Key Highlights:
- Mortal Kombat 1 Update 0.122 fixes the Player 1 advantage bug in online matches.
- The exploit affected hitboxes, damage, and combo consistency.
- The patch also introduces targeted character balance changes.
NetherRealm Studios has released patch 0.122 for Mortal Kombat 1, finally resolving the notorious Player 1 advantage bug that gave the first player an unfair edge in online matches. The update also implements targeted character balancing changes.
Soon after launch, MK1 players noticed strange behaviour when battling online. Player 1 would gain a larger hurtbox, allowing them to pull off combos that Player 2 could not.
Meanwhile, Player 2 suffered from smaller hitboxes and dealt less damage comparatively. This prominent bug meant Player 1 enjoyed an unbalanced advantage in competitive matches, breaking online play. A fix was originally expected in late September but unexpected issues forced the developers to delay the patch.
Now the 0.122 update has arrived to eliminate the troublesome Player 1 exploit for good. No longer will one player gain an unearned upper hand based solely on random assignment as Player 1.
In addition to the major bug fix, the patch institutes fighting style adjustments for specific characters. Several tweaks relate to how special moves interact with an opponent’s parry attempts.
For example, players can now counter Kung Lao’s Knee Buckle with a high parry. But Raiden’s Electric Fly and Air Electric Fly will no longer be susceptible to high parries.
Full Mortal Kombat 1 0.122 Patch Notes
| Patch Notes |
|---|
| General Gameplay Adjustments |
| Move list corrections |
| Localization fixes |
| Fixed an issue that could cause Player 2 to push their opponent away further during certain combo sequences |
| Fixed an issue that could cause buffered Kombo Attacks Strings & buffered 2in1-cancelled non-Enhanced Special Moves to not be performed if a Kameo Ambush attack that can be canceled or branched from was executed with specific timing |
| Fixed an issue causing some of Stryker’s & Sektor’s attacks to be unbreakable |
| Character-Specific Adjustments | Fixes |
|---|---|
| Ashrah | Fixed an issue that could cause Crushing Knee (Towards + Back Kick) to pass through opponents while attacking |
| Goro (Kameo) | Stomp is now higher priority when it & his partner’s attacks hit on the same frame |
| Havik | Decaying Guard (Back Punch, Front Punch) and Flesh Wound (Back Punch, Back Punch) no longer auto face |
| Jax (Kameo) | Ground Pound is now higher priority when it & his partner’s attacks hit on the same frame |
| Kung Lao | Kung-Kussion will now auto face when done on the landing frame after jumping over an opponent |
| Shujinko (Kameo) | Mimic Ice Klone & Ice Ball will no longer be repeated by an opponent hit by Time Stop |
| Ashrah | God’s Wrath and Demon’s Wrath can now be high parried |
| Ashrah | Light Ascension and Dark Ascension can now be high-parried |
| Baraka | (Air) Death Spin can no longer be high-parried |
| Baraka | Reflex Tester (Back + Front Punch) can no longer be high-parried |
| Baraka | Bleeding Foot (Back + Front Kick) second hit can no longer be high-parried |
| General Shao | Power Strike can now be high-parried |
| General Shao | Fixed parry inconsistency between Devastator and Klassic Kahn. Both can no longer be high-parried |
| Johnny Cage | Ball Buster can now be high-parried |
| Johnny Cage | Rising Star can now be high-parried |
| Johnny Cage | Shadow Kick can now be high-parried |
| Kenshi | Sento Stance Lost Way (Forward + Back Punch, Back Punch, Front Punch) can no longer be high-parried |
| Kung Lao | Knee Buckle (Back + Front Kick) can now be high parried |
| Li Mei | (Air) Flipping Heel Kick can no longer be high-parried |
| Li Mei | No Holds Barred (Back + Front Kick, Back Kick) can no longer be high parried |
| Nitara | Enhanced Bad Blood can no longer be high-parried |
| Raiden | Electric Fly and (Air) Electric Fly can no longer be high-parried |
| Rain | Enhanced Upflow can no longer be high-parried |
| Rain | Geyser can no longer be high-parried |
| Reptile | Death Roll can no longer be high-parried |
| Reptile | Falling Fangs can no longer be high-parried |
| Scorpion | Twisted Kyo can now be high-parried |
| Shang Tsung | Old Form Goal Kick (Forward + Font Kick) can no longer be high parried |
| Sindel | Enhanced Low Hairball first hit (kick attack) can now be high parried |
| Sub-Zero | Ice Slide can no longer be high-parried |
| Tanya | Drill Kick can now be high-parried |
While waiting for the fix, some players adopted house rules to avoid picking Player 1. But now all competitors can battle on a level playing field again. By addressing the balance-breaking issue promptly and adding thoughtful character changes, NetherRealm has upheld MK1’s competitive integrity.
From a competitive standpoint, this was the one issue that needed fixing before anything else, because no amount of character balance matters if the match itself isn’t fair.
Fighting game developers walk a tough tightrope in policing overpowered exploits while preserving skill-based advantages. But fairness and fun should always come first. Kudos to the devs for responding appropriately to restore them.
The team’s continued support bodes well for MK1’s ongoing evolution. Dedicated players depend on ongoing tweaks and additions to stay invested in high-level competition. If NetherRealm maintains this standard, the latest MK title could maintain a vibrant scene for years.
Mortal Kombat 1 is out now on PC, Nintendo Switch, PS5 and Xbox Series X|S.