Mortal Kombat X

Late, but there was a hotfix the day before Tanya came out. More balance changes ahoy!

D’Vorah – Reduced damage of F4,4 by 2
D’Vorah (Swarm Queen) – Increased combo damage scaling after Wasp Grenade
Erron Black – Tackle is now -2 on hit (down from +20)
Erron Black (Outlaw) – Sand Toss / Sand Throw has 5 more recovery frames
Jason – Corpse Grab / Slam should no longer sometimes trade with jumping attacks
Jacqui – Adjusted many hitboxes to connect & combo more consistently
Kenshi – Slightly easier to juggle after Rising Sword / Sword Dance
Kenshi – 1 has 9 startup frames (down from 11)
Kenshi – 1,1,4 can no longer be special canceled
Kenshi – D1 has 8 startup frames (down from 9)
Kenshi (Balanced) – Spirit Charge / Push has 2 more active frames & more pushback on block
Kenshi (Balanced) – Tele-Flurry / Tele-Beatdown is now -9 on block (up from -24)
Kenshi (Possessed) – Reduced the hitbox on Sickle Lift
Kenshi (Possessed) – Demon Assault / Demon Fury is now -23 on block (up from -33)
Kenshi (Possessed) – Soul Push / Charge now has 11 startup frames (down from 14)
Kenshi (Possessed) – Demon Slam / Drop is now -6 on block (up from -21)
Kenshi (Kenjutsu) – Increased Tele-Slam damage by 5
Kenshi (Kenjutsu) – Increased Tele-Toss / Strikes damage by 3
Kenshi (Kenjutsu) – Tele-Push / Blast now has 12 startup frames (down from 15) & is -13 on block (up from -9)
Kenshi (Kenjutsu)—Tele-dash toss is now a high block.
Kitana – Increased Rising Fan / Rising Blades damage by 2
Kitana – B1 has 9 startup frames (down from 16)
Kitana – B1,2 is now +1 on block (down from +2)
Kitana – B1,4 is now -4 on block (down from +1)
Kitana – Adjusted the hitbox on f1 to connect more consistently
Kotal Kahn (Blood God) – Increased effectiveness of Obsidian & Blood Totems
Kotal Kahn (Blood God) – Totems have 5 less recovery frames
Kotal Kahn – Air Takedown / Anti-Air Throw should no longer sometimes trade with jumping attacks
Kotal Kahn (Sun God) – Soul Scorch / Soul Scorch have 5 less recovery frames
Kotal Kahn (Sun God) – God Choke (all 3 levels) damage increased by 3
Kotal Kahn (Sun God) – God Choke (all 3 levels) increased hit advantage by 10
Mileena – 1 has 11 startup frames (down from 14)
Mileena – D1 has 9 startup frames (down from 11)
Mileena – 2 has 8 startup frames (down from 10)
Mileena – adjusted hitbox on b3 to hit more consistently
Raiden – F1 is now a high
Takeda – 1 has 9 startup frames (down from 11)
Takeda – D1 has 8 startup frames (down from 10)
Takeda (Lasher) – Low Slash is now -19 on block (down from -24)
Takeda (Lasher) – Whip Trip / Flip is now -11 on block (down from -21)
 
Heads up: we got another new balance patch today.

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 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) – 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

EDIT: More stuff.

-Predator confirmed next DLC character.
-Infrared Scorpion, Carl Weathers Jax, and Commando Johnny Cage added.
-Infrared Scorpion is a reskin of Scorpion's default, except his entire body is rainbow-colored like looking through an IR scope.
-Carl Weathers Jax is Tournament Jax wearing a cap and voiced by Carl Weathers.
-Commando Johnny Cage looks like a recolored Hotshot Johnny Cage.
-The free Klassic UMK3 Ninja costume for the Predator compatibility patch is Scorpion.
-Klassic Fatality DLC confirmed.
-First Klassic Fatality DLC will include 4 Fatalities: Scorpion's Toasty, Sub-Zero's Spine Rip, Sonya Blade's Kiss of Death, and Johnny Cage's Decapitation Uppercut.

EDIT 2: New Secret Brutalities added.

-Erron Black: Land 3 Tackles in a single round, then land X-Ray as the match-winning hit.
-Kuatan Jungle: 2 stage interactions, then land the Statue interaction as the match-winning hit.
-Quan Chi's Fortress: 2 stage interactions, then land the Wrath Hammer interaction as the match-winning hit.

-The bullet from EB's X-Ray will cause the opponent's head to implode.
-The opponent's head will explode when rammed into the statue.
-The opponent's head will be crushed by the Wrath Hammer.
 
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Kano (Commando) – Choke & Strangle are now -4 on block (down from -14)


This pleases me greatly.
 
Predator is available now for Kombat Pass owners, along with Klassik Fatality Pack 1 and Prey Costume Pack.

EDIT: Looks like Predator is glitched. Projectiles have a chance of passing right through him and missing completely.
 
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