Mortal Kombat: Retribution (now complete... please READ and COMMENT).
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posted10/16/2005 12:16 PM (UTC)by
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Omega Supreme
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There are three rules for doing scientific research. Unfortunately, no one knows what they are.

Member Since
05/15/2003 02:22 PM (UTC)
More about this MK7 fanfic project will be posted in the following hours/days. You can comment in between, and constructive criticism and/or comments are highly welcomed.

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MORTAL KOMBAT RETRIBUTION
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0. INDEX

0. Index
1. Introduction
2. Gameplay
3. Storyline
4. Arenas
5. Characters

1. INTRODUCTION

Some of you may remember that somewhere in the summer of 2004 (I think), I put up a very detailed, fanfic-like effort of what MK6 could have looked like in my mind, complete with storyline, fighting mechanics, minigames, styles, etc. A lot of hard work went to it, and to my delight it was well-received, though few had the courage and time to read through it entirely. I can't blame anyone for that, hehe. So, now I have arrived with an MK7 project. Some warriors, styles or storylines have been adapted from my previous project, but a lot has been revamped and some things changed entirely.

The basics. Mortal Kombat: Retribution works with a different engine than Mortal Kombat: Deception and Deadly Alliance. I would view it as being a mixture of classic, explosive Mortal Kombat action and the well-thought out balance and depth of Virtua Fighter. Yes, everyone still has special moves, and everyone has two fatalities. Storywise, MKR builds on MKD. In this projected future, Onaga has been neutralised for the time being. Kahn reclaimed Outworld and Raiden organises a new mortal kombat tournament, for reasons only known to himself.

Read more below!

2. GAMEPLAY

2.1. ENGINE AND FIGHT DETAILS

2.1.1. ENGINE

- Floor and wake-up game: it's now possible to choose to remain lying on the ground after you've been downed, just as it's possible for your opponent to try and attack you when you're on the floor. These things may differ from character to character, but there are no more automatic getups.
- Blocking and countering: dial-a-combos still exist, but they can be blocked after the third hit lands if you know in which direction you'll going to be hit (a bit like Tekken). Juggles cannot be blocked, but don't do as much damage. Counters exist in various forms and types, some against specific moves, others in general. Some moves cannot be countered. There are also chickens. Counter hits are retained, but breakers are removed.
- Throws and escapes: throws are unblockable but escapable, and can be canceled by a regular attack. There are chain throws and ground throws. Some throws are not escapable and some characters cannot be thrown (i.e. Qanturus and Moloch). The escapes from MKDA return, but this time with better properties (i.e. they can function as a counter hit, which makes them faster and better on recovery).
- Styles and stances: most characters have four fighting styles, two unarmed and two armed. Each has specific characteristics that refer to the real-world style and embodies another aspect of that fighter.
- Sidestepping: sidestepping is more effective now. Some characters have wider sidesteps than others. No more universal tracking.
- 80/20 game: highs have a more advantageous framerate than lows and mids.
- Game balance: some characters are offensive, some are defensive, some are grapplers, some are chargers and some are all-rounders. Offensive characters are generally weaker against grapplers, chargers are weak against offensive characters, defensive characters are weak against chargers and grapplers are weaker against defensive players. All-rounders equal each other out.
- Special moves as in MKDA return in various forms. They can be:
- Taunts (replenishes the character's health)
- Neijins (adds more power to the next move/string)
- Chickens (counter-counter)
- Escapes
- Counters (e.g. a special weapon counter)
- Uncounterable moves/combos
- Sidestepping moves/combos
- Tier list: MKR is aimed at having no or a weak tier list, because of difficult cross-matchups the game should present.

2.1.2. THE FIGHT

- Before the fight: before facing off, the characters greet each other like in MK4, but depending on the fight they may use different animations or may even have the odd piece of dialogue if they are good friends or hated enemies
- Details: ripped clothing and bruises on other body parts are visible. Blood and sweat stains stay on the clothing (and environmental effects such as rain, snow, mud... excact their toll too). Facial detail as characters scream or talk
- Replays: replay of last moves after a round is won, but can be switched off.
- Weapons: when someone loses the round in their armed style, they drop their weapon and pick it up again at the beginning of the next round. The sound of weapons depends on what they are made of.
- Blood: lower blood level. When characters get hit in their stomach blood shouldn't spray out of it at the drop of a hat.
- Auto-fatalities: next to regular fatalities, some moves can become fatalities at the end of a fight. An uppercut that would break someone's neck, for instance, or a guard crush that would break someone's skull.

2.1.3. FIGHTING IN ARENAS

- There will be both unlimited backgrounds, backgrounds with barriers or closed arenas.
- On several stages it is now possible to use the background interactively. Ridges and ledges can be used for acrobatic moves (which may sometimes even differ per character).
- There are stage fatalities, but no deathtraps.
- Each character has one background on which he/she has a certain advantage.

2.1.4. PLAYING THE CPU

- There are fixed kombat lists for each player, each time fighting 10 warriors before the boss and sub-boss. The sub-boss is the centaur Qanturus, the boss is Raiden.
- Each second match, you will compete in a Test Your Sight / Might / Knowledge match. After your fifth match, you will face a special Trial (unless you are Qanturus, who has to do an extra Test Your Sight / Might / Knowledge). These differ from character to character, but can be replayed as separate modes, just like all minigames can.

2.2. PLAY MODES

2.2.1. MORTAL KOMBAT

When you access the Mortal Kombat menu, you get a few options:

- Klassik: you take on the CPU or fight versus. As noted before, this time each player's list of opponents is fixed. This means you get to fight opponents who really do oppose you or are at least not your own allies, eliminating the possibility that, e.g. Jax would do a fatality on Cyrax. There are five difficulty levels: novice, easy, medium, hard, master.
- Kombo: finally, a tag mode in Mortal Kombat! This can again be played against the CPU or in versus mode.
- Tournament: you can make a 4, 8, 16 or 32 player tournament, either against the CPU or against human opponents.
- Endurance: endurance with a number of players each, minimum 2, maximum 20.
- Survival: survive as long as you can, Tekken-style. Each fight, 20% of your health is restored.
- Practice: practice mode, a bit more like VF4. Here so-called autokombatants come into play: the dummy you face in training mode can be set to a certain style but he can also be switched on to copy or to learn the attack and defence pattern of a character played by one of your human opponents. And saved as, e.g. Dummy1 or something.

2.2.2. PUZZLE KOMBAT

All characters can be selected as puzzle kombatants, with small bodies and big heads. You can fight the cpu or each other, or you can practice. There is also an endurance mode. The puzzle kombatants are unlocked in the same way their regular counterparts are, which means you don't need to unlock them seperately. Here are their super moves:

- Falcon: laser – Falcon fires a laser, that cuts through every third row in her own blocks and removes it. Medium loading time.
- Hachiman: lance – Hachiman plants his charge lance into the ground, destroying either the left half or the right half of his blocks. High loading time.
- Kung Lao: razor hat – Kung Lao throws his hat, and likewise a razor hat flies through his blocks, cutting down the middle four rows. Medium loading time.
- Gnorado: flamespitter – Gnorado drinks some liquid and spits fire, while all his red blocks disappear. Low loading time.
- Hotaru: lava blast – Hotaru performs his lava blast move and all his yellow blocks, plus the blocks from the middle two columns, disappear. Medium loading time.
- Kabal: double bomb – As in MKD, but with a longer loading time. High loading time.
- Scorpion: melt – Scorpion performs his hellfire move and changes all his opponent's breakers into regular blocks. Low loading time.
- Kobra: dragons – Kobra does his flaming kick, and four of his blocks randomly change into dragons of a random colour. High loading time.
- Kitsune: injection – Kitsune spits a blood ball at her opponent, and all her blocks become red (doesn't count for breakers). High loading time.
- Fujin: hurricane – Fujin performs his whirlwind spin, shedding the rightmost and leftmost columns of his blocks. Low loading time.
- Dairou: tombstone – Dairou performs his tombstone drop. Blocks of a random colour disappear. Low loading time.
- Sub-Zero: freeze – as in MKD, but this time with a lower loading time. Low loading time.
- Havik: chaos – like Scorpion's jumble in MKD, but this time it also destroys your opponent's breakers. Low loading time.
- Ermac: levitate – As in MKD. Low loading time.
- Damashi: magma – Damashi transforms into his elemental form, and your opponent's amount of red blocks double. Medium loading time.
- Reiko: gravity – Reiko does his flip kick. Your blocks are turned upside down. Medium loading time.
- Drahmin: swing – Drahmin executes his ground pound, blasting his top two rows of blocks and adding these same blocks to his opponent's screen. Medium loading time.
- Kenshi: arrange – Kenshi pushes the opponent back with his telekinesis, but it's basically Sindel's MKD super move. High loading time.
- Sektor: rocket strike – Rockets strike down on Sektor's blocks, removing one block from the top of his leftmost column, two of the next, three of the next, and so on. Low loading time.
- Irikara Neferu: drain – Irikara resets her opponent's super meter. Medium loading time.
- Xerxes: equaliser – Xerxes teleports in stars, and the opponent gets more blocks until his top row is equal with his highest block, and equally Xerxes's blocks are removed until the top row is equal with his lowest block. High loading time.
- Cyrax: plasma – Cyrax performs his plasma net move. The amount of green blocks his opponent has are doubled. Medium loading time.
- Qanturus: lightning strike – Qanturus performs his teleport, and a ray of lightning comes down from above. It destroys all his blue blocks. Low loading time.
- Jax: earthquake – same effect as Bo's kollapse in MKD. Medium loading time.
- Shang Tsung: morph – Shang Tsung temporarily morphs into his opponent. You have the same blocks as your opponent now. Low loading time.
- Noob Saibot: petrify – Noob shoots a white-purple fireball at the opponent, turning their bottom three rows into black blocks they can only destroy if a bomb falls on it. Medium loading time.
- Raiden: storm – as in MKD. High loading time.
- Quan Chi: switch – Quan Chi performs his weapon steal move, and exchanges your blocks with that of your opponent. Medium loading time.

2.2.3. CHESS KOMBAT

Chess kombat can be played against the CPU or in versus mode only. You can still place a bomb before the match starts, and intra-chess matches only last one round and can only be played on certain backgrounds. The power squares are still there, too, and you still have 16 pieces each. However, from the onset you can now choose between three different groups. They are:

DRAGON

This is a neutral group of fighters, most like the chess types you had in MKD. The Dragon group consists of the following types:

- Leader (1)
- can move one square in each direction
- has a full health bar
- regenerates 10% after each fight
- when you lose the leader, you lose the match
- Champion (2)
- can move across the entire board, but only horizontally and vertically
- has a full health bar
- all friendly characters can move one extra square as long as at least one champion is in play
- Sorcerer (2)
- can move two squares horizontally or vertically
- has a health bar filled up 20%
- the two sorcerers have the same set of spells, so you can use all spells twice
- the spells are: teleport (teleport any piece to any place on the board, except the onto leader or power squares), hex (move a power square, but only across the length of the board, not in the depth), imprison (as in MKD), transform (transform any one piece, leaders excepted, into another type of piece permanently, leaders excepted)
- Shifter (3)
- can move six squares in any direction
- has a health bar filled up to 70%
- shifters transform into the character they attack or are attacked by, unless it's another shifter
- Footman (8)
- can move two squares in any direction
- has a health bar filled up to 40%

LOTUS FLOWER

Lotus Flower is a group of warriors focused on healing and protecting. They have the following types:

- Idol (1)
- can move one square vertically or horizontically
- has a full health bar
- cannot be targeted by any hostile spells
- cannot be attacked by spellcasters
- when you lose the idol, you lose the match
- High priest (2)
- can move four squares in every direction
- has a health bar of 120%
- Oracle (2)
- can move one square in every direction
- has a health bar filled up to 40%
- there is an order and a chaos oracle
- the order oracle has the following spells: reset (places all pieces still alive at their original locations), heal (fully heals one piece), shield (like MKD's protect spell), regenerate (target piece is automatically healed for 15% for three consecutive turns)
- the chaos oracle has the following spells: resurrect (resurrects a fallen unit on the home squares), replenish (heals every friendly piece for 5%), cleanse (removes all active spells), sweep (removes both mines)
- Zealot (3)
- can move across the entire board in every direction
- has a health bar filled up to 50%
- cannot be targeted by spells
- Monk (8)
- can move two squares horizontally and vertically, and one diagonally
- has a health bar filled up to 50%

HORDE

- Emperor (1)
- can move three squares horizontally and vertically
- has a health bar filled up to 90%
- has a one hit kill activated against his first adversary
- when you lose the emperor, you lose the match
- Warrior (2)
- can move four squares horizontally and vertically, and three squares diagonally
- has a full health bar
- moves a warrior does always do 25% more damage
- Necromancer (2)
- can move one square in each direction
- has a health bar filled up to 20%
- there is an order and a chaos necromancer
- the order necromancer has the following spells: kill (kill target non-leader, non-champion piece), disengage (power squares lose their healing effect for one turn), cannibalism (sacrifice a friendly, non-leader unit to have a target unit gain the abilities of a warrior for three turns), pestilence (each piece on the board loses 5% of their health)
- the chaos necromancer has the following spells, sacrifice (sacrifice a friendly, non-leader unit to heal target unit), death ray (two target units lose half of their health bar), anarchy (rearranges all non-leader units on the board), exchange (exchange two target non-leader units)
- Mercenary (5)
- can move across the entire board diagonally, and three squares in the other directions
- has a health bar filled up to 50%
- your cursor and units become invisible for five seconds when you select the merc
- Soldier (6)
- can move two squares horizontally and vertically, and one diagonally
- has a health bar filled up to 40%
- a soldier's first move always does the double amount of damage

2.2.4. KOMBAT FORCE

TRIALS

The aforementioned trials are a lot like those of MKDA at the end of the konquest training, only they come in greater variation. In this game mode you can all run through them seperately against the CPU or in versus mode. The trials, with the warriors that have to take them in their arcade battles, are:

- Trial of Stealth (Kung Lao, Cyrax, Noob Saibot): evade as many attacks as you can and win a round.
- Trial of Blood (Havik, Kobra, Quan Chi): as in MKDA.
- Trial of Madness (Drahmin, Irikara, Sektor): kill three warriors in less than 60 seconds.
- Trial of Fire (Scorpion, Damashi, Gnorado): win a round while avoiding jets of steam and fire coming up from the ground (can be on whatever background, if a sky is visible it's tinted more red).
- Trial of Ice (Sub-Zero, Xerxes, Jax): win a round while avoiding geysers and pikes of ice coming up from the ground which may freeze you (can be on whatever background, but the sky, if visible, is tinted more blue or white).
- Trial of Steel (Hachiman, Kenshi, Kabal): win a round with your weapons equipped only.
- Trial of Lightning (Falcon, Raiden, Hotaru): each time you try to block you are struck by a lightning, weakened and stunned so you have to win without blocking, basically (if the sky is visible it's cloudier, and it invariably rains if you're outside).
- Trial of Water (Dairou, Kitsune, Reiko): win a round before the water level rises too high (which causes you to drown) – the background here is always the Flower Lake.
- Trial of Souls (Shang Tsung, Ermac, Fujin): arena you fight in has the screaming souls that normally only occur in Shang Tsung's palace. Your energy bar is depleting slowly and your purpose is to win one round while catching enough of these lingering souls to replenish your health.

TEST YOUR MIGHT

The same as in MKDA. You have to go through the following materials in succession: glass, wood, brick, concrete, oak, steel, diamond.

TEST YOUR SIGHT

Same as in MKDA. Difficulty ranges from two goblets covering the dragon koin to eight goblets.

TEST YOUR KNOWLEDGE

Questions are asked from "The Book of Blood", usually a trivia question about the MK world, with a multiple choice answer. The room would be some sort of cave where a wise, elderly monk in simple clothes sits before a fire while the question rolls over the screen on an old-paper as background. You can play this on your own or in versus mode.

2.2.5. KONQUEST

- Revamped and reduced to its best elements.
- Konquest with each character involves them moving through their storylines so far, going back before MKD, fighting previous opponents from other games even, etc etc. In this respect, it's a mix between MKD's and MKDA's konquest.
- The landscape you move through evolves as you go along the storyline.
- The "chapters" of each character's story can be revisited later.

2.3. ONLINE PLAY

2.3.1. MODES AND OPTIONS OF PLAY

You can fight online in the following modes:
- Klassik: just the regular versus mode, nothing fancy.
- Kombo: the tag team online. You can do this with up to four players.
- Tournament: up to 32 players can participate in this.
- Endurance: up to 20 players can participate in this, or you can control all characters yourself, or share control over any number of characters.
- Survival: you battle as many adversaries as possible with the same life bar.
- Puzzle kombat
- Chess kombat

When you challenge someone, you can turn blood on/off, the person can accept, ignore or decline your challenge, and you can automatically agree to a best of three, five, seven, and so on. You can also leave it open. If you don't pick a character after one minute has passed, the CPU will randomly select one for you.

2.3.2. STATISTICS AND ACCOUNTS

- For PS, no more 8 character limit garbage. You can make any username that consists of maximally 24 characters, spaces and special characters included. You can have any number of accounts to play with.
- You can specifically search for an opponent by nickname or by character they are playing. You can also browse profiles. These profiles contain:
- A player's number of wins, losses and disconnects in each game mode
- Their current rank and highest rank ever achieved
- Last time they played
- Which characters they use, expressed in percentages, with winning averages, for each gaming mode
- The stats between you and said player, with character and game mode breakdowns
- Age, sex and location of the player
- If the server detects a third party device activated, you cannot play.
- PAL and NTSC servers are merged into one.

2.3.3. RANK

- Rank is more complexly calculated than it was before:
- You get 3 points for each round you win, 2 extra points for a flawless, and another 4 points extra if your defeated opponent is ranked at least 100 spots higher than you are.
- You lose the same number of points you could win if you lose a round, get flawlessed or get defeated by people who have a lower rank.
- Quitting counts as an automatic loss.
- You lose 2 points per other disconnect and 30 points per pull.
- There are ranking systems per country, continent and world. For example, I could be the Belgian #11, European #166 and occupy rank #1095 in the world.

2.4. OPTIONS

Profiles can be edited now, next to the usual sound, blood, cpu and visual settings. As far as gameplay is concerned, a few new options come into play:
- Elimination: on/off (always off online). When it's turned on, eliminations can be:
- weak: a warrior becomes unselectable if they have been killed by a fatality
- strong: each defeated warrior can't be selected anymore
- Forces: on/off (always off online). When this is turned on, it means that as soon as you select a character with moral alignment 4 or 5, you can only select characters who are neutral or evil, and vice versa. Neutral characters remain selectable throughout.
- Balance: on/off (always off online). Same as the 'forces' option, only with order and chaos.
- Realms: on/off (always off online). Same, but with realms. As soon as a player selects a warrior from, e.g., Earth, the other player will only be able to select a warrior from another realm.
- Advantages: on/off (always off online). Toggle background advantages.
- Kombo mode: destiny/virtual (always virtual online). If you select 'destiny', it means that for your tag teams, you can only have certain combinations. These are advantageous because these tag teams often have shared combos or chain throws. By selecting 'virtual', you can create tag teams however you want.

The fixed tag teams in destiny mode are:
- Falcon / Jax
- Falcon can also select: Kenshi, Cyrax
- Jax can also select: Kenshi, Cyrax
- Hachiman / Sektor
- Kung Lao / Ermac
- Kung Lao can also select: Fujin
- Hotaru / Xerxes
- Hotaru can also select: Dairou
- Kabal / Kobra
- Kabal can also select: Havik
- Kitsune / Havik
- Havik can also select: Kabal, Dairou
- Fujin / Damashi
- Fujin can also select: Sub-Zero, Kung Lao
- Damashi can also select: Gnorado
- Sub-Zero / Kenshi
- Sub-Zero can also select: Scorpion, Fujin
- Kenshi can also select: Jax, Falcon, Cyrax
- Reiko / Irikara Neferu
- Reiko can also select: Shang Tsung
- Irikara can also select: Quan Chi
- Drahmin-Moloch / Noob Saibot
- Qanturus / Raiden
- Shang Tsung / Quan Chi
- Shang Tsung can also select: Reiko
- Quan Chi can also select: Irikara Neferu

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COMING NEXT: STORYLINE AND ARENAS
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Omega Supreme
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About Me

There are three rules for doing scientific research. Unfortunately, no one knows what they are.

09/11/2005 11:43 AM (UTC)
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3. STORYLINE

As the attract mode plays, these three intro movies should play with intervals.

3.1. A WEARY TRAVELLER

Narrator: Fujin (deep, careful voice with a British accent).

<< black screen >>

A student of mine once asked me: what gave birth to reality, and how will it die?

<< A bright white dot of light in impermeable blackness expands quickly and sends cosmic nebulae, stars and galaxies sprawling across the universe as it is born from the Big Bang. The camera trails along the stars and gas clouds, zooming in on our own galaxy slowly, until it finally reaches Earthrealm, and more importantly, an icy temple built in a blue mountain range of Siberia. >>

Our reality began when the One Being ceased to be in the First War of Heavens. The One Being's own creations, the Elder Gods, took up arms against their progenitor to free themselves. In shattering its consciousness, they created the universe. Waves of pain rippled through the vast nothingness, and the One Being's cries of terror would forever wound the spirits of the Elder Gods, causing them to hibernate for eons. As such, they left task of governing the realms where life had sprung to their own offspring, the lesser gods. The last physical remains of the One Being were gathered in the kamidogu, and carefully kept by the gods.

<< The camera comes in through one of the windows of the Asian-styled temple. We see Fujin and Sub-Zero sitting across one another, drinking tea. Sub-Zero is dressed in a blue kimono that's black on the edges. He's not wearing a mask, and merely listening to Fujin. Fujin is dressed in brown, like a monk. His white hair hangs to the sides of his face. As Fujin speaks, the camera takes different angles of the conversation, moving about quietly with the pace of Fujin's voice. >>

Some say that it is the Elder Gods' passive demeanour that allowed one of their own, Shinnok, to forge the Amulet of Whispers. << Quick interspersed shot of a hand pulling the familiar amulet out of a steel forge, glowing with fire, its green gems reflecting the unearthly light >> With this amulet, he could transcend his dominion and start a war of conquest that would eventually have reunited the disparate realms. His amulet was called the Amulet of Whispers, because it is believed that through it, the wielder can hear the dreams and nightmares of the shattered One Being, inspiring the owner to mend its personality.

<< Interspersed, longer shot of the round arena where it always rains in MK4, with Raiden and Shinnok squaring off against each other. Shinnok wears a long dark red robe and fights with his naginata. He does not have his familiar MK4 hat. Rather, he is bald, with two rows of red runes that depart from his eyebrows and run across his head. His skin is still of a sickly grey. Raiden looks like he did in MKD's promo renders. He is fighting with his staff. >>

Many gods fell before the might of Shinnok, but not the young god of thunder, Raiden. He took on Shinnok himself in mortal kombat, after sacrificing the blossoming civilisation of Earthrealm, the most vulnerable and beautiful of all realms in existence. << Shot from the ground. Mud flies as Shinnok runs at Raiden. Raiden teleports behind Shinnok and sends a lightning bolt piercing through his adversary's body. Shinnok falls face down in the mud, rolls away and deflects a second bolt with an energy halo, firing a faint column of energy back at Raiden, who is instantly knocked down. Both fighters regain their composure and now begin fighting physically.>> Their fight was terrible. << With each punch, kick or limb twisted, a thunderous drum is heard. >> But finally, it was Raiden who would emerge victorious. << As Shinnok's robe flies open for a second, the camera quickly zooms in on the amulet tucked to his belt. Raiden, who is knocked down again and is lying on his back, trying to get up, tears the amulet loose with his lightning powers. It flies into his hand, and instantaneously he fires a quadruple shot with it that creates magical fetters around Shinnok's hands and ankles. He spins and then whizzes out of sight, leaving Raiden half-sitting, blinking in the rain.>> Shinnok had been sent to the 5th plane of the Netherrealm. << Image goes back to Sub-Zero's room with the mats on the floor and both men drinking tea. >>

What remained of Shinnok's Army of Darkness was defeated by a loyal and disciplined army of both mortals and immortals. These five capable generals of that army contributed as much to Shinnok's downfall as Raiden's renegade actions. Therefore, each of them was rewarded with one of the kamidogu, and ordered to keep it safe and its existence unknown. << Image of a round councilor's table in a high tower on Edenia, with lush garden backgrounds, and six people sitting around that table: Onaga, Xerxes, Antaria, Raiden, Hades and Gideon. As Fujin mentions each of them, the camera gives us a shot of their face. The five men and one woman are talking, but what they are saying is shut out by Fujin's narration. >> These generals would be known as the first Court of Immortals. Onaga, the warlord-emperor of Outworld, whose kamidogu would be hidden by his sect of holy men when Shao Kahn would poison him millions of years later. Xerxes, Supreme Chancellor of Orderrealm, kept his kamidogu guarded by his most elite Guard of the Sun and still rules Orderrealm today. Antaria, the chaos serpent of Chaosrealm, deliberately lost her kamidogu soon after and became one with chaos through a civil war. Hades, known under many names as the god who ruled the Netherrealm, protected his kamidogu with spells so sacred that even Shinnok was unable to break them after he had retrieved his Amulet. Gideon, king of Edenia, nobly declined the offer of immortality and would pass on his kamidogu down his line of successors, a line to which queen Sindel belongs. Raiden, finally, was punished by the Elder Gods for his defiance and the sacrifice of the Zaterran civilisation. He was appointed protector of Earthrealm, and entrusted with the last kamidogu. << Image back to Fujin and Sub-Zero. >>

Raiden has kept Earthrealm out of harm's way for millions of years, sometimes going against the wishes of the Elder Gods, sometimes cooperating with them. But his latest acts have greatly concerned all of the Elder Gods, whose spirits cringe painfully at the thought of possible betrayal. Raiden willfully abandoned his divine status and chose to sacrifice his comrades in vain, in his quest to destroy the Deadly Alliance << Quick shot of Raiden fighting the Deadly Alliance. >> Then, he tried to stop the resurrected Onaga from reclaiming his realm with a pointless suicide attack. << Image of the blast Raiden caused >> The Elder Gods have lost spiritual contact with one whom they had once considered making their peer. It is increasingly clear to the Elder Gods that Raiden has become a liability. His recent actions threaten to destroy all that exists.

<< Camera shows Raiden's distorted face, with glowing red eyes and an ash-coloured skin. He turns around and walks away, using his staff as a walking stick in the mountains. >>

Raiden can no longer be trusted. I need your help.

3.2. THE RETURN OF LIU KANG

Narrator: Liu Kang (soft, intelligent voice)

<< Camera shows Liu Kang and Ermac striding through a large jade hallway, not unlike the one Onaga had passed through when he had fought the Desperate Alliance. Their figures cast long shadows on the ground. As the camera zooms out to face their backs from a long distance and catches up with them again, we first see Tanya lying in a puddle of blood, and then Hotaru sitting down against the wall with his naginata next to him. Also a few Tarkatan warriors are lying on the floor. >>

Many had come to Outworld to do battle with Onaga, the Dragon King, each fighting them in their own manner. But only one would be able to defeat him. My grave had been descrated and I had been brought back to Outworld to wreak mindless havoc upon former comrades and foes alike. But my spirit still retained its potency and true nature. It was thanks to my spirit, which was freed after Shang Tsung's apparent demise, that I was able to take control again of my own body and help out my former master, Bo' Rai Cho. His armies, a combined force of Edenians and free Outworlders, rose to face the Tarkatan hordes of Onaga. With part of Onaga's armies occupied, my new ally Ermac and I easily slid past the imperial gates.

<< Again an image of Ermac and Liu Kang wandering through the long corridor, now with Mileena lying face down in the middle, in a trail of blood. The camera has almost reached the two allies. The last three Tarkata lie in a heap across each other, unconscious or dead. >>

Defeating Onaga's band of sorcerers, diplomats, warlords and mercenaries proved to be an easy task for our combined powers.

<< The camera has caught up with Ermac and Liu, and they are now in an Escher-like dark blue room with many staircases, weapons and moving razorblades, like cogs in a machine. From the corridor opposite to the one Ermac and Liu are coming out of, Liu's fallen comrades appear one by one: Sonya, Jax, Kitana, Johnny Cage and Kung Lao. >>

Defeating Onaga's minions had been easy. Facing my former friends and allies was a different matter altogether. They had been killed by the Deadly Alliance, like I had been some time ago, but Onaga's powers had brought them back under his service. They had become his willess slaves, neither living nor truly dead.

<< Johnny Cage first attacks Liu Kang with a few kicks, but Liu evades all kicks. Ermac sends Sonya, who comes from the other side, into the opposite wall with his tele-throw. Liu grabs Cage's arm, twists it around and punches him in the face and stomach, crippling him. He is forced to release Cage when Kung Lao attacks him. Ermac takes a few hits from Jax but as Jax pulls out his gun, Ermac backflips, levitates and slams himself into the ground, sending everyone but Liu Kang reeling with pain. Liu Kang retreats into a darker corridor, with a staircase going up.>>

It broke my heart to fight my friends as if they were my enemies, but I had to move on, and left the task of fending them off to Ermac.

<< Onaga's room with the spears below the platform, and the six kamidogu. Liu Kang comes up the staircase into the room, and finds Onaga in the center. Liu casts off his monk's robe to reveal his zombiefied look. The room bathes in a jade hue, like the rest of the palace. Liu gets into jun fan stance, and the Dragon King roars. >>

I did not know who had resurrected me and with what purpose, but I secretly hoped it had been Onaga. Eventually all villains die an ironic death.

<< Flashes of Ermac fending off the five undead Earthrealm warriors: he ducks under Kung Lao's hat toss and throws Kitana after parrying a few punches. He is hit by a strong kick of Jax but rolls away for his ground pound. He lifts Johnny Cage telekinetically and throws him into the others. The camera zooms in on Ermac's face, and he beckons them to come and get more where that came from, standing in hua chuan stance. The Earthrealm warriors hesitate for a moment. Screen goes back to Liu and Onaga, circling each other. >>

I had not come to kill Onaga personally. Through my connection with the dead, I was able to see the Netherrealm, and had made contact with the shaman Nightwolf there. He had vowed to transport Onaga to that forbidden place and chain him to it, just as Raiden had done with Shinnok so many eons ago. But in order to do that, I needed to take away the Amulet of Whispers.

<< Onaga attacks first, spitting fire. Liu Kang evades and attacks with a flying kick, pushing back Onaga slightly. Flash of Ermac breaking Sonya's arm but then being knocked down by an attack of Cage. The Dragon King lets out a quick roar and swipes his hand at Liu, who evades the punch, ducks under Onaga and kicks him in the spine when he is behind him. Onaga is pushed forward. Ermac gets up and freezes Kung Lao mid-air in a telekinetic stasis field. He then exchanges punches with Kitana. Onaga turns around and now pushes Liu away with a great mental blast. Ermac's outfit is ripped open and rich red blood flows out as he is hit by Kitana's fans. The five undead warriors are closing in on him. Liu Kang is lift up by his right leg and thrown around the arena. >>

Onaga was a strong adversary. The power of the kamidogu that were slowly fusing, was too much, even for my skills as a grand champion. The One Being that Nightwolf and Ermac had warned me about, was slowly waking from a long and harsh sleep.

<< Liu Kang rolls to his side. Onaga jumps at him, his great wings flapping, and Liu sees the Amulet in the buckle of his main belt. Ermac gets pounded back and forth by Jax and Johnny Cage. Blood splashes from his nose. Liu barely avoids getting crushed by Onaga's weight, and then jumps up, ripping off the Amulet. Onaga roars and we see his shadow looming over Liu Kang. >>

Suddenly, someone appeared whom I had not expected.

<< Raiden appears behind Onaga, motioning Liu to throw him the Amulet, safe from Onaga's grasp. The kamidogu burst open and reveal their coloured essence. Energy rays shoot out and connect the six kamidogu. Raiden teleports away. Onaga turns back to Liu, obviously confused. >>

The tide was high and Raiden had left with the Amulet, without any explanation. Onaga would have killed me, had he not been connected to Nightwolf's mystical incantations at that moment.

<< Onaga is suddenly surrounded by mystical symbols appearing from underneath him. He then whiffs out of sight. Ermac stands in a defensive posture as the Earthrealm warriors encircle him. But then the five allies blink around, confused. Liu Kang looks around what he can do to stop the kamidogu from fusing. >>

I did the only logical thing I could think of.

<< Liu Kang breaks the energy nexus of the six kamidogu by standing in the point where the beams converge. The beams reflect back upon themselves and Liu is surrounded by light. A bright flash comes, and the kamidogu revert back to normal. Liu Kang looks like he used to, amazed at himself. Next shot sees Liu Kang descending the staircase, his old friends giving him a hearty welcome. Ermac stands by and looks tired. >>

I had won the day. But the danger was far from over.

3.3. UNCERTAIN ALLIANCES

Narrator: Bo' Rai Cho (deep, gruff voice with a slight Asian accent).

<< Bo' Rai Cho can be seen riding a horse in front of an army, with Li Mei next to him. The army is marching through a steppe. Shots change between the front of the army, and views from the top and back. In the distance lies an estate surrounded by a grove and a lake. >>

When Kitana had left the alliance of Edenians and free Outworlders under my command to fight the Deadly Alliance, I knew it was not going to be an easy task. Matters were complicated further by the rise of Onaga and his inexhaustible army of Tarkatan warriors, and the fact that part of our armies had been routed by Mileena, who had posed as the fallen princess. But we still had not lost hope. We had been told by a mysterious messenger to meet reinforcements, paid for by a wealthy Outworlder, at his estate.

<< Bo' Rai Cho's army holds still in front of the gardens, and he descends from his horse along with Li Mei. They look at each other as the gates swing open. >>

I am a martial arts teacher, not a strategic thinker. Li Mei and I had walked into a trap with our eyes wide open.

<< From the wooden doors of the estate, modelled after Shang Tsung's house near the Acid Bath in MKDA, the towering figure of Shao Kahn comes striding out, his hands in his sides. Soldiers run out from either side and handcuff Li Mei and Bo' before they can fight. The camera then follows Kahn as he marches through his gardens and goes out to greet the amazed army. More soldiers run out and encircle the army. >>

Shao Kahn had returned. And with him, a set of old and new allies, bent on reclaiming Outworld as their own.

<< Trailing after Shao Kahn, we can see Shang Tsung and Quan Chi coming out of the shadows, grinning knowingly. Camera now follows the former Deadly Alliance. Bo' Rai Cho is knocked down on his knees by a strike of Quan Chi in his back and Shang Tsung orders Li Mei to be taken away. >>

I was thrown into prison.

<< Image of Bo' Rai Cho sitting in a dark dungeon's prison cell, leaning on his stick. In the distance, we can hear cries and the rattling of chains. He sighs and closes his eyes. >>

And so, with nothing left to drink, and my army stolen by Shao Kahn, Outworld had lost all hope for freedom. Even if my former student, Liu Kang, had succeeded in bringing down the Dragon King, one tyrant would simply be replaced for another. I closed my eyes, and tried to catch some sleep.

3.4. RAIDEN'S MEDITATIONS

Narrator: Raiden (MKDA voice)

<< Simple image of a lightning bolt crackling through a nightly sky. >>

I am Raiden.

<< We see Raiden sitting on top of his Sky Temple, meditating on the square where in MKD, the war hammer lies. The square has been roofed to look like a pavillion, and Raiden is sitting on a cushion. He's wearing his alternate outfit from MKDA. >>

For as long as time exists, I have governed the elements of thunder and lightning, offering my guidance and wisdom to the mortals of Earthrealm. I helped them conquer great evils such as Shinnok << Flash of an arrogant looking Shinnok >> or Shao Kahn << Flash of Shao Kahn sitting on his throne in Outworld >>. But recently both mortals and immortals have failed me. The Elder Gods have refused to understand threats to the realms they created, shutting themselves out from reality. My former comrades uselessly fell against the Deadly Alliance, and one of them caused Onaga to return. << Flash of Raiden throwing down Shujinko's broken body from a high, sharp peak during a thunderstorm. >> But matters are far worse than that. The six realms, who were each awarded a kamidogu millions of years ago, are all in grave peril.

<< Image of the majestic temples of Seido. It is late in the evening, and people are strolling about on the broad streets. Camera slowly zooms in, but not fully, on the shadow of one of the great pyramids, where Dairou hands over the Declaration of Order to Darrius. Both men shake hands. As they do, several explosions rock the capital city of Seido, and fires emerge. People cry in shock, confused, and guardsmen appear on the streets. >>

The actions of Darrius marked the beginning of a civil war on Orderrealm, even though the realm had known a well-preserved peace for millennia. << Flashback to Raiden. As he talks, the camera is slowly going around him. He has his eyes closed during his meditation. >> My former pupil Nightwolf had transported Onaga to the Netherrealm, hoping to bind him to it as I had done with Shinnok. << Image of Nightwolf raising his hands, sweating, his torso bare and his eyes glowing white, with Onaga before him, trapped into a field of spells. >> But Nightwolf had underestimated Onaga's powers, even without the Amulet and the kamidogu. << Onaga breaks free and causes a bright flash, knocking away Nightwolf. The Dragon King emerges from the cave unto a brimstone path, our vision clouded by foams and smoke. >> The Dragon King lost Outworld, but gained a new empire. << Image of Onaga sitting on a black throne with skulls on the ledges, with Noob Saibot and Smoke bowing before him. Flash of a military-industrial complex in the Netherrealm that produces cyborgs who look like Smoke. >>

<< Back to Raiden. >>

On Outworld, the hopelessly inept Bo' Rai Cho was easily lured into a trap by his old adversaries. Shao Kahn reclaimed Outworld as his dominion, with the renewed aid of the Deadly Alliance and the Shokan warriors. << Image of Shao Kahn triumphantly marching back into his palace, followed by his acolytes. >> Edenia was still riven by pillaging and plundering of Tarkatan hordes, who had gone mad with rage after Onaga's disappearance. << Image of an Edenian city being ransacked by Tarkatans. >> The only one who had served his purpose was Liu Kang, whom I had resurrected as a tool of revenge. He had given me the Amulet of Whispers, and had retrieved the six kamidogu.

<< Raiden rises, and slowly walks from his pavillion into the open air of the Sky Temple. The Amulet is stitched into his belt. >>

I now see that the only way to bring peace to the realms, is to rule them. For the greater good, I hold the Amulet of Whispers. I have invited deadly enemies and allies alike to a new tournament, that will forever determine the state of the realms for millennia to come. I will gain control of the kamidogu. I will destroy all who oppose me.


---

COMING NEXT: ARENAS
Avatar
Chrome
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About Me

09/11/2005 12:00 PM (UTC)
0
This seems awfully familiar. smile

Anyway, very good job, but put more focus into the storyline when you are done with gameplay elements. Can't wait to see more.
Avatar
Sub-Zero_7th
09/11/2005 07:31 PM (UTC)
0
I think you have interesting ideas though I don't understand Fujin having a British accent and I don't like Noob and Smoke serving Onaga. To me, that kind of takes something away from Noob in terms of character.
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ReptilianHelms
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About Me

As I was going up the stairs, I met a man who wasnt there. He wasnt there again today, I wish I wish he'd go away

09/11/2005 08:38 PM (UTC)
0
I like....Alot

And dya know what else Im going to like?

..Teh rest of what you have to type, so Im'a sit and wait smile



Avatar
blackmagik
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About Me

Bye, Bye Bitches.

09/11/2005 08:58 PM (UTC)
0
Sounds really cool.

Where are all the chicks though?
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MKKitana
09/11/2005 09:58 PM (UTC)
0
Some interesting ideas.

Also, I like the name. I called my MK7 Mortal Kombat: Retribution too.
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Peanut_Butter_Jelly
09/12/2005 12:20 AM (UTC)
0
I really like this idea. Puzzle mode's gonna rock.
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Omega Supreme
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About Me

There are three rules for doing scientific research. Unfortunately, no one knows what they are.

09/12/2005 04:08 PM (UTC)
0
Hey guys,

Thanks for the comments.

Chrome, yeah, I may have subconsciously borrowed some stuff from you. On the other hand, some things are pretty logical imo, like Raiden's shifting alignment or Onaga's (temporary) disappearance from the scene (there cannot be an "Onaga wins" MK7 because there wouldn't be any MK left :)). More storyline details will follow with the characters.

Sub-Zero the 7th, I thought giving one of the gods a British accent would make him more classy, aristocratic, etc. The way I view Fujin, basically. Noob already served Onaga in MKD. I think making him an overlord type of character would be a mistake, but you'll see how his story develops, it's not like he'll remain Onaga's "servant" forever... :).

Blackmagik, it's true there are only three girls in MKR (Irikara, Falcon and Kitsune). I think this more or less happened by accident.

The next part will be posted tonight.

Cheers,
VQ
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Omega Supreme
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About Me

There are three rules for doing scientific research. Unfortunately, no one knows what they are.

09/12/2005 06:57 PM (UTC)
0
4. ARENAS

There are 28 backgrounds (as much as there are playable characters), and as with the chars, 12 are playable from the start, the rest is unlockable along with their character. The chess backgrounds are also playable from the start. All of them are limited and barriered.

4.1. FLOWER LAKE (FALCON)

4.1.1. LOCATION

- Place: one of the rare fertile and green valleys on Outworld, it is located near Li Mei's village and the location of the former soulnado. Because it is sparsely populated and ill-suited for agriculture, few people ever visit it.
- Location: Flower Lake (Lowlands), Outworld
- Tiers: one
- Shape: irregular

4.1.2. DESCRIPTION

- Lake with lotus flowers on it
- Barriered, but fairly wide
- Warriors wade knee-deep through the water
- If they fall their clothing shows visible water effects (so does their hair)
- Lush background scenery; clear, open sky with only a few clouds
- Open arena, hills in the background, bridges across rock slopes visible
- Falcon is faster in this background

4.2. THE DOJO (HACHIMAN)

4.2.1. LOCATION

- Place: Hachiman's secret training dojo, which he acquired when he killed his own sensei twelve years ago upon joining the Red Dragon. Now it is a training ground for new Red Dragon recruits.
- Location: Fukuoaka (Japan), Earthrealm.
- Tiers: one
- Shape: rectangle

4.2.2. DESCRIPTION

- A typical Japanese dojo with tatami mats on the floor
- Japanese signs and flags on the walls
- Closed arena but not barriered
- Hachiman's weapon moves are 25% more powerful

4.3. LOTUS GARDENS (KUNG LAO)

4.3.1. LOCATION

- Place: monks of the Wu Shi Academy come here to meditateor to relax from their exercises. It is a place where deeply spiritual people can even draw energy from the faint scent of the flowers.
- Location: Temple of Light (China), Earthrealm
- Tiers: one
- Shape: limitless

4.3.2. DESCRIPTION

- Temple-of-Light-like (can be seen in the background), with lively spring trees and Asian design. Pastel shades. Evening or morning.
- Limitless background but a small meditation square in the middle.
- Trees and statues can be used for special moves.
- Kung Lao takes 10% less damage.
- Sometimes has blossom rains.

4.4. DEEP FALLS (GNORADO)

4.4.1. LOCATION

- Place: Forests like these can be found all over Edenia and harbour a lot of bizarre and exotic wildlife. It also has a significant population of hermits who went into hiding here since all war tribulations that plagued Edenia.
- Location: Deep Falls (Crown Forest), Edenia
- Tiers: two
- Shape: irregular

4.4.2. DESCRIPTION

- Multiple-leveled jungle-like arena (very green, primitive impression). Full noon.
- Giant waterfall featured.
- Has two parts seperated by a bridge over the waterfall.
- Barriers.
- Stage fatality (being knocked down the waterfall and eaten by river predators).
- Gnorado is quicker.
- Sometimes tropic rains (then it's clouded, of course) or mists.

4.5. FIELDS OF GLORY (HOTARU)

4.5.1. LOCATION

- Place: on these fields an important battle was once fought between an Outworld force sent by Shao Kahn, and the Seidan army. The Outworlders were completely massacred. The fields are peaceful now, but the defeat still lingers.
- Location: Fields of Glory (Shiden), Seido
- Tiers: one
- Shape: limitless

4.5.2. DESCRIPTION

- Slanted field of gold-coloured grain
- Slight, very slight breeze
- Limitless background
- Dark, stormy clouds in the distance make the background a grim place
- Moody, looming atmosphere
- In the distance there's a lake and some trees visible (nothing human-made)
- The grain can actually bend (by falling or running into it) or be chopped off by weapon hacking and make appropriate sounds
- Hotaru's special move power is increased with 30%

4.6. FOREST OF RAGE (KABAL)

4.6.1. LOCATION

- Place: the twisted forest where Mavado had left Kabal for dead years ago. Aggression, anger and regret seems to radiate from the very trees.
- Location: Moravia (Czech Republic), Earthrealm
- Tiers: one
- Shape: circular

4.6.2. DESCRIPTION

- Forest with twisted, evil-looking trees that appear to bend over the warriors. Night.
- Closed but without a barrier.
- Branches of overhanging trees can be used
- Muddy ground, warrior's clothes are soiled if they fall (muddy sound effects, too).
- Kabal's moves are 10% more powerful.
- Sometimes rains here.

4.7. SCORPION'S LAIR (SCORPION)

4.7.1. LOCATION

- Place: the closest thing to a home Scorpion has. Here he is left alone by demons, damned souls and other hostile creatures who roam the Netherrealm. Visitors are not welcome.
- Location: Scorpion's Lair (3rd Plane), Netherrealm
- Tiers: limitless
- Shape: limitless

4.7.2. DESCRIPTION

- Multiple-leveled arena with ledges (options to perform special moves with them).
- Like in the first MK movie
- Limitless background
- Scorpion regenerates

4.8. DRAGON MOUNTAIN (KOBRA)

4.8.1. LOCATION

- Place: this ancient sanctuary has been hewn out from the side of this majestic mountain centuries ago by groups of rebelling monks who were fed up with Shao Kahn's regime. Nowadays it is still a martial arts training centre.
- Location: Dragonbreath Temple (Highlands), Outworld
- Tiers: two
- Shape: circular

4.8.2. DESCRIPTION

- As in MKD
- It can be either night, dusk or morning
- Limited, not barriered
- Kobra's special moves are 30% more powerful

4.9. THE PAGODA (KITSUNE)

4.9.1. LOCATION

- Place: one of the old pagodas of Nitara's old family on Stirgos. Since Stirgos reverted to its normal state barely a year ago, the ravages of war with Outworld are still visible.
- Location: Maru Sin (Upper Norduin), Stirgos
- Tiers: one
- Shape: square

4.9.2. DESCRIPTION

- Dark garden, in Japanese style. Everything looks damaged and the garden is not particulary well-kept.
- Dark pagoda with a black roof and red lanterns at the centre of the stage (roofs can be used to jump on and off but the building itself can't be entered).
- Moonlit by a red moon, sometimes cloudy.
- Each time Kitsune hits an opponent, 20% of the damage she deals is added to her own health.

4.10. NEBULON (FUJIN)

4.10.1. LOCATION

- Place: Nebulon is the name for the heavenly place, high atop the clouds, where the Wind God's ethereal castle is built and where he sends the universal winds from. It is a haven of wisdom.
- Location: Heavens
- Tiers: one
- Shape: limitless

4.10.2. DESCRIPTION

- Only the sky and huge packs of white clouds as a background, sometimes full noon, sometimes morning or evening
- Tiny, circular platforms constantly follow the warriors as they move (when the warriors hit each other the platforms connect and melt into each other)
- Background gives the impression of constantly moving at high speeds
- Sensational feeling of fighting a few miles above ground level
- In the distance (if you look very sharply), every now and then a huge castle can be spotted that seems to sit atop a massive pack of clouds
- Limitless background
- Fujin's recovery time from blows and lag time from combos is shorter

4.11. MOON TERRACE (DAIROU)

4.11.1. LOCATION

- Place: the Moon Terrace is a rice field just outside the City of the Moon, one of the two largest cities on Seido. Once a center of great learning and science, it has become a bulwark of Darrius's Resistance.
- Location: City of the Moon (Hanzen), Seido
- Tiers: five
- Shape: irregular

4.11.2. DESCRIPTION

- Rice terraces like you see in pictures of India. This one is seperated in the middle by a road, and is multi-tiered. You can drop down to four more terraces, but you start at the top, where you can see the city's old walls, overgrown with plants.
- Feet make a muddy sound when they tread into the rice fields.
- Morning, with Seido's big moon still visible, and some farmers in the distance who are at work.
- Last hits in a combo or juggle don't deal damage to Dairou.
- Sometimes rain or mist.

4.12. LIN KUEI TEMPLE (SUB-ZERO)

4.12.1. LOCATION

- Place: Sub-Zero rebuilt the Lin Kuei's headquarters a few years ago near the Arctic crcle, to train his next generation of ninja in secrecy and peace. The extreme temperatures keep away unwanted guests.
- Location: Siberia (Russian Federation), Earthrealm
- Tiers: two
- Shape: circular (irregular on second tier)

4.12.2. DESCRIPTION

- Much like in MKDA, only wider. Daylight.
- A weaker spot in the ice has you falling through it if you land on it after being knocked into the air; under the ice there is some sort of cave.
- Warriors' breath gives off damp.
- Sub-Zero's freezing powers have a prolonged effect.
- Sometimes snow, hail or blizzard.

4.13. SPIDER PIT (HAVIK)

4.13.1. LOCATION

- Place: many spider pits across Chaosrealm grow giant spiders as mount for Chaosrealmers. Though extremely fast and agile, spiders have been known to eat their riders in fits of hunger. Chaosrealmers consider this good irony.
- Location: Escher Grove (Tar Shadows), Chaosrealm
- Tiers: none
- Shape: rectangular

4.13.2. DESCRIPTION

- The side of the arena players face when the game opens, is a high, dark grey wall, which is overgrown with orange, purple and yellow plants. The fighters can't reach the wall because there are about forty spiders between them and the wall. All spiders are big. Some are hanging in webs on the walls, others are nesting, and still others scurry along with the fighters.
- There are cages, some of which contain decomposed corpses of those sacrifices or fallen into the pit.
- To the opposite side of the wall is a steep drop. You can't see what's down, and the background is barriered.
- It's cloudy, in typical red-orange Chaosrealm clouds. Sometimes rays of sun peer through the clouds.
- Stage fatality where you get thrown off the edge of the background, into a nest of spiders which devour you.
- Havik's regenerative moves give him back the double amount he usually gets.

4.14. HIDDEN ISLAND (ERMAC)

4.14.1. LOCATION

- Place: this is the beach of Shang Tsung's island in the middle of the Lost Sea, where the early Mortal Kombat tournaments used to be held. Nowadays the island is abandoned.
- Location: Lost Sea, Earthrealm
- Tiers: one
- Shape: limitless

4.14.2. DESCRIPTION

- As in the MK movie where Liu Kang fights Kitana
- Limitless in terms of length, but not depth (warriors can wade through the water only a small bit)
- Morning or noon.
- Ermac takes no damage when blocking

4.15. LAVA FURNACE (DAMASHI)

4.15.1. LOCATION

- Place: deep below the surface of the Netherrealm the legendary Lava Furnace has been built, which is said to produce the best weapons in the realms of Kombat.
- Location: Lava Furnace (4th Plane), Netherrealm
- Tiers: two
- Shape: rectangular

4.15.2. DESCRIPTION

- A lot like MKD's furnace background
- Styled like MK2's Armory, with weapons on the walls
- Gargantuan machinery operating on lava
- Gives the impression of having been built underground
- Intense heat, sometimes has steam clouds clouds
- Damashi' opponent's health bar slowly depletes

4.16. DEATH RING (REIKO)

4.16.1. LOCATION

- Place: this is the arena where Raiden and Shinnok fought their titanic battles eons ago. The lands still have tremors on regular basis because of that ancient fight.
- Location: Dali Range (Creeping Lands), Chaosrealm
- Tiers: none
- Shape: circular

4.16.2. DESCRIPTION

- Like MK4's Rain stage.
- Limited, but no barriers.
- Always night, but sometimes star-lit, sometimes cloudy and raining.
- If you fall, your costume can get wet and muddy.
- Every now and then a tremor goes through the arena.
- Reiko takes no damage when blocking.

4.17. THE SLAUGHTERHOUSE (DRAHMIN - MOLOCH)

4.17.1. LOCATION

- Place: the Slaughterhouse is a place where fresh meat and blood are processed to become the food stock of the denizens of the Netherrealms's lower planes.
- Location: Necropolis (1st Plane), Netherrealm
- Tiers: two
- Shape: rectangle

4.17.2. DESCRIPTION

- As in MKD. The death traps have become stage fatalities. The background has become somewhat smaller.
- Next to the constant milling of the food installation, creaks and distant screams and roars can be heard.
- Drahmin and Moloch take no damage when hit by the last hit of a combo or juggle.

4.18. HOUSE OF PEKARA (KENSHI)

4.18.1. LOCATION

- Place: the ruins of a crypt that belonged to Kenshi's warrior ancestors. The place is considered a forgotten ruin by most people. Only occasional hermits wander past.
- Location: Kamtchatka (Russian Federation), Earthrealm
- Tiers: one
- Shape: square

4.18.2. DESCRIPTION

- Like MKDA's background (with its old music).
- More variation in the terrain, with little hills and longer grass.
- The ghosts only appear when its night, and they scream.
- Always cloudy, sometimes hail.
- Kenshi's weapon moves do 25% damage.

4.19. BLOODSTONE MINE (SEKTOR)

4.19.1. LOCATION

- Place: Shao Kahn once assumed that bloodstone would be a potential source of power but this idea was abolished when he found that black magic was more effective. Over five thousand miners found their grave in the bloodstone mines.
- Location: Bloodstone Mine (Unstable Plateaus), Outworld
- Tiers: three
- Shape: irregular

4.19.2. DESCRIPTION

- Tunnels, sometimes with a little water
- Dark and abandoned, similar to the cave Liu Kang and Kitana visit in MKA
- Has ridges and ledges that can be used for stunts
- In the mine's walls there are semi-transparent spots where you can see dead people and skeletons in the walls (which have shades of red)
- Multi-tiered, limited background, no barriers
- Stage fatality where you simply disappear into a deep mine-shaft with a long, echoing cry.
- Sektor takes no damage when blocking

4.20. MOONSHIP (IRIKARA NEFERU)

4.20.1. LOCATION

- Place: Irikara Neferu's ship which she uses to transport herself with over long distances. It is said that Quan Chi raised her oarsmen from the dead for her.
- Location: Variable
- Tiers: two
- Shape: oval

4.20.2. DESCRIPTION

- Long, wooden Egyptian-styled ship moving slowly over a river
- Rowers can be spotted on either side of the kombat zone
- Several walls and objects can be used for acrobatic stunts
- Nocturnal, starry background
- Barriered, two tiers
- Irikara Neferu regenerates

4.21. ELDER GODS SENATE (XERXES)

4.21.1. LOCATION

- Place: only the extremely priveliged have ever been granted the right to speak before the Senate of the Elder Gods, where matters of universal life and death are debated.
- Location: Heavens
- Tiers: one
- Shape: circular

4.21.2. DESCRIPTION

- Largely as in the sketches on the MKDA disc. Impressive, classic design.
- Elder Gods in the background are as in the Annihilation movie.
- Closed arena with energy barriers.
- Xerxes regenerates

4.22. SARNA DESERT (CYRAX)

4.22.1. LOCATION

- Place: one of the many infertile, bizarre deserts in Outworld that once contained vital realms that are now lost forever. Or are they?
- Location: Sarna Desert, Outworld
- Tiers: one
- Shape: limitless

4.22.2. DESCRIPTION

- A bit like Jade's Desert in UMK3/MKT, only this time it's in 3D
- Either high noon or midnight, always clear skies, sometimes dusty winds
- Limitless background
- In the distance a few nomad tents can be spotted
- Warriors are a bit limited in speed due to the sand
- Visible sand effects when warriors fall or move
- Cyrax's recovery time from blows and lag time from combos is shorter

4.23. RIFT MONASTERY (QANTURUS)

4.23.1. LOCATION

- Place: this sacred monastery led by Qanturus was built atop the highest glacier on Edenia, where its denizens could feel close to their worshipped god.
- Location: Rift Peak (Crystal Mountains), Edenia
- Tiers: two
- Shape: hexagonal

4.23.2. DESCRIPTION

- Background of a few temples and palaces that are covered by snow, reminiscent of the Potala palace of the dalai lama. The sky has an ominous portal opened above the palace temples, and most clouds are grey.
- The fight takes place on a spot similar to the Palace Gates from MK1, except that it's snow-covered.
- Feet leave tracks in the snow, and can wet kombatant's clothes if they fall.
- Warriors' breath give off damp.
- At night, torches lit the paths and lights come out of the distant temples.
- Second tier is down below in a winter garden.
- Qanturus's charge moves take less time to charge.

4.24. THE SUBWAY (JAX)

4.24.1. LOCATION

- Place: years ago this was one of the kombat zones when Shao Kahn illicitly invaded Earthrealm. Today the mean underground is once again a potential hot spot... but this time it's not so empty.
- Location: New York (United States), Earthrealm
- Tiers: one
- Shape: rectangular

4.24.2. DESCRIPTION

- The Subway + Street from MK3/UMK3/MKT. You can get knocked from the Subway into the Street and down again if you go far enough.
- Pillars, bus stops, stop signs and cars can be demolished or used for acrobatic moves. Flickering lights at the Subway itself. The street is limited with barriers that are represented by roadblocks.
- Supporters stand nearby, shouting and clapping; they react to certain moves, hits or combos
- When fighters approach the bystanders, crowd moves back
- Stage fatality: everyone retreats for the oncoming headlights of a subway train, and you quickly get pushed under it. As it passes, you get splattered all over the place.
- It's either afternoon or night.
- Jax regains 5% of his health when hit beyond danger (94-99% health depletion)

4.25. SHANG TSUNG'S ESTATE (SHANG TSUNG)

4.25.1. LOCATION

- Place: the shapeshifter Shang Tsung acquired this estate centuries ago after winning the first Mortal Kombat tournament for Outworld. Now it is the site of strategic deliberations for the returned emperor Shao Kahn.
- Location: Hun Po (Lowlands), Outworld
- Tiers: one
- Shape: circular

4.25.2. DESCRIPTION

- Much like MKDA's Acid Bath background.
- Limited background, but without barriers.
- It can be any time of the day. Skies are usually bright or thinly clouded.
- Stage fatality where you get knocked into the acid.
- Shang Tsung regains 3% of his health when he morphs.

4.26. THE DUNGEON (NOOB SAIBOT)

4.26.1. LOCATION

- Place: Noob Saibot's private chapel where he is allowed to experiment with his dark magic and new technology. Regulary violent screams and blood-curtling bellows are heard from these depths.
- Location: Dark Prison (4th Plane), Netherrealm
- Tiers: one
- Shape: octangular

4.26.2. DESCRIPTION

- Is modelled like Moloch's lair, only wider and more straight
- Has an altar with purple candles
- Has light falling in from a high conic ceiling, but only in very small rays
- Torches and purple banners on the walls
- Limited, not barriered
- Noob Saibot takes 10% less damage

4.27. SKY TEMPLE (RAIDEN)

4.27.1. LOCATION

- Place: Raiden's Sky Temple has been the most sacred place of worship of the thunder god for millennia. It has recently turned into a grim place, with thunderstorms raging out of control.
- Location: Heavens
- Tiers: three
- Shape: square

4.27.2. DESCRIPTION

- As in MKD, but without the death trap and an extra level
- Darker skies, more thunder and lightning. It's always night.
- The place where the hammer used to be now has a small pagoda with cushions and incense sticks in it
- Raiden regains 5% of his health when hit beyond danger (94-99% health depletion)

4.28. THE LIVING FOREST (QUAN CHI)

4.28.1. LOCATION

- Place: one of the oldest forests on Outworld, its heart is rotten and of the purest evil. Travellers are not advised to enter it, and few make it out alive.
- Location: The Living Forest, Outworld
- Tiers: one
- Shape: limitless

4.28.2. DESCRIPTION

- Has the grim, gloomy impression from MK2
- Is no more an open spot, but a limitless background
- Trees can be used to perform acrobatic moves
- Every now and then the trees, with distorted faces, seem to scream or moan (in much more ghastly ways than before, as if in terror themselves)
- Animals can be heard in the distance, and every now and then leaves fall from the dense canopy
- Always night
- Quan Chi's opponent's health bar slowly depletes

4.29. PUZZLE BACKGROUNDS

- Acid Bath (Acid Buddha's acid puke your skin away)
- Golden Desert (Buddha drops from the sky and splats the victim)
- House of Pekara (a big hail stone drops on your head and kills you)
- Lava Shrine (lava from above turns you into a bit of crumpled charcoal)
- Lin Kuei Temple (an ice spike comes out of the ground and pierces you)
- Nebulon (the platform on which you stand drops away)
- Sky Temple (MKD fatality)
- Spider Pit (a spider comes down and takes you away, dropping some bones a few moments later)
- The Soul Chamber (you get sucked into the soul stream with a scream)
- The Subway (a subway train grabs you as it races past)

4.30. CHESS BACKGROUNDS

- Death Ring
- Kahn's Arena (actual barriers are closer than the walls, so you never come near them, or the spectators in the distance – Kahn overlooks the spectacle from above)
- Lung Hai Temple
- Sarna Desert
- The Courtyard
- The Dead Pool (with stage fatality)
- The Living Forest
- The Pit II (this time more square in design, with stage fatality)
- The Portal
- The Wasteland (this time you actually fight between the corpses on the stakes)

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09/12/2005 07:57 PM (UTC)
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5. CHARACTERS


There are 28 characters in MKR, and all are playable. The top two rows are playable from the start, the bottom two need to be unlocked. The last four are super-unlockables.

Falcon-----Hachiman--Kung Lao---Gnorado-Hotaru-----Kabal
Scorpion--Kobra--------Kitsune------Fujin------Dairou-----Sub-Zero
Havik-------Ermac-------Damashi----Reiko----Drahmin---Kenshi
Sektor------Irikara-------Xerxes--------Cyrax----Qanturus--Jax
---------------Shang------Noob----------Raiden--Quan---------------


All characters are placed in difficulty levels. From most difficult to master to easiest to master, they are:

* 5: Fujin, Irikara Neferu, Qanturus
* 4: Cyrax, Drahmin-Moloch, Ermac, Havik, Quan Chi, Raiden, Sub-Zero
* 3: Hotaru, Jax, Kenshi, Noob Saibot, Reiko, Shang Tsung, Xerxes
* 2: Damashi, Gnorado, Kabal, Kung Lao, Kobra, Scorpion
* 1: Falcon, Hachiman, Kitsune, Sektor, Dairou

Unlocking the unlockables and super-unlockables goes as follows:
* Havik: win the game with Kabal
* Ermac: win the game with Kung Lao
* Damashi: win the game with Fujin
* Reiko: win with a fatality against each CPU opponent until you finish the game
* Drahmin-Moloch: win the game with Reiko
* Kenshi: win the game with Sub-Zero
* Sektor: win the game with Hachiman
* Irikara: win chess kombat
* Xerxes: win the game with Hotaru
* Cyrax: win the game with Falcon
* Qanturus: finish konquest with each other playable and unlockable character
* Jax: win the game with Cyrax
* Shang Tsung: complete the test your knowledge quiz three times, then win the game with Reiko
* Noob Saibot: complete all trials in a row, then beat the game with Sub-Zero
* Raiden: beat puzzle kombat with all other characters
* Quan Chi: do the trial of blood 25 times

Styles. Here is an overview of the fighting styles used in MKR:

* Unarmed styles: aikido, ba shan fan, bagua quan, baji quan, byxtagsglima, capoeira, crab, dragon, eagle claw, english boxing, five ancestors, goju-ryu, hapkido, hua chuan, hung gar, hwa rang do, jeet kune do, jujutsu, kenpo, krav maga, lion's roar, liu he ba fa, long fist, monkey, muay thai, nan quan, ninjitsu, pankration, pao chui, pi gua, praying mantis, pro wrestling, qi gong, rat, sambo, san shou, savate, sebekkha, shaolinquan, shorin-ryu, shotokan, shuai chiao, sikaran, snake, sun bin, tae kwon do, tai chi, tang soo do, white crane, wing chun, zuijiquan,

* Armed styles: ashiko spikes, battle lance, brass knuckles, butterfly knives, club, crossbow, épée, flail, florentine, ghurka knife, halberd, kama, kali sticks, kendo, kirehashi, kobu jutsu, labrys, longbow, machete, manriki, morning star, mugai ryu, naginata, nandao, pilum, poison arrows, scythe, shuriken, tetsubo, three-sectional staff, throwing knives, tomahawk, tonfa, wakizashi, xiphos, zweihänder

* Fictional styles: autumn dao, battlesnare, bionic blades, chain ball, double broadswords, fire, flameblades, ghost, hookswords, kori blade, kori daggers, lightning, magic staff, pekara katana, sceptre, shadow, shark, shock sticks, solar blade, thunder staff, whale, wind

---
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09/12/2005 08:05 PM (UTC)
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5.1. FALCON

5.1.1. BIOGRAPHY

Falcon is one of the most promising recruits of the Special Forces. She was chosen by Jax himself to join the strike team that was to travel across the realms. Her former duties included the guarding of portals into Netherrealm. Through her dreams, she is able to see what is going on in the Netherrealm, but it is a well kept secret how Falcon gained this ability.

5.1.2. DATA

Status: Special Forces
Height: 173cm
Weight: 60kg
Origin: Earth
Birthplace: Seattle (United States), Earthrealm
Race: Human
Age: 24
Moral alignment: 4
Order alignment: 4
Allies: Sonya, Jax, Cyrax, Kenshi
Foes: None

5.1.3. STYLES

* White crane (like Pai Chan's style in VF) (sm: sidestepping backflip): The Fang family lived in Fujian, a province of China, in a place where there were many cranes. Qiniang's father knew the Southern Chinese martial arts and taught them to his daughter. One day, while Qiniang was doing her chores, a crane alighted nearby. Qiniang tried to scare the bird off using a stick and the skills she learned from her father but whatever she did, the crane would counter. Qiniang tried to hit the crane on the head, but the bird moved its head out of the way and blocked the stick with its wings. Qiniang tried to hit the crane's wings, but the crane stepped to the side and this time blocked with the claws of its feet. Qiniang tried to poke the crane's body, but the crane dodged backwards and struck the stick with its beak. From then on, Qiniang carefully studied the movements of cranes and combined these movements with the martial arts she learned from her father, creating the White Crane style of Fujian Province.

* Tae kwon do (sm: shove): In the years between 1945 and 1955 Choi Hong Hi, who is considered the founder of tae kwon do, developed his knowledge and skills by teaching a combination of karate and taekyon to his soldiers. taekwondo, tae kwon do, or taekwon-do is now the Korean national sport and most commonly practiced form of mudo. The most commonly used translation of its name is "The way or art of destruction with the hands and feet." Some consider tae kwon do's emphasis on high, far-reaching kicks with a small, mobile stance to be an advantage in martial arts combat. There definitely is an emphasis on leg usage in tae kwon do, including jump kicks but even more often spinning kicks and combinations of any kind. The typical tae kwon do stance is light footed.

* Machete (sm: impale): he machete is a cleaver-like tool that looks like a very large knife. The blade is typically 50-60 cm (18-24 in) long. The machete is normally used to cut through thick vegetation such as sugar cane or jungle undergrowth (the lack of a primary grind makes the machete much less effective on woody vegetation), but it can also be used as an offensive weapon. Machetes were the primary weapon used by the Interahamwe militias in the Rwandan Genocide, as well as the signature tool/weapon of the Haitian Tonton Macoute. The machete was also one of the most common weapons during the Cuban Independence War. Freed slaves by Carlos Manuel de Céspedes agreed to fight against Spain, where their only weapons were the very tool they used to cut the sugar cane in the La De Majagua plantation.

* Battlesnare (sm: sidestepping sweep (with left snare) and facial blow (with right snare)): Twin snares that come out of Falcon's forearm guards and she can use as mini whips, strangulation cords or even as small cutting weapons. The ends of the weapons glow red so you can see where they are. They are controlled by some sort of neural link and make an agitated "zing" sound.

* Difficulty 1

Falcon's moves all do little damage, but what she lacks in damage output, she makes up in speed. Most of her moves have advantageous recovery time. White crane is a basic all-round style that opens up to some limited juggle possibilities. Tae kwon do relies more on good mix-ups but should have a lot of branching combos and combos that can be superimposed on her juggles from her first stance. Her machete is her most powerful style, but the most defensive of the three, with short chops and jabs, most of which are fastest as counter hits. Battlesnare is made to dislodge any turtle because of its reach.

5.1.4. SPECIAL MOVES

* Square wave punch (Sonya's classic move) (high)
* Leg takedown (Scorpion's move from MK2, but much quicker) (low)
* Boiling ray (a ray of boiling water shoots from Falcon's forearm guards, pinning the opponent back) (high)

5.1.5. FINISHING MOVES

* Wrist cutter (the battle snare zings and cuts the opponent's wrists with a scream and a splash of blood; the opponent drops to their knees and dies slowly)
* Skin boiler (a wider boiling ray moves over the opponent's body and cooks them alive in their own skin, their face or visible skin turning red and limp)

5.1.6. COSTUMES

* Falcon has auburn hair in a messy pony tail. She's wearing a black bandana that is covered by most of her hair. She wears a ribbed grey skin suit with a black, segmented belt that seems to hold her machete. Her boots are similar to those Sonya had in MKDA and her forearm guards are thick, grey with red-stripes and very small lights on the ends that blink.

* Falcon wears her official ceremonial military outfit, in light green, with a darker coloured baret. She has only few decorations and a metal shoulder plate that is connected to the hem of her jacket. Same boots as in #1. Her hair is tied under her baret. Her forearm guards are hidden under her sleeves.

* Falcon wears a short leather jacket with vivid flames on the sleeves and the back. Her pair of jeans ends wide and covers sneaker shoes. Her hair is still tied loosely, but without the bandana. She has lipstick on, and wears a white top under her jacket. Her forearm guards are now black with red stripes.

5.1.7. VOICE

* Young, but not overly girlish
* Loud, high-pitched screams when attacking as well as being hit (see Taki in SC)

5.1.8. OUTCOME

Years ago, Falcon was assaulted in a park at night while walking home. The assailant took what little money she'd had on her, and had left her for dead. In fact, Falcon had been dead for a few seconds, during which she received visions from the Netherrealm. Ever since, in her dreams she was dead and could descend into the Netherrealm. Her knowledge of that forbidden place greatly helped Jax and his allies in overcoming their adversaries there.

But there was one man Falcon had not expected to see: her would-be killer, Kobra. Scarred and insane, he did not recognise the girl he had assaulted and viciously wounded, and was overcome qucikly by Falcon's superior resolve. Then Falcon sneaked into the Sky Temple unnoticed and confronted the mighty thunder god herself, unhindered by age-old rivarlies or enmities. After a long and exhausting battle, Raiden was defeated.

5.1.9. OPPONENTS LIST

1. Sektor
2. Kitsune
3. Quan Chi
4. Noob Saibot
5. Drahmin
6. Hotaru
7. Xerxes
8. Hachiman
9. Shang Tsung
10. Kobra
11. Qanturus
12. Raiden
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5.2. HACHIMAN

5.2.1. BIOGRAPHY

Hachiman is a high-ranking operative of the Red Dragon, Earth's most secretive and longest operating criminal circle. After the demise of the Deadly Alliance and the subsequent turmoil on Outworld, part of the Red Dragon's leadership sought refuge on the world of Seido, where their discipline and structure impressed Xerxes. Hachiman is a highly skilled and vicious sadist, and was enlisted to fight for Orderrealm in this tournament.

5.2.2. DATA

Status: Red Dragon
Height: 181cm
Weight: 86kg
Origin: Earth
Birthplace: Incheon (Korea Republic), Earthrealm
Race: Human
Age: 36
Moral alignment: 1
Order alignment: 5
Allies: Sektor
Foes: Jax

5.2.3. STYLES

* Kenpo (sm: power-up): In the West, kenpo is mostly known as a mixed style based partially on karate (and sometimes called 'kenpo karate'). Western kenpo styles (known by their use of the black uniform), can trace their lineage partly to the controversial James M. Mitose, a Hawaiian born Japanese who taught several students in the late 1930s and early 1940s. This version of kenpo falls into the category of mixed martial arts that have a basis in karate, and incorporate shaolin quan and/or kickboxing. Kenpo emphasizes more circular moves, such as the hook, or the uppercut as main attack methods. Western kenpo has more grappling and throws than karate. Both karate and Western kenpo use kata, but kenpo kata tend to have more techniques to them, with an emphasis on multiple hits. These multiple strikes are sequenced to demonstrate cause and effect. An opponent hit by a strike will react in a predictable way, which means that the next strike can be reasonably predetermined. This leads to long and involved sequences of strikes in the kenpo katas. Due to the length of the techniques, and their brutality, kenpo is sometimes referred to as the art of over-kill.

* Aikido (sm: inescapable throw that hits high): Aikido, literally meaning "harmony energy way", or with some poetic license, "way of the harmonious spirit", is a gendai budo - a modern Japanese martial art. It was developed by Morihei Ueshiba over the period of the 1930s to the 1960s. Aikido incorporates a wide range of techniques which use principles of energy and motion to redirect, neutralize and control attackers. Because aikido techniques allow practitioners to move considerably during their execution, as well as for other reasons, some believe aikido is particularly suited to multiple-attacker circumstances. If performed correctly, size and strength are not important for efficiency in the techniques. Aikido is considered one of the most difficult of the Japanese martial arts in which to gain proficiency.

* Epee (sm: battle lance): An epee is a modern version of the duelling sword. It is similar to a foil, but has a stiffer V-shaped blade, has a larger bell guard, and is heavier. The blade is a concaved triangle in cross-section. Epee is French for "sword". While modern sport fencing has three weapons (foil, epee and saber), each a separate event, epee is the only one in which the entire body is considered a valid target area. The guard of the épée is grounded to the system to prevent touches to it from scoring. Unlike sabre and foil, in epee there are no right of way rules regarding attacking. The modern epee typically has a blade which measures 90 centimeters, and weighs up to 770 grams.

* Battle lance (sm: épée): The term lance has become a catchall for a variety of different pole weapons based on the spear. While most could still be classified as spears, lances tend to be larger; usually both longer and heavier, lances did not have spear tips that broke off and were adapted for mounted combat. The lance is perhaps most known as one of the foremost weapons used by European knights, but the use of lances were spread throughout the old world wherever mounts were available. Generally, a spear which is not thrown is called a lance. In Europe, a jousting lance was a variation of the knights lance which was modified from its original war design. In jousting lances, the tips would at times be blunt and the center of the lance could be designed to be hollow, in order for it to break on impact. In war, lances were much more like ordinary spears, long and balanced for one handed use.

* Florentine (Hachiman carries his two swords, one in each hand) (sm: impale)

* Difficulty 1

Though Hachiman has five styles, he is responsive and easy to control. While none of his styles has a lot of moves (thus making him not as varied as other warriors), he is a powerful fighter who relies on short combos and juggles. The reach and scope of his armed style keeps offensive opponents at bay, and the quickness of kenpo can catch anyone off guard. Aikido is aimed at destabilising defences. All in all, this turns Hachiman into a decent all-rounder.

5.2.4. SPECIAL MOVES

* Bloodbarge (Hachiman performs a quick elbow dash to the opponent's nose, knocking them down with a long trail of blood) (mid)
* Miniblades (Hachiman throws two small knives – one with each hand) (high)

5.2.5. FINISHING MOVES

* Impaler (Hachiman impales the victim on his battle lance and leaves it hanging there, writhing in pain, like Baraka's MK2 fatality)
* Skinner (Hachiman cuts around with his fencing blade; when he's done the opponent's skin is flayed and their clothes ripped a part, blood seeping out everywhere)

5.2.6. COSTUMES

* The way he looked like in the MKDA concept art. Lean, evil and menacing. Only not as thin as in his concept. His skin is also more an olive colour, evoking his Asian origins.

* The way Dariou looked like in his concept art for MKDA, only with a black fencing mask.

* Hachiman wears black Chinese shoes and black shin guards that are strapped to his legs by white bandages across his calves. There is a white, moving stripe running across his red pants (a bit like the blue-coloured part of Sub-Zero's alternate MKDA outfit). He has a black belt. His torso is covered by a black wooden cuirass, and so are his shoulders and forearms. Under the cuirass that runs up to his neck, there is a red shirt visible that has parallel white stripes on the sides. His face is, again, covered by the fencing mask. The only thing bare are his upper arms.

5.2.7. VOICE

* Eager voice, normal pitch
* Partially choked by his fencing mask

5.2.8. OUTCOME

Feigning loyalty to Xerxes, Hachiman tracked down and killed the vampire assassin Kitsune. He was then favoured enough in Orderrealm's inner circles to destroy the fledgling Black Dragon with the aid of the Seidan guard. Though they had learned from their previous destruction, once again they were no match for the insidious Red Dragon. But Hachiman had no interest in restoring order on Seido.

The Red Dragon instructed former Seidan guardsman Dairou to kill Xerxes, and Hachiman took the reins of power for himself, pillaging and plundering Orderrealm for its riches. In mortal kombat, he took a sadistic delight in ripping off Jax's arms in retribution for killing Hsu Hao on Outworld. Hachiman then returned to Earth. The Red Dragon's council was convened, and the next stage in their plot was carefully planned.

5.2.9. OPPONENT LIST

1. Ermac
2. Falcon
3. Fujin
4. Kung Lao
5. Sub-Zero
6. Gnorado
7. Kobra
8. Kabal
9. Damashi
10. Jax
11. Qanturus
12. Raiden

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09/12/2005 08:23 PM (UTC)
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5.3. KUNG LAO

5.3.1. BIOGRAPHY

Kung Lao had brushed with death, killed by his mortal enemy Shang Tsung, and then resurrected by Onaga to serve as his slave. Awoken from this unlife of terror by Ermac and Liu Kang, he found out soon during his long meditation sessions that Raiden was slowly abandoning Earthrealm. Liu Kang went on a secret travel to spread the kamidogu across the realms again, and left it to Kung Lao to join Raiden's dark tournament.

5.3.2. DATA

Status: Shaolin monk
Height: 180cm
Weight: 72kg
Origin: Earth
Birthplace: Lhasa, Tibet
Race: Human
Age: 34
Moral alignment: 5
Order alignment: 4
Allies: Liu Kang, Kai
Foes: Shang Tsung, Shao Kahn, Onaga

5.3.3. STYLES

* Praying mantis (sm: power-up): This martial art is known for imitating the movements of a praying mantis in combat, in particular using the hands in a 'praying mantis hand' shape. Praying mantis is especially famous for its speed and continuous attacks. Another prominent feature of the style is the complex footwork, borrowed from monkey kung fu. Kung Lao is a practicioner of the 'six harmonies' praying mantis. Known as the 'softest' or most 'internal' of the Praying Mantis styles, in particular, it was passed down by Ding Zicheng, whose students taught in Shandong Province as well as Taiwan. Liuhe Tanglangquan has very different sets from the other styles of praying mantis. This style of praying mantis also has very unique forms that are completely different from those of other branches.

* Shaolinquan (sm: taunt): Shaolin kung fu or, more precisely, Shaolinquan (literally "Shaolin fist") or Shaolin wushu (literally "Shaolin martial arts"), are those Chinese martial arts that trace their origins to Shaolin, be it the Chan Buddhist Shaolin temple and monastery in Henan Province, China; another temple associated with Shaolin, or even wandering Shaolin monks. Prior to the Tang Dynasty (618-907), the entire corpus of the Shaolin martial arts comprised 18 empty-hand techniques refined and developed from the wrestling and boxing the monks practiced. The warrior pilgrims who gained refuge within the Shaolin temples taught as well as learned, showing the holy men of the Henan temple new staff techniques that could be applied to the Monk's Spade as well as common objects. Combat veterans introduced the monks to the use of real weapons such as the qiang (spear), the dagger, the dao (sabre), the jiàn (straight sword), and the axe, all of which the monks had heretofore abjured. As they evolved and disseminated, the Shaolin martial arts branched off into countless variations, each with as much or as little claim as the next to be called "pure" Shaolin.

* Butterfly knives (used in a totally different way than Kano did) (sm: impale): The balisong or butterfly knife is a form of folding pocket knife with two handles that counter-rotate around the tang such that, when closed, the blade is concealed within grooves in the handles. In the hands of a trained user, the knife blade can be brought forth quickly using one hand. Manipulations (flipping) are perfomed for art or amusement and require great skill. Translated from Tagalog, the word "Balisong" means "Broken Horn" as the original Balisongs were made from carved animal horns and recycled knife blades. The blade length is approximately that of the forearm, for easy concealment in the sleeves and for greater maneuverability to spin and rotate in close-quarters fighting. The butterfly sword is conventionally used in pairs. The sword has also a small crossguard to protect the hands of the wielder, which can be too small to block or hook an opponent's weapon.

* Nandao (very smooth, long blade that seems to wobble but is very sharp; has some ribbons attached to the heft; makes a singing sound) (sm: sidestepping mid slash): The nandao (literally "Southern Broadsword") is a southern variation of the Chinese sword, or dao, nowadays used mostly in contemporary wushu exercises and forms. Its blade bears some resemblance to the butterfly sword, also a southern Chinese single-bladed weapon; the main difference is the size, and the fact that the butterfly swords are always used in pairs. The main difference with the basic dao is that the nandao is mostly used two-handed due to its larger weight, and it has a large metal crossguard useful in deflecting blows and hooking the opponent's weapon; also, although it is single-edged, the nandao is not curved like the dao.

* Difficulty 2

Kung Lao is a good all-rounder, having skills in all levels, but being a master in none. That makes him pretty versatile and well-apt to be played against everyone, but experts may find that he lacks true depth. Mantis should function as his poke style, while shaolinquan should be his main juggle and combo style. Butterfly knives is devises as the armed mirror of mantis, and nandao is his true excellent style: both swift and gracious, as the style of a true Shaolin warrior should be.

5.3.4. SPECIAL MOVES

* Hat toss (high or low, depending on how you steer it)
* Whirlwind kick (can also be executed from mid-air, spiralling downwards) (mid)
* Shaolin aura (mid)

5.3.5. FINISHING MOVES

* Vertical ripper (his MK2 fatality)
* Legless brutality (Kung Lao uses his nandao and, twirling around in a typical fluid, gracious style, flashes through the opponent's legs with his blade; the victim, cleft from their thighs and onwards, falls off their feet and lower legs which are still standing and bleeds to death while screaming)

5.3.6. COSTUMES

* His MKDA costume #2 (this time they should mind the hair colour and make him look more Asian)
* His MKDA costume #1 (same comments apply)

* A typical Tibetan monk costume in gold and orange, a bit like Lei-Fei in VF4. His head is also shaven, and of course, he still has his everlasting hat. He has sandals.

5.3.7. VOICE

A gentle, fairly normal voice, with neither extravagant screams nor the juicy taunts.

5.3.8. OUTCOME

While fighting his way through the tournament, sparring with allies and defeating old foes, Kung Lao felt himself become stronger, his resolve growing with each fight he won. In fact, Liu Kang's travels to the realms had been a decoy: the true keeper of the kamidogu had been Kung Lao himself. The limits of his abilities were tested when Kung Lao was finally challenged by Raiden himself. The fight was terrible.

Kung Lao eventually descended from the Sky Temple, healed by the decisive conflict between himself and Raiden. Recognised by his friend Liu Kang as a true champion of Earthrealm, Kung Lao took up his position at the Wu Shi Academy again, enriched and invigourated by his experiences in the tournament. A whole new generation of Shaolin monks would become inspired by the heroics of Kung Lao.

5.3.9. OPPONENT LIST

1. Gnorado
2. Havik
3. Sektor
4. Drahmin
5. Irikara Neferu
6. Hotaru
7. Kitsune
8. Noob Saibot
9. Quan Chi
10. Shang Tsung
11. Qanturus
12. Raiden
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09/12/2005 08:28 PM (UTC)
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5.4. GNORADO

5.4.1. BIOGRAPHY

After a Tarkatan raid destroyed his boat and village, Gnorado travelled to Edenia like so many Shokan, and there resumed his old occupation as a ferryman. He lived there in peace, until he heard rumours spreading that the Shokan prince Goro had returned, at the side of Shao Kahn. Gnorado's only chance of verifying these rumours were to travel to Outworld himself, and for this reason, he volunteered to be war-torn Edenia's champion in the tournament.

5.4.2. DATA

Status: Ferryman
Height: 236cm
Weight: 184kg
Origin: Outworld
Birthplace: Guar (Shokan Realm), Outworld
Race: Shokan
Age: 289
Moral alignment: 4
Order alignment: 2
Allies: Kitana, Goro
Foes: Noob Saibot

5.4.3. STYLES

* Pro wrestling (sm: throw escape that is a throw in itself): Professional wrestling is a form of performance art where the participants engage in simulated sporting matches. Note that "simulated," in this context, does not mean "faked." most moves cause genuine pain (and if performed incorrectly, are capable of causing serious injury). They also involve knowledge and skill in gymnastic sports such as weight lifting and tumbling, as well as a variety of stunt work techniques performed live and without benefit of backup safety devices such as those used in filmmaking. A match can be won by pinfall, submission, disqualification, or failure to answer a ten count. Punching is permitted as long as the wrestler's fist is open. You may only kick with the flat part of the foot, and "low blow" only refers to actually striking the crotch.

* Zuijiquan (sm: taunt): Zuijiuquan, commonly known as drunken boxing or drunken fist, but also translated as drunkard's boxing, is a southern style of Wushu that imitates a drunkard in its movements. The postures are created by momentum and weight of the body, and imitation is generally through staggering and certain type of fluidity in the movements. It is perhaps the hardest of the Wushu styles because it needs extremely powerful joints and fingers, but is very effective combat-wise. The style is ancient, so much so that its conception is shrouded in myth. Contemporary Wushu exaggerates its drunken appearance, so much so that anyone on alcohol would have a tough time performing such actions. Traditional drunken boxing also stumbles and staggers, but not as extreme as contemporary Wushu drunken boxing.

* Club (a large spiked club, as displayed by Reiko in MK4; Gnorado holds it with two hands) (sm: crushing pound that knocks down the opponent; slow but deals 25%): A club or cudgel is perhaps the simplest of all mêlée weapons. Essentially, a club is simply a large conic instrument to hit things with. Related mêlée weapons such as maces, and flails are variations upon the club. Typically, a club is small enough to be wielded in one hand. Bludgeons that require both hands to wield are usually called quarterstaffs in English. A club is typically carved from a single piece of wood; any piece of wood that is narrow enough on one end to be grasped by the hand of its wielder can be made into an improvised club. Baseball bats and axe handles and pickaxe handles are common instances of clubs. In folklore, fantasy literature, and comics, clubs are associated with barbarians and giants. The hero Heracles was famous for wielding a club.

* Flameblades (four curbed, dark obisidian blades in the shape of flames) (sm: impale): The Shokan people possess many fighting techniques and boxing techniques that put their extra set of limbs to good use, and one of these are the flameblades, curved swords cut from the strongest obsidian, a volcanic material obtained from the subterranean mountain ranges of the Shokan Realm. The flameblades are mostly ceremonial weapons, and passed on to Shokan youths as they enter their adulthood on their 250th birthday. Gnorado mainly uses it to hunt for food and cut ropes with, but many a potential robber was also slain by one of these knives.

* Difficulty 2

Gnorado has a lot of power, but needs to be handled correclty to bring it out. Pro wrestling is his easiest and most devastating style, but it is also very punishable. With it, however, he has attacks that make him travel across the screen quickly so he can retain the offence. Drunken boxing is a lot like Bo's old style, and deceptively slow in that most of its moves actually have good framerates and are pretty safe on block. Spiked club is a weapon with some crippling and guard crush moves. His flameblades, lastly, are anti-weapon weapons and do more damage against armed opponents.

5.4.4. SPECIAL MOVES

* Shokan stomp (classic Shokan teleport move) (high)
* Shokan quake (classic Shokan ground stomp) (mid)
* Fireline (a rapid line of fire across the ground) (low)

5.4.5. FINISHING MOVES

* Headburner (Gnorado casts a flame that tears away the facial skin in horrible screams)
* Skull cracker (finishing move similar to the way Goro finished off Art in the MK movie)

5.4.6. COSTUMES

* Gnorado is barefoot but is, from the knees up, clad in metal armour that shines in the sun. The armour is more oriental in style. He has spikes on his knees and elbows, and belts running over his plated chest that connect in a yin-yang symbol. He wears no helmet but his neck is also protected by the armour. From his elbows downwards his arms are bare again. He has foot and hand bandages. His face is painted in war colours. He has black, shoulder-length hair, with tails in it on the sides and on the back.

* Bandages return. He wears a thick black belt and a red piece of cloth before his crotch with an Eastern symbol on it. He has black vertical belts across his chest held together by a simple solar symbol. His back appears to have stripes similar to those of a raptor.

* Gnorado wears a white tunic with a simple belt. The foot bandages return, but his hands now only have (leather) caps around the wrists. His hair is loose, giving him a wild, free style like a true ferryman.

5.4.7. VOICE

* Shokan growls and grunts, but with a more human touch.
* Voice sounds relatively young.

5.4.8. OUTCOME

Gnorado had been guided to the tournament by apocalyptic visions of the God of Fire, Damashi. With each opponent conquered, the roaring fire within Gnorado grew stronger, as did his thirst for chaos. Even the wise cleric Havik could not contain him, and eventually Gnorado went on a rampage of destruction that aroused the attention of Shao Kahn and his general, Goro. Gnorado abandoned his mission and quit the tournament after overcoming Raiden.

Inspired by Damashi, Gnorado attacked Outworld's emperor and slew him. Goro would not be forced into submission, however, and both Shokan engaged in mortal kombat. Gnorado realised that the only way he could prove his worth to the Prince, was to defeat him. But he failed to defeat the former grand champion, and it took the help of Damashi himself to defeat Goro. The chaotic god of fire disappeared as quickly as he had come, leaving both Shokan to die and Outworld collapsing all around them.

5.4.9. OPPONENT LIST

1. Hotaru
2. Sektor
3. Irikara Neferu
4. Xerxes
5. Kitsune
6. Quan Chi
7. Dairou
8. Noob Saibot
9. Shang Tsung
10. Hachiman
11. Qanturus
12. Raiden
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09/12/2005 08:32 PM (UTC)
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5.5. HOTARU

5.5.1. BIOGRAPHY

When Onaga had awoken and reclaimed his ancient throne, Hotaru had been eager to assist him in bringing the light of law to Outworld. But they had not been strong enough. Hotaru returned home to Seido to find his beloved homeworld torn apart by factionalism and war, his family killed in an assassination by Darrius and his loyals. He was then assigned as Xerxes's personal bodyguard, and ordered to slay everyone who stands in the path of Order.

5.5.2. DATA

Status: Seidan Guardsman
Height: 195cm
Weight: 100kg
Origin: Seido
Birthplace: City of the Sun, Orderrealm
Race: Seidan
Age: 756
Moral alignment: 3
Order alignment: 5
Allies: Xerxes, Onaga
Foes: Darrius, Dairou, Sub-Zero

5.5.3. STYLES AND GAMEPLAY

* Ba shan fan (sm: backflip): Ba shan fan is tighter than most Northern Styles with obvious applications to practical self defense and fighting. Almost a short fist style with xing yi like movements and fast hands form solid positions. Ba shan fan is probably more famous under its alternate name: fan tzu boxing. In English it can be translated as 'the 8 lightning fists'. It bears this name because of its speed as well as its stricking force, allegedly as powerful as a flash. This style is one of oldest styles coming from the Shaolin temple in China. It is at present more particularly practised in the province of Hebei.

* Pi gua (sm: shove): Full name - "tongbei pigua quan" ("chopping-hanging fist of through preparing"), other names - "pigua" ("put on the armor"), "pi gua" ("trigram `pi'"), "momian" ("mop one's face"). Piguaquan was widespread even during Ming dynasty. At the end of Qing dynasty this style was popular in the Yanshan, Cang and Nanpi counties of Hebei province. During the reign under the motto "Tongtai" it was spread on in the Beijing-Tianjing region. When in the beginning of our century "Zhonghua wushi hui" ("Assotiation of chinese warriors") was founded in Tianjing, piguaquan became one of the main subjects in its program of teaching and spread to northern regions of China. In 1928 Central guoshu institute was founded in Nanjing, and piguaquan was included in its program of teaching as a high-level subject. In piguaquan it is necessary that arms are moved in a vertical plane, body movements are co-ordinated with wrists and movements of arms - the waist doesn't turn. The next following of force are used: gunle jing (force of rolling limitation), tuntu jing (force of "swallowing" and "spitting out"), pigua jing (force of choppping and hanging), and lulu jing (force of rattling wheel).

* Naginata (sm: sidestepping swing that hits low): Naginata is a pole weapon traditionally used by Japanese samurai. It consists of a wood shaft with a curved blade fashioned onto the end, and is similar to the European glaive. Usually, it also had a sword-like guard (tsuba) between the blade and shaft. The naginata was first visible in the Kojiki in 712 CE and was used by Sohei warrior priests during the Nara Period, around 750 CE. Physically, the naginata, like all weapons, can be customized to fit the build of the bearer. Generally, the naginata shaft is usually the height of the bearer's body, and then the blade is mounted atop, usually measuring two shaku or three shaku (one shaku is equivalent to 11.93 inches, or 303 mm) long. Unlike most pole arms the shaft is oval in cross section, and could range from 6 to 8 feet (1.8 to 2.4 m) long. Naginata can be used to stab, but due to their relatively balanced center of mass, are often spun and turned to proscribe a large radius of reach. The curved blade makes for a more effective tool for cutting due to the increased length of cutting surface.

* Wakizashi (sm: impale): A wakizashi is a traditional Japanese sword with a shoto blade between 12 and 24 inches (between 30 and 60 cm, with an average of 50 cm), similar to but shorter than a katana but also quite longer than the kodachi. The wakizashi is usually worn together with the katana by the samurai or swordsmen back in feudal Japan. When worn together the pair of swords were called daisho, which translates literally as "large and small"; "dai" or large for katana, and "sho" for wakizashi. The katana was much of the time called the sword or the long sword and the wakazashi, the companion sword. A wakizashi was used as a samurai's weapon when the katana was unavailable. When entering a building, a samurai would leave his katana on a rack near the entrance. However, the wakizashi would be worn at all times, and therefore, it made a sidearm for the samurai

* Difficulty 3

Hotaru is a player poised to punish foolish offence. When his hits are counter hits, they do the double amount of damage. He also has many crippling attacks, reversals and throw escapes that actually damage the opponent. Ba shan fan should be developed into his prime style for this purpose, but is generally linear. Pi gua is a bit more offensive and has more circular moves. Naginata is also aimed at defence, mainly to deflect weapon attacks, with some built-in weapon counter moves. Pulse blade is an elegant style for a bit of juggling, but none too damaging.

5.5.4. SPECIAL MOVES

* Grasshopper (high)
* Lava blast (low)

5.5.5. FINISHING MOVES

* The smacking (His MKD fatality where he slams the opponent around until they explode)
* The declaration (Hotaru positions himself and uses a straight punch that would normally plant the opponent, but this time knocks off the opponent's head, sending their body spasming to the floor)

5.5.6. COSTUMES

* MKD costume #1
* MKD costume #2
* Looks like his first costume, but instead has black armour. He also has blonde hair in this costume, and has red battle paint on his face.

5.5.7. OUTCOME

It pained Hotaru to leave Seido for the tournament, but he had been trained in unquestioning obedience. As such, he blindly followed Xerxes wherever he went, and was instrumental in preventing a plot to assassinate the Chancellor by the cowardly Red Dragon, who had feigned loyalty to Orderrealm. But Hotaru's greatest desire was to face his erstwhile friend turned nemesis, Dairou. They confronted each other in mortal kombat. Hotaru's superior training and stoic deliberation eventually overcame Dairou's energy and experience.

Running counter to his rational principles, however, he left his former friend alive. It reminded him of when he was young, and had lived a freer life. Hotaru had no time to contemplate this new and confusing feeling that now bloomed inside of him, as Xerxes sent him on a mission to track down and destroy Raiden. Xerxes had been acting at the behest of the Elder Gods, who had come to see Raiden as a threat to stability. In a feat of incredible discipline, Hotaru defeated Raiden and retrieved the Amulet of Whispers to the safe hands of the Elder Gods.

5.5.8. VOICE

As in MKD.

5.5.9. OPPONENT LIST

1. Kitsune
2. Kobra
3. Kabal
4. Gnorado
5. Dairou
6. Drahmin
7. Havik
8. Kenshi
9. Sub-Zero
10. Hachiman
11. Qanturus
12. Raiden

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09/12/2005 08:36 PM (UTC)
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5.6. KABAL

5.6.1. BIOGRAPHY

The reformation of the Black Dragon did not escape the attention of the Red Dragon and Kabal's former allies, but he proved to be untraceable for both law enforcement and his enemies on Chaosrealm. Kabal and his warriors have been sowing the seeds of anarchy for a long time now, following the work of Darrius on Orderrealm, and will reap the rewards at Raiden's twisted tournament.

5.6.2. DATA

Status: Black Dragon
Height: 182cm
Weight: 79kg
Origin: Earth
Birthplace: Regensburg (Germany), Earthrealm
Race: Human
Age: 32
Moral alignment: 2
Order alignment: 2
Allies: Kobra, Havik
Foes: Hachiman, Sektor

5.6.3. STYLES

* Sun bin (sm: super sidestep): Sun Bin (died 316 BC) was a military strategist who lived during the Warring States Period in ancient China. Born in Qi, he was a member of the Sun family, a family famed for producing military strategists. He is considered a descendant of Sun Tzu, and may have helped edit the Art of War. He also wrote his own military treatise, the Sun Bin Bing Fa, that was recently rediscovered in 1972 after being lost for almost 2000 years. The Art of War and Sun Bin's writings have been read and studied throughout Asia for hundreds of years and influence personal martial studies as well as wider military applications. This style is a long fist of fluid motions and light energy. It's most immediately distinctive feature is a high stance almost on the toes like a boxer during certain actions. Some of its sets relate to mei hua plum blossom boxing.

* Goju-ryu (sm: escape): Goju ryu (Japanese for "hard-soft style") is a style of karate, so called as it allows a combination of hard and soft techniques. The development of goju ryu goes back to Kanryo Higashionna, (1850-1915), a native of Naha, Okinawa. As a teenager he trained with an Okinawan master named Aragaki Seisho. At the age of twenty he sailed to Fuzhou in the Fukien Province of China and spent many years studying various martial arts, mostly under the kung fu master Liu Liu Ko, who is supposed to have been a shoemaker. He returned to Okinawa during the middle of the Meiji Era (1868-1911). 'Go' means hardness or external force, 'ju' means softness or internal force. Goju-ryu combines hard striking attacks like kicks and punches with softer circular techniques for blocking and controlling the opponent. Major emphasis is given to breathing correctly.

* Hookswords (sm: sweeping sidestep): Though not unique to Kabal, the hooksword weapons have become notoriously associated with him throughout the realms of mortal kombat. Like weapons all of the Black and Red Dragon clan, it is used in pairs. Though the hookswords can be used for both horizontal and vertical cuts, they are most effective as weapons to cut through major arteries, sinews and layers of muscle to incapacitate the enemy and cause a lot of pain.

* Shock sticks (two black sticks, slightly shorter than the kali sticks, with some similar moves, but a grey-metal tip that sometimes glows red and blue) (sm: charging power up): Weapons Kabal stole from a raid on a munitions and weapons depot. They are experimental police weapons used to confront rioters or aggressive criminals much like Kabal himself. The shock sticks are made of a hard type of plastic and have a metal tip that not only allows for fierce blows to the body, but, when the batteries are charged, electrical discharges to go through the opponents body. Though not lethal, it can cause severe pain and sometimes unconsciousness, as the nervous system is overloaded with pain impulses and shuts itself down.

* Difficulty 2

Kabal is left mostly unchanged from MKD, where he was both well equipped with powerful single moves and long juggles (no more insane glitch juggles though), safety being his biggest overall problem. Some useless or overlapping moves are weeded out to make Kabal more accessible and a bit easier on the timing. His shock sticks are somewhat special, in that the power-up of them is as powerful as the charge and some moves stun. Same goes for his hedgehog blades and eyeblast. This makes Kabal potentially very destructive, but you have to have a little patience.

5.6.4. SPECIAL MOVES

* Spin dash (high)
* Hedgehog blades (much quicker, can only be blocked when crouching, and can be charged) (low)
* Eyeblast (can be charged) (high)

5.6.5. FINISHING MOVES

* Head exploder (Kabal grabs the victim's throat and, under choking protests, shuts it tightly; then he inserts a plug from his articial respiratory system in the mouth; the head begins to swell and finally explodes)
* Slice & dice (Kabal hacks and slashes with his hookswords for a few moments, his weapons a whirl and blood splatting in every direction; moments later the victim, carved and bloodied, falls a part in a bloody heap)

5.6.6. COSTUMES

* As in MKD, only with true motor boots.
* Kabal wears a long, brown trenchoat which makes him look fairly impressive when standing. The hem of this coat is straight up, hiding most of his mask. Under the coat he's appearently wearing a tieless, black tuxedo. He still has gloves. His hair is also hidden by the long coat.
* Kabal wears a cotton blue pullover with a zipper. On his arms he has three black parallel stripes running. The zipper is opened a little bit to allow for his artificial respiratory device to connect to his gas mask. His hair is in a loose tail. He still wears gloves. His pants are black and he wears sneakers. Overall this outfit resembles that of a raver at parties.

5.6.7. VOICE

* Fairly high-pitched, but not effeminate
* Sounds as if in rage and terror
* Warped through his respiratory mask, sometimes only has the hissing breathing sounds (like Voldo in SC)

5.6.8. OUTCOME

Kabal and Havik were successful in destroying the Red Dragon warriors that Xerxes had gathered around him, and thereby dealt a major blow to his main rivals. Causing the total breakdown of the regime at Orderrealm, Kabal tasted the sweetness of anarchy first-hand as the skies of Seido were ablaze. He fought his way through the remainder of the tournament and returned to Earthrealm to take the next step.

At various embassies, military facilities and the secret training grounds of the Special Forces, the Lin Kuei and the Wu Shi Academy, several heavy bombs detonated, causing thousands of victims and global hysteria. It brought Earthrealm on the brink of a global thermonuclear war. Kabal brought his Black Dragon out in the open and destroyed whatever was left of public order and civility. As the first nuclear weapons were launched against the city he was in, he felt no regrets.

5.6.9. OPPONENT LIST

1. Falcon
2. Gnorado
3. Cyrax
4. Hotaru
5. Irikara Neferu
6. Kenshi
7. Sektor
8. Jax
9. Xerxes
10. Hachiman
11. Qanturus
12. Raiden

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09/12/2005 08:40 PM (UTC)
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5.7. SCORPION

5.7.1. BIOGRAPHY

Though Scorpion had originally been allowed to exist because of his burning desire for revenge against those responsible for murdering his family, the Elder Gods had reshapen him into their own tool of destruction against Onaga. But Onaga had already been transported to the Netherrealm by the shaman Nightwolf by the time Scorpion arrived. The Elder Gods chose a new purpose for him. Though much within him altered, his underlying desire for justice still burns fiercely.

5.7.2. DATA

Status: Ninja spectre
Height: 182cm
Weight: 84kg
Origin: Netherrealm
Birthplace: Hokkaido (Japan), Earthrealm
Race: Undead
Age: 41 (physically 30 forever)
Moral alignment: 3
Order alignment: 2
Allies: None
Foes: Drahmin, Moloch, Quan Chi

5.7.3. STYLES

* Hapkido (sm: taunt): Hapkido or Hap Ki Do is a Korean martial art. In the Korean language, hap means "together", "coordinated", or "joining"; ki describes internal energy, spirit, strength, or power; and do means "way" or "art" (of life; of learning). Thus, hapkido translates literally as "joining-energy-way", but it is most often rendered as "the way of coordinating energy" or "the art of coordinated power." The birth of this martial art can be traced to two primary individuals, however, Choi Yong Sul (b. 1904, d. 1986) and Ji Han Jae (b. 1936). As Ji was initially a student of Choi, the foundations of the art must be attributed to Choi, however. Choi was sent to Japan at a young age. Some claim that Choi was the adopted son of the patriarch of Daito-ryu Aikijutsu, Sokaku Takeda. This fact was overtuned, however, by the research in Korea and Japan. Hapkido is an eclectic martial art, and different hapkido schools emphasise different techniques. Hwa, or nonresistance, is simply the act of remaining relaxed and not directly opposing an opponent's strength. Won, the circular principle, is a concept to gain momentum for executing the techniques in a natural and free-flowing manner. Yu, the water principle, is best described if one pictures the quiet, direct strength in free-flowing water.

* Bagua quan (sm: push): Bagua quan (also called pa kua chang, bagua zhang, pa kua ch'üan, bagua, pakua, pakua boxing) is one of the three major internal Chinese martial arts, the other two of which are xingyiquan and taijiquan . The word bagua zhang literally means "eight trigram palm". The trigrams refer to diagrams from the Yijing, one of the canons of Taoism. In some styles of Baguazhang these diagrams can refer to eight animals, upon which movements in those fighting systems are based. The practice of circle walking is bagua's characteristic method of stance and movement training. Practitioners walk around the edge of a circle in a low stance, facing the center and periodically changing direction as they execute forms. Bagua contains an extremely wide variety of techniques, including various strikes, low kicks, joint techniques, throws, and distinctively circular footwork. Bagua was developed by Dong Haichuan in the early 19th century, who apparently learned from Daoist and Buddhist masters in the mountains of rural China

* Mugai ryu (sm: impale): Mugai ryu is a traditional, feudal-era style of swordsmanship founded around 1700 by Tsuji Gatan Sukemochi. The style aims at teaching practical, combative sword techniques, with an emphasis also on Zen and the attainment of enlightment through swordsmanship. Practice centers on learning the formal sword drawing and cutting solo forms, as well as paired combative forms using partners. More advanced students will have the opportunity to learn forms from other styles, such as the sekiguchi ryu and the niten ichi ryu.

* Tomahawk (his small axe he used in UMK3) (sm: side-stepping pop-up): A Tomahawk was a type of Native American axe. Traditionally short and resembling a hatchet, with a wooden shaft and, initially, with a stone but later with a iron or brass head. A general purpose tool, it is often regarded as solely a hand or thrown weapon. The name came into the English language in the 17th century as a transliteration of the Virginian Algonquian word.

* Difficulty 2

As in previous games, Scorpion relies on quick moves and a wide array of mix-ups to confuse the opponent. He is a fighter primarily geared towards offence. Though his moves are pretty strong and safe on block, he is less than well equipped for defence, with only a few parry moves and no counters or reversals. Also, Scorpion has little throws. Hapkido is intended to be a juggle starter while bagua quan would be his most deceptive and powerful style. Mugai ryu should be weakened, but should gain some circular moves to stop sidesteppers. His tomahawk would be a quick style with lots of moves that plant, cripple or guard crush.

5.7.4. SPECIAL MOVES

* Spear (high)
* Hellfire (low)
* Backflip kick (mid)
* Airthrow (high)

5.7.5. FINISHING MOVES

* Toasty (his classic returns; in his classic costume, of course, he doesn't unmask)
* Throat slit (his second MK2 fatality)

5.7.6. COSTUMES

* His #1 MKDA costume
* His 'Monster' outfit.
* Scorpion wears a black kimono with a golden stripe on the edges. There is a diagonal, leather belt around his chest which keeps his hatchet and his ninja sword is strapped to his back. He wears a typical ninja balaclava that covers everything but his fierce white eyes. On the left side of the kimono the MK dragon is stitched in. He wears bandages around his feet and hands.

5.7.7. VOICE

His MKD voice.

5.7.8. OUTCOME

Like Fujin, Scorpion's secret mission given to him by the Elder Gods was to find and capture Raiden, so he could face the justice of the Elder Court in the Heavens. If Raiden would resist capture, however, Scorpion was authorised to use deadly force and destroy the thunder god. Although he initially fought his way through the tournament with nothing more than his ultimate goal in mind, Scorpion gradually succumbed to the call of revenge. Quan Chi's very presence was a torture to endure. In the night, when most warriors were resting and preparing themselves for the next fight, Scorpion deviated from his original course of action, and struck.

When he slit Quan Chi's throat and cut him open like they had killed his family so many years ago, Scorpion felt a wry feeling of satisfaction. Finally destiny had caught up with the necromancer, but at a terrible cost: due to the nature of his curse, Scorpion was forever condemned to roam the pits of the Netherrealm. In that forsaken realm, he was unable to do anything has he watched Onaga transform it into a staging ground for future invasions and terrible wars. At the head of his massive army was Noob Saibot, whom Scorpion only now recognised. His cries of terror reverberated throughout the sulfurous halls of hell.

5.7.9. OPPONENT LIST

1. Sektor
2. Hotaru
3. Irikara Neferu
4. Hachiman
5. Sektor
6. Sub-Zero
7. Xerxes
8. Drahmin
9. Noob Saibot
10. Quan Chi
11. Qanturus
12. Raiden

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09/12/2005 08:58 PM (UTC)
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Koming next...

* Kobra: still evil (and cheesy), or has the youth learned from his mistakes?
* Kitsune: who is this new vampire?
* Fujin: will the god of wind be redeemed?
* Dairou: an uninspired mercenary returns... with a twist
* Sub-Zero: even in cryostasis, age is catching up with Sub
* Havik: the Cleric of Chaos is out for total armageddon
* Ermac: Liu Kang's attendant has joined the tournament!

... and many more
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09/13/2005 04:00 PM (UTC)
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5.8. KOBRA

5.8.1. BIOGRAPHY

Thought to have been killed on Outworld by his rival Kira to decide who was worthy of Kabal's new Black Dragon, Kobra retaliated a few weeks later by slaying Kira on Chaosrealm. Kabal accepted him into the Black Dragon as a full member, pleased with Kobra's deceptive performance. At the tournament, Kobra is tasked with finding two new warriors to join the clan and have them repeat the process which he had to undergo.

5.8.2. DATA

Status: Black Dragon
Height: 179cm
Weight: 73kg
Origin: Earthrealm
Birthplace: Birmingham (United Kingdom), Earthrealm
Race: Human
Age: 25
Moral alignment: 1
Order alignment: 2
Allies: Kabal, Havik
Foes: Sektor, Hachiman

5.8.3. STYLES

* Shorin ryu (sm: backflip): Shorin-ryu is one of the major modern Okinawan martial arts. Said to have been founded by Sokon Matsumura during the 1800s, shorin-ryu combines elements of the traditional Okinawan fighting styles shuri-te and tomari-te. Shorin-ryu is widely considered to be one of the two major modern styles of Okinawan karate, along with goju-ryu, which is rooted in the other traditional Okinawan style, naha-te. Along with being a style on its own, shorin-ryu is also perhaps the most influential single ancestor of modern Japanese karate. Shorin-ryu is generally characterized by natural breathing, natural (narrow, high) stances, and direct - rather than circular - movements. Shorin-ryu practitioners will say that deep stances are not important for powerful moves, and that only correct motion matters.

* Jeet kune do (sm: combo cancel – this immediately cancels out any combo you are performing, but you can't use it in two combos in a row): Jeet kune do (literal meaning: "Way of the Intercepting Fist"), also jeet kun do or JKD, is Bruce Lee's personal interpretation of combat. The term jeet kune do actually comes from an off-hand comment Bruce once made about his art being an "intercepting" art. JKD advocates taking techniques from any martial art; the trapping and short-range punches of wing chun, the kicks of northern Chinese styles as well as savate, the footwork found in Western fencing and the techniques of Western boxing, for example. Bruce Lee stated that his concept is not an "adding to" of more and more things on top of each other to form a system, but rather, a winnowing out. The metaphor Lee borrowed from Chan Buddhism was of constantly filling a cup with water, and then emptying it, used for describing Lee's philosophy of "casting off what is useless."

* Kobujutsu (sm: throw reversal – Kobra clips the offending limb in his kobu blades and trips the opponent over; it does only little damage): Kobudo is a general name that describes several different weapon traditions of Okinawan origin. Contrary to popular belief, and martial arts myths, kobudo weapons were not derived from farm implements. Peasants did not have the time or energy to devote themselves to studying farm tools for martial use. Secondly, an anxious commoner armed with clumsy farm tools would not fare well against a trained professional warrior with a variety of well made weapons at his disposal. Kobudo arts are not strictly related to karate, but several traditions of that art include kobudo training as part of their curriculum. The techniques of the two arts are closely related in some styles, evidenced by the empty handed and weaponed variants of the kata practiced: for example, Kanku-dai and Kanku-sai.

* Kali sticks (sm: drop down – Kobra jumps down on an opponent lying on the floor and batters them with his kali sticks; good damage but risky): In most escrima or kali systems, skills with weapons and with empty hands (unarmed) are developed concurrently using training methods designed to emphasize their common elements. The most common variations used are single stick (solo baston), double stick (double baston) and sword/stick and knife (espada y daga). Some systems are known to specialise in other weapons such as the whip and staff. Rattan, a cheap wood from an abundant grass in the Philippines, is the most common material for sticks and staves. Hard and durable, yet light weight, it can be fire hardened. It shreds under only the worst abuse and will not splinter like other woods do - thus making it a safe training tool. Kamagong (Ironwood) is also sometimes used, but generally not for sparring, as it is dense enough to cause serious injury.

* Difficulty 2

Kobra is divided between an offensive and a defensive part. His unarmed styles are more defensive and quite linear, but have a good damage output through juggles. Most moves are semi-safe, meaning that the expert can counter them, the beginner cannot. This makes Kobra suited for beginners or lower intermediate players. His weapons are more complex and get special advantages on knocked down opponents. They are quick on block, but unsafe when merely avoided or sidestepped. Overall his weapons are more defensive, though.

5.8.4. SPECIAL MOVES

* Flaming fist (high)
* Teleporting fist (high)
* Flame kick (mid)
* Low chi blast (low)

5.8.5. FINISHING MOVES

* Heart rip (his MKD fatality)
* Kobu justice (Kobra pulls out his kobu blades and rips open the opponent's belly, creating a gulping wound and making the opponent drop to their knees. As they do that, Kobra grabs their head, pulls them backwards and then smashes their head into a puddle of their own blood and intenstines a few times until they are dead)

5.8.6. COSTUMES

* His second MKD costume, only this time his hood is wider and hides most of his face. His skin looks much paler, and he has a scar running diagonally from his chin to his nose, across his lips.

* Kobra wears sneakers, wide fitting jeans pants and a dark brown leather jacket with a black cobra motif on the arms. He also wears black leather gloves and has some cuts in the jacket and pants. A dark blue hood rises from the opening of his jacket and covers his head in the same manner it's covered in his first outfit.

* Kobra wears sharp, snake-leather boots and sturdy black trousers, with a leather belt around his middle and another strapped around his thigh keeping his kali sticks. He wears the same jacket as in his second costume, but has no gloves and no hood. Instead, he has a stylish cowboy hat and wears round sunglasses. He also has stubs. The hat can be knocked off during kombat and reveals a red bandana that covers most of Kobra's hair. His chin and jaw line show stubs.

5.8.7. VOICE

Like his MKD voice, only a bit more gruff and seasoned.

5.8.8. OUTCOME

At first, Kobra engaged in mortal kombat with unrelenting ferocity. Kabal was satisfied to see how much stronger and possessed by the spirit of anarchy his pupil had become. In a chilling performance of cunning, he snuck up on the Seidan group of warriors that had entered the tournament, and killed them all. His confrontation with Falcon, however, nearly blew his cover. Falcon claimed to be a victim of Kobra's earlier criminal exploits, but he had no memory of this fact.

This fact would have been impossible for Kobra to remember, since his true identity was another. The real Kobra had indeed been killed by Kira on Outworld, but some time later his identity was assumed by a secret agent who was investigating the rebirth of the Black Dragon. Now revealed to be Kurtis Stryker, Kobra attacked Kabal and cut through his life support tubes. In his dying gasp, Kabal smiled at how much Stryker had become the former Kobra.

5.8.9. OPPONENT LIST

1. Drahmin
2. Hotaru
3. Irikara Neferu
4. Sektor
5. Gnorado
6. Dairou
7. Reiko
8. Hachiman
9. Falcon
10. Kabal
11. Qanturus
12. Raiden

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09/13/2005 04:05 PM (UTC)
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5.9. KITSUNE

5.9.1. BIOGRAPHY

After Nitara had freed the realm of Strigos from the millennia-long grip of Outworld, many vampires gathered back into Strigos and began to restore their civilisation on that remote world. Kitsune belongs to the long and complicated family line of Nitara, the Blood Flower. In order to prove themselves to their clans, vampires must travel extensively for decades and work as rogues or assassins. Kitsune has been enlisted for this purpose by Havik.

5.9.2. DATA

Status: Assassin
Height: 171cm
Weight: 53kg
Origin: Strigos
Birthplace: Unknown
Race: Vampire
Age: 111
Moral alignment: 3
Order alignment: 3
Allies: Nitara, Havik
Foes: None

5.9.3. STYLES

* Eagle claw (sm: substyle harpy): The traditional Chinese martial art known as eagle claw (ying jow pai) is one of the oldest and most complex of the surviving Northern Shaolin kung fu systems. Along with the long strikes and kicks that typify Northern systems, the eagle claw system is distinguished by its powerful gripping techniques and intricate system of locks, takedowns, and pressure point strikes, which represent one of the oldest forms of the Chinese grappling known as chin na. Eagle claw is said to have had its origins in 1130, at a time of warfare between the Southern Song Dynasty and the Jurchen in the north, who were the ancestors of the Manchus and founders of the Jin Dynasty.
--> Harpy (sm: eagle claw): Kitsune levitates with her wings above ground level.

* Pao chui (sm: sidestepping plant): San huang pao chui (literally "Three Emperor Cannon Punch") is a Chinese martial art attributed to the Three August Ones: Fuxi, Shennong, and Gonggong. The spread of pao chui was due in part to its early association with Shaolin. Pao chui was one of the earliest styles to be incorporated intact into the corpus of Shaolin martial arts. According to legend, the Shaolin monks learned pao chui from a martial artist of Mount Emei.

* Throwing knives (sm: hold knife into throwing position): A knife is a sharp-edged hand tool used for cutting. A knife usually consists of a blade, usually less than 12 inches (30cm) in length, attached to a handle. The blade of a knife is usually pointed and may have one or two cutting edges. Knives have been used as tools and weapons since the Stone Age. Kitsune uses her knives to wound or kill an enemy at a distance.

* Kirehashi (sm: impale): This strange sword is curved and jagged. It can cause much more damage than a straighter sword when impaling an opponent. The curves, jagged edges, and ridges tear up the intestinal tracts and respiratory functions of any fighter on the receiving end. It is a beautifully-strange, yet very deadly weapon. Similar to that of the Saudi Arabian scimitar. Kitsune acquired this weapon from Nitara, who had in found it on her own extensive travels across various realms. A strange scent accompanies the blade, making Kitsune believe it was also briefly in the possession of another warrior.

* Difficulty 1

Keywords that define Kitsune are elegance and ease. Eagle claw and pao chui are complementary styles. The former is better in terms of reach and defence, with a good backdash and sidestep, and has some essential launchers, while pao chui is a good stance for powerful combos, but not so good on reach nor speed. Her harpy substance from eagle claw is interesting for some specal moves. Essentially pao chui is like Liu Kang's version, only without its mid combo starters. Kitsune's throwing knives, of which she has three, can be thrown one by one or all at once. They continue to do minute damage to the opponent once thrown. Kirehashi is like Reptile's MKDA weapon, basically a normal blade weapon to top everything off, the armed mirror of pao chui so to speak. Overall Kitsune is easy to handle, but her reliance on impale opportunities and launchers from eagle claw make her a bit too predictable for the expert. Like Nitara, some of Kitsune's throws replenish her own health.

5.9.4. SPECIAL MOVES

* Radical advance (Kitsune leaps forward very quickly, travelling half the distance of the screen) (-)
* Blood spit (like Nitara's projectile - can be charged to become more powerful, but then it also takes away some of Kitsune's own health) (high)
* Force wall (Kitsune makes a movement similar to Sindel's fu jow pai b2 in MKD, and creates a transparent-red circular shield around her which flickers faintly in front of her, this force wall damages everyone who comes in with a physical attack) (-)
* Hurricane kick (from harpy substance only) (Kitsune performs a multi-hit kick similar to Ryu's and Ken's in street fighter, hitting the opponent in the face multiple times; hits standing opponents) (high)
* Bat attack (from harpy substance only) (Kitsune drops down on the opponent, bites their neck and then flies away; hits ducking opponents) (mid)

5.9.5. FINISHING MOVES

* Tender gestures (Kitsune appears to kneel down and kiss the opponents hand; in fact she bites it off, throws it away and then sucks the opponent dry, their skin growing pale. When this fatality is performed on cyborgs, Noob, Gnorado or Qanturus, Kitsune rips off the second hand as well instead of sucking out the blood)
* Blood feast (Nitara's MKDA fatality)

5.9.6. COSTUMES

* A bit like Nitara's second MKDA outfit, only Kitsune is totally pale and wears a short black skirt instead of the hotpants Nitara had. She has long, black gloves with short nails on them, and her boots show patterns of gold and vermillion flowers. She wears light armour in black, held together with red straps. Her face is covered from her forehead to her upper lips by a white fox-mask. Her hair is red and wrought in a long pigtail, like Kitana's in MKDA. Her wings are wider than Nitara's were. Protruding from the back of the spiked belt of her skirt is a long, fluffy fox tail.

* Kitsune wears a long, bordeaux cocktail dress whose skirt runs diagonally, revealing more of her left than her right leg. She wears heels and has her throwing knives tucked to an elegantly designed gold-black cord that runs around her middle. She still wears the same mask and has a furry boa made of fox fur.

* Kitsune wears sneakers and wide socks that are draped losely over them on the one hand, and reach about halfway her shins on the other hand. She has a black, pleated skirt on with the kirehashi dangling from the same type of belt she has on in her first costume. She has a red top on that shows her left shoulder and on that shoulder a tattoo of a vermillion-with-gold flower. She has three gold bangles on her right wrist, and her hair is loose, with a division on the side. She has a cyan coloured flower in her hair, and does not wear a mask. Her face is as pale as the rest of her body, but it's a pleasant face with a short nose and a round mouth.

5.9.7. VOICE

* In her first two outfits, the voice of a girl behind a mask
* In her last outfit, comparable to Ashrah's in MKD

5.9.8. OUTCOME

Havik had intended Kitsune to fail, although he had assured her a safe return. He wanted to assess the strength of the Red Dragon and had sent her into the tournament to fight them so they would betray their kombat tactics. To the surprise of Havik, with this information Kitsune succeeded in defeating both Hachiman and Sektor, but with the new information she had learned, she did not go back to Chaosrealm.

Since keeping an oath is sacred to the vampire community, and all those who break their oaths are expunged or killed, Kitsune went back to her clan of the Blood Flower and told her story. Havik was soon ambushed in his temple by a swarm of vampires, but even as his arms and legs were being ripped off and his jugulars sliced, he was smiling with the bliss of someone succumbed to chaos. Kitsune looked on and realised she had become a true member of her clan.

5.9.9. OPPONENT LIST

1. Kenshi
2. Falcon
3. Hotaru
4. Reiko
5. Sub-Zero
6. Damashi
7. Xerxes
8. Sektor
9. Hachiman
10. Havik
11. Qanturus
12. Raiden

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09/13/2005 04:10 PM (UTC)
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5.10. FUJIN

5.10.1. BIOGRAPHY

Lately Fujin's tasks as the god of wind have been disturbed by an ever increasing amount of violent thunderstorms. Raiden, who was once Fujin's closest ally, is slowly losing control of his elemental powers, as happened to Shinnok millions of years ago, when he succumbed to the whispers of the One Being. The Elder Gods have given Fujin the task to retrieve the Amulet of Whispers and stop Raiden from gaining control of the kamidogu.

5.10.2. DATA

Status: God of Wind
Height: 212cm
Weight: 108kg
Origin: Heavens
Birthplace: Unknown
Race: God
Age: Unknown
Moral alignment: 4
Order alignment: 3
Allies: Damashi, Sub-Zero, Liu Kang
Foes: Shinnok, Onaga, Shao Kahn

5.10.3. STYLES

* Lion's roar (sm: sidestepping jump kick): The original Lion's Roar system is attributed to a monk named Adatuo, said to have been born in 1426 to a tribe known for its horsemanship and for its joint-locking style. Adatuo also received training in wrestling including, after his ordination, a style called "Dinah" from an old man from Tala. Adatuo eventually decided to become a hermit in the mountains so that he could follow the dharma without distraction. One day by the side of a pond, his meditation was interrupted by a fight between an ape and a crane. Inspired, Adatuo devised a style that incorporated both the ape's powerful swinging motions and the crane's evasiveness and strikes to the ape's vulnerable points.

* Wing chun (sm: chicken): Wing chun is a Chinese martial arts system with an emphasis on unarmed close-range fighting, although it includes weapon techniques and techniques suitable for various ranges. In practice, the concepts of wing chun may be explained and understood either in terms of body mechanics or in terms of Qi. Wing Chun does differ from most internal styles in that wing chun training is generally vigorous, fast and forceful and often works with partners. This is not to say that wing chun relies on brute strength. On the contrary, softness (via relaxation) is fundamental to the style, and essential to deflect, negate, and use an opponent's power against him. Wing chun teaches that it is always possible to get past an opponent's long range technique and close in to fight on wing chun's terms. A favorite wing chun saying is "He comes I remain, he leaves I pursue, he disengages I attack" to emphasize its close range and stick-to-your-opponent approach to fighting.

* Wind (Fujin spins around and morphs into his elemental form, which is that of a tall, transparent humanoid with a long, grey-white robe and an Asian latern in his left hand that glows dimly. He has an extremely pale face and glowing white eyes. Projectiles cannot hit Fujin in this stance and he doesn't bleed, but slight clouds of vapour leave him when he's hit) (sm: auto-counter teleport): Wind is the quasi-horizontal movement of air (as opposed to an air current) caused by a horizontal pressure gradient force. It occurs at all scales, from local breezes generated by heating of land surfaces and lasting tens of minutes to global winds resulting from solar heating of the Earth. The two major influences on the atmospheric circulation are the differential heating between the equator and the poles, and the rotation of the planet (Coriolis effect).

* Crossbow (a longer, sleeker looking crossbow than in MK4, can be used for rare up-close hits but mostly bolts in varying directions and of varying strength; the crossbow has seven shots and the bolts remain stuck in the opponent, causing them to lose 1% of their health per three seconds) (sm: rapid fire - Fujin fires three bolts at once): A crossbow is a type of weapon that fires projectiles called crossbow bolts or quarrels. Most sources point to its invention in China, while others point to it being a Norman invention, but the crossbow nonetheless played a significant role in the history of European medieval warfare and is still used in modern times for various purposes. A crossbow consists of a prod (similar in appearance to a bow) mounted on a stock similar to a rifle stock, which has a mechanism to wind and shoot its bolts. Crossbows were actively being used in European warfare from 800 to 1500 A.D. They supplanted bows in many European armies for a number of reasons. An expertly handled longbow had greater range, better accuracy, and a much faster rate of fire than an average crossbow, but the value of the crossbow came in its simplicity: it could be used effectively after a week of training, while a comparable single-shot skill with a longbow could take years.

* Difficulty 5

Fujin is envisioned as a fighter for experts at the game. He has few moves that do big damage, and save for some good pokes to pressure the opponent in his unarmed styles, he is neither an offensive, nor a truly defensive fighter. His power relies mostly on building combos on top of other combos. Whereas other kombatants' combos will gradually weaken as new hits are added, Fujin players are rewarded for creative juggles, which progressively add more damage. Lion's roar should blend neatly with Fujin's special moves, while wing chun is his style to pressure opponents. Wind has the best recovery time and wake-up game in MKR, and his crossbow makes up for Fujin's lack of true projectiles.

5.10.4. SPECIAL MOVES

* Circular teleport (like Reiko's MK4 move - wind trails follow him as he does this move) (-)
* Wind geyser (his MK4 move that created a wind fountain under his opponent) (low)
* Thunderclap (Hsu Hao's Khan Klap move from MKDA) (high)
* Levitate (Fujin floats above ground level; several attacks are possible from here)
--->* Comet attack (Fujin disappears and falls back onto the opponent, crushing them) (mid)
--->* Interception (Fujin intercepts incoming air attacks by throwing his opponent) (high)
--->* Aerial thunderclap (only from wind stance) (high)
* Blinding flash (only from wind stance) (Fujin's latern flashes and the opponent's incoming attack is stopped, leaving him blinking in temporal blindness) (-)

5.10.5. FINISHING MOVES

* William Tell (Fujin creates some distance, pulls out his crossbow, aims carefully and shoots a bolt straight through the opponent's head. We see the scene from behind. A special code activates an alternate version of this fatality, in which Fujin first places an apple on the victim's head)
* Big Bang (Fujin transforms into his elemental form and shifts into his opponent. We hear the sound of an enormous hurricane building up as the victim expands and expands, and then explodes, leaving Fujin in the middle of the carnage)

5.10.6. COSTUMES

* Fujin wears chrome boots much like Hotaru's, and wide, light green pants come up from these to his belt, which consists of two red linnen pieces with ribbons attached to them. He has chrome forearm guards that end in black fingerless gloves. He wears a light green shirt which is mostly hidden from sight by a thick, sleeveless woolly Asian jacket in black. That jacket's back is covered by a long, flowing red cape with a few black Japanese characters indicating his status as wind god. His long, white hair is loose and hangs to the sides of his face. His crossbow dangles from his right hip.

* Much like Raiden's MKDA alternate, only the blue is replaced by light green, and his black pants have a series of red Japanese characters running up on the sides. His main belt sags a bit from the weight of the crossbow, and he still has the chrome forearm guards from his first outfit. His hair is in the classic MK4 ponytail.

* His third outfit combines the pants of the second and the upper part of the first, only this time his jacket does have sleeves, with the chrome forearm guards worn over them. His hands are also entirely covered now, and he has silver samurai-like shoulder pads. A ceremonial katana is attached next to his crossbow, and he wears a light green velvet cape now. He is bald, save for a long, white tail that is tied at several points and reaches his lower back.

5.10.7. VOICE

Deep and disciplined.

5.10.8. OUTCOME

It became clear soon to Fujin that Raiden's purpose was to destroy all possible rivals in his quest for control over the six realms and their kamidogu. Fujin meditated for a long time on these facts, and reported back to the Elder Gods. Receiving no word back from them, the Wind God acted without consent. He first protected the lives of his Earthrealm warriors against the vicious attacks of their opponents, and then dealt with Damashi's betrayal. Finally, he challenged Raiden himself.

The Heavens themselves were shaken by the titantic battle between Raiden and Fujin. Raiden seemed pleased to see how much Fujin had become like his former self – defiant of the Elder Gods, protecting mortals, and freely using his powers. But Fujin had still kept his sanity, and as Raiden's powers gradually diminished, the Wind God was able to deliver the fatal blow that destroyed the thunder god's essence. Fresh winds swept away the brooding clouds that had gathered about the Sky Temple, and it became a place of light once more.

5.10.9. OPPONENT LIST

1. Sektor
2. Hachiman
3. Irikara Neferu
4. Aurora
5. Shang Tsung
6. Damashi
7. Havik
8. Kitsune
9. Shang Tsung
10. Quan Chi
11. Qanturus
12. Raiden

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09/13/2005 04:13 PM (UTC)
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5.11. DAIROU

5.11.1. BIOGRAPHY

Dairou had precipitated Seido into open civil war and rebellion. Although he had never intended to join the revolution, he gradually become more sympathetic towards the movement, and enjoyed the freedom of being able to choose his own destiny again. However, when word reached the rebellion's headquarters that Raiden was hosting a mortal kombat tournament in which Xerxes was going to participate, Dairou was sent out once more.

5.11.2. DATA

Status: Mercenary
Height: 175cm
Weight: 84kg
Origin: Seido
Birthplace: City of the Moon, Orderrealm
Race: Seidan
Age: 105
Moral alignment: 3
Order alignment: 3
Allies: Darrius
Foes: Hotaru

5.11.3. STYLES

* Monkey (sm: taunt): Monkey kung fu is a Chinese martial art where the movements imitate monkeys or apes in fighting. Systems of monkey kung fu like tai shing pek kwar were invented by Kau Sze during the Qing dynasty. Many other, older styles of monkey kung fu exist as well, some recorded to be as old as the Song dynasty. This style includes many difficult acrobatic movements and techniques executed while tumbling along the ground or prone. The staff features prominently in its weapons training. The method uses agile, jerky movements that are both confusing and fun to watch. A famous version of monkey style is the drunken monkey, where the practitioner trains to be able to fight off multiple opponents while appearing completely drunk to observers.

* Long fist (sm: power-up): Changquan (literally "long fist") is a general term for external (as opposed to internal) Northern Chinese martial arts. The core of long fist was developed in the 10th century by Zhao Kuangyin, founding Emperor of the Song Dynasty (960-1279), who owed much of his empire-building to Shaolin kung fu. His style was called Taizu Changquan, which means the Long Fist style of Emperor Taizu. In some long fist styles 'the best defence is a strong offence', and in this case the practitioner launches a pre-emptive attack so aggressive that the opponent doesn't have the opportunity to attack. The long fist fighter likes to keep the opponent at middle-to-long range distance.

* Autumn dao (sm: impale): Dao is a category of single-edge Chinese swords primarily used for slashing and chopping (sabers), often called broadswords in English because some varieties have wide blades. Dao is actually a generic word used to denote any member of a family of single-edged, broad-bladed cutting or slicing tools. From the original bronze swords of the Shang dynasty, to the steel swords of the Qin dynasty through the Qing dynasty, the swords of China had either single-edge curved or double-edge straight blades, and usually had a tip for thrusting. Towards the end of the Han Dynasty, the single-edged dao became increasingly favored over the jian, since the dao was a much more effective cavalry weapon. One measure of the proper length of the sword should be from the hilt in your hand and the tip of the blade at the brow and in some schools, the height of shoulder. Alternatively, the length of the sword should be from the middle of the throat along the length of the outstretched arm.

* Longbow (sm: shoot arrow) (The longbow is a charge weapon, taking time to aim and shoot; it has both a vertical and a horizontal aim. The supply of arrows is limitless, however, and each arrow that sticks into the opponent causes 2% damage per two seconds): The longbow (or English longbow, or Welsh longbow, see below) was a type of bow about 2.0 m (6 ft 6 in) long used in the Middle Ages both for hunting and as a weapon of war. It reached its zenith of perfection as a weapon in the hands of English and Welsh archers. A longbowman could shoot up to 12 arrows a minute. This rate of fire was much higher than crossbows or any other projectile weapon of the period, including firearms. Longbows were difficult to master because the force required to draw the bow was very high by modern standards. Although bowmen were still deadly at close range, they were light skirmishers unsuited to prolonged hand-to-hand combat and were understandably vulnerable to a committed attack by cavalry. Consequently they were often deployed behind physical barricades, such as stakes and poles driven into the ground.

* Difficulty 1

More so than in MKD, Dairou is an easy character to handle. Monkey is his fastest style, with attacks that look confusing but are in fact, quite linear. Speed is his greatest asset, but blocked attacks are quite punishable. Long fist is Dairou's main powerhouse, and shows that Dairou is more of a defensive player, with the short and strong long fist combos coming out quicker when your opponent is attacking. Autumn dao can be used for some juggle work, while longbow is a weapon that takes some luck and patience. Dairou relies on spacing a lot with this stance.

5.11.4. SPECIAL MOVES

* Iron leg (high)
* Dodging shadows (high)
* Tombstone drop (mid)

5.11.5. FINISHING MOVES

* Rib poke (his first MKD fatality)
* Seidan torture (his second MKD fatality)

5.11.6. COSTUMES

* His second MKD outfit in its alternate colour.
* Dairou wears his old Seidan uniform, only the armour is bruised and worn out, and one of the shoulder plates has been replaced by a black one with short spikes on them. His face is bare, and he is completely bald in this costume.
* Dairou wears long, wide blue pants with the same texture Darrius's had in his MKD alternate. He has black boots on, and a black glove with white wrist bandages on one hand. His autumn dao hangs from his left side, and his bow is on his back. His torso is bare.

5.11.7. VOICE

His MKD voice.

5.11.8. OUTCOME

Dairou saw good opportunities come his way. Upon entering the tournament, he was approached by Hachiman of the Red Dragon to eliminate Xerxes. This meant that Dairou would receive money from two sources for the same mission. He quickly overcame Hotaru on his way to the Supreme Chancellor, and the Red Dragon warriors gave him a free pass. But something stopped Dairou from executing his mission.

In Seidan society, children are raised by the entire community without knowing their parents. However, when Dairou had stolen the Declaration of Order and handed it over to Darrius, he had also accessed other archives, and had seen his classified birth certificate. Though he had tried to fight the knowledge ever since, now he could not deny it any longer: he was the son of Xerxes. Dairou left the City of the Sun and secretly emigrated to Edenia.

5.11.9. OPPONENT LIST

1. Ermac
2. Falcon
3. Kobra
4. Cyrax
5. Noob Saibot
6. Fujin
7. Quan Chi
8. Jax
9. Hotaru
10. Xerxes
11. Qanturus
12. Raiden

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09/13/2005 04:17 PM (UTC)
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5.12. SUB-ZERO

5.12.1. BIOGRAPHY

Heavy tasks lie ahead of the Lin Kuei clan. While Sub-Zero possesses an enormous power, he is aging more rapidly than he should due to the influence of the dragon medallion. In hopes of finding a worthy successor, he has joined the tournament at the side of Fujin. Sub-Zero has vowed to keep Earthrealm out of harm's way in my own manner. Even if it means fighting Raiden.

5.12.2. DATA

Status: Grandmaster
Height: 189cm
Weight: 86kg
Origin: Earth
Birthplace: New York (United States), Earthrealm
Race: Cryomancer
Age: 41
Moral alignment: 4
Order alignment: 4
Allies: Fujin, Kenshi, Sareena
Foes: Hotaru, Noob Saibot, Sektor

5.12.3. STYLES

* Shotokan (sm: escape): Shotokan is a school of karate, reflecting the style of the initial students (including his son, Yoshitaka) of master Gichin Funakoshi (1868-1957). Gichin Funakoshi was the man who 'officially' brought karate from Okinawa to mainland Japan, although Kenwa Mabuni, Motobu Choki and other Okinawans were actively teaching karate in Japan prior to this point. Shoto was Funakoshi's pen name for his poetry, while Shotokan was the name of the hall where "Shoto" trained his students. Training is usually divided into three sections: kihon or "basics", kumite or "sparring", and kata. Shotokan techniques in kihon and kata are characterised by deep, long stances which provide stability and powerful movements. Strength and power are often demonstrated instead of slower, more flowing motions. The kumite techniques mirror these stances and movements at a basic level, but progress to be being more "free" and flexible at a higher level. Funakoshi is said to have found the traditional martial arts (such as sumo, jujutsu and kenjutsu) to be too focused on combat, and he put more emphasis on health, breathing, releasing energy and outstanding mind and body control.

* Dragon (sm: power-up – the ice on his arms creeps up and seems to grow more blue; his power-up is actually very weak, but the good thing is that you can do it three times in a row, each time increasing the power of it; in his final stage his arms and legs are covered by ice and his eyes glow bright blue): The movements of the Dragon style ("dragon shape rubbing bridges") of Chinese martial arts are based on the mythical Chinese Dragon. The origin of dragon style kung fu is not known in its entirety so a close approximation, some of which is based on oral tradition, will have to suffice. It is said that the nun Wu Mui developed the basics of the art in AD 1570. Other schools believe the style to be much older than that. The dragon kung fu practitioner typically attacks with winding high yang attacks. One signature maneuver is the three finger claw techniques that utilizes the index, thumb and middle fingers, or all five fingers to do hard pinching attacks to the muscles, tendons and acupressure points; and rapid, close in palm attacks. Punching technics can be closed or open handed. Clawing and grappling techniques, in the imagined style of a dragon, are used. Kicks, no higher than waist level, are used to target sensitive areas such as the groin, knee, and foot. The waist, the largest and most central of all human muscles, receives great focus in Dragon Style. Efforts are made to strengthen, coordinate, and utilize this muscle to achieve powerful and quick movements. For example, when striking with the fist, more power can be exerted when the movement originates from the waist first, then flowing through the body, and finally into the fist.

* Kori blade (sm: freezing impale – the blade disappears on impact but freezes the victim for a longer period than usual, requiring two hits to un-freeze them): By flash-freezing surrounding water-vapour, Sub-Zero is able to create lethal weapons out of thin air. His weapon of choice is usually the kori blade, which, despite its size and complex design, is light to handle and does not break easily. Being completely made of ice, it not only cuts an opponent, but also makes their nervous system numb and less responsive. Sub-Zero's technique with the sword is mostly self-taught and unknown to other martial artists, which is another advantage to this mammoth weapon.

* Kori daggers (sm: impale): When the need arises and Sub-Zero's freezing powers are not as useful, the air has another quality or he has to move quickly, he can also create a set of ribbed daggers. They resemble the design of an Outworld blade and are probably more useful as maiming tools than true cutting or stabbing weapons. Still, being hit by the daggers, especially when they penetrate an opponent's skin and are retracted with its various curves and hooks causing more wounds, is an unpleasant experience altogether.

* Difficulty 4

Like Fujin, Sub-Zero is a fighter than takes considerable skill to master because one move builds up on the other. Shotokan is his easiest style to use, with some quick and powerful combos that push back the opponent far enough, but his true power lies in dragon, revolving mainly around his gradual power-up. With each stage of the power up, more combos and better moves become available. At the highest level, Sub-Zero is nearly invincible in his defence, but of course it takes time and the right strategy to attain, since he can be hit in his power-up phase. Kori blade has a few moves that freeze the opponent, and the daggers mirror shotokan in respect to their speed and short, quick combos.

5.12.4. SPECIAL MOVES

* Cold shoulder (mid)
* Ice blast (high)
* Ice shaker (low)
* Sub-xerox (classic move; shatters when hit by a projectile, hits mid)

5.12.5. FINISHING MOVES

* Spinal tap (Sub-Zero performs a similar animation to his MKDA skeleton ripper, but instead of ripping out the skeleton, as he inserts his hand he seems to freeze the victim up to their face and then, in splinters of ice, rips out their spine with parts of their ribs dangling from it, the face of the victim contorted in pain)
* Ice grenade (his MK2 fatality)

5.12.6. COSTUMES

* His secondary MKDA costume

* Sub-Zero wears dark blue bandages around his feet and lower legs. They seem to end in coloration of the same colour on his pants, which in turn ends in irregular flakes. The rest of his pants are black. He wears a blue belt with the dragon medallion in it. His shoulders are plated by black, wooden plates with golden inscriptions and golden edges. The plates are connected by a small chain. The rest of his torso is covered in black, except for the part around and under his shoulders and his chest, which has the same blue colour as his lower pants had, again ending in flakes (also on his upper arms). His hands and lower arms, although covered in black, glow with ice. Sub-Zero wears the familiar ninja balaclava with the mask and a dark blue hood.

* SubZero wears tight, dark blue boots with holes on the sides which make room already for his black pants. On both of his thighs there's a circular blue stripe. The texture of his pants is "normal". He wears a short, tight leather jacket that leaves his blue fists free. His jacket has one button open, and the hem put up. He wears a dark blue balaclava.

* His #1 costume, but with his face bare.

5.12.7. VOICE

Cold, distant, as if not really caring

5.12.8. OUTCOME

Sub-Zero faced Noob Saibot, who had revealed himself to be his deceased brother. Noob had counted on his younger brother's sense of morality to not kill him, but Sub-Zero realised that he was too dangerous to be left active. He used his enhanced freezing powers to trap Noob Saibot into a cave and lock him in a state of cryostasis. He had not found a possible successor in the tournament, however.

With the tournament over and the Earthrealm warriors victorious on all fronts, Sub-Zero made one last travel to the Netherealm and retrieved his old comrade Smoke, who had gone haywire and had been used as a template for an army of cyber-demons, which Onaga was eager to use as his own. While not possessing the technological talent of Noob Saibot, Sub-Zero was able to get Smoke back to the Lin Kuei training grounds and gradually help him regain his true identity. The first coughing words Smoke uttered were about a female warrior who had previously helped him.

5.12.9. OPPONENT LIST

1. Kobra
2. Gnorado
3. Havik
4. Drahmin
5. Hachiman
6. Shang Tsung
7. Hotaru
8. Quan Chi
9. Sektor
10. Noob Saibot
11. Qanturus
12. Raiden

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09/13/2005 06:53 PM (UTC)
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5.13. HAVIK

5.13.1. BIOGRAPHY

Havik has long been a zealot for the cause of chaos. As high priest of the Temple Ruins on Chaosrealm, he is revered throughout the entire realm as a teacher and warrior. He is said to have conquered death and life. In his capacity as cleric, he was invited to Raiden's tournament for a showdown with his foes from Seido – a challenge Havik could not refuse.

5.13.2. DATA

Status: Cleric
Height: Unknown
Weight: Unknown
Origin: Chaosrealm
Birthplace: Unknown
Race: Chaosrealmer
Age: Unknown
Moral alignment: 2
Order alignment: 1
Allies: Kabal, Kobra, Darrius
Foes: Hotaru, Xerxes

5.13.3. STYLES

* Snake (sm: escape – Havik bends over and rolls backwards): There are several Chinese martial arts known as Snake Boxing or Snake Style which imitate the movements of snakes. Proponents claim that adopting the fluidity of snakes allows them to entwine with their opponents in defense and strike them from angles they wouldn't expect in offense. Snake style is based on whipping power which travels up the spine to the fingers. The stancework is fluid in order to maximize the whipping potential of any movement. This necessitates building a strong spine to contain the power and strong fingers to convey the strike. Since breath is important to any movement of the spine and ribs, snake style is considered one of the main styles which eventually led to internal training.

* Crab (sm: chicken): Crab is now a dead system of kung fu, the remnants of which were incorporated into eagle, hong tiger and white eyebrow. Practitioners fought from a low, crouching scissors stance and used great wrist and forearm strength to attack nerves or cut off circulation with the crab pincer. The "crab's claw" is the thumb and index fingers and they are used to attack soft targets, joints and other vulnerable areas, the legs perform some stepping techniques which are a bit hard to describe but suffice it to say they are techniques which are a bit like stomps which are aimed at buckling the opponents legs and dropping him to the ground or simply to his feet so as to break the metatarsal bones. The hands are sometimes used for simultaneous blocking and ripping/attack techniques and sometimes double attacks. Sometimes as the opponents is attacked through high gates and pulled backward the feet are used in a cross stepping type of action to knock the legs out from under the opponent.

* Morning star (sm: sidestepping sweep): The morning star was a medieval weapon resembling a mace, but with a large spike on the end and smaller spikes around the circumference. It was used by both cavalry and infantry; the horseman's weapon typically had a shorter haft than the footman's, which might be up to six feet long. It came into use in the beginning of the 14th century. The name "morning star" is often erroneously applied to the military flail (also known as the therscol), a similar weapon, but with the head attached by a short chain.

* Pilum (sm: impaling throw): The pilum (plural pila) was a throwing spear commonly used by the Roman army in ancient times. It was generally about two meters long overall, consisting of a iron shank about about 7mm in diameter and 60cm long with pyramidal head. The iron shank may be socketed or more usually widens to a flat tang, this was secured to a wooden shaft. A pilum usually weighed between two and four kilograms, with the versions produced during the Empire being a bit lighter. Standard tactics called for a Roman soldier to throw his pilum (both if there was time) at the enemy just before charging to engage with his gladius. Some pila had small hand-guards, to protect the wielder if he intended to use it as a melee weapon, but it does not appear that this was a common tactic. Most pila were constructed such that the iron shank would bend after it had penetrated a shield. In this way, it could not be easily removed and the enemy, if not killed by the pilum, would have to discard his now-unwieldy shield before going into combat. It is now widely believed that the pilum's design evolved to be armour-piercing: the head would punch through an enemy shield, and the thinner shank would allow it to keep going until it penetrated the enemy as well. The pilum was a weapon designed primarily to kill, the 'non-return' aspect being an added bonus.

* Difficulty: 4

As in MKD, Havik is more difficult to master in the finesses. His styles rely on deception. Snake has some moves that can be canceled into another move, but is not that powerful altogether, while crab is both quick and safe. Morning star has some powerful moves and can act as a juggle starter. The pilum, a Roman spear, determines much of his floor game. It can be used to impale a grounded opponent, but it can also be used in wake-up games to impale an opponent moving in for the kill when you're down.

5.13.4. SPECIAL MOVES

* Corpse taunt (-)
* Neck snap (-)
* Corpse slide (low)
* Corpse spin (high)
* Crackling legs projectile (low)

5.13.5. FINISHING MOVES

* Crater (Havik pulls out his morning star and pushes through the victim's chest with one two-handed thrust. When he pulls his weapon back out, a hole is visible. The victim falls down dead)
* Rapid age (Havik creates a magic wind around the victim in the colours of his projectile. The opponent starts to age rapidly, and then finally dissolves into dust and some remnants of their clothing)

5.13.6. COSTUMES

* His primary MKD costume.
* Havik is dressed like a Roman centurion, with cupper-gold shin plates, a mail skirt with his mace attached to it, a belt with two long ribbons on it (one red, one blue), a cupper-gold chestplate and forearm guards in the same colour. His typical helmet is also in this colour.
* His secondary MKD costume.

5.13.7. VOICE

A sickly rasp.

5.13.8. OUTCOME

Havik saw a great opportunity in this tournament. While Raiden's hope was to end all conflicts by destroying everyone and gaining control of the kamidogu, Havik hoped exactly the opposite: by strengthening all parties, his vision was one of an eternal war spiraling out of control. He therefore assigned his minions to guard Liu Kang, who had gone on a pilgrimage to protect the kamidogu. Along with his allies, he then took care of those who stood in the way of chaos.

It was with sadistic pleasure that Havik defiled the seat of the Great Chancellor of Seido after he had slain him, taking revenge for the centuries-long imperialism of Orderrealm. Havik had no intention of ruling, however, and quickly went to aid the Black Dragons in causing armageddon on Earthrealm. The day he witnessed the nuclear holocaust happening alongside his comrade Kabal was the happiest in Havik's life.

5.13.9. OPPONENT LIST

1. Falcon
2. Cyrax
3. Ermac
4. Sub-Zero
5. Sektor
6. Hotaru
7. Kung Lao
8. Hachiman
9. Xerxes
10. Fujin
11. Qanturus
12. Raiden

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