Mortal Kombat X Changes

Nether Realm studios have announced that are a lot of changes coming to Mortal Kombat X the sequel to Mortal Kombat 9. The changes are to the moves themselves and they are for all the characters from original characters who were there without the kombat packs to those who came with DLC. They as follows.

“General Gameplay

  • 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

Cassie Cage

  • X-Ray is now +1 on hit (up from -5)
  • (Brawler) Air Power Slam does 3 more damage and is now -2 on hit (up from -7)
  • (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
  • Can no longer cancel into Air Throw after a blocked jump attack
  • (Brood Mother) Double Bug Blast and Double Bug Blast (Meter Burn) no longer trigger auto block but have reduced hit stun
  • (Brood Mother) Krawler will no longer have its hit stun aborted when hitting someone during the first 10 frames of block stun
  • (Brood Mother) Krawler will now always disable autoblock to allow a combo afterwards
  • (Brood Mother) Fixed a bug where a reflected Krawler would not travel
  • (Venomous) Bug Burst now has 13 frames startup (down from 28)
  • (Venomous) Bug Spray now has 20 frames startup (down from 28)
  • (Venomous) Increased the initial damage on Bug Spray and Bug Burst
  • (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
  • Away + BP is now +1 on hit (up from -4)
  • (Mystic) Increased Levitate damage to 13 (up from 6) and Tele-Choke to 11 (up from 10)
  • (Spectral) Increased Soul Charge damage to 11 (up from 9) and it now has 9 startup frames (down from 10)
  • (Spectral) Can now perform Spectral Charge (enhanced Soul Charge)
  • (Spectral) Removed 10 frames from Soul Charge recovery
  • (Spectral) Can now chain combo FP > BP > FK > BK while hovering

Erron Black

  • Towards+FP,BP is now -1 on hit (up from -7)
  • Throw is now -3 on hit (up from -10)
  • (Gunslinger) Stand Off Stance now activates in 10 frames (down from 11)
  • (Gunslinger) Stand Off Quick Shot is now -8 on block (down from -31) and is easier to juggle afterwards on hit
  • (Gunslinger) Stand Off Spin Shot now has 20 startup frames (down from 22) and has 10 less recovery frames
  • (Gunslinger) Slightly sped up Money Shot & Barrage and they have 7-9 less recovery frames depending on distance
  • (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
  • Increased damage of Tuck ‘n’ Trample to 13 (up from 9)
  • (Ruthless) Removed 20 recovery frames from Pain And Gain
  • (Ruthless) You can now dash cancel out of Pain And Gain after being stabbed, doing so will knock Ferra off of your back
  • (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
  • Up+FP/Up+BP now has 9 startup frames (down from 14)
  • Reduced the recovery on Stomp miss by 16 frames
  • Adjusted the reaction to Towards+BP,FP,BK and it can now be 2in1 canceled out of
  • Removed 5 recovery frames from Shokan Bolt
  • You can now meter burn regular Punch Walk on hit
  • Removed 2 startup frames from Stomp
  • (Kuatan Warrior) Chest Lunge & Chest Charge now hit mid
  • (Dragon Fangs) Removed the Down+Away+BP command attack
  • (Dragon Fangs) Added Fang Low as a new special move (Away,Towards,BP)
  • (Tigrar Fury) Removed 5 recovery frames from Flame Ball

Jacqui Briggs

  • You can now air 2in1 cancel out of Towards+BP,Up+BP
  • Towards+BP,Up+BP,BP+BK now hits overhead
  • You can now 2in1 cancel out of Away+BP and Away+FK,FK on block
  • FP now has 6 startup frames (down from 7)
  • BK has 8 starup frames (down from 11)
  • BK~Up+BK has more pushback on block
  • Down+FP now has 7 startup frames and is -4 on block (down from 8 startup and up from -7 on block)
  • Down+BP now has 9 startup frames (down from 11)
  • Away+FP,BP is now -3 on block (up from -18)
  • BP,FK is now -5 on block (up from -12)
  • BP,FK,FK is now -9 on block (up from -14)
  • Fixed a bug that was causing BK to sometimes be more negative on hit on ducking opponents
  • Slightly speed up Air Fake Out
  • Executing Air Fake Out and Tech Shield now gain a small amount of meter
  • Air Ground Tremor now pops the opponent up for a juggle combo
  • (Full Auto) Adjusted the reaction on towards +2,Up+2,BP+BK to make combos afterwards slightly easier
  • (Shotgun) Adjusted the reaction on Towards+FP,BP,BP+BK to make combos slightly easier
  • (Shotgun) Low Blast Double Barrel will now always stun regardless of distance
  • (High Tech) Opponent is now forced to block the 2ndhit of Plasma Burst

Jason Voorhees

  • Corpse Grab & Corpse Slam now has 10 startup frames (down from 12)
  • (Slasher) Increased the cancel advantage on Towards+BP by 5
  • (Relentless) Damned no longer carries over between rounds
  • (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)
  • (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 Briggs

  • 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
  • Towards+BP is now -1 on hit (up from -8)
  • Towards+FK,BK is now -3 on block (up from -8)
  • (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
  • 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
  • Up Ball & Uprise Ball will now hit twice on block more often on ducking opponents
  • Air Ball is no longer punishable if used at the end of some long combos
  • (Cutthroat) Decreased the dam buff on Charge Up to 33% down from 50%
  • (Cutthroat) Reduced the recovery on Charge Up by 13 frames
  • (Cybernetic) Reduced the meter gain from Upward Laser
  • (Cybernetic) Adjusted the reaction on Upward Laser (Meter Burn) to allow for slightly easier follow up combo
  • (Cybernetic) Upward Laser now has 10 startup frames (down from 16) and does 7 damage (down from 9)
  • (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
  • Fixed a bug that was causing FP,FP,FP to sometimes be more negative on hit on ducking opponents
  • (Balanced) Removed 10 frames of whiff recovery from Tele-Flurry & Tele-Beat down
  • (Kenjutsu) Removed 5 frames of whiff recovery from Tele-Toss & Tele-Strike
  • (Kenjutsu) Away+BP now low crushes and has more pushback on block
  • (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
  • Away+FP has 9 startup frames (down from 10)
  • Away+BP now low crushes and has 25 startup frames (down from 27)
  • Towards+FP,BP is now -6 on block (up from -14)
  • Air Takedown attack priority now happens on frame4 (down from 8)
  • Mace Parry & Master Mace Parry now works against most projectiles
  • Mace Parry now has 7 startup frames (down from 9) and Master Mace Parry now has 1 startup frame (down from 4)
  • (Blood God) Kotal now gains meter on being hit and when blocking while Obsidian Totem is active
  • (Blood God) Blood Offering will now add its damage to an active Blood Totem
  • (War God) Sword Shake & Sword Quake are now a hard knockdown
  • (Sun God) Has a new move Soul Spark (Towards,Down,Away,FK) which will grant him 1 level of Sun God Power
  • (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)
  • Towards+FK,Down+FK is now -12 on block (up from -22)
  • (Tempest) Increased damage scaling after Hat Spin & Orbiting Hat and added a slight pushback on block
  • (Buzzsaw) Low Grinder now starts slightly closer to Kung Lao making it less likely to miss someone running at him
  • (Buzzsaw) Increased Grinder, Upward Grinder, & Low Grinder damage by 2
  • (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)
  • Adjusted the hitbox on Away+BP to hit from it’s max range
  • (Shaolin) Low Chakram now sets hit state to ducking
  • (Shaolin) Removed a blocking gap from BP, BP
  • (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
  • (Flame Fists) Removed a gap before the last hit for Windmill Flurry and reduced its cancel advantage by 4
  • (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
  • (Dualist) Solar Flare, Low Solar Flare, & Air Solar Flare no longer trigger autoblock
  • (Dualist) Removed 5 recovery frames from Solar Flare and Low Solar Flare and 10 recovery frames from air Solar Flare
  • (Dualist) Removed 7 recovery frames on Light / Dark Metamorphosis

Mileena

  • Towards+FK now low crushes
  • Towards+FK,BK is now -2 on hit (up from -4)
  • Towards+FK,BK,FK can no longer for 2in1 cancelled out of and is now -9 on block (up from -19)
  • 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
  • BK now has 11 startup frames (down from 13)
  • (Piercing) Away+FP is now -6 on block and 8 on hit (up from -16 and -2)
  • (Piercing) Away+FP,BP is now 2 on block (up from -3)
  • (Piercing) Towards+FP is now 2 on block and 9 on hit (up from -8 and -5)
  • (Piercing) Away+BPis now -4 on block (up from -9)

Predator

  • FK now hits high instead of mid
  • Down+FP is now -3 on block (down from 1)
  • Increased damage scaling on Scimitar Slam, & Smart-Disc
  • Added combo damage scaling to regular Scimitar Stab and Throw
  • Last hit of Scimitar Stab no longer ignores damage scaling
  • (Hunter) Increased damage scaling after Snag & Trap
  • (Hunter) Fixed a bug where the Snag would not go away when Predator was hit
  • (Hish-Qu-Ten) Increased damage scaling after Plasma Shot & Plasma Barrage
  • (Hish-Qu-Ten) Decreased hit advantage on Plasma Shot & Ground Plasma Shot by 5
  • (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
  • Down+FP now has 6 startup frames and is -7 on block (down from 9 and -10)
  • Away+BP is now -4 on hit (down from -8), Away+FK is now -3 on hit (down from -8)
  • Throw is now +2 on hit (up from -8)
  • Skull and Air Skull no longer force autoblock
  • (Sorcerer) Fixed a bug that would cause every 11th frame while standing in the Dark Curse rune to not have armor
  • (Warlock) Portal Scoop & Portal Slam now has 11 startup frames (down from 18) and is now a hard knockdown
  • (Warlock) Portal Scoop no longer ignores damage scaling on the last hit and had its damage increased by 2
  • (Warlock) Portal Grab last hit no longer ignores damage scaling and had its damage increased by 2
  • (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
  • Lightning Projectile no longer causes auto block
  • Towards+BK is now -3 on block (up from -12)
  • Fixed a bug that was causing Away+FP,BK to sometimes be more negative on hit on ducking opponents
  • (Displacer) Removed 10 recovery frames from Teleport
  • (Displacer) Teleport (in front) no longer costs stamina
  • (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)
  • Acid Spit no longer triggers auto block and had its damage increased by 3
  • Changed the Floating Ball motion to Down,Down,BLK
  • Removed 4 recovery frames from Forceball & Slimeball
  • Slightly loftier reaction on Slippery Slide
  • Removed 4 recovery frames from Acid Puddle
  • Klaw Swipe is now -6 on block (up from -11)
  • Klaw Slash is now -15 on block (down from -10)
  • Klaw Pounce is now -7 on block (up from -17)
  • Klaw Bounce is now -20 on block (down from -17)
  • Reptilian Dash is no longer a hard knockdown and had its reaction adjusted
  • (Deceptive) Activating stealth no longer triggers auto block on the opponent allow to continue some combos
  • (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
  • (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)
  • (BoneShaper) Staff beam is now -12 on block (down from -4) and has increased pushback on hit
  • (Bone Shaper) The range of Scepter Slam was slightly decreased

Sonya Blade

  • Increased combo damage scaling after X-Ray
  • Away+FP,BK is no longer a hard knockdown
  • Fixed a bug that was causing BP,BP to sometimes be more negative on hit on ducking opponents
  • (Covert Ops) Last hit of Air Strike no longer ignores damage scaling
  • (Demolition) Lowered the input priority of Bake ‘n’ Wake on wakeup
  • (Special Forces) Increased Away+BP damage by 4

Sub-Zero

  • (Cryomancer) Air Frost Hammer is now -2 on block (down from -8)
  • (Cryomancer) Frost Hammer has 31 startup frames (down from 36) and is -9 on block (down from -10)
  • (Cryomancer) Increased the hit cancel advantage on FP,FP,FP and the damage by 1
  • (Cryomancer) Increased the hit cancel advantage on Towards+FP,BP
  • (Cryomancer) Reduced the damage of Towards+BK,BP,Throw/FP+FK combo by 9
  • (Cryomancer) Can now 2in1 cancel out of Towards+BK,BP,Throw/FP+FK combo
  • (Unbreakable) Changed the input of Frozen Aura / Ice Aura to Down,Away,FK / Down,Away,FK+BLK
  • (Unbreakable) Can now execute the Ice Burst & Frost Bomb special moves
  • (Unbreakable) Ice Burst & Frost Bomb do additional while Frozen Aura & Ice Aura are active while removing the Aura
  • (Unbreakable) Activating Frozen Aura & Ice Aura no longer triggers auto block which can allow some combos to continue
  • (Unbreakable) Ice Aura has 16 less recovery frames
  • (Grand Master) Adjusted the validity check on Ice Statue

Takeda

  • Removed gap in the towards +Fp, bp,bp +bk string
  • Adjusted several regular attack collisions to hit more consistently on ducking opponents and in combos
  • BP now has 14 startup frames (down from 20) and is now 3 on hit (up from -7)
  • Away+FP,FP is now +3 on hit (up from -6)
  • BP,FP is now +2 on hit (up from -27)
  • Away+BP is now +8 on hit (up from -7)
  • Away+BP,FP is now +3 on hit (up from -10)
  • Towards+BK now has 20 startup frames (down from 24) and is 2 on block (up from -6)
  • Fixed a bug that was causing Towards+FP,BP to sometimes be more negative on hit on ducking opponents
  • Can now cancel into X-Ray after a blocked jump attack
  • You can now meter burn Fist Flurry on hit
  • Tornado Kick is now -6 on block (up from -21) and is now always a hard knockdown
  • Adjusted the reaction to Tri Kunai to connect more consistently in combos
  • (Shirai Ryu) You can now charge Quick Phase to delay for 2 seconds (up from 1)
  • (Lasher) You can now meter burn Whip Assault on hit
  • (Lasher) Removed 5 recovery frames on hit from Whip Strike & Whip Thrash
  • (Lasher) Has 2 new air command attacks on Towards+FP & Towards+BP
  • (Lasher) Down+Towards+FP Low Slash is now 19 on hit (up from 4)
  • (Ronin) Fixed a bug that was causing BP,FP to sometimes be more negative on hit on ducking opponents
  • (Ronin) Shirai Ryu Kan does 10 damage (up from 9) and Double Shirai Ryu Kan does 14 damage (up from 11)
  • (Ronin) Piercing Spark has 2 less recovery frames
  • (Ronin) Away+FP now hits mid, has 11 startup frames (down from 13) and is -2 on block (up from -23)
  • (Ronin) Away+FP,FP is now 0 on block (up from -21)
  • (Ronin) BP now has 12 startup frames (down from 14)
  • (Ronin) BP,FP is now +2 on block (up from -10) and now causes a different air reaction
  • (Ronin) Away+BP now has 12 startup frames (down from 15)
  • (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
  • Flip Kick is now always a hard knockdown
  • X-Ray is now 0 on hit (up from -6)
  • (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
  • Towards+BP has 1 less startup frame, is -6 on block (down from -11), and increased damage by 3
  • FK,FK is now a hard knockdown
  • Rock Toss & Boulder Throw (including the variation versions) have 19 less recovery frames
  • Rolling Stone & Rolling Kutter (including the variation versions) have 10 less recovery frames
  • Stone Shatter & Rock Blast (including the variation versions) have 3 less startup frames and has 3 less recovery frames in Metallic while Golden
  • Stone Punch & Stone Slam (including the variation versions) have 3 less startup frames
  • (Aftershock) Airquake has 5 more block stun frames on the opponent
  • (Aftershock) delayed quake will no longer have its hit stun aborted when hitting someone during the first 10 frames of block stun
  • (Crystaline) Rock summon ex has 10 less recovery frames, increased rock throw damage by 3
  • (Crystaline) Rockblaster will no longer have its attack cancelled in the corners of some backgrounds”

It should also be noted that Nether realm is asking fans to watch their twitter page for this week for more news on the future of the game. I guess this is just a tip of the ice burg.

Article:http://shoryuken.com/2015/08/31/netherrealm-studios-kombat-kast-streaming-live-mortal-kombat-x-patch-notes-news-and-more/

As always thank you for reading.

About jcphotog

I am a gamer into fighting games perferablly such as King Of Fighters and Street Fighters. Also DMC and Ninja Gaiden as well. In recent years I have become a fan of two shooters. Fear and Resistance."
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