MultiVersus Releases Patch Notes for Season 2 Update

MultiVersus Releases Patch Notes for Season 2 Update

Highlights

  • Season 2 of MultiVersus brings new fighters like Samurai Jack & Beetlejuice, the debut of a Ranked Mode, and a Water Tower map.
  • Players can purchase new fighters Jason, Agent Smith, and the Joker with in-game currency, while Samurai Jack is available in the Battle Pass.
  • Combat changes in Season 2 focus on rewarding offensive gameplay, with adjustments to attacks, ground jumps, and cancel windows.

As a longtime Smash Bros. player with over a decade of experience under my belt, I’ve seen it all – from the meteoric rise and fall of once-dominant characters to the subtle tweaks that keep the game feeling fresh. And today, I’m here to share my thoughts on the latest round of character balance changes.


The Season 2 update for MultiVersus is out now, and the developers have shared the details in a patch note. This latest upgrade includes fine-tuning for various characters including the debated Iron Giant, as well as fresh events and game modes to keep players engaged.

Player First Games rolled out numerous improvements during the initial phase of MultiVersus, including MultiVersus Patch 1.04 to solve disconnection troubles for PlayStation 4 and Xbox One users. The pivotal mid-season update brought about the introduction of Agent Smith in MultiVersus, as well as the Spectator and Free-For-All modes. As we move forward into a new season, MultiVersus unveils its plans for the popular fighting game in the ensuing months.

In an exciting update, MultiVersus has unveiled the details for Season 2. This fresh chapter introduces the long-awaited arrival of Samurai Jack, a fan-favorite character from Cartoon Network. To claim him, players simply need to secure the battle pass for this new season, which can be obtained in its initial tier. On the other hand, Jason and Agent Smith can be bought using 6000 Fighter Currency or 1000 Gleamium. Lastly, the Joker joins the roster at a cost of 3000 Fighter Currency. Additionally, Season 2 introduces a new map, the iconic Water Tower from Animaniacs.

In Season 2, Ranked Mode makes its debut in MultiVersus, offering a competitive experience for players once their accounts reach level 5. This new mode lets you engage in 2v2 or 1v1 battles. In ranked matches, teams with identical champions cannot face each other. With six ranks to progress through – Bronze, Silver, Gold, Platinum, Diamond, and Master – and five divisions within each rank, your MultiVersus journey comes with unique banners and character skins as rewards upon reaching new milestones. Rewards will be distributed at the conclusion of the season.

As a dedicated fan of MultiVersus, I’m thrilled to see the significant efforts Player First Games has put into making our favorite game more balanced and engaging since its comeback earlier this year. They’ve been working tirelessly to adjust fighters based on community feedback, ensuring that every player’s experience is enjoyable and fair.

MultiVersus Season 2 Patch Notes

General

  • New Fighter: Samurai Jack joins the Multiverse! Purchase the season 2 Battle Pass to immediately receive Samurai Jack as a playable fighter.
  • Jason and Agent Smith are now available for purchase in the store for 6000 Fighter Currency or 1000 Gleamium
  • The Joker’s price has been lowered to 3000 Fighter Currency from 6000 Fighter Currency
  • New Map: Water Tower has been added to the game! Water Tower comes with three variants: default, locked door, and 1v1 versions

Ranked

Now, you can join the ranked queue (minimum account level needed is 5). Line up for 2v2 or 1v1 competitive matches, accumulate Ranking Points to progress and secure seasonal rewards!

  • Ranked matches are best-of-3 sets, and leaving a match early will incur a leaver RP penalty.
  • Same-character teams are not allowed in ranked matches.
  • Your rank is separate on each character you play, in each queue you play them. Try to rank up as many characters as you can!

Rifts

As a passionate gamer, I’m thrilled to announce that the newest addition to The Path of the Samurai is now ready for me and my gaming community to explore! During season 2, we’ll be unveiling a fresh Rift every two weeks. Can’t wait to see what challenges and rewards await us in these new adventures!

Rift Updates

  • Fixed an issue where certain attacks would freeze when hitting destructible enemies.

Events

  • Events now reward event currency/tokens which players can redeem for in-game items
  • We’ve added new Event Shops to exchange earned currency/tokens for new themed skins and cosmetics
  • Event missions now release on a weekly basis
  • PvP games now also award Event experience
  • Certain fighter variants are now tagged as “Boost” variants. Equip “Boost” variants during an Event to increase experience rate when playing in PvP
  • “Boost” variants will increase experience rate for Fighter Mastery, Battle Pass, Career, and Event progression.
  • “Boost” variants can be earned and used prior to the end of an Event
  • “Boost” variants allow for accelerated progression, but are not required for Event completion.

Combat Changes

To enhance the experience of offensive gameplay, we are revising combat mechanics for various characters. Some attacks now function effectively as opening moves for combos, and ground jumps have been tweaked to facilitate smoother transitions into aerial assaults. Further adjustments will be unveiled in our upcoming mid-season update.

In our upcoming patches, we’ll be changing the terminology in our release notes. Previously, we referred to the time frame in which players could input actions to halt ongoing fighter animations as “branch windows.” Moving forward, we will instead call this period “cancel windows.”

  • Fighters now maintain their ground momentum into a ground jump even if it exceeds their maximum air speed. This will allow for fighters to better “jump in” against defensive enemies.
  • Fighters frozen by receiving maximum stacks of ice debuff now applies an incapacitate-resistance buff to frozen fighters
  • Fighters affected by the “Stop Camping” debuff can no longer gain any dodge meter until the fighters engage in combat.
  • Fighters clinging to a wall will begin to slide faster after spending 1.5 seconds on the wall, down from 2.5 seconds; time until “wall fatigue” debuff unchanged.
  • Terrain bounce knockback has been standardized across the cast to prevent lighter characters from taking extra knockback from terrain bounces
  • Maximum Weakened debuff stacks has been reduced to 3 from 5

General Bugfixes

  • Fixed an issue where a fighter undergoing extremely high knockback would not be knocked away.

General Perks

Air Walker

  • Cancel window after platform spawn delayed 6 frames

Characters

Legend:

+ = Buff

– = Nerf

~ = Change

* = Bugfix

Note: Attacks callouts reference default controls.

Agent Smith

As a longtime fan of the multiverse series, I’ve grown quite fond of Agent Smith’s character. His initial entrance into this vast universe left a lasting impression on me and many others. However, after re-watching his loops multiple times, I’ve come to realize that some parts of his toxic behavior detract from the overall experience.

General

  • * Fixed an issue where Agent Smith’s sticker emote taunt was playing the wrong animation
  • * Fixed an issue where certain animations had misaligned hurtboxes

Ground Dash Attack

  • + First hit now more consistently combos into gunshot hits
  • + First hit hitbox active duration increased 6 frames

Ground Side Attack 1

  • + On-hit jump cancel window advanced 12 frames (reverted from patch 1.07)
  • – Hitbox start-up time delayed 1 frame

Air/Ground Neutral Attack

  • ~ Ground version can no longer slide off ledge
  • + Now breaks armor

Air Down Attack

  • – On-hit cancel window delayed by 3 frames

Air Up Attack

  • – Repeat-move lockout increased to 18 frames from 8 frames

Ground Down Special

  • ~ Now applies incapacitate-resistance buff to incapacitated enemies
  • + Now breaks armor

Air Neutral Special

  • – Start-up window before charge increased 4 frames; ground version unchanged

Arya

Air/Ground Neutral Special

  • ~ Stun attack from face-stealing another Arya now applies incapacitate-resistance buff to incapacitated enemies

Batman

Ground Dash Attack 1

  • – Hitstun reduced
  • ~ Automatic cancel window into second hit advanced 8 frames

Ground Down Attack

  • + Uncharged knockback increased to 1650 from 1425

Air/Ground Neutral Attack

  • * Fixed an issue where batarang would not apply weakened when thrown from Batman’s smoke

Air/Ground Neutral Special

  • * Fixed an issue where bat bomb could attach to two enemies at the same time if an attack hit two enemies on the same frame

Black Adam

Air Side Attack

  • – First hit knockback scaling reduced to 1 from 5
    • This should help the attack link better into the second hit against enemies with high damage

Air/Ground Side Special

  • * Fixed an issue where the projectile would be destroyed after being reflected
  • Bugs Bunny

Ground Side Special

  • ~ Now applies incapacitate-resistance buff to incapacitated enemies

Garnet

Ground Up Attack

  • + Full-charge third hit damage increased to 8 from 4
    • – Max charge multiplier decreased to 1.5x from 2x, meaning the damage on this hit has increased to 12 from 8
  • + Full-charge third hit knockback increased to 1850 from 1650
  • + Full-charge third hit knockback scaling increased to 20.5 from 16.5
  • + Full-charge third hit knockback made more vertical

Air/Ground Neutral Special

  • ~ Added speed particle effects for fighters with at least 1 stack of rhythm buff

Gizmo

Air/Ground Neutral Attack

  • ~ Arrow charge jump height adjusted to better match normal jump height

Ground Down Attack

  • – Music notes spawned by this attack while attached to an ally no longer deal knockback
  • – No longer has a hitbox on the piano while attached to an ally

Air/Ground Up Special

  • – Maximum ally attach time reduced to 8 seconds from 10 seconds

“Rhythm’s Gonna Getcha” Perk

  • ~ Now applies incapacitate-resistance buff to incapacitated enemies

Harley Quinn

Ground Dash Attack

  • + First hits more reliably combo into final hit

Air Side Attack 1

  • – Second hit knockback scaling reduced to 1 from 8
    • This should help the attack link better into air side attack 2 against enemies with high damage

Air/Ground Neutral Special

  • ~ Bomb self-attach lockout increased to 1 second from 0.5 seconds

Iron Giant

The Iron Giant has been serviced in the workshop, but he continues to pose a threat in player versus player (PvP) matches. Currently, his protective features seem excessively robust, so we plan to adjust his hitboxes and intensify the impact he experiences when hit. Our goal is for him to appear more balanced with the other fighters during lower damage exchanges. By lessening his defense slightly, we hope to bring him in line with the rest of the roster.

General

  • * Fixed an issue where certain animations had misaligned hurtboxes
  • – Increased hitstun taken
  • ~ Slightly reduced knockback taken at low damage
  • – Reduced hitpause influence modifier at low damage
  • – Reduced weight to 140 from 150

Passive

  • – Iron Giant no longer gives himself a Thorns buff while he has gray health. Ally Thorns unaffected.
  • ~ Gray health gained from Rage Mode now scales based on bolts, down from 30
  • – Burst cooldown increased to 37 seconds from 29 seconds

Ground Side Attack 1

  • – On-whiff cancel window delayed 4 frames

Air Neutral Attack

  • – On-whiff cancel window delayed 4 frames
  • – Less aerial momentum is maintained on-hit

Air Side Attack

  • – First hit start-up window increased 3 frames; second hit and 3rd hit timing updated to compensate, final hit timing unchanged, animation timing unchanged
  • – Knockback reduced to 2200 from 2850

Ground Side Special

  • ~ Now applies incapacitate-resistance buff to incapacitated enemies

Air Down Special

  • – Air cancel window delayed 16 frames; ground version unchanged
  • – Landing active hitbox duration reduced 2 frames

Rage Mode Air/Ground Side Special

  • ~ Now applies incapacitate-resistance buff to incapacitated enemies
  • “Static Discharge” Perk
  • ~ Perk is currently disabled while we update Iron Giant’s passive

Jake

Jake’s performance in PvP hasn’t met expectations yet. To improve this, we’ll work on solutions during our midseason revision, but for the time being, we want to provide him with some additional resources.

General

  • * Fixed an issue where certain animations had misaligned hurtboxes

Ground Dash Attack

  • + Start-up window reduced 8 frames
  • + First hit more reliably combos into second and third hits
  • + Third hit damage increased to 7 from 5
  • + Third hit knockback increased to 2150 from 1850
  • + Third hit knockback scaling increased to 20 from 18
  • ~ Third hit knockback angle made more horizontal
  • Air Neutral Attack 1
  • + Knockback scaling increased to 8 from 0
  • ~ Knockback angle made more vertical
  • + Hitstun increased
  • + More aerial momentum is maintained on attack start-up

Air Neutral Attack 2 is now Air Neutral Attack, Neutral Special Follow-Up

  • ~ Input requirements changed to neutral special after air neutral attack
  • ~ Using this attack consumes one air special
  • + Now launches Jake upwards and forwards
  • ~ Now only hits one time
  • + Knockback increased to 2100 from 1000
  • + Knockback scaling increased to 18 from 10
  • ~ Knockback angle made more horizontal
  • + Hitbox size increased

Jason

Ground Side Attack 1

  • – Hitstun reduced slightly

“Resurrectionist” Perk

  • ~ Resurrected fighters are now immediately rung out when the effect ends, instead of being launched upwards

LeBron

Air Side Attack (No Basketball)

  • + On-hit cancel window advanced 2 frames

Marvin

Air/Ground Neutral Special

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

Morty

Morty heavily depends on his powerful ground-based ability, which leads to a rather defensive playstyle. To weaken this move’s impact and enhance Morty’s capabilities in closer ranges, we made some adjustments providing him with improved perks instead.

Ground Side Attack 1

  • + Hitbox size increased

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

  • + Hitbox size increased

Ground Up Attack

  • + Snake projectile collision adjusted so they are less likely to instantly collide with terrain on spawn

Air Side Attack 1

  • ~ Knockback angle made slightly more vertical
  • + Knockback increased to 1300 from 1000
  • + Knockback Scaling increased to 6 from 5

Air Side Attack 2

  • ~ Hitbox size adjusted
  • – Hitbox start-up delayed 1 frame

Ground Side Special

  • – Now has a max spawn range of 1900 units

Reindog

Ground Neutral Attack

  • + On-hit cancel window advanced 22 frames; air version unchanged

Ground Up Attack

  • + Hitbox active duration increased 4 frames
  • ~ Visuals now better match hitbox timing

Ground Side Special

  • * Fixed an issue where Reindog could use this attack in the air

Air Up Special

  • * Fixed an issue where this attack would automatically cancel near edges of the blast box
  • * Fixed an issue where this attack would prevent Reindog from refreshing air resources when landing
  • * Fixed an issue where this attack would not properly branch into ground up special

Rick

Ground Down Attack

  • + Knockback increased to 1750 from 1500
  • – Knockback scaling reduced to 6 from 12
  • + Hitstun increased

Air/Ground Side Special

  • * Fixed an issue where the cooldown would visually begin before portals were destroyed

Shaggy

Rage Ground Down Special

  • * Fixed an issue where the shockwave would appear visually above the ground

Rage Air Down Special

  • * Fixed an issue where the shockwave would appear visually above the ground

Steven Universe

General

  • * Fixed an issue where air neutral dodges were not consuming air evades
  • * Fixed an issue where certain animations had misaligned hurtboxes

Ground Dash Attack

  • + First hit more reliably combos into second hit
  • + Second hit now comes out faster after first hit

Stripe

General

  • * Fixed an issue where certain animations had misaligned hurtboxes

Ground Down Attack

  • ~ Knockback angle made more diagonal towards Stripe

Air/Ground Neutral Special

  • – No longer allows dodge-canceling between shots

Air Side Special

  • * Fixed an issue where Stripe would occasionally teleport to the wrong target on-hit

Air/Ground Down Special

  • – Now applies a 6-second cooldown when the dynamite explodes
  • – Now limited to 2 ammo with a 15-second ammo cooldown

Superman

Air Side Attack

  • – Less aerial momentum is maintained on attack start-up

Air Neutral Attack

  • – Less aerial momentum is maintained on-hit

Taz

I’m a big fan of Taz and have noticed that he relies heavily on a few overpowered moves due to the limited number of tools available in the game. To add more diversity to his gameplay and make it more balanced, we’ve decided to tone down some of his stronger, abusive attacks like ground up attack and neutral ground attack. At the same time, we’ve boosted the effectiveness of some of his less-used moves to give him a more varied and well-rounded attack plan.

General

  • * Fixed an issue where certain animations had misaligned hurtboxes

Ground Dash Attack

  • + First hit more reliably combos into second hit

Ground Neutral Attack

  • + Now applies additional stacks of Tasty debuff based on charge time
  • + Uncharged damage increased to 7.5 from 4
  • + Uncharged knockback increased to 2400 from 1450
  • ~ Knockback made more horizontal
  • + Hitstun increased
  • + On-hit cancel window advanced 3 frames

Ground Up Attack

  • – Charge can no longer be held indefinitely; attack auto-triggers after holding input for 1.3 seconds
  • – On-whiff cancel window delayed 4 frames

Air Neutral Attack

  • + Now applies additional stacks of Tasty debuff based on charge time

Air/Ground Neutral Special

  • Now has projectile immunity on certain hurtboxes while attempting to eat

Air/Ground Side Special

  • ~ Restricted momentum on-hit to prevent the attack from dropping multiple hits
  • + Final hit damage increased to 10 from 8
  • + Knockback increased to 2150 from 1850
  • + Knockback scaling increased to 25.5 from 24.5

Air/Ground Down Special

  • + Now applies stacks of Tasty debuff on-hit if used to reflect an enemy projectile
  • “I Gotta Get In There” Perk
  • ~ Allies can no longer enter the dogpile after it has hit an enemy. This will fix issues with allies getting stuck to Taz after the attack has concluded.

“Iron Stomach” Perk

  • * Fixed an issue where the anvil’s item pickup label was displaying incorrectly

The Joker

General

  • * Fixed an issue where certain animations had misaligned hurtboxes

Ground Side Attack 1

  • – On-whiff cancel window delayed 6 frames

Air Up Special

  • * No longer prevents terrain bounce on knockback

Air Down Special

  • – On-hit cancel window delayed 3 frames
  • – On-whiff cancel window delayed 1 frame
  • – Repeat-move lockout increased to 20 frames from 15 frames

Tom & Jerry

Air Up Attack

  • – Sweetspot removed
    • This sweetspot was misconfigured and near-impossible to hit. Tom & Jerry’s air up attack was already strong without the sweetspot so the sweetspot has been removed

Air Up Special

  • + Now launches Tom higher on start-up

Velma

Ground Down Special (Mystery Machine)

  • * Fixed an issue where the Mystery Machine could grab two fighters if it hit them on the same frame

Wonder Woman

Ground Side Attack 1

  • + On-hit cancel window into ground side attack 2 advanced 2 frames
  • Air/Ground Neutral Special
  • + Cooldown removed
  • – Repeat-move lockout increased to 8 frames from 0 frames
  • – On-whiff cancel window delayed 8 frames

Whip of Hephaestus Perk

  • – Lasso on-whiff cancel window delayed 8 frames

Grapple of Hermes Perk

  • – Lasso on-whiff cancel window delayed 16 frames

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2024-07-24 04:44