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MKX Patch Notes 9-21-15

BigMacMcLovin

B2s and Birdarangs
I'd just like to take a moment to thank everyone for taking part and making this the busiest thread I have ever made.

I'd also like to thank NRS for releasing the patch when they did as this couldn't be possible with out you. Big thank you to the mods here at TYM for updating my post and making it look like I posted the patch notes. Lastly to my man Hollywood DMS who promoted this to an article (I've never written an article before)

I'll sleep well tonight. I love you, Mum!
 

WidowPuppy

Attack pekingese
A couple other FA Jacqui nerfs were [accidentally, WHOOPS] left out of the patch notes. Same thing last patch, seems to be an ongoing trend... forgetting to mention major changes to moves in these patch notes. Oh, and you forgot to change the frame data too in the moves list to accurately represent their newly nerfed values.
 
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THTB

Arez | Booya | Riu48 - Rest Easy, Friends
I'm not sure if people are understanding Ex buff in detail now.

If you do flash parry and absorb the wakeup you take a minimum of 14% damage as well as lose your knockdown followup or you take 20%+ in damage and continue your pressure on knockdown, your combo will do 43%. But if they don't wakeup then you've lost 1 bar, lost your pressure on wakeup, and start taking DoT since the flash parry can't be done on reaction to most wakeups.

If you just block/read and avoid the wakeup, you don't take any damage besides chip, your combo does 41%, and you get to continue your knockdown pressure.

There really is no comparison here. Pre-patch the move was good since it actually did more damage and didn't drain health. Now Ex Buff is just a lazy man's tool in every way. If you want damage then do optimal Ex DB1 combos, if you want pressure then use Ex knives, if you wanna blow up wakeups then just block.
True about the drain. That's a lot of drainage...really shouldn't be that high. I can understand 5% over time. But 20% is too much. Meanwhile, Reptile gets to be invisible and can negate damage on one hit. Lol that sucks.
 

Gengar

Hypnosis > Dreameater (its a reset)
ur actually both incorrect. the move is quite a bit faster and the armor was getting turned off after the startup frames like most moves making it a really small window to armor anything. the armor was increased to be alittle easier to use.

do any of you guys like actually use things or just rant about them?
well, the notes are not as specific as the answer you just gave. Thank you for the clarification. I wasnt really aware how the armor was working for this move, it makes sense for some armor to turn off after start up, and while some moves maintain armor during active frames a buff doesnt have 'active' frames persay so i can see the scenario where the armor is on and then gone super fast due to the moves now faster start up. does this mean the armor is now extending into some of the recovery?

I do play kano but primarily Cyber, i dont play as much Cutthroat and i def havent played enough to encounter any noticeable problems with the armor on EX buff that would cause me to want to better understand how it worked. adjusting armor frames to me sounded like reducing them, but i appreciate the clarity in your answer.
 

Colest

Mid-Tier 'Mancer Main
Fixing admitted miscalculations in frame data that shouldn't have made it onto live is not balancing. By the definition of the moves were not functioning as intended, the Takeda and Jacqui infinites should be considered bugs.
 
Sometimes I feel most players are waiting for NRS to make their character viable instead of going to the lab and learning different set ups and strategies, especially defensive stratigies. When I saw jagoblake play against Chris G I wasn't thinking about pressure and offense... I was like DAMN I wish my defensive game was that hype...
 

MadeFromMetal

Heart From Iron, Mind From Steel.
In all the patches and hotfixes, they still have Lackey's Torr Smash as 0 on block, 0 on hit, and it does 0 damage in the move list. I know it's a small gripe and we already know the true values, but it's been bugging me since launch.
 

JHCRANE 14

GO VOLS!!!
@THTB
So with Reptile's 2in1 being turned off means that he is going back to the way it was before? Meaning that he can only stop slow forceball mid-screen and fast forceball at nearly full screen again?

Am I understanding that correctly?

I'm on XB1 so I don't have the patch yet.
 
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MadeOfMetal

Kenshi Srubtastic,Cyrax, Special Forces Mains
@BigMacMcLovin
i cleaned up the post and added pics, i find it easier to read this way.

upload_2015-9-22_21-3-55.png

D'Vorah (Venomous) - Adjusted the Poison Stack algorithm to prevent the top end from getting so high

upload_2015-9-22_21-4-7.png

Ermac (Spectral) - Fixed a bug in which he could get stuck in flight controls

upload_2015-9-22_21-4-21.png

Goro - Fixed a bug which was preventing Krush from having its landing location chosen

Goro – Slightly increased the input window to meterburn PunchWalk on hit

upload_2015-9-22_21-4-45.png

Jacqui (Full Auto) – Decreased the block advantage on Up Rocket by 5 and slightly increased the pushback preventing a block trap

upload_2015-9-22_21-4-56.png

Jax - Adjusted Carl Weather skin hurt regions to better match the others

upload_2015-9-22_21-5-11.png

Johnny Cage - Ultra Flipkick now uses the correct damage value from hotfix data (12)



upload_2015-9-22_21-5-28.png

Kano (CutThroat) - Adjusted the armor frames of Charge Up to compensate for the faster startup

upload_2015-9-22_21-5-44.png

Predator - Fixed a bug which allowed Predator to sometimes have 2 Smart-Disc on screen at the same time

Predator (Hish-Qu-Tien) - Fixed a bug which was making it so Plasma Shot was ignoring some damage scaling


part 1/2
 

Attachments

MadeOfMetal

Kenshi Srubtastic,Cyrax, Special Forces Mains
upload_2015-9-22_21-6-57.png

Quan Chi (Sorcerer) - Fixed a bug which allowed him to reset the cooldown of runes after a Final Hex has run out

Quan Chi (Sorcerer) - Reverted the temporary change of Final Hex block damage increase (back to 3x)

upload_2015-9-22_21-7-7.png

Reptile - Turned off the ability to 2in1 special cancel into Floating Ball

Reptile (Deceptive) - Added a short cooldown after Invisibility to prevent players from spending multiple bars of meter if executed very fast

Reptile - Lowered the input priority of Floating Ball

upload_2015-9-22_21-7-17.png

Shinnok - Away+FK now auto-faces correctly


upload_2015-9-22_21-7-32.png

Takeda - Reduced the cancel advantage from Towards+1,2,2+4 by 1 preventing a block trap

Takeda - Fixed a bug which would cause the reaction to Tri Kunai to sometimes play in the wrong direction

Takeda (Ronin) - Reduced the block cancel advantage of Away+2-1,2+4 by 3 preventing a

block trap

Takeda (Ronin) - Kool Whip Brutatlity when in Ronin should work more consistently now.

upload_2015-9-22_21-7-45.png

Tanya (Pyromancer) - Fixed a bug which was applying the Dark Shroud & Devil's Dust damage to her throws and other misc damage

Tanya (Pyromancer) - Reverted the temporary change of the Dark Shroud & Devil's Dust damage (back to 10)

Tanya (Pyromancer) - Dark Shroud & Devil's Dust now use the correct lifetime value from hotfix data (7 seconds)

upload_2015-9-22_21-8-0.png

Tremor - Some variation specific moves now have corrected values in the movelist

part 2/2
 

WidowPuppy

Attack pekingese
Okay... gonna apologize for this comment.

A couple other FA Jacqui nerfs were [accidentally, WHOOPS] left out of the patch notes. Same thing last patch, seems to be an ongoing trend... forgetting to mention major changes to moves in these patch notes. Oh, and you forgot to change the frame data too in the moves list to accurately represent their newly nerfed values.
Guess I should of tested it myself and not taken others word for it [have not played the game in weeks due to the state of Online] but... B14~DF2 against Buzzsaw Vortex is safe [due to slight pushback off B14] so... Hand Cannon has not been touched as I heard it was.

But, whether intentional or not...

Low Rocket is definitely not working as it was before the buff patch in combos like B2~DB3, DF2. Now at certain ranges [seems max distance] on all characters, the rocket will whiff. And on bigs, and random other characters, will whiff at all ranges all the time. Example, cannot hit FT with this combo ever. Seems like the blast radius was lowered on the Low Rocket in the buff Jacqui patch.

Anyway... Sorry for the initial comment. Should have tested it myself. I'm just an angry, bitter asshole, mostly because MKX Online is not playable for me.

Back to Battlefield... Enjoy.