80 lines
2.8 KiB
Plaintext
80 lines
2.8 KiB
Plaintext
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MORTAL KOMBAT II:
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THE DEATH PUNCH
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By: Chris McCullough
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25096@ef.gc.maricopa.edu
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The following is info on a new type of move on Mortal Kombat II.
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Since it looks like mk2faq16 is the last of the MKII faqs, I felt it
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necessary to make a mini faq on this topic. But enough bantering, on with
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the subject...
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WHAT IS THE 'DEATH PUNCH'?
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--------------------------
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The 'Death Punch' (as it is being called around my parts) is a
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powerful jab that takes a large amount of energy away from the opponent as
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well as setting him up for a combo move. It is basically done with timing
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and correct placement of the characters.
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HOW DO YOU DO IT?
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-----------------
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The 'Death Punch' is easiest to learn by playing aginst the computer
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on the Player one side on the Very Hard setting. Walk up to the compute
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and jump away before you reach him. As you jump away, press any KICK
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button. If done right, the computer will stop for one second, then jump
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into you, leaving him open for a combo move attack. It is here that the
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'Death Punch' can be done. The correct distance between the two character
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should be three steps outside of sweeping range. When the computer goes
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past the peak of his jump and begins to descend, press the HIGH PUNCH
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button. If done right, the character will not jab, but leave his fist out
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long enough to get hit by the computer. It is here where timing is
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crucial. If you punch too soon, you will miss and the computer will land
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next to you. If you punch too late, you will just jab the computer and
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take off the normal damage for a punch. If you punch just right, you can
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take off the equivalent of a kick up to the equivalent of Scorpion's
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Spear-and-Uppercut move.
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USING THE 'DEATH PUNCH' FOR A COMBO MOVE
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----------------------------------------
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As said earlier, the 'Death Punch' can be used for the start of a
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combo move. As far as what is known so far, the only way not to use the
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'Death Punch' in a combo move is when it takes off the maximun amount of
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energy possible. This is because:
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a. Your character will stumble backwards.
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b. The opponent will fly back nearly a screen's length
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c. Because of a. and b., there is no time to connect with anything
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Well, that's basically it. If you have any more info on this or any new
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moves (or rumors, kudos, complaints, etc), mail them to
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25096.ef.gc.maricopa.edu. Special thanks to Mitch Keller for teaching me
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the move.
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(THE END? III)
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----------------------------------------------------------------------------
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| Chris McCullough | "Sometimes I go into my own little world... |
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| (a.k.a. Sir Galahad) | But that's okay, they know me there." |
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| 25096@ef.gc.maricopa.edu | --- Joel Hodgson |
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----------------------------------------------------------------------------
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