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Mortal Kombat Game Guide by guides.gamepressure.com Html version of this guide can be found at: http://guides.gamepressure.com/mortalkombat/ User comments for this guide can be submitted and read at: http://guides.gamepressure.com/mortalkombat/comments.asp More game guides can be found at: http://guides.gamepressure.com Copyright © GRY-OnLine.pl for Gamepressure.com. All Rights Reserved. All trademarks, brands, logos and images are copyrighted by their respective owners. This document or any of its part may not be reproduced, modified or merged with other documents. [6/3/2011]
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Page 1: Mortal Kombat - Game Guide - The Eye...A following guide, entitled Mortal Kombat special moves and combos, lists all special moves, combos and fatalities for each character in PS3

Mortal Kombat

Game Guide by guides.gamepressure.com

Html version of this guide can be found at: http://guides.gamepressure.com/mortalkombat/

User comments for this guide can be submitted and read at: http://guides.gamepressure.com/mortalkombat/comments.asp

More game guides can be found at: http://guides.gamepressure.com Copyright © GRY-OnLine.pl for Gamepressure.com. All Rights Reserved. All trademarks, brands, logos

and images are copyrighted by their respective owners. This document or any of its part may not be reproduced, modified or merged with other documents. [6/3/2011]

Page 2: Mortal Kombat - Game Guide - The Eye...A following guide, entitled Mortal Kombat special moves and combos, lists all special moves, combos and fatalities for each character in PS3

Table of Contents: Introduction .......................................................................................................................................3

Instructions ...........................................................................................................................4 Terms ................................................................................................................................................4 Combat system .................................................................................................................................5

Characters.............................................................................................................................7 Baraka...............................................................................................................................................7 Cyber Sub-Zero...............................................................................................................................10 Cyrax...............................................................................................................................................13 Ermac..............................................................................................................................................16 Jade ................................................................................................................................................19 Jax...................................................................................................................................................22 Johnny Cage ...................................................................................................................................25 Kabal ...............................................................................................................................................28 Kano................................................................................................................................................31 Kitana..............................................................................................................................................34 Kratos..............................................................................................................................................37 Kung Lao.........................................................................................................................................40 Liu Kang..........................................................................................................................................43 Mileena............................................................................................................................................46 Nightwolf .........................................................................................................................................48 Noob Saibot ....................................................................................................................................51 Quan Chi .........................................................................................................................................54 Raiden.............................................................................................................................................57 Reptile .............................................................................................................................................60 Scorpion ..........................................................................................................................................63 Sektor..............................................................................................................................................66 Shang Tsung...................................................................................................................................69 Sheeva ............................................................................................................................................72 Sindel ..............................................................................................................................................75 Smoke .............................................................................................................................................78 Sonya Blade....................................................................................................................................81 Stryker.............................................................................................................................................85 Sub-Zero .........................................................................................................................................88

Page 3: Mortal Kombat - Game Guide - The Eye...A following guide, entitled Mortal Kombat special moves and combos, lists all special moves, combos and fatalities for each character in PS3

Introduction

A following guide, entitled Mortal Kombat special moves and combos, lists all special moves,combos and fatalities for each character in PS3 version of this game. Additionally we’veadded complex combos for each character, so you can squeeze everything out of him (or her)during your fights. Complex combos don’t use enhanced special moves and don’t have to beperformed with your opponent nailed down to the wall, so you can perform them anytimeduring the fight and strengthen them when you want.

Robert “ochtywzyciu” Frac (www.gry-online.pl)

Page 4: Mortal Kombat - Game Guide - The Eye...A following guide, entitled Mortal Kombat special moves and combos, lists all special moves, combos and fatalities for each character in PS3

Instructions Terms

Definitions of terms and abbreviations A combo is a sequence of moves, which cannot be blocked during its duration. If the attackwhich starts combo will hit an opponent and won’t be blocked, then your opponent won’t beable to block further attacks until the end of a sequence of moves. Combo can be interruptedonly with a “Breaker”.

Basic combos are short sequences of moves contracting in the chain of attacks. These aredefined in the game mechanics.

Complex combos are moves combined into one long chain of attacks: combos, special moves and basic moves. Such combos typically are more difficult than basic ones but also inflictmore damage to your opponent.

Juggle means moves or combos which juggle your opponent out of the air. A time after he isable to get back to the fight (and start blocking your attacks) is long enough to approach tohim and perform further attacks.

Left and right arrows – all moves in this guide are given for a character standing on the leftside, so “the right arrow” means Forward and “the left arrow” means Back.

“+” between two buttons indicates that you have to press them in the same time, in any othercase you have to press them one after another.

Low means a move to be blocked when you crouch.

Mid means a move to be blocked while you stand.

High means a move to be blocked while you stand or crouch.

Numbers at the end of each combo mean a percent of a damage this sequence of movesinflicts.

Page 5: Mortal Kombat - Game Guide - The Eye...A following guide, entitled Mortal Kombat special moves and combos, lists all special moves, combos and fatalities for each character in PS3

Combat system

Fatality A Fatality is performed on a defeated, wagging opponent, after the hailing “Finish Him!” A sequence of keys responsible for given fatality should be performed in the correct order anddistance from your opponent. A sequence of keys needed for the first fatality is known fromthe beginning. To unlock other fatalities you have to perform proper actions or use at least once a new, so far unknown fatality. There are three kinds of finishing moves in Mortal Kombat, which can be divided into 5 categories:

Basic Fatality is available for each character. A combination of moves needed to perform it is given and you don’t have to unlock it.

Secret Fatality is available for each character. You perform it same as a Basic Fatality but asequence of keys is not given to you.

Klassic Fatality is available only for Scorpion, Sub-Zero and Reptile. In order to perform ityou have to win a fight having one of these three as your character, wearing a classiccostume.

Stage Fatality is available for each character. Its animation and a distance from youropponent are closely related to the arena where the fight takes place. Usually it is performednear to an opponent. Arenas where you can perform Stage Fatality are: Chamber of theFlame, Hell, Subway, The Dead Pool, The Living Forest, The Pit, The Street.

Babality is available for each character and its animation depends on an opponent. In orderto perform it during the fight you can’t block opponent’s attack. Babality is performed awayfrom the opponent – it is best to perform it on the jumping distance and two more stepsback, but usually jumping distance is enough.

Hit regions and blocking There are three different hit regions in Mortal Kombat, significant for a combat system. An animation of some moves may indicate a completely different region that it looks, but moreimportant is how they are classified.

Low attacks – briefly called Low in this guide. They hit lower parts of the opponent’s bodyand are blocked while crouching.

High attacks - briefly called High in this guide. They hit upper parts of the opponent’s bodyand are blocked in any position. Some attacks on High won’t hit a crouching character.

Mid attacks - briefly called Mid in this guide. They hit between low and high attacks. Theyare blocked while standing.

There are two types of attacks, which do not affect hit regions, because block has no affect on them. These are throws and blows which can’t be blocked.

Basic moves common to all characters Sweep – it is a blow on Low, performed by simultaneously pressing Circle and Back. Itinflicts average damage and knocks opponent to the ground.

Page 6: Mortal Kombat - Game Guide - The Eye...A following guide, entitled Mortal Kombat special moves and combos, lists all special moves, combos and fatalities for each character in PS3

Uppercut – it is a blow on High, performed by simultaneously pressing Triangle and Down. Itinflicts heavy damage and throws the opponent into the air. Can’t do any move until he fallsdown.

Diagonal Jump Punch – it is a blow on High, performed by pressing Triangle or Squareduring a diagonal jump. Such a blow has a small range and inflicts little damage, but whenyou hit a standing opponent it could be a start of a combo.

Diagonal Jump Kick – it is a blow on High, performed by pressing Circle or X during a diagonal jump. Such an attack has a good range, inflicts average damage and knocks youropponent back.

Neutral Jump Punch – it is a blow on Mid, performed by pressing Triangle or Square duringa neutral jump. If it hits your opponent will be juggled, which makes an opportunity for starting a combo.

Neutral Jump Kick – it is a blow on Mid, performed by pressing Circle or X during a neutraljump. Such an attack inflicts little damage and knocks your opponent back.

Basic throw/grab – this blow ignores block. It is performed by pressing R1 (after the throwyour opponent will be behind you) or by simultaneously pressing R1 and Forward (after thethrow your opponent will stay in front of you). An away throw (R1) can be interrupted bypressing Square or X, and a toward throw (R1 and Forward) can be interrupted by pressingTriangle or Circle, but this must be done right after beginning the throw.

Dash – moves you character faster forwards/backwards. It is performed by double pressingthe direction key.

Super Meter There is an energy bar in the bottom part of the screen, divided into three segments. It isused for enhanced special moves, a Breaker, an X-Ray move and Tag-Team in a 2 players mode. The energy is built for performing special moves, being hit by an opponent and blocking attacks.

Enhancing special moves – you can perform it by simultaneously pressing R2 and a lastkey from a sequence for proper special move. If you do it correctly your character will flareand your special move will be enhanced. Such action consumes one segment of Super Meter.

A Breaker is a special kind of block, which is used for breaking a combo performed by youropponent. It is performed by simultaneously pressing R2 and Forward (towards an enemy). ABreaker consumes two segments of Super Meter.

X-Ray is a very strong and spectacular attack, which takes off more than 30% of opponent’slife bar. It consumes three segments of Super Meter.

Page 7: Mortal Kombat - Game Guide - The Eye...A following guide, entitled Mortal Kombat special moves and combos, lists all special moves, combos and fatalities for each character in PS3

Characters Baraka

Blade Charge is a strong blow of medium range. It acts very well as a combo finishing blow.

Chop Chop is a Baraka’s strongest special move. It should be used as a combo finishing blow but its very short range usually doesn’t allow doing this.

Blade Spin is both an offensive and defensive blow. Its main disadvantage is a short range.

A set of Baraka’s moves unfortunately doesn’t allow you to create longer combos. It is also his main drawback. The only consolation is fact, that most of his basic combos can be finished with special moves.

Fatalities Up The Middle

Close to an opponent

Take A Spin

Start on jumping distance

Stage Fatality

Close to an opponent

Babality

Jumping distance and 2 steps backwards

Special Moves Blade Charge

Attack on High

Spark

Projectile on High

Chop Chop

Attacks on High

Blade Spin

Attacks on High

Slices

3 blows on High 8

Page 8: Mortal Kombat - Game Guide - The Eye...A following guide, entitled Mortal Kombat special moves and combos, lists all special moves, combos and fatalities for each character in PS3

Fast Tags Bloody Mess

Tag Combos Skinned Alive

Killer Kuts

Have At It

Basic Combos Tarkatan Rush

3 blows on High 10

Painful Swieps

3 blows on High 12

Tricky Fury

2 blows on High and 1 on Low 10

Cut’Em Loose

2 blows on High 9

Splinter

3 blows on High 14

Cold Steel

3 blows on High 14

Tears Of Pain

Juggle, High, High, High, Mid 11

Tarkatan Push

1 blow on High and 1 on Mid 13

Horror Show

2 blows on High 13

Outworld Bash

2 blows on High 11

Tarkatan Blows

1 blow on High and 1 on Low 11

Open Wound

Juggle, Low, High, High 13

Easy Kill

Blow on Low and 2 on High 12

Doom Kicks

2 blows on High 11

Page 9: Mortal Kombat - Game Guide - The Eye...A following guide, entitled Mortal Kombat special moves and combos, lists all special moves, combos and fatalities for each character in PS3

Complex combos

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Page 10: Mortal Kombat - Game Guide - The Eye...A following guide, entitled Mortal Kombat special moves and combos, lists all special moves, combos and fatalities for each character in PS3

Cyber Sub-Zero

In order to unlock Cyber Sub-Zero character you have to defeat him in chapter 13 of Story Mode fighting as Kabal.

Cyber Sub-Zero has a large amount of special moves which stun an enemy, but most of them are not easy to perform effectively.

Slide is a blow suitable to finish many combos which throw opponent out of range of other blows.

Ice Ball is a classic freezing projectile. Its disadvantage is low speed and long time to perform this move. An enhanced version of Ice Ball is far faster.

Ice Bomb inflicts solid damage, freeze an opponent and can’t be blocked, but also are easy to be avoided. Advanced combos who use Ice Bomb should be treated with reserve, since setting a bomb in a close combat is relatively difficult and additionally our next attack must hit an opponent.

Note: Special X-Ray attack is performed in the air.

Fatalities Kold Fusion

Jumping distance

Brain Freeze

Jumping distance

Stage Fatality

Close to an opponent

Babality

Jumping distance and 2 steps backwards

Special Moves Ice Ball

Stun

Ice Bomb(Close)

Stun, can’t be blocked

Ice Bomb(Medium)

Stun, can’t be blocked

Ice Bomb(Far)

Stun, can’t be blocked

Slide

Attack on Low

Teleport

Teleport (works in the air)

Page 11: Mortal Kombat - Game Guide - The Eye...A following guide, entitled Mortal Kombat special moves and combos, lists all special moves, combos and fatalities for each character in PS3

Ice Parry

Defensive blow, Stun

Divekick (Close)

Works only in the air

Divekick (Far)

Works only in the air

Fast Tags Dual Core

Meltdown

Tag Combos Dry Ice

Glacier

Ice Over

Basic Combos Cyborg Assault

3 blows on High 10

Automation

3 blows on High 12

Drive Power

3 blows on High 13

Freezing Pain

3 blows on High 19

Cryo Bash

3 blows on High 12

Frost

2 blows on High 11

Wildcard

2 blows on High 10

Upload

2 blows on High 13

Nano Smash

Juggle, 3 blows on High 12

System Error

3 blows: High,Low,High 14

Reboot

1 blow on High and 1 on Mid 13

Page 12: Mortal Kombat - Game Guide - The Eye...A following guide, entitled Mortal Kombat special moves and combos, lists all special moves, combos and fatalities for each character in PS3

Blizzard

Juggle, 3 blows Low,High,High 17

Complex combos

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Page 13: Mortal Kombat - Game Guide - The Eye...A following guide, entitled Mortal Kombat special moves and combos, lists all special moves, combos and fatalities for each character in PS3

Cyrax

Net is a stunning blow, difficult to be avoided because of the net flying relatively high.

Buzzsaw and Reverse Kick (Ragdoll) are very interesting blows, which can be use as combo finishers. Unfortunately both are short range.

Cyrax has a similar set of bombs as Cyber Sub-Zero, however his bombs don’t freeze but juggle opponents in his direction, which can be used to beat them up. Given combos which use bombs will work only if an opponent steps into them.

Anti-Air is a blow aimed at characters being in the air. It inflicts average damage.

Fatalities Buzz Kill

Close to an opponent

Nothing But Net

Jumping distance

Stage Fatality

Close to an opponent

Babality

Jumping distance and 2 steps backwards

Special Moves Bomb(Close)

Juggle, can’t be blocked

Bomb(Medium)

Juggle, can’t be blocked

Bomb(Far)

Juggle, can’t be blocked

Net

Stun

Teleport

Teleport (works in the air)

Buzzsaw

Blow on High

Reverse Kick

Blow on High

Ragdoll

nd grab Blow on High a

Anti-Air

Opponent has to be in

Page 14: Mortal Kombat - Game Guide - The Eye...A following guide, entitled Mortal Kombat special moves and combos, lists all special moves, combos and fatalities for each character in PS3

the air

st Tags FaAutomaton

ag Combos her

TNumber Crunc

High Tech

it

Short Circu

asic Combos

BSee Saw

2 blows on High and 1 on Mid 12

s Steel Fist

3 blows on High 15

Power Plant

3 blows on High 14

Mustard

2 blows on High and 1 on Mid 18

gh Saw Enou

s

3 blows on High 16

Kombat Boot

3 blows on High 14

Cyber Beatdown

Grab/Throw 13

Complex combos

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Page 15: Mortal Kombat - Game Guide - The Eye...A following guide, entitled Mortal Kombat special moves and combos, lists all special moves, combos and fatalities for each character in PS3

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amaed m w b los

Page 16: Mortal Kombat - Game Guide - The Eye...A following guide, entitled Mortal Kombat special moves and combos, lists all special moves, combos and fatalities for each character in PS3

Ermac

Force Port and Force Lift blows are well suited for connecting together short combos. Additionally Force Lift is a juggler.

Force Push is a blow which inflicts considerable damage which makes it a very good attack for finishing a combo.

Air blow Air Blast in some situations can be performed right after the basic jump blow inflicting additional damage.

Fatalities Mind Over Splatter

Jumping distance

Pest Control

Jumping distance

Stage Fatality

Close to an opponent

Babality

Jumping distance and 2 steps backwards

Special Moves Force Ball

Projectile on High

Air Blast

Works only in the air

Force Port

Teleport, works in the air

Froce Lift

Juggle

Hover Slam

Can’t be blocked

Force Push

Blow on High

st Tags FaBrakdown

e Brain Freez

Mind-Blowing

Page 17: Mortal Kombat - Game Guide - The Eye...A following guide, entitled Mortal Kombat special moves and combos, lists all special moves, combos and fatalities for each character in PS3

ag Combos

TClear Your Mind

Subconscious

Lucidity

Basic Combos sh

Ermac Ru

3 blows on High 10

Mysterious Mash

3 blows on High 12

Fusion

4 blows on High 17

We Win

4 blows on High 15

Nether Pain

2 blows on High 11

Psychic Strikes 2 blows on High from 7 to 16

Lost Souls

3 blows on High from 12 to 17

Relinquish

2 blows on High 11

Surrender

s on High 14

3 blow

Disoriented

2 blows on High 9

Controlled Chaos

2 on1 blow on Low and High 15

Complex combos

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Page 19: Mortal Kombat - Game Guide - The Eye...A following guide, entitled Mortal Kombat special moves and combos, lists all special moves, combos and fatalities for each character in PS3

Jade

Jade has a large number of juggle blows but it is hard to make longer combos using them. If you want to use only juggle blows to combine blows sequences you must have a great sense of timing. Otherwise your opponent will avoid a part or even a whole combo you wanted to perform.

Staff Overhead is a very interesting special move, which is not only a good juggle blow but also hits on Mid. It is relatively good to start longer combos with this blow.

Special moves Shadow Kick and Staff Grab are fast short-range blows which inflict average damage. And because there are no more interesting alternatives it is good to use them as combos’ finishers.

Fatalities Head-A-Rang

Jumping distance and 1 step backwards

Half Mast

Close to an opponent

Stage Fatality

Close to an opponent

Babality

Jumping distance and 2 steps backwards

Special Moves Boomerang

Projectile on High

Boomerang Up

Projectile over an opponent

Boomerang Down

Projectile on Low

Shadow Kick

Blow on High

Shadow Flash

Immune to projectiles

Staff Overhead

Juggle, Blow on Mid

Staff Grab

Blow on High

Page 20: Mortal Kombat - Game Guide - The Eye...A following guide, entitled Mortal Kombat special moves and combos, lists all special moves, combos and fatalities for each character in PS3

Fast Tags Untameable

Pole Pain

Tag Combos After You

Likewise

Edenian Tag

Distrust

Basic Combos Pole Check

3 blows on High 10

Jade Charge

4 blows on High 15

Bad Girl

3 blows on High 14

ush Edenian R

3 blows on High 14

Betrayal

3 blows High, Low, High 16

trike Assassin S

ows on High 11 2 bl

Polecat

2 blows on High 13

Complex combos

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Page 22: Mortal Kombat - Game Guide - The Eye...A following guide, entitled Mortal Kombat special moves and combos, lists all special moves, combos and fatalities for each character in PS3

Jax

Long combos are not Jax’s strong point because he has no blows which combine combos or special moves.

Ground Pound is made for starting sequences of blows because it is a juggle and can’t be blocked. The only way to avoid it is to stay in the air, but this is quite risky because of Jax’s grabs.

A special move, Dash Punch, doubles its damage after it is enhanced. It is also well suited for finishing combos.

Fatalities Smash And Grab

Close to an opponent

Three Points!

Start on jumping distance

Stage Fatality

Close to an opponent

Babality

Jumping distance and 2 steps backwards

Special Moves Energy Wave

Projectile on High

Dash Punch

Blow on High

Ground Pound(close)

Juggle, can’t be blocked

Ground Pound(med)

Juggle, can’t be blocked

Ground Pound(far)

Juggle, can’t be blocked

Gotcha Grab

Grab

Air Gotcha Grab

theGrabs an opponent in air

Overhead Smash

on Mid Blow

Back Breaker

r

Grab in the ai

Page 23: Mortal Kombat - Game Guide - The Eye...A following guide, entitled Mortal Kombat special moves and combos, lists all special moves, combos and fatalities for each character in PS3

Fast Tags les Majority Ru

Outranked

ag Combos TMajor Muscle

Alloy-Over You

Briggs Da Noise

asic Combos

BMajor Force

3 blows on High 17

Boot Kamp

High3 blows High, Mid, 15

Active Duty

2 blows on High 9

Field Grade

2 blows on High 9

Chain Of Command

, High3 blows High, Mid 15

Advence Force

3 blows Low, High, High 14

Code Of Conduct 3 blows Low, High, Low 14

Complex combos

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Page 24: Mortal Kombat - Game Guide - The Eye...A following guide, entitled Mortal Kombat special moves and combos, lists all special moves, combos and fatalities for each character in PS3

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Page 25: Mortal Kombat - Game Guide - The Eye...A following guide, entitled Mortal Kombat special moves and combos, lists all special moves, combos and fatalities for each character in PS3

Johnny Cage

Nut Punch is a strong blow but its very limited range doesn’t allow finishing most of combos with it.

Shadow Kick is a quick attack with a rather large range. It is well suited to finish combos in which opponent is knocked back.

Flipkick is a blow halfway between Nut Punch and Shadow Kick. It is easy to hit opponents in the air with it. This blow works like juggle but a delay after it doesn’t allow starting a combo.

X-Ray attack is a blow which parries opponent’s attack. If Johny Cage is not hit during performing this blow, X-Ray attack won’t be successful.

Fatalities Heads Up!

Close to an opponent

And The Winner Is...

Start on jumping distance

Stage Fatality

Close to an opponent

Babality

Jumping distance and 2 steps backwards

Special Moves Low Forceball

Projectile on High

High Forceball

High projectile on High

Flipkick

High blow on High

Shadow Kick

Blow on High

Nut Punch

Blow on High

st Tags FaCliffhanger

Fade Out

Page 26: Mortal Kombat - Game Guide - The Eye...A following guide, entitled Mortal Kombat special moves and combos, lists all special moves, combos and fatalities for each character in PS3

Bootleg

Stunt Double

Tag Combos Cameo

Double Feature

Stand-In

Basic Combos Out Take

3 blows on High 10

Showtime

3 blows on High 12

Stand In

3 blows on High 13

Cross Cutting

3 blows on High 15

Widescreen

Juggle, 3 blows High,High, Mid 15

Director’s Cut

n Low2 blows on High 1 o 12

Take Two

ows on High 9

t

2 bl

Money Sho

cket

2 blows on High 11

That’s The Ti

n Mid3 blows on High 1 o 16

Complex combos

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Page 28: Mortal Kombat - Game Guide - The Eye...A following guide, entitled Mortal Kombat special moves and combos, lists all special moves, combos and fatalities for each character in PS3

Kabal

A small number of Kabal’s special moves are compensated for their usefulness.

Nomad Dash is a very fast stun blow, suitable for combining shorter combos. Additionally it is easy to hit opponents in the air with it.

Buzzsaw is a projectile which hits on Low. It can be performed during many combos, surprising your opponents with hit in their legs.

Tornado Slam is a blow which hits on Mid. It inflicts considerable damage and suits well as a combo finishing blow.

Fatalities Hook Up

Close to an opponent

It Takes Guts

Close to an opponent

Stage Fatality

Close to an opponent

Babality

Further than jumping distance

Special Moves Gas Blast

Projectile, works in the air

Nomad Dash

Stun

Buzzsaw

Attack on Low

Tornado Slam

Attack on Mid

Fast Tags Up Next

Juggle, 3 blows on High

Page 29: Mortal Kombat - Game Guide - The Eye...A following guide, entitled Mortal Kombat special moves and combos, lists all special moves, combos and fatalities for each character in PS3

Tag Combos Your Turn

2 blows on High and 1 on Low

Partners In Crime

2 blows on High

Rebirth

2 blows on High

Basic Combos Last Breath

3 blows on High 10

Extermination

2 blows on High and 2 on Low 13

Mutilation

Juggle, 3 blows on High 16

Vanquish

2 blows on High 1 on Mid 15

Nomad’s Fear

2 blows on High 11

Eviscerate

1 blow on High and 1 blow on Mid 15

Page 30: Mortal Kombat - Game Guide - The Eye...A following guide, entitled Mortal Kombat special moves and combos, lists all special moves, combos and fatalities for each character in PS3

Complex combos

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Kano

Special moves Ball and Up Ball are powerful blows with a fairly large range. These are the best way to finish a combo.

Chok is a blow which looks like a grab. It deals decent damage, is very fast and easy to use as a combo finisher.

Air Throw is a grab in the air. It can be use as a finisher of juggle combos. During the fight it can be combine with jump kick into a mini combo.

Fatalities Heartbreak

Close to an opponent

Eat Your Heart Out

Close to an opponent

Stage Fatality

Close to an opponent

Babality

Jumping distance and 2 steps backwards

Special Moves Ball

Blow on High

Down Ball

Blow on High, only in the air

Up Ball

Blow on High

Choke

Blow on High

Knife Throw

Projectile on High

Air Throw

Grab in the air

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Fast Tags Lead Head

Ear to Ear

y Bloodthirst

ag Combos

TTroublesome

Delinquent

Villainous

s

Mischievou

Basic Combos One Two Tree

3 blows on High 11

Fighting King

No Escape

2 blows on High 7

2 blows on High 9

Dragon’s tail Juggle, 3 blows on High

14

Snake Bite

Getting Ahead

2 blows on High 11

Juggle, 3 blows on High 10

Uplifting Force

2 blows: Mid, High 10

Smashing Time

ows: Mid, High 12

Double Dragon

2 bl

2 blows on High 11

The Rage Kicks

2 blows on High 9

Mean Machine

igh 9Juggle, 2 blows on H

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Complex combos

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Page 34: Mortal Kombat - Game Guide - The Eye...A following guide, entitled Mortal Kombat special moves and combos, lists all special moves, combos and fatalities for each character in PS3

Kitana

Upraise is a very specific, stun blow. It is quite hard to perform combos on an opponent who is caught in a vortex.

Fan Toss is an interesting missile, which after hitting an opponent being in the air, stuns him for a moment.

Cutting Fan and Pretty Kick are good blows for finishing combos. The latter is a bit stronger.

Fake Out Kick is a blow on Low. Its main task is to surprise an opponent – normally it is not possible to finish combos with it.

Fatalities Fan Opener

Close to an opponent

Splitting Headache

Close to an opponent

Stage Fatality

Close to an opponent

Babality

Jumping distance and 2 steps backwards

Special Moves Fan Toss

Projectile, works in the air

Upraise

Stun

Cutting Fan

2 blows on High

Square Boost

Blow on High, works in the air

Pretty Kick

High

Fake Out Kick

2 blows on

Blow on Low

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Fast Tags ld Truth Be To

Effortless

Big Fan

ag Combos

TPretty Princess

Mesmerizing

Magnificent

Disrespect

Basic Combos Royal Pain

3 blows on High 12

Dignified

nblows on High and o Mid 11

Majestic

3 blows on High 14

Noble Lift Juggle, 2 blows on High

11

Regal Assault

3 blows on High 14

Blue Blood

ows on High 9

Power intrusion

2 bl

J 4 blows on High 14

Deadly Rush Juggle, blows High, Mid, Mid 15

Pure Kicks

2 blows on High 15

Deception

High and blowBlow on on Low 13

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Complex combos

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Kratos

Apollo’s Bow inflicts some pretty heavy damage. Its enhanced version slightly juggles opponents which are in the air.

Head Of Helios inflicts average damage and stuns opponents for a short time. It is easy to combine it with combos, but a short time of stunning is not enough to run towards an opponent.

Golden Fleece is a counter-attack to hostile projectiles.

Zeus’s Rage is a strong, short-range blow. It works exceptionally well with some of the shorter sequences of blows and is well suited as a combo finisher.

Fatalities Blade Of Olympus

Close to an opponent

Medusa’s Gaze

Jumping distance

Stage Fatality

Close to an opponent

Babality

Jumping distance and 2 steps backwards

Special Moves Apollo’s Bow

Projectiles High

Head Of Helios

Stun

Hermes Dash

Blow on High

Golden Fleece

Warding off a projectile

Zeus’s Rage

Blow on High

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Fast Tags Athena’s Rage

Olympic Chain

Pandora’s Box

Tag Combos les Rush Hercu

Athena’s Pain

Basic Combos Hercules Valor Of

3 blows on High 14

Hades Edge

3 blows High, Mid, High 16

Hades Pain

2 blows High, Low 11

Aphrodite’s Will

ows on High 11

s

2 bl

Wrath Of Are

2 blows Mid, High 11

Anguish Of Zeus

2 blows Mid, High 8

Pandora’s Soul

Juggle, 2 blows on High 13

Athena’s Fury

3 blows High High Mid 9

ion Olympic Ascens

3 blows on High 23

Olympic Burst

3 blows on High 23

Olympic Blast

3 blows on High 22

Olympic Toss

3 blows on High 28

Achilles Strike

3 blows High, Mid, High 13

Page 39: Mortal Kombat - Game Guide - The Eye...A following guide, entitled Mortal Kombat special moves and combos, lists all special moves, combos and fatalities for each character in PS3

C os d by holding Triangle. Thanks to this Kratos will

omplex combBasic combo Pandora’s Soul can be extendejump with his victim which allows him to perform on of the four strong blows.

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Page 40: Mortal Kombat - Game Guide - The Eye...A following guide, entitled Mortal Kombat special moves and combos, lists all special moves, combos and fatalities for each character in PS3

Kung Lao

Hat Toss is a projectile which can be controlled with Up and Down buttons. Once it gets enhanced, we’ll get a stun projectile which can be used as a combo opening blow.

Spin is a good juggle blow. It is very fast and is well suited to combine shorter sequences of blows. It is also good as combo opening blow.

Teleport can be finished with one of four blows – the most interesting is a juggle performed with Triangle. If you use Square, Kung Lao will perform a grab inflicting some decent damage.

Dive Kick is an additional air attack. It can be combining in short combo with standard jump blows.

Fatalities Hat Trick

Close to an opponent

Razor’s Edge

Close to an opponent

Stage Fatality

Close to an opponent

Babality

Jumping distance and 2 steps backwards

Special Moves Hat Toss

or Projectile, can be controlled

Ground Hat

Spin

Projectile on Low

Juggle, blow on High

Dive Kick

Works only in the air

Teleport Teleport with one of four blows

(While Teleporting) Throw/blow on Mid/High/High or or or

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Fast Tags Spinout

Tag Combos Ying Yang

Swirling Dragon

Double Yang

Basic Combos Windy Palm

4 blows on High 10

Healing Wind

4 blows on High 13

Chained Fist

7 blows on High 17

Iron Broom 3 blows High, Low, Mid 15

Leg Bar

3 blows High, Low - 14

Uprooting Step

3 blows High, Low - 17

Plum Flower

4 blows High, Low - - 19

Lead The Way 3 blows Low, High, High 9

Complex combos

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Liu Kang

Bicycle Kick inflicts huge damage, so it is well suited as combo finisher.

Flaying Dragon Kick is weaker but faster than Bicycle Kick. It is easier to hit an opponent with it.

Parry is a defensive blow which stops opponent’s attack and inflicts average damage.

Dragon Stance is a position which allows Liu Kang to perform four strong blows. Unfortunately a time to switch into this position is quite long, so in fact it is hardly possible to use these blows.

Fatalities Fist Of Flame

Close to an opponent

The Beast Within

Jumping distance

Stage Fatality

Close to an opponent

Babality

Jumping distance and 2 steps backwards

Special Moves High Fireball

Projectile on High also in the air

Low Fireball

Projectile on Low

Flying Dragon Kick

Blow on High

Bicycel Kick

Blows on High

Parry

Parry blows

t Tags rit

FasShaolin Spi

Dragon’s Bite

Next Time

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Shaolin Step

bos Fist Swaps

Tag Com

Step In

Friendly

Dragon Dance

Twin Lotus

Harm-Onious

D e on Stance

ragon StancDrag

Switch to Dragon Stance

Final Act

Juggle, blow on High

Fist Of Death

ip

Blow on High

Shaolin Fl Blow on Mid

Moon Sweep

Blow on Low

Basic Combos Three Fists

3 blows on High 9

Death Fist

on

3 blows on High 11

Immortal Drag

Juggle 3 blows on High 9

Blazing Blasts

3 blows on High 14

Fierce Tiger Juggle 3 blows High,High, Mid 12

Showdown

2 blows on High 11

Launching Fury

d 1 on1 blow on High an Low 9

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Backdown

2 blows on High 9

Lotus Flurry

3 blows on High 13

Final Act

High3 blows Low, High, 13

Krushing Kombo

2 blows Low, High 7

Complex combos

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Page 46: Mortal Kombat - Game Guide - The Eye...A following guide, entitled Mortal Kombat special moves and combos, lists all special moves, combos and fatalities for each character in PS3

Mileena

Ball Roll is a fast blow and a juggle. Due to its range it is very well suited for combining sequences of blows.

Teleport Drop can be combined with Sai Blast in a small air combo. Performing it at the right high allows you to extra juggle an opponent with Ball Roll.

Leaping Neckbite inflicts average damage, unless we stab an opponent in the back earlier.

Fatalities Be Mine

Jumping distance

Rip Off

Jumping distance

Stage Fatality

Close to an opponent

Babality

Jumping distance and 2 steps backwards

Special Moves Sai Blast

Projectile on High, works in the air.

Teleport Drop

Blow on High, works in the air

Leaping Neckbite

Blow on High

Ball Roll

Juggle, blow on High

Fast Tags Malice

Tag Combos Malevolence

Fiendish

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asic Combos

BSmacked Around

3 blows on High 11

Boot Down

Juggle, 2 blows High, Mid 11

Bones

3 blows on High 14

Pretty Slasher

2 blows on High 11

Killer Heels

2 blows on High 9

Getaway Sticks

2 blows on Low 9

Friendly Kiss

2 blows on High 11

Complex combos

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Nightwolf

Lightning is a blow which can’t be blocked. Its enhanced version is slightly faster and it is a juggle, which can start the combo.

Axe Swing is a juggle which can be easily fit into most of the basic combos. That’s why it is a key tool for creating longer sequences of blows.

Choke is a blow which looks like a grab. It inflicts huge damage and should be used as a combo finisher when it is possible.

Reflect is a defensive blow. It reflects projectiles straight into the opponent.

Fatalities Little Off The Top

Jumping distance

Ascension

Close to an opponent

Stage Fatality

Close to an opponent

Babality

Jumping distance and 2 steps backwards

Special Moves Shoulder

Blow on High

Lightning

Can’t be blocked

Arrow Shot

Projectile on High

Reflect

Reflects a projectile

Axe Swing

Juggle, blow on High

Choke

Blow on High

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Fast Tags n Waning Moo

Rising Hawk

Diving Eagle

ag Combos

TRazer’s Edge

Falcon Swap

Deadly Talon

Howling Wolf

Bull And Bear

Basic Combos And Edge

Blade

3 blows High, High, Mid 12

Axe Blast

2 blows on High and 2 on Mid 16

Dagger Stab

5 blows on High 14

Deadly Dance

3 blows on High 14

New Earth

3 blows on High 15

Tomahawk Smash

3 blows High, High, Mid 18

Full Moon

3 blows on High 17

Spirit Tracks

ows High, Low 11

2 bl

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Complex combos

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Noob Saibot

Ghost Ball is a projectile which doesn’t inflict any damage but for a short period of time your opponent is not able to block.

Blackhole creates a hole in the ground – if an opponent falls into it, he will appear right in from of you after a moment. It is best to catch him then using basic juggle (Neutral Jump Punch).

Teleport Slam is a fast blow which inflicts huge damage and suits well as a finisher for many combos. As an alternative you can use Shadow Charge.

Fatalities Make A Wish

Jump back and one step forward

As One

Jump back and one step forward

Stage Fatality

Close to an opponent

Babality

Jumping distance and 2 steps backwards

Special Moves Ghostball

Projectile which „turns off” the block

Blackhole (Above)

A hole under an opponent

Blackhole (Behind)

A hole behind an opponent

Blackhole (In Front)

A hole in front of an opponent

Teleport Slam

Teleport, works in the air

Shadow Charge

Blow on High

Shadow Upknee

Blow on High

Shadow Slide

Blow on Low

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Fast Tags Mysterious

Tag Combos Entangled

Warped Rush

Tragic

The Shadow

Basic Combos Saibot Blast

2 blows on High 9

Sneaky Saibot

3 blows High, High, Low 13

Evil Twin

lows High, High, Mid,4 b High 16

Assassinate

3 blows on High 12

No Compassion

3 blows High, Mid, High 13

Reincarnated

ows on High 14

Possessed

3 bl

2 blows on High 13

Complex combos

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Quan Chi

In order to unlock Quan Chi you have to finish Story Mode.

Skeletal Boost is a spell which randomly summons for Quan Chi life regeneration or enhanced damage power.

Skull Ball is a pretty strong projectile and most powerful Quan Chi’s special move. It is very good as a combo finisher.

Ground Burst is a fast blow useful for finishing combos, which can’t be finished with Skull Ball.

Trance is a very good stun blow. It sets an opponent in a standing position, even if he was in the air.

Fatalities Beat Down

Close to an opponent

On Your Knees

Close to an opponent

Stage Fatality

Close to an opponent

Babality

Jumping distance and 2 steps backwards

Special Moves Skeletal Boost

More damage or life regeneration

Ground Burst (Close)

Blow on High

Ground Burst (Med)

Blow on High

Ground Burst (Far)

Blow on High

Skull Ball

Projectile on High

Sky Drop

Blow on High (works in the air)

Trance

Stun

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Fast Tags Sinister

cal Die-Aboli

Tag Combos native Means

Alter

ns Kruel Intensio

Necro-Mashy

Basic Combos Afterlife

3 blows on High 12

Under Torment

3 blows on High 12

s Crush Conjurer’

2 blows on High 11

Corruption

High,4 blows High, Low High 15

Spellbinder

3 blows on High 12

Root Of Evil

3 blows on High 16

Enchantment

, Mid3 blows High, High 14

th Wounded Wra

igh 9Juggle, 2 blows on H

Incantation

2 blows on High 13

Deterioration

2 blows Low, High 11

Annihilation Juggle, 2 blows Low, Mid 9

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Complex combos

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Raiden

Electrocute is a Raiden’s strongest special move. It suits well as a combo opener or finisher but it is best for combining shorter sequences.

Electrick Fly is a fast, long range blow with satisfactory damage. That’s why it can be used as a very good combo finisher.

A successful dodge of the projectile using Teleport can result with an ideal position to perform a combo.

Fatalities Just A Scratch

Jumping distance

Transplant

Close to an opponent

Stage Fatality

Close to an opponent

Babality

Jumping distance and 2 steps backwards

Special Moves Lightning

Projectile on High

Electrocute

Blow on High

Electric Fly

Blow on High (works in the air)

Teleport

Teleport

Vicinity Blast

Blow on High

t Tags nder

FasDistant Thu

Elder Fury

God Fist

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Tag Combos Godlike

ral Supernatu

Divine Power

asic Combos

BHevenly Hand

4 blows on High 10

Sudden Energy

3 blows on High 13

White Lightning

3 blows High, High, Low 10

Violent Thunder

3 blows on High 15

Quick Burn

2 blows on High 13

Flash Storm

3 blows on Low 15

Spark Kicks

Juggle, High, High, Mid 15

Thunder God Juggle, High, High, Mid 12

Complex combos

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Reptile

Force Ball blows are jugglers. Slow Force Ball inflicts less damage and is easier to be jumped over but can be use as a “cover”, especially when it is enhanced.

Slide is a blow on Low and can be used as a combo finisher. Unfortunately it doesn’t inflict much damage.

Acid Hand deals considerable damage but because of its short range only few combos may be finished with this blow.

Elbow Dash inflicts huge damage but doesn’t catch an opponent in the air. It can be used for rapid movement.

Invisibility makes you invisible for some time or till you get hit. Enhanced version of this move makes you invisible completely.

Fatalities Acid Yak

Close to an opponent

Weight Loss

Close to an opponent

Klassic Fatality

Jumping distance

Stage Fatality

Close to an opponent

Babality Jumping distance and 2 steps backwards

Special Moves Slow Force Ball

Juggle, projectile on High

Fast Force Ball

Juggle, projectile on High

Slide

Blow on Low

Acid Hand

Blow on Mid

Invisibility

Invisibility

Acid Spit

h

Projectile on High

Elbow Das 2 blows Mid, High

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st Tags

FaCarnivorous

Nocturnal

Aquatic

Skin

Shedding

Tag Combos xic

To

Ravenous

Scaly Serpent

Bad Blood

Anguish

Basic Combos looded Cold B

3 blows on High 7

Carnivore Bash

4 blows High, High, Mid, Mid 11

Deadly Venom

3 blows High, High, Low 9

Just Hatched

on High 11 2 blows

Hybrid Blast

3 blows on High 15

Hybrid Crush

, Low3 blows High, High 17

Evolution

arge

2 blows High, Mid 7

Amphibian Ch

3 blows on High 14

Slithered

3 blows High, High, Low 12

Swamp Strikes

2 blows High, Mid 13

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Complex combos

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A last combo can be divided in two parts. First one is finished with neutral jump p h,which sup ose to ggle your oppo nt –

uncp ju ne th n you could try to perform one of the sequen s

of blows listed above, which creates a second part of this combo. Elbow Dash listed in thise ce

combo i not for damage your pon t but to et close to him before he falls down. Whens op en gyou finish Elbow D sh, y u should a o ju p and pu ch him immediately to m n juggle him before hereaches the ground.

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Scorpion

Spear is a stun projectile which inflicts minor damage. Caught enemies, no matter what their current position is, will be pulled to the Scorpion (in standing position).

Demon Fire is a blow which can’t be blocked. Unfortunately its slow performance doesn’t allow using it in combos.

Teleport is a fast blow which inflicts average damage. It suits well both to combine shorter sequences of blows and as a combo finisher.

Takedown inflicts considerable damage and is good as a combo finisher whenever it is possible. Unfortunately it has very short range and doesn’t hit opponents in the air.

Fatalities Split Decision

Close to an opponent

Nether-Gate

Close to an opponent

Klassic Fatality

Jumping distance

Stage Fatality

Close to an opponent

Babality Jumping distance and 2 steps backwards

Special Moves Spear

Stun

Demon Fire

Can’t be blocked

Teleport

Blow on High, works in the air

Takedown

Low

Air Throw

Blow on

Grab in the air

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Fast Tags Underworld

Soulless

ag Combos nce

TEternal Vengea

Punishment

Affliction

Revenge

Torment

Basic Combos

3 blows on High 12

n Damnatio

3 blows on High 12

Brimstone

3 blows High, High, Mid 15

Gravedigger

2 blows High, Mid 9

Doom Blade

3 blows on High 11

Dead End

3 blows on High 13

Grievance

2 blows Low, High 9

Complex combos

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Sektor

Flame Burner is a blow both with average damage and range. It suits as a finisher for some combos.

Up Missile in its three versions allows you to set a trap for your opponent. Its enhanced version is a homing missile. It is good to use Up Missile right before a combo – if it hits enemy it will inflict a small amount of damage.

Teleport Uppercut inflicts minor damages but it is a good juggler. It can be used as a combo starter. It can also combine sequences of blows or finish a combo if other blows don’t hit the enemy.

Fatalities Robo-Sek

Jumping distance and 2 steps backwards

The Scarecrow

Jumping distance and 2 steps backwards

Stage Fatality

Close to an opponent

Babality

Jumping distance and 2 steps backwards

Special Moves Flame Burner

Blow on High

Teleport Uppercut

Juggle on High, works in the air

Straight Missile

Projectile on High

Up Missile(Above) Projectile on High

Up Missile(Behind)

Projectile on High

Up Missile(In Front)

Projectile on High

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Fast Tags Intersect

Partition

System Lock

Tag Combos Detached

Spare Parts

Branch Off

System Backup

Leg Lift Leg Lift

Prepare for Leg Lift

Toe Kick

Blow on Mid

cks Sneaky Ki

Basic Combos ence

2 blows Low High 11

Artificial Intellig

3 blows on High 13

System Overload Juggle, 3 blows on High 14

Hard Crash

3 blows High, High, Mid 17

Malfunction

ows on High 15

Fusion Force

2 bl

3 blows on High 11-13

Access Denied

2 blows on High 9

Demolition

3 blows on High 14

Drive Power 2 blows on High 15

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Run Down

2 blows Low, High 11

User Error

2 blows on High 11

Fatal Error

2 blows on High 13

Complex combos

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Shang Tsung

Up Skull is a projectile hitting from above. It has quite big delay and can’t be combined into combos. But you can catch your opponent with it at the beginning of the sequence of blows, inflicting some damages.

Ground Skull is a projectile hitting from bottom which slightly juggles back your opponent. Variations of this attack may be combined in short combos, which move the opponent away from us. Enhanced version of Ground Skull summons three skulls which attack at short intervals – they juggle an opponent toward us.

Soul Steal inflicts quite a lot of damage and changes Shang Tsung into a copy of an opponent. It also increases damages. You can use this blow as a combo finisher but you have to remember that its range is limited.

Fatalities Bang Bang!

Close to an opponent

Identity Theft

Jump back and one step forwards

Stage Fatality

Close to an opponent

Babality

Jumping distance and 2 steps backwards

Special Moves Fire Skull

Projectile on High

Up Skull(Above)

Projectile on High, from above

Up Skull(Behind)

Projectile on High, from above

Up Skull(In Front)

Projectile on High, from above

Ground Skull(Close)

Juggle, Projectile on High from bottom

Ground Skull(Med)

Juggle, Projectile on High from bottom

Ground Skull(Far) Juggle, Projectile on High from bottom

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Soul Steal

Switch into an opponent

Fast Tags Side By Side

Ruthless

Tag Combos Soul Stealer

Burning Evil

B-Trade

Two Of A Kind

Basic Combos Bad Omen

3 blows High, High, Mid 9

Soul Stain

3 blows on High 9

Soul Torment

2 blows on High 7

Reserved Pain

, Mid,4 blows High, High High 14

Death Walker

3 blows on High 12

Restored Youth

, Low3 blows High, High 14

Play Time

2 blows Low, High 7

Deadly Truth

3 blows on High 14

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Complex combos

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Sheeva

Fireball inflicts huge damage as for a simple projectile.

Jump Stomp has big delay and is not suitable to be combined with combos. But this is very strong blow which can’t be blocked.

Grab N Punch is a blow which looks like a grab. It inflicts huge damage and is ideal as a combo finisher.

Anti-Air-Grab is targeted at character in the air. It inflicts decent damage and is good as a combo finisher.

Low Grab is a grab which works only against sweeping characters. Additionally it is a juggler which can start a combo.

Fatalities Stripped Down

Close to an opponent

Lend A Hand

Close to an opponent

Stage Fatality

Close to an opponent

Babality

Jumping distance and 2 steps backwards

Special Moves Fireball

Projectile on High

Jump Stomp

Can’t be blocked

Ground Pound

Can’t be blocked

Grab N Punch

Blow on High

Anti-Air-Grab

High grab

Low Grab

Juggle, low grab

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Fast Tags Perfect Match

Better Than

Tag Combos ng Hands

Helpi

Protector

Distrustful

Destruction

Basic Combos an Fury Shok

Juggle, 3 blows on High 9

Blood Lust

3 blows High, High, Mid 15

Darkness

3 blows on High 15

Four-Way

4 blows High, High, High, Mid 14

Sheeva Rush

High,4 blows High, High, Low 16

Quad Toss

2 blows on Low 15

Demolish

2 blows on High 15

Turmoil

2 blows on High 11

Rehabilitated

2 blows Low, High 15

Complex combos

, 23

, 23

, 24

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Combos on a sweeping opponent.

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Page 75: Mortal Kombat - Game Guide - The Eye...A following guide, entitled Mortal Kombat special moves and combos, lists all special moves, combos and fatalities for each character in PS3

Sindel

Fireball and Low Fireball are two projectiles which can be used in the air. There are useful in finishing sequences of blows in which Sindel jumps slightly above the ground. These projectiles can be also combined in a short combo with a neutral jump attack.

Yell is a stun blow. Due to its very long performing time it is hard to combine it into combos. So there is no problem to use it as a combo starter.

Hair Whip is a mid-range, strong blow. It suits very well as a combo finisher.

Step Up is actually a short combo which inflicts little less damage than Hair Whip. It also suits well as a combo finisher.

Levitate makes Sindel flying/levitating above the arena. She can use then only Fireball and Low Fireball blows. Levitation can be finished with the block.

Fatalities Migraine

Close to an opponent

Mouthfull

Close to an opponent

Stage Fatality

Close to an opponent

Babality

Jumping distance and 2 steps backwards

Special Moves Fireball

Projectile High, works in the air

Low Fireball

Projectile Low, works in the air

Yell

Stun

Levitate

Levitation

Hair Whip

Blow on High

Step Up

Blows Mid Mid High

Page 76: Mortal Kombat - Game Guide - The Eye...A following guide, entitled Mortal Kombat special moves and combos, lists all special moves, combos and fatalities for each character in PS3

Fast Tags Royal Flush

Regal Ruin

Cataclysm

Graceful Dead

ag Combos

TBow To Me

Worthless

ash

Majestic M

Queen’s Sorrow

That Was Fun!

Basic Combos d Bride

Undea

3 blows on High 9

Royal Pain

4 blows on High 11

Rebirth

Juggle, 2 blows on High 7

Confronted

3 blows on High 14

Anguish 4 blows High, High, Low, High 11

Sadness

4 blows High, High, Low, High 12

Conqueror

n High 7

Queen’s Anger

2 blows o

n High 15

er

3 blows o

Rise To Pow

3 blows on High 15

Unforgettable

, MidJuggle, 2 blows High 11

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Child’s Play

3 blows on High 14

Complex combos

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Combos listed above (except the last one) can be started with Yell blow.

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Smoke

Shake provides a defense against projectiles. It can be extended by holding a Square.

Invisibility gives you partial invisibility for a short time or until you get hit. Enhanced version gives you full invisibility.

If you hit your opponent with Smoke Cloud he will fall down from above just in front of you. This is very good start for combo and even better for combining sequences of blows. Smoke Cloud inflicts very huge damages if we let the opponent to hit the ground but it is better to attack him when he is still in the air.

Teleport is a very fast blow which inflicts decent damage. It can be used as a combo finisher or combine it into mini combo with a standard jump attack.

Smoke Away and Smoke Towards improve your mobility but do not inflict damage.

Fatalities Smoked Out

Close to an opponent

Tremor

Close to an opponent

Stage Fatality

Close to an opponent

Babality

Jumping distance and 2 steps backwards

Special Moves Shake

Defense against projectiles

Smoke Cloud

Juggle, Blow on High

Air Throw

Grab in the air

Teleport

Block on High, works in the air

Invisibility

Invisibility

Smoke Away

Teleport backwards

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Smoke Towards

Teleport forwards

Fast Tags Ashes To Ashes

Dust To Dust

Tag Combos Incinerate

Immolation

Ignite

Basic Combos Ablaze

3 blows on High 12

Smoldering

2 blows on High 7

Red-Hot

2 blows on High 11

Smokin

1

2 blows Mid, High 1

Rekindle

3 blows on High 12

Combustion Juggle High, Mid, High 14

On Fire Juggle, 2 blows on High 11

Complex combos

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Page 81: Mortal Kombat - Game Guide - The Eye...A following guide, entitled Mortal Kombat special moves and combos, lists all special moves, combos and fatalities for each character in PS3

Sonya Blade

Leg Grab is a very strong blow and should be used as a combo finisher.

Kiss is a stun blow but its long delay doesn’t allow performing it during a combo.

Kartwheel is a juggle with average damage. It suits well on the beginning of the combo – for the end I suggest to use a Leg Grab.

Air Drop and Air Kick can be combined into mini combos with standard air attacks. These combos can be then used to finish some sequences of blows.

Fatalities Scissor Split

Jump back and one step forwards

Kut-Throat

Close to an opponent

Stage Fatality

Close to an opponent

Babality

Jumping distance and 2 steps backwards

Special Moves Energy Ring Blast

Projectile on High

Leg Grab

Blow on High

Kiss

Stun

Arc Kick

Blow on High

Kartwheel

Juggle, Blow on High

Air Drop

Works only in the air

Air Throw

Grab in the air

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Fast Tags Switch Off

( ) Being in Military Stance

Fatal Kiss

Surprise

Windmill

ag Combos

TLick My Boots

Special Forced

Tough Love

scharge

Honorable Di

Military Stance Military Stance

Prepare for Military Stance

Double Kick

2 blows on High 7

Power Knee

Blow on High 5

Shoulder

n

Blow on High 7

Knockdow

Blow on High 9

Tackle

nches

Blows on Mid 15

Dash Pu

2 blows on Low 9

Lift Off

Juggle, blow on High 5

eck Hit The D

Blow on Low 7

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Basic Combos Advance Force

3 blows on High 12

Fierce Assault

Drop Zone

3 blows on High 10

3 blows on High 16

Ground Control

3 blows High, High, Low 13

Power Rush

3 blows High, High, Mid 15

Mess Hall Juggle, 3 blows on High 16

Play Time

3 blows on High 13

Beat Up

ows on High 15

Pull Out

3 bl

2 blows on High 7

Complex combos

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Stryker

Roll Toss is a strong blow, perfectly suited as a combo finisher.

Gun Shot is a weak series of projectiles. Its main advantage is that it immediately gets to an opponent and nails down opponents being in the air.

Low Grenade Toss and High Grenade Toss are quite strong projectiles, very hard to be avoided. Throwing grenades are quite slow and you can rarely finish combos with them.

Baton Sweep is rather a weak blow. Its advantage is that it hits on Low.

Fatalities Time Served

Close to an opponent

Have A Blast

Close to an opponent

Stage Fatality

Close to an opponent

Babality

Jumping distance and 2 steps backwards

Special Moves Baton Sweep

Blow on Low

High Grenade Toss

Projectile on High, high

Low Grenade Toss

Projectile on High, low

Gun Shot

Projectile on High

Roll Toss

Blow on High

st Tags rotect

FaServe and P

Remain Silent

Affirmative

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ag Combos e

TWe Aim To Pleas

Officer Friendly

Don’t Move!

attery

Assault And B

Basic Combos

Kop Out

2 blows on High 9

Dispatched

3 blows on High 11

Beatdown Juggle, 3 blows on High 10

Pain Patrol

3 blows High, Low, High 15

The Heat

4 blows on High 16

Aggravated Assault

Juggle, 4 blows on High 12

Spread’ Em

4 blows High, High, High, Low 14

Come With Me Juggle, 2 blows on High 13

Complex combos

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Page 88: Mortal Kombat - Game Guide - The Eye...A following guide, entitled Mortal Kombat special moves and combos, lists all special moves, combos and fatalities for each character in PS3

Sub-Zero

Ice Ball is a freezing projectile. If you hit a frozen opponent again, it will inflict minor damage.

Slide is a blow on Low which inflicts average damage. There are no stronger special attacks in Sub-Zero’s arsenal, so you can use Slide as a combo finisher.

Ice Clone is a trap-blow. It can be used in any position – you can even “retreat” during a jump.

Ice Puddle freezes a close standing opponent. It doesn’t inflict any damage and it takes a long time to perform it. Its main advantage is that it can’t be blocked.

Fatalities Have An Ice Day

Jump back and one step forwards

Spinal Smash

Close to an opponent

Klassic Fatality

Jumping distance

Stage Fatality

Close to an opponent

Babality

Jumping distance and 2 steps backwards

Special Moves Iceball Stun projectile

Slide

Blow on Low

Ice Clone

Stun, works in the air

Ice Puddle

Stun, can’t be blocked

t Tags ro

FasAbsolute Ze

Page 89: Mortal Kombat - Game Guide - The Eye...A following guide, entitled Mortal Kombat special moves and combos, lists all special moves, combos and fatalities for each character in PS3

Tag Combos Freezer Burn

Arctic Assault

ze Ability To Free

asic Combos

BFrosty

2 blows on High 7

et Cold Fe

3 blows High, High, Mid 15

t Arctic Blas

3 blows High, High, Low 14

Ice Pick

3 blows High, Mid, Mid 20

Ice Cold

3 blows High, Mid, Low 18

Frost Bitten

3 blows on High 16

Ices Up

lice

3 blows on High 18

Tundra S

2 blows Mid, High 16

Winter Blade

3 blows High, High, Mid 14

Cold Steel

3 blows on High 15

Chill Out

2 blows High, Mid 11

Complex combos

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After freezing your opponent y u can juggle him using a neutral jump punch and then

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o perform a combo. It doesn’t inflict much more damage but you can use a new situ n.

y an see a s e whicatio

Below ou c pl bam com o h uses juggle after freezing an opponent (with Iceballd Ice Puddle). an

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