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Official MK11 PS4/XB1 Patch Notes 03/10/20

Below are the patch notes for the 03/10 Mortal Kombat 11 PS4 & XB1 patches:

General Gameplay Adjustments
  • Move list corrections
  • Improvements to AI logic
  • Fixed issues with some augments not granting correct bonuses
  • Increased the button input buffer when exiting a block hit reaction from 2 to 5 frames
  • Practice Mode > AI Options > Kustom > Block Attack options now have more defined options Fast, Delay, Late which will perform the Block Attack on the first frame, randomly delayed or on the last frame
  • Practice Mode > AI Options > Record now has a new Recording Slot to be used for Kustom Getup / Reversal
  • Practice Mode > AI Options > Kustom > Reversal Attack now has an option for Kustom Reversal & Kustom Reversal with Navigation which uses the Recording Slot Kustom Getup / Reversal starting with the button press or the directional input when with Navigation
  • Practice Mode > AI Options > Kustom > Getup Attack now has an option for Kustom Reversal & Kustom Reversal with Navigation which uses the Recording Slot Kustom Getup / Reversal starting with the button press or the directional input when with Navigation
  • Added several new Brutalities for players to discover
  • All Getup/Flawless Block Up+Front Kick attacks will no longer hit opponents from behind except for Kung Lao, Sonya, and Geras
  • Fixed an issue with several Krushing Blow Requirements sometimes not working correctly while the opponent is still in a hit reaction animation
  • Added new Nether Forge Recipes for players to discover

Character Specific Adjustments
  • Cassie - Fixed a visual issue with holsters that could sometimes occur when performing Dual Wielding Amplified
  • Geras - Reduced the travel distance of Dash Forward and Dash Backward
  • Geras - Increased the recovery on miss of Sand Trap and Quick Sand by 4 frames
  • Jacqui Briggs - Directing Bionic Bounce Towards or Away costs one bar of defensive meter
  • Jacqui Briggs - The landing recovery frames of (Air) Shrapnel Blast, (Air) Grenade Launcher, and (Air) Prototype Rocket can no longer be circumvented when being 2in1 cancelled from a Jump Attack with specific timing
  • Jade - Wiggle Stick (Away + Back Punch) can now still be 2in1 cancelled if the first or second attack hits the opponent but the last attack misses
  • Jade - Blazing Nitro Kick Krushing Blow requirement no longer resets when it is missed
  • Jax - Gur-Knee (Towards+Back Kick) no longer has different hit advantage when hitting standing and ducking opponents
  • Jax - Ripped Amplified now recovers 4 frames faster on hit & 6 frames faster on miss and is now -8 on block (down from -4)
  • Johnny Cage - Rising Star can no longer be Amplified when it is Flawless Blocked
  • Johnny Cage - Rising Star Amplified now costs one bar of both offensive and defensive meter when Rising Star is blocked or misses
  • Kotal Kahn - Heavy Blade (Back Kick) now starts up 1 frame faster, can now be 2in1 cancelled, and has a different hit reaction
  • Kotal Kahn - Yeyecame Disk now causes 5 more frames of blockstun and has more pushback when normal blocked
  • Kotal Kahn - Fixed a visual issue with Totem visual effects persisting during some fatalities
  • Kitana - Fixed an issue with Dark Deception (Away + Front Punch, Back Kick, Back Punch) Krushing Blow not triggering if the third attack is a Kounter
  • Kitana - Edenian Strike now has 1 more frame of hitpause
  • Kitana - Fan Toss Amplify can now be delayed by up to 7 more frames
  • Kitana - Reduced the combo damage scaling of Fan Lift & Fan-Nado and its reaction no longer allows the opponent to Breakaway
  • Kitana - Royal Protection buff no longer gets removed after using certain attacks
  • Kitana - Royal Protection buff now grants a stacking damage buff (up to 50%) for each successful projectile parry that lasts 10 seconds and the timer is reset with each successful parry
  • Kitana - Edenian Twist Krushing Blow requirement "Triggers if FATAL BLOW is on cooldown" no longer will be possible after DEADLY GAME (Fatal Blow) has successfully hit
  • Kitana - Edenian Twist Krushing Blow now has an alternate requirement of “Triggers if it KOUNTERS or PUNISHES a LOW or DUCKING attack”
  • Kung Lao - The reaction to Vortex no longer allows the opponent to Breakaway
  • Kung Lao - Fixed a rare issue with Omega Hat not working correctly if side switch occurs after performing Orbiting Hat
  • Noob - Shadow Slide Amplified has a slightly increased hit region when opponent is in a combo
  • Noob - Fixed issue with camera when (Air) Tele-Slam hits a cornered opponent
  • Shao Kahn - Wrath Hammer has replaced Reverse Wrath Hammer when Shao Kahn is summoned with the Helm of Kahn Konsumable
  • Shao Kahn - Wrath Hammer Krushing Blow requirement is now "Triggers if Hammer Throw hits TWICE in a row"
  • Skarlet - Scythe Slam (Away+Back Punch) deals 20 more damage
  • Sonya - Energy Discharge (Up+Front Kick) Getup/Flawless Block now starts up in 11 frames (was 13) and no longer has 2 frames of vulnerability before its active frames
  • Sub-Zero – Correct audio now plays during Intros when using the Dimitri Vegas Skins against an opponent using Joker
  • Shang Tsung - Fixed a rare issue that could cause Lift Amplified to miss the opponent while in the Lift hit reaction
  • Terminator - Fixed an issue preventing several lines of in-game dialogue from being used when playing as Terminator
  • Sindel - Come Forward (Front Punch, Front Punch, Back Punch) no longer hits opponents from behind outside of combos
  • Joker - KAPOW Krushing Blow is now +5 on hit (up from -25)
  • Joker - Toward Throw Krushing Blow requirement "Triggers if FATAL BLOW is on cooldown" will no longer occur after SMILE (Fatal Blow) has successfully hit
https://mortalkombatgamessupport.wbgames.com/hc/en-us/articles/360044211414-Official-MK11-PS4-XB1-Patch-Notes-03-10-20
 

Comments

"To put that buffer change into perspective for everyone, before a "1 frame punish" was actually a 3 frame or so punish because of the 2-3 frame buffer out of block. Now it's like 5-6 frames. I don't like that tbh I think it removes skill from the game."

From Tweedy's post on Twitter.
nah tweedy trippin. the change apparently should've come with an offensive buffer but this is a good change. one of the problems with mk11 was going for punishes on things that are clearly punishable and not getting your punish or getting d2ed for going for your punish
 
This is a huge patch. People who don’t understand the game won’t get how big this is. But people who know the meta know.
why is people who don't understand the game something you have to point out? you're like overselling the patch while at the same time taking jabs at scrubs and casuals? it'll be a game changer but this isn't the huge patch we were looking for now that final kombat is over
 
i have tested the patch, first of all those training mode changes are so cool. You should try it, you can work on every scenarios now. this is fucking amazing. Also you can disrespect everything and i am not joking. D1 D1 D1 = mk11 is dead now. Some stupid hard to punish moves now way easier to punish. this is really fun.
 
What do you think of the changes to Upgraded Jacqui? Was she nerfed fairly?
I think it’s fair — one of the two main issues imo was her ability to generate offense near-continuously unless you interrupt her. Having to spend the bar for close bounce will let her get in, but slow down her pressure a bit once she’s in your face.

The other area that I felt might be slightly problematic was her damage — but I’d like to see how the bounce nerf plays out now that the changes have been made.
 
nah tweedy trippin. the change apparently should've come with an offensive buffer but this is a good change. one of the problems with mk11 was going for punishes on things that are clearly punishable and not getting your punish or getting d2ed for going for your punish
Yeah, I'm not too worried about that one. There is plenty in the game to get good at, and the variable block situation meant you were unlikely to have a good feel for when you exited block stun against a character you don't play vs a person mashing after an attack they do know the timing of on block. If things were more consistent then there would be less need.

Ultra high level play aside, you ended up with people being encouraged to mash, with people on defense learning a timing that always works across cast and won't swallow the inputs, but in reality is often too late. It seems like a really clever way of dealing something most skill levels have had some frustration over, and make the game feel more reliable overall for people. Seems like a reasonable sacrifice for the pro level players to make in order for the general player base to have a smoother experience.

It may put some breaks on ultra aggression, so we will have to see how that shakes out.
 
Staggers got nerfed? Please say yes lol without constant staggers into 5050s and d1 d1 d1 this game would be much better.
It's more an indirect nerf than anything else. The new reversal buffer time helps players respond on block to things like staggers and pokes.

Honestly, the change scares me as a D'Vorah player. She lives and dies by DB4 stagger mindgames. Guess I gotta actually start being careful with it now.
 
It's more an indirect nerf than anything else. The new reversal buffer time helps players respond on block to things like staggers and pokes.

Honestly, the change scares me as a D'Vorah player. She lives and dies by DB4 stagger mindgames. Guess I gotta actually start being careful with it now.
Yeah I hear ya on dvorah and scarlet players as well for sure because they're more crucial to them no doubt.
 
Now ppl understand why i hate Kitana, Always the popular waifu shit gets all the attention in patches while other characters in need of help are ignored/forgotten. This have been happening during mkx too, go take a look at patch notes back then, fucking pages of buffs for the princess as if she's the only character that matters.
Not our fault they don't know what they doing she was really bad at the beginning of mkx and mk 11.
 
I guess. It should also make the poke game better now. And getting D2 KBed after trying to punish a barely unsafe string with S1 shouldn't be a thing anymore.
Hopefully something like that happens yeah, good changes for how poking and punishment work.

PC will get the patch I guess when Spawn has early access heh.