[MK 11] История патчей

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ZorN
Warlock
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Зарегистрирован: 06 сен 2013, 03:03
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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
Ты мечтал родиться cотни лет назад,
IGAU: Zatanna, Zod
Биться на турнирах в блеске черных лат.
MK X: Quan Chi, Alien
Закат багровой краской твой бы красил щит
Injustice 2: Dr. Fate
И враги бы знали - Ты лишен души.
MK 11: Shao Kahn, Geras, Jacqui
( )
Эффект ZorN'a

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SUGATA
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Сообщения: 2633
Зарегистрирован: 04 мар 2007, 12:00
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[MK 11] История патчей

Сообщение SUGATA » 08 фев 2021, 13:38

4
SOURCE:
https://mortalkombatgamessupport.wbgame ... atch-Notes
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/



#25
Patch 1.9
[26.01.2021]
https://mortalkombatgamessupport.wbgame ... s-01-26-21
Official MK11 Ultimate PlayStation and Xbox Release Notes 01/26/21
General Gameplay Adjustments
• Move list corrections
• Fixed minor issues with several augments
• Fixed minor visual & audio issues with several Brutalities

Character Specific Adjustments
• D’Vorah - Number of Wasps currently affecting an opponent will no longer sometimes be reset if Strepsiptera connects while opponent is in the hit reaction to Swarm
• Kano - The first hit of Snake Bite now has 1 more active frame and the second hit has 1 less startup frame
• Kano - The hit reaction to Figjam Amplified (Back Punch, Back Punch, Front Kick, Amplify) will no longer sometimes use the incorrect blood color against some opponents
• Kotal Kahn - Now has 1050 health (down from 1100)
• Kotal Kahn - Fixed issue with Eztli Totem providing higher then intended healing when stacked with other Totem types
• Kotal Kahn - Chicahtoc & Eztli Totems no longer have Kustom Variation restrictions in Kompetitive modes
• Kotal Kahn - The first hit of Yeyecame Disk Amplify now has slightly farther reach and the projectile now has 10 less frames of hit advantage
• Kung Lao - Sweeping Razor (Away + Back kick) while having no Hat now properly triggers Krushing Blow reset conditions
• Shao Kahn - Now has 1100 health (up from 1050)
• RoboCop - Now has 1050 health (up from 1000)
• RoboCop - Adjusted the hit region of Getup/Flawless Block Attack (Up + Back Punch)
• Sheeva - Dragon Drop is now off-screen for 2 more frames before her drop attack begins
• Sheeva - Dragon Stance now has 2 more startup frames
• Mileena - Poisonous Butterfly (Towards + Back Kick) now has airborne frames when Mileena is off the ground
• Mileena - The hit reactions to Kahnum Dash Amplify, Kahnum Dash Further Amplify, & Ridin' Dirty (Front Punch, Front Punch, Front Punch + Front Kick) now have airborne frames when Mileena is off the ground
• Mileena - Fixed a rare issue where Play Time (Towards + Front Punch, Back Punch, Back Kick) could leave a lingering visual effect on certain costumes
• Rambo - Slightly adjusted the hit regions & repel regions of Basic Training (Away + Front Punch)
• Rambo - Lieutenant Drop (Towards + Back Kick) now has airborne frames when Rambo is off the ground
• Rambo - Hidden M60 & Hidden M60 Amplify will no longer sometimes use an incorrect animation when Rambo is hit by Kronika's Reverse Time.




#24
Patch 1.8
[11.12.2020]
https://mortalkombatgamessupport.wbgame ... s-12-11-20
Official MK11 Ultimate PlayStation, Xbox and PC Release Notes 12/11/20
General Gameplay Adjustments
• Move list corrections
• Improvements to AI logic
• Adjusted cloth animations on several characters
• Fixed minor visual & audio issues with several Brutalities

Character Specific Adjustments
• Cetrion - Fixed Hell's Wrath having an incorrect property that was causing it to be destroyed by Kollector's Vial of Sorrow
• Jax - Cancel (Duck and Weave) now displays Punish instead of Kounter when hit during recovery & is no longer throw immune during some of its recovery frames
• Johnny Cage - Hit impact effects during the animation of Fixed Pissed Off are no longer all yellow tinted if first his was an armor break
• Joker - Getting Lit & Getting Lit Amplify can no longer sometimes cause invisible characters to become visible while in the ground fire
• Kitana - Jump Attacks from (Air) Retreating Fan Flutter & Advancing Fan Flutter will now autoface the opponent
• Kitana - (Air) Advancing Fan Flutter now displays Punish instead of Kounter when hit during recovery & is no longer throw immune during some of its recovery frames
• Kitana - (Air) Piercing Dagger now displays Punish instead of Kounter when hit during recovery & is no longer throw immune during some of its recovery frames
• Kitana - (Air) Fan Toss now displays Punish instead of Kounter when hit during recovery & is no longer throw immune during some of its recovery frames
• Kung Lao - Fixed an issue causing Rising Rim (Down + Back Punch) while not having Hat available to be immune to high attacks during some of its recovery frames
• Kung Lao - Cancel (Spiritual Guidance) is no longer throw immune during some of its recovery frames
• Kung Lao - Fixed some visual issues with Beaten and Broken (Fatal Blow) when done on the right side of some Arenas in certain circumstances
• Mileena - Jump Attacks now have the same cancel properties & frame advantage on Block & Flawless Block as other characters
• Mileena - The opponent is no longer throw immune during the hit reaction to Sai Slide Amplify Krushing Blow
• Rain - Hydro Boost no longer has slightly different properties when facing left or right
• Rain - Jump Attacks & Special Moves when executed during Hydro Boost & Hydro Boost Amplify now do slightly less damage and have a larger 6 frame window to Flawless Block
• Rain - Argus Plunge Amplify Krushing Blow will no longer sometimes cause the opponent to get up facing the wrong way when in the corner
• Rain - Katar will no longer sometimes cause a high pitched sound effect when connecting with metal parts on an opponent when attacks hits or are blocked
• Rambo - Jump Attacks now have the same cancel properties & frame advantage on Block & Flawless Block as other characters
• Rambo - Getup/Flawless Block Attack (Up + Back Punch) is now correctly immune to throws & air attacks during its startup frames
• Rambo - Low Blow (Away + Front Kick) is now correctly a high parry instead of low parry
• RoboCop - Fixed an issue with Flamethrower allowing opponent to be thrown during its hit reaction
• Scorpion - Fixed an issue with Demon Breath allowing opponent to be thrown during its hit reaction
• Sindel - Cancel (Regal Presence) is no longer throw immune during some of its recovery frames
• Shang Tsung - Soul Swap can now kill an opponent if they are affected by Vile Inscriptions or Malignant Sorcery
• Sheeva - Adjusted the projectiles of Flame Barrage (Dragon Stance) to now startup 3 frames apart and it can once again be projectile parried
• Skarlet - Retch-Rebution now displays Punish instead of Kounter when hit during its recovery frames
• Sub-Zero - Jump Attacks & (Air) Polar Axe when executed during Rising Ice Amplify now do slightly less damage.



#23
Patch 1.7
[24.11.2020]
https://mortalkombatgamessupport.wbgame ... s-11-24-20
Official MK11 Ultimate Release Notes 11/24/20
Below are the release notes for the 11/24 Mortal Kombat 11 Ultimate update on PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, Nintendo Switch, PC, and Google Stadia:

Klassic MK Movie Skin Pack
• Added new character skin variants based on the original “Mortal Kombat” film featuring the voices and likenesses of three main actors from the 1995 movie, including Christopher Lambert as “Protector of Earthrealm Raiden,” Linden Ashby as “Hollywood Kombatant Johnny Cage” and Bridgette Wilson-Sampras as “Island Bound Sonya Blade.”
• Available now digitally for $5.99 (SRP).

General Gameplay Adjustments
• Fixed an issue that was causing Abilities to be locked in Practice Mode’s Player Select if someone started the game using a new Player Profile and immediately went into practice mode.
• Minor graphical performance optimizations on next generation consoles

Character Specific Adjustments
• Kung Lao - Possessed Hat now plays the correct audio
• Mileena - (Air) Soaring Sai now correctly displays Punish instead of Kounter when hit during recovery and is no longer throw immune during some of its landing frames
• Mileena - Fixed a rare issue with Vanish invisibility not being applied if it is used at specific timing while Shang Tsung is performing Soul Swap
• Mileena - Fixed a rare issue with Kahnum Dash Amplify that could cause some cloth to use an incorrect animation
• Mileena - Fixed a rare audio issue with Sai Blast while modified by augments
• Rain - His Katar will no longer sometimes become invisible if Katar Toss is interrupted at specific timing
• Rain - Fixed issues with several special moves not having damage adjusted by Augments correctly
• Rambo - Claymore is no longer effected by projectile immunity
• Rambo - Fixed issues with several special moves not having damage adjusted by Augments correctly.



#22
Patch 1.6
[16.11.2020]
https://mortalkombatgamessupport.wbgame ... s-11-16-20
Official MK11 Ultimate PlayStation and Xbox Release Notes 11/16/20
Below are the release notes for the 11/16 Mortal Kombat 11 Ultimate update on PlayStation 4, PlayStation 5, Xbox One, and Xbox Series X|S.
Table of Contents
General Gameplay Adjustments
Kombat League / Online
Krypt
Towers of Time
Character Specific Adjustments

General Gameplay Adjustments
• Move list corrections
• Improvements to AI logic
• Added several new Brutalities for players to discover
• Added an option to toggle the ability to use Kustom Variations in Tournament Mode Options
• Slightly adjusted the head victim region location for all characters
• Most Basic & Kombo Attacks now allow for button input buffer during their last 4 frames of recovery
• Hop attacks are now also immune to Down + Front Punch Basic Attacks until their recovery frames
• Getup recovery is now 4 frames faster
• Delayed Getup now uses a unique animation, displays in-game message, and only has one timing of 20 frames (previously Short was 15 and Long was 30 frames)
• Fatal Blows now have a larger 6 frame window to Flawless Block, have slightly less pushback on block, and no longer pushback from blocking cornered opponents
• Fixed a rare issue with throw escapes that could cause weapons held in hands to use an incorrect animation
• Toward & Back Throws now lose trades to most other attacks and they do 10 less damage on their initial hit
• When a Basic Throw startup is interrupted it will now cause the hit reaction to occur at the current location of the character, instead of the starting location of the throw
• Fixed a rare issue that could cause Krushing Blow DOTs to linger after resurrections if the additional damage from the Krushing Blow cinematic caused the death
• Fixed an issue that could cause incorrect victim regions to be used for a few frames if the player performed a forward dash then held down without any further inputs
• Most Kombo Attacks can no longer hit opponents from behind unless the opponent is in a combo
• Fixed a rare issue that could cause a physical attack to be ignored by the opponent if a projectile collided with a background at that very specific timing
• Slightly adjusted victim regions on several regular reactions
Kombat League / Online
• Minor online stability improvements
• Fixed several rare online desync causes
• Added an Online Tutorial when you first go to the Online Menu that explains some parts of Kombat League & Matchmaking
• Players can now use Kustom Variations in Kompetitive Modes
• Players can now view an opponent’s First Party online profile on the rematch screen after an online match
• Added support for Kross-Generation Play where kross-Play can be used
• There is now a Main Menu popup message informing a user if they have been banned from the online servers
Krypt
• Added new Nether Forge Recipes for players to discover
• Added New Krypt Events
Towers of Time
• Added New Player Module Rewards
• Added a new Summonable Tower
• Added new Augments for all characters
• Added a new Konsumable called Elixir
• Fixed various gameplay & visual issues with several Augments
• Replaced some opponents in the Gauntlet with new characters
Character Specific Adjustments
Baraka
• Baraka - Low Stab (Down + Front Punch) is now -6 on block (down from -4), has 2 more recovery frames on miss, and 4 more frames of hit advantage on a grounded opponent
• Baraka - Straight Shank (Down + Towards + Front Punch) is now -6 on block (down from -3) and has 3 more recovery frames on miss
• Baraka - Opponent's hop attacks are now immune to Straight Shank until its recovery frames
• Baraka - Low Poke (Down + Front Kick) is now -5 on block (down from -4) and has 3 more recovery frames on miss
• Baraka - Low Shank (Down + Towards + Front Kick) is now -6 on block (down from -4), has 2 more recovery frames on miss, and 2 more frames of hit advantage on a grounded opponent

Cassie Cage
• Cassie Cage - Straight Punch (Down + Front Punch) is now -6 on block (down from -4), has 2 more recovery frames on miss, and 3 more frames of hit advantage on a grounded opponent
• Cassie Cage - Side Kick (Down + Front Kick) now has a different hit reaction, has 2 more recovery frames on miss, and 4 more frames of hit advantage on a grounded opponent
• Cassie Cage - Opponent's hop attacks are now immune to Ball Buster until its recovery frames
• Cassie Cage - BLB-118 Bitchin' Bubble now has a 300 frame duration (down from 400) and will now disappear when Cassie is hit, has an attack parried, or performs Back Throw
Cetrion
• Cetrion - Low Wind (Down + Front Punch) now has 3 more recovery frames on miss and 4 more frames of hit advantage on a grounded opponent
• Cetrion - Krystal Kick (Down + Front Kick) now has a different hit reaction, has 4 more recovery frames on hit, 2 more recovery frames on miss, and 4 more frames of hit advantage on a grounded opponent
• Cetrion - Krystal Heel (Down + Back Kick) is now -6 on block (down from -5), has 1 more recovery frame on miss, and 2 less frames of hit advantage on a grounded opponent
• Cetrion - Fixed a rare issue with Conflux of Elements which could cause other elements besides Hallowing Winds to alter the opponent's air movement
D'Vorah
• D'Vorah - Low Sting (Down + Front Punch) now has 3 more recovery frames on hit and 3 more frames of hit advantage on a grounded opponent
• D'Vorah - Slight Sting (Down + Back Kick) now has 4 more frame of hit advantage on a grounded opponent
• D'Vorah - Adjusted the hit regions of Tsetse (Towards + Back Punch, Back Punch, Down + Front Punch + Front Kick) and it can now be directed close or far
• D'Vorah - slightly reduced the hit regions of Bug Bash (Towards + Front Punch)
• D'Vorah - slightly increased the range of Bot Fly (Towards + Front Punch, Front kick) when opponent is in a combo
Erron Black
• Erron Black - Ducking victim regions slightly increased
• Erron Black - Low Boot (Down + Front Kick) is now -5 on block (down from -3) and 2 more recovery frames on miss
• Erron Black - Ankle Biter (Down + Towards + Front Kick) now has 8 startup frames (down from 9), has 1 less recovery frame on miss, 2 more frames of hit advantage on a grounded opponent, and has an increased hit region when opponent is in a combo
• Erron Black - Sandy Sole (Down + Back Kick) is now -7 on block (down from -3)
• Erron Black - Slightly increased the hit regions of Ghost Koins (Fatal Blow) when opponent is in a combo
• Erron Black - Down Peacemaker now has 20 startup frames (up from 15), is a low block, -14 on block (down from -8), -19 on flawless block (down from -8), and 1 less recovery frame on miss
• Erron Black - Removed some instances where Zaterrean Spit could damage opponents when they are invulnerable to attacks
• Erron Black - Fixed an issue that could cause juggle hits after Rising Stock (Locked And Loaded) Krushing Blow juggle during Finish Him to not allow a fatality to be performed
Frost
• Frost - Frigid Palm (Down + Front Punch) is now -5 on block (down from -4)
• Frost - Chest Cold (Down + Front Kick) is now -6 on block (down from -3), has 1 less recovery frame on hit, and 4 more frames of hit advantage on a grounded opponent
• Frost - Slightly adjusted the victim regions on the hit reaction to Freezer Burn (Away + Front Punch, Back Punch)
• Frost - Removed some instances where Core Trap could damage opponents when they are invulnerable to attacks
Geras
• Geras - Knee Bash (Down + Front Punch) is now -6 on block (down from -5), has 3 more recovery frames on miss, and 2 more frames of hit advantage on a grounded opponent
• Geras - Gauntlet Slam (Down + Front Kick) now has 5 more frames of hit advantage on a grounded opponent
• Geras - Pounding Sand (Down + Back Kick) now has 3 more frames of hit advantage on a grounded opponent
Jacqui Briggs
• Jacqui Briggs - Straight Jab (Down + Front Punch) is now -6 on block (down from -3), has 3 more recovery frames on miss, and 3 more frames of hit advantage on a grounded opponent
• Jacqui Briggs - Side Strike (Down + Front Kick) now has a different hit reaction, has 5 more recovery frames on miss, and 3 more frames of hit advantage on a grounded opponent
• Jacqui Briggs - Slightly adjusted the hit regions of Leaping Bow (Away + Front Punch) and it now has 1 less active frame, 1 more recovery frame on miss, and no longer pushbacks from blocking cornered opponents
• Jacqui Briggs - Bionic Dash is now -12 on block (down from -7)
• Jacqui Briggs - Jump Attacks & Special Moves when executed during Bionic Bounce do slightly less damage and have a larger 6 frame window to Flawless Block
• Jacqui Briggs - Prototype Rocket is now -16 on block (down from -14), has 12 more recovery frames on hit and has 2 more recovery frames on miss
• Jacqui Briggs - Removed some instances where the dot damage of Grenade Launcher could damage opponents when they are invulnerable to attacks
Jade
• Jade - Straight Palm (Down + Front Punch) is now -6 on block (down from -4), has 2 more recovery frames on hit, has 2 more recovery frames on miss, and 4 more frames of hit advantage on a grounded opponent
• Jade - Side Heel (Down + Front Kick) now has a different hit reaction, and is now -5 on block (down from -4), has 1 more recovery frame on hit, and 4 more frames of hit advantage on a grounded opponent
• Jade - Pierced (Down + Back Kick) is now -7 on block (down from -6), has 2 more recovery frames on hit& on miss, and 2 more frames of hit advantage on a grounded opponent
• Jade - Getup/Flawless Block Attack (Up + Front Kick) is now -8 on block (down from -6), and -13 on flawless block (up from -16), and 3 less recovery frames on hit & on miss
• Jade - adjusted the repel region on Pole Vault during its startup frames
• Jade - Fixed an issue that could cause visual effect lingering on Delia's Dance Gear Ability
• Jade - Slightly reduced the combo damage scaling after Toward Throw Krushing Blow
Jax
• Jax - Knee Jab (Down + Front Punch) ) is now -5 on block (down from -4), has 1 more recovery frame on miss, and 1 more frame of hit advantage on a grounded opponent
• Jax - Slightly adjusted the hit regions of Quick Drill (Down + Front Punch, Back Punch) and it now has 4 active frames (up from 2), 2 less recovery frames on miss, and its cancel frame is 2 frames earlier
• Jax - Side Strike (Down + Front Kick) now has a different hit reaction, and is now -6 on block (up from -7), has 4 more recovery frames on hit, 2 more recovery frames on miss, and 5 more frames of hit advantage on a grounded opponent
• Jax - Step Back (Down + Back Kick) has 4 less recovery frames on hit and 5 more frames of hit advantage on a grounded opponent
Johnny Cage
• Johnny Cage - Low Jab (Down + Front Punch) is now -5 on block (down from -3), has 5 more recovery frames on hit & on miss, and 1 more frame of hit advantage on a grounded opponent
• Johnny Cage - Low Boot (Down + Front Kick) is now -5 on block (down from -4), has 2 more recovery frames on hit, has 4 more recovery frames on miss, and 4 more frames of hit advantage on a grounded opponent
• Johnny Cage - The Gist Of My Fist (Towards + Back Punch, Front Punch, Back Punch) is now considered grounded 7 frames earlier, matching when he visually lands on the ground
• Johnny Cage - Cage Match (Front Kick, Back Kick, Up + Front Kick) is now considered grounded 5 frames earlier, matching when he visually lands on the ground
• Johnny Cage - Making Headlines (Away + Front Kick, Back Kick, Up + Front Kick + Back Kick) is now considered grounded 5 frames earlier, matching when he visually lands on the ground
• Johnny Cage - Tear Jerker (Towards + Back Kick, Front Kick) is now considered grounded 2 frames earlier, matching when he visually lands on the ground
• Johnny Cage - Slightly adjusted the hit regions of Hop Kick (Hop + Front Kick/Back Kick) and it now has 5 active frames (up from 3) and 2 less recovery frames on miss
• Johnny Cage - Nut Punch amplify will now auto face the opponent
• Johnny Cage - Pissed Off now breaks armor
• Johnny Cage - Opponent's hop attacks are now immune to Nut Punch until its recovery frames
• Johnny Cage - Fixed a rare visual issue with Sunglasses when Throwing Shades is flawless blocked
• Johnny Cage - Adjusted camera & controller shakes on Toward & Back Throws
Kabal
• Kabal - Knee Buckle (Down + Front Punch) is now -5 on block (down from -4), has 3 more recovery frames on hit & on miss, and 3 more frames of hit advantage on a grounded opponent
• Kabal - Side Kick (Down + Front Kick) now has a different hit reaction, and is now -5 on block (up from -4), has 4 more recovery frames on hit & on miss, and 4 more frames of hit advantage on a grounded opponent
• Kabal - Flash Parry now does 90 damage (was 0), is now +25 on hit (up from +9), and now enables autoblock which no longer allows for followup hits to combo
• Kabal - Fixed a rare issue that could cause an improper animation to be used briefly on Kabal's Hook Swords when using Flash Parry
Kano
• Kano - Knee Cutter (Down + Front Punch) is now -6 on block (down from -5), has 1 more recovery frame on hit & on miss and 5 more frames of hit advantage on a grounded opponent
• Kano - Low Hinge (Down + Front Kick) now has a different hit reaction and 6 more frames of hit advantage on a grounded opponent
• Kano - Devo Strike (Down + Back Kick) now has 6 more frames of hit advantage on a grounded opponent
• Kano - Wheel Kick (Towards + Back Kick) will no longer sometimes switch sides with the opponent when done in certain circumstances
• Kano - Removed some instances where Molotov Cocktail could damage opponents when they are invulnerable to attacks
• Kano - Removed some instances where Bio-Magnetic Trap could damage opponents when they are invulnerable to attacks
Kitana
• Kitana - Heal Poke (Down + Front Kick) now has a different hit reaction, and now has 1 more recovery frame on hit, 4 more recovery frames on miss, and 5 more frames of hit advantage on a grounded opponent
• Kitana – Fan Stab (Down + Back Kick) is now -9 on block (down from -8), has 1 more recovery frame on hit & on miss, and 7 more frames of hit advantage on a grounded opponent
• Kitana - Neck Slice (Back Punch) now has 11 startup frames (down from 13)
• Kitana - Royal Protection now increases damage on Quick Execution and Toward & Back Throws
• Kitana - Edenian Razors now has 3 less recovery frames and only attacks with one Fan instead of three
• Kitana - Edenian Razors can now be Amplified to attack with 2 additional Fans
• Kitana - Edenian Twist Krushing Blow no longer is possible if Kitana is above 300 health while Fatal Blow is still on cooldown
• Kitana - Upward Fan Toss now has 5 more recovery frames
• Kitana - Upward Fan Toss Amply now has 1 more recovery frame and now enables autoblock which no longer allows for followup hits to combo
• Kitana - Cancel (Half-Blood Stance) is no longer throw immune during some of its frames
• Kitana - Far Dark Plunge (Edenian Fade) is now +12 on hit (up from -10) when connecting on the first active frame
Kollector
• Kollector - Bloody Nails (Down + Front Punch) is now -6 on block (down from -5), has 1 more recovery frame on hit & on miss, and 5 more frames of hit advantage on a grounded opponent
• Kollector - Leg Check (Down + Front Kick) now has a different hit reaction, and now has 1 less recovery frame on miss, and 6 more frames of hit advantage on a grounded opponent
• Kollector - Low Mace (Down + Back Kick) is now -5 on block (down from -4) and has 3 more frames of hit advantage on a grounded opponent
• Kollector - Removed some instances where Vial of Sorrow could damage opponents when they are invulnerable to attacks
Kotal Kahn
• Kotal Kahn - Low Swipe (Down + Front Punch) now has 3 more recovery frames on hit, 4 more recovery frames on miss, and 4 more frames of hit advantage on a grounded opponent
• Kotal Kahn - Side Strike (Down + Front Kick) now has a different hit reaction, and now has 3 more recovery frames on miss, and 3 more frames of hit advantage on a grounded opponent
• Kotal Kahn - Warrior Spin (Down + Back Kick) is now -9 on block (down from -8), has 1 more recovery frame on hit & on miss, and 4 more frames of hit advantage on a grounded opponent
• Kotal Kahn - Slightly adjusted the victim regions on the hit reaction to Blade Push (Towards + Back Punch)
• Kotal Kahn - Slightly adjusted the victim regions on the hit reaction to Tlaneltocaz (Towards + Back Punch, Back Kick) and it is now -5 on block (up from -7), has 2 less recovery frames on hit & on miss, 2 more frames of hit advantage on a grounded opponent, and its cancel frame is 2 frames earlier
• Kotal Kahn - Slightly adjusted the victim regions on the hit reaction to Macuahuitl Swipe (Away + Back Punch)
• Kotal Kahn - Slightly adjusted the hit regions of Tonaltzintli (Away + Back Punch, Back Punch) and it now has 20 startup frames (down from 22), 4 active frames (up from 2), and is now -19 on block (down from -16)
• Kotal Kahn - Mehtizquia (Away + Back Punch, Back Punch, Front Kick) is now considered grounded 19 frames earlier, matching when he visually lands on the ground
• Kotal Kahn - Slightly increased the range of the first hit of Yeyecame Disk Amplify
• Kotal Kahn - Adjusted the repel region of Tecuani Maul and the first hit now has 32 more frames of hit advantage
Kung Lao
• Kung Lao - Low Palm (Down + Front Punch) is now -5 on block (down from -4), has 1 more recovery frame on hit, has 4 more recovery frames on miss, and 5 more frames of hit advantage on a grounded opponent
• Kung Lao - Side Kick (Down + Front Kick) now has a different hit reaction, and now has 2 more recovery frames on miss, and 4 more frames of hit advantage on a grounded opponent
• Kung Lao - Back Kick (Down + Back Kick) is now -7 on block (up from -9), has 2 less recovery frames on hit & on miss, and 6 more frames of hit advantage on a grounded opponent
• Kung Lao - Slightly increased the hit region of Hat Toss when opponent is in a combo
• Kung Lao - Possessed Hat now releases only one hat, 18 more frames of hit advantage on a grounded opponent, can now be amplified, and has a slightly increased hit region when opponent is in a combo
• Kung Lao - Shaolin Slam (Teleport) on hit now causes both characters to be considered airborne until visually landing
• Kung Lao - Guided Hat now has 8 more frames of hit advantage on a grounded opponent and a slightly increased hit region when opponent is in a combo
• Kung Lao - "Buzz Saw" now loses trades
Liu Kang
• Liu Kang - Low Backhand (Down + Front Punch) is now -5 on block (down from -4) and has 2 more frames of hit advantage on a grounded opponent
• Liu Kang - Crouching Kick (Down + Front Kick) now has a different hit reaction, is -7 on block (down from -5), and has 2 more frames of hit advantage on a grounded opponent
• Liu Kang - Dragon's Tail (Down + Back Kick) is now -7 on block (down from -4) and has 1 more frame of hit advantage on a grounded opponent
• Liu Kang - Slightly increased the hit regions of This Will Hurt (Away + Front Kick, Back Kick)
• Liu Kang - Slightly increased the hit regions of Shaolin Strike
Noob Saibot
• Noob - Knee Hook (Down + Front Punch) is now -6 on block (down from -4), has 4 more recovery frames on hit, has 3 more recovery frames on miss, and 2 more frames of hit advantage on a grounded opponent
• Noob - Boot Slide (Down + Front Kick) now has 3 more recovery frames on hit & on miss, and 3 more frames of hit advantage on a grounded opponent
• Noob - Sickle Strike (Down + Back Kick) now has 3 more frames of hit advantage on a grounded opponent
• Noob - Slightly adjusted the hit regions of As One (Away + Front Punch, Front Punch + Front Kick)
• Noob - Fixed a rare issue with As One (Away + Front Punch, Front Punch + Front Kick) & For The Brotherhood (Away + Front Punch, Front Punch + Front Kick, Back Punch) that could cause weapons held in hands to use an incorrect animation
Raiden
• Raiden - Side Strike (Down + Front Punch) is -6 on block (down from -3), has 3 more recovery frames on hit & on miss, and 3 more frames of hit advantage on a grounded opponent
• Raiden - Low Boot (Down + Front Kick) now has a different hit reaction, is -5 on block (down from -3), has 2 more recovery frames on hit, 5 more recovery frames on miss, and 4 more frames of hit advantage on a grounded opponent
• Raiden - Sweeping Storm (Down + Back Kick) now has 13 startup frames (down from 14), 2 less recovery frames on hit & on miss, and 3 more frames of hit advantage on a grounded opponent
• Raiden - Distant Thunder (Away + Front Punch, Back Kick) has 15 more frames of blockstun with increased pushback when normal blocked and 5 more frames of blockstun with slightly increased pushback when Flawless Blocked
• Raiden - Slightly adjusted the hit regions of Heavy Thunder (Jump + Front Kick)
• Raiden - Removed some instances where Rolling Thunder could damage opponents when they are invulnerable to attacks
• Raiden - Super Bolt now has 10 more frames of blockstun, has 6 more recovery frames on hit & on miss, and is now considered grounded after its active frames
• Raiden - When Super Bolt is charged for the 20 frames it now has 8 less recovery frames on hit and 10 less recovery frames on block & on miss
Scorpion
• Scorpion - Low Jab (Down + Front Punch) is now -6 on block (down from -4), has 2 more recovery frames on hit & on miss, and 4 more frames of hit advantage on a grounded opponent
• Scorpion - Side Strike (Down + Front Kick) now has a different hit reaction, is -6 on block (down from -4), has 3 more recovery frames on hit & on miss, and 4 more frames of hit advantage on a grounded opponent
• Scorpion - Quick Kick (Down + Back Kick) now has 1 more frame of hit advantage on a grounded opponent
• Scorpion - Demon Dash now has 12 startup frames (up from 7)
• Scorpion - Cancel (Misery Blade) is no longer throw immune during some of its frames
Skarlet
• Skarlet - Silent Stab (Down + Front Punch) now has 1 more recovery frame on miss, and 3 more frames of hit advantage on a grounded opponent
• Skarlet - Spear Strike (Down + Front Kick) is now -7 on block (up from -10)
• Skarlet - Spinning Scythe (Down + Back Kick) is now -13 on block (down from -12), has 4 less recovery frames on miss, and 3 more frames of hit advantage on a grounded opponent
• Skarlet - Removed some instances where Red Mist could damage opponents when they are invulnerable to attacks
Sonya Blade
• Sonya - Energy Burst (Down + Front Punch) is -6 on block (down from -3), has 3 more recovery frames on hit, and 1 more frame of hit advantage on a grounded opponent
• Sonya - Side Boot (Down + Front Kick) now has a different hit reaction, has 5 more recovery frames on hit & on miss, and 4 more frames of hit advantage on a grounded opponent
• Sonya - Low Burst (Down + Back Kick) now has 2 more recovery frames on hit and 6 more frames of hit advantage on a grounded opponent
• Sonya - (Air) Soaring General is now a high block and breaks armor
Sub-Zero
• Sub-Zero - Slightly adjusted the hit regions Low Back Hand (Down + Front Punch) and now has 2 more recovery frames on miss, and 4 more frames of hit advantage on a grounded opponent
• Sub-Zero - Quick Kick (Down + Front Kick) now has a different hit reaction, is -7 on block (down from -5), has 5 more recovery frames on hit, 2 more recovery frames on miss, and 4 more frames of hit advantage on a grounded opponent
• Sub-Zero - Swing Kick (Down + Back Kick) now has 1 more frame of hit advantage on a grounded opponent
Shao Kahn
• Shao Kahn - Dragon Fist (Down + Front Punch) is now -5 on block (down from -4), has 2 more recovery frames on hit, has 1 more recovery frame on miss, and 4 more frames of hit advantage on a grounded opponent
• Shao Kahn - Knee Shatter (Down + Front Kick) now has 3 more recovery frames on miss and 4 more frames of hit advantage on a grounded opponent
• Shao Kahn - Side Spike (Down + Back Kick) is now -9 on block (down from -8), has 1 more recovery frame on hit & on miss, and 5 more frames of hit advantage on a grounded opponent
Shang Tsung
• Shang Tsung - Serpent Stab (Down + Front Punch) is now -5 on block (down from -4), has 2 more recovery frames on hit, has 5 more recovery frames on miss, and 3 more frames of hit advantage on a grounded opponent
• Shang Tsung - Ankle Snap (Down + Front Kick) now has a different hit reaction, is -7 on block (down from -4), has 3 more recovery frames on miss, and 5 more frames of hit advantage on a grounded opponent
• Shang Tsung - Slightly adjusted the hit regions of Stance Breaker (Down + Back Kick) and it is now -7 on block (down from -6) and has 1 more recovery frame on miss
• Shang Tsung - Slightly increased the victim regions on Sorcerer Sweep (Away + Front Kick, Down + Back Kick)
• Shang Tsung - The duration of Malignant Sorcery & Vile Inscriptions is now 240 frames (down from 420)
• Shang Tsung - Corpse Drop now does 80 damage (down from 90)
• Shang Tsung - When Explosive Corpses Gear Ability is equipped, Corpse Drop now does 60 damage (down from 90)
• Shang Tsung - When Explosive Corpses Gear Ability is equipped, Corpse Drop Amplify now does 30 damage (down from 60), and has 5 less block advantage frames with slightly reduced pushback when blocked
• Shang Tsung - Soul Swap can no longer kill an opponent but can still trigger Chip Avoided & Last Breath
• Shang Tsung - Fixed a rare visual issue where an opponent's weapon props could get stuck in the ground during Shang Tsung's Back Throw
Nightwolf
• Nightwolf - Low Stab (Down + Front Punch) is now -6 on block (down from -4), has 2 more recovery frames on hit & on miss, and 3 more frames of hit advantage on a grounded opponent
• Nightwolf - Uncertain Ground (Down + Front Kick) now has 2 more recovery frames on miss
• Nightwolf - Hobbling Kick (Down + Back Kick) now has 6 more frames of hit advantage on a grounded opponent
• Nightwolf - Fixed an issue causing Rising Blades (Down + Back Punch) while Moon Fall is active to be immune to high attacks if the down input is held
Terminator
• Terminator - Gut Buster (Down + Front Punch) is now -5 on block (down from -4)
• Terminator - Rising Boot (Down + Back Kick) now has 3 more frames of hit advantage on a grounded opponent
• Terminator - Gut Buster (Down + Front Punch) while Endoskeleton is active now has the correct frame data
• Terminator - Fixed a rare issue with Dark Fate (Away + Front Punch, Front Punch + Front Kick) & Dark Fate Amplify (Away + Front Punch, Front Punch + Front Kick, Amplify) that could cause weapons held in hands to use an incorrect animation
Sindel
• Sindel - Edenian Burst (Down + Front Punch) is now -5 on block (down from -3) and has 3 less recovery frames on hit
• Sindel - Slightly adjusted the hit regions of Kewl Whip (Down + Back Kick) and it now has 3 less recovery frames on hit & on miss, and 6 more frames of hit advantage on a grounded opponent
• Sindel - Slightly adjusted the hit regions of Getup/Flawless Block Attack (Up + Front Kick)
• Sindel - Fixed a rare issue that could cause Deadly Echo to become disabled if used in certain circumstances
Spawn
• Spawn - Low Claw (Down + Front Punch) is now -6 on block (down from -4)
Joker
• Joker - Joking Jab (Down + Front Punch) is now -6 on block (down from -5) and has 2 more recovery frames on miss
• Joker - Wing Tip (Down + Front Kick) is now -6 on block (down from -5)
• Joker - Big Finish (Down + Back Kick) now has 5 more frames of hit advantage on a grounded opponent
• Joker - Toward Throw Krushing Blow no longer is possible if Joker is above 300 health while Fatal Blow is still on cooldown
• Joker - Getting Lit Amplify no longer autofaces the opponent
Fujin
• Fujin - Gut Shot (Down + Front Punch) is now -6 on block (down from -4) and has 2 more recovery frames on miss
• Fujin - Adjusted the victim regions of Low Drift (Towards + Front Kick)
• Fujin - Slightly adjusted the victim regions on the hit reaction of Typhoon Release (Back Kick, Back Punch)
• Fujin - Slightly adjusted the hit regions of Fatal Edge (Away + Front Punch, Front Punch)
• Fujin - Adjusted the hit regions of Getup/Flawless Block Attack (Up + Back Punch)
• Fujin - Getup/Flawless Block Attack (Up + Front Kick) ) is now -9 on block (down from -5), has 5 less recovery frames on hit, and has 1 less recovery frame on miss
• Fujin - Adjusted the hit regions of the last hit of Wind Kicks Amplify
• Fujin - Quick Slice (Away + Front Punch) now correctly plays a red hit effect on Kounter
RoboCop
• RoboCop - Knee Kapper (Down + Front Punch) is now -6 on block (down from -5)
• RoboCop - Ankle Breaker (Down + Front Kick) is now -9 on block (up from -10)
• RoboCop - Quick Spray (Down + Back Kick) now has 1 more frame of hit advantage on a grounded opponent
• RoboCop - Removed some instances where Cheval Trap could damage opponents when they are invulnerable to attacks
• RoboCop - Slightly increased the projectile parry region of Riot Shield
• RoboCop - Fixed an issue allowing Throw Escape to be possible during the recovery frames of Riot Shield
Sheeva
• Sheeva - Short Hammer (Down + Front Kick) is now -6 on block (down from -4)
• Sheeva - Crushing Backhand (Down + Back Kick) is now -5 on block (down from -3) and has 3 more frames of hit advantage on a grounded opponent
• Sheeva - Slightly increased the range of Blood Lust (Back Punch, Front Punch) & Slam Dance (Back Punch, Front Punch, Front Punch)
• Sheeva - Slightly adjusted the hit regions of Tele-Stomp and it now has 1 less frame of startup and 1 more active frame
• Sheeva - Spinning Dragon Amplify is no longer throw immune during some of its frames
• Sheeva - Fixed a visual issue with several attacks displaying incorrect blood color against opponents that have non-red blood

Related Articles
• Mortal Kombat 11 Release Notes - All
To learn more about Mortal Kombat 11, the latest installment in the iconic Mortal Kombat franchise developed by NetherRealm Studios, visit MortalKombat.com or join the community conversation on Twitter (@MortalKombat), YouTube (Mortal Kombat), Twitch (NetherRealm), Instagram (@MortalKombat), Facebook (MortalKombat) and Discord (MortalKombat).



#21
Patch 1.22
[29.09.2020]
https://mortalkombatgamessupport.wbgame ... s-09-29-20
Below are the release notes for the 09/29 Mortal Kombat 11 update on PlayStation 4, Xbox One, Nintendo Switch, and Google Stadia:
Character Skin Pack Update
All Hallow’s Eve Skin Pack release, including Halloween inspired skins – “Beast Within” Johnny Cage, “Blizzard King” Sub-Zero and “Bad Medicine” D’Vorah. Available for Mortal Kombat 11 Aftermath owners.



#20
Patch 1.21
[25.08.2020]
https://mortalkombatgamessupport.wbgame ... s-08-25-20
Official MK11 Release Notes 08/25/20
Below are the release notes for the 08/25 Mortal Kombat 11 update on PlayStation 4, Xbox One, PC and Google Stadia:
General Gameplay Adjustments
• Move list corrections
Character Specific Adjustments
• Cetrion - Fixed a rare issue that could cause the first hit of Deadly Winds to not be able to trade under certain circumstances
• Cetrion - Bouncing Boulder no longer has its hit regions removed when it is reflected
• D’Vorah - Infested Krushing Blow now triggers when hitting Jacqui while she is airborne with Bionic Bounce, (Air) Shrapnel Blast, (Air) Prototype Rocket, and (Air) Grenade Launcher
• Kitana - Slightly adjusted the hit & repel regions of Square Wave and (Air) Square Wave
• Kotal Kahn - Mehtizquia Cut Amplify Krushing Blow now triggers when hitting Jacqui while she is airborne with Bionic Bounce, (Air) Shrapnel Blast, (Air) Prototype Rocket, and (Air) Grenade Launcher
• Sonya - Mortar Strike (K.A.T. Turret) will no longer sometimes fire in the wrong direction under certain circumstances
• Sonya - Fixed a visual issue with K.A.T. Turret - K.A.T. Tantrum damage effects not looking correct on some characters
• Shang Tsung - Fixed an issue that was preventing The Essence Thief Brutality from triggering correctly.



#19
Patch 1.20
[06.08.2020]
https://mortalkombatgamessupport.wbgame ... s-08-06-20
Official MK11 Release Notes 08/06/20
Below are the release notes for the 08/06 Mortal Kombat 11 update on PlayStation 4, Xbox One, Nintendo Switch and Google Stadia:
General Gameplay Adjustments
• Move list corrections
• Adjusted the minimum health requirement for many Brutalities that have that as a requirement

Kombat League / Online
• Forever King Lobbies will no longer sometimes prevent users from joining after the room been full but now has open slots
• The Reward Screen after a Kombat League Season has ended no longer has an additional confirmation prompt when dismissed

Character Specific Adjustments

• Cassie - Fixed a rare issue with drone moves could become disabled if BL-118 Energy Bounce was interrupted at a specific time during certain circumstances
• Cetrion - The Smoked Flesh Brutality now has the requirement “hold Down during hit”
• Cetrion - Deadly Winds & Deadly Winds Amplify visual effects no longer sometimes linger after they have been projectile destroyed
• D’Vorah - Fixed a rare issue which could cause her Ovipositors to disappear during gameplay under certain circumstances
• Erron Black - Fixed issue with hat using an incorrect animation if time out loss occurs at specific timing as forward throw connects
• Geras - The Break Down Brutality now has the requirement “hold Down during hit”
• Jade - The Looking Good Brutality now has the requirement “hold Away during hit”
• Jax - The I Said Sleep Brutality now has the requirement “hold Down during hit”
• Johnny Cage - The And The Award Goes To Brutality no longer requires the Say Cheese Gear Ability
• Kano - The Bonzer Brutality now requires “hold Away during hit”
• Kitana - The Punished Brutality requirement is now “hold Down during hit”
• Kitana - Edenian Fade is no longer throw immune when she has landed and now displays Punish instead of Kounter when hit during its landing frames
• Kitana - Arcing Sai (Edenian Fade) now displays Punish instead of Kounter when hit during its recovery frames
• Kollector - The Slice Slice Slice Brutality now has the requirement “hold Towards during hit” and no longer requires first hit
• Kollector - Adjusted visual effect location for the Relic Lure impact effect
• Kung Lao - Fixed issue with Hat using an incorrect animation if a time out loss occurs at specific timing as Toward Throw connects
• Raiden - The Brutal Bolt Brutality now has the requirement “hold Up during hit”
• Raiden - Power Discharge (Away + Front Punch, Back Punch, Front Punch + Front Kick) now has an adjusted hit region while the opponent is in a kombo
• Skarlet - Bloodshot Amplify can no longer not have a projectile spawn when done with specific timing
• Skarlet - Fixed issue with Dagger disappearing during gameplay if her throw is interrupted at specific timing
• Sub-Zero - The Big Leg Brutality requirement is now “hit 4 Brutal Kicks during match” (was 6)
• Sub-Zero – The End of Round Taunt Ice Clone Teleport will no longer sometimes cause Sub-Zero to become invisible in rare circumstances
• Sub-Zero - Fixed (Air) Polar Axe using an incorrect animation in a Tower match when done immediately after the match has begun
• Shao Kahn - The Charging Through Brutality now has the requirement “hold Away during hit”
• Shao Kahn - The Head Kabob Brutality no longer requires first hit
• Shao Kahn - The Nothing Left Brutality now has the requirement “hold Down during hit”
• Shang Tsung - The Inclement Weather Brutality now has the requirement “hold Down during hit”
• Shang Tsung - Fixed a rare visual issue when morphing into Raiden that could causing his cape to use an incorrect animation
• Nightwolf - The No Leg to Stand On Brutality now has the requirement “hold Down during hit” and no longer requires first hit
• Nightwolf - Fixed Razor's Edge (Away + Front Kick, Back Kick, Front Punch + Front Kick) now does the correct chip damage on block
• Joker - The Head Case Brutality requirement is now “perform ‘C C D D E G E C’ 3 times” (was 5)
• Terminator - Terminate armor is no longer sometimes removed when his Fatal Blow misses or is blocked
• Terminator - Terminate visual effects will no longer linger after a Mercy is performed
• Fujin - Wind Barrier is now able to parry Liu Kang's jump & hop attacks, Frost's Hop Kick, and Kollector's Hop Kick
• Fujin - Wind Barrier will no longer sometimes have lingering visual effects when it is interrupted
• Fujin - Fixed some rare audio issues when Whirlwind (Away + Back Punch, Front Punch + Front Kick) and Tailwind (Towards + Back Punch, Front Punch + Front Kick) are interrupted
• Fujin - AI can now perform the attack followups to Sky Wakka
• RoboCop - Missing with various attacks under certain circumstances will no longer enable autoblock when opponent is in the Cheval Trap Amplify or Electric Grenade Amplify hit reactions
• RoboCop – Fixed a visual issue with Cobra Cannon using an improper animation for the first few frames in certain circumstances
• RoboCop - Active Patrol and Reactive Patrol now displays Punish instead of Kounter when hit during its recovery frames
• Sheeva - Fixed an audio issue with Untamed Fury Amplify sometimes missing sound effects.



#18
Patch 1.19
[10.06.2020]
https://mortalkombatgamessupport.wbgame ... s-06-10-20
Official MK11 PS4/XB1 Release Notes 06/10/20
General Gameplay Adjustments
• Move list corrections
• Fixed a rare Audio related game freezing issue
• Fixed some issues with certain attacks using the incorrect Augment Elemental Type
• Adjusted some overlapping text Menus regarding Augments

Kombat League / Online
• “Find Next Opponent” is once again the first option at the end of a Ranked set and no longer requires a confirmation

Towers of Time
• Fixed some rare issues with the Downburst Augment
• Missing Towers of Time for some players should be now be working correctly
• Optimized performance in Towers of Time

Stage Specific Adjustments
• Kronika's Keep - Adjusted how some special moves interact with an opponent hit by the Time Orb Background Interaction

Character Specific Adjustments

• D’Vorah - Bombardier Beetle & Bombardier Beetle Amplify can now only be parried by low projectile parries

• Erron Black - The first 3 hits of Ghost Koins (Fatal Blow) no longer allow for Breakaway

• Kabal - Fixed an issue with Buzzsaws playing an incorrect animation when hitting an opponent

• Kitana - Fixed a rare issue that could result in the Armor from Augment Kahnt Touch This to remain active after certain circumstances

• Kotal Kahn - Adjusted Totem buffs values when there are 2 or more stacks of Totems on screen
• Kotal Kahn - The first hit of Pinned Down (Fatal Blow) no longer allows for Breakaway

• Kung Lao - The first hit of Beaten And Broken (Fatal Blow) no longer allows for Breakaway

• Noob - Shadow Klones will no longer sometimes continue to animate when hit by some projectile parries
• Noob - Shadow Slide can now only be parried by low projectile parries

• Fujin - Adjusted wind effects on opponent's cloth physics when Bending Wind (Away + Back Punch) is performed
• Fujin - The final hit of Warped Needle Amplify now correctly works after it has been previously Flawless Blocked
• Fujin - Fixed an issue with Fujin's Krossbow using an incorrect animation when winning a match under certain circumstances
• Fujin - Fujin no longer sometimes has incorrect Gear Abilities in some Story Mode fights
• Fujin - The first hit of Winds Of Change (Fatal Blow) no longer allows for Breakaway
• Fujin - You can no longer do an extended combo against your opponent after Finish Him with Warped Needle until the Fatality window timeout has occurred.



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[MK 11] История патчей

Сообщение Stifmaster » 09 фев 2021, 00:24

KINGusha
Хороший...плохой...главный у кого ружьё!

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[MK 11] История патчей

Сообщение Kraa » 13 май 2021, 18:38

Баланс паьч подъехал:
https://mortalkombatgamessupport.wbgame ... s-05-13-21

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[MK 11] История патчей

Сообщение Mikhail22 » 14 май 2021, 08:56


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[MK 11] История патчей

Сообщение Desolator » 19 май 2021, 12:43

Всё больше на Шиве не поспамить прыжками :D

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