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