Mortal Kombat 1 0.122 Update Fixes Player 1 Exploit

Mortal Kombat 1 0.122 Update

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 AdjustmentsFixes
AshrahFixed 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
HavikDecaying 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 LaoKung-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
AshrahGod’s Wrath and Demon’s Wrath can now be high parried
AshrahLight Ascension and Dark Ascension can now be high-parried
Baraka(Air) Death Spin can no longer be high-parried
BarakaReflex Tester (Back + Front Punch) can no longer be high-parried
BarakaBleeding Foot (Back + Front Kick) second hit can no longer be high-parried
General ShaoPower Strike can now be high-parried
General ShaoFixed parry inconsistency between Devastator and Klassic Kahn. Both can no longer be high-parried
Johnny CageBall Buster can now be high-parried
Johnny CageRising Star can now be high-parried
Johnny CageShadow Kick can now be high-parried
KenshiSento Stance Lost Way (Forward + Back Punch, Back Punch, Front Punch) can no longer be high-parried
Kung LaoKnee Buckle (Back + Front Kick) can now be high parried
Li Mei(Air) Flipping Heel Kick can no longer be high-parried
Li MeiNo Holds Barred (Back + Front Kick, Back Kick) can no longer be high parried
NitaraEnhanced Bad Blood can no longer be high-parried
RaidenElectric Fly and (Air) Electric Fly can no longer be high-parried
RainEnhanced Upflow can no longer be high-parried
RainGeyser can no longer be high-parried
ReptileDeath Roll can no longer be high-parried
ReptileFalling Fangs can no longer be high-parried
ScorpionTwisted Kyo can now be high-parried
Shang TsungOld Form Goal Kick (Forward + Font Kick) can no longer be high parried
SindelEnhanced Low Hairball first hit (kick attack) can now be high parried
Sub-ZeroIce Slide can no longer be high-parried
TanyaDrill 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.

Mortal Kombat 1 Fight Shang Tsung
Image: GamesLatestNews

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.

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