Mortal Kombat 11 - monique.doubet
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Mortal Kombat 11 - monique.doubet
On behalf of the entire team at NetherRealm Studios and Warner Bros. Games, thank you to all of the fans who have supported Mortal Kombat throughout the past 30 years. As we look back on three decades of franchise history, the passion and excitement of our fans is the foundation that makes Mortal Kombat what it is today. To honor this milestone please enjoy our commemorative Mortal Kombat 30th Anniversary video and join us in celebrating 30 years of Kombat across all forms of entertainment, from videogames, to movies, to animation, and more.

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Mortal Kombat 11 - monique.doubet
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*Timing is for USA, movie release timings vary by country

Mortal Kombat 11 - BadDudeWill
Hello all, Here are the patch notes for the patch on 12/11!

General Gameplay Adjustments

Move list corrections Improvements to AI logic Adjusted cloth animations on several characters Fixed minor visual & audio issues with several Brutalities

Character Specific Adjustments

Cetrion - Fixed Hell's Wrath having an incorrect property that was causing it to be destroyed by Kollector's Vial of Sorrow

Jax - Cancel (Duck and Weave) now displays Punish instead of Kounter when hit during recovery & is no longer throw immune during some of its recovery frames

Johnny Cage - Hit impact effects during the animation of Fixed Pissed Off are no longer all yellow tinted if first his was an armor break

Joker - Getting Lit & Getting Lit Amplify can no longer sometimes cause invisible characters to become visible while in the ground fire

Kitana - Jump Attacks from (Air) Retreating Fan Flutter & Advancing Fan Flutter will now autoface the opponent Kitana - (Air) Advancing Fan Flutter now displays Punish instead of Kounter when hit during recovery & is no longer throw immune during some of its recovery frames Kitana - (Air) Piercing Dagger now displays Punish instead of Kounter when hit during recovery & is no longer throw immune during some of its recovery frames Kitana - (Air) Fan Toss now displays Punish instead of Kounter when hit during recovery & is no longer throw immune during some of its recovery frames

Kung Lao - Fixed an issue causing Rising Rim (Down + Back Punch) while not having Hat available to be immune to high attacks during some of its recovery frames Kung Lao - Cancel (Spiritual Guidance) is no longer throw immune during some of its recovery frames Kung Lao - Fixed some visual issues with Beaten and Broken (Fatal Blow) when done on the right side of some Arenas in certain circumstances

Mileena - Jump Attacks now have the same cancel properties & frame advantage on Block & Flawless Block as other characters Mileena - The opponent is no longer throw immune during the hit reaction to Sai Slide Amplify Krushing Blow

Rain - Hydro Boost no longer has slightly different properties when facing left or right Rain - Jump Attacks & Special Moves when executed during Hydro Boost & Hydro Boost Amplify now do slightly less damage and have a larger 6 frame window to Flawless Block Rain - Argus Plunge Amplify Krushing Blow will no longer sometimes cause the opponent to get up facing the wrong way when in the corner Rain - Katar will no longer sometimes cause a high pitched sound effect when connecting with metal parts on an opponent when attacks hits or are blocked

Rambo - Jump Attacks now have the same cancel properties & frame advantage on Block & Flawless Block as other characters Rambo - Getup/Flawless Block Attack (Up + Back Punch) is now correctly immune to throws & air attacks during its startup frames Rambo - Low Blow (Away + Front Kick) is now correctly a high parry instead of low parry

RoboCop - Fixed an issue with Flamethrower allowing opponent to be thrown during its hit reaction

Scorpion - Fixed an issue with Demon Breath allowing opponent to be thrown during its hit reaction

Sindel - Cancel (Regal Presence) is no longer throw immune during some of its recovery frames

Shang Tsung - Soul Swap can now kill an opponent if they are affected by Vile Inscriptions or Malignant Sorcery

Sheeva - Adjusted the projectiles of Flame Barrage (Dragon Stance) to now startup 3 frames apart and it can once again be projectile parried

Skarlet - Retch-Rebution now displays Punish instead of Kounter when hit during its recovery frames

Sub-Zero - Jump Attacks & (Air) Polar Axe when executed during Rising Ice Amplify now do slightly less damage
Mortal Kombat 11 - BadDudeWill
Hello all,
Here are the patch notes for today's patch!

General Gameplay Adjustments
Move list corrections
Improvements to AI logic
Added several new Brutalities for players to discover
Added an option to toggle the ability to use Kustom Variations in Tournament Mode Options
Slightly adjusted the head victim region location for all characters
Most Basic & Kombo Attacks now allow for button input buffer during their last 4 frames of recovery
Hop attacks are now also immune to Down + Front Punch Basic Attacks until their recovery frames
Getup recovery is now 4 frames faster
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)
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
Fixed a rare issue with throw escapes that could cause weapons held in hands to use an incorrect animation
Toward & Back Throws now lose trades to most other attacks and they do 10 less damage on their initial hit
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
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
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
Most Kombo Attacks can no longer hit opponents from behind unless the opponent is in a combo
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
Slightly adjusted victim regions on several regular reactions
Added 4k cinematics - optional free DLC available in the Steam DLC section
Added higher fidelity shadows through the Shadow Settings in the Options menu (Low, Medium, High, Ultra, Soft) – recommended for higher end machines
Shortened boot time - the game will now skip most splash screens on boot after the initial launch.

Kombat League / Online
Minor online stability improvements
Fixed several rare online desync causes
Added an Online Tutorial when you first go to the Online Menu that explains some parts of Kombat League & Matchmaking
Players can now use Kustom Variations in Kompetitive Modes

Krypt
Added new Nether Forge Recipes for players to discover
Added New Krypt Events

Towers of Time
Added New Player Module Rewards
Added a new Summonable Tower
Added new Augments for all characters
Added a new Konsumable called Elixir
Fixed various gameplay & visual issues with several Augments
Replaced some opponents in the Gauntlet with new characters

Character Specific Adjustments

Baraka - 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
Baraka - Straight Shank (Down + Towards + Front Punch) is now -6 on block (down from -3) and has 3 more recovery frames on miss
Baraka - Opponent's hop attacks are now immune to Straight Shank until its recovery frames
Baraka - Low Poke (Down + Front Kick) is now -5 on block (down from -4) and has 3 more recovery frames on miss
Baraka - 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


Cassie Cage - 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
Cassie Cage - 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
Cassie Cage - Opponent's hop attacks are now immune to Ball Buster until its recovery frames
Cassie Cage - 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


Cetrion - Low Wind (Down + Front Punch) now has 3 more recovery frames on miss and 4 more frames of hit advantage on a grounded opponent
Cetrion - 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
Cetrion - 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
Cetrion - Fixed a rare issue with Conflux of Elements which could cause other elements besides Hallowing Winds to alter the opponent's air movement


D'Vorah - Low Sting (Down + Front Punch) now has 3 more recovery frames on hit and 3 more frames of hit advantage on a grounded opponent
D'Vorah - Slight Sting (Down + Back Kick) now has 4 more frame of hit advantage on a grounded opponent
D'Vorah - 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
D'Vorah - slightly reduced the hit regions of Bug Bash (Towards + Front Punch)
D'Vorah - slightly increased the range of Bot Fly (Towards + Front Punch, Front kick) when opponent is in a combo


Erron Black - Ducking victim regions slightly increased
Erron Black - Low Boot (Down + Front Kick) is now -5 on block (down from -3) and 2 more recovery frames on miss
Erron Black - 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
Erron Black - Sandy Sole (Down + Back Kick) is now -7 on block (down from -3)
Erron Black - Slightly increased the hit regions of Ghost Koins (Fatal Blow) when opponent is in a combo
Erron Black - 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
Erron Black - Removed some instances where Zaterrean Spit could damage opponents when they are invulnerable to attacks
Erron Black - 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


Frost - Frigid Palm (Down + Front Punch) is now -5 on block (down from -4)
Frost - 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
Frost - Slightly adjusted the victim regions on the hit reaction to Freezer Burn (Away + Front Punch, Back Punch)
Frost - Removed some instances where Core Trap could damage opponents when they are invulnerable to attacks


Geras - 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
Geras - Gauntlet Slam (Down + Front Kick) now has 5 more frames of hit advantage on a grounded opponent
Geras - Pounding Sand (Down + Back Kick) now has 3 more frames of hit advantage on a grounded opponent


Jacqui Briggs - 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
Jacqui Briggs - 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
Jacqui Briggs - 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
Jacqui Briggs - Bionic Dash is now -12 on block (down from -7)
Jacqui Briggs - Jump Attacks & Special Moves when executed during Bionic Bounce do slightly less damage and have a larger 6 frame window to Flawless Block
Jacqui Briggs - 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
Jacqui Briggs - Removed some instances where the dot damage of Grenade Launcher could damage opponents when they are invulnerable to attacks


Jade - 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
Jade - 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
Jade - Pierced (Down + Back Kick) is now -7 on block (down from -6), has 2 more recovery frames on hit& on miss, and 2 more frames of hit advantage on a grounded opponent
Jade - 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 & on miss
Jade - adjusted the repel region on Pole Vault during its startup frames
Jade - Fixed an issue that could cause visual effect lingering on Delia's Dance Gear Ability
Jade - Slightly reduced the combo damage scaling after Toward Throw Krushing Blow


Jax - 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
Jax - 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
Jax - 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
Jax - Step Back (Down + Back Kick) has 4 less recovery frames on hit and 5 more frames of hit advantage on a grounded opponent


Johnny Cage - Low Jab (Down + Front Punch) is now -5 on block (down from -3), has 5 more recovery frames on hit & on miss, and 1 more frame of hit advantage on a grounded opponent
Johnny Cage - 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
Johnny Cage - 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
Johnny Cage - Cage Match (Front Kick, Back Kick, Up + Front Kick) is now considered grounded 5 frames earlier, matching when he visually lands on the ground
Johnny Cage - 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
Johnny Cage - Tear Jerker (Towards + Back Kick, Front Kick) is now considered grounded 2 frames earlier, matching when he visually lands on the ground
Johnny Cage - 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
Johnny Cage - Nut Punch amplify will now auto face the opponent
Johnny Cage - Pissed Off now breaks armor
Johnny Cage - Opponent's hop attacks are now immune to Nut Punch until its recovery frames
Johnny Cage - Fixed a rare visual issue with Sunglasses when Throwing Shades is flawless blocked
Johnny Cage - Adjusted camera & controller shakes on Toward & Back Throws


Kabal - Knee Buckle (Down + Front Punch) is now -5 on block (down from -4), has 3 more recovery frames on hit & on miss, and 3 more frames of hit advantage on a grounded opponent
Kabal - 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 & on miss, and 4 more frames of hit advantage on a grounded opponent
Kabal - 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
Kabal - Fixed a rare issue that could cause an improper animation to be used briefly on Kabal's Hook Swords when using Flash Parry


Kano - Knee Cutter (Down + Front Punch) is now -6 on block (down from -5), has 1 more recovery frame on hit & on miss and 5 more frames of hit advantage on a grounded opponent
Kano - Low Hinge (Down + Front Kick) now has a different hit reaction and 6 more frames of hit advantage on a grounded opponent
Kano - Devo Strike (Down + Back Kick) now has 6 more frames of hit advantage on a grounded opponent
Kano - Wheel Kick (Towards + Back Kick) will no longer sometimes switch sides with the opponent when done in certain circumstances
Kano - Removed some instances where Molotov Cocktail could damage opponents when they are invulnerable to attacks
Kano - Removed some instances where Bio-Magnetic Trap could damage opponents when they are invulnerable to attacks


Kitana - 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
Kitana – Fan Stab (Down + Back Kick) is now -9 on block (down from -8), has 1 more recovery frame on hit & on miss, and 7 more frames of hit advantage on a grounded opponent
Kitana - Neck Slice (Back Punch) now has 11 startup frames (down from 13)
Kitana - Royal Protection now increases damage on Quick Execution and Toward & Back Throws
Kitana - Edenian Razors now has 3 less recovery frames and only attacks with one Fan instead of three
Kitana - Edenian Razors can now be Amplified to attack with 2 additional Fans
Kitana - Edenian Twist Krushing Blow no longer is possible if Kitana is above 300 health while Fatal Blow is still on cooldown
Kitana - Upward Fan Toss now has 5 more recovery frames
Kitana - Upward Fan Toss Amply now has 1 more recovery frame and now enables autoblock which no longer allows for followup hits to combo
Kitana - Cancel (Half-Blood Stance) is no longer throw immune during some of its frames
Kitana - Far Dark Plunge (Edenian Fade) is now +12 on hit (up from -10) when connecting on the first active frame


Kollector - Bloody Nails (Down + Front Punch) is now -6 on block (down from -5), has 1 more recovery frame on hit & on miss, and 5 more frames of hit advantage on a grounded opponent
Kollector - 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
Kollector - 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
Kollector - Removed some instances where Vial of Sorrow could damage opponents when they are invulnerable to attacks


Kotal Kahn - 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
Kotal Kahn - 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
Kotal Kahn - Warrior Spin (Down + Back Kick) is now -9 on block (down from -8), has 1 more recovery frame on hit & on miss, and 4 more frames of hit advantage on a grounded opponent
Kotal Kahn - Slightly adjusted the victim regions on the hit reaction to Blade Push (Towards + Back Punch)
Kotal Kahn - 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 & on miss, 2 more frames of hit advantage on a grounded opponent, and its cancel frame is 2 frames earlier
Kotal Kahn - Slightly adjusted the victim regions on the hit reaction to Macuahuitl Swipe (Away + Back Punch)
Kotal Kahn - 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)
Kotal Kahn - Mehtizquia (Away + Back Punch, Back Punch, Front Kick) is now considered grounded 19 frames earlier, matching when he visually lands on the ground
Kotal Kahn - Slightly increased the range of the first hit of Yeyecame Disk Amplify
Kotal Kahn - Adjusted the repel region of Tecuani Maul and the first hit now has 32 more frames of hit advantage


Kung Lao - 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
Kung Lao - 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
Kung Lao - Back Kick (Down + Back Kick) is now -7 on block (up from -9), has 2 less recovery frames on hit & on miss, and 6 more frames of hit advantage on a grounded opponent
Kung Lao - Slightly increased the hit region of Hat Toss when opponent is in a combo
Kung Lao - 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
Kung Lao - Shaolin Slam (Teleport) on hit now causes both characters to be considered airborne until visually landing
Kung Lao - 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
Kung Lao - "Buzz Saw" now loses trades


Liu Kang - 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
Liu Kang - 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
Liu Kang - 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
Liu Kang - Slightly increased the hit regions of This Will Hurt (Away + Front Kick, Back Kick)
Liu Kang - Slightly increased the hit regions of Shaolin Strike


Noob - 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
Noob - Boot Slide (Down + Front Kick) now has 3 more recovery frames on hit & on miss, and 3 more frames of hit advantage on a grounded opponent
Noob - Sickle Strike (Down + Back Kick) now has 3 more frames of hit advantage on a grounded opponent
Noob - Slightly adjusted the hit regions of As One (Away + Front Punch, Front Punch + Front Kick)
Noob - Fixed a rare issue with As One (Away + Front Punch, Front Punch + Front Kick) & For The Brotherhood (Away + Front Punch, Front Punch + Front Kick, Back Punch) that could cause weapons held in hands to use an incorrect animation


Raiden - Side Strike (Down + Front Punch) is -6 on block (down from -3), has 3 more recovery frames on hit & on miss, and 3 more frames of hit advantage on a grounded opponent
Raiden - 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
Raiden - Sweeping Storm (Down + Back Kick) now has 13 startup frames (down from 14), 2 less recovery frames on hit & on miss, and 3 more frames of hit advantage on a grounded opponent
Raiden - 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
Raiden - Slightly adjusted the hit regions of Heavy Thunder (Jump + Front Kick)
Raiden - Removed some instances where Rolling Thunder could damage opponents when they are invulnerable to attacks
Raiden - Super Bolt now has 10 more frames of blockstun, has 6 more recovery frames on hit & on miss, and is now considered grounded after its active frames
Raiden - 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 & on miss


Scorpion - Low Jab (Down + Front Punch) is now -6 on block (down from -4), has 2 more recovery frames on hit & on miss, and 4 more frames of hit advantage on a grounded opponent
Scorpion - 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 & on miss, and 4 more frames of hit advantage on a grounded opponent
Scorpion - Quick Kick (Down + Back Kick) now has 1 more frame of hit advantage on a grounded opponent
Scorpion - Demon Dash now has 12 startup frames (up from 7)
Scorpion - Cancel (Misery Blade) is no longer throw immune during some of its frames


Skarlet - Silent Stab (Down + Front Punch) now has 1 more recovery frame on miss, and 3 more frames of hit advantage on a grounded opponent
Skarlet - Spear Strike (Down + Front Kick) is now -7 on block (up from -10)
Skarlet - 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
Skarlet - Removed some instances where Red Mist could damage opponents when they are invulnerable to attacks


Sonya - 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
Sonya - Side Boot (Down + Front Kick) now has a different hit reaction, has 5 more recovery frames on hit & on miss, and 4 more frames of hit advantage on a grounded opponent
Sonya - Low Burst (Down + Back Kick) now has 2 more recovery frames on hit and 6 more frames of hit advantage on a grounded opponent
Sonya - (Air) Soaring General is now a high block and breaks armor


Sub-Zero - 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
Sub-Zero - 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
Sub-Zero - Swing Kick (Down + Back Kick) now has 1 more frame of hit advantage on a grounded opponent


Shao Kahn - 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
Shao Kahn - Knee Shatter (Down + Front Kick) now has 3 more recovery frames on miss and 4 more frames of hit advantage on a grounded opponent
Shao Kahn - Side Spike (Down + Back Kick) is now -9 on block (down from -8), has 1 more recovery frame on hit & on miss, and 5 more frames of hit advantage on a grounded opponent


Shang Tsung - 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
Shang Tsung - 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
Shang Tsung - 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
Shang Tsung - Slightly increased the victim regions on Sorcerer Sweep (Away + Front Kick, Down + Back Kick)
Shang Tsung - The duration of Malignant Sorcery & Vile Inscriptions is now 240 frames (down from 420)
Shang Tsung - Corpse Drop now does 80 damage (down from 90)
Shang Tsung - When Explosive Corpses Gear Ability is equipped, Corpse Drop now does 60 damage (down from 90)
Shang Tsung - 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
Shang Tsung - Soul Swap can no longer kill an opponent but can still trigger Chip Avoided & Last Breath
Shang Tsung - Fixed a rare visual issue where an opponent's weapon props could get stuck in the ground during Shang Tsung's Back Throw


Nightwolf - Low Stab (Down + Front Punch) is now -6 on block (down from -4), has 2 more recovery frames on hit & on miss, and 3 more frames of hit advantage on a grounded opponent
Nightwolf - Uncertain Ground (Down + Front Kick) now has 2 more recovery frames on miss
Nightwolf - Hobbling Kick (Down + Back Kick) now has 6 more frames of hit advantage on a grounded opponent
Nightwolf - 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


Terminator - Gut Buster (Down + Front Punch) is now -5 on block (down from -4)
Terminator - Rising Boot (Down + Back Kick) now has 3 more frames of hit advantage on a grounded opponent
Terminator - Gut Buster (Down + Front Punch) while Endoskeleton is active now has the correct frame data
Terminator - Fixed a rare issue with Dark Fate (Away + Front Punch, Front Punch + Front Kick) & Dark Fate Amplify (Away + Front Punch, Front Punch + Front Kick, Amplify) that could cause weapons held in hands to use an incorrect animation


Sindel - Edenian Burst (Down + Front Punch) is now -5 on block (down from -3) and has 3 less recovery frames on hit
Sindel - Slightly adjusted the hit regions of Kewl Whip (Down + Back Kick) and it now has 3 less recovery frames on hit & on miss, and 6 more frames of hit advantage on a grounded opponent
Sindel - Slightly adjusted the hit regions of Getup/Flawless Block Attack (Up + Front Kick)
Sindel - Fixed a rare issue that could cause Deadly Echo to become disabled if used in certain circumstances


Spawn - Low Claw (Down + Front Punch) is now -6 on block (down from -4)


Joker - Joking Jab (Down + Front Punch) is now -6 on block (down from -5) and has 2 more recovery frames on miss
Joker - Wing Tip (Down + Front Kick) is now -6 on block (down from -5)
Joker - Big Finish (Down + Back Kick) now has 5 more frames of hit advantage on a grounded opponent
Joker - Toward Throw Krushing Blow no longer is possible if Joker is above 300 health while Fatal Blow is still on cooldown
Joker - Getting Lit Amplify no longer autofaces the opponent


Fujin - Gut Shot (Down + Front Punch) is now -6 on block (down from -4) and has 2 more recovery frames on miss
Fujin - Adjusted the victim regions of Low Drift (Towards + Front Kick)
Fujin - Slightly adjusted the victim regions on the hit reaction of Typhoon Release (Back Kick, Back Punch)
Fujin - Slightly adjusted the hit regions of Fatal Edge (Away + Front Punch, Front Punch)
Fujin - Adjusted the hit regions of Getup/Flawless Block Attack (Up + Back Punch)
Fujin - 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
Fujin - Adjusted the hit regions of the last hit of Wind Kicks Amplify
Fujin - Quick Slice (Away + Front Punch) now correctly plays a red hit effect on Kounter


RoboCop - Knee Kapper (Down + Front Punch) is now -6 on block (down from -5)
RoboCop - Ankle Breaker (Down + Front Kick) is now -9 on block (up from -10)
RoboCop - Quick Spray (Down + Back Kick) now has 1 more frame of hit advantage on a grounded opponent
RoboCop - Removed some instances where Cheval Trap could damage opponents when they are invulnerable to attacks
RoboCop - Slightly increased the projectile parry region of Riot Shield
RoboCop - Fixed an issue allowing Throw Escape to be possible during the recovery frames of Riot Shield


Sheeva - Short Hammer (Down + Front Kick) is now -6 on block (down from -4)
Sheeva - 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
Sheeva - Slightly increased the range of Blood Lust (Back Punch, Front Punch) & Slam Dance (Back Punch, Front Punch, Front Punch)
Sheeva - Slightly adjusted the hit regions of Tele-Stomp and it now has 1 less frame of startup and 1 more active frame
Sheeva - Spinning Dragon Amplify is no longer throw immune during some of its frames
Sheeva - Fixed a visual issue with several attacks displaying incorrect blood color against opponents that have non-red blood
Mortal Kombat 11 - BadDudeWill
Hello all,
Here are the patch notes for yesterday's PC patch.

General Gameplay Adjustments
· King of the Hill mode now correctly creates and populates lobbies
· All progression in the Krypt is reflected in the Kombat Kard Offline History's stats.
· Kitana's Fan Toss' projectile drops on the floor after hitting opponent.
· Added Kombat League 15 previews
· Minor input adjustments and fixes for Keyboard and Mouse.
· Localization update
Mortal Kombat 11 - BadDudeWill
Hello all,
Here are the PC Patch notes for today's patch!

Character Skin Pack Update
All Hallow’s Eve Skin Pack release, including Halloween inspired skins – “Beast Within” Johnny Cage, “Blizzard King” Sub-Zero and “Bad Medicine” D’Vorah. Available for Mortal Kombat 11 Aftermath owners.

General Gameplay Adjustments
Fixed an issue with Co-Op Towers where only 2 players could join the lobby
Fixed an issue with the Mouse cursor still being present in Photo Mode after toggling off UI
Fixed an issue with 21:9 aspect ratio during match searches
Reworked scrollbar functionality - Clicking the down arrow on scrollbars snaps the slider and selection to the bottom of the list.
Selecting a preset with mouse now equips instead of opening it.
Fixed an issue where rapidly selecting and deselecting character in King of The Hill mode causes several malfunctions of the mouse
Fixed an issue with placeholder letters appearing when attempting to create lobbies using the virtual keyboard
Mortal Kombat 11 - BadDudeWill
Hello all,
Here are the notes for today's PC Patch.

General Gameplay Adjustments

Post-Match Menu can now be properly navigated with a mouse even if Screen Adjust is not set to 100.
Fixed an issue where Mouse cursor would appear locked if Player 1 opened the Options Menu before Player 2 finalized their selection.

Fixed an issue where the Reward Menu would appear to be cut off in Screen Adjust was set to a low value.

Fixed an issue where the user could not ‘Equip Skin’ with a Mouse click.

The user is no longer able to manipulate the options with the mouse when the other player pauses the title

Xbox One controller tips now appear in loading screens when using the Xbox One controller.
Fixed an issue with the FPS meter overlapping the ping meter in Room Lobby.
‘View Profile’ option has been brought back.

Known Issues
We are aware of an issue with King of the Hill Mode and Group Battle modes - users will have trouble creating fully populated lobbies. We have deployed some adjustments however we are still working on a resolution for this issue and we will deploy an update as soon as it is resolved.
Mortal Kombat 11 - BadDudeWill
Hello all,
Here are the patch notes for today's patch.

General Gameplay Adjustments

· Move list corrections

Character Specific Adjustments

· Cetrion - Fixed a rare issue that could cause the first hit of Deadly Winds to not be able to trade under certain circumstances

· Cetrion - Bouncing Boulder no longer has its hit regions removed when it is reflected

· D’Vorah - Infested Krushing Blow now triggers when hitting Jacqui while she is airborne with Bionic Bounce, (Air) Shrapnel Blast, (Air) Prototype Rocket, and (Air) Grenade Launcher

· Kitana - Slightly adjusted the hit & repel regions of Square Wave and (Air) Square Wave

· Kotal Kahn - Mehtizquia Cut Amplify Krushing Blow now triggers when hitting Jacqui while she is airborne with Bionic Bounce, (Air) Shrapnel Blast, (Air) Prototype Rocket, and (Air) Grenade Launcher

· Sonya - Mortar Strike (K.A.T. Turret) will no longer sometimes fire in the wrong direction under certain circumstances

· Sonya - Fixed a visual issue with K.A.T. Turret - K.A.T. Tantrum damage effects not looking correct on some characters

· Shang Tsung - Fixed an issue that was preventing The Essence Thief Brutality from triggering correctly
Mortal Kombat 11 - BadDudeWill
Hello all,
Here are the patch notes for today's PC patch!

Below are the release notes for the 06/16 Mortal Kombat 11 PC update:

General Gameplay Adjustments

Move list corrections
Fixed a rare Audio related game freezing issue
Fixed some issues with certain attacks using the incorrect Augment Elemental Type
Adjusted some overlapping text Menus regarding Augments
Removed placeholders from the Online Menu
Implemented some input fixes for Keyboard and Mouse
Added Ultrawide support for new animations (fatalities, friendships)
Fixed some Menu related UI issues with Ultrawide.
Added the special discounted Time Krystal offer.

Towers of Time

Fixed some rare issues with the Downburst Augment
Missing Towers of Time for some players should be now be working correctly
Optimized performance in Towers of Time

Stage Specific Adjustments

Kronika's Keep - Adjusted how some special moves interact with an opponent hit by the Time Orb Background Interaction
Kronika's Keep - Fixed a graphical issue when performing specific attacks.
Arena Select – fixed the placement of the fighters in Arena Select when viewing it in Ultrawide


Character Specific Adjustments


Erron Black - The first 3 hits of Ghost Koins (Fatal Blow) no longer allow for Breakaway

Kabal - Fixed an issue with Buzzsaws playing an incorrect animation when hitting an opponent

Kitana - Fixed a rare issue that could result in the Armor from Augment Kahnt Touch This to remain active after certain circumstances

Kotal Kahn - Adjusted Totem buffs values when there are 2 or more stacks of Totems on screen
Kotal Kahn - The first hit of Pinned Down (Fatal Blow) no longer allows for Breakaway

Kung Lao - The first hit of Beaten And Broken (Fatal Blow) no longer allows for Breakaway

Noob - Shadow Klones will no longer sometimes continue to animate when hit by some projectile parries
Noob - Shadow Slide can now only be parried by low projectile parries

Fujin - Adjusted wind effects on opponent's cloth physics when Bending Wind (Away + Back Punch) is performed
Fujin - The final hit of Warped Needle Amplify now correctly works after it has been previously Flawless Blocked
Fujin - Fujin no longer sometimes has incorrect Gear Abilities in some Story Mode fights
Fujin - The first hit of Winds Of Change (Fatal Blow) no longer allows for Breakaway
Fujin - You can no longer do an extended combo against your opponent after Finish Him with Warped Needle until the Fatality window timeout has occurred
...

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