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Submitted by System on 09/03/2006, 09:50. Print file.
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prototype Cybernetic Ninjas built by the Lin Kuei. Sektor was once a human assassin trained by the Lin Kuei. He volunteered for automation because of his loyalty to the Clan. Sektor survives the Outworld invasion...he has no soul to take.

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Nightwolf

Works as a historian and preserver of his people's culture. When Kahn's portal opens over North America, Nightwolf uses the magic of his Shamen to protect his tribe's sacred land. This area becomes a vital threat to Kahn's occupation of the Earth.

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Sheeva

Sheeva was hand-picked by Shao Kahn to serve as Sindel's personal protector.
However, she becomes suspicious of Shao Kahn's loyalty towards her race of
Shokan when he places Motaro as the leader of his extermination squads. On the Outworld, Motaro's race of Centaurians are the natural enemy of the
Shokan.

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Kung Lao

After avenging the death of his great ancestor by emerging Supreme Champion against all Outworld opponents, Kung Lao returns to Earth to train a new generation of Shaolin alongside Liu Kang. But Lao's greatest challenges lie ahead, fighting for those who cannot defend themselves against Shao Kahn's treachery.

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Kabal

As a Chosen Warrior, his identity is a mystery to all. It is believed that he is the survivor of an attack by Shao Kahn's extermination squads. As a result, he is viciously scarred and kept alive only by artificial respirators and a rage for ending Shao Kahn's conquest.


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Section 4 : Select Your Fighter


The MK3 Select Screen
    _____________________________________________________________________
   |             |             |             |             |             |
   |             |             |             |             |             |
   | SHANG TSUNG |   SINDEL    |     JAX     |    KANO     |  LIU KANG   |
   |             |             |             |             |             |
   |             |             |             |             |             |
   |-------------|-------------|-------------|-------------|-------------|
   |             |             |             |             |             |
   |             |             |             |             |             |
   |    SONYA    |   STRYKER   |    SMOKE    |  SUB-ZERO   |    CYRAX    |
   |             |             |             |             |             |
   |             |             |             |             |             |
   |-------------|-------------|-------------|-------------|-------------|
   |             |             |             |             |             |
   |             |             |             |             |             |
   |   SECTOR    |  NIGHTWOLF  |   SHEEVA    |  KUNG LAO   |    KABAL    |
   |             |             |             |             |             |
   |_____________|_____________|_____________|_____________|_____________|


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

Choose Your Destiny

The MK3 Choose Your Destiny Screen
__
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                         __       |__|
                        |__|      |__|
                        |__|      |__|       __
                        |__|      |__|      |__|
                        |__|      |__|      |__|
                        |__|      |__|      |__|
                        |__|      |__|      |__|
                        |__|      |__|      |__|
                        |__|      |__|      |__|
                        |__|      |__|      |__|
                        |  |      |  |      |  |
WARRIOR   MASTER    NOVICE

After selecting your character in a single player game, you are presented with the "Choose Your Destiny" screen with 3 Battle Plan towers. From easiest to hardest, the difficulty levels are: NOVICE, in which you have to fight with six opponents and then Motaro and Shao Kahn, WARRIOR, in which you have to fight with eight opponents and then Motaro and Shao Kahn, and MASTER in which you have to fight with ten opponents and then Motaro and Shao Kahn.


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Section 5 : Basic Moves


Walk Forward: Forward
Walk toward the opponent.

Walk Back: Back
Walk away from the opponent, blocks throws.

Jump Forward: Up + Forward
Jump toward the opponent.

Jump Back: Up + Back
Jump away from the opponent.

Vertical Jump: Up
Jump directly upwards.

Crouch: Down
Duck down, hold with Back to block throws.

High Punch: HP
Punch to the opponent's face. Rapid punches to the face takes off good damage, and pushes the opponent away if they are standing and blocking. Don't stop punching until they are pushed out of your punching range.

Low Punch: LP
Punch to the opponent's torso. Good for punching a crouching or ducking opponent, or as retaliation for a close blocked move. This takes off good damage if unblocked, and also pushes the opponent back.

High Kick: HK
Kick to the opponent's face. Useful after blocking a missile weapon or sweep at close range. Also good for hitting opponents jumping towards you. Be sure to kick them as close to their feet as possible.
The will ensure that you override their jump kick. The standing High
Kick is also good to use after sweeping your opponent.

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

Block: BL
Get into a defensive position, hold it with Back to block throws also.

Run up to your Opponent: Run + Forward
Run toward your opponent to begin an aggressive offense.

Roundhouse Kick: Back + HK
Roundhouse kick causing the opponent to spiral to the ground. Good for hitting jumping opponents, and also useful at close range fighting. If hit, the opponent is sent flying an unnatural distance.

FootSweep: Back + LK
Take the opponent off of his/her feet. One of the most powerful moves in the game. This keeps opponents away from you like no other move can. Best used at its full extent, otherwise it is a bit easier to retaliate against.

Uppercut: Down + HP
Flips the opponent backwards, hitting the floor, leaving a small stain of blood. The uppercut takes off the most damage of any standard move. Best used as retaliation: after a blocked kick, missile, or other move at close range. It is also very effective for hitting jumping opponents.

Crouch Punch: Down + LP
The crouch punch is a simple punch to the midsection. Useful for pushing away opponents at close range. The opponent recovers quickly and it takes off very little damage, but hard to retaliate against.

Crouching High Kick: Down + HK
Kick aimed upward at the torso while you're crouching, knocking the opponent a few steps back. Much slower than the Ankle Kick. This move hits the opponent higher and takes off more damage, but can almost always be retaliated against. Best used to hit jumping in opponents.

Ankle Kick: Down + LK
Kick targeting the opponent's ankle while you're crouching. Faster than the crouch kick, harder to retaliate against.

Face Smash: HP (Close)
The face smash is a quick hard hit to the face.  The specific move done varies depending on the character. These moves stun the opponent momentarily but take off little damage. Easy to block and retaliate against. The Face Smash can be very effective if you mix it in while close fighting.

Throw: LP (Close)
Throw or slam your opponent. The specific type of throw/slam varies depending on the character. Another powerful move that can counter a defensive player. Takes off good damage, but is easily blocked. Good to use when jumping in, especially behind the opponent, and during close fighting when your opponent make a move.

Knee Smash: HK or LK (Close)
The knee smash is a quick hard knee to the opponent's hip section.
It takes off little damage and is easy to retaliate to if blocked.
Good to use while close fighting when you anticipate your opponent about to sweep, punch, etc.

Vertical Hop Punch: Vertical Jump, HP or LP
Jump and punch the opponent on your way up. This is pretty much the same as the hop kick but takes off less damage and leaves you more vulnerable.

Light Jump Punch: Jump Forward or Back, HP
Hits the opponent using the fist, allowing you to start Kombo's with it since it doesn't knock the opponent to the ground. This is pretty much the same as the jump kick but takes off less damage and leaves you more vulnerable.

Heavy Jump Punch:  Jump Forward or Back, LP
Hits the opponent using the fist, allowing you to start Kombo's with it since it doesn't knock the opponent to the ground. This is pretty much the same as the jump kick but takes off less damage and leaves you more vulnerable.

Vertical Hop Kick: Vertical Jump, HK or LK
Hits the opponent with a kick straight up. This can be used to counter a jumping opponent, or as part of a combo. Also good for kicking a standing opponent in the face.

Long Jump Kick: Jump Forward or Back, HK
Hits the opponent with a jump kick aimed diagonally downward, knocking the opponent to the ground. This is one of the most powerful moves in the game, especially against the computer. The hitting area of the jump kick varies from fighter to fighter. When fighting the computer, the best time to kick is early. Most often the computer will keep walking towards you and get hit. When fighting a human, the best time to kick is late. This will ensure an accurate hit that is harder to retaliate against. The focal point of the jump kick is the foot, so try to place your foot as close to your target as possible. The lower the jump kick, the easier the combo.

Short Jump Kick: Jump Forward or Back, LK
Hits the opponent with a jump kick aimed diagonally downward, knocking the opponent to the ground. This is one of the most powerful moves in the game, especially against the computer. The hitting area of the jump kick varies from fighter to fighter. When fighting the computer, the best time to kick is early. Most often the computer will keep walking towards you and get hit. When fighting a human, the best time to kick is late. This will ensure an accurate hit that
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