[Prev Page] [Next Page] [FAQ Top]

Mortal Kombat 2 FAQ

General and Individual Moves


General Moves

Face Punch
Rapid punches to the head takes off good damage, and pushes the opponent away if they are standing and blocking. Use after a blocked kick or blocked missile at close range. The opponent will not have time to recover and you can start punching. Don't stop until they are pushed out of your punching range.

Body Punch
Good for punching a crouching or ducking opponent, or as retaliation for a close blocked move. This takes off good damage if unblocked, and also pushes the opponent back. If you successfuly hit your opponent with a few body punches, quickly move up to the face punches to take off more damage.

Standing Kick
Useful after blocking a missile weapon or sweep at close range. Also good for hitting opponents jumping towards you. Be sure to kick them as close to their feet as possible. The will ensure that you override their jump kick. The standing kick is also good to use after sweeping your opponent. Be sure to be standing at the fullest extent of your kick though, it is easy to retaliate against.

Uppercut
The uppercut takes off the most damage of any standard move. Best used as retaliation: after a blocked kick, missile, or other move at close range. It is also very effective for hitting jumping opponents. Liu Kang, Johnny Cage, Kitana, and Mileena have the best uppercuts in the game. Baraka, Jax, Kung Lao, Shang Tsung, and Raiden have good uppercuts. Sub-Zero, Scorpion, and Reptile have weak uppercuts. The difference between a good and bad uppercut is range and hitting area; they all take off the same amount of damage, like all other moves.

Crouch Punch
Useful for pushing away opponents at close range. The opponent recovers quickly and it takes off very little damage, but hard to retaliate against. Also used to juggle opponents in a corner combo.

Crouch Kick
Much slower than the other ducking kick. This move hits the opponent higher and takes off more damage, but can almost always be retaliated against. Best used to hit jumping in opponents.

Low Kick
This quick kick is useful for keeping opponents away while close fighting. Can be done multiple times very rapidly to keep them at bay. Takes off very little damage and is hard to retaliate against.

Roundhouse
Probably not the technical name for this move but that is what it will be called. Good for hitting jumping opponents, and also useful at close range fighting. If hit, the opponent is sent flying an unnatural distance.

Sweep
One of the most powerful moves in the game. This keeps opponents away from you like no other move can. Best used at its full extent, otherwise it is a bit easier to retaliate against.

Specialty
The forearm, elbow, headbutt, etc. These moves stun the opponent momentarily but take off little damage. Easy to block and retaliate against. These are more of an 'insult' move, but can be very effective if you mix it in while close fighting.

Throw/Flip
Another powerful move that can counter a defensive player. Takes off good damage, but is easily blocked by using BLOCK + down + away. Good to use when jumping in, especially behind the opponent, and during close fighting when they make a move.

Knee
The knee can only be used up close. It takes off little damage and is easy to retaliate to if blocked, unless you are playing Baraka, who has a knee - kick move. Good to use while close fighting when you anticipate your opponent about to sweep, punch, etc.

Air Jab
To punch your opponent out of the air, you must time your punch so that you hit them as close to their foot as possible. You can use either punch button, but HIGH PUNCH is easiest. Using LOW PUNCH is good for jabbing them up multiple times.

Heavy Punch
This move is a regular punch, but takes off uppercut damage. The easiest way to do this is to do the air jab, except punch early. Try to time it so that their foot hits your punch just as you are bringing your arm back in. This can also happen during close fighting when you are punching your opponent. This is not a 'legit' move, more like a computer glitch that tricks it into taking away more health.

Jump Kick
Jump and HIGH KICK or LOW KICK the opponent. This is one of the most powerful moves in the game, especially against the computer. The hitting area of the jump kick varies from fighter to fighter. The best kickers are Baraka and Shang Tsung. When fighting the computer, the best time to kick is early. Most often the computer will keep walking towards you and get hit. When fighting a human, the best time to kick is late. This will ensure an accurate hit that is harder to retaliate against. The focal point of the jump kick is the foot, so try to place your foot as close to your target as possible. The lower the jump kick, the easier the combo.

Jump Punch
Jump and HIGH PUNCH or LOW PUNCH the opponent. This is pretty much the same as the jump kick but takes off less damage and leaves you more vulnerable. It also does not knock the opponent down.

Hop Kick
Jump and kick the opponent on your way up. This can be used to counter a jumping opponent, or as part of a combo. Also good for kicking a standing opponent in the face.

Hop Punch
Jump and punch the opponent on your way up. This is pretty much the same as the hop kick but takes off less damage and leaves you more vulnerable. Heard this before?

Turn Around Kick
Jump over your opponent and kick them after you turn around, but before you hit the ground. Harder to retaliate against than a normal jump kick, and makes some combos easier.

To block against an attack: BLOCK or down or down + BLOCK

To block against the throw: down + back or down + back + BLOCK


See the reviews for...


[Prev Page] [Next Page] [FAQ Top]

Original text form written by Paul McElroy.
HTML conversion (and new stuff) by Daryle Walker.