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MORTAL KOMBAT 4
STRATEGY GUIDE

(Ok, this was taken directly from the January 98 issue of Tips & Tricks magazine. Yes, It is reproduced without permission, and No, it's not wise to do such, because I could get sued, but this info is too good not to pass around…)

MORTAL KOMBAT 4
Revision 2
By Jason Wilson

Five years after the realm of Mortal Kombat opened, a new menace has threatened the Outworld. The warrior Shinnok, banished to the netherealm after his defeat at the hands of Raiden thousands of years ago, had managed to resurface once again after Shao Kahn's defeat.
With Mortal Kombat 4, Midway has attempted to stake its claim in the land of polygonal fighting games. With its powerful new hardware - aptly titled "Zeus" - and the impressive extensions of gameplay and depth, the game has turned the heads of many a Tekken 3 fan while keeping loyal Mortal Kombat freaks happy. Players who begged and pleaded for the deletion of "dial-a-combos" and a return to the mysterious environments of Mortal Kombat II have been rewarded graciously. The graphics are stunning, the gameplay is revamped and - importantly - the average player can have an opportunity to really play the game and not be thwarted by the opposition in less than ten seconds. The addition of weapons, 3-D movement and an enhanced combo system all let players know that there's more to Mortal Kombat than just a bunch of grisly "fatalities."


TABLE OF CONTENTS:

Combo Initiators
Character Balance
Combo System
Weapons
Two Styles of Play
Blocking and Blocking Throws
Juggles
Advanced Techniques to Avoid and Counter "Cheap" Throws
Kombat Kodes
Character Strategies
Surprise Moves
Air Kicking Strategy
Standing Low Kick
Universal Combos
Standard Moves for All Characters

CHARACTERS:

Liu Kang
Scorpion
Raiden
Sonya
Sub-Zero
Shinnok
Jax
Jarek
Reiko
Tanya
Kai
Johnny Cage
Quan Chi
Fujin
Reptile


COMBO INITIATORS

Combos can be started just as they were in Ultimate Mortal Kombat 3: Jump in with a High Punch, then follow with any standard connecting combo. (Example: Jump in with High Punch, then High Kick, then a special move immediately afterwards.) You can also start a jump-in combo with either Kick button, but is must be done while you are jumping straight up and your opponent is directly below you.

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CHARACTER BALANCE

No more dominating Human Smoke and Ermac! MK4 is well balanced with not too many weaknesses for the lower-rated characters versus the higher-rated ones.
1st Tier - Tournament Caliber
Sub-Zero, Sonya, Tanya, Jarek

2nd Tier - Well-Balanced
Liu Kang, Fujin, Raiden, Scorpion, Quan Chi, Reiko

3rd Tier - Almost There
Shinnok, Kai, Jax, Reptile, Johnny Cage

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COMBO SYSTEM

Revised to be slightly more skill-oriented than in previous Mortal Kombat games, there is now a standard combo system that is applicable to all the characters. For example, when close to the opponent, press High Kick into a High Punch while holding the joystick in the Down position. This will "pop up" the opponent for maximum juggling purposes; you can also try the standard High Punch to High Kick to a special move. In early revisions of the game, multi-hit combos were so damaging that the designers were forced to halt the damage allowed after the first hit that passes approximately 40%. A listing of universal combos for all the characters is explained further along in these pages.

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WEAPONS

Weapons hold the key to defeating your opponent. Period. They have more damaging effects than any special move in the game, yet they are often ignored. When drawn, the weapon can be used for highly efficient combinations and great damage…or as an annoying keep-away tactic to confuse the opponent into making constant mistakes. To pick up a dropped weapon, stand directly over it, press Down on the joystick and the Run button simultaneously. To throw a weapon at your opponent, simply execute the same command that your character uses to draw his or her weapon. (Example: To pull out Sonya's Blade Wheel weapon, press Forward, Forward + Low Kick. When the weapon is in her hand, press Forward, Forward + Low Kick to throw it.)

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TWO STYLES OF PLAY

Most Mortal Kombat 4 players can be easily divided into two categories: The "turtlers" who wait to counter each of their opponent's attacks and the aggressors who incorporate ruthless attacking methods. To maximize your effectiveness as a player - especially against human opponents - try to avoid falling into either of these catagories. The more you "mix it up," the less your opponents will be able to predict what's coming up next.

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BLOCKING AND BLOCKING THROWS

To block high, simply hold the Block button. To block low, hold the joystick Down while holding Block. To block throws, hold the joystick in the defensive crouch position (down/back) on the joystick while holding Block.

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JUGGLES

As in previous Mortal Kombat games, you can juggle your opponent in the air by opening with High Punch and connecting with a special move afterwards, or you can try a jump kick. Combos like these will be explained in further detail in the strategy section for each particular character.

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ADVANCED TECHNIQUES TO AVOID AND COUNTER "CHEAP" THROWS

If you know a highly-skilled player who has already mastered the technique used to avoid being thrown, he or she probably has a tendency to tap at your energy with a crouching Low Kick while holding down/back on the joystick when you attempt a throw. You can counter this by using the limb breaker move that's universal to each character: Just press Low Kick when close to your opponent!

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KOMBAT KODES

Introduced in Mortal Kombat 3, these codes give you special options during two-player matches. Use the Low Punch, Block and Low Kick buttons on both sides of the machine to change the symbols in the six boxes at the bottom of the screen. The numbers in the chart below represent the number of times you need to press each button, in order from left to right. For example, to activate the "Throwing Disabled" code (100-100) both players should press the Low Punch button one time. As in Mortal Kombat 3, you can advance through the symbols in reverse order by holding Up on the joystick, but be aware that there are only seven symbols this time (from zero to six). So if you want to enter the number "6", hold Up and press the corresponding button only once.
123-123 - No Power (both players start the match without energy)
012-012 - Noob Saibot Mode
020-020 - Red Rain (when playing on the mountaintop stage, the rain will be blood-red)
050-050 - Explosive Kombat (the character that loses will explode into a pile of body parts when the round ends)
002-002 - Weapons for both players are drawn and can not be knocked out of either players hands
100-100 - Throwing disabled
111-111 - Free Weapon (a random weapon falls from the sky)
222-222 - Random Weapon (start with Random Weapon)
333-333 - Randper Kombat (both players randomly morph into other characters during the match)
444-444 - Match begins with both players' weapons drawn
555-555 - Many weapons are spread throughout the playfield
666-666 - Silent Kombat (no music, only sound effects)

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CHARACTER STRATEGIES

If you follow our tips for each character, you should have an edge over the resident "turtlers" Scorpion and Sub-Zero. This strategy guide takes the perspective that each game is played as a "no-holds-barred" match-up. Throws, multi-throws, constant ice cloning, you name it - we'll tell you what you need to know.

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SURPRISE MOVES

It is possible to throw projectiles and weapons from a ducking position to startle your opponent when they least expect it. For instance, if Liu Kang's opponent jumps in late and you are unable to uppercut him, you can throw a standing Fireball while holding the joystick Down: Simply push the joystick twice in the down/forward position and press High Punch; the fireball will hit your opponent right in the face. This works with most special moves, including moves that require you to push Back twice, or even Forward and Down.

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AIR KICKING STRATEGY

For the first time, jumping in the air with High Kick and Low Kick are not the same. The jumping Low Kick is more or a downward kick, which is extraordinary for stopping uppercut and juggle attempts. This also varies during cross-up kicks, which can be registered so late that the opponent will almost be kicked in the knee, giving him no time to block whatsoever.

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STANDING LOW KICK

Most characters have a long-range standing Low Kick which does moderate damage. This works well for attackers that attempt to throw you, perform a combo or perform a special move near you. Surprisingly, one of the few aspects of this game that people tend to take for granted is the array of standard moves; these may end up being the key to winning a great percentage of matches.

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UNIVERSAL COMBOS

High Punch, High Kick, Down + High Punch
High Punch, High Kick, High Kick into a special move
High Punch, High Kick, Back + High Kick
High Punch, High Kick, Low Kick into a special move
High Punch, High Kick, High Kick then immediately draw your character's weapon (For example, with Sonya: High Punch, High Kick, High Kick, Forward, Forward + Low Kick)

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STANDARD MOVES FOR ALL CHARACTERS

Uppercut - Down + High Punch
Sweep - Back + Low Kick
Roundhouse - Back + High Kick
Throw - Low Punch when close to the opponent
Limb Breaker - Low Kick when close to the opponent
Pick Up Weapon/Throw Objects - Down + Run when the weapon, rock or skull is directly below
3-D Movement/Dodge Projectiles (toward the background) - Run, Run
3-D Movement/Dodge Projectiles (away from the background) - Hold Down and press Run, Run

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CHARACTERS:

LIU KANG

Kang's moves have not changed since Mortal Kombat II. Quite frankly, he doesn't need a makeover. Ticking at the opponents energy with air and low fireballs while charging for the bicycle kick is a great way to annoy the opponent. Impatience is the key for success using him, as opponents tend to become wary and jump at you - while being hit for damage, which makes them even more frustrated. Kang is best played away from the opponent while steadily throwing numerous fireballs. Distancing is the key. If you are too close while ticking away with air fireballs, you will be countered and suffer great damage. Kang's sword is useful, but should not be his top priority.

MOVES

Alternate Costume: At the character-select screen, hold START and press Block + High Kick + Low Kick
Draw Weapon/Throw Weapon - Back, Forward + Low Kick
Fireball - Forward, Forward + High Punch (can also be done in the air)
Low Fireball - Forward, Forward + Low Punch
Flying Kick - Forward, Forward + High Kick

Bicycle Kick - Hold Low Kick for three seconds, then release
Fatality -Hold High Kick + Low Kick, press Forward, Forward, Forward, Down + Block (just outside of sweep distance)
Stage Fatality - Forward, Forward, Back + Low Punch

COMBOS

# 1. Jump in with High Punch, High Kick, Down + High Punch, Run forward, two standing High Punches, jump in air with High Kick, connect with Air Fireball.

# 2. While holding Low Kick, press High Punch, High Kick, down + High Punch. Run forward, two standing High Punches, release Low Kick so the Bicycle Kick connects, then connect with a Flying Kick. If the opponent is in the corner after the Bicycle Kick, do one more standing High Punch into the Flying Kick, then sweep the opponent when he lands.

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SCORPION

The classic spear-hurling, teleporting, masked yellow ninja appears once again to wreak havoc on the kombatants. Scorpion's combos have been strengthened, placing him in the top tier of the warriors. His standing High Kick is the best in the game for knocking opponents out of the air, and his teleport combos are easy to do, making him key for novices.

MOVES

Alternate Costume: At the character-select screen, hold START and press High Punch + Block + High Kick
Draw Weapon/Throw Weapon - Forward, Forward + High Kick
Spear - Back, Back + Low Punch
Flame Breath - Down, Forward + Low Punch
Air Throw - Press Block near opponent in mid-air
Teleport Punch - Down, Back + High Punch
Fatality - Back, Forward, Forward, Back + Block (at sweep distance)
Stage Fatality - Forward, Forward, Down, Down, + Low Kick

COMBOS

# 1. Jump in with High Punch, High Kick, High Kick. Spear, High Punch, High Kick, High Kick, then draw weapon.

# 2. Juggle with High Punch, Teleport, Spear, High Punch, High Kick, Down + High Punch, jump in air, Kick, then Air Throw

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RAIDEN

The thunder god makes his triumphant return. In earlier revisions, Raiden was much faster and you were able to teleport while blocking. This is not the case anymore. Raiden's combos have been toned down, yet he can still hold his own against any other fighter. The Torpedo can be done in the air and can connect for an easy two-hit combo if any Kick connects. Use the teleport to warp behind your opponent and attempt a throw; use the torpedo to get out of sticky situations via the air.

MOVES

Alternate Costume: At the character-select screen, hold START and press Low Punch + Block + High Kick
Draw Weapon/Throw Weapon - Forward, Back + High Punch
Torpedo - Forward, Forward, Low Kick (can also be done in the air)
Teleport - Down, Up quickly
Electric Spark - Down, Back, Low Punch
Fatality - Forward, Back, Up, Up + High Kick (in close)
Stage Fatality - Down, Forward, Back + Block

COMBOS

# 1. With weapon drawn, Back + High Punch, Back + High Punch, Torpedo

# 2. High Punch, High Kick, Down + High Punch, Run forward and juggle with two standing High Punches, then jump up with High Kick, then an Air Torpedo.

# 3. Jump in with High Punch, High Kick, Down + High Punch, walk forward and perform one standing Low Punch, then jump up with High Kick, then an Air Torpedo.

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SONYA

Sonya is still one of the most attractive fighting-game characters around; she now sports a hat when fighting her foes. Her speed is still intact, along with her top-priority Vertical Bike Kick and annoying Leg Grab. She was the queen of sweep kicking in Ultimate Mortal Kombat 3, and even though the speed of her sweep has been toned down for MK4, Sonya can still avoid any cross-up with her heavenly feet.

MOVES

Alternate Costume: At the character-select screen, hold START and press High Punch + Low Kick + Run
Draw Weapon/Throw Weapon - Forward, Forward + Low Kick
Fireball - Down, Forward + Low Punch
Square Wave Punch - Forward, Back + High Punch
Air Throw - Press Block near opponent in mid-air
Leg Grab - Hold Down, press Low Punch and Block
Vertical Bicycle Kick - Back, Back Down + High Kick
Front Flip Kick - Back, Down, Forward + Low Kick
Fatality - Down, Down, Down, Up + Run (within sweep distance)
Stage Fatality -Down, Down, Back, Back + High Kick

COMBOS

# 1. Jump in with High Punch, High Kick, Down + High Punch, Front Flip Kick, jump up with High Kick, Air Throw, Leg Grab

# 2. High Punch, High Kick, Down + High Punch, walk forward and perform two standing High Punches, Square Wave Punch

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SUB-ZERO

Man, his Ice clone is SO POWERFUL! Because of Subby's insane combos and extreme turtling power, the object of the game is to defeat players that use him, because he is the most popular character chosen. Sub-Zero's weapon can actually freeze his opponent, which gives him a total of THREE "stun" moves - simply overpowering. If you have your weapon drawn with Sub-Zero and are near an opponent who is throwing projectiles, dodge quickly off the screen, the hold Back and press Low Punch to freeze without having to anticipate. Not only is having this weapon drawn to your advantage, it also gives Sub-Zero the ability to perform some obscene combinations. Never play aggressively with Sub-Zero; he has no reason to. You must let the opponent come to you by performing numerous Ice Clones and waiting. This may sound boring, but the key is to make your opponent restless and force him or her to attack.

MOVES

Alternate Costume: At the character-select screen, hold START and press High Punch + Block + Run
Draw Weapon/Throw Weapon - Down, Forward + High Kick
Ice Blast - Down, Forward + Low Punch
Ice Clone - Down, Back + Low Punch (can also be performed in the air)
Slide - Hold Back and press Low Punch + Block + Low Kick simultaneously
Fatality - Forward, Back, Forward, Down + High Punch + Block + Run simultaneously

COMBOS

# 1. With weapon drawn, Press Back and High Punch, then Back and Low Punch just before the opponent lands to freeze him, then jump up with High Kick, hold Down and press High Punch, jump in the air with High Kick, then use the Slide before your opponent reaches the floor.

# 2. Freeze your opponent, the jump up with the High Punch combo initiator and Freeze again, then press High Punch, High Kick, Down + High Punch, then Run up to your opponent and uppercut him (Down + High Punch) before he lands.

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SHINNOK

Whatever happened to Shang Tsung? Please welcome Shinnok to the realm of Mortal Kombat warriors. Where Shang Tsung would assume the form of other characters and use their special moves, Shinnok can "impersonate" any character, using his or her moves without changing shape. Still, it just seems odd that a regular character can be as unformidable as a "boss" archetype, but wage major damage as a challenger in two-player matches.

MOVES

Alternate Costume: At the character-select screen, hold START and press High Punch + Block + Low Punch
Draw Weapon/Throw Weapon - Back, Forward + Low Punch
Impersonate Jarek - Back, Back + Low Kick
Impersonate Kai - Forward, Forward + Low Kick
Impersonate Sub-Zero - Down, Back + Low Punch
Impersonate Scorpion - Forward, Back + Low Punch
Impersonate Quan Chi - Back, Forward, Back, Forward + Low Kick
Impersonate Reiko - Back, Back, Back + Block
Impersonate Liu Kang - Back, Back, Forward + High Kick
Impersonate Sonya - Forward, Down, Forward + High Punch
Impersonate Tanya - Back, Forward, Down + Block
Impersonate Johnny Cage - Down, Down + High Punch
Impersonate Fujin - Forward, Forward, Back + High Kick
Impersonate Raiden - Down, Forward, Forward + High Punch
Impersonate Reptile - Back, Back, Forward + Block
Impersonate Jax - Forward, Down, Forward + High Kick
Fatality - Down, Back, Forward, Down + Run
Stage Fatality - Down, Down, Forward + High Kick

COMBO

# 1. Jump in with High Punch, then High Kick, Down + High Punch, then Run forward for two standing High Punches, then jump up with High Kick.

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JAX

The big man's Multi-Slam is the most difficult move in the game! Here's a detailed explanation of the easiest way to pull it off:
1) Get close to your enemy and press Low Punch to initiate a throw.
2) Before your opponent hits the ground, release Low Punch and hold Run + Block + High Kick.
3) Immediately after the first slam, release all three buttons and hold High Punch + Low Punch + Low Kick before the second slam.
4) Immediately after the second slam, release Low Punch and hold High Punch + Block + Low Kick before the third slam.
5) Immediately after the third slam, release Block and hold High Punch + Low Punch + High Kick + Low Kick before the fourth slam. The fifth slam will come out automatically.

MOVES

Alternate Costume: At the character-select screen, hold START and press Low Punch + Block + Run simultaneously.
Draw Weapon/Throw Weapon - Back, Down, Forward + High Punch
Earthquake - Forward, Forward, Down + Low Kick
Backbreaker - Press Block near opponent in mid-air
Dash Punch -Down, Back + Low Punch
Fireball - Down, Forward + Low Punch
Multi-Slam - In close, press Low Punch to throw, then Run + Block + High Kick, then High Punch + Low Punch + Low Kick, then High Punch + Block + Low Kick, then High Punch + Low Punch + High Kick + Low Kick
Stage Fatality - Forward, Forward, Back + Low Kick

COMBOS

# 1. Jump in with High Punch, High Kick, High Kick, then draw weapon.

# 2. Jump in with High Punch, High Kick, Down + High Punch, Run forward, juggle once with a standing High Punch, jump up with High Kick, go into the Backbreaker, then an Earthquake when you land.

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JAREK

Hey, it's Kano! Or is it a pirate pretending to be him? At any rate, with his weapon strength, speed and Cannonball (which needs no charging) Jarek can be a very difficult opponent. His strength lies in the Cannonball - but it can be a weakness as well. At a whim, Jarek can bowl you over without warning. However, if the Cannonball is blocked, Jarek becomes extremely vulnerable to high-damage combos. Playing an expert Jarek player is almost as frustrating as playing an Ice Clone-obsessed Sub-Zero. His Blade can smack you up, then smack you down. If that doesn't suffice, he can do his Ground Shaker afterwards for ridiculous damage. Never take a Jarek player lightly; he or she can beat you in many ways.

MOVES

Alternate Costume: At the character-select screen, hold START and press High Punch + High Kick + Run
Draw Weapon/Throw Weapon - Forward, Forward + High Punch
Cannonball - Back, Forward + Low Kick
Projectile -Down, Back + Low Punch
Ground Shaker - Back, Down, Back + High Kick
Vertical Cannonball - Forward, Down, Forward + High Punch
Fatality -Forward, Back, Forward, Forward + Low Kick (one step away)
Stage Fatality - Forward, Down, Forward + High Kick

COMBOS

# 1. With weapon drawn, do a standing High Punch, then Low Punch, then a Ground Shaker.

# 2. High Punch, High Kick, Down and High Punch. Run forward, juggle twice with two standing High Punches, Vertical Cannonball.

# 3. High Punch, High Kick, High Kick, Cannonball.

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REIKO

Reiko literally stole Noob Saibot's teleport suplex and also has a 3-D warp that allows Reiko to appear behind you, not unlike Akuma from the Street Fighter series. Reiko's kicks have incredible air priority, making him the most difficult kombatant to juggle or knock out of the air. His combos many not damage as much, but when connected, the amount of hits - especially with his Flip Kick - can be phenomenal.

MOVES

Alternate Costume: At the character-select screen, hold START and press High Punch + Low Kick + Run
Draw Weapon/Throw Weapon - Forward, Down, Back + High Punch
Teleport Slam - Down, Up + Block (can also be done in the air)
Teleport Behind - Forward, Back + Low Kick
Ninja Stars - Down, Forward + Low Punch
Flip Kick - Back, Down, Forward + High Kick
Fatality - Forward, Down, Forward + Low Punch + Block + High Kick + Low Kick

COMBOS

# 1. High Punch, High Kick, High Kick, then draw weapon.

# 2. Jump in with High Punch, High Kick, Down + High Punch, walk forward and do one standing High Punch, then a Flip Kick, walk forward and do another standing High Punch, jump up with a High Kick, then Teleport Slam while in the air.

# 3. Juggle the opponent with two standing High Punches, jump up with High Kick, then Teleport Slam while still in the air.

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TANYA

This new wonder woman has the speed and combo ability to make us wish we were facing Mileena instead. Tanya's annoying Air Fireball hits at an angle; it's usually best directed right at the opponent's feet. Since her moves are so quick, Tanya's agility lies in well-timed Corkscrew Kicks to start her standard juggling procedures. Never use her Splits Kick unless in a combo; Tanya is susceptible to danger because of the lag afterwards. Quick standing Fireballs from afar will push the opponent back, forcing him or her to try long-range attacks; defensively, Tanya is best at countering almost any type.

MOVES

Alternate Costume: At the character-select screen, hold START and press Low Punch + High Kick + Low Kick
Draw Weapon/Throw Weapon - Forward, Forward + High Kick
Fireball - Down, Forward + High Punch
Air Fireball - Down, Back + Low Punch (can only be done in the air)
Splits Kick - Forward, Down, Back + Low Kick
Corkscrew Kick - Forward, Forward + Low Kick
Fatality - Down, Down, Up, Down + Block + High Punch simultaneously

COMBOS

# 1. High Punch, High Kick, Down + High Punch, a standing High Punch, Corkscrew Kick, Back + Low Kick

# 2. Jump in with High Punch, High Kick, Down + High Punch, a standing High Punch, Corkscrew Kick, Splits Kick

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KAI

If only players outside of Chicago (where the game was tested) had seen the earlier revisions, they would understand when I say that Kai has been toned down CONSIDERABLY since the first tiem Mortal Kombat 4 hit the streets in the beginning of August. The element of surprise is still intact with Kai's Rising and Falling Fireballs, along with the numerous moves after starting his Handstand. Yet Kai's combos don't do nearly as much damage as they used to and his special moves have become very easy to avoid. Kai's breaker move (Low Kick in close) is second only to Shinnok's body stomp breaker in damage.

MOVES

Alternate Costume: At the character-select screen, hold START and press High Punch + Block + Low Kick
Draw Weapon/Throw Weapon - Down, Back + Low Punch
Rising Fireball -Forward, Forward + Low Punch (can also be done in the air)
Falling Fireball - Back, Back + High Punch
Turbo Air Fist - Down, Forward + High Punch
Handstand -Block + Low Kick (press Block to stand up)
Spin - Hold Low Punch during handstand
Stage Fatality - Forward, Forward, Down + Block

COMBOS

# 1. Jump in with High Punch, High Kick, Down + High Punch, walk forward and do two standing High Punches, then a Turbo Air Fist.

# 2. Jump in with High Punch, High Kick, Down + High Punch, Rising Fireball, standing High Punch, Turbo Air Fist.

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JOHNNY CAGE

Hollywood's favorite movie actor is back! Cage can be pretty tenacious for such a mediocre character. His Ball Breaker is back, but it's slower than ever. His High and Low Fireballs are decent enough to generate some form of offensive attack, but Cage does not have the combo ability or "stun" attacks he'd need to survive at the top. Shock your opponent by ducking, then pushing Back, Forward + Low Kick for a surprise Shadow Kick!

MOVES

Alternate Costume: At the character-select screen, hold START and press Run + Low Punch + Low Kick
Draw Weapon/Throw Weapon - Forward, Down, Forward + Low Kick
High Fireball - Down, Forward + High Punch
Low Fireball - Down, Back + Low Punch
Shadow Uppercut - Back, Down, Back + High Punch
Shadow Kick - Back, Forward + Low Kick
Ball Breaker - Block + Low Punch simultaneously
Fatality - Forward, Back, Down, Down + High Kick
Stage Fatality - Down, Down, Forward, Forward + High Kick

COMBOS

# 1. Jump in with High Punch, High Kick, Down + High Punch, walk forward and do two standing High Punches, then a Shadow Uppercut

# 2. High Punch, High Kick, High Kick, draw weapon

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QUAN CHI

Shinnok's evil henchman - the main villain in Mortal Kombat Mythologies: Sub-Zero - makes his presence known in Mortal Kombat 4. Don't be fooled by Quan Chi's tennis-ball head; he can play with anyone in the game. His Telestomp is great for constant jumping opponents and his Skull Fireball is keen for pushing them away while taking off considerable blocked damage. His combos are high-damage and low-risk, making Quan Chi a very safe, efficient choice.

MOVES

Alternate Costume: At the character-select screen, hold START and press High Punch + High Kick + Run
Draw Weapon/Throw Weapon - Down, Back + High Kick
Skull Fireball - Forward, Forward + High Punch
Telestomp - Forward, Down + Low Kick
Dash Kick - Forward, Forward + High Kick
Air Throw - Press Block near opponent in mid-air
Steal Opponent's Weapon - Forward, Back + High Punch
Stage Fatality - Forward, Forward, Down + High Punch

COMBO

# 1. Jump in with High Punch, High Kick, Down + High Punch, Run forward and do two standing High Punches, then a Telestomp.

# 2. High Punch, High Kick, High Kick, Kali Dagger

# 3. Jump in with High Punch, High Kick, Down + High Punch, one standing High Punch, jump up with High Kick, Air Throw.

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FUJIN

It's very safe to assume that Fujin's most effective method of attack is similar to that of Kung Lao. From the Air Dive Kick to the Whirlwind Spin, Kung Lao's spirit is present. Fujin's Crossbow is the only weapon with projectiles that can go in three directions. This is highly effective when someone is close to you (quick recovery time) or afar. Fujin's Levitate move allows Ermac-like combos. However, Fujin becomes very vulnerable to grave damage if the Levitate misses.

MOVES

Alternate Costume: At the character-select screen, hold START and press High Punch + Low Punch + High Kick
Draw Weapon/Throw Weapon - Back, Back + Low Punch
Whirlwind Spin - Forward, Down + Low Punch (hold Low Punch)
Levitate - Forward, Down, Forward + High Punch
Slam - During Levitate, Back, Forward, Down + Low Kick
Super Knee - Down, Forward + High Kick
Air Dive Kick - Jump, then Down + Low Kick (this can only be performed in the air)
Fatality - Run + Block, Run + Block, Run + Block, Run + Block (sweep distance)
Stage Fatality - Down, Down, Down + High Kick

COMBOS

# 1. Levitate, Slam, standing High Punch, jump up with High Kick, purposely do an Air Dive Kick that misses, then Down + High Punch to Uppercut your opponent before he hits the floor.

# 2. High Punch, High Kick, High Kick, Super Knee

# 3. High Punch, High Kick, Down + High Punch, Run forward and do two standing High Punches, Super Knee

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REPTILE

Kudos to Midway for taking his mask off! No longer a generic Ninja, Reptile has his own face. His ability to turn invisible has always tortured the opposition. Just added is a very quick "Super Krawl" that trips up opponents, leaving them open for certain juggle combo disasters. Reptile's Dashing Punch is great at the end of combos…and that's about it. The Acid Bubbles are difficult to jump over, yet Reptile telegraphs this move so much that alery players will catch on very quickly. The standing Low Kick works well versus anyone and can also be a great diversion in style of gameplay.

MOVES

Alternate Costume: At the character-select screen, hold START and press Low Punch + Block + Low Kick
Draw Weapon/Throw Weapon - Back, Back + Low Kick
Acid Bubbles - Down, Forward + High Punch
Invisibility - Block + High Kick simultaneously (press again to reappear)
Dashing Punch - Back, Forward + Low Punch
Super Krawl - Back, Forward + Low Kick
Fatality - Hold all four Punch and Kick buttons, then press Up (in close)
Stage Fatality - Down, Forward, Forward + Low Punch

COMBOS

# 1. Jump in with High Punch, High Kick, Down + High Punch, walk forward and do two standing High Punches, then a Dashing Punch.

# 2. Down + High Kick, Super Krawl, Run forward and perform one standing Low Punch, then a Dashing Punch.

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