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The basic purpose of Mortal Kombat is to deminish all of your opponent's
energy before he deminishes yours. Each fight is best-of-3 rounds. If your
energy is equal to your opponent's and the time runs out, a draw is ruled.
Both participants lose the fight if there is no decisive winner after 5
rounds. Once a kombatant gains two victories, he may "Finish" his opponent
by a Fatality or Stage Fatality.
The Rule of Kombat -- Loser Pays, Winner Stays.
U The UP Direction on the stick
D The DOWN Direction on the stick
B The direction AWAY FROM your opponent
F The direction TOWARD your opponent
HP High Punch Button
LP Low Punch Button
HK High Kick Button
LK Low Kick Button
BL Block Button
R Run Button
Hold Hold the following buttons/directions
Release Release the following buttons/directions
+ Press buttons or pull directions together
QCB Roll the stick from down to back
QCF Roll the stick from down to forward
HCB Roll the stick from forward, through
down, to back
HCF Roll the stick from back, through down,
to forward
Walk Forward: Forward
Walk toward the opponent.
Walk Back: Back
Walk away from the opponent, blocks throws.
Jump Forward: Up + Forward
Jump toward the opponent.
Jump Back: Up + Back
Jump away from the opponent.
Vertical Jump: Up
Jump directly upwards.
Crouch: Down
Duck down. Hold with Back to block throws.
High Punch: HP
Punch to the opponent's face.
Low Punch: LP
Punch to the opponent's torso.
High Kick: HK
Kick to the opponent's face.
Low Kick: LK
Kick to the opponent's torso.
Block: BL
Get into a defensive position (using your weapon if you're holding one).
Hold it with Back to block throws as well.
Run up to Your Opponent: Run + Forward
Run toward your opponent to begin an aggressive offense.
Sidestep Away from the Camera: Run, Run
Two footsteps in the Z plane, into the depth of the arena away from your
camera view.
Sidestep Toward the Camera: Down + Run, Run
Two footsteps in the Z plane, toward the direction of your camera view.
Pick Up a Weapon/Object: Down + Run (While standing over a weapon/object)
Pick up a weapon on the ground to use, a rock in Goro's Lair to throw,
or a severed head in the Furnace stage to throw.
Roundhouse Kick: Back + HK
Roundhouse kick causing the opponent to spiral to the ground.
FootSweep: Back + LK
Take the opponent off of his/her feet.
Uppercut: Down + HP
Flips the opponent backwards, hitting the floor forehead-first with a
crack, leaving a small stain of blood.
Crouch Punch: Down + LP
The crouch punch is a simple punch to the midsection.
Crouching High Kick: Down + HK
Kick aimed upward at the torso while you're crouching, knocking the
opponent a few steps back.
Note: If this move is done by Johnny Cage, Raiden, Sub-Zero, or Reptile,
it is high a vertical "Van Damme -style" kick that makes contact with
the opponent's jaw, causing him/her to flip backwards and land the way
he/she would after an uppercut.
Ankle Kick: Down + LK
Kick targeting the opponent's ankle while you're crouching.
Face Smash: HP (Close)
The face smash is a quick hard hit to the face. The specific move done
varies depending on the character.
Throw: LP (Close)
Throw or slam your opponent. The specific type of throw/slam varies
depending on the character.
Knee Smash: HK (Close)
The knee smash is a quick hard knee to the opponent's hip section.
Bone Breaker: LK (Close)
The bone breakers are painful moves that range from knee-snapping to
neck-breaking. The specific move varies depending on the character.
Light Jump Punch: Jump, HP
Hits the opponent using the fist away from the camera view (lefthand if
on the left side), allowing you to start Kombo's with it since it
doesn't knock the opponent to the ground.
Heavy Jump Punch: Jump, LP
Hits the opponent harder using the fist closer to the camera view
(righthand if on the left side), knocking the opponent to the ground.
Vertical Hop Kick: Vertical Jump, HK or LK
Either a kick straight up or spin kick, depending on the character.
Long Jump Kick: Jump Forward or Back, HK
Either a jump kick aimed horizontally or just slightly diagonal,
depending on the character.
Short Jump Kick: Jump Forward or Back, LK
Jump kick aimed diagonally downward, at around a 45 degree angle.
Turn-around JumpKick: Any type of jump kick after jumping past opponent.
The turn-around jump kick is a basic maneuver for more experienced
players, kicks opponent from behind after jumping over him/her.
Turn-around JumpPunch: Any type of jump punch after jumping past opponent.
The turn-around jump punch is a basic maneuver for more experienced
players, punches the opponent from behind after jumping over him/her.
Heavy Hit: HP when opponent jumps close.
The heavy hit is a maneuver for more experienced players, delivers a
hard hit to an opponent who is jumping near you and inflicts more
damage than a normal HP.
The History of Kombos
Combination attacks were born in Capcom's "Street Fighter II". Combos
weren't an intended feature of the game, but advanced players discovered that
moves could be chained together, making up an effective offense.
Since then, Combos have been made "official" in many games by a text
or graphical display of the number of hits and percentage of damage after one
is performed. One Midway/Nintendo-marketed fighting game series has gone as
far as evolving its whole gameplay style around its combo system, Rare's
"Killer Instinct" series.
Since the debut of the Mortal Kombat series, regular combo styles could
be pulled off, but MK3 introduced a predefined combo system in which combos
were more like codes. They were "dialed in" like phone numbers.
MK4 has many more combo styles but no longer uses the MK3 predefined
system. MK4 Kombos take skill to perform, not the ability to dial a phone.
The MK4 Kombo System
Kombos are now limited to 40% damage. Kombos that exceed the limit will
cause both players to fall back -- "MAXIMUM DAMAGE!". The last hit of the
Kombo registers so it may go up to as high as 50%. All Maximum Damage Kombos
are listed with "MAX", in place of the percentage, after the number of hits.
The first type of Kombos in MK4 are Ground Chains. The universal Ground
starter is a Face Smash immediately followed by a Knee Smash (HP - HK at
close range). You can simply run or walk up to the opponent to do it, or you
may use a Light Jump Punch, which also adds an extra hit to the Kombo.
Some Kombos involve the use of your weapon, by doing your pull-out move
in the middle of it. Other miscellaneous types of Kombos in MK4, include
ones done in a circumstancial situation, such as after freezing an opponent
in the air when you're playing as Sub-Zero.
Choose "Random" to let the computer choose a character for you. This
was done in past games by holding Up and pressing Start but you can now do
it by simply choosing the "Random" icon on the select screen in MK4.
Choose "Group" to use the first character on the select grid (Kai).
When you win a fight and choose it again, you will take control of the
next character on the select grid, and so on.
Choose "Hidden" to hide your cursor. Once your cursor is hidden, your
opponent in a 2-player game wouldn't be able to see who you choose before
making his/her choice.
Choose Alternate Outfit:
Use the character's Alternate Outfit combination over his/her icon to
flip it, revealing a Yin Yang symbol, choose it to play as the character in
his/her alternate outfit.
The Alternate Outfit combinations for the characters are as follows:
Kai: Hold Start - HP + BL + LK Raiden: Hold Start - LP + BL + HK
Shinnok: Hold Start - HP + BL + LP Liu Kang: Hold Start - HK + BL + LK
Reptile: Hold Start - LP + BL + LK Scorpion: Hold Start - HP + BL + HK
Jax: Hold Start - LP + BL + Run Reiko: Hold Start - HP + LK + Run
Cage: Hold Start - LP + LK + Run Jarek: Hold Start - HK + HP + Run
Tanya: Hold Start - LP + HK + LK Fujin: Hold Start - HP + LP + HK
Sub-Zero: Hold Start - HP + BL + Run Quan Chi: Hold Start - HP + HK + Run
Sonya: Hold Start - HP + LK + Run
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