What's new

Patch 1.14 Notes [Jan 21st 2020] (PS4/XB1)

Patch notes:

General Gameplay Adjustments

  • Move list corrections
  • Improvements to AI logic
  • Fixed issues with some augments not working correctly
  • Fixed issue with using random select in online matches causing improper display of abilities and variation name
  • Fixed several sources of online desyncs
  • Armor on Fatal Blow attacks now start up in 8 frames (up from 5)
  • Fatal Blow attacks for all characters except Cassie Cage can no longer hit opponent from behind
  • Ducking Front Punch, Ducking Front Kick, & Ducking Back Kick cannot be cancelled into a special move when Flawless Blocked
  • Jump Back Punch has 5 less frames of blockstun on block and Flawless Block
  • Jump Front Punch and Back Punch attacks can no longer be cancelled into air special moves when Flawless Blocked
  • Jump Front Punch and Back Punch cannot be cancelled into normal attacks or ground special moves upon landing when Flawless Blocked
  • Jump Kick attacks have slightly increased damage scaling to match Jump Punch attacks and 4 more frames of recovery when blocked
  • Jump Kick attacks can no longer be cancelled into air special moves when Flawless Blocked
  • Jump Kick attacks can no longer be cancelled into grounded special moves upon landing when blocked or Flawless Blocked
  • Characters that have Escape Failed Krushing Blows on both Toward and Back throws can now only use one throw Krushing Blow per match
  • Fixed an issue that could cause incorrect victim regions for several frames if the character went from ducking to standing and did no further inputs with precise timing
  • Fixed rare issue that could cause a character to get hit by a high projectile if they are duck blocking and release block with precise timing
  • Fixed issue with defensive bar not refilling at the correct rate when a round ends while one bar has been destroyed by "Chip Avoided" and the second bar is not full
  • Added several new Brutalities for players to discover
Kombat League / Online

  • Minor online stability improvements
  • Fixed several rare online desync causes
Krypt

  • Added new Nether Forge Recipes for players to discover
Towers of Time

  • Added support for new upcoming Holiday Towers
Stage Specific Adjustments

  • Shirai Ryu Fire Garden - Fixed issue that allowed stone toss interaction in the left corner to be used while facing the corner
  • Special Forces Desert Command - Fixed issue with cactus needles lingering at an incorrect location after uppercut brutality is performed
  • Kronika's Hour Glass - In Versus Mode, Tournament Mode & 1v1 Online Modes, this Arena will now select from a random list of Background Interactions to be used
  • Chaotian Age - In Versus Mode, Tournament Mode & 1v1 Online Modes, this Arena will now select from a random list of Background Interactions to be used
  • Prehistoric Age - In Versus Mode, Tournament Mode & 1v1 Online Modes, this Arena will now select from a random list of Background Interactions to be used
  • The Kronika's Hour Glass, Chaotian Age, and Prehistoric Age Arenas are no longer disabled by default in Tournament Mode
Character Specific Adjustments

  • Cetrion - Far H2 P0rt now costs 2 bars of Defensive Gauge (up from 1)
  • Cetrion - The visual effects of Hell's Wrath when Amplified now disappear properly when it is projectile destroyed
  • D'Vorah - Fixed a rare camera issue during the Fatal Blow cinematic while on the right side on Kharon's Ship
  • Erron Black - Adjusted the hit region of Quick Shot (Getup / Block Attack Up + Back Punch)
  • Erron Black - Bounty Bash (Back Punch) now recovers 3 frames faster on block
  • Erron Black - Deal In Lead (Back Punch, Front Punch) now has 5 more frames of blockstun and 5 more recovery frames slower on block
  • Frost - Cryogenic Crown now does 3 damage (up from 1), has decreased combo damage scaling, and has 2 more active frames
  • Geras - Titan Charge (Getup / Block Attack Up + Back Punch) now has 9 startup frames (up from 6)
  • Geras - Time Splash (Jump Down + Back Punch) now has 5 less frames of blockstun
  • Geras - The Deathless Giant (Towards + Back Punch, Front Punch) now has 4 more frames of hit advantage, 5 less frames of recovery on hit, and its cancel frame occurs 1 frame later
  • Geras - Matter Of Time (Towards + Back Punch, Front Punch, Back Punch) now has 25 startup frames (up from 20) and recovers 3 frames slower
  • Geras - Sand Trap and Quick Sand causes 5 less frames of blockstun when it is Flawless Blocked
  • Geras - Temporal Advantage hit region slightly adjusted when opponent is in a combo
  • Jacqui Briggs - Fixed an issue with several Kombo Attacks that allowed them to be cancelled into Wall of Justice (Fatal Blow) during their first 3 startup frames
  • Jade - Heaven's Heel (Getup / Block Attack Up + Back Punch) and it has 1 less recovery frame and had its hit region slightly adjusted
  • Johnny Cage - High Forceball & Low Forceball now have 11 startup frames (up from 9)
  • Johnny Cage - Rise And Shine (Getup / Block Attack Up + Back Punch) now has 9 startup frames (up from 7)
  • Kitana - Adjusted the hit region of Fanning Out (Getup / Block Attack Up + Back Punch)
  • Kitana - Purge The Weak (Away + Front Punch, Back Kick) now hits mid
  • Kitana - Fixed an issue with several Kombo Attacks that allowed them to be cancelled into Deadly Game (Fatal Blow) during their first 3 startup frames
  • Kotal Kahn - Mehtizquia Cut now has 2 more active frames, 3 less recovery frames, and causes 5 more frames of blockstun with increased pushback when not Flawless Blocked
  • Kotal Kahn - Fixed rare issue that could cause Kotal Kahn to move quickly across the screen if he cancelled an attack into Coatl Parry with precise timing while in close proximity to an opponent performing a Breakaway
  • Kung Lao - Possessed Hat now throws two projectiles at the opponent
  • Noob - Adjusted the hit region of Wraith Boot (Getup / Block Attack Up + Front Kick)
  • Skarlet - Adjusted the hit region of Bloody Boots (Getup / Block Attack Up + Back Punch)
  • Skarlet - Bloodport Far now costs 2 bars of Defensive Gauge (up from 1)
  • Skarlet - Fixed a rare camera issue when successfully parrying an attack with Dagger Dance
  • Skarlet - Fixed a rare issue that could cause Skarlet to be unable to duck Sindel's Back It Up (Away + Front Kick, Back Kick, Back Punch) high attack in certain circumstances
  • Sub-Zero - Adjusted the hit region of Chilled Heel (Getup / Block Attack Up + Front Kick)
  • Shang Tsung - Screaming Soul Amplify is now correctly affected by projectile destroying moves
  • Shang Tsung - Fixed issue with being unable to perform Spare Time or Lost Time while morphed into Geras after the first round
  • Sindel - Fixed an issue with several Kombo Attacks that allowed them to be cancelled into Edenian Royal Decree (Fatal Blow) during their first 3 startup frames
  • Sindel - Low Star Screamer Amplify is now correctly affected by projectile destroying moves
  • Terminator - Fixed an issue with several Kombo Attacks that allowed them to be cancelled into Chill Out (Fatal Blow) during their first 3 startup frames
  • Terminator - AI will now correctly use "Terminate" ability

Source: https://mortalkombatgamessupport.wbgames.com/hc/en-us/articles/360041627554-Official-MK11-PS4-XB1-Patch-Notes-01-21-20
 
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Comments

The changes to 2n1 cancels off air attacks seems cool...None of the characters I play have such moves (except lao but if they block ur jk and u dive kick anyway u gonna get ur lunch ate so doesnt really matter). I wonder if thats gonna be a big problem for some characters? neutral jump 2 into air special :flawless block: special doesnt come out. U don't react fast enough cuz ur like wtf... Proceed to eat combo.
Lao can full combo with ex spin, on block its just jump kick.
What other characters you play?

Besides its all about ground specials not air ones, these will come out on block.
 
Lol it's like everyone forgot about the whole OS-gate a couple of months ago where the game will never be the same.

This jump OS is nothing and it doesn't change anything. It was easy to buffer before the patch and hitconfirm in the first place.

Relax your beautiful tiddies everyone.
Dont even compare these 2 OSes, previous one is really hard to execute cuz your timing has to be on point else you fail and get punished, thats why many ppl stopped to use this.

Recent one is braindead easy, just input grounded special after jump kick and you are good to go, no place for a mistake.
Now you dont have to hitconfirm always win-win situation.
 
ive found more Jax nerfs , ill make a video once i have time also. The fatalblow armor nerf is great but.... jax is having harder time trading with projectiles now if you use your fb to punish. Anyway NRS hates jax since mk9
Just look at the rest of the thread. You have someone in favor of the nerf because he kick kicks up close.
Every Jax discussion is the same, "he's TOO oppressive so any nerf and he'll hardly be affected".
This nerf is fucking gross, Jax zoning was already situational as hell with the startup on dd3 and the ridiculous amount of advancing specials (that can KB btw lol thx liu).
 
Dont even compare these 2 OSes, previous one is really hard to execute cuz your timing has to be on point else you fail and get punished, thats why many ppl stopped to use this.

Recent one is braindead easy, just input grounded special after jump kick and you are good to go, no place for a mistake.
Now you dont have to hitconfirm always win-win situation.
It'll be fine. People always freak out when a new OS is discovered and then forget about it a week later.

This one is useful for some chars but it's really not a big deal.
 
Ok i give up. If there is an easy OS which anyone can execute one handed its OK, no big deal, nothing special and so on.
Its just dumb, unfair mechanic that needs to go, its like specials comes out on hit only never on block and its ok for most of you lol
 
Just look at the rest of the thread. You have someone in favor of the nerf because he kick kicks up close.
Every Jax discussion is the same, "he's TOO oppressive so any nerf and he'll hardly be affected".
This nerf is fucking gross, Jax zoning was already situational as hell with the startup on dd3 and the ridiculous amount of advancing specials (that can KB btw lol thx liu).
Kick Kick too strong... Me not knowing how poke between 13f gaps.

oh and ill tell you a true story, a jax main pro player told me that jax 12 is +2 on block while its 1+ so i asked him what version of mk11 was he playing but then got banned from his twitch.

i just cant stand this community man. Its fine though Jax mains wont win shit and idiots that dont play jax or dont lab him gonna keep getting him nerfed cause they dont know how to deal with him.
 
Someone is saying she got untouched but she didn't. She is still gonna be good but people won't just be able to go ham. Keep in mind, I just got the game so getting this patch just now is interesting for me. I think the FB change was smart but I wish we got a damage nerf. It feels too much like X factor level 2.0. with it is currently as the armor nerf is for those doing wakeup FB and FB out of blockstun, not those who combo into it.

The people crying the game is incomplete are gonna be salty though as they will still get deleted. MK11 is the first MK game where you can go from zoning to rushdown and vice versa. The ability to go offense to defense and defense to offense in this game is fun.
did you just compare fatal blows to mvc3 xfactor? please stop. also characters with oppressive zoning shouldn't have good rushdown like cetrion or characters with good rushdown shouldn't be able to run like a zoner like geras. mk11 is still incomplete because there are still other issues with the game that have yet to have been fixed
 
Ok i give up. If there is an easy OS which anyone can execute one handed its OK, no big deal, nothing special and so on.
Its just dumb, unfair mechanic that needs to go, its like specials comes out on hit only never on block and its ok for most of you lol
Because this entire kneejerk to the new OS is isolating the OS, and not even taking into consideration the more important change to jump kicks (4f less advantage). That is an actual game changer, because this actually makes jump kicks the end of your turn in some very common situations, or even punishable.
 
did you just compare fatal blows to mvc3 xfactor? please stop. also characters with oppressive zoning shouldn't have good rushdown like cetrion or characters with good rushdown shouldn't be able to run like a zoner like geras. mk11 is still incomplete because there are still other issues with the game that have yet to have been fixed
What I'm getting is that I think Fatal Blows do too much damage. I always bring up X factor in a joking matter because X factor was one of the dumbest game mechanics ever created in a fighting game.

Cetrion doesn't run the meta and you're basing off a handful of players who use her.

Gears just got slap with the nerf bat for what seems liek the third time so you're talking out your butt.

Also this was done so people would actually bother to go in and not stay back like they did in Injustice 2. MK11 rewards you for going in. The game rewards you for turning defense into offense and vice versa. That's really cool. If "incomplete" means you have to think and you can't use five mvoes to win then sign me the fuck up.

It's only incomplete because people like you like to endlessly bitch it's not like past MK game or whine about something else sit down and go play something else. Getting angry at a video game isn't heathy. Also people like are very hypocritical as it is.


Kick Kick too strong... Me not knowing how poke between 13f gaps.

oh and ill tell you a true story, a jax main pro player told me that jax 12 is +2 on block while its 1+ so i asked him what version of mk11 was he playing but then got banned from his twitch.

i just cant stand this community man. Its fine though Jax mains wont win shit and idiots that dont play jax or dont lab him gonna keep getting him nerfed cause they dont know how to deal with him.
Jax should still be fine. NRS don't hate Jax as the nerfs have been fair. Even before I got the game, I watched a lot and felt his FB was a little derpy. It's still super fast despite them making it a high. The armor starting later stinks but you can make it work honesty. He is still good and can do work. Jax is still gonna do work and should win if the mains stay on him. I feel if they buff the ground pound in variation 3, he'll be fine as it is too slow for my liking to do anything besides the dash punch.
 
What I'm getting is that I think Fatal Blows do too much damage. I always bring up X factor in a joking matter because X factor was one of the dumbest game mechanics ever created in a fighting game.

Cetrion doesn't run the meta and you're basing off a handful of players who use her.

Gears just got slap with the nerf bat for what seems liek the third time so you're talking out your butt.

Also this was done so people would actually bother to go in and not stay back like they did in Injustice 2. MK11 rewards you for going in. The game rewards you for turning defense into offense and vice versa. That's really cool. If "incomplete" means you have to think and you can't use five mvoes to win then sign me the fuck up.

It's only incomplete because people like you like to endlessly bitch it's not like past MK game or whine about something else sit down and go play something else. Getting angry at a video game isn't heathy. Also people like are very hypocritical as it is.
you're really just talking a lot without a lot of meaning. ok but you can't compare fatal blows to x-factor. they don't even do that much. it's obviously been the utility of them. increasing the startup on the armor is a step in the right direction but the job isn't finished. i never said cetrion ran the meta but she played really well to it and was clearly doing things outside of her archetype which people clearly saw. i'm aware geras has been nerfed for pretty much his 1 variation. gonna really have to see how the sandtrap nerf plays out. i think people are still in the mindset that going for oki is more dangerous than just defending so i don't know about that turning defense into offense. i meant incomplete because this is clearly a patch to test some waters but there are still other areas of the game and characters that need changes. I'm not even getting angry at mk11. I just want the game to be better. I'm not mindlessly accepting every little thing like you are.
 
you're really just talking a lot without a lot of meaning. ok but you can't compare fatal blows to x-factor. they don't even do that much. it's obviously been the utility of them. increasing the startup on the armor is a step in the right direction but the job isn't finished. i never said cetrion ran the meta but she played really well to it and was clearly doing things outside of her archetype which people clearly saw. i'm aware geras has been nerfed for pretty much his 1 variation. gonna really have to see how the sandtrap nerf plays out. i think people are still in the mindset that going for oki is more dangerous than just defending so i don't know about that turning defense into offense. i meant incomplete because this is clearly a patch to test some waters but there are still other areas of the game and characters that need changes. I'm not even getting angry at mk11. I just want the game to be better. I'm not mindlessly accepting every little thing like you are.
Dude I have been no this forums since MK9, but more importantly, every MK11 thread I've peak into going months back is you shitting on the game. Stop it. You ain't fooling anyone.

I mean I could say you are doing the same thing as literally every post you man is mindless bitching without much edvience to back up yoru claims. At least, I went in training mode and did some digging on some of the cast. For example you always say "everyone" and "people" about your claims but no one ever backs up your points and yo uget laugh out the building.

Sidenote: Certion could be ninja backflips but Cage and Gears were bigger problems than her. Even played in way peopel find to be wrong she wasn't dominating. Maybe, just maybe, people did this thing called learned the matchup. It's a magical thing. The same thing happen with Nightwolf and Jacqui. It's crazy what labbing can do, instead of hopping onto social media to complain.

You haven't been watching high level matches if you don't see players dash blocking, ducking, to making clutch flawless to get big punishments. I mean I saw Grr bait something out at KIT, whiff punish, and then predicted when they would do a breakaway and kept his pressure going with Gears. It was fucking insane. That was off one whiff punish. Shit like that is fun to watch.

Also if you want MK11 to be "better" making wild claims and then providing zero edvience for them isn't going to help you. You seem more interested in picking fights than adding to a discussion. You seem more interested in shooting down and belittling anyone who has a differing opinion than you. You're not helping plain and simple. Change your approach if you want people to listen. That's my advice to you. I won't responding to you any farther. Have a nice night.
 
Dude I have been no this forums since MK9, but more importantly, every MK11 thread I've peak into going months back is you shitting on the game. Stop it. You ain't fooling anyone.

I mean I could say you are doing the same thing as literally every post you man is mindless bitching without much edvience to back up yoru claims. At least, I went in training mode and did some digging on some of the cast. For example you always say "everyone" and "people" about your claims but no one ever backs up your points and yo uget laugh out the building.

Sidenote: Certion could be ninja backflips but Cage and Gears were bigger problems than her. Even played in way peopel find to be wrong she wasn't dominating. Maybe, just maybe, people did this thing called learned the matchup. It's a magical thing. The same thing happen with Nightwolf and Jacqui. It's crazy what labbing can do, instead of hopping onto social media to complain.

You haven't been watching high level matches if you don't see players dash blocking, ducking, to making clutch flawless to get big punishments. I mean I saw Grr bait something out at KIT, whiff punish, and then predicted when they would do a breakaway and kept his pressure going with Gears. It was fucking insane. That was off one whiff punish. Shit like that is fun to watch.

Also if you want MK11 to be "better" making wild claims and then providing zero edvience for them isn't going to help you. You seem more interested in picking fights than adding to a discussion. You seem more interested in shooting down and belittling anyone who has a differing opinion than you. You're not helping plain and simple. Change your approach if you want people to listen. That's my advice to you. I won't responding to you any farther. Have a nice night.
what crazy ass story are you making up? I'm not even shitting on the game and if i do it's for good reason for stuff that should be changed but nrs hasn't addressed and doesn't talk about. quite a few people actually agree with things I post. i can't go into every thread and pick up an agreement. some of these same notions that i've seen people agree on come from twitter. i don't even have a problem with cetrion but I'm not just pulling it out my ass that people agreed that she has really good zoning, on top of having a good up close game. one of her more controversial options was far teleporting out of corners which they just addressed. good for them making steps in the right direction but it's not done. I and others are waiting for more that obviously should have at least been addressed vocally from the devs but they don't communicate. if you wanna be a bitch and say i'm coming down on people left and right then go ahead and keep assuming. you're clearly one of those mk11 is my favorite fighting game and first fighting game types.
 
What problem does the armor startup bump to 8f solve or seek to address? I get people don't want Fatal Blows to even be a thing but I don't see what the angle is in it for anyone. I'm kind of in the camp that thinks if you meaty so badly you eat a wake up FB, or make the wrong read, then you probably deserve it. I don't know what the average gap size is, but it would constrict what you slip into. Again, if someone knows there is a gap and you know they have fatal then who's fault is it if you get popped, and is it a problem?

It doesn't really address the larger issue with it being a "why not?" move outside of just making them less useful if someone is out to stuff you. Make them easier to punish. Make them regenerate between rounds not during (I know someone is screaming never regenerate!!!). Don't make them harder or flakier to use, make the player have to ration the thing in relation to it's power, or deal with a reality that they missed and got hammered. I'm also betting getting stuffed being the punishment point is way more frustrating then getting clean punished after a failed attempt. People already RQ all day.

I will be needing to look at this Kitana U2 business. Playing her and Frost was confusing to jump between for flawless blocking. K's u2 had to be the worst, most useless move in the game until today.