arcade
From: lda@ecr.mu.oz.au (Lokesh_David AGGARWAL)
Subject: MK.faq v5.0 (long)
Organization: Computer Science, University of Melbourne, Australia
Date: Mon, 30 Aug 1993 03:43:43 GMT
Lines: 1160
I posted last week a message that I would post MK.faq v5.0 to anyone who
wanted it. Since then being under a barrage of requests.. I'll post them
again.. :)
********************************************************************************
* *
* Mortal Kombat Comprehensive Moves, Combos, Fatalities, and Hints Listing *
* (almost FAQ) (Posted at the beginning and middle of each month) *
********************************************************************************
Version 5.0 (4/28/93) (Last Major Revision for a LONG while)
What's New:
o Completely revamped strategy section and retaliation section.
o Pointers on how to get to Reptile, how to get flawless victories, info
on the (second) fatalities of all chars, rumours confirmed/falsified, how
to defeat Goro or Shang Tsung, all in their own sections.
o Vince Koh Kia Keng gave everyone first insights on one of the most
important requirements of getting to reptile: Moon appearances. Although
he may not have been right on everything, he seems (definitely?) right about
moon appearances as a requirement for reptile battles. Credit is hereby
given to him for contributions to this list, as well as to Ken Alexander,
Carl Chavez, and one other person whos name I can't quite recollect(anti-
kano combos) for their good efforts. Another other person also contributed
to this revision.
o While the opponent is not in the corner and on the ground, JumpKick-
JumpKick(followed by slide if you are Sub-Zero, or Flying-Kick if you are
Liu Kang) has been discovered possible for Scorpion, Sub Zero, Liu Kang,
and Kano, though it is very difficult to do.
>From Previous revisions:
o Basic Moves section added.
o A _Concise_ version of this listing is posted along with the long version
o Block Scorpion's teleport-punch standing up, and uppercut immediately.
o There was a request for the endings of the different characters, so this
version includes them.
-------------------------------------
--------Contents--------------------- Version 5.0
-------------------------------------
------------------------------------- Written by Lei Wang at U. Waterloo
...............................................................................
...... Introduction ...........................................................
...... Basic Definitions ......................................................
...... Basic Moves ............................................................
...... Moves And Combos For Individual Characters .............................
...... Retaliation ............................................................
...... Basic Strategies vs. Human Players .....................................
...... VS. The Computer .......................................................
...... How to get flawless victories ..........................................
...... How to get to Reptile ..................................................
...... How to defeat Goro and Shang Tsung .....................................
...... Everything about (Second) Fatalities/Rumours that you want to know .....
...... Endings for the Various Characters .....................................
...............................................................................
*******************************************************************************
*********** Introduction ******************************
*******************************************************************************
These moves and combos work specifically for version 2/3/4 of Mortal Kombat,
for which some of the major distinguishing characteristics(from 1 and
prototype versions) are:
a) Shang Tsung explodes when you kill him.
b) Goro can not be repeatedly uppercutted.
c) Jump kicking an opponent on the ground immediately followed by
a jump kick/jump punch is very difficult to do before he falls, unless
he is in the corner.
The main difference between version 2 and 3/4 are(though they do not
matter in terms of combinations):
a) Repeated high/low punches will not stop Goro.
b) Raiden can not be swept to death by anyone except Sonya
c) Reptile is definitely not on version 2, although he is on version 3/4.
d) The comic book offer is a switch setting in version 3/4, but which
has expired.
Comboes for version 1 are too easy to do, and there are too many of
them to list here.
For the moves listed below, some will be assigned a difficulty level, if
it is actually not trivial. So there are actually four rankings for difficulty
of a move: Trivial, Easy, Difficult, Nearly Impossible(or if you're the
computer), but only the last three will be indicated. Of course, things
may vary a bit from person to person.
If you have anything to add, or there's a combo that you love to use(and it's
on version 2+, and it's not listed here), tell me how you do it, and I'll try
it. If I can do it within a few dozen tries, I'll put it in here. Otherwise
I'll either keep trying, or start to not believe you.
If you discover any spelling mistakes or typos in this article, reply kindly
and I'll correct it in the next version.
l2wang@napier.UWaterloo.ca
ooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo
ME: Univ. of Waterloo YOU: Huh? o=> ME: in Canada, YOU: Huh?
ME: in Ontario, YOU: Huh? /o/ ME: up north! YOU: Aaaaaahhh...
ME: near Toronto, YOU: Huh? ==o Huh??
*******************************************************************************
Basic Definitions:
*******************************************************************************
Thing1(Thing2): Do Thing2 while doing Thing1. For example, Block(LowPunch)
would mean to press LowPunch while holding Block, and Toward(HighPunch) would
mean to press HighPunch while the joystick is in the Toward position.
Forward fireball(button): Spin a quarter circle from Down to Toward your
opponent, then press the button indicated; or more detailedly: Down, Down-
Toward, Toward(Button), in that order.
Backward fireball(button): Spin a quarter circle from Down to Away from your
opponent, then press the button indicated; or more detailedly: Down, Down-Away,
Away(Button), in that order.
......Now we start.......
********************************************************************************
Execution of Basic Moves:
********************************************************************************
Uppercut: Joystick in Down position, press LowPunch or HighPunch. HighPunch
works better for most characters. If you use Cage or Liu Kang,
no one can jump at you from anywhere if you know how to use
the Uppercut. It's less easy for Sonya or Raiden, and can not
be used effectively at all for Sub-Zero, Scorpion, and Kano.
A less hazardous way to use the Uppercut is to Crouch block, and
the Moment your opponent(who is jumping toward you) hits your
blocked body, Uppercut. If done quickly, and if your opponent
didn't Kick/Punch almost at the last moment, this will hit them
in the fraction of a moment before they land completely. Cage
is perfect for this purpose.
The Uppercut can also be used to hit opponents who are walking
toward you and intending to low-punch, or to hit opponents who
have just used a special move close to you and you blocked it.
(especially against Scorpion's Teleport, if you're fast).
Specialty: This designates Kano's headbutt, Cage's elbow, etc. Joystick in
Toward, press HighPunch when close to opponent. Not useful at
all, I find. Anyone correct me if I am wrong.
HighPunch: When not doing a Specialty and on the ground, press HighPunch
repeatedly. Fairly high damage, fast. It can not hit a crouch
-blocking(or non-blocking) opponent, and can not throw. The
only use for it is to hit opponents in the air, in which case
two punches will carry them further into the air, to be followed
by whatever special moves you like.
LowPunch: Standing Close to your opponent, press LowPunch(repeatedly). This
does low damage, but is just as fast as HighPunch, and can
contact crouch-blocking non-Sonyas. If the opponent is not
pulling back(Down-Away or Away), it will throw them. Very useful
in that it either hits, takes off slivers of energy when blocked,
or throws for lots of damage.
JumpPunch: Press HighPunch or LowPunch when jumping at your opponent. Can not
hit an opponent who is just crouching, but can override an
uppercut if the uppercut is not done well. If pressed early
in the jump, this has higher priority than an opponent's
JumpKick,
and that's another one of its usefulness.
JumpKick: Press HighKick or LowKick when jumping at your opponent. If your
opponent stays on the ground, press it fairly late, but not
at the last moment. This way an uppercut will not catch you
off guard(a weak uppercut that is), and your kick won't fade
off before it gets to them, if they are crouching. Of course,
if you press JumpKick early it will override your opponent's
jumping attacks however early he presses his buttons.
Sweep: Joystick in Away position, press LowKick. The farther you are from
your opponent when you start, the less likely that they'll land
a retaliation move if they blocked the sweep. But they will
always be able to retaliate unless you are Sonya.
Wimpy Kick: Joystick in Down position, press LowKick or HighKick. This move
is the only move that will consistently hit an opponent who is
close to you and LowPunching. Uppercut might also work, but
not if they are pressing the LowPunches fast.
The Wimpy Kick can also be used to kick opponents out of the air,
if the opponent pressed his jump kick button a bit early or
if he is using a jumping punch. (Or if he is Liu-Kang, who can
not hit an opponent who is crouching without block via JumpKick
or JumpPunch).
Knee: Close to your opponent, joystick in Center or Toward, and press
LowKick. This is very useful against those opponents who
are just crouching and not blocking(to avoid your LowPunches),
since it knocks them down.
RoundHouse: Joystick in Away, HighKick. Not too useful, but can be used
against the computer when the uppercut gets a bit stale.
Kick: HighKick or LowKick when not doing a Sweep, Wimpy Kick, Knee, or
RoundHouse. It can be used as retaliation of a Sweep, or can
be used to kick opponents out of the air, if you place it
perfectly.
Throw: Close to your opponent, press low punch. If you are close
enough, the only reason that you don't throw is because your
opponent is blocking correctly. i.e. Away or Down and Away.
*******************************************************************************
Moves and Comboes for Individual Characters:
*******************************************************************************
### Liu Kang ###
Victory Pose: Hands folded in bowed contemplation(Partying on the inside).
Fatality: Somersault, double kick, powerful uppercut.
Red Bolt: Toward, Toward(HighPunch); Toward, Toward, HighPunch.
Flying Kick: Toward, Toward(HighKick); Toward, Toward, HighKick.
Fatality: Block(Circle in the direction of a backward fireball),
or simply do the circle starting from Toward or Down.
Jump Kick Combo: Jump kick a ground opponent, Flying Kick. Easy.
Red Bolt/Kick Combo: Bolt hits an opponent in air more than half a screen away,
Flying Kick. Easy.
Jump Kick/Kick Combo: Jump Kick hits an opponent in the air, immediately follow
with Flying Kick.
Jump Kick/Jump Kick/Kick Combo: Jump kick hits an opponent at ground,
immediately jump kick again, then
Flying Kick. Nearly Impossible.
Red Bolt/Red Bolt/Kick Combo: Bolt hits an opponent in air(just beginning to
jump) half a screen away, Bolt immediately again
will hit the opponent before he lands, and so
will the Kick. Nearly impossible.
*Note: If fatality is performed more than 3/4 of the screen away, the
opponent will remain standing, and he can be subject to various forms
of torture after death:
a) Immediately fatality again, thereby appearing to somersault twice
without pause ending in an uppercut. Impressive-looking.
b) Flying kick opponent down, or sweep opponent down, and
b1) Sweep fallen opponent back up, then down again repeatedly.
b2) Jump up and down on opponent, imitating Goro.
c) Jump back, do fatality again, wander around, ending with a
standing fatality.
d) Follow up with three Red Bolts, then do the somersault twice,
most impressive looking.
e) Follow up with four Red Bolts, then do the Flying Kick. Sharp
looking ending.
f) If your opponent is in the corner, four Red Bolts followed by
somersault will work, so will just five Red Bolts.
**Note: Still my favorite character.
Cage: Do your first one or two 'free' jumpkicks late, and slide kick
immediately for the combo. Don't use the slide kick unless it's
part of a combo. Against opponents other than Cage or Sonya the
nut crunch is a sure hit: Wait until the computer wimpy kicks you,
block, wait for a moment(wait until they start walking toward you
after the wimpy kick), and go for it. Liu Kang is especially
easy to do this to. Remember to block Away after the nut crunch,
or the computer will throw you. Crouch again after this, and repeat.
Kano: Your Axe is ducked by the computer better than it does any other.
Use the ball once or twice, but after that use it only in a combo
or as retaliation. Your jump kick is very good, so rely on that.
Raiden: Do not teleport, of course, as you'll quickly learn.
Lightning at medium to close range, and the computer will often
stand up in it, and they can't jump over it. Unless vs. Sonya,
immediately body launch after you jump kick the computer down,
even if it would normally be blocked by human players. Lightning
often at the stated range.
A desperate manuver against Cage, Raiden, or Scorpion is to back
yourself into the corner, and do the body launch. If it connects,
all the better. If it doesn't, the computer will try the missile,
and it will pass under you. Do the body launch again, and again,
and again. Every time the missile will pass under you, and you
take off a sliver of their energy. Repeat until dead(but don't
mess up).
Liu Kang: Use the jump kick combo to your advantage. Even if you kick
very early the flying kick will still connect before the computer
lands. After you knock the computer down do the red bolt quickly,
and they will stand up in it. Keep using the jump kick combo
jumping in at long range, and if you look like you are about to
be cornered, wait until the computer gets close, and Flying kick.
You will neatly pass Over the computer to the other side.
Scorpion: Harpoon right amidst a few low punches will often hit.
When teleport punching, don't do it when the computer is more than
a half screen away from you, and don't do it when he is a full
screen away from you. If you hit, follow up with a harpoon, and
the harpoon will often hit.
The harpoon is very fast, so use it often, but only as retaliation.
Sub Zero: Use the freeze often. The computer don't block it much at all.
use it either when they are all the way across the screen, or when
they are less than half a screen away. This way, even if they
jump, they won't get to you. After you knock your opponent down
with a jump kick or uppercut, immediately slide, and it will
always hit. Alternately, after you uppercut the opponent, back
away a little, and jump kick(early). You are at the correct
range, and the computer will not block.
Sonya: Your foot sweep is very fast, and not only can you catch Raiden with
his pants down most of the time, you can also sweep Sub Zero with his
invincible slide to death. With Sub Zero, if you sweep him down
once, immediately sweep again. Immediately. Don't stop sweeping
until he is dead, because once he stands up he will counter your
sweeps.
A cheap way to win against the computer(see Raiden above) is to
sweep them(but not at close range). Unless vs. Liu Kang, Kano,
or Raiden, the computer will 'learn' and always do a missile attack
after your sweep, which you can easily block and follow with a
leg throw or uppercut while they are vulnerable.
Of course, immediately after you knock the computer down, try
following with a leg throw. They are suckers for it. Repeat the
leg throws with glee, but only after you knock them down(by sweep,
jump kick, or leg throw).
*******************************************************************************
How to get flawless fictories
*******************************************************************************
With Sub-Zero, use your freeze at long range until the computer starts
jumping over them. Until then, freeze-uppercut-backawayalittle-jumpkick-slide.
With anyone else, use the freehit jump kick exclusively. Remember to
duck withOUT touching block when the computer missiles, and don't let yourself
be backed into the corner(you shouldn't be if you jump kick right).
That's it.. Jump kick... it's the only reliable way.
*******************************************************************************
How to get to Reptile
*******************************************************************************
To get to reptile, you must do a double flawless + fatality on the bridge
scene vs. the computer, and you must not touch block except for the fatality
if necessary, and there must have been shadows(witches, balloons, Peter Pan..)
flying across the moon in both your winning rounds.
There is no presently known formula on r.g.v.a about exactly what the
requirements are to get shadows flying across the moon, although the chances
of shadows is not minimal. I.e. If you play say 5 or 10 matches on the
bridge it will be very likely that you'll see shadows once.
Things that does not guarantee moon appearances:
Break/not Break the boards in the bonus rounds.
Endurance match or regular match.
Winning the previous game.
Winning all rounds previous or getting flawless victories in them.
1-player or continued from 2-player.
Things that might or might not guarantee moon appearances:
Shadows flying across the moon when displaying credits on previous winning
game.
Any, all, or none of the above may contribute, or it could be completely
random.
If all requirements are satisfied, the screen will flash, Reptile will
jump down from above, and the scene will shift to the bottom of the Pit
which the bridge was built over. Among the swords and pierced heads will
the match be fought.
Reptile is a Sub-Zero like ninja with green cloths, walks much faster
than normal, can harpoon, freeze, slide, or teleport punch.
Defeating reptile will grant the victor 10,000,000 points, and losing
to him will either get you a uppercut to the face, hellfire to your body
as Scorpion's fatality, or a lift of your spine as Sub Zero's.
>the time. For hopefully the final time, I'm going to list the criteria to
>get to the reptile himself:
>
> 1. Win EVERY round up to the bridge scene (usually 3).
> 2. Make sure there something flying over the moon.
> 3. Defeat your opponent with a double flawless victory WITHOUT
> using block until fatality.
> 4. Execute the fatality.
>
>
> If you do all of this correctly, you can get to the reptile 100%
>of the time!!! Yes, 100%! Make sure you are playing version 3.0 or
>above, though.
> I am not certain about the moon appearances, i.e. I cannot
>guarantee that winning every round up to the bridge scene will ensure that
>something will fly over the moon, but so far, I have NOT seen a person who
>won every round up to the bridge scene NOT having something flying over
>the moon IMMEDIATELY.
> First article, and I already goofed. Before anyone flames me,
>give me a chance to correct myself. When I said win every round, I mean
>every round. What I meant to say was to win 6 rounds in a row, i.e. 3
>matches. Please forgive the mistake.
> By the way, you don't have to win every round during the bridge
>scene to get to the reptile; just make sure you get double flawless and do
>the fatality. What this means that if you screwed up a round on the bridge,
>and you REALLY want to fight the reptile (with the correct machine, of
>course), lose the round and win 2 flawless rounds (not necessarily back to
>back, I might add).
*******************************************************************************
How to defeat Goro and Shang Tsung
*******************************************************************************
Goro's major weakness is that he does not block any attacks while he is
getting up from a knockdown.
To knock him down you can use the jump kick or uppercut.
At the beginning of the round, jump toward him, and most often he will
missile under you and you will connect. Immediately follow with a missile
attack(green bolt, axe, lightning, red bolt+flying kick, harpoon, freeze,
sonic rings). If you are Sub Zero, you can uppercut and freeze again
immediately, and repeat.
Once you hit him with the missile attack(non-Sub Zero), jump away, and
crouch block for an instant as soon as you land, to see if he fires a
missile. If he does, block and immediately jump toward him, keeping in
mind to press the jump kick early. You will most likely connect, follow
up with a missile attack, and jump away.
If he does not fire the missile, jump back again and wait again. Repeat
this until you are at the corner, where you should stand and wait for him
to approach. Wait until he is just beyond sweep range(don't let him get
too close), and jump back in the corner and kick. He will either block,
in which case you try again, or he will fire a missile. If he fires a
missile your kick will hit him from very far away, as Goro extends himself
a lot when firing missiles. Follow this up with a missile attack, and again
wait for him to approach, and jump back&kick in the corner. This is much
easier for Cage, Liu Kang, Kano, Raiden, Sub Zero, and Scorpion. With Sonya
it's more difficult, and Goro might approach too close and grab you when you
come down.
If you are forced to jump toward him, do so, press the jump kick early,
and if it doesn't connect jump back with the kick button pressed immediately
after you jump. This will often hit Goro if he doesn't grab you in time.
If you are thrown into the corner with Goro almost on top of you, uppercut
as soon as you get up. This will always hit Goro, and you can follow
with a missile attack.
Overall, you get double attacks against Goro, but he does twice your damage,
so you are at the computer gods' mercy in trying to defeat him. Even for
the best of players Goro might decide to block everything one match and
that's that.
On Revision 2.0, if you are ahead in energy, you can then press low punch
or high punch continuously, and Goro will edge toward you blocking, but will
not be able to do anything else, and you will win on time.
***
Shang Tsung's major weakness is that he does not block, and that he always
teleports when you jump too close.
If he changes into Goro, use Goro tactics mentioned above. If he changes
into anyone else, you should be able to defeat him with strategies in a
previous section. If he remains Shang Tsung, he's a teleporting duck like
Raiden, except that this time you decide when he teleports and where he
appears.
Keep jumping toward him, and you will reach him sooner or later, in which
case he will inevitably teleport. Since you know that he is going to
teleport, immediately do the motion for your special as soon as you land,
in the opposite direction as your jump, since Shang Tsung will appear behind
you. i.e. (Cage - Slide Kick, Kano - Ball, Raiden - Lightning/Launch,
Liu Kang - Flying Kick(remember to jump right on top of him so he appears
further from you, or the Flying kick will fly over him), Scorpion - Harpoon,
Sub Zero - Freeze, Sonya - Sonic Rings).
He will never learn about this trick, and will easily be defeated by it
if you are really the person who won all the previous 14 matches.
Alternatively, if you are Scorpion, you can teleport punch while he is
on the other side of the screen, and he will always be hit, and he will
back away to the other side. Teleport punch again, and again, and again.
*******************************************************************************
Everything about (Second) Fatalities/Rumours that you want to know
*******************************************************************************
Fatalities are flexible. There is only one fatality for everyone, but it
can be done while the opponent is prone or while the opponent is still in the
air.
Uppercut the opponent to their death in the corner, and you can execute
the fatality, if it's a quick one, before they hit the ground. Throw an
opponent to their death or immediately when it says 'Finish Him', and your
opponent will be prone while you are given the chance to do your fatality.
For best results for Sub Zeros, Kanos, Cages, and Raidens fatality, kill
the opponent with a sweep while You are in the corner. You can immediately
throw your opponent into the corner, and you are at the proper distance
for your fatality.
If you do the fatalities of Cage or Liu Kang too early or while they
are prone, you will miss. With the others, the animation after the opponent
is hit will be exactly the same as that of a normal fatality. i.e. Bodies
suddenly appear standing up.
Cage can knock off more than one head, if you do the fatality motion just
as the previous head is popping off. You can also miss if the timing is
off. You can also substitute the succeeding heads for a nut crunch or
slide kick. You can miss the head more than once also, if you do it
correctly(this looks interesting).
Liu Kang can miss his fatality and do lots of things afterwards, and this
is detailed above in the moves section.
You can NOT do any vastly different fatalities than the commonly known
ones. I.e. Liu Kang can not cut anyone with a sword, split bodies open,
etc.
The game has animation capability for three different fatalities, although
these three can not be used on any current versions of Mortal Kombat, and
will likely not be considered in future revisions, since most MK machines
have already been produced.
Due to time constraints these three fatalities were not implemented:
Cage: Original fatality was a Slide Kick, and when hit the opponent is
hurled across the playing field to smash against the opposite wall. No
extensive blood.
Goro: Goro grabs your head in his hands and there is a loud pop and your
head will be splattered as in Raiden's fatality.
Shang Tsung: Shang Tsung pulls out his sword and cuts your head off.
This was apparently the original reason that head popping was used for,
and the reason that Shang Tsung has a sword by his side.
Other rumours that are false:
You can not fight a guard, or a dragon.
You can not use Goro, or Shang Tsung.
You can not use Reptile.
There is no fourth Ninja as the r.g.v.a Ed Boon hinted at.
*******************************************************************************
Endings for the Various Characters:
*******************************************************************************
Cage's Ending:
After defeating Shang Tsung, Johnny finally realizes the Real potential that
this victory brings: Money at the box office. Cage goes back to Hollywood
to make Mortal Kombat and its many successful sequels.
Kano's Ending:
Kano and his Black Dragon crime organization takes over the tournament, and
the tournament falls into even darker times than when Shang Tsung owned it.
Raiden's Ending:
Raiden says that he had always held contempt for Goro's brute strength and
Tsung's pet sorcery. He grows bored with this mortal competition and invites
other Gods to the tournament, and this finally results in world destruction.
"Have a Nice day."
Liu Kang's Ending:
After defeating Goro and Shang Tsung, he accomplishes his intended goal of
restoring the Mortal Kombat Tournament to its rightful owners: The Shao Lin
temple, with whom it belonged before the coming of Shang Tsung. This is the
only 'morally correct' ending.
Scorpion's Ending:
Scorpion has avenged his earlier death by Sub-Zero: For he was killed
and restored to life to avenge this death, thus came the skull. It is too
bad though that Scorpion, although walking in the land of the Living, will
never know his family again.
Sub-Zero's Ending:
After killing Shang Tsung, Sub-Zero disappears into the shadows from whence
he came. His real reason for coming to the tournament was the assassination
of Shang Tsung paid by one of Tsung's powerful enemies. With this reward
Sub-Zero can finally retire from his dangerous profession.
Sonya's Ending:
Sonya's reason for coming to the tournament was the arrest of Kano and
the capture of his Black Dragon crime organization by the Special Forces of
whom she was a member of. (Sonya was promised her freedom by Shang Tsung
if she won the tournament. Well, she got it).
For more detailed Endings, Finish the Game!!
*******************************************************************************
********************* Finished Him **************************************
*******************************************************************************
--
-----------------
~Newsgroups: rec.games.video.arcade
~From: dejesus@a10.ima.umn.edu (Brett De Jesus)
The specialty (as described in the FAQ) is useful for antagonizing your
opponent. Imagine that you are being attacked by Kano. You need a breather,
and choose to block down and back, so he can't throw you, and you can
get you bearings again. He walks up and proceeds to "tap" you with his
low punches. You feel so smart that he is failing in his attempt to throw
you. All of a sudden, he does a head butt, which is still blocked, but
the gall of him to even try such a vain maneuver against someone of your
stature demands a severe punishment. You attack, and your anger will be
your downfall.
The uppercut of the ninjas is ideal against Raiden's worthless jump kick.
If you throw it off to connect at the top of his long slow arc, he won't have
a chance to get his foot into a vulnerable zone on you. I love doing this,
it takes every Raiden off guard.
Other already published combos not in FAQ:
Johnny Cage: Jump Kick, Hop Kick
Jump Kick, Green Bolt
Jump Kick, Hop Punch
Jump Kick, Hop Punch, Shadow Kick
all of these are considered difficult to nearly impossible by your
standards.
Of course, Hop punching an opponent in the corner can be done
against anyone by any of Kano, Raiden, or Cage.
Kano: Jump Kick, Hop Punch, Ball
Energy Ball Push, Throw: This one, sometimes when you jump over an
opponent and do the Ball quick, it will push the opponent
for the length of the attack. You can then throw right at
the end of this, just like the computer does.
Jump Kick, Knife
Low Punch, Ball (Low punch makes the opponent vulnerable enough for
it to land.)
Raiden: Jump Kick, Hop Punch, Lightning (Only against another Raiden)
Jump Kick, Hop Punch, Body Launch (Anyone but Ninjas)
Jump Kick, Lightning (Anyone)
Scorpion: Take out the final "combo" since it isn't a valid one. There
are dozens of "combo"s that can be done against a cornered victim.
Standard combo (missing from last FAQ): Jump Kick, Harpoon, Uppercut
Teleport, Harpoon, Uppercut
Teleport, Hop Kick, Harpoon, Uppercut
The fatality can be done from standing without block just by being
gentle with the joystick. (Pretend it's something else.)
Sonya: Leg Sweep, Leg Throw (from computer, and a couple other Sonya freaks)
Subzero: His 50% energy combo is actually only about 47%. There are some
combos like Scorpion's Standard which comes a lot closer to 50% than
Sub's.
After the foot sweep, remember the uppercut is a classic maneuver.
If Liu Kang or Raiden is Jumping at you, you can successfully duck without
blocking with do adverse effects.
Sub-Zero can always catch a jumping Raiden with a freeze.
Another option against an opponent jumping towards you is to teleport, if
it's an option.
Also, if you are good at the timing, you can do a High kick or Roundhouse
and possibly follow up with a missile.
If they're jumping away from you, Scorpion can teleport, and if timed right,
hit and start off a good "real" 49.5% combo (Teleport, Harpoon, Uppercut)
Against Kano's Ball:
If you are not Raiden (since his hat adds to his height), you can duck
and uppercut when he comes out of it right in front or behind you.
Note Cage's/Raiden's/Kano's Hop Punch, Hop Punch, Shadow/Body attack.
Also, with Raiden, you can walk forward, 2 HighPunches, Teleport,
HighPunch again, and do either Lightning or Body Launch.
Against Raiden's Dive:
Scorp: Teleport Punch, Hop Kick, Harpoon, Uppercut.
Liu Kang: Jump Kick, Flying Kick
Note: You can take the hit from Raiden, assuming you weren't doing a
special attack at the time you were hit, and recover the moment you hit
the ground, throwing off whatever your heart desires.
After a Successful Roundhouse at close range, one can do a very fast special
attack which will catch them in their moment of recovery. Most annoyingly,
a ninja will plant an uppercut on a helpless form.
Kano and Liu Kang also have good roundhouses.
After doing the nut crunch, one usually jumps away or throws as a pseudo-combo.
To the true aces, we try to add variety to the game and our perfection.
Against the easier machines, before breaking the wood, one can do a foot
sweep, specialty attack series against them just until they're dead and
then finish them with a roundhouse or something trivial, so everyone knows
you aren't afraid of the big bad computer.
Personally, I like killing Raiden with Cage in two combo's. The Jump Kick,
Hop Punch, Shadow Kick takes off about Sixty percent or more.
Cage's fatality can't be done in the air. (I've tried many times by Hop
Punching him to death, doing a couple extra for height, and then doing the
easy Forward (x3) and HighPunch.
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Enjoy.. :)
--
Internet: musjndx@gsusgi2.gsu.edu Fidonet : Jonathan Deitch@1:133/411.7
jdeitch@gisatl.fidonet.org Bellnet : 1 - 404 - 261 - 3665
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Atlanta 1996 !! | Play Pinball !! | Don't Panic ! | "I hate it when I can't
--------------------------------------------------| trust my own technology!"
"Thrills! Chills! Magic! Prizes!" -- Hurricane | -- Geordi LaForge
Gene Roddenberry, Isaac Asimov, Jim Henson, Dr. Seuss, Mel Blanc ... Sigh ...