The Official Mortal Kombat X Thread (KOMBAT PACK 2 AVAILABLE NOW FOR PSN & XBL)

[h2]Mortal Kombat X (2015-) #24[/h2]
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Sonic Fox come back was ridiculous, shout out to DJT though.
 He's pretty much unstoppable at this point. He might even win CEO next Saturday at Orlando,FL. He also might even take ESL Top 16 and the biggest touney of them all EVO. I remember when he first started playing at offline tournaments around the time MK9 was still in it's prime. He had to be around 13 at the time
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I thought Tremor was next then Predator..
But Aliens would be perfect..
Depends what Terminator they use if true..
 
I thought Tremor was next then Predator..
But Aliens would be perfect..
Depends what Terminator they use if true..
I heard a while back that they moved up Predator and are leaving Tremor for last. NRS hasn't said anything about the next character though, which is strange.
 
[h2]Patch notes Xbox1 and PS4 6-23-15[/h2]
General Gameplay Fixes
  • You can now turn off auto saving of Match Replays in game play options (this is defaulted OFF you will need to turn these ON after getting this patch if desired)
  • Improvement to PlayStation[emoji]174[/emoji]3 system generic driver support (The user can now turn off the DUALSHOCK[emoji]174[/emoji]4 wireless controller after pairing a compatible fightstick to the console. The DUALSHOCK[emoji]174[/emoji]4 wireless controller can only be turned off AFTER pairing the fightstick.)
  • User now can leave a KOTH session as king without taking a loss
  • There are new secret brutalities to discover!
Character Specific Fixes
  • D'Vorah - reduced the cancel advantage after Pterothorax combo (Towards + FP, FP, BP) by 2
  • D’Vorah (Swarm Queen) - must be in the Bug Bomb held loop for 3 frames before you can dash cancel out of it
  • Cassie - Single Shot is +2 on hit (up from -9)
  • Ermac - adjusted hitbox on Soul Burst & Soul Burst to make it harder to low profile
  • Ermac - increased Soul Burst damage by 4
  • Ermac - increased Soul Blast damage by 10
  • Erron Black - increased the cancel advantage of Down + FK by 3 (no longer connects into Tackle on hit)
  • Ferra/Torr - increased damage on Grab 'n' Stab by 3
  • Ferra/Torr - increased damage on Deep Stab by 4
  • Goro - increased hit advantage on Shokan Grab & Shokan Slam to 28 (up from 8)
  • Goro (Kuatan Warrior) - increased hit advantage on Chest Lunge to 20 (up from 5)
  • Goro (Kuatan Warrior) - increased hit advantage on Chest Charge to 23 (up from 5)
  • Goro (Dragon Fangs) - increased hit advantage on Shokan Stabs to 22 (up from 7)
  • Goro (Dragon Fangs) - increased hit advantage on Shokan Massacre to 23 (up from 5)
  • Goro (Tigrar Fury) - decreased combo damage scaling after Ground Scorch
  • Jacqui - Stanky Leg (BK ~up BK) is now listed in the movelist
  • Jason - increased the hitbox on Back Breaker, Spine Shatter, Choke, Choke Slam, Tight Squeeze, & Crippler to make it harder to low profile
  • Jason (Relentless) - reduced the recovery frames on Dark Pursuit (enhanced) to 54 (down from 106)
  • Jax – opponent can no longer techroll after x-ray
  • Johnny Cage (Fisticuffs) – Away + FP now has 10 startup frames (up from 9)
  • Johnny Cage (Fisticuffs) - all Speed Bag hits are now always -3 on block instead of every 4th one being 0
  • Kano - Black Dragon Ball (enhanced) damage increased by 4
  • Kano - Uprise Ball (enhanced) damage increased by 3 and is now -5 on block (down from -27)
  • Kano (Commando) – Choke & Strangle are now -4 on block (down from -14)
  • Kenshi - Down + BK can no longer be high parried
  • Kenshi – it is now easier to juggle combo after Sword Dance
  • Kenshi – several moves were not combo damage scaling correctly on hit
  • Kenshi (possessed) - Sickle Lift reaction is now consistent (no longer more or less hit advantage depending on height)
  • Kenshi (Kenjutsu) - removed armor from Tele-Strike
  • Kitana – now pokes out with a fan in Punishing Poke (Down + FP)
  • Kitana - Rising Blades can now be special move 2in1’d out of on hit
  • Kitana - 2nd fan in enhanced Fan Toss is now a mid block
  • Kitana - Back Slash (Towards + FP) is now -9 on block (down from -34) +5 on hit (up from -20) and has 25 less recovery frames
  • Kitana - Learn Respect combo (Towards + FP, FP) is now -2 on block (down from -1FP) +6 on hit (up from -3) and has 9 less recovery frames
  • Kitana - Fake Out combo (BP, FP) is now +2 on block (down from -12)
  • Kitana - increased damage on Fan-Tastic combo (BP, FP, BP) by 4 and is now -3 on block (down from -10)
  • Kitana - Fan Swipe (Towards + BP) is now -6 on block (down from -18) +8 on hit (up from -14) and has 12 less recovery frames
  • Kitana - Gut Gash combo (Towards + BP, BP) -6 on block (down from -17) and has 9 less recovery frames
  • Kitana - increased combo damage scaling after Rightful Heir combo (Towards + BK, FK)
  • Kitana (Royal Storm) - Square Boost & Square Wave are now a hard knockdown
  • Kitana (Assassin) - reduced meter gain from parry
  • Kitana (Assassin) - Princess Parry startup is now 7 (down from 18)
  • Kitana (Mournful) - easier to juggle combo after Air Glaive Throw and Air Glaive Return
  • Kitana (Mournful) - Shadow Kick & Eclipse Kick startup is 12 (down from 14)
  • Kotal Kahn – Towards + FK can no longer be high parried
  • Kotal Kahn (Sun God) - improved hitbox on Sun God Choke
  • Kung Jin (Ancestral) - now goes into a ducking state during Low Shot
  • Kung Lao - no longer gains a bar of meter when doing a wakeup Hat Toss or Teleport
  • Kung Lao (Tempest) - Hat Spin & Orbiting Hat now correctly combo damage scale on hit
  • Kung Lao (Hat Trick) - Hat Call Back is now a mid block
  • Kung Lao (Hat Trick) - Hat Call Back of a Low Hat Trap is now a low block
  • Kung Lao (Hat Trick) - slightly easier to juggle combo after Hat Call Back
  • Kung Lao (Hat Trick) - reduced High Hat Trap recovery by 25 frames
  • Kung Lao (Hat Trick) - reduced Hat Trap & Low Hat Trap recovery by 15 frames
  • Liu Kang - adjusted several hitboxes to hit more consistently
  • Liu Kang - 3 more active frames on down BP
  • Liu Kang - now goes into a ducking state during low fireballs
  • Liu Kang (Flame Fist) - Windmill Punch & Windmill Flurry  can now be 2in1 special cancelled on block/hit
  • Liu Kang (Flame Fist) - Shaolin Flame can now be 2in1 special cancelled out of
  • Liu Kang (Dualist) - Low Soul Sphere is now a low block
  • Mileena - adjusted several hitboxes to hit more consistently
  • Mileena - Low Slash (down FP) no longer pushes opponents away before the active frames
  • Mileena - increased hit advantage on Rider combo (Away + BP, BP, throw) to 25 (up from -7)
  • Mileena (Ethereal) - Reduced the recovery on Vanish Away & Vanish Towards. Also allows for combos to continue afterwards.
  • Mileena (Piercing) - now goes into a ducking state during Low Sai
  • Mileena (Ravenous) - increased hit advantage on grab specials
  • Mileena (Ravenous) - doing the Quick Taste combo (Away + FP, BP, throw) will no heal her a small amount as she bites
  • Quan Chi - opponent can no longer techroll after x-ray
  • Quan Chi (Warlock) - victim is no longer throw immune after being hit by Portal Stab
  • Raiden - Supernatural combo (Away + FK, BK) can now be 2in1 cancelled out of
  • Raiden - reduced the hitbox of Electric Fly & Thunder Fly
  • Raiden (Thunder God) - slightly less chip damage on charged normals
  • Raiden (Master of Storms/Displacer) - now has a God's Rage combo (Towards + FP, BP, Away + BP)
  • Reptile - adjusted several hitboxes to hit more consistently
  • Reptile - can no longer repeatedly stack the damage nullification from Stealth & Invisibility
  • Reptile - Slithering Slaps (Away + BP) increased damage by 2
  • Reptile - increased damage of Slink combo (FP, BP, FP) by 4
  • Reptile - increased damage on Deadly Venom combo (FP, BK) by 4
  • Reptile - decreased damage of Dragon Kick (FK) by 2
  • Reptile - increased damage of Shedding Skin combo (FK, BK, Down + BK) by 2
  • Reptile - increased hit/cancel advantage on Sneaky Snake combo (Away + FP, Down + BK) by 20
  • Reptile - increased damage Toxic combo (Towards + FK, Away + BK) by 2
  • Reptile - Low Heel (Down + FK) now has 7 startup frames (down from 9) and is -3 on block (up from -2)
  • Scorpion - Eternal Vengeance combo (BP, FP, BK) has 4 less cancel advantage and no longer resets the block stun when it's 2in1 cancelled out of
  • Scorpion (Ninjutsu) - increased damage on Affliction combo (Away + FP, BP, FP) by 2
  • Scorpion (Ninjutsu) - increased damage on Doom Slice (Away + BP) by 4
  • Scorpion (Ninjutsu) - increased damage on Doom Blade (Towards + BP) by 4
  • Scorpion (Ninjutsu) - increased damage on Dead End combo (BP, FP, BP) by 2
  • Scorpion (Ninjutsu) – Downfall (Away + BK) now hits twice
  • Scorpion (Ninjutsu) - increased damage on Cataclysm combo (Towards + BK, BP) by 4
  • Shinnok - adjusted several hitboxes to hit more consistently
  • Shinnok (Necromancer) - adjusted tracking of Devil's Flick, Devil's Backhand, Summoned Fiend, & Summoned Slam
  • Shinnok (Necromancer) - increased damage on Judgment Fist & Judgment Smash by 3
  • Shinnok (Necromancer) - Devil's Flick is no -8 on block (up from -4)
  • Shinnok (Bone Shaper) - Dark Beam is now a high block and +8 on hit (up from -14)
  • Shinnok (Bone Shaper) - opponent can no longer techroll after Scepter Slam
  • Shinnok (Bone Shaper) - Deity  combo (Towards + BP, BP, throw) can now be 2in1 cancelled on hit
  • Sonya - adjusted several hitboxes to hit more consistently
  • Sonya – added 5 more recovery frames on Air Drop when missed
  • Sonya - Energy Blast is a mid block and -5 on block (up from -15)
  • Sonya - increased damage of Flying Kick (enhanced) by 4
  • Sonya - increased damage of Leg Slam by 5
  • Sonya (Covert Ops) - Garrote Parry is no longer throw immune
  • Sonya (Demolition) - increased cancel advantage on Boomer combo (FP, FP, BP)
  • Sonya (Demolition) - adjusted the damage & hit stun of the grenade attacks
  • Takeda (Shirai Ryu) – the last hit of Air Spear & Spear Ryu will now combo damage scale correctly
  • Takeda (Lasher) - Whip Thrash & Whip Strike now hits on both sides
  • Tanya – last hit of throw will now combo damage scale correctly
  • Tanya - adjusted several hitboxes to hit more consistently
  • Tanya - can't attack for 10 frames after a blocked Quick Teleport
  • Tanya - removed armor from Quick Teleport
  • Tanya (Kubu Jutsu) - Back Stab combo (Away + FP, BP + BK, throw) can no longer be punished on hit
  • Tanya (Kubu Jutsu) - 2[sup]nd[/sup] and 3[sup]rd[/sup] hits of Tonfa Swipe will have less block recovery frames the longer you delay the previous attack
  • Tanya (Pyromancer) – slightly increased pushback on blocked fireballs
 
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The thing I hate about NRS games is that they patch the game so asterisk frequently.
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Yup....  it throws everything off when they hit your character with the nerf bat. There's going to be at least 1 or 2 more patches until all DLC is released.

................ I'm salty that NRS nerfed Johnny Cage's fistacuffs speedbag hits
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I don't mind fixing things but my problem with NR is that they seem to changes things just because. Honestly is really WAY too soon to sit back and make hard frame changes to moves that aren't obviously broken. This is standard NR MO sadly.
 
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