Mortal Kombat 11 Ultimate Launch Update patch notes
The latest patch for Mortal Kombat 11 comes with the change to Mortal Kombat 11 Ultimate, which also brings a free upgrade to the next gen platforms. This includes many changes, ranging from gameplay, Krypt, and many game characters. You can find the full patch notes below or on the Mortal Kombat website.
General gameplay settings
- Move list corrections
- AI logic improvements
- Added several new brutalities for players to discover
- Added option to enable / disable the ability to use Kustom variations in tournament mode options
- Slightly adjusted the location of the primary victim region for all characters
- Most Basic and Kombo attacks now allow button input buffering during their last 4 recovery frames
- Jump attacks are now also immune to Basic Down + Front Punch attacks until their recovery frames.
- Getup recovery is now 4 frames faster
- Delayed Getup now uses a single animation, displays an in-game message, and only has a single timing of 20 frames (previously Short was 15 and Long was 30 frames)
- Fatal Blows now has a larger 6-frame window for Flawless Block, has slightly less pushback on the block, and more pushback from blocking cornered opponents
- Fixed a rare issue with jet escapes that could cause handheld weapons to use incorrect animation
- Backward and forward throws now lose trades against most other attacks and deal 10 less damage on their initial hit.
- When a basic throw start is interrupted, the strike reaction will now occur at the character's current location, instead of the throw start location.
- Fixed a rare issue that could cause DOT Krushing Blow to persist after resurrections if the additional damage from the Krushing Blow cutscene caused death
- Fixed an issue that could cause incorrect victim regions to be used for a few frames if the player performed a dash forward and then held down without any other input
- Most Kombo attacks can no longer hit opponents from behind unless the opponent is in a combo
- Fixed a rare issue that could cause the opponent to ignore a physical attack if a projectile collided with a background at this very precise moment
- Slightly adjusted victim regions on several regular reactions
Kombat League / Online
- Minor online stability improvements
- Fixed several rare online desynchronization causes
- Added an online tutorial when you first access the online menu that explains some parts of Kombat League and matchmaking
- Players can now use Kustom variations in Kompetitive modes
- Players can now see an opponent's First Game online profile on the rematch screen after an online match
- Added support for Kross-Generation Play where kross-Play can be used
- There is now a main menu pop-up message notifying a user if they have been banned from online servers
Crypt
- Added new Nether Forge recipes for players to discover
- Added new Krypt events
Laps of time
- Added new player module rewards
- Added a new summonable tower
- Added new improvements for all characters
- Added a new Konsumable called Elixir
- Fixed various gameplay and visual issues with several improvements
- Replaced some opponents in the Gauntlet with new characters
Character-specific adjustments
Baraka
- Baraka - Low Stab (Down + Front Punch) is now -6 on the block (instead of -4), has 2 additional frames of recovery on failure, and 4 additional frames of hitting advantage on an opponent at ground
- Baraka - Right rod (Down + Towards + Front Punch) is now -6 on the block (instead of -3) and has 3 additional recovery frames on failure
- Baraka - Opponent's jump attacks are now immune to Straight Shank until his recovery is complete
- Baraka - Low Poke (Down + Front Kick) is now -5 on the block (instead of -4) and has 3 additional recovery frames on failure
- Baraka - Low Shank (Down + Towards + Front Kick) is now -6 on the block (instead of -4), has 2 additional frames of recovery on failure and 2 additional frames of hitting advantage over an opponent on the ground
Cassie Cage
- Cassie Cage - Straight Punch (Down + Front Punch) is now -6 on the block (instead of -4), has 2 additional frames of recovery on failure, and 3 additional frames of hitting advantage over an opponent at ground
- Cassie Cage - Side Kick (Down + Front Kick) now has a different kick reaction, has 2 additional frames of recovery on failure, and 4 additional frames of kick advantage over an opponent on the ground
- Cassie Cage - Opponent's jump attacks are now immune to Ball Buster until his recovery frames
- Cassie Cage - BLB-118 Bitchin 'Bubble now has a duration of 300 frames (was 400 frames) and will now disappear when Cassie is hit, has a parried attack, or performs a Back Throw
Cetrion
- Cetrion - Low Wind (Down + Front Punch) now has 3 additional frames of recovery on failure and 4 additional frames of hitting advantage over an opponent on the ground
- Cetrion - Krystal Kick (Down + Front Kick) now has a different strike reaction, has 4 additional recovery frames on hit, 2 additional recovery frames on failure, and 4 additional frames of hitting advantage over an opponent on the ground
- Cetrion - Krystal Heel (Down + Back Kick) is now at -6 on the block (instead of -5), has 1 additional recovery frame on failure, and 2 frames with less hitting advantage over an opponent on the ground
- Cetrion - Fixed a rare issue with Element Conflux that could cause elements other than Hallowing Winds to alter the opponent's air movement
D'Vorah
- D'Vorah - Low Sting (Down + Front Punch) now has 3 extra frames of recovery on hit and 3 extra frames of hit advantage on an opponent on the ground
- D'Vorah - Slight Sting (Down + Back Kick) now has an additional 4 frames of kick advantage over an opponent on the ground
- D'Vorah - Adjusted Tsetse's affected regions (towards + back punch, back punch, down + front punch + front kick) and he can now be steered from near or far
- D'Vorah - slightly reduced the affected areas of Bug Bash (Towards + Front Punch)
- D'Vorah - slightly increased the range of Bot Fly (Towards + Front Punch, Front kick) when the opponent is in a combo
Erron Black
- Erron Black - The regions affected by duckling have slightly increased
- Erron Black - Low Boot (Down + Front Kick) is now -5 on the block (instead of -3) and 2 more recovery images on failure
- Erron Black - Ankle Biter (Down + Towards + Front Kick) now has 8 start frames (instead of 9), has 1 less recovery frame on failure, 2 more frames of hitting advantage over an opponent on the ground and has an increased strike zone when the opponent is in a combo
- Erron Black - Sandy Sole (Down + Back Kick) is now -7 on the block (instead of -3)
- Erron Black - Slight increase in Ghost Koins hit regions (Fatal Blow) when the opponent is in a combo
- Erron Black - Down Peacemaker now has 20 boot frames (down from 15), is low block, -14 on block (from -8), -19 on flawless block (from -8), and 1 recovery image less on failure
- Erron Black - Removed some cases where Zaterrean Spit could damage opponents when they are invulnerable to attacks
- Erron Black - Fixed an issue that could cause juggling hits after juggling Krushing Blow during the Finish Him to not allow a Fatality to be performed.
Gel
- Gel - Frigid Palm (Down + Front Punch) is now -5 on block (instead of -4)
- Gel - Chest Cold (Down + Front Kick) is now -6 on block (instead of -3), has 1 less recovery frame in case of a hit, and 4 more frames of more hit advantage on an opponent on the ground
- Gel - Slightly adjusted the victim's regions on the reaction to the blow to Freezer Burn (Away + Front Punch, Back Punch)
- Gel - Removed some cases where Core Trap could damage opponents when they are invulnerable to attacks
Geras
- Geras - Knee Bash (Down + Front Punch) is now at -6 on the block (instead of -5), has 3 additional recovery frames on failure and 2 additional frames of hitting advantage over an opponent on the ground
- Geras - Gauntlet Slam (Down + Front Kick) now has 5 additional frames of hitting advantage over an opponent on the ground
- Geras - Pounding Sand (Down + Back Kick) now has 3 additional frames of hitting advantage over an opponent on the ground
Jacqui Briggs
- Jacqui Briggs - Straight Jab (Down + Front Punch) is now -6 on the block (instead of -3), has 3 additional frames of recovery on failure, and 3 additional frames of hitting advantage over an opponent at ground
- Jacqui Briggs - Side Strike (Down + Front Kick) now has a different strike reaction, has 5 additional recovery frames on failure and 3 additional frames of strike advantage over an opponent on the ground
- Jacqui Briggs - Slightly adjusted the affected regions of Leaping Bow (Away + Front Punch) and it now has 1 less active frame, 1 additional recovery frame on failure and more block pushbacks from cornered opponents
- Jacqui Briggs - Bionic Dash is now at -12 on block (instead of -7)
- Jacqui Briggs - Jump attacks and special moves when performed during bionic bounce do a little less damage and have a larger 6-frame window to Flawless Block
- Jacqui Briggs - Prototype Rocket is now -16 on block (instead of -14), has 12 additional recovery frames on hit and has 2 additional recovery frames on failure
- Jacqui Briggs - Removed some cases where Grenade Launcher damage points could damage opponents when invulnerable to attacks
Jade
- Jade - Straight Palm (Down + Front Punch) is now -6 on the block (instead of -4), has 2 additional recovery frames on hit, has 2 additional recovery frames on failure, and 4 frames additional hitting advantage over an opponent on the ground
- Jade - Side heel (low + front kick) now has a different kick reaction, and is now -5 on block (instead of -4), has 1 additional recovery frame on hit, and 4 frames additional hitting advantage over an opponent on the ground
- Jade - Pierced (Down + Back Kick) is now -7 on the block (instead of -6), has 2 additional recovery images on hit & on miss, and 2 more images of advantage of striking on an opponent on the ground
- Jade - Getup / Flawless Block Attack (Up + Front Kick) is now -8 on the block (instead of -6), and -13 on the flawless block (instead of -16), and 3 recovery frames in less on hit & on miss
- Jade - adjusted the repulsion region on Pole Vault during its boot images
- Jade - Fixed an issue that could cause a lingering visual effect on Delia's dance gear ability
- Jade - Slightly reduced combo damage scale after Toward Throw Krushing Blow
Jax
- Jax - Knee Jab (Down + Front Punch)) is now at -5 on the block (instead of -4), has 1 other image of recovery on failure, and 1 more image of hitting advantage on an opponent on the ground
- Jax - Slightly adjusted the affected regions of Quick Drill (Down + Front Punch, Back Punch) and it now has 4 active frames (instead of 2), 2 less recovery frames when absent and its undo frame is 2 images earlier
- Jax - Side Strike (Down + Front Kick) now has a different strike reaction, and is now -6 on the block (instead of -7), has 4 additional recovery frames on hit, 2 additional recovery frames on failure and 5 additional images to gain the advantage over an opponent on the ground
- Jax - Step Back (Down + Back Kick) has 4 less recovery images on a hit and 5 more images of kick advantage over an opponent on the ground
Johnny Cage
- Johnny Cage - Low Jab (Down + Front Punch) is now -5 on the block (instead of -3), has 5 additional recovery frames on hit & on miss, and another 1 frame of hitting advantage on an opponent at ground
- Johnny Cage - Low Boot (Down + Front Kick) is now -5 on the block (instead of -4), has 2 additional recovery images on hit, has 4 additional recovery images on failure, and 4 additional images of hitting advantage over an opponent on the ground
- Johnny Cage - The Gist Of My Fist (Towards + Back Punch, Front Punch, Back Punch) is now considered grounded 7 frames earlier, matching when it visually lands on the ground
- Johnny Cage - The cage match (front kick, back kick, high + front kick) is now considered to be on the ground 5 frames earlier, matching when it visually lands on the ground
- Johnny Cage - Making Headlines (Away + Front Kick, Back Kick, High + Front Kick + Back Kick) is now considered anchored 5 frames earlier, matching when it visually lands on the ground
- Johnny Cage - Tear Jerker (Towards + Back Kick, Front Kick) is now considered to be on the ground 2 frames earlier, matching when it visually lands on the ground
- Johnny Cage - Slightly adjusted the affected regions of Hop Kick (Hop + Front Kick / Back Kick) and it now has 5 active frames (instead of 3) and 2 less recovery frames when missing
- Johnny Cage - Nut Punch amplification will now automatically face the opponent
- Johnny Cage - Pissed Off now breaks the armor
- Johnny Cage - Opponent's jump attacks are now immune to Nut Punch until his recovery images
- Johnny Cage - Fixed rare visual issue with sunglasses when throwing blinds is perfectly blocked
- Johnny Cage - Adjusted camera and controller shake on forward and backward throws
Kabal
- Kabal - Knee Buckle (Down + Front Punch) is now -5 on the block (instead of -4), has 3 additional recovery frames for hits and misses, and 3 additional frames for hitting advantage on an opponent on the ground
- Kabal - Side Kick (Down + Front Kick) now has a different hit reaction, and is now -5 on the block (instead of -4), has 4 additional recovery frames on hit & on miss, and 4 more frames more striking advantage over an opponent on the ground
- Kabal - Flash Parry now deals 90 damage (down from 0), is now +25 on hit (up from +9), and now activates auto-block which no longer allows combining follow-up hits.
- Kabal - Fixed a rare issue that could cause the incorrect animation to be used on Kabal's hook swords when using Flash Parry
Kano
- Kano - Knee Cutter (Down + Front Punch) is now at -6 on the block (instead of -5), has 1 more recovery frame on hit and on failure and 5 more frames on hit advantage on an opponent on the ground
- Kano - Low Hinge (Down + Front Kick) now has a different hitting reaction and 6 additional frames of hitting advantage over an opponent on the ground
- Kano - Devo Strike (Down + Back Kick) now has 6 additional frames of strike advantage over an opponent on the ground
- Kano - Wheel Kick (Towards + Back Kick) will no longer sometimes switch sides with the opponent when done under certain circumstances
- Kano - Removed some cases where the Molotov cocktail could damage opponents when they are invulnerable to attacks
- Kano - Removed some cases where the Bio-Magnetic Trap could damage opponents when they are invulnerable to attacks
Kitana
- Kitana - Heal Poke (Down + Front Kick) now has a different hit reaction, and now has 1 extra recovery frame on hit, 4 extra recovery frames on failure, and 5 extra hit advantage frames on an opponent on the ground
- Kitana - Fan Stab (Down + Back Kick) is now at -9 on the block (instead of -8), has 1 more recovery image in hit & on miss, and 7 more images of hit advantage on an opponent on the ground
- Kitana - Neck Slice (Back Punch) now has 11 boot frames (instead of 13)
- Kitana - Royal protection now increases damage when running swiftly and throwing back and forth
- Kitana - Edenian Razors now has 3 fewer recovery frames and only attacks with a fan instead of three
- Kitana - Edenian Razors can now be amplified to attack with 2 additional fans
- Kitana - Edenian Twist Krushing Blow is no longer possible if Kitana has more than 300 health points while Fatal Blow is still on cooldown
- Kitana - Upward Fan Toss now has 5 additional recovery frames
- Kitana - Upward Fan Toss Amply now has 1 additional recovery frame and now activates auto-block which no longer allows combining follow-up hits
- Kitana - Cancel (Half-Blood Stance) is no longer immune during some of its frames
- Kitana - Far Dark Plunge (Edenian Fade) is now +12 to hit (instead of -10) when connecting to the first active frame
Kollector
- Kollector - Bloody Nails (Down + Front Punch) is now at -6 on the block (instead of -5), has 1 more recovery image on hit and failure, and 5 more advantage images from hits an opponent on the ground
- Kollector - Leg Check (Down + Front Kick) now has a different kick reaction, and now has 1 less recovery frame on a miss, and 6 more frames of kick advantage over an opponent on the ground
- Kollector - Low Mace (Down + Back Kick) is now -5 on block (instead of -4) and has 3 additional frames of hitting advantage over an opponent on the ground
- Kollector - Removed some cases where the Vial of Sorrow could damage opponents when they are invulnerable to attacks
Kotal Kahn
- Kotal Kahn - Low Swipe (Down + Front Punch) now has 3 additional recovery frames on hit, 4 additional recovery frames on failure, and 4 additional frames on hit advantage over an opponent on the ground
- Kotal Kahn - Side Strike (Down + Front Kick) now has a different strike reaction, and now has 3 additional recovery frames on failure, and an additional 3 frames of strike advantage over an opponent on the ground
- Kotal Kahn - Warrior Spin (Down + Back Kick) is now -9 on the block (instead of -8), has 1 other recovery image on hit & on miss, and 4 more images of hitting advantage on an opponent at ground
- Kotal Kahn - Slightly adjusted the victim's regions on the reaction to the blow to Blade Push (Towards + Back Punch)
- Kotal Kahn - Slightly adjusted the victim's regions on the reaction to the hit in Tlaneltocaz (Towards + Back Punch, Back Kick) and it is now at -5 on the block (instead of -7), has 2 less recovery frames on hit and miss, 2 more frames of the touchdown advantage over an opponent on the ground, and its cancellation frame is 2 frames earlier
- Kotal Kahn - Slightly adjusted the victim's regions on the reaction to the blow to Macuahuitl Swipe (Away + Back Punch)
- Kotal Kahn - Slightly adjusted the affected regions of Tonaltzintli (Away + Back Punch, Back Punch) and it now has 20 startup frames (down from 22), 4 active frames (down from 2) and is now at -19 on the 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 first hit range of Yeyecame Disk Amplify
- Kotal Kahn - Adjusted Tecuani Maul's repulsion region and the first hit now has an additional 32 frames of hit advantage
Kung Lao
- Kung Lao - Low Palm (Down + Front Punch) is now at -5 on the block (instead of -4), has 1 additional recovery image on hit, has 4 additional recovery images on failure, and 5 additional images of hitting advantage over an opponent on the ground
- Kung Lao - Side Kick (Down + Front Kick) now has a different kick reaction, and now has 2 additional frames of recovery on failure, and 4 additional frames of kick advantage over an opponent on the ground
- Kung Lao - Back Kick (Down + Back Kick) is now -7 on the block (instead of -9), has 2 less recovery images on hit & on miss, and 6 more images of more hitting advantage on an opponent on the ground
- Kung Lao - Slightly increased Hat Toss strike zone when the opponent is in a combo
- Kung Lao - Possessed Hat now only drops one hat, 18 additional frames of hitting advantage over an opponent on the ground, can now be amplified and has a slightly increased hitting region when the opponent is in a combo
- Kung Lao - Shaolin Slam (Teleport) on hit now causes both characters to be considered in flight until visual landing
- Kung Lao - Guided Hat now has 8 additional frames of hitting advantage over an opponent on the ground and a slightly increased hitting area when the opponent is in a combo
- Kung Lao - "Buzz Saw" now loses exchanges
Liu Kang
- Liu Kang - Low Backhand (Down + Front Punch) is now -5 on the block (instead of -4) and has 2 additional frames of hitting advantage over an opponent on the ground
- Liu Kang - Crouching Kick (Down + Front Kick) now has a different hitting reaction, is -7 on block (instead of -5), and has 2 additional frames of hitting advantage over an opponent on the ground
- Liu Kang - Dragon's Tail (Down + Back Kick) is now at -7 on the block (instead of -4) and has 1 additional frame of hitting advantage on an opponent on the ground
- Liu Kang - Slightly increased the affected regions of This Will Hurt (Away + Front Kick, Back Kick)
- Liu Kang - Slight increase in affected regions of Shaolin Strike
Noob Saibot
- noob - Knee Hook (Down + Front Punch) is now at -6 on the block (instead of -4), has 4 additional recovery frames on hit, has 3 additional recovery frames on failure, and 2 additional images of hitting advantage over an opponent on the ground
- noob - Boot Slide (Down + Front Kick) now has 3 additional recovery images on hit and failure, and 3 additional kick advantage images on an opponent on the ground
- noob - Sickle Strike (Down + Back Kick) now has 3 additional frames of strike advantage over an opponent on the ground
- noob - Slightly adjusted the affected 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) and For The Brotherhood (Away + Front Punch, Front Punch + Front Kick, Back Punch) that could bring held weapons into hands to use a bad animation
Raiden
- Raiden - Side Strike (Down + Front Punch) is -6 on the block (instead of -3), has 3 additional recovery images on hit & on miss, and 3 more images of advantage of striking on an opponent on the ground
- Raiden - Low Boot (Down + Front Kick) now has a different hit reaction, is -5 on the block (instead of -3), has 2 extra recovery frames on hit, 5 extra recovery frames on hit of failure and 4 additional images of advantage of blow on an opponent on the ground
- Raiden - Sweeping Storm (Down + Back Kick) now has 13 start frames (instead of 14), 2 fewer recovery frames on hit & on miss, and 3 more hit advantage frames on an opponent on the ground
- Raiden - Distant Thunder (Away + Front Punch, Back Kick) has 15 additional frames of blockstun with increased recoil when normal blocking and 5 additional frames of blockstun with slightly increased recoil when Flawless Blocked
- Raiden - Slightly adjusted the affected areas of Heavy Thunder (Jump + Front Kick)
- Raiden - Removed some cases where Rolling Thunder could damage opponents when they are invulnerable to attacks
- Raiden - Super Bolt now has 10 additional blockstun frames, has 6 additional hit & on miss recovery frames, and is now considered docked 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 fewer recovery frames on crash and failure
Scorpion
- Scorpion - Low Jab (Down + Front Punch) is now -6 on the block (instead of -4), has 2 additional recovery images on hit & on miss, and 4 additional images of hitting advantage on an opponent at ground
- Scorpion - Side Strike (Down + Front Kick) now has a different strike reaction, is -6 on the block (instead of -4), has 3 additional recovery frames on hit & on miss, and 4 more frames on hit & on miss hitting advantage over an opponent on the ground
- Scorpion - Quick Kick (Down + Back Kick) now has 1 additional frame of hitting advantage over an opponent on the ground
- Scorpion - Demon Dash now has 12 startup frames (instead of 7)
- Scorpion - Cancel (Blade of Misery) is no longer immune during some of its images
Skarlet
- Skarlet - Silent Stab (Down + Front Punch) now has 1 additional recovery image on failure, and 3 additional images of hitting advantage over an opponent on the ground
- Skarlet - Spear Strike (Down + Front Kick) is now -7 on block (instead of -10)
- Skarlet - Spinning Scythe (Down + Back Kick) is now -13 on block (instead of -12), has 4 less recovery frames on failure, and 3 more frames of hitting advantage over an opponent on the ground
- Skarlet - Removed some cases where Red Mist could damage opponents when they are invulnerable to attacks
Sonya Blade
- Sonya - Energy Burst (Down + Front Punch) is -6 on the block (instead of -3), has 3 additional recovery frames on a hit, and 1 more frame of hit advantage on an opponent on the ground
- Sonya - Side Boot (Down + Front Kick) now has a different kick reaction, has 5 additional recovery frames in the event of a hit & on miss, and 4 additional frames of kick advantage over an opponent on the ground
- Sonya - Low Burst (Down + Back Kick) now has 2 extra frames of recovery on hit and 6 extra frames of hit advantage on an opponent on the ground
- Sonya - (Air) The soaring general is now a block high and shatters the armor
Sub zero
- Sub zero - Slightly adjusted the affected regions Low Back Hand (Down + Front Punch) and now has 2 additional recovery images on failure, and 4 additional images of hitting advantage over an opponent on the ground
- Sub zero - Quick Kick (Down + Front Kick) now has a different hit reaction, is -7 on the block (instead of -5), has 5 extra recovery frames on hit, 2 extra recovery frames on hit of failure and 4 other images of advantage of blow on an opponent on the ground
- Sub zero - Swing Kick (Down + Back Kick) now has 1 additional frame of hitting advantage over an opponent on the ground
Shao Kahn
- Shao Kahn - Dragon Fist (Down + Front Punch) is now at -5 on the block (instead of -4), has 2 additional recovery frames on hit, has 1 additional recovery frame on failure and 4 frames additional hitting advantage over an opponent on the ground
- Shao Kahn - Knee Shatter (Down + Front Kick) now has 3 additional frames of recovery on failure and 4 additional frames of hitting advantage over an opponent on the ground
- Shao Kahn - Side Spike (Down + Back Kick) is now at -9 on the block (instead of -8), has 1 additional recovery image on hit & on miss, and 5 more images of hitting advantage on an opponent at ground
Shang tsung
- Shang tsung - Serpent Stab (Down + Front Punch) is now at -5 on the block (instead of -4), has 2 additional recovery frames on hit, has 5 additional recovery frames on failure and 3 more images of hitting advantage over an opponent on the ground
- Shang tsung - Ankle Snap (Down + Front Kick) now has a different kick reaction, is -7 on block (instead of -4), has 3 additional recovery frames on failure, and 5 additional advantage frames hitting an opponent on the ground
- Shang tsung - Slightly adjusted the affected regions of Stance Breaker (Down + Back Kick) and it is now at -7 on the block (from -6) and has 1 other recovery frame if missing
- Shang tsung - Slightly increased victim regions on Sorcerer Sweep (Away + Front Kick, Down + Back Kick)
- Shang tsung - Malignant Witchcraft and Vile Inscription duration is now 240 frames (was 420 frames)
- Shang tsung - Falling corpse now deals 80 damage (was 90)
- Shang tsung - When the explosive corpses equipment ability is equipped, Corpse Drop now deals 60 damage (was 90).
- Shang tsung - When the Exploding Corpses gear ability is equipped, Corpse Drop Amplify now deals 30 damage (down from 60) and has 5 less blocks of block advantage with slightly reduced knockback when blocked
- Shang tsung - Soul Swap can no longer kill an opponent but can still trigger Chip Evoided & 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
Wolf of the night
- Wolf of the night - Low Stab (Down + Front Punch) is now -6 on the block (instead of -4), has 2 additional recovery frames on hit & on miss, and 3 more frames of hitting advantage on an opponent at ground
- Wolf of the night - Uncertain Ground (Down + Front Kick) now has 2 additional recovery frames on failure
- Wolf of the night - Hobbling Kick (Down + Back Kick) now has 6 additional frames of hitting advantage over an opponent on the ground
- Wolf of the night - Fixed an issue that caused Rising Blades (Down + Back Punch) when Moon Fall is active to be immune to high attacks if the down entry is maintained
Terminator
- Terminator - Gut Buster (Down + Front Punch) is now at -5 on the block (from -4)
- Terminator - Rising Boot (Down + Back Kick) now has 3 additional frames of hitting advantage over an opponent on the ground
- Terminator - Gut Buster (Down + Front Punch) when the endoskeleton is active now has the correct frame data
- Terminator - Fixed a rare issue with Dark Fate (Away + Front Punch, Front Punch + Front Kick) and Dark Fate Amplify (Away + Front Punch, Front Punch + Front Kick, Amplify) that could bring weapons held in hands to use incorrect animation
Sindel
- Sindel - Edenian Burst (Down + Front Punch) is now -5 on the block (instead of -3) and has 3 less recovery frames on hit
- Sindel - Slightly adjusted the hit regions of Kewl Whip (Down + Back Kick) and he now has 3 less recovery frames on hit & on miss, and 6 more frames of hit advantage on an opponent on the ground
- Sindel - Slightly adjusted the affected regions of Getup / Flawless Block Attack (Up + Front Kick)
- Sindel - Fixed a rare issue that could disable Echo of Death if used under certain circumstances
spawn
- spawn - Low Claw (Down + Front Punch) is now -6 on the block (instead of -4)
Joker
- Joker - Joking Jab (Down + Front Punch) is now at -6 on the block (from -5) and has 2 more recovery frames on failure
- Joker - Wing tip (down + front kick) is now -6 on the block (instead of -5)
- Joker - Big Finish (Down + Back Kick) now has 5 additional frames of hitting advantage over an opponent on the ground
- Joker - Toward Throw Krushing Blow is no longer possible if Joker has more than 300 health points while Fatal Blow is still on cooldown
- Joker - Getting Lit Amplify no longer automatically sets up the opponent
Fujin
- Fujin - Gut Shot (Down + Front Punch) is now at -6 on the block (instead of -4) and has 2 additional recovery frames on failure
- Fujin - Adjusted regions affected by Low Drift (Towards + Front Kick)
- Fujin - Slightly adjusted the victim's regions on the reaction to the Typhoon Release hit (Back Kick, Back Punch)
- Fujin - Slightly adjusted the affected areas of Fatal Edge (Away + Front Punch, Front Punch)
- Fujin - Adjustment of the affected regions of Getup / Flawless Block Attack (Up + Back Punch)
- Fujin - Getup / Flawless Block Attack (Up + Front Kick)) is now -9 on block (instead of -5), has 5 less recovery frames on hit, and 1 less recovery frame on hits failure
- Fujin - Adjusted the areas affected by the last stroke of Wind Kicks Amplify
- Fujin - Quick Slice (Away + Front Punch) now correctly plays a red hit effect on Kounter
RoboCop
- RoboCop - Knee Kapper (Down + Front Punch) is now -6 on the block (instead of -5)
- RoboCop - Ankle Breaker (Down + Front Kick) is now at -9 on block (instead of -10)
- RoboCop - Quick Spray (Down + Back Kick) now has 1 additional shot advantage shot over an opponent on the ground
- RoboCop - Removed some cases where Cheval Trap could damage opponents when they are invulnerable to attacks
- RoboCop - Slightly increased Riot Shield projectile parry region
- RoboCop - Fixed an issue allowing Throw Escape to be possible during Riot Shield recovery images
Sheeva
- Sheeva - Short hammer (down + front kick) is now -6 on block (instead of -4)
- Sheeva - Crushing Backhand (Down + Back Kick) is now -5 on the block (instead of -3) and has 3 additional frames of hitting advantage over an opponent on the ground
- Sheeva - Slight increase in the range of Blood Lust (Back Punch, Front Punch) and Slam Dance (Back Punch, Front Punch, Front Punch)
- Sheeva - Slightly adjusted the affected regions of Tele-Stomp and it now has 1 less boot image and 1 more active image
- Sheeva - Spinning Dragon Amplify is no longer immune during some of its images
- Sheeva - Fixed a visual issue with several attacks displaying the incorrect blood color against opponents that do not have red blood