Mortal Kombat X Patch Adjusts Kombat Pack 2 Newcomers, Addresses Lingering Bugs

By on March 29, 2016 at 1:15 pm
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The folks at NetherRealm Studios dropped a surprise Mortal Kombat X update this morning on both PlayStation 4 and Xbox One. This ver.1.13 patch brings with it a number of changes, both general and character-specific. As is often the case, the Kombat Pack 2 newcomers were the targets of many adjustments, especially Triborg, who saw frame data changed across every variation.

In addition to balance tweaking, the update also fixes a number of bugs, and certain parry X-Rays will no longer be broken by multiple attacks hitting at once. Check out the full list of changes below and let us know what you think.

Mortal Kombat X 03/29 Patch Notes

General Gameplay Fixes

  • There is no longer an addition frame of input delay when simulate online delay is on and should now better match online play
  • Removed several camera, sound, and particle glitches due to rollback
  • Removed several possible online desyncs
  • If a breaker is initiated while the attacker is below ground it will no longer animate faster than normal
  • Some knockdown reactions now longer reset the buffered combo damage scaling used by unavoidable off the ground situations
  • Fixed a bug which could cause controller configuration options to be reset for a round after a rollback in an online match
  • The timer in survivor koth now starts at 150 seconds
  • Corrected some brutalities which had some issues with rollback
  • Made some corrections to movelist frame data
  • Some hotfix changes from the previous patch are now being applied correctly
  • AI tweaks for the Kombat Pack 2 characters
  • Multiple attacks hitting on the same frame should no longer sometimes break though Sonya’s, Subzero’s, Triborg’s (Cyber Sub-Zero) X-Ray parry

Character-Specific Fixes

  • Alien – Adjusted the collision of Towards+BK to no longer miss against some duck blocking characters
  • Alien – Away+BK is no longer high attack immune for during its active frames
  • Alien – Addressed an issue that was causing the opponents wakeup attacks to sometimes come out the wrong way after ending a combo in Tail Flip
  • Alien – Adjusted Tail Flip to address it sometimes missing against some characters if they were duck blocking
  • Alien (Acidic) – Can no longer win a round from poison damage
  • Alien (Acidic) – Acid Blood is now +1 on hit (down from +11)
  • Alien (Acidic) – Erosive Blood is now +8 on hit (down from +38)
  • Alien (Konjurer) – Fixed a bug that caused Facehugger to sometimes remove Kung Lao’s hat for the rest of a round
  • Alien (Tarkatan) – Reduced the meter gain on executing the Tarkatan Rush special moves
  • Alien (Tarkatan) – Adjusted Away+BP to reduce it missing against some characters if they were duck blocking
  • Alien (Tarkatan) – Straight Slice no longer builds meter on block
  • Alien (Tarkatan) – Added 5 recovery frames on delayed Straight Slice on block
  • Alien (Tarkatan) – Added 10 recovery frames on delayed Nail And Impale on block
  • Bo’ Rai Cho – Adjusted Towards+FK to no longer miss against some duck blocking characters
  • Bo’ Rai Cho – Reduced the stun length of Fart Cloud & Crop Duster by 39 frames
  • Bo’ Rai Cho (Bartitsu) – Chaining Down+BK after a jump punch does the correct Bartitsu attack
  • Bo’ Rai Cho (Bartitsu) – Adjusted the hit regions on Away+FK,FP+FK to hit more consistently after Away+FK hits from max range
  • Bo’ Rai Cho (Dragon Breath) – Added 10 miss recovery frames to Ground Blaze and it now has 2 active frames (down from 5)
  • Bo’ Rai Cho (Dragon Breath) – Doing Ground Fire or Ground Blaze while in a combo adds some combo damage scaling
  • Bo’ Rai Cho (Drunken Master) – Drinking no longer removes the full screen effects for Reptile’s (Nimble) Basilisk or Basilisk Runner and Jason’s (Relentless) Pursuit or Dark Pursuit
  • Bo’ Rai Cho (Drunken Master) – Adjusted the hit regions on Away+FK,FP+FK to hit more consistently after Away+FK hits from max range
  • Bo’ Rai Cho (Drunken Master) – Doing Drink or Chug while in a combo adds some combo damage scaling
  • Ferra/Torr (Lackey) – Colossal Crush will now correctly combo from a hit
  • Jason – When Killing Machine is disabled after blocking an opponent’s X-Ray attack there will no longer be lingering effects and sounds
  • Jason (Relentless) – The opponent can no longer execute a run from a buffered command while Pursuit or Dark Pursuit was up
  • Jason (Unstoppable) – Having a round end on Kano’s (Commando) Low or High Kounter will no longer skip to slowdown sequence which was removing the player’s ability to not have Resurrection trigger
  • Johnny Cage – Tweaked the 2nd hit of Nutcracker to remove some instances where it could miss from a some duck blocking characters from a certain distance
  • Kano – Camera can no longer get out of sync if a rollback happened when Kano is hit out of the beginning of Black Dragon Ball
  • Kitana – Slightly increased the range of Down+FK
  • Kitana (Mournful) – Adjusted Glaive Return timing on hit to combo more consistently from mid screen to full screen
  • Kotal Kahn – Adjusted the hit region of FP,FP to hit a little more consistently
  • Leatherface – Towards+BP is now +8 on hit (down from 13)
  • Leatherface – Towards+FK is now +15 on hit (down from 20)
  • Leatherface – Towards+BK is now +5 on hit (down from 15)
  • Leatherface (Butcher) – Skull Smash & Skull Fracture now have 8 startup frames (up from 6)
  • Leatherface (Butcher) – BP,BP is now +11 on hit (down from 21)
  • Leatherface (Butcher) – Towards+BP is now +12 on hit (down from 22)
  • Leatherface (Killer) – Killing someone with Psycho Rush’s Meter Burn will no longer sometimes skip the Finish Him sequence
  • Liu Kang (Flame Fist) – Adjusted repel regions of Windmill Punch & Windmill Flurry so the last hit is harder to low profile on block removing his option to 2in1 cancel it on block
  • Quan Chi (Sorcerer) – Having the armor trigger from Dark Curse while in a stun reaction will no keep his blocking disabled
  • Quan Chi (Sorcerer) – Added code to Dark Curse to not add armor if he being juggled in a reaction. This is currently not active because it would likely be more detrimental in most cases
  • Sonya (Special Forces) – Fixed being able to 2in1 cancel Drone summon into Drone attack commands
  • Tanya – Adjusted BP,BK to hit duck blocking opponents more consistently
  • Tremor – Added 5 recovery frames to Rock Shower
  • Triborg – FP is now +12 on hit (down from 19)
  • Triborg – FP,FP is now +9 on hit (down from 19)
  • Triborg – FP,FP,FP is now +15 on hit (down from 17)
  • Triborg – Towards+FP is now +13 on hit (down from 20)
  • Triborg – BP is now +14 on hit (down from 19)
  • Triborg – Towards+FK is now +15 on hit (down from 20)
  • Triborg – BP,FP is now +17 on hit (down from 24)
  • Triborg – BP,FP,FK is now -1 on block (down from -6)
  • Triborg – FK is now +12 on hit (down from 29)
  • Triborg – Away+FK now has 15 startup frames (up from 11)
  • Triborg – Down+FK is now +12 on hit (down from 18)
  • Triborg – BK is now +12 on hit (down from 17)
  • Triborg (Cyber Sub-Zero) – Towards+BP will no longer sometimes be missing it’s hit regions when canceled into from a run
  • Triborg (Cyber Sub-Zero) – Ice Ball now has 26 startup frames (up from 21)
  • Triborg (Cyber Sub-Zero) – reduced the stun frames on Ice Ball by 13
  • Triborg (Cyber Sub-Zero) – doing Drone summon while in a combo adds some combo damage scaling
  • Triborg (Cyber Sub-Zero) – doing Dive Kick while in a combo adds some combo damage scaling
  • Triborg (Cyrax) – Shrapnel-Port now has armor, does 5 more damage, and causes a different reaction on the 2nd hit
  • Triborg (Cyrax) – reduced the stun frames on Net & Advanced Net by 30
  • Triborg (Cyrax) – doing Bomb or Hover Bomb while in a combo adds some combo damage scaling
  • Triborg (Cyrax) – Net and Advanced Net will now miss-fire out if a Bomb or Hover Bomb has hit in the same combo
  • Triborg (Cyrax) – Hover Bomb will now miss-fire after 3 Hover Bombs have hit in the same combo
  • Triborg (Cyrax) – Bomb will now miss-fire after 3 Bombs have hit in the same combo
  • Triborg (Cyrax) – adjusted BP,FP,BP to prevent all 4 hits from being forced to be blocked against some characters
  • Triborg (Smoke) – will no longer be invisible for some frames when 2in1 cancelling Away+BP,FP or Towards+BP,FP into some background interactions
  • Triborg (Smoke) – reduced the initial damage of Smoke Cloud & Smoke Bomb by 2 and increased the drop damage by 2
  • Triborg (Smoke) – doing Dissipate and Evaporate while in a combo adds some combo damage scaling
  • Triborg (Smoke) – Doing Fade-Port and Smoke-Port while in a combo adds some combo damage scaling
  • Triborg (Smoke) – Smoke Bomb is now +5 on block (down from +8)

Source: WB Games, tip via NightmareSteam