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Fighting games get patched to make fights as balanced as possible, but each patch tends to have its ups and downs.
Fighting games get patched to make fights as balanced as possible, but each patch tends to have its ups and downs. They’re generally designed to fix game-breaking bugs, exploits, and unfair character advantages. However, there’s inevitably a ripple effect, where gamers find themselves needing to learn new combos due to their favorites being nerfed or altered.
Mortal Kombat X players have already seen a wide variety of patchescome and go, either ushering in new updates and skins or simply fixing problems. The support of the game is far from over, with major news supposedly coming this week, and a new major balance patch rolling out over the next few days.
The latestpatch is massive, and includes a wide variety of general gameplay fixes and updates, along with a ton of character updates, nerfs, and buffs. Some of the general gameplay fixes to exploits and glitches that may be of interest to players include:
Removed the ability to add extra inputs while doing a normal attack 2 in 1 cancel which allowed some characters to have the special move cancel only occur on hit / block
Removed the ability to have some specific input timings on a 2in1 cancel so it could come out on block but not come out on hit on some normal attacks
Removed the ability to option select execute a special move or throw reversal after block stun while still holding the block button
Removed the ability to option select execute a wakeup non enhanced special move attack, wakeup throw, or wakeup backdash while still holding down the block button
Fixed several jump attacks moving backwards slightly on hit
Fixed several attacks causing an extra frame of recovery when you blocked them ducking
While some players have undoubtedly been taking advantage of some of these exploits, most will probably be pleased to know that they’re about to be fixed. The patch also features a wide variety of character changes, which can be found in full with the rest of the update notes here. There’s no exact date given for the patch, but players should expect to see it added to their copies of Mortal Kombat X over the next few days.
![Mortal Kombat X Raiden Render](https://lh3.googleusercontent.com/blogger_img_proxy/AEn0k_unOJUtRNiSP0RK1rXTvKa7zOu2uKcIDRiZOd5Z8-yTwFMkzJ_mUBCX9tMJ9lwB5cYI3A362yJApywmpASiHnVhP-1O99zXrFuR5fyWJhvyq8yEf3NnZw=s0-d)
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The recent tease tweet coming from co-creator and director of Mortal Kombat X , Ed Boon, hints that something exciting and new is going to be announced for Mortal Kombat X this week. This patch may be getting applied now to smooth out some of the advantages and glitches in the game prior to the release of new characters, which will undoubtedly need some new fixes of their own after they’ve been out for a while. There’s also a strong chance that another free DLCskin will be released alongside this patch, as NetherRealm Studios previously promised to release a free skin with every major game update. While getting accustomed to this patch may take a little time for some players, it will ultimately create a more even playing field for all characters.
Mortal Kombat X is still going strong, and it looks like gamers will soon have even more to look forward to with the title. Sadly, Mortal Kombat fans that have been waiting for PlayStation 3 and Xbox 360 copies are probably still reeling from the last-gen port’s cancellation. However, the continuing updates to the current-gen version show that NetherRealm Studios is dedicated to creating the best game it can. It’s hard to say what the update coming after this patch will be, but considering that Boon is purposefully building hype for it, it’ll probably be pretty good.
Mortal Kombat X 8-31-14 Patch Notes
General Gameplay fixes
Many move list corrections Removed the ability to add extra inputs while doing a normal attack 2in1 cancel which allowed some characters to have the special move cancel only occur on hit / block Removed the ability to have some specific input timings on a 2in1 cancel so it could come out on block but not come out on hit on some normal attacks Removed the ability to option select execute a special move or throw reversal after block stun while still holding the block button Removed the ability to option select execute a wakeup non enhanced special move attack, wakeup throw, or wakeup backdash while still holding down the block button Slightly adjusted several characters collision regions while crouch blocking Slightly adjusted several characters collision regions while attacking while jumping Slightly normalized how far some characters get pushed back on stumble block animations Fixed several jump attacks moving backwards slightly on hit Fixed several attacks causing an extra frame of recovery when you blocked them ducking
Character Specific Fixes Cassie – X-Ray is now +1 on hit (up from -5) Cassie (Brawler) – Air Power Slam does 3 more damage and is now -2 on hit (up from -7) Cassie (Spec Ops) – Target Paint now hits mid when it explodes on the ground
D’Vorah – Slightly adjusted Ovipositor Charge & Ovipositor Rush collisions to hit more consistently in combos D’Vorah – Can no longer cancel into Air Throw after a blocked jump attack D’Vorah (Brood Mother) – Double Bug Blast and Double Bug Blast (Meter Burn) no longer trigger auto block but have reduced hit stun D’Vorah (Brood Mother) – Krawler will no longer have its hit stun aborted when hitting someone during the first 10 frames of block stun D’Vorah (Brood Mother) – Krawler will now always disable autoblock to allow a combo afterwards D’Vorah (Brood Mother) – Fixed a bug where a reflected Krawler would not travel D’Vorah (Venomous) – Bug Burst now has 13 frames startup (down from 28) D’Vorah (Venomous) – Bug Spray now has 20 frames startup (down from 28) D’Vorah (Venomous) – Increased the initial damage on Bug Spray and Bug Burst D’Vorah (Venomous) – The FP,FP / FP,FP,BP / Down+FP / Jump+FP / Jump+BP attacks now also add Poison stacks
Ermac – Down+BK now hits low
Ermac – Away + BP is now +1 on hit (up from -4)
Ermac (Mystic) – Increased Levitate damage to 13 (up from 6) and Tele-Choke to 11 (up from 10)
Ermac (Spectral) – Increased Soul Charge damage to 11 (up from 9) and it now has 9 startup frames (down from 10)
Ermac (Spectral) – Can now perform Spectral Charge (enhanced Soul Charge)
Ermac (Spectral) – Removed 10 frames from Soul Charge recovery
Ermac (Spectral) – Can now chain combo FP > BP > FK > BK while hovering
Erron Black – Towards+FP,BP is now -1 on hit (up from -7) Erron Black – Throw is now -3 on hit (up from -10) Erron Black (Gunslinger) – Stand Off Stance now activates in 10 frames (down from 11) Erron Black (Gunslinger) – Stand Off Quick Shot is now -8 on block (down from -31) and is easier to juggle afterwards on hit Erron Black (Gunslinger) – Stand Off Spin Shot now has 20 startup frames (down from 22) and has 10 less recovery frames Erron Black (Gunslinger) – Slightly sped up Money Shot & Barrage and they have 7-9 less recovery frames depending on distance Erron Black (Gunslinger) – Money Shot & Barrage now hit overhead on the way down
Ferra/Torr – Adjusted several regular attack collisions to hit more consistently on ducking opponents and in combos Ferra/Torr – Increased damage of Tuck ‘n’ Trample to 13 (up from 9) Ferra/Torr (Ruthless) – Removed 20 recovery frames from Pain And Gain Ferra/Torr (Ruthless) – You can now dash cancel out of Pain And Gain after being stabbed, doing so will knock Ferra off of your back Ferra/Torr (Lackey) – Torr Charge (Meter Burn) no longer ignores damage scaling and had its damage increased by 2
Goro – Away+FP,BP,Up+BP has increased range Goro – Up+FP/Up+BP now has 9 startup frames (down from 14) Goro – Reduced the recovery on Stomp miss by 16 frames Goro – Adjusted the reaction to Towards+BP,FP,BK and it can now be 2in1 canceled out of Goro – Removed 5 recovery frames from Shokan Bolt Goro – You can now meter burn regular Punch Walk on hit Goro – Removed 2 startup frames from Stomp Goro (Kuatan Warrior) – Chest Lunge & Chest Charge now hit mid Goro (Dragon Fangs) – Removed the Down+Away+BP command attack Goro (Dragon Fangs) – Added Fang Low as a new special move (Away,Towards,BP) Goro (Tigrar Fury) – Removed 5 recovery frames from Flame Ball
Jacqui – You can now air 2in1 cancel out of Towards+BP,Up+BP
Jacqui – Towards+BP,Up+BP,BP+BK now hits overhead
Jacqui – You can now 2in1 cancel out of Away+BP and Away+FK,FK on block
Jacqui – FP now has 6 startup frames (down from 7)
Jacqui – BK has 8 starup frames (down from 11)
Jacqui – BK~Up+BK has more pushback on block
Jacqui – Down+FP now has 7 startup frames and is -4 on block (down from 8 startup and up from -7 on block)
Jacqui – Down+BP now has 9 startup frames (down from 11)
Jacqui – Away+FP,BP is now -3 on block (up from -18)
Jacqui – BP,FK is now -5 on block (up from -12)
Jacqui – BP,FK,FK is now -9 on block (up from -14)
Jacqui – Fixed a bug that was causing BK to sometimes be more negative on hit on ducking opponents
Jacqui – Slightly speed up Air Fake Out
Jacqui – Executing Air Fake Out and Tech Shield now gain a small amount of meter
Jacqui – Air Ground Tremor now pops the opponent up for a juggle combo
Jacqui (Full Auto) – Adjusted the reaction on towards +2,Up+2,BP+BK to make combos afterwards slightly easier
Jacqui (Shotgun) – Adjusted the reaction on Towards+FP,BP,BP+BK to make combos slightly easier
Jacqui (Shotgun) – Low Blast Double Barrel will now always stun regardless of distance
Jacqui (High Tech) – Opponent is now forced to block the 2ndhit of Plasma Burst
Jason – Corpse Grab & Corpse Slam now has 10 startup frames (down from 12) Jason (Slasher) – Increased the cancel advantage on Towards+BP by 5 Jason (Relentless) – Damned no longer carries over between rounds Jason (Relentless) – Damned increased to 10%/20%/33%/50% damage at under 50%/25%/10%/5% health (up from 3%/7%/12%/18% damage at under 75%/50%/25%/5% health) Jason (Unstoppable) – You can now hold down to have Resurrection not trigger after losing all of your health when it is not your final round
Jax – Adjusted several regular attack collisions to hit more consistently on ducking opponents and in combos
Johnny Cage – Adjusted several regular attack collisions to hit more consistently on ducking opponents and in combos Johnny Cage – Towards+BP is now -1 on hit (up from -8) Johnny Cage – Towards+FK,BK is now -3 on block (up from -8) Johnny Cage (Stunt Double) – Can now also execute Mimic Eclipse Kick cancel out of Mimic summon
Kano – Adjusted several regular attack collisions to hit more consistently on ducking opponents and in combos
Kano – Slightly increased the hit cancel advantage on Away+FP, Away+FP,BP, Towards+BP, Towards+BP,FP, Towards+FK,FK, Away+FK, Away+FK,FP, Towards+BK
Kano – Up Ball & Uprise Ball will now hit twice on block more often on ducking opponents
Kano – Air Ball is no longer punishable if used at the end of some long combos
Kano (CutThroat) – Decreased the dam buff on Charge Up to 33% down from 50%
Kano (CutThroat) – Reduced the recovery on Charge Up by 13 frames
Kano (Cybernetic) – Reduced the meter gain from Upward Laser
Kano (Cybernetic) – Adjusted the reaction on Upward Laser (Meter Burn) to allow for slightly easier follow up combo
Kano (Cybernetic) – Upward Laser now has 10 startup frames (down from 16) and does 7 damage (down from 9)
Kano (Commando) – You can now meter burn the last hit of the FK,BP,Throw/FP+FK combo to allow for a combo follow-up
Kenshi – Down+FK now hits low Kenshi – Fixed a bug that was causing FP,FP,FP to sometimes be more negative on hit on ducking opponents Kenshi (Balanced) – Removed 10 frames of whiff recovery from Tele-Flurry & Tele-Beat down Kenshi (Kenjutsu) – Removed 5 frames of whiff recovery from Tele-Toss & Tele-Strike Kenshi (Kenjutsu) – Away+BP now low crushes and has more pushback on block Kenshi )Kenjutsu) – Removed gap in the fp, fp, fp string
Kitana -Throw is now 0 on hit (up from -7) Kitana – Fixed a bug that was causing BP,FP to sometimes be more negative on hit on ducking opponents Kitana – Towards+fk, fk is now +3 on hit (up from -4)
Kotal Kahn – Adjusted several regular attack collisions to hit more consistently on ducking opponents and in combos Kotal Kahn – Away+FP has 9 startup frames (down from 10) Kotal Kahn – Away+BP now low crushes and has 25 startup frames (down from 27) Kotal Kahn – Towards+FP,BP is now -6 on block (up from -14) Kotal Kahn – Air Takedown attack priority now happens on frame4 (down from 8) Kotal Kahn – Mace Parry & Master Mace Parry now works against most projectiles Kotal Kahn – Mace Parry now has 7 startup frames (down from 9) and Master Mace Parry now has 1 startup frame (down from 4) Kotal Kahn (Blood God) – Kotal now gains meter on being hit and when blocking while Obsidian Totem is active Kotal Kahn (Blood God) – Blood Offering will now add its damage to an active Blood Totem Kotal Kahn (War God) – Sword Shake & Sword Quake are now a hard knockdown Kotal Kahn (Sun God) – has a new move Soul Spark (Towards,Down,Away,FK) which will grant him 1 level of Sun God Power Kotal Kahn (Sun God) – Increased the life gain from Soul Scorch and meter gain from Soul Burn
Kung Lao – Towards+FK now has 19 startup frames (down from 21)
Kung Lao – Towards+FK,Down+FK is now -12 on block (up from -22)
Kung Lao (Tempest) – Increased damage scaling after Hat Spin & Orbiting Hat and added a slight pushback on block
Kung Lao (BuzzSaw) – Low Grinder now starts slightly closer to Kung Lao making it less likely to miss someone running at him
Kung Lao (BuzzSaw) – Increased Grinder, Upward Grinder, & Low Grinder damage by 2
Kung Lao (Hat Trick) – Decreased damage scaling after Hat-A-Rang
Kung Jin – Away+BP is now -14 on block and 4 on hit (down from -24 on block and -8 on hit) Kung Jin – Adjusted the hitbox on Away+BP to hit from it’s max range Kung Jin (Shaolin) – Low Chakram now sets hit state to ducking Kung Jin (Shaolin) – Removed a blocking gap from BP, BP Kung Jin (Shaolin) – Low Chakram will now low profile under high projectiles
Liu kang – Reduced the cancel advantage Towards+BP,FP,FK on block by 5 frames Liu kang (Flame Fists) – Removed a gap before the last hit for Windmill Flurry and reduced its cancel advantage by 4 Liu kang (Dragon Fire) – Must be in the Dragon Fire held loop for 4 frames before you can dash cancel out of it when opponent is in block stun Liu kang (Dualist) – Solar Flare, Low Solar Flare, & Air Solar Flare no longer trigger autoblock Liu kang (Dualist) – Removed 5 recovery frames from Solar Flare and Low Solar Flare and 10 recovery frames from air Solar Flare Liu kang (Dualist) – Removed 7 recovery frames on Light / Dark Metamorphosis
Mileena – Towards+FK now low crushes Mileena – Towards+FK,BK is now -2 on hit (up from -4) Mileena – Towards+FK,BK,FK can no longer for 2in1 cancelled out of and is now -9 on block (up from -19) Mileena – Towards+FK,BK,BK can no longer for 2in1 cancelled out of, is now -11 on block (up from -26), and is now a hard knockdown Mileena – BK now has 11 startup frames (down from 13) Mileena (Piercing) – Away+FP is now -6 on block and 8 on hit (up from -16 and -2) Mileena (Piercing) – Away+FP,BP is now 2 on block (up from -3) Mileena (Piercing) – Towards+FP is now 2 on block and 9 on hit (up from -8 and -5) Mileena (Piercing) – Away+BPis now -4 on block (up from -9)
Predator – fk attack now hits high instead of mid
Predator – Down+FP is now -3 on block (down from 1)
Predator – Increased damage scaling on Scimitar Slam, & Smart-Disc
Predator – Added combo damage scaling to regular Scimitar Stab and Throw
Predator – Last hit of Scimitar Stab no longer ignores damage scaling
Predator (Hunter) – Increased damage scaling after Snag & Trap
Predator (Hunter) – Fixed a bug where the Snag would not go away when Predator was hit
Predator (Hish-Qu-Ten) – Increased damage scaling after Plasma Shot & Plasma Barrage
Predator (Hish-Qu-Ten) – Decreased hit advantage on Plasma Shot & Ground Plasma Shot by 5
Predator (Hish-Qu-Ten) – Adjusted the window of when you can choose the direction of the held Plasma Shot so you can no longer shot a low Shot that hits high
Quan Chi – Adjusted attack collision on Away+BP / Away+BP(held), Away+BP(held maximum time) now juggles for a combo afterwards Quan Chi – Down+FP now has 6 startup frames and is -7 on block (down from 9 and -10) Quan Chi – Away+BP is now -4 on hit (down from -8), Away+FK is now -3 on hit (down from -8) Quan Chi – Throw is now +2 on hit (up from -8) Quan Chi – Skull and Air Skull no longer force autoblock Quan Chi (Sorcerer) – Fixed a bug that would cause every 11th frame while standing in the Dark Curse rune to not have armor Quan Chi (Warlock) – Portal Scoop & Portal Slam now has 11 startup frames (down from 18) and is now a hard knockdown Quan Chi (Warlock) – Portal Scoop no longer ignores damage scaling on the last hit and had its damage increased by 2 Quan Chi (Warlock) – Portal Grab last hit no longer ignores damage scaling and had its damage increased by 2 Quan Chi (Summonner) – Demon Spark no longer forces auto block and allows for combos afterwards
Raiden – Adjusted several regular attack collisions to hit more consistently on ducking opponents and in combos Raiden – Lightning Projectile no longer causes auto block Raiden – Towards+BK is now -3 on block (up from -12) Raiden – Fixed a bug that was causing Away+FP,BK to sometimes be more negative on hit on ducking opponents Raiden (Displacer) – Removed 10 recovery frames from Teleport Raiden (Displacer) – Teleport (in front) no longer costs stamina Raiden (Master of Storms) – Static Trap now does small proximity damage to the opponent before they are activated
Reptile – Towards+BP is now +1 on hit (up from -8) Reptile – Acid Spit no longer triggers auto block and had its damage increased by 3 Reptile – Changed the Floating Ball motion to Down,Down,BLK Reptile – Removed 4 recovery frames from Forceball & Slimeball Reptile – Slightly loftier reaction on Slippery Slide Reptile – Removed 4 recovery frames from Acid Puddle Reptile – Klaw Swipe is now -6 on block (up from -11) Reptile – Klaw Slash is now -15 on block (down from -10) Reptile – Klaw Pounce is now -7 on block (up from -17) Reptile – Klaw Bounce is now -20 on block (down from -17) Reptile – Reptilian Dash is no longer a hard knockdown and had its reaction adjusted Reptile (Deceptive) – Activating stealth no longer triggers auto block on the opponent allow to continue some combos Reptile (Deceptive) – Reduced the recovery of stealth ex by 11 frames
Scorpion – Towards+BP now low crushes and has 17 frames startup (up from 15)
Scorpion – Increased the damage of Away+BP by 4
Scorpion (Inferno) – Low minion ex has 21 startup frames (down from 28) and does 5 damage (up from 3)
Shinnok – FK,FP is now +2 on hit (up from -7) Shinnok (BoneShaper) – Staff beam is now -12 on block (down from -4) and has increased pushback on hit Shinnok (Bone Shaper) – The range of Scepter Slam was slightly decreased
Sonya – Increased combo damage scaling after X-Ray Sonya – Away+FP,BK is no longer a hard knockdown Sonya – Fixed a bug that was causing BP,BP to sometimes be more negative on hit on ducking opponents Sonya (Covert Ops) – Last hit of Air Strike no longer ignores damage scaling Sonya (Demolition) – Lowered the input priority of Bake ‘n’ Wake on wakeup Sonya (Special Forces) – Increased Away+BP damage by 4
Subzero (Cryomancer) – Air Frost Hammer is now -2 on block (down from -8) Subzero (Cryomancer) – Frost Hammer has 31 startup frames (down from 36) and is -9 on block (down from -10) Subzero (Cryomancer) – Increased the hit cancel advantage on FP,FP,FP and the damage by 1 Subzero (Cryomancer) – Increased the hit cancel advantage on Towards+FP,BP Subzero (Cryomancer) – Reduced the damage of Towards+BK,BP,Throw/FP+FK combo by 9 Subzero (Cryomancer) – Can now 2in1 cancel out of Towards+BK,BP,Throw/FP+FK combo Subzero (Unbreakable) – Changed the input of Frozen Aura / Ice Aura to Down,Away,FK / Down,Away,FK+BLK Subzero (Unbreakable) – Can now execute the Ice Burst & Frost Bomb special moves Subzero (Unbreakable) – Ice Burst & Frost Bomb do additional while Frozen Aura & Ice Aura are active while removing the Aura Subzero (Unbreakable) – Activating Frozen Aura & Ice Aura no longer triggers auto block which can allow some combos to continue Subzero (Unbreakable) – Ice Aura has 16 less recovery frames Subzero (Grand Master) – Adjusted the validity check on Ice Statue
Takeda – Removed gap in the towards +Fp, bp,bp +bk string
Takeda – Adjusted several regular attack collisions to hit more consistently on ducking opponents and in combos
Takeda – BP now has 14 startup frames (down from 20) and is now 3 on hit (up from -7)
Takeda – Away+FP,FP is now +3 on hit (up from -6)
Takeda – BP,FP is now +2 on hit (up from -27)
Takeda – Away+BP is now +8 on hit (up from -7)
Takeda – Away+BP,FP is now +3 on hit (up from -10)
Takeda – Towards+BK now has 20 startup frames (down from 24) and is 2 on block (up from -6)
Takeda – Fixed a bug that was causing Towards+FP,BP to sometimes be more negative on hit on ducking opponents
Takeda – Can now cancel into X-Ray after a blocked jump attack
Takeda – You can now meter burn Fist Flurry on hit
Takeda – Tornado Kick is now -6 on block (up from -21) and is now always a hard knockdown
Takeda – Adjusted the reaction to Tri Kunai to connect more consistently in combos
Takeda (Shirai Ryu) – You can now charge Quick Phase to delay for 2 seconds (up from 1)
Takeda (Lasher) – You can now meter burn Whip Assault on hit
Takeda (Lasher) – Removed 5 recovery frames on hit from Whip Strike & Whip Thrash
Takeda (Lasher) – Has 2 new air command attacks on Towards+FP & Towards+BP
Takeda (Lasher) – Down+Towards+FP Low Slash is now 19 on hit (up from 4)
Takeda (Ronin) – Fixed a bug that was causing BP,FP to sometimes be more negative on hit on ducking opponents
Takeda (Ronin) – Shirai Ryu Kan does 10 damage (up from 9) and Double Shirai Ryu Kan does 14 damage (up from 11)
Takeda (Ronin) – Piercing Spark has 2 less recovery frames
Takeda (Ronin) – Away+FP now hits mid, has 11 startup frames (down from 13) and is -2 on block (up from -23)
Takeda (Ronin) – Away+FP,FP is now 0 on block (up from -21)
Takeda (Ronin) – BP now has 12 startup frames (down from 14)
Takeda (Ronin) – BP,FP is now +2 on block (up from -10) and now causes a different air reaction
Takeda (Ronin) – Away+BP now has 12 startup frames (down from 15)
Takeda (Ronin) – increased active frames on Shirai Ryu Kan until he is done rising
Tanya – There are now 8 min frames before you can dash cancel out of Teleport delay Tanya – Flip Kick is now always a hard knockdown Tanya – X-Ray is now 0 on hit (up from -6) Tanya (Kobu Jutsu) – Fixed a bug that was causing Tonfa Strike to have 2 hits of armor instead of 1
Tremor – bp and fk attacks now hit high instead of mid Tremor – Towards+BP has 1 less startup frame, is -6 on block (down from -11), and increased damage by 3 Tremor – FK,FK is now a hard knockdown Tremor – Rock Toss & Boulder Throw (including the variation versions) have 19 less recovery frames Tremor – Rolling Stone & Rolling Kutter (including the variation versions) have 10 less recovery frames Tremor – Stone Shatter & Rock Blast (including the variation versions) have 3 less startup frames and has 3 less recovery frames in Metallic while Golden Tremor – Stone Punch & Stone Slam (including the variation versions) have 3 less startup frames Tremor (Aftershock) – Airquake has 5 more block stun frames on the opponent Tremor (Aftershock) – delayed quake will no longer have its hit stun aborted when hitting someone during the first 10 frames of block stun Tremor (Crystaline) – Rock summon ex has 10 less recovery frames, increased rock throw damage by 3 Tremor (Crystaline) – Rockblaster will no longer have its attack cancelled in the corners of some backgrounds.
Mortal Kombat X is currently available on PC, PlayStation 4, and Xbox One.
Source: WB Games