@BEGIN_FILE_ID.DIZ =///////////////////////////////////= // Mortal Kombat II - Gameboy // // FAQ 2.1 Update 6/4/95 // =///////////////////////////////////= @END_FILE_ID.DIZ /////////////////////////////////////////////////////////// MORTAL KOMBAT II for the Game Boy Update:2.1 /////////////////////////////////////////////////////////// Revised and Updated 6/4/95 by: Jose M. Ramos Any questions or updates you can Email me:ramos@PrimeNet.Com If you have any additions send mail directly to me and I will include it in the next guide. Information 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. An attempt will be made to have this posted to both of the newsgroups every once in a while. ------------------------------------------------------------------------------ 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... /////////////////////////////////////////////////////////// The Competitors and Their Moves /////////////////////////////////////////////////////////// - In order to perform some of the more difficult moves, one can hold down the Block button while keying in the move. This will prevent the character from moving or jumping during the keying in. Let go of the Block button as the last button of the sequence is released. - On the Game Boy, fatalities can be performed at any distance from the helpless victim. - To perform babalities, you must not press Punch during the round in which you wish to do it. If you do it wont occur. - The Kombat Tomb Fatalities can only be performed on the Kombat Tomb stage, hence the name. /////////////////////////////////////////////////////////// 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. Flying Kick -- Foward, Foward, Kick Bicycle Kick -- Hold Kick for 3-5 seconds, release Fireball -- Foward, Foward, Punch Low Fireball -- Down, Diagonal-Foward, Punch Babality -- Down, Down, Foward, Back, Kick Kombat Tomb Fatality -- Back, Foward, Foward, Punch Dragon Fatality -- Down, Foward, Back, Back, Kick Liu Kang has some great weapons in his arsenal. He is a good offensive fighter, and if played right, can be a good defensive fighter too. The Low Fireballs are good for keeping people on their toes, and is great at close range, because it is hard to retaliate against. The High Fireball can be done in the air, which is good for combos and shooting down jumping opponents. His Flying Kick and Bicycle Kick are easily blockable, but good for combos and retaliation. The Bicycle Kick takes off heavy damage. Liu Kang has a good roundhouse, which is great for knocking people out of the air. He is also inheritently good. Liu Kang Combos: ================ Jump Kick - Flying Kick Jump Kick - Low Fireball Jump Kick - Bicycle Kick Jump Kick - Standard Fireball Jump Kick - Standard Fireball - Low Fireball Jump Kick - Standard Fireball - Bicycle Kick Hop Punch - Low Fireball Hop Punch - Standard Fireball - Low Fireball Air Jab - Flying Kick Air Jab - Fireball Air Jab - Bicycle Kick - Low Fireball Air Jab - Hop Punch - Standard Fireball o 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. o 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. Follow this with a low fireball, which they must take blocking damage against. o 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. o 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. Follow the standard fireball with a ground fireball, which can usually be blocked. o Air Jab - Bicycle Kick - Low Fireball: Hit your opponent with several high jabs if they jump at you, then do the bicycle kick. If you hit them right, the bicycle kick will hit them near their feet, and you'll have time to get in a low fireball before they land. ////////////////////////////////////////////////////////////////////////////// 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. Slide -- Hold Back, Punch + Kick Freeze -- Rotate pad Down/Foward, Punch Ground Freeze -- Rotate Down/Back, Kick Babality -- Down, Back, Back, Kick (HOLD BACK before last Kick!) Kombat Tomb Fatality -- Down, Foward, Foward, Block Deep-Freeze Fatality -- Foward, Foward, Down, Kick to freeze Foward, Down, Foward, Foward, Punchnch to shatter Sub-Zero is another fighter who lacks high power offense. His Iceball is easily blockable. The Ground Freeze is easily avoidable. You must bait your opponent into jumping towards you then get them, either with the roundhouse or the Ground Freeze. If you do hit your opponent, always do the Ground Freeze underneath them. They will have to jump away in order to avoid slipping on the ice. Sub-Zero is a good close range fighter, with good low jabs. The Slide is still a great move, good for close range fighting and at the end of a combo. Copy and paste rule. Sub-Zero Combos: ================ Jump Kick - Slide Jump Kick - Hop Kick - Slide Jump Kick - Ground Freeze - Uppercut TAK - Hop Kick - Slide TAK - Hop Kick - Ground Freeze - Uppercut Air Jab - Ground Freeze Air Jab - Hop Kick - Slide o 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. o 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. o 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. /////////////////////////////////////////////////////////////////////////////// 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. Fan Slice -- Hold Back, Punch Fan Throw -- Foward, Foward, Punch + Kick Fan Lift -- Back, Back, Back, Punch Air Attack -- Rotate pad Foward/Down/Back, Punch Babality -- Down, Down, Down, Kick Kombat Tomb Fatality -- Foward, Down, Foward, Kick Fan Fatality -- Block, Block, Block, Kick Kitana has the most devastating move in the entire game: the Fan Lift. If you trap an opponent in this, you can take off at least half of their energy. The trick is getting your opponent to jump into it, which takes some skill. The Aerial Punch is good for hitting jumping opponents and as part of combos. The Fan Throw comes out slowly while done on its on, but as part of a combo, it comes out lightning quick. The Fan Throw takes off average damage. Kitana is fast all around and good at close fighting, with her speedy jabs and kicks. Throw in the Fan Swipe, good for close fighting, and you have on the best fighters in the game. Kitana Combos: ============== Jump Kick - Fan Throw Jump Kick - Aerial Punch Jump Kick - Fan Throw - Hop Kick Jump Kick - Fan Throw - Aerial Punch Hop Kick - Fan Throw Hop Punch - Fan Throw Fan Lift - Jump Kick Fan Lift - Jump Kick - Fan Throw Fan Lift - Jump Kick - Fan Throw - Hop Kick Fan Lift - Jump Kick - Fan Throw - Aerial Punch Fan Lift - Jump Kick - Fan Throw - Uppercut Fan Lift - Jump Punch - Hop Punch - Fan Throw - Uppercut Air Jab - Fan Throw Air Jab - Aerial Punch Air Jab - Fan Lift - Combo Air Jab - Hop Kick - Fan Throw o 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. o Jump Kick - Aerial Punch: This is a very impressive looking combo. Jump Kick your opponent low and quickly do the aerial punch. Works best against opponents who "bounce" high. o 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 back. You can kill the computer in six seconds using this combo twice. o Fan Lift - Jump Kick - Fan Throw - Aerial Punch: 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 aerial punch. This works very well against Kintaro and Shao Kahn. o 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, hitting the opponent at the top of the lift. Immediately do the fan throw. As the are falling down do an uppercut. o Fan Lift - Jump Punch - Fan Throw: If you use a punch instead of a kick, it will knock the opponent higher into the air, making it easier to do the fan throw. Time the punch so that you hit them at the peak of the lift. ////////////////////////////////////////////////////////////////////////////// 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. Slide -- Hold Back, Punch + Kick Spit Acid -- Foward, Foward, Punch Power Ball -- Back, Back, Punch + Kick Invisibilty -- Up, Up, Down, Punch Babality -- Down, Back, Back, Kick Kombat Tomb Fatality -- Down, Foward, Foward, Block Tongue Fatality -- Back, Back, Down, Punch Reptile is a finesse fighter. You have to know how to play him to be effective with him. His Acid Spit takes off little damage but can come out very fast and often. It comes out high, which is good against jumpers. The Forceball comes out painfully slow. If the opponent gets hit with the Foreceball, they will get knocked into the air towards you, where you can combo them. An effective move is to do the Foreceball then fire the acid after it. The Slide is still a great move, good for close range fighting and at the end of a combo. Invisibility is his greatest asset, just as long as you keep your opponent guessing as to where you are. Once your are hit, even if it is a blocking hit, the invisibilty wears off. You can reappear by doing the invisibilty move again. Reptile Combos: =============== Jump Kick - Acid Spit Jump Kick - Slide Jump Kick - Hop Kick - Slide Forceball - Crouch Punch - Uppercut Forceball - Hop Kick - Slide Forceball - Air Jab - Hop Kick - Slide Air Jab - Acid Spit - Slide Air Jab - Hop Kick - Slide o 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. o Forceball - Air Jab - 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. You need to be at the right distance for the high punches to connect. After the punches do a hop kick. After the kick complete the combo with the slide. o Air Jab - Hop Kick - Slide: Same as above combo, but without the forceball. Against opponents with a weaker kick, you can punch them out of the air using high punch. Follow this with a fast hop kick then slide. /////////////////////////////////////////////////////////////////////////////// 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. Morphs: Liu Kang -- Back, Foward, Foward, Block Sub-Zero -- Foward, Down, Foward, Kick Kitana -- Block, Block, Block Reptile -- Up, Down, Up, Kick Mileena -- Hold Punch for 3 seconds, release Scorpion -- up, up Jax -- Down, Foward, Back, Punch Flaming Skulls -- 1 Skull -- Back, Back, Punch 2 Skulls -- Back, Back, Foward, Punch 3 Skulls -- Back, Back, Foward, Foward, Punch Babality -- Back, Foward, Down, Kick Life Force Fatality -- Hold Block, Up, Down, Kick The only special move Shang Tsung has is the Fireballs. These take off good damage if they hit, and can be sent out three at a time. When you morph into another fighter, you stay morphed for about 15 seconds, at which point you moprh back into Shang Tsung. During the morphing stage you are vulnerable to all hits. His other weapon is his jump kick. It has awesome range and hitting area, as well as being very accurate. Shang Tsung Combos: =================== Jump Kick - Fireball Jump Kick - Two Fireballs Jump Kick - Three Fireballs Jump Kick - Morph - Slide Air Jab - Fireballs o 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. This really isn't a combo but it looks cool. o 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 Tsung's fireball travels slow. Two fireballs after the jump kick is possible, and even three skulls is possible, although extremely difficult. o Jump Kick - Slide: Jump kick your opponent low and deep, then quickly morph into Reptile or Sub-Zero. Once morphed, execute the slide. /////////////////////////////////////////////////////////////////////////////// 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. Ground Roll -- Back, Back, Down, Kick Teleport Kick -- Foward, Foward, Kick Sai Throw -- Hold Punch for 3 seconds, release Babality -- Down, Down, Down, Kick Kombat Tomb Fatality -- Foward, Down, Foward, Kick Inhale Fatality -- Hold Kick for 3 seconds, release Mileena is very effective when playing a controled offense. The Teleport Kick can be used to knock all jumping opponents to the ground, and to hit opponents right after they fire their missile weapon. It is easy to spot and block, though. Her Sai Throw is a charge weapon which makes it more awkward to use. But once it is mastered, you can throw it into most combos. It can be used in the air to hit jumping opponents. The Ground Roll is the key element to most of her combos. Best used after a jump kick, because if blocked, you are vulnerable to nasty things. Mileena Combos: =============== Jump Kick - Ground Roll Jump Kick - Teleport Kick Jump Kick - Sai Throw Jump Kick - Hop Kick - Ground Roll Jump Kick - Ground Roll - Sai Jump Kick - Ground Roll - Hop Kick Jump Kick - Sai Throw - Ground Roll - Hop Kick Ground Roll - Air Jab - Sai Throw Air Jab - Teleport Kick Air Jab - Hop Kick - Sai Throw Air Jab - Hop Kick - Ground Roll Air Jab - Hop Kick - Ground Roll - Hop Kick Air Jab - Hop Kick - Ground Roll - Hop Kick - Sai Throw o 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. o 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. o 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. o Ground Roll - Air Jab - Sai Throw: When your opponent jumps in front of you, time it so you hit them just before they land. Sometimes when you hit them, they will get hit back into you. If this happens you can uppercut, sai throw, or whatever. /////////////////////////////////////////////////////////////////////////////// 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. Spear -- Back, Back, Punch Air Throw -- Block while close to opponent in mid air Teleport Punch -- Rotate pad Down/Back, Punch Babality -- Down, Back, Back, Kick Kombat Tomb Fatality -- Down, Foward, Foward, Block Fire Fatality -- Up, Up, Punch Scorpion can be used both defensively and offensively. His roundhouse makes him almost impossible to jump at. The Spear can be used to pull in jumping opponents, and is also good as part of a combo. Always follow the Spear with an uppercut, unless you are feeling cocky. Your opponent will be stunned after they are speared, but do not try to jump over them, they will suddenly revive. The Air Throw is hard to pull off against a decent human opponent. It is effective not at the top of Scorpions jump, but closer to the ground, where it is harder to react to. The Teleport Punch is good to keep people guessing when standing on the far side of the screen. Never use the teleport at an obvious time, it is easy to retaliate to. Scorpion Combos: ================ Jump Kick - Spear Jump Kick - Teleport Punch Jump Kick - Leg Takedown Hop Punch - Air Throw Hop Punch - Teleport - Spear Air Jab - Spear Air Jab - Teleport - Hop Kick Air Jab - Teleport - Spear Air Jab - Hop Kick - Teleport - Spear o 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. o 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. o 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. o 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. o 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. /////////////////////////////////////////////////////////////////////////////// Jax === 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. Earthquake -- Hold Punch for 3 seconds, release Gotcha Grab -- Foward, Foward, Punch Multi-Slam -- Punch repeatedly while throwing opponent Energy Wave -- Rotate Pad Foward/Down/Back, Kick Back Breaker -- Press Block while close to opponent in mid-air Babality -- Down, Up, Down, Up, Kick Kobat Tomb Fatality -- Up, Up, Down, Kick Head Pop Fatality -- Hold Punch, press Foward, Foward, Foward, release Jax has some very powerful moves, and is a terrific close in fighter. The Quadruple Slam can be done every time you throw your opponent. Just throw them the regular way and tap HIGH PUNCH until the fourth slam is over. The Gotcha Grab can catch unsuspecting and jumping opponents and subject them to facial assault. Up to five face smashes are possible, just keep hitting LOW PUNCH. The Back Breaker is best used as a combo. You can follow must jump kicks or hop kicks with this for additional damage. The energy wave takes off average damage, but has a very long hitting area, which is great for hitting jumpers. Add the Ground Smash to every hit you do for extra damage. The only way to block this is to jump. Jax Combos: =========== Jump Kick - Ground Smash Jump Kick - Energy Wave Jump Kick - Gotcha Jump Kick - Back Breaker Jump Kick - Hop Kick - Ground Smash Hammer - Uppercut Hammer - Gotcha Grab Hammer - TAK - Back Breaker - Ground Smash Air Jab - Gotcha Air Jab - Energy Wave Air Jab - Hop Kick - Back Breaker o Overhead Hammer - Uppercut: The overhead hammer will stun the opponent momentarily. You can follow this with any move, such as an uppercut or grab and pound. Consecutive hammers are not possible. o 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. o 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. o 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. ////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////// SECRET CHARACTERS: ================= Jade ==== Jade is a Kitana clone. Special moves don't work on her and she's pretty quick. To reach Jade on the Game Boy, get to the stage prior to the stage with the question mark. Defeat your opponent only using the kick button in both of your winning rounds. Losing to Jade does not waste a life. /////////////////////////////////////////////////////////// Smoke ===== Smoke is a Scorpion clone. To reach Smoke you must be on the kombat tomb stage. When the little picture of Dan Forden (MKII sound designer) appears in the corner, hold Down and press Start. If your timing is right (mine seldom is), you'll get to fight smoke. Losing to Smoke does not waste a life. /////////////////////////////////////////////////////////// FRIENDSHIPS AND BABALITIES ========================== Instead of finishing your opponent, you have the option to violate the spirit of Mortal Kombat and be compassionate. You may either turn them into a baby or make friends with them. This is a good way to show others what a nice game Mortal Kombat II is. In order to utilize a friendship or babality, you may not press either punch button during the winning round. This would include all normal punching moves, as well as all missile weapons involving a punch button and a few of Shang Tsung's morphs. Friendships and babalities may be done from any distance on the screen. Every fighter has a fairly good arsenal without the punch buttons, although this is much harder to accomplish against a human opponent. The easiest way to win against the computer without the punch buttons is with a jump-kick pattern. //////////////////////////////////////////////////////////////////////////// FIGHTING COMPUTER OPPONENTS: =========================== The computer is very easy to defeat once you get used to the patterns it uses. To counter this ease of defeat, the computer behaves cheaply: it can throw you at all times, and do missile weapons faster than possible. The inability to block computer throws forces you into a pattern of jump kick combos. Why can't you block computer throws? Perhaps to force you into more offensive attacks. o Use sweeps a lot, and sweep multiple times. Time them so they hit the feet of the opponent at your fullest range. Otherwise the computer will walk through your sweep and throw you. It is possible to beat the computer using nothing but sweeps. o Use early jump kicks a lot. Jump away from your opponent as far a you can. Then jump towards them and kick early. The computer will either walk right into your kick, jump back, or try to retaliate. Most often as retaliation they will do a straight up jump kick that will usually not connect. o Time your jump kicks. If you are far away from the computer, stand still. The opponent will walk halfway across the screen then stop. It will then start to fire a missile weapon. At this point walk forward a bit then jump towards them. Their missile attack should go under you, leaving them vulnerable to a jump kick then combo. If you jump too soon or too late you will get hit. o Avoid all close in fighting. Don't try to walk up and punch the computer unless on a low difficuly setting. They will either throw you or punch you then throw you. Only punch the computer as retaliation. o Walk the computer to the corner. Sometimes when you jump towards the computer oppoenent, they will start to walk backwards. Keep walking towards them until they reach the corner. When they do, walk back to a good jump kick range. Wait for the computer to start to fire their missile, then jump in and do the combo of your choice. o If you jump in and the computer blocks, walk back a few steps then jump away. If you jump back immediately, the computer will hit you with a missile or a straight up hop kick. o Using which joystick determines some computer actions. Playing on the right side usually makes it easier to defeat the computer. Playing on the left side allows you to trick the computer into jumping towards you. Let the computer walk towards you. When they are getting within sweep range, jump away. Sometimes the computer will stand there for a moment then jump towards you without kicking, leaving them vulnerable to the combo of your choice. Of course playing on the left side makes the computer more difficult, somehow. If you are fighting the first opponent on medium or less difficulty, you can just use the crouching punch the entire round and the will not be able to throw you. ///////////////////////////////////////////////////////////////////////////// FIGHTING HUMAN OPPONENTS: ======================== Note (You need to link up your Gameboys to fight agaisnt a human! o Play defensively. Always allow your opponent to make the first move. When they do make a move, capitalize on their mistakes. Learn how to retaliate effectively to take off the most damage. o Master close fighting. If you can handle an opponent at close range, this will force them into jumping or long range attacks which you can counter. Use a series of low punches, rounhouses, sweeps, crouching punches, and crouching kicks to throw them off balance. Your opponent will always expect you to throw jabs at them, but when you mix in a crouching punch or a roundhouse, that will throw them off, and they will react hastily. Learning how to block properly (down + away) is also very important. o Never jump. Especially towards your opponent. Unless you are playing Baraka or Shang Tsung, it is very easy to retaliate against. Stay on the ground as much as possible. Always walk towards your opponent and engage them in close fighting. o Never use missile weapons at close to mid range. It is too easy to retaliate against at close distance. At mid distance, it is very easy to do a jump kick over the missile weapon. Missle weapons at long distance is good of course, unless you are playing a Scorpion or a Mileena who can get you with a special move. o Learn other tactics by watching or playing someone else. Learning by experience is the best way to go, and you can pick up different strategies that are not listed here. ///////////////////////////////////////////////////////////////////////////// GENERAL COMBOS: ============== o Jump Kick - Sweep: If you are fighting against the computer, you can usually follow a jump kick a foot sweep. Sweep again until they jump away then start this again. Against a human opponent, jump kick them near in the corner then do the sweep. o Jump Kick - Standing Kick: Jump kick your opponent low then do a regular standing kick, with HIGH KICK or LOW KICK. You must press the kick button at the exact time when you land on the ground, otherwise the kick will come out to late. o 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. o 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 possible. o Air Jab - Hop Kick/Missile Weapon: If your opponent jumps at you, high punch twice just as they are about to kick you. This works best for good punchers or against weak kickers. Follow the punches with a hop kick or a missile weapon. If you punch more than twice, it is likely that you will not recover in time to get in another move. ///////////////////////////////////////////////////////////////////////////// Characters not in the Game Boy version Baraka, Johnny Cage, Kung Lao, Rayden, Kintaro, Noob Saibot. (Although I have seen several rumours about codes allowing you to play/fight Noob Saibot) - Can anyone confirm this ? ********************************************************************** ************************ End Of File ************************* **********************************************************************