[MK 11] История патчей

Игровая механика. Персонажи. Списки приемов. Фреймдата. Тирлисты. Видео.

Модераторы: ZorN, FGC | Shatalkir

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ZorN
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[MK 11] История патчей

Сообщение ZorN » 23 апр 2019, 16:44

Выкладываем патчи сюда

Day 1 patch
MK 9: Quan Chi, Scarlet, Liu Kang
IGAU: Zatanna, Zod
MK X: Quan Chi, Alien
Injustice 2: Dr. Fate
MK 11: Shao Kahn, Geras, Jacqui
( )
Эффект ZorN'a

Ты мечтал родиться cотни лет назад,
Биться на турнирах в блеске черных лат.
Закат багровой краской твой бы красил щит
И враги бы знали - Ты лишен души.

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ApoLon
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Сообщение ApoLon » 01 окт 2019, 05:19

аудио глюк у эрона с шипением динамита на весь раунд пофиксили?
MK11 - Lu KAHN!
PSN - Kombaticus_MK

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Keep calm and Cary Grant
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Сообщение Doing_f1ne » 01 окт 2019, 06:22

MK9: Kitana
MKX: Outlaw Erron Black, Bojutsu Kung Jin, WG Kotal Kahn, Necromancer Shinnok, GM Sub-Zero
MK11: Kitana, Frost

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Сообщение SUGATA » 01 окт 2019, 09:31

Какой номер патча, 1.10?
Побеждает в этой жизни только тот, кто победил сам себя. Кто победил свой страх, свою лень и свою неуверенность. (с) Виктор Суворов "Аквариум"
Вы думаете, что у вас есть предел возможностей, но как только вы достигаете его что-то происходит и вы вдруг находите силы пройти немного дальше. С помощью силы ума, решительности и опыта вы можете взлететь очень высоко. (с) Айртон Сенна

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Сообщение ErmacAuditore » 01 окт 2019, 09:41

SUGATA
Если августовский был 1.09, то да.
Прочти правила перед постингом!
Три столпа:
1) "Если оппонент жрет, то это рандомный спам-зонинг; если не жрет, то это спам-зонинг, а если зонит он, то это тру зонинг."
2) "Все персонажи делятся на ссанину, топов и поломов. Топ это персонаж оппонента, которого ты побеждаешь, полом — персонаж оппонента, которого ты не побеждаешь. Ссанина — твой персонаж."
3) "Онлайн - это то самое место, где не жмут после +1, потому что мало, но жмут после -6, потому что пофиг."

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9 : 9 : 9 : 9
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Сообщение Hit_i_Love » 01 окт 2019, 10:13

ApoLon писал(а):
01 окт 2019, 05:19
аудио глюк у эрона с шипением динамита на весь раунд пофиксили?
Да это уже ведь давно пофиксили
MK9: Johnny Cage, Kung Lao, Jax
MKX: Sorcerer
M11K: Spawn, Baraka

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[MK 11] История патчей

Сообщение ApoLon » 01 окт 2019, 12:09

Hit_i_Love писал(а):
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ApoLon писал(а):
01 окт 2019, 05:19
аудио глюк у эрона с шипением динамита на весь раунд пофиксили?
Да это уже ведь давно пофиксили
У меня никуда не делось
MK11 - Lu KAHN!
PSN - Kombaticus_MK

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Сообщение AlexZ » 01 окт 2019, 12:16

Мож с дровами что не так? Или игру переустановить.

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Сообщение Stifler123 » 01 окт 2019, 12:43

[me] писал(а):
01 окт 2019, 01:02
Поздравляю Каномейнеров с мидом
Только сейчас паточнот посмотрел. Ф1 у кано теперь мид оказывается
Хороший...плохой...главный у кого ружьё!

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Сообщение ApoLon » 01 окт 2019, 14:37

у меня пс4
MK11 - Lu KAHN!
PSN - Kombaticus_MK

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Сообщение SUGATA » 01 окт 2019, 17:24

ErmacAuditore писал(а):
01 окт 2019, 09:41
SUGATA
Если августовский был 1.09, то да.
сентябрьского патча не было?
Побеждает в этой жизни только тот, кто победил сам себя. Кто победил свой страх, свою лень и свою неуверенность. (с) Виктор Суворов "Аквариум"
Вы думаете, что у вас есть предел возможностей, но как только вы достигаете его что-то происходит и вы вдруг находите силы пройти немного дальше. С помощью силы ума, решительности и опыта вы можете взлететь очень высоко. (с) Айртон Сенна

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Сообщение ErmacAuditore » 01 окт 2019, 19:39

SUGATA
Они не выпускают патчи ежемесячно.
Прочти правила перед постингом!
Три столпа:
1) "Если оппонент жрет, то это рандомный спам-зонинг; если не жрет, то это спам-зонинг, а если зонит он, то это тру зонинг."
2) "Все персонажи делятся на ссанину, топов и поломов. Топ это персонаж оппонента, которого ты побеждаешь, полом — персонаж оппонента, которого ты не побеждаешь. Ссанина — твой персонаж."
3) "Онлайн - это то самое место, где не жмут после +1, потому что мало, но жмут после -6, потому что пофиг."

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Сообщение SMOKE_POSAD » 04 окт 2019, 04:43

Народ,объясните в чем конкретное изменение связанное с флавлес блоком? Прям мне это важно знать!

· Fixed a bug that prevented a Flawless Block from being possible if you released the block button without blocking an attack input no other action before the Flawless Block attempt

· The Flawless Block cooldown window after entering block can no longer be circumvented after you successfully blocked something & continued to hold the block button or quickly input another action before blocking
M11K character: Johnny Cage

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[MK 11] История патчей

Сообщение Barrogh » 04 окт 2019, 09:50

Я понятия не имею, о чём они говорят, так как я не в курсе, в чём заключался баг и что там за механика с кулдауном, поэтому я просто буду переводить слова.

- Пофикшен фаг, предотвращающий возможность ФБл в том случае, если вы отпустили кнопку блока, не заблокировав атаку (и)Тут явно какое-то слово пропущено, предположу, что какой-нибудь союз не ввели никаких действий перед попыткой ФБл

- Кулдаун ФБл после нажатия блока больше нельзя обойти после блокирования чего-либо, если вы продолжаете держать кнопку блока или быстро вводите другое действие перед блоком.
"Step, and parry, and kick, and throw your hat. And spin, and spit and lunge for the nethers. Our fighting style isn't exactly formal, but it works."

( Чары. Не потому, что умею за них играть, а дабы соблюсти декорум. )
MK 9,11 - Raiden
IGAU - Solomon Grundy
DoA 5:LR, 6 - Mila
KI (2013) - Aganos
Injustice 2 - Bane
Fantasy Strike - DeGrey/Rook/Midori
For Honor (лол) - Conqueror


( Что вы знаете о тренировках по хардкору? )
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Сообщение Rasta48 » 04 окт 2019, 14:18

SMOKE_POSAD
Barrogh
ну в общем раньше была такая тема, ты не мог например держать блок потом среагировать на джамп ин, отпустить и подогнать фбл под напрыжку, по принципу как это делается внутри серий, отпустил-нажал, фбл в этом случае просто не срабатывал, мне казалось это странным но я решил что это такое ограничение, а то опция довольно простая и за попытку ты по сути не теряешь ничего, по крайней мере фблоча джамп кики, и вот оказалось что это был баг. Проверял, теперь все работает хорошо.
"Once a man has seen society's black underbelly he can never turn his back on it. Never pretend, like you do...that it doesn't exist, no matter who orders him to look the other way. We don't do this THING...because it's permitted. We do it because we have to. We do it because we're compelled."

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[MK 11] История патчей

Сообщение [me] » 08 окт 2019, 12:21

патчноут к 1.11 есть уже?
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Новости, сливы и юмор по МК11: https://vk.com/portalmk
Сообщество MK: https://vk.com/mktgaming

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Сообщение SMOKE_POSAD » 08 окт 2019, 15:13

[me]
Опять новый патч чтоль вышел?
M11K character: Johnny Cage

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Сообщение nighthippi » 04 ноя 2019, 12:27

ZorN
закрепи первопост что бы было всегда видно. если не сложно размещайте там апдейты. а то пока найдешь что тут было последним а что обсуждение можно поехать крышей
MKX: [Ermac(Mystic)]
МК11: [Kollector, Ermac?]

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SUGATA
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[MK 11] История патчей

Сообщение SUGATA » 05 ноя 2019, 11:18

Помогу с оригинальными патч логами:



SOURCE:
https://mortalkombatgamessupport.wbgame ... -Kombat-11
https://www.reddit.com/r/MortalKombat/s ... 1&sort=new
https://www.reddit.com/r/MortalKombat
https://testyourmight.com/threads/morta ... tes.69188/





Оригинальные МК11 патч логи - с 9 по 11




#11
Patch 1.10
[01.10.2019]

OCTOBER UPDATE --Currently live on Xbox One and PS4
General Gameplay Adjustments
• Move list corrections
• Improvements to AI logic
• Added a third Tournament Variation for all characters, which can be used in Kombat League, offline Tournament mode and any match with Kompetitive mode enabled
• Added a visual indicator when you have new items available within the Kustomization menus.
• Added new animations for several characters when losing a round
• Added several new Brutalities for players to discover
• Added new end of round taunts for players to unlock
• Visual prompts will now update correctly when a player changes controller settings inside of Fatality Training
• Removed the ability for some characters to prolong the Fatality input timer under rare circumstances
• Control configuration will now work correctly for all players in a Group Battle or Tag Battle Tower
• Fixed a bug that prevented a Flawless Block from being possible if you released the block button without blocking an attack input no other action before the Flawless Block attempt
Пояснение по багу: раньше была такая тема, ты не мог например держать блок потом среагировать на джамп ин, отпустить и подогнать фбл под напрыжку, по принципу как это делается внутри серий, отпустил-нажал, фбл в этом случае просто не срабатывал, мне казалось это странным но я решил что это такое ограничение, а то опция довольно простая и за попытку ты по сути не теряешь ничего, по крайней мере фблоча джамп кики, и вот оказалось что это был баг. Проверял, теперь все работает хорошо.
• The Flawless Block cooldown window after entering block can no longer be circumvented after you successfully blocked something & continued to hold the block button or quickly input another action before blocking
• Fixed several visual issues with when various projectiles were being reflected
• Fixed an issue that could cause a character to turn in the wrong direction briefly after getting up from certain knockdowns
• The input for Breakaway now has a small buffer window before the first available frame
• Hits that connect with an opponent's armor while they are performing a Breakaway will now show up on the combo counter
• Fixed an issue that could cause hitting an opponent performing Breakaway with more than one attack to do some unscaled damage
• Most regular jumping attacks now also cause their reactions to have an increased victim region
• Accessibility Settings have been added to the First Time User Experience
• Reworked the Store to display more items at once and added bundles as a possible item type
Kombat League / Online
• Minor online stability improvements
• Fixed several rare online desync causes
Krypt
• Added new Timed Chests which can appear during special events
• Added new Nether Forge Recipes for players to discover
• The Recipe for Cleft of the One Being Gear now displays the correct item name
• Added a completion indicator for each character’s Severed Head
Towers of Time
• Added a 9th Tower Platform and reorganized the layout of the Platforms
• Added a new Team Raid gameplay mode, which can appear on a Premier Tower Platform
• Added more detailed “where to get” information to many items that are rewarded in Towers of Time
• Added additional possible rewards to Bonus Character Rewards for Tower completion
• Added additional Tag & Ko-op Tower Platforms that may appear
• Adjusted the first time kompletion rewards for Brutal Difficulty
Stage Specific Adjustments
• Tournament - The Tarkatan War Kamp Flaming Skull Background Interaction will no longer be visible before it is available to be used.
Character Specific Adjustments
• Baraka - Added the Kompetitive Mode preset "Berserker" which has the following Abilities - Leg Kabob (1), Blade Charge (1), and Baraka-Serker (1)
• Baraka - Adjusted the hit regions of all 4 hits of Baraka-Serker and changed the air reactions to more consistently hit in juggle situations
• Baraka - Reduced the blockstun of the third hit of Baraka-Serker by 10 frames
• Baraka - Baraka-Serker Amplified start up is 4 frames slower, has 1 more active frame, and has 10 more frames of blockstun with greatly increased pushback
• Baraka - Baraka-Serker Amplified when flawless blocked now has 10 less blockstun frames with decreased pushback
• Baraka - Leg Kabob has 1 more active frame, has 2 less recovery frames on miss, hit advantage is now +5 (down from +19)
• Cassie Cage - Added the Kompetitive Mode preset "Sups OD" which has the following Abilities - Flying Glow Kick (1), BLB-118 Advance (1), and BLB-118 Energy Bounce (1)
• Cassie Cage - BLB-118 Escape now takes 50% Defensive Gauge to perform
• Cassie Cage - Flying Glow Kick’s pushback on block decreased
• Cassie Cage - Fixed Shoulder Charge Amplified having an incorrect animation when it misses or hits armor
• Cassie Cage - Cassie is now considered airborne during all frames of BLB-118 Escape
• Cassie Cage - Fixed drone using an incorrect animation when interrupted at certain timing during BLB-118 Energy Bounce
• Cassie Cage - Fixed an issue causing Flying Glow Kick to not work correctly with practice mode Easy Krushing Blows while Krushing Blow Held Check is turned on
• Cassie Cage - BLB-118 Energy Burst and BLB-118 Energy Burst Amplified no longer interacts with projectile parries or reflects
• Cassie Cage - BLB-118 Energy Bounce no longer interacts with projectile destroy moves, projectile parries, or reflects
• Cetrion - Added the Kompetitive Mode preset "Born Again" which has the following Abilities - Conflux Of Elements (2) and Deadly Winds (1)
• Cetrion - Conflux of Elements has a faster recharge rate for the Defensive Gauge after being performed
• Cetrion - Conflux of Elements can now be performed as a cancel
• Cetrion - Elemental Rings no longer give First Hit Props when not dealing damage
• Cetrion - Fixed a rare audio issue with Shattering Boulder Krushing Blow
• Cetrion - Fixed an issue with Elemental Ring visual effects lingering during cinematics in certain situations
• Cetrion - Earthquake no longer interacts with projectile destroy moves, projectile parries, or reflects
• Cetrion - Natural Barrier no longer interacts with projectile parries or reflects
• D'Vorah - Added the Kompetitive Mode preset "Kreepy Krawler" which has the following Abilities - (Air) Fly By (1), Bombardier Beetle (1), and Flippin' Out (1)
• D'Vorah - Motherbug can no longer move and attack during a resurrection from D’Vorah, Terminator, or Geras
• D'Vorah - Adjusted the hit region of Swatted (Down + Back Punch)
• D'Vorah - Changed the air hit reaction of Fireflies & Fireflies Amplified
• D'Vorah - Flipping Out second hit has increased hit region and active frames when the first hit connects
• D'Vorah - Flipping Out Krushing Blow has less recovery and had its hit reaction adjusted
• D'Vorah - Bombardier Beetle has reduced combo damage scaling and has 8 more frames of hitstun
• D'Vorah - Bombardier Beetle Amplified has 8 more frames of hitstun
• D'Vorah - (Air) Fly By has different gravity when falling and now allows attacks to be performed while recovering from this move
• D'Vorah - Fixed an issue with Deadly Swarm ability hit region lingering when it is performed at certain timing when the opponent teleports
• Erron Black - Added the Kompetitive Mode preset "Locked n' Loaded" which has the following Abilities - Netherbeast Trap (2) and Acid Pour (1)
• Erron Black - Acid Pour hit animation changed, has 4 more hit advantage, and will perform a different animation if no bullets are loaded into rifle
• Erron Black - Acid Pour now can cause a Krushing Blow without Amplified. Requires at least 1 bullet loaded into rifle to Krushing Blow
• Erron Black - Acid Pour Amplified hit animation changed, does 2% more damage, has 3 less hit advantage
• Erron Black - Acid Pour can now be performed in Locked and Loaded stance if Enhanced Locked and Loaded Ability is equipped
• Erron Black - Zaterrean Spit (Close) input can now accept diagonals
• Erron Black - Fixed a rare visual animation issue that could occur with Erron Black's pistols when duck blocking
• Frost - Added the Kompetitive Mode preset "Arctic Anarchy" which has the following Abilities - Ice Auger (1), Core Overload (1), and (Air) Icequake (1)
• Frost - Ice Auger, Ice Auger Amplified, Burrowing Augur and Burrowing Augur Amplified no longer track the opponent
• Frost - Ice Auger is now a high block, has increased hit advantage, has 5 less frames of blockstun with less pushback when Flawless Blocked, and has 8 less recovery frames
• Frost - Ice Auger Krushing Blow has increased hitstun
• Frost - Ice Auger Amplified starts up in 20 frames now (was 16) and has 5 more frames of blockstun with increased pushback
• Frost - (Air) Icequake has 10 less frames of blockstun with less pushback when Flawless Blocked, has 4 more frames of recovery when blocked in the air, and has 27 more frames of recovery when it misses
• Frost - Core Overload has 9 more frames of recovery
• Frost - Core Overload Amplified has 7 less frames of recovery
• Frost - Core Overload and Core Overload Amplified now correctly boosts the damage of Wakeup/Flawless Block Attack (Up + Front Kick) & Terminal Burrowing’s (Fatal Blow) initial hit and no longer incorrectly boosts the damage of Wakeup/Flawless Block Attack (Up + Back Punch)
• Frost - Core Overload Amplified now causes a freezing reaction to the opponent when it hits
• Frost - Core Overload buff is now removed when Frost is hit by an attack or connects with a throw
• Frost - Terminal Burrowing (Fatal Blow) when blocked will now display Punish when she is hit during recovery frames
• Frost - Fixed rare issue that could cause Frost to have various visual problems if she is interrupted at the end of her Backward Throw Krushing Blow
• Frost - Burrowing Augur and Burrowing Augur Amplified now interacts with projectile destroy moves projectile parries & reflects when it reappears from the ground
• Geras - Added the Kompetitive Mode preset "Eternal" which has the following Abilities - Reverse Time (2) and Sand Simulacrum (1)
• Geras - Gauntlet of the Ages’ charge now correctly gets consumed when hitting an armored opponent or an opponent frozen by Temporal Advantage with a Gauntlet attack, or gets a Gauntlet attack parried
• Geras - Fixed a rare issue when Geras is interrupted during Temporal Advantage causing the opponent to have armor when getting up from being knocked down
• Geras - Fixed an issue causing Xuid & Guid’s (Towards + Front Punch, Throw, Back Kick) Krushing Blow to not work correctly with practice mode Easy Krushing Blows while Krushing Blow Held Check is turned on
• Geras - Fixed hitsparks not working correctly on counter hit for Shoulder Charge (Towards + Front Punch) and Charged Fist
• Geras - Fixed an issue with Sand Pillar Amplified sound FX lingering after it has finished in certain circumstances
• Jacqui Briggs - Added the Kompetitive Mode preset "Upgraded" which has the following Abilities - (Air) Ground Pound (1), Enhanced Air Blast (1), and Bionic Bounce (1)
• Jacqui Briggs - Adjusted the opponent’s victim region during the reaction to Going Ballistic (Towards + Front Kick, Front Punch)
• Jacqui Briggs - (Air) Shrapnel Blast has 8 more frames of hit advantage and has increased damage scaling
• Jacqui Briggs - Bionic Bounce when done during a combo increases damage scaling
• Jacqui Briggs - Fixed an issue with Bionic Bounce appearing multiple times in the practice mode reversal AI options
• Jade - Added the Kompetitive Mode preset "Untamable" which has the following Abilities - Divine Forces (1), Vanishing Winds (1), and Deadly Assassin (1)
• Jade - adjusted the hit reactions of all hits of Playtime Is Over (Front Kick, Back Punch, Back Punch)
• Jade - Divine Forces Amplified damage increased by 20
• Jade - Divine Forces startup is now 10 frames (was 14) and has 10 less recovery frames
• Jade - Divine Forces Amplified recovery on hit increased by 1 frame, recovers 8 frames faster on block, has 6 more recovery frames when Flawless Blocked
• Jade - Vanishing Winds startup is now 23 frames (up from 20), is no longer considered a projectile, has 5 more block advantage frames, when Flawless Blocked has 10 less frames of blockstun with less pushback, and does 80 damage (was 60)
• Jade - Vanishing Winds Amplified startup is now 22 frames (was 27), blockstun decreased by 5 frames, recovers 9 frames faster, does 10% damage (was 6%)
• Jade - Fixed an issue which caused the wrong version of Double Down (Away + Back Kick) to occur during Finish Him if Deadly Assassin is equipped
• Jax - Added the Kompetitive Mode preset "Ringer" which has the following Abilities - Lethal Clap (1), Ground Shatter (1), and Enhanced Outrank (1)
• Jax - Outranked (Back Punch, Back Punch) starts up in 13 frames (was 12) and had its hit region adjusted
• Jax - Advanced Force (Back Punch, Back Punch, Front Punch, Front Punch) first hit has 1 more active frame, recovers 1 frame slower, hit region adjusted, can now be cancelled into special moves
• Jax - Right To Bear Arms (Back Punch, Back Punch, Front Punch, Front Punch, Back Punch, Back Punch) first hit starts up in 21 frames (was 16), had its hit region adjusted, and can now be cancelled into special moves
• Jax - Right To Bear Arms (Back Punch, Back Punch, Front Punch, Front Punch, Back Punch, Back Punch) second hit startup increased by 2 frames, had its hit region adjusted, has 5 less blockstun, 1 more hit recovery frame, and its recovery on block/miss increased by 6 frames
• Jax - Added Armed And Dangerous (Back Punch, Back Punch, Front Punch, Front Punch, Back Punch, Back Punch, Front Punch) Armed And Dangerous for the Right To Bear Arms Ability
• Jax - Lethal Clap starts up in 14 frames (was 15) and recovers 5 frames faster
• Jax - Lethal Clap Amplified is now a mid and has a different hit reaction when Jax’s Heat is at a high amount
• Jax - Honorable Discharge (Fatal Blow) is now a high block
• Jax - Quad Grab Krushing Blow input window adjusted to be 2 frames stricter on each hit
• Jax - Ground Pound and Ground Pound Amplified no longer interacts with projectile parries or reflects
• Jax - Ground Shatter and Ground Shatter Amplified no longer interacts with projectile parries or reflects
• Johnny Cage - Added the Kompetitive Mode preset "Outtake" which has the following Abilities - Low Forceball (1), High Forceball (1), and Rising Star (1)
• Johnny Cage - Ducking victim region increased
• Johnny Cage - High Forceball and Low Forceball hit region adjusted, projectile arc adjusted, blockstun increased by 5 frames
• Johnny Cage - High Forceball Amplified and Low Forceball Amplified hit region adjusted, projectile arc adjusted, blockstun increased by 5 frames, recovery reduced
• Johnny Cage - Rising Star startup is now 9 frames (was 7), has 3 less active frames, hit reaction is changed, has 9 more frames of recovery on hit, 4 less frames of recovery on block, 9 less frames of recovery on miss
• Johnny Cage - Rising Star Amplified startup is now 17 frames (was 19), has 1 less active frame, has an adjusted hit region, has increased pushback on block, and has 1 more frame of recovery
• Johnny Cage - Fixed an issue with Mime Time and Say Cheese abilities auto-correcting when Amplified
• Johnny Cage - Stunt Double and Stunt Double Amplified are no longer considered projectiles
• Kabal - Added the Kompetitive Mode preset "Speed Demon" which has the following Abilities - Low Spinner (1), Hook Grab (1), and Gas Blast (1)
• Kabal - Gas Blast had its blockstun increased by 5 frames with increased pushback, recovery on hit increased by 2 frames, and recovery on block increased by 3 frames
• Kabal - Gast Blast Amplified had its blockstun increased by 15 frames with greatly increased pushback, recovery increased on hit by 6 frames, on block by 5 frames, and on miss by 3 frames
• Kano - Added the Kompetitive Mode preset "Ratbag" which has the following Abilities - Snake Bite (2) and Optic Blast (1)
• Kano - Optic Blast now does 80 damage (up from 50)
• Kano - Blade Evade (Away + Front Punch) startup is 10 (down from 13)
• Kano - Lunging Brute (Towards + Front Punch) now hits mid
• Kano - Spewin’ (Towards + Front Punch, Back Punch) now does 20 damage (up from 0) and has 2 less startup frames
• Kano - Adjusted the hit region and changed the ground & air reaction to the first hit of Snake Bite
• Kitana - Added the Kompetitive Mode preset "Fearless" which has the following Abilities - Fan-Nado (1), Low Fan Toss (1), and Edenian Twist (1)
• Kitana - Blade Jab (Front Punch) has a slightly increased hit region
• Kitana - The middle hit of Follow The Leader (Towards + Back Punch, Front Kick, Back Kick) can now be special cancelled, has more hit advantage, and 5 less frames of blockstun
• Kitana - The last hit of Follow The Leader (Towards + Back Punch, Front Kick, Back Kick) starts up 2 frames faster and can now cause a Krushing Blow
• Kitana - Spinning Heel (Back Kick) had its hit region adjusted, cancel occurs 2 frames earlier, and has 1 more frame of recovery
• Kitana - (Air) Fan Flutter recovery adjusted
• Kitana - (Air) Advancing Fan Flutter recovery adjusted
• Kitana - Fan Toss attacks that hit airborne opponents have slightly increased hit advantage
• Kitana - The 2nd fan collision of Fan Toss Amplified now hits mid
• Kitana - (Air) Fan Toss had its hit region slightly adjusted
• Kitana - (Air) Downward Fan Toss recovers 3 frames faster
• Kitana - (Air) Fan Toss and (Air) Downward Fan Toss can now be Amplified
• Kitana - (Air) Fan Toss and (Air) Downward Fan Toss on hit can now be cancelled into Edenian Twist & Square Wave as she lands
• Kitana - Low Fan Toss now does a different reaction when hitting airborne opponents
• Kitana - Low Fan Toss Amplified does 2% more damage, can now be directed close or far, starts up in 17 frames (was 20), has 1 more active frame, and has 15 more frames of blockstun with greatly increased pushback
• Kitana - Edenian Twist had its hit region adjusted and does a different reaction on first hit against airborne opponents
• Kitana - Edenian Razors will now change rotation based on the direction Kitana is facing which should result in more consistent behavior from both sides
• Kitana - Wakeup Attack / Flawless Block Attack (Up + Front Kick) had its hit region slightly adjusted and travels less distance
• Kitana - Fixed an issue with Edenian Razors appearing multiple times in the practice mode reversal AI options
• Kitana - Fixed issues with Fan Lift and Fan-Nado visual effects not disappearing properly after it is destroyed, parried, or reflected
• Kollector - Added the Kompetitive Mode preset "Squander" which has the following Abilities - War-Quoit Toss (2) and Relic Lure (1)
• Kollector - Changed the Krushing Blow conditional trigger of War-Quoit Toss to if opponent is hit during a Back Dash or Getup Roll
• Kollector - War-Quoit Toss startup is now 26 frames (was 17) and its recovery on block/miss is increased by 7 frames
• Kollector - Demonic Mace and Up Demonic Mace no longer interact with projectile destroy moves
• Kollector - Fixed an issue with Bag Bomb explosion not occurring after connecting with Vial Of Sorrow DOT if a projectile destroy move has been used
• Kollector - Bag Bomb explosion from connecting with Vial Of Sorrow DOT no longer interacts with projectile destroy moves, projectile parries, or reflects
• Kollector - Relic Lure and Relic Lure Amplified no longer interacts with projectile destroy moves, projectile parries, or reflects
• Kotal Kahn - Added the Kompetitive Mode preset "Buluc" which has the following Abilities - Grand Discus (1), Amocualli Totem (1), and Teoyohtica Totem (1)
• Kotal Kahn - Huehhueyi Amplified can now be directed forward
• Kotal Kahn - Yeyecame Disk hit region increased, Krushing Blow range requirement lowered
• Kotal Kahn - The first hit of Yeyecame Disk Amplified now has 26 startup frames (was 28), had its hit region increased, its air hit reaction changed, and its blockstun increased by 10 frames with pushback increased
• Kotal Kahn - The second hit of Yeyecame Disk Amplified is now a mid, has its hit region increased, hit reaction changed, blockstun increased by 5 frames with greatly increased pushback, and recovers 6 frames faster
• Kotal Kahn - Yeyecame Disk Amplified can now cause a Krushing Blow
• Kotal Kahn - Fixed an issue with totems that could cause 3 single totems to provide a larger buff then 3 stacked totems
• Kotal Kahn - Fixed an issue with his Sword playing an incorrect animation when he is hit during Finish Him
• Kotal Kahn - Fix for visual issue with God Ray not fading out correctly in certain rare circumstances
• Kotal Kahn - Fixed an issue with Yeyecame Disk being unable to execute the Krushing Blow for the rest of the match if interrupted in a specific situation
• Kotal Kahn - Fixed a rare audio issue with Yeyecame Disk Krushing Blow
• Kotal Kahn - Tonatiuh Burst is no longer considered a projectile
• Kotal Kahn - Tlamanalo (Front Punch, Back Punch) is now -6 on block (down from -1)
• Kotal Kahn - Soleil (Front Punch, Back Punch) is now +1 on block (up from -6) with a 6f startup block gap
• Kotal Kahn - Royal Backhand (Towards + Front Punch) now has 10 startup frames (down from 11) and is +6 on hit (up from +1)
• Kotal Kahn - Tenchalli Bash (Towards + Front Punch, Back Punch) is now +8 on hit (up from -1)
• Kotal Kahn - Coatl Strikes (Back Punch, Back Punch, Front Punch) is now -13 on block (down from -7) and has a different hit reaction with 5 more frames of hit advantage
• Kotal Kahn - Blade Push (Towards + Back Punch) now has 19 startup frames (down from 22)
• Kung Lao - Added the Kompetitive Mode preset "Order of Light" which has the following Abilities - Spiritual Guidance (2) and Vortex (1)
• Kung Lao - Vortex ability now replaces Spin sharing the same input and can now be Amplified
• Kung Lao - Vortex and (Air) Vortex starts up faster, has less active frames, hit reaction adjusted, recovery reduced
• Kung Lao - Spiritual Guidance starts up is 7 frames faster
• Kung Lao - Soul Burst (Spiritual Guidance) has the hit reactions changed on first, second and third hit
• Kung Lao - Soul Burst (Spiritual Guidance) last hit had its hit region adjusted and recovers 3 frames faster
• Kung Lao - Changed the Krushing Blow conditional trigger of Soul Burst (Spiritual Guidance) to after connecting only the final hit
• Kung Lao - Soul Burst (Spiritual Guidance) Krushing Blow now does 174 damage (was 200) and now launches opponent for a juggle combo
• Kung Lao - Upward Soul Burst (Spiritual Guidance) has 2 more active frames and recovers 2 frames slower on block
• Kung Lao - Ground Soul Burst (Spiritual Guidance) startup is now 21 frames (down from 27), has 1 more active frame, recovers 14 frames slower on hit, 2 frames faster on block, and 8 frames faster on miss
• Kung Lao - Order Of Light (Front Punch, Back Punch, Front Punch) has an increased hit region, 1 more active frame, cancels 1 frame earlier, and has 4 more frames of hit advantage
• Kung Lao - Low Palm (Down + Front Punch) has an adjusted hit region
• Liu Kang - Added the Kompetitive Mode preset "Dragon's Breath" which has the following Abilities - Nunchaku Stance (1), Kusari Slam (1), and Shaolin Vanish (1)
• Liu Kang - Dark Orders (Back + Front Punch, Back Punch, Back Kick) now has 5 more frames of blockstun with increased pushback and has 5 more frames of recovery on block
• Liu Kang - Lotus Strikes (Towards + Back Kick) startup is now 11 frames (was 9)
• Liu Kang - Crouching Kick (Down + Front Kick) now has 5 less frames of blockstun and has 5 less frames of recovery
• Liu Kang - The projectile fired after a successful Energy Parry while Dragon's Gift is active now will be created at a consistent distance from Liu Kang and the maximum / minimum height that this projectile can appear at has been adjusted
• Liu Kang - Energy Parry performed from Nunchaku Stance input changed to match the non-stance move and the hit region and recovery changed to match the non-stance move
• Liu Kang - Energy Parry while Dragon's Gift is active performed from Nunchaku Stance will now correctly always stun the opponent on hit
• Liu Kang - Kusari Slam startup is now 10 frames (was 12), hit region is changed, recovers 7 frames slower on hit
• Liu Kang - Kusari Slam Amplified recovers 7 frames slower on hit
• Liu Kang - Kusari Slam is now possible while in Nunchaku Stance if both abilities are equipped
• Liu Kang - Nunchaku Flurry (Nunchaku Stance) first, third, and fourth, fifth, and sixth hits now have 10 more frames of blockstun with increased pushback
• Liu Kang - Nunchaku Flurry (Nunchaku Stance) has damage scaling removed on all but the last hit and has reduced damage on block
• Liu Kang - The first hit of Nunchaku Dance (Nunchaku Stance) now has 12 startup frames (down from 10)
• Liu Kang - The last hit of Nunchaku Dance (Nunchaku Stance) now has 5 more frames of blockstun with greatly increased pushback
• Liu Kang - Nunchaku Flurry (Nunchaku Stance) has damage scaling removed on all but the last hit
• Liu Kang - Bicycle Kick Amplified can now be performed a maximum of 2 times per combo
• Noob - Added the Kompetitive Mode preset "Pitch Black" which has the following Abilities - Sickle Snag (1), Sickle Toss (1), and (Air) Shadow Dive (1)
• Noob - (Air) Shadow Dive has 5 less frames of blockstun with less pushback and recovers 3 frames slower
• Noob - Sickle Toss Amplified now has an increased hit region when in a combo
• Noob - Shadow Slide Amplified no longer interacts with projectile reflect moves
• Noob - Fixed issues with Shadow Tackle visual effects not disappearing properly after it is destroyed by certain moves
• Raiden - Added the Kompetitive Mode preset "Truth and Light" which has the following Abilities - Jo Push (2) and Lightning Rod (1)
• Raiden - Jo Push ability now replaces Electric Fly instead of Lightning Bolt
• Raiden - Jo Push starts up in 20 frames (was 19), has 2 more active frames, hit region adjusted, recovery adjusted and is no longer considered a projectile
• Raiden - Jo Push Amplified now starts up in 16 frames (was 24), hit reaction changed, recovery increased by 3 frames
• Raiden - Fixed an issue with Super Bolt Krushing Blow being possible multiple times in a match under certain circumstances
• Raiden - Electric Burst no longer interacts with projectile parries or reflects
• Scorpion - Added the Kompetitive Mode preset "Burning Specter" which has the following Abilities - Misery Blade (2) and (Air) Sin Blade (1)
• Scorpion - Sin Blade now has 5 more frames of blockstun with increased pushback and when Flawless Blocked has 10 less frames of blockstun with reduced pushback
• Scorpion - Tsuka Poke (Misery Blade) now has 1 more active frame, 5 more frames of blockstun with slightly increased pushback, and 9 more frames of recovery
• Scorpion - Fixed a rare camera issue that could occur if Scorpion executed a Hell Port Cancel with specific timing after Nightwolf wins the previous round and does his Divine Transfer End of Round Taunt
• Skarlet - Added the Kompetitive Mode preset "Hemorrhage" which has the following Abilities - Boiling Point (1), Krimson Shield (1), and Red Mist (1)
• Skarlet - Red Mist active frames now has 5 active frames (down from 10), 10 less hit advantage, and the DOT will no longer damage opponent while she is in hitstun
• Skarlet - Boiling Point startup is now 23 frames (down from 30)
• Skarlet - Boiling Point Amplified damage has been adjusted
• Skarlet - Killer Clot will now track the opponent when activated for 1/2 second instead of 2 seconds before dying if it does not reach its target
• Skarlet - Fixed an issue with Killer Clot not disabling certain moves that use Defensive Gauge when it hits
• Skarlet - Fixed a rare animation issue with Skarlet when she is the victim waiting during Finish Her
• Sonya - Added the Kompetitive Mode preset "Ten-Hut" which has the following Abilities - Summon K.A.T. Turret (2) and Turret Trauma (1)
• Sonya - Added 1 frame before attacks can be initiated from Summon K.A.T.
• Sonya - K.A.T. Tantrum (Summon K.A.T.) now recovers 5 frames slower on hit
• Sonya - Mortar Strike (Summon K.A.T.) now recovers 5 frames slower
• Sonya - Leaping .50 Kal (Summon K.A.T.) is now a high block and recovers 5 frames slower
• Sonya - Straight .50 Kal (Summon K.A.T.) now has now 32 startup frames (up from 21), and recovers 11 frames slower
• Sonya - Detonate K.A.T. (Summon K.A.T.) now has 10 more frames of blockstun with greatly increased pushback and recovers 11 frames slower
• Sonya - Ops Drop Amplified ability can now be performed a maximum of 2 times per combo
• Sub-Zero - Added the Kompetitive Mode preset "Avalanche" which has the following Abilities - Arctic Trap (2) and Creeping Ice (1)
• Sub-Zero - Creeping Ice now has 23 startup frames (down from 26), recovers 1 frame faster, has 5 less frames of blockstun, and when Flawless Blocked has an additional 5 less frames of blockstun with reduced pushback
• Sub-Zero - Creeping Ice Amplified starts up 2 frames faster, recovers 7 frames slower, and the second hit has 5 more frames of blockstun with increased pushback
• Sub-Zero - Arctic Trap now lasts 3 seconds (down from 5) and has 3 more frames of recovery
• Sub-Zero - Arctic Trap will now disappear when Sub-Zero is hit by an attack, blocks an attack, has an attack parried, connects with a throw, or has his throw escaped
• Sub-Zero - (Air) Polar Axe, Frigid Storm, Death-Cicle Barrage, Arctic Trap can now be projectile parried
• Sub-Zero - Ground Ice and Ground Ice Amplified can no longer be projectile parried
• Sub-Zero - Creeping Ice and Creeping Ice Amplified no longer interacts with projectile destroy moves
• Shao Kahn - Added the Kompetitive Mode preset "Realm Destroyer" which has the following Abilities - Skewered (1), Spear Charge (1), and Seeking Wrath Hammer (1)
• Shao Kahn - Skewered now has 11 startup frames (up from 9), has 1 less active frame, recovers 1 frame slower on miss, and had its hit region slightly adjusted
• Shao Kahn - Spear Charge now has 19 startup frames (down from 24), has 2 more active frames, recovers 4 frames slower on miss, and had its hit region adjusted
• Shao Kahn - Spear Charge Amplified now starts up 1 frame faster, recovers 6 frames slower on miss, and had its hit region adjusted
• Shao Kahn - Fixed an issue with opponent's equipped items not playing a proper animation when winning a round with Forward Throw
• Shang Tsung - Added the Kompetitive Mode preset "Soul Eater" which has the following Ability - Shapeshifter's Training (3)
• Shang Tsung - Added new ability - Shapeshifter's Training
• Shang Tsung - Slide Amplified can now be delayed to work better in juggles
• Shang Tsung - Fixed an issue with some Krushing Blows while morphed into the opponent doing slightly higher damage then intended
• Shang Tsung - Fixed an issue with several characters weapons playing an incorrect animation when they being hit by Shake ability
• Shang Tsung - Fixed an issue preventing Shang Tsung from using Erron Black's Zaterrean Spit while morphed in certain circumstances
• Shang Tsung - Fixed an issue that caused Shang Tsung to briefly become invisible if hit with Geras' Temporal Advantage right after hitting Shapeshifter's Barrage (Fatal Blow)
• Nightwolf - Added the Kompetitive Mode preset "Shaman" which has the following Abilities - Spirit Tracks (1), Ancestral Hunter (1), and Lightning Arrow (1)
• Nightwolf - Adjusted the air hit reaction of Axe Blast (Front Punch, Front Punch, Front Punch)
• Nightwolf - Slightly adjusted the hit region of Howling Wolf (Front Kick, Front Punch)
• Nightwolf - Falcon Swap (Back + Front Kick, Back Kick) is now correctly set as a low parry
• Nightwolf - Razor's Edge (Back + Front Kick, Back Kick, Throw) is now correctly set as a high parry
• Nightwolf - Wakeup/Flawless Block Attack (Up + Back Punch) had its hit region adjusted
• Nightwolf - Lightning Arrow has less pushback on block and has 10 less frames of blockstun when Flawless Blocked
• Nightwolf - Spirit Tracks now does 90 damage (up from 70) and has 10 more frames of blockstun with increased pushback when not Flawless Blocked
• Nightwolf - Ancestral Hunter ability now does 70 damage (up from 30) and starts up in 13 frames (down from 17)
• Nightwolf - Ancestral Light Amplified now does 60 damage (up from 40)
• Nightwolf - Hana's Wrath maximum active frames is now 60 (down from 90) and its cooldown now works correctly when it hits from maximum range
• Nightwolf - Hana's Wrath now works properly with projectile destroy moves, projectile parries, or reflects
• Nightwolf - Spirit Arrow Amplified now works correctly with projectile destroy moves
• Nightwolf - Lunar Orbit now works correctly with projectile destroy moves
• Nightwolf - Fixed an issue with Hana's Wrath not disabling certain moves that use Defensive Gauge when it hits
• Nightwolf - Fixed an issue with Hana's Wrath disabling Fatal Blows
• Nightwolf - Fixed an issue with various buff FX not being cleared properly
• Nightwolf - Fixed issues with various buffs being able to be reapplied prematurely when Amplified or interrupted
• Nightwolf - Fixed issues with Spirit Tracks, Ancestral Hunter, Rising Tomahawk not getting a damage reduction when under the effect of Jacqui's Tech-Dome
• Nightwolf - Fixed a rare camera issue that occurred when Uncertain Ground (Down + Front Kick) hit



#10
Patch 1.09
[06.09.2019]
MK11 1.09 update is now rolling out for PS4 and Xbox One players. According to the MK11 1.09 patch notes, the update resolves various issues related to crashing, framerate drop, stuttering/lag, matchmaking, and more. Apart from this, the MK11 1.09 also includes stability and performance improvements.
Previously, a big update was released with a long list of bug fixes, character balancing and more. Unfortunately, many players are still experiencing a number of issues while playing the game. Today’s MK11 update 1.09 update is expected to fix these issues. Check out more details below.
MK11 1.09 patch notes (Updating):
Added performance and stability improvements.
Added fixes for some crashing issues with MK11 update 1.09.
Fixed players reported glitches.
Added audio improvements.
Matchmaking improvements.
Added fixes for the audio issues.
Added fixes for framerate drop and freezing issues with MK11 version 1.09.
Adds fixes for stuttering/lag issues.
Following issues were fixed in the previous update
General Gameplay Adjustments
Kung Lao’s Swaggering Shaolin Hat is now the correct visual and unlocked for players
Fixed an issue where some Augments were not awarding their Experience bonuses when socketed into certain pieces of gear
Fixed an rare issue where after Chip Avoided or Last Breath has occurred Offensive/Defensive Meter could have an invalid regeneration rate
Fixed a rare issue where Meter regeneration rate could become invalid if the meter was not allowed to refill to maximum for a long period of time over multiple rounds
Krypt
Kollector’s Trading Table now has the correct inventory displayed
MK11 update 1.09 for PS4 and Xbox One is now available to download.



#9
Patch 1.08
[17.08.2019]
August PS4 & Xbox Patch Notes 2
Hello all, Please find the patch notes for today's patch going out for PS4 & Xbox later today. Thanks!
General Gameplay Adjustments
• Kung Lao’s Swaggering Shaolin Hat is now the correct visual and unlocked for players
• Fixed an issue where some Augments were not awarding their Experience bonuses when socketed into certain pieces of gear
• Fixed an rare issue where after Chip Avoided or Last Breath has occurred Offensive/Defensive Meter could have an invalid regeneration rate
• Fixed a rare issue where Meter regeneration rate could become invalid if the meter was not allowed to refill to maximum for a long period of time over multiple rounds
Krypt
• Kollector’s Trading Table now has the correct inventory displayed.
Последний раз редактировалось SUGATA 05 ноя 2019, 11:22, всего редактировалось 2 раза.
Побеждает в этой жизни только тот, кто победил сам себя. Кто победил свой страх, свою лень и свою неуверенность. (с) Виктор Суворов "Аквариум"
Вы думаете, что у вас есть предел возможностей, но как только вы достигаете его что-то происходит и вы вдруг находите силы пройти немного дальше. С помощью силы ума, решительности и опыта вы можете взлететь очень высоко. (с) Айртон Сенна

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[MK 11] История патчей

Сообщение SUGATA » 05 ноя 2019, 11:19

Оригинальные МК11 патч логи - с 1 по 8
#8
Patch 1.07
[07.08.2019]
August update PS4 & Xbox One
General Gameplay Adjustments
• Move list corrections
• Improvements to AI logic
• Added Color Blindness mode (Protanope, Deuteranope, & Tritanope) to Video Options
• Added HDR TV Quality settings (Standard, High End, Professional) to Video Options
• Added Variation info to the Pause Menu in Practice Mode
• Added a 4 Star Ranking and replaced Damage Ratio with additional matchup information to the Kombat Breakdown after an Online Match or Kombat Kard Kareer Stats
• Updated the visuals for the Real Time Frame Data Display in Practice Mode & Kombat Kard Match Replays
• Added an additional Brutality victory pose for every character
• Improved performance on many brutalities that were causing slowdown to occur
• Fixes to visual issues with many brutalities
• Added several new Brutalities for players to discover
• Added “Dimitri Vegas as Sub-Zero” Skins and Mask to Sub-Zero Kustomizations available free to everyone
• Front Punch + Front Kick button macro is now working correctly for all Krushing Blows in Practice Mode when the Easy Krushing Blows option is enabled
• When a move that would have triggered a Krushing Blow trades with an invulnerable move on the same frame it will no longer result in neither move colliding
• Fixed a rare visual issue with hitsparks during "Finish Him" dizzy state after winning the round with Fatal Blow
• Mercy can now be performed using Front Kick + Back Kick button macro input if Button Shortcuts is enabled
• Fixed a rare issue where a player could cause a high projectile to visually appear to pass through their character after a knockdown if they pressed and released the down direction at a precise timing and made no further inputs
• Adjustment to victim regions after a character has missed a throw attempt
• Adjustment to victim regions during many hit reactions
• Adjustment to crouching victim regions for all characters except Baraka, Kabal, Kollector, Kotal Kahn, Liu Kang
• Fixed an issues that could cause Up + Back Punch Wakeup Attacks & Flawless Block Attacks to sometimes not be invulnerable to a jumping attack that collides just before landing
Kombat League / Online
• Minor online stability improvements
• Fixed several rare online desync causes
• Improved server Match Results arbitration when disconnects have happened in Ranked and Kombat League matches
• Kombat League Point Decay now takes 72+ hours to trigger (up from 48+ hours)
• Added a pop up message after Point Decay happens to the Online menu
• Quitting from the rematch screen in online matches now requires a confirmation
• Shang Tsung’s health will no longer sometimes be adjusted when morphing back after a Soul Steal in a Survivor KOTH match
Krypt
• Added more detailed “where to get” information to many items
Towers of Time
• Johnny Cage Announcer added as a reward for getting into the top 10% of any week of Race Against Time
• Added a new reward type (Bonus Character Reward) for Tower completion that awards a random skin, piece of gear, or augment for the character you use to defeat it
• The cooldown on some modifiers will now start when it goes away instead of when triggered
Stage Specific Adjustments
• Shaolin Trap Dungeon - Statue Slam is now +9 on hit (down from +38)
Character Specific Adjustments Baraka
• Baraka - Low Stab (Down + Front Punch) recovery increased by 1 frame
• Baraka - Baraka-Serker’s Amplified Krushing Blow Held Check input is now the correct button
Cassie Cage
• Cassie Cage - Now has 950 health (down from 1000)
• Cassie Cage - Air Fatal Blow can now be performed with Block + Front Kick + Back Kick button macro while Button Shortcuts Controller Option is enabled
• Cassie Cage - Ball Buster has an increased victim region during its active frames
• Cassie Cage - Up Glow Kick has 5 less frames of blockstun and can no longer be amplified after being Flawless Blocked
• Cassie Cage - Up Glow Kick Amplified when Flawless Blocked has 10 less frames of block Advantage and less pushback
• Cassie Cage - Flick Kick (Towards + Back Kick) recovery increased by 3 frames
• Cassie Cage - Fixed visual effect issue when Amplified BLB-118 Energy Burst is interrupted
• Cassie Cage - Fixed a rare visual effect issue when Dual Wielding is interrupted while it is charged with green energy at specific timing
• Cassie Cage - Fixed a rare visual issue with BLB-118 Drone when starting a fatality
Cetrion
• Cetrion - Blaze (Back Punch, Front Punch) had its hit region adjusted
• Cetrion - Rising Volcano (Away + Back Kick) recovery decreased by 3 frames
• Cetrion - Added ability "Conflux of Elements". This ability will cause a random elemental circle to be summoned when it is activated
• Cetrion - Earthquake 2nd attack can now be cancelled by holding up
• Cetrion - Shattering Boulder now has a Krushing Blow
• Cetrion - Geyser damage has been slightly lowered and now damage occurs timed correctly with the animation's impacts
• Cetrion - Bouncing Boulder now recovers 5 frames faster, has 5 frames less blockstun when normally blocked, and 10 frames less blockstun when Flawless Blocked with significantly reduced pushback
• Cetrion - Far H2 P0rt & (Air) Far H2 P0rt now has 48 recovery frames (up from 37)
D'Vorah
• D'Vorah - Forward Throw now has a Krushing Blow that triggers when the opponent is infected by Fireflies
• D'Vorah - When an opponent throw escapes D'Vorah, any Fireflies attached to the opponent will return to D'Vorah
• D'Vorah - Swarm blockstun increased by 10 frames and has significantly increased pushback
• D'Vorah - Widow's Kiss can now be slightly delayed, had its amplify input window adjusted, damage increased by 50, and its startup is now 28 frames (was 34),
• D'Vorah - Fixed issue with Infested Krushing Blow damage over time potentially lingering into next round if the first hit is the killing blow
• D'Vorah - Infested Krushing blow now uses the correct combo damage scaling
• D'Vorah - Adjusted hit region of Yellow Jacket (Front Punch, Back Punch)
• D'Vorah - Black Widow (Front Punch, Back Punch, Front Punch) has 3 less hit, block, & miss recovery frames
• D'Vorah - Bug Bash (Towards + Front Punch) now has 12 startup frames (down from 15)
• D'Vorah - Assassin Bug (Back Punch, Front Punch) hitstun increased by 7 frames
• D'Vorah - Killer Strike (Towards + Back Punch) startup is now 19 frames (was 20), hit advantage increased by 6 frames
• D'Vorah - Siafu (Towards + Back Punch, Back Punch) startup is now 16 frames (was 15), cancel frame occurs 2 frames later, recovers 3 frames faster, and had its hit region adjusted
• D'Vorah - Recluse (Towards + Back Punch, Back Punch, Up + Front Punch + Front Kick) startup is now 18 frames (was 21), recovery increased on block/miss by 2 frames, hit region adjusted
• D'Vorah - Tsetse (Towards + Back Punch, Back Punch, Down + Front Punch + Front Kick) recovers 4 frames faster on block/miss, pushback increased, hit region adjusted
• D'Vorah - Bugging Out (Towards + Back Punch, Back Punch, Back Kick) startup is now 24 frames (was 12), blockstun increased by 10 frames with increased pushback, range adjusted
• D'Vorah - Recluse, Tsetse, and Bugging Out can be performed after Siafu misses
• D'Vorah - Fixed a bug allowing Recluse and Tsetse to be able to be cancelled into special moves when blocked
• D'Vorah - Larva Tarsus (Front Kick) damage increased to 70 (was 50), recovery decreased by 2 frames, blockstun increased by 5 frames with increased pushback, and had its hit region adjusted
• D'Vorah - Killer Bee (Away + Front Kick, Back Kick) has 1 more active frame, recovers 1 slower on block, recovers 11 frames faster on hit
• D'Vorah - Killer Bee can now be performed after Ovi Posi Poke (Away + Front Kick) misses
• D'Vorah - Spinning Web (Away + Back Kick) recovery decreased by 3 frames, blockstun increased by 5 frames
• D'Vorah - Low Tarsus Strike (Down + Front Kick) recovery decreased by 3 frames, hitstun increased by 9 frames and hit reaction changed
• D'Vorah - Slight Sting (Down + Back Kick) recovery decreased by 2 frames
• D'Vorah - Fixed issue with (Air) Time Ticking Bug lingering after cinematics
Erron Black
• Erron Black - Fatal Blow startup is now 18 frames (was 10)
• Erron Black - Scud Shot recovery increased by 5 frames
• Erron Black - Scud Shot Amplified blockstun decreased by 5 frames and projectile travel speed has been slightly reduced
• Erron Black - Rattle Snake Slide Amplified now has 3 more frames of recovery
• Erron Black - Slightly reduced hit region size of the acid pool created by Zatarrean Spit / Rattle Snake Slide Amplified
• Erron Black - Boot Drop Amplified now cannot hit airborne opponents
• Erron Black - Exiting Locked and Loaded stance directly after an attack now requires the player to hold up
• Erron Black - "Rising Stock" attack while in Locked and Loaded stance is now a default move. Cancelling the recovery of "Rising Stock" by leaving Locked and Loaded stance still requires "Enhanced Locked and Loaded" ability.
• Erron Black - Locked and Loaded Unload will no longer face the opponent after the first shot
• Erron Black - Dusty Knuckles (Down + Front Punch) recovery on hit increased by 5 frames, recovery on block/miss increased by 1 frame, hitstun increased by 6 frames
• Erron Black - Low Boot (Down + Front kick) recovery increased by 1 frame, hitstun increased by 4 frames
Frost
• Frost - Headbutt (Away + Front Punch) startup is now 11 frames (was 16), recovers 8 frames faster
• Frost - Freezer Burn (Away + Front Punch, Back Punch) recovers 13 frames faster
• Frost - Blizzard (Away + Front Punch, Back Punch, Front Punch) is now a high, has 5 less frames of blockstun, reduced pushback, and had its hit region adjusted
• Frost - Frigid Palm (Down + Front Punch) startup is now 8 frames (was 9), recovery on hit increased by 1 frame, recovery on block/miss reduced by 2 frames, and hitstun increased by 5 frames
• Frost - Chest Cold (Down + Front Kick) recovery on block reduced by 2 frames, recovery on miss increased by 1 frame, hitstun increased by 1 frame, and had its hit region adjusted
• Frost - Microburst recovers 2 frames faster, and recovers significantly faster if the 2nd attack misses
• Frost - Cryogenic Crown’s explosion had its hit region increased
• Frost - Glacier Calving recovers 5 frames faster, and shield duration is 2 seconds (from 1.5 seconds)
• Frost - Glacier Calving amplified recovers 1 frame faster and shield duration is 3 seconds (from 2 seconds)
• Frost - Fixed issue that allowed Frosted Uppercut (Down + Back Punch) to be cancelled into Fatal Blow on the first active frame
Geras
• Geras - Xuid & Guid (Towards + Front Punch, Front Punch + Front Kick, Back Kick) Krushing Blow requirement has been changed to: "Triggers if the opponent is NEAR the wall when hit."
• Geras - Quick Sand Krushing Blow requirement has been changed to: "Triggers if this ATTACK has missed TWICE in a row."
• Geras - Quick Sand can no longer be performed while opponent is stunned by Temporal Advantage
• Geras - Gauntlet of the Ages Krushing Blow now has 4 more frames of recovery
• Geras - Without End (Front Punch, Front Punch, Front Punch) startup is now 21 frames (was 17)
• Geras - Knee Bash (Down + Front Punch) recovers 3 frames slower on hit, 1 frame slower on block/miss, and has 1 more frame of hitstun
• Geras - Fixed rare issue with Shoulder Charge (Towards + Front Punch) collision being offset after hitting a cross up body splash
• Geras - Fixed a bug that when winning a round with the first hit of Quick Sand, there could be a few frames of projectile immunity in the next round
• Geras - Fixed issue with Sand Trap which allowed players with Krushing Blow Held Check ON to store the Krushing Blow for future use if they hit an opponent blocking high
• Geras - Added FX to one of his idle animations
Jacqui Briggs
• Jacqui Briggs - Now has 950 health points (down from 1000)
• Jacqui Briggs - Grease Kick damage decreased by 10
• Jacqui Briggs - Grease Kick Amplified damage decreased by 10
• Jacqui Briggs - Lethal Clinch - Spear Elbow Drop does 10 less damage
• Jacqui Briggs - Lethal Clinch - Double Spear Knee hit advantage is now 13 (down from was 50)
• Jacqui Briggs - Mix Up (Away + Back Kick) second hit blockstun increased by 5 frames
• Jacqui Briggs - Mix Up first hit can now be cancelled on miss if "Cybernetic Override" is equipped
• Jacqui Briggs - All For One (Towards + Front Kick, Front Punch, Back Kick) now has airborne frames that match the animation
• Jacqui Briggs - Bionic Dash has 1 more active frame and recovers 3 frames faster on miss
• Jacqui Briggs - Up Prototype Rocket and Amplified Up Prototype Rocket had their hit regions adjusted
• Jacqui Briggs - Up Grenade Launcher Amplified had its hit region adjusted, starts 1 frame faster, recovers 1 frame faster, has increased combo damage scaling and when hitting an opponent out of the air will cause a lower gravity reaction
• Jacqui Briggs - Tech-Dome now lasts 7 seconds (down from 10), activates 1 frame faster and recovers 4 frames faster
• Jacqui Briggs - Fixed bug that causes Tech-Dome to not provide the benefit to Jacqui for the full duration of the dome if she never leaves it
• Jacqui Briggs - "Arm Break" and "Leg Break" damage is lowered to 100 (down from 140)
• Jacqui Briggs - Fixed a bug allowing Snake Eater (Back Punch, Back Punch, Back Kick) to be cancelled out of at a late recovery frame
Jade
• Jade - While performing Pole Vault run, Jade can now perform a special version of Blazing Nitro Kick or activate Fatal Blow
• Jade - Pole Vault damage slightly increased, recovers 1 frame faster and had its hit region adjusted
• Jade - Pole Vault Amplified damage increased by 10, starts up 1 frame faster, recovers 1 frame faster, and has 1 more active frame
• Jade - "Amplify Blazing Nitro Kick" ability has 5 more blockstun with more pushback
• Jade - Edenian Spark is now correctly considered a low projectile
• Jade - Fixed issue with "Divine Forces" ability causing it to briefly ignore physical attacks when Amplified
• Jade - Fixed issue with Hop Attacks and Temptation not being counted in the Blazing Nitro Kick Krushing Blow requirement
Jax
• Jax - reduced the maximum time allowed between hits during Gotcha Grab
Johnny Cage
• Johnny Cage - Throwing Shade Krushing Blow now does 90 damage (from 170) and causes a true stun
• Johnny Cage - Almost Famous (Front Kick, Back Kick) has 4 more frames of hit advantage
Kano
• Kano - Black Dragon Ball powered up by Vege-Mighty starts up in 10 frames (was 12), has 1 more active frame, has 20 more frames of blockstun and 1 more frame of recovery
• Kano - Black Dragon Ball powered up by Vege-Mighty when directed upward does 20 more damage and the input has more leniency
• Kano - Molotov Cocktail starts up 2 frames faster, and recovers 5 frames faster
• Kano - Chemical Burn damage increased by 20, startup is now 12 frames (was 14), recovers 1 frame faster, hitstun increased by 13 frames, blockstun increased by 5 frames, and had its hit region adjusted
• Kano - Chemical Burn Amplified damage increased by 20, startup reduced by 8 frames, recovery reduced by 7 frames, blockstun increased by 10 frames, pushback increased, and had its hit region adjusted
• Kano - Chemical Burn Amplified can now be done as a close version, which will cause a Molotov Cocktail flame DOT
• Kano - Low Hinge (Down + Front Kick) startup is now 9 frames (was 10) and recovers 2 frames faster on block
• Kano - Fixed issue with Fatal Blow switching side when it hits airborne opponents at certain heights
Kitana
• Kitana - Edenian Razors now has 2 different ranges, is now a mid, has decreased pushback, has increased hitstun, had its hit region adjusted, and slightly adjusted startup, active and recovery frames depending on when the button is released
• Kitana - Royal Protection startup is now 5 frames (was 10), has 5 more active frames, and recovery has been reduced by 3 frames
• Kitana - Royal Protection buff duration is now 6 seconds (was 3 seconds), the damage buff on successful parry was reduced to 33% (was 50%)
• Kitana - Half-Blood Stance Gutted Krushing Blow recovery has been reduced
• Kitana - Half-Blood Stance Dive Kick now enters a ducking state on the 5th frame of the attack while lowering to the ground
• Kitana - Square Wave and (Air) Square Wave now do 80 damage (was 60)
• Kitana - Fixed issue with (Air) Square Wave that could allow for an OTG attack to occur
Kollector
• Kollector - Vial of Sorrow now does 15 damage per tick (was 20), duration is now 4 seconds (was 2 seconds), and had its hit region adjusted
• Kollector - Bag Bomb explosion when connecting with Vial of Sorrow flames has increased combo damage scaling and had its hit region adjusted
• Kollector - Demonic Mace startup is now 29 frames (was 34), now has 3 levels of charge that causes increased blockstun the longer it is held
• Kollector - Up Demonic Mace now has 3 levels of charge that causes increased blockstun the longer it is held
• Kollector - Damned Bola hit region reduced outside of a combo and while opponent is in a combo the hit region is increased
• Kollector - Blood Money (Front Punch, Front Kick) has 1 more active frame, 1 less frame of recovery on miss, and had its hit region adjusted
• Kollector - Mine Mine Mine (Back Punch, Front Punch + Front Kick) has more combo damage scaling and can now be cancelled into Fatal Blow
• Kollector - Greed (Away + Back Punch, Front Kick, Front Kick) and had its hit region adjusted
• Kollector - Take It All (Front Kick, Back Punch) Krushing Blow recovery adjusted
• Kollector - Death Spin (Away + Front Kick) had its hit region adjusted
• Kollector - Korrupted Kick (Towards + Front Kick) can now be cancelled on normal block/miss
• Kollector - Paid In Full (Towards + Front Kick, Front Punch) startup is now 13 frames (was 12), recovers 3 frames slower on miss, hit reaction when connecting with an airborne opponent changed, 10 more frames of blockstun with increased pushback, and had its hit region adjusted
• Kollector - With Interest (Towards + Front Kick, Front Punch, Back Punch) hit reaction when connecting with an airborne opponent changed, and has 10 more frames of blockstun with increased pushback
• Kollector - Take and Deny (Towards + Front Kick, Front Punch, Back Punch, Front Kick) has 2 more active frames, 10 more frames of blockstun with increased pushback, recovers 2 frames slower on miss, and had its hit region adjusted
• Kollector - Tax Burden (Back Kick) cancel frame is 1 frame later, recovery reduced by 6 frames on hit/block, blockstun decreased by 5 frames, and had its hit region adjusted
• Kollector - No Collateral (Back Kick, Back Kick) startup is now 23 frames (was 26), hit reaction when connecting with an airborne opponent changed, recovery on hit/block reduced by 1 frames, recovery on miss reduced by 6 frames, and had its hit region adjusted
• Kollector - Ravages Of Time (Back Kick, Back Kick, Front Kick) startup is now 19 frames (was 20), damage scaling increased, hit reaction changed, can no longer be cancelled, recovers 15 frames slower on block, 10 frames slower on miss, and has 10 less frames of blockstun with less pushback
• Kollector - Rising Claws (Down + Back Punch) has 2 more active frames and 2 less frames of recovery on miss
• Kollector - Kura Slam (Jump + Back Punch) had its hit region adjusted
• Kollector - Adjusted hit region on Getup Attack/Flawless Block Attack "Flailing Mace"
• Kollector - Fixed issue that could cause Shotel Fury to not correctly facing opponent for the first hit
• Kollector - Fixed visual issue with Kollector's Chained Ball when he is put into a "Finish Him" dizzy state
• Kollector - Fixed issue that allowed Rising Claws (Down + Back Punch) to be cancelled into Fatal after the first active frame
• Kollector - Far Fade Out now has 42 recovery frames (up from 39)
Kotal Kahn
• Kotal Kahn - Now has 1100 health points (up from 1000)
• Kotal Kahn - Coatl Parry now starts up in 10 frames (was 14), recovers 1 frame faster
• Kotal Kahn - Attacks that connect with Coatl Parry now recover as if they have been Flawless Blocked
• Kotal Kahn - Tecuani Maul startup is 17 frames (was 19), recovers 16 frames faster on block, recovers 33 frames faster on miss, recovers 13 frames faster on hit, hit region adjusted
• Kotal Kahn - Tecuani Maul amplified recovers 20 frames faster on block, recovers 33 frames faster on miss, recovers 13 frames faster on hit, and has a new visual effect
• Kotal Kahn - (Air) Tecuani Pounce startup is 14 frames (was 13), recovers 3 frames faster on block/miss, and has 5 more frames of blockstun with increased pushback
• Kotal Kahn - (Air) Tecuani Pounce Amplified startup is 1 frame slower, recovers 8 frames faster on block/miss, and has 5 more frames of blockstun with increased pushback
• Kotal Kahn - Mehtizquia (Away + Back Punch, Back Punch, Front Kick) now has airborne frames that match the animation
• Kotal Kahn - Hammer Slam (Jump + Back Punch) and Straight Kick (Jump + Front Kick) had their cancel frames adjusted
• Kotal Kahn - Side Strike (Down + Front Kick) startup is now 8 frames (was 9), recovers 3 frames faster, and has 4 more frames of hitstun
• Kotal Kahn - Warrior Spin (Down + Back Kick) has 1 more frame of hitstun
• Kotal Kahn - Fixed issue with Tonatiuh Beam sometimes not working correctly after a krushing blow occurs
Kung Lao
• Kung Lao - Order Of Light (Front Punch, Back Punch, Front Punch) hitstun increased by 6 frames
• Kung Lao - Sweeping Razor (Away + Back Kick) recovery decreased by 6 frames
• Kung Lao - Orbiting Hat now has 13 startup frames (down from 14), 5 more frames of blockstun, 5 more frames of hitstun, and 2 less recovery frames
• Kung Lao - Orbiting Hat Amplified now has 10 more frames of blockstun, 16 more frames of hitstun, and 5 more recovery frames
• Kung Lao - Omega Hat starts up 1 frame faster and recovers 6 frames faster
Liu Kang
• Liu Kang - Double Dragon Kick (Towards + Front Kick) has reduced pushback on the second hit
• Liu Kang - Dragon's Breath (Towards + Front Kick, Front Kick, Front Kick) has 10 less frames of blockstun on the first hit with reduced pushback
• Liu Kang - Low Fireball recovers 3 frames slower and has more frames of hitstun
• Liu Kang - The projectile created from a successful Energy Parry while Dragon Fire is active will now cause a true stun
• Liu Kang - All Dragon's Gift attacks each do 20 more damage
• Liu Kang - Dragon's Gift High Attack now causes increased pushback
• Liu Kang - Dragon's Gift Overhead Attack had its hit region adjusted
Noob Saibot
• Noob - Shadow Tackle Amplified damage increased by 40
• Noob - Shadow Slide now has 1 more recovery frame, travel speed slightly reduced, and can now be amplified
• Noob - Ghostball recovery reduced by 14 frames
• Noob - adjusted stamina regeneration after Ghostball debuff expires
• Noob - "Shadow Strike" ability can now correctly be parried by low parry moves
• Noob - Boot Slide (Down + Front Kick) has 2 more frames of recovery on hit/miss and 4 more frames of hitstun
• Noob - Sickle Strike (Down + Back Kick) has 2 more frames of recovery, 2 less frames of hitstun, and had its hit region adjusted
Raiden
• Raiden - Lightning Strike Amplified now tracks the opponent
• Raiden - Electric Burst startup is now 19 frames (was 17), has 1 less active frame, recovers 3 frames faster
• Raiden - Electric Burst causes increased blockstun and pushback while Quick Charge is active
• Raiden - Electric Current combo damage scaling adjusted and recovery reduced by 4 frames
• Raiden - Electric Current Amplified is now a mid, causes a popup on hit if done while Quick Charge is active, has 1 frame more recovery on block, and had its hit region adjusted
• Raiden - Discharge startup is now 6 frames (from 4), has 1 more active frame, hit reaction has been adjusted so hit advantage is the same if done on grounded or airborne opponents
• Raiden - Discharge Amplified had its hit region adjusted
• Raiden - Far Sparkport now has 21 recovery frames (up from 19)
Scorpion
• Scorpion - Hell Port and (Air) Hell Port are now high attacks
• Scorpion - Low Jab (Down + Front Punch) recovery increased by 1 frame
• Scorpion - Quick Kick (Down + Back Kick) recovery increased by 5 frames
• Scorpion - Fixed a rare issue with Spear follow-up hit that could cause it to miss
Skarlet
• Skarlet - Dagger Dance Amplified Krushing Blow Held Check input is now the correct button
• Skarlet - Reaching Whip (Away + Back Kick) now has 5 less recovery frames
• Skarlet - Silent Stab (Down + Front Punch) now has 3 more frames of hitstun
• Skarlet - Spear Strike (Down + Front Kick) has a different hit reaction and 11 more frames of hitstun
• Skarlet - Spinning Scythe (Down + Back Kick) now has 11 more frames of hitstun
• Skarlet - Fixed Thicker Than Water (Away + Front Punch, Back Punch) Krushing Blow not working correctly with Easy Krushing Blows in practice mode
• Skarlet - Bloodport Far now has 50 recovery frames (up from 42)
Sonya Blade
• Sonya - Now has 950 health points (down from 1000)
• Sonya - Amplified Energy Rings when dash cancelled now has more damage scaling
• Sonya - Amplified Air Control now does 60 damage (was 20) but does not cause a pop up
• Sonya - Fixed issue causing an unintended side switch when Sonya wins the final round with Amplified Low Kounter
Shao Kahn
• Shao Kahn - Now has 1050 health points (up from 1000)
• Shao Kahn - Annihilation Krushing Blow recovers faster
• Shao Kahn - Forward Throw Krushing Blow recovers slightly faster and leaves opponent closer
• Shao Kahn - Merciless Spear does 80 damage (from 60)
• Shao Kahn - Shoulder Charger Down + Amplify startup is 22 frames (was 20), recovers 13 frames faster, knockdown advantage is increased by 8, and had its hit region adjusted
• Shao Kahn - Dark Priest recovers 17 frames faster
• Shao Kahn - Ridicule recovers 36 frames faster and the debuff now lasts 9 seconds (was 6.67 seconds)
• Shao Kahn - Humiliate recovers 36 frames faster and the debuff now lasts 9 seconds (was 6.67 seconds)
• Shao Kahn - Face Smash (Front Punch) cancel frame occurs 1 frame earlier and has 1 more recovery frame
• Shao Kahn - Warlord (Front Punch, Back Punch) cancel frame occurs 2 frames earlier, has 13 startup frames (down from 15), cancel occurs 2 frames earlier, 5 less recovery frames, 5 more frames of blockstun, and had its hit region adjusted
• Shao Kahn - DIE (Front Punch, Back Punch, Front Punch + Front Kick) startup is now 26 frames (was 27), and its hit region adjusted, and can no longer be cancelled into special moves when it is blocked
• Shao Kahn - Takeover (Front Punch, Back Kick) startup is now 16 frames (was 19)
• Shao Kahn - Tenderizer (Away + Back Punch) has 1 more active frame, cancel frames occurs 1 frame earlier, 1 frame less recovery, and had its hit region adjusted
• Shao Kahn - Rage Strike (Towards + Back Punch) now has 8 more frames of hitstun and does a different hit reaction
• Shao Kahn - Will You Fail (Towards + Back Punch, Front Punch) cancel frame now occurs 3 frames earlier
• Shao Kahn - Bow To Me (Towards + Back Punch, Front Punch, Back Punch) startup is 21 frames (was 23)
• Shao Kahn - Fear Me (Towards + Back Punch, Back Kick) startup is now 28 frames (was 26), recovers 18 frames faster, when Flawless Blocked has 10 less frames of blockstun with reduced pushback
• Shao Kahn - Hammer Poke (Jump + Front Punch) had its hit region adjusted
• Shao Kahn - Fixed issue with Ground Shatter and Ground Shatter Amplified interacting with projectile destroying abilities
• Shao Kahn - Fixed audio issue when "Seeking Hammer" ability is interrupted
• Shao Kahn - Fixed visual issue with Hammer object playing incorrect animation when turning around while ducking
• Shao Kahn - Fixed issue with Forward Throw Krushing Blow not working correctly while the HUD is turned off
Shang Tsung
• Shang Tsung - Ground Eruption first hit now does 50 damage (was 60), second hit now does 40 damage (was 60)
• Shang Tsung - Ground Eruption Amplified now does 30 damage (was 60)
• Shang Tsung - Serpent Stab (Down + Front Punch) now has 7 startup frames (down from 8), 2 more recovery frames, and has 1 more frame of hitstun
• Shang Tsung - Ankle Snap (Down + Front Kick) now has 8 startup frames (down from 7), 2 more recovery frames, and has 1 more frame of hitstun
• Shang Tsung - Fixed several visual effect issues while "Soul Swap" ability is performed
• Shang Tsung - Fix for visual issue with a floating weapon appearing after performing Kollector's "Play For Souls" Krushing Blow while morphed
• Shang Tsung - Fixed problem with Shang Tsung facing the incorrect direction after hitting Kronika with Reptile Slide
• Shang Tsung - Fixed a rare issue that could allow the damage buff from Soul Steal to persist into the next round.



#7
Patch 1.06
[11.06.2019]
June PS4/Xbox Patch Notes
General Gameplay Adjustments
• Move list corrections
• Improvements to AI logic
• Fixed several rare online desync causes
• Fixed minor visual issues related to some Brutalities
• Removed a rare crash that could occur after a Quitality
• Fixed an issue that cause users to lose controller functionality when trying to record an AI command after pausing the game with very specific timing
• Trying to Practice Reset while waiting in a KOTH lobby will no longer sometimes reset twice in a row
• Added an Easy Krushing Blows option to Practice Mode’s Practice Options which will bypass most Krushing Blow’s conditional requirements
• Added Random Hidden option to Practice Mode AI Options’ Playback Recording Slot selection
• Added several new Brutalities for players to discover
• Added Variation info to the pause menu and some multiplayer online loading screens
• Added Kombat League online game mode. Season I (The Season of Blood) starts on June 18th!
• Ranked Sets (only available when a Kombat League season is not active) are now a first to 2 match set
Krypt
• Fixed a rare bug that could cause players to be locked out of the armory after getting the Spear
• Removed the ability to get out of bounds of the environment under certain circumstances
• Removed a rare crash when exploring the Krypt after playing several hours of Towers of Time
• All Skeleton Key Gates will now reward some currency when opened
Towers of Time
• Adjusted the difficulty of some starting towers on some tower platforms
• Added new Boss Fights & rewards
• Added new Tower Platform rewards
Character Specific Adjustments
Baraka
• High and Mid parries now work correctly against War Banner Charge
• Sinister Slice (Jump+Back Punch) no longer has an inconsistent hit region when auto-facing the opponent
Cassie Cage
• When an opponent loses a round to BLB-118 Bitchin' Bubble, they will no longer continue to play out some animations
• BLB-118 will no longer sometimes lose functionality when the opponent loses a round to Control BLB-118’s Wub Wub Wub or Fun Phaser attacks
Cetrion
• When an opponent loses a round to Ring Of Fire, they will no longer continue to play out some animations
• High and Mid parries now work correctly against Unlimited Potential (Towards+Back Punch, Front Kick, Back Kick)
D'Vorah
• Adjusted Getup Roll Backwards animation to no longer recover slower than intended
Erron Black
• Added an ammo counter showing how many Locked And Loaded Rifle shots are currently available
• When an opponent loses a round to Zaterrean Spit, they will no longer continue to play out some animations
• Swinging Pistol (Jump+Front Punch) no longer has an inconsistent hit region when auto-facing the opponent
• Fixed a rare issue that could cause his Hat to be misaligned after being knocked off when losing a match as a rollback occurred
• Fixed an issue that could cause Dynamite to be misaligned when doing it again immediately after the previous one exploded
• Corrected damage scaling going into the On The Shoot (Back Punch, Front Punch, Back Punch, Front Punch, Back Punch) Krushing Block cinematic which results in it doing 10 less damage
Frost
• Adjusted repel during Throw Escape to eliminate some clipping issues
• When an opponent loses a round to Core Trap, they will no longer continue to play out some animations
• Core Overload amp no longer still occurs after a Krushing Blow cinematic
• Fixed a rare occurrence when hitting an opponent out of a the air at a specific height with Terminal Burrowing (Fatal Blow)
Geras
• High and Mid parries now work correctly against Gauntlet Slam (Down+Front Kick)
Jacqui Briggs
• When an opponent loses a round to Grenade Launcher, they will no longer continue to play out some animations
• Fixed a rare issue that could cause her Shield Generator to be misaligned after being knocked off when losing a match as a rollback occurred
Jade
• Fixed a rare issue that could cause her Staff to be misaligned after being knocked off when losing a match as a rollback occurred
Jax
• Adjusted repel during Throw Escape to eliminate some clipping issues
• Fixed a rare issue that could cause his Thumper to be misaligned after being knocked off when losing a match as a rollback occurred
Johnny Cage
• Adjusted repel during Throw Escape to eliminate some clipping issues
Kabal
• When an opponent loses a round to Gas Blast Amplify, they will no longer continue to play out some animations
• Fixed a rare issue that could cause his Hook Swords to be misaligned after being knocked off when losing a match as a rollback occurred
Kano
• When an opponent loses a round to Magnetic Trap or Molotov Cocktail they will no longer continue to play out some animations
• High and Mid parries now work correctly against Under Kick (Towards+Front Kick)
• Fixed a rare issue that could cause his Shanks to be misaligned after being knocked off when losing a match as a rollback occurred
Kitana
• High and Mid parries now work correctly against Noble Assault (Back Punch, Front Punch, Back Kick, Front Kick, Back Kick)
• Fixed a rare issue that could cause her War Fans to be misaligned after being knocked off when losing a match as a rollback occurred
Kollector
• Adjusted repel during Throw Escape to eliminate some clipping issues
• When an opponent loses a round to Vial Of Sorrow, they will no longer continue to play out some animations
• Fixed a rare issue that could cause his Chained Ball or Satchel to be misaligned after being knocked off when losing a match as a rollback occurred
Kotal Kahn
• When an opponent loses a round to God Ray, they will no longer continue to play out some animations
• High and Mid parries now work correctly against Xolotl (Towards+Front Kick, Back Kick)
• Fixed a visual issue when Kotal was hit by Geras’s Temporal Advantage while transformed during Tecuani Maul & Tecuani Pounce attacks
Kung Lao
• The Great Kung Lao Spiritual Guidance attacks can no longer be parried
• High and Mid parries now work correctly against Twin Kicks (Towards+Back Kick)
• Fixed a bug where Z Hat would not reset some connect in a row Krushing Blow & Brutality conditions
• Mind Of Its Own Brutality from Z Hat once again plays out the full animation
Liu Kang
• Adjusted repel during Throw Escape to eliminate some clipping issues
• Fixed a rare issue that could cause his Nunchaku to be misaligned after being knocked off when losing a match as a rollback occurred
• (Air) Fireball can now be correctly 2in1 cancelled into from a Jump Attack when playing with Alternate Controls enabled
Noob Saibot
• Adjusted repel during Throw Escape to eliminate some clipping issues
• Fixed a rare issue that could cause his Sickle to be misaligned after being knocked off when losing a match as a rollback occurred
Raiden
• When an opponent loses a round to Rolling Thunder, they will no longer continue to play out some animations
Skarlet
• Adjusted repel during Throw Escape to eliminate some clipping issues
• When an opponent loses a round to Red Mist or Blood Ritual, they will no longer continue to play out some animations
Sonya Blade
• (Air) Energy Rings can now be correctly 2in1 cancelled into from a Jump Attack when playing with Alternate Controls enabled
Shao Kahn
• High and Mid parries now work correctly against DIE (Front Punch, Back Punch, Throw) and Last Breath (Towards+Front Kick, Back Kick, Throw)
• Hammer Poke (Jump Front Punch) & Final Strike (Jump Back Punch) now correctly gain additional damage when Dark Priest Buff is active
Kronika
• When an opponent loses a round to Orb of Confusion, they will no longer continue to play out some animations.



#6
Patch 1.05
[28.05.2019]
May PS4/Xbox Patch Notes
Hello all,
Server maintenance is complete for all platforms. Below are the notes for today's Xbox and PS4 update. Thanks!
General Gameplay Adjustments
• Move list corrections
• Improvements to AI logic
• Fixed several rare online desync causes
• Fixed several Brutalities having incorrect requirements or issues with the description
• Kombat Kard Match Replays when being played in fast forward will no longer sometimes have visual issues
• The game’s version number is now displayed in the Tournament Mode Fighter Select screen
• Competitive Mode Variations are now always accessible in Practice Mode under Practice Options P1/P2 Variation as T-I & T-II.
• The camera will no longer sometimes improperly follow the characters briefly when a Delayed Getup is used after certain attacks
• Practice Mode will no longer become unresponsive when changing a character's variation while the AI Enemy Type was set to Record
• All Krushing Blows in Kombo Attack Strings that use the Throw / Front Punch+Front Kick input will now correctly allow either input to be used while Krushing Blow Held Check is on
• Fixed a rare issue when winning a round which could cause the character to visually turn around multiple times before playing their End of Round Taunt
• Slight adjustment to hit pause visuals when a character blocks an attack
• Adjusted throw vulnerable states to remove a 2 frame window when recovering from a block for regular throws and a 1 frame window for special move grabs
• Control no longer returns to the player while AI Fighter is active if the winning opponent performs a Mercy
• Fixed some high attacks and high throws not meeting the conditions for Uppercut Krushing Blows
• You can no longer get the wrong Skin to appear on Fighter Select’s Variation select UI with specific timing
• When playing on a guest account you can now enter Kustomize in the Main Menu
• Fixed some rare instances of audio quips playing at incorrect times
• Fixed several moves having an incorrect punish window which resulted in a kounter instead of punish
• Corrected some Flawless Block attacks having unintended frame data differences when used as a Getup Attack. The following were adjusted to make them function the same. Cassie (Up+Back Punch), Erron Black (Up+Front Kick), Kotal (Up+Back Punch & Up+Front Kick), Kung Lao (Up+Back Punch), Shao Kahn (Up+Back Punch)
Krypt
• Kronika chests will no longer rarely spawn in an inaccessible location
• Fixed a visual issue with Descendant of Apep's belt
• Fixed rare issue that could result in the Elder God Puzzle becoming stuck in an unsolvable state
• Added a run button hint
• Special chests that cost 80,000 and 250,000 coins on initial opening will no longer have that price when refreshed
• The Descendant of Apep will no longer sometimes become stuck in the Torture Halls
• Fixed a bug that could cause The Armory Door to sometimes be closed
• Fixed some rare UI visual issues when a consumable timer runs out
Tutorial
• Fixed several incorrect Demos in tutorial lessons
• Corrected various text issues in tutorial lessons
• Added additional tips to the Basic Tutorial
• Changed the character in the Kombo Limitations and Pressure Defense Lessons, making some tasks easier to perform
• Adjusted some player starting positions in the Grounded Neutral lesson
• Fixed an issue that could prevent progression in the Hit Confirming lesson if the player viewed the Demo at specific timing
Towers of Time
• Players will no longer be removed from the Tower of Time portal if they expire while being played
• Fixed some modifiers’ visual effects appearing during Krushing Blow or Fatal Blow cinematics
• Fixed some modifiers having lingering effects in certain rare situations
• Changed input to exit the game during a Group Battle from Circle/B to Options/Menu
• Fatal Blow UI will no longer sometimes not update correctly during Group Battles
• Endurance Fights should now award Flawless Victory correctly
Stage Specific Adjustments
• Cyber Lin Kuei Assembly - Fixed issue with Ice Bomb causing opponent to be grounded while visually in the air under certain circumstances
Character Specific Adjustments
• Baraka - His Throw Krushing Blow requirements no longer sometimes reset after he escapes an opponent's throw
• Baraka - Landing a Back Throw Krushing Blow will no longer allow a Forward Throw Krushing Blow to be done without a failed Throw Escape
• Cassie Cage - Fatal Blow is no longer throw immune during some of its startup frames while still on the ground
• Cassie Cage - Flying Glow Kick now requires the correct button to be held when Krushing Blow held check is enabled
• Cetrion - Fixed Getup Attack/Flawless Block Attack Up+2 not being immune to air attacks/throws
• Cetrion - Getup Attack/Flawless Block Attack (Up+Front Kick) now has the correct visual effect indicating it is invincible
• Cetrion - Tendril Pull will no longer sometimes appear behind Cetrion in certain circumstances
• Cetrion - Rock objects are now properly handled when Cetrion is interrupted out of her throws
• Cetrion - Fixed unintended sound effects sometimes playing when Cetrion’s throws are escaped
• Cetrion - Throws that are escaped no longer count towards the requirement of Splitting Apart Brutality
• D'Vorah - Mother Bug will no longer sometimes changes back to default colors after it has died
• D'Vorah - Widow's Kiss when Amplified will no longer leave webbing on the opponent when it is interrupted with specific timing
• Erron Black - Corrected facial animation to opponent when they are hit by his Towards Throw
• Erron Black - Adjusted the long wait time after his Fatal Blow hits before both players get control of their characters. Frame data is unchanged.
• Frost - Getup Attack/Flawless Block Attack (Up+Back Punch) is now correctly immune to jumping attacks & throws, deals 5 damage (from 9) and plays the correct visual effect
• Frost - Getup Attack/Flawless Block Attack (Up+Front Kick) now plays the correct visual effect
• Frost - Cryogenic Crown will no longer sometimes go in the wrong direction after performing a cross-up jump attack
• Frost - Fatal Blow is no longer throw immune during some of its startup & active frames
• Geras - Gauntlet of the Ages will no longer retaining its charge level after hitting with Uppercut (Down+Back Punch) or Gauntlet of the Ages Krushing Blows
• Geras - Fixed a bug that could cause Body Buster (Towards Back Punch) to sometimes alter the opponents facing
• Geras - Fixed bug that allowed Geras to be able to block during some of the recovery frames of Reverse Time
• Jacqui Briggs - Winning a round with a direct impact hit with Grenade Launcher will no longer sometimes result in damage of time continuing into the next round
• Jacqui Briggs - Tech-Dome will no longer have lingering visual effects when it is interrupted before it activates
• Jacqui Briggs - Fixed some visual issues with Shield Battery Gear item when Jacqui loses a round in certain circumstances and after some Fatal Blows have connected
• Jade - Backward Throw can now award FIRST HIT PROPS!
• Jax - Heat Up mechanic will now work properly after a Mercy is performed
• Jax - Heat Missile will no longer auto correct when second heat missile is fired
• Johnny Cage - Fatal Blow is no longer throw immune during some of its startup frames
• Johnny Cage - Fatal Blow cinematic is no longer visually obstructed by certain foreground objects
• Kano - Getup Attack/Flawless Block Attack (Up+Back Punch) being able to cancel into Fatal Blow for a brief moment during startup
• Kano - Fixed issue with damage over time lingering into next round if last hit is done with Chemical Burn
• Kollector - Fixed (Air) Bag Bomb sometimes missing visual effects when it makes contact with the ground
• Kotal Kahn - Fatal Blow cinematic is no longer visually obstructed by certain foreground objects
• Kotal Kahn - Added controller vibration to damage inflicted by Tonatiuh Beam
• Kung Lao - Kung Lao is no longer able to exit the boundary of the arena while teleporting under certain circumstances
• Liu Kang - Dragon Parry is no longer throw immune during some of its recovery frames
• Liu Kang - Energy Parry while Dragon Fire is active will no longer caused a parry to trigger erroneously in rare circumstances
• Liu Kang - Energy Parry can no longer create multiple projectiles from one single successful parry while Dragon Fire is active
• Liu Kang - Fixed an issue with Bicycle Kick visual effects sometimes being misaligned
• Noob - The Shadow Clone can no longer become attached to the opponent when Shadow Tackle is interrupted during certain circumstances
• Noob - Fixed a visual issue with the Shadow Clone after the For The Brotherhood (Away+Front Punch, Throw, Back Punch) Krushing Blow cinematic
• Raiden - Lightning Bolt no longer auto corrects when amplified
• Raiden - Lightning Storm will no longer sometimes cause issues with the game camera after a practice reset
• Scorpion - Spine Ripper Brutality no longer takes priority over a successful throw escape
• Skarlet - Blood Tentacle is no longer throw immune during some of its startup & active frames
• Sonya - K.A.T. Turret will no longer sometimes disappear when opponent is defeated by K.A.T. Tantrum
• Sub-Zero - Fixed a bug preventing an opponents from being able to Breakaway after being hit by Rising Ice
• Sub-Zero - Fixed rare issue that could cause Sub-Zero to become invisible after Frozen Over End of Round Taunt
• Sub-Zero - Fixed an issue with Slide Amplify visual effects sometimes being misaligned
• Shao Kahn - Fixed a bug preventing an opponents from being able to Breakaway after being hit by Shoulder Charger Amplify
• Shao Kahn - Fixed issue causing D1 and F3 to be set as low parry vulnerable instead of high parry vulnerable
• Shao Kahn - Fixed Fatal Blow cinematic being visually obstructed by certain foreground objects
• (Edit as of 1:00pm PST) Duplicates of Gear items that have been leveled up to Mortal or Mythic can no longer be awarded from Restocked Krypt Chests.



#5
Patch 1.04
[03.05.2019]
MK11 Update 1.04 patch notes
• Mades some tweaks to online match-making
• Added some minor AI adjustments
• MK11 patch 1.04 performance and stability improvements.
• Added fixes for some crashing issues with MK11 update 1.04.
• Fixed players reported glitches.
• Added fixes for framerate drop and freezing issues with MK11 version 1.04.
• Added fixes for stuttering/lag issues.





#4
Patch 1.03
[29.04.2019]
April PS4 Update
Official
Hi all, Please see the latest updates to Mortal Kombat 11 for PS4 players. Updates for Xbox, Switch, and PC players coming soon.
General Gameplay Adjustments
• Fixed an exploit that allowed for more than one variation of a character to be set as default, which could then result in an online desync when trying to select that character
• Fixed a rare issue that occurred if the user lost internet connectivity while customizing their character, which would sometimes result in that variation being saved with some items being locked
• Fixed a rare issue that was affecting some user progression after using Kenshi’s blindfold in the Krypt to fully drain their Soul Fragments
• Move list and frame data corrections
• Integrated launch day gameplay server-side data
• Tweaks to online match-making
• AI adjustments
• Fixed a rare crash involving trying to use quick moves list in story mode
• Fixed a rare crash in the Totem Pole tower in The Gauntlet
• Fixed a crash related to pausing and unpausing the game
• Corrected some incorrect instruction text in tutorial mode
• Enabled Dev Slayer functionality
• Kitana’s Fans will no longer sometimes remain invisible if she is interrupted out of Edenian Fade with specific timing
• Hotfix server data will no longer sometimes become invalid when the game is booted up online
• Fixed a rare crash involving using a consumable near a chest in The Krypt
• Increased rewards for breakables in The Krypt
• Adjusted rewards from AI Battle mode
• Increased Koin rewards for winning Ranked Matches
Towers of Time Adjustments
• Adjusted AI difficulty curve
• Further opponent health reductions in higher level Towers
• Performing a Fatal Blow while standing in an active modifier will no longer sometimes cause unexpected behavior or a crash
• Ice based modifiers will no longer attempt to freeze players during invalid states
• Adjusted and removed modifiers from many Daily Towers
• Increased Koin Rewards for kompleting Towers and Tower Platforms
• Increased Dragon Challenge Koin rewards
• Increased post fight Koin rewards
• Increased amount of Hearts earned from Fatalities, Brutalities, and Mercies
• Lowered modifier damage for many modifiers
• Adjusted the lifespan of several modifiers
• Dramatically increased cooldowns on Tag Assist modifiers
• Fixed a missing Reduced Damage modifier in The Gauntlet
• Several Gift/Curse Modifiers are now considered projectiles allowing them to interact with moves that effect projectiles as intended
• Adjusted Gauntlet difficulty and progression requirements
• Disabler Konsumables now work with all intended modifiers
• Improved targeting for several Konsumables
• Sektor Hunter Killer Protocol Modifier is now disabled by the Rocket Disabler Konsumable
• Corrected some multipliers on Augments for some characters which were inconsistent with others
• Fixed incorrect Armor interactions with some Modifiers
• Decreased Konsumable cooldowns for players
Later this afternoon the Community Gift will be distributed via update for PS4 players that has 500,000 Koins, 1,000 Souls, 1,000 Time Crystals, 500 Hearts, as a thank you. Please make sure you log in and claim your Community Gift by May 6, 2019, at 8 am CST/6 am PST. Community Gifts will be sent out for Xbox, PC, and Switch players with their respective updates. We appreciate your patience!



#3
Patch 1.02
[26.04.2019]
NetherRealm Studios has released another Mortal Kombat 11 update today ahead of the launch of the game. This reportedly implements some general bug fixes and it is out now on PS4 and Nintendo Switch.
Today, NetherRealm Studios has released another update for the game on the PS4 and Nintendo Switch. It is reportedly 7 GB on the Nintendo Switch which is on top of the 20 GB that you have to download as mandatory download even if you purchase a physical cart for it. The size is much smaller on the PS4 side with the update falling under 250 MB. It just says “General Bug Fixes” in the patch notes for Mortal Kombat 11 update 1.02.
First, we wanted to say thank you all for your feedback on Mortal Kombat 11 so far. We’re dedicated to bringing you the best experience possible and working to get the latest updates and patches live across all platforms.
We’re aware of the difficulty issues in Towers of Time, and while we’ve made some changes, rest assured there are more on the way. To help you along your way, everyone will receive:
• 500,000 Koins
• 500 Hearts
• 1,000 Soul Fragments
• 1,000 Time Krystals
We’ve broken down the updates coming to each platform below. As always, if you’re experiencing issues, please send a ticket to our CS team at https://support.wbgames.com/hc/en-us. Thank you for being a part of the Mortal Kombat Kommunity!
PS4/Xbox:
We’re aiming to release the patch early next week. This patch will include:
• Reduce AI difficulty • Increased Kurrency rewards in Towers of Time • Thank you gift (500,000 Koins, 500 Hearts, 1,000 Soul Fragments and 1,000 Time Krystals)
Switch:
For the Nintendo Switch, we have two patches in progress. We’re aiming to have the first patch in this series released in the next day or two.
• Character tuning to reduce difficulty in Towers of Time • Reduce AI health to reduce difficulty in Towers of Time • Reduce effects and frequency of most difficult modifiers in Towers of Time • Overall improvements to stability
The second patch is in progress and we’ll let you know as soon as we have a release date. This update will include:
• Reduce AI difficulty • Increased Kurrency rewards in Towers of Time • Thank you gift (500,000 Koins, 500 Hearts, 1,000 Soul Fragments and 1,000 Time Krystals)
PC:
For PC, we have two patches in progress. We’re aiming to have the first patch in the series released in the next day or two. This patch will include:
• Character tuning to reduce difficulty in Towers of Time
• Reduce AI health to reduce difficulty in Towers of Time
• Reduce effects and frequency of most difficult modifiers in Towers of Time
• Updates to character move values
• Overall improvements to stability, including crash fixes in menus and navigating UI
• Fixed a problem where the game would not load using certain keyboard configurations
• Fixed a problem where the game would not load due to non-English characters in the Windows user name
We’re aiming to release the next patch in the series early next week. This patch will include:
• Reduce AI difficulty • Increased Kurrency rewards in Towers of Time
• Thank you gift (500,000 Koins, 500 Hearts, 1,000 Soul Fragments and 1,000 Time Krystals).


#2
Patch 1.01
[25.04.2019]
• General bug fixes
• Gameplay updates


#1
[23.04.2019]
MK11 HOTFIX DAY 1
Source:
Follow @Wazminator on Twitch/Twitter for more updates (might miss some, some people posting the stuff they find on my thread as well)


D’Vorah
121 is now -2
12,1+3 is now -9
F1,3 now -6
F1 startup now 15f (from 10f)
F2 startup now 20f (from 17f)
F22 - 15 on block (was -6)
B3 is now 17f (was 12f)
F4 is 21f (was 13f I think)
F4 now -16 (was -8)
D2 is 10f (was 9f)))

Kotal
F3 Cmd grab can now be jumped (doesn’t tick anymore)
S3 no longer restands
Big Boot was -7 in the frame data now -3
2,3 now 0 on block
Unblockable Quake now +2 on hit (was - before)
S4 no longer special cancellable

Cassie Cage
B24 now -7 (was -4)
B243 now -3 (was -9)
3rd hit of B243 is now a high (was mid)
S1 is now +1 (was +2)
2,1 is now -1 (was -6)
F412 is now -6 (was -4)
F4 is now -5 on flawless block (was 0)
F2 now has a startup of 10 (was 9)
B2 now has a startup of 11 (was 10)
B24 now has a startup of 16 (was 10)

Kano
2,4,1+3 now -4 (was +1)

Cetrion
F1 is now 9f (was 7f)
DF1 MB now -14 (was -4)

Liu Kang
F3,4,U+3 now 26f startup (was 22)
MB Bicycle Kick 40 less dmg
Straight Fireball now 17f (was 12)
Straight Fireball hit adv is +2 (was +1)
Low fireball now 20f (was 16f)
Bicycle Kick now -16 on block (was -6)
Bicycle Kick recovery now 39f (was 23)

Jax
F4 now +1 on block (was +6)
F4 recovery now 24f (was 19f)
F4 +3 on hit (was +8)
Gotcha Grab now ends earlier (1 less of each option)
Tick throws from F2, F33, B1, 22 - are gone. Only ones left are from D1, D12 and D3

Skarlet
F2 now 13f (was 12f)
MB Siphon now +4 (was +7)

Jacqui Briggs
112 no longer combos into DB4
Increased damage scaling on DB4

Kitana
B1 now 13f (was 14f)
D1 now +12 on hit (was +1)
D1 now -7 on block (was -9)
F2 startup now 15f (was 16f)
B3 now +12 on hit (was +7)
B3 now -4 on block (was -9)
D3 now +10 on hit (was +5)
D3 now -6 on block (was -10)
D4 now -8 on block (was -10)
Fan Toss now -3 on hit (was +2)
Fan Toss now - 13 on block (was -17)
Fan Lift now -18 on block (was -9)
B1,4 now +7 on hit (was +5)
B1,4 now -7 on block (was -9)
2,1 now +4 on hit (was -6)
2,1 now -7 on block (was -17)
2,1,2,2,2 now -6 on block (was -16)
2,1,4,3,4 now -7 on block (was -10)
B,2,3,1 now -5 on block (was -11)
B,2,3,1,3,4,3 now -7 on block (was -12)
B2,3,1,D+2 now -7 on block (was -9)
B3,4 now -7 on block (was -10)
EX Fan now high high (was mid mid)

Shao Kahn
D3 now +10 on hit (was +6)
D3 now -5 on block (was -9)
F4 now 28f (was 25f)
12,1+3 now -5 on block (was -1)
F21 is now -6 on block (was -8)
F212 is now -15 on block (was -9)
F2 is now 21f (was 16f)

Frost
D3 is now 8f instead of 12f
F22 is now 27f instead of 24f
Chip damage significantly reduced on blade spin.
MB Microburst now grounded freeze

Geras
Standing 1 changed from +1 to -3 on block
F1, 1+3 changed from -9 to -14 on block
2,4 changed from -8 to -4 on block

Kung Lao
D1 now +11 on hit (was +7)
D1 now -4 on block (was -6)
D3 now +10 on hit (was +6)
D3 now -5 on block (was -9)
F13U2 now -6 on block (was -14)
214 is now -2 on block (was +1)

Sonya Blade
B1 is now -4 (was -9)
D1 is now +12 on hit (was +7)
B3 is now +3 on hit (was 0)
D3 is now +10 on hit (was +8)
D4 is now +14 on hit (was +12)
D4 is now - 7 on block (was -9)
B123 is now -14 on block (was -9)
B3U4 is now -4 on block (was -8)
B3U4 is now +6 on hit (was +2)

Kabal
D1 is now -4 on block (was -2)
D3 is now -4 on block (was -3)

Raiden
B2 is now -18 on block (was -28)
B2 is now 19f (was 21f)
F4 is now -3 on block (was -13)
D4 is now 14f (was 16f)
B12 is now -9 (was -14)
F11 is now -5 on block (was -11)
21 is now -7 (was -8)

Sub Zero
S1 is now 0 on block (was +1)
S1 is now +6 on hit (was +12)
B14 is now -4 on block (was -9)
D1 is now +9 on hit (was +7)

Noob Saibot
D1 now +11 on hit (was +9)
Spirit Ball is now +5 on hit (was +7)
Spirit Ball now -17 on block (was -15)

Erron Black
D1 is now -4 on block (was -3)
D3 now +8 on hit (was +12)
D3 now -2 on block (was -3)
D4 now +16 on hit (was +19)
D4 now -3 on block (was -5)
11 is now -5 on block (was 0)
B222 now - 15 on block (was -9)
B2U4 now -5 on block (was -10)
F21 now -11 (was -6)
F21 can no longer be special cancelled
L&L 2 now -15 (was -1)
Побеждает в этой жизни только тот, кто победил сам себя. Кто победил свой страх, свою лень и свою неуверенность. (с) Виктор Суворов "Аквариум"
Вы думаете, что у вас есть предел возможностей, но как только вы достигаете его что-то происходит и вы вдруг находите силы пройти немного дальше. С помощью силы ума, решительности и опыта вы можете взлететь очень высоко. (с) Айртон Сенна

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[MK 11] История патчей

Сообщение ElectricHat » 21 ноя 2019, 00:45

Изображение

BY THE ELDER GODS!!!

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