From: cflam@hk.super.net (LAM Chi-fung)
Newsgroups: comp.sys.ibm.pc.games.action
Subject: Mortal Kombat III info
Date: 2 Jun 1995 02:15:33 +0800
Organization: Hong Kong SuperNET
Message-ID: <6egplCEGv8F8078yn@hk.super.net>

1?that travel between the dark realm and Earth would someday be  possible

if the conditions were right. The conditions being the unbalancing of the

furies ----negitive and positive forces which keep our unstable  universe

from collapsing onto itself. Knowing that the eminent Outworld invasion

would prove too much for Earth, they appealed to the Elder Gods. It was

for this reason the Elder Gods created the tournament of Mortal Kombat.

Though this contest, we protect not only the safety of our realm, but the

existence of our souls.



EVIL REBORN



For centuries Earth has used Mortal Kombat to defend itself against the

Outworld's Emperor -- Shao Kahn. But Kahn becomes frustrated by failed

attempts at taking Earth though the tournament battle. He decides to

enact a plan which began almost 10,000 years ago. It was during a time

in which Kahn had a queen. Her name was Sindel and her premature death

was devastating.  Kahn's shadow priests, lead by sorceror Shang Tsung,

would make it so Sindel's spirit would someday be reborn - not on the

outworld but on the Earth realm itself. This unholy act gives Shao Kahn

the power to step though the dimensional gates and reclaim his queen,

thus enabling him to finally seize Earth.





CONQUEST



Upon breaching the Portal into Earth, Shao Kahn strips the planet of all

human life. He claims every soul as his own. Slowly the Earth begins to

tranform into a part of the Outworld itself. But there are human soulsb

which Shao Kahn cannot take. These souls belong to the warriors chosen

to represent Earth in a new Mortal Kombat. The warriors are scattered

throughout the planet and Kahn sends an army of fierce Outworld warriors

to find and eliminate them. Some of the Earth's warriors survive the

attacks, but most do not. The remaining few hold the chance at saving all

of human kind.





RAIDEN'S CREED



Remember these words warriors, You have been chosen to repesent Earth in

Mortal Kombat. Each of you poses a vital threat to Shao Kahn's occupation

of Earth. Be warned; although your souls are protected against Shao

Kahn's evil, your lives are not! I can not interfere with these matters

any longer. Your earth is now governed by the gods of the Outworld.

These are the words of RAIDEN.





NEW MK3 ROM UPDATE



1)  A few combos have been augmented with additional hits.  Nightwolf can

now combo a LK into his HP, HP, LP, QCF, HP combo.  Sheeva has a new

combo that juggles you in the air (like Kano's HP, HP, LP). 2)  You can

now enter your initials for winning streaks. 3)  If you don't continue

after losing, instead of "GAME OVER," you get a

row of 10 boxes like the ones on the vs screen.  Each is controlled by

the

5 main buttons on each side.  Above it it says, "Enter the Ultimate

Kombat

Code." 4)  FINALLY, they've weakened Kabal's Combo. 5)  Motaro's AI

has been beefed-up a bit.  You can't combo as much anymore. 6)  100th

battle, you can play Space Invaders type game instead of Pong.





100th BATTLE



On the 100th consecutive game, you'll get a message like in MK2 saying,

"You have reached an incredible streak...play a game from the past" or

something like that.  This happens right before the match, just after you

select your chars.



Both players have different shaped ships at the bottom.  The aliens

immediately start firing, so be on your toes! HP is the fire button. 

You'll hear "Toasty" a lot...either when you fire or when you shoot a

ship.  You get three lives...when one person has completely died, you

begin your match.





NOTE



ALL OF THE FATALITES AND ANIMALITIES LISTED BELOW HAVE BEEN PROVEN AND

TESTED BY MYSELF. As for the combo system, these have been sent to me by

e-mail and am not too sure if they are correct or not.  In the beginning

when the game first came out, people were very nice giving info/movements

about the game should someone ask. Now that we have SOMEWHAT all we need

to know about the game, people have been stingy giving info when they

find out something new. I didnt bother to give credit to anyone. They

know who they are and we know who gives good info who gives B. S.



QCT=D, DF, F QCB=D, DB, B HCT=B, BD, D, DF, F HCB=F, DF, D, DB, B



PIT FATALITY , KAHN'S TOWER, SUBWAY FOR ALL CHARACTERS

F, F, F, RUN



ANIMALITY REQUIREMENT:

1. NO MERCY = win first round, let your opponent win the second, win the

third round.

or let your opponent win the first, you win the second, win the third.

2. Sweep Range      D, D, D, D, RUN

3. Win the round again.

4. Execute the Animality Move.

5. ALL animalities are done at very close range. (So Far)





CYRAX



Cyrax is unit LK-4D4, the second of three prototype cybernetic ninjas

built by the Lin Kuei. Like his counterparts his last program command is

to find and terminate the rogue ninja Sub Zero. Without a soul Cyrax goes

undetected by Shao Kahn and remains a possible threat against

his occupation of Earth.



Net Capture ~~~~~~~~~~B, B, LK

Grenade Throw (Long) ~~~Hold LK, F, F, HK

Grenade Throw (Short) ~~~Hold LK, B, B, HK

Tele/Assemble ~~~~~~~~F, F, D, BLOCK

Jump + Throw ~~~~~~~~HCT, BLOCK (Opponent must be in air)



Combos:

HP, HP, HK (3)

HP, HP, LK, LP (4) Fatality I:

Hold Block, U, U, U , D, HP (Anywhere)

Helicopter like Fatality. Fatality II:

Hold Block, 360, Stop/Hold Down, RUN

Cyrax starts computing, a green figure comes on screen then both players

explodes. Self 			destruct fatality. Animality:

Hold BLOCK, U, U, U, D (Close) (MUST BE SHANG TSUNG TO DO THIS ANIMALITY)

Back fin of a shark floats across the screen then up appears a killer

shark, swallows you 			up. Ending:

Cyrax is reprogrammed by Sub-Zero out in the desert. Cyrax wins and it

turn out that 		Sub-Zero reprogrammed him to kill Shao Kahn

instead of himself. Cyrax, being soulless 		attaks Shao by

surprise. Cyrax then receives orders from the Lin-Kuei to return to base,

but being reprogramed by Sub-Zero, has a severe malfuction on his way

back. Cyrax is 		then seen wandering through the desert,

blindly trying to get back to his Ninja Clan. Strategy:

The Electric Net is excellent for foot sweep wars and for interrupting

attacks (Especially 		Sub-Zero's slide, hehehe...)  It has a

short delay time, but people can still jump kick over 		

it if they are quick.



The bombs are sort of an art.  The explosions from them are unblockable,

so you need to 		lay them out in _just_ the right pattern

to force your opponent to move.  Far too many 		people jump away

from them, which lets you do the Electric Net to catch them.  When 

playing against Cyrax, WALK away from the bombs, don't jump away from

them.



The Teleport is VERY quick and is good for getting you out of tough

situations. Cheeze:

Catch your opponent with the net. While he/she is being pulled in, throw

a short bomb. 		Uppercut your opponent. Right when he/she lands,

the bomb will explode, sending him/her 	back to you. Catch your

opponent again with the net, and so on and so on and so on.





Jax



After failing to convince his superiors of the coming Outworld menace,

Jax begins to covertly prepare for the future battle with Kahn's minions.

He fits both arms with indestructible bionic implants. This is a war Jax

is prepared to win.





Arm Cannon (Once) ~~~~~~~B, F, HP

Arm Cannon (Twice) ~~~~~~~F, F, B, B, HP

JackHammer ~~~~~~~~~~~~F, F, F, HK

Backbreaker ~~~~~~~~~~~~BLOCK in mid-air

Ground Smash ~~~~~~~~~~~Hold LK 3 secs, release

Gotcha Throw ~~~~~~~~~~~~Grab first then tap HP

Gotcha Grab ~~~~~~~~~~~~~F, F, LP, tap LP repeatedly



Combos:

HK, HK, HP, HP, BLK, LP, B+HP

HP, HP, BL, LP, B+HP (5)

HK, HK (2)

HP, HP, BL, LP, B+HP (5)

HP, HP, HP, HP, BL, LP, HK, F, F, HK (8)



Fatality I:

CHARGE BLOCK, 360, Stop/hold Forward, RELEASE

Arms turns into knives, dices you. Fatality II:

?	?	?	?

Jax stands at about half screen and begins to grow taller and bigger,

TALLER and 		BIGGER, until you can't see him anymore. Your

opponent is left by himself on

screen and then... about 2 seconds later SPLAT!!!!!!!!!! A giant fucking

army boot (leg 			and all) comes smashing down on

him, crushing him to oblivian! Animality:

?	?	?	? Ending:



Strategy:

Jax is played very differently from his MK2 incarnation.  First off, the

Ground Smash is 		much slower than before, and has a longer

block delay.

Never use it in jumping range; 			your opponent

will have no trouble kicking you.



Jax's Power Wave has been replaced with a single and double arm canon

which shoots 		fireballs similar in appearance to S.T.'s, but

much smaller.  These fireballs are excellent 		for defense

because the force of the projectiles will push Jax back and out of the

range of 	jump kickers. These fireballs have become a great

harassment technique and are hard to 	jump over.  After a couple

fireballs, I usually Ground Smash and follow up with another

fireball.



The Gotcha Grab has a longer block delay if blocked, but has better

recovery after hitting 			an opponent.



The Rushing Punch is best used sparringly and in situations you're sure

it will hit.  It is 		very similar to Johnny Cage's Shadow Kick

in that your opponent can duck under it.  		Your opponent can

then proceed to combo or uppercut you.  However, it is a fast move, 

and can be used as a counter move if done right.



Jax's combo is very demoralizing.  The only glitch I've seen with it is

that, after Sheeva's 		Dragon Jump, Jax's first hit in the combo

is too high to connect.  In this case, I would 		

quadruple throw instead.





KABAL



As a chosen warrior his identity is a mystery to all.  It is believed he

is a survivor of an attack by Shao Kahn's extermination squads. As a

result, he is viciously scarred, kept alive only by

artificial respirators and a rage for ending Shao Kahn's conquest.



Fireball ~~~~~~~~~~~B, B, HP

Taz Spin ~~~~~~~~~~B, F, LK

Ground Saw ~~~~~~~B, B, B, RUN



Combos:

HP, HP, D+LP, D+HP

LK, LK, (down), HP, HP, HP, (jump), LK, (BACK BACK), HP, B, B, B, RUN.

Jump Kick, B, F, LK, LK, LK, HP, HP, HP, Jump Kick, B, B, HP, B, B, RUN

(B, F, LK), LK, LK, HP, HP, D+HP, Jump Kick, B, B, HP (8)

LK, LK, HP, HP, D+LP, D+HP (6)

HP, HP, D+LP, Jump Kick, B, B, HP (5) Fatality I:

?	?	?	? (Close)

Kabal takes off his mask, showing a zombie type face with wicked glowing

eyes. (NICE 		detail) He screams at the screen then at the

opponent...who backs up in                                     

fright or heart attack?...(Fatality?) Fatality II:

B, B, F, D, BLOCK (More than Sweep Range)

He unplugs his respirator and shoots the hookup at you.  It gouges your

torso and		starts to inflate your HEAD!!!  Your head blows

up to an immense proportion and 		then you start floating

into the air and off screen. You hear a loud BOOM and pieces of 

bodies falls down all over the place Animality:

HOLD HP, 2 seconds, RELEASE. ( I like to Hold HP, F, F, F, RELEASE )

Kabal turns into what looks like a rhino skeleton, and head-butts you.

You fly up like Liu 			Kang's old uppercut fatality. 

Small gout of blood as you're hit. Ending:

Kabal entered the tournament in an act of revenge on Shao Kahn.  He had

left his former 		life of crime as part of the black

dragons.  He never expected to be the "Chosen One".  		Being

part of the Black Dragons he was a friend of Kano.  He got into the tower

and 		defeated Kahn with his help.  After the winning the

tourament the "Chosen One" Kabal 		keeps his idenity a

secret and he walks into the sunset with wonder left in every ones 

minds. Strategy:

This is one NASTY character.  His fireball is quick and has a decent

block

delay.  However, the Hyper Dash is VERY, VERY fast and can counter almost

anything, 		including foot sweeps.  After the Hyper Dash,

HP,HP,D+HP knocks the opponent into the 		air.  Then, jump

kick and fireball.  This gets you 49% damage.  You can tag on 2 LK's in

the beginning to make it 60% as well.



The one thing you have to remember with Kabal is that the Hyper Dash does

not take off damage; it only dizzies your opponent.  Thus, an opponent

will not sustain 		any block damage from it.  Avoid using it

to try and tick off the last bit of life of your 		

opponent; it won't work.





Kano



Kano is thought to have been killed in the first tournament.  Instead, he

is found alive in the Outwold where he again escapes capture by Sonya.

Before the actual Outworld invasion, Kano convinces Shao Kahn to spare

his soul. Kahn needs someone to teach his warriors how to use

Earth's weapons.  Kano is the man to do it.



Cannonball ~~~~~~~~~~~~Hold LK, 3 secs, release

Air Toss ~~~~~~~~~~~~~~Block while in mid-air

Knife Throw ~~~~~~~~~~~~QCB, HP

Knife Uppercut ~~~~~~~~~QCT, HP

Rapid Choke ~~~~~~~~~~HCT, LP



Combos:

HP, HP, HK, LK, B+HK

HK, HK, LK, B+HK

HP, HP, LP, B+HK

HP, HP, LP, HK, LK, B+HK (5)

HP, HP, D+LP, UF, hold LK, release LK (5)

HP, HP, LP

HP, HP, HK, HK (4)



Fatality I

?	?	?	?

Kano shoot you with a laser from his eye until you get real hot and

explode. Fatality II

?	?	?	?

Kano pulls a skeleton of his opponent out of his opponents Body through

his/her mouth. 		The body then stands there for a second

with a big mouth opening then it falls to the 			ground

like a stuffed rag doll. Animality

?	?	?	?

Kano changes into a big Bright yellow spider. Then the spider wraps it's

arms around it's

victim squeezing the life and blood out of them. Ending:

Shao Kahn under estimated the power that Kano really posses when he let

him live.  He 		thought that by Kano training his soldiers it

would make him stronger.  Kano had other 		plans.  Leaving

him alive was what caused Shao Kahn his life.  When the moment was 

right Kano made his move and defeated Kahn.  Thinking he could have it

all now that 		Kahn was dead he tried to take the one thing that

was just to powerful for him to handle. 		The soul of Shao

Kahn himself.  He tried to take over Kahn's soul but the power and evil

was just to overwhelming and he was killed .  He let greed get to his

head and take him 			over. Strategy:

Kano is very pumped-up from MK1.  With the Canonball being charge LK,

release, you can do tons of stuff that is totally annoying to even the

best players.  You 		can play very offensively, releasing the

ball everytime you see your opponent twitch.  You 	can also play

defensively, showing your opponent just how hard it can be to move in on

a 		Kano with this move charged. The ball can interrupt many

of Kano's kicks and special 		moves, automaticly coming out

before Kano would normally recover.  Use this to trick

your opponent into moving.  Also, the ball can COUNTER foot sweeps. 

That's right, if 		your opponent sweeps you, and you block

it, you can release the ball and hit your 			opponent

before they recover.  Very, VERY nasty.



The Knife Uppercut does the same thing as a standing HK, but with greater

reach.  It can take out jumpers, and has good range on the ground.  Don't

attack an 		opponent on the ground with it, though, unless

you have the ball charged; there is a 			decent block

delay on this move.



The best combo with Kano is HP,HP,LP, then jump kick and IMMEDIATELY hit

BLOCK.  You will get the Leg Drop in for 5 hits total.





KUNG LAO



After the Earth invasion Kung Lao stayed along side Lui Kang.  He is also

at risk because of this. Not only because of this but because he is a

good friend of Lui Kang.  Shao Kang knows that to get to Lui Kang he must

elimanate Kung Lao.  So Kung Lao must always watch his back!  Colors are

just the oppeset as MK2.



Hat Slice ~~~~~~~~~~~~B, F, LP

Teleport ~~~~~~~~~~~~D, U

Mid Air Dive Kick ~~~~While in air, D, HK

Spin ~~~~~~~~~~~~~~F, D, F, RUN



Combos:

LK, LK, B+HK (3)

HP, LP, HP, LP, LK, LK, B+HK (7)

HP, HP, LP, LK, B+HK (5)

HP, HP, LP, B+HK (4) Fatality I:

?	?	?	?

Kung Lao stands about sweep distance from his opponent and ducks down and

throws his hat at you.  His hat makes four passes, like a boomerang,

slicing you into bits 			and pieces. Fatality II:

?	?	?	?  (Sweep Range)

Kung Lao does his spin REAL fast (looks like he was hit by a Kabal speed

attack), the 			opponent is drawn in and explodes.

Animality:

?	?	?	? Ending:

Kung Lao is severely wounded in the combat. He later dies

from his wounds. Strategy:

Kung Lao is almost exactly the same as his MK2 incarnation.  The only

difference is the 		Hat Throw.  The hat now sails vertically

in a slight arc and is not controllable anymore.  		However,

since it spins vertically, the added surface area covers most of the

previous 			range of the guidable hat throw from MK2.



Kung Lao's 7-hit combo rules, too.  You can use the LK,LK,B+HK portion of

the combo when running in if you are having problems with sweepers and

uppercuts.





LIU KANG



After the outworld invasion Liu Kang finds himself the prime target of

Kahn's extermination squads. He is the Shaolin Champion and has thwarted

Kahn's schemes in the past. Of all the humans Kang poses the greatest

threat to Shao Kahn's rule.



Fireball (High) ~~~~~~~~~F, F, HP

Fireball (Low) ~~~~~~~~~F, F, LP

Flying Kick ~~~~~~~~~~~F, F, HK

Bicycle Kick ~~~~~~~~~~Hold LK, 4 secs, release



Combos:

HP, LK, LK, HK, LK (5)

HP, HP, BL, LK, LK, HK, LK (7)

Bicycle Kick, Run, HP, HP, Block, LK, LK, HK, LK (8)

LK, LK, HK, B+LK (4)

HP, HP, LK, LK, LK, BL, HK (7) Fatality I:

F, F, F, B, F, LK (Anywhere)

He turns his back on you, disappears, then reappears quickly in front of

you engulfing 			you in flames. Just the skeleton left

behind in flames. Fatality II:

?	?	?	? Animality:

?	?	?	?

Liu Kang turns into a snake and swallows you up. Ending:

Liu Kang once again reigns as champion after proving himself again. It is

the apparent 		death of Kung Lao that enrages Kang into

defeating Kahn. He won easily after watching 		his fellow

Shaolin Brother die in battle. All the souls of the Outworld run free,

and Princess 		Kitiana comes to the Mother Realm (Earth) to

thank him. Strategy:

Liu Kang's has been weakened all across the board.  The fireballs come

out

slower, meaning you can't interrupt very close-in foot sweeps like you

could in MK2 		(although the block delay on the fireball is

shorter).  There is a greater lag time on the air 		fireball

as well.  The Gobble Kick does less damage.  If your opponent blocks the

Flying 			Kick, you can be comboed afterwords,

which usually is real bad news.



The only real advantage Liu Kang has is his 7-hit combo.  It is very easy

to do and is VERY, VERY demoralizing to your opponent.



Also, when fireballing on the ground, be real careful how close you are

to

your opponent.  In particular, watch for counter attacks like Sonya's Leg

Grab, Kano's

Canonball, and Sheeva's Dragon Jump, and Kabal's Hyper Dash which can

catch you 			with their speed and range.





NIGHTWOLF



Works as a historian and preserver of his People's culture.  When Kahn's

portal opens over North America,  Nightwolf uses the magic of his Shamen

to protect his tribe's sacred land. This area becoms a vital threat to

Kahn's occupation of the Earth.



Green Aura ~~~~~~~~~~B, B, B, HK (Relflects Projectiles)

Hatchet Uppercut ~~~~~HCT, HP

Arrow ~~~~~~~~~~~~~QCB, LP



Combos:

HK, HK, HP, HP, LP, HK

HP, HP, LP, HCT, HP, Jumpkick (4)

HP, HP, LP, Hatchet, Hatchet, HP, Arrow (7)

HP, HP, B, D, F, HP, HP, F, F, F, LK (5)

HP, HP, LP, B, D, F, HP, LP, F, F, F, LK Fatality I:

D, F, F, HK (Close)

A column of light comes down disentigrating you. Fatality II:

B, B, B, HP (Sweep Range)

Lightning hits axe, redirects it to you. Animality:

D, D, (Close) Ending:

After the defeat of Kahn, Nightwolf goes back to his homeland. He has

saved his people 		and is a hero. Shao Kahn has

underestimated Nightwolf and payed for it. Nightwolf now 	

starts a race on earth. Strategy:

Another guy I don't like.  The Mystic Arrow is weak and has a long delay.

The projectile 		shield is too complex to get out

regularly, and it doesn't block anything else.  The Shadow 	

Ram is weak and too easy to duck underneath, just like Jax's Rushing

Punch.  You will 		get uppercutted or comboed everytime. 

There's not much that I like in this guy.  He also

looks stupid and dorky.





SEKTOR



Sektor is actually the code name for unit LK-9T9.  He was the first of

three prototype cybernetic ninjas built by the Lin Kuei. Sektor was once

a human assassain trained by the Lin Kuei.  He volunteered for automation

because of his loyalty to the Clan.  Sektor survives the Outworld

invasion - he has no soul to take.



Heat Seeker ~~~~~~~~QCB, HP

Missile ~~~~~~~~~~~~F, F, LP

Tele/Punch ~~~~~~~~~F, F, LK (Can be done in Mid-Air)



Combos:

HP,HP,HK (3)

HP, HP, LK, B+HK

(QCB HP), (F, F, LK), RUN, LP, Jump Kick

(QCB HP), (F, F, LK), RUN, LP, (F, F, LP)

HP, HP, LK, LP

LK, HP, HP, LP, Jump Kick (4)

Jump Kick, (F, F, LK), HP, (F, F, LP) (4)

HP, HP, D+LP, Jump Kick, (F, F, LP)

HP, HP, HK, HK, B+HK Fatality I:

B, B, B, HK (Sweep Range)

A large clamp comes out of his body crushing you. Fatality II:

?	?	?	? (A little more than Sweep Range)

Sektor uses a flame thrower on his wrist to light the opponent up.

Animality:

Hold Block, D, D, D, U (Close)

Turns into a huge purple bat. Flies one pass The next pass the bat dives

down, chopping 			your head off and head falls on

the floor. Body still standing up. Ending:

< Not exact words > He torched the whole place and activating his own

self destruct 		sequence. Destroying everything and at the same

time closing the portal hole. Strategy:

Well, I really don't like this character; he is far too limited for my

tastes.  The Straight 		Missile is OK, but the Homing Missile

sucks.  Your opponent can run or jump right 		through it for

the first second or so, letting them nail you easily.  The Teleport Punch

is 		the reverse of Mileena's Teleport, but has a LONG delay

at the end.  If blocked, expect an

uppercut everytime.





SHANG TSUNG



Tsung is Shao Kahn's lead sorceror. He once fell out of favor with his

emperor after failing to win the Earth Realm through tournament battle.

But the ever scheming Shang Tsung is instumental in Kahn's conquest of

earth. He has now been granted more power than ever.



Eruption ~~~~~~~~~~~~F, F, B, B, LK

Fireball (One) ~~~~~~~~B, B, LP

Fireball (Two) ~~~~~~~~B, B, F, LP

Fireball (Three) ~~~~~~~B, B, F, F, LP



Morphs:

Jax:			F, F, D, LP

Stryker:			F, F, F, HK

Kano			F, B, F, BLOCK

Sonya			D, (RUN+BLOCK+LP)

Kung Lao		RUN, RUN, BLOCK, RUN

Kabal			LP, then BLOCK, then HK

Sektor:			D, F, B, RUN

Nightwolf:		U, U, U

Sub Zero:		F, D, F + HP

Cyrax:			BL, BL, BL

Sheeve:			F, D, F, LK

Liu Kang:		360 Degrees (Forward)

Sindel:			B, D, B, LK



Combos:

HP, HP, LP, B+HK

LK, HP, HP, LP, B+HK

(B, B, F, F, HP) (3)

HP, HP, LP, B+HK (4)

(F, B, B, LK), HP, HP, (B, B, F, F, HP) (6) Fatality I:

?	?	?	? (Sweep Range)

He stands about half screen and lifts you into the air (ground erruption

pose) and then 		you start to glow green and then you

undergo "Loss of Soul" you turn into a nasty looking 		skeleton

and fall to the ground.  Once on the ground your nothing but a pile of

slop! 			(Powder) Fatality II:

D, F, D, F, (BLOCK+LP) //// HOLD LP, D, F, D, F, RELEASE //// D, F, D, F,

LP (Close)

A bed of spikes from the ground and he then proceeds to slam you on them.

/// = or Animality:

?	?	?	? Ending:

Assigned to hunt down the renegade Earth Warrior, Tsung realizes that

Kahn will take his 	soul as soon as he is down. So he kills Shao Kahn

and Motaro, takes all of Earth's souls 			and rules

the world. Strategy:

The first thing you will notice is that all of his MK2 priorities and

strengths have been 		changed. The fireballs no longer can

catch close-in jumpers; they fly much lower

than before.  You used to be able to set up sweep-fireball defenses which

worked great in 	MK2, but not anymore.  In short, you cannot rely

on the fireballs very much anymore.  		Make sure that your

opponent is a good distance away before firing them, or buffer a 

series of fireballs after an uppercut or something. Make sure your

opponent is out of 			range or cannot retaliate.



In contrast, the new Ground Eruption is a good move in its own right. 

The Ground 		Eruption is a series of 3 upward fireballs that

start from the back of the screen and move 		forward as each

one comes out after the other.  If one fireball hits, the other two will

almost definitely hit as well, bouncing your opponent toward you.



This move is great for projectile wars, or to catch your opponent off-

guard.

The safest 		move after hitting with this move is an uppercut,

but, if you are good, you can standing 		punch and get in

all three forward fireballs afterwords.  It is a very demoralizing move

(several have called it cheap), and is a great weapon if used well.  Try

not to do the move 		within jump-kick range of your opponent

due to the fireball delay S.T. experiences.



Morphs are a bit trickier for Shang Tsung to pull off now.  In particular,

I've experienced 		difficulty starting the motions for

morphs in the air and morphing while using the block 		

button.  Morphs seem to last about the same amount of time as in MK2.



Finally, Shang Tsung's uppercut is very weak in terms of priority.  Only

use it when your 			opponent is jumping in very close

to you.  Use a standing HK all other times.





SHEEVA



She was hand picked by Shao Kahn to serve as Sindel's personal Protector.

She becomes suspicious of Shao Kahn's loyalty toward her race of Shokan

when he places Motaro head of his extermination squads. On the Outworld

Motaro's race of Centaurians are the natural enemy of the Shokan.



Ground Stomp ~~~~~~~~B, D, B, HK

Mega Stomp ~~~~~~~~~ D, U

Fireball ~~~~~~~~~~~~QCT, HP



Combos:

HP, HP, LP, F+HP (4)

LK, HK, HK, B+LK (4)

HP, HP, LP, (Back) , HK, HK, LK, HK (7)

HP, HP, B+HK, QCT+HP (4)

HP, HP, LP, B+HK, B+HK (5)

HP, HP, LP, F+HP, D+HP (5) Fatality I:

Hold HK, F, F, F, release HK //// F, F, F, (BLOCK+HK+LK) (Close)

Uses all four arms undressing your skin.

/// = or Fatality II:

F, F, F, LP (Close)

Pounds you like a nail. Animality:

?	?	?	? Ending:

Her race is going to be enslaved by Shao Kahn, who gives Motaro's race of

Centaurians 		the Information they need to defeat the Shokan.

Sheeva is outraged and kills Shao Kahn 			and

Motaro, restoring her race to one of Nobility. Strategy:

Ahhh...the queen of "cheapness!"  2 of her moves are unblockable.  Hehe,

expect to get 		some complaints if you use her to her full

capacity.  The Dragon Stomp is similar to Jax's 	Ground Smash in

that it hits the ground and is unblockable.  However, it looks exactly

like the Dragon Jump in the first part.  Thus, it is unlikely people will

be able to tell the

difference and jump kick you.



The Dragon Jump is pretty deadly if used right, but pure suicide if used

improperly.  Do NOT just randomly do this move.  The proper counter is

simple.  If 		underneath the Dragon Jump, press the RUN button

and run away from it.  Then, run 		back and combo, throw, or

whatever.  It is CRITICAL that you press the RUN button 	

FIRST, BEFORE tapping forward.  When you have the RUN button pressed, you

can 		keep running underneath someone, even if you are not

facing them.  Sheeva appears so 		close to center above you

that if you tap forward first and then the RUN button, you will 

be facing the other way by the time you hit the RUN button (it doesn't

take very long).

And, since you can't run backwards, you'll end up just standing there and

getting 				squashed by Sheeva.  Once you get

it down, it's easy.



The D,U motion for the Dragon Jump must be done completely on the ground.



You cannot buffer the motion in the air.  The absolute best time to do

this move is

after a jump kick. Remember to wait until you touch the ground before

starting the down

motion.



The fireball is decent, but Sheeva stands tall and sticks her hands out

when she does it.  			Thus, it's easy to jump over and

counter.





SINDEL



She once ruled the Outworld at Shao Kahn's side as his queen.  Now,

10,000 years after her untimely death, she is reborn on Earth.  Her evil

intentions are every match for for Shao Kahn's Tynanny. She is key to his

occupation on Earth.



Fireball (Ground) ~~~~~~~F, F, F, LP

Fireball (Air) ~~~~~~~~~~HCT, LK (Must be in Mid-Air)

Scream Lift/Push ~~~~~~F, F, F, HP

Flight ~~~~~~~~~~~~~~B, B, F, HK



Combos:

HK, HP, HP, B+HK

HP, HP, LP, B+HK (4)

HK, HP, HP, LP, B+HK (5)

HP, HP (2) Fatality I:

?	?	?	? (Far)

Her hair starts to grow REAL long. It totally ENGULFS your character. She

then runs 		away from you sending you into a "Kabal spin".

All you can see is blood and body parts. Fatality II:

?	?	?	? (Close)

She yells at you and then all your skin falls off leaving a bloody

skeleton. Animality:

F, F, HP

She morphs into a huge purple wasp, which picks you up.  The wasp begins

stinging your body as it flies away.  Sindel then floats up from the

bottom of the screen. Ending:

She's not really Shao Kahn's wife she is Kitana's MOTHER!!!!!! That's

right she was 		married to the King of the Outworld. Kitana is

actually 10,000 years old!!!!! (find that 			hard to

believe). Strategy:

Sindel is as close to Kitana as you're going to get.  Her Sonic Scream

has

much the same effect as the fan lift, but has been much improved. 

Instead of directing 		upward	and pushig the opponent away, the

Sonic Scream is directed forward and pulls 		your opponent

closer to you. However, if properly timed, the Sonic Scream can still

catch 	jumpers easily, just like the fan lift. If your opponent blocks

the Sonic Scream, they are 			pushed back harmlessly.



The Sonic Scream has a deceptive range, and you should maximize the

usefulness of this 	in your gameplay.  One of my favorite tactics is

to run up to someone and do her 5-hit 		combo.  They will block

it and be pushed back quite a bit.  Assuming they are out of 	

harm's way, they inevitably let down their guard.  However, that opponent

is still in the 		Sonic Scream's range after the combo. 

I've caught people 3 times in a row by simply

following up my combos with the Sonic Scream.  Once your opponent is

caught, the best 		move to punish them with is her 5-hit

combo.



The Sonic Scream is not all-powerful, however.  Do not use it in sweep

wars; it will not 		catch a close-in sweeper.  Also, very,

very close-in jumpers will be able to hit you before 		you can

catch them, so you need to time the Sonic Scream a bit earlier for

jumpers.  A 		couple characters have very fast moves that may

be able to retaliate against you for a 		blocked Sonic

Scream.

Kabal is the worst offender.  In fact, Sindel is not such a hot 

choice for fighting Kabal period.



Sindel's forward fireball is very fast, but the fireball delay is long,

and she sticks her neck 		out when she shoots it (like

Baraka stuck out his hand with the Blade Spark).  Thus, don't 	

do it regularly in jump range.  My main use for it is to hit a fireballer

from afar and trade 			hits (which you should only do

when you're ahead).



The air fireball is a decent move.  You can kick someone out of the air

and combo the air 	fireball before they land (it travels diagonally).

Be careful, though.  There is a lag time in 		the air, and many

characters with fast moves can hit Sindel before you touch down if you

do the fireball too high.



The Floating move is just that: it allows you to fly.  It is more of a

harassment and 		embarassment tactic than a good one. 

Most characters have high projectiles and can 		knock you out of

the air with no problem.  Only do the Floating vs Sindel, Kano, Cyrax,

Nightwolf, and Kung Lao.  Even then, use caution.  Stay VERY high, except

when 		fireballing.  To return to the ground at any time while

Floating, press BLOCK.



Her standing high kick can knock anyone out of the air.  Sure, people

will scream and call 	you a cheap bastard, but thats ok. You can

affectvely eliminate another character's 			jumping

attacks.





SONYA



Sonya disappears in the first tournament, but is later rescued by Jax.

After returning to Earth, she and Jax try to warn the US Government of

the looming Outworld menace.  Lacking proof,  they watch helplessly as

Shao Kahn begins his invasion.



Rings ~~~~~~~~~~~~~QCT, LP

Diag. Bicycle Kick ~~~~B, B, D, HK

Leg Grab ~~~~~~~~~~LP+BLOCK (Together)

Square Punch ~~~~~~~~~~F, B, HP



Combos:

HK, HK, HP, HP, LP, B+HP (6)

HP, HP, LP, B+HK (4)

HP, HP, LP, HP (4)

HP, HP, LP, B+HP (4)

HP, HP, HK, HK (4) Fatality I:

D, D, D, F LK  (Anywhere)

She does her Kiss of death fatality. Fatality II:

?	?	?	? Animality:

?	?	?	? Ending:

After finally finding her arch-enemy, Kano , she defeats him in battle

and then sets out to 		battle Shao Kahn She beats Kahn and saves

the world.

Sonya then goes to the American 	Government and ask for permisson

to start a new group that will help to keep track and 		stay on

top of future threats from this Earth, the Outworld, and other Realms. 

How could 		the government say no after doubting her last

time?  So Sonya starts a group called the

Outworld Investagation Agency.  She makes sure that a simular event never

happens 			again. Strategy:

Another improved character, Sonya is back with a vengeance.  The Leg Grab

is FAST now, and still has great range.  If it is blocked or misses,

however, expect to be

comboed.  The Ring Blast is the same as MK1; it's an average projectile.

The Square 		Wave Punch has a little less priority now, but it

has esentially been replaced by the 		Upward Bicycle Kick,

which is totally invulnerable vs jumpers.  Use this move whenever 

			someone jumps (unless you can uppercut or

standing punch + Leg Grab)



In MK1, you could combo a Ring Blast after a Leg Grab as your opponent

got

up.  It doesn't work in MK3, and will get you into trouble if you do it

now.

The last hit in

Sonya's 4-hit combo has a slight block delay if blocked and opens her up

to potential 			retaliation.



Little-known fact:  Sonya's Leg Grab can COUNTER blocked foot sweeps. 

Try

it; it works wonders!





STRYKER



When the Outworld portal opens up over a large city in North America,

panic and chaos rage out of control. Kurtis Stryker was the leader of the

riot control brigade when Shao Kahn began taking souls. He finds himself

the lone survivor of a city once populated by millions.



Baton Lunge ~~~~~~~~~F, F, HK

Baton Trip ~~~~~~~~~~F, B, LP

Grenade (High) ~~~~~~QCB, HP

Grenade (Low) ~~~~~~QCB, LP



Combos:

HK, HK, HK, HP, HP, LP

HK, HK, HP, HP, B+HK

LK, HP, HP, LP (3)

HP, HP, D+LP, F, F, HK

HP, HP, LP (3)

LK, HP, HP, LP, Jump Kick (4)

HK, HP, HP, LP (4)

HK, HP, HP, LP, (F, F, HK), (QCB HP) (6) Fatality I:

D, F, D, F, BLOCK (Close)

Straps Bombs, runs for cover Fatality II:

F, F, F, F, LK (Far)

Shoots a disc attached to a wire, electricutes. Animality:

?	?	?	? Ending:

Stryker is not sure why he is called to this gathering, he receives a

dream message from 		Raiden saying that he needs to travel to

this place. Upon arriving he meets with the other 		warriors,

and knows his purpose.  He is supposed to defend his city from the menace

of 		Shao Kahn.  Shao Kahn is not sure what to expect from

this new warrior and is caught by 	surprise and defeated...  Stryker

has saved everyone in the world. After all his

townspeople were killed, he left to go into battle. Now he has returned

to find everything 			dead as he left it. Strategy:

This guy has one of the best running combos in the game.  The LK of the

combo has GREAT priority over foot sweeps and uppercuts.  If you connect

on the 		combo, the best way to do it is LK, HP, HP, LP, F,

F, HK (to catch them in the air).  		Follow with a low grenade

or two for block damage.  Be careful with the last hit in the 	

combo, though.  If blocked, the LP causes a substantial block delay.  You

should never 		finish a blocked combo with LP. Really good

players can see the opening and get the 			upper

hand very quickly.



The Grenades are exactly the same in flight as Johnny Cage's Green Nerf

Balls of Death.  Use the same strategies that worked for you with J.C.



The Baton Trip is a move that I personally don't like.  Your opponent

must

block it low, but the block delay on it is _incredible_.  If blocked low,

you WILL get

uppercutted or comboed.  And I've actually seen a guy trip someone very

close and get 		uppercutted before he could recover from the

Baton Trip as the guy got up.  It's not a vital 		part of

Stryker's arsenal.



The Baton Lunge is good for comboing and catching people who run in for

combos.  It is not good for sweep wars, as you will get hit by the sweep

or go right over

your opponent.  As a rule, the Baton Lunge only catches people above you,

not below 		you.  If blocked, the Lunge will send you into a

roll, setting your opponent up to uppercut 			you on

the way down.



Be aware that the Baton Lunge has great range above and behind you when

flying forward.  I've caught many a jumper from BEHIND them with this

move.

And, since 	it's a "throw" move, people hate it all the more, which

is good.

It distracts them more.





SUB ZERO



Sub-Zero has returned for his second tournament (the Sub-Zero from the

first tourney disappeared).  However, he is no longer a ninja.  The

costume has been removed, but he still dresses in blue.  Sub-Zero is

being hunted in this tournament as well. This ninja returns unmasked. 

Betrayed by his own clan, the Lin Kuei, he broke sacred codes of honor by

leaving his clan and is marked for death. But unlike the ninja of old his

persuers come as machines. He must not only defend from the Outworld

menace, but he must also elude

his soulless assassains.



Ice Clone ~~~~~~~~~~~QCB, LP (Can be done in Mid-Air)

Ice Ball ~~~~~~~~~~~~QCT, HP

Ice Shower ~~~~~~~~~QCT, HP

Slide ~~~~~~~~~~~~~B, (LP+LK+BLOCK)



Combos:

HK, HK (2)

HP, HP, LP, B+HK

HP, LP, LK, HK, B+HK

HP, HP, LP, (Back), LK, HK, HK (5)

HP, HP, LP, LK, B+HK, B+HK (6)

HP, HP, LP, LK, LK, B+HK (6)

HP, HP, LP, LK, B+HK, B+HK, HP, D+LP (8) Fatality I:

D, F, D, F, LP (Close)

Picks you up, freezes, crumbles. Fatality II:

D, F, B, HK (Sweep Range)

Blows a mist, falls back, crumbles. Animality:

Hold BLOCK, U, U, (Close) Ending:

Sub Zero faces his TWO (not 3) ninja assassins and is able to defeat them

but not alone.  	He has help from his long time friend SMOKE, who

he finds along the way.  With his help 		he is able to

defeat the two cyber ninja's. Smoke was a friend of Sub-Zero in his Lin

Kuei 		days, so Sub-Zero gives Smoke his soul back and returns

him to human form.

Sub-Zero then returns to the shadows. (Editors note: He really loves

those shadows.) Strategy:

Whether you play Sub-Zero on a Proto 2.6 or not makes a big difference,

that being the fact that Sub-Zero cannot do his forward freeze in Proto

2.6.

Instead, he 		only has the Ice Shower, which opens him up a lot

since it travels upward and not 		forward.  The forward

freeze makes him 100% better, and has good speed and recovery.



The Ice Statue is a deception move.  Sub-Zero flips back, leaving a

replica of ice in his 		place. Anyone who touches this ice is

instantly frozen whether they block it or not.  This 		is good

for attacking runners, and can be used in the air during jump attacks to

fake your 	opponent out.  It's good to do something that has a

blatent counter, and then throw in the 		Ice Statue,

pushing you out of the situation.  The object is to get your opponent to

react 		to you and walk right into the statue.  Needless to say,

it takes some work, but you can 		come up with some

ingenius tactics with this move.

If all else fails, you can always push 			your

opponent right into the Ice Statue.



The Power Slide still does little damage.  Your opponent cannot uppercut

afterwords 		(usually), but several characters can combo Sub-

Zero after the slide.  Use it with extreme 		caution.



The only instance I can imagine you using the Ice Shower over the Ice

Beam

is when your opponent jumps backward.  You can catch them in the air that

way.  At any

other time I would recommend the Ice Beam instead.



Shao Kahn Yin Yang MK3 MK Dragon Raiden Shadow of Goro Question Mark (?)

Lightning Bolt Skull Peace sign



CODES POSTED ON THE INTERNET:  (Do they work?)



MK  (#5)  3  Skull  YingYang  Goro



Dragon  3  (#9)  Bolt  Goro  ?



No Power Bar: Skull, Shao Kahn, Raiden, Dragon, Ying Yang, 3 Up+1,    

Up+2,    Up+3,    1,       2,      3



Fight Shao Kahn: Dragon, 3, 3, L.Bolt, Goro, ? Mark

0,      3, 3,   5,     Up+4,   4



There is no knowledge that is not Power: ( Not Sure what it Does ) MK,

Ying Yang, 3,   Skull, Ying Yang, Goro

1,         2,        3,    Up+1,     2,          4



Disable Throws:

MK, Dragon, Dragon, MK, Dragon, Dragon

1 -      0 -         0 -      1 -     0 -        0



Disable Blocking: MK, Y-Y, MK, MK, Y-Y, MK

















.























ment (the Sub-Zero from the first tourney disappeared).  However, he is

no longer a ninja.  The costume has be





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