Hello MVPs! Thanks for your continued feedback on Discord, Reddit and the rest of our social channels! We've been paying close attention to all of your spirited discussions and are working hard to improve a number of high-priority issues with MultiVersus.
Our top priority for this patch is integrating additional fixes for Xbox performance issues and desyncing in matches. Following the update, please drop by our socials and let us know how you feel about the improvements that we've made.
In addition to performance changes, we've made several balancing updates to many character abilities, perks and more. You'll be happy to know repairs to the Iron Giant have been completed and he's out of the shop and ready for action.
Read on for the full breakdown of changes and don't forget to tell us what you think after you've had a chance to play.
General
All characters now incur a 15-frame repeat-move lockout on their ground side attack combo. This will prevent individual fighters from alternating ground side attack and dodge to lock enemies in hitstun for extended periods of time. Camera minimum distance in 1v1 has been increased All available Profile Icons, Banners, Badges, Ringouts and Announcer Packs will appear in the Account Cosmetics section of the Fighters tab. Previously only some unowned cosmetics were shown.
General Bug Fixes
Addressed more issues impacting performance on Xbox Series X|S Fixed 2 issues causing matches to Desync Fixed an issue where parrying an attack would not always put the victim into parry stun
Perks
Air Walker
Now limited to one use per airtime Fixed an issue where attempting to spawn a platform would not consume an air evade Fixed an issue where LeBron could not spawn a platform when he did not have a basketball
* Fixed an issue where Bugs could cancel hitstun by jumping in certain conditions
Garnet
Air/Ground Side Special (Cooldown)
~ Knockback angle made more vertical
Gizmo
Gizmo's maneuverability and size make him incredibly difficult to pin down. His movement combined with his incredibly strong zoning game make it nearly impossible for some characters to ever get the edge against him. These changes should help bring Gizmo's evasiveness more in line with the cast so it's easier for other characters to get up close and punish.
Ground Side Attack 2
- Dodge branch window delayed 10 frames
- Prevents terrain bounce on knockback
Air/Ground Neutral Attack
- On-whiff branch window delayed 8 frames
- Cooldown is no longer refunded on successful fire arrow hit
Ground Side Special
- Car HP reduced to 8 from 10
- Car explosion hitbox size reduced 25%
- Car maximum overheat duration reduced to 1.25s from 2s
- Cooldown increased to 18s from 15s
Air Side Special
~ Now always transitions to umbrella float if attack whiffs
Harley Quinn
Harley's slide and up attack were granting her very easy combos for very little risk. These changes should keep her combo game intact, while making slide and up attack feel less like "do everything" buttons.
Ground Up Attack
+ Base knockback increased to 1800 from 1663
- On-hit branch window delayed 10 frames
Ground Down Attack
- Start-up window before charge increased 4 frames. Start-up window after charge increased 2 frames.
~ Slide combos into follow-ups faster. Hitstun reduced significantly to compensate.
- Maximum movement from charge reduced 15%
~ Now ignores player collisions during movement
- Leg hurtbox size increased slightly
Iron Giant
Iron Giant play was dominated by his easy-to-input infinites and a few early-kill setups. We're hoping that removing his most egregious setups will make him feel more like the rest of the cast, and we feel good about letting players play with him again.
Passive
- Rage meter gain from ally damage taken reduced to 60% of damage taken from 80%
- Rage meter gain from ally ringout reduced to 30% of total meter from 35%
- Defensive burst cooldown increased to 29s from 25s
~ Defensive burst knockback made more horizontal
- Defensive burst knockback reduced
Ground Down Attack
~ Knockback angle made more horizontal (incorrectly listed on previous patch)
Ground Side Special
* Fighters are now immediately released when Iron Giant performs an emote
* Fighters are now immediately released when Iron Giant leaves the ground
- Grab release knockback angle made more horizontal
- Grab release hitstun reduced
- Start-up window increased
+ Armor applied earlier
Rage Mode Ground Down Attack
- Now incurs a repeat-move lockout to prevent infinitely trapping enemies
Rage Mode Air/Ground Up Attack
Cooldown increased to 1.5s from 0.75s
Rage Mode Neutral Special
* Fixed an issue where Iron Giant was performing his non-rage neutral special while in rage mode
Jason
Ground Dash Attack
+ Now blocks projectiles
Morty
Air/Ground Neutral Attack
* Fixed an issue where firing a grenade lock-on projectile would trigger Morty's snakes cooldown
Ground Side Attack
* Fixed an issue where Morty could not jump or dodge during his side attack combo
Reindog
Ground Side Attack 1
- Jump branch window delayed 6 frames
Shaggy
We have reverted the Shaggy Air Neutral Attack so that it can be canceled earlier on hit, but it did not get into this patch. This change will be coming in a patch in the very near future.
Ground Side Attack 2
- Jump branch window delayed 11 frames
Air/Ground Neutral Special
* Fixed an issue where Shaggy would float away while charging rage under certain conditions
Superman
Ground Side Attack 3
- Removed ability to jump or dodge during rapid-jab attack
Taz
Air Down Attack
+ Hitbox size increased
- Now incurs a repeat-move lockout to prevent infinitely trapping enemies
The Joker
We are aware of The Joker's strength and are assessing ways to bring him more in line with the current cast of fighters. These balance changes will be introduced into an upcoming patch.
Air Side Special
- On-whiff branch window delayed 5 frames
Tom & Jerry
Ground Side Attack 2
- Hitstun reduced slightly
Ground Side Attack 3
- Hitstun reduced slightly
Velma
We are aware of some early feel issues with Velma following the initial launch. These are the start of some planned adjustments we have for her, and we will have more to share in the coming weeks.
Ground Side Attack
+ More reliably combos from attack 2 to attack 3
Air/Ground Neutral Attack
+ Hitbox now better covers Velma's arm and head
~ Removed automatic targeting on ally
Air Up Attack
+ Increased movement control
Air Down Attack
+ Increased movement control
Air/Ground Down Special
+ Cooldown reduced to 80s from 120s
Air Side Special
+ Increased movement control
Wonder Woman
We are aware of Wonder Woman's strength and are assessing ways to bring her more in line with the current cast of fighters. These balance changes will be introduced into an upcoming patch.
Passive
- Bracer Meter now resets when Wonder Woman is rung out
1.01 Patch Notes
We wanted to take a moment to thank you all for the helpful feedback on Reddit, Discord and our other social channels. We’re diligently consuming all of your suggestions and will be making a number of changes based on the info we've gathered following launch.
Before we dive into various fixes and improvements coming in this patch, we wanted to mention that Iron Giant has been taken back to the shop for maintenance and is not available to play with right now. We should have a status update by next week.
We're also planning to address several highly requested changes soon, such as the additional performance improvements, end of game stats, options to turn off team colors, the ability to swap side and neutral attack, and the addition of adjustable input buffer settings. We'll keep you posted on timing.
Let's dive in and see what's new in this patch.
General
Lowered Hit Pause on all Hits by 10% in 1v1 modes
Players can now try all Fighters in Training Mode, including Fighters they do not own
Bug Fixes
Fixed an issue where players could not complete daily rewards in Rifts Mode
Fixed an issue that was impacting performance on Xbox Series X|S
Fixed an issue where beam visual effects were occasionally invisible on PlayStation consoles
Fixed an issue where certain keyboard configurations would cause phantom inputs in matches
Fixed an issue with pause input conflicts in Training.
~ Reduced input buffer window for follow-up attacks
Banana Guard
The goal of this change is to reduce the extreme kill power on Banana Guard's side specials and bring it more in line with the damage of the rest of the cast.
Aerial Side Special
- Reduced damage to 10 from 12
Ground Side Special
- Reduced damage to 12 from 14
Bugs Bunny
Neutral Special
* Fixed an issue causing the Safe to hit repeatedly and rapidly in succession
Garnet
Down Special
* Fixed an issue where Garnet and an enemy could be frozen at the end of her Star Grab
Gizmo
Up Special
- Ally attach cooldown now begins when Gizmo detaches from his ally, instead of beginning when Gizmo attaches to his ally.
Iron Giant
The goal of these changes is to prevent Iron Giant from chaining certain sets of attacks infinitely. While these fixes address some of the issues on Iron Giant, it will require additional fixes to bring Iron Giant fully back online. Iron Giant will remain down for repairs until those fixes are implemented in a future patch.
Ground Down Attack
~ Knockback angle is now more horizontal
Aerial Neutral Attack
~ Final hit now always knocks away regardless of charge
Ground Side Attack
- Jab first hitbox is slightly smaller
Rage Mode Pilot Special
~ Reduced strobing visual effects
Rage Mode Up Special
- Reduced final hit damage to 5 from 6
Jake
Aerial/Ground Up Special
* Fixed some issues with game performance
Jason
Ground Down Special
* Fixed an issue where one player would disappear when Jason grabbed two players with the sleeping bag
LeBron
Basketball
- Basketball can now only hit one time per target
Marvin
Aerial/Ground Neutral Attack
* Fixed an issue where Marvin could ringout opponents instantly due to a Side Special projectile interaction with Neutral Attack
Reindog
Aerial Side Attack
~ Knockback Angle is now more horizontal
Aerial Up Attack
~ Knockback Angle is now more horizontal
Shaggy
The goal of this change is to not allow Neutral Air Attack to combo back into the Jab combo at all damage levels. There are feel issues introduced with this change that we will address in the next patch.
Aerial Neutral Air
~ Base Knockback increased to 1700 from 1300
~ Knockback Scaling increased to 14 from 13
~ Knockback Angle is more horizontal
~ On-Hit cancel window delayed by 10 frames
Steven
Aerial Up Attack
~ Sweet spot hitbox delayed 1 frame later to match when Steven has his hands clapped together
Aerial Down Attack
- On-Hit cancel window delayed by 3 frames
Stripe
Aerial Down Attack
+ More downward momentum is maintained on attack start-up
Taz
Aerial/Ground Side Special
+ Increased damage on non-cooldown tornado final hit to 8 from 7
Wonder Woman
Wonder Woman’s lasso was a bit too oppressive to play against without any limiter, so we decided to add a short cooldown to the ability.
Aerial/Ground Neutral Special
- Added an 8 second cooldown for lasso
MultiVersus Developer Series: Welcome Back Rewards, Battle Pass and Economy
Hey there, everyone!
We hope that you enjoyed our last blog where we highlighted the various changes related to the game’s new Rift’s Mode.
This week, we’re going to discuss how returning and new players with a linked WB Games Account can earn a variety of in-game rewards. We’ll also touch on updates to the Battle Pass and game economy.
Free Content – Thank You to the Community
We have something special for all players who complete the new tutorial… a seven-day reward calendar that will allow you to unlock a new character – Banana Guard from Adventure Time – at launch, for free! If that wasn’t a-peeling enough, if you complete all seven days of this reward calendar, you can also pick up the Lady Banana Guard character variant. We hope everyone has as much fun playing with Banana Guard as the team had designing them.
Free Content – Returning Open Beta Players
For our returning players from Open Beta, if you log in to MultiVersus by June 11, you’ll receive access to Season 1 premium Battle Pass for free! And as part of that you’ll get the Jason Voorhees character from Friday the 13th as your first reward. We’ll talk more about that in a moment.
Additionally, Open Beta players who return to MultiVersus at any point will receive a special edition Snow Suit Finn commemorative character variant, a special edition Rising Stars ringout, and a special edition Banana Guard announcer pack.
Battle Pass Updates
It’s incredibly important for the Battle Pass to be fun and rewarding, and we’ve taken steps to improve the experience.
First, if you’re a returning player and log in by June 11, you’ll get the Season 1 premium Battle Pass for free.
We’ve increased the number of high-value items in both the free and premium tiers by adding more ringouts, character variants, taunts, and currency. You can also now earn premium currency (Gleamium) through both tiers, which can be used on many different in-game items, whether it’s for new characters or saving to use towards the next season’s premium Battle Pass.
For Season 1 at launch, we’ve loaded up the premium tier of the Battle Pass with a lot of great rewards, including a new character – Jason Voorhees (Friday the 13th) – plus more variants, ringouts, taunts, and currency. The premium battle pass also allows you to earn enough Gleamium to get the next premium Battle Pass. And keep in mind, while the new fighter (Jason) is a premium tier reward, returning players who log in by June 11 will get this pass for free, plus he’ll also be available via character tokens or in-game currency when the pass is over.
Another Battle Pass update is its duration. At launch, the Season 1 Battle Pass will be eight weeks, and the final tier of the pass will be repeatable, so you can keep playing and earning rewards even if you reach the end of it early.
Currency Updates
During the Open Beta, players may have acquired Gleamium, character tokens, and Battle Pass tokens – all of these items will still be available at launch and can be used in the same way.
In the Open Beta, characters tokens were only acquired through the Founder’s Pack and used to unlock characters. When we launch, we will not be offering new character tokens, but if you already have existing character tokens in your inventory, you can still use them to unlock characters.
Similarly, Battle Pass tokens were used to unlock the premium Battle Pass tier during Open Beta and were also only acquired through the Founder’s Pack. When we launch, we will not be offering new Battle Pass tokens, but if you already have existing Battle Pass tokens in your inventory, you can still use them to unlock the premium Battle Pass tier.
We are, however, making some adjustments based on learnings from the Open Beta. Specifically, we’ll be introducing new replacement currencies to focus more on specific reward types.
First, there is Fighter currency, which can be earned in-game and used to obtain fighters. Keep in mind, Fighter currency is different from character tokens, and it cannot be exchanged for character tokens. As we mentioned above, we will not be offering new character tokens. On top of this, you can also try out new characters through our weekly free character rotation, which will work the same way as it did during the Open Beta.
Next, there is a separate Perk currency, that you can use to get… you guessed it, perks.
And we’re introducing a Prestige currency, which rewards players for all of the items and cosmetics they collect for their favorite fighters.
Here’s how Prestige currency works: Each cosmetic item you acquire awards its own Prestige currency value based on type and rarity. Eventually, you’ll use your Prestige currency to unlock Prestige cosmetics, which represent the rarest cosmetics in the game. These items can only be unlocked using Prestige currency.
When we launch, all returning players will receive an allotment of Prestige currency based on the number of cosmetics they acquired during the Open Beta as a reward for all previous purchases and unlocks.
Here’s a look at the different currency types available at launch and how to get them:
You’ll notice that Gold is not included above. That’s because Gold will no longer be available in the game. In its place, we’ll be providing commemorative cosmetics that correlate to a player’s Gold earned during Open Beta. These are exclusive items that can’t be earned any other way. Keep a lookout for them in your inventory.
Perks Updates
As a refresher, Perks are powerups that you can attach to characters to give them particular buffs during combat. Following the Open Beta, we found that most players only used a few key Perks while others often went unused. They can be a fun way to spice up gameplay, so we wanted to find a way to make them more valuable to players. In an effort to adjust the system, we removed the old Perks that players rarely used, reworked favorites, and added new Perks that should enhance the gameplay experience. To make this fair for all players, we’ll be resetting all Perks from Open Beta, which provides the opportunity to acquire as few or as many of the new, adjusted Perks as you see fit, it’s up to you.
As mentioned above, Perks will now be unlocked using the Perk currency, attainable through playing the game, and all players will receive an allotment that correlates to the number of Perks unlocked from the Open Beta.
So, what does this mean for mastery? Well, mastery tracks for characters will also be changing. To keep everything fair for all players, both player and account mastery tracks will be set to level 1 at launch, giving everyone an opportunity to earn those rewards. Mastery tracks are a great way to give you both short-term and long-term goals when starting out, and ultimately, we want to give all players the chance to earn lots of items.
We hope that you’re as excited as we are for the launch of MultiVersus on May 28. Please be sure to follow us on Discord and our social channels for the latest news. We’ll be back with more updates soon. Stay tuned!
MultiVersus - Official Jason Voorhees "Weirdo in a Mask" Gameplay Trailer
*Ki-Ki-Ki Ma-Ma-Ma* Jason, our special, special boy. The Masked Weirdo has come to 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.
MultiVersus - Official Launch Trailer "Stars Collide. Pies Fly."
Ready your pies, grab a sandwich, and sharpen your skills, cause it's almost time to jump back into the mayhem. Welcome back to MultiVersus, MVPs!
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.
MultiVersus - Official Banana Guard "Welcome to the Bunch" Gameplay Trailer
It's a bananas kind of day, MVPs! Banana Guards Assemble!
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.
Welcome to the MVS Ted Talk! Join our speakers Velma, Finn, and Jake as they breakdown PvE Rifts Mode.
Take a deeper look at Rifts Mode in our Blog: https://go.wbgames.com/PVERiftsBlog
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.
Hey there, gang! We hope you've been enjoying all our blogs and updates leading up to launch. So far we've touched on our new Net Code and Combat refactor and now we'll be taking a look at the all-new PVE (Player vs. Environment) mode. Our new PVE Mode is called 'Rifts' and it'll give players an entirely new way to experience MultiVersus. We love our competitive PVP (Player vs. Player) modes and want to give players the option of playing MultiVersus in different ways. Rifts Mode will allow players to travel the multiverse and fight their way through a series of encounters, flavored by wacky combat mutators and unique experiences. We'll be updating the mode frequently, so each season should look different than the last.
What is MultiVersus Rifts Mode?
Rifts Mode is a way for all players to play MultiVersus and progress their skills, outside of our competitive PVP modes. Each Rift will have a sequence of battles or challenges around a particular theme, whether it's The Joker infiltrating the Batcave or Batman and Velma teaming up to decide who's the best detective. These themes will be organized around seasonal 'Attunements,' such as Chaos, for the Clown Prince of Crime that is joining our cast in season 1. The same way every MultiVersus battle is bubbling with character interactions, we wanted to make each Rift 'Uniquely MultiVersus', every season.
When first diving into Rifts Mode you'll learn the basic systems and mechanics within a special Tutorial Rift, but soon enough you'll graduate to Seasonal Rifts. Seasonal Rifts have unique stages, skins, characters and mutators, that make them both memorable and challenging. Rifts get more tough as you progress, so it might take you an entire season to battle your way to the finish line.
While you can play Rifts Mode entirely solo, you can also team-up online to play Co-Op with your pals. Co-Op Rifts are a great way to earn rewards as a team and learn some teamwork to apply to other modes as well. It should also be noted that when you team up with friends, you'll both share in the rewards! When we launch on May 28th, Rift Mode will be in its first iteration and it will continue to evolve within the season, and from season to season. Our goal is to constantly test new mechanics in Rift Mode and continue to surprise you, the player, with great gameplay experiences that are unique to MultiVersus.
Expanding Combat Possibilities For us, MultiVersus has always strived to give the player the utmost flexibility to create unique moments of combat joy Our goal is to expand the tools of gameplay creativity and we utilized that same perspective when building the Rifts Mode.
Encounters in Rifts Mode are injected with a variety of different effects called mutators. Each node that you participate in will have different mutators that'll lead to wild, loony and challenging combat encounters. Some of the mutators you experience will be influenced by that Rift theme, while others will just be tweaked for maximum chaos. For example, have you ever wanted to try full aerial MultiVersus combat without ever hitting the ground? The Infinite Jumps mutator could be up your alley. Or, maybe your tastes are a little more eccentric and you've dreamed of using your chicken hands to turn your opponent into a rotisserie chicken, then Chicken Gauntlets Mutator might be for you.
Some of the nodes in a Rift may be fresh new gameplay experiences outside of a core MultiVersus battle. We have over a dozen of these 'mini-games' within season 1 of Rifts alone. These mini-games could be a quick matching game or a snappy game of volleyball. We constantly want to try new things in MultiVersus and as we design new mini-games, we'll put them in future Rifts seasons.
Finally, we're introducing Boss Battles within the Rifts mode. The idea of fighting a boss at the end of a stage or a game is ingrained in our DNA as gamers. We want MultiVersus players to have that experience, as well. Each Rift will end with a Rift themed boss battle aimed at challenging your abilities in a creative and fun way.
Remember, more mutators, mini-games will be coming in new seasons, so what you see on May 28th will only be the beginning!
Rewards and Progression
There are numerous rewards for progressing in Rifts Mode and new challenges will be updated regularly. As you progress through your nodes, you'll complete various optional mission objectives that reward you stars (up to five stars), each one giving you more and more rewards. Additionally, we will have season-long events that reward you for beating bosses at increasing difficulty levels. As you navigate through a Rift, you can always go back and replay any battle you particularly liked or to try to get more stars and rewards on that node.
So, how exactly do you power-up to beat those bosses and take down a Rift? In Rifts Mode, each player has three sockets to place Gems. Gems are power-ups that will give you bonuses that will make tougher nodes less challenging. There are three types of gems: Offense, Defense and Utility and each gem has an associated 'Attunement' like the Rift Attunements for that season (i.e. Chaos). When you get multiple versions of the same gems, you can level them up, instead of sitting in your inventory as duplicates. Various gems of different rarities can be discovered and plugged into your sockets leading to an increase in power that you can then use to tackle even the toughest Rifts. There are a ton of ways to earn gems through organic gameplay and completing your Battle pass, so eventually you'll be powered-up and ready for battle in no time. We think you're really going to enjoy this new system and can't wait to see what builds you come up with to tackle whatever Rifts we throw your way.
THANK YOU
Thanks again for hanging out with us and checking out our Developer Series. We can't thank you enough for being a part of the MultiVersus community. If you haven't had a chance to check our other Developer Series blogs, you can find them [here]. Be sure to warp into our Social Channels and join us on Discord to discuss Rift Mode.
Yes, he even brought the Laughing Fish 💥🐟 . Take a deep dive into The Joker's full move list!
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.
Official The Joker 'Send in the Clowns!' Gameplay Trailer
Ready to laugh till it hurts? The Joker has invaded MultiVersus!
P.S. Batman really needs to tighten his security.
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.