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11 Hours of MK11 Aftermath Epic Jax Guy Friendship
Hot cyber sax!

In the immortal words of Christophe Lambert's Raiden: "The essence of Mortal Kombat is not about death - but life". A new sense of brotherhood has swept over Mortal Kombat 11 with the free release of Friendships. These festive finishers offer 30 seconds of kinship, but one of them demands a more epic presentation, which NetherRealm Studios has has provided. Watch:


Watch: 11 Hr Epic Jax Guy | 10hr Epic Sax Guy | SunStroke Project - Run Away

Why 11 hours of "Epic Jax Guy"? Some might argue the unique resonance of the saxophone is justification enough. A woodwind instrument, if played just right - with the appropriate octave, uniquely tuned to speak to the very soul. A truth unto itself, but not the inspiration behind this particular meme.

Its deepest origins are appropriately military in nature, but it wasn't the product of US Special Forces developing cybernetic enhancements. It all began one fateful day in Moldova, when a soldier on field exercise suffered heat stroke. Inspired by the experience, Anton Ragoza and Sergey Stepanov formed a band called SunStroke Project.

The group would go on to represent Moldova in the Eurovision Song Contest: an annual event that invites the nations of Europe to participate in a three night competition filled with singing, spectacle, and 10-15 minutes of public voting. Competition rules dictate that song entries are roughly 3 minutes, but it only took 15 seconds for Sergey Stepanov to achieve internet immortality.

His saxually charged performance during "Run Away" was an immediate shock to the system for any one watching the 2010 Eurovision Song Contest live. White rimmed sunglasses and intense pelvic thrusting soon led a YouTube uploader to repeat the isolated section for 10 hours, dubbing him the viral "Epic Sax Guy" embraced by the world.

[Related Article: Watch Kano & Noob Perform Friendships in Mortal Kombat 11]

Watch the looped Jax tribute in the embedded video above, and use the links to load the original clips that inspired the finisher. Friendships are part of the latest free update to MK11 and can be performed right now. Did you know the story behind Epic Jax Guy? Tell us about your favourite friendship in the comments below and discuss more on the Mortal Kombat 11 forum!

Mortal Kombat 11: Aftermath Update Patch Notes
1.18 update notes!

Mortal Kombat 11: Aftermath is here and next time you turn on Mortal Kombat 11 you'll be asked to download a 12.150GB update. Massive changes are coming to MK11, whether you purchased the expansion or not. Check out the patch notes to know what to expect:

    General Gameplay Adjustments
  • Move list corrections
  • Improvements to AI logic
  • Added several new Brutalities for players to discover
  • Practice and Replay options setting BUTTON LOG now has an option for FULL which will display Right Stick inputs
  • Breakaway Tutorial now includes a lesson for Armor Break attacks
  • Right Stick inputs are no longer scanned when performing most Kombo Attacks and special move 2in1 cancels
  • Fixed issue which could cause certain character's props to appear in the victory cutscene after Kronika is defeated
  • Fixed issue with victim damage sounds sometimes persisting after a Quitality
  • Added new options in Practice Mode > AI Options > Breakaway which allows timing to be adjusted (OFF, FAST, DELAY, LATE); FAST is the same as the Previous setting ON
  • Fixed issue that could cause Practice Mode Kustom Getup/Reversal Playback to not come out on the first possible frame
  • Fixed Practice Mode issue which could cause AI Options > Block Attack > (delay) to not work correctly on some attacks
  • Practice Mode’s Kustom Getup/Reversal Playback now display inputs in the button log
  • Practice Mode’s Kustom Getup/Reversal Playback now works properly with Fatal Blows
  • Practice Mode’s Kustom Getup/Reversal order in menu changed to be after character specific attacks
  • Fixed issue where some (Down + Back Punch) Krushing Blows against airborne opponents could cause background clipping when in the corner of some Arenas
  • Fixed a rare issue with some throw cameras improperly tracking characters while certain modifiers are active
  • The popup message "Block Attack Punish" is now properly displayed if a Block Attack is used to punish a cross-up jump attack
  • Some damage over time debuffs can no longer linger on resurrecting characters under specific circumstances
  • All Down + Front Punch attacks can be both high and low parried
  • When Breakaway is performed, damage scaling is reset to a fixed value instead of a multiplier on the current combo damage scaling

  • Kombat League / Online
  • Minor online stability improvements
  • Fixed several rare online desync causes
  • Added menu option to request a non-ranked set with opponent at the end of a Ranked set

  • The Krypt
  • Added new Nether Forge Recipes for players to discover
  • Added New Krypt Events

  • Towers of Time
  • Added New Player Module Rewards
  • Added New Boss Towers, Sidekick Towers, and Tag Towers
  • Added elemental move tags to all characters’ movelists
  • Augment functionality has been reworked; after logging into the game for the first time your existing augments will be converted to new ones & unsocketed; this can take some time to complete
  • Added Jinsei Essence Augments, which can only be socketed into a Gear’s 3rd Augment slot and have powerful gameplay abilities
  • Augments no longer require a specific Gear Slot but still require a matching Augment Socket Type
  • There are now non-character specific Augments which can be used on any character
  • Fixed several modifiers persisting on screen after the fight has ended
  • Tag Towers no longer award a Flawless Victory when only the currently tagged in character is at full health
  • Increased the amount of Konsumables rewarded for completing a tower
  • Increased augment rewards to all tower platforms
  • Increased rewards for brutal difficulty
  • Tower Loot tables can now include Gear & Items rewards from AI Battle

  • Stage Specific Adjustments
  • After using a Background Interaction to jump over your opponent, they will no longer sometimes take a long time to turnaround if they remain idle
  • Amplified Background Interactions no longer have throw immunity
  • Cyber Lin Kuei Assembly - Fixed a visual issue with Sawblade Interaction when it is interrupted at a specific timing
  • Cyber Lin Kuei Assembly - Fixed an issue with Ice Bomb Interaction sometimes not visually freezing certain cloth on characters
  • Lost Hive of the Kytinn - Fixed a visual issue with Ovipositor Stab Interaction sometimes being misaligned when performed by a character facing left
  • Shang Tsung's Island Ruins - Fixed a visual issue with Mallet Interaction when it is interrupted at a specific timing

  • Character Specific Adjustments
  • Baraka
  • Lunging Blades (Away + Back Punch) had its repel region adjusted and now does 90 damage (up from 70)
  • Straight Shank (Down+Forward + Front Punch) can now be both high and low parried
  • Blade Charge now breaks armor and has an alternate Krushing Blow condition: Breaks Armor
  • Fixed issue with Leg Kabob with the impaled Arm Blade being improperly placed in certain circumstances
  • Fixed a rare issue that could cause Staked to lose trades against certain attacks

  • Cassie Cage
  • Victim region while ducking slightly increased
  • Getup/Flawless Block Attack (Up + Back Punch) now has 9 startup frames (down from 13), recovers 4 frames faster on hit, and has an adjusted hit reaction
  • Adjusted the hit region of Flippin' Out which now has 13 less recovery frames, and 10 more frames of blockstun with reduced block pushback
  • Ball Buster can now be both high and low parried
  • BLB-118 Escape and BLB-118 Advance no longer cost meter
  • Flying Glow Kick now does 80 damage (was 60) and can now be cancelled into Fatal Blow on hit
  • Flying Glow Kick now breaks armor and has an alternate Krushing Blow condition: Breaks Armor
  • Adjusted the peak height & travel arc of (Air) Pissed AF (Jump + Fatal Blow) to hit more consistently and its startup & active frames now match the ground version
  • Fixed rare issue that could cause Glow Burst (Back + Front Kick), Bloody Knuckles (Down + Back Punch), & Flying Glow Kick to lose trades against certain attacks
  • Fixed visual issues with pistol holster animations when using Dual Wielding Amplify and Dual Wielding Krushing Blow
  • Fixed issue which could cause drone to play an incorrect animation if a brutality is performed

  • Cetrion
  • Heavens Wind (Front Punch) now has 4 more recovery frames on block
  • Adjusted opponent’s victim region during the hit reaction to Turning Wave (Towards + Back Punch)
  • Deadly Winds now performs an additional hit which can break armor before the tornado projectile
  • Shattering Boulder now does 90 damage (up from 70)
  • Fixed an issue with Hallowing Winds that could result in Boulder Bash causing an incorrect hit reaction
  • Deadly Winds will no longer sometimes have lingering visual effects when a brutality is performed on Cetrion
  • Elemental Ring will no longer sometimes have lingering visual effects during fatalities

  • D'Vorah
  • Recluse (Towards + Back Punch, Back Punch, Up + Front Punch + Front Kick) now does 90 damage (up from 80)
  • Tsetse (Towards + Back Punch, Back Punch, Down + Front Punch + Front Kick) now does 70 damage (up from 60)
  • Bugging Out (Towards + Back Punch, Back Punch, Back Kick) now does 70 damage (up from 50)
  • Head victim region adjusted while performing Infested
  • Swarm and Swarm Amplify now breaks armor and recovers 5 frames faster when armor is broken
  • Reduced the combo damage scaling on Widow's Kiss Amplify
  • Bug Butt (Motherbug Front Kick / Back Kick) now does the correct chip damage on block
  • Fixed visual issue with Widow's Kiss webbing persisting on victim if interrupted at specific timing
  • Fixed minor visual issues with Ovipositors becoming misaligned at the beginning of her fatalities

  • Erron Black
  • High Noon (Front Punch, Front Punch) cancel frame now occurs 1 frame earlier and has 4 more recovery frames on hit, 2 less recovery frames on block, and 1 more recovery frame on miss
  • Violent Ends (Front Punch, Front Punch, Back Kick) now has 2 less recovery frames
  • Adjusted opponent’s victim region during the hit reaction to Spinning Revolver (Away + Front Punch)
  • Hideout (Away + Front Punch, Back Punch, Back Punch), Smells Like Gunpowder (Away + Back Punch, Front Punch), To The Gallows (Away + Back Punch, Front Punch, Back Punch, Front Punch), and Pushing Daisies (Front Kick, Back Punch) now do correct damage on block
  • Acid Pour starts up in 13 frames (down from 17), has 1 less active frame, recovers 6 frames faster on block, and 2 frames faster on miss
  • Acid Pour now breaks armor and has an alternate Krushing Blow Condition: Breaks Armor
  • Netherbeast Trap Amplify now has 10 less recovery frames
  • TNT Toss now starts up 3 frames faster and has 4 less recovery frames
  • TNT Toss Amplify now starts up 5 frames faster and has 9 less recovery frames
  • Adjusted the hit region of TNT Toss Amplify gunshot which now has 21 more frames of hitstun on a grounded opponent, and 12 more frames of knockdown advantage against an airborne opponent
  • Ghost Koins (Fatal Blow) damage on each hit has been adjusted and now only has combo damage scaling on the final hit resulting in 340 total damage (up from 332)
  • Reload (Locked and Loaded) now follows the same input pattern as the other Locked and Loaded attacks where holding Up exits Locked and Loaded
  • Fixed a rare issue which would not allow certain juggles to combo into Acid Pour Krushing Blow
  • Netherbeast Trap will no longer sometimes become visually misaligned to victim when it hits near the corner
  • Fixed an issue with Rattle Snake Slide playing an improper animation when it hits Kronika

  • Frost
  • Icy Maul (Away + Back Punch) now does 50 damage (up from 30)
  • Out Cold (Away + Back Punch, Back Punch, Front Punch, Back Punch) now does 67.5 damage (up from 58.5)
  • Chest Cold (Down + Front Kick) can now be both high and low parried
  • Cyber-Head now breaks armor and causes a different hit reaction when it breaks armor
  • Auger Lunge Krushing Blow now leaves opponent closer to Frost
  • Fixed a rare issue that could cause Winter Winds (Away + Back Punch, Back Punch) to lose trades against certain attacks
  • Fixed issue with certain Background Interactions having incorrect hit animations against Frost while her head is detached
  • Fixed issue with Core Overload self-hit reaction not occurring when close to opponent

  • Geras
  • Gauntlet Slam (Down + Front Kick) can now be both high and low parried
  • Sand Trap and Quick Sand now break armor, have an increased hit region when opponent is in a combo, and have an alternate Krushing Blow Condition: Breaks Armor
  • Punish Krushing Blows now trigger when done against Reverse Time recovery
  • Fixed an issue causing some attacks that hit an opponent affected by Temporal Advantage to not play a sound effect or hitspark
  • Fixed an issue with Quick Sand causing an incorrect animation if used to kill final opponent of an endurance fight

  • Jacqui Briggs
  • Trained To Kill (Away + Back Punch, Back Punch) now does correct damage on block
  • Adjusted opponent’s victim region during the hit reaction to Step Kick (Towards + Front Kick)
  • (Air) Dive Bomb now breaks armor and when armor is broken it recovers faster and has a different hit reaction
  • Hyper Knee now breaks armor and has an alternate Krushing Blow Condition: Breaks Armor
  • Landing recovery frames can no longer sometimes be circumvented during a crossup jump attack 2in1 cancelled into (Air) Shrapnel Blast, (Air) Grenade Launcher, or (Air) Prototype Rocket
  • Fixed various visual issues with Jacqui's Hellspawn cape during brutalities

  • Jade
  • Pole Strike (Away + Front Punch) now causes 5 more frames of blockstun with increased pushback on block
  • The last hit of Wiggle Stick (Away + Back Punch) now causes 5 more frames of blockstun with increased pushback on block and has 5 more recovery frames on block
  • Bending Time (Front Kick , Back Punch, Back Punch, Down + Front Punch) now does 70 damage (up from 50)
  • Adjusted opponent’s victim region during the hit reaction to Straight Kick (Front Kick)
  • Slightly adjusted the gravity on the hit reaction to IP Girl (Towards + Back Punch, Front Punch)
  • Baited (Front Punch, Back Punch, Back Kick) Krushing Blow now has 7 less recovery frames
  • Blazing Nitro Kick now breaks armor and has an alternate Krushing Blow Condition: Breaks Armor
  • Fixed an issue the hit region of Side Kick (Away + Front Kick) being incorrect when done as a cancel from Pole Bash (Jump + Back Punch)
  • Fixed a rare issue that could cause Blazing Nitro Kick & Blazing Nitro Kick Amplify to lose trades against certain attacks
  • Fixed a rare issue which could cause projectiles reflected with Divine Forces to become stuck floating in the air with specific timing

  • Jax
  • Quick Drill (Down, + Front Punch, Down + Back Punch) can now be both high and low parried
  • Boot Kamp (Away + Front Kick, Back Punch) now does 50 damage (up from 30)
  • Sleep, Bitch (Away + Front Kick, Back Punch, Front Punch + Front Kick) now does 90 damage (down from 100)
  • Reduced the combo damage scaling on Ripped Amplify
  • Briggs Barricade now has 19 active frames (down from 24) and 5 less recovery frames
  • Briggs Barricade Amplify now has 6 less recovery frames
  • Head victim region adjusted while performing Burning Hammer
  • Lethal Clap now has 2 more active frames and has 2 less recovery frames on miss
  • Lethal Clap now breaks armor and recovers faster if armor is broken
  • Fixed rare issue that could cause Lethal Clap to lose trades against certain attacks
  • Fixed issue that could cause his Thumper to play an improper animation when he is defeated

  • Johnny Cage
  • Fix It In Post (Front Punch, Back Punch, Back Kick) now has 5 less blockstun frames
  • Cage Match (Front Kick, Back Kick, Up + Front Kick) now has 5 less blockstun frames
  • Straight Forceball Amplify now has 5 less blockstun frames
  • Flippy Kick now breaks armor
  • Nut Punch can now be both high and low parried
  • Fixed a rare issue that could cause Shadow Kick to lose trades against certain attacks
  • Fixed issue with Stunt Double instantly disappearing off screen after completing its attack in certain circumstances

  • Kabal
  • Head victim region adjusted while performing Hook Grab
  • Hook Slam now does 100 damage (was 109.5) and no longer causes extra combo damage scaling before final hit
  • Hook Slam now breaks armor and has an alternate Krushing Blow Condition: Breaks Armor which causes a different hit reaction when triggered
  • Hook Slam Amplify now does 100 damage (was 102) and no longer causes extra combo damage scaling before the final hit
  • Slightly increased the combo damage scaling on Hook Slam & Hook Slam Amplify Krushing Blows
  • Nomad Spin now only causes damage scaling on the final hit and each attack now has 10 more blockstun frames
  • Nomad Spin Amplify now only causes damage scaling on the final hit and each attack now has 5 more blockstun frames
  • Extended Hook now does 90 damage (was 116.5) and no longer causes damage scaling on the first hit
  • Fixed a rare issue that could cause Nomad Dash, Gas Blast, Gas Blast Amplify, Nomad Spin, & Nomad Spin Amplify to lose trades against certain attacks

  • Kano
  • Adjusted opponent’s victim region during the hit reaction to Blade Evade (Away + Front Punch)
  • Blade Evade (Away + Front Punch) cancel frame now occurs 5 frames earlier and has 5 less recovery frames on miss
  • Blade Evade (Away + Front Punch) now breaks armor and the air hit reaction has been changed
  • Fixed a rare issue that could cause Black Dragon Ball to lose trades against certain attacks

  • Kitana
  • The last hit of Leave Now (Towards + Back Punch, Back Punch, Back Punch) now has 5 more blockstun frames with increased block pushback
  • Punishment (Front Kick, Back Punch, Front Punch, Back Punch) now has 5 more frames of blockstun
  • Square Wave and (Air) Square Wave now break armor and have an alternate Krushing Blow Condition: Breaks Armor
  • Fixed a visual issue with blood sometimes coming out of incorrect leg on opponent during Back Throw
  • Fixed a rare issue that could cause Dive Kick (Half-Blood Stance) to lose trades against certain attacks

  • Kollector
  • War-Quoit Toss Gear Ability now requires 1 Ability Slot
  • Relic Lure Gear Ability now requires 2 Ability Slots
  • Relic Lure now has 16 starts up frames (down from 27), 10 more active frames, 4 more recovery frames on block, and 11 more recovery frames on miss
  • Adjusted the hit region of Relic Lure and it now breaks armor and has a different hit reaction with reduced combo damage scaling
  • Relic Lure Amplify now has a different hit reaction with reduced combo damage scaling and can only be performed once per combo
  • Relic Lure Amplify now has 3 less active frames, 4 less recovery frames on hit, 8 more recovery frames on block, and 11 less recovery frames on miss
  • Fixed a rare issue that could cause Bag Bomb to not cause a ground explosion when colliding with Vial of Sorrow DoT if Kollector is hit at specific timing
  • Fixed a rare issue that could cause Demonic Mace to lose trades against certain attacks
  • Fixed a rare issue that could cause Kollector's lantern to be stuck in his hand during Victory cinematics

  • Kotal Kahn
  • Mehtizquia Cut now breaks armor and has 16 startup frames (down 20)
  • Mehtizquia Cut Amplify now has an alternate Krushing Blow condition: Mehtizquia Cut Breaks Armor
  • Fixed an issue preventing the first hit of Yeyecame Disk Amplify to be parried
  • Tecuani Maul Amplify recovers 1 frame faster on block
  • (Air) Tecuani Pounce Amplify recovers 5 frames faster on block
  • Totem buffs when stacked now correctly respect the number of totems used
  • Pinned Down (Fatal Blow) now only has damage scaling on the final hit resulting in 330 total damage (up from 329)
  • Fixed a rare issue causing Tonatiuh Beam’s hit region to linger after Krushing Blows and Fatal Blows in certain circumstances
  • Fixed a rare issue that could cause (Air) Tecuani Pounce to lose trades against certain attacks
  • Fixed a rare issue that could cause Kotal Kahn’s sword to play an improper animation when he is defeated

  • Kung Lao
  • Adjusted opponent’s victim region during the hit reaction to the 3rd & 5th hits of Double Yang (Back Punch, Front Punch, Back Punch, Front Punch, Back Punch)
  • Disrespect (Towards + Back Punch, Front Punch) now has 5 more blockstun frames with increased block pushback
  • Adjusted the hit region of Spin Kick (Back Kick) and it now has 14 startup frames (down from 15), 3 active frames (up from 1), 2 less recovery frames on miss, and its cancel frame now occurs 4 frames earlier
  • Shaolin Slam (Teleport) now has 16 less recovery frames on hit
  • (Air) Shaolin Drop now breaks armor and (Air) Shaolin Drop Amplify has an alternate Krushing Blow condition: (Air) Shaolin Drop Breaks Armor
  • Flip Kick (Getup / Flawless Block Up + Front Kick) now does 90 damage (down from 135) and does the correct damage on block
  • All attacks of Soul Burst (Spiritual Guidance) now hits mid
  • Fixed a bug allowing Soul Burst (Spiritual Guidance) to be able to be cancelled into other specials
  • The second projectile of Possessed Hat will no longer sometimes come out if Kung Lao is interrupted after first projectile comes out
  • Possessed Hat will no longer sometimes not combo when hitting from specific ranges
  • Beaten And Broken (Fatal Blow) now only has damage scaling on the final hit
  • Hat Toss, Possessed Hat, and Guided Hat are no longer immune to reflect moves if they hit on the first frame
  • Fixed some rare visual issues with the spirit of the Great Kung Lao becoming visible at unintended times
  • Fixed a rare issue that could cause the combo counter to reset when Spin & Spin Amplify hit in certain circumstances
  • Fixed a rare issue that could cause Spin & Spin Amplify to lose trades against certain attacks

  • Liu Kang
  • Total Destruction (Front Punch, Back Punch) now has 5 less blockstun frames
  • Adjusted opponent’s victim region during the hit reaction to Chosen Strike (Back Punch)
  • Kusari Slam now breaks armor
  • Fixed a rare visual issue with Kusari Slam hitting at certain distances causing an improper animation
  • Dragon Fire now has 3 less recovery frames
  • Bicycle Kick Amplify can now be performed twice after Kontei Slam (Towards + Back Punch) hits in the same combo
  • Fixed a rare issue that could cause Flying Dragon Kick to lose trades against certain attacks

  • Noob Saibot
  • Dark Push (Away + Back Punch) now has 3 more active frames, 1 more recovery frame on hit, 1 less recovery frame on block, and 4 less recovery frames on miss
  • Dark Push (Away + Back Punch) now breaks armor, when armor is broken it has a different hit reaction and can be 2in1 cancelled
  • Head victim region adjusted while performing Sickle Snag
  • Sickle Toss and Sickle Toss Amplify can no longer be parried
  • Together Again (Fatal Blow) now has 3 active frames (up from 1), and 2 less recovery frames on miss
  • Fixed a rare issue with Shadow Clone becoming stuck to opponent in certain circumstances during a Tag Battle

  • Raiden
  • Elder Fury (Away + Front Punch, Back Punch) now has 6 less recovery frames, 5 less blockstun frames, can now be Kombo Attack cancelled on block, and its cancel frame occurs 1 frame earlier
  • Power Discharge (Away + Front Punch, Back Punch, Front Punch + Front Kick) now has 3 less startup frames, 1 more active frame, 4 less recovery frames on miss, and now hits as a throw
  • Adjusted the hit regions of High Poke (Towards + Front Punch), Divine Power (Towards + Front Punch, Front Punch), and Sudden Energy (Towards + Front Punch, Front Punch, Back Punch)
  • The 2nd hit of Hammer Fists (Away + Back Punch) now has increased block pushback
  • Heavy Storm (Towards + Back Punch) now has 5 more blockstun frames with increased block pushback
  • Adjusted the hit regions of Deadly Storm (Front Kick, Back Punch, Front Punch) and it now has 5 more blockstun frames
  • The Calm (Away + Front Kick, Front Punch) can now be Kombo Attack cancelled on block or miss
  • Might Of Mordulus (Away + Front Kick, Front Punch, Back Punch + Back Kick) now hits mid, has 1 more recovery frame, 5 more blockstun frames with increased block pushback, and has a different grounded hit reaction
  • Massive Destruction (Towards + Front Kick, Back Punch) now hits overhead and has increased block pushback
  • Lightning Bolt now has 27 startup frames (down from 28), 5 more blockstun frames with increased block pushback, 2 more recovery frames on hit, 1 more recovery frames on block, 2 less recovery frames on miss and increased the window for the cancel into Amplify
  • Lightning Bolt Amplify now has 1 less startup frame and has 5 more blockstun frames with increased block pushback
  • The first 2 hits of Storm Cell no longer allow opponent to Breakaway
  • Electric Fly can no longer be parried
  • Electric Fly Amplify Krushing Blow travel distance requirement slightly reduced
  • Summon Lightning now breaks armor, has 11 startup frames (down from 14), and has an increased hit region when the opponent is in a combo
  • The initial hit of Lightning Rod now does 70 damage (up from 50) and lightning projectiles now do 40 damage (up from 30)
  • Fixed a rare issue that could cause Super Bolt to lose trades against certain attacks

  • Scorpion
  • Adjusted opponent’s victim region during the hit reaction to Gut Slice (Away + Front Punch)
  • Flip Kick (Away + Front Kick) now has 22 startup frames (down from 27) and 5 more recovery frames on hit
  • Flip Kick (Away + Front Kick) now breaks armor and when breaking armor it has a different hit reaction
  • Back Throw now has a Krushing Blow
  • Adjusted the hit regions of all hits of Death Spin and Death Spin Amplify
  • Adjusted the hit region of Burning Spear Amplify and it now does 50 damage (up from 30) and has a different hit reaction
  • Hate Strike Amplify (Misery Blade) now does 100 damage (up from 80)
  • Hamon Sweep Amplify (Misery Blade) now does 80 damage (up from 60)

  • Skarlet
  • Thicker Than Water (Away + Front Punch, Back Punch) now has 3 less recovery frames on hit and miss, 8 less recovery frames on block, and 5 less blockstun frames
  • Whip Snap (Towards + Back Punch) now has 4 less recovery frames
  • Quick Transfusion (Towards + Back Punch, Front Punch) now has 24 startup frames (down from 25)
  • Scythe Slam (Away + Back Punch) now has 5 less recovery frames and 10 more frames of hit advantage
  • Crack The Whip (Front Kick) now has 19 startup frames (down from 21)
  • Koagulation (Back Kick, Back Kick) now hits mid
  • Blood Spatter now has 2 less startup frames, 3 less recovery frames on hit, 2 more recovery frames on miss or block, and 10 more frames of hit advantage
  • Blood Spatter now breaks armor and has 10 less recovery frames when armor is broken
  • Blood Spatter Amplify now has 3 less recovery frames on hit and 2 more recovery frames on miss or block
  • Blood Spatter Amplify now breaks armor and has 15 less recovery frames when armor is broken
  • Bloodport now has 4 less startup frames

  • Sonya Blade
  • Adjusted the hit region of Kounter Attack (Back Punch, Front Punch, Back Punch, Back Punch)
  • Hellish Hook (Towards + Back Punch) now has 5 more blockstun frames with increased block pushback
  • Boot Kamp (Towards + Front Kick) now breaks armor
  • Head victim region adjusted while performing Air Control
  • (Air) Ops Drop now has 13 less landing recovery frames on miss
  • K.A.T. Tantrum (Summon K.A.T.) now has 27 startup frames (down from 32) and 3 less recovery frames on hit
  • Straight .50 Kal (Summon K.A.T.) now has 24 startup frames (down from 32) and 9 less recovery frames
  • Mortar Strike (Summon K.A.T.) now has 3 less recovery frames
  • Detonate K.A.T. (Summon K.A.T.) now has 14 startup frames (down from 18) and 9 less recovery frames

  • Sub-Zero
  • Adjusted the hit region of Brutal Kick (Towards + Back Kick) and it now has 25 startup frames (down from 28) and when Flawless Blocked has 10 less blockstun frames with reduced block pushback
  • Brutal Kick (Towards + Back Kick) now breaks armor and can now cause a Krushing Blow
  • Frigid Storm now does 80 damage (up from 60)
  • Adjusted the hit region of Chill Out (Fatal Blow)

  • Shao Kahn
  • Fixed a visual issue with Shao Shimmy (Towards + Front Kick) when done in flip stance
  • You Will Never Win (Towards + Front Kick, Back Kick) now has 5 less blockstun frames, can now be 2in1 cancelled, and can no longer be cancelled when Flawless Blocked
  • Adjusted the hit region of Last Breath (Towards + Front Kick, Back Kick, Front Punch + Front Kick) which now hits as a throw and has 7 less recovery frames on miss
  • Dragon Toe (Away + Front Kick) now does 70 damage (up from 50), 16 startup frames (down from 17), 1 more active frame, 7 less recovery frames on hit, 9 less recovery frames on block or miss, 5 more blockstun frames with increased block pushback, has a different hit reaction with reduced combo damage scaling
  • Kahn Kick (Towards + Back Kick) now does 90 damage (up from 70)
  • Shoulder Charger Amplify Down has new visual effects and now has 18 startup frames (down from 22)
  • Shoulder Charger Amplify Down now breaks armor, and when armor is broken it recovers 11 frames faster with a different hit reaction
  • Spear Charge Amplify now has 7 less recovery frames on hit
  • Head victim region adjusted while performing Scum Grab which now has an adjusted hit region and now breaks armor
  • Head victim region adjusted while performing Skewered and it now breaks armor
  • Adjusted the hit region of Ground Shatter which now has 2 more frames of hit advantage and does a different air hit reaction
  • Adjusted the hit region of Ground Shatter Amplify
  • Wrath Hammer when reflected no longer counts towards the Krushing Blow requirement

  • Shang Tsung
  • The hit reaction of Reserved Pain (Away + Front Punch, Down + Back Punch) Krushing Blow now leaves the opponent slightly closer to Shang Tsung
  • Spiritual Eruption (Away + Back Punch) is now +13 on hit (down from +16)
  • Skull Collapse (Towards + Back Punch) is now +9 on hit (up from +6)
  • Shapeshifter (Towards + Back Punch, Back Kick) is now +13 on hit (up from +5)
  • Sternum Breaker (Front Kick) is now +11 on hit (up from +8)
  • Throat Kick (Back Kick) is now +20 on hit (up from +12)
  • Morphing back into Shang Tsung after Soul Steal has finished now enables blocking in 3 frames (down from 7)
  • Scatter Souls now has 25 startup frames (down from 29), 1 less recovery frame on hit and miss, 4 more recovery frames on block, and slightly reduced the time to charge to higher power levels
  • Scatter Souls now breaks armor, and causes a different hit reaction when armor is broken
  • Scatter Souls now retains charge level when cancelled
  • level 2 & level 3 of Scatter Souls when Flawless Blocked now has 5 more blockstun frames with slightly increased block pushback
  • Level 4 of Scatter Souls when Flawless Blocked now has 15 more blockstun frames with increased block pushback
  • Screaming Soul Cancel no longer enables autoblock and can only be done once per combo
  • Fixed a rare issue while morphed where damage would not be increased for the last few frames of being morphed
  • Fixed a rare issue that could cause certain attacks to not be possible for the first few frames after the opponent has been hit by Soul Steal
  • Shang Tsung can no longer remain morphed as Sindel for an extended time by repeatedly performing Dash ((Air) Regal Presence)
  • Fixed issue allowing special cancels into Absorb Souls without Soul Well activated
  • Fixed issue with opponent's interactables auto-correcting when Soul Swap is performed at certain timing
  • Fixed a rare issue that could cause Sorcery Rush, Slide, & Superkick to lose trades against certain attacks
  • Fixed a visual issue which could cause clipping when Tele-Slam Amplified Krushing Blow is performed on Kollector

  • Nightwolf
  • Helmsplitter (Back Punch, Back Punch, Front Punch + Front Kick) now hits as a throw and has 17 startup frames (up from 16)
  • Razor's Edge (Away + Front Kick, Back Kick, Front Punch + Front Kick) now has 5 more blockstun frames with increased block pushback
  • The hit reaction of Deadly Talon (Front Kick, Front Punch, Back Punch) Krushing Blow now leaves the opponent slightly closer to Nightwolf
  • Tomahawk Swing now breaks armor and has an alternate Krushing Blow Condition: Breaks Armor
  • Reduced the gravity of the hit reaction to Ancestral Light
  • Spirit Tracks while Spirit Of Hana buff is active now has 10 invulnerability frames (up from 4)
  • Spirit Tracks Amplify with Ancestral Hunter ability equipped now has 9 startup frames (down from 13)
  • Nightwolf –Hana's Wrath debuff no longer lingers on opponent after a Mercy has been performed
  • Fixed a rare issue that could cause Rhino Charge to lose trades against certain attacks
  • Fixed a rare issue which could cause Nightwolf’s tomahawk to use an improper animation during some Victory cinematics

  • The Terminator
  • Incapacitator now deals 50 damage (up from 30)
  • Head victim region adjusted while performing Infiltrator Toss
  • Gorilla Press Slam now breaks armor
  • Attempting to do Running Man Cancel when not enough meter is available now plays a sound
  • Cyber Rift and T.D.E. now checks for negative edge inputs when Release Check is set to ON
  • Fixed a rare issue with Endoskeleton not facing opponent when activating under certain circumstances

  • Sindel
  • Mane Squeeze now breaks armor
  • (Air) Royal Trap no longer persists during Geras' Reawakened resurrection
  • Attempting to do Maleficent March Cancel when not enough meter is available now plays a sound
  • Fixed a rare issue that could cause You Will Die (Front Punch, Front Punch), Banshee’s Cry (Back Punch, Front Kick, Back Kick), Scream, & Shriek to lose trades against certain attacks

  • The Joker
  • Kard Trick (Towards + Front Punch) now does 30 damage (down from 50)
  • Ehh (Back Punch) now does 30 damage (down from 50)
  • C C D D E G E C & C C D D E G E C Amplify now break armor and when armor is broken recover faster while causing a different hit reaction
  • Fixed a rare issue that could cause Getting Lit to lose trades against certain attacks
  • Fixed a rare issue that could cause his Cane to play an improper animation when he is defeated
  • Fixed a rare issue with KAPOW using an improper animation when it triggers a resurrection on the opponent
  • Puppet Parry Amplify, Corpse Trot, Corpse Trot Amplify, KAPOW, & KAPOW Amplify now have their damage reduced by Jacqui's Tech-Dome
  • Full Swing (Jump + Back Punch) no longer hits overhead while still rising

  • Spawn
  • Straight Pain (Back Punch) now has 5 more blockstun frames with increased block pushback
  • The King Of Hell (Towards + Back Punch, Front Kick) is now +7 on hit (up from -9)
  • The first hit of Charging Hellspawn Amplify no longer causes additional damage scaling
  • Slightly reduced the gravity on the hit reaction to Up Hell Chains (Lethal Leetha Stance)
  • Rising Cape (Down + Back Punch) is no longer invulnerable to high attacks during a few frames of its standing recovery
  • Fixed some rare visual issues with Spawn's cape when he is the victim in some Fatal Blow cinematics
  • Fixed a visual issue with invisibility not working properly while inside some area of effect attacks
  • Fixed a rare issue which could cause visual obstruction during Spawn’s fatalities on Prehistoric Age Arena
  • Fixed a rare issue which could cause opponent performing a wall run interaction to use an improper animation while Spawn is performing Soul Shattering War Club Amplify

New arenas will be part of a free downloadable update available to all players with MK11! There will also be no cost attached to the addition of Stage Fatalities and Friendships! Mortal Kombat 11: Aftermath is out now and available for digital purchase on PlayStation 4, Xbox One, Nintendo Switch, and PC for a recommended $39.99. It gets you 3 new characters, 3 Skin Packs, and new story chapters!

Did the updates address any of your concerns? Has it created new ones? Leave your thoughts and feedback in the comments below and discuss more on the Mortal Kombat 11 forum.

Mortal Kombat 11: Aftermath Global Release Times
Know when Aftermath hits you!

May has been a massive month of news and reveals for Mortal Kombat 11: Aftermath -- now the downloadable expansion is finally upon us! Aftermath is released later today, and NetherRealm Studios has put out a helpful global release map so you can know exactly when its out. Take a look:

The very helpful resource breaks the world into key timezones, using regional capital cities to help you narrow down the earliest time you'll be able to start checking for your download! MK11 Aftermath will make impact everywhere from Rio De Janeiro, to London, Moscow, and Tokyo! Check the map graphic above for your nearest region, or convenient text below:

  • Los Angeles, USA - 8AM, May 26th
  • New York, USA - 11AM, May 26th
  • Rio de Janeiro, Brazil - 12PM, May 26th
  • London, England - 4PM, May 26th
  • Berlin, Germany - 5PM, May 26th
  • Cape Town, South Africa - 5PM, May 26th
  • Moscow, Russia - 6PM, May 26th
  • Tokyo, Japan - 8PM, May 26th
  • Singapore - 11PM, May 26th
  • Sydney, Australia - 1AM, May 27th

Those used to orienting release times around Central Standard Time can start checking at 10am. Most of the world will enjoy an afternoon download, while Australia will be up early (or late) to start the fight Wednesday morning at 1AM AEST. Note: The global digital release will be delayed by at least 2 hours for PC and Google Stadia.

If you haven't made your purchase yet, you can order the expansion via PlayStation Store, Xbox Marketplace, Nintendo Switch, and Steam for $39.99US. The expansion gets you 3 new characters, 3 Skin Packs, and new story chapters. It's also available packaged with the original Kombat Pack for catch-up savings!

[Related Article: Mortal Kombat 11: Aftermath Launch Trailer]

Everybody with MK11 will also be able to look forward to the free addition of Friendships and four new arenas: Kronika's Keep, Soul Chamber, Dead Pool, and The Retrocade! Have you got yours? Tell us when you do in the comments below and discuss everything Aftermath in the Mortal Kombat 11 forum!

Retrocade Mortal Kombat 11 Aftermath Render
Something old, something new!

The imminent expansion of Mortal Kombat 11: Aftermath will bring back klassic fighters and arenas as downloadable content, but one of the throwback stages is actually something brand new. The Retrocade is a slice of the 2D Klassic era projected on a contemporary stage. Take a closer look:

While the Soul Chamber and Dead Pool have been given a new design for Mortal Kombat 11; the Retrocade will literally project klassic 2D arenas onto a screen behind play. It's a meta arena, making use of retro assets to resurrect The Subway from MK3 in official render art, and The Temple in a recent Kombat Kast preview [pictured below]. Previews have also shown the Mortal Kombat II Portal stage.


The arena is similar to the Tournament Stage used to promote live events in-game, with an assortment of klassic Mortal Kombat arcade machines and paraphernalia in the periphery. Look closely the render art and you'll find a promotional standee for 2004's Mortal Kombat: Deception.

New stages will be part of a free downloadable update available to all players with MK11! There will also be no cost attached to the addition of Stage Fatalities and Friendships! Mortal Kombat 11: Aftermath is almost upon us! Officially released digitally on May 26th, you can pre-order the expansion for PlayStation 4, Xbox One, Nintendo Switch, and PC for a recommended $39.99. It gets you 3 new characters, 3 Skin Packs, and new story chapters!

Which klassic arena do you hope to see in the Retrocade? Share your thoughts in the comments below. Watch the Official Launch Trailer and find & discuss more info on the Mortal Kombat 11 forum!

Sheeva Mortal Kombat 11 Aftermath Render Art
All hail Queen Sheeva!

Sheeva is one of two klassic kombatants making a playable comeback as part of Mortal Kombat 11: Aftermath. The Shokan Queen returns as part of a time-bending new story mode and three-character expansion. Take a closer look:

Sheeva essentially steps out of the main MK11 story mode for this look, where she appeared as a non-playable character, and important ally to Kitana, Kotal Kahn, and the alliance against Kronika. Her leather and metal armor remains consistent, as does the tartan sash worn over her royal shoulder.

Customizable gear options will also give Sheeva a war helmet seen in other promotional renders. That design incorporates the spiky horns protruding from her scalp, with a decorative helmet vaguely reminiscent of Goro's alternate attire in Armageddon [and first seen in Gamecube release of Deception].

Armageddon was also the first game to explore an armored design for the scantily clad Shokan, who iconically wore a red sling bikini in her Mortal Kombat 3 debut. Her last appearance, in the 2011 Mortal Kombat reboot, remained faithful to her klassic look, making the Mortal Kombat 11 re-design an exciting step forward for the character begun in MKX comics.

Mortal Kombat 11: Aftermath is almost upon us! Officially released digitally on May 26th, you can pre-order the expansion for PlayStation 4, Xbox One, Nintendo Switch, and PC for a recommended $39.99. It gets you 3 new characters, 3 Skin Packs, and a robust 5 chapter story! Catch up with the Official Launch Trailer and find more info and discussion on the Mortal Kombat 11 forum.