Mortal Kombat 11 (Switch): Software updates

On this page, you will find all there is to know about the Software updates for Mortal Kombat 11 on Nintendo Switch (originally released on April 13th 2019 in Europe and North America). Includes updates for Mortal Kombat 11 Aftermath.

Click here for more Software updates!

Mortal Kombat 11 – Ver. ???

  • Release date: August 6th 2020 (North America, Europe)
  • Patch notes:

General Gameplay Adjustments

  • Move list corrections
  • Adjusted the minimum health requirement for many Brutalities that have that as a requirement

Kombat League / Online

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

Character Specific Adjustments

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

Mortal Kombat 11 – Ver. ???

  • Release date: July 8th 2020 (North America, Europe)
  • Patch notes:

General

  • Fixed an issue where certain skins purchased with Time Krystals were not awarded.

Mortal Kombat 11 – Ver. ???

  • Release date: June 17th 2020 (North America, Europe)
  • Patch notes:

General Gameplay Adjustments

  • Move list corrections
  • Fixed a rare Audio related game freezing issue
  • Fixed some issues with certain attacks using the incorrect Augment Elemental Type
  • Adjusted some overlapping text Menus regarding Augments

Kombat League / Online

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

Towers of Time

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

Stage Specific Adjustments

  • Kronika’s Keep – Adjusted how some special moves interact with an opponent hit by the Time Orb Background Interaction

Character Specific Adjustments

  • D’Vorah – Bombardier Beetle & Bombardier Beetle Amplify can now only be parried by low projectile parries
  • Erron Black – The first 3 hits of Ghost Koins (Fatal Blow) no longer allow for Breakaway
  • Kabal – Fixed an issue with Buzzsaws playing an incorrect animation when hitting an opponent
  • Kitana – Fixed a rare issue that could result in the Armor from Augment Kahnt Touch This to remain active after certain circumstances
  • Kotal Kahn – Adjusted Totem buffs values when there are 2 or more stacks of Totems on screen
  • Kotal Kahn – The first hit of Pinned Down (Fatal Blow) no longer allows for Breakaway
  • Kung Lao – The first hit of Beaten And Broken (Fatal Blow) no longer allows for Breakaway
  • Noob – Shadow Klones will no longer sometimes continue to animate when hit by some projectile parries
  • Noob – Shadow Slide can now only be parried by low projectile parries
  • Fujin – Adjusted wind effects on opponent’s cloth physics when Bending Wind (Away + Back Punch) is performed
  • Fujin – The final hit of Warped Needle Amplify now correctly works after it has been previously Flawless Blocked
  • Fujin – Fixed an issue with Fujin’s Krossbow using an incorrect animation when winning a match under certain circumstances
  • Fujin – Fujin no longer sometimes has incorrect Gear Abilities in some Story Mode fights
  • Fujin – The first hit of Winds Of Change (Fatal Blow) no longer allows for Breakaway
  • Fujin – You can no longer do an extended combo against your opponent after Finish Him with Warped Needle until the Fatality window timeout has occurred

Mortal Kombat 11 – Ver. ???

  • Release date: May 26th 2020 (North America, Europe)
  • Patch notes:

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)
  • Baraka – Straight Shank (Down+Forward + Front Punch) can now be both high and low parried
  • Baraka – Blade Charge now breaks armor and has an alternate Krushing Blow condition: Breaks Armor
  • Baraka – Fixed issue with Leg Kabob with the impaled Arm Blade being improperly placed in certain circumstances
  • Baraka – Fixed a rare issue that could cause Staked to lose trades against certain attacks
  • Cassie – Victim region while ducking slightly increased
  • Cassie – 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
  • Cassie – Adjusted the hit region of Flippin’ Out which now has 13 less recovery frames, and 10 more frames of blockstun with reduced block pushback
  • Cassie – Ball Buster can now be both high and low parried
  • Cassie – BLB-118 Escape and BLB-118 Advance no longer cost meter
  • Cassie – Flying Glow Kick now does 80 damage (was 60) and can now be cancelled into Fatal Blow on hit
  • Cassie – Flying Glow Kick now breaks armor and has an alternate Krushing Blow condition: Breaks Armor
  • Cassie – 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
  • Cassie – 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
  • Cassie – Fixed visual issues with pistol holster animations when using Dual Wielding Amplify and Dual Wielding Krushing Blow
  • Cassie – 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
  • Cetrion – Adjusted opponent’s victim region during the hit reaction to Turning Wave (Towards + Back Punch)
  • Cetrion – Deadly Winds now performs an additional hit which can break armor before the tornado projectile
  • Cetrion – Shattering Boulder now does 90 damage (up from 70)
  • Cetrion – Fixed an issue with Hallowing Winds that could result in Boulder Bash causing an incorrect hit reaction
  • Cetrion – Deadly Winds will no longer sometimes have lingering visual effects when a brutality is performed on Cetrion
  • 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)
  • D’Vorah – Tsetse (Towards + Back Punch, Back Punch, Down + Front Punch + Front Kick) now does 70 damage (up from 60)
  • D’Vorah – Bugging Out (Towards + Back Punch, Back Punch, Back Kick) now does 70 damage (up from 50)
  • D’Vorah – Head victim region adjusted while performing Infested
  • D’Vorah – Swarm and Swarm Amplify now breaks armor and recovers 5 frames faster when armor is broken
  • D’Vorah – Reduced the combo damage scaling on Widow’s Kiss Amplify
  • D’Vorah – Bug Butt (Motherbug Front Kick / Back Kick) now does the correct chip damage on block
  • D’Vorah – Fixed visual issue with Widow’s Kiss webbing persisting on victim if interrupted at specific timing
  • D’Vorah – 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
  • Erron Black – Violent Ends (Front Punch, Front Punch, Back Kick) now has 2 less recovery frames
  • Erron Black – Adjusted opponent’s victim region during the hit reaction to Spinning Revolver (Away + Front Punch)
  • Erron Black – 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
  • Erron Black – 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
  • Erron Black – Acid Pour now breaks armor and has an alternate Krushing Blow Condition: Breaks Armor
  • Erron Black – Netherbeast Trap Amplify now has 10 less recovery frames
  • Erron Black – TNT Toss now starts up 3 frames faster and has 4 less recovery frames
  • Erron Black – TNT Toss Amplify now starts up 5 frames faster and has 9 less recovery frames
  • Erron Black – 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
  • Erron Black – 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)
  • Erron Black – Reload (Locked and Loaded) now follows the same input pattern as the other Locked and Loaded attacks where holding Up exits Locked and Loaded
  • Erron Black – Fixed a rare issue which would not allow certain juggles to combo into Acid Pour Krushing Blow
  • Erron Black – Netherbeast Trap will no longer sometimes become visually misaligned to victim when it hits near the corner
  • Erron Black – 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)
  • Frost – Out Cold (Away + Back Punch, Back Punch, Front Punch, Back Punch) now does 67.5 damage (up from 58.5)
  • Frost – Chest Cold (Down + Front Kick) can now be both high and low parried
  • Frost – Cyber-Head now breaks armor and causes a different hit reaction when it breaks armor
  • Frost – Auger Lunge Krushing Blow now leaves opponent closer to Frost
  • Frost – Fixed a rare issue that could cause Winter Winds (Away + Back Punch, Back Punch) to lose trades against certain attacks
  • Frost – Fixed issue with certain Background Interactions having incorrect hit animations against Frost while her head is detached
  • Frost – 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
  • Geras – 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
  • Geras – Punish Krushing Blows now trigger when done against Reverse Time recovery
  • Geras – Fixed an issue causing some attacks that hit an opponent affected by Temporal Advantage to not play a sound effect or hitspark
  • Geras – 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
  • Jacqui Briggs – Adjusted opponent’s victim region during the hit reaction to Step Kick (Towards + Front Kick)
  • Jacqui Briggs – (Air) Dive Bomb now breaks armor and when armor is broken it recovers faster and has a different hit reaction
  • Jacqui Briggs – Hyper Knee now breaks armor and has an alternate Krushing Blow Condition: Breaks Armor
  • Jacqui Briggs – 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
  • Jacqui Briggs – 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
  • Jade – 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
  • Jade – Bending Time (Front Kick , Back Punch, Back Punch, Down + Front Punch) now does 70 damage (up from 50)
  • Jade – Adjusted opponent’s victim region during the hit reaction to Straight Kick (Front Kick)
  • Jade – Slightly adjusted the gravity on the hit reaction to IP Girl (Towards + Back Punch, Front Punch)
  • Jade – Baited (Front Punch, Back Punch, Back Kick) Krushing Blow now has 7 less recovery frames
  • Jade – Blazing Nitro Kick now breaks armor and has an alternate Krushing Blow Condition: Breaks Armor
  • Jade – 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)
  • Jade – Fixed a rare issue that could cause Blazing Nitro Kick & Blazing Nitro Kick Amplify to lose trades against certain attacks
  • Jade – 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
  • Jax – Boot Kamp (Away + Front Kick, Back Punch) now does 50 damage (up from 30)
  • Jax – Sleep, Bitch (Away + Front Kick, Back Punch, Front Punch + Front Kick) now does 90 damage (down from 100)
  • Jax – Reduced the combo damage scaling on Ripped Amplify
  • Jax – Briggs Barricade now has 19 active frames (down from 24) and 5 less recovery frames
  • Jax – Briggs Barricade Amplify now has 6 less recovery frames
  • Jax – Head victim region adjusted while performing Burning Hammer
  • Jax – Lethal Clap now has 2 more active frames and has 2 less recovery frames on miss
  • Jax – Lethal Clap now breaks armor and recovers faster if armor is broken
  • Jax – Fixed rare issue that could cause Lethal Clap to lose trades against certain attacks
  • Jax – 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
  • Johnny Cage – Cage Match (Front Kick, Back Kick, Up + Front Kick) now has 5 less blockstun frames
  • Johnny Cage – Straight Forceball Amplify now has 5 less blockstun frames
  • Johnny Cage – Flippy Kick now breaks armor
  • Johnny Cage – Nut Punch can now be both high and low parried
  • Johnny Cage – Fixed a rare issue that could cause Shadow Kick to lose trades against certain attacks
  • Johnny Cage – 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
  • Kabal – Hook Slam now does 100 damage (was 109.5) and no longer causes extra combo damage scaling before final hit
  • Kabal – Hook Slam now breaks armor and has an alternate Krushing Blow Condition: Breaks Armor which causes a different hit reaction when triggered
  • Kabal – Hook Slam Amplify now does 100 damage (was 102) and no longer causes extra combo damage scaling before the final hit
  • Kabal – Slightly increased the combo damage scaling on Hook Slam & Hook Slam Amplify Krushing Blows
  • Kabal – Nomad Spin now only causes damage scaling on the final hit and each attack now has 10 more blockstun frames
  • Kabal – Nomad Spin Amplify now only causes damage scaling on the final hit and each attack now has 5 more blockstun frames
  • Kabal – Extended Hook now does 90 damage (was 116.5) and no longer causes damage scaling on the first hit
  • Kabal – 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)
  • Kano – Blade Evade (Away + Front Punch) cancel frame now occurs 5 frames earlier and has 5 less recovery frames on miss
  • Kano – Blade Evade (Away + Front Punch) now breaks armor and the air hit reaction has been changed
  • Kano – 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
  • Kitana – Punishment (Front Kick, Back Punch, Front Punch, Back Punch) now has 5 more frames of blockstun
  • Kitana – Square Wave and (Air) Square Wave now break armor and have an alternate Krushing Blow Condition: Breaks Armor
  • Kitana – Fixed a visual issue with blood sometimes coming out of incorrect leg on opponent during Back Throw
  • Kitana – 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
  • Kollector – Relic Lure Gear Ability now requires 2 Ability Slots
  • Kollector – 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
  • Kollector – Adjusted the hit region of Relic Lure and it now breaks armor and has a different hit reaction with reduced combo damage scaling
  • Kollector – Relic Lure Amplify now has a different hit reaction with reduced combo damage scaling and can only be performed once per combo
  • Kollector – 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
  • Kollector – 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
  • Kollector – Fixed a rare issue that could cause Demonic Mace to lose trades against certain attacks
  • Kollector – 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)
  • Kotal Kahn – Mehtizquia Cut Amplify now has an alternate Krushing Blow condition: Mehtizquia Cut Breaks Armor
  • Kotal Kahn – Fixed an issue preventing the first hit of Yeyecame Disk Amplify to be parried
  • Kotal Kahn – Tecuani Maul Amplify recovers 1 frame faster on block
  • Kotal Kahn – (Air) Tecuani Pounce Amplify recovers 5 frames faster on block
  • Kotal Kahn – Totem buffs when stacked now correctly respect the number of totems used
  • Kotal Kahn – Pinned Down (Fatal Blow) now only has damage scaling on the final hit resulting in 330 total damage (up from 329)
  • Kotal Kahn – Fixed a rare issue causing Tonatiuh Beam’s hit region to linger after Krushing Blows and Fatal Blows in certain circumstances
  • Kotal Kahn – Fixed a rare issue that could cause (Air) Tecuani Pounce to lose trades against certain attacks
  • Kotal Kahn – 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)
  • Kung Lao – Disrespect (Towards + Back Punch, Front Punch) now has 5 more blockstun frames with increased block pushback
  • Kung Lao – 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
  • Kung Lao – Shaolin Slam (Teleport) now has 16 less recovery frames on hit
  • Kung Lao – (Air) Shaolin Drop now breaks armor and (Air) Shaolin Drop Amplify has an alternate Krushing Blow condition: (Air) Shaolin Drop Breaks Armor
  • Kung Lao – Flip Kick (Getup / Flawless Block Up + Front Kick) now does 90 damage (down from 135) and does the correct damage on block
  • Kung Lao – All attacks of Soul Burst (Spiritual Guidance) now hits mid
  • Kung Lao – Fixed a bug allowing Soul Burst (Spiritual Guidance) to be able to be cancelled into other specials
  • Kung Lao – The second projectile of Possessed Hat will no longer sometimes come out if Kung Lao is interrupted after first projectile comes out
  • Kung Lao – Possessed Hat will no longer sometimes not combo when hitting from specific ranges
  • Kung Lao – Beaten And Broken (Fatal Blow) now only has damage scaling on the final hit
  • Kung Lao – Hat Toss, Possessed Hat, and Guided Hat are no longer immune to reflect moves if they hit on the first frame
  • Kung Lao – Fixed some rare visual issues with the spirit of the Great Kung Lao becoming visible at unintended times
  • Kung Lao – Fixed a rare issue that could cause the combo counter to reset when Spin & Spin Amplify hit in certain circumstances
  • Kung Lao – 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
  • Liu Kang – Adjusted opponent’s victim region during the hit reaction to Chosen Strike (Back Punch)
  • Liu Kang – Kusari Slam now breaks armor
  • Liu Kang – Fixed a rare visual issue with Kusari Slam hitting at certain distances causing an improper animation
  • Liu Kang – Dragon Fire now has 3 less recovery frames
  • Liu Kang – Bicycle Kick Amplify can now be performed twice after Kontei Slam (Towards + Back Punch) hits in the same combo
  • Liu Kang – Fixed a rare issue that could cause Flying Dragon Kick to lose trades against certain attacks
  • Noob – 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
  • Noob – Dark Push (Away + Back Punch) now breaks armor, when armor is broken it has a different hit reaction and can be 2in1 cancelled
  • Noob – Head victim region adjusted while performing Sickle Snag
  • Noob – Sickle Toss and Sickle Toss Amplify can no longer be parried
  • Noob – Together Again (Fatal Blow) now has 3 active frames (up from 1), and 2 less recovery frames on miss
  • Noob – 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
  • Raiden – 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
  • Raiden – 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)
  • Raiden – The 2nd hit of Hammer Fists (Away + Back Punch) now has increased block pushback
  • Raiden – Heavy Storm (Towards + Back Punch) now has 5 more blockstun frames with increased block pushback
  • Raiden – Adjusted the hit regions of Deadly Storm (Front Kick, Back Punch, Front Punch) and it now has 5 more blockstun frames
  • Raiden – The Calm (Away + Front Kick, Front Punch) can now be Kombo Attack cancelled on block or miss
  • Raiden – 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
  • Raiden – Massive Destruction (Towards + Front Kick, Back Punch) now hits overhead and has increased block pushback
  • Raiden – 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
  • Raiden – Lightning Bolt Amplify now has 1 less startup frame and has 5 more blockstun frames with increased block pushback
  • Raiden – The first 2 hits of Storm Cell no longer allow opponent to Breakaway
  • Raiden – Electric Fly can no longer be parried
  • Raiden – Electric Fly Amplify Krushing Blow travel distance requirement slightly reduced
  • Raiden – 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
  • Raiden – The initial hit of Lightning Rod now does 70 damage (up from 50) and lightning projectiles now do 40 damage (up from 30)
  • Raiden – 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)
  • Scorpion – Flip Kick (Away + Front Kick) now has 22 startup frames (down from 27) and 5 more recovery frames on hit
  • Scorpion – Flip Kick (Away + Front Kick) now breaks armor and when breaking armor it has a different hit reaction
  • Scorpion – Back Throw now has a Krushing Blow
  • Scorpion – Adjusted the hit regions of all hits of Death Spin and Death Spin Amplify
  • Scorpion – Adjusted the hit region of Burning Spear Amplify and it now does 50 damage (up from 30) and has a different hit reaction
  • Scorpion – Hate Strike Amplify (Misery Blade) now does 100 damage (up from 80)
  • Scorpion – 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
  • Skarlet – Whip Snap (Towards + Back Punch) now has 4 less recovery frames
  • Skarlet – Quick Transfusion (Towards + Back Punch, Front Punch) now has 24 startup frames (down from 25)
  • Skarlet – Scythe Slam (Away + Back Punch) now has 5 less recovery frames on hit and 10 more frames of hit advantage
  • Skarlet – Crack The Whip (Front Kick) now has 19 startup frames (down from 21)
  • Skarlet – Koagulation (Back Kick, Back Kick) now hits mid
  • Skarlet – 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
  • Skarlet – Blood Spatter now breaks armor and has 10 less recovery frames when armor is broken
  • Skarlet – Blood Spatter Amplify now has 3 less recovery frames on hit and 2 more recovery frames on miss or block
  • Skarlet – Blood Spatter Amplify now breaks armor and has 15 less recovery frames when armor is broken
  • Skarlet – Bloodport now has 4 less startup frames
  • Sonya – Adjusted the hit region of Kounter Attack (Back Punch, Front Punch, Back Punch, Back Punch)
  • Sonya – Hellish Hook (Towards + Back Punch) now has 5 more blockstun frames with increased block pushback
  • Sonya – Boot Kamp (Towards + Front Kick) now breaks armor
  • Sonya – Head victim region adjusted while performing Air Control
  • Sonya – (Air) Ops Drop now has 13 less landing recovery frames on miss
  • Sonya – K.A.T. Tantrum (Summon K.A.T.) now has 27 startup frames (down from 32) and 3 less recovery frames on hit
  • Sonya – Straight .50 Kal (Summon K.A.T.) now has 24 startup frames (down from 32) and 9 less recovery frames
  • Sonya – Mortar Strike (Summon K.A.T.) now has 3 less recovery frames
  • Sonya – 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
  • Sub-Zero – Brutal Kick (Towards + Back Kick) now breaks armor and can now cause a Krushing Blow
  • Sub-Zero – Frigid Storm now does 80 damage (up from 60)
  • Sub-Zero – 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
  • Shao Kahn – 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
  • Shao Kahn – 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
  • Shao Kahn – 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
  • Shao Kahn – Kahn Kick (Towards + Back Kick) now does 90 damage (up from 70)
  • Shao Kahn – Shoulder Charger Amplify Down has new visual effects and now has 18 startup frames (down from 22)
  • Shao Kahn – Shoulder Charger Amplify Down now breaks armor, and when armor is broken it recovers 11 frames faster with a different hit reaction
  • Shao Kahn – Spear Charge Amplify now has 7 less recovery frames on hit
  • Shao Kahn – Head victim region adjusted while performing Scum Grab which now has an adjusted hit region and now breaks armor
  • Shao Kahn – Head victim region adjusted while performing Skewered and it now breaks armor
  • Shao Kahn – Adjusted the hit region of Ground Shatter which now has 2 more frames of hit advantage and does a different air hit reaction
  • Shao Kahn – Adjusted the hit region of Ground Shatter Amplify
  • Shao Kahn – 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
  • Shang Tsung – Spiritual Eruption (Away + Back Punch) is now +13 on hit (down from +16)
  • Shang Tsung – Skull Collapse (Towards + Back Punch) is now +9 on hit (up from +6)
  • Shang Tsung – Shapeshifter (Towards + Back Punch, Back Kick) is now +13 on hit (up from +5)
  • Shang Tsung – Sternum Breaker (Front Kick) is now +11 on hit (up from +8)
  • Shang Tsung – Throat Kick (Back Kick) is now +20 on hit (up from +12)
  • Shang Tsung – Morphing back into Shang Tsung after Soul Steal has finished now enables blocking in 3 frames (down from 7)
  • Shang Tsung – 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
  • Shang Tsung – Scatter Souls now breaks armor, and causes a different hit reaction when armor is broken
  • Shang Tsung – Scatter Souls now retains charge level when cancelled
  • Shang Tsung – level 2 & level 3 of Scatter Souls when Flawless Blocked now has 5 more blockstun frames with slightly increased block pushback
  • Shang Tsung – Level 4 of Scatter Souls when Flawless Blocked now has 15 more blockstun frames with increased block pushback
  • Shang Tsung – Screaming Soul Cancel no longer enables autoblock and can only be done once per combo
  • Shang Tsung – Fixed a rare issue while morphed where damage would not be increased for the last few frames of being morphed
  • Shang Tsung – 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 – Shang Tsung can no longer remain morphed as Sindel for an extended time by repeatedly performing Dash ((Air) Regal Presence)
  • Shang Tsung – Fixed issue allowing special cancels into Absorb Souls without Soul Well activated
  • Shang Tsung – Fixed issue with opponent’s interactables auto-correcting when Soul Swap is performed at certain timing
  • Shang Tsung – Fixed a rare issue that could cause Sorcery Rush, Slide, & Superkick to lose trades against certain attacks
  • Shang Tsung – 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)
  • Nightwolf – Razor’s Edge (Away + Front Kick, Back Kick, Front Punch + Front Kick) now has 5 more blockstun frames with increased block pushback
  • Nightwolf – The hit reaction of Deadly Talon (Front Kick, Front Punch, Back Punch) Krushing Blow now leaves the opponent slightly closer to Nightwolf
  • Nightwolf – Tomahawk Swing now breaks armor and has an alternate Krushing Blow Condition: Breaks Armor
  • Nightwolf – Reduced the gravity of the hit reaction to Ancestral Light
  • Nightwolf – Spirit Tracks while Spirit Of Hana buff is active now has 10 invulnerability frames (up from 4)
  • Nightwolf – Spirit Tracks Amplify with Ancestral Hunter ability equipped now has 9 startup frames (down from 13)
  • Nightwolf –Hana’s Wrath debuff no longer lingers on opponent after a Mercy has been performed
  • Nightwolf – Fixed a rare issue that could cause Rhino Charge to lose trades against certain attacks
  • Nightwolf – 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)
  • Terminator – Head victim region adjusted while performing Infiltrator Toss
  • Terminator – Gorilla Press Slam now breaks armor
  • Terminator – Attempting to do Running Man Cancel when not enough meter is available now plays a sound
  • Terminator – Cyber Rift and T.D.E. now checks for negative edge inputs when Release Check is set to ON
  • Terminator – Fixed a rare issue with Endoskeleton not facing opponent when activating under certain circumstances
  • Sindel – Mane Squeeze now breaks armor
  • Sindel – (Air) Royal Trap no longer persists during Geras’ Reawakened resurrection
  • Sindel – Attempting to do Maleficent March Cancel when not enough meter is available now plays a sound
  • Sindel – 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)
  • Joker – Ehh (Back Punch) now does 30 damage (down from 50)
  • Joker – 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
  • Joker – Fixed a rare issue that could cause Getting Lit to lose trades against certain attacks
  • Joker – Fixed a rare issue that could cause his Cane to play an improper animation when he is defeated
  • Joker – Fixed a rare issue with KAPOW using an improper animation when it triggers a resurrection on the opponent
  • Joker – Puppet Parry Amplify, Corpse Trot, Corpse Trot Amplify, KAPOW, & KAPOW Amplify now have their damage reduced by Jacqui’s Tech-Dome
  • Joker – 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
  • Spawn – The King Of Hell (Towards + Back Punch, Front Kick) is now +7 on hit (up from -9)
  • Spawn – The first hit of Charging Hellspawn Amplify no longer causes additional damage scaling
  • Spawn – Slightly reduced the gravity on the hit reaction to Up Hell Chains (Lethal Leetha Stance)
  • Spawn – Rising Cape (Down + Back Punch) is no longer invulnerable to high attacks during a few frames of its standing recovery
  • Spawn – Fixed some rare visual issues with Spawn’s cape when he is the victim in some Fatal Blow cinematics
  • Spawn – Fixed a visual issue with invisibility not working properly while inside some area of effect attacks
  • Spawn – Fixed a rare issue which could cause visual obstruction during Spawn’s fatalities on Prehistoric Age Arena
  • Spawn – 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

Mortal Kombat 11 – Ver. ???

  • Release date: April 23rd 2020 (North America, Europe)
  • Patch notes:

Language

  • This patch adds support for Traditional Chinese text.

Mortal Kombat 11 – Ver. ???

  • Release date: March 17th 2020 (North America, Europe)
  • Patch notes:

General Gameplay Adjustments

  • Move list corrections
  • Improvements to AI logic
  • Fixed issues with some augments not granting correct bonuses
  • Increased the button input buffer when exiting a block hit reaction from 2 to 5 frames
  • Practice Mode > AI Options > Kustom > Block Attack options now have more defined options Fast, Delay, Late which will perform the Block Attack on the first frame, randomly delayed or on the last frame
  • Practice Mode > AI Options > Record now has a new Recording Slot to be used for Kustom Getup / Reversal
  • Practice Mode > AI Options > Kustom > Reversal Attack now has an option for Kustom Reversal & Kustom Reversal with Navigation which uses the Recording Slot Kustom Getup / Reversal starting with the button press or the directional input when with Navigation
  • Practice Mode > AI Options > Kustom > Getup Attack now has an option for Kustom Reversal & Kustom Reversal with Navigation which uses the Recording Slot Kustom Getup / Reversal starting with the button press or the directional input when with Navigation
  • Added several new Brutalities for players to discover
  • All Getup/Flawless Block Up+Front Kick attacks will no longer hit opponents from behind except for Kung Lao, Sonya, and Geras
  • Fixed an issue with several Krushing Blow Requirements sometimes not working correctly while the opponent is still in a hit reaction animation
  • Added new Nether Forge Recipes for players to discover

Character Specific Adjustments

  • Cassie – Fixed a visual issue with holsters that could sometimes occur when performing Dual Wielding Amplified
  • Geras – Reduced the travel distance of Dash Forward and Dash Backward
  • Geras – Increased the recovery on miss of Sand Trap and Quick Sand by 4 frames
  • Jacqui Briggs – Directing Bionic Bounce Towards or Away costs one bar of defensive meter
  • Jacqui Briggs – The landing recovery frames of (Air) Shrapnel Blast, (Air) Grenade Launcher, and (Air) Prototype Rocket can no longer be circumvented when being 2in1 cancelled from a Jump Attack with specific timing
  • Jade – Wiggle Stick (Away + Back Punch) can now still be 2in1 cancelled if the first or second attack hits the opponent but the last attack misses
  • Jade – Blazing Nitro Kick Krushing Blow requirement no longer resets when it is missed
  • Jax – Gur-Knee (Towards+Back Kick) no longer has different hit advantage when hitting standing and ducking opponents
  • Jax – Ripped Amplified now recovers 4 frames faster on hit & 6 frames faster on miss and is now -8 on block (down from -4)
  • Johnny Cage – Rising Star can no longer be Amplified when it is Flawless Blocked
  • Johnny Cage – Rising Star Amplified now costs one bar of both offensive and defensive meter when Rising Star is blocked or misses
  • Kotal Kahn – Heavy Blade (Back Kick) now starts up 1 frame faster, can now be 2in1 cancelled, and has a different hit reaction
  • Kotal Kahn – Yeyecame Disk now causes 5 more frames of blockstun and has more pushback when normal blocked
  • Kotal Kahn – Fixed a visual issue with Totem visual effects persisting during some fatalities
  • Kitana – Fixed an issue with Dark Deception (Away + Front Punch, Back Kick, Back Punch) Krushing Blow not triggering if the third attack is a Kounter
  • Kitana – Edenian Strike now has 1 more frame of hitpause
  • Kitana – Fan Toss Amplify can now be delayed by up to 7 more frames
  • Kitana – Reduced the combo damage scaling of Fan Lift & Fan-Nado and its reaction no longer allows the opponent to Breakaway
  • Kitana – Royal Protection buff no longer gets removed after using certain attacks
  • Kitana – Royal Protection buff now grants a stacking damage buff (up to 50%) for each successful projectile parry that lasts 10 seconds and the timer is reset with each successful parry
  • Kitana – Edenian Twist Krushing Blow requirement “Triggers if FATAL BLOW is on cooldown” no longer will be possible after DEADLY GAME (Fatal Blow) has successfully hit
  • Kitana – Edenian Twist Krushing Blow now has an alternate requirement of “Triggers if it KOUNTERS or PUNISHES a LOW or DUCKING attack”
  • Kung Lao – The reaction to Vortex no longer allows the opponent to Breakaway
  • Noob – Shadow Slide Amplified has a slightly increased hit region when opponent is in a combo
  • Noob – Fixed issue with camera when (Air) Tele-Slam hits a cornered opponent
  • Shao Kahn – Wrath Hammer has replaced Reverse Wrath Hammer when Shao Kahn is summoned with the Helm of Kahn Konsumable
  • Shao Kahn – Wrath Hammer Krushing Blow requirement is now “Triggers if Hammer Throw hits TWICE in a row”
  • Skarlet – Scythe Slam (Away+Back Punch) deals 20 more damage
  • Sonya – Energy Discharge (Up+Front Kick) Getup/Flawless Block now starts up in 11 frames (was 13) and no longer has 2 frames of vulnerability before its active frames
  • Sub-Zero – Correct audio now plays during Intros when using the Dimitri Vegas Skins against an opponent using Joker
  • Shang Tsung – Fixed a rare issue that could cause Lift Amplified to miss the opponent while in the Lift hit reaction
  • Terminator – Fixed an issue preventing several lines of in-game dialogue from being used when playing as Terminator
  • Sindel – Come Forward (Front Punch, Front Punch, Back Punch) no longer hits opponents from behind outside of combos
  • Joker – KAPOW Krushing Blow is now +5 on hit (up from -25)
  • Joker – Toward Throw Krushing Blow requirement “Triggers if FATAL BLOW is on cooldown” will no longer occur after SMILE (Fatal Blow) has successfully hit

Mortal Kombat 11 – Ver. ???

  • Release date: February 19th 2020 (North America, Europe)
  • Patch notes:

General Adjustments

  • Fixed a rare issue that could occur after a Getup Forward Roll has been interrupted that could cause characters to move through each other when performing certain attacks (e.g. Jade’s Blazing Nitro Kick)
  • Fixed a rare crash that could occur when searching for AI Battle opponents.
  • Fixed a crash caused by accessing the Kombat Kard with a guest account.
  • Fixed a rare crash caused by disconnecting and reconnecting multiple controllers.

Character Specific Adjustments

  • Erron Black – Grip Slam (Away+Back Punch) had its hit reaction adjusted and has 1 more frame of hit advantage
  • Erron Black – Fixed a rare issue that could cause Netherbeast Trap to teleport the opponent to the center of the arena after being hit with specific timing
  • Jacqui Briggs – Danger Zone (Front Kick, Front Kick) can no longer hit opponents while they are in an invincible knocked down state
  • Jax – Fixed an issue that was causing Heat Missile to disappear if he is hit during its active frames
  • Kano – The ground reaction to the first attack of Cheeky Swipes (Getup / Block Attack Up + Back Punch) now has an increased victim region & its air reaction has increased gravity
  • Kano – The ground reaction to Scarred (Back Punch) now has an increased victim region & Deadly Digger (Back Punch, Back Kick) has slightly increased range
  • Kotal Kahn – Pinned Down (Fatal Blow) had its first attack’s hit reaction adjusted against an airborne opponent and has an increased hit region on the second attack while the opponent is in a combo
  • Kung Lao – The ground reaction to the first attack of Flip Kick (Getup / Block Attack Up + Front Kick) now has an increased victim region & its air reaction has increased gravity and the second attack has 4 more active frames
  • Shang Tsung – Crushing Palm (Jump Up + Back Punch) can now be properly cancelled into Sternum Breaker (Front Kick)
  • Nightwolf – Fixed an issue that was causing Ancestral Light to have its active frames removed if he is hit during its active frames
  • Terminator – Fixed a rare issue that could cause Terminator to move quickly across the screen if he performed a cancel into Killing Machine while in close proximity to an opponent performing Breakaway with specific timing
  • Joker – Back Throw now requires the correct input for the opponent to Throw Escape
  • Joker – Jumping Jester no longer causes full block damage when it is Flawless Blocked
  • Joker – Fixed an issue that was causing Getting Lit to have its initial active frames removed if he is interrupted at specific timing
  • Joker – Fixed rare issue that could cause Joker to move quickly across the screen if he performed a cancel into Batsy-Poo while in close proximity to an opponent performing Breakaway with specific timing
  • Joker – Fixed rare issue that could cause Batsy Pew Pew to auto-correct if he is interrupted with specific timing
  • Joker – Fixed issue with C C D D E G E C Amplify not being possible if another button is pressed while holding down Back Kick button
  • Joker – Getting Lit Amplified & C C D D E G E C Amplified can now be performed without holding down their respective attack buttons
  • Joker – Getting Lit and Getting Lit Amplified now correctly displays Punish instead of Kounter when hit during recovery frames
  • Joker – Ta-Da (Hop Attack) can no longer be done at specific timing to remove its landing recovery frames
  • Joker – Fixed a rare issue with KAPOW follow-up hits not comboing correctly in certain situations
  • Joker – Smile (Fatal Blow) can no longer be delayed longer then intended after its armor absorbs an attack
  • Joker – Fixed an issue that allowed Together Forever Brutality to trigger from Getting Lit Amplified

Mortal Kombat 11 – Ver. ???

  • Release date: January 28th 2020 (North America, Europe)
  • Patch notes:

General Gameplay Adjustments

  • Move list corrections
  • Improvements to AI logic
  • Fixed issues with some augments not working correctly
  • Fixed issue with using random select in online matches causing improper display of abilities and variation name
  • Fixed several sources of online desyncs
  • Armor on Fatal Blow attacks now start up in 8 frames (up from 5)
  • Fatal Blow attacks for all characters except Cassie Cage can no longer hit opponent from behind
  • Ducking Front Punch, Ducking Front Kick, & Ducking Back Kick cannot be cancelled into a special move when Flawless Blocked
  • Jump Back Punch has 5 less frames of blockstun on block and Flawless Block
  • Jump Front Punch and Back Punch attacks can no longer be cancelled into air special moves when Flawless Blocked
  • Jump Front Punch and Back Punch cannot be cancelled into normal attacks or ground special moves upon landing when Flawless Blocked
  • Jump Kick attacks have slightly increased damage scaling to match Jump Punch attacks and 4 more frames of recovery when blocked
  • Jump Kick attacks can no longer be cancelled into air special moves when Flawless Blocked
  • Jump Kick attacks can no longer be cancelled into grounded special moves upon landing when blocked or Flawless Blocked
  • Characters that have Escape Failed Krushing Blows on both Toward and Back throws can now only use one throw Krushing Blow per match
  • Fixed an issue that could cause incorrect victim regions for several frames if the character went from ducking to standing and did no further inputs with precise timing
  • Fixed rare issue that could cause a character to get hit by a high projectile if they are duck blocking and release block with precise timing
  • Added several new Brutalities for players to discover

Kombat League / Online

  • Minor online stability improvements
  • Fixed several rare online desync causes

Krypt

  • Added new Nether Forge Recipes for players to discover

Towers of Time

  • Added support for new upcoming Holiday Towers

Stage Specific Adjustments

  • Shirai Ryu Fire Garden – Fixed issue that allowed stone toss interaction in the left corner to be used while facing the corner
  • Special Forces Desert Command – Fixed issue with cactus needles lingering at an incorrect location after uppercut brutality is performed
  • Kronika’s Hour Glass – In Versus Mode, Tournament Mode & 1v1 Online Modes, this Arena will now select from a random list of Background Interactions to be used
  • Chaotian Age – In Versus Mode, Tournament Mode & 1v1 Online Modes, this Arena will now select from a random list of Background Interactions to be used
  • Prehistoric Age – In Versus Mode, Tournament Mode & 1v1 Online Modes, this Arena will now select from a random list of Background Interactions to be used
  • The Kronika’s Hour Glass, Chaotian Age, and Prehistoric Age Arenas are no longer disabled by default in Tournament Mode

Character Specific Adjustments

  • Cetrion – Far H2 P0rt now costs 2 bars of Defensive Gauge (up from 1)
  • Cetrion – The visual effects of Hell’s Wrath when Amplified now disappear properly when it is projectile destroyed
  • D’Vorah – Fixed a rare camera issue during the Fatal Blow cinematic while on the right side on Kharon’s Ship
  • Erron Black – Adjusted the hit region of Quick Shot (Getup / Block Attack Up + Back Punch)
  • Erron Black – Bounty Bash (Back Punch) now recovers 3 frames faster on block
  • Erron Black – Deal In Lead (Back Punch, Front Punch) now has 5 more frames of blockstun and 5 more recovery frames slower on block
  • Frost – Cryogenic Crown now does 3 damage (up from 1), has decreased combo damage scaling, and has 2 more active frames
  • Geras – Titan Charge (Getup / Block Attack Up + Back Punch) now has 9 startup frames (up from 6)
  • Geras – Time Splash (Jump Down + Back Punch) now has 5 less frames of blockstun
  • Geras – The Deathless Giant (Towards + Back Punch, Front Punch) now has 4 more frames of hit advantage, 5 less frames of recovery on hit, and its cancel frame occurs 1 frame later
  • Geras – Matter Of Time (Towards + Back Punch, Front Punch, Back Punch) now has 25 startup frames (up from 20) and recovers 3 frames slower
  • Geras – Sand Trap and Quick Sand causes 5 less frames of blockstun when it is Flawless Blocked
  • Geras – Temporal Advantage hit region slightly adjusted when opponent is in a combo
  • Jacqui Briggs – Fixed an issue with several Kombo Attacks that allowed them to be cancelled into Wall of Justice (Fatal Blow) during their first 3 startup frames
  • Jade – Heaven’s Heel (Getup / Block Attack Up + Back Punch) and it has 1 less recovery frame and had its hit region slightly adjusted
  • Johnny Cage – High Forceball & Low Forceball now have 11 startup frames (up from 9)
  • Johnny Cage – Rise And Shine (Getup / Block Attack Up + Back Punch) now has 9 startup frames (up from 7)
  • Kitana – Adjusted the hit region of Fanning Out (Getup / Block Attack Up + Back Punch)
  • Kitana – Purge The Weak (Away + Front Punch, Back Kick) now hits mid
  • Kitana – Fixed an issue with several Kombo Attacks that allowed them to be cancelled into Deadly Game (Fatal Blow) during their first 3 startup frames
  • Kotal Kahn – Mehtizquia Cut now has 2 more active frames, 3 less recovery frames, and causes 5 more frames of blockstun with increased pushback when not Flawless Blocked
  • Kotal Kahn – Fixed rare issue that could cause Kotal Kahn to move quickly across the screen if he cancelled an attack into Coatl Parry with precise timing while in close proximity to an opponent performing a Breakaway
  • Kung Lao – Possessed Hat now throws two projectiles at the opponent
  • Noob – Adjusted the hit region of Wraith Boot (Getup / Block Attack Up + Front Kick)
  • Skarlet – Adjusted the hit region of Bloody Boots (Getup / Block Attack Up + Back Punch)
  • Skarlet – Bloodport Far now costs 2 bars of Defensive Gauge (up from 1)
  • Skarlet – Fixed a rare camera issue when successfully parrying an attack with Dagger Dance
  • Skarlet – Fixed a rare issue that could cause Skarlet to be unable to duck Sindel’s Back It Up (Away + Front Kick, Back Kick, Back Punch) high attack in certain circumstances
  • Sub-Zero – Adjusted the hit region of Chilled Heel (Getup / Block Attack Up + Front Kick)
  • Shang Tsung – Screaming Soul Amplify is now correctly affected by projectile destroying moves
  • Shang Tsung – Fixed issue with being unable to perform Spare Time or Lost Time while morphed into Geras after the first round
  • Sindel – Fixed an issue with several Kombo Attacks that allowed them to be cancelled into Edenian Royal Decree (Fatal Blow) during their first 3 startup frames
  • Sindel – Low Star Screamer Amplify is now correctly affected by projectile destroying moves
  • Terminator – Fixed an issue with several Kombo Attacks that allowed them to be cancelled into Chill Out (Fatal Blow) during their first 3 startup frames
  • Terminator – AI will now correctly use “Terminate” ability

Mortal Kombat 11 – Ver. ???

  • Release date: December 17th 2019 (North America, Europe)
  • Patch notes:

General Gameplay Adjustments

  • Fixed an issue causing several Krushing Blows to do slightly increased damage
  • Added an Newsletter Subscription option which rewards players with a Raiden Announcer Voice for signing up

Kombat League / Online

  • Reduced the Kombat League Point Cap that a player can lose in a match to 50

Towers of Time

  • Fixed an issue with certain attacks killing the opponent at the same time a modifier activates during an Endurance Match causing a long delay before the next opponent appears

Character Specific Adjustments

  • Baraka – Blood Lunge’s Krushing Blow works correctly again in all situations

Mortal Kombat 11 – Ver. ???

  • Release date: November 26th 2019 (North America, Europe)
  • Patch notes:

General Gameplay Adjustments

  • Move list corrections & added more move property tags
  • Improvements to AI logic
  • Reworked the Store to display more items at once and added bundles as a possible item type
  • Added several new Brutalities for players to discover
  • Added new End of Round Taunts for players to unlock
  • Fixed issues where several modifier attacks could sometimes use the wrong facing direction while both characters are canned animation sequence
  • Fixed a rare issue with Frame Data Tutorial that could cause successful hits to not count toward the progress
  • Fixed an issue that could cause the round winner announcement to be delayed when not in the last round
  • Fixed an issue that could cause final hit with certain Background Interactions to prevent the Flawless Victory announcement from occurring
  • Fixed a rare practice mode issue that could cause the player to become unresponsive when repeatedly toggling the AI Playback Reset ON & OFF
  • Fixed a rare issue that could cause projectile Krushing Blows to become disabled in some situations when it has not been used yet
  • Fixed a rare issue that could cause a tie breaker to occur in trade situations on certain command grabs and synchronized attacks. These attacks will now properly trade
  • Resurrections will no longer allow the opponent to move while the resurrection is still in progress if it happens at the same time as a Fatal Blow connects
  • Fixed a rare audio issue that could cause some projectiles to not play audio when blocked or play a sound at the wrong location when hitting the opponent
  • Characters will no longer sometimes face the wrong direction when blocking certain attacks
  • The last hit red impact effects will no longer appear when the opponent is hit while in dizzy state after being defeated by a Fatal Blow
  • Updated Johnny Cage Announcer voice to reference some unused nicknames
  • Added support for Nintendo Friend Invites

Krypt

  • Added support for more special event chests
  • Skeleton Keys can now sometimes be traded to the Kollector for Tower Summoning Stones

Towers of Time

  • Added new secret events to Towers of Time
  • The Ko-Op Tower Platform will now have all multiplayer towers available at once (Group Battles, Tag Battles and Team Raid)
  • Added New Character Reward Bundles for first time completion of Ko-Op Towers
  • Added new Boss Fight Towers and Premier Tag Towers
  • Players can now play KO-Op tag battles solo and select two characters to tag in & out
  • Added a new first time Kompletion Reward for completing a Boss Tower on Brutal difficulty that can contain an Augment or a Brutality for the character they are playing as

Stage Specific Adjustments

  • Throw Background Interactions can no longer be projectile parried, destroyed or reflected. They can still be affected by projectile immunity

Character Specific Adjustments

  • Cassie Cage – (Air) Bullet Barrage Amplify will no longer sometimes auto face the opponent
  • Cassie Cage – Fixed a rare issue that could cause BLB-118 Drone to become unresponsive if interrupted during BLB-118 Energy Bounce or BLB-118 Escape
  • Cassie Cage – BLB-118 Escape and BLB-118 Advance are now properly disabled when afflicted by Terminator’s Incapacitator
  • Cassie Cage – Control BLB-118 & Cancel BLB-118 are now properly disabled when afflicted by Terminator’s Incapacitator
  • Cassie Cage – Fixed an animation issue with Pistols when the match was ended with Flippin’ Out ability
  • Cetrion – Conflux of Elements and Elemental Ring specials are now properly disabled when afflicted by Terminator’s Incapacitator
  • Cetrion – Attacks that overlap with Cetrion while she is invisible during Unlimited Potential (Towards+Back Punch, Front Kick, Back Kick) will no longer have their active frames cancelled
  • D’Vorah – Fixed an animation issue when final hit of the match is performed with Infested
  • Erron Black – Adjusted Erron Black’s proximity repel regions when performing Shoulder Shimmy (Towards+Back Punch) and Rising Outlaw (Down+Back Punch)
  • Erron Black – Fatal Blow can no longer hit opponents behind him unless they are in a combo
  • Erron Black – Fixed a rare audio issue with Forward Throw causing lingering sound effects when done during high latency online matches
  • Frost – Adjust the hit region on Avalanche (Away+Front Kick, Back Punch)
  • Frost – Fatal Blow can no longer hit opponents behind her unless they are in a combo
  • Frost – Fixed an issue with Ice Auger Krushing Blow reaction that was not allowing the opponent to Breakaway
  • Frost – Fixed a rare issue that could cause Ice Auger projectile to travel further then intended when it is interrupted
  • Frost – Fixed a visual issue that would cause Ice Auger and Ice Auger Amplified to not disappear when hitting an opponent at maximum range
  • Frost – Polar Pound’s (Away+Back Kick) visual effects will no longer sometimes linger when interrupted with specific timing
  • Frost – Fixed an issue causing Fatal Blow armor to linger when blocked for a few frames which could allow it to absorb a Flawless Block Attack. Fatal Blow armor is now correctly removed when blocked
  • Geras – Reverse Time can no longer be performed during an opponent’s resurrection
  • Geras – Xuid & Guid (Towards+Front Punch, Front Punch + Front Kick, Back Kick) and Gauntlet Of The Ages Cancel are no longer disabled when afflicted by Terminator’s Incapacitator
  • Jacqui Briggs – Lethal Clinch Double Spear Knee and Cybernetic Override Cancels are no longer disabled when afflicted by Terminator’s Incapacitator
  • Jade – Divine Forced Amplified will no longer sometimes be missing visual effects when it hits the opponent
  • Jade – Fixed an improper animation sometimes being played on Staff if a modifier is used at the same time as an attack using the Staff
  • Jax – Quad Grab’s Power Bomb and Duck and Weave’s Cancel Duck & Weave are no longer disabled when afflicted by Terminator’s Incapacitator
  • Kabal – Fixed an issue causing Fatal Blow armor to sometimes linger when blocked for a few frames which could allow it to absorb a Flawless Block Attack. Fatal Blow armor is now correctly removed when blocked
  • Kano – Blown Away (Towards+Back Punch, Up, Down, Back Kick) is no longer disabled when afflicted by Terminator’s Incapacitator
  • Kitana – Fixed an audio issue with the Follow The Leader (Towards+Back Punch, Front Kick, Back Kick) Krushing Blow
  • Kollector – Damned Bola Cancel is no longer disabled when afflicted by Terminator’s Incapacitator
  • Kollector – Fixed a visual issue with War-Quoit Toss when colliding with certain objects
  • Kollector – Fixed an issue causing Fatal Blow armor to sometimes linger when blocked for a few frames which could allow it to absorb a Flawless Block Attack. Fatal Blow armor is now correctly removed when blocked
  • Kollector – Fixed a rare issue that could occur if the Kukri or Chakram during Take And Deny (Towards+Front Kick, Front Punch, Back Punch, Front Kick) made contact with the opponent on a frame where a rollback occurred during on online match
  • Kotal Kahn – Yeyecame Disk Amplify Krushing Blow can now also be performed with Krushing Blow Held Check set to ON by holding the Amplify button
  • Kotal Kahn – Fixed an issue causing Fatal Blow armor to sometimes linger when blocked for a few frames which could allow it to absorb a Flawless Block Attack. Fatal Blow armor is now correctly removed when blocked
  • Kung Lao – Hat Toss, Guided Hat, and Possessed Hat now starts up 1 frame faster and had its hit region adjusted on the first active frame
  • Kung Lao – (Air) Vortex can now be performed as a 2in1 cancelled from a Jump Attack
  • Kung Lao – Fixed an issue causing Fatal Blow armor to sometimes linger when blocked for a few frames which could allow it to absorb a Flawless Block Attack. Fatal Blow armor is now correctly removed when blocked
  • Liu Kang – Adjusted Liu Kangs’s proximity repel regions when ducking
  • Liu Kang – Adjusted the hit region on first hit of Nunchaku Stance’s Nunchaku Flurry
  • Liu Kang – Lotus Strikes (Towards+Back Kick) is now correctly being counted for the Krushing Blow condition on Nunchaku Stance’s Nunchaku Flurry
  • Liu Kang – Fixed an audio issue with Flying Dragon Kick Amplify while Dragon Fire is active
  • Noob – Fade To Black (Towards+Back Punch, Back Punch) had its hit region adjusted
  • Noob – Adjusted opponent’s victim region when hit by Turning Chop (Towards+Back Punch) and Fade To Black (Towards+Back Punch, Back Punch)
  • Noob – For The Brotherhood (Back+Front Punch, Front Punch + Front Kick, Back Punch) is no longer disabled when afflicted by Terminator’s Incapacitator
  • Raiden – Fixed an issue causing Lightning Strike Amplify to not be possible if the Lightning Strike hit on the last active frame
  • Raiden – Lightning Strike Amplify can now be performed when Lightning Strike misses or is blocked but the follow up Lightning will only track the opponent when Lightning Strike hits
  • Raiden – Lightning Rod is now +8 on hit (up from -3)
  • Raiden – If the attack from Lightning Strike bounces off Lightning Rod and hits the opponent, Raiden is now +4 to +5 on hit (up from -4 to -13) depending on spacing & active frames
  • Scorpion – (Air) Hell Port Cancel is no longer possible when afflicted by Terminator’s Incapacitator
  • Skarlet – Blood Ritual self-damage no longer factors in the opponent’s buffs & debuffs. The damage to Skarlet & the opponent is now always based on Skarlet’s buffs & debuffs
  • Skarlet – Fixed an issue with Fatal Blow animation sometimes clipping in through objects in Sea of Blood stage
  • Sonya – Fixed a visual issue with Low Kounter Krushing Blow animation when performed on female characters
  • Sonya – K.A.T. turret will no longer sometimes fire in the wrong direction after switching sides with the opponent
  • Sonya – Fixed issue that could cause K.A.T. to jump toward the background when performing K.A.T. Tantrum
  • Sonya – Fixed K.A.T. turret being able to stay out indefinitely while certain K.A.T. moves are repeatedly used
  • Sub-Zero – Fixed a rare visual issue with (Air) Ice Axe when performed repeatedly during gameplay
  • Shang Tsung – Screaming Soul Cancel is no longer possible when afflicted by Terminator’s Incapacitator
  • Shang Tsung – Fixed an issue that sometimes prevented Fatalities from being possible if Shang Tsung was defeated while morphed
  • Shang Tsung – Shang Tsung will no longer sometimes perform two End of Round Taunts if the round is ended while he is morphed
  • Shang Tsung – After morphing into Terminator he can no longer sometimes keep Terminate’s armor active when morphing back into Shang Tsung with specific timing
  • Shang Tsung – Fixed a rare issue that could cause Shang Tsung to permanently suffer from Terminator’s Terminate debuff when morphed he if uses it at a certain timing
  • Shang Tsung – Fixed a visual issue with weapons playing an incorrect animation when Shang Tsung morphs back into his original form
  • Shang Tsung – Fixed an issue that could cause practice mode Easy Krushing Blows to not reset properly when morphed
  • Terminator – Slightly increased combo damage scaling on Infiltrator Toss Amplify and Albi Back Breaker Amplify Krushing Blow
  • Terminator – Fixed an issue that could cause Incapacitator debuff to last for an incorrect duration if used immediately after a Krushing Blow or Fatal Blow
  • Terminator – Fixed an issue that could cause Terminate buff and visuals to linger after he becomes Endoskeleton
  • Terminator – Fixed an issue with Sawed Off damage sometimes being incorrect when reflected
  • Terminator – Terminate is now removed when an attack from Terminator is parried
  • Terminator – Slightly increased Terminator’s victim regions when Running Man is active
  • Terminator – When Terminator is hit while exiting from Running Man it is now considered a punish instead of a Kounter
  • Terminator – The wrong skeleton is no longer sometimes shown when hit by electrocution attacks
  • Terminator – Running Man Cancel is no longer possible when afflicted by Terminator’s Incapacitator
  • Terminator – Fixed an issue causing Killing Machine projectile immunity to not work properly with some Background Interactions
  • Terminator – Fixed a visual issue with Terminator’s grenades at match start when he is used as second player during a Tag Battle
  • Terminator – Incapacitator damage is now correctly considered a special move
  • Terminator – Infiltrator Toss Amplify can now only be performed a maximum of two times in a combo
  • Terminator – Fixed a rare camera issue when resetting practice mode shortly after hitting with Running Man Amplify

Mortal Kombat 11 – Ver. ???

  • Release date: October 8th 2019 (North America, Europe)
  • Patch notes:

General Gameplay Adjustments

  • Move list corrections
  • Improvements to AI logic
  • Added a third Tournament Variation for all characters, which can be used in Kombat League, offline Tournament mode and any match with Kompetitive mode enabled
  • Added a visual indicator when you have new items available within the Kustomization menus.
  • Added new animations for several characters when losing a round
  • Added several new Brutalities for players to discover
  • Added new end of round taunts for players to unlock
  • Visual prompts will now update correctly when a player changes controller settings inside of Fatality Training
  • Removed the ability for some characters to prolong the Fatality input timer under rare circumstances
  • Control configuration will now work correctly for all players in a Group Battle or Tag Battle Tower
  • Fixed a bug that prevented a Flawless Block from being possible if you released the block button without blocking an attack input no other action before the Flawless Block attempt
  • The Flawless Block cooldown window after entering block can no longer be circumvented after you successfully blocked something & continued to hold the block button or quickly input another action before blocking
  • Fixed several visual issues with when various projectiles were being reflected
  • Fixed an issue that could cause a character to turn in the wrong direction briefly after getting up from certain knockdowns
  • The input for Breakaway now has a small buffer window before the first available frame
  • Hits that connect with an opponent’s armor while they are performing a Breakaway will now show up on the combo counter
  • Fixed an issue that could cause hitting an opponent performing Breakaway with more than one attack to do some unscaled damage
  • Most regular jumping attacks now also cause their reactions to have an increased victim region
  • Accessibility Settings have been added to the First Time User Experience
  • Reworked the Store to display more items at once and added bundles as a possible item type
  • Added vibration support for the Nintendo GameCube controller

Kombat League / Online

  • Minor online stability improvements
  • Fixed several rare online desync causes

Krypt

  • Added new Timed Chests which can appear during special events
  • Added new Nether Forge Recipes for players to discover
  • The Recipe for Cleft of the One Being Gear now displays the correct item name
  • Added a completion indicator for each character’s Severed Head

Towers of Time

  • Added a 9th Tower Platform and reorganized the layout of the Platforms
  • Added a new Team Raid gameplay mode, which can appear on a Premier Tower Platform
  • Added more detailed “where to get” information to many items that are rewarded in Towers of Time
  • Added additional possible rewards to Bonus Character Rewards for Tower completion
  • Added additional Tag & Ko-op Tower Platforms that may appear
  • Adjusted the first time kompletion rewards for Brutal Difficulty

Stage Specific Adjustments

  • Tournament – The Tarkatan War Kamp Flaming Skull Background Interaction will no longer be visible before it is available to be used

Character Specific Adjustments

  • Baraka – Added the Kompetitive Mode preset “Berserker” which has the following Abilities – Leg Kabob (1), Blade Charge (1), and Baraka-Serker (1)
  • Baraka – Adjusted the hit regions of all 4 hits of Baraka-Serker and changed the air reactions to more consistently hit in juggle situations
  • Baraka – Reduced the blockstun of the third hit of Baraka-Serker by 10 frames
  • Baraka – Baraka-Serker Amplified start up is 4 frames slower, has 1 more active frame, and has 10 more frames of blockstun with greatly increased pushback
  • Baraka – Baraka-Serker Amplified when flawless blocked now has 10 less blockstun frames with decreased pushback
  • Baraka – Leg Kabob has 1 more active frame, has 2 less recovery frames on miss, hit advantage is now +5 (down from +19)
  • Cassie Cage – Added the Kompetitive Mode preset “Sups OD” which has the following Abilities – Flying Glow Kick (1), BLB-118 Advance (1), and BLB-118 Energy Bounce (1)
  • Cassie Cage – BLB-118 Escape now takes 50% Defensive Gauge to perform
  • Cassie Cage – Flying Glow Kick’s pushback on block decreased
  • Cassie Cage – Fixed Shoulder Charge Amplified having an incorrect animation when it misses or hits armor
  • Cassie Cage – Cassie is now considered airborne during all frames of BLB-118 Escape
  • Cassie Cage – Fixed drone using an incorrect animation when interrupted at certain timing during BLB-118 Energy Bounce
  • Cassie Cage – Fixed an issue causing Flying Glow Kick to not work correctly with practice mode Easy Krushing Blows while Krushing Blow Held Check is turned on
  • Cassie Cage – BLB-118 Energy Burst and BLB-118 Energy Burst Amplified no longer interacts with projectile parries or reflects
  • Cassie Cage – BLB-118 Energy Bounce no longer interacts with projectile destroy moves, projectile parries, or reflects
  • Cetrion – Added the Kompetitive Mode preset “Born Again” which has the following Abilities – Conflux Of Elements (2) and Deadly Winds (1)
  • Cetrion – Conflux of Elements has a faster recharge rate for the Defensive Gauge after being performed
  • Cetrion – Conflux of Elements can now be performed as a cancel
  • Cetrion – Elemental Rings no longer give First Hit Props when not dealing damage
  • Cetrion – Fixed a rare audio issue with Shattering Boulder Krushing Blow
  • Cetrion – Fixed an issue with Elemental Ring visual effects lingering during cinematics in certain situations
  • Cetrion – Earthquake no longer interacts with projectile destroy moves, projectile parries, or reflects
  • Cetrion – Natural Barrier no longer interacts with projectile parries or reflects
  • D’Vorah – Added the Kompetitive Mode preset “Kreepy Krawler” which has the following Abilities – (Air) Fly By (1), Bombardier Beetle (1), and Flippin’ Out (1)
  • D’Vorah – Motherbug can no longer move and attack during a resurrection from D’Vorah, Terminator, or Geras
  • D’Vorah – Adjusted the hit region of Swatted (Down + Back Punch)
  • D’Vorah – Changed the air hit reaction of Fireflies & Fireflies Amplified
  • D’Vorah – Flipping Out second hit has increased hit region and active frames when the first hit connects
  • D’Vorah – Flipping Out Krushing Blow has less recovery and had its hit reaction adjusted
  • D’Vorah – Bombardier Beetle has reduced combo damage scaling and has 8 more frames of hitstun
  • D’Vorah – Bombardier Beetle Amplified has 8 more frames of hitstun
  • D’Vorah – (Air) Fly By has different gravity when falling and now allows attacks to be performed while recovering from this move
  • D’Vorah – Fixed an issue with Deadly Swarm ability hit region lingering when it is performed at certain timing when the opponent teleports
  • Erron Black – Added the Kompetitive Mode preset “Locked n’ Loaded” which has the following Abilities – Netherbeast Trap (2) and Acid Pour (1)
  • Erron Black – Acid Pour hit animation changed, has 4 more hit advantage, and will perform a different animation if no bullets are loaded into rifle
  • Erron Black – Acid Pour now can cause a Krushing Blow without Amplified. Requires at least 1 bullet loaded into rifle to Krushing Blow
  • Erron Black – Acid Pour Amplified hit animation changed, does 2% more damage, has 3 less hit advantage
  • Erron Black – Acid Pour can now be performed in Locked and Loaded stance if Enhanced Locked and Loaded Ability is equipped
  • Erron Black – Zaterrean Spit (Close) input can now accept diagonals
  • Erron Black – Fixed a rare visual animation issue that could occur with Erron Black’s pistols when duck blocking
  • Frost – Added the Kompetitive Mode preset “Arctic Anarchy” which has the following Abilities – Ice Auger (1), Core Overload (1), and (Air) Icequake (1)
  • Frost – Ice Auger, Ice Auger Amplified, Burrowing Augur and Burrowing Augur Amplified no longer track the opponent
  • Frost – Ice Auger is now a high block, has increased hit advantage, has 5 less frames of blockstun with less pushback when Flawless Blocked, and has 8 less recovery frames
  • Frost – Ice Auger Krushing Blow has increased hitstun
  • Frost – Ice Auger Amplified starts up in 20 frames now (was 16) and has 5 more frames of blockstun with increased pushback
  • Frost – (Air) Icequake has 10 less frames of blockstun with less pushback when Flawless Blocked, has 4 more frames of recovery when blocked in the air, and has 27 more frames of recovery when it misses
  • Frost – Core Overload has 9 more frames of recovery
  • Frost – Core Overload Amplified has 7 less frames of recovery
  • Frost – Core Overload and Core Overload Amplified now correctly boosts the damage of Wakeup/Flawless Block Attack (Up + Front Kick) & Terminal Burrowing’s (Fatal Blow) initial hit and no longer incorrectly boosts the damage of Wakeup/Flawless Block Attack (Up + Back Punch)
  • Frost – Core Overload Amplified now causes a freezing reaction to the opponent when it hits
  • Frost – Core Overload buff is now removed when Frost is hit by an attack or connects with a throw
  • Frost – Terminal Burrowing (Fatal Blow) when blocked will now display Punish when she is hit during recovery frames
  • Frost – Fixed rare issue that could cause Frost to have various visual problems if she is interrupted at the end of her Backward Throw Krushing Blow
  • Frost – Burrowing Augur and Burrowing Augur Amplified now interacts with projectile destroy moves projectile parries & reflects when it reappears from the ground
  • Geras – Added the Kompetitive Mode preset “Eternal” which has the following Abilities – Reverse Time (2) and Sand Simulacrum (1)
  • Geras – Gauntlet of the Ages’ charge now correctly gets consumed when hitting an armored opponent or an opponent frozen by Temporal Advantage with a Gauntlet attack, or gets a Gauntlet attack parried
  • Geras – Fixed a rare issue when Geras is interrupted during Temporal Advantage causing the opponent to have armor when getting up from being knocked down
  • Geras – Fixed an issue causing Xuid & Guid’s (Towards + Front Punch, Throw, Back Kick) Krushing Blow to not work correctly with practice mode Easy Krushing Blows while Krushing Blow Held Check is turned on
  • Geras – Fixed hitsparks not working correctly on counter hit for Shoulder Charge (Towards + Front Punch) and Charged Fist
  • Geras – Fixed an issue with Sand Pillar Amplified sound FX lingering after it has finished in certain circumstances
  • Jacqui Briggs – Added the Kompetitive Mode preset “Upgraded” which has the following Abilities – (Air) Ground Pound (1), Enhanced Air Blast (1), and Bionic Bounce (1)
  • Jacqui Briggs – Adjusted the opponent’s victim region during the reaction to Going Ballistic (Towards + Front Kick, Front Punch)
  • Jacqui Briggs – (Air) Shrapnel Blast has 8 more frames of hit advantage and has increased damage scaling
  • Jacqui Briggs – Bionic Bounce when done during a combo increases damage scaling
  • Jacqui Briggs – Fixed an issue with Bionic Bounce appearing multiple times in the practice mode reversal AI options
  • Jade – Added the Kompetitive Mode preset “Untamable” which has the following Abilities – Divine Forces (1), Vanishing Winds (1), and Deadly Assassin (1)
  • Jade – adjusted the hit reactions of all hits of Playtime Is Over (Front Kick, Back Punch, Back Punch)
  • Jade – Divine Forces Amplified damage increased by 20
  • Jade – Divine Forces startup is now 10 frames (was 14) and has 10 less recovery frames
  • Jade – Divine Forces Amplified recovery on hit increased by 1 frame, recovers 8 frames faster on block, has 6 more recovery frames when Flawless Blocked
  • Jade – Vanishing Winds startup is now 23 frames (up from 20), is no longer considered a projectile, has 5 more block advantage frames, when Flawless Blocked has 10 less frames of blockstun with less pushback, and does 80 damage (was 60)
  • Jade – Vanishing Winds Amplified startup is now 22 frames (was 27), blockstun decreased by 5 frames, recovers 9 frames faster, does 10% damage (was 6%)
  • Jade – Fixed an issue which caused the wrong version of Double Down (Away + Back Kick) to occur during Finish Him if Deadly Assassin is equipped
  • Jax – Added the Kompetitive Mode preset “Ringer” which has the following Abilities – Lethal Clap (1), Ground Shatter (1), and Enhanced Outrank (1)
  • Jax – Outranked (Back Punch, Back Punch) starts up in 13 frames (was 12) and had its hit region adjusted
  • Jax – Advanced Force (Back Punch, Back Punch, Front Punch, Front Punch) first hit has 1 more active frame, recovers 1 frame slower, hit region adjusted, can now be cancelled into special moves
  • Jax – Right To Bear Arms (Back Punch, Back Punch, Front Punch, Front Punch, Back Punch, Back Punch) first hit starts up in 21 frames (was 16), had its hit region adjusted, and can now be cancelled into special moves
  • Jax – Right To Bear Arms (Back Punch, Back Punch, Front Punch, Front Punch, Back Punch, Back Punch) second hit startup increased by 2 frames, had its hit region adjusted, has 5 less blockstun, 1 more hit recovery frame, and its recovery on block/miss increased by 6 frames
  • Jax – Added Armed And Dangerous (Back Punch, Back Punch, Front Punch, Front Punch, Back Punch, Back Punch, Front Punch) Armed And Dangerous for the Right To Bear Arms Ability
  • Jax – Lethal Clap starts up in 14 frames (was 15) and recovers 5 frames faster
  • Jax – Lethal Clap Amplified is now a mid and has a different hit reaction when Jax’s Heat is at a high amount
  • Jax – Honorable Discharge (Fatal Blow) is now a high block
  • Jax – Quad Grab Krushing Blow input window adjusted to be 2 frames stricter on each hit
  • Jax – Ground Pound and Ground Pound Amplified no longer interacts with projectile parries or reflects
  • Jax – Ground Shatter and Ground Shatter Amplified no longer interacts with projectile parries or reflects
  • Johnny Cage – Added the Kompetitive Mode preset “Outtake” which has the following Abilities – Low Forceball (1), High Forceball (1), and Rising Star (1)
  • Johnny Cage – Ducking victim region increased
  • Johnny Cage – High Forceball and Low Forceball hit region adjusted, projectile arc adjusted, blockstun increased by 5 frames
  • Johnny Cage – High Forceball Amplified and Low Forceball Amplified hit region adjusted, projectile arc adjusted, blockstun increased by 5 frames, recovery reduced
  • Johnny Cage – Rising Star startup is now 9 frames (was 7), has 3 less active frames, hit reaction is changed, has 9 more frames of recovery on hit, 4 less frames of recovery on block, 9 less frames of recovery on miss
  • Johnny Cage – Rising Star Amplified startup is now 17 frames (was 19), has 1 less active frame, has an adjusted hit region, has increased pushback on block, and has 1 more frame of recovery
  • Johnny Cage – Fixed an issue with Mime Time and Say Cheese abilities auto-correcting when Amplified
  • Johnny Cage – Stunt Double and Stunt Double Amplified are no longer considered projectiles
  • Kabal – Added the Kompetitive Mode preset “Speed Demon” which has the following Abilities – Low Spinner (1), Hook Grab (1), and Gas Blast (1)
  • Kabal – Gas Blast had its blockstun increased by 5 frames with increased pushback, recovery on hit increased by 2 frames, and recovery on block increased by 3 frames
  • Kabal – Gast Blast Amplified had its blockstun increased by 15 frames with greatly increased pushback, recovery increased on hit by 6 frames, on block by 5 frames, and on miss by 3 frames
  • Kano – Added the Kompetitive Mode preset “Ratbag” which has the following Abilities – Snake Bite (2) and Optic Blast (1)
  • Kano – Optic Blast now does 80 damage (up from 50)
  • Kano – Blade Evade (Away + Front Punch) startup is 10 (down from 13)
  • Kano – Lunging Brute (Towards + Front Punch) now hits mid
  • Kano – Spewin’ (Towards + Front Punch, Back Punch) now does 20 damage (up from 0) and has 2 less startup frames
  • Kano – Adjusted the hit region and changed the ground & air reaction to the first hit of Snake Bite
  • Kitana – Added the Kompetitive Mode preset “Fearless” which has the following Abilities – Fan-Nado (1), Low Fan Toss (1), and Edenian Twist (1)
  • Kitana – Blade Jab (Front Punch) has a slightly increased hit region
  • Kitana – The middle hit of Follow The Leader (Towards + Back Punch, Front Kick, Back Kick) can now be special cancelled, has more hit advantage, and 5 less frames of blockstun
  • Kitana – The last hit of Follow The Leader (Towards + Back Punch, Front Kick, Back Kick) starts up 2 frames faster and can now cause a Krushing Blow
  • Kitana – Spinning Heel (Back Kick) had its hit region adjusted, cancel occurs 2 frames earlier, and has 1 more frame of recovery
  • Kitana – (Air) Fan Flutter recovery adjusted
  • Kitana – (Air) Advancing Fan Flutter recovery adjusted
  • Kitana – Fan Toss attacks that hit airborne opponents have slightly increased hit advantage
  • Kitana – The 2nd fan collision of Fan Toss Amplified now hits mid
  • Kitana – (Air) Fan Toss had its hit region slightly adjusted
  • Kitana – (Air) Downward Fan Toss recovers 3 frames faster
  • Kitana – (Air) Fan Toss and (Air) Downward Fan Toss can now be Amplified
  • Kitana – (Air) Fan Toss and (Air) Downward Fan Toss on hit can now be cancelled into Edenian Twist & Square Wave as she lands
  • Kitana – Low Fan Toss now does a different reaction when hitting airborne opponents
  • Kitana – Low Fan Toss Amplified does 2% more damage, can now be directed close or far, starts up in 17 frames (was 20), has 1 more active frame, and has 15 more frames of blockstun with greatly increased pushback
  • Kitana – Edenian Twist had its hit region adjusted and does a different reaction on first hit against airborne opponents
  • Kitana – Edenian Razors will now change rotation based on the direction Kitana is facing which should result in more consistent behavior from both sides
  • Kitana – Wakeup Attack / Flawless Block Attack (Up + Front Kick) had its hit region slightly adjusted and travels less distance
  • Kitana – Fixed an issue with Edenian Razors appearing multiple times in the practice mode reversal AI options
  • Kitana – Fixed issues with Fan Lift and Fan-Nado visual effects not disappearing properly after it is destroyed, parried, or reflected
  • Kollector – Added the Kompetitive Mode preset “Squander” which has the following Abilities – War-Quoit Toss (2) and Relic Lure (1)
  • Kollector – Changed the Krushing Blow conditional trigger of War-Quoit Toss to if opponent is hit during a Back Dash or Getup Roll
  • Kollector – War-Quoit Toss startup is now 26 frames (was 17) and its recovery on block/miss is increased by 7 frames
  • Kollector – Demonic Mace and Up Demonic Mace no longer interact with projectile destroy moves
  • Kollector – Fixed an issue with Bag Bomb explosion not occurring after connecting with Vial Of Sorrow DOT if a projectile destroy move has been used
  • Kollector – Bag Bomb explosion from connecting with Vial Of Sorrow DOT no longer interacts with projectile destroy moves, projectile parries, or reflects
  • Kollector – Relic Lure and Relic Lure Amplified no longer interacts with projectile destroy moves, projectile parries, or reflects
  • Kotal Kahn – Added the Kompetitive Mode preset “Buluc” which has the following Abilities – Grand Discus (1), Amocualli Totem (1), and Teoyohtica Totem (1)
  • Kotal Kahn – Huehhueyi Amplified can now be directed forward
  • Kotal Kahn – Yeyecame Disk hit region increased, Krushing Blow range requirement lowered
  • Kotal Kahn – The first hit of Yeyecame Disk Amplified now has 26 startup frames (was 28), had its hit region increased, its air hit reaction changed, and its blockstun increased by 10 frames with pushback increased
  • Kotal Kahn – The second hit of Yeyecame Disk Amplified is now a mid, has its hit region increased, hit reaction changed, blockstun increased by 5 frames with greatly increased pushback, and recovers 6 frames faster
  • Kotal Kahn – Yeyecame Disk Amplified can now cause a Krushing Blow
  • Kotal Kahn – Fixed an issue with totems that could cause 3 single totems to provide a larger buff then 3 stacked totems
  • Kotal Kahn – Fixed an issue with his Sword playing an incorrect animation when he is hit during Finish Him
  • Kotal Kahn – Fix for visual issue with God Ray not fading out correctly in certain rare circumstances
  • Kotal Kahn – Fixed an issue with Yeyecame Disk being unable to execute the Krushing Blow for the rest of the match if interrupted in a specific situation
  • Kotal Kahn – Fixed a rare audio issue with Yeyecame Disk Krushing Blow
  • Kotal Kahn – Tonatiuh Burst is no longer considered a projectile
  • Kotal Kahn – Tlamanalo (Front Punch, Back Punch) is now -6 on block (down from -1)
  • Kotal Kahn – Soleil (Front Punch, Back Punch) is now +1 on block (up from -6) with a 6f startup block gap
  • Kotal Kahn – Royal Backhand (Towards + Front Punch) now has 10 startup frames (down from 11) and is +6 on hit (up from +1)
  • Kotal Kahn – Tenchalli Bash (Towards + Front Punch, Back Punch) is now +8 on hit (up from -1)
  • Kotal Kahn – Coatl Strikes (Back Punch, Back Punch, Front Punch) is now -13 on block (down from -7) and has a different hit reaction with 5 more frames of hit advantage
  • Kotal Kahn – Blade Push (Towards + Back Punch) now has 19 startup frames (down from 22)
  • Kung Lao – Added the Kompetitive Mode preset “Order of Light” which has the following Abilities – Spiritual Guidance (2) and Vortex (1)
  • Kung Lao – Vortex ability now replaces Spin sharing the same input and can now be Amplified
  • Kung Lao – Vortex and (Air) Vortex starts up faster, has less active frames, hit reaction adjusted, recovery reduced
  • Kung Lao – Spiritual Guidance starts up is 7 frames faster
  • Kung Lao – Soul Burst (Spiritual Guidance) has the hit reactions changed on first, second and third hit
  • Kung Lao – Soul Burst (Spiritual Guidance) last hit had its hit region adjusted and recovers 3 frames faster
  • Kung Lao – Changed the Krushing Blow conditional trigger of Soul Burst (Spiritual Guidance) to after connecting only the final hit
  • Kung Lao – Soul Burst (Spiritual Guidance) Krushing Blow now does 174 damage (was 200) and now launches opponent for a juggle combo
  • Kung Lao – Upward Soul Burst (Spiritual Guidance) has 2 more active frames and recovers 2 frames slower on block
  • Kung Lao – Ground Soul Burst (Spiritual Guidance) startup is now 21 frames (down from 27), has 1 more active frame, recovers 14 frames slower on hit, 2 frames faster on block, and 8 frames faster on miss
  • Kung Lao – Order Of Light (Front Punch, Back Punch, Front Punch) has an increased hit region, 1 more active frame, cancels 1 frame earlier, and has 4 more frames of hit advantage
  • Kung Lao – Low Palm (Down + Front Punch) has an adjusted hit region
  • Liu Kang – Added the Kompetitive Mode preset “Dragon’s Breath” which has the following Abilities – Nunchaku Stance (1), Kusari Slam (1), and Shaolin Vanish (1)
  • Liu Kang – Dark Orders (Back + Front Punch, Back Punch, Back Kick) now has 5 more frames of blockstun with increased pushback and has 5 more frames of recovery on block
  • Liu Kang – Lotus Strikes (Towards + Back Kick) startup is now 11 frames (was 9)
  • Liu Kang – Crouching Kick (Down + Front Kick) now has 5 less frames of blockstun and has 5 less frames of recovery
  • Liu Kang – The projectile fired after a successful Energy Parry while Dragon’s Gift is active now will be created at a consistent distance from Liu Kang and the maximum / minimum height that this projectile can appear at has been adjusted
  • Liu Kang – Energy Parry performed from Nunchaku Stance input changed to match the non-stance move and the hit region and recovery changed to match the non-stance move
  • Liu Kang – Energy Parry while Dragon’s Gift is active performed from Nunchaku Stance will now correctly always stun the opponent on hit
  • Liu Kang – Kusari Slam startup is now 10 frames (was 12), hit region is changed, recovers 7 frames slower on hit
  • Liu Kang – Kusari Slam Amplified recovers 7 frames slower on hit
  • Liu Kang – Kusari Slam is now possible while in Nunchaku Stance if both abilities are equipped
  • Liu Kang – Nunchaku Flurry (Nunchaku Stance) first, third, and fourth, fifth, and sixth hits now have 10 more frames of blockstun with increased pushback
  • Liu Kang – Nunchaku Flurry (Nunchaku Stance) has damage scaling removed on all but the last hit and has reduced damage on block
  • Liu Kang – The first hit of Nunchaku Dance (Nunchaku Stance) now has 12 startup frames (down from 10)
  • Liu Kang – The last hit of Nunchaku Dance (Nunchaku Stance) now has 5 more frames of blockstun with greatly increased pushback
  • Liu Kang – Nunchaku Flurry (Nunchaku Stance) has damage scaling removed on all but the last hit
  • Liu Kang – Bicycle Kick Amplified can now be performed a maximum of 2 times per combo
  • Noob – Added the Kompetitive Mode preset “Pitch Black” which has the following Abilities – Sickle Snag (1), Sickle Toss (1), and (Air) Shadow Dive (1)
  • Noob – (Air) Shadow Dive has 5 less frames of blockstun with less pushback and recovers 3 frames slower
  • Noob – Sickle Toss Amplified now has an increased hit region when in a combo
  • Noob – Shadow Slide Amplified no longer interacts with projectile reflect moves
  • Noob – Fixed issues with Shadow Tackle visual effects not disappearing properly after it is destroyed by certain moves
  • Raiden – Added the Kompetitive Mode preset “Truth and Light” which has the following Abilities – Jo Push (2) and Lightning Rod (1)
  • Raiden – Jo Push ability now replaces Electric Fly instead of Lightning Bolt
  • Raiden – Jo Push starts up in 20 frames (was 19), has 2 more active frames, hit region adjusted, recovery adjusted and is no longer considered a projectile
  • Raiden – Jo Push Amplified now starts up in 16 frames (was 24), hit reaction changed, recovery increased by 3 frames
  • Raiden – Fixed an issue with Super Bolt Krushing Blow being possible multiple times in a match under certain circumstances
  • Raiden – Electric Burst no longer interacts with projectile parries or reflects
  • Scorpion – Added the Kompetitive Mode preset “Burning Specter” which has the following Abilities – Misery Blade (2) and (Air) Sin Blade (1)
  • Scorpion – Sin Blade now has 5 more frames of blockstun with increased pushback and when Flawless Blocked has 10 less frames of blockstun with reduced pushback
  • Scorpion – Tsuka Poke (Misery Blade) now has 1 more active frame, 5 more frames of blockstun with slightly increased pushback, and 9 more frames of recovery
  • Scorpion – Fixed a rare camera issue that could occur if Scorpion executed a Hell Port Cancel with specific timing after Nightwolf wins the previous round and does his Divine Transfer End of Round Taunt
  • Skarlet – Added the Kompetitive Mode preset “Hemorrhage” which has the following Abilities – Boiling Point (1), Krimson Shield (1), and Red Mist (1)
  • Skarlet – Red Mist active frames now has 5 active frames (down from 10), 10 less hit advantage, and the DOT will no longer damage opponent while she is in hitstun
  • Skarlet – Boiling Point startup is now 23 frames (down from 30)
  • Skarlet – Boiling Point Amplified damage has been adjusted
  • Skarlet – Killer Clot will now track the opponent when activated for 1/2 second instead of 2 seconds before dying if it does not reach its target
  • Skarlet – Fixed an issue with Killer Clot not disabling certain moves that use Defensive Gauge when it hits
  • Skarlet – Fixed a rare animation issue with Skarlet when she is the victim waiting during Finish Her
  • Sonya – Added the Kompetitive Mode preset “Ten-Hut” which has the following Abilities – Summon K.A.T. Turret (2) and Turret Trauma (1)
  • Sonya – Added 1 frame before attacks can be initiated from Summon K.A.T.
  • Sonya – K.A.T. Tantrum (Summon K.A.T.) now recovers 5 frames slower on hit
  • Sonya – Mortar Strike (Summon K.A.T.) now recovers 5 frames slower
  • Sonya – Leaping .50 Kal (Summon K.A.T.) is now a high block and recovers 5 frames slower
  • Sonya – Straight .50 Kal (Summon K.A.T.) now has now 32 startup frames (up from 21), and recovers 11 frames slower
  • Sonya – Detonate K.A.T. (Summon K.A.T.) now has 10 more frames of blockstun with greatly increased pushback and recovers 11 frames slower
  • Sonya – Ops Drop Amplified ability can now be performed a maximum of 2 times per combo
  • Sub-Zero – Added the Kompetitive Mode preset “Avalanche” which has the following Abilities – Arctic Trap (2) and Creeping Ice (1)
  • Sub-Zero – Creeping Ice now has 23 startup frames (down from 26), recovers 1 frame faster, has 5 less frames of blockstun, and when Flawless Blocked has an additional 5 less frames of blockstun with reduced pushback
  • Sub-Zero – Creeping Ice Amplified starts up 2 frames faster, recovers 7 frames slower, and the second hit has 5 more frames of blockstun with increased pushback
  • Sub-Zero – Arctic Trap now lasts 3 seconds (down from 5) and has 3 more frames of recovery
  • Sub-Zero – Arctic Trap will now disappear when Sub-Zero is hit by an attack, blocks an attack, has an attack parried, connects with a throw, or has his throw escaped
  • Sub-Zero – (Air) Polar Axe, Frigid Storm, Death-Cicle Barrage, Arctic Trap can now be projectile parried
  • Sub-Zero – Ground Ice and Ground Ice Amplified can no longer be projectile parried
  • Sub-Zero – Creeping Ice and Creeping Ice Amplified no longer interacts with projectile destroy moves
  • Shao Kahn – Added the Kompetitive Mode preset “Realm Destroyer” which has the following Abilities – Skewered (1), Spear Charge (1), and Seeking Wrath Hammer (1)
  • Shao Kahn – Skewered now has 11 startup frames (up from 9), has 1 less active frame, recovers 1 frame slower on miss, and had its hit region slightly adjusted
  • Shao Kahn – Spear Charge now has 19 startup frames (down from 24), has 2 more active frames, recovers 4 frames slower on miss, and had its hit region adjusted
  • Shao Kahn – Spear Charge Amplified now starts up 1 frame faster, recovers 6 frames slower on miss, and had its hit region adjusted
  • Shao Kahn – Fixed an issue with opponent’s equipped items not playing a proper animation when winning a round with Forward Throw
  • Shang Tsung – Added the Kompetitive Mode preset “Soul Eater” which has the following Ability – Shapeshifter’s Training (3)
  • Shang Tsung – Added new ability – Shapeshifter’s Training
  • Shang Tsung – Slide Amplified can now be delayed to work better in juggles
  • Shang Tsung – Fixed an issue with some Krushing Blows while morphed into the opponent doing slightly higher damage then intended
  • Shang Tsung – Fixed an issue with several characters weapons playing an incorrect animation when they being hit by Shake ability
  • Shang Tsung – Fixed an issue preventing Shang Tsung from using Erron Black’s Zaterrean Spit while morphed in certain circumstances
  • Shang Tsung – Fixed an issue that caused Shang Tsung to briefly become invisible if hit with Geras’ Temporal Advantage right after hitting Shapeshifter’s Barrage (Fatal Blow)
  • Nightwolf – Added the Kompetitive Mode preset “Shaman” which has the following Abilities – Spirit Tracks (1), Ancestral Hunter (1), and Lightning Arrow (1)
  • Nightwolf – Adjusted the air hit reaction of Axe Blast (Front Punch, Front Punch, Front Punch)
  • Nightwolf – Slightly adjusted the hit region of Howling Wolf (Front Kick, Front Punch)
  • Nightwolf – Falcon Swap (Back + Front Kick, Back Kick) is now correctly set as a low parry
  • Nightwolf – Razor’s Edge (Back + Front Kick, Back Kick, Throw) is now correctly set as a high parry
  • Nightwolf – Wakeup/Flawless Block Attack (Up + Back Punch) had its hit region adjusted
  • Nightwolf – Lightning Arrow has less pushback on block and has 10 less frames of blockstun when Flawless Blocked
  • Nightwolf – Spirit Tracks now does 90 damage (up from 70) and has 10 more frames of blockstun with increased pushback when not Flawless Blocked
  • Nightwolf – Ancestral Hunter ability now does 70 damage (up from 30) and starts up in 13 frames (down from 17)
  • Nightwolf – Ancestral Light Amplified now does 60 damage (up from 40)
  • Nightwolf – Hana’s Wrath maximum active frames is now 60 (down from 90) and its cooldown now works correctly when it hits from maximum range
  • Nightwolf – Hana’s Wrath now works properly with projectile destroy moves, projectile parries, or reflects
  • Nightwolf – Spirit Arrow Amplified now works correctly with projectile destroy moves
  • Nightwolf – Lunar Orbit now works correctly with projectile destroy moves
  • Nightwolf – Fixed an issue with Hana’s Wrath not disabling certain moves that use Defensive Gauge when it hits
  • Nightwolf – Fixed an issue with Hana’s Wrath disabling Fatal Blows
  • Nightwolf – Fixed an issue with various buff FX not being cleared properly
  • Nightwolf – Fixed issues with various buffs being able to be reapplied prematurely when Amplified or interrupted
  • Nightwolf – Fixed issues with Spirit Tracks, Ancestral Hunter, Rising Tomahawk not getting a damage reduction when under the effect of Jacqui’s Tech-Dome
  • Nightwolf – Fixed a rare camera issue that occurred when Uncertain Ground (Down + Front Kick) hit

Mortal Kombat 11 – Ver. ???

  • Release date: September 9th 2019 (North America, Europe)
  • Patch notes:

General Gameplay Adjustments

  • Kung Lao’s Swaggering Shaolin Hat is now the correct visual and unlocked for players
  • Fixed an issue where some Augments were not awarding their Experience bonuses when socketed into certain pieces of gear
  • Fixed an rare issue where after Chip Avoided or Last Breath has occurred Offensive/Defensive Meter could have an invalid regeneration rate
  • Fixed a rare issue where Meter regeneration rate could become invalid if the meter was not allowed to refill to maximum for a long period of time over multiple rounds
  • Fixed a rare crash that could randomly occur on startup

Krypt

  • Kollector’s Trading Table now has the correct inventory displayed
  • Fixed a crash when exiting the Krypt with the inventory open

Mortal Kombat 11 – Ver. ???

  • Release date: August 13th 2019 (North America, Europe)
  • Patch notes:

General Gameplay Adjustments

  • Move list corrections
  • Improvements to AI logic
  • Added Color Blindness mode (Protanope, Deuteranope, & Tritanope) to Video Options (only active in 30Hz mode).
  • Added Variation info to the Pause Menu in Practice Mode
  • Added a 4 Star Ranking and replaced Damage Ratio with additional matchup information to the Kombat Breakdown after an Online Match or Kombat Kard Kareer Stats
  • Updated the visuals for the Real Time Frame Data Display in Practice Mode & Kombat Kard Match Replays
  • Added an additional Brutality victory pose for every character
  • Added several new Brutalities for players to discover
  • Added “Dimitri Vegas as Sub-Zero” Skins and Mask to Sub-Zero Kustomizations available free to everyone
  • Front Punch + Front Kick button macro is now working correctly for all Krushing Blows in Practice Mode when the Easy Krushing Blows option is enabled
  • When a move that would have triggered a Krushing Blow trades with an invulnerable move on the same frame it will no longer result in neither move colliding
  • Fixed a rare visual issue with hitsparks during “Finish Him” dizzy state after winning the round with Fatal Blow
  • Mercy can now be performed using Front Kick + Back Kick button macro input if Button Shortcuts is enabled
  • Fixed a rare issue where a player could cause a high projectile to visually appear to pass through their character after a knockdown if they pressed and released the down direction at a precise timing and made no further inputs
  • Adjustment to victim regions after a character has missed a throw attempt
  • Adjustment to victim regions during many hit reactions
  • Adjustment to crouching victim regions for all characters except Baraka, Kabal, Kollector, Kotal Kahn, Liu Kang
  • Fixed an issue that could cause Up + Back Punch Wakeup Attacks & Flawless Block Attacks to sometimes not be invulnerable to a jumping attack that collides just before landing
  • Allow guest playing as Player 2 to use and modify Player 1’s custom variations.

Kombat League / Online

  • Minor online stability improvements
  • Fixed several rare online desync causes
  • Improved server Match Results arbitration when disconnects have happened in Ranked and Kombat League matches
  • Kombat League Point Decay now takes 72+ hours to trigger (up from 48+ hours)
  • Added a pop up message after Point Decay happens to the Online menu
  • Quitting from the rematch screen in online matches now requires a confirmation
  • Shang Tsung’s health will no longer sometimes be adjusted when morphing back after a Soul Steal in a Survivor KOTH match

Krypt

  • Added more detailed “where to get” information to many items

Towers of Time

  • Johnny Cage Announcer added as a reward for getting into the top 10% of any week of Race Against Time
  • Added a new reward type (Bonus Character Reward) for Tower completion that awards a random skin, piece of gear, or augment for the character you use to defeat it
  • The cooldown on some modifiers will now start when it goes away instead of when triggered

Stage Specific Adjustments

  • Shaolin Trap Dungeon – Statue Slam is now +9 on hit (down from +38)

Character Specific Adjustments

  • Baraka – Low Stab (Down + Front Punch) recovery increased by 1 frame
  • Cassie Cage – Now has 950 health (down from 1000)
  • Cassie Cage – Air Fatal Blow can now be performed with Block + Front Kick + Back Kick button macro while Button Shortcuts Controller Option is enabled
  • Cassie Cage – Ball Buster has an increased victim region during its active frames
  • Cassie Cage – Up Glow Kick has 5 less frames of blockstun and can no longer be amplified after being Flawless Blocked
  • Cassie Cage – Up Glow Kick Amplified when Flawless Blocked has 10 less frames of block Advantage and less pushback
  • Cassie Cage – Flick Kick (Towards + Back Kick) recovery increased by 3 frames
  • Cassie Cage – Fixed visual effect issue when Amplified BLB-118 Energy Burst is interrupted
  • Cassie Cage – Fixed a rare visual effect issue when Dual Wielding is interrupted while it is charged with green energy at specific timing
  • Cassie Cage – Fixed a rare visual issue with BLB-118 Drone when starting a fatality
  • Cetrion – Blaze (Back Punch, Front Punch) had its hit region adjusted
  • Cetrion – Rising Volcano (Away + Back Kick) recovery decreased by 3 frames
  • Cetrion – Added ability “Conflux of Elements”. This ability will cause a random elemental circle to be summoned when it is activated
  • Cetrion – Earthquake 2nd attack can now be cancelled by holding up
  • Cetrion – Shattering Boulder now has a Krushing Blow
  • Cetrion – Geyser damage has been slightly lowered and now damage occurs timed correctly with the animation’s impacts
  • Cetrion – Bouncing Boulder now recovers 5 frames faster, has 5 frames less blockstun when normally blocked, and 10 frames less blockstun when Flawless Blocked with significantly reduced pushback
  • Cetrion – Far H2 P0rt & (Air) Far H2 P0rt now has 48 recovery frames (up from 37)
  • D’Vorah – Forward Throw now has a Krushing Blow that triggers when the opponent is infected by Fireflies
  • D’Vorah – When an opponent throw escapes D’Vorah, any Fireflies attached to the opponent will return to D’Vorah
  • D’Vorah – Swarm blockstun increased by 10 frames and has significantly increased pushback
  • D’Vorah – Widow’s Kiss can now be slightly delayed, had its amplify input window adjusted, damage increased by 50, and its startup is now 28 frames (was 34),
  • D’Vorah – Fixed issue with Infested Krushing Blow damage over time potentially lingering into next round if the first hit is the killing blow
  • D’Vorah – Infested Krushing blow now uses the correct combo damage scaling
  • D’Vorah – Adjusted hit region of Yellow Jacket (Front Punch, Back Punch)
  • D’Vorah – Black Widow (Front Punch, Back Punch, Front Punch) has 3 less hit, block, & miss recovery frames
  • D’Vorah – Bug Bash (Towards + Front Punch) now has 12 startup frames (down from 15)
  • D’Vorah – Assassin Bug (Back Punch, Front Punch) hitstun increased by 7 frames
  • D’Vorah – Killer Strike (Towards + Back Punch) startup is now 19 frames (was 20), hit advantage increased by 6 frames
  • D’Vorah – Siafu (Towards + Back Punch, Back Punch) startup is now 16 frames (was 15), cancel frame occurs 2 frames later, recovers 3 frames faster, and had its hit region adjusted
  • D’Vorah – Recluse (Towards + Back Punch, Back Punch, Up + Front Punch + Front Kick) startup is now 18 frames (was 21), recovery increased on block/miss by 2 frames, hit region adjusted
  • D’Vorah – Tsetse (Towards + Back Punch, Back Punch, Down + Front Punch + Front Kick) recovers 4 frames faster on block/miss, pushback increased, hit region adjusted
  • D’Vorah – Bugging Out (Towards + Back Punch, Back Punch, Back Kick) startup is now 24 frames (was 12), blockstun increased by 10 frames with increased pushback, range adjusted
  • D’Vorah – Recluse, Tsetse, and Bugging Out can be performed after Siafu misses
  • D’Vorah – Fixed a bug allowing Recluse and Tsetse to be able to be cancelled into special moves when blocked
  • D’Vorah – Larva Tarsus (Front Kick) damage increased to 70 (was 50), recovery decreased by 2 frames, blockstun increased by 5 frames with increased pushback, and had its hit region adjusted
  • D’Vorah – Killer Bee (Away + Front Kick, Back Kick) has 1 more active frame, recovers 1 slower on block, recovers 11 frames faster on hit
  • D’Vorah – Killer Bee can now be performed after Ovi Posi Poke (Away + Front Kick) misses
  • D’Vorah – Spinning Web (Away + Back Kick) recovery decreased by 3 frames, blockstun increased by 5 frames
  • D’Vorah – Low Tarsus Strike (Down + Front Kick) recovery decreased by 3 frames, hitstun increased by 9 frames and hit reaction changed
  • D’Vorah – Slight Sting (Down + Back Kick) recovery decreased by 2 frames
  • D’Vorah – Fixed issue with (Air) Time Ticking Bug lingering after cinematics
  • Erron Black – Fatal Blow startup is now 18 frames (was 10)
  • Erron Black – Scud Shot recovery increased by 5 frames
  • Erron Black – Scud Shot Amplified blockstun decreased by 5 frames and projectile travel speed has been slightly reduced
  • Erron Black – Rattle Snake Slide Amplified now has 3 more frames of recovery
  • Erron Black – Slightly reduced hit region size of the acid pool created by Zatarrean Spit / Rattle Snake Slide Amplified
  • Erron Black – Boot Drop Amplified now cannot hit airborne opponents
  • Erron Black – Exiting Locked and Loaded stance directly after an attack now requires the player to hold up
  • Erron Black – “Rising Stock” attack while in Locked and Loaded stance is now a default move. Cancelling the recovery of “Rising Stock” by leaving Locked and Loaded stance still requires “Enhanced Locked and Loaded” ability.
  • Erron Black – Locked and Loaded Unload will no longer face the opponent after the first shot
  • Erron Black – Dusty Knuckles (Down + Front Punch) recovery on hit increased by 5 frames, recovery on block/miss increased by 1 frame, hitstun increased by 6 frames
  • Erron Black – Low Boot (Down + Front kick) recovery increased by 1 frame, hitstun increased by 4 frames
  • Frost – Headbutt (Away + Front Punch) startup is now 11 frames (was 16), recovers 8 frames faster
  • Frost – Freezer Burn (Away + Front Punch, Back Punch) recovers 13 frames faster
  • Frost – Blizzard (Away + Front Punch, Back Punch, Front Punch) is now a high, has 5 less frames of blockstun, reduced pushback, and had its hit region adjusted
  • Frost – Frigid Palm (Down + Front Punch) startup is now 8 frames (was 9), recovery on hit increased by 1 frame, recovery on block/miss reduced by 2 frames, and hitstun increased by 5 frames
  • Frost – Chest Cold (Down + Front Kick) recovery on block reduced by 2 frames, recovery on miss increased by 1 frame, hitstun increased by 1 frame, and had its hit region adjusted
  • Frost – Microburst recovers 2 frames faster, and recovers significantly faster if the 2nd attack misses
  • Frost – Cryogenic Crown’s explosion had its hit region increased
  • Frost – Glacier Calving recovers 5 frames faster, and shield duration is 2 seconds (from 1.5 seconds)
  • Frost – Glacier Calving amplified recovers 1 frame faster and shield duration is 3 seconds (from 2 seconds)
  • Frost – Fixed issue that allowed Frosted Uppercut (Down + Back Punch) to be cancelled into Fatal Blow on the first active frame
  • Geras – Xuid & Guid (Towards + Front Punch, Front Punch + Front Kick, Back Kick) Krushing Blow requirement has been changed to: “Triggers if the opponent is NEAR the wall when hit.”
  • Geras – Quick Sand Krushing Blow requirement has been changed to: “Triggers if this ATTACK has missed TWICE in a row.”
  • Geras – Quick Sand can no longer be performed while opponent is stunned by Temporal Advantage
  • Geras – Gauntlet of the Ages Krushing Blow now has 4 more frames of recovery
  • Geras – Without End (Front Punch, Front Punch, Front Punch) startup is now 21 frames (was 17)
  • Geras – Knee Bash (Down + Front Punch) recovers 3 frames slower on hit, 1 frame slower on block/miss, and has 1 more frame of hitstun
  • Geras – Fixed rare issue with Shoulder Charge (Towards + Front Punch) collision being offset after hitting a cross up body splash
  • Geras – Fixed a bug that when winning a round with the first hit of Quick Sand, there could be a few frames of projectile immunity in the next round
  • Geras – Fixed issue with Sand Trap which allowed players with Krushing Blow Held Check ON to store the Krushing Blow for future use if they hit an opponent blocking high
  • Geras – Added FX to one of his idle animations
  • Jacqui Briggs – Now has 950 health points (down from 1000)
  • Jacqui Briggs – Grease Kick damage decreased by 10
  • Jacqui Briggs – Grease Kick Amplified damage decreased by 10
  • Jacqui Briggs – Lethal Clinch – Spear Elbow Drop does 10 less damage
  • Jacqui Briggs – Lethal Clinch – Double Spear Knee hit advantage is now 13 (down from was 50)
  • Jacqui Briggs – Mix Up (Away + Back Kick) second hit blockstun increased by 5 frames
  • Jacqui Briggs – Mix Up first hit can now be cancelled on miss if “Cybernetic Override” is equipped
  • Jacqui Briggs – All For One (Towards + Front Kick, Front Punch, Back Kick) now has airborne frames that match the animation
  • Jacqui Briggs – Bionic Dash has 1 more active frame and recovers 3 frames faster on miss
  • Jacqui Briggs – Up Prototype Rocket and Amplified Up Prototype Rocket had their hit regions adjusted
  • Jacqui Briggs – Up Grenade Launcher Amplified had its hit region adjusted, starts 1 frame faster, recovers 1 frame faster, has increased combo damage scaling and when hitting an opponent out of the air will cause a lower gravity reaction
  • Jacqui Briggs – Tech-Dome now lasts 7 seconds (down from 10), activates 1 frame faster and recovers 4 frames faster
  • Jacqui Briggs – Fixed bug that causes Tech-Dome to not provide the benefit to Jacqui for the full duration of the dome if she never leaves it
  • Jacqui Briggs – “Arm Break” and “Leg Break” damage is lowered to 100 (down from 140)
  • Jacqui Briggs – Fixed a bug allowing Snake Eater (Back Punch, Back Punch, Back Kick) to be cancelled out of at a late recovery frame
  • Jade – While performing Pole Vault run, Jade can now perform a special version of Blazing Nitro Kick or activate Fatal Blow
  • Jade – Pole Vault damage slightly increased, recovers 1 frame faster and had its hit region adjusted
  • Jade – Pole Vault Amplified damage increased by 10, starts up 1 frame faster, recovers 1 frame faster, and has 1 more active frame
  • Jade – “Amplify Blazing Nitro Kick” ability has 5 more blockstun with more pushback
  • Jade – Edenian Spark is now correctly considered a low projectile
  • Jade – Fixed issue with “Divine Forces” ability causing it to briefly ignore physical attacks when Amplified
  • Jade – Fixed issue with Hop Attacks and Temptation not being counted in the Blazing Nitro Kick Krushing Blow requirement
  • Jax – reduced the maximum time allowed between hits during Gotcha Grab
  • Johnny Cage – Throwing Shade Krushing Blow now does 90 damage (from 170) and causes a true stun
  • Johnny Cage – Almost Famous (Front Kick, Back Kick) has 4 more frames of hit advantage
  • Kano – Black Dragon Ball powered up by Vege-Mighty starts up in 10 frames (was 12), has 1 more active frame, has 20 more frames of blockstun and 1 more frame of recovery
  • Kano – Black Dragon Ball powered up by Vege-Mighty when directed upward does 20 more damage and the input has more leniency
  • Kano – Molotov Cocktail starts up 2 frames faster, and recovers 5 frames faster
  • Kano – Chemical Burn damage increased by 20, startup is now 12 frames (was 14), recovers 1 frame faster, hitstun increased by 13 frames, blockstun increased by 5 frames, and had its hit region adjusted
  • Kano – Chemical Burn Amplified damage increased by 20, startup reduced by 8 frames, recovery reduced by 7 frames, blockstun increased by 10 frames, pushback increased, and had its hit region adjusted
  • Kano – Chemical Burn Amplified can now be done as a close version, which will cause a Molotov Cocktail flame DOT
  • Kano – Low Hinge (Down + Front Kick) startup is now 9 frames (was 10) and recovers 2 frames faster on block
  • Kano – Fixed issue with Fatal Blow switching side when it hits airborne opponents at certain heights
  • Kitana – Edenian Razors now has 2 different ranges, is now a mid, has decreased pushback, has increased hitstun, had its hit region adjusted, and slightly adjusted startup, active and recovery frames depending on when the button is released
  • Kitana – Royal Protection startup is now 5 frames (was 10), has 5 more active frames, and recovery has been reduced by 3 frames
  • Kitana – Royal Protection buff duration is now 6 seconds (was 3 seconds), the damage buff on successful parry was reduced to 33% (was 50%)
  • Kitana – Half-Blood Stance Gutted Krushing Blow recovery has been reduced
  • Kitana – Half-Blood Stance Dive Kick now enters a ducking state on the 5th frame of the attack while lowering to the ground
  • Kitana – Square Wave and (Air) Square Wave now do 80 damage (was 60)
  • Kitana – Fixed issue with (Air) Square Wave that could allow for an OTG attack to occur
  • Kollector – Vial of Sorrow now does 15 damage per tick (was 20), duration is now 4 seconds (was 2 seconds), and had its hit region adjusted
  • Kollector – Bag Bomb explosion when connecting with Vial of Sorrow flames has increased combo damage scaling and had its hit region adjusted
  • Kollector – Demonic Mace startup is now 29 frames (was 34), now has 3 levels of charge that causes increased blockstun the longer it is held
  • Kollector – Up Demonic Mace now has 3 levels of charge that causes increased blockstun the longer it is held
  • Kollector – Damned Bola hit region reduced outside of a combo and while opponent is in a combo the hit region is increased
  • Kollector – Blood Money (Front Punch, Front Kick) has 1 more active frame, 1 less frame of recovery on miss, and had its hit region adjusted
  • Kollector – Mine Mine Mine (Back Punch, Front Punch + Front Kick) has more combo damage scaling and can now be cancelled into Fatal Blow
  • Kollector – Greed (Away + Back Punch, Front Kick, Front Kick) and had its hit region adjusted
  • Kollector – Take It All (Front Kick, Back Punch) Krushing Blow recovery adjusted
  • Kollector – Death Spin (Away + Front Kick) had its hit region adjusted
  • Kollector – Korrupted Kick (Towards + Front Kick) can now be cancelled on normal block/miss
  • Kollector – Paid In Full (Towards + Front Kick, Front Punch) startup is now 13 frames (was 12), recovers 3 frames slower on miss, hit reaction when connecting with an airborne opponent changed, 10 more frames of blockstun with increased pushback, and had its hit region adjusted
  • Kollector – With Interest (Towards + Front Kick, Front Punch, Back Punch) hit reaction when connecting with an airborne opponent changed, and has 10 more frames of blockstun with increased pushback
  • Kollector – Take and Deny (Towards + Front Kick, Front Punch, Back Punch, Front Kick) has 2 more active frames, 10 more frames of blockstun with increased pushback, recovers 2 frames slower on miss, and had its hit region adjusted
  • Kollector – Tax Burden (Back Kick) cancel frame is 1 frame later, recovery reduced by 6 frames on hit/block, blockstun decreased by 5 frames, and had its hit region adjusted
  • Kollector – No Collateral (Back Kick, Back Kick) startup is now 23 frames (was 26), hit reaction when connecting with an airborne opponent changed, recovery on hit/block reduced by 1 frames, recovery on miss reduced by 6 frames, and had its hit region adjusted
  • Kollector – Ravages Of Time (Back Kick, Back Kick, Front Kick) startup is now 19 frames (was 20), damage scaling increased, hit reaction changed, can no longer be cancelled, recovers 15 frames slower on block, 10 frames slower on miss, and has 10 less frames of blockstun with less pushback
  • Kollector – Rising Claws (Down + Back Punch) has 2 more active frames and 2 less frames of recovery on miss
  • Kollector – Kura Slam (Jump + Back Punch) had its hit region adjusted
  • Kollector – Adjusted hit region on Getup Attack/Flawless Block Attack “Flailing Mace”
  • Kollector – Fixed issue that could cause Shotel Fury to not correctly facing opponent for the first hit
  • Kollector – Fixed visual issue with Kollector’s Chained Ball when he is put into a “Finish Him” dizzy state
  • Kollector – Fixed issue that allowed Rising Claws (Down + Back Punch) to be cancelled into Fatal after the first active frame
  • Kollector – Far Fade Out now has 42 recovery frames (up from 39)
  • Kotal Kahn – Now has 1100 health points (up from 1000)
  • Kotal Kahn – Coatl Parry now starts up in 10 frames (was 14), recovers 1 frame faster
  • Kotal Kahn – Attacks that connect with Coatl Parry now recover as if they have been Flawless Blocked
  • Kotal Kahn – Tecuani Maul startup is 17 frames (was 19), recovers 16 frames faster on block, recovers 33 frames faster on miss, recovers 13 frames faster on hit, hit region adjusted
  • Kotal Kahn – Tecuani Maul amplified recovers 20 frames faster on block, recovers 33 frames faster on miss, recovers 13 frames faster on hit, and has a new visual effect
  • Kotal Kahn – (Air) Tecuani Pounce startup is 14 frames (was 13), recovers 3 frames faster on block/miss, and has 5 more frames of blockstun with increased pushback
  • Kotal Kahn – (Air) Tecuani Pounce Amplified startup is 1 frame slower, recovers 8 frames faster on block/miss, and has 5 more frames of blockstun with increased pushback
  • Kotal Kahn – Mehtizquia (Away + Back Punch, Back Punch, Front Kick) now has airborne frames that match the animation
  • Kotal Kahn – Side Strike (Down + Front Kick) startup is now 8 frames (was 9), recovers 3 frames faster, and has 4 more frames of hitstun
  • Kotal Kahn – Warrior Spin (Down + Back Kick) has 1 more frame of hitstun
  • Kotal Kahn – Fixed issue with Tonatiuh Beam sometimes not working correctly after a krushing blow occurs
  • Kung Lao – Order Of Light (Front Punch, Back Punch, Front Punch) hitstun increased by 6 frames
  • Kung Lao – Sweeping Razor (Away + Back Kick) recovery decreased by 6 frames
  • Kung Lao – Orbiting Hat now has 13 startup frames (down from 14), 5 more frames of blockstun, 5 more frames of hitstun, and 2 less recovery frames
  • Kung Lao – Orbiting Hat Amplified now has 10 more frames of blockstun, 16 more frames of hitstun, and 5 more recovery frames
  • Kung Lao – Omega Hat starts up 1 frame faster and recovers 6 frames faster
  • Liu Kang – Double Dragon Kick (Towards + Front Kick) has reduced pushback on the second hit
  • Liu Kang – Dragon’s Breath (Towards + Front Kick, Front Kick, Front Kick) has 10 less frames of blockstun on the first hit with reduced pushback
  • Liu Kang – Low Fireball recovers 3 frames slower and has more frames of hitstun
  • Liu Kang – The projectile created from a successful Energy Parry while Dragon Fire is active will now cause a true stun
  • Liu Kang – All Dragon’s Gift attacks each do 20 more damage
  • Liu Kang – Dragon’s Gift High Attack now causes increased pushback
  • Liu Kang – Dragon’s Gift Overhead Attack had its hit region adjusted
  • Noob – Shadow Tackle Amplified damage increased by 40
  • Noob – Shadow Slide now has 1 more recovery frame, travel speed slightly reduced, and can now be amplified
  • Noob – Ghostball recovery reduced by 14 frames
  • Noob – adjusted stamina regeneration after Ghostball debuff expires
  • Noob – “Shadow Strike” ability can now correctly be parried by low parry moves
  • Noob – Boot Slide (Down + Front Kick) has 2 more frames of recovery on hit/miss and 4 more frames of hitstun
  • Noob – Sickle Strike (Down + Back Kick) has 2 more frames of recovery, 2 less frames of hitstun, and had its hit region adjusted
  • Raiden – Lightning Strike Amplified now tracks the opponent
  • Raiden – Electric Burst startup is now 19 frames (was 17), has 1 less active frame, recovers 3 frames faster
  • Raiden – Electric Burst causes increased blockstun and pushback while Quick Charge is active
  • Raiden – Electric Current combo damage scaling adjusted and recovery reduced by 4 frames
  • Raiden – Electric Current Amplified is now a mid, causes a popup on hit if done while Quick Charge is active, has 1 frame more recovery on block, and had its hit region adjusted
  • Raiden – Discharge startup is now 6 frames (from 4), has 1 more active frame, hit reaction has been adjusted so hit advantage is the same if done on grounded or airborne opponents
  • Raiden – Discharge Amplified had its hit region adjusted
  • Raiden – Far Sparkport now has 21 recovery frames (up from 19)
  • Scorpion – Hell Port and (Air) Hell Port are now high attacks
  • Scorpion – Low Jab (Down + Front Punch) recovery increased by 1 frame
  • Scorpion – Quick Kick (Down + Back Kick) recovery increased by 5 frames
  • Scorpion – Fixed a rare issue with Spear follow-up hit that could cause it to miss
  • Skarlet – Dagger Dance Amplified Krushing Blow Held Check input is now the correct button
  • Skarlet – Reaching Whip (Away + Back Kick) now has 5 less recovery frames
  • Skarlet – Silent Stab (Down + Front Punch) now has 3 more frames of hitstun
  • Skarlet – Spear Strike (Down + Front Kick) has a different hit reaction and 11 more frames of hitstun
  • Skarlet – Spinning Scythe (Down + Back Kick) now has 11 more frames of hitstun
  • Skarlet – Fixed Thicker Than Water (Away + Front Punch, Back Punch) Krushing Blow not working correctly with Easy Krushing Blows in practice mode
  • Skarlet – Bloodport Far now has 50 recovery frames (up from 42)
  • Sonya – Now has 950 health points (down from 1000)
  • Sonya – Amplified Energy Rings when dash cancelled now has more damage scaling
  • Sonya – Amplified Air Control now does 60 damage (was 20) but does not cause a pop up
  • Sonya – Fixed issue causing an unintended side switch when Sonya wins the final round with Amplified Low Kounter
  • Shao Kahn – Now has 1050 health points (up from 1000)
  • Shao Kahn – Annihilation Krushing Blow recovers faster
  • Shao Kahn – Forward Throw Krushing Blow recovers slightly faster and leaves opponent closer
  • Shao Kahn – Merciless Spear does 80 damage (from 60)
  • Shao Kahn – Shoulder Charger Down + Amplify startup is 22 frames (was 20), recovers 13 frames faster, knockdown advantage is increased by 8, and had its hit region adjusted
  • Shao Kahn – Dark Priest recovers 17 frames faster
  • Shao Kahn – Ridicule recovers 36 frames faster and the debuff now lasts 9 seconds (was 6.67 seconds)
  • Shao Kahn – Humiliate recovers 36 frames faster and the debuff now lasts 9 seconds (was 6.67 seconds)
  • Shao Kahn – Face Smash (Front Punch) cancel frame occurs 1 frame earlier and has 1 more recovery frame
  • Shao Kahn – Warlord (Front Punch, Back Punch) cancel frame occurs 2 frames earlier, has 13 startup frames (down from 15), cancel occurs 2 frames earlier, 5 less recovery frames, 5 more frames of blockstun, and had its hit region adjusted
  • Shao Kahn – DIE (Front Punch, Back Punch, Front Punch + Front Kick) startup is now 26 frames (was 27), and its hit region adjusted, and can no longer be cancelled into special moves when it is blocked
  • Shao Kahn – Takeover (Front Punch, Back Kick) startup is now 16 frames (was 19)
  • Shao Kahn – Tenderizer (Away + Back Punch) has 1 more active frame, cancel frames occurs 1 frame earlier, 1 frame less recovery, and had its hit region adjusted
  • Shao Kahn – Rage Strike (Towards + Back Punch) now has 8 more frames of hitstun and does a different hit reaction
  • Shao Kahn – Will You Fail (Towards + Back Punch, Front Punch) cancel frame now occurs 3 frames earlier
  • Shao Kahn – Bow To Me (Towards + Back Punch, Front Punch, Back Punch) startup is 21 frames (was 23)
  • Shao Kahn – Fear Me (Towards + Back Punch, Back Kick) startup is now 28 frames (was 26), recovers 18 frames faster, when Flawless Blocked has 10 less frames of blockstun with reduced pushback
  • Shao Kahn – Hammer Poke (Jump + Front Punch) had its hit region adjusted
  • Shao Kahn – Fixed issue with Ground Shatter and Ground Shatter Amplified interacting with projectile destroying abilities
  • Shao Kahn – Fixed audio issue when “Seeking Hammer” ability is interrupted
  • Shao Kahn – Fixed visual issue with Hammer object playing incorrect animation when turning around while ducking
  • Shao Kahn – Fixed issue with Forward Throw Krushing Blow not working correctly while the HUD is turned off
  • Shang Tsung – Ground Eruption first hit now does 50 damage (was 60), second hit now does 40 damage (was 60)
  • Shang Tsung – Ground Eruption Amplified now does 30 damage (was 60)
  • Shang Tsung – Serpent Stab (Down + Front Punch) now has 7 startup frames (down from 8), 2 more recovery frames, and has 1 more frame of hitstun
  • Shang Tsung – Ankle Snap (Down + Front Kick) now has 8 startup frames (down from 7), 2 more recovery frames, and has 1 more frame of hitstun
  • Shang Tsung – Fixed several visual effect issues while “Soul Swap” ability is performed
  • Shang Tsung – Fix for visual issue with a floating weapon appearing after performing Kollector’s “Play For Souls” Krushing Blow while morphed
  • Shang Tsung – Fixed problem with Shang Tsung facing the incorrect direction after hitting Kronika with Reptile Slide
  • Shang Tsung – Fixed a rare issue that could allow the damage buff from Soul Steal to persist into the next round

Mortal Kombat 11 – Ver. ???

  • Release date: July 22nd 2019 (North America, Europe)
  • Patch notes:
  • Improved stability in Towers of Time and Klassic Towers.
  • Improved stability in the Krypt.
  • Fixed a crash when viewing replays following an online match.
  • Fixed a crash when attempting to re-enter a tower after returning to character select.
  • Fixed a lighting glitch during a specific Johnny Cage Fatality.
  • Fixed several bugs related to stage interactables.
  • Allow guest playing as Player 2 to use and modify Player 1’s custom variations.
    • UPDATE: the above adjustment was not implemented but will be released in a future patch. Apologies for any confusion. Allow guest playing as Player 2 to use and modify Player 1’s custom variations
  • Certain skeleton key doors in the Krypt now give the proper rewards.
  • In the Krypt, prevent some hanging bodies from respawning after they’ve been speared.
  • Improved performance in the Koliseum Beast Pen stage.

Mortal Kombat 11 – Ver. ???

  • Release date: June 18th 2019 (North America, Europe)
  • Patch notes:

General Gameplay Adjustments

  • Move list corrections
  • Improvements to AI logic
  • Fixed several rare online desync causes
  • Removed a rare crash that could occur after a Quitality
  • Fixed an issue that cause users to lose controller functionality when trying to record an AI command after pausing the game with very specific timing
  • Trying to Practice Reset while waiting in a KOTH lobby will no longer sometimes reset twice in a row
  • Added an Easy Krushing Blows option to Practice Mode’s Practice Options which will bypass most Krushing Blow’s conditional requirements
  • Added Random Hidden option to Practice Mode AI Options’ Playback Recording Slot selection
  • Added several new Brutalities for players to discover
  • Added Variation info to the pause menu and some multiplayer online loading screens
  • Added Kombat League online game mode. Season I (The Season of Blood) starts today, June 18th!
  • Ranked Sets (only available when a Kombat League season is not active) are now a first to 2 match set
  • Fixed an instance where the game would crash on start-up due to a conflict with the server, requiring players to delete their local MK11 data.
  • Fixed a bug in displaying the opponent’s FPS rating
  • Fixed several instances of SFX not playing correctly with Mouse/Keyboard
  • Fixed multiple minor issues with Mouse/Keyboard input

Krypt

  • Fixed a rare bug that could cause players to be locked out of the armory after getting the Spear
  • Removed the ability to get out of bounds of the environment under certain circumstances
  • Removed a rare crash when exploring the Krypt after playing several hours of Towers of Time
  • All Skeleton Key Gates will now reward some currency when opened

Towers of Time

  • Adjusted the difficulty of some starting towers on some tower platforms
  • Added new Boss Fights & rewards
  • Added new Tower Platform rewards

Character Specific Adjustments

  • Baraka – High and Mid parries now work correctly against War Banner Charge
  • Baraka – Sinister Slice(Jump+Back Punch) no longer has an inconsistent hit region when auto-facing the opponent
  • Cassie Cage – When an opponent loses a round to BLB-118 Bitchin’ Bubble, they will no longer continue to play out some animations
  • Cassie Cage– BLB-118 will no longer sometimes lose functionality when the opponent loses a round to Control BLB-118’s WubWubWub or Fun Phaser attacks
  • Cetrion– When an opponent loses a round to Ring Of Fire, they will no longer continue to play out some animations
  • Cetrion-High and Mid parries now work correctly against Unlimited Potential (Towards+Back Punch, Front Kick, Back Kick)
  • D’Vorah – Adjusted Getup Roll Backwards animation to no longer recover slower than intended
  • Erron Black – Added an ammo counter showing how many Locked And Loaded Rifle shots are currently available
  • Erron Black– When an opponent loses a round to Zaterrean Spit, they will no longer continue to play out some animations
  • Erron Black – Swinging Pistol (Jump+Front Punch) no longer has an inconsistent hit region when auto-facing the opponent
  • Erron Black – Fixed a rare issue that could cause his Hat to be misaligned after being knocked off when losing a match as a rollback occurred
  • Erron Black – fixed an issue that could cause Dynamite to be misaligned when doing it again immediately after the previous one exploded
  • Erron Black – Corrected damage scaling going into the On The Shoot (Back Punch, Front Punch, Back Punch, Front Punch, Back Punch) Krushing Block cinematic which results in it doing 10 less damage
  • Frost– Adjusted repel during Throw Escape to eliminate some clipping issues
  • Frost– When an opponent loses a round to Core Trap, they will no longer continue to play out some animations
  • Frost – Core Overload amp no longer still occurs after a Krushing Blow cinematic
  • Geras– High and Mid parries now work correctly against Gauntlet Slam (Down+Front Kick)
  • Jacqui Briggs – When an opponent loses a round to Grenade Launcher, they will no longer continue to play out some animations
  • Jacqui Briggs – Fixed a rare issue that could cause her Shield Generator to be misaligned after being knocked off when losing a match as a rollback occurred
  • Jade – Fixed a rare issue that could cause herStaff to be misaligned after being knocked off when losing a match as a rollback occurred
  • Jax – Adjusted repel during Throw Escape to eliminate some clipping issues
  • Jax – Fixed a rare issue that could cause his Thumper to be misaligned after being knocked off when losing a match as a rollback occurred
  • Johnny Cage-Adjusted repel during Throw Escape to eliminate some clipping issues
  • Kabal – When an opponent loses a round to Gas BlastAmplify, they will no longer continue to play out some animations
  • Kabal – Fixed a rare issue that could cause his Hook Swords to be misaligned after being knocked off when losing a match as a rollback occurred
  • Kano – When an opponent loses a round to Magnetic Trap or Molotov Cocktail they will no longer continue to play out some animations
  • Kano – High and Mid parries now work correctly against Under Kick (Towards+Front Kick)
  • Kano – Fixed a rare issue that could cause his Shanks to be misaligned after being knocked off when losing a match as a rollback occurred
  • Kitana – High and Mid parries now work correctly against Noble Assault (Back Punch, Front Punch, Back Kick, Front Kick, Back Kick)
  • Kitana – Fixed a rare issue that could cause herWar Fans to be misaligned after being knocked off when losing a match as a rollback occurred
  • Kollector – Adjusted repel during Throw Escape to eliminate some clipping issues
  • Kollector – When an opponent loses a round to Vial Of Sorrow, they will no longer continue to play out some animations
  • Kollector – Fixed a rare issue that could cause his Chained Ball or Satchel to be misaligned after being knocked off when losing a match as a rollback occurred
  • Kotal Kahn – When an opponent loses a round to God Ray, they will no longer continue to play out some animations
  • Kotal Kahn – High and Mid parries now work correctly against Xolotl(Towards+Front Kick, Back Kick)
  • Kotal Kahn – fixed a visual issue when Kotal was hit by Geras’sTemporal Advantage while transformed during Tecuani Maul&TecuaniPounce attacks
  • Kung Lao – The Great Kung Lao Spiritual Guidance attacks can no longer be parried
  • Kung Lao – High and Mid parries now work correctly against Twin Kicks (Towards+Back Kick)
  • Kung Lao – fixed a bug whereZ Hat would not reset some connect in a row Krushing Blow & Brutality conditions
  • Kung Lao – Mind Of Its Own Brutality from Z Hat once again plays out the full animation
  • Liu Kang – Adjusted repel during Throw Escape to eliminate some clipping issues
  • Liu Kang – Fixed a rare issue that could cause his Nunchakuto be misaligned after being knocked off when losing a match as a rollback occurred
  • Liu Kang – (Air) Fireball can now be correctly 2in1 cancelled into from a Jump Attack when playing with Alternate Controls enabled
  • Noob – Adjusted repel during Throw Escape to eliminate some clipping issues
  • Noob – Fixed a rare issue that could cause his Sickle to be misaligned after being knocked off when losing a match as a rollback occurred
  • Raiden – When an opponent loses a round to Rolling Thunder, they will no longer continue to play out some animations
  • Skarlet – Adjusted repel during Throw Escape to eliminate some clipping issues
  • Skarlet – When an opponent loses a round to Red Mist or Blood Ritual, they will no longer continue to play out some animations
  • Sonya – (Air) Energy Rings can now be correctly 2in1 cancelled into from a Jump Attack when playing with Alternate Controls enabled
  • Shao Kahn – High and Mid parries now work correctly against DIE (Front Punch, Back Punch, Throw) and Last Breath (Towards+Front Kick, Back Kick, Throw)
  • Shao Kahn – Hammer Poke (Jump Front Punch)&Final Strike (Jump Back Punch) now correctly gain additional damage when Dark Priest Buff is active
  • Kronika – When an opponent loses a round to Orb of Confusion, they will no longer continue to play out some animations

Mortal Kombat 11 – Ver. ???

  • Release date: May 9th 2019 (North America, Europe)
  • Patch notes:

General

  • Link with Mortal Kombat mobile app for bonus rewards
  • Community “Thank You” gift with 500,000 Koins, 1,000 Souls, 1,000 Time Crystals, and 500 Hearts
  • Bug fixes and overall stability improvements
  • Soul Rewards increased 50%
  • AI Fighter reaction times increased and max input length decreased
  • Fatality count for head spikes decreased
  • Move list and frame data corrections
  • Integrated launch day gameplay server-side data
  • Tweaks to online match-making
  • AI adjustments
  • Corrected some incorrect instruction text in tutorial mode
  • Increased rewards for breakables in The Krypt
  • Adjusted rewards from AI Battle mode
  • Increased Koin rewards for winning Ranked Matches

Towers of Time

  • Modifier damage reduction for fire, DoT, electric storm, etc.
  • Modifier intervals in the Gauntlet increased
  • Adjusted AI difficulty curve
  • Further opponent health reductions in higher level Towers
  • Adjusted and removed modifiers from many Daily Towers
  • Increased Koin Rewards for kompleting Towers and Tower Platforms
  • Increased Dragon Challenge Koin rewards
  • Increased post fight Koin rewards
  • Increased amount of Hearts earned from Fatalities, Brutalities, and Mercies
  • Lowered modifier damage for many modifiers
  • Adjusted the lifespan of several modifiers
  • Dramatically increased cooldowns on Tag Assist modifiers
  • Several Gift/Curse Modifiers are now considered projectiles allowing them to interact with moves that effect projectiles as intended
  • Adjusted Gauntlet difficulty and progression requirements
  • Disabler Konsumables now work with all intended modifiers
  • Improved targeting for several Konsumables
  • Sektor Hunter Killer Protocol Modifier is now disabled by the Rocket Disabler Konsumable
  • Corrected some multipliers on Augments for some characters which were inconsistent with others
  • Fixed incorrect Armor interactions with some Modifiers
  • Decreased Konsumable cooldowns for players

How to download Software updates for Mortal Kombat 11 on the Nintendo Switch?

To download the updates for Mortal Kombat 11 on the Nintendo Switch, you have three options:

  • let the console do its thing if you have automatic downloads activated, and didn’t completely turn it off

If not…

  • try to launch the game from the Home Menu while being connected to the internet. You should get a prompt when doing so: simply follow the instructions on screen;

OR

  • select the game > press either + or – to go to the Options page > select Software update > select Via the Internet.

To check that you have the latest version installed, press either + or – to go to the Options page. The version number is displayed right under the game’s title.


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Lite_Agent

Founder and main writer for Perfectly Nintendo. Tried really hard to find something funny and witty to put here, but had to admit defeat. Also known as Maintenance Guy by some. Twitter: @lite_agent