What's new

Post Final Kombat Mortal Kombat 1 Patch Notes 6/18 - Peacemaker, Khameleon nerfs + more


PC Steam & Epic Games Store
  • Added a new Graphics Setting to increase the 30 FPS lock on certain sections to 60 FPS, which is intended for users with High-End Hardware
    • The new setting to enable this is accessed via Main Menu > Settings > Graphics > Experimental > 60 FPS Mode: OFF (Default)/ON
    • Note that this setting will not affect pre-rendered movies and will be automatically disabled during Online Matches to avoid stability issues
General Fixes & Adjustments
  • Fixed several desyncs that could occur during online play if the game had been hot-fixed
  • Adjusted camera behavior when Homelander, Omni-Man, or Peacemaker are interrupted or hit high off screen
Character Specific Adjustments
Main Fighters
Reptile
  • Fixed damage scaling on Force Ball when not enhanced
Peacemaker
  • Human Torpedo & Enhanced Human Torpedo now hits High
  • Reduced base health value to 650 (from 700)
Homelander
  • Fixed canceling into Flight when grounded more than once in a kombo not consuming Super Meter
  • Fixed Jump Attacks during Flight be able to be canceled into Flight on block
  • Fixed not being able to breaker God Complex & Enhanced God Complex
  • Improved Punching Down linking into God Complex & Enhanced God Complex from Flight when it hits opponent near the top
  • Fixed issue that could result in Homelander sliding on the ground sometimes when God Complex from Flight was canceled from certain heights
  • Fixed rare issue that could result in Homelander sliding on the ground sometimes when God Complex from Flight was performed just as flight was about to time out
  • Fixed rare instances of some juggle kombos sometimes behaving slightly differently against Homelander with specific timing
  • The following attacks can no longer be parried by Dirty Trick
    • Kitana - Fancy Strike (Away + Front Punch)
    • Rain - Tide (Away + Back Punch) & It Pours (Back Punch, Front Punch, Front Punch, Back Punch)
    • Reptile - Kneet Trick (Towards + Back Punch, Front Kick)
    • Sindel - Shear Genius (Towards + Front Punch) & Off The Top (Away + Back Punch, Front Kick, Back Punch)
    • Ermac - Dragged Under (Front Kick, Back Kick)
    • Peacemaker - Gutshot (Away + Back Kick) & Pinky Toermenter (Down + Back Kick)
    • Quan Chi - Skeleton Jacker (Towards + Back Punch, Front Punch)
  • The following attacks can now be parried by Dirty Trick
    • Ashrah - God’s/Demon's Wrath & Dark/Light Ascension
    • Baraka - Baraka Barrage, Stab Stab, & Chop Chop
    • Havik - Twisted Torso
    • Kenshi - Quick Slice (Jump Front Punch in Sento Stance), Upper Gash (Jump Back Punch in Sento Stance), Ancestral Guard, Soaring Sento, & Teamwork
    • Kung Lao - Kung-Kussion & Shaolin Shimmy
    • General Shao - Power Strike
    • Smoke - Vicious Vapors & Smoke Bomb
    • Peacemaker - Coming Through! (Towards + Back Kick, Front Punch)
    • Homelander - Grounding Fist from (Air) Diabolical Dash & Soaring Strike from Diabolical Dash
Kameo Fighters
Cyrax
  • Fixed canceling into Horizontal Kopter Chopper from Kopter Chopper not using Kameo Meter
Khameleon
  • Reduced pushback on block of first 2 hits of Roll & slightly reduced the pushback on block of the last hit
  • Reduced base health value to 250 (from 300)
Janet Cage
    • Slightly increased combo damage scaling on Hop Punch & Hop Skip Punch


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Comments

Health nerfs are really stupid. It just a simple cop out for saying we don't want to fix/change things and the easiest way out is to reduce HP.

Everyone should have the same base health period. +/-50 for kameos is OK. But imagine Quan Chi/Mavado going against Shao/Tremor. That's a 40% health difference.
And what is shao-tremor gonna do against quan?
Balancing health is also balancing, like it or not.
 
And what is shao-tremor gonna do against quan?
Balancing health is also balancing, like it or not.
Yeah but it's a really weak form of balancing imo, the character's tools are unchanged but there is slightly more risk to them and that's it, and i'd be fine with that if the health changes weren't so minimal

Take for example Chipp Zannuff from Guilty Gear, a really strong rushdown character who can run a train on you with the right read but if you get the right read on him then he's goofed because he has
  • The 2nd lowest health in the game
  • The highest defense modifier
  • The 2nd highest GUTS Rating
  • And at one point in Strive he was the lightest character in the game, meaning characters could do even higher damage combos on him, but weight classes got removed a few months ago
This makes Chipp the character with the lowest effective health in the game, nearly half of what the average has meaning even the smallest mistakes can cost the round for him and yet he's still a high tier character

MK health changes are miniscule compared to this, if Johnny was a Chipp level Glass Cannon instead of having a single poke's worth of health difference then i could at least understand why his options are so safe while his damage is so high
 
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