ULTIMATE MORTAL KOMBAT 3 FAQ v1.5
for the Sega Saturn
by Chris MacDonald
Unpublished work Copyright 1996-2001 Chris MacDonald
This document is protected by US Copyright Law, and the Berne Copyright
Convention of 1976. It is for private and personal use only--it cannot
be reprinted in part or in whole, or reproduced in any way or in any
form (written or otherwise). It is a free document that cannot be used
in any sort of commercial transaction, including selling it or giving
it away as a gift. This FAQ cannot be referenced, altered, or used by
anybody (including webmasters, publishers, and magazine staff) without
my express written permission. This FAQ was created and is owned by
me, Chris MacDonald <kmegura (at) yahoo (dot) com>. It can be found
exclusively at (www.GameFAQs.com). All copyrights and trademarks are
acknowledged and respected that are not specifically mentioned herein.
I expressly forbid the following publishers/publications from using this
FAQ, namely: Ziff-Davis Video Game Group (publishers of Expert Gamer),
Future Publishing, Ltd. (publishers of PlayStation Power, Official UK
PlayStation Magazine, etc.), IDG Media, Game 13th Magazine, Brady Games,
and Prima Games. Remember, plagiarism is a crime and is punishable by
law.
The Mortal Kombat series is (c) Midway.
--------
CONTENTS
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1. KEY
2. MOVES AND FINISHERS
- Classic Sub-Zero
- Cyrax
- Ermac
- Human Smoke
- Jade
- Jax
- Kabal
- Kano
- Kitana
- Kung Lao
- Liu Kang
- Mileena
- Nightwolf
- Reptile
- Scorpion
- Sektor
- Shang Tsung
- Sheeva
- Sindel
- Smoke
- Sonya
- Stryker
- Sub-Zero
3. COMBOS
4. GAME STRATEGIES
5. SECRET CODES
6. VS. SCREEN CODES
7. REVISION HISTORY
1. KEY
F = Forward UF = Up-Forward HP = High Punch BLOCK = Block button
B = Back UB = Up-Back LP = Low Punch RUN = Run button
D = Down DF = Down-Forward HK = High Kick F- = Fatality
U = Up DB = Down-Back LK = Low Kick A- = Animality
* = can/must be done while jumping + = press together at the same time
All ranges for fatalities and other "finishing" moves are written in
parentheses. The following moves do not have ranges because they share
a specific range no matter which character is being used: Friendships,
which can be done from far away (in most cases, anywhere), Babalities,
which can be performed anywhere, and Pit Fatalities, which must be
used when standing close to your opponent.
(away) From the opposite end of the screen
(close) Within a few steps of your opponent
(sweep) Within sweeping range of your opponent
(outside of sweep) Just beyond sweeping range
(anywhere) Can be performed anywhere on the screen
Remember, Friendships and Babalities can only be used if you don't block
during the match. Animalities can only be used after a Mercy is performed
and your opponent is defeated a second time. Mercies can only be used
on the third round of combat, after you are prompted to "Finish Him/Her".
You can perform motions for any move, even "finishing" moves, while
jumping or blocking. Just be sure to release Block or to have landed
on the ground before you press the final button/direction.
While CSZ is a new character, he is not that strong. Computer
opponents can easily dodge or even run through his Ground Freeze.
He cannot use the Ice Blast after his pop-up combo, either. Play
defensively and look for an opening. Fight Classic Sub-Zero
carefully, and watch for the Ground Freeze if you're landing from
a jump or are getting up off of the ground.
Cyrax
CLOSE BOMB: HOLD LK, B,B,HK
FAR BOMB: HOLD LK, F,F,HK
ENERGY NET: B,B,LK
TELEPORT: F,D,BLOCK*
AIR THROW: D,F,BLOCK, LP WHEN CLOSE
F- HELICOPTER: D,D,U,D,HP (away)
F- IMPLODER: D,D,F,U,RUN (close)
A- SHARK ATTACK: U,U,D,D (close)
BABALITY: F,F,B,HP
FRIENDSHIP: RUN,RUN,RUN,U
PIT FATALITY: RUN,BLOCK,RUN
Cyrax remains unchanged in UMK3. Use combo linkers like the Jump Punch
to inflict more damage and go for his 62% combo when you have the chance.
When fighting Cyrax, watch for his double Teleport and Net attacks.
Ermac's fast Green Spark makes him a powerful contender. Although he
cannot stun or dizzy foes with his projectile, the Psycho Slam and his
pop-up combo are all he really needs. Juggling is the key to playing
and winning with Ermac. Watch for the Flaming Transfer/Psycho Slam
combination when battling Ermac.
Human Smoke
HARPOON: B,B,LP
DECOY: D,B,HP*
AIR THROW: BLOCK*
F- DECAPITATION: RUN,BLOCK,RUN,RUN,HK
PIT FATALITY: F,F,U,U,LP
Human Smoke is very similar to Scorpion, but possess some of Ermac's
combos as well. He can use the Harpoon _twice_ in a combo if you
walk forward for a half-second before using the pop-up combo. If
you don't, you can't use the Harpoon after the second pop-up. Fight
Human Smoke the way you would fight Scorpion.
Jade has a variety of moves, but not all of them are useful. The
Returning Boomerang only works if your opponent ducks or jumps over
the boomerang, and does not affect the cyborg characters (like Cyrax).
Use her Invincibility to get in close and then attack with her
punishing seven-hit combo. Against Jade, you should use projectiles
sparingly and rely on air attacks.
Jax
ARM MISSILE: B,F,HP
DOUBLE MISSILE: F,F,B,B,HP
GOTCHA GRAB: F,F,LP REPEATEDLY
DASHING PUNCH: F,F,HK
BACKBREAKER: BLOCK*
EARTHQUAKE SLAM: HOLD LK
QUADRUPLE SLAM: HP REPEATEDLY AFTER THROWING
F- JAX STOMP: RUN,BLOCK,RUN,RUN,LK (away)
F- ARM SLICER: HOLD BLOCK, U,D,F,U (close)
A- LION MAUL: HOLD LP, F,F,D,F (close)
BABALITY: D,D,D,LK
FRIENDSHIP: LK,RUN,RUN,LK
PIT FATALITY: D,F,D,LP
Jax can juggle foes easier with the Double Missile, but remains weak
overall. Fast characters like the ninjas can easily defeat him. When
fighting against Jax, watch for the Dash Punch and Earthquake Slam,
and try not to get cornered by his combos.
Kabal has been massively weakened in UMK3 and is no longer a contender.
For starters, he cannot snag opponents with the Sawblade Spin after his
pop-up combo. The pop-up itself does less damage, and computer foes
will now jump over the Sawblade Spin instead of hopping up and leaving
themselves open to the Tornado Dash. If Kabal is your opponent, keep
an eye out for the Dash. Be prepared to get hit by the Eye Spark if
you jump too often.
Kano
BLADE TOSS: D,B,HP
BLADE UPPERCUT: D,F,HP
GRAB AND CHOKE: D,F,LP
CANNONBALL: HOLD LK
AIR CANNONBALL: F,D,F,HK
AIR THROW: BLOCK*
F- LASER EYE: LP,BLOCK,BLOCK,HK (sweep)
F- SKELETON PULL: HOLD LP, F,D,D,F (close)
A- SPIDER SQUEEZE: HOLD HP, BLOCK,BLOCK,BLOCK (close)
BABALITY: F,F,D,D,LK
FRIENDSHIP: LK,RUN,RUN,HK
PIT FATALITY: U,U,B,LK
Kano is just as deadly as ever in UMK3. His new move, the Air
Cannonball, is not very useful, but can be used in combos or as a
slow anti-air attack. Use the ability to link punches into combos
to make his attacks deadlier. Against Kano, you should be be on
guard and keep an eye out for his cheap throws and run/combo
attacks.
Kitana is hardly the killing machine she was in MK2. Although she
can now add more attacks, like the uppercut, to her Fan Lift combos,
they do less damage overall. Her auto combos are also very weak. Try
to play aggressively and trick your opponent into getting hit by the Fan
Wave. Be wary of the Fan Wave when fighting Kitana, and time your
jumps, or else you'll get pegged by a deadly Fan Toss.
Kung Lao
HAT TOSS: B,F,LP
TELEPORT: D,U,PUNCH OR KICK
AURA SHIELD: F,D,F, RUN REPEATEDLY
BULLET KICK: D+HK*
F- AURA SHREDDER: RUN,BLOCK,RUN,BLOCK,D (away)
F- HAT CHOP: F,F,B,D,HP (close)
A- PANTHER RAGE: RUN,RUN,RUN,RUN,BLOCK (close)
BABALITY: D,F,F,HP
FRIENDSHIP: RUN,LP,RUN,LK
PIT FATALITY: D,D,F,F,LK
One of the stronger warriors in MK2, Kung Lao has lost much of his
prowess and skill since MK3. You'll have to play defensively to make
up for his losses, like his inability to control the direction of the
Hat Toss. He can now start an auto combo off of the Teleport Punch,
and computerized foes can be easily tagged with the Aura Shield, so
work those two moves into your strategy when playing with him. Against
Kung Lao, defend against sudden Teleports and his run/throw attacks.
Liu Kang
HIGH FIREBALL: F,F,HP*
LOW FIREBALL: F,F,LP
FLYING KICK: F,F,HK
BICYCLE KICK: HOLD LK
F- PSYCHO BURN: F,F,D,D,LK (sweep)
F- ARCADE DROP: HOLD BLOCK+RUN, U,D,U,U (sweep)
A- DRAGON BITE: HOLD BLOCK, D,D,U (close)
BABALITY: D,D,D,HK
FRIENDSHIP: RUN,RUN,RUN,D+RUN
PIT FATALITY: RUN,BLOCK,BLOCK,LK
Liu Kang now has a pop-up combo, making him deadlier than ever. Be
hyper aggressive with Kang and keep tapping forward so you can respond
to any attack with a move of your own. He can no longer combo after
a Bicycle Kick, though. If Liu Kang is your opponent, play defensively
and use teleports to get the upper hand. The computer can Bicycle Kick
twice in a row, though, so be prepared to block!
Mileena
SAI THROW: HOLD HP*
DROP KICK: F,F,LK
ROLL ATTACK: B,B,D,HK
F- TACK SPIT: B,B,B,F,LK (away)
F- BODY SUCKER: D,F,D,F,LP (close)
A- SKUNK SPRAY: F,D,D,F,HK (close)
BABALITY: D,D,F,F,HP
FRIENDSHIP: D,D,B,F,HP
PIT FATALITY: D,D,D,LK
Like Kitana, Mileena is not as strong as she was in MK2. Her Sai Throw
is slower, and computer opponents will block the Roll Attack all the time.
She has a pop-up combo, but it's worthless aside from tagging on a Sai
Throw. Against Mileena, block often and try to work her into a corner.
Nightwolf can two-in-one the Bow and Arrow after a deep Flying Kick,
but it's not that great an addition to his already-powerful arsenal of
attacks. Rely on the Shoulder Ram and his Hatchet combos in battle.
When Nightwolf is your opponent, don't use air attacks and only fire
projectiles if you have to.
Reptile remains weak in UMK3, even with the addition of new moves. He
can't reappear after using the Invisibility, but you can use the explosion
to tell where you are. The Elbow Dash is useless against the computer,
but works well against human foes if used sparingly. His auto combos
are also ineffective. Use multiple projectiles to pin your foes back
and always do the pop-up if you have to combo. When fighting against
Reptile, avoid the Force Balls at all cost; otherwise, it's an easy win.
Scorpion is one of the strongest ninjas, although he'd be better if he
had a pop-up. He has some good juggles and his combos are okay, but
not great. Air Throw when possible, and don't overuse the Decoy.
When fighting against Scorpion, block constantly so you can avoid his
Decoy/Harpoon setup. Close combos are the key here.
Sektor remains virtually unchanged from MK3. He gains no new moves,
but can now have two Homing Missiles on the screen at one time. Against
Sektor, watch out for his combos more than the Teleport Punch. Remember
that the Homing Missile can't hit you during an Air Throw or in the
later stages of an auto combo, and that it will explode if you avoid it
for long enough.
Shang Tsung
FIREBALL: B,B,HP
DOUBLE FIREBALL: B,B,F,HP
TRIPLE FIREBALL: B,B,F,F,HP
FIRE ERUPTION: F,B,B,LK
F- SOUL STEALER: HOLD LP, RUN,BLOCK,RUN,BLOCK (close)
F- BED OF SPIKES: HOLD LP, D,F,F,D (close)
A- COBRA SWALLOW: HOLD HP, RUN,RUN,RUN (sweep)
BABALITY: RUN,RUN,RUN,LK
FRIENDSHIP: LK,RUN,RUN,D
PIT FATALITY: U,U,B,LP
Shang Tsung seems to have a harder time chaining the Fire Eruption
when fighting computerized opponents, but otherwise, he's okay. Use
the morphs for a sure victory, and stay offensive by using repeated
fireballs. If Tsung is your opponent, block or dodge his fireballs
and attack him when he initiates or ends a morph.
Now that punches and kicks can be linked to combos, Sheeva becomes
even cheaper than she was in MK3. Use her Teleport Stomp carefully
and always go for her deadly auto combos. If Sheeva is your opponent,
keep moving to avoid her attacks and don't jump, or she'll peg you
with a jump kick. Don't forget to enter F,F,D, and pause for a second
before hitting F,HP for her Friendship, or you'll do the Fireball!
Sindel
BLUE FIREBALL: F,F,LP
AIR FIREBALL: D,F,LK*
SONIC SCREAM: F,F,F,HP
LEVITATE: B,B,F,HK PRESS RUN TO FALL
F- SKIN FLAYER: RUN,BLOCK,BLOCK,RUN+BLOCK (close)
F- HAIR WHIP: RUN,RUN,BLOCK,RUN,BLOCK (sweep)
A- WASP BARRAGE: F,F,U,HP (close)
BABALITY: RUN,RUN,RUN,U
FRIENDSHIP: RUN,RUN,RUN,RUN,RUN,U (sweep)
PIT FATALITY: D,D,D,D,LP
Sindel hasn't gained any new attacks, but she's still a good fighter
in the hands of a skilled player. Use jump punches to increase the
damage of her combos, and set up foes using the Sonic Scream. Against
Sindel, stay away so you'll have time to avoid her Fireballs and go
for air attacks if she Levitates.
Cyborg Smoke takes practice to use effectively. He's also lost his
infinity combo, (Harpoon, LP, Harpoon, LP...) so he's not as cheap
as he was. Play defensively and counter your opponent's attacks with
the Teleport Punch or Harpoon. Smoke's Invisibility isn't that useful,
but he can reappear once becoming invisible. If your opponent is Smoke,
use low attacks and flying kicks to beat him.
Sonya
ENERGY RINGS: D,F,LP
SQUARE WAVE FLIGHT: F,B,HP
BICYCLE KICK: B,B,D,HK
LEG GRAB: D,LP+BLOCK
F- BURNING KISS: B,F,D,D,RUN (anywhere)
F- PURPLE CAGE: HOLD RUN+BLOCK, U,U,B,D (away)
A- EAGLE'S TALON: HOLD LP, B,F,D,F (close)
BABALITY: D,D,F,LK
FRIENDSHIP: B,F,B,D,RUN
PIT FATALITY: F,F,D,HP
Even with her pop-up combo, Sonya still lacks the power of other
warriors. Use Energy Rings and the Square Wave Flight to play
evasively, and then get in close for a combo. Remember that
her pop-up combo is stronger than her normal combos, but only if
you time the following juggles correctly. When fighting Sonya,
avoid her Leg Grab and constant sweeps.
Stryker's new Gun Fire move gives him the power he lacked in MK3.
Use the Baton Sweep to trip far away opponents and mix up your
Grenade attacks to foil jumpers. Once you connect with a jumping
punch, go into his massive combo to end the match. When fighting
Stryker, watch for the gun as well as the Baton Throw.
Like Kabal, Sub-Zero has lost much of his former power. He can't
freeze blocking opponents with the Ice Clone, and his air juggles
are harder to pull off. The new limitations on his Ice Clone force
you to use it more as a defensive move, which really weakens him.
If you're fighting Sub-Zero, be wary of his Ice Shower when you
jump back and go for the Flying Kick trick where he tries to throw
an Ice Shower at you, misses, and you end up kicking his head.
It can be done repeatedly if you time it right.
Shang Tsung cannot morph into Shao Kahn, Motaro, or Human Smoke.
Remember to set his morph abilities to read 'ALL' in the Game
Konfigure mode if you want to be able to morph into any character.
Also, you cannot morph into Ermac, Mileena, or Classic Sub-Zero
unless they are already playable (via code or UKK).
Once you morph into a character, you'll morph back after a few
seconds. However, if you're crouching or doing Kung Lao's Aura
Shield, you won't morph back until you stand or stop doing the
move.
* The easiest way to do this move is to rapidly hit Back and
Forward while tapping Block. You'll morph into Kano on
the second or third try.
Any Character
REPEATED PUNCHES: Tap HP or LP repeatedly
UPPERCUT: D+HP
CROUCHING PUNCH: D+LP
CROUCHING KICK: D+HK or LK
ROUNDHOUSE KICK: B+HK
SWEEP: B+LK
THROW: F+LP
JUMP PUNCH: UB/U/UF,HP/LP (link to a combo)
JUMP KICK: U,HK/LK (link to a combo)
FLYING KICK: UB/UF,HK/LK
HOP KICK: UB/UF+HK/LK
TURNAROUND PUNCH: UF,HP/LP ONCE SWITCHING SIDES (link to a combo)
TURNAROUND KICK: UF,HK/LK ONCE SWITCHING SIDES (link to a combo)
MERCY: HOLD RUN, D,D,D (anywhere)
BEATING MOTARO: STRENGTHS
- Motaro is invincible to most projectiles; they are reflected right
back and end up hitting you. So far, the only two attacks that I know
that affect Motaro are Sindel's Air Fireball and Kitana's Fan Lift.
- Many of your attacks will not work against Motaro. For example, Sindel
can't use her Sonic Scream, Sub-Zero can't use the Ice Clone, etc.
- Finally, Motaro takes less damage from attacks, so that means that your
combos won't be half as deadly as you would think. It usually takes
longer to beat Motaro than it would with other warriors.
- All of Motaro's attacks cause considerable damage, and he can hit
multiple times with his Tail Bullet or if he uses his standing punch
in the corner of the screen. Learn to back away if you think he'll
hit you before you can get to him.
BEATING MOTARO: WEAKNESSES & TIPS
- Don't look for an opening when fighting this guy; instead, try to wear
him down with long combos. The jump punch works great when trying to
initiate a combo, and is less risky than running up and comboing.
- Motaro has two main weakness; his jumps and his constant teleporting.
When Motaro jumps over you, the best thing is to do is uppercut him
and then run up and combo, since he won't be able to block or retaliate
for a moment. When Motaro starts to teleport without stopping, back
away from him and then jump over him when he teleports near you. You'll
be able to do a turnaround punch into a combo that he usually won't
block.
- Despite what many people say, jump kicks are not as effective against
Motaro as you might think. He tends to punch early to deter jumpers,
and even if you nail him with a kick, Motaro's recovery time is so
good that he'll get you with his grab and punch attack before you can
get away.
- Unlike other battles, let Motaro come to you. If you start going wild,
chances are you'll be the one getting hit. If Motaro jumps forward,
you can use the tactic described above, and if he walks towards you,
you can walk forward and combo with little fear of getting smacked.
If he teleports, go for a turnaround punch or simply back off.
- Although his last bit of advice doesn't apply to every warrior, learn
how to use your moves in new ways when fighting Motaro. Sub-Zero can't
use his Ice Clone to freeze Motaro, but he can use it to move further
away while jumping. And since Sheeva doesn't knock Motaro down when
using her Teleport Stomp, you can use it to cause damage and then go
into a combo, since you'll be right next to him. Stryker and Kabal
can use the Baton Toss and Tornado Dash, respectively, to pass right
through Motaro for an easy escape. Experiment to find out which moves
are the most useful when fighting Motaro, and which ones aren't.
BEATING SHAO KAHN: STRENGTHS
- Shao Kahn, like Motaro, is not affected by some attacks, and others
can't even be used against him. Sindel's Sonic Scream and Kano's
Grab and Choke are good examples of these.
- Some combos don't work against Kahn. This applies mostly to pop-up
combos; Shao Kahn falls a little faster than other warriors and so
cannot usually be juggled in mid-air, even though he is vulnerable to
most projectiles. For instance, Human's Smoke's air juggle can't be
used on Kahn, as well as Stryker's long Gun combo.
- Shao Kahn also takes less damage from attacks, and he inflicts some
heavy damage as well. He can chain together his Sledgehammer attacks
and can pull off any of the Shadow Ram moves in the blink of an eye.
Watch for his attacks so that you can avoid them better.
BEATING SHAO KAHN: WEAKNESSES AND TIPS
- The most important rule to remember when fighting this final boss is
that you should NEVER BLOCK. Every one of Kahn's attacks either stuns
you or sends you reeling back, meaning that if you block, you're really
just leaving yourself open. This is especially important in the corners;
if you block one of his attacks, he'll tick off damage so fast that you
would have been better off not blocking. His projectile can also be
ducked, but if you block, you'll be stunned for a second.
- Don't go on the defensive; wait for a chance to attack. You can run
up and combo if Shao Kahn taunts you, for example, but watch out because
he has better reaction time than in MK3. If he goes for a Knee Ram,
then uppercut him (Some warriors, like Ermac, can peg him with a
projectile after he gets knocked over and be able to hit him before he
can fire back). If you're reasonably close to Kahn and he starts using
the Sledgehammer, uppercut him. If you were blocking, you'd be knocked
back, but if you're ducking, he can't hit you.
- Another one of Shao Kahn's openings is when he starts firing repeated
Green Spark projectiles. Don't jump immediately to hit him, or else
he'll use a Knee Ram; jump after he starts the Spark animation, and
you'll be able to get in close and avoid the projectile.
- Shao Kahn is easy prey in the corners; use combos that don't knock
you back or else ones that let you get right back in again, and you
can tick him to death.
- Find out which warriors have the best cheap moves and use them against
Kahn, who is usually more susceptible than you'd imagine. Sub-Zero's
ability to freeze Kahn repeatedly and Scorpion's LP, LP, Spear,
Uppercut, LP, LP, Spear, Uppercut combo are two of the most useful
cheap attacks.
5. SECRET CODES
HIDDEN OPTIONS
Enter the code CRAZY CYRAX (use the R button instead of Right) at the
Skeleton Screen. Then, press up when KOMBAT is highlighted on the MK
cube. A new option called '?' will appear. When you use it, you can
choose whether or not Mileena, Ermac, or Classic Sub-Zero are playable,
choose to have unlimited fatality time, or even one-round matches.
TO PLAY WITH HUMAN SMOKE
Choose Smoke, and then press and hold Back, High Punch, High Kick,
Run, and Block either after choosing your destiny or between rounds.
Once you change to Human Smoke, you cannot turn back, and you will
always fight non-boss battles at Ermac's Portal.
FREE PLAY MODE
Simply press Up, Up, Right, Right, Left, Left, Down, Down at either
the Information Screen or the Skeleton Screen. If done correctly,
you will hear Shao Kahn say "Excellent!"
SECRET ENDURANCE TOWER
Win the eight-player tournament and choose the Mega Endurance option.
Let Noob Saibot beat you, and then start a new game. You'll automatically
start on the Novice Tower, but every other opponent will be one of the
special Endurance Matches (first Mega Endurance, then the Classic Match,
then battle Ermac and Noob, and so on). Between matches, you'll fight
Kano. When you actually reach the first Endurance Match, you'll fight
Nightwolf. After rising three spaces above the tower (and fighting
Kung Lao, Shang Tsung, and Sindel), the game will reset.
EXTRA TREASURE
Beat UMK3 on the last tower setting. You can press right once reaching
the end of the Shao Kahn Treasure list to access another option. However,
all it does is crash the game.
Below is a list of all of Shao Kahn's treasures:
1. Tournament Outcome
2. Play Galaga
3. Battle With Ermac
4. Battle With Noob Saibot
5. Random
6. Fatality Demo 1
7. Fatality Demo 2
8. Fatality Demo 3
9. Battle With Noob and Ermac
10. Classic Endurance
11. Mega Endurance
12. Supreme Demo
RANDOM SELECT
Hold Up and hit Start while on your initial position. It will
select the hidden warriors (like Ermac), if they are playable.
ALTERNATE METHOD OF PERFORMING MOVES
This is a trick that's worked in all the previous MK games as well.
Any move that is D,F or D,B can be entered as DF+ or DB+ instead.
This means that you'll have to press the buttons and the direction at
the same time. This may not be very useful, but it can be done.
SCORPION'S LAIR PIT TRICK
While playing on this stage, perform the Pit Fatality. Now, hold down
either Down + HP or Block + HP on both controllers and the Toasty Man
will say 'Crispy!' in Shao Kahn's voice.
SUB-ZERO ICE BLAST TRICK
Pick either Sub-Zero or Classic Sub-Zero and play normally. Attack your
opponent until the 'Danger' message appears, then try to freeze them
with the Ice Blast. If it hits, the Toasty Man will say 'Frosty!'
933-933 ERMAC'S PORTAL
050-050 NOOB'S DORFEN
666-444 SCORPION'S LAIR
004-700 KAHN'S CAVE
330-033 JADE'S DESERT
002-003 THE RIVER
820-028 PIT III
091-190 BELL TOWER
880-088 THE SUBWAY
077-022 THE BRIDGE
343-343 THE BALCONY
079-035 THE STREET
666-333 GRAVEYARD
600-040 KOMBAT TEMPLE
880-220 KAHN'S TOWER
123-901 SOUL CHAMBER
100-100 THROWING DISABLED
020-020 BLOCKING DISABLED
010-010 THROWING ENCOURAGED
300-300 SILENT KOMBAT
985-125 PSYCHO KOMBAT
444-444 RANDPER KOMBAT
460-460 RANDPER KOMBAT
044-440 SANS POWER
688-422 DARK FIGHTING
897-123 NO METERS SHOWN
033-000 HALF ENERGY FOR PLAYER ONE
000-033 HALF ENERGY FOR PLAYER TWO
707-000 QUARTER ENERGY FOR PLAYER ONE
000-707 QUARTER ENERGY FOR PLAYER TWO
788-322 QUICK UPPERCUT RECOVERY
466-466 UNLIMITED RUN METERS
642-468 PLAY THE GALAGA GAME
999-999 SHOWS YOUR REVISION
004-400 WHATCHA GUN DO?
448-844 DON'T JUMP AT ME
123-926 THERE IS NO KNOWLEDGE THAT IS NOT POWER
987-666 HOLD FLIPPERS DURING CASINO RUN
122-221 SKUNKY!!
282-282 NO FEAR
550-550 GO SEE MORTAL KOMBAT THE LIVE TOUR!
7. REVISION HISTORY
1.0 - First version. Most all special moves added, along with combos
and hints for beating the game. Also added Vs. Codes.
1.1 - Added more secrets to the Secret Codes section.
1.2 - Added and corrected some Finishers. The Moves List is now
complete (Ermac, Classic Sub-Zero, and Human Smoke don't have
all the Finishers that other characters do). Probably the last
revision of this FAQ.
1.3 - Now found at a new location. (www.gamefaqs.com)
1.4 - Added the Scorpion's Lair Pit trick and Sub-Zero trick.
Various corrections.
1.5 - Fixed URL location.
Unpublished work Copyright 1996-2001 Chris MacDonald