banner



Mortal Kombat 11 August Switch and PC Update Patch Notes | Nightwolf, balance changes, and more - schaferevess1985

Think last workweek when a Mortal Kombat 11 patch born for PS4 and Xbox One and PC and Switch owners were left out in the cold? Fountainhead, now a standardized update has finally dropped for the Two Unattended Platforms™. This PC and Switch patch is in the main the same as it was on the unusual cardinal platforms, but IT has a fewer new things for the PC aside from the sweeping balance changes and addition of Nightwolf. So here are the Finite Kombat 11 Tack and PC update patch notes for the August update.

ALSO:Mortal Kombat 11 Kombat Pack | Release date and characters

Mortal Kombat 11 August Interchange Update Patch up Notes | Balance updates, Nightwolf, and more

Mortal Kombat 11 August Switch and PC Update Patch Notes | Nightwolf, balance changes, and more

The MK11 Switch update patch notes assume't have any surprise changes that are specific to the political program. This is odd since they usually receive details that pertain to issues that are entirely on the Switch. You can read the full notes below or in our another pass around, but they are the same as every other system. The only slight unique trait is that the color blind modes are only when active in 30Hz mode, whereas that specification isn't on the other systems.

Mortal Kombat 11 Grand Microcomputer Update Mend Notes | The same simply with some unique updates

The MK11 PC update patch notes, on the other hand out, are more tailored to the PC, but non by much. There are straight off HDR quality options in video options menu that go away from standard, high end, and professional. Roughly mote buffers have been adjusted to better public presentation but that is still vague. Likewise the game has improved support for ultrawide (21:9) ratio. While non specified, it's probably that the meters and bars directly fit the silver screen a trifle better now. It also shouldn't by chance lock to 30 FPS after fast promotion through the A.I. Battles. And now Kenshi's blindfold model North Korean won't show up on your case before pick up the blindfold when you are in 60 FPS mood. These are all smaller tweaks but worthy of pointing verboten.

Full Someone Kombat 11 August Switch Update Patch Notes

Here are the untouched MK11 August Switch update patch notes. The Personal computer patch notes are at the merchant ship.

Full Mortal Kombat 11 August PC Update Patch Notes

And here are the full MK11 Honorable PC update darn notes:

PC

General Gameplay Adjustments

• Move list corrections

• Improvements to AI logic

• Added HDR TV Quality settings (Standard, Altitudinous End, Vocation) to Video Options

• Added Variation info to the Pause Menu in Practice Way

• Added a 4 Star Higher-ranking and replaced Impairment Ratio with additional matchup information to the Kombat Breakdown later an Online Match surgery Kombat Kard Kareer Stats

• Updated the visuals for the Real Time Frame Data Showing in Practice Mode & Kombat Kard Match Replays

• Added an additional Brutality victory pose for every character

• Improved public presentation on many brutalities that were causing slowdown to occur

• Fixes to optical issues with many brutalities

• Added several fres Brutalities for players to discover

• Added "Dimitri Vegas every bit Sub-Zero" Skins and Cloak to Sub-Zero Kustomizations useable rid to everyone

• Front Clout + Front Kick button macro is now working right for all Krushing Blows in Practice Mode when the EasyKrushing Blows choice is enabled

• When a go around that would have triggered a Krushing Blow trades with an invulnerable act up on the same frame it will no longer result in neither move colliding

• Fixed a rare visual issue with hitsparks during "Land up Him" dizzy land after winning the round with Deathly Blow

• Mercy can now glucinium performed exploitation Front Kick + Back Kick clitoris macro input if Button Shortcuts is enabled

• Fixed a rare issue where a participant could cause a high projectile to visually appear to pass through their character after a knockdown if they pressed and free the downfield direction at a fine timing and made no far inputs

• Accommodation to dupe regions after a character reference has missed a throw effort

• Adjustment to victim regions during many hit reactions

• Adjustment to crouching dupe regions for each characters except Baraka, Kabal, Kollector, Kotal Kahn, Liu Kang

• Fixed an issues that could cause Up + Vertebral column Punch Wakeup Attacks & Flawless Block Attacks to sometimes non be invulnerable to a jump attack that collides only before landing

• Tuned particle buffers to meliorate performance.

• Improved support for ultrawide (21:9) ratio.

• P2 tin at once also access the unlatched Finishers, Intros, Victories, Fatalities, Brutalities, and End of Round Taunts.

• Fixed an where audio would continue to play even though settings were set to OFF

• Fixed an issue with game organism latched to 30 FPS after fast promotion the AI Battles.

• Fixed an issue with Character's skin in variation trailer not displaying the one player has selected in Kustomize.

• Interface fixes and adjustments

• Stimulant fixes and adjustments.

Kombat League / Online

• Nipper online stability improvements

• Fixed individual rare online desync causes

• Improved server Match Results arbitration when disconnects throw happened in Ranked and Kombat League matches

• Kombat League Aim Decay now takes 72+ hours to spark off (upwards from 48+ hours)

• Added a pop up message after Channelis Decay happens to the Online menu

• Quitting from the rematch screen in online matches nowadays requires a ratification

• Shang Tsung's health will no thirster sometimes be adjusted when morphing backward subsequently a Person Steal in a Survivor KOTH match

Krypt

• Added more elaborated "where to get" entropy to many items

• Fixed missing sound issues in Krypt

• Rigid an outcome with Kenshi's blindfold model appearing connected the character earlier picking dormie the blindfold when playing in 60 FPS mode

• Fixed an issue in Krypt with the Hammer swinging upon resuming the game.

Towers of Time

• Johnny Reb Cage Announcer added as a reward for getting into the top 10% of any workweek of Race Against the clock

• Added a new reward type (Bonus Character Reward) for Loom closing that awards a stochastic skin, piece of gear, or augment for the character you use to defeat it

• The cooldown on whatever modifiers will now start when it goes absent instead of when triggered

• Taped a crash come forth when Starting a Match Replay from the Kombat Kard in Towers

Stage Specific Adjustments

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

Character Specific Adjustments

Baraka

• Baraka – Low Stab (Down + Front Punch) recovery increased by 1 frame

• Baraka – Baraka-Serker's Amplified Krushing Blow Held Check input is now the straight button

Cassie Cage

• Cassie Cage – Now has 950 health (down from 1000)

• Cassie John Milton Cage Jr. – Publicize Fatal Blow can directly be performed with Block + Breast Kick + Stake Kick button macro instruction while Push Shortcuts Controller Pick is enabled

• Cassie Cage – Nut Dude has an increased dupe region during its brisk frames

• Mimosa bush Cage – Skyward Glow Kick has 5 less frames of blockstun and can no longer equal amplified after being Flawless Blocked

• Cassie John Milton Cage Jr. – Rising Glow Kick Amplified when Perfect Blocked has 10 to a lesser extent frames of block Advantage and less pushback

• Cassie Cage – Flick Kick (Towards + Noncurrent Kick) recovery increased by 3 frames

• Cassie Cage – Fixed visual effect issue when Amplified BLB-118 Energy Break open is interrupted

• Cassie John Milton Cage Jr. – Fixed a rare visual outcome issue when Dual Wielding is interrupted while IT is charged with green energy at specific timing

• Acacia farnesiana Batting cage – Unchangeable a rare optical number with BLB-118 Drone when starting a fatality

Cetrion

• Cetrion – Blaze out (Rearward Punch, Front Punch) had its hit region oriented

• Cetrion – Rising Volcano (Away + Back Squawk) recovery decreased by 3 frames

• Cetrion – Added ability "Confluence of Elements". This ability will cause a random substance circle to glucinium summoned when it is activated

• Cetrion – Earthquake 2nd attack give the sack now be cancelled by holding up

• Cetrion – Shattering Bowlder now has a Krushing Blow

• Cetrion – Geyser damage has been slightly down and straight off damage occurs timed correctly with the animation's impacts

• Cetrion – Bouncing Boulder like a sho recovers 5 frames faster, has 5 frames less blockstun when commonly 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 (risen from 37)

D'Vorah

• D'Vorah – Forward Throw in real time has a Krushing Blow that triggers when the opponent is septic by Fireflies

• D'Vorah – When an opponent make escapes D'Vorah, any Fireflies related to to the opponent wish generate to D'Vorah

• D'Vorah – Swarm blockstun enhanced by 10 frames and has significantly increased pushback

• D'Vorah – Widow's Osculate can at present live slightly delayed, had its amplify input signal window adjusted, damage redoubled by 50, and its inauguration is now 28 frames (was 34),

• D'Vorah – Secure issue with Plagued Krushing Blow harm over time possibly lingering into following unit of ammunition if the first hit is the humorous fumble

• D'Vorah – Infested Krushing blow now uses the correct jazz band scathe scaling

• D'Vorah – Altered hit region of Yellow hornet (Advanced Puncher, Back Punch)

• D'Vorah – Black Widow (Front Lick, Back Punch, Front Punch) has 3 less hit, block, & miss convalescence frames

• D'Vorah – Tease Bash (Towards + Front Bif) at once 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 out Perforate) startup is directly 19 frames (was 20), hit advantage accrued by 6 frames

• D'Vorah – Siafu (Towards + Back Punch, Back Punch) startup is now 16 frames (was 15), cancel skeletal system occurs 2 frames later, recovers 3 frames quicker, and had its hit region adjusted

• D'Vorah – Recluse (Towards + Back Punch, Back Punch, Up + Front Punch + Front Thril) startup is now 18 frames (was 21), recovery increased on block/miss by 2 frames, shoot region adjusted

• D'Vorah – Tsetse (Towards + Back Poke, Hinder Punch, Down + Front Punch + Front Kick) recovers 4 frames faster connected block/drop, pushback increased, hit region adjusted

• D'Vorah – Bugging Out (Towards + Back Punch, Hind Punch, Rearmost Kick) startup is forthwith 24 frames (was 12), blockstun increased past 10 frames with accumulated pushback, range adjusted

• D'Vorah – Solitary, Tsetse, and Bugging Kayoed can exist performed after Siafu misses

• D'Vorah – Fixed a beleaguer allowing Reclusive and Tsetse to constitute able to be cancelled into special moves when blocked

• D'Vorah – Larva Tarsus (Front Flush) damage increased to 70 (was 50), recovery decreased by 2 frames, blockstun increased by 5 frames with increased pushback, and had its hit area adjusted

• D'Vorah – Apis mellifera scutellata (Away + Face Kick, Back Kick up) has 1 more active frame, recovers 1 slower connected block, recovers 11 frames quicker on dispatch

• D'Vorah – Africanized bee buttocks nowadays be performed after Ovi Posi Poke (Away + Strawma Kick) misses

• D'Vorah – Spinning Web (Away + Back Complain) recovery decreased by 3 frames, blockstun redoubled away 5 frames

• D'Vorah – Low Tarsus Ten-strike (Down + Front Kick) recovery decreased by 3 frames, hitstun increased past 9 frames and hit reaction changed

• D'Vorah – Slight Sting (Down + Back off Kick back) recovery decreased by 2 frames

• D'Vorah – Fixed topic with (Bare) Time Ticking Bug tarriance after cinematics

Erron Black

• Erron Black – Fatal Puff startup is at once 18 frames (was 10)

• Erron Black – Scud Shot recovery increased by 5 frames

• Erron Black – Scud Shot Amplified blockstun decreased past 5 frames and projectile travel speed has been slightly reduced

• Erron Blackened – Rattling Snake River Slide Amplified now has 3 more frames of convalescence

• Erron Black – Slightly decreased come to domain size of the acid syndicate created by Zatarrean Pitter-patter / Rattle Snake Slide Amplified

• Erron Black – Flush Drop Amplified at present cannot hit airborne opponents

• Erron Coloured – Exiting Secured and Loaded stance directly after an attack straightaway requires the player to hold up

• Erron Blackness – "Rising Parentage" attack piece in Locked and Loaded position is now a default prompt. Cancelling the recovery of "Rising Blood line" by going Fastened and Loaded stance still requires "Enhanced Fast and Cockeyed" power.

• Erron Black – Locked and Loaded Unload will nobelium longer face the opposer after the first shot

• Erron Black – Dusty Knuckles (Down + In advance Punch) recovery on hit raised by 5 frames, convalescence on cube/miss increased by 1 put, hitstun increased past 6 frames

• Erron Shirley Temple Black – Low Boot (Down + Front kick) recovery increased by 1 frame, hitstun increased by 4 frames

Frost

• 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 quicker

• Frost – Rash (Forth + Front Punch, Back Perforate, Front Punch) is now a high, has 5 less frames of blockstun, reduced pushback, and had its slay neighborhood adjusted

• Frost – Frigid Palm (Down + Front Punch) startup is now 8 frames (was 9), recovery on hit hyperbolic by 1 border, retrieval on block/miss reduced by 2 frames, and hitstun increased by 5 frames

• Frost – Thorax Cold (Down + Strawma Kick) recuperation on hinder low by 2 frames, recovery on miss increased away 1 frame, hitstun increased by 1 frame, and had its hit region focused

• Frost – Microburst recovers 2 frames faster, and recovers significantly faster if the 2nd attack misses

• Robert 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 ensnare quicker and shield length is 3 seconds (from 2 seconds)

• Frost – Geostationary issue that allowed Frosted Uppercut (Down + Back Punch) to be cancelled into Fatal Bollocks up on the eldest active voice frame

Geras

• Geras – Xuid & Guid (Towards + Front Punch, Front Lick + First Quetch, Back off Kick) Krushing Louse up essential has been changed to: "Triggers if the resister 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 Sandpaper can no more longer be performed while antagonist is stunned by Temporal Advantage

• Geras – Metal glove of the Ages Krushing Blow now has 4 more frames of recovery

• Geras – Endlessly (Front Punch, Front Punch, Front Punch) startup is now 21 frames (was 17)

• Geras – Knee Whop (Down + Front Clout) 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 countervail after hitting a cross risen body splash

• Geras – Fixed a bug that when winning a round with the first hit of Fast Sand, there could be a a couple of frames of rocket unsusceptibility in the incoming round

• Geras – Fixed issue with Sand Trap which allowed players with Krushing Screw up Held Check ON to memory the Krushing Blow for future use if they hit an opponent blocking high

• Geras – Added FX to one of his idle animations

Jaqui Briggs

• Jacqui Briggs – Now has 950 health points (down from 1000)

• Jacqui Briggs – Grease Kick legal injury decreased by 10

• Jacqui Briggs – Grease Kick Amplified price decreased by 10

• Jacqui Briggs – Deadly Clinch – Fishgig Elbow Drop does 10 less damage

• Jacqui Briggs – Deadly Clinch – Double Spear Knee hit advantage is now 13 (toss off from was 50)

• Jacqui Briggs – Confuse (Away + Back Kick) second rack up blockstun increased by 5 frames

• Jacqui Briggs – Jumble opening hit can now be cancelled along miss if "Cybernetic Overturn" is equipped

• Jacqui Briggs – All For Ane (Towards + Front Kick, Front Punch, Back Kick) now has airborne frames that match the animation

• Jacqui Briggs – Bionic Bolt has 1 more active frame and recovers 3 frames faster happening miss

• Jacqui Briggs – Up Prototype Eruca vesicaria sativ and Amplified Up Paradigm Rocket had their hit regions adjusted

• Jacqui Briggs – Up Grenade Launcher Amplified had its hit region adjusted, starts 1 physique faster, recovers 1 frame faster, has magnified combo damage scaling and when hitting an opponent kayoed of the air testament cause a lower gravity chemical reaction

• Jacqui Briggs – Technical school-Dome now lasts 7 seconds (down from 10), activates 1 frame faster and recovers 4 frames quicker

• Jacqui Briggs – Fixed bug that causes Tech-Dome to non furnish the benefit to Jacqui for the gas-filled continuance of the dome if she never leaves it

• Jacqui Briggs – "Arm Reveal" and "Leg Break" equipment casualty is lowered to 100 (down from 140)

• Jacqui Briggs – Fixed a bug allowing Snake Eater (Back Punch, Noncurrent Punch, Backbone Kick) to be off out of at a after-hours recovery frame

Jade

• Jade – Spell performing Pole Overleap range, Jade can like a sho perform a special version of Blazing Nitro Kick or activate Fatal Blow

• Jade – Pole Vault damage slightly increased, recovers 1 frame quicker and had its hit domain keyed

• Jade – Pole Bank vault Amplified damage increased by 10, starts up 1 frame faster, recovers 1 put faster, and has 1 more active physique

• Jade – "Amplify Blazing Nitro Kick" ability has 5 more than blockstun with more pushback

• Slut – Edenian Sparkle is now correctly well-advised a debased projectile

• Jade – Fixed issue with "Divine Forces" ability causing it to briefly push asid sensual attacks when Amplified

• Jade – Unchangeable issue with Hop Attacks and Temptation not being counted in the Blazing Nitro Kick out Krushing Blow requirement

Jax

• Jax – decreased the maximum clock allowed between hits during Gotcha Snatch

Johnny Cage

• Johnny Cage – Throwing Shade Krushing Blow directly does 90 damage (from 170) and causes a true stun

• Johnny John Milton Cage Jr. – Nigh Famous (Front Kick, Rearward Kick) has 4 more frames of hit vantage

Kano

• Kano – Total darkness Dragon Ball powered up by Vege-Mighty starts upwards in 10 frames (was 12), has 1 Thomas More active frame, has 20 more frames of blockstun and 1 more frame of recovery

• Kano – Black Dragon Ball powered upwardly by Vege-Mighty when oriented upward does 20 more damage and the stimulus has more leniency

• Kano – Molotov Cocktail starts up 2 frames faster, and recovers 5 frames quicker

• Kano – Material Sunburn damage increased away 20, inauguration is now 12 frames (was 14), recovers 1 skeletal system faster, hitstun increased away 13 frames, blockstun increased by 5 frames, and had its hit region familiarized

• Kano – Stuff Burn Amplified damage hyperbolic aside 20, startup reduced past 8 frames, recovery reduced by 7 frames, blockstun enhanced by 10 frames, pushback inflated, and had its hit region adjusted

• Kano – Natural science Cauterise Amplified can now be done as a tightlipped adaptation, which will causal agent a Molotov Cocktail flame DOT

• Kano – Low Hinge (Down + Front Kick) inauguration is now 9 frames (was 10) and recovers 2 frames faster happening block

• Kano – Fixed issue with Deadly Blow switching side when it hits mobile opponents at in for heights

Kitana

• Kitana – Edenian Razors now has 2 different ranges, is now a mid, has decreased pushback, has increased hitstun, had its shoot neighborhood adjusted, and slightly adjusted startup, active and recovery frames depending on when the push is released

• Kitana – Purple Shelter inauguration is now 5 frames (was 10), has 5 much athletic frames, and recovery has been reduced by 3 frames

• Kitana – Royal Protection buff duration is now 6 seconds (was 3 seconds), the damage buff along eminent parry was reduced to 33% (was 50%)

• Kitana – Incomplete-Blood Stance Gutted Krushing Blow recovery has been reduced

• Kitana – Half-Blood Posture Dive Kick now enters a duck hunting state on the 5th frame of the fire spell lowering to the footing

• Kitana – Square Wave and (Air) Square Wave now practise 80 damage (was 60)

• Kitana – Fixed topic with (Air) Square Wave that could leave an OTG attack to come

Kollector

• Kollector – Vial of Sorrow directly does 15 legal injury per tick of (was 20), duration is now 4 seconds (was 2 seconds), and had its stumble region adjusted

• Kollector – Base Turkey explosion when connecting with Ampoule of Sorrow flames has increased combo impairment grading and had its hitting region adjusted

• Kollector – Demonic Mace inauguration is now 29 frames (was 34), now has 3 levels of charge that causes increased blockstun the longer it is held

• Kollector – Up Diabolical Mace now has 3 levels of charge that causes exaggerated blockstun the yearner it is held

• Kollector – Damned Bola hit region belittled international of a jazz group and while opponent is in a jazz band the hit region is increased

• Kollector – Blood Money (Front Punch, Front Kick) has 1 more active frame, 1 fewer frame of recovery on girl, and had its hit region attuned

• Kollector – Mine Mine Mine (Back Lick, Front Perforate + Front Kick) has more combo legal injury grading and can now cost off into Fatal Blow

• Kollector – Greed (Away + Back Puncher, Social movement Kick, Front Kick) and had its hit region adjusted

• Kollector – Take It All (Front Kick, Back Plug) Krushing Muck up recovery familiarised

• Kollector – Death Spin (Away + Front Kick) had its hit region adjusted

• Kollector – Korrupted Bang (Towards + Front Kick) can right away be cancelled on perpendicular block/neglect

• Kollector – Paid In Full (Towards + Front Quetch, Front Punch) startup is now 13 frames (was 12), recovers 3 frames slower on miss, hit reaction when connecting with an mobile opponent changed, 10 Thomas More frames of blockstun with increased pushback, and had its reach domain well-adjusted

• Kollector – With Occupy (Towards + Front Kick, Front Punch, Back Lick) hit reaction when connecting with an mobile opponent altered, 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 much active frames, 10 more frames of blockstun with hyperbolic pushback, recovers 2 frames slower along young lady, and had its hit region adjusted

• Kollector – Tax Burden (Back Kick) cancel skeleton is 1 frame subsequent, recovery reduced by 6 frames along hit/block, blockstun decreased away 5 frames, and had its hit part attuned

• Kollector – No Collateral (Back Kick, Second Kick up) inauguration is now 23 frames (was 26), hitting reaction when connecting with an mobile opponent changed, retrieval on hit/occlusion shrunken by 1 frames, recovery on miss reduced by 6 frames, and had its hit realm adjusted

• Kollector – Ravages Of Time (Back Kick, Back Quetch, Front Kick) startup is now 19 frames (was 20), damage scaling accrued, hit response changed, can no longer exist 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 + Plump for Lick) has 2 more progressive frames and 2 less frames of recovery on miss

• Kollector – Kura Slam (Jump + In reply Punch) had its hit region adjusted

• Kollector – Adjusted bump off region on Getup Attack/Flawless Barricade Attack "Flailing Macer"

• Kollector – Fixed issue that could cause Shotel Fury to not correctly facing opposition for the first collide with

• Kollector – Fixed optic issue with Kollector's Chained Ball when he is put into a "Finish Him" dizzy submit

• Kollector – Fixed upsho that allowed Rising Claws (Down + Back Punch) to equal off into Fatal later the first active frame

• Kollector – Far Fade Out now has 42 recuperation frames (up from 39)

Kotal Kahn

• Kotal Louis Isadore Kahn – Now has 1100 health points (up from 1000)

• Kotal Kahn – Coatl Put off instantly starts up in 10 frames (was 14), recovers 1 frame quicker

• Kotal Kahn – Attacks that connect with Coatl Hedge now recover arsenic if they let been Flawless Blocked

• Kotal Kahn – Tecuani Maul startup is 17 frames (was 19), recovers 16 frames faster along block, recovers 33 frames faster on miss, recovers 13 frames quicker on hit, hit region adjusted

• Kotal Kahn – Tecuani Mangle amplified recovers 20 frames quicker on block, recovers 33 frames quicker along Miss, recovers 13 frames faster on hit, and has a new seeable effect

• Kotal Kahn – (Air) Tecuani Swoop startup is 14 frames (was 13), recovers 3 frames faster on block/drop, and has 5 more frames of blockstun with inflated pushback

• Kotal Kahn – (Aerate) Tecuani Pounce Amplified startup is 1 frame slower, recovers 8 frames faster along block/miss, and has 5 more frames of blockstun with increased pushback

• Kotal Kahn – Mehtizquia (Out + Back Punch, Back Punch, Nominal head Kick) now has airborne frames that match the animation

• Kotal Kahn – Hammer Slam (Jump + Back Punch) and Straight Kick (Jump + Front man Kick) had their cancel frames adjusted

• Kotal Kahn – Side Strike (Down + Front Kick) startup is now 8 frames (was 9), recovers 3 frames quicker, and has 4 many frames of hitstun

• Kotal Kahn – Warrior Twisting (Down + Back Kick) has 1 more compose of hitstun

• Kotal Kahn – Flat issue with Tonatiuh Shaft sometimes not working correctly after a krushing gust occurs

Kung Lao

• Kung Lao – Order Of Light (Front Perforate, Back Punch, Front Punch) hitstun enlarged by 6 frames

• Kung Lao – Sweeping Razor (Away + Back Kick) recovery attenuated by 6 frames

• Kung Lao – Orbiting Chapeau now has 13 startup frames (down from 14), 5 Thomas More frames of blockstun, 5 more frames of hitstun, and 2 less recovery frames

• Kung Lao – Orbiting Lid 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 shape quicker and recovers 6 frames faster

Liu Kang

• Liu Kang – Double Dragon Kick (Towards + Front Kick) has reduced pushback on the second off

• Liu Kang – Dragon's Hint (Towards + Front Kick, In advance Kick, Front Kick) has 10 less frames of blockstun on the first hit with reduced pushback

• Liu Kang – Low-toned Fireball recovers 3 frames slower and has more frames of hitstun

• Liu Kang – The dynamical created from a successful Energy Parry while Dragon Fire is activist will now cause a true stun

• Liu Kang – All Dragon's Invest attacks each do 20 more than price

• Liu Kang – Dragon's Gift High Attack now causes increased pushback

• Liu Kang – Dragon's Gift Overhead Attack had its hit region adjusted

Noob Saibot

• Noob – Shadow Tackle Amplified damage increased by 40

• Noob – Shadow Slew now has 1 more recovery couc, travel speed slightly reduced, and can now comprise amplified

• Noob – Ghostball recovery reduced by 14 frames

• Noob – adjusted stamina regeneration after Ghostball debuff expires

• Noob – "Vestige Impress" ability can now correctly be parried away low-altitude parry moves

• Noob – Boot Slide (Down + Front Kick) has 2 more frames of recovery on hit/miss and 4 Sir Thomas More frames of hitstun

• Noob – Reaping hook Strike (Down + Back Kick) has 2 to a greater extent frames of recovery, 2 less frames of hitstun, and had its hit neighborhood adjusted

Raiden

• Raiden – Lightning Expunge Amplified now tracks the opponent

• Raiden – Galvanic Burst startup is now 19 frames (was 17), has 1 less existing frame, recovers 3 frames quicker

• Raiden – Electric Bristle causes increased blockstun and pushback patc Quick Charge is eruptive

• Raiden – Electric Contemporary combo wrong scaling adjusted and recovery small aside 4 frames

• Raiden – Current Amplified is now a middle, causes a popup on arrive at if done piece Quick Charge is hands-on, has 1 frame more recuperation on block, and had its hit region weighted

• Raiden – Discharge startup is at present 6 frames (from 4), has 1 more bustling frame, arrive at reaction has been adjusted so hit advantage is the same if done on grounded or airborne opponents

• Raiden – Discharge Amplified had its hit part adjusted

• Raiden – Far Sparkport now has 21 recovery frames (up from 19)

Scorpion

• Scorpion – Scheol Porthole and (Air) Hell Larboard are at once high attacks

• Scorpion – Low Jab (Down + Frontal Punch) recovery augmented away 1 frame

• Scorpio the Scorpion – Quick Kick (Push down + Back Kick) convalescence increased by 5 frames

• Scorpio – Fixed a rare issue with Spear follow-up hit that could cause it to miss

Skarlet

• Skarlet – Obelisk Dance Amplified Krushing Blow Held Chip input is now the castigate button

• Skarlet – Reaching Mop up (Away + Back Kick) at present has 5 fewer recovery frames

• Skarlet – Silent Stab (Down + Front Punch) now has 3 more frames of hitstun

• Skarlet – Gig Fall (Down + Face Kick) has a various hit chemical 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 (Forth + Front Bif, Back Clout) Krushing Blow not working correctly with Easy Krushing Blows in rehearse mode

• Skarlet – Bloodport Off the beaten track now has 50 convalescence frames (up from 42)

Sonya Blade

• Sonya – Now has 950 health points (down from 1000)

• Sonya – Amplified Energy Rings when dash cancelled now has more damage grading

• Sonya – Amplified Air Control now does 60 damage (was 20) but does non cause a pop up

• Sonya – Fixed issue causing an unintentional side switch when Sonya wins the final round with Amplified Dispirited Kounter

Shao Louis Isadore Kahn

• Shao Kahn – Now has 1050 health points (upwardly from 1000)

• Shao Kahn – Disintegration Krushing Blow recovers faster

• Shao Kahn – Forward Throw Krushing Blow recovers slightly faster and leaves hostile 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) call off frame occurs 1 frame earlier and has 1 more recovery frame

• Shao Kahn – Warlord (Front Punch, Game Plug) cancel frame occurs 2 frames sooner, 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 area adjusted

• Shao Kahn – DIE (Front Lick, Hindmost Punch, In advance Punch + Front Kick) inauguration is instantly 26 frames (was 27), and its hit region adjusted, and hind end no longer be cancelled into primary moves when it is out of use

• Shao Kahn – Takeover (Front Bif, Back Kick) startup is now 16 frames (was 19)

• Shao Kahn – Tenderizer (Away + Back Punch) has 1 to a greater extent active frame, delete frames occurs 1 frame earlier, 1 frame less recovery, and had its hit realm adjusted

• Shao Kahn – Rage Coin (Towards + Back Punch) directly has 8 more frames of hitstun and does a different hit chemical reaction

• Shao Kahn – Will You Fail (Towards + Back Plug, Front Perforate) cancel frame at once occurs 3 frames earlier

• Shao Kahn – Bow To Maine (Towards + Back Punch, Frontal Bif, Back Punch) startup is 21 frames (was 23)

• Shao Kahn – Care Me (Towards + Back Punch, Back Kick back) startup is now 28 frames (was 26), recovers 18 frames quicker, when Flawless Blocked has 10 inferior frames of blockstun with reduced pushback

• Shao Kahn – Pounding Horn in (Jump + Front Punch) had its hit region adjusted

• Shao Kahn – Firm issue with Prime Shatter and Priming Shatter Amplified interacting with projectile destroying abilities

• Shao Kahn – Fixed audio issue when "Quest Hammer" ability is interrupted

• Shao Kahn – Fixed visual proceeds with Hammer aim playing incorrect animation when turning around while ducking

• Shao Kahn – Fixed issue with Forward Stroke Krushing Blow non operative correctly while the HUD is upset off

Shang Tsung

• Shang Tsung – Ground Eruption first smasher now does 50 damage (was 60), indorsement tally now does 40 damage (was 60)

• Shang Tsung – Primer Eruption Amplified at once does 30 price (was 60)

• Shang Tsung – Serpent Poke (Down + Presence Lick) now has 7 startup frames (down from 8), 2 much convalescence frames, and has 1 more frame of hitstun

• Shang Tsung – Ankle Snap (Down + Head-on Kick) now has 8 startup frames (down from 7), 2 more recovery frames, and has 1 more than physique of hitstun

• Shang Tsung – Fixed various visual effect issues while "Soul Swap" ability is performed

• Shang Tsung – Fix for visual issue with a floating weapon system appearance later on performing Kollector's "Play For Souls" Krushing Snow while morphed

• Shang Tsung – Fixed problem with Shang Tsung facing the incorrect centering after striking Kronika with Reptile Slideway

• Shang Tsung – Fixed a rare issue that could admit the legal injury buff from Soul Steal to persist into the adjacent round

Source: https://www.gamerevolution.com/guides/580779-mortal-kombat-11-august-switch-and-pc-update-patch-notes-nightwolf

Posted by: schaferevess1985.blogspot.com

0 Response to "Mortal Kombat 11 August Switch and PC Update Patch Notes | Nightwolf, balance changes, and more - schaferevess1985"

Post a Comment

Iklan Atas Artikel

Iklan Tengah Artikel 1

Iklan Tengah Artikel 2

Iklan Bawah Artikel