The Official Mortal Kombat X Thread (KOMBAT PACK 2 AVAILABLE NOW FOR PSN & XBL)

[h1]XL STAGE FATALITY LIST FOR ALL CHARACTERS[/h1]
Stage Fatality List for All Characters. Taken from the MK Reddit Page. These work only on The Pit, The Kove & Refugee Kamp. 
**NOTE: For The Kove & Refugee Kamp, you need to be more center of the stage to trigger the fatality.

Alien - DDD3
Bo' Rai Cho - BFBF2
Cassie Cage - DDBF2
D'Vorah - FF BLK
Ermac - DUDD3
Erron Black - DDD4
Ferra/Torr - BFB4
Goro - DDDD1
Jason Vorhees - DBFF
Jacqui Briggs - DFD4
Jax - DFD1
Johnny Cage - DBF BLK
Kano - UUB3
Kenshi - DFD3
Kitana - FDD3
Kotal Khan - FDB1
Kung Jin - UDF4
Kung Lao - DFD3
Leatherface - FBDU
Liu Kang - DFB3
Mileena - DDD1
Predator - FDBU
Quan Chi - BFD2
Raiden - DDD2
Reptile - FDD BLK
Scorpion - DD1
Shinnok - DBFF
Sonya Blade - BFD2
Sub-Zero - FDB2
Takeda - UUUD
Tanya - UDUD4
Tremor - DDD4
Triborg - DU BLK
 
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I'm so trash now man getting bodied online back to back to back
roll.gif
 
[h1]MKXL PATCH NOTES 3-29-16[/h1]
MKXL Patch notes 3-29-16

Version number = XB1 - 0.  288-5-  fd67e824 | PS4 - 0.  288-5-2c589d59

General Gameplay fixes
  • There is no longer an addition frame of input delay when simulate online delay is on and should now better match online play
  • Removed several camera, sound, and particle glitches due to rollback
  • Removed several possible online desyncs
  • If a breaker is initiated while the attacker is below ground it will no longer animate faster than normal
  • Some knockdown reactions now longer reset the buffered combo damage scaling used by unavoidable off the ground situations
  • Fixed a bug which could cause controller  configuration options to be reset for a round after a rollback in an online match
  • The timer in survivor koth now starts at 150 seconds
  • Corrected some brutalities which had some issues with rollback
  • Made some corrections to movelist frame data
  • Some hotfix changes from the previous patch are now being applied correctly
  • AI tweaks for the kp2 characters
  • Multiple attacks hitting on the same frame should no longer sometimes break though Sonya's, Subzero's, Triborg's (CyberZero) X-Ray parry
Character Specific Fixes
  • Alien  - Adjusted the collision of Towards+BK to no longer miss against some duck blocking characters
  • Alien  - Away+BK is no longer high attack immune for during its active frames
  • Alien  - Addressed an issue that was causing the opponents wakeup attacks to sometimes come out the wrong way after ending a combo in Tail Flip
  • Alien - Adjusted Tail Flip to address it sometimes missing against some characters if they were duck blocking
  • Alien  (Acidic)  - Can no longer win a  round from poison damage
  • Alien  (Acidic)  - Acid Blood is now +1 on hit (down from +11)
  • Alien (Acidic)  - Erosive Blood is now +8 on hit (down from +38)
  • Alien (Konjurer)  - Fixed a bug that caused Facehugger to sometimes remove Kung Lao's hat for the rest of a round
  • Alien (Tarkatan)  - Reduced the meter gain on executing the Tarkatan Rush special moves
  • Alien (Tarkatan)  - Adjusted Away+BP to reduce it missing against some characters if they were duck blocking
  • Alien (Tarkatan) - Straight Slice no longer builds meter on block
  • Alien (Tarkatan) - Added 5 recovery frames on delayed Straight Slice on block
  • Alien (Tarkatan)  - Added 10 recovery frames on delayed Nail And Impale on block
  • BoRaiCho  - Adjusted Towards+FK to no longer miss against some duck blocking characters
  • BoRaiCho  - Reduced the stun length of Fart Cloud & Crop Duster by 39 frames
  • Bo Rai Cho (Dragon Breath) - Added 10 miss recovery frames to Ground Blaze and it now has 2 active frames (down from 5)
  • Bo Rai Cho (Dragon Breath) - Doing Ground Fire or Ground Blaze while in a combo adds some combo damage scaling
  • Bo Rai Cho (Drunken Master)  - Drinking no longer removes the full screen effects for Reptile’s (Nimble) Basilisk or Basilisk Runner and Jason’s (Relentless) Pursuit or Dark Pursuit
  • Bo Rai Cho (Drunken Master) - Adjusted the hit regions on Away+FK,FP+FK to hit more consistently after Away+FK hits from max range
  • Bo Rai Cho (Drunken Master) - Doing Drink or Chug while in a combo adds some combo damage scaling
  • Bo Rai Cho (Bartitsu) - Chaining Down+BK after a jump punch does the correct Bartitsu attack
  • Bo Rai Cho (Bartitsu) - Adjusted the hit regions on Away+FK,FP+FK to hit more consistently after Away+FK hits from max range
  • Ferra/Torr (Lackey)  - Colossal Crush will now correctly combo from a hit
  • Jason  - When Killing Machine is disabled after blocking an opponent’s X-Ray attack there will no longer be lingering effects and sounds
  • Jason (Unstoppable)  - Having a round end on Kano’s (Commando) Low or High Kounter will no longer skip to slowdown sequence which was removing the player’s ability to not have Resurrection trigger
  • Jason (Relentless)  - The opponent can no longer execute a run from a buffered command while Pursuit or Dark Pursuit was up
  • Johnny Cage  - Tweaked the 2nd hit of Nutcracker to remove some instances where it could miss from a some duck blocking characters from a certain distance
  • Kano  - Camera can no longer get out of sync if a rollback happened when Kano is hit out of the beginning of Black Dragon Ball
  • Kitana  - Slightly increased the range of Down+FK
  • Kitana (Mournful)  - Adjusted Glaive Return timing on hit to combo more consistently from mid screen to full screen
  • Kotal Kahn  - Adjusted the hit region of FP,FP to hit a little more consistently
  • LeatherFace  - Towards+BP is now +8 on hit (down from 13)
  • LeatherFace  - Towards+FK is now +15 on hit (down from 20)
  • LeatherFace  - Towards+BK is now +5 on hit (down from 15)
  • LeatherFace (Killer)  - Killing someone with Psycho Rush’s Meter Burn will no longer sometimes skip the Finish Him sequence
  • LeatherFace (Butcher)  - Skull Smash & Skull Fracture now have 8 startup frames (up from 6)
  • LeatherFace (Butcher)  - BP,BP is now +11 on hit (down from 21)
  • LeatherFace (Butcher)  - Towards+BP is now +12 on hit (down from 22)
  • Liu Kang (Flame Fist)  - Adjusted repel regions of Windmill Punch & Windmill Flurry so the last hit is harder to low profileon block removing his option to 2in1 cancel it on block
  • Quan Chi (Sorcerer)  - Having the armor trigger from Dark Curse while in a stun reaction will no keep his blocking disabled
  • Quan Chi (Sorcerer)  - Added code to Dark Curse to not add armor if he being juggled in a reaction. This is currently not active because it would likely be more detrimental in most cases
  • Sonya (Special Forces)  - Fixed being able to 2in1 cancel Drone summon into Drone attack commands
  • Tanya  - Adjusted BP,BK to hit duck blocking opponents more consistently
  • Tremor  - Added 5 recovery frames to Rock Shower
  • Triborg  - FP is now +12 on hit (down from 19)
  • Triborg  - FP,FP is now +9 on hit (down from 19)
  • Triborg  - FP,FP,FP is now +15 on hit (down from 17)
  • Triborg  - Towards+FP is now +13 on hit (down from 20)
  • Triborg  - BP is now +14 on hit (down from 19)
  • Triborg  - Towards+FK is now +15 on hit (down from 20)
  • Triborg  - BP,FP is now +17 on hit (down from 24)
  • Triborg  - BP,FP,FK is now -1 on block (down from -6)
  • Triborg  - FK is now +12 on hit (down from 29)
  • Triborg  - Away+FK now has 15 startup frames (up from 11)
  • Triborg  - Down+FK is now +12 on hit (down from 18)
  • Triborg  - BK is now +12 on hit (down from 17)
  • Triborg (CyberZero)  - Towards+BP will no longer sometimes be missing it’s hit regions when canceled into from a run
  • Triborg  (CyberZero)  - Ice Ball now has 26 startup frames (up from 21)
  • Triborg  (CyberZero)  - reduced the stun frames on Ice Ball by 13
  • Triborg  (CyberZero)  - doing Drone summon while in a combo adds some combo damage scaling
  • Triborg  (CyberZero)  - doing Dive Kick while in a combo adds some combo damage scaling
  • Triborg  (Cyrax)  - doing Bomb or Hover Bomb while in a combo adds some combo damage scaling
  • Triborg  (Cyrax)  - Net & Advanced Net will now miss-fire out if a Bomb or Hover Bomb has hit in the same combo
  • Triborg  (Cyrax)  - Shrapnel-Port now has armor, does 5 more damage, and causes a different reaction on the 2nd hit
  • Triborg  (Cyrax)  - reduced the stun frames on Net & Advanced Net by 30
  • Triborg  (Cyrax)  - Hover Bomb will now miss-fire after 3 Hover Bombs have hit in the same combo
  • Triborg  (Cyrax)  - Bomb will now miss-fire after 3 Bombs have hit in the same combo
  • Triborg  (Cyrax)  - adjusted BP,FP,BP to prevent all 4 hits from being forced to be blocked against some characters
  • Triborg (Smoke)  - reduced the initial damage of Smoke Cloud & Smoke Bomb by 2 and increased the drop damage by 2
  • Triborg  (Smoke)  - doing Dissipate & Evaporate while in a combo adds some combo damage scaling
  • Triborg  (Smoke)  - Doing Fade-Port & Smoke-Port while in a combo adds some combo damage scaling
  • Triborg  (Smoke)  - Smoke Bomb is now +5 on block (down from +8)
  • Triborg (Smoke)  - will no longer be invisible for some frames when 2in1 cancelling Away+BP,FP or Towards+BP,FP into some background interactions
 
[h1]PETITION FOR MK KLASSICS RELEASE FOR PS4 & XBOX ONE[/h1]
This is a petition for the release of the MK Klassics (MK, MKII, UMK3 & MKT) for the next-gen consoles. These games have inspired and still inspire to this day countless players spanning from around the globe with endless replay value, all your favorite characters and is surprisingly packed full of content for its age. They are the backbone of TYM and MK in general so show them some love and vote to have these klassics ported with online play  to our newer consoles. Sign the petition below so maybe we'll all be able to enjoy these timeless klassics on our next-gen consoles once again!!

https://www.change.org/p/ed-boon-netherrealm-studios-mk-klassics-re-released-for-ps4-xbox-one
 
 
 [h1]PETITION FOR MK KLASSICS RELEASE FOR PS4 & XBOX ONE[/h1]
This is a petition for the release of the MK Klassics (MK, MKII, UMK3 & MKT) for the next-gen consoles. These games have inspired and still inspire to this day countless players spanning from around the globe with endless replay value, all your favorite characters and is surprisingly packed full of content for its age. They are the backbone of TYM and MK in general so show them some love and vote to have these klassics ported with online play  to our newer consoles. Sign the petition below so maybe we'll all be able to enjoy these timeless klassics on our next-gen consoles once again!!

https://www.change.org/p/ed-boon-netherrealm-studios-mk-klassics-re-released-for-ps4-xbox-one
 
If you ask me, Mortal Kombat XL, Street Fighter V and the new Killer Instinct should all have a built-in Museum Mode within the game that allows you to play all the original games from the series, nicely presented with the original arcade cabinets, a bunch of original artwork and ads and stuff like that. Similar to the beautiful presentation on the Rare Replay collection for the Xbox One which really allows you experience the sense of history around these games and how you felt when you first played them. They could easily include all these games, they probably wouldn't even take up 1% of the space available on the 50GB blu ray disc.
 
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Happen to play the faction boss yesterday and it was Rain

Did anyone else peep that?

I hope he comes out as DLC
 
 
If you ask me, Mortal Kombat XL, Street Fighter V and the new Killer Instinct should all have a built-in Museum Mode within the game that allows you to play all the original games from the series, nicely presented with the original arcade cabinets, a bunch of original artwork and ads and stuff like that. Similar to the beautiful presentation on the Rare Replay collection for the Xbox One which really allows you experience the sense of history around these games and how you felt when you first played them. They could easily include all these games, they probably wouldn't even take up 1% of the space available on the 50GB blu ray disc.
I agree. That would be a dope concept.
 
[h1]ED BOON TAKES TO TWITTER TO ASK WHAT SHOULD BE NEXT[/h1]
MK co-creater Ed Boon took to his twitter account, as he's done alot recently with asking all kinds of questions, and posed a question to the MK community: "Next?" This poll has 3 options: Kombat Pack 3, MK11 or Shaolin Monks sequel. No mention of Injustice 2, tho one would have to think they're fairly well into development on I2, tho nothing has been made official yet....but E3 is right around the corner keep in mind. So, what would or did you pick? Why? And make sure you vote in our version of the same question.

Update: Ed's Poll is done. Here is the results:


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[h1]MKX KOMBAT KLASS FEATURING JAX!![/h1]
Kombat Klass is back, and Major Jackson Briggs is the topic of this tutorial. Learn how to take advantage of his 3 variations: Wrestler, Pumped Up & Heavy Weapons!! Be sure to knock that rust off by watching the video below:
 

 
[h1]MKX KOMBAT KLASS FEATURING BO' RAI CHO!![/h1]
Kombat Klass returns for some Summer School action, as the BAD *** Drunken Master himself, Bo' Rai Cho, shows off what he can do. This tutorial features his 3 variations: Drunken Master, Dragon's Breath & Baritsu. So grab a drink and check it out below!!!

 
[h1]MKX KOMBAT KLASS FEATURING SONYA BLADE!![/h1]
Kombat Klass is back once more for another Round of MKX!!! This time it's Sonya Blade. Learn more about her 3 variations: Demolition, Covert Ops & Special Forces, and how to use them put your opponents down!! Check it out below:

 
[h1]MKX KOMBAT KLASS FEATURING KANO!![/h1]
Allo love! Been a while. Yes, everyone's favorite Black Dragon thug is front & center for this next lesson of MKX Kombat Klass!! Find out what it takes to use his three variations: Cutthroat, Commando & Cybernetic to break, or take...your opponent's heart. Check out the video below!!

 
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