ded
Elder God
MORTAL KOMBAT 2 COMBO FAQ
Complete Arcade Combo Guide
Revision L3.1
October 9, 2009
Revision L3.1
October 9, 2009
[email protected]
This is html file best viewed at 1280x1024
_________________________________________________________________________________
This Combo FAQ is for Revision L3.1 (and L3.2 Europe) only. Earlier revisions of the game had different hit and pause limits for some of the special moves, and physics are also changed here and there. Some, or most of the combos may work in the earlier revisions as well but I have not tested them there. Everything from this FAQ should also work in all MAT (Midway Arcade Treasures) versions and PS3 port too.
I. Legend
F...................Forward
B...................Back
D...................Down
U...................Up
HP..................High Punch
HK..................High Kick
LP..................Low Punch
LK..................Low Kick
BL..................Block
JK..................Jump Kick
JP..................Jump Punch
SHK.................Standing HK
SLK.................Standing LK
RH..................Roundhouse
TAK.................Turn Around Kick
DP..................Death Punch
aa..................Anti Air
gc..................Glitch Cancel
Inf.................Infinite
otg.................Off the Ground
_________________________________________________________________________________
II. Glitch Canceling
Many special moves in MK have a number of hits you can do before that move is locked. MKII did not really have a feature like this, but they start implementing time limit usage on moves. You can cancel a LP, HP, JP, or JK on the frame of contact, into a special move with a hit limit, one hit beyond that limit. In other games this technique is referred to as "Just Frames" meaning essentially you have just one frame in 60 to get this to work. In MKII anyway you can glitch cancel almost every special move but the real glitch canceling is in UMK3/MKT where you can get an extra hit before some special move is locked. In MKII the only similar special move like this is Kitana's Fan Lift which has a hit limit of 0 i.e. you can glitch cancel it with HP, LP, JK, JP and SUJK.
_________________________________________________________________________________
III. Lie Frames
After some juggles before your opponent land you have a small window to connect another hit that fools the game into thinking they are on the ground, making them stand up and sell the attack standing instead of being juggled. This is how the famous relaunchers in UMK3/MKT are done. However in MKII this trick is used mostly for otg Jump Kicks and Roundhouses.
What you actually do is get an aaRH on the exact frame so the game thinks it's a grounded RH, and the opponent will react like he is hitting by a grounded RH. That allows you for example to juggle and get Roundhouse Infinite. It has a different effect with Jump Kicks. The MKII system is somehow made like the Maximum Damage in MK4, but here you are allowed to do 3 anti air hits, before your character is pushed away. If you do 4th hit and its a Bleeding JK or aa Grounded RH you will never be pushed, and that is the only way for some characters to get 100% or infinites. Its not used much anyway and overall its just for knowledge.
_________________________________________________________________________________
IV. Uppercut Interrupts
Some combos are listed as: Uppercut, XX, X... etc. That means that you have to get Uppercut Interrupt combo i.e. you Uppercut the opponent at the same time/frame when he shoots a fireball or spear or any special move that can interrupt your uppercut animation but after you hit the opponent. That will allow you to get few extra juggles after the Uppercut and continue your combo.
_________________________________________________________________________________
V. Death Punch
The 'Death Punch is a powerful jab that takes a large amount of energy away from the opponent as well as setting him up for a combo move. It is basically done with timing and correct placement of the characters. There are two examples of the MKII "death punch", in action. You can get it both on and off the ground. I will not list any Death Punch combos anyway. Everyone can get about 80% with Scorpion using it and add Teleport Punch, Spear, Uppercut or something.
_________________________________________________________________________________
VI. Character Combos
!NOTE! I will not put here any basic stuff like JK, Shadow Kick or aaHP, Fireball, or any simple 3 hits. There are endless variation of the basic juggles so i will skip that. You can see a 3Hit in the actual character combos guide but they will be usualy 50% or more and/or are eye candy juggles.