Summary
MultiVersushas released Season 3, which marks the debut of the Powerpuff Girls in the game. In addition to adding the trio of characters forMultiVersusplayers, the developers shared the patch notes for the update detailing new events, cosmetics, and a new round of buffs and nerfs for a selection of the game’s fighters.
The second season of the platform fighting game was a busy one for players, as it saw thedebut of Samurai Jack inMultiVersus, expanding the game’s roster with one of the most beloved Cartoon Network characters. The developers subsequently released patch 1.2.1 with character balancing, added Beetlejuice as part of the mid-season update, and brought more character balancing and bug fixes in patch 1.2.3. Now, with a new season available, the devs detail whatMultiVersusplayers will find.
MultiVersusSeason 3 has begun, and its highlight is thelong-awaited addition of the Powerpuff Girls. As with Jason in Season 1 and Samurai Jack in Season 2, the Powerpuff Girls are available as the tier 1 reward of the paid track of the battle pass, with which players can also unlock new skins for Rick, Velma, Tom and Jerry, Arya Stark, Black Adam, and Wonder Woman. The battle pass also includes a variety of rewards related to the Powerpuff Girls, most notably the Rowdyruff Boys skin, unlockable at level 70.
Update 1.3.0 brings the new Powerpuff Girls-themed PvE Rift “Naptime is Over”, which is already available to all players, with the PvE Rift “Batman Megamix” being released later in the season.MultiVersusRanked modehas received new rewards, with players able to unlock skins based on Townsville’s defenders. As part of the third season patch, the game brought the new maps Midnight Showing and its 1v1 variant, Dexter’s Lab 2 (1v1), new map rotations for the different modes, as well as combat changes, bug fixes, buffs and nerfs for characters such as Finn, Iron Giant, Bugs Bunny, and Jason.
The devs keep adding popular names to the game’s cast each season, starting with the debuts of Jason, Agent Smith fromThe Matrixand the Joker inMultiVersusSeason 1, followed by Samurai Jack and Beetlejuice in the second season, and now the Powerpuff Girls. Updates often bring balance changes, add new cosmetics and events, and combat improvements such as the tech system, allowing players to react more quickly during matches. In this way,MultiVersuscontinues to deliver new contentthat aims to keep the community engaged while bringing new players.
Unranked Map Pools
Training Mode
Training Mode will be receiving improvements to the user experience and user interface beginning with the Season 3 patch. We are looking to improve the ease of use and provide optimal training conditions.
General Combat
Movement Changes
We are looking to increase fighter movement in the air to improve feel, allow more approach options, and increase player skill expression. Character-specific movement changes are listed in the character patch notes, but the general changes are listed here:
Note: Attacks callouts reference default controls.
Agent Smith
With the introduction of the tech system, we have improved Agent Smith’s combo routes.
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
~ Knockback angle made more downward to allow ground bounces
~ Now allows fast fall during attack start-up
- Now maintains more horizontal momentum during attack start-up
~ 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
- Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional “extreme” travel speed (It’s still fast)
Air Side Attack
Air Up Attack
- Now maintains more momentum during attack start-up
Banana Guard
Banana Guard was very focused on aerial approaches to do everything, while the ground game was very limited to just KO options. We have improved his gameplay to allow more combo routes and a more unique approach for Banana Guard to explore.
On-hit cancel window advanced 4 frames
On-hit cancel window advanced 1 frame
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 Side Special
Batman
Batman has always had a focus of being a combo based character, however his approach game became very focused around dash attack and aerial down special. This led to multiple changes which slowed his play down, or buried Batman’s combo game being dodge boosted attacks. We have redesigned Batman’s combat to allow a more dynamic gameplay which allows players to find success at all levels of play, and create new unique ways to play Batman.
Ground Dash Attack
~ NEW Batman’s dash attack is now a flurry of armor breaking punches
~ Hitpause reduced
Ground Down Attack
~ NEW Batman’s down attack is now a slide kick that transitions into a strong kick on-hit. Inputting a second down attack on-hit will instead transition into an armor-breaking leg sweep.
- 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.
- Dodge attacks now more reliably give full movement momentum
Ground Side Attack 1
- On-whiff cancel window buffer delayed 6 frames later to make it less likely that Ground Side Attack 2 executes unintentionally
~ Visuals now better match hitbox
- Movement increased 25%
– Now maintains less momentum in the direction opposite Beetlejuice’s facing during the attack
Black Adam
Black Adam was very difficult to contest at a range, or behind a partner. These changes are to address some of the dominance Black Adam had with stage control.
– Now applies a 6 second cooldown for the lightning tendril projectile
– Hitbox size reduced 10%
Air Down Attack
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
– Now costs 1 unit of dodge meter
Ground Down Special
~ Projectile shield is now destroyed when Black Adam is rung out
Bugs Bunny
– 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
– Now maintains less momentum in the direction opposite Bugs Bunny’s facing during the attack
- 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
Finn
Finn has a singular focus of carrying the opponents to the blast zone quickly due to many of his best combos being aerial based. This patch will address the power behind the “Backpack Strength” and some prevention to guaranteed carries.
In an upcoming patch, Finn will be receiving changes to improve the overall combo game retaining his rushdown gameplay, while also bringing focus away from the off stage carries.
- Now allows fast fall during attack start-up
– Repeat-move lockout increased to 20 frames from 8 frames
Air/Ground Neutral Special (with BMO)
~ Now ignores player collisions during movement; this should fix issues where Finn would get stuck next to enemies without hitting them
Air Down Special
- Fixed an issue where parrying this attack would not put Finn into parry stun
– Hitstun reduced
~ 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
Garnet was experiencing a few gameplay issues that were leading to combos dropping, or facing difficulty in matches contesting faster characters. We have improved the combo routes, added armor to some moves, and improved the attack speed on some of Garnet’s best approaching moves.
NEW Signature Perk “Thunderclap”
Perk effect: Performing ground up special after placing Garnet’s electrical trap will detonate it immediately.
Hurtbox size reduced on Garnet’s gauntlets
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
On-whiff cancel window advanced 4 frames
Air Side Attack 1
– Now maintains less momentum in the direction opposite Garnet’s facing during the attack
– On-whiff cancel window after landing delayed 10 frames
~ 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
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
Start-up window before charge increased 3 frames
– Hitbox size reduced to better match visuals
Harley Quinn
- Fixed an issue where Confetti debuff stacks would increase when victims were hit by their own allies
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
Now more reliably combos into Ground Down Attack 2
Now maintains more momentum when executed as part of a dodge attack
– On-hit cancel window delayed 7 frames
- Fixed an issue where the projectile would be destroyed if Harley was interrupted during the attack
Iron Giant
Iron Giant has many changes to knockback angles, dodge boosted attack windows on hit, and adjustments to “Rage” mode in this patch. The focus is to create new combo routes that have a finisher, without allowing longer extensions that guarantee offstage carries. The Rage mode changes will also address the dominance a team gained during this timeframe and level the playing field.
- Fixed an issue where Iron Giant’s hurtbox would become very misaligned if he was transformed into a chicken while in rage mode. This was a brutal one.
Passive
– Burst cooldown during Rage mode increased to 45 seconds to match default cooldown timing
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
- Start-up window before charge reduced 2 frames
~ Final hit Knockback will now always hit away from Iron Giant
– Now maintains less momentum during attack start-up
- Projectiles now ignore platforms
– 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
While strong from a distance, Jake was lacking in ways to approach the opponents outside of using his bite command grab that led to a significant reward. We have improved on Jake’s grounded gameplay to allow for better boxing tools, and also improved knockback angles on some aerial attacks to allow for more aggressive combo starters.
Knockback scaling increased to 17.5 from 16.5
Uncharged knockback increased to 1600 from 1500
Uncharged knockback scaling increased to 19 from 18.5
Start-up window reduced 4 frames
– On-whiff cancel window delayed 8 frames
Forearm and hand hurtbox are now invulnerable during the attack if charged at least 50%
Knockback increased to 1450 from 1250
– Repeat-move lockout increased to 15 frames from 8 frames
– Knockback reduced to 1400 from 2000
- Cancel window into Air Neutral Attack Special Follow-up advanced 3 frames
– Repeat-move lockout increased to 23 frames from 8 frames
– Damage reduced to 10 from 12
– On-whiff cancel window delayed 10 frames
Air Up Attack 2
– Knockback reduced to 1150 from 1450
- Forearm and hand hurtbox are now invulnerable during the attack
– 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
– Jake can no longer jump while there are enemies in his stomach
– Minimum eat time reduced to 0.75 seconds from 2 seconds; victims now have an easier time mashing out
– Eaten enemies now escape if Jake attempts to ring himself out in the bottom blast zone
- Fixed an issue where Jake could float into the top blastzone if he whiffed this attack under certain conditions
~ Now ignores player collisions during movement; this should fix issues where Jake would get stuck next to enemies without hitting them
“Stay Limber” Perk
- Fixed an issue where Jake would not bounce if the player held a down input
Jason
LeBron
Lebron without Basketball was too difficult to find success with, leading matches to focus on a more passive gameplay or trying to keep the basketball as often as possible. We have improved many attacks involving the No Basketball stance so Lebron will feel more fun to play without basketball. Also with the introduction to the grounded tech system, we have added more ways for Lebron to ground bounce opponents for combo starters.
Basketball hitbox size increased to better match visuals
Hitbox size increased
Hitbox active duration increased 2 frames
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
~ Hitbox now better matches the visuals
Sped up Startup by 6 frames
Start-up window reduced 6 frames
On-hit cancel window advanced 18 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)
Air Neutral Attack (No Basketball)
Air Side Attack (Basketball)
Air Side Attack (No Basketball)
Air Up Attack (Basketball)
Damage increased to 8 from 6
Hitbox size increased to better match visuals
Sourspot hitbox removed
Marvin
While successful from a distance, Marvin was lacking ways to properly box with opponents in a meaningful way. We have improved Marvin’s overall combo game, and made him easier for a newer player to pick up and try. This includes a return to his Neutral Special (Button) being an active part of his kit as a combo starter.
Marvin was also experiencing moments where projectiles would not hit an opponent after dodging it at any time, we are looking into a fix for this in an upcoming patch. Neutral special has been adjusted to address part of this issue in this patch.
Dash attack better connects all 3 hits reliably
Damage increased to 4 from 3
Now can on-hit cancel into a faster version of Ground Up 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
~ Bubbling a projectile will reset its hit history, allowing it to hit fighters that have already dodged the 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
~ Reversing a projectile will reset its hit history, allowing it to hit fighters that have already dodged the attack
Now allows more air control during the attack
Hitbox active duration increased 6 frames
~ 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
~ Charge window delayed 3 frames, attack timing updated to compensate
This should help in situations where players were accidentally charging the attack for a few frames, causing the jab combo to whiff
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
~ Hitbox size now better matches visuals
Ground Side Special
- Fixed an issue where the earth pillar aimer could not be controlled when used near breaks in terrain
~ Visuals updated
Reindog
Reindog is a character who is meant to have success as a teammate, but was lacking enough utility to bring to a team compared to others. In our last patch we improved on Reindog’s combo game by returning Side Air Attack to a ground bounce combo starter leading to improvements in the 1v1s space, and this patch we are addressing the 2v2s space. We have improved tether usage, increased KO power when thrown by a teammate, and also improved the movement for down air to allow better team follow ups for KOs.
Now maintains more downward momentum during attack start-up
Cooldown reduced to 16 seconds from 24 seconds
Ally throw knockback scaling increased to 21 from 17
Rick
Rick has seen recent improvements to special attacks, and with this patch we are improving Rick’s overall combo game. In season’s prior we saw a main focus on usage of Rick’s jab, so we have improved his other tools to allow for a more unique approach to his combat.
- Start-up window before charge reduced 1 frame
~ 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
- Fart bomb spawn time advanced 12 frames
– On-whiff cancel window delayed 12 frames
– On-whiff cancel window delayed 6 frames
Golf Meeseeks active hitbox duration increased 2 frames
Golf Meeseeks knockback scaling increased to 15 from 11
Fixed an issue where Rick could cancel spawning the second portal animation leading to unintended combo routes
Fixed an issue where Rick could teleport rung out fighters causing them to be stuck in eternal limbo
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
With the introduction of the teching system, we have added more attacks that lead to ground bounces for combo starters.
– Uncharged hitbox size reduced
~ Second hit knockback angle made more downward to allow ground bounces
– Hitbox size reduced so the attack is less likely to hit behind Samurai Jack
Focus Air Down Special
– Hitbox active duration reduced 1 frame
Shaggy
– Hitbox size reduced so the attack is less likely to hit behind Shaggy
– Knockback influence multiplier increased to 1.25 from 1.0
~ Will now slowly fall while charging in the air
– Maximum rage duration reduced to 7 seconds from 12 seconds
– Sandwich healing reduced to 2 damage from 5 damage
– On-whiff cancel window delayed 4 frames
Steven Universe
– Now maintains less momentum in the air in the direction opposite Stripe’s facing during the attack; ground version unchanged
Damage increased to 6 from 2
Knockback increased to 1000 from 850
Knockback scaling increased to 16 from 12
Superman
– Hitbox sizes reduced so the attack is less likely to hit behind Superman
– Maximum hold time reduced to XX seconds from infinite
– On-whiff cancel window delayed 13 frames
- Fixed an issue where the eye lasers could detonate on the incorrect surface
Taz
- Fixed an issue where Tasty debuff stacks would increase when victims were hit by their own allies
- Movement distance increased
– Now maintains less horizontal momentum during attack start-up
- Now maintains more vertical momentum during attack start-up
The Joker
– Hitbox active duration reduced 1 frame so it’s less likely for The Joker to hit behind himself
– Knockback reduced to 1450 from 1550
– No longer allows fast fall during attack recovery
Air Neutral Special
– Start-up window increased 5 frames
– On-whiff cancel window delayed 5 frames
“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
Tom & Jerry
A majority of Tom & Jerry’s focus revolved around using Up Attack as the all or nothing attack option due to its reward for hitting, and also Tom & Jerry’s lack of other safe approach tools outside of zoning. This led to gameplay in which passive play was the primary choice until you could find a hit with the Up Attack.
With this patch we have adjusted the Up Attack to prevent loops into itself, and resetting with jab. We have also improved their gameplay to allow more unique exploration of the kit with new combo routes.
~ Fixed cork projectile clank interactions
~ Cork launch height raised to better match visuals
– Can no longer on-hit cancel into dodge or ground side attack while the attack is active. This fixes an infinite combo.
On-hit cancel window advanced 10 frames
Hitbox active duration Increased 1 frame
Air/Ground Neutral Special (No Jerry)
~ Fixed tennis ball projectile clank interactions
~ Tennis balls are now immune to damage while homing towards an ally Jerry. They can still be blocked/reflected.
“Dynamite Split” Perk
~ Split dynamite can now be reflected a short duration after they are spawned
Velma
– Now maintains less momentum in the direction opposite Velma’s facing during the attack
– Speech bubbles no longer home to a target once reflected
~ Fixed certain projectile clank interactions for all speech bubble types
Wonder Woman
MultiVersus
WHERE TO PLAY
CHARACTERS: Choose from Bugs Bunny, Batman, Arya Stark, Rick Sanchez, and many more. In MultiVersus, every star brings their unique moves, worlds and attitudes to fight. And as the roster expands, so does the spectacle — with new personalities and play styles turning up the heat in every battle.MAPS: Our maps turn legendary realms like the Batman’s Bat Cave, Jake and Finn’s Treefort, Game of Thrones’ Throne Room into epic battle grounds. And the best part? We’re adding new maps regularly, so the party never stops!MODES: Whether you’re seeking the intensity of 1v1, the frenzy of a 4-player mayhem, or team up for strategic 2v2 battles, we’ve got you covered. Plus, introducing an all new PvE mode, a thrilling realm of limitless combat possibilities designed for solo or co-op play.CROSS-PLATFORM: MultiVersus has full cross-play and cross-progression support across all platforms.