MultiVersus Releases Season 3 Update

MultiVersus Releases Season 3 Update

Key Takeaways

  • MultiVersus Season 3 introduces the Powerpuff Girls as a new addition to the game’s roster through the battle pass.
  • Season 3 patch includes new PvE Rifts, maps, ranked mode rewards, and combat changes for various characters.
  • The developers aim to keep the game engaging by introducing new popular characters each season and improving gameplay mechanics.

As a seasoned gamer with decades of experience under my belt, I can confidently say that this patch has brought about some significant changes to our beloved game. The adjustments to the Up Attack have made for a more strategic and less passive gameplay experience, which is always welcome in my book.


The third season of MultiVersus has been launched, featuring the introduction of the Powerpuff Girls to the game. Players can now enjoy these three characters in MultiVersus. Alongside this release, the developers have shared the details of the update, which include fresh events, cosmetic items, and a fresh round of adjustments (buffs and nerfs) for several fighters within the game.

As a die-hard fan, I can tell you that the second season of MultiVersus was a whirlwind for me and fellow gamers! It was nothing short of thrilling to see Samurai Jack make his grand entrance onto our battlefield, enriching the game’s roster with one of Cartoon Network’s most cherished characters.

The third season of MultiVersus has kicked off, featuring the eagerly anticipated introduction of the Powerpuff Girls! Similar to how Jason debuted in Season 1 and Samurai Jack emerged in Season 2, the Powerpuff Girls are introduced as the top-tier reward within the premium track of the battle pass. This allows players to also unlock fresh skins for Rick, Velma, Tom and Jerry, Arya Stark, Black Adam, and Wonder Woman. The battle pass is brimming with rewards themed around the Powerpuff Girls, with the Rowdyruff Boys skin being one of the standout prizes, available at level 70.>

3.0 Update introduces a Powerpuff Girls-themed PvE Rift called “Naptime is Over,” now accessible to all players, with the “Batman Megamix” PvE Rift arriving during the season. The multiplayer mode in MultiVersus now offers new rewards, allowing players to obtain skins modeled after Townsville’s protectors. In the third-season patch, the game added two maps: “Midnight Showing” and its 1v1 variant “Dexter’s Lab 2 (1v1)”. New map rotations were also implemented for various modes, along with combat adjustments, bug fixes, character balance changes for characters including Finn, Iron Giant, Bugs Bunny, and Jason.

Every season, developers enrich the game’s roster by introducing well-known characters like Jason, Agent Smith from The Matrix, and the Joker in MultiVersus Season 1, followed by Samurai Jack and Beetlejuice in the second season, and most recently, the Powerpuff Girls. Regular updates introduce balance adjustments, new cosmetics and events, and enhancements to gameplay mechanics such as the tech system, which helps players respond more swiftly during matches. As a result, MultiVersus consistently offers fresh content designed to maintain the community’s interest while attracting new players.

MultiVersus Season 3 Patch Notes

General

  • SEASON 3 BEGINS! There is a new Season 3 BATTLEPASS now available!
  • New Character: The Day is Saved! The Powerpuff Girls fly into the Multiverse to smack down some baddies and save Townsville. They are available as part of the Premium Season 3 BATTLEPASS.

Rifts

  • The “Naptime is Over” PvE Rift is NOW AVAILABLE!
  • The “Batman Megamix” PvE Rift has been added and will unlock later in the season:

Rift Updates

  • Gems can now be leveled up to level 20 instead of level 10, but total maximum XP and maximum strength are unchanged. Current gems will scale to their new level based on their current XP, and level 10 gems will scale to level 20 gems with the start of Season 3.
  • Rift difficulties are now unlocked based on total gem XP rather than the average level of the player’s top 3 gems.

Rift Combat Updates

  • Updated several level actors to support controller rumble feedback

Ranked

  • If you have a character in Diamond / Master, other characters will be adjusted to Silver V / Gold V on their first game respectively
  • Fixed a bug causing RP calculation to read inaccurate skill ratings
  • Defeating players of a higher tier than you now has a higher minimum RP gain before MMR is accounted for
  • Losing to players of a higher tier than you now has a lower maximum RP loss
  • Note: We started with a light touch, if we feel RP gains aren’t appropriate for a significant difference in ranks, we will tune further via server hotfixes
  • Base progression in lower tiers has been toned down a bit as there are now multiple mechanisms to accelerate high skill and experienced players
  • Matchmaking favors games with players within a single tier, but may still fallback to two tiers
  • Pre-made groups are assigned their MMR by the strongest player for both placement and RP calculations
  • Raised the target MMR for Master
  • Master I players will decay RP for inactivity
  • Coming In a Future Patch: Win Streaks will be displayed in face-off

Unranked + Ranked:

  • We now use OpenSkill to calculate MMR instead of a customized version of Glicko for matchmaking. This should result in new and returning players getting more appropriate games.

New Maps:

  • Midnight Showing
  • Midnight Showing (1v1)
  • Dexter’s Lab 2 (1v1)

General

  • Updated several map elements to support controller rumble feedback

Cromulons

  • Center floating platform size increased by 20% on both variants
  • Destructible map elements removed when Hazards are toggled off

Dexter’s Lab

  • Fixed several issues affecting gameplay

Dexter’s Lab 2

  • *NEW* 2v2 variant is added with a 20% map size increase
  • Original variant is now Dexter’s Lab 2 (1v1)

Teen Titans Tower

  • Blast Box width increased 5% on all variants
  • Side walk-off platforms removed when Hazards are toggled off
  • Destructible map elements removed when Hazards are toggled off

Throne Room (1v1)

  • Fixed an issue where background visuals would not always play

Tree Fort

  • Destructible map elements removed when Hazards are toggled off

Trophy’s E.D.G.E.

  • Floating platforms sizes increased by 20% on all variants

Scooby’s Haunted Mansion

  • Destructible map elements removed when Hazards are toggled off

Ranked Map Pools

1v1 Map Pool

  • Dexter’s Lab 2 (1v1) has replaced Dexter’s Lab 2
  • Sky Arena (1v1) has replaced its No Platforms variant
  • Water Tower (Locked Door) has replaced its default stage variant

2v2 Map Pool

  • Sky Arena has replaced its No Platforms variant
  • Water Tower (Locked Door) has replaced its default stage variant

Unranked Map Pools

  • Dexter’s Lab has returned to the FFA pool
  • Dexter’s Lab 2 (1v1) has replaced Dexter’s Lab 2 in the 1v1 pool
  • Midnight Showing has been added to the FFA and 2v2 pools
  • Midnight Showing (1v1) has been added to the 1v1 pool
  • Water Tower has replaced Water Tower (Locked Door) in the FFA pool

Training Mode

Starting from the Season 3 update, we’ll be enhancing the user experience and design in the Training Mode for a smoother and more intuitive interaction. Our aim is to make it easier to navigate and offer ideal training settings.

  • Added “Hitstun Combo Counter” to Training Mode
  • Improved timing when resetting in Training Mode
  • Changed Bot Behavior to not return the spawn location after being hit

General Combat

Movement Changes

We aim to enhance aerial agility for fighters to provide a smoother gameplay experience, offer diverse approach strategies, and elevate player’s creative expression. The specific adjustments for each character can be found in the character update notes, while the broad changes are detailed here:

  • Certain air attacks now maintain more momentum when executed as part of a dodge attack
  • Certain air attacks now maintain more momentum during attack start-up
  • Certain air attacks now allow fast fall during attack start-up
  • Certain air attacks now maintain less momentum when executed as part of dodging off of a platform ledge
  • Certain air attacks now maintain less momentum in the direction opposite the fighter’s facing during the attack

Additional Changes

  • Wall/ceiling terrain bounces no longer count as a terrain bounce for triggering an automatic tech. Only floor bounces count towards the automatic tech bounce threshold
  • Automatic tech animations are canceled immediately if a fighter is forced into the air for any reason
  • Certain ground dodge animations have been sped up so fighters are less likely to have trailing hurtboxes when their invulnerability ends

General Bugfixes

  • Fixed an issue where Instant Dodge Aerial specials consumed an air special resource

Perks

  • *NEW* General Perk – Broken Wings
  • Perk text: “If you get knocked back while you have no jumps remaining, gain an EXTRA JUMP. “
  • *NEW* General Perk – Blind Spot Guard
  • Perk text: “If an enemy dodges your melee attack, briefly gain some gray health.”

Characters

Legend:

+ = Buff

– = Nerf

~ = Change

* = Bugfix

Note: Attacks callouts reference default controls.

Agent Smith

With the introduction of the tech system, we have improved Agent Smith’s combo routes.

Ground Side Attack 1

+ Start-up window reduced 1 frame

+ Hitstun increased

~ Hitpause increased

Ground Side Attack 3

* Fixed an issue where fighters could become stuck to Agent Smith after this attack

Ground Down Attack

~ Knockback angle made more downward to allow ground bounces

Air Side Attack

~ Now allows fast fall during attack start-up

Air Down Attack

~ Now allows fast fall during attack start-up

+ Now maintains more horizontal momentum during attack start-up

Ground Down Special

~ Fixed certain projectile clank interactions

Arya

General

* Fixed an issue where certain props would disappear when rendered too far from the camera

Air/Ground Side Special

~ Fixed certain projectile clank interactions causing the dagger to float in the air

Air Neutral Attack

Currently, we’re adjusting the movement to slow down a bit upon landing from a platform leap to address an issue that was resulting in excessive speed (it’s still fairly quick).

Air Side Attack

Currently, we’ve adjusted the game mechanics to reduce speed significantly following a jump from a platform edge. This is to eliminate an issue that was causing characters to move excessively quickly (although it remains quite fast).

Air Up Attack

Currently, it reduces its speed significantly following a jump from a platform edge to eliminate an issue leading to excessive speed (although it’s still quite swift).

Air Down Attack

+ Now maintains more momentum during attack start-up

Banana Guard

Originally, Banana Guard primarily relied on aerial moves for all actions, with only knockout options available on the ground. Now, we’ve enhanced his playstyle to provide multiple combo possibilities and offer a distinct strategy for Banana Guard to experiment with on the ground as well.

Ground Up Attack

+ On-hit cancel window advanced 4 frames

Air Neutral Attack

+ On-hit cancel window advanced 1 frame

+ Now maintains more momentum during attack start-up

~ Knockback angle made more downward to allow ground bounces

Air Side Attack

+ Now maintains more momentum in the direction Banana Guard is facing during the attack

– Now maintains less momentum in the direction opposite Banana Guard’s facing during the attack

Air Down Attack

+ Now maintains more momentum during attack start-up

Air Side Special

– Now maintains less momentum in the direction opposite Banana Guard’s facing during the attack

Batman

Originally, Batman was known for his combination-based style, but over time, his strategy shifted heavily towards using his dash attack and aerial down special move. This shift resulted in slower gameplay for him or even buried the combo aspect of his gameplay with dodging boosted attacks. To enhance the gaming experience and cater to players at all skill levels, we’ve revamped Batman’s combat system to encourage more diverse playstyles and introduce fresh ways to enjoy playing as Batman.

Ground Dash Attack

~ *NEW* Batman’s dash attack is now a flurry of armor breaking punches

Air/Ground Neutral Attack (Cooldown)

~ Knockback angle made more downward to allow ground bounces

~ Hitpause increased

Ground Up Attack

~ Hitpause reduced

Ground Down Attack

In the updated version, when Batman performs a downward attack, it transforms into a swift slide kick, followed by a powerful kick upon impact. If another downward attack is inputted while the initial one is a hit, it will instead change to a sweeping kick that breaks through armor defenses.

Air Side Attack

Currently, it reduces excessive velocity upon jumping from a platform edge to eliminate an issue leading to unexpectedly high speeds (although it’s still quite swift).

Air Down Attack

+ Now allows fast-fall during attack start-up

Beetlejuice

We have introduced new combo routes to Beetlejuice to better explore his grounded gameplay. We have also improved his ability to approach with a combo starter in the air, and expand on his gameplay beyond his strength in jab.

General

+ Dodge attacks now more reliably give full movement momentum

Ground Side Attack 1

To avoid Ground Side Attack 2 from executing accidentally, we’ll delay the cancellation window of the on-whiff buffer by six frames.

Ground Up Attack

~ Visuals now better match hitbox

Ground Down Attack

+ Movement increased 25%

~ Knockback angle made more downward to allow ground bounces

Air Neutral Attack

+ On-hit cancel window advanced 1 frame

+ Now maintains more momentum during attack start-up

Air Side Attack

+ Now maintains more momentum during attack start-up

– Now maintains less momentum in the direction opposite Beetlejuice’s facing during the attack

Air Up Attack

Currently, it reduces excessive speed upon landing after jumping from a platform edge to eliminate an issue that was leading to unexpectedly high speeds (although it remains quick).

Air Down Attack

+ Now maintains more momentum during attack start-up

Black Adam

Black Adam was nearly invincible when it came to challenges from afar or while hidden behind an ally. Adjustments will be made to reduce his commanding presence on the stage.

Ground Down Attack

– Now applies a 6 second cooldown for the lightning tendril projectile

Air Neutral Attack

– Hitbox size reduced 10%

~ Hitpause reduced

Air Down Attack

+ Now maintains more horizontal momentum during attack start-up

Currently, we’re adjusting the game mechanics so that characters lose some speed after jumping off a platform ledge to address an issue causing excessive movement speed (it’s still quick).

Air/Ground Neutral Special

+ Start-up window before charge reduced 5 frames

– Once chain lightning has hit an enemy, that enemy is immune to chain lightning for 6 seconds

Air/Ground Side Special

– Now costs 1 unit of dodge meter

Ground Down Special

~ Projectile shield is now destroyed when Black Adam is rung out

Bugs Bunny

Ground Side Attack 1

– Hitbox size reduced so the attack is less likely to hit behind Bugs

Air/Ground Down Attack (Pie)

~ Throwing a pie no longer destroys pies that have been reflected by enemies

Air Neutral Attack

– Now maintains less momentum in the direction opposite Bugs Bunny’s facing during the attack

Air Side Attack

+ Now maintains more momentum during attack start-up

– Now maintains less momentum in the direction opposite Bugs Bunny’s facing during the attack

Air Down Attack (No Pie)

+ Now maintains more momentum during attack start-up

Air/Ground Neutral Special

* Fixed an issue where Safe was not acting as a heavy projectile while in motion

Air/Ground Down Special

* Fixed an issue where fighters actions were not canceled upon entering the tunnel

“Lingering Love” Perk

~ Fixed certain projectile clank interactions

Finn

In simpler terms, Finn primarily aims to swiftly transport opponents towards the explosion area because a significant number of his most effective moves involve mid-air maneuvers. This upcoming update is designed to enhance the force behind his “Backpack Strength” ability and also introduce some measures to prevent instant carries.

In the next update, we’ll make adjustments to enhance Finn’s combo effectiveness, maintaining his aggressive on-stage playstyle, and at the same time, reducing emphasis on off-stage carrying abilities.

General

* Fixed an issue where certain props would disappear when rendered too far from the camera

Air Neutral Attack

+ Now maintains more momentum during attack start-up

+ Now allows fast fall during attack start-up

– Repeat-move lockout increased to 20 frames from 8 frames

Air Side Attack 1

+ Now maintains more momentum during attack start-up

Air Up Attack

Currently, it reduces its speed significantly following a jump from a platform edge to address an issue where the character would inadvertently move extremely quickly (although it’s still quite fast).

Air Down Attack

+ Now maintains more momentum during attack start-up

+ Now allows fast fall during attack start-up

Air/Ground Neutral Special (with BMO)

Currently, movements don’t account for player collisions; this change aims to resolve problems where Finn seems unable to advance or attack enemies he’s adjacent to.

Air Down Special

* Fixed an issue where parrying this attack would not put Finn into parry stun

– Hitstun reduced

~ Knockback angle made more downward to allow ground bounces

~ Hitbox size is now consistent regardless of coin value

“Backpack Strength” Perk

– Up special maximum knockback bonus from coins reduced to 125 from 225

– Dash attack maximum knockback bonus from coins reduced to 100 from 200

– Maximum damage multiplier from coins reduced to 1.25 from 1.5

Garnet

Originally, Garnet encountered certain gameplay problems causing combos to fail or struggling against quicker opponents during matches. To address these issues, we’ve streamlined the combo sequences, fortified specific moves with armor, and enhanced the speed at which some of Garnet’s superior closing moves attack.

*NEW* Signature Perk “Thunderclap”

In simpler terms, activating a specific ability (Special) right after setting up Garnet’s electric trap will cause it to explode instantly.

General

+ Hurtbox size reduced on Garnet’s gauntlets

* Fixed an issue where certain props would disappear when rendered too far from the camera

Ground Side Attack 2 (Down)

~ Knockback angle made more downward to allow ground bounces

Ground Down Attack

+ Now applies armor on start-up after a charge threshold

+ Now has hitboxes on Garnet’s gauntlets that hit fighters downwards

+ Uncharged shockwave projectile speed increased 15%; maximum charge speed unchanged

Air Neutral Attack

+ On-whiff cancel window advanced 4 frames

Air Side Attack 1

Currently, we’re minimizing the speed after a jump from a platform ledge to address an issue that was resulting in unexpectedly high speeds (it’s still quite swift).

Air Up Attack

– Now maintains less momentum in the direction opposite Garnet’s facing during the attack

Air Down Attack

+ Now maintains more momentum during attack start-up

– On-whiff cancel window after landing delayed 10 frames

Air/Ground Neutral Special

~ Rhythm buff can now be stacked a third time granting Garnet and her ally a projectile shield

+ Sing time required to charge a Rhythm buff stack reduced to 0.65 seconds from 0.75 seconds

– Rhythm buff stack duration decreased to 5 seconds from 7 seconds

Air/Ground Side Special (Cooldown)

– Hitbox size reduced so the attack is less likely to hit behind Garnet

+ Now maintains more momentum during attack start-up

Ground Up Special (Cooldown)

+ Second hit damage increased to 8 from 7

+ First hit now more consistently combos into second hit

“Marker” Perk

* Fixed an issue where gauntlets could spawn a star too close to the top blast zone

Gizmo

Air/Ground Neutral Attack

Start-up window before charge increased 3 frames

Air Side Attack

+ Now maintains more momentum during attack start-up

As a dedicated player, I’ve learned to adjust my trajectory carefully after jumping off a platform ledge to avoid a technical glitch that used to propel me at an “over-the-top” velocity (still quite swift).

Air Up Attack

– Hitbox size reduced to better match visuals

Currently, we’ve adjusted the movement to decelerate more after jumping from a platform edge. This change is aimed at resolving an issue where an unwanted “excessive” speed was occurring (it’s still quite swift).

Harley Quinn

General

I found a problem that caused the Confetti debuff to accumulate excessively when targets were struck by their fellow team members. This issue has now been resolved.

Ground Up Attack

– On-whiff cancel window delayed 9 frames

– Start-up window after charge increased 1 frame so the attack is less likely to hit behind Harley

Ground Down Attack 1

+ Now more reliably combos into Ground Down Attack 2

Air Neutral Attack

Currently, we’ve adjusted the game mechanics to reduce speed when a jump is made immediately after dodging from a platform edge. This change aims to address an issue that was leading to unexpectedly rapid movement (still quite fast).

+ Now maintains more momentum when executed as part of a dodge attack

– On-hit cancel window delayed 7 frames

Air Side Attack

+ Now maintains more momentum during attack start-up

Air Down Attack

~ Fixed certain projectile clank interactions

+ Now maintains more momentum when executed as part of a dodge attack

Air/Ground Neutral Special

~ Fixed certain projectile clank interactions

Air/Ground Side Special

~ Fixed certain projectile clank interactions

Resolved a problem that caused the projectile to get destroyed when Harley was interrupted mid-attack.

Air/Ground Down Special

~ Fixed certain projectile clank interactions

Iron Giant

In this update, the Iron Giant receives modifications to its knockback angles, improved timings for dodging boosted attacks after being hit, and tweaks to its “Rage” mode. The goal is to develop fresh combo sequences that end with a finisher, but prevent lengthy extensions that ensure offstage carries. Additionally, adjustments to the Rage mode aim to balance out the advantage one team may have had during this period and make the game fairer for all players.

General

Rectified a problem that occurred when the Iron Giant turned into a chicken during rage mode, causing his hitbox to significantly shift out of alignment. This issue was particularly challenging to tackle.

Passive

– Burst cooldown during Rage mode increased to 45 seconds to match default cooldown timing

Ground Down Attack

+ Start-up window reduced 3 frames

+ Knockback increased to 1550 from 1450

+ Iron Giant now moves forward while performing this attack to make it easier to connect

~ Knockback angle made more horizontal

– On-hit cancel window delayed 5 frames

Ground Up Attack

+ Start-up window before charge reduced 2 frames

Air Neutral Attack

~ Final hit Knockback will now always hit away from Iron Giant

~ Knockback angle made more downward to allow ground bounces

Air Side Attack

Currently, it reduces its speed significantly following a dodge from a platform edge to address an issue leading to overly rapid movement (it’s still quite swift).

Air Up Attack

As a gamer, I’ve adjusted my moves to minimize loss of speed when performing actions right after dodging from a platform edge. This change aims to address an issue where the game was occasionally propelling me at an unexpectedly high speed (it’s still quite fast).

Air Down Attack

Currently, it’s adjusted to lose less velocity upon jumping from a platform edge to address an issue resulting in unexpectedly high speeds (it’s still quite swift).

Air/Ground Up Special

– Now maintains less momentum during attack start-up

Rage Ground Side Attack

+ Projectiles now ignore platforms

Rage Ground Down Attack

– No longer spawns a shockwave

Rage Air/Ground Side Special

* Fixed an issue where Iron Giant could spawn two plasma orbs in quick succession

Jake

Initially, Jake’s strength was evident from afar, but he struggled with tactics to engage opponents other than relying on his bite command grab, which had substantial payoff. To enhance Jake’s gameplay, we have focused on developing ground techniques for a more versatile approach, and we’ve adjusted the knockback angles of certain aerial attacks to encourage aggressive combo initiations.

Ground Side Attack 1

+ Start-up window reduced 3 frames

Ground Side Attack 3

+ Knockback scaling increased to 17.5 from 16.5

Ground Neutral Attack

+ Uncharged knockback increased to 1600 from 1500

+ Uncharged knockback scaling increased to 19 from 18.5

~ Knockback angle made more horizontal

+ Start-up window reduced 4 frames

– On-whiff cancel window delayed 8 frames

Ground Up Attack

+ Forearm and hand hurtbox are now invulnerable during the attack if charged at least 50%

Ground Down Attack

+ Start-up window before charge reduced 2 frames

+ Knockback increased to 1450 from 1250

– Repeat-move lockout increased to 15 frames from 8 frames

Air Neutral Attack

– Knockback reduced to 1400 from 2000

~ Knockback angle made more downward to allow ground bounces

+ Cancel window into Air Neutral Attack Special Follow-up advanced 3 frames

+ Now maintains more momentum during attack start-up

– Repeat-move lockout increased to 23 frames from 8 frames

Air Neutral Attack, Special Follow-up

– Damage reduced to 10 from 12

– On-whiff cancel window delayed 10 frames

Air Side Attack

+ Now maintains more momentum during attack start-up

+ Now maintains more momentum when executed as part of a dodge attack

– Repeat-move lockout increased to 20 frames from 8 frames

Air Up Attack 1

+ Now maintains more momentum during attack start-up

Air Up Attack 2

– Knockback reduced to 1150 from 1450

+ Forearm and hand hurtbox are now invulnerable during the attack

Air Down Attack

+ Now allows fast fall during attack start-up

– Now maintains less momentum in the direction opposite Jake’s facing during the attack

+ Start-up window reduced 2 frames

* Fixed an issue where Jake would not always hop on-hit

Air/Ground Neutral Special

– Jake can no longer jump while there are enemies in his stomach

The minimum eating time has been significantly decreased to just 0.75 seconds, which means that the victims find it much simpler to quickly press or mash the button.

– Eaten enemies now escape if Jake attempts to ring himself out in the bottom blast zone

Resolved a problem that allowed Jake to ascend towards the upper blast zone when he missed this specific attack under particular circumstances.

Air/Ground Side Special

As a gamer, I’ve made it so that my character moves freely without any collision with other players. This change should eliminate instances where Jake seems to be trapped close to enemies without dealing damage to them.

“Stay Limber” Perk

* Fixed an issue where Jake would not bounce if the player held a down input

Jason

Air Neutral Attack

Currently, it reduces the speed significantly following a dodge from a platform edge to eliminate an issue leading to excessively rapid movement (Even though it’s still quite swift).

+ Now maintains more momentum when executed as part of a dodge attack

Air Side Attack

Currently, it reduces its speed significantly upon performing an action right after dodging off a platform ledge to avoid an issue leading to excessive movement speed (it’s still quite swift).

+ Now maintains more momentum when executed as part of a dodge attack

Air Down Attack

+ Now maintains more momentum during attack start-up

LeBron

To excel in the game without basketball, LeBron needed a different approach, either playing passively or holding onto the ball as much as possible. We’ve enhanced attacks when LeBron is not holding the ball, making him more enjoyable to play without it. Additionally, we’ve incorporated a grounded tech system that allows LeBron to bounce opponents for combo starters when he’s on the ground.

General

+ Basketball hitbox size increased to better match visuals

Ground Side Attack 1 (Basketball)

+ Hitbox size increased

+ Hitbox active duration increased 2 frames

Ground Side Attack (No Basketball)

+ Start-up window reduced 3 frames

Ground Neutral Attack (Basketball)

+ Start-up window before charge reduced 3 frames

+ Uncharged damage increased to 6 from 5

+ Uncharged knockback increased to 1850 from 1750

+ Uncharged knockback scaling increased to 22 from 20

– Charge maximum damage multiplier reduced to 2 from 2.5

– Charge maximum knockback Multiplier reduced to 1.75 from 2.25

~ Hitpause reduced

Ground Down Attack (Basketball)

~ Hitbox now better matches the visuals

~ Knockback angle made more downward to allow ground bounces

Ground Side Attack (No Basketball)

+ Sped up Startup by 6 frames

Ground Down Attack (No Basketball)

+ Start-up window reduced 6 frames

+ On-hit cancel window advanced 18 frames

Ground Up Attack (No Basketball)

+ Start-up window reduced 6 frames

+ Hitbox active duration increased 3 frames

+ On-hit cancel window advanced 5 frames

+ LeBron now moves forward while performing this attack to make it easier to connect

Air Neutral Attack (Basketball)

+ Now maintains more momentum during attack start-up

Currently, reduces the speed significantly following a jump from a platform edge to address an issue causing excessively rapid movement (It’s still quite swift).

+ Now maintains more momentum when executed as part of a dodge attack

Air Neutral Attack (No Basketball)

+ Now maintains more momentum during attack start-up

Currently, it reduces its speed significantly following a jump from a platform edge to address an issue leading to excessive movement speed (Although it’s still quite swift).

+ Now maintains more momentum when executed as part of a dodge attack

Air Side Attack (Basketball)

Currently, reduces swiftness following a jump from a platform edge to eliminate an issue resulting in unexpectedly high velocity (although it remains fairly quick).

+ Now maintains more momentum when executed as part of a dodge attack

Air Side Attack (No Basketball)

Currently, it reduces the speed significantly following a jump from a platform edge to avoid an issue leading to excessive speed (Although it’s still quite rapid).

+ Now maintains more momentum when executed as part of a dodge attack

Air Up Attack (Basketball)

+ Now maintains more momentum when executed as part of a dodge attack

Air Down Attack (Basketball)

+ Now allows fast fall during attack start-up

Air Down Attack (No Basketball)

+ Damage increased to 8 from 6

+ Hitbox size increased to better match visuals

+ Now allows fast fall during attack start-up

+ Now maintains more momentum when executed as part of a dodge attack

+ Sourspot hitbox removed

Air Up Special (No Basketball)

+ Start-up window reduced 3 frames

Marvin

Initially, Marvin performed well from afar but struggled to engage opponents effectively. To address this issue, we’ve enhanced his overall combination moves and made him more accessible for beginners. This update brings back his Neutral Special move as a useful tool for initiating combos.

As a gamer, I’ve run into situations where my dodge doesn’t seem to stop projectiles from missing their mark. Good news is, the team’s working on a fix for that in an upcoming update. This latest patch has already tweaked the neutral special to help alleviate some of these issues.

Ground Dash Attack

+ Damage increased to 8 from 6

+ Dash attack better connects all 3 hits reliably

Ground Side Attack 1

~ Hitpause reduced

Ground Side Attack 2

+ Damage increased to 4 from 3

+ On-hit cancel window advanced 1 frame

~ Hitpause reduced

+ Now can on-hit cancel into a faster version of Ground Up Attack

Ground Down Attack

– Hitbox sized reduced so the attack is less likely to hit behind Marvin

– Start-up window increased 1 frame

– On-whiff cancel window delayed 7 frames

Air/Ground Neutral Attack

Re-launching a projectile will erase its past impact record, enabling it to strike combatants who previously evaded the assault.

Air/Ground Neutral Attack (Cooldown)

~ Fixed certain projectile clank interactions

Air Side Attack

+ Now maintains more momentum in the direction Marvin is facing during the attack

– Now maintains less momentum in the direction opposite Marvin’s facing during the attack

Air/Ground Neutral Special

Restarting a projectile’s trajectory would erase its previous impact record, enabling it to strike fighters who had earlier evaded the attack.

+ Now allows more air control during the attack

+ Hitbox size increased

+ Hitbox active duration increased 6 frames

Morty

Ground Side Attack, Neutral Attack Follow-up (Whip)

~ No longer classified as a “projectile” hit

Ground Side Attack 2

~ Adjusted animation so Morty does not snap into his previous attack pose on the first frame

Ground Side Attack 3

~ Adjusted animation so Morty does not snap into his previous attack pose on the first frame

~ Charge window delayed 3 frames, attack timing updated to compensate

In instances when players unintentionally charge an attack for several frames, resulting in the jab combination missing, this feature is designed to assist.

Ground Up Attack

+ Damage increased to 6 from 5

+ Knockback increased to 1350 from 750

* Fixed an issue where this attack’s on-hit cancel window was not being acknowledged

Air Neutral Attack

+ Now maintains more momentum when executed as part of a dodge attack

Air Side Attack 1

+ Now maintains more momentum when executed as part of a dodge attack

Air Side Attack 2

~ Hitbox size now better matches visuals

Air Down Attack

+ Now maintains more horizontal momentum during attack start-up

Ground Side Special

Resolved a problem that prevented the Earth Pillar Aimer from functioning properly when it was close to irregularities or gaps in the terrain.

Air/Ground Up Special

~ Visuals updated

Reindog

In the character Reindog, designed to excel as a team player, we found that his usefulness was not as high as other characters in teams. In our last update, we enhanced his combination game by restoring Side Air Attack as a starter for ground bounce combos, which boosted his performance in 1v1 situations. This time around, we’re focusing on improving the 2v2 aspects of Reindog. We’ve made changes to tether usage, boosted the knockout power when thrown by a teammate, and improved the movement for down air attack to facilitate better follow-ups for team KOs.

Air Down Attack

+ Now maintains more downward momentum during attack start-up

Air/Ground Neutral Special

+ Cooldown reduced to 16 seconds from 24 seconds

Air Up Special

+ Ally throw knockback scaling increased to 21 from 17

Rick

With the latest update, Rick’s special attacks have been enhanced significantly. This upcoming patch is designed to strengthen Rick’s overall combo performance. Previously, his basic jab was primarily emphasized, but in this new season, we’ve boosted his other combat tools to offer a more distinct and versatile fighting style.

Ground Side Attack 1

+ Start-up window before charge reduced 1 frame

Ground Side Attack 2

~ Hitbox placement adjusted to better connect into Ground Side Attack 3

~ Knockback angle made more downward to better connect into Ground Side Attack 3

* Fixed an issue preventing a branch into an Instant Aerial Dodge

Ground Side Attack 3

+ Start-up window before charge reduced 1 frame

~ Knockback angle made more horizontal

Ground Down Attack

+ Fart bomb spawn time advanced 12 frames

– On-whiff cancel window delayed 12 frames

Air Neutral Attack

Currently, it reduces the speed significantly following a jump from a platform edge to eliminate an issue leading to excessive movement speed (Although it’s still quite rapid).

Air Side Attack

+ Now maintains more momentum during attack start-up

– On-whiff cancel window delayed 6 frames

Air Up Attack

+ Now maintains more momentum during attack start-up

+ Now maintains more momentum when executed as part of a dodge attack

Air Down Attack

+ Now maintains more horizontal momentum during attack start-up

+ Now allows fast fall during attack start-up

Ground Neutral Special

+ Golf Meeseeks active hitbox duration increased 2 frames

+ Golf Meeseeks knockback scaling increased to 15 from 11

Air/Ground Side Special

Resolved a problem that prevented Rick from cancelling the second portal animation prematurely, thereby avoiding unexpected combination paths.

Resolved a problem that led Rick’s ability to transport fighters resulting in them being trapped in an endless state.

* Fixed an issue where multiple fighters could be teleported at the same time unintentionally

Ground Up Special

+ Hitbox active duration increased 5 frames; now matches air version

Samurai Jack

By implementing this new combat system, we’ve incorporated additional moves that result in ground bounces, making it easier for players to initiate combos.

Ground Side Attack 3

~ Hitpause reduced

Ground Neutral Attack

– Uncharged hitbox size reduced

Ground Up Attack

~ Second hit knockback angle made more downward to allow ground bounces

~ Hitpause reduced

Air Side Attack

+ Now allows fast fall during attack start-up

Air Up Attack

+ Now maintains more momentum during attack start-up

Air Down Attack

+ Now maintains more momentum during attack start-up

Air Down Special

– Hitbox size reduced so the attack is less likely to hit behind Samurai Jack

~ Knockback angle made more downward to allow ground bounces

+ Now maintains more downward momentum during attack start-up

Focus Air Down Special

– Hitbox size reduced so the attack is less likely to hit behind Samurai Jack

– Hitbox active duration reduced 1 frame

Shaggy

Ground Side Attack 1

– Hitbox size reduced so the attack is less likely to hit behind Shaggy

Ground Up Attack

– Knockback influence multiplier increased to 1.25 from 1.0

Air Down Attack

+ Now maintains more momentum when executed as part of a dodge attack

Air/Ground Neutral Special

~ Will now slowly fall while charging in the air

– Maximum rage duration reduced to 7 seconds from 12 seconds

Air/Ground Down Special (Sandwich)

– Sandwich healing reduced to 2 damage from 5 damage

Rage Air/Ground Side Special

– On-whiff cancel window delayed 4 frames

Steven Universe

Air Neutral Attack

+ Now maintains more momentum when executed as part of a dodge attack

Air Up Attack

– Now maintains less momentum during attack start-up

Air Down Attack

+ Now maintains more momentum during attack start-up

Stripe

Air/Ground Neutral Attack

~ Fixed certain projectile clank interactions

+ Now maintains more momentum when executed as part of a dodge attack

Currently, loses less forward momentum while in mid-air, moving away from Stripe’s attacking direction; its ground maneuver remains the same.

Air Neutral Attack (Cooldown); Ground Version Unchanged

+ Hitbox active duration increased 2 frames

+ Damage increased to 6 from 2

+ Knockback increased to 1000 from 850

+ Knockback scaling increased to 16 from 12

~ Knockback angle made more downward to allow ground bounces

+ Now maintains more momentum during attack start-up

+ Now maintains more momentum when executed as part of a dodge attack

Air Side Attack

+ Now maintains more momentum when executed as part of a dodge attack

Air Up Attack

+ Now maintains more momentum when executed as part of a dodge attack

Air Down Attack

+ Now maintains more momentum when executed as part of a dodge attack

Superman

Ground Side Attack 3

– Hitbox sizes reduced so the attack is less likely to hit behind Superman

Air Side Attack

+ Now maintains more momentum during attack start-up

Air Down Attack

+ Now maintains more momentum during attack start-up

Air/Ground Neutral Special

– Maximum hold time reduced to XX seconds from infinite

– On-whiff cancel window delayed 13 frames

– Repeat-move lockout increased to 20 frames from 8 frames

Air/Ground Down Special

* Fixed an issue where the eye lasers could detonate on the incorrect surface

Taz

General

* Fixed an issue where Tasty debuff stacks would increase when victims were hit by their own allies

Ground Neutral Attack

~ Fixed certain projectile clank interactions

Ground Down Attack

+ Movement distance increased

Air Neutral Attack

– Now maintains less horizontal momentum during attack start-up

+ Now maintains more momentum when executed as part of a dodge attack

Air Side Attack

+ Now maintains more momentum when executed as part of a dodge attack

Air Up Attack

+ Now maintains more vertical momentum during attack start-up

The Joker

Ground Side Attack 1

– Hitbox active duration reduced 1 frame so it’s less likely for The Joker to hit behind himself

Air Neutral Attack

+ Now maintains more momentum when executed as part of a dodge attack

Air Side Attack

+ Now maintains more momentum when executed as part of a dodge attack

Air Up Attack

– Knockback reduced to 1450 from 1550

– No longer allows fast fall during attack recovery

+ Now maintains more momentum when executed as part of a dodge attack

Air Down Attack

– On-whiff cancel window delayed 8 frames

+ Now maintains more momentum during attack start-up

Air Neutral Special

+ Now maintains more momentum when executed as part of a dodge attack

Air Side Special

– Start-up window increased 5 frames

– On-whiff cancel window delayed 5 frames

+ Now maintains more momentum when executed as part of a dodge attack

– No longer allows fast fall during attack recovery

“Joker’s Wild” Perk

* Fixed an issue where the Joker card and Spade cards could be thrown at the same time

* Fixed Joker card not being classified as a normal projectile

~ Fixed certain projectile clank interactions

Tom & Jerry

In most instances, Tom & Jerry’s gameplay primarily relied on utilizing the Up Attack as their final, high-reward move because it was effective when landed. Additionally, they had limited options for safe advancement other than zoning. This resulted in players generally adopting a passive strategy until they could successfully land an Up Attack.

This update modifies the upward attack to break any recurring patterns and resets it upon a jab. Additionally, we’ve refined the gameplay experience by introducing fresh combo possibilities that encourage diverse kit exploration.

Jerry

~ Fixed cork projectile clank interactions

~ Cork launch height raised to better match visuals

Ground Up Attack

– During an active attack, you can no longer switch to a dodge or ground side attack, which resolves an issue causing an infinite combo.

Ground Neutral Attack

+ On-hit cancel window advanced 10 frames

~ Knockback angle made more downward to allow ground bounces

Air Neutral Attack

+ Now maintains more momentum during attack start-up

+ Now maintains more momentum when executed as part of a dodge attack

~ Knockback angle made more downward to allow ground bounces

+ On-hit cancel window advanced 10 frames

+ Hitbox active duration Increased 1 frame

Air Side Attack

+ Now maintains more momentum when executed as part of a dodge attack

Air Down Attack

+ Now maintains more momentum during attack start-up

+ Now allows fast fall during attack start-up

Air/Ground Neutral Special (No Jerry)

~ Fixed tennis ball projectile clank interactions

Tennis balls, as they fly toward Jerry’s ally, will no longer get damaged en route. However, they can still be obstructed or deflected by other means.

Air Down Special

~ Fixed certain projectile clank interactions

“Dynamite Split” Perk

~ Split dynamite can now be reflected a short duration after they are spawned

Velma

Air Neutral Attack

+ Now maintains more momentum when executed as part of a dodge attack

Air Side Attack

– Now maintains less momentum in the direction opposite Velma’s facing during the attack

+ Now maintains more momentum when executed as part of a dodge attack

Air Down Attack

+ Now allows fast fall during attack start-up

+ Now maintains more momentum during attack start-up

Air/Ground Neutral Special

– Speech bubbles no longer home to a target once reflected

~ Fixed certain projectile clank interactions for all speech bubble types

Air Side Special

+ Now maintains more momentum when executed as part of a dodge attack

Air/Ground Down Special

~ Fixed certain projectile clank interactions

+ Now maintains more momentum when executed as part of a dodge attack

Wonder Woman

Air Side Attack

Currently, it reduces the speed significantly following a jump from a platform edge to eliminate an issue leading to excessive movement speed (though it’s still quite rapid).

Air Down Attack

+ Now maintains more momentum during attack start-up

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2024-09-18 05:08