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mind the walrus
Sep 22, 2006

God all they do is tease them :negative:

that Fatality rules

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exquisite tea
Apr 21, 2007

Carly shook her glass, willing the ice to melt. "You still haven't told me what the mission is."

She leaned forward. "We are going to assassinate the bad men of Hollywood."


According to some pre-fight banter, Skarlet is also apparently part-Edenian. But then in the story mode she makes a big deal out of Jade and Kitana's blood being super tasty or whatever because of their Edenian background, which would seem to conflict with her own origins because how wouldn't she know that about herself? Or maybe Rain was just making poo poo up. The lore inconsistencies here are killing me, Ed!

man nurse
Feb 18, 2014


I got my digital PS5 upgrade, but how does my friend get the upgrade for his physical copy?

Empress Brosephine
Mar 31, 2012

by Jeffrey of YOSPOS
Is there a lift of changes for the ps5 one

exquisite tea
Apr 21, 2007

Carly shook her glass, willing the ice to melt. "You still haven't told me what the mission is."

She leaned forward. "We are going to assassinate the bad men of Hollywood."


Patch notes are supposed to be out today. Some universal changes are that throw damage has been nerfed, pokes are way more plus on hit and way more minus on block.

exquisite tea
Apr 21, 2007

Carly shook her glass, willing the ice to melt. "You still haven't told me what the mission is."

She leaned forward. "We are going to assassinate the bad men of Hollywood."


Fake Edit: Patch notes are now out.

code:
General Gameplay Adjustments
Move list corrections
Improvements to AI logic
Added several new Brutalities for players to discover
Added an option to toggle the ability to use Kustom Variations in Tournament Mode Options
Slightly adjusted the head victim region location for all characters
Most Basic & Kombo Attacks now allow for button input buffer during their last 4 frames of recovery
Hop attacks are now also immune to Down + Front Punch Basic Attacks until their recovery frames
Getup recovery is now 4 frames faster
Delayed Getup now uses a unique animation, displays in-game message, and only has one timing of 20 frames (previously Short was 15 and Long was 30 frames)
Fatal Blows now have a larger 6 frame window to Flawless Block, have slightly less pushback on block, and no longer pushback from blocking cornered opponents
Fixed a rare issue with throw escapes that could cause weapons held in hands to use an incorrect animation
Toward & Back Throws now lose trades to most other attacks and they do 10 less damage on their initial hit
When a Basic Throw startup is interrupted it will now cause the hit reaction to occur at the current location of the character, instead of the starting location of the throw
Fixed a rare issue that could cause Krushing Blow DOTs to linger after resurrections if the additional damage from the Krushing Blow cinematic caused the death
Fixed an issue that could cause incorrect victim regions to be used for a few frames if the player performed a forward dash then held down without any further inputs
Most Kombo Attacks can no longer hit opponents from behind unless the opponent is in a combo
Fixed a rare issue that could cause a physical attack to be ignored by the opponent if a projectile collided with a background at that very specific timing
Slightly adjusted victim regions on several regular reactions
Added 4k cinematics - optional free DLC available in the Steam DLC section
Added higher fidelity shadows through the Shadow Settings in the Options menu (Low, Medium, High, Ultra, Soft) – recommended for higher end machines
Shortened boot time - the game will now skip most splash screens on boot after the initial launch.
 

 

Kombat League / Online
Minor online stability improvements
Fixed several rare online desync causes
Added an Online Tutorial when you first go to the Online Menu that explains some parts of Kombat League & Matchmaking
Players can now use Kustom Variations in Kompetitive Modes
 

Krypt
Added new Nether Forge Recipes for players to discover
Added New Krypt Events
 

Towers of Time
Added New Player Module Rewards
Added a new Summonable Tower
Added new Augments for all characters
Added a new Konsumable called Elixir
Fixed various gameplay & visual issues with several Augments
Replaced some opponents in the Gauntlet with new characters
 

Character Specific Adjustments
Baraka - Low Stab (Down + Front Punch) is now -6 on block (down from -4), has 2 more recovery frames on miss, and 4 more frames of hit advantage on a grounded opponent
Baraka - Straight Shank (Down + Towards + Front Punch) is now -6 on block (down from -3) and has 3 more recovery frames on miss
Baraka - Opponent's hop attacks are now immune to Straight Shank until its recovery frames
Baraka - Low Poke (Down + Front Kick) is now -5 on block (down from -4) and has 3 more recovery frames on miss
Baraka - Low Shank (Down + Towards + Front Kick) is now -6 on block (down from -4), has 2 more recovery frames on miss, and 2 more frames of hit advantage on a grounded opponent
 

Cassie Cage - Straight Punch (Down + Front Punch) is now -6 on block (down from -4), has 2 more recovery frames on miss, and 3 more frames of hit advantage on a grounded opponent
Cassie Cage - Side Kick (Down + Front Kick) now has a different hit reaction, has 2 more recovery frames on miss, and 4 more frames of hit advantage on a grounded opponent
Cassie Cage - Opponent's hop attacks are now immune to Ball Buster until its recovery frames
Cassie Cage - BLB-118 Bitchin' Bubble now has a 300 second duration (down from 400) and will now disappear when Cassie is hit, has an attack parried, or performs Back Throw
 

Cetrion - Low Wind (Down + Front Punch) now has 3 more recovery frames on miss and 4 more frames of hit advantage on a grounded opponent
Cetrion - Krystal Kick (Down + Front Kick) now has a different hit reaction, has 4 more recovery frames on hit, 2 more recovery frames on miss, and 4 more frames of hit advantage on a grounded opponent
Cetrion - Krystal Heel (Down + Back Kick) is now -6 on block (down from -5), has 1 more recovery frame on miss, and 2 less frames of hit advantage on a grounded opponent
Cetrion - Fixed a rare issue with Conflux of Elements which could cause other elements besides Hallowing Winds to alter the opponent's air movement
 

D'Vorah - Low Sting (Down + Front Punch) now has 3 more recovery frames on hit and 3 more frames of hit advantage on a grounded opponent
D'Vorah - Slight Sting (Down + Back Kick) now has 4 more frame of hit advantage on a grounded opponent
D'Vorah - Adjusted the hit regions of Tsetse (Towards + Back Punch, Back Punch, Down + Front Punch + Front Kick) and it can now be directed close or far
D'Vorah - slightly reduced the hit regions of Bug Bash (Towards + Front Punch)
D'Vorah - slightly increased the range of Bot Fly (Towards + Front Punch, Front kick) when opponent is in a combo
 

Erron Black - Ducking victim regions slightly increased
Erron Black - Low Boot (Down + Front Kick) is now -5 on block (down from -3) and 2 more recovery frames on miss
Erron Black - Ankle Biter (Down + Towards + Front Kick) now has 8 startup frames (down from 9), has 1 less recovery frame on miss, 2 more frames of hit advantage on a grounded opponent, and has an increased hit region when opponent is in a combo
Erron Black - Sandy Sole (Down + Back Kick) is now -7 on block (down from -3)
Erron Black - Slightly increased the hit regions of Ghost Koins (Fatal Blow) when opponent is in a combo
Erron Black - Down Peacemaker now has 20 startup frames (up from 15), is a low block, -14 on block (down from -8), -19 on flawless block (down from -8), and 1 less recovery frame on miss
Erron Black - Removed some instances where Zaterrean Spit could damage opponents when they are invulnerable to attacks
Erron Black - Fixed an issue that could cause juggle hits after Rising Stock (Locked And Loaded) Krushing Blow juggle during Finish Him to not allow a fatality to be performed
 

Frost - Frigid Palm (Down + Front Punch) is now -5 on block (down from -4)
Frost - Chest Cold (Down + Front Kick) is now -6 on block (down from -3), has 1 less recovery frame on hit, and 4 more frames of hit advantage on a grounded opponent
Frost - Slightly adjusted the victim regions on the hit reaction to Freezer Burn (Away + Front Punch, Back Punch)
Frost - Removed some instances where Core Trap could damage opponents when they are invulnerable to attacks
 

Geras - Knee Bash (Down + Front Punch) is now -6 on block (down from -5), has 3 more recovery frames on miss, and 2 more frames of hit advantage on a grounded opponent
Geras - Gauntlet Slam (Down + Front Kick) now has 5 more frames of hit advantage on a grounded opponent
Geras - Pounding Sand (Down + Back Kick) now has 3 more frames of hit advantage on a grounded opponent
 

Jacqui Briggs - Straight Jab (Down + Front Punch) is now -6 on block (down from -3), has 3 more recovery frames on miss, and 3 more frames of hit advantage on a grounded opponent
Jacqui Briggs - Side Strike (Down + Front Kick) now has a different hit reaction, has 5 more recovery frames on miss, and 3 more frames of hit advantage on a grounded opponent
Jacqui Briggs - Slightly adjusted the hit regions of Leaping Bow (Away + Front Punch) and it now has 1 less active frame, 1 more recovery frame on miss, and no longer pushbacks from blocking cornered opponents
Jacqui Briggs - Bionic Dash is now -12 on block (down from -7)
Jacqui Briggs - Jump Attacks & Special Moves when executed during Bionic Bounce do slightly less damage and have a larger 6 frame window to Flawless Block
Jacqui Briggs - Prototype Rocket is now -16 on block (down from -14), has 12 more recovery frames on hit and has 2 more recovery frames on miss
Jacqui Briggs - Removed some instances where the dot damage of Grenade Launcher could damage opponents when they are invulnerable to attacks
 

Jade - Straight Palm (Down + Front Punch) is now -6 on block (down from -4), has 2 more recovery frames on hit, has 2 more recovery frames on miss, and 4 more frames of hit advantage on a grounded opponent
Jade - Side Heel (Down + Front Kick) now has a different hit reaction, and is now -5 on block (down from -4), has 1 more recovery frame on hit, and 4 more frames of hit advantage on a grounded opponent
Jade - Pierced (Down + Back Kick) is now -7 on block (down from -6), has 2 more recovery frames on hit& on miss, and 2 more frames of hit advantage on a grounded opponent
Jade - Getup/Flawless Block Attack (Up + Front Kick) is now -8 on block (down from -6), and -13 on flawless block (up from -16), and 3 less recovery frames on hit & on miss
Jade - adjusted the repel region on Pole Vault during its startup frames
Jade - Fixed an issue that could cause visual effect lingering on Delia's Dance Gear Ability
Jade - Slightly reduced the combo damage scaling after Toward Throw Krushing Blow
 

Jax - Knee Jab (Down + Front Punch) ) is now -5 on block (down from -4), has 1 more recovery frame on miss, and 1 more frame of hit advantage on a grounded opponent
Jax - Slightly adjusted the hit regions of Quick Drill (Down + Front Punch, Back Punch) and it now has 4 active frames (up from 2), 2 less recovery frames on miss, and its cancel frame is 2 frames earlier
Jax - Side Strike (Down + Front Kick) now has a different hit reaction, and is now -6 on block (up from -7), has 4 more recovery frames on hit, 2 more recovery frames on miss, and 5 more frames of hit advantage on a grounded opponent
Jax - Step Back (Down + Back Kick) has 4 less recovery frames on hit and 5 more frames of hit advantage on a grounded opponent
 

Johnny Cage - Low Jab (Down + Front Punch) is now -5 on block (down from -3), has 5 more recovery frames on hit & on miss, and 1 more frame of hit advantage on a grounded opponent
Johnny Cage - Low Boot (Down + Front Kick) is now -5 on block (down from -4), has 2 more recovery frames on hit, has 4 more recovery frames on miss, and 4 more frames of hit advantage on a grounded opponent
Johnny Cage - The Gist Of My Fist (Towards + Back Punch, Front Punch, Back Punch) is now considered grounded 7 frames earlier, matching when he visually lands on the ground
Johnny Cage - Cage Match (Front Kick, Back Kick, Up + Front Kick) is now considered grounded 5 frames earlier, matching when he visually lands on the ground
Johnny Cage - Making Headlines (Away + Front Kick, Back Kick, Up + Front Kick + Back Kick) is now considered grounded 5 frames earlier, matching when he visually lands on the ground
Johnny Cage - Tear Jerker (Towards + Back Kick, Front Kick) is now considered grounded 2 frames earlier, matching when he visually lands on the ground
Johnny Cage - Slightly adjusted the hit regions of Hop Kick (Hop + Front Kick/Back Kick) and it now has 5 active frames (up from 3) and 2 less recovery frames on miss
Johnny Cage - Nut Punch amplify will now auto face the opponent
Johnny Cage - Pissed Off now breaks armor
Johnny Cage - Opponent's hop attacks are now immune to Nut Punch until its recovery frames
Johnny Cage - Fixed a rare visual issue with Sunglasses when Throwing Shades is flawless blocked
Johnny Cage - Adjusted camera & controller shakes on Toward & Back Throws
 

Kabal - Knee Buckle (Down + Front Punch) is now -5 on block (down from -4), has 3 more recovery frames on hit & on miss, and 3 more frames of hit advantage on a grounded opponent
Kabal - Side Kick (Down + Front Kick) now has a different hit reaction, and is now -5 on block (up from -4), has 4 more recovery frames on hit & on miss, and 4 more frames of hit advantage on a grounded opponent
Kabal - Flash Parry now does 90 damage (was 0), is now +25 on hit (up from +9), and now enables autoblock which no longer allows for followup hits to combo
Kabal - Fixed a rare issue that could cause an improper animation to be used briefly on Kabal's Hook Swords when using Flash Parry
 

Kano - Knee Cutter (Down + Front Punch) is now -6 on block (down from -5), has 1 more recovery frame on hit & on miss and 5 more frames of hit advantage on a grounded opponent
Kano - Low Hinge (Down + Front Kick) now has a different hit reaction and 6 more frames of hit advantage on a grounded opponent
Kano - Devo Strike (Down + Back Kick) now has 6 more frames of hit advantage on a grounded opponent
Kano - Wheel Kick (Towards + Back Kick) will no longer sometimes switch sides with the opponent when done in certain circumstances
Kano - Removed some instances where Molotov Cocktail could damage opponents when they are invulnerable to attacks
Kano - Removed some instances where Bio-Magnetic Trap could damage opponents when they are invulnerable to attacks
 

Kitana - Heal Poke (Down + Front Kick) now has a different hit reaction, and now has 1 more recovery frame on hit, 4 more recovery frames on miss, and 5 more frames of hit advantage on a grounded opponent
Kitana – Fan Stab (Down + Back Kick) is now -9 on block (down from -8), has 1 more recovery frame on hit & on miss, and 7 more frames of hit advantage on a grounded opponent
Kitana - Neck Slice (Back Punch) now has 11 startup frames (down from 13)
Kitana - Royal Protection now increases damage on Quick Execution and Toward & Back Throws
Kitana - Edenian Razors now has 3 less recovery frames and only attacks with one Fan instead of three
Kitana - Edenian Razors can now be Amplified to attack with 2 additional Fans
Kitana - Edenian Twist Krushing Blow no longer is possible if Kitana is above 300 health while Fatal Blow is still on cooldown
Kitana - Upward Fan Toss now has 5 more recovery frames
Kitana - Upward Fan Toss Amply now has 1 more recovery frame and now enables autoblock which no longer allows for followup hits to combo
Kitana - Cancel (Half-Blood Stance) is no longer throw immune during some of its frames
Kitana - Far Dark Plunge (Edenian Fade) is now +12 on hit (up from -10) when connecting on the first active frame
 

Kollector - Bloody Nails (Down + Front Punch) is now -6 on block (down from -5), has 1 more recovery frame on hit & on miss, and 5 more frames of hit advantage on a grounded opponent
Kollector - Leg Check (Down + Front Kick) now has a different hit reaction, and now has 1 less recovery frame on miss, and 6 more frames of hit advantage on a grounded opponent
Kollector - Low Mace (Down + Back Kick) is now -5 on block (down from -4) and has 3 more frames of hit advantage on a grounded opponent
Kollector - Removed some instances where Vial of Sorrow could damage opponents when they are invulnerable to attacks
 

Kotal Kahn - Low Swipe (Down + Front Punch) now has 3 more recovery frames on hit, 4 more recovery frames on miss, and 4 more frames of hit advantage on a grounded opponent
Kotal Kahn - Side Strike (Down + Front Kick) now has a different hit reaction, and now has 3 more recovery frames on miss, and 3 more frames of hit advantage on a grounded opponent
Kotal Kahn - Warrior Spin (Down + Back Kick) is now -9 on block (down from -8), has 1 more recovery frame on hit & on miss, and 4 more frames of hit advantage on a grounded opponent
Kotal Kahn - Slightly adjusted the victim regions on the hit reaction to Blade Push (Towards + Back Punch)
Kotal Kahn - Slightly adjusted the victim regions on the hit reaction to Tlaneltocaz (Towards + Back Punch, Back Kick) and it is now -5 on block (up from -7), has 2 less recovery frames on hit & on miss, 2 more frames of hit advantage on a grounded opponent, and its cancel frame is 2 frames earlier
Kotal Kahn - Slightly adjusted the victim regions on the hit reaction to Macuahuitl Swipe (Away + Back Punch)
Kotal Kahn - Slightly adjusted the hit regions of Tonaltzintli (Away + Back Punch, Back Punch) and it now has 20 startup frames (down from 22), 4 active frames (up from 2), and is now -19 on 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 range of the first hit of Yeyecame Disk Amplify
Kotal Kahn - Adjusted the repel region of Tecuani Maul and the first hit now has 32 more frames of hit advantage
 

Kung Lao - Low Palm (Down + Front Punch) is now -5 on block (down from -4), has 1 more recovery frame on hit, has 4 more recovery frames on miss, and 5 more frames of hit advantage on a grounded opponent
Kung Lao - Side Kick (Down + Front Kick) now has a different hit reaction, and now has 2 more recovery frames on miss, and 4 more frames of hit advantage on a grounded opponent
Kung Lao - Back Kick (Down + Back Kick) is now -7 on block (up from -9), has 2 less recovery frames on hit & on miss, and 6 more frames of hit advantage on a grounded opponent
Kung Lao - Slightly increased the hit region of Hat Toss when opponent is in a combo
Kung Lao - Possessed Hat now releases only one hat, 18 more frames of hit advantage on a grounded opponent, can now be amplified, and has a slightly increased hit region when opponent is in a combo
Kung Lao - Shaolin Slam (Teleport) on hit now causes both characters to be considered airborne until visually landing
Kung Lao - Guided Hat now has 8 more frames of hit advantage on a grounded opponent and a slightly increased hit region when opponent is in a combo
Kung Lao - "Buzz Saw" now loses trades
 

Liu Kang - Low Backhand (Down + Front Punch) is now -5 on block (down from -4) and has 2 more frames of hit advantage on a grounded opponent
Liu Kang - Crouching Kick (Down + Front Kick) now has a different hit reaction, is -7 on block (down from -5), and has 2 more frames of hit advantage on a grounded opponent
Liu Kang - Dragon's Tail (Down + Back Kick) is now -7 on block (down from -4) and has 1 more frame of hit advantage on a grounded opponent
Liu Kang - Slightly increased the hit regions of This Will Hurt (Away + Front Kick, Back Kick)
Liu Kang - Slightly increased the hit regions of Shaolin Strike
 

Noob - Knee Hook (Down + Front Punch) is now -6 on block (down from -4), has 4 more recovery frames on hit, has 3 more recovery frames on miss, and 2 more frames of hit advantage on a grounded opponent
Noob - Boot Slide (Down + Front Kick) now has 3 more recovery frames on hit & on miss, and 3 more frames of hit advantage on a grounded opponent
Noob - Sickle Strike (Down + Back Kick) now has 3 more frames of hit advantage on a grounded opponent
Noob - Slightly adjusted the hit 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) & For The Brotherhood (Away + Front Punch, Front Punch + Front Kick, Back Punch) that could cause weapons held in hands to use an incorrect animation
 

Raiden - Side Strike (Down + Front Punch) is -6 on block (down from -3), has 3 more recovery frames on hit & on miss, and 3 more frames of hit advantage on a grounded opponent
Raiden - Low Boot (Down + Front Kick) now has a different hit reaction, is -5 on block (down from -3), has 2 more recovery frames on hit, 5 more recovery frames on miss, and 4 more frames of hit advantage on a grounded opponent
Raiden - Sweeping Storm (Down + Back Kick) now has 13 startup frames (down from 14), 2 less recovery frames on hit & on miss, and 3 more frames of hit advantage on a grounded opponent
Raiden - Distant Thunder (Away + Front Punch, Back Kick) has 15 more frames of blockstun with increased pushback when normal blocked and 5 more frames of blockstun with slightly increased pushback when Flawless Blocked
Raiden - Slightly adjusted the hit regions of Heavy Thunder (Jump + Front Kick)
Raiden - Removed some instances where Rolling Thunder could damage opponents when they are invulnerable to attacks
Raiden - Super Bolt now has 10 more frames of blockstun, has 6 more recovery frames on hit & on miss, and is now considered grounded 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 less recovery frames on block & on miss
 

Scorpion - Low Jab (Down + Front Punch) is now -6 on block (down from -4), has 2 more recovery frames on hit & on miss, and 4 more frames of hit advantage on a grounded opponent
Scorpion - Side Strike (Down + Front Kick) now has a different hit reaction, is -6 on block (down from -4), has 3 more recovery frames on hit & on miss, and 4 more frames of hit advantage on a grounded opponent
Scorpion - Quick Kick (Down + Back Kick) now has 1 more frame of hit advantage on a grounded opponent
Scorpion - Demon Dash now has 12 startup frames (up from 7)
Scorpion - Cancel (Misery Blade) is no longer throw immune during some of its frames
 

Skarlet - Silent Stab (Down + Front Punch) now has 1 more recovery frame on miss, and 3 more frames of hit advantage on a grounded opponent
Skarlet - Spear Strike (Down + Front Kick) is now -7 on block (up from -10)
Skarlet - Spinning Scythe (Down + Back Kick) is now -13 on block (down from -12), has 4 less recovery frames on miss, and 3 more frames of hit advantage on a grounded opponent
Skarlet - Removed some instances where Red Mist could damage opponents when they are invulnerable to attacks
 

Sonya - Energy Burst (Down + Front Punch) is -6 on block (down from -3), has 3 more recovery frames on hit, and 1 more frame of hit advantage on a grounded opponent
Sonya - Side Boot (Down + Front Kick) now has a different hit reaction, has 5 more recovery frames on hit & on miss, and 4 more frames of hit advantage on a grounded opponent
Sonya - Low Burst (Down + Back Kick) now has 2 more recovery frames on hit and 6 more frames of hit advantage on a grounded opponent
Sonya - (Air) Soaring General is now a high block and breaks armor
 

Sub-Zero - Slightly adjusted the hit regions Low Back Hand (Down + Front Punch) and now has 2 more recovery frames on miss, and 4 more frames of hit advantage on a grounded opponent
Sub-Zero - Quick Kick (Down + Front Kick) now has a different hit reaction, is -7 on block (down from -5), has 5 more recovery frames on hit, 2 more recovery frames on miss, and 4 more frames of hit advantage on a grounded opponent
Sub-Zero - Swing Kick (Down + Back Kick) now has 1 more frame of hit advantage on a grounded opponent
 

Shao Kahn - Dragon Fist (Down + Front Punch) is now -5 on block (down from -4), has 2 more recovery frames on hit, has 1 more recovery frame on miss, and 4 more frames of hit advantage on a grounded opponent
Shao Kahn - Knee Shatter (Down + Front Kick) now has 3 more recovery frames on miss and 4 more frames of hit advantage on a grounded opponent
Shao Kahn - Side Spike (Down + Back Kick) is now -9 on block (down from -8), has 1 more recovery frame on hit & on miss, and 5 more frames of hit advantage on a grounded opponent
 

Shang Tsung - Serpent Stab (Down + Front Punch) is now -5 on block (down from -4), has 2 more recovery frames on hit, has 5 more recovery frames on miss, and 3 more frames of hit advantage on a grounded opponent
Shang Tsung - Ankle Snap (Down + Front Kick) now has a different hit reaction, is -7 on block (down from -4), has 3 more recovery frames on miss, and 5 more frames of hit advantage on a grounded opponent
Shang Tsung - Slightly adjusted the hit regions of Stance Breaker (Down + Back Kick) and it is now -7 on block (down from -6) and has 1 more recovery frame on miss
Shang Tsung - Slightly increased the victim regions on Sorcerer Sweep (Away + Front Kick, Down + Back Kick)
Shang Tsung - The duration of Malignant Sorcery & Vile Inscriptions is now 240 frames (down from 420)
Shang Tsung - Corpse Drop now does 80 damage (down from 90)
Shang Tsung - When Explosive Corpses Gear Ability is equipped, Corpse Drop now does 60 damage (down from 90)
Shang Tsung - When Explosive Corpses Gear Ability is equipped, Corpse Drop Amplify now does 30 damage (down from 60), and has 5 less block advantage frames with slightly reduced pushback when blocked
Shang Tsung - Soul Swap can no longer kill an opponent but can still trigger Chip Avoided & 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
 

Nightwolf - Low Stab (Down + Front Punch) is now -6 on block (down from -4), has 2 more recovery frames on hit & on miss, and 3 more frames of hit advantage on a grounded opponent
Nightwolf - Uncertain Ground (Down + Front Kick) now has 2 more recovery frames on miss
Nightwolf - Hobbling Kick (Down + Back Kick) now has 6 more frames of hit advantage on a grounded opponent
Nightwolf - Fixed an issue causing Rising Blades (Down + Back Punch) while Moon Fall is active to be immune to high attacks if the down input is held
 

Terminator - Gut Buster (Down + Front Punch) is now -5 on block (down from -4)
Terminator - Rising Boot (Down + Back Kick) now has 3 more frames of hit advantage on a grounded opponent
Terminator - Gut Buster (Down + Front Punch) while Endoskeleton is active now has the correct frame data
Terminator - Fixed a rare issue with Dark Fate (Away + Front Punch, Front Punch + Front Kick) & Dark Fate Amplify (Away + Front Punch, Front Punch + Front Kick, Amplify) that could cause weapons held in hands to use an incorrect animation
 

Sindel - Edenian Burst (Down + Front Punch) is now -5 on block (down from -3) and has 3 less recovery frames on hit
Sindel - Slightly adjusted the hit regions of Kewl Whip (Down + Back Kick) and it now has 3 less recovery frames on hit & on miss, and 6 more frames of hit advantage on a grounded opponent
Sindel - Slightly adjusted the hit regions of Getup/Flawless Block Attack (Up + Front Kick)
Sindel - Fixed a rare issue that could cause Deadly Echo to become disabled if used in certain circumstances
 

Spawn - Low Claw (Down + Front Punch) is now -6 on block (down from -4)
 

Joker - Joking Jab (Down + Front Punch) is now -6 on block (down from -5) and has 2 more recovery frames on miss
Joker - Wing Tip (Down + Front Kick) is now -6 on block (down from -5)
Joker - Big Finish (Down + Back Kick) now has 5 more frames of hit advantage on a grounded opponent
Joker - Toward Throw Krushing Blow no longer is possible if Joker is above 300 health while Fatal Blow is still on cooldown
Joker - Getting Lit Amplify no longer autofaces the opponent
 

Fujin - Gut Shot (Down + Front Punch) is now -6 on block (down from -4) and has 2 more recovery frames on miss
Fujin - Adjusted the victim regions of Low Drift (Towards + Front Kick)
Fujin - Slightly adjusted the victim regions on the hit reaction of Typhoon Release (Back Kick, Back Punch)
Fujin - Slightly adjusted the hit regions of Fatal Edge (Away + Front Punch, Front Punch)
Fujin - Adjusted the hit regions of Getup/Flawless Block Attack (Up + Back Punch)
Fujin - Getup/Flawless Block Attack (Up + Front Kick) ) is now -9 on block (down from -5), has 5 less recovery frames on hit, and has 1 less recovery frame on miss
Fujin - Adjusted the hit regions of the last hit of Wind Kicks Amplify
Fujin - Quick Slice (Away + Front Punch) now correctly plays a red hit effect on Kounter
 

RoboCop - Knee Kapper (Down + Front Punch) is now -6 on block (down from -5)
RoboCop - Ankle Breaker (Down + Front Kick) is now -9 on block (up from -10)
RoboCop - Quick Spray (Down + Back Kick) now has 1 more frame of hit advantage on a grounded opponent
RoboCop - Removed some instances where Cheval Trap could damage opponents when they are invulnerable to attacks
RoboCop - Slightly increased the projectile parry region of Riot Shield
RoboCop - Fixed an issue allowing Throw Escape to be possible during the recovery frames of Riot Shield
 

Sheeva - Short Hammer (Down + Front Kick) is now -6 on block (down from -4)
Sheeva - Crushing Backhand (Down + Back Kick) is now -5 on block (down from -3) and has 3 more frames of hit advantage on a grounded opponent
Sheeva - Slightly increased the range of Blood Lust (Back Punch, Front Punch) & Slam Dance (Back Punch, Front Punch, Front Punch)
Sheeva - Slightly adjusted the hit regions of Tele-Stomp and it now has 1 less frame of startup and 1 more active frame
Sheeva - Spinning Dragon Amplify is no longer throw immune during some of its frames
Sheeva - Fixed a visual issue with several attacks displaying incorrect blood color against opponents that have non-red blood

Cage Kicker
Feb 20, 2009

End of the fiscal year, bitch.
MP's got time to order pens for year year, hooah?


SKILCRAFT KREW Reppin' Quality Blind Made



Lipstick Apathy
Rain: *spirit fingers*

Blackbelt Bobman
Jul 17, 2004

I don't need friends! I've been
manipulatin' you since the start!
All so I can something,
something X-Blade!


Pardon my ignorance, I did the tutorial but I don’t play a ton of fighting games so I am not totally sure what -x on block means, I know what recovery frames are but I don’t understand frame advantage very much.

Also did they nerf Kung Lao’s buzz saw? That move is my favorite, not cool.

Intel&Sebastian
Oct 20, 2002

colonel...
i'm trying to sneak around
but i'm dummy thicc
and the clap of my ass cheeks
keeps alerting the guards!

Mamaaaaaa

Just killed a man

Intel&Sebastian
Oct 20, 2002

colonel...
i'm trying to sneak around
but i'm dummy thicc
and the clap of my ass cheeks
keeps alerting the guards!
Online is gonna be a mess with kustoms but its a nice shakeup for the end of this games lifetime

Might go back to sheeva now that I can steer the stomp and grab low in the same build lmfao

exquisite tea
Apr 21, 2007

Carly shook her glass, willing the ice to melt. "You still haven't told me what the mission is."

She leaned forward. "We are going to assassinate the bad men of Hollywood."


A few undocumented things I noticed from opening practice mode with Skarlet. Not sure how much has changed since I can't remember her exact frame data.

- Skarlet's D1 and D3 can now jail into her 212 or 44 on hit!
- B12 is now -3 on block. Safe! I think that's definitely new.
- F21 is now -7 on block, also safe. Think it was way more minus before.
- 44 is +6 on block, I think it used to only be +4.
- Red Mist (DB4) is -19 on block now, used to only be -13.

man nurse
Feb 18, 2014


This looks almost identical on PS5 and the krypt is still locked to 30 FPS but these load times are a very welcome change. The mandatory online tutorial for all players is pretty dumb though.

Intel&Sebastian
Oct 20, 2002

colonel...
i'm trying to sneak around
but i'm dummy thicc
and the clap of my ass cheeks
keeps alerting the guards!
Whats going to be the day1 hot bullshit build now that we have kustoms

Blackbelt Bobman
Jul 17, 2004

I don't need friends! I've been
manipulatin' you since the start!
All so I can something,
something X-Blade!


What are the new events in the Krypt?

Ugly In The Morning
Jul 1, 2010
Pillbug

Intel&Sebastian posted:

end of this games lifetime

Has NRS said anything about what they’re doing next? I kind of figured they’d have announced injustice 3 or something by now.

DLC Inc
Jun 1, 2011

Jesus I was not prepared for Mileena's 2nd fatality lol. Cool that they have kustom movesets unlocked though I did notice Rain's wavedash move says it is not compatible for tourney play---is that the only move with that designation?

Twibbit
Mar 7, 2013

Is your refrigerator running?
Mileena is a blast, at least while online players have no idea what to do against her

Billy Gnosis
May 18, 2006

Now is the time for us to gather together and celebrate those things that we like and think are fun.
Apparently my ps5 is trying to download the ps4 and the ps5 version and I can't tell which is which. That's fun, cancelled both and picked what I think is the ps5 version but it's really hard to tell

Empress Brosephine
Mar 31, 2012

by Jeffrey of YOSPOS
I can't get mine to see the ps5 version rip only the ps4 one

DC Murderverse
Nov 10, 2016

"Tell that to Zod's snapped neck!"

I figured it out with the help of the app but now I'm running into the fact that I basically destroyed my data limit downloading Spider-Man Remastered when I bought Miles Morales which means that downloading 85 gigs of MK is out of the question unless I go over to a friend's house (which is, uh, maybe not the best idea at the moment)

but I did download the bare minimum to get a match running and got to play a good ol' fashioned Sub/Scorp match and woo boy it looks real nice and the load times are insane. Since all my progress is on the Xbox I might just have to play through story mode again once I get everything downloaded, I played through it the first time on a movie theater screen but playing it in 4k might actually top that

Wanderer
Nov 5, 2006

our every move is the new tradition

Blackbelt Bobman posted:

Pardon my ignorance, I did the tutorial but I don’t play a ton of fighting games so I am not totally sure what -x on block means, I know what recovery frames are but I don’t understand frame advantage very much.

"-x on block" means that a move has X frames of recovery on block, where the number indicates how many frames of animation will go by before you can once again act. As a general rule, one frame equals 1/60th of a second.

If the number is positive, that generally means the move is "safe" if blocked and does not set you up for a counter-hit. It can also mean that you recover much faster from the move than your opponent does from blocking it, allowing you to continue to apply offensive pressure.

If the number is negative, the move is high-risk, high-reward, and you are vulnerable to some extent if it's blocked. Low numbers of negative frames on block generally mean that while the move is technically unsafe, your opponent has to be very experienced, very lucky, or the CPU to exploit the vulnerability. If a move has a high negative frame advantage, i.e. a "raw" Shadow Kick from Johnny Cage, then you should not just do it on a whim or you're setting yourself up for a fall.

It's also worth noting that frame advantage doesn't necessarily tell the whole story. There are a few moves in this game and elsewhere that technically have significant negative frames on block, but due to other factors like character movement, are difficult to punish. A good example is Kitana's Square Wave, a.k.a. the move where she flies rear end-first at people, where it knocks an opponent far enough away on block that they'll only be able to retaliate in a few distinct edge cases.

Blackbelt Bobman
Jul 17, 2004

I don't need friends! I've been
manipulatin' you since the start!
All so I can something,
something X-Blade!


Mileena’s friendship is really funny

Edit: she feels a lot more stiff than other characters I’ve used. Like less agile? Idk. I need to use her more.

Blackbelt Bobman fucked around with this message at 02:37 on Nov 18, 2020

Billy Gnosis
May 18, 2006

Now is the time for us to gather together and celebrate those things that we like and think are fun.

Empress Brosephine posted:

I can't get mine to see the ps5 version rip only the ps4 one

Did you claim the upgrade? After that it was harder to make sure only the ps5 version downloads for me

I'm not sure it looks that different than base ps4 but it sure loads a million times faster and feels snappier

Empress Brosephine
Mar 31, 2012

by Jeffrey of YOSPOS
Yeah finally found it. And Mileena does feel more stiff. Rain is fun and I hate typing that out publically.

Empress Brosephine
Mar 31, 2012

by Jeffrey of YOSPOS
also is brigette wilson sampras in the game?

exquisite tea
Apr 21, 2007

Carly shook her glass, willing the ice to melt. "You still haven't told me what the mission is."

She leaned forward. "We are going to assassinate the bad men of Hollywood."


Whoa, looks like NRS really DID improve Skarlet's gaps.

Lt. Cock
May 28, 2005

INCOMING!
I skipped this game on release cause Injustice 2 felt so slow and clunky and I was burnt on NRS, but I’m thinking of grabbing ultimate. I really liked the more technical/elaborate combo characters in X, is there anyone like that in 11?

Jamesman
Nov 19, 2004

"First off, let me start by saying curly light blond hair does not suit Hyomin at all. Furthermore,"
Fun Shoe

This is really stupid.

His second fatality should have been him putting on a raspberry beret, running the opponent over in a little red corvette, and then zooming out to a sky view, where you see some doves crying.

Blackbelt Bobman
Jul 17, 2004

I don't need friends! I've been
manipulatin' you since the start!
All so I can something,
something X-Blade!


Lt. Cock posted:

I skipped this game on release cause Injustice 2 felt so slow and clunky and I was burnt on NRS, but I’m thinking of grabbing ultimate. I really liked the more technical/elaborate combo characters in X, is there anyone like that in 11?

Pretty much every kharacter is good and has combos like that, especially with the addition of Krushing Moves which, if done correctly, can be used to start/continue kombos. I think a lot of the kharacters also have amplified special moves that cause pop ups so you can continue a kombo. So I would say yes to your question.

Also story mode is extremely good per usual and the Krypt also owns.

Intel&Sebastian
Oct 20, 2002

colonel...
i'm trying to sneak around
but i'm dummy thicc
and the clap of my ass cheeks
keeps alerting the guards!

Jamesman posted:

This is really stupid.

His second fatality should have been him putting on a raspberry beret, running the opponent over in a little red corvette, and then zooming out to a sky view, where you see some doves crying.

This thread is so hostile, why do we scream at eachother?

Malcolm Excellent
May 20, 2007

Buglord
These rain posts make me feel like I'm alone in a world that's so cold

In a little red corvet


under the cherry moon

rideANDxORdie
Jun 11, 2010
I may be goofing some of the technicals on being + or - frames here so bear with me but I think the jist of it is:

Anything plus on block is obviously safe. Not only safe, these moves, since being plus on block means you get to move slightly before your opponent does, can actually lead to frame traps where you can hit opponents out of their punishes.

Anything from 0 to -5 on block is always safe, since the fastest moves in the game regarding start-up are 6 frames. I can't remember if a move that is -6 on block can be safe from a 6-frame punish.

After that, things get very situational depending on your character, your opponent and whether one or both of you are crouching. Most characters don't have a 6 frame move and usually their quickest start-up move is a high, not a mid. Characters with fast mids are typically seen as very strong in this game as they serve as universal punishes that can hit crouching opponents.

updated the numbers, thanks goon below!

rideANDxORdie fucked around with this message at 23:31 on Nov 19, 2020

exquisite tea
Apr 21, 2007

Carly shook her glass, willing the ice to melt. "You still haven't told me what the mission is."

She leaned forward. "We are going to assassinate the bad men of Hollywood."


Minus one Raiden variation that nobody uses, the fastest moves in MK11 have a 6-frame startup -- I think Geras' D1 and Sub's standing 2, possibly a few others. Most of the cast have a 7f move as their fastest string, meaning anything -7 or less on block is effectively safe. That's to say nothing of pushback, which can make even unsafe moves on paper difficult to punish. And practically speaking, even unsafer strings still can be hard to punish online, depending on the connection.

Evil Canadian
Sep 10, 2000

No one man should have all that Psycho-Power.

Intel&Sebastian posted:

Online is gonna be a mess with kustoms but its a nice shakeup for the end of this games lifetime

FYI game is not anywhere close to done.

There's a lot more coming down the pipe. Old NRS cycle is dead.

man nurse
Feb 18, 2014


Good, cus I’m down for more of this game

paradoxGentleman
Dec 10, 2013

wheres the jester, I could do with some pointless nonsense right about now

Azran posted:

It would sorta make sense for Rambo to be added, given most guests so far have been 80's action movie icons. That said Rain AND Mileena? That has to be a troll, which I genuinely hope it is because it will lead to people on Reddit being insanely angry. Boon had to block people on Twitter spamming him #mileenalivesmatter back when he tweeted about the protests.

hey I'm still catching up to the thread but I want to make sure I don't forget to ask the following:
1) what the gently caress is #mileenalivesmatter supposed to mean
2) why are gamers so terrible

paradoxGentleman
Dec 10, 2013

wheres the jester, I could do with some pointless nonsense right about now

I just watched the new characters' endings.
It's a low blow, NS, making me feel bad for Mileena through my love for monstrous characters looking for acceptance and happy gay families.

paradoxGentleman fucked around with this message at 14:41 on Nov 20, 2020

ghostinmyshell
Sep 17, 2004



I am very particular about biscuits, I'll have you know.
This game is quite the experience to setup on a PS5.

paradoxGentleman
Dec 10, 2013

wheres the jester, I could do with some pointless nonsense right about now

paradoxGentleman posted:

I just watched the new characters' endings.
It's a low blow, NS, making me feel bad for Mileena through my love for monstrous characters looking for acceptance and happy gay families.

god drat it, even her friendship plays into this!! she just wants a fuckinf family that loves her!!!
I am going to become a mileena stan at this rate! god drat it!!!!!
god drat it!!!!!

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exquisite tea
Apr 21, 2007

Carly shook her glass, willing the ice to melt. "You still haven't told me what the mission is."

She leaned forward. "We are going to assassinate the bad men of Hollywood."


Based on ranked/kasual from the last few days, it seems like a lot of people have bought the game for the first time just to play Mileena. They must all be fatality'd mercilessly.

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