WB Games is celebrating the upcoming release of the Mortal Kombat movie on 4/23*, available in theaters and on HBO Max, with serious savings on MK11, MKXL and MKX!
*Timing is for USA, movie release timings vary by country
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[12/11/20] PC Patch Notes
Hello all, Here are the patch notes for the patch on 12/11!
General Gameplay Adjustments
Move list corrections Improvements to AI logic Adjusted cloth animations on several characters Fixed minor visual & audio issues with several Brutalities
Character Specific Adjustments
Cetrion - Fixed Hell's Wrath having an incorrect property that was causing it to be destroyed by Kollector's Vial of Sorrow
Jax - Cancel (Duck and Weave) now displays Punish instead of Kounter when hit during recovery & is no longer throw immune during some of its recovery frames
Johnny Cage - Hit impact effects during the animation of Fixed Pissed Off are no longer all yellow tinted if first his was an armor break
Joker - Getting Lit & Getting Lit Amplify can no longer sometimes cause invisible characters to become visible while in the ground fire
Kitana - Jump Attacks from (Air) Retreating Fan Flutter & Advancing Fan Flutter will now autoface the opponent Kitana - (Air) Advancing Fan Flutter now displays Punish instead of Kounter when hit during recovery & is no longer throw immune during some of its recovery frames Kitana - (Air) Piercing Dagger now displays Punish instead of Kounter when hit during recovery & is no longer throw immune during some of its recovery frames Kitana - (Air) Fan Toss now displays Punish instead of Kounter when hit during recovery & is no longer throw immune during some of its recovery frames
Kung Lao - Fixed an issue causing Rising Rim (Down + Back Punch) while not having Hat available to be immune to high attacks during some of its recovery frames Kung Lao - Cancel (Spiritual Guidance) is no longer throw immune during some of its recovery frames Kung Lao - Fixed some visual issues with Beaten and Broken (Fatal Blow) when done on the right side of some Arenas in certain circumstances
Mileena - Jump Attacks now have the same cancel properties & frame advantage on Block & Flawless Block as other characters Mileena - The opponent is no longer throw immune during the hit reaction to Sai Slide Amplify Krushing Blow
Rain - Hydro Boost no longer has slightly different properties when facing left or right Rain - Jump Attacks & Special Moves when executed during Hydro Boost & Hydro Boost Amplify now do slightly less damage and have a larger 6 frame window to Flawless Block Rain - Argus Plunge Amplify Krushing Blow will no longer sometimes cause the opponent to get up facing the wrong way when in the corner Rain - Katar will no longer sometimes cause a high pitched sound effect when connecting with metal parts on an opponent when attacks hits or are blocked
Rambo - Jump Attacks now have the same cancel properties & frame advantage on Block & Flawless Block as other characters Rambo - Getup/Flawless Block Attack (Up + Back Punch) is now correctly immune to throws & air attacks during its startup frames Rambo - Low Blow (Away + Front Kick) is now correctly a high parry instead of low parry
RoboCop - Fixed an issue with Flamethrower allowing opponent to be thrown during its hit reaction
Scorpion - Fixed an issue with Demon Breath allowing opponent to be thrown during its hit reaction
Sindel - Cancel (Regal Presence) is no longer throw immune during some of its recovery frames
Shang Tsung - Soul Swap can now kill an opponent if they are affected by Vile Inscriptions or Malignant Sorcery
Sheeva - Adjusted the projectiles of Flame Barrage (Dragon Stance) to now startup 3 frames apart and it can once again be projectile parried
Skarlet - Retch-Rebution now displays Punish instead of Kounter when hit during its recovery frames
Sub-Zero - Jump Attacks & (Air) Polar Axe when executed during Rising Ice Amplify now do slightly less damage
[11/17/2020] PC Patch Notes
Hello all, Here are the patch notes for today's patch!
General Gameplay Adjustments Move list corrections Improvements to AI logic Added several new Brutalities for players to discover Added an option to toggle the ability to use Kustom Variations in Tournament Mode Options Slightly adjusted the head victim region location for all characters Most Basic & Kombo Attacks now allow for button input buffer during their last 4 frames of recovery Hop attacks are now also immune to Down + Front Punch Basic Attacks until their recovery frames Getup recovery is now 4 frames faster Delayed Getup now uses a unique animation, displays in-game message, and only has one timing of 20 frames (previously Short was 15 and Long was 30 frames) Fatal Blows now have a larger 6 frame window to Flawless Block, have slightly less pushback on block, and no longer pushback from blocking cornered opponents Fixed a rare issue with throw escapes that could cause weapons held in hands to use an incorrect animation Toward & Back Throws now lose trades to most other attacks and they do 10 less damage on their initial hit When a Basic Throw startup is interrupted it will now cause the hit reaction to occur at the current location of the character, instead of the starting location of the throw Fixed a rare issue that could cause Krushing Blow DOTs to linger after resurrections if the additional damage from the Krushing Blow cinematic caused the death Fixed an issue that could cause incorrect victim regions to be used for a few frames if the player performed a forward dash then held down without any further inputs Most Kombo Attacks can no longer hit opponents from behind unless the opponent is in a combo Fixed a rare issue that could cause a physical attack to be ignored by the opponent if a projectile collided with a background at that very specific timing Slightly adjusted victim regions on several regular reactions Added 4k cinematics - optional free DLC available in the Steam DLC section Added higher fidelity shadows through the Shadow Settings in the Options menu (Low, Medium, High, Ultra, Soft) – recommended for higher end machines Shortened boot time - the game will now skip most splash screens on boot after the initial launch.
Kombat League / Online Minor online stability improvements Fixed several rare online desync causes Added an Online Tutorial when you first go to the Online Menu that explains some parts of Kombat League & Matchmaking Players can now use Kustom Variations in Kompetitive Modes
Krypt Added new Nether Forge Recipes for players to discover Added New Krypt Events
Towers of Time Added New Player Module Rewards Added a new Summonable Tower Added new Augments for all characters Added a new Konsumable called Elixir Fixed various gameplay & visual issues with several Augments Replaced some opponents in the Gauntlet with new characters
Character Specific Adjustments
Baraka - Low Stab (Down + Front Punch) is now -6 on block (down from -4), has 2 more recovery frames on miss, and 4 more frames of hit advantage on a grounded opponent Baraka - Straight Shank (Down + Towards + Front Punch) is now -6 on block (down from -3) and has 3 more recovery frames on miss Baraka - Opponent's hop attacks are now immune to Straight Shank until its recovery frames Baraka - Low Poke (Down + Front Kick) is now -5 on block (down from -4) and has 3 more recovery frames on miss Baraka - Low Shank (Down + Towards + Front Kick) is now -6 on block (down from -4), has 2 more recovery frames on miss, and 2 more frames of hit advantage on a grounded opponent
Cassie Cage - Straight Punch (Down + Front Punch) is now -6 on block (down from -4), has 2 more recovery frames on miss, and 3 more frames of hit advantage on a grounded opponent Cassie Cage - Side Kick (Down + Front Kick) now has a different hit reaction, has 2 more recovery frames on miss, and 4 more frames of hit advantage on a grounded opponent Cassie Cage - Opponent's hop attacks are now immune to Ball Buster until its recovery frames Cassie Cage - BLB-118 Bitchin' Bubble now has a 300 frame duration (down from 400) and will now disappear when Cassie is hit, has an attack parried, or performs Back Throw
Cetrion - Low Wind (Down + Front Punch) now has 3 more recovery frames on miss and 4 more frames of hit advantage on a grounded opponent Cetrion - Krystal Kick (Down + Front Kick) now has a different hit reaction, has 4 more recovery frames on hit, 2 more recovery frames on miss, and 4 more frames of hit advantage on a grounded opponent Cetrion - Krystal Heel (Down + Back Kick) is now -6 on block (down from -5), has 1 more recovery frame on miss, and 2 less frames of hit advantage on a grounded opponent Cetrion - Fixed a rare issue with Conflux of Elements which could cause other elements besides Hallowing Winds to alter the opponent's air movement
D'Vorah - Low Sting (Down + Front Punch) now has 3 more recovery frames on hit and 3 more frames of hit advantage on a grounded opponent D'Vorah - Slight Sting (Down + Back Kick) now has 4 more frame of hit advantage on a grounded opponent D'Vorah - Adjusted the hit regions of Tsetse (Towards + Back Punch, Back Punch, Down + Front Punch + Front Kick) and it can now be directed close or far D'Vorah - slightly reduced the hit regions of Bug Bash (Towards + Front Punch) D'Vorah - slightly increased the range of Bot Fly (Towards + Front Punch, Front kick) when opponent is in a combo
Erron Black - Ducking victim regions slightly increased Erron Black - Low Boot (Down + Front Kick) is now -5 on block (down from -3) and 2 more recovery frames on miss Erron Black - Ankle Biter (Down + Towards + Front Kick) now has 8 startup frames (down from 9), has 1 less recovery frame on miss, 2 more frames of hit advantage on a grounded opponent, and has an increased hit region when opponent is in a combo Erron Black - Sandy Sole (Down + Back Kick) is now -7 on block (down from -3) Erron Black - Slightly increased the hit regions of Ghost Koins (Fatal Blow) when opponent is in a combo Erron Black - Down Peacemaker now has 20 startup frames (up from 15), is a low block, -14 on block (down from -8), -19 on flawless block (down from -8), and 1 less recovery frame on miss Erron Black - Removed some instances where Zaterrean Spit could damage opponents when they are invulnerable to attacks Erron Black - Fixed an issue that could cause juggle hits after Rising Stock (Locked And Loaded) Krushing Blow juggle during Finish Him to not allow a fatality to be performed
Frost - Frigid Palm (Down + Front Punch) is now -5 on block (down from -4) Frost - Chest Cold (Down + Front Kick) is now -6 on block (down from -3), has 1 less recovery frame on hit, and 4 more frames of hit advantage on a grounded opponent Frost - Slightly adjusted the victim regions on the hit reaction to Freezer Burn (Away + Front Punch, Back Punch) Frost - Removed some instances where Core Trap could damage opponents when they are invulnerable to attacks
Geras - Knee Bash (Down + Front Punch) is now -6 on block (down from -5), has 3 more recovery frames on miss, and 2 more frames of hit advantage on a grounded opponent Geras - Gauntlet Slam (Down + Front Kick) now has 5 more frames of hit advantage on a grounded opponent Geras - Pounding Sand (Down + Back Kick) now has 3 more frames of hit advantage on a grounded opponent
Jacqui Briggs - Straight Jab (Down + Front Punch) is now -6 on block (down from -3), has 3 more recovery frames on miss, and 3 more frames of hit advantage on a grounded opponent Jacqui Briggs - Side Strike (Down + Front Kick) now has a different hit reaction, has 5 more recovery frames on miss, and 3 more frames of hit advantage on a grounded opponent Jacqui Briggs - Slightly adjusted the hit regions of Leaping Bow (Away + Front Punch) and it now has 1 less active frame, 1 more recovery frame on miss, and no longer pushbacks from blocking cornered opponents Jacqui Briggs - Bionic Dash is now -12 on block (down from -7) Jacqui Briggs - Jump Attacks & Special Moves when executed during Bionic Bounce do slightly less damage and have a larger 6 frame window to Flawless Block Jacqui Briggs - Prototype Rocket is now -16 on block (down from -14), has 12 more recovery frames on hit and has 2 more recovery frames on miss Jacqui Briggs - Removed some instances where the dot damage of Grenade Launcher could damage opponents when they are invulnerable to attacks
Jade - Straight Palm (Down + Front Punch) is now -6 on block (down from -4), has 2 more recovery frames on hit, has 2 more recovery frames on miss, and 4 more frames of hit advantage on a grounded opponent Jade - Side Heel (Down + Front Kick) now has a different hit reaction, and is now -5 on block (down from -4), has 1 more recovery frame on hit, and 4 more frames of hit advantage on a grounded opponent Jade - Pierced (Down + Back Kick) is now -7 on block (down from -6), has 2 more recovery frames on hit& on miss, and 2 more frames of hit advantage on a grounded opponent Jade - Getup/Flawless Block Attack (Up + Front Kick) is now -8 on block (down from -6), and -13 on flawless block (up from -16), and 3 less recovery frames on hit & on miss Jade - adjusted the repel region on Pole Vault during its startup frames Jade - Fixed an issue that could cause visual effect lingering on Delia's Dance Gear Ability Jade - Slightly reduced the combo damage scaling after Toward Throw Krushing Blow
Jax - Knee Jab (Down + Front Punch) ) is now -5 on block (down from -4), has 1 more recovery frame on miss, and 1 more frame of hit advantage on a grounded opponent Jax - Slightly adjusted the hit regions of Quick Drill (Down + Front Punch, Back Punch) and it now has 4 active frames (up from 2), 2 less recovery frames on miss, and its cancel frame is 2 frames earlier Jax - Side Strike (Down + Front Kick) now has a different hit reaction, and is now -6 on block (up from -7), has 4 more recovery frames on hit, 2 more recovery frames on miss, and 5 more frames of hit advantage on a grounded opponent Jax - Step Back (Down + Back Kick) has 4 less recovery frames on hit and 5 more frames of hit advantage on a grounded opponent
Johnny Cage - Low Jab (Down + Front Punch) is now -5 on block (down from -3), has 5 more recovery frames on hit & on miss, and 1 more frame of hit advantage on a grounded opponent Johnny Cage - Low Boot (Down + Front Kick) is now -5 on block (down from -4), has 2 more recovery frames on hit, has 4 more recovery frames on miss, and 4 more frames of hit advantage on a grounded opponent Johnny Cage - The Gist Of My Fist (Towards + Back Punch, Front Punch, Back Punch) is now considered grounded 7 frames earlier, matching when he visually lands on the ground Johnny Cage - Cage Match (Front Kick, Back Kick, Up + Front Kick) is now considered grounded 5 frames earlier, matching when he visually lands on the ground Johnny Cage - Making Headlines (Away + Front Kick, Back Kick, Up + Front Kick + Back Kick) is now considered grounded 5 frames earlier, matching when he visually lands on the ground Johnny Cage - Tear Jerker (Towards + Back Kick, Front Kick) is now considered grounded 2 frames earlier, matching when he visually lands on the ground Johnny Cage - Slightly adjusted the hit regions of Hop Kick (Hop + Front Kick/Back Kick) and it now has 5 active frames (up from 3) and 2 less recovery frames on miss Johnny Cage - Nut Punch amplify will now auto face the opponent Johnny Cage - Pissed Off now breaks armor Johnny Cage - Opponent's hop attacks are now immune to Nut Punch until its recovery frames Johnny Cage - Fixed a rare visual issue with Sunglasses when Throwing Shades is flawless blocked Johnny Cage - Adjusted camera & controller shakes on Toward & Back Throws
Kabal - Knee Buckle (Down + Front Punch) is now -5 on block (down from -4), has 3 more recovery frames on hit & on miss, and 3 more frames of hit advantage on a grounded opponent Kabal - Side Kick (Down + Front Kick) now has a different hit reaction, and is now -5 on block (up from -4), has 4 more recovery frames on hit & on miss, and 4 more frames of hit advantage on a grounded opponent Kabal - Flash Parry now does 90 damage (was 0), is now +25 on hit (up from +9), and now enables autoblock which no longer allows for followup hits to combo Kabal - Fixed a rare issue that could cause an improper animation to be used briefly on Kabal's Hook Swords when using Flash Parry
Kano - Knee Cutter (Down + Front Punch) is now -6 on block (down from -5), has 1 more recovery frame on hit & on miss and 5 more frames of hit advantage on a grounded opponent Kano - Low Hinge (Down + Front Kick) now has a different hit reaction and 6 more frames of hit advantage on a grounded opponent Kano - Devo Strike (Down + Back Kick) now has 6 more frames of hit advantage on a grounded opponent Kano - Wheel Kick (Towards + Back Kick) will no longer sometimes switch sides with the opponent when done in certain circumstances Kano - Removed some instances where Molotov Cocktail could damage opponents when they are invulnerable to attacks Kano - Removed some instances where Bio-Magnetic Trap could damage opponents when they are invulnerable to attacks
Kitana - Heal Poke (Down + Front Kick) now has a different hit reaction, and now has 1 more recovery frame on hit, 4 more recovery frames on miss, and 5 more frames of hit advantage on a grounded opponent Kitana – Fan Stab (Down + Back Kick) is now -9 on block (down from -8), has 1 more recovery frame on hit & on miss, and 7 more frames of hit advantage on a grounded opponent Kitana - Neck Slice (Back Punch) now has 11 startup frames (down from 13) Kitana - Royal Protection now increases damage on Quick Execution and Toward & Back Throws Kitana - Edenian Razors now has 3 less recovery frames and only attacks with one Fan instead of three Kitana - Edenian Razors can now be Amplified to attack with 2 additional Fans Kitana - Edenian Twist Krushing Blow no longer is possible if Kitana is above 300 health while Fatal Blow is still on cooldown Kitana - Upward Fan Toss now has 5 more recovery frames Kitana - Upward Fan Toss Amply now has 1 more recovery frame and now enables autoblock which no longer allows for followup hits to combo Kitana - Cancel (Half-Blood Stance) is no longer throw immune during some of its frames Kitana - Far Dark Plunge (Edenian Fade) is now +12 on hit (up from -10) when connecting on the first active frame
Kollector - Bloody Nails (Down + Front Punch) is now -6 on block (down from -5), has 1 more recovery frame on hit & on miss, and 5 more frames of hit advantage on a grounded opponent Kollector - Leg Check (Down + Front Kick) now has a different hit reaction, and now has 1 less recovery frame on miss, and 6 more frames of hit advantage on a grounded opponent Kollector - Low Mace (Down + Back Kick) is now -5 on block (down from -4) and has 3 more frames of hit advantage on a grounded opponent Kollector - Removed some instances where Vial of Sorrow could damage opponents when they are invulnerable to attacks
Kotal Kahn - Low Swipe (Down + Front Punch) now has 3 more recovery frames on hit, 4 more recovery frames on miss, and 4 more frames of hit advantage on a grounded opponent Kotal Kahn - Side Strike (Down + Front Kick) now has a different hit reaction, and now has 3 more recovery frames on miss, and 3 more frames of hit advantage on a grounded opponent Kotal Kahn - Warrior Spin (Down + Back Kick) is now -9 on block (down from -8), has 1 more recovery frame on hit & on miss, and 4 more frames of hit advantage on a grounded opponent Kotal Kahn - Slightly adjusted the victim regions on the hit reaction to Blade Push (Towards + Back Punch) Kotal Kahn - Slightly adjusted the victim regions on the hit reaction to Tlaneltocaz (Towards + Back Punch, Back Kick) and it is now -5 on block (up from -7), has 2 less recovery frames on hit & on miss, 2 more frames of hit advantage on a grounded opponent, and its cancel frame is 2 frames earlier Kotal Kahn - Slightly adjusted the victim regions on the hit reaction to Macuahuitl Swipe (Away + Back Punch) Kotal Kahn - Slightly adjusted the hit regions of Tonaltzintli (Away + Back Punch, Back Punch) and it now has 20 startup frames (down from 22), 4 active frames (up from 2), and is now -19 on block (down from -16) Kotal Kahn - Mehtizquia (Away + Back Punch, Back Punch, Front Kick) is now considered grounded 19 frames earlier, matching when he visually lands on the ground Kotal Kahn - Slightly increased the range of the first hit of Yeyecame Disk Amplify Kotal Kahn - Adjusted the repel region of Tecuani Maul and the first hit now has 32 more frames of hit advantage
Kung Lao - Low Palm (Down + Front Punch) is now -5 on block (down from -4), has 1 more recovery frame on hit, has 4 more recovery frames on miss, and 5 more frames of hit advantage on a grounded opponent Kung Lao - Side Kick (Down + Front Kick) now has a different hit reaction, and now has 2 more recovery frames on miss, and 4 more frames of hit advantage on a grounded opponent Kung Lao - Back Kick (Down + Back Kick) is now -7 on block (up from -9), has 2 less recovery frames on hit & on miss, and 6 more frames of hit advantage on a grounded opponent Kung Lao - Slightly increased the hit region of Hat Toss when opponent is in a combo Kung Lao - Possessed Hat now releases only one hat, 18 more frames of hit advantage on a grounded opponent, can now be amplified, and has a slightly increased hit region when opponent is in a combo Kung Lao - Shaolin Slam (Teleport) on hit now causes both characters to be considered airborne until visually landing Kung Lao - Guided Hat now has 8 more frames of hit advantage on a grounded opponent and a slightly increased hit region when opponent is in a combo Kung Lao - "Buzz Saw" now loses trades
Liu Kang - Low Backhand (Down + Front Punch) is now -5 on block (down from -4) and has 2 more frames of hit advantage on a grounded opponent Liu Kang - Crouching Kick (Down + Front Kick) now has a different hit reaction, is -7 on block (down from -5), and has 2 more frames of hit advantage on a grounded opponent Liu Kang - Dragon's Tail (Down + Back Kick) is now -7 on block (down from -4) and has 1 more frame of hit advantage on a grounded opponent Liu Kang - Slightly increased the hit regions of This Will Hurt (Away + Front Kick, Back Kick) Liu Kang - Slightly increased the hit regions of Shaolin Strike
Noob - Knee Hook (Down + Front Punch) is now -6 on block (down from -4), has 4 more recovery frames on hit, has 3 more recovery frames on miss, and 2 more frames of hit advantage on a grounded opponent Noob - Boot Slide (Down + Front Kick) now has 3 more recovery frames on hit & on miss, and 3 more frames of hit advantage on a grounded opponent Noob - Sickle Strike (Down + Back Kick) now has 3 more frames of hit advantage on a grounded opponent Noob - Slightly adjusted the hit regions of As One (Away + Front Punch, Front Punch + Front Kick) Noob - Fixed a rare issue with As One (Away + Front Punch, Front Punch + Front Kick) & For The Brotherhood (Away + Front Punch, Front Punch + Front Kick, Back Punch) that could cause weapons held in hands to use an incorrect animation
Raiden - Side Strike (Down + Front Punch) is -6 on block (down from -3), has 3 more recovery frames on hit & on miss, and 3 more frames of hit advantage on a grounded opponent Raiden - Low Boot (Down + Front Kick) now has a different hit reaction, is -5 on block (down from -3), has 2 more recovery frames on hit, 5 more recovery frames on miss, and 4 more frames of hit advantage on a grounded opponent Raiden - Sweeping Storm (Down + Back Kick) now has 13 startup frames (down from 14), 2 less recovery frames on hit & on miss, and 3 more frames of hit advantage on a grounded opponent Raiden - Distant Thunder (Away + Front Punch, Back Kick) has 15 more frames of blockstun with increased pushback when normal blocked and 5 more frames of blockstun with slightly increased pushback when Flawless Blocked Raiden - Slightly adjusted the hit regions of Heavy Thunder (Jump + Front Kick) Raiden - Removed some instances where Rolling Thunder could damage opponents when they are invulnerable to attacks Raiden - Super Bolt now has 10 more frames of blockstun, has 6 more recovery frames on hit & on miss, and is now considered grounded after its active frames Raiden - When Super Bolt is charged for the 20 frames it now has 8 less recovery frames on hit and 10 less recovery frames on block & on miss
Scorpion - Low Jab (Down + Front Punch) is now -6 on block (down from -4), has 2 more recovery frames on hit & on miss, and 4 more frames of hit advantage on a grounded opponent Scorpion - Side Strike (Down + Front Kick) now has a different hit reaction, is -6 on block (down from -4), has 3 more recovery frames on hit & on miss, and 4 more frames of hit advantage on a grounded opponent Scorpion - Quick Kick (Down + Back Kick) now has 1 more frame of hit advantage on a grounded opponent Scorpion - Demon Dash now has 12 startup frames (up from 7) Scorpion - Cancel (Misery Blade) is no longer throw immune during some of its frames
Skarlet - Silent Stab (Down + Front Punch) now has 1 more recovery frame on miss, and 3 more frames of hit advantage on a grounded opponent Skarlet - Spear Strike (Down + Front Kick) is now -7 on block (up from -10) Skarlet - Spinning Scythe (Down + Back Kick) is now -13 on block (down from -12), has 4 less recovery frames on miss, and 3 more frames of hit advantage on a grounded opponent Skarlet - Removed some instances where Red Mist could damage opponents when they are invulnerable to attacks
Sonya - Energy Burst (Down + Front Punch) is -6 on block (down from -3), has 3 more recovery frames on hit, and 1 more frame of hit advantage on a grounded opponent Sonya - Side Boot (Down + Front Kick) now has a different hit reaction, has 5 more recovery frames on hit & on miss, and 4 more frames of hit advantage on a grounded opponent Sonya - Low Burst (Down + Back Kick) now has 2 more recovery frames on hit and 6 more frames of hit advantage on a grounded opponent Sonya - (Air) Soaring General is now a high block and breaks armor
Sub-Zero - Slightly adjusted the hit regions Low Back Hand (Down + Front Punch) and now has 2 more recovery frames on miss, and 4 more frames of hit advantage on a grounded opponent Sub-Zero - Quick Kick (Down + Front Kick) now has a different hit reaction, is -7 on block (down from -5), has 5 more recovery frames on hit, 2 more recovery frames on miss, and 4 more frames of hit advantage on a grounded opponent Sub-Zero - Swing Kick (Down + Back Kick) now has 1 more frame of hit advantage on a grounded opponent
Shao Kahn - Dragon Fist (Down + Front Punch) is now -5 on block (down from -4), has 2 more recovery frames on hit, has 1 more recovery frame on miss, and 4 more frames of hit advantage on a grounded opponent Shao Kahn - Knee Shatter (Down + Front Kick) now has 3 more recovery frames on miss and 4 more frames of hit advantage on a grounded opponent Shao Kahn - Side Spike (Down + Back Kick) is now -9 on block (down from -8), has 1 more recovery frame on hit & on miss, and 5 more frames of hit advantage on a grounded opponent
Shang Tsung - Serpent Stab (Down + Front Punch) is now -5 on block (down from -4), has 2 more recovery frames on hit, has 5 more recovery frames on miss, and 3 more frames of hit advantage on a grounded opponent Shang Tsung - Ankle Snap (Down + Front Kick) now has a different hit reaction, is -7 on block (down from -4), has 3 more recovery frames on miss, and 5 more frames of hit advantage on a grounded opponent Shang Tsung - Slightly adjusted the hit regions of Stance Breaker (Down + Back Kick) and it is now -7 on block (down from -6) and has 1 more recovery frame on miss Shang Tsung - Slightly increased the victim regions on Sorcerer Sweep (Away + Front Kick, Down + Back Kick) Shang Tsung - The duration of Malignant Sorcery & Vile Inscriptions is now 240 frames (down from 420) Shang Tsung - Corpse Drop now does 80 damage (down from 90) Shang Tsung - When Explosive Corpses Gear Ability is equipped, Corpse Drop now does 60 damage (down from 90) Shang Tsung - When Explosive Corpses Gear Ability is equipped, Corpse Drop Amplify now does 30 damage (down from 60), and has 5 less block advantage frames with slightly reduced pushback when blocked Shang Tsung - Soul Swap can no longer kill an opponent but can still trigger Chip Avoided & Last Breath Shang Tsung - Fixed a rare visual issue where an opponent's weapon props could get stuck in the ground during Shang Tsung's Back Throw
Nightwolf - Low Stab (Down + Front Punch) is now -6 on block (down from -4), has 2 more recovery frames on hit & on miss, and 3 more frames of hit advantage on a grounded opponent Nightwolf - Uncertain Ground (Down + Front Kick) now has 2 more recovery frames on miss Nightwolf - Hobbling Kick (Down + Back Kick) now has 6 more frames of hit advantage on a grounded opponent Nightwolf - Fixed an issue causing Rising Blades (Down + Back Punch) while Moon Fall is active to be immune to high attacks if the down input is held
Terminator - Gut Buster (Down + Front Punch) is now -5 on block (down from -4) Terminator - Rising Boot (Down + Back Kick) now has 3 more frames of hit advantage on a grounded opponent Terminator - Gut Buster (Down + Front Punch) while Endoskeleton is active now has the correct frame data Terminator - Fixed a rare issue with Dark Fate (Away + Front Punch, Front Punch + Front Kick) & Dark Fate Amplify (Away + Front Punch, Front Punch + Front Kick, Amplify) that could cause weapons held in hands to use an incorrect animation
Sindel - Edenian Burst (Down + Front Punch) is now -5 on block (down from -3) and has 3 less recovery frames on hit Sindel - Slightly adjusted the hit regions of Kewl Whip (Down + Back Kick) and it now has 3 less recovery frames on hit & on miss, and 6 more frames of hit advantage on a grounded opponent Sindel - Slightly adjusted the hit regions of Getup/Flawless Block Attack (Up + Front Kick) Sindel - Fixed a rare issue that could cause Deadly Echo to become disabled if used in certain circumstances
Spawn - Low Claw (Down + Front Punch) is now -6 on block (down from -4)
Joker - Joking Jab (Down + Front Punch) is now -6 on block (down from -5) and has 2 more recovery frames on miss Joker - Wing Tip (Down + Front Kick) is now -6 on block (down from -5) Joker - Big Finish (Down + Back Kick) now has 5 more frames of hit advantage on a grounded opponent Joker - Toward Throw Krushing Blow no longer is possible if Joker is above 300 health while Fatal Blow is still on cooldown Joker - Getting Lit Amplify no longer autofaces the opponent
Fujin - Gut Shot (Down + Front Punch) is now -6 on block (down from -4) and has 2 more recovery frames on miss Fujin - Adjusted the victim regions of Low Drift (Towards + Front Kick) Fujin - Slightly adjusted the victim regions on the hit reaction of Typhoon Release (Back Kick, Back Punch) Fujin - Slightly adjusted the hit regions of Fatal Edge (Away + Front Punch, Front Punch) Fujin - Adjusted the hit regions of Getup/Flawless Block Attack (Up + Back Punch) Fujin - Getup/Flawless Block Attack (Up + Front Kick) ) is now -9 on block (down from -5), has 5 less recovery frames on hit, and has 1 less recovery frame on miss Fujin - Adjusted the hit regions of the last hit of Wind Kicks Amplify Fujin - Quick Slice (Away + Front Punch) now correctly plays a red hit effect on Kounter
RoboCop - Knee Kapper (Down + Front Punch) is now -6 on block (down from -5) RoboCop - Ankle Breaker (Down + Front Kick) is now -9 on block (up from -10) RoboCop - Quick Spray (Down + Back Kick) now has 1 more frame of hit advantage on a grounded opponent RoboCop - Removed some instances where Cheval Trap could damage opponents when they are invulnerable to attacks RoboCop - Slightly increased the projectile parry region of Riot Shield RoboCop - Fixed an issue allowing Throw Escape to be possible during the recovery frames of Riot Shield
Sheeva - Short Hammer (Down + Front Kick) is now -6 on block (down from -4) Sheeva - Crushing Backhand (Down + Back Kick) is now -5 on block (down from -3) and has 3 more frames of hit advantage on a grounded opponent Sheeva - Slightly increased the range of Blood Lust (Back Punch, Front Punch) & Slam Dance (Back Punch, Front Punch, Front Punch) Sheeva - Slightly adjusted the hit regions of Tele-Stomp and it now has 1 less frame of startup and 1 more active frame Sheeva - Spinning Dragon Amplify is no longer throw immune during some of its frames Sheeva - Fixed a visual issue with several attacks displaying incorrect blood color against opponents that have non-red blood
[10/21/2020] PC Patch Notes
Hello all, Here are the patch notes for yesterday's PC patch.
General Gameplay Adjustments · King of the Hill mode now correctly creates and populates lobbies · All progression in the Krypt is reflected in the Kombat Kard Offline History's stats. · Kitana's Fan Toss' projectile drops on the floor after hitting opponent. · Added Kombat League 15 previews · Minor input adjustments and fixes for Keyboard and Mouse. · Localization update
[9/29/20] PC Patch Notes
Hello all, Here are the PC Patch notes for today's patch!
Character Skin Pack Update All Hallow’s Eve Skin Pack release, including Halloween inspired skins – “Beast Within” Johnny Cage, “Blizzard King” Sub-Zero and “Bad Medicine” D’Vorah. Available for Mortal Kombat 11 Aftermath owners.
General Gameplay Adjustments Fixed an issue with Co-Op Towers where only 2 players could join the lobby Fixed an issue with the Mouse cursor still being present in Photo Mode after toggling off UI Fixed an issue with 21:9 aspect ratio during match searches Reworked scrollbar functionality - Clicking the down arrow on scrollbars snaps the slider and selection to the bottom of the list. Selecting a preset with mouse now equips instead of opening it. Fixed an issue where rapidly selecting and deselecting character in King of The Hill mode causes several malfunctions of the mouse Fixed an issue with placeholder letters appearing when attempting to create lobbies using the virtual keyboard
[9/15/20] PC Patch Notes
Hello all, Here are the notes for today's PC Patch.
General Gameplay Adjustments
Post-Match Menu can now be properly navigated with a mouse even if Screen Adjust is not set to 100. Fixed an issue where Mouse cursor would appear locked if Player 1 opened the Options Menu before Player 2 finalized their selection.
Fixed an issue where the Reward Menu would appear to be cut off in Screen Adjust was set to a low value.
Fixed an issue where the user could not ‘Equip Skin’ with a Mouse click.
The user is no longer able to manipulate the options with the mouse when the other player pauses the title
Xbox One controller tips now appear in loading screens when using the Xbox One controller. Fixed an issue with the FPS meter overlapping the ping meter in Room Lobby. ‘View Profile’ option has been brought back.
Known Issues We are aware of an issue with King of the Hill Mode and Group Battle modes - users will have trouble creating fully populated lobbies. We have deployed some adjustments however we are still working on a resolution for this issue and we will deploy an update as soon as it is resolved.
[8/25/2020] PC Patch Notes
Hello all, Here are the patch notes for today's patch.
General Gameplay Adjustments
· Move list corrections
Character Specific Adjustments
· Cetrion - Fixed a rare issue that could cause the first hit of Deadly Winds to not be able to trade under certain circumstances
· Cetrion - Bouncing Boulder no longer has its hit regions removed when it is reflected
· D’Vorah - Infested Krushing Blow now triggers when hitting Jacqui while she is airborne with Bionic Bounce, (Air) Shrapnel Blast, (Air) Prototype Rocket, and (Air) Grenade Launcher
· Kitana - Slightly adjusted the hit & repel regions of Square Wave and (Air) Square Wave
· Kotal Kahn - Mehtizquia Cut Amplify Krushing Blow now triggers when hitting Jacqui while she is airborne with Bionic Bounce, (Air) Shrapnel Blast, (Air) Prototype Rocket, and (Air) Grenade Launcher
· Sonya - Mortar Strike (K.A.T. Turret) will no longer sometimes fire in the wrong direction under certain circumstances
· Sonya - Fixed a visual issue with K.A.T. Turret - K.A.T. Tantrum damage effects not looking correct on some characters
· Shang Tsung - Fixed an issue that was preventing The Essence Thief Brutality from triggering correctly
[6/16/20] PC Patch Notes
Hello all, Here are the patch notes for today's PC patch!
Below are the release notes for the 06/16 Mortal Kombat 11 PC update:
General Gameplay Adjustments
Move list corrections Fixed a rare Audio related game freezing issue Fixed some issues with certain attacks using the incorrect Augment Elemental Type Adjusted some overlapping text Menus regarding Augments Removed placeholders from the Online Menu Implemented some input fixes for Keyboard and Mouse Added Ultrawide support for new animations (fatalities, friendships) Fixed some Menu related UI issues with Ultrawide. Added the special discounted Time Krystal offer.
Towers of Time
Fixed some rare issues with the Downburst Augment Missing Towers of Time for some players should be now be working correctly Optimized performance in Towers of Time
Stage Specific Adjustments
Kronika's Keep - Adjusted how some special moves interact with an opponent hit by the Time Orb Background Interaction Kronika's Keep - Fixed a graphical issue when performing specific attacks. Arena Select – fixed the placement of the fighters in Arena Select when viewing it in Ultrawide
Character Specific Adjustments
Erron Black - The first 3 hits of Ghost Koins (Fatal Blow) no longer allow for Breakaway
Kabal - Fixed an issue with Buzzsaws playing an incorrect animation when hitting an opponent
Kitana - Fixed a rare issue that could result in the Armor from Augment Kahnt Touch This to remain active after certain circumstances
Kotal Kahn - Adjusted Totem buffs values when there are 2 or more stacks of Totems on screen Kotal Kahn - The first hit of Pinned Down (Fatal Blow) no longer allows for Breakaway
Kung Lao - The first hit of Beaten And Broken (Fatal Blow) no longer allows for Breakaway
Noob - Shadow Klones will no longer sometimes continue to animate when hit by some projectile parries Noob - Shadow Slide can now only be parried by low projectile parries
Fujin - Adjusted wind effects on opponent's cloth physics when Bending Wind (Away + Back Punch) is performed Fujin - The final hit of Warped Needle Amplify now correctly works after it has been previously Flawless Blocked Fujin - Fujin no longer sometimes has incorrect Gear Abilities in some Story Mode fights Fujin - The first hit of Winds Of Change (Fatal Blow) no longer allows for Breakaway Fujin - You can no longer do an extended combo against your opponent after Finish Him with Warped Needle until the Fatality window timeout has occurred
[5/26/20] May PC Patch Notes
Hello all, Here are today's PC patch notes.
General Gameplay Adjustments
Move list corrections Improvements to AI logic Added several new Brutalities for players to discover Practice and Replay options setting BUTTON LOG now has an option for FULL which will display Right Stick inputs Breakaway Tutorial now includes a lesson for Armor Break attacks Right Stick inputs are no longer scanned when performing most Kombo Attacks and special move 2in1 cancels Fixed issue which could cause certain character's props to appear in the victory cutscene after Kronika is defeated Fixed issue with victim damage sounds sometimes persisting after a Quitality Added new options in Practice Mode > AI Options > Breakaway which allows timing to be adjusted (OFF, FAST, DELAY, LATE); FAST is the same as the Previous setting ON Fixed issue that could cause Practice Mode Kustom Getup/Reversal Playback to not come out on the first possible frame Fixed Practice Mode issue which could cause AI Options > Block Attack > (delay) to not work correctly on some attacks Practice Mode’s Kustom Getup/Reversal Playback now display inputs in the button log Practice Mode’s Kustom Getup/Reversal Playback now works properly with Fatal Blows Practice Mode’s Kustom Getup/Reversal order in menu changed to be after character specific attacks Fixed issue where some (Down + Back Punch) Krushing Blows against airborne opponents could cause background clipping when in the corner of some Arenas Fixed a rare issue with some throw cameras improperly tracking characters while certain modifiers are active The popup message "Block Attack Punish" is now properly displayed if a Block Attack is used to punish a cross-up jump attack Some damage over time debuffs can no longer linger on resurrecting characters under specific circumstances All Down + Front Punch attacks can be both high and low parried When Breakaway is performed, damage scaling is reset to a fixed value instead of a multiplier on the current combo damage scaling
Kombat League / Online
Minor online stability improvements Fixed several rare online desync causes Added menu option to request a non-ranked set with opponent at the end of a Ranked set
Krypt
Added new Nether Forge Recipes for players to discover Added New Krypt Events
Towers of Time
Added New Player Module Rewards Added New Boss Towers, Sidekick Towers, and Tag Towers Added elemental move tags to all characters’ movelists Augment functionality has been reworked; after logging into the game for the first time your existing augments will be converted to new ones & unsocketed; this can take some time to complete Added Jinsei Essence Augments, which can only be socketed into a Gear’s 3rd Augment slot and have powerful gameplay abilities Augments no longer require a specific Gear Slot but still require a matching Augment Socket Type There are now non-character specific Augments which can be used on any character Fixed several modifiers persisting on screen after the fight has ended Tag Towers no longer award a Flawless Victory when only the currently tagged in character is at full health Increased the amount of Konsumables rewarded for completing a tower Increased augment rewards to all tower platforms Increased rewards for brutal difficulty Tower Loot tables can now include drop gear & items from AI Battle
Stage Specific Adjustments
After using a Background Interaction to jump over your opponent, they will no longer sometimes take a long time to turnaround if they remain idle Amplified Background Interactions no longer have throw immunity Cyber Lin Kuei Assembly - Fixed a visual issue with Sawblade Interaction when it is interrupted at a specific timing Cyber Lin Kuei Assembly - Fixed an issue with Ice Bomb Interaction sometimes not visually freezing certain cloth on characters Lost Hive of the Kytinn - Fixed a visual issue with Ovipositor Stab Interaction sometimes being misaligned when performed by a character facing left Shang Tsung's Island Ruins - Fixed a visual issue with Mallet Interaction when it is interrupted at a specific timing
Character Specific Adjustments
Baraka - Lunging Blades (Away + Back Punch) had its repel region adjusted and now does 90 damage (up from 70) Baraka - Straight Shank (Down+Forward + Front Punch) can now be both high and low parried Baraka - Blade Charge now breaks armor and has an alternate Krushing Blow condition: Breaks Armor Baraka - Fixed issue with Leg Kabob with the impaled Arm Blade being improperly placed in certain circumstances Baraka - Fixed a rare issue that could cause Staked to lose trades against certain attacks
Cassie - Victim region while ducking slightly increased Cassie - Getup/Flawless Block Attack (Up + Back Punch) now has 9 startup frames (down from 13), recovers 4 frames faster on hit, and has an adjusted hit reaction Cassie - Adjusted the hit region of Flippin' Out which now has 13 less recovery frames, and 10 more frames of blockstun with reduced block pushback Cassie - Ball Buster can now be both high and low parried Cassie - BLB-118 Escape and BLB-118 Advance no longer cost meter Cassie - Flying Glow Kick now does 80 damage (was 60) and can now be cancelled into Fatal Blow on hit Cassie - Flying Glow Kick now breaks armor and has an alternate Krushing Blow condition: Breaks Armor Cassie - Adjusted the peak height & travel arc of (Air) Pissed AF (Jump + Fatal Blow) to hit more consistently and its startup & active frames now match the ground version Cassie - Fixed rare issue that could cause Glow Burst (Back + Front Kick), Bloody Knuckles (Down + Back Punch), & Flying Glow Kick to lose trades against certain attacks Cassie - Fixed visual issues with pistol holster animations when using Dual Wielding Amplify and Dual Wielding Krushing Blow Cassie - Fixed issue which could cause drone to play an incorrect animation if a brutality is performed
Cetrion - Heavens Wind (Front Punch) now has 4 more recovery frames on block Cetrion - Adjusted opponent’s victim region during the hit reaction to Turning Wave (Towards + Back Punch) Cetrion - Deadly Winds now performs an additional hit which can break armor before the tornado projectile Cetrion - Shattering Boulder now does 90 damage (up from 70) Cetrion - Fixed an issue with Hallowing Winds that could result in Boulder Bash causing an incorrect hit reaction Cetrion - Deadly Winds will no longer sometimes have lingering visual effects when a brutality is performed on Cetrion Cetrion - Elemental Ring will no longer sometimes have lingering visual effects during fatalities
D’Vorah - Recluse (Towards + Back Punch, Back Punch, Up + Front Punch + Front Kick) now does 90 damage (up from 80) D’Vorah - Tsetse (Towards + Back Punch, Back Punch, Down + Front Punch + Front Kick) now does 70 damage (up from 60) D’Vorah - Bugging Out (Towards + Back Punch, Back Punch, Back Kick) now does 70 damage (up from 50) D’Vorah - Head victim region adjusted while performing Infested D’Vorah - Swarm and Swarm Amplify now breaks armor and recovers 5 frames faster when armor is broken D’Vorah - Reduced the combo damage scaling on Widow's Kiss Amplify D’Vorah - Bug Butt (Motherbug Front Kick / Back Kick) now does the correct chip damage on block D’Vorah - Fixed visual issue with Widow's Kiss webbing persisting on victim if interrupted at specific timing D’Vorah - Fixed minor visual issues with Ovipositors becoming misaligned at the beginning of her fatalities
Erron Black - High Noon (Front Punch, Front Punch) cancel frame now occurs 1 frame earlier and has 4 more recovery frames on hit, 2 less recovery frames on block, and 1 more recovery frame on miss Erron Black - Violent Ends (Front Punch, Front Punch, Back Kick) now has 2 less recovery frames Erron Black - Adjusted opponent’s victim region during the hit reaction to Spinning Revolver (Away + Front Punch) Erron Black - Hideout (Away + Front Punch, Back Punch, Back Punch), Smells Like Gunpowder (Away + Back Punch, Front Punch), To The Gallows (Away + Back Punch, Front Punch, Back Punch, Front Punch), and Pushing Daisies (Front Kick, Back Punch) now do correct damage on block Erron Black - Acid Pour starts up in 13 frames (down from 17), has 1 less active frame, recovers 6 frames faster on block, and 2 frames faster on miss Erron Black - Acid Pour now breaks armor and has an alternate Krushing Blow Condition: Breaks Armor Erron Black - Netherbeast Trap Amplify now has 10 less recovery frames Erron Black - TNT Toss now starts up 3 frames faster and has 4 less recovery frames Erron Black - TNT Toss Amplify now starts up 5 frames faster and has 9 less recovery frames Erron Black - Adjusted the hit region of TNT Toss Amplify gunshot which now has 21 more frames of hitstun on a grounded opponent, and 12 more frames of knockdown advantage against an airborne opponent Erron Black - Ghost Koins (Fatal Blow) damage on each hit has been adjusted and now only has combo damage scaling on the final hit resulting in 340 total damage (up from 332) Erron Black - Reload (Locked and Loaded) now follows the same input pattern as the other Locked and Loaded attacks where holding Up exits Locked and Loaded Erron Black - Fixed a rare issue which would not allow certain juggles to combo into Acid Pour Krushing Blow Erron Black - Netherbeast Trap will no longer sometimes become visually misaligned to victim when it hits near the corner Erron Black - Fixed an issue with Rattle Snake Slide playing an improper animation when it hits Kronika
Frost - Icy Maul (Away + Back Punch) now does 50 damage (up from 30) Frost - Out Cold (Away + Back Punch, Back Punch, Front Punch, Back Punch) now does 67.5 damage (up from 58.5) Frost - Chest Cold (Down + Front Kick) can now be both high and low parried Frost - Cyber-Head now breaks armor and causes a different hit reaction when it breaks armor Frost - Auger Lunge Krushing Blow now leaves opponent closer to Frost Frost - Fixed a rare issue that could cause Winter Winds (Away + Back Punch, Back Punch) to lose trades against certain attacks Frost - Fixed issue with certain Background Interactions having incorrect hit animations against Frost while her head is detached Frost - Fixed issue with Core Overload self-hit reaction not occurring when close to opponent
Geras - Gauntlet Slam (Down + Front Kick) can now be both high and low parried Geras - Sand Trap and Quick Sand now break armor, have an increased hit region when opponent is in a combo, and have an alternate Krushing Blow Condition: Breaks Armor Geras - Punish Krushing Blows now trigger when done against Reverse Time recovery Geras - Fixed an issue causing some attacks that hit an opponent affected by Temporal Advantage to not play a sound effect or hitspark Geras - Fixed an issue with Quick Sand causing an incorrect animation if used to kill final opponent of an endurance fight
Jacqui Briggs - Trained To Kill (Away + Back Punch, Back Punch) now does correct damage on block Jacqui Briggs - Adjusted opponent’s victim region during the hit reaction to Step Kick (Towards + Front Kick) Jacqui Briggs - (Air) Dive Bomb now breaks armor and when armor is broken it recovers faster and has a different hit reaction Jacqui Briggs - Hyper Knee now breaks armor and has an alternate Krushing Blow Condition: Breaks Armor Jacqui Briggs - Landing recovery frames can no longer sometimes be circumvented during a crossup jump attack 2in1 cancelled into (Air) Shrapnel Blast, (Air) Grenade Launcher, or (Air) Prototype Rocket Jacqui Briggs - Fixed various visual issues with Jacqui's Hellspawn cape during brutalities
Jade - Pole Strike (Away + Front Punch) now causes 5 more frames of blockstun with increased pushback on block Jade - The last hit of Wiggle Stick (Away + Back Punch) now causes 5 more frames of blockstun with increased pushback on block and has 5 more recovery frames on block Jade - Bending Time (Front Kick , Back Punch, Back Punch, Down + Front Punch) now does 70 damage (up from 50) Jade - Adjusted opponent’s victim region during the hit reaction to Straight Kick (Front Kick) Jade - Slightly adjusted the gravity on the hit reaction to IP Girl (Towards + Back Punch, Front Punch) Jade - Baited (Front Punch, Back Punch, Back Kick) Krushing Blow now has 7 less recovery frames Jade - Blazing Nitro Kick now breaks armor and has an alternate Krushing Blow Condition: Breaks Armor Jade - Fixed an issue the hit region of Side Kick (Away + Front Kick) being incorrect when done as a cancel from Pole Bash (Jump + Back Punch) Jade - Fixed a rare issue that could cause Blazing Nitro Kick & Blazing Nitro Kick Amplify to lose trades against certain attacks Jade - Fixed a rare issue which could cause projectiles reflected with Divine Forces to become stuck floating in the air with specific timing
Jax - Quick Drill (Down, + Front Punch, Down + Back Punch) can now be both high and low parried Jax - Boot Kamp (Away + Front Kick, Back Punch) now does 50 damage (up from 30) Jax - Sleep, Bitch (Away + Front Kick, Back Punch, Front Punch + Front Kick) now does 90 damage (down from 100) Jax - Reduced the combo damage scaling on Ripped Amplify Jax - Briggs Barricade now has 19 active frames (down from 24) and 5 less recovery frames Jax - Briggs Barricade Amplify now has 6 less recovery frames Jax - Head victim region adjusted while performing Burning Hammer Jax - Lethal Clap now has 2 more active frames and has 2 less recovery frames on miss Jax - Lethal Clap now breaks armor and recovers faster if armor is broken Jax - Fixed rare issue that could cause Lethal Clap to lose trades against certain attacks Jax - Fixed issue that could cause his Thumper to play an improper animation when he is defeated
Johnny Cage - Fix It In Post (Front Punch, Back Punch, Back Kick) now has 5 less blockstun frames Johnny Cage - Cage Match (Front Kick, Back Kick, Up + Front Kick) now has 5 less blockstun frames Johnny Cage - Straight Forceball Amplify now has 5 less blockstun frames Johnny Cage - Flippy Kick now breaks armor Johnny Cage - Nut Punch can now be both high and low parried Johnny Cage - Fixed a rare issue that could cause Shadow Kick to lose trades against certain attacks Johnny Cage - Fixed issue with Stunt Double instantly disappearing off screen after completing its attack in certain circumstances
Kabal - Head victim region adjusted while performing Hook Grab Kabal - Hook Slam now does 100 damage (was 109.5) and no longer causes extra combo damage scaling before final hit Kabal - Hook Slam now breaks armor and has an alternate Krushing Blow Condition: Breaks Armor which causes a different hit reaction when triggered Kabal - Hook Slam Amplify now does 100 damage (was 102) and no longer causes extra combo damage scaling before the final hit Kabal - Slightly increased the combo damage scaling on Hook Slam & Hook Slam Amplify Krushing Blows Kabal - Nomad Spin now only causes damage scaling on the final hit and each attack now has 10 more blockstun frames Kabal - Nomad Spin Amplify now only causes damage scaling on the final hit and each attack now has 5 more blockstun frames Kabal - Extended Hook now does 90 damage (was 116.5) and no longer causes damage scaling on the first hit Kabal - Fixed a rare issue that could cause Nomad Dash, Gas Blast, Gas Blast Amplify, Nomad Spin, & Nomad Spin Amplify to lose trades against certain attacks
Kano - Adjusted opponent’s victim region during the hit reaction to Blade Evade (Away + Front Punch) Kano - Blade Evade (Away + Front Punch) cancel frame now occurs 5 frames earlier and has 5 less recovery frames on miss Kano - Blade Evade (Away + Front Punch) now breaks armor and the air hit reaction has been changed Kano - Fixed a rare issue that could cause Black Dragon Ball to lose trades against certain attacks
Kitana - The last hit of Leave Now (Towards + Back Punch, Back Punch, Back Punch) now has 5 more blockstun frames with increased block pushback Kitana - Punishment (Front Kick, Back Punch, Front Punch, Back Punch) now has 5 more frames of blockstun Kitana - Square Wave and (Air) Square Wave now break armor and have an alternate Krushing Blow Condition: Breaks Armor Kitana - Fixed a visual issue with blood sometimes coming out of incorrect leg on opponent during Back Throw Kitana - Fixed a rare issue that could cause Dive Kick (Half-Blood Stance) to lose trades against certain attacks
Kollector - Relic Lure now has 16 starts up frames (down from 27), 10 more active frames, 4 more recovery frames on block, and 11 more recovery frames on miss Kollector - Adjusted the hit region of Relic Lure and it now breaks armor and has a different hit reaction with reduced combo damage scaling Kollector - Relic Lure Amplify now has a different hit reaction with reduced combo damage scaling and can only be performed once per combo Kollector - Relic Lure Amplify now has 3 less active frames, 4 less recovery frames on hit, 8 more recovery frames on block, and 11 less recovery frames on miss Kollector - Fixed a rare issue that could cause Bag Bomb to not cause a ground explosion when colliding with Vial of Sorrow DoT if Kollector is hit at specific timing Kollector - Fixed a rare issue that could cause Demonic Mace to lose trades against certain attacks Kollector - Fixed a rare issue that could cause Kollector's lantern to be stuck in his hand during Victory cinematics
Kotal Kahn - Mehtizquia Cut now breaks armor and has 16 startup frames (down 20) Kotal Kahn - Mehtizquia Cut Amplify now has an alternate Krushing Blow condition: Mehtizquia Cut Breaks Armor Kotal Kahn - Fixed an issue preventing the first hit of Yeyecame Disk Amplify to be parried Kotal Kahn - Tecuani Maul Amplify recovers 1 frame faster on block Kotal Kahn - (Air) Tecuani Pounce Amplify recovers 5 frames faster on block Kotal Kahn - Totem buffs when stacked now correctly respect the number of totems used Kotal Kahn - Pinned Down (Fatal Blow) now only has damage scaling on the final hit resulting in 330 total damage (up from 329) Kotal Kahn - Fixed a rare issue causing Tonatiuh Beam’s hit region to linger after Krushing Blows and Fatal Blows in certain circumstances Kotal Kahn - Fixed a rare issue that could cause (Air) Tecuani Pounce to lose trades against certain attacks Kotal Kahn - Fixed a rare issue that could cause Kotal Kahn’s sword to play an improper animation when he is defeated
Kung Lao - Adjusted opponent’s victim region during the hit reaction to the 3rd & 5th hits of Double Yang (Back Punch, Front Punch, Back Punch, Front Punch, Back Punch) Kung Lao - Disrespect (Towards + Back Punch, Front Punch) now has 5 more blockstun frames with increased block pushback Kung Lao - Adjusted the hit region of Spin Kick (Back Kick) and it now has 14 startup frames (down from 15), 3 active frames (up from 1), 2 less recovery frames on miss, and its cancel frame now occurs 4 frames earlier Kung Lao - Shaolin Slam (Teleport) now has 16 less recovery frames on hit Kung Lao - (Air) Shaolin Drop now breaks armor and (Air) Shaolin Drop Amplify has an alternate Krushing Blow condition: (Air) Shaolin Drop Breaks Armor Kung Lao - Flip Kick (Getup / Flawless Block Up + Front Kick) now does 90 damage (down from 135) and does the correct damage on block Kung Lao - All attacks of Soul Burst (Spiritual Guidance) now hits mid Kung Lao - Fixed a bug allowing Soul Burst (Spiritual Guidance) to be able to be cancelled into other specials Kung Lao - The second projectile of Possessed Hat will no longer sometimes come out if Kung Lao is interrupted after first projectile comes out Kung Lao - Possessed Hat will no longer sometimes not combo when hitting from specific ranges Kung Lao - Beaten And Broken (Fatal Blow) now only has damage scaling on the final hit Kung Lao - Hat Toss, Possessed Hat, and Guided Hat are no longer immune to reflect moves if they hit on the first frame Kung Lao - Fixed some rare visual issues with the spirit of the Great Kung Lao becoming visible at unintended times Kung Lao - Fixed a rare issue that could cause the combo counter to reset when Spin & Spin Amplify hit in certain circumstances Kung Lao - Fixed a rare issue that could cause Spin & Spin Amplify to lose trades against certain attacks
Liu Kang - Total Destruction (Front Punch, Back Punch) now has 5 less blockstun frames Liu Kang - Adjusted opponent’s victim region during the hit reaction to Chosen Strike (Back Punch) Liu Kang - Kusari Slam now breaks armor Liu Kang - Fixed a rare visual issue with Kusari Slam hitting at certain distances causing an improper animation Liu Kang - Dragon Fire now has 3 less recovery frames Liu Kang - Bicycle Kick Amplify can now be performed twice after Kontei Slam (Towards + Back Punch) hits in the same combo Liu Kang - Fixed a rare issue that could cause Flying Dragon Kick to lose trades against certain attacks
Noob - Dark Push (Away + Back Punch) now has 3 more active frames, 1 more recovery frame on hit, 1 less recovery frame on block, and 4 less recovery frames on miss Noob - Dark Push (Away + Back Punch) now breaks armor, when armor is broken it has a different hit reaction and can be 2in1 cancelled Noob - Head victim region adjusted while performing Sickle Snag Noob - Sickle Toss and Sickle Toss Amplify can no longer be parried Noob - Together Again (Fatal Blow) now has 3 active frames (up from 1), and 2 less recovery frames on miss Noob - Fixed a rare issue with Shadow Clone becoming stuck to opponent in certain circumstances during a Tag Battle
Raiden - Elder Fury (Away + Front Punch, Back Punch) now has 6 less recovery frames, 5 less blockstun frames, can now be cancelled on block, and its cancel frame occurs 1 frame earlier Raiden - Power Discharge (Away + Front Punch, Back Punch, Front Punch + Front Kick) now has 3 less startup frames, 1 more active frame, 4 less recovery frames on miss, and now hits as a throw Raiden - Adjusted the hit regions of High Poke (Towards + Front Punch), Divine Power (Towards + Front Punch, Front Punch), and Sudden Energy (Towards + Front Punch, Front Punch, Back Punch) Raiden - The 2nd hit of Hammer Fists (Away + Back Punch) now has increased block pushback Raiden - Heavy Storm (Towards + Back Punch) now has 5 more blockstun frames with increased block pushback Raiden - Adjusted the hit regions of Deadly Storm (Front Kick, Back Punch, Front Punch) and it now has 5 more blockstun frames Raiden - The Calm (Away + Front Kick, Front Punch) can now be cancelled on block or miss Raiden - Might Of Mordulus (Away + Front Kick, Front Punch, Back Punch + Back Kick) now hits mid, has 1 more recovery frame, 5 more blockstun frames with increased block pushback, and has a different grounded hit reaction Raiden - Massive Destruction (Towards + Front Kick, Back Punch) now hits overhead and has increased block pushback Raiden - Lightning Bolt now has 27 startup frames (down from 28), 5 more blockstun frames with increased block pushback, 2 more recovery frames on hit, 1 more recovery frames on block, 2 less recovery frames on miss and increased the window for the cancel into Amplify Raiden - Lightning Bolt Amplify now has 1 less startup frame and has 5 more blockstun frames with increased block pushback Raiden - The first 2 hits of Storm Cell no longer allow opponent to Breakaway Raiden - Electric Fly can no longer be parried Raiden - Electric Fly Amplify Krushing Blow travel distance requirement slightly reduced Raiden - Summon Lightning now breaks armor, has 11 startup frames (down from 14), and has an increased hit region when the opponent is in a combo Raiden - The initial hit of Lightning Rod now does 70 damage (up from 50) and lightning projectiles now do 40 damage (up from 30) Raiden - Fixed a rare issue that could cause Super Bolt to lose trades against certain attacks
Scorpion - Adjusted opponent’s victim region during the hit reaction to Gut Slice (Away + Front Punch) Scorpion - Flip Kick (Away + Front Kick) now has 22 startup frames (down from 27) and 5 more recovery frames on hit Scorpion - Flip Kick (Away + Front Kick) now breaks armor and when breaking armor it has a different hit reaction Scorpion - Back Throw now has a Krushing Blow Scorpion - Adjusted the hit regions of all hits of Death Spin and Death Spin Amplify Scorpion - Adjusted the hit region of Burning Spear Amplify and it now does 50 damage (up from 30) and has a different hit reaction Scorpion - Hate Strike Amplify (Misery Blade) now does 100 damage (up from 80) Scorpion - Hamon Sweep Amplify (Misery Blade) now does 80 damage (up from 60)
Skarlet - Thicker Than Water (Away + Front Punch, Back Punch) now has 3 less recovery frames on hit and miss, 8 less recovery frames on block, and 5 less blockstun frames Skarlet - Whip Snap (Towards + Back Punch) now has 4 less recovery frames Skarlet - Quick Transfusion (Towards + Back Punch, Front Punch) now has 24 startup frames (down from 25) Skarlet - Scythe Slam (Away + Back Punch) now has 5 less recovery frames and 10 more frames of hit advantage Skarlet - Crack The Whip (Front Kick) now has 19 startup frames (down from 21) Skarlet - Koagulation (Back Kick, Back Kick) now hits mid Skarlet - Blood Spatter now has 2 less startup frames, 3 less recovery frames on hit, 2 more recovery frames on miss or block, and 10 more frames of hit advantage Skarlet - Blood Spatter now breaks armor and has 10 less recovery frames when armor is broken Skarlet - Blood Spatter Amplify now has 3 less recovery frames on hit and 2 more recovery frames on miss or block Skarlet - Blood Spatter Amplify now breaks armor and has 15 less recovery frames when armor is broken Skarlet - Bloodport now has 4 less startup frames
Sonya - Adjusted the hit region of Kounter Attack (Back Punch, Front Punch, Back Punch, Back Punch) Sonya - Hellish Hook (Towards + Back Punch) now has 5 more blockstun frames with increased block pushback Sonya - Boot Kamp (Towards + Front Kick) now breaks armor Sonya - Head victim region adjusted while performing Air Control Sonya - (Air) Ops Drop now has 13 less landing recovery frames on miss Sonya - K.A.T. Tantrum (Summon K.A.T.) now has 27 startup frames (down from 32) and 3 less recovery frames on hit Sonya - Straight .50 Kal (Summon K.A.T.) now has 24 startup frames (down from 32) and 9 less recovery frames Sonya - Mortar Strike (Summon K.A.T.) now has 3 less recovery frames Sonya - Detonate K.A.T. (Summon K.A.T.) now has 14 startup frames (down from 18) and 9 less recovery frames
Sub-Zero - Adjusted the hit region of Brutal Kick (Towards + Back Kick) and it now has 25 startup frames (down from 28) and when Flawless Blocked has 10 less blockstun frames with reduced block pushback Sub-Zero - Brutal Kick (Towards + Back Kick) now breaks armor and can now cause a Krushing Blow Sub-Zero - Frigid Storm now does 80 damage (up from 60) Sub-Zero - Adjusted the hit region of Chill Out (Fatal Blow)
Shao Kahn - Fixed a visual issue with Shao Shimmy (Towards + Front Kick) when done in flip stance Shao Kahn - You Will Never Win (Towards + Front Kick, Back Kick) now has 5 less blockstun frames, can now be 2in1 cancelled, and can no longer be cancelled when Flawless Blocked Shao Kahn - Adjusted the hit region of Last Breath (Towards + Front Kick, Back Kick, Front Punch + Front Kick) which now hits as a throw and has 7 less recovery frames on miss Shao Kahn - Dragon Toe (Away + Front Kick) now does 70 damage (up from 50), 16 startup frames (down from 17), 1 more active frame, 7 less recovery frames on hit, 9 less recovery frames on block or miss, 5 more blockstun frames with increased block pushback, has a different hit reaction with reduced combo damage scaling Shao Kahn - Kahn Kick (Towards + Back Kick) now does 90 damage (up from 70) Shao Kahn - Shoulder Charger Amplify Down has new visual effects and now has 18 startup frames (down from 22) Shao Kahn - Shoulder Charger Amplify Down now breaks armor, and when armor is broken it recovers 11 frames faster with a different hit reaction Shao Kahn - Spear Charge Amplify now has 7 less recovery frames on hit Shao Kahn - Head victim region adjusted while performing Scum Grab which now has an adjusted hit region and now breaks armor Shao Kahn - Head victim region adjusted while performing Skewered and it now breaks armor Shao Kahn - Adjusted the hit region of Ground Shatter which now has 2 more frames of hit advantage and does a different air hit reaction Shao Kahn - Adjusted the hit region of Ground Shatter Amplify Shao Kahn - Wrath Hammer when reflected no longer counts towards the Krushing Blow requirement
Further patch notes are found in forum thread.
Mortal Kombat Aftermath Now Available!
Experience Mortal Kombat’s first-ever major expansion. Aftermath features a brand-new cinematic story centered around trust and deceit. Fire God Liu Kang, the new keeper of time and protector of Earthrealm, looks to secure the future he envisions. In order to do so, he is forced to enlist the help of some unlikely allies and familiar foes. Players will have to decide who they can trust and who they must defeat with fate on the line. Forge a new history.
Includes: • All-New Cinematic Story • 3 New Playable Fighters – Sheeva, Fujin and guest RoboCop • 3 New Skin Packs, to be released over time