The MultiVersus Season 4 1.4.2 Hotfix been released by Player First Games, addressing various issues and making adjustments to fighters, rifts, and perks. From fixing animation and attack properties to adjusting hitbox sizes, these patch notes aim to improve gameplay and overall balance in the game. Read the full patch notes below to see how your favorite characters have been affected by these changes.
MultiVersus Season 4 1.4.2 Hotfix Patch Notes:
General
- Fixed an issue where the Star Contenders game mode for Wacky Weekend was not working properly
Fighters
- Fighters can now be purchased for tickets or fighter currency from the fighters tab. (Note: these purchase options will only appear if you have enough tickets or fighter currency to purchase the fighter.)
Rifts
- Fixed an issue where timed-release difficulties would show as “Expired” rather than counting down until their release
Perks
- Static Electricity
- * Text has been updated to say “3 seconds” instead of “2 seconds,” now matching perk behavior
- ~ Light projectiles no longer count as a distinct attack for the purposes of charging this perk
- ~ Direct damage like fire/shocked debuffs no longer count as a distinct attack for the purposes of charging this perk
Characters
Legend:
+ = Buff
– = Nerf
~ = Change
* = Bugfix
Note: Attacks callouts reference default controls.
Agent Smith
- Air/Ground Neutral Attack (Cooldown)
- – On-hit cancel window delayed 8 frames
- Side attack 1
- – Hitstun reduced from 1.9 to 1.5
- ~ Animation and attack properties have been updated, hitbox size adjusted to match new visuals
Arya
- Air/Ground Neutral Special
- * Fixed an issue where Arya could cancel the start-up of any face-steal attack
Batman
- Air/Ground Neutral Attack
- * Fixed an issue where Batarang would not be reflected properly by certain attacks
- Air/Ground Neutral Special
- ~ Bat bomb will no longer be applied to map enemies like Mojo Jojo
Bugs Bunny
- Air/Ground Down Attack (Pie)
- + Pie projectile is no longer broken by enemy melee attacks that otherwise would not normally destroy projectiles
- * Fixed an issue where the pie would be destroyed after being melee attacked by an ally under certain conditions
Iron Giant
- Rage Air/Ground Side Special
- ~ Plasma orb projectile now stops moving after successfully trapping an enemy fighter
Jason
- Air Down Attack
- ~ Hitbox size adjusted to better match visuals
LeBron
- Air Down Attack (No Basketball)
- ~ Hitbox size adjusted to better match visuals
Raven
- General
- * Updated several animations for more visual clarity
- Ground Neutral Attack
- * Fixed an issue where this attack was not properly blocked by certain projectile blocking effects
Reindog
- Air Up Special
- * Fixed an issue where Reindog could not be grabbed by enemies during this attack
Samurai Jack
- Air Neutral Special
- * Fixed an issue where grabbing certain projectiles would instantly fill Samurai Jack’s focus meter
Taz
- General
- * Fixed an issue where Taz was rotated perpendicular to terrain when terrain bouncing under certain conditions
- Air/Ground Neutral Special
- * Fixed an issue where eaten fighters would not follow Taz as he moved
- Air/Ground Up Special
- + First hit now more reliably combos into follow-up hits
The Joker
- Air Neutral Special
- ~ Visuals adjusted to better match hitbox
Velma
- Passive
- * Fixed an issue where spawning evidence would consume the electric projectile buff from the Static Electricity perk
- Ground Down Special (Mystery Machine)
- + Cancel window after summoning Mystery Machine advanced 40 frames
- + Mystery Machine now takes 0.6 seconds to activate after being summoned, down from 1 second
- + Mystery Machine air speed increased to 2500 from 2000
- + After capturing an enemy, Mystery Machine will begin moving again after 0.67 seconds, down from 2.5 seconds
- + After capturing an enemy, Mystery Machine now gains a small movespeed buff
- – Mystery Machine capture hitbox size reduced
- – Mystery Machine can no longer capture enemy fighters while the Mystery Machine is in hitstun
- – Mystery Machine now self destructs after 10 seconds if it has not captured a fighter
- ~ Enemy fighters captured by Mystery Machine now have an easier button mash requirement to escape at low damages, and a harder button mash requirement to escape at high damages
- * Fixed an issue where the Mystery Machine was unable to jump to track enemy fighters
- * Fixed an issue where the mash timer for captured enemy fighters would sometimes appear far above the Mystery Machine
- * Fixed an issue where fighters would be prevented from turning invisible after being captured by the Mystery Machine
- * Fixed an issue where fighters that relied on invisibility could not perform certain actions after being captured by the Mystery Machine
Source: MultiVersus
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