Mortal Kombat 4 Walkthrough
Run Button:
The Run button was introduced in MK3 for the purpose of speeding up the gameplay. Like any
other button, it is also used to pull off some special moves and finishers, but holding it
when pressing forward lets you run toward your opponent (until your Run Meter, under the
energy bar, runs out). This allows you to perform Kombos done at close range.
In MK4, Run is also used in combination with down to pick up a dropped weapon or an
object. Plus, pressing it twice quickly allows you to side-step.
They are typically less damaging than special moves and usually less impressive-looking
(with a few exceptions) but are also useful in Kombos during fights.
Special Moves:
Special moves are moves that are specific to a character. They are generally harder to
pull off than basic moves, but are easy enough to perform that you can use them as part of
your offensive arsenal during a fight. Usually, special moves look more impressive and do
more damage than basics, and some of them can even be used in Kombos as well.
Maximum Damage:
Maximum Damage is a new limit put on the amount of damage a Kombo inflicts. It causes both
players to drop back when a Kombo exceeding the limit of 40% is performed (and since the
last hit counts, some can actually exceed 50%). This was done for the purpose of evening
up the competition a bit when a novice player is matched up against an experienced one.
However, many people feel that this takes away from your ability to show your skill once
you have developed it, so the home versions of MK4 provide an option for you to toggle
Maximum Damage.
The Moves:
Up The UP Direction on the D-pad
Down The DOWN Direction on the D-pad
Back The direction AWAY from your opponent
Forward The direction TOWARD your opponent
HP High Punch Button
LP Low Punch Button
HK High Kick Button
LK Low Kick Button
BL Block Button
Run Run Button
Hold Hold the following buttons or directions
Release Release the following buttons or directions
+ Press buttons or directions together
- Press this button next
Weapon Kombat:
Introduction To Weapons:
When a character is holding a weapon in his/her hands, it will drop to the ground if
he/she takes a hit without blocking. Once a weapon is lying on the ground, either
kombatant can pick it up. To throw a weapon you're holding, just do your character's
Weapon Draw movement while a weapon is already in your hands. If you're already holding a
weapon in your hands, you can't pick up another weapon that is lying on the ground, or
pick up any other objects lying around in the stage you're fighting in.
Objects On The Ground:
You can also pick up any objects that are lying around on the floor in Goro's Lair, The
Well, and The Tomb. Pick them up the same way you would pick up a dropped weapon, but you
will immediately throw the object at the opponent automatically (you can't hold it).
Basic Strategies:
One of the most important basic strategies a beginner should learn is how to counter your
opponents properly:
- If your opponent jumps at you from a distance approximately two body lengths, deliver an
uppercut to him/her.
- If your opponent jumps at you from a distance closer than the above, perform a simple
High Kick to knock him/her back.
- If your opponent uses a Special Move that brings him/her close to you (such as a Slide
or Torpedo Dive), block it and counter with a Kombo.
Against most opponents, it's a good idea to run at your opponent after they've done a move
and are unable to quickly retaliate. Basic Kombos and even rapid High Punches usually work
well in this situation. Side-Stepping, despite the 3 second intervals between them, are
both good for getting to weapons as well as getting close to your opponent offensively if
you combine it with running in. You can also incorporate your weapon into Kombos, both by
having it drawn before doing one, as well as drawing it during one, which actually adds an
automatic hit to your Kombo.
Basic Attacks & Moves:
HP: A high punch to the opponents face.
LP: A low punch to the opponents torso.
HK: A high kick to the opponents face.
LK: A low kick to the opponents torso.
BL: Get into a defensive position to block direct blows & projectiles (Uses your
weapon to do so, if youre holding one). Hold it with Back to block throws & bone
breakers.
Run + Forward: Run toward your opponent for an aggressive offense.
Down + Run: (While standing over a weapon or object): Pick up a weapon on the ground to
use, or an object lying around in the stage to automatically throw it at your opponent.
Back + HK: Roundhouse kick, causes the opponent to spiral to the ground.
Back + LK: Take the opponents feet out from under them (Also causes travel in the Z
plane).
Down + HP: Flips the opponent backwards, hitting the floor head first with a crack, &
leaving a small stain of blood on the ground that stays for a moment.
Down + LP: A simple punch to the opponents midsection.
Down + LK: An ankle kick.
Down + HK: For Kai, Raiden, Reptile, Cage, Sub Zero, Quan Chi, Noob, & Goro - Vertical
side kick causes him/her to flip backward & land on his/her head if it makes contact.
For Shinnok, Liu Kang, Scorpian, Jax, Reiko, Jarek, & Tanya - Crouching chest kick.
For Fujin & Sonya - crouching crotch kick pushes him/her back a step if it hits.
Heavy Hit: HP when opponent jumps toward you. The heavy hit is a manoeuvre for more
experienced players that delivers a hard blow to an opponent who is jumping near you, it
inflicts more damage then a HP, but it takes accurate timing.
The Kombo System: The main combo starters are 1. HP - HK, 2. HP - HP, & 3. HK - HK.
For ground chain kombos, simply run or walk up to close range & use a starter, or even
jump in with a light jump punch (Jumping HP) which even adds an extra hit & more
damage to your kombo. For air chain kombos, perform a starter when youre in contact
with the opponent while in midair. You can also add the use of a weapon in ground kombos
by drawing your weapon during it, which usually causes an automatic hit. Other types of
kombos found in MK4 include individual ones that are done in particular situations, such
as after freezing an opponent in the air when playing as Sub Zero.
Universal Kombos:
4 Hit Pop Up Kombo - HP, HP, HK, D + HP
3 Hit Pop Up Kombo - HP, HP, D + HP
3 Hit Pop Up Kombo - HK, HK, D + HK
3 Hit Pop Up Kombo - HP, HK, D + HK
3 Hit Basic Kombo - HK, B + LP, LP
Character Profiles:
Kai:
Raiden:
Shinnok:
Liu Kang:
Reptile:
Scorpion:
Jax:
Reiko:
Johnny Cage:
Jarek:
Tanya:
Fujin:
Sub Zero:
Quan Chi:
Sonya:
The Weapons:
Kai's Ghurka Knife:
Description:
A medium-length knife with a short handle and relatively large curved metal blade.
Weapon Moves:
Midair Upward Slash: HP in midair
Midair Downward Slash: LP in midair
Uppercut Slash: HP
Downward Slash: LP
Horizontal Torso Slash: Back + HP or LP
Block With The Blade: Hold BL
Raiden's Warhammer:
Description:
A large square-headed hammer with a long cylindrical wooden handle.
Weapon Moves:
Midair Upward Swing: HP in midair
Midair Downward Swing: LP in midair
Swing Away From The Camera: HP
Swing Toward The Camera (Opponent hits the surface): LP
Overhead Downward Swing: Back + HP
Upward Swing: Back + LP
Block Using The Handle: Hold BL
Shinnok's Battle Staff:
Description:
A long wooden staff with a small curved-edged metal blade on the end of it.
Weapon Moves:
Midair Upward Swing: HP in midair
Midair Downward Swing: LP in midair
Upward Swing: HP
Downward Swing: LP
Dashing Straight Stab: Back + HP
Foot Sweep: Back + LP
Block Using The Handle: Hold BL
Liu Kang's Dragon Sword:
Description:
A sword with a decorated golden handle and a r long, jagged, metal blade.
Weapon Moves:
Midair Upward Slash: HP in midair
Midair Downward Slash: LP in midair
Horizontal Chest Slash: HP
Diagonal Torso Slash; LP
Dashing Straight Stab: Back + HP
Horizontal Spin Slash:- Back + LP
Block With The Blade: Hold BL
Reptile's Battle Axe:
Description:
A battle axe with a large metal head and long wooden handle.
Weapon Moves:
Midair Upward Swing: HP in midair
Midair Downward Swing: LP in midair
Uppercut Swing: HP
Diagonal Downward Torso Swing: LP
Spinning Horizontal Chest Swing: Back + HP (Hold HP to continue spinning)
Horizontal Chest Swing: Back + LP
Block With The Blade: Hold BL
Scorpion's Long Sword:
Description:
A long sword with a decorated metal blade, and a long pointed metal blade
Weapon Moves:
Midair Upward Slash: HP in midair
Midair Downward Slash: LP in midair
Diagonal Downward Chest Slash: HP
Diagonal Upward Chest Slash: LP
Overhead Downward Slash: Back + HP
Upward Slash: Back + LP
Spinning Horizontal Crouch Slash: Back + LP (Hold LP to continue spinning)
Block With The Blade: Hold BL
Jax's & Reiko's Spiked Club:
Description:
A large club with 12 large metal spike on it.
Weapon Moves:
Midair Upward Swing: HP in midair
Midair Downward Swing: LP in midair
Swing Away From The Camera: HP
Swing Toward The Camera (Opponent hits the surface): LP
Quick Overhead Downward Swing: Back + HP
Uppercut Swing: Back + LP
Block Using The Handle: Hold BL
Cage's Bowie Knife:
Description:
A large knife with a pointed handle and large metal blade with curved edges.
Weapon Moves:
Midair Upward Slash: HP in midair
Midair Downward Slash: LP in midair
Strong Horizontal Chest Slash; HP
Uppercut Slash: LP
Upward Slash: Back + HP
Horizontal Torso Spin Slash: Back + LP
Block With The Handle: Hold BL
Jarek's Black Dragon Sword:
Description:
A large sword with a black handle and large jagged metal blade.
Weapon Moves:
Midair Upward Slash: HP in midair
Midair Downward Slash: LP in midair
Upward Slash: HP
Downward Overhead Slash: LP
Horizontal Chest Slash: Back + HP
Long Range Torso Stab: Back + LP
Block With The Blade: Hold BL
Tanya's Boomerang:
Description:
A brown boomerang with four yellow lines and metal bladed edges.
Weapon Moves:
Midair Upward Swing: HP in midair
Midair Downward Swing: LP in midair
Downward Swing: HP
Throw Forward: LP (Can catch it on its way back)
Horizontal Chest Slash: Back + HP
Diagonal Upward Throw: Back + LP (Can catch it on its way back)
Block With It: Hold BL
Fujin's Cross Bow:
Description:
A metal cross bow with a green arrow that fires balls of green energy.
Weapon Moves:
Midair Upward Swing: HP in midair
Midair Downward Swing: LP in midair
Upward Bouncing Shot: HP
Straight Forward Shot: LP
Downward Bouncing Shot: Back + LP
Block With It: Hold BL
Sub Zero's Ice Scepter:
Description:
A club with a large metal handle and sharp edges on the head, glowing blue from inside.
Weapon Moves:
Midair Upward Swing: HP in midair
Midair Downward Swing: LP in midair
Swing Away From The Camera: HP
Foot Sweep: LP
Upward Swing: Back + HP
Dashing Freeze Stab: Back + LP
Block With It: Hold BL
Quan Chi's Mace:
Description:
A wooden staff with a large spiked metal ball on the end of it.
Weapon Moves:
Midair Upward Swing: HP in midair
Midair Downward Swing: LP in midair
Overhead Downward Swing: HP
Swing Toward The Camera (Opponent hits the surface): LP
Swing Away From The Camera: Back + HP
Upward Swing: Back + LP
Block With The Handle: Hold BL
Sonya's Wind Blade:
Description:
A windmill with spinning sharp edge metal blades & a black handle.
Weapon Moves:
Midair Upward Swing: HP in midair
Midair Downward Swing: LP in midair
Uppercut Swing: HP
Downward Swing: LP
Horizontal Chest Spin Slash: Back + HP
Hold Forward To Shred: Back + LP
Block With The Handle: Hold BL
The Lightning Staff:
Description:
A long wooden staff. Originally belonging to Raiden, it was given to Kai in his ending.
Belongs to Kai's possible future self.
Weapon Moves:
Midair Upward Swing: HP in midair
Midair Downward Swing: LP in midair
Upward Swing: HP
Downward Swing: LP
Horizontal Torso Swing: Back + HP
Straight Forward Stab: Back + LP
Block With It: Hold BL
The Pistol:
Description:
A pistol that fires balls of green energy. Belongs to Johnny Cage when he is wearing his
tuxedo.
Weapon Moves:
Midair Upward Swing: HP in midair
Midair Downward Swing: LP in midair
Upward Bouncing Shot: HP
Straight Forward Shot: LP
Downward Bouncing Shot: Back + LP ,
Block With It: Hold BL
Noob Saibot's Scythe:
Description A long wooden staff with a small moon-shaped blade on the end of it. Belongs
to Noob Saibot.
Weapon Moves:
Midair Upward Swing: HP in midair
Midair Downward Swing: LP in midair
Upward Swing: HP
Downward Swing: LP
Horizontal Torso Swing: Back + HP
Straight Forward Stab: Back + LP
Block With It: Hold BL