Arcadia Fighters

Hilo oficial: Mortal Kombat X

Flawless victory!

Moderador: mhtdtr

Re: Hilo oficial: Mortal Kombat X

Notapor Shiranui » Jue Sep 03, 2015 8:51 am

Hace tiempo que Ed Boon teaseó un tal "Story Pack".. Podría tratarse de personajes del modo historia. Hay unos cuantos: Sindel, Baraka, Rain, Bo'Rai'Cho, Kabal, Nightwolf, Smoke, Frost, Li Mei, Fujin... Veremos. Sólo espero que no se vean muy pegote y que estén rediseñados y bien hechos como el resto de la plantilla. Sería muy cutre tener la sensación que son reskins del 9..

Actualizo: Soy yo o en esta imagen Bo'Rai'Cho cuadra perfectamente con la silueta de la derecha?
Spoiler: show
Imagen
Imagen
KOF: Mai, Mature, King
DoA: Mai, Rachel, Nyotengu
SC: Ivy
MK: Kitana
Avatar de Usuario
Shiranui
Mid Tier
 
Mensajes: 857
Registrado: Mar Feb 28, 2012 10:13 am
PSNID: Shiranui_ninja

Re: Hilo oficial: Mortal Kombat X

Notapor mhtdtr » Jue Sep 03, 2015 3:53 pm

Lo del story pack duró un día hasta que se desmintió. No tendría sentido currarse personajes que ya están y moficarlos (como Tanya del modo historia a la Tanya dlc) cuando pueden ofrecer otras cosas porque los personajes no serían tal y como aparecen en el modo historia.
Avatar de Usuario
mhtdtr
High Tier
 
Mensajes: 1398
Registrado: Lun Dic 20, 2010 6:26 pm
CFN: mhtdtr
PSNID: mhtdtr

Re: Hilo oficial: Mortal Kombat X

Notapor mhtdtr » Jue Sep 03, 2015 4:11 pm

Centrándonos en el pack espero que uno de ellos no sea Baraka como puede ser por la sombra. Es un personaje que nadie usa, en ningún juego de la saga, es tirar un slot.

No creo que haya más personajes invitados, serían ya demasiados aunque nunca se sabe. Si no hay invitados cuatro personajes son bastantes para abarcar mucho, esperaría que al menos uno fuese completamente nuevo.
Avatar de Usuario
mhtdtr
High Tier
 
Mensajes: 1398
Registrado: Lun Dic 20, 2010 6:26 pm
CFN: mhtdtr
PSNID: mhtdtr

Re: Hilo oficial: Mortal Kombat X

Notapor Shiranui » Vie Sep 04, 2015 9:58 am

Troleada en toda regla de Mr.Boon. Todo el mundo esperando que los personajes fueran revelados con un trailer y resulta que era un anuncio de un anuncio xD
Imagen
KOF: Mai, Mature, King
DoA: Mai, Rachel, Nyotengu
SC: Ivy
MK: Kitana
Avatar de Usuario
Shiranui
Mid Tier
 
Mensajes: 857
Registrado: Mar Feb 28, 2012 10:13 am
PSNID: Shiranui_ninja

Re: Hilo oficial: Mortal Kombat X

Notapor mhtdtr » Vie Sep 04, 2015 3:04 pm

El comunicado oficial:

More Mortal Kombat X DLC incoming!
Options
yesterday

Today Warner Bros. Interactive Entertainment confirmed that NetherRealm Studios is developing new downloadable content (DLC) for Mortal Kombat X, the best-selling game of 2015 to-date according to US NPD. The new content will include four new playable characters, skins and a new environment, all of which will be available in the first half of 2016.

Mortal Kombat X is NetherRealm Studios’ most recent installment in its legendary, critically acclaimed fighting game franchise that propels the iconic franchise into a new generation. The game combines cinematic presentation with all new gameplay to deliver the most brutal Kombat experience ever, offering a new fully-connected experience that launches players into a persistent online contest where every fight matters in a global battle for supremacy.

For more information about Mortal Kombat X,please visit www.mortalkombat.com and www.facebook.com/MortalKombat.


Me alegra saber que es para el 2016 así el juego se va renovando y los jugadores continúan con interés por el juego más allá de la gente dedicada de siempre.
Avatar de Usuario
mhtdtr
High Tier
 
Mensajes: 1398
Registrado: Lun Dic 20, 2010 6:26 pm
CFN: mhtdtr
PSNID: mhtdtr

Re: Hilo oficial: Mortal Kombat X

Notapor Shamash-Nui » Dom Oct 18, 2015 1:19 am

Buenas, me lo he pillado al fin, queria preguntaros por una tier list fiable, las que encuentro en internet son bastante raras y no de tops players.

Es para saber que tal esta el patio actualmente, que ni se de que parche son, lo unico que se es que kung lao parece estar roto siempre.

(P.D: no es por tier whorismo, es lo contrario, reptile foreva <3)
Imagen
Avatar de Usuario
Shamash-Nui
Maestro Ballenero
 
Mensajes: 6395
Registrado: Jue Jul 05, 2012 11:48 pm
Ubicación: Sevilla
CFN: FateTenguGear
PSNID: Kanohi-Nui
Steam ID: Kopaka-Nui

Re: Hilo oficial: Mortal Kombat X

Notapor Ryougi Kyo » Vie Dic 04, 2015 1:24 am

Imagen

Main/Learning:
BB: Makoto/Jin | DoALR: Hitomi/Naotora | KOF: Rock,Yuri, Kyo/ Muimui, Zarina, King
Avatar de Usuario
Ryougi Kyo
Low Tier
 
Mensajes: 471
Registrado: Lun Jul 21, 2014 11:39 am
PSNID: RyogiKyo

Re: Hilo oficial: Mortal Kombat X

Notapor darksega » Vie Dic 11, 2015 12:00 pm

Sabeis de alguna rebaja para este juego? Estoy dandole al MK9 y creo que dentro de poco dare el salto al X.
Avatar de Usuario
darksega
Bottom Tier
 
Mensajes: 408
Registrado: Mar Feb 15, 2011 8:05 am
CFN: darksega1990
PSNID: Oldsora1990

Re: Hilo oficial: Mortal Kombat X

Notapor Shamash-Nui » Vie Dic 11, 2015 3:08 pm

darksega escribió:Sabeis de alguna rebaja para este juego? Estoy dandole al MK9 y creo que dentro de poco dare el salto al X.

Para pc esta por debajo de los 15 pavos, si es la version que te interesa
Imagen
Avatar de Usuario
Shamash-Nui
Maestro Ballenero
 
Mensajes: 6395
Registrado: Jue Jul 05, 2012 11:48 pm
Ubicación: Sevilla
CFN: FateTenguGear
PSNID: Kanohi-Nui
Steam ID: Kopaka-Nui

Re: Hilo oficial: Mortal Kombat X

Notapor darksega » Vie Dic 11, 2015 6:19 pm

Oh, pero no. Es la de ps4 la que quiero!
Avatar de Usuario
darksega
Bottom Tier
 
Mensajes: 408
Registrado: Mar Feb 15, 2011 8:05 am
CFN: darksega1990
PSNID: Oldsora1990

Re: Hilo oficial: Mortal Kombat X

Notapor terryx35 » Mar Dic 22, 2015 10:25 pm

La verdad que me a decepcionado un poco que el kombat pack 2 tenga 2 nuevos invitados teniendo tantos personajes clásicos faltantes, para mi era suficiente con los 2 invitados del kombat pack 1, con respecto a los otros 2 personajes tribot esta interesante ya que tenemos a los 3 cyborgs en uno, bo rai cho no me desagrada, pero mi wish list era Fujin, Rain, Smoke y Noob Saibot, lo bueno es que este pack le dara mas vida al juego, en lo personal este es el mejor mortal kombat a la fecha, la idea de usar 3 variantes por personaje esta genial, graficos excelentes, muy buena jugabilidad, la verdad que les a salido un juegaso con este Mortal.
Avatar de Usuario
terryx35
Bottom Tier
 
Mensajes: 11
Registrado: Vie Dic 18, 2015 4:18 pm

Re: Hilo oficial: Mortal Kombat X

Notapor terryx35 » Mar Dic 22, 2015 10:30 pm

Mhthdr, un gusto encontrarte en este foro, yo leía tu blog varios años atrás, te seguí por años hasta que anunciaste que no seguirías por un tema de tiempo, se entiende, a pesar de que casi nunca posteaba nunca dejaba de leer todas las entradas, muy ingeniosas, el diccionario de juegos de pelea, los análisis de juegos antiguos, los juegos desconocidos, y un sin fin de cosas que no conocía de los fighting games , quería AGRADECERTE por el esfuerzo que hacías por los fighting games y por todos los que crecimos jugando este genero, me acabo de enterar que hiciste un nuevo blog en el 2013, que cólera no haberme enterado antes, me daré el tiempo de leer todas las entradas, jeje, bueno otra ves agradecerte por el esfuerzo y ojala sigas adelante si te da algo de tiempo.

Saludos.
Avatar de Usuario
terryx35
Bottom Tier
 
Mensajes: 11
Registrado: Vie Dic 18, 2015 4:18 pm

Re: Hilo oficial: Mortal Kombat X

Notapor Sh4rin » Jue Ene 14, 2016 8:59 pm

GGPO para el Mortal Kombat X, una pena que llegue tan tarde pero bueno...

So much more GOOD news on the horizon for the Mortal Kombat X GAME beyond Kombat Pack 2. Stay tuned, and PEACE OUT!
Avatar de Usuario
Sh4rin
Ivan Ooze Tier
 
Mensajes: 3479
Registrado: Dom Dic 19, 2010 11:41 pm
Ubicación: Dublín
CFN: Sh4rin

Re: Hilo oficial: Mortal Kombat X

Notapor terryx35 » Vie Ene 15, 2016 2:51 pm

Disculpa la ignorancia, que significa ggpo y que añadira al mortal kombat x?
Avatar de Usuario
terryx35
Bottom Tier
 
Mensajes: 11
Registrado: Vie Dic 18, 2015 4:18 pm

Re: Hilo oficial: Mortal Kombat X

Notapor Shamash-Nui » Mié Ene 20, 2016 7:31 pm

Imagen
Avatar de Usuario
Shamash-Nui
Maestro Ballenero
 
Mensajes: 6395
Registrado: Jue Jul 05, 2012 11:48 pm
Ubicación: Sevilla
CFN: FateTenguGear
PSNID: Kanohi-Nui
Steam ID: Kopaka-Nui

Re: Hilo oficial: Mortal Kombat X

Notapor Ryoga » Mié Ene 20, 2016 8:40 pm

Warner y sus lanzamientos en pc que siempre la cagan.
Pues nada, si no dan su apoyo, yo no voy a comprar ningún otro juego de ellos.
/helltpm
Avatar de Usuario
Ryoga
High Tier
 
Mensajes: 1194
Registrado: Dom Ene 27, 2013 5:20 pm
Ubicación: London - UK
CFN: Ryoga Uk

Re: Hilo oficial: Mortal Kombat X

Notapor Shiranui » Jue Ene 21, 2016 10:49 am

terryx35 escribió:Disculpa la ignorancia, que significa ggpo y que añadira al mortal kombat x?

Es un mejor sistema de online. Diría que el mejor que hay, o de los mejores, que hace que los combates tengan menos lag. No sé si también hace mejores match makings. Aunque la verdad, me atrevería a decir que MKX es el juego que tiene mejor online de todos los que yo he jugado.
La inclusión de Alien me gusta bastante, es hasta posible que me lo pille, pero a mi me hubiera gustado más un pack con personajes del modo historia como Sindel o Rain.
Imagen
KOF: Mai, Mature, King
DoA: Mai, Rachel, Nyotengu
SC: Ivy
MK: Kitana
Avatar de Usuario
Shiranui
Mid Tier
 
Mensajes: 857
Registrado: Mar Feb 28, 2012 10:13 am
PSNID: Shiranui_ninja

Re: Hilo oficial: Mortal Kombat X

Notapor terryx35 » Jue Ene 21, 2016 9:59 pm

Gracias por la aclaración, si existe un código tan bueno no entiendo porque el kof 13 y el mk9 no lo usaron y prefirieron utilizar el propio que tuvo resultados desastrosos, salvo que se tenga que pagar derechos muy elevados para utilizar el código de ggpo, ya anunciaron que el MK XL sale en Marzo, entonces seguro en Marzo esta disponible el Kombat Pack 2 y con nuevo online, esas son buenas noticias .

Saludos.
Avatar de Usuario
terryx35
Bottom Tier
 
Mensajes: 11
Registrado: Vie Dic 18, 2015 4:18 pm

Re: Hilo oficial: Mortal Kombat X

Notapor mhtdtr » Jue Mar 03, 2016 6:25 pm

Parece que el parche xl ha mejorado considerablemente el online. No lo he probado todavía pero las impresiones son muy buenas en test your might.

Aquí la lista de los cambios:

Spoiler: show
General Gameplay fixes
New rollback based enhanced online multiplayer is now active
Reduced chipdamage from most normals
Reduced metergain from having most normals blocked
Round timer now operates in real time seconds
Neutral jumping attacks are more negative on block on the way up
After a breaker or block breaker stamina is removed from both players
Stamina now starts to refill 2 secs after a breaker (down from 2.5 secs) at a 50% faster rate
Lowered the trade priority of most jumping attacks and increased hurt regions after their startup frames
Reduced the meter gain on most multi-hitting strings and some multi-hitting special moves
Grab background interactions now function as true command grabs which can combo from a hit
Most projectile background interactions can now have their trajectory lowered by holding Down which can make them harder to low profile
Adjusted the background collision at the ends of some arenas which would cancel out some profiles sooner than desired
Added 2 more recovery frames after a blocked or missed attack while jumping backwards
Adjusted the throw immunity of most special moves
Increased combo damage scaling after a throw tech
Combos do not end after a meter burned throw at the end of a match
Some hit sparks are now red when the move connects during an opponent's recovery frames
Fixed some incorrect framedata in the movelist
Adjusted many combos which were inconsistent if the player and opponent were not both chest to screen or chest away from screen
Added 3 more frames to the throw tech window
A teched throw at the beginning of a match will no longer grant first hit bonus
Character Specific Fixes
Cassie - Flip Kick now has 7 startup frames (up from 6)
Cassie - Flip KickEx no longer has armor
Cassie - Down+FP is now -6 on block (up from -8)
Cassie - Away+BK has increased pushback and is now -4 on block (up from -9)
Cassie - Change the last input of the Cage Raged combo from Away+BP, FP, BP, Down+FP+BP to Down+BP+BK
Cassie - Reduced the cancel advantage of the 4th hit of the Away+BP, FP, BP, Down+BP+BK combo
Cassie - Away+BP, FP, BP is now -14 on block with less pushback (down from -4)
Cassie (Hollywood) - The hit advantage of Nut Buster and Nut Kracker are now more consistent regardless of the height it connects at
Cassie (Brawler) - Added Haymaker (enhanced version of Take Down) which is armored and does more damage
Cassie (Brawler) - Added Bone Breaker (enhanced version of Bow Breaker) which is armored, does more damage, and can combo from a hit
D'Vorah - Increased the damage of Ovipositor Charge & Ovipositor Rush by 2
D'Vorah - Ovipositor Rush now has 14 startup frames (down from 20)
D'Vorah - Ovipositor Rush is now -17 on block (down from -12)
D'Vorah - Away+FK is now a high block and +11 on block (up from +2 and a mid)
D'Vorah - Away+BK has increased pushback and is now -11 on block (down from -15)
D’Vorah (Swarm Queen) - increased combo damage scaling after dash cancelling out of Wasp Grenade
D'Vorah (Brood Mother) - reduced the cooldown on Krawler to 3 seconds (down from 4)
D'Vorah (Venomous) - Bug Spray &Bug Burst is now max -23 on block and +12 on hit (down from -20 on block and +15 on hit)
Ermac - Away+FP is now a high block and has 9 startup frames and 3 active frames (down from 11 start and up from 2 active)
Ermac - Down+FP is now -6 on block (down from -10)
Ermac - Increased the block advantage of Away+BP by 1 and it is now more plus on block the longer it is charged
Ermac - Towards+FK now has 11 startup frames and is -4 on block (down from 13 startup and -3 on block)
Ermac - Towards+FK, BK is now -1 on block (up from -6)
Ermac - Towards+BK, FK is now -6 on block (up from -11)
Ermac - Away+BK has increased pushback and is now -10 on block (up from -16)
Ermac - Changed the command input of Hover to Down, Up+Block (from Down, Down, Up)
Ermac (Mystic) - Levitate (Tele-Choke) is now -6 on block and has 9 startup frames (up from -14 on block and down from 11 startup frames)
Ermac (Spectral) - Changed the command input of Soul Ascension to Down, Up+Block (from Down, Down, Up)

Erron Black - Increased pushback on block for Sand Shot and it is now +6 on block (down from +7)
Erron Black - Increased range on Sand Trap Tackle and it now has13 startup frames (down from16)
Erron Black - Quick Sand Tackle will now combo from a hit
Erron Black - Increased the hit advantage of Quick Sand Tackle &Sand Trap Tackle by 10
Erron Black - Down+FP now has 7 startup frames (down from 8)
Erron Black - Towards+BK is now -12 on block and +17 on hit (down from -21 on block and up +7 on hit)
Erron Black - Away+BK has increased pushback and is now -7 on block (up from -12)
Erron Black - Increased hit advantage and hit cancel advantage by 1-3 on most normals and strings


Ferra/Torr - Added Little One Slide (enhanced Bowl Girl) special move which can allow for a combo afterwards
Ferra/Torr - Added Ferra Throw (enhanced Ferra Toss) special move which can allow for a combo afterwards
Ferra/Torr - BP, Towards+BK is now -5 on block (up from -8), does 1 less damage, and can now be special canceled
Ferra/Torr - Down+BP is now +4 on block (up from -11)
Ferra/Torr - Away+BK has increased pushback and is now -9 on block (down from -18)
Ferra/Torr - Down+FP (sans Ferra) is now -6 on block (down from -3)
Ferra/Torr - Away+BK (sans Ferra) is now -6 on block (up from -17)
Ferra/Torr - Towards+BP can no longer be used twice to extend the same combo
Ferra/Torr - Grab 'n' Stab can now combo from a hit
Ferra/Torr - Away+2 can now be special canceled into X-Ray or background interactions
Ferra/Torr - Increased hit advantage and hit cancel advantage by 2-4 on most normals and strings
Ferra/Torr (Vicious) - Added Boss Launch (enhanced Boss Toss) which goes farther
Ferra/Torr (Vicious) - Slightly reduced the range of Boss Toss
Ferra/Torr (Vicious) - Gut Ripper can now combo from a hit
Ferra/Torr (Lackey) - Boulder Roll&Double Boulder Roll are now -10 and -6 on block (down from -12 and -9)
Ferra/Torr (Lackey) - Increased combo damage scaling on Boulder Roll&Double Boulder Roll
Ferra/Torr (Lackey) - Colossal Crush can now combo from a hit

Goro - Increased the active frames on jumping FP
Goro - Shokan Slam can now combo from a hit
Goro - armor on X-Ray now lasts until the active frames
Goro - Towards+BK is now +4 on block (up from +2)
Goro - Away+BK has increased pushback and is now -9 on block (down from -13)
Goro - Reduced run startup frames and increased it distance traveled
Goro - Slightly sped up his step forward
Goro (Kuatan Warrior) - Tremor will be combo damage scaled after combo when used in an unavoidable off the ground situation
Goro (Dragon Fangs) - Shokan Massacre can now combo from a hit
Jacqui - Bionic Dash & Bionic Blast are now -9 and 0 on block (down from -19 and -21) with increased pushback on block
Jacqui - BP, FK is now a low block
Jacqui - Increased hit advantage and hit cancel advantage by 1-3 on most normals and strings
Jacqui - added 5 more frames to buffer the Stanky Leg input from BK
Jacqui - Away+BK has increased pushback and is now -6 on block (up from -10)
Jacqui (Shotgun) - Single Barrel is now +17 on hit (up from +1)

Jason - added 5 recovery frames to Back Breaker & Spine Shatter
Jason - Choke & Choke Slam now have 12 startup frames (down from 15)
Jason - You can now throw the opponent forward by holding Towards after Spine Shatter connects
Jason - Down+FP now has 6 startup frames (down from 8)
Jason - Down+BP now has 6 startup frames (down from 9)
Jason - Away+FK now has 9 startup frames and is -11 on block (down from 12 startup and -9 on block)
Jason - Away+FK, FP+FK is now a command throw
Jason - Added Away+FK, Up+FP combo string
Jason - Added Away+FK, Down+FP combo string
Jason - Towards+FK is now +7 on block (up from -1)
Jason - Down+FK now has 10 startup frames and is -3 on block (down from 11 startup and up -8 on block)
Jason - Away+BK has increased pushback and is now -3 on block (up from -14)
Jason - Down+BK now has 13 startup frames and is -2 on block (down from 16 startup and up -3 on block)
Jason (Slasher) - removed 9 recovery frames from Machete Toss & Machete Throw
Jason (Slasher) - Away+FP now has 9 startup frames and is -11 on block (down from 11 startup and -10 on block)
Jason (Relentless) - Increased the scaling damage boost from Damned to 1.1x / 1.25x / 1.45x / 1.75x (from 1.1x / 1.2x / 1.33x / 1.5x)
Jason (Unstoppable) - removed 12 recovery frames from Corpse Walk
Jason (Unstoppable) - slightly increased the health gain from Rise & Corpse Walk
Jason (Unstoppable) - Rise & Corpse Walk now also gain meter while active
Jason (Unstoppable) - while Punishment & Rampant are active most of your attacks will break through opponents armor
Jason (Unstoppable) - Punishment & Rampant now lasts 7 seconds (up from 5 seconds)
Jason (Unstoppable) - Rampant now lasts 10 seconds (up from 5 seconds)

Jax - Reduced the hit region of Towards+FK
Jax - Down+FP, Down+BP is now -2 on block (up from -7)
Jax - Increased combo damage scaling after Gotcha Beatdown, Downward Dash Punch, &Downward Dash Fist
Jax - Away+BP is now -13 on block (down from -8)
Jax - Down+FK is now -2 on block (down from 0)
Jax - Away+BK has increased pushback and is now -13 on block (up from -17)
Jax - Ground Shake will be combo damage scaled after combo when used in an unavoidable off the ground situation
Jax (Pumped Up) - Air Drill Punch &Ground Quake will be combo damage scaled after combo when used in an unavoidable off the ground situation
Jax (Wrestler) - Added 8 recovery frames to Quad Grab&Quad Grapple
Jax (Wrestler) - increased hit advantage after Back Breaker by 10
Jax (Wrestler) -Quad Grapple can now combo from a hit

Johnny Cage - Increased the active frames on jumping BP
Johnny Cage - Nutcracker is now -14 on block (down from -12)
Johnny Cage - Down+FK now has 7 startup frames and is -9 on block (down from 10 startup and -4 on block)
Johnny Cage - Away+BK has increased pushback and is now -12 on block (up from -22)
Johnny Cage - Down+BK now has 5 more recovery frames and is-6 on block (down from -1)
Johnny Cage - Increased damage of throw when Red Shadow is active
Johnny Cage (Fisticuffs) - Fist Bump now recovers 4 frames faster and lasts for 9 seconds (up from 8 seconds)
Johnny Cage (Fisticuffs) - Away+1 now has 10 startup frames (down from 11)
Johnny Cage (Fisticuffs) - Hits of Speed Bag string do additional damage on hit and block if Fist Bump is active
Johnny Cage (Fisticuffs) - does the increased damage throw while Fist Bump is active
Johnny Cage (A-List) - Nut Breaker is now -21 on block (down from -11)
Johnny Cage (A-List) - Nut Breaker when meter burned is now -14 on block (down from -12)

Kano - Up Ball&Uprise Ball will hit more consistently after 7 startup frames
Kano - Away+FP is now -8 on block (down -2)
Kano - Away+FP, FK is now -2 on block (down from -1)
Kano - Down+FP is now -7 on block (down from -9)
Kano - Down+FK now has 7 startup frames (down from 8)
Kano - Away+BK has increased pushback and is now -6 on block (up from -10)
Kano - Down+BK is now -12 on block (up from -7)
Kano - Air Ball now hits overhead
Kano (CutThroat) - Blade Slice is now -5 on block (up from -8)
Kano (CutThroat) - Bloody Slice is now -15 on block (down from -8)
Kano (CutThroat) - Away+FP has slightly increased range
Kano (Cybernetic) - Upward Laser now has 6 startup frames and 21 recovery frames (down from 10 startup and up from 18 recovery)
Kano (Commando) - Added 8 recovery frames to Rib Strike &Rib Breaker
Kano (Commando) - Choke &Strangle are now +15 and +23 on hit (up from -5 and +5)
Kano (Commando) - Gains a new BP, BP combo string
Kano (Commando) - Gains a new Away+FP, FK, FP+FK string
Kano (Commando) - Rib Breaker&Power Bomb can now combo from a hit

Kenshi - Blade Reflect & Blade Absorb now have 7 startup frames (down from 10)
Kenshi - Blade Reflect & Blade Absorb can now parry most non low attacks
Kenshi - After a successful parry from Blade Reflect &Blade Absorb you can special cancel into another special move
Kenshi - Away+FP now has 13 startup frames and is -1 on block (down from 17 startup and up from -6 on block)
Kenshi - Down+FP now has 7 startup frames (down from 8)
Kenshi - BP now has 9 startup frames and is -14 on block (down from 11 and -9 on block)
Kenshi - BP, BP can now be meter burned to reset the combo string
Kenshi - Added Towards+BP, FP, FP / BK combo strings
Kenshi - Away+BK has increased pushback and is now -9 on block (up from -13)
Kenshi - Away+BP is now -4 on block (up from -18)
Kenshi - adjusted the reaction of BP, FP, FP, BP+BK to make comboing afterwards easier
Kenshi - Increased the damage of BK by 2 and decreased the damage of BK, FP by 2
Kenshi - Towards+BK is now a high block, has extended range, and has 16 startup frames (down from 18)
Kenshi - BP, FP, BP is now -2 on block (up from -5)
Kenshi (Possessed) - After Demon Port & Demon Beam you can hold Towards to perform directional jumping attacks instead of neutral jumping attacks
Kenshi (Possessed) - Increased damage of Soul Push & Soul Charge by 2 and 5
Kenshi (Kenjutsu) - FK, BP, BP is now -4 on block (up from -8)
Kenshi (Kenjutsu) - Away+BP is now -4 on block (up from -18)

Kitana - Down+FK now has 6 startup frames and is -3 on block (down from 9 startup and up from -5 on block)
Kitana - BK is now +11 on block (up from +2)
Kitana - Away+BK has increased pushback and is now -2 on block (up from -6)
Kitana (Assassin) - Sharpen &Razor Blade now has 54 and 30 recovery frames (down from 73 & 55)
Kitana (Assassin) - Increased armor frames on Assassin Impale
Kitana (Mournful) - reduced block stun frames on the first hit of Glaive Return

Kotal Kahn - Away+BK has increased pushback and is now -8 on block (up from -13)
Kotal Kahn - Sunstone & Burning Sunstone now breaks through Ice Klone
Kotal Kahn - Towards+BK now has 23 startup frames and is now +9 on block (up from 20 startup frames and -2)
Kotal Kahn (War God) - Sword Quake will be combo damage scaled after combo when used in an unavoidable off the ground situation
Kotal Kahn (Sun God) - Moon God Choke can now combo from a hit

Kung Lao - Reduced the hit region of Jumping BP
Kung Lao (Tempest) - Orbiting Hat is now +7 on block (down from +12)
Kung Lao (Tempest) - Orbiting Hat is now +40 on hit (up from +17)
Kung Lao (Tempest) - Cyclone pulls the opponent closer when blocked

Kung Jin - Towards+BK is now +4 on block (up from -1)
Kung Jin - Away+BK has increased pushback and is now -8 on block (up from -12)

Liu kang - Away+BK has increased pushback and is now -9 on block (up from -13)
Liu kang (Dragon Fire) - Flip Kick from Bicycle Kick is now 0 on block (down from +2)
Liu kang (Dualist) - Yang damage buff no longer goes away when you get hit

Mileena - Removed 5 recovery frames from Double Sai Blast
Mileena - Removed 3 recovery frames from Sai Blast
Mileena - Removed 3 recovery frames from Air Sai Blast
Mileena - Down+FP now has 6 startup frames and is -5 on block (down from 9 startup and -4 on block)
Mileena - Down+FK now has 8 startup frames and is -6 on block (down from 10 startup and -1 on block)
Mileena - Away+BK has increased pushback and is now -4 on block (up from -8)
Mileena - Towards+BK now has 15 startup frames and is -8 on block (down from 17 startup and -31 on block)
Mileena (Piercing) - Removed 5 recovery frames from Low Sai & Double Low Sai
Mileena (Piercing) - Away+FP is now -2 on block (down from -5)
Mileena (Piercing) - Away+FP, BP is now -1 on block (down from +2)
Mileena (Ravenous) - High Pounce now has 12 startup frames, is -3 on block, and has 9 less recovery frames (down from 15 startup and -7 on block) and has increased range
Mileena (Ravenous) - Low Pounce now has 8 startup frames and has 8 less recovery frames (down from 13 startup)

Predator - Down+FP now has 8 startup frames and is -6 on block (down from 9 startup and -3 on block)
Predator - Down+FK is now -6 on block (down from -3)
Predator - Away+BK has increased pushback and is now -10 on block (up from -15)
Predator (Warrior) - Dread Slam now has 13 startup frames and is -4 on block (down from 29 startup and up from -9 on block)
Predator (Warrior) - Dread Launch now has 13 startup frames and is -14 on block (down from 29 startup and down from -9 on block)
Predator (Warrior) - removed 3 recovery frames from Self-Detonate & Self-Destruct
Predator (Hish-Qu-Ten) - lowered damage of all Plasma Shots by 1
Predator (Hish-Qu-Ten) - added 3 recovery frames with Cancel from Plasma Shot when the opponent is in block stun

Quan Chi - Trance is now +46 on hit (down from 80)
Quan Chi - Removed 9 startup frames from Sky Crush
Quan Chi - removed 5 startup frames from Sky Drop
Quan Chi - Ground Burst meter burn is now -1 on block (down from +14) but it can now be delayed to increase the block advantage
Quan Chi - Increased combo damage scaling after Ground Burst
Quan Chi - Away+BK has increased pushback and is now -8 on block (up from -12)
Quan Chi (Sorcerer) - Black Magic now activates in 29 frames and has 30 recovery frames (down from activates in 53 frames and 70 recovery frames)
Quan Chi (Sorcerer) - Final Hex now activates in 31 frames and has 53 recovery frames (down from activates in 47 frames and 55 recovery frames)
Quan Chi (Sorcerer) - Dark Curse now activates in 36 frames and has 59 recovery frames (down from activates in 45 frames and 62 recovery frames)
Quan Chi (Summoner) - Increased combo damage scaling after Bat attacks

Raiden - Towards+FP, BP is now 0 on block (up from -3)
Raiden - Down+FP is now -7 on block (down from -9)
Raiden - Away+BK has increased pushback and is now -3 on block (up from -17)
Raiden - Towards+BK is now +6 on block (up from -3)
Raiden - Increased the cancel advantage of Towards+FP, BP
Raiden (Master of Storms) - Static Traps now last 20 seconds (up from 10 seconds)

Reptile - Increased active frames on jumping FP
Reptile - Away+BK has increased pushback and is now -9 on block (up from -13)
Reptile (Deceptive) - added 5 recovery frames with Stealth & Invisibility when the opponent is in block stun
Reptile (Nimble) - Basilisk now recovers in 31 frames (down from 36)
Reptile (Nimble) - Basilisk Runner now recovers in 61 frames (down from 71)

Scorpion - Takedown & Takeout are now +15 on hit (up from -5)
Scorpion - FP, FP is now +1 on block (up from -4)
Scorpion - FP, BP is now -6 on block (up from -11)
Scorpion - Down+FP is now -7 on block (up from -9)
Scorpion - BP, FP is now +2 on block (up from -7)
Scorpion - BP, FP, BK is now +2 on block (up from -14)
Scorpion - FK now has 7 startup frames and is +2 on block (down from 11 startup frames and down from -3 on block)
Scorpion - Away+BK has increased pushback and is now -9 on block (up from -18)
Scorpion (Ninjutsu) - Away+BK has increased pushback and is now -4 on block (up from -16)
Scorpion (Ninjutsu) - The 2nd hit of Towards+BP is now an overhead block
Scorpion (Ninjutsu) - Away+BK can now be special canceled before the 2nd hit
Scorpion (Hellfire) - Hell-Ferno will be combo damage scaled after combo when used in an unavoidable off the ground situation

Shinnok - Amulet Curse has increased pushback on block
Shinnok - Down+FP is now -7 on block (up from -9)
Shinnok - Down+BP is now a high block
Shinnok - Away+BK has increased pushback and is now -8 on block (up from -19)
Shinnok (Impostor) - After Air Tricky Portal you can hold Towards to perform directional jumping attacks instead of neutral jumping attacks
Shinnok (Necromancer) - Judgment Fist & Judgment Smash now has 52 startup frames and is +2 on hit (down from 58 startup and -3 on hit)

Sonya - Away+BK has increased pushback and is now -10 on block (up from -14)
Sonya (Demolition) - Grenades no longer bounce when they hit the ground
Sonya (Demolition) - Drone Drop now reloads 5 frames faster and recovers 3 frames faster
Sonya (Demolition) - Increased combo damage scaling on Stun Grenade
Sonya (Demolition) - Drone Drop now adds combo damage scaling

Subzero - Down+FP is now -4 on block (up from -6)
Subzero - Away+BK has increased pushback and is now -5 on block (up from -16)
Subzero (Unbreakable) - Icy Slide will now leave the opponent frozen if it connects while Frozen Aura or Ice Aura is active
Subzero (Grand Master) - Klone Toss can now have its trajectory lowered by holding Down


Takeda - Down+FP now has 7 startup frames (up from 8)
Takeda - Away+BK has increased pushback and is now -5 on block (up from -9)
Takeda - Towards+BK is now +9 on block (up from +2)
Takeda (Ronin) - Blade Kall and Blade Summon is now -13 on block and only hits once on block or armor (down from -5)
Takeda (Ronin) - Away+BP now has 15 startup frames (up from 12)

Tanya - Away+BK has increased pushback and is now -7 on block (up from -12)
Tanya - FK, BK can no longer be canceled on the first active frame
Tanya (Kobu Jutsu) - reduced the blockstun on Tonfa Throw
Tanya (Kobu Jutsu) - Away+FP now has 10 startup frames (up from 9)
Tanya (Kobu Jutsu) - Reduced the pushback on block from the last hit of Tonfa Swipe
Tanya (Kobu Jutsu) - Away+FP, BP+BK is now -10 on block (down from -4)
Tanya (Dragon Naginata) - Increased damage of Away+BP by 2
Tanya (Dragon Naginata) - Increased damage of Down+Away+BP by 2
Tanya (Pyromancer) - removed 5 recovery frames from Low Fireball & High Fireball
Tanya (Pyromancer) - removed 2 recovery frames from Air Far Fire Blast & Air Close Fire Blast

Tremor - Rock Shower now activates 6 frames later and has 6 more recovery frames
Tremor - Rock Drop now activates 6 frames later and has 10 more recovery frames
Tremor - Down+FK is now -2 on block (down from +1)
Tremor - Down+BK is now -11 on block (down from -8)
Tremor - Ground Pulse & Ground Quake will be combo damage scaled after combo when used in an unavoidable off the ground situation
Tremor (Crystalline) - Krystal Blast Down Shatter is now -5 on block (down from 0)
Avatar de Usuario
mhtdtr
High Tier
 
Mensajes: 1398
Registrado: Lun Dic 20, 2010 6:26 pm
CFN: mhtdtr
PSNID: mhtdtr

Re: Hilo oficial: Mortal Kombat X

Notapor mhtdtr » Jue Mar 10, 2016 7:50 pm

Arcadianos que siguen jugando?
Avatar de Usuario
mhtdtr
High Tier
 
Mensajes: 1398
Registrado: Lun Dic 20, 2010 6:26 pm
CFN: mhtdtr
PSNID: mhtdtr

AnteriorSiguiente

Volver a Mortal Kombat

  • ¿Quién está conectado?

    Usuarios navegando por este Foro: No hay usuarios registrados visitando el Foro y 1 invitado

cron