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Mortal Kombat X
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Summary, HD Remake
Games: MK1, MKII, UMK3
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The History of Mortal Kombat - Episode 09

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Mortal Kombat X - A Complete Prey Skin Pack Preview
by Gambid on Jul 6, 2015 :: 1 Comments

The Prey Skin Pack for Mortal Kombat X will arrive at the same time as the Predator DLC, July 7th for Kombat Pack owners and July 14th for everyone else. The Skin pack features Infrared Scorpion, Carl Weathers Jax and Commando Johnny Cage. We created a video preview with impressions for the three skins included in the pack and you can watch it here:



Infrared Scorpion

The idea here is to simulate one of Predator's vision modes. To be honest, I don't like the skin at the moment. Why, well there are several reasons:
- Its just a cheap repaint of the standard Scorpion skin, so nothing really creative about it.
- Its the 8th skin for the character. I know Scorpion is the most beloved
character in the franchise, but there are plenty of characters who just have 1 or 2.
- I think it will just look weird in the game.

Mortal Kombat X Infrared Scorpion Preview


In spite of all this, I hope that the skin will change my mind when it arrives.

Commando Johnny Cage

At first, nothing really special about it. In fact if you look at the colors it's really close to Hotshot Johnny Cage.

All this disappears however in the moment you realize that the skin is inspired by Arnold's look in the movie. Unfortunately NetherRealm were probably unable to obtain the license for Arnold's face if they tried at all so they went with the next best thing, and they did an amazing job. Take a look at some pictures:

Mortal Kombat X Arnold Schwarzeneger Commando Johnny Cage Comparisson


Carl Weathers Jax

The final skin of the prey pack is also the best one. It's a Carl Weathers Jax. In case you are asking yourself who that is, this is the actor who played Dillon in the predator movie.

Netherrealm has once again done a great job with the resemblance. Take a took at some images:

Mortal Kombat X Carl Weathers Jax Comparisson


Visit our Mortal Kombat X section for all available Mortal Kombat X information. Want to talk about Mortal Kombat X, take a look at our Mortal Kombat X forum.

Did you like this update? Then follow us on YouTube, Facebook, Twitter, Google+ and VKontakte.

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Mortal Kombat X - A Complete Predator DLC Preview
by Gambid on Jul 6, 2015 :: 1 Comments

The Predator DLC will be released on July 7th for Mortal Kombat X Kombat Pack owners and on July 14th for everyone else so we thought that this might be the best time to take one last look at everything we know. Take a look at the official announcement teaser:



For this news we are going to try to stay as much away from leaked information as possible as we don't want to ruin the character for you. So, no Fatalities, no Brutalities, no X-Ray and definitely no gameplay here. A few days ago we made a video preview for the Predator, so the information there might be a good way to start:



The three variations of the Predator are: Hunter, Warrior and Hish-Qu-Ten. And this is the only place we will break our rule and show leaked images as they are already everywhere, even on GameSpot:

Mortal Kombat X Predator Hish Qu Ten Variation Mortal Kombat X Predator Hunter Variation Mortal Kombat X Predator Warrior Variation


Netherrealm Studion has also released several different images to help heat things up before the launch of the Predator. Among the images are two posters, the very first screenshot of the character and an artwork of the spaceship interior, probably part of his bio:

Mortal Kombat X Predator You Are One Ugly Poster Mortal Kombat X Predator Coming Soon Poster Mortal Kombat X First Predator Screenshot Mortal Kombat X Predator Space Ship Concept Art


Excited about the arrival of the Predator, we sure are. One last thing that you should take with you from this news. The release date of the Predator Kombat Kast is July 6th and there we will be able to see the very first footage of the character:

Mortal Kombat X Predator Kombat Kast


Visit our Mortal Kombat X section for all available Mortal Kombat X information. Want to talk about Mortal Kombat X, take a look at our Mortal Kombat X forum.

Did you like this update? Then follow us on YouTube, Facebook, Twitter, Google+ and VKontakte.

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Petition: We Want a Mortal Kombat Lore Encyclopedia!
by Gambid on Jul 1, 2015 :: 8 Comments

After the success of the Tremor in Mortal Kombat X petition, fans started creating online petitions for everything they ever wanted in the game.

So what makes the petition I am writing about any different? It is unique and does not necessarily revolve around the latest game of the franchise. Further more, it is reasonable and delivers an interesting idea for the guys over at Netherrealm and Warner Bros.

The petition is about a creation of a Mortal Kombat Lore Encyclopedia. Take a look:

Dear respective parties (Netherrealm Studios, Ed Boon, DC Comics, DK Publishing, Shawn Kittlesen, Etc),

Mortal Kombat Lore Encyclopedia Petition


We as Mortal Kombat fans would like to finally have a definitive book encompassing the Mortal Kombat Lore. Over the previous 20+ years, we have had a bunch of games and comic books, yet we have nothing like this. When your game is built around lore, you need something like this for your fan base. Marvel and DC comics both have various encyclopedias. Something like this would be vital for the old fan base and the new, and would be an essential collector's item for every fan. We are petitioning you to make this happen, to make this a reality for all fans of the long running series.

Thank you.


The petition has already managed to catch the eye of Mortal Kombat X Comic book writer Shawn Kittelsen who appears to be interested in taking over such a project in case Warner Bros decides to do it:




Want to make this happen, then click here and sign the petition.

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Klassic Scorpion And New Brutalities In The MKX June Patch
by Gambid on Jun 30, 2015 :: 1 Comments

Netherrealm Studios has released a new patch for the PlayStation 4 and XBox One versions of Mortal Kombat X. With its size of 5,5 GB the patch fixes several issues in the game, adds some new features and adjusts characters balance. Among the new features are several new Secret Brutalities at which we are going to take a more detailed look in a separate news and a Klassic Scorpion skin:



Take a look at the full patch notes for more information:

General Gameplay fixes

- You can now turn off auto saving of Match Replays in game play options (this is defaulted OFF you will need to turn these ON after getting this patch if desired)
- Improvement to PlayStation®3 system generic driver support (The user can now turn off the DUALSHOCK®4 wireless controller after pairing a compatible fightstick to the console. The DUALSHOCK®4 wireless controller can only be turned off AFTER pairing the fightstick.)
- User now can leave a KOTH session as king without taking a loss
- There are new secret brutalities to discover!

Mortal Kombatx Klassic Scorpion


Character Specific Fixes

- D'Vorah - reduced the cancel advantage after Pterothorax combo (Towards + FP, FP, BP) by 2
- D’Vorah (Swarm Queen) - must be in the Bug Bomb held loop for 3 frames before you can dash cancel out of it
- Cassie - Single Shot is +2 on hit (up from -9)
- Ermac - adjusted hitbox on Soul Burst & Soul Burst to make it harder to low profile
- Ermac - increased Soul Burst damage by 4
- Ermac - increased Soul Blast damage by 10
- Erron Black - increased the cancel advantage of Down + FK by 3 (no longer connects into Tackle on hit)
- Ferra/Torr - increased damage on Grab 'n' Stab by 3
- Ferra/Torr - increased damage on Deep Stab by 4
- Goro - increased hit advantage on Shokan Grab & Shokan Slam to 28 (up from 8)
- Goro (Kuatan Warrior) - increased hit advantage on Chest Lunge to 20 (up from 5)
- Goro (Kuatan Warrior) - increased hit advantage on Chest Charge to 23 (up from 5)
- Goro (Dragon Fangs) - increased hit advantage on Shokan Stabs to 22 (up from 7)
- Goro (Dragon Fangs) - increased hit advantage on Shokan Massacre to 23 (up from 5)
- Goro (Tigrar Fury) - decreased combo damage scaling after Ground Scorch
- Jacqui - Stanky Leg (BK ~up BK) is now listed in the movelist
- Jason - increased the hitbox on Back Breaker, Spine Shatter, Choke, Choke Slam, Tight Squeeze, & Crippler to make it harder to low profile
- Jason (Relentless) - reduced the recovery frames on Dark Pursuit (enhanced) to 54 (down from 106)
- Jax – opponent can no longer techroll after x-ray
- Johnny Cage (Fisticuffs) – Away + FP now has 10 startup frames (up from 9)
- Johnny Cage (Fisticuffs) - all Speed Bag hits are now always -3 on block instead of every 4th one being 0
- Kano - Black Dragon Ball (enhanced) damage increased by 4
- Kano - Uprise Ball (enhanced) damage increased by 3 and is now -5 on block (down from -27)
- Kano (Commando) – Choke & Strangle are now -4 on block (down from -14)
- Kenshi - Down + BK can no longer be high parried
- Kenshi – it is now easier to juggle combo after Sword Dance
- Kenshi – several moves were not combo damage scaling correctly on hit
- Kenshi (possessed) - Sickle Lift reaction is now consistent (no longer more or less hit advantage depending on height)
- Kenshi (Kenjutsu) - removed armor from Tele-Strike
- Kitana – now pokes out with a fan in Punishing Poke (Down + FP)
- Kitana - Rising Blades can now be special move 2in1’d out of on hit
- Kitana - 2nd fan in enhanced Fan Toss is now a mid block
- Kitana - Back Slash (Towards + FP) is now -9 on block (down from -34) +5 on hit (up from -20) and has 25 less recovery frames
- Kitana - Learn Respect combo (Towards + FP, FP) is now -2 on block (down from -1FP) +6 on hit (up from -3) and has 9 less recovery frames
- Kitana - Fake Out combo (BP, FP) is now +2 on block (down from -12)
- Kitana - increased damage on Fan-Tastic combo (BP, FP, BP) by 4 and is now -3 on block (down from -10)
- Kitana - Fan Swipe (Towards + BP) is now -6 on block (down from -18) +8 on hit (up from -14) and has 12 less recovery frames
- Kitana - Gut Gash combo (Towards + BP, BP) -6 on block (down from -17) and has 9 less recovery frames
- Kitana - increased combo damage scaling after Rightful Heir combo (Towards + BK, FK)
- Kitana (Royal Storm) - Square Boost & Square Wave are now a hard knockdown
- Kitana (Assassin) - reduced meter gain from parry
- Kitana (Assassin) - Princess Parry startup is now 7 (down from 18)
- Kitana (Mournful) - easier to juggle combo after Air Glaive Throw and Air Glaive Return
- Kitana (Mournful) - Shadow Kick & Eclipse Kick startup is 12 (down from 14)
- Kotal Kahn – Towards + FK can no longer be high parried
- Kotal Kahn (Sun God) - improved hitbox on Sun God Choke
- Kung Jin (Ancestral) - now goes into a ducking state during Low Shot
- Kung Lao - no longer gains a bar of meter when doing a wakeup Hat Toss or Teleport
- Kung Lao (Tempest) - Hat Spin & Orbiting Hat now correctly combo damage scale on hit
- Kung Lao (Hat Trick) - Hat Call Back is now a mid block
- Kung Lao (Hat Trick) - Hat Call Back of a Low Hat Trap is now a low block
- Kung Lao (Hat Trick) - slightly easier to juggle combo after Hat Call Back
- Kung Lao (Hat Trick) - reduced High Hat Trap recovery by 25 frames
- Kung Lao (Hat Trick) - reduced Hat Trap & Low Hat Trap recovery by 15 frames
- Kung Lao's- EX teleport throw damage fixed
- Liu Kang - adjusted several hitboxes to hit more consistently
- Liu Kang - 3 more active frames on down BP
- Liu Kang - now goes into a ducking state during low fireballs
- Liu Kang (Flame Fist) - Windmill Punch & Windmill Flurry can now be 2in1 special cancelled on block/hit
- Liu Kang (Flame Fist) - Shaolin Flame can now be 2in1 special cancelled out of
- Liu Kang (Dualist) - Low Soul Sphere is now a low block
- Mileena - adjusted several hitboxes to hit more consistently
- Mileena - Low Slash (down FP) no longer pushes opponents away before the active frames
- Mileena - increased hit advantage on Rider combo (Away + BP, BP, throw) to 25 (up from -7)
- Mileena (Piercing) - now goes into a ducking state during Low Sai
- Mileena (Ravenous) - increased hit advantage on grab specials
- Mileena (Ravenous) - doing the Quick Taste combo (Away + FP, BP, throw) will now heal her a small amount as she bites
- Mileena (Ethereal) - Reduced the recovery on Vanish Away & Vanish Towards. Also allows for combos to continue afterwards.
- Quan Chi - opponent can no longer techroll after x-ray
- Quan Chi (Warlock) - victim is no longer throw immune after being hit by Portal Stab
- Raiden - Supernatural combo (Away + FK, BK) can now be 2in1 cancelled out of
- Raiden - reduced the hitbox of Electric Fly & Thunder Fly
- Raiden (Thunder God) - slightly less chip damage on charged normals
- Raiden (Master of Storms/Displacer) - now has a God's Rage combo (Towards + FP, BP, Away + BP)
- Reptile - adjusted several hitboxes to hit more consistently
- Reptile - can no longer repeatedly stack the damage nullification from Stealth & Invisibility
- Reptile - Slithering Slaps (Away + BP) increased damage by 2
- Reptile - increased damage of Slink combo (FP, BP, FP) by 4
- Reptile - increased damage on Deadly Venom combo (FP, BK) by 4
- Reptile - decreased damage of Dragon Kick (FK) by 2
- Reptile - increased damage of Shedding Skin combo (FK, BK, Down + BK) by 2
- Reptile - increased hit/cancel advantage on Sneaky Snake combo (Away + FP, Down + BK) by 20
- Reptile - increased damage Toxic combo (Towards + FK, Away + BK) by 2
- Reptile - Low Heel (Down + FK) now has 7 startup frames (down from 9) and is -3 on block (up from -2)
- Scorpion (Hellfire) - Flame Aura / Burner can no longer be done more than once in the same combo
- Scorpion - Eternal Vengeance combo (BP, FP, BK) has 4 less cancel advantage and no longer resets the block stun when it's 2in1 cancelled out of
- Scorpion (Ninjutsu) - increased damage on Affliction combo (Away + FP, BP, FP) by 2
- Scorpion (Ninjutsu) - increased damage on Doom Slice (Away + BP) by 4
- Scorpion (Ninjutsu) - increased damage on Doom Blade (Towards + BP) by 4
- Scorpion (Ninjutsu) - increased damage on Dead End combo (BP, FP, BP) by 2
- Scorpion (Ninjutsu) – Downfall (Away + BK) now hits twice
- Scorpion (Ninjutsu) - increased damage on Cataclysm combo (Towards + BK, BP) by 4
- Shinnok - adjusted several hitboxes to hit more consistently
- Shinnok (Necromancer) - adjusted tracking of Devil's Flick, Devil's Backhand, Summoned Fiend, & Summoned Slam
- Shinnok (Necromancer) - increased damage on Judgment Fist & Judgment Smash by 3
- Shinnok (Necromancer) - Devil's Flick is no -8 on block (up from -4)
- Shinnok (Bone Shaper) - Dark Beam is now a high block and +8 on hit (up from -14)
- Shinnok (Bone Shaper) - opponent can no longer techroll after Scepter Slam
- Shinnok (Bone Shaper) - Deity combo (Towards + BP, BP, throw) can now be 2in1 cancelled on hit
- Sonya - adjusted several hitboxes to hit more consistently
- Sonya – added 5 more recovery frames on Air Drop when missed
- Sonya - Energy Blast is a mid block and -5 on block (up from -15)
- Sonya - increased damage of Flying Kick (enhanced) by 4
- Sonya - increased damage of Leg Slam by 5
- Sonya (Covert Ops) - Garrote Parry is no longer throw immune
- Sonya (Demolition) - increased cancel advantage on Boomer combo (FP, FP, BP)
- Sonya (Demolition) - adjusted the damage & hit stun of the grenade attacks
- Takeda (Shirai Ryu) – the last hit of Air Spear & Spear Ryu will now combo damage scale correctly
- Takeda (Lasher) - Whip Thrash & Whip Strike now hits on both sides
- Tanya – last hit of throw will now combo damage scale correctly
- Tanya - adjusted several hitboxes to hit more consistently
- Tanya - can't attack for 10 frames after a blocked Quick Teleport
- Tanya - removed armor from Quick Teleport
- Tanya (Kobu Jutsu) - Back Stab combo (Away + FP, BP + BK, throw) can no longer be punished on hit
- Tanya (Kobu Jutsu) - 2nd and 3rd hits of Tonfa Swipe will have less block recovery frames the longer you delay the previous attack
- Tanya (Pyromancer) – slightly increased pushback on blocked fireballs

Added the following Costume for online compatibility:

- Klassic Scorpion

Mortal Kombatx Klassic Scorpion Outro


Visit our Mortal Kombat X section for all available Mortal Kombat X information. Want to talk about Mortal Kombat X, take a look at our Mortal Kombat X forum.

Did you like this update? Then follow us on YouTube, Facebook, Twitter, Google+ and VKontakte.

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Injustice: Gods Among Us Arkham Bane Challenge Available
by Gambid on Jun 28, 2015 :: 5 Comments

To celebrate the release of Batman: Arkham Knight Netherrealm Studio is releasing characters from the Arkham series as challenges for the Injustice: Gods Among Us mobile game. The first was an Arkham Origins Joker. The currently ongoing challenge will allow you to obtain a Gold Arkham Origins Bane card:

Injustice Gods Among Us Mobile Arkham Bane Challenge


Did you like this update? Then follow us on YouTube, Facebook, Twitter, Google+ and VKontakte.

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Last Updated
Jun 22 2015, 12:45 AM