=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Mortal Kombat Tested On Arcade Version 5.0 FAQ By: Goh_Billy (billy_kane_32@hotmail.com) Version #: 4.0 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 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 billy_kane_32@hotmail.com. 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