1.05 Mid-Season Patch Notes Part 2
These Patch Notes are continuation of Part 1
Characters
Legend:
+ = Buff
- = Nerf
~ = Change
* = Bugfix
Note: Attacks callouts reference default controls.
Arya
Ground Dash Attack
Air Neutral Attack
Ground Dash Attack
Ground Up Attack
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
Ground Neutral Attack
Air Side Attack 1
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
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
Air/Ground Down Special
Passive
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
General
LeBron
Ground Dash Attack
Air/Ground Neutral Attack
General
Ground/Air Neutral Attack
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
General
"Flaming Re-Entry" Signature Perk Returns!
Air Up Special
Ground Dash Attack
General
Passive
General
Air Side Special
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
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
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!
Twitter: https://go.wbgames.com/MVSTwitter
TikTok: https://go.wbgames.com/MVSTikTok
Instagram: https://go.wbgames.com/MVSInstagram
Facebook: https://go.wbgames.com/MVSFacebook
Reddit: https://go.wbgames.com/MVSReddit
Discord: https://go.wbgames.com/MVSDiscord
Characters
Legend:
+ = Buff
- = Nerf
~ = Change
* = Bugfix
Note: Attacks callouts reference default controls.
Arya
Ground Dash Attack
- ~ Updated knockback to hit more consistently near the ledge
- Fixed an issue where Arya would float into space while attempting to use face steal
Air Neutral Attack
- + On-hit branch window 5 frames earlier
- - Damage reduced to 11 from 12
- - On-whiff branch window delayed 4 frames
- - Strength buff is now consumed after a successful attack to an enemy
- + On-hit branch window can be canceled 26 frames earlier
- - On-whiff branch window delayed 4 frames
Ground Dash Attack
- - On-whiff branch window delayed 8 frames
- Fixed an issue where Bat Bomb could be applied to two enemies simultaneously if hit on the same frame
- - Leg hurtbox size increased
Ground Up Attack
- - Lightning strike projectile now applies a 4-second cooldown
- + Knockback increased to 2300 from 2200
- - On-hit dodge branch window delayed 5 frames
- - Final hit base knockback reduced to 1500 from 1750
- - On-whiff branch window delayed 5 frames
- ~ Visuals now better match hitbox size
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
- - Hitbox active duration reduced 2 frames
- ~ Pie projectile hurtbox size increased to match hitbox size. Should address issues with inconsistent projectile interactions.
- + More aerial momentum is maintained on attack start-up
- ~ Enemy attacks only do one damage to the safe; armor break hits still immediately destroy the safe
- - Safe health reduced to 3hp from 16hp
- - On-hit branch window delayed 5 frames
- ~ Knockback angle made more horizontal
- ~ Lowered platform height of vertical rocket to address issues where platform collision would push enemies away from the hitbox
- 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
- + Now has a melee hitbox while projectile spawn is on cooldown
Ground Neutral Attack
- + Knockback scaling to 15.5 from 14
- + Knockback scaling to 20.5 from 19.5
- Fixed an issue where this attack was not breaking armor on both hits
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
- - Hitstun reduced
- + Knockback increased to 1750 from 1650
- + Hitbox start-up time advanced 5 frames
- + On-hit branch window advanced 2 frames
- ~ Placing the star will automatically adjust its position to prevent Garnet from ringing herself out on star dash
- ~ Gauntlets no longer spawn a star if the gauntlets were destroyed from leaving the arena
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.
- - Popcorn charge no longer affects arrow explosion damage/knockback
- - 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
- - On-whiff branch window delayed 8 frames
- ~ 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'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
- + Maximum movement from charge increased 5%
- - On-hit branch window delayed 5 frames
- - On-whiff branch window delayed 5 frames
- + Knockback increased to 1250 from 1175
- ~ 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
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
- - On-whiff branch window delayed 6 frames
- - Hitbox size adjusted so it is less likely for Iron Giant to hit enemies behind him
- - On-whiff branch window delayed 6 frames
- ~ 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 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
- + Start-up window before charge reduced 6 frames. Start-up window after charge reduced 4 frames.
- + Hitbox size increased to better match visuals
- + Hitbox active duration increased 3 frames
- + Hitbox start-up time advanced 2 frames
- + More aerial momentum is maintained on attack start-up
- + Hitbox start-up time advanced 3 frames
- ~ Now applies incapacitate-resistance buff to incapacitated enemies
General
- ~ Machete hitboxes on several attacks now better match attack visuals
- + Hitbox start-up time advanced 2 frames
- + Hitbox start-up time advanced 1 frame
- Fixed an issue where the first hit would not properly vacuum into the second hit under certain circumstances
- + Start-up window reduced 3 frames
- - On-whiff branch window delayed 5 frames
- + Hitbox start-up time advanced 1 frame; will now hit higher up on Jason
- + Hitbox added to Jason's head
- ~ 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
- + No longer prevents terrain bounce on knockback
- + Hitbox start-up after charge advanced 10 frames
- ~ Maximum charge time increased
- - Required charge amount for armor increased 4 frames
- Fixed an issue where dodge attack momentum was not properly conserved
- + 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
- + First hit more reliably combos into second hit
- - Repeat-move lockout increased to 15 frames from 8 frames
- + Hitbox start-up time advanced 4 frames
- + Knockback scaling increased to 19 from 15
- + Start-up on hitting ground increased 6 frames
- + Hitbox size increased
- + Now allows ground movement while holding the special button
- - Max horizontal speed reduced
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
- - Projectile lifetime reduced to 2.75 seconds from 4.25 seconds
- Fixed an issue where the flag would fall through the platform on which it was placed
General
- Fixed his drive animation facing the wrong way
- + Uncharged hitbox start-up time reduced; allows easier combos from Side Attack 2 into Side Attack 3
- - Hitbox active duration reduced to prevent Morty from hitting behind himself
- - Grenade are now properly blocked by projectile-blocking effects
- ~ 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
- - On-whiff branch window delayed 15 frames
- - Horizontal movement reduced
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
- + Reindog now flies more horizontally when thrown sideways by an ally
- - No longer damages invulnerable enemies
- Perk effect: "Rick's Meeseeks deal extra damage to fighters that are already in hitstun."�
- - Hitbox active duration reduced 1 frame
- 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
- - Hitstun reduced
- + Sandwiches no longer collide with the bottom of fall-through platforms
- - Damage reduced to 9 from 10; ground up special unchanged
- - Knockback reduced to 1400 from 1500; ground up special unchanged
- ~ Knockback made more horizontal
- - Charge duration while holding a sandwich extended
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
- - Charge knockback multiplier reduced
- ~ Hitbox size adjusted so it is less likely for Steven to hit enemies behind him
- ~ 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
- - On-whiff branch window delayed 8 frames
- - Hitbox start-up delayed 1 frame
- - Repeat-move lockout increased to 16 frames from 8 frames
- ~ Spawned shield no longer counts as "solid ground" for beginning up special cooldown
- - Now takes damage on fighter terrain bounce and will break after 3 bounces; behavior matches side special shield
- Fixed an issue where the animation would not cancel if Steven became airborne during the attack
- - Hitbox size reduced once Steven has landed on the ground
General
- Fixed an issue where Stripe"s hurtboxes would be misaligned during dodge animations
- ~ 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
"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."
- - Hitstun reduced
- - No longer infuses projectiles with ice above 6 stacks
- 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
- Fixed an issue where Superman would float away while attacking certain conditions
- Fixed an issue where bonus damage was not being applied to frozen enemies
Ground Dash Attack
- + First hit more reliably combos into second hit
- Fixed an issue preventing Taz from doing actions other than side attack after jab 1
- + 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
- ~ First hit prevents terrain bounce on knockback; final hit unchanged
- - Charge damage multiplier reduced; maximum damage after both hits reduced to 19 from 29
- + Hitbox size increased 20%
- + 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
- ~ 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
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
- Fixed an issue where Jerry cooldown would not start if Jerry died while attached to a rocket
General
- - Ground side dodge distance reduced 10%
- ~ Hitbox size adjusted so it is less likely for The Joker to hit enemies behind him
- - On-whiff branch window delayed 4 frames
- ~ Diamond card now properly comes to a stop after colliding with terrain
- - 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
- Fixed an issue where riding the balloon would immediately ringout the rider
- - Repeat-move lockout increased to 15 frames from 8 frames
- - Knockback scaling reduced to 21 from 27
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
- Fixed an issue where evidence would stop randomly spawning on the map after Velma was rung out.
- + On-whiff branch window advanced 4 frames
- + On-whiff branch window advanced 4 frames
- + Velma can now hold forward to slide forward during attack start-up
- + Velma can now aim the megaphone
- ~ 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
- + 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
- ~ Now ignores player collisions during movement
- + Now has a chance to spawn evidence
- Fixed an issue where Velma could fall to her death if the ground was destroyed beneath her while summoning the Mystery Machine
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
- - On-hit branch window delayed 3 frames
- - 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.
- - 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
- ~ Reduced duration visually in attack pose; branch windows and hitbox timing unchanged
- Fixed an issue where lasso could sometimes be reflected; lasso is not reflectable
- - 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
- - Hitbox start-up delayed 2 frames
- - 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
- - Cooldown increased to 33 seconds from 28 seconds
- 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!
Twitter: https://go.wbgames.com/MVSTwitter
TikTok: https://go.wbgames.com/MVSTikTok
Instagram: https://go.wbgames.com/MVSInstagram
Facebook: https://go.wbgames.com/MVSFacebook
Reddit: https://go.wbgames.com/MVSReddit
Discord: https://go.wbgames.com/MVSDiscord