What's new

Patch 1.14 Notes [Jan 21st 2020] (PS4/XB1)

Patch notes:

General Gameplay Adjustments

  • Move list corrections
  • Improvements to AI logic
  • Fixed issues with some augments not working correctly
  • Fixed issue with using random select in online matches causing improper display of abilities and variation name
  • Fixed several sources of online desyncs
  • Armor on Fatal Blow attacks now start up in 8 frames (up from 5)
  • Fatal Blow attacks for all characters except Cassie Cage can no longer hit opponent from behind
  • Ducking Front Punch, Ducking Front Kick, & Ducking Back Kick cannot be cancelled into a special move when Flawless Blocked
  • Jump Back Punch has 5 less frames of blockstun on block and Flawless Block
  • Jump Front Punch and Back Punch attacks can no longer be cancelled into air special moves when Flawless Blocked
  • Jump Front Punch and Back Punch cannot be cancelled into normal attacks or ground special moves upon landing when Flawless Blocked
  • Jump Kick attacks have slightly increased damage scaling to match Jump Punch attacks and 4 more frames of recovery when blocked
  • Jump Kick attacks can no longer be cancelled into air special moves when Flawless Blocked
  • Jump Kick attacks can no longer be cancelled into grounded special moves upon landing when blocked or Flawless Blocked
  • Characters that have Escape Failed Krushing Blows on both Toward and Back throws can now only use one throw Krushing Blow per match
  • Fixed an issue that could cause incorrect victim regions for several frames if the character went from ducking to standing and did no further inputs with precise timing
  • Fixed rare issue that could cause a character to get hit by a high projectile if they are duck blocking and release block with precise timing
  • Fixed issue with defensive bar not refilling at the correct rate when a round ends while one bar has been destroyed by "Chip Avoided" and the second bar is not full
  • Added several new Brutalities for players to discover
Kombat League / Online

  • Minor online stability improvements
  • Fixed several rare online desync causes
Krypt

  • Added new Nether Forge Recipes for players to discover
Towers of Time

  • Added support for new upcoming Holiday Towers
Stage Specific Adjustments

  • Shirai Ryu Fire Garden - Fixed issue that allowed stone toss interaction in the left corner to be used while facing the corner
  • Special Forces Desert Command - Fixed issue with cactus needles lingering at an incorrect location after uppercut brutality is performed
  • Kronika's Hour Glass - In Versus Mode, Tournament Mode & 1v1 Online Modes, this Arena will now select from a random list of Background Interactions to be used
  • Chaotian Age - In Versus Mode, Tournament Mode & 1v1 Online Modes, this Arena will now select from a random list of Background Interactions to be used
  • Prehistoric Age - In Versus Mode, Tournament Mode & 1v1 Online Modes, this Arena will now select from a random list of Background Interactions to be used
  • The Kronika's Hour Glass, Chaotian Age, and Prehistoric Age Arenas are no longer disabled by default in Tournament Mode
Character Specific Adjustments

  • Cetrion - Far H2 P0rt now costs 2 bars of Defensive Gauge (up from 1)
  • Cetrion - The visual effects of Hell's Wrath when Amplified now disappear properly when it is projectile destroyed
  • D'Vorah - Fixed a rare camera issue during the Fatal Blow cinematic while on the right side on Kharon's Ship
  • Erron Black - Adjusted the hit region of Quick Shot (Getup / Block Attack Up + Back Punch)
  • Erron Black - Bounty Bash (Back Punch) now recovers 3 frames faster on block
  • Erron Black - Deal In Lead (Back Punch, Front Punch) now has 5 more frames of blockstun and 5 more recovery frames slower on block
  • Frost - Cryogenic Crown now does 3 damage (up from 1), has decreased combo damage scaling, and has 2 more active frames
  • Geras - Titan Charge (Getup / Block Attack Up + Back Punch) now has 9 startup frames (up from 6)
  • Geras - Time Splash (Jump Down + Back Punch) now has 5 less frames of blockstun
  • Geras - The Deathless Giant (Towards + Back Punch, Front Punch) now has 4 more frames of hit advantage, 5 less frames of recovery on hit, and its cancel frame occurs 1 frame later
  • Geras - Matter Of Time (Towards + Back Punch, Front Punch, Back Punch) now has 25 startup frames (up from 20) and recovers 3 frames slower
  • Geras - Sand Trap and Quick Sand causes 5 less frames of blockstun when it is Flawless Blocked
  • Geras - Temporal Advantage hit region slightly adjusted when opponent is in a combo
  • Jacqui Briggs - Fixed an issue with several Kombo Attacks that allowed them to be cancelled into Wall of Justice (Fatal Blow) during their first 3 startup frames
  • Jade - Heaven's Heel (Getup / Block Attack Up + Back Punch) and it has 1 less recovery frame and had its hit region slightly adjusted
  • Johnny Cage - High Forceball & Low Forceball now have 11 startup frames (up from 9)
  • Johnny Cage - Rise And Shine (Getup / Block Attack Up + Back Punch) now has 9 startup frames (up from 7)
  • Kitana - Adjusted the hit region of Fanning Out (Getup / Block Attack Up + Back Punch)
  • Kitana - Purge The Weak (Away + Front Punch, Back Kick) now hits mid
  • Kitana - Fixed an issue with several Kombo Attacks that allowed them to be cancelled into Deadly Game (Fatal Blow) during their first 3 startup frames
  • Kotal Kahn - Mehtizquia Cut now has 2 more active frames, 3 less recovery frames, and causes 5 more frames of blockstun with increased pushback when not Flawless Blocked
  • Kotal Kahn - Fixed rare issue that could cause Kotal Kahn to move quickly across the screen if he cancelled an attack into Coatl Parry with precise timing while in close proximity to an opponent performing a Breakaway
  • Kung Lao - Possessed Hat now throws two projectiles at the opponent
  • Noob - Adjusted the hit region of Wraith Boot (Getup / Block Attack Up + Front Kick)
  • Skarlet - Adjusted the hit region of Bloody Boots (Getup / Block Attack Up + Back Punch)
  • Skarlet - Bloodport Far now costs 2 bars of Defensive Gauge (up from 1)
  • Skarlet - Fixed a rare camera issue when successfully parrying an attack with Dagger Dance
  • Skarlet - Fixed a rare issue that could cause Skarlet to be unable to duck Sindel's Back It Up (Away + Front Kick, Back Kick, Back Punch) high attack in certain circumstances
  • Sub-Zero - Adjusted the hit region of Chilled Heel (Getup / Block Attack Up + Front Kick)
  • Shang Tsung - Screaming Soul Amplify is now correctly affected by projectile destroying moves
  • Shang Tsung - Fixed issue with being unable to perform Spare Time or Lost Time while morphed into Geras after the first round
  • Sindel - Fixed an issue with several Kombo Attacks that allowed them to be cancelled into Edenian Royal Decree (Fatal Blow) during their first 3 startup frames
  • Sindel - Low Star Screamer Amplify is now correctly affected by projectile destroying moves
  • Terminator - Fixed an issue with several Kombo Attacks that allowed them to be cancelled into Chill Out (Fatal Blow) during their first 3 startup frames
  • Terminator - AI will now correctly use "Terminate" ability

Source: https://mortalkombatgamessupport.wbgames.com/hc/en-us/articles/360041627554-Official-MK11-PS4-XB1-Patch-Notes-01-21-20
 
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Comments

still this patch was needed but it feels like an incomplete patch to me, so many characters are missing and there is no mention of jump in hit region.

im just salty that we might have to wait another 6 months for a balance patch
The fact that the patch pretended Jacqui is okay and Shao Kahn doesn't exist leads me to believe there's more on the way with Spawn. Praying anyways.
 
They nerfed the problem characters and made general improvements to the gameplay while still keeping its neutral focus.

I love NRS. They didn't bend the knee.

Well no Jax buffs and nothing for Jacqui. Jan 24th will be fun for me as my mains didn't get touch.
I dont think people are taking into account the jump attack nerfs and FB special canceling. Jacqui legit might die.
 
I dont think people are taking into account the jump attack nerfs and FB special canceling. Jacqui legit might die.
Someone is saying she got untouched but she didn't. She is still gonna be good but people won't just be able to go ham. Keep in mind, I just got the game so getting this patch just now is interesting for me. I think the FB change was smart but I wish we got a damage nerf. It feels too much like X factor level 2.0. with it is currently as the armor nerf is for those doing wakeup FB and FB out of blockstun, not those who combo into it.

The people crying the game is incomplete are gonna be salty though as they will still get deleted. MK11 is the first MK game where you can go from zoning to rushdown and vice versa. The ability to go offense to defense and defense to offense in this game is fun.
 
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I'll try tonight after I reinstall the game lmao.

EDIT: Which pad are you using?
Its a razor raion i got as a present for christmas if buttons are starting to go after not even a month im gonna be fucking pissed cheers bro let me know if u feel kombos dropping or block releasing randomly its so annoying getting beaten i had to turn the game off
 
Whiskey Tango Foxtrot

Some of these changes with flawless block are godlike, thanks for listening bit, keep reasonable. Though the patch feels incomplete, i assume this will help gauge how the game will behave before any more future changes, those are really positive changes.
 
Someone is saying she got untouched but she didn't. She is still gonna be good but people won't just be able to go ham. Keep in mind, I jsut got the game so getting this patch just now is interesting for me. I think the FB change was smart but I wish we got a damage nerf. It feels too much like X factor level 2.0. with it is currently as the armor nerf is for those doing wakeup FB and Fb out of blockstun, not those who combo into it.

The people crying the game is incomplete are gonna be salty though as they will still get deleted. MK11 is the first MK game where you can go from zoning to rushdown and vice versa. The ability to go offense to defense and defense to offense in this game is fun.
? I dont think the game works the way you think it does. Jacqui didnt have any problem s but the jump attack nerf will make her 3rd super tough to use. As far as I was aware she does have a gap or two in her normal pressure, I'm no specialist but if you where jump kicking or SC your hurt this patch.
 
This patch might seem small but its actually huge. Defense just got majorly buffed.

Love the nerfs on Geras, still untouched Subby, and Skarlet's (almost) free getaway teleport costing 2 defensive bars; good job NRS!

I just wish Kahn got a few needed changes.
 
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I love this patch. I think it does a whole bunch of good. It doesn't seem like it was intended to be a huge brush strokes across the cast, which is fine. The overall implications are still massive, and I'd rather have a small patch than an enormous one that jumps the shark.

That being said...I don't think any of what's happened is going to raise Noob's stock at all. Seeing Double and Shadow Slide are still the best compliments to his overall build across the board, and the third variation is still entire ass. But having an easier time against Geras and Cetrion is definitely going to feel cathartic.
 
"Jump Kick attacks can no longer be cancelled into grounded special moves upon landing when blocked or Flawless Blocked"
So every character pretty much has a built-in OS now? Where you do j3/4 xx special, and the special will only come out on hit?
 
? I dont think the game works the way you think it does. Jacqui didnt have any problem s but the jump attack nerf will make her 3rd super tough to use. As far as I was aware she does have a gap or two in her normal pressure, I'm no specialist but if you where jump kicking or SC your hurt this patch.
You're talking Upgrade Jacqui?
 
"Jump Kick attacks can no longer be cancelled into grounded special moves upon landing when blocked or Flawless Blocked"
So every character pretty much has a built-in OS now? Where you do j3/4 xx special, and the special will only come out on hit?
You might be on to something. . .
 
"Jump Kick attacks can no longer be cancelled into grounded special moves upon landing when blocked or Flawless Blocked"
So every character pretty much has a built-in OS now? Where you do j3/4 xx special, and the special will only come out on hit?
Usefulness may vary. Those with post-JIK combo extender specials will find this super nice, but I dont see it doing a whole lot else. I'm sure Kabal and Scorpion players will love this shit.
 
"Jump Kick attacks can no longer be cancelled into grounded special moves upon landing when blocked or Flawless Blocked"
So every character pretty much has a built-in OS now? Where you do j3/4 xx special, and the special will only come out on hit?
YES they added this option select lol
now kabal can do jump kick and bf3 and on hit he get full combo on block nothing, any character can do this but some get full combo, so jump kicks are now even more broken.