Posted by Steven 'Dreamking23' Chavez • February 12, 2020 at 4:03 p.m. PST
Little Fighter 2 Mortal Kombat 2
Jun 10, 2019 This page is part of IGN's Mortal Kombat 2 Wiki Guide and details the playable and non-playable fighters in MK2. Looking for the complete list of Mortal Kombat 2. Search this site. All LF2 Games. Dark little Fighter. LF2 Mortal Combat. A new and exciting beta version of Little Mortal Kombat Fighters! X-Little Fighter 2. Date:: Description: A very well designed version, with good sound and new backgrounds.
Fans everywhere (not just Kombat Pack owners) have been able to get their hands on DC Comics' own The Joker in Mortal Kombat 11 for a little over a week now. With three tournament-standard variations and a slew of unique attacks, special moves, and combos to learn, it can be difficult to kick things off for those trying to pick up the character.
With this in mind, today we're going to look at five of Joker's best moves in MK11. Practicing these attacks and using them in battle will help fans jump-start their Joker-playing journey.
Before we get started, it is worth pointing out that the moves featured here were picked solely within the confines of the three tournament-standard variations. No custom moves were considered as they are not useable in ranked or tournament play.
Joker burns a handful of playing cards in the opponent's face, creating a quick, fiery explosion. Kard Trick is a great normal attack with deceptively strong range on it.
Best Mortal Kombat Fighter
Using this normal after an attack string that creates some distance between Joker and the opponent can allow him to keep the pressure on or catch a stray button with a counter hit. Kard Trick can also be followed up with 4 to start the combo string 'Have A Laugh,' which is special cancellable — allowing for hit confirms or safer blockstrings using special moves.
Following through with the entire combo string starting with Kard Trick ends in a quick low attack too. Mixing up the different options from Kard Trick will keep opponents on their toes in an attempt to properly counter.
Though the start-up on Jumping Jester isn't the greatest, putting this small jack-in-the-box in play can make life very difficult for the other player. Joker kicks the box at three different ranges, and once it reaches its mark the jester will pop up and strike the opponent.
![Little Fighter 2 Mortal Kombat Little Fighter 2 Mortal Kombat](/uploads/1/2/5/5/125583614/693657011.jpg)
Little Fighter 2 Mortal Kombat Characters
Using Jumping Jester at the end of juggle combos can make it so that the opponent wakes up with a clown right behind them or on top of them, allowing Joker to create a devastating mix-up situation. Try landing 1, 2, 1, juggling with 2, 1 and cancel into medium Jumping Jester for a quick and easy set-up to start.
Performing the Amplified version of Jumping Jester also makes the clown explode when it's in the air. This leads to juggle combos and better lockdown, and using either after blockstrings when the opponent is conditioned to worry about pressure can allow you to put them on screen more actively despite the start-up.
This normal attack is one of Joker's main party starters. Using his cane, Joker reaches out far to land a quick poke.
The Joker Poker is relatively fast and has fantastic range on it. It is also part of the 'Show's Over' combo string, which has a special cancellable second hit.
You'll be using this normal quite a bit for hit confirms, whiff punishes, blockstrings, and combos. Oh, and finishing the Show's Over combo string sees Joker land a big swing of the cane that pushes the opponent out a good distance on block, making it fairly safe.
Joker rushes the opponent for an overhead cane bash, the proceeds to hit them across the face as if he were swinging a baseball bat. Though Birdboy Beatdown is definitely a reference to Joker viciously beating Robin with a crowbar, it isn't quite as devastating on the surface in Mortal Kombat 11.
It does solid damage as a combo ender and sends the opponent flying quite far away when hit successfully, but this special move's true power lies in the Amplified version. If you're using either the first or second tournament-standard variation, your gameplan will likely revolve around the amplified version of this attack.
Successfully hitting three of these in the same game makes the next normal Birdboy Beatdown a Krushing Blow that deals excellent damage. Not only is the damage worth it, but the threat of it gives the opponent yet another thing to worry about.
Joker's toward throw is another one of those moves that can put a deep fear into the other player. While it functions as any throw does in MK11, when used in conjunction with Fatal Blow this grab becomes absolutely lethal.
If Joker's Fatal Blow is on cooldown (meaning it was used and whiffed, was blocked, or was cancelled), toward throw becomes a Krushing Blow. Now you're hitting over 300 damage with a single throw. Lf2.
One way to set this up is to Fatal Blow dash cancel a block or combo string, then either go for another attack or the throw. Fatal Blow cooldown lasts for 10 seconds, so your opponent will have to be wary of the next throw for that entire time, which can help Joker dictate the pace of the match when his health is low.
The Joker can be purchased in Mortal Kombat 11 for $5.99 USD individually or as part of the Kombat Pack for $39.99. If you opt to pick up the latter, you'll also gain access to five other DLC characters, including Shang Tsung, Nightwolf, Terminator T-800, Sindel, and Spawn (who is scheduled for release next month).
Mortal Kombat II STORY:Followinghis defeat to Liu Kang, Shang Tsung begs his master, Shao Kahn, to sparehis life. He tells Shao Kahn that the invitation for Mortal Kombatcannot be turned down, and if they hold it in Outworld, the Earthrealmwarriors must attend. Kahn agrees to this plan, and restores Tsung's youth.He extends the invitation to Raiden, who gathers his warriors and takesthem into Outworld. The tournament is dangerous, as Shao Kahn has the 'homefield advantage,' and an Outworld victory will unbalance the furies andallow Outworld to subsume Earthrealm.
REVIEW: Manyfans still consider Mortal Kombat II to be the best installment out of theearly MK series. Maybe because the MK team at Midway improved on nearly every single aspectof the original title.. and exceeded all expectations. MK2 sees the return of most of the original cast,with the exclusion of Kano, Sonya, and Goro. Additionally, the boss of MK1,Shang Tsung, makes his appearance as a regular playable character (with a newlook to boot), and joins newcomers, such as: Mileena, Baraka, Kung Lau and Jax. In addition, two new bosscharacters await players at the end of MK's iconic Arcade Ladder, those beingKintaro and Shao Kahn. MK2 also includes a variety of 'secret'characters (Jade, Smoke & Noob Saibot) whom players can fight against ifthey meet certain conditions during the 1-player mode.
Along with all new Fatalities, MK2 adds'Friendships' and 'Babalities' to thearray of entertaining finishing moves.. and no doubt, surprised the hell out ofreturning players with unexpected humor. These additions were designed to add levity to the game simply because some peopletook the violence and gore a little too seriously. Friendships involvethe victor performing a 'joke' on the loser, instead of killing them.Because of the pure randomness of the Friendship and Babality moves, rumorspreading become prevalent during the course of MK2.. adding even more hype to thefranchise, no doubt. MK2's gameplay feels very much like the original, but perhaps was a bit moreaccessible and more fun toplay (multiplayer) this time around. As you probably just noticed, I did put'multiplayer' in parentheses, and that's because.. one does not'play' 1-player MK2. Allow me to explain: See, the computer AI is so cheap and abusive (primarily in the arcade version), it's notreally even a fighting 'game' that can be played. The CPU AI waswritten with a certain (evil) code that 'mirrors' and predicts theplayer's movements as soonas they've inputted their command, whether it's walking, jumping, or attacking.It's a bit tricky to explain with words alone, but basically, fighting againstthe CPU is more like looking for ways to exploit its cheap, and incrediblyunfair (yet stupidly effective) tactics. Quickstory: I returned to MK2 for a run through the arcade ladder in 2015..and holy hell, my brain hurt by the time I beat Shao Kahn. It was not fun.. I forgot how cheap the AI was in the arcade version. However, I'm 95% sure thedefault CPU AI was toned down in the SNES version (which I played more of as akid, overthe arcade version).
To sum up the greatness of MK2..the sequel was faster, bloodier, gorier, louder, and even improved quite abit in the graphics department. MK2 made just as big a splash, if not a biggersplash than the original made when it released in arcades (a pretty difficultthing todo for any fighting game). As a 10-11 year old when MK2 came out,I can tell you that it was hard to make acase that Mortal Kombat II wasn't 'the shit' when it cameout. Nearly everyone I knew was playing it or at least talking aboutit.. and MK2 certainly gave players enough to talk about! Secretopponents,secret Fatalities, Babalities, Friendships, Easter eggs.. you name it. (Thistrend of hidden secrets continued and 'fully blossomed' in the sequel,MK3). Speaking of secrets, it was pretty cool that the original 'secret'opponent in MK1 (Reptile) became fleshed out and playable in MK2.As a whole, the new characters introduced in MK2 also made for amore balanced and better-looking roster. The moody new stage environments andBGMs are straight up badass as well. Some new combo possibilities were introduced in thisinstallment, which helped make the game a bit more competitive (but still not quiteas competitive or technical as other 2D fighters of the time). The epic-looking stageFatalities, multiple traditional fatalities, and the obscurely hilariousBabalities & Friendships were the icing on the cake to the most playableiteration of MK to date. One of the onlynoticeable flaws of MK2 (besides the cheap CPU AI in the arcade version)was that the entertaining 'Test YourMight' mini game from the prequel was nowhere to be found. Besides that,for a fighting game.. MK2 basically 'had it all' in 1993/1994. |
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