Patch Notes for 6/23/2015

Rezound

New member
A new patch is now LIVE for PS4 Users and should be up in a couple of hours on Xbox One.

For those on PS4, Is it the compatibility patch? And if so give us Xbox users screen shots of what's Koming in a couple of weeks!

General Gameplay Fixes

You can now turn off auto saving of Match Replays in game play options (this is defaulted OFF you will need to turn these ON after getting this patch if desired)

Improvement to PlayStation®3 system generic driver support (The user can now turn off the DUALSHOCK®4 wireless controller after pairing a compatible fightstick to the console. The DUALSHOCK®4 wireless controller can only be turned off AFTER pairing the fightstick.)

User now can leave a KOTH session as king without taking a loss
There are new secret brutalities to discover!

Character Specific Fixes:

D'Vorah - reduced the cancel advantage after Pterothorax combo (Towards + FP, FP, BP) by 2
D’Vorah (Swarm Queen) - must be in the Bug Bomb held loop for 3 frames before you can dash cancel out of it

Cassie - Single Shot is +2 on hit (up from -9)

Ermac - adjusted hitbox on Soul Burst & Soul Burst to make it harder to low profile
Ermac - increased Soul Burst damage by 4
Ermac - increased Soul Blast damage by 10

Erron Black - increased the cancel advantage of Down + FK by 3 (no longer connects into Tackle on hit)

Ferra/Torr - increased damage on Grab 'n' Stab by 3
Ferra/Torr - increased damage on Deep Stab by 4

Goro - increased hit advantage on Shokan Grab & Shokan Slam to 28 (up from 8)
Goro (Kuatan Warrior) - increased hit advantage on Chest Lunge to 20 (up from 5)
Goro (Kuatan Warrior) - increased hit advantage on Chest Charge to 23 (up from 5)
Goro (Dragon Fangs) - increased hit advantage on Shokan Stabs to 22 (up from 7)
Goro (Dragon Fangs) - increased hit advantage on Shokan Massacre to 23 (up from 5)
Goro (Tigrar Fury) - decreased combo damage scaling after Ground Scorch

Jacqui - Stanky Leg (BK ~up BK) is now listed in the movelist

Jason - increased the hitbox on Back Breaker, Spine Shatter, Choke, Choke Slam, Tight Squeeze, & Crippler to make it harder to low profile
Jason (Relentless) - reduced the recovery frames on Dark Pursuit (enhanced) to 54 (down from 106)

Jax – opponent can no longer techroll after x-ray

Johnny Cage (Fisticuffs) – Away + FP now has 10 startup frames (up from 9)
Johnny Cage (Fisticuffs) - all Speed Bag hits are now always -3 on block instead of every 4th one being 0

Kano - Black Dragon Ball (enhanced) damage increased by 4
Kano - Uprise Ball (enhanced) damage increased by 3 and is now -5 on block (down from -27)
Kano (Commando) – Choke & Strangle are now -4 on block (down from -14)

Kenshi - Down + BK can no longer be high parried
Kenshi – it is now easier to juggle combo after Sword Dance
Kenshi – several moves were not combo damage scaling correctly on hit
Kenshi (possessed) - Sickle Lift reaction is now consistent (no longer more or less hit advantage depending on height)
Kenshi (Kenjutsu) - removed armor from Tele-Strike

Kitana – now pokes out with a fan in Punishing Poke (Down + FP)
Kitana - Rising Blades can now be special move 2in1’d out of on hit
Kitana - 2nd fan in enhanced Fan Toss is now a mid block
Kitana - Back Slash (Towards + FP) is now -9 on block (down from -34) +5 on hit (up from -20) and has 25 less recovery frames
Kitana - Learn Respect combo (Towards + FP, FP) is now -2 on block (down from -1FP) +6 on hit (up from -3) and has 9 less recovery frames
Kitana - Fake Out combo (BP, FP) is now +2 on block (down from -12)
Kitana - increased damage on Fan-Tastic combo (BP, FP, BP) by 4 and is now -3 on block (down from -10)
Kitana - Fan Swipe (Towards + BP) is now -6 on block (down from -18) +8 on hit (up from -14) and has 12 less recovery frames
Kitana - Gut Gash combo (Towards + BP, BP) -6 on block (down from -17) and has 9 less recovery frames
Kitana - increased combo damage scaling after Rightful Heir combo (Towards + BK, FK)
Kitana (Royal Storm) - Square Boost & Square Wave are now a hard knockdown
Kitana (Assassin) - reduced meter gain from parry
Kitana (Assassin) - Princess Parry startup is now 7 (down from 18)
Kitana (Mournful) - easier to juggle combo after Air Glaive Throw and Air Glaive Return
Kitana (Mournful) - Shadow Kick & Eclipse Kick startup is 12 (down from 14)

Kotal Kahn – Towards + FK can no longer be high parried
Kotal Kahn (Sun God) - improved hitbox on Sun God Choke

Kung Jin (Ancestral) - now goes into a ducking state during Low Shot

Kung Lao - no longer gains a bar of meter when doing a wakeup Hat Toss or Teleport
Kung Lao (Tempest) - Hat Spin & Orbiting Hat now correctly combo damage scale on hit
Kung Lao (Hat Trick) - Hat Call Back is now a mid block
Kung Lao (Hat Trick) - Hat Call Back of a Low Hat Trap is now a low block
Kung Lao (Hat Trick) - slightly easier to juggle combo after Hat Call Back
Kung Lao (Hat Trick) - reduced High Hat Trap recovery by 25 frames
Kung Lao (Hat Trick) - reduced Hat Trap & Low Hat Trap recovery by 15 frames

Liu Kang - adjusted several hitboxes to hit more consistently
Liu Kang - 3 more active frames on down BP
Liu Kang - now goes into a ducking state during low fireballs
Liu Kang (Flame Fist) - Windmill Punch & Windmill Flurry can now be 2in1 special cancelled on block/hit
Liu Kang (Flame Fist) - Shaolin Flame can now be 2in1 special cancelled out of
Liu Kang (Dualist) - Low Soul Sphere is now a low block

Mileena - adjusted several hitboxes to hit more consistently
Mileena - Low Slash (down FP) no longer pushes opponents away before the active frames
Mileena - increased hit advantage on Rider combo (Away + BP, BP, throw) to 25 (up from -7)
Mileena (Piercing) - now goes into a ducking state during Low Sai
Mileena (Ravenous) - increased hit advantage on grab specials
Mileena (Ravenous) - doing the Quick Taste combo (Away + FP, BP, throw) will now heal her a small amount as she bites
Mileena (Ethereal) - Reduced the recovery on Vanish Away & Vanish Towards. Also allows for combos to continue afterwards.

Quan Chi - opponent can no longer techroll after x-ray
Quan Chi (Warlock) - victim is no longer throw immune after being hit by Portal Stab

Raiden - Supernatural combo (Away + FK, BK) can now be 2in1 cancelled out of
Raiden - reduced the hitbox of Electric Fly & Thunder Fly
Raiden (Thunder God) - slightly less chip damage on charged normals
Raiden (Master of Storms/Displacer) - now has a God's Rage combo (Towards + FP, BP, Away + BP)

Reptile - adjusted several hitboxes to hit more consistently
Reptile - can no longer repeatedly stack the damage nullification from Stealth & Invisibility
Reptile - Slithering Slaps (Away + BP) increased damage by 2
Reptile - increased damage of Slink combo (FP, BP, FP) by 4
Reptile - increased damage on Deadly Venom combo (FP, BK) by 4
Reptile - decreased damage of Dragon Kick (FK) by 2
Reptile - increased damage of Shedding Skin combo (FK, BK, Down + BK) by 2
Reptile - increased hit/cancel advantage on Sneaky Snake combo (Away + FP, Down + BK) by 20
Reptile - increased damage Toxic combo (Towards + FK, Away + BK) by 2
Reptile - Low Heel (Down + FK) now has 7 startup frames (down from 9) and is -3 on block (up from -2)

Scorpion - Eternal Vengeance combo (BP, FP, BK) has 4 less cancel advantage and no longer resets the block stun when it's 2in1 cancelled out of
Scorpion (Ninjutsu) - increased damage on Affliction combo (Away + FP, BP, FP) by 2
Scorpion (Ninjutsu) - increased damage on Doom Slice (Away + BP) by 4
Scorpion (Ninjutsu) - increased damage on Doom Blade (Towards + BP) by 4
Scorpion (Ninjutsu) - increased damage on Dead End combo (BP, FP, BP) by 2
Scorpion (Ninjutsu) – Downfall (Away + BK) now hits twice
Scorpion (Ninjutsu) - increased damage on Cataclysm combo (Towards + BK, BP) by 4

Shinnok - adjusted several hitboxes to hit more consistently
Shinnok (Necromancer) - adjusted tracking of Devil's Flick, Devil's Backhand, Summoned Fiend, & Summoned Slam
Shinnok (Necromancer) - increased damage on Judgment Fist & Judgment Smash by 3
Shinnok (Necromancer) - Devil's Flick is no -8 on block (up from -4)
Shinnok (Bone Shaper) - Dark Beam is now a high block and +8 on hit (up from -14)
Shinnok (Bone Shaper) - opponent can no longer techroll after Scepter Slam
Shinnok (Bone Shaper) - Deity combo (Towards + BP, BP, throw) can now be 2in1 cancelled on hit

Sonya - adjusted several hitboxes to hit more consistently
Sonya – added 5 more recovery frames on Air Drop when missed
Sonya - Energy Blast is a mid block and -5 on block (up from -15)
Sonya - increased damage of Flying Kick (enhanced) by 4
Sonya - increased damage of Leg Slam by 5
Sonya (Covert Ops) - Garrote Parry is no longer throw immune
Sonya (Demolition) - increased cancel advantage on Boomer combo (FP, FP, BP)
Sonya (Demolition) - adjusted the damage & hit stun of the grenade attacks

Takeda (Shirai Ryu) – the last hit of Air Spear & Spear Ryu will now combo damage scale correctly
Takeda (Lasher) - Whip Thrash & Whip Strike now hits on both sides

Tanya – last hit of throw will now combo damage scale correctly
Tanya - adjusted several hitboxes to hit more consistently
Tanya - can't attack for 10 frames after a blocked Quick Teleport
Tanya - removed armor from Quick Teleport
Tanya (Kobu Jutsu) - Back Stab combo (Away + FP, BP + BK, throw) can no longer be punished on hit
Tanya (Kobu Jutsu) - 2nd and 3rd hits of Tonfa Swipe will have less block recovery frames the longer you delay the previous attack
Tanya (Pyromancer) – slightly increased pushback on blocked fireballs
 
Soooooo, No netcode improvements? :cry:

FceDjPD.gif
 
Kung Lao (Tempest) - Hat Spin & Orbiting Hat now correctly combo damage scale on hit

can someone explain

if this is what i think it is, then they fixed the only problem i was having with Lao
 
Kung Lao (Tempest) - Hat Spin & Orbiting Hat now correctly combo damage scale on hit

can someone explain

if this is what i think it is, then they fixed the only problem i was having with Lao

Combos that involve that special move now does less or more damage, they didn't specify.
 
Kung Lao (Tempest) - Hat Spin & Orbiting Hat now correctly combo damage scale on hit

can someone explain

if this is what i think it is, then they fixed the only problem i was having with Lao

Those moves scale his combos more, meaning he'll do less damage.
 
The patch notes hinted at several new brutalities. Apparently the monk is one... anything else discovered?

EDIT: Apparently there's one on the middle statue/shrine in Kuatan Jungle.

EDIT2: Finally! The hammer on Quan Chi Fortress. :)

I think you just need to use three interactibles in the match, then use the final one.
 
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"Mileena - adjusted several hitboxes to hit more consistently"

Seriously?!

Does NRS hate Mileena that much (not only is she killed in story mode, but to add insult to injury she is killed by way of insect)?!

They gave poor Mileena some insignificant improvements but made it easier for her opponents to hit her consistently?

But of course, NRS in their infinite wisdom, found it necessary to increase the damage Scorpion dishes out. Why? Why? Why?
 
Did they just nurf Scorpion. I can't do his combos anymore the opponent fall too fast after i hit them with the teleport. I can't connect the second string anymore
 
"Mileena - adjusted several hitboxes to hit more consistently"

Seriously?!

Does NRS hate Mileena that much (not only is she killed in story mode, but to add insult to injury she is killed by way of insect)?!

They gave poor Mileena some insignificant improvements but made it easier for her opponents to hit her consistently?

But of course, NRS in their infinite wisdom, found it necessary to increase the damage Scorpion dishes out. Why? Why? Why?

They adjusted her hitboxes, not her hurtboxes. Meaning her attacks will hit more consistently.
 
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