2439 lines
97 KiB
Plaintext
2439 lines
97 KiB
Plaintext
________________________
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MORTAL KOMBAT II FAQ
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Complete Arcade Guide
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Revision 21
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November 1st, 1994
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ineluki@u.washington.edu
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________________________
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500 years ago, Shang Tsung was banished to the Earth Realm. With the
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aid of Goro he was to unbalance the furies and doom the planet to a
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chaotic existence.
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By seizing control of the Shaolin Tournament he tried to tip the scales
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of order towards chaos. Only seven warriors survived the battles and
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Shang Tsung's scheme would come to a violent end at the hands of Liu
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Kang.
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Facing execution for his failure and the apparent death of Goro, Tsung
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convinces Shao Kahn to grant him a second chance.
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Shang Tsung's new plan is to lure his enemies to compete in the Outworld
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where they will meet certain death by Shao Kahn himself.
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Now the Kombat Kontinues...
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************************************************************************
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************************* Introduction *************************
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************************************************************************
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Welcome to the 21st, and perhaps final, revision of the FAQ. This guide
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has been compiled over the last year by the players on the net and
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myself. ALL moves and fatalities listed are confirmed. This guide is
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for arcade versions 3.1 and up. Older machines do not include some of
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the moves and many of the fatalities. If you find yourself playing on
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an outdated machine, have the owner contact Midway for the replacement
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chips.
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If you have any additions send mail directly to me and I will include it
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in the next guide, if there is ever need for one. Information posted to
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alt.games.mk and rec.games.video.arcade will also be incorporated into
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this guide. Credit will be given to those who contribute. An attempt
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will be made to have this posted to both of the newsgroups every once in
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a while. There are a few other ways of obtaining the latest revision of
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the FAQ and obtaining other MK information:
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FTP: Andy Eddy of GamePro magazine has generously offered to make it
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available through anonymous FTP. The site is ftp.netcom.com, and the
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directory is pub/vi/vidgames/faqs. There are four different files there:
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mk2guide.txt: The latest version of this document.
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mk2franc.txt: The Francais version of this document.
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mk2moves.txt: A brief listing of all the moves and fatalities.
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mk2mword.bin: The Macintosh version of this file, Word format.
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MAIL: If you prefer to receive the guide through e-mail, send a
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message to musjndx@gsusgi2.gsu.edu with the SUBJECT line, without
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quotes, being exactly: "Send mk2". This will signal the server to
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automatically send you the latest FAQ.
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WWW: Take a look at the MK home page setup by Anthony Espradrilles
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if you have access to either Lynx or Mosaic. The site is
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http://www.cs.ucl.ac.uk/people/zcacaes/mk/mk.html. There is some cool
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stuff there, including pics, movie info, home system FAQs, and more.
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************************************************************************
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*************************** Contents ***************************
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************************************************************************
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1. Introduction........................................About This Guide
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2. Contents................................................This Section
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3. General Definitions and Moves....................Defines Basic Terms
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4. Individual Moves and Fatalities...........All Moves For All Fighters
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5. General Information.............................Power-ups and Tricks
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6. General and Individual Moves..........Move Descriptions and Strategy
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7. Strategy and Tactics............How to Fight the Computer and Humans
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8. Combos.......................................Combos For All Fighters
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9. Retaliation........................Retaliation In Certain Situations
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10. Secret Characters.......................Jade, Smoke, and Noob Saibot
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11. Rumors and Things To Try..............Rumors Killed and Other Tricks
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12. Version Information..................History of All Machine Versions
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13. Character Endings...........................Endings For All Fighters
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14. Offers from Midway.....................Comic And Compact Disc Offers
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15. End Credits...............................Who Supplied Info For This
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************************************************************************
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**************** General Definitions and Moves *****************
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************************************************************************
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===================
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GENERAL DEFINITIONS
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===================
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While reading through the moves, the + can be substituted by and, and
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the - can be substituted by then. For example, 'two forward - HIGH
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PUNCH' should be read as 'press the joystick twice towards the opponent
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then press HIGH PUNCH'. Another example, 'LOW PUNCH + BLOCK' should be
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read as 'press LOW PUNCH and BLOCK at the same time'. Button names are
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listed in all caps.
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Quarter-Circle Towards: Rotate joystick from the down position to the
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forward position then press the button indicated. (actual movement is
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down - down to forward - BUTTON)
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Quarter-Circle Away: Rotate joystick from the down position to the away
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position then press the button indicated. (actual movement is down -
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down to away - BUTTON)
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Half-Circle Towards: Rotate joystick from the away/down position to the
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forward/down position then press the button indicated. (actual movement
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is away/down - away/down to forward/down - BUTTON)
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Half-Circle Away: Rotate joystick from the forward/down position to the
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away/down position then press the button indicated. (actual movement is
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forward/down - forward/down to away/down - BUTTON)
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hold then release: Press and hold the button while your character
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charges. When finished charging release the button. Other actions may
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be performed while charging, which is a good way of keeping the move a
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surprise. You can also charge a move before a round begins. If you are
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hit by the opponent the charge will still remain intact. With the
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exception of Mileena, you must be standing on the ground in order for a
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charged move to work.
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(hold BLOCK): Block is only used in a move or fatality to stabilize
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your fighter, to keep them from jumping or walking. It is a good idea
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to release BLOCK before pressing the required button. You do not need
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to use BLOCK if you can be at the right distance for a fatality.
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down - up: The teleport can also be down by flicking the joystick down,
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making the joystick spring up and down. This is applicable to Raiden
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and Kung Lao.
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Pit/Spikes: This is the fatality where you knock the victim into the
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pit or onto the spikes, either on The Pit II or Kombat Tomb stages.
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Babality/Friendship: Babalities are moves where instead of finishing
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your opponent you can turn them into a baby. Friendships are similar,
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only you make friends with your opponent. In order to do a babality or
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friendship, you can not use either punch button on the winning round.
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=============
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GENERAL MOVES
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=============
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Face Punch : HIGH PUNCH
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Body Punch : LOW PUNCH
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Face Kick : HIGH KICK
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Body Kick : LOW KICK
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Uppercut : down + HIGH PUNCH
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Crouch Punch: down + LOW PUNCH
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Crouch Kick : down + HIGH KICK
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Ankle Kick : down + LOW KICK
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Roundhouse : back + HIGH KICK
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Sweep : back + LOW KICK
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Specialty : HIGH PUNCH (closest to opponent)
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Throw/Flip : LOW PUNCH (closest to opponent)
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Knee : HIGH KICK or LOW KICK (closest to opponent)
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************************************************************************
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*************** Individual Moves and Fatalities ****************
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************************************************************************
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========
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LIU KANG
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========
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After winning the Shaolin Tournament from Shang Tsung's clutches Kang
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returns to his temples. He discovers his sacred home in ruins, his
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Shaolin brothers killed in a vicious battle with a horde of Outworld
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warriors. Now he travels into the Dark Realm to seek revenge.
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Double Forearm : HIGH PUNCH (closest to opponent)
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Standard Fireball : two forward - HIGH PUNCH (can be done in air)
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Crouching Fireball: two forward - LOW PUNCH
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Flying Kick : two forward - HIGH KICK
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Bicycle Kick : hold LOW KICK (4 seconds) then release
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Pit/Spikes: back - two forward - LOW KICK
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Babality : two down - forward - back - LOW KICK
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Friendship: forward - three back - LOW KICK
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(A disco globe drops from the ceiling, and Kang gets down.)
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Fatality 1: down - forward - two back - HIGH KICK
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(Liu Kang will transform into a dragon and bite the victim
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in half, leaving the legs standing. Stand close.)
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Fatality 2: rotate joystick 360 degrees away from opponent
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(Liu Kang will do a cartwheel kick then a massive uppercut.
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Stand anywhere within jump range.)
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========
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KUNG LAO
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========
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A former Shaolin Monk and a member of the White Lotus society, he is the
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last descendant of the great Kung Lao who was defeated by Goro 500 years
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ago. Realizing the danger of the Outworld menace he joins Liu Kang in
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entering Shao Kahn's contest.
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Headbutt : HIGH PUNCH (closest to opponent)
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Ground Teleport: down - up (flick joystick down)
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Aerial Kick : down + HIGH KICK (must be done in air)
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Hat Throw : back - forward - LOW PUNCH
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Whirlwind Spin : two up - LOW KICK (hold BLOCK)
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Pit/Spikes: three forward - HIGH PUNCH
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Babality : two back - two forward - HIGH KICK
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Friendship: three back - down - HIGH KICK
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(Kung Lao pulls a rabbit out of his hat.)
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Fatality 1: three forward - LOW KICK
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(Kung Lao removes his razor hat and slices the victim down
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the middle. Stand just within sweep range.)
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Fatality 2: hold LOW PUNCH (back - forward) then release
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(Kung Lao throws his hat which decapitates the victim.
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Make sure to guide the hat up so it hits the head.
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Stand all the way across the screen.)
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===========
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JOHNNY CAGE
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===========
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After Shang Tsung's tournament the martial arts superstar disappears.
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He follows Liu Kang into the Outworld. There he will compete in a
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twisted tournament which holds the balance of earth's existence - as
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well as a script for another blockbuster movie.
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Stomach Jab : HIGH PUNCH (closest to opponent)
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Axe-Kick : HIGH KICK or LOW KICK (closest to opponent)
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Low Green Bolt : half-circle towards - LOW PUNCH
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High Green Bolt: half-circle away - HIGH PUNCH
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Shadow Uppercut: back - down - back - HIGH PUNCH
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Shadow Kick : back - forward - LOW KICK
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Ball Breaker : LOW PUNCH + BLOCK
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Pit/Spikes: three down - HIGH KICK
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Babality : three back - HIGH KICK
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Friendship: four down - HIGH KICK
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(Cage autographs his photo for his best fan.)
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Fatality 1: two down - two forward - LOW PUNCH
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(Cage grabs the victim and rips their torso off, throwing
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it to the ground. Stand close.)
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Fatality 2: two forward - down - up
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(Cage crouches and punches off the head of the victim with
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a powerful uppercut. To knock off three heads, hold down
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and the bottom three buttons until the first head is
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knocked off. Stand close.)
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=======
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REPTILE
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=======
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As Shang Tsung's personal protector the elusive Reptile lurks in the
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shadows stopping all those who would do his master harm. His human form
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is believed to disguise a horrid reptilian creature whose race was
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thought extinct millions of years ago.
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Backhand : HIGH PUNCH (closest to opponent)
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Acid Spit : two forward - HIGH PUNCH
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Slide : back + LOW PUNCH + BLOCK + LOW KICK
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Forceball : two back - HIGH PUNCH + LOW PUNCH
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Invisibility: two up - down - HIGH PUNCH (hold BLOCK)
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Pit/Spikes: down - two forward - BLOCK
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Babality : down - two back - LOW KICK
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Friendship: two back - down - LOW KICK
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(Reptile attempts to sell you a Reptile doll.)
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Fatality 1: two back - down - LOW PUNCH
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(Reptile shoots his tongue towards the victims head,
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bringing it back where he goes about eating it. Stand
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about a jumps length away.)
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Fatality 2: two forward - down - HIGH KICK
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(While invisible Reptile cuts the torso off the victim.
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You must be invisible. Stand close.)
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========
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SUB-ZERO
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========
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Thought to have been killed in the Shaolin Tournament, Sub-Zero
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mysteriously returns. It is believed he traveled into the Outworld to
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again attempt to assassinate Shang Tsung. To do so he must fight his
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way through Shao Kahn's tournament.
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Backhand : HIGH PUNCH (closest to opponent)
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Iceball : quarter-circle towards - LOW PUNCH
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Ground Freeze: quarter-circle away - LOW KICK
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Slide : back + LOW PUNCH + BLOCK + LOW KICK
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Pit/Spikes: down - two forward - BLOCK
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Babality : down - two back - HIGH KICK
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Friendship: two back - down - HIGH KICK
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(Sub-Zero attempts to sell you a Sub-Zero doll.)
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Fatality 1: two forward - down - HIGH KICK
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(Sub-Zero will ice the victim over, putting them in a deep
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freeze. Stand just out of sweep range.)
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forward - down - two forward - HIGH PUNCH
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(After deep freezing the victim, Sub-Zero will shatter the
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top part of the body. Stand close.)
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Fatality 2: hold LOW PUNCH (two back - down - forward) then release
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(Sub-Zero will throw an ice grenade into the stomach of the
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victim, exploding their top half. Stand all the way
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across the screen.)
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===========
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SHANG TSUNG
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===========
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After losing control of the Shaolin Tournament, Shang Tsung promises his
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ruler Shao Kahn to shape events that will lure the earth warriors to
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compete in his own contest. Convinced of this plan, Shao Kahn restores
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Tsung's youth and allows him to live.
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Forearm : HIGH PUNCH (closest to opponent)
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Flaming Skulls: two back - HIGH PUNCH (one flaming skull)
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two back - forward - HIGH PUNCH (two skulls)
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two back - two forward - HIGH PUNCH (three skulls)
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Morph to Liu Kang: back - two forward - BLOCK
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Kung Lao: back - down - back - HIGH KICK
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Johnny Cage: two back - down - LOW PUNCH
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Reptile: up - down - HIGH PUNCH (hold BLOCK)
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Sub-Zero: forward - down - forward - HIGH PUNCH
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Kitana: tap BLOCK three times
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Jax: down - forward - back - HIGH KICK
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Mileena: hold HIGH PUNCH (2 seconds) then release
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Baraka: two down - LOW KICK
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Scorpion: two up (hold BLOCK)
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Raiden: down - back - forward - LOW KICK
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Pit Only : two down - up - (release BLOCK) - down
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Babality : back - forward - down - HIGH KICK
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Friendship: two back - down - forward - HIGH KICK
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(Tsung creates a rainbow above his head.)
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Fatality 1: hold HIGH KICK (2 seconds) then release
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(Shang Tsung turns into a mist and enters the victims body,
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which explodes. Stand just within sweep range.)
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Fatality 2: up - down - up - LOW KICK (hold BLOCK)
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(Tsung picks up the victim with one hand, and drains their
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life force into his other hand. Stand close.)
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Fatality 3: hold LOW PUNCH (30 seconds) then release
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(Shang Tsung turns into Kintaro, who punches the torso of
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the victim across the screen. If you hold LOW PUNCH from
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before the round begins, you do not need to wait the full
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30 seconds to do the fatality.)
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======
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KITANA
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======
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Her beauty hides her true role as personal assassin for Shao Kahn. Seen
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talking to an earth realm warrior. Her motives have come under
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suspicion by her twin sister Mileena. But only Kitana knows her own
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true intentions.
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Elbow : HIGH PUNCH (closest to opponent)
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Fan Swipe : back + HIGH PUNCH
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Fan Throw : two forward - HIGH PUNCH + LOW PUNCH (can be done in air)
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Fan Lift : three back - HIGH PUNCH
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Aerial Punch: half-circle away - HIGH PUNCH
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Pit/Spikes: forward - down - forward - HIGH KICK
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Babality : three down - LOW KICK
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Friendship: three down - up - LOW KICK
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(Kitana turns around and produces a cake with candles.)
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Fatality 1: hold LOW KICK (two forward - down - forward) then release
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(Kitana leans and kisses the victim, which then expands to
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unnatural proportions and explodes. Stand close.)
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Fatality 2: tap BLOCK three times - HIGH KICK
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(Kitana draws her fan and decapitates the victim with one
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swipe. Stand close.)
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===
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JAX
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===
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His real name is Maj. Jackson Briggs, leader of a top US special forces
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unit. After receiving a distress signal from Lt. Sonya Blade, Jax
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embarks on a rescue mission. One that leads him into a ghastly world
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where he believes that Sonya is still alive.
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Overhead Hammer: HIGH PUNCH (closest to opponent)
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Ground Smash : hold LOW KICK (4 seconds) then release
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Gotcha Grab : two forward - LOW PUNCH
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Quadruple Slam : throw the opponent then tap HIGH PUNCH
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Energy Wave : half-circle away - HIGH KICK
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Back Breaker : BLOCK (must be done in air)
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Pit/Spikes: two up - down - LOW KICK
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Babality : down - up - down - up - LOW KICK
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Friendship: two down - two up - LOW KICK
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(Jax creates a string of paper dolls.)
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Fatality 1: hold LOW PUNCH (three forward) then release
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(Jax claps the victims head with a loud pop, and the skull
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crumbles in pieces to the ground. Stand close.)
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Fatality 2: tap BLOCK four times - LOW PUNCH
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(Jax grabs the victim by the arms and rips them off the
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body. Stand a step away from victim.)
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=======
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MILEENA
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=======
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Serving as an assassin along with her twin sister Kitana, Mileena's
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dazzling appearances conceal her hideous intentions. At Shao Kahn's
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request she is asked to watch for her twin's suspected dissension. She
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must put a stop to it at any cost.
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Elbow : HIGH PUNCH (closest to opponent)
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Teleport Kick: two forward - LOW KICK
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Ground Roll : two back - down - HIGH KICK
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Sai Throw : hold HIGH PUNCH (2 seconds) then release
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(can be done in air)
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Pit/Spikes: forward - down - forward - LOW KICK
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Babality : three down - HIGH KICK
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Friendship: three down - up - HIGH KICK
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(Mileena grows a flower beneath her outstretched hand.)
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Fatality 1: forward - back - forward - LOW PUNCH
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(Mileena repeatedly stabs the victim, lifting them up as
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blood sprays everywhere. Stand close.)
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Fatality 2: hold HIGH KICK (2 seconds) then release
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(Mileena removes her mask revealing Baraka-like teeth and
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inhales the victim, spitting out the bones. You can also
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just hold BLOCK and tap HIGH KICK. Stand close.)
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======
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BARAKA
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======
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He led the attack against Liu Kang's Shaolin temples. Baraka belongs to
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a nomadic race of mutants living in the wastelands of the Outworld. His
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fighting skills gained the attention of Shao Kahn who recruited him into
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his army.
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Backhand : HIGH PUNCH (closest to opponent)
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Double Kick: tap HIGH KICK twice (closest to opponent)
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Blade Swipe: back + HIGH PUNCH
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Blade Fury : three back - LOW PUNCH
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Blue Bolt : quarter-circle away - HIGH PUNCH
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Pit/Spikes: two forward - down - HIGH KICK
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Babality : three forward - HIGH KICK
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Friendship: up - two forward - HIGH KICK (hold BLOCK)
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(Baraka offers the victim a present.)
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Fatality 1: four back - HIGH PUNCH (hold BLOCK)
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(Baraka extends his blades from his arms, then decapitates
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the victim with one swipe. Stand close.)
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|
|
|
Fatality 2: back - forward - down - forward - LOW PUNCH
|
|
(Baraka stabs the victim and lifts them up, then they
|
|
slowly slide down the blade. Stand close.)
|
|
|
|
========
|
|
SCORPION
|
|
========
|
|
|
|
The hell-spawned specter rises from the pits. After learning of Sub-
|
|
Zero's return, he again stalks the ninja assassin - following him into
|
|
the dark realm of the Outworld where he continues his own unholy
|
|
mission.
|
|
|
|
Backhand : HIGH PUNCH (closest to opponent)
|
|
Spear : two back - LOW PUNCH
|
|
Teleport Punch: quarter-circle away - HIGH PUNCH (can be done in air)
|
|
Leg Grab : half-circle away - LOW KICK
|
|
Air Throw : BLOCK (must be done in air)
|
|
|
|
Pit/Spikes: down - two forward - BLOCK
|
|
Babality : down - two back - HIGH KICK
|
|
Friendship: two back - down - HIGH KICK
|
|
(Scorpion attempts to sell you a Scorpion doll.)
|
|
|
|
Fatality 1: two up - HIGH PUNCH (hold BLOCK)
|
|
(Scorpion removes his mask and breathes fire at the feet of
|
|
the victim, which then twitches and explodes. Stand a
|
|
step or two out of sweep range.)
|
|
|
|
two down - two up - HIGH PUNCH (hold BLOCK)
|
|
(With the addition of the two downs at the beginning,
|
|
Scorpion may do the fatality at any distance, and always
|
|
get the "Toasty!".)
|
|
|
|
Fatality 2: hold HIGH PUNCH (down - three forward) then release
|
|
(Scorpion slices the victim across the neck then cuts them
|
|
in two. Stand close.)
|
|
|
|
======
|
|
RAIDEN
|
|
======
|
|
|
|
Watching events unfold from high above, the thunder god realizes the
|
|
grim intentions of Shao Kahn. After warning the remaining members of
|
|
the Shaolin Tournament, Raiden soon disappears. He is believed to have
|
|
ventured into the Outworld alone.
|
|
|
|
Mini Uppercut: HIGH PUNCH (closest to opponent)
|
|
Body Launch : two back - forward (can be done in air)
|
|
Lightning : quarter-circle towards - LOW PUNCH
|
|
Teleport : down - up (flick joystick down)
|
|
Electrocution: hold HIGH PUNCH (4 seconds) and release
|
|
(close to opponent)
|
|
|
|
Pit/Spikes: three up - HIGH PUNCH (hold BLOCK)
|
|
Babality : two down - up - HIGH KICK
|
|
Friendship: down - back - forward - HIGH KICK
|
|
(Raiden creates Kidd Thunder, a miniature likeness.)
|
|
|
|
Fatality 1: hold LOW KICK (5 seconds) then release
|
|
(Raiden grabs the victim and lifts them up, then proceeds
|
|
to shock them. Stand close.)
|
|
|
|
tap BLOCK + LOW KICK repeatedly
|
|
(After a dose of the shock treatment, the victim will
|
|
explode into bits.)
|
|
|
|
Fatality 2: hold HIGH PUNCH (10 seconds) then release
|
|
(Raiden explodes the top half of the victim with a powerful
|
|
uppercut. A few moments later the head falls to the
|
|
ground. Stand close.)
|
|
|
|
|
|
|
|
************************************************************************
|
|
********************* General Information **********************
|
|
************************************************************************
|
|
|
|
o Random select may be done by pressing up and start from the
|
|
Choose Your Fighter screen. Be sure to have the selector positioned
|
|
where it originally appears.
|
|
|
|
o To turn throws off in a two player match, hold down and HIGH
|
|
PUNCH on both joysticks after you select your fighters. A message will
|
|
appear saying throws are disabled.
|
|
|
|
o On the Dead Pool stage you may knock the victim into the
|
|
pool, where they go under the slime and come up a skeleton. All the
|
|
Dead Pool fatalities are performed by holding LOW PUNCH and LOW KICK
|
|
while doing the standard uppercut.
|
|
|
|
o During attract mode, pull down on either joystick to bring
|
|
up the top 15 players.
|
|
|
|
==========================
|
|
FRIENDSHIPS AND BABALITIES
|
|
==========================
|
|
|
|
Instead of finishing your opponent, you have the option to violate the
|
|
spirit of Mortal Kombat and be compassionate. You may either turn them
|
|
into a baby or make friends with them. This is a good way to show
|
|
others what a nice game Mortal Kombat II is.
|
|
|
|
In order to utilize a friendship or babality, you may not press either
|
|
punch button during the winning round. This would include all normal
|
|
punching moves, as well as all missile weapons involving a punch button
|
|
and a few of Shang Tsung's morphs. Friendships and babalities may be
|
|
done from any distance on the screen. Every fighter has a fairly good
|
|
arsenal without the punch buttons, although this is much harder to
|
|
accomplish against a human opponent. The easiest way to win against the
|
|
computer without the punch buttons is with a jump-kick pattern.
|
|
|
|
|
|
|
|
************************************************************************
|
|
***************** General and Individual Moves *****************
|
|
************************************************************************
|
|
|
|
=============
|
|
GENERAL MOVES
|
|
=============
|
|
|
|
Face Punch: Rapid punches to the head takes off good damage, and pushes
|
|
the opponent away if they are standing and blocking. Use after a
|
|
blocked kick or blocked missile at close range. The opponent will not
|
|
have time to recover and you can start punching. Don't stop until they
|
|
are pushed out of your punching range.
|
|
|
|
Body Punch: Good for punching a crouching or ducking opponent, or as
|
|
retaliation for a close blocked move. This takes off good damage if
|
|
unblocked, and also pushes the opponent back. If you successfuly hit
|
|
your opponent with a few body punches, quickly move up to the face
|
|
punches to take off more damage.
|
|
|
|
Standing Kick: Useful after blocking a missile weapon or sweep at close
|
|
range. Also good for hitting opponents jumping towards you. Be sure to
|
|
kick them as close to their feet as possible. The will ensure that you
|
|
override their jump kick. The standing kick is also good to use after
|
|
sweeping your opponent. Be sure to be standing at the fullest extent of
|
|
your kick though, it is easy to retaliate against.
|
|
|
|
Uppercut: The uppercut takes off the most damage of any standard move.
|
|
Best used as retaliation: after a blocked kick, missile, or other move
|
|
at close range. It is also very effective for hitting jumping
|
|
opponents. Liu Kang, Johnny Cage, Kitana, and Mileena have the best
|
|
uppercuts in the game. Baraka, Jax, Kung Lao, Shang Tsung, and Raiden
|
|
have good uppercuts. Sub-Zero, Scorpion, and Reptile have weak
|
|
uppercuts. The difference between a good and bad uppercut is range and
|
|
hitting area; they all take off the same amount of damage, like all
|
|
other moves.
|
|
|
|
Crouch Punch: Useful for pushing away opponents at close range. The
|
|
opponent recovers quickly and it takes off very little damage, but hard
|
|
to retaliate against. Also used to juggle opponents in a corner combo.
|
|
|
|
Crouch Kick: Much slower than the other ducking kick. This move hits
|
|
the opponent higher and takes off more damage, but can almost always be
|
|
retaliated against. Best used to hit jumping in opponents.
|
|
|
|
Low Kick: This quick kick is useful for keeping opponents away while
|
|
close fighting. Can be done multiple times very rapidly to keep them at
|
|
bay. Takes off very little damage and is hard to retaliate against.
|
|
|
|
Roundhouse: Probably not the technical name for this move but that is
|
|
what it will be called. Good for hitting jumping opponents, and also
|
|
useful at close range fighting. If hit, the opponent is sent flying an
|
|
unnatural distance.
|
|
|
|
Sweep: One of the most powerful moves in the game. This keeps
|
|
opponents away from you like no other move can. Best used at its full
|
|
extent, otherwise it is a bit easier to retaliate against.
|
|
|
|
Specialty: The forearm, elbow, headbutt, etc. These moves stun the
|
|
opponent momentarily but take off little damage. Easy to block and
|
|
retaliate against. These are more of an 'insult' move, but can be very
|
|
effective if you mix it in while close fighting.
|
|
|
|
Throw/Flip: Another powerful move that can counter a defensive player.
|
|
Takes off good damage, but is easily blocked by using BLOCK + down +
|
|
away. Good to use when jumping in, especially behind the opponent, and
|
|
during close fighting when they make a move.
|
|
|
|
Knee: The knee can only be used up close. It takes off little damage
|
|
and is easy to retaliate to if blocked, unless you are playing Baraka,
|
|
who has a knee - kick move. Good to use while close fighting when you
|
|
anticipate your opponent about to sweep, punch, etc.
|
|
|
|
Air Jab: To punch your opponent out of the air, you must time your
|
|
punch so that you hit them as close to their foot as possible. You can
|
|
use either punch button, but HIGH PUNCH is easiest. Using LOW PUNCH is
|
|
good for jabbing them up multiple times.
|
|
|
|
Heavy Punch: This move is a regular punch, but takes off uppercut
|
|
damage. The easiest way to do this is to do the air jab, except punch
|
|
early. Try to time it so that their foot hits your punch just as you
|
|
are bringing your arm back in. This can also happen during close
|
|
fighting when you are punching your opponent. This is not a 'legit'
|
|
move, more like a computer glitch that tricks it into taking away more
|
|
health.
|
|
|
|
Jump Kick: Jump and HIGH KICK or LOW KICK the opponent. This is one of
|
|
the most powerful moves in the game, especially against the computer.
|
|
The hitting area of the jump kick varies from fighter to fighter. The
|
|
best kickers are Baraka and Shang Tsung. When fighting the computer,
|
|
the best time to kick is early. Most often the computer will keep
|
|
walking towards you and get hit. When fighting a human, the best time
|
|
to kick is late. This will ensure an accurate hit that is harder to
|
|
retaliate against. The focal point of the jump kick is the foot, so try
|
|
to place your foot as close to your target as possible. The lower the
|
|
jump kick, the easier the combo.
|
|
|
|
Jump Punch: Jump and HIGH PUNCH or LOW PUNCH the opponent. This is
|
|
pretty much the same as the jump kick but takes off less damage and
|
|
leaves you more vulnerable. It also does not knock the opponent down.
|
|
|
|
Hop Kick: Jump and kick the opponent on your way up. This can be used
|
|
to counter a jumping opponent, or as part of a combo. Also good for
|
|
kicking a standing opponent in the face.
|
|
|
|
Hop Punch: Jump and punch the opponent on your way up. This is pretty
|
|
much the same as the hop kick but takes off less damage and leaves you
|
|
more vulnerable. Heard this before?
|
|
|
|
Turn Around Kick: Jump over your opponent and kick them after you turn
|
|
around, but before you hit the ground. Harder to retaliate against than
|
|
a normal jump kick, and makes some combos easier.
|
|
|
|
To block against an attack: BLOCK or down or down + BLOCK
|
|
To block against the throw: down + back or down + back + BLOCK
|
|
|
|
========
|
|
LIU KANG
|
|
========
|
|
|
|
Uppercut: Awesome
|
|
Jump Kick: Weak
|
|
Roundhouse: Good
|
|
|
|
Liu Kang has some great weapons in his arsenal. He is a good offensive
|
|
fighter, and if played right, can be a good defensive fighter too. The
|
|
Low Fireballs are good for keeping people on their toes, and is great at
|
|
close range, because it is hard to retaliate against. The High Fireball
|
|
can be done in the air, which is good for combos and shooting down
|
|
jumping opponents. His Flying Kick and Bicycle Kick are easily
|
|
blockable, but good for combos and retaliation. The Bicycle Kick takes
|
|
off heavy damage. Liu Kang has a good roundhouse, which is great for
|
|
knocking people out of the air. He is also inheritently good.
|
|
|
|
========
|
|
KUNG LAO
|
|
========
|
|
|
|
Uppercut: Good
|
|
Jump Kick: Weak
|
|
Roundhouse: Good
|
|
|
|
This guy is cool. Not only does he look cool, he is a good fighter.
|
|
His Hat Throw is steerable, which is good for hitting ducking or jumping
|
|
opponents. It comes out fairly slow though, keep that in mind. While
|
|
doing the Whirlwind Spin, he can not be hit by anything other than a
|
|
missile weapon or the Ground Dmash. It takes a while to fire up, and
|
|
there is a period where the Spin speeds up and slows down, in which you
|
|
are vulnerable to regular hits. You must either kick or punch after you
|
|
do the teleport, otherwise you are likely to get hit. The Aerial Kick
|
|
is a good suprise weapon. Don't abuse it though, or you will get
|
|
abused. Try jumping away from your opponent then doing it. Use it
|
|
sparingly and when least expected.
|
|
|
|
===========
|
|
JOHNNY CAGE
|
|
===========
|
|
|
|
Uppercut: Awesome
|
|
Jump Kick: Good
|
|
Roundhouse: Good
|
|
|
|
Cage is a great close in fighter. He has excellent low jabs, good for
|
|
punching crouching opponents. Combine that with the Ball Breaker and
|
|
the Shadow Kick and he is powerful. The Shadow Kick is best used as
|
|
part of a combo, or for hitting an unsuspecting opponent. Every once in
|
|
a while the Shadow Kick will be red, and make a crackling sound. This a
|
|
random occurence and does nothing special. The Shadow Uppercut is good
|
|
for hitting jumping opponents and using with combos. Be careful,
|
|
though, it will leave you handing in the air if you miss. The Fireballs
|
|
are good at long range. Mix the high and low to keep your opponent
|
|
guessing. The High Fireball can be used to hit jumping opponents. The
|
|
Ball Breaker. Everyones favorite. Very good against male opponents.
|
|
It has suprising range and takes off great damage, but if blocked, is
|
|
easy to retaliate against.
|
|
|
|
=======
|
|
REPTILE
|
|
=======
|
|
|
|
Uppercut: Weak
|
|
Jump Kick: Good
|
|
Roundhouse: Awesome
|
|
|
|
Reptile is a finesse fighter. You have to know how to play him to be
|
|
effective with him. His Acid Spit takes off little damage but can come
|
|
out very fast and often. It comes out high, which is good against
|
|
jumpers. The Forceball comes out painfully slow. If the opponent gets
|
|
hit with the Foreceball, they will get knocked into the air towards you,
|
|
where you can combo them. An effective move is to do the Foreceball
|
|
then fire the acid after it. The Slide is still a great move, good for
|
|
close range fighting and at the end of a combo. Invisibility is his
|
|
greatest asset, just as long as you keep your opponent guessing as to
|
|
where you are. Once your are hit, even if it is a blocking hit, the
|
|
invisibilty wears off. You can reappear by doing the invisibilty move
|
|
again.
|
|
|
|
========
|
|
SUB-ZERO
|
|
========
|
|
|
|
Uppercut: Weak
|
|
Jump Kick: Good
|
|
Roundhouse: Awesome
|
|
|
|
Sub-Zero is another fighter who lacks high power offense. His Iceball
|
|
is easily blockable. The Ground Freeze is easily avoidable. You must
|
|
bait your opponent into jumping towards you then get them, either with
|
|
the roundhouse or the Ground Freeze. If you do hit your opponent,
|
|
always do the Ground Freeze underneath them. They will have to jump
|
|
away in order to avoid slipping on the ice. Sub-Zero is a good close
|
|
range fighter, with good low jabs. The Slide is still a great move,
|
|
good for close range fighting and at the end of a combo. Copy and paste
|
|
rule.
|
|
|
|
===========
|
|
SHANG TSUNG
|
|
===========
|
|
|
|
Uppercut: Good
|
|
Jump Kick: Awesome
|
|
Roundhouse: Weak
|
|
|
|
The only special move Shang Tsung has is the Fireballs. These take off
|
|
good damage if they hit, and can be sent out three at a time. When you
|
|
morph into another fighter, you stay morphed for about 15 seconds, at
|
|
which point you moprh back into Shang Tsung. During the morphing stage
|
|
you are vulnerable to all hits. His other weapon is his jump kick. It
|
|
has awesome range and hitting area, as well as being very accurate.
|
|
|
|
======
|
|
KITANA
|
|
======
|
|
|
|
Uppercut: Awesome
|
|
Jump Kick: Good
|
|
Roundhouse: Weak
|
|
|
|
Kitana has the most devastating move in the entire game: the Fan Lift.
|
|
If you trap an opponent in this, you can take off at least half of their
|
|
energy. The trick is getting your opponent to jump into it, which takes
|
|
some skill. The Aerial Punch is good for hitting jumping opponents and
|
|
as part of combos. The Fan Throw comes out slowly while done on its on,
|
|
but as part of a combo, it comes out lightning quick. The Fan Throw
|
|
takes off average damage. Kitana is fast all around and good at close
|
|
fighting, with her speedy jabs and kicks. Throw in the Fan Swipe, good
|
|
for close fighting, and you have on the best fighters in the game.
|
|
|
|
===
|
|
JAX
|
|
===
|
|
|
|
Uppercut: Good
|
|
Jump Kick: Good
|
|
Roundhouse: Weak
|
|
|
|
Jax has some very powerful moves, and is a terrific close in fighter.
|
|
The Quadruple Slam can be done every time you throw your opponent. Just
|
|
throw them the regular way and tap HIGH PUNCH until the fourth slam is
|
|
over. The Gotcha Grab can catch unsuspecting and jumping opponents and
|
|
subject them to facial assault. Up to five face smashes are possible,
|
|
just keep hitting LOW PUNCH. The Back Breaker is best used as a combo.
|
|
You can follow must jump kicks or hop kicks with this for additional
|
|
damage. The energy wave takes off average damage, but has a very long
|
|
hitting area, which is great for hitting jumpers. Add the Ground Smash
|
|
to every hit you do for extra damage. The only way to block this is to
|
|
jump.
|
|
|
|
=======
|
|
MILEENA
|
|
=======
|
|
|
|
Uppercut: Awesome
|
|
Jump Kick: Good
|
|
Roundhouse: Weak
|
|
|
|
Mileena is very effective when playing a controled offense. The
|
|
Teleport Kick can be used to knock all jumping opponents to the ground,
|
|
and to hit opponents right after they fire their missile weapon. It is
|
|
easy to spot and block, though. Her Sai Throw is a charge weapon which
|
|
makes it more awkward to use. But once it is mastered, you can throw it
|
|
into most combos. It can be used in the air to hit jumping opponents.
|
|
The Ground Roll is the key element to most of her combos. Best used
|
|
after a jump kick, because if blocked, you are vulnerable to nasty
|
|
things.
|
|
|
|
======
|
|
BARAKA
|
|
======
|
|
|
|
Uppercut: Good
|
|
Jump Kick: Awesome
|
|
Roundhouse: Good
|
|
|
|
One of the best close in fighters. The Blue Bolt is an average missile
|
|
weapon that does average damage. Baraka is very vulnerable after he
|
|
shoots it. He can easily be swept from long range, and his arms stick
|
|
way out, just waiting to be hit. The Blade Fury, the bloodiest move in
|
|
the game, is good to use for inbound jumping opponents, or as part of a
|
|
jump kick combo. It is hard to use at close range, because the motion
|
|
requires three back taps, which move you away from your opponent. The
|
|
Blade Swipe has long range, about the same as the sweep. The Double
|
|
Kick may look funny, but it is devastating if used properly. At close
|
|
range it is unblockable if used twice in a row. That, combined with the
|
|
swipe, roundhouse, awesome jabs, and good roundhouse, make Baraka one
|
|
tough fighter. Another assett is his jump kick, which has a huge
|
|
hitting area. This makes it almost impossible to defend against his
|
|
jump kicks.
|
|
|
|
========
|
|
SCORPION
|
|
========
|
|
|
|
Uppercut: Weak
|
|
Jump Kick: Good
|
|
Roundhouse: Awesome
|
|
|
|
Scorpion can be used both defensively and offensively. His roundhouse
|
|
makes him almost impossible to jump at. The Spear can be used to pull
|
|
in jumping opponents, and is also good as part of a combo. Always
|
|
follow the Spear with an uppercut, unless you are feeling cocky. Your
|
|
opponent will be stunned after they are speared, but do not try to jump
|
|
over them, they will suddenly revive. The Air Throw is hard to pull off
|
|
against a decent human opponent. It is effective not at the top of
|
|
Scorpions jump, but closer to the ground, where it is harder to react
|
|
to. The Teleport Punch is good to keep people guessing when standing on
|
|
the far side of the screen. Never use the teleport at an obvious time,
|
|
it is easy to retaliate to.
|
|
|
|
======
|
|
RAIDEN
|
|
======
|
|
|
|
Uppercut: Good
|
|
Jump Kick: Weak
|
|
Roundhouse: Good
|
|
|
|
And finally Raiden, the thunder god who turned into a good guy. He is a
|
|
tremendous offensive player is used right. The Teleport can get you
|
|
around and out of trouble quickly, and is good for sneaking close to
|
|
your opponent. The Body Launch can be done in the air, which is good
|
|
for catching jumpers, or picking them off the ground by just touching
|
|
their head. The Lightning is an average missile weapon, doing average
|
|
damage. The Electric Grab is a charge move, which restricts your use of
|
|
the HIGH PUNCH button and ties up your hands. Not very effective unless
|
|
you are good at keeping it a suprise. Always do a combo after the
|
|
Electric Grab shocks your opponent. This move does not work against the
|
|
computer for some reason.
|
|
|
|
|
|
|
|
************************************************************************
|
|
********************* Strategy and Tactics *********************
|
|
************************************************************************
|
|
|
|
Here are some basic things you can do while fighting the computer or a
|
|
human opponent. Let me emphasize basic. You experts allready know all
|
|
this stuff. The following are just some suggestions that you can apply
|
|
if you are a novice or just learning the game. Not all the known
|
|
tactics are included for the sake of space and my sanity. Go to your
|
|
arcade and watch a few pros to see what to do in different situations.
|
|
Around here, I've noticed that different areas of town have different
|
|
tactics that are used. Once you get used to playing a different style,
|
|
you can use that knowledge to your advantage.
|
|
|
|
===========================
|
|
FIGHTING COMPUTER OPPONENTS
|
|
===========================
|
|
|
|
The computer is very easy to defeat once you get used to the patterns it
|
|
uses. To counter this ease of defeat, the computer behaves cheaply: it
|
|
can throw you at all times, and do missile weapons faster than possible.
|
|
The inability to block computer throws forces you into a pattern of jump
|
|
kick combos. Why can't you block computer throws? Perhaps to force you
|
|
into more offensive attacks.
|
|
|
|
o Use sweeps a lot, and sweep multiple times. Time them so
|
|
they hit the feet of the opponent at your fullest range. Otherwise the
|
|
computer will walk through your sweep and throw you. It is possible to
|
|
beat the computer using nothing but sweeps.
|
|
|
|
o Use early jump kicks a lot. Jump away from your opponent as
|
|
far a you can. Then jump towards them and kick early. The computer
|
|
will either walk right into your kick, jump back, or try to retaliate.
|
|
Most often as retaliation they will do a straight up jump kick that will
|
|
usually not connect.
|
|
|
|
o Time your jump kicks. If you are far away from the
|
|
computer, stand still. The opponent will walk halfway across the screen
|
|
then stop. It will then start to fire a missile weapon. At this point
|
|
walk forward a bit then jump towards them. Their missile attack should
|
|
go under you, leaving them vulnerable to a jump kick then combo. If you
|
|
jump too soon or too late you will get hit.
|
|
|
|
o Avoid all close in fighting. Don't try to walk up and punch
|
|
the computer unless on a low difficuly setting. They will either throw
|
|
you or punch you then throw you. Only punch the computer as
|
|
retaliation.
|
|
|
|
o Walk the computer to the corner. Sometimes when you jump
|
|
towards the computer oppoenent, they will start to walk backwards. Keep
|
|
walking towards them until they reach the corner. When they do, walk
|
|
back to a good jump kick range. Wait for the computer to start to fire
|
|
their missile, then jump in and do the combo of your choice.
|
|
|
|
o If you jump in and the computer blocks, walk back a few
|
|
steps then jump away. If you jump back immediately, the computer will
|
|
hit you with a missile or a straight up hop kick.
|
|
|
|
o Using which joystick determines some computer actions.
|
|
Playing on the right side usually makes it easier to defeat the
|
|
computer. Playing on the left side allows you to trick the computer
|
|
into jumping towards you. Let the computer walk towards you. When they
|
|
are getting within sweep range, jump away. Sometimes the computer will
|
|
stand there for a moment then jump towards you without kicking, leaving
|
|
them vulnerable to the combo of your choice. Of course playing on the
|
|
left side makes the computer more difficult, somehow.
|
|
|
|
o If you are fighting the first opponent on medium or less
|
|
difficulty, you can just use the crouching punch the entire round and
|
|
the will not be able to throw you.
|
|
|
|
================
|
|
FIGHTING KINTARO
|
|
================
|
|
|
|
Kintaro is actually a challenge to beat. His moves are very powerful
|
|
and he is fast for a big guy. Stay away from that scorching fireball
|
|
blast and you should be OK. Don't let the crowd get to you either, they
|
|
are definately biased.
|
|
|
|
o Use footsweeps a lot, he is a sucker for them. Time your
|
|
sweep so that you hit him with the end of your foot just as he walks
|
|
into range. He will stagger back and groan. Duck, then repeat.
|
|
|
|
o Jump kicks work sometimes, but don't use them a whole lot.
|
|
Kintaro will most likely block then grab you or punch you. If he does
|
|
block, you can try to jump away and run the risk of the fireballs. Or
|
|
try a standing block. If he punches or uppercuts you, it hurts, but at
|
|
least you won't go flying. Hop kicks work the same way.
|
|
|
|
o Kintaro is a cocky four armed tony the tiger. If he leans
|
|
back, growls, and flexes, uppercut him. Missile him. Jump kick and
|
|
combo him. Hurt him.
|
|
|
|
o Kintaro is easiest to hurt when he hops towards you. It is
|
|
easy to spot when he will do it because he hops in place first. If you
|
|
see him do this, align yourself to be in the best position to retaliate.
|
|
When he hops towards you, uppercut him or whatever.
|
|
|
|
o If Kintaro spits fireballs at you, duck.
|
|
|
|
o When Kintaro jumps into the sky, get out of the way. The
|
|
best things to do is jump away and kick. This will usually hit. If you
|
|
are good, you can uppercut Kintaro as he is coming down. If you are
|
|
trapped in the corner, try jumping away from the corner while punching.
|
|
|
|
o Always do your missile after you knock Kintaro down. It
|
|
will usually hit him unless you are on the far side of the screen.
|
|
|
|
o After Kintaro jumps on you from the sky, he will always lean
|
|
back and growl. When he does this you can either walk up and uppercut
|
|
him, use your missile, or use a jump kick - combo.
|
|
|
|
==================
|
|
FIGHTING SHAO KAHN
|
|
==================
|
|
|
|
Shao Kahn, like Kintaro, is a challenge to beat. You can not fight him
|
|
'normally' because he is immune to jump kicks, walks faster than you,
|
|
and has devastating moves. Stay away from his spear, and never get hit
|
|
by his shadow charge.
|
|
|
|
o When the round begins, chances are Shao Kahn will charge you
|
|
or throw his spear at you. If this happens, jump away from him quickly.
|
|
If you can't jump in time, duck and block, then jump away. You will be
|
|
forced to take blocking damage, which hurts.
|
|
|
|
o Shao Kahn is a taunter. If he says things like 'You will
|
|
die' and 'I will destroy you', he is taunting you. He is also
|
|
vulnerable then. Walk up and uppercut him, missile him, etc.
|
|
|
|
o One tactic to use is to jump right in front of Shao Kahn and
|
|
immediately duck. He will either charge you (in which case you take
|
|
damage), or uppercut you. His uppercut will miss and you will have a
|
|
chance to uppercut him, or do whatever. Repeat this throughout the
|
|
round.
|
|
|
|
o If you do hit Shao Kahn, be sure to fire your missile while
|
|
he is getting up. He will always get hit if you are at the right
|
|
distance.
|
|
|
|
o Another tactic is to go all the way into the corner. Let
|
|
Shao Kahn get close. If he charges, block then uppercut. Follow the
|
|
uppercut with a missle. Then duck and block again and hopefully he will
|
|
do the same thing.
|
|
|
|
o The easiest way to beat Shao Kahn is to use Kitana. Let
|
|
Shao Kahn walk close to you then do the fan lift. He will walk right
|
|
into it. Do the jump kick - fan throw - aerial punch combo. Allow him
|
|
to walk towards you again and repeat. This tactic also works well on
|
|
Kintaro.
|
|
|
|
========================
|
|
FIGHTING HUMAN OPPONENTS
|
|
========================
|
|
|
|
o Play defensively. Always allow your opponent to make the
|
|
first move. When they do make a move, capitalize on their mistakes.
|
|
Learn how to retaliate effectively to take off the most damage.
|
|
|
|
o Master close fighting. If you can handle an opponent at
|
|
close range, this will force them into jumping or long range attacks
|
|
which you can counter. Use a series of low punches, rounhouses, sweeps,
|
|
crouching punches, and crouching kicks to throw them off balance. Your
|
|
opponent will always expect you to throw jabs at them, but when you mix
|
|
in a crouching punch or a roundhouse, that will throw them off, and they
|
|
will react hastily. Learning how to block properly (down + away) is
|
|
also very important.
|
|
|
|
o Never jump. Especially towards your opponent. Unless you
|
|
are playing Baraka or Shang Tsung, it is very easy to retaliate against.
|
|
Stay on the ground as much as possible. Always walk towards your
|
|
opponent and engage them in close fighting.
|
|
|
|
o Never use missile weapons at close to mid range. It is too
|
|
easy to retaliate against at close distance. At mid distance, it is
|
|
very easy to do a jump kick over the missile weapon. Missle weapons at
|
|
long distance is good of course, unless you are playing a Scorpion or a
|
|
Mileena who can get you with a special move.
|
|
|
|
o Learn other tactics by watching or playing someone else.
|
|
Learning by experience is the best way to go, and you can pick up
|
|
different strategies that are not listed here.
|
|
|
|
|
|
|
|
************************************************************************
|
|
**************************** Combos ****************************
|
|
************************************************************************
|
|
|
|
==============
|
|
GENERAL COMBOS
|
|
==============
|
|
|
|
Crouch Punch - Uppercut
|
|
Jump Kick - Sweep
|
|
Jump Kick - Standing Kick
|
|
Jump Kick - Hop Kick
|
|
Jump Kick - Missile Weapon
|
|
Air Jab - Hop Kick
|
|
Air Jab - Missile
|
|
Air Jab - Standing Kick
|
|
|
|
o Jump Kick - Sweep: If you are fighting against the
|
|
computer, you can usually follow a jump kick a foot sweep. Sweep again
|
|
until they jump away then start this again. Against a human opponent,
|
|
jump kick them near in the corner then do the sweep.
|
|
|
|
o Jump Kick - Standing Kick: Jump kick your opponent low then
|
|
do a regular standing kick, with HIGH KICK or LOW KICK. You must press
|
|
the kick button at the exact time when you land on the ground, otherwise
|
|
the kick will come out to late.
|
|
|
|
o Jump Kick - Hop Kick: Jump kick your opponent low and
|
|
immediately do a hop kick. This works well for some of the characters,
|
|
including the ninjas and Shang Tsung.
|
|
|
|
o Jump Kick - Missile Weapon: Jump kick your opponent low and
|
|
immediately do the missile weapon. It is important to kick them low and
|
|
deep so you can land on the ground quickly and fire your missile weapon.
|
|
Be sure to buffer the move right before you jump kick if possible.
|
|
|
|
o Air Jab - Hop Kick/Missile Weapon: If your opponent jumps
|
|
at you, high punch twice just as they are about to kick you. This works
|
|
best for good punchers or against weak kickers. Follow the punches with
|
|
a hop kick or a missile weapon. If you punch more than twice, it is
|
|
likely that you will not recover in time to get in another move.
|
|
|
|
=============
|
|
CORNER COMBOS
|
|
=============
|
|
|
|
Jump Kick - Roundhouse
|
|
Jump Kick - Missile
|
|
Jump Kick - Standing Kick
|
|
Jump Kick - Crouch Punch - Uppercut
|
|
Jump Kick - Two Crouch Punches - Uppercut
|
|
Jump Kick - Two Crouch Punches - Jab - Roundhouse
|
|
Jump Kick - Two Crouch Punches - Jab - Missile
|
|
|
|
o Jump Kick - Missile: This is far easier to do in the
|
|
corner, because your opponent is right in front of you when you land.
|
|
Your missile doesn't have to travel far to hit. This is good for
|
|
Barakas slicer, Cages shadow kick, Mileenas Roll, etc.
|
|
|
|
o Jump Kick - Two Crouch Punches - Uppercut: This works best
|
|
for the male ninjas and Cage. With the other fighters, just one crouch
|
|
punch will suffice. Jump kick your opponent low, immediately duck, and
|
|
do two crouching punches. This will juggle them higher where you can
|
|
then do the combo of your choice.
|
|
|
|
o Other Corner Combos: I am not going to bother to list these
|
|
for each fighter because there are too many. Especially with Kitana.
|
|
The general corner combo rule is three hits and you're out. After three
|
|
consecutive hits, you will get stunned and pushed out of the corner.
|
|
But if you can do the move fast enough, you can sometimes get more hits
|
|
in. Try experimenting with Kitana fan lift in the corner, using
|
|
different series of hop kicks, punches, fan lifts, and fan throws. One
|
|
hundred percent damage combos are possible, you will discover.
|
|
|
|
========
|
|
LIU KANG
|
|
========
|
|
|
|
Jump Kick - Flying Kick
|
|
Jump Kick - Low Fireball
|
|
Jump Kick - Bicycle Kick
|
|
Jump Kick - Standard Fireball
|
|
Jump Kick - Standard Fireball - Low Fireball
|
|
Jump Kick - Standard Fireball - Bicycle Kick
|
|
Hop Punch - Low Fireball
|
|
Hop Punch - Standard Fireball - Low Fireball
|
|
Air Jab - Flying Kick
|
|
Air Jab - Fireball
|
|
Air Jab - Bicycle Kick - Low Fireball
|
|
Air Jab - Hop Punch - Standard Fireball
|
|
|
|
o Jump Kick - Flying Kick: Jump kick your opponent low and
|
|
immediately do the flying kick. Start the two forward motion right
|
|
before you hit, then quickly press HIGH KICK. Sometimes if you do the
|
|
flying kick to fast you will go over your opponent, so make sure you are
|
|
on the ground first.
|
|
|
|
o Hop Punch - Standard Fireball: Hop punch your opponent in
|
|
the air and immediately do the standard fireball. Start the two forward
|
|
motion right before you hit, then quickly press HIGH PUNCH. Follow this
|
|
with a low fireball, which they must take blocking damage against.
|
|
|
|
o Jump Kick - Bicycle Kick: Jump kick your opponent low and
|
|
immediately do the bicycle kick. Be sure to charge the bicycle kick a
|
|
few seconds before you jump. Wait until you land on the ground before
|
|
releasing LOW KICK, otherwise the bicycle kick will not work.
|
|
|
|
o Jump Kick - Standard Fireball - Low Fireball: Jump kick
|
|
your opponent and immediately do a high fireball. Start the two forward
|
|
motion right before you hit, then quickly press HIGH PUNCH. Follow the
|
|
standard fireball with a ground fireball, which can usually be blocked.
|
|
|
|
o Air Jab - Bicycle Kick - Low Fireball: Hit your opponent
|
|
with several high jabs if they jump at you, then do the bicycle kick.
|
|
If you hit them right, the bicycle kick will hit them near their feet,
|
|
and you'll have time to get in a low fireball before they land.
|
|
|
|
========
|
|
KUNG LAO
|
|
========
|
|
|
|
Jump Kick - Hat Throw
|
|
Jump Kick - Whirlwind Spin
|
|
Jump Kick - Hop Kick - Aerial Kick
|
|
Jump Kick - Sweep - Whirlwind Spin - Aerial Kick
|
|
Hop Kick - Aerial Kick
|
|
Whirlwind Spin - Hat Throw
|
|
Whirlwind Spin - Jump Kick
|
|
Whirlwind Spin - Hop Kick
|
|
Whirlwind Spin - Hop Kick - Aerial Kick
|
|
Air Jab - Hat Throw
|
|
Air Jab - Hop Kick - Aerial Kick
|
|
Air Jab - Teleport Kick - Aerial Kick
|
|
|
|
o Jump Kick - Hat Throw: Jump kick your opponent low and
|
|
immediately do the hat throw. Be sure to guide the hat down so it hits
|
|
the falling opponent.
|
|
|
|
o Hop Kick - Aerial Kick: If your opponent jumps at you, do a
|
|
hop kick quickly followed by the aerial kick. This is a very fast combo
|
|
that takes off good damage.
|
|
|
|
o Jump Kick - Whirlwind Spin: Jump kick your opponent in the
|
|
corner and execute the spin. Be sure to kick them low, and start the
|
|
spin immediately by pressing up and LOW KICK repeatedly.
|
|
|
|
o Whirlwind Spin - Jump Kick: If the opponent is hit with the
|
|
spin as it is slowing down, Kung Lao recovers fast enough for him to do
|
|
a jump kick, aerial kick, or hat throw.
|
|
|
|
o Jump Kick - Sweep - Whirlwind Spin - Aerial Kick: This
|
|
combo work well against computer opponents who 'extend' on a missile
|
|
weapon, such as Scorpion or Baraka. Jump kick low and deep then walk
|
|
forward a step or two. Sweep, and as the opponent stands, do the
|
|
whirlwind spin. After this hits the opponent, jump forward and do the
|
|
aerial kick. Also - if you kick low and deep enough there is no need to
|
|
walk forward, and sometimes it is possible to get in a hop kick after
|
|
the whirlwind spin.
|
|
|
|
o Air Jab - Teleport - Aerial Kick: Punch your opponent as
|
|
they jump at you with a couple of high jabs. Do the teleport and kick
|
|
or punch, which should knock them high enough to get in the aerial kick.
|
|
|
|
===========
|
|
JOHNNY CAGE
|
|
===========
|
|
|
|
Jump Kick - Low Bolt
|
|
Jump Kick - Shadow Kick
|
|
Jump Kick - Shadow Uppercut
|
|
Axe Kick - Shadow Kick
|
|
Axe Kick - Shadow Uppercut
|
|
Ball Breaker - Uppercut
|
|
Ball Breaker - Axe Kick
|
|
Ball Breaker - Axe Kick - Shadow Kick
|
|
Ball Breaker - Turn Around Kick
|
|
Ball Breaker - Turn Around Kick - Shadow Kick
|
|
Ball Breaker - Turn Around Kick - Low Bolt
|
|
Air Jab - Shadow Kick
|
|
Air Jab - Shadow Uppercut
|
|
Air Jab - Low Bolt
|
|
Air Jab - High Bolt
|
|
Air Jab - Hop Punch - Shadow Kick
|
|
|
|
o Jump Kick - Shadow Kick: Jump kick your opponent low and
|
|
immediately do the shadow kick. If your opponent is jumping towards
|
|
you, do a hop kick followed by the shadow kick.
|
|
|
|
o Jump Kick - Shadow Uppercut: Jump kick you opponent low and
|
|
immediately do the shadow uppercut. You must kick low and deep and do
|
|
the shadow uppercut as fast as possible, otherwise it will be to late to
|
|
connect. This is easier when close to the corner.
|
|
|
|
o Jump Kick - Low Bolt: Jump kick your opponent low and
|
|
immediately do the low green bolt. After starting the jump kick, keep
|
|
the joystick in the away position, so you can quickly do the half-circle
|
|
motion right after you hit.
|
|
|
|
o Ball Breaker - Turn Around Kick - Shadow Kick: Do the ball
|
|
breaker against your opponent. Immediately jump over the groaning
|
|
victim and kick them low as you turn to face the other direction.
|
|
Follow this with the shadow kick or shadow uppercut. The computer does
|
|
not block this combo.
|
|
|
|
o Ball Breaker - Axe Kick - Shadow Kick: Do the ball breaker
|
|
against your opponent. Walk forward and do the axe kick. As soon as
|
|
Cage recovers from the kick, do the shadow kick. The computer does not
|
|
block this combo.
|
|
|
|
=======
|
|
REPTILE
|
|
=======
|
|
|
|
Jump Kick - Acid Spit
|
|
Jump Kick - Slide
|
|
Jump Kick - Hop Kick - Slide
|
|
Forceball - Crouch Punch - Uppercut
|
|
Forceball - Hop Kick - Slide
|
|
Forceball - Air Jab - Hop Kick - Slide
|
|
Air Jab - Acid Spit - Slide
|
|
Air Jab - Hop Kick - Slide
|
|
|
|
o Jump Kick - Acid Spit: Jump kick your opponent low and
|
|
immediately do the acid spit. Start the two forward motion right before
|
|
you hit, then quickly press HIGH PUNCH.
|
|
|
|
o Forceball - Air Jab - Hop Kick - Slide: Do the forceball
|
|
move on your opponent. If they get hit by it, do two high punches as
|
|
they are coming towards you. You need to be at the right distance for
|
|
the high punches to connect. After the punches do a hop kick. After
|
|
the kick complete the combo with the slide.
|
|
|
|
o Air Jab - Hop Kick - Slide: Same as above combo, but
|
|
without the forceball. Against opponents with a weaker kick, you can
|
|
punch them out of the air using high punch. Follow this with a fast hop
|
|
kick then slide.
|
|
|
|
========
|
|
SUB-ZERO
|
|
========
|
|
|
|
Jump Kick - Slide
|
|
Jump Kick - Hop Kick - Slide
|
|
Jump Kick - Ground Freeze - Uppercut
|
|
TAK - Hop Kick - Slide
|
|
TAK - Hop Kick - Ground Freeze - Uppercut
|
|
Air Jab - Ground Freeze
|
|
Air Jab - Hop Kick - Slide
|
|
|
|
o Jump Kick - Slide: Jump kick your opponent low and
|
|
immediately do the slide. If you do not kick low and deep enough, the
|
|
slide may not connect on human opponents. It almost always works
|
|
against the computer though.
|
|
|
|
o Jump Kick - Hop Kick - Slide: Jump kick your opponent low
|
|
and immediately do a hop kick, followed by the slide. Easiest when your
|
|
opponent is frozen.
|
|
|
|
o Jump Kick - Ground Freeze - Uppercut - Slide: Jump kick
|
|
your opponent low and immediately do the ground freeze. Kick them deep
|
|
otherwise they will land beyond the range of the ground freeze. If they
|
|
slip, hit them with the uppercut then slide.
|
|
|
|
===========
|
|
SHANG TSUNG
|
|
===========
|
|
|
|
Jump Kick - Fireball
|
|
Jump Kick - Two Fireballs
|
|
Jump Kick - Three Fireballs
|
|
Jump Kick - Morph - Slide
|
|
Air Jab - Fireballs
|
|
|
|
o Flaming Skulls: If you can catch your opponent in the air
|
|
with the first one, there is a good chance that the other two will hit.
|
|
Do the three skulls before your opponent jumps towards or away from you.
|
|
This really isn't a combo but it looks cool.
|
|
|
|
o Jump Kick - Flaming Skull: Jump kick your opponent low and
|
|
immediately do one flaming skull. Start the two back motion right
|
|
before you kick, then press HIGH PUNCH. This one is hard as Shang
|
|
Tsung's fireball travels slow. Two fireballs after the jump kick is
|
|
possible, and even three skulls is possible, although extremely
|
|
difficult.
|
|
|
|
o Jump Kick - Slide: Jump kick your opponent low and deep,
|
|
then quickly morph into Reptile or Sub-Zero. Once morphed, execute the
|
|
slide.
|
|
|
|
======
|
|
KITANA
|
|
======
|
|
|
|
Jump Kick - Fan Throw
|
|
Jump Kick - Aerial Punch
|
|
Jump Kick - Fan Throw - Hop Kick
|
|
Jump Kick - Fan Throw - Aerial Punch
|
|
Hop Kick - Fan Throw
|
|
Hop Punch - Fan Throw
|
|
Fan Lift - Jump Kick
|
|
Fan Lift - Jump Kick - Fan Throw
|
|
Fan Lift - Jump Kick - Fan Throw - Hop Kick
|
|
Fan Lift - Jump Kick - Fan Throw - Aerial Punch
|
|
Fan Lift - Jump Kick - Fan Throw - Uppercut
|
|
Fan Lift - Jump Punch - Hop Punch - Fan Throw - Uppercut
|
|
Air Jab - Fan Throw
|
|
Air Jab - Aerial Punch
|
|
Air Jab - Fan Lift - Combo
|
|
Air Jab - Hop Kick - Fan Throw
|
|
|
|
o Jump Kick - Fan Throw: Jump kick your opponent low and
|
|
immediately do the fan throw. Start the two forward motion right before
|
|
you kick, then press both punch buttons. If you are fighting the
|
|
computer and they block your jump kick, the fan throw will usually hit.
|
|
|
|
o Jump Kick - Aerial Punch: This is a very impressive looking
|
|
combo. Jump Kick your opponent low and quickly do the aerial punch.
|
|
Works best against opponents who "bounce" high.
|
|
|
|
o Jump Kick - Fan Throw - Hop Kick: Jump kick your opponent
|
|
low and immediately do the fan throw. Start the two forward motion
|
|
right before you kick, then press both punch buttons. If you connect on
|
|
the first jump kick and get the fan out fast, you can also hop kick your
|
|
opponent as the are falling back. You can kill the computer in six
|
|
seconds using this combo twice.
|
|
|
|
o Fan Lift - Jump Kick - Fan Throw - Aerial Punch: Catch the
|
|
opponent with the fan lift and wait until they are near the top. Walk
|
|
forward as far as you can then do a jump kick, catching the opponent as
|
|
they are falling down. Immediately do the fan throw, quickly followed
|
|
by a hop kick or aerial punch. This works very well against Kintaro and
|
|
Shao Kahn.
|
|
|
|
o Fan Lift - Jump Kick - Fan Throw - Uppercut: Opponent must
|
|
be near the corner. Catch the opponent with the fan lift and wait until
|
|
they are near the top. Walk forward as far as you can then do a jump
|
|
kick, hitting the opponent at the top of the lift. Immediately do the
|
|
fan throw. As the are falling down do an uppercut.
|
|
|
|
o Fan Lift - Jump Punch - Fan Throw: If you use a punch
|
|
instead of a kick, it will knock the opponent higher into the air,
|
|
making it easier to do the fan throw. Time the punch so that you hit
|
|
them at the peak of the lift.
|
|
|
|
===
|
|
JAX
|
|
===
|
|
|
|
Jump Kick - Ground Smash
|
|
Jump Kick - Energy Wave
|
|
Jump Kick - Gotcha
|
|
Jump Kick - Back Breaker
|
|
Jump Kick - Hop Kick - Ground Smash
|
|
Hammer - Uppercut
|
|
Hammer - Gotcha Grab
|
|
Hammer - TAK - Back Breaker - Ground Smash
|
|
Air Jab - Gotcha
|
|
Air Jab - Energy Wave
|
|
Air Jab - Hop Kick - Back Breaker
|
|
|
|
o Overhead Hammer - Uppercut: The overhead hammer will stun
|
|
the opponent momentarily. You can follow this with any move, such as
|
|
an uppercut or grab and pound. Consecutive hammers are not possible.
|
|
|
|
o Jump Kick - Energy Throw: Jump kick your opponent low and
|
|
immediately do the energy throw. After starting the jump kick, keep the
|
|
joystick in the forward/down position, so you can quickly do the half-
|
|
circle motion right after you hit.
|
|
|
|
o Jump Kick - Gotcha Grab: Jump kick your opponent low and
|
|
immediately do the gotcha grab. Start the two forward motion right
|
|
before you hit, then quickly press LOW PUNCH. Jax will grab nothing but
|
|
air if not done quickly enough.
|
|
|
|
o Jump Kick - Back Breaker: Jump kick your opponent low and
|
|
immediately do the back breaker. Be sure to kick low and deep. As soon
|
|
as you press the kick button press BLOCK to execute the back breaker.
|
|
|
|
=======
|
|
MILEENA
|
|
=======
|
|
|
|
Jump Kick - Ground Roll
|
|
Jump Kick - Teleport Kick
|
|
Jump Kick - Sai Throw
|
|
Jump Kick - Hop Kick - Ground Roll
|
|
Jump Kick - Ground Roll - Sai
|
|
Jump Kick - Ground Roll - Hop Kick
|
|
Jump Kick - Sai Throw - Ground Roll - Hop Kick
|
|
Ground Roll - Air Jab - Sai Throw
|
|
Air Jab - Teleport Kick
|
|
Air Jab - Hop Kick - Sai Throw
|
|
Air Jab - Hop Kick - Ground Roll
|
|
Air Jab - Hop Kick - Ground Roll - Hop Kick
|
|
Air Jab - Hop Kick - Ground Roll - Hop Kick - Sai Throw
|
|
|
|
o Jump Kick - Throwing Sais: Jump kick your opponent low and
|
|
immediately do the throwing sais. You will need to charge the move
|
|
before you jump. Immediately after hitting with the jump kick, release
|
|
HIGH PUNCH.
|
|
|
|
o Hop Kick - Throwing Sais - Teleport Kick: Hop kick your
|
|
opponent as they jump towards you and immediately throw the sais. As
|
|
soon as you hit on the hop kick release HIGH PUNCH. After the sais hit
|
|
do the teleport kick.
|
|
|
|
o Jump Kick - Ground Roll: Jump kick your opponent low and
|
|
immediately do the ground roll. Start the two back motion just before
|
|
you hit in order to get the move off quickly.
|
|
|
|
o Ground Roll - Air Jab - Sai Throw: When your opponent jumps
|
|
in front of you, time it so you hit them just before they land.
|
|
Sometimes when you hit them, they will get hit back into you. If this
|
|
happens you can uppercut, sai throw, or whatever.
|
|
|
|
======
|
|
BARAKA
|
|
======
|
|
|
|
Jump Kick - Swipe
|
|
Jump Kick - Blade Fury
|
|
Jump Kick - Bolt
|
|
Double Kick - Standing Kick
|
|
Double Kick - Hop Kick
|
|
Double Kick - Hop Punch
|
|
Double Kick - Blade Fury
|
|
Double Kick - Swipe
|
|
Double Kick - Bolt
|
|
Double Kick - Punch - Hop Kick
|
|
Double Kick - Punch - Bolt
|
|
Air Jab - Blade Swipe
|
|
Air Jab - Blue Bolt
|
|
|
|
o Jump Kick - Blue Bolt: Jump kick your opponent low and
|
|
immediately do the blue bolt. After starting the jump kick, keep the
|
|
joystick in the down position, so you can quickly do the quarter-circle
|
|
motion right after you hit.
|
|
|
|
o Jump Kick - Blade Fury: Jump kick your opponent low and
|
|
immediately do the blade fury. Start the three back motion right before
|
|
you hit, then quickly press LOW PUNCH. If you do not connect with the
|
|
blade fury, you are left vulnerable for an attack.
|
|
|
|
o Double Kick: As you can see, this is my favorite!
|
|
|
|
========
|
|
SCORPION
|
|
========
|
|
|
|
Jump Kick - Spear
|
|
Jump Kick - Teleport Punch
|
|
Jump Kick - Leg Takedown
|
|
Hop Punch - Air Throw
|
|
Hop Punch - Teleport - Spear
|
|
Air Jab - Spear
|
|
Air Jab - Teleport - Hop Kick
|
|
Air Jab - Teleport - Spear
|
|
Air Jab - Hop Kick - Teleport - Spear
|
|
|
|
o Jump Kick - Spear: Jump kick your opponent low and
|
|
immediately do the spear. Start the two back motion right before you
|
|
hit, then quickly press LOW PUNCH.
|
|
|
|
o Jump Kick - Leg Grab: Jump kick your opponent low and
|
|
immediately do the leg grab. After starting the jump kick, keep the
|
|
joystick in the forward position, so you can quickly do the half-circle
|
|
motion right after you hit.
|
|
|
|
o Teleport Punch - Spear: Teleport punch your opponent and
|
|
immediately spear. This will work best if you catch the opponent in the
|
|
air with the teleport punch, making it easier to spear them before they
|
|
hit the ground.
|
|
|
|
o Teleport Punch - Leg Grab: Teleport punch your opponent and
|
|
immediately do the leg grab. This will work best if you catch the
|
|
opponent in the air with the teleport punch, making it easier to leg
|
|
grab them just as they hit the ground.
|
|
|
|
o Turn Around Kick - Teleport Punch - Spear: Do a turn around
|
|
kick on your opponent and immediately do the teleport punch. If you
|
|
connect on the teleport punch throw the spear, and finish with an
|
|
uppercut.
|
|
|
|
======
|
|
RAIDEN
|
|
======
|
|
|
|
Jump Kick - Lightning
|
|
Jump Kick - Body Launch
|
|
Jump Kick - Hop Kick - Body Launch
|
|
Hop Kick - Body Launch
|
|
Electric Grab - Two Punches - Body Launch
|
|
Electric Grab - Two Punches - Hop Kick - Body Launch
|
|
Air Jab - Lightning
|
|
Air Jab - Body Launch
|
|
Air Jab - Hop Kick - Body Launch
|
|
Air Jab - Teleport - Heavy Punch
|
|
Air Jab - Teleport - Air Jab - Launch
|
|
|
|
o Jump Kick - Body Launch: Jump kick your opponent low and
|
|
immediately do the body launch.
|
|
|
|
o Hop Kick/Punch - Body Launch: Hop kick/punch your opponent
|
|
in the air and immediately do the body launch.
|
|
|
|
o Jump Kick - Lightning: Jump kick your opponent low and
|
|
immediately do the lightning. After starting the jump kick, keep the
|
|
joystick in the down position, so you can quickly do the quarter-circle
|
|
motion right after you hit.
|
|
|
|
o Electric Grab - Two Punches - Body Launch: As Raiden lets
|
|
go of the opponent after the electric grab, punch twice. This will pop
|
|
them into the air, which can be followed by the body launch.
|
|
|
|
|
|
|
|
************************************************************************
|
|
************************* Retaliation **************************
|
|
************************************************************************
|
|
|
|
Retaliation is on of the key elements to winning. If you know how to
|
|
respond to your opponents mistakes and take off the most damage, you
|
|
have them. The following are just some examples of what you can do in a
|
|
certain situation. For the sake of space, not all combos are listed.
|
|
Check out the combo section for info on what to do after an Air Jab.
|
|
|
|
If your opponent jumps directly in front of or on top of you:
|
|
|
|
o General: Uppercut
|
|
o General: Standing Kick
|
|
o General: Roundhouse
|
|
o General: Crouch Kick
|
|
o General: Straight Up Hop Kick
|
|
o General: Straight Up Hop Punch
|
|
o General: Crouch Punch - Uppercut
|
|
o General: Air Jab - Hop Kick
|
|
o General: Air Jab - Missile
|
|
o General: Air Jab - Combo
|
|
o Kung Lao: Whirlwind Spin - Combo
|
|
o Johnny Cage: Shadow Uppercut
|
|
o Kitana: Fan Lift - Combo
|
|
o Jax: Gotcha Grab
|
|
o Mileena: Ground Roll - Combo
|
|
o Baraka: Blade Fury
|
|
o Baraka: Blade Swipe
|
|
o Raiden: Teleport
|
|
|
|
If your opponent jumps in front of you:
|
|
|
|
o General: Missile Weapon
|
|
o General: Hop Kick
|
|
o General: Hop Punch
|
|
o Liu Kang: Flying Kick
|
|
o Liu Kang: Bicycle Kick
|
|
o Johnny Cage: Shadow Kick
|
|
o Johnny Cage: Shadow Uppercut
|
|
o Reptile: Forceball - Combo
|
|
o Sub-Zero: Ground Freeze - Uppercut
|
|
o Mileena: Jump - Sai Throw
|
|
o Baraka: Blade Swipe
|
|
o Scorpion: Teleport Punch - Combo
|
|
o Raiden: Body Launch
|
|
|
|
If your opponent jumps directly behind you:
|
|
|
|
o General: Uppercut
|
|
o General: Air Jab - Combo
|
|
o General: Standing Kick
|
|
o General: Throw
|
|
o General: Missile Weapon
|
|
o Liu Kang: Bicycle Kick
|
|
o Kung Lao: Whirlwind Spin - Combo
|
|
o Johnny Cage: Ball Breaker
|
|
o Johnny Cage: Shadow Kick
|
|
o Johnny Cage: Shadow Uppercut
|
|
o Kitana: Fan Lift - Combo
|
|
o Jax: Gotcha Grab
|
|
o Mileena: Ground Roll - Combo
|
|
o Baraka: Blade Fury
|
|
o Baraka: Blade Swipe
|
|
o Scorpion: Leg Takedown
|
|
o Raiden: Body Launch
|
|
o Raiden: Electric Grab
|
|
|
|
If your opponent jumps away from you:
|
|
|
|
o General: Missile
|
|
o Liu Kang: Flying Kick
|
|
o Liu Kang: Bicycle Kick
|
|
o Kung Lao: Teleport Punch - Aerial Kick
|
|
o Reptile: Forecball - Combo
|
|
o Kitana: Flying Punch
|
|
o Jax: Ground Smash
|
|
o Mileena: Teleport Kick
|
|
o Scorpion: Teleport Punch - Combo
|
|
o Raiden: Body Launch
|
|
o Raiden: Teleport - Air Jab - Combo
|
|
|
|
If your opponent sweeps you, block then:
|
|
|
|
o General: Standing Kick
|
|
o General: Sweep
|
|
o General: Crouch Kick
|
|
o General: Throw
|
|
o General: Low Jabs
|
|
o General: Missile
|
|
o Liu Kang: Bicycle Kick
|
|
o Kung Lao: Whirlwind Spin - Combo
|
|
o Johnny Cage: Shadow Kick
|
|
o Johnny Cage: Shadow Uppercut
|
|
o Reptile: Slide
|
|
o Sub-Zero: Slide
|
|
o Jax: Quadruple Slam
|
|
o Jax: Ground Smash
|
|
o Mileena: Ground Roll
|
|
o Baraka: Swipe
|
|
o Baraka: Blade Fury
|
|
o Scorpion: Spear - Uppercut
|
|
o Raiden: Body Launch
|
|
|
|
If you block a missile, knee, kick, or other move at close range:
|
|
|
|
o General: Standing Kick
|
|
o General: Sweep
|
|
o General: Throw
|
|
o General: Roundhouse
|
|
o General: Low Jabs
|
|
o General: Uppercut
|
|
o Liu Kang: Bicycle Kick
|
|
o Kung Lao: Whirlwind Spin - Combo
|
|
o Johnny Cage: Shadow Kick
|
|
o Johnny Cage: Shadow Uppercut
|
|
o Johnny Cage: Ballbreaker
|
|
o Reptile: Slide
|
|
o Sub-Zero: Slide
|
|
o Jax: Quadruple Slam
|
|
o Jax: Gotcha Grab
|
|
o Mileena: Ground Roll - Combo
|
|
o Baraka: Swipe
|
|
o Baraka: Blade Fury
|
|
o Scorpion: Leg Takedown
|
|
o Raiden: Body Launch
|
|
o Raiden: Electric Shocker - Combo
|
|
|
|
If Liu Kang does the Flying Kick, block then:
|
|
|
|
o General: Uppercut
|
|
o General: Roundhouse
|
|
o General: Low Jabs
|
|
o General: Missile
|
|
o Liu Kang: Bicycle Kick
|
|
o Johnny Cage: Shadow Kick
|
|
o Johnny Cage: Shadow Uppercut
|
|
o Johnny Cage: Ball Breaker
|
|
o Kitana: Fan Lift - Combo
|
|
o Jax: Gotcha Grab
|
|
o Mileena: Ground Roll
|
|
o Baraka: Blade Swipe
|
|
o Baraka: Blade Fury
|
|
o Scorpion: Spear - Uppercut
|
|
o Raiden: Body Launch
|
|
|
|
If Liu Kang does the Bicycle Kick, block then:
|
|
|
|
o General: Standing Kick
|
|
o General: Hop Kick
|
|
o General: Missile
|
|
o General: walk forward - Uppercut
|
|
o General: walk forward - Roundhouse
|
|
o General: walk forward - Low Jabs
|
|
o General: walk forward - Air Jab - Combo
|
|
o Liu Kang: Bicycle Kick
|
|
o Liu Kang: Flying Kick
|
|
o Kung Lao: Hop Kick - Aerial Kick
|
|
o Johnny Cage: Shadow Kick
|
|
o Johnny Cage: Shadow Uppercut
|
|
o Sub-Zero: Ground Freeze - Uppercut
|
|
o Kitana: Fan Lift - Combo
|
|
o Jax: Gotcha Grab
|
|
o Jax: Hop Kick - Back Breaker
|
|
o Mileena: Hop Kick - Ground Roll
|
|
o Baraka: Blade Swipe
|
|
o Baraka: Blade Fury
|
|
o Scorpion: Spear - Uppercut
|
|
o Scorpion: Hop Kick - Teleport Punch - Combo
|
|
o Raiden: Body Launch
|
|
o Raiden: Hop Kick - Body Launch
|
|
|
|
If Kung Lao does the Ground Teleport, duck then:
|
|
|
|
o General: Uppercut
|
|
o General: Crouch Punch - Uppercut
|
|
o Liu Kang: Bicycle Kick
|
|
o Liu Kang: Low Fireball
|
|
o Johnny Cage: Ball Breaker - Combo
|
|
o Mileena: Ground Roll - Combo
|
|
o Scorpion: Leg Takedown
|
|
|
|
If Kung Lao does the Aerial Kick, or Mileena does the Ground Roll, or
|
|
Scorpion does the Teleport Punch, block then:
|
|
|
|
o General: Standing Kick
|
|
o General: Missile
|
|
o General: Walk Forward - Uppercut
|
|
o General: Walk Forward - Air Jab - Combo
|
|
o Liu Kang: Bicycle Kick
|
|
o Kung Lao: Whirlwind Spin - Combo
|
|
o Johnny Cage: Shadow Kick
|
|
o Johnny Cage: Shadow Uppercut
|
|
o Sub-Zero: Ground Freeze - Combo
|
|
o Kitana: Hop Kick - Fan Throw
|
|
o Kitana: Fan Lift - Combo
|
|
o Jax: Gotcha Grab
|
|
o Jax: Hop Kick - Back Breaker
|
|
o Mileena: Hop Kick - Sai Throw
|
|
o Mileena: Hop Kick - Ground Roll - Combo
|
|
o Baraka: Blade Swipe
|
|
o Baraka: Blade Fury
|
|
o Scorpion: Air Throw
|
|
o Raiden: Hop Kick - Body Launch
|
|
|
|
If Johnny Cage does the Shadow Kick, duck then:
|
|
|
|
o General: Uppercut
|
|
o Liu Kang: Bicycle Kick
|
|
o Johnny Cage: Ball Breaker
|
|
o Reptile: Slide
|
|
o Sub-Zero: Slide
|
|
o Mileena: Ground Roll - Combo
|
|
o Scorpion: Leg Takedown
|
|
o Raiden: Electric Grab - Combo
|
|
|
|
If Reptile turns invisible:
|
|
|
|
o General: Use early jump kicks/punches until you hit them.
|
|
o General: Use your missile weapon until it hits.
|
|
o Liu Kang: Bicycle Kick
|
|
o Kung Lao: Teleport Punch
|
|
o Reptile: Slide
|
|
o Sub-Zero: Slide
|
|
o Jax: Ground Smash
|
|
o Mileena: Ground Roll
|
|
o Mileena: Teleport Kick
|
|
o Scorpion: Teleport Punch
|
|
o Raiden: Body Launch
|
|
|
|
If Reptile or Sub-Zero does the slide, block then:
|
|
|
|
o General: Uppercut
|
|
o General: Roundhouse
|
|
o General: Standing Kick
|
|
o Liu Kang: Bicycle Kick
|
|
o Liu Kang: Ground Fireball
|
|
o Kung Lao: Whirlwind Spin - Combo
|
|
o Johnny Cage: Shadow Kick
|
|
o Johnny Cage: Shadow Uppercut
|
|
o Johnny Cage: Ball Breaker
|
|
o Reptile: Slide
|
|
o Sub-Zero: Slide
|
|
o Sub-Zero: Ground Freeze
|
|
o Kitana: Fan Lift - Combo
|
|
o Jax: Gotcha Grab
|
|
o Mileena: Ground Roll - Combo
|
|
o Baraka: Blade Swipe
|
|
o Baraka: Blade Fury
|
|
o Scorpion: Leg Takedown
|
|
o Raiden: Body Launch
|
|
o Raiden: Electric Grab - Combo
|
|
|
|
If Kitana does the Aerial Punch, duck then:
|
|
|
|
o General: Uppercut
|
|
o General: Roundhouse
|
|
o General: Standing Kick
|
|
o General: Missile
|
|
o General: Air Jab - Combo
|
|
o Liu Kang: Bicycle Kick
|
|
o Kung Lao: Whirlwind Spin - Combo
|
|
o Johnny Cage: Shadow Uppercut
|
|
o Johnny Cage: Shadow Kick
|
|
o Sub-Zero: Ground Freeze - Combo
|
|
o Kitana: Fan Lift - Combo
|
|
o Jax: Gotcha Grab
|
|
o Mileena: Ground Roll - Combo
|
|
o Mileena: Teleport Kick
|
|
o Baraka: Blade Swipe
|
|
o Baraka: Blade Fury
|
|
o Scorpion: Air Throw
|
|
o Raiden: Body Launch
|
|
|
|
If Mileena does the teleport kick, block then:
|
|
|
|
o General: Standing Kick
|
|
o General: Missile
|
|
o General: Hop Kick
|
|
o Liu Kang: Flying Kick
|
|
o Liu Kang: Bicycle Kick
|
|
o Kung Lao: Hop Kick - Aerial Kick
|
|
o Johnny Cage: Shadow Kick
|
|
o Johnny Cage: Shadow Uppercut
|
|
o Sub-Zero: Ground Freeze - Combo
|
|
o Kitana: Aerial Punch
|
|
o Kitana: Hop Kick - Fan Throw
|
|
o Kitana: Fan Lift - Combo
|
|
o Jax: walk forward - Gotcha Grab
|
|
o Jax: Hop Kick - Back Breaker
|
|
o Mileena: Hop Kick - Sai Throw
|
|
o Mileena: Ground Roll - Combo
|
|
o Baraka: Blade Swipe
|
|
o Scorpion: Hop Kick - Teleport Punch
|
|
o Raiden: Hop Kick - Body Launch
|
|
|
|
If Raiden does the Body Launch, block then:
|
|
|
|
o General: Missile
|
|
o Liu Kang: Flying Kick
|
|
o Liu Kang: Bicycle Kick
|
|
o Kung Lao: Teleport Kick - Combo
|
|
o Johnny Cage: Shadow Kick
|
|
o Johnny Cage: Shadow Uppercut
|
|
o Kitana: Aerial Punch
|
|
o Mileena: Teleport Kick
|
|
o Scorpion: Teleport Punch
|
|
o Raiden: Body Launch
|
|
o Raiden: Teleport - Air Jab - Combo
|
|
|
|
|
|
|
|
************************************************************************
|
|
********************** Secret Characters ***********************
|
|
************************************************************************
|
|
|
|
Congratulations! You Have Found The Passage From The Outworld To The
|
|
Earth Realm. Now You Must Battle With An Undiscovered Warrior From
|
|
Mortal Kombat One. Prepare Yourself To Return To Goro's Lair.
|
|
|
|
This is the message you are greeted with when you meet the requirement
|
|
to fight Jade or Smoke. Jade is essentially Kitana, except that she is
|
|
green and moves twice as fast. She is immune to all missile weapons.
|
|
Smoke is a gray male ninja who has the powers of Scorpion. He moves
|
|
extremely fast, and is constantly emitting smoke, which can be
|
|
distracting. Noob Saibot is an all black male ninja with the powers of
|
|
Scorpion. He is not as fast as Smoke, but still a challenge.
|
|
|
|
Both Jade and Smoke can be seen in the Living Forest when the look out
|
|
from behind the middle trees. They occasionally drop down during a
|
|
match and give clues on how to reach them. After you win or lose to any
|
|
of the secret characters, you are returned to the Choose Your Fighter
|
|
screen where you may pick another fighter.
|
|
|
|
Smoke clues: Jade clues:
|
|
|
|
I Am Called Smoke I Am Called Jade
|
|
Toasty Before The ?
|
|
You Can Start Finding Me Ermac Who?
|
|
Ermac Who? I Will Meet You In Goro's Lair
|
|
You Can Not Defeat Me Chun Who?
|
|
I Am One Of Three I Am One Of Three
|
|
Portal Restrict Yourself
|
|
I Will Meet You In Goro's Lair Alone Is How You Will Find Me
|
|
Mortal Kombat One One Day We Will Fight!
|
|
Prove Yourself Bring On Kano And Sonya!
|
|
|
|
=============
|
|
TO REACH JADE
|
|
=============
|
|
|
|
o Win one round on the stage directly before the question mark
|
|
using only LOW KICK. That is the only requirement. You may not press
|
|
BLOCK. You may reach Jade on any round of the stage. Unnecessary
|
|
requirements include flawless victories, fatalities, and a certain
|
|
number of wins.
|
|
|
|
==============
|
|
TO REACH SMOKE
|
|
==============
|
|
|
|
o Be on The Portal stage playing a two player game.
|
|
|
|
o Wait until the face pops out in the lower right corner and
|
|
says "Toasty!". The face will appear when you uppercut your opponent,
|
|
or your opponent uppercuts you. There is no determined way to get the
|
|
face to appear more frequently. It can appear a few times during a
|
|
match or not at all.
|
|
|
|
o As soon as the face appears, press the start button.
|
|
Whoever presses their start button first will be the one who will fight
|
|
Smoke. After fighting Smoke, you are returned to the Choose Your
|
|
FIghter screen where both players may pick again.
|
|
|
|
====================
|
|
TO REACH NOOB SAIBOT
|
|
====================
|
|
|
|
Incredible Winning Streak! A New Warrior Awaits You.
|
|
|
|
o Win 50 games in a row. You must be fighting against a human
|
|
opponent and receive the gold MKII symbol.
|
|
|
|
If you lose to Noob Saibot, you may fight him again by winning just one
|
|
more game or round. Apparently the computer only has 49 wins tracked if
|
|
you lose to Saibot, so you can theoreticly fight him over and over, as
|
|
long as you lose to him. And for the clueless, Noob Saibot is actually
|
|
Boon Tobias backwards. And for the truly clueless, Boon and Tobias are
|
|
the creators of Mortal Kombat.
|
|
|
|
|
|
|
|
************************************************************************
|
|
******************* Rumors and Things To Try *******************
|
|
************************************************************************
|
|
|
|
==================
|
|
RUMORS KILLED DEAD
|
|
==================
|
|
|
|
o Kano is not a playable character in MKII. The only place
|
|
you will see Kano in MKII is in the background of the Kahn's Arena
|
|
stage. The Kano Transformations tally in the audits menu is nothing
|
|
more than a red herring designed to generate interest and quarter
|
|
pumping to find a secret that isn't there. And it was effective. An
|
|
entire Usenet group is based on Kano sighting.
|
|
|
|
o 'Alitys' that do not exist in MKII: Animality, nudality,
|
|
gunality, ageality, hookality, weirdality, nationality, brutality,
|
|
rapality, gangstality, etc. They never have and never will.
|
|
|
|
o Secret characters who you will not find: Scarlett, Flame,
|
|
Inferno, Kano, Goro, Sonya, Shawn, Ermac, Watchdog, the monster in the
|
|
Dead Pool, that guy in the Living Forest, etc. These characters do not
|
|
exist in MKII. They never have and never will. The only secret
|
|
characters in MKII are Jade, Smoke, and Noob Saibot.
|
|
|
|
o Stage fatalities that are unreal: getting impaled on the
|
|
hooks, getting knocked into the mouth of the trees, picking up the
|
|
weapons in the weaponry and killing your opponent, raising the dead in
|
|
the graveyard, etc. These stage fatalities do not exist in MKII. They
|
|
never have and never will.
|
|
|
|
=============
|
|
THINGS TO TRY
|
|
=============
|
|
|
|
o Do Reptile's tongue fatality on The Armory stage and watch
|
|
the floor. This is a glitch and does not involve a secret room or
|
|
character.
|
|
|
|
o Sub-Zero can do the first half of his freeze-uppercut
|
|
fatality indefinitely. When you defeat your opponent with Shang Tsung,
|
|
morph into Sub-Zero and do the perma-freeze fatality repeatedly until
|
|
you are changed back into Shang Tsung. Then morph into the fighter of
|
|
your choice and do the fatality on a frozen victim.
|
|
|
|
o Defeat your opponent on the Dead Pool stage near the corner.
|
|
Then jump over them and do the Dead Pool fatality. The victim will go
|
|
flying the wrong way and splash into the wall.
|
|
|
|
o With Kitana, beat Shao Kahn by letting time expire. When
|
|
time is about to run out, catch Kahn in the fan lift so that he is off
|
|
the ground when time runs out. You will hear the sound of him
|
|
exploding, and then the machine will freeze. A good way to get your
|
|
credits back after beating the game. Of course, I am not endorsing
|
|
this, just giving you the facts. :)
|
|
|
|
o After doing the dead pool fatality, hold down on the
|
|
joystick. The computer will say "oh whoa" or something to that effect.
|
|
|
|
o Right after doing the pit fatality uppercut, hold down on
|
|
both joysticks. The body will slowly slip from the spikes and fall to
|
|
the ground.
|
|
|
|
o Play 250 games in a row. 'You have reached the outer limits
|
|
of the tournament. Now you both must face a challenge from your
|
|
past...' Pong! First player to seven wins. It is just like the
|
|
original Atari game.
|
|
|
|
|
|
|
|
************************************************************************
|
|
********************* Version Information **********************
|
|
************************************************************************
|
|
|
|
To date there have been three major release versions of MKII: version
|
|
1.1, 2.1, and 3.1. With each release more and more things are added, a
|
|
trend that will hopefully not be going on very much longer. You can
|
|
find out which version you are playing on by turning the machine off and
|
|
back on again. Remember, this guide is written for the most current
|
|
version of the game. If you are playing on an older version, have the
|
|
owner contact Midway to get the newer chips. The following is a basic
|
|
summary of differences in each version.
|
|
|
|
===========
|
|
VERSION 1.1
|
|
===========
|
|
|
|
o First version released to the public even though unfinished.
|
|
o Contained almost all moves but not many fatalities.
|
|
o Kintaro and Shao Kahn very difficult to beat.
|
|
o No game ending after beating Shao Kahn.
|
|
o Baraka's blade swipe had no sound.
|
|
o Shang Tsung had the ceiling walk bug.
|
|
o Could beat Kintaro by just punching the entire match.
|
|
|
|
===========
|
|
VERSION 1.4
|
|
===========
|
|
|
|
o Mileena's ground roll move added.
|
|
o Kung Lao's aerial kick added.
|
|
o Sub-Zero could do the first part of the freeze-uppercut
|
|
fatality during the match.
|
|
o Danger indicator added.
|
|
o This version contained many but not all aspects of version
|
|
2.1. Since version 1.4 was not widely circulated, those
|
|
changes will be listed under version 2.1.
|
|
|
|
===========
|
|
VERSION 2.1
|
|
===========
|
|
|
|
o First "official" release version.
|
|
o Intro text slightly changed.
|
|
o Reptile's slide added.
|
|
o Ending story and credits added.
|
|
o Computer intelligence improved.
|
|
o Nearly all fatalities were added.
|
|
o Friendships and babalities were added.
|
|
o The pit/spike fatality was added.
|
|
o Smoke and Jade were added.
|
|
o Kintaro and Shao Kahn easier to defeat.
|
|
o Could keep Kintaro and Shao Kahn up in the corner by using
|
|
repeated punches.
|
|
o Could crash the game through baby brutalization.
|
|
o Doing Shang Tsung's soul stealing fatality against Jax could
|
|
sometimes crash the game.
|
|
|
|
===========
|
|
VERSION 3.1
|
|
===========
|
|
|
|
o More amounts of blood added.
|
|
o Dead Pool fatality added.
|
|
o Noob Saibot added.
|
|
o Raiden's super uppercut fatality added.
|
|
o Kung Lao's friendship added.
|
|
o Pictures of the creators added after the credits.
|
|
o Revolution X and DCS ads added.
|
|
o Comic and CD offer shows picture of CD.
|
|
o Computer intelligence increased.
|
|
o Computer has ability to do missile weapons in the air.
|
|
o Multiple babality problem fixed.
|
|
o Repeated punches in the corner against Kintaro fixed.
|
|
o Kitana's multiple fan lifts in the corner fixed.
|
|
o Sub-Zero freeze - punch - freeze - punch... fixed.
|
|
|
|
===========
|
|
VERSION 4.2
|
|
===========
|
|
|
|
o This is a pirated ROM and is not an official Midway release.
|
|
o It is only in a few arcades across the country.
|
|
o Uppercuts are faster.
|
|
o Cage does red shadow kick and uppercut every time.
|
|
o Cages shadow kick goes twice as far.
|
|
o Barakas roundhouse has awesome range.
|
|
o Noob Saibot after only six wins.
|
|
o Pong after only 20 or so wins.
|
|
o Secret characters vulnerable to missile weapons.
|
|
o Liu Kang has a red dragon fatality.
|
|
o Kung Lao has a bones in his hat fatality.
|
|
|
|
** I would like to stress that all versions above 3.1 are not official
|
|
versions and you will likely never see them. I haven't seen them
|
|
myself, so I can't confirm anything else that has been said about them.
|
|
|
|
|
|
|
|
************************************************************************
|
|
********************** Character Endings ***********************
|
|
************************************************************************
|
|
|
|
============
|
|
END MESSAGES
|
|
============
|
|
|
|
Who Is Smoke? Where Is Sonya?
|
|
Who Is Jade? Where Is Kano?
|
|
Friendship? Where Is Goro?
|
|
Babality?
|
|
Ceamr Odse Nto Exits (Ermac Does Not Exist)
|
|
Emro Batmok Ot Meok (More Kombat To Kome)
|
|
Sruep Ghih Miptac (Super High Impact)
|
|
Three Rae On Stniiiaamel (There Are No Animalities) or
|
|
(Animalities Are On There)
|
|
|
|
======================
|
|
LIU KANG (HO SUNG PAK)
|
|
======================
|
|
|
|
With his Shaolin temple in ruins, Liu Kang journeys into the Outworld,
|
|
enters Shao Kahn's tournament and unleashes a fury that does not end
|
|
until the defeat of Shao Kahn. Liu Kang then returns to the seclusion
|
|
of his Shaolin temple. He pays his respects to his lost brothers and
|
|
finally realizes that the events which have taken place were all
|
|
fulfillment of his destiny.
|
|
|
|
=========================
|
|
KUNG LAO (ANTONY MARQUEZ)
|
|
=========================
|
|
|
|
A former Shaolin Monk alongside Liu Kang, Kung Lao also grieves the loss
|
|
of their Shaolin brothers. He realizes that his ultimate fate lies
|
|
within the dark realm of the Outworld. He defeats his Outworld
|
|
opponents until he emerges the supreme champion. With his strength and
|
|
spirit in complete alignment he finally avenges the death of his great
|
|
ancestor. Although his greatest challenges lie ahead...
|
|
|
|
===========================
|
|
JOHNNY CAGE (DANIEL PESINA)
|
|
===========================
|
|
|
|
After disappearing from the set of his latest movie, Cage finally
|
|
resurfaces. He used all his knowledge and experiences as a fighter to
|
|
end the Outworld menace. Now heralded as a true hero, Cage receives the
|
|
respect he rightfully deserves. He also gets his inspiration for the
|
|
sequel to his blockbuster movie Mortal Kombat. MK II is released and
|
|
quickly becomes the greatest motion picture event of all time. Cage
|
|
realizes that MK III is inevitable.
|
|
|
|
=======================
|
|
REPTILE (DANIEL PESINA)
|
|
=======================
|
|
|
|
Reptile has always loyally served as Shang Tsung's protector. While
|
|
maintaining a very low profile in the first tournament he discovered
|
|
Tsung's plot to force the remaining members of his near extinct race
|
|
into slavery under Shao Kahn's rule. Reptile then devises a plan of his
|
|
own. He enters the Outworld tournament, defeats Shao Kahn and turns
|
|
against Shang Tsung, ending his master's scheme. Now his race can live
|
|
on in their own peaceful existence.
|
|
|
|
========================
|
|
SUB-ZERO (DANIEL PESINA)
|
|
========================
|
|
|
|
When Sub-Zero failed to return from the Shaolin tournament and rumor of
|
|
Shang Tsung's survival reached the Lin Kuei clan, they immediately sent
|
|
another assassin to complete the task. This new warrior is actually the
|
|
younger brother of the original Sub-Zero. He enters the outworld
|
|
contest and accomplishes his task. He learns of Scorpion's foul
|
|
vendetta against his brother but will never know why his life was
|
|
spared. Perhaps a third tournament is in his future?
|
|
|
|
==============================
|
|
SHANG TSUNG (PHILLIP AHN M.D.)
|
|
==============================
|
|
|
|
Shang Tsung not only turns against and defeats both Kintaro and Shao
|
|
Kahn, he also takes over their rule of the Outworld. With Shao Kahn's
|
|
armies at his command, he finally unbalances the Furies, and weakens the
|
|
dimensional gates between the Outworld and the Earth Realm. Along with
|
|
his elite group of sorcerers he uses this weakness to march a never
|
|
ending horde of demons into the earth and doom its inhabitants to
|
|
eternal darkness. Have a nice day.
|
|
|
|
=======================
|
|
KITANA (KATALIN ZAMIAR)
|
|
=======================
|
|
|
|
Through her years of working as an assassin, Kitana has learned many
|
|
secrets, especially about her own past. She finds that Mileena is not
|
|
her twin but a grotesque clone created by Shang Tsung. She learns that
|
|
her parents were former rulers of the Outworld overthrown by Shao Kahn.
|
|
Determined to take back what is rightfully hers she must defeat Kahn
|
|
himself. She does so by entering the tournament. She retakes her
|
|
parents' castle and restores the Outworld back into a realm of nobility.
|
|
|
|
==================
|
|
JAX (JOHN PARRISH)
|
|
==================
|
|
|
|
Jax finds Sonya held captive alongside their arch enemy Kano. Her only
|
|
chance of escape is by Jax entering Shao Kahn's contest. With fierce
|
|
determination he catches the Outworld warriors off guard and wins the
|
|
tournament bringing Shao Kahn's rule to a crashing halt. During the
|
|
chaos that follows, Jax and Sonya escape through the dimensional gate
|
|
from which they entered. Kano once again eludes capture but Jax and
|
|
Sonya know they will cross paths with him in the future.
|
|
|
|
========================
|
|
MILEENA (KATALIN ZAMIAR)
|
|
========================
|
|
|
|
Once thought to be Kitana's twin sister, Mileena is actually a grotesque
|
|
clone created by Shang Tsung. With Shao Kahn suspicious of Kitana's
|
|
motives, Mileena seizes the opportunity to attack Kahn and his minions.
|
|
Caught off guard they are no match for Mileena's speed. She wins the
|
|
tournament and together with her secret companion, Baraka, they rule the
|
|
world as King and Queen.
|
|
|
|
========================
|
|
BARAKA (RICHARD DIVIZIO)
|
|
========================
|
|
|
|
Known for his unpredictable actions and wild fits of anger, Baraka goes
|
|
on a rampage. After defeating the earth warriors he attacks Shang
|
|
Tsung, Kintaro and finally Shao Kahn himself. After defeating Shao
|
|
Kahn, Baraka's race of mutants arise from the wastelands and rebel
|
|
against what is left of Kahn's army. They eventually win and the
|
|
Outworld comes under the rule of King Baraka.
|
|
|
|
========================
|
|
SCORPION (DANIEL PESINA)
|
|
========================
|
|
|
|
Upon learning of Sub-Zero's reappearance, Scorpion enters Shao Kahn's
|
|
tournament. He witnesses Sub-Zero spare the life of an opponent and
|
|
realizes that this is not the same Sub-Zero who murdered him so long
|
|
ago. He lets the ninja live and goes on to defeat the Outworlders in
|
|
their unholy contest. With the defeat of Shao Kahn, Scorpion discovers
|
|
a new purpose for his existence. He becomes the guardian of the new
|
|
Sub-Zero to atone for murdering his older brother and in preparation for
|
|
a third tournament.
|
|
|
|
======================
|
|
RAIDEN (CARLOS PESINA)
|
|
======================
|
|
|
|
Familiar with Shang Tsung's lies and Shao Kahn's brutality, Raiden
|
|
accepts their challenge to compete in an Outworld tournament. He is
|
|
well aware of their scheme to unbalance the Furies and invade the Earth
|
|
Realm. Raiden vows to use all his might to end their treachery.
|
|
Winning the tournament Raiden destroys Shao Kahn and all his minions.
|
|
He also destroys the dimensional gates which would have been their
|
|
passageway to the Earth Realm.
|
|
|
|
|
|
|
|
************************************************************************
|
|
********************** Offers From Midway **********************
|
|
************************************************************************
|
|
|
|
Mortal Kombat II
|
|
Collectors Edition
|
|
Comic Book and Compact Disc
|
|
|
|
MK 2 Compact Disc . . . . . . . . $12.45
|
|
MK 2 Comic Book . . . . . . . . . . $5.00
|
|
MK 1 Comic Book . . . . . . . . . . $3.00
|
|
|
|
Mortal Kombat II
|
|
1340 W. Irving Park Rd. Suite 414
|
|
Chicago, IL 60613
|
|
|
|
Checks Payable to Midway Manufacturing
|
|
6-8 weeks for delivery. Expires Feb 22, 1995
|
|
|
|
|
|
|
|
************************************************************************
|
|
********************** Credits and Thanks **********************
|
|
************************************************************************
|
|
|
|
This document is the result of information supplied by the players in
|
|
the Usenet groups. It was out before MKII was released to the public.
|
|
It had the first and most accurate list of moves and fatalities
|
|
anywhere. It was and is the basis of all the magazine and guide books
|
|
that have been published about MKII. And it is all free information.
|
|
Thanks to those listed below, and those who I failed to include, for
|
|
helping me construct this beast:
|
|
|
|
Spencer Olson.......................................olsospe@elof.iit.edu
|
|
Matthew A Wallace................................mwallace@ucscb.ucsc.edu
|
|
Henry Tam........................................ctam@nodisk.webo.dg.com
|
|
Commander Sucheski........................................ajs174@psu.edu
|
|
Ice Breaker........................................rabulon@csupomona.edu
|
|
Chris Caniano.............................v096mhqb@ubvmsb.cc.buffalo.edu
|
|
Marty Geier..........................................mg58@andrew.cmu.edu
|
|
Richard Chao........................................rc4t+@andrew.cmu.edu
|
|
Michael Kraft....................................empire@eden.rutgers.edu
|
|
Eric Holma..............................................spam@ccs.neu.edu
|
|
Doug McClendon....................................dmc@kuhub.cc.ukans.edu
|
|
Eric Ching............................................eric@parcplace.com
|
|
Karl Paul Mueller..................................karl@shell.portal.com
|
|
Eric M Blade...........................................eblade@netcom.com
|
|
Andy Schanke.................................schank83@spotvb.potsdam.edu
|
|
Jin MadKap...............................................jbim@chinet.com
|
|
Erisson Hastur..........................erisson.hastur@launchpad.unc.edu
|
|
John Griffin.................griffin_j%plu.bitnet@uwavm.u.washington.edu
|
|
Kelly Wong................................cs932241@red.ariel.cs.yorku.ca
|
|
John Emery Jones.................................jejones@brahms.udel.edu
|
|
|
|
Bram..............................................bram@scinfo.u-nancy.fr
|
|
Andy Eddy............................................vidgames@netcom.com
|
|
Jarno Kokko.........................................jarnis@mits.mdata.fi
|
|
Mike Durler........................................michael@crash.cts.com
|
|
Antony Espindola................................a.espindola@cs.ucl.ac.uk
|
|
|
|
Jon Kim..............................................Combos and Strategy
|
|
Bruce Yan.............................................Credits and Combos
|
|
Bob Givnin......................................Credits and Lock Control
|
|
Peter Killham............................Joystick and Button Diagnostics
|
|
Danny Tong...................................Informant and Rumor Control
|
|
Joey Lawrence..............................How Did Your Name Get In Here
|
|
|
|
************************************************************************
|
|
************************ Fin de la FAQ *************************
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