Info and pictures on Star Wars, Mortal Kombat, Marvel Heroes and my own encounters in Thailand between June to July 2008
Friday, April 30, 2010
MK vs DCU info #23: Dark Kahn
Dark Kahn is a monstrous being of pure Rage created from the accidental merging of Darkseid and Shao Kahn. He debuted as the final boss of Mortal Kombat vs. DC Universe and is the game's sole original character. For the entirety of the storyline, Dark Kahn hides within the merging of Apokalips and Outworld, influencing the DC superheroes, villains and kombatants to fight amongst one another to further fuel the chaos. Dark Kahn does not appear until the final chapter of both sides where he has lured all participants to fight amongst one another until Shang Tsung, Raiden, Superman and Batman are left standing from the midst. The god of thunder and the Man of Steel chase to his tower, which has become a merger of Shao Kahn's Palace and Darkseid's Palace where he tricks them into fighting each other. Eventually, the two are able to break free from his influence and channel his own rage against, causing his destruction, causing Shao Kahn and Darkseid to exist separately (although in each others universe, with a temporary loss of powers). The kombatants deal with Darkseid and send him to the Netherrealm while Shao Kahn becomes trapped in a fragmented Phantom Zone.
Power and abilities
Being a fusion of two powerful beings from two separate universes, Dark Kahn is already exceedingly powerful, enough that his own existence threatens the galaxy. Though he possesses both Shao Kahn's brute strength, sorcery and Darkseid's Omega Force, his primary ability is his Rage, which Captain Marvel refers to as 'kombat rage'. He is able to infect anyone with this spiritual influence which causes them to fight with an unquenchable bloodlust against both friend and foe. Though they appear to have a degree of conscious control over themselves, they will always perceive their friends to be their deadliest enemies. A telltale sign is the change in their voice and their glowing yellow eyes. Though the influence is powerful it can still be conquered with enough willpower.
Special Moves
Omega Beam: Dark Kahn unleashes his signature "Omega Beams" at his opponent.
Anti-Air Omega Beam: Dark Kahn blast an aerial opponent with his Omega Beams.
Omega Tremor: Dark Kahn slams his fist into the ground creating a shockwave. The move strikes an opponent twice, once with his fists and second with the shockwave.
Omega Knee: Dark Kahn leaps at his opponent, bashing his knee in their face.
Omega Force: Dark Kahn leaps high into the air and then comes down like a meteor, creating a shockwave and possibly landing on his opponent. If timed right, and the two correct attack buttons are pressed, Dark Kahn will headbutt the opponent if he lands on them.
Charging Spikes: Dark Kahn would shoulder ram his opponent with a streak following behind him, much like Johnny Cage's Shadow moves.
Wrath Hammer Attack: Dark Kahn would summon his Wrath Hammer, seemingly from thin air, and smash his opponent over the head with it.
Explosive Blast: Dark Kahn would fire off a meteor like fireball, seemingly from his hands.
Emperor's Shield: Dark Kahn would perform an uppercut like motion that would not only throw up a force field for a split second to deflect projectiles, but could also knock an opponent off his/her feet if physically too close.
Grab and Punch: Dark Kahn would lift his opponent up by the throat with one hand and then smash his fiery fist into their face sending them sailing back.
MK vs DCU info #22: Darkseid
A ruthless despot, Darkseid rules over the perpetually burning planet known as Apokolips. Obsessed with discovering the "Anti-Life Equation", he plans to use it to complete his quest for absolute power, and rule over all life in the universe. Nearly invulnerable, his powers include the ability to project Omega Beams from his eyes-dark rays with the power to alter, transport, and incinerate everything they come into contact with.
Powers and abilities
Darkseid is among the most powerful New Gods, sometimes depicted with a variety of god-like abilities at his disposal. His main power, the Omega Effect, is a form of energy that he fires from his eyes as either concussive force or beams of disintegration, capable of transmuting or erasing most living objects and organisms from existence as well as to reform or resurrect them. Anything Darkseid disintegrates with the Omega Effect can be brought back at any time by him, and he often uses this as a form of punishment. Darkseid has pinpoint control over his Omega Beams, and his unerring aim allows them to travel in straight lines, bend, twist, or curve around corners, and can pass through matter and energy. The Omega Effect can also be used to teleport Darkseid or others through time and space. Darkseid can also project the Omega Effect as energy blasts from his hands. Another type of Omega Effect is the Omega Sanction, that traps the organism in a series of alternate realities, each worse than the previous one.
In addition, Darkseid possesses superhuman strength, stamina, and durability equivalent to the corresponding traits of Superman and Orion. He also, despite his great size, possesses great speed, agility, and reflexes as he has been able to startle Superman with his speed and it has been stated he can react in microseconds. He sometimes possesses the ability to increase his size. Darkseid possesses the powers of telepathy and telekinesis, and has also shown the ability to create psionic avatars. He is even able to open boom tubes under his own power, and can travel through time, space, and even other dimensions with ease. Darkseid is also, being a god, virtually immortal. He has lived for several hundred thousand years at the very least.
Despite his great might, Darkseid generally does not rely on physical combat, despite being a highly trained Apokoliptian warrior; he is a master schemer and strategist possessing a superhuman intellect. Darkseid has also shown some form of godly sense, capable of sensing the death of his son Orion and the fluctuations of the energy of the "Godwave". Darkseid commands all the vast military and technological resources of Apokolips.
Signature Moves
Omega Beam: Darkseid unleashes his signature "Omega Beams" at his opponent.
Anti-Air Omega Beam: Darkseid blast an aerial opponent with his Omega Beams.
Omega Tremor: Darkseid slams his fist into the ground creating a shockwave. The move strikes an opponent twice, once with his fists and second with the shockwave.
Omega Knee: Darkseid leaps at his opponent, bashing his knee in their face.
Omega Force: Darkseid leaps high into the air and then comes down like a meteor, creating a shockwave and possibly landing on his opponent. If timed right, and the two correct attack buttons are pressed, Darkseid will headbutt the opponent if he lands on them.
Thursday, April 29, 2010
MK vs DCU info #21: Captain Marvel
Young Billy Batson was an orphan who wandered into a deep cavern. There he encountered the ancient wizard Shazam, who granted Billy the ability to transform into the hero Captain Marvel. Whenever Billy speaks the name "SHAZAM!", a mystical lightning bolt recreates him as a hero with super-strength, flight, speed, and other powers of mythological heroes. In return he must always fight evil in its form as the Seven Deadly Enemies of Man.
Powers and abilities
Billy Batson is granted unbelievable power when he is Captain Marvel. Captain Marvel is able to switch between himself and his alter-ego. He becomes faster, stronger and tougher both physically and mentally. What should never be forgotten is his ability to fly even at fast speeds. With all these powers, Captain Marvel is a tough superhero to beat. The powers were actually from mythological heroes.
Powers
Solomon's wisdom grants: As Captain Marvel, Billy has instant access to a vast amount of scholarly knowledge, including most known languages and sciences. The wisdom of Solomon also provides him with counsel and advice in times of need. In early Captain Marvel stories, Solomon's power also gave Billy the ability to hypnotize people.
Hercules' stength grants: Gives Billy vast super strength, allowing him to lift over 100 tons; he is able to easily bend steel, punch through walls, and lift massive objects, (including whole continents like South America). His strength is shown to match even Superman.
Atlas' stamina grants: With superhuman enduance, Captain Marvel can withstand and survive most types of extreme physical assaults, and heal from them. Additionally, he does not need to eat, sleep, or breathe, and can even survive unaided in space when in Captain Marvel form.
Zeus' power grants: the ability for Billy to transform into Captain Marvel, and vice versa. It also grants magical resistance and the ability to wield mystical lightning. The magic lightning has several uses, such as creating apparatus, restoring damage done to Marvel, and acting as fuel for magic spells. It can also turn other Marvels back. It aids interdimensional travel at the Rock of Eternity.
Achilles' courage grants: It gives Billy invulnerability and also aids Captain Marvel's mental fortitude against most mental attacks.
Merucry's speed grants: It gives Billy superhuman speed and the power to fly at supersonic speeds.
Signature Moves
Solomon Escape: Captain Marvel flies in the air and then mystically teleports from the ground behind his opponent.
Strength of Hercules: Captain Marvel charges a fist with lightning and then rushes forward punching the opponent."
Atlas Clap: Captain Marvel performs a thunder clap, clapping so hard it creates a shockwave that knocks the opponent away.
Power of Zeus: Captain Marvel throws a thunderbolt at his opponent.
Achilles Bolt: Captain Marvel says the magic word "Shazam!", calling a lightning bolt from the sky right in front of him.
Mercury Bear Hug: Captain Marvel grabs his opponent, lifts them up from behind, calls down a lightning bolt, then throws them.
Heroic Brutalities
Ground Slam: Captain Marvel throws the opponent in the air and yells "SHAZAM!". A lighting bolt then strikes the opponent down into the ground.
Slam Stomp: Captain Marvel picks the opponent over his head, and throws the opponent face down in the ground.
Wednesday, April 28, 2010
MK vs DCU info #20: Deathstroke
Slade Wilson was given enhanced abilities as part of a military experiment, and has such confidence in his skills as a mercenary and assassin that his chosen costume highlights the fact that he only has one eye. Adept at both sword and gunplay, his superhuman physical abilities are matched by his tactical genius and his facility for manipulating both allies and enemies alike.
Powers and abilities
While serving in Vietnam, mercenary Slade Wilson was injected with a special serum that was supposed to give him immunity to truth serums; instead it increased his strength, speed, endurance, agility, intellect, and senses to superhuman levels, as well as granting the powers of regeneration.
Deathstroke has the capacity to use up to 90% of his brain at any one time making him a tactical genius, adept at turning opponents' own abilities against them; this can also be attributed to his years in the military and combat with various heroes. Deathstroke also possesses a healing factor in his blood that enables him to heal from physical injury much faster than a normal person; it does have limitations as he could not heal his eye and cannot regenerate entire limbs. This enables him to recover from what would otherwise be fatal injuries, though recovering from such injuries renders him insane and animalistic for a short period.
Signature Moves
Flash Bomb: Deathstroke throws a flash grenade that blinds the opponent. It can be thrown in place or at a distance.
Lunging Stab: Deathstroke takes his sword and lunges at his opponent, stabbing them in the gut.
Stomach Stab: Deathstroke takes out his knife and stabs the opponent in the gut. He then follows up with a kick. The type of kick depends upon if an attack button is pressed and which button is pressed.
Pistol Shot: Deathstroke fires at his opponent with his gun.
Fatalities
Gunshot: Slade stabs his opponent in the gut with his sword, walks away, turns around and shoots them in the head.
Neck Breaker: Slade slices his opponent with his sword causing them to fall to their knees. He then grabs their head and snaps their neck.
Tuesday, April 27, 2010
MK vs DCU info #19: The Joker
An insanely homicidal super-villain, the Joker's white skin, green hair, and blood-red lips belie the chaotic nature underlying his cartoonish appearance. The self-styled "Clown Prince of Crime" has no superpowers, beyond a capacity for incredible violence and a skill at creating deadly mayhem. He frequently concocts elaborate schemes to entrap his arch-nemesis, Batman.
Powers and abilities
The Joker commits crimes with comedic weapons such as a deck of razor-sharp playing cards, an acid-squirting flower, cyanide pies, exploding cigars filled with nitroglycerin, harpoon guns that utilize razor-sharp BANG!-flags, and a lethally electric joy buzzer. His most prominent weapon is his Joker venom, a deadly poison that infects his victims with a ghoulish rictus grin as they die while laughing uncontrollably. The venom comes in many forms, from gas to darts to liquid poison, and has been his primary calling card from his first appearance. The Joker is immune to his venom; in Batman #663, it is stated that "being an avid consumer of his products, Joker's immunity to poisons has been built up over years of dedicated abuse".
The Joker is portrayed as highly intelligent and skilled in the fields of chemistry and engineering, as well an expert with explosives and computers. His fighting style is random, chaotic and unpredictable. His versatility in combat is due in part to his own extensive array of hidden gadgets and weapons on his person that he often pulls out on a moment's whim (rolling a handful of explosive marbles on the ground, retractable knives attached to his spats, etc.)
The Joker has cheated death numerous times, even in seemingly inescapable and lethal situations. He has been seen caught in explosions, been shot repeatedly, dropped from lethal heights, electrocuted, and so on, but he always returns once again to wreak havoc.
Signature Moves
Joker's Wild: Joker throws a playing card lined with steel at the opponent.
Sinister Heels: Joker grabs the opponent and kicks them repeatedly with the back of his foot.
Put It There: Joker counters an opponent's attack by grabbing their hand and shocking them with his electric joybuzzer. He then laughs giddily and dances in a circle.
Bombs Away: Joker throws a bomb with a smiley face on it that bounces up and down before exploding. He can do this from far away or close up.
Magic Trick: Joker is enveloped in a cloud of green smoke. Any button which is pressed in this brief state will produce a different attack.
Surprise Stomp: Joker does a flying jump kick.
Surprise Slide: Joker does a sliding kick across the ground.
Surprise Bomb: Joker appears from the mist with a bomb in his hand.
Surprise Pistol Whip: Joker smacks the opponent with pistol.
The Funnyman: Joker dances around, boosting his rage meter.
Punching Bag: Joker fires a punching glove attached to a string that goes halfway across the field.
Fatalities
The Killing Joke: Joker pulls out a prop gun and fires it, unfurling a small flag which says BANG!. The Joker laughs hysterically and quickly pulls out a real gun and shoots his opponent in the head.
Playing Cards: Joker flicks a few razor cards at his opponent, sticking them in their body. He throws the last one into the opponent's forehead. Similar to Noob's Shuriken Slam Fatality from Deception.
Monday, April 26, 2010
MK vs DCU info #18: Lex Luthor
One of the richest and smartest men in the world, Lex Luthor is motivated by bottomless ambition, an egotistical disregard for morality, and an intense hatred of Superman. Using the resources of his financial empire as head of LexCorp, Luthor has developed a high-tech suit to duplicate some of Superman's abilities. Luthor is obsessed with removing the man he sees as the main obstacle to his rise to absolute power.
Lex Luthor has the physical capabilities and limitations of a normal adult with no metahuman abilities. However, he possesses a genius level of intelligence. For virtually his entire publication history, he has been depicted as the most intelligent human in the DC Universe, and as one of the most intelligent beings of any planet or species. He has mastered seemingly every known form of science, including space travel, extra-dimensional travel, biochemistry, robotics, computers, synthetic polymers, communications, mutations, transportation, holography, energy generation, spectral analysis and more (including time travel in many Pre-Crisis stories). With the exception of the renegade Coluan scientist Brainiac, he does not view any other being as an intellectual peer.
Since the Bronze Age of Comics, Lex Luthor has utilized various battlesuits in many stories, often equipping them with kryptonite weapons capable of injuring Superman and other Kryptonians. Additionally, he often wore a kryptonite ring on his right hand in Post-Crisis stories, but abandoned this tactic after prolonged exposure to K-radiation resulted in the loss of his hand and poisoned his entire body (requiring him to transplant his brain into a cloned body in order to survive).
Signature Moves
Hot Flames: Lex fires a burst of flames from his wrist.
Target Practice: Lex fires a missile from a gauntlet which immediately locks on to the opponent.
LexCorp Rocket: Lex fires a missile directly at his opponent.
Evasive Maneuver: Lex escapes from his opponent using a rocket in a boot, sliding away from his opponent.
Rocket Boots: Lex spins forward in the air, rights himself, and then kicks his opponent in the face with his rocket boots.
Powered Palms: Utilizing both his martial arts skills and the increased strength of his Battlesuit, Lex does three thrusting palm strikes while crouching.
Fatalities
Body Twist: Lex grabs his opponent and then twists their upper body to the point where their upper body is facing the opposite direction of their lower half.
Missile Attack: Lex enters a code on his suit and missiles target the opponent.
Saturday, April 24, 2010
MK vs DCU info #17: Catwoman
Selina Kyle operates as a costumed cat burglar in Gotham City, and has a love-hate relationship with Batman. She is able to commit nearly impossible crimes thanks to her athletic prowess, skills with a whip, and seductive wiles.
Abilities
Catwoman, like most Batman villains, used a variety of themed weapons, vehicles, and equipment. This usage also appeared in the 1960s Batman TV series. Catwoman's favored weapon is a whip. She wields both a standard bullwhip and the cat o' nine tails with expert proficiency. She uses the whip because it is a weapon that the user must be trained to use, and therefore it can not be taken from her and used against her in a confrontation. She can also be seen using a pistol against people if her whip is taken from her.
In addition, Catwoman has been shown to have various items to restrain her victims, such as a set of plastic ties for binding hands and feet, and a roll of duct tape used to gag her targets, like she did with Angle Man, Film Freak, Zatanna, and various others during her robberies over the years.
Many of Catwoman's costumes have incorporated retractable metal claws on the fingertips of her gloves and sometimes on the toes of her boots. On rare occasions, she has also sported a cat's tail.
Signature Moves
Whip Sting: Catwoman whips her opponent with her whip.
Kitty Surprise: Catwoman wraps her whip around her opponents feet, brings the opponent to her, and stomps on the opponent's face.
Raging Cat: Catwoman gets on her opponents waist and claws them, then kicks off their chest.
Whip Grip: Catwoman lassos the opponent with her whip then jumps towards the opponent, kicking them in the belly.
Somersaulting Fever: Catwoman somersaults and kicks her opponent twice.
Nine Lives: Catwoman becomes immune to projectiles for a short time while backflipping.
Fatalities
Bullwhip Strangle: Catwoman drags the opponent by the neck and suffocates them, then she gets onto the opponent's back and breaks their neck.
Kitty Claws: Catwoman scratches the opponent's eyes out and then stabs them by the belly and throws them onto the ground.
Friday, April 23, 2010
MK vs DCU info #16: Wonder Woman
Daughter of Queen Hippolyta of the Amazons, Princess Diana sprung from the mists of Greek mythology. She left the female-only island of Themyscira to travel to "Man's World" as an emissary of peace. Gifted with super-strength and invulnerability, Diana's main tool in crime-fighting is her golden Lasso of Truth. Unbreakable, it forces all captured by it to tell the truth.
Powers and abilities
Wonder Woman is capable of superhuman feats akin to that of Superman, commonly in the form of flying and superstrength. Wonder Woman's signature weapon is the Lasso of Truth, which forces its user's targets to confess the truth of whatever is is asked against their will. Wonder Woman also possesses a pair of bracelets which can deflect many powerful attacks and clanging them together creates a destructive, concussive force that can even make the Man of Steel's ears bleed.
Signature Moves
Magical Spin: Wonder Woman spins in the air, repeatedly kicking her opponent. Similar to a helicopter spin, but she isn't upside down.
Lasso Grab: Wonder Woman throws a lasso at her opponent, then throws her opponent to one side, then brings them back, then kicks them down.
Gotcha Girl: Wonder Woman kicks her opponent into the air, lassos their feet, then throws them to the ground.
Handstand Burst: Wonder Woman does a backflip, kicking her opponent, quickly gets back on her feet, grabs her opponent and slams her opponent to the ground.
Divine Princess: Wonder Woman does a quick super speed spin which knocks her opponent away.
Split Grab: Wonder Woman performs the splits, grabs her opponent by the legs, and then turns around while still doing the splits and throws them.
Heroic Brutalities
Lasso Slam: Wonder Woman throws her lasso at her opponent, jumps up into the air, spins them around and slams them, head first, into the floor.
Lasso Spin: Wonder Woman throws her lasso at her opponent and then pulls it away. The opponent is set spinning and literally drills him/her into the floor.
Thursday, April 22, 2010
MK vs DCU info #15: Green Lantern
Fighter pilot Hal Jordan was testing an experimental aircraft when he found himself transported into the desert, to the side of a dying alien who gifted him with a glowing ring, which is charged regularly by a green lantern. By taking the ring, Jordan found himself drafted into the Green Lantern Corps, an interstellar police force that assigned him to protect Earth. Jordan can use his ring to conjure up anything he can imagine.
Each Green Lantern wields a Power ring that can generate a variety of effects, sustained purely by the ring wearer's imagination and strength of will. The greater the user's willpower, the more effective the ring. The upper limits of the power ring's abilities are not clearly defined and it has been referred to as "the most powerful weapon in the universe" on more than one occasion. It has also been stated that every weapon has a weakness and the weakness a Green Lantern ring has is its wearer (though some argue that this is its strength). Across the years, the rings have been shown capable of accomplishing almost anything within the imagination of the ring bearer.
Stories in 2006 retconned the ring's long-established ineffectiveness on yellow objects, stating that the ring-wielder need only feel fear, understand it and overcome it in order to affect yellow objects (however, it is a learned and practiced ability, making it a weakness to some Green Lanterns), giving retroactive credence to the explanation of the ring's real but surmountable weakness to yellow.
Signature Moves
Strength of Will: Green Lantern creates a hammer with his power ring and slams it on his opponent.
Summoned Hand Grab: Green Lantern creates a hand with his power ring that grabs his opponent and slams them to the ground.
Wall Barrier: Green Lantern creates a brick wall with his power ring that can absorb projectiles and can hurt opponents that run into it.
Justice Fist: Green Lantern creates a hand with his power ring and shoots it at his opponent.
Judgement Hammer: Green Lantern creates a hammer which he pushes the opponent away from him with.
Heroic Brutalities
Orb Crusher: Green Lantern encases his opponent in a green orb using his power ring, then shrinks it down, crushing the opponent into a broken heap.
Hammer Smash: Green Lantern creates two giant hammers in the air which he swings downward and crushes his opponents torso with.
Wednesday, April 21, 2010
MK vs DCU info #14: The Flash
After a freak laboratory accident, police chemist Barry Allen was given the powers of superspeed and took on the crimson costume of the Flash. Able to travel at nearly the speed of light, the Flash can also vibrate through most obstacles and has been known to phase into entirely different realities.
Powers and abilities
Barry Allen is capable of running faster than the speed of light and, at times during the Silver Age, described as faster than the speed of thought (which is actually much slower than the speed of light, approximately 110 meters/second in human beings). The Flash possesses abilities that Jay Garrick has not always been able to duplicate, most notably the ability to "vibrate" in such a way as to pass through solid matter.
The Flash has regularly engaged in time travel using the Cosmic Treadmill device (he no longer needs this to conduct this feat), and is able to "vibrate" between dimensions. Barry is unique among Flashes and most characters in the DC Universe in that he has complete control over every molecule in his body. He is known to be immune to telepathic attacks and control, as he can shift his thoughts at a speed faster than normal thought.
Signature Moves
Fast Escape: Flash runs off one side of the screen and comes back into frame on the other side.
Around the World: Flash dashes superfast against his opponent three times, sending the opponent into a spin.
Flurry Punch: Flash unleashes a superfast attack combo on his opponent.
Teleport Flurry: Similar to Flurry Punch, but first Flash runs off one side of the screen and into the other side, attacking the opponent from behind.
Teleport Uppercut: Flash dashes forward and uppercuts his opponent.
Super Uppercut: Flash runs off the side of the screen and then hits his opponent hard with an uppercut from behind.
Heroic Brutalities
Whirlwind Slam: The Flash runs circles around the opponent, which sends them flying into the air. Flash then jumps into the air and punches them into the ground.
Flashy Beatdown: The Flash runs around the opponent, pummeling them from all directions, finishing by stomping them to the ground.
Tuesday, April 20, 2010
MK vs DCU info #13: Batman
When his parents were gunned down in front of him, young Bruce Wayne resolved to rid Gotham City of the criminal element that took their lives. He trained extensively to achieve mental and physical perfection, in addition to mastering martial arts, detective techniques, and criminal psychology. Dressing as a bat to prey on criminals' fears and operating out of his secret Batcave below Wayne Manor, Batman fights crime with the aid of specialized gadgets and vehicles.
Powers and abilities
Despite being the only member of the Justice League without any superpowers or supernatural items, Batman has time and time again proven himself to be just as equally formidable as any other super-powered adversary against the forces of evil. Batman is known to always be prepared for just about every situation and predicament thrown at him. He is proficient in a multitude of forms of martial arts, possesses incredible reaction skill and superb intellect and wit.
Batman is never seen without his famous Utility Belt, which seems to possess just about every item needed for any problem, primarily in fighting and investigation. His most recurring items range from Batarangs (bat-shaped bladed boomerangs), bat-bolas (used to apprehend and disable fleeing enemies), batcuffs and the Bat-Grappling Hook, which he uses to traverse Gotham when not in his vehicles.
In addition, his batsuit appears to be resistant against many forms of hostile content and primarily functions as his disguise and to strike fear into his opponents due to its dark and menacing appearance.
Special MovesBatarang: Batman throws a batarang at his opponent.
Dark Absorption: Batman holds his cape in front of him, absorbing any projectiles thrown at him.
Smoke Escape: Batman throws down a smoke bomb and reappears from the top of the screen, landing on his opponent.
Smoke Batarang: Batman throws a batarang down at the ground. This batarang explodes at or away from his opponent.
Leaping Shadow Kick : Batman jumps up and does a flying back kick at his opponent.
Leg Take Down: Batman puts his legs around his opponent's legs and slams him back and forth.
Sneaky Batarang: Batman throws a batarang that will hit his opponent in the back of the head.
Heroic Brutalities
Bat Swarm: Batman throws a batarang at his opponent, which emits sonic waves that summons a swarm of bats to attack the opponent.
Grappling Hook : Batman grabs the opponent, shoots his grappling hook upwards, and starts ascending. He then throws the opponent down.
Monday, April 19, 2010
MK vs DCU info #12: Superman
As the planet Krypton braced for destruction, the infant Kal-El was placed in a rocketship by his parents and sent into space. Arriving on Earth as the Last Son of Krypton, he was found and raised by Jonathan and Martha Kent on their Kansas farm. Clark Kent manifests the amazing powers of super-strength, flight, and invulnerability under Earth's yellow sun. Instilled with the values of right and wrong, he has taken on the identity of Superman to defend his adopted planet.
Powers and abilities
In all depictions, Superman has always been portrayed as one of the most powerful superheroes in comic book history. As a Kryptonian, Superman is only as strong as the average human being. However, having basked in yellow-colored sunlight since his infantile years, Superman is endowed with several superpowers, giving him unbridled strength no ordinary human could ever hope to gain. Superman's most prominent powers are flight, superstrength, heat vision, ice breath and X-ray vision. Fittingly nicknamed the 'Man of Steel', Superman possesses nigh-absolute immunity to hostile encounters. Superman's resistance varies throughout everyone who has handled the name but it remains consistent that he absolutely immune to all firearms known to man, from ballistics to explosives. However, he has been known to take damage from magical attacks as well as energy based attacks.
Superman's most well known and iconic weakness is Kryptonite, ore fragments spread throughout the galaxy from Krypton's debris after its destruction. It radiates a glow which cancels out Superman's powers and causes harm whenever he nears it and can even kill him if he experiences prolonged exposure. Superman has a lesser known weakness against red sun radiation.
Signature Moves
Heat Vision: Superman blasts the opponent with heated rays from his eyes.
Ice Breath: Superman blows a blast of freezing air at the opponent.
Inhale Capture: Superman sucks in air, drawing his opponent to him and axe-handle smashes the opponent away.
Ground Tremor: Superman slams his fist into the ground, sending out shockwaves.
Soaring Knockout: Superman throws his opponent into the air, jumps up and spikes them.
Shoulder Charged: Superman charges at his opponent with his shoulder.
Up, Up, and Away: Superman hovers in the air. Any button causes a different attack.
Hover Heat Vision Close: Superman blasts the opponent while in the air from close range.
Hover Heat Vision Far: Superman blasts the opponent while in the air from long range.
Hover Ground Tremor: Superman drops to the ground and slams his fist into the ground creating a shockwave.
Hover Cancel: Superman drops back down to the ground.
Heroic Brutalities
Nail Driver: Superman pounds his opponent straight into the ground, similar to Sheeva's Nail Driver.
Freeze Slam: Superman freezes the opponent with his ice breath and flies up with them. He then drops them to the ground, where the ice shatters, and Superman flies downward and stomps on them.
Saturday, April 17, 2010
MK vs DCU info #11: Shao Kahn
Emperor Shao Kahn's lust for power is matched only by his ruthlessness. For ages he conquered other realms and merged them with Outworld. Eventually he turned his attention to Earthrealm. To stave off invasion, Raiden convinced the Elder Gods to enforce the rules of the Mortal Kombat Tournament. Only if Shao Kahn were to win the tournament could he take Earthrealm. But Liu Kang defeated Outworld's champion, Shang Tsung, dashing any chance of Shao Kahn's victory. Enraged, Shao Kahn disregarded the Elder Gods' warnings and mounted an invasion. Defeated once again by Raiden and his allies, he was seemingly ripped apart by his own portal. But the realms are never truly safe from the evil that is Shao Kahn.
Signature Moves
Charging Spikes: Shao Kahn would shoulder ram his opponent with a streak following behind him, much like Johnny Cage's Shadow moves.
Wrath Hammer Attack: Shao Kahn would summon his Wrath Hammer, seemingly from thin air, and smash his opponent over the head with it. In Deception and on, the Wrath Hammer became a weapon style and thus was no longer needed as an individual special move.
Explosive Ball: Shao Kahn would fire off a green star like fireball, seemingly from his mouth or eyes.
Grab and Punch: Shao Kahn would lift his opponent up by the throat with one hand and then smash his fist into their face sending them sailing back. In Deception, this is simply his throw, and if performed next to death traps could automatically knock opponents into them.
Emperor's Shield: Shao Kahn would perform an uppercut like motion that would not only throw up a force field for a split second to deflect projectiles, but could also knock an opponent off his/her feet if physically too close.
Friday, April 16, 2010
MK vs DCU info #10: Shang Tsung
A sorcerer who consumes the souls of his victims, Shang Tsung played host to the Mortal Kombat tournament in Earthrealm, stacking the odds in favor of the Emperor of Outworld, Shao Kahn. He was finally defeated by the Shaolin monk Liu Kang and has sought to regain the favor of his master Shao Kahn ever since. Tsung's hatred of Liu Kang runs deep, and he would desire nothing more than to consume the soul of the one warrior who denied him victory.
Signature Moves
Flaming Skulls: Shang Tsung sends a fiery skull at his opponent. In the first game, he could throw up to six. In the other games it was either one, two, or three only.
Flaming Skull Eruption: Shang Tsung summons his fiery skulls to burst out of the ground in a series of three.
Soul Steal: If he needed energy, Shang Tsung drains it from the other player. He also does this in Shaolin Monks in a manner similar to his Mortal Kombat II fatality.
Hot Fire Escape: Shang Tsung digs into the ground and erupts at his opponent as a means of teleportation.
Fatalities
Soul Stealer: Shang Tsung grabs or levitates his opponent and consumes their soul, leaving behind a shrunken corps
Morph: Shang Tsung morphs into his opponent and executes the opponent's finisher.
Thursday, April 15, 2010
MK vs DCU info #9: Baraka
Tarkatans are vicious mutants from the wastes of Outworld, and Baraka is the most brutal among them. Serving in Shao Kahn's army, he gained the Emperor's favor and became one of his personal enforcers. Many of Shao Kahn's opponents have been slain by Baraka's retractable blades, including the defenders of Earthrealm during the Emperor's invasion. But when Shao Kahn was defeated by the Forces of Light, Baraka vowed to avenge his master and returned to Earthrealm to hunt them down.
Signature Moves
Flying Shard: Baraka fires a spark by scraping his blades to his opponent.
Chop Chop Blades: Baraka slices his opponent up vertically with his blades numerous times. In MK vs DCU, he follows up with his Mutant Blades move.
Blade Spin: Baraka would spin like a top with his blades extended, damaging his opponent.
Scrape Kick: Baraka gets on his hand and launches his opponent with legs. (MKvs.DCU)
Fatalities
Blade Lift: Extending both blades, Baraka stabs his opponent in the torso and lifts him/her high. The victim screams and flails about helplessly before expiring, the limp form twitching as it slides down the deadly shears. In Shaolin Monks, Baraka spreads out his arms, cutting the torso into pieces. However, in Mortal Kombat vs. DC Universe, he slices the foe twice, then lifts and throws him/her behind him.
Chest Stab: Baraka kicks the opponent to the ground, jumps on top of him/her with his hands at his/her chest, and abruptly extends his blades.
Wednesday, April 14, 2010
MK vs DCU info #8: Kano
An undisciplined but deadly thug, Kano is a killer for hire. His allegience to the Black Dragon clan has been profitable, though dangerous--exactly the way he likes it. Kano joined Shao Kahn's ranks during the invasion of Earthrealm, forsaking his own realm for personal gain. For his crimes, he is constantly hunted by the Special Forces agent Sonya Blade. Though he enjoys the chase, he knows that one day he will finish her in Mortal Kombat. That day might soon be at hand.
Signature moves
Cannonball: Kano would crunch into a ball and fly at his opponent.
Upwards Cannonball: Kano would aim his Cannonball upwards to an aerial opponent.
Knife Throw: Kano would throw a pair of knives at his opponent.
Chokehold: Kano would grab his opponent and lift them in the air by the throat and proceed to shake them.
Eye Laser: Kano shoots a laser from his eye at the opponent.
Fatalities
Knife Toss: Before executing this fatality, Kano slowly walks away from his opponent, then he throws both Butterfly Knives into the opponent.
Flip Stomp: Kano grabs the opponent, flips backwards with them, then jumps into the air. He comes back down and stomps on them with full force.
Tuesday, April 13, 2010
MK vs DCU info #7: Jax
A decorated soldier and formidable warrior, Jax found that he could enhance his strength and fighting ability through technology. Replacing his arms with cybernetics, he has become a juggernaut in the fight to protect Earthrealm. After Emperor Shao Kahn's invasion, Jax realized that the military was unprepared for threats from other realms. He and his partner, Sonya Blade, formed a division of the Special Forces tasked with monitoring threats not from this world. The Outerworld Investigation Agency will soon face its first crisis.
Signature Moves
Energy Wave: Jax throws a wave of sonic energy at his opponent.
"Gotcha!" Grab: Jax grabs his opponent and punches him up to three times.
Missile: Jax shoots a missile from his bionic arms.
Double Missile: Jax shoots two missiles in quick succession.
Machine Gun: Jax takes out his machine gun and shoots at the enemy and says "Oh yeah!".
Fatalities
Head Clap: Jax claps his hands violently over his opponent's head, crushing it. In Mortal Kombat vs. DC Universe, the opponent's head is flattened in a comical fashion.
Air Machine Gun: Jax uppercuts the foe and and sprays a volley of bullets into the opponent while they're still in midair.