New Fighter: Beetlejuice, Beetlejuice, Beetlejuice joins the Multiverse! He is available for Gleamium and character ticket purchase starting today, and he will be available for purchase with fighter currency in 3 days on August 23, 2024.
Coming soon: All fighters will be available for play in local play game modes
Netcode Updates
Performance improved during periods of low client framerate
Server better handles periods of packet loss
Fixed handling of input delay incurred from high ping
Clients have better handling for staying in line with the server
Server input overrides will return the player to neutral quicker (should address issues where lag spikes are causing players to run off the map)
Social
Friends list is now sorted alphabetically
Rifts
The "Ghost with the Toast" PvE Rift is NOW AVAILABLE! The Crisis in Townsville Rift has been added and will unlock later in the season: Rift Updates
Replaced the mission "Freeze an opponent" with the mission "Hit an enemy with 5 dash attacks" on Node 4a in the Upgrade War Rift
Fixed issue with Treasure Missions not processing correctly
Fixed issues with Bonus Nodes playing incorrect ambient audio
Removed yellow text from the Quiet Mind Gem effect - the bonus does not change with gem level
Fixed camera being too close to players while playing CoOp in Target Break and Adventure style levels
Rift Combat Updates
Bots are now more likely to pick up and throw items
Rift Buddy Bubble movement changed to better work with Dexter's Lab map
Rift Jump Pads now launch players higher.
Rift Electric Fences now have a warning phase before damaging shock is active.
Rift Fireballs no longer apply stacks of ignite on contact
Maps
Teen Titans Tower Map has been added to the game! Variants:
Teen Titans Tower
Teen Titans Tower (1v1)
Teen Titans Tower 2
General
All maps' upper blast zone grace area has been extended 50%. This should help prevent players from accidentally jumping into a ring out while trying to escape a combo.
Throne Room (1v1)
Walls are no longer there at the start of the match.
No longer has wall and floor transition.
Now available in Ranked 1v1 map pool.
Tree Fort 2
Removed bounce pad trees.
Water Tower
Center fall-through platform and door hazard raised on all variants to address bad interactions with certain projectiles.
Main variant and 1v1 variant added back to their respective Ranked map pools
Ranked Mode Changes
Grandmaster rank returns to Multiversus! Players with a character RP in the top 100 highest RP across all characters will qualify for the Grandmaster tier. Players that finish the season in Grandmaster tier will earn a special banner.
There is a new leaderboard that shows the players that have reached the Master's tier with the most characters. Show the world that you're not just a character specialist by placing as many characters into the Master's tier as you can!
Players can now choose to concede a ranked match in between games in the best-of-3
Players can now be immediately promoted out of Bronze and Silver if they win a game with a high MMR
There is now less difference in RP rewards between Gold V and Platinum V
Potential RP loss per game is now capped at all tiers. Silver and Gold players can no longer lose more than 1 game worth of RP for a loss.
Grandmaster rewards: Combat Changes
We're making a myriad of general combat changes in an attempt to reward more offensive gameplay. These changes affect all fighters universally, but any additional character-specific changes will be listed in the character patch notes.
Dodge Cancels
Dodge Attacks now cost only 2 units of dodge meter, down from 3 units
Dodge Attacks and Dodge Jumps now play a special visual effect to help with clarity for all players
Receiving a hit after a Dodge Cancel where the initial Dodge avoided an attack will now remove the "DODGED" text pop-up
Dodge Jump cancel window while dodge meter is empty (fatigued) delayed 18 frames; now matches fatigued Dodge Attack cancel window
Dodge Lands
Fixed an issue where fighters could sometimes dodge into the ground without Dodge Landing
Fighters now have more movement control on the ground during a dodge land
Forward Dodge Lands can now carry fighter momentum off the ledge of the main platform
Dodge Fatigue (Empty Dodge Meter)
Base dodge fatigue time increased to 10 seconds from 8 seconds
Wall Cling & Wall Fatigue
Fighters will reach maximum wall fatigue after spending 5 seconds on a wall, down from 8.5 seconds.
Fighters will begin to slide faster on a wall after 2 consecutive wall clings, down from 4.
Fighters will reach maximum wall fatigue after 8 consecutive wall clings, down from 12.
Fighters will no longer refresh their air dodges or air specials if they wall cling at maximum wall fatigue
Fighters losing dodge meter from maximum wall fatigue can no longer gain any dodge meter until the fighters land on solid ground.
*NEW* Priority Hitboxes
Certain attacks can now be classified as "low priority" hitboxes. Low priority attacks cannot trade with normal attacks. If a low priority attack connects with an enemy on the same frame the attacker is hit with a normal attack, the low priority attack will be ignored. Character-specific low priority attacks will be listed in the character patch notes.
All ground side attack combo hits (besides the finisher attack) are now considered low priority attacks.
Terrain Bounces
No longer affected by attack decay
Knockback reduced
*NEW* Automatic Ground Teching
When a fighter is the victim of a combo that includes a terrain bounce, if they are floor bounced again in the same combo they will instead perform an automatic tech. An automatic tech breaks the combo by stopping the fighter on the ground and returning them to an idle pose with invincibility frames. If the fighter holds left/right during the tech, they will move a short distance in that direction while retaining fewer invincibility frames. The automatic tech will not occur if the floor bounce happens too soon after the first terrain bounce.
This will allow us to add more power into ground bounce combos without fear of accidentally introducing infinite loops in the future.
General Bugfixes
Fixed an issue where end-of-game and mission damage dealt stats were inaccurate.
Fixed an issue where certain attacks would trade incorrectly.
Fixed an issue where fighters could perform certain actions while rung out
General Perks
Clear The Air
Reflecting a projectile now increases the projectile's speed 25%
* Fixed an issue where the agent clone would remain idle if Smith was hit on the same frame he summoned the clone
* Fixed an issue where the agent clone would whiff grab if it hit enemies in certain positions
* Fixed an issue where the agent clone would hit enemies that were above the clone's head
* Fixed an issue where the agent clone would not turn around at ledges.
Arya
General
- Head hurtbox size increased; will fix certain projectiles whiffing versus Arya on the ground
Dodge Land
* Fixed Arya's neutral dodge playing the wrong animation
Ground Neutral Attack
- Hitbox active duration reduced 2 frames
+ Forward movement speed increased slightly; distance unchanged
Air Side Attack
- Charge knockback multiplier reduced to 1.25 from 1.6
Air Down Attack
- Repeat-move lockout increased to 20 frames from 8 frames
Air/Ground Up Special
- Repeat-move lockout increased to 20 frames from 15 frames
Banana Guard
We felt like Banana Guard could use more combo starter approach options so we're making adjustments on Air Neutral Attack to serve that purpose.
Air Neutral Attack
+ On-hit cancel window advanced 4 frames
Ground Down Special
+ On-hit cancel window advanced 18 frames (after second hit)
Batman
We are trying to make the Air Down Special ("Crashing Justice" dive kick) less centralizing and more challengeable. We're beginning to evaluate how to make Batman feel more dynamic in an upcoming patch.
Air/Ground Neutral Attack
~ Batarang will only attempt to home in towards Batman for a maximum of 3 seconds.
~ Batarang will be destroyed if Batman is still the owner of the Batarang when he is rung out
~ Batarang will be destroyed if Batman is still the owner of the Batarang when he attempts to spawn a new one
Air Down Special
- Start-up window increased 6 frames
- Leg hurtbox size increased
- Hitbox size reduced
Black Adam
General
- Weight reduced to 75 from 85
Bugs Bunny
Air Side Attack
- Hitbox size reduced so it is less likely for Bugs to hit enemies behind him
Air Side Special
~ Rocket is considered an "untechable"� surface
~ Knockback made more horizontal
Air/Ground Up Special
~ Rocket is considered an "untechable" surface
Air/Ground Down Special
* Fixed an issue where the tunneling visual effects were not displaying while Bugs was underground
Finn
Finn is living up to his ideal as a speedy, combo-heavy assassin a little too well right now with his ability to carry opponents across the stage resulting in very low damage ring outs. We want to promote a little more offense from Finn by reducing his ability to charge his attacks for extended periods of time, while also making his combo game a little easier to deal with.
Ground Neutral Attack
- Maximum charge time reduced to 1.5 seconds from 4.0 seconds
- On-whiff cancel window delayed 4 frames
Ground Side Attack 1
- Maximum charge time reduced to 1.5 seconds from 4.0 seconds
- On-whiff cancel window delayed 6 frames
Ground Up Attack
- Maximum charge time reduced to 1.5 seconds from 4.0 seconds
- On-whiff cancel window delayed 6 frames
Ground Down Attack
- Maximum charge time reduced to 1.5 seconds from 4.0 seconds
Air Neutral Attack
- No longer launches Finn forward on-hit; cooldown removed
Air/Ground Neutral Special
- Maximum charge time reduced to 1.25 seconds from 4.0 seconds
Ground Down Special
+ Boots of Speed buff duration increased to 25 seconds from 10 seconds
Garnet
Ground Side Attack 2 (Side)
+ Now applies armor on start-up
Ground Neutral Attack
+ Hitbox size increased to better match visuals
+ Hitbox active duration increased 4 frames to better match visuals
Air Neutral Attack
+ Start-up window before charge reduced 3 frames
Air Up Attack
– First hit hitbox size reduced to better match visuals
Gizmo
General
- Head hurtbox size increased; will fix certain projectiles whiffing versus Gizmo on the ground
Air/Ground Neutral Attack
- Added maximum charge time of 1.9 seconds
Air/Ground Neutral Special
* Fixed an issue where holding the neutral special bind would not continue the attack
Air/Ground Up Special
- On-hit cancel window delayed 3 frames
- Knockback angle made more horizontal
+ Knockback increased to 1750 from 1500
Harley Quinn
Dash Attack
+ Made hits more consistent and the multiple hits to drop less
Ground Down Attack
* Fixed an issue where Harley could cancel the second kick on-hit by taunting
Air Up Special
- Hitbox size reduced; ground version unchanged - hitbox now better matches visuals
Iron Giant
Air Side Attack
* No-fuel knockback reduced to 2050 from 2595 - This fixes an issue where the no-fuel version had higher knockback than the fueled version of the attack
Rage Mode Ground Down Attack
- Repeat-move lockout increased to 24 frames from 17 frames
Jake
Jake has been underperforming for a while due to the over-centralizing strength of his Bite neutral special. We are looking to evaluate some quality-of-life buffs for a future patch to make his strategy less Bite-dependent.
General
* Fixed an issue where Jake's neutral dodges were not playing their ending animations
Air Down Attack
~ A floor bounce incurred from the first hit of this attack will not count towards the automatic tech bounce threshold
Air/Ground Neutral Special
- Armor duration from eating an ally reduced to 1.5 seconds from 4.0 seconds
~ Eating an ally now interrupts their current action
Jason fff Ground Up Attack
~ First hit prevents terrain bounce on knockback; final hit unchanged
Ground Down Attack
* Fixed an issue where using this attack could ring out Jason if the ground was broken during the attack
Air Neutral Special
+ Now has armor during attack start-up
"Resurrectionist"� Perk
* Fixed an issue where Jason would get rung out even while Resurrectionist was active, causing a double ringout
LeBron
Congratulations to LeBron James on winning Gold! In celebration we've given LeBron some buffs, but only because he won. Our new Auto-Tech system allows us to prevent an infinite loop that was occuring due to being able to repeatedly ground-bounce opponents so we're reverting the change to Air Down Special from the last hotfix patch.
Ground Side Attack 1
+ Now more consistently combos into ground side attack 2
Air/Ground Side Special
+ Land cancel window advanced 4 frames
Air Down Special
+ Start-up window reduced 5 frames; this is a revert from patch 1.2.1
Marvin
General
~ Marvin's role is now Mage instead of Assassin
- Head hurtbox size increased; will fix certain projectiles whiffing versus Marvin on the ground
Morty
General
~ Morty's role is now Mage instead of Bruiser
Air Up Attack
- On-hit cancel window delayed 4 frames
- On-whiff cancel window delayed 8 frames
Air Down Attack
+ Hitbox size increased to better match visuals
Reindog
Air/Ground Down Special
* Fixed an issue where Reindog fireball had no hurtbox - this will fix issues with reflection and projectile clank interactions
Rick
Rick has become very frustrating for opponents due to the large size of his jab and how often players use the move in neutral. We want to reduce the strength of his jab while also giving him better combo tools across his kit to increase diversity in his moveset.
General
* Fixed an issue where Rick could not use Instant Air Dodge Cancel to use aerial specials near the ground
Ground Side Attack 1
- Start-up window before charge increased 4 frames
- Hitbox size reduced
- On-whiff cancel window delayed 10 frames
Ground Side Attack 2
+ On-hit cancel window into side attack 3 advanced 1 frame
Ground Side Attack 3
+ Start-up window before charged reduced 1 frame
- Cancel window delayed 1 frame
+ Rocket spawn time advanced 2 frames
+ Rocket base speed increased to 3000 from 2000
+ Rocket base damage increased to 6 from 5
+ Rocket knockback increased to 1600 from 1200
+ Rocket knockback scaling increased to 22 from 19
Ground Up Attack
+ First hit now more consistently combos into second hit
Ground Down Attack
+ Bomb spawn time advanced 1 frame
+ Bomb maximum detonation delay reduced to .35 seconds from .5 seconds
Air/Ground Neutral Attack
* Fixed an issue where charged and uncharged lasers were not properly handling projectile interactions
Air Side Attack
- On-hit general cancel window delayed 6 frames; on-hit cancel window into side special unchanged
~ Now ignores player collisions during movement
Air Up Attack
+ Charge damage multiplier increased to 1.75 from 1.2
+ More upwards momentum is maintained on start-up
Air Down Attack
+ Hitbox active duration increased 2 frames; now better matches visuals
+ Hitbox size increased; now better matches visuals
Ground Neutral Special
+ Meeseeks command window advanced 3 frames
+ Up Meeseeks hitbox size increased
Air Neutral Special
- Hitbox size reduced
+ Hitstun increased
~ Now ignores player collisions during movement
Air/Ground Side Special
* Fixed an issue where fighters could dodge out of portal travel
Air Up Special
- Reduced backwards horizontal momentum during launch
* Fixed an issue where using up special near a wall would not launch Rick upwards
Air/Ground Down Special
~ Polymorph debuff now shows a timer icon for remaining duration
Samurai Jack
Samurai Jack was released as an incredibly popular new fighter, and players immediately found success with his strong side special and quick Focus Meter gain. Were hoping to tone down his side special as a "do everything" attack and also reduce the number of times players can use his super strong Focus Meter attacks in a single game. This should bring him more in line with the rest of the cast.
General
* Fixed an issue where Jack was rotated perpendicular to terrain when terrain bouncing
* Fixed issue where Jack's dance animation wouldn't play when affected by Gizmo's "Rhythm's Gonna Getcha" perk
Passive
- Focus meter gain from hitting enemies reduced 30%
- Focus meter gain from receiving hits reduced 25%
Ground Side Attack 1
- Hitbox size reduced
Ground Side Attack 2
- Hitbox size reduced so it is less likely for Jack to hit enemies behind him
Ground Side Attack 3
- Hitbox size reduced so it is less likely for Jack to hit enemies behind him
Air Up Attack
- Repeat-move lockout increased to 15 frames from 12 frames
Air Neutral Special
- Removed armor applied on start-up; rage version unchanged
- No longer allows changing the throw direction after a successful grab
Air/Ground Side Special
- On-whiff cancel window delayed 3 frames
- Hitbox size reduced so it is less likely for Jack to hit enemies behind him on start-up
Focus Air/Ground Side Special
- On-whiff cancel window delayed 8 frames
- Hitbox size reduced to better match non-focus side special
- Attack will now only transition to multiple slashes if the first attack hits an enemy
"Shadow Step" Perk
* Fixed an issue where Jack would sometimes move behind his enemy and whiff his counter attack
Shaggy
Air/Ground Neutral Special
- Rage duration reduced to 12 seconds from 25 seconds
Rage Air/Ground Side Special
- No longer breaks armor
Rage Air/Ground Up Special
- No longer breaks armor
Rage Ground Down Special
- No longer breaks armor
* Fixed an issue where the shockwave could get stuck traveling between identical terrains
Rage Air Down Special
- No longer breaks armor
* Fixed an issue where the shockwave could get stuck traveling between identical terrains
Steven Universe
General
- Enemies can now knock back Steven to reduce stacks of bubble debuff
Air Side Attack
- Hitbox size reduced; now better matches visuals
Air/Ground Side Special
~ Shield is considered an "untechable" surface
Air/Ground Up Special
~ Shield is considered an "untechable" surface
Air Down Special
- Start-up window increased 6 frames
- Fall acceleration reduced slightly
- Hitbox active duration after landing reduced 6 frames
- Air on-hit cancel window delayed 2 frames
Stripe
Air/Ground Down Special
+ Base cooldown removed
+ Ammo cooldown reduced to 12.5 seconds from 15 seconds
Taz
General
~ Taz's role is now Assassin instead of Bruiser
Air/Ground Neutral Special
* Fixed an issue where Taz could become permanently stuck if hit while eating certain projectiles
The Joker
Ground Side Attack 1
- Hitbox size reduced; visuals updated to match
Air/Ground Up Special
* Fixed an issue where The Joker could sometimes not ride his balloon immediately on spawn
Velma
Velma can be oppressive as a projectile zoner, but still lacks the tools to complete her combos when she gets into melee range. We are limiting the strength of her projectile tools while increasing the strength of her close-range attacks to give her a better punish-game when she finds her moment to strike. We have also given her a new attack in the form of an on-cooldown down special that she can use to start combos at close range.
Dodge Land
* Fixed an issue where Velma was unable to Dodge Land
Ground Side Attack 1
+ Start-up window reduced 2 frames
- On-whiff cancel window delayed 3 frames
Ground Side Attack 2
+ Hitstun increased
Ground Up Attack
+ Hitbox added to Velma's chest; should help with hitting smaller characters more consistently
Ground Down Attack
+ Start-up window reduced 2 frames
- On-whiff cancel window advanced 8 frames
Air Side Attack
+ Uncharged damage increased to 9 from 8
- Uncharged knockback reduced to 1300 from 1450
+ Uncharged knockback scaling increased to 18 from 12.5
- Maximum charge knockback multiplier reduced to 1.15 from 1.5
~ Visuals now better match hitbox
Air/Ground Neutral Special
- Homing speech bubbles now stop homing if the target enemy dodges the speech bubble
- "Sass" speech bubble maximum lifetime reduced to 2.5 seconds from infinite
~ "Sass" speech bubble knockback angle made more horizontal and backwards towards Velma
- Ally-empowered "Toodles" speech bubble maximum lifetime reduced to 8 seconds from 10 seconds
* Fixed an issue where the ally-empowered "Toodles" speech bubble could home towards Mojo Jojo on the Townsville map
* Fixed an issue where speech bubbles would home towards certain characters' feet rather than their midpoint
Ground Down Special (Mystery Machine)
- Mystery Machine capture hitbox is now low priority
+ Can now re-hit enemies that have dodged the capture hitbox after one second
Air Side Special
~ Movement and knockback have been completely revamped. This attack now moves Velma farther and knocks back enemies into her path, allowing her to use this attack as a combo starter.
Air Up Special
+ Vertical movement increased
Air/Ground Down Special (Book)
+ Book spawn location moved closer to Velma; should prevent close-range whiffs
*NEW* Air/Ground Down Special (Cooldown)
~ Down special can now be used while on cooldown to spawn a short-range book projectile. The projectile can be used as a combo starter in air and on ground. The projectile does not grant any buffs to Velma or her allies.
Wonder Woman
Ground/Air Neutral Special
- Armor duration on hitting an ally reduced to 0.5 seconds from 2.25 seconds
Ground/Air Down Special
- Armor duration reduced to 2.25 seconds from 3.7 seconds
MultiVersus - Official Beetlejuice “What’s My Name” Gameplay Trailer
Need an apparition to haunt your opposition? We know just the bio-exorcist for the job! 🪲🧃 Beetlejuice is letting loose in #MultiVersus on August 20.
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.
* Fixed an issue where Arya's facesteal of Rick could cause a desync
Harley Quinn
Ground Up Attack
+ Hitbox added to Harley's hip
Air/Ground Neutral Special
* Fixed an issue where the self-attach lockout was resetting when the bomb bounced off terrain
Iron Giant
Ground Neutral Attack
- Knockback reduced to 2300 from 2850
- Maximum damage from charge reduced to 13 from 15
Ground Side Attack 1
- On-whiff cancel window delayed 4 frames
Air Side Attack
- On-whiff cancel window delayed 4 frames
* Fixed an issue where the early vacuum hits of the attack could ring out fighters at very low damages
Air/Ground Neutral Special
- Burst cooldown increased to 45 seconds from 37 seconds
Air/Ground Up Special
- Cancel window delayed 6 frames
LeBron
Ground Side Attack 2
- Hitstun reduced
Ground Side Attack 3
+ Start-up window reduced 8 frames
Air Down Special
- Start-up window increased 5 frames
Morty
Ground Side Special
- Start-up window before charge increased 2 frames
- Start-up window after charge increased 6 frames
- On-whiff cancel window delayed 8 frames
Reindog
Ground Side Special
* Fixed an issue where the on-hit cancel window and on-whiff cancel windows were flipped
Stripe
Air/Ground Neutral Special
+ Cancel window advanced 14 frames after shooting final shot
+ Now allows input facing change during first 4 frames of attack start-up
Season 2 Patch Notes
General
New Fighter: Samurai Jack joins the Multiverse! Purchase the season 2 Battle Pass to immediately receive Samurai Jack as a playable fighter.
Jason and Agent Smith are now available for purchase in the store for 6000 Fighter Currency or 1000 Gleamium
The Joker's price has been lowered to 3000 Fighter Currency from 6000 Fighter Currency
New Map: Water Tower has been added to the game! Water Tower comes with three variants: default, locked door, and 1v1 versions
Ranked
Ranked queue is now available (requires minimum Account Level 5)! Queue up for 2v2 or 1v1 ranked matches, earn Ranked Points to climb the ladder and earn seasonal cosmetics!
Ranked matches are best-of-3 sets, and leaving a match early will incur a leaver RP penalty.
Same-character teams are not allowed in ranked matches.
Your rank is separate on each character you play, in each queue you play them. Try to rank up as many characters as you can!
Rifts
The Path of the Samurai Rift is NOW AVAILABLE! We will be releasing a new Rift every two weeks during season 2
Rift Updates
Fixed an issue where certain attacks would freeze when hitting destructible enemies.
Events
Events now reward event currency/tokens which players can redeem for in-game items
We've added new Event Shops to exchange earned currency/tokens for new themed skins and cosmetics
Event missions now release on a weekly basis
PvP games now also award Event experience
Certain fighter variants are now tagged as "Boost" variants. Equip "Boost" variants during an Event to increase experience rate when playing in PvP
"Boost" variants will increase experience rate for Fighter Mastery, Battle Pass, Career, and Event progression.
"Boost" variants can be earned and used prior to the end of an Event
"Boost" variants allow for accelerated progression, but are not required for Event completion.
Combat Changes
We are looking at combat mechanics across the cast with an intent to reward more offensive gameplay. Several attacks have been updated to work better as combo starters, and we have adjusted ground jumps to allow for easier aerial approaches. We expect to have more changes to share in the midseason patch.
We are also updating the language in our patch notes. Previous patch notes have used the term "branch window" to describe the period of time where a player can input a new action to interrupt a fighter animation before it has completed. From now on patch notes will refer to this period as a "cancel window"
Fighters now maintain their ground momentum into a ground jump even if it exceeds their maximum air speed. This will allow for fighters to better "jump in" against defensive enemies.
Fighters frozen by receiving maximum stacks of ice debuff now applies an incapacitate-resistance buff to frozen fighters
Fighters affected by the "Stop Camping" debuff can no longer gain any dodge meter until the fighters engage in combat.
Fighters clinging to a wall will begin to slide faster after spending 1.5 seconds on the wall, down from 2.5 seconds; time until "wall fatigue" debuff unchanged.
Terrain bounce knockback has been standardized across the cast to prevent lighter characters from taking extra knockback from terrain bounces
Maximum Weakened debuff stacks has been reduced to 3 from 5
General Bugfixes
Fixed an issue where a fighter undergoing extremely high knockback would not be knocked away.
General Perks
Air Walker
Cancel window after platform spawn delayed 6 frames
Agent Smith had a successful early introduction into the multiverse. We are looking to tone down his most toxic loops while giving him some quality-of-life changes to keep him feeling fresh for anyone looking to purchase him in season 2. General
* Fixed an issue where Agent Smith's sticker emote taunt was playing the wrong animation
* Fixed an issue where certain animations had misaligned hurtboxes
Ground Dash Attack
+ First hit now more consistently combos into gunshot hits
+ First hit hitbox active duration increased 6 frames
- Repeat-move lockout increased to 18 frames from 8 frames
Ground Down Special
~ Now applies incapacitate-resistance buff to incapacitated enemies
+ Now breaks armor
Air Neutral Special
- Start-up window before charge increased 4 frames; ground version unchanged
Arya
Air/Ground Neutral Special
~ Stun attack from face-stealing another Arya now applies incapacitate-resistance buff to incapacitated enemies
Batman
Ground Dash Attack 1
- Hitstun reduced
~ Automatic cancel window into second hit advanced 8 frames
Ground Down Attack
+ Uncharged knockback increased to 1650 from 1425
Air/Ground Neutral Attack
* Fixed an issue where batarang would not apply weakened when thrown from Batman's smoke
Air/Ground Neutral Special
* Fixed an issue where bat bomb could attach to two enemies at the same time if an attack hit two enemies on the same frame
Black Adam
Air Side Attack
- First hit knockback scaling reduced to 1 from 5
This should help the attack link better into the second hit against enemies with high damage
Air/Ground Side Special
* Fixed an issue where the projectile would be destroyed after being reflected
Bugs Bunny
Ground Side Special
~ Now applies incapacitate-resistance buff to incapacitated enemies
Garnet
Ground Up Attack
+ Full-charge third hit damage increased to 8 from 4
- Max charge multiplier decreased to 1.5x from 2x, meaning the damage on this hit has increased to 12 from 8
+ Full-charge third hit knockback increased to 1850 from 1650
+ Full-charge third hit knockback scaling increased to 20.5 from 16.5
+ Full-charge third hit knockback made more vertical
Air/Ground Neutral Special
~ Added speed particle effects for fighters with at least 1 stack of rhythm buff
Gizmo
Air/Ground Neutral Attack
~ Arrow charge jump height adjusted to better match normal jump height
Ground Down Attack
- Music notes spawned by this attack while attached to an ally no longer deal knockback
- No longer has a hitbox on the piano while attached to an ally
Air/Ground Up Special
- Maximum ally attach time reduced to 8 seconds from 10 seconds
"Rhythm's Gonna Getcha" Perk
~ Now applies incapacitate-resistance buff to incapacitated enemies
Harley Quinn
Ground Dash Attack
+ First hits more reliably combo into final hit
Air Side Attack 1
- Second hit knockback scaling reduced to 1 from 8
This should help the attack link better into air side attack 2 against enemies with high damage
Air/Ground Neutral Special
~ Bomb self-attach lockout increased to 1 second from 0.5 seconds
Iron Giant
Iron Giant has had his time in the shop but he still remains a menace in PvP games. His defensive tools feel a little overbearing right now, so we're looking to tweak his hurtboxes and increase his received hitstun so he feels more like a normal fighter at low damages. Hopefully with a slightly weaker defense he will feel more in line with the rest of the cast. General
* Fixed an issue where certain animations had misaligned hurtboxes
- Increased hitstun taken
~ Slightly reduced knockback taken at low damage
- Reduced hitpause influence modifier at low damage
- Reduced weight to 140 from 150
Passive
- Iron Giant no longer gives himself a Thorns buff while he has gray health. Ally Thorns unaffected.
~ Gray health gained from Rage Mode now scales based on bolts, down from 30
- Burst cooldown increased to 37 seconds from 29 seconds
Ground Side Attack 1
- On-whiff cancel window delayed 4 frames
Air Neutral Attack
- On-whiff cancel window delayed 4 frames
- Less aerial momentum is maintained on-hit
Air Side Attack
- First hit start-up window increased 3 frames; second hit and 3rd hit timing updated to compensate, final hit timing unchanged, animation timing unchanged
- Knockback reduced to 2200 from 2850
Ground Side Special
~ Now applies incapacitate-resistance buff to incapacitated enemies
Air Down Special
- Air cancel window delayed 16 frames; ground version unchanged
- Landing active hitbox duration reduced 2 frames
Rage Mode Air/Ground Side Special
~ Now applies incapacitate-resistance buff to incapacitated enemies
"Static Discharge" Perk
~ Perk is currently disabled while we update Iron Giant's passive
Jake
We still feel like Jake has not been performing up to his potential in PvP. We will look to address this more with our midseason update, but for now we wanted to give him a few new tools to help him out. General
* Fixed an issue where certain animations had misaligned hurtboxes
Ground Dash Attack
+ Start-up window reduced 8 frames
+ First hit more reliably combos into second and third hits
+ Third hit damage increased to 7 from 5
+ Third hit knockback increased to 2150 from 1850
+ Third hit knockback scaling increased to 20 from 18
~ Third hit knockback angle made more horizontal
Air Neutral Attack 1
+ Knockback scaling increased to 8 from 0
~ Knockback angle made more vertical
+ Hitstun increased
+ More aerial momentum is maintained on attack start-up
Air Neutral Attack 2 is now Air Neutral Attack, Neutral Special Follow-Up
~ Input requirements changed to neutral special after air neutral attack
~ Using this attack consumes one air special
+ Now launches Jake upwards and forwards
~ Now only hits one time
+ Knockback increased to 2100 from 1000
+ Knockback scaling increased to 18 from 10
~ Knockback angle made more horizontal
+ Hitbox size increased
Jason
Ground Side Attack 1
- Hitstun reduced slightly
"Resurrectionist" Perk
~ Resurrected fighters are now immediately rung out when the effect ends, instead of being launched upwards
LeBron
Air Side Attack (No Basketball)
+ On-hit cancel window advanced 2 frames
Marvin
Air/Ground Neutral Special
- Repeat-move lockout increased to 15 frames from 8 frames
Morty
Morty has a strong reliance on his ground side special that promotes a very campy gameplan. We wanted to reduce the power of his ground side special while giving him some quality-of-life buffs to see how he performs with better close-range tools. Ground Side Attack 1
+ Hitbox size increased
Ground Side Attack, Neutral Attack Follow-up (Whip)
+ Hitbox size increased
Ground Up Attack
+ Snake projectile collision adjusted so they are less likely to instantly collide with terrain on spawn
Air Side Attack 1
~ Knockback angle made slightly more vertical
+ Knockback increased to 1300 from 1000
+ Knockback Scaling increased to 6 from 5
Air Side Attack 2
~ Hitbox size adjusted
- Hitbox start-up delayed 1 frame
Ground Side Special
- Now has a max spawn range of 1900 units
Reindog
Ground Neutral Attack
+ On-hit cancel window advanced 22 frames; air version unchanged
Ground Up Attack
+ Hitbox active duration increased 4 frames
~ Visuals now better match hitbox timing
Ground Side Special
* Fixed an issue where Reindog could use this attack in the air
Air Up Special
* Fixed an issue where this attack would automatically cancel near edges of the blast box
* Fixed an issue where this attack would prevent Reindog from refreshing air resources when landing
* Fixed an issue where this attack would not properly branch into ground up special
Rick
Ground Down Attack
+ Knockback increased to 1750 from 1500
- Knockback scaling reduced to 6 from 12
+ Hitstun increased
Air/Ground Side Special
* Fixed an issue where the cooldown would visually begin before portals were destroyed
Shaggy
Rage Ground Down Special
* Fixed an issue where the shockwave would appear visually above the ground
Rage Air Down Special
* Fixed an issue where the shockwave would appear visually above the ground
Steven Universe
General
* Fixed an issue where air neutral dodges were not consuming air evades
* Fixed an issue where certain animations had misaligned hurtboxes
Ground Dash Attack
+ First hit more reliably combos into second hit
+ Second hit now comes out faster after first hit
Stripe
General
* Fixed an issue where certain animations had misaligned hurtboxes
Ground Down Attack
~ Knockback angle made more diagonal towards Stripe
Air/Ground Neutral Special
- No longer allows dodge-canceling between shots
Air Side Special
* Fixed an issue where Stripe would occasionally teleport to the wrong target on-hit
Air/Ground Down Special
- Now applies a 6-second cooldown when the dynamite explodes
- Now limited to 2 ammo with a 15-second ammo cooldown
Superman
Air Side Attack
- Less aerial momentum is maintained on attack start-up
Air Neutral Attack
- Less aerial momentum is maintained on-hit
Taz
Taz has seen a lot of play due to a limited number of overpowered tools. We want to see more diversity of attacks in Taz gameplay, so we've limited the power of his more abusive attacks like ground up attack and ground neutral attack, while buffing some of his less-used attacks to give him a more balanced game plan. General
* Fixed an issue where certain animations had misaligned hurtboxes
Ground Dash Attack
+ First hit more reliably combos into second hit
Ground Neutral Attack
+ Now applies additional stacks of Tasty debuff based on charge time
+ Uncharged damage increased to 7.5 from 4
+ Uncharged knockback increased to 2400 from 1450
~ Knockback made more horizontal
+ Hitstun increased
+ On-hit cancel window advanced 3 frames
Ground Up Attack
- Charge can no longer be held indefinitely; attack auto-triggers after holding input for 1.3 seconds
- On-whiff cancel window delayed 4 frames
Air Neutral Attack
+ Now applies additional stacks of Tasty debuff based on charge time
Air/Ground Neutral Special
Now has projectile immunity on certain hurtboxes while attempting to eat
Air/Ground Side Special
~ Restricted momentum on-hit to prevent the attack from dropping multiple hits
+ Final hit damage increased to 10 from 8
+ Knockback increased to 2150 from 1850
+ Knockback scaling increased to 25.5 from 24.5
Air/Ground Down Special
+ Now applies stacks of Tasty debuff on-hit if used to reflect an enemy projectile
"I Gotta Get In There" Perk
~ Allies can no longer enter the dogpile after it has hit an enemy. This will fix issues with allies getting stuck to Taz after the attack has concluded.
"Iron Stomach" Perk
* Fixed an issue where the anvil's item pickup label was displaying incorrectly
The Joker
General
* Fixed an issue where certain animations had misaligned hurtboxes
Ground Side Attack 1
- On-whiff cancel window delayed 6 frames
Air Up Special
* No longer prevents terrain bounce on knockback
Air Down Special
- On-hit cancel window delayed 3 frames
- On-whiff cancel window delayed 1 frame
- Repeat-move lockout increased to 20 frames from 15 frames
Tom & Jerry
Air Up Attack
- Sweetspot removed
This sweetspot was misconfigured and near-impossible to hit. Tom & Jerry's air up attack was already strong without the sweetspot so the sweetspot has been removed
Air Up Special
+ Now launches Tom higher on start-up
Velma
Ground Down Special (Mystery Machine)
* Fixed an issue where the Mystery Machine could grab two fighters if it hit them on the same frame
Wonder Woman
Ground Side Attack 1
+ On-hit cancel window into ground side attack 2 advanced 2 frames
Air/Ground Neutral Special
+ Cooldown removed
- Repeat-move lockout increased to 8 frames from 0 frames
- On-whiff cancel window delayed 8 frames
Whip of Hephaestus Perk
- Lasso on-whiff cancel window delayed 8 frames
Grapple of Hermes Perk
- Lasso on-whiff cancel window delayed 16 frames
1.07 Patch Notes
General Bugfixes
Fixed an issue preventing characters from being able to branch into their neutral dodge from other actions
Fixed an issue where some players were seeing a "Matchmaking failed" message erroneously
Fixed an issue where players who were partied up would sometimes be sent to non-optimal server locations
~ Updated knockback to hit more consistently near the ledge
Air/Ground Neutral Special
* Fixed an issue where Arya would float into space while attempting to use face steal
Banana Guard
Air Neutral Attack
+ On-hit branch window 5 frames earlier
Air Side Attack
- Damage reduced to 11 from 12
- On-whiff branch window delayed 4 frames
Air/Ground Neutral Special
- Strength buff is now consumed after a successful attack to an enemy
Ground Down Special
+ On-hit branch window can be canceled 26 frames earlier
Ground Side Special
- On-whiff branch window delayed 4 frames
Batman
Ground Dash Attack
- On-whiff branch window delayed 8 frames
Air/Ground Neutral Special
* Fixed an issue where Bat Bomb could be applied to two enemies simultaneously if hit on the same frame
Air Down Special
- Leg hurtbox size increased
Black Adam
Ground Up Attack
- Lightning strike projectile now applies a 4-second cooldown
Ground Down Attack
+ Knockback increased to 2300 from 2200
- On-hit dodge branch window delayed 5 frames
Air Up Attack
- Final hit base knockback reduced to 1500 from 1750
- On-whiff branch window delayed 5 frames
Air Neutral Attack
~ Visuals now better match hitbox size
Bugs Bunny
Bugs Bunny is living up to his identity as a strong mage a little bit too well right now. We're hoping to reduce the time that his safe can remain on screen by making it a bit more fragile, and we're looking to tone down some of the more toxic loops that come from his air neutral attack.
Air Neutral Attack
- Repeat-move lockout increased to 18 frames from 8 frames
- On-hit jump branch window delayed 4 frames
~ Attacking a safe will now only knock back the safe on the last hit of the attack
We're keeping an eye on this change and may adjust in a hotfix if this makes neutral air attack + safe interactions too difficult
Air Up Attack
- Hitbox active duration reduced 2 frames
Air/Ground Down Attack (Pie)
~ Pie projectile hurtbox size increased to match hitbox size. Should address issues with inconsistent projectile interactions.
Air Down Attack (No Pie)
+ More aerial momentum is maintained on attack start-up
Air/Ground Neutral Special (Safe)
~ Enemy attacks only do one damage to the safe; armor break hits still immediately destroy the safe
- Safe health reduced to 3hp from 16hp
Air/Ground Neutral Special (Cooldown)
- On-hit branch window delayed 5 frames
~ Knockback angle made more horizontal
Air/Ground Up Special
~ Lowered platform height of vertical rocket to address issues where platform collision would push enemies away from the hitbox
Air/Ground Down Special
* Addressed several issues with tunnels where fighters could be trapped indefinitely or teleported off-screen without ringing out
Bugs will now attempt to reverse direction if his destination tunnel is destroyed while he is traveling between tunnels
"Lingering Love" Perk
+ Now has a melee hitbox while projectile spawn is on cooldown
Finn
Ground Neutral Attack
+ Knockback scaling to 15.5 from 14
Ground Up Attack
+ Knockback scaling to 20.5 from 19.5
Ground Down Attack
* Fixed an issue where this attack was not breaking armor on both hits
Garnet
Air Side Attack 1
- Now applies a repeat-move lockout after ground side attack 1; air lockout duration matches ground lockout duration of 16 frames
Ground Side Attack 2 (Up)
- Hitstun reduced
+ Knockback increased to 1750 from 1650
+ Hitbox start-up time advanced 5 frames
Ground Down Attack
+ On-hit branch window advanced 2 frames
Air/Ground Down Special
~ Placing the star will automatically adjust its position to prevent Garnet from ringing herself out on star dash
"Marker" Perk
~ Gauntlets no longer spawn a star if the gauntlets were destroyed from leaving the arena
Gizmo
Gizmo's balance has looked much better after his nerfs in the 1.02 patch. We are hoping to address a few lingering issues with his arrow and car gameplay before we let the dust settle for a bit.
Air/Ground Neutral Attack
* Fixed an issue where Gizmo would get multiple jumps in air while charging an arrow
~ Adjusted jump height during arrow charge to better match his normal jump heights.
Ground Up Attack
- Popcorn charge no longer affects arrow explosion damage/knockback
Ground Side Special
- Car speed reduced to 2350 from 3000
- Car health reduced to 5 hp from 8 hp
- Car is now automatically destroyed if left idle for 6 seconds
Air Side Special
- On-whiff branch window delayed 8 frames
Air/Ground Up Special
~ Increased attach radius to 575 units from 250 units; Gizmo should have an easier time snapping to his car or his allies without needing to precisely aim the attack
Harley Quinn
Harley's balance was mostly tackled in the 1.02 patch, we made some additional finer tuning based on feedback. We have adjusted Ground Up attack to feel more responsive and to allow Harley to pressure her opponents with follow ups. Both Harley's neutral special Bat Doll and Stripe's down special Dynamite have been adjusted so the item timer begins to tick down immediately once equipped to make these items have windows of counterplay.
Ground Up Attack
+ On-hit branch window advanced 6 frames
Ground Down Attack
+ Maximum movement from charge increased 5%
Air Up Attack
- On-hit branch window delayed 5 frames
- On-whiff branch window delayed 5 frames
+ Knockback increased to 1250 from 1175
Air/Ground Neutral Special
~ Explosion timer now begins while the bat doll is in Harley's hands
~ Cooldown timer now begins while the bat doll is in Harley's hands
~ Bat doll will only spawn an explosion hitbox if it explodes after being thrown by Harley
~ Bat doll is now considered an item while Harley has it equipped
+ Throwing the bat doll no longer consumes an air special
* Fixed an issue where bat doll would not attach to a fighter after colliding with certain projectiles or terrain
* Fixed an issue where bat doll could be equipped while Harley had an available bat doll to detonate
Air/Ground Down Special
~ Explosion now classified as a "projectile" hit, meaning it can proc projectile effects like the "That's Flammable, Doc!" perk
Iron Giant
Passive
~ Allies can no longer enter the pilot turret while Iron Giant is in a grabbed state
* Fixed an issue where Iron Giant could still use rage mode attacks while polymorphed
Ground Side Attack
- On-whiff branch window delayed 6 frames
Air Side Attack
- Hitbox size adjusted so it is less likely for Iron Giant to hit enemies behind him
Air Neutral Attack
- On-whiff branch window delayed 6 frames
Air/Ground Up Special
~ Attack now transitions to final hit after successfully damaging an enemy
+ Upper body is now projectile intangible while Iron Giant is spinning
* Fixed a bug that would allow this attack to hit 5 times on occasion instead of the intended max of 3 hits
Jake
Jake has been having a rough time since our official launch. With these changes we're looking to make him feel more like an aerial bruiser and less like a bite-spammer.
General
* Fixed an issue where Jake could not hold special inputs using the right stick
Ground Neutral Attack
+ Start-up window before charge reduced 6 frames. Start-up window after charge reduced 4 frames.
Air Side Attack
+ Hitbox size increased to better match visuals
+ Hitbox active duration increased 3 frames
Air Neutral Attack
+ Hitbox start-up time advanced 2 frames
Air Down Attack
+ More aerial momentum is maintained on attack start-up
Air Up Attack 1
+ Hitbox start-up time advanced 3 frames
Ground/Air Neutral Special
~ Now applies incapacitate-resistance buff to incapacitated enemies
Jason
General
~ Machete hitboxes on several attacks now better match attack visuals
Ground Neutral Attack
+ Hitbox start-up time advanced 2 frames
Ground Side Attack 1
+ Hitbox start-up time advanced 1 frame
Ground Up Attack
* Fixed an issue where the first hit would not properly vacuum into the second hit under certain circumstances
Air Neutral Attack
+ Start-up window reduced 3 frames
- On-whiff branch window delayed 5 frames
Air Down Attack
+ Hitbox start-up time advanced 1 frame; will now hit higher up on Jason
+ Hitbox added to Jason's head
Ground Down Special
~ Removed sleeping bag's properties as a projectile attack; it should no longer interact with Marvin bubble or Rick portal
* Fixed an issue where Jason could grab certain boss enemies in Rifts
LeBron
Ground Dash Attack
+ Hitbox start-up time advanced 6 frames
+ No longer prevents terrain bounce on knockback
Ground Dash Attack (No Basketball)
+ No longer prevents terrain bounce on knockback
Ground Neutral Attack
+ Hitbox start-up after charge advanced 10 frames
~ Maximum charge time increased
- Required charge amount for armor increased 4 frames
Ground Side Attack 1
* Fixed an issue where dodge attack momentum was not properly conserved
Ground Down Attack
+ First hit damage increased to 9 from 7
+ First hit knockback increased to 1825 from 1650
+ Second hit knockback increased to 1750 from 1650
+ First hit knockback scaling increased to 16 from 14
~ Knockback made more vertical
Air Neutral Attack
+ First hit more reliably combos into second hit
- Repeat-move lockout increased to 15 frames from 8 frames
Air Side Attack
+ Hitbox start-up time advanced 4 frames
+ Knockback scaling increased to 19 from 15
Air/Ground Side Special
+ Start-up on hitting ground increased 6 frames
+ Hitbox size increased
Air Down Special (No Basketball)
+ Now allows ground movement while holding the special button
- Max horizontal speed reduced
Marvin
Air/Ground Neutral Attack
+ Bubbled projectiles now have a minimum additional lifetime of 5 seconds, to prevent projectiles breaking immediately after being trapped
* Fixed an issue where the bubble would get unnecessarily large after trapping certain projectiles
* Fixed an issue where certain projectiles would not be properly trapped
Ground Side Attack
- Projectile lifetime reduced to 2.75 seconds from 4.25 seconds
Air/Ground Down Special
* Fixed an issue where the flag would fall through the platform on which it was placed
Morty
General
* Fixed his drive animation facing the wrong way
Ground Side Attack 3
+ Uncharged hitbox start-up time reduced; allows easier combos from Side Attack 2 into Side Attack 3
Air Side Attack 2
- Hitbox active duration reduced to prevent Morty from hitting behind himself
Air/Ground Neutral Special
- Grenade are now properly blocked by projectile-blocking effects
Ground Side Special
~ Splitting a grenade properly spawns two grenades moving in opposite directions
- On-whiff branch window delayed 10 frames
* Fixed an issue where the on-hit branch window was not being acknowledged; attack can now branch much sooner on-hit
"I'm More Than Just A Hammer" Perk
- On-whiff branch window delayed 15 frames
- Horizontal movement reduced
Reindog
Ground/Air Neutral Attack
+ Uncharged damage increased to 4.5 from 4.0
+ Uncharged knockback increased to 1250 from 1200
+ Uncharged knockback scaling increased to 26 from 24
Air Up Special
+ Reindog now flies more horizontally when thrown sideways by an ally
Air/Ground Neutral Special
- No longer damages invulnerable enemies
Rick "Bit Of A Stickler Meeseeks" Signature Perk Returns!
Perk effect: "Rick's Meeseeks deal extra damage to fighters that are already in hitstun."�
Ground Side Attack 1
- Hitbox active duration reduced 1 frame
Air/Ground Side Special
* Addressed several issues with portals where fighters could be trapped indefinitely or teleported off-screen without ringing out
Rick now takes priority traversing through portals if he attempts to spawn a second portal while another fighter is entering the first portal
Shaggy Ground Up Attack
- Hitstun reduced
Ground Down Special
+ Sandwiches no longer collide with the bottom of fall-through platforms
Air Up Special
- Damage reduced to 9 from 10; ground up special unchanged
- Knockback reduced to 1400 from 1500; ground up special unchanged
~ Knockback made more horizontal
Hangry Man Perk
- Charge duration while holding a sandwich extended
Steven Universe
Steven's long range and low whiff-recovery has made him feel incredibly oppressive in close fights. His low whiff-recovery combos pair particularly well with his bubble shield passive making it very difficult to punish Steven when he makes a mistake. These changes target his range and whiff-recovery to bring him more in-line with the rest of the cast.
General
* Fixed an issue where Steven's enemies could stack rose debuff on themselves by hitting each other
* Fixed an issue where dodge attack momentum was not properly conserved on grounded attacks
Passive
- Neutral dodge shield start-up increased to 20 frames from 8 frames; this adds a vulnerable window after a neutral dodge before shield begins
- Directional dodge shield start-up increased to 10 frames from 4 frames
- Bubble shield ammo cooldown increased to 13 seconds from 5 seconds
Ground Up Attack
- Charge knockback multiplier reduced
~ Hitbox size adjusted so it is less likely for Steven to hit enemies behind him
Air Neutral Attack
~ Attack no longer classified as a "projectile" hit, meaning it can no longer proc projectile effects like the "That's Flammable, Doc!" perk
- On-whiff branch window delayed 8 frames
Air Down Attack
- On-whiff branch window delayed 8 frames
- Hitbox start-up delayed 1 frame
- Repeat-move lockout increased to 16 frames from 8 frames
Air/Ground Side Special
~ Spawned shield no longer counts as "solid ground" for beginning up special cooldown
Air/Ground Up Special
- Now takes damage on fighter terrain bounce and will break after 3 bounces; behavior matches side special shield
Ground Down Special
* Fixed an issue where the animation would not cancel if Steven became airborne during the attack
Air Down Special
- Hitbox size reduced once Steven has landed on the ground
Stripe
General
* Fixed an issue where Stripe"s hurtboxes would be misaligned during dodge animations
Air/Ground Down Special
~ Now begins a 5-second explosion timer once equipped
* Fixed an issue where the dynamite would not visually appear in Stripe's hands if the equip animation was interrupted
Superman
"Flaming Re-Entry" Signature Perk Returns!
Perk effect: "Superman's leap attack is stronger and ignites enemies. The landing from the attack leaves a firewall on the ground."
Ground Up Attack
- Hitstun reduced
Air/Ground Neutral Special
- No longer infuses projectiles with ice above 6 stacks
Air Side Special
* Fixed an issue where Superman would drop a fighter if the button was released too early
* Fixed an issue where grabbed fighters could get stuck to Superman if he grabbed a wall
Air Up Special
- On-whiff branch window delayed 4 frames
Air/Ground Down Special
* Fixed an issue where Superman would float away while attacking certain conditions
"Break The Ice" Perk
* Fixed an issue where bonus damage was not being applied to frozen enemies
Taz
Ground Dash Attack
+ First hit more reliably combos into second hit
Ground Side Attack 1
* Fixed an issue preventing Taz from doing actions other than side attack after jab 1
Ground Neutral Attack
+ Damage from charge increased
+ Uncharged knockback increased to 1450 from 1200
+ Uncharged knockback scaling increased to 20 from 12.5
- Hitstun reduced slightly
~ Knockback made more vertical
- On-hit branch window delayed 7 frames
Ground Up Attack
~ First hit prevents terrain bounce on knockback; final hit unchanged
Air Neutral Attack
- Charge damage multiplier reduced; maximum damage after both hits reduced to 19 from 29
Air Side Attack
+ Hitbox size increased 20%
Air Down Attack
+ Second hit damage increased to 8 from 4
+ Second hit knockback increased to 1250 from 440
+ Second hit knockback scaling increased to 22 from 17
Ground/Air Neutral Special
~ Now applies incapacitate-resistance buff to incapacitated enemies
* Fixed an issue where Taz could get stuck in an eat loop indefinitely until he was hit
Tom & Jerry
General
+ Jump 1 speed increased
+ Jump 2 speed and height increased
Passive
* Fixed a visual arrow indicator meant to show Jerry's location when Jerry is off-screen
Air/Ground Up Special
* Fixed an issue where Jerry cooldown would not start if Jerry died while attached to a rocket
The Joker
General
- Ground side dodge distance reduced 10%
Ground Side Attack 1
~ Hitbox size adjusted so it is less likely for The Joker to hit enemies behind him
- On-whiff branch window delayed 4 frames
Air/Ground Neutral Attack
~ Diamond card now properly comes to a stop after colliding with terrain
Air Up Attack
- Now applies repeat-move lockout for 8 frames
- On-whiff branch window delayed 4 frames
Air Side Special
- On-hit branch window delayed 10 frames
Air/Ground Up Special
* Fixed an issue where riding the balloon would immediately ringout the rider
Air Down Special
- Repeat-move lockout increased to 15 frames from 8 frames
Joker's Wild Perk
- Knockback scaling reduced to 21 from 27
Velma
These are the changes we were referring to after our Velma changes in the 1.02 patch. We hope to address some of the worst bugs impacting Velma players and also give her some strength in her zoning tools.
General
* Fixed an issue where Velma could get stuck to any fighter that grabbed Velma under certain conditions
Passive
* Fixed an issue where evidence would stop randomly spawning on the map after Velma was rung out.
Ground Side Attack 1
+ On-whiff branch window advanced 4 frames
Ground Side Attack 2
+ On-whiff branch window advanced 4 frames
Ground Up Attack
+ Velma can now hold forward to slide forward during attack start-up
Air/Ground Neutral Attack
+ Velma can now aim the megaphone
Air/Ground Neutral Special
~ Branch windows now standardized for both air and ground versions
~ "Heyyy" projectile hurtbox size increased to match hitbox size. Should address issues with inconsistent projectile interactions.
+ All speech bubble types no longer collide with fall-through platforms
Ground Side Special
+ Minimum charge run speed increased
- Knockback reduced to 2300 from 2500
+ Knockback scaling increased to 9 from 0
* Fixed an issue where Velma could run off the screen if the ground was destroyed beneath her while running
Air Side Special
~ Now ignores player collisions during movement
Air Up Special
+ Now has a chance to spawn evidence
Ground Down Special (Mystery Machine)
* Fixed an issue where Velma could fall to her death if the ground was destroyed beneath her while summoning the Mystery Machine
Wonder Woman
Wonder Woman has been feeling a little strong since the official launch. We want her to keep her identify as the easy-to-pickup, armor tank, but in that vein we don't think she should be able to score ringouts easier than the rest of the cast. These changes should make her feel a little easier to play against while slightly toning down her KO power.
Passive
~ Blocking a projectile will only charge Wonder Woman's passive if the projectile has an active hitbox. This will fix issues where Wonder Woman could gain a full passive charge from projectiles like Jerry or Bugs' Safe
Ground Up Attack
- On-hit branch window delayed 3 frames
Ground Down Attack
- Additional damage from passive charge reduced
- Additional knockback from passive charge reduced
- Self-applied armor now falls off after the hitbox ends; ally armor unchanged.
Air Side Attack
- On-whiff branch window delayed 2 frames
- Damage reduced to 9 from 11
- Knockback scaling reduced to 19 from 20.5
+Knockback increased to 1350 from 1250
Base knockback was increased to account for the lower knockback from the reduced damage
Air Down Attack
~ Reduced duration visually in attack pose; branch windows and hitbox timing unchanged
Air/Ground Neutral Special
* Fixed an issue where lasso could sometimes be reflected; lasso is not reflectable
Ground Side Special
- Self-applied armor now falls off after the initial dash; ally armor unchanged
- Repeat-move lockout increased to 18 frames from 8 frames
* Fixed an issue where the self-imposed slow while holding the shield could be cleansed
Ground Up Special
- Hitbox start-up delayed 2 frames
Air Up Special
- Knockback angle made more diagonal; ground up special knockback unchanged
- Hitbox start-up delayed 2 frames
~ Updated movement after launch to prevent Wonder Woman from falling too quickly
Air/Ground Down Special
- Cooldown increased to 33 seconds from 28 seconds
“Shield of Athena” Perk
* Fixed an issue where Wonder Woman could block ally projectiles
We hope that you're as excited as we are for all of the changes heading to MultiVersus in v1.05 following a brief maintenance. Be sure to let us know your thoughts by joining our awesome community on our social channels. We'll be back with more updates soon. Stay tuned!
Hello MVPs! Our mid-season 1.05 patch is here, and with it comes the addition of Free-For-All mode, Spectator mode, post-game stats, and various character balance changes. As always, thanks so much for your valuable feedback on Reddit, Discord, and our other social channels - you are appreciated! Let's go ahead and dive in, shall we?
General
New Fighter: Agent Smith joins the Multiverse! If players complete enough tiers in the "Beat Rifts, Get Agent Smith Free!" event, they can begin playing with him as early as July 8! How's that for breaking reality? Agent Smith will then be available for purchase on July 23.
New Mode: Free-For-All game mode has been added to our Normal PvP Queues! Battle against up to 3 other players to become king of the Multiverse. First player to 4 ringouts is the winner! We're experimenting with a different, more simplified ruleset for Free-For-All. Let us know how you like the mode!
New Mode: Spectator mode is now available for custom games! Become the ultimate support teammate and cheer on your friends without entering the ring yourself. Lobbies can support up to 4 spectators per game.
Post-game stats have returned! You can now see your total ringouts and damage dealt on the results screen after any PvP or PvE match.
Battle Pass Tiers can now be purchased with Gleamium.
Added a daily free item available to be collected in the Store.
Fighter Select Portraits have been changed from 3D to 2D art renders for Fighters only. Variants will retain the 3D renders.
Added an option to edit Perks in Custom Game mode.
We've added the option to turn on/off both Outline Colors and Team Colors in PvP and PvE. These can be configured in the Settings menu.
Rifts
The Megalodog PvE Rift is NOW AVAILABLE!
Future Rifts have been added and will unlock later in the season:
"Age of Smith" Rift
"Triple Threat" Rift
Rift Updates
"Rift Cauldrons" are now called "Rift Star Meters." Star Meters can now be completed by collecting 72% of available stars in a Rift, down from 80%. Players who have already completed 72% of available stars can claim their rewards retroactively by completing a node in the relevant Rift.
Daily Gem Rewards now appear on a Rift of each attunement each day.
Added a new button to auto-equip gems before the match if currently equipped gems are mismatched.
Added a new button to retry a Rift node when the Rift is completed in single-player mode.
Added a new button to leave Rift matches when in single-player mode.
Defeated Boss requirements have been lowered to unlock Matrix Code Superman, Matrix Code Bugs Bunny, and Matrix Code Jake variants.
Rift Balance Updates
Area-Of-Effect attack damage has been reduced on higher difficulties
Reflect damage has been reduced on higher difficulties
Armature knockback reduced
Account Systems
Badges now show stats on Account Cosmetics screen
Account mastery, character mastery, and leaderboards now show progress for all matches in a set in the post-match match summary rather than just the last match
Fixed an issue where incomplete matches would display as losses on the Career screen
Input Preferences
We are re-introducing some of the input preferences that were popular during our Open Beta. We hope this helps players feel more comfortable as they fine-tune their combat experience.
Added this patch:
Customizable input buffer timing
Customizable control stick input deadzones (both left and right sticks)
Swap side/neutral attack inputs for ground or air
Toggleable option to use attack inputs to pick up items
Fastfall method input settings (tap down or hold down)
Customizable Neutral Dodge input binding
Combat Changes
Upon hitstun ending, fighters now incur a 6-frame lockout on the neutral dodge action. This will make it more difficult to parry attacks in the middle of a combo. Directional dodges are unaffected.
Excessively long combo strings now apply a vacuum attack hitstun decay penalty. This should allow for players to more easily escape previously inescapable infinite team combos such as alternating Superman rapid jab combos.
Attacks that incapacitate fighters now apply a temporary incapacitate-resistance buff to the incapacitated fighter. This will make subsequent incapacitate attacks have a much shorter duration. This should allow for players to more easily escape previously inescapable infinite incapacitate combos such as alternating Jake bite/spit. Affected attacks will be noted in individual character patch notes.
Side attack combo input buffers have been standardized for all fighters. It should now be easier to buffer a different attack during a jab combo without accidentally inputting further attacks in the jab combo.
General Bugfixes
Fixed an issue where fighters that took fire or shock damage on the same frame they were hit by an attack would cause the attack to be ignored.
Fixed an issue where fighters could respawn without spawn invulnerability.
General Perks
Fixed an issue where all Team perks were always giving their stacked effect.
Protective Momentum
Projectile shield now breaks after blocking one normal or heavy projectile
Maps
The Court 2 variant has been added to the game!
Cromulons
2v2 Variant
Main stage and side speakers width increased 20%
Blast box size increased 10%
1v1 Variant
Main stage width increased 20%
Blast box size increased 10%
Dexter's Laboratory 1
Scroll speed reduced
Reverse scroll button cooldown increased to 15 seconds from 1 second
Possible generated layouts updated
Throne Room
2v2 Variant
Increased upper limit 300 units
Townsville
Mojo Jojo increased interval between attacks
Bombs and laser knockback reduced
Mojo Jojo takes more damage before attacks are interrupted
Tree Fort
Bounce pads should more reliably bounce fighters and prevent them from fully landing on the platform.
We hope that you're as excited as we are for all of the changes heading to MultiVersus in v1.05 following a brief maintenance. Be sure to let us know your thoughts by joining our awesome community on our social channels. We'll be back with more updates soon. Stay tuned!
MultiVersus - Official Agent Smith "Sounds Like Inevitability" Gameplay Trailer
You hear that, MVPs? That is the sound of inevitability…and also the sound of Agent Smith in MultiVersus!
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.
Hello MVPs! This patch accompanies our change to grant players additional Battle Pass XP for daily missions and PvE Rifts completion. We are also planning a larger balance patch, targeting delivery in the near future. But for now, we are continuing to address feedback and hotfix issues as they arise.
After collecting a ton of data, we're happy to share that our disconnect rates have been dramatically reduced on all platforms including XB1 and PS4.
With the patch that went out earlier today, we fixed an issue where the game was incorrectly treating a long loading screen as a network timeout. We believe this was causing the high disconnect rates on PS4 and XB1. We have been monitoring and believe the patch has dramatically lowered disconnect rates on PS4 and XB1. Please let us know if this has improved for you!
Thanks to everyone who reported this issue and provided additional data - keep your reports coming!
Below you will find our most recent adjustments for both the 1.03 and 1.04 hotfixes.
General
The previous hotfix (1.03) addressed an issue where the input buffer was longer than expected and led to unintentionally buffered inputs.