Categories: News

New Mortal Kombat Update Is Now in Effect

NetherRealms developed a backdoor method of updating Mortal Kombat that allows them to tweak the game whenever they want. The method is the same one used by games like Super Meat Boy and Monday Night Combat, letting companies make quick adjustments without time-consuming or expensive updates.

This puts Mortal Kombat way ahead of the curve in terms of fighting games. The balance of characters is so important to a competitive game like Mortal Kombat, and the convenience of perfecting it at any time keeps a level playing field intact. Capcom could learn a thing or two.

A new set of fixes was released and will go into effect the next time you take the game online. The full list of fixes can be seen below:

-Reduced some of Kung Lao’s combo and overall damage.
-Reduced the damage on some special moves.
-Increased the damage scaling after Kitana’s Enhanced ground fan toss.
-Adjusted some juggle’s damage scaling.
-Reduced the damage on some basic combos that were doing too much damage without using any meter.
-Increased Sheeva’s damage output for several of her moves and attacks.
-Temporarily Changed around some of Sonya’s fighting style properties to reduce her ability to lock someone down in block stun.
-Changed Kano’s Towards Front Kick to a low block.
-Reduced the recovery on Kano’s Upball to be closer to Johnny Cage’s Flip Kick recovery.
-Increased the damage of some of Baraka’s special moves and attacks.
-It is easier to juggle combo after hitting someone with Baraka’s chopchop on the ground.
-Increased the damage scaling on a frozen opponent.
-Baraka’s Away Front Kick, Front Punch combo is now a true popup.
-Reduced some of Reptile’s combo damage.

A more fundamental title update will be available in the coming weeks. It will improve netcode and fix some of the more serious character balance issues, like infinite combos.

Joe Donato

Video games became an amazing, artful, interactive story-driven medium for me right around when I played Panzer Dragoon Saga on Sega Saturn. Ever since then, I've wanted to be a part of this industry. Somewhere along the line I, possibly foolishly, decided I'd rather write about them than actually make them. So here I am.

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