Mortal Kombat 3 (SNES, USA) — Complete Strategy
Platform-accurate strategy for the Super Nintendo Entertainment System release of Mortal Kombat 3 (Williams / Sculptured Software, USA). Covers system basics, the SNES control mapping, every playable character chapter (practical strengths, spacing, punish windows, combo approach and finishers), boss/kode unlocks and a step-by-step route to the single-player ending.

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Mortal Kombat 3 Super Nintendo Entertainment System
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Before you begin
This guide covers the original North American SNES release of Mortal Kombat 3, not Ultimate Mortal Kombat 3 or another home port.
Use the SNES default control mapping and exact-edition move references throughout; direction inputs are relative to the fighter's facing.
The ordinary selectable roster contains fourteen fighters. Cyber Smoke is covered separately as the hidden selectable character activated during startup.
The normal completion target is a one-player Choose Your Destiny tower through its regular opponents, Motaro, and Shao Kahn, followed by the selected fighter's victory presentation and ending material. Smoke lacks a separate introductory biography in the exact-SNES reference, but Smoke's ending biography/material is still part of the post-battle presentation.
Smoke activation, Stealth Select, Versus Kombat Kodes, and finisher testing are optional and must not be treated as interchangeable systems.
Set yourself up for the run
Confirm that the game is the original North American Mortal Kombat 3 SNES release, not Ultimate Mortal Kombat 3 or another port.
Use the default SNES mapping from the instruction manual: =, =, =, =, =, and =, unless you intentionally remap the controller.
The original SNES release has no dedicated modern Training mode. Practice in Arcade on an easy setting or in Versus with a second controller.
Verify Run, Block, throws, facing-relative directions, and held-button inputs before attempting character finishers.
For a first completion, choose Novice. Use Warrior or Master only when you want the longer tower.
Treat Cyber Smoke startup activation, Stealth Select, menu cheats, and Versus Kodes as optional tests separate from normal ladder completion.
When researching or testing finishers, record the required range, held buttons, release point, stage, and visual confirmation. Do not replace unresolved SNES details with arcade or Ultimate Mortal Kombat 3 commands.
System & Controls — SNES default mapping, runs, holds and distances
Set the original North American SNES release to its default control layout before practicing moves. Mortal Kombat 3 uses a dedicated Block button instead of holding Back, and the four attacks occupy the face buttons. The [Run] button drives the run meter and is also used in many combo and finisher commands. Directions are relative to the opponent: [Forward] means toward them and [Back] means away. Distance labels are practical positioning instructions, so establish the correct spacing before entering a special move or finisher.
Confirm the default SNES attack layout
The default USA SNES arrangement is for , for , for , for , for and for . The D-pad handles movement: jumps, crouches, and the horizontal directions walk toward or away from the opponent. Use these physical-button labels throughout the guide.
Before a ladder attempt, test each button in a versus match or from the options screen. Original controllers, replacement pads, adapters and emulators can introduce different button assignments or unreliable shoulder-button input. Do not assume an adapter preserves the cartridge's default layout.
- =
- =
- =
- =
- =
- =
Use Block, Start and Select
Press to block. Holding does not block, so players coming from Street Fighter-style controls must change that habit. Keep held while defending, then release it before attempting a normal attack or a command that requires another held button.
begins selected modes and pauses the match when pausing is enabled. Use again to resume. is not part of the normal combat layout and is not needed for ordinary attacks, blocking or running. If a particular secret or menu procedure explicitly names , use it only on that stated screen rather than treating it as a combat button.
- Use for Block instead of holding .
- Use to begin or pause when the game permits it.
- Do not substitute for an attack, Block or Run input.
Run without wasting the meter
Hold and together to move quickly toward the opponent. The run meter decreases while the character runs and can also decrease during combo activity. Release when the approach has reached the intended distance instead of continuing until the character stops automatically.
The safest use of Run is after a normal attack, launcher or combo opener has connected. Confirm that the hit landed before committing to a run-linked sequence. If the opponent blocked, stop the approach, remain outside immediate throw range or return to neutral. Spending the remaining run resource on a predictable blocked sequence can leave you unable to complete the next confirmed combo.
- Hold + to advance.
- Release before the meter is exhausted.
- Reserve enough run resource for the planned combo continuation.
- Do not assume a blocked opener is safe to extend automatically.
Measure close and sweep range
Close means the fighters are touching or nearly touching. Use this position for throws, point-blank attacks and finishers marked close. If the opponent is pushed away by the final hit of a round, walk forward before entering a close finisher command.
Sweep means the opponent is just outside normal throw distance, at the spacing commonly used for a sweep attack. Do not stand directly beside the opponent when a move list specifies sweep range. Take a small step backward or let the opponent's position settle, then enter the command.
- Close: touching or nearly touching; use for throws and close finishers.
- Sweep: just outside throw range; use for sweep-distance commands.
- Reposition after the final hit if the opponent is no longer at the required distance.
Measure jumping and full-screen distance
Jumping distance, also called half-screen in move references, is approximately the gap from which a forward jump can reach the opponent. It is not the same as standing beside the opponent or starting at the far edge. Walk until one forward jump would plausibly connect, then enter commands marked half-screen or jumping distance.
Full-screen means the fighters are separated by nearly the maximum stage distance. Back away until there is substantial space between the sprites before entering a full-screen command. Stage boundaries can make exact spacing inconsistent, so use the move list's wording and avoid pressing the attack button early while still walking.
- Jumping or half-screen: roughly one forward jump away.
- Full-screen: near opposite stage edges.
- Walk into position before starting the command sequence.
Reverse horizontal directions when sides change
Move to the left side and test a command such as , , then an attack button. When the fighters cross, reverse the horizontal direction: always points toward the opponent and always points away. On the right side of the screen, is the screen-left direction; on the left side, is screen-right.
For a held command, press and keep the required button depressed while entering the directional sequence, then release it only where the move instruction says to release it. If a command fails, first reset the spacing and facing, then repeat it cleanly instead of rapidly repeating the entire input.
- Translate and according to facing.
- Keep held buttons depressed through the directional sequence.
- Reset spacing and facing before retrying a failed command.
Before you move on
- In a match, confirm that [Y], [B], [X] and [A] produce the four default attacks.
- Hold [L] while an opponent attacks and confirm that the character blocks instead of walking backward.
- Hold [Forward] + [Run] briefly and verify that the character runs and the run meter decreases.
- Test one directional command while standing on each side of the opponent, reversing [Forward] and [Back] after crossing.
- Practice identifying close, sweep, jumping or half-screen, and full-screen positions before attempting any distance-based finisher.
Core mechanics: Run, throws, combo system and damage management
Mortal Kombat 3 adds a Run button, a Run meter and chain-style combos to the earlier Mortal Kombat formula. On the North American SNES release, [Y] is High Punch, [B] is Low Punch, [X] is High Kick, [A] is Low Kick, [L] is Block and [R] is Run. Hold [Forward] + [R] to run; the Run meter drains while moving and during combo activity. Use Run to close distance or continue a confirmed chain, not as a substitute for neutral footwork. Throws require close range and use [B]. Block unsafe attacks until their active animation ends, then punish the recovery with the fastest attack that reaches. Favor short, repeatable strings over unverified arcade routes, especially when a dropped combo leaves you close enough to be punished.
1. Set the exact SNES control layout
Use the original North American SNES control terminology throughout practice. The default attack mapping is for High Punch, for Low Punch, for High Kick and for Low Kick. The left shoulder button, , is Block, and the right shoulder button, , is Run. jumps, crouches, and the D-pad moves the fighter. If your controller or emulator has been remapped, verify the assignment in the options or controller configuration before practicing commands.
Direction inputs are relative to the fighter’s facing. means toward the opponent and means away from the opponent. When the fighters cross sides, reverse those directions. This matters for every special move, run approach and finisher input.
- Confirm High Punch, Low Punch, High Kick and Low Kick.
- Confirm blocks and activates Run.
- Practice walking in both directions and reverse / after crossing the opponent.
2. Understand Run movement and resource use
To run toward the opponent, hold + . The Run meter drains while the character runs, and combo activity also consumes Run resource. Running is therefore a limited approach and conversion tool rather than a permanent movement mode. Do not hold throughout neutral exchanges; walk, crouch or jump when you can reach the opponent without spending the meter.
Use Run after a confirmed hit when the character’s chain or follow-up requires forward movement. A practical sequence is jump-in or close normal, compact button string, then the character’s tested special or knockdown ender. If the opening is blocked, stop the sequence and return to defense unless the specific string has been verified as safe. The SNES game uses its own timing and can differ from arcade combo demonstrations, so do not assume a long arcade route will connect or preserve the same damage.
- Run only when closing distance or continuing a confirmed conversion.
- Watch the meter after running and after performing a long combo.
- Test every extended route against a blocking CPU before using it in a match.
3. Build combos from confirmed hits
Mortal Kombat 3 uses predefined chain-style button sequences. These are not universal free-form cancels: the correct buttons and timing depend on the character’s move list. Begin with one reliable opener, such as a jump kick, close normal or character-specific launcher. Enter the listed follow-up buttons in a compact rhythm rather than waiting for each animation to finish as if starting a new attack.
For a beginner route, use one opener, one short chain and one tested special-move finish. A shorter conversion is preferable when it consistently connects and leaves the opponent knocked down or at a manageable distance. Add an extra hit only after confirming that the sequence still works outside the corner and does not require more Run resource than you can spare for the next approach.
- Choose one opener that reaches from close or jump-in range.
- Practice the exact character string without adding improvisational buttons.
- Finish with a special or knockdown option only after the chain visibly connects.
4. Punish blocked attacks after recovery
Blocking is a timing decision, not an automatic punish. Hold through the opponent’s active attack and wait until the move has visibly ended. Then release and use the fastest normal or special that reaches the opponent’s recovery position. At close range, try a quick or attack first. At sweep distance, walk forward before attacking or use a move with enough reach; do not spend Run unless the punish requires it.
Projectiles and advancing specials may leave different amounts of space after they finish. If your attack whiffs, do not immediately repeat it. Block or walk back to neutral, then test a longer-reaching normal or a faster approach. Exact frame data for this SNES port is not established here, so rely on visible recovery and repeatable in-game testing rather than a supposed universal punish window.
- Block the complete move instead of attacking during its active frames.
- Choose a close normal for nearby recovery and a reaching attack for distant recovery.
- If the punish misses, reset spacing rather than mashing another attack.
5. Use throws only at close range
The SNES default button is Low Punch and also performs a close throw when the fighter is within throw range. A throw cannot be started from sweep distance. Walk or run until the fighters are nearly overlapping, then press . Throws are most useful after the opponent has shown a habit of blocking grounded attacks or waiting for a high-low decision.
Do not treat every approach as a throw attempt. If the opponent jumps, attacks during your approach or remains outside range, block or use an anti-air response instead. After a missed throw, immediately defend because the failed attempt leaves you vulnerable. A practical conditioning pattern is close normal, slight pause, throw; alternate it with a completed chain so the opponent cannot block every approach without taking a risk.
- Confirm the fighters are nearly touching before pressing .
- Use throws against passive blocking, not from mid-screen.
- After a whiffed throw, block or retreat instead of pressing another slow attack.
6. Manage knockdowns and wake-up exchanges
After knocking the opponent down, choose one plan: time a grounded attack as they rise, approach for a throw, jump in, or retreat and prepare to punish a wake-up action. The attack must be practiced against the character and distance involved; do not assume every normal meaties safely or that every character has an invulnerable reversal. Leave enough space to block if your timing is late.
When you are knocked down, holding during the rise is the safest default while you identify the opponent’s timing. Once their attack or throw attempt has ended, use a fast normal, jump away or return to neutral. Panic attacks pressed before the fighter is ready often lose to a properly timed grounded attack.
- Practice one timed grounded attack and one retreat after a knockdown.
- Hold on your own wake-up until the opponent’s pattern is clear.
- Do not rely on assumed invulnerability or arcade-specific reversal behavior.
7. Recover from a dropped combo and preserve damage
If a combo drops, stop pressing buttons and defend. Walk back to sweep distance, where both fighters have room to react, then restart neutral. Diagnose one cause: the opener missed, the Run approach began too late, the button string was entered too slowly, or the follow-up was attempted from the wrong distance. Correct that cause before replacing the entire route.
Damage bookkeeping matters because longer chains can consume Run resource and may give less practical value if they leave you out of position. Prefer a confirmed short chain into a knockdown or special move over a maximum-damage route that works only in a corner or against a helpless opponent. Preserve enough Run resource to escape pressure or convert the next clean opening.
- After a drop, block and return to sweep distance.
- Test the opener, Run timing and follow-up timing separately.
- Use the shortest route that reliably connects and leaves a useful position.
Before you move on
- You can identify [Y], [B], [X], [A], [L] and [R] on the original SNES control layout.
- You can run with [Forward] + [R] and observe the Run meter decrease.
- You can perform one character-specific short chain from a confirmed opener.
- You can block an unsafe attack, wait for its recovery and punish with an attack that reaches.
- You can throw with [B] only when standing close enough for the throw to connect.
- You can reset to sweep distance after a dropped combo and explain whether the failure came from spacing, Run timing or button timing.
- You can describe Run as a limited movement and combo resource rather than an unlimited approach option.
Finishers and Stage Fatalities — SNES availability, ranges and hold rules
The original North American SNES release supports character Fatalities, Friendships, Babalities, Mercies, Animalities, and Stage Fatalities. Stage Fatalities are available on The Subway, Shao Kahn's Tower, and The Pit III. Each character has separate commands and range requirements, and documented SNES revisions can differ in individual inputs, so use the move entry that matches the cartridge revision. Friendships and Babalities require a clean winning round without pressing [Block]. Animalities require a round-three victory, a successful Mercy, defeat of the revived opponent, and a second Finish Him or Finish Her prompt. Brutalities are not available in original Mortal Kombat 3. Direction inputs are relative to the fighter's facing, and held buttons must remain held until the listed release point.
1. Confirm the finisher categories available on the retail SNES cartridge
The original North American SNES version includes six finisher categories: character Fatalities, Friendships, Babalities, Mercies, Animalities, and Stage Fatalities. Use the selected fighter's SNES move entry for every command. Do not replace it with an arcade, Genesis, PlayStation, Ultimate Mortal Kombat 3, or Mortal Kombat Trilogy input. The SNES move references document button sequences, directional sequences, held-button commands, and commands that use or as inputs.
Brutalities are not part of original Mortal Kombat 3. If a move list labels a Brutality, or lists a finisher belonging to Ultimate Mortal Kombat 3 or a later compilation, exclude it from the SNES checklist. Also watch for revision notes: some surviving SNES references distinguish revision 1.0 from later revisions, including different Mercy or Stage Fatality commands. When the cartridge revision is not established, do not present a revision-specific alternative as universal.
- Available: character Fatalities.
- Available: Friendships.
- Available: Babalities.
- Available: Mercies.
- Available: Animalities after a successful Mercy.
- Available: Stage Fatalities.
- Unavailable: Brutalities in original Mortal Kombat 3.
- Use the exact SNES move entry for the cartridge revision.
2. Select a valid Stage Fatality arena
The three Stage Fatality arenas for the original SNES release are The Subway, Shao Kahn's Tower, and The Pit III. The Subway sends the defeated opponent toward the tracks, Shao Kahn's Tower sends the opponent from the tower onto spikes, and The Pit III uses the rotating-blade hazard. No other arena should be recorded as a Stage Fatality location for this edition.
A Stage Fatality is character-specific. Defeat the opponent in one of the three valid arenas, wait for Finish Him or Finish Her, and enter the selected fighter's Stage Fatality command at its documented range. On The Subway, avoid using an uppercut immediately before the prompt if it sends the opponent upward to The Street; once the fight has moved to that linked arena, the Subway Stage Fatality is no longer available.
Check facing after a cross-up. and always describe movement relative to the fighter performing the finisher, not fixed left and right positions on the screen.
- Use The Subway, Shao Kahn's Tower, or The Pit III.
- Use the selected fighter's SNES Stage Fatality command.
- Confirm the move's required range before entering it.
- Do not use an unrelated arena.
- Do not uppercut the opponent out of The Subway before attempting its finisher.
- Reverse and after a side switch.
3. Qualify a Friendship or Babality
For a Babality, win the qualifying round without pressing , then enter the fighter's Babality command during the resulting Finish Him or Finish Her prompt. For a Friendship, the same no- requirement applies to the round that produces the final prompt. Earlier rounds do not create the restriction, but pressing during the decisive winning round invalidates that attempt.
The command and range remain separate for each finisher. Do not assume that a Friendship can be changed into a Babality by substituting a different final button. If the restriction was broken, finish the opponent normally and establish another clean winning round rather than trying to force the finisher at the same prompt.
- Win the qualifying round.
- Do not press during that winning round.
- Wait for Finish Him or Finish Her.
- Use the selected fighter's exact SNES command.
- Observe the listed distance and any hold or release instruction.
4. Perform Mercy before an Animality
An Animality requires the match to reach round three, with the opponent having won one round and the player winning the deciding round. At the first Finish Him or Finish Her prompt, move outside close range, hold , and perform the documented sequence until the Mercy animation appears. Exact references differ on the number and ordering of repeated inputs across revisions, so do not publish or rely on one universal count unless it matches the cartridge revision. The animation confirms success.
Mercy revives the opponent with limited health. Defeat that revived opponent again, wait for the second Finish Him or Finish Her prompt, and then enter the selected fighter's Animality command. A failed Mercy cannot be converted into an Animality attempt. Some character and revision notes contain special limitations, so check the fighter's exact entry before practicing the sequence.
- The opponent won one round.
- The match reached round three.
- You won the deciding round.
- You moved outside close range.
- remained held for the Mercy input.
- The Mercy animation appeared.
- You defeated the revived opponent.
- You entered Animality at the second prompt.
5. Practice and recover from failed inputs
Use Versus Kombat with a second controller to rehearse ordinary Fatalities, Friendships, Babalities, and Stage Fatalities. Choose The Subway, Shao Kahn's Tower, or The Pit III when practicing a Stage Fatality. Before the final hit, place the fighters at the required distance; after Finish Him or Finish Her appears, stop moving and enter one complete command. Repeat the match when you need another attempt rather than changing several input variables at once.
When a finisher fails, inspect the setup in this order: correct arena, correct facing, correct range, command sequence, held-button duration, and release timing. A cross-up reverses and . A jump, uppercut, or other position-changing attack can spoil the range. Practice Mercy separately from the Animality command, and restart the round sequence after a failed Mercy. Keep a written note of the cartridge revision and the exact move table used, especially if a command conflicts with another SNES reference.
- Practice from the Finish Him or Finish Her prompt.
- Recreate the required range before every attempt.
- Use only the three SNES Stage Fatality arenas.
- Check facing after cross-ups.
- Check every hold and release instruction.
- Restart after a failed Mercy.
- Match the command to the cartridge revision.
- Exclude Brutalities and later-port finishers.
Before you move on
- A verified character Fatality, Friendship, or Babality activates from Finish Him or Finish Her using the matching SNES move entry.
- Mercy succeeds after the round-three condition, with [Run] held outside close range and the revision-appropriate directional sequence.
- The revived opponent is defeated before Animality is attempted at the second prompt.
- A Stage Fatality activates in The Subway, Shao Kahn's Tower, or The Pit III using the selected character's verified command and range.
- Held-button commands follow the documented press, hold, and release behavior.
- Brutalities are excluded from the original Mortal Kombat 3 SNES finisher list.
- No command from a later port, prototype, or Ultimate Mortal Kombat 3 is recorded as the retail SNES input.
Boss selection, Kodes and SNES secrets
The original North American SNES Mortal Kombat 3 release separates selectable Cyber Smoke, Stealth Select, menu cheats, Versus Kombat Kodes and normal one-player progression. Cyber Smoke is activated through the opening-screen input sequence reported for this cartridge and is confirmed when Smoke walks across the Mortal Kombat 3 logo screen. Stealth Select only conceals the fighter cursor, and exact-SNES references disagree about rotation direction and whether [Select] must be pressed, so verify that procedure on the specific cartridge rather than treating one variation as universal. Versus Kombat Kodes create winner-fights encounters in two-player play. They do not replace the normal tower or turn Motaro and Shao Kahn into ordinary roster selections.
1. Activate selectable Cyber Smoke from the opening screens
Power on the original North American SNES cartridge and begin at the opening copyright sequence. Hold [Left]+ on the first copyright screen. When the Williams screen appears, release that combination and hold [Right]+. When the quote screen reading “There is no knowledge that is not power” appears, change to + and continue holding until the Mortal Kombat 3 logo screen appears.
The reported confirmation is Smoke walking across the screen containing the MK3 emblem. Continue to character select and check that Cyber Smoke can be chosen. This activation is separate from Stealth Select and from the six-position Versus Kombat Kodes. If Smoke does not appear, reset the cartridge and repeat the sequence, changing combinations only when the named opening screen appears. Do not substitute the 010-696 Ultimate Mortal Kombat 3-style entry for this original SNES procedure.
- Copyright screen: hold [Left]+.
- Williams screen: change to [Right]+.
- Quote screen: change to +.
- Confirmation: Smoke walks across the MK3 logo screen.
- Character select: verify that Cyber Smoke is available.
2. Treat Stealth Select as a disputed cursor-hiding technique
At character select, Stealth Select is intended to hide the fighter cursor from the other player while preserving directional cursor sounds. The exact-SNES references do not agree on the complete input: one reports Player 1 rotating counterclockwise and Player 2 rotating clockwise, while another reports the opposite directions and adds a press after each rotation. Because the disagreement concerns both direction and confirmation input, do not publish or rely on one version as universally correct for every cartridge, revision or controller.
To test it, use two original controllers if available, perform the rapid full-circle rotations described by the reference you are checking, and test both with and without the reported confirmation if the first attempt fails. Confirm success only when the cursor disappears but directional movement sounds remain. Move by sound and press an action button to choose. Stealth Select does not unlock Cyber Smoke, reveal Motaro or Shao Kahn, alter the one-player tower or add another character.
- Use the exact cartridge and controller setup being documented.
- Compare the conflicting SNES rotation instructions before testing.
- Check whether is required on that setup.
- Success: cursor disappears while movement sounds remain.
- Do not treat Stealth Select as a character unlock.
3. Enter the verified SNES Versus Kombat Kodes
Use two-player Versus mode and remain on the six-symbol Kombat Kode display before the match begins. Each player controls three symbol positions. On the SNES layout, , and advance the respective positions; holding while pressing the relevant symbol button can cycle a position backward when correcting an entry. Enter and inspect all six positions before starting the match.
The documented encounter codes are 205-205 for Smoke, 969-141 for Motaro, 769-342 for Noob Saibot and 033-564 for Shao Kahn. These are winner-fights codes: after the first round, the winner proceeds to the coded opponent while the defeated player stops. They do not replace the one-player ladder and do not make Motaro or Shao Kahn ordinary character-select options.
- Smoke encounter: 205-205.
- Motaro encounter: 969-141.
- Noob Saibot encounter: 769-342.
- Shao Kahn encounter: 033-564.
- Check both three-symbol halves before starting.
- Finish round one to trigger the encounter.
4. Keep menu cheats and hidden-stage tests separate
Kool Stuff, Kooler Stuff and Scott’s Stuff are separate menu-entry systems, not Stealth Select and not the Versus Kombat Kode display. A menu option may expose special two-player functions, but it does not convert a boss into a normal one-player character or replace the regular route through the tower, Motaro and Shao Kahn.
The 205-205 Smoke encounter can also lead to the hidden portal presentation in two-player play when selectable Smoke has not been activated. If the portal does not appear, test from a fresh reset without activating Cyber Smoke first, re-enter the code and complete the first round. Do not confuse this optional Versus test with normal campaign completion.
- Keep menu cheats, Stealth Select and Versus Kodes separate.
- Do not treat a two-player boss encounter as a one-player unlock.
- Test the hidden Smoke portal before activating selectable Smoke.
- Re-enter failed codes from a fresh Versus screen.
- Keep ordinary tower completion separate from all secret tests.
Before you move on
- The opening-screen sequence causes Smoke to walk across the Mortal Kombat 3 logo screen and Cyber Smoke is available at character select.
- Stealth Select has been tested on the exact cartridge with the conflicting rotation and [Select] procedures treated as reference-specific rather than universal.
- 205-205 sends the first-round winner to Smoke in two-player Versus mode.
- 969-141, 769-342 and 033-564 send the first-round winner to Motaro, Noob Saibot and Shao Kahn.
- A failed code has been re-entered from a fresh Versus screen with all six positions checked.
- The normal one-player route remains separate: regular opponents, Motaro, Shao Kahn and the selected fighter’s victory presentation.
References for this chapter
- Mortal Kombat 3 - Move List and Guide - Super Nintendo - By WorknMan-rat
- Mortal Kombat 3 Cheats, Codes, and Secrets for Super Nintendo
- Mortal Kombat 3 - Move List and Guide - Super Nintendo - By Sour
- Mortal Kombat 3 — Move List and Guide — Super Nintendo — By Naru2005
- Super NES tips, codes, hints, cheats: Mortal Kombat 3
- Mortal Kombat 3 (USA) SNES Instruction Manual
Training regimen and combo construction — safe starters, corner carry and meterless conversions
Mortal Kombat 3 on SNES has no dedicated training room, so use Arcade mode for solo repetition or Versus mode with a second controller for controlled blocking tests. Begin with each fighter’s verified short combo strings, then add a Run approach or special-move conversion only when the character’s SNES move list confirms it. The default mapping is [Y] High Punch, [B] Low Punch, [X] High Kick, [A] Low Kick, [L] Block, and [R] Run. Practice from close range first, then sweep distance and corner positions. A combo counter confirms that hits connected; it does not prove that the sequence is safe when blocked. Each character chapter needs at least three verified routes, tested through the same five-pass routine: standing close, sweep-distance approach, jump-in opener, defender holding Block, and three consecutive clean repetitions.
1. Prepare the SNES practice setup
Use Arcade mode on the lowest practical difficulty when you need repeated attempts against a standing opponent. Use Versus mode when a second controller is available and you need a defender to hold . The original SNES release does not provide a dedicated training room with selectable reset positions, so record the starting distance and restart the exchange manually after each attempt.
The default SNES controls are for High Punch, for Low Punch, for High Kick, for Low Kick, for Block, and for Run. Direction inputs are relative to the fighter’s current facing: moves toward the opponent and moves away. Use to initiate a Run approach, but release it before practicing a normal-only string unless the listed route specifically includes Run movement or a held Run input.
Treat close range as standing distance where a normal attack connects without walking forward. Sweep distance is the spacing where a grounded sweep can connect. Jump distance is the separation normally covered by a jump-in attack, and full-screen is the farthest practical spacing on the stage. Test routes at their listed distance rather than assuming every string begins point-blank.
- Confirm =High Punch, =Low Punch, =High Kick, =Low Kick, =Block, and =Run.
- Use Arcade for solo repetition or Versus for controlled blocking tests.
- Write down whether each route is close, sweep-distance, jump-in, corner-dependent, or position-independent.
2. Learn verified short strings before adding Run movement
Enter normal strings as quick button links rather than waiting for every animation to finish. Start with the shortest listed route for the character, then add longer links only after the shorter version connects consistently. If the first attack is blocked, stop entering the sequence and defend; a combo that works against a stationary opponent is not automatically safe against a blocking opponent.
Cyrax has three clear SNES practice routes: , , for three hits; , , , for four hits; and , , , , , + for six hits. These are close-range normal strings. His grenade routes are separate conversions: a close or far grenade can be followed by a listed kick, punch, crouching attack, or + depending on distance and the grenade used.
Liu Kang’s verified examples are , for two hits; , , , for four hits; , , , , , for six hits; and , , , , , , for seven hits. Here remains the physical Block button because the SNES combo notation includes Block as part of the dial-in sequence. Do not substitute or reinterpret as Low Punch.
- Practice each route from close range before attempting a Run approach.
- Use the exact physical button sequence listed for the SNES version.
- If the opener is blocked, stop the route and return to defense.
3. Add Run approaches and corner carry carefully
After a short string is reliable, begin from sweep distance and use the minimum movement needed to enter normal range. Run is a limited resource, and the game’s combo system is built around using Run to close distance and link attacks. Do not hold automatically through every string: unnecessary Run movement can leave you with less resource for the intended route and can make the opener arrive at the wrong spacing.
Practice the same route in mid-screen and with the opponent already near the corner. Corner position can change whether a follow-up reaches, whiffs, or pushes the opponent into a wall. A route that carries the opponent to the corner is confirmed damage only when the opening attack connects; on block, stop at the first point where the defender can act and avoid treating the sequence as guaranteed.
Add special moves only after the normal route is stable. For Cyrax, first confirm the grenade itself, then test one listed follow-up at the correct close or far distance. Do not use a grenade conversion as proof that every character can cancel a normal into a special move. Each character’s combo table must be followed independently.
- Use the shortest Run approach that reaches attack range.
- Repeat routes both mid-screen and near the corner.
- Label special-move follow-ups as confirmed only when a defending player cannot block them after the initial hit.
4. Apply the five-pass consistency test
Test every route supplied by a character chapter through five passes. Pass one is a standing opponent at close range. Pass two begins at sweep distance and permits only the necessary walk or Run approach. Pass three begins with a jump-in attack. Pass four uses a defender holding so you learn whether the opener is blocked and where the sequence must stop. Pass five requires three consecutive clean repetitions from the route’s intended starting distance.
Record the result as confirmed combo, pressure string, movement approach, or corner-dependent route. The hit counter confirms connected attacks, but it does not establish block safety. A string that produces six hits against an idle opponent may still be punishable when the first attack is blocked or when the final link misses outside the correct position.
- Test close range, sweep-distance approach, jump-in, blocking, and three consecutive clean repetitions.
- Mark whether the route is guaranteed, pressure-only, or position-dependent.
- Do not call a route safe merely because it displays a combo count.
5. Recover after a dropped combo
When a link misses, stop pressing attack buttons and hold . Use to create space if the opponent is standing, aiming for roughly sweep distance before trying again. Continuing to press buttons or holding can turn a dropped combo into a punishable exchange.
If the opponent is knocked down, do not automatically run forward. Watch the wake-up and choose one deliberate action: block, retreat, or approach with a single normal. Restart only after both fighters have left hit-stun and the spacing matches the route’s requirement. The purpose of practice is not merely to produce a high hit count; it is to recognize why the route failed and reproduce it from the correct distance.
- After a drop, stop attacking and defend.
- Reset to sweep distance before repeating the route.
- Restart only when both fighters are out of hit-stun and the intended spacing is restored.
Before you move on
- For every character chapter, complete at least three routes that are explicitly verified for the original SNES release.
- Run each selected route through the five-pass test: close range, sweep-distance approach, jump-in, blocking, and three consecutive clean repetitions.
- Identify whether each practiced route is confirmed damage, pressure-only, movement-based, or corner-dependent.
- Use [R] deliberately rather than holding it automatically through every sequence.
- After a dropped attempt, block, reset to sweep distance, and reproduce the route from its correct starting position.
Advanced neutral, pressure and reversal options; match-up framework
Mortal Kombat 3 on the original North American SNES release rewards deliberate movement, short confirms, and disciplined defense. Use Run to close a confirmed gap or extend a practiced string, not as a blind full-screen approach. At sweep distance, watch whether the opponent wants to jump, throw, zone, or run in, then answer with the least committal tool available: an anti-air, Block, a poke, a projectile, or a throw. Use punish tests instead of importing arcade or Ultimate Mortal Kombat 3 timing claims. The Subway, Shao Kahn's Tower, and The Pit III are the verified Stage Fatality arenas for this release. Stage Fatalities are optional and are not required to complete the normal ladder.
Establish spacing and identify the first approach
Begin near sweep distance: close enough for a long normal or advancing special to matter, but outside ordinary throw range. Close means a normal attack or throw can connect immediately. Sweep distance is just beyond ordinary throw range. Jump distance is the range from which a forward jump can reach the opponent. Full-screen distance is where ordinary close attacks cannot connect without movement.
For the first few seconds, avoid running forward automatically. Walk, Block, and observe. If the opponent repeatedly jumps from the same distance, stand just outside that approach range and prepare an anti-air. If they throw projectiles, advance behind Block. If they retreat while blocking, take ground in small steps and attempt a throw only after entering clear throw range.
- Start near sweep distance.
- Watch the first approach before committing to Run.
- Use walking and Block to take space against retreating defenders.
Read Run-ins before pressing
When the opponent begins a Run and you cannot tell whether it will become a normal, string, or special, hold Block rather than pressing immediately. Let the first contact finish. If the attacker stops beside you, use your fastest reliable normal or throw if the range is correct. If they stop outside throw range, use a quick poke. If they whiff in front of you, punish the recovery with the same short normal or a confirmed special.
Against a blocked run string, do not mash several attacks. Test one fast response first. If it is blocked, return to defense. If it connects, add only the follow-up you have practiced. This avoids assuming that an arcade run-cancel route has identical timing on the SNES port.
- Block when the Run's purpose is unclear.
- Use one fast punish after the string ends.
- Use a poke when the attacker stops outside throw range.
- Do not assume every blocked run string gives the same punish.
Punish long-range specials without giving back your turn
After blocking a projectile or advancing special, judge the distance before retaliating. At close range, try a fast normal, throw, or short special that your character can perform consistently. At mid-range, walk forward behind Block and punish the next recovery rather than swinging at empty space. At full-screen distance, do not force a response; return to neutral and make the opponent spend another projectile or approach attempt.
If a special moves the opponent forward, Block until the movement ends, then test the fastest normal in your practice set. If the attack pushes the opponent away, your apparent punish may be out of range. Take space instead and preserve your anti-air or projectile for the next exchange.
- Confirm distance before retaliating.
- Use close normals only when the opponent is still in range.
- Advance behind Block when a direct punish cannot reach.
- Record the fastest successful punish in a five-pass practice test.
Defend against jump-ins and delayed pressure
Stand outside the opponent's preferred jump distance and press your chosen anti-air only after the jump begins. If your anti-air misses at a particular angle, Block the jump-in and contest the landing with a fast normal, throw, or low-risk poke. Do not repeatedly press the anti-air button while the opponent remains grounded; switch back to grounded defense.
After a successful anti-air, expect a change in plan. The opponent may Run, use a low attack, or Block on landing. Take the space gained by the anti-air instead of immediately chasing with a risky special. Against delayed strings, continue Blocking through the first contact and release only when the opponent clearly stops or leaves range.
- Anti-air after the jump commits.
- Block and contest the landing if the angle is unreliable.
- Do not repeat an anti-air input against grounded movement.
- Treat a blocked jump-in as a spacing reset, not an automatic turn to mash.
Switch plans against zoning and rushdown
Against zoning, advance in short guarded steps. Jump only when the projectile pattern is predictable and the landing will not place you into a prepared anti-air or special. Once you reach sweep distance, stop giving ground and threaten a poke, throw, or short Run entry. The aim is to make the zoner choose between retreating, Blocking, and attacking rather than trying to cross the entire screen with one approach.
Against rushdown, give up a small amount of space instead of contesting every entry. Block the first attack, identify whether the opponent delays the next hit, and punish a clear gap or whiff. If repeated run-ins are followed by Block, walk forward and throw once you have entered throw range. If the opponent jumps away after being blocked, take the vacant space rather than pursuing blindly.
- Advance behind Block against projectiles.
- Use a throw after repeated run-in pressure becomes defensive.
- Take space when a rushdown player retreats.
- Change only one major answer between rounds so the result is measurable.
Use reversal attempts selectively
Do not treat every wake-up or blocked attack as a guaranteed reversal opportunity. First identify whether your character's tested special can reach, whether the opponent remains in range, and whether the move is safe enough to justify the attempt. If you have not verified the timing on the SNES version, use Block, back-walk, or a fast normal instead of relying on arcade-specific invulnerability claims.
A practical defensive sequence is Block first, then punish only after the opponent's attack or Run string has clearly ended. If the opponent begins delaying attacks to catch your response, stop pressing and return to Block. If they begin Blocking after every approach, walk into throw range and throw rather than forcing a special.
- Do not assume arcade reversal properties apply to SNES.
- Block first when the opponent's timing is unclear.
- Use a reversal only after testing its range and recovery.
- Counter delayed pressure by waiting, then punish the confirmed gap.
Practice the two-step punish routine
Choose one opponent special and one run-in pattern to test. First, Block the attack five times without pressing. Second, after the attack ends, try your fastest normal or throw five times. If the response misses, repeat from the same distance and replace it with a poke or short special. This establishes whether the punish failed because of timing or because the opponent was out of range.
Repeat the test after moving one character-width farther away. A response that works at close range may fail at sweep distance. Keep the shorter, repeatable punish for matches and reserve longer follow-ups for situations where the opening is obvious and the spacing is stable.
- Test one blocked special at close range.
- Test the same punish at sweep distance.
- Separate timing failures from range failures.
- Use the shortest reliable conversion during matches.
Select stages and control the tempo
For ordinary matches, choose a stage that lets you read both characters clearly and practice spacing without distraction. On the original North American SNES release, The Subway, Shao Kahn's Tower, and The Pit III support Stage Fatalities. To practice one, defeat the opponent, confirm that the match is on one of those three arenas, move to the required character-specific range, and enter that character's Stage Fatality command during the finishing window. The command and distance vary by fighter, so consult the exact move entry for the selected character.
Stage Fatalities are demonstrations, not progression requirements. They do not replace defeating the regular tower opponents, Motaro, and Shao Kahn in a normal Choose Your Destiny run. For competitive practice, use stage selection to separate ordinary spacing drills from finisher attempts, and do not assume a Stage Fatality is available on an arena outside the verified three-stage list.
Use the first round to record one habit: preferred jump distance, Run length, projectile timing, or Blocking after contact. In the next round, change one major answer. Hold ground against a runner, advance against a zoner, or throw after repeated Blocking. This produces a deliberate adaptation instead of a random pace change.
- Use The Subway, Shao Kahn's Tower, or The Pit III when practicing a Stage Fatality.
- Move to the character-specific required range before entering the command.
- Treat Stage Fatalities as optional demonstrations.
- Do not expect a Stage Fatality on an unlisted arena.
- Use round one to identify one repeatable habit.
- Change one major defensive or spacing answer in round two.
Before you move on
- You can identify close, sweep, jump, and full-screen distance while watching an opponent's position.
- You can Block an unclear run-in, wait for its result, and choose one normal, throw, poke, or special response.
- You can punish a close blocked special without swinging when the opponent is out of range.
- You can stop a run-in, jump-in, and projectile approach with three different defensive answers.
- You can distinguish a timing mistake from a range mistake after repeating a punish test at two distances.
- You can identify The Subway, Shao Kahn's Tower, and The Pit III as the supported Stage Fatality arenas for this release.
- You can complete a round-one observation and apply one deliberate adjustment in round two.
- You can finish a normal ladder without performing a Stage Fatality.
Boss tactics and how to reach the SNES ending
Choose Your Destiny offers Novice, Warrior, and Master routes with six, eight, or ten regular opponents before the fixed final sequence: Motaro, then Shao Kahn. Motaro is difficult to approach with ordinary projectiles, can teleport, can reflect or defeat many projectile attempts, and threatens with a close-range grab. Use jump kicks, quick grounded attacks, short confirmed combos, and repeated returns to mid-screen range. Do not rely on a standard throw. Shao Kahn uses a fast projectile, shoulder attack, upward strike, hammer blow, and taunts. Block his committed attacks, avoid predictable reactions to the projectile, and punish recovery or a nearby taunt. After defeating Shao Kahn, do not reset or leave the game. Allow the selected fighter’s complete victory and ending material to appear. Ordinary fighters should show their victory presentation, introductory character biography, and ending material. Cyber Smoke does not show a separate introductory biography before play, but his ending biography/material is available and must be allowed to finish for completion.
1. Choose a route and prepare your boss answers
Select Novice, Warrior, or Master on the Choose Your Destiny screen. Novice contains six regular opponents, Warrior contains eight, and Master contains ten before the game sends you to Motaro and then Shao Kahn. The regular opponent lineup depends on the selected route, so use the tower to practice general punish timing rather than depending on one memorized order.
Before entering the final fights, confirm three tools with your chosen fighter: one anti-air attack, one short punish sequence, and one reliable knockdown or spacing reset. A compact confirmed combo is preferable to a long run string that drops under pressure. Save enough health to survive an error; the boss fights reward repeatable decisions more than maximum-risk damage attempts.
- Novice: six regular opponents, then Motaro and Shao Kahn.
- Warrior: eight regular opponents, then Motaro and Shao Kahn.
- Master: ten regular opponents, then Motaro and Shao Kahn.
- Prepare an anti-air, short punish, and reset option.
2. Enter Motaro’s range without making projectiles your plan
Motaro’s projectile defense makes ordinary fireball approaches unreliable. Some projectiles are reflected, ignored, or fail to create the opening you expect, so do not stand at full screen and repeatedly throw them. Instead, advance behind movement, wait for Motaro to commit, and use a jump kick when he approaches or finishes an attack.
Keep the fight around mid-screen whenever possible. This leaves room to recognize a teleport, turn toward Motaro after he reappears, and retreat from a blocked approach. If your jump kick connects, use the shortest ground sequence you can confirm and finish with a knockdown or disengage. If the jump kick is blocked, stop pressing and create space rather than automatically extending pressure.
- Do not make ordinary projectiles your main Motaro strategy.
- Use movement, jump kicks, and quick grounded attacks.
- Keep enough room to react to teleport movement.
- Use short confirmed damage after a successful entry.
3. React to the teleport and avoid the close grab
When Motaro disappears, stop committing to slow attacks. Turn toward his new position as soon as he reappears and use a fast normal, jump kick, or uppercut if your fighter is already close enough. The goal is to interrupt his next action or force him to respect your timing, not to begin a long combo before confirming contact.
Motaro’s close-range grab punishes predictable pressure. Enter behind a jump kick or quick advancing normal, then stop attacking if the approach is blocked. Do not plan around a standard close-range throw, which is not a dependable option against him. If Motaro corners you, defend until you can create room with a jump-away kick or a fast grounded attack. Repeated panic specials and stationary button presses give him the opening.
- Turn toward Motaro immediately after a teleport.
- Use a fast attack instead of a slow special after he reappears.
- Stop pressure when your approach is blocked.
- Do not depend on a standard throw.
- Create space before attempting another entry.
4. Win Motaro through repeated small conversions
Motaro is safer to defeat through several modest openings than through one elaborate sequence. A jump kick followed by your shortest reliable ground string is a complete conversion. If your fighter has a freeze, stun, or knockdown special that is confirmed in this SNES version, use it only after the opening attack connects.
When Motaro blocks, end the exchange and return to visible mid-screen range. Make him walk, teleport, or attack first, then punish the recovery. A useful rhythm is enter, confirm, take modest damage, knock him down or disengage, and repeat. If a combo drops, immediately block or retreat instead of trying to repair the sequence with another unsafe special.
- Prefer short confirmed combos.
- Use specials after confirmed hits rather than as blind openings.
- Reset after a blocked approach.
- Repeat safe entries until Motaro is defeated.
5. Fight Shao Kahn around his recovery
Shao Kahn has a fast projectile, forceful physical attacks, an upward strike, a shoulder attack, a hammer blow that can stun, and taunts. His close attacks are dangerous but committed. Stand just outside their practical reach, block when he attacks, and answer the recovery with your fastest reliable punish. Do not jump or use a slow special automatically whenever he fires; a predictable reaction can be caught by the projectile or a follow-up attack.
A nearby taunt gives you a punish opportunity, but do not chase one from full-screen distance. When Shao Kahn advances, let him commit before answering. After your punish connects, take the short confirmed sequence and retreat to a range where you can see the next projectile, shoulder attack, or hammer attempt. If he begins repeating a single approach, keep blocking until the recovery is clear rather than racing to trade damage.
- Block before attempting the punish.
- Respect the fast projectile and hammer stun.
- Punish a taunt only when already within attack range.
- Use short damage sequences and reset afterward.
6. Let the complete ending material play
The required one-player order is the selected route’s regular opponents, Motaro, and then Shao Kahn. Once Shao Kahn’s health is depleted, do not reset, return to the menu, or interrupt the post-battle sequence. Let the victory presentation and all following ending material finish.
For the fourteen ordinary fighters, completion is confirmed by allowing the fighter’s victory presentation, introductory character biography, and ending material to appear. Cyber Smoke is different before play: the exact SNES release does not provide him with a separate introductory biography. That absence is not the completion condition. After Smoke defeats Shao Kahn, allow Smoke’s available ending biography/material to finish in the same way as the rest of the post-battle presentation. Do not stop immediately after the first victory screen.
- Clear the selected Novice, Warrior, or Master tower.
- Defeat Motaro before Shao Kahn.
- Defeat Shao Kahn.
- For an ordinary fighter, watch the victory presentation, introductory biography, and ending material.
- For Cyber Smoke, allow the ending biography/material to finish even though no separate introductory biography appears before play.
Before you move on
- Choose Novice, Warrior, or Master and clear its regular-opponent tower.
- Confirm that the boss order is Motaro, then Shao Kahn.
- Watch the selected fighter’s victory presentation.
- For an ordinary fighter, confirm that the introductory character biography appears.
- Allow the selected fighter’s complete ending biography/material to finish.
- For Cyber Smoke, confirm the ending biography/material after the victory presentation; do not require a separate introductory biography before play.
Liu Kang — strengths, weaknesses, spacing, punishes and finishers (SNES)
Liu Kang is a fast, straightforward SNES fighter who controls mid-screen movement with High and Low Fireballs, checks jumps with quick punches, and converts close openings into reliable dial-a-combos. His Flying Kick punishes obvious recovery and his Bicycle Kick provides a strong confirmed-hit conversion, but both become unsafe when used predictably. Use fireballs from mid-screen, retreat after blocked pressure, and reserve Flying Kick for whiffs or committed specials. The exact-USA-SNES combo reference used here includes short strings and a confirmed 7-hit route: [HP], [HP], [Block], [LK], [LK], [HK], [LK]. Liu Kang’s finishers include two Fatalities, Animality, Friendship, Babality and a Stage Fatality. Friendship requires rapid taps of [Down]+[Run], not three Run presses. Animality requires a successful Mercy first.
Confirm controls and choose Liu Kang’s working distance
Use the default SNES mapping unless the Options screen shows a remap: is , is , is , is , is and is . Direction inputs are relative to Liu Kang’s current facing, so reverse and after crossing the opponent.
At close range, the fighters are touching or nearly touching. Sweep distance is just beyond most close attacks and within normal sweep range. Jump distance is the separation at which a jump-in attack can connect. Full-screen is the widest practical separation. Liu Kang is strongest from mid-screen to close range: throw a High or Low Fireball, advance behind the opponent’s block or retreat if they jump, then use a short string, throw or anti-air. His weakness is predictable zoning; do not throw fireballs on rhythm against a character waiting to counterattack.
- — close range or jump distance — quick close check and practical anti-air.
- — close range — fast interruption and short-string starter.
- — close or sweep-adjacent range — heavier normal for confirming a string.
- — close range — low check and Bicycle Kick charge button.
- + — close or jump distance — uppercut-style anti-air and whiff punish.
- + — sweep distance — sweep for a knockdown and neutral reset.
- at close range — throw — use when the opponent keeps blocking after an advance.
- + or + — forward flip punch — approach option; do not use it blindly against an anti-air.
- + or + — backward flip punch — retreating attack when space is needed.
Use Liu Kang’s complete special-move reference
High Fireball and Low Fireball both use , , but the punch button determines the version. Use High Fireball to check grounded movement and Low Fireball to vary timing. The two projectiles are tools for forcing a decision, not an invitation to stand still and repeat the same motion.
Flying Kick travels forward and is useful after a whiffed normal, a missed projectile or visible recovery from an unsafe special. If the opponent is already blocking, do not use it as a routine approach. Bicycle Kick requires holding for approximately four seconds before releasing it. Charge while retreating, blocking or waiting, then release only after confirming that the opponent is committed.
Air Fireball is entered while airborne with , +. Use it to alter jump timing or make a retreating jump harder to challenge. It is not a replacement for grounded anti-air defense.
- High Fireball — , + — mid-screen or full-screen — control grounded movement.
- Low Fireball — , + — mid-screen or full-screen — vary projectile timing.
- Flying Kick — , + — mid-range — punish visible recovery; unsafe when blocked.
- Bicycle Kick — hold for approximately four seconds, then release — close or mid-range — convert a confirmed opening.
- Air Fireball — while airborne, , + — jump distance — alter jump timing and challenge pursuit.
Build damage from the verified SNES strings
Use these strings as dial-a-combos: once the first hit connects, enter the remaining buttons quickly. The shorter routes are preferable when you are unsure whether the opening was real. The token inside a combo is a timed combo input, not an instruction to remain blocking during neutral.
Start with , and , . Then add the confirmed routes in order. The longest adopted route is , , , , , , . It is more demanding than the short strings, so practice it only after a clean close-range hit. If the first attack is blocked, stop the sequence, hold , and reset to sweep distance instead of completing the string into pressure.
- 2-hit route — , — close range — safest basic confirmed string.
- 2-hit route — , — close range — low-ending starter route.
- 3-hit route — , , — close range — begin practicing the run-linked timing.
- 3-hit route — , , — close range — compact mixed-height sequence.
- 4-hit route — , , , — close range — reliable first extension.
- 4-hit route — , , , — close range — alternative kick-string extension.
- 5-hit route — , , , , — close range — add only after the 4-hit route is consistent.
- 6-hit route — , , , , , — close range — stronger confirmed conversion.
- 7-hit route — , , , , , , — close range — adopted maximum route for this chapter.
Apply the neutral and punish plan in matches
At mid-screen, throw one Fireball and watch the opponent’s response. If they block, walk forward and threaten , throw or , , , . If they jump, stop attacking and use or + as the anti-air. If they whiff a long normal or projectile, use Flying Kick only when the recovery is obvious. Against a blocking opponent, walk close enough to threaten a throw, then retreat if the throw range is not available.
After a dropped combo, do not chase with Flying Kick. Hold , wait for the opponent’s next commitment, and return to sweep distance. From there, restart with a Fireball, anti-air attempt or carefully timed approach. Practice from both screen sides because and reverse after a side switch.
- Pass one: connect , from close range.
- Pass two: connect , , , , , , .
- Pass three: hold for approximately four seconds and release Bicycle Kick only after a confirmed hit.
- Pass four: anti-air a jump from jump distance with or +.
- Pass five: intentionally drop a string, block the CPU response and reset beyond sweep distance.
Perform Liu Kang’s SNES finishers
Fatality 1 is , , , , . Practice it at jumping distance; this is the conservative range supported by the cross-checked SNES move reference. Fatality 2 is performed by holding , entering , , , releasing , then pressing +. It can be performed anywhere on the screen.
Friendship is rapid taps of +. Do not use the earlier , , sequence. Babality is , , +. Do not press during the deciding round if attempting Friendship or Babality.
For Mercy, the match must reach the third round, the opponent must have won a round, Liu Kang must win the deciding round, and Liu Kang must stand outside close range. Hold and press repeatedly until the Mercy animation activates; do not rely on a universal fixed Down count. Defeat the revived opponent, wait for the second Finish Him or Finish Her prompt, then perform Animality with , , at sweep distance.
Liu Kang’s Stage Fatality is , , , at close range. It works on The Subway, Shao Kahn’s Tower and The Pit III. Original SNES Mortal Kombat 3 does not support Brutalities or Red Bicycle Kick.
- Fatality 1 — , , , , — jumping distance practice range.
- Fatality 2 — hold , , , , release , then + — anywhere.
- Animality — , , — sweep distance after Mercy and the second Finish prompt.
- Friendship — rapidly tap + — no during the deciding round.
- Babality — , , + — no during the deciding round.
- Stage Fatality — , , , — close range; The Subway, Shao Kahn’s Tower or The Pit III.
- Brutality — unavailable in original SNES Mortal Kombat 3.
- Red Bicycle Kick — unavailable in original SNES Mortal Kombat 3.
Before you move on
- The default SNES mapping is confirmed: [Y] [HP], [B] [LP], [X] [HK], [A] [LK], [L] [Block] and [R] [Run].
- You can perform High Fireball, Low Fireball, Flying Kick, Air Fireball and the approximately four-second Bicycle Kick charge.
- You can perform all nine adopted Liu Kang combo routes from both screen sides.
- You can stop a blocked string, defend and reset beyond sweep distance.
- You can perform Fatality 1 at jumping distance and Fatality 2 with the held-[Block] procedure anywhere.
- You can perform Friendship with rapid taps of [Down]+[Run].
- You can perform Babality without pressing [Block] during the deciding round.
- You can complete Mercy, defeat the revived opponent and perform Animality at sweep distance.
- You can perform the Stage Fatality at close range on The Subway, Shao Kahn’s Tower or The Pit III.
- You understand that Brutality and Red Bicycle Kick are unavailable in this edition.
References for this chapter
- Mortal Kombat 3 - Move List and Guide - Super Nintendo - By TheHighlander42
- Mortal Kombat 3 — Move List and Guide — Super Nintendo — By SirGalahad
- Mortal Kombat 3 — Move List and Guide — Super Nintendo — By Naru2005
- Mortal Kombat 3 — Move List and Guide — Super Nintendo — By LCappitelli
- Mortal Kombat 3 (USA) SNES Instruction Manual
Kung Lao — hat zoning, pressure strings and finishing inputs (SNES)
Kung Lao controls mid-screen with Hat Throw, then uses Spin, Teleport and close-range strings to punish predictable movement. His hat has recovery, so it is a spacing tool rather than a point-blank pressure button. Confirm a close opening with the short 3-hit or 4-hit string, and use the 7-hit sequence only when the opening is clear. The exact-USA-SNES move references used here list two Fatalities, Tiger Animality, Babality, Friendship and Stage Fatality. Vacuum works from any distance, while Hat Slice requires inside sweep distance. Tiger Animality requires a successful Mercy, a second defeat and the second finishing prompt. All directional inputs are relative to Kung Lao’s facing; reverse [Forward] and [Back] when he changes sides.
1. Set the SNES controls and learn the distance terms
Use the default SNES mapping unless you deliberately changed it: =, =, =, =, = and =. The command labels below refer to attack functions rather than physical button letters. Hold + to run. The Run meter drains while running and during combo sequences, so do not hold continuously during neutral play.
Close means standing beside the opponent. Inside sweep means close enough for a sweep-range attack without necessarily touching. Sweep distance is the normal range at which a sweep reaches. Half-screen is approximately jumping distance, while full-screen is the farthest practical separation. Hat Throw is most useful from sweep to mid-screen spacing, where the opponent must choose whether to block, jump or advance.
- Throw — — close — use only when standing beside the opponent.
- High Punch, Low Punch, High Kick, Low Kick — , , , — normal attacks — use as individual pokes or string inputs.
- Crouching attacks — +, +, +, + — close to sweep range — use for low attacks and interruptions.
- Back + High Kick — + — close or sweep range — use as the final hit in confirmed strings.
2. Control the approach with Hat Throw
Use Hat Throw when the opponent walks forward, recovers from a missed attack or waits at sweep distance. If it connects, walk forward and check whether the opponent remains in hitstun before starting a normal string. The follow-up depends on where the hat connected; it is not an automatic conversion from every distance.
If the opponent blocks the hat, stop or retreat unless the opponent is trapped near the corner. Kung Lao has recovery after the projectile, allowing a nearby opponent to run through it or jump over it. If the opponent repeatedly jumps over Hat Throw, delay the next throw, walk underneath the jump or prepare a standing anti-air attack. Do not throw the hat point-blank as routine pressure.
- Hat Throw — , , — sweep to mid-screen — interrupt approaches and force blocking or jumping.
- Teleport — , — any position — escape the corner or alter timing; avoid predictable repetition.
- Dive Kick — + in the air — descending attack — vary jump timing and punish opponents standing directly below.
- Spin — , , , — close to mid-range — punish whiffs and careless pressure; repeated inputs continue the spin.
3. Use confirmed strings instead of forcing every hat conversion
For a dependable beginner route, land a close normal or a confirmed Hat Throw follow-up, then perform , , +. The timing depends on the distance at which the hat connected. If the first does not reach, abandon the string and block rather than running forward into a counterattack.
The 4-hit sequence is a straightforward close-range pressure route. The 7-hit sequence deals more damage but consumes more Run resources and is easier to drop. None of these strings is guaranteed after a blocked Hat Throw. On block, stop the sequence, walk away or defend against the opponent’s response.
- 3-hit, 19% — , , + — close — basic hit-confirm route.
- 4-hit, 22% — , , , — close — short pressure string when the first punch connects.
- 7-hit, 34% — , , , , , , + — close — use after a clear opening, not as a blind approach.
- Hat conversion drill — Hat Throw, walk forward, confirm contact, then attempt the 3-hit route — spacing-dependent — return to block if the first misses.
4. Punish unsafe attacks and defend the recovery
Use Spin after a blocked or whiffed attack with enough recovery for the command to finish. Do not begin the Spin input while still trapped in blockstun unless the opponent’s move is clearly ending; a blocked Spin leaves Kung Lao vulnerable. From farther away, Hat Throw is the safer punish when the opponent’s recovery is long enough for the hat to reach.
Teleport can escape predictable pressure, but an opponent can wait beneath Kung Lao and attack as he descends. Against jump-ins, use a standing normal, retreat or a properly timed Dive Kick instead of attempting a raw Spin without confirming the distance. Kung Lao’s principal weaknesses are Hat Throw recovery and predictable Teleport use.
- Blocked unsafe close attack — wait until blockstun ends, then , , , — punish with Spin.
- Whiffed mid-range attack — , , — punish recovery with Hat Throw, then advance only after confirming contact.
- Opponent jumps over Hat Throw — stop advancing, defend the landing and use a normal or retreat.
- Blocked string — release , block or walk back — do not assume Kung Lao’s strings cancel indefinitely.
5. Practice the hat game and three confirmed routes
Run a five-pass drill against the CPU. First, stand at sweep distance and perform Hat Throw without advancing. Second, repeat while walking forward only after the hat connects. Third, attempt the 3-hit string after a confirmed hit. Fourth, practice the 4-hit and 7-hit strings from close range without the projectile. Fifth, deliberately allow each string to drop, then block immediately so the recovery habit becomes automatic.
When the CPU jumps over the hat, reset to sweep distance instead of chasing. When the CPU blocks, count the forced block as a defensive success and return to neutral. When a combo drops, stop attacking; do not hide the mistake with a random Teleport or Spin.
- Pass 1 — Hat Throw at sweep distance — verify reach without point-blank recovery exposure.
- Pass 2 — Hat hit, walk forward, no attack — learn the actual advance window.
- Pass 3 — Confirmed hat hit into , , + — stop if the first misses.
- Pass 4 — Close , , , and the 7-hit string — practice without the projectile.
- Pass 5 — Drop each route, immediately press — establish a neutral reset.
6. Finishers and exact SNES conditions
At the Finish Him or Finish Her prompt, face the opponent and use the SNES commands below. Direction inputs are relative to Kung Lao’s facing. Vacuum works at any distance. Hat Slice requires inside sweep distance, so move close enough for a sweep but do not stand directly against the opponent. If a command fails, first correct the range and facing before changing the input sequence.
Tiger Animality requires a successful Mercy. The opponent must be defeated again, and the second Finish Him or Finish Her prompt must appear before the Animality command is entered. Babality and Friendship require winning the deciding round without pressing during that winning round. Stage Fatality is limited to The Subway, Shao Kahn’s Tower and The Pit III in this original SNES release. Kung Lao has no Brutality in this edition.
- Fatality 1, Vacuum — , , , , — any distance — face the opponent before entering the command.
- Fatality 2, Hat Slice — , , , , — inside sweep distance — move into range before starting the sequence.
- Animality, Tiger — , , , , — close — requires Mercy, a second defeat and the second finishing prompt.
- Babality — , , , — win the deciding round without pressing .
- Friendship, Dog Fetch — , , , — win the deciding round without pressing .
- Stage Fatality — , , , , — only on The Subway, Shao Kahn’s Tower or The Pit III.
Before you move on
- You can map [HP], [LP], [HK], [LK], [Block] and [Run] to the default SNES buttons without hesitation.
- You can land Hat Throw from sweep distance, recognize a blocked or jumped hat, and return to defense.
- You can perform the 3-hit, 4-hit and 7-hit strings from close range and immediately block after a dropped route.
- You can punish a clear close-range whiff with Spin without throwing it blindly into block.
- You can execute Vacuum from any distance and Hat Slice at inside sweep distance from either side of the screen.
- You have tested the Mercy prerequisite for Tiger Animality and the no-[Block] deciding-round rule for Babality and Friendship.
- You have confirmed Stage Fatality attempts only on The Subway, Shao Kahn’s Tower or The Pit III.
References for this chapter
- Mortal Kombat 3 — Move List and Guide — Super Nintendo — By Naru2005
- Mortal Kombat 3 - Move List and Guide - Super Nintendo - By Sour
- Mortal Kombat 3 - Move List and Guide - Super Nintendo - By TheHighlander42
- Mortal Kombat 3 — Move List and Guide — Super Nintendo — By SirGalahad
- Mortal Kombat 3 (USA) SNES Instruction Manual
Jax — close-range pressure, throws and anti-air priorities (SNES)
Jax is strongest at close and sweep range, where heavy normals lead into throws, Gotcha Grab, Quadra Slam, or an anti-air Uppercut. Use his missiles to check distant movement rather than as a complete zoning plan: they can be jumped over and punished. Dash Punch is an advancing punish, not a safe approach. Ground Pound can launch a grounded opponent, but the charge leaves Jax exposed if the opponent is free to jump or attack. His reliable SNES route is the seven-hit chain [HK], [HK], [Down]+[HP], [HP], [Block], [LP], [Back]+[HP]. Jax has two Fatalities, Friendship, Babality, Animality, and Stage Fatality. Slice & Dice is close range; Boot Stomp is full-screen. Animality requires Mercy, defeat of the revived opponent, and the second Finish Him or Finish Her prompt.
1. Confirm the SNES controls and establish Jax’s range plan
Use the default SNES mapping: is , is , is , is , is , and is . Direction commands are relative to Jax’s facing. If the opponent crosses behind him, reverse and .
Close range is normal throw distance. Sweep range is just outside throw distance and is the preferred distance for Uppercut, Sweep, and spacing around projectiles. Jump distance is the space covered by a normal forward jump. Full-screen is the maximum ordinary spacing. Begin near sweep range, walk forward behind or , and react to jumps before committing to a special.
- — standing High Punch — close pressure starter.
- — standing Low Punch — fast interrupt and combo link.
- — standing High Kick — string opener.
- — standing Low Kick — low attack and Ground Pound charge button.
- + — Uppercut — primary anti-air and knockdown.
- + — crouching Low Punch — short interrupt.
- + — crouching Low Kick — low poke.
- + — Sweep — knockdown at sweep range.
- + — command back High Punch — combo ender in Jax’s verified seven-hit route.
- Close throw — at normal throw distance — use after blocked pressure or a short walk forward.
- + — Run — advances Jax while is held.
2. Convert openings with Jax’s specials
Single Missile is , , . It checks distant movement and can intercept some airborne approaches, but it is jumpable. Double Missile is , , , , . Use it after creating space or when the opponent is committed to recovery.
Gotcha Grab is , , . Tap repeatedly after the grab connects to add punches. Treat it as a confirmed-hit or punish option, not as a guaranteed answer to a blocking opponent. Dash Punch is , , . Use it after a jump-in or against clearly punishable recovery; a blocked or missed Dash Punch leaves Jax vulnerable.
Ground Pound is performed by holding for about three seconds, then releasing it. The charge is vulnerable, so use it after a knockdown or when the opponent is committed to staying grounded. Backbreaker is while airborne beside the opponent. It is useful against predictable jump attacks, but Jax should normally remain grounded and Uppercut from sweep range.
Quadra Slam begins with a successful close throw; tap repeatedly to add the slams. If the throw misses, stop pressing , block, and reset.
- Single Missile — , , — distant check; jumpable if predictable.
- Double Missile — , , , , — deliberate long-range pressure.
- Gotcha Grab — , , , then tap — grounded conversion.
- Dash Punch — , , — advancing punish.
- Ground Pound — hold about three seconds, then release — committed launch attack.
- Backbreaker — while airborne beside the opponent — anti-jump throw.
- Quadra Slam — close throw, then tap — added throw damage.
3. Practice the verified SNES combo routes
Start with Jax’s verified seven-hit route: , , +, , , , +. Test it after a jump kick or a close standing hit. The first two attacks must connect; if the opening is blocked, stop and return to defense rather than completing the chain automatically.
For a shorter conversion, practice , , +, , , . Use it when the final + is out of range or when you want a simpler knockdown sequence. Practice Quadra Slam separately: confirm the close throw first, then tap rapidly. Do not attempt the follow-up after a whiffed throw.
Run five passes: close range, sweep range, jump-in, blocked opener, and dropped-combo recovery. After a drop, hold , survive the opponent’s response, and walk back to sweep range. Do not improvise Ground Pound or Dash Punch during the recovery.
- Seven-hit route — , , +, , , , +.
- Shortened route — , , +, , , .
- Throw conversion — close throw, then rapid for Quadra Slam.
- Jump conversion — jump kick into the seven-hit route when Jax lands close enough.
4. Defend with Uppercut, Backbreaker, and grounded pressure
When the opponent jumps from sweep range, stand beneath the arc and use +. If the jump attack is already descending directly onto Jax, hold instead of attempting a late Uppercut. After blocking the landing attack, throw if the opponent remains close or retreat to sweep range.
Use Backbreaker when the opponent repeatedly jump-kicks across Jax at close airborne distance. Do not jump in response to every jump; Jax’s grounded Uppercut is more reliable when the arc can be read. Against projectiles, block while walking forward and watch the recovery. Dash Punch only when the recovery is clearly punishable.
In the corner, use or to create pressure, then walk forward for a throw if the opponent continues blocking. On a confirmed hit, use Gotcha Grab or the practiced chain. If the opponent jumps out, stay grounded and Uppercut. Ground Pound is a conditional knockdown tool, not a default corner option.
- Predictable jump from sweep range — + — Uppercut.
- Predictable close jump-kick — while airborne — Backbreaker.
- Blocked landing attack — block first, then throw or reset.
- Clearly punishable recovery — , , — Dash Punch.
- Dropped combo — block immediately, then reset at sweep range.
5. Perform Jax’s SNES finishers
Fatality 1, Slice & Dice, is close range: hold , press , , , , then release . Keep held through the directional sequence. Fatality 2, Boot Stomp, is full-screen: , , , , . Establish full-screen distance before entering the command and do not walk into close range during the sequence.
Friendship is , , , . Babality is , , , . For these non-lethal finishers, complete the winning round without pressing . Animality is close: hold , press , , , , then release .
Stage Fatality is , , , on The Subway, Shao Kahn’s Tower, or The Pit III. The stage restriction matters; the command does not work as a Stage Fatality on ordinary arenas. Original Mortal Kombat 3 does not provide Brutalities.
Animality requires the shared third-round condition: the opponent must have won a round, Jax must win the deciding round, and Jax must be outside close range while is held as is pressed repeatedly until Mercy activates. Defeat the revived opponent, wait for the second Finish Him or Finish Her prompt, then perform the close Animality.
- Slice & Dice — close — hold , , , , , release .
- Boot Stomp — full-screen — , , , , .
- Friendship — , , , — no during the winning round.
- Babality — , , , — no during the winning round.
- Stage Fatality — The Subway, Shao Kahn’s Tower, or The Pit III — , , , .
- Animality — close; hold , , , , , release — requires Mercy and the revived opponent’s defeat.
- Brutality — unavailable in original Mortal Kombat 3.
Before you move on
- You can identify Jax’s default SNES buttons without confusing [HP], [LP], [HK], and [LK].
- You can perform Jax’s verified seven-hit route: [HK], [HK], [Down]+[HP], [HP], [Block], [LP], [Back]+[HP].
- You can use Dash Punch as a punish and stop when it is blocked or out of range.
- You can alternate blocked pressure, throws, and confirmed Gotcha Grab at close range, then Uppercut a predictable jump-out.
- You can use Backbreaker against a predictable airborne jump-kick approach and return to grounded defense.
- You have performed Slice & Dice from close range and Boot Stomp from full-screen distance.
- You have reproduced Jax’s Friendship and Babality without pressing [Block] during the winning round.
- You have performed the Stage Fatality on The Subway, Shao Kahn’s Tower, or The Pit III.
- You have completed the Mercy prerequisite, defeated the revived opponent, and performed Jax’s Animality from close range.
- You understand that original Mortal Kombat 3 does not provide Brutality.
Kano — grind pressure, mid-range pokes and punish timing (SNES)
Kano controls the middle of the screen with Throw Knife, then advances behind compact strings, Strangle, or a committed Cannonball. Knife Uppercut reaches farther than Kano’s ordinary punches, but it is a spacing tool rather than a dependable launcher. Kano has no stun special, so pressure must be built around confirmed hits, knockdowns, throws, and retreating before the opponent can punish a blocked special. Use the Run meter for confirmed entries instead of spending it on automatic pressure. The original North American SNES release includes two Fatalities, Friendship, Babality, Animality, and Stage Fatality. Fatality 1, Skeleton Pull, is performed close while holding [LP]. Fatality 2, Laser Surgery, uses [LP], [Block], [Block], [HK] from outside sweep range. Animality requires a successful Mercy before the second Finish Him or Finish Her prompt.
1. Set the SNES controls and identify Kano’s ranges
Use the default USA SNES mapping: is , is , is , is , is , and is . Direction commands are relative to Kano’s facing. If the fighters cross sides, reverse and . To run, hold and . The Run meter drains during a run and during combo activity, so reserve it for confirmed approaches and extensions.
Close range means throw distance. Sweep distance is the reach of Kano’s + sweep. Outside sweep range means the fighters are separated by slightly more than that kick’s reach. Half-screen and full-screen describe the visible gap between fighters rather than a fixed number of steps. Use the opponent’s sprite spacing as the reference while practicing.
- Standing High Punch — — close range; quick pressure normal and string opener.
- Standing Low Punch — — close range; fast check and throw button.
- Standing High Kick — — close to mid range; heavy normal for starting strings.
- Standing Low Kick — — close range; low check and Cannonball charge button.
- Crouching Low Punch — + — close range; compact link in short strings.
- Crouching High Punch — + — close range; knockdown-ending combo hit.
- Sweep — + — sweep distance; knocks the opponent down and resets spacing.
- Forward Low Punch — + — close range; command-normal link in short routes.
- Normal Throw — at close range — punish a defender who continues blocking.
- Air Throw — while airborne and close — catch a predictable jump-in.
2. Control the lane with Kano’s specials
Throw Knife controls the lane from sweep distance or farther. Use it against a grounded opponent who is walking forward, recovering from a missed attack, or waiting at a predictable distance. Do not throw knives on a fixed rhythm. If the opponent repeatedly jumps over them, stop throwing and prepare a standing anti-air, Air Throw, or a normal aimed at the landing.
Knife Uppercut moves Kano forward and reaches farther than his close punches. Use it to check space or end a confirmed sequence, but do not treat it as a reliable launcher for an arcade-style juggle. Strangle is a close command grab. Use it after the opponent has shown that they will block through or low pressure. If they begin jumping or attacking, return to blocking and low checks.
Cannonball requires holding for about three seconds and releasing it. It advances and causes a knockdown, but it is vulnerable when anticipated. Diagonal Cannonball is performed with , , , . Commit to it only against a recovery, predictable approach, or a trapped opponent; neither Cannonball should be treated as automatically safe pressure.
- Throw Knife — , , — sweep distance or farther; control grounded approaches.
- Knife Uppercut — , , — close to mid range; forward-reaching space check.
- Strangle — , , — close range; command grab against a grounded blocker.
- Cannonball — hold for about three seconds, release — advancing knockdown; unsafe if read.
- Diagonal Cannonball — , , , — committed advancing special.
- Air Throw — while airborne and close — anti-air grab against a predictable jump.
3. Build damage from confirmed short strings
Practice Kano’s strings from stationary close range and confirm that the opening attack connects before completing the route. If the first hit is blocked, stop or reset spacing instead of completing the sequence automatically. Compact strings ending in a knockdown are more useful for regular play than unverified long arcade routes.
Start with , to learn a short low check. Then practice , , + and , , +, +. The kick route , , , + gives a separate knockdown option. Add a jump-in or Run approach only after these routes connect consistently. Do not spend Run meter on a blocked opener.
- Two-hit low check — , — close range; simple pressure confirmation.
- Three-hit route — , +, + — low opener into knockdown.
- Three-hit route — , , + — compact close punish.
- Four-hit route — , , +, + — close punish and knockdown.
- Four-hit kick route — , , , + — alternate knockdown string.
- Run approach — confirmed normal string, then knockdown ender — use only after the opening connects.
4. Punish failed approaches and reset safely
After blocking or causing a whiff, check whether Kano is still within normal-string range. At close range, use , or , , +, +. If the opponent has been pushed outside close range, do not swing at empty space. Walk forward, throw a measured knife, or hold until the next commitment.
If the opponent blocks repeated run-ins, stop short and threaten Strangle once Kano reaches close range. A jump attempt gives Kano time to use or Air Throw if the spacing permits. A crouching defender can avoid Strangle, so answer with +, a standing normal, or a retreat rather than repeating the grab.
When Cannonball is blocked, hold and accept the reset. Charging another Cannonball immediately gives the opponent another predictable target. If Kano is cornered, preserve the Run meter and prioritize blocking, a jump read, or a close normal over a desperate special.
- Blocked or whiffed attack at close range — use , or the four-hit punch route.
- Opponent blocks run-ins — stop short and threaten Strangle at close range.
- Opponent jumps Strangle — use or Air Throw when close enough.
- Throw Knife is repeatedly jumped — stop throwing and prepare an anti-air response.
- Cannonball is blocked — hold and rebuild sweep-distance spacing.
- Kano is cornered — preserve Run meter and avoid predictable Cannonball releases.
5. Perform Kano’s finishers on the USA SNES release
Wait for the Finish Him or Finish Her prompt, then establish the required distance before entering the command. Fatality 1 is Skeleton Pull. Move to close range, hold , press , , , , and then release . Keep held throughout the directional sequence.
Fatality 2 is Laser Surgery. Stand outside sweep range, then press , , , . This is the eye-laser finisher and is not the close-range command. Kano’s Friendship is Bubble Gum: press , , , . His Babality is , , , , .
Kano’s Stage Fatality is , , , while holding . Begin by holding , enter , , , , then release after the final input. It is available on The Subway, Shao Kahn’s Tower, and The Pit III. Brutalities are not available in the original Mortal Kombat 3 SNES release.
For the Animality, first satisfy the shared Mercy condition: the opponent must have won a round, the match must reach round three, and Kano must be outside close range. Hold and press repeatedly until Mercy activates. Defeat the revived opponent, wait for the second Finish Him or Finish Her prompt, then hold , press , , , and release . Do not use a universal fixed number of presses for Mercy.
- Fatality 1, Skeleton Pull — hold , , , , , release — close range.
- Fatality 2, Laser Surgery — , , , — outside sweep range.
- Animality — after successful Mercy; hold , , , , release — close range.
- Friendship, Bubble Gum — , , , — Finish Him or Finish Her prompt.
- Babality — , , , , — Finish Him or Finish Her prompt.
- Stage Fatality — hold , press , , , , release — The Subway, Shao Kahn’s Tower, or The Pit III only.
- Mercy — third round after the opponent has won a round; stand outside close range, hold , and press repeatedly.
- Brutality — unavailable in original Mortal Kombat 3 for SNES.
Before you move on
- Verify [Y]=[HP], [B]=[LP], [X]=[HK], [A]=[LK], [L]=[Block], and [R]=[Run].
- Perform Throw Knife, Knife Uppercut, Strangle, Cannonball, Diagonal Cannonball, Air Throw, sweep, normal throw, and Kano’s listed strings.
- Land [LK], [LP]; [HP], [HP], [Down]+[HP]; and [HP], [HP], [Down]+[LP], [Down]+[HP].
- Perform Skeleton Pull at close range while holding [LP] until release.
- Perform Laser Surgery from outside sweep range.
- Perform Friendship and Babality at the Finish Him or Finish Her prompt.
- Perform Kano’s Stage Fatality on The Subway, Shao Kahn’s Tower, or The Pit III by holding [Block], entering [Up], [Up], [Back], [LK], and releasing [Block].
- Have the opponent win a round, reach round three, perform Mercy from outside close range while holding [Run] and pressing [Down], defeat the revived opponent, and perform Kano’s Animality at the next prompt.
- For normal ladder completion, defeat the regular tower opponents, Motaro, and Shao Kahn, then allow Kano’s victory presentation and character biography to appear.
Kabal — mobility, pressure and punish routes (SNES)
Kabal is strongest around mid-screen and sweep distance, where his fast Fireball checks movement and Spin Rush punishes committed attacks. Buzzsaw can stun grounded opponents but is unsafe when anticipated, so use it as a callout rather than a full-screen default. Control space with Fireball, punish recovery with Spin Rush, then use short strings, pauses, throws and anti-airs to pressure the corner. Kabal’s Balloon Burst Fatality requires mid range, while Boo! requires close range. His Animality requires a successful Mercy first. Friendship, Babality and the supported Stage Fatality are also available. Brutality is unavailable in the original North American SNES release.
Set the SNES controls and learn Kabal’s move reference
Use the default SNES mapping: is , is , is , is , is , and is . Directions are relative to Kabal’s current facing. If Kabal crosses through the opponent, and reverse. Remapped controls are acceptable, but preserve these functional attack labels when following the commands.
Close range means Kabal is touching the opponent. Sweep distance is the spacing at which + reaches. Mid range is the practical spacing between close and full-screen where Kabal’s finishing input can activate without touching the opponent. Full-screen means the fighters begin at opposite ends of the arena.
Kabal’s ordinary attacks include standing , , and ; crouching +, +, + and +; + Roundhouse; + Sweep; jump punches; jump kicks; and a close throw with . His core specials are listed below.
- Spin Rush — , , — close or mid range — punish recovery and committed approaches.
- Fireball — , , — ground or air — check movement and discourage jumps or advances.
- Buzzsaw — , , , — grounded target — surprise and briefly stun an opponent.
- Throw — — close range — punish an opponent who keeps blocking.
- Uppercut — + — close or anti-air range — punish jump-ins and selected recovery.
- Sweep — + — sweep distance — knock down advancing opponents.
- Jump Punch — + or + — airborne — approach or interrupt predictable movement.
- Jump Kick — + or + — airborne — begin a confirmed attack string.
Control neutral space and pressure the corner
Begin around sweep or mid range. Walk backward to make the opponent advance, then use Fireball when their movement becomes predictable. Kabal’s Fireball is quick and large, but recovery leaves him vulnerable if the opponent has already committed to an attack. After a blocked Fireball, avoid automatically running forward; retreat, block or prepare to anti-air instead.
Use Spin Rush primarily after a whiffed normal, during projectile recovery, or as a deliberate approach callout. If Spin Rush hits, immediately confirm into a short string such as , , , +. If it is blocked or misses, Kabal can be punished, so do not chain another special automatically. Buzzsaw is most useful when the opponent has committed to remaining grounded. It can create a brief opening, but its stun window is short and must be converted immediately.
At the corner, use a short string, then pause. If the opponent continues blocking, walk forward and attempt the close throw. If they jump during the pause, stop attacking and use a standing normal, jump attack or Uppercut according to distance. If they reverse through the pressure, block rather than extending the string. The reliable conversion is after a confirmed hit or stun, not after a blocked Spin Rush.
- Hold sweep-distance space with Fireball and movement.
- Punish committed recovery with Spin Rush instead of using it randomly.
- Use Buzzsaw against grounded movement, not as an automatic full-screen answer.
- At the corner, alternate short strings, pauses, throws, anti-airs and blocks.
- Treat a blocked or missed Spin Rush as a defensive failure and reset neutral.
Practice reliable SNES combos and punish routes
Start with , , +. This is a compact close-range confirmation. If the first attacks connect cleanly, practice , , , + for a longer four-hit route.
For a basic close-range damage route, use , , , , +. A second Uppercut route is , , , , +, +. These routes are short enough to practice on the SNES version without requiring an arcade-only dash loop.
After a confirmed Spin Rush, use , , , +. For a simple punish against clear recovery, use , , +, or use , , + when you are close enough. The extended , , , , , + route is optional and should only be attempted after the opening hits visibly connect.
- Short string — , , + — close — basic confirmation.
- Four-hit string — , , , + — close — added damage.
- Uppercut route — , , , , + — close — reliable ender.
- Alternative Uppercut route — , , , , +, + — close — optional link.
- Spin Rush conversion — , , , , , , + — after Spin Rush hits.
- Short punish — , , + — close — use after clear recovery.
- Optional extended string — , , , , , + — confirmed close hit only.
Perform Kabal’s verified SNES finishers
Fatality 1, Balloon Burst, is , , , , at mid range. Do not stand touching the opponent, and do not retreat to full-screen distance. Use a practical mid-screen position where Kabal’s normal close attacks will not connect immediately but the fighters are not at opposite ends of the arena.
Fatality 2, Boo!, is , , , , at close range. Walk into touching distance before entering this command.
Kabal’s Animality is performed by holding , entering , , , , then releasing at close range. The Animality requires a successful Mercy first. Mercy is attempted in the third round after the opponent has won a round: stand outside close range, hold , and press repeatedly until the Mercy animation begins. Do not rely on a universal fixed number of presses.
Friendship is , , , , . Babality is , , . Avoid pressing during the deciding round when attempting either one. Kabal’s Stage Fatality is , , at close range and works on The Subway, Shao Kahn’s Tower and The Pit III. Brutality is not available in this original SNES release.
- Fatality 1 — Balloon Burst — , , , , — mid range.
- Fatality 2 — Boo! — , , , , — close range.
- Mercy — hold , press repeatedly — third round, after losing a round, outside close range.
- Animality — hold , , , , , release — close range, after Mercy.
- Friendship — , , , , — not closer than sweep distance; no in the deciding round.
- Babality — , , — no in the deciding round.
- Stage Fatality — , , — close range, only on The Subway, Shao Kahn’s Tower or The Pit III.
- Brutality — unavailable in the original North American SNES release.
Before you move on
- You can hold sweep-distance space with Fireball without repeatedly surrendering a punish.
- You can punish clear recovery with [HP], [HP], [Down]+[HP] or [LK], [LK], [Back]+[HK].
- You can confirm a connected Spin Rush into [HP], [HP], [HK], [Back]+[HK].
- You can perform Balloon Burst at mid range and Boo! at close range.
- You can complete Mercy in the third round and then perform Kabal’s Animality at the later Finish Him or Finish Her prompt.
- You can perform Friendship and Babality in separate matches without pressing [Block] during the deciding round.
- You can perform the Stage Fatality at close range on The Subway, Shao Kahn’s Tower or The Pit III.
- You have not relied on Brutality, Human Smoke mechanics or Ultimate Mortal Kombat 3 dash-loop routes.
Cyrax — zoning with traps, spacing and combo follow-ups (SNES)
Cyrax controls the ground with Capture Net and delayed grenades, then converts confirmed hits into short strings or his reliable six-hit chain. Net is strongest against grounded movement from sweep or mid-screen range; grenades are best used to restrict routes rather than thrown repeatedly on reaction. Cyrax’s specials have vulnerable recovery, so a missed trap should end the exchange with blocking or retreat rather than another automatic attack. In the original North American SNES release, his finishers are Chopper, Self-Destruct, Jaws, Dancing Fool, Babality, and the Stage Fatality. Chopper and Jaws require holding [Block] through the command and releasing it afterward. Jaws additionally requires Mercy, defeat of the revived opponent, and the second finishing prompt. Brutality is unavailable in original Mortal Kombat 3.
1. Set the SNES controls and establish Cyrax’s spacing
Use the default North American SNES mapping: is , is , is , is , is , and is . Direction inputs are relative to Cyrax’s facing. After a side switch, reverse and . Close means immediately beside the opponent. Sweep means the spacing where a sweep can connect. Mid-screen is the normal central fighting distance. Full-screen means the farthest practical spacing across the arena.
Start with Cyrax’s grounded normals. Use + as the main anti-air when the opponent jumps predictably. + is his Sweep and is useful for creating space after a blocked exchange. + is his Roundhouse and appears at the end of his reliable kick string. Use beside a standing opponent for a throw, and use jump punches or jump kicks when you have forced the opponent to block or retreat.
- + — Uppercut — close to short range — primary anti-air and knockdown.
- + — Crouch Punch — close — quick check after a confirmed trap hit.
- + — Low Crouch Kick — close — low check and short conversion option.
- + — High Crouch Kick — close — crouching kick with knockdown potential.
- + — Sweep — sweep range — creates space and sets up a reset.
- + — Roundhouse — close to short range — knockdown normal for the kick string.
- — Throw — close — use beside a standing opponent.
- , , , then — Air Throw — Cyrax grounded and opponent airborne — intercepts a nearby jump.
2. Control movement with Net and grenades
Capture Net is Cyrax’s primary grounded control tool. From sweep or mid-screen range, use , , when the opponent walks, runs, or commits to a grounded approach. If the Net connects, walk forward only after confirming that the opponent is pulled into usable striking range. A missed Net leaves Cyrax exposed to a jump-in or run-in.
Far Grenade is performed by holding , pressing , , , then releasing . Use it from sweep distance toward full-screen range to place a delayed threat along the opponent’s route. Close Grenade uses the same hold-and-release method with , , . Use it near the corner or after a knockdown to discourage immediate movement. Do not begin a grenade charge while the opponent is already attacking at close range.
Teleport is , , . It changes Cyrax’s position but is not automatically safe. Use it to escape a corner or punish an opponent who has committed to a slow recovery, not as a repeated pressure button. If a special misses, block the expected jump-in or projectile and return to sweep distance.
- Capture Net — , , — sweep to mid-screen — traps grounded movement and can enable a follow-up.
- Far Grenade — hold , , , , release — sweep to full-screen — delays the opponent’s approach.
- Close Grenade — hold , , , , release — close to corner — covers a delayed route after knockdown or conditioning.
- Teleport — , , — grounded — changes position; punishable if predictable.
- Air Throw — , , , then — Cyrax remains grounded while the opponent is airborne — anti-air throw option.
3. Use short strings before the six-hit chain
After a connected Net, a clean jump-in, or a punish against a blocked unsafe move, begin with the short strings. , , is the basic punch string. , , + is the dependable kick string. These routes are easier to confirm than a long chain and are preferable when the opponent’s recovery position is uncertain.
Cyrax’s documented six-hit chain is , , , , , +. Practice it from point-blank range first, then test it after Net. Grenade conversions depend on the opponent’s actual recovery position, so do not force the final normal if the opponent has been pushed too far away. A dropped chain is safer to abandon than to finish into a blocked attack.
- , — close — two-hit timing drill.
- , — close — short kick link.
- , , — close — three-hit punch string.
- , , — close — three-hit alternate string.
- , , + — close — three-hit kick string with knockdown.
- , , , — close — four-hit extension.
- , , , , — close — five-hit extension.
- , , , , , + — close — complete six-hit chain.
- Capture Net, walk forward, , , — conditional — use only when the opponent is pulled within punch range.
- Far Grenade or Close Grenade, then + or a normal — conditional — choose the follow-up from the opponent’s recovery position.
4. Apply the neutral plan in a match
At full-screen range, use Far Grenade to make direct movement risky, then watch for a jump or block. Against grounded movement, Capture Net is the stronger confirmation attempt. Against a predictable jump, use + if Cyrax is already positioned correctly; otherwise block and reset. Do not treat Teleport or Air Throw as universal reversal options.
At sweep distance, alternate between Net, Sweep, and a cautious walk-back. A blocked or avoided Net should normally end Cyrax’s turn. Near the corner, Close Grenade is most useful after a knockdown or when the opponent has been conditioned to block. If the opponent gets around the grenade, stop charging and defend.
Cyrax’s main weakness is recovery. His traps are powerful when they control a route, but a missed special gives the opponent time to jump in, run forward, or punish. Use a short string when uncertain and preserve position rather than chasing maximum damage.
- Full-screen — use Far Grenade to discourage a direct approach, then prepare to block or anti-air.
- Sweep distance — use Capture Net against grounded movement and Sweep when the opponent hesitates.
- Close range — use short strings, Throw, or Uppercut instead of charging a grenade directly in front of an attack.
- Corner — use Close Grenade after a knockdown or conditioning sequence.
- After a missed special — block, retreat to sweep distance, and rebuild the trap situation.
5. Perform Cyrax’s SNES finishers
At the Finish Him or Finish Her prompt, direction inputs are relative to Cyrax’s facing. Mirror and after a side switch. Chopper is Fatality 1 and requires close range. Hold before entering , , , , , then release . Self-Destruct is Fatality 2 and also requires close range: hold , enter , , , , , then release . Do not exchange these names or commands with other ports or later Mortal Kombat releases.
Jaws is Cyrax’s Animality. After a successful Mercy, defeat the revived opponent and wait for the second Finish Him or Finish Her prompt. At close range, hold , enter , , , , then release . The shared Mercy condition applies: the opponent must have won a round, Cyrax must win the deciding round, and Cyrax must be outside close range while is held during the Mercy input.
Dancing Fool and Babality require that not be pressed during the winning round. The Stage Fatality uses , , at close range and is available on The Subway, Shao Kahn’s Tower, and The Pit III. Brutality is not available in original Mortal Kombat 3.
- Chopper — hold , , , , , , release — close — Fatality 1.
- Self-Destruct — hold , , , , , , release — close — Fatality 2.
- Jaws — after Mercy and the revived opponent’s defeat, hold , , , , , release — close — Animality at the second prompt.
- Dancing Fool — , , , — no during the winning round.
- Babality — , , , — no during the winning round.
- Stage Fatality — , , — close and only on The Subway, Shao Kahn’s Tower, or The Pit III.
- Brutality — unavailable — not supported by original Mortal Kombat 3.
6. Practice execution and recover from failure
Use five practice passes. First, connect Capture Net three times from mid-screen. Second, perform Far Grenade from sweep distance and Close Grenade near the corner, checking the hold and release. Third, repeat the two-hit and three-hit strings. Fourth, repeat the four-hit, five-hit, and six-hit chains from point-blank range. Fifth, confirm a grenade hit and convert only when Cyrax is visibly close enough to reach the opponent.
For punish practice, have the opponent block or use an unsafe special, then answer with , , or , , +. Against a jump-in, block unless Cyrax is already positioned for + or Air Throw. If a combo drops, stop pressing buttons, block the opponent’s wake-up attack, and return to sweep distance.
Practice the finishers separately. Confirm the range before beginning, keep held for the entire Chopper, Self-Destruct, or Jaws command, and release it only where specified. Do not practice Jaws as an ordinary end-of-round input; its Mercy and second-prompt requirements are mandatory.
- Capture Net connects from mid-screen without being attempted point-blank.
- Far Grenade and Close Grenade both work with the correct hold and release.
- Teleport uses , , .
- Air Throw uses , , , then while the opponent is airborne.
- The two-hit, three-hit, four-hit, five-hit, and six-hit strings are repeatable from close range.
- Chopper succeeds with held through , , , , .
- Self-Destruct succeeds with held through , , , , .
- Jaws is attempted only after Mercy, defeat of the revived opponent, and the second finishing prompt.
- The Stage Fatality is tested only on The Subway, Shao Kahn’s Tower, or The Pit III.
- Brutality is not counted as an available original-MK3 finisher.
Before you move on
- You can perform Cyrax’s verified normals and command actions, including Uppercut, Crouch Punch, crouching kicks, Sweep, Roundhouse, Throw, jump attacks, Teleport, and Air Throw.
- You can connect Capture Net from mid-screen and recognize when a conversion is actually available.
- You can perform Far Grenade and Close Grenade with the required [LK] hold and release.
- You can execute the documented two-hit, three-hit, four-hit, five-hit, and six-hit strings.
- You can use [Down], [Forward], [Block], then [LP] for Air Throw against a nearby airborne opponent.
- You can perform Chopper at close range while holding [Block] through the full command and releasing it afterward.
- You can perform Self-Destruct at close range while holding [Block] through the full command and releasing it afterward.
- You know that Jaws requires Mercy, defeat of the revived opponent, and the second finishing prompt, with [Block] held through its command.
- You can perform the Stage Fatality on The Subway, Shao Kahn’s Tower, or The Pit III.
- You have not counted Brutality as an available finisher in original Mortal Kombat 3.
Sektor — zoning, rockets and punish windows (SNES)
Sektor controls the match from mid-screen with Missile and Homing Missile, then punishes the opponent’s response with a jump-in, short string, Teleport conversion, or retreat. His strongest neutral pattern is not repeated projectile fire: launch one missile, watch the opponent’s reaction, and choose the next action accordingly. This chapter uses the adopted exact-SNES Homing Missile motion [Forward], [Down-Forward], [Down], [Down-Back], [Back], [HP]. A shorter motion appears in another reference, but it is not treated as equally definitive here. Sektor has no Brutality in the original SNES release. His available finishers are Trash Compactor, Incinerator, Bat Animality, Ring the Bell Friendship, Babality, and the Stage Fatality.
Set the SNES controls and learn Sektor’s spacing
Use the default SNES mapping unless the cartridge has been intentionally remapped: is , is , is , is , is , and is . Check Control Configuration before practicing with a third-party controller. Direction commands are relative to Sektor’s facing, so reverse and after he crosses through the opponent. The SNES move reference identifies these physical-button assignments and explains the notation used for held buttons and motions.
Close range means the fighters are nearly touching and normal throws can connect. Sweep range is the distance at which + reaches. Jump range is the spacing for a forward jump attack. Far range leaves a substantial gap, while half-screen range is approximately the middle distance between the fighters. Use the move’s contact point and the opponent’s position rather than counting character steps.
- Standing attacks — , , , — close to mid range — use as checks and string starters.
- Crouching attacks — +, +, +, + — close range — use for low checks, anti-air attempts, and punishes.
- Jump punch — , or , — jump range — basic aerial approach.
- Forward flip punch — , or , — jump-in range — approach from the front.
- Backward flip punch — , or , — retreating jump range — escape pressure while attacking.
- Jump kick — , or , — jump range — use to challenge grounded approaches.
- Forward flip kick — , or , — jump-in range — approach or begin a juggle route.
- Backward flip kick — , or , — retreating jump range — leave the corner while checking pursuit.
- Sweep — + — sweep range — knockdown option when punches will whiff.
- Roundhouse — + — close to sweep range — strong ender for Sektor’s listed knockdown string.
- Throw — — close range — use when the opponent blocks repeatedly.
- Elbow — — close range — short normal that begins Sektor’s basic strings.
Control neutral with Missile and Homing Missile
Missile is , +. Use it from mid-screen or farther away to check grounded movement. Do not fire at a fixed rhythm. If the opponent blocks, advance cautiously; if they jump, prepare an anti-air; if they rush, retreat or block instead of launching another projectile. The straight Missile command and Sektor’s other specials are listed in the exact-SNES move reference.
For this chapter, Homing Missile uses the adopted exact-SNES motion , , , , , . Enter the directional sequence as one smooth motion, then press . It is most useful after the opponent has begun reacting to ordinary Missile. When Homing Missile forces a jump, hold your ground and anti-air. When it makes the opponent block or hesitate, walk forward and threaten a short string or throw. When the opponent rushes behind the projectile, stop firing and defend.
A shorter , , + notation appears in another SNES move reference, but this chapter does not present it as interchangeable with the adopted command. If the adopted motion is not registering, first verify the controller mapping and perform the directional sequence smoothly rather than replacing it with the conflicting entry.
Teleport is , + and can also be performed in the air. Use it against a clearly read projectile, a whiffed attack, or a confirmed opening. It is not a guaranteed escape: a blocked or missed Teleport leaves Sektor exposed.
- Missile — , + — mid-screen to far range — grounded projectile for movement checks.
- Homing Missile — , , , , , — long range — adopted exact-SNES motion; use it to force a reaction.
- Teleport — , + — ground or air — read-based approach or conversion tool; unsafe when blocked or missed.
Use short confirmed strings and Teleport conversions
After a clean jump-in, a blocked unsafe attack, or a confirmed Teleport hit, use , , +. If the first is blocked, stop rather than completing the sequence automatically. This gives Sektor a compact punish without requiring a long run-linked route.
Sektor’s listed five-hit knockdown string is , , , , +. Use it after a clean close opening when the first punch connects. The final + should be omitted if the preceding hits have pushed the opponent outside sweep range. A shorter alternative is , , , , which is useful when the opponent is close but the kick ender would not reach.
The exact-SNES combo table also lists Teleport follow-ups such as +, , , , +, +, and Missile. Select the follow-up only after confirming that Teleport hit. If Teleport is blocked, hold or retreat instead. Sektor’s compact kick confirms are , and , .
- Three-hit punish — , , + — close range — reliable short punish.
- Four-hit confirm — , , , — close range — compact damage route.
- Five-hit knockdown — , , , , + — close range — use after a confirmed opening.
- Kick confirms — , or , — close range — use when punch range is unavailable.
- Teleport conversion — Teleport, then +, , , , +, +, or Missile — confirmed hit only — choose according to landing distance.
Punish approaches and escape grappler pressure
When a grappler reaches close range, block the committed attack and wait for the recovery. Use , , + if the opponent remains close, or + if the recovery leaves sweep distance. If both options would whiff, retreat and reset rather than forcing a late attack.
Do not jump during the middle of close pressure. Block until the sequence ends, then use if there is room to leave the corner. Once Sektor lands, regain mid-screen distance before returning to Missile. A blocked projectile that allows a grappler to walk directly into throw range is a signal to stop firing and defend.
If Teleport is blocked or misses, hold and walk whenever the opponent’s position permits. Against a grappler advancing behind a blocked projectile, block the approach and punish the recovery or a failed throw attempt. Sektor’s zoning works because it restores space; continuing to attack after the opponent has reached point-blank range removes that advantage.
- Blocked close approach — , , + — close range — standard punish when the opponent remains nearby.
- Recovery at sweep distance — + — sweep range — knock down without whiffing punches.
- Corner escape — after the pressure sequence ends — corner — create room before resuming zoning.
- Missed Teleport recovery — , then walk — any range — survive the punish attempt and reset.
Perform Sektor’s SNES finishers
Trash Compactor, also labeled Compactor in some references, is Fatality 1: , , , at sweep range. Stand where + would connect, wait for the Finish Him or Finish Her prompt, and enter the sequence without walking.
Incinerator, also labeled Flame Thrower in some references, is Fatality 2: , , , , at far range. Begin from a substantial gap. It commonly fails if Sektor is at sweep or close range.
Bat Animality is , , , at close range. It requires a successful Mercy, defeat of the revived opponent, and the second Finish Him or Finish Her prompt. For Mercy, the opponent must have won a round and you must win the deciding round. Stand outside close range, hold , and press repeatedly until Mercy activates. Do not depend on one universal fixed Down count where SNES references disagree.
Ring the Bell Friendship is , , , , at half-screen range. Babality is , , , , and is listed as usable anywhere. For both, win the deciding round without pressing . Sektor’s Stage Fatality is , , , at close range on The Subway, Shao Kahn’s Tower, or The Pit III. Brutality is not available in the original Mortal Kombat 3 SNES release.
- Fatality 1, Trash Compactor — , , , — sweep range — use at the finishing prompt.
- Fatality 2, Incinerator — , , , , — far range — use at the finishing prompt.
- Bat Animality — , , , — close range — requires Mercy, a second defeat, and a second finishing prompt.
- Ring the Bell Friendship — , , , , — half-screen range — win the deciding round without .
- Babality — , , , , — anywhere — win the deciding round without .
- Stage Fatality — , , , — close range on The Subway, Shao Kahn’s Tower, or The Pit III.
- Brutality — unavailable — do not import the later Ultimate Mortal Kombat 3 command.
Practice routine and completion check
Run five practice passes. First, execute every universal normal, jump attack, command normal, throw, string, and special from both sides. Second, land , , + after a jump-in or blocked unsafe attack. Third, land , , , , + after a clean opening and stop immediately if the opener is blocked. Fourth, block an unsafe approach and choose the punch punish or sweep according to spacing. Fifth, begin at mid-screen, alternate Missile and Homing Missile using , , , , , , and return to zoning after every exchange.
Practice Trash Compactor, Incinerator, Friendship, and Babality separately because their ranges and round restrictions differ. Practice Bat only after arranging the Mercy condition, defeating the revived opponent, and waiting for the second finishing prompt. If an input fails, keep the controller mapping and screen side unchanged while adjusting only the distance or timing.
To complete the assigned goal, select Sektor in a normal Choose Your Destiny tower, defeat the regular opponents, defeat Motaro, defeat Shao Kahn, and allow Sektor’s victory presentation and character biography to appear. The match-completion requirement is separate from finisher testing: Versus codes and practice demonstrations do not replace the normal tower.
- Confirm the six default SNES button assignments.
- Execute every listed universal move, Sektor special, and documented string from both sides.
- Land , , + after a clean opening.
- Land , , , , + after a clean opening.
- Punish a blocked unsafe approach and escape grappler pressure without repeating a blocked Teleport.
- Perform Trash Compactor at sweep range.
- Perform Incinerator at far range.
- Perform Friendship at half-screen range and Babality anywhere after winning the deciding round without .
- Trigger Mercy, defeat the revived opponent, and perform Bat at close range.
- Perform the Stage Fatality on The Subway, Shao Kahn’s Tower, or The Pit III.
- Complete the normal tower through Motaro and Shao Kahn, then allow Sektor’s victory presentation and biography to appear.
- Confirm that no Sektor Brutality is available in this edition.
Before you move on
- Verify the six default SNES button assignments.
- Execute every listed universal, command, airborne, string, and special move from both sides.
- Land the [HP], [HP], [Down]+[LP] punish after blocking an unsafe close attack.
- Land the [HP], [HP], [HK], [HK], [Back]+[HK] knockdown string after a clean opening.
- Escape corner pressure against a grappler without repeating a blocked Teleport.
- Perform Trash Compactor, Fatality 1, at sweep range.
- Perform Incinerator, Fatality 2, at far range.
- Perform Friendship at half-screen range and Babality anywhere after winning the deciding round without [Block].
- Trigger Mercy, defeat the revived opponent, and perform Bat at close range.
- Perform the Stage Fatality on The Subway, Shao Kahn’s Tower, or The Pit III.
- Complete the normal Choose Your Destiny tower through Motaro and Shao Kahn, then allow Sektor’s victory presentation and biography to appear.
- Confirm that no Sektor Brutality is available in this edition.
References for this chapter
Smoke — Cyber Smoke activation, moves, pressure and finishers (SNES)
Cyber Smoke is playable in the original North American SNES release through a startup activation sequence. At the copyright screen, hold [Left] + [A]. At the Williams screen, release that pair and hold [Right] + [B]. At the quote screen, release the second pair and hold [X] + [Y] until the Mortal Kombat 3 logo appears. Smoke walking across the logo confirms success. Human Smoke is unavailable in this original release. Smoke uses Harpoon to control approaches, Teleport Uppercut to punish readable movement, and Invisibility to disrupt timing. His supported finishers are Armageddon, Bomb Snack, Horn Friendship, Babality, Bull Animality, and Stage Fatality. Animality requires a successful Mercy, defeat of the revived opponent, and the second Finish Him or Finish Her prompt. Complete a normal Choose Your Destiny tower, defeat Motaro and Shao Kahn, then allow Smoke’s victory presentation and ending biography/material to appear. Smoke has no separate introductory biography in the selected exact-SNES reference.
Activate Cyber Smoke before entering the main menu
Power on or reset the original SNES cartridge. At the copyright screen, hold [Left] + . When the Williams screen appears, release that pair and hold [Right] + . When the quote screen appears, release the second pair and hold + . Keep the final pair held until the Mortal Kombat 3 logo appears.
Smoke walking across the Mortal Kombat 3 logo confirms that the activation succeeded. Continue to character select and choose the Smoke slot. The activation is temporary, so repeat it after resetting or powering the console off. Human Smoke is not selectable in this original Mortal Kombat 3 SNES release. Stealth Select only conceals the cursor, and 205-205 is a Versus code; neither replaces the startup activation.
- Copyright screen — hold [Left] + .
- Williams screen — release the first pair and hold [Right] + .
- Quote screen — release the second pair and hold + .
- Confirmation — Smoke walks across the Mortal Kombat 3 logo.
- Result — Cyber Smoke is selectable; Human Smoke is unavailable.
Use the SNES mapping and Smoke’s basic attacks
The default SNES mapping is = , = , = , = , = , and = . Direction commands are relative to Smoke’s facing; reverse and after the fighters cross sides. Close range means the fighters are touching. Sweep range is just outside ordinary throw distance. Full-screen places the fighters near opposite arena edges.
Use standing attack buttons for normal starters, plus an attack button for crouching attacks, and plus an attack button while airborne. Smoke’s standard close-range throw is . His verified air throw is during close airborne contact. His uppercut is + . His sweep is + , and his roundhouse is + .
- Standing normals — , , , or — basic attacks and string starters.
- Crouching attacks — + an attack button — low attacks and compact pokes.
- Jump attacks — + an attack button — jump-in starters.
- Ground throw — at close range — throw a standing opponent.
- Uppercut — + — close anti-air and punish.
- Sweep — + — knockdown at sweep range.
- Roundhouse — + — long normal and knockdown tool.
- Air throw — while airborne and close — anti-air option.
Control neutral with Harpoon, Teleport Uppercut, and Invisibility
Harpoon, also called Spear in some references, is , , . Use it after an opponent whiffs a long normal, during a predictable approach, or after a jump-in creates enough space. Do not repeat it automatically on block or miss; once the opponent begins jumping over it, reposition instead of firing again.
Teleport Uppercut is , , and can be performed from the ground or air. The ground version is useful against a readable projectile or jump trajectory. The airborne version changes Smoke’s approach angle, but it is not a universal escape from pressure.
For the adopted exact-SNES command, Invisibility is performed by holding , entering , , , then releasing . One alternate SNES notation prints , + without a hold. Treat that as a conflicting alternate rather than the primary command. Invisibility is a timing tool, not a substitute for blocking an active attack.
Run by holding + . Preserve the Run resource for a confirmed approach or string link instead of repeatedly running into a blocking opponent.
- Harpoon/Spear — , , — mid-screen — approach control and hit conversion.
- Teleport Uppercut — , , — ground or air — readable projectile, jump, or approach punish.
- Invisibility — hold , , , , release — timing disruption.
- Run approach — hold + — close distance or link a confirmed string.
Practice Smoke’s strings and practical conversions
Start with the compact strings , , and , , . The five-hit sequence is , , , , . Confirm that the opener connects before completing the sequence. If the opener is blocked, stop instead of spending Run automatically; Smoke’s goal is to preserve position rather than force a blocked string.
Practice Harpoon as a separate conversion drill: confirm that it connects, walk forward only as needed, then attempt , , , , . Do not treat that follow-up as guaranteed when Harpoon connects from excessive distance. Teleport Uppercut into Harpoon is a spacing exercise, not a universal guaranteed route; use it only when the teleport leaves Smoke close enough and the opponent remains vulnerable.
Run each route through five tests: close range, sweep range, a jump-in, a blocked opener, and a deliberately missed conversion. After a drop, hold briefly, walk back to sweep range, and rebuild neutral. Against repeated jump-ins, choose the uppercut or air throw instead of forcing a ground string.
- Three-hit string — , , .
- Three-hit string — , , .
- Five-hit combo — , , , , .
- Conversion drill — confirmed Harpoon, then , , , , .
- Spacing drill — Teleport Uppercut, then attempt Harpoon only when the opponent remains in range.
- Recovery — block after a drop and reset at sweep distance.
Perform Smoke’s supported finishers
Armageddon — full-screen distance: hold , enter , , , , then release . Keep held throughout the directional sequence. Bomb Snack — sweep distance: hold + , enter , , , , then release the held buttons. Establish the range before entering either command.
Horn Friendship — far distance: , , , . Babality — , , , , . Do not press during the deciding round when attempting a Friendship or Babality.
Bull Animality — outside sweep range: , , , . Animality requires the shared third-round condition: the opponent must have won one round, Smoke must win the deciding round, and Smoke must be outside close range. Hold and press repeatedly until Mercy activates. Defeat the revived opponent, wait for the second Finish Him or Finish Her prompt, and then enter the Animality command.
Stage Fatality — , , , at the required stage range. The exact-SNES references used here identify The Subway, Shao Kahn’s Tower, and The Pit III as the relevant Stage Fatality arenas. Brutality is not available in original Mortal Kombat 3; it belongs to later releases such as Ultimate Mortal Kombat 3.
- Armageddon — full-screen — hold , , , , , release .
- Bomb Snack — sweep distance — hold + , , , , , then release.
- Horn Friendship — far distance — , , , .
- Babality — , , , , .
- Mercy — third round, opponent won one round, hold , stay outside close range, press repeatedly.
- Bull Animality — outside sweep range — , , , , after Mercy and the revived-opponent victory.
- Stage Fatality — , , , — use an eligible stage.
- Brutality — unavailable in this original release.
Clear the tower and verify Smoke’s ending biography
Choose Smoke in the normal Choose Your Destiny ladder and defeat every regular opponent on the selected route. The tower selection determines the number of regular fights. After the regular opponents, defeat Motaro first and Shao Kahn second. A Versus code that starts a boss encounter does not replace the normal one-player ladder.
Against Motaro, keep moving and avoid standing directly in front of his grab. Ordinary throws are not a dependable strategy against him. Punish the recovery of committed attacks with a short string, sweep, or a confirmed Harpoon when Smoke is at the correct distance. Against Shao Kahn, block charges and hammer swings, then answer during recovery with a short string, sweep, Harpoon, or another confirmed punish.
After Shao Kahn falls, allow Smoke’s victory presentation to finish and continue watching for Smoke’s ending biography/material. Smoke lacks a separate introductory biography in the selected exact-SNES reference, but that does not remove the ending requirement. Completion is confirmed when the normal ladder, Motaro, Shao Kahn, Smoke’s victory presentation, and Smoke’s ending biography/material have all appeared.
- Complete a normal Choose Your Destiny tower through its regular opponents.
- Defeat Motaro first.
- Defeat Shao Kahn second.
- Allow Smoke’s victory presentation to appear.
- Allow Smoke’s ending biography/material to appear.
- Do not expect a separate introductory Smoke biography.
- Log Cyber Smoke activation and Versus codes separately from ladder completion.
Before you move on
- The startup sequence succeeds with [Left] + [A], [Right] + [B], then [X] + [Y] on the specified screens.
- Smoke walks across the Mortal Kombat 3 logo and becomes selectable as Cyber Smoke.
- Harpoon, Teleport Uppercut, Invisibility, and air throw have been reproduced on the SNES mapping.
- At least one compact string and the [HP], [HP], [LK], [HK], [LP] combo have been practiced.
- Armageddon has been entered at full-screen distance by holding [Block] through [Up], [Up], [Forward], [Down], then releasing [Block].
- Bomb Snack has been entered at sweep distance while holding [Block] + [Run].
- The Stage Fatality has been tested with [Forward], [Forward], [Down], [LK] on an eligible stage.
- Bull Animality has been attempted only after Mercy, the revived-opponent victory, and the second finishing prompt, from outside sweep range.
- The normal Choose Your Destiny tower is completed through its regular opponents, Motaro, and Shao Kahn.
- Smoke’s victory presentation appears.
- Smoke’s ending biography/material appears.
- No separate introductory Smoke biography is expected.
References for this chapter
- Mortal Kombat 3 - Move List and Guide - Super Nintendo - By Sour
- Mortal Kombat 3 — Move List and Guide — Super Nintendo — By LCappitelli
- Mortal Kombat 3 - Move List and Guide - Super Nintendo - By WorknMan-rat
- Mortal Kombat 3 (USA) SNES Instruction Manual
- Mortal Kombat 3 Cheats, Codes, and Secrets for Super Nintendo
Sub-Zero — freeze utility, punish conversions and finishing inputs (SNES)
Sub-Zero wins space by forcing respect for Freeze, Ice Shower, Ice Clone, and Slide. Freeze is his main conversion tool: use it against grounded movement, then confirm a short string or knockdown before returning to neutral. Ice Clone is strongest as a defensive barrier against committed charges, while Slide is a risky low approach that should not be used against a blocking opponent. The original North American SNES release gives Sub-Zero two fatalities, Animality, Friendship, Babality, and a Stage Fatality. Fatality 1 is Chiropractor at close range; Fatality 2 is Ice Breath outside sweep range. Animality is Polar Bear King and requires the shared Mercy sequence first.
Set the SNES controls and establish Sub-Zero’s distances
Use the default SNES mapping unless the cartridge has been remapped in Options: is , is , is , is , is , and is . Direction commands are relative to Sub-Zero’s current facing. If the fighters cross sides, and reverse. Hold a button only when the command or finisher specifically calls for a hold.
Close range means Sub-Zero is directly beside the opponent and within throw range. Sweep range is just beyond throw distance, roughly the distance at which a sweep can connect. Outside sweep means farther away than sweep range but not necessarily full-screen. Jump range is the space covered by a forward jump. Full-screen means the fighters are separated across most of the arena. Set the required distance before beginning a finisher input; do not expect the opponent’s knockback to place Sub-Zero correctly.
- Throw — — close range — use after a blocked approach or when the opponent is guarding repeatedly.
- Uppercut — + — close range — anti-air and knockdown normal.
- Sweep — + — sweep range — low knockdown attack.
- Roundhouse — + — close to mid-range — reaching knockdown normal.
- Standing normals — , , , — close to mid-range — use to check spacing and start short strings.
- Jump attack — jump plus or — jump range — use against a late anti-air or occupied opponent.
Control the approach with Sub-Zero’s specials
Freeze is , , . Use it against grounded movement, predictable advances, and opponents who repeatedly occupy the same lane. A clean Freeze gives Sub-Zero time to walk forward and begin a confirmed string. Avoid throwing it point-blank without a read: if it is blocked or avoided, the opponent can usually retaliate before Sub-Zero recovers.
Ice Shower is , , . The front placement is , , , , and the behind placement is , , , . Use the three placements to catch grounded movement and discourage opponents from jumping over the same lane. They are less reliable at point-blank range because the recovery can be punished.
Ice Clone is , , . Place it in the path of a committed charge rather than directly on top of a standing opponent. It is particularly useful against Nightwolf’s shoulder charge, Kano’s Cannonball, Liu Kang’s Bicycle Kick, and Shao Kahn’s shoulder rush. Slide is +++. It can pass beneath some high attacks and punish recovery, but it is unsafe when blocked, so do not cancel into it automatically from a blocked string.
- Freeze — , , — grounded mid-range — primary freeze starter.
- Ice Shower — , , — mid-screen — challenge grounded movement.
- Front Ice Shower — , , , — directional placement — cover the space ahead.
- Behind Ice Shower — , , , — directional placement — cover the space behind.
- Ice Clone — , , — mid-range setup — stop committed movement.
- Slide — +++ — low approach — pass under some high attacks or punish recovery; unsafe on block.
Convert Freeze hits and punish unsafe attacks
After a close Freeze or a clean jump-in, practice , , , , , +. Confirm that the first connects before continuing. If the opponent is farther away, use the shorter , , , , + route. These are practical SNES routes, but the starting distance still matters; do not force the longer sequence after a distant Freeze.
For a basic punish, block the opponent’s unsafe special and press only when Sub-Zero is close enough to reach. If connects, finish with + or the shorter string. If the opener whiffs, stop rather than adding a committed Slide. Against a predictable charge, place Ice Clone first, then walk forward after the opponent is stopped and choose , a throw, or the short string.
Run five practice passes: a close Freeze conversion, a sweep-distance Freeze attempt, a jump-in conversion, a blocked-special punish, and an Ice Clone response to a charge. After a dropped combo, return to neutral spacing before trying again. This separates execution errors from a route that was attempted from the wrong distance.
- Freeze or jump-in → , , , , , + — longer route — spacing-sensitive conversion.
- Freeze or jump-in → , , , , + — shorter route — easier conversion.
- Confirmed opener → , , + — compact punish practice — stop if the first hit misses.
- Blocked unsafe special → — punish only when Sub-Zero is within reach.
- Ice Clone → walk forward → or throw — punish a stopped charge.
Perform Sub-Zero’s finishers on the original SNES release
Fatality 1, Chiropractor, is performed at close range: , , , , . Stand directly beside the opponent before entering the sequence. Fatality 2, Ice Breath, is performed outside sweep range: , , , , . Move farther away than sweep distance first, then enter the command while still facing the opponent.
Animality is Polar Bear King. It requires the shared Mercy prerequisite: the opponent must have won one round, Sub-Zero must win the deciding third round, and Sub-Zero must be outside close range with held while pressing repeatedly until Mercy activates. Defeat the revived opponent. At the second Finish Him or Finish Her prompt, move to close range, hold , press , , , then release . Do not attempt the Animality at the first prompt or before the revived opponent has been defeated.
Friendship is , , , . Babality is , , , . The Stage Fatality is , , , , , performed at close range on The Subway, Shao Kahn’s Tower, or The Pit III. Brutality is not available in original Mortal Kombat 3 on SNES. The Bell Tower is not one of the Stage Fatality stages for this release.
- Fatality 1: Chiropractor — close range — , , , , .
- Fatality 2: Ice Breath — outside sweep range — , , , , .
- Animality: Polar Bear King — close range after Mercy, revival, and the second prompt — hold , , , , release .
- Friendship — , , , .
- Babality — , , , .
- Stage Fatality — close range on The Subway, Shao Kahn’s Tower, or The Pit III — , , , , .
- Brutality — unavailable in the original North American SNES release.
Before you move on
- The default SNES mapping is correctly identified.
- Freeze, all three Ice Shower commands, Ice Clone, and Slide can be performed.
- A clean Freeze converts into both listed Sub-Zero practice routes.
- A reachable blocked special can be punished with [HP].
- Ice Clone can stop a predictable charge and create an approach opportunity.
- Chiropractor is performed at close range with [Block], [Block], [Run], [Block], [Run].
- Ice Breath is performed outside sweep range with [Back], [Back], [Down], [Back], [Run].
- Mercy is completed before attempting Polar Bear King.
- Polar Bear King is performed at the second prompt with held [Block], [Forward], [Up], [Up], release [Block].
- Friendship and Babality can be performed.
- The Stage Fatality can be performed on The Subway, Shao Kahn’s Tower, or The Pit III, and Brutality is recognized as unavailable.
Sonya Blade — zoning, grapples and mid-screen pressure (SNES)
Sonya controls the space between sweep and mid-screen with Energy Rings, then converts a forced approach into a short string, Leg Grab, Flying Punch, or throw. Keep Rings at mid-screen or farther, stop using them when the opponent reaches close range, and use standing [HK] to challenge predictable jumps. Her practical SNES routes are short punch and kick strings, with a longer six-hit sequence available after a confirmed opening. The exact-USA-SNES references list two Fatalities, an Animality, Friendship, and a Stage Fatality. Smash Bubble requires held [Block]+[Run], a half-screen position, and release after [Up], [Up], [Back], [Down]. Kiss of Death works at anywhere distance. Babality notation conflicts between the exact-SNES references, so do not treat either the short or extended command as definitive without checking the reference used by your cartridge documentation. The original SNES release has no Brutality for Sonya.
Confirm the SNES controls and establish Sonya’s spacing
Use the default mapping unless the cartridge options have been changed: is , is , is , is , is , and is . Direction commands are relative to Sonya’s facing. If she crosses the opponent, and exchange roles.
Begin at sweep distance, just outside normal throw range. From there, Energy Rings can control grounded movement while Sonya remains far enough away to avoid an immediate close punish. At mid-screen, alternate Rings with small advances and retreats. Once the opponent reaches close range, stop throwing Rings and use a confirmed normal, Leg Grab, or throw. Close means normal throw range; sweep distance is just beyond throw range; jump distance is the space covered by a normal jump; full-screen means nearly the entire stage separates the fighters.
- Energy Rings — , , , — mid-screen or farther — control grounded approaches.
- Standing High Kick — — sweep-to-mid range — challenge predictable jumps and forward movement.
- Standing Low Kick — — close-to-sweep range — interrupt movement and create space.
- Throw — use the game’s close throw command — close — punish sustained blocking.
- Leg Grab — ++ — close — grounded grab after conditioning the opponent to block.
Use Sonya’s exact-SNES move reference
Sonya’s primary special moves are Energy Rings, Leg Grab, Flying Punch, and Bicycle Kick. Energy Rings travel horizontally and should be used before the opponent reaches close range. Flying Punch crosses space quickly, but it is a committed approach and should be reserved for a read, a whiff punish, or a confirmed opening. Bicycle Kick can finish a confirmed sequence, but a missed attempt leaves Sonya exposed while she returns to the ground. Leg Grab is useful against passive grounded defense but is blockable and should not be repeated after the opponent has shown they are waiting for it.
Her basic attacks are , , , and . The documented SNES strings include , , , , , +, , , , +, and the six-hit route , , , , , +. Treat these as hit-confirm routes: stop after the opener or short sequence if the opponent blocks.
- Energy Rings — , , , — mid-screen or farther — primary projectile.
- Leg Grab — ++ — close — fast grounded grab; unsafe when anticipated.
- Flying Punch — , , — approach range — punish a committed recovery or catch a predictable jump path.
- Bicycle Kick — , , , — close-to-mid range — finish a confirmed opening.
- High-kick string — , , , , , + — close — documented six-hit conversion.
Convert openings into practical SNES combos
Begin with the short routes so the first-hit confirmation becomes automatic. Use , , for a basic three-hit conversion, or , , + for a kick-based route. The longer documented route is , , , , , +, listed in the SNES move reference as a six-hit conversion.
Do not force the full string against a blocking opponent. If the first hit is blocked, stop and return to sweep distance. After a knockdown, avoid running directly into the opponent without a read. Walk back toward sweep range, then resume Ring control or wait for a jump. This reset makes the next approach easier to identify and reduces the chance of being punished by a wake-up attack.
- Three-hit punch string — , , — close — beginner conversion.
- Three-hit kick string — , , + — close — quick damage route.
- Four-hit route — , , , + — close — use after a confirmed opener.
- Six-hit route — , , , , , + — close — advanced documented conversion.
- Dropped combo — stop pressing, retreat to sweep distance, and resume Ring control.
Apply pressure, anti-air, and punish rules
Use Energy Rings to force the opponent either to jump or to advance during projectile recovery. If they jump over a Ring, stop throwing more and answer with standing , a retreat, or a backward jump kick. After a successful anti-air, regain space instead of automatically starting another Ring at close range.
At close range, alternate a blocked normal with a throw or Leg Grab, but do not repeat Leg Grab once the opponent is ready to block it. Against a missed projectile or unsafe special, advance during recovery and use the shortest confirmed string. Flying Punch is a useful committed answer to airborne movement, but it should not replace standing as the safer anti-air check.
- Jumping opponent — standing or backward jump kick — jump range — regain spacing afterward.
- Grounded blocker — walk forward and throw — close — punish repeated blocking.
- Missed special — advance during recovery, then use , , or , .
- Blocked opener — stop the chain and reset rather than assuming makes it safe.
Perform Sonya’s Fatalities
Fatality 1 is Smash Bubble. Stand at half-screen distance. Hold +, enter , , , , and release both held buttons after the final direction. Keep both shoulder buttons held throughout the directional sequence. Releasing early can produce an ordinary jump, block, or run input. The exact-SNES reference adopted here identifies half-screen as the required range.
Fatality 2 is Kiss of Death. It works at anywhere distance: enter , , , , during the finishing window. Remain stationary while entering the command. If the move fails, first verify that the finishing prompt is still active and that the directional sequence was performed relative to Sonya’s current facing.
- Smash Bubble, Fatality 1 — hold +, , , , , release both — half-screen.
- Kiss of Death, Fatality 2 — , , , , — anywhere distance.
- Held-input drill — establish half-screen spacing, hold both shoulder buttons, enter every direction, then release together.
- Brutality — unavailable in the original North American SNES Mortal Kombat 3 release.
Perform the other available finishers
Friendship uses , , , , . The exact-USA-SNES references also list a Babality, but they do not agree on its complete command: one reference gives a compact , , , notation, while another prints a longer directional sequence. Because the discrepancy cannot be resolved confidently for this exact release, do not publish either command as definitive. Treat Babality as source-qualified and verify it against the move list used for the cartridge or hardware setup before relying on it.
Friendship and Babality require the usual non-Block condition for the deciding round. The Stage Fatality is , , , and must be attempted on a compatible stage. The verified North American SNES locations are The Subway, Shao Kahn’s Tower, and The Pit III. Do not use The Bell Tower as a confirmed location for this edition.
Sonya’s Animality requires holding , entering , , , , then releasing at close range. The opponent must have won one round. Sonya must win the deciding round, perform Mercy outside close range at the first finishing prompt, defeat the revived opponent, and use the Animality at the second prompt. Mercy uses held with repeated inputs; no universal fixed repetition count is used here because the exact references disagree.
- Friendship — , , , , — finishing prompt — do not press during the deciding round.
- Babality — exact command source-qualified and unresolved in the exact-SNES references — finishing prompt — do not rely on the disputed short notation as definitive.
- Stage Fatality — , , , — The Subway, Shao Kahn’s Tower, or The Pit III.
- Animality — hold , , , , , release — close — Mercy and second prompt required.
- Brutality — unavailable in this edition.
Recover from failed attempts and confirm completion
If Smash Bubble fails, check the range first: the adopted exact-USA-SNES reference requires half-screen. Then repeat the command while keeping + held until the final . If Kiss of Death fails, remain stationary and verify that the finishing prompt is active. For Friendship, review the deciding round for an accidental press. For Babality, consult the exact move list attached to the cartridge documentation rather than assuming the conflicting short command is correct.
Sonya’s character chapter is complete when you can control sweep-to-mid range with Energy Rings, land one documented combo route, and perform at least one verified finisher. Full-game completion is separate: finish Sonya’s normal Choose Your Destiny tower, defeat Motaro, defeat Shao Kahn, and allow Sonya’s victory presentation and character biography to appear.
- Verify =, =, =, =, =, and =.
- Use Energy Rings — , , , — to control mid-screen.
- Land one short string and practice the documented six-hit route without forcing it on block.
- Perform Smash Bubble at half-screen, Kiss of Death at anywhere distance, or another verified finisher with its prerequisites.
- Complete the normal tower, defeat Motaro and Shao Kahn, and wait for Sonya’s victory presentation and biography.
Before you move on
- Confirm the default SNES physical-button mapping.
- Use Energy Rings with [Down], [Down-Forward], [Forward], [LP] to control mid-screen and Leg Grab or throw at close range.
- Land at least one verified Sonya string without forcing it on block.
- Perform Smash Bubble at half-screen, Kiss of Death at anywhere distance, or another verified finisher with its prerequisites.
- Treat Babality as unresolved unless confirmed by the exact move reference used for the cartridge.
- Complete Sonya’s normal Choose Your Destiny tower, defeat Motaro, defeat Shao Kahn, and allow her victory presentation and biography to appear.
Sindel — aerial control, scream mix and punish patterns (SNES)
Sindel is strongest at sweep distance, where her fast Fireball checks approaches and her Float changes jump timing. Her Sonic Scream is a close-range stun, while Air Fireball gives her a way to alter her descent after jumping or floating. Begin with short confirms such as [HP], [HP], [Down]+[HP] and [HK], [HK], [Back]+[HK] before attempting flip-kick extensions. The exact-USA-SNES finisher table gives Bad Hair Day at close range with [Run], [Run], [Block], [Run], Fatal Scream at close range with [Run], [Run], [Block], [Block], [Run]+[Block], Queen Bee after Mercy with [Block] held during [Forward], [Forward], [Up], [HP], and release afterward, plus Friendship, Babality, and the Stage Fatality. Brutality is unavailable. Finish a normal Choose Your Destiny tower, defeat Motaro and Shao Kahn, and wait for Sindel’s victory presentation and biography.
1. Confirm the SNES layout and Sindel’s core attacks
Use the default SNES layout: =, =, =, =, =, and =. Direction commands are relative to Sindel’s facing, so reverse and after the fighters cross sides. Close range means the fighters are immediately beside each other. Sweep distance is the spacing where a sweep can connect. Jump distance is the normal forward-jump span. Full-screen means the farthest ordinary ground spacing. If a third-party controller is connected, verify the mapping before practicing finishers.
For ordinary attacks, use standing, crouching, jumping, and close attacks with the corresponding attack buttons. Useful command normals for this chapter are + for Sweep, + for Roundhouse, + for Low Crouch Kick, + for High Crouch Kick, and the forward- or backward-flip punch using + or +, and + or +. Sindel’s close functions as her throw, while is her close elbow attack. These attacks are most useful after a scream stun, a jump-in, or a blocked opponent’s unsafe commitment.
- Throw — — close range; use immediately beside the opponent.
- Elbow — — close range; close attack for short confirms.
- Sweep — + — sweep distance; low knockdown normal.
- Roundhouse — + — longer command normal for spacing.
- Low Crouch Kick — + — low attack; use to vary close pressure.
- High Crouch Kick — + — close attack and combo component.
- Flip Punches — + or , + or — airborne approach or retreat attacks.
2. Control neutral with Fireball, Float, Air Fireball, and Sonic Scream
Fireball — , , — is Sindel’s primary ground projectile. Use it from sweep distance or farther to make the opponent block, jump, or advance. It is especially useful for forcing a reaction before Sindel changes position. Do not throw it point-blank against an opponent already moving forward, because the recovery can be punished.
Air Fireball — , , , — is performed while jumping or floating. The complete motion includes all three directional stages; do not shorten it to , , . Use it to alter Sindel’s descent or complete a practiced aerial conversion, not as a grounded anti-air.
Float — , , , — puts Sindel into aerial movement. Press to land. Float is a movement tool rather than guaranteed invulnerability, and Sindel cannot attack normally while remaining airborne. Use it to change jump timing, drift away from a projectile, or set up an Air Fireball.
Sonic Scream — , , , — is a close-range stun. It must connect near the opponent to have its intended effect. On a successful stun, walk in and use a short confirm such as , , +. If it misses, block or retreat rather than repeating it immediately.
- Fireball — , , — sweep distance or farther; fast approach check.
- Air Fireball — , , , — while jumping or floating; descent control.
- Float — , , , — aerial movement; press to land.
- Sonic Scream — , , , — close-range stun; punishable when it misses.
3. Build damage from short confirms into aerial extensions
Start with the compact routes listed in the exact-USA-SNES combo table. , , + is the primary three-hit close punish. , , + is a three-hit knockdown route with slightly different spacing. Other reliable routes include , , ; , , ; , , , ; , , , +; and , , , . Confirm the first hit before committing to the rest. If the opponent blocks, stop rather than forcing the final attack.
For a longer conversion, use , , +, then Flip Kick and Air Fireball. A second longer route is , , , +, then Flip Kick and Air Fireball. These routes require close starting spacing and correct juggle position. They are not guaranteed from every jump-in or from every point on the screen. Practice them first after a stationary close hit, then after a successful Sonic Scream.
When Sindel lands a jump-in, aim to land close enough to confirm , , +. If the jump pushes the opponent out of range, do not swing at empty space. Return to sweep distance and resume Fireball control. After a dropped combo, block the first retaliation, retreat, and reset rather than attempting another airborne approach immediately.
- 2 hits — , — basic close confirmation.
- 2 hits — , — alternate close confirmation.
- 3 hits — , , + — primary close punish.
- 3 hits — , , + — knockdown route.
- 3 hits — , , — short close route.
- 3 hits — , , — alternate close route.
- 4 hits — , , , — close conversion.
- 5 hits — , , +, Flip Kick, Air Fireball — close range and correct juggle spacing.
4. Adjust the plan for ordinary opponents, Motaro, and Shao Kahn
Against ordinary opponents, begin around sweep distance. Use Fireball to provoke a jump or advance, then answer the response with a grounded attack or jump-in. If Sindel reaches close range, confirm , , + or use Sonic Scream when the opponent has committed to entering its short range. On block, end the string unless the next hit has been confirmed.
Motaro reflects projectile attacks and cannot be thrown, so repeated Fireballs, throws, and close-range aerial approaches are poor foundations for this fight. Stay grounded, block his committed attacks, and punish his recovery with , , + when he finishes within range. Avoid Float near Motaro because his projectile and anti-air responses can catch Sindel during aerial movement.
Against Shao Kahn, block his committed charges and heavy attacks, then punish the recovery with the short route. Use , , + when Sindel is slightly farther away. Fireball may make Kahn advance from long range, but do not blindly chase behind it. The normal SNES ladder leads to Motaro and then Shao Kahn.
- Regular opponents — Fireball from sweep distance, then punish the response.
- Blocked string — stop unless the next link is confirmed.
- Motaro — avoid projectile and throw plans; punish recovery from the ground.
- Shao Kahn — block committed attacks and punish recovery.
- Dropped combo — block, retreat, and reset at sweep distance.
5. Perform the exact SNES finishers and verify completion
Bad Hair Day, Fatality 1 — , , , — close range. Fatal Scream, Fatality 2 — , , , , + — close range. The final + is simultaneous. These are the exact-USA-SNES commands; do not substitute the commonly circulated Hair Spin sequence or the shorter Fatal Scream command from another listing.
Babality — , , , , . Friendship, Kickball — , , , , , . To use either of these, win the deciding round without pressing . Stage Fatality — , , , . The Stage command is listed for the SNES release; use it only where the arena permits a stage finish.
Queen Bee, Animality — hold , enter , , , , then release — close range. It requires the shared third-round Mercy setup: the opponent must have won a round, Sindel must win the deciding round, Sindel must be outside close range for the Mercy attempt, and the button must remain held while is pressed repeatedly until Mercy activates. Defeat the revived opponent, reach the second Finish Him or Finish Her prompt, move to close range, hold while entering the Queen Bee command, and release after . Brutality is unavailable in original Mortal Kombat 3.
For the assigned completion goal, clear a normal Choose Your Destiny tower, defeat Motaro, defeat Shao Kahn, and allow Sindel’s victory presentation and biography to appear. A finisher test, Mercy, Animality, or Versus code does not replace the normal tower completion requirement.
- Bad Hair Day — , , , — close range.
- Fatal Scream — , , , , + — close range.
- Babality — , , , , — avoid during the deciding round.
- Friendship — , , , , , — avoid during the deciding round.
- Mercy — hold and press repeatedly — shared third-round prerequisite.
- Queen Bee Animality — hold , , , , , release — close range after Mercy, the revived opponent, and the second prompt.
- Stage Fatality — , , , — use on a compatible stage.
- Brutality — unavailable in original Mortal Kombat 3.
- Completion — defeat the regular tower, Motaro, and Shao Kahn, then wait for Sindel’s presentation and biography.
Before you move on
- Execute Fireball, Air Fireball, Float, and Sonic Scream from both sides of the screen.
- Perform Sindel’s throw with [LP] at close range and her close [HP] attack.
- Practice Sweep, Roundhouse, crouching attacks, forward-flip punch, and backward-flip punch.
- Land [HP], [HP], [Down]+[HP] after a confirmed opening.
- Land [HK], [HK], [Back]+[HK] from close or appropriate mid-range spacing.
- Land [HP], [HP], [LP], [HK] from close range.
- Land the complete Air Fireball command [Down], [Down-Forward], [Forward], [LK] while airborne.
- Perform Bad Hair Day at close range.
- Perform Fatal Scream at close range with simultaneous [Run]+[Block].
- Perform Babality and Friendship after avoiding [Block] during the deciding round.
- Complete Mercy, defeat the revived opponent, and perform Queen Bee by holding [Block] during [Forward], [Forward], [Up], [HP], then releasing it at close range.
- Perform [Down], [Down], [Down], [LP] as a Stage Fatality on a compatible stage.
- Complete a normal Choose Your Destiny tower, defeat Motaro and Shao Kahn, and wait for Sindel’s victory presentation and biography.
Sheeva — heavy chip, ground control and finisher methods (SNES)
Sheeva is a close-to-mid-range Shokan who converts reach, heavy strings, knockdowns, and throw pressure into steady damage. Her movement and recovery are slower than those of most human fighters, so Ground Stomp and Teleport Stomp are committed reads rather than automatic reversals. Use Fireball to discourage a full-screen advance, then move behind heavy normals and vary between chains, sweep, throw attempts, and retreat. Her practical SNES routes include the four-hit punch chain, the four-hit kick chain, and the seven-hit combined chain. This chapter uses the selected exact-USA-SNES move table: Fireball is [Down], [Down-Forward], [Forward], [HP]; Ground Stomp is [Back], [Down], [Back], [HK]. Fatality 1 is [Forward], [Down], [Down], [Forward], [LP]. Fatality 2 requires holding [HK], entering [Back], [Forward], [Forward], then releasing [HK]. Sheeva also has a Friendship, Babality, Animality, and Stage Fatality. Animality requires a successful Mercy, defeat of the revived opponent, and the second Finish Him or Finish Her prompt. Brutality is unavailable in this original SNES release.
Set the controls and establish Sheeva’s useful range
Use the default SNES layout unless the cartridge has been remapped: is High Punch, is Low Punch, is High Kick, is Low Kick, is Block, and is Run. Directions are relative to Sheeva’s facing. When the fighters cross sides, reverse and for every command.
Close range is normal throw distance. Sweep range is approximately one sweep away. Jump range is where a forward jump attack can connect. Full-screen means the fighters are at opposite ends of the arena. Sheeva is strongest from close through sweep range, where her heavy normals, chains, and throw threat make blocking costly. At full-screen distance, use Fireball to discourage a full-screen advance instead of trying to win a prolonged projectile exchange.
- — High Punch — close-range check and chain starter.
- — Low Punch — close-range check and throw input.
- — High Kick — long normal and chain component.
- — Low Kick — low check and chain component.
- + — Sweep — low knockdown attack.
- + — Roundhouse — long knockdown kick.
- + — Uppercut — anti-air and punish against unsafe jump-ins.
- + — forward flip punch used in Sheeva’s documented chains.
- at close range — Throw — use after conditioning the opponent to block.
- — Block — defensive button.
- — Run — approach and combo-link button.
Use Sheeva’s specials as committed spacing tools
Fireball is , , , . Use it from sweep distance or farther to interrupt a slow advance and force a jump or block. The move is useful for controlling space, but its recovery makes repeated use risky when the opponent is already close or has begun advancing behind a block.
The adopted exact-SNES table lists Ground Stomp as , , , . Another SNES reference prints , , , . Use the adopted , , , command for this chapter and treat the other notation as an alternate source entry rather than combining the commands. Ground Stomp is slow and punishable when anticipated, so use it against a grounded opponent who is likely to remain still or retreat predictably.
Teleport Stomp is , . Use it to alter position or surprise a stationary opponent, not as an automatic reversal. If the opponent blocks or avoids it, defend as Sheeva lands. Against repeated jump-ins, block the attack and answer with + when the opponent lands within uppercut range.
- Fireball — , , , — mid-screen and long-range space control.
- Ground Stomp — , , , — adopted exact-SNES command; committed grounded read with punishable recovery.
- Alternate Ground Stomp notation — , , , — printed by another SNES reference.
- Teleport Stomp — , — repositioning and surprise approach; not a guaranteed reversal.
- Uppercut — + — anti-air and punish after unsafe recovery.
Convert close openings into confirmed strings and throws
The documented punch chain is , , , +. Use it after a clean close-range opening or a punish. If the first punch is blocked, do not complete the entire sequence automatically; stop, block, or disengage before the opponent retaliates.
The documented kick chain is , , , +. It provides a second close-range knockdown route. The seven-hit route is , , , , , , +. Practice the shorter chains first, then add the kick section only after the opening punches consistently connect.
Sheeva’s close-range throw uses , the physical Low Punch button. A blocked normal does not make the throw guaranteed. Walk forward after conditioning the opponent to guard, pause briefly, and attempt the throw. If the opponent attacks during the approach, block and punish. If they jump or retreat, use a high normal, sweep, or Fireball to reclaim space.
- Four-hit punch chain — , , , + — confirmed close-range opening.
- Four-hit kick chain — , , , + — confirmed close-range opening and knockdown.
- Seven-hit chain — , , , , , , + — advanced confirmed route.
- Throw — at close range — use after conditioning the opponent to block.
- Sweep — + — low knockdown and neutral reset.
- Uppercut — + — punish jump-ins and unsafe recovery.
Perform Sheeva’s SNES finishers
Use these commands during the Finish Him or Finish Her prompt. Fatality 1 is performed at close range with , , , , . Enter the sequence without adding or .
Fatality 2 is also close range. Hold , enter , , , then release . Keep held throughout the directional sequence. Do not substitute the Fatality 1 command or release the button early.
Friendship is , , , , then . Babality is , , , , . Do not press during the deciding round when attempting either finisher.
Animality is , , , , . First reach the required third-round situation: the opponent must have won a round and Sheeva must win the deciding round. Stand outside close range, hold , and press repeatedly until Mercy activates. Defeat the revived opponent, wait for the second Finish Him or Finish Her prompt, and enter the Animality command.
Stage Fatality is , , , , at close range. For this original North American SNES release, use The Subway, Shao Kahn’s Tower, or The Pit III. Brutality is not available in this version.
- Fatality 1 — , , , , — close range.
- Fatality 2 — hold , , , , release — close range.
- Friendship — , , , , — avoid during the deciding round.
- Babality — , , , , — avoid during the deciding round.
- Mercy — hold , press repeatedly — required third-round situation and outside close range.
- Animality — , , , , — after Mercy, a second victory, and the next finishing prompt.
- Stage Fatality — , , , , — close range on The Subway, Shao Kahn’s Tower, or The Pit III.
- Brutality — unavailable in original SNES Mortal Kombat 3.
Practice Sheeva’s match plan and recover from mistakes
Run a five-pass drill. First, land , , , + from close range. Second, land , , , +. Third, punish a jump-in or unsafe grounded attack with one of those chains. Fourth, walk forward after a blocked normal and attempt a throw only if the opponent continues guarding. Fifth, use Fireball with , , , from sweep distance, block the approach, and answer with + or a grounded normal.
If a chain drops, stop attacking and block. Back away to sweep distance, watch for a jump, and reset instead of immediately attempting Ground Stomp. If Fireball is blocked at mid-screen, prepare for the opponent’s approach rather than repeating it. If Teleport Stomp is blocked or avoided, defend as Sheeva lands and accept the reset. Against crouch-blocking, walk forward and threaten the throw. Against frequent jumpers, prioritize blocking and uppercutting over chasing with Teleport Stomp.
- Pass 1 — confirm the punch chain from close range.
- Pass 2 — confirm the kick chain and knockdown.
- Pass 3 — punish a jump-in or unsafe grounded attack.
- Pass 4 — threaten Throw after a blocked normal.
- Pass 5 — perform Fireball with , , , from sweep distance, then defend the approach.
- After a drop — block, retreat to sweep distance, and reset instead of forcing a stomp.
Before you move on
- Confirm the default SNES mapping: [Y] High Punch, [B] Low Punch, [X] High Kick, [A] Low Kick, [L] Block, and [R] Run.
- Perform Fireball with [Down], [Down-Forward], [Forward], [HP].
- Perform Ground Stomp with [Back], [Down], [Back], [HK], using the adopted exact-SNES table.
- Perform Teleport Stomp with [Down], [Up], using it as a positioning or surprise tool rather than an automatic reversal.
- Land the four-hit punch chain [HP], [HP], [LP], [Forward]+[HP].
- Land the four-hit kick chain [HK], [HK], [LK], [Back]+[HK].
- Use [B] at close range for a throw after conditioning the opponent to block.
- Perform Fatality 1 at close range with [Forward], [Down], [Down], [Forward], [LP].
- Perform Fatality 2 at close range by holding [HK], entering [Back], [Forward], [Forward], and releasing [HK].
- Perform Friendship or Babality without pressing [Block] during the deciding round.
- Reach the required Mercy situation, hold [Run], repeat [Down] until Mercy activates, defeat the revived opponent, and perform Animality at the second finishing prompt.
- Perform Stage Fatality on The Subway, Shao Kahn’s Tower, or The Pit III at close range.
- Confirm that no Brutality entry is available for Sheeva in the original SNES release.
Nightwolf — mixups, projectile counters and punish timing (SNES)
Nightwolf controls sweep-to-mid-screen space with Energy Arrow, Projectile Reflection and two distinct shoulder attacks. Use the regular Shoulder Charge to punish whiffs or finish confirmed strings, while Red Shoulder Charge is a committed mid-range approach that should be used sparingly because a blocked or missed charge can be punished. Hatchet Uppercut handles forward jumps and converts short strings into knockdowns. His original North American SNES finisher set includes two Fatalities, Friendship, Babality, Animality and Stage Fatality; Brutality is unavailable. Fatality 2 has conflicting exact-SNES documentation, so test the adopted two-[Back] command first and keep the older three-[Back] sweep-distance command as a fallback. Complete Nightwolf’s normal Choose Your Destiny route, defeat Motaro and Shao Kahn, then allow his victory presentation and biography to appear.
Set the SNES controls and learn Nightwolf’s spacing
Use the default North American SNES layout unless the cartridge has been remapped: =, =, =, =, =, and =. Direction commands are relative to Nightwolf’s facing; reverse and after the fighters change sides. Close means touching distance. Sweep distance is just outside a sweep’s reach. Jump distance is roughly one forward jump away. Full-screen means the farthest practical separation.
Nightwolf is most comfortable around sweep distance. From there, Energy Arrow can force an approach, Hatchet Uppercut can punish a jump, and either shoulder attack can punish a careless advance. Do not stand still at full-screen after firing an Arrow: walk back only far enough to preserve spacing, then be ready to block or anti-air.
- High Punch — — — close — fast close-range check and string starter.
- Low Punch — — — close — quick check and throw input.
- High Kick — — — standing kick and string component.
- Low Kick — — — low starter and Shoulder Charge component.
- Uppercut — + — + — jump-in range — anti-air and knockdown.
- Crouch Punch — + — + — close — quick interrupt.
- Crouch Kick — + or + — + or + — close — low checks.
- Sweep — + — + — sweep distance — knockdown and spacing reset.
- Roundhouse — + — + — standing kick and string ender.
- Throw — — — close against a blocking opponent — punish passive defense.
- Jump Punch or Jump Kick — +punch or kick — airborne — advancing pressure.
Control neutral space with Arrow, Reflection and both shoulder attacks
Energy Arrow is , , . Use it from sweep distance through full-screen to make the opponent advance, block or jump. It has recovery, so do not fire when the opponent is already close enough to reach Nightwolf. After a blocked or missed Arrow, hold or move back toward sweep distance instead of automatically firing again.
Projectile Reflection is , , , . It returns selected projectiles, but it is not a universal shield. The exact-SNES references specifically exclude Sub-Zero’s Ice Shower, Kabal’s Gear Slice and Shang Tsung’s Fire Eruption. Use Reflection as a read against a recognized projectile pattern, not as a replacement for blocking.
Shoulder Charge is , , . Use it after a confirmed string, against a whiffed normal or to catch a retreating opponent at mid range. Red Shoulder Charge, also called Red Dash in some move references, is , , , . It travels as a committed mid-range charge and is best reserved for a clear whiff punish, a predicted advance or a confirmed combo route. Do not throw it out repeatedly: if the attack misses or is blocked, the recovery gives the opponent a punish opportunity. Red Shoulder Charge is a separate move from the regular Shoulder Charge and should not replace it in standard combo practice.
- Energy Arrow — , , — sweep to full-screen — projectile and approach control.
- Projectile Reflection — , , , — against a compatible visible projectile — defensive read and projectile return.
- Shoulder Charge — , , — mid range — confirmed hit or whiff punish; unsafe when blocked or missed.
- Red Shoulder Charge — , , , — mid range — committed approach or whiff punish; use sparingly because it is punishable when it fails.
- Hatchet Uppercut — , , — close to mid range — anti-air and combo ender.
Use short strings, Hatchet conversions and punish routes
Nightwolf’s documented SNES strings include , , ; , , , ; , , , ; , , , +; and , , , Hatchet. Begin with , , because it is short and easy to confirm. If the first hit is blocked, stop the string and defend, retreat or attempt a close throw only when the opponent continues blocking.
For a reliable close conversion, confirm , , , then perform Hatchet with , , . The same conversion can follow , , , when the low starter connects. Use , , , + for a simpler knockdown when you do not want to risk special-move timing.
Practice Red Shoulder Charge separately from the regular charge. First punish a whiff from mid range with Red Shoulder Charge. Then test it after a confirmed string only if the opponent is positioned close enough for the charge to connect. If it is blocked, immediately return to defense rather than pressing another attack. After any dropped route, hold , disengage and re-establish sweep distance.
- Basic confirm — , , — close — stop if blocked.
- Hatchet conversion — , , , , , — close — confirmed hit only.
- Low-start conversion — , , , , , , — close — use after a connected low starter.
- Knockdown route — , , , + — close — reset to neutral after contact.
- Shoulder Charge route — , , , , , , , , — confirmed hit and suitable spacing — higher execution risk.
- Red Shoulder Charge punish — wait for a whiff, then , , , — mid range — do not use after a blocked string.
- Anti-air — + — jump-in range — punish the jump and regain initiative.
- Dropped-route recovery — hold , disengage and return to Energy Arrow spacing.
Perform Nightwolf’s original SNES finishers
Fatality 1 requires close range. Hold , enter , , , , release , then press again before the finishing window expires. The first is held rather than tapped.
Fatality 2 is listed by one exact-SNES table as , , , from mid or half-screen distance. An older SNES reference lists , , , , from sweep distance. Test the two- command first; if it fails on the cartridge, test the three- command from sweep distance rather than combining the two sequences.
Friendship is , , , from outside sweep distance. Babality is , , , , from outside sweep distance. Do not press during the deciding round for either finisher. Stage Fatality is , , on The Subway, Shao Kahn’s Tower or The Pit III. Brutality is unavailable in original Mortal Kombat 3.
Animality is , , , at close range, but it requires a successful Mercy first. Mercy is available in the third round when the opponent has won one round and Nightwolf wins the deciding round. Stand outside close range, hold and press repeatedly until the Mercy animation begins. Defeat the revived opponent, wait for the second Finish Him or Finish Her prompt, then perform Animality.
- Fatality 1 — close — hold , , , , , release , press .
- Fatality 2 adopted command — mid or half-screen — , , , .
- Fatality 2 alternate source-qualified command — sweep distance — , , , , .
- Friendship — outside sweep distance — , , , ; no during the deciding round.
- Babality — outside sweep distance — , , , , ; no during the deciding round.
- Stage Fatality — The Subway, Shao Kahn’s Tower or The Pit III — , , .
- Mercy — third-round deciding win, opponent won one round, outside close range — hold and press repeatedly.
- Animality — close after Mercy and the second victory prompt — , , , .
- Brutality — unavailable in original Mortal Kombat 3.
Finish the Nightwolf ladder and verify completion
Choose Nightwolf in normal one-player Choose Your Destiny, complete the selected tower route, then defeat Motaro followed by Shao Kahn. Against Motaro, avoid relying on Energy Arrow because his projectile reflection makes ordinary zoning unreliable. Use jump kicks, short confirmed strings, Hatchet Uppercut and carefully timed shoulder attacks, then retreat after blocked pressure. Against Shao Kahn, punish committed hammer or shoulder attacks, avoid standing close during his taunts and use Energy Arrow to encourage an advance before returning to defense.
After Shao Kahn falls, allow Nightwolf’s victory presentation to finish and wait for his character biography to appear. A finisher, Cyber Smoke activation or Versus Kombat Kode does not substitute for normal ladder completion.
- Select Nightwolf and begin a normal Choose Your Destiny tower.
- Use Energy Arrow, Reflection, anti-air, short confirmed strings and both shoulder attacks deliberately.
- Defeat Motaro after the regular opponents.
- Defeat Shao Kahn after Motaro.
- Allow Nightwolf’s victory presentation to finish.
- Allow Nightwolf’s character biography to appear.
Before you move on
- Confirm [Y]=[HP], [B]=[LP], [X]=[HK], [A]=[LK], [L]=[Block] and [R]=[Run].
- Perform Energy Arrow with [Down], [Back], [LP].
- Perform Projectile Reflection with [Back], [Back], [Back], [HK] against a compatible projectile.
- Perform Shoulder Charge with [Forward], [Forward], [LK].
- Perform Red Shoulder Charge with [Back], [Back], [Forward], [HK] from mid range against a whiff or confirmed opening.
- Land [HP], [HP], [LP], then Hatchet with [Down], [Forward], [HP].
- Use [Down]+[HP] to punish a jump-in.
- Perform Fatality 1 at close range by holding [Block], entering [Up], [Up], [Back], [Forward], releasing [Block] and pressing [Block].
- Test Fatality 2 with the adopted [Back], [Back], [Down], [HP] command from mid or half-screen range; use the source-qualified three-[Back] sweep-distance alternative only if required by the cartridge.
- Win the deciding round without [Block] and perform Friendship or Babality.
- Use [Run], [Run], [Block] for a Stage Fatality on The Subway, Shao Kahn’s Tower or The Pit III.
- Complete Mercy in the required third-round situation, defeat the revived opponent and execute Animality at close range.
- Complete a normal Choose Your Destiny tower with Nightwolf, defeat Motaro and Shao Kahn, and allow Nightwolf’s victory presentation and biography to appear.
Kurtis Stryker — firearm mix, zoning and when to commit (SNES)
Stryker controls grounded movement with High Grenade and Low Grenade, then converts a confirmed opening into Baton Toss or a short grenade-ending string. His baton attacks are dangerous at close range but leave him punishable when blocked or avoided, so use them after a clean hit, whiff punish or knockdown rather than as automatic pressure. This chapter follows an exact-USA-SNES move reference that lists Bomb Vest as Fatality 1 and Tazer as Fatality 2, both at close range. Machine Gun Baton is omitted because exact-SNES references disagree about whether it belongs in this release. The SNES version supports Stryker’s two Fatalities, Friendship, Babality, Animality and Stage Fatality. Animality requires a successful Mercy first; Friendship and Babality require no Block input during the winning round.
1. Set the SNES controls and establish Stryker’s spacing
Use the default SNES layout unless the options screen has been changed: is , is , is , is , is and is . Direction inputs are relative to Stryker’s current facing. When he crosses the opponent, reverse and for every command.
Close range means the fighters are nearly touching and throw range is available. Sweep distance is just outside normal throw range. Mid-screen is the usual spacing for grenades, while full-screen places both fighters near opposite edges. Start most drills at sweep distance, where Stryker can threaten either grenade without immediately standing inside the opponent’s throw range.
His basic reference includes standing and crouching punches and kicks, the uppercut, roundhouse, sweep, throw, jump attacks, High Grenade, Low Grenade, Baton Trip and Baton Toss. The exact-SNES references used here do not agree on Machine Gun Baton, so do not build a required route around that move.
- High Punch — — standing punch and close-range chain normal.
- Low Punch — — standing punch and throw input at close range.
- High Kick — — standing kick and chain normal.
- Low Kick — — standing kick and chain normal.
- Uppercut — + — anti-air and close punish.
- Sweep — + — sweep-distance knockdown.
- Throw — — close range.
- High Grenade — , + — sweep to mid-screen zoning.
- Low Grenade — , + — sweep to mid-screen zoning.
- Baton Trip — , + — committed knockdown attack.
- Baton Toss — , + — confirmed-hit ender.
2. Use grenades to control movement, not to attack automatically
High Grenade and Low Grenade share the same directional motion and differ by the final punch button. From sweep distance, alternate , + and , + so the opponent cannot respond to one fixed trajectory. A grenade that hits gives you time to advance; a grenade that forces a jump lets you prepare an anti-air or block the landing attack.
Do not throw grenades point-blank against a blocking opponent. If the opponent jumps over or otherwise avoids the grenade, Stryker has a long enough recovery window to be hit. After a missed grenade, hold and retreat rather than immediately throwing the other version.
Against a stationary blocker, walk forward behind the grenade and threaten for a throw, a standing normal or Baton Trip. Against a jumper, stop throwing and use + when the jump arc comes within reach. The purpose of the grenade is to make the opponent move into a punishable choice.
- High Grenade — , + — sweep to mid-screen — checks jumps and changes timing.
- Low Grenade — , + — sweep to mid-screen — checks grounded movement.
- Grenade hit — advance — use a normal or confirmed Baton Toss rather than guessing.
- Grenade avoided — , retreat — do not force a second special immediately.
- Jump over grenade — block the landing attack, then punish recovery.
3. Convert confirmed hits into Baton Toss
Use , , as the safest basic practice string. If the string is blocked, stop and defend; do not automatically finish with a special. On a confirmed hit, , + produces Baton Toss and gives Stryker a practical knockdown conversion.
The exact-SNES combo reference also lists , , , High Grenade and , , , Low Grenade. These routes are useful after a clean opening when the opponent is already positioned for the grenade. They are not pressure sequences to perform blindly on block.
At close range, , and , are short two-hit strings for checking whether the opponent is vulnerable. If either connects, continue only when the next hit is confirmed. If the opponent blocks, return to or walk back to sweep distance. Stryker’s main weakness is the recovery after a blocked baton or grenade, so defensive restraint is part of his game plan.
- Basic string — , , — close range — stop on block.
- Baton Toss conversion — , , , , + — confirmed hit only.
- High Grenade conversion — , , , , + — use after a confirmed string.
- Low Grenade conversion — , , , , + — use after a confirmed string.
- Short check — , — close range — confirm before extending.
- Short check — , — close range — confirm before extending.
4. Practice three routes and recover from a dropped string
Practice Route 1 from close range: , , . Once the three hits connect consistently, practice Route 2: , , , , +. Use Route 3 after a confirmed string when the opponent is at suitable distance: , , , , +. Substitute Low Grenade for High Grenade only after the first version is reliable.
Run five passes. First, hit with High Grenade from sweep distance. Second, hit with Low Grenade from the same spacing. Third, perform , , against a blocking opponent and stop. Fourth, punish a whiff with , or , . Fifth, complete the Baton Toss route only after confirming that the opening hit connected.
If any route drops, hold , defend the opponent’s response and walk backward until outside throw range. Reset to sweep distance before trying again. Do not mash another grenade or Baton Trip during the recovery period. On original hardware, prioritize clean directional motions and deliberate final-button presses over rapid inputs.
- Route 1 — , , — confirmed close string.
- Route 2 — , , , , + — confirmed Baton Toss conversion.
- Route 3 — , , , , + — confirmed High Grenade conversion.
- Block test — perform the string against defense and stop before the special.
- Recovery test — , retreat to sweep distance, then restart neutral after a drop.
5. Perform Stryker’s SNES finishers
This chapter follows the exact-USA-SNES table that identifies Fatality 1 as Bomb Vest and Fatality 2 as Tazer. Bomb Vest is , , , + at close range. Tazer is , , + at close range. Because other SNES references reverse the numbering and give Tazer a different range, use the adopted table consistently rather than combining instructions from both tables.
Friendship is , , , . Babality is , , , +. For either one, do not press during the winning round. The Stage Fatality is performed on The Subway, Shao Kahn’s Tower or The Pit III by holding , entering , , +, then releasing . Stand close to the opponent before beginning the stage command.
Animality is , , + at sweep distance. It requires the qualifying third-round situation: the opponent must have won a round, Stryker must win the deciding round, and Stryker must be outside close range while performing Mercy. Hold and press repeatedly until Mercy activates. After the opponent is revived, defeat them again and wait for the second Finish Him or Finish Her prompt before entering Animality. Brutality is not part of this original SNES Mortal Kombat 3 release.
- Bomb Vest, Fatality 1 — , , , + — close range.
- Tazer, Fatality 2 — , , + — close range in the adopted exact-SNES table.
- Friendship — , , , — no during the winning round.
- Babality — , , , + — no during the winning round.
- Stage Fatality — hold , , , +, release — The Subway, Shao Kahn’s Tower or The Pit III.
- Mercy — deciding-round win, opponent previously won a round, outside close range, hold and press repeatedly.
- Animality — , , + — sweep distance after Mercy and the revived opponent’s defeat.
- Brutality — unavailable in the original SNES release.
Before you move on
- You can perform Stryker’s basic attacks, throw, grenades, Baton Trip and Baton Toss with the default SNES mapping.
- You can identify close, sweep, mid-screen and full-screen spacing.
- You can alternate High Grenade and Low Grenade from sweep-to-mid-screen distance without committing point-blank.
- You can complete the basic string and Baton Toss conversion only after confirming the hit.
- You can perform three practice routes and safely reset after a dropped string.
- You can perform Bomb Vest at close range using the adopted exact-SNES Fatality 1 command.
- You can perform Tazer at close range using the adopted exact-SNES Fatality 2 command.
- You can perform Friendship and Babality after winning without pressing [Block].
- You can perform the Stage Fatality while holding [Block] through the command on an eligible SNES stage.
- You can complete Mercy with the required third-round condition and then perform Animality at sweep distance after defeating the revived opponent.
- You understand that Machine Gun Baton is omitted because exact-SNES references conflict and that Brutality is unavailable.
Shang Tsung — fireball control, morph strategy and SNES finishers
Shang Tsung is a selectable fighter in the original North American SNES release, not a ladder boss. Control mid-screen space with flaming skulls, confirm short strings, and morph only after a knockdown, whiff or protected retreat. The adopted exact-USA-SNES morph table contains thirteen targets: Cyrax, Jax, Kabal, Kano, Kung Lao, Liu Kang, Nightwolf, Sektor, Sheeva, Sindel, Sonya, Stryker and Sub-Zero. Smoke is not included in this table. His personal finishers are Rusty Nails and Soul Steal, plus an Animality, Friendship, Babality and Stage Fatality. Complete any normal Choose Your Destiny tower, defeat Motaro and then Shao Kahn, and allow Shang Tsung’s victory presentation and biography to appear.
Controls, facing and distance
The default SNES mapping is for , for , for , for , for , and for . Confirm the mapping in Control Configuration before practicing because the game permits remapping. Direction inputs are relative to Shang Tsung’s facing: moves toward the opponent and moves away. Reverse them after the fighters change sides.
Close means standing beside the opponent and includes throw distance. Sweep means just outside close range, where a sweep connects. Jump means the spacing normally covered by a jump-in. Full-screen means the greatest practical separation permitted by the stage. When a command says to hold a button, keep it held through the directional sequence and release it only where specified.
- = , = , = , = .
- = , = .
- Reverse and after a side switch.
- Verify physical buttons in Control Configuration.
Normals, command attacks, throws and strings
Use quick punches to interrupt approaches and begin confirmed strings. At throw distance, throws; farther away it produces a normal punch. Shang Tsung’s uppercut is his main close anti-air and knockdown tool. Use the sweep to create room for a skull or morph attempt. Do not finish every string against a blocking opponent: stop early, retreat or block instead of spending Run on a blocked sequence.
The two listed strings are practical damage routes. Start with the first hit, confirm contact, then complete the sequence. The five-hit route is more committed and is best reserved for a clean opening or a corner situation.
- Standing High Punch — — close to mid range — fast check and string starter.
- Standing Low Punch — — close range — quick check; throw at throw distance.
- Standing High Kick — — close to mid range — heavier standing attack.
- Standing Low Kick — — close range — low check.
- Uppercut — , — close — anti-air and knockdown.
- Crouch Punch — , — close — low-profile check.
- Low Crouch Kick — , — close — low attack.
- High Crouch Kick — , — crouching kick option.
- Sweep — , — sweep range — knockdown and setup tool.
- Roundhouse — , — close to mid range — heavy command normal.
- Elbow — — close — short-range pressure normal.
- Jump Punch — , or , — airborne — jump-in attack.
- Jump Kick — , or , — airborne — approach and combo starter.
- Forward Flip Punch — , or , — airborne — advancing attack.
- Backward Flip Punch — , or , — airborne — retreating attack.
- Forward Flip Kick — , or , — airborne — advancing attack.
- Backward Flip Kick — , or , — airborne — retreating attack.
- Throw — — close — punishes passive standing defense.
- Four-hit string — , , , + — close — reliable knockdown.
- Five-hit string — , , , , + — close — higher-commitment damage route.
Special moves and neutral plan
Use Single Flaming Skull to check movement at mid-screen. Double and Triple Flaming Skulls require more commitment and are best used when the opponent is retreating, recovering or repeatedly walking into the same space. If a skull is jumped, block the landing attack or anti-air instead of immediately throwing another projectile.
Hellfire, also labeled Volcanic Eruption or Rising Fireballs in different references, is , , , . Use it after a knockdown or when the opponent is respecting your projectile rhythm. At point-blank range against a blocking opponent, the motion is too committal and can leave Shang Tsung punishable.
- Single Flaming Skull — , , — mid-screen or farther — basic zoning tool.
- Double Flaming Skulls — , , , — mid-screen — committed projectile pressure.
- Triple Flaming Skulls — , , , , — full-screen — catches predictable movement.
- Hellfire/Volcanic Eruption — , , , — grounded eruption — use after knockdown or confirmed contact.
- Uppercut — , — close — anti-air jumping attacks.
- Sweep — , — sweep range — creates a morph or projectile opportunity.
Exact-USA-SNES morph table
This chapter uses the adopted exact-USA-SNES table containing thirteen targets and excluding Smoke: Cyrax, Jax, Kabal, Kano, Kung Lao, Liu Kang, Nightwolf, Sektor, Sheeva, Sindel, Sonya, Stryker and Sub-Zero. Do not add Smoke or merge this table with UMK3, Trilogy or arcade lists.
Morphing is vulnerable. Attempt it after a sweep, knockdown, whiffed attack or retreat that has created space. If the opponent is already beside Shang Tsung and attacking, hold instead. If the morph fails, give ground and return to skull range rather than repeating it immediately.
- Cyrax morph — , , — rapid sequence.
- Jax morph — , , , — rapid sequence.
- Kabal morph — , , — rapid sequence.
- Kano morph — , , — rapid sequence.
- Kung Lao morph — , , , — rapid sequence.
- Liu Kang morph — hold and rotate the D-pad 360 degrees — rapid rotation.
- Nightwolf morph — hold , press , , , then release .
- Sektor morph — , , , — rapid sequence.
- Sheeva morph — hold , press , , , then release ; the direct form is , , , .
- Sindel morph — , , , — rapid sequence.
- Sonya morph — +++ — simultaneous input.
- Stryker morph — , , , — rapid sequence.
- Sub-Zero morph — , , , — rapid sequence.
- Smoke morph — unavailable in the exact-USA-SNES table used here.
Finishers and required conditions
Enter a finisher only after the Finish Him or Finish Her prompt. The adopted exact-SNES reference calls Fatality 1 Rusty Nails. Hold while entering the motion, then release it at the end. Some references use the alternate label Spike Bed or Bed of Spikes for the same command; use Rusty Nails here. Fatality 2 is Soul Steal and uses the same hold-and-release principle. Both are close-range finishers.
Animality requires a successful Mercy first. The shared condition is the third round: the opponent must have won a round, Shang Tsung must win the deciding round, Shang Tsung must be outside close range, and must remain held while is pressed repeatedly until Mercy activates. After defeating the revived opponent, enter the Animality at the second Finish Him or Finish Her prompt. Babality and Friendship require that not be used during the deciding round. Brutality is unavailable in original Mortal Kombat 3.
- Fatality 1, Rusty Nails — hold , press , , , , release — close.
- Fatality 2, Soul Steal — hold , press , , , , release — close.
- Animality, Cobra — hold , press , , , release — outside sweep; Mercy required first.
- Babality — , , , — anywhere; do not press during the deciding round.
- Friendship, Joust — , , , — anywhere; do not press during the deciding round.
- Stage Fatality — hold , press , , , , then release — close; use only on The Subway, Shao Kahn’s Tower or The Pit III.
- Brutality — unavailable in original Mortal Kombat 3.
Complete Shang Tsung’s normal ladder
Select Shang Tsung from the standard SNES roster and choose any normal Choose Your Destiny tower. Defeat every regular opponent on the selected route. After the regular tower, fight Motaro and then Shao Kahn; these are the required final encounters for the normal SNES ladder.
Against Motaro, stay grounded, avoid making throws your primary plan, and punish a missed approach, teleport recovery or other committed attack. Against Shao Kahn, remain outside immediate hammer and shoulder range, block his advances and strike during recovery. Flaming Skulls can force him to approach, but stop zoning once he reaches reliable striking distance.
After Shao Kahn falls, do not reset, pause out or leave the sequence. Allow Shang Tsung’s victory presentation and biography to finish. Morph practice, finisher testing and Versus Kombat Kodes are separate activities and do not replace this completion check.
- Select Shang Tsung from the normal SNES roster.
- Clear every regular Choose Your Destiny opponent.
- Defeat Motaro before Shao Kahn.
- Punish Motaro’s committed attacks and Shao Kahn’s recovery.
- Allow Shang Tsung’s victory presentation to appear.
- Confirm that Shang Tsung’s character biography appears.
Before you move on
- Shang Tsung is selected from the original North American SNES roster.
- The adopted exact-USA-SNES morph table lists Cyrax, Jax, Kabal, Kano, Kung Lao, Liu Kang, Nightwolf, Sektor, Sheeva, Sindel, Sonya, Stryker and Sub-Zero.
- Smoke is not listed as an available morph in the adopted table.
- The move reference includes normals, command normals, jump and flip attacks, throw, strings and all four personal specials.
- Rusty Nails is performed by holding [LP], entering [Down], [Forward], [Forward], [Down], then releasing [LP] at close range.
- Soul Steal is performed by holding [LP], entering [Run], [Block], [Run], [Block], then releasing [LP] at close range.
- The Stage Fatality is performed by holding [Block], entering [Up], [Up], [Back], [LP], then releasing [Block].
- The normal Choose Your Destiny route is completed through Motaro and Shao Kahn.
- Shang Tsung’s victory presentation and character biography appear.
- Animality testing uses Mercy first and the second Finish Him or Finish Her prompt.
- Stage Fatality testing uses The Subway, Shao Kahn’s Tower or The Pit III.
References for this chapter
- Mortal Kombat 3 (USA) SNES Instruction Manual
- Mortal Kombat 3 - Move List and Guide - Super Nintendo - By TheHighlander42
- Mortal Kombat 3 - Move List and Guide - Super Nintendo - By Sour
- Shang Tsung — Mortal Kombat 3 move reference
- Mortal Kombat 3 — Move List and Guide — Super Nintendo — By LCappitelli
Versus settings, tournament rules and stage selection for competitive SNES play
Prepare the original North American SNES release with matching controller layouts, neutral Handicap, and no unannounced Kombat Kodes. The cartridge has a documented main-menu Tournament Mode activation, while the Versus-screen code 989-898 is disputed across SNES references: one table labels it Secret Tournament, while another describes Auto Tourney or a random eight-man match that may involve the Hidden Portal. Do not promise either behavior without testing the exact cartridge. For ordinary local competition, use standard Versus and publish a separate best-of-five ruleset covering rounds, character changes, pauses, stage bans, and scoring. The exact SNES stage-fatality arenas documented here are The Subway, Shao Kahn’s Tower, and The Pit III.
Prepare the cartridge, Options screen, and controllers
Enter Options before the official set and confirm both players’ physical layouts. The documented default SNES mapping is for , for , for , for , for , and for . If either player remaps a button, write down the alternative and use it consistently for the entire set. Move assignments are tied to the selected physical buttons, so a remap changes the physical input used for every command involving that attack, Block, or Run button.
Set Handicap to its neutral position. Handicap changes damage balance in two-player play, so a non-neutral setting can give one side an unintended advantage. Difficulty affects computer opponents and is not a human-versus-human balance setting. Before the bracket starts, play a short test bout to confirm walking, jumping, crouching, blocking, one punch, one kick, running, and .
- Both controllers use the default layout or a documented alternative
- Handicap is neutral
- No unannounced Kombat Kode is active
- Movement, attacks, , , and have been tested
Separate ordinary Versus from the cartridge’s Tournament Mode features
For a normal event, select two-player Kombat and use the rules announced by the organizer. A SNES move-list reference documents a separate main-menu Tournament Mode activation: at the opening Start Game/Options screen, highlight Start, hold and , then press . The World of Nintendo SNES reference documents the same sequence. Test the procedure before the event, because it is a cartridge feature rather than a complete tournament ruleset.
The Versus-screen code 989-898 must be treated as disputed on this release. One exact-SNES code table labels 989-898 Secret Tournament. Another SNES cheat reference labels it Auto Tourney and describes a random eight-man tournament that can send play to the Hidden Portal when Smoke is among the participants. These references do not establish one universal result for every cartridge or condition. If the organizer tests 989-898, record the exact cartridge, observed behavior, and whether Smoke or the Hidden Portal appeared. Do not advertise a guaranteed mode, bracket, or arena outcome.
- The organizer chooses ordinary Versus or deliberately tests a cartridge Tournament Mode feature
- Main-menu Tournament Mode uses + + while Start is highlighted
- 989-898 is described as disputed rather than having one guaranteed effect
- Any 989-898 test records the observed result and cartridge condition
- The event still uses a written ruleset outside the cartridge mode
Announce the match format before Game 1
Use two rounds out of three per game, with the normal timer and standard health unless the event announces another setting. For a best-of-five set, the first player to win three games advances. A practical default is winner-keeps: the winner stays with the current character and the loser may change. Another character-switch rule is acceptable if it is announced before play and applied to every set.
Reserve for an agreed pause. If someone pauses accidentally, unpause immediately. Restart only when both players and the organizer agree that the pause materially affected the round. Do not pause to inspect inputs, change Options, enter a code, or select a different character.
- Round format and timer are announced
- The best-of-five victory condition is clear
- The character-switch policy is fixed
- Pause and accidental-pause procedures are understood
Use an external stage procedure instead of inventing an in-game ban menu
The original SNES release does not provide a modern tournament stage-ban interface. If the game assigns the arena normally, accept the assigned stage and record it after the game. If the event uses bans, announce the procedure before the set, such as one blind exclusion per player followed by the game’s result from the remaining approved stages.
If the assigned arena is prohibited under the announced procedure, reroll only when the event rules already provide a reroll method. Do not allow repeated rerolls until one player receives a preferred arena. If no external stage rule was announced, accept the first assigned stage and continue.
- The event uses ordinary stage assignment or a stated external ban procedure
- Any reroll rule is announced before Game 1
- Neither player receives private stage control
- Stage results are recorded
Regulate stage fatalities equally
For neutral competitive play, ban stage fatalities so no arena-specific instant finish affects the set. If stage fatalities are legal, they must be legal for every player in every permitted match. Exact-SNES walkthrough references identify The Subway, Shao Kahn’s Tower, and The Pit III as the three stage-fatality arenas for this release. Do not add The Bell Tower, Scorpion’s Lair, or another arena from a different version or revision.
A stage fatality may be attempted only after the normal Finish Him or Finish Her prompt appears and only in a supporting arena. An incorrect input is ordinary gameplay unless the event rules explicitly provide a replay for a controller or setup malfunction.
- Stage fatalities are banned or legal for everyone
- Only The Subway, Shao Kahn’s Tower, and The Pit III are listed for this SNES ruleset
- The Bell Tower and Scorpion’s Lair are excluded from the exact-SNES rules
- Finisher attempts occur only during the finishing prompt
Run and record a manual best-of-five bracket
Before Game 1, determine any stage-ban order with a coin flip, side draw, or another neutral method. Start the game, apply the announced character rule, and record the first result immediately. After every game, record both characters, the stage, the winner, the set score, and whether a stage fatality was legal or attempted.
When one player reaches three game wins, advance that player in the bracket. Keep the same procedures for every set. A written bracket is preferable to relying on the cartridge because it preserves character switches, stage results, and scores.
- The first player to three game wins advances
- Character changes follow the announced rule
- The stage procedure repeats after every game
- Characters, stages, and scores are recorded
Optional: test 989-898 as a disputed SNES code
Use 989-898 only in a two-player Versus setup when the organizer deliberately wants to investigate the cartridge behavior. Enter it at the Versus screen after both fighters are selected, then document what happens. Do not assume that the result will be only Secret Tournament, only Auto Tourney, or necessarily a Hidden Portal match. The available SNES references disagree in their labels and descriptions.
If the event does not need this experiment, reset to ordinary Versus play and use the manual bracket. Do not combine an unverified 989-898 result with unrelated modifiers such as Hyper Fighting, disabled blocking, health recovery, unlimited Run, or one-button finishers. The code’s behavior is separate from the main-menu + + Tournament Mode activation and from the organizer’s written competition rules.
- 989-898 is tested only when deliberately chosen
- Both players are told that the code’s behavior is disputed
- The observed result is recorded without promising a specific tournament or arena
- No unrelated modifiers are combined with the test
- The manual bracket remains the primary tournament format
Before you move on
- Both players used identical or documented controller configurations.
- Handicap was neutral and no unannounced gameplay code was active.
- The organizer distinguished ordinary Versus, the main-menu Tournament Mode activation, and 989-898 as separate matters.
- The round format, set length, pause policy, character-switch rule, and stage procedure were announced before Game 1.
- Stage fatalities were either banned or legal for all players under the same rule.
- Any permitted stage-fatality discussion used The Subway, Shao Kahn’s Tower, and The Pit III only.
- 989-898 was documented as disputed, with its observed result recorded instead of an assumed outcome.
- Every best-of-five set was recorded when one player reached three game wins.
- Any use of either Tournament Mode feature was tested, documented, and disabled after the event.
Completion checklist, postgame steps and how to archive your unlocks
Complete a normal SNES Choose Your Destiny tower with the selected fighter, defeat every regular opponent on the chosen tower, then defeat Motaro and Shao Kahn. Novice contains six regular fights, Warrior contains eight, and Master contains ten. After Shao Kahn, leave the game running through the selected fighter’s victory presentation and ending biography/material. Cyber Smoke has no separate introductory biography in the selected exact-SNES reference, but his ending biography/material is still part of the completion record and must be allowed to finish. Log Cyber Smoke activation, Stealth Select, Versus Kombat Kodes, cheat-menu settings, controller details, finisher ranges, and held-button behavior as separate archive entries. None of these optional records replaces ordinary one-player completion.
1. Confirm the edition, controller, and default mapping
Use the original North American Mortal Kombat 3 SNES cartridge, not Ultimate Mortal Kombat 3 or Mortal Kombat Trilogy. The home versions differ in roster, finishers, stages, codes, and ending material, so later-version instructions should not be used to certify this run.
Before beginning, open Options and verify the active controller assignment. The documented default layout is =, =, =, =, =, and =. Treat as the direction toward the opponent and as the direction away from the opponent; reverse those directions when the fighters change sides. Test every button on the controller being used. A USB pad or emulator may introduce different mapping or input latency, so record the setup rather than assuming it behaves like an original SNES controller.
- Original North American SNES edition identified
- High Punch, Low Punch, High Kick, and Low Kick confirmed
- Block and Run confirmed
- and interpreted relative to the opponent
- Console, cartridge, controller, emulator status, and latency notes recorded
2. Clear one normal Choose Your Destiny tower
Select a playable fighter and enter Choose Your Destiny. Novice requires six regular opponents, Warrior requires eight, and Master requires ten. These are tower-length choices within the normal one-player route, not separate games or alternate completion standards.
Defeat each opponent shown in the selected column and continue with the same fighter. If you lose, use Continue and resume the attempt. A practice fight, Tournament Mode match, two-player bout, or Versus Kombat Kode encounter does not count as normal tower progress. If the game returns to a menu or character-select screen unexpectedly, check that a two-player mode or code has not been activated.
- One playable fighter selected
- Novice, Warrior, or Master selected
- Six, eight, or ten regular opponents defeated according to the selected column
- The selected fighter retained throughout the attempt
- No Versus, Tournament Mode, or Kode encounter counted as tower progress
3. Defeat Motaro, then Shao Kahn
After the final regular opponent, fight Motaro. Do not rely exclusively on projectile zoning because Motaro can reflect projectiles. Advance behind Block, use quick attacks when he finishes a committed action, and punish attacks that miss or leave him beside you. His teleport and grab make repeated close throws unreliable, so alternate guarded approaches, short attacks, and retreats to reset the distance.
Shao Kahn follows Motaro. Block his committed shoulder ram, shadow kick, and other long-recovery attacks, then punish after the animation has finished. Do not attack at maximum range without a confirmed opening, and do not assume every taunt is safe to challenge. Boss-selection codes and Winner Fights codes create separate encounters; they do not establish normal Choose Your Destiny completion.
- All regular tower opponents defeated
- Motaro defeated after the tower
- Shao Kahn defeated after Motaro
- Motaro’s projectile reflection accounted for
- Shao Kahn’s committed attacks punished after recovery
- No boss-selection or Winner Fights Kode used for the completion record
4. Allow the complete victory and ending material to play
After Shao Kahn is defeated, do not reset the console, power off, or immediately begin another match. Leave the game running through the selected fighter’s victory presentation and ending material. Count the run as complete only after the victory presentation and the ending biography/material have appeared and finished.
For the fourteen ordinary fighters, allow the normal victory and ending biography/material to finish. Cyber Smoke has no separate introductory biography in the selected exact-SNES reference, but his ending biography/material is present and must still be allowed to finish. Therefore, Smoke is not complete when his victory presentation merely begins or when the ending screen first appears; wait until the ending biography/material has finished.
- Victory presentation appears after Shao Kahn
- Selected fighter’s ending material appears
- Ending biography/material is allowed to finish
- Fourteen ordinary fighters receive their normal victory and ending biography/material
- Cyber Smoke’s ending biography/material is allowed to finish despite the absence of a separate introductory biography
5. Archive Cyber Smoke activation separately
Cyber Smoke is enabled through the SNES startup sequence, not through Stealth Select. At the first copyright screen, hold [Left]+. When the Williams screen appears, release those buttons and hold [Right]+. When the quotation screen appears, change to + and continue until the MK3 logo screen. If successful, Smoke walks across the logo screen and becomes selectable.
Record this as an unlock entry separate from tower completion. Stealth Select conceals the selected fighter during character selection; it does not unlock Smoke. Human Smoke is not a selectable fighter in this original MK3 SNES release, so do not use Human Smoke instructions from Ultimate Mortal Kombat 3 or another version.
- Startup input entered at the copyright screen
- Input changed at the Williams screen
- Input changed again at the quotation screen
- Smoke walks across the MK3 logo screen
- Cyber Smoke appears at character select
- Stealth Select is not recorded as the Smoke unlock
- Human Smoke is not listed as available
6. Keep Versus Kodes, cheats, and finisher tests in separate records
Versus Kombat Kodes belong to the two-player Versus screen. Record the code, the inputs used by each controller, the resulting rule or encounter, and whether the losing player is removed from the match. Winner Fights Motaro, Winner Fights Shao Kahn, and Winner Fights Smoke are separate Versus encounters and must not be counted as one-player tower progress.
Record cheat-menu settings such as Smoke, Motaro, or Shao Kahn activation, Quick Finish, altered damage, or extended finisher time under a separate cheats heading. For every finisher test, note the fighter, finisher type, command, facing, distance, stage, held buttons, release point, and any Mercy or second Finish Him prompt requirement. Use close, sweep, jump, and full-screen consistently. The verified original SNES stage-fatality locations are The Subway, Shao Kahn’s Tower, and The Pit III; do not add The Bell Tower without edition-specific evidence.
- Versus Kodes archived separately
- Winner Fights encounters excluded from campaign completion
- Cheat-menu settings archived separately
- Finisher command, facing, range, stage, holds, and release point recorded
- Mercy or second Finish Him prerequisite recorded when applicable
- Only verified original SNES stage-fatality stages listed
Before you move on
- A normal Choose Your Destiny tower is cleared: six regular fights on Novice, eight on Warrior, or ten on Master.
- Motaro is defeated after the selected tower.
- Shao Kahn is defeated immediately after Motaro.
- The selected fighter’s victory presentation appears.
- The selected fighter’s ending biography/material is allowed to finish.
- For the fourteen ordinary fighters, the normal victory and ending biography/material are complete.
- For Cyber Smoke, the ending biography/material is complete even though no separate introductory biography is presented in the exact-SNES reference.
- Cyber Smoke activation is documented independently from Stealth Select and Versus Kodes.
- The archive identifies the cartridge edition, console or emulator, controller mapping, latency considerations, finisher ranges, and held-button or release behavior.
References for this chapter
- Mortal Kombat 3 (USA) SNES Instruction Manual
- Mortal Kombat 3 - Move List and Guide - Super Nintendo - By WorknMan-rat
- Mortal Kombat 3 - Move List and Guide - Super Nintendo - By Sour
- Mortal Kombat 3 Kodes And Secrets - SNES
- Mortal Kombat 3 - Move List and Guide - Super Nintendo - By TheHighlander42
- Super NES Game Endings: Mortal Kombat 3
Finishing up
You completed a normal one-player Choose Your Destiny tower.
You defeated the regular opponents, then Motaro, then Shao Kahn in that same tower.
You allowed the selected fighter's victory presentation and ending material to appear before resetting. Ordinary fighters and Cyber Smoke require their ending material; Smoke's lack of an introductory biography does not remove the ending requirement.
You verified the default SNES control mapping and at least one character-specific combo and punish route.
Optional Cyber Smoke activation, Versus Kombat Kodes, and finisher testing were recorded separately from ladder completion.
Choose your next gameSources & references
Our original guide draws on the references below. Check the edition at the top of this page before following controls or unlock requirements.
- Mortal Kombat 3 (USA) SNES Instruction Manual
- Mortal Kombat 3 — Move List and Guide — Super Nintendo — By Naru2005
- Mortal Kombat 3 - Move List and Guide - Super Nintendo - By WorknMan-rat
- Mortal Kombat 3 — Move List and Guide — Super Nintendo — By LCappitelli
- Mortal Kombat 3 — Move List and Guide — Super Nintendo — By SirGalahad
- Mortal Kombat 3 Cheats, Codes, and Secrets for Super Nintendo
- Mortal Kombat 3 - Move List and Guide - Super Nintendo - By Sour
- Super NES tips, codes, hints, cheats: Mortal Kombat 3
- Mortal Kombat 3 - Move List and Guide - Super Nintendo - By TheHighlander42
- Mortal Kombat 3 Moves Guide — SNES-tested move list
- Super NES Game Endings: Mortal Kombat 3
- Mortal Kombat 3 Bosses
- TRMK Game Guide — Mortal Kombat 3 — Moves List — Jax
- Kano: Moves — Mortal Kombat 3 — Mortal Kombat Warehouse
- Mortal Kombat 3 — Combo Guide — Super Nintendo — By Ratman
- Mortal Kombat 3 — Move List and Guide — SNES section by TheHighlander42
- Sektor: Moves — Mortal Kombat 3
- Mortal Kombat 3 Instruction Manual
- Shang Tsung — Mortal Kombat 3 move reference
- Mortal Kombat 3 — Walkthrough (SNES)
- Mortal Kombat 3 Kodes And Secrets - SNES
About the game & collecting notes
- Platform
- Super Nintendo Entertainment System
Platform-accurate strategy for the Super Nintendo Entertainment System release of Mortal Kombat 3 (Williams / Sculptured Software, USA). Covers system basics, the SNES control mapping, every playable character chapter (practical strengths, spacing, punish windows, combo approach and finishers), boss/kode unlocks and a step-by-step route to the single-player ending.
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