Mortal Kombat X recebeu uma nova atualização hoje. As principais novidades são:

  • É possível agora desativar o auto-save dos replays;
  • Arcade Sticks de PS3 podem funcionar com o DualShock 4 desligado, após terem sido sincronizados;
  • É possível deixar uma sessão de Rei da Colina sendo o rei e sem perder a luta;
  • Novos brutalities escondidos foram adicionados.

Além disso, diversos balanceamentos foram feitos com os personagens e você confere a lista mais abaixo.

Paralelo a isso, o patch prepara o jogo para receber o personagem via DLC Predator. Confira na galeria abaixo as skins para Jax, Johnny Cage, Scorpion e mais, além da skin clássica de UMK3 para Scorpion. Também teremos mais fatalities (provavelmente os clássicos que sabemos que seriam adicionados em algum momento).

 

 

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 (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 now heal her a small amount as she bites
  • Mileena (Ethereal) – Reduced the recovery on Vanish Away & Vanish Towards. Also allows for combos to continue afterwards.

 

  • 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 (Kobu Jutsu) – Back Stab combo (Away + FP, BP + BK, throw) can no longer be punished on hit
  • Tanya (Kobu Jutsu) – 2nd and 3rd 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