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Mortal Kombat II FAQ

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PC Games FAQs
 · 20 Sep 2024
Mortal Kombat II FAQ
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MORTAL KOMBAT II FAQ

Complete Guide
Eleventh Revision
January 12th, 1994

ineluki@stein.u.washington.edu


500 years ago, Shang Tsung was banished to the Earth Realm. With the aid of Goro he was to unbalance the furies and doom the planet to a chaotic existence.

By seizing control of the Shaolin Tournament he tried to tip the scales of order towards chaos. Only seven warriors survived the battles and Shang Tsung's scheme would come to a violent end at the hands of Liu Kang.

Facing execution for his failure and the apparent death of Goro, Tsung convinces Shao Kahn to grant him a second chance.

Shang Tsung's new plan is to lure his enemies to compete in the Outworld where they will meet certain death by Shao Kahn himself.

Now the Kombat Kontinues...

Introduction

ALL moves and fatalities listed are confirmed. This guide is for game versions 2.0 and up. Older machines do not include some of the moves and many of the fatalities. If you find yourself playing on an outdated machine, have the owner contact Midway for the new replacement chips.

If you have any additions send mail directly to me and I will include it in the next guide. Moves and fatalities posted to alt.games.mk and rec.games.video.arcade will also be incorporated into this guide. Credit will be given to those who contribute. This guide will be posted every WEDNESDAY until all moves and fatalities are discovered. Keep in mind that this is posted ONCE a WEEK, and some moves may not be on the latest revision. When necessary a small summary of new information will be posted during the week, that is if there was no time to incorporate it.

Andy Eddy of GamePro magazine has generously offered to make this guide available through FTP. The site is netcom.com, and the directory is pub/vidgames/faqs. Thanks Andy! You can also get the most recent guide by fingering the e-mail address listed at the top.

General Definitions and Moves

GENERAL DEFINITIONS


While reading through the moves, the + can be substituted by and, and the - can be substituted by then. For example, 'two forward - HIGH PUNCH' should be read as 'press the joystick twice towards the opponent then press HIGH PUNCH'. Another example, 'LOW PUNCH + BLOCK' should be read as 'press LOW PUNCH and BLOCK at the same time'. Button names are listed in all caps.

Quarter-Circle Towards: Rotate joystick from the down position to the forward position then press the button indicated. (actual movement is down - down to forward - BUTTON)

Quarter-Circle Away: Rotate joystick from the down position to the away position then press the button indicated. (actual movement is down - down to away - BUTTON)

Half-Circle Towards: Rotate joystick from the away/down position to the forward/down position then press the button indicated. (actual movement is away/down - away/down to forward/down - BUTTON)

Half-Circle Away: Rotate joystick from the forward/down position to the away/down position then press the button indicated. (actual movement is forward/down - forward/down to away/down - BUTTON)

hold then release: Press and hold the button while your character charges. When finished charging release the button. Other actions may be performed while charging, which is a good way of keeping the move a surprise. You can also charge a move before a round begins. If you are hit by the opponent the charge will still remain intact. With the exception of Mileena, you must be standing on the ground in order for a charged move to work.

(hold BLOCK): Block is only used in a move or fatality to stabilize your fighter, to keep them from jumping or walking. It is a good idea to release BLOCK before pressing the required button. You do not need to use BLOCK if you can be at the right distance for a fatality.

down - up: The teleport can also be down by flicking the joystick down, making the joystick spring up and down. This is applicable to Raiden and Kung Lao.


GENERAL MOVES


Face Punch : HIGH PUNCH
Body Punch : LOW PUNCH
Face Kick : HIGH KICK
Body Kick : LOW KICK

Uppercut : down + HIGH PUNCH
Crouch Punch: down + LOW PUNCH
Crouch Kick : down + HIGH KICK
Ankle Kick : down + LOW KICK
Roundhouse : back + HIGH KICK
Sweep : back + LOW KICK

Specialty : HIGH PUNCH (closest to opponent)
Throw/Flip : LOW PUNCH (closest to opponent)
Knee : HIGH KICK or LOW KICK (closest to opponent)

Jump Kick : Jump and HIGH KICK or LOW KICK the opponent.
Jump Punch: Jump and HIGH PUNCH or LOW PUNCH the opponent.
Hop Kick : Jump and kick the opponent on your way up.
Hop Punch : Jump and punch the opponent on your way up.

Turn Around Kick: Jump over your opponent and kick them after you turn around but before you hit the ground.

To block against an attack: BLOCK or down or down + BLOCK
To block against the throw: down + back or down + back + BLOCK

Individual Moves and Fatalities

LIU KANG
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LIU KANG

LIU KANG

After winning the Shaolin Tournament from Shang Tsung's clutches Kang returns to his temples. He discovers his sacred home in ruins, his Shaolin brothers killed in a vicious battle with a horde of Outworld warriors. Now he travels into the Dark Realm to seek revenge.

Double Forearm : HIGH PUNCH (closest to opponent)
Standard Fireball : two forward - HIGH PUNCH (can be done in air)
Crouching Fireball: two forward - LOW PUNCH
Flying Kick : two forward - HIGH KICK
Bicycle Kick : hold LOW KICK (5 seconds) then release

Pit/Spikes: movement unknown
Babality : movement unknown
Friendship: forward - three back - LOW KICK

Fatality 1: down - forward - two back - HIGH KICK (Liu Kang will transform into a dragon and bite the victim in half, leaving the legs standing. Stand close.)

Fatality 2: rotate joystick 360 degrees away from opponent (Liu Kang will do a cartwheel kick then a massive uppercut. Stand just out of sweep range. If done from far away Liu Kang will miss the uppercut.)

KUNG LAO
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KUNG LAO

KUNG LAO

A former Shaolin Monk and a member of the White Lotus society, he is the last descendant of the great Kung Lao who was defeated by Goro 500 years ago. Realizing the danger of the Outworld menace he joins Liu Kang in entering Shao Kahn's contest.

Headbutt : HIGH PUNCH (closest to opponent)
Ground Teleport: down - up (flick joystick down)
Aerial Kick : down + HIGH KICK (must be done in air)
Hat Throw : back - forward - LOW PUNCH
Whirlwind Spin : two up - LOW KICK (hold BLOCK)

Pit/Spikes: three forward - HIGH PUNCH
Babality : two back - two forward - HIGH KICK
Friendship: movement unknown

Fatality 1: three forward - LOW KICK (Kung Lao removes his razor hat and slices the victim down the middle. Stand just within sweep range.)

Fatality 2: movement unknown (Kung Lao throws his hat which decapitates the victim. Stand about a jumps length away.)

JOHNNY CAGE
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JOHNNY CAGE

JOHNNY CAGE

After Shang Tsung's tournament the martial arts superstar disappears. He follows Liu Kang into the Outworld. There he will compete in a twisted tournament which holds the balance of earth's existence - as well as a script for another blockbuster movie.

Stomach Jab : HIGH PUNCH (closest to opponent)
Drop-Kick : HIGH KICK or LOW KICK (closest to opponent)
Low Green Bolt : half-circle towards - LOW PUNCH
High Green Bolt: half-circle away - HIGH PUNCH
Shadow Uppercut: back - down - back - HIGH PUNCH
Shadow Kick : back - forward - LOW KICK
Ball Breaker : LOW PUNCH + BLOCK

Pit/Spikes: three down - HIGH KICK
Babality : three back - HIGH KICK
Friendship: four down - HIGH KICK

Fatality 1: two down - two forward - LOW PUNCH (Cage grabs the victim and rips their torso off, throwing it to the ground. Stand close.)

Fatality 2: two forward - down - up (Cage crouches and punches off the head of the victim with a powerful uppercut. Hold down and the bottom three buttons to knock off multiple heads. Stand close.)

REPTILE
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REPTILE

REPTILE

As Shang Tsung's personal protector the elusive Reptile lurks in the shadows stopping all those who would do his master harm. His human form is believed to disguise a horrid reptilian creature whose race was thought extinct millions of years ago.

Backhand : HIGH PUNCH (closest to opponent)
Acid Spit : two forward - HIGH PUNCH
Slide : back + LOW PUNCH + BLOCK + LOW KICK
Forceball : two back - HIGH PUNCH + LOW PUNCH
Invisibility: two up - down - HIGH PUNCH (hold BLOCK)

Pit/Spikes: movement unknown
Babality : down - two back - LOW KICK
Friendship: two back - down - LOW KICK

Fatality 1: two back - down - LOW PUNCH (Reptile shoots his tongue towards the victims head, bringing it back where he goes about eating it. Stand about a jumps length away.)

Fatality 2: movement unknown (While invisible Reptile cuts the torso off the victim. Stand close.)

SUB-ZERO
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SUB-ZERO

SUB-ZERO

Thought to have been killed in the Shaolin Tournament, Sub-Zero mysteriously returns. It is believed he traveled into the Outworld to again attempt to assassinate Shang Tsung. To do so he must fight his way through Shao Kahn's tournament.

Backhand : HIGH PUNCH (closest to opponent)
Iceball : quarter-circle towards - LOW PUNCH
Ground Freeze: quarter-circle away - LOW KICK
Slide : back + LOW PUNCH + BLOCK + LOW KICK

Pit/Spikes: movement unknown
Babality : down - two back - HIGH KICK
Friendship: two back - down - HIGH KICK

Fatality 1: two forward - down - HIGH KICK (Sub-Zero will ice the victim over, putting them in a deep freeze. Stand just out of sweep range.)

forward - down - two forward - HIGH PUNCH (After deep freezing the victim, Sub-Zero will shatter the top part of the body. Stand close.)

Fatality 2: movement unknown (Sub-Zero will throw an ice grenade into the stomach of the victim, exploding their top half. Stand about a jumps length away.)

SHANG TSUNG
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SHANG TSUNG

SHANG TSUNG

After losing control of the Shaolin Tournament, Shang Tsung promises his ruler Shao Kahn to shape events that will lure the earth warriors to compete in his own contest. Convinced of this plan, Shao Kahn restores Tsung's youth and allows him to live.

Flaming Skulls: two back - HIGH PUNCH (one flaming skull)
two back - forward - HIGH PUNCH (two skulls)
two back - two forward - HIGH PUNCH (three skulls)

Morph to Liu Kang: back - two forward - BLOCK
Kung Lao: back - down - back - HIGH KICK
Johnny Cage: two back - down - LOW PUNCH
Reptile: up - down + HIGH PUNCH (hold BLOCK)
Sub-Zero: forward - down - forward - HIGH PUNCH
Kitana: tap BLOCK three times
Jax: down - forward - back - HIGH KICK
Mileena: hold HIGH PUNCH (3 seconds) then release
Baraka: two down - LOW KICK
Scorpion: two up (hold BLOCK)
Raiden: down - back - forward - LOW KICK

Pit/Spikes: movement unknown
Babality : back - forward - down - HIGH KICK
Friendship: two back - down - back - HIGH KICK (hold BLOCK)

Fatality 1: hold HIGH KICK (3 seconds) then release (Shang Tsung turns into a mist and enters the victims body, which explodes. Stand just within sweep range.)

Fatality 2: up - down - up - LOW KICK (hold BLOCK) (Tsung picks up the victim with one hand, and drains their life force into his other hand. Stand close.)

KITANA
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KITANA

KITANA

Her beauty hides her true role as personal assassin for Shao Kahn. Seen talking to an earth realm warrior. Her motives have come under suspicion by her twin sister Mileena. But only Kitana knows her own true intentions.

Elbow : HIGH PUNCH (closest to opponent)
Fan Swipe : back + HIGH PUNCH
Fan Throw : two forward - HIGH PUNCH + LOW PUNCH (can be done in air)
Fan Lift : three back - HIGH PUNCH
Air Attack: half-circle away - HIGH PUNCH

Pit/Spikes: forward - down - forward - HIGH KICK
Babality : three down - LOW KICK
Friendship: three down - up - LOW KICK

Fatality 1: hold LOW KICK (two forward - down - forward) then release (Kitana leans and kisses the victim, which then expands to unnatural proportions and explodes. Stand close.)

Fatality 2: tap BLOCK three times - HIGH KICK (Kitana draws her fan and decapitates the victim with one swipe. Stand close.)

JACKSON BRIGGS
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JACKSON BRIGGS

JACKSON BRIGGS

His real name is Maj. Jackson Briggs, leader of a top US special forces unit. After receiving a distress signal from Lt. Sonya Blade, Jax embarks on a rescue mission. One that leads him into a ghastly world where he believes that Sonya is still alive.

Overhead Hammer: HIGH PUNCH (closest to opponent)
Ground Smash : hold LOW KICK (3 seconds) then release
Gotcha Grab : two forward - LOW PUNCH
Quadruple Slam : throw the opponent then tap HIGH PUNCH
Energy Wave : half-circle away - HIGH KICK
Back Breaker : BLOCK (must be done in air)

Pit/Spikes: movement unknown
Babality : movement unknown
Friendship: movement unknown

Fatality 1: hold LOW PUNCH (three forward) then release (Jax claps the victims head with a loud pop, and the skull crumbles in pieces to the ground. Stand close.)

Fatality 2: tap BLOCK four times - LOW PUNCH (Jax grabs the victim by the arms and rips them off the body. Stand close.)

MILEENA
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MILEENA

MILEENA

Serving as an assassin along with her twin sister Kitana, Mileena's dazzling appearances conceal her hideous intentions. At Shao Kahn's request she is asked to watch for her twin's suspected dissension. She must put a stop to it at any cost.

Elbow : HIGH PUNCH (closest to opponent)
Teleport Kick: two forward - LOW KICK
Ground Roll : two back - down - HIGH KICK
Sai Throw : hold HIGH PUNCH (2 seconds) then release (can be done in air)

Pit/Spikes: forward - down - forward - LOW KICK
Babality : three down - HIGH KICK
Friendship: three down - up - HIGH KICK

Fatality 1: forward - back - forward - LOW PUNCH (Mileena repeatedly stabs the victim, lifting them up as blood sprays everywhere. Stand close.)

Fatality 2: hold HIGH KICK (3 seconds) then release (Mileena removes her mask revealing Baraka-like teeth and inhales the victim, spitting out the bones. Stand close.)

BARAKA
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BARAKA

BARAKA

He led the attack against Liu Kang's Shaolin temples. Baraka belongs to a nomadic race of mutants living in the wastelands of the Outworld. His fighting skills gained the attention of Shao Kahn who recruited him into his army.

Backhand : HIGH PUNCH (closest to opponent)
Double Kick: tap HIGH KICK twice (closest to opponent)
Blade Swipe: back + HIGH PUNCH
Blade Fury : three back - LOW PUNCH
Blue Bolt : quarter-circle away - HIGH PUNCH

Pit/Spikes: movement unknown
Babality : three forward - HIGH KICK
Friendship: up - two forward - HIGH KICK (hold BLOCK)

Fatality 1: four back - HIGH PUNCH (hold BLOCK) (Baraka extends his blades from his arms, then decapitates the victim with one swipe. Stand close.)

Fatality 2: back - forward - down - forward - LOW PUNCH (Baraka stabs the victim and lifts them up, then they slowly slide down the blade. Stand close.)

SCORPION
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SCORPION

SCORPION

The hell-spawned specter rises from the pits. After learning of Sub- Zero's return, he again stalks the ninja assassin - following him into the dark realm of the Outworld where he continues his own unholy mission.

Backhand : HIGH PUNCH (closest to opponent)
Spear : two back - LOW PUNCH
Teleport Punch: quarter-circle away - HIGH PUNCH (can be done in air)
Leg Grab : half-circle away - LOW KICK
Air Throw : BLOCK (must be done in air)

Pit/Spikes: movement unknown
Babality : down - two back - HIGH KICK
Friendship: two back - down - HIGH KICK

Fatality 1: two up - HIGH PUNCH (hold BLOCK) (Scorpion removes his mask and breathes fire at the feet of the victim, which then twitches and explodes. Stand a step or two out of sweep range.)

Fatality 2: hold HIGH PUNCH (down - three forward) then release (Scorpion slices the victim across the neck then cuts them in two. Stand close.)

RAIDEN
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RAIDEN

RAIDEN

Watching events unfold from high above, the thunder god realizes the grim intentions of Shao Kahn. After warning the remaining members of the Shaolin Tournament, Raiden soon disappears. He is believed to have ventured into the Outworld alone.

Mini Uppercut: HIGH PUNCH (closest to opponent)
Body Launch : two back - forward (can be done in air)
Lightning : quarter-circle towards - LOW PUNCH
Teleport : down - up (flick joystick down)
Electrocution: hold HIGH PUNCH (4 seconds) and release (close to opponent)

Pit/Spikes: three up - HIGH PUNCH (hold BLOCK)
Babality : movement unknown
Friendship: down - back - forward - HIGH KICK

Fatality 1:

  • hold LOW KICK (5 seconds) then release (Raiden grabs the victim and lifts them up, then proceeds to shock them. Stand close.)
  • tap BLOCK + LOW KICK repeatedly (After a dose of the shock treatment, the victim will explode into bits.)

Individual Combos and Strategy

Thanks to Henry Tam and Matthew Wallace for helping to write this strategy and combo section.


GENERAL COMBOS

  • Jump Kick - Sweep: If you are fighting against the computer, you can usually follow a jump kick with a foot sweep. The sweep will hit them as they hit the ground.
  • Sweep - Throw: After hitting a human opponent with a sweep, you can sometimes get in a throw, even if they are blocking down and away. You can also get in a throw after hitting them with moves other than the sweep, such as a jump kick or roundhouse. This only works with some of the characters.
  • Jump Kick - Hop Kick: Jump kick your opponent low and immediately do a hop kick. This works well for some of the characters, including the ninjas and Shang Tsung.
  • Jump Kick - Missile Weapon: Jump kick your opponent low and immediately do the missile weapon. It is important to kick them low and deep so you can land on the ground quickly and fire your missile weapon. Be sure to buffer the move right before you jump kick if you can.

LIU KANG

Standard Fireball: This is a good missile weapon to follow after a jump kick since it can be fired very quickly. It also may be done in the air, which is useful for hitting jumping opponents out of the sky. Doing the fireball in the air can also be used for dodging missile weapons. If you are jumping and your opponent fires their missile weapon, do the fireball while still in the air to stay above it.

Crouching Fireball: This is a very effective move to keep the opponent on his toes. The opponent must block or jump in order to avoid it, just ducking can not escape it. This is good at long range or short range and is very hard to retaliate to. The crouching fireball is very good for defense as well, since Kang is very low to the ground. A late jump kick is the only way to hit him while he is crouching. It can also be used to hit the opponent when they are using their missile weapon, and Kang is low enough to avoid their missile.

Flying Kick: This is a fast attack good for catching your opponent off guard. While walking towards your opponent, tap forwards then press HIGH KICK when you suspect your opponent will make a move. The flying kick is also good to use after a jump kick. If your opponent jumps away from you or just in front of you execute the flying kick to hit them out of the air. Be cautious with it though, and never do it across the screen against a blocking opponent. You are likely to lose quite a bit of damage if blocked.

Bicycle Kick: Another good surprise attack move. Keep your finger on LOW KICK throughout the round so you can use it when necessary, performing other moves while charging. As with the flying kick, do not use it when far away from your opponent or while they are standing and blocking. It is good to use when your opponent jumps away or towards you. Also, if you are thrown or jump kicked, immediately use it when you stand up to catch your opponent off guard. Make sure you release LOW KICK while standing on the ground, otherwise the move will not work and you will have to recharge.

  • Jump Kick - Flying Kick: Jump kick your opponent low and immediately do the flying kick. Start the two forward motion right before you hit, then quickly press HIGH KICK. Sometimes if you do the flying kick to fast you will go over your opponent, so make sure you are on the ground first.
  • Hop Punch - Standard Fireball: Hop punch your opponent in the air and immediately do the standard fireball. Start the two forward motion right before you hit, then quickly press HIGH PUNCH.
  • Jump Kick - Bicycle Kick: Jump kick your opponent low and immediately do the bicycle kick. Be sure to charge the bicycle kick a few seconds before you jump. Wait until you land on the ground before releasing LOW KICK, otherwise the bicycle kick will not work.
  • Jump Kick - Standard Fireball - Low Fireball: Jump kick your opponent and immediately do a high fireball. Start the two forward motion right before you hit, then quickly press HIGH PUNCH. If you are fighting the computer, you can follow the standard fireball with a ground fireball, which the computer will not block. If you are fighting a human, use the bicycle kick after the standard fireball.

KUNG LAO

Ground Teleport: The advantage of this move is the ability to punch and kick when coming up. If you kick as Kung Lao comes up from the teleport, this usually hits the opponent and stops them from performing an action. However, the move leaves you quite open for a jump kick, missile, or uppercut, so use it sparingly.

Aerial Kick: This move works well on opponents who rely on missile weapons. One good tactic is to jump towards the opponent, and as they fire their missile weapon, do the kick. Another good move is to do a round of low punches on the opponent then jump back. As you hit the top of the jump do the aerial kick. This particular move is best used to catch people off guard. The penalty for a blocked aerial kick is an uppercut.

Hat Throw: The ability to control the direction of the hat makes this an excellent move from long distance. Press up or down on the joystick to control the flight of the hat. It can be used to hit the opponent out of a jump, or while they are on the ground blocking. Works well against people who like to duck without blocking.

Whirlwind Spin: Once this move is going, the only way to hit Kung Lao is with a missile weapon or the ground smash. This is a good defensive weapon if performed quickly. Anticipate when an opponent will jump at you and execute the spin. For example, after the throw. There is a small period in which Kung Lao speeds up and slows down in which he is vulnerable to regular hits. The spin can be done quickly by rapidly pressing up and LOW KICK simultaneously. To maintain the spin repeatedly press LOW KICK.

  • Jump Kick - Hat Throw: Jump kick your opponent low and immediately do the hat throw. Be sure to guide the hat down so it hits the falling opponent.
  • Jump Kick - Whirlwind Spin: Jump kick your opponent in the corner and execute the spin. Be sure to kick them low, and start the spin immediately by pressing up and LOW KICK repeatedly.
  • Whirlwind Spin - Jump Kick: If the opponent is hit with the spin as it is slowing down, Kung Lao recovers fast enough for him to do a jump kick or aerial kick.

JOHNNY CAGE

  • Jump Kick - Shadow Kick: Jump kick your opponent low and immediately do the shadow kick.
  • Jump Kick - Shadow Uppercut: Jump kick you opponent low and immediately do the shadow uppercut. You must kick low and deep and do the shadow uppercut as fast as possible, otherwise it will be to late to connect. This is easier when close to the corner.
  • Jump Kick - Low Bolt: Jump kick your opponent low and immediately do the low green bolt. After starting the jump kick, keep the joystick in the away position, so you can quickly do the half-circle motion right after you hit.
  • Ball Breaker - Turn Around Kick - Shadow Kick: Do the ball breaker against your opponent. Immediately jump over the groaning victim and kick them low as you turn to face the other direction. Follow this with the shadow kick.

REPTILE

  • Jump Kick - Acid Spit: Jump kick your opponent low and immediately do the acid spit. Start the two forward motion right before you hit, then quickly press HIGH PUNCH.
  • Forceball - Two Punches - Hop Kick - Slide: Do the forceball move on your opponent. If they get hit by it, do two high punches as they are coming towards you. After the punches do a hop kick. You need to be in the right place for the high punches to connect. After the kick complete the combo with the slide.

SUB-ZERO

  • Jump Kick - Slide: Jump kick your opponent low and immediately do the slide. If you do not kick low and deep enough, the slide may not connect on human opponents. It almost always works against the computer though.
  • Jump Kick - Hop Kick - Slide: Jump kick your opponent low and immediately do a hop kick, followed by the slide. Easiest when your opponent is frozen.
  • Jump Kick - Ground Freeze - Uppercut - Slide: Jump kick your opponent low and immediately do the ground freeze. Kick them deep otherwise they will land beyond the range of the ground freeze. If they slip, hit them with the uppercut then slide.

SHANG TSUNG

  • Flaming Skulls: If you can catch your opponent in the air with the first one, there is a good chance that the other two will hit. Do the three skulls before your opponent jumps towards or away from you.
  • Jump Kick - Flaming Skull: Jump kick your opponent low and immediately do one flaming skull. Start the two back motion right before you kick, then press HIGH PUNCH. This one is hard as Shang Tsungs fireball travels slow. More than one flaming skull after the jump kick is possible, although extremely difficult.

KITANA

  • Jump Kick - Fan Throw: Jump kick your opponent low and immediately do the fan throw. Start the two forward motion right before you kick, then press both punch buttons. If you are fighting the computer and they block your jump kick, the fan throw will usually hit.
  • Jump Kick - Fan Throw - Hop Kick: Jump kick your opponent low and immediately do the fan throw. Start the two forward motion right before you kick, then press both punch buttons. If you connect on the first jump kick and get the fan out fast, you can also hop kick your opponent as the are falling down.
  • Jump Kick - Fan Lift: Jump kick your opponent low and immediately do the fan lift. Start the three back motion right before you hit, then quickly press HIGH PUNCH. You must do the fan lift immediately, or it will not catch the falling opponent. Follow this with the next combo.
  • Fan Lift - Jump Kick - Fan Throw - Hop Kick/Air Attack: Catch the opponent with the fan lift and wait until they are near the top. Walk forward as far as you can then do a jump kick, catching the opponent as they are falling down. Immediately do the fan throw, quickly followed by a hop kick or air attack. If your opponent is fairly close to you or near the corner, you could do a regular jump kick instead of a hop kick for the last move.
  • Fan Lift - Jump Kick - Fan Throw - Uppercut: Opponent must be near the corner. Catch the opponent with the fan lift and wait until they are near the top. Walk forward as far as you can then do a jump kick, catching the opponent as they are just released from the wave. Immediately do the fan throw. As the are falling down do an uppercut.

JACKSON BRIGGS

  • Overhead Hammer - Uppercut: The overhead hammer will stun the opponent momentarily. You can follow this with any move, such as an uppercut or gotcha grab. Consecutive hammers are not possible.
  • Jump Kick - Energy Throw: Jump kick your opponent low and immediately do the energy throw. After starting the jump kick, keep the joystick in the forward/down position, so you can quickly do the half- circle motion right after you hit.
  • Jump Kick - Gotcha Grab: Jump kick your opponent low and immediately do the gotcha grab. Start the two forward motion right before you hit, then quickly press LOW PUNCH. Jax will grab nothing but air if not done quickly enough.
  • Jump Kick - Back Breaker: Jump kick your opponent low and immediately do the back breaker. Be sure to kick low and deep. As soon as you press the kick button press BLOCK to execute the back breaker.

MILEENA

  • Jump Kick - Throwing Sais: Jump kick your opponent low and immediately do the throwing sais. You will need to charge the move before you jump. Immediately after hitting with the jump kick, release HIGH PUNCH.
  • Hop Kick - Throwing Sais - Teleport Kick: Hop kick your opponent as they jump towards you and immediately throw the sais. As soon as you hit on the hop kick release HIGH PUNCH. After the sais hit do the teleport kick.
  • Jump Kick - Ground Roll: Jump kick your opponent low and immediately do the ground roll. Start the two back motion just before you hit in order to get the move off quickly.

BARAKA

  • Jump Kick - Blue Bolt: Jump kick your opponent low and immediately do the blue bolt. After starting the jump kick, keep the joystick in the down position, so you can quickly do the quarter-circle motion right after you hit.
  • Jump Kick - Blade Fury: Jump kick your opponent low and immediately do the blade fury. Start the three back motion right before you hit, then quickly press LOW PUNCH. If you do not connect with the blade fury, you are left vulnerable for an attack.

SCORPION

  • Jump Kick - Spear: Jump kick your opponent low and immediately do the spear. Start the two back motion right before you hit, then quickly press LOW PUNCH.
  • Jump Kick - Leg Grab: Jump kick your opponent low and immediately do the leg grab. After starting the jump kick, keep the joystick in the forward position, so you can quickly do the half-circle motion right after you hit.
  • Jump Kick - Air Throw: Jump kick your opponent low and deep, then immediately do the air throw by repeatedly pressing BLOCK.
  • Teleport Punch - Spear: Teleport punch your opponent and immediately spear. This will work best if you catch the opponent in the air with the teleport punch, making it easier to spear them before they hit the ground.
  • Teleport Punch - Leg Grab: Teleport punch your opponent and immediately do the leg grab. This will work best if you catch the opponent in the air with the teleport punch, making it easier to leg grab them just as they hit the ground.
  • Turn Around Kick - Teleport Punch - Spear: Do a turn around kick on your opponent and immediately do the teleport punch. If you connect on the teleport punch throw the spear, and finish with an uppercut.

RAIDEN

  • Jump Kick - Body Launch: Jump kick your opponent low and immediately do the body launch.
  • Hop Kick/Punch - Body Launch: Hop kick/punch your opponent in the air and immediately do the body launch.
  • Jump Kick - Lightning: Jump kick your opponent low and immediately do the lightning. After starting the jump kick, keep the joystick in the down position, so you can quickly do the quarter-circle motion right after you hit.
  • Electric Grab - Two Punches - Body Launch: As Raiden lets go of the opponent after the electric grab, punch twice. This will pop them into the air, which can be followed by the body launch.

Rumors, Secrets, and Things to Try

FRIENDSHIPS AND BABALITIES

In order to utilize a friendship or babality, you may not press either punch button during the winning round. This includes Shang Tsungs morphs. A good way to win without punches is the jump kick - jump kick - sweep pattern that the computer always falls for. Of course, it is far tougher against a human opponent, if they are worthy that is.

The babalities are slightly unstable seeing as how you can perform actions after a baby appears, such as another babality, a friendship, or an attack move. Multiple babalities may be done in a row, causing a series of explosions ending in a few babies, some of which will result in being Kung Lao. Sometimes the screen will glitch out and the graphics will be in chaos. I would rather like to stay away from baby brutalizing, so I will leave it up to you.


SMOKE

Smoke is probably the silver and gray ninja who resides with Jade in the Living Forest. As of yet no one has discovered a way to reach Smoke, although the rumors do abound. Just ask any little kid who hangs out at the MKII machine, he'll tell you. :)


JADE

Jade is the female ninja that can be seen in The Living Forest stage peeking out behind the trees. She is a "previously undiscovered warrior from Mortal Kombat One". If the correct requirement is fulfilled, you will be transported through the Portal to Goro's Lair where you will fight Jade. She is a green Kitana who walks twice as fast. The ONLY requirement:

  • Defeat the opponent on the stage before the question mark using only the LOW KICK button. Reaching Jade is possible on either round, as long as you win the round with LOW KICK. Unnecessary actions include a flawless victory or fatality. Ten wins against the computer is also not required. You may start against the computer after losing to a human opponent and still reach Jade.

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********************** Credits and Thanks **********************
************************************************************************

Spencer Olson.......................................olsospe@elof.iit.edu
Matthew A Wallace................................mwallace@ucscb.ucsc.edu
Commander Sucheski........................................ajs174@psu.edu
Ice Breaker........................................rabulon@csupomona.edu
Chris Caniano.............................v096mhqb@ubvmsb.cc.buffalo.edu
Marty Geier..........................................mg58@andrew.cmu.edu
Richard Chao........................................rc4t+@andrew.cmu.edu
Michael Kraft....................................empire@eden.rutgers.edu
Eric Holma..............................................spam@ccs.neu.edu
Henry Tam........................................ctam@nodisk.webo.dg.com
Doug McClendon....................................dmc@kuhub.cc.ukans.edu
Eric Ching............................................eric@parcplace.com
Karl Paul Mueller..................................karl@shell.portal.com
Eric M Blade...........................................eblade@netcom.com
Andy Schanke.................................schank83@spotvb.potsdam.edu
Yim Myung Bin.....................................m-yim@ux4.cso.uiuc.edu

Andy Eddy............................................vidgames@netcom.com
Mike Durler........................................michael@crash.cts.com

Jon Kim..............................................Combos and Strategy
Bruce Yan.............................................Credits and Combos
Bob Givnin..........................................Credits or Something
Peter Killham............................Joystick and Button Diagnostics

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************************* Outstanding **************************
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