UPDATED June 19
1.04 Patch Notes June 18
Hello MVPs! This patch accompanies our change to grant players additional Battle Pass XP for daily missions and PvE Rifts completion. We are also planning a larger balance patch, targeting delivery in the near future. But for now, we are continuing to address feedback and hotfix issues as they arise.
After collecting a ton of data, we’re happy to share that our disconnect rates have been dramatically reduced on all platforms including XB1 and PS4.
With the patch that went out earlier today, we fixed an issue where the game was incorrectly treating a long loading screen as a network timeout. We believe this was causing the high disconnect rates on PS4 and XB1. We have been monitoring and believe the patch has dramatically lowered disconnect rates on PS4 and XB1. Please let us know if this has improved for you!
Thanks to everyone who reported this issue and provided additional data – keep your reports coming!
Below you will find our most recent adjustments for both the 1.03 and 1.04 hotfixes.
General
The previous hotfix (1.03) addressed an issue where the input buffer was longer than expected and led to unintentionally buffered inputs.
Characters
Legend:
+ = Buff
– = Nerf
~ = Change
* = Bugfix
Note: Attacks callouts reference default controls.
Banana Guard
Emotes
* Fixed an issue where certain emotes would remove attack recovery
Harley Quinn
Emotes
* Fixed an issue where certain emotes would remove attack recovery
Iron Giant
Ground Side Special
– Iron Giant can no longer jump while holding an enemy
– Iron Giant can no longer use his up special attack while holding an enemy
– Iron Giant can no longer walk off ledges while holding an enemy
Air/Ground Neutral Special
* Fixed an issue where Iron Giant could cancel hitstun if knocked back during this attack
Air/Ground Up Special
* Fixed an issue where Iron Giant could cancel hitstun if knocked back during this attack
Reindog
Ground Side Attack 1
– Jump branch window delayed 3 frames
Rick
Emotes
* Fixed an issue where certain emotes would remove attack recovery
Shaggy
Air Neutral Attack
~ Reverted from 1.01 Base Knockback decreased to 1300 from 1700
~ Reverted from 1.01 Knockback Scaling decreased to 13 from 14
~ Reverted from 1.01 Knockback Angle is more downwards
~ Reverted from 1.01 On-Hit cancel window faster by 10 frames
1.02 Patch Notes June 13
Hello MVPs! Thanks for your continued feedback on Discord, Reddit and the rest of our social channels! We’ve been paying close attention to all of your spirited discussions and are working hard to improve a number of high-priority issues with MultiVersus.
Our top priority for this patch is integrating additional fixes for Xbox performance issues and desyncing in matches. Following the update, please drop by our socials and let us know how you feel about the improvements that we’ve made.
In addition to performance changes, we’ve made several balancing updates to many character abilities, perks and more. You’ll be happy to know repairs to the Iron Giant have been completed and he’s out of the shop and ready for action.
Read on for the full breakdown of changes and don’t forget to tell us what you think after you’ve had a chance to play.
General
All characters now incur a 15-frame repeat-move lockout on their ground side attack combo. This will prevent individual fighters from alternating ground side attack and dodge to lock enemies in hitstun for extended periods of time.
Camera minimum distance in 1v1 has been increased
All available Profile Icons, Banners, Badges, Ringouts and Announcer Packs will appear in the Account Cosmetics section of the Fighters tab. Previously only some unowned cosmetics were shown.
General Bug Fixes
Addressed more issues impacting performance on Xbox Series X|S
Fixed 2 issues causing matches to Desync
Fixed an issue where parrying an attack would not always put the victim into parry stun
Perks
Air Walker
Now limited to one use per airtime
Fixed an issue where attempting to spawn a platform would not consume an air evade
Fixed an issue where LeBron could not spawn a platform when he did not have a basketball
Characters
Legend:
+ = Buff
– = Nerf
~ = Change
* = Bugfix
Note: Attacks callouts reference default controls.
Banana Guard
Ground Side Special
– Active hitbox window reduced 2 frames
Black Adam
Ground Side Attack 1
– Jump branch window delayed 6 frames
Ground Side Attack 2
– Jump branch window delayed 8 frames
Bugs Bunny
Ground Down Special
* Fixed an issue where Bugs could cancel hitstun by jumping in certain conditions
Garnet
Air/Ground Side Special (Cooldown)
~ Knockback angle made more vertical
Gizmo
Gizmo’s maneuverability and size make him incredibly difficult to pin down. His movement combined with his incredibly strong zoning game make it nearly impossible for some characters to ever get the edge against him. These changes should help bring Gizmo’s evasiveness more in line with the cast so it’s easier for other characters to get up close and punish.
Ground Side Attack 2
– Dodge branch window delayed 10 frames
– Prevents terrain bounce on knockback
Air/Ground Neutral Attack
– On-whiff branch window delayed 8 frames
– Cooldown is no longer refunded on successful fire arrow hit
Ground Side Special
– Car HP reduced to 8 from 10
– Car explosion hitbox size reduced 25%
– Car maximum overheat duration reduced to 1.25s from 2s
– Cooldown increased to 18s from 15s
Air Side Special
~ Now always transitions to umbrella float if attack whiffs
Harley Quinn
Harley’s slide and up attack were granting her very easy combos for very little risk. These changes should keep her combo game intact, while making slide and up attack feel less like “do everything” buttons.
Ground Up Attack
+ Base knockback increased to 1800 from 1663
– On-hit branch window delayed 10 frames
Ground Down Attack
– Start-up window before charge increased 4 frames. Start-up window after charge increased 2 frames.
~ Slide combos into follow-ups faster. Hitstun reduced significantly to compensate.
– Maximum movement from charge reduced 15%
~ Now ignores player collisions during movement
– Leg hurtbox size increased slightly
Iron Giant
Iron Giant play was dominated by his easy-to-input infinites and a few early-kill setups. We’re hoping that removing his most egregious setups will make him feel more like the rest of the cast, and we feel good about letting players play with him again.
Passive
– Rage meter gain from ally damage taken reduced to 60% of damage taken from 80%
– Rage meter gain from ally ringout reduced to 30% of total meter from 35%
– Defensive burst cooldown increased to 29s from 25s
~ Defensive burst knockback made more horizontal
– Defensive burst knockback reduced
Ground Down Attack
~ Knockback angle made more horizontal (incorrectly listed on previous patch)
Ground Side Special
* Fighters are now immediately released when Iron Giant performs an emote
* Fighters are now immediately released when Iron Giant leaves the ground
– Grab release knockback angle made more horizontal
– Grab release hitstun reduced
– Start-up window increased
+ Armor applied earlier
Rage Mode Ground Down Attack
– Now incurs a repeat-move lockout to prevent infinitely trapping enemies
Rage Mode Air/Ground Up Attack
Cooldown increased to 1.5s from 0.75s
Rage Mode Neutral Special
* Fixed an issue where Iron Giant was performing his non-rage neutral special while in rage mode
Jason
Ground Dash Attack
+ Now blocks projectiles
Morty
Air/Ground Neutral Attack
* Fixed an issue where firing a grenade lock-on projectile would trigger Morty’s snakes cooldown
Ground Side Attack
* Fixed an issue where Morty could not jump or dodge during his side attack combo
Reindog
Ground Side Attack 1
– Jump branch window delayed 6 frames
Shaggy
We have reverted the Shaggy Air Neutral Attack so that it can be canceled earlier on hit, but it did not get into this patch. This change will be coming in a patch in the very near future.
Ground Side Attack 2
– Jump branch window delayed 11 frames
Air/Ground Neutral Special
* Fixed an issue where Shaggy would float away while charging rage under certain conditions
Superman
Ground Side Attack 3
– Removed ability to jump or dodge during rapid-jab attack
Taz
Air Down Attack
+ Hitbox size increased
– Now incurs a repeat-move lockout to prevent infinitely trapping enemies
The Joker
We are aware of The Joker’s strength and are assessing ways to bring him more in line with the current cast of fighters. These balance changes will be introduced into an upcoming patch.
Air Side Special
– On-whiff branch window delayed 5 frames
Tom & Jerry
Ground Side Attack 2
– Hitstun reduced slightly
Ground Side Attack 3
– Hitstun reduced slightly
Velma
We are aware of some early feel issues with Velma following the initial launch. These are the start of some planned adjustments we have for her, and we will have more to share in the coming weeks.
Ground Side Attack
+ More reliably combos from attack 2 to attack 3
Air/Ground Neutral Attack
+ Hitbox now better covers Velma’s arm and head
~ Removed automatic targeting on ally
Air Up Attack
+ Increased movement control
Air Down Attack
+ Increased movement control
Air/Ground Down Special
+ Cooldown reduced to 80s from 120s
Air Side Special
+ Increased movement control
Wonder Woman
We are aware of Wonder Woman’s strength and are assessing ways to bring her more in line with the current cast of fighters. These balance changes will be introduced into an upcoming patch.
Passive
– Bracer Meter now resets when Wonder Woman is rung out
1.01 Patch Notes June 6
We wanted to take a moment to thank you all for the helpful feedback on Reddit, Discord and our other social channels. We’re diligently consuming all of your suggestions and will be making a number of changes based on the info we’ve gathered following launch.
Before we dive into various fixes and improvements coming in this patch, we wanted to mention that Iron Giant has been taken back to the shop for maintenance and is not available to play with right now. We should have a status update by next week.
We’re also planning to address several highly requested changes soon, such as the additional performance improvements, end of game stats, options to turn off team colors, the ability to swap side and neutral attack, and the addition of adjustable input buffer settings. We’ll keep you posted on timing.
Let’s dive in and see what’s new in this patch.
General
Lowered Hit Pause on all Hits by 10% in 1v1 modes
Players can now try all Fighters in Training Mode, including Fighters they do not own
Battlepass XP will now be granted after each PvP Match in addition to Events and Missions.
Bug Fixes
Fixed an issue where players could not complete daily rewards in Rifts Mode
Fixed an issue that was impacting performance on Xbox Series X|S
Fixed an issue where beam visual effects were occasionally invisible on PlayStation consoles
Fixed an issue where certain keyboard configurations would cause phantom inputs in matches
Fixed an issue with pause input conflicts in Training
Characters
Legend:
+ = Buff
– = Nerf
~ = Change
* = Bugfix
Note: Attacks callouts reference default controls.
Arya
Dash Attack
~ Reduced input buffer window for follow-up attacks
Banana Guard
The goal of this change is to reduce the extreme kill power on Banana Guard’s side specials and bring it more in line with the damage of the rest of the cast.
Aerial Side Special
– Reduced damage to 10 from 12
Ground Side Special
– Reduced damage to 12 from 14
Bugs Bunny
Neutral Special
* Fixed an issue causing the Safe to hit repeatedly and rapidly in succession
Garnet
Down Special
* Fixed an issue where Garnet and an enemy could be frozen at the end of her Star Grab
Gizmo
Up Special
– Ally attach cooldown now begins when Gizmo detaches from his ally, instead of beginning when Gizmo attaches to his ally.
Iron Giant
The goal of these changes is to prevent Iron Giant from chaining certain sets of attacks infinitely. While these fixes address some of the issues on Iron Giant, it will require additional fixes to bring Iron Giant fully back online. Iron Giant will remain down for repairs until those fixes are implemented in a future patch.
Ground Down Attack
~ Knockback angle is now more horizontal
Aerial Neutral Attack
~ Final hit now always knocks away regardless of charge
Ground Side Attack
– Jab first hitbox is slightly smaller
Rage Mode Pilot Special
~ Reduced strobing visual effects
Rage Mode Up Special
– Reduced final hit damage to 5 from 6
Jake
Aerial/Ground Up Special
* Fixed some issues with game performance
Jason
Ground Down Special
* Fixed an issue where one player would disappear when Jason grabbed two players with the sleeping bag
LeBron
Basketball
– Basketball can now only hit one time per target
Marvin
Aerial/Ground Neutral Attack
* Fixed an issue where Marvin could ringout opponents instantly due to a Side Special projectile interaction with Neutral Attack
Reindog
Aerial Side Attack
~ Knockback Angle is now more horizontal
Aerial Up Attack
~ Knockback Angle is now more horizontal
Shaggy
The goal of this change is to not allow Neutral Air Attack to combo back into the Jab combo at all damage levels. There are feel issues introduced with this change that we will address in the next patch.
Aerial Neutral Air
~ Base Knockback increased to 1700 from 1300
~ Knockback Scaling increased to 14 from 13
~ Knockback Angle is more horizontal
~ On-Hit cancel window delayed by 10 frames
Steven
Aerial Up Attack
~ Sweet spot hitbox delayed 1 frame later to match when Steven has his hands clapped together
Aerial Down Attack
– On-Hit cancel window delayed by 3 frames
Stripe
Aerial Down Attack
+ More downward momentum is maintained on attack start-up
Taz
Aerial/Ground Side Special
+ Increased damage on non-cooldown tornado final hit to 8 from 7
Wonder Woman
Wonder Woman’s lasso was a bit too oppressive to play against without any limiter, so we decided to add a short cooldown to the ability.
Aerial/Ground Neutral Special
– Added an 8 second cooldown for lasso
Those are the patch notes on June 18 for MultiVersus.