BUTTONS: Quick - 1 Launch -2 Power - 3 Jump - J R1(special)- S R2(throw) - T R1+R2(special throw) - ST L2(blocking and tracking) - block SPECIAL METER: The blue meter below the health bar is your special meter. this meter governs special moves, evading, air tech and can even effect blocking. * blocking doesnt take any meter when you block but you need meter to block. if you run out of meter you cannot block untill at least a SMALL sliver of meter returns which doesnt take long at all. * when the meter is full you cannot air tech.. to airtech you need a little less then 1/4 of meter. * when the meter is full you cannot evade at all. * different specials take up more/less meter depending on the move, if it was charged, etc.. same deal.. no or low meter = no specials. EVADING: To evade hold L2(block/tracking) and tap J or J and a direction. doing this will have you evade attacks and projectiles. careful though, this takes meter. AIR TECHING: You air tech by tapping J while in the air BUT you cannot air block so after you tech you can be hit and this is where tech setups come in. a BASIC example would be: ANY time there is an air combo and the opponant goes to follow up you can air tech and get away. if the opponent air techs but u jump and dely, your attack/throw you will hit them if you time the air tech. if someone air tech FAST on a HIGH launch then its bad news for them ... SHORT JUMP: this is just like ssb. tapping J quickly will cause your jump to not go as high. SHORT JUMP ATTACKS: done by taping J~ then another attack/throw FAST. example: when both opponents are on the ground if you QUICKLY tap J~T you will jump and air throw the opponent and it gives you the same throw as an air combo throw ender which allows u to throw opponents farther and into more hazards,walls, etc instantly. this tactic is great and its 100%safe. there is no GUARANTEED punishment for wiffing J~ with a throw. if u miss, it u can evade, jump, etc from incoming attacks. if u miss, it u can evade, jump, etc from incoming attacks but remember that the evade takes meter and if u jump and your opponent knows it they can jump and intercept with an air combo. with certain characters J~1 and J~3 are too strong. if J~1 hits its a combo same with J~3. if they block J~1 or J~3 a throw is guaranteed. if J~1 or J~3 wiffs and u throw cancel and they try to jump or punish the wiff from the front, you will throw them. this tactic is one of the keys to the game. not every character can use this tactic however. THROW CANCELING AIR ATTACKS FROM SHORT JUMP: J~ any attack button will make you quick jump with air combo attacks. if you wiff the attack you can cancel with a throw and then the same conditions that i wrote in the above section apply. Liu Kang, Sub-Zero, Scorpion, Kitana all have air power moves that dont hit the ground. for these characters you can J~3 if it wiffs throw. JABS AND INTERRUPTS: jabs are the basic pokes in this game. 1... 11... 111... etc.. you can interrupt any character after 111. JAB CANCEL: you can cancel jabs with jumping and/or evade. 1~J/evade, 11~J/evade, 111~J/evade, etc... on block you MUST evade because you will get hit out of your jump. evade takes special meter so dont abuse this too much. THROWS: throws cannot be blocked. you can throw after attacks, so.. whats to stop jabs to grabs??? you can interrupt all jab(s) to grab attempts. SPECIAL THROWS: special throws have you grab the opponent or jump on their back. at this time you can tap any attack button. WHILE RUNNING ATTACKS: tapping an attack or throw button while running executes different attacks depending on the button. running 1 will do a quick running strike, running 2 will do a running launcher, running 3 will do a running power move, and running T will do a running throw. now with running 1.. when you are running and tap 1 while at least 1 and a half to 2 character lengths away from the opponent and it hits, it will cause them to stumble over a little and guarantees a combo. CORNER STUFF: anytime a power move hits the opponent with their back to the wall a throw is guaranteed. CHARACTERS COMBOS(IN ORDER OF RANK): 1. SUB-ZERO: 111 S1 111~J~11113~T 111 S1 111~J~1111~T J~3 111 S1 (back up 2 steps)111~J~111~T J~3 111 S1 (back up 2 steps)111~J~111~3 111 111~S1 (back up 2 steps) 111~J~11113 111 111~S1 (back up 2 steps)111~J~1111~T 111 111~ST3 ST3 ST3 ST3 ST3 T 111 111 111 111 111 111 111....(guaranteed if opponent has no meter and will continue until they get enough meter to tech) 111 111 111~11113~T(only guaranteed if opponent has no meter and cannot tech) ST3 ST3 ST3 ST3 ST3 T 2. LIU KANG: 1113~S3(corner) 111 111~S3 111 111~S111 111 111~J~11111~T 111 111~J~1111~S1~S1~S1 111~ST3 ST3 ST3 ST3 ST3 T J~3 111~J~11111~T J~3 111~J~1111~S1~S1~S1 ST3 ST3 ST3 ST3 ST3 T 1122 J 11112 11112 1~T(only guaranteed if opponent has no meter and cannot tech) 3. REPTILE: 111~S3 AIR TECH SETUP 111~S2 AIR TECH SETUP J~11 T J~1~T 113 111~ST3 ST3 ST3 ST3 ST3 T ST3 ST3 ST3 ST3 ST3 T 11 111 111 111 111 111 111....(guaranteed if opponent has no meter and will continue until they get enough meter to tech) 4. BARAKA: 111 S3 111~J~1~T 111~ST3 ST3 ST3 ST3 ST3 T ST3 ST3 ST3 ST3 ST3 T 111 111 111 111 111 111....(guaranteed if opponent has no meter and will continue until they get enough meter to tech) 5. SCORPION: 111T(wait) T on wakeup(opponent must use meter and evade or the second throw will hit) 111~J~1113~T 111 111~J~1113 111 111~J~111~T 111 1112~J~111~T 111~2~J~1113~T J~3 111~J~111~T J~3 111~J~111~3 1112~S3~1112~1113~T(only guaranteed if opponent has no meter and cannot tech) 111 111 111 111 111 111 111....(guaranteed if opponent has no meter and will continue until they get enough meter to tech) 111 111 111~J~1113~T(only guaranteed if opponent has no meter and cannot tech) 6. KUNG LAO: 111 S3 111~3 T J 1111111~T OR S2 111T 111~2~11111 111 2~11111 111 111 111 111...(only guaranteed if opponent has no meter and cannot tech) 111 111~S3(only guaranteed if opponent has no meter and cannot tech) 11 111 111 111 111 111 111....(guaranteed if opponent has no meter and will continue until they get enough meter to tech) 7. JOHNNY CAGE: 113 1111~S2 111 111~J~1111~T 8. KITANA: 1113 1112~S1 AIR TECH TRAPS: right now i only really have one useful one and its with liu kang... after running 3 do J~12 12 1~T. the 1 always wiffs when they tech but the 2 hits. if they keep teching then by the time this combo ends they will be out of meter. if they dont air tech then 12 12 1~T is STILL guaranteed only the 1s actually hit. if you get them trained and they dont air tech do 1112 then they'll probably tech then 12 1~T.. they lose some meter still and you get more damage. if you train them to not tech at all do 1112 1112 1~T for RIDICULOUS life. Sub-Zero's slide is also a good tech setup. when the slide hits if they dont air tech right away then a air combo is guaranteed. because they have to tech so fast if you wait just a millisecond before you air combo you will with them in a tech catch.