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@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.
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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 ?
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