What's new

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

So is it confirmed that the 5 frame buffer is only on the player who blocks?

If yes that means being +2 online is nothing..like good luck being frame perfect.

The change should have affected everything to minimize mashing on negative frames, otherwise feels stupid that only the player who blocks gets this advantage.
 
So is it confirmed that the 5 frame buffer is only on the player who blocks?

If yes that means being +2 online is nothing..like good luck being frame perfect.

The change should have affected everything to minimize mashing on negative frames, otherwise feels stupid that only the player who blocks gets this advantage.
They already had a two frame buffer, you were expected to be on point before.
 
So is it confirmed that the 5 frame buffer is only on the player who blocks?

If yes that means being +2 online is nothing..like good luck being frame perfect.

The change should have affected everything to minimize mashing on negative frames, otherwise feels stupid that only the player who blocks gets this advantage.
If you have played against a masher before you had to be frame perfect as well. If they respected + frames, you didn't have to be. It's the exact same thing now except defender can buffer it easier now.
 
this is why its kinda not cool for all the PC players to always wait
my first very positive view is getting decreased

only the one who blocks gets a buffer window "helper" to not mash to be on point
but on hit for combos and to better jail after a poke is still almost frameperfect (2f) to land
(exmaple: shao kahns d1/d3 is +10 and his 1 jab is 9f, you will still get d2 if not on point ...)
and the attcker with a +2 situation on block will still have a hard time to benefit the "real" +2 as he also almost has to be frame perfect to maintain the +2 situation

so in the end it is not "closer" to tekken now (as MK still has many frame perfect timings - benefits mashing and hardcore training = not so fun)
oh well i guess i still have to hope they change it too in future
but still its a start, as punishing is now more fun for the "casual" audiance

feels not completly thought out to me
 
So Joker receive a nerf to his KB if he use his FB, which to me is dumb as hell. The requirement was perfectly fine, and they decide to f**** it, why and what is the sense of that ?
How exactly this is balance ? Everytime SonicFox won a tournament with a character he gets special treatment. Yet Liu Kang who was ruling the scene for a while, and plenty of different players constantly get top 8 finish, and 3-4 tournaments were consecutively won by Kang, and the only nerf he recieve is to change a completely broken move to go + 2 frame, from 9 to 11, and still this move is one of the best ING.
When this character is going to be balanced, compare to the rest of the roster?
He still have one of the best zoning, and he is a pressure rushdown character for god sake. You nerf Joker only throw KB to have even more sick requirement, yet you left Liu Kang not one but his 2 Throw KBs, that have easy asf requirement.
And not to mention this s*** character have 3 more easy asf KBs and best anti-zoning tools in game. One of the best anti-air + one of the best flawless block options.
Good job NRS the guy that is responsible for the game balance, is pure garbage and needs to be fired asap.
 
this is why its kinda not cool for all the PC players to always wait
my first very positive view is getting decreased

only the one who blocks gets a buffer window "helper" to not mash to be on point
but on hit for combos and to better jail after a poke is still almost frameperfect (2f) to land
(exmaple: shao kahns d1/d3 is +10 and his 1 jab is 9f, you will still get d2 if not on point ...)
and the attcker with a +2 situation on block will still have a hard time to benefit the "real" +2 as he also almost has to be frame perfect to maintain the +2 situation

so in the end it is not "closer" to tekken now (as MK still has many frame perfect timings - benefits mashing and hardcore training = not so fun)
oh well i guess i still have to hope they change it too in future
but still its a start, as punishing is now more fun for the "casual" audiance

feels not completly thought out to me
(Assuming I understand the situation correctly)

To be fair, the reliability of the attacker pressing advantage hasn't been as much of an issue. Baring meaty situations, knowing the timing of how much block and hit stun YOUR characters' do with their attacks is very learnable. Knowing how much block stun every character you don't play does with their pokes and staggers is a much bigger deal.
 
They already had a two frame buffer, you were expected to be on point before.
Then why the hell they changed it?

If you have played against a masher before you had to be frame perfect as well. If they respected + frames, you didn't have to be. It's the exact same thing now except defender can buffer it easier now.
Wrong. The defender gets an advantage. At 0 the atacker has 2 frames to press a button to be frame perfect, whilst the defender 5. This is a very significant advantage for the defender online.
 

Wrong. The defender gets an advantage. At 0 the atacker has 2 frames to press a button to be frame perfect, whilst the defender 5. This is a very significant advantage for the defender online.
That's what I said. But how does that change the game from before? Why am I wrong? Attacker had to be frame perfect before to get an advantage out of +1. Is that wrong? No. Now they have to be as well which makes it exact same thing. Am I wrong? No. If you could utilize on +1 before the patch then you can do so now as well. Nothing has changed. Timing is the same.
 
E
I think the issue is the defender has a bigger window to input their attack for it to come out on the first frame.

You can hit it between frames 1-5 and it will come out on the first frame it can.
 


Then why the hell they changed it?



Wrong. The defender gets an advantage. At 0 the atacker has 2 frames to press a button to be frame perfect, whilst the defender 5. This is a very significant advantage for the defender online.
If you are worried about people mashing buttons on your staggers then finish the string and rejoice in your full combo. This only applies to reversals. Your opponent can't simply wait to see if staggered then press a button. They still have to commit to interrupting your string they just don't have to be frame perfect anymore.


If you're talking about mashing d1 after doing a string that is 0 on block i think it's perfectly acceptable to expect the aggressor to be more on point and it keeps people from being -3 or -7 and treating it as if they were neutral on block.
 
Last edited:
So Joker receive a nerf to his KB if he use his FB, which to me is dumb as hell. The requirement was perfectly fine, and they decide to f**** it, why and what is the sense of that ?
How exactly this is balance ? Everytime SonicFox won a tournament with a character he gets special treatment. Yet Liu Kang who was ruling the scene for a while, and plenty of different players constantly get top 8 finish, and 3-4 tournaments were consecutively won by Kang, and the only nerf he recieve is to change a completely broken move to go + 2 frame, from 9 to 11, and still this move is one of the best ING.
When this character is going to be balanced, compare to the rest of the roster?
He still have one of the best zoning, and he is a pressure rushdown character for god sake. You nerf Joker only throw KB to have even more sick requirement, yet you left Liu Kang not one but his 2 Throw KBs, that have easy asf requirement.
And not to mention this s*** character have 3 more easy asf KBs and best anti-zoning tools in game. One of the best anti-air + one of the best flawless block options.
Good job NRS the guy that is responsible for the game balance, is pure garbage and needs to be fired asap.
Embarrassing to read tbh
 
so playing full zoning and just be good at defence got a huge buff
playing aggresive with pressure is harder because the defender now will be always on point while the attcker still needs strict timing not everyone will master, no matter how much you practice, hitting a 2f window is always hard for everyone.
(hint: 1 second = 60frames hitting 2/60 = strict)
press a frame to early nothing comes out and you get countered pressing to late and you get interrupted
(this is just not fun and i still will prefer tekkens gameplay even tho i like the art of MK way more, MK11 is so beautiful)

just go in practice mode do shao kahns d1/d3 and try to jail with his s1
how many times do you land it out of 10 tries? is this fun to you?

guess i switch now to full zoning too and focus on defence
way smoother in gameplay now

ps: why i talk so much about this topic? because it always was my biggest request for NRS games to really enjoy the gameplay.
 
If you are worried about people mashing buttons on your staggers then finish the string and rejoice in your full combo. This only applies to reversals. Your opponent can't simply wait to see if staggered then press a button. They still have to commit to interrupting your string they just don't have to be frame perfect anymore.


If you're talking about mashing d1 after doing a string that is 0 on block i think it's perfectly acceptable to expect the aggressor to be more on point and it keeps people from being -3 or -7 and treating it as if they were neutral on block.
Actually is highly likely that the defender can now attack OS now in between your attacks. We will see.

I'm not worrying about anything. Just questioning the decision to give the 5-frame buffer only on block.
 
That's what I said. But how does that change the game from before? Why am I wrong? Attacker had to be frame perfect before to get an advantage out of +1. Is that wrong? No. Now they have to be as well which makes it exact same thing. Am I wrong? No. If you could utilize on +1 before the patch then you can do so now as well. Nothing has changed. Timing is the same.
I get what you are saying. If you could frame perfect before, nothing has changed for you.

But lets be realistic, online is impossible to be frame perfect on all connections. This is why mashing was a problem in the first place. If they gave the 5-frame buffer to everything the problem would have been fixed, but instead they gave it only to the defender.