Mortal Kombat 11 Aftermath has just released! Along with all three brand new DLC characters (Fujin, Sheeva, Robocop) has come a bunch of changes in the patch.
Check out the full list of official changes below:
General Gameplay Adjustments
- Move list corrections
- Improvements to AI logic
- Added several new Brutalities for players to discover
- Practice and Replay options setting BUTTON LOG now has an option for FULL which will display Right Stick inputs
- Breakaway Tutorial now includes a lesson for Armor Break attacks
- Right Stick inputs are no longer scanned when performing most Kombo Attacks and special move 2in1 cancels
- Fixed issue which could cause certain character’s props to appear in the victory cutscene after Kronika is defeated
- Fixed issue with victim damage sounds sometimes persisting after a Quitality
- Added new options in Practice Mode > AI Options > Breakaway which allows timing to be adjusted (OFF, FAST, DELAY, LATE); FAST is the same as the Previous setting ON
- Fixed issue that could cause Practice Mode Kustom Getup/Reversal Playback to not come out on the first possible frame
- Fixed Practice Mode issue which could cause AI Options > Block Attack > (delay) to not work correctly on some attacks
- Practice Mode’s Kustom Getup/Reversal Playback now display inputs in the button log
- Practice Mode’s Kustom Getup/Reversal Playback now works properly with Fatal Blows
- Practice Mode’s Kustom Getup/Reversal order in menu changed to be after character specific attacks
- Fixed issue where some (Down + Back Punch) Krushing Blows against airborne opponents could cause background clipping when in the corner of some Arenas
- Fixed a rare issue with some throw cameras improperly tracking characters while certain modifiers are active
- The popup message “Block Attack Punish” is now properly displayed if a Block Attack is used to punish a cross-up jump attack
- Some damage over time debuffs can no longer linger on resurrecting characters under specific circumstances
- All Down + Front Punch attacks can be both high and low parried
- When Breakaway is performed, damage scaling is reset to a fixed value instead of a multiplier on the current combo damage scaling
Kombat League / Online
- Minor online stability improvements
- Fixed several rare online desync causes
- Added menu option to request a non-ranked set with opponent at the end of a Ranked set
Krypt
- Added new Nether Forge Recipes for players to discover
- Added New Krypt Events
Towers of Time
- Added New Player Module Rewards
- Added New Boss Towers, Sidekick Towers, and Tag Towers
- Added elemental move tags to all characters’ movelists
- Augment functionality has been reworked; after logging into the game for the first time your existing augments will be converted to new ones & unsocketed; this can take some time to complete
- Added Jinsei Essence Augments, which can only be socketed into a Gear’s 3rd Augment slot and have powerful gameplay abilities
- Augments no longer require a specific Gear Slot but still require a matching Augment Socket Type
- There are now non-character specific Augments which can be used on any character
- Fixed several modifiers persisting on screen after the fight has ended
- Tag Towers no longer award a Flawless Victory when only the currently tagged in character is at full health
- Increased the amount of Konsumables rewarded for completing a tower
- Increased augment rewards to all tower platforms
- Increased rewards for brutal difficulty
- Tower Loot tables can now include Gear & Items rewards from AI Battle
Stage Specific Adjustments
- After using a Background Interaction to jump over your opponent, they will no longer sometimes take a long time to turnaround if they remain idle
- Amplified Background Interactions no longer have throw immunity
- Cyber Lin Kuei Assembly – Fixed a visual issue with Sawblade Interaction when it is interrupted at a specific timing
- Cyber Lin Kuei Assembly – Fixed an issue with Ice Bomb Interaction sometimes not visually freezing certain cloth on characters
- Lost Hive of the Kytinn – Fixed a visual issue with Ovipositor Stab Interaction sometimes being misaligned when performed by a character facing left
- Shang Tsung’s Island Ruins – Fixed a visual issue with Mallet Interaction when it is interrupted at a specific timing
Character Specific Adjustments
Baraka
- Lunging Blades (Away + Back Punch) had its repel region adjusted and now does 90 damage (up from 70)
- Straight Shank (Down+Forward + Front Punch) can now be both high and low parried
- Blade Charge now breaks armor and has an alternate Krushing Blow condition: Breaks Armor
- Fixed issue with Leg Kabob with the impaled Arm Blade being improperly placed in certain circumstances
- Fixed a rare issue that could cause Staked to lose trades against certain attacks
Cassie
- Victim region while ducking slightly increased
- Getup/Flawless Block Attack (Up + Back Punch) now has 9 startup frames (down from 13), recovers 4 frames faster on hit, and has an adjusted hit reaction
- Adjusted the hit region of Flippin’ Out which now has 13 less recovery frames, and 10 more frames of blockstun with reduced block pushback
- Ball Buster can now be both high and low parried
- BLB-118 Escape and BLB-118 Advance no longer cost meter
- Flying Glow Kick now does 80 damage (was 60) and can now be cancelled into Fatal Blow on hit
- Flying Glow Kick now breaks armor and has an alternate Krushing Blow condition: Breaks Armor
- Adjusted the peak height & travel arc of (Air) Pissed AF (Jump + Fatal Blow) to hit more consistently and its startup & active frames now match the ground version
- Fixed rare issue that could cause Glow Burst (Back + Front Kick), Bloody Knuckles (Down + Back Punch), & Flying Glow Kick to lose trades against certain attacks
- Fixed visual issues with pistol holster animations when using Dual Wielding Amplify and Dual Wielding Krushing Blow
- Fixed issue which could cause drone to play an incorrect animation if a brutality is performed
Cetrion
- Heavens Wind (Front Punch) now has 4 more recovery frames on block
- Adjusted opponent’s victim region during the hit reaction to Turning Wave (Towards + Back Punch)
- Deadly Winds now performs an additional hit which can break armor before the tornado projectile
- Shattering Boulder now does 90 damage (up from 70)
- Fixed an issue with Hallowing Winds that could result in Boulder Bash causing an incorrect hit reaction
- Deadly Winds will no longer sometimes have lingering visual effects when a brutality is performed on Cetrion
- Elemental Ring will no longer sometimes have lingering visual effects during fatalities
D’vorah
- Recluse (Towards + Back Punch, Back Punch, Up + Front Punch + Front Kick) now does 90 damage (up from 80)
- Tsetse (Towards + Back Punch, Back Punch, Down + Front Punch + Front Kick) now does 70 damage (up from 60)
- Bugging Out (Towards + Back Punch, Back Punch, Back Kick) now does 70 damage (up from 50)
- Head victim region adjusted while performing Infested
- Swarm and Swarm Amplify now breaks armor and recovers 5 frames faster when armor is broken
- Reduced the combo damage scaling on Widow’s Kiss Amplify
- Bug Butt (Motherbug Front Kick / Back Kick) now does the correct chip damage on block
- Fixed visual issue with Widow’s Kiss webbing persisting on victim if interrupted at specific timing
- Fixed minor visual issues with Ovipositors becoming misaligned at the beginning of her fatalities
Erron Black
- High Noon (Front Punch, Front Punch) cancel frame now occurs 1 frame earlier and has 4 more recovery frames on hit, 2 less recovery frames on block, and 1 more recovery frame on miss
- Violent Ends (Front Punch, Front Punch, Back Kick) now has 2 less recovery frames
- Adjusted opponent’s victim region during the hit reaction to Spinning Revolver (Away + Front Punch)
- Hideout (Away + Front Punch, Back Punch, Back Punch), Smells Like Gunpowder (Away + Back Punch, Front Punch), To The Gallows (Away + Back Punch, Front Punch, Back Punch, Front Punch), and Pushing Daisies (Front Kick, Back Punch) now do correct damage on block
- Acid Pour starts up in 13 frames (down from 17), has 1 less active frame, recovers 6 frames faster on block, and 2 frames faster on miss
- Acid Pour now breaks armor and has an alternate Krushing Blow Condition: Breaks Armor
- Netherbeast Trap Amplify now has 10 less recovery frames
- TNT Toss now starts up 3 frames faster and has 4 less recovery frames
- TNT Toss Amplify now starts up 5 frames faster and has 9 less recovery frames
- Adjusted the hit region of TNT Toss Amplify gunshot which now has 21 more frames of hitstun on a grounded opponent, and 12 more frames of knockdown advantage against an airborne opponent
- Ghost Koins (Fatal Blow) damage on each hit has been adjusted and now only has combo damage scaling on the final hit resulting in 340 total damage (up from 332)
- Reload (Locked and Loaded) now follows the same input pattern as the other Locked and Loaded attacks where holding Up exits Locked and Loaded
- Fixed a rare issue which would not allow certain juggles to combo into Acid Pour Krushing Blow
- Netherbeast Trap will no longer sometimes become visually misaligned to victim when it hits near the corner
- Fixed an issue with Rattle Snake Slide playing an improper animation when it hits Kronika
Frost
- Icy Maul (Away + Back Punch) now does 50 damage (up from 30)
- Out Cold (Away + Back Punch, Back Punch, Front Punch, Back Punch) now does 67.5 damage (up from 58.5)
- Chest Cold (Down + Front Kick) can now be both high and low parried
- Cyber-Head now breaks armor and causes a different hit reaction when it breaks armor
- Auger Lunge Krushing Blow now leaves opponent closer to Frost
- Fixed a rare issue that could cause Winter Winds (Away + Back Punch, Back Punch) to lose trades against certain attacks
- Fixed issue with certain Background Interactions having incorrect hit animations against Frost while her head is detached
- Fixed issue with Core Overload self-hit reaction not occurring when close to opponent
Geras
- Gauntlet Slam (Down + Front Kick) can now be both high and low parried
- Sand Trap and Quick Sand now break armor, have an increased hit region when opponent is in a combo, and have an alternate Krushing Blow Condition: Breaks Armor
- Punish Krushing Blows now trigger when done against Reverse Time recovery
- Fixed an issue causing some attacks that hit an opponent affected by Temporal Advantage to not play a sound effect or hitspark
- Fixed an issue with Quick Sand causing an incorrect animation if used to kill final opponent of an endurance fight
Jacqui Briggs
- Trained To Kill (Away + Back Punch, Back Punch) now does correct damage on block
- Adjusted opponent’s victim region during the hit reaction to Step Kick (Towards + Front Kick)
- (Air) Dive Bomb now breaks armor and when armor is broken it recovers faster and has a different hit reaction
- Hyper Knee now breaks armor and has an alternate Krushing Blow Condition: Breaks Armor
- Landing recovery frames can no longer sometimes be circumvented during a crossup jump attack 2in1 cancelled into (Air) Shrapnel Blast, (Air) Grenade Launcher, or (Air) Prototype Rocket
- Fixed various visual issues with Jacqui’s Hellspawn cape during brutalities
Jade
- Pole Strike (Away + Front Punch) now causes 5 more frames of blockstun with increased pushback on block
- The last hit of Wiggle Stick (Away + Back Punch) now causes 5 more frames of blockstun with increased pushback on block and has 5 more recovery frames on block
- Bending Time (Front Kick , Back Punch, Back Punch, Down + Front Punch) now does 70 damage (up from 50)
- Adjusted opponent’s victim region during the hit reaction to Straight Kick (Front Kick)
- Slightly adjusted the gravity on the hit reaction to IP Girl (Towards + Back Punch, Front Punch)
- Baited (Front Punch, Back Punch, Back Kick) Krushing Blow now has 7 less recovery frames
- Blazing Nitro Kick now breaks armor and has an alternate Krushing Blow Condition: Breaks Armor
- Fixed an issue the hit region of Side Kick (Away + Front Kick) being incorrect when done as a cancel from Pole Bash (Jump + Back Punch)
- Fixed a rare issue that could cause Blazing Nitro Kick & Blazing Nitro Kick Amplify to lose trades against certain attacks
- Fixed a rare issue which could cause projectiles reflected with Divine Forces to become stuck floating in the air with specific timing
Jax
- Quick Drill (Down, + Front Punch, Down + Back Punch) can now be both high and low parried
- Boot Kamp (Away + Front Kick, Back Punch) now does 50 damage (up from 30)
- Sleep, Bitch (Away + Front Kick, Back Punch, Front Punch + Front Kick) now does 90 damage (down from 100)
- Reduced the combo damage scaling on Ripped Amplify
- Briggs Barricade now has 19 active frames (down from 24) and 5 less recovery frames
- Briggs Barricade Amplify now has 6 less recovery frames
- Head victim region adjusted while performing Burning Hammer
- Lethal Clap now has 2 more active frames and has 2 less recovery frames on miss
- Lethal Clap now breaks armor and recovers faster if armor is broken
- Fixed rare issue that could cause Lethal Clap to lose trades against certain attacks
- Fixed issue that could cause his Thumper to play an improper animation when he is defeated
Johnny Cage
- Fix It In Post (Front Punch, Back Punch, Back Kick) now has 5 less blockstun frames
- Cage Match (Front Kick, Back Kick, Up + Front Kick) now has 5 less blockstun frames
- Straight Forceball Amplify now has 5 less blockstun frames
- Flippy Kick now breaks armor
- Nut Punch can now be both high and low parried
- Fixed a rare issue that could cause Shadow Kick to lose trades against certain attacks
- Fixed issue with Stunt Double instantly disappearing off screen after completing its attack in certain circumstances
Kabal
- Head victim region adjusted while performing Hook Grab
- Hook Slam now does 100 damage (was 109.5) and no longer causes extra combo damage scaling before final hit
- Hook Slam now breaks armor and has an alternate Krushing Blow Condition: Breaks Armor which causes a different hit reaction when triggered
- Hook Slam Amplify now does 100 damage (was 102) and no longer causes extra combo damage scaling before the final hit
- Slightly increased the combo damage scaling on Hook Slam & Hook Slam Amplify Krushing Blows
- Nomad Spin now only causes damage scaling on the final hit and each attack now has 10 more blockstun frames
- Nomad Spin Amplify now only causes damage scaling on the final hit and each attack now has 5 more blockstun frames
- Extended Hook now does 90 damage (was 116.5) and no longer causes damage scaling on the first hit
- Fixed a rare issue that could cause Nomad Dash, Gas Blast, Gas Blast Amplify, Nomad Spin, & Nomad Spin Amplify to lose trades against certain attacks
Kano
- Adjusted opponent’s victim region during the hit reaction to Blade Evade (Away + Front Punch)
- Blade Evade (Away + Front Punch) cancel frame now occurs 5 frames earlier and has 5 less recovery frames on miss
- Blade Evade (Away + Front Punch) now breaks armor and the air hit reaction has been changed
- Fixed a rare issue that could cause Black Dragon Ball to lose trades against certain attacks
Kitana
- The last hit of Leave Now (Towards + Back Punch, Back Punch, Back Punch) now has 5 more blockstun frames with increased block pushback
- Punishment (Front Kick, Back Punch, Front Punch, Back Punch) now has 5 more frames of blockstun
- Square Wave and (Air) Square Wave now break armor and have an alternate Krushing Blow Condition: Breaks Armor
- Fixed a visual issue with blood sometimes coming out of incorrect leg on opponent during Back Throw
- Fixed a rare issue that could cause Dive Kick (Half-Blood Stance) to lose trades against certain attacks
Kollector
- War-Quoit Toss Gear Ability now requires 1 Ability Slot
- Relic Lure Gear Ability now requires 2 Ability Slots
- Relic Lure now has 16 starts up frames (down from 27), 10 more active frames, 4 more recovery frames on block, and 11 more recovery frames on miss
- Adjusted the hit region of Relic Lure and it now breaks armor and has a different hit reaction with reduced combo damage scaling
- Relic Lure Amplify now has a different hit reaction with reduced combo damage scaling and can only be performed once per combo
- Relic Lure Amplify now has 3 less active frames, 4 less recovery frames on hit, 8 more recovery frames on block, and 11 less recovery frames on miss
- Fixed a rare issue that could cause Bag Bomb to not cause a ground explosion when colliding with Vial of Sorrow DoT if Kollector is hit at specific timing
- Fixed a rare issue that could cause Demonic Mace to lose trades against certain attacks
- Fixed a rare issue that could cause Kollector’s lantern to be stuck in his hand during Victory cinematics
Kotal Kahn
- Mehtizquia Cut now breaks armor and has 16 startup frames (down 20)
- Mehtizquia Cut Amplify now has an alternate Krushing Blow condition: Mehtizquia Cut Breaks Armor
- Fixed an issue preventing the first hit of Yeyecame Disk Amplify to be parried
- Tecuani Maul Amplify recovers 1 frame faster on block
- (Air) Tecuani Pounce Amplify recovers 5 frames faster on block
- Totem buffs when stacked now correctly respect the number of totems used
- Pinned Down (Fatal Blow) now only has damage scaling on the final hit resulting in 330 total damage (up from 329)
- Fixed a rare issue causing Tonatiuh Beam’s hit region to linger after Krushing Blows and Fatal Blows in certain circumstances
- Fixed a rare issue that could cause (Air) Tecuani Pounce to lose trades against certain attacks
- Fixed a rare issue that could cause Kotal Kahn’s sword to play an improper animation when he is defeated
Kung Lao
- Adjusted opponent’s victim region during the hit reaction to the 3rd & 5th hits of Double Yang (Back Punch, Front Punch, Back Punch, Front Punch, Back Punch)
- Disrespect (Towards + Back Punch, Front Punch) now has 5 more blockstun frames with increased block pushback
- Adjusted the hit region of Spin Kick (Back Kick) and it now has 14 startup frames (down from 15), 3 active frames (up from 1), 2 less recovery frames on miss, and its cancel frame now occurs 4 frames earlier
- Shaolin Slam (Teleport) now has 16 less recovery frames on hit
- (Air) Shaolin Drop now breaks armor and (Air) Shaolin Drop Amplify has an alternate Krushing Blow condition: (Air) Shaolin Drop Breaks Armor
- Flip Kick (Getup / Flawless Block Up + Front Kick) now does 90 damage (down from 135) and does the correct damage on block
- All attacks of Soul Burst (Spiritual Guidance) now hits mid
- Fixed a bug allowing Soul Burst (Spiritual Guidance) to be able to be cancelled into other specials
- The second projectile of Possessed Hat will no longer sometimes come out if Kung Lao is interrupted after first projectile comes out
- Possessed Hat will no longer sometimes not combo when hitting from specific ranges
- Beaten And Broken (Fatal Blow) now only has damage scaling on the final hit
- Hat Toss, Possessed Hat, and Guided Hat are no longer immune to reflect moves if they hit on the first frame
- Fixed some rare visual issues with the spirit of the Great Kung Lao becoming visible at unintended times
- Fixed a rare issue that could cause the combo counter to reset when Spin & Spin Amplify hit in certain circumstances
- Fixed a rare issue that could cause Spin & Spin Amplify to lose trades against certain attacks
Liu Kang
- Total Destruction (Front Punch, Back Punch) now has 5 less blockstun frames
- Adjusted opponent’s victim region during the hit reaction to Chosen Strike (Back Punch)
- Kusari Slam now breaks armor
- Fixed a rare visual issue with Kusari Slam hitting at certain distances causing an improper animation
- Dragon Fire now has 3 less recovery frames
- Bicycle Kick Amplify can now be performed twice after Kontei Slam (Towards + Back Punch) hits in the same combo
- Fixed a rare issue that could cause Flying Dragon Kick to lose trades against certain attacks
Noob Saibot
- Dark Push (Away + Back Punch) now has 3 more active frames, 1 more recovery frame on hit, 1 less recovery frame on block, and 4 less recovery frames on miss
- Dark Push (Away + Back Punch) now breaks armor, when armor is broken it has a different hit reaction and can be 2in1 cancelled
- Head victim region adjusted while performing Sickle Snag
- Sickle Toss and Sickle Toss Amplify can no longer be parried
- Together Again (Fatal Blow) now has 3 active frames (up from 1), and 2 less recovery frames on miss
- Fixed a rare issue with Shadow Clone becoming stuck to opponent in certain circumstances during a Tag Battle
Raiden
- Elder Fury (Away + Front Punch, Back Punch) now has 6 less recovery frames, 5 less blockstun frames, can now be Kombo Attack cancelled on block, and its cancel frame occurs 1 frame earlier
- Power Discharge (Away + Front Punch, Back Punch, Front Punch + Front Kick) now has 3 less startup frames, 1 more active frame, 4 less recovery frames on miss, and now hits as a throw
- Adjusted the hit regions of High Poke (Towards + Front Punch), Divine Power (Towards + Front Punch, Front Punch), and Sudden Energy (Towards + Front Punch, Front Punch, Back Punch)
- The 2nd hit of Hammer Fists (Away + Back Punch) now has increased block pushback
- Heavy Storm (Towards + Back Punch) now has 5 more blockstun frames with increased block pushback
- Adjusted the hit regions of Deadly Storm (Front Kick, Back Punch, Front Punch) and it now has 5 more blockstun frames
- The Calm (Away + Front Kick, Front Punch) can now be Kombo Attack cancelled on block or miss
- Might Of Mordulus (Away + Front Kick, Front Punch, Back Punch + Back Kick) now hits mid, has 1 more recovery frame, 5 more blockstun frames with increased block pushback, and has a different grounded hit reaction
- Massive Destruction (Towards + Front Kick, Back Punch) now hits overhead and has increased block pushback
- Lightning Bolt now has 27 startup frames (down from 28), 5 more blockstun frames with increased block pushback, 2 more recovery frames on hit, 1 more recovery frames on block, 2 less recovery frames on miss and increased the window for the cancel into Amplify
- Lightning Bolt Amplify now has 1 less startup frame and has 5 more blockstun frames with increased block pushback
- The first 2 hits of Storm Cell no longer allow opponent to Breakaway
- Electric Fly can no longer be parried
- Electric Fly Amplify Krushing Blow travel distance requirement slightly reduced
- Summon Lightning now breaks armor, has 11 startup frames (down from 14), and has an increased hit region when the opponent is in a combo
- The initial hit of Lightning Rod now does 70 damage (up from 50) and lightning projectiles now do 40 damage (up from 30)
- Fixed a rare issue that could cause Super Bolt to lose trades against certain attacks
Scorpion
- Adjusted opponent’s victim region during the hit reaction to Gut Slice (Away + Front Punch)
- Flip Kick (Away + Front Kick) now has 22 startup frames (down from 27) and 5 more recovery frames on hit
- Flip Kick (Away + Front Kick) now breaks armor and when breaking armor it has a different hit reaction
- Back Throw now has a Krushing Blow
- Adjusted the hit regions of all hits of Death Spin and Death Spin Amplify
- Adjusted the hit region of Burning Spear Amplify and it now does 50 damage (up from 30) and has a different hit reaction
- Hate Strike Amplify (Misery Blade) now does 100 damage (up from 80)
- Hamon Sweep Amplify (Misery Blade) now does 80 damage (up from 60)
Skarlet
- Thicker Than Water (Away + Front Punch, Back Punch) now has 3 less recovery frames on hit and miss, 8 less recovery frames on block, and 5 less blockstun frames
- Whip Snap (Towards + Back Punch) now has 4 less recovery frames
- Quick Transfusion (Towards + Back Punch, Front Punch) now has 24 startup frames (down from 25)
- Scythe Slam (Away + Back Punch) now has 5 less recovery frames and 10 more frames of hit advantage
- Crack The Whip (Front Kick) now has 19 startup frames (down from 21)
- Koagulation (Back Kick, Back Kick) now hits mid
- Blood Spatter now has 2 less startup frames, 3 less recovery frames on hit, 2 more recovery frames on miss or block, and 10 more frames of hit advantage
- Blood Spatter now breaks armor and has 10 less recovery frames when armor is broken
- Blood Spatter Amplify now has 3 less recovery frames on hit and 2 more recovery frames on miss or block
- Blood Spatter Amplify now breaks armor and has 15 less recovery frames when armor is broken
- Bloodport now has 4 less startup frames
Sonya Cage
- Adjusted the hit region of Kounter Attack (Back Punch, Front Punch, Back Punch, Back Punch)
- Hellish Hook (Towards + Back Punch) now has 5 more blockstun frames with increased block pushback
- Boot Kamp (Towards + Front Kick) now breaks armor
- Head victim region adjusted while performing Air Control
- (Air) Ops Drop now has 13 less landing recovery frames on miss
- K.A.T. Tantrum (Summon K.A.T.) now has 27 startup frames (down from 32) and 3 less recovery frames on hit
- Straight .50 Kal (Summon K.A.T.) now has 24 startup frames (down from 32) and 9 less recovery frames
- Mortar Strike (Summon K.A.T.) now has 3 less recovery frames
- Detonate K.A.T. (Summon K.A.T.) now has 14 startup frames (down from 18) and 9 less recovery frames
Sub-Zero
- Adjusted the hit region of Brutal Kick (Towards + Back Kick) and it now has 25 startup frames (down from 28) and when Flawless Blocked has 10 less blockstun frames with reduced block pushback
- Brutal Kick (Towards + Back Kick) now breaks armor and can now cause a Krushing Blow
- Frigid Storm now does 80 damage (up from 60)
- Adjusted the hit region of Chill Out (Fatal Blow)
Shao Kahn
- Fixed a visual issue with Shao Shimmy (Towards + Front Kick) when done in flip stance
- You Will Never Win (Towards + Front Kick, Back Kick) now has 5 less blockstun frames, can now be 2in1 cancelled, and can no longer be cancelled when Flawless Blocked
- Adjusted the hit region of Last Breath (Towards + Front Kick, Back Kick, Front Punch + Front Kick) which now hits as a throw and has 7 less recovery frames on miss
- Dragon Toe (Away + Front Kick) now does 70 damage (up from 50), 16 startup frames (down from 17), 1 more active frame, 7 less recovery frames on hit, 9 less recovery frames on block or miss, 5 more blockstun frames with increased block pushback, has a different hit reaction with reduced combo damage scaling
- Kahn Kick (Towards + Back Kick) now does 90 damage (up from 70)
- Shoulder Charger Amplify Down has new visual effects and now has 18 startup frames (down from 22)
- Shoulder Charger Amplify Down now breaks armor, and when armor is broken it recovers 11 frames faster with a different hit reaction
- Spear Charge Amplify now has 7 less recovery frames on hit
- Head victim region adjusted while performing Scum Grab which now has an adjusted hit region and now breaks armor
- Head victim region adjusted while performing Skewered and it now breaks armor
- Adjusted the hit region of Ground Shatter which now has 2 more frames of hit advantage and does a different air hit reaction
- Adjusted the hit region of Ground Shatter Amplify
- Wrath Hammer when reflected no longer counts towards the Krushing Blow requirement
Shang Tsung
- The hit reaction of Reserved Pain (Away + Front Punch, Down + Back Punch) Krushing Blow now leaves the opponent slightly closer to Shang Tsung
- Spiritual Eruption (Away + Back Punch) is now +13 on hit (down from +16)
- Skull Collapse (Towards + Back Punch) is now +9 on hit (up from +6)
- Shapeshifter (Towards + Back Punch, Back Kick) is now +13 on hit (up from +5)
- Sternum Breaker (Front Kick) is now +11 on hit (up from +8)
- Throat Kick (Back Kick) is now +20 on hit (up from +12)
- Morphing back into Shang Tsung after Soul Steal has finished now enables blocking in 3 frames (down from 7)
- Scatter Souls now has 25 startup frames (down from 29), 1 less recovery frame on hit and miss, 4 more recovery frames on block, and slightly reduced the time to charge to higher power levels
- Scatter Souls now breaks armor, and causes a different hit reaction when armor is broken
- Scatter Souls now retains charge level when cancelled
- Level 2 & level 3 of Scatter Souls when Flawless Blocked now has 5 more blockstun frames with slightly increased block pushback
- Level 4 of Scatter Souls when Flawless Blocked now has 15 more blockstun frames with increased block pushback
- Screaming Soul Cancel no longer enables autoblock and can only be done once per combo
- Fixed a rare issue while morphed where damage would not be increased for the last few frames of being morphed
- Fixed a rare issue that could cause certain attacks to not be possible for the first few frames after the opponent has been hit by Soul Steal
- Shang Tsung can no longer remain morphed as Sindel for an extended time by repeatedly performing Dash ((Air) Regal Presence)
- Fixed issue allowing special cancels into Absorb Souls without Soul Well activated
- Fixed issue with opponent’s interactables auto-correcting when Soul Swap is performed at certain timing
- Fixed a rare issue that could cause Sorcery Rush, Slide, & Superkick to lose trades against certain attacks
- Fixed a visual issue which could cause clipping when Tele-Slam Amplified Krushing Blow is performed on Kollector
Nightwolf
- Helmsplitter (Back Punch, Back Punch, Front Punch + Front Kick) now hits as a throw and has 17 startup frames (up from 16)
- Razor’s Edge (Away + Front Kick, Back Kick, Front Punch + Front Kick) now has 5 more blockstun frames with increased block pushback
- The hit reaction of Deadly Talon (Front Kick, Front Punch, Back Punch) Krushing Blow now leaves the opponent slightly closer to Nightwolf
- Tomahawk Swing now breaks armor and has an alternate Krushing Blow Condition: Breaks Armor
- Reduced the gravity of the hit reaction to Ancestral Light
- Spirit Tracks while Spirit Of Hana buff is active now has 10 invulnerability frames (up from 4)
- Spirit Tracks Amplify with Ancestral Hunter ability equipped now has 9 startup frames (down from 13)
- Hana’s Wrath debuff no longer lingers on opponent after a Mercy has been performed
- Fixed a rare issue that could cause Rhino Charge to lose trades against certain attacks
- Fixed a rare issue which could cause Nightwolf’s tomahawk to use an improper animation during some Victory cinematics
Terminator
- Incapacitator now deals 50 damage (up from 30)
- Head victim region adjusted while performing Infiltrator Toss
- Gorilla Press Slam now breaks armor
- Attempting to do Running Man Cancel when not enough meter is available now plays a sound
- Cyber Rift and T.D.E. now checks for negative edge inputs when Release Check is set to ON
- Fixed a rare issue with Endoskeleton not facing opponent when activating under certain circumstances
Sindel
- Mane Squeeze now breaks armor
- (Air) Royal Trap no longer persists during Geras’ Reawakened resurrection
- Attempting to do Maleficent March Cancel when not enough meter is available now plays a sound
- Fixed a rare issue that could cause You Will Die (Front Punch, Front Punch), Banshee’s Cry (Back Punch, Front Kick, Back Kick), Scream, & Shriek to lose trades against certain attacks
Joker
- Kard Trick (Towards + Front Punch) now does 30 damage (down from 50)
- Ehh (Back Punch) now does 30 damage (down from 50)
- C C D D E G E C & C C D D E G E C Amplify now break armor and when armor is broken recover faster while causing a different hit reaction
- Fixed a rare issue that could cause Getting Lit to lose trades against certain attacks
- Fixed a rare issue that could cause his Cane to play an improper animation when he is defeated
- Fixed a rare issue with KAPOW using an improper animation when it triggers a resurrection on the opponent
- Puppet Parry Amplify, Corpse Trot, Corpse Trot Amplify, KAPOW, & KAPOW Amplify now have their damage reduced by Jacqui’s Tech-Dome
- Full Swing (Jump + Back Punch) no longer hits overhead while still rising
Spawn
- Straight Pain (Back Punch) now has 5 more blockstun frames with increased block pushback
- The King Of Hell (Towards + Back Punch, Front Kick) is now +7 on hit (up from -9)
- The first hit of Charging Hellspawn Amplify no longer causes additional damage scaling
- Slightly reduced the gravity on the hit reaction to Up Hell Chains (Lethal Leetha Stance)
- Rising Cape (Down + Back Punch) is no longer invulnerable to high attacks during a few frames of its standing recovery
- Fixed some rare visual issues with Spawn’s cape when he is the victim in some Fatal Blow cinematics
- Fixed a visual issue with invisibility not working properly while inside some area of effect attacks
- Fixed a rare issue which could cause visual obstruction during Spawn’s fatalities on Prehistoric Age Arena
- Fixed a rare issue which could cause opponent performing a wall run interaction to use an improper animation while Spawn is performing Soul Shattering War Club Amplify
Source: Warner Bros
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