MultiVersus 1.2.2 Mid Season patch notes add Beetlejuice and balance changes

Published , by Donovan Erskine

Player First Games has released the 1.2.2 Mid Season patch for MultiVersus. It adds Beeltejuice to the roster, as well as several balance changes. Let’s dive in.

MultiVersus 1.2.2 Mid Season patch notes


Source: WB Games

The following patch notes for MultiVersus were posted on the game’s website today.

General

Characters

Netcode Updates

Social

Rifts

Rift Updates

Rift Combat Updates

Maps

General

Throne Room (1v1)

Tree Fort 2

Water Tower

Ranked Mode Changes

Grandmaster rewards:

Combat Changes

Dodge Cancels

Dodge Lands

Wall Cling & Wall Fatigue

*NEW* Priority Hitboxes

Certain attacks can now be classified as “low priority” hitboxes. Low priority attacks cannot trade with normal attacks. If a low priority attack connects with an enemy on the same frame the attacker is hit with a normal attack, the low priority attack will be ignored. Character-specific low priority attacks will be listed in the character patch notes.

All ground side attack combo hits (besides the finisher attack) are now considered low priority attacks.

Terrain Bounces

*NEW* Automatic Ground Teching

When a fighter is the victim of a combo that includes a terrain bounce, if they are floor bounced again in the same combo they will instead perform an automatic tech. An automatic tech breaks the combo by stopping the fighter on the ground and returning them to an idle pose with invincibility frames. If the fighter holds left/right during the tech, they will move a short distance in that direction while retaining fewer invincibility frames. The automatic tech will not occur if the floor bounce happens too soon after the first terrain bounce.

This will allow us to add more power into ground bounce combos without fear of accidentally introducing infinite loops in the future.

General Bugfixes

General Perks

Characters

Legend:

+ = Buff
– = Nerf

~ = Change

* = Bugfix
Note: Attacks callouts reference default controls.

Agent Smith

Arya

General

Banana Guard

We felt like Banana Guard could use more combo starter approach options so we’re making adjustments on Air Neutral Attack to serve that purpose.

Batman

We are trying to make the Air Down Special (“Crashing Justice” dive kick) less centralizing and more challengeable. We’re beginning to evaluate how to make Batman feel more dynamic in an upcoming patch.

Black Adam

Bugs Bunny

Finn

Finn is living up to his ideal as a speedy, combo-heavy assassin a little too well right now with his ability to carry opponents across the stage resulting in very low damage ring outs. We want to promote a little more offense from Finn by reducing his ability to charge his attacks for extended periods of time, while also making his combo game a little easier to deal with.

Garnet

Gizmo

Harley Quinn

Iron Giant

Jake

General

Jason

LeBron

Congratulations to LeBron James on winning Gold! In celebration we’ve given LeBron some buffs, but only because he won. Our new Auto-Tech system allows us to prevent an infinite loop that was occuring due to being able to repeatedly ground-bounce opponents so we’re reverting the change to Air Down Special from the last hotfix patch.

Marvin

Morty

General

Reindog

Rick

Rick has become very frustrating for opponents due to the large size of his jab and how often players use the move in neutral. We want to reduce the strength of his jab while also giving him better combo tools across his kit to increase diversity in his moveset.

General

Samurai Jack

Samurai Jack was released as an incredibly popular new fighter, and players immediately found success with his strong side special and quick Focus Meter gain. We’re hoping to tone down his side special as a “do everything” attack and also reduce the number of times players can use his super strong Focus Meter attacks in a single game. This should bring him more in line with the rest of the cast.

General

Shaggy

Steven Universe

Stripe

Taz

The Joker

Velma

Velma can be oppressive as a projectile zoner, but still lacks the tools to complete her combos when she gets into melee range. We are limiting the strength of her projectile tools while increasing the strength of her close-range attacks to give her a better punish-game when she finds her moment to strike. We have also given her a new attack in the form of an on-cooldown down special that she can use to start combos at close range.

Wonder Woman


That's everything in the 1.2.2 patch for MultiVersus. for all your MultiVersus news, stick with Shacknews.