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Mortal Kombat 11 October Patch Notes (patch 1.10)

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October Update Patch Notes
OCTOBER UPDATE --Currently live on Xbox One and PS4
General Gameplay Adjustments

· Move list corrections
· Improvements to AI logic
· Added a third Tournament Variation for all characters, which can be used in Kombat League, offline Tournament mode and any match with Kompetitive mode enabled
· Added a visual indicator when you have new items available within the Kustomization menus.
· Added new animations for several characters when losing a round
· Added several new Brutalities for players to discover
· Added new end of round taunts for players to unlock
· Visual prompts will now update correctly when a player changes controller settings inside of Fatality Training
· Removed the ability for some characters to prolong the Fatality input timer under rare circumstances
· Control configuration will now work correctly for all players in a Group Battle or Tag Battle Tower
· Fixed a bug that prevented a Flawless Block from being possible if you released the block button without blocking an attack input no other action before the Flawless Block attempt
· The Flawless Block cooldown window after entering block can no longer be circumvented after you successfully blocked something & continued to hold the block button or quickly input another action before blocking
· Fixed several visual issues with when various projectiles were being reflected
· Fixed an issue that could cause a character to turn in the wrong direction briefly after getting up from certain knockdowns
· The input for Breakaway now has a small buffer window before the first available frame
· Hits that connect with an opponent's armor while they are performing a Breakaway will now show up on the combo counter
· Fixed an issue that could cause hitting an opponent performing Breakaway with more than one attack to do some unscaled damage
· Most regular jumping attacks now also cause their reactions to have an increased victim region
· Accessibility Settings have been added to the First Time User Experience
· Reworked the Store to display more items at once and added bundles as a possible item type
Kombat League / Online
· Minor online stability improvements
· Fixed several rare online desync causes
Krypt
· Added new Timed Chests which can appear during special events
· Added new Nether Forge Recipes for players to discover
· The Recipe for Cleft of the One Being Gear now displays the correct item name
· Added a completion indicator for each character’s Severed Head
Towers of Time
· Added a 9th Tower Platform and reorganized the layout of the Platforms
· Added a new Team Raid gameplay mode, which can appear on a Premier Tower Platform
· Added more detailed “where to get” information to many items that are rewarded in Towers of Time
· Added additional possible rewards to Bonus Character Rewards for Tower completion
· Added additional Tag & Ko-op Tower Platforms that may appear
· Adjusted the first time kompletion rewards for Brutal Difficulty
Stage Specific Adjustments
· Tournament - The Tarkatan War Kamp Flaming Skull Background Interaction will no longer be visible before it is available to be used
Character Specific Adjustments
· Baraka - Added the Kompetitive Mode preset "Berserker" which has the following Abilities - Leg Kabob (1), Blade Charge (1), and Baraka-Serker (1)
· Baraka - Adjusted the hit regions of all 4 hits of Baraka-Serker and changed the air reactions to more consistently hit in juggle situations
· Baraka - Reduced the blockstun of the third hit of Baraka-Serker by 10 frames
· Baraka - Baraka-Serker Amplified start up is 4 frames slower, has 1 more active frame, and has 10 more frames of blockstun with greatly increased pushback
· Baraka - Baraka-Serker Amplified when flawless blocked now has 10 less blockstun frames with decreased pushback
· Baraka - Leg Kabob has 1 more active frame, has 2 less recovery frames on miss, hit advantage is now +5 (down from +19)
· Cassie Cage - Added the Kompetitive Mode preset "Sups OD" which has the following Abilities - Flying Glow Kick (1), BLB-118 Advance (1), and BLB-118 Energy Bounce (1)
· Cassie Cage - BLB-118 Escape now takes 50% Defensive Gauge to perform
· Cassie Cage - Flying Glow Kick’s pushback on block decreased
· Cassie Cage - Fixed Shoulder Charge Amplified having an incorrect animation when it misses or hits armor
· Cassie Cage - Cassie is now considered airborne during all frames of BLB-118 Escape
· Cassie Cage - Fixed drone using an incorrect animation when interrupted at certain timing during BLB-118 Energy Bounce
· Cassie Cage - Fixed an issue causing Flying Glow Kick to not work correctly with practice mode Easy Krushing Blows while Krushing Blow Held Check is turned on
· Cassie Cage - BLB-118 Energy Burst and BLB-118 Energy Burst Amplified no longer interacts with projectile parries or reflects
· Cassie Cage - BLB-118 Energy Bounce no longer interacts with projectile destroy moves, projectile parries, or reflects
· Cetrion - Added the Kompetitive Mode preset "Born Again" which has the following Abilities - Conflux Of Elements (2) and Deadly Winds (1)
· Cetrion - Conflux of Elements has a faster recharge rate for the Defensive Gauge after being performed
· Cetrion - Conflux of Elements can now be performed as a cancel
· Cetrion - Elemental Rings no longer give First Hit Props when not dealing damage
· Cetrion - Fixed a rare audio issue with Shattering Boulder Krushing Blow
· Cetrion - Fixed an issue with Elemental Ring visual effects lingering during cinematics in certain situations
· Cetrion - Earthquake no longer interacts with projectile destroy moves, projectile parries, or reflects
· Cetrion - Natural Barrier no longer interacts with projectile parries or reflects
· D'Vorah - Added the Kompetitive Mode preset "Kreepy Krawler" which has the following Abilities - (Air) Fly By (1), Bombardier Beetle (1), and Flippin' Out (1)
· D'Vorah - Motherbug can no longer move and attack during a resurrection from D’Vorah, Terminator, or Geras
· D'Vorah - Adjusted the hit region of Swatted (Down + Back Punch)
· D'Vorah - Changed the air hit reaction of Fireflies & Fireflies Amplified
· D'Vorah - Flipping Out second hit has increased hit region and active frames when the first hit connects
· D'Vorah - Flipping Out Krushing Blow has less recovery and had its hit reaction adjusted
· D'Vorah - Bombardier Beetle has reduced combo damage scaling and has 8 more frames of hitstun
· D'Vorah - Bombardier Beetle Amplified has 8 more frames of hitstun
· D'Vorah - (Air) Fly By has different gravity when falling and now allows attacks to be performed while recovering from this move
· D'Vorah - Fixed an issue with Deadly Swarm ability hit region lingering when it is performed at certain timing when the opponent teleports
· Erron Black - Added the Kompetitive Mode preset "Locked n' Loaded" which has the following Abilities - Netherbeast Trap (2) and Acid Pour (1)
· Erron Black - Acid Pour hit animation changed, has 4 more hit advantage, and will perform a different animation if no bullets are loaded into rifle
· Erron Black - Acid Pour now can cause a Krushing Blow without Amplified. Requires at least 1 bullet loaded into rifle to Krushing Blow
· Erron Black - Acid Pour Amplified hit animation changed, does 2% more damage, has 3 less hit advantage
· Erron Black - Acid Pour can now be performed in Locked and Loaded stance if Enhanced Locked and Loaded Ability is equipped
· Erron Black - Zaterrean Spit (Close) input can now accept diagonals
· Erron Black - Fixed a rare visual animation issue that could occur with Erron Black's pistols when duck blocking
· Frost - Added the Kompetitive Mode preset "Arctic Anarchy" which has the following Abilities - Ice Auger (1), Core Overload (1), and (Air) Icequake (1)
· Frost - Ice Auger, Ice Auger Amplified, Burrowing Augur and Burrowing Augur Amplified no longer track the opponent
· Frost - Ice Auger is now a high block, has increased hit advantage, has 5 less frames of blockstun with less pushback when Flawless Blocked, and has 8 less recovery frames
· Frost - Ice Auger Krushing Blow has increased hitstun
· Frost - Ice Auger Amplified starts up in 20 frames now (was 16) and has 5 more frames of blockstun with increased pushback
· Frost - (Air) Icequake has 10 less frames of blockstun with less pushback when Flawless Blocked, has 4 more frames of recovery when blocked in the air, and has 27 more frames of recovery when it misses
· Frost - Core Overload has 9 more frames of recovery
· Frost - Core Overload Amplified has 7 less frames of recovery
· Frost - Core Overload and Core Overload Amplified now correctly boosts the damage of Wakeup/Flawless Block Attack (Up + Front Kick) & Terminal Burrowing’s (Fatal Blow) initial hit and no longer incorrectly boosts the damage of Wakeup/Flawless Block Attack (Up + Back Punch)
· Frost - Core Overload Amplified now causes a freezing reaction to the opponent when it hits
· Frost - Core Overload buff is now removed when Frost is hit by an attack or connects with a throw
· Frost - Terminal Burrowing (Fatal Blow) when blocked will now display Punish when she is hit during recovery frames
· Frost - Fixed rare issue that could cause Frost to have various visual problems if she is interrupted at the end of her Backward Throw Krushing Blow
· Frost - Burrowing Augur and Burrowing Augur Amplified now interacts with projectile destroy moves projectile parries & reflects when it reappears from the ground
· Geras - Added the Kompetitive Mode preset "Eternal" which has the following Abilities - Reverse Time (2) and Sand Simulacrum (1)
· Geras - Gauntlet of the Ages’ charge now correctly gets consumed when hitting an armored opponent or an opponent frozen by Temporal Advantage with a Gauntlet attack, or gets a Gauntlet attack parried
· Geras - Fixed a rare issue when Geras is interrupted during Temporal Advantage causing the opponent to have armor when getting up from being knocked down
· Geras - Fixed an issue causing Xuid & Guid’s (Towards + Front Punch, Throw, Back Kick) Krushing Blow to not work correctly with practice mode Easy Krushing Blows while Krushing Blow Held Check is turned on
· Geras - Fixed hitsparks not working correctly on counter hit for Shoulder Charge (Towards + Front Punch) and Charged Fist
· Geras - Fixed an issue with Sand Pillar Amplified sound FX lingering after it has finished in certain circumstances
· Jacqui Briggs - Added the Kompetitive Mode preset "Upgraded" which has the following Abilities - (Air) Ground Pound (1), Enhanced Air Blast (1), and Bionic Bounce (1)
· Jacqui Briggs - Adjusted the opponent’s victim region during the reaction to Going Ballistic (Towards + Front Kick, Front Punch)
· Jacqui Briggs - (Air) Shrapnel Blast has 8 more frames of hit advantage and has increased damage scaling
· Jacqui Briggs - Bionic Bounce when done during a combo increases damage scaling
· Jacqui Briggs - Fixed an issue with Bionic Bounce appearing multiple times in the practice mode reversal AI options
· Jade - Added the Kompetitive Mode preset "Untamable" which has the following Abilities - Divine Forces (1), Vanishing Winds (1), and Deadly Assassin (1)
· Jade - adjusted the hit reactions of all hits of Playtime Is Over (Front Kick, Back Punch, Back Punch)
· Jade - Divine Forces Amplified damage increased by 20
· Jade - Divine Forces startup is now 10 frames (was 14) and has 10 less recovery frames
· Jade - Divine Forces Amplified recovery on hit increased by 1 frame, recovers 8 frames faster on block, has 6 more recovery frames when Flawless Blocked
· Jade - Vanishing Winds startup is now 23 frames (up from 20), is no longer considered a projectile, has 5 more block advantage frames, when Flawless Blocked has 10 less frames of blockstun with less pushback, and does 80 damage (was 60)
· Jade - Vanishing Winds Amplified startup is now 22 frames (was 27), blockstun decreased by 5 frames, recovers 9 frames faster, does 10% damage (was 6%)
· Jade - Fixed an issue which caused the wrong version of Double Down (Away + Back Kick) to occur during Finish Him if Deadly Assassin is equipped
· Jax - Added the Kompetitive Mode preset "Ringer" which has the following Abilities - Lethal Clap (1), Ground Shatter (1), and Enhanced Outrank (1)
· Jax - Outranked (Back Punch, Back Punch) starts up in 13 frames (was 12) and had its hit region adjusted
· Jax - Advanced Force (Back Punch, Back Punch, Front Punch, Front Punch) first hit has 1 more active frame, recovers 1 frame slower, hit region adjusted, can now be cancelled into special moves
· Jax - Right To Bear Arms (Back Punch, Back Punch, Front Punch, Front Punch, Back Punch, Back Punch) first hit starts up in 21 frames (was 16), had its hit region adjusted, and can now be cancelled into special moves
· Jax - Right To Bear Arms (Back Punch, Back Punch, Front Punch, Front Punch, Back Punch, Back Punch) second hit startup increased by 2 frames, had its hit region adjusted, has 5 less blockstun, 1 more hit recovery frame, and its recovery on block/miss increased by 6 frames
· Jax - Added Armed And Dangerous (Back Punch, Back Punch, Front Punch, Front Punch, Back Punch, Back Punch, Front Punch) Armed And Dangerous for the Right To Bear Arms Ability
· Jax - Lethal Clap starts up in 14 frames (was 15) and recovers 5 frames faster
· Jax - Lethal Clap Amplified is now a mid and has a different hit reaction when Jax’s Heat is at a high amount
· Jax - Honorable Discharge (Fatal Blow) is now a high block
· Jax - Quad Grab Krushing Blow input window adjusted to be 2 frames stricter on each hit
· Jax - Ground Pound and Ground Pound Amplified no longer interacts with projectile parries or reflects
· Jax - Ground Shatter and Ground Shatter Amplified no longer interacts with projectile parries or reflects
· Johnny Cage - Added the Kompetitive Mode preset "Outtake" which has the following Abilities - Low Forceball (1), High Forceball (1), and Rising Star (1)
· Johnny Cage - Ducking victim region increased
· Johnny Cage - High Forceball and Low Forceball hit region adjusted, projectile arc adjusted, blockstun increased by 5 frames
· Johnny Cage - High Forceball Amplified and Low Forceball Amplified hit region adjusted, projectile arc adjusted, blockstun increased by 5 frames, recovery reduced
· Johnny Cage - Rising Star startup is now 9 frames (was 7), has 3 less active frames, hit reaction is changed, has 9 more frames of recovery on hit, 4 less frames of recovery on block, 9 less frames of recovery on miss
· Johnny Cage - Rising Star Amplified startup is now 17 frames (was 19), has 1 less active frame, has an adjusted hit region, has increased pushback on block, and has 1 more frame of recovery
· Johnny Cage - Fixed an issue with Mime Time and Say Cheese abilities auto-correcting when Amplified
· Johnny Cage - Stunt Double and Stunt Double Amplified are no longer considered projectiles
· Kabal - Added the Kompetitive Mode preset "Speed Demon" which has the following Abilities - Low Spinner (1), Hook Grab (1), and Gas Blast (1)
· Kabal - Gas Blast had its blockstun increased by 5 frames with increased pushback, recovery on hit increased by 2 frames, and recovery on block increased by 3 frames
· Kabal - Gast Blast Amplified had its blockstun increased by 15 frames with greatly increased pushback, recovery increased on hit by 6 frames, on block by 5 frames, and on miss by 3 frames
· Kano - Added the Kompetitive Mode preset "Ratbag" which has the following Abilities - Snake Bite (2) and Optic Blast (1)
· Kano - Optic Blast now does 80 damage (up from 50)
· Kano - Blade Evade (Away + Front Punch) startup is 10 (down from 13)
· Kano - Lunging Brute (Towards + Front Punch) now hits mid
· Kano - Spewin’ (Towards + Front Punch, Back Punch) now does 20 damage (up from 0) and has 2 less startup frames
· Kano - Adjusted the hit region and changed the ground & air reaction to the first hit of Snake Bite
· Kitana - Added the Kompetitive Mode preset "Fearless" which has the following Abilities - Fan-Nado (1), Low Fan Toss (1), and Edenian Twist (1)
· Kitana - Blade Jab (Front Punch) has a slightly increased hit region
· Kitana - The middle hit of Follow The Leader (Towards + Back Punch, Front Kick, Back Kick) can now be special cancelled, has more hit advantage, and 5 less frames of blockstun
· Kitana - The last hit of Follow The Leader (Towards + Back Punch, Front Kick, Back Kick) starts up 2 frames faster and can now cause a Krushing Blow
· Kitana - Spinning Heel (Back Kick) had its hit region adjusted, cancel occurs 2 frames earlier, and has 1 more frame of recovery
· Kitana - (Air) Fan Flutter recovery adjusted
· Kitana - (Air) Advancing Fan Flutter recovery adjusted
· Kitana - Fan Toss attacks that hit airborne opponents have slightly increased hit advantage
· Kitana - The 2nd fan collision of Fan Toss Amplified now hits mid
· Kitana - (Air) Fan Toss had its hit region slightly adjusted
· Kitana - (Air) Downward Fan Toss recovers 3 frames faster
· Kitana - (Air) Fan Toss and (Air) Downward Fan Toss can now be Amplified
· Kitana - (Air) Fan Toss and (Air) Downward Fan Toss on hit can now be cancelled into Edenian Twist & Square Wave as she lands
· Kitana - Low Fan Toss now does a different reaction when hitting airborne opponents
· Kitana - Low Fan Toss Amplified does 2% more damage, can now be directed close or far, starts up in 17 frames (was 20), has 1 more active frame, and has 15 more frames of blockstun with greatly increased pushback
· Kitana - Edenian Twist had its hit region adjusted and does a different reaction on first hit against airborne opponents
· Kitana - Edenian Razors will now change rotation based on the direction Kitana is facing which should result in more consistent behavior from both sides
· Kitana - Wakeup Attack / Flawless Block Attack (Up + Front Kick) had its hit region slightly adjusted and travels less distance
· Kitana - Fixed an issue with Edenian Razors appearing multiple times in the practice mode reversal AI options
· Kitana - Fixed issues with Fan Lift and Fan-Nado visual effects not disappearing properly after it is destroyed, parried, or reflected
· Kollector - Added the Kompetitive Mode preset "Squander" which has the following Abilities - War-Quoit Toss (2) and Relic Lure (1)
· Kollector - Changed the Krushing Blow conditional trigger of War-Quoit Toss to if opponent is hit during a Back Dash or Getup Roll
· Kollector - War-Quoit Toss startup is now 26 frames (was 17) and its recovery on block/miss is increased by 7 frames
· Kollector - Demonic Mace and Up Demonic Mace no longer interact with projectile destroy moves
· Kollector - Fixed an issue with Bag Bomb explosion not occurring after connecting with Vial Of Sorrow DOT if a projectile destroy move has been used
· Kollector - Bag Bomb explosion from connecting with Vial Of Sorrow DOT no longer interacts with projectile destroy moves, projectile parries, or reflects
· Kollector - Relic Lure and Relic Lure Amplified no longer interacts with projectile destroy moves, projectile parries, or reflects
· Kotal Kahn - Added the Kompetitive Mode preset "Buluc" which has the following Abilities - Grand Discus (1), Amocualli Totem (1), and Teoyohtica Totem (1)
· Kotal Kahn - Huehhueyi Amplified can now be directed forward
· Kotal Kahn - Yeyecame Disk hit region increased, Krushing Blow range requirement lowered
· Kotal Kahn - The first hit of Yeyecame Disk Amplified now has 26 startup frames (was 28), had its hit region increased, its air hit reaction changed, and its blockstun increased by 10 frames with pushback increased
· Kotal Kahn - The second hit of Yeyecame Disk Amplified is now a mid, has its hit region increased, hit reaction changed, blockstun increased by 5 frames with greatly increased pushback, and recovers 6 frames faster
· Kotal Kahn - Yeyecame Disk Amplified can now cause a Krushing Blow
· Kotal Kahn - Fixed an issue with totems that could cause 3 single totems to provide a larger buff then 3 stacked totems
· Kotal Kahn - Fixed an issue with his Sword playing an incorrect animation when he is hit during Finish Him
· Kotal Kahn - Fix for visual issue with God Ray not fading out correctly in certain rare circumstances
· Kotal Kahn - Fixed an issue with Yeyecame Disk being unable to execute the Krushing Blow for the rest of the match if interrupted in a specific situation
· Kotal Kahn - Fixed a rare audio issue with Yeyecame Disk Krushing Blow
· Kotal Kahn - Tonatiuh Burst is no longer considered a projectile
· Kotal Kahn - Tlamanalo (Front Punch, Back Punch) is now -6 on block (down from -1)
· Kotal Kahn - Soleil (Front Punch, Back Punch) is now +1 on block (up from -6) with a 6f startup block gap
· Kotal Kahn - Royal Backhand (Towards + Front Punch) now has 10 startup frames (down from 11) and is +6 on hit (up from +1)
· Kotal Kahn - Tenchalli Bash (Towards + Front Punch, Back Punch) is now +8 on hit (up from -1)
· Kotal Kahn - Coatl Strikes (Back Punch, Back Punch, Front Punch) is now -13 on block (down from -7) and has a different hit reaction with 5 more frames of hit advantage
· Kotal Kahn - Blade Push (Towards + Back Punch) now has 19 startup frames (down from 22)
· Kung Lao - Added the Kompetitive Mode preset "Order of Light" which has the following Abilities - Spiritual Guidance (2) and Vortex (1)
· Kung Lao - Vortex ability now replaces Spin sharing the same input and can now be Amplified
· Kung Lao - Vortex and (Air) Vortex starts up faster, has less active frames, hit reaction adjusted, recovery reduced
· Kung Lao - Spiritual Guidance starts up is 7 frames faster
· Kung Lao - Soul Burst (Spiritual Guidance) has the hit reactions changed on first, second and third hit
· Kung Lao - Soul Burst (Spiritual Guidance) last hit had its hit region adjusted and recovers 3 frames faster
· Kung Lao - Changed the Krushing Blow conditional trigger of Soul Burst (Spiritual Guidance) to after connecting only the final hit
· Kung Lao - Soul Burst (Spiritual Guidance) Krushing Blow now does 174 damage (was 200) and now launches opponent for a juggle combo
· Kung Lao - Upward Soul Burst (Spiritual Guidance) has 2 more active frames and recovers 2 frames slower on block
· Kung Lao - Ground Soul Burst (Spiritual Guidance) startup is now 21 frames (down from 27), has 1 more active frame, recovers 14 frames slower on hit, 2 frames faster on block, and 8 frames faster on miss
· Kung Lao - Order Of Light (Front Punch, Back Punch, Front Punch) has an increased hit region, 1 more active frame, cancels 1 frame earlier, and has 4 more frames of hit advantage
· Kung Lao - Low Palm (Down + Front Punch) has an adjusted hit region
· Liu Kang - Added the Kompetitive Mode preset "Dragon's Breath" which has the following Abilities - Nunchaku Stance (1), Kusari Slam (1), and Shaolin Vanish (1)
· Liu Kang - Dark Orders (Back + Front Punch, Back Punch, Back Kick) now has 5 more frames of blockstun with increased pushback and has 5 more frames of recovery on block
· Liu Kang - Lotus Strikes (Towards + Back Kick) startup is now 11 frames (was 9)
· Liu Kang - Crouching Kick (Down + Front Kick) now has 5 less frames of blockstun and has 5 less frames of recovery
· Liu Kang - The projectile fired after a successful Energy Parry while Dragon's Gift is active now will be created at a consistent distance from Liu Kang and the maximum / minimum height that this projectile can appear at has been adjusted
· Liu Kang - Energy Parry performed from Nunchaku Stance input changed to match the non-stance move and the hit region and recovery changed to match the non-stance move
· Liu Kang - Energy Parry while Dragon's Gift is active performed from Nunchaku Stance will now correctly always stun the opponent on hit
· Liu Kang - Kusari Slam startup is now 10 frames (was 12), hit region is changed, recovers 7 frames slower on hit
· Liu Kang - Kusari Slam Amplified recovers 7 frames slower on hit
· Liu Kang - Kusari Slam is now possible while in Nunchaku Stance if both abilities are equipped
· Liu Kang - Nunchaku Flurry (Nunchaku Stance) first, third, and fourth, fifth, and sixth hits now have 10 more frames of blockstun with increased pushback
· Liu Kang - Nunchaku Flurry (Nunchaku Stance) has damage scaling removed on all but the last hit and has reduced damage on block
· Liu Kang - The first hit of Nunchaku Dance (Nunchaku Stance) now has 12 startup frames (down from 10)
· Liu Kang - The last hit of Nunchaku Dance (Nunchaku Stance) now has 5 more frames of blockstun with greatly increased pushback
· Liu Kang - Nunchaku Flurry (Nunchaku Stance) has damage scaling removed on all but the last hit
· Liu Kang - Bicycle Kick Amplified can now be performed a maximum of 2 times per combo
· Noob - Added the Kompetitive Mode preset "Pitch Black" which has the following Abilities - Sickle Snag (1), Sickle Toss (1), and (Air) Shadow Dive (1)
· Noob - (Air) Shadow Dive has 5 less frames of blockstun with less pushback and recovers 3 frames slower
· Noob - Sickle Toss Amplified now has an increased hit region when in a combo
· Noob - Shadow Slide Amplified no longer interacts with projectile reflect moves
· Noob - Fixed issues with Shadow Tackle visual effects not disappearing properly after it is destroyed by certain moves
· Raiden - Added the Kompetitive Mode preset "Truth and Light" which has the following Abilities - Jo Push (2) and Lightning Rod (1)
· Raiden - Jo Push ability now replaces Electric Fly instead of Lightning Bolt
· Raiden - Jo Push starts up in 20 frames (was 19), has 2 more active frames, hit region adjusted, recovery adjusted and is no longer considered a projectile
· Raiden - Jo Push Amplified now starts up in 16 frames (was 24), hit reaction changed, recovery increased by 3 frames
· Raiden - Fixed an issue with Super Bolt Krushing Blow being possible multiple times in a match under certain circumstances
· Raiden - Electric Burst no longer interacts with projectile parries or reflects
· Scorpion - Added the Kompetitive Mode preset "Burning Specter" which has the following Abilities - Misery Blade (2) and (Air) Sin Blade (1)
· Scorpion - Sin Blade now has 5 more frames of blockstun with increased pushback and when Flawless Blocked has 10 less frames of blockstun with reduced pushback
· Scorpion - Tsuka Poke (Misery Blade) now has 1 more active frame, 5 more frames of blockstun with slightly increased pushback, and 9 more frames of recovery
· Scorpion - Fixed a rare camera issue that could occur if Scorpion executed a Hell Port Cancel with specific timing after Nightwolf wins the previous round and does his Divine Transfer End of Round Taunt
· Skarlet - Added the Kompetitive Mode preset "Hemorrhage" which has the following Abilities - Boiling Point (1), Krimson Shield (1), and Red Mist (1)
· Skarlet - Red Mist active frames now has 5 active frames (down from 10), 10 less hit advantage, and the DOT will no longer damage opponent while she is in hitstun
· Skarlet - Boiling Point startup is now 23 frames (down from 30)
· Skarlet - Boiling Point Amplified damage has been adjusted
· Skarlet - Killer Clot will now track the opponent when activated for 1/2 second instead of 2 seconds before dying if it does not reach its target
· Skarlet - Fixed an issue with Killer Clot not disabling certain moves that use Defensive Gauge when it hits
· Skarlet - Fixed a rare animation issue with Skarlet when she is the victim waiting during Finish Her
· Sonya - Added the Kompetitive Mode preset "Ten-Hut" which has the following Abilities - Summon K.A.T. Turret (2) and Turret Trauma (1)
· Sonya - Added 1 frame before attacks can be initiated from Summon K.A.T.
· Sonya - K.A.T. Tantrum (Summon K.A.T.) now recovers 5 frames slower on hit
· Sonya - Mortar Strike (Summon K.A.T.) now recovers 5 frames slower
· Sonya - Leaping .50 Kal (Summon K.A.T.) is now a high block and recovers 5 frames slower
· Sonya - Straight .50 Kal (Summon K.A.T.) now has now 32 startup frames (up from 21), and recovers 11 frames slower
· Sonya - Detonate K.A.T. (Summon K.A.T.) now has 10 more frames of blockstun with greatly increased pushback and recovers 11 frames slower
· Sonya - Ops Drop Amplified ability can now be performed a maximum of 2 times per combo
· Sub-Zero - Added the Kompetitive Mode preset "Avalanche" which has the following Abilities - Arctic Trap (2) and Creeping Ice (1)
· Sub-Zero - Creeping Ice now has 23 startup frames (down from 26), recovers 1 frame faster, has 5 less frames of blockstun, and when Flawless Blocked has an additional 5 less frames of blockstun with reduced pushback
· Sub-Zero - Creeping Ice Amplified starts up 2 frames faster, recovers 7 frames slower, and the second hit has 5 more frames of blockstun with increased pushback
· Sub-Zero - Arctic Trap now lasts 3 seconds (down from 5) and has 3 more frames of recovery
· Sub-Zero - Arctic Trap will now disappear when Sub-Zero is hit by an attack, blocks an attack, has an attack parried, connects with a throw, or has his throw escaped
· Sub-Zero - (Air) Polar Axe, Frigid Storm, Death-Cicle Barrage, Arctic Trap can now be projectile parried
· Sub-Zero - Ground Ice and Ground Ice Amplified can no longer be projectile parried
· Sub-Zero - Creeping Ice and Creeping Ice Amplified no longer interacts with projectile destroy moves
· Shao Kahn - Added the Kompetitive Mode preset "Realm Destroyer" which has the following Abilities - Skewered (1), Spear Charge (1), and Seeking Wrath Hammer (1)
· Shao Kahn - Skewered now has 11 startup frames (up from 9), has 1 less active frame, recovers 1 frame slower on miss, and had its hit region slightly adjusted
· Shao Kahn - Spear Charge now has 19 startup frames (down from 24), has 2 more active frames, recovers 4 frames slower on miss, and had its hit region adjusted
· Shao Kahn - Spear Charge Amplified now starts up 1 frame faster, recovers 6 frames slower on miss, and had its hit region adjusted
· Shao Kahn - Fixed an issue with opponent's equipped items not playing a proper animation when winning a round with Forward Throw
· Shang Tsung - Added the Kompetitive Mode preset "Soul Eater" which has the following Ability - Shapeshifter's Training (3)
· Shang Tsung - Added new ability - Shapeshifter's Training
· Shang Tsung - Slide Amplified can now be delayed to work better in juggles
· Shang Tsung - Fixed an issue with some Krushing Blows while morphed into the opponent doing slightly higher damage then intended
· Shang Tsung - Fixed an issue with several characters weapons playing an incorrect animation when they being hit by Shake ability
· Shang Tsung - Fixed an issue preventing Shang Tsung from using Erron Black's Zaterrean Spit while morphed in certain circumstances
· Shang Tsung - Fixed an issue that caused Shang Tsung to briefly become invisible if hit with Geras' Temporal Advantage right after hitting Shapeshifter's Barrage (Fatal Blow)
· Nightwolf - Added the Kompetitive Mode preset "Shaman" which has the following Abilities - Spirit Tracks (1), Ancestral Hunter (1), and Lightning Arrow (1)
· Nightwolf - Adjusted the air hit reaction of Axe Blast (Front Punch, Front Punch, Front Punch)
· Nightwolf - Slightly adjusted the hit region of Howling Wolf (Front Kick, Front Punch)
· Nightwolf - Falcon Swap (Back + Front Kick, Back Kick) is now correctly set as a low parry
· Nightwolf - Razor's Edge (Back + Front Kick, Back Kick, Throw) is now correctly set as a high parry
· Nightwolf - Wakeup/Flawless Block Attack (Up + Back Punch) had its hit region adjusted
· Nightwolf - Lightning Arrow has less pushback on block and has 10 less frames of blockstun when Flawless Blocked
· Nightwolf - Spirit Tracks now does 90 damage (up from 70) and has 10 more frames of blockstun with increased pushback when not Flawless Blocked
· Nightwolf - Ancestral Hunter ability now does 70 damage (up from 30) and starts up in 13 frames (down from 17)
· Nightwolf - Ancestral Light Amplified now does 60 damage (up from 40)
· Nightwolf - Hana's Wrath maximum active frames is now 60 (down from 90) and its cooldown now works correctly when it hits from maximum range
· Nightwolf - Hana's Wrath now works properly with projectile destroy moves, projectile parries, or reflects
· Nightwolf - Spirit Arrow Amplified now works correctly with projectile destroy moves
· Nightwolf - Lunar Orbit now works correctly with projectile destroy moves
· Nightwolf - Fixed an issue with Hana's Wrath not disabling certain moves that use Defensive Gauge when it hits
· Nightwolf - Fixed an issue with Hana's Wrath disabling Fatal Blows
· Nightwolf - Fixed an issue with various buff FX not being cleared properly
· Nightwolf - Fixed issues with various buffs being able to be reapplied prematurely when Amplified or interrupted
· Nightwolf - Fixed issues with Spirit Tracks, Ancestral Hunter, Rising Tomahawk not getting a damage reduction when under the effect of Jacqui's Tech-Dome
· Nightwolf - Fixed a rare camera issue that occurred when Uncertain Ground (Down + Front Kick) hit

 
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ZeroSymbolic

Social Justice Barbarian
· Cetrion - Added the Kompetitive Mode preset "Born Again" which has the following Abilities - Conflux Of Elements (2) and Deadly Winds (1)

· Cetrion - Conflux of Elements has a faster recharge rate for the Defensive Gauge after being performed

· Cetrion - Conflux of Elements can now be performed as a cancel

· Cetrion - Elemental Rings no longer give First Hit Props when not dealing damage

· Cetrion - Fixed a rare audio issue with Shattering Boulder Krushing Blow

· Cetrion - Fixed an issue with Elemental Ring visual effects lingering during cinematics in certain situations

· Cetrion - Earthquake no longer interacts with projectile destroy moves, projectile parries, or reflects

· Cetrion - Natural Barrier no longer interacts with projectile parries or reflects

 
· Cetrion - Added the Kompetitive Mode preset "Born Again" which has the following Abilities - Conflux Of Elements (2) and Deadly Winds (1)

· Cetrion - Conflux of Elements has a faster recharge rate for the Defensive Gauge after being performed

· Cetrion - Conflux of Elements can now be performed as a cancel

· Cetrion - Elemental Rings no longer give First Hit Props when not dealing damage

· Cetrion - Fixed a rare audio issue with Shattering Boulder Krushing Blow

· Cetrion - Fixed an issue with Elemental Ring visual effects lingering during cinematics in certain situations

· Cetrion - Earthquake no longer interacts with projectile destroy moves, projectile parries, or reflects

· Cetrion - Natural Barrier no longer interacts with projectile parries or reflects

Was it ever in doubt?
 

Eddy Wang

Skarlet scientist
compeletly disgusted with Kitana changes, now she has the best jab range in the game
A geras like KB 50-50 with no flawless gaps
Can combo in the air
Second fan when amplified hits mid
Hás a lot off fixes
High Born sais still track automatically with no aim Which by no surprise wasn't even fixed, jump kick still one if the best in the game
Most of her strings doesn't even have gaps, all have extensions and most of them when flb are still safe without bap.
Meanwhile other characters got moves slammed in, some are even way worse than they were before being a third variation. And they didn't even got some of their bugs fixed.
Skarlet still going to miss a lot of u2 after she flawless Block because the insane vertical hitbox.
Her KB still won't activate after escape fail sometimes if she wins a round without using KB
Her amplified bf3 is still bad
Db3 is still terrible to use as anti zoning
Red mist unjustifiable nerfed hit advantage and wasn't even made safe
Strings still has a lot of gaps, pokes are still have terrible recovery and they want us to work with 3rd variation

Heart pierce still worth every variation

I don't even understand what Nightwolf is Supposed to do since he can't combo into his new axe

What just happened to Raiden, Noob, cetrion and Kollector?


Yeah I hate to say it but the bias Support is real
 
compeletly disgusted with Kitana changes, now she has the best jab range in the game
A geras like KB 50-50 with no flawless gaps
Can combo in the air
Second fan when amplified hits mid
Hás a lot off fixes
Btu sais still track automatically with no aim Which by no surprise wasn't even fixed, jump kick still one if the best in the game
Most of her strings doesn't even have gaps, all have extensions and most of them when flb are still safe without bap.
Meanwhile other characters got moves slammed in, some are even way worse than they were before being a third variation. And they didn't even got some of their bugs fixed.
SkaEle tem still going to miss a lot of u2 after she flawless Block because the insane vertical hitbox.
Her KB still won't activate after escape fail sometimes if she wins a round without using KB
Her amplified bf3 is still bad
Db4 is still terrible to use as anti zoning
Red mist unjustifiable nerfed hit advantage and wasn't even made safe
Strings still has a lot of gaps, pokes are still have terrible recovery and they want us to work with 3rd variation

Heart pierce still worth every variation

I don't even understand what Nightwolf is Supposed to do since he can't combo into his new axe

What just happened to Raiden, Noob, cetrion and Kollector?


Yeah I hate to say it but the bias Support is real
Night Wolf can combo F21, B12, 11, and B34 into Roll launcher. I think that's it, F12 definitely doesn't work.
 

Eddy Wang

Skarlet scientist
Night Wolf can combo F21, B12, 11, and B34 into Roll launcher. I think that's it, F12 definitely doesn't work.
if he can't combo from 111 and f12 it doesn't even matter since those are his best strings.
Matoka warrior still going to be the most usable variation the overall decision of making his axe move a equippable move was bad.
 
if he can't combo from 111 and f12 it doesn't even matter since those are his best strings.
Matoka warrior still going to be the most usable variation the overall decision of making his axe move a equippable move was bad.
You're writing off an entire variation because of that!? Do you use no other strings?
 

cavemold

BIG D POLE .
Baraka 3rd varation very good toucan get 271 one bar off jump in kick into bersker .
310 with flag.
Jax’s is decent
Kollector got robbed . Horrible
Jade is ok not great but not horrible . Divine force sucks though. 2 bars for pop up ... 301 damage D2...

Kotal Kahn feels better .

Sub zero varation is sweet . You can ice ball overhead cancel set up your Artic trap into KB . Creeping ice is pretty good.

Geras got better break away cost 2 defensive bars . Why not action bar like jade divine force ??
That’s all played so far .
 

Lt. Boxy Angelman

I WILL EAT THIS GAME
There are a lot of changes not included in the patch. They wrote the most significant ones. I'd sure like to know which brutalities they added also.
I mean, if it's an across the board tweak to KB's, then I'm all for it. But, skepticism.

I can't wait to try out Revived Blood God.
 

o29

Noob
· The input for Breakaway now has a small buffer window before the first available frame

· Most regular jumping attacks now also cause their reactions to have an increased victim region

Has anyone seen a noticeable effect from the jump hurtbox update? I played a few games and landed a few typical jiks without noticing any real difference but wondering if they just weren't aa'd properly.