Patch Notes/Season 2.02 Patch

Season 2 Patch are patch notes that were released on December 5th, 2022 for MultiVersus.

Developer's Notes: Whiff Recovery

 * This patch is our first-pass at globally adding more risk into powerful attacks through whiff recovery. When you commit and miss an attack in many cases there will be a larger window for the opponent to punish.
 * We will be trying to be careful with this. We want to help ensure that we’re improving the neutral game toward a direction that is more calculated, while not creating (or encouraging) extremely passive gameplay scenarios.
 * What is the driving force behind this direction?:
 * We want moves with great power to have a high cost for using them, whether that be a cooldown or commitment.
 * The game should not play differently if you land your attack.
 * This will be a work-in-progress and we will continually evaluate and address Whiff Recovery. We welcome any-and-all feedback from the community!

General

 * Updated move list text for Arya, Batman, and Velma.

Maps

 * The Court
 * It’s time to BALL UP and BALL OUT! The Court is finally getting drafted from Custom Matches and will be joining the 2v2, 1v1, and Silly Queue map rotation. Time to turn those pickup games into officials!
 * The walls on The Court will now break after one wall bounce and will now respawn after a short time and push players inward. We are hoping this change will mitigate the effectiveness of camping by the blast box, and to help keep the ball in bounds!

Perks

 * Armor Crush: Fixed a bug where attacks would break armor without reaching the appropriate charge threshold.

Character Updates
Legend:
 * = Nerf
 * = Buff
 * = Change
 * = Bug

Arya

 * Ground Up Attack
 * Increased whiff recovery by 5 frames.
 * Ground Up Side Attack
 * Increased whiff recovery by 1 frame on jab 1.
 * Air Down Attack
 * Increased whiff recovery by 5 frames
 * Air/Ground Up Special
 * Increased whiff recovery by 5 frames.

Batman

 * Movement
 * Speed reduced to 2250, down from 2300
 * Batman moves too fast so we’ve slowed him down just a bit.
 * Ground Down Attack
 * Second hit now applies 1 stack of Weakened debuff.
 * Ground Side Attack
 * Second hit now applies 1 stack of Weakened debuff.
 * Increased whiff recovery by 2 frames on Jab 1.
 * Increased whiff recovery by 3 frames on Jab 2.
 * Air/Ground Neutral Attack
 * No longer applies Weakened debuff stacks on hit
 * Air Up Attack
 * Increased whiff recovery by 6 frames
 * Air Side Attack
 * Fixed an issue where on-hit buffs could be applied to enemies without the attack connecting with hit 2 of Air Side Attack.
 * Air/Ground Up Special
 * Increased whiff recovery by 4 frames on Air Up Special
 * Increased whiff recovery by 3 frames on Grounded Up version
 * Air/Ground Side Special
 * Fixed an issue where grapple had no whiff recovery when used on the ground
 * Note: We are aware of issues with the “Precision Grapple” signature perk. This perk will be addressed in our next patch.

Black Adam

 * Ground Neutral Special
 * Fixed an issue where Black Adam’s chain lightning would whiff through opponents after Black Adam was rung out

Bugs Bunny

 * Ground Up Attack
 * Increased whiff recovery by 4 frames

Finn

 * Ground Neutral Attack
 * Increased whiff recovery by 11 frames
 * Air Down Special
 * Apples now have 2 ammo with a 10 second recharge
 * This is to prevent extremely passive play by constantly throwing an unlimited supply of apples
 * Air Down Attack
 * Land cancel window delayed by 6 frames
 * Increased whiff recovery by 5 frames
 * Air Side Attack
 * Increased whiff recovery by 7 frames on the first hit of Finn’s Air Side Attack
 * Air/Ground Side Special
 * Fixed an issue where Finn would use the Air version of Side Special on the ground if an apple was on the screen
 * Air/Ground Side Special
 * Slightly increased the size of Finn’s Ground Side Special’s projectile-blocking shield

Garnet

 * Air Up Attack
 * Increased whiff recovery by 7 frames

Harley

 * Ground Side Attack
 * Fixed an issue where Jab 4 did not suffer from Attack Decay
 * Ground Side Attack
 * Shoulder hitbox removed on Jab 1
 * Ground Up Special
 * Land cancel window delayed by 6 frames (Air version unaffected).
 * Air Neutral Attack
 * Hit cancel window moved back by 2 frames
 * Allowing Harley to cancel her Air Neutral Attack into other moves for additional combo follow-ups should help with combo expression and provide a reward for Harley players when landing a hit.
 * Air Neutral Attack
 * Increased whiff recovery by 8 frames
 * Note: The goal with this change is to make use of Harley’s Air Neutral Attack more calculated. The goal is make it punishable for those who throw it out too often, and generally balance out overall risk/reward

Iron Giant

 * Air Up Attack
 * Increased whiff recovery by 6 frames
 * Air Neutral Attack
 * Increased whiff recovery by 6 frames

Jake

 * Ground Side Attack
 * Dodge cancel window delayed by 4 frames on both Jab 1 and Jab 2.
 * Jump cancel window delayed by 4 frames on both Jab 1 and Jab 2.
 * Ground Neutral Attack
 * Increased whiff recovery by 5 frames
 * Air Down Attack
 * Increased whiff recovery by 5 frames on the third hit of Skateboard.
 * Air Side Attack
 * Increased whiff recovery by 2 frames
 * Air/GroundUp Special
 * The opponent has 15% more Knockback Influence

LeBron

 * Air Side Attack
 * [With Basketball]: Increased whiff recovery by 3 frames
 * [Without Basketball]: Increased whiff recovery by 6 frames
 * Air Down Attack
 * [With Basketball]: Land cancel window delayed by 5 frames
 * Air Down Attack
 * [Without Basketball]: Knockback angle adjusted to be more horizontal in nature.
 * Ground Down Attack
 * Without Basketball]: Increased whiff recovery by 10 frames
 * Air/Ground Side Special
 * [With Basketball]: Adjusted the VFX on dunk to better match the hitbox

Marvin

 * General
 * Movement: Increased Marvin’s crouching walk speed to 1050, up from 400
 * General
 * Weight: Increased Marvin's weight to 50, up from 45
 * Note: Marvin dies at slightly earlier percentages than we would have preferred
 * Ground Side Attack
 * Knockback on first hit is more horizontal
 * Ground Side Attack
 * Slightly increased Marvin's movement during the second attack
 * Ground Side Attack
 * Increased hitbox size of Marvin’s second attack
 * Ground Side Attack
 * Reduced hit pause on second hit to 0.15 seconds, down from 0.175 seconds
 * Ground Side Attack
 * Set projectile initial direction on Marvin’s third attack to be more horizontal
 * Ground Side Attack
 * Increased projectile speed to 1750 on third attack, up from 1500
 * Note: These changes are meant to make Marvin’s ground combo more reliable as a “true combo”
 * Air Side Attack
 * Increased hitbox size
 * Air/Ground Neutral Attack
 * Fixed a bug where Marvin could infinitely spam this move when performing near the edge of platforms
 * Air/Ground Neutral Attack
 * Marvin’s uncharged bubble will move forward slightly instead of being stuck in place
 * Air/Ground Up Attack
 * Increased HP of the ship to 18, up from 15
 * Air/Ground Up Attack
 * Added additional visuals to better show which team Marvin’s rocket belongs to
 * Air/Ground Up Attack
 * Set the rocket to have a max lifetime of 10 seconds instead of infinite
 * Air/Ground Up Attack
 * Increased hitbox size on trumpet
 * Air Side Special
 * Fixed an online bug where follow up inputs would not register after hitting an enemy with this attack
 * Note: This should help see that attacks that follow-up Air Side Special are able to combo more reliably and more successfully.
 * Air Side Special
 * Fixed an online bug where follow up inputs would not register after hitting an enemy with this attack
 * Note: This should help see that attacks that follow-up Air Side Special are able to combo more reliably and more successfully.
 * Air/Ground Down Special
 * Fixed a bug where Marvin's flag could persist after the Batcave’s Batmobile platform(s) expired.
 * Air/Ground Down Special
 * Increased the initial hitbox size of the flag
 * Air/Ground Down Special
 * Increased how quickly the hitbox size grows while charging the flag
 * Air/Ground Down Special
 * Removed the horizontal movement stop when Marvin dashes downward with his Air down special, allowing Marvin to retain horizontal movement when starting the attack.
 * Note: Originally Marvin would stop moving horizontally when he used his Air Down Special and would go straight down. By removing this limiter he may now retain his horizontal movement during the attack, increasing its mobility
 * Air/Ground Down Special
 * Reduced the lifetime duration of Marvin's flag to 6 seconds, down from 8 seconds
 * Air/Ground Down Special
 * Reduced flag cooldown to 26 seconds, down from 30 seconds
 * Air/Ground Neutral Special
 * Fixed a bug where projectiles would get stuck indefinitely after hitting a bubble
 * Air/Ground Neutral Special
 * Slightly increased hitbox size
 * Ground Side Special
 * Reduced max pull distance of Marvin's ground side special
 * Note: If an enemy is not pulled all the way to Marvin, they will be knocked back towards Marvin instead of upward
 * Ground Side Special
 * Added up and down aiming animations

Morty

 * Ground Side Attack
 * Increased whiff recovery by 4 frames on Jab 1
 * Air Down Attack
 * Increased fall speed slightly
 * Air Down Attack
 * Increased whiff recovery by 5 frames
 * Air Up Attack
 * Increased whiff recovery by 4 frames
 * Air/Ground Down Special
 * Increased cooldown to 45s, up from 42s

Reindog

 * Ground Up Attack
 * Increased whiff recovery by 10 frames
 * Ground Side Attack
 * Increased whiff recovery by 4 frames on both Jab 1 and Jab 2
 * Air Up Attack
 * Increased whiff recovery by 12 frames
 * Air Up Attack
 * Fixed an issue where Reindog could branch into dodge or jump on whiff but could not branch into another attack until much later. The attack whiff branch window has been increased by 12 frames, and the dodge/jump branch windows have been adjusted to line up with the attack branch window
 * Air Side Attack
 * Increased whiff recovery by 5 frames

Rick

 * Ground Side Attack
 * Increased whiff recovery by 2 frames on Jab 1
 * Air Side Attack
 * Dodge cancel window delayed by 10 frames on whiff
 * Air Down Attack
 * Increased whiff recovery by 2 frames
 * Air/Ground Up Special
 * Fixed an issue where Rick would sometimes not launch himself upward.

Shaggy

 * Ground Side Attack
 * Increased whiff recovery by 4 frames on jab 2
 * Ground Up Attack
 * Increased whiff recovery by 3 frames
 * Air Down Attack
 * Increased whiff recovery by 6 frames
 * Air Side Attack
 * Increased whiff recovery by 5 frames
 * Land cancel window delayed by 5 frames
 * Ground Up Special
 * Land cancel window delayed by 6 frames (Air version unaffected)
 * Rage Air/Ground Down Special (Sandwich)
 * No longer consumes rage buff on use

Steven Universe

 * Air Down Attack
 * Increased whiff recovery by 10 frames
 * Air Up Attack
 * Increased whiff recovery by 6 frames
 * Air/Ground Attack
 * Increased whiff recovery by 8 frames

Stripe

 * Ground Side Attack
 * Increased whiff recovery by 6 frames on Jab 1
 * Ground Up Attack
 * Increased whiff recovery by 8 frames
 * Air Side Attack
 * Increased whiff recovery by 1 frame
 * Ground Side Special
 * Improved efficacy of combo reliability going into the second hit

Superman

 * Air Side Attack
 * Increased whiff recovery by 8 frames
 * Ground Down Attack
 * Increased whiff recovery by 9 frames
 * Air/Ground Neutral Special
 * Increased Ice Breath’s meter charges to 28, up from 24.

Taz

 * Ground Neutral Attack
 * Increased hitbox active window by 3 frames
 * Ground Side Attack
 * Increased hitbox active window by 3 frames on Jab 2 (tornado hit).
 * Air Neutral Attack
 * Increased whiff recovery by 6 frames
 * Air Side Attack
 * Increased whiff recovery by 8 frames
 * Air/Ground Neutral Special
 * Fixed an issue where Weakened stacks applied from Taz’s eat would not decay properly.
 * Air/Ground Neutral Special
 * Removed ability for Taz to eat Marvin’s spaceship

Velma

 * Ground Side Attack
 * Increased whiff recovery by 5 frames on Jab 1
 * Air/Ground Up Attack
 * Increased end lag by 8 frames

Wonder Woman

 * Air Up Attack
 * Increased whiff recovery by 5 frames
 * Air Up Attack
 * Fixed an issue where Wonder Woman could branch into dodge or jump on whiff but could not branch into another attack until much later. The dodge/jump whiff branch window has been increased by 5 frames, and the attack branch window has been adjusted to line up with the dodge/jump branch window
 * Air/Ground Up Special
 * Increased whiff recovery by 8 frames
 * Air/Ground Up Special
 * Land cancel window delayed by 6 frames on grounded version (Air version unaffected)