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

the biggest change that lets me enjoy MK11 the most, is when they addad input buffer windows for normals. vanilla mk11 had many real just frames to be crazy good = no fun to me.
be able to punish consistent is a huge point for me in enjoying fighting games.

i think mk11u is great and the most fun 2d fighter to me but i hope its not finished
(KP3,4 and 5 lets gooo)

as crimson said, i just hope its just a small patch because of an ongoing esports league
(the life adjustment kinda hints this to me, as those dont throw of fighting knowledge/matchups you need in pro competition - kinda like a placeholder.
please nerf sheevas telestomp - there is not a single fighter than can stress me like this shit tool ... less tracking + 3frames more recovery ...
)

if its just about me, cant wait to play next KL and unlock more brutals xD
(where is shaos f4 brutal? where is shangs new throw or his fireskull brutal?)
 

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.
Another garbage patch with literally 0 interesting changes. Loving this "long term support" NRS. Lmao
 
Thats all they gave Shao Kahn? OK, these people at NRS are braindead.

And Sheeva's (soap bar in my mouth) 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.

Come on, you are expecting too much - this is only a unbreakable move with 33/33/33 option, that has a only 30% KB, that requires taking risk by landing successful stomp three times!
 
it amazes me how many people wake up and get on a MK forum and read the patch notes just to tell everyone its a bad game anyway and that's why they don't play it. And then tomorrow they'll still be on here letting us all know they don't like it.
Making a status update how kl is trash and scrub wifi scorpions etc. Theres even ppl here who havent played the game for more then a year yet they come here regulary to say how bad the game is.
 
Ok. What was the stealth buff that made it impossible to walk under it? Did they reduced the start-up on the stomp?
 
Ok. What was the stealth buff that made it impossible to walk under it? Did they reduced the start-up on the stomp?
If you care, you go look at old videos showing frame data. Kind of hard to know without them listing what they changed, with our clients patched. But basically, that's going to be the same, they just changed its hitbox to catch everyone, because, I dunno, that'd be the most troll move.
 
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