Patch Notes/ValentiNeon Patch

The ValentiNeon Patch are patch notes that were released on February 14th, 2023 for MultiVersus.

General

 * ValentiNeon Is Here: Pair up with someone special and prepare to celebrate!

ValentiNeon Login Rewards Calendar

 * Log in for 30 days of love with the ValentiNeon event!
 * There’s no better way to show affection than with the gift of candy! ValentiNeon is like a box of neatly-arranged, numbered, and hidden chocolates…or in this case a whole lot of Candy Hearts! (We like the chalky bits!) Feel the love and claim your rewards by logging in every day. You’ll be treated to a little something special when Shaggy comes a-knocking and asks you out on the HOTTEST of dates to the Dimension of Love!

Exchange your Candy Hearts in the Candy Shop for exclusive gifts!
Candy Hearts Prices


 * Feel the Beat Emote Sticker (Rare) = 500 Candy Hearts
 * Lovestorm Banner (Rare) = 750 Candy Hearts
 * ValentiNeon Surge Profile Icon (Epic) = 1000 Candy Hearts
 * Small Battle Pass Boost (Currency) = 1,500 Candy Hearts
 * Medium Battle Pass Boost (Currency) = 6,000 Candy Hearts
 * Heart of Kahndaq Black Adam Variant (Rare) = 14,000 Candy Hearts
 * Aphrodite's Blessing Wonder Woman Variant (Rare) = 14,000 Candy Hearts

Candy Hearts Breakdown

 * General
 * A Candy A Day. Receive 100 Candy Hearts for your 1st win of the day.
 * Spread The Love. Receive 15 Candy Hearts for every toast you receive.


 * Singles & FFA
 * Candy Hearts earned for 1s Win (Not playing as any ValentiNeon Variants) = 20 Candy Hearts
 * Candy Hearts earned for 1s Loss (Not playing as any ValentiNeon Variants) = 10 Candy Hearts
 * Candy Hearts earned for 1s Win (Playing as any ValentiNeon Variants) = 40 Candy Hearts
 * Candy Hearts earned for 1s Loss (Playing as any ValentiNeon Variants) = 20 Candy Hearts


 * Teams & Silly Queue (Solo & With Friends)
 * Candy Hearts earned for 2s Win (Neither player playing as any ValentiNeon Variants) = 20 Candy Hearts
 * Candy Hearts earned for 2s Win (Player playing as any ValentiNeon Variants) = 40 Candy Hearts
 * Candy Hearts earned for 2s Loss (Neither player playing as any ValentiNeon Variants) = 10 Candy Hearts
 * Candy Hearts earned for 2s Loss (Player playing as any ValentiNeon Variants) = 20 Candy Hearts


 * Variants Eligible To Earn 2x Candy Hearts
 * Knight to Remember Batman
 * Galactic Romance Marvin
 * Heart of Kahndaq Black Adam
 * True Kinda Love Garnet
 * Love Rave Harley
 * Dimension of Love Shaggy
 * Lovestruck Superman
 * ValentiNeon Velma
 * Aphrodite's Blessing Wonder Woman

Silly Queue Game Mode: [Heart Breaker Mode]

 * Love is in the air! Heart Breaker Mode is now available in Silly Queue! Heart collectibles will spawn across the battlefield, so try to gather as many as you can! When you reach max stacks, you’ll be able to perform the powerful Heart Wave Attack dealing damage to enemies around you! Show them the power of love!
 * Be warned though, taking knockback from an enemy will cause you to lose a heart, so be wary of any Heart Stealer

Ranked Mode

 * Ranked Mode makes its return!!!
 * Teams with duplicate characters are no longer allowed in Ranked 2v2 matches.
 * When players pick a character they will now be blocked out for their teammate.
 * Attempting to select a duplicate character will result in a prompt to pick another character.


 * Ranked will now draw from a limited competitive-focused map pool with Hazards disabled.
 * 2v2 Map Pool
 * Batcave
 * Cromulons
 * Scooby’s Haunted Mansion (No Roof)
 * Sky Arena
 * Sky Arena Platforms
 * Throne Room
 * Trophy's E.D.G.E.


 * 1v1 Map Pool
 * Batcave
 * Cromulons, (1 vs 1)
 * Scooby,’s Haunted Mansion (No Roof)
 * Sky, Arena (1 vs 1)
 * Sky, Arena Platforms (1 vs 1)
 * Throne, Room
 * Trophy,'s E.D.G.E.


 * Earn Candy Hearts every time you progress to a new ranked tier… earn more Candy Hearts the higher you go!

Multikeyboard Native Support (Steam)

 * We’re introducing a new version of multikeyboard support for steam users! You can now plug up to 4 keyboards into your PC and the game will recognize them in local play!


 * To Enable native MultiKeyboard support
 * Right-Click on MultiVersus in your Steam Library and select Properties.
 * Then enter “-multikeyboard” as the modification in the ‘launch options’ field.
 * Developer’s Note: This new version of multikeyboard support is still undergoing development, so as always, we welcome any feedback on this feature!

Shop Items
Show your love for MultiVersus with new limited-time banners and cosmetics that are bursting with the ValetiNeon spirit!

General Gameplay Changes

 * 2D Hitboxes
 * A number of characters have had their hitboxes converted from 3D to 2D. Characters with 2D hitboxes enabled should see improved Hitbox reliability and no whiffing on the Z-Axis. These characters may also have minor hitbox size adjustments that are not listed in their character patch notes.


 * Attack Decay
 * Attack VFX for all moves now transition from colored to gray when used in succession to aid in better indicating incoming attack decay.


 * Dodge Meter
 * Dodge Meter for all fighters is now visible for all players in an online match! The location of the dodge meter can be adjusted in the Settings menu.


 * Dodge Jumps
 * Dodge Jumping now removes any remaining dodge invulnerability when beginning the jump. This does not apply to respawn invulnerability.


 * Invulnerability
 * Receiving invulnerability from multiple sources now properly stacks. This will most notably fix issues where Bugs Bunny could receive knockback while in his tunnel.

Perks

 * Aerial Acrobat
 * Additional air acceleration reduced to 5%, down from 10% (unstacked).
 * Reduced to 10%, down from 20% (stacked).


 * Snowball Effect
 * Additional damage increased to 10%, up from 7% (unstacked).
 * Increased to 20%, up from 15% (stacked).


 * School Me Once…
 * Light projectiles will no longer proc ‘School Me Once…’, even if the light projectile deals knockback.

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

Arya

 * General
 * Fixed a bug where Arya would always throw items at a diagonal angle when trying to throw them upward.
 * Fixed a bug that caused some of Arya’s attacks to not share attack decay where they should.
 * Air/Ground Side Special
 * Enemies that dodge an Arya dagger now gain the benefits from dodging an attack.
 * Allies that are rung out while a dagger is attached will no longer respawn with the dagger still attached to them.

Batman

 * General
 * Enabled 2D Hitboxes on Batman.
 * Air Up Special
 * Active frame window delayed by 2 frames.
 * Ground Down Special
 * Smoke screen no longer slows enemies in smoke.
 * Air Down Attack
 * Active frame window delayed by 2 frames.
 * Active hitbox frame window ends 1 frame earlier to prevent lingering hitboxes
 * Air Down Attack
 * Turned off the hurtbox on Batman’s foot during this attack.
 * Ground Down Attack
 * Added 5 frames of whiff lag to slide.

Black Adam

 * General
 * Enabled 2D Hitboxes on Black Adam.
 * General
 * Weight reduced to 72, down from 80.
 * Ground Neutral Special
 * Cooldown increased to 18s, up from 10s.
 * Air/Ground Up Attack
 * Shortened lightning’s VFX to better reflect the attack’s active hitbox window.
 * Air Neutral Attack
 * Hitbox comes 1 frame earlier and grows in size while it’s active to match VFX.
 * Ground Side Attack
 * Fix an issue where Jab 3 was not decaying alongside the other Jabs.

Bugs Bunny

 * Air/Ground Neutral Special
 * Safe life time reduced to 14 seconds, down from 18.
 * Ground Side Attack
 * Jab 2 knockback scaling increased to 20, up from 18.

Finn

 * General
 * Weight reduced to 49, down from 51.
 * General
 * Added Finn’s backback to his Ugly Sweater skin.
 * Air/Ground Neutral Special
 * Active hitbox window starts 1 frame later and ends 1 frame earlier.
 * Air/Ground Side Special
 * Ground version projectile shield active window decreased 4 frames.
 * Air Down Special
 * Gem can now be destroyed by melee attacks while it is idle.
 * Gem now costs 200 gold, up from 100 gold.
 * Air Neutral Attack
 * Fixed an issue where this attack could destroy certain projectiles.

Garnet

 * General
 * Enabled 2D Hitboxes on Garnet.
 * Air Up Special
 * Active hitbox window starts 4 frames earlier.
 * Ground Up Special
 * On-cooldown version Adjusted hit 1 into hit 2 to be more consistent.
 * On-cooldown version hitstun increased.
 * Air Up Attack
 * Active hitbox window starts 2 frames earlier.
 * Air Side Attack
 * Active hitbox window starts 2 frames earlier.
 * Ground Up Attack
 * Active hitbox window starts 2 frames earlier.
 * Ground Side Attack
 * Jab 2’s down option has had its timing and movement adjusted to hit more consistently.

Gizmo

 * General
 * Enabled 2D Hitboxes on Gizmo.
 * Air/Ground Neutral Special
 * Music notes now properly interact with enemy projectiles.
 * Air/Ground Neutral Special
 * Fixed an issue where notes were destroying ally projectiles.
 * Air Side Special
 * Whiff recovery increased by 12 frames.
 * Air Up Attack
 * Active hitbox frames start 1 frame earlier.
 * Air Down Attack
 * Active hitbox frames start 2 frames later on the third kick.
 * Ground Up Attack
 * Popcorn can no longer be destroyed by light projectiles.
 * Ground Down Attack
 * Hitbox now matches the width of the piano.
 * Piano knockback now hits diagonally downward.
 * Ground Down Attack
 * Moved music note spawns to be further apart from one another in order to prevent both music notes from hitting opponents at the same time.
 * Reduced the lifetime of music notes in order to compensate for this change.

Harley

 * General
 * Enabled 2D Hitboxes on Harley.
 * Harley’s bat and hammer based attacks now have new hitboxes that more closely align with these items.
 * Air/Ground Neutral Special
 * Bat plush bomb is no longer ice-proof and can now be frozen.
 * Air Neutral Attack
 * Removed hitboxes from Harley’s body.
 * Active hitbox window now starts 2 frames later.
 * Air Side Attack
 * Kick 3’s active window now starts 1 frame earlier.
 * Ground Neutral Attack
 * Removed hitboxes from Harley’s body.
 * Active hitbox window starts 2 frames later.
 * Ground Up Attack
 * Added a minor vacuum to the first 3 hits of fully charged Ground Up Attack.
 * Developer’s Note: Harley’s fully charged Ground Up Attack had a tendency to whiff at times and/or have opponents fall out of the attack as they were being juggled, especially if they were hit higher or closer to the edge of the spin. This change helps to improve Ground Up Attack’s consistency.
 * Ground Side Attack
 * Jab 3 can now cancel into Jab 4 1 frame earlier.
 * Developer’s Note: Harley’s jab series had a tendency to whiff through opponents at times with attention to comboing them from angled versions of Air Down Attack when Glove Control was equipped. These changes help Harley’s Jab series land/combo more consistently in relation to her opponent when they are slightly airborne from her combo starters. Overall, these changes reduce scenarios where Harley’s Jab series would have otherwise whiffed through opponents where they should not.
 * Ground Down Attack
 * Slide can now cancel into other moves slightly earlier.
 * Increased Attack 2’s (kick’s) base knockback and damage.

Iron Giant

 * General
 * Fixed an issue where Iron Giant could hover-launch himself at much higher speeds than intended.
 * Fixed an issue where lighting elements from certain Iron Giant variants would appear on incorrect variants.
 * Fixed an issue where Iron Giant could get in a bad state by eating scrap in the air while in rage mode.
 * Fixed a bug with picking up items while in weapon mode.
 * ‘Wrong Side of the Bed Signature’ Perk
 * Fixed an issue where Iron Giant would not always spawn with the correct amount of rage.
 * Air Down Attack
 * Fixed an issue where this attack could destroy certain projectiles.

Jake

 * General
 * Enabled 2D Hitboxes on Jake.
 * General
 * Weight reduced to 59, down from 69.
 * Air/Ground Down Special
 * Startup frames increased
 * Downward movement speed decreased to 1500, down from 2000.
 * Whiff recovery increased 22 frames.
 * Hitbox size decreased.
 * Air/Ground Down Special
 * Fixed an issue where this attack could destroy certain heavy projectiles.
 * Air Side Attack
 * Removed hitboxes on Jake’s arm. Active hitboxes are now only on Jake’s fist.
 * Air Neutral Attack
 * Active hitbox window delayed by 3 frames.
 * Air Up Attack
 * Delayed ability to branch into up special by 6 frames.
 * Air Down Attack
 * Delayed ability to branch into other attacks.
 * Active frame window delayed by 2 frames.
 * Ground Side Attack
 * Hitbox window ends 2 frames earlier.

LeBron

 * General
 * Enabled 2D Hitboxes on LeBron.
 * Air Up Special
 * (No Ball) Hitbox window starts 2 frames earlier.
 * Air/Ground Side Special
 * Fixed an issue where this attack could destroy certain projectiles.
 * Air/Ground Side Special
 * (No Ball) Hitbox window starts 4 frames earlier.
 * Ground Up Attack
 * (No Ball) Hitbox window starts 1 frame earlier.
 * Air Down Attack
 * (No Ball) Hitbox window starts 1 frame earlier.
 * Air Up Attack
 * (No Ball) Hitbox window starts 1 frame later.
 * Air Neutral Attack
 * Now hits multiple times.

Marvin

 * General
 * Enabled 2D Hitboxes on Marvin.
 * General
 * Fixed an issue where Marvin could spam his attacks with no whiff recovery.
 * This removes Marvin’s “turbo-gun” and “turbo-button” infinite, along with others.
 * Air/Ground Neutral Special
 * Fixed bug where Marvin’s neutral special would not be able to reverse the direction of Stripe’s buzzsaw.
 * Air/Ground Up Special
 * Active hitbox window starts 4 frames earlier.
 * Air/Ground Down Special
 * On-cooldown version will apply 1 second lock-on debuff to enemies.
 * On-cooldown version hitbox size increased.
 * On-cooldown version knockback direction changed to be more upward.
 * On-cooldown version base knockback increased to 1200, up from 750.
 * Ground Side Special
 * Cooldown increased to 10 seconds, up from 6 seconds.
 * Air/Ground Neutral Attack
 * Uncharged version lifetime increased to 0.4 seconds, up from 0.2 seconds.
 * Air/Ground Neutral Attack
 * Uncharged version size reduced 25%.
 * Air/Ground Down Attack
 * Now breaks armor.
 * Ground Side Attack
 * Jab 3 projectile base knockback increased to 1250, up from 1200.
 * Jab 3 projectile knockback scaling increased to 25, up from 23.

Morty

 * General
 * Enabled 2D Hitboxes on Morty.
 * Air/Ground Up Special
 * Addressed an issue where the spaceship collisions would be disabled when close to a wall.
 * Air/Ground Down Special
 * Hitbox now active while Morty returns to his original position.
 * Air Up Attack
 * Hitbox adjusted to better match visuals.

Reindog

 * ‘Fire Fluff’ Signature Perk
 * Fixed an issue where Reindog’s on-cooldown fireball could still spawn a firewall after hitting terrain.
 * Air/Ground Neutral Special
 * Cooldown increased to 24s, up from 18s.
 * Air/Ground Down Special
 * Fixed an issue where Reindog could spawn both a full-power fireball and on-cooldown fireball at the same time.
 * Ground Down Attack
 * Knockback scaling increased to 19.5, up from 19.25.

Rick

 * Ground Side Attack
 * Increased jab 1 whiff recovery by 5 frames.

Steven Universe

 * General
 * Enabled 2D Hitboxes on Steven Universe.
 * Neutral Evade
 * Fixed an issue where Steven would not automatically grant his dodge shield to an ally as they are respawning.
 * Air/Ground Up Special
 * Fixed an issue where the shield would not always block enemy projectiles.
 * Fixed an issue where fighters would not bounce off the shield during knockback.
 * Air/Ground Up Special
 * Shield now has 12 HP.
 * Shield now more consistently interacts with other fighter effects.
 * Developer’s Note: Try using a shield with an ally Rick that’s buffed your size!
 * Air/Ground Up Special
 * Shield can now be damaged by enemy melee attacks.
 * Air/Ground Side Special
 * Fixed an issue where the shield would not always block enemy projectiles.
 * Fixed an issue where Steven could not stand on or wall-cling to his shield.
 * Fixed an issue where Steven and his ally’s projectiles would not always go through his shield.
 * Fixed an issue where Steven and his ally could not always walk through his shield.
 * Side Special shield now requires Steven to be standing on solid ground in order to walk through it.
 * Fixed an issue where fighters would not wall bounce off the shield during knockback.
 * Fixed an issue where the shield would not be destroyed if Steven was rung out.
 * Air/Ground Side Special
 * Shield now more consistently interacts with other fighter effects.
 * Developer’s Note: Try using a shield with an ally Rick that’s buffed your size!
 * Air/Ground Side Special
 * Shield HP increased to 12, up from 10.
 * Shield damage from projectiles reduced to 0, down from 3.5.
 * Air/Ground Side Special
 * Shield can now be damaged by enemy melee attacks.
 * Ground Side Attack
 * Jab 1 active hitbox window delayed so it no longer hits behind Steven.
 * Jab 2 active hitbox window delayed so it no longer hits behind Steven.

Superman

 * General
 * Enabled 2D Hitboxes on Superman.
 * Aerial Side Special
 * Increased hitbox size on fist.
 * Ground Down Special
 * Increased hitstun on eyes hitbox.
 * Ground Up Special
 * Falling hitbox has increased range to cover Superman’s body.
 * Landing hitbox has increased vertical range.
 * Air Side Attack
 * Active hitbox window starts earlier.
 * Air Down Attack
 * Active hitbox window starts earlier.
 * Ground Up Attack
 * Active hitbox window delayed.
 * Ground Up Attack
 * Hitbox now active 1 frame longer.
 * Ground Side Attack
 * Jab 2 can now cancel earlier into Jab 3.
 * Jab 3 can now cancel out of the 5th hit of rapid punch into Jab 4, down from the 7th hit of hit rapid punch.
 * Ground Down Attack
 * Removed first hit; second hit active window moved earlier to compensate.

Taz

 * General
 * Enabled 2D Hitboxes on Taz.
 * I Gotta Get In There! Signature Perk
 * Fixed an issue where the ally prompt to enter the cloud would only appear the first time the ally was able to interact.
 * Fixed an issue where Taz was not properly given armor when an ally entered the cloud.
 * Air/Ground Up Special
 * On-cooldown second hit active window moved 2 frames earlier.
 * Air/Ground Up Special
 * Knockback direction made more vertical.
 * Air/Ground Neutral Special
 * No longer eats enemies behind Taz.
 * Air/Ground Neutral Special
 * Increased hitbox size in front of Taz, better matching the bite visuals.
 * Air Down Attack
 * Delayed cancel window from Dair into itself.
 * Air Side Attack
 * Adjusted hitbox location to more closely align with Taz’s bite.
 * Ground Neutral Attack
 * Spit hitbox spawn location positioned further forward to prevent it from hitting behind Taz.
 * Ground Up Attack
 * Active hitbox window starts earlier.
 * Adjusted the timing and increased the hitstun on vacuum hits to more consistently launch into the final hit.
 * Knockback direction is now fully vertical.
 * Ground Up Attack
 * Base knockback decreased to 1000, down from 1250.
 * Ground Side Attack
 * Taz’s salt now comes out of his salt shaker and his pepper now comes out of his pepper shaker!

Tom and Jerry

 * General
 * Enabled 2D Hitboxes on Tom and Jerry.
 * Jerry
 * Fixed an issue where Jerry would immediately teleport back to Tom if Jerry was destroyed within a few frames of leaving Tom.
 * Jerry
 * Jerry will now visually poof back into place in situations where he is intentionally sent back to Tom.
 * Air/Ground Up Special
 * Fixed an issue where rocket could destroy Finn’s gem from a large distance.
 * Ground Up Attack
 * Active hitbox frame window delayed slightly.
 * Developer’s Note: The slightly later timing on this attack is to ensure that hitboxes are not active during the period of time where the paddle is behind Tom.
 * Ground Up Attack
 * Standardized the active hitbox timing between hits of the attack.
 * Ground Up Attack
 * Hitbox size increased while Jerry is attached.
 * Ground Side Attack
 * Increased hitbox size to better match Tom’s Mallet.

Velma

 * General
 * Enabled 2D Hitboxes on Velma.
 * Air/Ground Neutral Special
 * Light hits from Velma’s megaphone after it has passed through an ally no longer deals a small knockback.
 * Initial beam length reduced to 2050, down from 3250 (ally follow-up beam is unchanged).
 * Air Up Special
 * Hitbox size reduced by 33%.
 * Ground Side Special
 * Ally carry gray health reduced to 4, down from 6.
 * Air/Ground Neutral Attack
 * Ammo cooldown increased to 14s, up from 10s.
 * Ground Up Attack
 * Added 6 frames of whiff recovery.
 * Ground Up Attack
 * Fixed an issue where this attack was not properly applying attack decay.
 * Ground Side Attack
 * Hitboxes for Jab combo now only activate on Velma’s head and speech bubbles.
 * Ground Side Attack
 * Speech bubble hitboxes now cover the entirety of the VFX.

Wonder Woman

 * Air Down Special
 * Can no longer be used if Wonder Woman has reached her air specials limit.
 * Ground Up Special
 * This attack can now be canceled into other actions earlier.
 * Ground Up Special
 * Increased the window where Wonder Woman is unable to fast fall out of this attack.
 * Air Side Attack
 * Delayed this attack’s active frame window by 2 frames in order to prevent it from hitting far above Wonder Woman.