
Mortal Kombat 9 Mod Mods For MK9
And here is another cool pack of classic costumes. This game is the ultimate CCG Collect over 130 Mortal Kombat characters including veterans like Scorpion, Johnny Cage, Sub-Zero, Cassie Cage, Ermac, and many others.I continue uploading mods for MK9. MORTAL KOMBAT Mod Apk (Unlimited Money) Create your own team of Mortal Kombat fighters and lead them into battle to earn experience, new special attacks, and powerful artifacts.
Due to character limit)Ultimate Mortal Kombat 9 (Komplete MOD Edtion Pack+Challenge Tower Mods) All Skins and Challenge Tower Mods For Both BELS & BLUS are Pack Together. To avoid confusion with mids (it's labelled Overh. Medium in Training mode has been changed to Overh.

The world-famous fighting game has finally made it to the mobile platforms. There has been a number of changes in this suite of mods, checkout all the details provided by futuretime23 also checkout the included. As MK9 TE v1.60 has been recently released. Following the release of Grim Doe's MK9 RTM Tool fellow game mod developer futuretime23 has released some additional MODs for MK9 (Mortal Kombat) for the PS3.
He now uses the normal version of his 2nd fatality on Kratos. (from speed value of 1.00x to 0.40x for males, and 1.00x to 0.20x for females, due to the shorter kick animation)(WARNING: characters who don't have OLD and NEW sections are unchanged from the previous patch.ONLY CHARACTERS WHO HAVE OLD AND NEW SECTIONS have been updated for this patch) Attackers recover slower from using Air Breakers, in order to reduce the frame advantage obtained by using them. Some info on the boot up screen has been changed to credit people who helped with the mod. (For example, Smoke's 21, defined to be a mid attack but because of the small hitbox, it behaves like a high)
Recovery frames for both versions of Shadow Slide were slightly decreased. Ghostball (both versions) is slightly faster and recovers faster. Recovery frames on EX Shadow Charge have been reduced. EX Rising Karma's recovery frames on block have been increased (-15 aprox. EX Telecharge's recovery frames have been slightly reduced, it should now be neutral on block.
Slide's hitbox was adjusted: Occasionally, SZ would whiff from full screen (has happened to me a few times while testing Costume 1), now this should no longer occur. F4 is faster, and recovery frames (on hit, whiff and block) on 1+2 have been reduced, thus allowing new combos to be made in the corner. F4 no longer restands an airborne opponent. 2's recovery frames on hit have been reduced to prevent the above change from hurting him too much. 2 has been slightly slowed down, to decrease the cancel advantage obtained by Nomad Dash Cancelling from this attack.
New intro for Costume 2. Ice Puddle (both versions) is faster, it should now be a viable tool to use in a match. As a result, Slide's recovery frames on whiff have also been slightly reduced. Endframe data was adjusted to prevent a bug where Sub-Zero's slide didn't register.
The voice file still remains in the game, for some odd reason) Apparently, NRS had recorded a separate intro for Bi-Han.but chose not to use it in the final game. This is to correct an inconsistency in the intro (Bi-Han originally SPOKE WITH HIS BROTHER'S VOICE.
While it looks weird, it gets rid of the net reset by Opponent's reaction to 2nd air net is now the same as the ground one. D4's recovery frames on hit have been slightly increased (should be at least +10 or +11 on hit) S/F2's hitbox was increased, and it is now a true Mid attack. P2 Sub will play it fully.
Mortal Kombat 9 Mod Upgrade Making It
B12's recovery frames on hit have been reduced, thus allowing a safe jump on hit. B112's recovery frames on whiff,hit and block were slightly increased to prevent the speed upgrade making it too powerful. B112's speed has been increased, thus removing the gap between hits. Choke's hitbox has been further increased, and it is now a true Mid attack. Opponent recovers much faster (0.50x faster) from getting hit by B121, thus preventing a safe jump on hit.
sort of "limit" for the variable (AKA shitty programming) Opponent recovers a bit slower from being hit with B12, change was done to ensure a safe jump on hit for Kano as there seems to be some XRay's hitbox has been increased to prevent low profiling from other characters.
D1's recovery frames on hit were reduced, it should be + on hit now. 234's recovery frames on block have been slightly reduced (should be +5 approx) F2's hitbox was also increased so that it doesn't whiff on crouching opponents. Military Stance's F1 is now - on block (-1 to -2 approx.), it's recovery frames on block were slightly increased. Dive Kick's recovery frames on block have been increased, and Sonya comes out of the move a little slower (seems to be slower for the EX version of the move). Now, B12 should definitely grant a safe jump on hit.
Teleport 3 is now a Special High and can be ducked without blocking. Teleport 2's hitbox has been increased to prevent low profiling from other characters. Armor duration cut by half on EX Teleport, as a result, this also removes the bug where Lao could get extra armor by delaying EX Teleport's 1 attack/throw. Ground Spikes (all versions, including EX) does 1% of damage on block. EX Ground Spikes' damage scaling increased (originally, it's damage multiplier was set at 0.80, it is now set at 0.60) He now uses the normal version of his fatalities on Kratos.
F414's recovery frames on block were reduced, it should now be neutral on block. F413's recovery frames on block have been increased (it should be -5 approx.) 2F2B1's last hit had it's speed very slightly increased to further help this. 2F2B1's recovery frames on hit have been reduced, thus allowing new combos to be made. F41's hitbox has been increased to prevent whiffing on specific crouching opponents.
Opponent recovers from 23 on hit a bit slower, thus allowing Jade to special cancel 23 and combo off Overhead Staff Slam on hit. The second hit of EX Up Boomerang now hits Overhead on the way down. All boomerangs have significantly better recovery now. U3's hitbox has been increased, and it is now a true Mid attack.
21U3 now allows to perform a special move after connecting the last hit. Low Grenade Toss and High Grenade Toss have significantly better recovery now, this applies to the EX Double Grenade Toss as well. To prevent the above change from granting Jade a safe jump on hit, recovery frames on hit for 12 have been increased.
EX Teleport Stomp's armor duration has been doubly increased: it should now last through the entire animation. The hitbox of 212F1's last hit was made bigger so that it hits all crouching characters. F4 is no longer special cancellable: this removes the EX Smoke Bomb reset. You can now use Skeletal Boost during Trance.
Soul Steal's 2nd hit is now unblockable. New intro for Costume 2: Previously, the game used the young voice for Old Tsung, this is despite NRS recording a separate voice file for Old Shang, and said voice file is still in the game, just unused, oddly enough. B121+2's recovery frames on block have been reduced. 1B2F1's recovery frames on block have been reduced (approx +1)
Slide's speed (both versions) has been increased. EX Dive Kick's final hit's speed has been increased: this makes the move have far more advantage on hit, as well as have lesser recovery frames. Hair Whip (both versions) now hits Mid. U4 is faster and has an improved hitbox. Levitate's backdash is a bit quicker and more closely matches the forwarddash speed.

