Mac users: this file is easiest to read in an 80-character-per-line non- proportional font, such as Courier. ----------------------------------------------------------------------------- The FINAL Mortal Kombat II Hint File Last Modified December 2, 1994 Copyright (c) 1994 by Grant Bugher ----------------------------------------------------------------------------- This is the NINTH EDITION of the FINAL Mortal Kombat II Hint File. This file is freely distributed and may be uploaded or copied in ORIGINAL, UNMODIFIED FORM (electronic or paper) without compensating the author. This version is only slightly changed from the 9/23/94 Ninth Edition. ALL OF THESE MOVES AND FATALITIES ARE FULLY CONFIRMED. ALL OF THEM WORK EVERY TIME YOU DO THEM RIGHT. I didn't put any so-called "unconfirmed" (i.e. probably imaginary) moves in here. If one doesn't work, it's because you didn't do it right. :) Everyone has a friendship, a pit fatal, and a babality. To "charge" a button means to hold it down. This file is for the arcade v3.1 of Mortal Kombat II. A few things here will not work in v2.1, and MANY of them will not work in revisions before 2.1. Now, most moves lists are all correct, but when I started this list, it was about the only one that wasn't full of imaginary moves that the author made up or heard about but never bothered to try and see if it worked. Incidentally, these moves will also work with perfectly with the SNES version of MK2, and most of them will work on the Genesis with some modification -- you'll have to figure out what buttons to press, because they changed many of them. Babalities and Friendships can be preformed anywhere on the screen. Pit fatals (fatality uppercuts) can be preformed only at close range, on The Pit stage or the Kombat Room stage. All other fatalities have a certain range you have to stand at to do them. These ranges are at the end of each fatality line below, in parentheses: Close Running right into them. Like if you were doing an uppercut. Sweep The furthest away you can stand and still sweep someone. Half-screen This one's self-explanatory. Far Clear across the screen from the dude. Anywhere Pick a spot. Moves that have an * in the left column are MUCH easier to do if you hold down block, but this is optional. (For example, Liu Kang's Cartwheel or Baraka's Friendship). For those of you who don't know, Babalities change your opponent into a baby and Friendships do some cheesy nice thing to your opponent (totally non- lethal) to finish up the round. Collectively, fatalities, babalities, and friendships are usually referred to by people (and always referred to by me) as "Finishing Moves." Please send E-Mail if you have any additions, corrections, or comments about this list. I am Vylanis on America Online, and my Internet address is vylanis@aol.com - Vylanis P.S. Also check out the other FINAL lists, like the FINAL Mortal Kombat Hint File v3 or the FINAL Killer Instinct Hint File v1. B = Back HP = High Punch F = Forward LP = Low Punch D = Down BL = Block U = Up A Comma (HK, HP) means to hit one button, then the other. A plus (HK + HP) means to push both buttons at the same time. A plus and parentheses, like HK + (LP, HP) means to hold down one button and press the others. "to", like in "D to F, HP" means to start with the first direction and "roll" the joystick to the second, similar to the movement in throwing a fireball in Street Fighter II. ----- NORMAL MOVES (for everyone) ----- Sweep B + LK High Punches do more damage than Low Roundhouse B + HK Punches, but Low Punches can hit ducking Uppercut D + HP opponents. Kicks do more damage than Throw F + LP either, but you can rapid-fire punches. Power Punch F, HP Power Punches do more damage than regular punches. ----- SPECIAL TRICKS ----- When it says "Finish Him!" on the Dead Pool stage, if you hold LP + LK and do an uppercut, you will knock your opponent into the acid. When the skeleton floats to the surface, hold the joystick Down and it (the skeleton) will say something, possibly "Hello!" with a British accent. On the player select screen, pressing Up + Start while in your corner (Liu Kang for Player 1 or Reptile for Player 2) will cause the computer to randomly select a character for you. This makes 2-player games more fair. While no one is playing, press down on both joysticks to see the high score table. On the Battle: ## Screen (where it shows the name of the battle zone and pictures of the two selected characters), press Down + HP on BOTH CONTROLLERS to disable throwing for the match. This is for two-player only, of course. If you do the Pit Fatal in the Kombat Room, knocking the opponent onto the spikes, press down on both joysticks before the opponent hits the ceiling. He will slide off the spikes and hit the ground. In the SNES version only, you can enter a 2-player tournament mode. On the screen where you select between "Start" and "Options," hold L and R and hit the Start button. It will allow each player to select 4 characters, which will then fight in succession (like MK1's Endurance Rounds.) ----- SPECIAL MOVES ----- ----------------------------------------------------------------------------- Baraka: Spark D to B, HP Blade Slice B + HP Blade Fury B, B, B, LP Double Kick HK, HK Pit F, F, D, HK Babality F, F, F, HK *Friendship U, F, F, HK Impale B, F, D, F, LP (Close) *Decapitate B, B, B, B, HP (Close) You can sometimes follow up a jump kick (especially a turnaround kick) with a Blade Fury, doing immense damage. Also, when Kintaro jumps off the top of the screen to stomp on you, do the Blade Fury and he'll land right in it. When playing against Baraka, note that Raiden's torpedo and Kitana's fan lift will hit him while he's doing the Blade Fury. ----------------------------------------------------------------------------- Johnny Cage: Low Shadow Bolt D to F, LP High Shadow Bolt D to B, HP Shadow Uppercut B, D, B, HP Shadow Kick B, F, LK Nutcracker LP + BL Gym Kick F + LK Pit D, D, D, HK Babality B, B, B, HK Friendship D, D, D, HK Rip in Half D, D, F, F, LP (Close) Decapitate F, F, D, U (Close) Triple Decapitate D + LK + BL + LP (Close) (must do regular decap first, then this!) You can shadow-kick right after a jump-kick or turnaround-kick. This is probably the easiest combo in the game. The computer will almost always get hit by a properly timed nutcracker, and against the computer, you can follow one with a shadow kick. ----------------------------------------------------------------------------- Jax: Overhead Hammer F + HP Grab 'n' Pound F, F, LP, rapid LP Multiple Throw F + LP, rapid HP Sonic Boom F to D to B, HK Ground Pound Charge LK 3 seconds Backbreaker BL in air *Pit U, U, D, LK *Babality D, U, D, U, LK *Friendship D, D, U, U, LK Head Crush LP + (F, F, F) (Sweep) Rip Off Arms BL, BL, BL, BL, LP (Sweep) Jax is the best close-range fighter in the game. An overhead hammer followed by an uppercut, Grab 'n' Pound, or Multiple Throw is devestating, and if the hammer hits, the next move is automatic success. After hitting the kick button for a jump kick (especially a turnaround kick), immediately hold block. It doesn't put you at any disadvantage, and if timed right it will do a backbreaker when the kick hits. ----------------------------------------------------------------------------- Kitana: Fan Lift B, B, B, HP Fan Throw F, F, HP + LP Fan Slice B + HP Zip Punch F to D to B, HP Pit F, D, F, HK *Babality D, D, D, LK *Friendship D, D, D, U, LK Decapitate BL, BL, BL, HK (Close) Kiss of Death LK + (F, F, D, F) (Close) Kitana and Liu Kang are the game's best distance fighters. Follow up a jump kick with a fan throw. Good against humans, excellent against the computer. In the corner, you can fan lift, then hop-kick, then throw a fan, and then uppercut, all without giving the enemy any opportunity to block! As you get faster, you can do a fan-lift, jump-punch, fan-throw, zip-punch combo (not in the corner) and even a five-hit combo in the corner. When playing against Kitana, if you are ducking and she does a fan lift (over your head), hold block, stand up, duck again, release block, then uppercut. You will not get hit by the fan lift! ----------------------------------------------------------------------------- Kung Lao: Hat Throw B, F, LP (U or D guides hat) Garbage Can BL + (U, U), rapid LK Teleport D, U Torpedo Kick D + HK in air Pit F, F, F, HP Babality B, B, F, F, HK Friendship B, B, B, D, HK *Hat Split F, F, F, LK (Sweep) Decapitate LP + (B, F) (Far) (then aim the hat at their neck!) Kung Lao is a great character if used properly - the torpedo kick is very good as it throws your opponent's timing off and it is hard to uppercut. A blocked normal torpedo kick allows an uppercut, but a hop-torpedo does not, and is so strange that most people will not know how to react to it. Also, Kung Lao's standing HK can always knock someone out of the air, like the ninjas' roundhouse. ----------------------------------------------------------------------------- Liu Kang: High Fireball F, F, HP Low Fireball F, F, LP Bicycle Kick Charge LK 4 seconds Flying Kick F, F, HK Pit B, F, F, LK Babality D, D, F, B, LK Friendship F, B, B, B, LK *Cartwheel Spin away from enemy (Anywhere) Dragon Munch D, F, B, B, HK (Close) The high fireball can be done in the air. The bicycle kick is great if you keep charging LK most of the round, and release it right after getting hit. You'll usually catch the opponent off guard if he's near you. Kang's low fireball makes him an excellent distance fighter - it goes under all other projectiles, making him the only person who can trade missiles with Sub-Zero. ----------------------------------------------------------------------------- Mileena: Sai Throw Charge HP 2 seconds Teleport Kick F, F, LK Roll B, B, D, HK Pit F, D, F, LK Babality D, D, D, HK *Friendship D, D, D, U, HK Sai Perforate F, B, F, LP (Close) *Suck 'n' Blow Charge HK 3 seconds (Close) If you charge HP for a while first, you can jump kick someone and then release HP immediately, hitting them with the sais as they fall from the kick. The teleport kick is among the best moves in the entire game, since it flawlessly knocks opponents out of the air. Do one whenever they jump or throw a missile weapon. The ninjas can roundhouse you out of a teleport. When playing against Mileena, standing-block teleport kicks. Then, either hop-kick or do a special move, like Raiden's torpedo or a projectile throw. ----------------------------------------------------------------------------- Raiden: Shocking Grasp Charge HP 3 seconds Torpedo B, B, F Lightning Bolt D to F, LP Teleport D, U *Pit U, U, U, HP *Babality D, D, U, HK Friendship D, B, F, HK Electrocution Charge LK, rapid LK + BL (Close) Super Uppercut Charge HP 7 seconds (Close) If you can shock grab someone, HP twice and then do a torpedo. The two HP's knock the opponent into the air, making the torpedo unblockable. To do the super uppercut, you must begin charging HP before it says "Finish Him!" Always follow up a jump-kick with a Torpedo. It almost always works, and is the one thing that makes Raiden a great character. ----------------------------------------------------------------------------- Reptile: Acid Spit F, F, HP Energy Orb B, B, HP + LP Invisibility BL + (U, U, D), HP Slide B + BL + LP + LK Pit D, D, F, F, BL Babality D, D, B, B, LK Friendship B, B, D, LK Yummy B, B, D, LP (Half-screen) Unseen Death F, F, D, HK (Close) (must be Invisible!!) After the energy orb, most people uppercut, but you can do more damage by doing two high punches (knocking them in the air) followed by a hop kick and then a slide. If you turn invisible, try just ducking in place. Usually, the opponent will jump at you, letting you roundhouse them out of the air. If they walk up to you, sweep and move back, then begin ducking again. Also, you can jump-kick or slide (or both) if the opponent throws a projectile. ----------------------------------------------------------------------------- Scorpion: Harpoon Throw B, B, LP Teleport Punch D to B, HP Leg Takedown D to B, LK Air Throw BL in air Pit D, F, F, BL Babality D, B, B, HK Friendship B, B, D, HK *Incinerate U, U, HP (Half-screen) *Toasty Incinerate D, D, U, U, HP (Anywhere) Neck Slash HP + (D, F, F, F) (Close) If you do a turnaround kick, you can often do a teleport punch and/or spear and catch your opponent off guard. The leg takedown is almost worthless, since it does less damage than a throw, and if blocked it leaves you open to an uppercut. ----------------------------------------------------------------------------- Sub-Zero: Deep Freeze D to F, LP Ground Freeze D to B, LK Slide B + BL + LP + LK Pit D, F, F, BL Babality D, B, B, HK Friendship B, B, D, HK Freeze Uppercut F, F, D, HK (Sweep) F, D, F, F, HP (Close) Ice Grenade LP + (B, B, D, F) (Far) As almost everyone knows, follow up a jump kick with a slide. Great against the computer, only works against humans if you do a very late LK for your kick, or if they're stupid. Follow a jump kick with a ground freeze occasionally - if they don't expect it, they'll slip (leaving themselves open for an uppercut and slide.) If you freeze someone, don't upperct. Do a turnaround kick then an immediate ground freeze, then uppercut. Most people will fall for it, but someone who knows will jump away. If they do that, just uppercut next time, or try a turnaround kick then deep freeze. They will jump back into the freeze. Alternate randomly between these and you'll confuse the hell out of most people. ----------------------------------------------------------------------------- Shang Tsung: One Flaming Skull B, B, HP Two Flaming Skulls B, B, F, HP Three Flaming Skulls B, B, F, F, HP Liu Kang Morph B, F, F, BL Kung Lao Morph B, D, B, HK Johnny Cage Morph B, B, D, LP Reptile Morph BL + (U, D), HP Sub-Zero Morph F, D, F, HP Kitana Morph BL, BL, BL Jax Morph D, F, B, HK Mileena Morph Charge HP 2 seconds Baraka Morph D, D, LK Scorpion Morph BL + (U, U) Raiden Morph D, B, F, LK Pit BL + (D, D, U), D Babality B, F, D, HK *Friendship B, B, D, F, HK *Soul Stealer U, D, U, LK (Close) Body Explosion Charge HK 3 seconds (Sweep) Kintaro Morph Charge LP 25 seconds (Sweep) When the opponent is jumping away, let loose with three skulls. If one hits in the air, they all will. Tsung has very few good moves, since he normally changes into someone else and uses their moves. However, someone who has very good timing can play as Shang Tsung without morphing and still do well. Note that to do the Kintaro Morph you must begin holding LP long before it says "Finish Him!" Most people begin charging before it says "Fight!" and continue the entire round. ----------------------------------------------------------------------------- ----- SECRET CHARACTERS ----- To reach Smoke, fight on The Portal (1 or 2 player). After an uppercut, the "toasty guy" will occasionally appear. If he does, hold down and Start to warp to Smoke. To reach Jade, fight a one-player game on the match just before the "?" on the map of the mountain. Beat at least one round of the match using only the LK button (no punches, HK, or BL). You'll warp immediately to Jade. You need not win the match - just a round. To reach Noob Saibot, win 50 consecutive battles, 1 or 2 player. If he beats you, you stay at 49 wins, so you can just keep winning one battle until you manage to beat him. You MUST beat him to get over 50 wins in the high score table. ----- MISCELLANEOUS ----- The most useful piece of information you could ever have is how the jump-kick works. It goes as follows: 1. The person who hit the kick button first wins the contest. (Thus, a hop- kick will usually triumph over a jump-kick) 2. If they hit the button at the same time, the person who jumped LAST wins the contest. If you are very good at the game, this probably seems like common sense. But I remember that I improved greatly upon learning this. This also applies to jump-punches and aerial special moves, but is overridden by a few things -- Kung Lao's torpedo kick usually comes out on top, as do a few other moves. But not always - if you jump back and kick late, you can kick Kung Lao out of a torpedo kick. Baraka's aerial moves are fantastic, making up for his shortage of special moves. He is nearly impossible to uppercut out of the air or even jump-kick out of the air (except on the SNES version...) Turnaround kicks are devestating. Jump over someone, as if doing a jump kick, but don't hit the kick button until after you've passed their heads. It leads to some interesting combos -- follow them up with Scorpion's teleport punch or Raiden's torpedo for good results. Most people, seeing you jump over them, will try to uppercut. You CANNOT uppercut a turnaround kick (well, you can, but almost no one can do it consistently). The proper response to one is to block, then attack AFTER they kick. There is a special type of punch commonly referred to as a "heavy punch." It is rediculously hard to get off, but worth the trouble. When the opponent jump-kicks at you, press HP once. You must do it before he is lined up with the punch. Properly timed (which is VERY hard to do), he will fall into the punch, and take more damage than an uppercut! Appearently, the heavy punch hits several times, rather than just once. Also, this knocks the opponent way up in the air, and can be followed by almost any move except Kitana's fan lift. Many painful combos can be done after a heavy punch. :) Note that I have only seen one person who can do this every time. I get it about 10% of the time. ----------------------------------------------------------------------------- SPECIAL THANKS TO: chrysh@aol.com - for lots of corrections guile0@aol.com - for lots of confirmations howard@rushnet.com - for a couple of fatalities I didn't know kcmk2god@aol.com - for The Mortal Monday Report, which was the best moves list available before I wrote this one losdos@aol.com - for Los Dos's Ultimate Mortal Kombat II Strategy Guide, which though giving few moves and NO fatals gives good general strategy tips mortlkmbt2@aol.com - for lots of confirmations and some corrections tenasgen@aol.com - for playing against me an awful lot thrax@aol.com - for losing against me an awful lot thanh.luu@tomcat.com - for giving me a few babalities and friendships ----------------------------------------------------------------------------- CLOSING COMMENTS: ON FAKE MOVES: Please stop sending me information on imaginary finishes that all end with "ality." They are all fake - There are babalities and fatalities. That is all. There are no Animalities, Nudalities, Housealities, Sexualities, Plantalities, Boredomalities, etc. They all may be funny, but they're not real. (Yes, people have tried to send me all six of those, claiming they were "confirmed.") Of course, if you actually DO one of these things, feel free to send it to me. But if you haven't done it yourself, forget it. Also, no move is longer than 5 actions (joystick motions and button pushes). In other words, don't be like one person and send me Sub-Zero's 23-action animality. ON CHEATING: I don't like it. Now that the home versions of MKII are out, people keep on sending me things about how to cheat at the game. I'm not interested, since I detest cheating. I will not put things like Game Genie codes or how to give yourself 30 continues in my file. If you do stuff like that, you'll never be any good at the game. I wrote my file for people who WANT to gain some skill at MKII. ON ILLEGAL MKII MACHINES: At the time of this release, the latest arcade version of MKII from Midway was v3.1. Any version higher than that is made by some stinking computer pirate, and is ILLEGAL. I don't want to know any moves for an illegal version. If you find an illegal MKII machine, call Midway and report it. A real Midway machine NEVER says what version it is, except during the BIOS bootup sequence (Checking ROMs...). If it says the version number on the "Insert Koin to Kontinue..." screen, it is probably illegal. Thanks, Vylanis