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PC PS4 XONE PS5 Series X Steam Epic
Genre: Fighting, Hack and slash/Beat 'em up

MultiVersus

MultiVersus Update



Season 5 will serve as the final seasonal content update for MultiVersus. As January 31, 2025, real money transactions are no longer available. Season 5 will begin on February 4, 2025, and run through May 30, 2025. All online features will continue to be available until Season 5 concludes on May 30, at which point MultiVersus will no longer be available to play online or download. Unused Gleamium and character tokens can be used to access and purchase content in-game until the end of Season 5 on May 30. To play MultiVersus offline after May 30, download the latest version of the game and log in during Season 5, between February 4 and May 30.

Season 4 1.4.5 Patch Notes

Characters

Legend:
+ = Buff
- = Nerf
~ = Change
* = Bugfix
Note: Attacks callouts reference default controls.

Marceline the Vampire Queen

These changes directly affect the zero-to-death loops Marceline the Vampire Queen was able to perform.

Air Neutral Attack

  • ~ Hitpause reduced
  • - Hitstun reduced

Ground Neutral Special

  • ~ Now maintains stacks of bass rhythm buff upon exiting bass stance

Air Neutral Special

  • * Fixed an issue where this attack could not be performed as an Instant Dodge Aerial special

Air Side Special

  • * Fixed an issue where this attack could not be performed as an Instant Dodge Aerial special

Air/Ground Up Special

  • * Fixed an issue where this attack could instantly ring out enemies under certain conditions

Marvin

Air Down Special

  • * Fixed an issue where flag visuals were incorrect under certain conditions

The Powerpuff Girls

This small change is meant to address a toxic combo that could score early ringouts without the victim able to defend themselves.

Air Neutral Attack

  • - On-hit cancel window into Air/Ground Up Special delayed 7 frames

Nominate Multiversus!

Now in Season 4, the creators of Multiversus have released an epic of amount of cross-platform fun with new characters, maps and modes. There’s always something new brewing in the constantly evolving Multiversus!

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

Season 4 1.4.1 Patch Notes

General


  • Replaced the "Harley Total Damage Dealt" badge in step 23 of the battlepass with the "Harley Highest Damage Dealt" badge
  • Minimum time required on end of game rewards screens reduced 75%. It should be much easier to mash through the end of game UI now.
  • Improved memory management to reduce some uncommon crashes

Perks

Sturdy Dodger

  • ~ Now applies 2 seconds (4 when stacked) of armor to the defending fighter after parrying a projectile, changed from applying armor to both team members after either fighter dodges a projectile

Characters

Legend:
+ = Buff
- = Nerf
~ = Change
* = Bugfix
Note: Attacks callouts reference default controls.

Banana Guard

General

  • ~ On the defeat screen, Banana Guard's friend will now equip the same variant equipped by the losing Banana Guard


Raven

Ground Neutral Attack

  • - Full charge final hit hitbox active duration reduced 3 frames; now better matches visuals

Ground Side Attack 1

  • ~ Can now redirect Raven's Ground Up Attack rock projectile

Ground Side Attack 2

  • ~ Can now redirect Raven's Ground Up Attack rock projectile

Air/Ground Side Special

  • * Fixed an issue where Lenore or the cooldown projectile could continue moving infinitely under certain conditions
  • * Fixed an issue where Raven could T-pose during this attack under certain conditions

"Telekinetic Takedown" Perk

  • * Fixed an issue where the cooldown for this attack was not refreshing after Raven was rung out
  • * This perk is still causing sporadic crashes, so it will remain deactivated for a short time. We hope to reactivate this perk in a future patch.

Samurai Jack

Air Neutral Special

  • - Throw damage reduced to 4 from 7, grab victims are now hit by the hand hitbox (3 damage) and throw hitbox (4 damage) for a total of 7 (this change was unlisted in the 1.4.0 notes)
  • - On-hit weakened debuff removed (this change was unlisted in the 1.4.0 notes)

Taz

Air/Ground Side Special

  • ~ Now allows fast fall during attack

Air/Ground Down Special

  • ~ Boot projectile is no longer broken by melee attacks that otherwise would not normally destroy projectiles

The Joker

Air Neutral Special

  • * Fixed an issue where stored charge would not be consumed when using this attack

Season 4 1.4.0 Patch Notes Part 3

These Patch Notes are a continuation of Part 1 and Part 2

Characters

Legend:
+ = Buff
- = Nerf
~ = Change
* = Bugfix
Note: Attacks callouts reference default controls.

Stripe

General

  • + Ground movement speed increased to 2350 from 2250
  • - Head hurtbox size increased; will fix certain projectiles whiffing versus Stripe on the ground

Air/Ground Neutral Attack

  • - Start-up window increased 1 frame
  • ~ Now limits fall speed during attack recovery

Ground Side Attack 1

  • - Hitbox size reduced so the attack is less likely to hit behind Stripe

Ground Side Attack 2

  • ~ Hitbox size adjusted to better match visuals

Ground Side Attack 3

  • ~ Hitbox size adjusted to better match visuals

Ground Up Attack 2

  • ~ Hitbox size adjusted to better match visuals

Ground Down Attack

  • ~ Hitbox size adjusted to better match visuals

Ground Side Special

  • ~ Hitbox size adjusted to better match visuals

Air Side Attack

  • ~ Now limits fall speed during attack recovery

Air Up Attack

  • ~ Now limits fall speed during attack recovery

Air Side Special

  • ~ Hitbox size adjusted to better match visuals

Air/Ground Down Attack

  • ~ Now limits fall speed during attack recovery

Superman

Ground Dash Attack

  • + On-hit cancel window advanced 2 frames
  • ~ Knockback angle made more diagonal

Ground Side Attack 1

  • - Hitbox size reduced so the attack is less likely to hit behind Superman

Ground Side Attack 2

  • - Hitbox size reduced so the attack is less likely to hit behind Superman

Ground Side Attack 3

  • - Hitbox size reduced so the attack is less likely to hit behind Superman

Ground Side Attack 4

  • - Hitbox size reduced so the attack is less likely to hit behind Superman
  • ~ Knockback angle made more horizontal

Ground Down Attack

  • + Uncharged knockback increased to 1350 from 1250
  • - Hitbox size reduced so the attack is less likely to hit behind Superman
  • ~ Knockback angle made more horizontal

Air Neutral Attack

  • - Final hit knockback reduced to 1400 from 1500
  • - Hitbox size reduced so the attack is less likely to hit behind Superman
  • + Now maintains more momentum during attack start-up
  • ~ Now limits fall speed during attack recovery

Air Side Attack

  • ~ Hitbox size adjusted to better match visuals
  • - On-hit cancel window delayed 4 frames

Air/Ground Neutral Special

  • ~ Now limits fall speed during attack recovery

Ground Up Special

  • ~ Hitbox size adjusted to better match visuals

Ground Down Special

  • + Head hitbox start-up window reduced 4 frames
  • + Head hitbox active duration increased 6 frames
  • - Head hitbox size reduced so the attack is less likely to hit behind Superman
  • + On-hit cancel window advanced 3 frames
  • - On-whiff cancel window delayed 7 frames
  • ~ Laser explosion hitbox size adjusted to better match visuals

Aerial Down Special

  • ~ Head Hitbox position adjusted to better match visuals

Taz

Ground Down Attack

  • + Knockback increased to 1450 from 1200
  • ~ Knockback angle made more horizontal
  • + On-hit cancel window advanced 2 frames
  • ~ Hitbox size adjusted to better match visuals

Air Neutral Attack

  • ~ Now limits fall speed during attack recovery

Air Side Attack

  • + Repeat-move lockout reduced to 12 frames from 15 frames

Air Up Attack

  • ~ Now limits fall speed during attack recovery

Air Down Attack

  • + First hit hitbox active duration increased 1 frame
  • + On-hit cancel window advanced 7 frames
  • + Now allows fast fall during attack start-up

Air/Ground Neutral Special

  • - On-hit weakened debuff removed

Air/Ground Side Special

  • - On-whiff cancel window delayed 12 frames
  • ~ Now limits fall speed during attack recovery

Air/Ground Down Special

  • + On-hit branch window advanced 2 frames
  • ~ Now limits fall speed during attack recovery

The Joker

General

  • + Ground movement speed increased to 2120 from 2040

Ground Side Attack 1

  • ~ Hitbox size adjusted to better match visuals

Ground Side Attack 3

  • ~ Hitbox size adjusted to better match visuals

Ground Up Attack

  • - Start-up window increased 1 frame
  • - Hitbox active duration reduced 1 frame

Air Neutral Attack

  • ~ Now limits fall speed during attack recovery

Air Side Attack

  • ~ Hitbox size adjusted to better match visuals
  • ~ Now limits fall speed during attack recovery

Air Neutral Special

  • ~ Now limits fall speed during attack recovery

Air Side Special

  • ~ Now limits fall speed during attack recovery

Ground Up Special; Air version unchanged

  • ~ Hitbox size adjusted to better match visuals

The Powerpuff Girls

General

  • + Allies now gain a speed buff while Bubbles is the active leader
  • + Allies now gain a knockback buff while Buttercup is the active leader
  • ~ The Powerpuff Girls size reduced 13%
  • * Fixed an issue where certain attacks were not properly triggering controller rumble

Air Neutral Attack

  • - Knockback reduced to 1850 from 2800
  • + Knockback scaling increased to 18 from 0
  • ~ Knockback angle made more vertical
  • ~ Now limits fall speed during attack recovery
  • - Now maintains less momentum during attack start-up
  • - On-hit cancel window delayed 8 frames

Air Side Attack

  • + Now maintains more momentum during attack start-up
  • ~ Now limits fall speed during attack recovery

Air Up Attack

  • + On-hit cancel window into Air/Ground Up Special advanced 8 frames
  • + On-whiff cancel window advanced 5 frames
  • ~ Now limits fall speed during attack recovery

Air Down Attack

  • - Repeat-move lockout increased to 25 frames from 16 frames

Ground Neutral Special; Air version unchanged

  • + Buttercup attack knockback increased to 2200 from 1950
  • ~ Buttercup attack knockback angle made more horizontal
  • + Blossom attack final hit knockback increased to 1400 from 1200
  • + Blossom attack final hit knockback scaling increased to 22 from 12
  • - Blossom attack on-hit ice debuff reduced to 4 stacks from 5

Ground Side Special

  • + Buttercup throw knockback scaling increased to 15 from 6
  • + Bubbles throw knockback scaling increased to 26 from 13
  • ~ Bubbles throw knockback angle made more diagonal towards the other girls
  • + On-hit cancel window advanced 5 frames
  • + Start-up window before charge reduced 5 frames

Ground Down Special

  • + On-hit cancel window advanced 6 frames

Air Side Special

  • + Knockback scaling increased to 20 from 18
  • + Bubbles leader dash hitbox knockback increased to 3000 from 2400
  • + Buttercup leader dash hitbox knockback increased to 2450 from 2400
  • ~ Buttercup leader dash hitbox knockback angle made more vertical
  • - Hitstun reduced
  • - On-hit cancel window delayed 6 frames

Air Down Special

  • - Knockback reduced to 1800 from 2000
  • + Knockback scaling increased to 24 from 19
  • ~ Knockback angle made more vertical
  • + On-hit cancel window advanced 17 frames

“Rainbow Dash” Perk

  • - Knockback reduced to 2000 from 2600
  • - Hitstun reduced
  • ~ Knockback angle made more downwards
  • - Knockback influence multiplier increased to 1.25 from 1.0

Tom & Jerry

General

  • + Ground movement speed increased to 2175 from 2125

Ground Side Attack 1

  • - Hitbox size reduced so the attack is less likely to hit behind Tom & Jerry

Ground Side Attack 2

  • - Hitbox size reduced so the attack is less likely to hit behind Tom & Jerry

Ground Side Attack 3

  • ~ Hitbox size adjusted to better match visuals

Ground Side Attack 4

  • ~ Hitbox size adjusted to better match visuals

Air Side Attack

  • ~ Hitbox size adjusted to better match visuals
  • ~ Now limits fall speed during attack recovery

Air Down Attack

  • ~ Hitbox size adjusted to better match visuals

Ground Down Special

  • ~ Hitbox size adjusted to better match visuals

Air Side Special

  • ~ Now limits fall speed during attack recovery

Velma

General

  • + Ground movement speed increased to 2065 from 2050

Ground Side Attack 1

  • ~ Hitbox size adjusted to better match visuals

Ground Side Attack 2

  • ~ Hitbox size adjusted to better match visuals

Ground Side Attack 3

  • ~ Hitbox size adjusted to better match visuals

Air Side Attack

  • ~ Now limits fall speed during attack recovery

Air Down Attack

  • ~ Hitbox size adjusted to better match visuals

Ground Down Special (Mystery Machine)

  • * Fixed an issue where fighters could disappear permanently after being captured by the Mystery Machine

Air Side Special

  • + On-hit cancel window advanced 1 frame
  • + Now maintains more momentum during attack
  • ~ Hitbox size adjusted to better match visuals

Wonder Woman

Ground Side Attack 1

  • - Hitbox size reduced so the attack is less likely to hit behind Wonder Woman

Ground Side Attack 2

  • - Hitbox size reduced so the attack is less likely to hit behind Wonder Woman

Ground Side Attack 3

  • - Hitbox size reduced so the attack is less likely to hit behind Wonder Woman

Air Side Attack

  • - Hitbox size reduced so the attack is less likely to hit behind Wonder Woman

Air Up Attack

  • ~ Hitbox size adjusted to better match visuals

Ground Side Special

  • - Hitbox size reduced so the attack is less likely to hit behind Wonder Woman

Season 4 1.4.0 Patch Notes Part 2

These Patch Notes are a continuation of Part 1

Characters

Legend:
+ = Buff
- = Nerf
~ = Change
* = Bugfix
Note: Attacks callouts reference default controls.

Agent Smith

Ground Side Attack 2

  • ~ Hitbox size adjusted to better match visuals

Ground Side Attack 3

  • ~ Hitbox size adjusted to better match visuals

Ground Up Attack

  • - Hitbox size reduced so the attack is less likely to hit behind Agent Smith

Ground Down Attack

  • ~ Knockback angle made more horizontal
  • - Knockback influence multiplier increased to 1.2 from 1.0

Air Up Attack

  • ~ Now limits fall speed during attack recovery

Air Neutral Special

  • * Fixed an issue where this attack could be on-hit canceled before all shots were fired, causing inconsistent on-hit cancel combos

Air/Ground Side Special

  • ~ Now limits fall speed during attack recovery

Arya

General

  • + Ground movement speed increased to 2190 from 2125

Ground Down Attack

  • ~ Hitbox size adjusted to better match visuals

Air Neutral Attack

  • ~ Knockback angle made more horizontal
  • ~ Hitbox size adjusted to better match visuals
  • ~ Now limits fall speed during attack recovery

Air Side Attack

  • ~ Hitbox size adjusted to better match visuals
  • ~ Now limits fall speed during attack recovery

Air Up Attack

  • ~ Now limits fall speed during attack recovery

Air/Ground Side Special (all versions)

  • ~ Now limits fall speed during attack recovery

Banana Guard

Ground Dash Attack

  • ~ Hitpause reduced

Ground Neutral Attack

  • ~ Hitbox size adjusted to better match visuals

Ground Down Attack

  • + Movement distance from charge increased
  • + On-hit cancel window advanced 2 frames

Air Neutral Attack

  • - Now allows less movement control when used near the ground
  • ~ Now limits fall speed during attack recovery

Air Side Attack

  • ~ Now limits fall speed during attack recovery

Air Up Attack

  • - Second hit hitstun reduced
  • ~ Now limits fall speed during attack recovery

Air Down Attack

  • + Hitbox active duration increased 1 frame

Ground Down Special

  • - On-hit cancel window delayed 18 frames
  • - Final hit hitstun reduced

Air Side Special

  • ~ Now limits fall speed during attack recovery

Air Up Special; Ground version unchanged

  • - Final hit knockback reduced to 2300 from 2500
  • ~ Final hit knockback angle made more diagonal
  • - Final hit knockback influence multiplier increased to 1.2 from 1.0

Batman

Passive

  • - Attacks no longer apply weakened debuff on-hit while Batman is invisible
  • + Attacks have a small increase to knockback while Batman is invisible

Ground Side Attack 1

  • - Hitbox size reduced so the attack is less likely to hit behind Batman

Ground Side Attack 2

  • - Hitstun reduced
  • - Hitbox size reduced so the attack is less likely to hit behind Batman

Ground Side Attack 3

  • ~ Hitbox size adjusted to better match visuals

Ground Up Attack

  • - On-hit weakened debuff removed

Ground Down Attack, Kick Follow-up

  • - Knockback reduced to 1850 from 1900
  • - Knockback scaling reduced to 22 from 23
  • - On-hit weakened debuff removed

Ground Down Attack, Sweep Follow-up

  • + On-hit cancel window advanced 4 frames

Air Neutral Attack (Cooldown)

  • ~ Now limits fall speed during attack recovery

Air Side Attack 1

  • ~ Knockback angle made more horizontal
  • - Knockback influence multiplier increased to 1.2 from 1.0
  • ~ Now limits fall speed during attack recovery

Air Side Attack 2

  • - On-hit weakened debuff removed

Air Up Attack

  • - Second hit knockback reduced to 1450 from 1550
  • - Second hit knockback scaling reduced to 12 from 13
  • - Second hit knockback influence multiplier increased to 1.2 from 1.0
  • ~ Now limits fall speed during attack recovery

Air Down Attack

  • ~ Now limits fall speed during attack recovery

Air/Ground Neutral Special

  • - Cooldown increased to 24 seconds from 20 seconds

Ground Up Special

  • - Now prevents fast fall during attack start-up
  • - Full-charge first hit hitbox size reduced so the attack is less likely to hit behind Batman

Ground Down Special

  • + Smoke bomb area of effect is now larger to better match visuals
  • + Smoke bomb now gives allies besides Batman a 20% speed buff
  • + Smoke bomb now removes enemy dodge meter while enemies are inside
  • * Fixed an issue where Smoke Bomb was not buffing ally dodge meter regeneration

Air Up Special

  • - Knockback scaling reduced to 14 from 16

Air Down Special

  • * Fixed an issue where Batman's hurtboxes would be misaligned when using Air Down Special as part of a dodge attack

Beetlejuice

Ground Neutral Attack

  • ~ Hitbox size adjusted to better match visuals

Ground Side Attack 2

  • ~ Hitbox size adjusted to better match visuals

Ground Side Attack 3

  • ~ Hitbox size adjusted to better match visuals

Air Neutral Attack

  • ~ Now limits fall speed during attack recovery

Air Side Attack

  • ~ Hitbox size adjusted to better match visuals
  • ~ Now limits fall speed during attack recovery

Air Up Attack

  • ~ Now limits fall speed during attack recovery

Air/Ground Neutral Special

  • ~ Now limits fall speed during attack recovery

Black Adam

Ground Neutral Attack

  • + Now grants allies a lightning gauntlet buff on-hit
  • ~ Hitbox size adjusted to better match visuals

Ground Side Attack 1

  • – Hitbox size reduced so the attack is less likely to hit behind Black Adam

Ground Side Attack 2

  • – Hitbox size reduced so the attack is less likely to hit behind Black Adam

Ground Side Attack 3

  • + Hitbox added to Black Adam’s hand that knocks back enemies that were not grabbed
  • – Hitbox size reduced so the attack is less likely to hit behind Black Adam

Ground Up Attack

  • + Projectile now grants allies a lightning gauntlet buff on-hit
  • ~ Hitbox size adjusted to better match visuals

Air Side Attack

  • ~ Second hit knockback angle made more diagonal
  • ~ Now limits fall speed during attack recovery

Air Up Attack

  • ~ Hitbox size adjusted to better match visuals

Air/Ground Side Special

  • – Movement reduced when Black Adam is fatigued (empty dodge meter)
  • + Projectile now grants allies a lightning gauntlet buff on-hit
  • ~ Now limits fall speed during attack recovery

Ground Down Special

  • + Successfully blocking a projectile now reduces Black Adam’s active cooldowns 7.5%
  • * Fixed an issue where the projectile shield would take damage from light projectiles

Air Down Special

  • + Projectile now grants allies a lightning gauntlet buff on-hit

Bugs Bunny

Crouch

  • + Bugs can now pull either a sandwich or a dynamite item from his ACME box
  • + ACME box cooldown reduced to 10 seconds from 15 seconds
  • + ACME box item pull start-up window reduced 10 frames
  • + ACME box item pull now moves toward nearby allies

Ground Dash Attack

  • + Knockback scaling increased to 21 from 18

Ground Neutral Attack

  • – Hitbox size reduced so the attack is less likely to hit behind Bugs Bunny
  • + Maximum charge time reduced 3 frames

Ground Side Attack 1

  • – On-whiff cancel window delayed 4 frames

Ground Side Attack 2

  • – Hitbox size reduced so the attack is less likely to hit behind Bugs Bunny

Ground Up Attack

  • – Hitstun reduced

Air Neutral Attack

  • ~ Now limits fall speed during attack recovery

Air Side Attack

  • – Uncharged knockback reduced to 1500 from 1750
  • + Uncharged knockback scaling increased to 16.5 from 14
  • + On-hit cancel window advanced 3 frames
  • – Hitbox size reduced so the attack is less likely to hit behind Bugs Bunny
  • ~ Hitpause reduced
  • ~ Now limits fall speed during attack recovery

Air Up Attack

  • – Knockback reduced to 1500 from 1650
  • + Knockback scaling increased to 19 from 15
  • ~ Knockback angle made more diagonal
  • – Hitstun reduced
  • ~ Now limits fall speed during attack recovery

Air Down Attack

  • – Hitbox size reduced so the attack is less likely to hit above Bugs Bunny
  • + Start-up window reduced 1 frame

Air/Ground Down Attack (Pie Equipped)

  • ~ Uncharged pie launch speed reduced, charged pie launch speed increased
  • ~ Pie projectile now ignores platform collision when colliding with platforms from above
  • + Pie projectile knockback scaling increased to 15 from 1

Ground Side Special

  • + Movement increased
  • + On-hit cancel window advanced 14 frames
  • + Hitbox added to Bugs Bunny’s hand that combos into stun hit
  • + Attack can now be charged, reducing minimum start-up window by 15 frames

Air Side Special (Cooldown)

  • * Fixed an issue where Bugs could drift backwards during this attack
  • * Fixed an issue where this attack incorrectly broke armor

Air/Ground Up Special (Cooldown)

  • * Fixed an issue where this attack incorrectly broke armor

Air/Ground Down Special

  • * Fixed an issue where dodged projectiles would not hit enemies after exiting the tunnel

Finn

General

  • + Air movement speed increased to 1900 from 1775
  • ~ Boots of speed buff visuals updated

Passive

  • + Ally coin buff increased to 2 damage per stack from 1 damage per stack
  • + Ally coin buff now loses only 1 stack on-hit, down from all stacks
  • + Ally coin buff now grants armor break on max (5) stacks

Ground Neutral Attack

  • + Knockback scaling increased to 18 from 15.5
  • ~ Hitpause increased
  • – On-whiff cancel window delayed 10 frames

Ground Side Attack 1

  • ~ Animation and attack properties have been updated, hitbox size adjusted to match new visuals

Ground Side Attack 2

  • ~ Animation and attack properties have been updated, hitbox size adjusted to match new visuals

Ground Side Attack 3

  • + Damage increased to 6 from 5.5
  • – Knockback reduced to 1750 from 1900
  • – Knockback scaling reduced to 16 from 18
  • ~ Knockback angle made more horizontal
  • + Hitstun increased

Ground Up Attack

  • – Uncharged knockback reduced to 1100 from 1350
  • ~ Finn now launches himself to one height, regardless of charge

Ground Down Attack

  • + First hit knockback influence multiplier decreased to 0 from 1.0
  • ~ Second hit hitbox size adjusted to better match visuals
  • – Second hit knockback influence multiplier increased to 1.15 from 1.0
  • – On-hit cancel window delayed 3 frames

Air Neutral Attack

  • ~ Knockback angle made more horizontal
  • – Hitstun reduced
  • – Knockback influence multiplier increased to 1.15 from 1.0

Air Side Attack 1

  • + Hitstun increased
  • ~ Hitpause reduced
  • + On-hit cancel window advanced 1 frame
  • – On-hit cancel window into Air Down Attack delayed 6 frames
  • + On-whiff cancel window advanced 15 frames; now matches on-whiff cancel into Air Side Attack 2
  • – Hitbox size reduced so the attack is less likely to hit behind Finn

Air Side Attack 2

  • – On-hit cancel window delayed 8 frames
  • – Hitbox size reduced so the attack is less likely to hit behind Finn

Air Up Attack

  • + Knockback increased to 1300 from 1100
  • + Knockback scaling increased to 14 from 10
  • ~ Knockback angle made more horizontal
  • – On-hit cancel window delayed 10 frames
  • – On-whiff cancel window delayed 8 frames
  • ~ Hitbox size adjusted to better match visuals
  • + Now maintains more momentum during attack

Air/Ground Neutral Special

  • – Start-up window increased 2 frames
  • + Hitbox active duration increased 2 frames
  • + Ally shockwave now always spawns when high-fiving an ally
  • ~ Now limits fall speed during attack recovery

Air/Ground Neutral Special (BMO)

  • – Hitbox size reduced so the attack is less likely to hit behind Finn
  • + Now breaks armor

Air Side Special

  • – Now no longer automatically tracks towards nearest enemy or enemy projectile
  • – Now no longer has an active hitbox while Finn is dashing
  • + Finn can now intentionally angle his side special dash up or down
  • + Attack can now be charged, reducing minimum start-up window until movement by 8 frames
  • + Sweetspot hitbox added to Finn’s sword tip

Garnet

Ground Neutral Attack

  • ~ Hitbox size adjusted to better match visuals

Ground Side Attack 1

  • – Hitbox size reduced so the attack is less likely to hit behind Garnet

Air Neutral Attack

  • ~ Hitbox size adjusted to better match visuals

Air Up Attack

  • ~ Hitbox size adjusted to better match visuals
  • ~ Now limits fall speed during attack recovery

Air Down Attack

  • ~ Hitbox size adjusted to better match visuals
  • ~ Now limits fall speed during attack recovery
  • * Fixed an issue where Garnet’s hurtboxes would be misaligned when using Air Down Attack as part of a dodge attack

Gizmo

General

  • + Ground movement speed increased to 1900 from 1850

Ground Side Dodge

  • * Fixed an issue where Gizmo had fewer invulnerability frames than the cast during his ground side dodge

Ground Side Attack 1

  • – Hitbox size reduced so the attack is less likely to hit behind Gizmo

Ground Down Attack

  • ~ Hitbox size adjusted to better match visuals

Air Side Attack

  • ~ Hitbox size adjusted to better match visuals
  • ~ Now limits fall speed during attack recovery

Air Up Attack

  • ~ Hitbox size adjusted to better match visuals
  • ~ Now limits fall speed during attack recovery

Ground Side Special

  • – Car explosion hitbox size reduced

Air Side Special

  • ~ Now limits fall speed during attack recovery

Air Down Special

  • ~ Now limits fall speed during attack recovery

Harley Quinn

Ground Down Attack 1

  • – Hitstun reduced
  • + On-hit cancel window advanced 1 frame
  • + On-hit cancel window into Ground Down Attack 2 advanced 1 frame

Ground Down Attack 2

  • + Damage increased to 8 from 7
  • + Knockback increased to 1850 from 1750
  • + Knockback scaling increased to 19 from 18
  • ~ Knockback angle made more horizontal
  • + On-hit cancel window advanced 4 frames

Ground Side Attack 2

  • – Hitstun reduced from 2.25 to 2.1
  • This is to prevent an infinite loop

Air Neutral Attack

  • ~ Now limits fall speed during attack recovery

Air Side Attack

  • ~ Now limits fall speed during attack recovery

Air/Ground Side Special

  • ~ Now limits fall speed during attack recovery

Air Up Special; Ground version unchanged

  • – Now prevents fast fall during attack

Iron Giant

Passive

  • ~ Now limits fall speed during hover

Air Neutral Attack

  • ~ Now limits fall speed during attack recovery

Air Side Attack

  • ~ Now limits fall speed during attack recovery

Jake

General

  • + Ground movement speed increased to 2150 from 2100

Ground Side Attack 1

  • – Hitbox size reduced so the attack is less likely to hit behind Jake
  • – Movement reduced

Ground Up Attack

  • + On-hit cancel window advanced 1 frame
  • – Knockback influence multiplier increased to 1.5 from 1.0

Ground Down Attack

  • ~ Knockback angle made more downward to allow ground bounces
  • – Knockback influence multiplier increased to 1.25 from 1.0

Air Neutral Attack

  • ~ Now limits fall speed during attack recovery

Air Side Attack

  • + Uncharged damage increased to 5 from 4
  • + Uncharged sweetspot damage increased to 6 from 5
  • + Uncharged sweetspot knockback increased to 1450 from 1300
  • + Uncharged sweetspot knockback scaling increased to 18 from 17
  • + Repeat-move lockout reduced to 14 frames from 20 frames
  • – On-whiff cancel window delayed 6 frames

Air Up Attack

  • ~ Now limits fall speed during attack recovery

Air Down Attack

  • + Second hit start-up window reduced 2 frames
  • ~ Hitbox size adjusted to better match visuals
  • + Now maintains more momentum during attack

Air/Ground Neutral Special

  • – On-hit weakened debuff removed

Air/Ground Side Special

  • + Now maintains more momentum during attack
  • ~ Now limits fall speed during attack recovery

Jason

Ground Neutral Attack

  • – Hitbox active duration reduced 4 frames

Ground Side Attack 1

  • – Hitbox size reduced so the attack is less likely to hit behind Jason

Ground Side Attack 2

  • – Hitbox size reduced so the attack is less likely to hit behind Jason

Air Neutral Attack

  • ~ Hitbox size adjusted to better match visuals
  • ~ Now limits fall speed during attack recovery

Air Side Attack

  • – Hitbox size reduced so the attack is less likely to hit behind Jason

Air Up Attack

  • ~ Hitbox size adjusted to better match visuals
  • ~ Now limits fall speed during attack recovery

Ground Neutral Special

  • * Fixed an issue where certain grab attacks would not properly break Jason’s gray health armor

Air Neutral Special

  • ~ Hitbox size adjusted to better match visuals

LeBron

General

  • + Ground movement speed increased to 2180 from 2000
  • + Air movement speed increased to 1900 from 1600

Ground Side Attack 1

  • – Hitbox size reduced so the attack is less likely to hit behind LeBron

Air Neutral Attack

  • ~ Now limits fall speed during attack recovery

Air Neutral Attack (No Basketball)

  • ~ Now limits fall speed during attack recovery

Air Side Attack

  • ~ Hitbox size adjusted to better match visuals
  • – On-Hit cancel window delayed 5 frames
  • – On-Whiff cancel window delayed 10 frames

Air Side Attack (No Basketball)

  • ~ Hitbox size adjusted to better match visuals
  • ~ Now limits fall speed during attack recovery

Air Down Attack (No Basketball)

  • – Start-up window increased 2 frames
  • + Hitbox active duration increased 1 frame
  • – Hitbox size reduced so the attack is less likely to hit above LeBron

Air/Ground Side Special

  • ~ Now limits fall speed during attack recovery

Marvin

Ground Side Attack 1

  • – Hitbox active duration reduced 1 frame

Ground Down Attack

  • + Damage increased to 9 from 8
  • + Knockback increased to 1500 from 1400
  • + Knockback scaling increased to 18 from 17

Dash Attack

  • + Final hit damage increased to 9 from 7
  • + Base knockback increased to 1750 from 1600
  • ~ Knockback angle on all hits made more horizontal to improve consistency

Air Neutral Attack

  • ~ Now limits fall speed during attack recovery

Air Side Attack

  • + Uncharged damage increased to 7 from 6
  • + Uncharged knockback increased to 1600 from 1000
  • – Knockback scaling reduced from 21 to 19
  • ~ Knockback angle made more diagonal
  • – On-hit branch window delayed 1 frame
  • – Hitstun reduced
  • + Now maintains more momentum during attack start-up

Air Down Attack

  • – Hitbox size reduced so the attack is less likely to hit above Marvin

Air Side Special

  • ~ Hitbox size adjusted to better match visuals
  • ~ Now limits fall speed during attack recovery

Air/Ground Neutral Special

  • ~ Now limits fall speed during attack recovery

Air/Ground Up Special

  • * Fixed an issue where the Rocket projectile would occasionally inherit the attack properties of Marvin’s charge attacks

Morty

General

  • + Ground movement speed increased to 2080 from 1950

Ground Side Attack, Neutral Attack Follow-up (Whip)

  • ~ Visuals adjusted to better match hitbox size

Air Side Attack 1

  • ~ Now limits fall speed during attack recovery

Air Side Attack 2

  • – Hitbox size reduced so the attack is less likely to hit be

Nubia

General

  • + Ground movement speed increased to 2275 from 2250

Air Neutral Attack

  • + First hit now more reliably combos into second hit
  • – On-whiff cancel window delayed 2 frames
  • ~ Now limits fall speed during attack recovery

Air Down Attack

  • ~ Now limits fall speed during attack recovery

Air/Ground Neutral Special

  • – On-hit cancel window delayed 3 frames
  • * Fixed an issue where all projectile blocks were stopping Nubia’s spear

Ground Side Special

  • – On-hit cancel window delayed 4 frames

Air Side Special

  • + First hit now more reliably combos into second hit at high damages

Air/Ground Down Special

  • + Now more reliably dashes to ally position

Reindog

General

  • + Ground movement speed increased to 2165 from 2150

Ground Side Attack 1

  • – Hitbox size reduced so the attack is less likely to hit behind Reindog

Air Side Attack

  • ~ Now limits fall speed during attack recovery

Air/Ground Neutral Special

  • ~ Tether projectile now ignores platform collisions
  • ~ Tether projectile now ignores blast zone collisions

Air Side Special

  • ~ Now limits fall speed during attack recovery

Rick

Ground Side Attack 2

  • – Hitbox size reduced so the attack is less likely to hit behind Rick

Ground Down Special

  • + Running Meeseeks hitbox size increased

Air Side Attack

  • – Knockback influence multiplier increased to 1.1 from 1.0
  • ~ Knockback angle made slightly more horizontal
  • ~ Now limits fall speed during attack recovery

Air/Ground Side Special (Cooldown)

  • ~ Hitbox size adjusted to better match visuals

Air/Ground Up Special

  • ~ Hitbox size adjusted to better match visuals

Samurai Jack

Passive

  • – Focus special attacks no longer apply weakened debuff on-hit

Ground Side Attack 1

  • ~ Hitbox size adjusted to better match visuals

Ground Side Attack 2

  • ~ Hitbox size adjusted to better match visuals

Ground Up Attack

  • + Samurai Jack can now cancel the attack on-hit after the first hit before the second hit has begun
  • * Fixed an issue where Samurai Jack could slide off the ledge during this attack

Air Neutral Attack

  • ~ Now limits fall speed during attack recovery

Air Side Attack

  • ~ Hitbox size adjusted to better match visuals

Air Neutral Special

  • + Hitbox added to Samurai Jack’s arm that knocks back enemies that were not grabbed
  • ~ Now limits fall speed during attack recovery

Air Down Special

  • ~ Hitbox size adjusted to better match visuals

Air/Ground Up Special

  • ~ Hitbox size adjusted to better match visuals

Focus Air Down Special

  • ~ Hitbox size adjusted to better match visuals

Shaggy

Ground Neutral Attack

  • – Hitbox size reduced so the attack is less likely to hit behind Shaggy

Ground Side Attack 2

  • ~ Hitbox size adjusted to better match visuals

Ground Side Attack 3

  • ~ Hitbox size adjusted to better match visuals

Ground Up Attack

  • + Uncharged knockback increased to 1550 from 1450
  • – On-hit cancel window delayed 8 frames
  • – On-whiff cancel window delayed 6 frames

Ground Down Attack

  • – On-hit cancel window into Ground Side Attack removed

Ground Down Attack 2

  • ~ Hitbox size adjusted to better match visuals

Air Neutral Attack

  • ~ Now limits fall speed during attack recovery

Air/Ground Side Special

  • ~ Now limits fall speed during attack recovery

Ground Up Special; Air version unchanged

  • – Now prevents fast fall during attack start-up

Ground Down Special

  • – Sandwich damage reduced to 5 from 9
  • – Sandwich knockback reduced to 1600 from 2900
  • – Sandwich knockback scaling increased to 15 from 12.5

Air Down Special

  • * Fixed an issue where fighters grabbed by Shaggy could become stuck in terrain

Rage Air/Ground Up Special

  • + Early hits now more reliably combo into final hit
  • – On-hit weakened debuff removed

Rage Air/Ground Down Special

  • – Shockwave on-hit weakened debuff removed

Rage Air/Ground Neutral Special

  • – On-hit weakened debuff removed

Steven Universe

Ground Side Attack 2

  • – Hitbox size reduced so the attack is less likely to hit behind Steven

Air Side Attack

  • ~ Now limits fall speed during attack recovery

Air/Ground Side Special

  • ~ Shields now slowly descend when anything is on top of them

Air/Ground Side Special (Cooldown)

  • ~ Now limits fall speed during attack recovery

Air/Ground Up Special

  • ~ Shields now slowly descend when anything is on top of them


These patch notes are continued in Part 3

Season 4 1.4.0 Patch Notes Part 1

General

Azarath, Metrion, Zinthos! Raven joins the Multiverse. Raven is now available for purchase with Gleamium, a Character Ticket, a direct purchase, or through the "White Raven: Trigon's Heir" bundle. She can be purchased for 6,000 Fighter Currency or accessed through the Fighter Road starting November 15th.



*NEW* Arena Mode

Bring a friend or twelve in this all new way to play Multiversus! With support for up to 16 players, eight teams of 2 battle it out in round after round of intense combat. With each round, teams purchase power-ups to build their strength and become the last team standing. Learn more from our teaser trailer!




*NEW* Fighter Road

Starting with Season 4, fighters can be acquired through our new rewards track called the Fighter Road. Learn more from our developer blog about Fighter Road!



Wacky Weekend returns with a new game mode

Queueing for Wacky Weekend has a chance to start a game of Star Contender! Use a limited moveset to knock star coins out of your opponents. First team to 7 coins wins.

Ice Pit game mode has been removed from Wacky Weekend.

Rifts

The "Trigon on the Loose!" PvE Rift is NOW AVAILABLE!

The "Welcome to Mythic Vista" PvE Rift has been added and will unlock later in the season:



Events

The "Enter the Arena!" Event is NOW AVAILABLE!



The "Azarath Metrion Zinthos!" Event is NOW AVAILABLE!



The "Trouble at the Academy" Event will be released later in the season.



Maps

New Maps:


  • Back to the Past
  • Back to the Past (The Future)





New Bonus Maps:


  • Space (Station)
  • Space (Jam)
  • Beach 2
  • Beach (Boat)




Beach


  • Fixed an issue where background audio would not play

Batcave (Hammer Time)


  • Blast Box width increased 15%
  • Hammers starting speed increased by 120%
  • Hammers max speed increased by 25%
  • Hammers now alternate activation when the center Button is hit

Ranked Map Pools


  • Back to the Past has been added to the 1v1 and 2v2 pools
  • Beach has been removed from the 1v1 and 2v2 pools
  • Space has been removed from the 1v1 pool
  • Dexter's Lab 3 has been removed from the 1v1 pool

Unranked Map Pools


  • Back to the Past has been added to the 1v1 and 2v2 pools
  • Back to the Past (The Future) has been added to the FFA pool
  • Bamboo's E.D.G.E. has been added to the FFA pool
  • Batcave (Hammer Time) has been added to the FFA pool
  • Beach has been removed from the 1v1, 2v2, and FFA pools
  • Beach (Boat) has been added to the FFA pool
  • Dexter's Lab 3 has been removed from the 1v1 pool
  • Space has been removed from the 1v1 and FFA pools
  • Space (Jam) has been added to the FFA pool
  • Space (Station) has been added to the FFA pool


Netcode


  • Netcode compression algorithm improved. Network traffic reduced by over 50% in most cases.
  • Now adapts better to current network conditions to improve overall player feel
  • Game should play better during network spikes or cases of packet loss
  • In cases where the server needed to override a player's input because it came in too late should now use predicted input before overriding (less cases of complete character control loss)


General Combat

Hitbox update

We have done a large pass on hitbox placement and sizes across the cast to better match attack visuals to hitbox placement. Hitbox changes are listed in the character patch notes.

Fast fall speed change

In previous patches, a fighter that input a fast fall would accelerate to their maximum fall speed. With this patch we are looking to increase the impact of fast fall by allowing players to accelerate past their maximum fall speed while they are fast falling. Many aerial attacks now limit the ability to fast fall during attack recovery to prevent accidental self-destructs. These attacks are listed in the character patch notes.


  • Maximum fast fall speed increased to 3750 from 2800. Maximum fall speed unchanged at 2800.
  • Fast fall now has a minimum duration of 12 frames

Short Hops

The lowest possible height for a fighter's grounded jump typically launches the fighter too high to hit grounded opponents. With this change we are looking to give players more options to use aerial attacks when close to the ground.


  • When inputting a fighter's grounded jump, releasing the jump input before jumpsquat has completed (5 frames) will launch the fighter upward at half of their normal jump velocity.

Parries


  • Successful parries can no longer be canceled into another neutral dodge. This will fix issues where players have been accidentally neutral dodging after a successful parry
  • Fighters now receive 10 frames of invulnerability after a successful parry

Hitsparks

Hitsparks have been updated for all attacks, including a major fix for directional hitsparks that have returns from the Open Beta.

Damage stat tracking

Damage tracking for certain projectiles and multi-hit attacks have been fixed. This will fix incorrect damage numbers being shown in end-of-game stats, badges that track damage dealt, and battlepass/event missions that track damage dealt.

Automatic Techs

Automatic techs have helped tremendously with mitigating toxic infinite combos built around ground-bounces. Unfortunately, they have also introduced new toxic combo routes against large characters that cannot tech far enough away to mix up their recovery direction. With this change we hope to increase the power of directional techs to remove these problem combo routes.


  • Automatic tech forward launch velocity increased to 5200 from 4400


General Combat Changes


  • Fighters will now push other fighters when colliding on the ground
  • Enraged Buff no longer applies Weakened Debuff on-hit
  • Fixed an issue where hitstun would not be properly applied when two attacks connected in quick succession


Testing Grounds

Shields


  • Shield Break Attacks (Neutral Dodge + Attack input) standardized to have more consistent frame data and sizes
  • Shield breaks from Shield Break Attacks and stamina drain both pop up victims for a consistent punish window
  • Steven Universe passive is reworked to allow for air shielding and an air Shield Break Attack. He can also now perform a ground parry out of shield.
  • Attacks that connect with a shielding enemy no longer grant on-hit cancel window timing


Perks

Stronger Than Ever

  • ~ Now applies 15 gray health on respawn instead of armor for 2 seconds

Sturdy Dodger

  • + Now applies 2 seconds (4 when stacked) of armor after dodging a projectile, increased from 1 second (2 when stacked) after parrying a projectile

That's Flammable, Doc!

  • - Now ignites enemies for 1 second (3 when stacked), down from 3 seconds (5 when stacked)

Collateral Damage

  • + Now deals 3 damage to enemies that perform a tech when knocked back into terrain

Static Electricity

  • ~ Now electrifies your next projectile after successfully hitting 4 distinct moves against enemies in under 3 seconds


These patch notes are continued in Part 2

MultiVersus - Official Raven "Too Dark to Care" Gameplay Trailer



Spells, secrets, and a few family issues, Raven's not here to play nice.

MultiVersus is a free-to-play platform fighter with an ever-expanding cast oficonic characters and legendary universes, various online modes, in-gameevents, on-going content-filled seasons, and more.

Check out our updated website: https://go.wbgames.com/MVSFAQ

Questions? Give our FAQ a look see: https://go.wbgames.com/MVSFAQ

Warp into MultiVersus:
Twitter: https://go.wbgames.com/MVSTwitter
TikTok: https://go.wbgames.com/MVSTikTok
Instagram: https://go.wbgames.com/MVSInstagram
Facebook: https://go.wbgames.com/MVSFacebook
Reddit: https://go.wbgames.com/MVSReddit
Discord: https://go.wbgames.com/MVSDiscord

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