MultiVersus update 1.30 is now live to all players on PC and consoles (PS5 version will show up as patch 1.030), and this brings not just bug fixes, but a host of character balance changes as well. Everything that got changed today is available below in the official patch notes for what Player First Games calls Patch 1.01 for the brawler.
MultiVersus Update 1.30 Patch Notes for June 6, 2024:
PS5 Update Version 1.030 | PC Game Client Version 1.01
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
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
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Characters
Legend:
+ = Buff
– = Nerf
~ = Change
* = Bugfix
Note: Attacks callouts reference default controls.
Arya
- ~ 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.
- – Reduced damage to 10 from 12
- – Reduced damage to 12 from 14
Bugs Bunny
- * Fixed an issue causing the Safe to hit repeatedly and rapidly in succession
Garnet
- * Fixed an issue where Garnet and an enemy could be frozen at the end of her Star Grab
Gizmo
- – Ally attach cooldown now begins when Gizmo detaches from his ally, instead of beginning when Gizmo attaches to his ally
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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.
- ~ Knockback angle is now more horizontal
- ~ Final hit now always knocks away regardless of charge
- – Jab first hitbox is slightly smaller
- ~ Reduced strobing visual effects
- – Reduced final hit damage to 5 from 6
Jake
- * Fixed some issues with game performance
Jason
- * Fixed an issue where one player would disappear when Jason grabbed two players with the sleeping bag
LeBron
- – 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
- ~ Knockback Angle is now more horizontal
- ~ 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.
- ~ 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
- ~ Sweet spot hitbox delayed 1 frame later to match when Steven has his hands clapped together
- – On-Hit cancel window delayed by 3 frames
Stripe
- + 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
Per Player First, they have also pulled the Iron Giant for adjustments, and the studio will have a status update available next week. There are also plans to address highly requested changes from the community as well, such as 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. No word yet when we’ll see these implemented into the game, but once we do, we’ll let our readers know
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