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MK9 Patch Notes – 2011/09/23

(I know I’m a week late, and I wasn’t going to post this, but decided to anyway for archival purposes.)

NetherRealm Studios released a patch for Mortal Kombat (2011), bringing it up to version 0.144S-234-77c814ec (Xbox 360) / ????-??? (PS3) [update version 1.??]. As detailed on the official hotfix and patch notes thread, the following changes have been made:

General Gameplay Fixes/Tweaks

  • Fixed a couple of crash scenarios.
  • DLC billboards should now behave correctly on Xbox.
  • You should no longer see online desyncs on Xbox that are related to alternate costumes or classic costume DLC packs.
  • MOTD handling and displaying code was tweaked.
  • Fixed a bug that could have resulted in tweakvars getting corrupted.
  • Fixed a crash in player select if you tried to exit out while the DLC box was open.
  • With the exception of Human Cyrax and Human Sektor, everyone’s alternate costumes should behave the same as their primary costumes and have the exact same move properties.
  • You can now block after a dash forward is completed if it was cancelled into from a special move. Cancelling out of a dash into another dash was normalized for most of the characters. Dash Block cancelling remains the same.
  • Wake-up attacks should have better invulnerability on them if done in the first 4 frames of the wake-up window. (this was added as a hotfix tweakable value)
  • You no longer get a completely free throw attempt after someone blocks your jump punch. The opponent has less block hit frames but chained combos from a jump punch will remain the same.
  • There were several reactions that could freeze players just before they landed from attacks and reactions such as Kano’s Airball and Cyrax’s Net air reaction.
  • Made many minor hitbox adjustments.
  • Tweaked the negative edge window.
  • Several low attacks were being parried incorrectly.
  • Nightwolf and Kenshi can no longer still absorb a projectile if they get hit out of their enhanced reflects before the recovery frames start.

Baraka

  • Baraka’s Blade Spin move starts up faster and is safer when blocked.
  • Baraka’s Enhanced Blade Charge (Blade Rush) attack goes farther now.
  • Baraka’s Chop Chop no longer auto corrects mid-move.
  • Baraka has a new D1 low poke.

Cyber Sub-Zero

  • Cyber Sub-Zero can no longer handcuff certain characters by catching a wake-up attack with his enhanced Ice Parry.

Cyrax

  • Cyrax’s Buzzsaw is an overhead block and safer when blocked.
  • Cyrax’s Bombs will no longer pop someone up who is in a 2nd Net reaction or in a Buzzsaw reaction.
  • Cyrax’s MK3 costume should behave the same as the primary costume now.

Ermac

  • Ermac can no longer leave an invisible fireball collision around.
  • Fixed damage scaling a few of his reactions.

Jade

  • All of Jade’s Enhanced Boomerangs (Reboomerang) will now return when the first hit is blocked.
  • Jade’s Staff Grab is slightly safer when blocked.
  • Jade’s U3 attack (Pole Vault) can be ducked.
  • Jade’s 4,F3 kick (Polecat) is safer when blocked.

Jax

  • The armor on Jax’s Enhanced Dash Punch (Dash Fist) and X-Ray (Briggs Bash) now starts instantly.
  • Added armor to the start-up of Jax’s Enhanced Elbow (Elite Smash).
  • Jax’s projectiles (Energy Wave) recover a tiny bit faster.
  • Jax’s towards 3 attack (Big Leg) is now an overhead.
  • Jax can no longer frame trap someone with his Gotcha Grab.

Johnny Cage

  • Johnny Cage’s F3,2 (Take Two) no longer true combos into 2in1’d special moves.
  • Johnny Cage’s Nut Punch does slightly less damage.
  • Johnny Cage’s sweep kick has less advantage on block or hit.

Kabal

  • Kabal can no longer leave an invisible fireball collision around.
  • Removed a couple unavoidable block traps with Kabal. (with F2 and 4)

Kano

  • If you don’t charge and hold the Enhanced Kano Ball it will now keep its armor.
  • Kano’s Enhanced Knife Toss recovers faster.

Kitana

  • Kitana’s Fan reactions on an airborne opponent damage scale correctly now.
  • Kitana’s X-Ray (Fan-Tastic) can no longer be reflected.

Kung Lao

  • Removed the pushback on Kung Lao’s spin when blocked.
  • Ground Hat now leaves both players at neutral when hit close and leaves Kung Lao at a disadvantage when blocked up close.
  • Kung Lao’s overhead hat attack is slightly safer when blocked.

Liu Kang

  • Liu Kang’s Parry now can correctly give a first hit bonus!

Nightwolf

  • Nightwolf’s reflect should work better as a wake-up attack.

Noob

  • Noob’s Teleport Slam should connect better with some opponents.
  • Noob should no longer be hit on the ground after he is up in the air for his Teleport.
  • Noob’s Shadow Charge hits overhead.

Quan Chi

  • Fixed an issue where Quan Chi’s Skull Projectile (Skull Ball) could sometimes become invisible.
  • Added some armor to the Quan Chi’s Enhanced Sky Drop (Sky Stomp).

Raiden

  • Raiden can no longer unavoidably frame trap someone with his Vicinity Blast.
  • Raiden has 2 additional recovery frames on his normal Teleport.
  • Raiden can’t be hit during his Enhanced Teleport (Sparkport).

Reptile

  • Reptile whiffed Elbow Dash now builds slightly less meter.
  • Reptile is held slightly longer after knocking someone down with the Elbow Dash.
  • A blocked Reptile Elbow Dash no longer pushes back.
  • Reptile’s Enhanced Slide (Slime Trail) now has armor on it.
  • Reptile can no longer leave an invisible Forceball collision around.

Scorpion

  • Scorpion’s Leg Takedown is safer when blocked.
  • Scorpion’s Enhanced Leg Takedown (Takeout) now has armor on it.

Sektor

  • Sektor can now 2in1 into the front and behind Up Missiles.
  • Sektor’s MK3 outfit should behave the same as the primary costume.
  • Sektor’s backjets will no longer get stuck firing, wasting precious fuel. (Yay!)
  • Sektor’s X-Ray (Massive Missile) can no longer be reflected.

Shang Tsung

  • The armor on Shang’s Enhanced Soul Steal now starts instantly.
  • Shang Tsung’s Enhanced Soul Steal (Soul Capture) activates faster.

Sheeva

  • Sheeva’s Fireball is a mid block now and the Enhanced Fireball (Fire Blast) is an overhead.
  • Sheeva’s Ground Pound can correctly give a first hit bonus!
  • Sheeva’s Enhanced Jump Stomp (Jump Crush) now has armor on it.
  • Sheeva’s Air Grab has better anti-air collision on it.

Sindel

  • Sindel can no longer leave behind an invisible fireball collision around.
  • Sindel’s B1 attack is a low block.
  • Sindel’s regular Scream is slightly faster and the Enhanced Scream is a lot faster now.
  • Sindel’s Scream (Yell) can no longer be parried.

Smoke

  • It’s no longer possible to handcuff opponents with Smoke’s Vibration (Shake) Parry.

Sonya

  • The armor on Sonya’s cartwheel (Krazy Legs) lasts until the first collision and Archkick’s (Arc Wave) armor lasts until her arch is almost over.
  • Sonya’s 1,1,4 (Fierce Assault) no longer true combos into 2in1’d special moves from it.
  • Sonya’s 3,1,4 (Beat Up) no longer true combos into 2in1’d special moves from it.

Stryker

  • Stryker’s Enhanced Baton (Baton Bash) Sweep’s 2nd hit is an overhead and is safer when blocked.
  • Stryker’s Grenades recover slightly faster.
  • Stryker’s Baton Roll starts up faster and the enhanced version has armor on it for a longer time.
  • Stryker’s Enhanced Grenade Toss and Baton Sweep do slightly more damage.
  • Stryker’s B1,2,2 (Beatdown) combo is safer when blocked.

Sub-Zero

  • Fixed some of the Ground Freeze reaction properties which were causing some other gameplay issues.
  • Sub-Zero’s Enhanced Slide (Power Slide) now has armor.
  • The opponent is frozen for 10 additional frames to allow him to at least get a slide in for some trade cases were he could get nothing before.

Freddy Krueger

  • Freddy’s Nightmare Stance can’t be repeated instantly anymore.
  • Fixed a bug where Freddy could get stuck being immune to projectiles.
  • Freddy’s forward and backward Teleports (Hell Shift) build slightly less meter.
  • Some of Freddy reactions were not damage scaling correctly.
  • Tweaked the recovery on some of Freddy’s specials.

Kenshi

  • Kenshi’s X-Ray (Soul Blade) can no longer be reflected.
  • Kenshi is freed up sooner now when he absorbs a projectile with his (Blade Absorb).
  • Kenshi’s F2,2,B1 (Absentminded) reaction no longer lets opponents be hit just as they hit the ground.

Skarlet

  • Skarlet has an additional 10 frames before she can cancel out of her normal dagger toss.
  • Skarlet can no longer 2in1 cancel out of her Slide attack from her Red Dash.
  • Skarlet’s back throw now does normal damage.
  • Skarlet can do her U3 (Lifting Leg) attack from a dash now.

As of today, the patch is now available for PS3 users.

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