Patch Notes MultiVersus

MultiVersus Season 4 1.4.0 Patch Notes on November 12th

Play as Raven and explore new Arena mode in Multiversus Season 4 1.4.0 update.

· 24 min read
MultiVersus Season 4 1.4.0 Patch Notes on November 12th

The Season 4 1.4.0 update for MultiVersus is here, introducing the iconic character Raven to the Multiverse. Along with Raven, players can now enjoy the new Arena Mode, allowing up to 16 players to battle it out in intense combat rounds. Also, the Fighter Road rewards track has been added, giving players a new way to acquire fighters in the game. Read the full patch notes below.

MultiVersus Season 4 1.4.0 Patch Notes:

General 

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

*NEW* Arena Mode

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

2v2v2v2v2v2v
Arena Status

*NEW* Fighter Road

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

*NEW* Fighter Road

Wacky Weekend returns with a new game mode

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

Ice Pit game mode has been removed from Wacky Weekend.

Rifts

The “Trigon on the Loose!” PvE Rift is NOW AVAILABLE!

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

Welcome to Mythic Vista

Events

The “Enter the Arena!” Event is NOW AVAILABLE!

Enter the Arena!

The “Azarath Metrion Zinthos!” Event is NOW AVAILABLE!

Azarath Metrion Zinthos!

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

Trouble at the Academy

Maps

New Maps:

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

New Bonus Maps:

  • Space (Station)
  • Space (Jam)
  • Beach 2
  • Beach (Boat)
New Bonus Maps:

Beach

  • Fixed an issue where background audio would not play

Batcave (Hammer Time)

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

Ranked Map Pools

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

Unranked Map Pools

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

Netcode

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

General Combat

Hitbox update

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

Fast fall speed change

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

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

Short Hops

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

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

Parries

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

Hitsparks

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

Damage stat tracking

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

Automatic Techs

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

  • Automatic tech forward launch velocity increased to 5200 from 4400

General Combat Changes

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

Testing Grounds

Shields

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

Perks

  • Stronger Than Ever
    • ~ Now applies 15 gray health on respawn instead of armor for 2 seconds
  • Sturdy Dodger
    • + Now applies 2 seconds (4 when stacked) of armor after dodging a projectile, increased from 1 second (2 when stacked) after parrying a projectile
  • That’s Flammable, Doc!
    • – Now ignites enemies for 1 second (3 when stacked), down from 3 seconds (5 when stacked)
  • Collateral Damage
    • + Now deals 3 damage to enemies that perform a tech when knocked back into terrain
  • Static Electricity
    • ~ Now electrifies your next projectile after successfully hitting 4 distinct moves against enemies in under 3 seconds

Characters

Legend:
= Buff
– = Nerf
~ = Change
= Bugfix
Note: Attacks callouts reference default controls.

Agent Smith

  • Ground Side Attack 2
    • ~ Hitbox size adjusted to better match visuals
  • Ground Side Attack 3
    • ~ Hitbox size adjusted to better match visuals
  • Ground Up Attack
    • – Hitbox size reduced so the attack is less likely to hit behind Agent Smith
  • Ground Down Attack
    • ~ Knockback angle made more horizontal
    • – Knockback influence multiplier increased to 1.2 from 1.0
  • Air Up Attack
    • ~ Now limits fall speed during attack recovery
  • Air Neutral Special
    • * Fixed an issue where this attack could be on-hit canceled before all shots were fired, causing inconsistent on-hit cancel combos
  • Air/Ground Side Special
    • ~ Now limits fall speed during attack recovery

Arya

  • General
    • + Ground movement speed increased to 2190 from 2125
  • Ground Down Attack
    • ~ Hitbox size adjusted to better match visuals
  • Air Neutral Attack
    • ~ Knockback angle made more horizontal
    • ~ Hitbox size adjusted to better match visuals
    • ~ Now limits fall speed during attack recovery
  • Air Side Attack
    • ~ Hitbox size adjusted to better match visuals
    • ~ Now limits fall speed during attack recovery
  • Air Up Attack
    • ~ Now limits fall speed during attack recovery
  • Air/Ground Side Special (all versions)
    • ~ Now limits fall speed during attack recovery

Banana Guard

  • Ground Dash Attack
    • ~ Hitpause reduced
  • Ground Neutral Attack
    • ~ Hitbox size adjusted to better match visuals
  • Ground Down Attack
    • + Movement distance from charge increased
    • + On-hit cancel window advanced 2 frames
  • Air Neutral Attack
    • – Now allows less movement control when used near the ground
    • ~ Now limits fall speed during attack recovery
  • Air Side Attack
    • ~ Now limits fall speed during attack recovery
  • Air Up Attack
    • – Second hit hitstun reduced
    • ~ Now limits fall speed during attack recovery
  • Air Down Attack
    • + Hitbox active duration increased 1 frame
  • Ground Down Special
    • – On-hit cancel window delayed 18 frames
    • – Final hit hitstun reduced
  • Air Side Special
    • ~ Now limits fall speed during attack recovery
  • Air Up Special; Ground version unchanged
    • – Final hit knockback reduced to 2300 from 2500
    • ~ Final hit knockback angle made more diagonal
    • – Final hit knockback influence multiplier increased to 1.2 from 1.0

Batman

  • Passive
    • – Attacks no longer apply weakened debuff on-hit while Batman is invisible
    • + Attacks have a small increase to knockback while Batman is invisible
  • Ground Side Attack 1
    • – Hitbox size reduced so the attack is less likely to hit behind Batman
  • Ground Side Attack 2
    • – Hitstun reduced
    • – Hitbox size reduced so the attack is less likely to hit behind Batman
  • Ground Side Attack 3
    • ~ Hitbox size adjusted to better match visuals
  • Ground Up Attack
    • – On-hit weakened debuff removed
  • Ground Down Attack, Kick Follow-up
    • – Knockback reduced to 1850 from 1900
    • – Knockback scaling reduced to 22 from 23
    • – On-hit weakened debuff removed
  • Ground Down Attack, Sweep Follow-up
    • + On-hit cancel window advanced 4 frames
  • Air Neutral Attack (Cooldown)
    • ~ Now limits fall speed during attack recovery
  • Air Side Attack 1
    • ~ Knockback angle made more horizontal
    • – Knockback influence multiplier increased to 1.2 from 1.0
    • ~ Now limits fall speed during attack recovery
  • Air Side Attack 2
    • – On-hit weakened debuff removed
  • Air Up Attack
    • – Second hit knockback reduced to 1450 from 1550
    • – Second hit knockback scaling reduced to 12 from 13
    • – Second hit knockback influence multiplier increased to 1.2 from 1.0
    • ~ Now limits fall speed during attack recovery
  • Air Down Attack
    • ~ Now limits fall speed during attack recovery
  • Air/Ground Neutral Special
    • – Cooldown increased to 24 seconds from 20 seconds
  • Ground Up Special
    • – Now prevents fast fall during attack start-up
    • – Full-charge first hit hitbox size reduced so the attack is less likely to hit behind Batman
  • Ground Down Special
    • + Smoke bomb area of effect is now larger to better match visuals
    • + Smoke bomb now gives allies besides Batman a 20% speed buff
    • + Smoke bomb now removes enemy dodge meter while enemies are inside
    • * Fixed an issue where Smoke Bomb was not buffing ally dodge meter regeneration
  • Air Up Special
    • – Knockback scaling reduced to 14 from 16
  • Air Down Special
    • * Fixed an issue where Batman’s hurtboxes would be misaligned when using Air Down Special as part of a dodge attack

Betelguese

  • Ground Neutral Attack
    • ~ Hitbox size adjusted to better match visuals
  • Ground Side Attack 2
    • ~ Hitbox size adjusted to better match visuals
  • Ground Side Attack 3
    • ~ Hitbox size adjusted to better match visuals
  • Air Neutral Attack
    • ~ Now limits fall speed during attack recovery
  • Air Side Attack
    • ~ Hitbox size adjusted to better match visuals
    • ~ Now limits fall speed during attack recovery
  • Air Up Attack
    • ~ Now limits fall speed during attack recovery
  • Air/Ground Neutral Special
    • ~ Now limits fall speed during attack recovery

Black Adam

  • Ground Neutral Attack
    • + Now grants allies a lightning gauntlet buff on-hit
    • ~ Hitbox size adjusted to better match visuals
  • Ground Side Attack 1
    • – Hitbox size reduced so the attack is less likely to hit behind Black Adam
  • Ground Side Attack 2
    • – Hitbox size reduced so the attack is less likely to hit behind Black Adam
  • Ground Side Attack 3
    • + Hitbox added to Black Adam’s hand that knocks back enemies that were not grabbed
    • – Hitbox size reduced so the attack is less likely to hit behind Black Adam
  • Ground Up Attack
    • + Projectile now grants allies a lightning gauntlet buff on-hit
    • ~ Hitbox size adjusted to better match visuals
  • Air Side Attack
    • ~ Second hit knockback angle made more diagonal
    • ~ Now limits fall speed during attack recovery
  • Air Up Attack
    • ~ Hitbox size adjusted to better match visuals
  • Air/Ground Side Special
    • – Movement reduced when Black Adam is fatigued (empty dodge meter)
    • + Projectile now grants allies a lightning gauntlet buff on-hit
    • ~ Now limits fall speed during attack recovery
  • Ground Down Special
    • + Successfully blocking a projectile now reduces Black Adam’s active cooldowns 7.5%
    • * Fixed an issue where the projectile shield would take damage from light projectiles
  • Air Down Special
    • + Projectile now grants allies a lightning gauntlet buff on-hit

Bugs Bunny

  • Crouch
    • + Bugs can now pull either a sandwich or a dynamite item from his ACME box
    • + ACME box cooldown reduced to 10 seconds from 15 seconds
    • + ACME box item pull start-up window reduced 10 frames
    • + ACME box item pull now moves toward nearby allies
  • Ground Dash Attack
    • + Knockback scaling increased to 21 from 18
  • Ground Neutral Attack
    • – Hitbox size reduced so the attack is less likely to hit behind Bugs Bunny
    • + Maximum charge time reduced 3 frames
  • Ground Side Attack 1
    • – On-whiff cancel window delayed 4 frames
  • Ground Side Attack 2
    • – Hitbox size reduced so the attack is less likely to hit behind Bugs Bunny
  • Ground Up Attack
    • – Hitstun reduced
  • Air Neutral Attack
    • ~ Now limits fall speed during attack recovery
  • Air Side Attack
    • – Uncharged knockback reduced to 1500 from 1750
    • + Uncharged knockback scaling increased to 16.5 from 14
    • + On-hit cancel window advanced 3 frames
    • – Hitbox size reduced so the attack is less likely to hit behind Bugs Bunny
    • ~ Hitpause reduced
    • ~ Now limits fall speed during attack recovery
  • Air Up Attack
    • – Knockback reduced to 1500 from 1650
    • + Knockback scaling increased to 19 from 15
    • ~ Knockback angle made more diagonal
    • – Hitstun reduced
    • ~ Now limits fall speed during attack recovery
  • Air Down Attack
    • – Hitbox size reduced so the attack is less likely to hit above Bugs Bunny
    • + Start-up window reduced 1 frame
  • Air/Ground Down Attack (Pie Equipped)
    • ~ Uncharged pie launch speed reduced, charged pie launch speed increased
    • ~ Pie projectile now ignores platform collision when colliding with platforms from above
    • + Pie projectile knockback scaling increased to 15 from 1
  • Ground Side Special
    • + Movement increased
    • + On-hit cancel window advanced 14 frames
    • + Hitbox added to Bugs Bunny’s hand that combos into stun hit
    • + Attack can now be charged, reducing minimum start-up window by 15 frames
  • Air Side Special (Cooldown)
    • * Fixed an issue where Bugs could drift backwards during this attack
    • * Fixed an issue where this attack incorrectly broke armor
  • Air/Ground Up Special (Cooldown)
    • * Fixed an issue where this attack incorrectly broke armor
  • Air/Ground Down Special
    • * Fixed an issue where dodged projectiles would not hit enemies after exiting the tunnel

Finn

  • General
    • + Air movement speed increased to 1900 from 1775
    • ~ Boots of speed buff visuals updated
  • Passive
    • + Ally coin buff increased to 2 damage per stack from 1 damage per stack
    • + Ally coin buff now loses only 1 stack on-hit, down from all stacks
    • + Ally coin buff now grants armor break on max (5) stacks
  • Ground Neutral Attack
    • + Knockback scaling increased to 18 from 15.5
    • ~ Hitpause increased
    • – On-whiff cancel window delayed 10 frames
  • Ground Side Attack 1
    • ~ Animation and attack properties have been updated, hitbox size adjusted to match new visuals
  • Ground Side Attack 2
    • ~ Animation and attack properties have been updated, hitbox size adjusted to match new visuals
  • Ground Side Attack 3
    • + Damage increased to 6 from 5.5
    • – Knockback reduced to 1750 from 1900
    • – Knockback scaling reduced to 16 from 18
    • ~ Knockback angle made more horizontal
    • + Hitstun increased
  • Ground Up Attack
    • – Uncharged knockback reduced to 1100 from 1350
    • ~ Finn now launches himself to one height, regardless of charge
  • Ground Down Attack
    • + First hit knockback influence multiplier decreased to 0 from 1.0
    • ~ Second hit hitbox size adjusted to better match visuals
    • – Second hit knockback influence multiplier increased to 1.15 from 1.0
    • – On-hit cancel window delayed 3 frames
  • Air Neutral Attack
    • ~ Knockback angle made more horizontal
    • – Hitstun reduced
    • – Knockback influence multiplier increased to 1.15 from 1.0
  • Air Side Attack 1
    • + Hitstun increased
    • ~ Hitpause reduced
    • + On-hit cancel window advanced 1 frame
    • – On-hit cancel window into Air Down Attack delayed 6 frames
    • + On-whiff cancel window advanced 15 frames; now matches on-whiff cancel into Air Side Attack 2
    • – Hitbox size reduced so the attack is less likely to hit behind Finn
  • Air Side Attack 2
    • – On-hit cancel window delayed 8 frames
    • – Hitbox size reduced so the attack is less likely to hit behind Finn
  • Air Up Attack
    • + Knockback increased to 1300 from 1100
    • + Knockback scaling increased to 14 from 10
    • ~ Knockback angle made more horizontal
    • – On-hit cancel window delayed 10 frames
    • – On-whiff cancel window delayed 8 frames
    • ~ Hitbox size adjusted to better match visuals
    • + Now maintains more momentum during attack
  • Air/Ground Neutral Special
    • – Start-up window increased 2 frames
    • + Hitbox active duration increased 2 frames
    • + Ally shockwave now always spawns when high-fiving an ally
    • ~ Now limits fall speed during attack recovery
  • Air/Ground Neutral Special (BMO)
    • – Hitbox size reduced so the attack is less likely to hit behind Finn
    • + Now breaks armor
  • Air Side Special
    • – Now no longer automatically tracks towards nearest enemy or enemy projectile
    • – Now no longer has an active hitbox while Finn is dashing
    • + Finn can now intentionally angle his side special dash up or down
    • + Attack can now be charged, reducing minimum start-up window until movement by 8 frames
    • + Sweetspot hitbox added to Finn’s sword tip

Garnet

  • Ground Neutral Attack
    • ~ Hitbox size adjusted to better match visuals
  • Ground Side Attack 1
    • – Hitbox size reduced so the attack is less likely to hit behind Garnet
  • Air Neutral Attack
    • ~ Hitbox size adjusted to better match visuals
  • Air Up Attack
    • ~ Hitbox size adjusted to better match visuals
    • ~ Now limits fall speed during attack recovery
  • Air Down Attack
    • ~ Hitbox size adjusted to better match visuals
    • ~ Now limits fall speed during attack recovery
    • * Fixed an issue where Garnet’s hurtboxes would be misaligned when using Air Down Attack as part of a dodge attack

Gizmo

  • General
    • + Ground movement speed increased to 1900 from 1850
  • Ground Side Dodge
    • * Fixed an issue where Gizmo had fewer invulnerability frames than the cast during his ground side dodge
  • Ground Side Attack 1
    • – Hitbox size reduced so the attack is less likely to hit behind Gizmo
  • Ground Down Attack
    • ~ Hitbox size adjusted to better match visuals
  • Air Side Attack
    • ~ Hitbox size adjusted to better match visuals
    • ~ Now limits fall speed during attack recovery
  • Air Up Attack
    • ~ Hitbox size adjusted to better match visuals
    • ~ Now limits fall speed during attack recovery
  • Ground Side Special
    • – Car explosion hitbox size reduced
  • Air Side Special
    • ~ Now limits fall speed during attack recovery
  • Air Down Special
    • ~ Now limits fall speed during attack recovery

Harley Quinn

  • Ground Down Attack 1
    • – Hitstun reduced
    • + On-hit cancel window advanced 1 frame
    • + On-hit cancel window into Ground Down Attack 2 advanced 1 frame
  • Ground Down Attack 2
    • + Damage increased to 8 from 7
    • + Knockback increased to 1850 from 1750
    • + Knockback scaling increased to 19 from 18
    • ~ Knockback angle made more horizontal
    • + On-hit cancel window advanced 4 frames
  • Ground Side Attack 2
    • – Hitstun reduced from 2.25 to 2.1
      • This is to prevent an infinite loop
  • Air Neutral Attack
    • ~ Now limits fall speed during attack recovery
  • Air Side Attack
    • ~ Now limits fall speed during attack recovery
  • Air/Ground Side Special
    • ~ Now limits fall speed during attack recovery
  • Air Up Special; Ground version unchanged
    • – Now prevents fast fall during attack

Iron Giant

  • Passive
    • ~ Now limits fall speed during hover
  • Air Neutral Attack
    • ~ Now limits fall speed during attack recovery
  • Air Side Attack
    • ~ Now limits fall speed during attack recovery

Jake

  • General
    • + Ground movement speed increased to 2150 from 2100
  • Ground Side Attack 1
    • – Hitbox size reduced so the attack is less likely to hit behind Jake
    • – Movement reduced
  • Ground Up Attack
    • + On-hit cancel window advanced 1 frame
    • – Knockback influence multiplier increased to 1.5 from 1.0
  • Ground Down Attack
    • ~ Knockback angle made more downward to allow ground bounces
    • – Knockback influence multiplier increased to 1.25 from 1.0
  • Air Neutral Attack
    • ~ Now limits fall speed during attack recovery
  • Air Side Attack
    • + Uncharged damage increased to 5 from 4
    • + Uncharged sweetspot damage increased to 6 from 5
    • + Uncharged sweetspot knockback increased to 1450 from 1300
    • + Uncharged sweetspot knockback scaling increased to 18 from 17
    • + Repeat-move lockout reduced to 14 frames from 20 frames
    • – On-whiff cancel window delayed 6 frames
  • Air Up Attack
    • ~ Now limits fall speed during attack recovery
  • Air Down Attack
    • + Second hit start-up window reduced 2 frames
    • ~ Hitbox size adjusted to better match visuals
    • + Now maintains more momentum during attack
  • Air/Ground Neutral Special
    • – On-hit weakened debuff removed
  • Air/Ground Side Special
    • + Now maintains more momentum during attack
    • ~ Now limits fall speed during attack recovery

Jason

  • Ground Neutral Attack
    • – Hitbox active duration reduced 4 frames
  • Ground Side Attack 1
    • – Hitbox size reduced so the attack is less likely to hit behind Jason
  • Ground Side Attack 2
    • – Hitbox size reduced so the attack is less likely to hit behind Jason
  • Air Neutral Attack
    • ~ Hitbox size adjusted to better match visuals
    • ~ Now limits fall speed during attack recovery
  • Air Side Attack
    • – Hitbox size reduced so the attack is less likely to hit behind Jason
  • Air Up Attack
    • ~ Hitbox size adjusted to better match visuals
    • ~ Now limits fall speed during attack recovery
  • Ground Neutral Special
    • * Fixed an issue where certain grab attacks would not properly break Jason’s gray health armor
  • Air Neutral Special
    • ~ Hitbox size adjusted to better match visuals

LeBron

  • General
    • + Ground movement speed increased to 2180 from 2000
    • + Air movement speed increased to 1900 from 1600
  • Ground Side Attack 1
    • – Hitbox size reduced so the attack is less likely to hit behind LeBron
  • Air Neutral Attack
    • ~ Now limits fall speed during attack recovery
  • Air Neutral Attack (No Basketball)
    • ~ Now limits fall speed during attack recovery
  • Air Side Attack
    • ~ Hitbox size adjusted to better match visuals
    • – On-Hit cancel window delayed 5 frames
    • – On-Whiff cancel window delayed 10 frames
  • Air Side Attack (No Basketball)
    • ~ Hitbox size adjusted to better match visuals
    • ~ Now limits fall speed during attack recovery
  • Air Down Attack (No Basketball)
    • – Start-up window increased 2 frames
    • + Hitbox active duration increased 1 frame
    • – Hitbox size reduced so the attack is less likely to hit above LeBron
  • Air/Ground Side Special
    • ~ Now limits fall speed during attack recovery

Marvin

  • Ground Side Attack 1
    • – Hitbox active duration reduced 1 frame
  • Ground Down Attack
    • + Damage increased to 9 from 8
    • + Knockback increased to 1500 from 1400
    • + Knockback scaling increased to 18 from 17
  • Dash Attack
    • + Final hit damage increased to 9 from 7
    • + Base knockback increased to 1750 from 1600
    • ~ Knockback angle on all hits made more horizontal to improve consistency
  • Air Neutral Attack
    • ~ Now limits fall speed during attack recovery
  • Air Side Attack
    • + Uncharged damage increased to 7 from 6
    • + Uncharged knockback increased to 1600 from 1000
    • – Knockback scaling reduced from 21 to 19
    • ~ Knockback angle made more diagonal
    • – On-hit branch window delayed 1 frame
    • – Hitstun reduced
    • + Now maintains more momentum during attack start-up
  • Air Down Attack
    • – Hitbox size reduced so the attack is less likely to hit above Marvin
  • Air Side Special
    • ~ Hitbox size adjusted to better match visuals
    • ~ Now limits fall speed during attack recovery
  • Air/Ground Neutral Special
    • ~ Now limits fall speed during attack recovery
  • Air/Ground Up Special
    • * Fixed an issue where the Rocket projectile would occasionally inherit the attack properties of Marvin’s charge attacks

Morty

  • General
    • + Ground movement speed increased to 2080 from 1950
  • Ground Side Attack, Neutral Attack Follow-up (Whip)
    • ~ Visuals adjusted to better match hitbox size
  • Air Side Attack 1
    • ~ Now limits fall speed during attack recovery
  • Air Side Attack 2
    • – Hitbox size reduced so the attack is less likely to hit behind Morty
  • Air Up Attack
    • ~ Now limits fall speed during attack recovery

Nubia

  • General
    • + Ground movement speed increased to 2275 from 2250
  • Air Neutral Attack
    • + First hit now more reliably combos into second hit
    • – On-whiff cancel window delayed 2 frames
    • ~ Now limits fall speed during attack recovery
  • Air Down Attack
    • ~ Now limits fall speed during attack recovery
  • Air/Ground Neutral Special
    • – On-hit cancel window delayed 3 frames
    • * Fixed an issue where all projectile blocks were stopping Nubia’s spear
  • Ground Side Special
    • – On-hit cancel window delayed 4 frames
  • Air Side Special
    • + First hit now more reliably combos into second hit at high damages
  • Air/Ground Down Special
    • + Now more reliably dashes to ally position

Reindog

  • General
    • + Ground movement speed increased to 2165 from 2150
  • Ground Side Attack 1
    • – Hitbox size reduced so the attack is less likely to hit behind Reindog
  • Air Side Attack
    • ~ Now limits fall speed during attack recovery
  • Air/Ground Neutral Special
  • ~ Tether projectile now ignores platform collisions
  • ~ Tether projectile now ignores blast zone collisions
  • Air Side Special
    • ~ Now limits fall speed during attack recovery

Rick

  • Ground Side Attack 2
    • – Hitbox size reduced so the attack is less likely to hit behind Rick
  • Ground Down Special
    • + Running Meeseeks hitbox size increased
  • Air Side Attack
    • – Knockback influence multiplier increased to 1.1 from 1.0
    • ~ Knockback angle made slightly more horizontal
    • ~ Now limits fall speed during attack recovery
  • Air/Ground Side Special (Cooldown)
    • ~ Hitbox size adjusted to better match visuals
  • Air/Ground Up Special
    • ~ Hitbox size adjusted to better match visuals

Samurai Jack

  • Passive
    • – Focus special attacks no longer apply weakened debuff on-hit
  • Ground Side Attack 1
    • ~ Hitbox size adjusted to better match visuals
  • Ground Side Attack 2
    • ~ Hitbox size adjusted to better match visuals
  • Ground Up Attack
    • + Samurai Jack can now cancel the attack on-hit after the first hit before the second hit has begun
    • * Fixed an issue where Samurai Jack could slide off the ledge during this attack
  • Air Neutral Attack
    • ~ Now limits fall speed during attack recovery
  • Air Side Attack
    • ~ Hitbox size adjusted to better match visuals
  • Air Neutral Special
    • + Hitbox added to Samurai Jack’s arm that knocks back enemies that were not grabbed
    • ~ Now limits fall speed during attack recovery
  • Air Down Special
    • ~ Hitbox size adjusted to better match visuals
  • Air/Ground Up Special
    • ~ Hitbox size adjusted to better match visuals
  • Focus Air Down Special
    • ~ Hitbox size adjusted to better match visuals

Shaggy

  • Ground Neutral Attack
    • – Hitbox size reduced so the attack is less likely to hit behind Shaggy
  • Ground Side Attack 2
    • ~ Hitbox size adjusted to better match visuals
  • Ground Side Attack 3
    • ~ Hitbox size adjusted to better match visuals
  • Ground Up Attack
    • + Uncharged knockback increased to 1550 from 1450
    • – On-hit cancel window delayed 8 frames
    • – On-whiff cancel window delayed 6 frames
  • Ground Down Attack
    • – On-hit cancel window into Ground Side Attack removed
  • Ground Down Attack 2
    • ~ Hitbox size adjusted to better match visuals
  • Air Neutral Attack
    • ~ Now limits fall speed during attack recovery
  • Air/Ground Side Special
    • ~ Now limits fall speed during attack recovery
  • Ground Up Special; Air version unchanged
    • – Now prevents fast fall during attack start-up
  • Ground Down Special
    • – Sandwich damage reduced to 5 from 9
    • – Sandwich knockback reduced to 1600 from 2900
    • – Sandwich knockback scaling increased to 15 from 12.5
  • Air Down Special
    • * Fixed an issue where fighters grabbed by Shaggy could become stuck in terrain
  • Rage Air/Ground Up Special
    • + Early hits now more reliably combo into final hit
    • – On-hit weakened debuff removed
  • Rage Air/Ground Down Special
    • – Shockwave on-hit weakened debuff removed
  • Rage Air/Ground Neutral Special
    • – On-hit weakened debuff removed

Steven Universe

  • Ground Side Attack 2
    • – Hitbox size reduced so the attack is less likely to hit behind Steven
  • Air Side Attack
    • ~ Now limits fall speed during attack recovery
  • Air/Ground Side Special
    • ~ Shields now slowly descend when anything is on top of them
  • Air/Ground Side Special (Cooldown)
    • ~ Now limits fall speed during attack recovery
  • Air/Ground Up Special
    • ~ Shields now slowly descend when anything is on top of them

Stripe

  • General
    • + Ground movement speed increased to 2350 from 2250
    • – Head hurtbox size increased; will fix certain projectiles whiffing versus Stripe on the ground 
  • Air/Ground Neutral Attack
    • – Start-up window increased 1 frame
    • ~ Now limits fall speed during attack recovery
  • Ground Side Attack 1
    • – Hitbox size reduced so the attack is less likely to hit behind Stripe
  • Ground Side Attack 2
    • ~ Hitbox size adjusted to better match visuals
  • Ground Side Attack 3
    • ~ Hitbox size adjusted to better match visuals
  • Ground Up Attack 2
    • ~ Hitbox size adjusted to better match visuals
  • Ground Down Attack
    • ~ Hitbox size adjusted to better match visuals
  • Ground Side Special
    • ~ Hitbox size adjusted to better match visuals
  • Air Side Attack
    • ~ Now limits fall speed during attack recovery
  • Air Up Attack
    • ~ Now limits fall speed during attack recovery
  • Air Side Special
    • ~ Hitbox size adjusted to better match visuals
  • Air/Ground Down Attack
    • ~ Now limits fall speed during attack recovery

Superman

  • Ground Dash Attack
    • + On-hit cancel window advanced 2 frames
    • ~ Knockback angle made more diagonal
  • Ground Side Attack 1
    • – Hitbox size reduced so the attack is less likely to hit behind Superman
  • Ground Side Attack 2
    • – Hitbox size reduced so the attack is less likely to hit behind Superman
  • Ground Side Attack 3
    • – Hitbox size reduced so the attack is less likely to hit behind Superman
  • Ground Side Attack 4
    • – Hitbox size reduced so the attack is less likely to hit behind Superman
    • ~ Knockback angle made more horizontal
  • Ground Down Attack
    • + Uncharged knockback increased to 1350 from 1250
    • – Hitbox size reduced so the attack is less likely to hit behind Superman
    • ~ Knockback angle made more horizontal
  • Air Neutral Attack
    • – Final hit knockback reduced to 1400 from 1500
    • – Hitbox size reduced so the attack is less likely to hit behind Superman
    • + Now maintains more momentum during attack start-up
    • ~ Now limits fall speed during attack recovery
  • Air Side Attack
    • ~ Hitbox size adjusted to better match visuals
    • – On-hit cancel window delayed 4 frames
  • Air/Ground Neutral Special
    • ~ Now limits fall speed during attack recovery
  • Ground Up Special
    • ~ Hitbox size adjusted to better match visuals
  • Ground Down Special
    • + Head hitbox start-up window reduced 4 frames
    • + Head hitbox active duration increased 6 frames
    • – Head hitbox size reduced so the attack is less likely to hit behind Superman
    • + On-hit cancel window advanced 3 frames
    • – On-whiff cancel window delayed 7 frames
    • ~ Laser explosion hitbox size adjusted to better match visuals
  • Aerial Down Special
    • ~ Head Hitbox position adjusted to better match visuals

Taz

  • Ground Down Attack
    • + Knockback increased to 1450 from 1200
    • ~ Knockback angle made more horizontal
    • + On-hit cancel window advanced 2 frames
    • ~ Hitbox size adjusted to better match visuals
  • Air Neutral Attack
    • ~ Now limits fall speed during attack recovery
  • Air Side Attack
    • + Repeat-move lockout reduced to 12 frames from 15 frames
  • Air Up Attack
    • ~ Now limits fall speed during attack recovery
  • Air Down Attack
    • + First hit hitbox active duration increased 1 frame
    • + On-hit cancel window advanced 7 frames
    • + Now allows fast fall during attack start-up
  • Air/Ground Neutral Special
    • – On-hit weakened debuff removed
  • Air/Ground Side Special
    • – On-whiff cancel window delayed 12 frames
    • ~ Now limits fall speed during attack recovery
  • Air/Ground Down Special
    • + On-hit branch window advanced 2 frames
    • ~ Now limits fall speed during attack recovery

The Joker

  • General
    • + Ground movement speed increased to 2120 from 2040
  • Ground Side Attack 1
    • ~ Hitbox size adjusted to better match visuals
  • Ground Side Attack 3
    • ~ Hitbox size adjusted to better match visuals
  • Ground Up Attack
    • – Start-up window increased 1 frame
    • – Hitbox active duration reduced 1 frame
  • Air Neutral Attack
    • ~ Now limits fall speed during attack recovery
  • Air Side Attack
    • ~ Hitbox size adjusted to better match visuals
    • ~ Now limits fall speed during attack recovery
  • Air Neutral Special
    • ~ Now limits fall speed during attack recovery
  • Air Side Special
    • ~ Now limits fall speed during attack recovery
  • Ground Up Special; Air version unchanged
    • ~ Hitbox size adjusted to better match visuals

The Powerpuff Girls

  • General
    • + Allies now gain a speed buff while Bubbles is the active leader
    • + Allies now gain a knockback buff while Buttercup is the active leader
    • ~ The Powerpuff Girls size reduced 13%
    • * Fixed an issue where certain attacks were not properly triggering controller rumble
  • Air Neutral Attack
    • – Knockback reduced to 1850 from 2800
    • + Knockback scaling increased to 18 from 0
    • ~ Knockback angle made more vertical
    • ~ Now limits fall speed during attack recovery
    • – Now maintains less momentum during attack start-up
    • – On-hit cancel window delayed 8 frames
  • Air Side Attack
    • + Now maintains more momentum during attack start-up
    • ~ Now limits fall speed during attack recovery
  • Air Up Attack
    • + On-hit cancel window into Air/Ground Up Special advanced 8 frames
    • + On-whiff cancel window advanced 5 frames
    • ~ Now limits fall speed during attack recovery
  • Air Down Attack
    • – Repeat-move lockout increased to 25 frames from 16 frames
  • Ground Neutral Special; Air version unchanged
    • + Buttercup attack knockback increased to 2200 from 1950
    • ~ Buttercup attack knockback angle made more horizontal
    • + Blossom attack final hit knockback increased to 1400 from 1200
    • + Blossom attack final hit knockback scaling increased to 22 from 12
    • – Blossom attack on-hit ice debuff reduced to 4 stacks from 5
  • Ground Side Special
    • + Buttercup throw knockback scaling increased to 15 from 6
    • + Bubbles throw knockback scaling increased to 26 from 13
    • ~ Bubbles throw knockback angle made more diagonal towards the other girls
    • + On-hit cancel window advanced 5 frames
    • + Start-up window before charge reduced 5 frames
  • Ground Down Special
    • + On-hit cancel window advanced 6 frames
  • Air Side Special
    • + Knockback scaling increased to 20 from 18
    • + Bubbles leader dash hitbox knockback increased to 3000 from 2400
    • + Buttercup leader dash hitbox knockback increased to 2450 from 2400
    • ~ Buttercup leader dash hitbox knockback angle made more vertical
    • – Hitstun reduced
    • – On-hit cancel window delayed 6 frames
  • Air Down Special
    • – Knockback reduced to 1800 from 2000
    • + Knockback scaling increased to 24 from 19
    • ~ Knockback angle made more vertical
    • + On-hit cancel window advanced 17 frames
  • “Rainbow Dash” Perk
    • – Knockback reduced to 2000 from 2600
    • – Hitstun reduced
    • ~ Knockback angle made more downwards
    • – Knockback influence multiplier increased to 1.25 from 1.0

Tom & Jerry

  • General
    • + Ground movement speed increased to 2175 from 2125
  • Ground Side Attack 1
    • – Hitbox size reduced so the attack is less likely to hit behind Tom & Jerry
  • Ground Side Attack 2
    • – Hitbox size reduced so the attack is less likely to hit behind Tom & Jerry
  • Ground Side Attack 3
    • ~ Hitbox size adjusted to better match visuals
  • Ground Side Attack 4
    • ~ Hitbox size adjusted to better match visuals
  • Air Side Attack
    • ~ Hitbox size adjusted to better match visuals
    • ~ Now limits fall speed during attack recovery
  • Air Down Attack
    • ~ Hitbox size adjusted to better match visuals
  • Ground Down Special
    • ~ Hitbox size adjusted to better match visuals
  • Air Side Special
    • ~ Now limits fall speed during attack recovery

Velma

  • General
    • + Ground movement speed increased to 2065 from 2050
  • Ground Side Attack 1
    • ~ Hitbox size adjusted to better match visuals
  • Ground Side Attack 2
    • ~ Hitbox size adjusted to better match visuals
  • Ground Side Attack 3
    • ~ Hitbox size adjusted to better match visuals
  • Air Side Attack
    • ~ Now limits fall speed during attack recovery
  • Air Down Attack
    • ~ Hitbox size adjusted to better match visuals
  • Ground Down Special (Mystery Machine)
    • * Fixed an issue where fighters could disappear permanently after being captured by the Mystery Machine
  • Air Side Special
    • + On-hit cancel window advanced 1 frame
    • + Now maintains more momentum during attack
    • ~ Hitbox size adjusted to better match visuals

Wonder Woman

  • Ground Side Attack 1
    • – Hitbox size reduced so the attack is less likely to hit behind Wonder Woman
  • Ground Side Attack 2
    • – Hitbox size reduced so the attack is less likely to hit behind Wonder Woman
  • Ground Side Attack 3
    • – Hitbox size reduced so the attack is less likely to hit behind Wonder Woman
  • Air Side Attack
    • – Hitbox size reduced so the attack is less likely to hit behind Wonder Woman
  • Air Up Attack
    • ~ Hitbox size adjusted to better match visuals
  • Ground Side Special
    • – Hitbox size reduced so the attack is less likely to hit behind Wonder Woman

Source: MultiVersus


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