MK Combo FAQ (MK I & II)

MORTAL KOMBAT 1 COMBO FAQ

Complete Combo Guide
Revision 5.0 (T-Unit)
October, 2009

ded_@abv.bg
This is html file best viewed at 1280x1024


This Combo FAQ is for Revision 5.0 (T-Unit) only. Earlier revisions of the game had different gravity and alot of broken combos and infinites were possible. 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 MK1 from MK Deception Bonus Disk, MAT: Extended Play and MAT: Deluxe Edition.

I. Legend
[LIST]
[]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
[]aa…Anti Air
[
]gc…Glitch Cancel
[*]Inf…Infinite
[/LIST]


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 (JK and JP dont work in MK1) 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 MK1 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 MK1 the only similar special move like this is Sub-Zero’s Freeze which has a hit limit of 0 i.e. you can glitch cancel it with HP or LP.


III. 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 MK1 “death punch”, in action. You can get it both on and off the ground, when the Air Death Punch just pushes you back and does the damage of two normal aa High Punches, the grounded one from other hand does about 25%. I will not list any Death Punch combos anyway since they are almost unusable in combos here.


IV. Character Combos

!NOTE! I will not put here any basic stuff like JK, Shadow Kick or aaHP, Fireball, or any basic 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 just eye candy juggles.

Johnny Cage

[LIST=1]
* aaHP, JK, Shadow Kick (3 Hits, 43%)
[*](near corner) JK, Shadow Kick, Shadow Kick (3 Hits, 56%)
* JK, aaHP, Fireball, aaHP, Shadow Kick (5 Hits, 65%)
* Uppercut, JP, aaHP, Nut Punch (4 Hits, 68%)
* JK, JP, JP, Shadow Kick (4 Hits, 68%)
* JK, Uppercut, JK, aaLP, Shadow Kick (5 Hits, 87%)
* JK, Uppercut, JP, JP, Shadow Kick (5 Hits, 93%)
* JK, Uppercut, aaHP, Fireball, JP, Shadow Kick (6 Hits, 99%)
* Uppercut Interrupt, JK, Uppercut, JP, Shadow Kick (5 Hits, 100%)
[/LIST]

Infinites
[LIST=1]
[](vs Goro in corner) aaHP, aaHP, aaHP…
[
](vs Goro in corner) aaJP, JP, JP…
[/LIST]

Kano

[LIST=1]
* aaHPx2, Roll Whiff, Roll (!) (3 Hits, 31%)
* aaHP, JK, Roll (3 Hits, 43%)
* JK, JK, Roll (3 Hits, 56%)
* JK, aaHP, Knife Throw, Roll (4 Hits, 59%)
* Uppercut, JP, aaHP, Roll (4 Hits, 65%)
* JK, JK, JP, Roll (4 Hits, 71%)
* JK, Uppercut, JK, aaHP, Roll (5 Hits, 87%)
* JK, Uppercut, JK, JP, Roll (5 Hits, 96%)
* Uppercut Interrupt, JK, Uppercut, JP, Roll (5 Hits, 100%)
[/LIST]

Infinites
[LIST=1]
[](vs Goro in corner) aaHP, aaHP, aaHP…
[
](vs Goro in corner) aaJP, JP, JP…
[/LIST]

Raiden

[LIST=1]
* aaHPx2, Teleport, aaHP, Torpedo (4 Hits, 37%)
* JK, JP, Torpedo (3 Hits, 52%)
[*](away from corner) aaLightening, Teleport, aaHP, Lightening, aaHP, Torpedo (5 Hits, 56%)
*, JK, RH, aaHP, Torpedo (4 Hits, 62%)
* Uppercut, JP, aaHP, Torpedo (4 Hits, 65%)
* JK, Uppercut, RH, aaLP, Torpedo (5 Hits, 87%)
* JK, Uppercut, JP, aaHP, Teleport, aaHP, Torpedo (6 Hits, 90%)
* Uppercut Interrupt, Lightening, JP, Uppercut, aaHP, Torpedo (6 Hits, 100%)
[/LIST]

Infinites
[LIST=1]
[](near corner) Torpedo that interrupts special move, Torpedo, Torpedo…
[
](vs Goro in corner) aaHP, aaHP, aaHP…
[*](vs Goro in corner) aaJP, JP, JP…
[/LIST]

Liu Kang

[LIST=1]
* aaHP, JK, Flying Kick (3 Hits, 43%)
* aa Fireball, Fireball, Flying Kick (3 Hits, 49%)
* JK, JK, Flying Kick (3 Hits, 56%)
[](near corner) aaHPx2, Flying Kick, aaLP, Flying Kick (5 Hits, 56%)
[
](near corner) aaHP, Fireball, JK, Flying Kick (4 Hits, 59%)
* JK, aaHP, Fireball, Uppercut (4 Hits, 65%)
* JK, aaHP, Fireball, aaHP, Flying Kick (5 Hits, 65%)
[*](away from corner) aa Fireball, Flying Kick, aaHP, Fireball, aaHP, Flying Kick (6 Hits, 80%)
* Uppercut Interrupt, Fireball, JK, Flying Kick, aaLP, Flying Kick (6 Hits, 100%)
* Uppercut Interrupt, Fireball, Flying Kick, aaLP, Fireball, aaLP, Fireball (7 Hits, 100%)
[/LIST]

Infinites
[LIST=1]
[](vs Goro in corner) aaHP, aaHP, aaHP…
[
](vs Shang Tsung in corner) JK, aaLPx2, Flying Kick, Flying Kick, Flying Kick …
[/LIST]

Scorpion

[LIST=1]
* aa Teleport Punch, aaHP, Spear, Uppercut (4 Hits, 52%)
* aaHP, JK, Spear, Uppercut (4 Hits, 55%)
* JK, RH, Spear, Uppercut (4 Hits, 68%)
[](mid-screen, jump away with opponent) JK, Teleport Punch, aaLP, Spear, Uppercut (5 Hits, 70%)
* JK, JK, aaHP, Spear, Uppercut (5 Hits, 73%)
* Uppercut Interrupt, JK, JK, Spear, Uppercut (5 Hits, 92%)
[
](near corner) Uppercut Interrupt, Teleport Punch x 5 (6 Hits, 100%)
[/LIST]

Infinites
[LIST=1]
[](vs Goro in corner) aaHP, aaHP, aaHP…
[
](vs Goro mid-screen) aaHP, Teleport Punch, Teleport Punch, Teleport Punch…
[/LIST]

Sub-Zero

[LIST=1]
* Freeze, Throw, Slide (3 Hits, 33%)
* JK, Slide, Slide (3 Hits, 35%)
* aaHP, GC Freeze, JK, RH (4 Hits, 45%)
* JK, RH, Slide (3 Hits, 47%)
* aaJK, Uppercut, Slide (4 Hits, 52%)
* JK, JK, aaHP, Slide (4 Hits, 52%)
* Uppercut Interrupt, JK, Uppercut, LK (4 Hits, 83%)
[/LIST]

Infinites
[LIST=1]
[*](vs Goro in corner) aaHP, aaHP, aaHP…
[/LIST]

Sonya

[LIST=1]
* aaRH, LP, Wave Punch (3 Hits, 44%)
[*](opponent against the corner) JK, Leg Grab, Sweep (3 hits, 56%)
* JK, JK, aaHP, Wave Punch (4 Hits, 60%)
[/LIST]

Infinites
[LIST=1]
[*](vs Goro in corner) aaHP, aaHP, aaHP…
* Leg Grab, FxLeg Grab, FxLeg Grab, FxLeg Grab…
[/LIST]


V. Credits

This FAQ is free to publish but give ded_ credit before doing it. There are too many combo patterns here and there that might one person’s and another’s but most of this stuff is common knowledge applied to more advanced techniques and therefore no one can claim any of it.

October 14, 2009

For question/comments mail ded_ at ded_@abv.bg or you can find him at Mortal Kombat Secrets - The Most Informative Mortal Kombat Source On The Net forums.

MKII Combo FAQ

MORTAL KOMBAT 2 COMBO FAQ

Complete Arcade Combo Guide
Revision L3.1
October 9, 2009

ded_@abv.bg
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

[LIST]
[]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
[/LIST]


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.

Liu Kang

[LIST=1]
* JK, Air Fireball, Flying Kick (3 Hits, 46%)
* aaHPx2, JP, Air Fireball, Flying Kick (5 Hits, 54%)
* aaHPx2, JP, Air Fireball, Bicycle Kick (5 Hits, 67%)
* JK, Air Fireball, Crouch Punch, HP, Bicycle Kick (5 Hits, 70%)
* JK, Air Fireball, HP, Fireball, HP, Low Fireball (6 Hits, 71%)
* aaJP, Air Fireball, Roundhouse, LP, Bicycle Kick (5 Hits, 78%)
* aaHPx2, Jump Kick, Air Fireball, HP, Bicycle Kick, HP, Flying Kick (8 Hits, 100%)
* JK, Air Fireball, SUJK, Air Fireball, HP, Bicycle Kick (6 Hits, 100%)
* aaJP, Air Fireball, JP, Air Fireball, JP, Air Fireball, HP, Bicycle Kick (8 Hits, 100%)
* aaSUJK, Air Fireball, JK, Air Fireball, HP, Bicycle Kick (6 Hits, 100%)
* SUJP, Air Fireball, JP, Air Fireball, HP, Fireball, SUJK, Air Fireball (8 Hits, 100%)
* SUJK, Air Fireball, JP, Air Fireball, HK, Bicycle Kick (6 Hits, 100%)
* JP, Air Fireball, JP, Air Fireball, SUJK, Air Fireball, HP, Fireball (8 Hits, 100%)
* aaHPx2, Bike Kick, aaHPx2, Bike Kick, aaLK (7 Hits, 100%)
[*](against the corner) Air Fireball (AFB), AFB, AFB, AFB, AFB, AFB, Bike Kick (7 Hits, 100%)
* aaSUJK, Air Fireball, SUJK, Air Fireball, SUJK, Air Fireball (6 Hits, 100%) *more cycles are possible. I’ve heard that 7 is the maximum.
[/LIST]

Infinites
[LIST=1]
[*]Bike Kick release and hold the button immediately, Bike Kick, Bike Kick…
** You must interrupt a move or fireball to be unblockable, aka it must be a counter hit
*[/LIST]

Kung Lao

[LIST=1]
* Spin, JP, Whiff Dive Kick, HP, Hat Throw (4 Hits, 54%)
* Spin, JP, Whiff Dive Kick, JK, Dive Kick (4 Hits, 65%)
* aaSpin, JP, Whiff Dive Kick, JP, HP, Teleport Kick (5 Hits, 69%)
* Spin, JP, JP, HP, Spin (5 Hits, 72%)
* Spin, JK, Dive Kick, HP, Spin (5 Hits, 84%)
* JK, SUJK, Dive Kick, SUJK, Dive Kick (5 Hits, 88%)
* aaSpin, (JP, Whiff Dive Kick) x 3, Spin, Hat Throw (6 Hits, 90%)
* aaSpin, (JP, Whiff Dive Kick) x 2, (SUJP, Whiff Dive Kick) x 2, HP,
Teleport Kick (7 Hits, 94%)
* aaSpin, (JP, Whiff Dive Kick) x 3, Spin, JK, Dive Kick (7 Hits, 100%)
[](away from corner) aaSpin, (JP, Whiff Dive Kick) x 2, SUJK, Whiff Dive Kick,
HK, HK (6 Hits, 100%)
* aaSpin, (JP, Whiff Dive Kick) x 2, (SUJP, Whiff Dive Kick) x 2, SUJK,
Dive Kick (7 Hits, 100%)
* aaSpin, (JP, Whiff Dive Kick) x 2, (SUJP, Whiff Dive Kick) x 2,
Uppercut (6 Hits, 100%)
[
](against corner) aaSpin, JP, Whiff Dive Kick, Spin, JP, Whiff Dive Kick, SUJK,
Whiff Dive Kick, aaHP, Hat Throw (7 Hits, 100%)
[*](far from corner) aaSpin, JP, (Whiff Dive Kick, JP) x 2, Spin, JP, Whiff Dive Kick,
Spin, JK, Dive Kick (7 Hits, 100%)
[/LIST]

Infinites
[LIST=1]
[*](against the corner) aaSpin, JP, Whiff Div Kick, JP, Whiff Div Kick, JP, Whiff Div Kick …
* otg Div Kick, Div Kick, Div Kick, Div Kick …
[/LIST]

Johnny Cage

[LIST=1]
* Rising Kick, JP, LP, Low Fireball (4 Hits, 40%)
* aaHPx2, JP, Shadow Kick (4 Hits, 42%)
* TAK, JP, Shadow Kick (3 Hits, 45%)
* Rising Kick, JK, Shadow Kick (3 Hits, 47%)
* aaJP, d+LP, JP, HP, Shadow Uppercut (5 Hits, 49%)
* Rising Kick, RH, Shadow Kick (3 Hits, 51%)
* JK, d+LP, d+LP, HK, Shadow Kick (5 Hits, 62%)
* JK, JP, HP, Shadow Kick, Shadow Kick (5 Hits, 70%)
* SUJK, D+LP, D+LP, aaHP, Shadow Kick, Shadow Uppercut (6 Hits, 71%)
[*](against the corner) aaHPx2, JK, Shadow Kick, aaLP, Shadow Kick, Shadow Kick (7 Hits, 91%)
* SUJK, D+LP, D+LP, aaHP, Shadow Kick, aaHP, Shadow Kick, Shadow Kick (8 Hits, 97%)
* Uppercut Interrupt, JP, JP, aaHP, Shadow Kick, Shadow Kick, Shadow Kick (7 Hits, 100%)
* SUJK, JP, D+LP, aaLP, Shadow Kick, aaHP, Shadow Kick, Shadow Kick (8 Hits, 100%)
[/LIST]

Infinites
[LIST=1]
[*]Glitch Infinite - Nut Punch Shang Tsung while he is morphing into female ninja (Kitana/Mileena)
[/LIST]

Reptile

[LIST=1]
* Forceball, RH, Slide (3 Hits, 38%)
* Forceball, HP, Forceball, HP, Acid Spit (5 Hits, 43%)
[*](full screen) aaAcid Spit, Forceball, JK, Slide (4 Hits, 44%)
* Forceball, RH, HK (3 Hits, 45%)
* aaSUJK, HP, Acid Spit, HP, Acid Spit (5 Hits, 52%)
* Forceball, JP, JP, HK, Slide (5 Hits, 58%)
* Forceball, JP, RH, HK (4 Hits, 60%)
* SUJK, aaHP, Forceball, Uppercut (4 Hits, 62%)
* Uppercut Interrupt, Forceball, aaHP, HK, Slide (5 Hits, 70%)
* Uppercut Interrupt, Forceball, aaHP, Forceball, aaHP, Forceball, Uppercut (7 Hits, 93%)
[/LIST]

Infinites
[LIST=1]
* RH, RH, RH, RH… (check lying frames)
[*](foe against the corner) Forceball, aaHP, Forceball, aaHP, Forceball…
* aaForceball, aaHP, Forceball, aaHP, Forceball…
[/LIST]

Sub-Zero

[LIST=1]
* aaFreeze, HP, JP, Slide (3 Hits, 25%)
* JK, d+LP, d+LP, HP, Slide (5 Hits, 39%)
* JK, d+LP, d+LP, LK, Slide (5 Hits, 47%)
* aaFreeze, SUJK, d+LP, Uppercut (3 Hits, 48%)
* JK, Ground Ice, TAK, Jump Kick (4 Hits, 48%)
[](near corner) Ground Ice, RH, JK, HP, Slide (5 Hits, 49%)
* aaFreeze, SUJK, RH, HK (3 hits, 58%)
[
](near corner) Ground Ice, Uppercut (Land on Ground Ice), JK, Uppercut (4 Hits, 66%)
[/LIST]

Infinites
[LIST=1]
* RH, RH, RH, RH…
[/LIST]

Shang Tsung

a) Normal Combos

[LIST=1]
* aaHP, HP, Double Fireball (4 Hits, 37%)
* aaHP, Triple Fireball (4 Hits, 42%)
** Does around 65% with Death Punch*
* aaHP, JP, JP, HP, Fireball (5 Hits, 45%)
* JK, Triple Fireball (4 Hits, 51%)
* aaSUJK, HP, Fireball, HP, Fireball (5 Hits, 57%)
* aaDouble Fireball, aaTriple Fireball (5 Hits, 59%)
* SUJK, Double Fireball, aaHP, Fireball (5 Hits, 62%)
[/LIST]

b) Morph Combos

[LIST=1]
* [Reptile] Forceball, [Scorpion] HP, JP, Teleport Punch (TP), Air Throw (5 Hits, 56%)
* [Kung Lao] aaSpin, [Shang Tsung] Triple Fireball (4 Hits, 58%)
* aaDouble Fireball, [Scorpion] Teleport Punch, Spear, Uppercut (5 Hits, 62%)
* [Reptile] ForceBall, [Scorpion] HPx2, Teleport Punch, Spear, Uppercut (62%)
* [Reptile] Forceball, [Raiden] Teleport, RH, aaHP, SUJK, Torpedo (5 Hits, 75%)
* [Kitana] Fan Lift, [Mileena] SUJP, Air Sai, aaLP, Roll, SUJK, Air Sai (6 Hits, 77%)
* [Scorpion] RH, Teleport Punch, Spear, [Jax] Hammer, TAK, BackBreacker (6 Hits, 83%)
* [Cage] Nut Punch Female Glitch, [Raiden] Shock Grab, RH, RH, HK (5 Hits, 100%)
* [Kitana] Fan Lift, [Scorpion] RH, LP, Spear, RH Infinite
[](near corner) [Scorpion] JK, Teleport Punch, Spear, [Sub-Zero] Freeze, TAK, Ground Ice,
RH Infinite
* [Jax] Overhead Hammer, [Sub-Zero] Freeze, TAK, Ground Freeze, RH Infinite
* [Scorpion] SUJK, HP, Spear, [Cage] Rising Kick, Shadow Kick, Shadow Kick,
Shadow Kick (7 Hits, 100%)
[
](near corner) [Sub-Zero] Ground Freeze, RH, [Kung Lao] Spin, JP, Whiff Div Kick, Spin,
JK, Div Kick (7 Hits, 100%)
* [Scorpion] aaHPx2, JK, Teleport Punch, Spear, [Jax] Overhead Hammer,
TAK, Gotcha (12 Hits, 100%)
* [Scorpion] aaHPx2, JP, TP, Spear. [Kung Lao] Spin, JP, Whiff Div Kick,
JK, Div Kick (9 Hits, 100%)
* SUJK, Double Fireball, LP, [Mileena] Roll, LP, Roll, JP, Air Sai (9 Hits, 100%)
* [Kitana] Fan Lift, JP, Air Fan, [Shang Tsung] HP, [Scorpion] LP, Spear, RH,
RH, HK (9 Hits, 100%)
* [Scorpion] SUJP, RH, HP, Spear, [Kitana] Fan Lift, SUJK, Air Fan, HP,
Wave Punch (9 Hits, 100)
[](against the corner) [Reptile] Forceball, [Scorpion] aaHPx2, TP, Spear, [Sub-Zero] Freeze,
TAK, Ground Ice, RH Infinite
[
](against the corner) [Reptile] Forceball, [Liu Kang] Bicycle Kick, SUJK, Air Fireball,
Bicycle Kick (5 Hits, 100%)
* [Scorpion] aaHPx2, JP, TP, otg JP, TP, [Sub-Zero] JK, Ground Freeze,
JK, JK (10 Hits, 100%)
[*](against the corner) [Reptile] Forceball, [Scorpion] Spear, HP, Spear, [Mileena] RH,
Roll, LP, Roll, JP, Air Sai (10 Hits, 100%)
[/LIST]

Infinites
There are no known infinites for Shang Tsung yet…

Kitana

[LIST=1]
* Fan Lift, aaHP, HP, JK, Air Fan (5 Hits, 50%)
* Fan Lift, aaHP, JP, Air Fan, Wave Punch (5 Hits, 50%)
* JK, JK, Air Fan (3 Hits, 52%)
* JK, Air Fan, d+LP, Uppercut (4 Hits, 65%)
* JK, Air Fan, JP, HK (4 Hits, 66%)
* aaJP, JP, JP, HP, Fan, LK (6 Hits, 73%)
* Fan Lift, JP, Roundhouse, HP, Fan, LK (6 Hits, 73%)
* JK, SUJK, Air Fan, HP, Wave Punch (5 Hits, 76%)
[](near corner) aaHP, HP, JP, JK, Air Fan, HP, Wave Punch (7 Hits, 80%)
* Fan Lift, JP, JP, HP, Wave Punch, Air Fan, HP, Wave Punch (8 Hits, 80%)
[
](near corner) aaHP, HP, JP, JK, Air Fan, Uppercut (6 Hits, 85%)
[*](near corner) aaHP, HP, JP, SUJK, Air Fan, Uppercut (6 Hits, 86%)
* Fan Lift, SUJK, JP, HP, Wave Punch, Air Fan, HP, Wave Punch (8 Hits, 90%)
* Fan Lift, SUJK, JP, SUJK, Air Fan, Uppercut (6 Hits, 92%)
* Fan Lift, SUJP, JP, SUJK, Air Fan, HK, HK (6 Hits, 98%)
* Fan Lift, SUJK, SUJK, Air Fan, RH, HK (6 Hits, 100%)
* Uppercut Interrupt, JK, SUJK, Air Fan, Uppercut (5 Hits, 100%)
* JK, gc Fan Lift, SUJK, SUJK, Air Fan, Uppercut (6 Hits, 100%)
* Air Fan, JP, JP, SUJK, Air Fan, Uppercut (6 Hits, 100%)
* Air Fan, Fan Lift, SUJK, SUJK, Air Fan, RH (6 Hits, 100%)
[/LIST]

Infinites
[LIST=1]
[*](against the corner) aa Fan Lift, move under opponent c. LK, c. LK, c. LK…
* Air Fan, Fan Lift, Air Fan, Fan Lift, Air Fan, Fan Lift
*Air Fan must hit very low as an otg
[/LIST]

Jax

[LIST=1]
* JK, bleeding JK, Ground Pound (3 Hits, 45%)
* Quad-Slam, Ground Pound (5 Hits, 49%)
* aaHP, HP, JK, Backbreaker (4 Hits, 50%)
* Overhead Hammer, TAK, Backbreacker (3 Hits, 51%)
* Overhead Hammer, TAK, Gotcha Grab x5 (7 Hits, 59%)
* aaHP, HP, JP, JK, Backbreaker (5 Hits, 60%)
* SUJK, JP, aaHP, Gotcha (6 Hits, 65%)
* SUJP, JP, JP, JK, Backbreaker (5 Hits, 66%)
* SUJP, JP, JP, RH, LK (5 Hits, 66%)
* Overhead Hammer, TAK, JK, Backbreaker (4 Hits, 68%)
* SUJK, Jump Punch, SUJK, Backbreaker (4 Hits, 70%)
* SUJP, JP, JP, HK, JK, Backbreacker (6 Hits, 86%)
* Uppercut Interrupt, JP, RH, aaHP, Gotcha (9 Hits, 90%)
* SUJP, JP, JP, HK, bleeding JK, Gotcha (10 Hits, 94%)
* Uppercut Interrupt, JP, JP, HK, Bleeding JK, Gotcha (10 Hits, 100%)
[/LIST]

Infinites
There are no known infinites for Jax yet…

Mileena

[LIST=1]
* aaHP, HP, JK, Air Sai (4 Hits, 44%)
* JK, Roll, Teleport Kick (3 Hits, 49%)
[](against the corner) JK, Roll, HP, JP, Air Sai (5 Hits, 60%)
* JK, Air Sai, Roll, LP, Sai (5 Hits, 63%)
* RH, Roll, LP, Roll, Teleport Kick (5 Hits, 71%)
* aaHP, Roll, JK, Roll, JK, Air Sai (6 Hits 79%)
* aaHP, Roll, JP, LP, Roll, LP, Roll, HK (8 Hits, 86%)
* JK, Air Sai, Roll, LP, Roll, JP, Air Sai (7 Hits, 86%)
* JK, Roll, JK, Roll, JK, Air Sai (6 Hits 89%)
[
](foe against the corner) Roll, JP, Air Sai, Roll, LP, Roll, JP, Air Sai (8 Hits, 93%)
* aaJP, JP, Air Sai, LP, Roll, LP, Roll, JP, Air Sai (9 Hits, 95%)
* SUJK, SUJK, Air Sai, LP, Roll, JK, Air Sai (7 Hits, 100%)
* aaJP, JP, Air Sai, LK, Roll, LP, Roll, JP, Air Sai (9 Hits, 100%)
* Uppercut Interrupt, JK, Air Sai, LP, Roll, JK, Air Sai (7 Hits, 100%)
[/LIST]

Infinites
[LIST=1]
* aaHP, Roll, F+HP, Roll, F+HP, Roll, F+HP, Roll…
* aaHP, Roll, JP, aaHP, Roll, aaHP, Roll, aaHP, Roll, aaHP, Roll…
[/LIST]

Baraka

[LIST=1]
* JK, d+LP, b+HP, HP, Blade Fury (5 Hits, 71%)
* aaSUJP, Blade Slice (B+HP), RH, HP, Blade Spark (5 Hits, 73%)
[](near corner) Blade Fury, Blade Swipe, JK, Blade Fury (4 Hits, 84%)
* Blade Swipe x 3, Uppercut (4 Hits, 84%)
* JK, b+HP, b+HP, HP, Blade Fury (5 Hits, 88%)
* Uppercut Interrupt, Blade Swipe, Blade Swipe, aaHP, Blade Fury (5 Hits, 96%)
* SUJK, Blade Swipe, Blade Swipe, RH, JK (5 Hits, 97%)
* SUJP, Blade Swipe, Blade Swipe, HK, HP, Blade Fury (6 Hits, 100%)
[
](near corner) Blade Fury, Blade Swipe, Blade Swipe, Bleeding JK, Blade Fury (5 Hits, 100%)
[/LIST]

Infinites
There are no known infinites for Baraka yet…

Scorpion

[LIST=1]
* aaHPx2, JP, Teleport, JK (5 Hits, 48%)
* aaHPx2, Teleport Punch, Spear, Uppercut (5 Hits, 52%)
* RH, Teleport Punch, Spear, Uppercut (4 Hits, 57%)
* JK, D+LP, D+LP, SUJK, Air Throw (5 Hits, 65%)
* aaHPx2, JK, Teleport Punch, Spear, Uppercut (68%)
* aaSUJK, JP, SUJK, Air Throw (4 Hits, 71%)
* JK, D+LP, D+LP, LP, Spear, RH, HK (7 Hits, 72%)
* aaHPx2, JP, Teleport Punch, JP, Teleport Punch, Spear, Uppercut (8 Hits, 80%)
* SUJP, JP, JP, HK, Spear, RH, HK (93%)
[/LIST]

Infinites
[LIST=1]
* RH, RH, RH, RH…
[](mid-screen vs bosses) Spear, D+LP, Spear, D+LP, Spear…
[
](corner vs bosses) Spear, D+LP, LP/HP, Spear, D+LP, LP/HP, Spear (vs Shao Kahn only LP works)
[/LIST]

Raiden

[LIST=1]
* aaHPx2, Teleport, HP, Lightning (4 Hits, 34%)
* Shock Grab, HPx2, Lightning (4 Hits, 47%)
* JK, JK, Torpedo (3 Hits, 51%)
* aaHPx2, Teleport, HP, JK, Torpedo (5 Hits, 55%)
* SUJP, Teleport, aaHP HP, JK, Torpedo (5 Hits, 59%)
* SUJK, aaHP, Teleport, RH, HK (4 Hits, 66%)
* Shock Grab, HPx2, JK, Torpedo (5 Hits, 68%)
* aaSUJK, JP, SUJK, Torpedo (4 Hits, 68%)
* aaJP, RH, SUJK, Torpedo (4 Hits, 69%)
[/LIST]

Infinites
[LIST=1]
* RH, RH, RH, RH…
[/LIST]


VII. Credits

This FAQ is free to publish but give credit before doing it. There are too many combo patterns here and there that might one person’s and another’s but most of this stuff is common knowledge applied to more advanced techniques and therefore no one can claim any of it.

Shock
ChaiN
Konqrr
Scheisse
ded_

October 12, 2009
For question/comments email ded_ at ded_@abv.bg or you can find him at Mortal Kombat Secrets - The Most Informative Mortal Kombat Source On The Net forums.

Reserved

For some reason I think the character names are white? Can’t see them unless highlighted. Oh well, thanks for this.

Thank you Konqrr :wgrin:

Sorry, I use the Darkness theme and wanted the names to stand out so I went white! I didn’t think about people using the Snowflake theme. I’ll fix it later.

I saw this today and fixed the color as now white is the only choice for SRK themes :sad:

ooh I love looking at combos that take up 100 percent of your life.
can you do them Konqrr?
if so I would totally challenge you in MKII on psn.

you ain’t kidding. BTW, i loved playing one of the few (possibly the only) earlier revision MK 1 cabs (IIRC, rev.1.0) at one of the arcades i attended had. yes, every character had a corner infinite, but they were easily avoided. that cab was still popular even after MK 2 and ST dropped. it was hype because we were seeing things we had never seen in any other arcade game at the time. it was MvC2 before there was an MvC2. it’s too bad Boon never tried to something with it at the time.

[media=youtube]k9HJcEN5hAU&feature=related[/media]

that vid you linked about Proto was done by our friend, Zaq, aka ScheissenUssen. :slight_smile:

LOL @ Raiden corner infinite.

the arcade owner used to certify high scores at his arcade for Twin Galaxies back in the classic arcade era and a lot of those scores were for midway games. so, he had a close relationship with the company. which is why the arcade had a cab before the game rolled out. still, that cab was like crack. i wouldn’t even play MK at other arcades because they all used later revisions. it’s was like going from eating steak every night to eating hamburger helper. it just wasn’t the same.