#patch-notes
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Season 1 Patch - August 15, 2022
https://multiversus.bugs.wbgames.com/patch-notes
General
Morty will be arriving on 08/23! He will be our first Plumbus-wielding character!
The patch will come in two parts. The first will be on August 15 and the second will be coming shortly afterwards (hopefully in the next few days). So not every change, but most will be in the August 15 patch.
New Free Character Rotation (8/15 - 8/30)
Arya
Batman
LeBron
Steven
Meta Systems
Free Rotation Characters now have an icon in character select to identify them
Battle Pass XP match rewards increased to 10 for wins and 5 for losses, up from 5 for wins and 3 for losses.
Disabled class based Battle Pass missions other than for Tanks
Developer Note: Since players might not have access to fighters in specific classes other than Tank (thanks to Wonder Woman), we felt like relying on rerolls was not a reliable enough method to work around those missions.
Lowered the requirements for a number of seasonal missions:
Ringout a player from the top of the map 50 times (previously 75)
Ringout a player from the side of the map 50 times (previously 75)
Ringout a player from the bottom of the map 50 times (previously 75)
Get 50 assists (previously 125)
General Perks
Clear The Air - Increased consistency on perk effect.
We are aware of inconsistencies in this perk’s interaction with Velma’s speech bubbles and Batman’s Batarang. We will address these interactions in a future patch.
Make it Rain, Dog! - Projectile speed is now properly applied to thrown items.
Painted Target - Fixed an issue where projectiles weren’t applying bonus damage
Retaliation Ready - Reduced unstacked gray health from 3 HP for 3 seconds to 1 HP for 3 seconds
Reduced stacked gray health from 4 HP for 3 seconds to 2 HP for 3 seconds
School Me Once… - Increased consistency on projectile block spawn. Notable - getting hit by Jerry will now spawn a projectile block buff
Slippery When Feint - Fixed an issue where evade distance was not increased on hit cancels
Snowball Effect - Fixed an issue where projectiles weren’t applying bonus damage
Static Electricity - Increased consistency on projectile electric damage application. Notable - thrown items will now apply electricity
Gameplay Systems:
Ice Debuff - Movement speed slow at 1 stack reduced from 20% to 15%
Slow now scales linearly with each stack of Ice Debuff
Removed a bug where fighters affected by Ice Debuff took additional knockback
Ability Cooldowns - fixed a bug where cooldowns would not trigger properly if used near an ally Jake
Gameplay Modes:
FFA - Fixed a bug where pop up text would display the incorrect point value.
UI:
Announcer Pack - You can now preview a character's announcer pack before deciding to unlock it.
Tutorials:
Various Bug Fixes -
Fix for tutorials causing stage hazards to toggle off in other game modes.
Down spike tutorial has been fixed so that it requires an actual spike rather than any aerial attack.
The Reindog tether step of the intro tutorial no longer counts if you pull your ally in after they have been rung out.
Fix for Shaggy falling off the map during the aerial combat tutorial demo.
Added a wall to the second step of the KBI tutorial.
Glossary and Terms:
New Terms
Added Wall Fatigue to the glossary.
Added the terms Block, Hazard, and Wipe to the glossary and updated move lists accordingly.
Characters
Legend:
- = Buff
- = Nerf
~ = Change
Note: Attacks callouts reference default controls.
Arya
The goal of these changes was to make Arya’s combos be more consistent and successful at lower skill levels.
- Air/Ground Up Special - Hitting a fighter will now more accurately launch them at an angle to allow follow-ups for Arya
- Air Up Attack - The first hit will now more accurately combo into the second hit.
- Neutral Air Attack - Now has earlier branching on hit.
- Ground Side Attack - Arya will retain velocity on first hit of side attack.
- Ground Down Attack - Now has slightly earlier dodge branching
~ Air/Ground Neutral Special - Fixed a bug where Arya would not copy over capsule hitboxes on her normal neutral attacks when stealing a fighter's face.
Set Arya's hurtbox to match her victim's hurtbox while she is disguised as them.
Fixed a bug where Arya's top UI would be offset incorrectly when she steals a face.
Fixed bug where Arya's disguise attack hitbox could get disconnected.
Fixed bug where Arya's original hitboxes would be useable during disguise attacks.
Fixed bug where the hitboxes from Arya's disguise would stay active during her normal attacks.
Batman
~ Air/Ground Side Special - Fixed bug where Batman would overshoot his grapple destination if the fighter he was grappling to dodged.
Increased the overshooting distance when grappling to an ally.
Fixed Batman grapple failing at short distances under high latency
- Ground Side Attack - First hit added 3 frames of whiff recovery.
- Air/Ground Neutral Attack (coming in patch 2): Batarang pick up will now return 9.45s of it’s cooldown down from 11.55s. This change helps create a window from when the batarang is used for the opponent to react. With perks like Coffeezilla causing this cooldown to be even shorter, we felt this change was necessary to create counterplay against the batarang.
Batman
~ Air/Ground Side Special - Fixed bug where Batman would overshoot his grapple destination if the fighter he was grappling to dodged.
Increased the overshooting distance when grappling to an ally.
Fixed Batman grapple failing at short distances under high latency
- Ground Side Attack - First hit added 3 frames of whiff recovery.
- Air/Ground Neutral Attack (coming in patch 2): Batarang pick up will now return 9.45s of it’s cooldown down from 11.55s. This change helps create a window from when the batarang is used for the opponent to react. With perks like Coffeezilla causing this cooldown to be even shorter, we felt this change was necessary to create counterplay against the batarang.
Bugs Bunny
Bugs Bunny is a bit too safe in everything he does. We’ve given him some additional whiff punish windows to help address this.
~ Air Up Special - Fixed an exploit where Bugs could spawn two rockets.
~ Air Side Special - Fixed an exploit where Bugs could spawn two rockets.
- Air/Ground Neutral Special - Fixed an exploit where Bugs could spawn multiple safes without triggering his cooldown.
- Safe HP reduced from 16 to 14.
~ Air Down Special - Bugs' previous tunnels will now disappear when creating new tunnels. - Air Up Attack
Added 4 frames of whiff recovery. - Air Side Attack - Increased whiff recovery by 5 frames.
- Air Neutral Attack - Increased whiff recovery by 5 frames.
- Ground Down Attack - Pie max lifetime set to 8 seconds, from infinite.
- Pie no longer applies a slow
Finn
Fighting against Finn felt too difficult as Finn felt a bit too safe and could throw out attacks without much fear of a punish due to how quickly he recovered. Hurt/Hit box foundational updates are coming soon, but will not be in this patch.
- Passive - Attacks affected by Attack Decay no longer spawn coins
Finn now spawns with 100 gold instead of 200
- Air Down Special - Fixed an issue where the gem required 200 gold to spawn, but only cost 100 to spawn. Gem now requires and costs 100
- Air Side Special - Added additional whiff recovery.
- Ground/Air Up Special - Reduced the strength of the vacuum effect on the backpack
Weaker hits of the backpack will no longer “overwrite” stronger knockbacks from other attacks
Whiffing with all hits will still drop a coin
Added whiff recovery.
Hitboxes should better match the attack (not perfect until our planned hurt/hit box system overhaul) - Air Side Attack - Reduced active frames to diminish Finn’s ability to hit fighters behind him
- Ground Down Attack - The distance Finn covers with this attack now scales with how charged the attack is.
- Ground Side Attack - Increased whiff recovery for the first hit.
-
On The House perk - Fixed an issue where Finn still spent gold on gems spawned by the perk
Slightly reduced the launch speed of gems spawned by the perk – this should fix issues that arose when this perk was combined with the “Make it Rain, Dog!” perk
Garnet -
Air/Ground Neutral Special - Song activation starts earlier on frame 12 instead of frame 30.
~ Air/Ground Down Special - Fixed bug where Garnet would be stopped by Iron Giant's collision when she moves with her down special. -
Air Neutral Attack - Slightly higher base knockback
Harley
~Stuffie Bat - Harley bomb vfx shrunk to better match the explosion radius
- Weight - Increased from 42 to 44.
Iron Giant
~ VFX - Global fighter VFX now better matches Iron Giant’s size without making the screen too busy. Notable adjustments include Projectile Block buff, Speed Boost buff, and Steven Bubble debuff
-
Air/Ground Down Special - Fixed an issue where VFX trails would persist and fill up the screen
Can no longer use cannonball attack when out of air specials
Knockback angle changed to send fighters more horizontally and away from Iron Giant.
Fixed issues that allowed for infinitely bouncing on enemies near the ground -
Air/Ground Neutral Special - Gray Health from activation reduced from 2 + #bolts HP for 5 seconds to #bolts HP for 3 seconds
Gray Health from ally overlap reduced from 5 HP for 5 seconds to 3 HP for 3 seconds
~ Ground Forward Special - Iron Giant grabs are correctly blocked by incompatible states. -
Air Up Attack - Can no longer hit the same target multiple times
-
Air Neutral Attack - Final hit knockback angle changed to send fighters more horizontally and away from Iron Giant
Increased knockback scaling -
Ground Up Attack - Gray Health from scrap reduced from 3 HP for 5 seconds to 2 HP for 3 seconds
Allies that consume scrap will overwrite any existing gray health they have from consuming scrap
~ Ground Forward Attack - Fixed attack decay not triggering for all parts of forward attack combo -
Ground Down Attack - Gray health from art reduced from 10 HP for 10 seconds to 6 HP for 3 seconds
Jake -
Air Down Attack - Removed instant cancel out of the attack to prevent skateboard infinites
No longer bounces off allies -
Ground Up Attack - Additional whiff recovery; Slightly later charge cancel window to make it a bit more committal
LeBron
~ Air/Ground Side Special - LeBron’s solo dunk no longer spawns a shockwave on the ground.
The alley-oop teleport version of LeBron’s dunk spawns a shockwave and will launch fighters into the shockwave. The shockwave will launch fighters into a final hit that applies Weakened debuff.
Solo dunk knockback and hitbox size increased
Fixed a bug where LeBron could dunk himself into the sky
~ Ground/Air Down Special (No Ball) - Adjusted to prevent ball spam
- Air Side Attack - Branches earlier on hit; fix for hitbox hitting behind him too much
- Air Neutral Attack - Branches earlier on hit to increase combo potential.
Fix for ball neutral air branching into no ball neutral air. - Ground Side Attack/ Ground Down Attack - Removed shared attack decay from side attack and down attack
- Ground Side Attack - 3 hit combo hits more consistently.
~ Ground Neutral Attack - Fixed angle of attack.
~ Basketball - Fixed some team color issues that would occur when reflecting LeBron basketball.
Fixed an issue where LeBron could be stuck attacking without his ball while visually holding his ball
~ Hot Hands perk - When an ally catches a no-look pass while the Hot Hands perk is equipped, the basketball pass buff will emit flames to let allies know they will throw an ignited basketball
Reindog
- Air Up Special - Removed hitpause on ally that threw Reindog when Reindog connects in ball form
- Air/Ground Neutral Special - Increased cooldown from 13s to 14s
- Air Up Attack - Hitbox size increased
Shaggy
Shaggy’s Side Special felt a little too unpunishable, so we’ve added a bit of Whiff Recovery.
- Rage Air Side Special - Recovery increased by two frames; now better matches rage ground side special
Addressed an issue where Shaggy could perform two rage specials
- Rage Ground Down Special - Shaggy’s shockwave will launch fighters into a final hit that applies Weakened debuff.
-
Ground/Air Side Special - Added 4 additional frames of whiff recovery
Steven -
Ground Down Special - Watermelon Steven ability cooldown now begins when Watermelon Steven is rung out.
Fixed a bug where Watermelon Steven could spawn inside ceilings and be stuck.
~ Air Neutral Attack - No longer will animation hitch.
~ VO/SFX - Fixed an issue where Steven's intro VO lines failed to play.
~ Taunt - Fixed an issue where Steven could only perform his up taunt.
Superman -
Ground Neutral Attack - Added additional whiff recovery.
-
Ground Up Attack - Added additional whiff recovery.
-
Ground Down Special - Added additional whiff recovery.
Taz
This is the start of our tornado changes for Taz. We will be continuing to monitor the tornado with extra scrutiny in case additional changes are needed.
Chicken Debuff -
Fixed a bug where transformed fighters could receive buffs that would not appear visually when they returned to their normal form
- Reduced chicken duration from 10 seconds to 8
- Increased the size of the chicken
- Air/Ground Down Special - Adjusted projectile movement direction of Taz spit projectiles to be more forward and less of a lob.
- When Taz spits a projectile back at a fighter, the projectile will maintain its original speed.
- Air/Ground Neutral Special - If Taz eats a projectile that can't be spit back out, he will refresh a count of his apple core ability.
Increased size of hit collision for Taz eating projectiles on his neutral special. Also made it possible to eat projectiles a few frames earlier.
Taz deals 1 stack of Weakened debuff everytime he chews an enemy.
Fixed a bug that allowed for ground movement after eating an enemy fighter
- Air/Ground Up Special - Damage reduced from 10 to 9 and base knockback reduced from 1500 to 1350
Fixed a bug where enemy fighters could become invulnerable to the fight cloud after dodging it.
~ Air/Ground Side Special - Now a cooldown move with a 7-second cooldown. While the cooldown is active, side special is a weaker version of the tornado.
Full power tornado has a 1.5 second duration and receives an additional 1 second duration after passing an ally.
On cooldown tornado has a 0.25 second duration and does not gain additional duration by passing an ally.
- Ground Up Attack - Now a two-hit attack. The early hit combos into the sandwich clap
om And Jerry
- Tom And Jerry - Dynamite now applies projectile perk effects.
~ Air Normal Attacks - Fixed a bug that would prevent Tom and Jerry from using normal attacks when Air Special limit had been reached.
-
Air Up Special - Fixed an issue where Jerry would continue to have active hit frames when falling from the rocket
Velma -
Air Side Special - Reduced move distance.
The distance this traveled before gave Velma additional recovery that wasn’t intended. -
Air Up Special - Reduced Weaken stacks from 3 to 2.
-
Will no longer chain into Air Down Attack as easily to prevent easy application of damage.
-
Ground Side Special - Reduced gray health from 12 HP for 4 seconds to 6 HP for 3 seconds
-
Air Down Attack - Increased Recovery
-
Air Side Attack - Added whiff recovery
-
Ground/Air Neutral Attack - Fixed issues when word bubbles would go through Bugs’ Tunnels.
Reduced ammo count from 4 to 3
Reduced ammo return from 11 to 10 -
Weight - Decreased weight from 63 to 60.
-
Knowledge Is Power perk - Reduced gray health from 7 HP for 5 seconds to 3 HP for 3 seconds
Wonder Woman
- Ground/Air Neutral Special - Lowered cooldown from 13s to 12s
- Ground Side Special - Projectile Shield comes out earlier to allow her to better react to incoming projectiles.
~ Air Up Attack - Hurtbox should now better match the animation. - Weight - Increased weight from 65 to 76
~ Shield of Athena Signature Perk - Adjusted scale of projectile shield for Shield of Athena signature perk to cover an edge case where projectiles would pass above it during a dodge.
Patch Notes - February 16, 2023
ValentiNeon event quests requiring specific variants should now display 1500 candy hearts instead of 200
Holiday Cookies badge can be equipped again
Batman's up air second hit now correctly adds 1 stack of Weakened
Fixed a hit box on Marvin's up normal that was lingering too long
Fixed an issue with Taz eat whether the eaten enemy couldn't be thrown
Fixed issues with Taz Slam-wich vacuum pause breaking on up attack
Fixed an issue where Tom and Jerry's dynamite was exploding too early
Harley's Whack-in-a-Box no longer hits way above its explode radius
Adjusted Steven's neutral air visuals to better match the hitbox
What time is it? Patch time! We've got some fixes comin' your way tomorrow, MVPs. Check out the summary below, or read about it on our website: https://multiversus.bugs.wbgames.com/patch-notes
-Are your Icons turning unprompted during attacks? We’ve improved on that controller issue! If your Icons keep misbehaving, let us know by submitting a support ticket.
-Iron Giant’s hitboxes no longer spawn below him. Be safe out there, big guy!
-Garnet’s feeling better: now she can combo out of her air down while her target is on the ground.
-LeBron and Wonder Woman's stat tracker badges on the mastery track are fresh and fixed too!-Marvin’s spaceship is now safe from Superman’s ice breath. And if he sticks a flag on the ship, it won’t stay floating there after the ship returns to Mars.
-Get it together, Morty! Now he can move to his down special marker, even if it's overlapping with another fighter. No more teleports to the middle of the map when he warps back to an occupied spot, either.
-Taz’s sandwich attack is more delicious now! The vacuum strength of the first hit is increased, and the knockback influence is decreased. Meaning: the ability to combo into the second hit of the attack is more consistent.
Hello MVPs! Our mid-season 1.05 patch is here, and with it comes the addition of Free-For-All mode, Spectator mode, post-game stats, and various character balance changes. As always, thanks so much for your valuable feedback on Reddit, Discord, and our other social channels–you are appreciated! Let’s go ahead and dive in, shall we?
General
• New Fighter: Agent Smith joins the Multiverse! If players complete enough tiers in the “Beat Rifts, Get Agent Smith Free!” event, they can begin playing with him as early as July 8 ! How’s that for breaking reality? Agent Smith will then be available for purchase on July 23.
• New Mode: Free-For-All game mode has been added to our Normal PvP Queues! Battle against up to 3 other players to become king of the Multiverse. First player to 4 ringouts is the winner! We’re experimenting with a different, more simplified ruleset for Free-For-All. Let us know how you like the mode!
• New Mode: Spectator mode is now available for custom games! Become the ultimate support teammate and cheer on your friends without entering the ring yourself. Lobbies can support up to 4 spectators per game.
• Post-game stats have returned! You can now see your total ringouts and damage dealt on the results screen after any PvP or PvE match.
• Battle Pass Tiers can now be purchased with Gleamium.
• Added a daily free item available to be collected in the Store.
• Fighter Select Portraits have been changed from 3D to 2D art renders for Fighters only. Variants will retain the 3D renders.
• Added an option to edit Perks in Custom Game mode.
• We’ve added the option to turn on/off both Outline Colors and Team Colors in PvP and PvE. These can be configured in the Settings menu.
Rifts
The Megalodog PvE Rift is NOW AVAILABLE!
Future Rifts have been added and will unlock later in the season:
• “Age of Smith” Rift
• “Triple Threat” Rift
Rift Updates
• “Rift Cauldrons” are now called “Rift Star Meters.” Star Meters can now be completed by collecting 72% of available stars in a Rift, down from 80%. Players who have already completed 72% of available stars can claim their rewards retroactively by completing a node in the relevant Rift.
• Daily Gem Rewards now appear on a Rift of each attunement each day.
• Added a new button to auto-equip gems before the match if currently equipped gems are mismatched.
• Added a new button to retry a Rift node when the Rift is completed in single-player mode.
• Added a new button to leave Rift matches when in single-player mode.
• Defeated Boss requirements have been lowered to unlock Matrix Code Superman, Matrix Code Bugs Bunny, and Matrix Code Jake variants.
Rift Balance Updates
• Area-Of-Effect attack damage has been reduced on higher difficulties
• Reflect damage has been reduced on higher difficulties
• Armature knockback reduced
Account Systems
• Badges now show stats on Account Cosmetics screen
• Account mastery, character mastery, and leaderboards now show progress for all matches in a set in the post-match match summary rather than just the last match
• Fixed an issue where incomplete matches would display as losses on the Career screen
Input Preferences
We are re-introducing some of the input preferences that were popular during our Open Beta. We hope this helps players feel more comfortable as they fine-tune their combat experience.
Added this patch:
• Customizable input buffer timing
• Customizable control stick input deadzones (both left and right sticks)
• Swap side/neutral attack inputs for ground or air
• Toggleable option to use attack inputs to pick up items
• Fastfall method input settings (tap down or hold down)
• Customizable Neutral Dodge input binding
Combat Changes
• Upon hitstun ending, fighters now incur a 6-frame lockout on the neutral dodge action. This will make it more difficult to parry attacks in the middle of a combo. Directional dodges are unaffected.
• Excessively long combo strings now apply a vacuum attack hitstun decay penalty. This should allow for players to more easily escape previously inescapable infinite team combos such as alternating Superman rapid jab combos.
• Attacks that incapacitate fighters now apply a temporary incapacitate-resistance buff to the incapacitated fighter. This will make subsequent incapacitate attacks have a much shorter duration. This should allow for players to more easily escape previously inescapable infinite incapacitate combos such as alternating Jake bite/spit. Affected attacks will be noted in individual character patch notes.
• Side attack combo input buffers have been standardized for all fighters. It should now be easier to buffer a different attack during a jab combo without accidentally inputting further attacks in the jab combo.
General Bugfixes
• Fixed an issue where fighters that took fire or shock damage on the same frame they were hit by an attack would cause the attack to be ignored.
• Fixed an issue where fighters could respawn without spawn invulnerability.
General Perks
• Fixed an issue where all Team perks were always giving their stacked effect.
Protective Momentum
• Projectile shield now breaks after blocking one normal or heavy projectile
Maps
The Court 2 variant has been added to the game!
Cromulons
• 2v2 Variant
• Main stage and side speakers width increased 20%
• Blast box size increased 10%
• 1v1 Variant
• Main stage width increased 20%
• Blast box size increased 10%
*Dexter’s Laboratory 1 *
• Scroll speed reduced
• Reverse scroll button cooldown increased to 15 seconds from 1 second
• Possible generated layouts updated
Throne Room
• 2v2 Variant
• Increased upper limit 300 units
Townsville
• Mojo Jojo increased interval between attacks
• Bombs and laser knockback reduced
• Mojo Jojo takes more damage before attacks are interrupted
Tree Fort
• Bounce pads should more reliably bounce fighters and prevent them from fully landing on the platform.
Characters
Legend:
- = Buff
- = Nerf
~ = Change
- = Bugfix
Note: Attacks callouts reference default controls.
Arya
• Ground Dash Attack
• ~ Updated knockback to hit more consistently near the ledge
• Air/Ground Neutral Special
• * Fixed an issue where Arya would float into space while attempting to use face steal
Banana Guard
• Air Neutral Attack
• + On-hit branch window 5 frames earlier
• Air Side Attack
• - Damage reduced to 11 from 12
• - On-whiff branch window delayed 4 frames
• Air/Ground Neutral Special
• - Strength buff is now consumed after a successful attack to an enemy
• Ground Down Special
• + On-hit branch window can be canceled 26 frames earlier
• Ground Side Special
• - On-whiff branch window delayed 4 frames
Batman
• Ground Dash Attack
• - On-whiff branch window delayed 8 frames
• Air/Ground Neutral Special
• * Fixed an issue where Bat Bomb could be applied to two enemies simultaneously if hit on the same frame
• Air Down Special
• - Leg hurtbox size increased
Black Adam
• Ground Up Attack
• - Lightning strike projectile now applies a 4-second cooldown
• Ground Down Attack
• + Knockback increased to 2300 from 2200
• - On-hit dodge branch window delayed 5 frames
• Air Up Attack
• - Final hit base knockback reduced to 1500 from 1750
• - On-whiff branch window delayed 5 frames
• Air Neutral Attack
• ~ Visuals now better match hitbox size
Bugs Bunny
Bugs Bunny is living up to his identity as a strong mage a little bit too well right now. We’re hoping to reduce the time that his safe can remain on screen by making it a bit more fragile, and we’re looking to tone down some of the more toxic loops that come from his air neutral attack.
• Air Neutral Attack
• - Repeat-move lockout increased to 18 frames from 8 frames
• - On-hit jump branch window delayed 4 frames
• ~ Attacking a safe will now only knock back the safe on the last hit of the attack
We're keeping an eye on this change and may adjust in a hotfix if this makes neutral air attack + safe interactions too difficult
• Air Up Attack
• - Hitbox active duration reduced 2 frames
• Air/Ground Down Attack (Pie)
• ~ Pie projectile hurtbox size increased to match hitbox size. Should address issues with inconsistent projectile interactions.
• Air Down Attack (No Pie)
• + More aerial momentum is maintained on attack start-up
• Air/Ground Neutral Special (Safe)
• ~ Enemy attacks only do one damage to the safe; armor break hits still immediately destroy the safe
• - Safe health reduced to 3hp from 16hp
• Air/Ground Neutral Special (Cooldown)
• - On-hit branch window delayed 5 frames
• ~ Knockback angle made more horizontal
• Air/Ground Up Special
• ~ Lowered platform height of vertical rocket to address issues where platform collision would push enemies away from the hitbox
• Air/Ground Down Special
• * Addressed several issues with tunnels where fighters could be trapped indefinitely or teleported off-screen without ringing out
• Bugs will now attempt to reverse direction if his destination tunnel is destroyed while he is traveling between tunnels
• “Lingering Love” Perk
• + Now has a melee hitbox while projectile spawn is on cooldown
Finn
• Ground Neutral Attack
• + Knockback scaling to 15.5 from 14
• Ground Up Attack
• + Knockback scaling to 20.5 from 19.5
• Ground Down Attack
• * Fixed an issue where this attack was not breaking armor on both hits
Garnet
• Air Side Attack 1
• - Now applies a repeat-move lockout after ground side attack 1; air lockout duration matches ground lockout duration of 16 frames
• Ground Side Attack 2 (Up)
• - Hitstun reduced
• + Knockback increased to 1750 from 1650
• + Hitbox start-up time advanced 5 frames
• Ground Down Attack
• + On-hit branch window advanced 2 frames
• Air/Ground Down Special
• ~ Placing the star will automatically adjust its position to prevent Garnet from ringing herself out on star dash
• “Marker” Perk
• ~ Gauntlets no longer spawn a star if the gauntlets were destroyed from leaving the arena
Gizmo
Gizmo’s balance has looked much better after his nerfs in the 1.02 patch. We are hoping to address a few lingering issues with his arrow and car gameplay before we let the dust settle for a bit.
• Air/Ground Neutral Attack
• * Fixed an issue where Gizmo would get multiple jumps in air while charging an arrow
• ~ Adjusted jump height during arrow charge to better match his normal jump heights.
• Ground Up Attack
• - Popcorn charge no longer affects arrow explosion damage/knockback
• Ground Side Special
• - Car speed reduced to 2350 from 3000
• - Car health reduced to 5 hp from 8 hp
• - Car is now automatically destroyed if left idle for 6 seconds
• Air Side Special
• - On-whiff branch window delayed 8 frames
• Air/Ground Up Special
• ~ Increased attach radius to 575 units from 250 units; Gizmo should have an easier time snapping to his car or his allies without needing to precisely aim the attack
Harley Quinn
Harley’s balance was mostly tackled in the 1.02 patch, we made some additional finer tuning based on feedback. We have adjusted Ground Up attack to feel more responsive and to allow Harley to pressure her opponents with follow ups. Both Harley’s neutral special Bat Doll and Stripe’s down special Dynamite have been adjusted so the item timer begins to tick down immediately once equipped to make these items have windows of counterplay.
• Ground Up Attack
• + On-hit branch window advanced 6 frames
• Ground Down Attack
• + Maximum movement from charge increased 5%
• Air Up Attack
• - On-hit branch window delayed 5 frames
• - On-whiff branch window delayed 5 frames
• + Knockback increased to 1250 from 1175
• Air/Ground Neutral Special
• ~ Explosion timer now begins while the bat doll is in Harley’s hands
• ~ Cooldown timer now begins while the bat doll is in Harley’s hands
• ~ Bat doll will only spawn an explosion hitbox if it explodes after being thrown by Harley
• ~ Bat doll is now considered an item while Harley has it equipped
• + Throwing the bat doll no longer consumes an air special
• * Fixed an issue where bat doll would not attach to a fighter after colliding with certain projectiles or terrain
• * Fixed an issue where bat doll could be equipped while Harley had an available bat doll to detonate
• Air/Ground Down Special
• ~ Explosion now classified as a “projectile” hit, meaning it can proc projectile effects like the “That’s Flammable, Doc!” perk
Iron Giant
• Passive
• ~ Allies can no longer enter the pilot turret while Iron Giant is in a grabbed state
• * Fixed an issue where Iron Giant could still use rage mode attacks while polymorphed
• Ground Side Attack
• - On-whiff branch window delayed 6 frames
• Air Side Attack
• - Hitbox size adjusted so it is less likely for Iron Giant to hit enemies behind him
• Air Neutral Attack
• - On-whiff branch window delayed 6 frames
• Air/Ground Up Special
• ~ Attack now transitions to final hit after successfully damaging an enemy
• + Upper body is now projectile intangible while Iron Giant is spinning
• * Fixed a bug that would allow this attack to hit 5 times on occasion instead of the intended max of 3 hits
Jake
Jake has been having a rough time since our official launch. With these changes we’re looking to make him feel more like an aerial bruiser and less like a bite-spammer.
• General
• * Fixed an issue where Jake could not hold special inputs using the right stick
• Ground Neutral Attack
• + Start-up window before charge reduced 6 frames. Start-up window after charge reduced 4 frames.
• Air Side Attack
• + Hitbox size increased to better match visuals
• + Hitbox active duration increased 3 frames
• Air Neutral Attack
• + Hitbox start-up time advanced 2 frames
• Air Down Attack
• + More aerial momentum is maintained on attack start-up
• Air Up Attack 1
• + Hitbox start-up time advanced 3 frames
• Ground/Air Neutral Special
• ~ Now applies incapacitate-resistance buff to incapacitated enemies
Jason
• General
• ~ Machete hitboxes on several attacks now better match attack visuals
• Ground Neutral Attack
• + Hitbox start-up time advanced 2 frames
• Ground Side Attack 1
• + Hitbox start-up time advanced 1 frame
• Ground Up Attack
• * Fixed an issue where the first hit would not properly vacuum into the second hit under certain circumstances
• Air Neutral Attack
• + Start-up window reduced 3 frames
• - On-whiff branch window delayed 5 frames
• Air Down Attack
• + Hitbox start-up time advanced 1 frame; will now hit higher up on Jason
• + Hitbox added to Jason’s head
• Ground Down Special
• ~ Removed sleeping bag’s properties as a projectile attack; it should no longer interact with Marvin bubble or Rick portal
• * Fixed an issue where Jason could grab certain boss enemies in Rifts
LeBron
• Ground Dash Attack
• + Hitbox start-up time advanced 6 frames
• + No longer prevents terrain bounce on knockback
• Ground Dash Attack (No Basketball)
• + No longer prevents terrain bounce on knockback
• Ground Neutral Attack
• + Hitbox start-up after charge advanced 10 frames
• ~ Maximum charge time increased
• - Required charge amount for armor increased 4 frames
• Ground Side Attack 1
• * Fixed an issue where dodge attack momentum was not properly conserved
• Ground Down Attack
• + First hit damage increased to 9 from 7
• + First hit knockback increased to 1825 from 1650
• + Second hit knockback increased to 1750 from 1650
• + First hit knockback scaling increased to 16 from 14
• ~ Knockback made more vertical
• Air Neutral Attack
• + First hit more reliably combos into second hit
• - Repeat-move lockout increased to 15 frames from 8 frames
• Air Side Attack
• + Hitbox start-up time advanced 4 frames
• + Knockback scaling increased to 19 from 15
• Air/Ground Side Special
• + Start-up on hitting ground increased 6 frames
• + Hitbox size increased
• Air Down Special (No Basketball)
• + Now allows ground movement while holding the special button
• - Max horizontal speed reduced
Marvin
• Air/Ground Neutral Attack
• + Bubbled projectiles now have a minimum additional lifetime of 5 seconds, to prevent projectiles breaking immediately after being trapped
• * Fixed an issue where the bubble would get unnecessarily large after trapping certain projectiles
• * Fixed an issue where certain projectiles would not be properly trapped
• Ground Side Attack
• - Projectile lifetime reduced to 2.75 seconds from 4.25 seconds
• Air/Ground Down Special
• * Fixed an issue where the flag would fall through the platform on which it was placed
Morty
• General
• * Fixed his drive animation facing the wrong way
• Ground Side Attack 3
• + Uncharged hitbox start-up time reduced; allows easier combos from Side Attack 2 into Side Attack 3
• Air Side Attack 2
• - Hitbox active duration reduced to prevent Morty from hitting behind himself
• Air/Ground Neutral Special
• - Grenade are now properly blocked by projectile-blocking effects
• Ground Side Special
• ~ Splitting a grenade properly spawns two grenades moving in opposite directions
• - On-whiff branch window delayed 10 frames
• * Fixed an issue where the on-hit branch window was not being acknowledged; attack can now branch much sooner on-hit
• “I’m More Than Just A Hammer” Perk
• - On-whiff branch window delayed 15 frames
• - Horizontal movement reduced
Reindog
• Ground/Air Neutral Attack
• + Uncharged damage increased to 4.5 from 4.0
• + Uncharged knockback increased to 1250 from 1200
• + Uncharged knockback scaling increased to 26 from 24
• Air Up Special
• + Reindog now flies more horizontally when thrown sideways by an ally
• Air/Ground Neutral Special
• - No longer damages invulnerable enemies
Rick
• “Bit Of A Stickler Meeseeks” Signature Perk Returns!
• Perk effect: “Rick's Meeseeks deal extra damage to fighters that are already in hitstun.”
• Ground Side Attack 1
• - Hitbox active duration reduced 1 frame
• Air/Ground Side Special
• * Addressed several issues with portals where fighters could be trapped indefinitely or teleported off-screen without ringing out
• Rick now takes priority traversing through portals if he attempts to spawn a second portal while another fighter is entering the first portal
Shaggy
• Ground Up Attack
• - Hitstun reduced
• Ground Down Special
• + Sandwiches no longer collide with the bottom of fall-through platforms
• Air Up Special
• - Damage reduced to 9 from 10; ground up special unchanged
• - Knockback reduced to 1400 from 1500; ground up special unchanged
• ~ Knockback made more horizontal
• Hangry Man Perk
• - Charge duration while holding a sandwich extended
**Steven Universe **
Steven’s long range and low whiff-recovery has made him feel incredibly oppressive in close fights. His low whiff-recovery combos pair particularly well with his bubble shield passive making it very difficult to punish Steven when he makes a mistake. These changes target his range and whiff-recovery to bring him more in-line with the rest of the cast.
• General
• * Fixed an issue where Steven’s enemies could stack rose debuff on themselves by hitting each other
• * Fixed an issue where dodge attack momentum was not properly conserved on grounded attacks
• Passive
• - Neutral dodge shield start-up increased to 20 frames from 8 frames; this adds a vulnerable window after a neutral dodge before shield begins
• - Directional dodge shield start-up increased to 10 frames from 4 frames
• - Bubble shield ammo cooldown increased to 13 seconds from 5 seconds
• Ground Up Attack
• - Charge knockback multiplier reduced
• ~ Hitbox size adjusted so it is less likely for Steven to hit enemies behind him
• Air Neutral Attack
• ~ Attack no longer classified as a “projectile” hit, meaning it can no longer proc projectile effects like the “That’s Flammable, Doc!” perk
• - On-whiff branch window delayed 8 frames
• Air Down Attack
• - On-whiff branch window delayed 8 frames
• - Hitbox start-up delayed 1 frame
• - Repeat-move lockout increased to 16 frames from 8 frames
• Air/Ground Side Special
• ~ Spawned shield no longer counts as “solid ground” for beginning up special cooldown
• Air/Ground Up Special
• - Now takes damage on fighter terrain bounce and will break after 3 bounces; behavior matches side special shield
• Ground Down Special
• * Fixed an issue where the animation would not cancel if Steven became airborne during the attack
• Air Down Special
• - Hitbox size reduced once Steven has landed on the ground
Stripe
• General
• * Fixed an issue where Stripe’s hurtboxes would be misaligned during dodge animations
• Air/Ground Down Special
• ~ Now begins a 5-second explosion timer once equipped
• * Fixed an issue where the dynamite would not visually appear in Stripe’s hands if the equip animation was interrupted
Superman
• “Flaming Re-Entry” Signature Perk Returns!
• Perk effect: “Superman's leap attack is stronger and ignites enemies. The landing from the attack leaves a firewall on the ground.”
• Ground Up Attack
• - Hitstun reduced
• Air/Ground Neutral Special
• - No longer infuses projectiles with ice above 6 stacks
• Air Side Special
• * Fixed an issue where Superman would drop a fighter if the button was released too early
• * Fixed an issue where grabbed fighters could get stuck to Superman if he grabbed a wall
• Air Up Special
• - On-whiff branch window delayed 4 frames
• Air/Ground Down Special
• * Fixed an issue where Superman would float away while attacking certain conditions
• “Break The Ice” Perk
• * Fixed an issue where bonus damage was not being applied to frozen enemies
Taz
• Ground Dash Attack
• + First hit more reliably combos into second hit
• Ground Side Attack 1
• * Fixed an issue preventing Taz from doing actions other than side attack after jab 1
• Ground Neutral Attack
• + Damage from charge increased
• + Uncharged knockback increased to 1450 from 1200
• + Uncharged knockback scaling increased to 20 from 12.5
• - Hitstun reduced slightly
• ~ Knockback made more vertical
• - On-hit branch window delayed 7 frames
• Ground Up Attack
• ~ First hit prevents terrain bounce on knockback; final hit unchanged
• Air Neutral Attack
• - Charge damage multiplier reduced; maximum damage after both hits reduced to 19 from 29
• Air Side Attack
• + Hitbox size increased 20%
• Air Down Attack
• + Second hit damage increased to 8 from 4
• + Second hit knockback increased to 1250 from 440
• + Second hit knockback scaling increased to 22 from 17
• Ground/Air Neutral Special
• ~ Now applies incapacitate-resistance buff to incapacitated enemies
• * Fixed an issue where Taz could get stuck in an eat loop indefinitely until he was hit
Tom & Jerry
• General
• + Jump 1 speed increased
• + Jump 2 speed and height increased
• Passive
• * Fixed a visual arrow indicator meant to show Jerry’s location when Jerry is off-screen
• Air/Ground Up Special
• * Fixed an issue where Jerry cooldown would not start if Jerry died while attached to a rocket
The Joker
• General
• - Ground side dodge distance reduced 10%
• Ground Side Attack 1
• ~ Hitbox size adjusted so it is less likely for The Joker to hit enemies behind him
• - On-whiff branch window delayed 4 frames
• Air/Ground Neutral Attack
• ~ Diamond card now properly comes to a stop after colliding with terrain
• Air Up Attack
• - Now applies repeat-move lockout for 8 frames
• - On-whiff branch window delayed 4 frames
• Air Side Special
• - On-hit branch window delayed 10 frames
• Air/Ground Up Special
• * Fixed an issue where riding the balloon would immediately ringout the rider
• Air Down Special
• - Repeat-move lockout increased to 15 frames from 8 frames
• Joker’s Wild Perk
• - Knockback scaling reduced to 21 from 27
Velma
These are the changes we were referring to after our Velma changes in the 1.02 patch. We hope to address some of the worst bugs impacting Velma players and also give her some strength in her zoning tools.
• General
• * Fixed an issue where Velma could get stuck to any fighter that grabbed Velma under certain conditions
• Passive
• * Fixed an issue where evidence would stop randomly spawning on the map after Velma was rung out.
• Ground Side Attack 1
• + On-whiff branch window advanced 4 frames
• Ground Side Attack 2
• + On-whiff branch window advanced 4 frames
• Ground Up Attack
• + Velma can now hold forward to slide forward during attack start-up
• Air/Ground Neutral Attack
• + Velma can now aim the megaphone
• Air/Ground Neutral Special
• ~ Branch windows now standardized for both air and ground versions
• ~ “Heyyy” projectile hurtbox size increased to match hitbox size. Should address issues with inconsistent projectile interactions.
• + All speech bubble types no longer collide with fall-through platforms
• Ground Side Special
• + Minimum charge run speed increased
• - Knockback reduced to 2300 from 2500
• + Knockback scaling increased to 9 from 0
• * Fixed an issue where Velma could run off the screen if the ground was destroyed beneath her while running
• Air Side Special
• ~ Now ignores player collisions during movement
• Air Up Special
• + Now has a chance to spawn evidence
• Ground Down Special (Mystery Machine)
• * Fixed an issue where Velma could fall to her death if the ground was destroyed beneath her while summoning the Mystery Machine
Wonder Woman
Wonder Woman has been feeling a little strong since the official launch. We want her to keep her identify as the easy-to-pickup, armor tank, but in that vein we don’t think she should be able to score ringouts easier than the rest of the cast. These changes should make her feel a little easier to play against while slightly toning down her KO power.
• Passive
• ~ Blocking a projectile will only charge Wonder Woman’s passive if the projectile has an active hitbox. This will fix issues where Wonder Woman could gain a full passive charge from projectiles like Jerry or Bugs’ Safe
• Ground Up Attack
• - On-hit branch window delayed 3 frames
• Ground Down Attack
• - Additional damage from passive charge reduced
• - Additional knockback from passive charge reduced
• - Self-applied armor now falls off after the hitbox ends; ally armor unchanged.
• Air Side Attack
• - On-whiff branch window delayed 2 frames
• - Damage reduced to 9 from 11
• - Knockback scaling reduced to 19 from 20.5
• +Knockback increased to 1350 from 1250
• Base knockback was increased to account for the lower knockback from the reduced damage
• Air Down Attack
• ~ Reduced duration visually in attack pose; branch windows and hitbox timing unchanged
• Air/Ground Neutral Special
• * Fixed an issue where lasso could sometimes be reflected; lasso is not reflectable
• Ground Side Special
• - Self-applied armor now falls off after the initial dash; ally armor unchanged
• - Repeat-move lockout increased to 18 frames from 8 frames
• * Fixed an issue where the self-imposed slow while holding the shield could be cleansed
• Ground Up Special
• - Hitbox start-up delayed 2 frames
• Air Up Special
• - Knockback angle made more diagonal; ground up special knockback unchanged
• - Hitbox start-up delayed 2 frames
• ~ Updated movement after launch to prevent Wonder Woman from falling too quickly
• Air/Ground Down Special
• - Cooldown increased to 33 seconds from 28 seconds
• “Shield of Athena” Perk
• * Fixed an issue where Wonder Woman could block ally projectiles
We hope that you’re as excited as we are for all of the changes heading to MultiVersus in v1.05 following a brief maintenance. Be sure to let us know your thoughts by joining our awesome community on our social channels. We’ll be back with more updates soon. Stay tuned!
7/3/2024
__General Bugfixes __
Fixed an issue with team colors and HUD colors while spectating
Fixed an issue where the game would crash when transitioning from PvP to PvE
Removed Ranked UI showing in the career page
Rifts
Fixed an issue where the game would desync with the “Reverse Gears” gem under certain conditions
**Characters **
Legend:
- = Buff
- = Nerf
~ = Change
- = Bugfix
Note: Attacks callouts reference default controls.
Gizmo
Air/Ground Neutral Attack
- Fixed an issue where Gizmo’s fall speed was too high while charging an arrow
Ground Side Special
- Fixed an issue where Gizmo could permanently lose his jump after leaving his car
Harley Quinn
Air/Ground Down Special
- Fixed an issue where the cooldown was not preventing the attack from occurring
Jason
Ground Up Special
- Fixed an issue where Jason could branch into other actions before releasing a grappled fighter
8/1/2024
**Ranked **
- All ranked sets are now best-of-3
Store
- Fixed an issue on PC where the mouse wheel could not be used to scroll the Medal Shop
General Bugfixes
- Fixed an issue where characters would be prevented from on-hit canceling their attacks after reflecting a projectile
**Characters **
Legend:
- = Buff
– = Nerf
~ = Change
* = Bugfix
Note: Attacks callouts reference default controls.
Arya
- Ground Down Attack
–On-whiff cancel window delayed 10 frames - Air/Ground Neutral Special
* Fixed an issue where Arya’s facesteal of Rick could cause a desync
Harley Quinn
- Ground Up Attack
- Hitbox added to Harley’s hip
- Air/Ground Neutral Special
* Fixed an issue where the self-attach lockout was resetting when the bomb bounced off terrain
*Iron Giant *
- Passive
* Fixed an issue where fighters piloting the rage mode turret could perform other actions while piloting - Ground Neutral Attack
–Knockback reduced to 2300 from 2850
–Maximum damage from charge reduced to 13 from 15 - Ground Side Attack 1
–On-whiff cancel window delayed 4 frames - Air Side Attack
–On-whiff cancel window delayed 4 frames
* Fixed an issue where the early vacuum hits of the attack could ring out fighters at very low damages - Air/Ground Neutral Special
–Burst cooldown increased to 45 seconds from 37 seconds - Air/Ground Up Special
–Cancel window delayed 6 frames
*LeBron *
- Ground Side Attack 2
–Hitstun reduced - Ground Side Attack 3
- Start-up window reduced 8 frames
- Air Down Special
–Start-up window increased 5 frames
Morty
- Ground Side Special
–Start-up window before charge increased 2 frames
–Start-up window after charge increased 6 frames
–On-whiff cancel window delayed 8 frames
Reindog
- Ground Side Special
* Fixed an issue where the on-hit cancel window and on-whiff cancel windows were flipped causing earlier cancel timing for whiff and later cancel timing for on-hit than intended.
Stripe
- Air/Ground Neutral Special
- Cancel window advanced 14 frames after shooting final shot
- Now allows input facing change during first 4 frames of attack start-up
- Air Side Special
* Fixed an issue where the chainsaw would not hit enemies while Stripe’s gun was on cooldown
__General __
● SEASON 3 BEGINS! There is a new Season 3 BATTLEPASS now available!
● New Character: The Day is Saved! The Powerpuff Girls fly into the Multiverse to smack down some baddies and save Townsville. They are available as part of the Premium Season 3 BATTLEPASS.
Rifts
The “Naptime is Over” PvE Rift is NOW AVAILABLE!
The “Batman Megamix” PvE Rift has been added and will unlock later in the season:
Rift Updates
● Gems can now be leveled up to level 20 instead of level 10, but total maximum XP and maximum strength are unchanged. Current gems will scale to their new level based on their current XP, and level 10 gems will scale to level 20 gems with the start of Season 3.
● Rift difficulties are now unlocked based on total gem XP rather than the average level of the player’s top 3 gems.
Rift Combat Updates
● Updated several level actors to support controller rumble feedback
Ranked
● If you have a character in Diamond / Master, other characters will be adjusted to Silver V / Gold V on their first game respectively
● Fixed a bug causing RP calculation to read inaccurate skill ratings
● Defeating players of a higher tier than you now has a higher minimum RP gain before MMR is accounted for
● Losing to players of a higher tier than you now has a lower maximum RP loss
Note: We started with a light touch, if we feel RP gains aren't appropriate for a significant difference in ranks, we will tune further via server hotfixes
● Base progression in lower tiers has been toned down a bit as there are now multiple mechanisms to accelerate high skill and experienced players
● Matchmaking favors games with players within a single tier, but may still fallback to two tiers
● Pre-made groups are assigned their MMR by the strongest player for both placement and RP calculations
● Raised the target MMR for Master
● Master I players will decay RP for inactivity
Coming In a Future Patch: Win Streaks will be displayed in face-off
Unranked + Ranked:
● We now use OpenSkill to calculate MMR instead of a customized version of Glicko for matchmaking. This should result in new and returning players getting more appropriate games.
Maps
New Maps:
Midnight Showing
Midnight Showing (1v1)
Dexter's Lab 2 (1v1)
General
● Updated several map elements to support controller rumble feedback
Cromulons
● Center floating platform size increased by 20% on both variants
● Destructible map elements removed when Hazards are toggled off
Dexter’s Lab
● Fixed several issues affecting gameplay
Dexter’s Lab 2
● NEW 2v2 variant is added with a 20% map size increase
● Original variant is now Dexter’s Lab 2 (1v1)
Teen Titans Tower
● Blast Box width increased 5% on all variants
● Side walk-off platforms removed when Hazards are toggled off
● Destructible map elements removed when Hazards are toggled off
Throne Room (1v1)
● Fixed an issue where background visuals would not always play
Tree Fort
● Destructible map elements removed when Hazards are toggled off
**Trophy’s E.D.G.E. **
● Floating platforms sizes increased by 20% on all variants
Scooby’s Haunted Mansion
● Destructible map elements removed when Hazards are toggled off
Tree Fort
● Destructible map elements removed when Hazards are toggled off
**Trophy’s E.D.G.E. **
● Floating platforms sizes increased by 20% on all variants
Scooby’s Haunted Mansion
● Destructible map elements removed when Hazards are toggled off
Ranked Map Pools
1v1 Map Pool
● Dexter's Lab 2 (1v1) has replaced Dexter's Lab 2
● Sky Arena (1v1) has replaced its No Platforms variant
● Water Tower (Locked Door) has replaced its default stage variant
2v2 Map Pool
● Sky Arena has replaced its No Platforms variant
● Water Tower (Locked Door) has replaced its default stage variant
Unranked Map Pools
● Dexter's Lab has returned to the FFA pool
● Dexter's Lab 2 (1v1) has replaced Dexter's Lab 2 in the 1v1 pool
● Midnight Showing has been added to the FFA and 2v2 pools
● Midnight Showing (1v1) has been added to the 1v1 pool
● Water Tower has replaced Water Tower (Locked Door) in the FFA pool
Training Mode
Training Mode will be receiving improvements to the user experience and user interface beginning with the Season 3 patch. We are looking to improve the ease of use and provide optimal training conditions.
● Added “Hitstun Combo Counter” to Training Mode
● Improved timing when resetting in Training Mode
● Changed Bot Behavior to not return the spawn location after being hit
General Combat
Movement Changes
We are looking to increase fighter movement in the air to improve feel, allow more approach options, and increase player skill expression. Character-specific movement changes are listed in the character patch notes, but the general changes are listed here:
● Certain air attacks now maintain more momentum when executed as part of a dodge attack
● Certain air attacks now maintain more momentum during attack start-up
● Certain air attacks now allow fast fall during attack start-up
● Certain air attacks now maintain less momentum when executed as part of dodging off of a platform ledge
● Certain air attacks now maintain less momentum in the direction opposite the fighter’s facing during the attack
Additional Changes
● Wall/ceiling terrain bounces no longer count as a terrain bounce for triggering an automatic tech. Only floor bounces count towards the automatic tech bounce threshold
● Automatic tech animations are canceled immediately if a fighter is forced into the air for any reason
● Certain ground dodge animations have been sped up so fighters are less likely to have trailing hurtboxes when their invulnerability ends
General Bugfixes
● Fixed an issue where Instant Dodge Aerial specials consumed an air special resource
Perks
● NEW General Perk - Broken Wings
○ Perk text: “If you get knocked back while you have no jumps remaining, gain an EXTRA JUMP. “
● NEW General Perk - Blind Spot Guard
○ Perk text: “If an enemy dodges your melee attack, briefly gain some gray health.”
Perks
● NEW General Perk - Broken Wings
○ Perk text: “If you get knocked back while you have no jumps remaining, gain an EXTRA JUMP. “
● NEW General Perk - Blind Spot Guard
○ Perk text: “If an enemy dodges your melee attack, briefly gain some gray health.”
Characters
Legend:
- = Buff
- = Nerf
~ = Change
- = Bugfix
Note: Attacks callouts reference default controls.
Agent Smith
With the introduction of the tech system, we have improved Agent Smith’s combo routes.
● Ground Side Attack 1
○ + Start-up window reduced 1 frame
○ + Hitstun increased
○ ~ Hitpause increased
● Ground Side Attack 3
○ * Fixed an issue where fighters could become stuck to Agent Smith after this attack
● Ground Down Attack
○ ~ Knockback angle made more downward to allow ground bounces
● Air Side Attack
○ ~ Now allows fast fall during attack start-up
● Air Down Attack
○ ~ Now allows fast fall during attack start-up
○ + Now maintains more horizontal momentum during attack start-up
● Ground Down Special
○ ~ Fixed certain projectile clank interactions
Arya
● General
○ * Fixed an issue where certain props would disappear when rendered too far from the camera
● Air/Ground Side Special
○ ~ Fixed certain projectile clank interactions causing the dagger to float in the air
● Air Neutral Attack
○ * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional “extreme” travel speed (It's still fast)
● Air Side Attack
○ * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional “extreme” travel speed (It's still fast)
● Air Up Attack
○ * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional “extreme” travel speed (It's still fast)
● Air Down Attack
○ + Now maintains more momentum during attack start-up
Banana Guard
Banana Guard was very focused on aerial approaches to do everything, while the ground game was very limited to just KO options. We have improved his gameplay to allow more combo routes and a more unique approach for Banana Guard to explore.
● Ground Up Attack
○ + On-hit cancel window advanced 4 frames
● Air Neutral Attack
○ + On-hit cancel window advanced 1 frame
○ + Now maintains more momentum during attack start-up
○ ~ Knockback angle made more downward to allow ground bounces
● Air Side Attack
○ + Now maintains more momentum in the direction Banana Guard is facing during the attack
○ - Now maintains less momentum in the direction opposite Banana Guard’s facing during the attack
● Air Down Attack
○ + Now maintains more momentum during attack start-up
● Air Side Special
○ - Now maintains less momentum in the direction opposite Banana Guard’s facing during the attack
Batman
Batman has always had a focus of being a combo based character, however his approach game became very focused around dash attack and aerial down special. This led to multiple changes which slowed his play down, or buried Batman’s combo game being dodge boosted attacks. We have redesigned Batman’s combat to allow a more dynamic gameplay which allows players to find success at all levels of play, and create new unique ways to play Batman.
● Ground Dash Attack
○ ~ NEW Batman’s dash attack is now a flurry of armor breaking punches
● Air/Ground Neutral Attack (Cooldown)
○ ~ Knockback angle made more downward to allow ground bounces
○ ~ Hitpause increased
● Ground Up Attack
○ ~ Hitpause reduced
● Ground Down Attack
○ ~ NEW Batman’s down attack is now a slide kick that transitions into a strong kick on-hit. Inputting a second down attack on-hit will instead transition into an armor-breaking leg sweep.
● Air Side Attack
○ * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional “extreme” travel speed (It's still fast)
● Air Down Attack
○ + Now allows fast-fall during attack start-up
Beetlejuice
We have introduced new combo routes to Beetlejuice to better explore his grounded gameplay. We have also improved his ability to approach with a combo starter in the air, and expand on his gameplay beyond his strength in jab.
● General
○ + Dodge attacks now more reliably give full movement momentum
● Ground Side Attack 1
○ * On-whiff cancel window buffer delayed 6 frames later to make it less likely that Ground Side Attack 2 executes unintentionally
● Ground Up Attack
○ ~ Visuals now better match hitbox
● Ground Down Attack
○ + Movement increased 25%
○ ~ Knockback angle made more downward to allow ground bounces
● Air Neutral Attack
○ + On-hit cancel window advanced 1 frame
○ + Now maintains more momentum during attack start-up
● Air Side Attack
○ + Now maintains more momentum during attack start-up
○ - Now maintains less momentum in the direction opposite Beetlejuice’s facing during the attack
● Air Up Attack
○ * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional “extreme” travel speed (It's still fast)
● Air Down Attack
○ + Now maintains more momentum during attack start-up
Black Adam
Black Adam was very difficult to contest at a range, or behind a partner. These changes are to address some of the dominance Black Adam had with stage control.
● Ground Down Attack
○ - Now applies a 6 second cooldown for the lightning tendril projectile
● Air Neutral Attack
○ - Hitbox size reduced 10%
○ ~ Hitpause reduced
● Air Down Attack
○ + Now maintains more horizontal momentum during attack start-up
○ * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional “extreme” travel speed (It's still fast)
● Air/Ground Neutral Special
○ + Start-up window before charge reduced 5 frames
○ - Once chain lightning has hit an enemy, that enemy is immune to chain lightning for 6 seconds
● Air/Ground Side Special
○ - Now costs 1 unit of dodge meter
● Ground Down Special
○ ~ Projectile shield is now destroyed when Black Adam is rung out
Bugs Bunny
● Ground Side Attack 1
○ - Hitbox size reduced so the attack is less likely to hit behind Bugs
● Air/Ground Down Attack (Pie)
○ ~ Throwing a pie no longer destroys pies that have been reflected by enemies
● Air Neutral Attack
○ - Now maintains less momentum in the direction opposite Bugs Bunny’s facing during the attack
● Air Side Attack
○ + Now maintains more momentum during attack start-up
○ - Now maintains less momentum in the direction opposite Bugs Bunny’s facing during the attack
● Air Down Attack (No Pie)
○ + Now maintains more momentum during attack start-up
● Air/Ground Neutral Special
○ * Fixed an issue where Safe was not acting as a heavy projectile while in motion
● Air/Ground Down Special
○ * Fixed an issue where fighters actions were not canceled upon entering the tunnel
● “Lingering Love” Perk
○ ~ Fixed certain projectile clank interactions
Finn
Finn has a singular focus of carrying the opponents to the blast zone quickly due to many of his best combos being aerial based. This patch will address the power behind the “Backpack Strength” and some prevention to guaranteed carries.
In an upcoming patch, Finn will be receiving changes to improve the overall combo game retaining his rushdown gameplay, while also bringing focus away from the off stage carries.
● General
○ * Fixed an issue where certain props would disappear when rendered too far from the camera
● Air Neutral Attack
○ + Now maintains more momentum during attack start-up
○ + Now allows fast fall during attack start-up
○ - Repeat-move lockout increased to 20 frames from 8 frames
● Air Side Attack 1
○ + Now maintains more momentum during attack start-up
● Air Up Attack
○ * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional “extreme” travel speed (It's still fast)
● Air Down Attack
○ + Now maintains more momentum during attack start-up
○ + Now allows fast fall during attack start-up
● Air/Ground Neutral Special (with BMO)
○ ~ Now ignores player collisions during movement; this should fix issues where Finn would get stuck next to enemies without hitting them
● Air Down Special
○ * Fixed an issue where parrying this attack would not put Finn into parry stun
○ - Hitstun reduced
○ ~ Knockback angle made more downward to allow ground bounces
○ ~ Hitbox size is now consistent regardless of coin value
● “Backpack Strength” Perk
○ - Up special maximum knockback bonus from coins reduced to 125 from 225
○ - Dash attack maximum knockback bonus from coins reduced to 100 from 200
○ - Maximum damage multiplier from coins reduced to 1.25 from 1.5
Garnet
Garnet was experiencing a few gameplay issues that were leading to combos dropping, or facing difficulty in matches contesting faster characters. We have improved the combo routes, added armor to some moves, and improved the attack speed on some of Garnet’s best approaching moves.
● NEW Signature Perk “Thunderclap”
○ Perk effect: Performing ground up special after placing Garnet's electrical trap will detonate it immediately.
● General
○ + Hurtbox size reduced on Garnet’s gauntlets
○ * Fixed an issue where certain props would disappear when rendered too far from the camera
● Ground Side Attack 2 (Down)
○ ~ Knockback angle made more downward to allow ground bounces
● Ground Down Attack
○ + Now applies armor on start-up after a charge threshold
○ + Now has hitboxes on Garnet’s gauntlets that hit fighters downwards
○ + Uncharged shockwave projectile speed increased 15%; maximum charge speed unchanged
● Air Neutral Attack
○ + On-whiff cancel window advanced 4 frames
● Air Side Attack 1
○ * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional “extreme” travel speed (It's still fast)
● Air Up Attack
○ - Now maintains less momentum in the direction opposite Garnet’s facing during the attack
● Air Down Attack
○ + Now maintains more momentum during attack start-up
○ - On-whiff cancel window after landing delayed 10 frames
● Air/Ground Neutral Special
○ ~ Rhythm buff can now be stacked a third time granting Garnet and her ally a projectile shield
○ + Sing time required to charge a Rhythm buff stack reduced to 0.65 seconds from 0.75 seconds
○ - Rhythm buff stack duration decreased to 5 seconds from 7 seconds
● Air/Ground Side Special (Cooldown)
○ - Hitbox size reduced so the attack is less likely to hit behind Garnet
○ + Now maintains more momentum during attack start-up
● Ground Up Special (Cooldown)
○ + Second hit damage increased to 8 from 7
○ + First hit now more consistently combos into second hit
● “Marker” Perk
○ * Fixed an issue where gauntlets could spawn a star too close to the top blast zone
Gizmo
● Air/Ground Neutral Attack
○ Start-up window before charge increased 3 frames
● Air Side Attack
○ + Now maintains more momentum during attack start-up
○ * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional “extreme” travel speed (It's still fast)
● Air Up Attack
○ - Hitbox size reduced to better match visuals
○ * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional “extreme” travel speed (It's still fast)
Harley Quinn
● General
○ * Fixed an issue where Confetti debuff stacks would increase when victims were hit by their own allies
● Ground Up Attack
○ - On-whiff cancel window delayed 9 frames
○ - Start-up window after charge increased 1 frame so the attack is less likely to hit behind Harley
● Ground Down Attack 1
○ + Now more reliably combos into Ground Down Attack 2
● Air Neutral Attack
○ * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional “extreme” travel speed (It's still fast)
○ + Now maintains more momentum when executed as part of a dodge attack
○ - On-hit cancel window delayed 7 frames
● Air Side Attack
○ + Now maintains more momentum during attack start-up
● Air Down Attack
○ ~ Fixed certain projectile clank interactions
○ + Now maintains more momentum when executed as part of a dodge attack
● Air/Ground Neutral Special
○ ~ Fixed certain projectile clank interactions
● Air/Ground Side Special
○ ~ Fixed certain projectile clank interactions
○ * Fixed an issue where the projectile would be destroyed if Harley was interrupted during the attack
● Air/Ground Down Special
○ ~ Fixed certain projectile clank interactions
Iron Giant
Iron Giant has many changes to knockback angles, dodge boosted attack windows on hit, and adjustments to “Rage” mode in this patch. The focus is to create new combo routes that have a finisher, without allowing longer extensions that guarantee offstage carries. The Rage mode changes will also address the dominance a team gained during this timeframe and level the playing field.
● General
○ * Fixed an issue where Iron Giant’s hurtbox would become very misaligned if he was transformed into a chicken while in rage mode. This was a brutal one.
● Passive
○ - Burst cooldown during Rage mode increased to 45 seconds to match default cooldown timing
● Ground Down Attack
○ + Start-up window reduced 3 frames
○ + Knockback increased to 1550 from 1450
○ + Iron Giant now moves forward while performing this attack to make it easier to connect
○ ~ Knockback angle made more horizontal
○ - On-hit cancel window delayed 5 frames
● Ground Up Attack
○ + Start-up window before charge reduced 2 frames
● Air Neutral Attack
○ ~ Final hit Knockback will now always hit away from Iron Giant
○ ~ Knockback angle made more downward to allow ground bounces
● Air Side Attack
○ * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional “extreme” travel speed (It's still fast)
● Air Up Attack
○ * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional “extreme” travel speed (It's still fast)
● Air Down Attack
○ * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional “extreme” travel speed (It's still fast)
● Air/Ground Up Special
○ - Now maintains less momentum during attack start-up
● Rage Ground Side Attack
○ + Projectiles now ignore platforms
● Rage Ground Down Attack
○ - No longer spawns a shockwave
● Rage Air/Ground Side Special
○ * Fixed an issue where Iron Giant could spawn two plasma orbs in quick succession
Jake
While strong from a distance, Jake was lacking in ways to approach the opponents outside of using his bite command grab that led to a significant reward. We have improved on Jake’s grounded gameplay to allow for better boxing tools, and also improved knockback angles on some aerial attacks to allow for more aggressive combo starters.
● Ground Side Attack 1
○ + Start-up window reduced 3 frames
● Ground Side Attack 3
○ + Knockback scaling increased to 17.5 from 16.5
● Ground Neutral Attack
○ + Uncharged knockback increased to 1600 from 1500
○ + Uncharged knockback scaling increased to 19 from 18.5
○ ~ Knockback angle made more horizontal
○ + Start-up window reduced 4 frames
○ - On-whiff cancel window delayed 8 frames
● Ground Up Attack
○ + Forearm and hand hurtbox are now invulnerable during the attack if charged at least 50%
● Ground Down Attack
○ + Start-up window before charge reduced 2 frames
○ + Knockback increased to 1450 from 1250
○ - Repeat-move lockout increased to 15 frames from 8 frames
● Air Neutral Attack
○ - Knockback reduced to 1400 from 2000
○ ~ Knockback angle made more downward to allow ground bounces
○ + Cancel window into Air Neutral Attack Special Follow-up advanced 3 frames
○ + Now maintains more momentum during attack start-up
○ - Repeat-move lockout increased to 23 frames from 8 frames
● Air Neutral Attack, Special Follow-up
○ - Damage reduced to 10 from 12
○ - On-whiff cancel window delayed 10 frames
● Air Side Attack
○ + Now maintains more momentum during attack start-up
○ + Now maintains more momentum when executed as part of a dodge attack
○ - Repeat-move lockout increased to 20 frames from 8 frames
● Air Up Attack 1
○ + Now maintains more momentum during attack start-up
● Air Up Attack 2
○ - Knockback reduced to 1150 from 1450
○ + Forearm and hand hurtbox are now invulnerable during the attack
● Air Down Attack
○ + Now allows fast fall during attack start-up
○ - Now maintains less momentum in the direction opposite Jake’s facing during the attack
○ + Start-up window reduced 2 frames
○ * Fixed an issue where Jake would not always hop on-hit
● Air/Ground Neutral Special
○ - Jake can no longer jump while there are enemies in his stomach
○ - Minimum eat time reduced to 0.75 seconds from 2 seconds; victims now have an easier time mashing out
○ - Eaten enemies now escape if Jake attempts to ring himself out in the bottom blast zone
○ * Fixed an issue where Jake could float into the top blastzone if he whiffed this attack under certain conditions
● Air/Ground Side Special
○ ~ Now ignores player collisions during movement; this should fix issues where Jake would get stuck next to enemies without hitting them
● “Stay Limber” Perk
○ * Fixed an issue where Jake would not bounce if the player held a down input
Jason
● Air Neutral Attack
○ * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional “extreme” travel speed (It's still fast)
○ + Now maintains more momentum when executed as part of a dodge attack
● Air Side Attack
○ * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional “extreme” travel speed (It's still fast)
○ + Now maintains more momentum when executed as part of a dodge attack
● Air Down Attack
○ + Now maintains more momentum during attack start-up
LeBron
Lebron without Basketball was too difficult to find success with, leading matches to focus on a more passive gameplay or trying to keep the basketball as often as possible. We have improved many attacks involving the No Basketball stance so Lebron will feel more fun to play without basketball. Also with the introduction to the grounded tech system, we have added more ways for Lebron to ground bounce opponents for combo starters.
● General
○ + Basketball hitbox size increased to better match visuals
● Ground Side Attack 1 (Basketball)
○ + Hitbox size increased
○ + Hitbox active duration increased 2 frames
● Ground Side Attack (No Basketball)
○ + Start-up window reduced 3 frames
● Ground Neutral Attack (Basketball)
○ + Start-up window before charge reduced 3 frames
○ + Uncharged damage increased to 6 from 5
○ + Uncharged knockback increased to 1850 from 1750
○ + Uncharged knockback scaling increased to 22 from 20
○ - Charge maximum damage multiplier reduced to 2 from 2.5
○ - Charge maximum knockback Multiplier reduced to 1.75 from 2.25
○ ~ Hitpause reduced
● Ground Down Attack (Basketball)
○ ~ Hitbox now better matches the visuals
○ ~ Knockback angle made more downward to allow ground bounces
● Ground Side Attack (No Basketball)
○ + Sped up Startup by 6 frames
● Ground Down Attack (No Basketball)
○ + Start-up window reduced 6 frames
○ + On-hit cancel window advanced 18 frames
● Ground Up Attack (No Basketball)
○ + Start-up window reduced 6 frames
○ + Hitbox active duration increased 3 frames
○ + On-hit cancel window advanced 5 frames
○ + LeBron now moves forward while performing this attack to make it easier to connect
● Air Neutral Attack (Basketball)
○ + Now maintains more momentum during attack start-up
○ * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional “extreme” travel speed (It's still fast)
○ + Now maintains more momentum when executed as part of a dodge attack
● Air Neutral Attack (No Basketball)
○ + Now maintains more momentum during attack start-up
○ * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional “extreme” travel speed (It's still fast)
○ + Now maintains more momentum when executed as part of a dodge attack
● Air Side Attack (Basketball)
○ * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional “extreme” travel speed (It's still fast)
○ + Now maintains more momentum when executed as part of a dodge attack
● Air Side Attack (No Basketball)
○ * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional “extreme” travel speed (It's still fast)
○ + Now maintains more momentum when executed as part of a dodge attack
● Air Up Attack (Basketball)
○ + Now maintains more momentum when executed as part of a dodge attack
● Air Down Attack (Basketball)
○ + Now allows fast fall during attack start-up
● Air Down Attack (No Basketball)
○ + Damage increased to 8 from 6
○ + Hitbox size increased to better match visuals
○ + Now allows fast fall during attack start-up
○ + Now maintains more momentum when executed as part of a dodge attack
○ + Sourspot hitbox removed
● Air Up Special (No Basketball)
○ + Start-up window reduced 3 frames
Marvin
While successful from a distance, Marvin was lacking ways to properly box with opponents in a meaningful way. We have improved Marvin’s overall combo game, and made him easier for a newer player to pick up and try. This includes a return to his Neutral Special (Button) being an active part of his kit as a combo starter.
Marvin was also experiencing moments where projectiles would not hit an opponent after dodging it at any time, we are looking into a fix for this in an upcoming patch. Neutral special has been adjusted to address part of this issue in this patch.
● Ground Dash Attack
○ + Damage increased to 8 from 6
○ + Dash attack better connects all 3 hits reliably
● Ground Side Attack 1
○ ~ Hitpause reduced
● Ground Side Attack 2
○ + Damage increased to 4 from 3
○ + On-hit cancel window advanced 1 frame
○ ~ Hitpause reduced
○ + Now can on-hit cancel into a faster version of Ground Up Attack
● Ground Down Attack
○ - Hitbox sized reduced so the attack is less likely to hit behind Marvin
○ - Start-up window increased 1 frame
○ - On-whiff cancel window delayed 7 frames
● Air/Ground Neutral Attack
○ ~ Bubbling a projectile will reset its hit history, allowing it to hit fighters that have already dodged the attack
● Air/Ground Neutral Attack (Cooldown)
○ ~ Fixed certain projectile clank interactions
● Air Side Attack
○ + Now maintains more momentum in the direction Marvin is facing during the attack
○ - Now maintains less momentum in the direction opposite Marvin’s facing during the attack
● Air/Ground Neutral Special
○ ~ Reversing a projectile will reset its hit history, allowing it to hit fighters that have already dodged the attack
○ + Now allows more air control during the attack
○ + Hitbox size increased
○ + Hitbox active duration increased 6 frames
Morty
● Ground Side Attack, Neutral Attack Follow-up (Whip)
○ ~ No longer classified as a “projectile” hit
● Ground Side Attack 2
○ ~ Adjusted animation so Morty does not snap into his previous attack pose on the first frame
● Ground Side Attack 3
○ ~ Adjusted animation so Morty does not snap into his previous attack pose on the first frame
○ ~ Charge window delayed 3 frames, attack timing updated to compensate
■ This should help in situations where players were accidentally charging the attack for a few frames, causing the jab combo to whiff
● Ground Up Attack
○ + Damage increased to 6 from 5
○ + Knockback increased to 1350 from 750
○ * Fixed an issue where this attack’s on-hit cancel window was not being acknowledged
● Air Neutral Attack
○ + Now maintains more momentum when executed as part of a dodge attack
● Air Side Attack 1
○ + Now maintains more momentum when executed as part of a dodge attack
● Air Side Attack 2
○ ~ Hitbox size now better matches visuals
● Air Down Attack
○ + Now maintains more horizontal momentum during attack start-up
● Ground Side Special
○ * Fixed an issue where the earth pillar aimer could not be controlled when used near breaks in terrain
● Air/Ground Up Special
○ ~ Visuals updated
Reindog
Reindog is a character who is meant to have success as a teammate, but was lacking enough utility to bring to a team compared to others. In our last patch we improved on Reindog’s combo game by returning Side Air Attack to a ground bounce combo starter leading to improvements in the 1v1s space, and this patch we are addressing the 2v2s space. We have improved tether usage, increased KO power when thrown by a teammate, and also improved the movement for down air to allow better team follow ups for KOs.
● Air Down Attack
○ + Now maintains more downward momentum during attack start-up
● Air/Ground Neutral Special
○ + Cooldown reduced to 16 seconds from 24 seconds
● Air Up Special
○ + Ally throw knockback scaling increased to 21 from 17
Rick
Rick has seen recent improvements to special attacks, and with this patch we are improving Rick’s overall combo game. In season’s prior we saw a main focus on usage of Rick’s jab, so we have improved his other tools to allow for a more unique approach to his combat.
● Ground Side Attack 1
○ + Start-up window before charge reduced 1 frame
● Ground Side Attack 2
○ ~ Hitbox placement adjusted to better connect into Ground Side Attack 3
○ ~ Knockback angle made more downward to better connect into Ground Side Attack 3
○ * Fixed an issue preventing a branch into an Instant Aerial Dodge
● Ground Side Attack 3
○ + Start-up window before charge reduced 1 frame
○ ~ Knockback angle made more horizontal
● Ground Down Attack
○ + Fart bomb spawn time advanced 12 frames
○ - On-whiff cancel window delayed 12 frames
● Air Neutral Attack
○ * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional “extreme” travel speed (It's still fast)
● Air Side Attack
○ + Now maintains more momentum during attack start-up
○ - On-whiff cancel window delayed 6 frames
● Air Up Attack
○ + Now maintains more momentum during attack start-up
○ + Now maintains more momentum when executed as part of a dodge attack
● Air Down Attack
○ + Now maintains more horizontal momentum during attack start-up
○ + Now allows fast fall during attack start-up
● Ground Neutral Special
○ + Golf Meeseeks active hitbox duration increased 2 frames
○ + Golf Meeseeks knockback scaling increased to 15 from 11
● Air/Ground Side Special
○ * Fixed an issue where Rick could cancel spawning the second portal animation leading to unintended combo routes
○ * Fixed an issue where Rick could teleport rung out fighters causing them to be stuck in eternal limbo
○ * Fixed an issue where multiple fighters could be teleported at the same time unintentionally
● Ground Up Special
○ + Hitbox active duration increased 5 frames; now matches air version
Samurai Jack
With the introduction of the teching system, we have added more attacks that lead to ground bounces for combo starters.
● Ground Side Attack 3
○ ~ Hitpause reduced
● Ground Neutral Attack
○ - Uncharged hitbox size reduced
● Ground Up Attack
○ ~ Second hit knockback angle made more downward to allow ground bounces
○ ~ Hitpause reduced
● Air Side Attack
○ + Now allows fast fall during attack start-up
● Air Up Attack
○ + Now maintains more momentum during attack start-up
● Air Down Attack
○ + Now maintains more momentum during attack start-up
● Air Down Special
○ - Hitbox size reduced so the attack is less likely to hit behind Samurai Jack
○ ~ Knockback angle made more downward to allow ground bounces
○ + Now maintains more downward momentum during attack start-up
● Focus Air Down Special
○ - Hitbox size reduced so the attack is less likely to hit behind Samurai Jack
○ - Hitbox active duration reduced 1 frame
Shaggy
● Ground Side Attack 1
○ - Hitbox size reduced so the attack is less likely to hit behind Shaggy
● Ground Up Attack
○ - Knockback influence multiplier increased to 1.25 from 1.0
● Air Down Attack
○ + Now maintains more momentum when executed as part of a dodge attack
● Air/Ground Neutral Special
○ ~ Will now slowly fall while charging in the air
○ - Maximum rage duration reduced to 7 seconds from 12 seconds
● Air/Ground Down Special (Sandwich)
○ - Sandwich healing reduced to 2 damage from 5 damage
● Rage Air/Ground Side Special
○ - On-whiff cancel window delayed 4 frames
|
Steven Universe
● Air Neutral Attack
○ + Now maintains more momentum when executed as part of a dodge attack
● Air Up Attack
○ - Now maintains less momentum during attack start-up
● Air Down Attack
○ + Now maintains more momentum during attack start-up
Stripe
● Air/Ground Neutral Attack
○ ~ Fixed certain projectile clank interactions
○ + Now maintains more momentum when executed as part of a dodge attack
○ - Now maintains less momentum in the air in the direction opposite Stripe’s facing during the attack; ground version unchanged
● Air Neutral Attack (Cooldown); Ground Version Unchanged
○ + Hitbox active duration increased 2 frames
○ + Damage increased to 6 from 2
○ + Knockback increased to 1000 from 850
○ + Knockback scaling increased to 16 from 12
○ ~ Knockback angle made more downward to allow ground bounces
○ + Now maintains more momentum during attack start-up
○ + Now maintains more momentum when executed as part of a dodge attack
● Air Side Attack
○ + Now maintains more momentum when executed as part of a dodge attack
● Air Up Attack
○ + Now maintains more momentum when executed as part of a dodge attack
● Air Down Attack
○ + Now maintains more momentum when executed as part of a dodge attack
Superman
● Ground Side Attack 3
○ - Hitbox sizes reduced so the attack is less likely to hit behind Superman
● Air Side Attack
○ + Now maintains more momentum during attack start-up
● Air Down Attack
○ + Now maintains more momentum during attack start-up
● Air/Ground Neutral Special
○ - Maximum hold time reduced to XX seconds from infinite
○ - On-whiff cancel window delayed 13 frames
○ - Repeat-move lockout increased to 20 frames from 8 frames
● Air/Ground Down Special
○ * Fixed an issue where the eye lasers could detonate on the incorrect surface
Taz
● General
○ * Fixed an issue where Tasty debuff stacks would increase when victims were hit by their own allies
● Ground Neutral Attack
○ ~ Fixed certain projectile clank interactions
● Ground Down Attack
○ + Movement distance increased
● Air Neutral Attack
○ - Now maintains less horizontal momentum during attack start-up
○ + Now maintains more momentum when executed as part of a dodge attack
● Air Side Attack
○ + Now maintains more momentum when executed as part of a dodge attack
● Air Up Attack
○ + Now maintains more vertical momentum during attack start-up
The Joker
● Ground Side Attack 1
○ - Hitbox active duration reduced 1 frame so it’s less likely for The Joker to hit behind himself
● Air Neutral Attack
○ + Now maintains more momentum when executed as part of a dodge attack
● Air Side Attack
○ + Now maintains more momentum when executed as part of a dodge attack
● Air Up Attack
○ - Knockback reduced to 1450 from 1550
○ - No longer allows fast fall during attack recovery
○ + Now maintains more momentum when executed as part of a dodge attack
● Air Down Attack
○ - On-whiff cancel window delayed 8 frames
○ + Now maintains more momentum during attack start-up
● Air Neutral Special
○ + Now maintains more momentum when executed as part of a dodge attack
● Air Side Special
○ - Start-up window increased 5 frames
○ - On-whiff cancel window delayed 5 frames
○ + Now maintains more momentum when executed as part of a dodge attack
○ - No longer allows fast fall during attack recovery
● “Joker’s Wild” Perk
○ * Fixed an issue where the Joker card and Spade cards could be thrown at the same time
○ * Fixed Joker card not being classified as a normal projectile
○ ~ Fixed certain projectile clank interactions
Tom & Jerry
A majority of Tom & Jerry’s focus revolved around using Up Attack as the all or nothing attack option due to its reward for hitting, and also Tom & Jerry’s lack of other safe approach tools outside of zoning. This led to gameplay in which passive play was the primary choice until you could find a hit with the Up Attack.
With this patch we have adjusted the Up Attack to prevent loops into itself, and resetting with jab. We have also improved their gameplay to allow more unique exploration of the kit with new combo routes.
● Jerry
○ ~ Fixed cork projectile clank interactions
○ ~ Cork launch height raised to better match visuals
● Ground Up Attack
○ - Can no longer on-hit cancel into dodge or ground side attack while the attack is active. This fixes an infinite combo.
● Ground Neutral Attack
○ + On-hit cancel window advanced 10 frames
○ ~ Knockback angle made more downward to allow ground bounces
● Air Neutral Attack
○ + Now maintains more momentum during attack start-up
○ + Now maintains more momentum when executed as part of a dodge attack
○ ~ Knockback angle made more downward to allow ground bounces
○ + On-hit cancel window advanced 10 frames
○ + Hitbox active duration Increased 1 frame
● Air Side Attack
○ + Now maintains more momentum when executed as part of a dodge attack
● Air Down Attack
○ + Now maintains more momentum during attack start-up
○ + Now allows fast fall during attack start-up
● Air/Ground Neutral Special (No Jerry)
○ ~ Fixed tennis ball projectile clank interactions
○ ~ Tennis balls are now immune to damage while homing towards an ally Jerry. They can still be blocked/reflected.
● Air Down Special
○ ~ Fixed certain projectile clank interactions
● “Dynamite Split” Perk
○ ~ Split dynamite can now be reflected a short duration after they are spawned
Velma
● Air Neutral Attack
○ + Now maintains more momentum when executed as part of a dodge attack
● Air Side Attack
○ - Now maintains less momentum in the direction opposite Velma’s facing during the attack
○ + Now maintains more momentum when executed as part of a dodge attack
● Air Down Attack
○ + Now allows fast fall during attack start-up
○ + Now maintains more momentum during attack start-up
● Air/Ground Neutral Special
○ - Speech bubbles no longer home to a target once reflected
○ ~ Fixed certain projectile clank interactions for all speech bubble types
● Air Side Special
○ + Now maintains more momentum when executed as part of a dodge attack
● Air/Ground Down Special
○ ~ Fixed certain projectile clank interactions
○ + Now maintains more momentum when executed as part of a dodge attack
Wonder Woman
● Air Side Attack
○ * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional “extreme” travel speed (It's still fast)
● Air Down Attack
○ + Now maintains more momentum during attack start-up
1.3.2 Patch Notes - Sep 26, 2024
Legend:
- = Buff
– = Nerf
~ = Change
- = Bugfix
Note: Attacks callouts reference default controls.
General
- Fixed an issue where players were only receiving 3 daily missions instead of 7.
Batman
Ground Down Attack 2
-
- On hit branch was advanced to frame 8 from 9
- – Removed Weakened
- – Knockback influence increased by 25%
- ~ Knockback angle adjusted to be more horizontal
Marvin
General
- *Fixed an issue where Marvin’s Helmet Shake taunt was not working in build
Power Puff Girls
Aerial Neutral Attack
- – Added a clamp to neutral air to prevent rising movement with nair
“Rainbow Dash” Perk - ~ Added a limit of 1 use per air refresh to the aerial dash attack
Tom and Jerry
Up attack
- – Removed jump branch window before the final hit of the attack
Wonder Woman
General
- ~ Fixed scale of Wonder Woman that was reduced in a previous update bringing her back to original size.
**General ** SEASON 3 MIDSEASON PATCH NOTES 10/14/24
Another Amazonian joins the Multiverse! Nubia is now available and can be purchased with Gleamium or a Character Ticket. She can be purchased for 6,000 Fighter Currency starting October 18th.
NEW Queue: Introducing the Wacky Weekend queue, only available on Fridays, Saturdays, and Sundays, but will be available for a limited time with the launch of this patch. The Wacky Weekend queue features a randomized assortment of specialty game modes, including:
- Volleyball
- Spotlight
- Cart Race
- 3 vs. 1
- Counter
- Splat
- … and MORE!
NEW Queue: Introducing a new Casual queue with low-intensity game modes. The Casual queue will launch with a 2-player vs. 2-bots game mode.
Rifts
The “Hunter on the Trail” PvE Rift is NOW AVAILABLE!
The “Haunted Megamix” PvE Rift has been added and will unlock later in the season:
**
Rift Updates**
-
Enemy combatants of varying toughness have been added to Season 2 and Season 3 Adventure bonus nodes:
Temple Raider (Season 2)
Grid Escape (Season 2)
Coffin Run (Season 2)
Rainbow Three (Season 3) -
Target Break, Race, and Golf stages now display a preview image in Node detail windows and during Pre and Post match.
Rift Combat Updates
Rift Ice Pipe hazards no longer apply knockback on contact.
Fixes for the Batman Mega Mix Laughing Gas Chase node.
Events
- The Día de Muertos-Verse Event is NOW AVAILABLE!
- The Halloween Crossover Costume Bash Event will be released later in the season.
New Event Theming:
- Now during major Events, the home screen will get a new look to pair with the Event theme, starting with the Halloween Crossover Costume Bash
Maps
New Maps:
The City of Townsville (1v1)
Trophy's E.D.G.E. 3 (horizontally moving middle platform)
Dexter's Laboratory 3
Space
Beach
New Maps available in Custom Games, Local and Training:
Batcave (Hammer Time)
Bamboo's E.D.G.E.
Trophy's E.D.G.E. (No Floor)
Dexter's Laboratory Modules 1-5
Space (Ice Pit)
Beach (Sandworms)
Water Tower:
Increased blast box height by 10% on all variants.
Increased the size of Balloons' hurtbox to improve interactions with character projectiles.
The Court:
Adjusted hitbox timing on basketball hoop explosion. Active hitbox duration reduced to 0.1 seconds from 0.5 seconds.
Matchmaking Map Pool Changes:
Ranked:
The City of Townsville (1v1) has been added to the 1v1 queue.
Dexter's Laboratory 3 has been added to the 2v2 queue.
Beach has been added to the 2v2 queue.
Trophy's E.D.G.E. 3 has been added to 1v1 and 2v2 queues.
Space has been added to 1v1 and 2v2 queues.
Unranked:
The City of Townsville (1v1) has been added to the 1v1 queue.
Dexter's Laboratory 3 has been added to the 1v1, 2v2, and FFA queues.
Beach has been added to the 1v1, 2v2, and FFA queues.
Trophy's E.D.G.E. 3 has been added to the 1v1, 2v2, and FFA queues.
Space has been added to the 1v1, 2v2, and FFA queues.
Training Mode
**New Options Added **
- Refill Dodge Meter
- Instant Cooldowns
- Character Specific Toggles
Shaggy - Infinite Rage
Finn - Coin Count
Iron Giant - Instant Rage
Samurai Jack - Infinite Focus
Joker - Joker’s Wild Card Behavior
Velma - Instant Mystery Machine
General Combat
- Ground forward dodges that do not successfully dodge an attack now have an additional 10 frames of recovery before the fighter can perform another action; recovery lag on successful dodges is unchanged
- Ground forward dodge immunity hurtbox size has been increased to make successful dodges more likely.
- Upon a successful hit, victim fighters will now hold their active pose for a longer duration. This will address issues where fighters transitioned into their hit react animations causing attacks to appear to hit from much farther than intended.
- Multiple attacks have received hitbox sizing passes, with more coming in a future patch.
- Automatic techs that occur near terrain corners will no longer send fighters off the side of the map
- Fixed an issue where certain input settings would not properly charge certain attacks.
Perks
Troll Tactics
- No longer triggers if taunting immediately after using another taunt
Characters
Legend:
- = Buff
- = Nerf
~ = Change
- = Bugfix
Note: Attacks callouts reference default controls.
Agent Smith
Air/Ground Neutral Special
~ Hitbox size adjusted to better match visuals
~ Hand Cannon Perk Hitbox adjusted to better match visuals
Air/Ground Side Special
~ Hitbox size adjusted to better match visuals
Ground Down Special
- Agent projectile hitbox size increased
Arya
Air/Ground Side Special (Dagger Dash)
- Hitstun reduced
Air/Ground Side Special (Cooldown)
- Movement increased
Banana Guard
General
- Ground movement speed increased to 2100 from 1775
Ground Up Attack
- Fixed an incorrect update listed in recent patch: On-Hit cancel window advanced 4 frames
“The Iron Temple” Perk
- Projectile shield activation advanced 2 frames
Batman
Ground Side Attack 1
- On-whiff cancel window delayed 7 frames
Ground Side Attack 2 - On-hit cancel window into dodge delayed 12 frames
- Hitstun increased
Ground Up Attack - On-hit cancel window advanced 13 frames
Ground Down Attack
- On-hit cancel window into Neutral Attack removed
- On-hit cancel window into Jump removed
Air/Ground Neutral Attack - Cooldown refund from collecting Batarang reduced to 50% max cooldown from 65% max cooldown
- Batarang cooldown increased by 2 seconds
Air Up Attack - Second hit knockback reduced to 1550 from 1650
- Second hit on-hit weakened debuff removed
Ground Up Special - On-whiff cancel window delayed 7 frames
Air/Ground Side Special
- Grappling hook aim speed increased
Air/Ground Neutral Special
- Batbomb cooldown increased by 4 seconds
Beetlejuice
Ground Up Attack
- Uncharged knockback scaling increased to 18 from 16.5
~ Visuals updated to better match hitbox
Ground Down Special - Knockback increased to 2000 from 1850
Black Adam
Ground Dash Attack
- Hitbox start-up window reduced 4 frames to better match visuals
Bugs Bunny
Air Up Attack
- Damage reduced to 9 from 10
~ Hitpause reduced
Air/Ground Down Special
~ Projectiles that travel through a tunnel will reset their hit history, allowing them to hit fighters that have already dodged the attack
Finn
Finn’s kit has been adjusted to focus more on being the anti zoner assassin, while changing the properties of Aerial Up Special to help reduce the strong effectiveness of the very early KO combos.
General
- Ground movement speed increased to 2250 from 2025
Ground Dash Attack - First hit now more consistently combos into second hit
Ground Side Attack 1
~ Maximum charge time reduced to 1.25 seconds from 1.5 seconds
Ground Neutral Attack
~ Maximum charge time reduced to 1.25 seconds from 1.5 seconds
Ground Up Attack
~ Maximum charge time reduced to 1.25 seconds from 1.5 seconds
- Uncharged knockback scaling reduced to 15 from 20.5
- Knockback charge multiplier increased to 1.25 from 1.0
Ground Down Attack - First hit now more consistently combos into second hit
- Movement increased
~ Maximum charge time reduced to 1.25 seconds from 1.5 seconds
Air Neutral Attack
- Knockback reduced to 2450 from 2650
Air Side Attack 1
- Now more consistently combos into Air Side Attack 2
Ground Side Special - On-hit cancel window advanced 10 frames
Air/Ground Neutral Special
~ Maximum charge time reduced to 1.25 seconds from 1.5 seconds
Air/Ground Up Special
~ Attack properties have been updated to a single-hit knockback away from Finn from a multi-hit vacuum
- Knockback influence multiplier increased to 1.2 from 1.0
~ No longer launches Finn forwards
Gizmo
Air/Ground Neutral Attack
~ Arrows fired in the air now ignore platform collision; arrows fired on the ground unchanged
Ground Side Special
- Car explosion damage reduced to 15 from 24
Air Down Special
- Knockback angle made more downwards
Harley Quinn
Harley’s playstyle has been adjusted from the one dimensional form of aggression prior to this patch, to a proper mix of aggression, combos, and being an anti tank assassin.
General
- Ground movement speed increased to 2200 from 1975
Ground Side Attack 1
~ Hitbox Adjusted to better match visuals
Ground Side Attack 2
~ Hitbox Adjusted to better match visuals
Ground Side Attack 3
~ Hitbox Adjusted to better match visuals
Ground Side Attack 4 - Damage increased to 5 from 4
- Knockback scaling increased to 22 from 20
Ground Neutral Attack - Now breaks armor
Ground Up Attack
~ Active hitbox duration increased 2 frames to better match visuals
Ground Down Attack 2 - Knockback increased to 1750 from 1650
- Knockback scaling increased to 18 from 10
~ Knockback angle made more horizontal
Air Side Attack 1
~ Knockback angle made more downward to allow ground bounces
~ Hitbox Adjusted to better match visuals
Air Side Attack 2 - Knockback increased to 1700 from 1550
~ Knockback angle made more horizontal to prevent ground bounces
This is to prevent an instant tech after Air Side Attack 1
Air Neutral Attack
~ Hitbox Removed from Harley’s Head
Air/Ground Neutral Special
~ Cooldown ammo removed - Overall cooldown reduced to 8 seconds from 12 seconds
~ Batdoll projectile now ignores platform collision when colliding with platforms from below
Air/Ground Side Special
~ Pressing the Attack or Special button will fire the boxing glove projectile up to 23 frames early
Air/Ground Down Special
~ Hitbox more accurately matches visuals
Iron Giant
Rage Air/Ground Side Special
~ Plasma orb projectile now ignores platform collision
Jake
Ground Up Attack
- Fixed an issue where Jake’s hand was not properly becoming invulnerable above 50% charge
Air Up Attack 2
- Damage increased to 7 from 6
Jason
Ki Ki Ki Ma Ma Ma
General
~ Fixed an issue where buffering dodge out of some attacks would dodge the wrong direction
Ground Dash Attack
- Projectile shield start-up window reduced 2 frames
- Hitbox start-up window reduced 1 frame
Ground Neutral Attack - Knockback increased to 1750 from 1300
- Charge knockback multiplier decreased to 1.5 from 2.0
- On-whiff cancel window advanced 6 frames
Ground Side Attack 3
- Knockback scaling increased from 16 to 20
Ground Up Attack
- On-hit cancel delayed by 1 frame
- On-whiff cancel window advanced 8 frames
~ Fixed an issue where Bed was trapping people in hitstun and not connecting when hitting below a platform
~ VFX adjusted to better match visuals
Ground Down attack
- Start-up window decreased 1 frame
~ Knockback angle made more upward - Knockback increased to 1800 from 1250
- Knockback scaling increased to 14.5 from 14
- Movement increased
Air Neutral Attack
~ Knockback angle made more downward to allow ground bounces
Air Down Attack - Start-up window decreased 3 frames
Ground Neutral Special 2 (Shout Attack) - Hitbox start-up window reduced 1 frame
- Hitbox size increased to better match visuals
- Damage increase to 7 from 5
- Now applies a stun debuff on-hit
Air/Ground Side Special
- Knockback scaling reduced to 15 from 19.5
~ Now consumes rage buff
Ground Down Special
- Fixed an issue where Sleeping Bag was doing 0 damage to enemies hit by a thrown sleeping bag
- On-whiff cancel window advanced 45 frames
- Capture hitbox size increased
LeBron
Air/Ground Side Special
- Fixed an issue where LeBron could get infinite dunks under certain conditions
Morty
Air/Ground Neutral Attack
~ Snake projectiles now ignore platform collisions
Air/Ground Up Attack
~ Snake projectiles now ignore platform collisions
Air/Ground Neutral Special
- Grenade explosion knockback scaling reduced to 20 from 29
Ground Side Special
~ Now splits enemy Morty grenades
~ Hitbox adjusted to better match visuals - On-hit weakened debuff removed
Reindog
Ground Neutral Attack; (Air Version Unchanged)
- On-hit cancel window advanced 13 frames
~ Projectile spawn location moved lower
~ Reindog now moves forward during the attack
- Fixed an issue where Reindog could not change facing during the first 4 frames
Air/Ground Neutral Special
- Tether pull activation advanced 4 frames
~ Tether no longer attaches to Watermelon Steven
Ground Side Special - On-hit cancel window advanced 11 frames
~ Knockback angle made more vertical
Ground Up Special
- Fixed an issue where the crystal would fire while in Limbo state, like in Taz’s stomach
- Fixed an issue where the crystal would stop firing once it returned to terrain after drifting away from terrain
- Fixed an issue where the crystal would appear to fire when it was not hovering over terrain
- Fixed an issue where the crystal would not fire when spawned near a platform ledge
Air Up Special
~ Adjusted travel speed when thrown up or down
Air/Ground Down Special
~ Fireball projectile now ignores platform collision when colliding with platforms from below
Rick
This patch addresses Rick’s Meeseeks usage issues, as well as inconsistencies with his combo starters.
General
- Ground movement speed increased to 2050 from 1775
Ground Side Attack 1 - On-whiff cancel window advanced 12 frames
Ground Side Attack 3
~ Rocket projectile now ignores platform collisions
Ground Up Attack - First hit now more consistently combos into second hit
~ First hit hitpause reduced
Ground Down Attack - Now has a hitbox on Rick’s hand that combos into the fart bomb projectile
- Fart bomb projectile now breaks armor
Air/Ground Neutral Attack
~ Attack momentum can now carry Rick off platforms
Air Side Attack - On-hit cancel window into portal advanced 2 frames
~ Now ignores player collisions during movement
Ground Neutral Special - All commands now have a hitbox on Rick’s hand
~ Golf Meeseeks can now reflect ally projectiles to redirect them
- Fixed an issue where Golf Meeseks would not swing his club while reflecting a projectile
NEW Ground Neutral Special (Cooldown)
- Rick can now use this attack on cooldown to utilize the hitbox on his hand and to give commands to idle Meeseeks
Air/Ground Side Special
~ Projectiles that travel through a portal will reset their hit history, allowing them to hit fighters that have already dodged the attack
Air/Ground Down Special
- Ally morphize buff no longer increases damage dealt; increased knockback unchanged
- Ally morphize buff now increases fighter weight 15 units
Samurai Jack
Air/Ground Side Special
- Hurtbox is now extended so Jack is less likely to teleport through incoming projectiles
Shaggy
General
Sandwich item now ignores platform collision while thrown
Passive
- Fixed an issue where Shaggy could not use Instant Aerial Dodge Rage specials
Ground Side Attack 1
- On-whiff cancel window delayed 2 frames
Ground Up Special - On-whiff cancel window delayed 7 frames
Air Down Special
~ Shaggy can now grab enemy fighters during attack start-up, carrying victims into his ground slam
Rage Air/Ground Side Special - On-hit weakened debuff removed
Rage Air Down Special
~ Shaggy can now grab enemy fighters during attack start-up, carrying victims into his ground slam
Steven Universe
Air Neutral Attack
- On-whiff cancel window delayed 5 frames
- Charge max damage multiplier reduced to 2.0 from 3.0
- Fixed an issue where this attack would not destroy certain projectiles
Air Up Attack
- Knockback scaling reduced to 16.5 from 18.5
Air/Ground Neutral Special - Knockback reduced to 1750 from 1800
- Knockback scaling reduced to 18.5 from 21
- Cooldown increased to 20 seconds from 16 seconds
Air/Ground Up Special - On-hit cancel window delayed 5 frames
- On-whiff cancel window delayed 5 frames
Stripe
Air/Ground Down Special
- Explosion hitbox size reduced
- Explosion hitbox damage reduced to 7
- Traveling hitbox duration reduced 20 frames
- Traveling hitbox damage reduced to 3
- Ammo cooldown increased to 15 seconds from 12.5 seconds
Superman
Ground Side Special
- Superman is now immune to projectiles while teleporting to his attack location
Taz
Ground Neutral Attack
~ Spit projectile now ignores platform collision
Ground Up Attack
- First hit now more consistently combos into second hit
Air/Ground Side Special
~ Hitbox now better matches visuals
~ Hurtbox position updated so it is no longer drifted behind the tornado
Air/Ground Neutral Special
- Fixed an issue where Taz grab would not break armor
Air/Ground Up Special
- First hit now more consistently combos into follow-up hits
Air/Ground Up Special (Cooldown) - First hit now more consistently combos into second hit
Air/Ground Down Special - Boot projectile lifetime increased to 1 second from 0.8 seconds
- Boot projectile now applies Tasty debuff on hit
~ Boot projectile now ignores platform collision - On-hit cancel window advanced 4 frames
The Joker
With the reductions to The Joker’s jab focused gameplay, the playstyle became one dimensional and very defensive.These changes hope to improve his approach game, and introduce new combo routes while also reducing out some of his laddering power.
Ground Dash Attack
~ Hitpause reduced
Air/Ground Neutral Attack
- Hitbox added to The Joker's hand while he throws a card
- Now moves The Joker forward
NEW Neutral Attack (On Cooldown) - The Joker can now use this attack on cooldown to swipe his hand without throwing a card
Ground Side Attack 1 - Forward movement increased
Ground Side Attack 2 - Forward movement increased
~ Knockback angle made more horizontal
Ground Up Attack - Forward movement increased
- On-whiff cancel window delayed 10 frames
Ground Down Attack
- Hitbox added to The Joker’s hand when the teeth are thrown
- Now moves The Joker forward
- Teeth projectile spawn advanced 2 frames
- Teeth projectile now better combos into subsequent hits
Air Side Attack - Start-up window before charge reduced 4 frames
Grounded Side Special
~ Now moves The Joker backwards when rocket projectile is launched - Knockback increased to 2150 from 1800
Grounded Down Special - Jack in the Box hitbox size increased
- Cannon fire start-up window reduced 12 frames
Air Down Special
- Start-up window increased 2 frames
- Knockback influence multiplier increased to 1.2 from 1.0
Air Neutral Special:
~ Knockback angle made more downwards
Air Up Special: - Uncharged knockback reduced to 1600 from 1750
- On-hit and On-whiff cancel windows delayed until after The Joker releases the balloon
“Joker’s Wild” Perk - Card knockback scaling reduced to 19 from 21
The Powerpuff Girls
Aerial combat has been improved to allow for more unique aerial combo routes, and more aggressive gameplay in the air overall to better match their grounded game as very light but hyper rushdown assassins.
General
~ Visuals have been updated to better feature the leading girl
- Bubbles leader air speed buff reduced to 10% from 15%; ground speed buff unchanged
Ground Down Attack - Damage reduced to 6 from 11
Air Neutral Attack - Damage reduced to 5 from 9
- Knockback increased to 2600 from 1400
- Knockback scaling reduced to 2 from 7
~ Knockback angle made more horizontal - Hitstun reduced
- Knockback influence multiplier increased to 1.5 from 1.0
- On-hit cancel window advanced 5 frames
Air/Ground Neutral Special (Blossom) - Knockback increased to 2800 from 2600
~ Knockback angle made more horizontal
- Knockback influence multiplier increased to 2.0 from 1.5
- On-hit cancel window delayed 12 frames
Air/Ground Neutral Special (Bubbles)
- Reflect hitbox duration increased 5 frames
Air Side Special
~ Each girl now causes a different knockback angle on-hit - Girls no longer bounce backward on-hit
- Dash hitbox armor break removed
- Fixed an issue where platforms would prevent the girls from traveling the full distance
Air/Ground Up Special (Blossom)
- Travel distance reduced
Air/Ground Up Special (Buttercup)
- Travel distance increased
Air Down Special
- Fixed an issue where using aerial down specials near the ground allowed for infinite aerial down special attacks
“Acrobattack” Perk
- On-whiff cancel window delayed 8 frames
- Repeat-move lockout increased to 20 frames from 8 frames
Tom & Jerry
Ground Up Attack
~ On-hit cancel window is now limited to specific actions: Ground Up Special, Ground Down Special, Ground Side Special, and Ground Down Attack
Ground Up Special
~ Rocket projectile now ignores platform collision when colliding with platforms from below
Velma
Air/Ground Down Special
~ Book projectile now ignores platform collision
Wonder Woman
Ground Dash Attack
- On-whiff cancel window delayed 4 frames
Ground Side Attack 1 - On-whiff cancel window delayed 10 frames
Air Down Attack - Hitbox size adjusted so it is less likely to hit above
Wonder Woman
Ground Up Special
- Removed ability to fast fall and land cancel to interrupt the attack early
Season 3 1.3.4 Hotfix Patch Notes
Rifts
Rift Updates
-Fixed the incorrect “Win with a Tank” mission and replaced it with “Win with a Bruiser” on node 2B in Rift 3
Wacky Weekend Queue
-Fixed issues where certain characters could inadvertently switch side during the Volleyball game mode
Characters
Legend:
- = Buff
- = Nerf
~ = Change
- = Bugfix
Note: Attacks callouts reference default controls.
Agent Smith
Ground Side Attack 3
- Fixed an issue where this attack could cause more knockback than intended
Arya
Ground Side Attack 2
- Fixed an issue where this attack could cause more knockback than intended
Banana Guard
Ground Up Attack
- Fixed an issue allowing Banana Guard to cancel this attack much earlier than intended
Beetlejuice
Ground Side Attack 3
- Fixed an issue where this attack could cause more knockback than intended
Bugs Bunny
Air/Ground Neutral Special
- Fixed an issue where the Safe would occasionally inherit the attack properties of Bugs Bunny’s charge attacks
**
Finn**
Air Side Attack 1
- On-whiff cancel window into Air Side Attack 2 advanced 6 frames
- On-whiff cancel window into attacks other than Air Side Attack 2 delayed 9 frames
Iron Giant
Air/Ground Down Special
~ Landing hitbox size reduced to better match visuals
Jason
Air Neutral Special
- Fixed an issue where grab victims could be thrown with higher velocity than intended
Nubia
Air/Ground Neutral Special
- Fixed an issue where Nubia could fly off a platform during her ground neutral special; air version unchanged
- Fixed an issue where Nubia could use this attack to pull enemies underneath terrain
Air/Ground Up Special - Fixed an issue where the ground up special did not consume an air special use; air version unchanged
Rick
Air Side Attack
- On-whiff cancel window into Air/Ground Cooldown Side Special delayed 9 frames; non-cooldown side special cancel window unchanged
Shaggy
Ground Side Attack 3
- Fixed an issue where this attack could cause more knockback than intended
Air Down Special - Fixed an issue where fighters could get stuck to Shaggy during his grab attack
Air Down Special (Sandwich) - Fixed an issue where a sandwich item would occasionally inherit the attack properties of a Rage mode super sandwich
Rage Air/Ground Side Special - Fixed an issue where the on-hit weakened debuff was not properly removed on the ground side special
Rage Air Down Special - Fixed an issue where fighters could get stuck to Shaggy during his grab attack
Superman
General
- Fixed an issue where Superman would occasionally load with incorrect textures in the game menus
The Joker
Air Neutral Special
- Fixed an issue that allowed The Joker to float in the air more than intended
The Powerpuff Girls
Ground Side Attack 1
- Fixed an issue where The Powerpuff Girls would dodge the wrong direction when buffering a dodge after this attack
Ground Side Attack 3 - Fixed an issue where this attack could cause more knockback than intended
Hiya!
Season 4 1.4.2 Hotfix Notes can be found here: https://go.wbgames.com/MVSPatchNotes_S4_1_4_2
Season 4 1.4.2 Hotfix Notes
General
- Fixed an issue where the Star Contenders game mode for Wacky Weekend was not working properly
Fighters
- Fighters can now be purchased for tickets or fighter currency from the fighters tab. (Note: these purchase options will only appear if you have enough tickets or fighter currency to purchase the fighter.)
Rifts
- Fixed an issue where timed-release difficulties would show as “Expired” rather than counting down until their release
Perks
Static Electricity
- *Text has been updated to say “3 seconds” instead of “2 seconds,” now matching perk behavior
- ~ Light projectiles no longer count as a distinct attack for the purposes of charging this perk
- ~ Direct damage like fire/shocked debuffs no longer count as a distinct attack for the purposes of charging this perk
Characters
Legend:
- = Buff
– = Nerf
~ = Change
*= Bugfix
Note: Attacks callouts reference default controls.
Agent Smith
Air/Ground Neutral Attack (Cooldown)
– On-hit cancel window delayed 8 frames
Side attack 1
– Hitstun reduced from 1.9 to 1.5
~ Animation and attack properties have been updated, hitbox size adjusted to match new visuals
Arya
Air/Ground Neutral Special
*Fixed an issue where Arya could cancel the start-up of any face-steal attack
Batman
Air/Ground Neutral Attack
*Fixed an issue where Batarang would not be reflected properly by certain attacks
Air/Ground Neutral Special
~ Bat bomb will no longer be applied to map enemies like Mojo Jojo
Bugs Bunny
Air/Ground Down Attack (Pie)
- Pie projectile is no longer broken by enemy melee attacks that otherwise would not normally destroy projectiles
*Fixed an issue where the pie would be destroyed after being melee attacked by an ally under certain conditions
Iron Giant
Rage Air/Ground Side Special
~ Plasma orb projectile now stops moving after successfully trapping an enemy fighter
Jason
Air Down Attack
~ Hitbox size adjusted to better match visuals
LeBron
Air Down Attack (No Basketball)
~ Hitbox size adjusted to better match visuals
Raven
General
- Updated several animations for more visual clarity
Ground Neutral Attack - Fixed an issue where this attack was not properly blocked by certain projectile blocking effects
Reindog
Air Up Special
- Fixed an issue where Reindog could not be grabbed by enemies during this attack
Samurai Jack
Air Neutral Special
- Fixed an issue where grabbing certain projectiles would instantly fill Samurai Jack’s focus meter
Taz
General
- Fixed an issue where Taz was rotated perpendicular to terrain when terrain bouncing under certain conditions
Air/Ground Neutral Special - Fixed an issue where eaten fighters would not follow Taz as he moved
Air/Ground Up Special
- First hit now more reliably combos into follow-up hits
The Joker
Air Neutral Special
~ Visuals adjusted to better match hitbox
Velma
Passive
- Fixed an issue where spawning evidence would consume the electric projectile buff from the Static Electricity perk
Ground Down Special (Mystery Machine)
- Cancel window after summoning Mystery Machine advanced 40 frames
- Mystery Machine now takes 0.6 seconds to activate after being summoned, down from 1 second
- Mystery Machine air speed increased to 2500 from 2000
- After capturing an enemy, Mystery Machine will begin moving again after 0.67 seconds, down from 2.5 seconds
- After capturing an enemy, Mystery Machine now gains a small movespeed buff
– Mystery Machine capture hitbox size reduced
– Mystery Machine can no longer capture enemy fighters while the Mystery Machine is in hitstun
– Mystery Machine now self destructs after 10 seconds if it has not captured a fighter
~ Enemy fighters captured by Mystery Machine now have an easier button mash requirement to escape at low damages, and a harder button mash requirement to escape at high damages
- Fixed an issue where the Mystery Machine was unable to jump to track enemy fighters
- Fixed an issue where the mash timer for captured enemy fighters would sometimes appear far above the Mystery Machine
- Fixed an issue where fighters would be prevented from turning invisible after being captured by the Mystery Machine
- Fixed an issue where fighters that relied on invisibility could not perform certain actions after being captured by the Mystery Machine
Hiya!
Season 4 1.4.4 Hotfix Patch Notes can be found here: https://multiversus.com/en/news/season-4-1-4-4-patch-notes
Season 4 1.4.4 Hotfix Notes
General
Marceline the Vampire Queen joins the Multiverse! Marceline is now available for purchase with Gleamium, a Character Ticket, a direct purchase, or through the “Vampire Vibes: Marceline's Sun Hat” bundle. She can be purchased for 6,000 Fighter Currency or accessed through the Fighter Road starting December 20th.
Other General Updates
- Shields have been enabled by default in Training and Local
- Decreased variability in time for games to start after perks selection or arena shopping
Rifts - The “A Festiversus Vampire Invasion” PvE Rift is NOW AVAILABLE
- The “Rogue Rift” PvE Rift has been added and will unlock later in the season
Events
- “A Merry MultiVerse” Event will be released later in the season.
- “The Frosty Fray” Event will be released later in the season.
Maps
New Maps:
- Candy Kingdom
- Candy Kingdom 2
New Bonus Maps:
- Space 2
- Castle
- Castle 2
- Castle 3
- Castle (Funhouse)
Ranked Map Pools
- Candy Kingdom 2 has been added to the 1v1 and 2v2 pools
- Castle has been added to the 2v2 pool
- Castle 2 has been added to the 1v1 pool
Unranked Map Pools
- Candy Kingdom 2 has been added to the 1v1 and 2v2 pools
- Candy Kingdom has been added to the 2v2 and FFA pools
- Castle has been added to the 2v2 pool
- Castle 2 has been added to the 1v1 pool
- Castle 3 has been added to the 2v2 and FFA pools
- Castle (Funhouse) has been added to the FFA pool
Arena Map Pool
- Candy Kingdom 2 has been added to the arena map pool
- Castle has been added to the arena map pool
- Castle 3 has been added to the arena map pool
Netcode
- Game start synchronization between clients improved. This should help initial performance in most cases
- Improved reliability of initial connection between clients
- Fixed occasional issue with rift calculation that was causing clients to continually run behind the server
Arena - Improved reliability of players making it through different phases and speeding up how long the Arena needs to wait in cases where players are hitting long loads
Characters
Legend:
- = Buff
- = Nerf
~ = Change
*= Bugfix
Note: Attacks callouts reference default controls.
Steven Universe
General
-* Fixed an issue where Steven’s shield would not be visible under certain conditions
Howdy, MVPs! Season 5 1.5.0 Patch Notes have arrived! Check them out below. ⬇️