+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
M M K K D D EEEE CCC EEEE P P TTTTT IIIII OOOO N N
MM MM K K :: D D E C E P P T I O O NN N
M M M KK D D EEE C EEE P P T I O O N N N
M M K K :: D D E C E P T I O O N NN
M M K K D D EEEE CCC EEEE P T IIIII OOOO N N
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
SHUJINKO
Mortal Kombat Deception Shujinko guide VFinal for PS2/Xbox by Mobius Gear1
NOTE: This should be the only version posted on a site.
=============================================================================
Introduction:
=============================================================================
Shujinko is a powerhouse. More to come.
NOTE: I will NEVER play online with any name such as Mobius Gear1 or
MobiusakaBorat or EVER reveal myself in any way as the creator of this
guide. If anyone is claiming to be me, they are NOT. This is in regards
to some mails I have been getting revealing some impersonators.
New to version 0.75
- Some revisions on the times for Shujinko's moves thanks to
- Some new combos in the combo section - one that hits 87% thanks to Konqrr
at the Mortalkombatonline.com boards.
- Finished the Special moves section
- Added Fatality/Hari-Kiri descriptions
- Added Pros/Cons
- Started Strategy section
New to Version 0.9
- Shujinko's Alternate Bio
- Shujinko's Infinite combo
- Lag section - Summary: lag is not an issue for Shujinko
New to Version 1.0
- Added the mix-ups (50/50) section (thx to Kyle Gochenouer for reminding me)
- Small stuff in DT and strat sections
Final version
- There is nothing new in this version. Please read the note below for
more info.
Note: I sold my copy of the game a couple weeks ago. I had fun with it for a
short while which was the plan, but the engine is too broken for my
tastes. Again, I totally appreciate all the e-mails people sent in. You
have made writing this guide a treat. Farewell.
Final Note: People mailed me asking questions about online tactics,
since I don't play anymore I can't answer them.
=============================================================================
Why Shujinko? - Rating 3.5/5
=============================================================================
-------
Pros:
-------
- The most damaging combos in the game currently belong to him
- He has a wide array of special moves
- His throw sets up for a juggle combo
- His F+4 mantis combos have a built in side step
-------
Cons:
-------
- His mantis stance does not have a mid hitting juggle laucher
- Most his dial-a-combos can be entirley blocked in the standing position.
- Between all of his combos and special moves there might be too much to
remember for the average fight gamer
=============================================================================
LEGAL MUMBO JUMBO:
=============================================================================
This FAQ is copyright Mobius Gear1. You cannot steal or borrow this FAQ
without written consent from me. This FAQ may only be on Mortalkombatonline
or Gamefaqs and no where else. I hope you all enjoyed this,
and I hope it taught you something about our beloved Shujinko.
=============================================================================
Table of Contents: Search Symbol
=============================================================================
1. Conventions [CON]
1.1 Breakers [BRK]
2. Biographies [BIO]
2.1 First Person Bio [BI2]
2.2 Alt Bio [BI3]
2.3 Ending [END]
2.4 Unlock Shujinko [SHU]
2.5 Alt. Costume [COS]
3. Moveslist [MOV]
3.1 Shujinko's Unlockable Special Moves [SPM]
3.2 Mantis [MAN]
3.3 Shaolin Fist [SHO]
3.4 Dan Tien Dao [DTD]
3.5 Fatalities/Hari-Kiri [F&H]
4. Combos [CMB]
4.1 Mantis [CM1]
4.2 Shaolin Fist [CM2]
4.3 Dan Tien Dao [CM3]
4.4 Throw [CM4]
5. Strategy [SGT]
5.1 What are good Methods to DT? [DTM]
5.2 Mixups and 50/50 forces [MIX]
5.3 Online Issues with Shujinko [ONL]
=============================================================================
1. Conventions: [CON]
=============================================================================
Back B
Forward F
Up U
Down D
-----------------------------------------------------------------------------
Move Abbreviation PS2 X-Box
-----------------------------------------------------------------------------
Attack 1 1 Square X
Attack 2 2 Triangle Y
Attack 3 3 X A
Attack 4 4 Circle B
Change Style CS L1 L
Block BL R2 R
Throw TW R1 Black (thanks to Shaun Greiner for
the X-box controls)
+ indicates to press both buttons at the same time
DT This is an abbreviation for Death Trap.
-> In combos, means "followed by." Does NOT mean forward.
whiff Refers to when your move gets blocked or you miss.
-----------------------------------------------------------------------------
1.1 Breakers: [BRK]
-----------------------------------------------------------------------------
- A breaker is performed by pressing F + BL
When can it be performed?
- While you are getting pounded in by a ground combo
- On a single hit, right as it is about to hit you.
- While you are blocking you can use the breaker
- Throws - On some throws you can break. You can like Scorps and thats only
one one of the last hits. Dont waste breakers on throws.
- Juggles - You can stop juggles as well.
- You can NOT use a breaker to knock someone into a DT.
- You only get 3 per match and they do no damage.
Having trouble performing breakers?
-Use the breaker MASH tactic. This works in every case. If you are in one of
the above situations, you can use this method to help you. Hold down on the
block and start tapping forward over and over and you will perform a breaker.
Sometimes you see people using a breaker on your very first move! If you are
blocking you can be tapping forward before any attacks are attempted by the
opponent...as soon as they try something you will breaker on the very first
hit.
=============================================================================
2. Biographies: [BIO]
=============================================================================
Name: Shujinko
Place of Origin: Earthrealm
Alignment: Good
Allies: Damashi
Foes: Dragon King, Scorpion
Long before Liu Kang had won the Mortal Kombat tournament in Earthrealm,
Shujinko had begun his quest to retrieve the Kamidogu for the Elder Gods. His
journey took him to many realms where he met many experienced warriors along
the way.
-----------------------------------------------------------------------------
2.1 First Person Bio: [BI2]
-----------------------------------------------------------------------------
I was a fool. I had allowed myself to be deceived into believing that I
worked for a greater good. I was in fact an unknowing tool of a greater evil.
My ego allowed Onaga, the Dragon King, to manipulate me into bringing
together the lost Kamidogu. They are the very weapons by which the Elder Gods
smashed the One Being, forming the many realms we call existence. But their
misuse can also bring the realms crashing together again... reawakening the
One Being... unmasking all reality.
The realms are the shattered consciousness of the One Being, who has been
working subconsciously through the Dragon King. Should Onaga succeed in
conquering reality by fusing the Kamidogu, he will unwittingly begin a
cascade of events that will merge all the realms together. The One Being will
become whole once more, and all other beings will cease to exist. I must
find and unite the warriors of all the realms if I am to save us. I will use
the Dragon King's gift against him.
-----------------------------------------------------------------------------
2.2 Alternate Character Bio: [BI3]
-----------------------------------------------------------------------------
The realms are the shattered consciousness of the One Being, who has been
working subconsciously through the Dragon King. Should Onaga succeed in
conquering reality by fusing the Kamidogu, he will unwillingly begin a
cascade of events that will merge all the realms together. The One Being will
become whole once more, and all other beings will cease to exist. I must find
and unite the warriors of all the realms if I am to save us. I will use the
Dragon King's gift against him.
-----------------------------------------------------------------------------
2.3 Ending: [END]
-----------------------------------------------------------------------------
Note: Since it is his voice that narrates all the endings (except Raiden's),
he narrates his own ending. That is why it is in the first person.
So that I would be able to defend myself during the quest to find the
Kamidogu, Onaga had given me the power to absorb the fighting ability of any
warrior I encountered. But his "gift" would prove to be his undoing. The
warriors in Outworld were in disarray. Heroes were not focused on the true
threat of Onaga and villians were unaware that they were bringing about their
own destruction by serving him. I united them, and in one moment, absorbed
their combined fighting power. I shattered each of the kamidogu, the source
of his invulnerability. This weakened Onaga, and I attacked him without mercy.
His mortal form was no match for a kombatant infused with the powers of so
many warriors. The Dragon King was finally defeated. The realms will remain
as they have since the beginning.
-----------------------------------------------------------------------------
2.4 Unlock Shujinko: [SHU]
-----------------------------------------------------------------------------
Beat Konquest mode in order to unlock Shujinko
-----------------------------------------------------------------------------
2.5 Alternate Outfit: [COS]
-----------------------------------------------------------------------------
Realm: Edenia
Coordinate: F1
Time: 3:30-4am
Day: Tuesday
Description: Inside a building
=============================================================================
3. Moveslist: [MOV]
=============================================================================
-----------------------------------------------------------------------------
3.1 Shujinko's Unlockable Special Moves [SPM]
-----------------------------------------------------------------------------
These can only be gotten once you have beaten Konquest mode and reload your
file. Some call this your second time through, though technically it isnt.
The times here were throughly tested by Tony Williams at
[email protected] He says he "saved before they are supposed to appear
and meditate to see exactly when they come up and exactly when they go away."
The only one he is not sure of is fatality one, which we agree is most likely
also at anytime. His note: "Not sure on time! There might not be any if my
notes imply so without stating time or date."
-----------------------------------------------------------------------------
[Move] [Realm] [Coord.] [Further Description]
-----------------------------------------------------------------------------
Ice Blast Order Realm F-5 Inside a building at 9am
Flip Kick Order Realm E-1 In plain view at any time
Bicycle kick Chaos Realm G-4 Sunday any time in front of a house
Tele Slam Edenia C-8 Wednesday 5-6pm next to waterfall
Foot Grab Edenia D-8 Monday behind the house at any time
Power Fist Edenia G-6 Behind the pool/pond any time
Torpedo Edenia E-5 Near the portal at anytime
Spear Edenia A-1 Beat Scorpion at anytime *see note
Fatality One Outworld C-8 Inside a cave
Fatality Two Order Realm D-4 In front of a building anytime
Hari-Kiri Earth Realm A-8 Inside a cave on the 16th of any
month all day of the 16th
*Note: Scorpion does 300% damage and he gains his health back. Don't fret
though, because he is still pretty easy. You can do any of the monster
combos in the combo section to tear him up. More simply you can abuse
F+4,1,1,CS,2,4,CS,1 then block, do it again, repeat. I also heard some
where that if you can abuse the torpedo move over and over again, that
is, if you have it.
-----------------------------------------------------------------------------
[Move] [Input]
-----------------------------------------------------------------------------
Ice Blast D,F,1
Flip Kick D,B,3
Bycicle Kick F,F,4
Tele Slam B,D,B,4
Foot Grab F,B,2
Power Fist D,F,2
Torpedo F,F,2
Spear B,F,1
-----------------------------------------------------------------------------
Ice Blast - rating: 1/5
-----------------------------------------------------------------------------
Description: The classic Sub-Zero move
Comments: The ice blast has seen its age over the years. At close range this
move is dangerous and you really could be doing other things. At
far range you wont be catching any decent players with it. At mid
range its still too risky to be worth it. Btw, at mid range you have
the power fist...a much much better option. I dont suggest using
this move almost at all.
-----------------------------------------------------------------------------
Flip Kick - rating: 4/5
-----------------------------------------------------------------------------
Description: Copied from Lei Mei...Shujinko's feet get a purple sparkle and
he flips over headfirst towards his opponent hitting them twice,
once with each foot.
Comments: By itself it isnt all that great a move. It comes out at ok speed,
you should pretty much only use it in combos...and it adds some
serious damage too. It aslo juggles the opponent so that you can do
even more damage. A great move for this reason. Shy from a perfect
score because its not something you want to do outside of a juggle.
-----------------------------------------------------------------------------
Bicycle Kick - rating: 3/5
-----------------------------------------------------------------------------
Description: The classic Liu Kang Move
Comments: If your opponent is even remotely close to a DT do a small combo,
maybe throw them to start it, but make sure to end the combo with
this move. Its great for knocking people into DTs and covers quite
a bit of ground. You dont have to combo, the move by itself will
DT, but if you get blocked...ouch. You may even be perfectly set up
to get DT yourself. Some people like to do this move a lot, but I
say leave this one in combo land too.
-----------------------------------------------------------------------------
Tele-Slam - rating: 2/5
-----------------------------------------------------------------------------
Description: Copied from Ermac/Kenshi...Identical to Ermac's tele slam, Shu
uses one hand to raise his opponent into the air and them slam
them into the ground with enough force that they bounce back up
high enough to be juggled. His is hand glows green as he does
this.
Comments: In not as crazy about using this move with Shujinko as I am Ermac
and Kenshi. For the other two its one of their best moves but for
Shujinko he really doesnt need to be taking the risk of doing this
move when he could be doing others. It can be blocked standing or
crouching and has big recover time. You can catch opponents while
they are walking forward or back (if they are in range) and when
they jump. Use it if you want but I dont suggest/use it for either
use by itself or practical combo use (flip kick is much better)
-----------------------------------------------------------------------------
Foot Grab - rating: 1/5
-----------------------------------------------------------------------------
Description: Copied from Sindel... Shujinko quickly gets on the floor and
stretches out flat with his arms pointing towards his opponent.
He then slides forward until he grabs the opponents ankles. Once
that is done he kicks the guy in the face with his heels all the
while hanging onto the ankles.
Comments: A nice low move that can be used to go under projectiles and damage
the enemy. You may catch some people off guard. Dont use it at long
range or else you will miss and end up right in front of the enemy,
begging for a smack in the face. Use it at mid or close range. For
the people that like to constantly walk around the arenas even when
there is no exchanges being made, this move is useless. They will
side step it every time at mid range. If someone has any good
applications for this move feel free to e-mail me with them because
as I see it its not that great a move.
-----------------------------------------------------------------------------
Power Fist - rating: 5/5
-----------------------------------------------------------------------------
Description: Copied from Kobra ...One of Shujinkos fists starts to flame as
he holds it out and he dashes forward very quickly.
Comments: This is his best move outside of combos. It is very fast and should
be used similar to Nightwolf's shoulder dash. At mid range it comes
out so fast that the opponent usually cant react fast enough to
block. Dont over do it with this move and it will practically become
a garunteed hit every time. Its perfect for when you and the enemy
are circling around the arena at mid range waiting for the other to
do something. Do it and you will most likely hit them if you havent
already done it a million times. Dont be afraid to try and beat
other special moves or people trying to combo.
-----------------------------------------------------------------------------
Torpedo - rating: 2/5
-----------------------------------------------------------------------------
Description: The classic Raiden Move
Comments: The move is good in that it hits mid and will take a battle from
the middle of an arena all the way to the edge. If you like to DT
then you might want to use this move to reposition the fight. Its
not that great as a combo ender and outside of combos the power
fist is a much better move.
-----------------------------------------------------------------------------
Spear - rating: 2/5
-----------------------------------------------------------------------------
Description: The classic Scorpion Move
Comments: Use it just as you would Scorpion's spear. Most people dont fall
for this move if they play defensive...but for those agressive
players that liket to jump or walk in you can catch them. It can be
used it some combos but you want to avoid using it too much on its
own. Rely on the fact that since you use it so rarely you might
catch your enemy once...if that. Some people that get their dial a
combo sidestepped continue to do it as they go off in some odd
direction, in cases like this you can spear them.
-----------------------------------------------------------------------------
3.2 Mantis [MAN]
-----------------------------------------------------------------------------
Sideways Poke 1
Low Mantis Claw D + 1
Leaning Fingers 2
Mantis Takes Prey B + 2
Stone Column U + 2
Mantacut D + 2
Creature Kick 3
Forceful Ball Kick U + 3
Sting Tap B + 3
Low Kick D + 3
Leaping Mantis Legs 4
Upward Leg U + 4
Long Sweep Kick B + 4
Hiding Mantis Claw F + 4
Creeping Mantis D + 4
Deadly Bent Wrists 1 1
Looking For Prey 1 1 1
Time To Hunt 1 1 3
Stunning Prey 1 1 U + 3
Metal Mantis 1 1 2
Scratch It Up 1 1 2 4
Old Timer 1 1 2 B + 2
Stone Mountains F + 4 1
Time And Space F + 4 1 3
Secret Hands F + 4 1 U + 3
Take Kontrol F + 4 1 2 B + 2
Perfection 1 1 2 CS
Big Slice F + 4 1 1 CS 3 4 4 CS
Zero F + 4 1 1 CS 2 4 CS 1
Mighty Jinko 1 1 1 CS 2 4 3
Sifu Shujinko 1 1 1 CS 4 4 F + 2
World Ruler F + 4 1 1 CS 2 4 3
Hardcore F + 4 1 1 CS 4 4 F + 2
-----------------------------------------------------------------------------
3.3 Shaolin Fist [SHO]
-----------------------------------------------------------------------------
Center Punch 1
Shielding Wrists B + 1
Stone Cracker F + 1
Ducking Iron Fist D + 1
Forward Wrist Snap 2
Upward Temple B + 2
Cement Blaster F + 2
Jackhammer D + 2
High Heel Kick 3
Turning Kick B + 3
Low Steel Foot D + 3
Ball Toe Strike 4
Steel Leg Trip B + 4
Spinning Low Kick D + 4
Fist Of Pain 1 2
Monk Legion 1 2 4
Strength And Honor 2 4
White Tiger 2 4 3
Graceful Speed 1 2 4 3
Stealth Monk 1 4
Bludgeon Fist 1 2 2 F + 2
Precise Killing 1 4 4 3
Sneaky Legs 4 2
Poor Soul 1 2 4 CS 1
-----------------------------------------------------------------------------
3.4 Dan Tien Dao [DTD]
-----------------------------------------------------------------------------
Mountain Wind 1
Leg Tanker B + 1
Crouching Low Slice D + 1
Melon Slicer 2
Upward Moon Slice U + 2
Uppercut D + 2
Quick Cut 3
Leg Trip B + 3
Shin Cutter D + 3
Turning Side Kick 4
Ankle Slice D + 4
Double Throat Cuts 1 1
-----------------------------------------------------------------------------
3.5 Fatalities/Hari-Kiri [F&H]
-----------------------------------------------------------------------------
Fatality 1: Up, Down, Down, Forward, X (close)
Description: Shu takes his blades out, he loves these blades, and he
takes several swipes at the enemy. The enemy looks to be
intact throught the swipes until Shu finally kicks them in
the chest, at which point they fall apart because of the
cuts he made.
Fatality 2: Back, Up, Forward, Forward, Square (close)
Description: Using his two blades as a scissor, Shu "snips" his opponents
head clear off their body.
Hara Kiri: Down, Back, Down, Back, X
Description: Shujinko takes his blades out and tosses them into the sky.
On their way back down they chop off an arm each. Shu takes
a step or two before he falls to he ground.
-----------------------------------------------------------------------------
4.0 Combos [CMB]
-----------------------------------------------------------------------------
The man can basically destroy you from any stance any way he wants, even from
a throw. Just make sure to force your opponents to use up their breakers
as quickly as possible. Then all you need is one opening and they are as good
as DT or dead.
This is the only character in MKD that really has a WIDE range of possible
combos. So I wouldn't be surprised if you find many more than I did.
Note: All these combos were tested on Shujinko. The damage may vary slightly
from character to character.
-----------------------------------------------------------------------------
4.1 Mantis [CM1]
-----------------------------------------------------------------------------
---------------
B+2
---------------
B+2 -> B,F+1 -> Throw -> D,B,3 -> 1,1,1,CS,4,4,F+1 14hits 56%
B+2 -> F+4,1,1,CS,2,4,3 7hits 38%
-> F+4,1,1,CS,4,4,F+2 7hits 42%
-> F+4,1,1,CS,2,4,CS,1 8hits 49%
B+2 -> D,B,3 -> F,F,4 12hits 42%
B+2 -> D,B,3 -> D,F,2 5hits 31%
B+2 -> D,B,3 -> 1,1,1,CS,2,4,3 10hits 55%
-> 1,1,1,CS,4,4,F+1 10hits 57%
Note: U+4 generally does 1% or so less than the B+2 stater. You can
interchange the two for the above combos.
-----------------
1,1,2,CS
-----------------
1,1,2,CS -> D,B,3 -> 1,4,4,CS 10hits 33%
-> 1,2,4,CS,1 12hits 35%
----------------------------------
1,1,2,B+2 or F+4,1,2,B+2
----------------------------------
F+4,1,2,B+2 is better to knock people into DT while it tends to do less
damage than 1,1,2,B+2. You can interchange them for these combos though.
1,1,2,B+2 -> D,B,3 -> 1,1,1,CS,4,4,F+2 13hits 50%
-> 1,1,1,CS,2,4,3 12hits 44%
-----------------
B,D,B+4
-----------------
B,D,B+4 -> B,F+1 -> Throw -> D,B,3 -> 1,1,1,CS,4,4,F+2 14hits 50%
-----------------
Submitted by Sutaz at
[email protected]:
-----------------
B,F,1 -> 1,1,2 -> B+2 -> U+4 -> D,B,3 -> 1,1,1,CS,4,4,CS 17hits 59%
-----------------
Konqrr: This is a combo that Konqrr posted up on Mortalkombatonline.com
They are the most damaging ones in the guide and they do work, check them out
-----------------
U+4 -> D,B,3 -> D,B,3 -> 1,1,1,CS,4,4,CS 13hits 74%
-----------------------------------------------------------------------------
4.2 Shaolin Fist [CM2]
-----------------------------------------------------------------------------
-----------------
F+1
-----------------
F+1 -> D,B,3 -> 1,2,4,CS,1 8hits 42%
F+1 -> D,B,3 -> 1,4,4,CS 7hits 34%
-----------------------------------------------------------------------------
4.3 Dan Tien Dao [CM3]
-----------------------------------------------------------------------------
U+2 -> D,B,3 -> 1,1 6hits 43%
U+2 -> D,B,3 -> F,F,4 12hits 48%
-----------------
Konqrr: These are combos that Konqrr posted up on Mortalkombatonline.com
They are the most damaging ones in the guide and they do work, check them out
-----------------
U+2 -> D,B,3 -> B,D,B,4 -> D,B,3 -> 1,1,1,CS,4,4,CS 14hits 75%
U+2 -> D,B,3 -> B,D,B,4 -> D,B,3 -> D,B,3 -> 1,1,1,CS,4,4,CS 17hits 87%
-----------------------------------------------------------------------------
4.4 Throw [CM4]
-----------------------------------------------------------------------------
What can I say? Its easy to get a throw off and you can do some monster
damage from it. Shujinko is the combo king in MKD.
Note: There are so many possiblities I just listed one powerful one from each.
Throw -> D,B,3 -> F,F,2 7hits 32%
--------------
Dan Tien Dao
--------------
Throw -> D,B,3 -> 1,1 7hits 36%
Throw -> U+2 -> D,B,3 -> 1,1 8hits 35%
--------------
Throw Mantis
--------------
Throw -> D,B,3 -> 1,1,1,CS,4,4,F+2 11hits 54%
-------------------
Throw Shaolin Fist
-------------------
Throw -> 1,2,4,CS,1 9hits 42%
-----------------------------------------------------------------------------
Infinite
-----------------------------------------------------------------------------
This first posted by TekkenJester as far as I saw on the gamefaqs boards. He
could have come up with it, most likely it was someone else. My point it that
it wasnt me, so dont credit me.
My reason for posting a broken infinite combo in a faq that many people see
is to illustrate the broken-ness of this game. I like the game, hence the
faqs I write, but there is no denying its broken. All the top ranked people
such as myself exploit the problems in the engine. Some cheaters do memory
card (erase stat losses) and other cheats. If the developers of the game play
it online and get an infinite done to them...then they may finally realize
the problem. Probably not, but here in the infinite without further ado:
Can start with a Freeze or Spear...
Freeze - Side Step - Spear - Side Step - Freeze - Side Step - Spear - etc.
It is very simple to pull off. Either you will win by damage or time...
..marvel in its cheapness. Btw, its not the only infinite in the game
either :/
-----------------------------------------------------------------------------
5. Strategy [SGT]
-----------------------------------------------------------------------------
Only a few here so far, will add more later.
- His Mantis U+3 is a GREAT poke/DT move.
- His F+4 combos have a build in side step, you can do it to avoid some
enemy attacks and go right into a combo. Even his dial-a-combos are strong.
- Powerfist (D,F,2) is a super fast move. Abuse this fact to beat out other
moves. You can catch your enemy off guard more than you would think.
- When you and the enemy are circling around the arena at mid range waiting
for the other to do something do a Power fist and you will likely hit em.
- Use the bike kick in simple combos to get a DT. It not only DTs, but pushes
your opponent back quite a ways, so much so that your opponent may think
they were free of DT danger and not be in a alert mode to get to safety.
-----------------------------------------------------------------------------
5.1 What are good Methods to DT? [DTM]
-----------------------------------------------------------------------------
- Bicycle Kick combos - read more at the strat section [SGT] and the special
moves section [SPM]
- People forget that shujinko has scorps spear move, try it as a surprise
sometime. This also goes for his other moves, but that one is the best for
a surprise.
- Mantis U+3 is also a good DT move.
-----------------------------------------------------------------------------
5.2 Mixups and 50/50 forces [MIX]
-----------------------------------------------------------------------------
Note: 50/50 is an aggresive style of play required for higher lvl fights.
Basically, once your opponent is on the floor a 50/50 force can start.
You walk upto them while they are getting up and you can either sweep
(low block required) or mid attack (high block required). If the move
connects the 50/50 force loops and you walk up to them. This time will
have to guess if you will sweep or mid attack? They have to guess and
block accordingly. They have a 50% chance of guessing correctly. This
is a broken feature in the game, no skill required really.
Mantis: Low: B+4
Mid: U+3
Shaolin Fist: Low: B+4
Mid: F+1 This one pops them up then you can do just about any
combo you want. This is valuable and has to make you
reconsider using this stance more(many people ignore
shao fist completely)
try this combo from F+1: F+1 -> D B 3 -> B D B 4 -> 1,4,4,CS 8hits 35%
there are more damaging options instead, but you get the idea. Must I
chew your food for you?
Dan Tien Dao: Low: D+3 or D+4
Mid: U+2 This also leads to a pop-up - you can get some nice
damage here, look at the combo section under U+2 in Dao
Any stance: Low: Any low move
Mid: Raiden Torpedo This is good to get them close to that DT if
that is your style of play.
Note: These are not the types of mix-ups that you can link for the entire
match and cheese them to death...you have your infinite for that. These
should be used in short bursts like a mix-up would in a real non broken
fighting game.
-----------------------------------------------------------------------------
5.3 Online Issues with Shujinko [ONL]
-----------------------------------------------------------------------------
Shujinko is actually not very effected by lag. The only combos that you
may have trouble with are ones that use B D B 4 but you dont really need that
move and have much better combos elsewhere. Timing will be more of an issue
than lag itself. Again, Of course, only play 3 or 4 star pingers. I would use
that rule even in puzzle kombat.
=============================================================================
LEGAL MUMBO JUMBO AGAIN
=============================================================================
This FAQ is copyright Mobius Gear1. You cannot steal or borrow
this FAQ without written consent from me. This FAQ may only be on
Mortalkombatonline or Gamefaqs and no where else I hope you
all enjoyed this, and I hope it taught you something about our beloved
Shujinko
=============================================================================
Thanks
=============================================================================
Thanks goes out to everyone who sent me e-mails to better the guide, you know
who you are. Feedback is always appreciated.
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