The Mortal Kombat PC Pro's Guide is a compilation of info for the
Fall 1996 release of the Classic Original Mortal Kombat. A lot of it
applies to other versions of the game as well, but this document is
put together with the new version in mind, so any moves or facts that are
exclusive to it will be listed without notification of differences in
other ports of the game.
If there is any other information you think should be included in
this compilation, just drop me a message at and tell me
about it. If I can get it, I'll add it. Other suggestions, creative
criticism, or questions are welcome.
Be sure to check out the Midway Info Center WWW Site at
Netscape Navigator or Microsoft Internet Explorer 3.0 or higher is
required to view it. http://home.netscape.com/comprod/mirror/index.html
or http://www.microsoft.com/ie/download/ to download one of them.
The Imperial Court of Immortals invites warriors of all styles to compete
in a tournament of Mortal Kombat!
The Contest will be held on the island fortress of Shang Tsung, located in
the center of The Lost Sea.
Grand Prize: Your Continued Existence
****-= The Legend
U = Up D = Down
B = Back F = Forward
HP = High Punch HK = High Kick
LP = Low Punch LK = Low Kick
BL = Block
The Move's Name and Point Value is before the colon, then the Execution
Key Sequence and Percentage of Damage after it.
****-= Basic Moves
Punch to Face - 500pts: HP - 5.5%
Punch to Body - 500pts: LP - 5.5%
Kick to Face - 2000pts: HK - 14.8%
Kick to Body - 2000pts: LK - 14.8%
Standing Defense - 0pts: BL - 0%
Defensive Crouch - 0pts: D+BL - 0%
Hop Punch - 1000pts: U, HP/LP - 14.8%
Jump Punch - 1000pts: U+F, HP/LP - 14.8%
Hop Kick - 2000pts: U, HK/LK - 11.7%
Jump Kick - 2000pts: U+F/U+B, HK/LK - 18%
Crouch Kick - 500pts: D+HK/LK - 11.7%
Sweep - 1000pts: B+LK - 11.7%
Uppercut - 2000pts: D+HP - 24.2%
Roundhouse - 2000pts: B+HK - 19.5%
Throw - 5000pts: (Next to) LP - 24.2%
Smash - 2000pts: (Next to) HP - 11.7%
Knee Kick - 5000pts: (Next to) HK/LK - 14.8%
Air Jab - 500pts: HP while opponent is in midair - 5.5%
Quick Air Jab - 500pts: Air Jab as soon as your opponent
leaves the ground - 24.2%
Block Throws - 0pts: Just hold B or D+B in any situation to
prevent your opponent from being able to
throw you - 0%
****-= Basic Combos
Jump Kick; LK - 32.8%
Jump Kick; HK - 32.8%
****-= Micellaneous Game Hints
o Reptile will give you clues at random.
o Jump Kicking is the Key to Flawless Victories.
o Silhouettes will appear in front of the moon at
The Pit every 3rd Game.
Retaliation is a huge part of the game, and almost ALL of the game for
true high level Human vs. Human competition. Wait until your opponent
makes any kind of mistake that leaves him/her vulnerable for a moment,
and if you retaliate correctly, there are guaranteed hits at your
disposal. One of the first things most players learn in Mortal Kombat
is how to block, but no one can block while executing a move.
So learn to retaliate by reflex!
Retaliating a Sweep:
1) Immediately sweep them back, which always connects unless
your opponent is Sonya.
2) Immediately use a projectile, a sure-hit if you're fast enough.
It's easiest if you're Scorpion or Rayden, since theirs are
fast and easy to do. Don't try it with other players until
you can get it right, because your opponent can block and drain you
down if you delay. Shadow Kick for Cage, Cannonball for Kano,
Lightning for Rayden, Just sweep back for Liu Kang (unless they
are fairly far away after the sweep, in which case, use Bullet
Kick,) Sweep back for Scorpion, unless you're really good with the
Spear. Sweep back or Slide for Sub-Zero (unless you're practiced
enough to Freeze back) Sweep back for Sonya (or Leg flip if you
have some practice with it, it does very good damage and is quick.)
Against Sonya, only Sub-Zero's Slide and Kano's Connonball will hit.
3) If you are close to Sonya, and she sweeps, provided you aren't Kano,
Sub Zero, or also Sonya, you can immediately do a standing kick (not
Roundhouse). This is the most reliable way of countering Sonya's
sweep, but only works at close range.
Retaliating Repeated Low Punches:
1) Hold the Down+Back position and press Low Kick repeatedly. Try to
start this as early as possible, even while they're walking toward
you with the intention of Low Punching. You should do this most of
the time, but once in a while just block a few low punches to avoid
getting swept a few times. Balance the amount of blocking and
Crouch Kicking to suit your opponent's style: If they sweep a lot,
block a lot and hit him back when you block his sweeps. If he Low
Punches a lot, Crouch Kick more.
When Opponent Jumps Toward you:
1) Block if you're ahead and the time is in your favor.
2) Uppercut as they're approaching if you're Cage, Liu Kang, Rayden,
or Sonya. BEFORE their legs reach you though, since the
uppercut has longer range in most cases. If they jump from far
away, this is harder. If they jump from fairly close, the uppercut
3) Block then quickly Uppercut. If they pressed the attack button early
in the air (most do to avoid an uppercut) they hang in the air for a
split second after their attack hits, and that's plenty time for you.
You have to release block and uppercut VERY quickly, with a
little practice, you'll be as fast enough to pull it off. If your
opponent hits the kick very late, when you have already released
block and are going for the uppercut, just do #2 more often because
late-kickers are very vulnerable to uppercuts.
4) If they jumped from fairly far away, use your special move.
Cage - use the Shadow Kick at close range and the green bolt from
far. It's easy to hit someone out of the air using the Shadow Kick,
but only if you start it late.
Kano - use the Knife at far range, Cannonball at close range. The
Cannonball will override most arial attacks unless they're timed
perfectly (and they can't be if the Cannonball isn't expected.)
Rayden - use Lightning. It's by far the best anti-arial attack,
and USE IT WITHOUT FEAR. Unless your opponent is Kano, it is almost
impossible to jump kick a Rayden player using the Lightning, at any
range. Just don't do it too early.
Liu Kang - Fireball, although this is difficult since you walk into
your opponent due to the execution sequence. The computer can do
it perfectly well, but you should just uppercut instead.
Scorpion - use the Spear only if you back away far enough that
their arial attack won't hit you at all even if you didn't do
anything. Otherwise, Teleport Punch away, or just Block.
Sub-Zero - The "Ice-them-in-air" 3-Hit Combo.
Sonya - Square Wave Punch as early as possible, preferrably
at the same moment they start the jump.
When Opponent Jumps Away from you:
1) Use your projectile early (anticipate when they're going to jump.)
If your opponent jumps back once they're liable to jump back again,
and if you're Liu Kang, there's a combo right there. If you're
Scorpion, the Spear is much easier. As Rayden, your timing doesn't
even have to be perfect, since the Lightning travels faster than
everything except Cage's Green Ball, and is much Longer than the
****-= Strategies for Playing Against Human Opponents
Play defensively, and wait until your opponent makes a mistake.
Anyone is bound to make a mistake if they are offensive, but if they
play very defensively, you have to resort to taking off slivers of
energy from your opponent to force them onto the offense:
o Walk up to a blocking opponent, and low punch a few times, then stop and
get ready to block crouch kicks, then walk up and low punch a few more
o Walk up to a blocking opponent, crouch kick once. There is no retaliation
against one crouch kick.
o Walk up to a blocking opponent, to the limit of your sweep range, and
sweep. Do it at the very limit, or it'll be very easy for them to
o Use your projectile, which, depending on type, will take off energy from
most crouch blocking opponents. This is the best way of taking slivers,
but don't do it too often or they'll jump over it once in a while.
o Jump kick at far range, if your opponent doesn't seem to uppercut very
well or can't uppercut. Press the kick button early in general, and they
will not be able to jump later than you and hope to override your attack.
Walk up to a crouching opponent, blocking or not, low punch him/her a few
times, then as soon as they go for the crouch kick or release block, press
Low Kick, which will knee and do impressive damage. Be careful though,
if they block your knee, they can immediately uppercut while you're
The best posture to assume is simply standing/walking back and forth
without blocking. This gives you the greatest maneuver ability, and you
can quickly switch to doing anything else; jumping, crouch blocking,
or special moves. But learn to press the block button very quickly when
needed. If you aren't very fast at blocking, either go on the offensive
or crouch block more.
And last but not least, always Block BACK or DOWN+BACK, or you
will be thrown mercilessly. When doing a special move or simply an
uppercut, always press BACK while you're recovering, then Block again.
Remember that you can avoid being thrown even if you can't block. When
you are frozen, speared, etc., if you pull back, you can't be thrown.
****-= Strategies for Playing Against the Computer
The basic concept with the AI is that almost everything will work on it
once or twice without fear of retaliation. But once learned, the AI won't
forget. If Kano Cannonballs you once when you sweep, he will Cannonball
you every time you sweep until the end of that round. Next round, you can
try again, but he'll learn faster.
The things that will work at least once are:
o Crouch Kick
o Most Special Moves
o Jump Kick
o Roundhouse (usually works more times than you need it to)
When the round starts for higher-difficulty matches, you can usually
jump at the computer and will kick him while he shoots a projectile under
you. Jump away after this.
Use your projectile once or twice. For the first time, it really doesn't
matter how far away you are. For succeeding times, either do it from very
far away or just at medium range. If you do it from very far away, the
computer can't do anything even if he jumps over it. If you do it from
medium range, the computer will be forced to Block or crouch, and his
retaliation will be late enough for you to block.
Use roundhouse a few times at the limit of your range (Sub Zero, Scorpion,
and Rayden are recommended.) The computer will not block it unless he's
really "pissed off." If the computer sweeps you once when you do the
Roundhouse, don't do it again for the rest of that round.
Jump kick the computer a few times, and remember to press the button
early (unless you're going for a combo). If you jump from far away and
press the kick button early enough, the computer (unless it's Goro) will
almost NEVER block. If you are really down in energy, you can use this
trick to cheaply finish off the computer: Jump Kick, walk back a bit,
Jump back, Jump Kick, walk back a bit...
If you jump kick the computer and he blocks, don't jump away immediately
or crouch block. Instead, block standing up. Often the computer will do
a special move, which you will block and retaliate as detailed above.
If the computer doesn't do the special move immediately, Block standing
until he approaches you for Low Punches. As soon as he starts attacking,
crouch Block or crouch and release Block, and he will be forced to go
for the crouch kick. Block it, stand up, and block again. Keep alternating
between standing block and crouching (blocking or not), and unless it's
at very high difficulty, the computer is bound to do either a roundhouse,
standing kick, or sweep eventually. Uppercut quickly in the former cases,
and if the computer sweeps, delay for a moment and uppercut (it doesn't
block after a sweep even when it can).
If you're sick of waiting for the computer to make a mistake close up,
you can jump away and try Jump Kicks instead. The key is to wait for the
computer to do a wimpy kick, then stand up and back away a little bit
before jumping backwards. If you jump backwards immediately, the computer
will often jump kick straight up and get you.
If you're stuck in the corner, you can get out by jumping out with
High Punch (press it early,) or by sweeping the computer once and quickly
jumping over him. For this purpose, save your one free sweep until you get
forced into the corner (if you do.)
****-= Getting Flawless Victories
As Sub-Zero, use your Ice at long range until the computer starts jumping
over them. Until then, just:
Ice, Uppercut, back away a bit, Jump Kick, Slide.
With anyone else, use the free hitting Jump Kick exclusively. Remember to
duck without touching block when the computer uses a projectile, and don't
let yourself be backed into the corner (you shouldn't be if you Jump Kick
A martial arts superstar trained by Great Masters from around the world,
Cage uses his talents on the big screen. He is the current box-office
champ and star of such movies as Dragon Fist and Dragon Fist II as well
as the Award-Winning Sudden Violence.
Green Ball - 2000pts: B, F, LP - 14.8%
Shadow Kick - 5000pts: B, F, LK - 18%
Split Punch - 5000pts: BL+LP - 21.1%
Jump Kick; Green Ball - 30%
Jump Kick; Shadow Kick - 32.9%
(Corner) Jump Kick; Split Punch - 35.7%
(Corner) Uppercut; Shadow Kick - 38.6%
Do your first one or two "Free Jump Kicks" late, and Shadow Kick
immediately for the combo. Don't use the Shadow Kick unless it's part of
a combo. Against opponents other than Cage himself or Sonya, the Split
Punch is a sure hit: Wait until the computer Crouch kicks you, Block, wait
for a moment (until they start walking toward you after the Crouch kick),
and go for it. Liu Kang is especially easy to hit with this. Remember to
Block Away after the Split Punch, or the computer will throw you. Crouch
again after this, and repeat.
FATALITY: (Next to) F, F, F, HP
Johnny Cage uppercuts his opponent's head off and does his
winning pose as the victim's headless body falls to its knees,
then its torso front.
Retaliating the Shadow Kick:
o Quickly Crouch and Uppercut. If you can't crouch fast enough,
Block and try to throw him; if you're fast at throwing, you'll
literally throw him out of the Shadow Kick.
A Mercenary, Thug, Extortionist Thief - Kano lives a life of crime and
injustice. He is a devoted member of the Black Dragon, a dangerous group
of Cut-Throat Madmen feared and respected throughout all of crime's
Knife Throw - 2000pts: Hold BL, B, F - 14.8%
Cannonball - 5000pts: Roll F, D, B, U - 18%
Jump Kick; Cannonball - 32.9%
Jump Kick; Jump Kick; Cannonball - 49.3%
(Corner) Uppercut; Cannonball - 38.6%
Your Knife is ducked great by the computer. Use the Cannonball once or
twice, but after that use it only in a combo or as a retaliation. Your Jump
Kick is very good, rely on it.
FATALITY: (Next to) B, D, F, LP
Kano shoves his hand deep into his opponent's chest and
rips out a beating heart. He holds it up high in victory.
Retaliating the Cannonball:
o Shadow Kick, standing kick, your projectile, whatever you like.
Just don't Uppercut since that doesn't always hit, anything
else almost always does.
o Cage - 2 High Punches and Green Ball, or
Jump Punch followed by Shadow Kick.
o Kano - 2 High Punches and Knife/Cannonball, or
Jump punch and Cannonball.
o Rayden - 2 High Punches and Lightning, or
Jump Punch, Jump Punch, Body Launch. Or just one
Jump Punch to make it easier.
o Liu Kang - 2 High Punches, Fireball, Bullet Kick.
o Scorpion - 2 High Punches, Spear, or
2 High Punches, Teleport Punch, Spear (Difficult)
o Sub Zero - Ice (higher the better,) back off, Jump Kick,
Jump Kick, Slide.
o Sonya - 2 High Punches, Square Wave Punch/Ring Shot.
The name Rayden is actually that of a deity known as The Thunder God.
It is rumored he received a personal invitation by Shang Tsung
himself and took the form of a human to compete in the Tournament.
Lightning - 2000pts: D, F, LP - 14.8%
Torpedo - 5000pts: B, B, F - 18%
Teleport - 0pts: D, U - 0%
Jump Kick; Torpedo - 35.9%
Jump Kick; Lightning - 32.8%
Don't Teleport, as you'll quickly learn. Lightning at medium to close range,
and the computer will often stand up in it, and they can't jump over it.
Unless your opponent is Sonya, immediately Torpedo after you Jump Kick the
computer down, even if it would normally be blocked by a human opponent.
Shoot the Lightning often at the stated range. A desperate maneuver against
Cage, Rayden, or Scorpion is to back yourself into the corner, and do the
Torpedo. Great if it connects. If it doesn't, the computer will try a
projectile, and it'll pass under you. Do the Torpedo again, and repeat.
Every time the projectile will pass under you, and you take off a sliver of
FATALITY: (Next to) F, B, B, B, HP
Rayden sends high voltage into his opponent's head. The victim
yells for a moment and his/her head explodes into small chunks
all over the floor.
Retaliating Rayden's Torpedo:
o Kano - do the Cannonball quickly without using BL.
o Cage - fire the Green Ball, though you need to be very
quick to hit.
o Sonya - Try the Square Wave Punch quickly.
o If you're Rayden, Scorpion, or Sub-Zero, use your projectile
immediately. If you were around the center of the screen
(close to him), you can easily hit him before he lands.
o If you're Scorpion, you could alternatively use the Teleport
Punch, which is easier, and will always hit. Then if you think
you're fast enough (or if it's the second round,) you can try
for the Spear.
o If you're Liu Kang, the Bullet Kick will always hit.
Retaliating Rayden's Teleport:
o Uppercut the moment he teleports. This is easy to do if you were
simply crouching without blocking at the time.
o If you were walking or standing (without blocking,) press High
Kick or Low Kick immediately. Be fast, and you'll always hit.
o If Rayden is on the other side of the screen, likely about to
teleport sometime, do the motions to your special moves
continuously, and the moment he teleports, press the button.
This will look very impressive if done, especially if you used
o Kano - difficult, can't store the Cannonball.
o Cage - repeat F, and B+LK when he teleports.
o Rayden - repeat F, and B when the other Rayden teleports.
o Liu Kang - repeat B, and HP when he teleports (though you
would actually back away while repeating B, and Rayden will
reappear in front of you.)
o Scorpion - repeat F, and LP when Rayden teleports.
o Sub Zero - difficult, but the Ice will be very impressive.
o Sonya - repeat F, and LP when he teleports.
Once a member of the super secret White Lotus Society, Liu Kang left
the organisation in order to represent Shaolin temples in the
Tournament. Kang is strong in his beliefs and despises Shang Tsung.
Fireball - 2000pts: F, F, HP - 14.8%
Bullet Kick - 2000pts: F, F, HK - 18%
Jump Kick; Bullet Kick - 32.9%
Fireball (opponent in air); Bullet Kick - 30%
Fireball (opponent in air); Fireball; Bullet Kick - 43.6%
Use the jump kick combo to your advantage. Even if you kick very early, the
Bullet Kick will still connect before the computer lands. After you knock
the computer down, do the fireball quickly, and they'll stand up in it.
Keep using the jump kick combo jumping in at long range, and if you look
like you are about to be cornered, wait until the computer gets close, and
Bullet Kick. You'll neatly pass over the computer to the other side.
FATALITY: (Anywhere) Roll F, D, B, U
Liu Kang cartwheels to his vulnerable, dizzy opponent and
follows up with a powerful bone-crunching uppercut.
Retaliating Liu Kang's Bullet Kick:
o Block and immediately Uppercut (most reliable.)
o Cage - Shadow Kick, which is easier than the uppercut
but less damage.
o Rayden - Torpedo, though it isn't easier.
o Scorpion - Spear, which is easier.
o Sub Zero - Ice, and if you're really fast, the ice will catch
Liu Kang still in the air, ready for your 3-hit combo. This isn't
o Sonya - Leg Flip, but it's more difficult and less damaging.
Like Sub-Zero, Scorpion's true name and origin are not known. He has
shown from time to time distrust and hatred towards Sub-Zero. Between
Ninjas, this is usually a sign of opposing clans.
Spear - 2000pts: B, B, LP - 4.6%
Teleport Punch - 2000pts: D, B, HP - 18%
Jump Kick; Spear - 46.9%
Close Jump Kick; Jump Kick; Spear - 37.1%
(Corner) Jump Kick; Air Jab x2; Spear - 30.7%
Spear during a few low punches will often hit. When Teleport Punching,
don't do it when the computer is more than a half screen away from you.
If you hit, follow up with a Spear, and it'll often hit. The Spear is
very fast, so use it often, but only as a retaliation.
FATALITY: (Sweep Distance) U, U
Scorpion pulls off his mask to reveal his grinning skull,
then turns to his opponent and breathes fire at the vulnerable
victim's feet. The victim lights up in flames and is left
as a burnt skeleton. The skeleton falls to its knees as
Scorpion looks toward the camera still holding his mask.
Retaliating Scorpion's Teleport Punch:
o If you're slow, just Block, down or back, and occasionally
walk up to throw him after he teleports.
o Walk around without blocking, until the unsuspecting Scorpion
teleport punches. Then immediately block (he hits,) crouch, and
uppercut. A blocked teleport punch is like a blocked early jump
kick, with the difference that you must block it standing up or
he will pass over you. This may seem difficult at first, but
once you get the timing down (a lot of practice,) it's almost a
free uppercut or two a round against Scorpion players until
they stop using it, in which case you have him where you want him.
The actual name or identity of this warrior is unknown. However, based
on the markings of his uniform, it is believed he belongs to the Lin
Kuei, a legendary clan of Chinese ninja.
Ice - 0pts: D, F, LP - 0%
Slide - 1000pts: BL+LP+LK - 7%
Uppercut; Slide - 28.6%
Throw; Ice - 24.2%
Throw; Slide - 28.6%
Jump Kick; Slide - 22.9%
Ice (opponent in air); Jump Kick; Jump Kick; Slide - 39.3%
Use the Ice often. The computer won't block it much at all. Use it either
when they are all the way across the screen, or when they're less than half
a screen away. This way, even if they jump, they won't get to you. After
you knock your opponent down with a Jump Kick or Uppercut, immediately
Slide, and it'll always hit. Alternately, after you uppercut the opponent,
back away a bit, and Jump Kick (early.) You're at the correct range, and
the computer will not block.
FATALITY: (Next to) F, D, F, HP
Sub-Zero grips his opponent by the neck and jerks his/her
head right off, but with the spine still attached to it.
He then lifts the head and spine off of the victim's
body and holds it up while the victim's dead body drops
to the ground.
Retaliating Sub-Zero's Slide:
o You can jump back and kick the sliding Sub-Zero, if you can
anticipate his slides (by the "swish" sound.) If you're
Scorpion, there's a 70% combo here:
Jump back and kick; Teleport Punch; Spear; Uppercut.
o For most average players, just block and try to walk up to
throw Sub-Zero, or at least get in a few Low Punches.
o Sonya - Quickly Leg Flip, but be sure you do it quickly.
Don't try this on 3rd rounds unless you are way ahead or
you're very confident.
o Kano - Cannonball. This is an effective counter, but learn
to do it really quick.
o Cage - Shadow Kick. This is the best counter, and makes
the Slide almost totally ineffective.
o Sub Zero - Just Slide back. Easiest.
Sonya is a member of a top U.S. Special forces unit. Her team was hot
on the trail of Kano's Black Dragon organisation. They followed them
to an uncharted island where they were ambushed by Shang Tsung's
Ring Shot - 2000pts: B, B, LP - 14.8%
Square Wave Punch - 2000pts: F, B, HP - 24.2%
Leg Flip - 2000pts: LP+LK+BL - 16.4%
Jump Kick (opponent in air); Ring Shot - 30%
Jump Kick; Leg Flip - 42.2%
(Corner) Jump Kick; Leg Flip - 42.2%
Your foot sweep is very fast, and not only can you usually catch Rayden
with it, you can also sweep Sub-Zero with his invincible Slide to death.
With Sub-Zero, if you sweep him down once, immediately sweep again.
Immediately. Don't stop sweeping until you win, because once he stands up
he will counter. A cheap way to win against the computer is to sweep them,
but not at close range. Unless you're up against Liu Kang, Kano, or Rayden,
the computer will "learn" and always do a projectile after your sweep, which
you can easily block and follow with a Leg Flip or Uppercut while they're
vulnerable. Of course, immediately after you knock the computer down, try
following with a Leg Flip. Repeat the Leg Flips, but only after you knock
them down (by Sweep, Jump Kick, or Leg Flip.)
FATALITY: (Anywhere) F, F, B, B, BL
Sonya blows a kiss at her opponent and a small flaming
ball floats around and lands at the victim's feet. The
victim lights up in flames and is left as a skeleton.
The skeleton drops to its knees as Sonya goes into her
Retaliating Sonya's Leg Flip:
o Block and Uppercut.
Retaliating Sonya's Square Wave Punch:
o Wait until she's about to land next to you, and uppercut.
The key is to wait until you've turned toward the correct
direction before you Uppercut.
Secret Options Menu
At the Setup menu (press F10 during Attract Mode to access it,)
type DIP in all caps using SHIFT or CAPS LOCK. You will be
presented with a menu of 8 options.
Switch 0 - Fatalities ON/OFF
Switch 1 - Blood ON/OFF
Switch 2 - Attract Mode Sound and Music ON/OFF
Switch 3 - Comic Book Advertisement ON/OFF
Switch 4 - Computer Always Does Fatalities ON/OFF
Switch 5 - Free Play (Unlimited Credits) ON/OFF
Switch 6 - Silhouettes at The Pit ON/OFF
Switch 7 - UNKNOWN
Switch 8 - UNKNOWN
Note: Once you're done setting the switches, press ESC to return to
the Setup menu, then choose Exit & Save. The switch settings
will be saved and will have to do the code again to change
To fight Reptile, look for silhouettes to appear in front of the
moon at The Pit (this can be enabled by the Secret Options code
above) and get Double Flawless, then do your Fatality. Don't Block
at any time during that fight either! Once you defeat Reptile, the
difficulty level of the game will increase! Good luck!
****-= Defeating Goro
Goro's major weakness is that he won't block any attacks while he's
getting up from a knockdown. Use the Jump Kick or Uppercut to take
At the beginning of the round, jump toward him and he'll usually
fire his projectile under you and you'll connect. Immediately follow with
a projectile of your own (Green Ball, Knife, Lightning, Fireball+Bullet
Kick, Spear, Ice, Rings.) If you're Sub Zero, you can Uppercut and freeze
again immediately, repeat. If not, once you hit him with the projectile,
jump away, and crouch block for an instant as soon as you land to see if
he throws a fireball. If he does, block and immediately jump toward him,
keep in mind to press the jump kick early. You will most likely connect,
follow up with a projectile and jump away.
If he does not throw the fireball, jump back again and wait again. Repeat
this until you're at the corner, where you should stand and wait for him
to approach. Wait until he's just beyond sweep range (don't let him get
too close,) then jump back in the corner and kick. He'll either block,
in which case you try again, or he'll throw a fireball. If he throws a
fireball, your kick will hit him from very far away, since Goro extends
himself a lot when he fires his projectile. Follow this up with a projectile,
and again wait for him to approach, and jump back and kick in the corner.
This is much easier for the male characters. With Sonya, it's more difficult,
and Goro might approach too close and grab you when you come down.
If you're forced to jump toward him, do so, press the jump kick early,
and if it doesn't connect jump back with the kick button pressed immediately
after you jump. This will often hit Goro if he doesn't grab you in time.
If you're thrown into the corner with Goro almost on top of you, Uppercut
as soon as you get up. This will always hit him, and you can follow up
with a projectile.
Overall, you get double attacks against Goro, but he does twice your damage.
Even for the best of players, Goro might decide to block everything one
match and that's that.
If you are ahead in energy, you can then press High or Low Punch
continuously, and Goro will edge toward you blocking, but will not be
able to do anything else, and you'll win on time.
****-= Defeating Shang Tsung
Shang Tsung's major weakness is that he doesn't block, and he always
teleports when you jump too close.
If he morphs into Goro, use the Goro-fighting strategies mentioned above.
If he morphs into anyone else, you should fight him as if he actually was
that character. If he remains himself, he's a "teleporting duck" like
Rayden, except YOU decide when he teleports and where he reappears.
Keep jumping toward him, and you will reach him sooner or later, in which
case he will inevitably teleport. Since you know that he's going to
teleport, immediately do the execution sequence BACKWARDS for your special
move as soon as you land, since Shang Tsung will appear behind you.
Cage - Shadow Kick, Kano - Cannonball, Rayden - Lightning/Torpedo,
Liu Kang - Bullet Kick (remember to jump right on top of him so he appears
further from you, or the Bullet kick will fly over him,) Scorpion - Spear,
Sub Zero - Ice, Sonya - Ring Shot.)
He will never learn about this trick, and will easily be defeated by it.
Alternatively, if you're Scorpion, you can Teleport Punch while he's
on the other side of the screen, he'll always be hit and he'll back away
to the other side. Teleport punch again, repeat.
****-= Individual Character Endings
I've listed the endings seperately so that if you still haven't seen
them yet and don't want them spoiled for you, you won't see it in the
Character-Specific section. This is here for reference.
Through the battles and life or death situations faced during the
Tournament, Johnny Cage learns the true importance of his fighting
skills. He also realizes the full potential of the Tournament. He
returns to Hollywood after defending his new title as Grand Champion.
Cage goes on to film Mortal Kombat: The Movie and it's many successful
With the defeat of Goro and Shang Tsung, Kano will bring his own brand
of treachery to the Tournament. His Black Dragon organization forms a
monopoly over the contest that brings Shame and Torment to all those
involved. Their reign will end in anarchy and death. It will result in
the final dismantling of the Tournament and the Battle of the Sans.
Rayden's victory comes as no surprise to him. He was never impressed by
Shang Tsung's inferior sorcery, Goro's brute force, or the challenge of
the other contestants. He quickly becomes bored with his mortal
competition and soon invites other Gods to participate in the contest.
The Ensuing battles rage on for years. And the wars result in our world's
final destruction. Have a Nice Day.
After defeating mighty, Goro and putting an end to Shang Tsung's rule
over the Tournament, Kang is able to return the contest to it's rightful
hosts - the Shaolin Temples. Kang's heroics will always be remembered. He
will continue the traditions of the Shaolin Temples and restore the true
pride and respect of this once great tournament.
Marked for Death, years ago, by the Lin Kuei, Scorpion was murdered by
Sub-Zero. He left behind a wife and child in his former life but was
allowed to return and avenge his death. Even with Scorpion's triumph in
the Tournament and new title as Grand Champion, the price he paid was
high. He can never again know his family and must exist forever with his
After receiving the title of Grand Champion, Sub-Zero disappears back
into the shadows from which he came. His only goal in the Tournament
was... The Assassination of Shang Tsung. He was paid a large some of
money by one of Tsung's wealthy enemies. With his mission accomplished
Sub-Zero will collect his fortune and retire from his dangerous
Captured by Shang Tsung, Sonya's Special Forces Unit was taken hostage -
their only hope was the Tournament. Shang Tsung promised to release the
entire team only if Sonya could win the contest. Her victory not only
released her unit - but also put an end to the Black Dragon and Shang
Tsung's powerful grip on the Tournament.
****-= Mortal Kredits
o The Limit for Most of the Information
o Lei Wang for Additional Information
o Ratman for his great FAQs from the past
o Ed Boon, John Tobias, and the rest of the MK Team for making
Mortal Kombat a reality for us all to enjoy.
o The infamous Acclaim for finally considering a REAL conversion of
the classic MK for the PC platform and being considerate enough to
make it compatible with Win95.
Copyright (c)1997 The Midway Info Center. The World Wide Web Site maintained
by The IceMaster . You may freely use all the material
from this file, provided you credit The Limit and Lei Wang, as they are the
true sources of this content. I claim no copyright to the contents of this
document, since I only compiled the information.
Mortal Kombat is a registered trademark of Midway Games, Inc. Copyright
(c)1992-97 Midway Games, Inc. A subsidiary of WMS Industries, Inc. All
other names mentioned are trademarks of their respective owners.
All rights reserved.