The Player 1 advantage problems in Mortal Kombat 1 were recently discovered, and the game’s creator, NetherRealm Studios, quickly said that the problem would be fixed in the next patch. And that patch is now available, even if it arrived a bit later than anticipated because of unforeseen server problems last week.
It addresses the glitch that would prevent Player 2 from forming combos as promised. It also resolves other problems, such as localization mistakes and the unbreakability of several of Striker and Sektor’s attacks. Numerous characters on the main and Kameo rosters have also undergone a lot of balance changes in the meantime. The complete patch notes are available below.
Remarkably, the patch isn’t accessible for the Nintendo Switch; it’s only compatible with the PS5, Xbox Series X/S, and PC. Since its debut, the Switch version of Mortal Kombat 1 has drawn a lot of criticism, but director Ed Boon has stated that patches and adjustments would be coming soon.
The PS5, Xbox Series X/S, Nintendo Switch, and PC can all play Mortal Kombat 1.
PATCH NOTES:
General Gameplay Adjustments
- Move list corrections
- Localization 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
- Ashrah