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Mortal Kombat 3 (e)

Cover


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       The word art was from Mehroz Alam's (mehroz@geocities.com)   
                   
                      "The Realm of Shao Kahn"      
 
                                 at 

            http://www.geocities.com/TimesSquare/Realm/8311/

            This is Videogameman's (bean1guy@smithville.net)
                       Mortal Kombat 3 Move List
                         Version 1.0 (6-24-99)

This FAQ can be found at:

http://www.gamefaqs.com    and
http://www.geocities.com/TimesSquare/Realm/8311/

    DISCLAIMER

This FAQ is to be used for personal uses only. This FAQ can be reproduced
ONLY in a web site if you have written permission (by e-mail). You must
also give credit where credit is due and you cannot change anything in
it. This cannot be put in books or anything like it. 

#####################################################################

                      Default Controls


               
           Hop
            |                               Run
 Jump Back  |   Jump Forward                 |
       \    |    /              High Punch   |    High Kick
        \   _   /                    \       |       /
         \ | | /                      \      |      /
        ___| |___                      (X)  (Y)  (Z)
Back - |___   ___| - Forward 
           | |                         (A)  (B)  (C)
         / |_| \                      /      |      \
        /   |   \                    /       |       \
       /    |    \               Low Punch   |     Low Kick
Duck Down   |   Duck Down                    |
            |                              Block
        Duck Down           

    These are the default controls for the Genesis system. If you are
playing this game on another system and you don't know the controls, then
go to the options screen, and then go to the contol options to find out. 


---------------------------------------------------------------------

                          CHOOSE YOUR CHARACTER

  ________ _________ _________ ________ ______ ________ ___________
 |        |         |         |        |      |        |           |
 |        | Shang   |         |        |      |  Liu   |           |
 | Motaro |         | Sindel  |  Jax   | Kano |        | Shao Kahn |
 |        |  Tsung  |         |        |      |  Kang  |           |
 |________|_________|_________|________|______|________|___________|
          |         |         |        |      |        |
          |         |         |        |      |        |
          |  Sonya  | Stryker | Smoke  | Sub- | Cyrax  |
          |         |         |        | Zero |        |
          |_________|_________|________|______|________|
          |         |         |        |      |        |
          |         |         |        | Kung |        |
          | Sektor  | Night-  | Sheeva |      | Kabal  |
          |         |  wolf   |        |  Lao |        |
          |_________|_________|________|______|________| 

    I put this here just incase you forgot where the characters are
located at. Motaro and Shao Kahn will only appear when you enter a
certain code. Smoke will appear at random, if you put in the same code at
Motaro and Shao Kahn, or if you imput the Smoke Code. All of there codes
will be in the code section. Also, when you pick Shao Kahn he won't say
his name. He will only laugh. Hey, would you want to say your name.

---------------------------------------------------------------------

                          CHOOSE YOUR DESTINY

                                Master
                                  _
                 Warrior         |_|
                    _            |_|
                   |_|           |_|          Novis  
                   |_|           |_|            _
                   |_|           |_|           |_|
                   |_|           |_|           |_|
                   |_|           |_|           |_|  
                   |_|           |_|           |_|
                   |_|           |_|           |_|
                   |_|           |_|           |_|
                   |_|           |_|           |_|
                   |_|           |_|           |_|

    After you choose your character you will see this screen. The Master
level you will have to fight ten regulse opponents then Motaro and Shao
Kahn. If you can beat the Master level on the ardest difficulty level
without using the 95 continues code then you are the master of the game.
On the Warrior level you will fight eight opponents then the two bosses.
On the Novis (easiest) level you will only have to fight six opponents
then Motaro and Shao Kahn. Of cource the Master level is harder then the
Novis level because there are more opponents and because the CPU
difficulty will go up. Whenever you start a new difficulty level (in the
options screen) you should always start on the Novis level setting then
go to Warrior and finally the Master level setting. If this confuses you
then just start out on the Novis level then when you are pretty good go
to the Warrior or Master level.
  

#####################################################################

**************
Things To Know
**************

---------------------------------------------------------------------

-Attacking-

    When you attack you try to hurt your opponent (of course). Here are
the many ways to attack in MK3.

    -High Punch-
    The high punch is the most damaging and most used of all the punches.
When you are close to your opponent you will elbow them in the head. If
you hit this button twice in a row you will combo them (most combos start
out with this move also). If you are close, but not in elbowing range you
can hit your opponent up to twenty times. This is hard to do, but is very
damaging. It can take up over 1/3 of your opponents life. Also, when you
duck and high punch you will Uppercut, which is a very powerful attack.
We will talk about that later on.

    -Low Punch-
    This is the worst punch to use. The only time that you should try to
use this move is to throw your opponent (you throw your opponent by being
close to your opponent and tap low punch, we will also talk about this
move later on to). Never use ths LP by itself unless you are trying to
throw your opponent. If you duck and low punch you will do the best
ducking move that isn't a sweep, the ducking jab. His is great for
pushing opponents away while they are standing and you are ducking. It
does more damage then any of the ducking kicks and you recover faster. 

    -High Kick-

    This is the most damaging kick (of the regular two). This move can
knock your opponent out of the air with some timing and can be done at
anytime. If you press B+HK you will do a Roundhouse (we will talk about
that later on). If you hit your opponent they will back up a little and
they can counter attack. If you are close then you will knee them. Most
people have a two hit combo that is just a knee followed by a kick to the
head. This is done by double tapping HK. This is not always the best
kicking combo unless you are Sektor because his combo knocks his opponent
down while none of the others do.

    -Low Kick-

    This kick should keep your opponent at bay. Some one with long legs
can hit their opponent twice before they get into striking distance. To
sweep your opponent off of their feet and onto the ground then press B+LK
(this also has a section all to itself below). A Jumping LK looks just
like a jumping HK but sometimes it does less damage but I've had a couple
combos when it doesn't matter. If you duck and press low kick then you
will do a very weak ankle kick (if that's what it's called. 

    -Sweep-

    The sweep can sometimes be consided cheap. It "sweeps" your opponent
off of their feet and onto the ground. This is a great move for stopping
runners or opponents that are just walking at you. This move is also
great in combos like the universal Jumping HK to sweep. Everyone has it
(even though I don't put it down on everyone's combo list). The sweep
does decent damage and if timed right you can sweep them three times in a
row (well, that's the most I've been able to do). 

    -Roundhouse-

    The Roundhouse is the most powerful of all the kicks. It sends your
opponent on air mail to Florida. If works in most combos and can knock
your opponent out of the air. I always capitalize it because it is almost
like a special move (I don't do that to the sweep because it isn't the
most powerful kick). 

    -Uppercut-

    This is the most powerful regular attack in the game. I launches your
opponent but you won't be able to follow with a combo. This is the best
attack for knocking your opponent out of the air. If you do this move in
certian area they will fly through the roof or the street. 

---------------------------------------------------------------------

-Jump/Hop Attacks and Cross-Over Jumping Attacks-

    -Jumping Attacks-

    Every regular character has four types of jumping attacks (Jumping
HP,LP,HK, and LK). You should only use the Jumping HK or LK because they
can be comboed off of and do a lot more damage then the punching version.
Another word, jumping punches will knock your jump kicking opponent out
of the air (even though it is better to Hop Kick then out of the air for
somemore damage). Use Jumping attacks as one of your main types of
attacks (if not you MAIN type). 

    -Hop Attacks-

    Hop Attacks have only one thing to do: knock your opponent out of the
air. It doesn't matter it they are jump kicking or punching they will go
down very fast. I usually do a hop attack at the beginning of every round
because almost everyone does a Jump Kick at the start (unless they stand
there or shoot a projectile). Only use hop attacks to knock your opponent
out of the air and in SOME combos.

    -Cross-Over Jumping Attacks-

    The computer's favorite attack: the Cross-Over Jump Kick. To do one
of these attacks jump over your opponent and press kick (er any attacks
button). I've never seen anyone do a Cross-Over Jump Punch but I think
that it can happen(?). The best time to do this move is when you are
running at your opponent of when they are getting up from an attack. The
computer loves to keep doing these over and over until you are dead. You
never get to do anything and even if you press block they might knock you
down (so don't get cought in one of those traps like so many people but
most can't help it). 

---------------------------------------------------------------------

-Throws-

    Throws are considered the cheapest (regular) move in MK3. You so
these by pressing LP once you are close to you opponent. Most people
think that throws are unblockable but they can be blocked by holding
block and back. This will throw off most of you enemy if all they do is
throw. There are a couple special throws in MK3 but they don't do a lot
of damage (except for Motaro's F,F,LP throw which takes off around 1/5 to
1/3 of you energy). Don't use throws except in moderation or if your
opponent want to fight close the entire time. Only a couple characters
can throw their opponents while in the air but we will talk about that in
the "A Word About...".

---------------------------------------------------------------------

-Blocking-

    When you block you stop incoming attacks. Unlike in real life you can
block all incoming attacks by blocking while standing. You will take
blocking damage for blocking special attacks but you won't for blocking
regular attacks. You cannot block while in the air but you can block air
attacks and you may block low if you want. Blocking is considered cheap
by many players if one is going against a "turtling" player. A "turtle"
player is one that just waits and blocks all incoming attacks then
attacks when they are done, and they wait for you to come close then hit
you with an attacks before they can reach you (ex. Sheeva's low kick).
Use the block button to stop incoming attacks to become a master but try
to avoide some so that your opponent won't call you a "turtler."

---------------------------------------------------------------------

-Running-

    The running is new to MK3. To do this you must press the run button.
After you do that your character will start to run. This is a great
set-up for a combo, but it has some disadvantages. You can't run forever
because of the run bar. The run bar turns red after you start to run or
after you combo your opponent. When it turns all red you cannot run
anymore (you also can't combo with a standard string, but you can still
jump kick them out of the air if you just Uppercuted them). The other
problem with running is that your opponent usually blocks any combos that
you throw at them. If that happens then run up and throw or sweep them.
If your opponent likes to do this to you then sweep or Roundhouse them
when they get close to you.

---------------------------------------------------------------------

#####################################################################

***************
A WORD ABOUT...
***************

---------------------------------------------------------------------

-Unblockable Attacks-

    An unblockable attack is an attack that can't be blocked (hints the
name). Throws are almost unblockable but they can be blocked it you hold
down the block button and press back. Few people do this and I've never
had the computer do this to me, but you can to it. Other unblockable
attacks are attacks like bombs, stomps, and special fireballs. Only some
select characters have them but they can usually be dodged with ease (one
little note: Sheeva has two unblockable and is sometimes called the
unblockable queen, well maybe note). Most unblockables don't work in
combos and should only be used in moderation.

---------------------------------------------------------------------

-Stuns-

    Stuns are special moves (an only special moves) that will either
freeze your opponent in place or bring them to you and leting you pummel
them until they die. Most stuns are easily dodges while others are
basicly unblockable (some character (Sub-Zero) base their fighting style
on stuns). Stuns are almost in every combo unless it is a ground string
or a launching ground string (two dofferent things even though they are
almost the same). Use your characters stuns is uauslly the key to
success.

---------------------------------------------------------------------

-Air Throws-

    An air throw is a throw that is done to an air born opponent (hints
the name). Only a select few have air throws but that's OK because they
are almost impossible to do because you have to get up to them while in
the air, press block, and hop that they aren't attacking while you do
this because if they are then you will get knocked back down to mother
earth. The only time that you should do an air throw is when Sindel is
flying an just missed with an Air Fireball, but that's it. But unlike the
ground throws these can't be blocked.

---------------------------------------------------------------------

-Damage-

    This is about how much damage each move takes off. Projectiles can
take off move or less. I can't tell you how much damage air throws or
special moves take off but I have the most used moves and their damage.

Uppercuts - 21%      Roundhouse - 17%      Sweep - 11%

Jumping HK/LK - 15%  Hoping HK/LK - 11%    Jumping HP/LP - 9%

Hoping HP/LP - 9%    Ducking LK - 3%       Ducking HK - 7%

HK - 14%             LK - 12%              Close HK - 9%

Ducking LP - 3%      Projectiles - 13%     Throws - 18%

---------------------------------------------------------------------

-Combos-

    A combo is a string of hits in which your opponent cannot block. This
game has a combo system called Set Combos. These are combos that where
preprogrammed into the game. Therefor you will get to do combos that have
already been made up and some look really cool while others don't. The
damage on these combos are also the same every time so you will be able
to tell how many of this or these combos it will take to kill your
opponent. Most games like Street Fighter have something called custom
combos. In a custom combo you get to make up your combos. They are
sometimes very easy to do and other times they aren't (just like the
HP,HP or the Hoping LP, Running Spin, Ground Saw, LK,LK,HP,HP,D+HP,
Juming HK, Air Laser). In custom combos damage will vary and you can just
do three combos to kill your opponent (usually). Onother difference is
that in custom combos you can cheat and do one fairly easy combo that
stuns your opponent then do another combo that stuns your opponent
(usually the same combo) and KO your opponent very fast. So you can
choose the side that you want to be one. I think that most of the combos
in MK3 are cool but after a while they get boring and you want to make
more. So I like the custom combos more then the set combos. Now to the
parts of a set combo in which to make a combo that you've never seen
before but have already been made (long sentence huh?).

    -Ground Strings-

    This is the most basic type of and part of a combo. Some ground
strings can get up to eight hits can end in a launcher if in a corner
(Jax's combo). Almost all combos are a ground string or have a ground
string in it. So get used to the saying "a great ground string that is
very damaging" or "with a small and undamaging ground string". 

    -Ground String Launcher-

    A grouns string launcher is a ground string that launches your
opponent into the air at the end of it. After the launching you may Jump
Kick your opponent out of the air or do other things to them. I won't say
ground string launcher very much but I may just say ground string because
a ground string launcher is a ground string. I will only say ground
string launcher in certain places during this FAQ (just incase you wanted
to know). Also, most of the ground string combos are ground string
launchers. This mainly appears in characters like Stryker.

    -Air Combo-

    Air combos are two hit combos that occur while both players are in
the air. This is only possible with three characters: Liu Kang, Kabal,
and Sindel. Air combos are always at the end of a ground string launcher
except for one of Sindel's combos. 

    -Stuns-

    Stuns are moves that stuns your opponent while you beat the up. Stuns
are usually at the start of a combo unless they follow a jumping attack
or a hoping attack. After a stun a ground string or a ground string combo
will follow to end or continue the combo. Kabal is the only character
that has two stuns that he can use in a combo (that combo is the hardest
combo in the game by the way).

    -Ground Attack Combo Finisher-

    A Ground Attack Combo Finisher is when you have your opponent knocked
into the air then you walk/run (if it wasn't a combo) under then and hit
them with a Roundhouse or Uppercut. Some times these are very easy to do
while other times they are very difficult to finish. Use them if you want
but more times then none you will be able to attack the in the air then
on the ground before they combo ends.

    -Ground Attack-

    This is a regular attack that will knock your opponent up (ans is
fast enought) to combo off of. The only attacks that can do that are the
high or low punch. These don't hurt your opponent a lot so don't do a
ground attack unless you have to (which you never do). 

    -Ground Special Attack Combo Finisher-

    This is when your use a special attack to finish off your combo. Most
characters have these while some don't. It takes perfect timing to nail
your opponent out of the air while they are falling from a ground string
launcher or the sort. The only time that you should do this combo is when
you know that you can't hit your opponent out of the air with a regular
attack or if you want to finish the combo with a nice ending.

    -Air Special Attacks-

    Air Special Attacks are usually combo finishers unless you add on a
sweep or a fast move to take its place. Only three people can to these
because only three people have three people have them (Liu Kang, Kabal,
Sindel). These attacks don't hurt your opponent a lot so you should stick
with regular jumping attacks. 

    -Air Throws-

    Only a couple characters have air throws. Some Air Throws won't count
as a combo for some reason so I won't put them down in the combo lists.
You should only use these combos if you know that they will kill your
opponent because they aren't very damaging. 

    This is a chart of how *MOST* combos work. No combo will do
everything in the chart but some combos will start it and end in the
missle while others will start in the missle and end at the end. If you
can't understand this then don't try to.

       ____________                         _____________
      |            |                       |             |
      | Hop Attack |_______________________| Jump Attack |
      |____________|                  |    |_____________|
                                      |                  |
 ____________________                 |                  |
|                    |_______________ |      ____________|___
| Jump or Hop Attack |               ||     |                |
| Combo Finisher     |               ||     | Ground Attack  |
|____________________|               ||     | Combo Finisher |
                    _____________    ||     |________________|
 ________________  |             |___||_______________ 
|                | | Jump Attack |   |||   ___________|____________
| Ground Attack  | |_____________|   |||  |                        |
| Combo Finisher |____|          |   |||  | Ground Special Atteack |
|________________|          _____|___|||  | Combo Finisher         |
                      _____|      |   ||  |________________________|
 ____________________|     | Stun |   ||_______ 
|                    |     |______|   |        |
| Air Special Attack |     |  |       |    ____|_______________
| Combo Finisher     |     |  |       |   |                    |
|____________________|     |  |       |   | Air Special Attack |
                           |  |       |   | Combo Finisher     |
                          /   |       |   |____________________|
 ________________________/    |       |_________________________
|                        |    |      /                          |
| Ground Attack Finisher |    |     /_______________________    |
|________________________|    |    |                        |   |
                             /     | Ground String Finisher |   |
 ___________________________/      |________________________|   |
|                      |                                        |
| Ground String Attack |                                       /|
| Combo Finisher       |                       _______________/ |
|______________________|                      |               | |
                   ___________________________| Ground String | |
 _________________|__                         |_______________| |
|                    |                            |      |  |   |
| Jump or Hop Attack |        ____________________|      |  |   |
|____________________|       |                    |      |  |   |
   |     |                   | Jump or Hop Attack |      |  |   |
   |     |                   | Combo Finisher     |      |  |   |
   |     |                   |____________________|      |  |   |
   |     |                      ________________________/   |   |
   |     |   __________________|____ | ________________/    |   |
   |     |  |                       |||                |    |   |
   |     |  | Ground Special Attack ||| Ground Attack  |    |   |
   |     |  | Combo Finisher        ||| Combo Finisher |    |   |
   |     |  |_______________________|||________________|    |   |
   |     |                   ________|___________           |   |
   |     |_______________   |                    |          |   |
 __|_________________    |  | Air Apecial Attack |          |   |
|                    |   |  | Combo Finisher     |          |   |
| Air Special Attack |   |  |____________________|          |   |
| Combo Finisher     |   |                 _________________|___|__
|____________________|   |                |                        |
                         |                | Stun or Special Attack |  
  ________________       |                |________________________|
 |                |      | 
 | Ground Attack  |      |             
 | Combo Finisher |______|__________________
 |________________|              |          |_____________
                 ________________|          |             |
                |                |    ______|_________    |
                | Special Attack |   |                |   |
                | Combo Finisher |   | Air Throw      |   |
                |________________|   | Combo Finisher |   |
                                     |________________|   |
  ________________________________________________________|
 |                |             _______________________   |
 | Ground Attack  |            |                       |  |
 | Combo Finisher |            | Ground Special Attack |  |
 |________________|            | Combo Finisher        |  |
                               |_______________________|  |
                                          |               |
                                          |  _____________|_
                                          |_|               |
                                            | Ground Attack |
                                            |_______________|

---------------------------------------------------------------------

-Finishing Moves-

    Finishing moves are what made the MK series so popular for so many
people. After you beat your opponent twice (two rounds defualt) then you
get to Finish them. To do this you must imput a special series of buttons
and movements (and sometimes you must be in certian places). After that
is done then you will either kill them, turn into an animal then kill
them, turn them into a baby, become friends with the loser, or give them
a little bit of life back with a Mercy. Take you pick (personaly I like
the Friendships or Mercy). Here are the different types of Finishing
Moves.

    -Fatality-

    A Fatality is the most used Finishing Move in MK3 or in all the MKs.
It started in the original MK and has continued through out all of the
MKs. When you have imput the "code" then the screen will darken and your
opponent will die. If you can't get the button series to work then you
can imput a code at the Title Screen that will make it a one or two
button procedure. 

    -Babality-

    Once you have put in the "code" at the Finish Him/Her Screen then the
screen will darken and your opponent will turn into a baby and start to
cry. This is an insulting finishing move but it can be turned into a
Fatality if you imput a special "code" just after they imput the
Babality. This is only for certain systems (SNES) so I didn't put it in
the code part. You also must win the winning round without blocking.

    -Friendship-

    This is (in my opinion) the best of the Finishing Moves. After you
imput the "code" you will do something to you opponent that is sometimes
funny or weird. You also must win the winning round without blocking.
There is also a special code for doing Frienships with one or two buttons
(just like for every Finishing Move).

    -Mercy-

    Mercies only happen under rare events. You must win one round then
lose another (but not in that order) then win the last round without
blocking. After this is done then your must hold the RUN button then
press down four times then release RUN before your opponent falls down.
You also must ge outside of sweeping range to do this so try to
Roundhouse them for the final hit. After that your opponent comes back to
life with a little bit OF life. After you beat the loser again then you
can preform an Amimalty. This is the only Finishing Move that you can't
use a code to make it go fast (button wise).

    -Amimalty-

    After you have preformed an Mercy on your opponent then you are able
to preform an Amimalty. Once this is done then you will turn into an
animal and kill them agian. Be warned that some of these are pretty done
so...

    -Stage Fatality-

    At the Finish Him/Her screen you may preform a Stage Fatality if you
are in one of these three stages: The Pit 3, Shao Kahn's Tower, or The
Subway. After you imput the "code" then you will either Uppercut them
into spikes, blades, or a passing train (which shouldn't be running
because there isn't anyone to operate it). The only thing good about this
is that you can block in the winning round.

#####################################################################



*************
****CYRAX****
*************

Beginning Pose: Cyrax has one hand around his head area and the other    
    around his waist.
Winning Pose: Cyrax raises his arms in victory
Regular Color: Yellow armor
2nd Color: A little darker yellow

~~~~~
Story
~~~~~

Cyrax is unit LK-4D4, the 2nd if 3 prototype cybernetic ninjas built by
the Lin Koei. Like his counter parts, his last programmed command is to
find and terminate the rogue ninja, Sub-Zero. Without a soul, Cyrax goes
undetected by Shao Kahn and remains a possible threat against his
occupation of earth.

~~~~~~~~~~~~~~~~~~~
Character Overview:
~~~~~~~~~~~~~~~~~~~

    Cyrax is a very good overall character. He can counter attack almost
anything with his net or teleport out of (or into) danger. His bombs are
perfect for traps (as long as your opponent won't teleport and hit you as
or after you drop the bomb). He also has the most damaging combo in the
game, but you won't ever be able to pull it off in combat. His long
ground string is six hits and takes away 30% life (or 1\3). The best time
to do that combo is when you catch your opponent in a net (hehehe). The
only bad thing about the net is that your opponent can counter attack you
very easily if you miss. The other problem with the net is that it
doesn't hurt your opponent at all (but hey, atleast it brings them back
to you for a split second). The good thing (now we are going from bad
things to good things, O.K?) about the bomb is that when (if) you hit
your opponent they will fly towards you (this is the perfect time to
Uppercut them for a very damaging combo). Cyrax has the most trouble
going against opponents that can teleport and hit them. So overall he is
a very good choice for experts or beginners alike.

~~~~~~~~~~~~~~~~~
Special Move List
~~~~~~~~~~~~~~~~~

Net: B,B,LK
Teleport: F,D,BLK
Close Bomb: Hold LK,B,B,B,HK
Far Bomb: Hold LK,F,F,F,HK

~~~~~~~~~~~~~~~~~~~~~
Special Move Analysis
~~~~~~~~~~~~~~~~~~~~~

---------------------------------------------------------------------

-Net-

(Cyrax opens his chest and shoots out a green net. If the net catches his
opponent then it will bring them back to you)

    This is the second best stun in the game (only second to Sub-Zero's
you know what) because if it is blocked you won't leave yourself open and
it brings your stuned opponent back to you (for a split secind only :(.
Once you get your opponent in the net you should always do his six hit
ground string or Uppercut them out of there. If you manage to catch them
in the air you should Uppercut or Roundhouse them out because you can't
combo them (they will fall to the ground within the first two hits) while
in a net. For an easy trap, throw a bomb at their feet then shoot a net
after they jump or start to run at you. The CPU will always block this
move if you shoot it at them while they are across the screen. To solve
this big problem either: (1) throw a bomb then shoot the net (2) or wait
for them to jump at you (3) or when they try to sweep you. Now, if the
CPU goes crazy with this move just block, walk forward, block, walk
forward, and combo them. So use this to win many games.

---------------------------------------------------------------------

-Teleport-

(Cyrax blows himself up and then reforms behind his opponent)

    This is the WORST teleport in the game. This is the easiest special
move in the game to see coming. You can't even hit your enemy with this
move (unlike everyother teleport). So in short, DON'T USE IT unless you
are traped in a corner or by a missle attack.

---------------------------------------------------------------------

-Close Bomb-

(Cyrax opens his chest and drops a bomb that rolls a little bit then
stops and blows in about a second)

    This is the worst type of bomb that Cyrax has because you cannot
presure the enemy into a net and they dodge it very easily. Also, this
will throw your opponent at you IF you somehow manage to hit them with
it. When this happens it is a perfect time to Uppercut the life out of
them. A very fun tactice to use on a human opponent (that can't teleport)
is to throw a Far bomb, then a Close, then another Far and repeat. After
a little while throw a net out. This really gets under you opponents
skin. Hehe =)

---------------------------------------------------------------------

-Far Bomb-

(Cyrax opens up his chest and drops a bomb that rolls to the other side
of the screen then blows up in about a second)

    This is the best Bomb that Cyrax has. You can presure your opponent
into walking forward and into a net, but they will usually see it coming
(so drop a close bomb and see what they do). They will teleport and hit
you (if they hace a teleport) sp watch out. Smoke, Sektor, and Sheeva
will kill you if you do this.

---------------------------------------------------------------------

~~~~~~~~~
Finishers
~~~~~~~~~

Fatality 1: D,D,F,U,RUN
Fatality 2: Hold BLK,R,R,U,R, Release BLK, HP
Babality: F,F,B,HP
Friendship: RUN,RUN,RUN,U
Amimality: U,U,D,D
Stage Fatality: BLK,BLK,RUN,BLK,RUN

~~~~~~~~~~
Combo List
~~~~~~~~~~

[2 HIT 13%] HP,HP
[2 HIT 14%] HK,HK
[3 HIT 17%] HP,HP,LP
[3 HIT 19%] HK,HK,B+HK
[2 HIT 22%] Bomb, Sweep
[2 HIT 25%] Bomb, HK
[2 HIT 28%] Bomb, Roundhouse
[4 HIT 28%] HP,HP,LP, Bomb
[6 HIT 30%] HP,HP,H,HP,HK,B+HK
[2 HIT 32%] Bomb, Uppercut
[5 HIT 33%] HP,HP,LP,Bomb, Uppercut
[5 HIT 35%] HK,HK,B+HK,Bomb, Uppercut
[3 HIT 37%] Bomb, Sweep,HK
[3 HIT 40%] Bomb, Sweep, Roundhouse
[7 HIT 41%] HP,HP,HK,HP,HK,B+HK, Bomb
[3 HIT 43%] Bomb, Uppercut, Bomb
[3 HIT 44%] Bomb, Sweep, Uppercut
[3 HIT 50%] Bomb, Roundhouse, Uppercut
[4 HIT ??%] Net, Uppercut, Bomb, Uppercut
[4 HIT 60%] Bomb, Uppercut, Bomb, Roundhouse
[4 HIT 64%] Bomb, Uppercut, Bomb, Uppercut

~~~~~~~~~~~~~~
Combo Analysis
~~~~~~~~~~~~~~

---------------------------------------------------------------------

-HP,HP-

(Two elbows)

    This is probably the most used combo for Cyrax because people do it
when they aren't trying to combo or they start the combo but can press
the next button in time. This is also the lest damaging combo of all
(besides Kabal's double Running Spin 0% Combo). So overall, DON'T USE IT
unless you want to be counter attacked.

---------------------------------------------------------------------

-HK,HK-

(A knee then a kick to the head)

    This is the second most used combo for Cyrax for the same reasons as
the HP,HP, but this one looks a lot cooler and it won't leave you AS wide
open AS the HP,HP. It is also one of the least damaging combos in the
game.

---------------------------------------------------------------------

-HP,HP,LP-

(Two elbows then a backhand)

    This is the finished combo for the HP,HP. This causes a fair amount
of damage, but not as much as the combo below.  So use the HK,HK,B+HK
instead.

---------------------------------------------------------------------

-HK,HK,B+HK-

(A knee, a kick to the head, then a Roundhouse)

    This is the finished combo for the HK,HK combo. This is more damaging
and it will knock your opponent all the way across the screen. So you
should use it for traps and to get out of traps that you might have
somehow have been in.

---------------------------------------------------------------------

-Bomb, Sweep-

(Drop a bomb then sweep your opponent as the bomb blows)

    To do this combo you must drop the bomb then sweep them just before
the bomb blows. Once you get the timing right it is very easy to do. This
is the least damaging and the easiest of the bomb combos to do, so once
you get the timing right start to Roundhouse and/or Uppercut your
opponent instead of the undamaging sweep for a lot more damage and a
cooler looking combo. The is one little thing that I should tell you
about, it is very hard for you to get your opponent to be standing on the
bomb just before it blows up. The only advice that I can give you here is
to try to get them confused or to tell them that the bomb won't hurt them
(this only works if they just started playing the game and they are
pretty stupid). So have a good time trying to do this combo or any other
of the type, hehehehe. :)

---------------------------------------------------------------------

-Bomb,HK-

(Drop a bomb then HK them our of the air)

    This is an easy combo to do and there are two ways to do it. The
first and easiest is to have them get blown up by the bomb. While they
are falling from the explosion HK them. The second and harder version of
this combo is to HK them just before the bomb blows or high kick them
into the explosion (so there are three ways to do this combo but I'll
just say that there are only two). You could always Uppercut or
Roundhouse them out of the air from the second version of this combo for
a very damaging combo.

---------------------------------------------------------------------

-Bomb, Roundhouse-

(Drop a bomb then back up and Roundhouse them out of the air)

    Now we are getting tricky. You must Roundhouse your opponent just as
(or a little bit before) the bomb blows for this combo to work. When you
do this you can walk back and the Uppercut or Roundhouse them for another
combo or just watch the fireworks. If you just want to watch the
fireworks then Uppercut them instead of Roundhouse'n them. This is also
very hard to do, but there is an easier way, Roundhouse them into the
explosion (which takes expert timing or dumb luck), or have the bomb blow
them up and into the air, then Roundhouse them as they fall to the ground
(this is the easiest way to do this combo).

---------------------------------------------------------------------

-Bomb, Uppercut-

    This combo will work in two different ways. The first and easiest way
is to have them get blown up by the bomb then Uppercut them on the way
back to earth. The harder way is to Uppercut them at the same time that
the bomb blows. This hurts your opponent more then the Roundhouse but you
cannot Uppercut them again after th first and only Uppercut. This (once
again) is a hard combo to do because your opponent won't usually walk
onto the bomb the second that it is about to blow up. So all in all this
is a fun, yet, difficult combo to do.

---------------------------------------------------------------------

-HP,HP,LP, Bomb, Uppercut-

(Drop the Bomb the HP,HP,LP, them then Uppercut them as they fly across
the screen)

    This is an easy combo to do because once you drop the bomb and/if
they are jumping at you (they will usually not jump kick because the bomb
is at their feet). When the land run up and HP,HP,LP them then back up
and Uppercut them out of the air (they are in the air because the bomb
blew up just as you finished the combo). When you run at them they won't
attack you because they will will be trying to get out of the explosion
radius. The only bad thing about this is that if you don't HP,HP,LP them
before the bomb blows them up you won't be able to Uppercut them out of
the air resulting in a less powerful combo. The only other problem with
is that when your opponent lands they may (and most likely will) jump
back and out of the explosion radius (but if you are fast enough you migh
be able to knock them out of their jump by running and kicking them out
of the airand hopefully into the explosion).

---------------------------------------------------------------------

-HK,HK,B+HK, Bomb, Uppercut-

(Drop the Bomb the HK,HK,B+HK, then the bomb blows them up and you
Uppercut them out of the air)

    This is the same combo as above. The only differences between these
combos are that this one hurts your opponent a little more and you might
hit your opponent out of the air if the jump away. The same problems
occur with this combo as did the last combo but the B+HK will knock your
opponent fartheracross the screen then the B+HP will (this causes a
problem if you start the HK,HK,B+HK combo to soon). Overall, you should
use this combo because it causes more damage and is easy (but a little
harder then the othr combo) to do.

---------------------------------------------------------------------

-HP,HP,HK,HP,HK,B+HK-

(Two elbows, a knee, an elbow, a knee, then a Roundhouse)

    This is my favoite Cyrax combo. It is easier than any of the Bomb
combos and it hurts your opponent more than most of them. You can even do
this combo to your opponent once they are in the net. The best time to do
this combo is after you catch them in a net or after you run your
opponent (this can be dangerous though). For more damage you can jump
kick your opponent then catch them in a net as they are falling then the
ground then do this combo or drop a bomb them do this combo. If you do it
right them bomb will blow up on the last knee and the Roundhouse will
knock them across the screen while them are getting blow up by the bomb
that you put at there feet. It's very fun to do it to your friends and
drive them crazy after you have done it to them a couple times. Have fun
:)

---------------------------------------------------------------------

-Bomb, Sweep,HK-

(Drop a bomb then sweep them before the bomb blows them back up and HK
them while they are falling)

    This is the advanced version of the Bomb sweep combo. If you can
master this combo (or get it down) then try to put a Roundhouse in for
the HK or even the sweep (two Roundhouses, yeh!). You can also HK them
into the Bomb's explosion then sweep them while they are falling back
down to earth. This combo is hard (of cource) because your opponent isn't
just doing to stand on the bomb and wait for it to blow them up (even
though it is fun to do). To solve this problem just HK them into the bomb
just before the bomb blows up. ;|

---------------------------------------------------------------------

-Bomb, Sweep, Roundhouse-

(Drop a bomb then sweep them before the bomb blows them back up and
Roundhouse them as they fall)

    This is advanced version of the Bomb then Roundhouse combo. If this
combo is hard for you to pull off then change the Roundhouse into a high
kick for an easier but less damaging combo. You do this combo by dropping
the bomb then sweeping your opponent just before it blows. Then take a
couple steps back and Roundhouse them out of the air. I'll say it again,
this is a hard combo to pull of because your opponent isn't going to
stand on the bomb and wait for it to blow up so Roundhouse them into the
bomb just before is blows up the sweep them as the fall back to earth. If
you do this you should change the the last hit (the sweep) into a
Roundhouse or and Uppercut for more damage and a cooler looking combo.

---------------------------------------------------------------------

-HP,HP,HK,HP,HK,B+HK, Bomb-

(Drop a bomb then HP,HP,HK,HP,HK,B+HK them)

    This is an easier combo to do then the combos above because as soon
as you drop the bomb you start the combo. The combo will last to the
final knee. Then the bomb will blow and you will Roundhouse them out of
the air will the final hit of the ground string. The only bad thing about
this combo is that (this is probably the only time that I will every say
this) the ground string is too long. Yes, too long. The bomb always blows
up before the Roundhouse so you won't be able to hit you opponent as they
fall back to earth. Out of all of this type of combo you should do this
combo only if: (1) you know that you won't be able to back up fast enough
to Uppercut or Roundhouse your opponent out of mid air, (2) or if you
know that they will move before the bomb blows and if you Roundhouse,
sweep, or Uppercut them they won't get hit in the explosion. Have fun
trying to figure out what I just said!

---------------------------------------------------------------------

-Bomb, Uppercut, Bomb-

(Drop a bomb then after that one lands under your opponent drop another,
then Uppercut your opponent out of the air (they will then fall back onto
the other bomb and get blown back up)

    This combo should only be a mistake when you are trying to do the
Bomb, Uppercut, Bomb, Uppercut Combo. Even though this combo causes a lot
of damage you should always try to do the combo I just said or the Bomb,
Roundhouse, Bomb, Uppercut combos because they hurt a lot more and look
much cooler.

---------------------------------------------------------------------

-Bomb, sweep, Uppercut-

(Drop a bomb then just before the bomb blows sweep them then back up and
Uppercut them out of mid air)

    This is the advanced version of the Bomb Uppercut combo. This time
all that you have to do sweep your opponent before the bomb blows than
back up and Uppercut them to the moon. Simple, except that your opponent
won't walk onto the bomb, so you have to be lucky (I'm not going to tell
you that its a hard to do this combo, O.K?)

---------------------------------------------------------------------

-Bomb, Roundhouse, Uppercut-

(Drop a bomb then Roundhouse the opponent just before the bomb blows up
then Uppercut them out of the air)

    This is avery hard (and yet easy) combo to do because all you have to
do is drop the bomb, Roundhouse your opponent just a little bit before
the bomb blows, then back up and Uppercut them back up. Pretty easy
except (here we go again) your opponent won't just walk onto the bomb
just before it blows unless they are as dumb as a rock(I'll take that
back, I don't want to insult the rock) or unless you tell them to and
they believe you. So have fun. Oh, you can make the combo easier if you
Roundhouse your opponent into the explosion but you knew that already.

---------------------------------------------------------------------

-Net, Uppercut, Bomb, Uppercut-

(Catch your opponent in a net then drop a bomb. Then Uppercut them, they
will land on the bomb that blows tham back at you so that you can
Uppercut them again)

    This is a very hard combo to do because you have to catch your
opponent in the net then drop the bomb, Uppercut them out of the net and
onto the bomb which then blows them back up so that you can Uppercut them
again. IT IS POSSIBLE to do this combo (I've done it once), so keep
trying if you don't get it the first time. Yes, I don't have to tell you
that your opponent has to be standing on the bomb because THEY DON'T.
Yes, they don't, you just have to catch them in the net, YES. If you can
get this to work it is very, very, powerful.

---------------------------------------------------------------------

-Bomb, Roundhouse, Bomb, Uppercut-

(Drop a bomb then after it lands drop another, Roundhouse your opponent
out of the air and they will fly into the bomb that blows them back to
you, then you Uppercut them)

    This combo may be the combo in the game. It causes a lot of damage
and is very easy (if you can get the timing to work ou and your opponent
ins in the corner while you drop the bomb under them). HOW TO DO THIS
COMBO: (1) first off, you must get your opponent in the corner, (2) drop
both bomb under them (you must get the corect timing on your own because
it is very hard to explain if at all possible), (3) now Roundhouse them
out of the air back onto the net bomb, and (4) Uppercut your opponent out
of the air from the last explosion.

*WARNING* This combo can only be done in the corner.

---------------------------------------------------------------------

-Bomb, Uppercut, Bomb, Uppercut-

(Drop a bomb then drop another once that bomb is on the ground, now
Uppercut your opponent out of the air, then Uppercut them out of the air
agian from the second bomb's explosion)

    This is the most damaging combo for Cyrax (second or third in the
game, but I've almost done the Bomb, Uppercut, Bomb, Uppercut, Bomb,
Uppercut Combo). You do this combo by dropping two bombsunder your
opponent then Uppercuting them as they fly at you. This is the second
HARDEST combo in the game that I have on the FAQ (second only to Kabal's
ten hit combo which is also more damaging then this combo). This is also
very hard to do because you opponent isn't going to stand in the same
place while you throw bombs under them. There is no solution to this
problem, yet (you might be able to Uppercut your opponent into the Bomb
then Uppercut them into the second bomb but not likely).


~~~~~~
Ending
~~~~~~

Cyrax is captures by Sub-Zero and reprogrammed with new orders: Destroy
Shao Kahn. With Kahn unable to detect the assassin's soulless presence,
Cyrax delivers a succsessful sneak attack. But after eliminating Kahn and
saving earth... Cyrax awaits new orders from his Lin Kuei head quarters.
The orders never combo and Cyrax malfunctions. He ends up stranded in the
middle of a vast desert, blindly heading toward his base.

To get a secret Finishing Move (well it isn't a Finishing Move but it
looks pretty cool) drop your Far Bomb just before your opponent falls
down. When you are doing you Winning Pose your opponent will fly over and
sometimes onto you after getting blow up with the bomb.

#####################################################################


***********
****JAX****
***********

Beginning Pose: One of Jax'x fists are beside his head and the other one
by his leg.
Winning Pose: Jax flexes his muscles
Regular Color: Purple and black pants
2nd Color: Green and black

~~~~~~~~~~~~~~~~~~~
Character Overview:
~~~~~~~~~~~~~~~~~~~

    The strongest man in the world is back. This time he has the MOST
SPECIAL MOVES in the game. He also has the third most damaging combo in
the game (which also has the most hits, 13, WOW!). Well, he sounds like a
good player with all those titles, but he's not the best. If he had a
stunning move (that lasted for a second or two) he would probably be the
best character out there (because after he stunned them while they are in
the corner he could run up and combo them for 54% or so of their life,
once again I say WOW!), but his special moves aren't that good. For
example, his Running Punch and Earthquake Punch leave him wide open if
blocked (the Earthquake Punch is unblockable) or dodged (most of his
moves are easy to dodge). The moves that don't leave him open are his
Rockets and Quad Slams (even though you have to grab your opponent to
perform his Quad Slams). To win with him you have to get up close and
throw them to death or combo them until they die (both ways they die). If
you can't get close then stay back and pump them full of Rockets. That is
a very bad thing to do against someone that has a teleport and knows how
to use it. Since his is the strongest human he should stay up close to
his opponent (and not far away). Another thing about his is that he can
counter attack just about anything with his wide variety of special
moves.

~~~~~
Story
~~~~~

After failing to convunce his superiors of the coming outworld  menace,
Jax begins to covertly prepare for the future battle with Kahn's minions.
He outfits both arms with indistructible bionic implants. This is a war
he is prepared to win. 

~~~~~~~~~~~~~~~~~
Special Move List
~~~~~~~~~~~~~~~~~

1 Rocket: B,F,HP
2 Rocket: F,F,B,B,HP
Running Punch: F,F,HK
Grab & Punch: F,F,LP (tap LP for more hits)
Quad Slams: LP (must be close and tap LP for more slams)
Backbreaker: BLK in air
Earthquake Punch: Hold LK for 3 seconds then release

~~~~~~~~~~~~~~~~~~~~~
Special Move Analysis
~~~~~~~~~~~~~~~~~~~~~

---------------------------------------------------------------------

-1 Rocket-

(Jax holds out his arm and shoots a rocket out of his hand and gets
pushed back from the shot)

    You should do this move to fake out your opponent. You should shoot
them  with two rockets twice then do this move to (hopefully) fake them
out. What is the use of faking someone out, well if they jump up (to
dodge the next shot) you can do just about anything to them. If they just
stand there with there block up just run up and throw them. The only
other reason to do this is do get out of harms way (because you get
pushed back by this move).

---------------------------------------------------------------------

(Jax hols out his arm and shoots two rockets out of this hand and get
pushed very far back)

    This is a good move to get away from your opponent. Since you get
pushed back everythime you will get pushed back twice as much as a
regular (single) rocket (duh!). This is safer then jumping or walking
back because: (1) you opponent can't jump kick you out of the air (2) and
because you might hit them with the rockets. You should do this move when
your opponent is jumping at you for air defence. If your opponent likes
to jump to dodge attacks then do this move because the first rocket is
low (they will dodge it) and the second one is high (they will get hit).
To get the two hit combo with JUST this move you must do it when your
opponent is close to you (or else they might block the second hit).

---------------------------------------------------------------------

-Running Punch-

(Jax charges at his opponent in a blur with his fist out)

    This is one of my favorite moves because he gets across the screen
quikly and because it looks pretty neat. The bad thing about this special
move is: (1) if your opponent blocks this move you will be Uppercuted ,
(2) if used in a combo it will end the combo and you won't be able to
recover fast enough to attack them as they get up. Now for the good
things. (1) this is a fast move and most people won't see it coming (but
for some reason the CPU always does), (1) it sends your opponent flying
back (so far that there is no way for you to attack them again or for
them attack to you without someone moving). SO overall, don't use this
move very ofter.

---------------------------------------------------------------------

-Grab and Punch-

(Jax pucks up his opponent by the neck and punches them in the face a
cpuple of times then drops them)

    The only time that you should use this special move is in a combo
because (here comes another list): (1) you must be very close to your
opponent or else you will go into your miss grab animation and be left
wide open, (2) you must hit the punch button very rapidly, (3) it's not
worth leaving yourself wide open for 8% damage. As already said, this
move will leave you wide open for about 1 FULL seond (your opponent can
easily run up and combo you within that time). Now for the good things,
you don't have to be neck-to-neck to grab your oppnent.

---------------------------------------------------------------------

-Quad Slams-

(Jax grabs his opponent and does his regular throw and then continues to
slam them into the ground)

    You shouldn't try to run up and do this special moce because your
opponent will usually sweep or Roundhouse you before you get into
Throwing range. If you acually grab your opponent you have to jam on the
buttons for them move to start and continue jamming to keep it going. The
real bad thing about this move is that you can't use it in a combo. The
only good thins about this move is that it looks pretty cool (that's
about it).

---------------------------------------------------------------------

-Back Breaker-

(Jax jumps up into the air and grabs his opponent and slams their back
onto his leg while landing)

    Since this is an air throw it is hard to pull off because your
opponent will almost always be attacking while jumping (they will jump
kick in other words). The only time that you should do this special throw
ie then your opponent is jumping from the far side of the screen. When
they do this they are usually not attacking because they know that they
won't be able to reach you, so jump up and grab them. This is a fun and
an awsome move, but you most likely won't be able to pull it off in real
combat.

---------------------------------------------------------------------

-Earhtquake Punch-

(Jax's hand turns blue then he punches the ground and a shockwave comes
out)

    You should only use this move in combos (yet again). Why? Because it
will leave you wide open if (when) your opponent jumps up to avoide it
(when they jump up they will usually try to jump kick you, usually). Your
opponent will see this move coming for a couple of reasons: (1) They will
see/hear (if you his LK mard enough) that you are holding the LK buttong
down, (2) Jax ducks down and raises his hand up (which is now blue). If
your opponent can't see this move coming there is no reason at all that
you shouldn't beat them down bad. The good thing about this move is that
is is an unblockable attack.

---------------------------------------------------------------------

~~~~~~~~~
Finishers
~~~~~~~~~

Fatality 1: Hold BLK,U,D,F,U+Release BLK (close)
Fatality 2: RUN,BLK,RUN,RUN,LK (far)
Babality: D,D,D,LK
Friendship: LK,LK,RUN,RUN,LK
Amimality: Hold LP,F,F,D,F, release LP
Stage Fatality: D,F,D,LP

~~~~~~~~~~
Combo List
~~~~~~~~~~

[2 HIT 13%] HP,HP
[2 HIT 14%] HK,HK
[2 HIT 15%] Jumping HK, Earthquake Punch
[2 HIT 19%] 2 Rockets
[3 HIT 19%] HK,HK,B+HK
[2 HIT 22%] Jumping HK, Running Punch
[5 HIT 23%] HP,HP,BLK,LP,B+HP
[2 HIT 24%] Sweep, LK
[6 HIT 30%] HP,HP,BLK,LP,B+HP, Running Punch
[6 HIT 31%] HP,HP,BLK,LP,B+HP, Uppercut
[7 HIT 33%] HK,HK,D+HP,HP,BLK,LP,B+HP
[8 HIT 44%] HK,HK,D+HP,HP,BLK,LP,B+HP, Uppercut
[11 HIT 47%] HP,HP,BLK,LP,B+HP,LP, 5 Grab and Punch
[12 HIT 54%] HK,HK,D+HP,HP,BLK,LP,B+HP, 5 Grab and Punch

~~~~~~~~~~~~~~
Combo Analysis
~~~~~~~~~~~~~~

---------------------------------------------------------------------

-HP,HP-

(Jax slams his fists onto his opponents head twice)

    Jax is the only character in the game that has this for his two High
Punch combo (most characters have two elbows). This is the main combo
that starts out other combos like the HP,HP,BLK,LP,B+HP. The only bad
thing about this combo is that it doesn't hirt your opponent very much,
as a matter of fact it is one of the weakest of this type of combo. Never
try to just use this by itself because your opponent will usually counter
attack you will just about anything because it doesn't push your opponent
back.

---------------------------------------------------------------------

-HK,HK-

(Jax knees his opponent then kicks them in the face)

    This is the basic knee to the kick in the face combo that every
regular character has besides Kano and Nightwolf. This is a very
undamaging combo and your opponent can sometimes counter attack you. This
will push you opponent back a little, but characters like Sheeva can
still hit you with their long range regular attacks.

---------------------------------------------------------------------

-Jumping HK, Earthquake Punch-

(Jax jump kick them then OTG them with the Earthquake Punch)

    To do this combo you must hold how LK before the combo starts or he
wont's Earthquake Punch them. This is a very easy combo to do, so you
should do this everytime you just kick your opponent (unless you won't to
sweep them for a lot more damage but not as cool combo). This is also a
cool looking combo if it is done right. One last word, this is not very
damaging, it doesn't even hurt your opponent as mush as aJumping HK to
Running Punch, so use it wisely.

---------------------------------------------------------------------

-2 Rockets-

(Jax shoots two rockets at hit opponent)

    Believe it or not this is acually a combo (just like the Multiple
Throws and Grab & Punch but I didn't put those up as combos because they
were just one move. Sure this is one move but it is very hard to do). It
is hard to do BECAUSE your opponent will usually have about .5 seconds to
block the next rockets unless you are close or very lucky (I'm not very
lucky).

---------------------------------------------------------------------

-HK,HK,B+HK-

(Jax knees them then kicks them in the head and finally Roundhouses them)

    Whenever you double tap High Kick you should always finish it off
with the B+HK because they cannot counter attack you when they are all
the way across the screen (this will also put you in a good psition when
they get up for another attack). If you can't remeber long ground string
combos like HK,HK,D+HP,HP,BLK,LP,B+HP, then just do this combo. If you
can always do that combo instead of this combo.

---------------------------------------------------------------------

-Jumping HK, Running Punch-

(Jax jumping HK this opponents then charges at them while theu are
falling)

    This is a good combo to get people in while in the corner ;|. This
does more damage then the Jumping HK to Earthquake Punch and looks almost
as cool. You shound always do this combo when your opponent is in the
corner unless you want to do his 12 hit combo (didn't think so).

*WARNING* This combo can only be done while your opponent is in the
corner.

---------------------------------------------------------------------

-HP,HP,BLK,LP,B+HP-

(Jax slams his fist into his opponents head three time, then uppercuts
them, and finally slams them back down)

    This is a good ground srting combo. This is also the computers
favorite combo (for Jax, anyway) so watch out. It does good damage and it
is fairly easy to do. If your opponent leaves themself open run up and
nail them with this. You should try to do this combo when they are
getting up for example. Have fun with this combo, if you can master it.

---------------------------------------------------------------------

-Sweep, LK-

(Jax sweeps his opponent and while they are getting up he LK them in the
head)

    This combo hurts your opponent pretty badly, so do it often. The best
times to do this combo is when your opponent is running at you because
they usually don't exspect it. Also, whenever you sweep your opponent you
should always try this combo because of the easy to see reason.

*WARNING* This combo only works on some opponents.

---------------------------------------------------------------------

-HP,HP,BLK,LP,B+HP, Running Punch-

(Jax hits his opponent on the head three time, then uppercuts, slams them
back down, and finally Running Punches them)   

     This is the worst HP,HP,BLK,LP,B+HP combo that Jax has. It doesn't
hust your opponent very much, but it is very easy to do because you don't
have to be in the very corner (just close to the combo around the
corner). Overall, don't do this combo if you can Uppercut or Grab and
Punch them at the end of the ground string. 

*WARNING* You must be CLOSE or in the corner to complete this combo.

---------------------------------------------------------------------

HP,HP,BLK,LP,D+HP, Uppercut-

(Same as above except that Jax Uppercuts his opponent at the end)

    This is the same ground string combo as the combo above (duh, I
already said that). The only difference in this combo is that you
Uppercut your opponent at the end of the combo instead or Running
Punching them. If you trap your opponent in the corner you should always
try this combo unless you can Grab & Punch your opponent instead of
Uppercuting or do the HK,HK,D+HP,HP,BLK,LP,D+HP. You should only do that
combo if you have VERY has hands and have it memorized (that part is
easy). 

*WARNING* This combo can only be completed if your opponent is in the
corner.

---------------------------------------------------------------------

-HK,HK,D+HP,HP,BLK,LP,D+HP-

(Jax knees this opponent, kicks them in the head, then hits them in the
head three times with this fists, then uppercuts them, and finally slams
them back down)

    This is just an advanced version of the classic HP,HP,BLK,LP, B+HP.
Use it in the same places as you would it (don't worry, the CPU doesn't
use this combo unless you are on the hardest difficulty level). That is
just about all that I can say about that combo. One last comment though,
if you can master this combo then you should be able to beat everyone.
Have fun :)

---------------------------------------------------------------------

-HK,HK,D+HP,HP,BLK,LP,D+HP, Uppercut-

(Same as above except for the Uppercut at the end)

    This is the same thing as the combo above except that you must bu in
the corner and you have to Uppercut your opponent to combplete this
combo. If you can do this combo you will take off half of your life. This
will usually turn the tide of the game if your opponent is winning by 40%
life. If you can master this combo then you have almost mastered Jax.
Have fun with this deadly combo :)

*WARNING* Your opponent must be in the corner to do this combo.

---------------------------------------------------------------------

-HP,HP,BLK,LP,B+HP,LP, 5 Grab & Punch-

(Jax hits his opponent on the head three time, then uppercuts them, now
he slams them back down, and while they are falling LP them, and then
Grab & Punch them 5 times)

    This is the most damaging HP,HP,BLK,LP,B+HP combo of its type. You
should always do this one if you can. The best time to do this combois
when your opponent is getting up from a sweep or Roundhouse (not Uppercut
because you can't get to them before they get up). To do this combo you
do the ground string, then LP them as soon as you can, and finally Grab &
Punch them (you should press forward then LP to hit them then press
forward LP again to grab them). After you grab them jab down on the
button to get all five hits in (if you don't get  all five hits in then
don't worry about it).

*WARNING* You must be in the corner to complete this combo.

---------------------------------------------------------------------

-HK,HK,BHP,HP,BLK,LP,B+HP, 5 Grab and Punches-

(A knee, a knick to the head, then three slams to the head, an uppercut,
then an swing, and finally the Grab and Punch while they are falling to
the ground)

    This is the most damaging combo that Jax has (unless you can add a LP
before the Grab and Punch for more damage, this is very risky though).
This should only be used in a real game if you can master it while going
against a non-exsistant second player). You can do this combo the same
way as you would the combo above except for the LP after the ground
string. Have Fun :)

*WARNING* This combo will only work if your opponent is in the corner.

---------------------------------------------------------------------


~~~~~~
Ending
~~~~~~

The second time Jax battles the forces of Shao Kahn he comes prepared.
Thought to be the strongest man on earth he has no problem proving it.
First by beating Kahn's armies; then by defeating the emperor himself.
When the world reverts back to normal Jax and Sonya start the outworld
investigation agency. Jax runs the exploratory division which learns to
open portals through science rather then magic. He leads the first
expidition into a mysterious new realm.

#####################################################################


*************
****KABAL****
*************

Beginning Pose: Kabal's fists are by his side
Winning Pose: Kabal swings his blades around
Regular Color: Kabal has a brownish shirt and tan pants
2nd Color: Kabal has a brownish shirt and blue pants

~~~~~~~~~~~~~~~~~~~
Character Overview:
~~~~~~~~~~~~~~~~~~~

    Since he is the Chosen One he has the hardest combo in the game to
pull off, has the best (or close to) stun in the game, he has the one of
two air projectiles in the game, and he has a weapon. First off, his mega
combo. His 10 hit mega combo is the hardest combo in the game to pull
off, it is also the most damaging (er... almost). To do it (please look
at that combo in the combo anaysis for the best stratigies) is in this
format: Air Combo Started, Stunning Ground Move, Stunning Ground Move,
Ground String, Air Combo, Air Special Move Combo Finisher. If that is to
confusing for you then an easier format: Jumping Attack, Ground String,
Jumping Attack to Aie Special Attack Combo Finisher. Now, the stunning
move(s). His Running Spin is one of the best stunning moves is the game
because it stuns them for a long time, gets people out of the air, is a
set-up for a combo, and is fast. The bad things are that it dosen't cause
any damage, can only do one per combo (except the Dounble Running Spin 0%
combo), and if blocked (mainly by that CPU) you will get Uppercuted. His
other stunning move (yes, he has another) is his Ground Saw. This is a
move that should only be used in a combo (if you want to know why, please
read the anaysis for this move), that is all that I'm going to say about
that move. Now for the air projectile. His Air Laser is the best air
projestile in the game (out of two). It is huge and will always knock
your opponent out of the air. It also pushes you back. This has a good
and a bad side to it. The good thing is that you will get away from you
enemy so that you can get some breathing room and time to plan for your
next attack. The bad thing is that this is that you can't combo your
opponent because they get pushed back and you get pushed back the other
way. So over all, there are more goods than bads. Now last, and most
likely least, his weapon. As you know, Kabal caries around some blades.
These blades make his attacks hurt a little more and make him look alot
cooler. The bad thing about these are that they only come out in combos
and punches. If he could put these on his feet he would have a lot more
range and damage, but alas that won't happen :( but that wouldn't look
right if that did happen. So have a good time with the Chosen One.

~~~~~
Story
~~~~~

As a chosen warrior, his identity is a mystery to all. It is believe that
he is the survuvor of an attack by Shao Kahn's extermenation squads. As a
result, he is viciously scared and kept alive only by artificial
respirators and a rage for ending Shao Kahn's conquest.

~~~~~~~~~~~~~~~~~
Special Move List
~~~~~~~~~~~~~~~~~

Running Spin: B,F,LK
Laser: B,B,HP
Ground Saw: B,B,B,RUN

~~~~~~~~~~~~~~~~~~~~~
Special Move Analysis
~~~~~~~~~~~~~~~~~~~~~

---------------------------------------------------------------------

-Running Spin-

(Kabal runs across the screen making his opponent spin around, making
them open to a free hit)

    This is Kabal's stunning move. If you connect with your opponent then
they will start to spin around for about 1 and a half seconds. After they
stop spinning they will hold their head for another second (if you catch
your opponent with this move while they are in the air then they will
fall to the ground after they stop spinning). While your opponent is
spinning you can go up and combo them for all that they are worth. The
bad things about this move is that when it is blocked your opponent can
(and will) Uppercut or combo you. Another bad thing about this move is
that it doesn't harm your opponent at all. And the final bad thing about
the move is that you can only use it once during a combo (except the
Running Spin to Running Spin 0% combo). The best time that you should do
this move is when your opponent is jumping at you or if they are running
at you. 

---------------------------------------------------------------------

-Laser-

(Kabal ducks down and shoots a huge laser from his eyes)

    This is the only projectile that you can shoot while you are in the
air (besides Liu Kang's High Fireball). You should do this move to knock
your opponent out of the air or when they are getting up. When you do
this move in the air it will hit your opponent out of the air no matter
what they throw at you. When you use this move on the ground it can be
easily blocked or avoided. The good thing about it is that your opponent
can't duck under it.

*NOTE* This move can be done in the air =)

---------------------------------------------------------------------

-Ground Saw-

(Kabal ducks down and turns purple, then waves his hand up and a saw
rolls across the screen)

    This move should only be used in combos because: (1) it is very
easily avoided (because of the wierd animation before the move), (2) it
barly hurts your opponent, and (3) if it does connect you can't get to
your opponent and hit them while they are stunned before they snap out of
it. So, don't use it by itself.

---------------------------------------------------------------------

~~~~~~~~~
Finishers
~~~~~~~~~

Fatality 1: D,D,B,F,BLK (sweeping range)
Fatality 2: RUN,BLK,BLK,BLK,HK (close)
Babality: RUN,RUN,LK
Friendship: RUN,LK,RUN,RUN,U
Amimality: Hold HP,F,F,D,F, release HP
Stage Fatality: BLK,BLK,BLK,HK

~~~~~~~~~~
Combo List
~~~~~~~~~~

[2 HIT 14%] LK,LK
[2 HIT 15%] HP,HP
[3 HIT 19%] HP,HP,D+HP
[4 HIT 25%] HP,HP,D+LP,D+HP
[4 HIT 25%] HP,HP,D+HP, Ground Saw
[4 HIT 26%] LK,LK,HK,B+HK
[5 HIT 31%] LK,LK,HP,HP,D+HP
[6 HIT 36%] LK,LK,HP,HP,D+HP, Ground Saw
[6 HIT 37%] LK,LK,HP,HP,HK,B+HK
[7 HIT 45%] LK,LK,HP,HP,D+HP, Jumping HK, Air Laser
[8 HIT 47%] Jumping HK, Running Spin, LK,LK,HP,HP,HK,B+HK
[9 HIT 57%] Hoping HK, Running Spin, LK,LK,HP,HP,D+HP, Jumping HK,       
 Air Laser
[10 HIT 67%] Hoping HK, Running Spin, Ground Saw, LK,LK,HP,HP,D+HP,    
Jumping HK, Air Laser

~~~~~~~~~~~~~~
Combo Analysis
~~~~~~~~~~~~~~

---------------------------------------------------------------------

-LK,LK-

(Knee then a kick to the head)

    Kabal and Liu Kang are the only characters that have the combo
(everyone else has HK,HK). This causes the same amount of damage as
everyother double kick combo. This is the first part of the
LK,LK,HP,HP,D+HP or that type of combo that Kabal has. Don't use this
combo by itself because your opponent can counter attack you pretty
easily. One little fact, this is the only double kick combo that doesn't
hurt your opponent more than the double punch combo.

---------------------------------------------------------------------

-HP,HP-

(Two punches to the head)

    This is the most powerful double punch combo for the regular
characters in the game. This combo will leave you open to counter attacks
so watchout when you do this (even though you should't use this combo
when it's not in a bigger combo that will knock your opponent down).

---------------------------------------------------------------------

-HP,HP,D+HP-

(Two punches then an Uppercut)

    This is a good combo to pull off except for the problem that your
opponent can counter attack you because they don't get knocked down. The
only time that you should do this is when you are going to go into the
next Uppercut that knocks your opponent down.

---------------------------------------------------------------------

-HP,HP,D+LP,D+HP-

(Two punches then two Uppercuts)

    This is a very good combo, but you cannot juggle your opponent off of
it which makes its usage go down. You should use this combo when ever you
get the chance. Some good setups are running in, when ther are getting
up, or when they are running at you. This is also a very cool combo (use
it when playing in a crowd). You can also just pull this combo out
whenever some one close to you (but make sure that they aren't attacking
you).

---------------------------------------------------------------------

-HP,HP,D+HP, Ground Saw-

(Kabal hits his opponent twice then Uppercuts them, now just before they
hit the ground Ground Saw them for an extra hit)

    This is a combo that should do to kill your opponent. Since this
combo doesn't hurt your opponent as much as HP,HP,D+HP, then a Jumping
HK. You shouldn't use this combo very often unless you are going to kill
your opponent with it (this sould always be the match ender unless you
want to add the two LKs before it for more damage and a cooler combo).

---------------------------------------------------------------------

-LK,LK,HK,B+HK-

(A knee, two kicks to the head, then a Roundhouse)

    This is a good combo to stop runners because if you miss you will low
kick them in the stomach, kick them if they try to jump over you, or kick
them in the head of they try to sweep you. If you pull off the combo in
will send flying across the screen and out of counter attack range. You
should usually run up and sweep them, then jump kick them when they are
getting up.

---------------------------------------------------------------------

-LK,LK,HP,HP,D+HP-

(A knee, a kick to the head, two punches to the head, then an Uppercut)

    This is a combo that will knock your opponent into the ceiling (or
roof or street) above you. You should also use this then jump kick them,
then Air Laser them for a seven hit combo. This is very useful and should
he used whenever you feel like it, One of the many setups for this combo
is to jump kick then Running Spin them then go into this (you could also
Ground Saw your opponent, but this takes perfect timing).

---------------------------------------------------------------------

-LK,LK,HP,HP,D+HP, Ground Saw-

(A knee, a kick to the head, two hits to the side, an Uppercut, then
Ground Saw them just as they hit the ground)

    This is the better version of the HP,HP,D+HP. You should always use
this combo instead of it's four hit counter-part. The timing on this
combo hard because you must Ground Saw your opponent just before they hit
the ground. Most of the time you will do it to soon and miss them or too
late and have it hit them as they are getting up (and it doesn't count as
a combo). Of cource since this combo doesn't hurt your opponent as much
as doing the ground string to an air attack to his Air Laser. You should
only do is as a round ended (and because it looks pretty cool).

---------------------------------------------------------------------

-LK,LK,HP,HP,HK,B+HK-

(A knee, a kick to the head, two punches, another kick to the head, then
a Roundhouse)

    This is a well balanced six hit combo. The best set up for this is to
jump kick them then Running Spin then do this combo. The only realy bad
thign about this combo is that you cannot juggle your opponent after the
Roundhouse. But if you don't want to have to go through the trouble of
pressing upforward and any kick button (after the LK,LK,HP,HP,D+HP) then
use this combo instead of the combo listed above.

---------------------------------------------------------------------

-LK,LK,HP,HP,D+HP, Jumping HK, Air Laser-

(A knee, a kick to the head, two hits to an Uppercut, Jumping HK them out
of the air, and finally Air Laser them)

    The best set-up for this combo is to Running Spin your opponent. This
combo can only be done if your opponent is close to the corner (but not
in it or else you will not be able to jump attack your opponent after the
Uppercut). This combo causes good damage and is fairly easy to do (as
long as you know how to jump after a ground srting). For more damage you
should hop kick your opponent, then Running Spin your opponent then
Ground Saw them, and finally go into this combo )this is very hard to do,
so read the part on the combo below).

---------------------------------------------------------------------

-Jumping HK, Running Spin, LK,LK,HP,HP,HK,B+HK-

(Jumping HK, then a Running Spin, a knee, a kick to the head, two
punches, another kick to the head, then a Roundhouse)

    This is the setup that I was talking about for the combo above. This
causes good damage and is easier to pull off then the regular
LK,LK,HP,HP,HK,B+HK. So use this one instead (note: it is easier to hop
kick your opponent instead of jump kicking them, but I think that it
takes down the damage a little).

---------------------------------------------------------------------

-Hoping HK, Running Spin, LK,LK,HP,HP,D+HP, Jumping HK, Air Laser-

(Hoping HK your opponent, then as soon as you hit the ground Running Spin
them, then do the LK,LK,HP,HP,D+HP, now Jumping HK them, and finally Air
Laser them)

    This is the easier combo than the one below, but it is hard to do and
still causes very good damage (sometimes it just makes you want to say
"Ouch!"). You can change the Hoping HK into a Jumping HK, but it is
harder in some places. The best time to start this combo (even though you
will never us this combo in a real fight) is to hop kick them just as
them as getting up from another attack (the sweep will put you in the
range to do this, so sweep them instead of Uppercuting or Roundhouse'n
them).

---------------------------------------------------------------------

-Hoping HK, Running Spin, Ground Saw, LK,LK,HP,HP,D+HP, Jumping HK, Air
Laser-

(Hiping HK them the Running Spin them as soon as you hit the ground, now
run up and Ground Saw them, now LK,LK,HP,HP,D+HP, Jumping HK them, and
finally Air Laser them)

    This is the hardest combo in the game to pull of (well, it might be
tied for first with Cyrax's Bomb to Uppercut, Bomb to Uppercut, and so
on). The hardest part about this combo is to start the ground string
after the Ground Saw. You can tell if you are continuesing the combo if
the Ground Saw is still above the ground while you are ground stringing
them (if you got lost then remember that the combo is hard). This combo
will take forever to understand and even longer to acually do. So only
try to do this combo if you are a true expert (like me, hehe). Good Luck,
you're going to need it.

--------------------------------------------------------------------- 

~~~~~~
Ending
~~~~~~

After returning from near death, Kabal swears revenge against his
attackers. He fights alongside the other earth warriors. When he defeats
Motaro and the mightly Shao Kahn, he proves that he truly is the chosen
one. He was once a member of the Black Dragons along with Kano. Now Kabal
devotes his life to fighting injustice. He will give crime's inner
circles a new reason to fear.

#####################################################################


************
****KANO****
************

Beginning Pose: Kano has his fists by his sides
Winning Pose: Kano flexes his muscles
Regular Color: Red and black suite
2nd Color: Blue and black suite

~~~~~~~~~~~~~~~~~~~
Character Overview:
~~~~~~~~~~~~~~~~~~~

    This jerk is in another game. Well, if you are a good player looking
for a challenge then pick Kano. He stinks is everything. For example: He
doesn't have a stun, his projectile is easily dodged and can be seen
coming, his combos don't hurt very much, he looks dumb, and dies. Lets go
over everyone of those. He doesn't have a stun. Well, if he had a stun
what would he do with the stunned opponent, combo them, not with the
combos that he has. Anyway, if he had a stun you would probably miss your
opponent every time. Now to the projectile. His knife throw is easily
seen coming because of the sound it makes and the animation that he goes
though. It is easily dodged because of the sound, animation, and because
it can be ducked (unlike the better characters projectiles). Basicly, the
only way to get hit with it is to walk into it. His combos don't hurt his
opponent very much. His most damaging combo takes away only 35% of his
opponents life. He looks very dumb. Yes he does, with the metal eye and
the dumb looking clothes. He really looks dumb. And he dies (don't read
what I'm going to say if you want to beat the game and see the ending for
yourself). Yes, he dies in the end. He gets killed by some souls. Come
on. He must be really weak to get killed by some souls. So overall, he is
a player for real players. 

~~~~~
Story
~~~~~

Thought to have been killed in the first tournament, he is instead hound
in the outworld where he once again escapes capture by Lt. Sonya Blade.
Before the actual outworld invasion, Kahn convunces Shao Kahn to spare
his soul. Kahn needs someone to teach his warriors how to use earth's
weapons. Kano is the man to do it. 

~~~~~~~~~~~~~~~~~
Special Move List
~~~~~~~~~~~~~~~~~

Canninball: Hold LK for 3 seconds
Knife Uppercut: D,F,HP
Knife Throw: D,B,HP
Choke: D,F,LP
Air Throw: BLK in air

~~~~~~~~~~~~~~~~~~~~~
Special Move Analysis
~~~~~~~~~~~~~~~~~~~~~

---------------------------------------------------------------------

-Canninball-

(Kano Rolls into a ball and flies across the screen)

    This is the move that makes or brakes Kano. You should use it against
jumping opponents or in combos. If you do this move in the open you might
get blocked, but since this move comes out very fast it most likely won't
get blocked. This can be comboed very easily, but you must hold down LK
before you start the combo or else it won't work. One little fact, if
this move is blocked then you will bounce off of them. This will give you
a little room and some (the small) charactes can't hit you with some
attack 9this doesn't mean that you should do this special move without
fear of it being blocked).

---------------------------------------------------------------------

-Knife Uppercut-

(Kano does an Uppercut with his knife out)

    This special move should only be used in combos because it: (1) won't
knock your opponent down (unlike Nightwolfs Axe Uppercut which sets him
up for a combo), (2) IF it connects it will only push your opponent back,
(3) will be counter attacked (unless your opponent is brain dead), (4) it
doesn't hurt your opponent as much as a regular Uppercut, and (5) it
looks very stupid. If your opponent blocks the move then hold down block
as soon as possible. When you use it in a combo it will finish your combo
and your opponent will counter attack or get up (if you hit them out of
the air) at the same time that you do (that makes you unable to attack
them as they get up, duh). 

---------------------------------------------------------------------

-Knife Throw-

(Kano throws his knife)

    this is Kano's projectile special attack (just incase you didn't find
that out by now). It comes out slow and is easily dodged because of the
sound that it makes. The good thing about it is it takes up a pretty big
area of the screen (making it harder to dodge). It is like that because
the knife is spinning (that is how a knife is thrown, O.K?). This move
can also be in a combo as the combo finisher.

---------------------------------------------------------------------

-Choke-

(Kano grabs his opponent by the neck and shakes them)

    This is a VERY BAD MOVE because you have to be close to your opponent
to do it (or else you will miss and be left wide open). When you are
close to them you should Roundhouse them for move damage and a better
chance of hitting them. Another very bad thing about this move is that
you can't combo with it (unless I am mistaken, if I am please e-mail me
with the combo and the total damage of it, thank you). The best time to
do this move is (never :) when your opponent is jumps at you and misses
(they might land infront of you just in the grabing range).

---------------------------------------------------------------------

-Air Throw-

(Kano grabs his opponent out of the air and throws them to the ground
with his feet)

    This is a good move, but it will never work in combat because you
will get kicked in the face because you opponent is always attacking
while in the air. The good thing about this move is that you can combo
with it. That combo is HP,HP,D+LP,D+HP, Air Throw. I'd put that combo
down but the CPU won't count it as a combo for some strange reason (I
don't know the reason).

---------------------------------------------------------------------

~~~~~~~~~
Finishers
~~~~~~~~~

Fatality 1: Hold LP,F,D,D,F, release LP (close)
Fatality 2: LP,BLK,BLK,HK
Babality: F,F,D,D,LK
Friendship: LK,LK,RUN,RUN,HK (outside of sweeping range)
Amimality: Hold HP,BLK,BLK,BLK, release HP
Stage Fatality: U,U,B,LK

~~~~~~~~~~
Combo List
~~~~~~~~~~

[2 HIT 13%] HP,HP
[2 HIT 14%] HK,HK
[3 HIT 19%] HP,HP,D+LP
[4 HIT 22%] HP,HP,D+LP,D+HP
[4 HIT 23%] HK,HK,LK,B+HK
[5 HIT 26%] HP,HP,HK,LK,B+HK
[5 HIT 35%] HP,HP,D+LP,D+HP, Uppercut

~~~~~~~~~~~~~~
Combo Analysis
~~~~~~~~~~~~~~

---------------------------------------------------------------------

-HP,HP-

(Two punches to the face)

    This is a bad combo if you don't press LP after it because it doesn't
cause very much damage and it leaves you wide open for a counter attack.
One minor note: this is the only two hit HP combo that is two punches
instead of the two elbows to the face.

---------------------------------------------------------------------

-HK,HK-

(Two kicks to the mid-section)

    This isn't a good combo to pull off because of the same reasons as
above and because Kano looks stupid when he does it (besides the fact
that Kano always looks and is stupid, please no e-mails). Unless you are
going to go into theLK, don't do it.

---------------------------------------------------------------------

-HP,HP,D+LP-

(Two punches to the face then an Uppercut)

    Since this combo launches your opponent into the air, you should
always jump kick them out of it for more damage or walk under them and
Uppercut them for more damage. You could also press D+HP for the headbutt
before the Uppercut for more damage then jump kick or Uppercut for max.
damage. So overall, do the HP,HP,D+LP,D+HP for a better combo and a
launcher.

---------------------------------------------------------------------

-HP,HP,D+LP,D+HP-

(Two punches, a headbutt, then an Uppercut)

    You should always do this combo instead of the combo above because it
hurts your opponent a little more and looks a lot cooler. You should
always jump kick or Uppercut your opponent after this combo for more
damage. The posibilities for this combo are almost endless, so try
anything for damage, but always start with the combo or else your sinking
in very fast.

---------------------------------------------------------------------

-HK,HK,LK,B+HK-

(Two kicks to the mid-section, a kick to the face, then a Roundhouse)

    This is a good run up and kick them to death combo. Use it for the
fun of it or for the good damage, but if you have an open shot, go for
the combo above then jump kick or Uppercut them out of the air for a lot
more damage then this combo can possibly give you. Hey, this combo still
looks cool (for Kano), though.

---------------------------------------------------------------------

-HP,HP,HK,LK,B+HK-

(Two punches to the face, a kick to the mid-section, a kick to the head,
then a Roundhouse)

    This is Kano's main combo that you don't have to be near the corner
and the you don't have to jump (ooh). If you have a chance to combo your
oppoent and they aren't in the corner, go for this one. The good things
about this combo are that it won't leave you wide open after you finish
it because you knock them onto the ground. The other good thing about
this combo is that it causes a lot of damage (so use it a lot). Also,
this is probably the coolest combo that Kano has, but that is my choice.

---------------------------------------------------------------------

-HP,HP,D+LP,D+HP, Uppercut-

(Two punches to the face, a headbutt, then an Uppercut, now walk forward
and Uppercut them again)

    If your opponent is in the corner you should always go for this
combo. It causes a lot of damage and also lookes pretty cool. You can
always use a Roundhouse or a Kife Uppercut instead of the regular
Uppercut if you know that you aren't going to reach your opponent with
that attack, but it doesn't hurt them as much. *Warning* Make sure that
this combo connects or else you will be left wide open for a counter
attack (like an Uppercut or another combo).

---------------------------------------------------------------------

~~~~~~
Ending
~~~~~~

When Shao Kahn lets Kano live he fails to realize the resourcefulness of
the scheming human. Kano lures Kahn's army away on a false mission, then
nukes them using a stolen weapon. He fights through the remaining
warriors and finally defeats Kahn himself. Kano's true intention is to
take over the soul's that Kahn once possessed, but is unable to control
the spirits as they escape and attack him. He suffers a violent death,
ignorant of the fact he saved the world he tries to conquer.

#####################################################################


****************
****KUNG LAO****
****************

Begnning Pose: Kung Lao has his hands infront of him
Winning Pose: Kung Lao swings his hands around then rubs his hat
Regular Color: Kung Lao has tan pants on
2nd Color: Kung Lao has blue pants on

~~~~~~~~~~~~~~~~~~~
Character Overview:
~~~~~~~~~~~~~~~~~~~

    Kung Lao isn't a very good character. But lets start out with the
good things about him. His projectile is very good, and that's it. The
projectile that he has might be the best projectile in the game because
it hits ducking opponents and isn't the easiest projectile to dodge. Now
for the bad things about him. He doesn't have very many combos and a
nondamaging ground string, his teleport stinks, and he's not good. He
needs more combos, and his ground string is very bad. When he teleports
heusually gets knocked out of the air or blocked if he tries to attack.
That is basicly Kung Lao. Ohh, if it matters he has a cool throw.

~~~~~
Story
~~~~~

Kung Lao's plan to reform the White Lotus Society comes to a halt when
Shao Kahn's invasion takes the earth by storm. As a chosen warrior, Kung
Lao must usehis greatest fighting skills to bring down Shao Kahn's reign
of terror.

~~~~~~~~~~~~~~~~~
Special Move List
~~~~~~~~~~~~~~~~~

Teleport: D,U
Hat Throw: B,F,LP
Diving Kick: D+HK in air
Spin: F,D,DF,F,RUN

~~~~~~~~~~~~~~~~~~~~~
Special Move Analysis
~~~~~~~~~~~~~~~~~~~~~

---------------------------------------------------------------------

-Teleport-

(Kung Lao jumps out of the screen then pops up behind his opponent)

    You should only do this move to get out of the corner because your
opponent will usually knock you out of the air if you don't attack them
while teleporting. If you do attack while in the teleport move then your
opponent might block and Uppercut you. If you are going to do this (even
though you shouldn't) you should do it when your opponent just missed an
attack (even though you could run up and combo or Uppercut them for more
damage). The worst thing about this move is that ou can't combo off of
this attack (so far, if you know of a combo with this move in it then
please e-mail me and tell me the combo and damage, thank you).

---------------------------------------------------------------------

-Hat Throw-

(Kung Lao grabs his hat and throws it at you (hints the name); another
hat will form on Kung Lao's head)

    This is a very good projectile. When you throw it, it will curve up
an little (hitting opponents out of the air), then it will fall at the
ground (hitting ducking opponents). Since it will hit ducking opponents
you should always ise this attack against opponents that hide in the
corner and sweep/Uppercut you whenever you get close (in other words, a
turtle player). One of the best times to do this move is after a
Roundhouse or after you comboed your opponent. If it is done right then
it will hit your opponent just as they are getting up (as long as they
don't block it). The only bad thing(s) about this move besides that your
opponent can jump over it (with practice) and jump kick you if they see
it coming. The other bad thing about this move is that it can't be combed
with (if you have a combo with this move in it then please e-mail me with
the combo and damage, thank you). 

---------------------------------------------------------------------

-Diving Kick-

(Kung Lao dives feet first at hit opponent while in the air)

    This is a cool move that lookes a lot like Akuma's Diving Kick from
any of the Capcom Crossovers (acually this move can before any of those
games came out). This special attack will usually get blocked by the CPU,
but almost everything is. The best time to do this attack is when you are
jumping (well, you have to be jumping to do this move so the best time is
when your opponent just missed an Uppercut while you are jumping at them
or when they just uppercuted you out of a jumping attack. You should do
this because they will try to Uppercut you again, but you will fall
faster then a regular jumping attack, so you will most likely hit them
with it).

---------------------------------------------------------------------

-Spin-

(Kung Lao spins around and sends off a type of glow)

     Right now I haven't found a use for this move. I believe that it
will reflect projectile attacks, but I kave never tried. So if you now
what it does please tell me, thanks.

---------------------------------------------------------------------

~~~~~~~~~
Finishers
~~~~~~~~~

Fatality 1: 
Fatality 2:
Babality: D,F,F,HP
Friendship: RUN,LP,RUN,LK
Amimality: RUN,RUN,RUN,RUN,BLK
Stage Fatality: D,D,F,F,LK

~~~~~~~~~~
Combo List
~~~~~~~~~~

[2 HIT 14%] LK,LK
[3 HIT 19%] LK,LK,B+HK
[3 HIT 19%] HK,LK,B+HK
[2 HIT 24%] Sweep, LK
[7 HIT 34%] HP,LP,HP,LP,LK,LK,B+HK

    Kung Lao is a combo guy. If you have any combos for him please e-mail
me, thanks.

~~~~~~~~~~~~~~
Combo Analysis
~~~~~~~~~~~~~~

---------------------------------------------------------------------

-LK,LK-

(A knee then a kick to the head)

    This should only be a mistake when you are trying to do the
LK,LK,B+HK. This combo will leave you open for a counter attack (so don't
do it)

---------------------------------------------------------------------

-LK,LK,B+HK-

(A knee, a kick to the head, then a Roundhouse)

    This is a very good run up and combo combo ;| It will knock your
opponent back and is pretty damaging. You could also do this combo when
your opponent is getting up from you sweep, but overall, it's just
another three hit kick combo.

---------------------------------------------------------------------

-HK,LK,B+HK-

(Same as LK,LK,B+HK)

    Same as above.

---------------------------------------------------------------------

-Sweep, LK-

(A sweep then a LK when they are getting up)

    This is a very good combo to do whenever you sweep someone. You can
also do this combo when someone is getting up (this will sometimes
surprise your opponent).

*WARNING* This combo only works on some opponents.

---------------------------------------------------------------------

-HP,LP,HP,LP,LK,LK,B+HK-

(An elbow, three punches, a knee, a kick to the head, then a Roundhouse)

    This is Kung Lao's most damaging combo. It is pretty hard to do, but
looks pretty cool. You should always do this combo whenever your opponent
makes a mistake or when they are walking up to you (when they are doing
this you should run at them the do this combo, this may surprise them).
The only problem with this combo is that it doesn't hurt your opponent
very much (unlike Sheeva's seven hit combo which does 41% damage). Have
fun with this combo, if you can do it.

---------------------------------------------------------------------

~~~~~~
Ending
~~~~~~

When Kahn invades earth, Kung Lao must scrap plans to reuniting the White
Lotuc Society. He instead must focus on the new tournament. He seeks Liu
kang, and together they battle Kahn's forces fearlessly. Using the
knowledge he obtained as a Shaolin Monk, he fights in the name of his
great ancestor, the original Kung Lao. he emerges victorious but suffers
from injuries during battle with Kahn. Lao passes away but joins his
ancestors in a new life.

#####################################################################


****************
****LIU KANG****
****************

Beginning Pose: Liu Kang has one of his hands out and the other by his
chest
Winning Pose: Liu Kang bows
Regular Color: Liu Kang has red and black pants on
2nd Color: Liu Kang has yellow and black pants on

~~~~~
Story
~~~~~

After the outworld onvasion, Liu Kang finds himself the prime target of
Kahn's extermination squads. He is the Shaolin champion and thwarter
Kahn's schemes in the past. Of all the humans, Kang poses the greatest
threat to Shao Kahn's rule.

~~~~~~~~~~~~~~~~~~
Character Overview
~~~~~~~~~~~~~~~~~~

    Liu Kang used to be the best character in the game. That has changed
big time. Now he isn't all that hard. The good things about Liu Kang are
that he has a long ground string, has a air projectile, and he can hit a
opponent while they are standing, ducking, ot in the air. First things
first, his ground strings. He has a seven hit ground string, but it
doesn't do that much damage. He also has the only air projectile (except
for Kabal's air Laser). His air projectile is also better then Kabal's
because he doesn't fly back after he shoots it and he freezes in mid air
(that can go either way). I'll talk more about that later on. He can hit
standing opponent with three attacks, High Fireball, Low Fireball (it
will hit there legs), Bike Kick, Flying Kick. He can hit ducking
opponents with the Low Fireball. He can even hit opponents out of the air
with the air Fireball (jumping and doing the High Fireball) and both
special kicks, but those take practice to do. The bad things about him
are that his combos aren't damaging and he doesn't have a lot of them.
His special attacks can be countered very easily (except the air
fireball) with a teleport or a well timed jump. So overall, an average
character.

~~~~~~~~~~~~~~~~~
Special Move List
~~~~~~~~~~~~~~~~~

High Fireball: F,F,HP
Low Fireball: F,F,LP
Flying Kick: F,F,HK
Bike Kick: Hold LK for 3 seconds

~~~~~~~~~~~~~~~~~~~~~
Special Move Analysis
~~~~~~~~~~~~~~~~~~~~~

---------------------------------------------------------------------

-High Fireball-

(Liu Kang puts up his hands and shoots a fireball out of them at head
level)

    This is the only move that can be done in the air (besides Kabal's
Laser). It isn't as good as Kabal's Laser, but when you do this move in
the air you won't fly back (unlike Kabal). The best time to do this move
when you are on the ground is when your opponent jumped and missed or if
they are on the other side of the screen (if they are close to you they
will usually duck and Uppercut you). This can't so far be used in combos
(if you have a combo that has this move in it please e-mail me with the
combo and the damage). A couple words of advice, don't use this move a
lot because your opponent can/will duck or jump over and attack you.

*NOTE* This move can be used in the air =)

---------------------------------------------------------------------

-Low Fireball-

(Liu Kang ducks down and shoots a fireball at knee level)

    Unlike the high version of this move, it can;t be used in the air
(atleast you can do the high version). This move hurts your opponent just
as much as the high fireball, but it isn't used as much. The best time to
use this move is when your opponent misses you with any of theur attacks
(you can do this with the high fireball to, but your opponent might sweep
you if they are in range). I like to shoot two or more high fireballs
then shoot a low fireball to see what they do (they will sometimes duck
and get hit in the face). The only bad thing bad about this move is that
it can't be used in combos (if you have a combo with this move in it
please e-mail me with the combo and damage, thanks). One disapointing
thing about this move is that it doesn't take off one-fourth of your
opponents life like it did in MK2 for Game Gear (it acually would, that's
how I would beat a lot of my opponents).

---------------------------------------------------------------------

-Flying Kick-

(Liu Kang flies forward with his leg out)

    I like this move, but it doesn't hit your opponent as much as it used
to. What I mean by that is that: (1) if you are close to your opponent
you will fly over their head, (2) it is almost always blocked by both the
CPU or a human player, and (3) it is very easy to see coming for some
strnage reason, and of cource just like almost everyone if his other
special moves, and (4) it can't be used in combos (so if you have a combo
with this move in it e-mail me with the combo and damage). The best time
to do this move is never. Yes, never, Everytime (almost) I do thsi mvoe
it is blocked and I'm Uppercuted or comboed. So play it safe and don't
use this so called special move.

---------------------------------------------------------------------

-Bike Kick-

(Liu Kang flies forward kicking he was on a bike)

    This is the only special move that Liu Kang nas that can be comboed
with. When you want to combo your opponent make sure that you hold down
LK one or two seconds before you start the combo or else you will go all
the way through the combo and for the final hit (which would be this
move) nothing happens (and you would be counter attacked). To save being
laughted at be safe and hold down LK for atleast two seconds before you
even think about starting the combo.

---------------------------------------------------------------------

~~~~~~~~~
Finishers
~~~~~~~~~

Fatality 1: 
Fatality 2:
Babality: D,D,D,HK
Friendship: D+RUN, D+RUN, D+RUN
Amimality: D,D,D,U (sweep)
Stage Fatality: RUN,BLK,BLK,LK

~~~~~~~~~~
Combo List
~~~~~~~~~~

[2 HIT 13%] HP,HP
[2 HIT 16%] LK,LK
[2 HIT 23%] Jumping HK, Bike Kick
[4 HIT ??%] LK,LK,HK,LK
[7 HIT 36%] HP,HP,BLK,LK,LK,HK,LK

~~~~~~~~~~~~~~
Combo Analysis
~~~~~~~~~~~~~~

---------------------------------------------------------------------

-HP,HP-

(An elbow then an Uppercut)

    This is a neat little combo to say the least, but it can be counter
attacked very easily and it doesn't knock them into the air. This is not
very damaging but looks cool.

---------------------------------------------------------------------

-LK,LK-

(A knee then a kick to the head)

    This is very damaging for a double kick combo. You should always add
the HK,LK to the end. It is just like everyother two hit kick combo, but
for some reason it hurts a lot more than the usual and it is done with
two LK instead of HK. 

---------------------------------------------------------------------

-Jumping HK, Bike Kick-

(A kick to the head then a Bike Kick to the head)

    This is easy to do and is very damaging. It is a lot easier to do
with a Hoping HK to Bike Kick instead of the Jumping HK to you know what.
Whenever you jump kick someone please do this combo (or go for a sweep).

---------------------------------------------------------------------

-LK,LK,HK,LK-

(A knee, a kick to the head, a kick to the chest, then a kick to the
head)

    This is a cool combo and should be used a lot. If you run at someone
always go for this combo unless you know the HP,HP,BLK, LK,LK,HK,LK combo
(if you know it go for it instead). This is a weird combo because you
don't end in a Roundhouse like everyother multi-kick combo (it ends in a
strait kick to the face). Just incase you are wondering, I don't know the
damage for this combo because they CPU won't tell me. It will let me do
the combo, but won't tell the damage (funny, huh).

---------------------------------------------------------------------

-HP,HP,BLK,LK,HK,LK-

(A elbow to uppercut, then a slap, then a knee, a kick to the head, a
kick to the chest, and another kick to the head)

    This is Liu Kang's long ground string combo. You should do it
whenever you can. It isn't the most damaging seven hit ground string in
the game, but it does hurt them a lot. If you want you can run up and do
this combo, but that is not very wise because your opponent will catch on
very fast and Roundhouse or sweep you when you get close. The best thing
about this combo is that the CPU will tell me how much damage this combo
takes off (unlike the combo above). Well, have a good time trying to get
this combo to work unlike Sheeva's seven hit combo which is very easy to
do.

--------------------------------------------------------------------- 


~~~~~~
Ending
~~~~~~

After thwarting Shao Kahn in the past, Liu Kang finds himself the main
target of Kahn's extermination spuads. But Kang is reigning Mortal Kombat
champion and proves it by defeating Kahn's minions. But it's the death of
his friend, Kung Lao, that enrages Kang and enables him to find the
strenght to defeat Shao Kahn. Then, before the portal closes, Liu Kang is
greated by Princese Kitana and thanked for not only saving the earth, but
also the outworld.

#####################################################################


*****************
****NIGHTWOLF****
*****************

Beginning Pose: Nightwolf has his hands by his side
Winning Pose: Nightwolf waves his axe in the air
Regular Color: Nightwolf has blue pants on
2nd Color: Nightwolf has yellow pants on

~~~~~~~~~~~~~~~~~~
Character Overview
~~~~~~~~~~~~~~~~~~

    This historian is a character that the best players (or a player
looking for a hard time) should pick. His combos are hard to do because
of the timing, but if you get the timing down you should be able to get
the combo down easily. The major bad things about him are that his combos
are hard (we already covered that), his projectile isn't the best, and
because he can't teleport to get out of traps. About his projectile, it
is slow and is easily seen coming. It can be used for traps, but it isn't
the best because of the sound that it makes. The good thing about him is
that he has very good air defence and he can reflect projectiles. That
makes him almost impossible to get him into projectile traps. Most of the
time they will find themselves block or getting hit by there own
projectiles. His Charge is decent, but it it is blocked you will get
Uppercuted. His Axe Uppercut opens him up for combos on both sides, but
is an excelent air defense spaecial attack. So overall, he is a character
that only experts should play with.  

~~~~~
Story
~~~~~

Works as a historian and preserver of his people's culture. When Kahn's
portal opens over North America, Nightwolf uses his magic of his shamen
to protect his tribe's sacred land. This area becomes a virtal threat to
Kahn's occupation of earth.

~~~~~~~~~~~~~~~~~
Special Move List
~~~~~~~~~~~~~~~~~

Arrow: D,B,LP
Charge: F,F,F,LK
Shield: B,B,B,HK
Axe Uppercut: D,F,HP

~~~~~~~~~~~~~~~~~~~~~
Special Move Analysis
~~~~~~~~~~~~~~~~~~~~~

---------------------------------------------------------------------

-Arrow-

(Nightwolf pulls out a burning green bow and arrow and shoots it)

    This is a decent projectile. It is a little slow and has a funny
sound when it is done. Those are the bad things of cource. The good thing
about it is that as soon as you knock your opponent across the screen
(with a Roundhouse) you should do this move. When you opponent gets up
this should hit him/her because it is a little slower then most
projectiles (since most are faster they would of gone over their
opponents head if they did this directily after they Roundhoused them).
Overall, you can do this move, but with the funny sound (when it is being
done) your opponent will dodge it.

---------------------------------------------------------------------

-Charge-

(Nightwolf charges shoulder first at his opponent with green figures
behind him that look like his shadow (well, they are)

    This is a move that you should only do once or twice against an
opponent outside of a combo. It is pretty fast but for some reason it is
usually dodged. This should be used as a combo finisher because of its
fast release and good damage. It does the same amount of damage as the
high kick but you will usually hit them with the charge rather then the
high kick because the charge hits lower then it. To do this move in a
combo you should press forward and low kick after the Axe Uppercut. Since
you already pressed forward at the end of the Axe Uppercut. The best time
to do this move is when your opponent is in the air because it will also
knock your opponent out of the air. Acually, this is about as good or
better then the Axe Uppercut at air defence because you can hit opponent
out of the air when they are out of the range of the Axe Uppercut, and
because it is easier to do then a fireball motion, just a double tap
forward. It is so easy that you don't have to press just forward and LK
in the Axe Uppercut to Charge combo. Well, experimant with this move to
find out when to use it (like I haven't already told you).

---------------------------------------------------------------------

-Shield-

(Nightwolf puts his chest out and a green glow covers him)

    This move will reflect any projectile and send it back at his
opponent. You should do this move whenever your opponent shoots a
projectile for the easy to see reason. The bad thing about this move is
that it can't be used in a combo (unless you reflect Sub-Zero's Freeze).

---------------------------------------------------------------------

-Axe Uppercut-

(Nightwolf does an Uppercut with a burning green axe)

    This is a decent launcher. It doesn't hurt as much as a regular
Uppercut (even though it looks like it would hurt them a lot more with
the axe to the head). This special Uppercut will lift your opponent into
the air unlike Kano's Knife Uppercut which only pushes them back. This
can be used as an air defence move but it doesn't work as well as the
Charge because this move doesn't have as much range and it is harder to
pull off (it is easy to do, but it isn't as easy as the Charge). If you
want to use it as an air defence attack you should always do the Charge
after it to combo them for some easy damage. This should also be used in
expert combos like the seven hit 41% HK,HP,HP,LP, Axe Uppercut, Axe
Uppercut, Charge combo. This is very hard to do, but once you get the
hange of it, it is very easy to do. Acually the combo isn't but the
timing is. If you want to do a combo like that you should first try it
against a non-exsistant second player, but don't get mad if you can't get
the combo to work for a while. Have fun pulling your hair out trying to
get that combo to work.

---------------------------------------------------------------------

~~~~~~~~~
Finishers
~~~~~~~~~

Fatality 1: B,B,D,HP (far)
Fatality 2: U,U,B,F,BLK (close)
Babality: F,B,F,B,LP
Friendship: RUN,RUN,D+RUN,D
Amimality: F,F,D,D (close)
Stage Fatality: RUN,RUN,BLK

~~~~~~~~~~
Combo List
~~~~~~~~~~

[2 HIT 13%] HP,HP
[2 HIT 14%] HK,HK
[2 HIT 16%] Axe Uppercut, Axe Uppercut
[3 HIT 17%] HP,HP,LP
[2 HIT 17%] Axe Uppercut, LK
[2 HIT 17%] Axe Uppercut, Charge
[3 HIT 19%] HK,HK,B+HK
[2 HIT 22%] Jumping HK, Charge
[4 HIT 23%] HP,HP,LP, Axe Uppercut
[3 HIT 23%] Axe Upercut, Axe Uppercut, Charge
[5 HIT 27%] HK,HP,HP,LP,B+HK
[6 HIT 35%] HP,HP,LP, Axe Uppercut, Axe Uppercut, HK
[6 HIT 35%] HP,HP,LP, Axe Uppercut, Axe Uppercut, Charge
[6 HIT 36%] HK,HP,HP,LP, Axe Uppercut, Jumping HK
[7 HIT 36%] HP,HP,LP, Axe Uppercut,HP,HP, Charge
[6 HIT 37%] HP,HP,LP, Axe Uppercut, Jumping HK, sweep
[7 HIT 39%] HK,HP,HP,LP, Axe Uppercut, HP, Charge
[7 HIT 41%] HK,HP,HP,LP, Axe Uppercut, Axe Uppercut, Charge
[7 HIT 42%] HK,HP,HP,LP, Axe Uppercut, Jumping HK, sweep

~~~~~~~~~~~~~~
Combo Analysis
~~~~~~~~~~~~~~

---------------------------------------------------------------------

-HP,HP-

(An elbow then a punch to the head)

    Like everyother double punch combo, this one stinks. Never use it
because you will counter attacked. Also, like everyother double punch
combo, this combo doesn't hurt your opponent very much. So all in all,
don't use this combo like everyother (say it with me) double punch combo.

---------------------------------------------------------------------

-HK,HK-

(A kick to the knee then to the head)

    This is the only double kick combo that looks like this. Everyother
combo has a knee to a head kick (besides Kano's). You shouldn't use this
combo very much because you will get counter attack unless they are
trying to run up to you can throw (not combo but throw).

---------------------------------------------------------------------

-Axe Uppercut, Axe Upperct-

(Nightwolf Axe Uppercuts his opponent twice)

    You should always do a charge at the end of this combo or put a
charge inplace of the second Axe Uppercut for a lot more damage (1% more,
Yahoo!! :) It also makes the combo look cooler. The best time to do this
combo is when your opponent is jumping at you. You will knock them out of
the air then hit them with another Axe Uppercut. That will make them want
to stop jumping at you. If they jump again then hit them out of the air
with this combo. They will stay on the ground for the rest of the round
(or atleast for twenty seconds).

---------------------------------------------------------------------

-HP,HP,LP-

(Nightwolf elbows his opponent in the head then punches them in their
face and finally karate chops them)

    This is a decent combo even though you will get counter attacked. You
should only do this combo is you mess up and don't get the Axe Uppercut
in. The only other time that this combo should happen is when your
opponent is jumping (and not attacking). You will hit them out of the air
and cause 1% more damage, but it won't look as good. You can also add a
high kick into the beginning of a combo for more damage and a better
looking combo.

---------------------------------------------------------------------

-Axe Uppercut, LK-

(Nightwolf Axe Uppercuts his opponent then LK them as the are falling
back to the ground)

    This is a decent combo, but you can do better. A better combo would
be to Axe Uppercut your opponent again then Charge or HK them out of the
air, or you can just LK them out of the regular Axe Uppercut. You can
even use this combo as an air defence combo, but it isn't the best air
defence. For a better air defence just Charge them out of the air or go
for the Axe Uppercut, Axe Uppercut, Charge. So, you can do better.  

---------------------------------------------------------------------

-Axe Uppercut, Charge-

(Nightwolf Axe Uppercuts his opponent then charges at them for the second
hit)

    This is the same combo as the combo above except that you Charge at
your opponent instead of low kicking them out of the air. You should use
it as you would the Axe Uppercut to LK combo to, but you can always do
better. For example, the Axe Uppercut, Axe Uppercut, Charge (the better,
but not best version of this combo) is very damaging and it is easy to do
once you get the timing worked out (that takes a while). So, it doesn't
matter which combo you pick, this combo or the one above. If you are a
beginner then go for the Axe Uppercut to LK. If you are an expert (like
me) then pick this combo.

---------------------------------------------------------------------

-HK,HK,B+HK-

(A kick to the knee, then to the head, and finally a Roundhouse)

    This is a decent three hit kick combo. This combo can be a run in
combo, but that isn't a good idea because your opponent can counter
attack that very easily with a sweep or the powerful Roundhouse. This is
also a very easy combo to pull off compared to the other combos (ex.
HP,HP,LP, Axe Uppercut, Axe Uppercut, Charge). So be thankful for what
you get.

---------------------------------------------------------------------

-HP,HP,LP-

(An elbow, a punch to the head, then a Karate Chop)

    This is not a good combo to do by itself. For one reason you will
leave yourself open for a counter attack (i.e. combo or Uppercut). When
you do this you should always put an Axe Uppercut or two followed by a
Charge or the Jumping HK to sweep for a very damaging combo. Hey, you
could even throw in a high kick before the combo for even more damage.
But all of this is very hard to do, so don't try it unless you can do
Sheeva's 7 hit combo for example.

---------------------------------------------------------------------

-Jumping HK, Charge-

(Jumping HK them out of the Air then Charge at them while they are
falling)

    This is a good combo to do when someone is jumping at you. To do this
you must first hit them out of the air (not the other way around) and
then Charge at them for the second hit that makes it a combo. You can
also Jumping HK them while they are standing on the ground (watchout or
Uppercuts and anti-air moves like Sub-Zero's Ice Clone). To do this you
must hit them with the HK JUST before you hit the ground then go into the
Charge JUST as you land. If you are fast and have practice doing this in
the Street Fighter games then you should'n have any problems.

---------------------------------------------------------------------

-HP,HP,LP, Axe Uppercut-

(An elbow, a punch to the head, a Karate Chop, then an Axe Uppercut)

    This is the beginning combo for the famouse HK,HP,HP,LP, Axe
Uppercut, Axe Uppercut, Charge combo. Whenever you do this combo you
should always go into the Charge, Jumping HK to sweep, or even another
Axe Uppercut to Charge for a mean combo. Of cource this is a very hard
combo to do watch out. For a more damaging combo that doesn't involve
another Axe Uppercut or anything of the sort you should add a high kick
at the beginning of the combo. This is easy, but for some reason doesn't
always work. Remember that this is just the start of a big combo that is
for experts only. Have fun with the advanced versions of this combo.

---------------------------------------------------------------------

-Axe Uppercut, Axe Uppercut, Charge-

(Nightwolf  Axe Uppercut's his opponent twice than charges at them for
the third hit)

    This is just the ending part of the famouse 7 hit combo of doom. The
only time that you should do this combo is when your opponent is jumping
at you (anti-air of cource) or when your opponent is running at you (you
can hit them with this move before they reach you or you can run at them
and do his 7 hit combo of doom, then second choice is a lot better but is
for experts only!). For a little more damge (around 1%) you can do the
Jumping HK to sweep instead of the second Axe Uppercut. For that combo
you will need to jump up just after you Axe Uppercuted them then sweep
them just as they are falling (or hit the ground). This combo is harder
to do them the regular double Axe Uppercut to Charge. So leave it only to
the real experts unless, of cource, you are a REAL expert.

---------------------------------------------------------------------

-HK,HP,HP,LP,B+HK-

(A kick to the head, an elbow, a punch to the head, a Karate Chop, then a
Roundhouse)

    This is Nightwolf's major regular ground string for all you people
out there that didn't know that by now. It is good for running up and
comboing, but if you want a real combo go for his 7 hit combo of doom.
This is a easy combo compared to that one, so use it only if you are a
beginner to above adverage player (but not to the expert level of
playing). Have a good time with this regular ground sting.

---------------------------------------------------------------------

-HP,HP,LP, Axe Uppercut, Jumping HK-

(An elbow, a punch to the head, a Karate Chop, an Axe Uppercut, then a
Jumping HK to knock them out of the air)

    This is a toned down combo of the HK,HP,HP,LP, Axe Uppercut, Jumping
HK, sweep combo. The only difference between these combos are that this
combo has two less hits (the first and last) and because it is harder to
do. This is a good combo for above average players (but not experts). It
has good damage and is fairly easy to do because you don't have to put
another Axe Uppercut into the combo the Charge or add the HK before then
combo and sweep at the end. You can add a sweep at the end of the combo
for more damage, but you don't have to.

---------------------------------------------------------------------

-HP,HP,LP, Axe Uppercut, Axe Uppercut, HK-

(An elbow to the head, a punch to the head, a Karate Chop, then two Axe
Uppercuts, and finally a HK)

    This is the easier version of the HP,HP,LP, Axe Uppercut, Axe
Uppercut, Charge. It is still hard to do and doesn't look as cool as the
Charge version. It is done by doing the short ground string then going an
Axe Uppercut. Now do another Axe Uppercut as soon as possible the HK them
out of the air. I said that it was easier because the HK will hit them if
you hit then with the second Axe Uppercut. With the Charge you might miss
because of the splite second starting time. But overall you should go
with that one because you will hit them if you are fast enough and a true
expert player (if the last couple of lines seemed funny then just do the
Charge instead of the high kick at the end of the combo). You can also
start the combo off with a high kick going into the high punch and so on.

---------------------------------------------------------------------

-HP,HP,LP, Axe Uppercut, Axe Uppercut, Charge-

(An elbow to the head, a punch to the face, a Karate Chop, then two Axe
Uppercuts, then a Charge to finish off this powrful combo)

    This is a very good combo to pull off in combat. It is very hard, but
is very damaging and will make your opponent begin to play more away from
you so you can then just sit back and shoot arrows at them all day long.
This combo is done just like the combo above but you have a Charge at the
end (duh!). This can change the entire format of the combo. How? Well,
after you do the second Axe Uppercut in the combo you must start to press
forward twice then the punch. Well, that might be very hard for some
people to do so that is why it can change the entire format of the combo.


---------------------------------------------------------------------

-HK,HP,HP,LP, Axe Uppercut, Jumping HK-

(A kick to the head, an elbow, a punch to the face, a Karate Chop, an Axe
Uppercut, then a Jumping HK)

    This combo should only be a mistake when you are trying to do the
HK,HP,HP,LP, Axe Uppercut, Jumping HK, sweep. If you can't pull off the
sweep then you should do the two Axe Uppercut to Charge. If you can't do
two in a row and can't do the sweep at the end of this combo then it is
O.K. to do this combo (that is a mouth full). So do this combo in the
same places as you would its lower version (HP,HP,LP, Axe Uppercut,
Jumping HK). So overall, always sweep at the end of the combo unless you
can't (I'm not going to say everything again).

---------------------------------------------------------------------

-HP,HP,LP, Axe Uppercut, HP,HP, Charge-

(An elbow to the head, a punch to the face, a Karate Chop, followed by an
Axe Uppercut, now HP your opponent twice, and finally Charge)

   This is a weird combo to say the least. It doesn't hurt as much as
most of it's counter parts. To do it (which you should never do it) is
after doing the small ground string you must go into the Axe Uppercut
very fast then high punch them twice as they are falling to the ground,
and then Charge at them for the final hit. This is even harder to do then
the 7 hit combo of doom because the high punches are very hard to do then
doing the Charge is even harder to pull off.

---------------------------------------------------------------------

-HP,HP,LP, Axe Uppercut, Jumping HK, sweep-

(An elbow, a punch, then a Karate Chop, followed by an Axe Uppercut, now
Jumping HK to sweep)

    This is a very damaging yet easy combo compared to the two Axe
Uppercuts to HK or Charge. Of cource it isn't the most damaging combo
that Nightwolf has, but if you put a HK in before the combo then it will
become his most damaging combo by 1%. So you can say that this is the
wimpy combo, but it isn't the wimpiest of this combo type. A good setup
for this combo is to jump kick then sweep them. When they are getting up
you can nail them with this combo. Be careful though, because your
opponent might hit or combo you (the combo is a hit).

---------------------------------------------------------------------

-HK,HP,HP,LP, Axe Uppercut, HP, Charge-

(Nightwolf knees his opponent then elbows them in the head, punches them
in the face, Karate Chops them, now Axe Uppercuts them, hits them out of
the air with a high punch, and finally Charges at them)

    This combo has a good start by turns bad by then sixth hit. You
shouldn't do the high punch, you should put another Axe Uppercut in there
for more damage. Of cource if for some reason you can't do that, but you
are trying out these very difficult combos then you should do this combo.
The only problem that you have with this combo and not in the other seven
hit combos is that after the Axe Uppercut you must hit the HP button just
as your opponent is at head level. If you don't then you will most likely
miss. The reason that you don't have that proble with the double Axe
Uppercut to Charge is because the second Axe Uppercut will hit them even
when they are about to hit the ground, then it pops them back up and the
Charge comes in and hit them for another hit. So overall, don't use this
combo if you are a REAL expert, if you are a fake then go right ahead.

---------------------------------------------------------------------

-HK,HP,HP,LP, Axe Uppercut, Axe Uppercut, Charge-

(Nightwolf knees his opponent then does the other three hits (you should
know them by now), then Axe Uppercuts them which takes perfect timing,
and finally Charges at them for the third hit of this hard combo)

    This is the "Real Hard Combo to do Because it is a Real Hard Combo to
do" combo (like the long name, didn't think so). There isn't much to say
about this combo because I've alread told you everything about it in the
other combos. But overall it is a very cool yet very hard combo to do.
The only thing that you can do to improve then combo is to Jumping HK
your opponent then sweep them after the FIRST Axe Uppercut for 1% more
damage (WOW). One last word(s), THIS COMBO IS FOR REAL EXPERTS ONLY, (not
those fake experts that thing that they can do anything but they are
acually very bad).

---------------------------------------------------------------------

-HK,HP,HP,LP, Axe Uppercut, Jumping HK, sweep-

(The almost world known four hit combo followed by an Axe Uppercut, then
a Jumping HK to sweep)

   This combo isn't as hard as you might think. After the Axe Uppercut
you will just jumping HK them which is easy to do as long as you jump up
as soon as you Axe Uppercut them. Then you sweep them just as you would
in a simple two-hit Jumping HK to sweep combo. See? Easy. Well, that is
all that I can say about it and not be repeating myself because I've
already said it all in the combos before. Just remember, this combo can
be for true or fake experts. Have fun.

--------------------------------------------------------------------- 

~~~~~~
Ending
~~~~~~

Nightwolf helps other earth warriors escape to his sacred land. Once
there, they regroup and form a plan of attack against  Shao Kahn's
invasion. Nightwolf has trained hard for this battle. Finally he faces
Shao Kahn and emerges victorious. When the earth returns to its normal
state, Nightwolf peadefully regains the lands his Native American people
lost over many years. They established their own nation and soon became
the great leaders of earth.

#####################################################################


**************
****SEKTOR****
**************

Beginning Pose: Sektor has his hands by his waist
Winning Pose: Sektor puts one of his hands by his chest
Regular Color: Sektor has red armor on
2nd Color: Sektor has a darker red armor on

~~~~~
Story
~~~~~

    Sektor is the code name for unit LK-919. He was first of the three
prototype cybernetic ninjas biult by the Lin Kuie. Sektor was once a
human assassin trained by the Lin Kuie. he volunteered for automation
because of his loyalty to the clan. Sektor survives the outworld
invasion: He has no soul to take.

~~~~~~~~~~~~~~~~~~
Character Overview
~~~~~~~~~~~~~~~~~~

    Sektor is probably the worst robot in the game. He doesn't have very
any damaging combos and his spacial moves stink. His Teleport Uppercut is
almost always blocked and countered. His Missile is decent but can be
ducked or dodges very easily. The Homing Missile can be ducked, making
combos harder. He doesn't have any long ground strings which gives him a
big disadvantage and his most damaging combos only work if your opponent
doesn't get scared and blocks the Homing Missile so the Teleport Uppercut
won't hit. The good things about him are that if you see a projectile
coming you can Teleport Uppercut them for an easy combo. The Homing
Missile can scare beginners into blocking or teleporting across the room
with a very bad teleport like Cyrax (one common fact: all the robots in
the game have very bad teleports). I've won with just shooting regular
Homing Missiles at my opponent. He never got up. If you try this against
the computer they will some how get out of it and kill you. So don't play
this character unless you are looking for a challenge.

~~~~~~~~~~~~~~~~~
Special Move List
~~~~~~~~~~~~~~~~~

Missile: F,F,LP
Homing Missile: F,D,B,HP
Teleport Uppetcut: F,F,LK

~~~~~~~~~~~~~~~~~~~~~
Special Move Analysis
~~~~~~~~~~~~~~~~~~~~~

---------------------------------------------------------------------

-Missile-

(Sektor's chest opens up and a missile flies out)

    This is one of the best projectiles in the game because it is fast
and he recovers from it very fast. It can be used for traps, but you can
just shoot them off like your life depended on it (well, in the game your
life does depend on winning so you should shoot them off like crazy). The
only problem with that stratagie is that your opponent can teleport and
hit you with any attack (as long as they have a teleport of any kind),
except Cyrax's because his is worthless. If another Sektor does this to
you then Teleport Uppercut them then combo for easy damage. You can also
hit opponents out of the air with this special move as long as they
aren't above or behind you. You just have to nail them just before they
hit you. So overall, this is a very good projectile.

---------------------------------------------------------------------

-Homing Missile-

(Sektor opens his chest and shoots a Homing missile)

    This is a worthless move outside of a combo. Your opponent can duck
it or easily dodge it with a teleport or two. If your opponent ducks the
Homing Missile without blocking then Teleport Uppercut them just before
it hits them, then Uppercut or Roundhouse them before they hit the
ground. If you do that to them once or twice then they will duck and
block or just block. If they do that then just run up and throw them (if
they just block while standing). If you throw them before the missile
hits them then the missile will follow and hit them with a little luck.
If they duck and block then they will take blocking damage and you can
think about your next attack. So, as I said, this move is worthless
outside of a combo unless they just stand and block (if you still don't
know why then just trust me).

---------------------------------------------------------------------

-Teleport Uppercut-

(Sektor teleports into the ground then flies out of the ground in a
dragon punch motion)

    You shouldn't use this move a lot because your opponent might block
it. If they block it then they will Uppercut you until you are dead. You
can throw it out against beginners for easy damage and a chance to combo,
but not everyone is a beginner. You can shoot a Homing Missile and if
they duck (without blocking) they hit them with this move for an easy
combo. If they duck and block then do this anyway. If they try to attack
you then the Homing Missile will hit them and you will land without being
hit. You can also hit opponents out of the air with this attack. You can
only do this if they hop up. If they jump forward then you will miss. 

---------------------------------------------------------------------

~~~~~~~~~
Finishers
~~~~~~~~~

Fatality 1: LP,RUN,RUN,BLK (inside sweeping range)
Fatality 2: B,F,F,F,B,BLK
Babality: B,D,D,D,HK
Friendship: RUN,RUN,RUN,RUN,D
Amimality: F,F,D,U (close)
Stage Fatality: RUN,RUN,RUN,D (close)

~~~~~~~~~~
Combo List
~~~~~~~~~~

[2 HIT 13%] HP,HP
[2 HIT 14%] HK,HK
[3 HIT 17%] HP,HP,D+LP
[2 HIT 21%] Teleport Uppercut, sweep
[4 HIT 22%] HP,HP,HK,B+HK
[2 HIT 23%] Teleport Uppercut, HK
[4 HIT 25%] HP,HP,D+LP, Homing Missile
[2 HIT 26%] Teleport Uppercut, Roundhouse
[5 HIT 26%] HP,HP,HK,HK,B+HK
[5 HIT 31%] HP,HP,D+LP, Jumping HK, Missile
[5 HIT 31%] HP,HP,D+LP, Jumping HK, sweep
[2 HIT 33%] Uppercut, Homing Missile
[3 HIT 33%] Homing Missile, Teleport Uppercut, Missile
[3 HIT 33%] Homing Missile, Teleport Uppercut, sweep
[5 HIT 33%] Homing Missile, HP,HP,HK,B+HK
[3 HIT 37%] Homing Missile, Teleport Uppercut, Jumping HK
[6 HIT 37%] Homing Missile, HP,HP,D+LP, Jumping HK, sweep
[6 HIT 38%] Homing Missile, HP,HP,HK,HK,B+HK
[3 HIT 39%] Homing Missile, Teleport Uppercut, Roundhouse
[3 HIT 43%] Homing Missile, Teleport Uppercut, Uppercut

~~~~~~~~~~~~~~
Combo Analysis
~~~~~~~~~~~~~~

---------------------------------------------------------------------

-HP,HP-

(Two elbows)

    A bad combo just like everyother double high punch combo. You can
knock opponents out oth the air if you time this perfectly, but that
takes time of dumd luck. But overall, this combo should only be a mistake
in a bigger and better combo.

---------------------------------------------------------------------

-HK,HK-

(A knee then a kick to the head)

    This is the only two hit double kick combo that will knock your
opponent down and that you can't put a B+HK on the end of it to make
another combo. Unlike the double HP combo you can use this combo whenever
you want without fear of being counter attacked. So unlike any other
double HK combo you can use this combo whenever you want for easy damage
and to knock your opponent across the screen.

---------------------------------------------------------------------

-HP,HP,D+LP-

(Two elbows then an Uppercut)

    This is a good set up combo. When ever you do this combo you should
always hit them out of the air with an Uppercut/Roundhouse or do a
jumping attack to a ground attack for a nice little combo. Since it ends
in an Uppercut the posibilities for this set up combo are endless. You
should use this combo over almost any of Sektor's other combos for that
reason. The only time that you shouldn't use this combo is when you are
facing the corner. If you are to close then you won't be able to walk up
or jump up and hit them. If that ever happens then just go into his five
hit ground string. 

---------------------------------------------------------------------

-Teleport Uppercut, sweep-

(Teleport Uppercut your opponent then sweep them as they fall to the
ground)

    This is the easiest of the Teleport Uppercut combos. All that you
have to do is sweep after the special move. You should always do this
combo unless you have already shot a Homing Missile (then the Homing
Missile should hit them out of the air and you should Roundhouse/
Uppercut them out of the air for a very damaging combo) or if you think
that you can hit them with another kick (LK,HK, or Roundhosue). The only
problem with those combos are that if you miss (which is very easy to do)
then your opponent will get up and might hit you before you can recover.

---------------------------------------------------------------------

-HP,HP,HK,B+HK-

(Two elbows, a knee, then a Roundhouse)

    This is a good run up and hit them combo (other wise known as the run
up and combo, combo). It is easy to do but it isn't the best. You can
another Hk in there for a lot more damage. You can shoot a Homing Missile
at them then run and try this combo (the best time to do this combo is
when they jump or they are on the other side of the screen, they duck you
Teleport Uppercut into a combo). If they get hit you get a free combo. If
they are smart and duck then you are in trouble (if that happens then
jump over them while you are running and do a cross-over jumpkick if they
Uppercut and miss, free hit). Overall, try to do the five hit ground
combo instead of this four hit ground combo for more damage.

---------------------------------------------------------------------

-Teleport Uppercut, HK-

(Teleport Uppercut your opponent then hit them out of the air with a HK)

    This is a harder combo to do then a LK or a sweep after the Teleport
Uppercut. You need to HK just as you land. This combo might not work
(well it will but is very hard to do) on small opponent like Sonya. The
best set-up for this combo is your opponent ducking while a Homing
Missile is in the air. If they see this coming then they might duck and
block or just block while standing. If you see them standing, don't
Teleport Uppercut. If they duck and block they night try to Uppercut you
out of the air. If they try that they MIGHT get hit with the Homing
Missile, but chances are that they will still duck and block the missile.

---------------------------------------------------------------------

-HP,HP,D+LP, Jumping HK-

(Two elbows to an Uppercut then hit them out of the air with a Jumping
HK)

    This is the basic follow up of the HP,HP,D+HP combo. It is easy to
do, but you can do way better. A better thing to do is Jumping HK to
sweep or missile. You can even try to hit them with a Teleport Uppercut
and then combo somemore, but that doesn't always work. Instead of a
Jumping HK you might want to walk under them and Roundhouse/Uppercut them
to the moon (or through the ceiling/roof/street, even though the Uppercut
in the combo would of knock them through it instead). So remember, you
can always do better.

---------------------------------------------------------------------

-Teleport Uppercut, Roundhouse-

(Teleport Uppercut your opponent then Roundhouse them out of the air)

    This combo is very hard to do, on tall or short characters alike. You
should only do this if you know that you will win the round anyway. If
you miss with this combo you should try to sweep them before they recover
and attack you. This is a very damaging combo, yet doesn't always work,
so use it wisely.

---------------------------------------------------------------------

-HP,HP,HK,HK,B+HK-

(Two elbows, a knee, a kick to the head, then a Roundhouse)

    This is Sektor's longest and most damaging ground string. It is easy
to do compared to Liu Kang's and many others. For a easy combo shoot a
Homing Missile then run at them and try this combo. If it works they will
get hit with the Missile then get comboed. They might hit you before you
start the combo but it is worth it (unless you are playing against Sheeva
and your opponent knows her seven hit ground string). You opponent might
stand a block causing blocking damage. If they duck and don't block then
jump and do a cross-over jump kick (if they duck and block to the same
thing). 

---------------------------------------------------------------------

-HP,HP,D+LP, Jumping HK, Missile-

(Two elbows, an Uppercut, Jumping HK them out of the air, then nail them
with a Missile before they hit the ground)

    This is a good combo. It causes a decent amount of damage and is
pretty easy to do. You could always put a LK or basicly any other attack
inplace of the missile, but hey, they missile looks a lot better then a
sweep. You can do this combo if you want, but there are better combos
then this one (if you LK your opponent instead of shooting them down with
a missile then the damage will increase a little, but not enought to kill
them). So overall, easy and not very damaging combo (YOU CAN DO BETTER).

---------------------------------------------------------------------

-HP,HP,D+LP, Jumping HK, sweep-

(Two elbows, an Uppercut, Jumping HK them out of the air then hit then
just before they hit the ground with a sweep)

    This does the same amount of damage as the Jumping HK to Missile
does. It is a little easier to do. If you hit them out of the air (or
just missed them because you sweeped to soon, not late) then you should
of LK them for more damage. If you hit them just before they hit the
ground then you made the right choice and went with the non-good looking
and not as damaging combo. You can always do better then this combo, but
you don't have to unless you are an expert (then you shouldn't be reading
this FAQ to start out with). Also, I didn't put HP,HP,D+HP, Jumping HK,
LK as a combo because I'vealready talked about it enough.

---------------------------------------------------------------------

-Uppercut, Homing Missile-

(Shoot the Homing Missile then Uppercut then, the Homing Missile will
follow them and nail them out of the air)

    This is an easy combo to do when you aren't in combat. When you are,
your opponent will usually duck/block the Homing Missile. This causes a
problem in this combo. So you need to shoot the Homing Missile, then
before they duck or block, Uppercut them. If they stand and block then
just sweep them. You can try to add another hit in, a Missile or sweep
after the Homing Missile hits them out of the air, but that is hard to do
and usually doesn't work.

---------------------------------------------------------------------

-Homing Missile, Teleport Uppercut, Missile-

(Shoot the Homing Missile then Teleport Uppercut them, then shoot them
with a Missile just before they hit the ground)

    Just incase you didn't understand that. You shoot the Homing Missile
first (1), Teleport Uppercut then (2), then Homing Missile will then hit
the (hopefully), then hit the with the Missile just before they hit the
ground). Hitting your opponent out of the air with the Missile can take
some skill (or just dumb luck). You can do this combo in the corner to
make it easier. Outside of the corner it is very hard to do unless you
are an expert.

---------------------------------------------------------------------

-Homing Missile, Teleport Uppercut, sweep-

(Shoot the Homing Missile, Teleport Uppercut then, then sweep them before
they hit the ground)

    Do the same thing that you did for the combo above, just sweep them
instead of shooting them with a Missile. This combo is easier to do then
the combo above because you don't have to have perfect timing to finish
it. Don't do this combo if you want a spectacular combo (or one with a
missile in it).

---------------------------------------------------------------------

-Homing Missile, HP,HP,HK,B+HK-

(Shoot the Homing Missle then run up and combo them with the ground
string, then the Homing missile will hit them before the combo ends)

    This is a hard combo to pull off in combat. Why? First you have to
shoot the Homing Missile and not get hit or have the opponent duck.
Second, your opponent has to stand up while the Homing Missile is in the
air (most of your opponents will duck as soon as you shoot the Homing
Missile). Third, you have to run up and combo them before the Homing
Missile hits them. Also, this combo doesn't hurt as much as the Homing
Missile, HP,HP,HK,HK,B+HK. That combo is also a little harder/easier to
do (it depends on how you play). Sooooo, only do this combo if you have
an easy opponent and you don't want a very damaging combo.

---------------------------------------------------------------------

-Homing Missile, Teleport Uppercut, Jumping HK-

(Shoot the Homing Missle then Teleport Uppercut your opponent, and
finally Jumping HK the just as the Homing Missile hits them)

    This isn't the best combo that you can do off of the Homing Missile
to Teleport Uppercut. Some of the better combos are Homing Missile,
Teleport Uppercut, Uppercut. That combo is easier to do if you are in the
combo. The only time that you shoud do this combo is NEVER. It is hard to
do and doesn't do a lot of damage. 

---------------------------------------------------------------------

-Homing Missile, HP,HP,D+LP, Jumping HK, sweep-

(Shoot the Homing Missile, then run up and HP,HP,D+HP, then Jumping HK
them out of the air then sweep. The Homing Missile hits them somewhere in
there)

    This is hard because they always block or duck whenever you shoot a
Homing Missile. If you get the ground string to work then the combo is
pretty easy to do, but the sweep doesn't always hit. If your opponent
always ducks then just Teleport Uppercut them and combo. This is the
combo that you chould use if you aren't in the right place to do the
Homing Missile, Teleport Uppercut, Uppercut combo. 

---------------------------------------------------------------------

-Homing Missle, HP,HP,HK,HK,B+HK-

(Shoot the Homing Missile then do the ground string before the missile
hits them, it will hit them just before the ground string ends)

    This is easier then the combo above and does more damage so you
should use this combo instead (I know that I said that you should always
do the combo above, but you can choose, a hard and less damaging or the
easier and more damaging). You should always use this combo over the
Homing Missile to HP,HP,HK,B+HK (I know that you already knew that). The
same problem occurs with this combo as with every combo of its type
(Homing Missile then run up and combo).

---------------------------------------------------------------------

-Homing Missile, Teleport Uppercut, Roundhouse or Uppercut-

(Sektor Shoots a Homing Missile then Teleport Uppercuts hit opponent and
finally Roundhouses or Uppercuts his opponent on there way down)

    This is a very good combo, but your opponent can do things to mess
you up. The first is if they block while they are standing up (if they
block right before the missile then they will get double blocking damage,
if they block as soon as the missile is shot don't Teleport Uppercut
them, just run up and throw them). If they block while they are ducking
then they will take blocking damage. If they aren't blocking while they
are ducking then they will get hit with the Telport Uppercut (if you hit
them before the missile misses them then the missile will hopefully chase
them around the screen a hopefully hit them). If they keep blocking while
they are ducking is to tell them that htat if they block that they will
take and if they don't then they won't get hit (which is both true), then
Teleport Uppercut them before they missile misses. Now, if they are
standing and not blocking then the combo will work. You should try to use
this combo whenever you have the chance because this it is the most
damaging combos that Sektor has (hopefully someone will tell me a more
powerful one). If you can't get the combo to work then just practice or
give up, have fun.



~~~~~~
Ending
~~~~~~

After eventually terminating Sub-Zero, Sektor is attacked by Shao Kahn's
army, unfamiliar with the outworld warriors, Sektor fights back. He
targets Kahn and all outworld beings as threats to the Lin Kuie. Kahn's
minions are no match for Sektor who fights his way into the fortress.
Once inside, Sektor inetiates his self destruct sequence. The resulting
explosion is so massive that it closes the portal and returns the earth
back to normal.

#####################################################################


**************
****SHEEVA****
**************

~~~~~
Story
~~~~~

    She was hand picked by Shao Kahn to serve as Sindel's personal
protector. She becomes suspicious of Shao Kahn's loyalty toward her race
of Shokan when he places Motaro as the leader of his extermination syiads
on the Outworld. Motaro's race of Centaurions are the natural enemy of
Shokan.

~~~~~~~~~~~~~~~~~~
Character Overview
~~~~~~~~~~~~~~~~~~

    This Shokan is a above average fighter. She has great combos, has a
very good teleport, a decent projectile, and two unblockables. Lets start
out with her combos. She has the second longest and most damaging ground
strings in the game (second to the strongest man on earth, Jax). She also
is the only character in the game that the three hit punch combo is more
powerful then the three hit kick combo. She also has a combo that ends in
a Uppercut, so that you can walk under her opponent and Uppercut or jump
kick again. Now to the teleport. The teleport is her Stomp. She flies out
of the screen and lands on her opponent. This is great for getting out of
traps. Her projectile, a fireball, can hit opponents out of the air if
they miss a jumping attack or just shoot at them while they are on the
other side of the screen. Her two unblockable attacks are her Stomp, the
move that we just talked about, and her Ground Stomp. The Ground Stomp is
very easy to dodge and it can't be comboed, so this unblockable isn't all
that good. Her Stomp wouldn't be the Stomp if it wasn't unblockable. If
it was, then it would be blocked every time and countered. Her limbs are
also very long so she can hit enemies before they even get into range of
hitting you. Now for the bad things about her. She is so tall that she is
easily he and comboed. Her moves are a little slow, but not as slow as
some special moves. The Stomp can be dodged easily with a jump or running
under her, but that doesn't always happen. 

~~~~~~~~~~~~~~~~~
Special Move List
~~~~~~~~~~~~~~~~~

Stomp: D,U
Ground Stomp: B,D,DB,B,HK
Fireball: D,DF,F,HP

~~~~~~~~~~~~~~~~~~~~~
Special Move Analysis
~~~~~~~~~~~~~~~~~~~~~

---------------------------------------------------------------------

-Fireball-

(Sheeva puts all four of her hands together and shoots a fireball)

    This is a decent projectle. It can hit opponents while they are
jumping or missed with a more. The main downside to this move is that it
can be ducked. If your opponent does duck then Stomp them because if they
get up fast then they might get hit with one of the three fireballs that
follow the main fireball. The recovering time is rather slow, but it
isn't the worst.

---------------------------------------------------------------------

-Stomp-

(Sheeva jumps put of the screen and lands ontop of her opponent then
jumps on the somemore)

    This unblockable teleport is great. If your opponent thinks that it
can be blocked then you just got a free hit or two. If they try to knock
you out of it then they will get hit. The main problem with it is that
your opponent can dodge it easily if they jump away or if they run under
you. That doesn't always work though. If they jump to late then they will
get slamed back down to earth. It is very easy to see coming because she
jumps out of the screen faster then a regualar jump. Learn to use it in
traps and learn how to dodge it if your opponent is Sheeva.

---------------------------------------------------------------------

-Ground Stomp-

(Sheeva hops up and slams into the ground causing a shockwave that is
unblockable)

    This move is a death sentance. It is very easy to see coming and even
easier to dodge. The only problem with dodging it is that you must be in
the air. So for a free hit do the Ground Stomp before your opponent
lands. This way they can't jump while they are in the air (well, that's a
given). So overall, don't use this move except for that perpose.

---------------------------------------------------------------------

~~~~~~~~~
Finishers
~~~~~~~~~

Fatality 1: hold HK,F,B,F,F release HK2: F,D,D,F,LP (close)
Babality: D,D,D,B,HK
Friendship: F,F,D,F,HP
Amimality: RUN,BLK,BLK,BLK,BLK (close)
Stage Fatality: D,F,D,F,LP

~~~~~~~~~~
Combo List
~~~~~~~~~~

[2 HIT 15%] HP,HP
[2 HIT 16%] HK,HK
[3 HIT 20%] HK,HK,LK
[3 HIT 21%] HP,HP,LP
[2 HIT 21%] Jumping HK, LK
[2 HIT 21%] Jumping HK, sweep
[2 HIT 22%] Jumping HK, HK
[4 HIT 25%] HP,HP,LP,F+HP
[4 HIT 26%] HK,HK,LK,B+HK
[5 HIT 33%] HP,HP,LP,F+HP, Jumping HK
[2 HIT 33%] Throw, LK
[2 HIT 35%] Throw, HK
[5 HIT 36%] HP,HP,LP,F+HP, Uppercut
[2 HIT 36%] Throw, Fireball
[2 HIT 40%] Throw, Stomp
[7 HIT 41%] HP,HP,LP,HK,HK,LK,B+HK
[2 HIT 42%] Throw, Uppercut

~~~~~~~~~~~~~~
Combo Analysis
~~~~~~~~~~~~~~

---------------------------------------------------------------------

-HP,HP- or -HK,HK-

(Two elbows to the head or a knee then a kick to the head)

    These combos should only be a mistake when you are trying to do a
longer combo. These combos hurt a lot more then any other two hit combos
of this type. This doesn't mean that you should use them by themselves,
but it just hurts them a lot more. You will still be open for a counter
attack. 

---------------------------------------------------------------------

-HK,HK,LK-

(A knee then two kicks to the head)

    This is a better combo then the one(s) above. This one will knock
your opponent down (leaving them in a bad position) and takes more life
away from your opponent. Since they are on the ground you can run up and
try to combo them again once your run meter refills. There is always a
better combo (like the HK,HK,LK,B+HK combo), so use that combo instead.

---------------------------------------------------------------------

-HP,HP,LP-

(Two elbows to the head then a slap)

    This is a decent combo, but it can leave you open for a counter
attack. you should always try to add on the HK,HK,LK,B+HK for a monster
combo. Now, you can add a F+HP to this combo for an Uppercut and a chance
to combo somemore. This is also the only three hit punch combo that is
more damaging then the three hit kick combo. 

---------------------------------------------------------------------

-Jumping HK,LK-

(Jumping HK your opponent then LK, them as they fall)

    This is a hard combo to pull off because of the timing. You must LK
your opponent as soon as they are beginning to get up from the Jumping
HK. For all they people out there that can't get the timing then you
should just sweep your opponent instead off LK them. Have fun ;)

---------------------------------------------------------------------

-Jumping HK, sweep-

(Jumping Hk your opponent then sweep them just before they hit the
ground)

    This is a very easy (and damaing)combo to pull off compared to the
combo above. You should alway sdo it whenever you Jumping HK your
opponent unless they are in the corner. If you can't get this combo to
work then you should give up HK. The best place to do this combo is when
you have your opponent in the corner or whenever they are getting up for
one of your attacks.

---------------------------------------------------------------------

-Jumping HK,HK-

(Jumping HK your opponent then HK them as they fall to the ground)

    This is a easy combo to pull off if you are in the corner. It does
good damage, but you can cause more by Roundhouseing or Uppercuting your
opponent instead of HK them. If you can't get this combo to work then you
should sweep your opponent instead of HK.

*WARNING* Your opponent must be in the corner to do this combo.

---------------------------------------------------------------------

-HP,HP,LP,F+HP-

(Two elbows, a slap, then an Uppercut)

    This combo will send your opponent flying up. You should always try
to jump kick to sweep to knock them out of the air or walk under them and
Uppercut them for somemore damage. You should use this combo for a round
finisher, but you don't have to. 

---------------------------------------------------------------------

-HK,HK,LK,B+HK-

(A knee, two kicks to the head, then a Roundhouse)

    This is Sheeva's kicking ground sting for those who didn't know. You
should use this combo over the HK,HK,LK combo because it hurts more
because of the infamouse rule: more hits = more damage. You can use this
combo as a round finisher, but I thik that you should use the combo above
for that. For a better combo you should add the HP,HP,LP in before the
combp for tons more damage.

---------------------------------------------------------------------

-Throw,LK-

(Throw your opponent then LK them while they bounce on the ground)

    You should only use hit combo when you throw your opponent into the
open (in you throw them into the corner then you should Uppercut them for
a lot of damage). This cobo is hard to do with small opponent like Sonya.
A good time to do this combo is when they block another attack or combo,
this is the perfect time to run in a throw to combo.

*WARNING* This combo works best on larger opponents.

---------------------------------------------------------------------

-HP,HP,LP,F+HP, Jumping HK-

(Two elbows, a slap, then an Uppercut, and finally Jumping HK them out of
the air)

    This is a combo that is lacking a real ending. What you should do is
to sweep them as they fall from the Jumping HK. To do this you need to
Jumping HK them around the corner(what I mean by that is to hit them
close to the corner, but not all the way into it). It is easy to do and
will add on a lot of damage (you can even Roundhouse or Uppercut them
while in the corner, try it).

---------------------------------------------------------------------

-Throw,HK-

(Throw your opponent into the corner then HK them as they bounce off of
the ground)

    If you throw them just right this should be very easy to do because
they bounce upabout five feet. If you feel the need for more damage then
Uppercut them instead of HK. It really makes you feel nice and warm
inside. If you tried that and it didn't work the do anything from a sweep
to a Roundhouse.

*WARNING* This combo will only work if you throw your opponent into the
corner.

---------------------------------------------------------------------

-Throw, Fireball-

(Throw your opponent into the corner then nail them with a fireball as
they bounce off on the ground)

    This is a very easy yet damaging combo to do. All that you have to do
us shoot them with the fireball while they bounce up five feet while in
the corner. If you don't throw them into the corner then this combo is
almost impossible to do, but it has been done. If you throw them away
from the corner then LK them instead. So overall, easy in the corner,
death if not.

*WARNING* This combo works BEST if you throw your opponent into the
corner, but it still can work if you do not.

---------------------------------------------------------------------

-HP,HP,LP,F+HP, Uppercut-

(Two elbows to the head, a slap, an Uppercut, then walk forward and
Uppercut them again)

    This is an easy combo to do if you Uppercut them into the corner (If
you are to close to the corner on the fist Uppercut then you will freeze
in the Uppercut position). If you don't Uppercut them into the corner
then this combo can be very hard to do, but it can still be done. You
just have to walk forward a soon as you Uppercut them the first time.

---------------------------------------------------------------------

-Throw, Stomp-

(Throw your opponent into the corner then Stomp on them)

    This is a very damaging combo yet it is very hard to do in combat. If
you Stomp to early then you will miss, if you Stomp to late then you will
miss and then might get up and dodge. So the timing is very hard, but
that is just about it.

*WARNING* You must throw your opponent into the corner for this combo to
work.

---------------------------------------------------------------------

-HP,HP,LP,HK,HK,LK,B+HK-

(Two elbow, a slap, then a knee, two kick to the head, and finally a
Roundhouse)

    This is Sheeva's HUGE ground string. This is very damaging (it is the
most damaging seven hit combo in the game) and is acually pretty easy to
do because it is just one long ground string. You should do this combo
over anyother combo except for the combo below. That's about it for this
combo except if you can master this combo then you can become almost
unstoppable.

---------------------------------------------------------------------

-Throw, Uppercut-

(Throw your opponent into the corner then Uppercut them as they bounce
off of the ground. This is Sheeva's most damaging combo. Whenever you
throw your opponent into the ground you should always do this combo. It
is also very, very, very easy to do, so try it.

*WARNING* You must throw your opponent into the corner for this combo to
work.

--------------------------------------------------------------------- 

~~~~~~
Ending
~~~~~~

    While Sheeva serves her master on earth, her race of Shokan are being
punished on the Outworld. Kahn now favors Motaro's race of Centaurs and
aids them in defeating the Shokan. After learning of these events, Sheeva
turns on here master. She defeats Motaro and in a rage brings down Kahn.
In freeing earth she also frees the Outworld. She then returns home and
works to restore the pride and respect of her race.

#####################################################################


*******************
****SHANG TSUNG****
*******************

Beginning Pose: Shang Tsung has his hands out infront of him
Winning Pose: Puts one of his hands up and it turns green
Regular Color: Shang Tsung has yellow pants on
2nd Color: Shang Tsung has red pants on

~~~~~
Story
~~~~~

    Tsung is Shao Kahn's lead souceror. He once fell out of favor with
his emporer after failing to win the earth realm through tournament
battle. But the ever scheming Shang Tsung is instrumental in Kahn's
conquest of earth. he has now been granter more power then ever.

~~~~~~~~~~~~~~~~~~
Character Overview
~~~~~~~~~~~~~~~~~~

    Shang Tsung is pretty bad by himself, but with the power to morph
into any character at will he is a great player for experts. Only play
this souceror if you are good with a couple players already and know how
to use them (and their morph). His weak fireballs put him at a
disadvantage except for the fact that you can shoot three at a time. His
Valcano Fireballs are hard to get off, but they are great for combos and
combos only because they are even weaker then the weak fireballs (but
these little fireballs are unblockable). The worst characteristics about
this character is that he will stay in a morph for ten seconds and ten
seconds only. During those ten seconds he can use any of there combos and
special moves, but some of those moves are a death wise. So overall, he
is a character for experts or people who want a challange.

~~~~~~~~~~~~~~~~~
Special Move List
~~~~~~~~~~~~~~~~~

1 Firball: B,B,HP
2 Fireballs: B,B,F,HP
3 Fireballs: B,B,F,F,HP
Valcano Fireballs: F,B,B,LK

    Morphs

Cyrax: BLK,BLK,BLK
Jax: F,F,D,LP
Kabal: LP,BLK,HK
Kano: F,B,B,BLK
Kung Lao: RUN,RUN,BLK,RUN
Liu Kang: U,UF,F,DF,D,DB,B,UB
Nightwolf: U,U,U
Sektor: D,F,B,RUN
Sheeva: F,D,F,LK
Sindel: B,D,B,LK
Sonya: RUN+BLK+LP
Stryker: F,F,F,HK
Sub-Zero: F,D,F,HP

~~~~~~~~~~~~~~~~~~~~~
Special Move Analysis
~~~~~~~~~~~~~~~~~~~~~

---------------------------------------------------------------------

-Fireballs-

(Shang Tsung puts his hands together and shoots out 1-3 fireballs)

    This is a great move if you do the three fireball version. The two
fireball version is OK and the single is death (well, not death but a
close incounter). Why? Because it doesn't hurt your opponent as much a
regular fireball does about 13% damage and this one does about 7%. Almost
half. That's why two fireballs are OK instead of great (if they both did
13% damage then I would write great). Three Fireballs are considered
great because they are "great" in traps, "great" for damage (even if it
only takes away 7% per), and it is OK in combos. You can combo it off of
the Valcano Fireballs or knocking someone out of the air with a high
punch. It is also "great" for pressuring someone. The down side to the
move is if it doesn't combo then they might, just might, teleport and
hurt you (Sheeva's and Kung Lao's won't hit you because they will get
knocked out of the air with the second or third fireball (if it is the
second then it will combo them). You can also use this move to punish
opponents that miss with jump attacks or with special attacks. Have fun
mastering all the different types of this special, but weak, attack.

---------------------------------------------------------------------

-Valcano Fireballs-

(Shang Tsung puts his hands on the floor then brings them up and three
fireballs fly up from it)

    This is Shang Tsung's main combo started. It can hit your opponent up
to three times and is unblockable. The only problem with this attack is
that it is very weak and your opponent will usually dodge it because of
the animation before the attack. Now to comboing. After the first
fireball connects you will have time to morph into another character and
do a stun to combo or just add onto the combo. A good example of adding
onto the combo is morphing into Jax then doing five Grab & Punches. This
is one of the easier combos to do with a morph. Without morphing an
Uppercut or Roundhouse will do fine. A good time to get this move off is
after an Roundhouse. Your opponent lands just around where the first
fireball hits. They might try to jump up or forward, but they will
usually get hit. If they are calm they might just walk between the
fireballs. If they do that then nail them with three fireballs.

---------------------------------------------------------------------

-Morph-

(Shang Tsung morphs into any regular character)

    This is a great move because it increases your combos, have more
special attacks, and they are pretty easy to do (most of them atleast).
If you are a beginner then learn one or two and practice using them in a
fight. You might lose a couple of rounds, but that's life. This is the
move that makes people want to play Tsung. If he didn't have the morphs
then only a hand full of people would play him. So if you want to be an
expert at this character then learn how to use his morphs in battle and
practice using them in combos. Sure you don't have to use them in combos,
but they have great damage and look really neat. 

---------------------------------------------------------------------

~~~~~~~~~
Finishers
~~~~~~~~~

Fatality 1: hold LP,D,F,F,D, release LP (close)
Fatality 2: hold LP,RUN,BLK,RUN,BLK, release LP
Babality: RUN,RUN,RUN,LK
Friendship: LK,LK,RUN,RUN,D
Amimality: hold HP,RUN,RUN,RUN, release HP
Stage Fatality: U,U,B,LP

~~~~~~~~~~
Combo List
~~~~~~~~~~

[2 HIT 13%] HP,HP
[2 HIT 14%] HK,HK
[3 HIT 17%] HP,HP,LP
[3 HIT 19%] HK,HK,B+HK
[2 HIT 21%] Jumping HK, sweep
[4 HIT 22%] HP,HP,LP,B+HK
[4 HIT 22%] HP,HP,LP, Valcano Fireball
[4 HIT 23%] HK,HK,B+HK, Valcano Fireball
[6 HIT 32%] HK,HP,HP,LP,B+HK, Valcano Fireball
[3 HIT 32%] Valcano Fireball, Jumping HK, Sweep
[4 HIT 33%] 3 Valcano Fireballs, Stryker Morph, Baton Throw
[4 HIT 35%] 3 Valcano Fireballs, Uppercut
[8 HIT 35%] 3 Valcano Fireballs, Jax Morph, 5 Grab & Punch
[5 HIT 41%] 3 Valcano Fireballs, Jumping HK, sweep

~~~~~~~~~~~~~~
Combo Analysis
~~~~~~~~~~~~~~

---------------------------------------------------------------------

-HP,HP-

(Two elbows)

    Once again this combo stinks just like every combo of its type. Don't
do unless you want to be counter attacked. The same old stuff. So don't
do it.

---------------------------------------------------------------------

-HK,HK-

(A knee to a kick to the head)

    Just like every two kick combo but this one is slower and just
doesn't make the cut. So don't do it.

---------------------------------------------------------------------

-HP,HP,LP-

(Two elbows then a slap)

    This is just a better version of the HP,HP. You can still be counter
attacked very easily, so add on another B+HK for more damage and the
chance to get your opponent away from you. You can even add a HK in
before the combo to make it longer and more damaging. For another combo
you can get close to your opponent then do the Valcano Fireballs. As soon
as you recover from it do this combo before the fireball hits your
opponent. This is very risky, but it can/will work.

---------------------------------------------------------------------

-HK,HK,B+HK-

(A knee, a kick to the face, then a Roundhouse)

    This combo is better then the one above because ot will knock your
opponent down so that they can't counter attack you, it does more damage,
but it is a little slower. Unlike the combo above you can't use this
combo one an opponent that is about to get hit with a Valcano Fireball
(just read the combo above to understand what I'm writting). One more
thing, this is his longest kicking combo.

---------------------------------------------------------------------

-Jumping HK, sweep-

(Jumping HK them then sweep them before they hit the ground)

    You should always to this combo whenever you hit your opponent with a
Jumping HK or LK. It does easy damage and unless you are going against
someone that has an excelent air defence system this combo should always
work. 

---------------------------------------------------------------------

-HP,HP,LP,B+HK-

(Two elbows, a slap, then a Roundhouse)

    This is Shang Tsung's second to longest ground string. It knocks
people down so that they can't counter attack, does more damage then all
of his other ground strings (except one), and has a good start up. You
can do better though. Add a HK in before the combo to nake it the longest
ground string that Shang Tsung has (without morphing). You can do the
Valcano Fireball attack then run up and try to hit them with this combo,
if you hit them with it before the fireball hits it is another combo.

---------------------------------------------------------------------

-HP,HP,LP, Valcano Fireball-

(Shoot the Valcano Fireballs then hit your opponent with a HP,HP,LP just
before the last Valcano Fireball hits them)

    This is the least damaging and easiest combo of its type. To do this
combo you must first shoot the Valcano Fireballs. Then your opponent must
combo to you. When they are close hit them with the ground string and the
last Valcano Fireball will hit them. This combo usually doesn't work
because your opponent usually doesn't come running to you after you shoot
the Valcano Fireballs. Another setup for this combo is to have them
traped in the corner then run up and do it. This doesn't work unless you
morph Sub-Zero then freeze them just before you morph back then run up
and do it. This takes timing and is very hard to do, but it can work.

---------------------------------------------------------------------

-HK,HK,B+HK, Valcno Fireball-

(Shoot the Valcano Fireballs then hit your opponent with the HK,HK,B+HK
and the final Valcano Fireball will hit them)

    This combo does a little more damage then the combo above and is a
little harder to do because of the fact that the ground string is slower
then the HP,HP,LP ground string. You can do this combo for more damage
but it is harder to do (like I just wrote) and usually won't work. The
best time to do this combo is when your opponent is frozen in the corner
just after you morphed back from Sub-Zero. 

---------------------------------------------------------------------

-HK,HP,HP,LP,B+HK, Valcano Fireball-

(Shoot the Valcano Fireballs then hit your opponent with the ground
string and the last Valcano Fireball will hit them)

    This is the granddaddy of all the combos of its type. It does great
damage but usually doesn't work unless you are in the corner because the
ground string is so long that the last Valcano Fireball hits them before
the combo is over. This just like every combo of its type should be done
in the corner while your opponent is frozen with an Ice Blast from
Sub-Zero. 

---------------------------------------------------------------------

-Valcano Fireball, Jumping HK, sweep-

(Have your opponent get hit with the last Valcano Fireball then nail them
out of the air with the Jumping HK and sweep them just before they hit
the ground)

    This combo should be used as a backup plan for Shang Tsung. If you
miss with the first two Valcano Fireballs miss and the third some how
hits them. Sure you can hit them with an Uppercut just before they hit
the ground but it looks better if you hit them with this combo. This
isn't easy to do (I'm telling you just as a warning).

---------------------------------------------------------------------

-3 Valcano Fireballs, Stryker Morph, Baton Throw-

(Hit your opponent with three Valcano fireballs then morph into Stryker
and hit them out of the air with the ever powerful Baton Throw)

    This is an easy combo to do as long as you know how to morph into
Stryker. As soon as you hit your opponent with the first Valcano Fireball
start to morph. You will get done just before the last fireball hits them
then Baton Throw them just before they hit the ground. You can add a HP
in just before the Baton Throw for more damage but that doesn't always
work.

---------------------------------------------------------------------

-3 Valcano Fireballs, Uppercut-

(Tsung shoots the Valcano Fireballs then Uppercuts them out of the air)

    To make this combo easier you can back up just before you Uppercut
them out of the air or else you will turn and Uppercut them (don't worry
then computer makes you turn on your own). This is a good combo if you
can get the first hit off. If you get the first hit off right then then
next two fireballs will connect. Instead of Uppercuting your opponent you
can turn into Jax and Grab & Punch them for the same amount of damage.

---------------------------------------------------------------------

-3 Valcano Fireballs, Jax Morph, 5 Grab & Punches)

(Tsung nails his opponent with 3 Valcano Fireballs, then he morphs Jax,
and the grabs them out of the air and Grab & Punches them five times)

    This is a harder combo to pull off then the combo above, but it looks
better. To do it you need to do the morph very fast then you need to grab
your opponent out of the air. This can be very difficult or easy
depending on your timing. Overall, this is one of the easier morphing
combos yet the lest damaging.

---------------------------------------------------------------------

-3 Valcano Fireballs, Jumping HK, sweep-

(Hit your opponent with the three Valcano Fireballs then Jumping HK them
out of the air then sweep them just before they hit the ground)

    This is Shang Tsungs most powerful combo so far. After your opponent
gets hit with the third Valcano Fireball jump up and hit them with the
HK. This can take some timing unless you are un the corner. If you are
there the jump up at any time and hit them. After the Jumping HK hit them
with the sweep. It is also easier to hit them with the sweep while in the
corner because after the Jumping HK they can't fly back, they just fall
strait down. Use this combo as much as you can for a sure win (usually).

---------------------------------------------------------------------

~~~~~~
Ending
~~~~~~

    When Shao Kahn overtakes the earth he needs Shang Tsung to help
locate the surviving humans. Tsung is granter new powers but soon
discovers his dark emperor's true plan: as soon as the remaining earth
warriors are desposed of, Kahn will take Tsung's own soul. After learning
of this, Tsung turns on his master. He catches Motaro off gaurd and then
defeats Shao Kahn. But before the earth can return to normal, Tsung takes
all the souls as his own. He will forever rule earth with his own brand
of evil.

#####################################################################


**************
****SINDEL****
**************

Beginning Pose: Her hands are waving beside her sides
Winning Pose: Sindel floats in the air
Regular Color: Sindel has a purple suite on
2nd Color: Sindel has a blue/green suite on

~~~~~
Story
~~~~~

    She once ruled the Outworld at Shao Kahn's side as his queen. Now,
dead 10,000 years later after her untimely death, she is reborn on Earth.
Her evil intent is every match for Shao Kahn's tyramny. She is the key to
his occupation of Earth.

~~~~~~~~~~~~~~~~~~
Character Overview
~~~~~~~~~~~~~~~~~~

    This reborn Outworlder isn't the best of the best. Sure she can fly
but that isn't always good because you usually get knocked out of it. She
has a so called air fireball that shoots downforward. It's good in combos
but that's just about if (except for shooting it out at random and air
control). She has a decent projectile and a wierd throw. Her projectile
shouldn't be used in traps but to keep your opponent on the other side of
the screen. And she throws her opponent with her hair (told you it was
weird). She has one of th best stuns because it will grab your opponent
out of the air and if it is blocked it won't leave you in the open
because it pushes your opponent back. Her ground string may be short but
it is stronger then some poeple's six hit ground string (hers is five).
She has a launching combo. That means that she can make up combos at will
(atleast if you want to). Combos from the launcher are a little weak
(10%) compared to Stryker's. She doesn't have a teleport but she can fly.
When she does fly (if you can get her into the air with the long button
comand and she animation that she goes through) then all that she can do
is fly around and shoot fireballs. Whenever she is in the air she may get
two fireballs off before she gets knocked down. Overall she is an average
character with ups (air fireball) and downs (flying and her regular
fireball) and you can player her if you want.

~~~~~~~~~~~~~~~~~
Special Move List
~~~~~~~~~~~~~~~~~

Screen: F,F,F,HP
Fireball: F,F,LP
Air Fireball: B,DB,D,DF,F,LK
Fly: B,B,B,F,HK (DF+LP  for fireball in air)

~~~~~~~~~~~~~~~~~~~~~
Special Move Analysis
~~~~~~~~~~~~~~~~~~~~~

---------------------------------------------------------------------

-Screem-

(Sindel puts her head forward screems at her opponent)

    If this move hits your opponent they will get stuned and pulled to
you. This is a great set up for a combo or an Uppercut. You should do
this move when your opponent is getting up from an attack. If you do it
at the right time they won't even be able to move before they get hit.
The possitive thigs about this attack are that it stuns and that it hits
opponents out of the air or ground (we already went over those and you
can't do this move while in the air). The minuses about this attack are
that it has limited range and that it doesn't hurt your opponent (you
think that it would with that high piched voice of hers). Overall, a
great move if you are close and did I mention that it is unblockable
because it isn't but it does push your opponent back.

---------------------------------------------------------------------

-Fireball-

(Sindel puts her head forward and shoots out a fireball)

    This isn't the best projectile in the game, but it does fair pretty
well. It is long so that it can hit opponents out of the air while they
are falling (this doesn't mean that they will get hit every time but once
in a while if timed right, everything circles around timing). 

---------------------------------------------------------------------

-Air Fireball-

(While Sindel is in the air she shoots a fireball at a downward angel)

    This isn't considered a real air fireball because it doesn't go
straight, it does downforward. You can call it what you want, but I won't
say that it is a real Air Fireball (you can e-mail me your opinion and I
will post it on this faq). This move is great for combos and will suprise
grounded opponents. It will also knock your opponent out of the air. This
can easily be done if you jump back while your opponent is jumping
forward. If timed correctly (here we go with timing again) you can knock
your opponent out of the air every time. You can also do thsi move when
you are fly by pressing DF+LP.

---------------------------------------------------------------------

-Fly-

(Sindel flies around the screen at your command)

    This is acually a very bad move. It isn't the easiest move in the
game to pull off and you are an easy target while getting into the air.
Once in the air the only thing that you can do is to shoot a fireball. If
you are going against someone with a real Air Fireball then you will get
hit out of the air and bad down to mother earth.The only time that you
should do this special move is when you are about to kill your opponent
and you have plenty of life left.

---------------------------------------------------------------------

~~~~~~~~~
Finishers
~~~~~~~~~

Fatality 1: RUN,RUN,BLK,BLK,RUN+BLK
Fatality 2: RUN,RUN,BLK,RUN,BLK
Babality: RUN,RUN,RUN,U
Friendship: RUN,RUN,RUN,RUN,RUN,U
Amimality: F,F,U,HP
Stage Fatality: D,D,D,D,LP

~~~~~~~~~~
Combo List
~~~~~~~~~~

[2 HIT 14%] HK,HK
[2 HIT 15%] HP,HP
[3 HIT 19%] HP,HP,D+HP
[3 HIT 19%] HK,HK,B+HK
[2 HIT 21%] Jumping HK, Air Fireball
[3 HIT 21%] HP,HP,LP
[4 HIT 25%] HP,HP,LP,HK
[4 HIT 25%] HP,HP,D+HP, Fireball
[4 HIT 26%] HK,HP,HP,D+HP
[5 HIT 32%] HK,HP,HP,LP,HK
[5 HIT 32%] HK,HP,HP,D+HP, Fireball
[5 HIT 33%] HP,HP,D+HP, Jumping HK, Air Fireball
[6 HIT 40%] HK,HP,HP,D+HP, Jumping HK, Air Fireball

~~~~~~~~~~~~~~
Combo Analysis
~~~~~~~~~~~~~~

---------------------------------------------------------------------

-HK,HK or HP,HP-

(A knee then a kick to the head or a punch to uppercut)

    Just like every two hit punch or kick combo these shouldn't be done.
The HP,HP will knock the back but it can sometimes still be counter
attacked. The two hit punching combo also hurts more then the two hit
kicking combo (there are only two combos like that). Both of these combos
are stronger then they should be.

---------------------------------------------------------------------

-HP,HP,D+HP-

(A punch to the head, an uppercut, then a real Uppercut)

    This is a great launching combo. It does decent damage and has some
pretty damaging follow ups to it like the Jumping HK to Air Fireball
(this isn't as damaging as Strykers combo off of a launching combo but it
will do). After just doing this combo you can put in the comand to fly.
Since it is a long button sequence this is the perfect time to do it.
>From there on you can get knocked out of the iar after shooting two Air
Fireballs (because flying doesn't fair very well in the game).

---------------------------------------------------------------------

-HK,HK,B+HK-

(A knee, a kick to the head, then a nice Roundhouse)

    This is a decent combo for her because it doesn't launch. If anyone
else has it (which just about everyone does) then it would be great but
since she has a launching combo that has a follow up to a 40% combo. You
shouldn't use this combo unless you will K.O. them. This combo comes out
reasonbly fast but you can do better.

---------------------------------------------------------------------

-Jumping HK, Air Fireball-

(Jumping HK then the shoot them with the Air Fireball before they hit the
ground)

    This is a very good and easy combo to do. Just Aur Fireball the
opponent before they hit the ground. It may take some practice but some
people can get it to go on the first try. This is also the ending for
both of Sindel's most damaging combos, so practice this by itself then
with the launchers for some easy damage. Just one more word(s) it may
look like you won't hit your opponent with the Air Fireball becuase they
might look like they are on the ground but you still can (if that didn't
make any since then just forget about it and try another combo).

---------------------------------------------------------------------

-HP,HP,LP-

(A punch to the head, an uppercut, then a slap)

    There really isn't a point to this combo. It does do more damage then
the HP,HP,D+HP but it doesn't really have an ending. Sure you can add a
HK to the beginning and end but that doesn't mean that it is the best
combo she has. You might get counter attacked or maybe you won't. If you
want a real combo atleast put some HKs onto it. 

---------------------------------------------------------------------

-HP,HP,LP,HK-

(A punch to the head, an uppercut, a slap, then a kick to the head that
knocks them back)

    This is a better combo then the combo above but it still isn't the
best combo that she has. It does excellent damage but you should add a HK
onto the beginning for more damage. But overall, this is only an advanced
version (but note the most advanced version) of the combo above.

---------------------------------------------------------------------

-HP,HP,D+HP, Fireball-

(A punch to the head, an uppercut, another Uppercut, then nail them with
a ground Fireball)

    This is an ok combo but you should to better. It is an easy combo to
do but for somemore damage just do a Jumping HK to Air Fireball instead
of just a regular ground Fireball (you already knew that, didn't you?).

---------------------------------------------------------------------

-HK,HP,HP,D+HP-

(A knee, a punch to the face, an uppercut, then a real Uppercut)

    This is the advanced version of the HP,HP,D+HP. It launches your
opponent for a damaging combo. Instead of following up with a a Jumping
HK to whatever you could instead start to fly. By the time your opponent
gets up they with get hit with an Air Fireball from a flying Sindel. Take
your pick but I advise you to go with the Jumping HK to Air Fireball. 

---------------------------------------------------------------------

-HK,HP,HP,LP,HK-

(A knee, a punch to the face, an uppercut, a slap, then a final kick)

    This is a great ground string. Sure it's only five hits but it does
more then most people's six hit ground strings. You should do this combo
whenever you can unless you want to do the HK,HP,HP,D+HP, Jumping HK to
Air Fireball. You can do this combo when someone is getting up but you
can do that to just about every combo.

---------------------------------------------------------------------

-HK,HP,HP,D+HP, Fireball-

(Same as the HP,HP,D+HP, Fireball but with a longer ground string)

    Same as the HP,HP,D+HP, Fireball with a longer ground string and it
does more damage.

---------------------------------------------------------------------

-(HK)HP,HP,D+HP, Jumping HK, Air Fireball-

(A knee) A punch to the head, an uppercut, then a real Uppercut, a
Jumping HK, finally a Air Fireball)

    This is Sindel's most damaging combo(s). Do it whenever you can. It
is pretty easy to do. After you hit them with the ground string then
Jumping HK them out of the air then nail them with an Air Fireball before
they fall down to far. It does decent damage even though Stryker's six
hit combo does 50% damage (well the other 10% must come from the baton,
those things hit hard).

--------------------------------------------------------------------- 

~~~~~~
Ending
~~~~~~

    Sindel receives visions of her true past and turns against Shao Kahn.
She discovers that her true king was named Jerrod. They once nas a
daughter nemed Kitana and ruled a realm called Edenia before Kahn took it
away in their own Mortal Kombat. He used Sindel as a pawn in his quest
for Earth and took Kitana as his own daughter. But in defeating Shao
Kahn, Sindel frees the Earth. In doing so, she also liberates Edenia and
insures a reunion with her 10,000 year old daughter Kitana.

#####################################################################


*************
****SONYA****
*************

Beginning Pose: She has one arm by her waist and the other by her neck
Winning Pose: She soluts and puts her hands byhind her back
Regular Color: Green, white, and black pants and tank
2nd Color: Blue, white, and black pants and tank

~~~~~
Story
~~~~~

    Sonya disappeared after the first touranement but was later rescued
from the Outworld by Jax. After returning to earth, she and Jax try to
warn the U.S. government of the looming Outworld menace. Lacking proof,
they watch helplessly as Shao Kahn begings the invasion.

~~~~~~~~~~~~~~~~~~
Character Overview
~~~~~~~~~~~~~~~~~~

    Sonya is the person for air defence. She has three moves that will
knock or grab them right out of the air. The only thing that is missing
is that she doesn't have an air projectile, but the other three moves
make up for that. For air defence you should always do the Superwomen
Punch if you think that they will jump attack you (so this should be your
first option in air defence). If they jump at you and you don't
Superwomen them then go with the Bike Kick. This move will knock them
back up and sets you up for a combo (so this is your second line of air
defence). Your third and last line of air defence is your Leg-Flip-Grab.
This can (even though it will miss from time to time) grab your opponent
right out of the air then slam them back down on their head). Her Ring
Toss is a decent projectile that can keep jump happy players in the
corner for the entire match, but that doesn't mean that it will keep
standing opponents there. If they don't jump then they can block and walk
forward a couple feet then hit or jump at you before you can shoot
another one because or the lag time after this move. One another note she
is the fastest character in the game so use her speed to your advantage.

~~~~~~~~~~~~~~~~~
Special Move List
~~~~~~~~~~~~~~~~~

Ring Toss: D,F,LP
Leg-Flip-Grab: D+LP+BLK
Superwomen Punch: F,D,HP
Bike Kick: B,B,D,HK

~~~~~~~~~~~~~~~~~~~~~
Special Move Analysis
~~~~~~~~~~~~~~~~~~~~~

---------------------------------------------------------------------

-Ring Toss-

(Sonya puts her hands together and shoots out a couple pink rings that
explode on impact)

    This is a great projectile but it has one minor flaw: it doesn't push
your opponent back very far. Infact you opponent can walk up to your
after getting hit by one of these (well, not from the other side of the
screen but under half way). It is great for pressure and will keep your
opponent down and in the corner if they think that the only way to get
away from people is to jump. This special move should be done when: your
opponent misses a jump, when your opponent messes up from afar, when your
feel like it, when they are jumping around like a nut in the corner,
and/or when you need to aply pressure into your game (when I say pressure
I mean to make them to think on there own safety (aka... dodging) and
forget about attacking). So overall, a good projectile.

---------------------------------------------------------------------

-Leg-Flip-Grab-

(Sonya flips forward and grabs her opponent in her legs and flips them
back over)

    This is a very weak more (damage wise) but can stop opponents from
attacking. That might be (or is) its main perpose: to stop incoming
attacks and drive your opponent crazy. It also works well in combos but
does very little damage and can acually decease the combo damage
(example: Jumping HK, sweep, Leg-Flip-Grab 21%; Jumping HK, sweep 22%).
This can knock opponents out of the air, but do the Bike Kick or
Superwomen Punch for the best air defence in the game. She has so many
options, but this special move should be her last option (this is also
the easiest of all her moves to do).

---------------------------------------------------------------------

-Superwomen Punch-

(Sonya jumps up then flies across the screen with her hist out)

    THis move should be your first option in air defence because it can
knock your opponent out of the air before they reach the top for their
jump and because it can hit opponents that are far away. This is also a
great move to fake your opponent out with. They might think that you
messed up and did a hop kick then you fly across the screen and hit them
out of the air if they try to jump kick/punch you out of the air. This
move can also be used as a teleport. It gets you out of traps easily and
your opponent cannot jump kick you out of the air. He only real bad thing
about this move is that when you land you can easily get hit and your can
get hit by an air projectile. Also, just throw this move out at random if
your opponent likes to jump around. 

---------------------------------------------------------------------

-Bike Kick-

(Sonya does Liu Kang's Bike Kick but does it while going up)

    This should be your second option for air defence. You should do this
move when your opponent is falling from their jump. The major problems
with this move are that it doesn't hurt your opponent as much as it
should and because of the range. The range it almost straight up. This
means that your have to do this move just before your opponent hits you
(or else you might miss). It does do over some, but not a lot. You can
also use this move in close combat. Most people won't expect it and will
get hit, thinking that you are ducking or something like that. Remember
that this should be your second option for air defence.

---------------------------------------------------------------------

~~~~~~~~~
Finishers
~~~~~~~~~

Fatality 1: B,F,D,D,RUN
Fatality 2: U,U,B,D,BLK+RUN
Babality: D,D,D,F,LK
Friendship: B,F,B,D,RUN
Amimality: hold LP,B,F,D,F, release LP
Stage Fatality: F,F,D,HP

~~~~~~~~~~
Combo List
~~~~~~~~~~

[3 HIT 12%] Bike Kick, Leg-Flip-Grab
[2 HIT 13%] HP,HP
[2 HIT 14%] HK,HK
[2 HIT 15%] Jumping HK, Leg-Flip-Grab
[3 HIT 17%] HP,HP,LP
[3 HIT 19%] HK,HK,B+HK
[3 HIT 21%] Jumping HK, sweep, Leg-Flip-Grab
[4 HIT 22%] HP,HP,LP,B+HP
[2 HIT 22%] Jumping HK, sweep
[6 HIT 31%] HK,HK,HP,HP,LP,B+HP

~~~~~~~~~~~~~~
Combo Analysis
~~~~~~~~~~~~~~

---------------------------------------------------------------------

-Bike Kick, Leg-Flip-Grab-

(Bike Kick your opponent then grab them with the special move for a very
undamaging combo)

    This is the least damaging combo that just about anyone has. If you
get your opponent in the Bike Kick you should just sweep them instead of
grabing them. The best thing about this combo is that it will knock your
opponent down. So in short, don't do this combo.

---------------------------------------------------------------------

-HP,HP-

(An elbow to the head then a punch to the face)

    This is a one of a kind combo. No one else has it, but it still
stinks just like every two hit HP combo. So just like the combo above,
don't do this combo unless you put a LP on it.

---------------------------------------------------------------------

-HK,HK-

(A knee then a kick to the head)

    This combo stinks, don't do it unless you add a B+HK to it,
yadayadayada.

---------------------------------------------------------------------

-Jumping HK, Leg-Flip-Grab-

(Jumping HK your opponent then grab them before they hit the ground)

    This is a cool yet undamaging combo. You should sweep them instead of
grabing them for more damage (I think that this combo should hurt more
then a Jumping HK to sweep, but that's my opinion). You should do that
combo whenever you hit your opponent with a Jumping HK instead of this
one. 

---------------------------------------------------------------------

-HP,HP,LP-

(An elbow, a punch to the head, then an uppercut)

    This is the more advanced combo then the regular HP,HP, yet it still
doesn't have a decent ending. All that it does is do more damage then the
two hit combo. If you add a B+HP at the end of the combo then you will
send them flying.

---------------------------------------------------------------------

-HK,HK,B+HK-

(A knee, a kick to the head, then a nice Roundhouse)

    This is the most advanced kicking combo that Sony has (three hits,
wow). It does more damage (and knocks your opponent down) then the three
hit punching combo above, but that combo can get enlarger, this one
cannot. It is also a great run in then combo (even though her six hit
combo is a better run in the combo).

---------------------------------------------------------------------

-Jumping HK, sweep, Leg-Flip-Grab-

(Jumping HK your opponent then sweep them before they hit the ground and
finally grab them with your legs before they get up)

    For some reason this three hit combo hurts your opponent less then
the two hit Jumping HK to sweep. This combo is the same, but your add the
grab in. I guess the grab makes the damage do down. For more damage don't
do the grab.

*WARNING* You must be in the corner to do this combo.

---------------------------------------------------------------------

-HP,HP,LP,B+HP-

(Elbow to the head, a punch to the face, and uppercut, then a backhand)

    A great four hit combo. It causes a decent amount of damage and
knocks your opponent down, giving you the advantage. You can add two high
kicks to it for a lot more damage and her biggest combo. Do this combo
whenever you want, but if you can get the timing right do the six hit
combo.

---------------------------------------------------------------------

-Jumping HK, sweep-

(Jumping HK your opponent then sweep them before they hit the ground)

    This is a better combo then the Jumping HK, sweep, Leg-Flip-Grab. It
does more damage, is easier to do, and can be done anywhere (not just in
the corner). So do this combo instead of that combo, easy as that.

---------------------------------------------------------------------

-HK,HK,HP,HP,LP,B+HP-

(A knee, a kick to the head, an elbow to the head, a punch to the face,
an uppercut, and finally and backnand)

    This is Sonya's long ground string. It does decent damage and is
easier to do then most of her combos for some reason. You can do this
combo whenever you want, but the best times to do it is when you run at
your opponent or while they are getting up. Have fun with this wierd
combo.

---------------------------------------------------------------------

~~~~~~
Ending
~~~~~~

    Sonya defeats her arch enemy Kano atop a skyscraper near Shao Kahn's
fortress. She then comes face to face with the emperor himself. In a
incredidle display of courage, Sonya wins. When the world returns to its
normal state, Sonya has no trouble convicing her superoirs to form the
Outwold Unvertigation Agency: devoted to protecting the Earth against
possible future invasions from other realms.

#####################################################################


***************
****STRYKER****
***************

Beginning Pose: Stryker has one arm by his stomach and the other by his
leg
Winning Pose: Pulls out a gun and shoots it into the air a couple times
then crosses his arms
Regular Color: Blue Shirt
2nd Color: Orange Shirt

~~~~~
Story
~~~~~

    When the Oustworld portal opens over a large city in North America,
panic and chaos rage out of control. Kurtis Strker was the leader of a
riot control brigade when Shao Kahn began taking souls. He finds himself
the lone survivior as a city once populated by milions.

~~~~~~~~~~~~~~~~~~
Character Overview
~~~~~~~~~~~~~~~~~~

    This crazy cop is (sometimes) a misunderstude character. Most poeple
think that he doesn't have much to offer, but that is sort of true. He
isn't the strongest of all the characters but he can still put up a
fight. He has tons of combos and his projectiles can hit high or low. He
has a combo that ends in an Uppercut so you can add onto it, but he
doesn't have a teleport and his moves can be sudden death if it is done
at the wrong time (his Baton Sweep is sudden death any time you use it,
even in combos). His combos are mainly the three or four hit groundstring
that ends in an Uppercut followed by a jump kick to a special move.
That's not bad but he needs a bigger variaty of combos and a long ground
string which he doesn't have. His projectiles can hit high with the High
Grenade or low with the Low Grenade (hints the names). These can be used
to knock your opponent out of the air or while they get up. If your
opponent doesn't have a Teleport keep throwing them at them until they
die or hit you for being cheap (that is hard to do but has been done
before). The lack of Teleports make him a sucker for fireball traps and
just about any other type of trap in the game. If you keep doing the
Baton Throw then you are bound to get blocked and Uppercuted to the ends
of the earth. If you use the Baton Sweep then you will get killed anyway.
So only be this character if you want a chalange or you think that you
are the best player of all time.

~~~~~~~~~~~~~~~~~
Special Move List
~~~~~~~~~~~~~~~~~

Baton Throw: F,F,HK
Baton Trip: F,B,LP
High Grenade: D,DB,B,HP or F,DF,D,HP
Low Grenade: D,DB,B,LP or F,DF,D,LP

~~~~~~~~~~~~~~~~~~~~~
Special Move Analysis
~~~~~~~~~~~~~~~~~~~~~

---------------------------------------------------------------------

-Baton Throw-

(Stryker flies at his opponent then throws them over his head with the
baton)

    This move can catch opponents off gaurd while close, but if you
missguess your opponent then they might block and Uppercut you. Don't do
this move while at a distence because it will always be blocked. This
move is also much better then the Baton Trip in combos and in regular
combat. The timing is much better in combos and it hurts them a lot more.
If you want to prove that you are a real expert then hit them with the
Baton Trip while in a combo, but don't rely on it to win games. A nice
time to do this special move is when your opponent is retreating with a
jump. Nail them with this just as they are landing for some easy damage.

---------------------------------------------------------------------

-Baton Trip-

(Stryker runs and ducks at his opponent then sweeps them off of the feet
for a nasty fall)

    This move is death unless your opponent has never seen this move
before (which most opponents haven't seen this special move before). This
move can be used in combos but it doesn't hurt your opponent and is very
hard to pull off (just do the Baton Throw instead). You can do this move
to duck under your opponent as they are shooting a high fireball like Liu
Kang. This can also be used as a teleport but you can still get hit out
of it. To do it you must do this just as your opponent lifts out from the
ground. The major problem with this and this move overall is that has a
major stall at the end. He freezes in the sweeping position for about .75
seconds. Overall, don't use this move.

---------------------------------------------------------------------

-High and Low Grenade-

(Stryker throws a grenade at his opponent at high or low level)

    These moves are great for keeping your opponent at bay. You can nail
them out of the air with a High Grenade or keep them from sweeping you
with a Low Grenade. Use the High Grenade to hit opponents on the other
side of the screen (the Low Grenade doesn't always hit them). Use these
to totally wipe your opponent out. I've killes a couple opponents with
just these two moves (just watchout for teleport attacks-they will kill
you).

---------------------------------------------------------------------

~~~~~~~~~
Finishers
~~~~~~~~~

Fatality 1: D,DF,F,D,DF,F,BLK (close)
Fatality 2: F,F,F,F,LK (far)
Babality: D,F,F,B,HP
Friendship: LP,RUN,RUN,LP
Amimality: RUN,RUN,URN,BLK (sweep)
Stage Fatality: F,U,U,HK

~~~~~~~~~~
Combo List
~~~~~~~~~~

[2 HIT 13%] HP,HP
[2 HIT ??%] LK,LK
[3 HIT ??%] LK,LK,B+HK
[3 HIT 17%] HP,HP,LP
[2 HIT 21%] Jumping HK, sweep
[4 HIT 23%] HK,HP,HP,LP
[4 HIT 23%] HP,HP,LP, Grenade (any kind)
[4 HIT 25%] HP,HP,LP, Baton Trip
[4 HIT 28%] HP,HP,LP, Uppercut
[5 HIT 29%] HK,HP,HP,LP, Grenade (any kind)
[5 HIT 31%] HP,HP,LP, Jumping HK, sweep
[5 HIT 31%] HK,HP,HP,LP, Baton Trip
[5 HIT 35%] HP,HP,LP, Jumping HK, Baton Trip
[6 HIT 37%] HK,HP,HP,LP, Jumping HK, sweep
[4 HIT 37%] HP,HP,LP, Baton Throw
[5 HIT 42%] HK,HP,HP,LP, Baton throw
[5 HIT 44%] HP,HP,LP, Jumping HK, Baton Throw
[6 HIT 50%] HK,HP,HP,LP, Jumping HK, Baton Throw

~~~~~~~~~~~~~~
Combo Analysis
~~~~~~~~~~~~~~

---------------------------------------------------------------------

-HP,HP-

(Stryker elbows his opponent in the face then hits them with the baton)

    Just the regular two hit high punch combo. Can be counter attacked
and is very easy to do. This should ONLY be a mistake while trying to do
a different combo like the HP,HP,LP (which is a great combo). Don't do it
by itself.

---------------------------------------------------------------------

-LK,LK-

(A classic knee to a kick to the head)

    This is the everyday double kick combo. It is done by double tapping
low kick instead of high kick. I don't know how much damage it takes away
because every time that I try it it doesn't count as a combo even though
he does the combo actions (a knee to a kick instead of just a knee).

---------------------------------------------------------------------

-LK,LK,B+HK-

(Stryker knees his opponent, then kicks them in the head, and finally
Roundhouses them)

    Just as the combo before, I can't tell you how much damage it takes
away from your opponent because the game won't tell me. It is a great
combo because it knocks your opponent down so that they can't counter
attack you (no one can counter attack you if they are on the ground).
Unfortunatly I can't say if it is very damaging because I can't tell, if
you know then e-mail me, thanks).

---------------------------------------------------------------------

-HP,HP,LP-

(An elbow, a baton to the head, then an Uppercut with the baton)

    This is Styrkers second best lauching combo (his first is the
HK,HP,HP,LP of cource). This combo leads to an air or ground combo
finisher (like all launchers). If you do this combo while you are to
close to the corner then you will freeze in place until you land giving
no one the advantage. The only problem with this combo besides that is
that is doesn't do a lot of damage. Besides those problems it is a very
good combo.

---------------------------------------------------------------------

-Jumping HK, sweep-

(Jumping HK your opponent then sweep them just before they hit the
ground)

    This is a very good/easy combo to do. It is even easier to do while
in the corner (if you knock them into the corner then try to do the Baton
Throw instead of the sweep, it's just an idea). Do this combo whenever
you hit your opponent with a Jumping HK.

---------------------------------------------------------------------

-HK,HP,HP,LP-

(Stryker knees his opponent, then elbows them in the head, then hits them
with his baton, and finally Uppercuts them with this weapon)

    This is Strykers best launcher. It does a decent amount of damage
with the chance to add a lot more (like doubling it). A great follow up
to this combo is to Jumping HK them out of the air and grab them with the
Baton Throw. It is very easy and very damaging (his most damaging combo,
50%). Do this combo whenever you have the chance because you will blow
your opponent away.

---------------------------------------------------------------------

-HP,HP,LP, Grenade-

(Elbow to the head, followed by a hit with the baton, then he nails them
with an Uppercut, and he finally hits them with any kind of Grenade)

    This is a pretty easy to do. The timing doesn't have to be perfect
but you can still miss because there is almost always a first. It doesn't
matter what kind of Grenade that you use but if you don't throw a High
Grenade fast then you should throw a Low Grenade instead to hit them just
before they hit the ground. You can use this combo whenever you want but
it isn't the most damaging combo. You should do the Jumping HK to Baton
Throw for a lot of damage off of the launcher. This combo is also very
undamaging, so use that combo or just a Baton Throw for more damage.

---------------------------------------------------------------------

-HP,HP,LP, Baton Trip-

(Stryker hits his opponent with the short ground string the hits them out
of the air with a Baton Trip)

    This is a VERY hard combo to do. For the damage and difficulty of
this combo you shoulf never do it. Most of the time the Baton Trip won't
come out because of the difficulty of this special move. You should do
this combo in the corner to make it easier to do (usually). 

---------------------------------------------------------------------

-HP,HP,LP, Uppercut-

(Stryker hits his opponent with the ground string then walks under hit
opponent and Uppercuts them just before they hit the ground)

    This combo should be more damaging because you are Uppercuting them.
But no, it only takes off 28% when the Baton Throw off of the launcher
takes off 9% more (37%, wow that throw is super damaging). To do this
combo you must start to walk under them just after you finisher the
ground string. This can take some practice but is worth it because this
combo works with every character that has a ground string launcher.
Instead of doing the Uppercut try the Baton Throw for some moster damage
(as stated above).

---------------------------------------------------------------------

-HK,HP,HP,LP, Grenade-

(Same as HP,HP,LP, Grenade with a longer ground string)

    Same a HP,HP,LP, Grenade but it does more damage.

---------------------------------------------------------------------

-HP,HP,LP, Jumping HK, sweep-

(Do the ground string then Jumping HK them out of the air and hit them
with the sweep just before they hit the ground)

    This should be your alternate combo if you jump a them instead of
Baton Throwing them (sometimes I jump when I don't won't to) unless you
want to Baton Throw them instead of sweeping them for a lot of damage.
This combo is easy to do and isn't the most damaging combo for him but it
does fair pretty well. Use it if you want but don't use it to win because
it isn't the most damaging of all of his combos.

---------------------------------------------------------------------

-HK,HP,HP,LP, Baton Trip-

(Same as HP,HP,LP, Baton Trip with a longer ground string)

    Same as HP,HP,LP, Baton Trip but with a longer ground string and it
does more damage.

---------------------------------------------------------------------

-HP,HP,LP, Jumping HK, Baton Trip-

(Styker does his ground string then hits them out of the air with the
Jumping HK to Baton Trip)

    This combo is VERY, VERY, VERY HARD TO DO. After the Jumping HK you
must land and go the special attack as soon as you can. If you wait even
a split second then you will miss. For the damage that this combo does
you should do the Jumping HK to Baton Throw for a lot of pretty damage.
The Baton Throw does 9% more damage then its counter part the Baton trip.
Never ever ever do this combo unless it will kill your opponent.

---------------------------------------------------------------------

-HK,HP,HP,LP, Jumping HK, sweep-

(Same as the HP,HP,LP, Jumping HK to sweep with a longer ground string)

    Same as the HP,HP,LP, Jumping HK to sweep with a longer ground string
and it does more damage.

---------------------------------------------------------------------

-HP,HP,LP, Baton Throw-

(After Styrker does the ground string he catches hit opponent in the air
with the Baton Throw for some nasty damage)

    This is a great combo. It is the second most damaging combo for the
HP,HP,LP. If you don't jump do this combo. It is very easy to do and is
almost impossible to miss your opponent. It is easy to nail your opponent
with this combo is they are hit into the corner. If you miss with this
combo then consider yourself a beginner (but sometimes it happens to
experts, so don't worry and try it again).

---------------------------------------------------------------------

-HK,HP,HP,LP, Baton Throw-

(Same as the combo above but with a longer ground string)

    Same as the combo above but with a longer ground string and it does
more damage.

---------------------------------------------------------------------

-HP,HP,LP, Jumping HK, Baton Throw-

(After Stryker does his ground string he meets his opponent in the air
with a Jumping HK, and finally hits his opponent with the Baton Throw
just before they land)

    This is Strykers most damaging combo for the launching ground string.
You should do this combo whenever you can because of the mosterish
damage. This is probably the most damage and easy combo to do in the
game. You could probably do it on your first try. This combo is great for
getting people back onto the ground and for hitting people as they rise.
Have fun with this huge combo.

---------------------------------------------------------------------

-HK,HP,HP,LP, Jumping HK, Baton Throw-

(Same as the combo above but with a longer ground string)

    Same as the combo above but with a longer ground string and 6% more
damage.

---------------------------------------------------------------------

~~~~~~
Ending
~~~~~~

    Ignorent of why his soul was spared from the outworld invasion,
Stryker receives a vision from Rayden. He is instructed to travel west.
He eventualy meets the rest of earth's warriors and learns the true
meaning of his survival. He travels back to the city he swore to protect.
Kahn is unfamiliar with his new kombatant and is caught off gaurd.
Stryker defeats the warlord and saves the entire planet. The chaos that
consumed the city in hours before the invasion are gone.

#####################################################################


****************
****SUB-ZERO****
****************

Beginning Pose: He has his hands infront of him
Winning Pose: He puts his hand in the air
Regular Color: He has a blue and black clothes on
2nd Color: He has a blue/green and black clothes 

~~~~~
Story
~~~~~

    The ninja returns unmasked, he was betrayed by his own ninja clan,
the Lin Kuei. He broke sacred codes of honor by leaving the clan and is
marked for death. But unlike the ninja of old, his pursuers come as
machines. He must not only defend against the Outworld menace, but must
also elude his soulless assassins.

~~~~~~~~~~~~~~~~~~
Character Overview
~~~~~~~~~~~~~~~~~~

    This ninja is one of the best players in the game. He has one of, if
not, the best stun in the game. He has five ways to freeze his opponent
and a move that can act like a teleport. He also has an easy to do ground
string. The bad things about him are that his combos don't hurt that much
and he doesn't have a real teleport. Lets start out with the good things
or plus things about him, his stuns. He has the most stuns in the entire
game. He has them to hit jumping, standing, crounching, and even
teleporting opponents. he can also fake his opponents out with two
different special moves (the Ice Storm Forward/Backward). He can hit
jumping opponent with any of his Ice Storms and his Self Freeze. He can
hit standing with the Ice Storm or Ice Blast. He can hit the crounching
opponents with the Ice Storm and teleporting with a well placed Self
Freeze. He has a easy to do six hit ground string, but it doesn't do a
lot of damage (just like all of his other combos). His Slide can act like
a teleport but it only works if your opponent is jumping and you have
expert timing (so it not a real teleport but it gets by alright). 

~~~~~~~~~~~~~~~~~
Special Move List
~~~~~~~~~~~~~~~~~

Ice Storm: D,F,HP
Ice Blast: D,F,LP
Ice Storm Forward: D,DF,F,B,HP
Ice Storm Back: D,DB,B,F,HP
Self-Freeze: D,B,LP
Slide: B+LP+BLK

~~~~~~~~~~~~~~~~~~~~~
Special Move Analysis
~~~~~~~~~~~~~~~~~~~~~

---------------------------------------------------------------------

-Ice Storm-

(Sub-Zero puts his hands up and shoots an Ice Blast up into the sky that
falls on his opponent)

    This new Ice Blast isn't as good as the original one because your
opponent can easily dodge it and because you will stand up while doing
it. This will put you in a very bad position to get hit with a combo from
your running opponent (they are running to dodge the Ice Storm) or by a
special attack (aka... Teleport). This special move also doesn't work all
that well in combos because of the time that it takes to shoot the ice up
and for it to fall back down. If your opponent is just standing around
and waiting for you to shoot an Ice Blast then do the Ice Storm. They
might get confused and jump into it. This is a good move if you know when
to use it.

---------------------------------------------------------------------

-Ice Blast-

(Sub-Zero puts his hands together and shoots out an ice ball that freezes
anything in its way)

    This is the original freezing move. It is a great move because you
duck when you do it (this means that you can dodge attacks and attack at
the same time, when this happens your opponent won't be able to block and
will get frozen so you can walk/run up to them and combo then to death).
The only way to dodge this move is to jump over it (this also means
teleports). If they like to teleport and hit you the you should do your
Self Freeze (we will talk about that in a little bit). One last word,
this is the move that renders Shao Kahn helpless. He can't hit you when
you do this to him.

---------------------------------------------------------------------

-Ice Storm Forward and Backward-

(Sub-Zero puts his hands up in the air and shoots an ice ball that falls
infront of your opponent or behind them)

    These moves were made to stop people from run at you or jumping back
when you do the Ice Storm. Only use them when you know that they will
jump back/forward or run at you. If you do this right they will get hit
with it and become helpless to combos and other attacks. This move can
also fake or keep your opponent away from you, but that doesn't always
work.

---------------------------------------------------------------------

-Self-Freeze-

(Sub-Zero jumps back and there is a clone of him there)

    This move is made to stop jumping attacks and teleport attacks like
Sektor's Teleport Uppercut (funny, Sektor is Sub-Zero's assassin). To do
this just put in the button sequence just before they hit you. If this is
done just right they will get frozen and you can combo the life out of
them. This may take some practice but it is worth the efort.

---------------------------------------------------------------------

-Slide-

(Sub-Zero slides at his opponent)

    This move should be used as a teleport or in combos only. As the
teleport you should slide under your opponent. This may surprise them and
you might get the advantage, but not everyone is like that. When you do
this you might get hit but it can take practice. When I wrote "you should
only use this in combos" (acually I wrote something else) I ment it. If
you use it from the other side of the screen you will get blocked and
Uppercuted. If you use it in combos it won't hurt your opponent as much
as a sweep, but it can hit opponent out of sweeping range. So use this
move in combos or as a teleport only.

---------------------------------------------------------------------

~~~~~~~~~
Finishers
~~~~~~~~~

Fatality 1: B,B,D,B,RUN (sweep)
Fatality 2: BLK,BLK,RUN,BLK,RUN (close)
Babality: D,B,B,HK
Friendship: LK,LK,RUN,RUN,U
Amimality: F,F,U,U, (close)
Stage Fatality: B,D,F,F,HK

~~~~~~~~~~
Combo List
~~~~~~~~~~

[2 HIT 13%] HP,HP
[2 HIT 14%] HK,HK
[3 HIT 17%] HP,HP,LP
[3 HIT 19%] HK,HK,B+HK or LK,HK,B+HK
[2 HIT 19%] Jumping HK, Slide
[2 HIT 21%] Jumping HK, sweep
[2 HIT 26%] Jumping HK, Ice Blast, Uppercut
[6 HIT 30%] HP,HP,LP,LK,HK,B+HK
[7 HIT ??%] Jumping HK, Ice Blast, HP,HP,LP,LK,HK,B+HK

*NOTE* You can do the Jumping HK to Ice Blast then do any of his combos
after that.

~~~~~~~~~~~~~~
Combo Analysis
~~~~~~~~~~~~~~

---------------------------------------------------------------------

-HP,HP or HK,HK-

(Sub-Zero hits them in the face with two elbows or knees them then kicks
them in the head)

    There are more advanced versions of these combos. These don't hurt a
lot and can get counter attacked very easily. You can add a LP onto
theand of the two hit punching combo or a B+HK onto the two hit kicking
combo for more hits and a little more damage. You can put both of those
combos together (three punches to three kicks) to get his long ground
string (well, its not all that long but it has six hits). 

---------------------------------------------------------------------

-HP,HP,LP-

(Two elbows then a slap)

    This is a good but not the best combo that he has. It does more
damage then its lower version but it can still be counter attacked with a
long attack. Add the three hit kick combo onto the end of this for a
longer combo. Remember, you can always do better.

---------------------------------------------------------------------

-HK,HK,B+HK or LK,HK,B+HK-

(A knee to a kick to the head and then a Roundhouse)

    This is a lot better then the combo above because it knocks your
opponent down (so they can't counter attack), it does a lot more damage
(a whole two percent), and looks better. It doesn't matter which way you
do this combo because they are both the same. Add this combo onto the and
of the combo above to get they combo that you already know about, OK.

---------------------------------------------------------------------

-Jumping HK, Slide-

(Jumping HK your opponent then Slide into them before they hit the
ground)

    This does a smaller amout of damage then the Jumping HK to sweep, but
this combo can hit your opponent even if they fall out of sweeping range
because the Slide goes to the other side of the screen (close to the
other side of the screen). If you hit your opponent out of the air while
in the corner then go for the sweep, but if you hit them out of the air
while in the middle of the battle field then Slide into them for some
easy damage (sorry, the sweep will miss).

---------------------------------------------------------------------

-Jumping HK, sweep-

(Jumping Hk your opponent then sweep them for some easy damage)

    You should do this combo over the combo above because it does more
damage and is a little easier to do. If you are out in the open and hit
them out of the air then do that combo, but if you hit them in just about
anyother place you might be able to pull this combo off (as long as they
aren't jumping). You should do this combo every time you hit your
opponent with a jump kick (and they aren't in the air). Good, that's
done.

---------------------------------------------------------------------

-Jumping HK, Ice Blast, Uppercut-

(Jumping HK your opponent then Ice Blast them before they hit the ground,
and then Uppercut them to the moon)

    This is a very damaging combo, yet it is pretty easy (or hard) to do.
Every time that you pull off a Jumping HK to Ice Blast do this move
unless you want to go for the ground string (you already knew that). You
can Roundhouse or go for a combo instead of Uppercuting them, but that is
your dicission. To pull this combo off it is best to knock your opponent
out of the air with the Jumping HK and freeze them before they hit the
ground. This may take some practice, but it can be done in battle.

---------------------------------------------------------------------

-HP,HP,LP,LK,HK,B+HK-

(Two elbows then a slap, followed by a knee then a kick to the head, and
finally a Roundhouse to finish it off)

    This is a great ground string even though it isn't as damaging as it
should be because Sheeva's seven hit combo takes off 41% and this six hit
takes off only 30%. One hit doesn't take off eleven percent in a combo,
but oh well. A great set up for this combo is to Freeze your opponent. It
doesn't matter what kind of a freeze, but just something that freezes
them. You can also Jumping HK your opponent then Ice Blast them before
they hit the ground then do this combo (that is the combo below). So
overall, pull this combo off whenever you can.

---------------------------------------------------------------------

-Jumping HK, Ice Blast, HP,HP,LP,LK,HK,B+HK-

(Jumping HK your opponet then Ice Blast them before they hit the ground
and follow it with the long ground string)

    This is Sub-Zero's most damaging combo. To do it you need to Jumping
HK your opponent out of the air then Ice Blast them before they hit the
ground. Then you can hit them with the ground string and laught. You
should to this combo every time you Jumping HK to Ice Blast your opponent
(I know that I said that for the Jumping HK, Ice Blast, Uppercut combo,
but this time I mean it). So do this combo whenever you can.

---------------------------------------------------------------------

~~~~~~
Ending
~~~~~~

    In a vicious battle Sub-Zero faces Cyrax and Sektor, but not alone.
He finds his third Lin Kuie assassin, the elusive Smoke. Before
automation, Smoke and Sub-Zero were allies. Sub-Zerp helps Smoke recall
his past and gains him as an ally once more. Sub-Zero defeats his cyborg
assassins and finds that it takes all his own inner strenght to defeat
Kahn and his Outworld minions. The former ninja once again disappears
into the shadowns, his ;egacu known only by a select few.

#####################################################################


    The Code Section

    In a two player mode before the first round starts the vs. screen
will appear with pictures of the fighters. Also there are six boxes with
symbols that you can change. You can change there with the LP (for the
far left box), the block button (for the middle), and LK (for the far
right one). The first set of numbers are for controller one and the
second for controller two. 

    This list is from Cheetah.

•000-033 -- Player two starts with 1/2 energy bar 
•000-707 -- Player two starts with 1/4 energy bar 
•006-040 -- Endurance Fighting 
•011-971 -- Healing Enabled 
•020-020 -- Blocking Disabled 
•033-000 -- Player one starts with 1/2 energy bar 
•033-564 -- Winner of Round One fights Shao Kahn 
•082-771 -- No Cheese (no throws or sweep) 
•091-293 -- Sweeping Disabled 
•100-100 -- Throwing Disabled 
•122-333 -- View Credits 
•123-926 -- "No Knowledge That Is Not Power" 
•205-205 -- Winner of Round One fights Smoke 
•282-282 -- "No Fear" 
•303-606 -- Bonus Pong Game 
•460-460 -- Random Kombat (changes your fighter) 
•466-466 -- Unlimited Run 
•494-494 -- No Patience 
•642-468 -- Bonus Galaxians Game 
•667-000 -- No Timer 
•688-422 -- Dark Fighting 
•688-688 -- Quicker Uppercuts 
•707-000 -- Player one starts with 1/4 energy bar 
•769-342 -- Winner of Round One fights Noob Saibot 
•911-911 -- No Abuse 
•929-646 -- Bad Luck With TNT 
•955-955 -- More Time to Execute Fatalities 
•969-141 -- Winner of Round One fights Motaro 
•985-125 -- Psycho Kombat 
•987-123 -- No Powerbars 
•987-666 -- "Hold Flippers during Casino Round" 
•999-995 -- Combos Disabled 


Play as Smoke: At the MK3 logo press A,B,B,A,D,A,B,B,A,D,U,U. If you
imput the correct code the the screen will turn red and Shao Kahn will
say "Smoke." This must be done at the MK3 logo screen not at the Title
Screen. To morph Smoke while playing with Shang Tsung press B,B,LP. 


Cheats: At the Title screen press A,C,U,B,A,D. After the code is put in
then the "Cheats" option will appear. After you have choosed it then you
can mess with the sound test, pick upto 95 continues or look at your
characters "Bio Screen." 


Secrets: At the Title Screen press B,A,D,L,A,D,C,R,U,D. After you imput
the correct code a Secrets option will appear. select it and you can
change the speed of the clock, see your opponents ending, or choose you
"Kombat Zone."


Killer Codes: At the Title Screen press C,R,A,L,A,U,C,R,A,L,A,U.  If you
imput the correct code then you will be treated with the options of
"Quike End," playable Smoke, of "Bosses," or Galaxian. Quike End is the
code that lets you preform a Finishing Move in one or two buttons
(usually the last). If you choose the Bosses then you can choose any of
the two bosses in a two player game only and only one character can
choose a boss, not both. Galaxian is a Space Invaders type of game which
really isn't all that good. And the Smoke code lets you play as Smoke.


Play Galaxian without the code: In a two player game play 100 games
staight and you can play this game. Also, when you lose hold down any
button to see your ship's statistics.


Endurance Mode: At the Title Screen hold down A and C then press start to
enter the Endurance Mode. Once there both players must press start then
choose one to eight characters the press start. To get a random play
select the ? box. To get an entire row of random players press U+Start.


For more codes go to GameSagas or anyother code web site for more like
the Infinity combo for Smoke, or Shao Kahn vs. Shao Kahn, or secret
fighing areas, or....

#####################################################################

Credits:

Cheetah - The VS. codes

That's all for now. If you can help then please e-mail me.

    Thank you for reading this FAQ - Videogameman.

#####################################################################