Mortal Kombat 11: Aftermath Patch Notes – May 2020

By on May 26, 2020

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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