Lots of issues solved and lots of balancing problems have been eliminated with the update

Sep 26, 2011 18:21 GMT  ·  By

Mortal Kombat, the recent reboot of the classic fighting franchise, has just received a pretty big update, solving a variety of issues and addressing balancing problems for almost all of the characters included in the title's roster.

The new Mortal Kombat has been a huge success, reaching impressive sales and finally delivering a successor to the gory and iconic arcade games that made the fighting series a part of gaming's most iconic franchises.

The game wasn't perfect, however, and things became increasingly problematic after the release of a variety of downloadable content for it, as the new costumes resulted in frequent 'desync' issues which prevented many players from engaging in online matches with others.

Thankfully, the development team at NetherRealm have published a massive patch over the weekend for the fighting game, addressing many issues and fixing balancing problems for almost every character included in the fighting game.

Check out the General fixes and tweaks included in the update below.

General Gameplay Fixes/Tweaks - Fixed a couple of crash scenarios. - DLC billboards should now behave correctly on Xbox - You should no longer see online desyncs on Xbox that are related to alternate costumes or classic costume DLC packs. - MOTD handling and displaying code was tweaked. - Fixed a bug that could have resulted in tweakvars getting corrupted. - Fixed a crash in player select if you tried to exit out while the dlc box was open. - With the exception of Human Cyrax and Human Sektor, everyone's alternate costumes should behave the same as their primary costumes and have the exact same move properties. - You can now block after a dash forward is completed if it was cancelled into from a special move. Canceling out of a dash into another dash was normalized for most of the characters. Dash Block canceling remains the same. - Wakeup attacks should have better invulnerability on them if done in the first 4 frames of the wakeup window. (this was added as a hotfix tweakable value) - You no longer get a completely free throw attempt after someone blocks your jump punch. The opponent has less block hit frames but chained combos from a jump punch will remain the same. - There were several reactions that could freeze players just before they landed from attacks and reactions such as Kano's Airball and Cyrax's Net air reaction. - Made many minor hitbox adjustments. - Tweaked the negative edge window. - Several low attacks were being parried incorrectly. - Nightwolf and Kenshi can no longer still absorb a projectile if they get hit out of their enhanced reflects before the recovery frames start. For the full list of issues solved as well as the balancing problems, check out the official post on the Mortal Kombat forums.