Mortal Kombat 2

Mortal Kombat 2

17.10.2013 19:52:47
...
~B
Mortal Kombat II for SNES glitch/secret list
BONUS: OCF's Mortal Kombat II Game Genie Codes version 4.0
Filename: mk2snes.v09
December 9th, 1994
Revision 9
Send comments/additions/corrections to rat@rat.mv.com (that's me).


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What's New (changes since the last revision) --------------------------------
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* Assimilated OCF's MK2 Game Genie Codes into this file.
* New glitches
* New stuff is marked with


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Coming soon ----------------------------------------------------------------
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* A FAQ of MK 1 arcade glitches, as soon as me and AL can get some free time!
* Rats will take over the world with me as thier leader.


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Overview --------------------------------------------------------------------
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Why not a FAQ?
Secret Select codes
Alternative intro to game
Tournament mode
Game genie codes
Bugs/Glitches that keep the game interesting
Kredits
Comments/additions/corrections


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Why not a FAQ? --------------------------------------------------------------
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Somebody else already did a FAQ.
The FAQ contains all the arcade moves, fatalities, etc..
Mine only has SNES specific codes, cheats, etc...


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Secret Select codes ---------------------------------------------------------
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These codes work in 1 Player mode only. (except for "extend fatality time")

You can combine any code that doesn't involve getting to a secret character.
In other words, if you do the code to get to Kintaro, then do the code to get
to Smoke, you will just end up fighting Smoke.

While at the screen where you choose your character, push the following
directions followed by select. You can do it anytime before both players have
chosen their character. As soon as you hit select after doing the movements,
you will hear the same exact sound that you hear when you choose your
character (same pitch and everything). If you are not hearing the sound after
pressing select, try it faster (you have to be fast). You can also combine
any code except for the ones that involve skipping to secret characters. For
example you can fight Shao Kahn and win with an uppercut and a jump kick
(Super Strength + Fight Shao Kahn).


Example: Down-Up-Right-Up-Left-Select will give you super strength.

D U R U L = Super Strength- CPU only. Your hits 4X damage, their's 1/4 damage
L U R D L = 30 Kredits
U U L U D = Extends time to do the fatality/friendship/babality/pit/spikes
R U U R L = Skip to Shao Kahn. Just as if you got there legally.

The following codes work as follows. You play the named character, and you
play them forever until you lose (get the "push start to continue" screen).
At that point you play someone else, then play the game normally (as in playing
against Shang Tsung until you win the game) just as if you got there legally.

U L U U R = Skip to Smoke, then play from Shang Tsung.
U D D L R = Skip to Jade, then smoke, then play from Shang Tsung.
L U D D R = Skip to Noob Saibot, then Smoke, then play from Shang Tsung.
U D D R R = Skip to Kintaro, then play from Shao Kahn.

hey dummy, don't forget to hit select after the movements!


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Alternative intro to game ---------------------------------------------------
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Hold L and R buttons, then reset game. hold buttons until screen turns red.
Shao Kahn comes out, points, taunts, Kintaro comes out, stomps logo, Kahn
points again, game starts. See it for yourself!


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Tournament mode -------------------------------------------------------------
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Hold L and R buttons and hit start at title screen (where you can choose
between starting, or options) to get into a 4 person endurance match. Choose
your character by hitting left and right (hit select to get random select).
When you lose, the next character you chose pops down and you fight them
until you lose all 4 characters.
Note that they always jump in from the side they started in. So after you kill
on of their players, you can snatch them out of the air if you're Jax or
Scorpion. But they can do the same to you if you're not careful. As soon as
you jump in, you can do a move 'in the air' before you hit the ground. Kung
Lao's aerial kick is really good for this. Well, you get the idea. There are
a lot of strategies involving the time that the character jumps in.

Bug: Getting to smoke in this mode is very strange. Instead of fighting
Smoke, you will fight the first fighter of your opponent's 4 fighters, and
then the other 3 will either hold a direction on their controller (eg. they
will duck the entire round), or just stand there and let you waste them.

Reminder: Random select in this mode -- hit the select button.


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Game genie codes ------------------------------------------------------------
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* Stolen with permission......


OCF's Mortal Kombat II Game Genie Codes
by Orlando C. Fernando (ocfernan@mailbox.syr.edu)
SNES Version 4.0
Last Updated: 11/29/94

Codes have been tested. Additional "safe" effects may be possible, esp. w/
character specifics' finishing move codes. CPU stands for the
computer opponent. Names in [] brackets indicate outsiders that discovered a
certain "side effect" from the code (bulleted by the dash).
Interruptible's are codes whose move effects can be interrupted in
mid-execution. Some code effects are harder (intermediate) or very hard
(expert) to use, but useable nonetheless. The codes all took a long time
for me to come up with, so go crazy with 'em folks!

This will probably be the final major version of this FAQ, unless I
stumble on some earth-shattering boss code or something in the near
future (in my dreams!).

SINCE LAST UPDATE (3.0):
-45 new functional codes added (indicated by ! following code).
-new effects/warning found for older codes 78, 128, and 152.
-"In the Works" replaced with "Imperfect Codes," codes left entirely
for you to play with if you want to perfect them...and there are
QUITE a few juicy ones that demand more modification!
-short "Programming Basic Tips" included for any future code-breakers
out there destined to find a Kintaro code, Akuma code, or whatever :I

*COSMETICS*

OCF1 82A2-3D6E Damage Meters Covered
OCF2 97AD-3D6E Fighters Need No Names
OCF3 1BED-1497 All Projectiles are blackened or neon
OCF4 F9A9-CFF7! Player 2/CPU has some blackened weapons, blood, and
finishing moves
OCF5 F9AC-CFF7! All Weapons, Blood, Finishing Moves Blackened / Shang
Tsung Morphs, Morphed Finish Moves Are Yellow/Blue Neon
OCF6 CD3B-C7AC Background Strobe/Flicker on Some Rounds
OCF7 2462-3F0F Background Doesn't Move
OCF8 5D3B-3D6E Fighters Stay Posed before Fight
OCF9 CFE4-44B7! Fighters and Finishing Moves are Invisible
OCF10 1B28-140A Player 2/CPU Always Wins "In Writing"
OCF11 7E6B-340F Players move across ground / "Conveyor Belt" effect
(even in Armory Stage!)
OCF12 92BB-4767 Blood "Spurts Out" Differently
OCF13 82B4-34A4! Blood Falls Like Rain / Slight Game Slowdown
(turn off to complete body part explosion fatalities)
OCF14 4780-CD0A Camera Always on Left-Side Player / Players can
Walk through each other / Make use of FULL Screen!
-slight odd effects on Dead Pool stage when jumping
around
-COMBOS (be on right side, off-screen):
Reptile's Teaser: Force Ball - Two Acid Spits
Sub-Zero annoying Re-freeze: Freezeball - Freezeball
etc. (timed right, victim will thaw as next arrives)
Kung Lao Surprise: Straight Hat Throw - Teleport+Kick
(33% damage)
Rayden Surprise: Elect Bolt (let it hit) - Teleport+
move a little closer - Shocker (33% damage)
OCF15 82E4-1D6E! Screen Doesn't Darken Upon Finishing Moves
OCF16 5EEC-370A! Projectiles & Other Special Moves May Create Neon
Artwork of Kung Lao
OCF17 5538-3FAA! Most Projectiles Don't Explode On Contact / Some
Moves Missing Animation (fan lift,whirlwind spin,etc.)
OCF18 4661-CDAA Jax n' the Shadow A (try an energy wave)
OCF19 4661-C46A Jax n' the Shadow B
OCF20 886C-146A Jax's Energy Wave Pose Altered
OCF21 1726-3FDE Mileena's Roll looks more like a "ground scraper"
OCF22 9581-4D27! Kitana's Fan Lift Produces Ghost of Sai-Stabbing Mileen
a
OCF23 DDBE-1F67! Kitana's Fans Throws Are Extremely Bloody! (if connects
)

*MATCH BEHAVIOR*

OCF24 E2BA-3D6E No Finishing Moves
OCF25 5C85-C4F7! No Friendships
OCF26 8888-C797! Dramatic Pause Before Friendships
OCF27 DD88-C797! Friendships Executed Immediately
OCF28 5688-470A Moving Forward Prevents Contact
OCF29 5DBC-3D6E Screwy Referee for Sore Losers
-player 1 always wins Round 1
-winner of Round 2 wins match, but...
-player 1, even losing, always gets the finishing
move!
OCF30 4385-47AA Players can walk through each other
-all close range fatalities can now be done "on top

of" victim (overlapping them).
-new Liu Kang's "Bust the Oooooh Move" fatality
(perform cartwheel fatality on top of victim)
OCF31 1BED-1D27 Player Select can be done Invisibly
(always turn off before a round actually
starts)
-can turn back on during round for
invisible/stationary projectile effects
OCF32 80E5-1F0A Fighters Don't Pose on Player Select Screen
OCF33 11B7-3D0E Cooler Player Select Screen ([Jenn]don't random select)
-fighters are shadows.
-Rayden "electrifies" when selected.
OCF34 18B5-C4F7 Wins too "exhausting" for Player 1
(without a finishing move)
OCF35 B68A-1F6A CPU/Player 2 is Stationary (nice punching bag!)
OCF36 81E2-CDAA Crossing Opponent Stuns Him/Her
OCF37 CEC2-3F6E Win One Round to see your OWN Ending!
OCF38 1B2C-140A Rounds End Quickly, Regardless of Finishing Move
OCF39 2C3E-3FF7! Loser is More Dazed than Usual!
OCF40 2C3A-3727! Loser Sprawls on Ground, Avoiding a Fatality

*SOUNDS*

OCF41 00E0-3DAE Sound off on Menu Screens
OCF42 B162-EF76 Sounds more like a "Genesis" version (no
announcer, sounds missing, etc.)
OCF43 6D61-EF76 Music Sped Up (Porky Pig Announcer)
OCF44 9366-EF76 Sounds of Quiet Snorkelling (louder sounds
come out like blowing big bubbles)
OCF45 1DB6-EF76! Evil-Sounding Background Music
OCF46 E820-8F76! Bass Has Buzzsaw-like Sound
OCF47 E860-8F76! More Bass Than Strings In Music
OCF48 C1BB-5F76! Less Strings In Bkgrd Music / Finishing Music Lingers
OCF49 258A-C797 Friendships Declared...Babalities???
OCF50 8882-CD97! Friendships Declared...Fatalities???
OCF51 003B-EF56 Some Finishing Moves have New Audio
(Warning beeps, etc.)
OCF52 793B-E476 Some Finishing Moves Play a Musical Tune
(esp. Johnny Cage's and Rayden's)
OCF53 8866-146A Jax's Energy Wave has Pop Audio
OCF54 33B6-376A! Kitana's Air Fan Throw Has Pop Audio
OCF55 33B9-346A! Kitana's Fan Throw (long range) Seems To Scare Opponent
OCF56 B584-170F Scorpion's "Flame" Fatality Has New Audio
OCF57 E18E-44D4 Shang Tsung's "Soul" Fatality Has Neater Audio
OCF58 B261-CD27! Extra "Uh!" when Shang Tsung Defeats Opponent
OCF59 1B61-CD27! "Toasty!" Audio when Shang Tsung Defeats Opponent
-tons of other audio possible by changing 1st 2 digits
-my favorite ones ;) :
04: "Fight!" OA: "Gotcha!" 15: "Superb!"
09: Woman's Scream 54: Dead Pool Sound
17: "You will die mortal!" 1F: "All too easy!"
14: "You weak pathetic fool!" 06: Raiden's Cry
1D: "Is that your best?" 94: Liu Kang's Gobble
65: Some Odd Audio 10: A Guy Scared Silly!
OCF60 016B-CD27! Round 1 Means...Friendship!
-exact same wacky 2-digit possibilities as previous cod
e
-TIP: use 17 to make "Round, you will FIGHT!" ;)

*BASIC ATTACKS*

OCF61 41B0-CF27 All Attacks Often Have Longer Range
OCF62 41B0-C797 Punches on Right Side of Victim Useless /
Liu Kang's "Cartwheel" Fatality Tamer
OCF63 9AB4-47AE! Projectiles are Short-Range on Left Side
OCF64 41B0-CDF7 Ground Projectiles & Ground Freeze Useless
-CPU's will occasionally inflict damage
-air projectiles still inflict damage
OCF65 F722-34AF Fallen CPU Temporarily Immobile
-watch out, it's sometimes a trap!
OCF66 B5E9-3F0F Shang Tsung's Uppercut Useless
OCF67 21B6-3707! After Successful Uppercut/Roundhouse, Get Invisible
Weapons & Minor Screen Changes
OCF68 423F-3D6E + Automatically Duck (blocked or not) Rapid
AB34-3D6E Punches & Projectiles (40% of time)
OCF69 AA38-3FAA! Projectiles, Other Special Moves, & Finishing Moves
Have Odd Pauses (don't do teleport moves)

*CHARACTER SPECIFIC MOVES*

OCF70 B163-3D6E Liu Kang's Standard Fireball Stuns Himself
-opponent can do strange combos, which could
even inflict damage on himself!
-[Jenn] Opponent "flickers" if hit stunned Liu Kang
with certain special moves
-[Jenn] mirror morph possible. For e.g., "try Liu's
(Player 1) bicycle kick while 'being' Scorpion
(as player 2)..."
-[Jenn] "Flickered" Shang Tsung makes odd fireballs.
-do Rayden's Friendship in his "flickered"
state (exhausting!)
-Kung Lao can do 3 "hits" with Whirlwind Spin
near victim upon Finishing Move time
OCF71 2BB4-47DA Liu Kang's New Change-up Fireballs (interruptible)
-TIP: Fireball CPU from a distance, CPU will stay
ducked. Go up & throw CPU & he'll fly into it!
-[Richard] Extra "pain" can occur during Fatalities
if Liu Kang's fireball "sits" over victim
-[Richard] ...even possible on victory poses if
winner touches the overhead fireball (e.g. Kitana)

OCF72 6535-3D6E Reptile's Special Reverse Invisibility A
-doing reverse invisibility (the move twice) gives
you "shadow" invisibility.
-other Reptile oddities (Liu Kang's Bicycle Kick
won't make Reptile reappear, possible to do
fatality on an invisible Reptile)
-[Trent] If Shang Tsung and are a "shadowed" Reptile
morph, you can still be "shadowed" when you
lose morph! Can do ANY Fatality Invisibly on victim!
OCF73 6535-3DDE Reptile's Special Reverse Invisibility B (Player 1)
-doing reverse invisibility makes you invisibly
stuck until hit , but is excellent for doing
invisible tongue fatality!
-To do invisible tongue, upon "Finish Him/Her" stand at

appropriate distance, do invisibility twice, perform
tongue fatality. Now us SNESers CAN do it!
OCF74 C1B9-3DDF! Reptile's "Tongue" Fatality Leaves Less Blood
OCF75 C1B2-3DDF! Reptile's "Tongue" Still Leaves Victim Bloodily Intact

OCF76 3663-1F6A Jax's Energy Wave has much longer recovery
OCF77 3663-17AA Jax's Energy Wave passes opponent without harm
OCF78 DD6F-CD0A Jax's Energy Wave is Stationary
-very effective vs. Shao Kahn!
-COMBO A: Set up Energy Wave (near opponent's face)
- walk up + "Wide Out" Quadruple Slam (50% Damage)
-COMBO B: Set Wave - "Far Out" Gotcha Grab (45% Damage)
-NIGHTMARE COMBO (expert): Set Wave - Turn Around Kick
- Air Back Breaker - Ground Smash (55% & lots of pops!
)
-Upon Finish Time, set wave, jump to other side of
victim, & perform an unusual "Arm Rip" Fatality!
-try other unusual fatalities, being Shang Tsung,
morphing to Jax, setting wave (in front of or behind
victim), and doing another morph's fatality (e.g.,
Tsung's "Soul" & Baraka's "Torture" displaces victim)

OCF79 4960-3DAE Kung Lao's Hat Throw has longer recovery (if connects)
OCF80 57E9-CD0A Smokin' Kung Lao
-do hat throw to get "charged," wait until you're hit.
-[David] Hat throw close to opponent may cause
"spontaneous combustion" (declared a "fatality"
at round's end if you win!)
-[Trent] Odd reactions by opponents after explosion.
OCF81 57E9-C4AA Kung Lao's New Stun Beam! (vs. CPU) (do hat throw)
-New possible combos: (Safe) Jump Kick - Stun Beam -
Teleport w/ Kick;
(Risky) Jump Kick - Stun Beam - Whirlwind Spin
OCF82 51E9-CD0A Kung Lao's New Levitator! (do hat throw, get hit)
-don't do Fan Lift on Levitated Lao.
-turn off to resume normal hat throw if desired
-Levitated Teleport will oddly glitch, but opponent
can eventually punch him out of it.
-Fatalities on Levitated Lao are weird (Kitana kisses
his feet, Johnny Cage nut punches his heads off then
Lao lands in his hands, etc.)
OCF83 DD32-4DDA Kung Lao's Air Kick Has "Float" if Connects
OCF84 DD33-47AA Kung Lao's Air Kick Won't Bounce if Blocked
OCF85 C93C-44AA Kung Lao's Air Kick Causes Multi-Hit 75% Damage
OCF86 C938-440A Kung Lao's Air Kick Can Pass Through Opponent
if Connects
-COMBO (intermediate;VS. CPU): Air Kick - Whirlwind Spi
n
OCF87 2231-440A Kung Lao's Air Kick has Longer Range

OCF88 AA6D-47AA Johnny Cage's Low Green Bolt Disabled
OCF89 DD6D-47AA Johnny Cage's Low Bolt Keypresses does High Bolt
OCF90 22B5-140A Johnny Cage's Green Bolts Can Be Launched Quicker
OCF91 22B8-17DA Johnny Cage's New Homing Missile! (throw green bolt)
-causes harmless trip animation after
OCF92 6DB5-CDDA Johnny Cage's New-Range Green Bolts
-low bolt is multi-range triple spread!
-high bolt is super-high-and-level
OCF93 ECB9-C70C Johnny Cage's Torso Fatality Randomly Altered
-sometimes "And? And? Come on?" Fatality
-other times, "No Hands Ma!" Fatality
OCF94 F3B5-C76C Johnny Cage's Torso Fatality "Splits" Differently
-Baraka's split is DISGUSTING!
OCF95 DC37-3D0E Johnny Cage's "Header" Fatality Sends Heads Right Down
OCF96 DC37-3DDE Johnny Cage's "Header" Fatality Makes Heads Shoot Away


OCF97 1727-3D0E Mileena's Teleport Kick Has Better "Dropback"
OCF98 1724-3D0E Mileena's Teleport Kick Has Major "Float"
OCF99 172D-3DAE Mileena's Teleport Kick Kills (Unblocked)
OCF100 DD28-346E Mileena's Roll More Defensive
-only travels when close to opponent
-switch DD digits to EE to prevent roll from
bouncing up when blocked.

OCF101 06E1-17A4 Kitana's Fan Lift Useless
OCF102 33B1-346A! Kitana's Fan Throws Has Major Recovery
OCF103 11BE-340A! Kitana's Fan Throws Are Slightly Higher
OCF104 3DB1-3F0A! Kitana's Ground Fan Throw Disabled
OCF105 BAB0-3F0A! Kitana's Ground Fan Throw Has Major Delay
OCF106 33BB-3F6A! Kitana's Air Fan Throw Has Major Delay
OCF107 BAB6-3F0A! Kitana's Low Air Fan Throw Is Tossed Along Floor!
(throw air fan just before landing)
OCF108 C6C8-44A4 Kitana's "Kiss" Fatality Makes Quicker Explosion
OCF109 C6C2-4F04 Kitana's "Kiss" is Just a Kiss (awwwwwwh! :)
-don't do Shang Tsung's "Vapor" Fatality
OCF110 C6C9-44A4 Kitana's "Kiss" Victim Forever Expanded!
OCF111 C6C6-44A4 Kitana's "Kiss" Gives Victim a Final Moment,
then...Fatality (cone-like organ parts, ewww!)
OCF112 C6CE-4704 Kitana's "Kiss" & Shang Tsung's
"Vapor" Fatality Levitates Kit/ST to Heaven...

OCF113 06EC-17AF Sub-Zero's & Reptile's Slide Useless
OCF114 FF84-170A Sub-Zero's Ground Freeze Worse (hard to uppercut victim
)
OCF115 EE84-170A Sub-Zero's Ground Freeze Better
(after ice, duck. Better chance of getting
uppercuts if opponent slips away, 'cuz you "slide")
OCF116 CC84-170A Sub-Zero's Ground Freeze Can Corner-Warp Both Players

OCF117 226F-470A Scorpion's Trick Spear (interruptible)
-can "pullback" spear (tap BACK as last motion)
-hit any button to interrupt cast or grip
-BLOCKABLE COMBO: Pullback spear (wait until
casted) - Teleport (10% blocked damage)
OCF118 5735-C4AA Scorpion's Teleport Transports Him (and
Opponent) To Opposite Corner
OCF119 5734-C4AA Scorpion's Teleport Goes Random Places
OCF120 B58C-146F Scorpion's "Flame" Explodes Differently (skull rises)
OCF121 B584-146F Scorpion's "Flame" Fatality Randomly Altered
-one is normal.
-another is "Victim Spared".
-yet a third is "Watch ME Explode!" (love it!)

OCF122 06E7-34DF Rayden's Body Launch Pushes/Passes Opponent Unharmed
-SURPRISE COMBO: Teleport - Body Launch - Shocker
OCF123 06E7-3DAF Rayden's New Uppercut Lightning Bolt! (80% of time)
-DISTANCE JUGGLE COMBO (VS. CPU,): Lightning Bolt
- keep tossing more each time CPU falls down.
-COMBO (expert): Lightning Bolt - Teleport (wait a
little) - Shocker/Uppercut (25% damage w/uppercut)
OCF124 C538-1D0E! Rayden's Teleport Returns Him To Same Side
OCF125 C535-1D0E! Rayden's Teleport Is Quicker

OCF126 ADBA-C7B7! Baraka's "Torture" Fatality Slips Victim Between Blades

OCF127 E239-1497 Shang Tsung Becomes Neon after Losing Morph Power
OCF128 E23B-1727 Shang Tsung Becomes Stuck in Morphing State after
Losing Morph Power
-good handicap for expert Tsung players.
-stuck to round's end even in won/lost pose.
-if attacked, can do one quick move before "refrozen"
-try morphing only upon Finish Time, then do a
morphed fighter's finishing moves (most of them).
OCF129 E23B-1D27 Shang Tsung Becomes Frozen Statue after Losing Morph
-see 1st three notes from previous code
-try morphing only upon Finish Time, then do a
morphed fighter's finishing moves (most of them)
to do a "Floppy Fish" Act! ("Reverse Leapfrog" better?)

OCF130 E18C-47A4 Shang Tsung's "Soul" Fatality Zaps Soul Differently
OCF131 E18A-4DD4 Shang Tsung's "Soul" Just Wilts Victim's Body
OCF132 E183-4DD4 Shang Tsung's "Soul" Is Faster!
OCF133 E182-4DD4 Shang Tsung's "Soul" Keeps that Soul a-Glowin'
-code 5583-4DD4! produces slight variation.
-use code E18E-4F64! to extend "suck" audio.
OCF134 E18B-47A4 Shang Tsung's "Soul" Exorcises a Kung Lao Spirit
Out of the Victim (ooooooh!)
OCF135 32C1-4D27! Shang Tsung's "Soul" (round 1) causes a demo game
next round, then game over (unless you rejoin)
-must combine with Fatality every Round code B2B8-3D6E
(not derived from myself)

OCF136 EE67-470A Shang Tsung & Scorpion Have "Walking" Projectiles
(intermediate) (interruptible)
-after projectile keypresses, tap BACK (to go back),
FORWARD (forward), or BLOCK (normal).
-TSUNG UP-CLOSE COMBO: "Forward Walk" Triple
Fireball - Elbow (tap HIGH PUNCH)
OCF137 D367-470A Shang Tsung, Scorpion, & Rayden Have Reverse
Projectile Capabilities (expert) (interruptible)
-tap last keypress twice to fire in correct
direction (e.g. for Rayden: Quarter Circle -
LOW PUNCH - LOW PUNCH)

OCF138 AAB9-4D64 Reptile's "Tongue" & Johnny Cage's "Torso" Fatalities
Has Funny "Disappearing Acts" (not like code 102's)
OCF139 203B-C7F7 Decapitation Fatalities Altered (Johnny
Cage, Kitana, Baraka)
-do Cage's "3 Header" on victim at or near corner
(at is best!) for "Take It Outside"
-otherwise, Cage does "Look Ma, No Heads!"
-Kitana's and Baraka's can even make
victim disappear!
OCF140 9F38-C4F7 Decapitation Fatalities Leave a Frozen Body Part
OCF141 3EB5-4FD4 Severing Fatalities Cause "Disappearing Acts"
(Johnny Cage, Kitana, Liu Kang, Reptile, etc.)
-Don't do Johnny Cage's "3 Header" Fatality
OCF142 C0CD-3467! Body Part Explosion Fatalities Shifts Winner a Bit
OCF143 C0C1-3D67! Body Part Explosions Wipe Out All Parts
-use variation C0C0-37D7 to leave 1 bone from Raiden's
"Shocker" Fatality
OCF144 3DC3-CFA7! Body Part Explosions Keeps Parts in a Pile
OCF145 C0CC-3467! Body Part Explosions Suspend Parts
OCF146 C0C9-37D7! Body Part Explosions Dances Parts Along the Top
OCF147 C0CF-3467! Body Part Explosions Leave Some Parts Top, Some Bottom
-some parts drop later in some fatalities
OCF148 4DEE-1F0A Everyone's Second Fatality Altered (predictable)
-to either "Death by Projectile" Fatality (Kitana's #1)
-or "Phantom Launch" Fatality
OCF149 4DEE-1F6A Everyone's Fatalities Altered (Player 1)
-one fatality is like previous code's effects
-other is always "Morphed Kung Lao Slicer"!
-don't do Spike Fatality nor Player 2 Fatalities
OCF150 81E7-CF0A Fatality causes a spazz-out until you do another
non-fatality move (e.g., special move, friendship)

Imperfect Codes:
----------------

OCF151 1720-37AE Mileena's Teleport Kick produces Roll Combo!!!...then
blacks out. Suspected that changing the first two
digits in code may unglitch it. Any volunteers to try?

OCF152 E3B7-EF76 Sounds like Rap Music (mostle just drums, effect/words
rapped), tends to blackout upon uppercuts, Force Ball
hits, choosing Tournament, and possibly other actions.

OCF153 E4E8-3FAA! Baraka/Johnny Cage's Projectiles Can Produce Fighting
Doppleganger!! (20% change of blackout)
-should turn off once produced dopple until next round.
-don't use Tsung's, the ninja's, Jax's, Kang's, nor
Mileena's projectiles until dopple is "activated".
-subsequent projectiles (from anyone if Shang Tsung)
can recreate different ground & air dopples.
-TIP VS. CPU: set dopple in corner, hit CPU so that
he/she bumps into dopple. Dopple will do throws,
throw projectiles, or even do multi-hit juggle combos!
-odd occurences during fatalities if dopple is around.
-can get stuck at times, but still playable.

OCF154 6FB9-C797! Loser can still fight during Finishing Move Time!! /
No Fatalities
-very similar to the code discovered by Neto San
-amusing for Shao Kahn matches.
-works best when combined with "fatality every round"
code B2B8-3D6E (may freeze without this 2nd code)
and/or Player 1 always wins each match
-simpler alternative is to turn on only during
winning match for either player.
-both winner and loser can do their friendships!
-loser can stop you from doing your friendship
even if completed, & it's declared a "Fatality"!
-if attack "Babality" baby, will turn back to adult!
-if no finishing move is successfully performed, CPU
can beat up on you.
-doing finishing move at last possible moment may
cause game freeze.
-loser not receiving finishing move nor not attacking
winner may also cause game freeze in 2-player game.

PROGRAMMING BASIC TIPS:
-----------------------
1) Play around with first 2 digits of an existing code.
2) When testing, play as Shang Tsung and do different morphed character's
special moves and finishing moves to experiment.
3) Enter published codes B2B8-3D6E (finish every round) and DDB5-1FF7
(Player 2 quick kill) to test finishing moves quicker.
4) Remember that on some occasion, several codes can cause just 1 effect.
5) Mix 1st 4 digits with one existing code with the last 4 digits of another.

-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
My thanks to the "Rat"man and John D. Evans for additional INTERNET
support of this FAQ.

Special Thanks to Jenn Dolari, Richard Y. Choi, David Charles Marotti, and
Trent Troop for their bloodhound investigating of the "side effects".

Please send any ?s, problems, or comments to ocfernan@mailbox.syr.edu.
Play on!


-OCF
"Mortal Kombat Rules On!"



-----------------------------------------------------------------------------
Bugs/Glitches that keep the game interesting --------------------------------
-----------------------------------------------------------------------------
These are fun things you can try to keep the game fun. The one's that also
work in the arcade aren't included here. Or at least I haven't tried them in
the arcade! :)

Players: This means who you have to be, and who the victim has to be.
Description: How to do the bug and other comments.


*** in order of newness to this list ***

(part of this also works in the arcade)
Players: Any male ninja (Sub-zero, Scorpion, Reptile), Baraka, Lui Kang
vs. Anybody
Description: If you kill the victim with a throw, the victim can get off any
move, special move (including morphing), friendship, babality, or dead pool
just before going into their death stagger (where they just look like they
are loosing their balance waiting for you to kill them). You can't do a
fatality, pit/spikes or babality, but any special move will work. If the
victim does a friendship/babality, the winner is free to move around and bash
them out of it, or anything except a fatality/ babality or pit/spikes.
-- There are many possiblities with this.
* Pick shang tsung and morph into someone who can do the throwing, and you can
morph into someone else after they are dead. Then you can do many combonations
of double friendships.
* Have the winner be Scorpion, and since you have to kill them with a throw, tr
y
the air throw! This means you haven't hit any punches and both players can get
off a friendship/babality.
* Reptile's invisibility works. So you can pick reptile, and have an invisible
person kill Reptile. Or try using the shang tsung trick, and turn into
Raiden, have the victim turn invisible, and do Raiden's uppercut fatality
(you will never even see reptile die).
* Dead pool. Nuff said.
* If the loser is Kung Lao, do the shield move (just rap really fast
on up and LK) and have the winner get smashed by it. You can do the move
again and again! If Kung Lao didn't hit punch, you can do the shield move,
and if you hit your opponent with it immediatly, Kung Lao can do the
friendship/babality right right after.


Players: Anybody vs. Shao Kahn
Description: If you win by running out of time, he will just snap into his
winning pose after the first screen flash.
Variations: If you make it run out of time when Shao Kahn in in the air, and
you end up being the winner, provided the move you did to put Shao Kahn in the
air does not kill him, it will crash.
Notes: Previous FAQs said that only Katana's fan lift would do this, but any
move that sends Shao Kahn into the air will crash it.

Players: Baraka or Kitana vs. Kintaro
Description: If you do Baraka's blade fury or Kitana's fan throw to Kintaro
while he is in the corner, he won't land. I think this works in the arcade
too.

Players: Sub-zero vs. Computer or Human anybody
Description: ** This one is a rewrite of a bug that was in here before. **
Win with Sub-zero. Make it so you're fairly close the the center of the stage.
Do the perma-freeze, then jump over them and do it again. Look behind you,
see it? If not, jump away from them, then towards (so that the screen scrolls
back so you can see more), then do the perma-freeze again. See it? The idea
here is to do the freeze, then get on the other side of them and make it so
that you can see what's way behind them. There is the freeze going
in the opposite direction. Do it and you'll see what I mean. Notice the area
where the perma-freeze hits them. It doesn't "bounce" off them where the ice
is hitting their body. This is probably what that is behind you.
You can correct this by doing it the perma-freeze normally, but as far away as
possible. Don't jump over them or anything, just do it, but as far as
possible without being so far that you can't do it. (redundant, but you know
how some people are!)

Players: Shang Tsung vs. Lui Kang
Description: At 'finish him' morph into Sub-zero, perma freeze until you morph
back, then morph into Jax, then do head-pop fatality. His color map will be
screwed up, and Lui Kang's body will look extra bloody.

Players: Scorpion vs. Anybody
Description: After doing the harpoon, you can usually do another one that is
not blockable. Even works against the computer!

Players: Raiden vs. Anybody
Description: This is extremely hard to do, but since it's consistent, I
decided to include it. If Raiden is his at the same time as he is warping,
he will appear wherever he warps to in his 'getting hit' animation. If you
warp unscathed, you did it too soon. If you simple get hit, you did it too
late. Looks great with Baraka's blade fury or Sub-zero's ground freeze.
Missile weapons are easiest to do this trick with (letting Raiden get hit
with the missile weapon of course).

Players: Jax vs. Jax
Description: If you do his arm ripoff fatality, the victim's arms won't land.

Players: Jax vs. Raiden
Description: If you do his arm ripoff fatality, Kung Lao's arms will appear
instead of Raiden's.

Players: Reptile vs. Shao Kahn
Description: Win the game with Reptile. But be invisible. Instead of doing
his pose, he will just stay invisible.

Players: Anybody vs. Shao Kahn
Description: If you win by running out of time, he says "No, No, No!" even
though he's frozen in time from running out of time.

Players: Shang Tsung vs. human or computer
Description: Morph into Sub-zero. Wait until the last second before you morph
back, then freeze the ground. After you morph back into Shang Tsung,
immediately do single-flaming skulls really fast (tap back and HP really
fast). This causes the ground freeze to disappear (which is a SNES bug in
itself) and the Flaming skull will turn into Kung Lao for a second, or
flaming skull will disappear (among other strange things).

Players: Shang Tsung vs. Computer (anybody, even hidden characters)
Description: When the computer is kind of far away, do single flaming skulls
really fast. If they don't just keep ducking, you're doing it too slow. After
a time (it can happen anytime from a second to a minute) they will just slide
across the screen at you in their ducking pose! Try it to see what I mean.

Players: Lui Kang vs. Human Anybody (works for me best with Cage)
Description: Have victim continuously jump straight up. Charge up the bicycle
kick. This takes some timing. If you can high-punch them AS they are jumping
up, and immediately do a bicycle kick, they will go very very high up and you
will see the ceiling. This crashes the game often.

Players: Baraka or Kitana vs. Kintaro
Description: Baraka and Kitana are the only one's I know that can do it.
Maybe others can, I don't know. All you have to do, is kill Kintaro any
round with either the blade fury or a fan throw making Kintaro land in the
corner. The bug is that Kintaro won't land, he'll just be half-fallen.

Players: Baraka, Jax, Lui Kang vs. Computer anybody
Description: This is more of a stupid-computer bug. Just continuously keep
doing Baraka's blade spark, Reptile's spit, Jax's Energy Wave, or Lui Kang's
low-fireball (but they usually block it), and the computer will keep jumping
away, and into your projectile like a moron.


-----------------------------------------------------------------------------
Kredits ---------------------------------------------------------------------
-----------------------------------------------------------------------------
A friend and I figured out all the bugs, but the codes were from other FAQ's
and the USENET newsgroup alt.games.mk (thanks guys!)


The following contributed in the form of additions/corrections:
(without their permission, of course)
-----------------------------------------------------------------------------
Orlando C. Fernando (ocfernan@mailbox.syr.edu) for Game Genie codes.
Edward Charle Allen (exalted@brahms.udel.edu)
Jeff Kilsdonk (jeffboy@ods.sol.net)
Rapid Veta (RPDST4@vms.cis.pitt.edu)
fabng@cougar.multiline.com.au


-----------------------------------------------------------------------------
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