Shao Kahn's Unofficial Mortal Kombat: Deadly Alliance Full Guide for PS2
FAQ/Move List Version 2.8
Important Info:
Last Update: 12/02/2002, Version 2.8
Author: Shao Kahn
E-Mail: The_howy@hotmail.com, hellman2k2@yahoo.com
MSN Passport (Messenger): The_Howy
Yahoo ID: Hellman2k2
Phone#, Fax#, Cell phone#, Home Address: None of your business!
Game's Release Date: November 22nd(Fatality Friday), 2002
This Guide is Copyright of Howard Wood Jr. 2002
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| Table of Contents |
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1. Update Information
2. Legal Stuff
3. Introduction
4. "... Let Mortal Kombat Begins..."(History)
5. Character's Data and Bios
5a. Shang Tsung
5b. Bo' Rai Cho
5c. Quan Chi
5d. Li Mei
5e. Scorpion
5f. Sonya Blade
5g. Kenshi
5h. Mavado
5i. Johnny Cage
5j. Sub-Zero
5k. Kano
5l. Kung Lao
5m. Nitara**
5n. Drahmin**
5o. Hsu Hao**
5p. Frost**
5q. Jax Briggs**
5r. Kitana**
5s. Raiden**
5t. Reptile**
5u. Cyrax**
5v. Blaze(S)
5w. Mokap(S)
5v. Moloch(SB)
6. Basic Stuff You Should Know
6a. Kontrol Layout
6b. Game Modes
6c. Fighting Bases
6d. Usage of Weapons and Fighting Styles
6e. Finishing your opponent off
7. Move Lists
7a. Shang Tsung
7b. Bo' Rai Cho
7c. Quan Chi
7d. Li Mei
7e. Scorpion
7f. Sonya Blade
7g. Kenshi
7h. Mavado
7i. Johnny Cage
7j. Sub-Zero
7k. Kano
7l. Kung Lao
7m. Nitara**
7n. Drahmin**
7o. Hsu Hao**
7p. Frost**
7q. Jax Briggs**
7r. Kitana**
7s. Raiden**
7t. Reptile**
7u. Cyrax**
7v. Blaze(S)
7w. Mokap(S)
8. The Kript and other secrets
9. Konquest Mode and Mini-Games
10. Appendix: Mortal Kombat's Story Background
11. Credits and Outro
This is a brief index of what you'll find on this guide, to find
something quicker just use the find command (Control+F) and type your search on
the field, enjoy the guide.
**NOTE: Characters with this mark (**) are secret characters and must be
unlocked on the Kript. Characters marked with a (S) are secret characters
that must be unlocked by a certain process. The Sub-Boss(SB) is to the date, a
non-playable character.
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| 1. Update Information |
|_______________________|
-- Version 0.1 -05/08/2002-: Up for an early start up with this work as
always, since I've already pre ordered the game I'll start writing. This time I
just set up the format and basic stuff, like this part and everything above it,
also filled the Legal Stuff and Intro parts.
-- Version 0.2 -05/16/2002-: Nothing good really, just started working on the
fighter's lists and stuff like that.
-- Version 0.3 -05/23/2002-: After the second day of announces at E3 I've got
the official list of characters and I'm about to post it.
-- Version 0.4 -05/26/2002-: Added a tiny bit of things, nothing that big.
-- Version 0.5 -06/01/2002-: Fixed some stuff on the format and added a few
things.
-- Version 1.0 -09/05/2002-: After 3 months of absence because of college
issues, I decided to sit back on my PC once again to continue with this
stuff. Lot of stuff have changed now: my website was killed by Angelfire
servers, Scorpion lost at gamefaqs.com's character battle, and lots of other
sad stuff... Anyways, I'm back. In this new version I'm almost starting from
zero, reformatting everything, that's why I choose 1.0(a new beginning).
-- Version 1.5 -09/17/2002-: Finished a base version of my guide, with all of
it's non-specific content up.
-- Version 1.6 -09/21/2002-: Added a couple of bios of the fighters.
-- Version 1.7 -09/24/2002-: Got a few scans(thanks Agilo) of the PSM mag
with some pics and there I saw some info for the Bios, info which can be
found under the Bios section now!
-- Version 1.8 -09/28/2002-: With just(or still...) 55 days left until the
launching of this great game, I started working on the Martial Arts Appendix,
I also learned about a new feature: Power-Up. How does it work? We still
don't know, but I'll write down what I know.
-- Version 1.9 -10/19/02-: It's been a long trail since I first started this
work on an empty Word Document about 4 months or more ago. I actually started
as soon as I got some hard core news about this game. But now everything's
getting to the point it always gets: "the end". The game will be out in less
than 40 days(34 days to be precise) and now a lot more is getting clear...
So(as expected) I had to(once again) slice and dice a lot of stuff on this
guide, if u have read the former version you'll notice the changes. Most of
them consist on me taking out some parts.
-- Version 2.0 -11/04/02-: The most important update on my FAQ. Thanks to the
guys at Mortal Kombat Intensive(link at credits section) I got a hand at the
move list for the first 12 selectable characters on the game! The move list
there was taken from the version shown at Game Cube's Cube Club. This version
is almost completed, so there shouldn't be much(if any) changes on the final
version to be launched November 22nd, "Fatality Friday"
-- Version 2.1 -11/05/02-: Guess what? I trashed some parts, a couple of
appendixes... thus moving the descriptions about martial arts styles and
weapons to the move lists, we don't need the real theory about the martial
arts, we need to know how do they work on the game itself, further details
are explained on the move list sections.
-- Version 2.2 -11/09/02-: God I'm done! Thanks to that Game Cube version
shown on the Cube Club I got most of the info I needed to fix this... 13 more
days before the game's out... after so many months... ok... call me crazy I
deserve it... any ways, I finished all the formats, added all the moves that
have been found to the date, and much more. Right now it's only a matter of
getting my PS2 version so that I can add some tiny details, going to start
mailing this so that you can read it!
-- Version 2.3 -11/19/02-: I GOT THE GAME!!!!!! Finally after months of
waiting for it, it's finally on my PS2... It's almost unbelievable... so, now
that I've played it for a good while I've found out all of the moves for the
normal characters. As soon as I unlock someone I'll post his moves. Hope to
get this baby launched today.
-- Version 2.4 -11/24/02-: I'm right now working on the movelists, kript and
secrets guide and more. Hopefully now I'll get it online.
-- Version 2.5 -11/26/02-: Trying to finish the movelists, damn this takes
forever!
-- Version 2.6 -11/27/02-: Still working on those movelists, I'm working on
the moves for the hidden characters, and will also add some stuff on the
secrets section.
-- Version 2.7 -11/29/02-: I'm almost done with the movelists, hopefully I'll
finish them today together with all the secrets and maybe this guide itself.
-- Versión 2.8 -12/02/02-: Fixed some mistakes, added a few things, not much.
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| 2. Legal Stuff |
|________________|
Ok, this part is just to keep you and me out of trouble, there's nothing
really important here about the game itself, but you should read this anyway
it's the instructions of how and where to use my guide:
1. You may use my guide without my permission just for download and home use,
you can print it and have it next to your console as a reference for
mastering this great game or for whatever you want it.
2. You may NOT use my guide without my permission if you are going to post it
on a site, sell it, or post it on a magazine or something. Why? Because it's
not fair! I'm the one loosing brain cells here on my PC writing this work,
it's not for me, it's for you! I already know this. Personally I don't care
if I see it somewhere else besides gamefaqs.com, on the contrary I'll be
happy to know that my work is being viewed and that all this hours were not
completely wasted, just ask me first and give me the credit I deserve.
3. Any question, doubt, commentary, suggestion, request for use of this
guide? Just send me an E-Mail to my address above, you can also add me into
your MSN Messenger(or Windows Messenger) or Yahoo Messenger, since I have
both of them and I also gave you my info up there, thanks for your interest
and support.
Now having this stuff stated, I'll start with some game-related issues
that you might find interesting.
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| 3. Introduction |
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Finally after all the legal and protocol introductions and craps, the
real info will start flowing in front of your eyes. Lots of you may ask: "Why
another MK game?" or some of you might even ask "What's this MK stuff?" well
all of your doubts shall be answered hereafter.
First of all, if you don't know what's Mortal Kombat, then you are
either a first time video game player or you have been living under a bridge
or in some jungle at the Amazon river... Mortal Kombat, as we all should
know, was the first series of fighting game to have a consistent(and non-
static) story line. It's also the video game that defines the word violence
and the one responsible for the creation of the ESRB(the Rating Board for
every single video game after MK1). Do you have an idea of what's coming? I
bet you don't... I'll put it like this, if you are an old timer MK fan(like
myself) you will absolutely love this game, and if you are a rookie, but you
love violence, dark themes and the idea of killing your opponent after you
beat them down is somehow appealing to you, then buy it, play it and try to
turn off the game after those 48 hours of continuous play every good gamer
gives to his new games...
If you want some more details, well just read along, but I'm going to
warn you about one thing: you are going to love this game! This section is
just an introduction to my FAQ, for some real info, just check out the next
sections...
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| 4. "...Let Mortal Kombat Begins..."(History) |
|________________________________________________|
Ok, this is what happends. The events of Mortal Kombat 4, the fight
against Shinnok and his army of Darkness, ended when Quan Shi stoled
Shinnok's amulet and used against him to destroy him. Short after this he was
trying to use the amulet to send Scorpion into the 5th plane of the
Netherealm, but Scorpion took Quan Chi with him and he lost the amulet. Some
time after that he managed to escape Netherealm and discovered the long lost
Dragon King's Army's Runestone. Then, he allied himself with Shang Tsung
planning to revive the Dragon King's undefeatable army and use it to conquer
both Earthrealm and Netherealm. First they betrayed and defeated Shao Kahn,
leaving him pretty hurt. Then they came into Earth and killed it's champion
Liu Kang, Shang Tsung then stealed his soul and absorbed his powers. Soon
after that they started feeding souls to the mummies of the Dragon King's
army bringing them back to life! After those events Raiden relinquised his
status as Elder God to come back to Earth and lead a group of selected
mortals on this battle agianst the Deadly Alliance's forces...
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| 5. Character's Data and Bios |
|_______________________________|
This is the official list of characters. This 22 characters are
confirmed by Midway to be a part of the game. The first 12 characters are
available from the start of the game, the following 9 characters can be
unlocked on the Kript. The remaining character is the Sub-Boss, I'm still to
see if he can be unlocked. The characters are arranged according to the 3X7
character select screen(except for the last one), row by row, from left to
right. There are 2 more confirmed hidden characters... who are they? I really
don't know.
***NOTE: All of this bios are from the game itslef.
=============================================================================
5a. Shang Tsung:: The sorcerer Shang Tsung was imprisoned in the depths of
Shao Kahn's fortress, punished for failing to win the Mortal Kombat
tournament in Earthrealm. Periodically he was released to perform tasks for
the emperor, until he eventually regained Shao Kahn's favor and was given his
freedom. He remained in Outworld risking his life to drain the souls of
kombatants in order to sustain his youth. All this changed the day the
sorcerer Quan Chi returned from the Netherrealm.
Status: Sorcerer
Alignment: Evil
Weight: 210 lbs.
Height: 5'11
Styles: Snake
Crane
Weapon: Straight Sword
=============================================================================
5b. Bo' Rai Cho: During the years that Shang Tsung sponsored the Mortal
Kombat tournaments on Earth, the Outworld master Bo' Rai Cho was secretly
training warriors for competition. It was even speculated that it was he who
brought the fighting style of Drunken Boxing to Earthrealm. After many years,
he finally discovered the Shaolin monk Liu Kang and taught him the martial
arts moves he needed to defeat Shang Tsung. Later, with the tournament
securely in the hands of the Shaolin, his teachings were no longer needed and
he returned to Outworld.
Status: Trainer
Alignment: Good
Styles: Drunken Fist
Mi Zong
Weapon: Jojutsu
=============================================================================
5c. Quan Chi: Stranded in the Netherrealm, Quan Chi was persistently
tormented by the ninja spectre Scorpion. But with assistance from Moloch and
Drahmin, Quan Chi discovered the truth about the amulet he had stolen from
the fallen Elder God Shinnok. An ancient Rune Stone bearing the likeness of
his amulet revealed new information that would enable Quan Chi to traverse
the realms through a network of ancient gateways. Narrowly evading Scorpion's
wrath, he escaped the netherrealm through one of these gateways and emerged
in an ancient tomb in Outworld.
Status: Sorcerer
Alignment: Evil
Styles: Tang Soo Do
Escrima
Weapon: Broadswords
=============================================================================
5d. Li Mei: The Deadly Alliance commanded Kano and his troops to force a
small population of people to construct a palace fortress. Once of those
enslaved was Li Mei, who rebelled against the invaders and attacked Kano
himself. Recognzing the warrior spirit she possessed, the sorcerer Quan Chi
offered to free her people if she could win the Deadly Alliance Tournament.
If she did not win, however, she would be forced to serve the Alliance and
her people would remain slaves forever. Li Mei had no choice but to accept
the offer.
Status: Student
Alignment: Good
Styles: Baji Quan
Lui He Ba Fa
Weapon: Sais
=============================================================================
5e. Scorpion: The ninja Scorpion had assumed for many years that Sub-Zero
killed his family and clan, only to later discover that the true murderer was
the sorceror Quan Chi. After revealing his treachery, Quan Chi then attempted
to send Scorpion to the 5th plane of the Netherrealm. Thinking quickly,
Scorpion grappled with the sorceror at the last moment and they were both
transported to that forbidden realm. This turn of events boded well for
Scorpion as his strength increased the longer he remained there. Quan Chi's
powers, however, proved to be useless against him.
Status: Ninja Specter
Alignment: Neutral
Styles: Pi Gua
Hapkido
Weapon: Ninja Sword
=============================================================================
5f. Lt. Sonya Blade: Agent Sonya Blade and her team had finished their
mission of demolishing any known ancient inter-realm portals when she
received word from Jax that he Agency's portal chamber had been destroyed.
With no means for traversing the realms, Sonya realized that there were now
two agents lost in Outworld. The first was the ninja Cyrax, whom the agency
had lost contact with some time ago. And now Agent Kenshi, originally sent to
find Cyrax, was lost as well. She would have to find a way to get to Outworld
and bring them home.
Status: Special Forces
Alignment: Good
Styles: Kenpo
Tae Kwan Do
Weapon: Kali Sticks
=============================================================================
5g. Kenshi: Sensing the cries of his captured ancestors, Kenshi made a vow to
slay Shang Tsung in order to free them from his grasp. When he learned of
Shang Tsung's escape to Outworld, Kenshi agreed to help the Special Forces
search for the missing agent Cyrax as a means of gaining access to that
realm, which allowed him to act both as rescue party and spy. Shortly after
discovering the sorcerer's wherabouts, the Agency was destroyed and with it
his only means for a return to Earth. Kenshi now finds himself facing the
Deadly Alliance on his own.
Status: Swordsman
Alignment: Unknown
Styles: Tai Chi
San Shou
Weapon: Katana
=============================================================================
5h. Mavado: The Red Dragon had existed for centuries as a secretive criminal
organization. Members such as Mavado were highly skilled and disciplined
warriors. But in the last century, many of the more reckless members became
dissatisfied with the restraints the code of the Red Dragon placed on them
and broke away to form their own gang. Since then, it has been the Red
Dragon's number one priority to completely eradicate the infidels known
collectively as the Black Dragon.
Status: Red Dragon
Alignment: Evil
Styles: Longfist
Wing Chun
Weapon: Hook swords
=============================================================================
5i. Johnny Cage: Johnny Cage had been fed up with the lame writing on his
current movie "Mortal Kombat: The Death of Johnny Cage," in which his
character repeatedly died and was resurrected. To him, his real-life
adventures were much more sensational-he kicked butt! But his studio felt
that the hero needed to take a fall for dramatic purposes, Johnny Cage
reluctantly agreed to continue with the project until the Thunder God Raiden
called him away to a new adventure in Outworld.
Status: Movie Star
Alignment: Good
Styles: Jeet Kune Do
Karate
Weapon: Nunchaku
=============================================================================
5j. Sub-Zero(the 6th): Raiden appeared before Sub-Zero and asked for his aid
in defeating the Deadly Alliance in Outworld. Fighting alongside Raiden would
prove to the world that the Lin Kuei had changed for the better, Sub-Zero
accepted the challenge and brought with him all of his newest recruits. It
was highly unusual for the Grand Master to embark on such a dangerous
mission, but Sub-Zero felt it was necessary to earn the respect of his fellow
Lin Kuei.
Status: Grand master
Alignment: Good
Styles: Shotokan
Dragon
Weapon: Kori Blade
=============================================================================
5k. Kano: Kano had been defeated in a battle with Special Forces agent Sonya
Blade during Shao Kahn's invasion of Earthrealm. Shao Kahn incarcerated Kano
for this failure, but later hastily promoted him to General when he prevented
the Emperor's assassination at the hands of the Shokan warrior known as
Sheeva. With the merging of Earthrealm and Outworld not yet complete, Shao
Kahn ordered Kano to portal back to the last remnants of Outworld to gather
more troops for the final push against the Earthrealm opposition.
Status: Mercenary
Alignment: Evil
Styles: Xing Yi
Aikido
Weapon: Butterfly Swords
=============================================================================
5l. Kung Lao: Kung Lao was the first to find the body of his friend and
fellow Shaolin monk Liu Kang. He later discovered that it was in fact Shang
Tsung who had dealt the fatal blow. Enraged, Kung Lao abandoned his Shaolin
beliefs and vowed revenge against the sorcerer. He knew that his fighting
skill would not be sufficent to best Shang Tsung. He would need training from
the same Outworld master who had taught Liu Kang one special attack he needed
to win the Mortal Kombat tournament so many years ago.
Status: Shaolin Monk
Alignment: Good
Styles: Mantis
Shaolin Fist
Weapon: Broadsword
=============================================================================
5m. Nitara**: The vampire Nitara had at long last discovered the location of
the Orb that bound her realm to Outworld. Unfortunately, it rested in a
location she could never access. However, the ninja cyborg Cyrax of
Earthrealm had the ability to retrieve it for her. Through careful
manipulation, she convinced Reptile to engage Cyrax in combat and destroy his
arm panel in the process. The damage to his transporter left him stranded in
Outworld. Her plan was coming together beautifully.
Status: Vampire
Alignment: Neutral
Styles: Leopard
Fu Jow Pai
Weapon: Kama
=============================================================================
5n. Drahmin(the Oni-Tormentor)**: The Oni Torementor Drahmin resided in the
5th plane of the Netherrealm for centuries. It was therefore no surprise to
Moloch that Drahmin would so readily accept Quan Chi's offer of freedom from
that realm in return for protection from the ninja spectre Scorpion. Drahmin
and Moloch savagely brutalized Scorpion whenever he a made a move for Quan
Chi. It would not be long before they would be released upon the world of the
living and taste mortal flesh once more.
Status: Oni Demon
Alignment: Evil
Styles: Netherrealm
Oni
Weapon: Iron Club
=============================================================================
5o. Hsu Hao**: A member of the Red Dragon, Hsu Hao's duty was to infilitrate
the Special Forces and covertly guide them to the members of the Black ragon.
Once the Black Dragon was seemingly destroyed, Hsu Hao was ordered to remain
among the Special Forces ranks as an informant until further notice. That
notice came when his superior Mavado, ordered him to destroy the Outerworld
Investigation Agency's ability to travel to the Outworld. Hsu Hao would not
dishonor his Red Dragon clan; he would complete his task at any cost.
Status: Red Dragon
Alignment: Evil
Styles: Shuai Chiao
Wrestling
Weapon: Sun-Moon
=============================================================================
5p. Frost**: Sub-Zero had reformed the Lin Kuei clan and held a tournament to
recruit the best of the best. The winner was a mysterious female named Frost
who seemed to have freezing abilities similar to thos eof Sub-Zero. Breaking
with Lin Kuei tradition, the new Grand Master, Sub-Zero, took it upon himself
to train this new recruit. With his help, Frost was able to better harness
her Kori Powers. Sub-Zero was not able to teach her humility, however, and
her arrogance grew along with her superior fighting abilities.
Status: Lin Kuei
Alignment: Unknown
Styles: Tong Bei
Yuan Yang
Weapon: Daggers
=============================================================================
5q. Major Jackson Briggs(A.k.a.: Jax)**: Jax spent most of his time in the
heavily fortified underground facilities of the Outerworld Investigation
Agency. From an enormous underground chamber, Jax would send his agents to
the other realms by way of man-made inter-realm portals. Two of his agents,
the cyborg ninja Cyrax and the rouge swordsman Kenshi, had been assigned to
the realm of Outworld - a domain of strange creatures and maniacal sorcerers.
Jax would soon be reminded of just how dangerous a threat to Earth that realm
could be.
Status: Special Forces
Alignment: Good
Styles: Muay Thai
Judo
Weapon: Tonfa
=============================================================================
5r. Kitana**: Having freed her home world of Edenia from Shao Kahn's grasp,
Kitana led her people to battle against the weakened Emperor in a pre-emptive
strike. She allied with the Shokan armies of Outworld, led by Prince Goro,
and together their two nations were on the brink of victory. Tragedy struck
when Goro was killed in battle and the Shokan army spiralled into leaderless
chaos. But in a strange turn of events, Shao Kahn was slain by unknown
assailants and Kano's troops began a hasty retreat. Kitana had won, but at a
terrible cost to the Shokan people.
Status: Princess
Alignment: Good
Styles: Eagle Claw
Ba Gua
Weapon: Steel Fans
=============================================================================
5s. Rayden**: The Elder Gods were fully aware of the potential damage the
alliance between Quan Chi and Shang Tsung posed to the stability of the
realms. Yet even with this foresight, they all stood firm on their decision
not to intefere. All, that is, exept for one - Raiden. The former God of
Thunder pleaded with his fellow Elder Gods to take action, but they refused.
Disgusted, Raiden relinquished his Elder God status and returned to
Earthrealm to gather support against the coming storm.
Status: Thunder God
Alignment: Good
Styles: Nan Chuan
Jujitsu
Weapon: Staff
=============================================================================
5t. Reptile**: Reptile's detour to Kitana's base camp had delayed him just
long enough for Shang Tsung and Quan Chi to spring their attack on Shao Kahn.
Reptile was devasted that he had failed his master and wandared the Outworld
wastelands aimlessly until he once again crossed paths with Nitara.
Desperately in need of a master, he offered his loyalty to her. Her first
command was to attack the invader from the Earthrealm, Cyrax. She explained
that he must first destroy his arm panel in order to weaken the outsider.
Status: Warrior
Alignment: Evil
Styles: Hung Gar
Crab
Weapon: Kirehashi
=============================================================================
5u. Cyrax(Unit LK-4D4)**: The cyborg ninja Cyrax regained his soul with the
aid of Special Forces agents Sonya Blade and Jackson Briggs. In return for
their help, he joined the Special Forces Outerworld Investigation Agency and
become a scout in the realm of Outworld. On his last transport to that realm,
a reptilian creature ambushed Cyrax. His arm console was damaged in the
struggle and with it his Inter-realm portal technology. He defeated the
creature, but will have to find some other means to return to Outworld.
Status: Special Forces
Alignment: Good
Styles: Ninjitsu
Sambo
Weapon: Pulse Blade
=============================================================================
5v. Blaze(S): The mysterious Outworld elemental known only as Blaze had long
been on a quest throughout the realm. During his quest, an ancient sect of
holy men still serving the long dead Dragon King ambushed him on a bridge.
The holy men enslaved him through mystic incantations and forced him to
protect the last known Great Dragon Egg. For many years he has remained
submerged beneath the molten rock of the incubation chamber as 'Guardian of
the Egg'.
Status: Guardian
Alignment: Unknown
Styles: Hapkido
Jeet Kune Do
Xing Yi
=============================================================================
5w. MoKap(S): A former martial arts teacher on the North side of Chicago, the
man commonly referred to as Mokap was called upon by Johnny Cage to do some
motion capture work for his new movie "Mortal Kombat: Deadly Alliance." Mokap
was flown to Hollywood to begin his first session, which consisted mainly of
the Crane and Snake styles. Although many other martial artists were used,
Mokap was brought in repeatedly for his vast knowledge of fighting
techniques.
Status: Motion Capture Specialist
Alignment: Unknown
Styles: Karate
Tai Chi
Tea Kwon Do
=============================================================================
5v. Moloch(the Oni-Destroyer)(SB): The Oni Destroyer Moloch inhabited the 5th
plane of the Netherrealm with Drahmin, upon Quan Chi's arrival he was also
freed from this realm. And now serves as the guardian of the Deadly Alliance.
Status: Oni Demon
Alignment: Evil
Styles: Brute Strenght?
Weapon: Ball and Chain
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| 6. Basic Stuff you Should Know |
|________________________________|
This is a list of the basic stuff you will need to know to play this
game. Most of this can be learned by just playing and touching buttons, but
there's a couple of stuff you might want to check out.
=============================================================================
6a. Kontrol Layout.
I'll start saying once again that this guide is for the PS2 version of
MK:DA, so I don't care what the controls are on the Cube or the X-Box! I will
assume that you have all seen a PS2 controller and that you know where is
each button located. I will first give you the Key that I will be using
during this whole work:
U: Up on the D-Pad
D: Down on the D-Pad
L: Left on the D-Pad
R: Right on the D-Pad
UL: Up/Left diagonal on the D-Pad
UR: Up/Right diagonal on the D-Pad
DL: Down/Left diagonal on the D-Pad
DR: Down/Right diagonal on the D-Pad
T: Triangle Button
S: Square Button
O: Circle Button
X: Cross Button
L#: Shoulder "L" Buttons(with a number next to it meaning which one)
R#: Shoulder "R" Buttons(same as L's)
A "+" between 2 buttons means "at the same time" that is: T+O means Triangle
and Circle button at the same time.
=============================================================================
6b. Game Modes.
Before you learn how to fight, you must know where to fight. This is a
list of all the available modes where you can play, most of them can be
easily understood, and if you actually own the game then you don't really
need this part. But if you're reading this before buying it, well here you
go:
- Arcade: Typical arcade mode of game play where the single player battles
through a tier of opponents. At the end of the row of opponents you face
Moloch and then the boss character. After you beat him you get a cool
ending unique to your character... you'll have to finish the game to see
them... You can earn Kurrency to be spent at the Kript.
- Versus: Typical 1 on 1 kombat for two players. You can load profiles and
Kurrency from your memory cards(one per rival) and bet some Kurrency on it.
- Konquest: This is the main mode of MKDA, it's a mix of a Story Mode with a
training mode. It will take you through a series of missions on which you
will learn to use a character's moves and combos while you discover more
about his/her story line. Each Konquest is unique for every character(some
missions might be similar, but the fact of having a story told make them
different for everybody). You can earn Kurrency on every mission.
- The Kript: This is the area of the game where you can unlock hidden items
and areas of the Kontent and Extras area of the game. There are 676 koffins,
this koffins are coded from AA to ZZ on a 26X26 board. Each koffin is worth a
set amount of Kurrency and you'll need to obtain that amount in order to "buy
it" and unlock it. What is inside every of them? Just try and buy...
- Player Profile: This is used to set up multiple player profiles where it'll
store all the stats for a given player. Stats like number of battles won and
lost, number of fatalities performed, and what extras (like hidden
characters) have been unlocked. Player profiles can be changed from the
character select screen by using one of the trigger buttons on the controller
to bring up a personal pin entering screen that will load the player profile
associated with that pin.
- Options: This will be the place to change game options like timer on/off,
controller configuration, and various other game settings. There is a
possibility that they will include an option to allow back on the Directional
Pad to block instead of using the block button.
- Kontent: Here you'll access all those secret stuff "bought" at the Kript.
Everything from secret FMV's, pics, and many other secrets.
=============================================================================
6c. Fighting Bases.
First starting off with the basic controllers. You will have 5 attack
buttons, one Change Stance button and a block button layed out this way:
S: Attack 1
T: Attack 2
X: Attack 3
O: Attack 4
L1: Change Stance
R1: Special Attack
L2: Unused?
R2: Block Button
-----------------------------------------------------------------------------
ATTACKING:
The 4 attack buttons and the Special attack button's function vary
between styles. For example: pressing the S button while on Johnny's Jeet
Kune Do style ends up as a normal punch, but if you press it while on Jax's
Judo style, you do a Suplex; pressing the R1 button while on Scorpion's
Hapkido style will only make a taunt, but if you press it with while he's
using his ninja sword he pulls out the Sidestep Swing for a great damage.
Single hits won't actually make the trick here, so I won't go to deeply into
this. What you really need to do is learn how to combo your opponent, I'll
talk about this later. The actual use for each button on each style will be
detailed on the movelist section.
-----------------------------------------------------------------------------
SPECIAL BUTTON ATTACKS:
As mentioned above, each style has it's own use for it's buttons. But
the most important button here is the Special Attack Button(R1). Pressing
this button will pull out one of this moves: Retreats, Taunts, Throws, Power-
Up, Counters, Shoves, Impales and Sidestep Swing
- Retreats: this move takes a huge backstep great for evading hits, the
typical "getting out of the way" move. For example: Sub-Zero's Icy Retreat,
he freezes an area of the ground and dashes backwards while on Shotokan.
- Taunts: kind of a small pose, famous on SF games. The only difference it's
that now it's actually usefull! When you taunt you regain a bit of energy(a
good amount of it if I might say...), if you can actually find an opening for
it and you could need the energy, use it.
- Throws: must be done by pressing towards the opponent together with the R1
button. Every un-armed style is capable of throwing. Each character has one
specific throw. Throws can be blocked by pressing R2 as any normal attack
and can take quite a bit of energy away.
- Power-Up: a move that boosts your strenght and attack speed for a few
seconds. It's a little slow to start up(you do a "charging up" pose and your
character grows for a split second, the whole animation takes about a second
to be performed), but if you can use it right before a kombo, it can prove
usefull.
- Counters: will get into this on th deffensive techniques section. Basically
you grab your opponent's attack and counter it with whatever you want.
- Shove: the shove is a quick move that pushes your opponent Hawai making them
loose their stand. This move can get a blocking opponent off guard and leave
them open for an attack or combo.
- Impales: most of the swords have this move. Basically you stab your opponent
with your weapon and leave it there. More info on the weapon section.
- Sidestep Swing: used by the rest of the weapons on the game. What you do is
take a quick sidestep and then swing the opponent with a hit that will
usually send him flying. It's a great way to counter when you are using your
weapon. It's not as damaging as the Impale, but if done correctly it cannot
be scaped.
-----------------------------------------------------------------------------
MOVING ARROUND:
Your comands for moving arround the arena are quite different on MKDA
when compared to other similar games(like Tekken and Virtua Fighter). While
the L and R arrows still moves your character on those directions, the restof
he movements have been altered so that the game can fit as a real 3D game.
Jumping and Ducking are not the same as before, since pressing the U and
arrows will make you walk sideways instead of jumping or ducking. If you
haveplayed Virtua Fighter 4 you will be familiar with this(All-Range
Movement), now you will be able to actually walk into or away from the screen
instead of just sidestepping.
Now, if you need to jump you will have to press the U arrow with another
direction, this is UL or UR. The direction you press indicates where will you
jump, taking out the vertical jumping. Of course, UL makes you jump to the
left side of the screen and UR makes you jump to the right side. Ducking will
need a similar comand, DR or DL, but the direction won't affect the result at
all.
Antoher usefull movement is the Back Step. This movement is executed by
double tapping the direction Hawai from your opponent. When you do this your
character jumps a step back away from the opponent giving you some space to
re-think your attack. If done at the right time it can even let some opponent
locked if he misses a slow attack and then you can comeback with some hits.
-----------------------------------------------------------------------------
SPECIAL MOVES:
Every character has at least 2 unique special attacks, each one of them
with it's own properties. There are several kinds of specials: hitting
specials, stunning specials, fireballs and traps.
- Hitting Specials: moves that involve your opponent using his/her own body
to attack. This move are usually used in close range(some of them like
Sonya's flying kick can travel quite a distance though) and work great as a
way to finish most of the kombos. The only problem with this specials is that
they leave you open for counter attacks if you miss, and you can even get
caught in the action(Moloch likes to hit you with his Chain and Ball when you
try something like this...). Some examples are: Kung Lao's Spinning Kicks,
Sub-Zero's Cold Shoulder, Scorpion's Flame Kick Flip, etc.
- Stunning Specials: moves that, after executed, leaves your opponent open
for attacks. This moves have a great range and are really usefull for
starting kombos. Some examples are: Scorpion's Spear, Bo Rai Cho's Puke,
Sonya's Kiss of Death, etc.
- Fireballs: clasic fighting game move. A quick projectile that works great
on keeping opponents away. Most of this moves won't make too much damage when
connected, but they can be usefull when needing to stop someone(like a jumper
opponent). Examples: Shang Tsung's Fireballs, Quan Chi's skull, Raiden's
Bolt, etc.
- Traps: this moves usually have a huge range, take a lot of damage and can
connect on multiple situations. Their problem? They are pretty slow to start up
and can be easily dodged by just moving a bit, the only way it can connect is
if the opponent is standing still or completely stunned or off guard(and of
course you can use them to juggle an opponent).
-----------------------------------------------------------------------------
KOMBOS:
Since MKDA is a 3D fighter, this game's attacking techniques are based
on your ability to perform kombos with your character. This is as easy as it
gets, if you think that you can win just by special moves(like the old SF's
"Hadouken 'till death" technique or that good old "Freeze/Spear/Move-that-
stuns-opponent+Uppercut" combo of MK) then you are doomed. There are two
things that shouldn't be mixed up: Strings and Kombos:
** Strings: chain of flowing pre-edited hits that can cause a kombo
** Kombo: combination of attacks that, when chained right, cannot be
escaped.
Every character in the game is capable of pulling out kombos, but not
every character has a string on his/her fighting style. Strings can be
chained to create a huge kombo and even adding some special moves on the way
for a great damage.
Basically the best way to kombo your opponent is to juggle him, this is
catch him with some hits or special move while he's on the air recovering
from another one. To do so you will need to connect a launcher(a move that
will either send your opponent flying defensless into the air, or make him
bounce off the ground), and then quickly imput another command to keep
punishing him. Some of the strings end up on launchers. The ideal concept of
a kombo is to first connect a chain of attacks (will it be a string ending up
on a launcher or just a simple launcher), then repeat this launcher(or
another one) and then ending it up with another string or special move.
Some of the special moves(as Sub-Zero's freeze) can stun your opponent
leaving him open for attacks.
The strings, special and normal attacks available for each player are
listed on the move list section. The kombos that can be pulled out by each
character depend on your own skill and timming, practice which moves work
better as starters, which ones work better as launchers and which ones can be
used to close the kombo and you can actually create some unique punishment
everytime.
Remember you can also change between stances at any moment, so if you
know a move that would work great on a certain ocation(for example, if the
guy is on the air and you are on an unarmed style, but you know that your
weapon has a great damaging attack that can catch him falling) go quickly to
that stance and finish the job. Some strings even require you to change
stance between them to work(like Scorpion's Infernal). Kombos are really up
to you, but noone can live forever with just basic strings, so learn how to
take chances with this babies...
-----------------------------------------------------------------------------
DEFENSIVE TECHNIQUES
Being this a real 3D fighter, it's necesary to have good defensive
techniques. There are 6 basic defensive techniques: Ground Recover, Attack
Blocking, Evading Attacks, Retreat Moves and Counters:
***Ground Recover: famous between fighting games nowadays. What you do is
start pressing buttons just before you hit the ground and you will quickly
roll away from danger. Wierd enough I've been able to pull this out by
tapping the L2 button(suposed to be unused...). The only usefullness of this
is to get up quicker and get out of some OTG(On The Ground) attacks.
***Blocking: as on many 3D fighters(Soul Calibur, Virtua Figher 4, Bloody
Roar 3) MKDA has a block button(R2). Pressing this button will cause your
character to stand still and block anything you throw at them. Blocking is a
quick way to stop most of the game's attacks, but it takes away a small
portion of your energy bar(not much, but lots of consecutive hits can cause
some damage), specially weapons... Besides there are some moves(like
Bo Rai Cho's ground stomp) that cannot be blocked! So watch out for them.
Blocking takes place on two positions: standing and ducking. Just hold the
block button while on those positions. What's the difference? Easy, low attacks
break the standing block and jumping attacks break the ducking block. Keep this
in mind for both attack and defense.
***Evading Attacks: as hard as this can be it's porbably the most usefull
technique on defense. What you must do is take a side step(just press U or D)
before an attack hits you. It must be timed well(not too late, yet not too
early) That can be achieved with a bit of practice. The downfall for dodging
is that it can be very tricky to pull off, and that some moves(like Shang's
3D flames) can catch you even if you try this. Some moves can actually be
used for this: like the Sidestep Swing.
***Retreat Moves: some styles can pull out this moves with the special
button as explained above. This move is pretty usefull when trying to escape
back to a safe distance. If you can time it right before a slow move you can
counter it pretty well. Also if you need to run away from your opponent for a
while(let's say you impaled him and you just want to avoid him until he dies)
it can also work great there.
***Counters: some styles(Nan Chuan for example) have the counter as it's
special. To pull out the counter you must press the R1 button just before an
attack hits you, note that fireballs and specials cannot be countered. If
done correctly, you will catch your opponent limb and the word Counter will
flash on the screen and you will have a few seconds to hit back with anything
you like, you can even return with a kombo! It's posibly the most usefull
defensive technique, the only problem is that it can be kinda hard to pull it
right because of the timming and the fact that only a few characters have
this move.
-----------------------------------------------------------------------------
WEAPON FIGHTING:
Regarding to weapons, they can be your biggest tool at offensive
moments. Learn how to use them well. Each character has a specific weapon,
each one of them has different moves and properties: Johnny's Nunchakus are
incredibly fast, while Scorpion's sword can fail on it's speed; Kenshi's
Katana has a great range compared to Li Mei's Sais and so on...
Weapons also have their own special move and like those on Hand-to-Hand
styles it will vary from weapon to weapon. Those fighters with sharp
weapons,like swords, daggers, and Kitana's Steel Fans, have a special move
that will stab your opponents body (For Example: Sub-Zero impales you with
his Kori Blade) and it will remain on them for the rest of the Round, making
them loose blood and slowly draining their energy bar away until one of the
two are KOed. The downside? if you use this move, you will loose your weapon
for the rest of the round and I think you know what this means... one style
less for the round.
=============================================================================
6d. Finishing your opponent off
As created by MK1, and then used on many other games after it and the
other installments of MK, after you win the match(usually 2 out of 3 rounds)
you get the chance to perform a Fatality. We all should know what Fatalities
are, but in case you have been on a prison for the last 11 years or
something: Fatalities are moves that can only be performed at the end of the
match and are used to kill your opponent. Fatalities are usually pretty
impresive at sight, and shows a lot of blood and gore, just see one of them
and you'll get what I mean.
To perform them, all you need to do is imput the right button combination
(must be done quickly) after you get the Finish Him/Her sign, before you run
out of time. The distance to the target is no longer important on MKDA, as
long as you don't hit your opponent with an attack before the animation
starts.
If you press the L1 button you enter the "Fatality" style, this stance
will lock you in your position, so that you wont move when imputing the code.
Just a little help, yet not a "must do" for the move.
All the codes for the fatalities are listed on the character's move
lists, there's only one known fatality per character, if we ever find out
more, I'll write them down.
-----------------------------------------------------------------------------
-----------------------------------------------------------------------------
_______________
| |
| 7. Move Lists |
|_______________|
This is the complete movelist for each character. The special moves can
be performed on any stance, but the moves listed under a stance only work
there. All this commands are asuming your character is facing right, in other
cases just flip the comands(L becomes R and R becomes L)
-----------------------------------------------------------------------------
7a. Shang Tsung:
Special Moves:
- Straight Fireball: D,L+S
- 3D Fireballs: L,R+S(near)
R,L+S(far)
- Soul Steal: D,L+X
Moves by styles:
- Snake: Bai She Tu Xin: S
Cross Fang: L+S
Low Palm: D+S
Viper Strike: T
Gut Buster: L+T
Twin Fang: D+T
Qing She Chu Dong: U+T
High Snap Kick: X
Twin Cobra: D+X
Mid Kick: O
Quick Bite: D+O
Eagle Pecking: L+O
Back Flip: R1
Throw: R+R1
**Strings:
Spiritual Snake Trail: T X
Blinding Strike: T L+S
Soul Catcher: T L+O
Serpent Touch: O L+T
Thrusting Fang: S S S
Rattle Snake: S S X
Hissing Strikes: S S T X
Cold Blooded: S S T R1
Poisonous Snake: S S T T
Lethal Venom: S S T L+O
Snake Eyes: S S T L+S
Cobra Revenge: S S O L+T
- Crane: Chin Punch: S
Crane Neck: D+S
Crane Wing: T
Strong Knee: L+T
Back Fist: D+T
Flapping Wing: X
Hop Sidekick: L+X
Low Peck: D+X
Spinning Sidekick: O
Spinning Crane Kick: U+O
Sweeping Crane: D+O
Reversal: R1
Throw: R+R1
**Strings:
Crazy Wings: X X T
3-Hit Wings: X X X
Sidewinder: X X O
Triple Chin Punch: S S S
Death Bed: S S S L1
Raging Beak: S S S U+O
Final Withdrawl: X X X S S S L1
Hunt Down: X X X S S S U+O
- Straight Sword: Front Swipe: S
Lifting Swing: U+S
Shin Slash: D+S
Rising Slice: T
Lunge: R+T
Low 2-Hit Swipe: D+T
Back Hand Lunge: U+T
Foot Sword: X
Cross Strike: L+X
Chest Slice: D+X
Spinning Slice: O
Low Stab: L+O
Sweeping Stike: D+O
Impale: R1
**Strings:
Deadly Blade: S S
Ancient Strike: O T
Soul Sucker: R+T S
Pain: X L+X
Master's Edge: O T X L+X
Fatalities:
- Soul Consume: U,D,U,D,T
-----------------------------------------------------------------------------
7b. Bo' Rai Cho:
Special Moves:
- Flip Flop: D,L+S
- Belly Bash: R,R+O
- Puke Puddle: L,R+T
- Ground Stomp: R,L+X
Moves by styles:
- Drunken Fist: Spinning Backfist: S
Cross Strike: L+S
Serving Fist: D+S
Drinking Punch: T
Twisting Flash: D+T
Battle Punches: U+T
Lazy Leg: X
Sweep Kick: L+X
Drinking Whine: D+X
Drunken Leg: O
Spinning Kick: L+O
Money Kick: D+O
Taunt: R1
Throw: R+R1
**Strings:
Kreepy and Jugs: X T
Twist of Lime: S S S
Chrushing Grapes: X X X
Staggering Steps: T X T T
Zero Tolerance: X X T T
On the Rocks: T T S S S
Bottoms Up: T T S S L1 T L1
Last Call: T T S S L1 T L+O
Drunken Fury: T T S S L1 T U+O
- Mi Zong: Hook Fist: S
Low Strike: D+S
Straight Punch: T
Low Knife Hand: D+T
Roundhouse: X
Sweep Kick: L+X
Tripping Sweep: D+X
Side Kick: O
Step Kick: D+O
Lift Kick: L+O
Smashing Kick: U+O
Shove: R1
Throw: R+R1
**Strings:
Critical Strike: T T L1
Lost Track: T T U+O
Iron Broom: T T L+O
- Jojustsu: Overhead Strike: S
Strong Overhead Strike: L+S
Reverse Low Strike: D+S
Two-Handed Thrust: T
Vertical Smash: L+T
Leg Sweep: D+T
Homerun Swing: X
2-hit Strike: R+X
Low Foot Poke: D+X
Straight Thrust: U+3
Mid Reverse Strike: O
Leg Poke: L+O
High Reverse Strike: D+O
Sidestep Swing: R1
**Strings:
Homerun Swing: T X
Dancing Stick: T O S
Splitting Bamboo: T O L+S
Rolling Wind: T O O U+X
Fatalities:
- Belly Flop: L,L,L,D,O
-----------------------------------------------------------------------------
7c. Quan Chi:
Special Moves:
- Skull: D,L+S
- Rising Star: L,D+O
Moves by styles:
- Tang Soo Do: Open Palm: S
Knee Chop: D+S
Downward Elbow: L+S
Forward Open Palm: T
Low Spearhand: D+T
Front Ball Kick: X
Low Parallel Punch: D+X
Inside Crescent Kick: R+X
Spinning Sidekick: L+X
Sweeping Knife Hook: O
Low Foot Strike: D+O
One Knuckle Fist Punch: L+4
Reversal: R1
Throw: R+R1
**Strings:
Face Breaker: T T
Path Maker: X X
Nightfall: L+S O
Rushing Palm: S S S
Running Stream: T X O
Walking Dead: L+S X X
Strong Wind: S S T T
Internal Power: S S X X
Green Mountain: S S T X O
Pain Killer: S S T X L1 O L1
- Escriba: Pinasaka: S
Pintok: D+S
Lightning Strike: L+S
Backhand Strike: T
Planchada: D+T
Chest Strike: X
Piercing Elbow: D+X
Deadly Palm: L+X
Rising Knee Strike: O
Straight Fist: R+O
Cutting Elbow: D+O
Neijin: R1
Throw: R+R1
**Strings:
Double Pinasaka: S S
Hit and Run: X S S
Rushing Knee: O O L1
Slitting Hand: X S R+O
Ice Pick: S O O L1
De Cadena: X S L+S
- Broadswords: Piercing Thrust: S
Double Edged Blow: D+S
Dual Blade Swing: T
Decieving Strike: L+T
Winged Strike: D+T
2-hit Strike: X
Half Moon Slice: D+X
Dual Side Slash: O
Circular Slash: D+O
Strong Slice: R1
Doom Blade: X O
Fatalities:
- Neck Stretcher: L,L,R,L,X
-----------------------------------------------------------------------------
7d. Li Mei:
Special Moves:
- Flying Fists: R,R+T
- Kartwheel: D,L+O
- Klock Kick: R,D+X
- Light Spark: D,L+S
Moves by styles:
- Baji Quan: Wing Arm: S
Low Scooping Arm: D+S
Upward Palm Strike: R+S
Thrusting Fingers: T
Scooping Arm: D+T
Circling Hand Strike: L+T
Scraping Kick: X
Low Kick: D+X
Lifting Kick: O
Rising Elbow: D+O
Nailing Kick: L+O
Taunt: R1
Throw: R+R1
**Strings:
Setting Sun: O O O
All Natural: O O L1 O
Rising Sun: O O L1 L+S
Linked Strength: O O L1 L+S L1
- Lui He Ba Fa: Sideward Palm: S
Hammer Palm: L+S
Halting Palm: D+S
Heel Palm Strike: U+S
Open Fist Strike: T
Low Jab Fist: D+T
Back Kick: X
Sweeping Kick: L+X
Back Sweep: D+X
Spinning Elbow: O
Lifting Knee: L+O
Low Sidward Palm: D+O
Shove: R1
Throw: R+R1
**Strings:
Lost Rose: T O
Pink Dragon: X X
Extreme Fists: S S S
Unleashed: T L+S
Explosive Strength: S S L+O
Rejuvenation: S S T O
Coiled Dragon: S S X X
Golden Path: S S T L+S
Flower Blossom: S S T L+S L1
- Sai: Forward Thrust: S
Overhead Smash: L+S
Low Swipe: D+S
Gut Stab: T
Rising Sai: U+T
Low Thrust: D+T
Foot Spike: X
Knee Poke: D+X
Side Swipe: O
Sweeping Sai: L+O
Hooking Stab: D+O
Impale: R1
Fatalities:
- Super Crush Kick: R,R,D,R,O
-----------------------------------------------------------------------------
7e. Scorpion
Special Moves:
- Spear: L,R+S
- Raise Hellfire: D,L+T
- Flame Kick Flip: R,L+X
Moves by styles:
- Hapkido: Back Hand Strike: S
Face Strike: L+S
Twisting Fist: D+S
Neck Chop: T
Open Palm: D+T
Axe Kick: X
Knee Knockdown: R+X
Hop Sweep: L+X
Back Sweep: D+X
Snap Kick: O
Front Sweep: D+O
Backside Kick: L+O
Front Thrust Kick: U+O
Taunt: R1
Throw: R+R1
**Strings:
Sinking Leaf: R+X L+X
Flowing Water: T T S
Inner Power: T T O
Spectre Blast: X L+S
Lethal Legs: O L+O
Liftoff: O U+O
Burning Soul: S X U+O
Doombringer: T X L+S
Painless: T T L1 T X
Undead Rush: T T L1 T S
Knightmare: T T L1 T L1 O
Darkness: T T L1 T L1 X
Infernal: T T L1 T L1 S S X
- Pi Gua: Ridge Hand: S
Knife Hand Chop: L+S
Low Knife Hand Chop: D+S
Spear Hand Strike: T
Wing Chop: R+T
Spear Hand Sweep: L+T
Chest Strike: D+T
Stepping Heel Kick: X
Open Palm Strike: D+X
Low Heel Kick: O
Low Knife Hand Strike: D+O
Double Knife Hand Chop: L+O
Shove: R1
Throw: R+R1
**Strings:
Stone Breaker: L+S X
Falling Tree: T T X
Rushing Ridge Hand: T T S
Nuisance: T T L1 O
Deranged: T T L1 X
Hell Bound: T T L1 S S X
- Ninja Sword: Spinning Slash: S
Upward Slash: D+S
Reverse Stab: T
Edge Slash: D+T
Rising Slash: X
Charging Slash: R+X
Piercing Blade: D+X
Crescent Blade Strike: O
Sweeping Blade: D+O
Sidestep Swing: R1
**Strings:
Turning Dragon: S T
Rising Dragon: S X
Demon Slice: O X
Moon Strike: O O
Edge of Pain: O S S X
Fatalities:
- Spear Head: L,L,D,L,O
-----------------------------------------------------------------------------
7f. Sonya Blade
Special Moves:
- Flying Kick: R,R+X
- Kiss of Death: D,L+O
Moves by styles:
- Kenpo: Knife-Hand Strike: S
Double Hammer Fist: D+S
Spinning Elbow Strike: L+S
Eye-Gouger: T
Knife-Hand Chop: L+T
Low Punch: D+T
Standing Upercut: U+T
Back Kick: X
Leg Sweep: L+X
Low Heel Kick: D+X
Rising Axe Kick: O
Shovel Kick: L+O
Low Step Punch: D+O
Neijin: R1
Throw: R+R1
**Strings:
Conscious Mind: X X
Cutting Edge: S X X
Big Guns: S S O
Warefare: S S L1 O L1
- Tae Kwon Do: Side Kick: S
Hook Kick: L+S
Double Hammer Fist: D+S
Downward Axe Kick: T
Twin Fist Punch: D+T
Sninning Heel Kick: X
Rolling Strike: D+X
Ankle Smash: L+X
2-Hit Axe Kick: O
Nitro Kicks: L+O
Spinning Back Kick: D+O
Reversal: R1
Throw: R+R1
**Strings:
Clearness of Mind: O O
Take Out: L+X X
Blitzkrieg: L+O L1
Peaceful World: S S D+X
Special Forces: O L+X X
- Kali Sticks: Straight Snap Strike: S
Low Snap Strike: D+S
Overhead Strike: R+S
Circular Strike: T
Low Scissors Swipe: D+T
Low Swinging Strike: X
Spinning Strike: L+X
Low Strike: D+X
Wrist Snap Strike: O
Chin Jab: D+O
Circular Power Strike: L+O
Stick Smash: R1
**Strings:
Multi-Level Strike: T O X
Show-Off: T O L+X
Furious Blows: O T O
Live Hand: O T L+X
Fatalities:
- Kiss of Death: L,R,R,D,T
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7g. Kenshi
Special Moves:
- Telekinetic Toss: D,L+O
- Telekinetic Push: R
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