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Mortal Kombat Series (MK 11)


LuisTX85

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Buffing Reptile is a mistake lol. I'm telling people he will be god tier broken if they buff his damage. Just let a character be average, not every character needs to be the best. Coming from a Reptile main too.

 

Like maybe reduce the startup frames on his Forceball or make his Klaw Swipe safer on block if you really want to buff him, just don't touch his damage.

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I think Reptile is fine, he doesn't need any buffs or nerfs on him. Not sure why he would need any nerfs anyway, because he's still a good character despite not being high tier.

 

I've been begging for D'vorah nerfs, but it's probably because I don't know how to beat her or know her unsafe strings.

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*Censored* I didn't read that. Eh, the Kold War skins look the best of them, but I don't know if I want to blow more of my wallet for them when E3's already planned where I'm going to be broke.

 

 

I want to know if they'll offer a second season pass though, I know Boon said that's not out of the window completely.

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*censored*ing CHRIST, NRS just put a megapatch up. 5GB ffs.

 

Here are the notes:

 

http://community.wbgames.com/t5/Latest-Updates/Patch-notes-XboxOne-and-PS4-6-23-15/ba-p/572379

 

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®3 system generic driver support (The user can now turn off the DUALSHOCK®4 wireless controller after pairing a compatible fightstick to the console. The DUALSHOCK®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 (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

Predator DLC skins and the man himself are also now available to see in the Kollection:

 

http://imgur.com/a/4wOaV *not mine*

 

That infrared Scorpion skin is so *censored*ing lazy, WTF?

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Those Shinnok buffs though... I can finally main his Necromancer variation. Boneshaper looks marvelous as well, especially with the standing reset.

 

Folks at TYM are pissed off about Reptile's buffs. People are actually considering dropping him.

 

Reptile is perpetually a pocket character for me, I'm co-maining Quan Chi and Shinnok... and my faction is Brotherhood Of Shadows. Totally not going for a gimmick lol.

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