Mortal Kombat 1’s newest patch that’s now stay and out there to obtain on PS5 and different platforms addresses some common fixes, however its focus is as a substitute on the combating roster with loads of steadiness adjustments and character changes.
They’re not huge changes to how characters play, however they’re all price noting as a result of the core change right here is totally different assaults now with the ability to be excessive parried and others that may now not be excessive parried.
For instance, you possibly can now not excessive parry Raiden’s electrical fly, however Johnny Cage’s ball buster, rising star and shadow kick assaults can all be excessive parried.
You’ll be able to try the complete checklist of adjustments within the patch notes, beneath.
Mortal Kombat 1 October 2, 2023 Replace Patch Notes
Basic Gameplay Changes
- Transfer checklist corrections
- Localization fixes
- Mounted a difficulty that might trigger Participant 2 to push their opponent away additional throughout sure combo sequences
- Mounted a difficulty that might trigger buffered Kombo Assaults Strings & buffered 2in1-cancelled non Enhanced Particular Strikes to not be carried out if a Kameo Ambush assault that may be canceled or branched from was executed with particular timing
- Mounted a difficulty inflicting a few of Stryker’s & Sektor’s assaults to be unbreakable
Character Particular Changes
- Ashrah – Mounted a difficulty that might trigger Crushing Knee (In direction of + Again Kick) to move by means of opponents whereas attacking
- Goro (Kameo) – Stomp is now larger precedence when it & his companion’s assaults hit on the identical body
- Havik – Decaying Guard (Again Punch, Entrance Punch) and Flesh Wound (Again Punch, Again Punch) now not auto face
- Jax (Kameo) – Floor Pound is now larger precedence when it & his companion’s assaults hit on the identical body
- Kung Lao – Kung-Kussion will now auto face when finished on the touchdown body after leaping over an opponent
- Shujinko (Kameo) – Mimic Ice Klone & Ice Ball will now not be repeated by an opponent hit by Time Cease
- Mounted points with the next assaults not working appropriately in opposition to excessive parry particular strikes
- Ashrah
- God’s Wrath and Demon’s Wrath can now be excessive parried
- Mild Ascension and Darkish Ascension can now be excessive parried
- Baraka
- (Air) Loss of life Spin can now not be excessive parried
- Reflex Tester (Again + Entrance Punch) can now not be excessive parried
- Bleeding Foot (Again + Entrance Kick) second hit can now not be excessive parried
- Basic Shao
- Energy Strike can now be excessive parried
- Mounted parry inconsistency between Devastator and Klassic Kahn. Each can now not be excessive parried
- Johnny Cage
- Ball Buster can now be excessive parried
- Rising Star can now be excessive parried
- Shadow Kick can now be excessive parried
- Kenshi
- Sento Stance Misplaced Approach (Ahead + Again Punch, Again Punch, Entrance Punch) can now not be excessive parried
- Kung Lao
- Knee Buckle (Again + Entrance Kick) can now be excessive parried
- Li Mei
- (Air) Flipping Heel Kick can now not be excessive parried
- No Holds Barred (Again + Entrance Kick, Again Kick) can now not be excessive parried
- Nitara
- Enhanced Unhealthy Blood can now not be excessive parried
- Raiden
- Electrical Fly and (Air) Electrical Fly can now not be excessive parried
- Rain
- Enhanced Upflow can now not be excessive parried
- Geyser can now not be excessive parried
- Reptile
- Loss of life Roll can now not be excessive parried
- Falling Fangs can now not be excessive parried
- Scorpion
- Twisted Kyo can now be excessive parried
- Shang Tsung
- Outdated Type Aim Kick (Ahead + Font Kick) can now not be excessive parried
- Sindel
- Enhanced Low Hairball first hit (kick assault) can now be excessive parried
- Sub-Zero
- Ice Slide can now not be excessive parried
- Tanya
- Drill Kick can now be excessive parried
- Ashrah
Supply – [NetherRealm Studios]