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Khaos Reigns Patch Notes 9/24/2024 (via MK's Discord)

Patch notes being posted in MK's official Discord:

• Various fixes to improve game stability
• Added a new [High] value for the existing Motion Blur setting, with the previous [ON] setting now being noted as [Medium]
• Added AMD FSR 3 Image Reconstruction as an additional Upscaling option available
• Added a new graphical setting to disable the Film Grain effect
• Updated Nvidia DLSS Image Reconstruction plugin to version 3.7.1 and changed the Upscaling Preset used to C
• Implemented first pass of Razer RGB peripheral support for certain in-game sequences
• Reworked file structure to optimize future Patch download & install sizes (Note that additional optimization to reduce Patch install & download size is unlikely to be possible)
• Various UI fixes and improvements
• Various Mouse & Keyboard input device related fixes
• Resolved issues that occurred when using Low graphics settings
• Further optimized the PSO Shader Cache boot flow for certain hardware set-ups
• Updated PC Hardware System Spec information to reference more recent hardware and provide additional context for target Resolution & Settings
• Additional Story Content has been added – Part 2: Khaos Reigns
• Additionally, all Mortal Kombat 1 owners will have access to new Arenas, new Arena Variants, & Animalities, the fan-favorite finishing moves that haven’t been seen since the ‘90s, allowing fighters to channel their inner animals. These features will be available on September 24 as a FREE content update in conjunction with the Mortal Kombat 1: Khaos Reigns release.
Title updated to Khaos Reigns
• Implemented file compression to reduce game size for future patch releases (Note that this will require a larger download than usual for this Patch)
• Move list corrections & Localization fixes
• AI adjustments & improvements
• Improvements to Screen Reader functionality
• Added Cyrax Fighter to Roster
• Added Sektor Fighter to Roster
• Added Noob Saibot Fighter to Roster
• Added Wedding skin for Scorpion, Empress skin for Mileena & UMK3 skin for Sub-Zero
• Added several new Brutalities for players to discover
• Fixed several visual issues during brutalities
• Added Kameo ease of use information shown during Kameo Selection
• Fixed rare situations where a successful Up Block against a vulnerable attack would result in the defender still receiving block pushback
• Adjusted distance that Fighters move when performing a buffered backdash after an attack
• Fixed issue with offline consoles sometimes not retaining hotfix data that has been previously downloaded
• Fixed issue that could cause players in Invasions to not use the latest hotfix data
• Added Towers of Time which now resides where the Gateway Mesa was
• You can now also enter Towers of Time from the Main Menu > Towers
• Added Towers of Time Challenges & Leaderboard with placement rewards
• Added Map to Mesa Pause Menu which shows pathways & key locations
• Main Fighters
Ashrah
• Fixed Enhanced Light Ascension causing camera to become misaligned in certain situations
• Fixed Dark debuff lingering after Ashrah is defeated during an Endurance fight

Baraka
• (Air) Death Spin final hit now only auto-corrects if one of the previous hits connected

General Shao
• Fixed Reverse Treechopper damage scaling when interrupted using default interrupted damage scaling instead of command grab damage scaling
• Fixed sound effects missing in certain situations when hitting with Haymaker (Away + Front Kick, Back Punch)

Geras
• Factual Force (Towards + Front Kick) now causes a bounce hit reaction instead of a splat knockdown & recovers 8 frames faster on hit
• History Lesson now recovers 17 frames faster on miss

Havik
• Added new Move Nether Snatcher & Enhanced Nether Snatcher
• Added new Move (Air) Nether Stomp & (Air) Enhanced Nether Stomp
• Added new Move Enhanced Corpse Taunt
• Helping Hand & Enhanced Helping Hand now startup in 45 frames (down from 59)
• Helping Hand armor now starts on frame 6 (was frame 10)
• Enhanced Helping Hand now has a different hit reaction if used more than once in a combo
• Crucial Strike (Jump Back Punch, Back Kick) now has a different hit reaction
• Fixed issue with Enhanced Blood Bath visual effects displaying improperly in certain situations where gameplay is paused
• Fixed missing sound effects on Neoplasm when the projectile is parried

Johnny Cage
• Fixed issue with Wowing Out special move limit not being reset if a Kameo Summon is used as a cancel
Kitana
• Fixed visual issue with Fancy Flick causing ground impact effects after it has been parried

Kung Lao
• Added new Move (Air) Buzzsaw & Enhanced (Air) Buzzsaw
• Shaolin Spin can now move forward or backward while holding Front Kick button
• Enhanced Shaolin Spin has increased movement speed forward or backward when holding Front Kick button
• Enhanced Shaolin Shimmy no longer automatically performs follow-up attack on block
• Enhanced Shaolin Shimmy when blocked can perform follow-up attack for 1 bar of meter with Back Kick + Block

Li Mei
• Fixed rare issue with opponent facing incorrect direction briefly if Lion's Pounce (Cancel) (Towards + Front Kick, Hold Front Kick) is performed while they are knocked down
• Fixed issue with Sky Lantern moving to an incorrect location if used immediately before Fatal Blow

Liu Kang
• Added new Kombo Attack Volcanic Palm (Away + Back Punch, Front Punch)

Raiden
• Enhanced Lightning Port has less damage scaling and on hit disables the opponent's ability to Breaker or use a Kameo until they land
• Fixed Enhanced Lightning Port having a stricter input window compared to other special move cancels
• Fixed specific input sequence to execute Uppercut Jump Cancel causing Lightning Port to be performed instead

Scorpion
• Blazing Charge hit animation adjusted, now has 19 more frames of advantage on hit

Sindel
• Fixed incorrect attack coming out when performing a buffered attack after Bodied (Jump Back Punch, Back Kick)
• Fixed Kartwheel having incorrect frame data shown in Practice Mode

Smoke
• Increased hit region on Smoked Out (Up + Front Punch, Front Punch, Back Punch)
• Spin Kicks (Jump Front Kick, Back Kick) and Airing Out (Jump Front Kick, Back Kick, Back Kick) now will auto face
• Invisibility now goes away when hit by a parry attack
• Fixed Vicious Vapors having incorrect frame data generated in Practice Mode
• Fixed issue that could cause the camera to become misaligned if Smoke is interrupted during Everywhere (Back Punch, Front Punch, Back Punch) at certain timing

Shang Tsung
• Added new move Kameo Kopy & Enhanced Kameo Kopy
• Added new Kombo Attack Orthopedic Takedown (Away + Front Punch, Back Kick) (Old Form)
• Pulse Check (Front Punch, Back Punch, Back Kick) recovers 2 frames faster and can be 2in1 cancelled
• Snake Oil (Away + Back Punch in Young Form) starts up 2 frames slower and recovers 1 frame slower
• Operation (Away + Back Punch in Old Form) starts up 2 frames faster and has an adjusted hit reaction
• Bed of Spikes & Enhanced Bed of Spikes now appear faster
• Bed of Spikes recovers 1 frame faster on hit and 3 frames faster on block & miss
• Enhanced Bed of Spikes recovers 4 frames faster on hit and 5 frames faster on block & miss

Tanya
• Spinning Splits Kicks now has a different animation when it is blocked and no longer does follow-up attacks
• Divine Protection now parries projectiles and allows for follow-ups with max charge
• Deity Push now has a different hit reaction with increased damage scaling
• Seeking Guidance now takes 5 frames longer to charge each Guidance level (Enhanced Seeking Guidance is unchanged)
• During Heavenly Hand, holding Front Punch allows you to spend Guidance charge to increase projectile speed and damage
• During Spinning Split Kicks, holding Back Kick allows you to spend Guidance charge to become projectile invulnerable and perform all attacks on block
• During Drill Kick hit reaction, holding Away + Back Kick allows you to spend Guidance charge to perform Deity Push
• During Drill Kick hit reaction, holding Towards + Back Kick allows you to spend Guidance charge to perform Umgadi Evade
• Fixed issues with Guidance lingering in certain situations

Omni-Man
• Around The World (Towards + Back Punch) now causes a bounce hit reaction instead of a splat knockdown

Quan Chi
• Best Foot Backward (Down + Towards + Back Kick) tracking timing adjusted by 8 frames
• Fixed incorrect projectile being used by Psycho Skull after exiting Zone of Power
• Fixed visual issue with Psycho Skull causing ground impact effects after it has been parried
• Fixed visual issue with Zone of Waste lingering during brutalities

Homelander
• Fixed Diabolical Dash > The Seven Slam damage scaling when interrupted using default interrupted damage scaling instead of command grab damage scaling
• Fixed Diabolical Dash > The Seven Slam not doing additional damage against an opponent performing Up Block
• Fixed being able to move outside of the arena constraints briefly after hitting with (Air) Diabolical Dash > Vought Drop
• Fixed (Air) Delay God Complex not being possible when (Air) God Complex is performed at the lowest possible height
• Fixed issue with Flight speed being reduced after performing (Air) God Complex
• Fixed issue with endurance fights being delayed if (Air) Diabolical Dash > Vought Drop is used as the final hit on an opponent
• Fixed camera becoming misaligned during Blast Off when playing online and experiencing connection issues

Takeda
• Twisting Blades (Front Punch, Back Punch) first & second hit do 10 more damage
• Ogre Slayer (Front Punch, Back Punch, Back Punch + Back Kick) does 20 more damage
• Rising Suns (Towards + Front Punch, Back Punch) first hit does 10 more damage
• Ryujin (Towards + Front Punch, Back Punch, Back Punch + Back Kick) does 20 more damage
• Falling Moon (Towards + Front Punch, Back Kick) second hit does 20 more damage
• Gate Splitter (Away + Back Punch) has 1 more active frame and had its hitbox adjusted
• Temple Razer (Away + Back Punch, Front Punch) has 1 more active frame and had its hitbox adjusted
• Serpent's Tail (Towards + Back Punch) has a different hit reaction and can now be special cancelled
• Sparrow Strike (Jump + Back Punch, Back Kick) does 40 less damage
• Shooting Star does 10 more damage
• Smart Shuriken explosion does 10 more damage
• (Air) Rushing Nimbus Attack first attack does no damage scaling
• (Air) Enhanced Rushing Nimbus Attack does 30 more damage
• If an allied Kameo interrupts Takeda after Smart Shuriken has touched the ground, the Shuriken will no longer disappear
• Fixed clipping issues when Enhanced Rushing Nimbus Attack is performed near Frost (Kameo) Ice Wall
• Fixed missing visual effects when more than six Smart Shurikens are used in rapid succession
Cyrax (Kameo)
• Self-Destruct no longer lingers when the round ends
• Fixed Horizontal Kopter Chopper chosen hit direction not working in certain circumstances during juggles

Darrius (Kameo)
• Ground Invitational and Army of Two can now be performed after Volleyballistic
• Fixed Army of Two attack going in the wrong direction under certain circumstances
• Fixed Heelturn being possible for an extended period of time if the opponent remains idle after being knocked down
• Fixed several situations where Darrius would not take damage or cause recharge delay when he is interrupted
• Fixed situation that could cause Volleyballistic to be possible from very far distance from his partner

Frost (Kameo)
• Fixed Ice Krash & Frosty's Revenge not being possible as a reversal
• Fixed visual issues that could occur with Ice Krash when performed on The Pyramid Arena Top Variant

Goro (Kameo)
• Fixed Punch Walk cancelled into Shokan Stomp causing slight damage to Goro's Partner
• Punch Walk can no longer be cancelled into other Kameo moves while Kameos are disabled

Jax (Kameo)
• Added new move Gotcha Grab

Kano (Kameo)
• Eye Laser now has multiple hits when blocked & has a longer recharge delay

Kung Lao (Kameo)
• Added new moves Orbiting Hat & Wobbly Hat
• Spin can no longer sometimes auto face during the first few frames
• Buzz Saw can no longer sometimes auto face during the first few frames

Motaro (Kameo)
• Fixed issue when Reflect parries a non-reflectable projectile that allowed the opponent to block punishes during their recovery
• Fixed rare instances of missing visual & sound effects when Motaro is hit by certain attacks

Sektor (Kameo)
• Added alternate Fatal Blow attack by pressing R1 during startup
• Activate Homing is now performed by holding R1
• Tele-Punch starts up 2 frames faster
• Fixed visual issue with Up Rocket causing ground impact effects after it has been parried

Shujinko (Kameo)
• Added new move Kingdoms Krumble
• Added new move Waterfall Chop
• Fixed interrupting Shujinko during Death's Embrace (Ermac) causing an excessively long recovery for his partner

Sonya (Kameo)
• Added new moves (Air) Ricochet Dive Kick & (Air) Bicycle Kick follow-up attack
• Sonya is now vulnerable for 17 more frames after Leg Grab misses

Sub-Zero (Kameo)
• Added new moves Deep Freeze & Iceball Special
• Fixed visual effects issues when partner misses with their Fatal Blow

Stryker (Kameo)
• Low Grenade Toss & High Grenade Toss have different hit reactions and less damage scaling

Tremor (Kameo)
• Crystal Wall Punch is now mid (was high)

Khameleon (Kameo)
• Added new move Alternate Disguises
• If either of the first two hits during Roll are Up Blocked, the final hit will not come out
• Fan Toss can no longer sometimes auto face during the first few frames
• Fixed issue with Glaive return attack not using correct hit reaction facing if the opponent jumped over

Mavado (Kameo)
• Fixed animation issue with Nomad's Touch when performed near corner while roster fighter has their back to the screen

Ferra (Kameo)
• Torr Stance: Slide! has 2 more recovery frames on block
• Ferra is now considered airborne during Yo-Yo Throw, Swings!, & Potato Sack Toss


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Comments

The funny thing is that MK1's been getting ran at TNS pretty much every Thursday that the TNS crew isn't traveling to an event. Fairly consistent viewership, too, considering the general feelings toward MK1 through its lifespan so far. Almost made a thread for it this week but I realized it was a little late to post about it after the registration closed lol
Not to mention stuff like Rip's Arena, COTR, and the Kolloseum get very consistent attendance and viewership.

Meanwhile, the two has beens that spend their lives crying about games they don't play - one of which has been banned from basically every avenue of online FGC discourse - enter nothing related to MK1 either online or offline.

If you do nothing to change the problem you cry about, you don't deserve a seat at the table.
 
I definitely feel like Assists alienated the casual base of MK that just want a straight forward 1v1 game

But yeah I agree there needs to be more than just a few bullshit characters. But I still think in the modern age a game full of characters as busted as the top 6 of MK9 would not be accepted by the FGC player base at large. A few of us would love it but it would be a financial failure.

Also, the type of busted needs to be more dynamic than just looping one + on block chip sequence or landing 1 hit and going ham with a vortex.
It absolutely would NOT be a financial failure. The overwhelming majority of the consumerbase are casuals, more so in NRS/MK games than any other FG. And they don’t give a fck about balance or characters being crazy. In fact they’d probably prefer a bunch of crazy stuff and characters. So yeah, it wouldn’t be detrimental financially at all.
 
Not to mention stuff like Rip's Arena, COTR, and the Kolloseum get very consistent attendance and viewership.

Meanwhile, the two has beens that spend their lives crying about games they don't play - one of which has been banned from basically every avenue of online FGC discourse - enter nothing related to MK1 either online or offline.

If you do nothing to change the problem you cry about, you don't deserve a seat at the table.
You are the one engaging in ad-hominem attacks.

Tom and I are being polite.

Stop dodging the question and explain why the kusoge is receiving less entrants than Under Night In-Birth II Sys: Celes.
 
Stop dodging the question and explain why the kusoge is receiving less entrants than Under Night In-Birth II Sys: Celes.
I agree with Dave about at least highlighting anime games. The two developers Arc Sys & French Bread together created a new type of fighting game that has surpassed a major AAA title In the competitive scene. People talk a lot about what MK lacks I get it’s an MK forum but we should also frame this point in a way that respects the David and Goliath story that is anime fighters versus these 90s cultural behemoths. It’s not a bad thing that MK is getting shown up by these weeby upstarts at majors around the country. Under Night, Granblue and GG deserve their proverbial flowers because they are interesting games
 
You are the one engaging in ad-hominem attacks.

Tom and I are being polite.

Stop dodging the question and explain why the kusoge is receiving less entrants than Under Night In-Birth II Sys: Celes.
I made no ad-homs. I only spoke facts. Be mad about it, I guess.
 
Also, Cyrax is fine as she is and should not be patched because there’s nothing wrong with what she is doing. The game needs more bullshit like this spread amongst the majority of the cast
Its like you aren't able to let go of MK9. We moved on, get over it. You're literally the only person who wants a broken game. This makes no sense whatsoever. Neither competitively nor casually. If people wanted broken fighting games or "bullshit", we'd be seeing it everywhere. What do we see instead? Devs trying to achieve the best possible balance while getting rid of anything broken. Why is that you think? Could it be that the vast majority of players DON'T like "bullshit" in their game? Could it also be that this would result in suicide for a game in the E-sports scene?

MK9 wasn't broken by choice. It was their first try at a competitively viable game or a prototype game if you will. I'm sure that if they could patch that game, they would have. Characters like Kabal and Cyrax were plain broken and not fun at all. Even in MKX where shit was still pretty broken, characters were eventually normalized to some degree and they at least tried balancing the game somewhat. And MK11 was possibly the best balanced NRS game.
 
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It absolutely would NOT be a financial failure. The overwhelming majority of the consumerbase are casuals, more so in NRS/MK games than any other FG. And they don’t give a fck about balance or characters being crazy. In fact they’d probably prefer a bunch of crazy stuff and characters. So yeah, it wouldn’t be detrimental financially at all.
Talking hypothetical of course but I wasn't specifically talking about the NRS scene.

I don't agree with what you said. I think casuals care about balance alot more than others, it's just a different kind of balance. They want to actually play what they think is cool and get some combos in and win some games. Not get shit on by over tuned strategies and craziness. The people that take the time to learn the craziness are the minority.
 
I agree with Dave about at least highlighting anime games. The two developers Arc Sys & French Bread together created a new type of fighting game that has surpassed a major AAA title In the competitive scene. People talk a lot about what MK lacks I get it’s an MK forum but we should also frame this point in a way that respects the David and Goliath story that is anime fighters versus these 90s cultural behemoths. It’s not a bad thing that MK is getting shown up by these weeby upstarts at majors around the country. Under Night, Granblue and GG deserve their proverbial flowers because they are interesting games
Nah screw all that. Good for some no-name game building itself up yea, good for them. But MK should be so far above them that it shouldn't even matter and be completely irrelevant. I think of the "Big 3" as Street Fighter, Tekken, and Mortal Kombat. That's the Big 3. Don't minimize MK with some "it's actually good some no name game half the people haven't even heard of got more entrants". That actually makes things worse in the future than better for MK.
 
Its like you aren't able to let go of MK9. We moved on, get over it. You're literally the only person who wants a broken game. This makes no sense whatsoever. Neither competitively nor casually. If people wanted broken fighting games or "bullshit", we'd be seeing it everywhere. What do we see instead? Devs trying to achieve the best possible balance while getting rid of anything broken. Why is that you think? Could it be that the vast majority of players DON'T like "bullshit" in their game? Could it also be that this would be suicide for a game in the E-sports scene?

MK9 wasn't broken by choice. It was their first try at a competitively viable game or a prototype game if you will. I'm sure that if they could patch that game, they would have. Characters like Kabal and Cyrax were plain broken and not fun at all. Even in MKX where shit was still pretty broken, characters were eventually normalized to some degree and they at least tried balancing the game somewhat. And MK11 was possibly the best balanced NRS game.

annnd once again we’re off to the races with everyone’s slightly different definitions of balance. At the end of the day the top 8 for mk9 and x were a hell of a lot more interesting to watch (barring some eras of mk x)
 
At this year's EVO, Mortal Kombat 1 was beaten by Under Night In-Birth II Sys: Celes.
Uniel had over 1100 entrants at EVO 2019. This year, they had 785.

The difference is, they aren't bashing their own community over it. People being deliberately toxic and then throwing their hands up and saying "But no one wants to join our community!" is strange behavior.

You want a bigger community, try building it up instead of trying to tear the competitive community down every time you post. Stop trying to discourage people from competing and encourage them to come out.
 
Its like you aren't able to let go of MK9. We moved on, get over it. You're literally the only person who wants a broken game. This makes no sense whatsoever. Neither competitively nor casually. If people wanted broken fighting games or "bullshit", we'd be seeing it everywhere. What do we see instead? Devs trying to achieve the best possible balance while getting rid of anything broken. Why is that you think? Could it be that the vast majority of players DON'T like "bullshit" in their game? Could it also be that this would result in suicide for a game in the E-sports scene?

MK9 wasn't broken by choice. It was their first try at a competitively viable game or a prototype game if you will. I'm sure that if they could patch that game, they would have. Characters like Kabal and Cyrax were plain broken and not fun at all. Even in MKX where shit was still pretty broken, characters were eventually normalized to some degree and they at least tried balancing the game somewhat. And MK11 was possibly the best balanced NRS game.
Dude ive moved past mk9.. you forgot i was a top MKX player as well. Ppl like you have come up with every reason why the competitive scene is the way it is except for the fact that people just don’t like the game. Mortal Kombat is currently the most balanced final fighting game out and yet it is in the gutter of all fighters. Other games that have a significantly higher power level by a mile are burying Mortal Kombat into the dirt. Cyrax is FAR from broken in this game and for anyone to say she is just show that they may be has a fundamental misunderstanding fighting games in general.
 
Uniel had over 1100 entrants at EVO 2019. This year, they had 785.

The difference is, they aren't bashing their own community over it. People being deliberately toxic and then throwing their hands up and saying "But no one wants to join our community!" is strange behavior.

You want a bigger community, try building it up instead of trying to tear the competitive community down every time you post. Stop trying to discourage people from showing up and encourage them to come out.
People aren’t bashing the community, the majority of people are voicing that they are not happy with the game and you view it as I’m being toxic. No, most people don’t like the game and they don’t like the watered down version of Mortal Kombat. It really is that simple.
 
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NRS really did it. They finally made their players so used to easy, handholding fighting games that an actual setup character is considered broken.
 
People aren’t passing the community, the majority of people are voicing that they are not happy with the game and you view it as I’m being toxic. No, most people don’t like the game and they don’t like the watered down version of Mortal Kombat. It really is that simple.
The majority of people weren't happy with SF5 in 2016, and yet over 5,000 people showed up to play it.

That's a lame excuse, and we both know it. Communities that want to grow come out and support regardless, and that's why they grow. They didn't use the game being deeply unpopular as an excuse to discourage their own players from coming.
 
People aren’t passing the community, the majority of people are voicing that they are not happy with the game and you view it as I’m being toxic. No, most people don’t like the game and they don’t like the watered down version of Mortal Kombat. It really is that simple.
Tom, you are being toxic.

I remember the, "no noise was made" tweet where you were immediately blown the fuck out for being wrong(again).

Truly, the behavior of a non-toxic person
 
Spoken as someone absolutely not mad.
It's annoying that you are this way. Would've been cool to have someone from this site to play with. I'm disappointed and irritated, yeah, you got me.

The constant contrarian attitude is how we ended up beefing the first time, we settled it and you're back to it now. It's sad and pathetic, and yeah I'm upset that I didn't just commit to my gut feeling, you're just one of those kinds of people.

Genuinely, I don't want to interact with this type of behavior. This is the last response I'll give, I really hate using the block feature on a video game website, but you make me not want to post here. You're incredibly childish, and I'm aware that this response will also be ridiculed, but I don't think you have real friends. Friends don't continue to taunt you after they realize they've actually made you angry with them.

So anyways, tldr, go fuck yourself, weird, terminally online dork.
 
It's annoying that you are this way. Would've been cool to have someone from this site to play with. I'm disappointed and irritated, yeah, you got me.

The constant contrarian attitude is how we ended up beefing the first time, we settled it and you're back to it now. It's sad and pathetic, and yeah I'm upset that I didn't just commit to my gut feeling, you're just one of those kinds of people.

Genuinely, I don't want to interact with this type of behavior. This is the last response I'll give, I really hate using the block feature on a video game website, but you make me not want to post here. You're incredibly childish, and I'm aware that this response will also be ridiculed, but I don't think you have real friends. Friends don't continue to taunt you after they realize they've actually made you angry with them.

So anyways, tldr, go fuck yourself, weird, terminally online dork.
You take this online forum shit way too seriously. You really gotta get a life outside of an internet forum. Also, when were we ever friends?

Let's see how long this block will last.
 
The majority of people weren't happy with SF5 in 2016, and yet over 5,000 people showed up to play it.

That's a lame excuse, and we both know it. Communities that want to grow come out and support regardless, and that's why they grow. They didn't use the game being deeply unpopular as an excuse to discourage their own players from coming.
Yes, but Capcom ended up overhauling the game and earned back a lot of goodwill from the community and they knocked out out of the park with the launch of Street fighter 6. MK11 had people supporting the game, it had 1500+ people at EVO. But NRS ignored what people wanted, and they lost a lot of their goodwill, and they have continued on a downward note ever since. People did show up, but nothing got better and that’s why people are so upset now.

Like MK11, SFV had a lot to be desired. The difference is that both communities started out by supporting their games, but only one developer actually did anything to improve. That’s one community and the other community is now in the dirt.