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

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

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

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

Comments

so, how is the input buf window turning out ingame now? feel a difference in term of punishing/counterpoke people when you blocked em and they are minus? as a pc player i guess we get the patch next week with spawn...so i have to wait to check it out.

i imagine that it makes a difference, especially online when the connection is wonkey and your pokes didnt came out in time.
 
Below are the patch notes for the 03/10 Mortal Kombat 11 PS4 & XB1 patches:

General Gameplay Adjustments
  • Increased the button input buffer when exiting a block hit reaction from 2 to 5 frames
  • Added several new Brutalities for players to discover
wow my personal biggest request for NRS games has finally come true
me as a tekken player really likes how you can punish basically all the time when you are on point
now in MK it is also possible
(i hope this buffer-window also counts for the player attacking a blocking opponent else it would be kinda "unfair"
example: if it is 0 on block trading a 7frame jab will be hard for the attacker(2frames) while easy for the blocker(5frames)
kinda technical to understand but some will understand me)

and new brutals makes my heart always smile - i hope shao kahns DB1 (smashkill) or DB1ex (headexplosionkill) is one xD
(i also hope you can now unlock Jokers Brutals with the Brutal difficulty towers)

to bad i only play on PC so i have to wait again but man big thank you @NRS
 
Haven't got to the box yet but I love to see the additional features in practice mode. Sounds like they are fixing some of the holes in their practice mode with reversal button inputs and whatnot. That buffer sounds like a big change too
 
I dont know how else to explain it

You have more of an input window to get your button out of block now. So for me, for instance, I'd be using noob's b1 after blocking a poke, but shit loads of times get poked out of my b1. Which frame-math doesn't make sense, it's bc I wasn't near frame-perfect with my input of b1. But that window is now bigger. You can buffer it. So I can input my response to the blocked poke much easier.

This applied to any inputs out of block stun. Punishing is now way easier, and poke wars are now easier to stop if you've blocked successfully.
Could noobs db4 be a reliable gtfo me move now?
 
Just tested.

HOLY SHIT, now that's a MK11 i can play
Feels very fluid, i think an MK game doesn't feel this fluid since MK9 if not better.

The universal changes feels good specially on Skarlet, you can hardly drop 212 combos now, it even gave you a new combo route with 212, 1, 2 44~tentacle, -14 and beyond are easlily 212 now, taking advantage of your plus frames just as well.
 
Just tested.

HOLY SHIT, now that's a MK11 i can play
Feels very fluid, i think an MK game doesn't feel this fluid since MK9 if not better.

The universal changes feels good specially on Skarlet, you can hardly drop 212 combos now, it even gave you a new combo route with 212, 1, 2 44~tentacle, -14 and beyond are easlily 212 now, taking advantage of your plus frames just as well.
How with just the 3frames from block?
 
This is a huge patch. People who don’t understand the game won’t get how big this is. But people who know the meta know.
I picked a good time to start trying to embrace positivity.

There are still plenty of people that need a bunch of help, but it makes more sense to add actual meta changes and see how that pans out instead of changing everything at once and having to double back on it later.

Buluc Kahn, aka Blood God II, is looking rrreeeaaalll good right now.
 
How with just the 3frames from block?
imagine never having to drop 212, combos with skarlet. Imagine having new combo routes, new wall combos that do more damage
always punishing amplified tp and searing rage spears every fucking time, put in plus frame setups and buffer normals out of it while in blockstun without having JC randomly d4 out of it despite you being plus.

It make her fucking consistent and this is what i really wanted.
 
It really does suck when your character gets nerfed. It sucks even more when they get nerfed and didn’t deserve to be. NRS really needs to rethink their balancing strategy imo. The goal is balance, obviously. But you do not need to nerf characters in order to achieve balance. Maybe you can very very slightly nerf characters that are obviously way too strong, but the main goal should be to buff the lower tier characters.

The reasoning is simple. First of all you achieve the ultimate goal which is balance. But you achieve that goal in a way that doesn’t screw over players that either love a certain character or that have put countless hours into that character. ALSO, buffing way more often than you nerf also rewards players who use lower tiered characters to begin with.

To put it in another way. If your favorite character happens to be really good and top tier out the gate, you’re pretty much screwed. There’s nearly a 100% chance your character will be nerfed and it’s highly likely it will end up not being a nerf that was necessary. Obviously you can say the same thing about a character being buffed and that it can also not have been necessary. But you don’t want to discourage players from playing characters. You want to encourage them to play whichever character they want. The way it is now, you HOPE your character is mid tier at best. Otherwise you live in fear of the nerfhammer.
 
Actually I changed my mind for quality of life on general mechanics and training mode, I don't mind the completely shitty ignoring bad variations. Hopefully they eventually get round to it.
 
It really does suck when your character gets nerfed. It sucks even more when they get nerfed and didn’t deserve to be. NRS really needs to rethink their balancing strategy imo. The goal is balance, obviously. But you do not need to nerf characters in order to achieve balance. Maybe you can very very slightly nerf characters that are obviously way too strong, but the main goal should be to buff the lower tier characters.

The reasoning is simple. First of all you achieve the ultimate goal which is balance. But you achieve that goal in a way that doesn’t screw over players that either love a certain character or that have put countless hours into that character. ALSO, buffing way more often than you nerf also rewards players who use lower tiered characters to begin with.

To put it in another way. If your favorite character happens to be really good and top tier out the gate, you’re pretty much screwed. There’s nearly a 100% chance your character will be nerfed and it’s highly likely it will end up not being a nerf that was necessary. Obviously you can say the same thing about a character being buffed and that it can also not have been necessary. But you don’t want to discourage players from playing characters. You want to encourage them to play whichever character they want. The way it is now, you HOPE your character is mid tier at best. Otherwise you live in fear of the nerfhammer.
this is false , Liu never been really nerfed and Geras Eternal still really fucking good.
as soon as any top tier characters get slapped on the hands they think the character is dead.

Since release , Liu,Geras,Cetrion are fucking good and still are.

meanwhile some mid tier and low tiers are unviable in competitive at high level. By unviable i mean they lose badly to any top tiers.

but i get what you mean, my theory is some GD are trying to personally keep some characters top tier no matter what and some will get buffed untill they broken.
 
im wondering if this is a bug, cause the patch says block stun and not on hit. is it only 3f less on launcher strings only ? or on every single strings on hit ?
every single thing that hits, it makes the game a lot better btw, its feels ike they removed input lag, its just as fast as tekken 7 offline.
 
And yet again, Raiden gets NOTHING!! Yeah, NRS aren't biased with characters at all in this game...:eek: I'm convinced they just patch/nerf/buff whoever they feel like it as oppose to making the game balanced. smh. And I have to laugh at the terminator fix, lol so they took the time to tweak a voice glitch but not make him better? Amazing.

From now on I'm going to personally rate each patch. This patch gets a C. They could have done more with characters that have needed buffs for months. At least they buffed Skarlet, so I'm happy for her fans. We'll see how much the Jacqui tweaks effect her.
 
And yet again, Raiden gets NOTHING!! Yeah, NRS aren't biased with characters at all in this game...:eek: I'm convinced they just patch/nerf/buff whoever they feel like it as oppose to making the game balanced. smh. And I have to laugh at the terminator fix, lol so they took the time to tweak a voice glitch but not make him better? Amazing.

From now on I'm going to personally rate each patch. This patch gets a C. They could have done more with characters that have needed buffs for months. At least they buffed Skarlet, so I'm happy for her fans. We'll see how much the Jacqui tweaks effect her.
can you test raiden optimals if they are easier to do for me ? cause i dont have the console version patched right now