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Some weird online shit, and that unlisted kobra combo...
peace
peace
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yeah iv seen that b4, also SMoke somtimes has SMoke coming off him, iv seen things like Ermac Stuck in the ari after he floats and never comes down, iv see some Wierd shit lol, never saw the White thing on the puke but i saw it on attacks and shit, liek with Kobra when i fireball Fireballs will fly off and land and stay there Lol


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...ThE SpiRiT LiVeS On...MORTAL KOMBAAAT!!!
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Any night-wolf combos please?

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try this nightwolf combo:
Tae Kwan Do:
2 CS 1,2,3,4 (f,f+4) = 37%
playstation 2:
1=square 2=triangle 3=x 4=circle
xbox:
1=x 2=y 3=a 4=b
gamecube
1=b 2=y 3=a 4=x
Tae Kwan Do:
2 CS 1,2,3,4 (f,f+4) = 37%
playstation 2:
1=square 2=triangle 3=x 4=circle
xbox:
1=x 2=y 3=a 4=b
gamecube
1=b 2=y 3=a 4=x
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Nightwolf
Hawks
b+2,2,3,ff+4,2,3,ff+4
Hawks
b+2,2,3,ff+4,2,3,ff+4

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nice nightwolf combo thug.. but i think you mean b+1 in hawks, right?
i just did that starting with b+1 and got 44%
b+1 2,3 (f,f+4) 2,3 (f,f+4) = 44%
thanks for sharing.
i just did that starting with b+1 and got 44%
b+1 2,3 (f,f+4) 2,3 (f,f+4) = 44%
thanks for sharing.
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this is so awsome i love mortal kombat!!!1 
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wow that preety cool
lol, fuckin nice! i wound up getting that kobra combo right after i saw the vid, what a difference a simple vid can make : ) thanks for postin it!! but what was that slow mo raiden thing at the end? sidestep block? thats all i saw, thats no big deal, lol. thats the same offline, and for the kobra combo, i dont know why that works and nothing else does for anyone else? thats very strange, let me know if u find anything else, but u had mentioned bo's 1,2 in sumo, well, i dont think u could follow it up with F+2 because well, heres just my theory
in order for that type of combo to work, im guessing it would have to be the 3rd hit, therefore, 1,2 in sumo is only 2 hits.. if that F+2 plant was maybe F+3, you could do 1,2, F+3 because he has a combo that is 1, 2, 3 but since it uses 3 different buttons, it doesn't work ( im just throwing all the possible ideas for this ) another reason may be the stance, kali sticks, it is an extremely fluid stance, when u do a floor combo in kali ( 24B+3 ) it connects so quickly that it looks like part of the combo, i think it really depends on the stance and what moves u have to work with in that stance
i guess thats it.
here was this combo again for kobra, pretty sweet, just stand in corner and do
Shorin Ryu
2cs, cs~cs, 212, ( wall ) cs~cs, 24B+3 = 51%

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Check Wrote:2cs, cs~cs, 212, ( wall ) cs~cs, 24B+3 = 51%
For those of you who don't understand how the last 3 hits are part of the combo...I'll explain. They are OTG hits (Off The Ground)...it is timed right as they land on the ground and it hits them as if they never left the ground. It is not blockable.
yup basically the hardest combos in the game to pull off, lol, funny shit is, i was testing a few the other day and when i did kabals U+2 and they blocked low ( off a hit that doesn't guarentee these OTG's ) i just kept blocking low with second player and doing U+2 they were blocking, the 4 hit combo never appeared right after they blocked it, so by the end of the round, i let go of block and look and it says : 4 hits 96% damage, lmao
just thought that was funny, it seems to be a glitch with the combo registerer like right when its suppose to appear youre hitting before it can fully register and move out, lol funny stuff indeed
as i mentioned, not all hits off the wall guarentee these OTG's any hit that makes your opponent land diffferently like the last hit in 11cs14cs for kabal, or the last hit in 221cs22cs for ashrah, both make them land " normal" and any OTG is blocked at this point so if u ever go for it, you always gotta make sure what hit you are doing off the wall last
thanks to konqrr for the explanation, sorry if i never really did explain these to all of u
hey konqrr hit me up with some vids if u get a chance, none of my old vids work anymore since i deleted studio 8
cheers
just thought that was funny, it seems to be a glitch with the combo registerer like right when its suppose to appear youre hitting before it can fully register and move out, lol funny stuff indeed
as i mentioned, not all hits off the wall guarentee these OTG's any hit that makes your opponent land diffferently like the last hit in 11cs14cs for kabal, or the last hit in 221cs22cs for ashrah, both make them land " normal" and any OTG is blocked at this point so if u ever go for it, you always gotta make sure what hit you are doing off the wall last
thanks to konqrr for the explanation, sorry if i never really did explain these to all of u
hey konqrr hit me up with some vids if u get a chance, none of my old vids work anymore since i deleted studio 8
cheers

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Heh cool nightwolf shit Check!
That last slomo part was trying to show off the mini-raiden. I wasn't originally recording the fight, tried to hit the ol ctrl+R, and wound up catching only a second or two of it. guess nobody really picked it up, lol...
And i was just sayin it'd be way cool if BRC could just frame 1,2,f2 in sumo (like the kali combo) instead of just f2 n get a lil more damage...
Oh well, i've only played deception for about 15-20min since Monks came out. I might be giving that game a lil too much credit, but that games like a godsend compared to mkd hehehe...
That last slomo part was trying to show off the mini-raiden. I wasn't originally recording the fight, tried to hit the ol ctrl+R, and wound up catching only a second or two of it. guess nobody really picked it up, lol...
And i was just sayin it'd be way cool if BRC could just frame 1,2,f2 in sumo (like the kali combo) instead of just f2 n get a lil more damage...
Oh well, i've only played deception for about 15-20min since Monks came out. I might be giving that game a lil too much credit, but that games like a godsend compared to mkd hehehe...
ah, i got a nice combo with that kali 11F+2 : )
2cs, 212, ( wall ) 11F+2 = i forget
shit is insanely hard because 11F+2 is a floor combo which means you gotta be quick, ( real quick ) then you have to slow up at the F+2, very hard, but gets easier once u do it, i think it was 45 or something, oh plus the throw after it, i wish he had a free throw in kali i could use to get over 100 with him.
completly missed that raiden thing, i dont think ill ever see it, lol, ill have to watch it later : )
about mk monks, i really wouldn;t play it for anything but the story mode and the combos for the same reason i love deception, online, my whole life, anyone i knew got killed in mk, theres really no point, its like back to da all over again, thats how i look at it, not worth my time.. even though i rarely go online and play this. ( zoning with the combos ) its stil nice to know its there, and btw, i hope u decide to still come to ps2, or at least play once or twice. it would be nice to play someone from the old mkda board : )
anyway, i dont think ill be picking it up, maybe some where down the road, like around xbox 360 time ( perfect dark zero time ) where i sell everything i own and will need a game to play, i almost forgot.. konqrr was nice enough to send me the mksm demo as well as a mkda for cube ( my obsession, thanks to konqrr for that ) so ill be more or less busy with that all over again, though even though ill be playing both, and hopefully the full version sometime this week. ( if they have it ) id still play deception anytime and wouldn't devote all my time to just mksm, except till i beat the game, etc. i just couldn't walk away from this game after these past few months and working on this combo vid, really means alot to me, and ill never forget it, as broken as it is
speaking of broken, im starting to wonder about the brokeness of mksm. to me it seems incredibly broke or more or less, one sided. u had said it revolves around pokes and throws where as deception relys on 50/50. pretty much the same thing isn't it? then again u haven't seen the way i play this game, to me, DECEPTION revolves around pokes and throws because they are quick and somewhat safe ( confusing, catching people off guard, overpowering incoming counters ) lately ive been throwing liek mad, lol, that is totally not me but when i try to remember how i use to play, i just cant... im officially a thrower, ( for deception ) my main advantage in deception is i always know when someone is gonna throw me, ( except on plant walk up mix ups, throws, or shit u cant roll out of.. when i get caught in these is my biggest weakness and easiest way to beat me ) i use that advantage to just constantly throw someone, making them want to throw me or fear a throw and just turtle the ENTIRE TIME. i basically use throws now at least 50 to 75 percent of the time. or sometimes i wont throw at all, but i never miss a chance to.throw someone if i KNOW itll catch them or at least i can sidestep after it or duck a counter throw, or as i said before.
lol, anyway,its really great to see so many evades in mksm, its definitly a step in the right direction, but somehow it seems like theres too many ( i haven't played so i cant really say that ) the fact u have to rely on your special bar is something i already know i couldn't do considering specials are now mixed in with evades. i really dont think u should be able to avoid everything, to me there will never be another breaker system as killer instinct, to me that is the perfect engine, it was so unpredictable when u would be able to break a combo up and kept u more focused on the fight, ( even though youd try to break every combo ) shaolin monks seems strange to me.. if one were to save their special bar and just play smart, it would be almost impossible to beat that person and really make u have to pick your sttacks more carefully, if this game was able to pull that off, then i would say this game is fuckin sick and is definitly the future of mk. i had asked konqrr whether this was good enough to be considered mk 7, and he more or less labeled it as " mk 6.5 " thats basically how i see it, but i cant wait to see some high level vids for this and hopefully i can pick it up soon and find out for myself which im sure i will through story mode
one last thing, are the character boss battles anything like vs mode? ( im guessing yes )
peace, and thanks for the nightwolf props
btw konqrr ive tested this out many times and 111cs4 for nightwolf IS a free throw, for the past few days ive been taking the time to learn the sidestep glitch and have basically dissected it down to this: when u sidestep after a power move and haven't recovered, the camera has to move in whatever direction u go in, which means you have no choice but to turn your body ( your opponent ) to the angle which the camera is at. its like universal tracking for slow recovering moves and another one of mkd's camera issues
im sure everyone knew this by now, but i never did, up until this week, i would always sidestep as they are getting up and throw which i thought was the proper way to do so, you can sidestep right after any long plant and its the same thing. i did a have a chance to try this out online this morning and i dont think it worked ( probably lag ) but i know for sure that this is the way it is done offline, i also never knew how to do liu's and kobra's throw inf, now i do
along with some rather disapointing news... scorpion cannot get full damage off hellfire after his long combos without sidestepping, and the sidestep has to be insanely huge and quick and buffered perfect with the hellfire, which means his totals all go down for the vid, which i already used full damage hellfires for








i doubt ill do them over again and just leave them as it is only because they are real hard to pull off, even more so now, i guess i could do them in the very corners of the arenas so i dont sidestep too far for the juggle off the throw.
as well.... free throw off of hellfire only works when u sidestep, then throw : ( for my 111 that konqrr already has ( damnit ) i didn't sidestep after the insanely hard combo before that : ( or any other one that has a throw off hellfire, the second hellfire after the throw is fine though, if u try jumping, youll still get hit by the hellfire, whether its full damage hellfire or not im not sure, i dotn think full damage hellfire works, i could be wrong, i noticed the damage after a sidestep hellfire looked reduced, i could be wrong, bu it was the same timing as in the video for his 111.. very mad about this
then again i could be wrong about the whole thing, i know konqrr has told me it worked fine the way i was doing it, mayeb he can test it out for me for sure, it was semi hard to time with the foot holding the controller, lol
i suppose its silly to think that if a player jumps before the hellfire that i cant just go ahead and juggle them off their jump, i guess its a good strat to have for him, but when u get so used to timing the full damage hellfire, they can jump and u do the hellfire and they avoid it completly and leave u open
theres always regular hellfires..
anyway as i was sayign for nightwolf, 111cs4 works for free throw, ( not all the time ) but it does work, so i guess nightwolf could have this ( im sure its posted already in the 30 pages )
Tae Kwan Do
2, cs, 23, cs, 111cs4, throw, cs, 123, cs~cs, 2, cs, D+2 = 63%
also konqrr, u said 11 B+2 in TKD isn;t a free throw and it is, which means that 57 from a long ass time ago i sent u works, but i doubt its still on the tape, lol, u can check, im pretty sure i left it there
thats about it, theres tons more for nightwolf, all variations.. but there was one or 2 that stood out or 1 that i was trying to do and did that i remember
Tae Kwan Do
2, cs, 3, cs, 111cs, ( wall ) ff4, 3, ( wall ) ff4 = 49%
i was trying to use this for a possible 52/53 combo which i will get or the other one which i cant think of at the moment, i know it ends with a uppercut in Val Tudo, cant remember ill post it later
damn! 3:30....im out
2cs, 212, ( wall ) 11F+2 = i forget
shit is insanely hard because 11F+2 is a floor combo which means you gotta be quick, ( real quick ) then you have to slow up at the F+2, very hard, but gets easier once u do it, i think it was 45 or something, oh plus the throw after it, i wish he had a free throw in kali i could use to get over 100 with him.
completly missed that raiden thing, i dont think ill ever see it, lol, ill have to watch it later : )
about mk monks, i really wouldn;t play it for anything but the story mode and the combos for the same reason i love deception, online, my whole life, anyone i knew got killed in mk, theres really no point, its like back to da all over again, thats how i look at it, not worth my time.. even though i rarely go online and play this. ( zoning with the combos ) its stil nice to know its there, and btw, i hope u decide to still come to ps2, or at least play once or twice. it would be nice to play someone from the old mkda board : )
anyway, i dont think ill be picking it up, maybe some where down the road, like around xbox 360 time ( perfect dark zero time ) where i sell everything i own and will need a game to play, i almost forgot.. konqrr was nice enough to send me the mksm demo as well as a mkda for cube ( my obsession, thanks to konqrr for that ) so ill be more or less busy with that all over again, though even though ill be playing both, and hopefully the full version sometime this week. ( if they have it ) id still play deception anytime and wouldn't devote all my time to just mksm, except till i beat the game, etc. i just couldn't walk away from this game after these past few months and working on this combo vid, really means alot to me, and ill never forget it, as broken as it is
speaking of broken, im starting to wonder about the brokeness of mksm. to me it seems incredibly broke or more or less, one sided. u had said it revolves around pokes and throws where as deception relys on 50/50. pretty much the same thing isn't it? then again u haven't seen the way i play this game, to me, DECEPTION revolves around pokes and throws because they are quick and somewhat safe ( confusing, catching people off guard, overpowering incoming counters ) lately ive been throwing liek mad, lol, that is totally not me but when i try to remember how i use to play, i just cant... im officially a thrower, ( for deception ) my main advantage in deception is i always know when someone is gonna throw me, ( except on plant walk up mix ups, throws, or shit u cant roll out of.. when i get caught in these is my biggest weakness and easiest way to beat me ) i use that advantage to just constantly throw someone, making them want to throw me or fear a throw and just turtle the ENTIRE TIME. i basically use throws now at least 50 to 75 percent of the time. or sometimes i wont throw at all, but i never miss a chance to.throw someone if i KNOW itll catch them or at least i can sidestep after it or duck a counter throw, or as i said before.
lol, anyway,its really great to see so many evades in mksm, its definitly a step in the right direction, but somehow it seems like theres too many ( i haven't played so i cant really say that ) the fact u have to rely on your special bar is something i already know i couldn't do considering specials are now mixed in with evades. i really dont think u should be able to avoid everything, to me there will never be another breaker system as killer instinct, to me that is the perfect engine, it was so unpredictable when u would be able to break a combo up and kept u more focused on the fight, ( even though youd try to break every combo ) shaolin monks seems strange to me.. if one were to save their special bar and just play smart, it would be almost impossible to beat that person and really make u have to pick your sttacks more carefully, if this game was able to pull that off, then i would say this game is fuckin sick and is definitly the future of mk. i had asked konqrr whether this was good enough to be considered mk 7, and he more or less labeled it as " mk 6.5 " thats basically how i see it, but i cant wait to see some high level vids for this and hopefully i can pick it up soon and find out for myself which im sure i will through story mode
one last thing, are the character boss battles anything like vs mode? ( im guessing yes )
peace, and thanks for the nightwolf props
btw konqrr ive tested this out many times and 111cs4 for nightwolf IS a free throw, for the past few days ive been taking the time to learn the sidestep glitch and have basically dissected it down to this: when u sidestep after a power move and haven't recovered, the camera has to move in whatever direction u go in, which means you have no choice but to turn your body ( your opponent ) to the angle which the camera is at. its like universal tracking for slow recovering moves and another one of mkd's camera issues
im sure everyone knew this by now, but i never did, up until this week, i would always sidestep as they are getting up and throw which i thought was the proper way to do so, you can sidestep right after any long plant and its the same thing. i did a have a chance to try this out online this morning and i dont think it worked ( probably lag ) but i know for sure that this is the way it is done offline, i also never knew how to do liu's and kobra's throw inf, now i do
along with some rather disapointing news... scorpion cannot get full damage off hellfire after his long combos without sidestepping, and the sidestep has to be insanely huge and quick and buffered perfect with the hellfire, which means his totals all go down for the vid, which i already used full damage hellfires for
i doubt ill do them over again and just leave them as it is only because they are real hard to pull off, even more so now, i guess i could do them in the very corners of the arenas so i dont sidestep too far for the juggle off the throw.
as well.... free throw off of hellfire only works when u sidestep, then throw : ( for my 111 that konqrr already has ( damnit ) i didn't sidestep after the insanely hard combo before that : ( or any other one that has a throw off hellfire, the second hellfire after the throw is fine though, if u try jumping, youll still get hit by the hellfire, whether its full damage hellfire or not im not sure, i dotn think full damage hellfire works, i could be wrong, i noticed the damage after a sidestep hellfire looked reduced, i could be wrong, bu it was the same timing as in the video for his 111.. very mad about this
then again i could be wrong about the whole thing, i know konqrr has told me it worked fine the way i was doing it, mayeb he can test it out for me for sure, it was semi hard to time with the foot holding the controller, lol
i suppose its silly to think that if a player jumps before the hellfire that i cant just go ahead and juggle them off their jump, i guess its a good strat to have for him, but when u get so used to timing the full damage hellfire, they can jump and u do the hellfire and they avoid it completly and leave u open
theres always regular hellfires..
anyway as i was sayign for nightwolf, 111cs4 works for free throw, ( not all the time ) but it does work, so i guess nightwolf could have this ( im sure its posted already in the 30 pages )
Tae Kwan Do
2, cs, 23, cs, 111cs4, throw, cs, 123, cs~cs, 2, cs, D+2 = 63%
also konqrr, u said 11 B+2 in TKD isn;t a free throw and it is, which means that 57 from a long ass time ago i sent u works, but i doubt its still on the tape, lol, u can check, im pretty sure i left it there
thats about it, theres tons more for nightwolf, all variations.. but there was one or 2 that stood out or 1 that i was trying to do and did that i remember
Tae Kwan Do
2, cs, 3, cs, 111cs, ( wall ) ff4, 3, ( wall ) ff4 = 49%
i was trying to use this for a possible 52/53 combo which i will get or the other one which i cant think of at the moment, i know it ends with a uppercut in Val Tudo, cant remember ill post it later
damn! 3:30....im out
heres a couple more for baraka
Blades
U+3, cs~cs, 12cs32, ( wall ) ff3, D+2, ff3 = 73%
U+3, 3321, ( wall ) ff3, 3, ff3 = 62%
U+3, cs~cs 12cs32, ( wall ), ff3, 3, ff3 = 67%
U+3, 3321, ( wall ), 3, 332, throw = 68%
U+3, cs~cs, 12cs32, ( wall ) 3, ff3, 3, ff3 = 73%
U+3, cs~cs, 12cs32, ( wall ) ff3, ff3, 3, ff3 = 79%
U+3, cs~cs, 12cs32, ( wall ) ff3, 3, 332, throw = 86%
Blades
U+3, cs~cs, 12cs32, ( wall ) ff3, D+2, ff3 = 73%
U+3, 3321, ( wall ) ff3, 3, ff3 = 62%
U+3, cs~cs 12cs32, ( wall ), ff3, 3, ff3 = 67%
U+3, 3321, ( wall ), 3, 332, throw = 68%
U+3, cs~cs, 12cs32, ( wall ) 3, ff3, 3, ff3 = 73%
U+3, cs~cs, 12cs32, ( wall ) ff3, ff3, 3, ff3 = 79%
U+3, cs~cs, 12cs32, ( wall ) ff3, 3, 332, throw = 86%
Confirmed... Dairou gets free tombstone drop after teleport, again it rarely works, but it works, all depends how fast you are, so now dai has this, ( ill get to the free teleport in a minute )
Escrima
234U+1, B+2, cs, 124cs4 ( wall ) F+2, teleport, ts drop, 11F+3, throw = not sure yet, not even sure you can throw off of 11F+3 anywhere besides the corner
i have gotten the free teleport off the wall WITHOUT the extra 1 percent from B+2, in other words i have done this
234U+1, cs~cs, 124cs4, F+2, teleport
in order to get the free teleport, again you have to be quick, they basically cant drop at all after F+2, that quick, as well, you cant sidestep during du 3 or else its blockable and just wont connect period ( camera issues )
ill work on this right now and see, also scorpions combo is fine, you just cant get the full damage hellfire i think ( cant tell without recording so i can see the damage being reduced ) and the sidestep is no problem its not that big of an issue.. but im still not gonna record it again
its already too lovely : ) but his total goes down to around 100 now. take care
Escrima
234U+1, B+2, cs, 124cs4 ( wall ) F+2, teleport, ts drop, 11F+3, throw = not sure yet, not even sure you can throw off of 11F+3 anywhere besides the corner
i have gotten the free teleport off the wall WITHOUT the extra 1 percent from B+2, in other words i have done this
234U+1, cs~cs, 124cs4, F+2, teleport
in order to get the free teleport, again you have to be quick, they basically cant drop at all after F+2, that quick, as well, you cant sidestep during du 3 or else its blockable and just wont connect period ( camera issues )
ill work on this right now and see, also scorpions combo is fine, you just cant get the full damage hellfire i think ( cant tell without recording so i can see the damage being reduced ) and the sidestep is no problem its not that big of an issue.. but im still not gonna record it again
103 for dairou
Escrima
234U+1, cs~cs, 124cs4, ( wall ) F+2~ teleport, ts drop, cs~11F+3, jump cancel+cs, throw
theres a slight problem with this, it only works on a angle, meaning that tombstone drop is too close to wall and they go over u, when doen on a angle, ( huge angle.. ) they dont go over u or sometimes do but u can do at least 26 off the wall again, maybe even do another free teleport and throw, but i think then its an infinite, ill definitly work on this some more, but im almost sure this works, i know u can throw off of 11F+3 now so thats why i posted it, ill definitly record this, but that free teleport is a bitch so if i dont get it, dotn be mad, lol. oh yea free teleport might not work on a angle so this combo might not work, again camera ( and wall ) issues
cheers
Edit: you dont need to sidestep when u jump cancel and free teleport works fine ( and easier ) on angle, now to record
Edit : RECORDED!!!!!!!!!!!! lol now i gotta fill up a whole new tape
Escrima
234U+1, cs~cs, 124cs4, ( wall ) F+2~ teleport, ts drop, cs~11F+3, jump cancel+cs, throw
theres a slight problem with this, it only works on a angle, meaning that tombstone drop is too close to wall and they go over u, when doen on a angle, ( huge angle.. ) they dont go over u or sometimes do but u can do at least 26 off the wall again, maybe even do another free teleport and throw, but i think then its an infinite, ill definitly work on this some more, but im almost sure this works, i know u can throw off of 11F+3 now so thats why i posted it, ill definitly record this, but that free teleport is a bitch so if i dont get it, dotn be mad, lol. oh yea free teleport might not work on a angle so this combo might not work, again camera ( and wall ) issues
cheers
Edit: you dont need to sidestep when u jump cancel and free teleport works fine ( and easier ) on angle, now to record
Edit : RECORDED!!!!!!!!!!!! lol now i gotta fill up a whole new tape
a little update on nightwolf... his 63 doesn't work ( almost positive ) i could have swore it did, BUT, 111cs4 is still a free throw, just not off that 38, the most i can do is 32 then throw for 26 more, maybe the 27... so his highest is 58
Tae Kwan Do
2, cs, 3, cs, 111cs4, throw, cs, 123, ( wall ), 3, ff4
Tae Kwan Do
2, cs, 3, cs, 111cs4, throw, cs, 123, ( wall ), 3, ff4
heres another update for dairou, i finally figured how to do his free teleport off the wall, although i haven't tried the 59 ( since i figured it out ) i still might be able to get it now that i understand. its real simple, when the opponent drops you HAVE to be at eye level ONLY when you do the teleport. they cant be any higher, then cant be any lower then EYE LEVEL ONLY, that means hit them a little higher, ( or i could be wrong, u can hit them at eye level ) and do a quick teleport timed as they drop to eye level
also some moves dont work off the wall for a free teleport, his 4 doesn't work in weapon stance, i dont know why
also some moves dont work off the wall for a free teleport, his 4 doesn't work in weapon stance, i dont know why
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