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.
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
~ 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
~ 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
+ 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.