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Mortal Kombat's latest patch solves desynchronization errors, makes balance changes
As we've discussed before, fighting games make use of a language unique to the genre: Terms like "OTG" and "yomi" are common across the pantheon of games that populate the modern fighting scene.
Within that universal language, however, are several distinct and established dialects, each centered around a different title or series. For instance, in Mortal Kombat's vernacular, there is no word more offensive or infuriating than "desynchronization."
The desynchronization error, a plague upon both systems that was eventually quarantined to Xbox Live, caused matches to disconnect after selecting specific DLC costumes, alternate costumes, and default costumes. Thankfully though, the latest patch pushed by NetherRealm Studios seems to have finally cured the pandemic: we tested Scorpion's Klassic Kostume DLC and encountered zero errors, which is a massive improvement over the one-hundred percent guaranteed desynch rate associated with the costume previously.
The patch also provides some desperately needed mechanical tweaks and balancing adjustments, and while many of those changes are undocumented, you can peep a list of the important stuff after the break. Fight!
(Please note: Patch notes are verbatim, emphasis added is not our own.)
V 0.144S-234-77c814ec (Xbox 360) / V ????-??? (PS3) [update version 1.??] *released 09/23/2011
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.
Baraka's Blade Spin move starts up faster and is safer when blocked.