1174 lines
62 KiB
Plaintext
1174 lines
62 KiB
Plaintext
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Newsgroups: rec.games.video.arcade
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From: lda@ecr.mu.oz.au (Lokesh_David AGGARWAL)
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Subject: MK.faq v5.0 (long)
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Organization: Computer Science, University of Melbourne, Australia
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Date: Mon, 30 Aug 1993 03:43:43 GMT
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Lines: 1160
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I posted last week a message that I would post MK.faq v5.0 to anyone who
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wanted it. Since then being under a barrage of requests.. I'll post them
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again.. :)
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********************************************************************************
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* *
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* Mortal Kombat Comprehensive Moves, Combos, Fatalities, and Hints Listing *
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* (almost FAQ) (Posted at the beginning and middle of each month) *
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********************************************************************************
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Version 5.0 (4/28/93) (Last Major Revision for a LONG while)
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What's New:
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o Completely revamped strategy section and retaliation section.
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o Pointers on how to get to Reptile, how to get flawless victories, info
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on the (second) fatalities of all chars, rumours confirmed/falsified, how
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to defeat Goro or Shang Tsung, all in their own sections.
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o Vince Koh Kia Keng gave everyone first insights on one of the most
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important requirements of getting to reptile: Moon appearances. Although
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he may not have been right on everything, he seems (definitely?) right about
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moon appearances as a requirement for reptile battles. Credit is hereby
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given to him for contributions to this list, as well as to Ken Alexander,
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Carl Chavez, and one other person whos name I can't quite recollect(anti-
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kano combos) for their good efforts. Another other person also contributed
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to this revision.
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o While the opponent is not in the corner and on the ground, JumpKick-
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JumpKick(followed by slide if you are Sub-Zero, or Flying-Kick if you are
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Liu Kang) has been discovered possible for Scorpion, Sub Zero, Liu Kang,
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and Kano, though it is very difficult to do.
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>From Previous revisions:
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o Basic Moves section added.
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o A _Concise_ version of this listing is posted along with the long version
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o Block Scorpion's teleport-punch standing up, and uppercut immediately.
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o There was a request for the endings of the different characters, so this
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version includes them.
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-------------------------------------
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--------Contents--------------------- Version 5.0
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-------------------------------------
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------------------------------------- Written by Lei Wang at U. Waterloo
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...............................................................................
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...... Introduction ...........................................................
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...... Basic Definitions ......................................................
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...... Basic Moves ............................................................
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...... Moves And Combos For Individual Characters .............................
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...... Retaliation ............................................................
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...... Basic Strategies vs. Human Players .....................................
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...... VS. The Computer .......................................................
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...... How to get flawless victories ..........................................
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...... How to get to Reptile ..................................................
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...... How to defeat Goro and Shang Tsung .....................................
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...... Everything about (Second) Fatalities/Rumours that you want to know .....
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...... Endings for the Various Characters .....................................
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...............................................................................
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*******************************************************************************
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*********** Introduction ******************************
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*******************************************************************************
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These moves and combos work specifically for version 2/3/4 of Mortal Kombat,
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for which some of the major distinguishing characteristics(from 1 and
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prototype versions) are:
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a) Shang Tsung explodes when you kill him.
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b) Goro can not be repeatedly uppercutted.
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c) Jump kicking an opponent on the ground immediately followed by
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a jump kick/jump punch is very difficult to do before he falls, unless
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he is in the corner.
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The main difference between version 2 and 3/4 are(though they do not
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matter in terms of combinations):
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a) Repeated high/low punches will not stop Goro.
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b) Raiden can not be swept to death by anyone except Sonya
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c) Reptile is definitely not on version 2, although he is on version 3/4.
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d) The comic book offer is a switch setting in version 3/4, but which
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has expired.
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Comboes for version 1 are too easy to do, and there are too many of
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them to list here.
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For the moves listed below, some will be assigned a difficulty level, if
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it is actually not trivial. So there are actually four rankings for difficulty
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of a move: Trivial, Easy, Difficult, Nearly Impossible(or if you're the
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computer), but only the last three will be indicated. Of course, things
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may vary a bit from person to person.
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If you have anything to add, or there's a combo that you love to use(and it's
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on version 2+, and it's not listed here), tell me how you do it, and I'll try
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it. If I can do it within a few dozen tries, I'll put it in here. Otherwise
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I'll either keep trying, or start to not believe you.
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If you discover any spelling mistakes or typos in this article, reply kindly
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and I'll correct it in the next version.
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l2wang@napier.UWaterloo.ca
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ooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo
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ME: Univ. of Waterloo YOU: Huh? o=> ME: in Canada, YOU: Huh?
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ME: in Ontario, YOU: Huh? /o/ ME: up north! YOU: Aaaaaahhh...
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ME: near Toronto, YOU: Huh? ==o Huh??
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*******************************************************************************
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Basic Definitions:
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*******************************************************************************
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Thing1(Thing2): Do Thing2 while doing Thing1. For example, Block(LowPunch)
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would mean to press LowPunch while holding Block, and Toward(HighPunch) would
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mean to press HighPunch while the joystick is in the Toward position.
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Forward fireball(button): Spin a quarter circle from Down to Toward your
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opponent, then press the button indicated; or more detailedly: Down, Down-
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Toward, Toward(Button), in that order.
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Backward fireball(button): Spin a quarter circle from Down to Away from your
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opponent, then press the button indicated; or more detailedly: Down, Down-Away,
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Away(Button), in that order.
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......Now we start.......
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********************************************************************************
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Execution of Basic Moves:
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********************************************************************************
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Uppercut: Joystick in Down position, press LowPunch or HighPunch. HighPunch
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works better for most characters. If you use Cage or Liu Kang,
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no one can jump at you from anywhere if you know how to use
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the Uppercut. It's less easy for Sonya or Raiden, and can not
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be used effectively at all for Sub-Zero, Scorpion, and Kano.
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A less hazardous way to use the Uppercut is to Crouch block, and
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the Moment your opponent(who is jumping toward you) hits your
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blocked body, Uppercut. If done quickly, and if your opponent
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didn't Kick/Punch almost at the last moment, this will hit them
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in the fraction of a moment before they land completely. Cage
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is perfect for this purpose.
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The Uppercut can also be used to hit opponents who are walking
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toward you and intending to low-punch, or to hit opponents who
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have just used a special move close to you and you blocked it.
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(especially against Scorpion's Teleport, if you're fast).
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Specialty: This designates Kano's headbutt, Cage's elbow, etc. Joystick in
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Toward, press HighPunch when close to opponent. Not useful at
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all, I find. Anyone correct me if I am wrong.
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HighPunch: When not doing a Specialty and on the ground, press HighPunch
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repeatedly. Fairly high damage, fast. It can not hit a crouch
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-blocking(or non-blocking) opponent, and can not throw. The
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only use for it is to hit opponents in the air, in which case
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two punches will carry them further into the air, to be followed
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by whatever special moves you like.
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LowPunch: Standing Close to your opponent, press LowPunch(repeatedly). This
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does low damage, but is just as fast as HighPunch, and can
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contact crouch-blocking non-Sonyas. If the opponent is not
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pulling back(Down-Away or Away), it will throw them. Very useful
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in that it either hits, takes off slivers of energy when blocked,
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or throws for lots of damage.
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JumpPunch: Press HighPunch or LowPunch when jumping at your opponent. Can not
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hit an opponent who is just crouching, but can override an
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uppercut if the uppercut is not done well. If pressed early
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in the jump, this has higher priority than an opponent's
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JumpKick,
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and that's another one of its usefulness.
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JumpKick: Press HighKick or LowKick when jumping at your opponent. If your
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opponent stays on the ground, press it fairly late, but not
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at the last moment. This way an uppercut will not catch you
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off guard(a weak uppercut that is), and your kick won't fade
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off before it gets to them, if they are crouching. Of course,
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if you press JumpKick early it will override your opponent's
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jumping attacks however early he presses his buttons.
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Sweep: Joystick in Away position, press LowKick. The farther you are from
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your opponent when you start, the less likely that they'll land
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a retaliation move if they blocked the sweep. But they will
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always be able to retaliate unless you are Sonya.
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Wimpy Kick: Joystick in Down position, press LowKick or HighKick. This move
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is the only move that will consistently hit an opponent who is
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close to you and LowPunching. Uppercut might also work, but
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not if they are pressing the LowPunches fast.
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The Wimpy Kick can also be used to kick opponents out of the air,
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if the opponent pressed his jump kick button a bit early or
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if he is using a jumping punch. (Or if he is Liu-Kang, who can
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not hit an opponent who is crouching without block via JumpKick
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or JumpPunch).
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Knee: Close to your opponent, joystick in Center or Toward, and press
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LowKick. This is very useful against those opponents who
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are just crouching and not blocking(to avoid your LowPunches),
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since it knocks them down.
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RoundHouse: Joystick in Away, HighKick. Not too useful, but can be used
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against the computer when the uppercut gets a bit stale.
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Kick: HighKick or LowKick when not doing a Sweep, Wimpy Kick, Knee, or
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RoundHouse. It can be used as retaliation of a Sweep, or can
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be used to kick opponents out of the air, if you place it
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perfectly.
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Throw: Close to your opponent, press low punch. If you are close
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enough, the only reason that you don't throw is because your
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opponent is blocking correctly. i.e. Away or Down and Away.
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*******************************************************************************
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Moves and Comboes for Individual Characters:
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*******************************************************************************
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### Liu Kang ###
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Victory Pose: Hands folded in bowed contemplation(Partying on the inside).
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Fatality: Somersault, double kick, powerful uppercut.
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Red Bolt: Toward, Toward(HighPunch); Toward, Toward, HighPunch.
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Flying Kick: Toward, Toward(HighKick); Toward, Toward, HighKick.
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Fatality: Block(Circle in the direction of a backward fireball),
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or simply do the circle starting from Toward or Down.
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Jump Kick Combo: Jump kick a ground opponent, Flying Kick. Easy.
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Red Bolt/Kick Combo: Bolt hits an opponent in air more than half a screen away,
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Flying Kick. Easy.
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Jump Kick/Kick Combo: Jump Kick hits an opponent in the air, immediately follow
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with Flying Kick.
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Jump Kick/Jump Kick/Kick Combo: Jump kick hits an opponent at ground,
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immediately jump kick again, then
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Flying Kick. Nearly Impossible.
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Red Bolt/Red Bolt/Kick Combo: Bolt hits an opponent in air(just beginning to
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jump) half a screen away, Bolt immediately again
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will hit the opponent before he lands, and so
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will the Kick. Nearly impossible.
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*Note: If fatality is performed more than 3/4 of the screen away, the
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opponent will remain standing, and he can be subject to various forms
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of torture after death:
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a) Immediately fatality again, thereby appearing to somersault twice
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without pause ending in an uppercut. Impressive-looking.
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b) Flying kick opponent down, or sweep opponent down, and
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b1) Sweep fallen opponent back up, then down again repeatedly.
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b2) Jump up and down on opponent, imitating Goro.
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c) Jump back, do fatality again, wander around, ending with a
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standing fatality.
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d) Follow up with three Red Bolts, then do the somersault twice,
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most impressive looking.
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e) Follow up with four Red Bolts, then do the Flying Kick. Sharp
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looking ending.
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f) If your opponent is in the corner, four Red Bolts followed by
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somersault will work, so will just five Red Bolts.
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**Note: Still my favorite character.
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### Johnny Cage ###
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Victory Pose: Arms crossed in front of him, sunglasses worn.
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Fatality: Knocks your opponent's head(s) off.
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Green Bolt: Away, Toward(LowPunch); Away, Toward, LowPunch.
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Slide Kick: Away, Toward(LowKick); Away, Toward, LowKick.
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Nut Crunch: Block(LowPunch).
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Fatality: Toward, Toward, Toward(HighPunch); Toward, Toward, Toward, HighPunch.
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Jump Kick Combo: Jump kick a ground opponent, Slide Kick(or simply standing
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kick if your opponent is in the corner). Easy to Difficult.
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*Note: The Fatality must be done right next to the opponent, and multiple
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heads can be knocked off(or attempted) if the second fatality's combination
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is performed just at the right time. 'The right time' is just before Cage
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begins to withdraw into his victory pose, and just after the first head is
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knocked off.
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A crotch grab can be done in place of the second head, as can the Slide
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Kick.
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These succeeding fatalities and the nut crunch are ranked Difficult to
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Nearly Impossible(even if you think you got it right, it doesn't always
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give it to you).
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Something else interesting: If the Slide kick is done at the same time
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the opponent jumps/teleport punches, the jump/teleport punch will travel
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twice as high/far.
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(With Cage) When Scorpion or Subzero is very near or at the corner,
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jump kick and send the opponent into the air. Quickly hop-punch, and
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continue one hop-punch after the other until the opponent dies.
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(Note: Once in the air, if you contiually hop-punch, Scorpion or
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Subzero does not hit the ground until dead. - Version 3.0 machine fyi)
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You can keep hop-punching 3 times after it says 'Finish Him!' then
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execute the fatality. You'll uppercut but miss the head, btw.
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**Note: Best all-purpose character in my opinion.
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### Kano ###
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Victory Pose: Hands on hips after an animalistic shout.
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Fatality: Pulls out your opponent's heart and holds it high.
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Energy Axe: Block(wiggle between Away and Toward), or Block(Away, Toward).
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Body Ball: Block(3/4 Circle in the direction of a backward fireball).
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Normally, it is best to try the circle without using block,
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which is much faster(in that you don't have to release block
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for the move to execute). Start from Toward, and end at Up.
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Fatality: Forward fireball(LowPunch), or Away, Down, Toward(LowPunch), or
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Away, Down, Toward, LowPunch. For some reason, the Fireball(
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LowPunch) only works from the right side. From the left side,
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A Half Circle (from Away to Toward) needs to be done.
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Jump Kick Combo: Jump kick a ground opponent, Body Ball. Difficult.
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Jump Kick/Jump Kick/Ball? Combo: Jump kick a ground opponent, immediately
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jump kick again, followed by Ball.
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*Note: The Fatality must be done right next to the opponent. If an uppercut
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is the last hit on a cornered opponent on a finishing round, the fatality can
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be performed very quickly, and Kano will appear to grab a heart out of thin
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air, before the opponent gets up from the uppercut. Difficult, given the right
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conditions.
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### Raiden ###
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Victory Pose: Absorbs lightning with up-reached hands.
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Fatality: Electricutes your opponent's head off.
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Lightning Bolt: Forward fireball(LowPunch).
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Body Launch: Away, Away, Toward.
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Teleport: Center, Down, Up, Center.
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Fatality: Toward, Away, Away, Away(HighPunch); Toward, Away, Away, Away,
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HighPunch. Easy, or Difficult, depending on joystick type.
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Jump Kick Combo: Jump kick a ground opponent, Body Launch. Difficult,
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if done right(before the opponent hits the ground).
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*Note: The Fatality should be started right next to the opponent.
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Also, if your opponent is in the corner and in the air(you could
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have just knocked them up there with a jump kick), you can
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immediately jump punch, and this will hit. You can jump punch
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again, and this will again hit. You can jump punch without their
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hitting the ground until they die.
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### Scorpion ###
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Victory Pose: One arm raised in triumph.
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Fatality: Burns opponent with fire breath from skull after pulling off mask.
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Harpoon: Away, Away(LowPunch); Away, Away, LowPunch.
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Teleport Punch: Backward fireball(HighPunch).
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Fatality: Block(Up, Up), or just Up, Up while jumping.
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Jump Kick Combo: Jump kick a ground opponent, Harpoon. Difficult.
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Jump Kick/Jump Kick Combo: Jump kick a ground opponent, Jump Kick.
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Jump Kick/High Punchx2/Harpoon: Jump kick an opponent in the corner,
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immediately highpunch twice, followed by
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harpoon, uppercut.
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*Note: Fatality must be done just less than a man's length away from
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opponent. Against Kano who just bounced off you(or anyone jumping
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right next to you), instead of simply harpooning him before they
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land, do two HighPunches, then harpoon them. This will take off
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an impressive amount of energy. Also, the Jump Kick Combo is the
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most useful in the game(perhaps next to Liu Kang's), since two of
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them and nothing else will bring an opponent just a sliver above
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Danger from full health.
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### Sub Zero ###
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Victory Pose: One arm raised in triumph.
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Fatality: Jerks opponent's head and spine from his/her body and shows it.
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Freeze: Forward fireball, LowPunch.
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Slide: Away(Bottom three buttons).
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|
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 fictories
|
||
|
*******************************************************************************
|
||
|
|
||
|
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 **************************************
|
||
|
*******************************************************************************
|
||
|
|
||
|
--
|
||
|
|
||
|
|
||
|
-----------------
|
||
|
|
||
|
~Newsgroups: rec.games.video.arcade
|
||
|
~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)
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Jump Kick, Hop Punch, Body Launch (Anyone but Ninjas)
|
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|
Jump Kick, Lightning (Anyone)
|
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|
||
|
Scorpion: Take out the final "combo" since it isn't a valid one. There
|
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|
are dozens of "combo"s that can be done against a cornered victim.
|
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|
Standard combo (missing from last FAQ): Jump Kick, Harpoon, Uppercut
|
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|
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.)
|
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|
||
|
Sonya: Leg Sweep, Leg Throw (from computer, and a couple other Sonya freaks)
|
||
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|
||
|
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.
|
||
|
|
||
|
------------
|
||
|
|
||
|
Enjoy.. :)
|
||
|
|
||
|
--
|
||
|
Internet: musjndx@gsusgi2.gsu.edu Fidonet : Jonathan Deitch@1:133/411.7
|
||
|
jdeitch@gisatl.fidonet.org Bellnet : 1 - 404 - 261 - 3665
|
||
|
-----------------------------------------------------------------------------
|
||
|
Atlanta 1996 !! | Play Pinball !! | Don't Panic ! | "I hate it when I can't
|
||
|
--------------------------------------------------| trust my own technology!"
|
||
|
"Thrills! Chills! Magic! Prizes!" -- Hurricane | -- Geordi LaForge
|
||
|
|
||
|
Gene Roddenberry, Isaac Asimov, Jim Henson, Dr. Seuss, Mel Blanc ... Sigh ...
|
||
|
|