MORTAL KOMBAT II FAQ

 ________________________

MORTAL KOMBAT II FAQ


Complete Arcade Guide

Revision 21

November 1st, 1994


ineluki@u.washington.edu

________________________


500 years ago, Shang Tsung was banished to the Earth Realm.  With the 

aid of Goro he was to unbalance the furies and doom the planet to a 

chaotic existence.


By seizing control of the Shaolin Tournament he tried to tip the scales 

of order towards chaos.  Only seven warriors survived the battles and 

Shang Tsung's scheme would come to a violent end at the hands of Liu 

Kang.


Facing execution for his failure and the apparent death of Goro, Tsung 

convinces Shao Kahn to grant him a second chance.


Shang Tsung's new plan is to lure his enemies to compete in the Outworld 

where they will meet certain death by Shao Kahn himself.


Now the Kombat Kontinues...




************************************************************************

*************************     Introduction     *************************

************************************************************************


Welcome to the 21st, and perhaps final, revision of the FAQ.  This guide 

has been compiled over the last year by the players on the net and 

myself.  ALL moves and fatalities listed are confirmed.  This guide is 

for arcade versions 3.1 and up.  Older machines do not include some of 

the moves and many of the fatalities.  If you find yourself playing on 

an outdated machine, have the owner contact Midway for the replacement 

chips.


If you have any additions send mail directly to me and I will include it 

in the next guide, if there is ever need for one.  Information posted to 

alt.games.mk and rec.games.video.arcade will also be incorporated into 

this guide.  Credit will be given to those who contribute.  An attempt 

will be made to have this posted to both of the newsgroups every once in 

a while.  There are a few other ways of obtaining the latest revision of 

the FAQ and obtaining other MK information:


FTP:     Andy Eddy of GamePro magazine has generously offered to make it 

available through anonymous FTP.  The site is ftp.netcom.com, and the 

directory is pub/vi/vidgames/faqs.  There are four different files there:


mk2guide.txt: The latest version of this document.

mk2franc.txt: The Francais version of this document.

mk2moves.txt: A brief listing of all the moves and fatalities.

mk2mword.bin: The Macintosh version of this file, Word format.


MAIL:     If you prefer to receive the guide through e-mail, send a 

message to musjndx@gsusgi2.gsu.edu with the SUBJECT line, without 

quotes, being exactly: "Send mk2".  This will signal the server to 

automatically send you the latest FAQ.


WWW:     Take a look at the MK home page setup by Anthony Espradrilles 

if you have access to either Lynx or Mosaic.  The site is 

http://www.cs.ucl.ac.uk/people/zcacaes/mk/mk.html.  There is some cool 

stuff there, including pics, movie info, home system FAQs, and more.




************************************************************************

***************************     Contents     ***************************

************************************************************************


1.  Introduction........................................About This Guide

2.  Contents................................................This Section

3.  General Definitions and Moves....................Defines Basic Terms

4.  Individual Moves and Fatalities...........All Moves For All Fighters

5.  General Information.............................Power-ups and Tricks

6.  General and Individual Moves..........Move Descriptions and Strategy

7.  Strategy and Tactics............How to Fight the Computer and Humans

8.  Combos.......................................Combos For All Fighters

9.  Retaliation........................Retaliation In Certain Situations

10. Secret Characters.......................Jade, Smoke, and Noob Saibot

11. Rumors and Things To Try..............Rumors Killed and Other Tricks

12. Version Information..................History of All Machine Versions

13. Character Endings...........................Endings For All Fighters

14. Offers from Midway.....................Comic And Compact Disc Offers

15. End Credits...............................Who Supplied Info For This




************************************************************************

****************     General Definitions and Moves     *****************

************************************************************************


===================

GENERAL DEFINITIONS

===================


While reading through the moves, the + can be substituted by and, and 

the - can be substituted by then.  For example, 'two forward - HIGH 

PUNCH' should be read as 'press the joystick twice towards the opponent 

then press HIGH PUNCH'.  Another example, 'LOW PUNCH + BLOCK' should be 

read as 'press LOW PUNCH and BLOCK at the same time'.  Button names are 

listed in all caps.


Quarter-Circle Towards:  Rotate joystick from the down position to the 

forward position then press the button indicated.  (actual movement is 

down - down to forward - BUTTON)


Quarter-Circle Away:  Rotate joystick from the down position to the away 

position then press the button indicated.  (actual movement is down - 

down to away - BUTTON)


Half-Circle Towards:  Rotate joystick from the away/down position to the 

forward/down position then press the button indicated.  (actual movement 

is away/down - away/down to forward/down - BUTTON)


Half-Circle Away:  Rotate joystick from the forward/down position to the 

away/down position then press the button indicated.  (actual movement is 

forward/down - forward/down to away/down - BUTTON)


hold then release:  Press and hold the button while your character 

charges.  When finished charging release the button.  Other actions may 

be performed while charging, which is a good way of keeping the move a 

surprise.  You can also charge a move before a round begins.  If you are 

hit by the opponent the charge will still remain intact.  With the 

exception of Mileena, you must be standing on the ground in order for a 

charged move to work.


(hold BLOCK):  Block is only used in a move or fatality to stabilize 

your fighter, to keep them from jumping or walking.  It is a good idea 

to release BLOCK before pressing the required button.  You do not need 

to use BLOCK if you can be at the right distance for a fatality.


down - up:  The teleport can also be down by flicking the joystick down, 

making the joystick spring up and down.  This is applicable to Raiden 

and Kung Lao.


Pit/Spikes:  This is the fatality where you knock the victim into the 

pit or onto the spikes, either on The Pit II or Kombat Tomb stages.


Babality/Friendship:  Babalities are moves where instead of finishing 

your opponent you can turn them into a baby.  Friendships are similar, 

only you make friends with your opponent.  In order to do a babality or 

friendship, you can not use either punch button on the winning round.


=============

GENERAL MOVES

=============


Face Punch  :  HIGH PUNCH

Body Punch  :  LOW PUNCH

Face Kick   :  HIGH KICK

Body Kick   :  LOW KICK


Uppercut    :  down + HIGH PUNCH

Crouch Punch:  down + LOW PUNCH

Crouch Kick :  down + HIGH KICK

Ankle Kick  :  down + LOW KICK

Roundhouse  :  back + HIGH KICK

Sweep       :  back + LOW KICK


Specialty   :  HIGH PUNCH (closest to opponent)

Throw/Flip  :  LOW PUNCH (closest to opponent)

Knee        :  HIGH KICK or LOW KICK (closest to opponent)




************************************************************************

***************     Individual Moves and Fatalities     ****************

************************************************************************


========

LIU KANG

========


After winning the Shaolin Tournament from Shang Tsung's clutches Kang 

returns to his temples.  He discovers his sacred home in ruins, his 

Shaolin brothers killed in a vicious battle with a horde of Outworld 

warriors.  Now he travels into the Dark Realm to seek revenge.


Double Forearm    :  HIGH PUNCH (closest to opponent)

Standard Fireball :  two forward - HIGH PUNCH (can be done in air)

Crouching Fireball:  two forward - LOW PUNCH

Flying Kick       :  two forward - HIGH KICK

Bicycle Kick      :  hold LOW KICK (4 seconds) then release


Pit/Spikes:  back - two forward - LOW KICK

Babality  :  two down - forward - back - LOW KICK

Friendship:  forward - three back - LOW KICK

             (A disco globe drops from the ceiling, and Kang gets down.)


Fatality 1:  down - forward - two back - HIGH KICK

             (Liu Kang will transform into a dragon and bite the victim

              in half, leaving the legs standing.  Stand close.)


Fatality 2:  rotate joystick 360 degrees away from opponent

             (Liu Kang will do a cartwheel kick then a massive uppercut.

              Stand anywhere within jump range.)


========

KUNG LAO

========


A former Shaolin Monk and a member of the White Lotus society, he is the 

last descendant of the great Kung Lao who was defeated by Goro 500 years 

ago.  Realizing the danger of the Outworld menace he joins Liu Kang in 

entering Shao Kahn's contest.


Headbutt       :  HIGH PUNCH (closest to opponent)

Ground Teleport:  down - up (flick joystick down)

Aerial Kick    :  down + HIGH KICK (must be done in air)

Hat Throw      :  back - forward - LOW PUNCH

Whirlwind Spin :  two up - LOW KICK (hold BLOCK)


Pit/Spikes:  three forward - HIGH PUNCH

Babality  :  two back - two forward - HIGH KICK

Friendship:  three back - down - HIGH KICK

             (Kung Lao pulls a rabbit out of his hat.)


Fatality 1:  three forward - LOW KICK

             (Kung Lao removes his razor hat and slices the victim down

              the middle.  Stand just within sweep range.)


Fatality 2:  hold LOW PUNCH (back - forward) then release

             (Kung Lao throws his hat which decapitates the victim.

              Make sure to guide the hat up so it hits the head.

              Stand all the way across the screen.)


===========

JOHNNY CAGE

===========


After Shang Tsung's tournament the martial arts superstar disappears.  

He follows Liu Kang into the Outworld.  There he will compete in a 

twisted tournament which holds the balance of earth's existence - as 

well as a script for another blockbuster movie.


Stomach Jab    :  HIGH PUNCH (closest to opponent)

Axe-Kick       :  HIGH KICK or LOW KICK (closest to opponent)

Low Green Bolt :  half-circle towards - LOW PUNCH

High Green Bolt:  half-circle away - HIGH PUNCH

Shadow Uppercut:  back - down - back - HIGH PUNCH

Shadow Kick    :  back - forward - LOW KICK

Ball Breaker   :  LOW PUNCH + BLOCK


Pit/Spikes:  three down - HIGH KICK

Babality  :  three back - HIGH KICK

Friendship:  four down - HIGH KICK

             (Cage autographs his photo for his best fan.)


Fatality 1:  two down - two forward - LOW PUNCH

             (Cage grabs the victim and rips their torso off, throwing

              it to the ground.  Stand close.)


Fatality 2:  two forward - down - up

             (Cage crouches and punches off the head of the victim with

              a powerful uppercut.  To knock off three heads, hold down

              and the bottom three buttons until the first head is

              knocked off.  Stand close.)


=======

REPTILE

=======


As Shang Tsung's personal protector the elusive Reptile lurks in the 

shadows stopping all those who would do his master harm.  His human form 

is believed to disguise a horrid reptilian creature whose race was 

thought extinct millions of years ago.


Backhand    :  HIGH PUNCH (closest to opponent)

Acid Spit   :  two forward - HIGH PUNCH

Slide       :  back + LOW PUNCH + BLOCK + LOW KICK

Forceball   :  two back - HIGH PUNCH + LOW PUNCH

Invisibility:  two up - down - HIGH PUNCH (hold BLOCK)


Pit/Spikes:  down - two forward - BLOCK

Babality  :  down - two back - LOW KICK

Friendship:  two back - down - LOW KICK

             (Reptile attempts to sell you a Reptile doll.)


Fatality 1:  two back - down - LOW PUNCH

             (Reptile shoots his tongue towards the victims head,

              bringing it back where he goes about eating it.  Stand

              about a jumps length away.)


Fatality 2:  two forward - down - HIGH KICK

             (While invisible Reptile cuts the torso off the victim.

              You must be invisible.  Stand close.)


========

SUB-ZERO

========


Thought to have been killed in the Shaolin Tournament, Sub-Zero 

mysteriously returns.  It is believed he traveled into the Outworld to 

again attempt to assassinate Shang Tsung.  To do so he must fight his 

way through Shao Kahn's tournament.


Backhand     :  HIGH PUNCH (closest to opponent)

Iceball      :  quarter-circle towards - LOW PUNCH

Ground Freeze:  quarter-circle away - LOW KICK

Slide        :  back + LOW PUNCH + BLOCK + LOW KICK


Pit/Spikes:  down - two forward - BLOCK

Babality  :  down - two back - HIGH KICK

Friendship:  two back - down - HIGH KICK

             (Sub-Zero attempts to sell you a Sub-Zero doll.)


Fatality 1:  two forward - down - HIGH KICK

             (Sub-Zero will ice the victim over, putting them in a deep

              freeze.  Stand just out of sweep range.)


             forward - down - two forward - HIGH PUNCH

             (After deep freezing the victim, Sub-Zero will shatter the

              top part of the body.  Stand close.)


Fatality 2:  hold LOW PUNCH (two back - down - forward) then release

             (Sub-Zero will throw an ice grenade into the stomach of the

              victim, exploding their top half.  Stand all the way

              across the screen.)


===========

SHANG TSUNG

===========


After losing control of the Shaolin Tournament, Shang Tsung promises his 

ruler Shao Kahn to shape events that will lure the earth warriors to 

compete in his own contest.  Convinced of this plan, Shao Kahn restores 

Tsung's youth and allows him to live.


Forearm       :  HIGH PUNCH (closest to opponent)

Flaming Skulls:  two back - HIGH PUNCH  (one flaming skull)

                 two back - forward - HIGH PUNCH  (two skulls)

                 two back - two forward - HIGH PUNCH (three skulls)


Morph to Liu Kang:  back - two forward - BLOCK

         Kung Lao:  back - down - back - HIGH KICK

      Johnny Cage:  two back - down - LOW PUNCH

          Reptile:  up - down - HIGH PUNCH (hold BLOCK)

         Sub-Zero:  forward - down - forward - HIGH PUNCH

           Kitana:  tap BLOCK three times

              Jax:  down - forward - back - HIGH KICK

          Mileena:  hold HIGH PUNCH (2 seconds) then release

           Baraka:  two down - LOW KICK

         Scorpion:  two up (hold BLOCK)

           Raiden:  down - back - forward - LOW KICK


Pit Only  :  two down - up - (release BLOCK) - down

Babality  :  back - forward - down - HIGH KICK

Friendship:  two back - down - forward - HIGH KICK

             (Tsung creates a rainbow above his head.)


Fatality 1:  hold HIGH KICK (2 seconds) then release

             (Shang Tsung turns into a mist and enters the victims body,

              which explodes.  Stand just within sweep range.)


Fatality 2:  up - down - up - LOW KICK (hold BLOCK)

             (Tsung picks up the victim with one hand, and drains their

              life force into his other hand.  Stand close.)


Fatality 3:  hold LOW PUNCH (30 seconds) then release

             (Shang Tsung turns into Kintaro, who punches the torso of

              the victim across the screen.  If you hold LOW PUNCH from

              before the round begins, you do not need to wait the full

              30 seconds to do the fatality.)


======

KITANA

======


Her beauty hides her true role as personal assassin for Shao Kahn.  Seen 

talking to an earth realm warrior.  Her motives have come under 

suspicion by her twin sister Mileena.  But only Kitana knows her own 

true intentions.


Elbow       :  HIGH PUNCH (closest to opponent)

Fan Swipe   :  back + HIGH PUNCH

Fan Throw   :  two forward - HIGH PUNCH + LOW PUNCH (can be done in air)

Fan Lift    :  three back - HIGH PUNCH

Aerial Punch:  half-circle away - HIGH PUNCH


Pit/Spikes:  forward - down - forward - HIGH KICK

Babality  :  three down - LOW KICK

Friendship:  three down - up - LOW KICK

             (Kitana turns around and produces a cake with candles.)


Fatality 1:  hold LOW KICK (two forward - down - forward) then release

             (Kitana leans and kisses the victim, which then expands to

              unnatural proportions and explodes.  Stand close.)


Fatality 2:  tap BLOCK three times - HIGH KICK

             (Kitana draws her fan and decapitates the victim with one

              swipe.  Stand close.)


===

JAX

===


His real name is Maj. Jackson Briggs, leader of a top US special forces 

unit.  After receiving a distress signal from Lt. Sonya Blade, Jax 

embarks on a rescue mission.  One that leads him into a ghastly world 

where he believes that Sonya is still alive.


Overhead Hammer:  HIGH PUNCH (closest to opponent)

Ground Smash   :  hold LOW KICK (4 seconds) then release

Gotcha Grab    :  two forward - LOW PUNCH

Quadruple Slam :  throw the opponent then tap HIGH PUNCH

Energy Wave    :  half-circle away - HIGH KICK

Back Breaker   :  BLOCK (must be done in air)


Pit/Spikes:  two up - down - LOW KICK

Babality  :  down - up - down - up - LOW KICK

Friendship:  two down - two up - LOW KICK

             (Jax creates a string of paper dolls.)


Fatality 1:  hold LOW PUNCH (three forward) then release

             (Jax claps the victims head with a loud pop, and the skull

              crumbles in pieces to the ground.  Stand close.)


Fatality 2:  tap BLOCK four times - LOW PUNCH

             (Jax grabs the victim by the arms and rips them off the

              body.  Stand a step away from victim.)


=======

MILEENA

=======


Serving as an assassin along with her twin sister Kitana, Mileena's 

dazzling appearances conceal her hideous intentions.  At Shao Kahn's 

request she is asked to watch for her twin's suspected dissension.  She 

must put a stop to it at any cost.


Elbow        :  HIGH PUNCH (closest to opponent)

Teleport Kick:  two forward - LOW KICK

Ground Roll  :  two back - down - HIGH KICK

Sai Throw    :  hold HIGH PUNCH (2 seconds) then release

                (can be done in air)


Pit/Spikes:  forward - down - forward - LOW KICK

Babality  :  three down - HIGH KICK

Friendship:  three down - up - HIGH KICK

             (Mileena grows a flower beneath her outstretched hand.)


Fatality 1:  forward - back - forward - LOW PUNCH

             (Mileena repeatedly stabs the victim, lifting them up as

              blood sprays everywhere.  Stand close.)


Fatality 2:  hold HIGH KICK (2 seconds) then release

             (Mileena removes her mask revealing Baraka-like teeth and

              inhales the victim, spitting out the bones.  You can also

              just hold BLOCK and tap HIGH KICK.  Stand close.)


======

BARAKA

======


He led the attack against Liu Kang's Shaolin temples.  Baraka belongs to 

a nomadic race of mutants living in the wastelands of the Outworld.  His 

fighting skills gained the attention of Shao Kahn who recruited him into 

his army.


Backhand   :  HIGH PUNCH (closest to opponent)

Double Kick:  tap HIGH KICK twice (closest to opponent)

Blade Swipe:  back + HIGH PUNCH

Blade Fury :  three back - LOW PUNCH

Blue Bolt  :  quarter-circle away - HIGH PUNCH


Pit/Spikes:  two forward - down - HIGH KICK

Babality  :  three forward - HIGH KICK

Friendship:  up - two forward - HIGH KICK (hold BLOCK)

             (Baraka offers the victim a present.)


Fatality 1:  four back - HIGH PUNCH (hold BLOCK)

             (Baraka extends his blades from his arms, then decapitates

              the victim with one swipe.  Stand close.)


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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