Mortal Kombat II (Super NES) - Jax Playthrough [HD] | RetroGameUp

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Let's Play
Duration: 20:14
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TAS tools were used in this playthrough.
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The Super NES port of Mortal Kombat II was developed by Sculptured Software and published by Acclaim Entertainment (in North America and Europe) and by Acclaim Japan for the Japanese market in 1994. The original arcade game was developed by Midway and released in 1993.

TIMESTAMPS
0:00 Game Start
0:53 VS. Sub-Zero
1:42 VS. Johnny Cage
2:40 VS. Kung Lao
3:41 VS. Liu Kang
4:36 VS. Reptile
5:33 VS. Baraka
6:30 VS. Jax
7:31 VS. Kitana
8:27 VS. Mileena
9:16 VS. Scorpion
10:12 VS. Rayden
11:12 VS. Jade
12:34 VS. Shang Tsung
13:30 VS. Kintaro
15:00 VS. Shao Khan
16:02 Ending

JAX PLAYTHROUGH

Before being introduced in Mortal Kombat II, Jax was known as Stryker and was to be the seventh character of the first game. Later in development, he was replaced by Sonya and his name changed to Jax. The Stryker name was given to the character of the same name in Mortal Kombat 3. Probably as a nod to this, all three characters (especially Jax and Sonya) are closely related in the storyline, but Stryker mostly appears as a minor support character.

Jax can shoot his Energy Wave to his opponent. He also has the ability to grab his opponent (including boss) and perform a “Gotcha,” which is a series of two to five punches, depending of the low punch tap the player does. He also has a Ground Pound move that will hit anybody who is not in the air (including blocks). Finally, his throw can be chained four times if tapping HP. He has a unique backbreaker air throw that will be executed as long as you are near an airborne opponent.

Jax is great against the CPU. His Jump Kick, immediately followed by a backbreaker and a sweep will do a lot of damage. It will work every time as long as you have good timing. His special forward + High Punch has a unique property. If he hits his opponent, he will be stunned for a few seconds, allowing Jax to perform more move against him. However, the CPU is good to evade it. The Ground Pound move rarely comes into play, since the CPU will always jump when not stuck in a recovery animation.

TAS tools were used in this playthrough.

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