Ecco nel dettaglio tutte le novità introdotte dall’ultima patch rilasciata questa settimana per Mortal Kombat. V 138S-228 (Xbox 360) / V 138S-228 (PS3) [update version 1.02] *released 06/10/2011 General Gameplay Fixes/Tweaks • Changes to ranked and unranked auto matchmaking to help reduce the amount of time it takes to find a match and to more reliably match players of similar skill • Tweaked in game peer to peer data transmissions for smoother gameplay. • Opponent would sometimes play air reactions instead of ground reactions if attacker performed a combo initiated from a jump in punch that was blocked. • Adjusted a few knocked down reactions that were missing knocked down states in them resulted in OTG windows. • Fixed instances where some fighter’s Combo Breakers could be punished with wake up attacks if performed near the corner. • Fixed some near 100% damage combos involving some Tag Assists • Gravity adjustments on some air reactions to reduce the amount of unintended repeated hits in the corner for some fighters. • Adjusted damage scaling for several reactions to reduce some fighter’s ability to land very large damage off of meterless combos. • Added a tweakable switch to turn on the ability to throw escape when thrown while blocking (this is currently still set to off!) • Fixed a bug where tagged in partners would sometimes come in from the wrong side of the play field. • Fixed issue where some fighters could move after defeating an opponent in the first round after an X-Ray. • Fixed an issue where sometimes the secret ladder fight characters would show up as the wrong color. • All turnaround attacks now chain into their correct combos. • Cleaned up some tag-ins and assists that were coming from the wrong side of the playfield. Baraka • Adjusted the air reaction to the chop chop blades to allow for juggle opportunities afterwards Cyber Sub-Zero • Tightened the input window for his mid bomb. • Added a tweakable switch to turn on the ability for his bombs to freeze opponents in reacting states (this is currently still set to off!) • Fixed an exploit where Cyber could remain in active parry state after a successful parry Cyrax • Added additional 2-in-1 options to some of Cyrax’s strings • Cyrax’s Away+FP Command Grab has had its escape frame window widened to match the escape window of other throws • Adjusted some reactions that resulted in completely unavoidable bomb popup scenarios • Reduced the time after Cyrax has hit an opponent with a net before he can shoot another one • Cyrax’s enhanced upkick no longer auto-faces during its attack • Fixed an infinite loop involving Cyrax’s Net Ermac • Ermac can no longer true combo 2-in-1 from the last hit of the BP, BP string • Ermac’s enhanced fireball now correctly costs meter when done from a 2-in-1 • Increased the damage scaling on a lifted opponent • Fixed a bug where Ermac would occasionally shoot out an invisible fireball • Slightly increased the recovery frames on a blocked or missed force push Jade • Added a few frames of armor to the beginning of her Enhanced shadow kick • Added a few frames of armor to the beginning of her Enhanced staff overhead • Fixed a case where sometimes when defeating the first opponent in a tag match with Jade’s throw the incoming partner could land a free hit Jax • Added a few frames of armor to the beginning of the Enhanced Dash Punch • Lowered the amount of meter gained for doing ground pounds • Jax can now dash cancel out of any of his ground pounds • The enhanced dash punch is slightly faster and goes farther • The promove 6th slam of the quad-slam does 1% addition damage now! • Jax’s X-Ray attack has super armor on it until the collision is over Johnny Cage • Added a few frames of armor to the beginning of the Enhanced Shadow Kick • Fixed an exploit where Cage could remain in active parry state after a successful X-Ray Kabal • Removed a block infinite resulting from repeated blocked Down+FK’s into Cancelled Dash’s • Removed a block infinite resulting from repeated blocked Back+BK, FP’s into Cancelled Dash’s • Kabal’s air fireballs hitting a wall no longer add damage scaling to a stationary opponent • Fixed a bug where repeated Kabal air fireballs would sometimes be invisible Kano • Kano’s alternate costume should now correctly play his Victory cinema • Kano’s alternate baby should now show up in his Babality correctly • Kano can now jump in punch chain into his Towards+FP combos • Kano’s enhanced choke grab now requires the correct buttons when done as a wakeup attack • Added a few frames of armor to the beginning of the Enhanced Kano Ball (he loses the armor if he charges the ball) • Kano’s X-Ray attack has super armor on it until the collision is over • Fixed a case where sometimes when defeating the first opponent in a tag match with Kano’s throw the incoming partner could land a free hit Kitana • Increased the damage scaling applied after Kitana’s Enhanced Fan cancel opportunities Kung Lao • Gameplay adjustments to the Spin to make it not quite so dominant in exchanges • Kung Lao’s Spin is now slightly easier to punish on block • Reduced number of Dive Kicks that can be performed in a single juggle combo • Player can now block while being staggered by his enhanced hat toss • Kung Lao no longer has advantage on a blocked overhead punch from his teleport • Fixed a bug where Kung Lao could retain his armor from an enhanced teleport Liu Kang • Fixed instances of being able to OTG from Liu Kang’s X-Ray, forcing the opponent into a standing reaction • The first hit of Liu Kang’s FP, FP, FP string will more reliably hit from a cross up jump in punch if Liu Kang is in flip stance • Fixed it so you do not get stuck in his Dragon Stance if you hit the flip stance button during it • Added a few frames of armor to the beginning of the Enhanced Bicycle Kick • Added a few frames of armor to the beginning of the Enhanced Flying Kick • The Bicycle Kick now does the correct amount of damage and hits no meter which hit of the attack frames hit • Fixed a case where sometimes when defeating the first opponent in a tag match with Liu Kang’s throw the incoming partner could land a free hit • Fixed an exploit where Liu Kang could remain in active parry state after a successful parry Nightwolf • Added a few frames of armor to the beginning of the Enhanced Shoulder • Added a few frames of armor to the beginning of the Enhanced choke grab • Nightwolf’s Axe uppercut effect and collision now always goes in the correct direction if the opponent gets on the other side of him after he has started it • Nightwolf is no longer punished for throwing certain characters Mileena • Fixed Mileena’s uppercut recovery when she remains ducking after landing it • Fixed case where sometimes when defeating the first opponent in a tag match with Mileena’s throw the incoming partner could land a free hit Noob • Fixed instances where Noob’s Breaker could cause damage • Noob can now 2-in-1 into all 3 versions of the Blackhole • Noob recovers slightly faster after throwing the blackhole • Fixed a camera glitch after a successful teleport grab • Fixed a case where sometimes when defeating the first opponent in a tag match with Noob’s throw the incoming partner could land a free hit Quan Chi • Fixed an exploit allowing Quan Chi’s Trance and Buff special attacks while the opponent was tranced • Slightly reduced Quan Chi’s advantage after sky drop hit • Quan Chi recovers faster after a successful Trance • Fixed an infinite loop involving Quan Chi’s Trance Raiden • Adjusted the blocked Superman ball off reaction to allow for easier punishment • Away+FK, FP, BP is no longer advantage on block • F