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

Let's play a little game:

Grounded/Or In the Air
Startup 23
Recovery 15

Grounded Only
Startup 12
Recovery 20

Grounded Only
Startup 20
Recovery 31

Above is a list of the teleports (that are not combo starters like scorpion's) in the game that have a "far" teleport option.

Looking at the frames on startup, recovery, and the ability to be used grounded or in the air... which ones should cost 2 defensive bars?





Also doesn't include Kollector's cause fuck Kollector.
Clearly the third option bro :jerry:
 
Let's play a little game:

Grounded/Or In the Air
Startup 23
Recovery 15

Grounded Only
Startup 12
Recovery 20

Grounded Only
Startup 20
Recovery 31

Above is a list of the teleports (that are not combo starters like scorpion's) in the game that have a "far" teleport option.

Looking at the frames on startup, recovery, and the ability to be used grounded or in the air... which ones should cost 2 defensive bars?





Also doesn't include Kollector's cause fuck Kollector.
Leave Raiden out of this.
 

Gamechanging OS, but for most of you its "ok" tech and not big deal.
So just because K/M said it's game-changing I'm not allowed to disagree? The only bad thing about it is that it's a noob friendly mechanic.

Whatever, I like it because people will jump like crazy now. Easy AAs for me.
 
Only one KB throw per match is going to hurt honest characters like Baraka and Kano, since they rely on throws since you just have to block low on them. This was the game plan for me to get them loaded up for a big win. Disappointed they've done that...why not just one per round of not used already? Also, this late in the game cycle they made a big change like that? This hurts us grappler or pressure characters more than Sonya and Kabal with Lows and OVvrheads.
 
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If Geras makes it to a grand finals again then he must get Thanos gauntlet and if he wins a major then NRS should just give him Thanos skin and revert back all of his nerfs.
Um he is getting a Darkseid skin. He is a literal God. Not like lover boy Thanos. Thanos is only good for making speeches.
 
NO, either they all need it or they don't.

But if we're picking and choosing like NRS, then really the only one that needs it is the first one.
Exactly, notice nrs is ok with giving scorpion, noob, etc the other classics their tp in every variation but raiden only has one. Of course some people dont get that he should have it in all variations to begin with lol. Hes only a legacy character like them but obviously nrs are biased themselves.

Um he is getting a Darkseid skin. He is a literal God. Not like lover boy Thanos. Thanos is only good for making speeches.
Lmao, good one. Thanos is just a poor man's Darkseid anyway.

Nice name. That's funny my father was watching the japanese version today of Gojira. Hes a huge Gozilla fan.
 
Other than the loot that briefly appeared in the Krypt pots, I've literally not noticed a single change from this patch other than Sonya's Mustang headgear shows the wrong image now :oops:
 
Ok, just noticed one really weird thing from the latest patch.... when you do Jade's Pole Dance fatality on anyone in a dress, skirt or has waist flaps now, the lower pieces of hanging material disappear once the lower half of the body has been sliced.

Checked an old video of it and everyone's lower pieces of hanging costume all remain when the legs fall, however they literally disappear now after the new patch:

Originally:

Whereas here's how it is now (know this is on Kold War Skarlet who's not standardly available... but thought you might enjoy her in her knickers and suspenders, and I can confirm I tested it on the default costumes too and same thing happens):

16493
16494
 
On the plus side with this bug, it's a fun way to see how skimpy some of the costumes are once you get beneath all the flappy layers of excess costuming... Jade in her witch gear is probably the skimpiest outside of the classic female ninjas, albeit with a lot more side boob and cleavage on offer. So until it gets patched, here's the most revealing costume in the game once all the excess is removed.

The downside is, she has to be being disemboweled after having been impaled through the eye socket to see it :D

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And here's what's hiding under Sindel's dress...

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I fell a bit dirty now haha.
 
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