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BYVTZZI0 ad ne Oe Wa FIGHTER’S ENGE PEIVAU WANE aU Cu POT EOL MOLE GLA = iF vl 7 [6 | 220 | [6 | sas | [5 [oss | | | 223 | [| aso | | 5 | sso | [5 | oes | [6 | os | Let] : [as | ci Tier I: Queen and King of the Hill ‘Although Jaxis the better overall character agains Tiers 2 ~4,Mileena's massive advantage over Jax makes her ‘number one. Nether sues dsadvantages against any- ‘one lse. f i With her rani deadly combos, tis beautiful assaesin lands atop our rankings. Her uppercut a definite weapon end rates a9 ona scale of 1 to 10. Use It to your advantage to counter various jumping attacks by your opponents. Start your ‘uppercut sight early as your opponent jumps so that they land on the outer are of her fist. Use various jumping Sai pattems ta keep your opponent off balance and chip ‘way a their energy. Strengths: Sai throwing speed; uppercut; sweep speed; reach advantage; ebilly to see opponent's projes- til attacks and then counter with the Telepor for hi ability to throw Sais on ground or ini. Weaknesses: Teleport can be unporcuted by tho stronger uppercut characters, such as Kung Lao and Lia Kang. Shes eso vulnerable to projectile attacks as she jumps forward or back to throw Sas. fe i AK — a” & noying” characte inthe game. Mutiple attack possbites, such as air throw combos, the Sonic Wave, and the Earthquake, make Jax the most offensive character of al. Distances are especialy important for effective Jax fighting pattems. Leam which are best for different opponents. Use various Earthquake and Sonic ‘Weave attack pattems to keep your enemy offbalance and {orcs them into mistakes, ‘Strengths: unblockable Earthquake; overall “annoy- ance factor.” ‘Weaknesses: relatively weak uppercut (65 rating tunable to sweep while Charging for Earthquake; slow foot speed; Milena. n summarizing our rankings, its interesting to note that what really separates the top four characters from the rest of heir abilities to attack both low and high with their the pack various arsenals. But to really take advantage of your charac ter's weapons, youlve got to geton the offensive, Don't be a couch potato. Look for openings, and when you get the advan h ge, press it to the max. Now get out there and practice! —BAMEPRO » dune 1996 Tier 2: Runners-Up ‘Kung Lao and Liu Kang play very strong against all Tler 3 characters. Kung Lao's only weakness is againt Liu Kang; ‘Liu Kang's only wecknoss is against Tir 1 characters. His variable attacks with the Hat and Ding Kick make Kung Lao very ficult to anticipate and counter. His ‘upperoutis the bestn the game and rates a1. Itcan be used to counter anyone's jumping attacks, including Bara- a's. When the opponent jumps in at you, uppercut them late, andi you're faraway, do the uppercut tad earlier. ‘Mixup your attacks to frustrate your opponent into mak- ing dumb mistakes. Strengths: viable attacks wth both Hat (ow high) and Diving Kick; uppercut rates a 10; bly to see projectile attacks of opponent and counter with Ding Kick jumping Kickattacks are cifcult to counter rom certan distances. Weaknesses: when Diving Kickis blocked, Kung Lao is extremly vulnerable to any number of combos; Tele- Portis somewhat wulnerablo to various counters, includ- ing uppercut, } His varity of attacks ~ Fying Kick, Bicycle Kick, and Low ‘and High Fireballs ~also make Liu Kang very dificult to anticipate. His uppercutis just slighty less effective than Kung Lao's and rates a 9on a scale of 1 to 10. The timing on his uppercut is somewhat between Kung Lao's and Milena’s, Practice it to get it down just right. Pla Liu Kang with a constantly charged Bicycle Kick ready to go. ‘The annoyance factor on Liu Kang can also be very high. Mix up your attacks to keep your opponent quessing and off balance, ‘Strengths: uppercut ability to throw Firebals wile jumping; somewhat cfficuit for certain characters to ‘counter his jumping-kick attacks. Weaknesses: long pause after low Freballleaves him ‘uinerable to jumping attacks from close and medium ranges; when Bike Kick s blocked, he is extremely vulner- ‘able to counterattacks, combination (Ckombo'is any thatthe enemy can't air, the enemy can't sequence of hits that is recover from being _block. At this point, totally unstoppable stunned and can't. with each successive after the first hit, Most block, MKis VERY dit hit you will push them of you are familiar with ferent. When you do up into the air, or ‘jug- ® Street Fighter I's the first part ofthe gle’ them for an | combo system, where kombo, the enemy is extended kombo. You PUG thekeyistodomoves knocked offtheirfeet can do up to three jug- immediately into other and flies into the air. gle hits before the final moves that are so fast. When knocked into the move of the kombo. ‘The most basic Kombo you. __Thenext thing to leam can do begins withajump- _isimmediatey starting ing kick againsta standing your special move as your ‘opponent, moving immedi- deep kick hts, a shown ately into @ special move. below, Some moves, such Learning tis juggle wil as Reptle's Acid Sot, tenable you to learn every require youto tap the joy- i ‘other typeof juga. stick other moves, such as Ifyou hf the enemy too early, bythe time you land, they will almest have faced, to. First, ou must becer- Ralden’s Lightning Throw, Then any move you follow with will miss them. tain o kick the opponent require you to turn the joy- late Gust before youlend stick ina smooth circular sovthe kick touches their motion Either way, you lower torso) and deep (es must star the move before ‘lose to the nomy as pos- you land o that as soon as. sible). The kombo won't your feet touch the ground, ‘workifyouhit them too the move comes out when. early (waybeforeyouland —_yourhitthe button, Any is aa ee em Caley rc ecta, ite that you kik tam ate and dep, you wl land white hey ile fe ak. tee ent nt as iin, You must medal ote speci moe fro tad gle tem nto he a special move while in the air instead of timing the button to hit as you land, You also need to know ‘how to oross up. Jump and do a late deep kick. Immediately begin the taps or —_‘kombo won't connect over the enemy. in midair, motion for your special move to do the kombo. ‘because the enemy will ‘hold Back (the opposite Jand too soon. direction from the way ‘you jumped). Iftimed perfecty you'l hit thelr legs and juggle them into ‘the air to start the kornbo. Hitting ther legs works best ‘against Jax, Liu Kang, and the male Ninjas. GAMEPAD © dune 1994 | Thefirst important partis 2 ‘the jumping kek. must |e started from the exact ight distance, which isa bit over one-half screen away. The kick must hit incre late and deep 5 {super deep") to connect. ‘That way, you cn land on your feetimmediately white sor pt gr ve mat ne cannot kick too early or too high. This ste correct stance fora jumpin kck that starts a comor juggle Kombo. You ‘must do the kick very late and super deep. You must wait unt the last possible moment, When practicing sometimes youl miss entirely. That's OK. Keep tying, ‘the enemy is stil inthe ar |The second part ofthe __kombo isthe juggle. When yout your opponent with ; Your super-deep kick they [ETT willbe juggledino the ir Your opponent i athe alr fore split second, ASsoon for usta second after the asyourfeet touch the _super-deep kick. ground agsin hit the ppropicte punch to Pay close attention o your feet. As soon as they touch {ol crear dati abmecdeanenllc tess | beg he juggle. ifthe komo el formu ‘tiple juggies, the button ‘must be pressed in quick, | Once you have your jug- Sten szcesson ist | Sig Sow-yor maka ‘one press foreach hit. | to do the special move Exchtitmustiandata | jnany eae gur fit particular time inthe tog yar ean ga | sequence. you press the | th tnaljugoe punch, button oo slowly orwity | Mx ames ve ong | _Suit good timing, youwon't | the most difcut to master ___Htal them igh enous | ina ihn games, 90 ___ Ate, wilfa uncer th rember, on practice makes perfect. Getto your favorit arcade and 4 Basic. Thisisa Elite. Thisisan “eginnerievel —¢, 5 expertlevel Kombo that is kombo that | | amongthe easiest requires correct know leam. These building. edge of distance, tming, block Kombos are often positioning, and speed Components forthe of button pressing. No - | Blite kombos. ‘one=noteven the MK Elite can do these kom: bos every time! join in on both sides so you ‘can practice Kombos ‘against an inactive second player. I's nearly impossi- be to learn kombos during actual game play; you ‘must practice on your own. ‘The knowiedge you'll gain Once you cand the above uppercut kombo, ty doing ‘could be the difference the standing High Punch juggle into the Spear. Remem- ‘between being a pretty. ‘ber, you must start the Spear taps immediately as the ‘good player ors champion igh Punch hits, or the Spear won't come out fast [MK ilwarror! Good ick. enough, and they! Jand and be able to Biook. > Lethal. dev time. Have fun with insane that all you can ip Siatingkombo theenemy byyelling dois sayin total disbe that takes at Hang Time,""Hacky- lief, "Look at that one.” | _ least halflife away sack Bonus,” or Keep And remember, only from the enemy Him Up There” in areal The Fighter's Edge can Super Juggle. ice asyoudo give you the. ee A kombo that NO-FUDGE GUARANTEE iz keeps the All Combos 1005 enemy up in the air for Unblockable After the an inordinate period of |. crazy and First Hit Vit ey a f Era | §)Grosyouropporentup2)immediy it tem 9}. soonas yuan tow te Spar and Uperit With a Kicks you stat withthe TeleportPunch them for huge damage, Ld mation. ‘wt sil in rida. "Note: In order for the Teleport to connect, the motion must stantaneous! r nps in, jump stra throw while stil inthe air. up and stick outa Kick , when youre almost at d thot of ourump. ; ‘Noe: fyou wantto dois torbo whiejureing forward orbackward, you must use a Punch instead of a Kick for the Air Throw to connect. This korbo cannot be done it the enemy sn the ground! you must both be inthe ait 4} When the enemys inthe 2)As soon asyou land, ugoewithtwo crouching Low 9) Then immerkately do comer, jump atthem Punches while you start the Leg Grab motion. the Lag Grab, Timing witha fat super-dop iscrucall ick. 86 AMEPRO © June 1984 -1)When the enemy is inthe 2) As soon as you land, 3 Gotha apg wth 4) Immediately throw the Spear, and frish this gnary comer, jump in with juggle them with two one standing High Punch Kombo with an Uppercut. late super-deep Kick. crouching Low Punches. and immediately start ‘Wen youreneny sear 214s soon a you lan, juggle wth wo crouching the comer, jump in with Low Punches. alate super-deep Kick. Note: You can substitute a Shadow Uppercut or Low ‘Green Flame forthe Shadow Kickin Step 4, aos) 1)When your enemyis 2) As soon asyoutland,jug- 3) Immediately do the +} Jump at your opponent 2) As soon a8 you land, do. near the corner, jump at gle them witha standing Shadow Uppercut. with adeep Kickas you the Shadow Kick. them witha late super- High Punch wile start- start the taps forthe deep Kick, ing the Shadow Upper- ‘Shadow Kick. a: Note: You can substitute the Shadow Uppercut or the ‘Note: You can substitute the Low Green Flame or Shacow Kiok forthe Shadow Uppercut. | Low Green Flame fo the Shadow Kick GAMEPRO = June 1994 87 i CECT +) Jump in witha deep Kick 2)As soon as you land, do asyoustartthe Fying the Flying Kick. Kick aps. 11] When your opponents 2) As soon as you land, jug Tinned co $36} Or do the hing Kick. {110 oe afte ‘near the comer, jump at gle them with a standing the Bicycle Kick them with alate super- High Punch, 2 i deep Kick. ve a & = 1) When an enemy jumps in at you, juggle with one-two 2a}Then medal do 23)Or do the Low Febal.. 23) Ordo the Boyle Kick. standing High Punches. the High Firebal.. 88 GAMEPRO © June 1994 eee ee a ee ‘)Throw the Forceball at 2) fits and you'r stand- your opponent and follow ing close enough, juggle i itinif you're far away. witha standing High Punch as they fy in. eur oppnentanifolow "sang igh Panchos a hey fy atone youre ‘tin if you're far away. 4)Throw the Forcsballat 2) Nititsand youre standing lose enough, jagge with two oa 41) Throw the Forceball at 2) {fithits andyou're your opponent. standing close enough, enemy and hit them on Juggle them with a ‘the way up with a Kick. standing High Punch. : ; | ; {Throw te Foresballat 2} ffithitsandyou'e close 3) Thenimmediaty eck | 1) faNijajumpsinatyou, 2) Thenimmediatey doa Your opponent andfolow enough, juggle them thom wih an Uppercutto | jugolehimwith one-two Sie. f done corect, Rinityoutetar away ‘with acrouching Low take offlotsofdamage. | standingHigh Punches, this wil take of tons of Punch as they fy int 5 energy. might cross them over your head) 106 GAMEPRO = 1994 Two-Hit Air Fan K 1) When the enemy jumps, ‘meet them in midair Fan while stil in midair. ‘witha standing High ‘witha Kick as you start Punch. ‘the Fan Throw taps. 2m atyour opponent 3 Immediately do the Fan and Kickthem atthe top Throw while in midair. ‘of your jump while beain- ae barnes! ring the Fan Throw taps. ‘Your opponent must stil be jugaled atthe tp of Fight Punch to connects very cifiut, So toees iv to eck ‘and you iss, you' be in@ walnerable poston Beg- toconnect. ners shauld sp Step 4 unt thei timing imoroves. Fan Kombo Three-Hit Fan Kombo 4} When the enemy is 2)Thenimmediatel throw | +) Jump atyour opponent 2} Immediately throw the 3) As soon as youland, standing jumpin witha the an while nmi. with alate supercdeep Fan whe in ida. jump Toward the oppo- deep Kick while starting Kick as you start the Fan nent and Kick them on ‘the Fan Throw taps. Throw taps. the way up. 108 GAMEPRO © June 1994 ing, jumpin with an early nects, hitting Block wil activate the Backbreakor. from fairly close with a ‘grab them deep Kekesyoustat _ Goleha Puneies. ‘the Gotcha taps. 2 +} When your opponent 28) Thenimmediatey do 2b) Ordo standing 20) Ordo the Earthquake, jumps at you, juggle with the Sonic Wave... High Kick. e a standing High Punch. 4) When the opponentisin 2 Assoon sth Kick con- 4} When your opponentis_2)As soon as youland,jog- 3) immediately do the ‘the air, jump up or ects, hittin Block wil near the comer, jump le with astanding Low Gotcha Punches. ‘Toward and Kick while suck them infor the in with a lato super- Punch as you start the ‘tapping Block. Backbreakor. deep Kick. Gotcha taps. SAMEPRG + June 1894 109 rT ne 4} When the enemy is in 2) mmediatoly throw the ‘midair, jump up or ‘Sal while sil in midair. Final, throw the Sal wil tilin mide. This final hit requires perfect timing and postoning! Sf 4) Ifyour opponents near 2) Then immediatelythrow 3) As soonasyouland, do 4) Finally, Uppereut them ‘thecomer, jump atthem the Salwhileinmmidair. Ground Roll before before they land for with adeep Kick while ‘they itthe ground. ‘huge damage! Charging the Sai. 10 GAMEPRO © June 1994 4) If your opponentis near 2) Assoon as youland, 3) Immediately do the Slio- the comer, jump at hold Beck and hitHigh ing Blades to chop them them with alte super- Punch tojuggle thom up before they land. deep Kick. with the Blade Head ‘Swipe. As you do this, begin tapping forthe 4 Sing laces. f Jump in witha super 2) When you land, immed deop Kickas youstart_ ately dothe icing the Sicing Biades| ‘Blades. Note: though this kombo is ester # done nthe comer it can be done itn te open ; 1) ifyour opponents near 2) As soon as you land, ‘the comer, jump at juggle witha standing Blade Throw, ‘them with alate super- High Punch. deep Kick. A SHANG TSUNG 4) Jump in witha ate 2) Upon landing. immediate- | 1) Ifyou think the enemy is 2) Hfthe enemy lands on the frst Skul they will automat- super-deep Kick asyou ‘ly doupto three Flaming | going to jump, throw cally be juggled bythe other Skulls for three hits! begin the taps forup to -—_—Skullstojugge them for | three Flaming Skulls. ‘three Fiaming Skulls. ‘upto four its total, "Note: Timing is ertcal for this kombo! Practice Going only ‘one Flaming Stull at first and work your way up. BAMEPRO + June 1894 11, 4)When the opponent isin. 2) /mmediately do the Tor- ‘the air, jump and stick pedo while stil in the air outaKickas youbegin for asurprisingtwo-it ombo. 4} When the enemyisonthe 2}Now do the Torpedo | 4) Whenyourenemy is 2) ASsvonasyouland,ug- 9) Thenimmadiately throw (ground, jump in andhit- wil stilin the ar, nearthe comer, jump st le withastanding Low the Electricity. ‘them with a Kick as you ‘them with a late super- ‘Punch as you start the start the Torpedo taps. deep Kick. Electricity motion. 1) Grab your opponent with 2) As soon as youlet go, | 1) Whenyour enemy isnear 2)As soon as you land, jug 3) Then immediately do the the Shocker. Juggle them with a the comer jump inwith gle with astanding Low Torpedo. standing High Kick, alate super-deep Kick, Punch and besin the Torpedo taps. 12 BAMEPRO © June 1994

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