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The History of Mortal Kombat: Episode 10 - Out of The Arena
by Gambid on Mar 30, 2016 :: 7 Comments

We (ded and Gambid) are glad to announce the release of the next exciting episode of The History of Mortal Kombat.

So without further ado we give you The History of Mortal Kombat: Episode 10 - Out of The Arena. Have fun watching:



Update: 31.03.2016
The episode is now available for download form the section of the series.

Click here to visit the page of the series where you can watch and download every episode as it appears.

The History Of Mortal Kombat Episode 10 Out Of The Arena


We put a lot of effort and hard work in this episode and will be happy if you share your opinion with us.

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Mortal Kombat XL Patch Notes For Version 3.29.2016
by Roy Arkon on Mar 30, 2016 :: 0 Comments

Nethereealm Studios just released a new patch for Mortal Kombat XL, the notes have been listed on WB Games' website. Here they are:

Mortal Kombat XL Patch notes 3-29-16

Version number = XB1 - 0. 288-5- fd67e824 | PS4 - 0. 288-5-2c589d59

General Gameplay fixes

There is no longer an addition frame of input delay when simulate online delay is on and should now better match online play
Removed several camera, sound, and particle glitches due to rollback
Removed several possible online desyncs
If a breaker is initiated while the attacker is below ground it will no longer animate faster than normal
Some knockdown reactions no longer reset the buffered combo damage scaling used by unavoidable off the ground situations
Fixed a bug which could cause controller configuration options to be reset for a round after a rollback in an online match
The timer in survivor koth now starts at 150 seconds
Corrected some brutalities which had some issues with rollback
Made some corrections to movelist frame data
Some hotfix changes from the previous patch are now being applied correctly
AI tweaks for the kp2 characters
Multiple attacks hitting on the same frame should no longer sometimes break though Sonya's, Subzero's, Triborg's (CyberZero) X-Ray parry

Character Specific Fixes

Alien - Adjusted the collision of Towards+BK to no longer miss against some duck blocking characters
Alien - Away+BK is no longer high attack immune for during its active frames
Alien - Addressed an issue that was causing the opponents wakeup attacks to sometimes come out the wrong way after ending a combo in Tail Flip
Alien - Adjusted Tail Flip to address it sometimes missing against some characters if they were duck blocking
Alien (Acidic) - Can no longer win a round from poison damage
Alien (Acidic) - Acid Blood is now +1 on hit (down from +11)
Alien (Acidic) - Erosive Blood is now +8 on hit (down from +38)
Alien (Konjurer) - Fixed a bug that caused Facehugger to sometimes remove Kung Lao's hat for the rest of a round
Alien (Tarkatan) - Reduced the meter gain on executing the Tarkatan Rush special moves
Alien (Tarkatan) - Adjusted Away+BP to reduce it missing against some characters if they were duck blocking
Alien (Tarkatan) - Straight Slice no longer builds meter on block
Alien (Tarkatan) - Added 5 recovery frames on delayed Straight Slice on block
Alien (Tarkatan) - Added 10 recovery frames on delayed Nail And Impale on block

BoRaiCho - Adjusted Towards+FK to no longer miss against some duck blocking characters
BoRaiCho - Reduced the stun length of Fart Cloud & Crop Duster by 39 frames
Bo Rai Cho (Dragon Breath) - Added 10 miss recovery frames to Ground Blaze and it now has 2 active frames (down from 5)
Bo Rai Cho (Dragon Breath) - Doing Ground Fire or Ground Blaze while in a combo adds some combo damage scaling
Bo Rai Cho (Drunken Master) - Drinking no longer removes the full screen effects for Reptile’s (Nimble) Basilisk or Basilisk Runner and Jason’s (Relentless) Pursuit or Dark Pursuit
Bo Rai Cho (Drunken Master) - Adjusted the hit regions on Away+FK,FP+FK to hit more consistently after Away+FK hits from max range
Bo Rai Cho (Drunken Master) - Doing Drink or Chug while in a combo adds some combo damage scaling
Bo Rai Cho (Bartitsu) - Chaining Down+BK after a jump punch does the correct Bartitsu attack
Bo Rai Cho (Bartitsu) - Adjusted the hit regions on Away+FK,FP+FK to hit more consistently after Away+FK hits from max range

Ferra/Torr (Lackey) - Colossal Crush will now correctly combo from a hit

Jason - When Killing Machine is disabled after blocking an opponent’s X-Ray attack there will no longer be lingering effects and sounds
Jason (Unstoppable) - Having a round end on Kano’s (Commando) Low or High Kounter will no longer skip to slowdown sequence which was removing the player’s ability to not have Resurrection trigger
Jason (Relentless) - The opponent can no longer execute a run from a buffered command while Pursuit or Dark Pursuit was up

Johnny Cage - Tweaked the 2nd hit of Nutcracker to remove some instances where it could miss from a some duck blocking characters from a certain distance

Kano - Camera can no longer get out of sync if a rollback happened when Kano is hit out of the beginning of Black Dragon Ball
Kitana - Slightly increased the range of Down+FK
Kitana (Mournful) - Adjusted Glaive Return timing on hit to combo more consistently from mid screen to full screen
Kotal Kahn - Adjusted the hit region of FP,FP to hit a little more consistently
LeatherFace - Towards+BP is now +8 on hit (down from 13)
LeatherFace - Towards+FK is now +15 on hit (down from 20)
LeatherFace - Towards+BK is now +5 on hit (down from 15)
LeatherFace (Killer) - Killing someone with Psycho Rush’s Meter Burn will no longer sometimes skip the Finish Him sequence

LeatherFace (Butcher) - Skull Smash & Skull Fracture now have 8 startup frames (up from 6)
LeatherFace (Butcher) - BP,BP is now +11 on hit (down from 21)
LeatherFace (Butcher) - Towards+BP is now +12 on hit (down from 22)

Liu Kang (Flame Fist) - Adjusted repel regions of Windmill Punch & Windmill Flurry so the last hit is harder to low profile on block removing his option to 2in1 cancel it on block

Quan Chi (Sorcerer) - Having the armor trigger from Dark Curse while in a stun reaction will no keep his blocking disabled
Quan Chi (Sorcerer) - Added code to Dark Curse to not add armor if he being juggled in a reaction. This is currently not active because it would likely be more detrimental in most cases

Sonya (Special Forces) - Fixed being able to 2in1 cancel Drone summon into Drone attack commands

Tanya - Adjusted BP,BK to hit duck blocking opponents more consistently

Tremor - Added 5 recovery frames to Rock Shower

Triborg - FP is now +12 on hit (down from 19)
Triborg - FP,FP is now +9 on hit (down from 19)
Triborg - FP,FP,FP is now +15 on hit (down from 17)
Triborg - Towards+FP is now +13 on hit (down from 20)
Triborg - BP is now +14 on hit (down from 19)
Triborg - Towards+FK is now +15 on hit (down from 20)
Triborg - BP,FP is now +17 on hit (down from 24)
Triborg - BP,FP,FK is now -1 on block (down from -6)
Triborg - FK is now +12 on hit (down from 29)
Triborg - Away+FK now has 15 startup frames (up from 11)
Triborg - Down+FK is now +12 on hit (down from 18)
Triborg - BK is now +12 on hit (down from 17)
Triborg (CyberZero) - Towards+BP will no longer sometimes be missing it’s hit regions when canceled into from a run
Triborg (CyberZero) - Ice Ball now has 26 startup frames (up from 21)
Triborg (CyberZero) - reduced the stun frames on Ice Ball by 13
Triborg (Cyrax) - Shrapnel-Port now has armor, does 5 more damage, and causes a different reaction on the 2nd hit
Triborg (Cyrax) - reduced the stun frames on Net & Advanced Net by 30
Triborg (Smoke) - will no longer be invisible for some frames when 2in1 cancelling Away+BP,FP or Towards+BP,FP into some background interactions
Triborg (CyberZero) - doing Drone summon while in a combo adds some combo damage scaling
Triborg (CyberZero) - doing Dive Kick while in a combo adds some combo damage scaling
Triborg (Cyrax) - doing Bomb or Hover Bomb while in a combo adds some combo damage scaling
Triborg (Cyrax) - Net & Advanced Net will now miss-fire out if a Bomb or Hover Bomb has hit in the same combo
Triborg (Cyrax) - Hover Bomb will now miss-fire after 3 Hover Bombs have hit in the same combo
Triborg (Cyrax) - Bomb will now miss-fire after 3 Bombs have hit in the same combo
Triborg (Cyrax) - adjusted BP,FP,BP to prevent all 4 hits from being forced to be blocked against some characters
characteTriborg (Smoke) - reduced the initial damage of Smoke Cloud & Smoke Bomb by 2 and increased the drop damage by 2
Triborg (Smoke) - doing Dissipate & Evaporate while in a combo adds some combo damage scaling
Triborg (Smoke) - Doing Fade-Port & Smoke-Port while in a combo adds some combo damage scaling
Triborg (Smoke) - Smoke Bomb is now +5 on block (down from +8)

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, Discord and VKontakte.

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Big News Are Koming Tomorrow For Mortal Kombat X
by Gambid on Mar 29, 2016 :: 1 Comments

Ed Boon just revealed on Twitter that big things will be announced for Mortal Kombat X tomorrow:

Mortal Kombat X Big Things Are Koming


The fans are asking themselves, what those can be and all are hoping that they will have something to do with Kombat Pack 3.

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, Discord and VKontakte.

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Is a MAC Version of Mortal Kombat XL Koming?
by Roy Arkon on Mar 27, 2016 :: 0 Comments

Netherrealm Studios' head and Mortal Kombat co-creator Ed Boon has just responded on Twitter to someone who insulted Boon for not working on a PC version of Mortal Kombat XL. Ed Boon tweeted back and said that "A Mac version coming soon", indicating that according to Boon, a Mac version of Mortal Kombat XL might become a reality.

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, Discord and VKontakte.

Credit for user LuckyDearly for the info.

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MKX Mobile Skins Unlock-ability
by Roy Arkon on Mar 18, 2016 :: 8 Comments

Netherream Studios' Tyler Landsdown, the kommunity specialist of th studio, posted on the offical WB Games Forums the instructions for how to unlock the new mobile customs, Undercover Cassie Cage and Cyber Jacqui Briggs, to both consoles and mobile. See the skins and the Tyler's post with the instructions below.

Mortal Kombat X Mobile Skins requierments


Mortal Kombat X Mobile Skins


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, Discord and VKontakte.

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