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

MultiVersus

Season 3 1.3.3 Midseason Patch Notes Part 2

These Patch Notes are a continuation of Part 1

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

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 1.3.3 Midseason Patch Notes Part 1

General

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 D��a 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


These patch notes are continued in Part 2

MultiVersus - Official Nubia "Long Live the Queen" Gameplay Trailer



Bow down to the Queen of the Amazons. A regal warrior joins #MultiVersus TOMORROW, October 15! Fight like a Queen with Nubia and earn your crown.

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

CCheck 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

#MultiVersus #Nubia #DCComics #dc

1.3.2 Patch Notes

Characters

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 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.

1.3.1 Patch Notes

There is an issue where Wonder Woman is reduced in size that was introduced in the season 3 patch, the rescale and size up of Wonder Woman that returns her to her original size will be included in the next available patch.

General

  • Fixed an issue where weekly missions were not showing in game

Netcode Updates

  • Fixed an issue in online play where players were experiencing more rollback than expected

General Combat

General Bugfixes

  • Fixed an issue where knockback would not be applied properly near corners of terrain
  • Fixed an issue where knockback would not be applied properly during trade hits under certain conditions

Characters

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

Batman

Ground Down Attack 2

  • + Knockback increased to 1750 from 1650
  • - On-hit cancel window delayed 9 frames
  • - Hitstun reduced

Morty

Air Side Attack 1

  • * Fixed an issue where certain on-hit cancels were useable on-whiff

The Powerpuff Girls

General

  • * Fixed an issue where The Powerpuff Girls did not work properly with Neutral/Side Attack swap input settings

Ground Dash Attack

  • - Hitstun reduced

Air Neutral Attack

  • - On-hit cancel window delayed 5 frames

Air/Ground Neutral Special (Blossom)

  • ~ Knockback angle made more horizontal
  • - On-hit cancel window delayed 12 frames

"Rainbow Dash" Perk

  • ~ Perk has been re-enabled
  • + Air dash attack knockback increased to 2600 from 1600
  • - Air dash attack knockback scaling reduced to 10 from 21
  • - Air dash attack knockback influence multiplier increased to 1.25 from 1.0
  • - On-hit cancel window delayed 13 frames

Season 3 1.3.0 Patch Notes Part 3

This is a continuation of patch notes Part 1 and Part 2

Characters

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

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

Season 3 1.3.0 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

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


These patch notes are continued in Part 3

Season 3 1.3.0 Patch Notes Part 1

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

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."


These patch notes are continued in Part 2

Official Powerpuff Girls "Somebody Call for Some Heroes?" Gameplay Trailer



Villains, beware! The girls are here to save the day! Join forces with the Powerpuff Girls in MultiVersus Season 3 beginning September 17!
Nubia, Queen of the Amazons, jumps into action Mid-Season.

MultiVersus is a free-to-play platform fighter with an ever-expanding cast of iconic characters and legendary universes, various online modes, in-game events, 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

#MultiVersus #PowerpuffGirls #Nubia #Season3

1.2.3 Patch Notes

General


  • All fighters are now available for play in local play game modes
  • In Ranked modes, players will no longer be matched where there is a difference of more than 2 full tiers in Rank. For 2v2, parties of 2 will be matched based on the higher ranked player in the party.
  • In Platinum, Diamond, and Master tiers RP loss is capped at -19.
  • If you haven't played a character recently, your win/loss streak will be reset for the purpose of matchmaking. This applies to both Ranked and Unranked modes.


General Combat

With the Ground Bounce Auto-Tech system now in place, we're able to start bringing back more ground bounces and improve combo routes and approach options. This is the beginning of this effort.

  • Air Down and Air Down-Forward Dodges will now more reliably land on platforms
  • Certain air attacks now maintain less momentum when executed as part of a dodge off of a platform


General Bugfixes


  • Fixed an issue where controller rumble was not properly playing
  • Fixed an issue where the Marceline Ringout was disabled
  • Fixed an issue where Voice Lines were not playing for some characters


Rifts

Rift Updates


  • "In The Shadows" gem is now re-enabled
  • Fixed issues with the camera preventing progression during the co-op golf mini-game


Characters

Legend:

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

Agent Smith

Ground Up Attack

  • + On-hit cancel window advanced 2 frames

Air Up Attack

  • + Repeat-move lockout reduced to 13 frames from 18 frames

Air Neutral Special

  • + Start-up window before charge reduced 4 frames

Beetlejuice

Ground Dash Attack

  • + Knockback scaling increased to 20 from 18
  • + Damage increased to 9 from 8

Ground Side Attack 2

  • + On-hit cancel window advanced 1 frame
  • - Hitstun reduced

Ground Side Attack 3

  • + Start-up window reduced 3 frames

Ground Down Attack

  • + Start-up window before charge reduced 4 frames

Ground Up Attack

  • + On-hit cancel window advanced 5 frames
  • ~ Hitbox updated to better match the fist on up attack

Air Side Attack

  • + Damage increased to 8 from 7
  • + Knockback scaling increased to 15 from 13.5

Air Up Attack

  • + Damage increased to 7 from 6
  • + Knockback scaling increased to 9 from 8

Ground Down Special

  • * Fixed an issue where the bomb visuals would stay on screen if the ground disappeared underneath Beetlejuice

Air Side Special

  • + Sour Spot Hitbox Damage increased to 7 from 5
  • - Sour Spot Hitbox Knockback reduced to 2650 from 2800
  • + Knockback Scaling to 15 from 9

Garnet

"Marker" Perk

  • ~ Gauntlets no longer spawn a star if the gauntlets are too close to the edge of the arena

Jake

Air/Ground Side Special

  • * Fixed an issue where Jake wouldn't look like he was running while moving as a horse

LeBron

Air Down Attack (Basketball and No Basketball Versions)

  • + Now allows fast-fall during attack start-up

Air Neutral Attack

  • ~ More upward aerial momentum is maintained on attack start-up


Morty

This is a revert to the Air Side Attack 1 changes from patch 1.2.0. This should make the Air Side Attack more reliable connecting into Air Side Attack 2 and it should bring back its ground bounce properties due to the knockback angle popping up less.

Air Side Attack 1

  • - Knockback reduced to 1000 from 1300
  • - Knockback scaling reduced to 5 from 6
  • + Knockback angle made more horizontal allows for more ground bouncing

Air Down Attack

  • + Hitbox start-up time advanced 1 frame; Hitbox active duration increased 1 frame
  • ~ Visual effects now better match attack properties

Ground Up Attack

  • + Gun tip Hitbox damage increased to 6 from 1
  • + Knockback increased to 1350 from 750

Reindog

Ground Side Attack 1

  • - Hitstun reduced

Air Side Attack

  • + Knockback made more downwards to allow ground bounce combos

Air Neutral Attack

  • + Projectile start-up time reduced 1 frame

Shaggy

Rage Air Side Special

  • * Fixed an issue where this attack was breaking armor unintentionally

Taz

Dodge Land

  • * Fixed an issue where Taz's dodge land would not slide off of platforms