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MKXL DLC: Early October Hotfix Notes

Mortal Kombat XL is now available for PC play, but even with a massive Balancing Patch to get the game up to snuff -- a developer's work is never truly done!

The latest MKXL hotfix addresses a string of bugs and inconsisencies. Know what to look for when you're fighting with the following notes:

MKXL DLC: October 0.305-6 Balancing Patch Notes

Mortal Kombat XL is officially available now for PC! The long awaited update adapts the full experience for PC, including all the extra kontent found in Kombat Pack 2!

Along with the ability to upgrade to MKXL and all of its features, PC players can also download the latest balancing patch. The changes bring all players up to speed, evening out the competition with improvements to basic function and all playable characters!

Read on for the full rundown of changes you can expect:

Mortal Kombat X Mobile - New Diamond Tier Characters

Anniversary updates to Mortal Kombat X Mobile have completely changed the game, adding new special features and content to the massively popular free-to-play app! In the latest update, three all-new Diamond Tier characters are escalating the fight with advanced passive abilities and stats!

Mortal Kombat X Mobile Anniversary Update Trailer

An Injustice may have fallen over NetherRealm Studios, but Mortal Kombat kontinues thanks to the free-to-play platform of Mortal Kombat X Mobile!

MKX DLC: The Pit Free With XL Compatibility Pack

Klassic Kombat arena The Pit will return in Mortal Kombat X when players are asked to download a compatibility pack for Mortal Kombat XL -- the complete edition upgrade.

MKX DLC: September Character Fix Patch Notes

The latest Mortal Kombat X is rolling out, offering a small handful of fixes for a select few characters. Among the most altered are Quan Chi, Reptile, Takeda and problematic DLC fighter Tanya.

PlayStation 4 should be active. Check game platforms for update availability, and check the patch notes below to find out how your character has changed.

MKX DLC: Patch Notes for Coming September Update

The latest developer Kombat Kast has dumped a mountain of updates on the slate for Mortal Kombat X!

The new patch will be rolling out over the next few days. Along with a raft of basic functional fixes, players can expect tweaks to a majority of the roster! Goro, Kotal Kahn and Takeda have brand new moves, with many more adjustments to note. Catch the full break down from the developer below:

MKX DLC: Developer Kombat Kast Next Week - News & Klues

"[It's] been a while since we've had a Kombat Kast." So it was written, so It shall be! NetherRealm Studios will gear up for a return to streams Monday, August 31st via Twitch!

We last heard from the developer for July's release of Tremor. The official reason for the next stream is to break down new Mortal Kombat X patch notes, but with speculation decisively targeted at new DLC, the always epoch-making Ed Boon has teased "news & klues" as well. With a K!

MKX DLC: Compatibility Pack Patch v1.07 Notes

July in Mortal Kombat X will be all about the arrival of Predator [read more], but in Compatibility Pack v1.07 the foundations are already being laid for next Kombat Pack addition: Tremor! The full patch notes:

MKX DLC: Late June Patch Notes - Mass Character Fixes

Mass character fixes have hit Mortal Kombat X in the latest patch for PlayStation 4 and Xbox One. The super-sized update is also believed to contain multiple new secret Brutalities. Check out the official patch notes:

    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
  • (Swarm Queen) - must be in the Bug Bomb held loop for 3 frames before you can dash cancel out of it

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

  • Ermac
  • Adjusted hitbox on Soul Burst & Soul Burst to make it harder to low profile
  • Increased Soul Burst damage by 4
  • 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
  • Increased damage on Deep Stab by 4

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

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

  • Jason Voorhees
  • Increased the hitbox on Back Breaker, Spine Shatter, Choke, Choke Slam, Tight Squeeze, & Crippler to make it harder to low profile
  • (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)
  • (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
  • Uprise Ball (enhanced) damage increased by 3 and is now -5 on block (down from -27)
  • (Commando) – Choke & Strangle are now -4 on block (down from -14)

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

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

  • Kotal Kahn
  • Towards + FK can no longer be high parried
  • (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
  • (Tempest) - Hat Spin & Orbiting Hat now correctly combo damage scale on hit
  • EX teleport throw damage fixed
  • (Hat Trick) - Hat Call Back is now a mid block
  • (Hat Trick) - Hat Call Back of a Low Hat Trap is now a low block
  • (Hat Trick) - slightly easier to juggle combo after Hat Call Back
  • (Hat Trick) - reduced High Hat Trap recovery by 25 frames
  • (Hat Trick) - reduced Hat Trap & Low Hat Trap recovery by 15 frames

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

  • Mileena
  • Adjusted several hitboxes to hit more consistently
  • Low Slash (down FP) no longer pushes opponents away before the active frames
  • Increased hit advantage on Rider combo (Away + BP, BP, throw) to 25 (up from -7)
  • (Piercing) - now goes into a ducking state during Low Sai
  • (Ravenous) - increased hit advantage on grab specials
  • (Ravenous) - doing the Quick Taste combo (Away + FP, BP, throw) will now heal her a small amount as she bites
  • (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
  • (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
  • Reduced the hitbox of Electric Fly & Thunder Fly
  • (Thunder God) - slightly less chip damage on charged normal
  • (Master of Storms/Displacer) - now has a God's Rage combo (Towards + FP, BP, Away + BP)

  • Reptile
  • Adjusted several hitboxes to hit more consistently
  • Can no longer repeatedly stack the damage nullification from Stealth & Invisibility
  • Slithering Slaps (Away + BP) increased damage by 2
  • Increased damage of Slink combo (FP, BP, FP) by 4
  • Increased damage on Deadly Venom combo (FP, BK) by 4
  • Decreased damage of Dragon Kick (FK) by 2
  • Increased damage of Shedding Skin combo (FK, BK, Down + BK) by 2
  • Increased hit/cancel advantage on Sneaky Snake combo (Away + FP, Down + BK) by 20
  • Increased damage Toxic combo (Towards + FK, Away + BK) by 2
  • 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
  • (Hellfire) - Flame Aura / Burner can no longer be done more than once in the same combo
  • (Ninjutsu) - increased damage on Affliction combo (Away + FP, BP, FP) by 2
  • (Ninjutsu) - increased damage on Doom Slice (Away + BP) by 4
  • (Ninjutsu) - increased damage on Doom Blade (Towards + BP) by 4
  • (Ninjutsu) - increased damage on Dead End combo (BP, FP, BP) by 2
  • (Ninjutsu) – Downfall (Away + BK) now hits twice
  • (Ninjutsu) - increased damage on Cataclysm combo (Towards + BK, BP) by 4

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

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

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

  • Tanya
  • Last hit of throw will now combo damage scale correctly
  • Adjusted several hitboxes to hit more consistently
  • Can't attack for 10 frames after a blocked Quick Teleport
  • Removed armor from Quick Teleport
  • (Kobu Jutsu) - Back Stab combo (Away + FP, BP + BK, throw) can no longer be punished on hit
  • (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

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