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News - Mortal Kombat 11 Receives Huge Update – Full Patch Notes (November 2020)

#1
Mortal Kombat 11 Receives Huge Update – Full Patch Notes (November 2020)

<div><div class="media_block"><a href="https://images.nintendolife.com/7b63b44340fa8/large.jpg"><img src="https://images.nintendolife.com/7b63b44340fa8/small.jpg" class="media_thumbnail"></a></div>
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<p class="description">It’s a big one!</p>
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<li class=" first"><img loading="lazy" class="avatar" src="https://images.nintendolife.com/users/87668/avatar.jpg" width="30" height="30" alt="ryancraddock"></li>
<li class="authors last">by <a class="author-name" rel="nofollow" href="https://www.nintendolife.com/users/ryancraddock">Ryan Craddock</a> <span class="icon icon-time"></span> <span>8 hours ago</span></li>
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<figure class="picture strip"><a title="Mortal Kombat 11" href="https://images.nintendolife.com/7b63b44340fa8/mortal-kombat-11.original.jpg"><img loading="lazy" src="https://images.nintendolife.com/7b63b44340fa8/mortal-kombat-11.900x.jpg" width="900" height="506" alt="Mortal Kombat 11"></a></figure>
<p>A huge update has been released for <a href="https://www.nintendolife.com/games/nintendo-switch/mortal_kombat_11">Mortal Kombat 11</a> on Nintendo Switch, introducing gameplay adjustments, stability improvements, character tweaks, and more.</p>
<p>The patch arrives alongside the release of Mortal Kombat 11 Ultimate, a “definitive” version of the game that also received a <a href="https://www.nintendolife.com/news/2020/11/mortal_kombat_11_ultimate_appears_to_be_getting_a_physical_release_on_switch_in_the_uk">physical version in Europe</a>. The update’s full patch notes have now been shared to the official Mortal Kombat site, and we have a copy of them for you below:</p>
<hr>
<ul>
<li>Move list corrections</li>
<li>Improvements to AI logic</li>
<li>Added several new Brutalities for players to discover</li>
<li>Added an option to toggle the ability to use Kustom Variations in Tournament Mode Options</li>
<li>Slightly adjusted the head victim region location for all characters</li>
<li>Most Basic &amp; Kombo Attacks now allow for button input buffer during their last 4 frames of recovery</li>
<li>Hop attacks are now also immune to Down + Front Punch Basic Attacks until their recovery frames</li>
<li>Getup recovery is now 4 frames faster</li>
<li>Delayed Getup now uses a unique animation, displays in-game message, and only has one timing of 20 frames (previously Short was 15 and Long was 30 frames)</li>
<li>Fatal Blows now have a larger 6 frame window to Flawless Block, have slightly less pushback on block, and no longer pushback from blocking cornered opponents</li>
<li>Fixed a rare issue with throw escapes that could cause weapons held in hands to use an incorrect animation</li>
<li>Toward &amp; Back Throws now lose trades to most other attacks and they do 10 less damage on their initial hit</li>
<li>When a Basic Throw startup is interrupted it will now cause the hit reaction to occur at the current location of the character, instead of the starting location of the throw</li>
<li>Fixed a rare issue that could cause Krushing Blow DOTs to linger after resurrections if the additional damage from the Krushing Blow cinematic caused the death</li>
<li>Fixed an issue that could cause incorrect victim regions to be used for a few frames if the player performed a forward dash then held down without any further inputs</li>
<li>Most Kombo Attacks can no longer hit opponents from behind unless the opponent is in a combo</li>
<li>Fixed a rare issue that could cause a physical attack to be ignored by the opponent if a projectile collided with a background at that very specific timing</li>
<li>Slightly adjusted victim regions on several regular reactions</li>
</ul>
<ul>
<li>Minor online stability improvements</li>
<li>Fixed several rare online desync causes</li>
<li>Added an Online Tutorial when you first go to the Online Menu that explains some parts of Kombat League &amp; Matchmaking</li>
<li>Players can now use Kustom Variations in Kompetitive Modes</li>
<li>Players can now view an opponent’s First Party online profile on the rematch screen after an online match</li>
<li>There is now a Main Menu popup message informing a user if they have been banned from the online servers</li>
</ul>
<ul>
<li>Added new Nether Forge Recipes for players to discover</li>
<li>Added New Krypt Events</li>
</ul>
<ul>
<li>Added New Player Module Rewards</li>
<li>Added a new Summonable Tower</li>
<li>Added new Augments for all characters</li>
<li>Added a new Konsumable called Elixir</li>
<li>Fixed various gameplay &amp; visual issues with several Augments</li>
<li>Replaced some opponents in the Gauntlet with new characters</li>
</ul>
<ul>
<li><strong>Baraka</strong> – Low Stab (Down + Front Punch) is now -6 on block (down from -4), has 2 more recovery frames on miss, and 4 more frames of hit advantage on a grounded opponent</li>
<li><strong>Baraka</strong> – Straight Shank (Down + Towards + Front Punch) is now -6 on block (down from -3) and has 3 more recovery frames on miss</li>
<li><strong>Baraka</strong> – Opponent’s hop attacks are now immune to Straight Shank until its recovery frames</li>
<li><strong>Baraka</strong> – Low Poke (Down + Front Kick) is now -5 on block (down from -4) and has 3 more recovery frames on miss</li>
<li><strong>Baraka</strong> – Low Shank (Down + Towards + Front Kick) is now -6 on block (down from -4), has 2 more recovery frames on miss, and 2 more frames of hit advantage on a grounded opponent</li>
<li><strong>Cassie Cage</strong> – Straight Punch (Down + Front Punch) is now -6 on block (down from -4), has 2 more recovery frames on miss, and 3 more frames of hit advantage on a grounded opponent</li>
<li><strong>Cassie Cage</strong> – Side Kick (Down + Front Kick) now has a different hit reaction, has 2 more recovery frames on miss, and 4 more frames of hit advantage on a grounded opponent</li>
<li><strong>Cassie Cage</strong> – Opponent’s hop attacks are now immune to Ball Buster until its recovery frames</li>
<li><strong>Cassie Cage</strong> – BLB-118 Bitchin’ Bubble now has a 300 frame duration (down from 400) and will now disappear when Cassie is hit, has an attack parried, or performs Back Throw</li>
<li><strong>Cetrion</strong> – Low Wind (Down + Front Punch) now has 3 more recovery frames on miss and 4 more frames of hit advantage on a grounded opponent</li>
<li><strong>Cetrion</strong> – Krystal Kick (Down + Front Kick) now has a different hit reaction, has 4 more recovery frames on hit, 2 more recovery frames on miss, and 4 more frames of hit advantage on a grounded opponent</li>
<li><strong>Cetrion</strong> – Krystal Heel (Down + Back Kick) is now -6 on block (down from -5), has 1 more recovery frame on miss, and 2 less frames of hit advantage on a grounded opponent</li>
<li><strong>Cetrion</strong> – Fixed a rare issue with Conflux of Elements which could cause other elements besides Hallowing Winds to alter the opponent’s air movement</li>
<li><strong>D’Vorah</strong> – Low Sting (Down + Front Punch) now has 3 more recovery frames on hit and 3 more frames of hit advantage on a grounded opponent</li>
<li><strong>D’Vorah</strong> – Slight Sting (Down + Back Kick) now has 4 more frame of hit advantage on a grounded opponent</li>
<li><strong>D’Vorah</strong> – Adjusted the hit regions of Tsetse (Towards + Back Punch, Back Punch, Down + Front Punch + Front Kick) and it can now be directed close or far</li>
<li><strong>D’Vorah</strong> – slightly reduced the hit regions of Bug Bash (Towards + Front Punch)</li>
<li><strong>D’Vorah</strong> – slightly increased the range of Bot Fly (Towards + Front Punch, Front kick) when opponent is in a combo</li>
<li><strong>Erron Black</strong> – Ducking victim regions slightly increased</li>
<li><strong>Erron Black</strong> – Low Boot (Down + Front Kick) is now -5 on block (down from -3) and 2 more recovery frames on miss</li>
<li><strong>Erron Black</strong> – Ankle Biter (Down + Towards + Front Kick) now has 8 startup frames (down from 9), has 1 less recovery frame on miss, 2 more frames of hit advantage on a grounded opponent, and has an increased hit region when opponent is in a combo</li>
<li><strong>Erron Black</strong> – Sandy Sole (Down + Back Kick) is now -7 on block (down from -3)</li>
<li><strong>Erron Black</strong> – Slightly increased the hit regions of Ghost Koins (Fatal Blow) when opponent is in a combo</li>
<li><strong>Erron Black</strong> – Down Peacemaker now has 20 startup frames (up from 15), is a low block, -14 on block (down from -8), -19 on flawless block (down from -8), and 1 less recovery frame on miss</li>
<li><strong>Erron Black</strong> – Removed some instances where Zaterrean Spit could damage opponents when they are invulnerable to attacks</li>
<li><strong>Erron Black</strong> – Fixed an issue that could cause juggle hits after Rising Stock (Locked And Loaded) Krushing Blow juggle during Finish Him to not allow a fatality to be performed</li>
<li><strong>Frost</strong> – Frigid Palm (Down + Front Punch) is now -5 on block (down from -4)</li>
<li><strong>Frost</strong> – Chest Cold (Down + Front Kick) is now -6 on block (down from -3), has 1 less recovery frame on hit, and 4 more frames of hit advantage on a grounded opponent</li>
<li><strong>Frost</strong> – Slightly adjusted the victim regions on the hit reaction to Freezer Burn (Away + Front Punch, Back Punch)</li>
<li><strong>Frost</strong> – Removed some instances where Core Trap could damage opponents when they are invulnerable to attacks</li>
<li><strong>Geras</strong> – Knee Bash (Down + Front Punch) is now -6 on block (down from -5), has 3 more recovery frames on miss, and 2 more frames of hit advantage on a grounded opponent</li>
<li><strong>Geras</strong> – Gauntlet Slam (Down + Front Kick) now has 5 more frames of hit advantage on a grounded opponent</li>
<li><strong>Geras</strong> – Pounding Sand (Down + Back Kick) now has 3 more frames of hit advantage on a grounded opponent</li>
<li><strong>Jacqui Briggs</strong> – Straight Jab (Down + Front Punch) is now -6 on block (down from -3), has 3 more recovery frames on miss, and 3 more frames of hit advantage on a grounded opponent</li>
<li><strong>Jacqui Briggs</strong> – Side Strike (Down + Front Kick) now has a different hit reaction, has 5 more recovery frames on miss, and 3 more frames of hit advantage on a grounded opponent</li>
<li><strong>Jacqui Briggs</strong> – Slightly adjusted the hit regions of Leaping Bow (Away + Front Punch) and it now has 1 less active frame, 1 more recovery frame on miss, and no longer pushbacks from blocking cornered opponents</li>
<li><strong>Jacqui Briggs</strong> – Bionic Dash is now -12 on block (down from -7)</li>
<li><strong>Jacqui Briggs</strong> – Jump Attacks &amp; Special Moves when executed during Bionic Bounce do slightly less damage and have a larger 6 frame window to Flawless Block</li>
<li><strong>Jacqui Briggs</strong> – Prototype Rocket is now -16 on block (down from -14), has 12 more recovery frames on hit and has 2 more recovery frames on miss</li>
<li><strong>Jacqui Briggs</strong> – Removed some instances where the dot damage of Grenade Launcher could damage opponents when they are invulnerable to attacks</li>
<li><strong>Jade</strong> – Straight Palm (Down + Front Punch) is now -6 on block (down from -4), has 2 more recovery frames on hit, has 2 more recovery frames on miss, and 4 more frames of hit advantage on a grounded opponent</li>
<li><strong>Jade</strong> – Side Heel (Down + Front Kick) now has a different hit reaction, and is now -5 on block (down from -4), has 1 more recovery frame on hit, and 4 more frames of hit advantage on a grounded opponent</li>
<li><strong>Jade</strong> – Pierced (Down + Back Kick) is now -7 on block (down from -6), has 2 more recovery frames on hit&amp; on miss, and 2 more frames of hit advantage on a grounded opponent</li>
<li><strong>Jade</strong> – Getup/Flawless Block Attack (Up + Front Kick) is now -8 on block (down from -6), and -13 on flawless block (up from -16), and 3 less recovery frames on hit &amp; on miss</li>
<li><strong>Jade</strong> – adjusted the repel region on Pole Vault during its startup frames</li>
<li><strong>Jade</strong> – Fixed an issue that could cause visual effect lingering on Delia’s Dance Gear Ability</li>
<li><strong>Jade</strong> – Slightly reduced the combo damage scaling after Toward Throw Krushing Blow</li>
<li><strong>Jax</strong> – Knee Jab (Down + Front Punch) ) is now -5 on block (down from -4), has 1 more recovery frame on miss, and 1 more frame of hit advantage on a grounded opponent</li>
<li><strong>Jax</strong> – Slightly adjusted the hit regions of Quick Drill (Down + Front Punch, Back Punch) and it now has 4 active frames (up from 2), 2 less recovery frames on miss, and its cancel frame is 2 frames earlier</li>
<li><strong>Jax</strong> – Side Strike (Down + Front Kick) now has a different hit reaction, and is now -6 on block (up from -7), has 4 more recovery frames on hit, 2 more recovery frames on miss, and 5 more frames of hit advantage on a grounded opponent</li>
<li><strong>Jax</strong> – Step Back (Down + Back Kick) has 4 less recovery frames on hit and 5 more frames of hit advantage on a grounded opponent</li>
<li><strong>Johnny Cage</strong> – Low Jab (Down + Front Punch) is now -5 on block (down from -3), has 5 more recovery frames on hit &amp; on miss, and 1 more frame of hit advantage on a grounded opponent</li>
<li><strong>Johnny Cage</strong> – Low Boot (Down + Front Kick) is now -5 on block (down from -4), has 2 more recovery frames on hit, has 4 more recovery frames on miss, and 4 more frames of hit advantage on a grounded opponent</li>
<li><strong>Johnny Cage</strong> – The Gist Of My Fist (Towards + Back Punch, Front Punch, Back Punch) is now considered grounded 7 frames earlier, matching when he visually lands on the ground</li>
<li><strong>Johnny Cage</strong> – Cage Match (Front Kick, Back Kick, Up + Front Kick) is now considered grounded 5 frames earlier, matching when he visually lands on the ground</li>
<li><strong>Johnny Cage</strong> – Making Headlines (Away + Front Kick, Back Kick, Up + Front Kick + Back Kick) is now considered grounded 5 frames earlier, matching when he visually lands on the ground</li>
<li><strong>Johnny Cage</strong> – Tear Jerker (Towards + Back Kick, Front Kick) is now considered grounded 2 frames earlier, matching when he visually lands on the ground</li>
<li><strong>Johnny Cage</strong> – Slightly adjusted the hit regions of Hop Kick (Hop + Front Kick/Back Kick) and it now has 5 active frames (up from 3) and 2 less recovery frames on miss</li>
<li><strong>Johnny Cage</strong> – Nut Punch amplify will now auto face the opponent</li>
<li><strong>Johnny Cage</strong> – Pissed Off now breaks armor</li>
<li><strong>Johnny Cage</strong> – Opponent’s hop attacks are now immune to Nut Punch until its recovery frames</li>
<li><strong>Johnny Cage</strong> – Fixed a rare visual issue with Sunglasses when Throwing Shades is flawless blocked</li>
<li><strong>Johnny Cage</strong> – Adjusted camera &amp; controller shakes on Toward &amp; Back Throws</li>
<li><strong>Kabal</strong> – Knee Buckle (Down + Front Punch) is now -5 on block (down from -4), has 3 more recovery frames on hit &amp; on miss, and 3 more frames of hit advantage on a grounded opponent</li>
<li><strong>Kabal</strong> – Side Kick (Down + Front Kick) now has a different hit reaction, and is now -5 on block (up from -4), has 4 more recovery frames on hit &amp; on miss, and 4 more frames of hit advantage on a grounded opponent</li>
<li><strong>Kabal</strong> – Flash Parry now does 90 damage (was 0), is now +25 on hit (up from +9), and now enables autoblock which no longer allows for followup hits to combo</li>
<li><strong>Kabal</strong> – Fixed a rare issue that could cause an improper animation to be used briefly on Kabal’s Hook Swords when using Flash Parry</li>
<li><strong>Kano</strong> – Knee Cutter (Down + Front Punch) is now -6 on block (down from -5), has 1 more recovery frame on hit &amp; on miss and 5 more frames of hit advantage on a grounded opponent</li>
<li><strong>Kano</strong> – Low Hinge (Down + Front Kick) now has a different hit reaction and 6 more frames of hit advantage on a grounded opponent</li>
<li><strong>Kano</strong> – Devo Strike (Down + Back Kick) now has 6 more frames of hit advantage on a grounded opponent</li>
<li><strong>Kano</strong> – Wheel Kick (Towards + Back Kick) will no longer sometimes switch sides with the opponent when done in certain circumstances</li>
<li><strong>Kano</strong> – Removed some instances where Molotov Cocktail could damage opponents when they are invulnerable to attacks</li>
<li><strong>Kano</strong> – Removed some instances where Bio-Magnetic Trap could damage opponents when they are invulnerable to attacks</li>
<li><strong>Kitana</strong> – Heal Poke (Down + Front Kick) now has a different hit reaction, and now has 1 more recovery frame on hit, 4 more recovery frames on miss, and 5 more frames of hit advantage on a grounded opponent</li>
<li><strong>Kitana</strong> – Fan Stab (Down + Back Kick) is now -9 on block (down from -8), has 1 more recovery frame on hit &amp; on miss, and 7 more frames of hit advantage on a grounded opponent</li>
<li><strong>Kitana</strong> – Neck Slice (Back Punch) now has 11 startup frames (down from 13)</li>
<li><strong>Kitana</strong> – Royal Protection now increases damage on Quick Execution and Toward &amp; Back Throws</li>
<li><strong>Kitana</strong> – Edenian Razors now has 3 less recovery frames and only attacks with one Fan instead of three</li>
<li><strong>Kitana</strong> – Edenian Razors can now be Amplified to attack with 2 additional Fans</li>
<li><strong>Kitana</strong> – Edenian Twist Krushing Blow no longer is possible if Kitana is above 300 health while Fatal Blow is still on cooldown</li>
<li><strong>Kitana</strong> – Upward Fan Toss now has 5 more recovery frames</li>
<li><strong>Kitana</strong> – Upward Fan Toss Amply now has 1 more recovery frame and now enables autoblock which no longer allows for followup hits to combo</li>
<li><strong>Kitana</strong> – Cancel (Half-Blood Stance) is no longer throw immune during some of its frames</li>
<li><strong>Kitana</strong> – Far Dark Plunge (Edenian Fade) is now +12 on hit (up from -10) when connecting on the first active frame</li>
<li><strong>Kollector</strong> – Bloody Nails (Down + Front Punch) is now -6 on block (down from -5), has 1 more recovery frame on hit &amp; on miss, and 5 more frames of hit advantage on a grounded opponent</li>
<li><strong>Kollector</strong> – Leg Check (Down + Front Kick) now has a different hit reaction, and now has 1 less recovery frame on miss, and 6 more frames of hit advantage on a grounded opponent</li>
<li><strong>Kollector</strong> – Low Mace (Down + Back Kick) is now -5 on block (down from -4) and has 3 more frames of hit advantage on a grounded opponent</li>
<li><strong>Kollector</strong> – Removed some instances where Vial of Sorrow could damage opponents when they are invulnerable to attacks</li>
<li><strong>Kotal Kahn</strong> – Low Swipe (Down + Front Punch) now has 3 more recovery frames on hit, 4 more recovery frames on miss, and 4 more frames of hit advantage on a grounded opponent</li>
<li><strong>Kotal Kahn</strong> – Side Strike (Down + Front Kick) now has a different hit reaction, and now has 3 more recovery frames on miss, and 3 more frames of hit advantage on a grounded opponent</li>
<li><strong>Kotal Kahn</strong> – Warrior Spin (Down + Back Kick) is now -9 on block (down from -8), has 1 more recovery frame on hit &amp; on miss, and 4 more frames of hit advantage on a grounded opponent</li>
<li><strong>Kotal Kahn</strong> – Slightly adjusted the victim regions on the hit reaction to Blade Push (Towards + Back Punch)</li>
<li><strong>Kotal Kahn</strong> – Slightly adjusted the victim regions on the hit reaction to Tlaneltocaz (Towards + Back Punch, Back Kick) and it is now -5 on block (up from -7), has 2 less recovery frames on hit &amp; on miss, 2 more frames of hit advantage on a grounded opponent, and its cancel frame is 2 frames earlier</li>
<li><strong>Kotal Kahn</strong> – Slightly adjusted the victim regions on the hit reaction to Macuahuitl Swipe (Away + Back Punch)</li>
<li><strong>Kotal Kahn</strong> – Slightly adjusted the hit regions of Tonaltzintli (Away + Back Punch, Back Punch) and it now has 20 startup frames (down from 22), 4 active frames (up from 2), and is now -19 on block (down from -16)</li>
<li><strong>Kotal Kahn</strong> – Mehtizquia (Away + Back Punch, Back Punch, Front Kick) is now considered grounded 19 frames earlier, matching when he visually lands on the ground</li>
<li><strong>Kotal Kahn</strong> – Slightly increased the range of the first hit of Yeyecame Disk Amplify</li>
<li><strong>Kotal Kahn</strong> – Adjusted the repel region of Tecuani Maul and the first hit now has 32 more frames of hit advantage</li>
<li><strong>Kung Lao</strong> – Low Palm (Down + Front Punch) is now -5 on block (down from -4), has 1 more recovery frame on hit, has 4 more recovery frames on miss, and 5 more frames of hit advantage on a grounded opponent</li>
<li><strong>Kung Lao</strong> – Side Kick (Down + Front Kick) now has a different hit reaction, and now has 2 more recovery frames on miss, and 4 more frames of hit advantage on a grounded opponent</li>
<li><strong>Kung Lao</strong> – Back Kick (Down + Back Kick) is now -7 on block (up from -9), has 2 less recovery frames on hit &amp; on miss, and 6 more frames of hit advantage on a grounded opponent</li>
<li><strong>Kung Lao</strong> – Slightly increased the hit region of Hat Toss when opponent is in a combo</li>
<li><strong>Kung Lao</strong> – Possessed Hat now releases only one hat, 18 more frames of hit advantage on a grounded opponent, can now be amplified, and has a slightly increased hit region when opponent is in a combo</li>
<li><strong>Kung Lao</strong> – Shaolin Slam (Teleport) on hit now causes both characters to be considered airborne until visually landing</li>
<li><strong>Kung Lao</strong> – Guided Hat now has 8 more frames of hit advantage on a grounded opponent and a slightly increased hit region when opponent is in a combo</li>
<li><strong>Kung Lao</strong> – “Buzz Saw” now loses trades</li>
<li><strong>Liu Kang</strong> – Low Backhand (Down + Front Punch) is now -5 on block (down from -4) and has 2 more frames of hit advantage on a grounded opponent</li>
<li><strong>Liu Kang</strong> – Crouching Kick (Down + Front Kick) now has a different hit reaction, is -7 on block (down from -5), and has 2 more frames of hit advantage on a grounded opponent</li>
<li><strong>Liu Kang</strong> – Dragon’s Tail (Down + Back Kick) is now -7 on block (down from -4) and has 1 more frame of hit advantage on a grounded opponent</li>
<li><strong>Liu Kang</strong> – Slightly increased the hit regions of This Will Hurt (Away + Front Kick, Back Kick)</li>
<li><strong>Liu Kang</strong> – Slightly increased the hit regions of Shaolin Strike</li>
<li><strong>Noob</strong> – Knee Hook (Down + Front Punch) is now -6 on block (down from -4), has 4 more recovery frames on hit, has 3 more recovery frames on miss, and 2 more frames of hit advantage on a grounded opponent</li>
<li><strong>Noob</strong> – Boot Slide (Down + Front Kick) now has 3 more recovery frames on hit &amp; on miss, and 3 more frames of hit advantage on a grounded opponent</li>
<li><strong>Noob</strong> – Sickle Strike (Down + Back Kick) now has 3 more frames of hit advantage on a grounded opponent</li>
<li><strong>Noob</strong> – Slightly adjusted the hit regions of As One (Away + Front Punch, Front Punch + Front Kick)</li>
<li><strong>Noob</strong> – Fixed a rare issue with As One (Away + Front Punch, Front Punch + Front Kick) &amp; For The Brotherhood (Away + Front Punch, Front Punch + Front Kick, Back Punch) that could cause weapons held in hands to use an incorrect animation</li>
<li><strong>Raiden</strong> – Side Strike (Down + Front Punch) is -6 on block (down from -3), has 3 more recovery frames on hit &amp; on miss, and 3 more frames of hit advantage on a grounded opponent</li>
<li><strong>Raiden</strong> – Low Boot (Down + Front Kick) now has a different hit reaction, is -5 on block (down from -3), has 2 more recovery frames on hit, 5 more recovery frames on miss, and 4 more frames of hit advantage on a grounded opponent</li>
<li><strong>Raiden</strong> – Sweeping Storm (Down + Back Kick) now has 13 startup frames (down from 14), 2 less recovery frames on hit &amp; on miss, and 3 more frames of hit advantage on a grounded opponent</li>
<li><strong>Raiden</strong> – Distant Thunder (Away + Front Punch, Back Kick) has 15 more frames of blockstun with increased pushback when normal blocked and 5 more frames of blockstun with slightly increased pushback when Flawless Blocked</li>
<li><strong>Raiden</strong> – Slightly adjusted the hit regions of Heavy Thunder (Jump + Front Kick)</li>
<li><strong>Raiden</strong> – Removed some instances where Rolling Thunder could damage opponents when they are invulnerable to attacks</li>
<li><strong>Raiden</strong> – Super Bolt now has 10 more frames of blockstun, has 6 more recovery frames on hit &amp; on miss, and is now considered grounded after its active frames</li>
<li><strong>Raiden</strong> – When Super Bolt is charged for the 20 frames it now has 8 less recovery frames on hit and 10 less recovery frames on block &amp; on miss</li>
<li><strong>Scorpion</strong> – Low Jab (Down + Front Punch) is now -6 on block (down from -4), has 2 more recovery frames on hit &amp; on miss, and 4 more frames of hit advantage on a grounded opponent</li>
<li><strong>Scorpion</strong> – Side Strike (Down + Front Kick) now has a different hit reaction, is -6 on block (down from -4), has 3 more recovery frames on hit &amp; on miss, and 4 more frames of hit advantage on a grounded opponent</li>
<li><strong>Scorpion</strong> – Quick Kick (Down + Back Kick) now has 1 more frame of hit advantage on a grounded opponent</li>
<li><strong>Scorpion</strong> – Demon Dash now has 12 startup frames (up from 7)</li>
<li><strong>Scorpion</strong> – Cancel (Misery Blade) is no longer throw immune during some of its frames</li>
<li><strong>Skarlet</strong> – Silent Stab (Down + Front Punch) now has 1 more recovery frame on miss, and 3 more frames of hit advantage on a grounded opponent</li>
<li><strong>Skarlet</strong> – Spear Strike (Down + Front Kick) is now -7 on block (up from -10)</li>
<li><strong>Skarlet</strong> – Spinning Scythe (Down + Back Kick) is now -13 on block (down from -12), has 4 less recovery frames on miss, and 3 more frames of hit advantage on a grounded opponent</li>
<li><strong>Skarlet</strong> – Removed some instances where Red Mist could damage opponents when they are invulnerable to attacks</li>
<li><strong>Sonya</strong> – Energy Burst (Down + Front Punch) is -6 on block (down from -3), has 3 more recovery frames on hit, and 1 more frame of hit advantage on a grounded opponent</li>
<li><strong>Sonya</strong> – Side Boot (Down + Front Kick) now has a different hit reaction, has 5 more recovery frames on hit &amp; on miss, and 4 more frames of hit advantage on a grounded opponent</li>
<li><strong>Sonya</strong> – Low Burst (Down + Back Kick) now has 2 more recovery frames on hit and 6 more frames of hit advantage on a grounded opponent</li>
<li><strong>Sonya</strong> – (Air) Soaring General is now a high block and breaks armor</li>
<li><strong>Sub-Zero</strong> – Slightly adjusted the hit regions Low Back Hand (Down + Front Punch) and now has 2 more recovery frames on miss, and 4 more frames of hit advantage on a grounded opponent</li>
<li><strong>Sub-Zero</strong> – Quick Kick (Down + Front Kick) now has a different hit reaction, is -7 on block (down from -5), has 5 more recovery frames on hit, 2 more recovery frames on miss, and 4 more frames of hit advantage on a grounded opponent</li>
<li><strong>Sub-Zero</strong> – Swing Kick (Down + Back Kick) now has 1 more frame of hit advantage on a grounded opponent</li>
<li><strong>Shao Kahn</strong> – Dragon Fist (Down + Front Punch) is now -5 on block (down from -4), has 2 more recovery frames on hit, has 1 more recovery frame on miss, and 4 more frames of hit advantage on a grounded opponent</li>
<li><strong>Shao Kahn</strong> – Knee Shatter (Down + Front Kick) now has 3 more recovery frames on miss and 4 more frames of hit advantage on a grounded opponent</li>
<li><strong>Shao Kahn</strong> – Side Spike (Down + Back Kick) is now -9 on block (down from -8), has 1 more recovery frame on hit &amp; on miss, and 5 more frames of hit advantage on a grounded opponent</li>
<li><strong>Shang Tsung</strong> – Serpent Stab (Down + Front Punch) is now -5 on block (down from -4), has 2 more recovery frames on hit, has 5 more recovery frames on miss, and 3 more frames of hit advantage on a grounded opponent</li>
<li><strong>Shang Tsung</strong> – Ankle Snap (Down + Front Kick) now has a different hit reaction, is -7 on block (down from -4), has 3 more recovery frames on miss, and 5 more frames of hit advantage on a grounded opponent</li>
<li><strong>Shang Tsung</strong> – Slightly adjusted the hit regions of Stance Breaker (Down + Back Kick) and it is now -7 on block (down from -6) and has 1 more recovery frame on miss</li>
<li><strong>Shang Tsung</strong> – Slightly increased the victim regions on Sorcerer Sweep (Away + Front Kick, Down + Back Kick)</li>
<li><strong>Shang Tsung</strong> – The duration of Malignant Sorcery &amp; Vile Inscriptions is now 240 frames (down from 420)</li>
<li><strong>Shang Tsung</strong> – Corpse Drop now does 80 damage (down from 90)</li>
<li><strong>Shang Tsung</strong> – When Explosive Corpses Gear Ability is equipped, Corpse Drop now does 60 damage (down from 90)</li>
<li><strong>Shang Tsung</strong> – When Explosive Corpses Gear Ability is equipped, Corpse Drop Amplify now does 30 damage (down from 60), and has 5 less block advantage frames with slightly reduced pushback when blocked</li>
<li><strong>Shang Tsung</strong> – Soul Swap can no longer kill an opponent but can still trigger Chip Avoided &amp; Last Breath</li>
<li><strong>Shang Tsung</strong> – Fixed a rare visual issue where an opponent’s weapon props could get stuck in the ground during Shang Tsung’s Back Throw</li>
<li><strong>Nightwolf</strong> – Low Stab (Down + Front Punch) is now -6 on block (down from -4), has 2 more recovery frames on hit &amp; on miss, and 3 more frames of hit advantage on a grounded opponent</li>
<li><strong>Nightwolf</strong> – Uncertain Ground (Down + Front Kick) now has 2 more recovery frames on miss</li>
<li><strong>Nightwolf</strong> – Hobbling Kick (Down + Back Kick) now has 6 more frames of hit advantage on a grounded opponent</li>
<li><strong>Nightwolf</strong> – Fixed an issue causing Rising Blades (Down + Back Punch) while Moon Fall is active to be immune to high attacks if the down input is held</li>
<li><strong>Terminator</strong> – Gut Buster (Down + Front Punch) is now -5 on block (down from -4)</li>
<li><strong>Terminator</strong> – Rising Boot (Down + Back Kick) now has 3 more frames of hit advantage on a grounded opponent</li>
<li><strong>Terminator</strong> – Gut Buster (Down + Front Punch) while Endoskeleton is active now has the correct frame data</li>
<li><strong>Terminator</strong> – Fixed a rare issue with Dark Fate (Away + Front Punch, Front Punch + Front Kick) &amp; Dark Fate Amplify (Away + Front Punch, Front Punch + Front Kick, Amplify) that could cause weapons held in hands to use an incorrect animation</li>
<li><strong>Sindel</strong> – Edenian Burst (Down + Front Punch) is now -5 on block (down from -3) and has 3 less recovery frames on hit</li>
<li><strong>Sindel</strong> – Slightly adjusted the hit regions of Kewl Whip (Down + Back Kick) and it now has 3 less recovery frames on hit &amp; on miss, and 6 more frames of hit advantage on a grounded opponent</li>
<li><strong>Sindel</strong> – Slightly adjusted the hit regions of Getup/Flawless Block Attack (Up + Front Kick)</li>
<li><strong>Sindel</strong> – Fixed a rare issue that could cause Deadly Echo to become disabled if used in certain circumstances</li>
<li><strong>Spawn</strong> – Low Claw (Down + Front Punch) is now -6 on block (down from -4)</li>
<li><strong>Joker</strong> – Joking Jab (Down + Front Punch) is now -6 on block (down from -5) and has 2 more recovery frames on miss</li>
<li><strong>Joker</strong> – Wing Tip (Down + Front Kick) is now -6 on block (down from -5)</li>
<li><strong>Joker</strong> – Big Finish (Down + Back Kick) now has 5 more frames of hit advantage on a grounded opponent</li>
<li><strong>Joker</strong> – Toward Throw Krushing Blow no longer is possible if Joker is above 300 health while Fatal Blow is still on cooldown</li>
<li><strong>Joker</strong> – Getting Lit Amplify no longer autofaces the opponent</li>
<li><strong>Fujin</strong> – Gut Shot (Down + Front Punch) is now -6 on block (down from -4) and has 2 more recovery frames on miss</li>
<li><strong>Fujin</strong> – Adjusted the victim regions of Low Drift (Towards + Front Kick)</li>
<li><strong>Fujin</strong> – Slightly adjusted the victim regions on the hit reaction of Typhoon Release (Back Kick, Back Punch)</li>
<li><strong>Fujin</strong> – Slightly adjusted the hit regions of Fatal Edge (Away + Front Punch, Front Punch)</li>
<li><strong>Fujin</strong> – Adjusted the hit regions of Getup/Flawless Block Attack (Up + Back Punch)</li>
<li><strong>Fujin</strong> – Getup/Flawless Block Attack (Up + Front Kick) ) is now -9 on block (down from -5), has 5 less recovery frames on hit, and has 1 less recovery frame on miss</li>
<li><strong>Fujin</strong> – Adjusted the hit regions of the last hit of Wind Kicks Amplify</li>
<li><strong>Fujin</strong> – Quick Slice (Away + Front Punch) now correctly plays a red hit effect on Kounter</li>
<li><strong>RoboCop</strong> – Knee Kapper (Down + Front Punch) is now -6 on block (down from -5)</li>
<li><strong>RoboCop</strong> – Ankle Breaker (Down + Front Kick) is now -9 on block (up from -10)</li>
<li><strong>RoboCop</strong> – Quick Spray (Down + Back Kick) now has 1 more frame of hit advantage on a grounded opponent</li>
<li><strong>RoboCop</strong> – Removed some instances where Cheval Trap could damage opponents when they are invulnerable to attacks</li>
<li><strong>RoboCop</strong> – Slightly increased the projectile parry region of Riot Shield</li>
<li><strong>RoboCop</strong> – Fixed an issue allowing Throw Escape to be possible during the recovery frames of Riot Shield</li>
<li><strong>Sheeva</strong> – Short Hammer (Down + Front Kick) is now -6 on block (down from -4)</li>
<li><strong>Sheeva</strong> – Crushing Backhand (Down + Back Kick) is now -5 on block (down from -3) and has 3 more frames of hit advantage on a grounded opponent</li>
<li><strong>Sheeva</strong> – Slightly increased the range of Blood Lust (Back Punch, Front Punch) &amp; Slam Dance (Back Punch, Front Punch, Front Punch)</li>
<li><strong>Sheeva</strong> – Slightly adjusted the hit regions of Tele-Stomp and it now has 1 less frame of startup and 1 more active frame</li>
<li><strong>Sheeva</strong> – Spinning Dragon Amplify is no longer throw immune during some of its frames</li>
<li><strong>Sheeva</strong> – Fixed a visual issue with several attacks displaying incorrect blood color against opponents that have non-red blood</li>
</ul>
<hr>
<p><em>Phew!</em></p>
<p>Still playing plenty of Mortal Kombat 11? Let us know how you’ve been getting on with it in the comments below.</p>
</section>
<p class="text source">[source <a class="external" title="External Link: https://mortalkombatgamessupport.wbgames...0059331953" href="https://mortalkombatgamessupport.wbgames.com/hc/en-us/articles/360059331953">mortalkombatgamessupport.wbgames.com</a>, via <a class="external" title="External Link: https://mynintendonews.com/2020/11/22/pa...do-switch/" href="https://mynintendonews.com/2020/11/22/patch-notes-for-mortal-kombat-11s-november-update-on-nintendo-switch/">mynintendonews.com</a>]</p>
<p><!-- cache: html:nintendolife.com/nintendolife.com.ssl/nintendo-switch/related-info/3a90d8c7302bf981477139b48655d274 @ 2020-11-23T20:15:56+00:00 --></p>
<aside class="see-also">
<dl>
<dt>See Also</dt>
<dd class="first">
</dd>
<dt>Related Games</dt>
<dd class="first">
</dd>
</dl>
</aside>
</div>
</div>


https://www.sickgaming.net/blog/2020/11/...mber-2020/
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