A following guide, entitled Mortal Kombat special moves and combos, lists all special moves, combos and fatalities for each character in PS3 version of this game. Additionally we've added complex combos for each character, so you can squeeze everything out of him (or her) during your fights. Complex combos don't use enhanced special moves and don't have to be performed with your opponent nailed down to the wall, so you can perform them anytime during the fight and strengthen them when you want.
Robert "ochtywzyciu" Frac ()
A combo is a sequence of moves, which cannot be blocked during its duration. If the attack which starts combo will hit an opponent and won't be blocked, then your opponent won't be able to block further attacks until the end of a sequence of moves. Combo can be interrupted only with a "Breaker".
Basic combos are short sequences of moves contracting in the chain of attacks. These are defined in the game mechanics.
Complex combos are moves combined into one long chain of attacks: combos, special moves and basic moves. Such combos typically are more difficult than basic ones but also inflict more damage to your opponent.
Juggle means moves or combos which juggle your opponent out of the air. A time after he is able to get back to the fight (and start blocking your attacks) is long enough to approach to him and perform further attacks.
Left and right arrows - all moves in this guide are given for a character standing on the left side, so "the right arrow" means Forward and "the left arrow" means Back.
"+" between two buttons indicates that you have to press them in the same time, in any other case you have to press them one after another.
Low means a move to be blocked when you crouch.
Mid means a move to be blocked while you stand.
High means a move to be blocked while you stand or crouch.
Numbers at the end of each combo mean a percent of a damage this sequence of moves inflicts.
A Fatality is performed on a defeated, wagging opponent, after the hailing "Finish Him!" A sequence of keys responsible for given fatality should be performed in the correct order and distance from your opponent. A sequence of keys needed for the first fatality is known from the beginning. To unlock other fatalities you have to perform proper actions or use at least once a new, so far unknown fatality. There are three kinds of finishing moves in Mortal Kombat, which can be divided into 5 categories:
Basic Fatality is available for each character. A combination of moves needed to perform it is given and you don't have to unlock it.
Secret Fatality is available for each character. You perform it same as a Basic Fatality but a sequence of keys is not given to you.
Klassic Fatality is available only for Scorpion, Sub-Zero and Reptile. In order to perform it you have to win a fight having one of these three as your character, wearing a classic costume.
Stage Fatality is available for each character. Its animation and a distance from your opponent are closely related to the arena where the fight takes place. Usually it is performed near to an opponent. Arenas where you can perform Stage Fatality are: Chamber of the Flame, Hell, Subway, The Dead Pool, The Living Forest, The Pit, The Street.
Babality is available for each character and its animation depends on an opponent. In order to perform it during the fight you can't block opponent's attack. Babality is performed away from the opponent - it is best to perform it on the jumping distance and two more steps back, but usually jumping distance is enough.
There are three different hit regions in Mortal Kombat, significant for a combat system. An animation of some moves may indicate a completely different region that it looks, but more important is how they are classified.
Low attacks - briefly called Low in this guide. They hit lower parts of the opponent's body and are blocked while crouching.
High attacks - briefly called High in this guide. They hit upper parts of the opponent's body and are blocked in any position. Some attacks on High won't hit a crouching character.
Mid attacks - briefly called Mid in this guide. They hit between low and high attacks. They are blocked while standing.
There are two types of attacks, which do not affect hit regions, because block has no affect on them. These are throws and blows which can't be blocked.
Sweep - it is a blow on Low, performed by simultaneously pressing Circle and Back. It inflicts average damage and knocks opponent to the ground.
Uppercut - it is a blow on High, performed by simultaneously pressing Triangle and Down. It inflicts heavy damage and throws the opponent into the air. Can't do any move until he falls down.
Diagonal Jump Punch - it is a blow on High, performed by pressing Triangle or Square during a diagonal jump. Such a blow has a small range and inflicts little damage, but when you hit a standing opponent it could be a start of a combo.
Diagonal Jump Kick - it is a blow on High, performed by pressing Circle or X during a diagonal jump. Such an attack has a good range, inflicts average damage and knocks your opponent back.
Neutral Jump Punch - it is a blow on Mid, performed by pressing Triangle or Square during a neutral jump. If it hits your opponent will be juggled, which makes an opportunity for starting a combo.
Neutral Jump Kick - it is a blow on Mid, performed by pressing Circle or X during a neutral jump. Such an attack inflicts little damage and knocks your opponent back.
Basic throw/grab - this blow ignores block. It is performed by pressing R1 (after the throw your opponent will be behind you) or by simultaneously pressing R1 and Forward (after the throw your opponent will stay in front of you). An away throw (R1) can be interrupted by pressing Square or X, and a toward throw (R1 and Forward) can be interrupted by pressing Triangle or Circle, but this must be done right after beginning the throw.
Dash - moves you character faster forwards/backwards. It is performed by double pressing the direction key.
There is an energy bar in the bottom part of the screen, divided into three segments. It is used for enhanced special moves, a Breaker, an X-Ray move and Tag-Team in a 2 players mode. The energy is built for performing special moves, being hit by an opponent and blocking attacks.
Enhancing special moves - you can perform it by simultaneously pressing R2 and a last key from a sequence for proper special move. If you do it correctly your character will flare and your special move will be enhanced. Such action consumes one segment of Super Meter.
A Breaker is a special kind of block, which is used for breaking a combo performed by your opponent. It is performed by simultaneously pressing R2 and Forward (towards an enemy). A Breaker consumes two segments of Super Meter.
X-Ray is a very strong and spectacular attack, which takes off more than 30% of opponent's life bar. It consumes three segments of Super Meter.
Blade Charge is a strong blow of medium range. It acts very well as a combo finishing blow.
Chop Chop is a Baraka's strongest special move. It should be used as a combo finishing blow but its very short range usually doesn't allow doing this.
Blade Spin is both an offensive and defensive blow. Its main disadvantage is a short range.
A set of Baraka's moves unfortunately doesn't allow you to create longer combos. It is also his main drawback. The only consolation is fact, that most of his basic combos can be finished with special moves.
Up The Middle
Close to an opponent
Take A Spin
Start on jumping distance
Stage Fatality
Close to an opponent
Babality
Jumping distance and 2 steps backwards
Blade Charge
Attack on High
Spark
Projectile on High
Chop Chop
Attacks on High
Blade Spin
Attacks on High
Slices
3 blows on High 8
Bloody Mess
Skinned Alive
Killer Kuts
Have At It
Tarkatan Rush
3 blows on High 10
Painful Swipes
3 blows on High 12
Tricky Fury
2 blows on High and 1 on Low 10
Cut'Em Loose
2 blows on High 9
Splinter
3 blows on High 14
Cold Steel
3 blows on High 14
Tears Of Pain
Juggle, High, High, High, Mid 11
Tarkatan Push
1 blow on High and 1 on Mid 13
Horror Show
2 blows on High 13
Outworld Bash
2 blows on High 11
Tarkatan Blows
1 blow on High and 1 on Low 11
Open Wound
Juggle, Low, High, High 13
Easy Kill
Blow on Low and 2 on High 12
Doom Kicks
2 blows on High 11
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In order to unlock Cyber Sub-Zero character you have to defeat him in chapter 13 of Story Mode fighting as Kabal.
Cyber Sub-Zero has a large amount of special moves which stun an enemy, but most of them are not easy to perform effectively.
Slide is a blow suitable to finish many combos which throw opponent out of range of other blows.
Ice Ball is a classic freezing projectile. Its disadvantage is low speed and long time to perform this move. An enhanced version of Ice Ball is far faster.
Ice Bomb inflicts solid damage, freeze an opponent and can't be blocked, but also are easy to be avoided. Advanced combos who use Ice Bomb should be treated with reserve, since setting a bomb in a close combat is relatively difficult and additionally our next attack must hit an opponent.
Note: Special X-Ray attack is performed in the air.
Kold Fusion
Jumping distance
Brain Freeze
Jumping distance
Stage Fatality
Close to an opponent
Babality
Jumping distance and 2 steps backwards
Ice Ball
Stun
Ice Bomb(Close)
Stun, can't be blocked
Ice Bomb(Medium)
Stun, can't be blocked
Ice Bomb(Far)
Stun, can't be blocked
Slide
Attack on Low
Teleport
Teleport (works in the air)
Ice Parry
Defensive blow, Stun
Divekick (Close)
Works only in the air
Divekick (Far)
Works only in the air
Dual Core
Meltdown
Dry Ice
Glacier
Ice Over
Cyborg Assault
3 blows on High 10
Automation
3 blows on High 12
Drive Power
3 blows on High 13
Freezing Pain
3 blows on High 19
Cryo Bash
3 blows on High 12
Frost
2 blows on High 11
Wildcard
2 blows on High 10
Upload
2 blows on High 13
Nano Smash
Juggle, 3 blows on High 12
System Error
3 blows: High,Low,High 14
Reboot
1 blow on High and 1 on Mid 13
Blizzard
Juggle, 3 blows Low,High,High 17
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Net is a stunning blow, difficult to be avoided because of the net flying relatively high.
Buzzsaw and Reverse Kick (Ragdoll) are very interesting blows, which can be use as combo finishers. Unfortunately both are short range.
Cyrax has a similar set of bombs as Cyber Sub-Zero, however his bombs don't freeze but juggle opponents in his direction, which can be used to beat them up. Given combos which use bombs will work only if an opponent steps into them.
Anti-Air is a blow aimed at characters being in the air. It inflicts average damage.
Buzz Kill
Close to an opponent
Nothing But Net
Jumping distance
Stage Fatality
Close to an opponent
Babality
Jumping distance and 2 steps backwards
Bomb(Close)
Juggle, can't be blocked
Bomb(Medium)
Juggle, can't be blocked
Bomb(Far)
Juggle, can't be blocked
Net
Stun
Teleport
Teleport (works in the air)
Buzzsaw
Blow on High
Reverse Kick
Blow on High
Ragdoll
Blow on High and grab
Anti-Air
Opponent has to be in the air
Automaton
Number Cruncher
High Tech
Short Circuit
See Saw
2 blows on High and 1 on Mid 12
Steel Fists
3 blows on High 15
Power Plant
3 blows on High 14
Mustard
2 blows on High and 1 on Mid 18
Saw Enough
3 blows on High 16
Kombat Boots
3 blows on High 14
Cyber Beatdown
Grab/Throw 13
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The last two combos are to be used when an opponent was juggled by a bomb. Damage indicated was summed with a bomb explosion.
Force Port and Force Lift blows are well suited for connecting together short combos. Additionally Force Lift is a juggler.
Force Push is a blow which inflicts considerable damage which makes it a very good attack for finishing a combo.
Air blow Air Blast in some situations can be performed right after the basic jump blow inflicting additional damage.
Mind Over Splatter
Jumping distance
Pest Control
Jumping distance
Stage Fatality
Close to an opponent
Babality
Jumping distance and 2 steps backwards
Force Ball
Projectile on High
Air Blast
Works only in the air
Force Port
Teleport, works in the air
Froce Lift
Juggle
Hover Slam
Can't be blocked
Force Push
Blow on High
Breakdown
Brain Freeze
Mind-Blowing
Clear Your Mind
Subconscious
Lucidity
Ermac Rush
3 blows on High 10
Mysterious Mash
3 blows on High 12
Fusion
4 blows on High 17
We Win
4 blows on High 15
Nether Pain
2 blows on High 11
Psychic Strikes
2 blows on High from 7 to 16
Lost Souls
3 blows on High from 12 to 17
Relinquish
2 blows on High 11
Surrender
3 blows on High 14
Disoriented
2 blows on High 9
Controlled Chaos
1 blow on Low and 2 on High 15
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Jade has a large number of juggle blows but it is hard to make longer combos using them. If you want to use only juggle blows to combine blows sequences you must have a great sense of timing. Otherwise your opponent will avoid a part or even a whole combo you wanted to perform.
Staff Overhead is a very interesting special move, which is not only a good juggle blow but also hits on Mid. It is relatively good to start longer combos with this blow.
Special moves Shadow Kick and Staff Grab are fast short-range blows which inflict average damage. And because there are no more interesting alternatives it is good to use them as combos' finishers.
Head-A-Rang
Jumping distance and 1 step backwards
Half Mast
Close to an opponent
Stage Fatality
Close to an opponent
Babality
Jumping distance and 2 steps backwards
Boomerang
Projectile on High
Boomerang Up
Projectile over an opponent
Boomerang Down
Projectile on Low
Shadow Kick
Blow on High
Shadow Flash
Immune to projectiles
Staff Overhead
Juggle, Blow on Mid
Staff Grab
Blow on High
Untamable
Pole Pain
After You
Likewise
Edenian Tag
Distrust
Pole Check
3 blows on High 10
Jade Charge
4 blows on High 15
Bad Girl
3 blows on High 14
Edenian Rush
3 blows on High 14
Betrayal
3 blows High, Low, High 16
Assassin Strike
2 blows on High 11
Polecat
2 blows on High 13
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Long combos are not Jax's strong point because he has no blows which combine combos or special moves.
Ground Pound is made for starting sequences of blows because it is a juggle and can't be blocked. The only way to avoid it is to stay in the air, but this is quite risky because of Jax's grabs.
A special move, Dash Punch, doubles its damage after it is enhanced. It is also well suited for finishing combos.
Smash And Grab
Close to an opponent
Three Points!
Start on jumping distance
Stage Fatality
Close to an opponent
Babality
Jumping distance and 2 steps backwards
Energy Wave
Projectile on High
Dash Punch
Blow on High
Ground Pound(close)
Juggle, can't be blocked
Ground Pound(med)
Juggle, can't be blocked
Ground Pound(far)
Juggle, can't be blocked
Gotcha Grab
Grab
Air Gotcha Grab
Grabs an opponent in the air
Overhead Smash
Blow on Mid
Back Breaker
Grab in the air
Majority Rules
Outranked
Major Muscle
Alloy-Over You
Briggs Da Noise
Major Force
3 blows on High 17
Boot Kamp
3 blows High, Mid, High 15
Active Duty
2 blows on High 9
Field Grade
2 blows on High 9
Chain Of Command
3 blows High, Mid, High 15
Advence Force
3 blows Low, High, High 14
Code Of Conduct
3 blows Low, High, Low 14
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Nut Punch is a strong blow but its very limited range doesn't allow finishing most of combos with it.
Shadow Kick is a quick attack with a rather large range. It is well suited to finish combos in which opponent is knocked back.
Flipkick is a blow halfway between Nut Punch and Shadow Kick. It is easy to hit opponents in the air with it. This blow works like juggle but a delay after it doesn't allow starting a combo.
X-Ray attack is a blow which parries opponent's attack. If Johnny Cage is not hit during performing this blow, X-Ray attack won't be successful.
Heads Up!
Close to an opponent
And The Winner Is...
Start on jumping distance
Stage Fatality
Close to an opponent
Babality
Jumping distance and 2 steps backwards
Low Forceball
Projectile on High
High Forceball
High projectile on High
Flipkick
High blow on High
Shadow Kick
Blow on High
Nut Punch
Blow on High
Cliffhanger
Fade Out
Bootleg
Stunt Double
Cameo
Double Feature
Stand-In
Out Take
3 blows on High 10
Showtime
3 blows on High 12
Stand In
3 blows on High 13
Cross Cutting
3 blows on High 15
Widescreen
Juggle, 3 blows High,High, Mid 15
Director's Cut
2 blows on High 1 on Low 12
Take Two
2 blows on High 9
Money Shot
2 blows on High 11
That's The Ticket
3 blows on High 1 on Mid 16
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A small number of Kabal's special moves are compensated for their usefulness.
Nomad Dash is a very fast stun blow, suitable for combining shorter combos. Additionally it is easy to hit opponents in the air with it.
Buzzsaw is a projectile which hits on Low. It can be performed during many combos, surprising your opponents with hit in their legs.
Tornado Slam is a blow which hits on Mid. It inflicts considerable damage and suits well as a combo finishing blow.
Hook Up
Close to an opponent
It Takes Guts
Close to an opponent
Stage Fatality
Close to an opponent
Babality
Further than jumping distance
Gas Blast
Projectile, works in the air
Nomad Dash
Stun
Buzzsaw
Attack on Low
Tornado Slam
Attack on Mid
Up Next
Juggle, 3 blows on High
Your Turn
2 blows on High and 1 on Low
Partners In Crime
2 blows on High
Rebirth
2 blows on High
Last Breath
3 blows on High 10
Extermination
2 blows on High and 2 on Low 13
Mutilation
Juggle, 3 blows on High 16
Vanquish
2 blows on High 1 on Mid 15
Nomad's Fear
2 blows on High 11
Eviscerate
1 blow on High and 1 blow on Mid 15
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Special moves Ball and Up Ball are powerful blows with a fairly large range. These are the best way to finish a combo.
Choke is a blow which looks like a grab. It deals decent damage, is very fast and easy to use as a combo finisher.
Air Throw is a grab in the air. It can be use as a finisher of juggle combos. During the fight it can be combine with jump kick into a mini combo.
Heartbreak
Close to an opponent
Eat Your Heart Out
Close to an opponent
Stage Fatality
Close to an opponent
Babality
Jumping distance and 2 steps backwards
Ball
Blow on High
Down Ball
Blow on High, only in the air
Up Ball
Blow on High
Choke
Blow on High
Knife Throw
Projectile on High
Air Throw
Grab in the air
Lead Head
Ear to Ear
Bloodthirsty
Troublesome
Delinquent
Villainous
Mischievous
One Two Tree
3 blows on High 11
Fighting King
2 blows on High 7
No Escape
2 blows on High 9
Dragon's tail
Juggle, 3 blows on High 14
Snake Bite
2 blows on High 11
Getting Ahead
Juggle, 3 blows on High 10
Uplifting Force
2 blows: Mid, High 10
Smashing Time
2 blows: Mid, High 12
Double Dragon
2 blows on High 11
The Rage Kicks
2 blows on High 9
Mean Machine
Juggle, 2 blows on High 9
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Upraise is a very specific, stun blow. It is quite hard to perform combos on an opponent who is caught in a vortex.
Fan Toss is an interesting missile, which after hitting an opponent being in the air, stuns him for a moment.
Cutting Fan and Pretty Kick are good blows for finishing combos. The latter is a bit stronger.
Fake Out Kick is a blow on Low. Its main task is to surprise an opponent - normally it is not possible to finish combos with it.
Fan Opener
Close to an opponent
Splitting Headache
Close to an opponent
Stage Fatality
Close to an opponent
Babality
Jumping distance and 2 steps backwards
Fan Toss
Projectile, works in the air
Upraise
Stun
Cutting Fan
2 blows on High
Square Boost
Blow on High, works in the air
Pretty Kick
2 blows on High
Fake Out Kick
Blow on Low
Truth Be Told
Effortless
Big Fan
Pretty Princess
Mesmerizing
Magnificent
Disrespect
Royal Pain
3 blows on High 12
Dignified
blows on High and on Mid 11
Majestic
3 blows on High 14
Noble Lift
Juggle, 2 blows on High 11
Regal Assault
3 blows on High 14
Blue Blood
2 blows on High 9
Power intrusion
J 4 blows on High 14
Deadly Rush
Juggle, blows High, Mid, Mid 15
Pure Kicks
2 blows on High 15
Deception
Blow on High and blow on Low 13
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In the last combo repeat last two attacks after dash.
Apollo's Bow inflicts some pretty heavy damage. Its enhanced version slightly juggles opponents which are in the air.
Head Of Helios inflicts average damage and stuns opponents for a short time. It is easy to combine it with combos, but a short time of stunning is not enough to run towards an opponent.
Golden Fleece is a counter-attack to hostile projectiles.
Zeus's Rage is a strong, short-range blow. It works exceptionally well with some of the shorter sequences of blows and is well suited as a combo finisher.
Blade Of Olympus
Close to an opponent
Medusa's Gaze
Jumping distance
Stage Fatality
Close to an opponent
Babality
Jumping distance and 2 steps backwards
Apollo's Bow
Projectiles High
Head Of Helios
Stun
Hermes Dash
Blow on High
Golden Fleece
Warding off a projectile
Zeus's Rage
Blow on High
Athena's Rage
Olympic Chain
Pandora's Box
Hercules Rush
Athena's Pain
Valor Of Hercules
3 blows on High 14
Hades Edge
3 blows High, Mid, High 16
Hades Pain
2 blows High, Low 11
Aphrodite's Will
2 blows on High 11
Wrath Of Ares
2 blows Mid, High 11
Anguish Of Zeus
2 blows Mid, High 8
Pandora's Soul
Juggle, 2 blows on High 13
Athena's Fury
3 blows High High Mid 9
Olympic Ascension
3 blows on High 23
Olympic Burst
3 blows on High 23
Olympic Blast
3 blows on High 22
Olympic Toss
3 blows on High 28
Achilles Strike
3 blows High, Mid, High 13
Basic combo Pandora's Soul can be extended by holding Triangle. Thanks to this Kratos will jump with his victim which allows him to perform on of the four strong blows.
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Hat Toss is a projectile which can be controlled with Up and Down buttons. Once it gets enhanced, we'll get a stun projectile which can be used as a combo opening blow.
Spin is a good juggle blow. It is very fast and is well suited to combine shorter sequences of blows. It is also good as combo opening blow.
Teleport can be finished with one of four blows - the most interesting is a juggle performed with Triangle. If you use Square, Kung Lao will perform a grab inflicting some decent damage.
Dive Kick is an additional air attack. It can be combining in short combo with standard jump blows.
Hat Trick
Close to an opponent
Razor's Edge
Close to an opponent
Stage Fatality
Close to an opponent
Babality
Jumping distance and 2 steps backwards
Hat Toss
or
Projectile, can be controlled
Ground Hat
Projectile on Low
Spin
Juggle, blow on High
Dive Kick
Works only in the air
Teleport
Teleport with one of four blows
(While Teleporting)
or or or
Throw/blow on Mid/High/High
Spinout
Ying Yang
Swirling Dragon
Double Yang
Windy Palm
4 blows on High 10
Healing Wind
4 blows on High 13
Chained Fist
7 blows on High 17
Iron Broom
3 blows High, Low, Mid 15
Leg Bar
3 blows High, Low - 14
Uprooting Step
3 blows High, Low - 17
Plum Flower
4 blows High, Low - - 19
Lead The Way
3 blows Low, High, High 9
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Bicycle Kick inflicts huge damage, so it is well suited as combo finisher.
Flaying Dragon Kick is weaker but faster than Bicycle Kick. It is easier to hit an opponent with it.
Parry is a defensive blow which stops opponent's attack and inflicts average damage.
Dragon Stance is a position which allows Liu Kang to perform four strong blows. Unfortunately a time to switch into this position is quite long, so in fact it is hardly possible to use these blows.
Fist Of Flame
Close to an opponent
The Beast Within
Jumping distance
Stage Fatality
Close to an opponent
Babality
Jumping distance and 2 steps backwards
High Fireball
Projectile on High also in the air
Low Fireball
Projectile on Low
Flying Dragon Kick
Blow on High
Bicycle Kick
Blows on High
Parry
Parry blows
Shaolin Spirit
Dragon's Bite
Next Time
Shaolin Step
Fist Swaps
Step In
Friendly
Dragon Dance
Twin Lotus
Harm-Onious
Dragon Stance
Switch to Dragon Stance
Final Act
Juggle, blow on High
Fist Of Death
Blow on High
Shaolin Flip
Blow on Mid
Moon Sweep
Blow on Low
Three Fists
3 blows on High 9
Death Fist
3 blows on High 11
Immortal Dragon
Juggle 3 blows on High 9
Blazing Blasts
3 blows on High 14
Fierce Tiger
Juggle 3 blows High,High, Mid 12
Showdown
2 blows on High 11
Launching Fury
1 blow on High and 1 on Low 9
Backdown
2 blows on High 9
Lotus Flurry
3 blows on High 13
Final Act
3 blows Low, High, High 13
Krushing Kombo
2 blows Low, High 7
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Ball Roll is a fast blow and a juggle. Due to its range it is very well suited for combining sequences of blows.
Teleport Drop can be combined with Sai Blast in a small air combo. Performing it at the right high allows you to extra juggle an opponent with Ball Roll.
Leaping Neckbite inflicts average damage, unless we stab an opponent in the back earlier.
Be Mine
Jumping distance
Rip Off
Jumping distance
Stage Fatality
Close to an opponent
Babality
Jumping distance and 2 steps backwards
Sai Blast
Projectile on High, works in the air.
Teleport Drop
Blow on High, works in the air
Leaping Neckbite
Blow on High
Ball Roll
Juggle, blow on High
Malice
Malevolence
Fiendish
Smacked Around
3 blows on High 11
Boot Down
Juggle, 2 blows High, Mid 11
Bones
3 blows on High 14
Pretty Slasher
2 blows on High 11
Killer Heels
2 blows on High 9
Getaway Sticks
2 blows on Low 9
Friendly Kiss
2 blows on High 11
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Lightning is a blow which can't be blocked. Its enhanced version is slightly faster and it is a juggle, which can start the combo.
Axe Swing is a juggle which can be easily fit into most of the basic combos. That's why it is a key tool for creating longer sequences of blows.
Choke is a blow which looks like a grab. It inflicts huge damage and should be used as a combo finisher when it is possible.
Reflect is a defensive blow. It reflects projectiles straight into the opponent.
Little Off The Top
Jumping distance
Ascension
Close to an opponent
Stage Fatality
Close to an opponent
Babality
Jumping distance and 2 steps backwards
Shoulder
Blow on High
Lightning
Can't be blocked
Arrow Shot
Projectile on High
Reflect
Reflects a projectile
Axe Swing
Juggle, blow on High
Choke
Blow on High
Waning Moon
Rising Hawk
Diving Eagle
Razer's Edge
Falcon Swap
Deadly Talon
Howling Wolf
Bull And Bear
Blade And Edge
3 blows High, High, Mid 12
Axe Blast
2 blows on High and 2 on Mid 16
Dagger Stab
5 blows on High 14
Deadly Dance
3 blows on High 14
New Earth
3 blows on High 15
Tomahawk Smash
3 blows High, High, Mid 18
Full Moon
3 blows on High 17
Spirit Tracks
2 blows High, Low 11
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Ghost Ball is a projectile which doesn't inflict any damage but for a short period of time your opponent is not able to block.
Blackhole creates a hole in the ground - if an opponent falls into it, he will appear right in from of you after a moment. It is best to catch him then using basic juggle (Neutral Jump Punch).
Teleport Slam is a fast blow which inflicts huge damage and suits well as a finisher for many combos. As an alternative you can use Shadow Charge.
Make A Wish
Jump back and one step forward
As One
Jump back and one step forward
Stage Fatality
Close to an opponent
Babality
Jumping distance and 2 steps backwards
Ghostball
Projectile which "turns off" the block
Blackhole (Above)
A hole under an opponent
Blackhole (Behind)
A hole behind an opponent
Blackhole (In Front)
A hole in front of an opponent
Teleport Slam
Teleport, works in the air
Shadow Charge
Blow on High
Shadow Upknee
Blow on High
Shadow Slide
Blow on Low
Mysterious
Entangled
Warped Rush
Tragic
The Shadow
Saibot Blast
2 blows on High 9
Sneaky Saibot
3 blows High, High, Low 13
Evil Twin
4 blows High, High, Mid, High 16
Assassinate
3 blows on High 12
No Compassion
3 blows High, Mid, High 13
Reincarnated
3 blows on High 14
Possessed
2 blows on High 13
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In order to unlock Quan Chi you have to finish Story Mode.
Skeletal Boost is a spell which randomly summons for Quan Chi life regeneration or enhanced damage power.
Skull Ball is a pretty strong projectile and most powerful Quan Chi's special move. It is very good as a combo finisher.
Ground Burst is a fast blow useful for finishing combos, which can't be finished with Skull Ball.
Trance is a very good stun blow. It sets an opponent in a standing position, even if he was in the air.
Beat Down
Close to an opponent
On Your Knees
Close to an opponent
Stage Fatality
Close to an opponent
Babality
Jumping distance and 2 steps backwards
Skeletal Boost
More damage or life regeneration
Ground Burst (Close)
Blow on High
Ground Burst (Med)
Blow on High
Ground Burst (Far)
Blow on High
Skull Ball
Projectile on High
Sky Drop
Blow on High (works in the air)
Trance
Stun
Sinister
Die-Abolical
Alternative Means
Kruel Intensions
Necro-Mashy
Afterlife
3 blows on High 12
Under Torment
3 blows on High 12
Conjurer's Crush
2 blows on High 11
Corruption
4 blows High, Low High, High 15
Spellbinder
3 blows on High 12
Root Of Evil
3 blows on High 16
Enchantment
3 blows High, High, Mid 14
Wounded Wrath
Juggle, 2 blows on High 9
Incantation
2 blows on High 13
Deterioration
2 blows Low, High 11
Annihilation
Juggle, 2 blows Low, Mid 9
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Electrocute is a Raiden's strongest special move. It suits well as a combo opener or finisher but it is best for combining shorter sequences.
Electrick Fly is a fast, long range blow with satisfactory damage. That's why it can be used as a very good combo finisher.
A successful dodge of the projectile using Teleport can result with an ideal position to perform a combo.
Just A Scratch
Jumping distance
Transplant
Close to an opponent
Stage Fatality
Close to an opponent
Babality
Jumping distance and 2 steps backwards
Lightning
Projectile on High
Electrocute
Blow on High
Electric Fly
Blow on High (works in the air)
Teleport
Teleport
Vicinity Blast
Blow on High
Distant Thunder
Elder Fury
God Fist
Godlike
Supernatural
Divine Power
Heavenly Hand
4 blows on High 10
Sudden Energy
3 blows on High 13
White Lightning
3 blows High, High, Low 10
Violent Thunder
3 blows on High 15
Quick Burn
2 blows on High 13
Flash Storm
3 blows on Low 15
Spark Kicks
Juggle, High, High, Mid 15
Thunder God
Juggle, High, High, Mid 12
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Force Ball blows are jugglers. Slow Force Ball inflicts less damage and is easier to be jumped over but can be use as a "cover", especially when it is enhanced.
Slide is a blow on Low and can be used as a combo finisher. Unfortunately it doesn't inflict much damage.
Acid Hand deals considerable damage but because of its short range only few combos may be finished with this blow.
Elbow Dash inflicts huge damage but doesn't catch an opponent in the air. It can be used for rapid movement.
Invisibility makes you invisible for some time or till you get hit. Enhanced version of this move makes you invisible completely.
Acid Yak
Close to an opponent
Weight Loss
Close to an opponent
Klassic Fatality
Jumping distance
Stage Fatality
Close to an opponent
Babality
Jumping distance and 2 steps backwards
Slow Force Ball
Juggle, projectile on High
Fast Force Ball
Juggle, projectile on High
Slide
Blow on Low
Acid Hand
Blow on Mid
Invisibility
Invisibility
Acid Spit
Projectile on High
Elbow Dash
2 blows Mid, High
Carnivorous
Nocturnal
Aquatic
Shedding Skin
Toxic
Ravenous
Scaly Serpent
Bad Blood
Anguish
Cold Blooded
3 blows on High 7
Carnivore Bash
4 blows High, High, Mid, Mid 11
Deadly Venom
3 blows High, High, Low 9
Just Hatched
2 blows on High 11
Hybrid Blast
3 blows on High 15
Hybrid Crush
3 blows High, High, Low 17
Evolution
2 blows High, Mid 7
Amphibian Charge
3 blows on High 14
Slithered
3 blows High, High, Low 12
Swamp Strikes
2 blows High, Mid 13
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A last combo can be divided in two parts. First one is finished with neutral jump punch, which suppose to juggle your opponent - then you could try to perform one of the sequences of blows listed above, which creates a second part of this combo. Elbow Dash listed in this combo is not for damage your opponent but to get close to him before he falls down. When you finish Elbow Dash, you should jump and punch him immediately to juggle him before he reaches the ground.
Spear is a stun projectile which inflicts minor damage. Caught enemies, no matter what their current position is, will be pulled to the Scorpion (in standing position).
Demon Fire is a blow which can't be blocked. Unfortunately its slow performance doesn't allow using it in combos.
Teleport is a fast blow which inflicts average damage. It suits well both to combine shorter sequences of blows and as a combo finisher.
Takedown inflicts considerable damage and is good as a combo finisher whenever it is possible. Unfortunately it has very short range and doesn't hit opponents in the air.
Split Decision
Close to an opponent
Nether-Gate
Close to an opponent
Klassic Fatality
Jumping distance
Stage Fatality
Close to an opponent
Babality
Jumping distance and 2 steps backwards
Spear
Stun
Demon Fire
Can't be blocked
Teleport
Blow on High, works in the air
Takedown
Blow on Low
Air Throw
Grab in the air
Underworld
Soulless
Eternal Vengeance
Punishment
Affliction
Revenge
Torment
3 blows on High 12
Damnation
3 blows on High 12
Brimstone
3 blows High, High, Mid 15
Gravedigger
2 blows High, Mid 9
Doom Blade
3 blows on High 11
Dead End
3 blows on High 13
Grievance
2 blows Low, High 9
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Flame Burner is a blow both with average damage and range. It suits as a finisher for some combos.
Up Missile in its three versions allows you to set a trap for your opponent. Its enhanced version is a homing missile. It is good to use Up Missile right before a combo - if it hits enemy it will inflict a small amount of damage.
Teleport Uppercut inflicts minor damages but it is a good juggler. It can be used as a combo starter. It can also combine sequences of blows or finish a combo if other blows don't hit the enemy.
Robo-Sek
Jumping distance and 2 steps backwards
The Scarecrow
Jumping distance and 2 steps backwards
Stage Fatality
Close to an opponent
Babality
Jumping distance and 2 steps backwards
Flame Burner
Blow on High
Teleport Uppercut
Juggle on High, works in the air
Straight Missile
Projectile on High
Up Missile(Above)
Projectile on High
Up Missile(Behind)
Projectile on High
Up Missile(In Front)
Projectile on High
Intersect
Partition
System Lock
Detached
Spare Parts
Branch Off
System Backup
Leg Lift
Prepare for Leg Lift
Toe Kick
Blow on Mid
Sneaky Kicks
2 blows Low High 11
Artificial Intelligence
3 blows on High 13
System Overload
Juggle, 3 blows on High 14
Hard Crash
3 blows High, High, Mid 17
Malfunction
2 blows on High 15
Fusion Force
3 blows on High 11-13
Access Denied
2 blows on High 9
Demolition
3 blows on High 14
Drive Power
2 blows on High 15
Run Down
2 blows Low, High 11
User Error
2 blows on High 11
Fatal Error
2 blows on High 13
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Up Skull is a projectile hitting from above. It has quite big delay and can't be combined into combos. But you can catch your opponent with it at the beginning of the sequence of blows, inflicting some damages.
Ground Skull is a projectile hitting from bottom which slightly juggles back your opponent. Variations of this attack may be combined in short combos, which move the opponent away from us. Enhanced version of Ground Skull summons three skulls which attack at short intervals - they juggle an opponent toward us.
Soul Steal inflicts quite a lot of damage and changes Shang Tsung into a copy of an opponent. It also increases damages. You can use this blow as a combo finisher but you have to remember that its range is limited.
Bang Bang!
Close to an opponent
Identity Theft
Jump back and one step forwards
Stage Fatality
Close to an opponent
Babality
Jumping distance and 2 steps backwards
Fire Skull
Projectile on High
Up Skull(Above)
Projectile on High, from above
Up Skull(Behind)
Projectile on High, from above
Up Skull(In Front)
Projectile on High, from above
Ground Skull(Close)
Juggle, Projectile on High from bottom
Ground Skull(Med)
Juggle, Projectile on High from bottom
Ground Skull(Far)
Juggle, Projectile on High from bottom
Soul Steal
Switch into an opponent
Side By Side
Ruthless
Soul Stealer
Burning Evil
B-Trade
Two Of A Kind
Bad Omen
3 blows High, High, Mid 9
Soul Stain
3 blows on High 9
Soul Torment
2 blows on High 7
Reserved Pain
4 blows High, High, Mid, High 14
Death Walker
3 blows on High 12
Restored Youth
3 blows High, High, Low 14
Play Time
2 blows Low, High 7
Deadly Truth
3 blows on High 14
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Fireball inflicts huge damage as for a simple projectile.
Jump Stomp has big delay and is not suitable to be combined with combos. But this is very strong blow which can't be blocked.
Grab N Punch is a blow which looks like a grab. It inflicts huge damage and is ideal as a combo finisher.
Anti-Air-Grab is targeted at character in the air. It inflicts decent damage and is good as a combo finisher.
Low Grab is a grab which works only against sweeping characters. Additionally it is a juggler which can start a combo.
Stripped Down
Close to an opponent
Lend A Hand
Close to an opponent
Stage Fatality
Close to an opponent
Babality
Jumping distance and 2 steps backwards
Fireball
Projectile on High
Jump Stomp
Can't be blocked
Ground Pound
Can't be blocked
Grab N Punch
Blow on High
Anti-Air-Grab
High grab
Low Grab
Juggle, low grab
Perfect Match
Better Than
Helping Hands
Protector
Distrustful
Destruction
Shokan Fury
Juggle, 3 blows on High 9
Blood Lust
3 blows High, High, Mid 15
Darkness
3 blows on High 15
Four-Way
4 blows High, High, High, Mid 14
Sheeva Rush
4 blows High, High, High, Low 16
Quad Toss
2 blows on Low 15
Demolish
2 blows on High 15
Turmoil
2 blows on High 11
Rehabilitated
2 blows Low, High 15
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Combos on a sweeping opponent.
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Fireball and Low Fireball are two projectiles which can be used in the air. There are useful in finishing sequences of blows in which Sindel jumps slightly above the ground. These projectiles can be also combined in a short combo with a neutral jump attack.
Yell is a stun blow. Due to its very long performing time it is hard to combine it into combos. So there is no problem to use it as a combo starter.
Hair Whip is a mid-range, strong blow. It suits very well as a combo finisher.
Step Up is actually a short combo which inflicts little less damage than Hair Whip. It also suits well as a combo finisher.
Levitate makes Sindel flying/levitating above the arena. She can use then only Fireball and Low Fireball blows. Levitation can be finished with the block.
Migraine
Close to an opponent
Mouthfull
Close to an opponent
Stage Fatality
Close to an opponent
Babality
Jumping distance and 2 steps backwards
Fireball
Projectile High, works in the air
Low Fireball
Projectile Low, works in the air
Yell
Stun
Levitate
Levitation
Hair Whip
Blow on High
Step Up
Blows Mid Mid High
Royal Flush
Regal Ruin
Cataclysm
Graceful Dead
Bow To Me
Worthless
Majestic Mash
Queen's Sorrow
That Was Fun!
Undead Bride
3 blows on High 9
Royal Pain
4 blows on High 11
Rebirth
Juggle, 2 blows on High 7
Confronted
3 blows on High 14
Anguish
4 blows High, High, Low, High 11
Sadness
4 blows High, High, Low, High 12
Conqueror
2 blows on High 7
Queen's Anger
3 blows on High 15
Rise To Power
3 blows on High 15
Unforgettable
Juggle, 2 blows High, Mid 11
Child's Play
3 blows on High 14
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Combos listed above (except the last one) can be started with Yell blow.
Shake provides a defense against projectiles. It can be extended by holding a Square.
Invisibility gives you partial invisibility for a short time or until you get hit. Enhanced version gives you full invisibility.
If you hit your opponent with Smoke Cloud he will fall down from above just in front of you. This is very good start for combo and even better for combining sequences of blows. Smoke Cloud inflicts very huge damages if we let the opponent to hit the ground but it is better to attack him when he is still in the air.
Teleport is a very fast blow which inflicts decent damage. It can be used as a combo finisher or combine it into mini combo with a standard jump attack.
Smoke Away and Smoke Towards improve your mobility but do not inflict damage.
Smoked Out
Close to an opponent
Tremor
Close to an opponent
Stage Fatality
Close to an opponent
Babality
Jumping distance and 2 steps backwards
Shake
Defense against projectiles
Smoke Cloud
Juggle, Blow on High
Air Throw
Grab in the air
Teleport
Block on High, works in the air
Invisibility
Invisibility
Smoke Away
Teleport backwards
Smoke Towards
Teleport forwards
Ashes To Ashes
Dust To Dust
Incinerate
Immolation
Ignite
Ablaze
3 blows on High 12
Smoldering
2 blows on High 7
Red-Hot
2 blows on High 11
Smokin
2 blows Mid, High 11
Rekindle
3 blows on High 12
Combustion
Juggle High, Mid, High 14
On Fire
Juggle, 2 blows on High 11
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Leg Grab is a very strong blow and should be used as a combo finisher.
Kiss is a stun blow but its long delay doesn't allow performing it during a combo.
Kartwheel is a juggle with average damage. It suits well on the beginning of the combo - for the end I suggest to use a Leg Grab.
Air Drop and Air Kick can be combined into mini combos with standard air attacks. These combos can be then used to finish some sequences of blows.
Scissor Split
Jump back and one step forwards
Kut-Throat
Close to an opponent
Stage Fatality
Close to an opponent
Babality
Jumping distance and 2 steps backwards
Energy Ring Blast
Projectile on High
Leg Grab
Blow on High
Kiss
Stun
Arc Kick
Blow on High
Kartwheel
Juggle, Blow on High
Air Drop
Works only in the air
Air Throw
Grab in the air
Switch Off
()
Being in Military Stance
Fatal Kiss
Surprise
Windmill
Lick My Boots
Special Forced
Tough Love
Honorable Discharge
Military Stance
Prepare for Military Stance
Double Kick
2 blows on High 7
Power Knee
Blow on High 5
Shoulder
Blow on High 7
Knockdown
Blow on High 9
Tackle
Blows on Mid 15
Dash Punches
2 blows on Low 9
Lift Off
Juggle, blow on High 5
Hit The Deck
Blow on Low 7
Advance Force
3 blows on High 12
Fierce Assault
3 blows on High 10
Drop Zone
3 blows on High 16
Ground Control
3 blows High, High, Low 13
Power Rush
3 blows High, High, Mid 15
Mess Hall
Juggle, 3 blows on High 16
Play Time
3 blows on High 13
Beat Up
3 blows on High 15
Pull Out
2 blows on High 7
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Roll Toss is a strong blow, perfectly suited as a combo finisher.
Gun Shot is a weak series of projectiles. Its main advantage is that it immediately gets to an opponent and nails down opponents being in the air.
Low Grenade Toss and High Grenade Toss are quite strong projectiles, very hard to be avoided. Throwing grenades are quite slow and you can rarely finish combos with them.
Baton Sweep is rather a weak blow. Its advantage is that it hits on Low.
Time Served
Close to an opponent
Have A Blast
Close to an opponent
Stage Fatality
Close to an opponent
Babality
Jumping distance and 2 steps backwards
Baton Sweep
Blow on Low
High Grenade Toss
Projectile on High, high
Low Grenade Toss
Projectile on High, low
Gun Shot
Projectile on High
Roll Toss
Blow on High
Serve and Protect
Remain Silent
Affirmative
We Aim To Please
Officer Friendly
Don't Move!
Assault And Battery
Kop Out
2 blows on High 9
Dispatched
3 blows on High 11
Beatdown
Juggle, 3 blows on High 10
Pain Patrol
3 blows High, Low, High 15
The Heat
4 blows on High 16
Aggravated Assault
Juggle, 4 blows on High 12
Spread' Em
4 blows High, High, High, Low 14
Come With Me
Juggle, 2 blows on High 13
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Ice Ball is a freezing projectile. If you hit a frozen opponent again, it will inflict minor damage.
Slide is a blow on Low which inflicts average damage. There are no stronger special attacks in Sub-Zero's arsenal, so you can use Slide as a combo finisher.
Ice Clone is a trap-blow. It can be used in any position - you can even "retreat" during a jump.
Ice Puddle freezes a close standing opponent. It doesn't inflict any damage and it takes a long time to perform it. Its main advantage is that it can't be blocked.
Have An Ice Day
Jump back and one step forwards
Spinal Smash
Close to an opponent
Klassic Fatality
Jumping distance
Stage Fatality
Close to an opponent
Babality
Jumping distance and 2 steps backwards
Iceball
Stun projectile
Slide
Blow on Low
Ice Clone
Stun, works in the air
Ice Puddle
Stun, can't be blocked
Absolute Zero
Freezer Burn
Arctic Assault
Ability To Freeze
Frosty
2 blows on High 7
Cold Feet
3 blows High, High, Mid 15
Arctic Blast
3 blows High, High, Low 14
Ice Pick
3 blows High, Mid, Mid 20
Ice Cold
3 blows High, Mid, Low 18
Frost Bitten
3 blows on High 16
Ices Up
3 blows on High 18
Tundra Slice
2 blows Mid, High 16
Winter Blade
3 blows High, High, Mid 14
Cold Steel
3 blows on High 15
Chill Out
2 blows High, Mid 11
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After freezing your opponent you can juggle him using a neutral jump punch and then perform a combo. It doesn't inflict much more damage but you can use a new situation. Below you can see a sample combo which uses juggle after freezing an opponent (with Iceball and Ice Puddle).
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