Million Hooters
Million Pixels - Million Hooters
Game Cheats » Sony Playstation One (PSX) » Games Starting with the Letter M » Mortal Kombat 4 - Strategy Guide (Page 01)

Mortal Kombat 4 - Strategy Guide (Page 01)

Below are the cheat codes, hints and help for Mortal Kombat 4 - Strategy Guide (Page 01).

                         [ ]
                   The Realm of Mortal Kombat Presents...

                               o$o$"$"$"$"$o$o
 M I D W A Y              $o$$$o$$$$$$$$$$$$$o$$o$             E U R O C O M
                      "$o$$$$""$oo $ ""      """$$$oo"
                    "o$$$$"   ""o  $oo o o       ""$$$o"
     /\           "o$$$"       oo$$$$$$$$$$o        "$$$o"            /\
    |  |         "o$$$   $ o$$$$$$$$$$$$$$"$$oo       "$$$"          / /
    |  |        "$$$"   "$$$$$$$$$$$$$$$$o$o$$$"        $$$"         \ \
    |  |       "$$$    o$$$$$$$$$$$$$$$$$$$$$$$$o o   o  "$$"        / /
    |  |       $$$"    o$$$$$$$$$"$$$$$$"" "$$$$$$"$$$$$  $$$"       \ \
    |  |      "$$"    o$$$$$$$$$$o""$$$""""ooo"$$$$$$$$"   $$$"      / /
    |  |      $$$"    o$$$$$$$$$$            ""oo"$"$o""   $$$$      \ \
    |  |      $$$     o$$$$$$$$$$                """""$    o$$$      / /
    |  |      $$$    o$$$$$$$$$$$$o                   "o "oo$$$      \ \
 |\_|__|_/|   $$$ 'oo$$$$$$$$$$$$$$$$ooooooo$$$$$oo    $"$ "$$$   /\_/ /_/\
 \__.__.__/   $$$"  ""  $$$$$$$$$$$$$$$$$$$$$$$$$$$$o    " $$$$   \__. .__/
    |  |      "$$$       "$$$$$$$$$$$$$$$$$$$$$$$$$$$o    o$$$"      | |
    (__)       $$$o       "$$$$$$$$$$$$$$$$$$$$$$$$$$$o   $$$"       |_|
                $$$o       $$""$$$$$$$$$$$$$$$$$$$$$$$o  $$$"
                 "$$o    "$""  "$""$$$$$$$$$$$$$$$$$$$oo$$$"
                  "$$$o        "     $$$$$$$$$$$$$$$$$o$$"
                    "$$$o         oo$$$$$$$$$$$$$$$$$$$$"
                      "$$$$ooooo$$$$$$$$$$$$$$$$$$$$$$"
                        ""$$$$$$$$$$$$$$$$$$$$$$$$$"
                            ""$$$$$$$$$$$$$$$$$""
                                o$o$"$"$"$"$o$o
                                          ,
                                         $$
                                        $$$
                                     ,$ $$$
                                    $$o $$$
       __ M  O  R  T  A  L         ,$$' $$$         K  O  M  B  A  T __
    __/ /_____________________    .$$$$$$$$$"   _____________________\ \__
  <)__| |_____________________>         $$$    <_____________________| |__(>
      \_\                               $$$                          /_/
                                        $$$'
                                       $$'
                                      '
           * Nintendo 64 * Sony PlayStation * Windows 95 PC CDROM *

                     +++++++++++++++++++++++++++++++++++
                     Mortal Kombat 4:  The Home Versions
                              Complete Text FAQ
                      Written By Frank "IceMaster" Chan

                                Revision: 3.0
                              Modified 08/16/98

    For Questions and Comments regarding this document, contact Frank Chan
                          at mk4home@icemaster.org
        The Realm of Mortal Kombat web site is owned by Jeff Greeson,
                            at jeff@hotweird.com

     This document may be redistributed in whole or part, free of charge,
       so long as proper credit is given to The Realm of Mortal Kombat
                  and its author, Frank "IceMaster" Chan.

     Distribution of this document in printed or electronic form for any
                       profit is strictly prohibited.

                                **IMPORTANT**
    You may NOT edit a copy of this FAQ to your own liking and post it on
    your own web page.  Doing so will cause confusion and misinformation,
   since some of the revisions of this FAQ make corrections to significant
                         errors in the previous one.
     If you would like to post a copy of this FAQ on your page, upload it
               UNMODIFIED or simply link to the following URL:

                               **DISCLAIMER**
    The Realm of Mortal Kombat is in no way associated with Midway Games,
      Midway Home Entertainment, nor any other company involved in the
       development, manufacturing, licensing, and/or distribution of
                        any version of Mortal Kombat 4.

        Mortal Kombat 4 (C) Copyright 1997, 1998 Midway Games Inc.
                              All rights reserved.
      Midway, Mortal Kombat, the Dragon Design and all character names
   are trademarks of Midway Games Inc.  Distributed for home platforms in
      North America by Midway Home Entertainment Inc.  Distributed for
      home platforms in Europe by GT Interactive Software Corp. under
                 license from Midway Home Entertainment Inc.

----------
What's New
----------

Revision 3.0
     - Added the Cheat Menu code for the PC version.

--------------------
FAQ Revision History
--------------------

Revision 2.6
     - Added the PSX Cheat Menu code.
Revision 2.5
     - Added playing as Noob and Goro in Group Mode.
     - Added more bugs and unintended effects.
Revision 2.4
     - Added the Simplified Keyboard-Friendly Fatalities for the PC version
       to Section 7-4, thanks to Patrick McCarron.
     - Made some miscellaneous corrections.
Revision 2.3
     - Added more Bugs & Unintended Effects thanks to Brenton Simpson.
     - Loads of corrections, thanks to Brenton Simpson and Patrick McCarron.
Revision 2.2
     - There have been reports of modified copies of this FAQ being
       distributed elsewhere.  Do NOT update this FAQ yourself, this can
       lead to confusion and misinformation since some of these revisions
       include corrections to significant errors.  Link the copy on our
       server or just post it with no modifications.
     - Corrected the codes for Goro and Noob on N64 and PSX, added for Win95.
     - Added a Max Dmg "Kombo" for Cage, thanks to Dre Stinson.
     - Added more bugs and unintended effects.
Revision 2.1
     - Added Basic Strategies section, thanks to Andrew Baran.
     - Reorganized the sections a little and made some random additions and
       corrections, including a detailed Weapons chapter.
Revision 2.0
     - Removed the PSX Cheat Code (it's changed in the final release
       version) and added the Goro and Noob Saibot codes for PSX.  Thanks to
       Patrick McCarron and Chris Kefallinos.
     - Added the No Rain Kombat Kode (#10) thanks to MAGUS7000.
     - Renamed the weapons based on the names given at Midway's official
       web site.  Updated all weapons listings and made corrections to them.
     - Redid the Table of Contents section.
     - Goro CAN be Air Thrown, a mistake on our part, thanks to Ryan for
       pointing it out.
     - Corrections to Noob Saibot, thanks to Sid, and some to all others,
       thanks to Brad Lynch.
     - Tons of other random corrections and additions.
Revision 1.2
     - Added all the Kombat Kode text (thanks to McCarron, who used a hex
       editor on an MK4 N64 ROM dump to get it for me).
     - Even more corrections and minor additions to the codes sections and
       character descriptions, thanks once again to Patrick McCarron.
Revision 1.1
     - Three spins on Tanya's icon to get her third costume too.
     - Added full towers (all four sides of every Destiny Tower), and Goro's
       bio, thanks to Patrick McCarron.
     - Made tons of corrections, thanks again to Patrick McCarron.
Revision 1.0
     - First revision of this FAQ.  Everything has been reorganized and/or
       corrected since the Arcade Fullscale FAQ.

-----------------
Table of Contents
-----------------

CHAPTER 1: Introduction
           Introduction to the FAQ ........................... Section 1-1
           Introduction to Mortal Kombat 4 ................... Section 1-2
           The Story ......................................... Section 1-3
           Definition of Terms ............................... Section 1-4
           Frequently Asked Questions ........................ Section 1-5
CHAPTER 2: The Basics of MK4
           The Rules ......................................... Section 2-1
           Move Listings Key ................................. Section 2-2
           Basic Moves ....................................... Section 2-3
           The Kombo System .................................. Section 2-4
           Weapon Kombat ..................................... Section 2-5
           Basic Strategies .................................. Section 2-6
CHAPTER 3: Game Menus
           Arcade Mode ....................................... Section 3-1
           Team Mode ......................................... Section 3-2
           Endurance Mode .................................... Section 3-3
           Tournament Mode ................................... Section 3-4
           Practice Mode ..................................... Section 3-5
           Options ........................................... Section 3-6
           Select Your Fighter ............................... Section 3-7
           Choose Your Destiny ............................... Section 3-8
CHAPTER 4: The Stages
           Goro's Lair ....................................... Section 4-1
           The Well .......................................... Section 4-2
           Elder Gods ........................................ Section 4-3
           The Tomb .......................................... Section 4-4
           Wind World ........................................ Section 4-5
           Reptile's Lair .................................... Section 4-6
           Shaolin Temple .................................... Section 4-7
           Living Forest ..................................... Section 4-8
           The Prison ........................................ Section 4-9
           Ice Pit .......................................... Section 4-10
CHAPTER 5: The Kombatants
           Kai ............................................... Section 5-1
           Raiden ............................................ Section 5-2
           Shinnok ........................................... Section 5-3
           Liu Kang .......................................... Section 5-4
           Reptile ........................................... Section 5-5
           Scorpion .......................................... Section 5-6
           Jax ............................................... Section 5-7
           Reiko ............................................. Section 5-8
           Johnny Cage ....................................... Section 5-9
           Jarek ............................................ Section 5-10
           Tanya ............................................ Section 5-11
           Fujin ............................................ Section 5-12
           Sub-Zero ......................................... Section 5-13
           Quan Chi ......................................... Section 5-14
           Sonya ............................................ Section 5-15
CHAPTER 6: The Weapons
           Kai's Ghurka Knife ................................ Section 6-1
           Raiden's Warhammer ................................ Section 6-2
           Shinnok's Battle Staff ............................ Section 6-3
           Liu Kang's Dragon Sword ........................... Section 6-4
           Reptile's Battle Axe .............................. Section 6-5
           Scorpion's Long Sword ............................. Section 6-6
           Jax's & Reiko's Spiked Club ....................... Section 6-7
           Cage's Bowie Knife ................................ Section 6-8
           Jarek's Black Dragon Sword ........................ Section 6-9
           Tanya's Boomerang ................................ Section 6-10
           Fujin's Cross Bow ................................ Section 6-11
           Sub-Zero's Ice Scepter ........................... Section 6-12
           Quan Chi's Mace .................................. Section 6-13
           Sonya's Wind Blade ............................... Section 6-14
           The Lightning Staff .............................. Section 6-15
           The Pistol ....................................... Section 6-16
           Noob Saibot's Scythe ............................. Section 6-17
CHAPTER 7: Kodes and Tricks
           Kombat Kodes ...................................... Section 7-1
           Nintendo 64 Specific Cheats ....................... Section 7-2
           Sony PlayStation Specific Cheats .................. Section 7-3
           Windows 95 PC Specific Cheats ..................... Section 7-4
           Goro .............................................. Section 7-5
           Noob Saibot ....................................... Section 7-6
           Meat .............................................. Section 7-7
           Bugs and Unintended Effects ....................... Section 7-8
CHAPTER 8: Miscellaneous
           World Wide Web Sites .............................. Section 8-1
           File Transfer Protocol Sites ...................... Section 8-2
           USENET Newsgroups ................................. Section 8-3
           System-Specific Features .......................... Section 8-4
CHAPTER 9: Conclusion
           Character Endings ................................. Section 9-1
           Midway's Arcade MK4 Design Team ................... Section 9-2
           FAQ Credits ....................................... Section 9-3
           Game Over ......................................... Section 9-4

-----------------------
CHAPTER 1: Introduction
-----------------------

oooooooooooooooooooooooooooooooooooo 1-1 ooooooooooooooooooooooooooooooooooo
****************************************************************************
*                         Introduction to the FAQ                          *
****************************************************************************

     Welcome to The Realm of Mortal Kombat's Fullscale Text FAQ for the home
versions of Mortal Kombat 4.  It is recommended that you view and/or print
this FAQ in an ASCII Text Editor such as DOS Edit.  If you are using a word
processor, use 9-point Courier New with no word wrap for proper text
alignment.  Mortal Kombat 4 is the 4th installment to the extremely
successful Mortal Kombat fighting game series, and the first one to be a 3D
fighting game, adding new features such as the true Weapon Kombat system.
     The home versions were ported by Eurocom Developments Ltd. and feature
many new additions which cannot be found in any revision of the arcade game.
Nearly every known bug, along with some undiscovered ones, in the arcade
Revision 3 were found and fixed for the three home versions.
     In a sense, the home versions of Mortal Kombat 4 are "Revision 3+", as
MK co-creator and MK4 Lead Programmer, Ed Boon, once called it.  Polygons
were reduced from the player models and the stages were simplified, but the
game's frame rate has been kept at the smooth 60 frames per second (fps).
Everything else in the game has either been kept fully intact or changed for
the better.  Many new features have been added as well.

oooooooooooooooooooooooooooooooooooo 1-2 ooooooooooooooooooooooooooooooooooo
****************************************************************************
*                     Introduction to Mortal Kombat 4                      *
****************************************************************************

     Mortal Kombat was created by a team originally led by Ed Boon and John
Tobias, at Midway Manufacturing Co. (now Midway Games, Inc.'s arcade
division).  As of April 1st 1998, Midway Games is officially no longer a
subsidiary of WMS Industries.
     Midway is now an individual company with its main arcade division in
Chicago, Illinois., referred to as "Midway Games, Inc.".  Along with a home
platform development house (which handles some of the arcade conversions to
home platforms) in San Diego, California., referred to as "Midway Home
Entertainment, Inc.", which is also the name of their home distribution and
marketing division in Corsicana, Texas.  Plus, Midway now owns what was
formerly a combination of the software division of Atari and Time Warner
Group, which was previously known as Time Warner Interactive.  Now known as
Atari Games Corporation, it is a wholy owned subsidiary of Midway Games, as
an alternative arcade developing division.

     Mortal Kombat 4 toured the United States of America in its incomplete
preliminary form back in July 1997.  After many BETA test revisions in
Chicago, Illinois (home of Midway's arcade division), Revision 1.0 was
released across the continent of North America in September of the same year.
This still-incomplete revision was soon replaced by Revision 2 later in the
fall season, and finally with Revision 3 in January 1998.
     Although many of the originally planned features still never made it,
many innovative new additions to the mechanics of Mortal Kombat did make it.
Using a real Weapon Kombat system, the game allows players to draw their
weapons at any time during a fight.  Weapons can be dropped, and picked up
by either of the match's participants, and can even be thrown or dropped at
will.  There are even objects laying on the floor in many stages that you can
pick up and throw at your opponent as a weapon.
     Being the first Mortal Kombat to be in 3 dimensions of glory, it just
wouldn't be complete without some use of the 3rd dimension in the gameplay.
You can now side-step into the depth of the arena, or toward the direction
of the camera view.  This is done in a way that, unlike some of the past
games with simular concepts, prevents you from using it to "cheaply" avoid
attacks.  It takes an almost impossible timing to actually avoid many hits
using this, as it comes in handy mainly to dodge projectiles or get to where
a dropped weapon or useable object is on the ground.
     As even the Chicago MK Design Team agreed that Mortal Kombat 3 had gone
too far with humor in finishers (ie. stretching people out, inflating their
heads, etc.) MK4 returns to the dark, violent, feel of the original.  Despite
the small bit of "humor" used in MK4's Fatalities, you can no longer find the
finisher types that were created as parodies (Friendships, Babalities, and
Animalities).  The goal here was to create a game that is visually realistic
but physically impossible, the way Mortal Kombat was, and forever should be.

oooooooooooooooooooooooooooooooooooo 1-3 ooooooooooooooooooooooooooooooooooo
****************************************************************************
*                                The Story                                 *
****************************************************************************

The Elder Gods rule all Realms of the Universe, overseeing the creation and
destruction of worlds.

When the new realm of Earth was created, one of those Gods decided that he
would take that world for himself.  Shinnok knew that if he could control
Earth, he would have untold power.

What Shinnok didn't count on was the presence of Raiden, the God of Thunder.
The Elder Gods had already sent Raiden to Earth to act as the realm's
guardian, and when Shinnok arrived, the two Gods engaged in a titanic battle.
Their combat almost destroyed the entire planet, and for many centuries
Earth was plunged into darkness.

Raiden eventually defeated Shinnok and banished him to the Netherealm, the
place where all unwanted spirits are sent.  The Netherealm has existed since
the beginning of time and has had many names.  Whether it's known as Hell,
Hades, Gehenna or Pluto, it has always had the same purpose: to act as the
final home of those who have done wrong.

When Shinnok awoke in the Netherealm, he found himself under attack by
Lucifer, the leader of the fiery realm.  Lucifer used the souls of those whom
Shinnok himself had banished to the Netherealm to attack the Elder God.
Shinnok was quickly beaten and found himself in the dregs of Hell.

Continually tortured and tormented, Shinnok remained a prisoner of the
Netherealm for thousands of years.  He believed that he would never escape
and had no hope until the arrival of Quan Chi, a mysterious sorcerer who had
the power to travel throughout all of the planes of reality without detection
from any of the Gods.

Quan Chi told Shinnok that he would help him escape from his prison and
defeat Lucifer.  All Quan Chi wanted in exchange was power and the right to
rule at Shinnok's side.  Shinnok agreed, and the two waged a war in the
Netherealm that lasted for centuries.  They eventually beat Lucifer and took
control of the Netherealm.  Shinnok was now the ruler of the dead realm, but
he wasn't happy with his conquest.  The Netherealm is nothing more than fire
and brimstone, and he only rules over the grotesque demons that inhabit the
realm.  Shinnok wants more, and what Shinnok wants, Quan Chi must try to
arrange.

To Quan Chi, the Realm of Edenia seems like a good place to start...

                               MORTAL KOMBAT 4
                             Darkness is calling.

    "Thousands of years ago, in a battle with the fallen elder god known as
Shinnok, I was responsible for the death of an entire civilization.  To rid
all realms of Shinnok's menace, I waged a war that plunged the earth into
centuries of darkness and banished Shinnok into a place called the
Netherealm."
    "Now, after Shao Kahn's defeat at the hands of earth's warriors, Shinnok
has managed to escape his confines in the Netherealm.  The war is now being
faught once again... only this time, it can be won by mortals."
                                            - Raiden, God of Thunder
                                              Defender of Earth

oooooooooooooooooooooooooooooooooooo 1-4 ooooooooooooooooooooooooooooooooooo
****************************************************************************
*                            Definition of Terms                           *
****************************************************************************

Forward/Back (Directions)
 Forward refers to whichever direction is toward your opponent, while Back
 refers to the opposite side.  They fully depend on your position in the view
 and is a standard way to list moves for fighting games.

Block Button
 The Block button was introduced in the original Mortal Kombat.  It is used
 for many special moves and finishers, but normally lets your character go
 into a defensive position to reduce the amount of damage you'll take from
 an opponent's attack.

Run Button
 The Run button was introduced in MK3 for the purpose of speeding up the
 series' gameplay.  Like any other button, it is also used to pull off some
 special moves and finishers, but holding it when pressing forward lets you
 run toward your opponent (until your Run Meter, under energy bar, runs out).
 This allows you to perform Kombos since they're done at close range.  In
 MK4, Run is also used in combination with down to pick up a dropped weapon
 or an objects.  Plus, pressing it twice allows you to side-step.

Basic Moves
 Basic moves are universal and relatively easier to pull off than special
 moves.  They are typically less damaging than special moves and usually less
 impressive-looking (with a few exceptions) but are also useful in Kombos
 during fights.

Special Moves
 Special moves are moves that are specific to a character.  They are
 generally harder to pull off than most basic moves, but are easy enough to
 perform that you can use them as part of your offensive arsenal during a
 fight.  Usually, special moves look more impressive and do more damage than
 basics, and some of them can even be used in Kombos as well.

Kombos
 A "Kombo" is a combination attack.  A chained sequence of attacks, done
 without knocking the opponent to the ground, and giving the opponent no time
 in between hits to retaliate.  MK3 introduced a pre-programmed Kombo System
 in which every "Kombo" in the game was a defined sequence like special moves
 are.  However, MK4, although with pre-programmed (or "predefined") Kombo
 Starters (like HP - HP - HK - Down + HP), players are once again allowed to
 make up their own powerful Kombos, like the first two games.  Basics and
 Special moves alike, can be now used in Kombos.

Maximum Damage
 Maximum Damage is a new limit put on the amount of damage a Kombo inflicts.
 It causes both players to drop back when a Kombo exceeding the limit of 40%
 is performed (and since the last hit counts, some can actually exceed 50%).
 This was done for the purpose of evening up the competition a bit when a
 novice player is matched up against an experienced one.  However, many
 people feel that this takes away from your ability to show your skill once
 you have developed it, so the home versions of MK4 provide an option for you
 to toggle Maximum Damage.

Finishers
 The original Mortal Kombat introduced the concept of finishers to the whole
 fighting game genre.  The first type of finishers were Fatalities, everyone
 in MK1 had one of their own.  The second type was originally referred to as
 "Pits", but have come to be known as "Stage Fatalities", in which you make
 use of the current stage's resources to finish off the opponent (such as a
 ceiling of spikes or a large fan on the far wall).  Finishers can be
 performed once you have won the fight, and "Finish Him!" (or Her) is
 announced.

Fatalities
 Fatalities were the original type of finishers.  They have changed the face
 of the fighting game genre forever.  Originally, Fatalities were "dark,
 evil, and violent" ways to kill an opponent after winning the fight.  MK4
 returns to this style with extremely gory Fatalities like the originals.
 In fact, many of the original Fatals from MK1 and 2 have been redone in 3D
 for MK4.

Stage Fatalities
 Stage Fatalities are a form of finishers using the resources of the stage
 you are fighting in to finish off the victim.  They were originally known as
 "Pits" in the original Mortal Kombat since the first one was a bed of spikes
 beneath the bridge of the MK1 stage named "The Pit".  However, it wasn't
 actually announced by the game as a "Fatality" until MKII, in which button
 sequences were used for it rather than just the uppercut motion.  There are
 two Stage Fatalities in MK4, the spikes on the ceiling in Goro's Lair, and
 the fan on the far wall in The Prison.  Every character has his/her own
 motion that's used to perform each of the two.

Regular Characters
 Regular characters are the "kombatants" who can be chosen without the use
 of any "codes" or "cheats".  They are available for you on the select screen
 by default.  There are a total of 15 regular characters in MK4.

Hidden Characters
 Hidden characters are "kombatants" who must be unlocked via some sort of
 "code", they are otherwise absent.  There are three hidden characters in the
 home versions of MK4, one of which is Goro, who is actually a subboss who
 can be played as via a code.  The other two, Noob Saibot and Meat, can only
 be seen in the game at all when they are played as via their "codes".

Kombat Kodes ("KK's")
 Kombat Kodes, introduced in MK3, are the standard way of entering cheat
 codes in 2-player games. They are entered at the VS screen using a button to
 control each of the boxes.  Each Kombat Kode consists of 6 digits.

oooooooooooooooooooooooooooooooooooo 1-5 ooooooooooooooooooooooooooooooooooo
****************************************************************************
*                         Frequently Asked Questions                       *
****************************************************************************

** Story-Related Questions **

Q: Why do Scorpion and Sub-Zero suddenly hate eachother again?
A: Endings have always been "What If" scenarios, and as you may recall, the
 endings of the past games (from MKII to Trilogy) acknowledge the character's
 ending from the previous game as having happened.
 For example, in the ending for Scorpion in MKII, he discovered that the
 Sub-Zero he had followed to that tournament was actually the younger brother
 of the one he had already killed in MK1, so he lets him live and swears to
 protect him for eternity to make up for the death of his older brother.
 Then In UMK3 and Trilogy, the ending for Scorpion acknowledges the above
 events as having happened, so he had to turn on Shao Kahn since he swore to
 protect this young Sub-Zero.
 However, as far as the endings in MK4 are concerned, none of these "What If"
 scenarios (endings) from the past games ever took place (which, in a way, is
 logical, since they show the events that take place "IF This Character Won
 This Tournament" and the character, in most cases, obviously didn't).
 So in summary, Scorpion never discovered the true identity of this younger
 Sub-Zero and still believes he's the same one who he had already killed in
 MK1 and has been hunting down since.  Like it, love it, or hate it, this is
 just the way the story of MK4 works.

Q: Didn't Johnny Cage die?  Why is he back in MK4?
A: Yes, Johnny Cage died in the course of MKII.  There are really two answers
 to the question of why he has returned:
 In reality, he has been added to MK4 because he is one of the most popular,
 if not THE most popular, characters in the whole series.  He was written out
 in MK3 for many reasons, but the fans demanded his return.
 But as far as the story goes (which is used to explain WHY), he was
 resurrected by Raiden to help in the battle against Shinnok and his Army of
 Darkness.  Don't try to analyze that subplot too deeply, just accept the
 simple fact that one of your favorite characters has returned because of
 your own popular demand.

** Technical Questions **

Q: What's the size of the N64 cart?
A: 128 megabits (that's 16 MegaBYTES).

Q: What type of imaging techniques were used in MK4?
A: The characters in MK4 were modelled on a PC using LightWave.  The
 animations are motion-captured and their textures are digital video, grabbed
 in the studio and touched up by artist Dave Michicich.  The stages are built
 by different members of the development team, using LightWave as well.

Q: Why does the gameplay in the home versions seem identical to the arcade?
A: This is because "code-converters" were used to port the game to the home
 platforms.  This is the actual engine coded by Ed Boon, Todd Allen, and Ed's
 brother, Mike Boon, for the arcade game.  Ed Boon has also written fresh new
 code exclusively for the home versions for use with Goro (who was made from
 scratch by the Chicago MK Team and then sent to Eurocom).

Q: Why does Sub-Zero's red line switch sides?  This is normally to be
 expected of a game that uses sprites, but these are 3D models!
A: Well, firstly, MK4 was designed with the idea of "a 3D MK" in mind, which
 meant making a game that looks and feels like the classic 2D MK games, yet
 uses 3D technology.  Take a look at two idle fighters on screen in their
 stances.  Notice that both have their bodies facing the camera just like in
 the 2D MK games (as opposed to the one on the right facing away, which
 happens in other 3D fighting games such as Tekken and War Gods).  They only
 appeared this way in the 2D games because sprites need to be flipped
 horizontally on the screen to appear facing the other way, but how can this
 look be recreated with 3D models?  Well Ed Boon and company did this by
 flipping the models and animations in their x-axis whenever he/she is
 recognized as being on the "right side of the screen" in 2D MK terms.  For
 example, if you are the first player, and you jump over your opponent and
 onto the other side of him/her, you must use Back in place of Forward and
 vice versa for your moves, therefore are recognized as being on the "right
 side of the screen".

** Other **

Q: Where can I find the latest revision of this FAQ?
A: The latest revision is always uploaded to The Realm of Mortal Kombat, and
 can be found as  It is also
 usually available at GameFAQs.com

Q: How can I print this out for reference?!
A: You can't unless you're willing to use a LOT of paper and ink.  This FAQ
 is intended as an "all you ever wanted to know about MK4" guide.  If you
 would like to print out a moves and codes list, our mini FAQ can be found
 on The Realm of Mortal Kombat with the following URL:
 The mini FAQ can be printed only a few pages, and is compiled and maintained
 by yours truly and TRMK owner, Jeff "Greesman" Greeson.

Q: What's the origin of the name, Noob Saibot?
A: Noob Saibot is Boon Tobias spelled backwards.  Ed Boon and John Tobias are
 the co-creators of Mortal Kombat.  Boon continues to lead the arcade MK
 development team while Tobias has moved on to doing MK story-oriented
 projects for home gaming platforms, since he was the one who wrote the
 series' story in the first place.

Q: Is Raiden spelled "Rayden" in MK4 Home Versions again?
A: No.  For the first time, Raiden's name remains spelled with an "i" in the
 home versions of an MK game.  The reason it was ever changed to a "y" in the
 past games was due to copyright problems with an Atari Jaguar game called
 "Raiden".  These copyright conflicts have been resolved.

Q: Did Acclaim make MK4 home versions?  If not, who did?
A: No.  Acclaim is no longer associated with Midway Games Inc. in any way,
 shape, or form.  Their license to port Midway arcade games to home platforms
 ended with WWF WrestleMania Arcade.  Acclaim's subsidiaries and close
 affiliates (that includes Sculptured Software in Salt Lake City, who are now
 known as Iguana West, Probe in the UK, and all the other company names seen
 on older MK home conversions) are also no longer related to the home ports
 of MK games.  Eurocom Developments Ltd., located in the UK, who are close
 affiliates of Midway, are the ones who ported MK4 to the home platforms.
 They are best known for the DOS port of "Super Street Fighter II Turbo" for
 Capcom, "Duke Nukem 64" for GT Interactive Software (who incidentally now
 have the license to distribute Midway's home games in Europe), the Saturn
 port of "Ultimate MK3" for Midway, and three ports of "War Gods" for Midway
 (great ports of a very limited game).  They have also worked on the home
 ports of Cruis'n World for Nintendo of America, which is due out in North
 America just a few months after MK4.

Q: Why doesn't MK4 have "The Pit 4"?
A: The MK4 Design Team felt it was becoming too redundant to do a "The Pit 4"
 stage fatality in MK4.  Instead, the only "pit" in the game is the one you
 see during the "Continue?" screen (described at the end of this FAQ).

----------------------------
CHAPTER 2: The Basics of MK4
----------------------------

oooooooooooooooooooooooooooooooooooo 2-1 ooooooooooooooooooooooooooooooooooo
****************************************************************************
*                                 The Rules                                *
****************************************************************************

     The basic purpose in Mortal Kombat is to deminish all of your opponent's
energy before he/she deminishes yours.  If your energy is equal to your
opponent's when/if the time runs out, a draw is ruled.  Both participants
lose the fight if there is no decisive winner after 5 rounds.  Once a
kombatant gains two victories, he may "Finish" his opponent by a Fatality or
Stage Fatality.

oooooooooooooooooooooooooooooooooooo 2-2 ooooooooooooooooooooooooooooooooooo
****************************************************************************
*                             Move Listings Key                            *
****************************************************************************

Up        The UP Direction
Down      The DOWN Direction on the stick
Back      The direction AWAY FROM your opponent
Forward   The direction TOWARD your opponent

HP        High Punch Button
LP        Low Punch Button
HK        High Kick Button
LK        Low Kick Button

BL        Block Button
Run       Run Button

Hold      Hold the following buttons or directions
Release   Release the following buttons or directions
+         Press buttons or directions together

oooooooooooooooooooooooooooooooooooo 2-3 ooooooooooooooooooooooooooooooooooo
****************************************************************************
*                                Basic Moves                               *
****************************************************************************

** Travelling in 2 Dimensions **

Walk Forward: Forward
     Walk toward the opponent.
Walk Back: Back
     Walk away from the opponent.
Jump Forward: Up + Forward
     Jump toward the opponent.
Jump Back: Up + Back
     Jump away from the opponent.
Vertical Jump: Up
     Jump directly upward.
Crouch: Down
     Duck down.

** Travelling in the 3rd Dimension **

Side Step Out: Run, Run (or the "Side Step Out" button)
     Two footsteps (in the Z plane) into the depth of the arena, away from
     the camera view.  Note: after you have side stepped in either direction,
     you are not allowed to do so again for 3 seconds.  This is so to prevent
     any "cheap" constant escape techniques.
Side Step In: Down + Run, Run (or the "Side Step In" button)
     Two footsteps (in the Z plane) toward the direction of the camera view.
     Note: after you have side stepped in either direction, you are not
     allowed to do so again for 3 seconds.  This is so to prevent any "cheap"
     constant escape techniques.

** Basic Attacks and Maneuvers **

High Punch: HP
     Punch to the opponent's face.
Low Punch: LP
     Punch to the opponent's torso.
High Kick: HK
     Kick to the opponent's face.
Low Kick: LK
     Kick to the opponent's torso.
Block: BL
     Get into a defensive position to block direct blows and projectiles
     (uses your weapon to do so, if you're holding one).  Hold it with Back
     to block Throws and Bone Breakers.
Run up to Your Opponent: Run + Forward
     Run toward your opponent for an aggressive offense.
Pick Up a Weapon/Object: Down + Run (While standing over a weapon or object)
     Pick up a weapon on the ground to use, or an object laying around in the
     stage to automatically throw it at your opponent.
Roundhouse Kick: Back + HK
     Roundhouse kick, causes the opponent to spiral to the ground.
FootSweep: Back + LK
     Take the opponent's feet out from under him/her (also causes travel in
     the Z plane).

** Crouching Moves **

Uppercut: Down + HP
     Flips the opponent backwards, hitting the floor head-first with a crack,
     and leaving a small stain of blood on the ground that stays for a
     moment.
Crouch Punch: Down + LP
     A simple punch to the opponent's midsection.
Crouch Kick: Down + HK
     - For Kai, Raiden, Reptile, Cage, Sub-Zero, Quan Chi, Noob, and Goro:
     Vertical Side Kick (a "Jean Claude Van Damme-style" vertical side kick
     aimed at the opponent's jaw.  It causes him/her to flip backwards and
     land on his/her head if it makes contact.)
     - For Shinnok, Liu Kang, Scorpion, Jax, Reiko, Jarek, and Tanya:
     Crouching Chest Kick (a high kick aimed at the opponent's chest, done
     in a crouching position.)
     - For Fujin and Sonya: Crouching Crotch Kick (a straight kick to the
     opponent's crotch area, done in a crouching position.  Pushes him/her
     back a step if it hits.)
Ankle Kick: Down + LK
     Kick targeting the opponent's ankle while you're crouching.

** Close Range Attacks **

Face Smash: HP (Close)
     - For Kai, Cage, Fujin, Quan Chi, and Sonya: Headbutt.
     - For Raiden, Shinnok, Liu Kang, Reptile, Scorpion, Jax, Reiko, Jarek,
     Tanya, Sub-Zero, Goro, and Noob Saibot: Forearm Smash.
Throw: LP (Close)
     Throw or slam your opponent, the exact move used differs between the
     different characters.  Specific Throw Descriptions can be found in each
     of the character's sections in this FAQ.
Knee Smash: HK (Close)
     A quick hard knee to the opponent's stomach.
Bone Breaker: LK (Close)
     A painful moves that ranges from a knee-snap to a neck-break.  They're
     not necessarily realistic, since a victim of one would swing their neck
     back in place after getting it broken, but it creates a nice visual
     effect in a fight.  The specific move varies depending on the character,
     you can find specific Bone Breaker Descriptions in each of the
     character's own sections in this FAQ.

** Arial Attacks **

Light Jump Punch: Jump, HP
     Hits the opponent using the fist farther away from the camera view
     (left hand when on the left side), it allows you to start Kombo's with
     it since it doesn't knock the opponent to the ground.
Heavy Jump Punch:  Jump, LP
     Hits the opponent hard using the fist closer to the camera view (right
     hand when on the left side), knocks the opponent to the ground.
Vertical Hop Kick: Jump Up, HK or LK
     - For Kai, Raiden, Liu Kang, Jax, Reiko, Tanya, and Fujin: Spin Kick.
     - For Shinnok, Reptile, Scorpion, Cage, Jarek, Sub-Zero, Quan Chi,
     Sonya, Goro, and Noob Saibot: Front Face Upward Kick (an upward kick
     done with one foot while the other is back with knee bent, facing
     forward.)
Long Jump Kick: Jump Diagonal (Forward or Back), HK
     - For Kai, Raiden, Reptile, Jax, Reiko, Cage, Fujin, Sub-Zero, Quan Chi,
     Sonya, Goro, and Noob Saibot: Wrestling-Style Missle Dropkick aimed just
     slightly diagonally.
     - For Shinnok, Liu Kang, Scorpion, Jarek, and Tanya: Ninjitsu-Style
     Jump Kick aimed straight forward.
Short Jump Kick: Jump Diagonal (Forward or Back), LK
     - For Kai, Raiden, Reptile, Jax, Reiko, Cage, Fujin, Sub-Zero, Quan Chi,
     Sonya, Goro, and Noob Saibot: Wrestling-Style Missle Dropkick aimed at a
     downward 45 degree angle.
     - For Shinnok, Liu Kang, Scorpion, Jarek, and Tanya: Ninjitsu-Style
     Jump Kick aimed at a downward 45 degree angle.

 Next Page »