MultiVersus Season 4 Nov 25th Patch Notes

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Sebastian Quintanilla
5 min

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MultiVersus Season 4 Nov 25th Patch Notes
Images courtesy of MVS
A small balance and bug fixing patch note

MultiVersus released a new short hotfix patch today focused on smaller bug fixes , and balance changes to various characters, as well as a major change for Velma's Ground Down Special

General

  • General 
    • Fixed an issue where the Star Contenders game mode for Wacky Weekend was not working properly
  • Fighters
    • Fighters can now be purchased for tickets or fighter currency from the fighters tab. (Note: these purchase options will only appear if you have enough tickets or fighter currency to purchase the fighter.)
  • Rifts
    • Fixed an issue where timed-release difficulties would show as “Expired” rather than counting down until their release
  • Perks
    • Static Electricity
      • * Text has been updated to say “3 seconds” instead of “2 seconds,” now matching perk behavior
      • ~ Light projectiles no longer count as a distinct attack for the purposes of charging this perk
      • ~ Direct damage like fire/shocked debuffs no longer count as a distinct attack for the purposes of charging this perk

Character Changes

Agent Smith

  • Air/Ground Neutral Attack (Cooldown)
    • – On-hit cancel window delayed 8 frames
  • Side attack 1
    • – Hitstun reduced from 1.9 to 1.5
    • ~ Animation and attack properties have been updated, hitbox size adjusted to match new visuals

Arya

  • Air/Ground Neutral Special
    • * Fixed an issue where Arya could cancel the start-up of any face-steal attack

Batman

  • Air/Ground Neutral Attack
    • * Fixed an issue where Batarang would not be reflected properly by certain attacks
  • Air/Ground Neutral Special
    • ~ Bat bomb will no longer be applied to map enemies like Mojo Jojo

Bugs Bunny

  • Air/Ground Down Attack (Pie)
    • + Pie projectile is no longer broken by enemy melee attacks that otherwise would not normally destroy projectiles
    • * Fixed an issue where the pie would be destroyed after being melee attacked by an ally under certain conditions

Iron Giant

  • Rage Air/Ground Side Special
    • ~ Plasma orb projectile now stops moving after successfully trapping an enemy fighter

Jason

  • Air Down Attack
    • ~ Hitbox size adjusted to better match visuals

LeBron

  • Air Down Attack (No Basketball)
    • ~ Hitbox size adjusted to better match visuals

Raven

  • General
    • * Updated several animations for more visual clarity
  • Ground Neutral Attack
    • * Fixed an issue where this attack was not properly blocked by certain projectile blocking effects

Reindog

  • Air Up Special
    • * Fixed an issue where Reindog could not be grabbed by enemies during this attack

Samurai Jack

  • Air Neutral Special
    • * Fixed an issue where grabbing certain projectiles would instantly fill Samurai Jack’s focus meter

Taz

  • General
    • * Fixed an issue where Taz was rotated perpendicular to terrain when terrain bouncing under certain conditions
  • Air/Ground Neutral Special
    • * Fixed an issue where eaten fighters would not follow Taz as he moved
  • Air/Ground Up Special
    • + First hit now more reliably combos into follow-up hits

The Joker

  • Air Neutral Special
    • ~ Visuals adjusted to better match hitbox

Velma

  • Passive
    • * Fixed an issue where spawning evidence would consume the electric projectile buff from the Static Electricity perk
  • Ground Down Special (Mystery Machine)
    • + Cancel window after summoning Mystery Machine advanced 40 frames
    • + Mystery Machine now takes 0.6 seconds to activate after being summoned, down from 1 second
    • + Mystery Machine air speed increased to 2500 from 2000
    • + After capturing an enemy, Mystery Machine will begin moving again after 0.67 seconds, down from 2.5 seconds
    • + After capturing an enemy, Mystery Machine now gains a small movespeed buff
    • – Mystery Machine capture hitbox size reduced
    • – Mystery Machine can no longer capture enemy fighters while the Mystery Machine is in hitstun
    • – Mystery Machine now self destructs after 10 seconds if it has not captured a fighter
    • ~ Enemy fighters captured by Mystery Machine now have an easier button mash requirement to escape at low damages, and a harder button mash requirement to escape at high damages
    • * Fixed an issue where the Mystery Machine was unable to jump to track enemy fighters
    • * Fixed an issue where the mash timer for captured enemy fighters would sometimes appear far above the Mystery Machine
    • * Fixed an issue where fighters would be prevented from turning invisible after being captured by the Mystery Machine
    • * Fixed an issue where fighters that relied on invisibility could not perform certain actions after being captured by the Mystery Machine

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