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Random freezes, missing sound and display glitches usually trace back to one bad driver. Find and replace yours safely.Free scan · under a minuteMortal Kombat: Armageddon has 62 playable characters on PlayStation 2 and Xbox. The Wii release is reported to add Khameleon, making 63 for that version. The Prima Official Game Guide’s introduction calls the main count “an astonishing 62 characters,” and its catalog entry says the book covers every one of them.
“Fighting styles” in Armageddon are not one universal mode shared by the whole roster. A fighter has character-specific moves organized around a hand-to-hand style, a weapon style, or both, while aerial and ground combat are broader systems that affect how matches work. Keeping those ideas separate makes the roster much easier to understand.
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How many playable characters are in Armageddon?
The dependable headline figure is 62 playable characters in the PlayStation 2 and Xbox releases. That number comes from the 2006 Prima Official Game Guide and its WorldCat catalog description, both of which identify a 62-character roster. A contemporaneous feature page for the game described the lineup more generally as “more than 50 playable fighters,” which is consistent with the later, specific count.
| Version | Reported playable total | How to interpret it |
|---|---|---|
| PlayStation 2 | 62 | Main roster figure supported by the 2006 guide and catalog record. |
| Xbox | 62 | Main roster figure supported by the 2006 guide and catalog record. |
| Wii | 63, including Khameleon | Reported by later fan-reference pages; treat this as a Wii-specific exception rather than changing the PS2/Xbox total. |
The game launched for PlayStation 2 and Xbox in October 2006. Because the Wii figure comes from lower-confidence reference reporting rather than the contemporaneous guide, identify the platform whenever you mention 63. Saying simply “Armageddon has 63 characters” erases an important version distinction.
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The guide’s promotional introduction also says the game includes “every character ever featured in a Mortal Kombat fighting game to date.” That is marketing language, not a safe literal roster rule: the reported Wii addition and the custom-fighter system complicate any claim that one fixed list represents every version.
What “fighting style” means in Armageddon
Armageddon treats a fighting style as a move set attached to an individual character. It is closer to a character’s attack discipline than to a selectable global ruleset. The Prima guide advertises moves for all styles and weapons, along with character strengths, weaknesses, matchups, arenas and finishers. Those descriptions support a character-by-character reference, not a single short list that applies identically to everyone.
Hand-to-hand styles
A hand-to-hand style groups a fighter’s punches, kicks, throws and other close-range attacks. When you open a character’s move list, these attacks are presented as that fighter’s style-specific options. The practical question is not merely what the style is called, but what space it controls: a fast close-range string, a heavier launcher, a throw setup or another role shown by the actual commands.
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Weapon styles organize attacks around the weapon assigned to that character. They change reach, timing and the distance at which an attack can connect. A weapon’s visual theme does not by itself establish a character’s competitive role; confirm the move list before describing a weapon as fast, slow, safe or dominant.
Why a style label is not a complete strategy
The accessible guide descriptions do not provide a verified, fighter-by-fighter assignment table in the material available here. It would therefore be misleading to attach an exact style, weapon or “best” ranking to every name from memory. For a reliable entry, record four things from the in-game move list or the relevant guide page:
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- The exact hand-to-hand style name shown for the fighter.
- The exact weapon style, if that character has one.
- The range or tactical job supported by representative commands.
- Any platform qualification, especially when discussing Khameleon and the Wii roster.
This approach also avoids confusing character lore with mechanics. A character’s story, costume or affiliation does not prove what style appears in the controls.
Aerial and ground combat are systems, not roster styles
The Prima guide separately discusses aerial combat and ground combat. That wording matters: these are system-level ways a match can function, not two additional styles that replace a character’s hand-to-hand or weapon list.
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Aerial combat lets the game continue the fight above the floor, evoking the air-focused play associated with Mortal Kombat II and Ultimate Mortal Kombat 3. In practical terms, you should read an aerial move as part of the game’s broader movement and attack system, then check the individual fighter’s commands for what can actually be performed in the air. Do not assume that every character has identical aerial strings simply because aerial combat is a shared feature.
Ground combat
Ground combat covers the normal stance-based exchanges that make up most neutral play: footwork, attacks, blocks, throws and grounded follow-ups. It is the baseline in which a character’s style and weapon options are used. A guide entry that discusses ground combat is explaining how the system works, not assigning a “ground style” to one fighter.
How to identify a character’s styles in the game
Use the game’s own move information when you need an exact answer for one fighter. Menus can vary slightly by platform, so use the labels displayed by your copy rather than relying on a remembered button sequence.
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- Select the fighter in a practice, versus or character-viewing screen. Choose a mode that exposes the move list; the exact menu name can differ between releases.
- Open the move list and separate categories. Record the hand-to-hand style first, then look for a weapon category. Do not combine a weapon name with the character’s unarmed style as though they were one label.
- Check command notation and conditions. Note whether an attack is standing, crouching, jumping, a throw, a launcher or a finisher. This prevents a dramatic-looking move from being mistaken for a normal style attack.
- Test range in practice mode. Compare how far the representative attacks reach and whether they start grounded or airborne. This gives you a useful tactical description without inventing a tier ranking.
- Verify the platform roster. If the fighter is Khameleon, state that the reported addition belongs to the Wii version. For other characters, the 62-character PS2/Xbox count is the relevant baseline.
A printed Prima guide can supplement this process. Its catalog summary says it covers styles, weapons, character strengths and weaknesses, preferred matchups, arenas and finishing moves for all 62 characters. Use the entry for the specific fighter rather than assuming that a general style chapter lists every assignment.
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Kreate-A-Fighter
Armageddon includes Kreate-A-Fighter, allowing you to build a custom combatant rather than choosing only from the fixed roster. That mode is one reason a simple “how many characters?” answer needs a qualifier: custom creations expand what can be played, but they are not additional prebuilt roster slots.
Kreate-A-Fatality
The archived feature page says each character can create a fatality by stringing attacks together. This is the shared Kreate-A-Fatality feature. It should not be described as proof that every fighter retains a separate, classic unique-fatality list in the same form as earlier games; the feature emphasizes player-assembled sequences.
Konquest and Blaze
The same feature coverage lists an expanded Konquest mode and identifies Blaze as the boss. These are game-structure details, not fighting-style categories, but they explain why the roster is part of a larger package rather than an isolated versus screen.
What the platform difference changes
For most roster discussions, start with the PS2/Xbox figure of 62. If you are documenting a Wii copy, mention the reported Khameleon addition and use 63 only for that version. The distinction is especially important in guides, collections and tournament-history discussions, where readers may assume that screenshots or character-select layouts are interchangeable across releases.
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- Use “62” for the PlayStation 2 and Xbox releases.
- Use “63 including Khameleon” for the Wii release when relying on the reported platform-specific roster.
- Do not generalize the Wii exception into a universal total without identifying the version.
- Do not infer style assignments from a character’s presence, absence or costume on another platform.
How to read a useful Armageddon character guide
A useful roster guide should answer more than “who is playable?” For each fighter, look for a compact record containing the exact style labels, weapon (if any), representative commands, strengths, weaknesses, matchup notes and finishing options. The Prima guide’s catalog description identifies those comparison axes, including arenas and preferred matchups.
Keep system notes in a separate section. Aerial and ground combat explain how the game operates across the roster; they should not be copied into every character entry as though each fighter has a different aerial or ground style. Likewise, Kreate-A-Fatality belongs in a finishing-system section, while a fighter’s actual move list belongs in that fighter’s entry.
When comparing two characters, compare like with like: hand-to-hand reach against hand-to-hand reach, weapon range against weapon range, and verified commands against verified commands. Avoid declaring a style “best” unless you have a cited, version-specific basis for that judgment. The available guide evidence supports detailed reference work, but it does not establish a universal competitive ranking.
Common mistakes about the Armageddon roster
Counting every version as one roster
The 62-character guide figure and the reported Wii total answer different questions. Always name the platform.
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Calling aerial combat a character style
Aerial combat is a shared combat system. A fighter’s style is the character-specific move category shown in the controls.
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Treating Kreate-A-Fighter as a fixed roster slot
Custom fighters are created by the player and should not be added to the prebuilt character total.
Assuming a weapon name reveals the entire play plan
Weapon reach is only one part of a move set. Confirm startup, follow-ups, throws and aerial options in the actual move list before describing how the fighter plays.
Repeating the “every character ever” line as a literal guarantee
The guide’s wording is promotional. The Wii/Khameleon report and custom-fighter mode make a platform-qualified description more accurate.
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Bottom line for roster and style questions
If you are answering the basic roster question, say: Mortal Kombat: Armageddon has 62 playable characters on PlayStation 2 and Xbox; the Wii version is reported to have 63 with Khameleon. If you are answering the style question, explain that each character has specific hand-to-hand and, where applicable, weapon moves, while aerial and ground combat are shared systems. For exact style names or commands, consult that fighter’s in-game move list or the corresponding entry in the 2006 Prima guide instead of reconstructing assignments from character lore.
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