{"id":5185,"date":"2020-05-26T14:52:12","date_gmt":"2020-05-26T14:52:12","guid":{"rendered":"https:\/\/www.ginx.tv\/mortal-kombat-11-aftermath-patch-notes"},"modified":"2024-07-19T07:37:21","modified_gmt":"2024-07-19T07:37:21","slug":"mortal-kombat-11-aftermath-patch-notes","status":"publish","type":"post","link":"https:\/\/www.ginx.tv\/en\/mortal-kombat\/mortal-kombat-11-aftermath-patch-notes","title":{"rendered":"Mortal Kombat 11 Aftermath full patch notes: Character adjustments, new Brutalities and more"},"content":{"rendered":"<p>While most people are excited about the new story campaign and characters in <a href=\"https:\/\/www.ginx.tv\/en\/mortal-kombat\/mortal-kombat-11-aftermath-new-fatalities-friendships-release-date\">Mortal Kombat 11 Aftermath<\/a>, there&rsquo;s also a free update for all players.&nbsp;<\/p>\n<div id=\"traffective-ad-Content_1_428730\" style=\"display: none;\" class=\"Content_1\"><\/div>\n<div id=\"traffective-ad-Content_1_216496\" style=\"display: none;\" class=\"Content_1\"><\/div>\n<div id=\"traffective-ad-Content_1_565885\" style=\"display: none;\" class=\"Content_1\"><\/div>\n<div id=\"traffective-ad-Content_1_694821\" style=\"display: none;\" class=\"Content_1\"><\/div>\n<div id=\"traffective-ad-Content_1_792557\" style=\"display: none;\" class=\"Content_1\"><\/div>\n<div id=\"traffective-ad-Content_1_239353\" style=\"display: none;\" class=\"Content_1\"><\/div>\n<div id=\"traffective-ad-Content_1_814090\" style=\"display: none;\" class=\"Content_1\"><\/div>\n<p>This update includes the addition of stage fatalities, Friendships, adjustments to Augments, and armour break moves for all characters &#8211; while a lot of the roster has also received some balance tinkering.&nbsp;<\/p>\n<p>NetherRealm Studios has released the <a href=\"https:\/\/mortalkombatgamessupport.wbgames.com\/hc\/en-us\/articles\/360049075213-Official-MK11-PS4-XB1-and-Switch-Release-Notes-05-26-20\" rel=\"nofollow\" target=\"_blank\">full patch notes<\/a> for PlayStation 4, Xbox One and Nintendo Switch platforms, which brings an assortment of new Brutalities for characters.&nbsp;<\/p>\n<p>There&rsquo;s also been new Krypt events added, while Towers of Time has received a significant update &#8211; throwing in Boss Towers, Sidekick Towers and an increased drop rate for Konsumables.&nbsp;<\/p>\n<p>In terms of character adjustments, Baraka, Cassie Cage, Cetrion, Erron Black, Kabal and more have received some tweaks.&nbsp;<\/p>\n<ul>\n<li><strong>Read more: <a href=\"https:\/\/www.ginx.tv\/en\/mortal-kombat\/mortal-kombat-11-aftermath-fujin-fatality-new-stages-armour-break-moves\">Mortal Kombat 11 Aftermath: Fujin fatality, new stages and armour break moves<\/a><\/strong><\/li>\n<\/ul>\n<p><img decoding=\"async\" alt=\"Robocop Mortal Kombat Aftermath\" src=\"https:\/\/cdn-cf.ginx.tv\/imgcdn\/42dyzG_fsvwoFcog8iTH-PlQkoPMEDmCK5PHLv8GPso\/rs:fill:0:0:1\/g:ce\/aHR0cHM6Ly93d3cuZ2lueC50di91cGxvYWRzL21vcnRhbF9rb21iYXRfcGF0Y2hfbm90ZXMuanBn\" style=\"width: 600px; height: 338px;\" width=\"1024\" height=\"576\" loading=\"lazy\"><br \/>\n<span style=\"font-size:11px;\">The patch notes have landed (Picture: NetherRealm)<\/span><\/p>\n<p>&nbsp;<\/p>\n<h2>Mortal Kombat 11 Aftermath patch notes<\/h2>\n<p><strong>General gameplay adjustments<\/strong><\/p>\n<ul>\n<li>Move list corrections<\/li>\n<li>Improvements to AI logic<\/li>\n<li>Added several new Brutalities for players to discover<\/li>\n<li>Practice and Replay options setting BUTTON LOG now has an option for FULL which will display Right Stick inputs<\/li>\n<li>Breakaway Tutorial now includes a lesson for Armor Break attacks<\/li>\n<li>Right Stick inputs are no longer scanned when performing most Kombo Attacks and special move 2in1 cancels<\/li>\n<li>Fixed issue which could cause certain character&#8217;s props to appear in the victory cutscene after Kronika is defeated<\/li>\n<li>Fixed issue with victim damage sounds sometimes persisting after a Quitality<\/li>\n<li>Added new options in Practice Mode &gt; AI Options &gt; Breakaway which allows timing to be adjusted (OFF, FAST, DELAY, LATE); FAST is the same as the Previous setting ON<\/li>\n<li>Fixed issue that could cause Practice Mode Kustom Getup\/Reversal Playback to not come out on the first possible frame<\/li>\n<li>Fixed Practice Mode issue which could cause AI Options &gt; Block Attack &gt; (delay) to not work correctly on some attacks<\/li>\n<li>Practice Mode&rsquo;s Kustom Getup\/Reversal Playback now display inputs in the button log<\/li>\n<li>Practice Mode&rsquo;s Kustom Getup\/Reversal Playback now works properly with Fatal Blows<\/li>\n<li>Practice Mode&rsquo;s Kustom Getup\/Reversal order in menu changed to be after character specific attacks<\/li>\n<li>Fixed issue where some (Down + Back Punch) Krushing Blows against airborne opponents could cause background clipping when in the corner of some Arenas<\/li>\n<li>Fixed a rare issue with some throw cameras improperly tracking characters while certain modifiers are active<\/li>\n<li>The popup message &#8220;Block Attack Punish&#8221; is now properly displayed if a Block Attack is used to punish a cross-up jump attack<\/li>\n<li>Some damage over time debuffs can no longer linger on resurrecting characters under specific circumstances.<\/li>\n<li>All Down + Front Punch attacks can be both high and low parried<\/li>\n<li>When Breakaway is performed, damage scaling is reset to a fixed value instead of a multiplier on the current combo damage scaling<\/li>\n<\/ul>\n<p>&nbsp;<\/p>\n<p><strong>Kombat League\/Online<\/strong><\/p>\n<ul>\n<li>Minor online stability improvements<\/li>\n<li>Fixed several rare online desync causes<\/li>\n<li>Added menu option to request a non-ranked set with opponent at the end of a Ranked set<\/li>\n<\/ul>\n<p>&nbsp;<\/p>\n<p><strong>Krypt<\/strong><\/p>\n<ul>\n<li>Added new Nether Forge Recipes for players to discover<\/li>\n<li>Added New Krypt Events<\/li>\n<\/ul>\n<p>&nbsp;<\/p>\n<p><strong>Towers of Time<\/strong><\/p>\n<ul>\n<li>Added New Player Module Rewards<\/li>\n<li>Added New Boss Towers, Sidekick Towers, and Tag Towers<\/li>\n<li>Added elemental move tags to all characters&rsquo; movelists<\/li>\n<li>Augment functionality has been reworked; after logging into the game for the first time your existing augments will be converted to new ones &amp; unsocketed; this can take some time to complete<\/li>\n<li>Added Jinsei Essence Augments, which can only be socketed into a Gear&rsquo;s 3rd&nbsp;Augment slot and have powerful gameplay abilities<\/li>\n<li>Augments no longer require a specific Gear Slot but still require a matching Augment Socket Type<\/li>\n<li>There are now non-character specific Augments which can be used on any character<\/li>\n<li>Fixed several modifiers persisting on screen after the fight has ended<\/li>\n<li>Tag Towers no longer award a Flawless Victory when only the currently tagged in character is at full health<\/li>\n<li>Increased the amount of Konsumables rewarded for completing a tower<\/li>\n<li>Increased augment rewards to all tower platforms<\/li>\n<li>Increased rewards for brutal difficulty<\/li>\n<li>Tower Loot tables can now include Gear &amp; Items rewards from AI Battle<\/li>\n<\/ul>\n<p>&nbsp;<\/p>\n<p><strong>Stage adjustments<\/strong><\/p>\n<ul>\n<li>After using a Background Interaction to jump over your opponent, they will no longer sometimes take a long time to turnaround if they remain idle<\/li>\n<li>Amplified Background Interactions no longer have throw immunity<\/li>\n<li><b>Cyber Lin Kuei Assembly<\/b>&nbsp;&#8211; Fixed a visual issue with Sawblade Interaction when it is interrupted at a specific timing<\/li>\n<li><b>Cyber Lin Kuei Assembly<\/b>&nbsp;&#8211; Fixed an issue with Ice Bomb Interaction sometimes not visually freezing certain cloth on characters<\/li>\n<li><b>Lost Hive of the Kytinn<\/b>&nbsp;&#8211; Fixed a visual issue with Ovipositor Stab Interaction sometimes being misaligned when performed by a character facing left<\/li>\n<li><b>Shang Tsung&#8217;s Island Ruins<\/b>&nbsp;&#8211; Fixed a visual issue with Mallet Interaction when it is interrupted at a specific timing<\/li>\n<\/ul>\n<p>&nbsp;<\/p>\n<div data-oembed-url=\"https:\/\/www.youtube.com\/watch?v=38FhCYZW_jc\">\n<div style=\"left: 0; width: 100%; height: 0; position: relative; padding-bottom: 56.25%;\"><iframe allow=\"accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture\" allowfullscreen=\"\" scrolling=\"no\" src=\"https:\/\/www.youtube.com\/embed\/38FhCYZW_jc?rel=0\" style=\"border: 0; top: 0; left: 0; width: 100%; height: 100%; position: absolute;\" tabindex=\"-1\" srcdoc=\"&lt;style&gt;*{padding:0;margin:0;overflow:hidden}html,body{height:100%}img,span{position:absolute;width:100%;top:0;bottom:0;margin:auto}span{height:1.5em;text-align:center;font:48px\/1.5 sans-serif;color:white;text-shadow:0 0 0.5em black}&lt;\/style&gt;&lt;a href=https:\/\/www.youtube.com\/embed\/38FhCYZW_jc?autoplay=1&gt;&lt;img src=https:\/\/img.youtube.com\/vi\/38FhCYZW_jc\/hqdefault.jpg alt='YouTube video thumbnail'&gt;&lt;span&gt;&#9654;&lt;\/span&gt;&lt;\/a&gt;\"><\/iframe><\/div>\n<\/div>\n<p>&nbsp;<\/p>\n<p><strong>Character adjustments<\/strong><\/p>\n<p><strong>Baraka<\/strong><\/p>\n<ul>\n<li>Lunging Blades (Away + Back Punch) had its repel region adjusted and now does 90 damage (up from 70)<\/li>\n<li>Straight Shank (Down+Forward + Front Punch) can now be both high and low parried<\/li>\n<li>Blade Charge now breaks armor and has an alternate Krushing Blow condition: Breaks Armor<\/li>\n<li>Fixed issue with Leg Kabob with the impaled Arm Blade being improperly placed in certain circumstances<\/li>\n<li>Fixed a rare issue that could cause Staked to lose trades against certain attacks<\/li>\n<\/ul>\n<p>&nbsp;<\/p>\n<p><strong>Cassie<\/strong><\/p>\n<ul>\n<li>Victim region while ducking slightly increased<\/li>\n<li>Getup\/Flawless Block Attack (Up + Back Punch) now has 9 startup frames (down from 13), recovers 4 frames faster on hit, and has an adjusted hit reaction<\/li>\n<li>Adjusted the hit region of Flippin&#8217; Out which now has 13 less recovery frames, and 10 more frames of blockstun with reduced block pushback<\/li>\n<li>Ball Buster can now be both high and low parried<\/li>\n<li>BLB-118 Escape and BLB-118 Advance no longer cost meter<\/li>\n<li>Flying Glow Kick now does 80 damage (was 60) and can now be cancelled into Fatal Blow on hit<\/li>\n<li>Flying Glow Kick now breaks armor and has an alternate Krushing Blow condition: Breaks Armor<\/li>\n<li>Adjusted the peak height &amp; travel arc of (Air) Pissed AF (Jump + Fatal Blow) to hit more consistently and its startup &amp; active frames now match the ground version<\/li>\n<li>Fixed rare issue that could cause Glow Burst (Back + Front Kick), Bloody Knuckles (Down + Back Punch), &amp; Flying Glow Kick to lose trades against certain attacks<\/li>\n<li>Fixed visual issues with pistol holster animations when using Dual Wielding Amplify and Dual Wielding Krushing Blow<\/li>\n<li>Fixed issue which could cause drone to play an incorrect animation if a brutality is performed<\/li>\n<\/ul>\n<p>&nbsp;<\/p>\n<p><strong>Cetrion<\/strong><\/p>\n<ul>\n<li>Heavens Wind (Front Punch) now has 4 more recovery frames on block<\/li>\n<li>Adjusted opponent&rsquo;s victim region during the hit reaction to Turning Wave (Towards + Back Punch)<\/li>\n<li>Deadly Winds now performs an additional hit which can break armor before the tornado projectile<\/li>\n<li>Shattering Boulder now does 90 damage (up from 70)<\/li>\n<li>Fixed an issue with Hallowing Winds that could result in Boulder Bash causing an incorrect hit reaction<\/li>\n<li>Deadly Winds will no longer sometimes have lingering visual effects when a brutality is performed on Cetrion<\/li>\n<li>Elemental Ring will no longer sometimes have lingering visual effects during fatalities<\/li>\n<\/ul>\n<p>&nbsp;<\/p>\n<p><strong>D&#8217;Vorah<\/strong><\/p>\n<ul>\n<li>Recluse (Towards + Back Punch, Back Punch, Up + Front Punch + Front Kick) now does 90 damage (up from 80)<\/li>\n<li>Tsetse (Towards + Back Punch, Back Punch, Down + Front Punch + Front Kick) now does 70 damage (up from 60)<\/li>\n<li>Bugging Out (Towards + Back Punch, Back Punch, Back Kick) now does 70 damage (up from 50)<\/li>\n<li>Head victim region adjusted while performing Infested<\/li>\n<li>Swarm and Swarm Amplify now breaks armor and recovers 5 frames faster when armor is broken<\/li>\n<li>Reduced the combo damage scaling on Widow&#8217;s Kiss Amplify<\/li>\n<li>Bug Butt (Motherbug Front Kick \/ Back Kick) now does the correct chip damage on block<\/li>\n<li>Fixed visual issue with Widow&#8217;s Kiss webbing persisting on victim if interrupted at specific timing<\/li>\n<li>Fixed minor visual issues with Ovipositors becoming misaligned at the beginning of her fatalities<\/li>\n<\/ul>\n<p>&nbsp;<\/p>\n<p><strong>Erron Black<\/strong><\/p>\n<ul>\n<li>High Noon (Front Punch, Front Punch) cancel frame now occurs 1 frame earlier and has 4 more recovery frames on hit, 2 less recovery frames on block, and 1 more recovery frame on miss<\/li>\n<li>Violent Ends (Front Punch, Front Punch, Back Kick) now has 2 less recovery frames<\/li>\n<li>Adjusted opponent&rsquo;s victim region during the hit reaction to Spinning Revolver (Away + Front Punch)<\/li>\n<li>Hideout (Away + Front Punch, Back Punch, Back Punch), Smells Like Gunpowder (Away + Back Punch, Front Punch), To The Gallows (Away + Back Punch, Front Punch, Back Punch, Front Punch), and Pushing Daisies (Front Kick, Back Punch) now do correct damage on block<\/li>\n<li>Acid Pour starts up in 13 frames (down from 17), has 1 less active frame, recovers 6 frames faster on block, and 2 frames faster on miss<\/li>\n<li>Acid Pour now breaks armor and has an alternate Krushing Blow Condition: Breaks Armor<\/li>\n<li>Netherbeast Trap Amplify now has 10 less recovery frames<\/li>\n<li>TNT Toss now starts up 3 frames faster and has 4 less recovery frames<\/li>\n<li>TNT Toss Amplify now starts up 5 frames faster and has 9 less recovery frames<\/li>\n<li>Adjusted the hit region of TNT Toss Amplify gunshot which now has 21 more frames of hitstun on a grounded opponent, and 12 more frames of knockdown advantage against an airborne opponent<\/li>\n<li>Ghost Koins (Fatal Blow) damage on each hit has been adjusted and now only has combo damage scaling on the final hit resulting in 340 total damage (up from 332)<\/li>\n<li>Reload (Locked and Loaded) now follows the same input pattern as the other Locked and Loaded attacks where holding Up exits Locked and Loaded<\/li>\n<li>Fixed a rare issue which would not allow certain juggles to combo into Acid Pour Krushing Blow<\/li>\n<li>Netherbeast Trap will no longer sometimes become visually misaligned to victim when it hits near the corner<\/li>\n<li>Fixed an issue with Rattle Snake Slide playing an improper animation when it hits Kronika<\/li>\n<\/ul>\n<p>&nbsp;<\/p>\n<p><strong>Frost<\/strong><\/p>\n<ul>\n<li>Icy Maul (Away + Back Punch) now does 50 damage (up from 30)<\/li>\n<li>Out Cold (Away + Back Punch, Back Punch, Front Punch, Back Punch) now does 67.5 damage (up from 58.5)<\/li>\n<li>Chest Cold (Down + Front Kick) can now be both high and low parried<\/li>\n<li>Cyber-Head now breaks armor and causes a different hit reaction when it breaks armor<\/li>\n<li>Auger Lunge Krushing Blow now leaves opponent closer to Frost<\/li>\n<li>Fixed a rare issue that could cause Winter Winds (Away + Back Punch, Back Punch) to lose trades against certain attacks<\/li>\n<li>Fixed issue with certain Background Interactions having incorrect hit animations against Frost while her head is detached<\/li>\n<li>Fixed issue with Core Overload self-hit reaction not occurring when close to opponent<\/li>\n<\/ul>\n<p>&nbsp;<\/p>\n<p><strong>Geras<\/strong><\/p>\n<ul>\n<li>Gauntlet Slam (Down + Front Kick) can now be both high and low parried<\/li>\n<li>Sand Trap and Quick Sand now break armor, have an increased hit region when opponent is in a combo, and have an alternate Krushing Blow Condition: Breaks Armor<\/li>\n<li>Punish Krushing Blows now trigger when done against Reverse Time recovery<\/li>\n<li>Fixed an issue causing some attacks that hit an opponent affected by Temporal Advantage to not play a sound effect or hitspark<\/li>\n<li>Fixed an issue with Quick Sand causing an incorrect animation if used to kill final opponent of an endurance fight<\/li>\n<\/ul>\n<p>&nbsp;<\/p>\n<p><strong>Jacqui Briggs<\/strong><\/p>\n<ul>\n<li>Trained To Kill (Away + Back Punch, Back Punch) now does correct damage on block<\/li>\n<li>Adjusted opponent&rsquo;s victim region during the hit reaction to Step Kick (Towards + Front Kick)<\/li>\n<li>(Air) Dive Bomb now breaks armor and when armor is broken it recovers faster and has a different hit reaction<\/li>\n<li>Hyper Knee now breaks armor and has an alternate Krushing Blow Condition: Breaks Armor<\/li>\n<li>Landing recovery frames can no longer sometimes be circumvented during a crossup jump attack 2in1 cancelled into (Air) Shrapnel Blast, (Air) Grenade Launcher, or (Air) Prototype Rocket<\/li>\n<li>Fixed various visual issues with Jacqui&#8217;s Hellspawn cape during brutalities<\/li>\n<\/ul>\n<p>&nbsp;<\/p>\n<p><strong>Jade<\/strong><\/p>\n<ul>\n<li>Pole Strike (Away + Front Punch) now causes 5 more frames of blockstun with increased pushback on block<\/li>\n<li>The last hit of Wiggle Stick (Away + Back Punch) now causes 5 more frames of blockstun with increased pushback on block and has 5 more recovery frames on block<\/li>\n<li>Bending Time (Front Kick , Back Punch, Back Punch, Down + Front Punch) now does 70 damage (up from 50)<\/li>\n<li>Adjusted opponent&rsquo;s victim region during the hit reaction to Straight Kick (Front Kick)<\/li>\n<li>Slightly adjusted the gravity on the hit reaction to IP Girl (Towards + Back Punch, Front Punch)<\/li>\n<li>Baited (Front Punch, Back Punch, Back Kick) Krushing Blow now has 7 less recovery frames<\/li>\n<li>Blazing Nitro Kick now breaks armor and has an alternate Krushing Blow Condition: Breaks Armor<\/li>\n<li>Fixed an issue the hit region of Side Kick (Away + Front Kick) being incorrect when done as a cancel from Pole Bash (Jump + Back Punch)<\/li>\n<li>Fixed a rare issue that could cause Blazing Nitro Kick &amp; Blazing Nitro Kick Amplify to lose trades against certain attacks<\/li>\n<li>Fixed a rare issue which could cause projectiles reflected with Divine Forces to become stuck floating in the air with specific timing<\/li>\n<\/ul>\n<p>&nbsp;<\/p>\n<p><strong>Jax<\/strong><\/p>\n<ul>\n<li>Quick Drill (Down, + Front Punch, Down + Back Punch) can now be both high and low parried<\/li>\n<li>Boot Kamp (Away + Front Kick, Back Punch) now does 50 damage (up from 30)<\/li>\n<li>Sleep, Bitch (Away + Front Kick, Back Punch, Front Punch + Front Kick) now does 90 damage (down from 100)<\/li>\n<li>Reduced the combo damage scaling on Ripped Amplify<\/li>\n<li>Briggs Barricade now has 19 active frames (down from 24) and 5 less recovery frames<\/li>\n<li>Briggs Barricade Amplify now has 6 less recovery frames<\/li>\n<li>Head victim region adjusted while performing Burning Hammer<\/li>\n<li>Lethal Clap now has 2 more active frames and has 2 less recovery frames on miss<\/li>\n<li>Lethal Clap now breaks armor and recovers faster if armor is broken<\/li>\n<li>Fixed rare issue that could cause Lethal Clap to lose trades against certain attacks<\/li>\n<li>Fixed issue that could cause his Thumper to play an improper animation when he is defeated<\/li>\n<\/ul>\n<p>&nbsp;<\/p>\n<p><strong>Johnny Cage<\/strong><\/p>\n<ul>\n<li>Fix It In Post (Front Punch, Back Punch, Back Kick) now has 5 less blockstun frames<\/li>\n<li>Cage Match (Front Kick, Back Kick, Up + Front Kick) now has 5 less blockstun frames<\/li>\n<li>Straight Forceball Amplify now has 5 less blockstun frames<\/li>\n<li>Flippy Kick now breaks armor<\/li>\n<li>Nut Punch can now be both high and low parried<\/li>\n<li>Fixed a rare issue that could cause Shadow Kick to lose trades against certain attacks<\/li>\n<li>Fixed issue with Stunt Double instantly disappearing off screen after completing its attack in certain circumstances<\/li>\n<\/ul>\n<p>&nbsp;<\/p>\n<p><strong>Kabal<\/strong><\/p>\n<ul>\n<li>Head victim region adjusted while performing Hook Grab<\/li>\n<li>Hook Slam now does 100 damage (was 109.5) and no longer causes extra combo damage scaling before final hit<\/li>\n<li>Hook Slam now breaks armor and has an alternate Krushing Blow Condition: Breaks Armor which causes a different hit reaction when triggered<\/li>\n<li>Hook Slam Amplify now does 100 damage (was 102) and no longer causes extra combo damage scaling before the final hit<\/li>\n<li>Slightly increased the combo damage scaling on Hook Slam &amp; Hook Slam Amplify Krushing Blows<\/li>\n<li>Nomad Spin now only causes damage scaling on the final hit and each attack now has 10 more blockstun frames<\/li>\n<li>Nomad Spin Amplify now only causes damage scaling on the final hit and each attack now has 5 more blockstun frames<\/li>\n<li>Extended Hook now does 90 damage (was 116.5) and no longer causes damage scaling on the first hit<\/li>\n<li>Fixed a rare issue that could cause Nomad Dash, Gas Blast, Gas Blast Amplify, Nomad Spin, &amp; Nomad Spin Amplify to lose trades against certain attacks<\/li>\n<\/ul>\n<p><img decoding=\"async\" alt=\"Aftermath MK\" src=\"https:\/\/cdn-cf.ginx.tv\/imgcdn\/DQWH0J9GZBFqLTpY48yKBkBemfHsI0J0IW9VWa7IyyQ\/rs:fill:0:0:1\/g:ce\/aHR0cHM6Ly93d3cuZ2lueC50di91cGxvYWRzL21vcnRhbF9rb21iYXRfMTFfYWZ0ZXJtYXRoLmpwZWc\" style=\"width: 600px; height: 338px;\" width=\"1024\" height=\"576\" loading=\"lazy\"><br \/>\n<span style=\"font-size:11px;\">Mortal Kombat 11 Aftermath is out now (Picture: NetherRealm)<\/span><\/p>\n<p>&nbsp;<\/p>\n<p><strong>Kano<\/strong><\/p>\n<ul>\n<li>Adjusted opponent&rsquo;s victim region during the hit reaction to Blade Evade (Away + Front Punch)<\/li>\n<li>Blade Evade (Away + Front Punch) cancel frame now occurs 5 frames earlier and has 5 less recovery frames on miss<\/li>\n<li>Blade Evade (Away + Front Punch) now breaks armor and the air hit reaction has been changed<\/li>\n<li>Fixed a rare issue that could cause Black Dragon Ball to lose trades against certain attacks<\/li>\n<\/ul>\n<p>&nbsp;<\/p>\n<p><strong>Kitana<\/strong><\/p>\n<ul>\n<li>The last hit of Leave Now (Towards + Back Punch, Back Punch, Back Punch) now has 5 more blockstun frames with increased block pushback<\/li>\n<li>Punishment (Front Kick, Back Punch, Front Punch, Back Punch) now has 5 more frames of blockstun<\/li>\n<li>Square Wave and (Air) Square Wave now break armor and have an alternate Krushing Blow Condition: Breaks Armor<\/li>\n<li>Fixed a visual issue with blood sometimes coming out of incorrect leg on opponent during Back Throw<\/li>\n<li>Fixed a rare issue that could cause Dive Kick (Half-Blood Stance) to lose trades against certain attacks<\/li>\n<\/ul>\n<p>&nbsp;<\/p>\n<p><strong>Kollector<\/strong><\/p>\n<ul>\n<li>War-Quoit Toss Gear Ability now requires 1 Ability Slot<\/li>\n<li>Relic Lure Gear Ability now requires 2 Ability Slots<\/li>\n<li>Relic Lure now has 16 starts up frames (down from 27), 10 more active frames, 4 more recovery frames on block, and 11 more recovery frames on miss<\/li>\n<li>Adjusted the hit region of Relic Lure and it now breaks armor and has a different hit reaction with reduced combo damage scaling<\/li>\n<li>Relic Lure Amplify now has a different hit reaction with reduced combo damage scaling and can only be performed once per combo<\/li>\n<li>Relic Lure Amplify now has 3 less active frames, 4 less recovery frames on hit, 8 more recovery frames on block, and 11 less recovery frames on miss<\/li>\n<li>Fixed a rare issue that could cause Bag Bomb to not cause a ground explosion when colliding with Vial of Sorrow DoT if Kollector is hit at specific timing<\/li>\n<li>Fixed a rare issue that could cause Demonic Mace to lose trades against certain attacks<\/li>\n<li>Fixed a rare issue that could cause Kollector&#8217;s lantern to be stuck in his hand during Victory cinematics<\/li>\n<\/ul>\n<p>&nbsp;<\/p>\n<p><strong>Kotal Kahn<\/strong><\/p>\n<ul>\n<li>Mehtizquia Cut now breaks armor and has 16 startup frames (down 20)<\/li>\n<li>Mehtizquia Cut Amplify now has an alternate Krushing Blow condition: Mehtizquia Cut Breaks Armor<\/li>\n<li>Fixed an issue preventing the first hit of Yeyecame Disk Amplify to be parried<\/li>\n<li>Tecuani Maul Amplify recovers 1 frame faster on block<\/li>\n<li>(Air) Tecuani Pounce Amplify recovers 5 frames faster on block<\/li>\n<li>Totem buffs when stacked now correctly respect the number of totems used<\/li>\n<li>Pinned Down (Fatal Blow) now only has damage scaling on the final hit resulting in 330 total damage (up from 329)<\/li>\n<li>Fixed a rare issue causing Tonatiuh Beam&rsquo;s hit region to linger after Krushing Blows and Fatal Blows in certain circumstances<\/li>\n<li>Fixed a rare issue that could cause (Air) Tecuani Pounce to lose trades against certain attacks<\/li>\n<li>Fixed a rare issue that could cause Kotal Kahn&rsquo;s sword to play an improper animation when he is defeated<\/li>\n<\/ul>\n<p>&nbsp;<\/p>\n<p><strong>Kung Lao<\/strong><\/p>\n<ul>\n<li>Adjusted opponent&rsquo;s victim region during the hit reaction to the 3rd &amp; 5th hits of Double Yang (Back Punch, Front Punch, Back Punch, Front Punch, Back Punch)<\/li>\n<li>Disrespect (Towards + Back Punch, Front Punch) now has 5 more blockstun frames with increased block pushback<\/li>\n<li>Adjusted the hit region of Spin Kick (Back Kick) and it now has 14 startup frames (down from 15), 3 active frames (up from 1), 2 less recovery frames on miss, and its cancel frame now occurs 4 frames earlier<\/li>\n<li>Shaolin Slam (Teleport) now has 16 less recovery frames on hit<\/li>\n<li>(Air) Shaolin Drop now breaks armor and (Air) Shaolin Drop Amplify has an alternate Krushing Blow condition: (Air) Shaolin Drop Breaks Armor<\/li>\n<li>Flip Kick (Getup \/ Flawless Block Up + Front Kick) now does 90 damage (down from 135) and does the correct damage on block<\/li>\n<li>All attacks of Soul Burst (Spiritual Guidance) now hits mid<\/li>\n<li>Fixed a bug allowing Soul Burst (Spiritual Guidance) to be able to be cancelled into other specials<\/li>\n<li>The second projectile of Possessed Hat will no longer sometimes come out if Kung Lao is interrupted after first projectile comes out<\/li>\n<li>Possessed Hat will no longer sometimes not combo when hitting from specific ranges<\/li>\n<li>Beaten And Broken (Fatal Blow) now only has damage scaling on the final hit<\/li>\n<li>Hat Toss, Possessed Hat, and Guided Hat are no longer immune to reflect moves if they hit on the first frame<\/li>\n<li>Fixed some rare visual issues with the spirit of the Great Kung Lao becoming visible at unintended times<\/li>\n<li>Fixed a rare issue that could cause the combo counter to reset when Spin &amp; Spin Amplify hit in certain circumstances<\/li>\n<li>Fixed a rare issue that could cause Spin &amp; Spin Amplify to lose trades against certain attacks<\/li>\n<\/ul>\n<p>&nbsp;<\/p>\n<p><strong>Liu Kang<\/strong><\/p>\n<ul>\n<li>Total Destruction (Front Punch, Back Punch) now has 5 less blockstun frames<\/li>\n<li>Adjusted opponent&rsquo;s victim region during the hit reaction to Chosen Strike (Back Punch)<\/li>\n<li>Kusari Slam now breaks armor<\/li>\n<li>Fixed a rare visual issue with Kusari Slam hitting at certain distances causing an improper animation<\/li>\n<li>Dragon Fire now has 3 less recovery frames<\/li>\n<li>Bicycle Kick Amplify can now be performed twice after Kontei Slam (Towards + Back Punch) hits in the same combo<\/li>\n<li>Fixed a rare issue that could cause Flying Dragon Kick to lose trades against certain attacks<\/li>\n<\/ul>\n<p>&nbsp;<\/p>\n<p><strong>Noob Saibot<\/strong><\/p>\n<ul>\n<li>Dark Push (Away + Back Punch) now has 3 more active frames, 1 more recovery frame on hit, 1 less recovery frame on block, and 4 less recovery frames on miss<\/li>\n<li>Dark Push (Away + Back Punch) now breaks armor, when armor is broken it has a different hit reaction and can be 2in1 cancelled<\/li>\n<li>Head victim region adjusted while performing Sickle Snag<\/li>\n<li>Sickle Toss and Sickle Toss Amplify can no longer be parried<\/li>\n<li>Together Again (Fatal Blow) now has 3 active frames (up from 1), and 2 less recovery frames on miss<\/li>\n<li>Fixed a rare issue with Shadow Clone becoming stuck to opponent in certain circumstances during a Tag Battle<\/li>\n<\/ul>\n<p>&nbsp;<\/p>\n<div data-oembed-url=\"https:\/\/www.youtube.com\/watch?v=l7FiTRxRYOE\">\n<div style=\"left: 0; width: 100%; height: 0; position: relative; padding-bottom: 56.25%;\"><iframe allow=\"accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture\" allowfullscreen=\"\" scrolling=\"no\" src=\"https:\/\/www.youtube.com\/embed\/l7FiTRxRYOE?rel=0\" style=\"border: 0; top: 0; left: 0; width: 100%; height: 100%; position: absolute;\" tabindex=\"-1\" srcdoc=\"&lt;style&gt;*{padding:0;margin:0;overflow:hidden}html,body{height:100%}img,span{position:absolute;width:100%;top:0;bottom:0;margin:auto}span{height:1.5em;text-align:center;font:48px\/1.5 sans-serif;color:white;text-shadow:0 0 0.5em black}&lt;\/style&gt;&lt;a href=https:\/\/www.youtube.com\/embed\/l7FiTRxRYOE?autoplay=1&gt;&lt;img src=https:\/\/img.youtube.com\/vi\/l7FiTRxRYOE\/hqdefault.jpg alt='YouTube video thumbnail'&gt;&lt;span&gt;&#9654;&lt;\/span&gt;&lt;\/a&gt;\"><\/iframe><\/div>\n<\/div>\n<p>&nbsp;<\/p>\n<p><strong>Raiden<\/strong><\/p>\n<ul>\n<li>Elder Fury (Away + Front Punch, Back Punch) now has 6 less recovery frames, 5 less blockstun frames, can now be Kombo Attack cancelled on block, and its cancel frame occurs 1 frame earlier<\/li>\n<li>Power Discharge (Away + Front Punch, Back Punch, Front Punch + Front Kick) now has 3 less startup frames, 1 more active frame, 4 less recovery frames on miss, and now hits as a throw<\/li>\n<li>Adjusted the hit regions of High Poke (Towards + Front Punch), Divine Power (Towards + Front Punch, Front Punch), and Sudden Energy (Towards + Front Punch, Front Punch, Back Punch)<\/li>\n<li>The 2nd hit of Hammer Fists (Away + Back Punch) now has increased block pushback<\/li>\n<li>Heavy Storm (Towards + Back Punch) now has 5 more blockstun frames with increased block pushback<\/li>\n<li>Adjusted the hit regions of Deadly Storm (Front Kick, Back Punch, Front Punch) and it now has 5 more blockstun frames<\/li>\n<li>The Calm (Away + Front Kick, Front Punch) can now be Kombo Attack cancelled on block or miss<\/li>\n<li>Might Of Mordulus (Away + Front Kick, Front Punch, Back Punch + Back Kick) now hits mid, has 1 more recovery frame, 5 more blockstun frames with increased block pushback, and has a different grounded hit reaction<\/li>\n<li>Massive Destruction (Towards + Front Kick, Back Punch) now hits overhead and has increased block pushback<\/li>\n<li>Lightning Bolt now has 27 startup frames (down from 28), 5 more blockstun frames with increased block pushback, 2 more recovery frames on hit, 1 more recovery frames on block, 2 less recovery frames on miss and increased the window for the cancel into Amplify<\/li>\n<li>Lightning Bolt Amplify now has 1 less startup frame and has 5 more blockstun frames with increased block pushback<\/li>\n<li>The first 2 hits of Storm Cell no longer allow opponent to Breakaway<\/li>\n<li>Electric Fly can no longer be parried<\/li>\n<li>Electric Fly Amplify Krushing Blow travel distance requirement slightly reduced<\/li>\n<li>Summon Lightning now breaks armor, has 11 startup frames (down from 14), and has an increased hit region when the opponent is in a combo<\/li>\n<li>The initial hit of Lightning Rod now does 70 damage (up from 50) and lightning projectiles now do 40 damage (up from 30)<\/li>\n<li>Fixed a rare issue that could cause Super Bolt to lose trades against certain attacks<\/li>\n<\/ul>\n<p>&nbsp;<\/p>\n<p><strong>Scorpion<\/strong><\/p>\n<ul>\n<li>Adjusted opponent&rsquo;s victim region during the hit reaction to Gut Slice (Away + Front Punch)<\/li>\n<li>Flip Kick (Away + Front Kick) now has 22 startup frames (down from 27) and 5 more recovery frames on hit<\/li>\n<li>Flip Kick (Away + Front Kick) now breaks armor and when breaking armor it has a different hit reaction<\/li>\n<li>Back Throw now has a Krushing Blow<\/li>\n<li>Adjusted the hit regions of all hits of Death Spin and Death Spin Amplify<\/li>\n<li>Adjusted the hit region of Burning Spear Amplify and it now does 50 damage (up from 30) and has a different hit reaction<\/li>\n<li>Hate Strike Amplify (Misery Blade) now does 100 damage (up from 80)<\/li>\n<li>Hamon Sweep Amplify (Misery Blade) now does 80 damage (up from 60)<\/li>\n<\/ul>\n<p>&nbsp;<\/p>\n<p><strong>Skarlet<\/strong><\/p>\n<ul>\n<li>Thicker Than Water (Away + Front Punch, Back Punch) now has 3 less recovery frames on hit and miss, 8 less recovery frames on block, and 5 less blockstun frames<\/li>\n<li>Whip Snap (Towards + Back Punch) now has 4 less recovery frames<\/li>\n<li>Quick Transfusion (Towards + Back Punch, Front Punch) now has 24 startup frames (down from 25)<\/li>\n<li>Scythe Slam (Away + Back Punch) now has 5 less recovery frames and 10 more frames of hit advantage<\/li>\n<li>Crack The Whip (Front Kick) now has 19 startup frames (down from 21)<\/li>\n<li>Koagulation (Back Kick, Back Kick) now hits mid<\/li>\n<li>Blood Spatter now has 2 less startup frames, 3 less recovery frames on hit, 2 more recovery frames on miss or block, and 10 more frames of hit advantage<\/li>\n<li>Blood Spatter now breaks armor and has 10 less recovery frames when armor is broken<\/li>\n<li>Blood Spatter Amplify now has 3 less recovery frames on hit and 2 more recovery frames on miss or block<\/li>\n<li>Blood Spatter Amplify now breaks armor and has 15 less recovery frames when armor is broken<\/li>\n<li>Bloodport now has 4 less startup frames<\/li>\n<\/ul>\n<p>&nbsp;<\/p>\n<p><strong>Sonya<\/strong><\/p>\n<ul>\n<li>Adjusted the hit region of Kounter Attack (Back Punch, Front Punch, Back Punch, Back Punch)<\/li>\n<li>Hellish Hook (Towards + Back Punch) now has 5 more blockstun frames with increased block pushback<\/li>\n<li>Boot Kamp (Towards + Front Kick) now breaks armor<\/li>\n<li>Head victim region adjusted while performing Air Control<\/li>\n<li>(Air) Ops Drop now has 13 less landing recovery frames on miss<\/li>\n<li>K.A.T. Tantrum (Summon K.A.T.) now has 27 startup frames (down from 32) and 3 less recovery frames on hit<\/li>\n<li>Straight .50 Kal (Summon K.A.T.) now has 24 startup frames (down from 32) and 9 less recovery frames<\/li>\n<li>Mortar Strike (Summon K.A.T.) now has 3 less recovery frames<\/li>\n<li>Detonate K.A.T. (Summon K.A.T.) now has 14 startup frames (down from 18) and 9 less recovery frames<\/li>\n<\/ul>\n<p>&nbsp;<\/p>\n<p><strong>Sub-Zero<\/strong><\/p>\n<ul>\n<li>Adjusted the hit region of Brutal Kick (Towards + Back Kick) and it now has 25 startup frames (down from 28) and when Flawless Blocked has 10 less blockstun frames with reduced block pushback<\/li>\n<li>Brutal Kick (Towards + Back Kick) now breaks armor and can now cause a Krushing Blow<\/li>\n<li>Frigid Storm now does 80 damage (up from 60)<\/li>\n<li>Adjusted the hit region of Chill Out (Fatal Blow)<\/li>\n<\/ul>\n<p>&nbsp;<\/p>\n<p><strong>Shao Kahn<\/strong><\/p>\n<ul>\n<li>Fixed a visual issue with Shao Shimmy (Towards + Front Kick) when done in flip stance<\/li>\n<li>You Will Never Win (Towards + Front Kick, Back Kick) now has 5 less blockstun frames, can now be 2in1 cancelled, and can no longer be cancelled when Flawless Blocked<\/li>\n<li>Adjusted the hit region of Last Breath (Towards + Front Kick, Back Kick, Front Punch + Front Kick) which now hits as a throw and has 7 less recovery frames on miss<\/li>\n<li>Dragon Toe (Away + Front Kick) now does 70 damage (up from 50), 16 startup frames (down from 17), 1 more active frame, 7 less recovery frames on hit, 9 less recovery frames on block or miss, 5 more blockstun frames with increased block pushback, has a different hit reaction with reduced combo damage scaling<\/li>\n<li>Kahn Kick (Towards + Back Kick) now does 90 damage (up from 70)<\/li>\n<li>Shoulder Charger Amplify Down has new visual effects and now has 18 startup frames (down from 22)<\/li>\n<li>Shoulder Charger Amplify Down now breaks armor, and when armor is broken it recovers 11 frames faster with a different hit reaction<\/li>\n<li>Spear Charge Amplify now has 7 less recovery frames on hit<\/li>\n<li>Head victim region adjusted while performing Scum Grab which now has an adjusted hit region and now breaks armor<\/li>\n<li>Head victim region adjusted while performing Skewered and it now breaks armor<\/li>\n<li>Adjusted the hit region of Ground Shatter which now has 2 more frames of hit advantage and does a different air hit reaction<\/li>\n<li>Adjusted the hit region of Ground Shatter Amplify<\/li>\n<li>Wrath Hammer when reflected no longer counts towards the Krushing Blow requirement<\/li>\n<\/ul>\n<p>&nbsp;<\/p>\n<p><strong>Shang Tsung<\/strong><\/p>\n<ul>\n<li>The hit reaction of Reserved Pain (Away + Front Punch, Down + Back Punch) Krushing Blow now leaves the opponent slightly closer to Shang Tsung<\/li>\n<li>Spiritual Eruption (Away + Back Punch) is now +13 on hit (down from +16)<\/li>\n<li>Skull Collapse (Towards + Back Punch) is now +9 on hit (up from +6)<\/li>\n<li>Shapeshifter (Towards + Back Punch, Back Kick) is now +13 on hit (up from +5)<\/li>\n<li>Sternum Breaker (Front Kick) is now +11 on hit (up from +8)<\/li>\n<li>Throat Kick (Back Kick) is now +20 on hit (up from +12)<\/li>\n<li>Morphing back into Shang Tsung after Soul Steal has finished now enables blocking in 3 frames (down from 7)<\/li>\n<li>Scatter Souls now has 25 startup frames (down from 29), 1 less recovery frame on hit and miss, 4 more recovery frames on block, and slightly reduced the time to charge to higher power levels<\/li>\n<li>Scatter Souls now breaks armor, and causes a different hit reaction when armor is broken<\/li>\n<li>Scatter Souls now retains charge level when cancelled<\/li>\n<li>level 2 &amp; level 3 of Scatter Souls when Flawless Blocked now has 5 more blockstun frames with slightly increased block pushback<\/li>\n<li>Level 4 of Scatter Souls when Flawless Blocked now has 15 more blockstun frames with increased block pushback<\/li>\n<li>Screaming Soul Cancel no longer enables autoblock and can only be done once per combo<\/li>\n<li>Fixed a rare issue while morphed where damage would not be increased for the last few frames of being morphed<\/li>\n<li>Fixed a rare issue that could cause certain attacks to not be possible for the first few frames after the opponent has been hit by Soul Steal<\/li>\n<li>Shang Tsung can no longer remain morphed as Sindel for an extended time by repeatedly performing Dash ((Air) Regal Presence)<\/li>\n<li>Fixed issue allowing special cancels into Absorb Souls without Soul Well activated<\/li>\n<li>Fixed issue with opponent&#8217;s interactables auto-correcting when Soul Swap is performed at certain timing<\/li>\n<li>Fixed a rare issue that could cause Sorcery Rush, Slide, &amp; Superkick to lose trades against certain attacks<\/li>\n<li>Fixed a visual issue which could cause clipping when Tele-Slam Amplified Krushing Blow is performed on Kollector<\/li>\n<\/ul>\n<p>&nbsp;<\/p>\n<p><strong>Nightwolf<\/strong><\/p>\n<ul>\n<li>Helmsplitter (Back Punch, Back Punch, Front Punch + Front Kick) now hits as a throw and has 17 startup frames (up from 16)<\/li>\n<li>Razor&#8217;s Edge (Away + Front Kick, Back Kick, Front Punch + Front Kick) now has 5 more blockstun frames with increased block pushback<\/li>\n<li>The hit reaction of Deadly Talon (Front Kick, Front Punch, Back Punch) Krushing Blow now leaves the opponent slightly closer to Nightwolf<\/li>\n<li>Tomahawk Swing now breaks armor and has an alternate Krushing Blow Condition: Breaks Armor<\/li>\n<li>Reduced the gravity of the hit reaction to Ancestral Light<\/li>\n<li>Spirit Tracks while Spirit Of Hana buff is active now has 10 invulnerability frames (up from 4)<\/li>\n<li>Spirit Tracks Amplify with Ancestral Hunter ability equipped now has 9 startup frames (down from 13)<\/li>\n<li>Hana&#8217;s Wrath debuff no longer lingers on opponent after a Mercy has been performed<\/li>\n<li>Fixed a rare issue that could cause Rhino Charge to lose trades against certain attacks<\/li>\n<li>Fixed a rare issue which could cause Nightwolf&rsquo;s tomahawk to use an improper animation during some Victory cinematics<\/li>\n<\/ul>\n<p>&nbsp;<\/p>\n<p><strong>Terminator<\/strong><\/p>\n<ul>\n<li>Incapacitator now deals 50 damage (up from 30)<\/li>\n<li>Head victim region adjusted while performing Infiltrator Toss<\/li>\n<li>Gorilla Press Slam now breaks armor<\/li>\n<li>Attempting to do Running Man Cancel when not enough meter is available now plays a sound<\/li>\n<li>Cyber Rift and T.D.E. now checks for negative edge inputs when Release Check is set to ON<\/li>\n<li>Fixed a rare issue with Endoskeleton not facing opponent when activating under certain circumstances<\/li>\n<\/ul>\n<p>&nbsp;<\/p>\n<p><strong>Sindel<\/strong><\/p>\n<ul>\n<li>Mane Squeeze now breaks armor<\/li>\n<li>(Air) Royal Trap no longer persists during Geras&#8217; Reawakened resurrection<\/li>\n<li>Attempting to do Maleficent March Cancel when not enough meter is available now plays a sound<\/li>\n<li>Fixed a rare issue that could cause You Will Die (Front Punch, Front Punch), Banshee&rsquo;s Cry (Back Punch, Front Kick, Back Kick), Scream, &amp; Shriek to lose trades against certain attacks<\/li>\n<\/ul>\n<p>&nbsp;<\/p>\n<p><strong>Joker<\/strong><\/p>\n<ul>\n<li>Kard Trick (Towards + Front Punch) now does 30 damage (down from 50)<\/li>\n<li>Ehh (Back Punch) now does 30 damage (down from 50)<\/li>\n<li>C C D D E G E C &amp; C C D D E G E C Amplify now break armor and when armor is broken recover faster while causing a different hit reaction<\/li>\n<li>Fixed a rare issue that could cause Getting Lit to lose trades against certain attacks<\/li>\n<li>Fixed a rare issue that could cause his Cane to play an improper animation when he is defeated<\/li>\n<li>Fixed a rare issue with KAPOW using an improper animation when it triggers a resurrection on the opponent<\/li>\n<li>Puppet Parry Amplify, Corpse Trot, Corpse Trot Amplify, KAPOW, &amp; KAPOW Amplify now have their damage reduced by Jacqui&#8217;s Tech-Dome<\/li>\n<li>Full Swing (Jump + Back Punch) no longer hits overhead while still rising<\/li>\n<\/ul>\n<p>&nbsp;<\/p>\n<p><strong>Spawn<\/strong><\/p>\n<ul>\n<li>Straight Pain (Back Punch) now has 5 more blockstun frames with increased block pushback<\/li>\n<li>The King Of Hell (Towards + Back Punch, Front Kick) is now +7 on hit (up from -9)<\/li>\n<li>The first hit of Charging Hellspawn Amplify no longer causes additional damage scaling<\/li>\n<li>Slightly reduced the gravity on the hit reaction to Up Hell Chains (Lethal Leetha Stance)<\/li>\n<li>Rising Cape (Down + Back Punch) is no longer invulnerable to high attacks during a few frames of its standing recovery<\/li>\n<li>Fixed some rare visual issues with Spawn&#8217;s cape when he is the victim in some Fatal Blow cinematics<\/li>\n<li>Fixed a visual issue with invisibility not working properly while inside some area of effect attacks<\/li>\n<li>Fixed a rare issue which could cause visual obstruction during Spawn&rsquo;s fatalities on Prehistoric Age Arena<\/li>\n<li>Fixed a rare issue which could cause opponent performing a wall run interaction to use an improper animation while Spawn is performing Soul Shattering War Club Amplify<\/li>\n<\/ul>\n","protected":false},"excerpt":{"rendered":"<p>While most people are excited about the new story campaign and characters in Mortal Kombat 11 Aftermath, there&rsquo;s also a free update for all players.&nbsp;&#8230;<\/p>\n","protected":false},"author":601,"featured_media":5186,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_acf_changed":false,"inline_featured_image":false,"_lmt_disableupdate":"","_lmt_disable":"","footnotes":""},"tags":[],"class_list":["post-5185","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-mortal-kombat","genre-fighting-games","content_type-news"],"acf":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v25.9 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>Mortal Kombat 11 Aftermath full patch notes: Character adjustments, new Brutalities and more - GINX TV<\/title>\n<meta name=\"description\" content=\"The full patch notes have arrived for Mortal Kombat 11 Aftermath, bringing in numerous character balance adjustments.\" \/>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/www.ginx.tv\/en\/wp-json\/wp\/v2\/posts\/5185\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Mortal Kombat 11 Aftermath full patch notes: Character adjustments, new Brutalities and more - GINX TV\" \/>\n<meta property=\"og:description\" content=\"The full patch notes have arrived for Mortal Kombat 11 Aftermath, bringing in numerous character balance adjustments.\" \/>\n<meta property=\"og:url\" content=\"https:\/\/www.ginx.tv\/en\/mortal-kombat\/mortal-kombat-11-aftermath-patch-notes\" 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