{"id":2477,"date":"2026-04-12T19:58:10","date_gmt":"2026-04-12T19:58:10","guid":{"rendered":"http:\/\/mynintendonews.com\/?p=276998"},"modified":"2026-04-12T19:58:10","modified_gmt":"2026-04-12T19:58:10","slug":"patch-notes-for-mortal-kombat-11s-november-update-on-nintendo-switch","status":"publish","type":"post","link":"https:\/\/arcader.org\/news\/patch-notes-for-mortal-kombat-11s-november-update-on-nintendo-switch\/","title":{"rendered":"Patch notes for Mortal Kombat 11\u2019s November update on Nintendo Switch"},"content":{"rendered":"<figure class=\"wp-block-image alignfull size-large\"><a href=\"https:\/\/sickr.files.wordpress.com\/2020\/10\/mortal_kombat_11.jpg\"><img decoding=\"async\" data-attachment-id=\"275358\" data-permalink=\"https:\/\/mynintendonews.com\/2020\/10\/18\/warner-bros-executive-wasnt-sure-if-mortal-kombat-11-would-be-a-good-fit-for-switch\/mortal_kombat_11-3\/\" data-orig-file=\"https:\/\/sickr.files.wordpress.com\/2020\/10\/mortal_kombat_11.jpg\" data-orig-size=\"1920,1080\" data-comments-opened=\"1\" data-image-meta=\"{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}\" data-image-title=\"mortal_kombat_11\" data-image-description data-medium-file=\"https:\/\/arcader.org\/wp-content\/uploads\/2020\/11\/patch-notes-for-mortal-kombat-11s-november-update-on-nintendo-switch-3.jpg\" data-large-file=\"https:\/\/arcader.org\/wp-content\/uploads\/2020\/11\/patch-notes-for-mortal-kombat-11s-november-update-on-nintendo-switch.jpg\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2020\/11\/patch-notes-for-mortal-kombat-11s-november-update-on-nintendo-switch.jpg\" alt class=\"wp-image-275358\" srcset=\"https:\/\/arcader.org\/wp-content\/uploads\/2020\/11\/patch-notes-for-mortal-kombat-11s-november-update-on-nintendo-switch.jpg 780w, https:\/\/arcader.org\/wp-content\/uploads\/2020\/11\/patch-notes-for-mortal-kombat-11s-november-update-on-nintendo-switch-1.jpg 1560w, https:\/\/arcader.org\/wp-content\/uploads\/2020\/11\/patch-notes-for-mortal-kombat-11s-november-update-on-nintendo-switch-2.jpg 150w, https:\/\/arcader.org\/wp-content\/uploads\/2020\/11\/patch-notes-for-mortal-kombat-11s-november-update-on-nintendo-switch-3.jpg 300w, https:\/\/arcader.org\/wp-content\/uploads\/2020\/11\/patch-notes-for-mortal-kombat-11s-november-update-on-nintendo-switch-4.jpg 768w, https:\/\/arcader.org\/wp-content\/uploads\/2020\/11\/patch-notes-for-mortal-kombat-11s-november-update-on-nintendo-switch-5.jpg 1024w\" sizes=\"(max-width: 780px) 100vw, 780px\"><\/a><\/figure>\n<p>Netherrealm Studios, the developer behind the ultra-violent <a href=\"https:\/\/mynintendonews.com\/?s=Mortal+Kombat+11\">Mortal Kombat 11<\/a>, have released the official patch notes for the November 2020 update on the Nintendo Switch. The update is available right now on your Switch system and should have automatically downloaded. It\u2019s rather a large patch, so check out the extensive patch notes below:<\/p>\n<ul>\n<li>Move list corrections<\/li>\n<li>Improvements to AI logic<\/li>\n<li>Added several new Brutalities for players to discover<\/li>\n<li>Added an option to toggle the ability to use Kustom Variations in Tournament Mode Options<\/li>\n<li>Slightly adjusted the head victim region location for all characters<\/li>\n<li>Most Basic &amp; Kombo Attacks now allow for button input buffer during their last 4 frames of recovery<\/li>\n<li>Hop attacks are now also immune to Down + Front Punch Basic Attacks until their recovery frames<\/li>\n<li>Getup recovery is now 4 frames faster<\/li>\n<li>Delayed Getup now uses a unique animation, displays in-game message, and only has one timing of 20 frames (previously Short was 15 and Long was 30 frames)<\/li>\n<li>Fatal Blows now have a larger 6 frame window to Flawless Block, have slightly less pushback on block, and no longer pushback from blocking cornered opponents<\/li>\n<li>Fixed a rare issue with throw escapes that could cause weapons held in hands to use an incorrect animation<\/li>\n<li>Toward &amp; Back Throws now lose trades to most other attacks and they do 10 less damage on their initial hit<\/li>\n<li>When a Basic Throw startup is interrupted it will now cause the hit reaction to occur at the current location of the character, instead of the starting location of the throw<\/li>\n<li>Fixed a rare issue that could cause Krushing Blow DOTs to linger after resurrections if the additional damage from the Krushing Blow cinematic caused the death<\/li>\n<li>Fixed an issue that could cause incorrect victim regions to be used for a few frames if the player performed a forward dash then held down without any further inputs<\/li>\n<li>Most Kombo Attacks can no longer hit opponents from behind unless the opponent is in a combo<\/li>\n<li>Fixed a rare issue that could cause a physical attack to be ignored by the opponent if a projectile collided with a background at that very specific timing<\/li>\n<li>Slightly adjusted victim regions on several regular reactions<\/li>\n<\/ul>\n<ul>\n<li>Minor online stability improvements<\/li>\n<li>Fixed several rare online desync causes<\/li>\n<li>Added an Online Tutorial when you first go to the Online Menu that explains some parts of Kombat League &amp; Matchmaking<\/li>\n<li>Players can now use Kustom Variations in Kompetitive Modes<\/li>\n<li>Players can now view an opponent\u2019s First Party online profile on the rematch screen after an online match<\/li>\n<li>There is now a Main Menu popup message informing a user if they have been banned from the online servers<\/li>\n<\/ul>\n<ul>\n<li>Added new Nether Forge Recipes for players to discover<\/li>\n<li>Added New Krypt Events<\/li>\n<\/ul>\n<ul>\n<li>Added New Player Module Rewards<\/li>\n<li>Added a new Summonable Tower<\/li>\n<li>Added new Augments for all characters<\/li>\n<li>Added a new Konsumable called Elixir<\/li>\n<li>Fixed various gameplay &amp; visual issues with several Augments<\/li>\n<li>Replaced some opponents in the Gauntlet with new characters<\/li>\n<\/ul>\n<ul>\n<li><strong>Baraka<\/strong>&nbsp;\u2013 Low Stab (Down + Front Punch) is now -6 on block (down from -4), has 2 more recovery frames on miss, and 4 more frames of hit advantage on a grounded opponent<\/li>\n<li><strong>Baraka<\/strong>&nbsp;\u2013 Straight Shank (Down + Towards + Front Punch) is now -6 on block (down from -3) and has 3 more recovery frames on miss<\/li>\n<li><strong>Baraka<\/strong>&nbsp;\u2013 Opponent\u2019s hop attacks are now immune to Straight Shank until its recovery frames<\/li>\n<li><strong>Baraka<\/strong>&nbsp;\u2013 Low Poke (Down + Front Kick) is now -5 on block (down from -4) and has 3 more recovery frames on miss<\/li>\n<li><strong>Baraka<\/strong>&nbsp;\u2013 Low Shank (Down + Towards + Front Kick) is now -6 on block (down from -4), has 2 more recovery frames on miss, and 2 more frames of hit advantage on a grounded opponent<\/li>\n<\/ul>\n<ul>\n<li><strong>Cassie Cage<\/strong>&nbsp;\u2013 Straight Punch (Down + Front Punch) is now -6 on block (down from -4), has 2 more recovery frames on miss, and 3 more frames of hit advantage on a grounded opponent<\/li>\n<li><strong>Cassie Cage<\/strong>&nbsp;\u2013 Side Kick (Down + Front Kick) now has a different hit reaction, has 2 more recovery frames on miss, and 4 more frames of hit advantage on a grounded opponent<\/li>\n<li><strong>Cassie Cage<\/strong>&nbsp;\u2013 Opponent\u2019s hop attacks are now immune to Ball Buster until its recovery frames<\/li>\n<li><strong>Cassie Cage<\/strong>&nbsp;\u2013 BLB-118 Bitchin\u2019 Bubble now has a 300 frame duration (down from 400) and will now disappear when Cassie is hit, has an attack parried, or performs Back Throw<\/li>\n<\/ul>\n<ul>\n<li><strong>Cetrion<\/strong>&nbsp;\u2013 Low Wind (Down + Front Punch) now has 3 more recovery frames on miss and 4 more frames of hit advantage on a grounded opponent<\/li>\n<li><strong>Cetrion<\/strong>&nbsp;\u2013 Krystal Kick (Down + Front Kick) now has a different hit reaction, has 4 more recovery frames on hit, 2 more recovery frames on miss, and 4 more frames of hit advantage on a grounded opponent<\/li>\n<li><strong>Cetrion<\/strong>&nbsp;\u2013 Krystal Heel (Down + Back Kick) is now -6 on block (down from -5), has 1 more recovery frame on miss, and 2 less frames of hit advantage on a grounded opponent<\/li>\n<li><strong>Cetrion<\/strong>&nbsp;\u2013 Fixed a rare issue with Conflux of Elements which could cause other elements besides Hallowing Winds to alter the opponent\u2019s air movement<\/li>\n<\/ul>\n<ul>\n<li><strong>D\u2019Vorah<\/strong>&nbsp;\u2013 Low Sting (Down + Front Punch) now has 3 more recovery frames on hit and 3 more frames of hit advantage on a grounded opponent<\/li>\n<li><strong>D\u2019Vorah<\/strong>&nbsp;\u2013 Slight Sting (Down + Back Kick) now has 4 more frame of hit advantage on a grounded opponent<\/li>\n<li><strong>D\u2019Vorah<\/strong>&nbsp;\u2013 Adjusted the hit regions of Tsetse (Towards + Back Punch, Back Punch, Down + Front Punch + Front Kick) and it can now be directed close or far<\/li>\n<li><strong>D\u2019Vorah<\/strong>&nbsp;\u2013 slightly reduced the hit regions of Bug Bash (Towards + Front Punch)<\/li>\n<li><strong>D\u2019Vorah<\/strong>&nbsp;\u2013 slightly increased the range of Bot Fly (Towards + Front Punch, Front kick) when opponent is in a combo<\/li>\n<\/ul>\n<ul>\n<li><strong>Erron Black<\/strong>&nbsp;\u2013 Ducking victim regions slightly increased<\/li>\n<li><strong>Erron Black<\/strong>&nbsp;\u2013 Low Boot (Down + Front Kick) is now -5 on block (down from -3) and 2 more recovery frames on miss<\/li>\n<li><strong>Erron Black<\/strong>&nbsp;\u2013 Ankle Biter (Down + Towards + Front Kick) now has 8 startup frames (down from 9), has 1 less recovery frame on miss, 2 more frames of hit advantage on a grounded opponent, and has an increased hit region when opponent is in a combo<\/li>\n<li><strong>Erron Black<\/strong>&nbsp;\u2013 Sandy Sole (Down + Back Kick) is now -7 on block (down from -3)<\/li>\n<li><strong>Erron Black<\/strong>&nbsp;\u2013 Slightly increased the hit regions of Ghost Koins (Fatal Blow) when opponent is in a combo<\/li>\n<li><strong>Erron Black<\/strong>&nbsp;\u2013 Down Peacemaker now has 20 startup frames (up from 15), is a low block, -14 on block (down from -8), -19 on flawless block (down from -8), and 1 less recovery frame on miss<\/li>\n<li><strong>Erron Black<\/strong>&nbsp;\u2013 Removed some instances where Zaterrean Spit could damage opponents when they are invulnerable to attacks<\/li>\n<li><strong>Erron Black<\/strong>&nbsp;\u2013 Fixed an issue that could cause juggle hits after Rising Stock (Locked And Loaded) Krushing Blow juggle during Finish Him to not allow a fatality to be performed<\/li>\n<\/ul>\n<ul>\n<li><strong>Frost<\/strong>&nbsp;\u2013 Frigid Palm (Down + Front Punch) is now -5 on block (down from -4)<\/li>\n<li><strong>Frost<\/strong>&nbsp;\u2013 Chest Cold (Down + Front Kick) is now -6 on block (down from -3), has 1 less recovery frame on hit, and 4 more frames of hit advantage on a grounded opponent<\/li>\n<li><strong>Frost<\/strong>&nbsp;\u2013 Slightly adjusted the victim regions on the hit reaction to Freezer Burn (Away + Front Punch, Back Punch)<\/li>\n<li><strong>Frost<\/strong>&nbsp;\u2013 Removed some instances where Core Trap could damage opponents when they are invulnerable to attacks<\/li>\n<\/ul>\n<ul>\n<li><strong>Geras<\/strong>&nbsp;\u2013 Knee Bash (Down + Front Punch) is now -6 on block (down from -5), has 3 more recovery frames on miss, and 2 more frames of hit advantage on a grounded opponent<\/li>\n<li><strong>Geras<\/strong>&nbsp;\u2013 Gauntlet Slam (Down + Front Kick) now has 5 more frames of hit advantage on a grounded opponent<\/li>\n<li><strong>Geras<\/strong>&nbsp;\u2013 Pounding Sand (Down + Back Kick) now has 3 more frames of hit advantage on a grounded opponent<\/li>\n<\/ul>\n<ul>\n<li><strong>Jacqui Briggs<\/strong>&nbsp;\u2013 Straight Jab (Down + Front Punch) is now -6 on block (down from -3), has 3 more recovery frames on miss, and 3 more frames of hit advantage on a grounded opponent<\/li>\n<li><strong>Jacqui Briggs<\/strong>&nbsp;\u2013 Side Strike (Down + Front Kick) now has a different hit reaction, has 5 more recovery frames on miss, and 3 more frames of hit advantage on a grounded opponent<\/li>\n<li><strong>Jacqui Briggs<\/strong>&nbsp;\u2013 Slightly adjusted the hit regions of Leaping Bow (Away + Front Punch) and it now has 1 less active frame, 1 more recovery frame on miss, and no longer pushbacks from blocking cornered opponents<\/li>\n<li><strong>Jacqui Briggs<\/strong>&nbsp;\u2013 Bionic Dash is now -12 on block (down from -7)<\/li>\n<li><strong>Jacqui Briggs<\/strong>&nbsp;\u2013 Jump Attacks &amp; Special Moves when executed during Bionic Bounce do slightly less damage and have a larger 6 frame window to Flawless Block<\/li>\n<li><strong>Jacqui Briggs<\/strong>&nbsp;\u2013 Prototype Rocket is now -16 on block (down from -14), has 12 more recovery frames on hit and has 2 more recovery frames on miss<\/li>\n<li><strong>Jacqui Briggs<\/strong>&nbsp;\u2013 Removed some instances where the dot damage of Grenade Launcher could damage opponents when they are invulnerable to attacks<\/li>\n<\/ul>\n<ul>\n<li><strong>Jade<\/strong>&nbsp;\u2013 Straight Palm (Down + Front Punch) is now -6 on block (down from -4), has 2 more recovery frames on hit, has 2 more recovery frames on miss, and 4 more frames of hit advantage on a grounded opponent<\/li>\n<li><strong>Jade<\/strong>&nbsp;\u2013 Side Heel (Down + Front Kick) now has a different hit reaction, and is now -5 on block (down from -4), has 1 more recovery frame on hit, and 4 more frames of hit advantage on a grounded opponent<\/li>\n<li><strong>Jade<\/strong>&nbsp;\u2013 Pierced (Down + Back Kick) is now -7 on block (down from -6), has 2 more recovery frames on hit&amp; on miss, and 2 more frames of hit advantage on a grounded opponent<\/li>\n<li><strong>Jade<\/strong>&nbsp;\u2013 Getup\/Flawless Block Attack (Up + Front Kick) is now -8 on block (down from -6), and -13 on flawless block (up from -16), and 3 less recovery frames on hit &amp; on miss<\/li>\n<li><strong>Jade<\/strong>&nbsp;\u2013 adjusted the repel region on Pole Vault during its startup frames<\/li>\n<li><strong>Jade<\/strong>&nbsp;\u2013 Fixed an issue that could cause visual effect lingering on Delia\u2019s Dance Gear Ability<\/li>\n<li><strong>Jade<\/strong>&nbsp;\u2013 Slightly reduced the combo damage scaling after Toward Throw Krushing Blow<\/li>\n<\/ul>\n<ul>\n<li><strong>Jax<\/strong>&nbsp;\u2013 Knee Jab (Down + Front Punch) ) is now -5 on block (down from -4), has 1 more recovery frame on miss, and 1 more frame of hit advantage on a grounded opponent<\/li>\n<li><strong>Jax<\/strong>&nbsp;\u2013 Slightly adjusted the hit regions of Quick Drill (Down + Front Punch, Back Punch) and it now has 4 active frames (up from 2), 2 less recovery frames on miss, and its cancel frame is 2 frames earlier<\/li>\n<li><strong>Jax<\/strong>&nbsp;\u2013 Side Strike (Down + Front Kick) now has a different hit reaction, and is now -6 on block (up from -7), has 4 more recovery frames on hit, 2 more recovery frames on miss, and 5 more frames of hit advantage on a grounded opponent<\/li>\n<li><strong>Jax<\/strong>&nbsp;\u2013 Step Back (Down + Back Kick) has 4 less recovery frames on hit and 5 more frames of hit advantage on a grounded opponent<\/li>\n<\/ul>\n<ul>\n<li><strong>Johnny Cage<\/strong>&nbsp;\u2013 Low Jab (Down + Front Punch) is now -5 on block (down from -3), has 5 more recovery frames on hit &amp; on miss, and 1 more frame of hit advantage on a grounded opponent<\/li>\n<li><strong>Johnny Cage<\/strong>&nbsp;\u2013 Low Boot (Down + Front Kick) is now -5 on block (down from -4), has 2 more recovery frames on hit, has 4 more recovery frames on miss, and 4 more frames of hit advantage on a grounded opponent<\/li>\n<li><strong>Johnny Cage<\/strong>&nbsp;\u2013 The Gist Of My Fist (Towards + Back Punch, Front Punch, Back Punch) is now considered grounded 7 frames earlier, matching when he visually lands on the ground<\/li>\n<li><strong>Johnny Cage<\/strong>&nbsp;\u2013 Cage Match (Front Kick, Back Kick, Up + Front Kick) is now considered grounded 5 frames earlier, matching when he visually lands on the ground<\/li>\n<li><strong>Johnny Cage<\/strong>&nbsp;\u2013 Making Headlines (Away + Front Kick, Back Kick, Up + Front Kick + Back Kick) is now considered grounded 5 frames earlier, matching when he visually lands on the ground<\/li>\n<li><strong>Johnny Cage<\/strong>&nbsp;\u2013 Tear Jerker (Towards + Back Kick, Front Kick) is now considered grounded 2 frames earlier, matching when he visually lands on the ground<\/li>\n<li><strong>Johnny Cage<\/strong>&nbsp;\u2013 Slightly adjusted the hit regions of Hop Kick (Hop + Front Kick\/Back Kick) and it now has 5 active frames (up from 3) and 2 less recovery frames on miss<\/li>\n<li><strong>Johnny Cage<\/strong>&nbsp;\u2013 Nut Punch amplify will now auto face the opponent<\/li>\n<li><strong>Johnny Cage<\/strong>&nbsp;\u2013 Pissed Off now breaks armor<\/li>\n<li><strong>Johnny Cage<\/strong>&nbsp;\u2013 Opponent\u2019s hop attacks are now immune to Nut Punch until its recovery frames<\/li>\n<li><strong>Johnny Cage<\/strong>&nbsp;\u2013 Fixed a rare visual issue with Sunglasses when Throwing Shades is flawless blocked<\/li>\n<li><strong>Johnny Cage<\/strong>&nbsp;\u2013 Adjusted camera &amp; controller shakes on Toward &amp; Back Throws<\/li>\n<\/ul>\n<ul>\n<li><strong>Kabal<\/strong>&nbsp;\u2013 Knee Buckle (Down + Front Punch) is now -5 on block (down from -4), has 3 more recovery frames on hit &amp; on miss, and 3 more frames of hit advantage on a grounded opponent<\/li>\n<li><strong>Kabal<\/strong>&nbsp;\u2013 Side Kick (Down + Front Kick) now has a different hit reaction, and is now -5 on block (up from -4), has 4 more recovery frames on hit &amp; on miss, and 4 more frames of hit advantage on a grounded opponent<\/li>\n<li><strong>Kabal<\/strong>&nbsp;\u2013 Flash Parry now does 90 damage (was 0), is now +25 on hit (up from +9), and now enables autoblock which no longer allows for followup hits to combo<\/li>\n<li><strong>Kabal<\/strong>&nbsp;\u2013 Fixed a rare issue that could cause an improper animation to be used briefly on Kabal\u2019s Hook Swords when using Flash Parry<\/li>\n<\/ul>\n<ul>\n<li><strong>Kano<\/strong>&nbsp;\u2013 Knee Cutter (Down + Front Punch) is now -6 on block (down from -5), has 1 more recovery frame on hit &amp; on miss and 5 more frames of hit advantage on a grounded opponent<\/li>\n<li><strong>Kano<\/strong>&nbsp;\u2013 Low Hinge (Down + Front Kick) now has a different hit reaction and 6 more frames of hit advantage on a grounded opponent<\/li>\n<li><strong>Kano<\/strong>&nbsp;\u2013 Devo Strike (Down + Back Kick) now has 6 more frames of hit advantage on a grounded opponent<\/li>\n<li><strong>Kano<\/strong>&nbsp;\u2013 Wheel Kick (Towards + Back Kick) will no longer sometimes switch sides with the opponent when done in certain circumstances<\/li>\n<li><strong>Kano<\/strong>&nbsp;\u2013 Removed some instances where Molotov Cocktail could damage opponents when they are invulnerable to attacks<\/li>\n<li><strong>Kano<\/strong>&nbsp;\u2013 Removed some instances where Bio-Magnetic Trap could damage opponents when they are invulnerable to attacks<\/li>\n<\/ul>\n<ul>\n<li><strong>Kitana<\/strong>&nbsp;\u2013 Heal Poke (Down + Front Kick) now has a different hit reaction, and now has 1 more recovery frame on hit, 4 more recovery frames on miss, and 5 more frames of hit advantage on a grounded opponent<\/li>\n<li><strong>Kitana<\/strong>&nbsp;\u2013 Fan Stab (Down + Back Kick) is now -9 on block (down from -8), has 1 more recovery frame on hit &amp; on miss, and 7 more frames of hit advantage on a grounded opponent<\/li>\n<li><strong>Kitana<\/strong>&nbsp;\u2013 Neck Slice (Back Punch) now has 11 startup frames (down from 13)<\/li>\n<li><strong>Kitana<\/strong>&nbsp;\u2013 Royal Protection now increases damage on Quick Execution and Toward &amp; Back Throws<\/li>\n<li><strong>Kitana<\/strong>&nbsp;\u2013 Edenian Razors now has 3 less recovery frames and only attacks with one Fan instead of three<\/li>\n<li><strong>Kitana<\/strong>&nbsp;\u2013 Edenian Razors can now be Amplified to attack with 2 additional Fans<\/li>\n<li><strong>Kitana<\/strong>&nbsp;\u2013 Edenian Twist Krushing Blow no longer is possible if Kitana is above 300 health while Fatal Blow is still on cooldown<\/li>\n<li><strong>Kitana<\/strong>&nbsp;\u2013 Upward Fan Toss now has 5 more recovery frames<\/li>\n<li><strong>Kitana<\/strong>&nbsp;\u2013 Upward Fan Toss Amply now has 1 more recovery frame and now enables autoblock which no longer allows for followup hits to combo<\/li>\n<li><strong>Kitana<\/strong>&nbsp;\u2013 Cancel (Half-Blood Stance) is no longer throw immune during some of its frames<\/li>\n<li><strong>Kitana<\/strong>&nbsp;\u2013 Far Dark Plunge (Edenian Fade) is now +12 on hit (up from -10) when connecting on the first active frame<\/li>\n<\/ul>\n<ul>\n<li><strong>Kollector<\/strong>&nbsp;\u2013 Bloody Nails (Down + Front Punch) is now -6 on block (down from -5), has 1 more recovery frame on hit &amp; on miss, and 5 more frames of hit advantage on a grounded opponent<\/li>\n<li><strong>Kollector<\/strong>&nbsp;\u2013 Leg Check (Down + Front Kick) now has a different hit reaction, and now has 1 less recovery frame on miss, and 6 more frames of hit advantage on a grounded opponent<\/li>\n<li><strong>Kollector<\/strong>&nbsp;\u2013 Low Mace (Down + Back Kick) is now -5 on block (down from -4) and has 3 more frames of hit advantage on a grounded opponent<\/li>\n<li><strong>Kollector<\/strong>&nbsp;\u2013 Removed some instances where Vial of Sorrow could damage opponents when they are invulnerable to attacks<\/li>\n<\/ul>\n<ul>\n<li><strong>Kotal Kahn<\/strong>&nbsp;\u2013 Low Swipe (Down + Front Punch) now has 3 more recovery frames on hit, 4 more recovery frames on miss, and 4 more frames of hit advantage on a grounded opponent<\/li>\n<li><strong>Kotal Kahn<\/strong>&nbsp;\u2013 Side Strike (Down + Front Kick) now has a different hit reaction, and now has 3 more recovery frames on miss, and 3 more frames of hit advantage on a grounded opponent<\/li>\n<li><strong>Kotal Kahn<\/strong>&nbsp;\u2013 Warrior Spin (Down + Back Kick) is now -9 on block (down from -8), has 1 more recovery frame on hit &amp; on miss, and 4 more frames of hit advantage on a grounded opponent<\/li>\n<li><strong>Kotal Kahn<\/strong>&nbsp;\u2013 Slightly adjusted the victim regions on the hit reaction to Blade Push (Towards + Back Punch)<\/li>\n<li><strong>Kotal Kahn<\/strong>&nbsp;\u2013 Slightly adjusted the victim regions on the hit reaction to Tlaneltocaz (Towards + Back Punch, Back Kick) and it is now -5 on block (up from -7), has 2 less recovery frames on hit &amp; on miss, 2 more frames of hit advantage on a grounded opponent, and its cancel frame is 2 frames earlier<\/li>\n<li><strong>Kotal Kahn<\/strong>&nbsp;\u2013 Slightly adjusted the victim regions on the hit reaction to Macuahuitl Swipe (Away + Back Punch)<\/li>\n<li><strong>Kotal Kahn<\/strong>&nbsp;\u2013 Slightly adjusted the hit regions of Tonaltzintli (Away + Back Punch, Back Punch) and it now has 20 startup frames (down from 22), 4 active frames (up from 2), and is now -19 on block (down from -16)<\/li>\n<li><strong>Kotal Kahn<\/strong>&nbsp;\u2013 Mehtizquia (Away + Back Punch, Back Punch, Front Kick) is now considered grounded 19 frames earlier, matching when he visually lands on the ground<\/li>\n<li><strong>Kotal Kahn<\/strong>&nbsp;\u2013 Slightly increased the range of the first hit of Yeyecame Disk Amplify<\/li>\n<li><strong>Kotal Kahn<\/strong>&nbsp;\u2013 Adjusted the repel region of Tecuani Maul and the first hit now has 32 more frames of hit advantage<\/li>\n<\/ul>\n<ul>\n<li><strong>Kung Lao<\/strong>&nbsp;\u2013 Low Palm (Down + Front Punch) is now -5 on block (down from -4), has 1 more recovery frame on hit, has 4 more recovery frames on miss, and 5 more frames of hit advantage on a grounded opponent<\/li>\n<li><strong>Kung Lao<\/strong>&nbsp;\u2013 Side Kick (Down + Front Kick) now has a different hit reaction, and now has 2 more recovery frames on miss, and 4 more frames of hit advantage on a grounded opponent<\/li>\n<li><strong>Kung Lao<\/strong>&nbsp;\u2013 Back Kick (Down + Back Kick) is now -7 on block (up from -9), has 2 less recovery frames on hit &amp; on miss, and 6 more frames of hit advantage on a grounded opponent<\/li>\n<li><strong>Kung Lao<\/strong>&nbsp;\u2013 Slightly increased the hit region of Hat Toss when opponent is in a combo<\/li>\n<li><strong>Kung Lao<\/strong>&nbsp;\u2013 Possessed Hat now releases only one hat, 18 more frames of hit advantage on a grounded opponent, can now be amplified, and has a slightly increased hit region when opponent is in a combo<\/li>\n<li><strong>Kung Lao<\/strong>&nbsp;\u2013 Shaolin Slam (Teleport) on hit now causes both characters to be considered airborne until visually landing<\/li>\n<li><strong>Kung Lao<\/strong>&nbsp;\u2013 Guided Hat now has 8 more frames of hit advantage on a grounded opponent and a slightly increased hit region when opponent is in a combo<\/li>\n<li><strong>Kung Lao<\/strong>&nbsp;\u2013 \u201cBuzz Saw\u201d now loses trades<\/li>\n<\/ul>\n<ul>\n<li><strong>Liu Kang<\/strong>&nbsp;\u2013 Low Backhand (Down + Front Punch) is now -5 on block (down from -4) and has 2 more frames of hit advantage on a grounded opponent<\/li>\n<li><strong>Liu Kang<\/strong>&nbsp;\u2013 Crouching Kick (Down + Front Kick) now has a different hit reaction, is -7 on block (down from -5), and has 2 more frames of hit advantage on a grounded opponent<\/li>\n<li><strong>Liu Kang<\/strong>&nbsp;\u2013 Dragon\u2019s Tail (Down + Back Kick) is now -7 on block (down from -4) and has 1 more frame of hit advantage on a grounded opponent<\/li>\n<li><strong>Liu Kang<\/strong>&nbsp;\u2013 Slightly increased the hit regions of This Will Hurt (Away + Front Kick, Back Kick)<\/li>\n<li><strong>Liu Kang<\/strong>&nbsp;\u2013 Slightly increased the hit regions of Shaolin Strike<\/li>\n<\/ul>\n<ul>\n<li><strong>Noob<\/strong>&nbsp;\u2013 Knee Hook (Down + Front Punch) is now -6 on block (down from -4), has 4 more recovery frames on hit, has 3 more recovery frames on miss, and 2 more frames of hit advantage on a grounded opponent<\/li>\n<li><strong>Noob<\/strong>&nbsp;\u2013 Boot Slide (Down + Front Kick) now has 3 more recovery frames on hit &amp; on miss, and 3 more frames of hit advantage on a grounded opponent<\/li>\n<li><strong>Noob<\/strong>&nbsp;\u2013 Sickle Strike (Down + Back Kick) now has 3 more frames of hit advantage on a grounded opponent<\/li>\n<li><strong>Noob<\/strong>&nbsp;\u2013 Slightly adjusted the hit regions of As One (Away + Front Punch, Front Punch + Front Kick)<\/li>\n<li><strong>Noob<\/strong>&nbsp;\u2013 Fixed a rare issue with As One (Away + Front Punch, Front Punch + Front Kick) &amp; For The Brotherhood (Away + Front Punch, Front Punch + Front Kick, Back Punch) that could cause weapons held in hands to use an incorrect animation<\/li>\n<\/ul>\n<ul>\n<li><strong>Raiden<\/strong>&nbsp;\u2013 Side Strike (Down + Front Punch) is -6 on block (down from -3), has 3 more recovery frames on hit &amp; on miss, and 3 more frames of hit advantage on a grounded opponent<\/li>\n<li><strong>Raiden<\/strong>&nbsp;\u2013 Low Boot (Down + Front Kick) now has a different hit reaction, is -5 on block (down from -3), has 2 more recovery frames on hit, 5 more recovery frames on miss, and 4 more frames of hit advantage on a grounded opponent<\/li>\n<li><strong>Raiden<\/strong>&nbsp;\u2013 Sweeping Storm (Down + Back Kick) now has 13 startup frames (down from 14), 2 less recovery frames on hit &amp; on miss, and 3 more frames of hit advantage on a grounded opponent<\/li>\n<li><strong>Raiden<\/strong>&nbsp;\u2013 Distant Thunder (Away + Front Punch, Back Kick) has 15 more frames of blockstun with increased pushback when normal blocked and 5 more frames of blockstun with slightly increased pushback when Flawless Blocked<\/li>\n<li><strong>Raiden<\/strong>&nbsp;\u2013 Slightly adjusted the hit regions of Heavy Thunder (Jump + Front Kick)<\/li>\n<li><strong>Raiden<\/strong>&nbsp;\u2013 Removed some instances where Rolling Thunder could damage opponents when they are invulnerable to attacks<\/li>\n<li><strong>Raiden<\/strong>&nbsp;\u2013 Super Bolt now has 10 more frames of blockstun, has 6 more recovery frames on hit &amp; on miss, and is now considered grounded after its active frames<\/li>\n<li><strong>Raiden<\/strong>&nbsp;\u2013 When Super Bolt is charged for the 20 frames it now has 8 less recovery frames on hit and 10 less recovery frames on block &amp; on miss<\/li>\n<\/ul>\n<ul>\n<li><strong>Scorpion<\/strong>&nbsp;\u2013 Low Jab (Down + Front Punch) is now -6 on block (down from -4), has 2 more recovery frames on hit &amp; on miss, and 4 more frames of hit advantage on a grounded opponent<\/li>\n<li><strong>Scorpion<\/strong>&nbsp;\u2013 Side Strike (Down + Front Kick) now has a different hit reaction, is -6 on block (down from -4), has 3 more recovery frames on hit &amp; on miss, and 4 more frames of hit advantage on a grounded opponent<\/li>\n<li><strong>Scorpion<\/strong>&nbsp;\u2013 Quick Kick (Down + Back Kick) now has 1 more frame of hit advantage on a grounded opponent<\/li>\n<li><strong>Scorpion<\/strong>&nbsp;\u2013 Demon Dash now has 12 startup frames (up from 7)<\/li>\n<li><strong>Scorpion<\/strong>&nbsp;\u2013 Cancel (Misery Blade) is no longer throw immune during some of its frames<\/li>\n<\/ul>\n<ul>\n<li><strong>Skarlet<\/strong>&nbsp;\u2013 Silent Stab (Down + Front Punch) now has 1 more recovery frame on miss, and 3 more frames of hit advantage on a grounded opponent<\/li>\n<li><strong>Skarlet<\/strong>&nbsp;\u2013 Spear Strike (Down + Front Kick) is now -7 on block (up from -10)<\/li>\n<li><strong>Skarlet<\/strong>&nbsp;\u2013 Spinning Scythe (Down + Back Kick) is now -13 on block (down from -12), has 4 less recovery frames on miss, and 3 more frames of hit advantage on a grounded opponent<\/li>\n<li><strong>Skarlet<\/strong>&nbsp;\u2013 Removed some instances where Red Mist could damage opponents when they are invulnerable to attacks<\/li>\n<\/ul>\n<ul>\n<li><strong>Sonya<\/strong>&nbsp;\u2013 Energy Burst (Down + Front Punch) is -6 on block (down from -3), has 3 more recovery frames on hit, and 1 more frame of hit advantage on a grounded opponent<\/li>\n<li><strong>Sonya<\/strong>&nbsp;\u2013 Side Boot (Down + Front Kick) now has a different hit reaction, has 5 more recovery frames on hit &amp; on miss, and 4 more frames of hit advantage on a grounded opponent<\/li>\n<li><strong>Sonya<\/strong>&nbsp;\u2013 Low Burst (Down + Back Kick) now has 2 more recovery frames on hit and 6 more frames of hit advantage on a grounded opponent<\/li>\n<li><strong>Sonya<\/strong>&nbsp;\u2013 (Air) Soaring General is now a high block and breaks armor<\/li>\n<\/ul>\n<ul>\n<li><strong>Sub-Zero<\/strong>&nbsp;\u2013 Slightly adjusted the hit regions Low Back Hand (Down + Front Punch) and now has 2 more recovery frames on miss, and 4 more frames of hit advantage on a grounded opponent<\/li>\n<li><strong>Sub-Zero<\/strong>&nbsp;\u2013 Quick Kick (Down + Front Kick) now has a different hit reaction, is -7 on block (down from -5), has 5 more recovery frames on hit, 2 more recovery frames on miss, and 4 more frames of hit advantage on a grounded opponent<\/li>\n<li><strong>Sub-Zero<\/strong>&nbsp;\u2013 Swing Kick (Down + Back Kick) now has 1 more frame of hit advantage on a grounded opponent<\/li>\n<\/ul>\n<ul>\n<li><strong>Shao Kahn<\/strong>&nbsp;\u2013 Dragon Fist (Down + Front Punch) is now -5 on block (down from -4), has 2 more recovery frames on hit, has 1 more recovery frame on miss, and 4 more frames of hit advantage on a grounded opponent<\/li>\n<li><strong>Shao Kahn<\/strong>&nbsp;\u2013 Knee Shatter (Down + Front Kick) now has 3 more recovery frames on miss and 4 more frames of hit advantage on a grounded opponent<\/li>\n<li><strong>Shao Kahn<\/strong>&nbsp;\u2013 Side Spike (Down + Back Kick) is now -9 on block (down from -8), has 1 more recovery frame on hit &amp; on miss, and 5 more frames of hit advantage on a grounded opponent<\/li>\n<\/ul>\n<ul>\n<li><strong>Shang Tsung<\/strong>&nbsp;\u2013 Serpent Stab (Down + Front Punch) is now -5 on block (down from -4), has 2 more recovery frames on hit, has 5 more recovery frames on miss, and 3 more frames of hit advantage on a grounded opponent<\/li>\n<li><strong>Shang Tsung<\/strong>&nbsp;\u2013 Ankle Snap (Down + Front Kick) now has a different hit reaction, is -7 on block (down from -4), has 3 more recovery frames on miss, and 5 more frames of hit advantage on a grounded opponent<\/li>\n<li><strong>Shang Tsung<\/strong>&nbsp;\u2013 Slightly adjusted the hit regions of Stance Breaker (Down + Back Kick) and it is now -7 on block (down from -6) and has 1 more recovery frame on miss<\/li>\n<li><strong>Shang Tsung<\/strong>&nbsp;\u2013 Slightly increased the victim regions on Sorcerer Sweep (Away + Front Kick, Down + Back Kick)<\/li>\n<li><strong>Shang Tsung<\/strong>&nbsp;\u2013 The duration of Malignant Sorcery &amp; Vile Inscriptions is now 240 frames (down from 420)<\/li>\n<li><strong>Shang Tsung<\/strong>&nbsp;\u2013 Corpse Drop now does 80 damage (down from 90)<\/li>\n<li><strong>Shang Tsung<\/strong>&nbsp;\u2013 When Explosive Corpses Gear Ability is equipped, Corpse Drop now does 60 damage (down from 90)<\/li>\n<li><strong>Shang Tsung<\/strong>&nbsp;\u2013 When Explosive Corpses Gear Ability is equipped, Corpse Drop Amplify now does 30 damage (down from 60), and has 5 less block advantage frames with slightly reduced pushback when blocked<\/li>\n<li><strong>Shang Tsung<\/strong>&nbsp;\u2013 Soul Swap can no longer kill an opponent but can still trigger Chip Avoided &amp; Last Breath<\/li>\n<li><strong>Shang Tsung<\/strong>&nbsp;\u2013 Fixed a rare visual issue where an opponent\u2019s weapon props could get stuck in the ground during Shang Tsung\u2019s Back Throw<\/li>\n<\/ul>\n<ul>\n<li><strong>Nightwolf<\/strong>&nbsp;\u2013 Low Stab (Down + Front Punch) is now -6 on block (down from -4), has 2 more recovery frames on hit &amp; on miss, and 3 more frames of hit advantage on a grounded opponent<\/li>\n<li><strong>Nightwolf<\/strong>&nbsp;\u2013 Uncertain Ground (Down + Front Kick) now has 2 more recovery frames on miss<\/li>\n<li><strong>Nightwolf<\/strong>&nbsp;\u2013 Hobbling Kick (Down + Back Kick) now has 6 more frames of hit advantage on a grounded opponent<\/li>\n<li><strong>Nightwolf<\/strong>&nbsp;\u2013 Fixed an issue causing Rising Blades (Down + Back Punch) while Moon Fall is active to be immune to high attacks if the down input is held<\/li>\n<\/ul>\n<ul>\n<li><strong>Terminator<\/strong>&nbsp;\u2013 Gut Buster (Down + Front Punch) is now -5 on block (down from -4)<\/li>\n<li><strong>Terminator<\/strong>&nbsp;\u2013 Rising Boot (Down + Back Kick) now has 3 more frames of hit advantage on a grounded opponent<\/li>\n<li><strong>Terminator<\/strong>&nbsp;\u2013 Gut Buster (Down + Front Punch) while Endoskeleton is active now has the correct frame data<\/li>\n<li><strong>Terminator<\/strong>&nbsp;\u2013 Fixed a rare issue with Dark Fate (Away + Front Punch, Front Punch + Front Kick) &amp; Dark Fate Amplify (Away + Front Punch, Front Punch + Front Kick, Amplify) that could cause weapons held in hands to use an incorrect animation<\/li>\n<\/ul>\n<ul>\n<li><strong>Sindel<\/strong>&nbsp;\u2013 Edenian Burst (Down + Front Punch) is now -5 on block (down from -3) and has 3 less recovery frames on hit<\/li>\n<li><strong>Sindel<\/strong>&nbsp;\u2013 Slightly adjusted the hit regions of Kewl Whip (Down + Back Kick) and it now has 3 less recovery frames on hit &amp; on miss, and 6 more frames of hit advantage on a grounded opponent<\/li>\n<li><strong>Sindel<\/strong>&nbsp;\u2013 Slightly adjusted the hit regions of Getup\/Flawless Block Attack (Up + Front Kick)<\/li>\n<li><strong>Sindel<\/strong>&nbsp;\u2013 Fixed a rare issue that could cause Deadly Echo to become disabled if used in certain circumstances<\/li>\n<\/ul>\n<ul>\n<li><strong>Spawn<\/strong>&nbsp;\u2013 Low Claw (Down + Front Punch) is now -6 on block (down from -4)<\/li>\n<\/ul>\n<ul>\n<li><strong>Joker<\/strong>&nbsp;\u2013 Joking Jab (Down + Front Punch) is now -6 on block (down from -5) and has 2 more recovery frames on miss<\/li>\n<li><strong>Joker<\/strong>&nbsp;\u2013 Wing Tip (Down + Front Kick) is now -6 on block (down from -5)<\/li>\n<li><strong>Joker<\/strong>&nbsp;\u2013 Big Finish (Down + Back Kick) now has 5 more frames of hit advantage on a grounded opponent<\/li>\n<li><strong>Joker<\/strong>&nbsp;\u2013 Toward Throw Krushing Blow no longer is possible if Joker is above 300 health while Fatal Blow is still on cooldown<\/li>\n<li><strong>Joker<\/strong>&nbsp;\u2013 Getting Lit Amplify no longer autofaces the opponent<\/li>\n<\/ul>\n<ul>\n<li><strong>Fujin<\/strong>&nbsp;\u2013 Gut Shot (Down + Front Punch) is now -6 on block (down from -4) and has 2 more recovery frames on miss<\/li>\n<li><strong>Fujin<\/strong>&nbsp;\u2013 Adjusted the victim regions of Low Drift (Towards + Front Kick)<\/li>\n<li><strong>Fujin<\/strong>&nbsp;\u2013 Slightly adjusted the victim regions on the hit reaction of Typhoon Release (Back Kick, Back Punch)<\/li>\n<li><strong>Fujin<\/strong>&nbsp;\u2013 Slightly adjusted the hit regions of Fatal Edge (Away + Front Punch, Front Punch)<\/li>\n<li><strong>Fujin<\/strong>&nbsp;\u2013 Adjusted the hit regions of Getup\/Flawless Block Attack (Up + Back Punch)<\/li>\n<li><strong>Fujin<\/strong>&nbsp;\u2013 Getup\/Flawless Block Attack (Up + Front Kick) ) is now -9 on block (down from -5), has 5 less recovery frames on hit, and has 1 less recovery frame on miss<\/li>\n<li><strong>Fujin<\/strong>&nbsp;\u2013 Adjusted the hit regions of the last hit of Wind Kicks Amplify<\/li>\n<li><strong>Fujin<\/strong>&nbsp;\u2013 Quick Slice (Away + Front Punch) now correctly plays a red hit effect on Kounter<\/li>\n<\/ul>\n<ul>\n<li><strong>RoboCop<\/strong>&nbsp;\u2013 Knee Kapper (Down + Front Punch) is now -6 on block (down from -5)<\/li>\n<li><strong>RoboCop<\/strong>&nbsp;\u2013 Ankle Breaker (Down + Front Kick) is now -9 on block (up from -10)<\/li>\n<li><strong>RoboCop<\/strong>&nbsp;\u2013 Quick Spray (Down + Back Kick) now has 1 more frame of hit advantage on a grounded opponent<\/li>\n<li><strong>RoboCop<\/strong>&nbsp;\u2013 Removed some instances where Cheval Trap could damage opponents when they are invulnerable to attacks<\/li>\n<li><strong>RoboCop<\/strong>&nbsp;\u2013 Slightly increased the projectile parry region of Riot Shield<\/li>\n<li><strong>RoboCop<\/strong>&nbsp;\u2013 Fixed an issue allowing Throw Escape to be possible during the recovery frames of Riot Shield<\/li>\n<\/ul>\n<ul>\n<li><strong>Sheeva<\/strong>&nbsp;\u2013 Short Hammer (Down + Front Kick) is now -6 on block (down from -4)<\/li>\n<li><strong>Sheeva<\/strong>&nbsp;\u2013 Crushing Backhand (Down + Back Kick) is now -5 on block (down from -3) and has 3 more frames of hit advantage on a grounded opponent<\/li>\n<li><strong>Sheeva<\/strong>&nbsp;\u2013 Slightly increased the range of Blood Lust (Back Punch, Front Punch) &amp; Slam Dance (Back Punch, Front Punch, Front Punch)<\/li>\n<li><strong>Sheeva<\/strong>&nbsp;\u2013 Slightly adjusted the hit regions of Tele-Stomp and it now has 1 less frame of startup and 1 more active frame<\/li>\n<li><strong>Sheeva<\/strong>&nbsp;\u2013 Spinning Dragon Amplify is no longer throw immune during some of its frames<\/li>\n<li><strong>Sheeva<\/strong>&nbsp;\u2013 Fixed a visual issue with several attacks displaying incorrect blood color against opponents that have non-red blood<\/li>\n<\/ul>\n<p><a href=\"https:\/\/mortalkombatgamessupport.wbgames.com\/hc\/en-us\/articles\/360059331953\">Source<\/a><\/p>\n<div id=\"jp-post-flair\" class=\"sharedaddy sd-like-enabled sd-sharing-enabled\">\n<div class=\"sharedaddy sd-sharing-enabled\">\n<div class=\"robots-nocontent sd-block sd-social sd-social-icon sd-sharing\">\n<h3 class=\"sd-title\">Share this!<\/h3>\n<\/div>\n<\/div>\n<div class=\"sharedaddy sd-block sd-like jetpack-likes-widget-wrapper jetpack-likes-widget-unloaded\" id=\"like-post-wrapper-183679-276998-5fbad3c6bb8c2\" data-src=\"\/\/widgets.wp.com\/likes\/index.html?ver=20200826#blog_id=183679&amp;post_id=276998&amp;origin=sickr.wordpress.com&amp;obj_id=183679-276998-5fbad3c6bb8c2&amp;domain=mynintendonews.com\" data-name=\"like-post-frame-183679-276998-5fbad3c6bb8c2\">\n<h3 class=\"sd-title\">Like this:<\/h3>\n<div class=\"likes-widget-placeholder post-likes-widget-placeholder\"><span class=\"button\"><span>Like<\/span><\/span> <span class=\"loading\">Loading&#8230;<\/span><\/div>\n<p><span class=\"sd-text-color\"><\/span><\/div>\n<\/div>\n<p>\t<a href=\"https:\/\/mynintendonews.com\/2020\/11\/22\/patch-notes-for-mortal-kombat-11s-november-update-on-nintendo-switch\/\">Source<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Netherrealm Studios, the developer behind the ultra-violent Mortal Kombat 11, have released the official patch notes for the November 2020 update on the Nintendo Switch. The update is available right now on your Switch system and should have automatically downloaded. It\u2019s rather a large patch, so check out the extensive patch notes below: Move list corrections Improvements to AI logic Added several new Brutalities for players to discover Added an option to toggle the ability to use Kustom Variations in Tournament Mode Options Slightly adjusted the head victim region location for all characters Most Basic &amp; Kombo Attacks now allow for button input buffer during their last 4 frames of recovery Hop attacks are now also immune to Down + Front Punch Basic Attacks until&hellip;<\/p>\n<p class=\"excerpt-more\"><a class=\"blog-excerpt button\" href=\"https:\/\/arcader.org\/news\/patch-notes-for-mortal-kombat-11s-november-update-on-nintendo-switch\/\">Read More&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":2478,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[231],"tags":[240,13,21,14,241],"class_list":["post-2477","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-my-nintendo-news","tag-mortal-kombat-11","tag-nintendo","tag-nintendo-switch","tag-switch","tag-update"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.4 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Patch notes for Mortal Kombat 11\u2019s November update on Nintendo Switch | Arcader News<\/title>\n<meta name=\"description\" content=\"Netherrealm Studios, the developer behind the ultra-violent Mortal Kombat 11, have released the official patch notes for the November 2020 update on the\" \/>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, 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