As a seasoned gamer with over two decades of experience under my belt, let me tell you, the 1.2.2 patch for MultiVersus is a game-changer! The updates to Velma’s moveset are particularly intriguing. The revamp of her Air Side Special makes it a formidable combo starter, and the addition of an Air/Ground Down Special while on cooldown opens up new strategic possibilities.
As a dedicated gamer, I’ve got some exciting news! The one and only Player First Games has dropped the 1.2.2 Mid Season update for MultiVersus. This patch brings a fresh face into the arena – Beeltejuice, who’s ready to make a splash! Not just that, but it also includes some strategic balance tweaks. Let’s jump right in and see what this update has in store for us!
MultiVersus 1.2.2 Mid Season patch notes
The following patch notes for MultiVersus were posted on the game’s website today.
General
Characters
- New Fighter: Beetlejuice, Beetlejuice, Beetlejuice joins the Multiverse! He is available for Gleamium and character ticket purchase starting today, and he will be available for purchase with fighter currency in 3 days on August 23, 2024.
- Coming soon: All fighters will be available for play in local play game modes
Netcode Updates
- Performance improved during periods of low client framerate
- Server better handles periods of packet loss
- Fixed handling of input delay incurred from high ping
- Clients have better handling for staying in line with the server
- Server input overrides will return the player to neutral quicker (should address issues where lag spikes are causing players to run off the map)
Social
- Friends list is now sorted alphabetically
Rifts
- The “Ghost with the Toast” PvE Rift is NOW AVAILABLE!
- The Crisis in Townsville Rift has been added and will unlock later in the season
Rift Updates
- Replaced the mission “Freeze an opponent” with the mission “Hit an enemy with 5 dash attacks” on Node 4a in the Upgrade War Rift
- Fixed issue with Treasure Missions not processing correctly
- Fixed issues with Bonus Nodes playing incorrect ambient audio
- Removed yellow text from the Quiet Mind Gem effect – the bonus does not change with gem level
- Fixed camera being too close to players while playing CoOp in Target Break and Adventure style levels
Rift Combat Updates
- Bots are now more likely to pick up and throw items
- Rift Buddy Bubble movement changed to better work with Dexter’s Lab map
- Rift Jump Pads now launch players higher.
- Rift Electric Fences now have a warning phase before damaging shock is active.
- Rift Fireballs no longer apply stacks of ignite on contact
Maps
- Teen Titans Tower Map has been added to the game!
- Variants:
- Teen Titans Tower
- Teen Titans Tower (1v1)
- Teen Titans Tower 2
General
- All maps’ upper blast zone grace area has been extended 50%. This should help prevent players from accidentally jumping into a ring out while trying to escape a combo.
Throne Room (1v1)
- Walls are no longer there at the start of the match.
- No longer has wall and floor transition.
- Now available in Ranked 1v1 map pool.
Tree Fort 2
- Removed bounce pad trees.
Water Tower
- Center fall-through platform and door hazard raised on all variants to address bad interactions with certain projectiles.
- Main variant and 1v1 variant added back to their respective Ranked map pools
Ranked Mode Changes
- Grandmaster rank returns to Multiversus! Players with a character RP in the top 100 highest RP across all characters will qualify for the Grandmaster tier. Players that finish the season in Grandmaster tier will earn a special banner.
- There is a new leaderboard that shows the players that have reached the Master’s tier with the most characters. Show the world that you’re not just a character specialist by placing as many characters into the Master’s tier as you can!
- Players can now choose to concede a ranked match in between games in the best-of-3
- Players can now be immediately promoted out of Bronze and Silver if they win a game with a high MMR
- There is now less difference in RP rewards between Gold V and Platinum V
- Potential RP loss per game is now capped at all tiers. Silver and Gold players can no longer lose more than 1 game worth of RP for a loss.
Grandmaster rewards:
Combat Changes
- We’re making a myriad of general combat changes in an attempt to reward more offensive gameplay. These changes affect all fighters universally, but any additional character-specific changes will be listed in the character patch notes.
Dodge Cancels
- Dodge Attacks now cost only 2 units of dodge meter, down from 3 units
- Dodge Attacks and Dodge Jumps now play a special visual effect to help with clarity for all players
- Receiving a hit after a Dodge Cancel where the initial Dodge avoided an attack will now remove the “DODGED” text pop-up
- Dodge Jump cancel window while dodge meter is empty (fatigued) delayed 18 frames; now matches fatigued Dodge Attack cancel window
Dodge Lands
- Fixed an issue where fighters could sometimes dodge into the ground without Dodge Landing
- Dodge Land cancel window advanced 7 frames, fatigued cancel window delayed 5 frames
- Fighters now retain more momentum on a dodge land
- Fighters now have more movement control on the ground during a dodge land
- Forward Dodge Lands can now carry fighter momentum off the ledge of the main platform
- Dodge Fatigue (Empty Dodge Meter)
- Base dodge fatigue time increased to 10 seconds from 8 seconds
Wall Cling & Wall Fatigue
- Fighters will reach maximum wall fatigue after spending 5 seconds on a wall, down from 8.5 seconds.
- Fighters will begin to slide faster on a wall after 2 consecutive wall clings, down from 4.
- Fighters will reach maximum wall fatigue after 8 consecutive wall clings, down from 12.
- Fighters will no longer refresh their air dodges or air specials if they wall cling at maximum wall fatigue
- Fighters losing dodge meter from maximum wall fatigue can no longer gain any dodge meter until the fighters land on solid ground.
*NEW* Priority Hitboxes
Some assaults can now be categorized as “less urgent” impact areas. These “secondary” attacks cannot counterbalance regular attacks in a trade. If a less urgent attack lands on an adversary at the exact same moment the attacker is struck by a normal attack, the less urgent attack will be disregarded. Character-specific notes for these secondary attacks will be included in the character updates.
In simpler terms, all non-final attacks on the ground are now classified as less important or secondary attacks.
Terrain Bounces
- No longer affected by attack decay
- Knockback reduced
*NEW* Automatic Ground Teching
In a combo where a fighter experiences a terrain bounce followed by a floor bounce, instead of being floor-bounced again, they automatically perform what’s called a tech move. This tech move halts the combo, placing the fighter back on the ground in an idle position with temporary invincibility. If the fighter holds left or right during this tech, they will move slightly in that direction while having fewer invincibility frames available. However, if the floor bounce happens too quickly after the initial terrain bounce, the automatic tech will not activate.
By doing this, we can safely enhance ground bounce combinations with increased power, minimizing the risk of unintended infinite loops down the line.
General Bugfixes
- Fixed an issue where end-of-game and mission damage dealt stats were inaccurate.
- Fixed an issue where certain attacks would trade incorrectly.
- Fixed an issue where fighters could perform certain actions while rung out
General Perks
- Clear The Air
- Reflecting a projectile now increases the projectile’s speed 25%
Characters
Legend:
+ = Buff
– = Nerf
~ = Change
* = Bugfix
Note: Attacks callouts reference default controls.
Agent Smith
- Ground Down Special
- * Fixed an issue where the agent clone would remain idle if Smith was hit on the same frame he summoned the clone
- * Fixed an issue where the agent clone would whiff grab if it hit enemies in certain positions
- * Fixed an issue where the agent clone would hit enemies that were above the clone’s head
- * Fixed an issue where the agent clone would not turn around at ledges.
Arya
General
- – Head hurtbox size increased; will fix certain projectiles whiffing versus Arya on the ground
- Dodge Land
- * Fixed Arya’s neutral dodge playing the wrong animation
- Ground Neutral Attack
- – Hitbox active duration reduced 2 frames
- + Forward movement speed increased slightly; distance unchanged
- Air Side Attack
- – Charge knockback multiplier reduced to 1.25 from 1.6
- Air Down Attack
- – Repeat-move lockout increased to 20 frames from 8 frames
- Air/Ground Up Special
- – Repeat-move lockout increased to 20 frames from 15 frames
Banana Guard
To enhance the variety of combination starters in Banana Guard, we’re modifying the Air Neutral Attack to better suit this purpose.
- Air Neutral Attack
- + On-hit cancel window advanced 4 frames
- Ground Down Special
- + On-hit cancel window advanced 18 frames (after second hit)
Batman
In our forthcoming update, we aim to make the “Crashing Justice” dive kick (Air Down Special) less dominant and more susceptible to counters. Additionally, we’re brainstorming ways to enhance Batman’s agility and versatility in gameplay.
- Air/Ground Neutral Attack
- ~ Batarang will only attempt to home in towards Batman for a maximum of 3 seconds.
- ~ Batarang will be destroyed if Batman is still the owner of the Batarang when he is rung out
- ~ Batarang will be destroyed if Batman is still the owner of the Batarang when he attempts to spawn a new one
- Air Down Special
- – Start-up window increased 6 frames
- – Leg hurtbox size increased
- – Hitbox size reduced
Black Adam
- General
- – Weight reduced to 75 from 85
Bugs Bunny
- Air Side Attack
- – Hitbox size reduced so it is less likely for Bugs to hit enemies behind him
- Air Side Special
- ~ Rocket is considered an “untechable” surface
- ~ Knockback made more horizontal
- Air/Ground Up Special
- ~ Rocket is considered an “untechable” surface
- Air/Ground Down Special
- * Fixed an issue where the tunneling visual effects were not displaying while Bugs was underground
Finn
Currently, Finn is excelling at living up to his role as a swift, combination-focused assassin, often knocking opponents off the stage before dealing significant damage. To encourage more active offense from Finn, we’re considering reducing the time he can charge his attacks and making it less challenging for opponents to counter his combos.
- Ground Neutral Attack
- – Maximum charge time reduced to 1.5 seconds from 4.0 seconds
- – On-whiff cancel window delayed 4 frames
- Ground Side Attack 1
- – Maximum charge time reduced to 1.5 seconds from 4.0 seconds
- – On-whiff cancel window delayed 6 frames
- Ground Up Attack
- – Maximum charge time reduced to 1.5 seconds from 4.0 seconds
- – On-whiff cancel window delayed 6 frames
- Ground Down Attack
- – Maximum charge time reduced to 1.5 seconds from 4.0 seconds
- Air Neutral Attack
- – No longer launches Finn forward on-hit; cooldown removed
- Air/Ground Neutral Special
- – Maximum charge time reduced to 1.25 seconds from 4.0 seconds
- Ground Down Special
- + Boots of Speed buff duration increased to 25 seconds from 10 seconds
Garnet
- Ground Side Attack 2 (Side)
- + Now applies armor on start-up
- Ground Neutral Attack
- + Hitbox size increased to better match visuals
- + Hitbox active duration increased 4 frames to better match visuals
- Air Neutral Attack
- + Start-up window before charge reduced 3 frames
- Air Up Attack
- – First hit hitbox size reduced to better match visuals
Gizmo
- General
- – Head hurtbox size increased; will fix certain projectiles whiffing versus Gizmo on the ground
- Air/Ground Neutral Attack
- – Added maximum charge time of 1.9 seconds
- Air/Ground Neutral Special
- * Fixed an issue where holding the neutral special bind would not continue the attack
- Air/Ground Up Special
- – On-hit cancel window delayed 3 frames
- – Knockback angle made more horizontal
- + Knockback increased to 1750 from 1500
Harley Quinn
- Dash Attack
- + Made hits more consistent and the multiple hits to drop less
- Ground Down Attack
- * Fixed an issue where Harley could cancel the second kick on-hit by taunting
- Air Up Special
- – Hitbox size reduced; ground version unchanged – hitbox now better matches visuals
Iron Giant
- Air Side Attack
- * No-fuel knockback reduced to 2050 from 2595 – This fixes an issue where the no-fuel version had higher knockback than the fueled version of the attack
- Rage Mode Ground Down Attack
- – Repeat-move lockout increased to 24 frames from 17 frames
Jake
- Jake has been underperforming for a while due to the over-centralizing strength of his Bite neutral special. We are looking to evaluate some quality-of-life buffs for a future patch to make his strategy less Bite-dependent.
General
- * Fixed an issue where Jake’s neutral dodges were not playing their ending animations
- Air Down Attack
- ~ A floor bounce incurred from the first hit of this attack will not count towards the automatic tech bounce threshold
- Air/Ground Neutral Special
- – Armor duration from eating an ally reduced to 1.5 seconds from 4.0 seconds
- ~ Eating an ally now interrupts their current action
Jason
- Ground Up Attack
- ~ First hit prevents terrain bounce on knockback; final hit unchanged
- Ground Down Attack
- * Fixed an issue where using this attack could ring out Jason if the ground was broken during the attack
- Air Neutral Special
- + Now has armor during attack start-up
- “Resurrectionist” Perk
- * Fixed an issue where Jason would get rung out even while Resurrectionist was active, causing a double ringout
LeBron
1. Here’s a way to rephrase the given text:
- Ground Side Attack 1
- + Now more consistently combos into ground side attack 2
- Air/Ground Side Special
- + Land cancel window advanced 4 frames
- Air Down Special
- + Start-up window reduced 5 frames; this is a revert from patch 1.2.1
Marvin
- General
- ~ Marvin’s role is now Mage instead of Assassin
- – Head hurtbox size increased; will fix certain projectiles whiffing versus Marvin on the ground
Morty
General
- ~ Morty’s role is now Mage instead of Bruiser
- Air Up Attack
- – On-hit cancel window delayed 4 frames
- – On-whiff cancel window delayed 8 frames
- Air Down Attack
- + Hitbox size increased to better match visuals
Reindog
- Air/Ground Down Special
- * Fixed an issue where Reindog fireball had no hurtbox – this will fix issues with reflection and projectile clank interactions
Rick
As a formidable gamer, I’ve noticed that my opponents find me quite annoying due to the immense power and frequent usage of my jab move during neutral gameplay. To create a more balanced and diverse experience for everyone involved, I propose reducing the strength of my jab while simultaneously enhancing my combo potential across my entire kit. This way, I can continue to dominate the battlefield with finesse, but also offer a wider range of moves that cater to various gameplay scenarios.
General
- * Fixed an issue where Rick could not use Instant Air Dodge Cancel to use aerial specials near the ground
- Ground Side Attack 1
- – Start-up window before charge increased 4 frames
- – Hitbox size reduced
- – On-whiff cancel window delayed 10 frames
- Ground Side Attack 2
- + On-hit cancel window into side attack 3 advanced 1 frame
- Ground Side Attack 3
- + Start-up window before charged reduced 1 frame
- – Cancel window delayed 1 frame
- + Rocket spawn time advanced 2 frames
- + Rocket base speed increased to 3000 from 2000
- + Rocket base damage increased to 6 from 5
- + Rocket knockback increased to 1600 from 1200
- + Rocket knockback scaling increased to 22 from 19
- Ground Up Attack
- + First hit now more consistently combos into second hit
- Ground Down Attack
- + Bomb spawn time advanced 1 frame
- + Bomb maximum detonation delay reduced to .35 seconds from .5 seconds
- Air/Ground Neutral Attack
- * Fixed an issue where charged and uncharged lasers were not properly handling projectile interactions
- Air Side Attack
- – On-hit general cancel window delayed 6 frames; on-hit cancel window into side special unchanged
- ~ Now ignores player collisions during movement
- Air Up Attack
- + Charge damage multiplier increased to 1.75 from 1.2
- + More upwards momentum is maintained on start-up
- Air Down Attack
- + Hitbox active duration increased 2 frames; now better matches visuals
- + Hitbox size increased; now better matches visuals
- Ground Neutral Special
- + Meeseeks command window advanced 3 frames
- + Up Meeseeks hitbox size increased
- Air Neutral Special
- – Hitbox size reduced
- + Hitstun increased
- ~ Now ignores player collisions during movement
- Air/Ground Side Special
- * Fixed an issue where fighters could dodge out of portal travel
- Air Up Special
- – Reduced backwards horizontal momentum during launch
- * Fixed an issue where using up special near a wall would not launch Rick upwards
- Air/Ground Down Special
- ~ Polymorph debuff now shows a timer icon for remaining duration
Samurai Jack
Initially, Samurai Jack was introduced as an exceptionally successful new fighter, and it wasn’t long before players started winning using his potent side special move and swiftly increasing Focus Meter. We aim to make adjustments to his side special, lessening its versatility, and also limit the frequency of using his powerful Focus Meter abilities in a single match. This should help balance him with other characters in the roster.
General
- * Fixed an issue where Jack was rotated perpendicular to terrain when terrain bouncing
- * Fixed issue where Jack’s dance animation wouldn’t play when affected by Gizmo’s “Rhythm’s Gonna Getcha” perk
- Passive
- – Focus meter gain from hitting enemies reduced 30%
- – Focus meter gain from receiving hits reduced 25%
- Ground Side Attack 1
- – Hitbox size reduced
- Ground Side Attack 2
- – Hitbox size reduced so it is less likely for Jack to hit enemies behind him
- Ground Side Attack 3
- – Hitbox size reduced so it is less likely for Jack to hit enemies behind him
- Air Up Attack
- – Repeat-move lockout increased to 15 frames from 12 frames
- Air Neutral Special
- – Removed armor applied on start-up; rage version unchanged
- – No longer allows changing the throw direction after a successful grab
- Air/Ground Side Special
- – On-whiff cancel window delayed 3 frames
- – Hitbox size reduced so it is less likely for Jack to hit enemies behind him on start-up
- Focus Air/Ground Side Special
- – On-whiff cancel window delayed 8 frames
- – Hitbox size reduced to better match non-focus side special
- – Attack will now only transition to multiple slashes if the first attack hits an enemy
- “Shadow Step” Perk
- * Fixed an issue where Jack would sometimes move behind his enemy and whiff his counter attack
Shaggy
- Air/Ground Neutral Special
- – Rage duration reduced to 12 seconds from 25 seconds
- Rage Air/Ground Side Special
- – No longer breaks armor
- Rage Air/Ground Up Special
- – No longer breaks armor
- Rage Ground Down Special
- – No longer breaks armor
- * Fixed an issue where the shockwave could get stuck traveling between identical terrains
- Rage Air Down Special
- – No longer breaks armor
- * Fixed an issue where the shockwave could get stuck traveling between identical terrains
Steven Universe
- General
- – Enemies can now knock back Steven to reduce stacks of bubble debuff
- Air Side Attack
- – Hitbox size reduced; now better matches visuals
- Air/Ground Side Special
- ~ Shield is considered an “untechable” surface
- Air/Ground Up Special
- ~ Shield is considered an “untechable” surface
- Air Down Special
- – Start-up window increased 6 frames
- – Fall acceleration reduced slightly
- – Hitbox active duration after landing reduced 6 frames
- – Air on-hit cancel window delayed 2 frames
Stripe
- Air/Ground Down Special
- + Base cooldown removed
- + Ammo cooldown reduced to 12.5 seconds from 15 seconds
Taz
- General
- ~ Taz’s role is now Assassin instead of Bruiser
- Air/Ground Neutral Special
- * Fixed an issue where Taz could become permanently stuck if hit while eating certain projectiles
The Joker
- Ground Side Attack 1
- – Hitbox size reduced; visuals updated to match
- Air/Ground Up Special
- * Fixed an issue where The Joker could sometimes not ride his balloon immediately on spawn
Velma
In a simpler and more conversational way: Velma can be quite overpowering with her projectile attacks, but struggles to finish her combinations when she gets up close. To improve her ability to take advantage of opportunities, we’re reducing the power of her projectiles while boosting her close-range attacks. We’ve also added a new special move for Velma that goes on cooldown. This move can be used to initiate combinations at close range when she has an opening.
- Dodge Land
- * Fixed an issue where Velma was unable to Dodge Land
- Ground Side Attack 1
- + Start-up window reduced 2 frames
- – On-whiff cancel window delayed 3 frames
- Ground Side Attack 2
- + Hitstun increased
- Ground Up Attack
- + Hitbox added to Velma’s chest; should help with hitting smaller characters more consistently
- Ground Down Attack
- + Start-up window reduced 2 frames
- – On-whiff cancel window advanced 8 frames
- Air Side Attack
- + Uncharged damage increased to 9 from 8
- – Uncharged knockback reduced to 1300 from 1450
- + Uncharged knockback scaling increased to 18 from 12.5
- – Maximum charge knockback multiplier reduced to 1.15 from 1.5
- ~ Visuals now better match hitbox
- Air/Ground Neutral Special
- – Homing speech bubbles now stop homing if the target enemy dodges the speech bubble
- – “Sass” speech bubble maximum lifetime reduced to 2.5 seconds from infinite
- ~ “Sass” speech bubble knockback angle made more horizontal and backwards towards Velma
- – Ally-empowered “Toodles” speech bubble maximum lifetime reduced to 8 seconds from 10 seconds
- * Fixed an issue where the ally-empowered “Toodles” speech bubble could home towards Mojo Jojo on the Townsville map
- * Fixed an issue where speech bubbles would home towards certain characters’ feet rather than their midpoint
- Ground Down Special (Mystery Machine)
- – Mystery Machine capture hitbox is now low priority
- + Can now re-hit enemies that have dodged the capture hitbox after one second
- Air Side Special
- ~ Movement and knockback have been completely revamped. This attack now moves Velma farther and knocks back enemies into her path, allowing her to use this attack as a combo starter.
- Air Up Special
- + Vertical movement increased
- Air/Ground Down Special (Book)
- + Book spawn location moved closer to Velma; should prevent close-range whiffs
- *NEW* Air/Ground Down Special (Cooldown)
- ~ Down special can now be used while on cooldown to spawn a short-range book projectile. The projectile can be used as a combo starter in air and on ground. The projectile does not grant any buffs to Velma or her allies.
Wonder Woman
- Ground/Air Neutral Special
- – Armor duration on hitting an ally reduced to 0.5 seconds from 2.25 seconds
- Ground/Air Down Special
- – Armor duration reduced to 2.25 seconds from 3.7 seconds
1.2.2 Patch contains all the updates for MultiVersus. Stay tuned to Shacknews for all your MultiVersus news.
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2024-08-20 21:29