Axe is ducked by the computer better than it does any other.
- Use the ball once or twice, but after that use it only in a combo
- or as retaliation. Your jump kick is very good, so rely on that.
- Raiden: Do not teleport, of course, as you'll quickly learn.
- Lightning at medium to close range, and the computer will often
- stand up in it, and they can't jump over it. Unless vs. Sonya,
- immediately body launch after you jump kick the computer down,
- even if it would normally be blocked by human players. Lightning
- often at the stated range.
- A desperate manuver against Cage, Raiden, or Scorpion is to back
- yourself into the corner, and do the body launch. If it connects,
- all the better. If it doesn't, the computer will try the missile,
- and it will pass under you. Do the body launch again, and again,
- and again. Every time the missile will pass under you, and you
- take off a sliver of their energy. Repeat until dead(but don't
- mess up).
- Liu Kang: Use the jump kick combo to your advantage. Even if you kick
- very early the flying kick will still connect before the computer
- lands. After you knock the computer down do the red bolt quickly,
- and they will stand up in it. Keep using the jump kick combo
- jumping in at long range, and if you look like you are about to
- be cornered, wait until the computer gets close, and Flying kick.
- You will neatly pass Over the computer to the other side.
- Scorpion: Harpoon right amidst a few low punches will often hit.
- When teleport punching, don't do it when the computer is more than
- a half screen away from you, and don't do it when he is a full
- screen away from you. If you hit, follow up with a harpoon, and
- the harpoon will often hit.
- The harpoon is very fast, so use it often, but only as
- retaliation.
- Sub Zero: Use the freeze often. The computer don't block it much at all.
- use it either when they are all the way across the screen, or when
- they are less than half a screen away. This way, even if they
- jump, they won't get to you. After you knock your opponent down
- with a jump kick or uppercut, immediately slide, and it will
- always hit. Alternately, after you uppercut the opponent, back
- away a little, and jump kick(early). You are at the correct
- range, and the computer will not block.
- Sonya: Your foot sweep is very fast, and not only can you catch Raiden with
- his pants down most of the time, you can also sweep Sub Zero with his
- invincible slide to death. With Sub Zero, if you sweep him down
- once, immediately sweep again. Immediately. Don't stop sweeping
- until he is dead, because once he stands up he will counter your
- sweeps.
-
- A cheap way to win against the computer(see Raiden above) is to
- sweep them(but not at close range). Unless vs. Liu Kang, Kano,
- or Raiden, the computer will 'learn' and always do a missile attack
- after your sweep, which you can easily block and follow with a
- leg throw or uppercut while they are vulnerable.
- Of course, immediately after you knock the computer down, try
- following with a leg throw. They are suckers for it. Repeat the
- leg throws with glee, but only after you knock them down(by sweep,
- jump kick, or leg throw).
-
-
- *******************************************************************************
- How to get flawless victories
- *******************************************************************************
-
- With Sub-Zero, use your freeze at long range until the computer starts
- jumping over them. Until then, freeze-uppercut-backawayalittle-jumpkick-slide.
- With anyone else, use the freehit jump kick exclusively. Remember to
- duck withOUT touching block when the computer missiles, and don't let
- yourself be backed into the corner(you shouldn't be if you jump kick right).
- That's it.. Jump kick... it's the only reliable way.
-
- *******************************************************************************
- How to get to Reptile
- *******************************************************************************
-
- To get to reptile, you must do a double flawless + fatality on the bridge
- scene vs. the computer, and you must not touch block except for the fatality
- if necessary, and there must have been shadows (witches, balloons, Peter
- Pan..) flying across the moon in both your winning rounds.
-
- There is no presently known formula on r.g.v.a about exactly what the
- requirements are to get shadows flying across the moon, although the chances
- of shadows is not minimal. I.e. If you play say 5 or 10 matches on the
- bridge it will be very likely that you'll see shadows once.
-
- Things that does not guarantee moon appearances:
-
- Break/not Break the boards in the bonus rounds.
- Endurance match or regular match.
- Winning the previous game.
- Winning all rounds previous or getting flawless victories in them.
- 1-player or continued from 2-player.
-
- Things that might or might not guarantee moon appearances:
-
- Shadows flying across the moon when displaying credits on previous winning
- game.
-
- Any, all, or none of the above may contribute, or it could be completely
- random.
-
- If all requirements are satisfied, the screen will flash, Reptile will
- jump down from above, and the scene will shift to the bottom of the Pit
- which the bridge was built over. Among the swords and pierced heads will
- the match be fought.
-
- Reptile is a Sub-Zero like ninja with green cloths, walks much faster
- than normal, can harpoon, freeze, slide, or teleport punch.
- Defeating reptile will grant the victor 10,000,000 points, and losing
- to him will either get you a uppercut to the face, hellfire to your body
- as Scorpion's fatality, or a lift of your spine as Sub Zero's.
-
- >the time. For hopefully the final time, I'm going to list the criteria to
- >get to the reptile himself:
- >
- > 1. Win EVERY round up to the bridge scene (usually 3).
- > 2. Make sure there something flying over the moon.
- > 3. Defeat your opponent with a double flawless victory WITHOUT
- > using block until fatality.
- > 4. Execute the fatality.
- >
- >
- > If you do all of this correctly, you can get to the reptile 100%
- >of the time!!! Yes, 100%! Make sure you are playing version 3.0 or
- >above, though.
- > I am not certain about the moon appearances, i.e. I cannot
- >guarantee that winning every round up to the bridge scene will ensure that
- >something will fly over the moon, but so far, I have NOT seen a person who
- >won every round up to the bridge scene NOT having something flying over
- >the moon IMMEDIATELY.
- > First article, and I already goofed. Before anyone flames me,
- >give me a chance to correct myself. When I said win every round, I mean
- >every round. What I meant to say was to win 6 rounds in a row, i.e. 3
- >matches. Please forgive the mistake.
- > By the way, you don't have to win every round during the bridge
- >scene to get to the reptile; just make sure you get double flawless and do
- >the fatality. What this means that if you screwed up a round on the bridge,
- >and you REALLY want to fight the reptile (with the correct machine, of
- >course), lose the round and win 2 flawless rounds (not necessarily back to
- >back, I might add).
-
- *******************************************************************************
- How to defeat Goro and Shang Tsung
- *******************************************************************************
-
- Goro's major weakness is that he does not block any attacks while he is
- getting up from a knockdown.
- To knock him down you can use the jump kick or uppercut.
-
- At the beginning of the round, jump toward him, and most often he will
- missile under you and you will connect. Immediately follow with a missile
- attack(green bolt, axe, lightning, red bolt+flying kick, harpoon, freeze,
- sonic rings). If you are Sub Zero, you can uppercut and freeze again
- immediately, and repeat.
-
- Once you hit him with the missile attack(non-Sub Zero), jump away, and
- crouch block for an instant as soon as you land, to see if he fires a
- missile. If he does, block and immediately jump toward him, keeping in
- mind to press the jump kick early. You will most likely connect, follow
- up with a missile attack, and jump away.
- If he does not fire the missile, jump back again and wait again. Repeat
- this until you are at the corner, where you should stand and wait for him
- to approach. Wait until he is just beyond sweep range(don't let him get
- too close), and jump back in the corner and kick. He will either block,
- in which case you try again, or he will fire a missile. If he fires a
- missile your kick will hit him from very far away, as Goro extends himself
- a lot when firing missiles. Follow this up with a missile attack, and again
- wait for him to approach, and jump back&kick in the corner. This is much
- easier for Cage, Liu Kang, Kano, Raiden, Sub Zero, and Scorpion. With Sonya
- it's more difficult, and Goro might approach too close and grab you when you
- come down.
- If you are forced to jump toward him, do so, press the jump kick early,
- and if it doesn't connect jump back with the kick button pressed immediately
- after you jump. This will often hit Goro if he doesn't grab you in time.
- If you are thrown into the corner with Goro almost on top of you, uppercut
- as soon as you get up. This will always hit Goro, and you can follow
- with a missile attack.
-
- Overall, you get double attacks against Goro, but he does twice your damage,
- so you are at the computer gods' mercy in trying to defeat him. Even for the
- best of players Goro might decide to block everything one match and that's
- that.
-
- On Revision 2.0, if you are ahead in energy, you can then press low punch
- or high punch continuously, and Goro will edge toward you blocking, but will
- not be able to do anything else, and you will win on time.
-
- ***
-
- Shang Tsung's major weakness is that he does not block, and that he always
- teleports when you jump too close.
-
- If he changes into Goro, use Goro tactics mentioned above. If he changes
- into anyone else, you should be able to defeat him with strategies in a
- previous section. If he remains Shang Tsung, he's a teleporting duck like
- Raiden, except that this time you decide when he teleports and where he
- appears.
-
- Keep jumping toward him, and you will reach him sooner or later, in which
- case he will inevitably teleport. Since you know that he is going to
- teleport, immediately do the motion for your special as soon as you land,
- in the opposite direction as your jump, since Shang Tsung will appear behind
- you. i.e. (Cage - Slide Kick, Kano - Ball, Raiden - Lightning/Launch,
- Liu Kang - Flying Kick(remember to jump right on top of him so he appears
- further from you, or the Flying kick will fly over him), Scorpion - Harpoon,
- Sub Zero - Freeze, Sonya - Sonic Rings).
-
- He will never learn about this trick, and will easily be defeated by it
- if you are really the person who won all the previous 14 matches.
-
- Alternatively, if you are Scorpion, you can teleport punch while he is
- on the other side of the screen, and he will always be hit, and he will
- back away to the other side. Teleport punch again, and again, and again.
-
- *******************************************************************************
- Everything about (Second) Fatalities/Rumours that you want to know
- *******************************************************************************
-
- Fatalities are flexible. There is only one fatality for everyone, but it
- can be done while the opponent is prone or while the opponent is still in the
- air.
-
- Uppercut the opponent to their death in the corner, and you can execute
- the fatality, if it's a quick one, before they hit the ground. Throw an
- opponent to their death or immediately when it says 'Finish Him', and your
- opponent will be prone while you are given the chance to do your fatality.
- For best results for Sub Zeros, Kanos, Cages, and Raidens fatality, kill
- the opponent with a sweep while You are in the corner. You can immediately
- throw your opponent into the corner, and you are at the proper distance
- for your fatality.
- If you do the fatalities of Cage or Liu Kang too early or while they
- are prone, you will miss. With the others, the animation after the opponent
- is hit will be exactly the same as that of a normal fatality. i.e. Bodies
- suddenly appear standing up.
-
- Cage can knock off more than one head, if you do the fatality motion just
- as the previous head is popping off. You can also miss if the timing is
- off. You can also substitute the succeeding heads for a nut crunch or
- slide kick. You can miss the head more than once also, if you do it
- correctly(this looks interesting).
-
- Liu Kang can miss his fatality and do lots of things afterwards, and this
- is detailed above in the moves section.
-
- You can NOT do any vastly different fatalities than the commonly known
- ones. I.e. Liu Kang can not cut anyone with a sword, split bodies open,
- etc.
- The game has animation capability for three different fatalities, although
- these three can not be used on any current versions of Mortal Kombat, and
- will likely not be considered in future revisions, since most MK machines
- have already been produced.
-
- Due to time constraints these three fatalities were not implemented:
-
- Cage: Original fatality was a Slide Kick, and when hit the opponent is
- hurled across the playing field to smash against the opposite wall. No
- extensive blood.
- Goro: Goro grabs your head in his hands and there is a loud pop and your
- head will be splattered as in Raiden's fatality.
- Shang Tsung: Shang Tsung pulls out his sword and cuts your head off.
- This was apparently the original reason that head popping was used for,
- and the reason that Shang Tsung has a sword by his side.
-
- Other rumours that are false:
-
- You can not fight a guard, or a dragon.
- You can not use Goro, or Shang Tsung.
- You can not use Reptile.
- There is no fourth Ninja as the r.g.v.a Ed Boon hinted at.
-
- *******************************************************************************
- Endings for the Various Characters:
- *******************************************************************************
-
- Cage's Ending:
- After defeating Shang Tsung, Johnny finally realizes the Real potential
- that this victory brings: Money at the box office. Cage goes back to
- Hollywood to make Mortal Kombat and its many successful sequels.
-
- Kano's Ending:
- Kano and his Black Dragon crime organization takes over the tournament,
- and the tournament falls into even darker times than when Shang Tsung owned
- it.
-
- Raiden's Ending:
- Raiden says that he had always held contempt for Goro's brute strength and
- Tsung's pet sorcery. He grows bored with this mortal competition and invites
- other Gods to the tournament, and this finally results in world destruction.
- "Have a Nice day."
-
- Liu Kang's Ending:
- After defeating Goro and Shang Tsung, he accomplishes his intended goal of
- restoring the Mortal Kombat Tournament to its rightful owners: The Shao Lin
- temple, with whom it belonged before the coming of Shang Tsung. This is the
- only 'morally correct' ending.
-
- Scorpion's Ending:
- Scorpion has avenged his earlier death by Sub-Zero: For he was killed
- and restored to life to avenge this death, thus came the skull. It is too
- bad though that Scorpion, although walking in the land of the Living, will
- never know his family again.
-
- Sub-Zero's Ending:
- After killing Shang Tsung, Sub-Zero disappears into the shadows from whence
- he came. His real reason for coming to the tournament was the assassination
- of Shang Tsung paid by one of Tsung's powerful enemies. With this reward
- Sub-Zero can finally retire from his dangerous profession.
-
- Sonya's Ending:
- Sonya's reason for coming to the tournament was the arrest of Kano and
- the capture of his Black Dragon crime organization by the Special Forces of
- whom she was a member of. (Sonya was promised her freedom by Shang Tsung
- if she won the tournament. Well, she got it).
-
- For more detailed Endings, Finish the Game!!
-
- *******************************************************************************
- ********************* Finished Him **************************************
- *******************************************************************************
-
- From: dejesus@a10.ima.umn.edu (Brett De Jesus)
-
- The specialty (as described in the FAQ) is useful for antagonizing your
- opponent. Imagine that you are being attacked by Kano. You need a breather,
- and choose to block down and back, so he can't throw you, and you can
- get you bearings again. He walks up and proceeds to "tap" you with his
- low punches. You feel so smart that he is failing in his attempt to throw
- you. All of a sudden, he does a head butt, which is still blocked, but
- the gall of him to even try such a vain maneuver against someone of your
- stature demands a severe punishment. You attack, and your anger will be
- your downfall.
-
- The uppercut of the ninjas is ideal against Raiden's worthless jump kick.
- If you throw it off to connect at the top of his long slow arc, he won't have
- a chance to get his foot into a vulnerable zone on you. I love doing this,
- it takes every Raiden off guard.
-
- Other already published combos not in FAQ:
- Johnny Cage: Jump Kick, Hop Kick
- Jump Kick, Green Bolt
- Jump Kick, Hop Punch
- Jump Kick, Hop Punch, Shadow Kick
- all of these are considered difficult to nearly impossible by your
- standards.
- Of course, Hop punching an opponent in the corner can be done
- against anyone by any of Kano, Raiden, or Cage.
-
- Kano: Jump Kick, Hop Punch, Ball
- Energy Ball Push, Throw: This one, sometimes when you jump over an
- opponent and do the Ball quick, it will push the opponent
- for the length of the attack. You can then throw right at
- the end of this, just like the computer does.
- Jump Kick, Knife
- Low Punch, Ball (Low punch makes the opponent vulnerable enough for
- it to land.)
-
- Raiden: Jump Kick, Hop Punch, Lightning (Only against another Raiden)
- Jump Kick, Hop Punch, Body Launch (Anyone but Ninjas)
- Jump Kick, Lightning (Anyone)
-
- Scorpion: Take out the final "combo" since it isn't a valid one. There
- are dozens of "combo"s that can be done against a cornered victim.
- Standard combo (missing from last FAQ): Jump Kick, Harpoon, Uppercut
- Teleport, Harpoon, Uppercut
- Teleport, Hop Kick, Harpoon, Uppercut
- The fatality can be done from standing without block just by being
- gentle with the joystick. (Pretend it's something else.)
-
- Sonya: Leg Sweep, Leg Throw (from computer, and a couple other Sonya freaks)
-
- Subzero: His 50% energy combo is actually only about 47%. There are some
- combos like Scorpion's Standard which comes a lot closer to 50% than
- Sub's. After the foot sweep, remember the uppercut is a classic
- maneuver.
-
- If Liu Kang or Raiden is Jumping at you, you can successfully duck without
- blocking with do adverse effects.
- Sub-Zero can always catch a jumping Raiden with a freeze.
- Another option against an opponent jumping towards you is to teleport, if
- it's an option.
- Also, if you are good at the timing, you can do a High kick or Roundhouse
- and possibly follow up with a missile.
-
- If they're jumping away from you, Scorpion can teleport, and if timed right,
- hit and start off a good "real" 49.5% combo (Teleport, Harpoon, Uppercut)
-
- Against Kano's Ball:
- If you are not Raiden (since his hat adds to his height), you can duck
- and uppercut when he comes out of it right in front or behind you.
- Note Cage's/Raiden's/Kano's Hop Punch, Hop Punch, Shadow/Body attack.
- Also, with Raiden, you can walk forward, 2 HighPunches, Teleport,
- HighPunch again, and do either Lightning or Body Launch.
-
- Against Raiden's Dive:
- Scorp: Teleport Punch, Hop Kick, Harpoon, Uppercut.
- Liu Kang: Jump Kick, Flying Kick
-
- Note: You can take the hit from Raiden, assuming you weren't doing a
- special attack at the time you were hit, and recover the moment you hit
- the ground, throwing off whatever your heart desires.
-
- After a Successful Roundhouse at close range, one can do a very fast special
- attack which will catch them in their moment of recovery. Most annoyingly,
- a ninja will plant an uppercut on a helpless form.
-
- Kano and Liu Kang also have good roundhouses.
-
- After doing the nut crunch, one usually jumps away or throws as a
- pseudo-combo.
-
- To the true aces, we try to add variety to the game and our perfection.
- Against the easier machines, before breaking the wood, one can do a foot
- sweep, specialty attack series against them just until they're dead and
- then finish them with a roundhouse or something trivial, so everyone knows
- you aren't afraid of the big bad computer.
-
- Personally, I like killing Raiden with Cage in two combo's. The Jump Kick,
- Hop Punch, Shadow Kick takes off about Sixty percent or more.
-
- Cage's fatality can't be done in the air. (I've tried many times by Hop
- Punching him to death, doing a couple extra for height, and then doing the
- easy Forward (x3) and HighPunch.
-
- [End of File]