Mavado FAQ and Movelist Mortal Kombat: Armageddon by Whitelotus878 Created 10/26/06 Version 1.0 Version 1.1 (made some minor spelling corrections, 10/27/06) Version 1.2 (corrected some of the button presses in the Advanced Combos section, and added some Stance Changing combos, 10/30/06) Version 1.3 (added some new advanced Hooksword ground combos, 10/31/06) Version 1.4 (made some more minor grammar corrections, 11/01/06) --------------------------- I. Biography II. Button configurations III. Fighting stances IV. Basic Moves and Combos V. Special Moves VI. Advanced Combos VII. Notes and Strategies for using Mavado VIII. FAQ's IX. Credits --------------------------- This guide was created for MK: Armageddon players who are interested in using the fighter Mavado. Mavado is now a fairly different fighter from the one introduced in Mortal Kombat: Deadly Alliance. So, we will get right down to it. --------------------------- I. Biography Mavado was introduced in Mortal Kombat: Deadly Alliance, as an alternative of sorts to Kabal. Like Kabal, Mavado uses the Hookswords. Mavado is a high ranking member of the Red Dragon clan. His primary goal is to eradicate all members of the rival Black Dragon clan. Prior to the events of Deadly Alliance, Mavado defeated the Black Dragon member Kabal and took his Hookswords as a trophy. Mavado wasn't exactly a fan favorite in Deadly Alliance. He was a lower tier fighter in that game, and a lot of fans clamored for Kabal's return. Which did happen in Mortal Kombat: Deception. Kabal's biography for Deception claimed that he avenged his defeat, by killing Mavado in a fight (depicted in a picture in his biography, of a bloodied Mavado laying dead on the ground). Mavado has returned in Mortal Kombat: Armageddon, and his storyline although not very clear, is depicted in a small way in the Konquest mode. It is revealed that he is a subordinate of Daegon, who is the true founder of the Red Dragon clan. It is unclear just how exactly, Mavado "returned to life." He is still the direct superior of Hsu Hao, it would seem. Unlike in Mortal Kombat: Deadly Alliance, Mavado is now a very strong and effective fighter. He has been beefed up considerably for this game, and is very likely an upper tier fighter. He is my personal choice in this game, out of all of the fighters. He is very easy to use as well, for beginning players. --------------------------- II. Button configuration his guide is designed for the PlayStation2 control scheme. The face buttons will be given a corresponding number for combos. The controls will be as follows: D-pad/Left Joystick - Moves the fighter. Pressing up or down will cause Mavado to strafe around his opponent. Pretty up and towards the opponent, plus any attack button will make Mavado throw a jump kick. Pressing up and away will make Reiko leap away from the opponent. For Air Kombat options, jump up in the air, while your opponent is in the air from a juggle or pop-up move and use a single attack or a combo on them. Square - (1) Triangle - (2) X - (3) Circle - (4) R1 - Throw (must be close to opponent) R2 - Block L1 - Stance Change L2 - not used Start - Brings up Pause menu --------------------------- III. Fighting stances In terms of his stances, Mavado is very similar to his Mortal Kombat: Deadly Alliance incarnation. The fighters in this game only get two stances, one hand-to-hand stance, and one weapon stance. Mavado has lost his Wing Chun stance, which honestly, is not a big loss. Long Fist and the Hookswords are Mavado's stances. Long Fist is a quick and hard-hitting fighting stance. The damage value of this stance is increased from Deadly Alliance. If you find yourself preferring this stance over the Hookswords stance, don't be too surprised. Mavado's Long Fist combos are very fast, and can deal out a very healthy amount of damage. The Hookswords stance is Mavado's weapon stance, and like Long Fist, it is a strong stance. Although it is slightly more cumbersome. Mavado and Kabal actually are about even, in terms or prowess with the Hooksoords in this game, since Mavado basically has all of Kabal's Hooksword moves from MK: Deception. Kabal's Hooksword moveset in Deception was in turn, taken from Mavado's moveset in Deadly Alliance. Mavado has several good options to use against an opponent in this stance. It can be used for poking, pop- ups, and strong single strikes. Keep in mind, that you will take more damage while in your Hooksword stance. Of both Mavado and Kabal, Mavado is arguably the more effective fighter of the two, given his combo, pop-up and overall damage potential. --------------------------- IV. Basic Moves and Combos This section will take you through the basic moves and combos of Mavado's two stances. Keep in mind that Square, Triangle, X and Circle, will be referred to as 1, 2, 3 and 4 respectively. Also, with the Anger Management special move going, the damage done to an opponent will be increased for the duration of the special move. Let's get to it. -Long Fist moves and combos- - (1) - Flat Punch - 8 damage...Decent damage, but basically a standing combo starter. Comes out very fast. - Back + (1) - Knee Strike - 8 damage...Again, decent damage, good for a mix up attack. - Forward + (1) - Double Fist Strike - 12 damage...Good, fast punishing move that knocks your opponent a good distance away. - Down + (1) - Low Snake Bite - 4 damage...Quick, low strike, but very little damage. Not to be relied on. - (2) - Long Straight Punch - 12 damage...Another good punishing move, but better served on the end of a combo. Good damage. - Back + (2) - Crane Strike - 12 damage...Excellent pop-up move. This will likely be your main juggle starter. Very fast, and good damage. - Down + (2) - Hammerfist Uppercut - 13 damage...Mavado's uppercut is a decent one, a solid punishing move. Use it after a pop-up, if you can. - (3) - Head Bash - 7 damage...Not a great attack. Go for another option. - Down + (3) - Killer Heel - 4 damage...Simply a mix up attack, much like the Low Snake Bite. - (4) - Cutting Kick - 11 damage...Fast forward kick, does decent damage, although it's not quite as fast as the Long Straight Punch. - Back + (4) - Spinning Crane - 8 damage...Very effective pop up. Mavado sidesteps his opponent, and then launches them. Some Mavado players may prefer this, to the Crane Strike, although it does less damage. It will throw your opponent off balance, but the damage scale-back is equal to the Crane Strike. - Down + (4) - Floor Kick - 4 damage...Another standard low kick to mix up attacks with. Slightly quicker than the Killer Heel. - (1), (1) - Long Fist Rush - 12 damage...Fair damage, but is really just a lead in to other combos. - (1), (1), (1) - Long Fist Pain - 16 damage...Decent damage, and extremely easy to pull off. A good poking combo, and you're not in bad position if the hits are all blocked. - (1), (1), (2) - Long Fist Blast - 19 damage...A good all-around combo. It will knock the opponent down, and do good damage. Not a bad way to end a pop up opportunity. Easy to use. - (1), (1), Back + (2) - Long Tiger Claws - 20 damage...Excellent pop up combo. Does very good damage and sets the opponent up for an easy juggle. Comes out very fast, and not difficult to master. - (1), (1), (3) - Under the Mountain - 14 damage...Another fast pop up combo, although not in the same league as the Long Tiger Claws. Use it, if you need to mix things up. - (1), (1), (4) - Pole Distance - 19 damage...Much like the Long Fist Blast, this is a knockdown combo, and a good one to end a juggle chance with. -Long Fist Air Combos- All of these combos have been initiated from ONE Crane Strike. So keep this in mind, when looking at the damage for these air combos. The Crane Strike is Mavado's most basic air combo starter, so it made a good foundation for air combo analysis. Do these will in the air!! - (1) - War Cry - 14 damage...A lead in to other more damaging air combos. - (2) - Smash Down - 16 damage...Light damage, but offers a chance to re- juggle your opponent. Not bad. - (3) - Gut Kick - 14 damage...Another lead in to other air combos. Follow this up with something else. - (4) - Flip Throw - 19 damage...A better option for a re-juggle chance, since it does more damage than the Smash Down. The timing will be a little trickier though. - (1), (1) - Downward Swat - 17 damage...Again, a lead in for a longer air combo. Not great damage, all things considered. - (3), (3) - Air Sans - 17 damage...See the Downward Swat. Must be followed up with something more. - (1), (1), (1) - Downward End - 22 damage...This is the least amount of damage that you should do with an air combo. This one is very easy to pull off. - (1), (1), (2) - Swipe - 22 damage...If you can, use this over the Downward End. You get a re-juggle chance with this combo. Repeat it again for a combo of over 30%. - (1), (1), (3) - Hovering Kick - 19 damage...A lead in to the Pinwheel combo. You shouldn't be using this on its own. - (3), (3), (1) - Swat Team - 19 damage...Again, a lead in to the Downtime combo. See the Hovering Kick. - (1), (1), (4) - Crashing Wind - 24 damage...A good re-juggle air combo. You can't really go wrong here, as long as your timing is good for another air combo. Use this if you are getting good at the re-juggle timing. - (3), (3), (2) - Power Down - 21 damage...Another re-juggle chance, although the Crashing Wind is slightly stronger. - (3), (3), (3) - Spinning Wheels - 22 damage...To use if you can't get your re-juggles to time properly. Moderate damage. - (3), (3), (4) - End Times - 24 damage...Another one to use if your timing isn't on. Simply knocks your opponent flat, and doesn't put much distance between you and your opponent...but does slightly more damage than the Spinning Wheels. - (3), (3), (1), (1) - Downtime - 24 damage...Decent damage, knocks your opponent down and away from you. - (1), (1), (3), (3) - Pinwheel - 24 damage...Knocks your opponent a little further away. simply a variation of the Downtime air combo. - (1), (1), (3), (4) - Bounceback - 27 damage...One of the more damaging air combo options. Knocks your opponent flat, no re-juggle chance. - (3), (3), (1), (4) - This is the End - 27 damage...A variation of the Bounceback. Again, no re-juggle chance, and a little tricky to use. But good damage. -Long Fist Style Branching Combos- Well, you only get one in Armageddon. But it's a good way to transition into the Hookswords stance. And you must be on the ground to use it. - (1), (1), L1 - Red Dragon Hunter - 23 damage...Excellent ground combo. Hits 4 times, high, high, low, then high. So it is very hard for your opponent to block all four hits, unless they are very good. It's also very easy to pull off. Use this combo when you can. -Hookswords Moves and Combos- The Hookswords is one of the better weapon stances in the game. It gives you a lot of options, but also gives you more to remember. You won't have to rely on the Hookswords nearly as much as in Deadly Alliance. This is a fast weapon, but will feel more cumbersome than the fast Long Fist stance. - (1) - Chest Strike - 10 damage...A lead in to some basic Hooksword combos. Comes out somewhat quickly, but you shouldn't use it on its own. - Back + (1) - Shoulder Rip - 17 damage...A damaging two-hit knockdown move. Good for a mix-up attack, and easy to pull off. - Up + (1) - Twisting Hook - 7 damage...Not a great move, but on its own, it can be decent for a mix up attack. A Chest Strike is usually better. - Down + (1) - Low Reverse Blow - 4 damage...A typical low hitting move without a whole lot of range or power. - (2) - Power Hook - 9 damage...A decent single hitting move, but if it is blocked, you'll leave yourself wide open. It feels somewhat sluggish unless used in a combo. - Back + (2) - Twin Overhead Strike - 11 damage...A good, fast pop up move. Does solid damage as well. You should be using this often in the Hookswords stance. - Up + (2) - Chin and Neck Slice - 16 damage...Definitely worth mentioning. Probably Mavado's best single move in this stance. It hits low, then high. So it is difficult to block. And it comes out fairly quickly. It's hard to use in a juggle, but is very useful nonetheless. Keep this move in mind. - Down + (2) - One Hook Sweep - 4 damage...A better low option than the Low Reverse Blow. Very slightly more range. - (3) - Spinning Sidekick - 8 damage...Moderate damage, but a very good mix up attack, since it comes out so quickly. - Back + (3) - Leg Tripper - 5 damage...A much better low option, as it does slightly more damage, and knocks down the opponent. - Down + (3) - Scissors Swipe - 6 damage...A good low attack. Does a little more damage, and comes out quickly. - (4) - Axe Kick - 10 damage...Not a bad move, but does not knockdown the opponent, or cause a popup. Better used in a combo. - Back + (4) - 5 damage...Very quick low kick, but does not faze the opponent very much at all. Be warned on this one. Decent mix up attack. - Down + (4) - Upward Cross Strike - 5 damage...Insanely fast attack, but low damage. It's not really a low hitting move though. Keep this in mind for a surprise move. Much faster than any of the other Hooksword strikes. - (1), (1) - Razor Moon - 18 damage...Solid damage for so simple a combo. Decent combo for poking. Easy to transition into the Shady Blows combo. Comes out quickly too. - (2), (1) - Furious Edges - 17 damage...Another version of the Razor Moon. Doesn't really offer much of an advantage. Decent at the end of a combo, and for poking. - (1), (1), Back + (1) - Shady Blows - 28 damage...Very good damage here. Also pretty easy to pull off, and good for the end of juggles. Causes a knockdown, but doesn't push the opponent away. Using the Anger Management move, you can do 36% damage with this combo alone. Not bad eh? - (1), (1), (2) - Strength and Balance - 23 damage...Decent damage, but I would stick to the Shady Blows. If you have this blocked, the lag time at the end of this combo, can cause you to eat a combo yourself. - (2), (1), (3) - Disciple of Doom - 22 damage...Decent damage again, plus it knocks the opponent away a bit. Not a combo you're going to be using much however. - (1), (1), (4) - Unholy Strength - 24 damage...Another combo that comes out quickly, but doesn't offer a juggle, or a knockdown. The opponent is simply lowered to their knees, but has a chance to get right back up. Moderate damage. - (2), (1), (4) - Blazing Fury - 20 damage...Now we're talking. A solid, fast pop up combo that can lead to some very damaging results. Another good one to remember. -Hooksword Air Combos- These air combos were performed immediately following a Twin Overhead Strike, which is Mavado's most basic launcher in the Hookswords stance. So keep this in mind, when reading the damage indicated. Again, these can only be done in the air! - (1) - Downfall - 13 damage...Always should be followed by another move. Weak damage. - (2) - Lucky Change - 14 damage...Not a great air combo option at all. You can do better than this. - (3) - Marked Humanoid - 13 damage...Simply a lead in to other air combos, like the Hyper Gust. - (4) - Spinning Feet Grab - 18 damage...Better damage, but again, there are better options than this move. - (1), (1) - Stinky Air - 16 damage...A lead in to other longer air combos. Always follow this up with at least one more move. - (3), (3) - Hyper Gust - 16 damage...Same as the Stinky Air. It's a lead in, nothing more. - (1), (1), (1) - Fresh Air - 18 damage...Should be your basic air combo. Very easy to do, but not much damage. Causes a knockdown. - (1), (1), (2) - Air Slinky - 20 damage...Decent damage, but noteworthy because you can air combo the opponent once again. The timing is tricky, but definitely worth figuring out. - (1), (1), (3) - Airway - 18 damage...Basically a lead in to the Air Barrel or Boot Slam. - (1), (1), (4) - Shove It - 23 damage...Pretty good damage, and easy to pull off. But doesn't get the opponent far from you. - (3), (3), (3) - Barrel Roll - 18 damage...Not great damage, but sends the opponent a good distance away from you. - (3), (3), (4) - Downward Spiral - 18 damage...A lot like the Shove It air combo. Same damage and knockdown distance. - (1), (1), (3), (3) - Air Barrel - 20 damage...Decent damage and knocks the opponent across the screen. Not a bad air combo to use, but you have better options. - (3), (3), (1), (1) - It's All Over - 20 damage...Similar to the Air Barrel combo, but knocks your opponent down a little closer to where you land, after you finish the air combo. Again, not a bad combo. - (3), (3), (1), (2) - Back in Action - 24 damage...A solid air combo. Knocks your opponent up and away from you. An interesting twist, and a better bet to use, than the more simple 4 button air combos. - (1), (1), (3), (4) - Body Slam - 26 damage...Very good one to use if you can't get the re-juggles going. The button presses can be tricky, but with practice, it'll be a cinch. - (3), (3), (1), (4) - Zero G - 26 damage...A variation of the Body Slam. Doesn't offer any real advantage one way or the other, but these two are the air combos you want to use, if you don't want to bother with re-juggling. --------------------------- V. Special Moves Mavado has a unique set of special moves. They mainly revolve on propelling him around the arena. He does not have a projectile...but then again, he doesn't really need one. Mavado has more special moves than he did in Deadly Alliance, which is a good thing. His special moves compliment his attack style very nicely. He also has a good power-up move that you do not want to forget about... - Grapple Hook Strike - Forward, Forward, (3)...8 damage. Mavado fires two grappling hooks to each side of his opponent, then propels himself forward, striking them with two boots right in the chest. Be careful using this move. It doesn't do a whole lot of damage, and doesn't propel the opponent that far away. Only use this as a way to mix up your attack against your opponent. If it is blocked, you can be punished easily. - Change Sides Hook - Down, Up, (2)...No damage. Mavado fires a grappling hook to his side, quickly evading his opponent. This can be effective in a lot of situations. You can keep your opponent guessing as to how you will move around the arena, if you mix a lot of these in with your overall movement. It's very good to use against larger, slower opponents to get a new vantage point on them. Very handy little move. - Anger Management - Up, Up, (4)...No damage. Mavado takes a moment to momentarily power up. Increases damage to all attacks. This move alone makes Mavado a very good one to use. His combos already do very solid damage and this move simply increases that potential. For best best results, use after a knockdown move, and move in for the kill. A long combo, coupled with the Anger Management power up, can decide a round in itself. The only downside is that you are left open for a second while you power up, and it only lasts about 5 seconds. It can be more than enough time with Mavado's speed, and if used properly though. Street Fighter III: 3rd Strike players will know of Yun and his Genei Jin superart...this is basically Mavado's Genei Jin. - Low Grapple Slide - Back, Forward, (4) - 8 damage. Mavado uses his grappling hook to slide forward from a distance and sweep up his opponent. Another handy move. I prefer this over the Grappling Hook Strike, because it can be harder to block. It can also go under projectile, and hit from all the way across the screen. A smart player will keep their distance from a good Mavado player, but this move can keep them honest. Keep it in mind. - Escape Grapple - Forward, Away, (1) - No damage. Mavado fires his grappling hooks behind him to quickly escape from harm's way. Another somewhat handy move, although I don't find myself using it much. The good part of this move is that you can use it immediately after a Change Sides Hook, to give you a completely new perspective of the situation. I doubt you'll be using this much, however. - Rubberband Feet - R1 (must be close) - 15 damage. Mavado does a quick version of the Grappling Hook Strike right next to his opponent. A decent throw, if only for the damage. Use it as a punishing tactic. You can't juggle off of it. --------------------------- VI. Advanced Combos Mavado has very good damage potential with his combos. We'll explore some of the many options that he has in his various stances, starting with Long Fist. I won't list every single combo possibility, because that would mean nearly writing a novel, but I will jot down some combos that definitely bear mention, because of their damage potential. Keep in mind that there are many, many more combos than just these, so do some experimenting. These are just some of the more damaging options you can do. Also...with the Anger Management special move going, these combos will do more damage than normal. That goes for every single Mavado move or combo. -Long Fist ground combos- Back + (2)...Back + (2)...(1), (1), Back + (2) - 29 damage. Back + (2)...(1), (1), Back + (2) - 28 damage. Back + (2)...Back + (2)...(1), (1), (4) - 28 damage. Back + (2)...Back + (2)...(1), (1), (3) - 25 damage. (1), (1), Back + (2)...Back + (2)...(1), (1), Back + (2) - 30 damage. (1), (1), Back + (2)...Back + (2)...(1), (1), (2) - 29 damage. (1), (1), Back + (2)...Back + (2)...(1), (1), (3) - 27 damage. Back + (4)...Back + (2)...(1), (1), Back + (2) - 25 damage. Back + (2)...Back + (2)...(1), (1), (2) - 23 damage. (1), (1), Back + (2)...(1), (1), Back + (2) - 28 damage (1), (1), (3)...(1), (1), Back + (2) - 23 damage -Long Fist air combos- Remember to do these in the air, after the launchers. Back + (2)...Back + (2)...(3), (3), (2)...(3), (3), (1), (4) - 35 damage. Back + (2)...Back + (2)...(1), (1), (4)...(3), (3), (1), (4) - 37 damage. (1), (1), Back + (2)...Back + (4)...(3), (3), (2)...(3), (3), (1), (4) - 35 damage. (1), (1), Back + (2)...Back + (4)...(3), (3), (1), (4) - 32 damage. -Hookswords ground combos- Back + (2)...Back + (2)...(1), (1), Back + (1) - 27 damage. Back + (2)...Back + (2)...(2), (1), (3) - 28 damage. Back + (2)...Back + (2)...(1), (1), (2) - 29 damage. Back + (2)...Back + (2)...(1), (1), (4) - 30 damage. Back + (2)...Back + (2)...(2), (1), (4) - 28 damage. Back + (2)...Back + (2)...(2), (1) - 25 damage. (2), (1), (4)...Back + (2)...(1), (1), Back + (1) - 32 damage. (2), (1), (4)...Back + (2)...(2), (1), (3) - 32 damage. (2), (1), (4)...Back + (2)...(1), (1), (2) - 32 damage. (2), (1), (4)...Back + (2)...(1), (1), (4) - 33 damage. (2), (1), (4)...Back + (2)...(2), (1), (4) - 31 damage. (2), (1), (4)...(1), (1), (2) - 33 damage. (2), (1), (4)...(1), (1), Back + (1) - 36 damage. (2), (1), (4)...(1), (1), (4) - 34 damage. (2), (1), (4)...(2), (1), (4) - 30 damage. (2), (1), (4)...(2), (1), (3) - 32 damage. (2), (1), (4)...(1), (1), (4)...(1), (1) - 43 damage. Note: The trick here (and with the following two combos) is to press forward while you are doing the second juggle combo. This combo is not easy to pull off, but you can get it to work with some practice. (2), (1), (4)...(1), (1), (4)...(1), (1), Back + (1) - 45 damage. Note: VERY hard to pull off. If you can't get this to work every time, don't be too discouraged. But, yes...with great timing, you CAN get that last hit in. (2), (1), (4)...(1), (1), (4)...(1), (1), (4) - 46 damage. Note: Again, pretty hard to pull off, but you can get that last hit in, with good timing. I'll say it again, just in case, with all three of these combos, you've got to keep pressing forward to make sure you can get all those hits in. -Hookswords air combos- Once again, after the initial pop up, take it to the air!! Back + (2)...Back + (2)...(1), (1), (2)...(3), (3), (1), (4) - 32 damage. (2), (1), (4)...Back + (2)...(1), (1), (2)...(3), (3), (1), (4) - 36 damage. (2), (1), (4)...(1), (1), (2)...(3), (3), (1), (4) - 36 damage. -Stance Changing Combos- (1), (1), Back + (2)...Change Stance...(1), (1), Back + (1) - 33 damage (Long First to Hookswords) (1), (1), Back + (2)...Change Stance...(1), (1), (2) - 30 damage (Long Fist to Hookswords) (2), (1), (4)...Change Stance...(1), (1), (2) - 31 damage (Hookswords to Long Fist) (2), (1), (4)...Change Stance...(1), (1), L1 - 33 damage (Hookswords to Long Fist, back to Hookswords again! Difficult to time right, but all 7 hits CAN connect! Just practice!) --------------------------- VII. Notes and Strategies for using Mavado - Mavado is a very good punisher, with easy to perform combos. You have to be able to get close to your opponent to hurt him, because you doo't have any projectiles to work with. - If you are getting beaten, chances are, you are becoming too predictable to your opponent, especially if your opponent is a human player. Remember your special moves, and start moving around the area with the grappling hook. -Mavado is actually very good against Blaze and some other bosses, because he does not rely on projectiles. After a knockdown, try to get an Anger Management move off. At the very least, after this, use a Low Grapple Strike for a free, powered up hit, if you are not feeling confident. -Abuse the Red Dragon Hunter move. This is a combo that is extremely hard to block. I know I have said this before, but its true. This is a GREAT combo to use against Blaze. Simply get in his face, perform the combo, and switch back to Long Fist. Do not use your Grappling Hook Strike on him. - Above all, keep side stepping and strafing. You have to be able to get in close to your opponent to use your most damaging attacks. - To get in close to your opponent quickly, tap the D-pad or joystick forward, don't hold it forward. You will take quick, long steps toward your opponent and throw him off. Combine this with your grappling hook tactics and you will be hard to read. - You don't have to rely on the Hookswords to win with Mavado. His Long Fist stance is more than enough to hold his own against opponents. If you take a big combo while in the Hookswords stance, you'll receive more damage than normal. --------------------------- VIII. FAQ's 1. How do I use Mavado's alternate costume? And what does it look like? Simply press start at the player select screen while highlighting Mavado. His alternate costume is a silver-ish ceremonial Red Dragon costume that makes him look like a knight. Pretty cool if you ask me. If you have played Deadly Alliance, you have seen it there too. 2. What is Mavado's storyline in this game? I've hinted at it earlier in the biography, but Midway did not release official biographies in this game. If you bought the Premium Edition, you'll get a little more info on the bonus disc, but not a whole lot more. Play through Konquest, and you will get more of an idea. 3. Are Mavado's Hookswords or Grappling Hook moves in the Kreate a Fighter mode? Sadly, no to both. 4. Do Kabal and Mavado have the same Hookswords moves? As far as I can tell, yes. They use them in the same manner. In my opinion, Mavado is the far superior fighter in this game, due to his Long Fist stance. --------------------------- IX. Credits And that, as they say, is that! I hope that I was able to help a few of you out there. If you have any questions, concerns or comments, feel free to contact me at firstname.lastname@example.org. Thanks go to Midway for the creation of this great gaming franchise. And to gamefaqs.com for hosting this guide. This guide was created specifically for www.gamefaqs.com. It may not be duplicated, reproduced or copied on any other website, without my permission. Thank you for reading!!!