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Author Topic: *Official Mortal Kombat 9 Thread*  (Read 10390 times)

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Offline Tha Lando ( Le CROM )

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Re: *Official Mortal Kombat 9 Thread*
« Reply #325 on: July 05, 2011, 07:13:39 PM »
are you serious? people are askin for they money back? dang it must be really good game then if they are going as far as to want they moolah back. i need this game! they kinda spoiling you ps3 users! \-/o :D

Offline Chaos Dante

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Re: *Official Mortal Kombat 9 Thread*
« Reply #326 on: July 05, 2011, 07:52:01 PM »
Personally I think Rain had something to do with it he's pissed he wasn't in the initial roster and that Kenshi and Skarlet are getting released before him, so he sabatoged Kenshi's release..... You know so he could RAIN on everybody's parade.


^see what I did there? Y'all get it "RAIN" on everybody's parade.  :D I crack myself up I should do stand up I'll be here all night people.

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Re: *Official Mortal Kombat 9 Thread*
« Reply #327 on: July 05, 2011, 08:34:53 PM »
I think Kenshi crashed the PSN. lol

Offline SanjiSasuke

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Re: *Official Mortal Kombat 9 Thread*
« Reply #328 on: July 06, 2011, 01:51:31 AM »
Mine's fine. (PSN)

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Re: *Official Mortal Kombat 9 Thread*
« Reply #329 on: July 06, 2011, 10:34:48 AM »

Offline Chaos Dante

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Re: *Official Mortal Kombat 9 Thread*
« Reply #330 on: July 06, 2011, 07:18:44 PM »
I think the 4th character is going to be Dan Hibiki

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Re: *Official Mortal Kombat 9 Thread*
« Reply #331 on: July 06, 2011, 07:24:47 PM »
I think the 4th character is going to be Dan Hibiki
Read my mind. lol

Offline Tha Lando ( Le CROM )

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Re: *Official Mortal Kombat 9 Thread*
« Reply #332 on: July 06, 2011, 07:25:52 PM »
I think the 4th character is going to be Dan Hibiki



 :D  imagine that one.  :D

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Re: *Official Mortal Kombat 9 Thread*
« Reply #333 on: July 06, 2011, 07:57:42 PM »
I miss Liu Kang's Bicycle Kick gibberish. lol

Offline SanjiSasuke

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Re: *Official Mortal Kombat 9 Thread*
« Reply #334 on: July 06, 2011, 08:01:25 PM »
He doesn't do that anymore!?

To me the 4th looks like he has a suit on.

Offline Rage

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Re: *Official Mortal Kombat 9 Thread*
« Reply #335 on: July 06, 2011, 10:04:06 PM »
He doesn't do that anymore!?

To me the 4th looks like he has a suit on.
he does but he does it the same way you do it in real life. He probably mean he misses the way he did it. The classic bicycle kick.

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Re: *Official Mortal Kombat 9 Thread*
« Reply #336 on: July 07, 2011, 06:23:13 AM »
he does but he does it the same way you do it in real life. He probably mean he misses the way he did it. The classic bicycle kick.
Yeah, mainly for the noises. lol
« Last Edit: July 07, 2011, 07:34:53 AM by C.R.O.M. - Shadaloo Lives! »

Offline SanjiSasuke

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Re: *Official Mortal Kombat 9 Thread*
« Reply #337 on: July 07, 2011, 07:34:50 AM »
You can do what I plan on doing; making them yourself. :D

Offline C.R.O.M. - Shadaloo Lives!

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Re: *Official Mortal Kombat 9 Thread*
« Reply #338 on: July 07, 2011, 07:36:19 AM »
lol Ok, that will have to work.
« Last Edit: July 07, 2011, 07:50:00 AM by C.R.O.M. - Shadaloo Lives! »

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Re: *Official Mortal Kombat 9 Thread*
« Reply #339 on: July 09, 2011, 05:05:38 PM »
http://shoryuken.com/2011/07/08/mk9-first-look-at-rain/

Quote
while back, the third DLC fighter for Mortal Kombat 9 was revealed to be the purple ninja, Rain. Wait… purple rain?

All you get for now is a render of the MK9 iteration of this character. I’m sure well see a character vignette and gameplay footage soon. Insert Yipes quote here.


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Re: *Official Mortal Kombat 9 Thread*
« Reply #340 on: July 09, 2011, 07:17:26 PM »
yeh just seen this on Fb. pretty cool
Lots and lots of supers so f*ckin what

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Offline Chaos Dante

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Offline Black Ops20

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Re: *Official Mortal Kombat 9 Thread*
« Reply #343 on: July 11, 2011, 04:47:01 PM »
Man they made Rain into a beast. =D>

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Offline SanjiSasuke

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Re: *Official Mortal Kombat 9 Thread*
« Reply #344 on: July 12, 2011, 02:06:29 AM »
No more hints on the 4th, but Rain looks like a nice addition. I wonder if that X-Ray is range only...

Offline juelz aka wolfi

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Re: *Official Mortal Kombat 9 Thread*
« Reply #345 on: July 12, 2011, 02:42:28 PM »
well did the devs mention the 4th DLC? and will it be the last DLC?
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Offline SanjiSasuke

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Re: *Official Mortal Kombat 9 Thread*
« Reply #346 on: July 12, 2011, 03:17:58 PM »
It was in the Kenshi trailer, but nothing besides that. Technically the Rain trailer did say 'Kombatants so you never know.

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Re: *Official Mortal Kombat 9 Thread*
« Reply #347 on: July 13, 2011, 04:42:19 PM »
http://boards.themortalkombat.com/community/viewtopic.php?f=3&t=27361
Quote
V 138S-228 (Xbox 360) / V 138S-228 (PS3) [update version 1.02] *released 06/10/2011

General Gameplay Fixes/Tweaks
• Changes to ranked and unranked auto matchmaking to help reduce the amount of time it takes to find a match and to more reliably match players of similar skill
• Tweaked in game peer to peer data transmissions for smoother gameplay.
• Opponent would sometimes play air reactions instead of ground reactions if attacker performed a combo initiated from a jump in punch that was blocked.
• Adjusted a few knocked down reactions that were missing knocked down states in them resulted in OTG windows.
• Fixed instances where some fighter’s Combo Breakers could be punished with wake up attacks if performed near the corner.
• Fixed some near 100% damage combos involving some Tag Assists
• Gravity adjustments on some air reactions to reduce the amount of unintended repeated hits in the corner for some fighters.
• Adjusted damage scaling for several reactions to reduce some fighter’s ability to land very large damage off of meterless combos.
• Added a tweakable switch to turn on the ability to throw escape when thrown while blocking (this is currently still set to off!)
• Fixed a bug where tagged in partners would sometimes come in from the wrong side of the play field.
• Fixed issue where some fighters could move after defeating an opponent in the first round after an X-Ray.
• Fixed an issue where sometimes the secret ladder fight characters would show up as the wrong color.
• All turnaround attacks now chain into their correct combos.
• Cleaned up some tag-ins and assists that were coming from the wrong side of the playfield.

Baraka
• Adjusted the air reaction to the chop chop blades to allow for juggle opportunities afterwards

Cyber Sub-Zero
• Tightened the input window for his mid bomb.
• Added a tweakable switch to turn on the ability for his bombs to freeze opponents in reacting states (this is currently still set to off!)
• Fixed an exploit where Cyber could remain in active parry state after a successful parry

Cyrax
• Added additional 2-in-1 options to some of Cyrax’s strings
• Cyrax’s Away+FP Command Grab has had its escape frame window widened to match the escape window of other throws
• Adjusted some reactions that resulted in completely unavoidable bomb popup scenarios
• Reduced the time after Cyrax has hit an opponent with a net before he can shoot another one
• Cyrax’s enhanced upkick no longer auto-faces during its attack
• Fixed an infinite loop involving Cyrax’s Net

Ermac
• Ermac can no longer true combo 2-in-1 from the last hit of the BP, BP string
• Ermac’s enhanced fireball now correctly costs meter when done from a 2-in-1
• Increased the damage scaling on a lifted opponent
• Fixed a bug where Ermac would occasionally shoot out an invisible fireball
• Slightly increased the recovery frames on a blocked or missed force push

Jade
• Added a few frames of armor to the beginning of her Enhanced shadow kick
• Added a few frames of armor to the beginning of her Enhanced staff overhead
• Fixed a case where sometimes when defeating the first opponent in a tag match with Jade’s throw the incoming partner could land a free hit

Jax
• Added a few frames of armor to the beginning of the Enhanced Dash Punch
• Lowered the amount of meter gained for doing ground pounds
• Jax can now dash cancel out of any of his ground pounds
• The enhanced dash punch is slightly faster and goes farther
• The promove 6th slam of the quad-slam does 1% addition damage now!
• Jax’s X-Ray attack has super armor on it until the collision is over

Johnny Cage
• Added a few frames of armor to the beginning of the Enhanced Shadow Kick
• Fixed an exploit where Cage could remain in active parry state after a successful X-Ray

Kabal
• Removed a block infinite resulting from repeated blocked Down+FK’s into Cancelled Dash’s
• Removed a block infinite resulting from repeated blocked Back+BK, FP’s into Cancelled Dash’s
• Kabal’s air fireballs hitting a wall no longer add damage scaling to a stationary opponent
• Fixed a bug where repeated Kabal air fireballs would sometimes be invisible

Kano
• Kano’s alternate costume should now correctly play his Victory cinema
• Kano’s alternate baby should now show up in his Babality correctly
• Kano can now jump in punch chain into his Towards+FP combos
• Kano’s enhanced choke grab now requires the correct buttons when done as a wakeup attack
• Added a few frames of armor to the beginning of the Enhanced Kano Ball (he loses the armor if he charges the ball)
• Kano’s X-Ray attack has super armor on it until the collision is over
• Fixed a case where sometimes when defeating the first opponent in a tag match with Kano’s throw the incoming partner could land a free hit

Kitana
• Increased the damage scaling applied after Kitana’s Enhanced Fan cancel opportunities

Kung Lao
• Gameplay adjustments to the Spin to make it not quite so dominant in exchanges
• Kung Lao’s Spin is now slightly easier to punish on block
• Reduced number of Dive Kicks that can be performed in a single juggle combo
• Player can now block while being staggered by his enhanced hat toss
• Kung Lao no longer has advantage on a blocked overhead punch from his teleport
• Fixed a bug where Kung Lao could retain his armor from an enhanced teleport

Liu Kang
• Fixed instances of being able to OTG from Liu Kang’s X-Ray, forcing the opponent into a standing reaction
• The first hit of Liu Kang’s FP, FP, FP string will more reliably hit from a cross up jump in punch if Liu Kang is in flip stance
• Fixed it so you do not get stuck in his Dragon Stance if you hit the flip stance button during it
• Added a few frames of armor to the beginning of the Enhanced Bicycle Kick
• Added a few frames of armor to the beginning of the Enhanced Flying Kick
• The Bicycle Kick now does the correct amount of damage and hits no meter which hit of the attack frames hit
• Fixed a case where sometimes when defeating the first opponent in a tag match with Liu Kang’s throw the incoming partner could land a free hit
• Fixed an exploit where Liu Kang could remain in active parry state after a successful parry

Nightwolf
• Added a few frames of armor to the beginning of the Enhanced Shoulder
• Added a few frames of armor to the beginning of the Enhanced choke grab
• Nightwolf’s Axe uppercut effect and collision now always goes in the correct direction if the opponent gets on the other side of him after he has started it
• Nightwolf is no longer punished for throwing certain characters

Mileena
• Fixed Mileena’s uppercut recovery when she remains ducking after landing it
• Fixed case where sometimes when defeating the first opponent in a tag match with Mileena’s throw the incoming partner could land a free hit

Noob
• Fixed instances where Noob’s Breaker could cause damage
• Noob can now 2-in-1 into all 3 versions of the Blackhole
• Noob recovers slightly faster after throwing the blackhole
• Fixed a camera glitch after a successful teleport grab
• Fixed a case where sometimes when defeating the first opponent in a tag match with Noob’s throw the incoming partner could land a free hit

Quan Chi
• Fixed an exploit allowing Quan Chi’s Trance and Buff special attacks while the opponent was tranced
• Slightly reduced Quan Chi’s advantage after sky drop hit
• Quan Chi recovers faster after a successful Trance
• Fixed an infinite loop involving Quan Chi’s Trance

Raiden
• Adjusted the blocked Superman ball off reaction to allow for easier punishment
• Away+FK, FP, BP is no longer advantage on block
• FK, FK, BK’s recovery when blocked is slightly adjusted
• Raiden’s has slightly less advantage after doing his Towards+FK, 2-in-1 into a teleport
• Slightly increased the recovery on a missed Raiden air superman fly
• The active frames on Raiden’s superman fly start slightly later

Reptile
• Fixed a rare facing issue that would sometimes cause Reptile’s X-Ray to attack in the wrong direction
• Fixed an issue with the collision on Reptile’s X-Ray that will fix some inconstancies with it landing in specific instances

Scorpion
• Scorpion can no longer be punished by breaking an opponent’s combo near a wall
• Fixed that sometimes when defeating the first opponent in a tag match with Scorpion’s throw resulted in a free hit for the incoming tag partner

Sektor
• Fixed a facing issue with Sektor’s Up+FK attack that should allow it to land more reliably during kombat
• Sektor can no longer be punished by breaking an opponent’s combo near a wall

Shang Tsung
• Fixed an issue where Shang Tsung’s turnaround FK would perform a punch instead of the intended kick
• Fixed an issue where Shang Tsung’s Upward Fireball would track an opponent that had jumped over him well after the windup on the attack had begun
• Shang Tsung can no longer be punished by breaking an opponent’s combo near a wall

Sindel
• Sindel can now 2-in-1 into her specials from her FK and her Towards+FK
• Fixed an infinite loop involving Sindel’s Scream

Sheeva
• Added a few frames of armor to the beginning of the Enhanced grab n punch
• Added a few frames of armor to the beginning of the Enhanced air grab
• Added a few frames of armor to the beginning of the Enhanced fireball
• Sheeva’s X-Ray now works against opponents with armor on
• Sheeva has a new Towards+FK, Away+FP combo

Smoke
• Closed the small window that allowed for a free Smoke Bomb after a successful air throw
• Fixed an issue with Smoke’s Throw Escape that allowed it to be punished if successful in some instances
• Reduced the damage scaling after a Smoke Bomb popup
• Smoke’s enhanced Smoke Bomb can now hit grounded opponents (doesn’t popup) for unscaled damage.
• Smoke recovers slightly faster after a missed air teleport
• Fixed an exploit where Smoke could remain in active parry state after a successful parry

Sonya
• Reverted some of Sonya’s temporary fighting style adjustments
• Fixed it so you do not get stuck in her Soldier Stance if you hit the flip stance button during it
• Sonya can no longer be punished by some characters for landing her X-Ray near a corner
• Increased the armor time on her Arch Kick and Cartwheel

Stryker
• Stryker can no longer be punished by some characters for landing his X-Ray near a corner

Sub-Zero
• Fixed a window where an opponent frozen near the ground could get stuck and wouldn’t recover from the reaction
• Sub-Zero can no longer be punished by breaking an opponent’s combo near a wall
• Fixed that sometimes when defeating the first opponent in a tag match with Sub-Zero’s throw resulted in a free hit for the incoming tag partner

 


V 138S-228-CA8BD927 (Xbox 360) / V 138S-228-0B72802D (PS3) *released 6/21/2011

• Slightly increased the startup on Kano’s up ball. (2 frames)
• Slightly increased the recovery frames on a blocked/missed Kano up ball. (6 frames)
• Slightly increased the recovery frames on Kano’s knive Toss (2 frames)
• Removed a loop-able combo with Kung Lao’s teleport.
• Improved Quan Chi’s Ground Burst startup and recovery to be more useful in regular gameplay.

 

 

V 140S-230 (PS3 only) *released 7/07/2011

• Addresses online desync issues related to classic costume dlc packs.

For Xbox 360:
In order to fix the desynchronization errors on the Xbox 360, you must manually re-download the Klassic Kostume DLC files from the Xbox Live Marketplace. Re-downloading the Klassic Skins Pack will not fix the problem. You must re-download the original pre-order skin(s). Instructions for re-downloading:

1. Hit the guide button (XBox Logo button on controller)
2. Go to the right to the tab labelled “Settings”
3. Select “Account Management”
4. Select “Download History”
5. Select the pre-order DLC you wish to re-download.
6. Choose “download again”

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The tongues of dying men force attention, like deep harmony. Where words are spent, they are seldom spent in vain.
-Mei Ling quotting Shakespeare

Offline SanjiSasuke

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Re: *Official Mortal Kombat 9 Thread*
« Reply #349 on: July 16, 2011, 08:42:42 PM »


I guess one Klassic per person isn't enough. :D

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