{"id":9889,"date":"2020-11-16T17:01:43","date_gmt":"2020-11-16T17:01:43","guid":{"rendered":"https:\/\/www.ginx.tv\/mortal-kombat-11-patch-notes-released-update-125"},"modified":"2024-07-22T10:24:15","modified_gmt":"2024-07-22T10:24:15","slug":"mortal-kombat-11-patch-notes-released-update-125","status":"publish","type":"post","link":"https:\/\/www.ginx.tv\/en\/mortal-kombat\/mortal-kombat-11-patch-notes-released-update-125","title":{"rendered":"Mortal Kombat 11 patch notes released for update 1.25"},"content":{"rendered":"<p>Mortal Kombat 11 transforms into Mortal Kombat 11 Ultimate following the latest update, which brings in a wealth of new additions.&nbsp;<\/p>\n<p>Update v1.25 adds compatibility for DLC characters in Kombat Pack 2, which includes the highly anticipated return of <a href=\"https:\/\/www.ginx.tv\/en\/mortal-kombat\/mileena-fatality-new-mortal-kombat-11-ultimate-gameplay-trailer\" target=\"_blank\" rel=\"noopener\">fan favourite Mileena<\/a>, Rain and <a href=\"https:\/\/www.ginx.tv\/en\/mortal-kombat\/rambo-brings-the-blood-mortal-kombat-11-character-trailer\" target=\"_blank\" rel=\"noopener\">crossover fighter Rambo<\/a>.&nbsp;<\/p>\n<p>The most significant addition for many will be Kustom Variations being allowed for tournament play and competitive online modes, allowing players to select their move loadouts.&nbsp;<\/p>\n<p><img decoding=\"async\" src=\"https:\/\/cdn-cf.ginx.tv\/imgcdn\/enAkFb62phmXx5r3mSM3EWj1b7qb53Gq3ZT4qJ25Yew\/rs:fill:0:0:1\/g:ce\/aHR0cHM6Ly93d3cuZ2lueC50di91cGxvYWRzL21vcnRhbF9rb21iYXRfMTFfcmFpbl9yYW1ib19taWxlZW5hLmpwZw\" alt=\"mortal_kombat_11_rain_rambo_mileena\" width=\"1024\" height=\"576\" loading=\"lazy\"><br \/><span style=\"font-size: 8pt;\">Rain, Rambo and Mileena have arrived (Picture: NetherRealm)<\/span><\/p>\n<p>Wake up animations have also been sped up to be a few frames faster, which could also boost the pace of fights significantly.&nbsp;<\/p>\n<p>You can check out the <a href=\"https:\/\/mortalkombatgamessupport.wbgames.com\/hc\/en-us\/articles\/360056106794-Official-MK11-Ultimate-PlayStation-and-Xbox-Release-Notes-11-16-20\" target=\"_blank\" rel=\"noopener nofollow\">full patch notes<\/a> below for the Xbox One, Xbox Series X\/S, PlayStation 4 and PlayStation 5 versions.<\/p>\n<ul>\n<li><strong>Read more: <a href=\"https:\/\/www.ginx.tv\/en\/mortal-kombat\/mortal-kombat-11-ultimate-new-characters-next-gen-upgrades-release-date\" target=\"_blank\" rel=\"noopener\">Mortal Kombat 11 Ultimate &#8211; next gen upgrades, new characters and everything we know<\/a><\/strong><\/li>\n<\/ul>\n<h2>Mortal Kombat 11 patch notes for version 1.25<\/h2>\n<p>&nbsp;<\/p>\n<h3 id=\"h_01EQBJTZ3HSJFXBYNQJAF9BDTR\"><strong><span style=\"box-sizing: border-box;\">General Gameplay Adjustments<\/span><\/strong><\/h3>\n<ul style=\"list-style-type: disc;\">\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>Added an option to toggle the ability to use Kustom Variations in Tournament Mode Options<\/li>\n<li>Slightly adjusted the head victim region location for all characters<\/li>\n<li>Most Basic &amp; Kombo Attacks now allow for button input buffer during their last 4 frames of recovery<\/li>\n<li>Hop attacks are now also immune to Down + Front Punch Basic Attacks until their recovery frames<\/li>\n<li>Getup recovery is now 4 frames faster<\/li>\n<li>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)<\/li>\n<li>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<\/li>\n<li>Fixed a rare issue with throw escapes that could cause weapons held in hands to use an incorrect animation<\/li>\n<li>Toward &amp; Back Throws now lose trades to most other attacks and they do 10 less damage on their initial hit<\/li>\n<li>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<\/li>\n<li>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<\/li>\n<li>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<\/li>\n<li>Most Kombo Attacks can no longer hit opponents from behind unless the opponent is in a combo<\/li>\n<li>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<\/li>\n<li>Slightly adjusted victim regions on several regular reactions<\/li>\n<\/ul>\n<h3 id=\"h_01EQBJV7MFTH223VNPPFKP4RW5\"><strong><span style=\"box-sizing: border-box;\">Kombat League \/ Online<\/span><\/strong><\/h3>\n<ul style=\"list-style-type: disc;\">\n<li>Minor online stability improvements<\/li>\n<li>Fixed several rare online desync causes<\/li>\n<li>Added an Online Tutorial when you first go to the Online Menu that explains some parts of Kombat League &amp; Matchmaking<\/li>\n<li>Players can now use Kustom Variations in Kompetitive Modes<\/li>\n<li>Players can now view an opponent&rsquo;s First Party online profile on the rematch screen after an online match<\/li>\n<li>Added support for Kross-Generation Play where kross-Play can be used<\/li>\n<li>There is now a Main Menu popup message informing a user if they have been banned from the online servers<\/li>\n<\/ul>\n<h3 id=\"h_01EQBJVCN322P9F41DP5Q0MCY4\"><strong><span style=\"box-sizing: border-box;\">Krypt<\/span><\/strong><\/h3>\n<ul style=\"list-style-type: disc;\">\n<li>Added new Nether Forge Recipes for players to discover<\/li>\n<li>Added New Krypt Events<\/li>\n<\/ul>\n<h3 id=\"h_01EQBJVGZAZRPNDTM2TMCSBCZM\"><strong><span style=\"box-sizing: border-box;\">Towers of Time<\/span><\/strong><\/h3>\n<ul style=\"list-style-type: disc;\">\n<li>Added New Player Module Rewards<\/li>\n<li>Added a new Summonable Tower<\/li>\n<li>Added new Augments for all characters<\/li>\n<li>Added a new Konsumable called Elixir<\/li>\n<li>Fixed various gameplay &amp; visual issues with several Augments<\/li>\n<li>Replaced some opponents in the Gauntlet with new characters<\/li>\n<\/ul>\n<h3 id=\"h_01EQBJVPGB4HNKKKXS5RDV8PM6\"><strong><span style=\"box-sizing: border-box;\">Character Specific Adjustments<\/span><\/strong><\/h3>\n<p id=\"h_01EQBJW20QBG47GHFSWQHPTZDS\"><strong>Baraka<\/strong><\/p>\n<ul style=\"list-style-type: disc;\">\n<li><strong>Baraka<\/strong>&nbsp;&#8211; 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<\/li>\n<li><strong>Baraka<\/strong>&nbsp;&#8211; Straight Shank (Down + Towards + Front Punch) is now -6 on block (down from -3) and has 3 more recovery frames on miss<\/li>\n<li><strong>Baraka<\/strong>&nbsp;&#8211; Opponent&#8217;s hop attacks are now immune to Straight Shank until its recovery frames<\/li>\n<li><strong>Baraka<\/strong>&nbsp;&#8211; Low Poke (Down + Front Kick) is now -5 on block (down from -4) and has 3 more recovery frames on miss<\/li>\n<li><strong>Baraka<\/strong>&nbsp;&#8211; 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<\/li>\n<\/ul>\n<p>&nbsp;<\/p>\n<p id=\"h_01EQBJW8A9VD86T8KN3RKMBMQF\"><strong>Cassie Cage<\/strong><\/p>\n<ul style=\"list-style-type: disc;\">\n<li><strong>Cassie Cage<\/strong>&nbsp;&#8211; 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<\/li>\n<li><strong>Cassie Cage<\/strong>&nbsp;&#8211; 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<\/li>\n<li><strong>Cassie Cage<\/strong>&nbsp;&#8211; Opponent&#8217;s hop attacks are now immune to Ball Buster until its recovery frames<\/li>\n<li><strong>Cassie Cage<\/strong>&nbsp;&#8211; BLB-118 Bitchin&#8217; 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<\/li>\n<\/ul>\n<p id=\"h_01EQBJWDPQFN157RJ6GDGS8J78\"><strong>Cetrion<\/strong><\/p>\n<ul style=\"list-style-type: disc;\">\n<li><strong>Cetrion<\/strong>&nbsp;&#8211; Low Wind (Down + Front Punch) now has 3 more recovery frames on miss and 4 more frames of hit advantage on a grounded opponent<\/li>\n<li><strong>Cetrion<\/strong>&nbsp;&#8211; 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<\/li>\n<li><strong>Cetrion<\/strong>&nbsp;&#8211; 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<\/li>\n<li><strong>Cetrion<\/strong>&nbsp;&#8211; Fixed a rare issue with Conflux of Elements which could cause other elements besides Hallowing Winds to alter the opponent&#8217;s air movement<\/li>\n<\/ul>\n<p id=\"h_01EQBJWKF34EYHR60D2CS9D4B1\"><strong>D&#8217;Vorah<\/strong><\/p>\n<ul style=\"list-style-type: disc;\">\n<li><strong>D&#8217;Vorah<\/strong>&nbsp;&#8211; Low Sting (Down + Front Punch) now has 3 more recovery frames on hit and 3 more frames of hit advantage on a grounded opponent<\/li>\n<li><strong>D&#8217;Vorah<\/strong>&nbsp;&#8211; Slight Sting (Down + Back Kick) now has 4 more frame of hit advantage on a grounded opponent<\/li>\n<li><strong>D&#8217;Vorah<\/strong>&nbsp;&#8211; 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<\/li>\n<li><strong>D&#8217;Vorah<\/strong>&nbsp;&#8211; slightly reduced the hit regions of Bug Bash (Towards + Front Punch)<\/li>\n<li><strong>D&#8217;Vorah<\/strong>&nbsp;&#8211; slightly increased the range of Bot Fly (Towards + Front Punch, Front kick) when opponent is in a combo<\/li>\n<\/ul>\n<p id=\"h_01EQBJWWY70E0FSWPH0Y0K09E1\"><strong>Erron Black<\/strong><\/p>\n<ul style=\"list-style-type: disc;\">\n<li><strong>Erron Black<\/strong>&nbsp;&#8211; Ducking victim regions slightly increased<\/li>\n<li><strong>Erron Black<\/strong>&nbsp;&#8211; Low Boot (Down + Front Kick) is now -5 on block (down from -3) and 2 more recovery frames on miss<\/li>\n<li><strong>Erron Black<\/strong>&nbsp;&#8211; 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<\/li>\n<li><strong>Erron Black<\/strong>&nbsp;&#8211; Sandy Sole (Down + Back Kick) is now -7 on block (down from -3)<\/li>\n<li><strong>Erron Black<\/strong>&nbsp;&#8211; Slightly increased the hit regions of Ghost Koins (Fatal Blow) when opponent is in a combo<\/li>\n<li><strong>Erron Black<\/strong>&nbsp;&#8211; 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<\/li>\n<li><strong>Erron Black<\/strong>&nbsp;&#8211; Removed some instances where Zaterrean Spit could damage opponents when they are invulnerable to attacks<\/li>\n<li><strong>Erron Black<\/strong>&nbsp;&#8211; 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<\/li>\n<\/ul>\n<p id=\"h_01EQBJX2ZK39B0MTRRG36FY454\"><strong>Frost<\/strong><\/p>\n<ul style=\"list-style-type: disc;\">\n<li><strong>Frost<\/strong>&nbsp;&#8211; Frigid Palm (Down + Front Punch) is now -5 on block (down from -4)<\/li>\n<li><strong>Frost<\/strong>&nbsp;&#8211; 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<\/li>\n<li><strong>Frost<\/strong>&nbsp;&#8211; Slightly adjusted the victim regions on the hit reaction to Freezer Burn (Away + Front Punch, Back Punch)<\/li>\n<li><strong>Frost<\/strong>&nbsp;&#8211; Removed some instances where Core Trap could damage opponents when they are invulnerable to attacks<\/li>\n<\/ul>\n<p id=\"h_01EQBJX89E07XHMY9M7BHGSZXC\"><strong>Geras<\/strong><\/p>\n<ul style=\"list-style-type: disc;\">\n<li><strong>Geras<\/strong>&nbsp;&#8211; 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<\/li>\n<li><strong>Geras<\/strong>&nbsp;&#8211; Gauntlet Slam (Down + Front Kick) now has 5 more frames of hit advantage on a grounded opponent<\/li>\n<li><strong>Geras<\/strong>&nbsp;&#8211; Pounding Sand (Down + Back Kick) now has 3 more frames of hit advantage on a grounded opponent<\/li>\n<\/ul>\n<p id=\"h_01EQBJXFA89N3SKE5MZK1MM0BN\"><strong>Jacqui Briggs<\/strong><\/p>\n<ul style=\"list-style-type: disc;\">\n<li><strong>Jacqui Briggs<\/strong>&nbsp;&#8211; 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<\/li>\n<li><strong>Jacqui Briggs<\/strong>&nbsp;&#8211; 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<\/li>\n<li><strong>Jacqui Briggs<\/strong>&nbsp;&#8211; 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<\/li>\n<li><strong>Jacqui Briggs<\/strong>&nbsp;&#8211; Bionic Dash is now -12 on block (down from -7)<\/li>\n<li><strong>Jacqui Briggs<\/strong>&nbsp;&#8211; Jump Attacks &amp; Special Moves when executed during Bionic Bounce do slightly less damage and have a larger 6 frame window to Flawless Block<\/li>\n<li><strong>Jacqui Briggs<\/strong>&nbsp;&#8211; 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<\/li>\n<li><strong>Jacqui Briggs<\/strong>&nbsp;&#8211; Removed some instances where the dot damage of Grenade Launcher could damage opponents when they are invulnerable to attacks<\/li>\n<\/ul>\n<p id=\"h_01EQBJXMV1T4HZ8MEZKP6R2V31\"><strong>Jade<\/strong><\/p>\n<ul style=\"list-style-type: disc;\">\n<li><strong>Jade<\/strong>&nbsp;&#8211; 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<\/li>\n<li><strong>Jade<\/strong>&nbsp;&#8211; 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<\/li>\n<li><strong>Jade<\/strong>&nbsp;&#8211; Pierced (Down + Back Kick) is now -7 on block (down from -6), has 2 more recovery frames on hit&amp; on miss, and 2 more frames of hit advantage on a grounded opponent<\/li>\n<li><strong>Jade<\/strong>&nbsp;&#8211; 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 &amp; on miss<\/li>\n<li><strong>Jade<\/strong>&nbsp;&#8211; adjusted the repel region on Pole Vault during its startup frames<\/li>\n<li><strong>Jade<\/strong>&nbsp;&#8211; Fixed an issue that could cause visual effect lingering on Delia&#8217;s Dance Gear Ability<\/li>\n<li><strong>Jade<\/strong>&nbsp;&#8211; Slightly reduced the combo damage scaling after Toward Throw Krushing Blow<\/li>\n<\/ul>\n<p id=\"h_01EQBJXV16G1R1ME79KGC1ETZ7\"><strong>Jax<\/strong><\/p>\n<ul style=\"list-style-type: disc;\">\n<li><strong>Jax<\/strong>&nbsp;&#8211; 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<\/li>\n<li><strong>Jax<\/strong>&nbsp;&#8211; 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<\/li>\n<li><strong>Jax<\/strong>&nbsp;&#8211; 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<\/li>\n<li><strong>Jax<\/strong>&nbsp;&#8211; Step Back (Down + Back Kick) has 4 less recovery frames on hit and 5 more frames of hit advantage on a grounded opponent<\/li>\n<\/ul>\n<p id=\"h_01EQBJY388B2DPG76VV4TP13A6\"><strong>Johnny Cage<\/strong><\/p>\n<ul style=\"list-style-type: disc;\">\n<li><strong>Johnny Cage<\/strong>&nbsp;&#8211; Low Jab (Down + Front Punch) is now -5 on block (down from -3), has 5 more recovery frames on hit &amp; on miss, and 1 more frame of hit advantage on a grounded opponent<\/li>\n<li><strong>Johnny Cage<\/strong>&nbsp;&#8211; 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<\/li>\n<li><strong>Johnny Cage<\/strong>&nbsp;&#8211; 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<\/li>\n<li><strong>Johnny Cage<\/strong>&nbsp;&#8211; Cage Match (Front Kick, Back Kick, Up + Front Kick) is now considered grounded 5 frames earlier, matching when he visually lands on the ground<\/li>\n<li><strong>Johnny Cage<\/strong>&nbsp;&#8211; 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<\/li>\n<li><strong>Johnny Cage<\/strong>&nbsp;&#8211; Tear Jerker (Towards + Back Kick, Front Kick) is now considered grounded 2 frames earlier, matching when he visually lands on the ground<\/li>\n<li><strong>Johnny Cage<\/strong>&nbsp;&#8211; 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<\/li>\n<li><strong>Johnny Cage<\/strong>&nbsp;&#8211; Nut Punch amplify will now auto face the opponent<\/li>\n<li><strong>Johnny Cage<\/strong>&nbsp;&#8211; Pissed Off now breaks armor<\/li>\n<li><strong>Johnny Cage<\/strong>&nbsp;&#8211; Opponent&#8217;s hop attacks are now immune to Nut Punch until its recovery frames<\/li>\n<li><strong>Johnny Cage<\/strong>&nbsp;&#8211; Fixed a rare visual issue with Sunglasses when Throwing Shades is flawless blocked<\/li>\n<li><strong>Johnny Cage<\/strong>&nbsp;&#8211; Adjusted camera &amp; controller shakes on Toward &amp; Back Throws<\/li>\n<\/ul>\n<p id=\"h_01EQBJY8Q68VF7W7BMTD9YSHEK\"><strong>Kabal<\/strong><\/p>\n<ul style=\"list-style-type: disc;\">\n<li><strong>Kabal<\/strong>&nbsp;&#8211; Knee Buckle (Down + Front Punch) is now -5 on block (down from -4), has 3 more recovery frames on hit &amp; on miss, and 3 more frames of hit advantage on a grounded opponent<\/li>\n<li><strong>Kabal<\/strong>&nbsp;&#8211; 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 &amp; on miss, and 4 more frames of hit advantage on a grounded opponent<\/li>\n<li><strong>Kabal<\/strong>&nbsp;&#8211; 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<\/li>\n<li><strong>Kabal<\/strong>&nbsp;&#8211; Fixed a rare issue that could cause an improper animation to be used briefly on Kabal&#8217;s Hook Swords when using Flash Parry<\/li>\n<\/ul>\n<p id=\"h_01EQBJYFBGJPXBN8N3SQ8J70YA\"><strong>Kano<\/strong><\/p>\n<ul style=\"list-style-type: disc;\">\n<li><strong>Kano<\/strong>&nbsp;&#8211; Knee Cutter (Down + Front Punch) is now -6 on block (down from -5), has 1 more recovery frame on hit &amp; on miss and 5 more frames of hit advantage on a grounded opponent<\/li>\n<li><strong>Kano<\/strong>&nbsp;&#8211; Low Hinge (Down + Front Kick) now has a different hit reaction and 6 more frames of hit advantage on a grounded opponent<\/li>\n<li><strong>Kano<\/strong>&nbsp;&#8211; Devo Strike (Down + Back Kick) now has 6 more frames of hit advantage on a grounded opponent<\/li>\n<li><strong>Kano<\/strong>&nbsp;&#8211; Wheel Kick (Towards + Back Kick) will no longer sometimes switch sides with the opponent when done in certain circumstances<\/li>\n<li><strong>Kano<\/strong>&nbsp;&#8211; Removed some instances where Molotov Cocktail could damage opponents when they are invulnerable to attacks<\/li>\n<li><strong>Kano<\/strong>&nbsp;&#8211; Removed some instances where Bio-Magnetic Trap could damage opponents when they are invulnerable to attacks<\/li>\n<\/ul>\n<p id=\"h_01EQBJZ34P1ZDPGSY1B01C4SC9\"><strong>Kitana<\/strong><\/p>\n<ul style=\"list-style-type: disc;\">\n<li><strong>Kitana<\/strong>&nbsp;&#8211; 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<\/li>\n<li><strong>Kitana<\/strong>&nbsp;&ndash; Fan Stab (Down + Back Kick) is now -9 on block (down from -8), has 1 more recovery frame on hit &amp; on miss, and 7 more frames of hit advantage on a grounded opponent<\/li>\n<li><strong>Kitana<\/strong>&nbsp;&#8211; Neck Slice (Back Punch) now has 11 startup frames (down from 13)<\/li>\n<li><strong>Kitana<\/strong>&nbsp;&#8211; Royal Protection now increases damage on Quick Execution and Toward &amp; Back Throws<\/li>\n<li><strong>Kitana<\/strong>&nbsp;&#8211; Edenian Razors now has 3 less recovery frames and only attacks with one Fan instead of three<\/li>\n<li><strong>Kitana<\/strong>&nbsp;&#8211; Edenian Razors can now be Amplified to attack with 2 additional Fans<\/li>\n<li><strong>Kitana<\/strong>&nbsp;&#8211; Edenian Twist Krushing Blow no longer is possible if Kitana is above 300 health while Fatal Blow is still on cooldown<\/li>\n<li><strong>Kitana<\/strong>&nbsp;&#8211; Upward Fan Toss now has 5 more recovery frames<\/li>\n<li><strong>Kitana<\/strong>&nbsp;&#8211; Upward Fan Toss Amply now has 1 more recovery frame and now enables autoblock which no longer allows for followup hits to combo<\/li>\n<li><strong>Kitana<\/strong>&nbsp;&#8211; Cancel (Half-Blood Stance) is no longer throw immune during some of its frames<\/li>\n<li><strong>Kitana<\/strong>&nbsp;&#8211; Far Dark Plunge (Edenian Fade) is now +12 on hit (up from -10) when connecting on the first active frame<\/li>\n<\/ul>\n<p id=\"h_01EQBJZ9K9QXDSY948MR2RZPEH\"><strong>Kollector<\/strong><\/p>\n<ul style=\"list-style-type: disc;\">\n<li><strong>Kollector<\/strong>&nbsp;&#8211; Bloody Nails (Down + Front Punch) is now -6 on block (down from -5), has 1 more recovery frame on hit &amp; on miss, and 5 more frames of hit advantage on a grounded opponent<\/li>\n<li><strong>Kollector<\/strong>&nbsp;&#8211; 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<\/li>\n<li><strong>Kollector<\/strong>&nbsp;&#8211; 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<\/li>\n<li><strong>Kollector<\/strong>&nbsp;&#8211; Removed some instances where Vial of Sorrow could damage opponents when they are invulnerable to attacks<\/li>\n<\/ul>\n<p id=\"h_01EQBJZH4WW15A8M2VB28F4TWJ\"><strong>Kotal Kahn<\/strong><\/p>\n<ul style=\"list-style-type: disc;\">\n<li><strong>Kotal Kahn<\/strong>&nbsp;&#8211; 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<\/li>\n<li><strong>Kotal Kahn<\/strong>&nbsp;&#8211; 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<\/li>\n<li><strong>Kotal Kahn<\/strong>&nbsp;&#8211; Warrior Spin (Down + Back Kick) is now -9 on block (down from -8), has 1 more recovery frame on hit &amp; on miss, and 4 more frames of hit advantage on a grounded opponent<\/li>\n<li><strong>Kotal Kahn<\/strong>&nbsp;&#8211; Slightly adjusted the victim regions on the hit reaction to Blade Push (Towards + Back Punch)<\/li>\n<li><strong>Kotal Kahn<\/strong>&nbsp;&#8211; 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 &amp; on miss, 2 more frames of hit advantage on a grounded opponent, and its cancel frame is 2 frames earlier<\/li>\n<li><strong>Kotal Kahn<\/strong>&nbsp;&#8211; Slightly adjusted the victim regions on the hit reaction to Macuahuitl Swipe (Away + Back Punch)<\/li>\n<li><strong>Kotal Kahn<\/strong>&nbsp;&#8211; 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)<\/li>\n<li><strong>Kotal Kahn<\/strong>&nbsp;&#8211; Mehtizquia (Away + Back Punch, Back Punch, Front Kick) is now considered grounded 19 frames earlier, matching when he visually lands on the ground<\/li>\n<li><strong>Kotal Kahn<\/strong>&nbsp;&#8211; Slightly increased the range of the first hit of Yeyecame Disk Amplify<\/li>\n<li><strong>Kotal Kahn<\/strong>&nbsp;&#8211; Adjusted the repel region of Tecuani Maul and the first hit now has 32 more frames of hit advantage<\/li>\n<\/ul>\n<p id=\"h_01EQBJZQD764G766JG988TDTCG\"><strong>Kung Lao<\/strong><\/p>\n<ul style=\"list-style-type: disc;\">\n<li><strong>Kung Lao<\/strong>&nbsp;&#8211; 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<\/li>\n<li><strong>Kung Lao<\/strong>&nbsp;&#8211; 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<\/li>\n<li><strong>Kung Lao<\/strong>&nbsp;&#8211; Back Kick (Down + Back Kick) is now -7 on block (up from -9), has 2 less recovery frames on hit &amp; on miss, and 6 more frames of hit advantage on a grounded opponent<\/li>\n<li><strong>Kung Lao<\/strong>&nbsp;&#8211; Slightly increased the hit region of Hat Toss when opponent is in a combo<\/li>\n<li><strong>Kung Lao<\/strong>&nbsp;&#8211; 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<\/li>\n<li><strong>Kung Lao<\/strong>&nbsp;&#8211; Shaolin Slam (Teleport) on hit now causes both characters to be considered airborne until visually landing<\/li>\n<li><strong>Kung Lao<\/strong>&nbsp;&#8211; 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<\/li>\n<li><strong>Kung Lao<\/strong>&nbsp;&#8211; &#8220;Buzz Saw&#8221; now loses trades<\/li>\n<\/ul>\n<p><strong>Liu Kang<\/strong><\/p>\n<ul style=\"list-style-type: disc;\">\n<li><strong>Liu Kang<\/strong>&nbsp;&#8211; 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<\/li>\n<li><strong>Liu Kang<\/strong>&nbsp;&#8211; 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<\/li>\n<li><strong>Liu Kang<\/strong>&nbsp;&#8211; Dragon&#8217;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<\/li>\n<li><strong>Liu Kang<\/strong>&nbsp;&#8211; Slightly increased the hit regions of This Will Hurt (Away + Front Kick, Back Kick)<\/li>\n<li><strong>Liu Kang<\/strong>&nbsp;&#8211; Slightly increased the hit regions of Shaolin Strike<\/li>\n<\/ul>\n<p id=\"h_01EQBK03DJ9S6VS7C67FH6XHT2\"><strong>Noob Saibot<\/strong><\/p>\n<ul style=\"list-style-type: disc;\">\n<li><strong>Noob<\/strong>&nbsp;&#8211; 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<\/li>\n<li><strong>Noob<\/strong>&nbsp;&#8211; Boot Slide (Down + Front Kick) now has 3 more recovery frames on hit &amp; on miss, and 3 more frames of hit advantage on a grounded opponent<\/li>\n<li><strong>Noob<\/strong>&nbsp;&#8211; Sickle Strike (Down + Back Kick) now has 3 more frames of hit advantage on a grounded opponent<\/li>\n<li><strong>Noob<\/strong>&nbsp;&#8211; Slightly adjusted the hit regions of As One (Away + Front Punch, Front Punch + Front Kick)<\/li>\n<li><strong>Noob<\/strong>&nbsp;&#8211; Fixed a rare issue with As One (Away + Front Punch, Front Punch + Front Kick) &amp; For The Brotherhood (Away + Front Punch, Front Punch + Front Kick, Back Punch) that could cause weapons held in hands to use an incorrect animation<\/li>\n<\/ul>\n<p id=\"h_01EQBK08ZBQ1FX0FDP5HXWBNBV\"><strong>Raiden<\/strong><\/p>\n<ul style=\"list-style-type: disc;\">\n<li><strong>Raiden<\/strong>&nbsp;&#8211; Side Strike (Down + Front Punch) is -6 on block (down from -3), has 3 more recovery frames on hit &amp; on miss, and 3 more frames of hit advantage on a grounded opponent<\/li>\n<li><strong>Raiden<\/strong>&nbsp;&#8211; 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<\/li>\n<li><strong>Raiden<\/strong>&nbsp;&#8211; Sweeping Storm (Down + Back Kick) now has 13 startup frames (down from 14), 2 less recovery frames on hit &amp; on miss, and 3 more frames of hit advantage on a grounded opponent<\/li>\n<li><strong>Raiden<\/strong>&nbsp;&#8211; 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<\/li>\n<li><strong>Raiden<\/strong>&nbsp;&#8211; Slightly adjusted the hit regions of Heavy Thunder (Jump + Front Kick)<\/li>\n<li><strong>Raiden<\/strong>&nbsp;&#8211; Removed some instances where Rolling Thunder could damage opponents when they are invulnerable to attacks<\/li>\n<li><strong>Raiden<\/strong>&nbsp;&#8211; Super Bolt now has 10 more frames of blockstun, has 6 more recovery frames on hit &amp; on miss, and is now considered grounded after its active frames<\/li>\n<li><strong>Raiden<\/strong>&nbsp;&#8211; 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 &amp; on miss<\/li>\n<\/ul>\n<p id=\"h_01EQBK0GY4D8X9XTDTQ5H86JXX\"><strong>Scorpion<\/strong><\/p>\n<ul style=\"list-style-type: disc;\">\n<li><strong>Scorpion<\/strong>&nbsp;&#8211; Low Jab (Down + Front Punch) is now -6 on block (down from -4), has 2 more recovery frames on hit &amp; on miss, and 4 more frames of hit advantage on a grounded opponent<\/li>\n<li><strong>Scorpion<\/strong>&nbsp;&#8211; 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 &amp; on miss, and 4 more frames of hit advantage on a grounded opponent<\/li>\n<li><strong>Scorpion<\/strong>&nbsp;&#8211; Quick Kick (Down + Back Kick) now has 1 more frame of hit advantage on a grounded opponent<\/li>\n<li><strong>Scorpion<\/strong>&nbsp;&#8211; Demon Dash now has 12 startup frames (up from 7)<\/li>\n<li><strong>Scorpion<\/strong>&nbsp;&#8211; Cancel (Misery Blade) is no longer throw immune during some of its frames<\/li>\n<\/ul>\n<p id=\"h_01EQBK13TPKW7DMMJ7P5F7HQH5\"><strong>Skarlet<\/strong><\/p>\n<ul style=\"list-style-type: disc;\">\n<li><strong>Skarlet<\/strong>&nbsp;&#8211; Silent Stab (Down + Front Punch) now has 1 more recovery frame on miss, and 3 more frames of hit advantage on a grounded opponent<\/li>\n<li><strong>Skarlet<\/strong>&nbsp;&#8211; Spear Strike (Down + Front Kick) is now -7 on block (up from -10)<\/li>\n<li><strong>Skarlet<\/strong>&nbsp;&#8211; 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<\/li>\n<li><strong>Skarlet<\/strong>&nbsp;&#8211; Removed some instances where Red Mist could damage opponents when they are invulnerable to attacks<\/li>\n<\/ul>\n<p id=\"h_01EQBK1FFQR1ZJXGMMGRV5TJKS\"><strong>Sonya Blade<\/strong><\/p>\n<ul style=\"list-style-type: disc;\">\n<li><strong>Sonya<\/strong>&nbsp;&#8211; 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<\/li>\n<li><strong>Sonya<\/strong>&nbsp;&#8211; Side Boot (Down + Front Kick) now has a different hit reaction, has 5 more recovery frames on hit &amp; on miss, and 4 more frames of hit advantage on a grounded opponent<\/li>\n<li><strong>Sonya<\/strong>&nbsp;&#8211; Low Burst (Down + Back Kick) now has 2 more recovery frames on hit and 6 more frames of hit advantage on a grounded opponent<\/li>\n<li><strong>Sonya<\/strong>&nbsp;&#8211; (Air) Soaring General is now a high block and breaks armor<\/li>\n<\/ul>\n<p id=\"h_01EQBK1TN2JRFF917TT7PHJWVH\"><strong>Sub-Zero<\/strong><\/p>\n<ul style=\"list-style-type: disc;\">\n<li><strong>Sub-Zero<\/strong>&nbsp;&#8211; 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<\/li>\n<li><strong>Sub-Zero<\/strong>&nbsp;&#8211; 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<\/li>\n<li><strong>Sub-Zero<\/strong>&nbsp;&#8211; Swing Kick (Down + Back Kick) now has 1 more frame of hit advantage on a grounded opponent<\/li>\n<\/ul>\n<p id=\"h_01EQBK267AXB241EWJR01Q0RNN\"><strong>Shao Kahn<\/strong><\/p>\n<ul style=\"list-style-type: disc;\">\n<li><strong>Shao Kahn<\/strong>&nbsp;&#8211; 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<\/li>\n<li><strong>Shao Kahn<\/strong>&nbsp;&#8211; Knee Shatter (Down + Front Kick) now has 3 more recovery frames on miss and 4 more frames of hit advantage on a grounded opponent<\/li>\n<li><strong>Shao Kahn<\/strong>&nbsp;&#8211; Side Spike (Down + Back Kick) is now -9 on block (down from -8), has 1 more recovery frame on hit &amp; on miss, and 5 more frames of hit advantage on a grounded opponent<\/li>\n<\/ul>\n<p><strong>Shang Tsung<\/strong><\/p>\n<ul style=\"list-style-type: disc;\">\n<li><strong>Shang Tsung<\/strong>&nbsp;&#8211; 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<\/li>\n<li><strong>Shang Tsung<\/strong>&nbsp;&#8211; 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<\/li>\n<li><strong>Shang Tsung<\/strong>&nbsp;&#8211; 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<\/li>\n<li><strong>Shang Tsung<\/strong>&nbsp;&#8211; Slightly increased the victim regions on Sorcerer Sweep (Away + Front Kick, Down + Back Kick)<\/li>\n<li><strong>Shang Tsung<\/strong>&nbsp;&#8211; The duration of Malignant Sorcery &amp; Vile Inscriptions is now 240 frames (down from 420)<\/li>\n<li><strong>Shang Tsung<\/strong>&nbsp;&#8211; Corpse Drop now does 80 damage (down from 90)<\/li>\n<li><strong>Shang Tsung<\/strong>&nbsp;&#8211; When Explosive Corpses Gear Ability is equipped, Corpse Drop now does 60 damage (down from 90)<\/li>\n<li><strong>Shang Tsung<\/strong>&nbsp;&#8211; 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<\/li>\n<li><strong>Shang Tsung<\/strong>&nbsp;&#8211; Soul Swap can no longer kill an opponent but can still trigger Chip Avoided &amp; Last Breath<\/li>\n<li><strong>Shang Tsung<\/strong>&nbsp;&#8211; Fixed a rare visual issue where an opponent&#8217;s weapon props could get stuck in the ground during Shang Tsung&#8217;s Back Throw<\/li>\n<\/ul>\n<p id=\"h_01EQBK2EHZ2D3KMPWYV06JY8JX\"><strong>Nightwolf<\/strong><\/p>\n<ul style=\"list-style-type: disc;\">\n<li><strong>Nightwolf<\/strong>&nbsp;&#8211; Low Stab (Down + Front Punch) is now -6 on block (down from -4), has 2 more recovery frames on hit &amp; on miss, and 3 more frames of hit advantage on a grounded opponent<\/li>\n<li><strong>Nightwolf<\/strong>&nbsp;&#8211; Uncertain Ground (Down + Front Kick) now has 2 more recovery frames on miss<\/li>\n<li><strong>Nightwolf<\/strong>&nbsp;&#8211; Hobbling Kick (Down + Back Kick) now has 6 more frames of hit advantage on a grounded opponent<\/li>\n<li><strong>Nightwolf<\/strong>&nbsp;&#8211; 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<\/li>\n<\/ul>\n<p id=\"h_01EQBK2NYVY7HAEG01H3HGYY1B\"><strong>Terminator<\/strong><\/p>\n<ul style=\"list-style-type: disc;\">\n<li><strong>Terminator<\/strong>&nbsp;&#8211; Gut Buster (Down + Front Punch) is now -5 on block (down from -4)<\/li>\n<li><strong>Terminator<\/strong>&nbsp;&#8211; Rising Boot (Down + Back Kick) now has 3 more frames of hit advantage on a grounded opponent<\/li>\n<li><strong>Terminator<\/strong>&nbsp;&#8211; Gut Buster (Down + Front Punch) while Endoskeleton is active now has the correct frame data<\/li>\n<li><strong>Terminator<\/strong>&nbsp;&#8211; Fixed a rare issue with Dark Fate (Away + Front Punch, Front Punch + Front Kick) &amp; Dark Fate Amplify (Away + Front Punch, Front Punch + Front Kick, Amplify) that could cause weapons held in hands to use an incorrect animation<\/li>\n<\/ul>\n<p id=\"h_01EQBK2VJHYD7J2VKDBPV6C88C\"><strong>Sindel<\/strong><\/p>\n<ul style=\"list-style-type: disc;\">\n<li><strong>Sindel<\/strong>&nbsp;&#8211; Edenian Burst (Down + Front Punch) is now -5 on block (down from -3) and has 3 less recovery frames on hit<\/li>\n<li><strong>Sindel<\/strong>&nbsp;&#8211; Slightly adjusted the hit regions of Kewl Whip (Down + Back Kick) and it now has 3 less recovery frames on hit &amp; on miss, and 6 more frames of hit advantage on a grounded opponent<\/li>\n<li><strong>Sindel<\/strong>&nbsp;&#8211; Slightly adjusted the hit regions of Getup\/Flawless Block Attack (Up + Front Kick)<\/li>\n<li><strong>Sindel<\/strong>&nbsp;&#8211; Fixed a rare issue that could cause Deadly Echo to become disabled if used in certain circumstances<\/li>\n<\/ul>\n<p id=\"h_01EQBK31CNEHQ4VWSTEH0AF5ZV\"><strong>Spawn<\/strong><\/p>\n<ul style=\"list-style-type: disc;\">\n<li><strong>Spawn<\/strong>&nbsp;&#8211; Low Claw (Down + Front Punch) is now -6 on block (down from -4)<\/li>\n<\/ul>\n<p id=\"h_01EQBK36QR4TA2423NCRHD0HEX\"><strong>Joker<\/strong><\/p>\n<ul style=\"list-style-type: disc;\">\n<li><strong>Joker<\/strong>&nbsp;&#8211; Joking Jab (Down + Front Punch) is now -6 on block (down from -5) and has 2 more recovery frames on miss<\/li>\n<li><strong>Joker<\/strong>&nbsp;&#8211; Wing Tip (Down + Front Kick) is now -6 on block (down from -5)<\/li>\n<li><strong>Joker<\/strong>&nbsp;&#8211; Big Finish (Down + Back Kick) now has 5 more frames of hit advantage on a grounded opponent<\/li>\n<li><strong>Joker<\/strong>&nbsp;&#8211; Toward Throw Krushing Blow no longer is possible if Joker is above 300 health while Fatal Blow is still on cooldown<\/li>\n<li><strong>Joker<\/strong>&nbsp;&#8211; Getting Lit Amplify no longer autofaces the opponent<\/li>\n<\/ul>\n<p id=\"h_01EQBK3B8AMK1CPEJC73E03H50\"><strong>Fujin<\/strong><\/p>\n<ul style=\"list-style-type: disc;\">\n<li><strong>Fujin<\/strong>&nbsp;&#8211; Gut Shot (Down + Front Punch) is now -6 on block (down from -4) and has 2 more recovery frames on miss<\/li>\n<li><strong>Fujin<\/strong>&nbsp;&#8211; Adjusted the victim regions of Low Drift (Towards + Front Kick)<\/li>\n<li><strong>Fujin<\/strong>&nbsp;&#8211; Slightly adjusted the victim regions on the hit reaction of Typhoon Release (Back Kick, Back Punch)<\/li>\n<li><strong>Fujin<\/strong>&nbsp;&#8211; Slightly adjusted the hit regions of Fatal Edge (Away + Front Punch, Front Punch)<\/li>\n<li><strong>Fujin<\/strong>&nbsp;&#8211; Adjusted the hit regions of Getup\/Flawless Block Attack (Up + Back Punch)<\/li>\n<li><strong>Fujin<\/strong>&nbsp;&#8211; 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<\/li>\n<li><strong>Fujin<\/strong>&nbsp;&#8211; Adjusted the hit regions of the last hit of Wind Kicks Amplify<\/li>\n<li><strong>Fujin<\/strong>&nbsp;&#8211; Quick Slice (Away + Front Punch) now correctly plays a red hit effect on Kounter<\/li>\n<\/ul>\n<p id=\"h_01EQBK3GTE3PWPR2VKN2J5BA3T\"><strong>RoboCop<\/strong><\/p>\n<ul style=\"list-style-type: disc;\">\n<li><strong>RoboCop<\/strong>&nbsp;&#8211; Knee Kapper (Down + Front Punch) is now -6 on block (down from -5)<\/li>\n<li><strong>RoboCop<\/strong>&nbsp;&#8211; Ankle Breaker (Down + Front Kick) is now -9 on block (up from -10)<\/li>\n<li><strong>RoboCop<\/strong>&nbsp;&#8211; Quick Spray (Down + Back Kick) now has 1 more frame of hit advantage on a grounded opponent<\/li>\n<li><strong>RoboCop<\/strong>&nbsp;&#8211; Removed some instances where Cheval Trap could damage opponents when they are invulnerable to attacks<\/li>\n<li><strong>RoboCop<\/strong>&nbsp;&#8211; Slightly increased the projectile parry region of Riot Shield<\/li>\n<li><strong>RoboCop<\/strong>&nbsp;&#8211; Fixed an issue allowing Throw Escape to be possible during the recovery frames of Riot Shield<\/li>\n<\/ul>\n<p id=\"h_01EQBK3P76VSH5VVY7GGV212QT\"><strong>Sheeva<\/strong><\/p>\n<ul style=\"list-style-type: disc;\">\n<li><strong>Sheeva<\/strong>&nbsp;&#8211; Short Hammer (Down + Front Kick) is now -6 on block (down from -4)<\/li>\n<li><strong>Sheeva<\/strong>&nbsp;&#8211; 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<\/li>\n<li><strong>Sheeva<\/strong>&nbsp;&#8211; Slightly increased the range of Blood Lust (Back Punch, Front Punch) &amp; Slam Dance (Back Punch, Front Punch, Front Punch)<\/li>\n<li><strong>Sheeva<\/strong>&nbsp;&#8211; Slightly adjusted the hit regions of Tele-Stomp and it now has 1 less frame of startup and 1 more active frame<\/li>\n<li><strong>Sheeva<\/strong>&nbsp;&#8211; Spinning Dragon Amplify is no longer throw immune during some of its frames<\/li>\n<li><strong>Sheeva<\/strong>&nbsp;&#8211; Fixed a visual issue with several attacks displaying incorrect blood color against opponents that have non-red blood<\/li>\n<\/ul>\n<p>&nbsp;<\/p>\n<p><em>Mortal Kombat 11 Ultimate releases on 17th November on PlayStation 4, PlayStation 5, Xbox One, Xbox Series X\/S, PC, Nintendo Switch and Stadia.<\/em>&nbsp;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Mortal Kombat 11 transforms into Mortal Kombat 11 Ultimate following the latest update, which brings in a wealth of new additions.&nbsp; Update v1.25 adds compatibility&#8230;<\/p>\n","protected":false},"author":601,"featured_media":9890,"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-9889","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 patch notes released for update 1.25 - GINX TV<\/title>\n<meta name=\"description\" content=\"NetherRealm has released the full patch notes for Mortal Kombat 11\u2019s new update, which adds compatibility for Kombat Pack 2\u2019s Rambo, 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