Konqrr’s MK Trilogy Move List WIP

By Konqrr
Glossary

Baraka

SPECIAL MOVES:

  • Blade Fury: B, B, B, LP
  • Blade Spark: D, B, HP
  • Blade Swipe: B+HP
    Can be done without releasing BL
  • Blade Spin: F, D, F, BL then tap BL to stay active
    BL must be pressed once every 16 frames to keep spinning
    Can move left and right (Only when tapping BL on N64)
    (N64) Disabled for 96 frames after use
    (N64) Can mash BL for additional Damage
    (N64) Disabled if opponent is in Blade Spin Hit Reaction
    (N64, PC) Disabled if Hit Count > 1
    (PSX) Disabled if Hit Count > 2

KOMBOS:

  • HP, HP, B+HP, F+HP (22%) (21% on N64)
  • HK, HK, LK, B+HK (23%) (25% on N64)
  • HK, HK, B+HP, F+HP (23%) (PS, PC, SS)
  • HK, HK, HP, B+HP, F+HP (27%) (N64 only)

FINISHING MOVES:

  • F1 Blade Decapitation: B, B, B, B, HP (Close to HP Range)
  • F2 Blade Impale B, F, D, F, LP (Close to Sweep)
  • Animality: Hold HP, F, B, D, F, release HP (Close)
  • Babality: F, F, F, HK
  • Friendship: D, F, F, HK
  • Stage: LK, R, R, R, R (Close)
    You can Hold BL to press LK, but it is not a required input
  • Brutality: HP, HP, HP, LP, LP, BL, HK, HK, LK, LK, BL

Cyrax

SPECIAL MOVES:

  • Teleport: F, D, BL (24f)
  • Air Teleport: F, D, BL while Airborne (24f)
  • Air Throw: D, F, BL while grounded, LP when close (24f)
    Opponent must be Airborne
    Disabled if opponent is a Boss
  • Net: B, B, LK (32f)
    Disabled if Hit Count > 2
    Disabled if opponent is in Net Hit Reaction
    Disabled for 48 frames after Blocking an angled jump attack
    (UMK3/MKT) Disabled for 80 frames after use
  • Midway Bomb: Hold LK, B, B, HK (24f)
    LK must be held for at least 16 frames before HK is pressed
    Disabled if Hit Count > 1
    Disabled if opponent is in Net Hit Reaction
    Only 2 bombs are allowed on the screen at a time and this limit is shared by both Players
    Bombs will fire blanks when unavailable
  • Homing Bomb: Hold LK, F, F, HK (24f)
    LK must be held for at least 16 frames before HK is pressed
    Disabled if Hit Count > 1
    Disabled if opponent is in Net Hit Reaction
    Only 2 bombs are allowed on the screen at a time and this limit is shared by both Players
    Bombs will fire blanks when unavailable

KOMBOS:

  • HK, HK, B+HK (19%)
  • HP, HP, LP (18%)
  • HP, HP, HK, HP, HK, B+HK (30%)

FINISHING MOVES:

  • F1 Helipcopter: D, D, U, D, HP (40f)
    Can be done without releasing BL
  • F2 Self Destruct: D, D, F, U, R (Close, 40f)
    Can be done without releasing BL
  • Animality: U, U, D, D (Close, 40f)
    Can be done without releasing BL
  • Babality: F, F, B, HP (40f)
  • Friendship: R, R, R, U (42f)
  • Stage: R, BL, R (Close, 14f)
  • (MKT) Brutality: HP, HK, HP, HK, HK, HP, HK, HP, HK, LK, LP

Ermac

SPECIAL MOVES:

  • Green Spark: D, B, LP
  • Telekinetic Slam: B, D, B, HK
    Disabled if Hit Count > 4
    Disabled for 128 frames after use
  • Teleport Punch: D, B, HP
    Can be done in air
    Damage Scaling
    Disabled if Hit Count >4
    Disabled for 32 frames after use
    Turns Ermac invisible and he will remain invisible if thrown before leaving the screen

KOMBOS:

  • HK, LP (15%, Launcher)
  • HK, HK, LK, B+HK (23%)
  • HP, HP, B+LP, D-F HP (19%, Launcher)
  • HP, HP, B+LP, HK, LK (24%)

FINISHING MOVES:

  • F1 Slam to Death: D, U, D, D, D, BL (Between Sweep and Jump)
  • F2 Uppercut Decapitation: R, BL, R, R, HK (Close)
  • (MKT) Animality: B, B, F, F, LK (Close)
  • (MKT) Babality: D, D, B, B, HP
  • (MKT) Friendship: F, F, F, HP
  • Stage: (Close) R, R, R, R, LK
  • (MKT) Brutality: HP, HP, LP, BL, HK, LK, BL, HP, LP, LK, HK

Jade

SPECIAL MOVES:

  • Boomerang: B, F, LP (16f)
  • High Boomerang: B, F, HP (16f)
  • Low Boomerang: B, F, LK (16f)
  • Returnarang: B, B, F, LP (32f)
    Returns if no collision happens
    CPU is blocked from performing this move and cannot be performed against CPU
  • Projectile Protection: B, F, HK (16f)
    Disabled for 128 frames after use
  • Smoking Green Kick: D, F, LK (16f)
    Disabled if Hit Count > 1
    Disabled for 32 frames after Blocking an angled Jump attack
    Disabled if opponent is in HP or LP Hit Reaction
    Disabled if opponent is in Jump Kick or Sweep recovery frames

KOMBOS:

  • HK, HK, LK, B+HK (23%)
  • HP, HP, D+LP, D+HP (22%)
  • HP, HP, D+LP, LK, HK, LK, B+HK (25%) (34% for CPU)

FINISHING MOVES:

  • F1 Staff Shaker: U, U, D, F, HP (Close, 48f)
  • F2 Staff Impale: R, R, R, BL, R (Close, 48f)
  • Animality: F, D, F, F, LK (Close, 48f)
  • Babality: D, D, F, D, HK (48f)
  • Friendship: B, D, B, B, HK (48f)
  • Stage: B, F, D, R (Close, 24f)
  • (MKT) Brutality: HP, LK, HP, LP, HK, HK, LK, BL, BL, HP, HK

Jax

SPECIAL MOVES:

  • Single Missile: B, F, HP
    (UMK3/MKT) Single/Double Missile disabled for 128 frames after use
    Cooldown shared with Double Missile
  • Double Missile: F, F, B, B, HP
    Disabled for 128 frames after use
    (UMK3/MKT) Single/Double Missile disabled for 128 frames after use
    (UMK3/MKT) Cooldown shared with Single Missile
  • Gotcha Grab: F, F, LP, Tap LP for up to 5 hits
    Disabled for 48 frames after blocking an angled Jump Attack
    (UMK3/MKT) Disabled if opponent is in HP or LP Hit Reaction
    Disabled if opponent is in Sweep recovery frames
  • Dash Punch: F, F, HK
    Disabled for 48 frames after blocking an angled Jump Attack
    (UMK3/MKT) Disabled if opponent is in HP or LP Hit Reaction
    (UMK3/MKT) Disabled if opponent is in Sweep recovery frames
  • Ground Pound: Hold LK 2 seconds/80 frames, release LK
    Can be done without releasing BL
    (MK3) Player 2 Jax cannot do Dash Punch, Gotcha Grab or Single Missiles when charging GP)
    (UMK3/MKT PS/PC/SS) Player 2 Jax cannot do Dash Punch or Gotcha Grab when charging GP)
  • Backbreaker: BL in air near Airborne opponent
    Disabled if opponent is in a grounded Jump Kick Hit Reaction
    Disabled if too low to the ground
    Disabled if opponent is a Boss
  • Quad Slam: Throw, Tap HP for up to 4 Slams

KOMBOS:

  • HK, HK, B+HK (19%)
  • HP, HP, BL, LP (22%)
  • HP, HP, BL, LP, B+HP (24%)
  • HK, HK, D+HP, HP, BL, LP (31%)
  • HK, HK, D+HP, HP, BL, LP, B+HP (33%)

FINISHING MOVES:

  • F1 Slice and Dice: Hold BL, U, D, F, U, release BL -or- U, D, F, U+BL, release BL (Close)
    Pressing and releasing BL is only required for the final input.
  • F2 Grow and Stomp: R, BL, R, R, LK (Full Screen)
  • Animality: F, F, D, F, LP*, release LP -or- Hold LP, F, F, D, F, release LP (Close)
  • Babality: D, D, D, LK
  • Friendship: LK, R, R, LK
  • Stage: D, F, D, LP (Close)
  • (MKT) Brutality: HP, HP, HP, BL, LP, HP, HP, HP, BL, LP, HP

MKII Jax

(PS, PC, SS)

SPECIAL MOVES:

  • Sonic Wave: F, D, B, HK
  • Air Sonic Wave: F, D, HK (in air only)
    Has short cool down
  • Gotcha Grab: F, F, LP (tap LP for more hits)
  • Ground Pound: Hold LK 2 seconds, release LK
  • Multi Slam: Tap HP after Throw repeatedly
  • Backbreaker: BL in air near Airborne opponent

KOMBOS:

  • HP, HP, HP, LP, B+HP (28%)
  • HK, LK, LK, HK, LK, B+HK (28%)

FINISHING MOVES:

  • F1 Headcrush: Hold LP, F, F, F, release LP (Close)
  • Babality: D, U, D, U, LK
  • Friendship: D, D, U, U, LK
  • Stage: U, U, D, LK (Close)
  • Brutality: HP, HP, BL, HK, LP, LP, HP, BL, HK, HK, HP

Johnny Cage

SPECIAL MOVES:

  • High Green Orb: F, D, B, HP (24f)
  • (PS, PC, SS) Low Green Orb: D, F, LP (24f)
  • (N64) Low Green Orb: B, D, F, LP (24f)
  • Shadow Uppercut: B, D, B, HP (56f)
  • Shadow Kick: B, F, LK (24f)
  • (PS, PC, SS) Red Shadow Kick: B, B, F, HK (24f)
  • (N64) Red Shadow Kick: B, B, F, LK (24f)

KOMBOS:

  • HK, LK, HK, LK, LK (27%)
  • HP, HP, LP, D+LP (19%, Launcher) (17% on N64)

FINISHING MOVES:

  • F1 Uppercut Decapitation: D, D, F, F, LP (Close, 56f)
    (N64) Hold D+LP+BL+LK for Triple (Triple Decap is a 3/256 chance)
  • (PS, PC, SS) F2 Torture Rack: D, D, F, F, LK (Close, 64f)
  • (N64) F2 Torso Kick: D, D, F, F, LK (Jump, 64f)
  • Animality: D, F, F, HK (Close, 40f)
  • Babality: F, B, B, HK (40f)
  • Friendship: D, D, D, D, LK (64f)
    Stage: D, B, F, F, HK (Close, 40f)
  • (MKT) Brutality: HP, LK, HK, LP, HP, HK, HK, HP, HP, LP, HP

Kabal

SPECIAL MOVES:

  • Gas Blast: B, B, HP
    Can be done in air
  • Ground Saw: B, B, B, R
    Disappears if Kabal is Hit or Blocks
    Only one Saw is allowed on the Screen at a time
    (UMK3/MKT) Disabled if Hit Count > 2
    (UMK3/MKT) Disabled if opponent is in Spin Dash Hit Reaction
  • Nomad Dash: B, F, LK
    Disabled if Hit Count > 1
    Disabled if opponent is in Hit Reactions for Spin Dash, HP, LP
    Disabled if opponent is in recovery animations for Angled Jump Attacks, Sweep, HK, or LK
    Disables the Ground Saw when active
    Opponent can Block or do special moves to escape Dizzy animation or when falling out of air
    Juggling an opponent that falls out of Nomad Dash in air resets Damage Scaling but not hit counter

KOMBOS:

  • HP, HP, D+HP (13%, Launcher) (19% in MK3)
  • HP, HP, D+LP, D+HP (17%) (25% in MK3)
  • HP, HP, HK, B+HK (19%) (25% in MK3)
  • HK, LK, B+HK (18%) (21% in MK3)
  • HK, LK, HK, B+HK (24%) (27% in MK3)
  • HK, LK, HP, HP, D+HP (15%, Launcher) (25% in MK3)
  • HK, LK, HP, HP, D+LP, D+HP (17%) (28% in MK3)
  • HK, LK, HP, HP, HK, B+HK (18%) (28% in MK3)

FINISHING MOVES:

  • F1 Head Inflate: D, D, B, F, BL (Sweep to Jump)
    Disabled if opponent is in the corner
  • F2 Scared to Death: R, BL, BL, BL, HK (Close)
  • Animality: Hold HP, F, F, D, F, release HP (Full Screen)
    HP must be held for at least 64 frames
  • Babality: R, R, LK
  • Friendship: R, LK, R, R, U
  • Stage: BL, BL, HK (Close)
  • (MKT) Brutality: HP, BL, LK, LK, LK, HK, LP, LP, LP, HP, LP

Kano

SPECIAL MOVES:

  • Manhandle: D, F, LP (24f)
  • Knife Throw: D, B, HP (24f)
  • Knife Uppercut: D, F, HP (24f)
    (UMK3/MKT) Disabled if opponent is in Jump Kick recovery frames
    Invulnerable to all Air Attacks
  • Cannonball: Hold LK for 1.33 seconds (80 frames/60fps), release LK
    Charging LK does not disable any of Kano’s Special Moves
    (UMK3/MKT) Disabled if opponent is in Sweep recovery frames
    (UMK3/MKT) Disabled for 64 frames after Knife Throw
  • Upward Cannonball: F, D, F, HK (24f)
  • (MKT) Crazy Cannonball: F, D, F, LK (24f)
    Has 3 patterns
  • Air Throw: BL in air near Airborne opponent
    Disabled if opponent is in a grounded Jump Kick Hit Reaction
    Disabled if too low to the ground
    Disabled if opponent is a Boss

KOMBOS:

  • HP, HP, LP (18%, Launcher)
  • HP, HP, D+LP, D+HP (22%, Launcher)
  • HP, HP, HK, LK, B+HK (26%)
  • HK, LP (15%, Launcher)
  • HK, D+LP, D+HP (19%, Launcher)
  • HK, HK, LK, B+HK (23%)

FINISHING MOVES:

  • F1 Eye Laser: LP, BL, BL, HK (Sweep to Half Screen, 40f)
  • F2 Skeleton Rip: Hold LP, F, D, D, F, release LP (Close)
    LP must be held for at least 64 frames
  • Animality: Hold HP, BL, BL, BL, release HP (Close)
    HP must be held for at least 64 frames
  • Babality: F, F, D, D, LK (40f)
  • Friendship: LK, R, R, HK (40f)
  • Stage: U, U, B, LK (Close, 40f)
    Can be done without releasing BL
  • (MKT) Brutality: HP, LP, BL, LP, HP, BL, HK, LK, BL, HK, LK

MKI Kano

(PS, PC, SS)

SPECIAL MOVES:

  • Knife Throw: Hold BL, B, F -or- B, F+BL
  • Knife Uppercut: B, F, HP then tap HP for rapid spin
  • Cannonball: F, D, B, U
    Hold BL to remain in air

KOMBOS:

  • HP, HP, HP, HP 4 (22%)
  • HK, LK, HK, F+HK (21%)

FINISHING MOVES:

  • F1 Heart Rip: B, D, F, LP (Close)
  • Babality: B, B, D, D, LK
  • Stage: B, F, F, BL (Close)
  • Brutality: HP, HP, BL, HK, HK, LK, HK, HP, HP, LP, HP

Kitana

SPECIAL MOVES:

  • Fan Throw: F, F, HP+LP -or- Hold HP, F, F, LP -or- Hold LP, F, F, HP (24f)
    Can be done in air
    Damage Scaling
    Disabled for 160 frames after use
  • Fan Lift: B, B, B, HP (40f)
    Damage Scaling
    Disabled if Hit Count > 0
  • Square Wave: D, B, HP (40f)

KOMBOS:

  • HP, HP, B+LP, F+HP (25%)
  • HK, HK, LK, B+HK (23%)

FINISHING MOVES:

  • F1 Kiss of Death: B, D, F, F, HK (Close, 40f)
  • F2 Fan Decapitation: R, R, BL, BL, LK (Close, 40f)
  • Animality: D, D, D, D, R (Inside Sweep, 40f)
  • Babality: F, F, D, F, HK (42f)
  • Friendship: D, B, F, F, LP (48f)
  • Stage: F, D, D, LK (Close, 32f)
  • (MKT) Brutality: HP, HP, BL, HK, BL, LK, BL, LP, BL, HP, BL

Kung Lao

SPECIAL MOVES:

  • Hat Throw: B, F, LP
    Only one Hat is allowed on the Screen at a time
  • Dive Kick: U, D, HK while Airborne
    You have 32 frames after pressing U from Jump to press D+HK, otherwise, you must do the full input
    Disabled if you are too low to the ground
  • Spin Shield: F, D, F+R (tap R to keep spinning)
    R must be pressed once every 14 frames to maintain Spin
    (UMK3/MKT) Damage Scaling
  • Teleport: D, U
    Can be done without releasing BL
    Can attack during secondary movement
    Attacks from Teleport can link into ground combos
  • (MKT) Teleport Fake: D, D, U
    Can be done without releasing BL
    Can attack during secondary movement
    Attacks from Double Teleport can link into ground combos
  • (UMK3/MKT) Collision Box improved
    (UMK3/MKT) Disabled if opponent is in Spin Shield Reaction
    (MKT) Can move Left and Right
    (MKT) Disabled if Hit Count > 2

KOMBOS:

  • HK, LK, HK (19%)
  • HP, LK, B+HK (18%)
  • HP, LP, HP, LP, :LK, LK, HK (34%)

FINISHING MOVES:

  • F1 Tornado Spin: R, BL, R, BL, D -or- R+BL, R+BL, D
  • F2 Triple Hat Slice: F, F, B, D, HP (Inside Sweep)
  • Animality: R, R, R, R, BL (Close)
  • Babality: D, F, F, HP
  • Friendship: R, LP, R, LK
  • Stage: D, D, F, F, LK (Close)
  • (MKT) Brutality: HP, LP, LK, HK, BL, HP, LP, LK, HK, BL, HP

MKII Kung Lao

(PS, PC, SS)

SPECIAL MOVES:

  • Dive Kick: U, D, HK (in air only)
  • Teleport: D, U
    Can be done without releasing BL
  • Spin Shield: U, U, LK tap LK to keep spinning and activate collision
    Can be done without releasing BL
    Damage Scaling
  • Superman: B, B, F
    Can be done in air
    Can be done without releasing BL

KOMBOS:

  • HP, LP, LP, D+LP (27%, Launcher)
  • HK, LK, HK, HK, B+HK (30%)

FINISHING MOVES:

  • F1 Hat Decapitation: Hold LP, B, B, F, release LP then aim for the head (Full Screen)
  • Babality: F, F, B, B, HK
  • Friendship: B, B, B, D, HK
  • Stage: F, F, F, HP (Close)
  • Brutality: HP, LP, HK, HK, LP, LP, LP, LK, LK, BL, HP

Liu Kang

SPECIAL MOVES:

  • Flying Kick: F, F, HK (30f)
  • Low Fireball: F, F, LP (26f)
  • High Fireball: F, F, HP (26f)
    Can be done in air
  • Bicycle Kick: Hold LK for 2.4 seconds/128 frames, release LK
    (UMK3/MKT) Disabled if opponent is in Sweep recovery frames
    (UMK3/MKT) Drains Run Meter on Hit
  • (MKT) Red Bicycle Kick: Hold LK for 2.4 seconds/128 frames, B, F, release LK
    Drains Run Meter on Hit
    Disabled if opponent is in Sweep recovery frames

KOMBOS:

  • HK, LK, HK, LK (22%) (25% in MK3)
  • HP, LK, LK, HK, LK (25%) (28% in MK3)
  • HP, HP, BL, LK, LK, HK, LK (29%) (36% in MK3)
  • (UMK3/MKT) HP, HP, B+LP (13%, Launcher, Double Damage Scaling)

FINISHING MOVES:

  • F1 MKI Arcade Machine Drop: Hold R, U, D, U, U, BL -or- U, D, U, U, BL+R (48f)
    BL triggers the Fatality
    R must be held when BL is pressed
  • F2 Incineration: F, F, D, D, LK (48f)
  • Animality: D, D, U (Sweep, 48f)
    Can be done without releasing BL
  • Babality: D, D, D, HK (32f)
  • Friendship: R, R, Hold R, D (32f)
    R must be held when D is pressed
  • Stage: R, BL, BL, LK (Close, 40f)
  • (MKT) Brutality: HP, LP, HP, BL, LK, HK, LK, HK, LP, LP, HP

Mileena

SPECIAL MOVES:

  • Teleport Kick: F, F, LK (21f)
  • Sai Shot: Hold HP for 1 second/40 frames, release HP
    Can be done in air
    Damage Scaling
    Disabled for 32 frames after Blocking an angled Jump Attack
  • Roll: B, B, D, HK (48f)
    Damage Scaling
    Disabled if Hit Count > 2
    Disabled for 32 frames after use
    Disabled for 32 frames after blocking a Jump Kick

KOMBOS:

  • HK, HK, D, F+LK (16%, Launcher)
  • HK, HK, U+LK, U+HK (23%)
  • HP, HP, HK, HK, D, F+LK (24%, Launcher)
  • HP, HP, HK, HK, U+LK, U+HK (30%)
  • HP, HP, U+LP, D+LP (22%)
    Unfinished combo with no knockdown

FINISHING MOVES:

  • F1 Nail Spit: B, B, B, F, LK (Jump to Full Screen, 48f)
  • F2 Man Eater: D, F, D, F, LP (Close, 48f)
  • Animality: F, D, D, F, HK (Close, 40f)
  • Babality: D, D, F, F, HP (48f)
  • Friendship: D, B, F, HP (42f)
  • Stage: D, D, D, LP (Close, 24f)
  • (MKT) Brutality: HP, LP, LP, HP, BL, HK, LK, HK, BL, HP, LP

Nightwolf

SPECIAL MOVES:

  • Projectile Reflection: B, B, B, HK
  • Arrow: D, B, LP
    (UMK3/MKT) Start up is reduced from 24 frames to 12 frames when opponent is in a Hit Reaction
  • Shoulder Tackle: F, F, LK
    Disabled for 32 frames after Blocking an angled Jump Attack
  • (MKT) Red Shoulder Tackle: B, B, F, HK
    Disabled for 32 frames after Blocking an angled Jump Attack
  • Axe: D, F, HP
    Damage Scaling
    Invulnerable to all Air Attacks

KOMBOS:

  • HK, HK, B+HK (19%)
  • HP, HP, LP, HK (22%)
  • HK, HP, HP, LP, HK (27%)
  • HP, HP, LP, D-F HP (23%)
  • HK, HP, HP, LP, D-F HP (28%)

FINISHING MOVES:

  • F1 Pillar of Light: U, U, B, F, BL (Close)
  • F2 Thunder Struck: Hold HP, B, B, D, release HP -or- B, B, D, Hold HP, release HP (Outside Sweep)
    Disabled for 64 frames after pressing LK
  • Animality: F, F, D, D (Close)
    Can be done without releasing BL
  • Babality: F, B, F, B, LP
  • Friendship: R, R, R, D (Jump to Full Screen)
  • Stage: R, R, BL (Close)
  • (MKT) Brutality: HP, HP, HK, LK, LK, BL, BL, LP, LP, HP, HK

Noob Saibot

SPECIAL MOVES:

  • Disabler: D, F, LP
    Disabled if Hit Count >3
  • Teleport Slam: D, U
    Double Damage Scaling
    (N64) Disabled for 96 frames after use
    (PS, PC, SS) Disabled for ? frames after use
  • Clone: F, F, HP
    Only one Clone allowed on the Screen at a time
    (PS, PC, SS) Clone breaks combos for free resets
    Disabled for 208 frames after use

KOMBOS:

  • HP, HP, LP, HK (22%, Launcher)
  • HK, LK, LK, LK (23%)

FINISHING MOVES:

  • F1 Permanently Disabled: B, B, F, F, HK (Outside Sweep)
  • F2 Teleport Slam: D, D, U, R
    Can be done without releasing BL
  • Animality: B, F, B, F, HK (Between Sweep and Jump)
  • Babality: F, F, F, LP
  • Friendship: F, F, B, HP (Jump to Full Screen)
  • Stage: D, F, BL (Close)
  • Brutality: HP, LK, LP, BL, LK, HK, HP, LP, BL, LK, HK

MKI Raiden

(PS, PC, SS)

  • Electricity: D, F, LP
  • Teleport: D, U
  • Superman: B, B, F
    Can be done in air

KOMBOS:

  • HP, D+LP, LP, D+LP (19%, Launcher)
  • HK, B+HK, B+HK (19%)

FINISHING MOVES:

  • F1 Electric Head: F, B, B, B HP (Sweep)
  • Babality: U, U, D, HK
  • Stage: D, D, F, HK
  • Brutality: HP, HP, HP, HP, BL, HK, HK, LP, HP, HP, HP

MKII Raiden

  • Electricity: D, F, LP
    (N64) Can be done without releasing BL
  • Reverse Electricity: D, B, LP
    (N64) Can be done without releasing BL
  • Teleport: D, U
    Disabled for 64 frames after use
  • Superman: B, B, F
    Can be done in air
  • Shock Grab: Hold HP 1 second/56 frames, release HP
    Disabled against CPU
    (PS, PC, SS) Can be done without releasing BL

KOMBOS:

  • HK, LK, B+HK (18%)
  • HK, HK, LK, B+HK (23%)
  • HP, HP, LP, LP (19%, Launcher) (27% on N64)
  • HP, HP, LP, F+HP (36%) (31% on N64)

FINISHING MOVES:

  • F1 Super Uppercut: Hold HP, release HP (Close)
    You should have to Hold HP for 256 frames but the code points to the other Fatality routine that checks for how long you have held LK instead of HP
  • F2 Electrocution: Hold LK 2 seconds/128 frames , release LK, then tap LK+BL Rapidly (Close)
  • Animality: D, F, D, HK (Sweep to Full Screen)
  • Babality: D, D, U, HK
  • Friendship: D, B, F, HK (Half to Full Screen)
  • Stage: D, D, D, HP (Close)
  • Brutality: HP, HP, LK, LK, LK, HK, LP, LP, LP, BL, BL

Rain

  • Super RH: B+HK (RH is now a special move)
    (PS, PC, SS) Damage Scaling
    (N64) Damage Scaling if used after 4 Hits
    Disabled if opponent is in Super RH Hit Reaction
  • Rain Drop: D, F, HP
    Can control opponent’s position (higher in N64)
    Damage Scaling
    Disabled if Hit Count >3
    (PS, PC, SS) Opponent will not fall to ground if you use additional Rain Drops below them and miss
  • Lightning: B, B, HP
    Damage Scaling
    Disabled if Hit Count >2
    Disabled for 112 frames after use
    Disabled if your opponent is Shao Kahn or Motaro

KOMBOS:

  • HP, HP, LP, HP (22%)
  • HK, HK, LP, HP (23%)
  • HK, HK, LK, HK, B+HK (24%)

FINISHING MOVES:

  • F1 Upside Down Uppercut: F, F, D, HP (Close)
  • F2 Lightning Strikes More than Twice: D, D, B, F, HK (Between Sweep and Jump)
  • Animality: BL, BL, R, R, BL (Close)
  • Babality: F, B, B, HP
  • Friendship: F, F, F, LP
  • Stage: F, D, F, LP (Close)
  • Brutality: HP, HP, BL, LK, HK, BL, LK, HK, BL, HP, LP

Reptile

SPECIAL MOVES:

  • Acid Spit: F, F, HP
  • Invisibility: U, D, HK
    Performing while invisible will not make Reptile visible again
  • Slide: B+BL+LP+LK -or- hold B then press and hold each of the other buttons in any order
    Can be done without releasing BL
  • Elbow Dash: B, F, LK
    Can be Blocked before or after it crosses up opponent
    Elbow Dash only happens on successful crossup
    Does not perform the Elbow Dash when opponent is Airborne
  • Slow Forceball: B, B, HP+LP -or- hold either P button B, B, and press the other P
    Damage Scaling
    Disabled if Hit Count >3
    Disabled for 96 frames after use
    Disabled if opponent is Shao Kahn
  • Fast Forceball: F, F, HP+LP -or- hold either P button, F, F, and press the other P
    Damage Scaling
    Disabled if Hit Count >3
    Disabled for 96 frames after use
    Disabled if opponent is Shao Kahn

KOMBOS:

  • HK, HK B+HK (21%)
  • HP, HP, HK B+HK (24%)
  • HP, HP D+LP (18%, Launcher)

FINISHING MOVES:

  • F1 Mmm: B, F, D, BL (Outside Sweep)
  • F2 Acid Bath: F, F, U, U, HK (Between Close and Sweep)
  • Animality: D, D, D, U, HK (Close)
  • Babality: F, F, B, D, LK
  • Friendship: D, F, F, B, HK (Close)
  • Stage: BL, R, BL, BL (Close)
  • (MKT) Brutality: HP, BL, HK, HK, BL, HP, LP, LK, LK, BL, LP

Scorpion

SPECIAL MOVES:

  • Harpoon: B, B, LP
    Disabled if Hit Count >4
    Disabled for 96 frames after use
    Disabled for 48 frames after Blocking an angled Jump Attack
  • Air Throw: BL in air near Airborne opponent
    Disabled if too low to the ground
    Disabled if opponent is in a grounded Jump Kick Hit Reaction
    Disabled if opponent is a Boss
  • Teleport Punch: D, B, HP
    Can be done in air
    Damage Scaling
    Disabled if Hit Count >4
    Disabled for 32 frames after use
  • Forward Teleport Punch: D, F, HP
    Can be done in air
    Damage Scaling
    Disabled if Hit Count >4
    Disabled for 32 frames after use

KOMBOS:

  • HP, HP, U+LP (18%)
  • HP, HP, HK, B+HK (24%)
  • HK, HK, LK, LK (23%)

FINISHING MOVES:

  • F1 Toasty: D, D, U, HK (Outside Sweep to Jump)
  • F2 Hand from Hell: F, F, B, LP (Outside Sweep)
  • F3 Scorpion Pack: F, F, D, U, R (Close)
  • Animality: F, U, U, HK (Close)
  • Babality: D, B, B, F, HP
  • Friendship: B, F, F, B, LK (Close)
  • Stage: F, U, U, LP (Close)
  • (MKT) Brutality: HP, HP, BL, HK, HK, LK, HK, HP, HP, LP, HP

Sektor

SPECIAL MOVES:

  • Dumb Missile: F, F, LP (32f)
    Start up reduced from 20 frames to 10 frames and travel 75% faster if opponent is in a Hit Reaction
    (MK3/MKT) Disabled if a Smart Missile is on screen
    (UMK3) P1 Can perform Dumb Missiles while Smart Missiles are on screen
  • (MKT) Double Dumb Missile: B, B, F, LP (32f)
    Start up reduced from 20 frames to 10 frames and travel 75% faster if opponent is in a Hit Reaction
    Disabled if a Smart Missile is on screen
  • Smart Missile: F, D, B, HP (22f)
    (PS, PC, SS) Only 2 are allowed on screen at a time on
    (MK3/MKT) Disables Dumb Missile while active
  • Teleport Uppercut: F, F, LK (24f)
    Can be done in air
    Drains Run Meter on Hit
    Disabled if Hit Count > 1
    Disabled if opponent is in Teleport Uppercut Hit Reaction

KOMBOS:

  • HK, HK (15%)
  • HP, HP, D+LP (18%, Launcher)
  • HP, HP, HK, B+HK (22%)
  • HP, HP, HK, HK, B+HK (26%)

FINISHING MOVES:

  • F1 Compactor: LP, R, R, BL (Sweep, 40f)
  • F2 Flamethrower: F, F, F, B, BL (Jump, 40f)
  • Animality: F, F, D, U (Close, 40f)
    Can be done without releasing BL
  • Babality: B, D, D, D, HK (40f)
  • Friendship: R, R, R, R, D (Jump to Full Screen, 42f)
  • Stage: R, R, R, D (Close, 32f)
  • (MKT) Brutality: HP, HP, BL, BL, HK, HK, LK, LK, LP, LP, HP

Shang Tsung

SPECIAL MOVES:

  • Ground Eruption: F, B, B, LK (40f)
  • Single Skull: B, B, HP (36f)
  • Double Skull: B, B, F, HP (40f)
  • Triple Skull: B, B, F, F, HP (48f)
    (UMK3/MKT) All Skulls are Disabled for 56 frames after use and share Cooldown

MORPHS:

(PS, PC, SS)

(8 seconds/512 frames)
(MKT) Disabled if Ground Eruption or Single/Double/Triple Fireballs are active
(MKT) Disabled if Aggressor is active

  • Baraka: D, D, LK
  • Chameleon: NONE
  • Cyrax: BL, BL, BL (19f)
  • Ermac: D, D, U (32f)
    Can be done without releasing BL
  • Goro: B, B, B, LK
  • Human Smoke: NONE
  • Jade: F, D, D, BL (26f)
  • Jax: F, F, D, LP (29f)
  • Jax MKII: D, F, B, HK
  • Johnny Cage: B, B, D, LP
  • Kabal: LP, BL, HK (16f)
  • Kano: B, F, BL (11f)
  • Kano MKI: B, D, F, U
    Can be done without releasing BL
  • Kintaro: Hold LP for 3 seconds, Release LP
  • Kitana: F, D, F, R (24f)
  • Kung Lao: R, R, BL, R (32f)
  • Kung Lao MKII: B, D, B, HK
  • Liu Kang: B, U, F, D (24f)
    Can be done without releasing BL
  • Mileena: R, BL, HK (24f)
  • Motaro: F, D, B, HP
  • Nightwolf: U, U, U (32f)
    Can be done without releasing BL
  • Noob Saibot: F, D, D, B, HK (32f)
  • Classic Sub-zero: BL, BL, R, R (32f)
  • Rain: R, BL, LK (24f)
  • Raiden MKI: B, B, F, R
    Can be done without releasing BL
  • Raiden MKII: D, B, F, LK
  • Reptile: R, BL, BL, HK (32f)
  • Scorpion: D, D, F, LP (26f)
  • Sektor: D, F, B, R (32f)
  • Shao Kahn: B, F, HK
  • Sheeva: F, D, F, Hold LK, release LK -or- Hold LK, F, D, F, release LK (32f)
    You can hold LK before doing the input and release it at the end
    There is no requirement to hold the button for a certain # of frames
    R does not disable this Morph
  • Sindel: B, D, B, LK (24f)
  • Robot Smoke: F, F, LP
  • Sonya: D+LP+BL+R
  • Stryker: F, F, F, HK (32f)
  • Unmasked Sub-zero: F, D, F, HP

(N64)

  • Baraka: R, R, LP, BL (26f)
    NOTE: The source code lists this wrong as R, R, BL
  • Human Smoke: BL, R, LK (24f)
  • Johnny Cage: F, D, B, HP (24f)
    NOTE: The source code lists this wrong as F, D, F, HP
  • Khameleon: NONE
  • Raiden: BL, R, BL (26f)
    NOTE: The source code lists this wrong as R, BL, BL
  • Robot Smoke: B, B, D, LK (24f)

KOMBOS:

  • HK, HK, B+HK (19%)
  • HP, HP, LP, B+HK (22%)
  • HK, HP, HP, LP, B+HK (27%)

FINISHING MOVES:

  • F1 Ground Spikes: Hold LP, D, F, F, D, release LP (Close. 48f)
    LP must be held for at least 64 frames
    Disabled if you are in the corner
    (PS, PC, SS) If you are holding LP for 3 seconds or longer, you will Morph into Kintaro instead of doing a Fatality as the Morph input is read by the game first
  • F2 Soul Steal: Hold LP, R, BL, R, BL, release LP (Close, 48f)
    (PS, PC, SS) If you are holding LP for 3 seconds or longer, you will Morph into Kintaro instead of doing a Fatality as the Morph input is read by the game first
  • Animality: Hold HP, R, R, R, release HP (Sweep, 34f)
    HP must be held for at least 64 frames
  • Babality: R, R, R, LK (40f)
  • Friendship: LK, R, R, D (40f)
  • Stage: U, U, B, LP (Close, 40f)
    Can be done without releasing BL
  • (MKT) Brutality: HP, BL, BL, BL, LK, HP, LP, LP, BL, BL, BL

Sheeva

SPECIAL MOVES:

  • Fireball: D, F, HP
  • Ground Stomp: B, D, B, HK
  • Teleport Stomp: D, U
    Can be done without releasing BL
    (MK3) Disabled if opponent is in any Hit Reaction except for HP/LP juggle Hit Reactions
    (UMK3/MKT) Disabled after air to air Jump Attacks, or any ground Normal//Special/Combo until another hit is performed or opponent fully recovers

KOMBOS:

  • HP, HP, LP, F+HP (25%, Launcher)
  • HP, HP, LP, HK, HK, LK, B+HK (42%)
  • HK, HK, LK, B+HK (27%)
  • (N64) HK, HK, B+HP, F+HP (27%)

FINISHING MOVES:

  • F1 Ground Pound: F, D, D, F, LP (Close)
  • F2 Skin Rip: Hold HK, B, B, F, release HK (Close)
    HK must be held for at least 64 frames
  • Animality: R, BL, BL, BL, BL (Close)
  • Babality: D, D, D, B, HK
  • Friendship: F, F, D, F, HP
  • Stage: D, F, D, F, LP (Close)
  • (MKT) Brutality: HP, LP, BL, LK, HK, BL, HK, LK, BL, LP, HP

Sindel

SPECIAL MOVES:

  • Fire Breath: F, F, LP
    Start up reduced from 20 frames to 10 frames when opponent is in Hit Reaction of a Grounded JK
    And the projectile is 25% faster
  • Air Fire Breath: D, F, LK while Airborne or in Flight
    Disabled for 48 frames after use
    Disabled if too low to the ground
  • Flight: B, B, F, HK
    Hold direction to move while Airborne
    Cancel with BL
    Disabled if opponent is a Boss
  • Scream: F, F, F, HP
    Disabled if Hit Count > 2
    On hit, Hit Count is decreased by 1
    Will backfire if attempted twice in a row
    Cancels if Sindel Jumps
    Disabled if opponent is a Boss
  • (MKT) Double Fire Breath: B, B, F, LP
    Start up reduced from 20 frames to 10 frames when opponent is in Hit Reaction of a Grounded JK
    And the projectile is 25% faster

KOMBOS:

  • HK, HK, B+HK (19%)
  • HP, HP, D+HP (19%, Launcher)
  • HK, HP, HP, D+HP (27%, Launcher)
  • HP, HP, LP, HK (25%,)
  • HK, HP, HP, LP, HK (33%)

FINISHING MOVES:

  • F1 Hair Spin: R, R, BL, R, BL (Sweep)
  • F2 Scream: R, BL, BL, R, BL -or- R, BL, BL, R+BL (Close)
    R must be held when BL is pressed or BL+R have to be pressed simultaneously
  • Animality: F, F, U, HP (Close)
  • Babality: R, R, R, U
    Can be done without releasing BL
  • Friendship: R, R, R, R, R, U
    Can be done without releasing BL
  • Stage: D, D, D, LP (Close)
  • (MKT) Brutality: HP, BL, LK, BL, LK, HK, BL, HK, LK, BL, LP

Robot Smoke

SPECIAL MOVES:

  • Invisibility: U, U, R (40f)
    Performing while invisible will make Smoke visible again
    Can be done without releasing BL
  • Air Throw: BL in air near Airborne opponent
    Disabled if too low to the ground
    Disabled if opponent is in a grounded Jump Kick Hit Reaction
    Disabled if opponent is a Boss
  • Harpoon: B, B, LP (20f)
    Disabled if opponent is in Harpoon Hit Reaction
    (UMK3/MKT) Disabled if Hit Count > 4
    (UMK3/MKT) Disabled for 96 frames after use
    (UMK3/MKT) Disabled for 48 frames after Blocking an angled Jump Attack
  • Teleport Uppercut: F, F, LK (24f)
    Can be done in air
    Drains Run Meter on Hit
    Disabled if Hit Count > 1
    Disabled if opponent is in Teleport Uppercut Hit Reaction

KOMBOS:

  • HK, HK, LP (19%)
  • HP, HP, LP (18%)
  • HP, HP, HK (18%)
  • HP, HP, LK, HK, LP (26%)

FINISHING MOVES:

  • F1 Armageddon: U, U, F, D (Jump to Full Screen, 48f)
    Can be done without releasing BL
  • F2 Smoke Bomb: Hold BL+R, D, D, F, U (Sweep, 48f)
    U triggers the Fatality
    BL+R must be held when U is pressed
    BL+R is only required before the final input
  • Animality: D, F, F, BL (Jump to Full Screen, 40f)
  • Babality: D, D, B, B, HK (40f)
  • Friendship: R, R, R, HK (Jump to Full Screen, 42f)
  • Stage: F, F, D, LK (Close, 32f)
  • (MKT) Brutality: HP, LK, LK, HK, BL, BL, LP, LP, HP, BL, BL

Human Smoke

SPECIAL MOVES:

  • Harpoon: B, B, LP
    Disabled if Hit Count >4
    Disabled for 96 frames after use
    Disabled for 48 frames after Blocking an angled Jump Attack
  • Teleport Punch: D, B, HP
    Can be done in air
    Damage Scaling
    Disabled if Hit Count >4
    Disabled for 32 frames after use
  • Air Throw: BL in air near Airborne opponent
    Disabled if too low to the ground
    Disabled if opponent is in a grounded Jump Kick Hit Reaction
    Disabled if opponent is a Boss

KOMBOS:

  • HK, LP (15%, Launcher)
  • HK, D+LP, D+HP (19%, Launcher)
  • HP, HP, U+LP (18%)
  • HP, HP, HK, B+HK (24%)
  • HK, HK, LK, B+HK (23%)

FINISHING MOVES:

  • (UMK3) F1 Uppercut Decapitation: R, BL, R, R, HK (Close)
  • (MKT) F1 Teleport Decapitation: R, BL, R, R, HK (Outside Sweep)
  • (MKT) F2 Stretch and Skew: F, F, B, R (Half Screen)
  • (MKT) Animality: F, F, F, B, HK (Outside Sweep to Full Screen)
  • (UMK3) Babality: D, B, B, F, HP
  • (MKT) Babality: B, B, F, R
  • (MKT) Friendship: D, F, F, F, R
  • Stage: F, U, U, LP (Close)
  • (MKT) Brutality: HP, HP, BL, LK, HK, HP, HK, HP, HK, LP, LK

Sonya

SPECIAL MOVES:

  • Rings: D, F, LP (24f)
  • Square Wave: F, B, HP (24f)
  • Leg Grab: D+LP+BL
    (UMK3/MKT) Special Damage Scaling if Hit Count >2
    Disabled if opponent is in Leg Grab Hit Reaction
    Disabled if opponent is in Sweep recovery frames
  • Bicycle Kick: B, B, D, HK (32f)
    Invulnerable to all Air Attacks
    Disabled if opponent is in Bicycle Kick Hit Reaction

KOMBOS:

  • HK, HK, B+HK (19%)
  • HP, HP, LP, B+HP (22%)
  • HK, HP, HP, LP, B+HP (27%)
  • HK, HK, HP, HP, LP, B+HP (31%)
  • (UMK3/MKT) HP, HP, U+LP (18%, Launcher)
  • (UMK3/MKT) HK, HP, HP, U+LP (23%, Launcher)
  • (UMK3/MKT) HK, HK, HP, HP, U+LP (27%, Launcher)

FINISHING MOVES:

  • F1 Purple Bubble: Hold BL+R, U, U, B, D -or- U, U, B, Hold BL+R, D (Half to Full Screen)
    BL+R must be held when D is pressed
  • F2 Kiss of Death: B, F, D, D, R
  • Animality: Hold LP, B, F, D, F, release LP (Close, 40f)
    You can wait until the end to hold LP and only have to release it after the last F input
    There is no requirement to hold the button for a certain # of frames
  • Babality: D, D, F, LK (40f)
  • Friendship: B, F, B, D+R (42f)
    Down must be held when R is pressed
  • Stage: F, F, D, HP (Close, 34f)
  • (MKT) Brutality: HP, LK, BL, HP, LK, BL, HP, LP, BL, HK, LK

Stryker

SPECIAL MOVES:

  • Low Grenade: D, B, LP
  • High Grenade: D, B, HP
  • Baton Trip: F, B, LP
    Must be Blocked Low like a Sweep
  • Baton Throw: F, F, HK
    (UMK3/MKT) Special Damage Scaling if Hit Count >2
    Can be done without releasing BL
  • (UMK3/MKT) Riot Gun: B, F, HP
    Damage Scaling
    Disabled for 80 frames after use
    Recovers faster if opponent is Airborne
  • (MKT) Double Grenade: F, D, B, LP
  • (MKT) High then Low Grenade: F, D, B, HP

KOMBOS:

  • HP, HP, LP (18%, Launcher)
  • HK, HP, HP, LP (23%, Launcher)
  • HK, LK, B+HK (19%)
  • HK, LK, B+LP, B+HK (23%)

FINISHING MOVES:

  • F1 Bomb Vest: D, F, D, F, BL (Close)
  • F2 Taser: F, F, F, LK (Full Screen)
  • Animality: R, R, R, BL (Sweep)
  • Babality: D, F, F, B, HP
  • Friendship: LP, R, R, LP -or- R, LP, R, LK
  • Stage: F, U, U, HK (Close)
    Can be done without releasing BL
  • (MKT) Brutality: HP, LP, HK, LK, HP, LP, LK, HK, HP, LK, LK

Classic Sub-zero

(N64)

SPECIAL MOVES:

  • Slide: B+BL+LP+LK -or- hold B then press and hold each of the other buttons in any order
    Can be done without releasing BL
  • Deep Freeze: D, F, LP
    Disabled if Hit Count >1
    Disabled if Ice Clone or Ground Freeze are active
    (UMK3 Rev 1.2/MKT) Disabled if opponent is in HP or LP Hit Reaction
  • Ground Freeze: D, B, LK
    Disabled if Hit Count >1
    Disabled if opponent is frozen
    Disabled if opponent is too close to the corner
    Disabled for 192 frames after use
  • (N64) Ice Shower: D, F, HP
  • (N64) Close Ice Shower: D, F, B, HP
  • (N64) Far Ice Shower: D, B, F, HP
  • (N64) Ice Clone: D, B, LP
    Can be done in air
    Does not remain on screen or have collision if too close to opponent
    Opponent can “Block” when landing on it in Neutral while holding BL
    Disabled for 256 frames after use
    Disabled if opponent is frozen
    Disabled if Hit Count >0

KOMBOS:

  • HK, B+HK, F+LK (19%)
  • HP, HP, D+LP, D+HP (22%, Launcher)
  • HP, HP, F+LK, B+HK, F+LK (26%)

FINISHING MOVES:

  • F1 Censored: D, D, D, F, HP (Close)
  • (MKT) F2 Ice Stalagmite Impale D, F, F, F, HP (Close)
  • (MKT) Animality: B, B, F, D, LP (Close)
  • (MKT) Babality: D, B, B, HK
  • (MKT) Friendship: D, B, B, F, LK (Close)
  • Stage: F, D, F, F, HP (Close)
  • (MKT) Brutality: HP, LP, HP, BL, LK, LK, HK, HK, LP, HP, LP

Unmasked Sub-zero

(Not available in N64)

SPECIAL MOVES:

  • Ice Shower: D, F, HP
  • Close Ice Shower:: D, F, B, HP
  • Far Ice Shower: D, B, F, HP
  • Slide: B+BL+LP+LK -or- hold B then press and hold each of the other buttons in any order
    Can be done without releasing BL
  • Deep Freeze: D, F, LP
    Disabled if Hit Count >1
    (UMK3 Rev 1.2/MKT) Disabled if opponent is in HP or LP Hit Reaction
  • Ice Clone: D, B, LP
    Can be done in air
    (UMK3/MKT) Does not remain on screen or have collision if too close to opponent
    (UMK3/MKT) Opponent can “Block” when landing on it in Neutral while holding BL
    (UMK3/MKT) Disabled if Hit Count >0
    Disabled for 256 frames after use
    Disabled if opponent is frozen

KOMBOS:

  • HK, HK, B+HK (19%)
  • HP, HP, LK, HK, B+HK (26%)
  • HP, HP, LP, LK, HK, B+HK (23%) (30% for CPU)
    Double Damage Scaling is caused by the LP which changes distribution if using a Jump Starter
  • HP, HP, B+HK (18%)
    Unfinished combo with no knockdown
  • HP, HP, LP, B+HK (22%)
    Unfinished combo with no knockdown

FINISHING MOVES:

  • F1 Ice Breath: B, B, D, B, R (Outside Sweep)
  • F2 Ice Breaker: BL, BL, R, BL, R (Close)
  • Animality: F, U, U (Close)
  • Babality: D, B, B, HK
  • Friendship: LK, R, R, U
  • Stage: B, D, F, F, HK (Close)
  • (MKT) Brutality: HP, LK, HK, LP, HP, HK, HK, HP, HP, LP, HP

Bosses

Goro

(PS, PC, SS)

SPECIAL MOVES:

  • Fireball: B, B, B, LP
  • Grab: F, F, HP
  • Spinning Lariat: B, B, F, HK (, Launches Bosses)
  • Taunt: D, D, LK

Kintaro

(PS, PC, SS)

SPECIAL MOVES:

  • Grab: F, F, HP
  • Fireball: B, B, F, HP
  • Teleport Stomp: D, U
  • Taunt: D, D, LK

Motaro

SPECIAL MOVES:

(PS, PC, SS)

  • Grab: F, F, HP
  • Fireball: F, D, B, HP
  • Teleport: D, U

(N64)

  • Grab: F, F, F, HP
  • Fireball: Hold LK 1 second/40 frames, release LK
    Disabled for 32 frames after Blocking an angled Jump Attack
  • Teleport: D, B, HK
    Disabled if Hit Count >4
    Disabled for 32 frames after use

Shao Kahn

SPECIAL MOVES:

(PS, PC, SS)

  • Grab: F, F, HP
  • Green Spark: B, B, F, LP
  • Shoulder Tackle: D, F, LP
  • Knee Lift: D, F, HP
  • Hammer: B, F, HP
  • Taunt: D, D, LK
  • Laugh: D, D, HK

(N64)

  • Green Spark: F, D, F, LK
  • Shoulder Tackle: F, F, HP
    Disabled for 32 frames after Blocking an angled Jump Attack
  • Knee Lift: D, D, F, HK
    Disabled for 32 frames after Blocking an angled Jump Attack
  • Hammer: F, B, B, HP
    Disabled if Hit Count >0
    Disabled for 256 frames after use
    Disabled if opponent is in Hammer Hit Reaction
  • Taunt: U, U, R
    Can be done without releasing BL
  • Laugh: D, D, R

Glossary

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INPUTS

HP = High Punch
LP = Low Punch
HK = High Kick
LK = Low Kick
BL = Block
R = Run
U = Up
D = Down
B = Back
F = Forward
HOLD = Hold the button down
RELEASE = Release the held button
(##f) = Input Window (# of frames) that you have to enter the full move input.
*NOTE: Most of the numbers were obtained from the N64 MKT source code.

FINISHING MOVE DISTANCES

(All distances can vary by finisher)

  • CLOSE = Right next to the opponent. Can also be slightly away from the opponent.
  • SWEEP = Just outside of close to just outside of Sweep range.
  • OUTSIDE SWEEP = Just outside of Sweep range to inside of Jump range.
  • HALF SCREEN = Just outside of Sweep range to Jump range.
  • JUMP = Jumping backwards from Close.
  • FULL SCREEN = From Jump to the edge of the screen opposite from the opponent.

PORTS

  • PC = DOS, Windows
  • PS = PlayStation 1/PSX
  • SS = Sega Saturn
  • N64 = Nintendo 64
  • TDE = N64 MKT Definitive Edition Hack by Dr. Lenny Zyu
  • TCE = N64 MKT Competition Edition Hack by Dr. Lenny Zyu (created for Tehdrewsus)

TERMS

  • Throw: LP near opponent
    Throw will not come out if opponent is holding Back/Away.
  • Dial Kombos: Character specific combos that are done when close to the opponent starting with HP, HK, or LK
    Also referred to as Auto-Kombos.
  • Kombo Starters: Elbow, Knee, SUJP/SUJK, and Angle Jump Punch
    After a Jump Starter (Straight Up Jump Kick/Punch or Angle Jump Punch), all Knee Kombos MUST be started with HK
    See individual character move lists to see their Kombos.
  • Angle Jump Punch: UF/UB, HP/LP
    Also referred to as JP or int he source code, Flip Punch or FP
    Can be linked to any ground Kombo
    HK must be used if you go into a grounded Knee Starter Kombo.
  • Angle Jump Kick: UF/UB, HK/L
    Also referred to as JK or in the source code, Flip Kick or FK.
  • Straight Up Jump Punch: U, HP/LP
    Also referred to as SUJP, (n)eutralJP or in the source code, Up Punch
    Can be linked to any ground Kombo
    HK must be used if you go into a grounded Knee Starter Kombo.
  • Straight Up Jump Kick: U, HK/LP
    Also referred to as SUJK, (n)eutralJK or in the source code, Up Kick
    Can be linked to any ground Kombo
    HK must be used if you go into a grounded Knee Starter Kombo.

GAME SYSTEMS:

  • Stage/Pit Fatality: On specific stages, you can uppercut your opponent into the background to finish them.
  • Babality: Finishing move done at the end of a match
    Block cannot be pressed during the final round.
  • Friendship: Finishing move done at the end of a match
    Block cannot be pressed during the final round.
  • Brutality: A longer Dial Kombo done at the end of a match.
    You press 11 buttons in sequence (character specific) with correct timing, then the screen goes dark and your character does several more rapid-fire attacks until the opponent explodes.
  • Mercy: (40f) Hold R, D, D, rR (Jump to Full Screen
    Must be in “Finish Him/Her” and be in Round 3
    R must be held for at least 48 frames. (0x30h
    Cannot perform if Mercy has already been performed.

ATTRIBUTE JARGON:

  • Disabled:
  • Cooldown:
  • Hit Reaction:
  • Limit:
  • Frames:
  • Requirement:
  • Damage Scaling:
  • Launcher:

UMK3 General Strategy Guide
UMK3 Character Guides
MKT Character Guides

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