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Mortal Kombat 11 – November 2020 Switch patch notes

Posted on November 21, 2020 by (@NE_Brian) in News, Switch

Mortal Kombat 11

Mortal Kombat 11 has received a fairly substantial patch on Switch. This month’s update includes general gameplay adjustments, a ton of character adjustments, and more.

Below are the full patch notes:

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
  • 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 – Low Stab (Down + Front Punch) is now -6 on block (down from -4), has 2 more recovery frames on miss, and 4 more frames of hit advantage on a grounded opponent
  • Baraka – Straight Shank (Down + Towards + Front Punch) is now -6 on block (down from -3) and has 3 more recovery frames on miss
  • Baraka – Opponent’s hop attacks are now immune to Straight Shank until its recovery frames
  • Baraka – Low Poke (Down + Front Kick) is now -5 on block (down from -4) and has 3 more recovery frames on miss
  • Baraka – Low Shank (Down + Towards + Front Kick) is now -6 on block (down from -4), has 2 more recovery frames on miss, and 2 more frames of hit advantage on a grounded opponent

 

  • Cassie Cage – Straight Punch (Down + Front Punch) is now -6 on block (down from -4), has 2 more recovery frames on miss, and 3 more frames of hit advantage on a grounded opponent
  • Cassie Cage – Side Kick (Down + Front Kick) now has a different hit reaction, has 2 more recovery frames on miss, and 4 more frames of hit advantage on a grounded opponent
  • Cassie Cage – Opponent’s hop attacks are now immune to Ball Buster until its recovery frames
  • Cassie Cage – BLB-118 Bitchin’ Bubble now has a 300 frame duration (down from 400) and will now disappear when Cassie is hit, has an attack parried, or performs Back Throw

 

  • Cetrion – Low Wind (Down + Front Punch) now has 3 more recovery frames on miss and 4 more frames of hit advantage on a grounded opponent
  • Cetrion – Krystal Kick (Down + Front Kick) now has a different hit reaction, has 4 more recovery frames on hit, 2 more recovery frames on miss, and 4 more frames of hit advantage on a grounded opponent
  • Cetrion – Krystal Heel (Down + Back Kick) is now -6 on block (down from -5), has 1 more recovery frame on miss, and 2 less frames of hit advantage on a grounded opponent
  • Cetrion – Fixed a rare issue with Conflux of Elements which could cause other elements besides Hallowing Winds to alter the opponent’s air movement

 

  • D’Vorah – Low Sting (Down + Front Punch) now has 3 more recovery frames on hit and 3 more frames of hit advantage on a grounded opponent
  • D’Vorah – Slight Sting (Down + Back Kick) now has 4 more frame of hit advantage on a grounded opponent
  • D’Vorah – Adjusted the hit regions of Tsetse (Towards + Back Punch, Back Punch, Down + Front Punch + Front Kick) and it can now be directed close or far
  • D’Vorah – slightly reduced the hit regions of Bug Bash (Towards + Front Punch)
  • D’Vorah – slightly increased the range of Bot Fly (Towards + Front Punch, Front kick) when opponent is in a combo

 

  • Erron Black – Ducking victim regions slightly increased
  • Erron Black – Low Boot (Down + Front Kick) is now -5 on block (down from -3) and 2 more recovery frames on miss
  • Erron Black – Ankle Biter (Down + Towards + Front Kick) now has 8 startup frames (down from 9), has 1 less recovery frame on miss, 2 more frames of hit advantage on a grounded opponent, and has an increased hit region when opponent is in a combo
  • Erron Black – Sandy Sole (Down + Back Kick) is now -7 on block (down from -3)
  • Erron Black – Slightly increased the hit regions of Ghost Koins (Fatal Blow) when opponent is in a combo
  • Erron Black – Down Peacemaker now has 20 startup frames (up from 15), is a low block, -14 on block (down from -8), -19 on flawless block (down from -8), and 1 less recovery frame on miss
  • Erron Black – Removed some instances where Zaterrean Spit could damage opponents when they are invulnerable to attacks
  • Erron Black – Fixed an issue that could cause juggle hits after Rising Stock (Locked And Loaded) Krushing Blow juggle during Finish Him to not allow a fatality to be performed

 

  • Frost – Frigid Palm (Down + Front Punch) is now -5 on block (down from -4)
  • Frost – Chest Cold (Down + Front Kick) is now -6 on block (down from -3), has 1 less recovery frame on hit, and 4 more frames of hit advantage on a grounded opponent
  • Frost – Slightly adjusted the victim regions on the hit reaction to Freezer Burn (Away + Front Punch, Back Punch)
  • Frost – Removed some instances where Core Trap could damage opponents when they are invulnerable to attacks

 

  • Geras – Knee Bash (Down + Front Punch) is now -6 on block (down from -5), has 3 more recovery frames on miss, and 2 more frames of hit advantage on a grounded opponent
  • Geras – Gauntlet Slam (Down + Front Kick) now has 5 more frames of hit advantage on a grounded opponent
  • Geras – Pounding Sand (Down + Back Kick) now has 3 more frames of hit advantage on a grounded opponent

 

  • Jacqui Briggs – Straight Jab (Down + Front Punch) is now -6 on block (down from -3), has 3 more recovery frames on miss, and 3 more frames of hit advantage on a grounded opponent
  • Jacqui Briggs – Side Strike (Down + Front Kick) now has a different hit reaction, has 5 more recovery frames on miss, and 3 more frames of hit advantage on a grounded opponent
  • Jacqui Briggs – Slightly adjusted the hit regions of Leaping Bow (Away + Front Punch) and it now has 1 less active frame, 1 more recovery frame on miss, and no longer pushbacks from blocking cornered opponents
  • Jacqui Briggs – Bionic Dash is now -12 on block (down from -7)
  • Jacqui Briggs – Jump Attacks & Special Moves when executed during Bionic Bounce do slightly less damage and have a larger 6 frame window to Flawless Block
  • Jacqui Briggs – Prototype Rocket is now -16 on block (down from -14), has 12 more recovery frames on hit and has 2 more recovery frames on miss
  • Jacqui Briggs – Removed some instances where the dot damage of Grenade Launcher could damage opponents when they are invulnerable to attacks

 

  • Jade – Straight Palm (Down + Front Punch) is now -6 on block (down from -4), has 2 more recovery frames on hit, has 2 more recovery frames on miss, and 4 more frames of hit advantage on a grounded opponent
  • Jade – Side Heel (Down + Front Kick) now has a different hit reaction, and is now -5 on block (down from -4), has 1 more recovery frame on hit, and 4 more frames of hit advantage on a grounded opponent
  • Jade – Pierced (Down + Back Kick) is now -7 on block (down from -6), has 2 more recovery frames on hit& on miss, and 2 more frames of hit advantage on a grounded opponent
  • Jade – Getup/Flawless Block Attack (Up + Front Kick) is now -8 on block (down from -6), and -13 on flawless block (up from -16), and 3 less recovery frames on hit & on miss
  • Jade – adjusted the repel region on Pole Vault during its startup frames
  • Jade – Fixed an issue that could cause visual effect lingering on Delia’s Dance Gear Ability
  • Jade – Slightly reduced the combo damage scaling after Toward Throw Krushing Blow

 

  • Jax – Knee Jab (Down + Front Punch) ) is now -5 on block (down from -4), has 1 more recovery frame on miss, and 1 more frame of hit advantage on a grounded opponent
  • Jax – Slightly adjusted the hit regions of Quick Drill (Down + Front Punch, Back Punch) and it now has 4 active frames (up from 2), 2 less recovery frames on miss, and its cancel frame is 2 frames earlier
  • Jax – Side Strike (Down + Front Kick) now has a different hit reaction, and is now -6 on block (up from -7), has 4 more recovery frames on hit, 2 more recovery frames on miss, and 5 more frames of hit advantage on a grounded opponent
  • Jax – Step Back (Down + Back Kick) has 4 less recovery frames on hit and 5 more frames of hit advantage on a grounded opponent

 

  • Johnny Cage – Low Jab (Down + Front Punch) is now -5 on block (down from -3), has 5 more recovery frames on hit & on miss, and 1 more frame of hit advantage on a grounded opponent
  • Johnny Cage – Low Boot (Down + Front Kick) is now -5 on block (down from -4), has 2 more recovery frames on hit, has 4 more recovery frames on miss, and 4 more frames of hit advantage on a grounded opponent
  • Johnny Cage – The Gist Of My Fist (Towards + Back Punch, Front Punch, Back Punch) is now considered grounded 7 frames earlier, matching when he visually lands on the ground
  • Johnny Cage – Cage Match (Front Kick, Back Kick, Up + Front Kick) is now considered grounded 5 frames earlier, matching when he visually lands on the ground
  • Johnny Cage – Making Headlines (Away + Front Kick, Back Kick, Up + Front Kick + Back Kick) is now considered grounded 5 frames earlier, matching when he visually lands on the ground
  • Johnny Cage – Tear Jerker (Towards + Back Kick, Front Kick) is now considered grounded 2 frames earlier, matching when he visually lands on the ground
  • Johnny Cage – Slightly adjusted the hit regions of Hop Kick (Hop + Front Kick/Back Kick) and it now has 5 active frames (up from 3) and 2 less recovery frames on miss
  • Johnny Cage – Nut Punch amplify will now auto face the opponent
  • Johnny Cage – Pissed Off now breaks armor
  • Johnny Cage – Opponent’s hop attacks are now immune to Nut Punch until its recovery frames
  • Johnny Cage – Fixed a rare visual issue with Sunglasses when Throwing Shades is flawless blocked
  • Johnny Cage – Adjusted camera & controller shakes on Toward & Back Throws

 

  • Kabal – Knee Buckle (Down + Front Punch) is now -5 on block (down from -4), has 3 more recovery frames on hit & on miss, and 3 more frames of hit advantage on a grounded opponent
  • Kabal – Side Kick (Down + Front Kick) now has a different hit reaction, and is now -5 on block (up from -4), has 4 more recovery frames on hit & on miss, and 4 more frames of hit advantage on a grounded opponent
  • Kabal – Flash Parry now does 90 damage (was 0), is now +25 on hit (up from +9), and now enables autoblock which no longer allows for followup hits to combo
  • Kabal – Fixed a rare issue that could cause an improper animation to be used briefly on Kabal’s Hook Swords when using Flash Parry

 

  • Kano – Knee Cutter (Down + Front Punch) is now -6 on block (down from -5), has 1 more recovery frame on hit & on miss and 5 more frames of hit advantage on a grounded opponent
  • Kano – Low Hinge (Down + Front Kick) now has a different hit reaction and 6 more frames of hit advantage on a grounded opponent
  • Kano – Devo Strike (Down + Back Kick) now has 6 more frames of hit advantage on a grounded opponent
  • Kano – Wheel Kick (Towards + Back Kick) will no longer sometimes switch sides with the opponent when done in certain circumstances
  • Kano – Removed some instances where Molotov Cocktail could damage opponents when they are invulnerable to attacks
  • Kano – Removed some instances where Bio-Magnetic Trap could damage opponents when they are invulnerable to attacks

 

  • Kitana – Heal Poke (Down + Front Kick) now has a different hit reaction, and now has 1 more recovery frame on hit, 4 more recovery frames on miss, and 5 more frames of hit advantage on a grounded opponent
  • Kitana – Fan Stab (Down + Back Kick) is now -9 on block (down from -8), has 1 more recovery frame on hit & on miss, and 7 more frames of hit advantage on a grounded opponent
  • Kitana – Neck Slice (Back Punch) now has 11 startup frames (down from 13)
  • Kitana – Royal Protection now increases damage on Quick Execution and Toward & Back Throws
  • Kitana – Edenian Razors now has 3 less recovery frames and only attacks with one Fan instead of three
  • Kitana – Edenian Razors can now be Amplified to attack with 2 additional Fans
  • Kitana – Edenian Twist Krushing Blow no longer is possible if Kitana is above 300 health while Fatal Blow is still on cooldown
  • Kitana – Upward Fan Toss now has 5 more recovery frames
  • Kitana – Upward Fan Toss Amply now has 1 more recovery frame and now enables autoblock which no longer allows for followup hits to combo
  • Kitana – Cancel (Half-Blood Stance) is no longer throw immune during some of its frames
  • Kitana – Far Dark Plunge (Edenian Fade) is now +12 on hit (up from -10) when connecting on the first active frame

 

  • Kollector – Bloody Nails (Down + Front Punch) is now -6 on block (down from -5), has 1 more recovery frame on hit & on miss, and 5 more frames of hit advantage on a grounded opponent
  • Kollector – Leg Check (Down + Front Kick) now has a different hit reaction, and now has 1 less recovery frame on miss, and 6 more frames of hit advantage on a grounded opponent
  • Kollector – Low Mace (Down + Back Kick) is now -5 on block (down from -4) and has 3 more frames of hit advantage on a grounded opponent
  • Kollector – Removed some instances where Vial of Sorrow could damage opponents when they are invulnerable to attacks

 

  • Kotal Kahn – Low Swipe (Down + Front Punch) now has 3 more recovery frames on hit, 4 more recovery frames on miss, and 4 more frames of hit advantage on a grounded opponent
  • Kotal Kahn – Side Strike (Down + Front Kick) now has a different hit reaction, and now has 3 more recovery frames on miss, and 3 more frames of hit advantage on a grounded opponent
  • Kotal Kahn – Warrior Spin (Down + Back Kick) is now -9 on block (down from -8), has 1 more recovery frame on hit & on miss, and 4 more frames of hit advantage on a grounded opponent
  • Kotal Kahn – Slightly adjusted the victim regions on the hit reaction to Blade Push (Towards + Back Punch)
  • Kotal Kahn – Slightly adjusted the victim regions on the hit reaction to Tlaneltocaz (Towards + Back Punch, Back Kick) and it is now -5 on block (up from -7), has 2 less recovery frames on hit & on miss, 2 more frames of hit advantage on a grounded opponent, and its cancel frame is 2 frames earlier
  • Kotal Kahn – Slightly adjusted the victim regions on the hit reaction to Macuahuitl Swipe (Away + Back Punch)
  • Kotal Kahn – Slightly adjusted the hit regions of Tonaltzintli (Away + Back Punch, Back Punch) and it now has 20 startup frames (down from 22), 4 active frames (up from 2), and is now -19 on block (down from -16)
  • Kotal Kahn – Mehtizquia (Away + Back Punch, Back Punch, Front Kick) is now considered grounded 19 frames earlier, matching when he visually lands on the ground
  • Kotal Kahn – Slightly increased the range of the first hit of Yeyecame Disk Amplify
  • Kotal Kahn – Adjusted the repel region of Tecuani Maul and the first hit now has 32 more frames of hit advantage

 

  • Kung Lao – Low Palm (Down + Front Punch) is now -5 on block (down from -4), has 1 more recovery frame on hit, has 4 more recovery frames on miss, and 5 more frames of hit advantage on a grounded opponent
  • Kung Lao – Side Kick (Down + Front Kick) now has a different hit reaction, and now has 2 more recovery frames on miss, and 4 more frames of hit advantage on a grounded opponent
  • Kung Lao – Back Kick (Down + Back Kick) is now -7 on block (up from -9), has 2 less recovery frames on hit & on miss, and 6 more frames of hit advantage on a grounded opponent
  • Kung Lao – Slightly increased the hit region of Hat Toss when opponent is in a combo
  • Kung Lao – Possessed Hat now releases only one hat, 18 more frames of hit advantage on a grounded opponent, can now be amplified, and has a slightly increased hit region when opponent is in a combo
  • Kung Lao – Shaolin Slam (Teleport) on hit now causes both characters to be considered airborne until visually landing
  • Kung Lao – Guided Hat now has 8 more frames of hit advantage on a grounded opponent and a slightly increased hit region when opponent is in a combo
  • Kung Lao – “Buzz Saw” now loses trades

 

  • Liu Kang – Low Backhand (Down + Front Punch) is now -5 on block (down from -4) and has 2 more frames of hit advantage on a grounded opponent
  • Liu Kang – Crouching Kick (Down + Front Kick) now has a different hit reaction, is -7 on block (down from -5), and has 2 more frames of hit advantage on a grounded opponent
  • Liu Kang – Dragon’s Tail (Down + Back Kick) is now -7 on block (down from -4) and has 1 more frame of hit advantage on a grounded opponent
  • Liu Kang – Slightly increased the hit regions of This Will Hurt (Away + Front Kick, Back Kick)
  • Liu Kang – Slightly increased the hit regions of Shaolin Strike

 

  • Noob – Knee Hook (Down + Front Punch) is now -6 on block (down from -4), has 4 more recovery frames on hit, has 3 more recovery frames on miss, and 2 more frames of hit advantage on a grounded opponent
  • Noob – Boot Slide (Down + Front Kick) now has 3 more recovery frames on hit & on miss, and 3 more frames of hit advantage on a grounded opponent
  • Noob – Sickle Strike (Down + Back Kick) now has 3 more frames of hit advantage on a grounded opponent
  • Noob – Slightly adjusted the hit regions of As One (Away + Front Punch, Front Punch + Front Kick)
  • Noob – Fixed a rare issue with As One (Away + Front Punch, Front Punch + Front Kick) & For The Brotherhood (Away + Front Punch, Front Punch + Front Kick, Back Punch) that could cause weapons held in hands to use an incorrect animation

 

  • Raiden – Side Strike (Down + Front Punch) is -6 on block (down from -3), has 3 more recovery frames on hit & on miss, and 3 more frames of hit advantage on a grounded opponent
  • Raiden – Low Boot (Down + Front Kick) now has a different hit reaction, is -5 on block (down from -3), has 2 more recovery frames on hit, 5 more recovery frames on miss, and 4 more frames of hit advantage on a grounded opponent
  • Raiden – Sweeping Storm (Down + Back Kick) now has 13 startup frames (down from 14), 2 less recovery frames on hit & on miss, and 3 more frames of hit advantage on a grounded opponent
  • Raiden – Distant Thunder (Away + Front Punch, Back Kick) has 15 more frames of blockstun with increased pushback when normal blocked and 5 more frames of blockstun with slightly increased pushback when Flawless Blocked
  • Raiden – Slightly adjusted the hit regions of Heavy Thunder (Jump + Front Kick)
  • Raiden – Removed some instances where Rolling Thunder could damage opponents when they are invulnerable to attacks
  • Raiden – Super Bolt now has 10 more frames of blockstun, has 6 more recovery frames on hit & on miss, and is now considered grounded after its active frames
  • Raiden – When Super Bolt is charged for the 20 frames it now has 8 less recovery frames on hit and 10 less recovery frames on block & on miss

 

  • Scorpion – Low Jab (Down + Front Punch) is now -6 on block (down from -4), has 2 more recovery frames on hit & on miss, and 4 more frames of hit advantage on a grounded opponent
  • Scorpion – Side Strike (Down + Front Kick) now has a different hit reaction, is -6 on block (down from -4), has 3 more recovery frames on hit & on miss, and 4 more frames of hit advantage on a grounded opponent
  • Scorpion – Quick Kick (Down + Back Kick) now has 1 more frame of hit advantage on a grounded opponent
  • Scorpion – Demon Dash now has 12 startup frames (up from 7)
  • Scorpion – Cancel (Misery Blade) is no longer throw immune during some of its frames

 

  • Skarlet – Silent Stab (Down + Front Punch) now has 1 more recovery frame on miss, and 3 more frames of hit advantage on a grounded opponent
  • Skarlet – Spear Strike (Down + Front Kick) is now -7 on block (up from -10)
  • Skarlet – Spinning Scythe (Down + Back Kick) is now -13 on block (down from -12), has 4 less recovery frames on miss, and 3 more frames of hit advantage on a grounded opponent
  • Skarlet – Removed some instances where Red Mist could damage opponents when they are invulnerable to attacks

 

  • Sonya – Energy Burst (Down + Front Punch) is -6 on block (down from -3), has 3 more recovery frames on hit, and 1 more frame of hit advantage on a grounded opponent
  • Sonya – Side Boot (Down + Front Kick) now has a different hit reaction, has 5 more recovery frames on hit & on miss, and 4 more frames of hit advantage on a grounded opponent
  • Sonya – Low Burst (Down + Back Kick) now has 2 more recovery frames on hit and 6 more frames of hit advantage on a grounded opponent
  • Sonya – (Air) Soaring General is now a high block and breaks armor

 

  • Sub-Zero – Slightly adjusted the hit regions Low Back Hand (Down + Front Punch) and now has 2 more recovery frames on miss, and 4 more frames of hit advantage on a grounded opponent
  • Sub-Zero – Quick Kick (Down + Front Kick) now has a different hit reaction, is -7 on block (down from -5), has 5 more recovery frames on hit, 2 more recovery frames on miss, and 4 more frames of hit advantage on a grounded opponent
  • Sub-Zero – Swing Kick (Down + Back Kick) now has 1 more frame of hit advantage on a grounded opponent

 

  • Shao Kahn – Dragon Fist (Down + Front Punch) is now -5 on block (down from -4), has 2 more recovery frames on hit, has 1 more recovery frame on miss, and 4 more frames of hit advantage on a grounded opponent
  • Shao Kahn – Knee Shatter (Down + Front Kick) now has 3 more recovery frames on miss and 4 more frames of hit advantage on a grounded opponent
  • Shao Kahn – Side Spike (Down + Back Kick) is now -9 on block (down from -8), has 1 more recovery frame on hit & on miss, and 5 more frames of hit advantage on a grounded opponent

 

  • Shang Tsung – Serpent Stab (Down + Front Punch) is now -5 on block (down from -4), has 2 more recovery frames on hit, has 5 more recovery frames on miss, and 3 more frames of hit advantage on a grounded opponent
  • Shang Tsung – Ankle Snap (Down + Front Kick) now has a different hit reaction, is -7 on block (down from -4), has 3 more recovery frames on miss, and 5 more frames of hit advantage on a grounded opponent
  • Shang Tsung – Slightly adjusted the hit regions of Stance Breaker (Down + Back Kick) and it is now -7 on block (down from -6) and has 1 more recovery frame on miss
  • Shang Tsung – Slightly increased the victim regions on Sorcerer Sweep (Away + Front Kick, Down + Back Kick)
  • Shang Tsung – The duration of Malignant Sorcery & Vile Inscriptions is now 240 frames (down from 420)
  • Shang Tsung – Corpse Drop now does 80 damage (down from 90)
  • Shang Tsung – When Explosive Corpses Gear Ability is equipped, Corpse Drop now does 60 damage (down from 90)
  • Shang Tsung – When Explosive Corpses Gear Ability is equipped, Corpse Drop Amplify now does 30 damage (down from 60), and has 5 less block advantage frames with slightly reduced pushback when blocked
  • Shang Tsung – Soul Swap can no longer kill an opponent but can still trigger Chip Avoided & Last Breath
  • Shang Tsung – Fixed a rare visual issue where an opponent’s weapon props could get stuck in the ground during Shang Tsung’s Back Throw

 

  • Nightwolf – Low Stab (Down + Front Punch) is now -6 on block (down from -4), has 2 more recovery frames on hit & on miss, and 3 more frames of hit advantage on a grounded opponent
  • Nightwolf – Uncertain Ground (Down + Front Kick) now has 2 more recovery frames on miss
  • Nightwolf – Hobbling Kick (Down + Back Kick) now has 6 more frames of hit advantage on a grounded opponent
  • Nightwolf – Fixed an issue causing Rising Blades (Down + Back Punch) while Moon Fall is active to be immune to high attacks if the down input is held

 

  • Terminator – Gut Buster (Down + Front Punch) is now -5 on block (down from -4)
  • Terminator – Rising Boot (Down + Back Kick) now has 3 more frames of hit advantage on a grounded opponent
  • Terminator – Gut Buster (Down + Front Punch) while Endoskeleton is active now has the correct frame data
  • Terminator – Fixed a rare issue with Dark Fate (Away + Front Punch, Front Punch + Front Kick) & Dark Fate Amplify (Away + Front Punch, Front Punch + Front Kick, Amplify) that could cause weapons held in hands to use an incorrect animation

 

  • Sindel – Edenian Burst (Down + Front Punch) is now -5 on block (down from -3) and has 3 less recovery frames on hit
  • Sindel – Slightly adjusted the hit regions of Kewl Whip (Down + Back Kick) and it now has 3 less recovery frames on hit & on miss, and 6 more frames of hit advantage on a grounded opponent
  • Sindel – Slightly adjusted the hit regions of Getup/Flawless Block Attack (Up + Front Kick)
  • Sindel – Fixed a rare issue that could cause Deadly Echo to become disabled if used in certain circumstances

 

  • Spawn – Low Claw (Down + Front Punch) is now -6 on block (down from -4)

 

  • Joker – Joking Jab (Down + Front Punch) is now -6 on block (down from -5) and has 2 more recovery frames on miss
  • Joker – Wing Tip (Down + Front Kick) is now -6 on block (down from -5)
  • Joker – Big Finish (Down + Back Kick) now has 5 more frames of hit advantage on a grounded opponent
  • Joker – Toward Throw Krushing Blow no longer is possible if Joker is above 300 health while Fatal Blow is still on cooldown
  • Joker – Getting Lit Amplify no longer autofaces the opponent

 

  • Fujin – Gut Shot (Down + Front Punch) is now -6 on block (down from -4) and has 2 more recovery frames on miss
  • Fujin – Adjusted the victim regions of Low Drift (Towards + Front Kick)
  • Fujin – Slightly adjusted the victim regions on the hit reaction of Typhoon Release (Back Kick, Back Punch)
  • Fujin – Slightly adjusted the hit regions of Fatal Edge (Away + Front Punch, Front Punch)
  • Fujin – Adjusted the hit regions of Getup/Flawless Block Attack (Up + Back Punch)
  • Fujin – Getup/Flawless Block Attack (Up + Front Kick) ) is now -9 on block (down from -5), has 5 less recovery frames on hit, and has 1 less recovery frame on miss
  • Fujin – Adjusted the hit regions of the last hit of Wind Kicks Amplify
  • Fujin – Quick Slice (Away + Front Punch) now correctly plays a red hit effect on Kounter

 

  • RoboCop – Knee Kapper (Down + Front Punch) is now -6 on block (down from -5)
  • RoboCop – Ankle Breaker (Down + Front Kick) is now -9 on block (up from -10)
  • RoboCop – Quick Spray (Down + Back Kick) now has 1 more frame of hit advantage on a grounded opponent
  • RoboCop – Removed some instances where Cheval Trap could damage opponents when they are invulnerable to attacks
  • RoboCop – Slightly increased the projectile parry region of Riot Shield
  • RoboCop – Fixed an issue allowing Throw Escape to be possible during the recovery frames of Riot Shield

 

  • Sheeva – Short Hammer (Down + Front Kick) is now -6 on block (down from -4)
  • Sheeva – Crushing Backhand (Down + Back Kick) is now -5 on block (down from -3) and has 3 more frames of hit advantage on a grounded opponent
  • Sheeva – Slightly increased the range of Blood Lust (Back Punch, Front Punch) & Slam Dance (Back Punch, Front Punch, Front Punch)
  • Sheeva – Slightly adjusted the hit regions of Tele-Stomp and it now has 1 less frame of startup and 1 more active frame
  • Sheeva – Spinning Dragon Amplify is no longer throw immune during some of its frames
  • Sheeva – Fixed a visual issue with several attacks displaying incorrect blood color against opponents that have non-red blood

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