hide results

    FAQ/Move List by ineluki

    Version: 21 | Updated: 11/01/94 | Printable Version | Search This Guide

    ________________________
    MORTAL KOMBAT II FAQ
    
    Complete Arcade Guide
    Revision 21
    November 1st, 1994
    
     luxor@vaultnetwork.com
    ________________________
    
    500 years ago, Shang Tsung was banished to the Earth Realm.  With the 
    aid of Goro he was to unbalance the furies and doom the planet to a 
    chaotic existence.
    
    By seizing control of the Shaolin Tournament he tried to tip the scales 
    of order towards chaos.  Only seven warriors survived the battles and 
    Shang Tsung's scheme would come to a violent end at the hands of Liu 
    Kang.
    
    Facing execution for his failure and the apparent death of Goro, Tsung 
    convinces Shao Kahn to grant him a second chance.
    
    Shang Tsung's new plan is to lure his enemies to compete in the Outworld 
    where they will meet certain death by Shao Kahn himself.
    
    Now the Kombat Kontinues...
    
    
    
    ************************************************************************
    *************************     Introduction     *************************
    ************************************************************************
    
    Welcome to the 21st, and perhaps final, revision of the FAQ.  This guide 
    has been compiled over the last year by the players on the net and 
    myself.  ALL moves and fatalities listed are confirmed.  This guide is 
    for arcade versions 3.1 and up.  Older machines do not include some of 
    the moves and many of the fatalities.  If you find yourself playing on 
    an outdated machine, have the owner contact Midway for the replacement 
    chips.
    
    If you have any additions send mail directly to me and I will include it 
    in the next guide, if there is ever need for one.  Information posted to 
    alt.games.mk and rec.games.video.arcade will also be incorporated into 
    this guide.  Credit will be given to those who contribute.  An attempt 
    will be made to have this posted to both of the newsgroups every once in 
    a while.  There are a few other ways of obtaining the latest revision of 
    the FAQ and obtaining other MK information:
    
    FTP:     Andy Eddy of GamePro magazine has generously offered to make it 
    available through anonymous FTP.  The site is ftp.netcom.com, and the 
    directory is pub/vi/vidgames/faqs.  There are four different files there:
    
    	mk2guide.txt:	The latest version of this document.
    	mk2franc.txt:	The Francais version of this document.
    	mk2moves.txt:	A brief listing of all the moves and fatalities.
    	mk2mword.bin:	The Macintosh version of this file, Word format.
    
    MAIL:     If you prefer to receive the guide through e-mail, send a 
    message to musjndx@gsusgi2.gsu.edu with the SUBJECT line, without 
    quotes, being exactly: "Send mk2".  This will signal the server to 
    automatically send you the latest FAQ.
    
    WWW:     Take a look at the MK home page setup by Anthony Espradrilles 
    if you have access to either Lynx or Mosaic.  The site is 
    http://www.cs.ucl.ac.uk/people/zcacaes/mk/mk.html.  There is some cool 
    stuff there, including pics, movie info, home system FAQs, and more.
    
    
    
    ************************************************************************
    ***************************     Contents     ***************************
    ************************************************************************
    
    1.  Introduction........................................About This Guide
    2.  Contents................................................This Section
    3.  General Definitions and Moves....................Defines Basic Terms
    4.  Individual Moves and Fatalities...........All Moves For All Fighters
    5.  General Information.............................Power-ups and Tricks
    6.  General and Individual Moves..........Move Descriptions and Strategy
    7.  Strategy and Tactics............How to Fight the Computer and Humans
    8.  Combos.......................................Combos For All Fighters
    9.  Retaliation........................Retaliation In Certain Situations
    10. Secret Characters.......................Jade, Smoke, and Noob Saibot
    11. Rumors and Things To Try..............Rumors Killed and Other Tricks
    12. Version Information..................History of All Machine Versions
    13. Character Endings...........................Endings For All Fighters
    14. Offers from Midway.....................Comic And Compact Disc Offers
    15. End Credits...............................Who Supplied Info For This
    
    
    
    ************************************************************************
    ****************     General Definitions and Moves     *****************
    ************************************************************************
    
    ===================
    GENERAL DEFINITIONS
    ===================
    
    While reading through the moves, the + can be substituted by and, and 
    the - can be substituted by then.  For example, 'two forward - HIGH 
    PUNCH' should be read as 'press the joystick twice towards the opponent 
    then press HIGH PUNCH'.  Another example, 'LOW PUNCH + BLOCK' should be 
    read as 'press LOW PUNCH and BLOCK at the same time'.  Button names are 
    listed in all caps.
    
    Quarter-Circle Towards:  Rotate joystick from the down position to the 
    forward position then press the button indicated.  (actual movement is 
    down - down to forward - BUTTON)
    
    Quarter-Circle Away:  Rotate joystick from the down position to the away 
    position then press the button indicated.  (actual movement is down - 
    down to away - BUTTON)
    
    Half-Circle Towards:  Rotate joystick from the away/down position to the 
    forward/down position then press the button indicated.  (actual movement 
    is away/down - away/down to forward/down - BUTTON)
    
    Half-Circle Away:  Rotate joystick from the forward/down position to the 
    away/down position then press the button indicated.  (actual movement is 
    forward/down - forward/down to away/down - BUTTON)
    
    hold then release:  Press and hold the button while your character 
    charges.  When finished charging release the button.  Other actions may 
    be performed while charging, which is a good way of keeping the move a 
    surprise.  You can also charge a move before a round begins.  If you are 
    hit by the opponent the charge will still remain intact.  With the 
    exception of Mileena, you must be standing on the ground in order for a 
    charged move to work.
    
    (hold BLOCK):  Block is only used in a move or fatality to stabilize 
    your fighter, to keep them from jumping or walking.  It is a good idea 
    to release BLOCK before pressing the required button.  You do not need 
    to use BLOCK if you can be at the right distance for a fatality.
    
    down - up:  The teleport can also be down by flicking the joystick down, 
    making the joystick spring up and down.  This is applicable to Raiden 
    and Kung Lao.
    
    Pit/Spikes:  This is the fatality where you knock the victim into the 
    pit or onto the spikes, either on The Pit II or Kombat Tomb stages.
    
    Babality/Friendship:  Babalities are moves where instead of finishing 
    your opponent you can turn them into a baby.  Friendships are similar, 
    only you make friends with your opponent.  In order to do a babality or 
    friendship, you can not use either punch button on the winning round.
    
    =============
    GENERAL MOVES
    =============
    
    Face Punch  :  HIGH PUNCH
    Body Punch  :  LOW PUNCH
    Face Kick   :  HIGH KICK
    Body Kick   :  LOW KICK
    
    Uppercut    :  down + HIGH PUNCH
    Crouch Punch:  down + LOW PUNCH
    Crouch Kick :  down + HIGH KICK
    Ankle Kick  :  down + LOW KICK
    Roundhouse  :  back + HIGH KICK
    Sweep       :  back + LOW KICK
    
    Specialty   :  HIGH PUNCH (closest to opponent)
    Throw/Flip  :  LOW PUNCH (closest to opponent)
    Knee        :  HIGH KICK or LOW KICK (closest to opponent)
    
    
    
    ************************************************************************
    ***************     Individual Moves and Fatalities     ****************
    ************************************************************************
    
    ========
    LIU KANG
    ========
    
    After winning the Shaolin Tournament from Shang Tsung's clutches Kang 
    returns to his temples.  He discovers his sacred home in ruins, his 
    Shaolin brothers killed in a vicious battle with a horde of Outworld 
    warriors.  Now he travels into the Dark Realm to seek revenge.
    
    Double Forearm    :  HIGH PUNCH (closest to opponent)
    Standard Fireball :  two forward - HIGH PUNCH (can be done in air)
    Crouching Fireball:  two forward - LOW PUNCH
    Flying Kick       :  two forward - HIGH KICK
    Bicycle Kick      :  hold LOW KICK (4 seconds) then release
    
    Pit/Spikes:  back - two forward - LOW KICK
    Babality  :  two down - forward - back - LOW KICK
    Friendship:  forward - three back - LOW KICK
                 (A disco globe drops from the ceiling, and Kang gets down.)
    
    Fatality 1:  down - forward - two back - HIGH KICK
                 (Liu Kang will transform into a dragon and bite the victim
                  in half, leaving the legs standing.  Stand close.)
    
    Fatality 2:  rotate joystick 360 degrees away from opponent
                 (Liu Kang will do a cartwheel kick then a massive uppercut.
                  Stand anywhere within jump range.)
    
    ========
    KUNG LAO
    ========
    
    A former Shaolin Monk and a member of the White Lotus society, he is the 
    last descendant of the great Kung Lao who was defeated by Goro 500 years 
    ago.  Realizing the danger of the Outworld menace he joins Liu Kang in 
    entering Shao Kahn's contest.
    
    Headbutt       :  HIGH PUNCH (closest to opponent)
    Ground Teleport:  down - up (flick joystick down)
    Aerial Kick    :  down + HIGH KICK (must be done in air)
    Hat Throw      :  back - forward - LOW PUNCH
    Whirlwind Spin :  two up - LOW KICK (hold BLOCK)
    
    Pit/Spikes:  three forward - HIGH PUNCH
    Babality  :  two back - two forward - HIGH KICK
    Friendship:  three back - down - HIGH KICK
                 (Kung Lao pulls a rabbit out of his hat.)
    
    Fatality 1:  three forward - LOW KICK
                 (Kung Lao removes his razor hat and slices the victim down
                  the middle.  Stand just within sweep range.)
    
    Fatality 2:  hold LOW PUNCH (back - forward) then release
                 (Kung Lao throws his hat which decapitates the victim.
                  Make sure to guide the hat up so it hits the head.
                  Stand all the way across the screen.)
    
    ===========
    JOHNNY CAGE
    ===========
    
    After Shang Tsung's tournament the martial arts superstar disappears.  
    He follows Liu Kang into the Outworld.  There he will compete in a 
    twisted tournament which holds the balance of earth's existence - as 
    well as a script for another blockbuster movie.
    
    Stomach Jab    :  HIGH PUNCH (closest to opponent)
    Axe-Kick       :  HIGH KICK or LOW KICK (closest to opponent)
    Low Green Bolt :  half-circle towards - LOW PUNCH
    High Green Bolt:  half-circle away - HIGH PUNCH
    Shadow Uppercut:  back - down - back - HIGH PUNCH
    Shadow Kick    :  back - forward - LOW KICK
    Ball Breaker   :  LOW PUNCH + BLOCK
    
    Pit/Spikes:  three down - HIGH KICK
    Babality  :  three back - HIGH KICK
    Friendship:  four down - HIGH KICK
                 (Cage autographs his photo for his best fan.)
    
    Fatality 1:  two down - two forward - LOW PUNCH
                 (Cage grabs the victim and rips their torso off, throwing
                  it to the ground.  Stand close.)
    
    Fatality 2:  two forward - down - up
                 (Cage crouches and punches off the head of the victim with
                  a powerful uppercut.  To knock off three heads, hold down
                  and the bottom three buttons until the first head is
                  knocked off.  Stand close.)
    
    =======
    REPTILE
    =======
    
    As Shang Tsung's personal protector the elusive Reptile lurks in the 
    shadows stopping all those who would do his master harm.  His human form 
    is believed to disguise a horrid reptilian creature whose race was 
    thought extinct millions of years ago.
    
    Backhand    :  HIGH PUNCH (closest to opponent)
    Acid Spit   :  two forward - HIGH PUNCH
    Slide       :  back + LOW PUNCH + BLOCK + LOW KICK
    Forceball   :  two back - HIGH PUNCH + LOW PUNCH
    Invisibility:  two up - down - HIGH PUNCH (hold BLOCK)
    
    Pit/Spikes:  down - two forward - BLOCK
    Babality  :  down - two back - LOW KICK
    Friendship:  two back - down - LOW KICK
                 (Reptile attempts to sell you a Reptile doll.)
    
    Fatality 1:  two back - down - LOW PUNCH
                 (Reptile shoots his tongue towards the victims head,
                  bringing it back where he goes about eating it.  Stand
                  about a jumps length away.)
    
    Fatality 2:  two forward - down - HIGH KICK
                 (While invisible Reptile cuts the torso off the victim.
                  You must be invisible.  Stand close.)
    
    ========
    SUB-ZERO
    ========
    
    Thought to have been killed in the Shaolin Tournament, Sub-Zero 
    mysteriously returns.  It is believed he traveled into the Outworld to 
    again attempt to assassinate Shang Tsung.  To do so he must fight his 
    way through Shao Kahn's tournament.
    
    Backhand     :  HIGH PUNCH (closest to opponent)
    Iceball      :  quarter-circle towards - LOW PUNCH
    Ground Freeze:  quarter-circle away - LOW KICK
    Slide        :  back + LOW PUNCH + BLOCK + LOW KICK
    
    Pit/Spikes:  down - two forward - BLOCK
    Babality  :  down - two back - HIGH KICK
    Friendship:  two back - down - HIGH KICK
                 (Sub-Zero attempts to sell you a Sub-Zero doll.)
    
    Fatality 1:  two forward - down - HIGH KICK
                 (Sub-Zero will ice the victim over, putting them in a deep
                  freeze.  Stand just out of sweep range.)
    
                 forward - down - two forward - HIGH PUNCH
                 (After deep freezing the victim, Sub-Zero will shatter the
                  top part of the body.  Stand close.)
    
    Fatality 2:  hold LOW PUNCH (two back - down - forward) then release
                 (Sub-Zero will throw an ice grenade into the stomach of the
                  victim, exploding their top half.  Stand all the way
                  across the screen.)
    
    ===========
    SHANG TSUNG
    ===========
    
    After losing control of the Shaolin Tournament, Shang Tsung promises his 
    ruler Shao Kahn to shape events that will lure the earth warriors to 
    compete in his own contest.  Convinced of this plan, Shao Kahn restores 
    Tsung's youth and allows him to live.
    
    Forearm       :  HIGH PUNCH (closest to opponent)
    Flaming Skulls:  two back - HIGH PUNCH  (one flaming skull)
                     two back - forward - HIGH PUNCH  (two skulls)
                     two back - two forward - HIGH PUNCH (three skulls)
    
    Morph to Liu Kang:  back - two forward - BLOCK
             Kung Lao:  back - down - back - HIGH KICK
          Johnny Cage:  two back - down - LOW PUNCH
              Reptile:  up - down - HIGH PUNCH (hold BLOCK)
             Sub-Zero:  forward - down - forward - HIGH PUNCH
               Kitana:  tap BLOCK three times
                  Jax:  down - forward - back - HIGH KICK
              Mileena:  hold HIGH PUNCH (2 seconds) then release
               Baraka:  two down - LOW KICK
             Scorpion:  two up (hold BLOCK)
               Raiden:  down - back - forward - LOW KICK
    
    Pit Only  :  two down - up - (release BLOCK) - down
    Babality  :  back - forward - down - HIGH KICK
    Friendship:  two back - down - forward - HIGH KICK
                 (Tsung creates a rainbow above his head.)
    
    Fatality 1:  hold HIGH KICK (2 seconds) then release
                 (Shang Tsung turns into a mist and enters the victims body,
                  which explodes.  Stand just within sweep range.)
    
    Fatality 2:  up - down - up - LOW KICK (hold BLOCK)
                 (Tsung picks up the victim with one hand, and drains their
                  life force into his other hand.  Stand close.)
    
    Fatality 3:  hold LOW PUNCH (30 seconds) then release
                 (Shang Tsung turns into Kintaro, who punches the torso of
                  the victim across the screen.  If you hold LOW PUNCH from
                  before the round begins, you do not need to wait the full
                  30 seconds to do the fatality.)
    
    ======
    KITANA
    ======
    
    Her beauty hides her true role as personal assassin for Shao Kahn.  Seen 
    talking to an earth realm warrior.  Her motives have come under 
    suspicion by her twin sister Mileena.  But only Kitana knows her own 
    true intentions.
    
    Elbow       :  HIGH PUNCH (closest to opponent)
    Fan Swipe   :  back + HIGH PUNCH
    Fan Throw   :  two forward - HIGH PUNCH + LOW PUNCH (can be done in air)
    Fan Lift    :  three back - HIGH PUNCH
    Aerial Punch:  half-circle away - HIGH PUNCH
    
    Pit/Spikes:  forward - down - forward - HIGH KICK
    Babality  :  three down - LOW KICK
    Friendship:  three down - up - LOW KICK
                 (Kitana turns around and produces a cake with candles.)
    
    Fatality 1:  hold LOW KICK (two forward - down - forward) then release
                 (Kitana leans and kisses the victim, which then expands to
                  unnatural proportions and explodes.  Stand close.)
    
    Fatality 2:  tap BLOCK three times - HIGH KICK
                 (Kitana draws her fan and decapitates the victim with one
                  swipe.  Stand close.)
    
    ===
    JAX
    ===
    
    His real name is Maj. Jackson Briggs, leader of a top US special forces 
    unit.  After receiving a distress signal from Lt. Sonya Blade, Jax 
    embarks on a rescue mission.  One that leads him into a ghastly world 
    where he believes that Sonya is still alive.
    
    Overhead Hammer:  HIGH PUNCH (closest to opponent)
    Ground Smash   :  hold LOW KICK (4 seconds) then release
    Gotcha Grab    :  two forward - LOW PUNCH
    Quadruple Slam :  throw the opponent then tap HIGH PUNCH
    Energy Wave    :  half-circle away - HIGH KICK
    Back Breaker   :  BLOCK (must be done in air)
    
    Pit/Spikes:  two up - down - LOW KICK
    Babality  :  down - up - down - up - LOW KICK
    Friendship:  two down - two up - LOW KICK
                 (Jax creates a string of paper dolls.)
    
    Fatality 1:  hold LOW PUNCH (three forward) then release
                 (Jax claps the victims head with a loud pop, and the skull
                  crumbles in pieces to the ground.  Stand close.)
    
    Fatality 2:  tap BLOCK four times - LOW PUNCH
                 (Jax grabs the victim by the arms and rips them off the
                  body.  Stand a step away from victim.)
    
    =======
    MILEENA
    =======
    
    Serving as an assassin along with her twin sister Kitana, Mileena's 
    dazzling appearances conceal her hideous intentions.  At Shao Kahn's 
    request she is asked to watch for her twin's suspected dissension.  She 
    must put a stop to it at any cost.
    
    Elbow        :  HIGH PUNCH (closest to opponent)
    Teleport Kick:  two forward - LOW KICK
    Ground Roll  :  two back - down - HIGH KICK
    Sai Throw    :  hold HIGH PUNCH (2 seconds) then release
                    (can be done in air)
    
    Pit/Spikes:  forward - down - forward - LOW KICK
    Babality  :  three down - HIGH KICK
    Friendship:  three down - up - HIGH KICK
                 (Mileena grows a flower beneath her outstretched hand.)
    
    Fatality 1:  forward - back - forward - LOW PUNCH
                 (Mileena repeatedly stabs the victim, lifting them up as
                  blood sprays everywhere.  Stand close.)
    
    Fatality 2:  hold HIGH KICK (2 seconds) then release
                 (Mileena removes her mask revealing Baraka-like teeth and
                  inhales the victim, spitting out the bones.  You can also
                  just hold BLOCK and tap HIGH KICK.  Stand close.)
    
    ======
    BARAKA
    ======
    
    He led the attack against Liu Kang's Shaolin temples.  Baraka belongs to 
    a nomadic race of mutants living in the wastelands of the Outworld.  His 
    fighting skills gained the attention of Shao Kahn who recruited him into 
    his army.
    
    Backhand   :  HIGH PUNCH (closest to opponent)
    Double Kick:  tap HIGH KICK twice (closest to opponent)
    Blade Swipe:  back + HIGH PUNCH
    Blade Fury :  three back - LOW PUNCH
    Blue Bolt  :  quarter-circle away - HIGH PUNCH
    
    Pit/Spikes:  two forward - down - HIGH KICK
    Babality  :  three forward - HIGH KICK
    Friendship:  up - two forward - HIGH KICK (hold BLOCK)
                 (Baraka offers the victim a present.)
    
    Fatality 1:  four back - HIGH PUNCH (hold BLOCK)
                 (Baraka extends his blades from his arms, then decapitates
                  the victim with one swipe.  Stand close.)
    
    Fatality 2:  back - forward - down - forward - LOW PUNCH
                 (Baraka stabs the victim and lifts them up, then they
                  slowly slide down the blade.  Stand close.)
    
    ========
    SCORPION
    ========
    
    The hell-spawned specter rises from the pits.  After learning of Sub-
    Zero's return, he again stalks the ninja assassin - following him into 
    the dark realm of the Outworld where he continues his own unholy 
    mission.
    
    Backhand      :  HIGH PUNCH (closest to opponent)
    Spear         :  two back - LOW PUNCH
    Teleport Punch:  quarter-circle away - HIGH PUNCH (can be done in air)
    Leg Grab      :  half-circle away - LOW KICK
    Air Throw     :  BLOCK (must be done in air)
    
    Pit/Spikes:  down - two forward - BLOCK
    Babality  :  down - two back - HIGH KICK
    Friendship:  two back - down - HIGH KICK
                 (Scorpion attempts to sell you a Scorpion doll.)
    
    Fatality 1:  two up - HIGH PUNCH (hold BLOCK)
                 (Scorpion removes his mask and breathes fire at the feet of
                  the victim, which then twitches and explodes.  Stand a
                  step or two out of sweep range.)
    
                 two down - two up - HIGH PUNCH (hold BLOCK)
                 (With the addition of the two downs at the beginning,
                  Scorpion may do the fatality at any distance, and always
                  get the "Toasty!".)
    
    Fatality 2:  hold HIGH PUNCH (down - three forward) then release
                 (Scorpion slices the victim across the neck then cuts them
                  in two.  Stand close.)
    
    ======
    RAIDEN
    ======
    
    Watching events unfold from high above, the thunder god realizes the 
    grim intentions of Shao Kahn.  After warning the remaining members of 
    the Shaolin Tournament, Raiden soon disappears.  He is believed to have 
    ventured into the Outworld alone.
    
    Mini Uppercut:  HIGH PUNCH (closest to opponent)
    Body Launch  :  two back - forward (can be done in air)
    Lightning    :  quarter-circle towards - LOW PUNCH
    Teleport     :  down - up (flick joystick down)
    Electrocution:  hold HIGH PUNCH (4 seconds) and release
                    (close to opponent)
    
    Pit/Spikes:  three up - HIGH PUNCH (hold BLOCK)
    Babality  :  two down - up - HIGH KICK
    Friendship:  down - back - forward - HIGH KICK
                 (Raiden creates Kidd Thunder, a miniature likeness.)
    
    Fatality 1:  hold LOW KICK (5 seconds) then release
                 (Raiden grabs the victim and lifts them up, then proceeds
                  to shock them.  Stand close.)
    
                 tap BLOCK + LOW KICK repeatedly
                 (After a dose of the shock treatment, the victim will
                  explode into bits.)
    
    Fatality 2:  hold HIGH PUNCH (10 seconds) then release
                 (Raiden explodes the top half of the victim with a powerful
                  uppercut.  A few moments later the head falls to the
                  ground.  Stand close.)
    
    
    
    ************************************************************************
    *********************     General Information     **********************
    ************************************************************************
    
    	o	Random select may be done by pressing up and start from the 
    Choose Your Fighter screen.  Be sure to have the selector positioned 
    where it originally appears.
    
    	o	To turn throws off in a two player match, hold down and HIGH 
    PUNCH on both joysticks after you select your fighters.  A message will 
    appear saying throws are disabled.
    
    	o	On the Dead Pool stage you may knock the victim into the 
    pool, where they go under the slime and come up a skeleton.  All the 
    Dead Pool fatalities are performed by holding LOW PUNCH and LOW KICK 
    while doing the standard uppercut.
    
    	o	During attract mode, pull down on either joystick to bring 
    up the top 15 players.
    
    ==========================
    FRIENDSHIPS AND BABALITIES
    ==========================
    
    Instead of finishing your opponent, you have the option to violate the 
    spirit of Mortal Kombat and be compassionate.  You may either turn them 
    into a baby or make friends with them.  This is a good way to show 
    others what a nice game Mortal Kombat II is.
    
    In order to utilize a friendship or babality, you may not press either 
    punch button during the winning round.  This would include all normal 
    punching moves, as well as all missile weapons involving a punch button 
    and a few of Shang Tsung's morphs.  Friendships and babalities may be 
    done from any distance on the screen.  Every fighter has a fairly good 
    arsenal without the punch buttons, although this is much harder to 
    accomplish against a human opponent.  The easiest way to win against the 
    computer without the punch buttons is with a jump-kick pattern.
    
    
    
    ************************************************************************
    *****************     General and Individual Moves     *****************
    ************************************************************************
    
    =============
    GENERAL MOVES
    =============
    
    Face Punch:  Rapid punches to the head takes off good damage, and pushes 
    the opponent away if they are standing and blocking.  Use after a 
    blocked kick or blocked missile at close range.  The opponent will not 
    have time to recover and you can start punching.  Don't stop until they 
    are pushed out of your punching range.
    
    Body Punch:  Good for punching a crouching or ducking opponent, or as 
    retaliation for a close blocked move.  This takes off good damage if 
    unblocked, and also pushes the opponent back.  If you successfuly hit 
    your opponent with a few body punches, quickly move up to the face 
    punches to take off more damage.
    
    Standing Kick:  Useful after blocking a missile weapon or sweep at close 
    range.  Also good for hitting opponents jumping towards you.  Be sure to 
    kick them as close to their feet as possible.  The will ensure that you 
    override their jump kick.  The standing kick is also good to use after 
    sweeping your opponent.  Be sure to be standing at the fullest extent of 
    your kick though, it is easy to retaliate against.
    
    Uppercut:  The uppercut takes off the most damage of any standard move.  
    Best used as retaliation:  after a blocked kick, missile, or other move 
    at close range.  It is also very effective for hitting jumping 
    opponents.  Liu Kang, Johnny Cage, Kitana, and Mileena have the best 
    uppercuts in the game.  Baraka, Jax, Kung Lao, Shang Tsung, and Raiden 
    have good uppercuts.  Sub-Zero, Scorpion, and Reptile have weak 
    uppercuts.  The difference between a good and bad uppercut is range and 
    hitting area; they all take off the same amount of damage, like all 
    other moves.
    
    Crouch Punch:  Useful for pushing away opponents at close range.  The 
    opponent recovers quickly and it takes off very little damage, but hard 
    to retaliate against.  Also used to juggle opponents in a corner combo.
    
    Crouch Kick:  Much slower than the other ducking kick.  This move hits 
    the opponent higher and takes off more damage, but can almost always be 
    retaliated against.  Best used to hit jumping in opponents.
    
    Low Kick:  This quick kick is useful for keeping opponents away while 
    close fighting.  Can be done multiple times very rapidly to keep them at 
    bay.  Takes off very little damage and is hard to retaliate against.
    
    Roundhouse:  Probably not the technical name for this move but that is 
    what it will be called.  Good for hitting jumping opponents, and also 
    useful at close range fighting.  If hit, the opponent is sent flying an 
    unnatural distance.
    
    Sweep:  One of the most powerful moves in the game.  This keeps 
    opponents away from you like no other move can.  Best used at its full 
    extent, otherwise it is a bit easier to retaliate against.
    
    Specialty:  The forearm, elbow, headbutt, etc.  These moves stun the 
    opponent momentarily but take off little damage.  Easy to block and 
    retaliate against.  These are more of an 'insult' move, but can be very 
    effective if you mix it in while close fighting.
    
    Throw/Flip:  Another powerful move that can counter a defensive player.  
    Takes off good damage, but is easily blocked by using BLOCK + down + 
    away.  Good to use when jumping in, especially behind the opponent, and 
    during close fighting when they make a move.
    
    Knee:  The knee can only be used up close.  It takes off little damage 
    and is easy to retaliate to if blocked, unless you are playing Baraka, 
    who has a knee - kick move.  Good to use while close fighting when you 
    anticipate your opponent about to sweep, punch, etc.
    
    Air Jab:  To punch your opponent out of the air, you must time your 
    punch so that you hit them as close to their foot as possible.  You can 
    use either punch button, but HIGH PUNCH is easiest.  Using LOW PUNCH is 
    good for jabbing them up multiple times.
    
    Heavy Punch:  This move is a regular punch, but takes off uppercut 
    damage.  The easiest way to do this is to do the air jab, except punch 
    early.  Try to time it so that their foot hits your punch just as you 
    are bringing your arm back in.  This can also happen during close 
    fighting when you are punching your opponent.  This is not a 'legit' 
    move, more like a computer glitch that tricks it into taking away more 
    health.
    
    Jump Kick:  Jump and HIGH KICK or LOW KICK the opponent.  This is one of 
    the most powerful moves in the game, especially against the computer.  
    The hitting area of the jump kick varies from fighter to fighter.  The 
    best kickers are Baraka and Shang Tsung.  When fighting the computer, 
    the best time to kick is early.  Most often the computer will keep 
    walking towards you and get hit.  When fighting a human, the best time 
    to kick is late.  This will ensure an accurate hit that is harder to 
    retaliate against.  The focal point of the jump kick is the foot, so try 
    to place your foot as close to your target as possible.  The lower the 
    jump kick, the easier the combo.
    
    Jump Punch:  Jump and HIGH PUNCH or LOW PUNCH the opponent.  This is 
    pretty much the same as the jump kick but takes off less damage and 
    leaves you more vulnerable.  It also does not knock the opponent down.
    
    Hop Kick:  Jump and kick the opponent on your way up.  This can be used 
    to counter a jumping opponent, or as part of a combo.  Also good for 
    kicking a standing opponent in the face.
    
    Hop Punch:  Jump and punch the opponent on your way up.  This is pretty 
    much the same as the hop kick but takes off less damage and leaves you 
    more vulnerable.  Heard this before?
    
    Turn Around Kick:  Jump over your opponent and kick them after you turn 
    around, but before you hit the ground.  Harder to retaliate against than 
    a normal jump kick, and makes some combos easier.
    
    To block against an attack:  BLOCK or down or down + BLOCK 
    To block against the throw:  down + back or down + back + BLOCK
    
    ========
    LIU KANG
    ========
    
    Uppercut:  Awesome
    Jump Kick:  Weak
    Roundhouse:  Good
    
    Liu Kang has some great weapons in his arsenal.  He is a good offensive 
    fighter, and if played right, can be a good defensive fighter too.  The 
    Low Fireballs are good for keeping people on their toes, and is great at 
    close range, because it is hard to retaliate against.  The High Fireball 
    can be done in the air, which is good for combos and shooting down 
    jumping opponents.  His Flying Kick and Bicycle Kick are easily 
    blockable, but good for combos and retaliation.  The Bicycle Kick takes 
    off heavy damage.  Liu Kang has a good roundhouse, which is great for 
    knocking people out of the air.  He is also inheritently good.
    
    ========
    KUNG LAO
    ========
    
    Uppercut:  Good
    Jump Kick:  Weak
    Roundhouse:  Good
    
    This guy is cool.  Not only does he look cool, he is a good fighter.  
    His Hat Throw is steerable, which is good for hitting ducking or jumping 
    opponents.  It comes out fairly slow though, keep that in mind.  While 
    doing the Whirlwind Spin, he can not be hit by anything other than a 
    missile weapon or the Ground Dmash.  It takes a while to fire up, and 
    there is a period where the Spin speeds up and slows down, in which you 
    are vulnerable to regular hits.  You must either kick or punch after you 
    do the teleport, otherwise you are likely to get hit.  The Aerial Kick 
    is a good suprise weapon.  Don't abuse it though, or you will get 
    abused.  Try jumping away from your opponent then doing it.  Use it 
    sparingly and when least expected.
    
    ===========
    JOHNNY CAGE
    ===========
    
    Uppercut:  Awesome
    Jump Kick:  Good
    Roundhouse:  Good
    
    Cage is a great close in fighter.  He has excellent low jabs, good for 
    punching crouching opponents.  Combine that with the Ball Breaker and 
    the Shadow Kick and he is powerful.  The Shadow Kick is best used as 
    part of a combo, or for hitting an unsuspecting opponent.  Every once in 
    a while the Shadow Kick will be red, and make a crackling sound.  This a 
    random occurence and does nothing special.  The Shadow Uppercut is good 
    for hitting jumping opponents and using with combos.  Be careful, 
    though, it will leave you handing in the air if you miss.  The Fireballs 
    are good at long range.  Mix the high and low to keep your opponent 
    guessing.  The High Fireball can be used to hit jumping opponents.  The 
    Ball Breaker.  Everyones favorite.  Very good against male opponents.  
    It has suprising range and takes off great damage, but if blocked, is 
    easy to retaliate against.
    
    =======
    REPTILE
    =======
    
    Uppercut:  Weak
    Jump Kick:  Good
    Roundhouse:  Awesome
    
    Reptile is a finesse fighter.  You have to know how to play him to be 
    effective with him.  His Acid Spit takes off little damage but can come 
    out very fast and often.  It comes out high, which is good against 
    jumpers.  The Forceball comes out painfully slow.  If the opponent gets 
    hit with the Foreceball, they will get knocked into the air towards you, 
    where you can combo them.  An effective move is to do the Foreceball 
    then fire the acid after it.  The Slide is still a great move, good for 
    close range fighting and at the end of a combo.  Invisibility is his 
    greatest asset, just as long as you keep your opponent guessing as to 
    where you are.  Once your are hit, even if it is a blocking hit, the 
    invisibilty wears off.  You can reappear by doing the invisibilty move 
    again.
    
    ========
    SUB-ZERO
    ========
    
    Uppercut:  Weak
    Jump Kick:  Good
    Roundhouse:  Awesome
    
    Sub-Zero is another fighter who lacks high power offense.  His Iceball 
    is easily blockable.  The Ground Freeze is easily avoidable.  You must 
    bait your opponent into jumping towards you then get them, either with 
    the roundhouse or the Ground Freeze.  If you do hit your opponent, 
    always do the Ground Freeze underneath them.  They will have to jump 
    away in order to avoid slipping on the ice.  Sub-Zero is a good close 
    range fighter, with good low jabs.  The Slide is still a great move, 
    good for close range fighting and at the end of a combo.  Copy and paste 
    rule.
    
    ===========
    SHANG TSUNG
    ===========
    
    Uppercut:  Good
    Jump Kick:  Awesome
    Roundhouse:  Weak
    
    The only special move Shang Tsung has is the Fireballs.  These take off 
    good damage if they hit, and can be sent out three at a time.  When you 
    morph into another fighter, you stay morphed for about 15 seconds, at 
    which point you moprh back into Shang Tsung.  During the morphing stage 
    you are vulnerable to all hits.  His other weapon is his jump kick.  It 
    has awesome range and hitting area, as well as being very accurate.
    
    ======
    KITANA
    ======
    
    Uppercut:  Awesome
    Jump Kick:  Good
    Roundhouse:  Weak
    
    Kitana has the most devastating move in the entire game:  the Fan Lift.  
    If you trap an opponent in this, you can take off at least half of their 
    energy.  The trick is getting your opponent to jump into it, which takes 
    some skill.  The Aerial Punch is good for hitting jumping opponents and 
    as part of combos.  The Fan Throw comes out slowly while done on its on, 
    but as part of a combo, it comes out lightning quick.  The Fan Throw 
    takes off average damage.  Kitana is fast all around and good at close 
    fighting, with her speedy jabs and kicks.  Throw in the Fan Swipe, good 
    for close fighting, and you have on the best fighters in the game.
    
    ===
    JAX
    ===
    
    Uppercut:  Good
    Jump Kick:  Good
    Roundhouse:  Weak
    
    Jax has some very powerful moves, and is a terrific close in fighter.  
    The Quadruple Slam can be done every time you throw your opponent.  Just 
    throw them the regular way and tap HIGH PUNCH until the fourth slam is 
    over.  The Gotcha Grab can catch unsuspecting and jumping opponents and 
    subject them to facial assault.  Up to five face smashes are possible, 
    just keep hitting LOW PUNCH.  The Back Breaker is best used as a combo.  
    You can follow must jump kicks or hop kicks with this for additional 
    damage.  The energy wave takes off average damage, but has a very long 
    hitting area, which is great for hitting jumpers.  Add the Ground Smash 
    to every hit you do for extra damage.  The only way to block this is to 
    jump.
    
    =======
    MILEENA
    =======
    
    Uppercut:  Awesome
    Jump Kick:  Good
    Roundhouse:  Weak
    
    Mileena is very effective when playing a controled offense.  The 
    Teleport Kick can be used to knock all jumping opponents to the ground, 
    and to hit opponents right after they fire their missile weapon.  It is 
    easy to spot and block, though.  Her Sai Throw is a charge weapon which 
    makes it more awkward to use.  But once it is mastered, you can throw it 
    into most combos.  It can be used in the air to hit jumping opponents.  
    The Ground Roll is the key element to most of her combos.  Best used 
    after a jump kick, because if blocked, you are vulnerable to nasty 
    things.
    
    ======
    BARAKA
    ======
    
    Uppercut:  Good
    Jump Kick:  Awesome
    Roundhouse:  Good
    
    One of the best close in fighters.  The Blue Bolt is an average missile 
    weapon that does average damage.  Baraka is very vulnerable after he 
    shoots it.  He can easily be swept from long range, and his arms stick 
    way out, just waiting to be hit.  The Blade Fury, the bloodiest move in 
    the game, is good to use for inbound jumping opponents, or as part of a 
    jump kick combo.  It is hard to use at close range, because the motion 
    requires three back taps, which move you away from your opponent.  The 
    Blade Swipe has long range, about the same as the sweep.  The Double 
    Kick may look funny, but it is devastating if used properly.  At close 
    range it is unblockable if used twice in a row.  That, combined with the 
    swipe, roundhouse, awesome jabs, and good roundhouse, make Baraka one 
    tough fighter.  Another assett is his jump kick, which has a huge 
    hitting area.  This makes it almost impossible to defend against his 
    jump kicks.
    
    ========
    SCORPION
    ========
    
    Uppercut:  Weak
    Jump Kick:  Good
    Roundhouse:  Awesome
    
    Scorpion can be used both defensively and offensively.  His roundhouse 
    makes him almost impossible to jump at.  The Spear can be used to pull 
    in jumping opponents, and is also good as part of a combo.  Always 
    follow the Spear with an uppercut, unless you are feeling cocky.  Your 
    opponent will be stunned after they are speared, but do not try to jump 
    over them, they will suddenly revive.  The Air Throw is hard to pull off 
    against a decent human opponent.  It is effective not at the top of 
    Scorpions jump, but closer to the ground, where it is harder to react 
    to.  The Teleport Punch is good to keep people guessing when standing on 
    the far side of the screen.  Never use the teleport at an obvious time, 
    it is easy to retaliate to.
    
    ======
    RAIDEN
    ======
    
    Uppercut:  Good
    Jump Kick:  Weak
    Roundhouse:  Good
    
    And finally Raiden, the thunder god who turned into a good guy.  He is a 
    tremendous offensive player is used right.  The Teleport can get you 
    around and out of trouble quickly, and is good for sneaking close to 
    your opponent.  The Body Launch can be done in the air, which is good 
    for catching jumpers, or picking them off the ground by just touching 
    their head.  The Lightning is an average missile weapon, doing average 
    damage.  The Electric Grab is a charge move, which restricts your use of 
    the HIGH PUNCH button and ties up your hands.  Not very effective unless 
    you are good at keeping it a suprise.  Always do a combo after the 
    Electric Grab shocks your opponent.  This move does not work against the 
    computer for some reason.
    
    
    
    ************************************************************************
    *********************     Strategy and Tactics     *********************
    ************************************************************************
    
    Here are some basic things you can do while fighting the computer or a 
    human opponent.  Let me emphasize basic.  You experts allready know all 
    this stuff.  The following are just some suggestions that you can apply 
    if you are a novice or just learning the game.  Not all the known 
    tactics are included for the sake of space and my sanity.  Go to your 
    arcade and watch a few pros to see what to do in different situations.  
    Around here, I've noticed that different areas of town have different 
    tactics that are used.  Once you get used to playing a different style, 
    you can use that knowledge to your advantage.
    
    ===========================
    FIGHTING COMPUTER OPPONENTS
    ===========================
    
    The computer is very easy to defeat once you get used to the patterns it 
    uses.  To counter this ease of defeat, the computer behaves cheaply:  it 
    can throw you at all times, and do missile weapons faster than possible.  
    The inability to block computer throws forces you into a pattern of jump 
    kick combos.  Why can't you block computer throws?  Perhaps to force you 
    into more offensive attacks.
    
    	o	Use sweeps a lot, and sweep multiple times.  Time them so 
    they hit the feet of the opponent at your fullest range.  Otherwise the 
    computer will walk through your sweep and throw you.  It is possible to 
    beat the computer using nothing but sweeps.
    
    	o	Use early jump kicks a lot.  Jump away from your opponent as 
    far a you can.  Then jump towards them and kick early.  The computer 
    will either walk right into your kick, jump back, or try to retaliate.  
    Most often as retaliation they will do a straight up jump kick that will 
    usually not connect.
    
    	o	Time your jump kicks.  If you are far away from the 
    computer, stand still.  The opponent will walk halfway across the screen 
    then stop.  It will then start to fire a missile weapon.  At this point 
    walk forward a bit then jump towards them.  Their missile attack should 
    go under you, leaving them vulnerable to a jump kick then combo.  If you 
    jump too soon or too late you will get hit.
    
    	o	Avoid all close in fighting.  Don't try to walk up and punch 
    the computer unless on a low difficuly setting.  They will either throw 
    you or punch you then throw you.  Only punch the computer as 
    retaliation.
    
    	o	Walk the computer to the corner.  Sometimes when you jump 
    towards the computer oppoenent, they will start to walk backwards.  Keep 
    walking towards them until they reach the corner.  When they do, walk 
    back to a good jump kick range.  Wait for the computer to start to fire 
    their missile, then jump in and do the combo of your choice.
    
    	o	If you jump in and the computer blocks, walk back a few 
    steps then jump away.  If you jump back immediately, the computer will 
    hit you with a missile or a straight up hop kick.
    
    	o	Using which joystick determines some computer actions.  
    Playing on the right side usually makes it easier to defeat the 
    computer.  Playing on the left side allows you to trick the computer 
    into jumping towards you.  Let the computer walk towards you.  When they 
    are getting within sweep range, jump away.  Sometimes the computer will 
    stand there for a moment then jump towards you without kicking, leaving 
    them vulnerable to the combo of your choice.  Of course playing on the 
    left side makes the computer more difficult, somehow.
    
    	o	If you are fighting the first opponent on medium or less 
    difficulty, you can just use the crouching punch the entire round and 
    the will not be able to throw you.
    
    ================
    FIGHTING KINTARO
    ================
    
    Kintaro is actually a challenge to beat.  His moves are very powerful 
    and he is fast for a big guy.  Stay away from that scorching fireball 
    blast and you should be OK.  Don't let the crowd get to you either, they 
    are definately biased.
    
    	o	Use footsweeps a lot, he is a sucker for them.  Time your 
    sweep so that you hit him with the end of your foot just as he walks 
    into range.  He will stagger back and groan.  Duck, then repeat.
    
    	o	Jump kicks work sometimes, but don't use them a whole lot.  
    Kintaro will most likely block then grab you or punch you.  If he does 
    block, you can try to jump away and run the risk of the fireballs.  Or 
    try a standing block.  If he punches or uppercuts you, it hurts, but at 
    least you won't go flying.  Hop kicks work the same way.
    
    	o	Kintaro is a cocky four armed tony the tiger.  If he leans 
    back, growls, and flexes, uppercut him.  Missile him.  Jump kick and 
    combo him.   Hurt him.
    
    	o	Kintaro is easiest to hurt when he hops towards you.  It is 
    easy to spot when he will do it because he hops in place first.  If you 
    see him do this, align yourself to be in the best position to retaliate.  
    When he hops towards you, uppercut him or whatever.
    
    	o	If Kintaro spits fireballs at you, duck.
    
    	o	When Kintaro jumps into the sky, get out of the way.  The 
    best things to do is jump away and kick.  This will usually hit.  If you 
    are good, you can uppercut Kintaro as he is coming down.  If you are 
    trapped in the corner, try jumping away from the corner while punching.
    
    	o	Always do your missile after you knock Kintaro down.  It 
    will usually hit him unless you are on the far side of the screen.
    
    	o	After Kintaro jumps on you from the sky, he will always lean 
    back and growl.  When he does this you can either walk up and uppercut 
    him, use your missile, or use a jump kick - combo.
    
    ==================
    FIGHTING SHAO KAHN
    ==================
    
    Shao Kahn, like Kintaro, is a challenge to beat.  You can not fight him 
    'normally' because he is immune to jump kicks, walks faster than you, 
    and has devastating moves.  Stay away from his spear, and never get hit 
    by his shadow charge.
    
    	o	When the round begins, chances are Shao Kahn will charge you 
    or throw his spear at you.  If this happens, jump away from him quickly.  
    If you can't jump in time, duck and block, then jump away.  You will be 
    forced to take blocking damage, which hurts.
    
    	o	Shao Kahn is a taunter.  If he says things like 'You will 
    die' and 'I will destroy you', he is taunting you.  He is also 
    vulnerable then.  Walk up and uppercut him, missile him, etc.
    
    	o	One tactic to use is to jump right in front of Shao Kahn and 
    immediately duck.  He will either charge you (in which case you take 
    damage), or uppercut you.  His uppercut will miss and you will have a 
    chance to uppercut him, or do whatever.  Repeat this throughout the 
    round.
    
    	o	If you do hit Shao Kahn, be sure to fire your missile while 
    he is getting up.  He will always get hit if you are at the right 
    distance.
    
    	o	Another tactic is to go all the way into the corner.  Let 
    Shao Kahn get close.  If he charges, block then uppercut.  Follow the 
    uppercut with a missle.  Then duck and block again and hopefully he will 
    do the same thing.
    
    	o	The easiest way to beat Shao Kahn is to use Kitana.  Let 
    Shao Kahn walk close to you then do the fan lift.  He will walk right 
    into it.  Do the jump kick - fan throw - aerial punch combo.  Allow him 
    to walk towards you again and repeat.  This tactic also works well on 
    Kintaro.
    
    ========================
    FIGHTING HUMAN OPPONENTS
    ========================
    
    	o	Play defensively.  Always allow your opponent to make the 
    first move.  When they do make a move, capitalize on their mistakes.  
    Learn how to retaliate effectively to take off the most damage.
    
    	o	Master close fighting.  If you can handle an opponent at 
    close range, this will force them into jumping or long range attacks 
    which you can counter.  Use a series of low punches, rounhouses, sweeps, 
    crouching punches, and crouching kicks to throw them off balance.  Your 
    opponent will always expect you to throw jabs at them, but when you mix 
    in a crouching punch or a roundhouse, that will throw them off, and they 
    will react hastily.  Learning how to block properly (down + away) is 
    also very important.
    
    	o	Never jump.  Especially towards your opponent.  Unless you 
    are playing Baraka or Shang Tsung, it is very easy to retaliate against.  
    Stay on the ground as much as possible.  Always walk towards your 
    opponent and engage them in close fighting.
    
    	o	Never use missile weapons at close to mid range.  It is too 
    easy to retaliate against at close distance.  At mid distance, it is 
    very easy to do a jump kick over the missile weapon.  Missle weapons at 
    long distance is good of course, unless you are playing a Scorpion or a 
    Mileena who can get you with a special move.
    
    	o	Learn other tactics by watching or playing someone else.  
    Learning by experience is the best way to go, and you can pick up 
    different strategies that are not listed here.
    
    
    
    ************************************************************************
    ****************************     Combos     ****************************
    ************************************************************************
    
    ==============
    GENERAL COMBOS
    ==============
    
    Crouch Punch - Uppercut
    Jump Kick - Sweep
    Jump Kick - Standing Kick
    Jump Kick - Hop Kick
    Jump Kick - Missile Weapon
    Air Jab - Hop Kick
    Air Jab - Missile
    Air Jab - Standing Kick
    
    	o	Jump Kick - Sweep:  If you are fighting against the 
    computer, you can usually follow a jump kick a foot sweep.  Sweep again 
    until they jump away then start this again.  Against a human opponent, 
    jump kick them near in the corner then do the sweep.
    
    	o	Jump Kick - Standing Kick:  Jump kick your opponent low then 
    do a regular standing kick, with HIGH KICK or LOW KICK.  You must press 
    the kick button at the exact time when you land on the ground, otherwise 
    the kick will come out to late.
    
    	o	Jump Kick - Hop Kick:  Jump kick your opponent low and 
    immediately do a hop kick.  This works well for some of the characters, 
    including the ninjas and Shang Tsung.
    
    	o	Jump Kick - Missile Weapon:  Jump kick your opponent low and 
    immediately do the missile weapon.  It is important to kick them low and 
    deep so you can land on the ground quickly and fire your missile weapon.  
    Be sure to buffer the move right before you jump kick if possible.
    
    	o	Air Jab - Hop Kick/Missile Weapon:  If your opponent jumps 
    at you, high punch twice just as they are about to kick you.  This works 
    best for good punchers or against weak kickers.  Follow the punches with 
    a hop kick or a missile weapon.  If you punch more than twice, it is 
    likely that you will not recover in time to get in another move.
    
    =============
    CORNER COMBOS
    =============
    
    Jump Kick - Roundhouse
    Jump Kick - Missile
    Jump Kick - Standing Kick
    Jump Kick - Crouch Punch - Uppercut
    Jump Kick - Two Crouch Punches - Uppercut
    Jump Kick - Two Crouch Punches - Jab - Roundhouse
    Jump Kick - Two Crouch Punches - Jab - Missile
    
    	o	Jump Kick - Missile:  This is far easier to do in the 
    corner, because your opponent is right in front of you when you land.  
    Your missile doesn't have to travel far to hit.  This is good for 
    Barakas slicer, Cages shadow kick, Mileenas Roll, etc.
    
    	o	Jump Kick - Two Crouch Punches - Uppercut:  This works best 
    for the male ninjas and Cage.  With the other fighters, just one crouch 
    punch will suffice.  Jump kick your opponent low, immediately duck, and 
    do two crouching punches.  This will juggle them higher where you can 
    then do the combo of your choice.
    
    	o	Other Corner Combos:  I am not going to bother to list these 
    for each fighter because there are too many.  Especially with Kitana.  
    The general corner combo rule is three hits and you're out.  After three 
    consecutive hits, you will get stunned and pushed out of the corner.  
    But if you can do the move fast enough, you can sometimes get more hits 
    in.  Try experimenting with Kitana fan lift in the corner, using 
    different series of hop kicks, punches, fan lifts, and fan throws.  One 
    hundred percent damage combos are possible, you will discover.
    
    ========
    LIU KANG
    ========
    
    Jump Kick - Flying Kick
    Jump Kick - Low Fireball
    Jump Kick - Bicycle Kick
    Jump Kick - Standard Fireball
    Jump Kick - Standard Fireball - Low Fireball
    Jump Kick - Standard Fireball - Bicycle Kick
    Hop Punch - Low Fireball
    Hop Punch - Standard Fireball - Low Fireball
    Air Jab - Flying Kick
    Air Jab - Fireball
    Air Jab - Bicycle Kick - Low Fireball
    Air Jab - Hop Punch - Standard Fireball
    
    	o	Jump Kick - Flying Kick:  Jump kick your opponent low and 
    immediately do the flying kick.  Start the two forward motion right 
    before you hit, then quickly press HIGH KICK.  Sometimes if you do the 
    flying kick to fast you will go over your opponent, so make sure you are 
    on the ground first.
    
    	o	Hop Punch - Standard Fireball:  Hop punch your opponent in 
    the air and immediately do the standard fireball.  Start the two forward 
    motion right before you hit, then quickly press HIGH PUNCH.  Follow this 
    with a low fireball, which they must take blocking damage against.
    
    	o	Jump Kick - Bicycle Kick:  Jump kick your opponent low and 
    immediately do the bicycle kick.  Be sure to charge the bicycle kick a 
    few seconds before you jump.  Wait until you land on the ground before 
    releasing LOW KICK, otherwise the bicycle kick will not work.
    
    	o	Jump Kick - Standard Fireball - Low Fireball:  Jump kick 
    your opponent and immediately do a high fireball.  Start the two forward 
    motion right before you hit, then quickly press HIGH PUNCH.  Follow the 
    standard fireball with a ground fireball, which can usually be blocked.
    
    	o	Air Jab - Bicycle Kick - Low Fireball:  Hit your opponent 
    with several high jabs if they jump at you, then do the bicycle kick.  
    If you hit them right, the bicycle kick will hit them near their feet, 
    and you'll have time to get in a low fireball before they land.
    
    ========
    KUNG LAO
    ========
    
    Jump Kick - Hat Throw
    Jump Kick - Whirlwind Spin
    Jump Kick - Hop Kick - Aerial Kick
    Jump Kick - Sweep - Whirlwind Spin - Aerial Kick
    Hop Kick - Aerial Kick
    Whirlwind Spin - Hat Throw
    Whirlwind Spin - Jump Kick
    Whirlwind Spin - Hop Kick
    Whirlwind Spin - Hop Kick - Aerial Kick
    Air Jab - Hat Throw
    Air Jab - Hop Kick - Aerial Kick
    Air Jab - Teleport Kick - Aerial Kick
    
    	o	Jump Kick - Hat Throw:  Jump kick your opponent low and 
    immediately do the hat throw.  Be sure to guide the hat down so it hits 
    the falling opponent.
    
    	o	Hop Kick - Aerial Kick:  If your opponent jumps at you, do a 
    hop kick quickly followed by the aerial kick.  This is a very fast combo 
    that takes off good damage.
    
    	o	Jump Kick - Whirlwind Spin:  Jump kick your opponent in the 
    corner and execute the spin.  Be sure to kick them low, and start the 
    spin immediately by pressing up and LOW KICK repeatedly.
    
    	o	Whirlwind Spin - Jump Kick:  If the opponent is hit with the 
    spin as it is slowing down, Kung Lao recovers fast enough for him to do 
    a jump kick, aerial kick, or hat throw.
    
    	o	Jump Kick - Sweep - Whirlwind Spin - Aerial Kick:  This 
    combo work well against computer opponents who 'extend' on a missile 
    weapon, such as Scorpion or Baraka.  Jump kick low and deep then walk 
    forward a step or two.  Sweep, and as the opponent stands, do the 
    whirlwind spin.  After this hits the opponent, jump forward and do the 
    aerial kick.  Also - if you kick low and deep enough there is no need to 
    walk forward, and sometimes it is possible to get in a hop kick after 
    the whirlwind spin.
    
    	o	Air Jab - Teleport - Aerial Kick:  Punch your opponent as 
    they jump at you with a couple of high jabs.  Do the teleport and kick 
    or punch, which should knock them high enough to get in the aerial kick.
    
    ===========
    JOHNNY CAGE
    ===========
    
    Jump Kick - Low Bolt
    Jump Kick - Shadow Kick
    Jump Kick - Shadow Uppercut
    Axe Kick - Shadow Kick
    Axe Kick - Shadow Uppercut
    Ball Breaker - Uppercut
    Ball Breaker - Axe Kick
    Ball Breaker - Axe Kick - Shadow Kick
    Ball Breaker - Turn Around Kick
    Ball Breaker - Turn Around Kick - Shadow Kick
    Ball Breaker - Turn Around Kick - Low Bolt
    Air Jab - Shadow Kick
    Air Jab - Shadow Uppercut
    Air Jab - Low Bolt
    Air Jab - High Bolt
    Air Jab - Hop Punch - Shadow Kick
    
    	o	Jump Kick - Shadow Kick:  Jump kick your opponent low and 
    immediately do the shadow kick.  If your opponent is jumping towards 
    you, do a hop kick followed by the shadow kick.
    
    	o	Jump Kick - Shadow Uppercut:  Jump kick you opponent low and 
    immediately do the shadow uppercut.  You must kick low and deep and do 
    the shadow uppercut as fast as possible, otherwise it will be to late to 
    connect.  This is easier when close to the corner.
    
    	o	Jump Kick - Low Bolt:  Jump kick your opponent low and 
    immediately do the low green bolt.  After starting the jump kick, keep 
    the joystick in the away position, so you can quickly do the half-circle 
    motion right after you hit.
    
    	o	Ball Breaker - Turn Around Kick - Shadow Kick:  Do the ball 
    breaker against your opponent.  Immediately jump over the groaning 
    victim and kick them low as you turn to face the other direction.  
    Follow this with the shadow kick or shadow uppercut.  The computer does 
    not block this combo.
    
    	o	Ball Breaker - Axe Kick - Shadow Kick:  Do the ball breaker 
    against your opponent.  Walk forward and do the axe kick.  As soon as 
    Cage recovers from the kick, do the shadow kick.  The computer does not 
    block this combo.
    
    =======
    REPTILE
    =======
    
    Jump Kick - Acid Spit
    Jump Kick - Slide
    Jump Kick - Hop Kick - Slide
    Forceball - Crouch Punch - Uppercut
    Forceball - Hop Kick - Slide
    Forceball - Air Jab - Hop Kick - Slide
    Air Jab - Acid Spit - Slide
    Air Jab - Hop Kick - Slide
    
    	o	Jump Kick - Acid Spit:  Jump kick your opponent low and 
    immediately do the acid spit.  Start the two forward motion right before 
    you hit, then quickly press HIGH PUNCH.
    
    	o	Forceball - Air Jab - Hop Kick - Slide:  Do the forceball 
    move on your opponent.  If they get hit by it, do two high punches as 
    they are coming towards you.  You need to be at the right distance for 
    the high punches to connect.  After the punches do a hop kick.  After 
    the kick complete the combo with the slide.
    
    	o	Air Jab - Hop Kick - Slide:  Same as above combo, but 
    without the forceball.  Against opponents with a weaker kick, you can 
    punch them out of the air using high punch.  Follow this with a fast hop 
    kick then slide.
    
    ========
    SUB-ZERO
    ========
    
    Jump Kick - Slide
    Jump Kick - Hop Kick - Slide
    Jump Kick - Ground Freeze - Uppercut
    TAK - Hop Kick - Slide
    TAK - Hop Kick - Ground Freeze - Uppercut
    Air Jab - Ground Freeze
    Air Jab - Hop Kick - Slide
    
    	o	Jump Kick - Slide:  Jump kick your opponent low and 
    immediately do the slide.  If you do not kick low and deep enough, the 
    slide may not connect on human opponents.  It almost always works 
    against the computer though.
    
    	o	Jump Kick - Hop Kick - Slide:  Jump kick your opponent low 
    and immediately do a hop kick, followed by the slide.  Easiest when your 
    opponent is frozen.
    
    	o	Jump Kick - Ground Freeze - Uppercut - Slide:  Jump kick 
    your opponent low and immediately do the ground freeze.  Kick them deep 
    otherwise they will land beyond the range of the ground freeze.  If they 
    slip, hit them with the uppercut then slide.
    
    ===========
    SHANG TSUNG
    ===========
    
    Jump Kick - Fireball
    Jump Kick - Two Fireballs
    Jump Kick - Three Fireballs
    Jump Kick - Morph - Slide
    Air Jab - Fireballs
    
    	o	Flaming Skulls:  If you can catch your opponent in the air 
    with the first one, there is a good chance that the other two will hit.  
    Do the three skulls before your opponent jumps towards or away from you.  
    This really isn't a combo but it looks cool.
    
    	o	Jump Kick - Flaming Skull:  Jump kick your opponent low and 
    immediately do one flaming skull.  Start the two back motion right 
    before you kick, then press HIGH PUNCH.  This one is hard as Shang 
    Tsung's fireball travels slow.  Two fireballs after the jump kick is 
    possible, and even three skulls is possible, although extremely 
    difficult.
    
    	o	Jump Kick - Slide:  Jump kick your opponent low and deep, 
    then quickly morph into Reptile or Sub-Zero.  Once morphed, execute the 
    slide.
    
    ======
    KITANA
    ======
    
    Jump Kick - Fan Throw
    Jump Kick - Aerial Punch
    Jump Kick - Fan Throw - Hop Kick
    Jump Kick - Fan Throw - Aerial Punch
    Hop Kick - Fan Throw
    Hop Punch - Fan Throw
    Fan Lift - Jump Kick
    Fan Lift - Jump Kick - Fan Throw
    Fan Lift - Jump Kick - Fan Throw - Hop Kick
    Fan Lift - Jump Kick - Fan Throw - Aerial Punch
    Fan Lift - Jump Kick - Fan Throw - Uppercut
    Fan Lift - Jump Punch - Hop Punch - Fan Throw - Uppercut
    Air Jab - Fan Throw
    Air Jab - Aerial Punch
    Air Jab - Fan Lift - Combo
    Air Jab - Hop Kick - Fan Throw
    
    	o	Jump Kick - Fan Throw:  Jump kick your opponent low and 
    immediately do the fan throw.  Start the two forward motion right before 
    you kick, then press both punch buttons.  If you are fighting the 
    computer and they block your jump kick, the fan throw will usually hit.
    
    	o	Jump Kick - Aerial Punch:  This is a very impressive looking 
    combo.  Jump Kick your opponent low and quickly do the aerial punch.  
    Works best against opponents who "bounce" high.
    
    	o	Jump Kick - Fan Throw - Hop Kick:  Jump kick your opponent 
    low and immediately do the fan throw.  Start the two forward motion 
    right before you kick, then press both punch buttons.  If you connect on 
    the first jump kick and get the fan out fast, you can also hop kick your 
    opponent as the are falling back.  You can kill the computer in six 
    seconds using this combo twice.
    
    	o	Fan Lift - Jump Kick - Fan Throw - Aerial Punch:  Catch the 
    opponent with the fan lift and wait until they are near the top.  Walk 
    forward as far as you can then do a jump kick, catching the opponent as 
    they are falling down.  Immediately do the fan throw, quickly followed 
    by a hop kick or aerial punch.  This works very well against Kintaro and 
    Shao Kahn.
    
    	o	Fan Lift - Jump Kick - Fan Throw - Uppercut:  Opponent must 
    be near the corner.  Catch the opponent with the fan lift and wait until 
    they are near the top.  Walk forward as far as you can then do a jump 
    kick, hitting the opponent at the top of the lift.  Immediately do the 
    fan throw.  As the are falling down do an uppercut.
    
    	o	Fan Lift - Jump Punch - Fan Throw:  If you use a punch 
    instead of a kick, it will knock the opponent higher into the air, 
    making it easier to do the fan throw.  Time the punch so that you hit 
    them at the peak of the lift.
    
    ===
    JAX
    ===
    
    Jump Kick - Ground Smash
    Jump Kick - Energy Wave
    Jump Kick - Gotcha
    Jump Kick - Back Breaker
    Jump Kick - Hop Kick - Ground Smash
    Hammer - Uppercut
    Hammer - Gotcha Grab
    Hammer - TAK - Back Breaker - Ground Smash
    Air Jab - Gotcha
    Air Jab - Energy Wave
    Air Jab - Hop Kick - Back Breaker
    
    	o	Overhead Hammer - Uppercut:  The overhead hammer will stun 
    the opponent momentarily.   You can follow this with any move, such as 
    an uppercut or grab and pound.  Consecutive hammers are not possible.
    
    	o	Jump Kick - Energy Throw:  Jump kick your opponent low and 
    immediately do the energy throw.  After starting the jump kick, keep the 
    joystick in the forward/down position, so you can quickly do the half-
    circle motion right after you hit.
    
    	o	Jump Kick - Gotcha Grab:  Jump kick your opponent low and 
    immediately do the gotcha grab.  Start the two forward motion right 
    before you hit, then quickly press LOW PUNCH.  Jax will grab nothing but 
    air if not done quickly enough.
    
    	o	Jump Kick - Back Breaker:  Jump kick your opponent low and 
    immediately do the back breaker.  Be sure to kick low and deep.  As soon 
    as you press the kick button press BLOCK to execute the back breaker.
    
    =======
    MILEENA
    =======
    
    Jump Kick - Ground Roll
    Jump Kick - Teleport Kick
    Jump Kick - Sai Throw
    Jump Kick - Hop Kick - Ground Roll
    Jump Kick - Ground Roll - Sai
    Jump Kick - Ground Roll - Hop Kick
    Jump Kick - Sai Throw - Ground Roll - Hop Kick
    Ground Roll - Air Jab - Sai Throw
    Air Jab - Teleport Kick
    Air Jab - Hop Kick - Sai Throw
    Air Jab - Hop Kick - Ground Roll
    Air Jab - Hop Kick - Ground Roll - Hop Kick
    Air Jab - Hop Kick - Ground Roll - Hop Kick - Sai Throw
    
    	o	Jump Kick - Throwing Sais:  Jump kick your opponent low and 
    immediately do the throwing sais.  You will need to charge the move 
    before you jump.  Immediately after hitting with the jump kick, release 
    HIGH PUNCH.
    
    	o	Hop Kick - Throwing Sais - Teleport Kick:  Hop kick your 
    opponent as they jump towards you and immediately throw the sais.  As 
    soon as you hit on the hop kick release HIGH PUNCH.  After the sais hit 
    do the teleport kick.
    
    	o	Jump Kick - Ground Roll:  Jump kick your opponent low and 
    immediately do the ground roll.  Start the two back motion just before 
    you hit in order to get the move off quickly.
    
    	o	Ground Roll - Air Jab - Sai Throw:  When your opponent jumps 
    in front of you, time it so you hit them just before they land.  
    Sometimes when you hit them, they will get hit back into you.  If this 
    happens you can uppercut, sai throw, or whatever.
    
    ======
    BARAKA
    ======
    
    Jump Kick - Swipe
    Jump Kick - Blade Fury
    Jump Kick - Bolt
    Double Kick - Standing Kick
    Double Kick - Hop Kick
    Double Kick - Hop Punch
    Double Kick - Blade Fury
    Double Kick - Swipe
    Double Kick - Bolt
    Double Kick - Punch - Hop Kick
    Double Kick - Punch - Bolt
    Air Jab - Blade Swipe
    Air Jab - Blue Bolt
    
    	o	Jump Kick - Blue Bolt:  Jump kick your opponent low and 
    immediately do the blue bolt.  After starting the jump kick, keep the 
    joystick in the down position, so you can quickly do the quarter-circle 
    motion right after you hit.
    
    	o	Jump Kick - Blade Fury:  Jump kick your opponent low and 
    immediately do the blade fury.  Start the three back motion right before 
    you hit, then quickly press LOW PUNCH.  If you do not connect with the 
    blade fury, you are left vulnerable for an attack.
    
    	o	Double Kick:  As you can see, this is my favorite!
    
    ========
    SCORPION
    ========
    
    Jump Kick - Spear
    Jump Kick - Teleport Punch
    Jump Kick - Leg Takedown
    Hop Punch - Air Throw
    Hop Punch - Teleport - Spear
    Air Jab - Spear
    Air Jab - Teleport - Hop Kick
    Air Jab - Teleport - Spear
    Air Jab - Hop Kick - Teleport - Spear
    
    	o	Jump Kick - Spear:  Jump kick your opponent low and 
    immediately do the spear.  Start the two back motion right before you 
    hit, then quickly press LOW PUNCH.
    
    	o	Jump Kick - Leg Grab:  Jump kick your opponent low and 
    immediately do the leg grab.  After starting the jump kick, keep the 
    joystick in the forward position, so you can quickly do the half-circle 
    motion right after you hit.
    
    	o	Teleport Punch - Spear:  Teleport punch your opponent and 
    immediately spear.  This will work best if you catch the opponent in the 
    air with the teleport punch, making it easier to spear them before they 
    hit the ground.
    
    	o	Teleport Punch - Leg Grab:  Teleport punch your opponent and 
    immediately do the leg grab.  This will work best if you catch the 
    opponent in the air with the teleport punch, making it easier to leg 
    grab them just as they hit the ground.
    
    	o	Turn Around Kick - Teleport Punch - Spear:  Do a turn around 
    kick on your opponent and immediately do the teleport punch.  If you 
    connect on the teleport punch throw the spear, and finish with an 
    uppercut.
    
    ======
    RAIDEN
    ======
    
    Jump Kick - Lightning
    Jump Kick - Body Launch
    Jump Kick - Hop Kick - Body Launch
    Hop Kick - Body Launch
    Electric Grab - Two Punches - Body Launch
    Electric Grab - Two Punches - Hop Kick - Body Launch
    Air Jab - Lightning
    Air Jab - Body Launch
    Air Jab - Hop Kick - Body Launch
    Air Jab - Teleport - Heavy Punch
    Air Jab - Teleport - Air Jab - Launch
    
    	o	Jump Kick - Body Launch:  Jump kick your opponent low and 
    immediately do the body launch.
    
    	o	Hop Kick/Punch - Body Launch:  Hop kick/punch your opponent 
    in the air and immediately do the body launch.
    
    	o	Jump Kick - Lightning:  Jump kick your opponent low and 
    immediately do the lightning.  After starting the jump kick, keep the 
    joystick in the down position, so you can quickly do the quarter-circle 
    motion right after you hit.
    
    	o	Electric Grab - Two Punches - Body Launch:  As Raiden lets 
    go of the opponent after the electric grab, punch twice.  This will pop 
    them into the air, which can be followed by the body launch.
    
    
    
    ************************************************************************
    *************************     Retaliation     **************************
    ************************************************************************
    
    Retaliation is on of the key elements to winning.  If you know how to 
    respond to your opponents mistakes and take off the most damage, you 
    have them.  The following are just some examples of what you can do in a 
    certain situation.  For the sake of space, not all combos are listed.  
    Check out the combo section for info on what to do after an Air Jab.
    
    If your opponent jumps directly in front of or on top of you:
    
    	o	General:  Uppercut
    	o	General:  Standing Kick
    	o	General:  Roundhouse
    	o	General:  Crouch Kick
    	o	General:  Straight Up Hop Kick
    	o	General:  Straight Up Hop Punch
    	o	General:  Crouch Punch - Uppercut
    	o	General:  Air Jab - Hop Kick
    	o	General:  Air Jab - Missile
    	o	General:  Air Jab - Combo
    	o	Kung Lao:  Whirlwind Spin - Combo
    	o	Johnny Cage:  Shadow Uppercut
    	o	Kitana:  Fan Lift - Combo
    	o	Jax:  Gotcha Grab
    	o	Mileena:  Ground Roll - Combo
    	o	Baraka:  Blade Fury
    	o	Baraka:  Blade Swipe
    	o	Raiden:  Teleport
    
    If your opponent jumps in front of you:
    
    	o	General:  Missile Weapon
    	o	General:  Hop Kick
    	o	General:  Hop Punch
    	o	Liu Kang:  Flying Kick
    	o	Liu Kang:  Bicycle Kick
    	o	Johnny Cage:  Shadow Kick
    	o	Johnny Cage:  Shadow Uppercut
    	o	Reptile:  Forceball - Combo
    	o	Sub-Zero:  Ground Freeze - Uppercut
    	o	Mileena:  Jump - Sai Throw
    	o	Baraka:  Blade Swipe
    	o	Scorpion:  Teleport Punch - Combo
    	o	Raiden:  Body Launch
    
    If your opponent jumps directly behind you:
    
    	o	General:  Uppercut
    	o	General:  Air Jab - Combo
    	o	General:  Standing Kick
    	o	General:  Throw
    	o	General:  Missile Weapon
    	o	Liu Kang:  Bicycle Kick
    	o	Kung Lao:  Whirlwind Spin - Combo
    	o	Johnny Cage:  Ball Breaker
    	o	Johnny Cage:  Shadow Kick
    	o	Johnny Cage:  Shadow Uppercut
    	o	Kitana:  Fan Lift - Combo
    	o	Jax:  Gotcha Grab
    	o	Mileena:  Ground Roll - Combo
    	o	Baraka:  Blade Fury
    	o	Baraka:  Blade Swipe
    	o	Scorpion:  Leg Takedown
    	o	Raiden:  Body Launch
    	o	Raiden:  Electric Grab
    
    If your opponent jumps away from you:
    
    	o	General:  Missile
    	o	Liu Kang:  Flying Kick
    	o	Liu Kang:  Bicycle Kick
    	o	Kung Lao:  Teleport Punch - Aerial Kick
    	o	Reptile:  Forecball - Combo
    	o	Kitana:  Flying Punch
    	o	Jax:  Ground Smash
    	o	Mileena:  Teleport Kick
    	o	Scorpion:  Teleport Punch - Combo
    	o	Raiden:  Body Launch
    	o	Raiden:  Teleport - Air Jab - Combo
    
    If your opponent sweeps you, block then:
    
    	o	General:  Standing Kick
    	o	General:  Sweep
    	o	General:  Crouch Kick
    	o	General:  Throw
    	o	General:  Low Jabs
    	o	General:  Missile
    	o	Liu Kang:  Bicycle Kick
    	o	Kung Lao:  Whirlwind Spin - Combo
    	o	Johnny Cage:  Shadow Kick
    	o	Johnny Cage:  Shadow Uppercut
    	o	Reptile:  Slide
    	o	Sub-Zero:  Slide
    	o	Jax:  Quadruple Slam
    	o	Jax:  Ground Smash
    	o	Mileena:  Ground Roll
    	o	Baraka:  Swipe
    	o	Baraka:  Blade Fury
    	o	Scorpion:  Spear - Uppercut
    	o	Raiden:  Body Launch
    
    If you block a missile, knee, kick, or other move at close range:
    
    	o	General:  Standing Kick
    	o	General:  Sweep
    	o	General:  Throw
    	o	General:  Roundhouse
    	o	General:  Low Jabs
    	o	General:  Uppercut
    	o	Liu Kang:  Bicycle Kick
    	o	Kung Lao:  Whirlwind Spin - Combo
    	o	Johnny Cage:  Shadow Kick
    	o	Johnny Cage:  Shadow Uppercut
    	o	Johnny Cage:  Ballbreaker
    	o	Reptile:  Slide
    	o	Sub-Zero:  Slide
    	o	Jax:  Quadruple Slam
    	o	Jax:  Gotcha Grab
    	o	Mileena:  Ground Roll - Combo
    	o	Baraka:  Swipe
    	o	Baraka:  Blade Fury
    	o	Scorpion:  Leg Takedown
    	o	Raiden:  Body Launch
    	o	Raiden:  Electric Shocker - Combo
    
    If Liu Kang does the Flying Kick, block then:
    
    	o	General:  Uppercut
    	o	General:  Roundhouse
    	o	General:  Low Jabs
    	o	General:  Missile
    	o	Liu Kang:  Bicycle Kick
    	o	Johnny Cage:  Shadow Kick
    	o	Johnny Cage:  Shadow Uppercut
    	o	Johnny Cage:  Ball Breaker
    	o	Kitana:  Fan Lift - Combo
    	o	Jax:  Gotcha Grab
    	o	Mileena:  Ground Roll
    	o	Baraka:  Blade Swipe
    	o	Baraka:  Blade Fury
    	o	Scorpion:  Spear - Uppercut
    	o	Raiden:  Body Launch
    
    If Liu Kang does the Bicycle Kick, block then:
    
    	o	General:  Standing Kick
    	o	General:  Hop Kick
    	o	General:  Missile
    	o	General:  walk forward - Uppercut
    	o	General:  walk forward - Roundhouse
    	o	General:  walk forward - Low Jabs
    	o	General:  walk forward - Air Jab - Combo
    	o	Liu Kang:  Bicycle Kick
    	o	Liu Kang:  Flying Kick
    	o	Kung Lao:  Hop Kick - Aerial Kick
    	o	Johnny Cage:  Shadow Kick
    	o	Johnny Cage:  Shadow Uppercut
    	o	Sub-Zero:  Ground Freeze - Uppercut
    	o	Kitana:  Fan Lift - Combo
    	o	Jax:  Gotcha Grab
    	o	Jax:  Hop Kick - Back Breaker
    	o	Mileena:  Hop Kick - Ground Roll
    	o	Baraka:  Blade Swipe
    	o	Baraka:  Blade Fury
    	o	Scorpion:  Spear - Uppercut
    	o	Scorpion:  Hop Kick - Teleport Punch - Combo
    	o	Raiden:  Body Launch
    	o	Raiden:  Hop Kick - Body Launch
    
    If Kung Lao does the Ground Teleport, duck then:
    
    	o	General:  Uppercut
    	o	General:  Crouch Punch - Uppercut
    	o	Liu Kang:  Bicycle Kick
    	o	Liu Kang:  Low Fireball
    	o	Johnny Cage:  Ball Breaker - Combo
    	o	Mileena:  Ground Roll - Combo
    	o	Scorpion:  Leg Takedown
    
    If Kung Lao does the Aerial Kick, or Mileena does the Ground Roll, or 
    Scorpion does the Teleport Punch, block then:
    
    	o	General:  Standing Kick
    	o	General:  Missile
    	o	General:  Walk Forward - Uppercut
    	o	General:  Walk Forward - Air Jab - Combo
    	o	Liu Kang:  Bicycle Kick
    	o	Kung Lao:  Whirlwind Spin - Combo
    	o	Johnny Cage:  Shadow Kick
    	o	Johnny Cage:  Shadow Uppercut 
    	o	Sub-Zero:  Ground Freeze - Combo
    	o	Kitana:  Hop Kick - Fan Throw
    	o	Kitana:  Fan Lift - Combo
    	o	Jax:  Gotcha Grab
    	o	Jax:  Hop Kick - Back Breaker
    	o	Mileena:  Hop Kick - Sai Throw
    	o	Mileena:  Hop Kick - Ground Roll - Combo
    	o	Baraka:  Blade Swipe
    	o	Baraka:  Blade Fury
    	o	Scorpion:  Air Throw
    	o	Raiden:  Hop Kick - Body Launch
    
    If Johnny Cage does the Shadow Kick, duck then:
    
    	o	General:  Uppercut
    	o	Liu Kang:  Bicycle Kick
    	o	Johnny Cage:  Ball Breaker
    	o	Reptile:  Slide
    	o	Sub-Zero:  Slide
    	o	Mileena:  Ground Roll - Combo
    	o	Scorpion:  Leg Takedown
    	o	Raiden:  Electric Grab - Combo
    
    If Reptile turns invisible:
    
    	o	General:  Use early jump kicks/punches until you hit them.
    	o	General:  Use your missile weapon until it hits.
    	o	Liu Kang:  Bicycle Kick
    	o	Kung Lao:  Teleport Punch
    	o	Reptile:  Slide
    	o	Sub-Zero:  Slide
    	o	Jax:  Ground Smash
    	o	Mileena:  Ground Roll
    	o	Mileena:  Teleport Kick
    	o	Scorpion:  Teleport Punch
    	o	Raiden:  Body Launch
    
    If Reptile or Sub-Zero does the slide, block then:
    
    	o	General:  Uppercut
    	o	General:  Roundhouse
    	o	General:  Standing Kick
    	o	Liu Kang:  Bicycle Kick
    	o	Liu Kang:  Ground Fireball
    	o	Kung Lao:  Whirlwind Spin - Combo
    	o	Johnny Cage:  Shadow Kick
    	o	Johnny Cage:  Shadow Uppercut
    	o	Johnny Cage:  Ball Breaker
    	o	Reptile:  Slide
    	o	Sub-Zero:  Slide
    	o	Sub-Zero:  Ground Freeze
    	o	Kitana:  Fan Lift - Combo
    	o	Jax:  Gotcha Grab
    	o	Mileena:  Ground Roll - Combo
    	o	Baraka:  Blade Swipe
    	o	Baraka:  Blade Fury
    	o	Scorpion:  Leg Takedown
    	o	Raiden:  Body Launch
    	o	Raiden:  Electric Grab - Combo
    
    If Kitana does the Aerial Punch, duck then:
    
    	o	General:  Uppercut
    	o	General:  Roundhouse
    	o	General:  Standing Kick
    	o	General:  Missile
    	o	General:  Air Jab - Combo
    	o	Liu Kang:  Bicycle Kick
    	o	Kung Lao:  Whirlwind Spin - Combo
    	o	Johnny Cage:  Shadow Uppercut
    	o	Johnny Cage:  Shadow Kick
    	o	Sub-Zero:  Ground Freeze - Combo
    	o	Kitana:  Fan Lift - Combo
    	o	Jax:  Gotcha Grab
    	o	Mileena:  Ground Roll - Combo
    	o	Mileena:  Teleport Kick
    	o	Baraka:  Blade Swipe
    	o	Baraka:  Blade Fury
    	o	Scorpion:  Air Throw
    	o	Raiden:  Body Launch
    
    If Mileena does the teleport kick, block then:
    
    	o	General:  Standing Kick
    	o	General:  Missile
    	o	General:  Hop Kick
    	o	Liu Kang:  Flying Kick
    	o	Liu Kang:  Bicycle Kick
    	o	Kung Lao:  Hop Kick - Aerial Kick
    	o	Johnny Cage:  Shadow Kick
    	o	Johnny Cage:  Shadow Uppercut
    	o	Sub-Zero:  Ground Freeze - Combo
    	o	Kitana:  Aerial Punch
    	o	Kitana:  Hop Kick - Fan Throw
    	o	Kitana:  Fan Lift - Combo
    	o	Jax:  walk forward - Gotcha Grab
    	o	Jax:  Hop Kick - Back Breaker
    	o	Mileena:  Hop Kick - Sai Throw
    	o	Mileena:  Ground Roll - Combo
    	o	Baraka:  Blade Swipe
    	o	Scorpion:  Hop Kick - Teleport Punch
    	o	Raiden:  Hop Kick - Body Launch
    
    If Raiden does the Body Launch, block then:
    
    	o	General:  Missile
    	o	Liu Kang:  Flying Kick
    	o	Liu Kang:  Bicycle Kick
    	o	Kung Lao:  Teleport Kick - Combo
    	o	Johnny Cage:  Shadow Kick
    	o	Johnny Cage:  Shadow Uppercut  
    	o	Kitana:  Aerial Punch
    	o	Mileena:  Teleport Kick
    	o	Scorpion:  Teleport Punch
    	o	Raiden:  Body Launch
    	o	Raiden:  Teleport - Air Jab - Combo
    
    
    
    ************************************************************************
    **********************     Secret Characters     ***********************
    ************************************************************************
    
    Congratulations!  You Have Found The Passage From The Outworld To The 
    Earth Realm.  Now You Must Battle With An Undiscovered Warrior From 
    Mortal Kombat One.  Prepare Yourself To Return To Goro's Lair.
    
    This is the message you are greeted with when you meet the requirement 
    to fight Jade or Smoke.  Jade is essentially Kitana, except that she is 
    green and moves twice as fast.  She is immune to all missile weapons.  
    Smoke is a gray male ninja who has the powers of Scorpion.  He moves 
    extremely fast, and is constantly emitting smoke, which can be 
    distracting.  Noob Saibot is an all black male ninja with the powers of 
    Scorpion.  He is not as fast as Smoke, but still a challenge.
    
    Both Jade and Smoke can be seen in the Living Forest when the look out 
    from behind the middle trees.  They occasionally drop down during a 
    match and give clues on how to reach them.  After you win or lose to any 
    of the secret characters, you are returned to the Choose Your Fighter 
    screen where you may pick another fighter.
    
    Smoke clues:                       Jade clues:
    
    I Am Called Smoke                  I Am Called Jade
    Toasty                             Before The ?
    You Can Start Finding Me           Ermac Who?
    Ermac Who?                         I Will Meet You In Goro's Lair
    You Can Not Defeat Me              Chun Who?
    I Am One Of Three                  I Am One Of Three
    Portal                             Restrict Yourself
    I Will Meet You In Goro's Lair     Alone Is How You Will Find Me
    Mortal Kombat One                  One Day We Will Fight!
    Prove Yourself                     Bring On Kano And Sonya!
    
    =============
    TO REACH JADE
    =============
    
    	o	Win one round on the stage directly before the question mark 
    using only LOW KICK.  That is the only requirement.  You may not press 
    BLOCK.  You may reach Jade on any round of the stage.  Unnecessary 
    requirements include flawless victories, fatalities, and a certain 
    number of wins.
    
    ==============
    TO REACH SMOKE
    ==============
    
    	o	Be on The Portal stage playing a two player game.
    
    	o	Wait until the face pops out in the lower right corner and 
    says "Toasty!".  The face will appear when you uppercut your opponent, 
    or your opponent uppercuts you.  There is no determined way to get the 
    face to appear more frequently.  It can appear a few times during a 
    match or not at all.
    
    	o	As soon as the face appears, press the start button.  
    Whoever presses their start button first will be the one who will fight 
    Smoke.  After fighting Smoke, you are returned to the Choose Your 
    FIghter screen where both players may pick again.
    
    ====================
    TO REACH NOOB SAIBOT
    ====================
    
    Incredible Winning Streak!  A New Warrior Awaits You.
    
    	o	Win 50 games in a row.  You must be fighting against a human 
    opponent and receive the gold MKII symbol.
    
    If you lose to Noob Saibot, you may fight him again by winning just one 
    more game or round.  Apparently the computer only has 49 wins tracked if 
    you lose to Saibot, so you can theoreticly fight him over and over, as 
    long as you lose to him.  And for the clueless, Noob Saibot is actually 
    Boon Tobias backwards.  And for the truly clueless, Boon and Tobias are 
    the creators of Mortal Kombat.
    
    
    
    ************************************************************************
    *******************     Rumors and Things To Try     *******************
    ************************************************************************
    
    ==================
    RUMORS KILLED DEAD
    ==================
    
    	o	Kano is not a playable character in MKII.  The only place 
    you will see Kano in MKII is in the background of the Kahn's Arena 
    stage.  The Kano Transformations tally in the audits menu is nothing 
    more than a red herring designed to generate interest and quarter 
    pumping to find a secret that isn't there.  And it was effective.  An 
    entire Usenet group is based on Kano sighting.
    
    	o	'Alitys' that do not exist in MKII:  Animality, nudality, 
    gunality, ageality, hookality, weirdality, nationality, brutality, 
    rapality, gangstality, etc.  They never have and never will.
    
    	o	Secret characters who you will not find:  Scarlett, Flame, 
    Inferno, Kano, Goro, Sonya, Shawn, Ermac, Watchdog, the monster in the 
    Dead Pool, that guy in the Living Forest, etc.  These characters do not 
    exist in MKII.  They never have and never will.  The only secret 
    characters in MKII are Jade, Smoke, and Noob Saibot.
    
    	o	Stage fatalities that are unreal:  getting impaled on the 
    hooks, getting knocked into the mouth of the trees, picking up the 
    weapons in the weaponry and killing your opponent, raising the dead in 
    the graveyard, etc.  These stage fatalities do not exist in MKII.  They 
    never have and never will.
    
    =============
    THINGS TO TRY
    =============
    
    	o	Do Reptile's tongue fatality on The Armory stage and watch 
    the floor.  This is a glitch and does not involve a secret room or 
    character.
    
    	o	Sub-Zero can do the first half of his freeze-uppercut 
    fatality indefinitely.  When you defeat your opponent with Shang Tsung, 
    morph into Sub-Zero and do the perma-freeze fatality repeatedly until 
    you are changed back into Shang Tsung.  Then morph into the fighter of 
    your choice and do the fatality on a frozen victim.
    
    	o	Defeat your opponent on the Dead Pool stage near the corner.  
    Then jump over them and do the Dead Pool fatality.  The victim will go 
    flying the wrong way and splash into the wall.
    
    	o	With Kitana, beat Shao Kahn by letting time expire.  When 
    time is about to run out, catch Kahn in the fan lift so that he is off 
    the ground when time runs out.  You will hear the sound of him 
    exploding, and then the machine will freeze.  A good way to get your 
    credits back after beating the game.  Of course, I am not endorsing 
    this, just giving you the facts.  :)
    
    	o	After doing the dead pool fatality, hold down on the 
    joystick.  The computer will say "oh whoa" or something to that effect.
    
    	o	Right after doing the pit fatality uppercut, hold down on 
    both joysticks.  The body will slowly slip from the spikes and fall to 
    the ground.
    
    	o	Play 250 games in a row.  'You have reached the outer limits 
    of the tournament.  Now you both must face a challenge from your 
    past...'  Pong!  First player to seven wins.  It is just like the 
    original Atari game.
    
    
    
    ************************************************************************
    *********************     Version Information     **********************
    ************************************************************************
    
    To date there have been three major release versions of MKII: version 
    1.1, 2.1, and 3.1.  With each release more and more things are added, a 
    trend that will hopefully not be going on very much longer.  You can 
    find out which version you are playing on by turning the machine off and 
    back on again.  Remember, this guide is written for the most current 
    version of the game.  If you are playing on an older version, have the 
    owner contact Midway to get the newer chips.  The following is a basic 
    summary of differences in each version.
    
    ===========
    VERSION 1.1
    ===========
    
    	o	First version released to the public even though unfinished.
    	o	Contained almost all moves but not many fatalities.
    	o	Kintaro and Shao Kahn very difficult to beat.
    	o	No game ending after beating Shao Kahn.
    	o	Baraka's blade swipe had no sound.
    	o	Shang Tsung had the ceiling walk bug.
    	o	Could beat Kintaro by just punching the entire match.
    
    ===========
    VERSION 1.4
    ===========
    
    	o	Mileena's ground roll move added.
    	o	Kung Lao's aerial kick added.
    	o	Sub-Zero could do the first part of the freeze-uppercut
    		fatality during the match.
    	o	Danger indicator added.
    	o	This version contained many but not all aspects of version
    		2.1.  Since version 1.4 was not widely circulated, those
    		changes will be listed under version 2.1.
    
    ===========
    VERSION 2.1
    ===========
    
    	o	First "official" release version.
    	o	Intro text slightly changed.
    	o	Reptile's slide added.
    	o	Ending story and credits added.
    	o	Computer intelligence improved.
    	o	Nearly all fatalities were added.
    	o	Friendships and babalities were added.
    	o	The pit/spike fatality was added.
    	o	Smoke and Jade were added.
    	o	Kintaro and Shao Kahn easier to defeat.
    	o	Could keep Kintaro and Shao Kahn up in the corner by using
    		repeated punches.
    	o	Could crash the game through baby brutalization.
    	o	Doing Shang Tsung's soul stealing fatality against Jax could
    		sometimes crash the game.
    
    ===========
    VERSION 3.1
    ===========
    
    	o	More amounts of blood added.
    	o	Dead Pool fatality added.
    	o	Noob Saibot added.
    	o	Raiden's  super uppercut fatality added.
    	o	Kung Lao's friendship added.
    	o	Pictures of the creators added after the credits.
    	o	Revolution X and DCS ads added.
    	o	Comic and CD offer shows picture of CD.
    	o	Computer intelligence increased.
    	o	Computer has ability to do missile weapons in the air.
    	o	Multiple babality problem fixed.
    	o	Repeated punches in the corner against Kintaro fixed.
    	o	Kitana's multiple fan lifts in the corner fixed.
    	o	Sub-Zero freeze - punch - freeze - punch... fixed.
    
    ===========
    VERSION 4.2
    ===========
    
    	o	This is a pirated ROM and is not an official Midway release.
    	o	It is only in a few arcades across the country.
    	o	Uppercuts are faster.
    	o	Cage does red shadow kick and uppercut every time.
    	o	Cages shadow kick goes twice as far.
    	o	Barakas roundhouse has awesome range.
    	o	Noob Saibot after only six wins.
    	o	Pong after only 20 or so wins.
    	o	Secret characters vulnerable to missile weapons.
    	o	Liu Kang has a red dragon fatality.
    	o	Kung Lao has a bones in his hat fatality.
    
    **  I would like to stress that all versions above 3.1 are not official 
    versions and you will likely never see them.  I haven't seen them 
    myself, so I can't confirm anything else that has been said about them.
    
    
    
    ************************************************************************
    **********************     Character Endings     ***********************
    ************************************************************************
    
    ============
    END MESSAGES
    ============
    
    Who Is Smoke?        Where Is Sonya?
    Who Is Jade?         Where Is Kano?
    Friendship?          Where Is Goro? 
    Babality?          
    Ceamr Odse Nto Exits (Ermac Does Not Exist)
    Emro Batmok Ot Meok (More Kombat To Kome)
    Sruep Ghih Miptac (Super High Impact)
    Three Rae On Stniiiaamel (There Are No Animalities) or
                             (Animalities Are On There)
    
    ======================
    LIU KANG (HO SUNG PAK)
    ======================
    
    With his Shaolin temple in ruins, Liu Kang journeys into the Outworld, 
    enters Shao Kahn's tournament and unleashes a fury that does not end 
    until the defeat of Shao Kahn.  Liu Kang then returns to the seclusion 
    of his Shaolin temple.  He pays his respects to his lost brothers and 
    finally realizes that the events which have taken place were all 
    fulfillment of his destiny.
    
    =========================
    KUNG LAO (ANTONY MARQUEZ)
    =========================
    
    A former Shaolin Monk alongside Liu Kang, Kung Lao also grieves the loss 
    of their Shaolin brothers.  He realizes that his ultimate fate lies 
    within the dark realm of the Outworld.  He defeats his Outworld 
    opponents until he emerges the supreme champion.  With his strength and 
    spirit in complete alignment he finally avenges the death of his great 
    ancestor.  Although his greatest challenges lie ahead...
    
    ===========================
    JOHNNY CAGE (DANIEL PESINA)
    ===========================
    
    After disappearing from the set of his latest movie, Cage finally 
    resurfaces.  He used all his knowledge and experiences as a fighter to 
    end the Outworld menace.  Now heralded as a true hero, Cage receives the 
    respect he rightfully deserves.  He also gets his inspiration for the 
    sequel to his blockbuster movie Mortal Kombat.  MK II is released and 
    quickly becomes the greatest motion picture event of all time.  Cage 
    realizes that MK III is inevitable.
    
    =======================
    REPTILE (DANIEL PESINA)
    =======================
    
    Reptile has always loyally served as Shang Tsung's protector.  While 
    maintaining a very low profile in the first tournament he discovered 
    Tsung's plot to force the remaining members of his near extinct race 
    into slavery under Shao Kahn's rule.  Reptile then devises a plan of his 
    own.  He enters the Outworld tournament, defeats Shao Kahn and turns 
    against Shang Tsung, ending his master's scheme.  Now his race can live 
    on in their own peaceful existence.
    
    ========================
    SUB-ZERO (DANIEL PESINA)
    ========================
    
    When Sub-Zero failed to return from the Shaolin tournament and rumor of 
    Shang Tsung's survival reached the Lin Kuei clan, they immediately sent 
    another assassin to complete the task.  This new warrior is actually the 
    younger brother of the original Sub-Zero.  He enters the outworld 
    contest and accomplishes his task.  He learns of Scorpion's foul 
    vendetta against his brother but will never know why his life was 
    spared.  Perhaps a third tournament is in his future?
    
    ==============================
    SHANG TSUNG (PHILLIP AHN M.D.)
    ==============================
    
    Shang Tsung not only turns against and defeats both Kintaro and Shao 
    Kahn, he also takes over their rule of the Outworld.  With Shao Kahn's 
    armies at his command, he finally unbalances the Furies, and weakens the 
    dimensional gates between the Outworld and the Earth Realm.  Along with 
    his elite group of sorcerers he uses this weakness to march a never 
    ending horde of demons into the earth and doom its inhabitants to 
    eternal darkness.  Have a nice day.
    
    =======================
    KITANA (KATALIN ZAMIAR)
    =======================
    
    Through her years of working as an assassin, Kitana has learned many 
    secrets, especially about her own past.  She finds that Mileena is not 
    her twin but a grotesque clone created by Shang Tsung.  She learns that 
    her parents were former rulers of the Outworld overthrown by Shao Kahn.  
    Determined to take back what is rightfully hers she must defeat Kahn 
    himself.  She does so by entering the tournament.  She retakes her 
    parents' castle and restores the Outworld back into a realm of nobility.
    
    ==================
    JAX (JOHN PARRISH)
    ==================
    
    Jax finds Sonya held captive alongside their arch enemy Kano.  Her only 
    chance of escape is by Jax entering Shao Kahn's contest.  With fierce 
    determination he catches the Outworld warriors off guard and wins the 
    tournament bringing Shao Kahn's rule to a crashing halt.  During the 
    chaos that follows, Jax and Sonya escape through the dimensional gate 
    from which they entered.  Kano once again eludes capture but Jax and 
    Sonya know they will cross paths with him in the future.
    
    ========================
    MILEENA (KATALIN ZAMIAR)
    ========================
    
    Once thought to be Kitana's twin sister, Mileena is actually a grotesque 
    clone created by Shang Tsung.  With Shao Kahn suspicious of Kitana's 
    motives, Mileena seizes the opportunity to attack Kahn and his minions.  
    Caught off guard they are no match for Mileena's speed.  She wins the 
    tournament and together with her secret companion, Baraka, they rule the 
    world as King and Queen.
    
    ========================
    BARAKA (RICHARD DIVIZIO)
    ========================
    
    Known for his unpredictable actions and wild fits of anger, Baraka goes 
    on a rampage.  After defeating the earth warriors he attacks Shang 
    Tsung, Kintaro and finally Shao Kahn himself.  After defeating Shao 
    Kahn, Baraka's race of mutants arise from the wastelands and rebel 
    against what is left of Kahn's army.  They eventually win and the 
    Outworld comes under the rule of King Baraka.
    
    ========================
    SCORPION (DANIEL PESINA)
    ========================
    
    Upon learning of Sub-Zero's reappearance, Scorpion enters Shao Kahn's 
    tournament.  He witnesses Sub-Zero spare the life of an opponent and 
    realizes that this is not the same Sub-Zero who murdered him so long 
    ago.  He lets the ninja live and goes on to defeat the Outworlders in 
    their unholy contest.  With the defeat of Shao Kahn, Scorpion discovers 
    a new purpose for his existence.  He becomes the guardian of the new 
    Sub-Zero to atone for murdering his older brother and in preparation for 
    a third tournament.
    
    ======================
    RAIDEN (CARLOS PESINA)
    ======================
    
    Familiar with Shang Tsung's lies and Shao Kahn's brutality, Raiden 
    accepts their challenge to compete in an Outworld tournament.  He is 
    well aware of their scheme to unbalance the Furies and invade the Earth 
    Realm.  Raiden vows to use all his might to end their treachery.  
    Winning the tournament Raiden destroys Shao Kahn and all his minions.  
    He also destroys the dimensional gates which would have been their 
    passageway to the Earth Realm.
    
    
    
    ************************************************************************
    **********************     Offers From Midway     **********************
    ************************************************************************
    
                                Mortal Kombat II
                               Collectors Edition
                           Comic Book and Compact Disc
    
                    MK 2 Compact Disc . . . . . . . .  $12.45
                    MK 2 Comic Book . . . . . . . . . . $5.00
                    MK 1 Comic Book . . . . . . . . . . $3.00
    
                                Mortal Kombat II
                        1340 W. Irving Park Rd. Suite 414
                               Chicago, IL  60613
    
                     Checks Payable to Midway Manufacturing
                  6-8 weeks for delivery.  Expires Feb 22, 1995
    
    
    
    ************************************************************************
    **********************     Credits and Thanks     **********************
    ************************************************************************
    
    This document is the result of information supplied by the players in 
    the Usenet groups.  It was out before MKII was released to the public.  
    It had the first and most accurate list of moves and fatalities 
    anywhere.  It was and is the basis of all the magazine and guide books 
    that have been published about MKII.  And it is all free information.  
    Thanks to those listed below, and those who I failed to include, for 
    helping me construct this beast:
    
    Spencer Olson.......................................olsospe@elof.iit.edu
    Matthew A Wallace................................mwallace@ucscb.ucsc.edu
    Henry Tam........................................ctam@nodisk.webo.dg.com
    Commander Sucheski........................................ajs174@psu.edu
    Ice Breaker........................................rabulon@csupomona.edu
    Chris Caniano.............................v096mhqb@ubvmsb.cc.buffalo.edu
    Marty Geier..........................................mg58@andrew.cmu.edu
    Richard Chao........................................rc4t+@andrew.cmu.edu
    Michael Kraft....................................empire@eden.rutgers.edu
    Eric Holma..............................................spam@ccs.neu.edu
    Doug McClendon....................................dmc@kuhub.cc.ukans.edu
    Eric Ching............................................eric@parcplace.com
    Karl Paul Mueller..................................karl@shell.portal.com
    Eric M Blade...........................................eblade@netcom.com
    Andy Schanke.................................schank83@spotvb.potsdam.edu
    Jin MadKap...............................................jbim@chinet.com
    Erisson Hastur..........................erisson.hastur@launchpad.unc.edu
    John Griffin.................griffin_j%plu.bitnet@uwavm.u.washington.edu
    Kelly Wong................................cs932241@red.ariel.cs.yorku.ca
    John Emery Jones.................................jejones@brahms.udel.edu
    
    Bram..............................................bram@scinfo.u-nancy.fr
    Andy Eddy............................................vidgames@netcom.com
    Jarno Kokko.........................................jarnis@mits.mdata.fi
    Mike Durler........................................michael@crash.cts.com
    Antony Espindola................................a.espindola@cs.ucl.ac.uk
    
    Jon Kim..............................................Combos and Strategy
    Bruce Yan.............................................Credits and Combos
    Bob Givnin......................................Credits and Lock Control
    Peter Killham............................Joystick and Button Diagnostics
    Danny Tong...................................Informant and Rumor Control
    Joey Lawrence..............................How Did Your Name Get In Here
    
    ************************************************************************
    ************************     Fin de la FAQ     *************************
    ************************************************************************