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The Rules
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.

Moves Key

                     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

Basic Moves

Basics
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.

Basic Maneuvers
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.

Basic Moves
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.

Advanced Tactics
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.

Kombos
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.

Selecting Your Fighter
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

Selecting Your Fighter