What's new

Patch Notes: MK11 v1.28 January 26, 2021


General Gameplay Adjustments
  • Move list corrections
  • Fixed minor issues with several augments
  • Fixed minor visual & audio issues with several Brutalities
Character Specific Adjustments
  • D’Vorah - Number of Wasps currently affecting an opponent will no longer sometimes be reset if Strepsiptera connects while opponent is in the hit reaction to Swarm
  • Kano - The first hit of Snake Bite now has 1 more active frame and the second hit has 1 less startup frame
  • Kano - The hit reaction to Figjam Amplified (Back Punch, Back Punch, Front Kick, Amplify) will no longer sometimes use the incorrect blood color against some opponents
  • Kotal Kahn - Now has 1050 health (down from 1100)
  • Kotal Kahn - Fixed issue with Eztli Totem providing higher then intended healing when stacked with other Totem types
  • Kotal Kahn - Chicahtoc & Eztli Totems no longer have Kustom Variation restrictions in Kompetitive modes
  • Kotal Kahn - The first hit of Yeyecame Disk Amplify now has slightly farther reach and the projectile now has 10 less frames of hit advantage
  • Kung Lao - Sweeping Razor (Away + Back kick) while having no Hat now properly triggers Krushing Blow reset conditions
  • Shao Kahn - Now has 1100 health (up from 1050)
  • RoboCop - Now has 1050 health (up from 1000)
  • RoboCop - Adjusted the hit region of Getup/Flawless Block Attack (Up + Back Punch)
  • Sheeva - Dragon Drop is now off-screen for 2 more frames before her drop attack begins
  • Sheeva - Dragon Stance now has 2 more startup frames
  • Mileena - Poisonous Butterfly (Towards + Back Kick) now has airborne frames when Mileena is off the ground
  • Mileena - The hit reactions to Kahnum Dash Amplify, Kahnum Dash Further Amplify, & Ridin' Dirty (Front Punch, Front Punch, Front Punch + Front Kick) now have airborne frames when Mileena is off the ground
  • Mileena - Fixed a rare issue where Play Time (Towards + Front Punch, Back Punch, Back Kick) could leave a lingering visual effect on certain costumes
  • Rambo - Slightly adjusted the hit regions & repel regions of Basic Training (Away + Front Punch)
  • Rambo - Lieutenant Drop (Towards + Back Kick) now has airborne frames when Rambo is off the ground
  • Rambo - Hidden M60 & Hidden M60 Amplify will no longer sometimes use an incorrect animation when Rambo is hit by Kronika's Reverse Time
Not much, but it's something.
 

Comments

was kotal's large health one of his strongest points? I don't get it. they took health from kotal and gave it shao with no other buffs. nrs throwing darts at the board again. where the scorpion buffs
 
Could someone explain to me why Cassie and especially Sonja have less health, while the undisputed top5 have 100% (except for jaqui)? Kotal still more than 100% Those health nerfs and buffs are completly random.
 
Because at an earlier point, Sonya and Cassie were everywhere. Then when people expected nerfs, everyone dropped them ahead of time, and never got back even after the nerfs ended being quite minor.

Kotal and Shao having more health at least makes sense, because they have bigger hurtboxes, and get clipped by stuff that'd miss others.

But really, the answer is 'NRS cannot be bothered to do any actual redesign work, so here is a brute force numerical change that takes 2 seconds'.
 
The stomp nerf seems like it will help with reaction to altered timings. BC in lag the screen moves so damn fast. Anyone test it online?
 
The only reaction you need is to dash + keep walking after she has left the screen, to cover both stomp timings. This doesn't change anything about that.

note: may not work in both directions for your character, which becomes relevant if dealing with the targeted stomp, necessitating double-dashing instead of dash+walk in one of the directions.
 
Last edited:
Swapping Kotal's health with Shao Kahn does not benefit anyone. Kotal's health was interesting because It scales with his healings.
Giving a bit more health to Shao Kahn, will hardly make a difference.
 
I guess they're only willing to deliver actual balance patches when there are DLCs to sell. I mean they just want to add the new gear of the next KL seasons, they don't give a damn about balance in the game.

  • Rambo - Lieutenant Drop (Towards + Back Kick) now has airborne frames when Rambo is off the ground
  • Mileena - Poisonous Butterfly (Towards + Back Kick) now has airborne frames when Mileena is off the ground
  • Mileena - The hit reactions to Kahnum Dash Amplify, Kahnum Dash Further Amplify, & Ridin' Dirty (Front Punch, Front Punch, Front Punch + Front Kick) now have airborne frames when Mileena is off the ground
Did they just make Rambo's and Mileena's KB throws even harder to get ? The only throws KB in the game that require skill to perform are now even harder to get while all the other with the bullshit "escape failed" requirement remain untouched ? What the fuck are you doing NRS ?

I love how Kotal has just been "nerfed" with less health while at the same time they now allow him to have the craziest healing capabilities in a NRS game ever.

Shao Kahn players be grateful, you can survive 3 extra seconds in a round with those 50 extra hp, he's great now.

And the health buff to Robocop... He needs to deal damage, not to take more. They could have gone for the easy but important buff and make the f212 KB deal 31% like any other KB kounter/punish in the game but no, they apply a stinky band aid on a broken bone

Stop with the health buffs or nerfs, it only show how lazy you are when it comes to help the balance of the game. Three years of support my ass, it's the equivalent of one year of support strecthed on three years.
 
Thats all they gave Shao Kahn? OK, these people at NRS are braindead.

And Sheeva's retarded Stomp move needs more nerfs. More specifically, it shouldn't track the way it does now. Make a choice - close, mid, or far. Or make it flawless blockable.
 
Last edited:
Reactions: Zgf