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MK11: Aftermath Patch Notes (5-26-2020)

https://mortalkombatgamessupport.wbgames.com/hc/en-us/articles/360049075213-Official-MK11-PS4-XB1-and-Switch-Release-Notes-05-26-20

General Gameplay Adjustments
  • Move list corrections
  • Improvements to AI logic
  • Added several new Brutalities for players to discover
  • Practice and Replay options setting BUTTON LOG now has an option for FULL which will display Right Stick inputs
  • Breakaway Tutorial now includes a lesson for Armor Break attacks
  • Right Stick inputs are no longer scanned when performing most Kombo Attacks and special move 2in1 cancels
  • Fixed issue which could cause certain character's props to appear in the victory cutscene after Kronika is defeated
  • Fixed issue with victim damage sounds sometimes persisting after a Quitality
  • Added new options in Practice Mode > AI Options > Breakaway which allows timing to be adjusted (OFF, FAST, DELAY, LATE); FAST is the same as the Previous setting ON
  • Fixed issue that could cause Practice Mode Kustom Getup/Reversal Playback to not come out on the first possible frame
  • Fixed Practice Mode issue which could cause AI Options > Block Attack > (delay) to not work correctly on some attacks
  • Practice Mode’s Kustom Getup/Reversal Playback now display inputs in the button log
  • Practice Mode’s Kustom Getup/Reversal Playback now works properly with Fatal Blows
  • Practice Mode’s Kustom Getup/Reversal order in menu changed to be after character specific attacks
  • Fixed issue where some (Down + Back Punch) Krushing Blows against airborne opponents could cause background clipping when in the corner of some Arenas
  • Fixed a rare issue with some throw cameras improperly tracking characters while certain modifiers are active
  • The popup message "Block Attack Punish" is now properly displayed if a Block Attack is used to punish a cross-up jump attack
  • Some damage over time debuffs can no longer linger on resurrecting characters under specific circumstances
  • All Down + Front Punch attacks can be both high and low parried
  • When Breakaway is performed, damage scaling is reset to a fixed value instead of a multiplier on the current combo damage scaling

Kombat League / Online
  • Minor online stability improvements
  • Fixed several rare online desync causes
  • Added menu option to request a non-ranked set with opponent at the end of a Ranked set

Krypt
  • Added new Nether Forge Recipes for players to discover
  • Added New Krypt Events

Towers of Time
  • Added New Player Module Rewards
  • Added New Boss Towers, Sidekick Towers, and Tag Towers
  • Added elemental move tags to all characters’ movelists
  • Augment functionality has been reworked; after logging into the game for the first time your existing augments will be converted to new ones & unsocketed; this can take some time to complete
  • Added Jinsei Essence Augments, which can only be socketed into a Gear’s 3rd Augment slot and have powerful gameplay abilities
  • Augments no longer require a specific Gear Slot but still require a matching Augment Socket Type
  • There are now non-character specific Augments which can be used on any character
  • Fixed several modifiers persisting on screen after the fight has ended
  • Tag Towers no longer award a Flawless Victory when only the currently tagged in character is at full health
  • Increased the amount of Konsumables rewarded for completing a tower
  • Increased augment rewards to all tower platforms
  • Increased rewards for brutal difficulty
  • Tower Loot tables can now include Gear & Items rewards from AI Battle

Stage Specific Adjustments
  • After using a Background Interaction to jump over your opponent, they will no longer sometimes take a long time to turnaround if they remain idle
  • Amplified Background Interactions no longer have throw immunity
  • Cyber Lin Kuei Assembly - Fixed a visual issue with Sawblade Interaction when it is interrupted at a specific timing
  • Cyber Lin Kuei Assembly - Fixed an issue with Ice Bomb Interaction sometimes not visually freezing certain cloth on characters
  • Lost Hive of the Kytinn - Fixed a visual issue with Ovipositor Stab Interaction sometimes being misaligned when performed by a character facing left
  • Shang Tsung's Island Ruins - Fixed a visual issue with Mallet Interaction when it is interrupted at a specific timing

Character Specific Adjustments
  • Baraka - Lunging Blades (Away + Back Punch) had its repel region adjusted and now does 90 damage (up from 70)
  • Baraka - Straight Shank (Down+Forward + Front Punch) can now be both high and low parried
  • Baraka - Blade Charge now breaks armor and has an alternate Krushing Blow condition: Breaks Armor
  • Baraka - Fixed issue with Leg Kabob with the impaled Arm Blade being improperly placed in certain circumstances
  • Baraka - Fixed a rare issue that could cause Staked to lose trades against certain attacks

  • Cassie - Victim region while ducking slightly increased
  • Cassie - Getup/Flawless Block Attack (Up + Back Punch) now has 9 startup frames (down from 13), recovers 4 frames faster on hit, and has an adjusted hit reaction
  • Cassie - Adjusted the hit region of Flippin' Out which now has 13 less recovery frames, and 10 more frames of blockstun with reduced block pushback
  • Cassie - Ball Buster can now be both high and low parried
  • Cassie - BLB-118 Escape and BLB-118 Advance no longer cost meter
  • Cassie - Flying Glow Kick now does 80 damage (was 60) and can now be cancelled into Fatal Blow on hit
  • Cassie - Flying Glow Kick now breaks armor and has an alternate Krushing Blow condition: Breaks Armor
  • Cassie - Adjusted the peak height & travel arc of (Air) Pissed AF (Jump + Fatal Blow) to hit more consistently and its startup & active frames now match the ground version
  • Cassie - Fixed rare issue that could cause Glow Burst (Back + Front Kick), Bloody Knuckles (Down + Back Punch), & Flying Glow Kick to lose trades against certain attacks
  • Cassie - Fixed visual issues with pistol holster animations when using Dual Wielding Amplify and Dual Wielding Krushing Blow
  • Cassie - Fixed issue which could cause drone to play an incorrect animation if a brutality is performed

  • Cetrion - Heavens Wind (Front Punch) now has 4 more recovery frames on block
  • Cetrion - Adjusted opponent’s victim region during the hit reaction to Turning Wave (Towards + Back Punch)
  • Cetrion - Deadly Winds now performs an additional hit which can break armor before the tornado projectile
  • Cetrion - Shattering Boulder now does 90 damage (up from 70)
  • Cetrion - Fixed an issue with Hallowing Winds that could result in Boulder Bash causing an incorrect hit reaction
  • Cetrion - Deadly Winds will no longer sometimes have lingering visual effects when a brutality is performed on Cetrion
  • Cetrion - Elemental Ring will no longer sometimes have lingering visual effects during fatalities

  • D’Vorah - Recluse (Towards + Back Punch, Back Punch, Up + Front Punch + Front Kick) now does 90 damage (up from 80)
  • D’Vorah - Tsetse (Towards + Back Punch, Back Punch, Down + Front Punch + Front Kick) now does 70 damage (up from 60)
  • D’Vorah - Bugging Out (Towards + Back Punch, Back Punch, Back Kick) now does 70 damage (up from 50)
  • D’Vorah - Head victim region adjusted while performing Infested
  • D’Vorah - Swarm and Swarm Amplify now breaks armor and recovers 5 frames faster when armor is broken
  • D’Vorah - Reduced the combo damage scaling on Widow's Kiss Amplify
  • D’Vorah - Bug Butt (Motherbug Front Kick / Back Kick) now does the correct chip damage on block
  • D’Vorah - Fixed visual issue with Widow's Kiss webbing persisting on victim if interrupted at specific timing
  • D’Vorah - Fixed minor visual issues with Ovipositors becoming misaligned at the beginning of her fatalities

  • Erron Black - High Noon (Front Punch, Front Punch) cancel frame now occurs 1 frame earlier and has 4 more recovery frames on hit, 2 less recovery frames on block, and 1 more recovery frame on miss
  • Erron Black - Violent Ends (Front Punch, Front Punch, Back Kick) now has 2 less recovery frames
  • Erron Black - Adjusted opponent’s victim region during the hit reaction to Spinning Revolver (Away + Front Punch)
  • Erron Black - Hideout (Away + Front Punch, Back Punch, Back Punch), Smells Like Gunpowder (Away + Back Punch, Front Punch), To The Gallows (Away + Back Punch, Front Punch, Back Punch, Front Punch), and Pushing Daisies (Front Kick, Back Punch) now do correct damage on block
  • Erron Black - Acid Pour starts up in 13 frames (down from 17), has 1 less active frame, recovers 6 frames faster on block, and 2 frames faster on miss
  • Erron Black - Acid Pour now breaks armor and has an alternate Krushing Blow Condition: Breaks Armor
  • Erron Black - Netherbeast Trap Amplify now has 10 less recovery frames
  • Erron Black - TNT Toss now starts up 3 frames faster and has 4 less recovery frames
  • Erron Black - TNT Toss Amplify now starts up 5 frames faster and has 9 less recovery frames
  • Erron Black - Adjusted the hit region of TNT Toss Amplify gunshot which now has 21 more frames of hitstun on a grounded opponent, and 12 more frames of knockdown advantage against an airborne opponent
  • Erron Black - Ghost Koins (Fatal Blow) damage on each hit has been adjusted and now only has combo damage scaling on the final hit resulting in 340 total damage (up from 332)
  • Erron Black - Reload (Locked and Loaded) now follows the same input pattern as the other Locked and Loaded attacks where holding Up exits Locked and Loaded
  • Erron Black - Fixed a rare issue which would not allow certain juggles to combo into Acid Pour Krushing Blow
  • Erron Black - Netherbeast Trap will no longer sometimes become visually misaligned to victim when it hits near the corner
  • Erron Black - Fixed an issue with Rattle Snake Slide playing an improper animation when it hits Kronika

  • Frost - Icy Maul (Away + Back Punch) now does 50 damage (up from 30)
  • Frost - Out Cold (Away + Back Punch, Back Punch, Front Punch, Back Punch) now does 67.5 damage (up from 58.5)
  • Frost - Chest Cold (Down + Front Kick) can now be both high and low parried
  • Frost - Cyber-Head now breaks armor and causes a different hit reaction when it breaks armor
  • Frost - Auger Lunge Krushing Blow now leaves opponent closer to Frost
  • Frost - Fixed a rare issue that could cause Winter Winds (Away + Back Punch, Back Punch) to lose trades against certain attacks
  • Frost - Fixed issue with certain Background Interactions having incorrect hit animations against Frost while her head is detached
  • Frost - Fixed issue with Core Overload self-hit reaction not occurring when close to opponent

  • Geras - Gauntlet Slam (Down + Front Kick) can now be both high and low parried
  • Geras - Sand Trap and Quick Sand now break armor, have an increased hit region when opponent is in a combo, and have an alternate Krushing Blow Condition: Breaks Armor
  • Geras - Punish Krushing Blows now trigger when done against Reverse Time recovery
  • Geras - Fixed an issue causing some attacks that hit an opponent affected by Temporal Advantage to not play a sound effect or hitspark
  • Geras - Fixed an issue with Quick Sand causing an incorrect animation if used to kill final opponent of an endurance fight

  • Jacqui Briggs - Trained To Kill (Away + Back Punch, Back Punch) now does correct damage on block
  • Jacqui Briggs - Adjusted opponent’s victim region during the hit reaction to Step Kick (Towards + Front Kick)
  • Jacqui Briggs - (Air) Dive Bomb now breaks armor and when armor is broken it recovers faster and has a different hit reaction
  • Jacqui Briggs - Hyper Knee now breaks armor and has an alternate Krushing Blow Condition: Breaks Armor
  • Jacqui Briggs - Landing recovery frames can no longer sometimes be circumvented during a crossup jump attack 2in1 cancelled into (Air) Shrapnel Blast, (Air) Grenade Launcher, or (Air) Prototype Rocket
  • Jacqui Briggs - Fixed various visual issues with Jacqui's Hellspawn cape during brutalities

  • Jade - Pole Strike (Away + Front Punch) now causes 5 more frames of blockstun with increased pushback on block
  • Jade - The last hit of Wiggle Stick (Away + Back Punch) now causes 5 more frames of blockstun with increased pushback on block and has 5 more recovery frames on block
  • Jade - Bending Time (Front Kick , Back Punch, Back Punch, Down + Front Punch) now does 70 damage (up from 50)
  • Jade - Adjusted opponent’s victim region during the hit reaction to Straight Kick (Front Kick)
  • Jade - Slightly adjusted the gravity on the hit reaction to IP Girl (Towards + Back Punch, Front Punch)
  • Jade - Baited (Front Punch, Back Punch, Back Kick) Krushing Blow now has 7 less recovery frames
  • Jade - Blazing Nitro Kick now breaks armor and has an alternate Krushing Blow Condition: Breaks Armor
  • Jade - Fixed an issue the hit region of Side Kick (Away + Front Kick) being incorrect when done as a cancel from Pole Bash (Jump + Back Punch)
  • Jade - Fixed a rare issue that could cause Blazing Nitro Kick & Blazing Nitro Kick Amplify to lose trades against certain attacks
  • Jade - Fixed a rare issue which could cause projectiles reflected with Divine Forces to become stuck floating in the air with specific timing

  • Jax - Quick Drill (Down, + Front Punch, Down + Back Punch) can now be both high and low parried
  • Jax - Boot Kamp (Away + Front Kick, Back Punch) now does 50 damage (up from 30)
  • Jax - Sleep, Bitch (Away + Front Kick, Back Punch, Front Punch + Front Kick) now does 90 damage (down from 100)
  • Jax - Reduced the combo damage scaling on Ripped Amplify
  • Jax - Briggs Barricade now has 19 active frames (down from 24) and 5 less recovery frames
  • Jax - Briggs Barricade Amplify now has 6 less recovery frames
  • Jax - Head victim region adjusted while performing Burning Hammer
  • Jax - Lethal Clap now has 2 more active frames and has 2 less recovery frames on miss
  • Jax - Lethal Clap now breaks armor and recovers faster if armor is broken
  • Jax - Fixed rare issue that could cause Lethal Clap to lose trades against certain attacks
  • Jax - Fixed issue that could cause his Thumper to play an improper animation when he is defeated

  • Johnny Cage - Fix It In Post (Front Punch, Back Punch, Back Kick) now has 5 less blockstun frames
  • Johnny Cage - Cage Match (Front Kick, Back Kick, Up + Front Kick) now has 5 less blockstun frames
  • Johnny Cage - Straight Forceball Amplify now has 5 less blockstun frames
  • Johnny Cage - Flippy Kick now breaks armor
  • Johnny Cage - Nut Punch can now be both high and low parried
  • Johnny Cage - Fixed a rare issue that could cause Shadow Kick to lose trades against certain attacks
  • Johnny Cage - Fixed issue with Stunt Double instantly disappearing off screen after completing its attack in certain circumstances

  • Kabal - Head victim region adjusted while performing Hook Grab
  • Kabal - Hook Slam now does 100 damage (was 109.5) and no longer causes extra combo damage scaling before final hit
  • Kabal - Hook Slam now breaks armor and has an alternate Krushing Blow Condition: Breaks Armor which causes a different hit reaction when triggered
  • Kabal - Hook Slam Amplify now does 100 damage (was 102) and no longer causes extra combo damage scaling before the final hit
  • Kabal - Slightly increased the combo damage scaling on Hook Slam & Hook Slam Amplify Krushing Blows
  • Kabal - Nomad Spin now only causes damage scaling on the final hit and each attack now has 10 more blockstun frames
  • Kabal - Nomad Spin Amplify now only causes damage scaling on the final hit and each attack now has 5 more blockstun frames
  • Kabal - Extended Hook now does 90 damage (was 116.5) and no longer causes damage scaling on the first hit
  • Kabal - Fixed a rare issue that could cause Nomad Dash, Gas Blast, Gas Blast Amplify, Nomad Spin, & Nomad Spin Amplify to lose trades against certain attacks

  • Kano - Adjusted opponent’s victim region during the hit reaction to Blade Evade (Away + Front Punch)
  • Kano - Blade Evade (Away + Front Punch) cancel frame now occurs 5 frames earlier and has 5 less recovery frames on miss
  • Kano - Blade Evade (Away + Front Punch) now breaks armor and the air hit reaction has been changed
  • Kano - Fixed a rare issue that could cause Black Dragon Ball to lose trades against certain attacks

  • Kitana - The last hit of Leave Now (Towards + Back Punch, Back Punch, Back Punch) now has 5 more blockstun frames with increased block pushback
  • Kitana - Punishment (Front Kick, Back Punch, Front Punch, Back Punch) now has 5 more frames of blockstun
  • Kitana - Square Wave and (Air) Square Wave now break armor and have an alternate Krushing Blow Condition: Breaks Armor
  • Kitana - Fixed a visual issue with blood sometimes coming out of incorrect leg on opponent during Back Throw
  • Kitana - Fixed a rare issue that could cause Dive Kick (Half-Blood Stance) to lose trades against certain attacks

  • Kollector - War-Quoit Toss Gear Ability now requires 1 Ability Slot
  • Kollector - Relic Lure Gear Ability now requires 2 Ability Slots
  • Kollector - Relic Lure now has 16 starts up frames (down from 27), 10 more active frames, 4 more recovery frames on block, and 11 more recovery frames on miss
  • Kollector - Adjusted the hit region of Relic Lure and it now breaks armor and has a different hit reaction with reduced combo damage scaling
  • Kollector - Relic Lure Amplify now has a different hit reaction with reduced combo damage scaling and can only be performed once per combo
  • Kollector - Relic Lure Amplify now has 3 less active frames, 4 less recovery frames on hit, 8 more recovery frames on block, and 11 less recovery frames on miss
  • Kollector - Fixed a rare issue that could cause Bag Bomb to not cause a ground explosion when colliding with Vial of Sorrow DoT if Kollector is hit at specific timing
  • Kollector - Fixed a rare issue that could cause Demonic Mace to lose trades against certain attacks
  • Kollector - Fixed a rare issue that could cause Kollector's lantern to be stuck in his hand during Victory cinematics

  • Kotal Kahn - Mehtizquia Cut now breaks armor and has 16 startup frames (down 20)
  • Kotal Kahn - Mehtizquia Cut Amplify now has an alternate Krushing Blow condition: Mehtizquia Cut Breaks Armor
  • Kotal Kahn - Fixed an issue preventing the first hit of Yeyecame Disk Amplify to be parried
  • Kotal Kahn - Tecuani Maul Amplify recovers 1 frame faster on block
  • Kotal Kahn - (Air) Tecuani Pounce Amplify recovers 5 frames faster on block
  • Kotal Kahn - Totem buffs when stacked now correctly respect the number of totems used
  • Kotal Kahn - Pinned Down (Fatal Blow) now only has damage scaling on the final hit resulting in 330 total damage (up from 329)
  • Kotal Kahn - Fixed a rare issue causing Tonatiuh Beam’s hit region to linger after Krushing Blows and Fatal Blows in certain circumstances
  • Kotal Kahn - Fixed a rare issue that could cause (Air) Tecuani Pounce to lose trades against certain attacks
  • Kotal Kahn - Fixed a rare issue that could cause Kotal Kahn’s sword to play an improper animation when he is defeated

  • Kung Lao - Adjusted opponent’s victim region during the hit reaction to the 3rd & 5th hits of Double Yang (Back Punch, Front Punch, Back Punch, Front Punch, Back Punch)
  • Kung Lao - Disrespect (Towards + Back Punch, Front Punch) now has 5 more blockstun frames with increased block pushback
  • Kung Lao - Adjusted the hit region of Spin Kick (Back Kick) and it now has 14 startup frames (down from 15), 3 active frames (up from 1), 2 less recovery frames on miss, and its cancel frame now occurs 4 frames earlier
  • Kung Lao - Shaolin Slam (Teleport) now has 16 less recovery frames on hit
  • Kung Lao - (Air) Shaolin Drop now breaks armor and (Air) Shaolin Drop Amplify has an alternate Krushing Blow condition: (Air) Shaolin Drop Breaks Armor
  • Kung Lao - Flip Kick (Getup / Flawless Block Up + Front Kick) now does 90 damage (down from 135) and does the correct damage on block
  • Kung Lao - All attacks of Soul Burst (Spiritual Guidance) now hits mid
  • Kung Lao - Fixed a bug allowing Soul Burst (Spiritual Guidance) to be able to be cancelled into other specials
  • Kung Lao - The second projectile of Possessed Hat will no longer sometimes come out if Kung Lao is interrupted after first projectile comes out
  • Kung Lao - Possessed Hat will no longer sometimes not combo when hitting from specific ranges
  • Kung Lao - Beaten And Broken (Fatal Blow) now only has damage scaling on the final hit
  • Kung Lao - Hat Toss, Possessed Hat, and Guided Hat are no longer immune to reflect moves if they hit on the first frame
  • Kung Lao - Fixed some rare visual issues with the spirit of the Great Kung Lao becoming visible at unintended times
  • Kung Lao - Fixed a rare issue that could cause the combo counter to reset when Spin & Spin Amplify hit in certain circumstances
  • Kung Lao - Fixed a rare issue that could cause Spin & Spin Amplify to lose trades against certain attacks

  • Liu Kang - Total Destruction (Front Punch, Back Punch) now has 5 less blockstun frames
  • Liu Kang - Adjusted opponent’s victim region during the hit reaction to Chosen Strike (Back Punch)
  • Liu Kang - Kusari Slam now breaks armor
  • Liu Kang - Fixed a rare visual issue with Kusari Slam hitting at certain distances causing an improper animation
  • Liu Kang - Dragon Fire now has 3 less recovery frames
  • Liu Kang - Bicycle Kick Amplify can now be performed twice after Kontei Slam (Towards + Back Punch) hits in the same combo
  • Liu Kang - Fixed a rare issue that could cause Flying Dragon Kick to lose trades against certain attacks

  • Noob - Dark Push (Away + Back Punch) now has 3 more active frames, 1 more recovery frame on hit, 1 less recovery frame on block, and 4 less recovery frames on miss
  • Noob - Dark Push (Away + Back Punch) now breaks armor, when armor is broken it has a different hit reaction and can be 2in1 cancelled
  • Noob - Head victim region adjusted while performing Sickle Snag
  • Noob - Sickle Toss and Sickle Toss Amplify can no longer be parried
  • Noob - Together Again (Fatal Blow) now has 3 active frames (up from 1), and 2 less recovery frames on miss
  • Noob - Fixed a rare issue with Shadow Clone becoming stuck to opponent in certain circumstances during a Tag Battle

  • Raiden - Elder Fury (Away + Front Punch, Back Punch) now has 6 less recovery frames, 5 less blockstun frames, can now be Kombo Attack cancelled on block, and its cancel frame occurs 1 frame earlier
  • Raiden - Power Discharge (Away + Front Punch, Back Punch, Front Punch + Front Kick) now has 3 less startup frames, 1 more active frame, 4 less recovery frames on miss, and now hits as a throw
  • Raiden - Adjusted the hit regions of High Poke (Towards + Front Punch), Divine Power (Towards + Front Punch, Front Punch), and Sudden Energy (Towards + Front Punch, Front Punch, Back Punch)
  • Raiden - The 2nd hit of Hammer Fists (Away + Back Punch) now has increased block pushback
  • Raiden - Heavy Storm (Towards + Back Punch) now has 5 more blockstun frames with increased block pushback
  • Raiden - Adjusted the hit regions of Deadly Storm (Front Kick, Back Punch, Front Punch) and it now has 5 more blockstun frames
  • Raiden - The Calm (Away + Front Kick, Front Punch) can now be Kombo Attack cancelled on block or miss
  • Raiden - Might Of Mordulus (Away + Front Kick, Front Punch, Back Punch + Back Kick) now hits mid, has 1 more recovery frame, 5 more blockstun frames with increased block pushback, and has a different grounded hit reaction
  • Raiden - Massive Destruction (Towards + Front Kick, Back Punch) now hits overhead and has increased block pushback
  • Raiden - Lightning Bolt now has 27 startup frames (down from 28), 5 more blockstun frames with increased block pushback, 2 more recovery frames on hit, 1 more recovery frames on block, 2 less recovery frames on miss and increased the window for the cancel into Amplify
  • Raiden - Lightning Bolt Amplify now has 1 less startup frame and has 5 more blockstun frames with increased block pushback
  • Raiden - The first 2 hits of Storm Cell no longer allow opponent to Breakaway
  • Raiden - Electric Fly can no longer be parried
  • Raiden - Electric Fly Amplify Krushing Blow travel distance requirement slightly reduced
  • Raiden - Summon Lightning now breaks armor, has 11 startup frames (down from 14), and has an increased hit region when the opponent is in a combo
  • Raiden - The initial hit of Lightning Rod now does 70 damage (up from 50) and lightning projectiles now do 40 damage (up from 30)
  • Raiden - Fixed a rare issue that could cause Super Bolt to lose trades against certain attacks

  • Scorpion - Adjusted opponent’s victim region during the hit reaction to Gut Slice (Away + Front Punch)
  • Scorpion - Flip Kick (Away + Front Kick) now has 22 startup frames (down from 27) and 5 more recovery frames on hit
  • Scorpion - Flip Kick (Away + Front Kick) now breaks armor and when breaking armor it has a different hit reaction
  • Scorpion - Back Throw now has a Krushing Blow
  • Scorpion - Adjusted the hit regions of all hits of Death Spin and Death Spin Amplify
  • Scorpion - Adjusted the hit region of Burning Spear Amplify and it now does 50 damage (up from 30) and has a different hit reaction
  • Scorpion - Hate Strike Amplify (Misery Blade) now does 100 damage (up from 80)
  • Scorpion - Hamon Sweep Amplify (Misery Blade) now does 80 damage (up from 60)

  • Skarlet - Thicker Than Water (Away + Front Punch, Back Punch) now has 3 less recovery frames on hit and miss, 8 less recovery frames on block, and 5 less blockstun frames
  • Skarlet - Whip Snap (Towards + Back Punch) now has 4 less recovery frames
  • Skarlet - Quick Transfusion (Towards + Back Punch, Front Punch) now has 24 startup frames (down from 25)
  • Skarlet - Scythe Slam (Away + Back Punch) now has 5 less recovery frames and 10 more frames of hit advantage
  • Skarlet - Crack The Whip (Front Kick) now has 19 startup frames (down from 21)
  • Skarlet - Koagulation (Back Kick, Back Kick) now hits mid
  • Skarlet - Blood Spatter now has 2 less startup frames, 3 less recovery frames on hit, 2 more recovery frames on miss or block, and 10 more frames of hit advantage
  • Skarlet - Blood Spatter now breaks armor and has 10 less recovery frames when armor is broken
  • Skarlet - Blood Spatter Amplify now has 3 less recovery frames on hit and 2 more recovery frames on miss or block
  • Skarlet - Blood Spatter Amplify now breaks armor and has 15 less recovery frames when armor is broken
  • Skarlet - Bloodport now has 4 less startup frames

  • Sonya - Adjusted the hit region of Kounter Attack (Back Punch, Front Punch, Back Punch, Back Punch)
  • Sonya - Hellish Hook (Towards + Back Punch) now has 5 more blockstun frames with increased block pushback
  • Sonya - Boot Kamp (Towards + Front Kick) now breaks armor
  • Sonya - Head victim region adjusted while performing Air Control
  • Sonya - (Air) Ops Drop now has 13 less landing recovery frames on miss
  • Sonya - K.A.T. Tantrum (Summon K.A.T.) now has 27 startup frames (down from 32) and 3 less recovery frames on hit
  • Sonya - Straight .50 Kal (Summon K.A.T.) now has 24 startup frames (down from 32) and 9 less recovery frames
  • Sonya - Mortar Strike (Summon K.A.T.) now has 3 less recovery frames
  • Sonya - Detonate K.A.T. (Summon K.A.T.) now has 14 startup frames (down from 18) and 9 less recovery frames

  • Sub-Zero - Adjusted the hit region of Brutal Kick (Towards + Back Kick) and it now has 25 startup frames (down from 28) and when Flawless Blocked has 10 less blockstun frames with reduced block pushback
  • Sub-Zero - Brutal Kick (Towards + Back Kick) now breaks armor and can now cause a Krushing Blow
  • Sub-Zero - Frigid Storm now does 80 damage (up from 60)
  • Sub-Zero - Adjusted the hit region of Chill Out (Fatal Blow)

  • Shao Kahn - Fixed a visual issue with Shao Shimmy (Towards + Front Kick) when done in flip stance
  • Shao Kahn - You Will Never Win (Towards + Front Kick, Back Kick) now has 5 less blockstun frames, can now be 2in1 cancelled, and can no longer be cancelled when Flawless Blocked
  • Shao Kahn - Adjusted the hit region of Last Breath (Towards + Front Kick, Back Kick, Front Punch + Front Kick) which now hits as a throw and has 7 less recovery frames on miss
  • Shao Kahn - Dragon Toe (Away + Front Kick) now does 70 damage (up from 50), 16 startup frames (down from 17), 1 more active frame, 7 less recovery frames on hit, 9 less recovery frames on block or miss, 5 more blockstun frames with increased block pushback, has a different hit reaction with reduced combo damage scaling
  • Shao Kahn - Kahn Kick (Towards + Back Kick) now does 90 damage (up from 70)
  • Shao Kahn - Shoulder Charger Amplify Down has new visual effects and now has 18 startup frames (down from 22)
  • Shao Kahn - Shoulder Charger Amplify Down now breaks armor, and when armor is broken it recovers 11 frames faster with a different hit reaction
  • Shao Kahn - Spear Charge Amplify now has 7 less recovery frames on hit
  • Shao Kahn - Head victim region adjusted while performing Scum Grab which now has an adjusted hit region and now breaks armor
  • Shao Kahn - Head victim region adjusted while performing Skewered and it now breaks armor
  • Shao Kahn - Adjusted the hit region of Ground Shatter which now has 2 more frames of hit advantage and does a different air hit reaction
  • Shao Kahn - Adjusted the hit region of Ground Shatter Amplify
  • Shao Kahn - Wrath Hammer when reflected no longer counts towards the Krushing Blow requirement

  • Shang Tsung - The hit reaction of Reserved Pain (Away + Front Punch, Down + Back Punch) Krushing Blow now leaves the opponent slightly closer to Shang Tsung
  • Shang Tsung - Spiritual Eruption (Away + Back Punch) is now +13 on hit (down from +16)
  • Shang Tsung - Skull Collapse (Towards + Back Punch) is now +9 on hit (up from +6)
  • Shang Tsung - Shapeshifter (Towards + Back Punch, Back Kick) is now +13 on hit (up from +5)
  • Shang Tsung - Sternum Breaker (Front Kick) is now +11 on hit (up from +8)
  • Shang Tsung - Throat Kick (Back Kick) is now +20 on hit (up from +12)
  • Shang Tsung - Morphing back into Shang Tsung after Soul Steal has finished now enables blocking in 3 frames (down from 7)
  • Shang Tsung - Scatter Souls now has 25 startup frames (down from 29), 1 less recovery frame on hit and miss, 4 more recovery frames on block, and slightly reduced the time to charge to higher power levels
  • Shang Tsung - Scatter Souls now breaks armor, and causes a different hit reaction when armor is broken
  • Shang Tsung - Scatter Souls now retains charge level when cancelled
  • Shang Tsung - level 2 & level 3 of Scatter Souls when Flawless Blocked now has 5 more blockstun frames with slightly increased block pushback
  • Shang Tsung - Level 4 of Scatter Souls when Flawless Blocked now has 15 more blockstun frames with increased block pushback
  • Shang Tsung - Screaming Soul Cancel no longer enables autoblock and can only be done once per combo
  • Shang Tsung - Fixed a rare issue while morphed where damage would not be increased for the last few frames of being morphed
  • Shang Tsung - Fixed a rare issue that could cause certain attacks to not be possible for the first few frames after the opponent has been hit by Soul Steal
  • Shang Tsung - Shang Tsung can no longer remain morphed as Sindel for an extended time by repeatedly performing Dash ((Air) Regal Presence)
  • Shang Tsung - Fixed issue allowing special cancels into Absorb Souls without Soul Well activated
  • Shang Tsung - Fixed issue with opponent's interactables auto-correcting when Soul Swap is performed at certain timing
  • Shang Tsung - Fixed a rare issue that could cause Sorcery Rush, Slide, & Superkick to lose trades against certain attacks
  • Shang Tsung - Fixed a visual issue which could cause clipping when Tele-Slam Amplified Krushing Blow is performed on Kollector

  • Nightwolf - Helmsplitter (Back Punch, Back Punch, Front Punch + Front Kick) now hits as a throw and has 17 startup frames (up from 16)
  • Nightwolf - Razor's Edge (Away + Front Kick, Back Kick, Front Punch + Front Kick) now has 5 more blockstun frames with increased block pushback
  • Nightwolf - The hit reaction of Deadly Talon (Front Kick, Front Punch, Back Punch) Krushing Blow now leaves the opponent slightly closer to Nightwolf
  • Nightwolf - Tomahawk Swing now breaks armor and has an alternate Krushing Blow Condition: Breaks Armor
  • Nightwolf - Reduced the gravity of the hit reaction to Ancestral Light
  • Nightwolf - Spirit Tracks while Spirit Of Hana buff is active now has 10 invulnerability frames (up from 4)
  • Nightwolf - Spirit Tracks Amplify with Ancestral Hunter ability equipped now has 9 startup frames (down from 13)
  • Nightwolf –Hana's Wrath debuff no longer lingers on opponent after a Mercy has been performed
  • Nightwolf - Fixed a rare issue that could cause Rhino Charge to lose trades against certain attacks
  • Nightwolf - Fixed a rare issue which could cause Nightwolf’s tomahawk to use an improper animation during some Victory cinematics

  • Terminator - Incapacitator now deals 50 damage (up from 30)
  • Terminator - Head victim region adjusted while performing Infiltrator Toss
  • Terminator - Gorilla Press Slam now breaks armor
  • Terminator - Attempting to do Running Man Cancel when not enough meter is available now plays a sound
  • Terminator - Cyber Rift and T.D.E. now checks for negative edge inputs when Release Check is set to ON
  • Terminator - Fixed a rare issue with Endoskeleton not facing opponent when activating under certain circumstances

  • Sindel - Mane Squeeze now breaks armor
  • Sindel - (Air) Royal Trap no longer persists during Geras' Reawakened resurrection
  • Sindel - Attempting to do Maleficent March Cancel when not enough meter is available now plays a sound
  • Sindel - Fixed a rare issue that could cause You Will Die (Front Punch, Front Punch), Banshee’s Cry (Back Punch, Front Kick, Back Kick), Scream, & Shriek to lose trades against certain attacks

  • Joker - Kard Trick (Towards + Front Punch) now does 30 damage (down from 50)
  • Joker - Ehh (Back Punch) now does 30 damage (down from 50)
  • Joker - C C D D E G E C & C C D D E G E C Amplify now break armor and when armor is broken recover faster while causing a different hit reaction
  • Joker - Fixed a rare issue that could cause Getting Lit to lose trades against certain attacks
  • Joker - Fixed a rare issue that could cause his Cane to play an improper animation when he is defeated
  • Joker - Fixed a rare issue with KAPOW using an improper animation when it triggers a resurrection on the opponent
  • Joker - Puppet Parry Amplify, Corpse Trot, Corpse Trot Amplify, KAPOW, & KAPOW Amplify now have their damage reduced by Jacqui's Tech-Dome
  • Joker - Full Swing (Jump + Back Punch) no longer hits overhead while still rising

  • Spawn - Straight Pain (Back Punch) now has 5 more blockstun frames with increased block pushback
  • Spawn - The King Of Hell (Towards + Back Punch, Front Kick) is now +7 on hit (up from -9)
  • Spawn - The first hit of Charging Hellspawn Amplify no longer causes additional damage scaling
  • Spawn - Slightly reduced the gravity on the hit reaction to Up Hell Chains (Lethal Leetha Stance)
  • Spawn - Rising Cape (Down + Back Punch) is no longer invulnerable to high attacks during a few frames of its standing recovery
  • Spawn - Fixed some rare visual issues with Spawn's cape when he is the victim in some Fatal Blow cinematics
  • Spawn - Fixed a visual issue with invisibility not working properly while inside some area of effect attacks
  • Spawn - Fixed a rare issue which could cause visual obstruction during Spawn’s fatalities on Prehistoric Age Arena
  • Spawn - Fixed a rare issue which could cause opponent performing a wall run interaction to use an improper animation while Spawn is performing Soul Shattering War Club Amplify
 

Comments

Yes. It sounds like his 124 and 34U3 strings are now +1 instead of +6. His Amp'd Forceballs lost plus frames too.

These sound significant, but I won't know for sure until I play him myself. I expected way worse nerfs honestly.
Man that's great news. Bye bye Johnny boy
 
Its even worse when you realise that saying that is also a major slap to the face of ppl like Aquaman and K&M who are putting in time, effort and money to give us community events.

Like ok, its fine if somebody doesnt like the game, but why stay here and shit on other peoples' hype?
Because on the internet, you can't just constructively express your opinion, it seems.
 
So from what I can see a lot of this is just more polishing the turd.
I think it's a little early for that, although I can't say i'm personally thrilled. Once again I feel like I get the vibe of a lot of these changes, and most are good, but the brand new mechanic is concerning as I do worry that two weeks after it drops the community is going to have labbed out the breakers and know exactly which ones are viable and which aren't.

Several of these seem like they don't make much sense because the characters usual combo route is slow enough you can just wait to confirm they're committing to it and then break on reaction, so you'll never land an armor break except in edge cases? I'm hoping that's wrong, but it would frankly fit right in with a lot of the wtf krushing blow requirements.
 
I read these notes and got pretty excited...why u guys flipping out? The Shang changes are great imo and the change to how parrys function seems pretty dope imo. Not to mention fuckin around with all these armor breakers. Spawn’s low gun parry now parrying d1 and also some moves that jail off d1 is worth labbing out.

I didn’t even read stuff for 90% of the cast but I’m sure there’s stuff to dive into here let’s not be too critical. One note tho is if stuff like amp tnt has 9 less recovery frames couldn’t they have gave shao Kahn some love on his taunts?
 
I really need some of y’all to get some perspective lol

Please play more games to realize what FGs are actually like & if you end up not enjoying MK11 please just walk away. Some of y’all want something the game was never intended to be.


how is this game competitively a flash in the pan when it’s been extremely successful
It's made money. Yes. And that's wonderful. But it's as exciting as watching paint dry, Kombat League has been a disaster, and the variation system around which all competitive play is based is a poorly implemented shell of the system MKX pretty much knocked out of the park.

I'm not judging it based on sales or numbers; I'm judging it as someone who's spent the last decade watching fighting games evolve and grow and is looking for an experience that feels like a fun and worthwhile grind towards being a better player. Everything about this game since launch has told me "this is for the casuals, competition is secondary, we already have major players like Sonic and Honeybee and so on whose streams we can monetize, that stream of money isn't going anywhere, so why bother putting in the work of making things more challenging or interesting?"

It's the same thing that's happening to major studio titles across the board: making money and microtransactions take priority over providing a worthwhile experience, and it's made gaming feel like a chore. My other main game is Destiny 2, and it's been put through the same ringer across it's whole lifespan. I have no desire to deal with it, not even for MK. I have heard from here and there and everywhere, as I'm sure other members of this forum have, about top players who despise this game's meta, but are grinding it out regardless because they make their living streaming, and I wonder what they'd have to say about it if they could speak freely.

I will not take away from anyone who loves this game, because I could see it being easier to love and look past the problems if it's your first or second major fighter, or if you're just not a jaded cynic like I am. We all love what we love. But I can't bring myself to love going from the complexity, insanity and nuance of the rest of the NRS catalog to...poke-strike-throw. There's something about seeing a player like Ninjakilla go from taking over the world in MKX with some of the most insane and difficult combo work I've ever seen in my life, to winning tournaments for free with a few throws and F43 Double Bicycle Kick, makes me glad he's getting into a game like Tekken where a player with that level of execution can really show his stuff.
 
I think it's a little early for that, although I can't say i'm personally thrilled. Once again I feel like I get the vibe of a lot of these changes, and most are good, but the brand new mechanic is concerning as I do worry that two weeks after it drops the community is going to have labbed out the breakers and know exactly which ones are viable and which aren't.

Several of these seem like they don't make much sense because the characters usual combo route is slow enough you can just wait to confirm they're committing to it and then break on reaction, so you'll never land an armor break except in edge cases? I'm hoping that's wrong, but it would frankly fit right in with a lot of the wtf krushing blow requirements.
Yea you may be right. I'll play it out and see how it goes. But if armor breaks moves are not all equal and some are ass dependent upon character WTF. Like when will they decide to do shit right. Say what you want about break away in MKX it reset neutral and was universal across the board.
 
scorpion has a new back throw KB....
Absolutely laughable choices for armor break moves. So laughable I wonder if anyone at NRS actually plays the game. It's just obvious from first glance that the mechanic is poorly balanced. Some characters get universal armor breaks.. and yet others get it only in their shittiest variation as some incentive to use it?
 
Its even worse when you realise that saying that is also a major slap to the face of ppl like Aquaman and K&M who are putting in time, effort and money to give us community events.

Like ok, its fine if somebody doesnt like the game, but why stay here and shit on other peoples' hype?
ninjakiller's stuff is more enjoyable and he just does money matches
 
It's made money. Yes. And that's wonderful. But it's as exciting as watching paint dry, Kombat League has been a disaster, and the variation system around which all competitive play is based is a poorly implemented shell of the system MKX pretty much knocked out of the park.

I'm not judging it based on sales or numbers; I'm judging it as someone who's spent the last decade watching fighting games evolve and grow and is looking for an experience that feels like a fun and worthwhile grind towards being a better player. Everything about this game since launch has told me "this is for the casuals, competition is secondary, we already have major players like Sonic and Honeybee and so on whose streams we can monetize, that stream of money isn't going anywhere, so why bother putting in the work of making things more challenging or interesting?"

It's the same thing that's happening to major studio titles across the board: making money and microtransactions take priority over providing a worthwhile experience, and it's made gaming feel like a chore. My other main game is Destiny 2, and it's been put through the same ringer across it's whole lifespan. I have no desire to deal with it, not even for MK. I have heard from here and there and everywhere, as I'm sure other members of this forum have, about top players who despise this game's meta, but are grinding it out regardless because they make their living streaming, and I wonder what they'd have to say about it if they could speak freely.

I will not take away from anyone who loves this game, because I could see it being easier to love and look past the problems if it's your first or second major fighter, or if you're just not a jaded cynic like I am. We all love what we love. But I can't bring myself to love going from the complexity, insanity and nuance of the rest of the NRS catalog to...poke-strike-throw. There's something about seeing a player like Ninjakilla go from taking over the world in MKX with some of the most insane and difficult combo work I've ever seen in my life, to winning tournaments for free with a few throws and F43 Double Bicycle Kick, makes me glad he's getting into a game like Tekken where a player with that level of execution can really show his stuff.
Way to discredit him and everyone else. Consistently flawless blocking, microducking, spacing etc.

Like some familiar faces here, you are just bitter that the game apparently wasn't made specifically to your tastes, but, think what you will, if it makes you feel better.

At some point you gotta move on though.
 
Way to discredit him and everyone else. Consistently flawless blocking, microducking, spacing etc.

Like some familiar faces here, you are just bitter that the game apparently wasn't made specifically to your tastes, but, think what you will, if it makes you feel better.

At some point you gotta move on though.
So what your saying is that if your one of the people that likes the game its ok to voice how you love the game so much that you jerk to a poster of Ed Boon in 1992 on the ceiling of your bedroom everynight,,,,,,but if you don't like it you should just hold your opinions and view points cause your not status quo?
 
Yea you may be right. I'll play it out and see how it goes. But if armor breaks moves are not all equal and some are ass dependent upon character WTF. Like when will they decide to do shit right. Say what you want about break away in MKX it reset neutral and was universal across the board.
It sucks because I actually agree with the idea that not everyone should have some generic armor break move. There should be variety among the cast on what armor breaks and what it nets you. For example i'm fine, in theory, with Sub just getting a KB and spacing while Khan gets a pop up and a follow up combo. That's great.

What i won't be fine with is if it turns out that landing subs is impossible because you now just don't break until you see the next hit of his combo, which in essence just means breaking is a little bit harder, and you'll take a little more damage, but the actual use of the move and the mind game won't be there except in rare circumstances.

Granted that's a random example but i'm hoping like hell it's not actually the case. I'd really like to come back to this game, but I just couldn't shake how "bleh" it was when i started playing it, and watching the tech develop never drove me back because it feels like everything I've found interesting just doesn't quite click the way that would be fun.
 
It sucks because I actually agree with the idea that not everyone should have some generic armor break move. There should be variety among the cast on what armor breaks and what it nets you. For example i'm fine, in theory, with Sub just getting a KB and spacing while Khan gets a pop up and a follow up combo. That's great.

What i won't be fine with is if it turns out that landing subs is impossible because you now just don't break until you see the next hit of his combo, which in essence just means breaking is a little bit harder, and you'll take a little more damage, but the actual use of the move and the mind game won't be there except in rare circumstances.

Granted that's a random example but i'm hoping like hell it's not actually the case. I'd really like to come back to this game, but I just couldn't shake how "bleh" it was when i started playing it, and watching the tech develop never drove me back because it feels like everything I've found interesting just doesn't quite click the way that would be fun.
I just feel like there should be very consistent net gain from an armor break. Like they should all be advantageous in ways that lend to the characters play style.
 
Why would they be so ambitious to think that they could create unique armor breaks for every character and variation when they've attempted to do the same thing with existing mechanics and didn't succeed? At least not in one go, the KB and u2 balance is improving but it's been how long by this point?
 
It's made money. Yes. And that's wonderful. But it's as exciting as watching paint dry, Kombat League has been a disaster, and the variation system around which all competitive play is based is a poorly implemented shell of the system MKX pretty much knocked out of the park.

I'm not judging it based on sales or numbers; I'm judging it as someone who's spent the last decade watching fighting games evolve and grow and is looking for an experience that feels like a fun and worthwhile grind towards being a better player. Everything about this game since launch has told me "this is for the casuals, competition is secondary, we already have major players like Sonic and Honeybee and so on whose streams we can monetize, that stream of money isn't going anywhere, so why bother putting in the work of making things more challenging or interesting?"

It's the same thing that's happening to major studio titles across the board: making money and microtransactions take priority over providing a worthwhile experience, and it's made gaming feel like a chore. My other main game is Destiny 2, and it's been put through the same ringer across it's whole lifespan. I have no desire to deal with it, not even for MK. I have heard from here and there and everywhere, as I'm sure other members of this forum have, about top players who despise this game's meta, but are grinding it out regardless because they make their living streaming, and I wonder what they'd have to say about it if they could speak freely.

I will not take away from anyone who loves this game, because I could see it being easier to love and look past the problems if it's your first or second major fighter, or if you're just not a jaded cynic like I am. We all love what we love. But I can't bring myself to love going from the complexity, insanity and nuance of the rest of the NRS catalog to...poke-strike-throw. There's something about seeing a player like Ninjakilla go from taking over the world in MKX with some of the most insane and difficult combo work I've ever seen in my life, to winning tournaments for free with a few throws and F43 Double Bicycle Kick, makes me glad he's getting into a game like Tekken where a player with that level of execution can really show his stuff.
This game obviously was not meant to be some mvc3 run up mix into reset then death game. It’s really really heavy on fighting game fundamentals which might be less fun to look at but that in no way means it is made just for casuals. Most casuals if they spent a bit of time in the lab for a few days could do 70% combos with quanchi in mkx. Ya it was fun doing shit like that and I miss it but let’s not knock mk11 like it’s this scrub friendly turd of a spamfest where every character’s gameplan is as brain dead as inj2 deadshot.

all in all if you don’t like it just wait for the next one and play tekken or something until then.
 
I just feel like there should be very consistent net gain from an armor break. Like they should all be advantageous in ways that lend to the characters play style.
Eh i could see an argument that some characters don't deserve a hugely advantageous armor break because they're already good enough in other areas. They still should have a viable one though, not something that'll never come out in a real match because once you know the matchup it's impossible to land.
 
So what your saying is that if your one of the people that likes the game its ok to voice how you love the game so much that you jerk to a poster of Ed Boon in 1992 on the ceiling of your bedroom everynight,,,,,,but if you don't like it you should just hold your opinions and view points cause your not status quo?
I think it's more that most people, more notably those that don't like the game, don't voice their opinion constructively and tend to continue to beat a dead horse.
 
Way to discredit him and everyone else. Consistently flawless blocking, microducking, spacing etc.

Like some familiar faces here, you are just bitter that the game apparently wasn't made specifically to your tastes, but, think what you will, if it makes you feel better.

At some point you gotta move on though.
Who's being bitter and discrediting? I fucking love Ninjakilla. He's my #2 favorite behind Dragon and one of the only players I'll actually take time to watch. I'm not saying he isn't still amazing, I'm saying watching him do stuff in MKX that almost no one else could do was a LOT more exciting.
Am I disappointed in this game? Absolutely, but I'm not losing any sleep or going on a Twitter tirade about it. Bitter is way too strong a word.
 
im so happy for nightwolf v3
what was the fucking point of having a "combo variation" when your fucking combo starter didn't work on half of your best strings!!!!!! (now it do)

Might be the go-to now I dunno. The mid hitting almost 10% damage lightning arrow sure is a damn sight better than the babby barely lasting wolf buff.