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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

This can't be the big balance patch we've been waiting for right? I'm seeing some cool stuff in here but where's the scorpion stuff? Geras getting properly nerfed on sandtrap recovery is welcomed. These rising star johnny nerfs don't seem like the nerfs people wanted. I thought they wanted to be able to flawless block the amplified version of rising star like cassie. What's this defensive bar cost? I swear nrs just throws shit at a dartboard
 
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.
Thunder God is old news. Wind is where it's at, just wait for Fujin.
 
can you test raiden optimals if they are easier to do for me ? cause i dont have the console version patched right now
I'll see in a little bit out to dinner, just saw this on my phone. But yeah dude if you're having trouble doing a move, there's a practice mode I highly recommend it for sure.

Thunder God is old news. Wind is where it's at, just wait for Fujin.
At this point you're right lol, and I hope he's broke af hell they make every other character broke or op at this point with DLC anyway so why not lol You're right. I'll just play Raiden at this point for gear, but I've come to grips that he just sucks in this game and NRS will keep him that way.
 
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I'll see in a little bit out to dinner, just saw this on my phone. But yeah dude if you're having trouble doing a move, there's a practice mode I highly recommend it. It helps for sure.


At this point you're right lol, and I hope he's broke af hell they make every other character broke or op at this point with DLC anyway so why not lol You're right. I'll just play Raiden at this point for gear, but I've come to grips that he just sucks in this game and NRS will keep him that way.
Haha, I was half-joking, but, yeah Raiden needs some love, but, there is still a whole new season to come, let's hope the needed changes do not come too late.
 
Now ppl understand why i hate Kitana, Always the popular waifu shit gets all the attention in patches while other characters in need of help are ignored/forgotten. This have been happening during mkx too, go take a look at patch notes back then, fucking pages of buffs for the princess as if she's the only character that matters.
 
Hm. Maybe Skarlet got a stealth buff by making her combos easier to do? =O
I also had simulated lag turned on, for what that's worth.
I think several people should try the same character's optimals and report back:
-Raiden-​
TW:​
f4~db2amp, j2, f2, 12~fly​
Raijin:​
f4~db4amp, f2, 12~db2​
f4~db4amp, f2, 243~db2 in corner​
 
I hate to say it but I highly doubt his optimal will change. Raiden I mean. And people still think scorpion is bottom 5? Lol no hes not he's at least upper mid tier somewhere.

Haha, I was half-joking, but, yeah Raiden needs some love, but, there is still a whole new season to come, let's hope the needed changes do not come too late.
Ah yeah for sure let's hope lol
 
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People here keep saying they nerf or buff the right or wrong things. When you watch their Kombat Kast and see how they play each other you'll know just how scrubby they are at their own game. So when it comes to patches sometimes I like to think that they do not understand us.
 
Maybe this is how it's meant to be written:

  • Increased the button input buffer when exiting a block / hit reaction from 2 to 5 frames
So the buffer change is on hit too? This is huge if so, the game will be much more responsive this way.

Lord knows how many times, i tried to combo, but the game didn't buffer the first button i pressed because of the buffer window, which resulted in me getting a entirely different move(the second button).
 
I haven't even touched Noob yet, but Frost being able to consistently B1 reversal all the insane shit people were previously able to get away with just made my world a better place to live in. Now I officially have a secondary I can have confidence in, weird jump-in attacks or not.

More work to be done or not, I have nothing bad to say here. I feel actual motivated to get back in the pile just feeling how things have changed. This is awesome.

Shit, Dark Sabbath might SERIOUSLY benefit from this if I can consistently B1 punish all the time without worry about getting mashed out of it.
 
The kustom reversal thing seems nice at first, but appears to be super flaky. It waits to record your first input, so start up is frame 1 which is good. But it also doesn't playback things the way I expect.

Like you can record a jump but it won't happen, and even though it seems to record multiple button presses, strings don't seem to come out, or come out how they recorded. I know there are changes to how things playback depending on hit, or block, or wiff, but I'm not really sure I get what is going on. Mostly it just seems to playback the first move. I've had second hits show up, so there is more than it clipping to a single action, but it's weird so far.

Either I don't quite get the intent, or it's not as free form and sexy as I was hoping and I don't understand what the limitations are. Anyone figures it out, speak up.
 
@John_NX Yep as I figured nothing changed for raidens gameplay lol...just got back hit the lab for 10 mins or so.:(


People here keep saying they nerf or buff the right or wrong things. When you watch their Kombat Kast and see how they play each other you'll know just how scrubby they are at their own game. So when it comes to patches sometimes I like to think that they do not understand us.
That or they literally are just A. Character biased or B. Literally pull names out of a hat and say "ok time to patch, let's pull 9 names at random today and that's who we will tweak lol"