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:

    General Gameplay Fixes:
  • Many move list corrections.
  • Removed the ability to add extra inputs while doing a normal attack 2in1 cancel which allowed some characters to have the special move cancel only occur on hit / block.
  • Removed the ability to have some specific input timings on a 2in1 cancel so it could come out on block but not come out on hit on some normal attacks
  • Removed the ability to option select execute a special move or throw reversal after block stun while still holding the block button.
  • Removed the ability to option select execute a wakeup non enhanced special move attack, wakeup throw, or wakeup backdash while still holding down the block button.
  • Slightly adjusted several characters collision regions while crouch blocking.
  • Slightly adjusted several characters collision regions while attacking while jumping.
  • Slightly normalized how far some characters get pushed back on stumble block animations.
  • Fixed several jump attacks moving backwards slightly on hit.
  • Fixed several attacks causing an extra frame of recovery when you blocked them ducking.

  • Character Specific Fixes:
    Cassie Cage
  • X-Ray is now +1 on hit (up from -5)
  • (Brawler) - Air Power Slam does 3 more damage and is now -2 on hit (up from -7)
  • (Spec Ops) - Target Paint now hits mid when it explodes on the ground

  • D'Vorah
  • Slightly adjusted Ovipositor Charge & Ovipositor Rush collisions to hit more consistently in combos
  • Can no longer cancel into Air Throw after a blocked jump attack
  • (Brood Mother) - Double Bug Blast and Double Bug Blast (Meter Burn) no longer trigger auto block but have reduced hit stun
  • (Brood Mother) - Krawler will no longer have its hit stun aborted when hitting someone during the first 10 frames of block stun
  • (Brood Mother) - Krawler will now always disable autoblock to allow a combo afterwards
  • (Brood Mother) - Fixed a bug where a reflected Krawler would not travel
  • (Venomous) - Bug Burst now has 13 frames startup (down from 28)
  • (Venomous) - Bug Spray now has 20 frames startup (down from 28)
  • (Venomous) - Increased the initial damage on Bug Spray and Bug Burst
  • (Venomous) - The FP, FP / FP, FP, BP / Down + FP / Jump + FP / Jump + BP attacks now also add Poison stacks

  • Ermac
  • Down + BK now hits low
  • Away + BP is now +1 on hit (up from -4)
  • (Mystic) - Increased Levitate damage to 13 (up from 6) and Tele-Choke to 11 (up from 10)
  • (Spectral) - Increased Soul Charge damage to 11 (up from 9) and it now has 9 startup frames (down from 10)
  • (Spectral) - Can now perform Spectral Charge (enhanced Soul Charge)
  • (Spectral) - Removed 10 frames from Soul Charge recovery
  • (Spectral) - Can now chain combo FP > BP > FK > BK while hovering

  • Erron Black
  • Towards+FP,BP is now -1 on hit (up from -7)
  • Throw is now -3 on hit (up from -10)
  • (Gunslinger) - Stand Off Stance now activates in 10 frames (down from 11)
  • (Gunslinger) - Stand Off Quick Shot is now -8 on block (down from -31) and is easier to juggle afterwards on hit
  • (Gunslinger) - Stand Off Spin Shot now has 20 startup frames (down from 22) and has 10 less recovery frames
  • (Gunslinger) - Slightly sped up Money Shot & Barrage and they have 7-9 less recovery frames depending on distance
  • (Gunslinger) - Money Shot & Barrage now hit overhead on the way down

  • Ferra/Torr
  • Adjusted several regular attack collisions to hit more consistently on ducking opponents and in combos
  • Increased damage of Tuck 'n' Trample to 13 (up from 9)
  • (Ruthless) - Removed 20 recovery frames from Pain And Gain
  • (Ruthless) - You can now dash cancel out of Pain And Gain after being stabbed, doing so will knock Ferra off of your back
  • (Lackey) - Torr Charge (Meter Burn) no longer ignores damage scaling and had its damage increased by 2

  • Goro
  • Away + FP, BP, Up + BP has increased range
  • Up + FP/Up + BP now has 9 startup frames (down from 14)
  • Reduced the recovery on Stomp miss by 16 frames
  • Adjusted the reaction to Towards + BP, FP, BK and it can now be 2in1 canceled out of
  • Removed 5 recovery frames from Shokan Bolt
  • You can now meter burn regular Punch Walk on hit
  • Removed 2 startup frames from Stomp
  • (Kuatan Warrior) - Chest Lunge & Chest Charge now hit mid
  • (Dragon Fangs) - Removed the Down + Away + BP command attack
  • (Dragon Fangs) - Added Fang Low as a new special move (Away, Towards, BP)
  • (Tigrar Fury) - Removed 5 recovery frames from Flame Ball

  • Jacqui Briggs
  • You can now air 2in1 cancel out of Towards + BP, Up + BP
  • Towards + BP, Up + BP, BP + BK now hits overhead
  • You can now 2in1 cancel out of Away + BP and Away + FK, FK on block
  • FP now has 6 startup frames (down from 7)
  • BK has 8 starup frames (down from 11)
  • BK + Up + BK has more pushback on block
  • Down + FP now has 7 startup frames and is -4 on block (down from 8 startup and up from -7 on block)
  • Down + BP now has 9 startup frames (down from 11)
  • Away + F P, BP is now -3 on block (up from -18)
  • BP,FK is now -5 on block (up from -12)
  • BP,FK,FK is now -9 on block (up from -14)
  • Fixed a bug that was causing BK to sometimes be more negative on hit on ducking opponents
  • Slightly speed up Air Fake Out
  • Executing Air Fake Out and Tech Shield now gain a small amount of meter
  • Air Ground Tremor now pops the opponent up for a juggle combo
  • (Full Auto) - Adjusted the reaction on towards +2, Up + 2, BP + BK to make combos afterwards slightly easier
  • (Shotgun) - Adjusted the reaction on Towards + FP, BP, BP + BK to make combos slightly easier
  • (Shotgun) - Low Blast Double Barrel will now always stun regardless of distance
  • (High Tech) - Opponent is now forced to block the 2ndhit of Plasma Burst


  • Jason Voorhees
  • Corpse Grab & Corpse Slam now has 10 startup frames (down from 12)
  • Jason (Slasher) - Increased the cancel advantage on Towards + BP by 5
  • (Relentless) - Damned no longer carries over between rounds
  • (Relentless) - Damned increased to 10%/20%/33%/50% damage at under 50%/25%/10%/5% health (up from 3%/7%/12%/18% damage at under 75%/50%/25%/5% health)
  • Jason (Unstoppable) - You can now hold down to have Resurrection not trigger after losing all of your health when it is not your final round

  • Jax
  • Adjusted several regular attack collisions to hit more consistently on ducking opponents and in combos

  • Johnny Cage
  • Adjusted several regular attack collisions to hit more consistently on ducking opponents and in combos
  • Towards + BP is now -1 on hit (up from -8)
  • Towards + FK, BK is now -3 on block (up from -8)
  • (Stunt Double) - Can now also execute Mimic Eclipse Kick cancel out of Mimic summon

  • Kano
  • Adjusted several regular attack collisions to hit more consistently on ducking opponents and in combos
  • Slightly increased the hit cancel advantage on Away + FP; Away + FP, BP; Towards + BP; Towards + BP, FP; Towards + FK, FK; Away + FK; Away + FK, FP; Towards + BK
  • Up Ball & Uprise Ball will now hit twice on block more often on ducking opponents
  • Air Ball is no longer punishable if used at the end of some long combos
  • (Cut Throat) - Decreased the dam buff on Charge Up to 33% down from 50%
  • (Cut Throat) - Reduced the recovery on Charge Up by 13 frames
  • (Cybernetic) - Reduced the meter gain from Upward Laser
  • (Cybernetic) - Adjusted the reaction on Upward Laser (Meter Burn) to allow for slightly easier follow up combo
  • (Cybernetic) - Upward Laser now has 10 startup frames (down from 16) and does 7 damage (down from 9)
  • (Commando) - You can now meter burn the last hit of the FK, BP, Throw/FP + FK combo to allow for a combo follow-up

  • Kenshi
  • Down + FK now hits low
  • Fixed a bug that was causing FP, FP, FP to sometimes be more negative on hit on ducking opponents
  • (Balanced) - Removed 10 frames of whiff recovery from Tele-Flurry & Tele-Beat down
  • (Kenjutsu) - Removed 5 frames of whiff recovery from Tele-Toss & Tele-Strike
  • (Kenjutsu) - Away + BP now low crushes and has more pushback on block
  • (Kenjutsu) – Removed gap in the FP, FP, FP string

  • Kitana
  • Throw is now 0 on hit (up from -7)
  • Fixed a bug that was causing BP,FP to sometimes be more negative on hit on ducking opponents
  • Towards + FK, FK is now +3 on hit (up from -4)

  • Kotal Kahn
  • Adjusted several regular attack collisions to hit more consistently on ducking opponents and in combos
  • Away + FP has 9 startup frames (down from 10)
  • Away + BP now low crushes and has 25 startup frames (down from 27)
  • Towards + FP, BP is now -6 on block (up from -14)
  • Air Takedown attack priority now happens on frame4 (down from 8)
  • Mace Parry & Master Mace Parry now works against most projectiles
  • Mace Parry now has 7 startup frames (down from 9) and Master Mace Parry now has 1 startup frame (down from 4)
  • (Blood God) - Kotal now gains meter on being hit and when blocking while Obsidian Totem is active
  • (Blood God) - Blood Offering will now add its damage to an active Blood Totem
  • (War God) - Sword Shake & Sword Quake are now a hard knockdown
  • (Sun God) - has a new move Soul Spark (Towards, Down, Away, FK) which will grant him 1 level of Sun God Power
  • (Sun God) - Increased the life gain from Soul Scorch and meter gain from Soul Burn

  • Kung Lao
  • Towards + FK now has 19 startup frames (down from 21)
  • Towards + FK, Down + FK is now -12 on block (up from -22)
  • (Tempest) - Increased damage scaling after Hat Spin & Orbiting Hat and added a slight pushback on block
  • (Buzzsaw) - Low Grinder now starts slightly closer to Kung Lao making it less likely to miss someone running at him
  • (Buzzsaw) - Increased Grinder, Upward Grinder, & Low Grinder damage by 2
  • (Hat Trick) - Decreased damage scaling after Hat-A-Rang

  • Kung Jin
  • Away + BP is now -14 on block and 4 on hit (down from -24 on block and -8 on hit)
  • Adjusted the hitbox on Away + BP to hit from it’s max range
  • (Shaolin) – Low Chakram now sets hit state to ducking
  • (Shaolin) – Removed a blocking gap from BP, BP
  • (Shaolin) – Low Chakram will now low profile under high projectiles

  • Liu Kang
  • Reduced the cancel advantage Towards + BP, FP, FK on block by 5 frames
  • (Flame Fists) - Removed a gap before the last hit for Windmill Flurry and reduced its cancel advantage by 4
  • (Dragon Fire) - Must be in the Dragon Fire held loop for 4 frames before you can dash cancel out of it when opponent is in block stun
  • (Dualist) - Solar Flare, Low Solar Flare, & Air Solar Flare no longer trigger autoblock
  • (Dualist) - Removed 5 recovery frames from Solar Flare and Low Solar Flare and 10 recovery frames from air Solar Flare
  • (Dualist) - Removed 7 recovery frames on Light / Dark Metamorphosis

  • Mileena
  • Towards + FK now low crushes
  • Towards + FK, BK is now -2 on hit (up from -4)
  • Towards + FK, BK, FK can no longer for 2in1 cancelled out of and is now -9 on block (up from -19)
  • Towards + FK, BK, BK can no longer for 2in1 cancelled out of, is now -11 on block (up from -26), and is now a hard knockdown
  • BK now has 11 startup frames (down from 13)
  • (Piercing) - Away + FP is now -6 on block and 8 on hit (up from -16 and -2)
  • (Piercing) - Away + FP, BP is now 2 on block (up from -3)
  • (Piercing) - Towards + FP is now 2 on block and 9 on hit (up from -8 and -5)
  • (Piercing) - Away + BP is now -4 on block (up from -9)

  • Predator
  • FK attack now hits high instead of mid
  • Down+FP is now -3 on block (down from 1)
  • Increased damage scaling on Scimitar Slam, & Smart-Disc
  • Added combo damage scaling to regular Scimitar Stab and Throw
  • Last hit of Scimitar Stab no longer ignores damage scaling
  • (Hunter) - Increased damage scaling after Snag & Trap
  • (Hunter) - Fixed a bug where the Snag would not go away when Predator was hit
  • (Hish-Qu-Ten) - Increased damage scaling after Plasma Shot & Plasma Barrage
  • (Hish-Qu-Ten) - Decreased hit advantage on Plasma Shot & Ground Plasma Shot by 5
  • (Hish-Qu-Ten) - Adjusted the window of when you can choose the direction of the held Plasma Shot so you can no longer shot a low Shot that hits high

  • Quan Chi
  • Adjusted attack collision on Away + BP / Away + BP (held), Away + BP(held maximum time) now juggles for a combo afterwards
  • Down + FP now has 6 startup frames and is -7 on block (down from 9 and -10)
  • Away + BP is now -4 on hit (down from -8), Away + FK is now -3 on hit (down from -8)
  • Throw is now +2 on hit (up from -8)
  • Skull and Air Skull no longer force autoblock
  • (Sorcerer) - Fixed a bug that would cause every 11th frame while standing in the Dark Curse rune to not have armor
  • (Warlock) - Portal Scoop & Portal Slam now has 11 startup frames (down from 18) and is now a hard knockdown
  • (Warlock) - Portal Scoop no longer ignores damage scaling on the last hit and had its damage increased by 2
  • (Warlock) - Portal Grab last hit no longer ignores damage scaling and had its damage increased by 2
  • (Summonner) - Demon Spark no longer forces auto block and allows for combos afterwards

  • Raiden
  • Adjusted several regular attack collisions to hit more consistently on ducking opponents and in combos
  • Lightning Projectile no longer causes auto block
  • Towards + BK is now -3 on block (up from -12)
  • Fixed a bug that was causing Away + FP, BK to sometimes be more negative on hit on ducking opponents
  • (Displacer) - Removed 10 recovery frames from Teleport
  • (Displacer) - Teleport (in front) no longer costs stamina
  • (Master of Storms) - Static Trap now does small proximity damage to the opponent before they are activated

  • Reptile
  • Towards + BP is now +1 on hit (up from -8)
  • Acid Spit no longer triggers auto block and had its damage increased by 3
  • Changed the Floating Ball motion to Down, Down, BLK
  • Removed 4 recovery frames from Forceball & Slimeball
  • Slightly loftier reaction on Slippery Slide
  • Removed 4 recovery frames from Acid Puddle
  • Klaw Swipe is now -6 on block (up from -11)
  • Klaw Slash is now -15 on block (down from -10)
  • Klaw Pounce is now -7 on block (up from -17)
  • Klaw Bounce is now -20 on block (down from -17)
  • Reptilian Dash is no longer a hard knockdown and had its reaction adjusted
  • (Deceptive) - Activating stealth no longer triggers auto block on the opponent allow to continue some combos
  • (Deceptive) – Reduced the recovery of stealth ex by 11 frames

  • Scorpion
  • Towards + BP now low crushes and has 17 frames startup (up from 15)
  • Increased the damage of Away + BP by 4
  • (Inferno) - Low minion ex has 21 startup frames (down from 28) and does 5 damage (up from 3)

  • Shinnok
  • FK, FP is now +2 on hit (up from -7)
  • (BoneShaper) – Staff beam is now -12 on block (down from -4) and has increased pushback on hit
  • (Bone Shaper) – The range of Sceptre Slam was slightly decreased

  • Sonya Blade
  • Increased combo damage scaling after X-Ray
  • Away + FP, BK is no longer a hard knockdown
  • Fixed a bug that was causing BP,BP to sometimes be more negative on hit on ducking opponents
  • (Covert Ops) - Last hit of Air Strike no longer ignores damage scaling
  • (Demolition) - Lowered the input priority of Bake 'n' Wake on wakeup
  • (Special Forces) - Increased Away + BP damage by 4

  • Sub-Zero
  • (Cryomancer) - Air Frost Hammer is now -2 on block (down from -8)
  • (Cryomancer) - Frost Hammer has 31 startup frames (down from 36) and is -9 on block (down from -10)
  • (Cryomancer) - Increased the hit cancel advantage on FP,FP,FP and the damage by 1
  • (Cryomancer) - Increased the hit cancel advantage on Towards + FP,BP
  • (Cryomancer) - Reduced the damage of Towards + BK, BP, Throw/FP + FK combo by 9
  • (Cryomancer) - Can now 2in1 cancel out of Towards + BK, BP, Throw/FP + FK combo
  • (Unbreakable) - Changed the input of Frozen Aura / Ice Aura to Down, Away, FK/Down, Away, FK + BLK
  • (Unbreakable) - Can now execute the Ice Burst & Frost Bomb special moves
  • (Unbreakable) - Ice Burst & Frost Bomb do additional while Frozen Aura & Ice Aura are active while removing the Aura
  • (Unbreakable) - Activating Frozen Aura & Ice Aura no longer triggers auto block which can allow some combos to continue
  • (Unbreakable) - Ice Aura has 16 less recovery frames
  • (Grand Master) - Adjusted the validity check on Ice Statue

  • Takahashi Takeda
  • Removed gap in the towards +Fp, bp,bp +bk string
  • Adjusted several regular attack collisions to hit more consistently on ducking opponents and in combos
  • BP now has 14 startup frames (down from 20) and is now 3 on hit (up from -7)
  • Away + FP, FP is now +3 on hit (up from -6)
  • BP, FP is now +2 on hit (up from -27)
  • Away + BP is now +8 on hit (up from -7)
  • Away + BP, FP is now +3 on hit (up from -10)
  • Towards + BK now has 20 startup frames (down from 24) and is 2 on block (up from -6)
  • Fixed a bug that was causing Towards + FP, BP to sometimes be more negative on hit on ducking opponents
  • Can now cancel into X-Ray after a blocked jump attack
  • You can now meter burn Fist Flurry on hit
  • Tornado Kick is now -6 on block (up from -21) and is now always a hard knockdown
  • Adjusted the reaction to Tri Kunai to connect more consistently in combos
  • (Shirai Ryu) - You can now charge Quick Phase to delay for 2 seconds (up from 1)
  • (Lasher) - You can now meter burn Whip Assault on hit
  • (Lasher) - Removed 5 recovery frames on hit from Whip Strike & Whip Thrash
  • (Lasher) - Has 2 new air command attacks on Towards + FP & Towards + BP
  • (Lasher) - Down + Towards + FP Low Slash is now 19 on hit (up from 4)
  • (Ronin) - Fixed a bug that was causing BP, FP to sometimes be more negative on hit on ducking opponents
  • (Ronin) - Shirai Ryu Kan does 10 damage (up from 9) and Double Shirai Ryu Kan does 14 damage (up from 11)
  • (Ronin) - Piercing Spark has 2 less recovery frames
  • (Ronin) - Away + FP now hits mid, has 11 startup frames (down from 13) and is -2 on block (up from -23)
  • (Ronin) - Away + FP, FP is now 0 on block (up from -21)
  • (Ronin) - BP now has 12 startup frames (down from 14)
  • (Ronin) - BP, FP is now +2 on block (up from -10) and now causes a different air reaction
  • (Ronin) - Away + BP now has 12 startup frames (down from 15)
  • (Ronin) - increased active frames on Shirai Ryu Kan until he is done rising

  • Tanya
  • There are now 8 min frames before you can dash cancel out of Teleport delay
  • Flip Kick is now always a hard knockdown
  • X-Ray is now 0 on hit (up from -6)
  • (Kobu Jutsu) - Fixed a bug that was causing Tonfa Strike to have 2 hits of armor instead of 1

  • Tremor
  • BP and FK attacks now hit high instead of mid
  • Towards + BP has 1 less startup frame, is -6 on block (down from -11), and increased damage by 3
  • FK, FK is now a hard knockdown
  • Rock Toss & Boulder Throw (including the variation versions) have 19 less recovery frames
  • Rolling Stone & Rolling Kutter (including the variation versions) have 10 less recovery frames
  • Stone Shatter & Rock Blast (including the variation versions) have 3 less startup frames and has 3 less recovery frames in Metallic while Golden
  • Stone Punch & Stone Slam (including the variation versions) have 3 less startup frames
  • (Aftershock) - Airquake has 5 more block stun frames on the opponent
  • (Aftershock) - delayed quake will no longer have its hit stun aborted when hitting someone during the first 10 frames of block stun
  • (Crystalline) – Rock summon ex has 10 less recovery frames, increased rock throw damage by 3
  • (Crystalline) - Rockblaster will no longer have its attack cancelled in the corners of some backgrounds

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