Mortal Kombat 1 developer NetherRealm has released a brand new update for PS5, Xbox Series X/S and PC – but not Nintendo Switch. The new Mortal Kombat 1 update was originally scheduled to launch late last week, but was delayed due to a back-end issue. The Mortal Kombat 1 update fixes one of the biggest problems with the game, particularly if you’re playing as the second player.
Indeed, as you can see from the patch notes below, the Mortal Kombat 1 update seemingly fixes the Player 1 advantage issue.
The issue could cause Player 2 to push their opponent away further during certain combo sequences. This means that while player 1 can execute lengthy combos, the second player would come up short.
Elsewhere, NetherRealm has corrected the move lists, performed a variety of localisation fixes, and solved an issue with Stryker and Sektor’s unbreakable attacks.
There are also a number of individual character fixes, for the likes of Goro, Kung Lao, Ashrah, Havik, Shujinko and Jax.
That’s on top of a selection of balance fixes for certain moves. You can see the full list of Mortal Kombat 1 patch notes below…
Mortal Kombat 1 October 2 update patch notes….
General Gameplay Adjustments
• Move list corrections
• Localisation fixes
• Fixed an issue that could cause Player 2 to push their opponent away further during certain combo sequences
• Fixed an issue that could cause buffered Kombo Attacks Strings & buffered 2in1-cancelled non Enhanced Special Moves to not be performed if a Kameo Ambush attack that can be canceled or branched from was executed with specific timing
• Fixed an issue causing some of Stryker’s & Sektor’s attacks to be unbreakable
Character Specific Adjustments
• Ashrah – Fixed an issue that could cause Crushing Knee (Towards + Back Kick) to pass through opponents while attacking
• Goro (Kameo) – Stomp is now higher priority when it & his partner’s attacks hit on the same frame
• Havik – Decaying Guard (Back Punch, Front Punch) and Flesh Wound (Back Punch, Back Punch) no longer auto face
• Jax (Kameo) – Ground Pound is now higher priority when it & his partner’s attacks hit on the same frame
• Kung Lao – Kung-Kussion will now auto face when done on the landing frame after jumping over an opponent
• Shujinko (Kameo) – Mimic Ice Klone & Ice Ball will no longer be repeated by an opponent hit by Time Stop
Fixed issues with the following attacks not working correctly against high parry special moves
Ashrah
• God’s Wrath and Demon’s Wrath can now be high parried
• Light Ascension and Dark Ascension can now be high parried
Baraka
• (Air) Death Spin can no longer be high parried
• Reflex Tester (Back + Front Punch) can no longer be high parried
• Bleeding Foot (Back + Front Kick) second hit can no longer be high parried
General Shao
• Power Strike can now be high parried
• Fixed parry inconsistency between Devastator and Klassic Kahn. Both can no longer be high parried
Johnny Cage
• Ball Buster can now be high parried
• Rising Star can now be high parried
• Shadow Kick can now be high parried
Kenshi
• Sento Stance Lost Way (Forward + Back Punch, Back Punch, Front Punch) can no longer be high parried
Kung Lao
• Knee Buckle (Back + Front Kick) can now be high parried
Li Mei
• (Air) Flipping Heel Kick can no longer be high parried
• No Holds Barred (Back + Front Kick, Back Kick) can no longer be high parried
Nitara
• Enhanced Bad Blood can no longer be high parried
Raiden
• Electric Fly and (Air) Electric Fly can no longer be high parried
Rain
• Enhanced Upflow can no longer be high parried
• Geyser can no longer be high parried
Reptile
• Death Roll can no longer be high parried
• Falling Fangs can no longer be high parried
Scorpion
• Twisted Kyo can now be high parried
Shang Tsung
• Old Form Goal Kick (Forward + Font Kick) can no longer be high parried
Sindel
• Enhanced Low Hairball first hit (kick attack) can now be high parried
Sub-Zero
• Ice Slide can no longer be high parried
Tanya
• Drill Kick can now be high parried
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