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The Mortal Kombat Thread

It doesn't matter if they listen or not if you just win. At least they can't do Hara Kiri on defeat anymore.
 
I'll go ahead and tell everyone I fight online to not do them. I'm sure they'll listen.

Yeah, sorry I want that bonus XP from Fatalities until I max everything. :P
 
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Fatalities need to be faster. A lot of them just drag on in this game. I feel like the Instant Kills in the older Guilty Gear games were the perfect length for a final move type of thing.


but there ARE faster fatalities in this game. You call them BRUTALITIES
 
Brutalities are good and I approve of their length.
 
Brutalities are great! Some are ridiculous to pull of, though XD
I honestly prefer them over fatalities. My issues with Fatalities would literally die if just a few more were brutal style over mindless gore. That's all I ask for, a little style. D:
 
well, they gotta get that sick plunger tech in the fatalities somehow.
 
Damn, Erron Black's command grab is -2 on hit now. RIP Sonicfox.
 
Damn, Erron Black's command grab is -2 on hit now. RIP Sonicfox.
Sonic was saying on TYM that it's fine. The in game display of frame advantage of moves that knock down is weird. -2 is accurate if they do a wake up attack, but if they wake up normally or delay wakeup, you're still at enough plus frames to go for a meaty high/low mixup. Honestly as far as nerfing the tick throw out of 21122 I'm not sure it's really going to do anything. At the same time though I don't think that tick throw needs to be nerfed anyways so it's like whatever. Dizzy showed at Combo Breaker that you can blow that up for free by mashing reversal during the whole string; if they don't cancel into the grab you continue to block because your reversal includes the block button in the input.
 
Having a lot of fun with Tanya. The way you can jump forward at someone and air teleport backwards to try to bait out a whiff reminds me of playing Filia. However, unlike Filia, she has fireballs, so she's fun to play too.
 
So... if anyone is still caring about the PC version of this game... it seems High Voltage Software has been kicked out and replaced with Qloc (they made SFIV PC ports for example). Updates signed by Qloc started appearing on SteamDB.
 
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FINALLY.

Wonder why it took them so long to kick out High Voltage Studios.
 
Ed Boon keeps mentioning Alien on Twitter. Hmmmm....
 
A patch dropped yesterday for anybody that missed it.
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
  • D’Vorah (Swarm Queen) - must be in the Bug Bomb held loop for 3 frames before you can dash cancel out of it


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


  • Ermac - adjusted hitbox on Soul Burst & Soul Burst to make it harder to low profile
  • Ermac - increased Soul Burst damage by 4
  • Ermac - 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
  • Ferra/Torr - increased damage on Deep Stab by 4


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


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


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


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


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


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


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


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


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


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


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


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


  • Tanya – last hit of throw will now combo damage scale correctly
  • Tanya - adjusted several hitboxes to hit more consistently
  • Tanya - can't attack for 10 frames after a blocked Quick Teleport
  • Tanya - removed armor from Quick Teleport
  • Tanya (Kobu Jutsu) - Back Stab combo (Away + FP, BP + BK, throw) can no longer be punished on hit
  • Tanya (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
 
The Liu Kang buffs are really interesting. I think Flame Fist is a much better variation now. People have already figured out how to get like 33% meterless and leave them standing to go for another mixup. Also hearing reports of blockstrings that do 20% chip. It's sort of sounding like they just took Hellfire Scorpion's good tool and gave it to Flame Fist Liu Kang.
 
So... if anyone is still caring about the PC version of this game... it seems High Voltage Software has been kicked out and replaced with Qloc (they made SFIV PC ports for example). Updates signed by Qloc started appearing on SteamDB.
Really? Man maybe I can finally consider getting into the game already.
 
Really? Man maybe I can finally consider getting into the game already.

Well I'll be sure to report if they fixed it, even if the game ran mostly good for me.
 
-OK, his intro doing the heat vision is fucking awesome, and helps explain Scorpion's previously-random new themed costume
- His EX hitgrab getting a groundbounce is neat
- He can toss two disks in one special, one of which will boomerang back on EX, which is neat
- I can't tell what it does, but the little gizmo he tosses and sticks into the air s neat, reminds me of Kung Lao a bit
- His idle looks kinda dumb, honestly
 
His idle looks kinda dumb, honestly

It's Mortal Kombat. Everyone's idle looks awful.
 
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I was honestly more impressed with that sick Tanya play.
 
Now I want to see heat vision vs Sub Zero
 
*Predator Theme blares loudly as I cover myself in Mud to avoid spoilers*

COME ON DO IT. THE SPOILERS ARE RIGHT HERE. COME ON.
 
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Goddammit Erron...

What if Erron Black is the Ugly Mofo
 
YOOOOOOO
IF YOU DO A CARL WEATHERS JAX VS ARNOLD JOHNNY FIGHT, THEY DO THE ARM WRESTLING ON THE CSS, EVEN WITH JOHNNY GOING "YOU SON OF A BITCH!"


EDIT: here's a YT of the event
 
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Can't believe no one posted this yet:

 
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Is that legit?
If so cna I watch it?

Yes it is.
If you want to.
 
Well holy shit that'll make it easier to wait for Monday.
Kinda wish they didn't use that first fatality on Jason, seems like one that'd be better with expressions and voices.
I do like how that's pretty much the exact way he killed Dillon in Predator.
Probably will end with a stab from his wrist blades
 
YO
MY BOY TREMOR COMES OUT TWO WEEKS EARLY!?
That's rad.

Does this mean they finished him sooner than they thought and are now gonna move onto the next Kombat Pack?
Let's hope for Freddy