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Mortal Kombat
Tested On Arcade Version 5.0
FAQ By: Goh_Billy (
[email protected])
Version #: 4.0
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Sections
--------
1. Legend
2. System
2.1 Basics
2.2 Test Your Might
3. Characters
3.1 Johnny Cage
3.2 Kano
3.3 Raiden
3.4 Liu Kang
3.5 Scorpion
3.6 Sub-Zero
3.7 Sonya Blade
4. Misc. And Easter Eggs
5. Conclusion
5.1 What's Missing/Needed
5.2 Credits
===============================================================================
1. Legend
===============================================================================
ub u uf f - Forward HP - High Punch P - Any Punch
\ | / b - Back LP - Low Punch K - Any Kick
b-- --f u - Up HK - High Kick + - And
/ | \ d - Down LK - Low Kick / - Or
db d df BLK - Block , - Then
===============================================================================
2. System
===============================================================================
**************
* 2.1 Basics *
**************
Throw LP close
Cross Up Throw jump and land almost right
on top of the opponent
and press LP
Avoid Throw Hold b or db the opponent will not be able
to throw you
Throw To Unblockable when you perform a throw
on an opponent while
they are in the
animation of a move,
the next move you
perform immediately
afterwards usually
becomes unblockable
High Block BLK
Low Block hold d + BLK will block sweeps
Quick Low Block d + BLK time this just right and you
will block low without
even ducking or without
ducking all the way down;
this reduces your recovery
in standing up and allows
faster retaliation on some
moves
Hard Block High Hold b/ub + BLK blocks maneuvers (not sweeps)
and avoids throws
Hard Block Low Hold db + BLK blocks maneuvers (including
sweeps) and avoids throws
High Punches tap HP can be used to pick opponents
out of the air and juggle
them
Low Punches tap LP can also be used to juggle
opponents, but it's main
use is to pressure
opponents (especially
ones that are crouch
blocking); if an opponent
sits and blocks, this will
chip away at their lives
(Sonya, however, will not
fall victim to this because
of her block animation)
Uppercut d + LP/HP can be used as an anti-air,
though very dependent on
the character and what's
coming at you (Kano's Jump
Kick is hard to beat); Cage
Liu Kang, and Raiden have
some of the better
uppercuts to use as
anti-airs
Jump Punch ub/u/uf, LP/HP
High Kick HK characters like Sub-Zero and
Scorpion can use this as
an anti-air
Low Kick LK characters like Sub-Zero and
Scorpion can use this as
an easy retaliation after
blocking a sweep
Crouch Kick d + LK/HK this can be used to escape
Low Punch pressure; can
also be used as an
anti-air, but very
dependent on character you
are using and the air
attack that is coming
toward you
Roundhouse b + HK
Sweep b + LK must be blocked low; sweeping
can be risky for many of
the characters due to long
recovery; Sonya recovers
the fastest, thus having
the safest sweep; if you
block a sweep, you
have a decent window to
counter (ie. Johnny Cage
can use his Shadow Kick);
sweeps will beat out Crouch
Kicks
Jump Kick ub/uf, LK/HK since this knocks the
opponent off their feet, it
can be used to create
juggles; deep Jump Kicks
work the best as juggle
setups
Air Punt u, LK/HK unlike the Jump Kick, this
doesn't knock a standing
opponent down
Juggling: Anything that knocks your opponent off their feet or out
of the air can usually lead into a juggle. Sometimes
your character may experience push back. There are
some cases where a juggle can still be extended with
particular moves, even with push back. Other times,
however, the push back will essentially end your
juggling options
Projectiles: It is interesting to note that unlike most fighting games
out there, projectiles in Mortal Kombat do not negate
each other. They will pass through each other instead.
Fatalities: Perform after the second winning round. You have a
limited time to perform the motion, so try not to
delay too long.
Pit Fatality: On the pit stage, perform an Uppercut as your finishing
blow on the second winning round or after it says
"Finish Him/Her". Liu Kang's Fatality will also work.
***********************
* 2.2 Test Your Might *
***********************
After 3 wins in a single player game or after 5 matches in a 2 player game,
you will take part in the Test Your Might mini game. Tap LK and LP rapidly to
build the power meter. Get it past the posted line and press BLK to chop. If
you are successful at breaking the object, the next Test Your Might will appear
with a harder object to break. It goes from Wood, to Stone, to Steel, to Ruby,
and finally to Diamond.
===============================================================================
3. Characters
===============================================================================
*******************************************************************************
* 3.1 Johnny Cage *
*******************************************************************************
Colors
``````
1 Player - Light skin
2 Player (Chooses Same Character In VS) - Dark skin
Throw
-----
Carry Toss LP close
Basic Moves
-----------
Jawing Elbow HP close
Knee LK/HK close
Command Moves
-------------
Uppercut d + LP/HP one of the fastest in the
game; if you land one on
an opponent in the corner
you actually have many
juggling options (one of
the easiest and basic
things to do is jump after
them with a Jump Punch, and
then perform a Shadow Kick
to finish); when trying to
juggle after the Uppercut
in the corner, time your
immediate follow up attack
just as Johnny Cage is
about to retract his fist
Sweep b + LK must be blocked low
Roundhouse b + HK
Special Moves
-------------
Plasmic Fireball b, f, LP
Shadow Kick b, f, LK your main countering move
and your main juggle ender;
after a successful deep
Jump Kick, picking the
opponent out of the air
with HPs, or picking them
out of the air with a Jump
Kick/Punch...you can tack
on a Shadow Kick to juggle
them
Nut Punch LP+BLK cannot perform on his Mirror
Match (you will perform
only the split portion of
the move and leave yourself
vulnerable)
Fatality
--------
Punch Decapitation f, f, f, HP (close) there is a small input window
after the uppercut (within
this window you can try to
perform the Fatality again
to knock off another head,
or you can use a Nut Punch
Plasmic Fireball, or Shadow
Kick instead); if the
Fatality is performed when
the opponent is trying to
get off the floor, the
Uppercut will sometimes
miss; the easiest way to do
this is to finish your
opponent with a sweep and
immediately enter the
Fatality input; a missed
Uppercut can also be done
if you throw the opponent
right after it says "Finish
Her/Him, and immediately
input the Fatality (throw
them in the corner to allow
you to remain at close
range); even with a missed
Fatality, you get the
Fatality bonus and message;
performing the Fatality on
Raiden immediately as he is
getting up will cause
Raiden's colors to get
messed up
*******************************************************************************
* 3.2 Kano *
*******************************************************************************
Colors
``````
1 Player - White costume
2 Player (Chooses Same Character In VS) - Off White costume
Throw
-----
Long Toss LP close
Basic Moves
-----------
Steel Headbutt HP close
Knee LK/HK close
Command Moves
-------------
Uppercut d + LP/HP one of the longest reaching
in the game; if you land
one on an opponent in the
corner you actually have
many juggling options (one
of the easiest and basic
things to do is jump after
them with a Jump Punch, and
then perform a Cannonball
to finish); when trying to
juggle after the Uppercut
in the corner, time your
immediate follow up attack
just as Kano is about to
retract his fist
Sweep b + LK must be blocked low
Roundhouse b + HK you can land a deep Jump Kick
in the corner and
immediately use a
Roundhouse to juggle
Special Moves
-------------
Knife Throw Hold BLK, b, f
Cannonball 360 clockwise when facing you can delay the roll if you
right or 360 press and hold BLK
counter-clockwise when immediately after doing the
facing left / Hold BLK, 360 motion or continue to
360 clockwise when facing hold onto BLK from the BLK
right or Hold BLK, 360 input motion; if this move
counter-clockwise when is blocked by the opponent,
facing left you are left in a recovery
roll and are open to big
damage; your main
countering move and your
main juggle ender; after a
successful deep Jump Kick,
picking the opponent out of
the air with HPs, or
picking them out of the air
with a Jump Kick/Punch...
you can tack on a
Cannonball to juggle them
Fatality
--------
Heart Rip b, d, f, LP (close) when it says "Finish
Him/Her!", get close and
throw the opponent and
immediately input the
Fatality (throw them in
the corner to allow you to
remain at close range);
doing the above will have
the opponent suddenly rise
up from the ground and take
the Fatality (the heart
will also tend to be
floating in the air)
*******************************************************************************
* 3.3 Raiden *
*******************************************************************************
Colors
``````
1 Player - White costume
2 Player (Chooses Same Character In VS) - Light Gray costume
Throw
-----
Kneeling Toss LP close
Basic Moves
-----------
Driving Elbow HP close
Knee LK/HK close
Command Moves
-------------
Uppercut d + LP/HP if you land one on an
opponent in the corner you
actually have many juggling
options (one of the easiest
and basic things to do is
jump after them with a Jump
Punch, and then perform a
Lightning Bolt/Flying
Thunder God to finish);
when trying to juggle after
the Uppercut in the corner,
time your immediate follow
up attack just as Raiden is
about to retract his fist
Sweep b + LK must be blocked low
Roundhouse b + HK
Special Moves
-------------
Lightning Bolt d, f, LP a fast projectile, and much
safer to use than his
Flying Thunder God move;
can be used as a standard
juggle finisher after such
situations as after a
successful deep Jump Kick,
picking the opponent out of
the air with HPs, etc.
Flying Thunder God b, b, f the opponent cannot avoid
this by simply ducking
(must be blocked or jumped
over); very unsafe, and can
be punished sometimes even
if you connect the move; if
you use this against
Scorpion, for example, and
he blocks this...he can
Teleport Punch and work
into a Bloody Spear for big
punishment; can be used
as a standard juggle
finisher after such
situations as after a
successful deep Jump Kick,
picking the opponent out of
the air with HPs, etc.
Static Teleport d, u
Fatality
--------
Shocking Head Pop f, b, b, b, HP (close) when it says "Finish
Him/Her!", get close and
throw the opponent and
immediately input the
Fatality (throw them in
the corner to allow you to
remain at close range);
doing the above will have
the opponent suddenly rise
up from the ground and take
the Fatality
*******************************************************************************
* 3.4 Liu Kang *
*******************************************************************************
Colors
``````
1 Player - Light skin
2 Player (Chooses Same Character In VS) - Dark skin
Throw
-----
Overhead Toss LP close
Basic Moves
-----------
Driving Elbow HP close
Knee LK/HK close
Command Moves
-------------
Uppercut d + LP/HP
Sweep b + LK must be blocked low
Roundhouse b + HK
Special Moves
-------------
Dragon Fire f, f, HP one of the better projectiles
in the game; if an airborne
opponent is hit with this
you can sometimes land
another Dragon Fire or even
a Flying Kick; picking the
opponent out of the air
with HPs can also be
followed immediately by the
Dragon Fire, which then can
be followed by a Flying Kick
Flying Kick f, f, HK if blocked, you are left very
vulnerable; after a
successful deep Jump Kick,
picking the opponent out of
the air with HPs, or
picking them out of the air
with a Jump Kick/Punch...
you can tack on a Flying
Kick to juggle them
Fatality
--------
Cartwheel Uppercut 360 clockwise when facing this has a weird glitch when
right or 360 the cartwheel misses,
counter-clockwise when extending the Fatality time
facing left / Hold BLK, and allowing you to mess
360 clockwise when around with a bunch of
facing right or Hold BLK, random attacks; you can
360 counter-clockwise still try another attempt
when facing left at the Fatality; you will
(anywhere) get the Fatality bonus and
message even with a miss;
you can try throwing them
after it says "Finish
Him/Her!", and then input
the Fatality (the opponent
will remain on the ground
and you can mess around
before the Fatality time
runs out)
*******************************************************************************
* 3.5 Scorpion *
*******************************************************************************
Colors
``````
1 Player - Yellow costume
2 Player (Chooses Same Character In VS) - Gamboge costume
Throw
-----
Layback Toss LP close
Basic Moves
-----------
Backfist HP close
Knee LK/HK close
Command Moves
-------------
Uppercut d + LP/HP
Sweep b + LK must be blocked low
Roundhouse b + HK you can land a deep Jump Kick
in the corner and
immediately use a
Roundhouse to juggle; you
can sometimes link right
into a Bloody Spear from
this small juggle, but the
timing is a little tight
Special Moves
-------------
Bloody Spear b, b, LP if it connects, you will stun
the opponent for about 2
seconds; has long recovery,
so it's very punishable if
blocked or whiffed; after a
successful deep Jump Kick,
picking the opponent out of
the air with HPs, etc...
you can tack on a Bloody
Spear (then use an Uppercut
to finish the combo); you
can also tack on a Bloody
Spear if your Teleport
Punch connects to an
airborne opponent; if you
hit your opponent with a
Bloody Spear when they hit
you with a projectile, you
will still stun them for
a short bit (you will
recover faster than they
do, thus letting you get
a free hit with the
Teleport Punch)
Teleport Punch d, b, HP safer than his Bloody Spear;
will not work if you are
backed into a corner and
will also fail to teleport
if you don't "reach" the
edge of the screen; if you
connect this to an airborne
opponent, you are able to
tack on a Bloody Spear
Fatality
--------
Hellfire Hold BLK, u, u (sweep) when it says "Finish
Him/Her!", get close and
throw the opponent and
immediately input the
Fatality; doing the above
will have the opponent
suddenly rise up from
the ground and take the
Fatality
*******************************************************************************
* 3.6 Sub-Zero *
*******************************************************************************
Colors
``````
1 Player - Light Blue costume
2 Player (Chooses Same Character In VS) - Dark Blue costume
Throw
-----
Layback Toss LP close
Basic Moves
-----------
Backfist HP close
Knee LK/HK close
Command Moves
-------------
Uppercut d + LP/HP
Sweep b + LK must be blocked low
Roundhouse b + HK can be a decent tool in the
corner; you can land a
deep Jump Kick in the
corner and immediately
use a Roundhouse to juggle
(you will get some push
back after the Roundhouse,
but a Slide can be tacked
on immediately for another
hit)
Special Moves
-------------
Freeze Ball d, f, LP will hold the opponent in
whatever position they were
caught in for about 4.5
seconds; has an unusually
low hitbox and can hit
certain ducking attacks;
if you freeze an already
frozen opponent, they will
unfreeze and you will be
frozen yourself; an
opponent CAN block a throw
even when frozen (just hold
b); freezing your opponent,
then throwing them, has a
weird property in that the
next immediate attack
becomes unblockable (you
might see a throw loop such
as freeze, throw, freeze,
throw, etc.); the opponent
can try to escape the
freeze loop by either
ducking after the throw
instead of attempting to
block or by holding b while
frozen to prevent being
thrown; freezing an
opponent in mid-air can
open up a lot of juggling
options, though one of more
damaging combinations is to
land a very deep Jump Kick,
then immediately performing
another Jump Kick; some may
use a simple HP, then Jump
Kick (after a mid-air
freeze), but it deals about
the same damage as a
regular uppercut, just
fancier looking; the freeze
itself deals no damage, it
merely sets up for free
hits
Slide b + LP+LK+BLK your main countering tool and
your main juggle ender;
after a successful deep
Jump Kick or after picking
the opponent out of the air
with HPs, you can tack on
a Slide to juggle them
Fatality
--------
Spine Rip f, d, f, HP (close) immediately after the
finishing blow, perform a
freeze...you should freeze
the opponent and have
enough time to perform the
Fatality, thus performing
a Spine Rip with their body
remaining frozen;
performing the Fatality on
Raiden immediately as he is
getting up will cause
Raiden's colors to get
messed up; when it says
"Finish Him/Her!", get
close and throw the
opponent and immediately
input the Fatality (throw
them in the corner to allow
you to remain at close
range); doing the above
will have the opponent
suddenly rise up from the
ground and take the
Fatality
*******************************************************************************
* 3.7 Sonya Blade *
*******************************************************************************
Colors
``````
1 Player - Green costume
2 Player (Chooses Same Character In VS) - Red costume
Throw
-----
Layback Toss LP close
Basic Moves
-----------
Forearm Bash HP close
Knee LK/HK close
Command Moves
-------------
Uppercut d + LP/HP
Sweep b + LK must be blocked low; the
safest sweep in the entire
cast; if your sweep is
blocked, you can block
immediately afterwards to
avoid being hit with a
counter attack
Roundhouse b + HK
Special Moves
-------------
Ring Toss LP, b, LP
Square Wave Punch f, b, HP you can follow with the
Square Wave Punch if you
pick the opponent out of
the air with HPs; can be
a decent tool sometimes to
counter jumping opponents
by itself
Leg Grab d + LP+LK+BLK very punishable if blocked,
but one of her main tools;
can set into a very easy
infinite...land a Leg Grab,
walk forward a little, Leg
Grab, walk forward a
little, etc.; the opponent
can sometimes get out of
this if the timing is
screwed up and/or they
use a crouching LK/HK
while getting up; in some
situations there is no way
out (performing this with a
corner involved is a
surefire way to make this
unescapable); Raiden is the
worst victim for this
infinite as you don't even
need the walking part for
the infinite to work; can
work in a Leg Grab from
picking your opponent out
of the air with HPs and
even from deep Jump Kicks
Fatality
--------
Kiss Of Death f, f, b, b, BLK (anywhere) when it says "Finish
Him/Her!", get close and
throw the opponent and
immediately input the
Fatality; doing the above
will have the opponent
suddenly rise up from the
ground and take the
Fatality
===============================================================================
4. Misc. And Easter Eggs
===============================================================================
To face Reptile, you first must be at the pit stage. If there are shadows
flying across the moon, then you may attempt to access the hidden fight. Do
not use BLK during the entire match and get a Double Flawless victory. Then
perform your Fatality. If all is done correctly you will fight Reptile at the
bottom of the pit.
===============================================================================
5. Conclusion
===============================================================================
5.1 What's Missing/Needed
-Clean up and corrections
-If you have anything to add, any corrections I need to make, please email me
at
[email protected]. Credit will be given for your contribution.
5.2 Credits
-Midway
-Gamefaqs
-Victor Perez for providing the color info
-And me for writing this FAQ