Mortal Kombat X

So there's a glitch that lets you get all the mobile-only costumes...without the mobile game.

All you need to do is look at someone's profile in the leaderboards who has them, then exit out of the leaderboards. That's it.

Is that true? if it is can you elaborate please? Like wich profile should I search for?

I really want Injustice Scorpion but I don't want to expend hours in a mobile game for that.
 
Look for GrumpySenpai on PS4 Ranked PVP leaderboards. He should be #46 as of right now.

He has all of the mobile costumes (Farmer Jax, Ninja Mime Johnny Cage, Klassic Kitana, and Injustice Scorpion) and unlocks (borders, icons, koins, etc.) except for Klassic Mileena which is not available currently.

Don't worry if it asks you to change factions, just choose not to. This does not affect your WBPlay/WBID account if you have one. As a matter of fact, it works if you're logged into your own account.
 
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Thanks, I already checked it at the gamefaqs page and got everything from SiksoniX (ranked 10), this glitch/exploit is diamonds :D Glad you mentioned it before it gets fixed
 
I just got the game (basically because waiting a week saved me 20 bucks) Game is AWESOME, is the best fighting game I've seen in years, more than anything because it feels like a game made with interest, that really offers lot of kontent, far different from the usual trend of "there is online so fuck everything else" it has cool story mode, it has arcade with endings (SCV I'm looking at you) it has extras, unlock things in krypt is fun...is what a fighting game should be, think on 1p options aside of multiplay.
I absolutely agree 100%! The Krypt alone has kept me playing this game for a while now, not even including the story, graphics, gameplay etc :D. If Soul Calibur VI had content like this game...it would be perfect!
 
New patch has come out today: Version 1.05.

General Gameplay fixes
  • Many movelist frame data corrections.
  • Corrected many normal attacks that were intended to be 0 or negative on block were being overridden to be +2
  • Hitting Front Punch + Back Punch + Front Kick at the same time at the special cancel window will no longer cause an enhanced move to come out
  • Removed the ability to mash normal attacks while continuing to block after blocking an attack
  • You can no longer cancel into an enhanced interaction during the first 10 frames of some block stuns.
  • Versus Session Stats are now correctly award as wins/losses when you pause and exit to player select or restart match (Versus Session Stats can be turned on in Main Menu > Options > Game Play)
  • Fixed several characters being able to attack on the first frame of a jump.
  • Added unlock counter for Krypt.
  • Fixed an issue that was preventing some players from joining an in-progress Ladder, KOTH, or Team Battle match from a chat lobby.
  • Ping meter accuracy improvements.
  • You can now choose to not play a Ranked Match if the connection is below the set threshold.
  • Matchmaking improvements when finding a Ranked or Player Match.
  • Player Skill Rating algorithm improved.
  • Fixed crash occurring when receiving online VS. Challenge while editing Kombat Kard.
  • Fixed a crash that sometimes happened when skipping the last fight in the Klassic Tower.
  • Fixed an issue causing some offline replays to report “playback does not agree”.
  • Added the ability to go full screen in the KOTH viewer by PS4 players who use devices that do not have a touchpad button

Character Specific Fixes
  • Cassie (Hollywood) - Assault Force combo can no longer be special canceled after the knockdown.
  • Ermac (Spectral) – Special cancels done during Soul Accession now award the correct amount of meter.
  • Goro – Brutal Kick now hits overhead.
  • Jason – Temple Punch & Shoulder Push no longer auto-correct after it’s started moving.
  • Jason (Unstoppable) – Some special moves were delaying resurrection from happening until the move was over.
  • Jax – Can no longer get a free hit on opponents after his X-Ray.
  • Johnny Cage – Adjusted some hitboxes to hit crouching opponents more consistently.
  • Kitana – Can now perform her X-Ray attack while airborne.
  • Kitana –No Longer airborne for the first frame after her X-Ray connects which could prevent her from blocking.
  • Kitana – Gained a new attack on away +3 (Pretty Kick)
  • Kitana (Mournful) – Glaive Throw no longer disables blocking removing a possible infinite combo.
  • Kitana (Mournful) – Fixed a bug that causing the 2nd hit of Glaive Return to sometimes not come out.
  • Kitana (Mournful) – Opponent can no longer by OTG’d after being hit by Staff Grab
  • Kung Jin - Cartwheel Smash is now -3 on block (down from +4)
  • Kung Jin (Bojutsu) – Several staff attacks were not combo damage scaling correctly
  • Kung Lao (Tempest) – Cyclone now has 7 startup frames (up from 5)
  • Kung Lao (Tempest) - Hat Spin & Orbiting Hat will now combo link correctly afterwards
  • Kung Lao (Tempest) – Shortened the time it takes for his hat to return after Hat Spin & Orbiting Hat.
  • Mileena - Tele-Kick can no longer be punished on hit and will combo when special canceled into Air Sai Blast or X-Ray.
  • Mileena – Can now perform her X-Ray attack while airborne.
  • Mileena – Improved tracking on X-Ray
  • Quan Chi (Summoner) - Demon Spawn’s cooldown is no longer reset when a Bat attack hits the opponent.
  • Quan Chi (Summoner) – Fixed some cases where the Demon Spawn wasn’t going away when Quan Chi got hit.
  • Quan Chi (Summoner) – Fixed an issue causing Demon Spawn to sometimes instantly disappear after being summoned.
  • Quan Chi (Warlock) – No longer has the Front Punch, Back Punch, Throw combo (Portal Slam).
  • Quan Chi (Warlock) – Gained a new special move Portal Scoop (D, F, FP).
  • Raiden - Shocker was causing combo damage scaling to be reset.
  • Raiden (Thunder God) - adjusted some combo damage scaling
  • Shinnok – Away + 3 (Shin Kick) is now towards + 4 and he has a new away + 3 (Devious Heel)
  • Shinnok – Can now enhance Hell Sparks & Hell Blast on block.
  • Shinnok (Impostor) – Now steals Dash Punch from Jax instead of Ground Pound.
  • Shinnok (Necromancer) – Can now control the location of Judgment Smash & Judgment Fist.
  • Sonya (Special Forces) – No longer gains meter for Park Drone and Remove Park.
  • Sonya (Special Forces) - Park Drone and Remove Park no longer resets combo damage scaling
  • Subzero (Grandmaster) – Ice Klone now always correctly goes away on block instead of sometimes leaving a Klone with no active hitbox.
  • Subzero (Grandmaster) – Ice Klone cooldown is no longer instantly reset if it goes away on its own.
  • Takeda – Slightly decreased the combo damage scaling on Fist Whirlwind & Whip Flurry.
  • Takeda – Can now do his X-Ray with the Block + Front Kick + Back Kick shortcut on an arcade stick while jumping straight up.
  • Takeda (Ronin) – When special cancelling into Blade Drop it will always fall the same distance regardless of Takeda’s facing.
  • Added the following Costume for online compatibility:
  • Klassic Reptile (see below)
 
Late, but there was a hotfix the day before Tanya came out. More balance changes ahoy!

D’Vorah – Reduced damage of F4,4 by 2
D’Vorah (Swarm Queen) – Increased combo damage scaling after Wasp Grenade
Erron Black – Tackle is now -2 on hit (down from +20)
Erron Black (Outlaw) – Sand Toss / Sand Throw has 5 more recovery frames
Jason – Corpse Grab / Slam should no longer sometimes trade with jumping attacks
Jacqui – Adjusted many hitboxes to connect & combo more consistently
Kenshi – Slightly easier to juggle after Rising Sword / Sword Dance
Kenshi – 1 has 9 startup frames (down from 11)
Kenshi – 1,1,4 can no longer be special canceled
Kenshi – D1 has 8 startup frames (down from 9)
Kenshi (Balanced) – Spirit Charge / Push has 2 more active frames & more pushback on block
Kenshi (Balanced) – Tele-Flurry / Tele-Beatdown is now -9 on block (up from -24)
Kenshi (Possessed) – Reduced the hitbox on Sickle Lift
Kenshi (Possessed) – Demon Assault / Demon Fury is now -23 on block (up from -33)
Kenshi (Possessed) – Soul Push / Charge now has 11 startup frames (down from 14)
Kenshi (Possessed) – Demon Slam / Drop is now -6 on block (up from -21)
Kenshi (Kenjutsu) – Increased Tele-Slam damage by 5
Kenshi (Kenjutsu) – Increased Tele-Toss / Strikes damage by 3
Kenshi (Kenjutsu) – Tele-Push / Blast now has 12 startup frames (down from 15) & is -13 on block (up from -9)
Kenshi (Kenjutsu)—Tele-dash toss is now a high block.
Kitana – Increased Rising Fan / Rising Blades damage by 2
Kitana – B1 has 9 startup frames (down from 16)
Kitana – B1,2 is now +1 on block (down from +2)
Kitana – B1,4 is now -4 on block (down from +1)
Kitana – Adjusted the hitbox on f1 to connect more consistently
Kotal Kahn (Blood God) – Increased effectiveness of Obsidian & Blood Totems
Kotal Kahn (Blood God) – Totems have 5 less recovery frames
Kotal Kahn – Air Takedown / Anti-Air Throw should no longer sometimes trade with jumping attacks
Kotal Kahn (Sun God) – Soul Scorch / Soul Scorch have 5 less recovery frames
Kotal Kahn (Sun God) – God Choke (all 3 levels) damage increased by 3
Kotal Kahn (Sun God) – God Choke (all 3 levels) increased hit advantage by 10
Mileena – 1 has 11 startup frames (down from 14)
Mileena – D1 has 9 startup frames (down from 11)
Mileena – 2 has 8 startup frames (down from 10)
Mileena – adjusted hitbox on b3 to hit more consistently
Raiden – F1 is now a high
Takeda – 1 has 9 startup frames (down from 11)
Takeda – D1 has 8 startup frames (down from 10)
Takeda (Lasher) – Low Slash is now -19 on block (down from -24)
Takeda (Lasher) – Whip Trip / Flip is now -11 on block (down from -21)
 
Heads up: we got another new balance patch today.

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
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 no heal her a small amount as she bites
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 – 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 (Kubu Jutsu) – Back Stab combo (Away + FP, BP + BK, throw) can no longer be punished on hit
Tanya (Kubu 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

EDIT: More stuff.

-Predator confirmed next DLC character.
-Infrared Scorpion, Carl Weathers Jax, and Commando Johnny Cage added.
-Infrared Scorpion is a reskin of Scorpion's default, except his entire body is rainbow-colored like looking through an IR scope.
-Carl Weathers Jax is Tournament Jax wearing a cap and voiced by Carl Weathers.
-Commando Johnny Cage looks like a recolored Hotshot Johnny Cage.
-The free Klassic UMK3 Ninja costume for the Predator compatibility patch is Scorpion.
-Klassic Fatality DLC confirmed.
-First Klassic Fatality DLC will include 4 Fatalities: Scorpion's Toasty, Sub-Zero's Spine Rip, Sonya Blade's Kiss of Death, and Johnny Cage's Decapitation Uppercut.

EDIT 2: New Secret Brutalities added.

-Erron Black: Land 3 Tackles in a single round, then land X-Ray as the match-winning hit.
-Kuatan Jungle: 2 stage interactions, then land the Statue interaction as the match-winning hit.
-Quan Chi's Fortress: 2 stage interactions, then land the Wrath Hammer interaction as the match-winning hit.

-The bullet from EB's X-Ray will cause the opponent's head to implode.
-The opponent's head will explode when rammed into the statue.
-The opponent's head will be crushed by the Wrath Hammer.
 
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Kano (Commando) – Choke & Strangle are now -4 on block (down from -14)


This pleases me greatly.
 
Predator is available now for Kombat Pass owners, along with Klassik Fatality Pack 1 and Prey Costume Pack.

EDIT: Looks like Predator is glitched. Projectiles have a chance of passing right through him and missing completely.
 
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