Player First Games has pushed out the MultiVersus Season 3 version 1.3.3 mid-season patch! Those on consoles will see this as MultiVersus update 1.45 (current-gen version 1.045), and players can expect another Amazonian to join the roster in Nubia! There are Rift updates, map tweaks and more available below.
What’s New for MultiVersus Update 1.45 for Mid-Season Patch?
General
Another Amazonian joins the Multiverse! Nubia is now available and can be purchased with Gleamium or a Character Ticket. She can be purchased for 6,000 Fighter Currency starting October 18th.
NEW Queue: Introducing the Wacky Weekend queue, only available on Fridays, Saturdays, and Sundays, but will be available for a limited time with the launch of this patch. The Wacky Weekend queue features a randomized assortment of specialty game modes, including:
Volleyball
Spotlight
Cart Race
3 vs. 1
Counter
Splat
… and MORE!
NEW Queue: Introducing a new Casual queue with low-intensity game modes. The Casual queue will launch with a 2-player vs. 2-bots game mode.
Rifts
The “Hunter on the Trail” PvE Rift is NOW AVAILABLE!
The “Haunted Megamix” PvE Rift has been added and will unlock later in the season:
Rift Updates
Enemy combatants of varying toughness have been added to Season 2 and Season 3 Adventure bonus nodes:
Temple Raider (Season 2)
Grid Escape (Season 2)
Coffin Run (Season 2)
Rainbow Three (Season 3)
Target Break, Race, and Golf stages now display a preview image in Node detail windows and during Pre and Post match.
Rift Combat Updates
Rift Ice Pipe hazards no longer apply knockback on contact.
Fixes for the Batman Mega Mix Laughing Gas Chase node.
Events
The Día de Muertos-Verse Event will be available on October 22nd!
The Halloween Crossover Costume Bash Event will be released later in the season.
New Event Theming:
Now during major Events, the home screen will get a new look to pair with the Event theme, starting with the Halloween Crossover Costume Bash
New Maps available in Custom Games, Local and Training:
Batcave (Hammer Time)
Bamboo’s E.D.G.E.
Trophy’s E.D.G.E. (No Floor)
Dexter’s Laboratory Modules 1-5
Space (Ice Pit)
Beach (Sandworms)
Water Tower:
Increased blast box height by 10% on all variants.
Increased the size of Balloons’ hurtbox to improve interactions with character projectiles.
The Court:
Adjusted hitbox timing on basketball hoop explosion. Active hitbox duration reduced to 0.1 seconds from 0.5 seconds.
Matchmaking Map Pool Changes:
Ranked:
The City of Townsville (1v1) has been added to the 1v1 queue.
Dexter’s Laboratory 3 has been added to the 2v2 queue.
Beach has been added to the 2v2 queue.
Trophy’s E.D.G.E. 3 has been added to 1v1 and 2v2 queues.
Space has been added to 1v1 and 2v2 queues.
Unranked:
The City of Townsville (1v1) has been added to the 1v1 queue.
Dexter’s Laboratory 3 has been added to the 1v1, 2v2, and FFA queues.
Beach has been added to the 1v1, 2v2, and FFA queues.
Trophy’s E.D.G.E. 3 has been added to the 1v1, 2v2, and FFA queues.
Space has been added to the 1v1, 2v2, and FFA queues.
Training Mode
New Options Added
Refill Dodge Meter
Instant Cooldowns
Character Specific Toggles
Shaggy – Infinite Rage
Finn – Coin Count
Iron Giant – Instant Rage
Samurai Jack – Infinite Focus
Joker – Joker’s Wild Card Behavior
Velma – Instant Mystery Machine
General Combat
Ground forward dodges that do not successfully dodge an attack now have an additional 10 frames of recovery before the fighter can perform another action; recovery lag on successful dodges is unchanged
Ground forward dodge immunity hurtbox size has been increased to make successful dodges more likely.
Upon a successful hit, victim fighters will now hold their active pose for a longer duration. This will address issues where fighters transitioned into their hit react animations causing attacks to appear to hit from much farther than intended.
Multiple attacks have received hitbox sizing passes, with more coming in a future patch.
Automatic techs that occur near terrain corners will no longer send fighters off the side of the map
Fixed an issue where certain input settings would not properly charge certain attacks.
Perks
Troll Tactics
No longer triggers if taunting immediately after using another taunt
Characters
Legend: + = Buff – = Nerf ~ = Change * = Bugfix
Agent Smith
Air/Ground Neutral Special
~ Hitbox size adjusted to better match visuals
~ Hand Cannon Perk Hitbox adjusted to better match visuals
Air/Ground Side Special
~ Hitbox size adjusted to better match visuals
Ground Down Special
+ Agent projectile hitbox size increased
Arya
Air/Ground Side Special (Dagger Dash)
– Hitstun reduced
Air/Ground Side Special (Cooldown)
+ Movement increased
Banana Guard
General
+ Ground movement speed increased to 2100 from 1775
Ground Up Attack
* Fixed an incorrect update listed in recent patch: On-Hit cancel window advanced 4 frames
“The Iron Temple” Perk
+ Projectile shield activation advanced 2 frames
Batman
Ground Side Attack 1
– On-whiff cancel window delayed 7 frames
Ground Side Attack 2
– On-hit cancel window into dodge delayed 12 frames
+ Hitstun increased
Ground Up Attack
+ On-hit cancel window advanced 13 frames
Ground Down Attack
– On-hit cancel window into Neutral Attack removed
– On-hit cancel window into Jump removed
Air/Ground Neutral Attack
– Cooldown refund from collecting Batarang reduced to 50% max cooldown from 65% max cooldown
– Batarang cooldown increased by 2 seconds
Air Up Attack
– Second hit knockback reduced to 1550 from 1650
– Second hit on-hit weakened debuff removed
Ground Up Special
– On-whiff cancel window delayed 7 frames
Air/Ground Side Special
+ Grappling hook aim speed increased
Air/Ground Neutral Special
– Batbomb cooldown increased by 4 seconds
Beetlejuice
Ground Up Attack
+ Uncharged knockback scaling increased to 18 from 16.5
~ Visuals updated to better match hitbox
Ground Down Special
+ Knockback increased to 2000 from 1850
Black Adam
Ground Dash Attack
+ Hitbox start-up window reduced 4 frames to better match visuals
Bugs Bunny
Air Up Attack
– Damage reduced to 9 from 10
~ Hitpause reduced
Air/Ground Down Special
~ Projectiles that travel through a tunnel will reset their hit history, allowing them to hit fighters that have already dodged the attack
Finn
Finn’s kit has been adjusted to focus more on being the anti zoner assassin, while changing the properties of Aerial Up Special to help reduce the strong effectiveness of the very early KO combos.
General
+ Ground movement speed increased to 2250 from 2025
Ground Dash Attack
+ First hit now more consistently combos into second hit
Ground Side Attack 1
~ Maximum charge time reduced to 1.25 seconds from 1.5 seconds
Ground Neutral Attack
~ Maximum charge time reduced to 1.25 seconds from 1.5 seconds
Ground Up Attack
~ Maximum charge time reduced to 1.25 seconds from 1.5 seconds
– Uncharged knockback scaling reduced to 15 from 20.5
+ Knockback charge multiplier increased to 1.25 from 1.0
Ground Down Attack
+ First hit now more consistently combos into second hit
+ Movement increased
~ Maximum charge time reduced to 1.25 seconds from 1.5 seconds
Air Neutral Attack
– Knockback reduced to 2450 from 2650
Air Side Attack 1
+ Now more consistently combos into Air Side Attack 2
Ground Side Special
+ On-hit cancel window advanced 10 frames
Air/Ground Neutral Special
~ Maximum charge time reduced to 1.25 seconds from 1.5 seconds
Air/Ground Up Special
~ Attack properties have been updated to a single-hit knockback away from Finn from a multi-hit vacuum
– Knockback influence multiplier increased to 1.2 from 1.0
~ No longer launches Finn forwards
Gizmo
Air/Ground Neutral Attack
~ Arrows fired in the air now ignore platform collision; arrows fired on the ground unchanged
Ground Side Special
– Car explosion damage reduced to 15 from 24
Air Down Special
+ Knockback angle made more downwards
Harley Quinn
Harley’s playstyle has been adjusted from the one dimensional form of aggression prior to this patch, to a proper mix of aggression, combos, and being an anti tank assassin.
General
+ Ground movement speed increased to 2200 from 1975
Ground Side Attack 1
~ Hitbox Adjusted to better match visuals
Ground Side Attack 2
~ Hitbox Adjusted to better match visuals
Ground Side Attack 3
~ Hitbox Adjusted to better match visuals
Ground Side Attack 4
+ Damage increased to 5 from 4
+ Knockback scaling increased to 22 from 20
Ground Neutral Attack
+ Now breaks armor
Ground Up Attack
~ Active hitbox duration increased 2 frames to better match visuals
Ground Down Attack 2
+ Knockback increased to 1750 from 1650
+ Knockback scaling increased to 18 from 10
~ Knockback angle made more horizontal
Air Side Attack 1
~ Knockback angle made more downward to allow ground bounces
~ Hitbox Adjusted to better match visuals
Air Side Attack 2
+ Knockback increased to 1700 from 1550
~ Knockback angle made more horizontal to prevent ground bounces
This is to prevent an instant tech after Air Side Attack 1
Air Neutral Attack
~ Hitbox Removed from Harley’s Head
Air/Ground Neutral Special
~ Cooldown ammo removed
+ Overall cooldown reduced to 8 seconds from 12 seconds
~ Batdoll projectile now ignores platform collision when colliding with platforms from below
Air/Ground Side Special
~ Pressing the Attack or Special button will fire the boxing glove projectile up to 23 frames early
Air/Ground Down Special
~ Hitbox more accurately matches visuals
Iron Giant
Rage Air/Ground Side Special
~ Plasma orb projectile now ignores platform collision
Jake
Ground Up Attack
* Fixed an issue where Jake’s hand was not properly becoming invulnerable above 50% charge
Air Up Attack 2
+ Damage increased to 7 from 6
Jason
Ki Ki Ki Ma Ma Ma
General
~ Fixed an issue where buffering dodge out of some attacks would dodge the wrong direction
+ Ally morphize buff now increases fighter weight 15 units
Samurai Jack
Air/Ground Side Special
– Hurtbox is now extended so Jack is less likely to teleport through incoming projectiles
Shaggy
General
Sandwich item now ignores platform collision while thrown
Passive
* Fixed an issue where Shaggy could not use Instant Aerial Dodge Rage specials
Ground Side Attack 1
– On-whiff cancel window delayed 2 frames
Ground Up Special
– On-whiff cancel window delayed 7 frames
Air Down Special
~ Shaggy can now grab enemy fighters during attack start-up, carrying victims into his ground slam
Rage Air Side Special
– On-hit weakened debuff removed
Rage Air Down Special
~ Shaggy can now grab enemy fighters during attack start-up, carrying victims into his ground slam
Steven Universe
Air Neutral Attack
– On-whiff cancel window delayed 5 frames
– Charge max damage multiplier reduced to 2.0 from 3.0
* Fixed an issue where this attack would not destroy certain projectiles
Air Up Attack
– Knockback scaling reduced to 16.5 from 18.5
Air/Ground Neutral Special
– Knockback reduced to 1750 from 1800
– Knockback scaling reduced to 18.5 from 21
– Cooldown increased to 20 seconds from 16 seconds
Air/Ground Up Special
– On-hit cancel window delayed 5 frames
– On-whiff cancel window delayed 5 frames
Stripe
Air/Ground Down Special
– Explosion hitbox size reduced
– Explosion hitbox damage reduced to 7
– Traveling hitbox duration reduced 20 frames
– Traveling hitbox damage reduced to 3
– Ammo cooldown increased to 15 seconds from 12.5 seconds
Superman
Ground Side Special
+ Superman is now immune to projectiles while teleporting to his attack location
Taz
Ground Neutral Attack
~ Spit projectile now ignores platform collision
Ground Up Attack
+ First hit now more consistently combos into second hit
Air/Ground Side Special
~ Hitbox now better matches visuals
~ Hurtbox position updated so it is no longer drifted behind the tornado
Air/Ground Neutral Special
* Fixed an issue where Taz grab would not break armor
Air/Ground Up Special
+ First hit now more consistently combos into follow-up hits
Air/Ground Up Special (Cooldown)
+ First hit now more consistently combos into second hit
Air/Ground Down Special
+ Boot projectile lifetime increased to 1 second from 0.8 seconds
+ Boot projectile now applies Tasty debuff on hit
~ Boot projectile now ignores platform collision
+ On-hit cancel window advanced 4 frames
The Joker
With the reductions to The Joker’s jab focused gameplay, the playstyle became one dimensional and very defensive.These changes hope to improve his approach game, and introduce new combo routes while also reducing out some of his laddering power.
Ground Dash Attack
~ Hitpause reduced
Air/Ground Neutral Attack
+ Hitbox added to The Joker’s hand while he throws a card
+ Now moves The Joker forward
*NEW* Neutral Attack (On Cooldown)
+ The Joker can now use this attack on cooldown to swipe his hand without throwing a card
Ground Side Attack 1
+ Forward movement increased
Ground Side Attack 2
+ Forward movement increased
~ Knockback angle made more horizontal
Ground Up Attack
+ Forward movement increased
– On-whiff cancel window delayed 10 frames
Ground Down Attack
+ Hitbox added to The Joker’s hand when the teeth are thrown
+ Now moves The Joker forward
+ Teeth projectile spawn advanced 2 frames
+ Teeth projectile now better combos into subsequent hits
Air Side Attack
+ Start-up window before charge reduced 4 frames
Grounded Side Special
~ Now moves The Joker backwards when rocket projectile is launched
+ Knockback increased to 2150 from 1800
Grounded Down Special
+ Jack in the Box hitbox size increased
+ Cannon fire start-up window reduced 12 frames
Air Down Special
– Start-up window increased 2 frames
– Knockback influence multiplier increased to 1.2 from 1.0
Air Neutral Special:
~ Knockback angle made more downwards
Air Up Special:
– Uncharged knockback reduced to 1600 from 1750
– On-hit and On-whiff cancel windows delayed until after The Joker releases the balloon
“Joker’s Wild” Perk
– Card knockback scaling reduced to 19 from 21
The Powerpuff Girls
Aerial combat has been improved to allow for more unique aerial combo routes, and more aggressive gameplay in the air overall to better match their grounded game as very light but hyper rushdown assassins.
General
~ Visuals have been updated to better feature the leading girl
– Bubbles leader air speed buff reduced to 10% from 15%; ground speed buff unchanged
Ground Down Attack
– Damage reduced to 6 from 11
Air Neutral Attack
– Damage reduced to 5 from 9
+ Knockback increased to 2600 from 1400
– Knockback scaling reduced to 2 from 7
~ Knockback angle made more horizontal
– Hitstun reduced
– Knockback influence multiplier increased to 1.5 from 1.0
+ On-hit cancel window advanced 5 frames
Air/Ground Neutral Special (Blossom)
+ Knockback increased to 2800 from 2600
~ Knockback angle made more horizontal
– Knockback influence multiplier increased to 2.0 from 1.5
– On-hit cancel window delayed 12 frames
Air/Ground Neutral Special (Bubbles)
+ Reflect hitbox duration increased 5 frames
Air Side Special
~ Each girl now causes a different knockback angle on-hit
+ Girls no longer bounce backward on-hit
– Dash hitbox armor break removed
* Fixed an issue where platforms would prevent the girls from traveling the full distance
Air/Ground Up Special (Blossom)
– Travel distance reduced
Air/Ground Up Special (Buttercup)
+ Travel distance increased
Air Down Special
* Fixed an issue where using aerial down specials near the ground allowed for infinite aerial down special attacks
“Acrobattack” Perk
– On-whiff cancel window delayed 8 frames
– Repeat-move lockout increased to 20 frames from 8 frames
Tom & Jerry
Ground Up Attack
~ On-hit cancel window is now limited to specific actions: Ground Up Special, Ground Down Special, Ground Side Special, and Ground Down Attack
Ground Up Special
~ Rocket projectile now ignores platform collision when colliding with platforms from below
Velma
Air/Ground Down Special
~ Book projectile now ignores platform collision
Wonder Woman
Ground Dash Attack
– On-whiff cancel window delayed 4 frames
Ground Side Attack 1
– On-whiff cancel window delayed 10 frames
Air Down Attack
– Hitbox size adjusted so it is less likely to hit above Wonder Woman
Ground Up Special
– Removed ability to fast fall and land cancel to interrupt the attack early
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