Konqrr’s Accurate MK Trilogy Move List WIP

Frame accurate descriptions and rules for everything in Mortal Kombat Trilogy
By Konqrr

Baraka

SPECIAL MOVES:

  • Blade Fury: B, B, B, LP
  • Blade Spark: D, B, HP
  • Blade Swipe: B+HP (can be done while blocking)
  • Blade Spin: F, D, F, BL (can move left and right, tap BL to stay active)

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:

MKII Jax

(PS, PC, SS)

  • Sonic Wave: F, D, B, HK
  • Air Sonic Wave: F, D, HK (in air only)
  • 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 only)

KOMBOS:

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

FINISHING MOVES:

Johnny Cage

SPECIAL MOVES:

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

KOMBOS:

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

FINISHING MOVES:

  • Fatality 1: (56f) D, D, F, F, LP (Close)
    *N64 Only: Hold D+LP+BL+LK for 3 heads.
  • Fatality 2: (64f) D, D, F, F, LK (Close) (PS, PC, SS)
    *(64f) D, D, F, F, LK (Jump) (N64)
  • Animality: (40f) D, F, F, HK (Close)
  • Babality: (40f) F, B, B, HK
  • Friendship: (64f) D, D, D, D+LK
  • Brutality: HP, LK, HK, LP, HP, HK, HK, HP, HP, LP, HP
  • Stage: (40f) D, B, F, F, HK (Close)

MKI Kano

(PS, PC, SS)

SPECIAL MOVES:

  • Knife Throw: Hold BL, B, F
  • Cannonball: F, D, B, U (can hold in air performing with BL)
  • Knife Uppercut: B, F, HP (tap HP for rapid spin)

KOMBOS:

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

FINISHING MOVES:

MKII Kung Lao

(PS, PC, SS)

SPECIAL MOVES:

  • Hat Throw: B, F, LP (can control up or down movement)
  • Hat Spin: U, U, LK (tap LK to keep spinning and activate collision and can be done while blocking)
  • Dive Kick: U, D, HK (in air only)
  • Teleport: D, U (can be done while blocking)
  • Superman: B, B, F (can be done in air and while blocking)

KOMBOS:

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

FINISHING MOVES:

Noob Saibot

SPECIAL MOVES:

  • Disabler: D, F, LP
  • Clone: F, F, HP
  • Teleport: D, U

KOMBOS:

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

FINISHING MOVES:

MKI Raiden

(PS, PC, SS)

  • Superman: B, B, F (can be done in air)
  • Electricity: D, F, LP
  • Teleport: D, U

KOMBOS:

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

FINISHING MOVES:

MKII Raiden

  • Superman: B, B, F (can be done in air)
  • Electricity: D, F, LP
  • Shock Grab: Charge HP 3 Seconds (can be done while blocking)
  • Teleport: D, U
  • Reverse Electricity: D, B, LP

KOMBOS:

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

FINISHING MOVES:

Rain

  • Rain Ball: D, F, HP (can control opponent’s position)
  • Lightning: B, B, HP
  • Super Roundhouse: B+HK (is now a special move)

KOMBOS:

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

FINISHING MOVES:

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:

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

Motaro

SPECIAL MOVES:

(PS, PC, SS)

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

(N64)

  • Fireball: Hold LK 3 Seconds
  • Grab: F, F, F, HP
  • Teleport: D, B, HK

Shao Kahn

SPECIAL MOVES:

(PS, PC, SS)

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

(N64)

  • Fireball: F, D, F, LK
  • Hammer: F, B, B, HP
  • Shoulder Tackle: F, F, HP
  • Knee Lift: D, D, F, HK
  • Taunt: U, U, R
  • Laugh: D, D, R

UMK3 Characters:

Cyrax

SPECIAL MOVES:

  • Net: (32f) B, B, LK
    *Disabled if Hit Count >= 3
    *Disabled if opponent is in Net hit reaction.
    *Disabled for 48 frames after blocking an angled jump attack
    *Disabled for 80 frames after use
  • Midway Bomb: (24f) Hold LK, B, B, HK
    *LK must be held for at least 16 frames before HK is pressed.
    *Disabled if Hit Count >= 2
    *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.
  • Homing Bomb: (24f) Hold LK, F, F, HK
    *LK must be held for at least 16 frames before HK is pressed.
    *Disabled if Hit Count >= 2
    *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
  • Teleport: (24f) F, D, BL
  • Air Teleport: (24f) F, D, BL while airborne
  • Air Throw: (24f) D, F, BL while grounded, LP when close
    *Opponent must be in the air.
    *Disabled if opponent is a boss.

KOMBOS:

  • HK, HK, B+HK (19%)
  • HP, HP, LP 3 hits, (18%)
  • HP, HP, HK, HP, HK, B+HK (30%)

FINISHING MOVES:

  • Fatality 1: (40f) D, D, U, D, HP
    *LEGAL: BL
    *BL can be held for the full input.
  • Fatality 2: (40f) D, D, F, U, R (Close)
    *LEGAL: BL, R
    *BL can be held for the full input.
  • Animality: (40f) U, U, D, D (Close)
    *LEGAL: BL
    *BL can be held for the full input.
  • Babality: (40f) F, F, B, HP
  • Friendship: (42f) R, R, R, U
  • Brutality: HP, HK, HP, HK, HK, HP, HK, HP, HK, LK, LP
  • Stage: (14f) R, BL, R(Close)

Ermac

SPECIAL MOVES:

  • Teleport Punch: D, B, HP (can be done in air, turns Ermac invisible and he will remain visible if thrown before leaving the screen)
  • Telekinetic Slam: B, D, B, HK
  • Green Spark: D, B, LP

KOMBOS:

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

FINISHING MOVES:

Human Smoke

SPECIAL MOVES:

  • Harpoon: B, B, LP
  • Air Throw: BL in air
  • Teleport Punch: D, B, HP (can be done in air)

KOMBOS:

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

FINISHING MOVES:

Jade

SPECIAL MOVES:

  • Boomerang: (16f) B, F, LP
  • High Boomerang: (16f) B, F, HP
  • Low Boomerang: (16f) B, F, LK
  • Returnarang: (32f) B, B, F, LP
    *Boomerang only returns if no collision happens.
    *CPU is blocked from performing this move and cannot be performed against CPU.
  • Projectile Protection: (16f) B, F, HK
    *Disabled for 128 frames after use
  • Smoking Green Kick: (16f) D, F, LK
    *Disabled if Hit Count >= 2
    *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:

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

FINISHING MOVES:

  • Fatality 1: (48f) U, U, D, F, HP (Close)
  • Fatality 2: (48f) R, R, R, BL, R(Close)
  • Animality: (48f) F, D, F, F, LK (Close)
  • Babality: (48f) D, D, F, D, HK
  • Friendship: (48f) B, D, B, B, HK
  • Brutality: HP, LK, HP, LP, HK, HK, LK, BL, BL, HP, HK
  • Stage: (24f) B, F, D, R(Close)

Jax

SPECIAL MOVES:

  • Missile: B, F, HP (cool down shared with Double Missile)
  • Double Missile: F, F, B, B, HP (cool down shared with Missile)
  • Dash Punch: F, F, HK
  • Gotcha Grab: F, F, LP, Tap LP for multiple punches
  • Ground Pound: Charge LK 2 Seconds, Release (can be done without releasing Block, Player 2 Jax cannot do Dash Punch or Gotcha Grab when charging GP)
  • Backbreaker: BL in air

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:

Kabal

SPECIAL MOVES:

  • Nomad Dash: B, F, LK
    *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.
    *Disables the Ground Saw when active
  • Ground Saw: B, B, B, R (disappears if Kabal is hit or Blocks)
  • Gas Blast: (can be done in air)

KOMBOS:

  • HP, HP, D+HP (13%)
  • HK, LK, HP, HP, D+HP (15%)
  • HP, HP, D+LP, D+HP (17%)
  • HK, LK, HP, HP, D+LP, D+HP (17%)
  • HK, LK, B+HK (18%)
  • HK, LK, HP, HP, HK, B+HK (18%)
  • HP, HP, HK, B+HK (19%)
  • HK, LK, HK, B+HK (24%)

FINISHING MOVES:

Kano

SPECIAL MOVES:

  • Knife Throw: (24f) D, B, HP
    *LEGAL: HP, LK
  • Knife Uppercut: (24f) D, F, HP
    *LEGAL: HP, LK
  • Cannonball: Hold LK for 1.33 seconds, Release LK
    (80 frames / 60fps)
    *Ball Roll will not come out if opponent is in Sweep animation.
    *Ball Roll will not come out after Knife Throw until at least 64 frames have passed.
  • Upward Cannonball: (24f) F, D, F, HK
    *LEGAL: HK, LK
  • Crazy Cannonball: (24f) F, D, F, LK (has 3 patterns)
  • Manhandle: (24f) D, F, LP
    *LEGAL: LP, LK
  • Air Throw: BL while airborne near airborne opponent

KOMBOS:

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

FINISHING MOVES:

  • Fatality 1: (40f) LP, BL, BL, HK (Sweep)
  • Fatality 2: (48f) Hold LP, F, D, D, F, Release LP (Close)
    *LP must be held for at least 64 frames
  • Animality: (40f) Hold HP, BL, BL, BL, Release HP (Close)
    *HP must be held for at least 64 frames
  • Babality: (40f) F, F, D, D, LK
  • Friendship: (40f) LK, R, R, HK
  • Brutality: HP, LP, BL, LP, HP, BL, HK, LK, BL, HK, LK
  • Stage: (40f) U, U, B, LK (Close)
    *LEGAL: BL, LK
    *BL can be held for the full input.

Kitana

SPECIAL MOVES:

  • Fan Throw: (24f) F, F, HP+LP
    *Disabled for 160 frames after use
  • Air Fan Throw: (24f) F, F, HP+LP or Hold HP, F, F, LP or Hold LP, F, F, HP while airborne
    *Disabled for 160 frames after use
  • Fan Lift: (40f) B, B, B, HP
    *Disabled if Hit Count >= 1
  • Square Wave: (40f) D, B, HP

KOMBOS:

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

FINISHING MOVES:

  • Fatality 1: (40f) B, D, F, F, HK (Close)
  • Fatality 2: (40f) R, R, BL, BL, LK (Close)
  • Animality: (40f) D, D, D, D, R (Between Close and Sweep)
  • Babality: (42f) F, F, D, F, HK
  • Friendship: (48f) D, B, F, F, LP
  • Brutality: HP, HP, BL, HK, BL, LK, BL, LP, BL, HP, BL
  • Stage: (32f) F, D, D, LK (Close)

Kung Lao

SPECIAL MOVES:

  • Hat Throw: B, F, LP
  • Hat Spin: F, D, F+R (can now move left and right)
  • Teleport: D, D, U (can be done while blocking, can attack during movement)
  • Teleport Fake: D, U (can be done while blocking, can attack during movement)
  • Dive Kick: U, D, HK (in air)

KOMBOS:

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

FINISHING MOVES:

Liu Kang

SPECIAL MOVES:

  • High Fireball: (26f) F, F, HP
    *LEGAL: HP, LK
  • Air Fireball: (26f) F, F, HP while airborne
    *LEGAL: HP, LK
  • Low Fireball: (26f) F, F, LP
    *LEGAL: LP, LK
  • Flying Kick: (30f) F, F, HK
    *LEGAL: HK, LK
  • Bicycle Kick: Hold LK for 128 frames, Release LK
    *Disabled if opponent in Sweep recovery frames.
  • Super Bicycle Kick: Hold LK for 128 frames, B, F, Release LK
    *Disabled if opponent in Sweep recovery frames.

KOMBOS:

  • HP, HP, B+LP (13%)
  • HP, LK, LK, HK, LK (25%)
  • HP, HP, BL, LK, LK, HK, LK (29%)
  • HK, LK, HK, LK (22%)

FINISHING MOVES:

  • Fatality 1: (48f) F, F, D, D, LK
  • Fatality 2: (48f) Hold R, U, D, U, U, BL or U, D, U, U, BL+R
    *BL triggers the Fatality
    *R must be held when BL is pressed.
  • Animality: (48f) D, D, U (Sweep)
    *LEGAL: BL
    *BL can be held for the full input.
  • Babality: (32f) D, D, D, HK
  • Friendship: (32f) R, R, Hold R, D
    *LEGAL: BL, R
    *R must be held when D is pressed.
  • Brutality: HP, LP, HP, BL, LK, HK, LK, HK, LP, LP, HP
  • Stage: (40f) R, BL, BL, LK (Close)

Mileena

SPECIAL MOVES:

  • Sai Shot: Hold HP for 40 frames, Release HP
    *Disabled for 32 frames after blocking a jump kick
  • Air Sai Shot: Hold HP for 40 frames, Release HP while airborne
    *Disabled for 32 frames after blocking a jump kick
  • Teleport Kick: (21f) F, F, LK
    *LEGAL: HP, LK
  • Roll: (48f) B, B, D, HK
    *LEGAL: HP, HK
    *Disabled if Hit Count >= 3
    *Disabled for 32 frames after use
    *Disabled for 32 frames after blocking a jump kick

KOMBOS:

  • HP, HP, U+LP, D+LP (22%)
  • HP, HP, HK, HK, U+LK, U+HK (30%)
  • HP, HP, HK, HK, D,F+LK (24%)
  • HK, HK, D,F+LK (16%)
  • HK, HK, U+LK, U+HK (23%)

FINISHING MOVES:

  • Fatality 1: (48f) B, B, B, F, LK (Full Screen)
  • Fatality 2: (48f) D, F, D, F, LP (Close)
  • Animality: (40f) F, D, D, F, HK (Close)
  • Babality: (48f) D, D, F, F, HP
  • Friendship: (42f) D, B, F, HP
  • Brutality: HP, LP, LP, HP, BL, HK, LK, HK, BL, HP, LP
  • Stage: (24f) D, D, D, LP (Close)

Nightwolf

SPECIAL MOVES:

  • Axe: D, F, HP
  • Green Arrow: D, B, LP (start up reduced from 24 frames to 12 when opponent is in recovery frames)
  • Projectile Reflection: B, B, B, HK
  • Shoulder Tackle: F, F, HK
  • Super Shoulder Tackle: B, B, F, HK

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:

Reptile

SPECIAL MOVES:

  • Fast Forceball: F, F, HP+LP or hold either P button and press the other to activate
  • Slow Forceball: B, B, HP+LP or hold either P button and press the other to activate
  • Acid Spit: F, 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 Block
    *Elbow Dash: B, F, LK
    *Can be blocked before it crosses up opponent, or after
    *Does not perform the Elbow Dash when opponent is airborne

KOMBOS:

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

FINISHING MOVES:

Robot Smoke

SPECIAL MOVES:

  • Harpoon: (20f) B, B, LP
    *Disabled if Hit Count >= 5
    *Disabled if opponent is in Harpoon hit reaction.
    *Disabled for 96 frames after use
    *Disabled for 48 frames after blocking a jump kick
  • Teleport Uppercut: (24f) F, F, LK
    *Disabled if Hit Count >= 2
    *Disabled if opponent is in Teleport Uppercut hit reaction.
  • Air Teleport Uppercut: (24f) F, F, LK while airborne
    *Disabled if Hit Count >= 2
    *Disabled if opponent is in Teleport Uppercut hit reaction.
  • Invisibility: (40f) U, U, R
    *LEGAL: BL, R
    *Performing while invisible will make Smoke visible again.
    *BL can be held for the full input.
  • Air Throw: BL in air near airborne opponent
    *Disabled if opponent is a boss.
    *Disabled if too close to the ground.
    *Disabled if opponent is in a grounded jump kick hit reaction.

KOMBOS:

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

FINISHING MOVES:

  • Fatality 1: (48f) U, U, F, D (Jump to Full Screen)
    *LEGAL: BL+R
    *BL can be held for the full input.
  • Fatality 2: (48f) Hold BL+R, D, D, F, U (Sweep)
    *LEGAL: BL+R
    *U triggers the fatality.
    *BL+Rmust be held when U is pressed.
    *BL+Ris only required before the final input.
  • Animality: (40f) D, F, F, BL (Jump to Full Screen)
  • Babality: (40f) D, D, B, B, HK
  • Friendship: (42f) R, R, R, HK (Jump to Full Screen)
  • Brutality: HP, LK, LK, HK, BL, BL, LP, LP, HP, BL, BL
  • Stage: (32f) F, F, D, LK (Close)

Scorpion

SPECIAL MOVES:

  • Harpoon: B, B, LP
  • Air Throw: BL in air
  • Teleport Punch: D, B, HP (can be done in air)
  • Forward Teleport Punch: D, F, HP (can be done in air)

KOMBOS:

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

FINISHING MOVES:

Sektor

SPECIAL MOVES:

  • Dumb Missile: (32f) F, F, LP
    *Missiles start up and travel faster if opponent is in a hit reaction.
    *Disabled if a Smart Missile is on screen.
  • Double Dumb Missile: (32f) B, B, F, LP
    *Missiles start up and travel faster if opponent is in a hit reaction.
    *Disabled if a Smart Missile is on screen.
  • Smart Missile: (22f) F, D, B, HP
    *Only 2 are allowed on screen at a time for (PS, PC, SS).
  • Teleport Uppercut: (24f) F, F, LK
    *Disabled if Hit Count >= 2
    *Disabled if opponent is in Teleport Uppercut hit reaction.
  • Air Teleport Uppercut: (24f) F, F, LK while airborne
    *Disabled if Hit Count >= 2
    *Disabled if opponent is in Teleport Uppercut hit reaction.

KOMBOS:

  • HK, HK 15%
  • HP, HP, D+LP 18%
  • HP, HP, HK, B+HK 4 hits 22%
  • HP, HP, HK, HK, B+HK 5 hits 26%

FINISHING MOVES:

  • Fatality 1: (40f) LP, R, R, BL (Sweep)
  • Fatality 2: (40f) F, F, F, B, BL (Jump)
  • Animality: (40f) F, F, D, U (Close)
    *BL can be held for the full input.
  • Babality: (40f) B, D, D, D, HK
  • Friendship: (42f) R, R, R, R, D (Jump to Full Screen)
  • Brutality: HP, HP, BL, BL, HK, HK, LK, LK, LP, LP, HP
  • Stage: (32f) R, R, R, D (Close)

Shang Tsung

SPECIAL MOVES:

  • Single Skull: (36f) B, B, HP
  • Double Skull: (40f) B, B, F, HP
  • Triple Skull: (48f) B, B, F, F, HP
  • Ground Eruption: (40f) F, B, B, LK

KOMBOS:

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

MORPHS:

(PS, PC, SS)

  • Baraka: D, D, LK
  • Chameleon: NONE
  • Cyrax: (19f) BL, BL, BL
  • Ermac: (32f) D, D, U
    *BL can be held for the full input.
  • Goro: B, B, B, LK
  • Human Smoke: NONE
  • Jade: (26f) F, D, D, BL
  • Jax: (29f) F, F, D, LP
  • Klassic Jax: D, F, B, HK
  • Johnny Cage: B, B, D, LP
  • Kabal: (16f) LP, BL, HK
  • Kano: (11f) B, F, BL
  • Klassic Kano: B, D, F, U
    *BL can be held for the full input.
  • Kintaro: Hold LP for 3 seconds, Release LP
  • Kitana: (24f) F, D, F, R
  • Kung Lao: (32f) R, R, BL, R
  • Klassic Kung Lao: B, D, B, HK
  • Liu Kang: (24f) B, U, F, D
    *BL can be held for the full input.
  • Mileena: (24f) R, BL, HK
  • Motaro: F, D, B, HP
  • Nightwolf: (32f) U, U, U
    *BL can be held for the full input.
  • Noob Saibot: (32f) F, D, D, B, HK
  • Old Sub-zero: (32f) BL, BL, R, R
  • Rain: (24f) R, BL, LK
  • Rayden: D, B, F, LK
  • Klassic Rayden: B, B, F, R
    *BL can be held for the full input.
  • Reptile: (32f) R, BL, BL, HK
  • Scorpion: (26f) D, D, F, LP
  • Sektor: (32f) D, F, B, R
  • Shao Kahn: B, F, HK
  • Sheeva: (32f) F, D, F, LK, release LK
    *LEGAL: R
    *You can hold LK before doing the input and release it at the end.
    *NOTE: There is no requirement to hold the button for a certain # of frames.
  • Sindel: (24f) B, D, B, LK
  • Robot Smoke: F, F, LP
  • Sonya: D+LP+BL+R
  • Stryker: (32f) F, F, F, HK
  • Sub-zero: F, D, F, HP

(N64)

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

FINISHING MOVES:

  • Fatality 1: (48f) Hold LP, D, F, F, D, Release LP (Close)
    *LP must be held for at least 64 frames
    *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. (PS, PC, SS only)
  • Fatality 2: (48f) Hold LP, R, BL, R, BL, Release LP (Close)
    *LEGAL: LP, BL, R
    *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. (PS, PC, SS only)
  • Animality: (34f) Hold HP, R, R, R, Release HP (Sweep)
    *HP must be held for at least 64 frames
  • Babality: (40f) R, R, R, LK
  • Friendship: (40f) LK, R, R, D
    *LEGAL: BL –>This negates the friendship
  • Brutality: HP, BL, BL, BL, LK, HP, LP, LP, BL, BL, BL
  • Stage: (40f) U, U, B, LP (Close)
    *LEGAL: BL
    *BL can be held for the full input.

Sheeva

SPECIAL MOVES:

  • Fireball: D, F, HP
  • Ground Stomp: B, D, B, HK
  • Teleport Stomp: D, U
    Disabled after air to air JK, or any ground normal/combo until another hit is performed or opponent fully recovers
    Can be done without releasing Block

KOMBOS:

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

FINISHING MOVES:

Sindel

SPECIAL MOVES:

  • Scream: F, F, F, HP (will backfire if attempted twice in a row, cancels if Sindel jumps)
  • Flight: B, B, F, HK (cancel with BL)
  • Fire Breath: F, F, LP (start up reduced from 20 frames to 10 when opponent is in recovery frames of a Grounded JK)
  • Air Fire Breath: D, F, LK (in air only)
  • Double Fire Breath: B, B, F, LP

KOMBOS:

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

FINISHING MOVES:

Sonya

SPECIAL MOVES:

  • Energy Rings: (24f) D, F, LP
  • Square Wave: (24f) F, B, HP
  • Leg Grab: D+LP+BL
  • Bicycle Kick: (32f) B, B, D, HK

KOMBOS:

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

FINISHING MOVES:

  • Fatality 1: (40f) B, F, D, D, R
  • Fatality 2: (48f) Hold BL+R, U, U, B, D (Jump to Full Screen)
    *LEGAL: BL, R
    *BL+R is only required before the final input.
  • Animality: (40f) Hold LP, B, F, D, F, Release LP (Close)
    *NOTE: You can wait until the end to hold LP and only have to release it after the last F input.
    *NOTE: There is no requirement to hold the button for a certain # of frames.
  • Babality: (40f) D, D, F, LK
  • Friendship: (42f) B, F, B, D+R
    *NOTE: Down must be held when R is pressed.
  • Brutality: HP, LK, BL, HP, LK, BL, HP, LP, BL, HK, LK
  • Stage: (34f) F, F, D, HP (Close)

Stryker

SPECIAL MOVES:

  • Baton Throw: F, F, HK (has its own additional Damage Scaling rules whether it’s already scaled or not if more than 2 hits are done before it)
  • Baton Trip: F, B, LP (must be Blocked Low like a Sweep)
  • High Grenade: D, B, HP
  • Low Grenade: D, B, LP
  • Riot Gun: B, F, HP
  • Double Grenade: F, D, B, LP
  • High then Low Grenade: F, D, B, HP

KOMBOS:

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

FINISHING MOVES:

Super Sub-zero

(N64)

SPECIAL MOVES:

  • Deep Freeze: D, F, LP
  • Ground Freeze: D, B, LK
    *Cannot be done if opponent is within about 50 pixels of corner facing out
  • 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 Block
  • Ice Clone: D, B, LP
    *Does not remain on screen or have collision if too close to opponent
  • Ice Shower: D, F, HP
  • Close Ice Shower:: D, F, B, HP
  • Far Ice Shower: D, B, F, HP

KOMBOS:

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

FINISHING MOVES:

Unmasked Sub-zero

(N64)

SPECIAL MOVES:

  • Deep Freeze: D, F, LP
  • 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 Block
  • Ice Clone: D, B, LP
    *Does not remain on screen or have collision if too close to opponent
  • Ice Shower: D, F, HP
  • Close Ice Shower:: D, F, B, HP
  • Far Ice Shower: D, B, F, HP

KOMBOS:

  • HK, HK, B+HK (19%)
  • HP, HP, LK, HK, B+HK (26%)
  • HP, HP, LP, LK, HK, B+HK (23%) (*30% for CPU)
    *Damage Scaling mid combo which changes the distribution of damage if started with a Jump Attack
  • HP, HP, B+HK (18%)
    *Unfinished combo with no knockdown.
  • HP, HP, LP, B+HK (22%)
    *Unfinished combo with no knockdown.

FINISHING MOVES:

Accurate Mortal Kombat Trilogy Move List
Technical Mortal Kombat Trilogy Move List
Definitive Mortal Kombat Trilogy Move List
Ultimate Mortal Kombat Trilogy Move List
Deep Dive Mortal Kombat Trilogy Move List

Everything you need to know about all the properties of all the Special Moves and Combos.

UMK3 Character Guides
UMK3 General Strategy Guide
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