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an outdated machine, have the owner contact Midway for the replacement  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