The Powerpuff Women are actually obtainable in MultiVersus as a part of its Season 3 replace right now, which additionally ushers in a tidal wave of character steadiness adjustments, a brand new PvE Rift within the type of Naptime is Over, and rather more. You possibly can learn the total particulars within the MultiVersus replace 1.3.0 patch notes under through Participant First Video games.
MultiVersus was initially launched through early entry in July 2022 and ran till June the next 12 months, earlier than Participant First Video games pulled it offline and relaunched it in full throughout Could 2024.
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Normal
SEASON 3 BEGINS! There’s a new Season 3 BATTLEPASS now obtainable!New Character: The Day is Saved! The Powerpuff Women fly into the Multiverse to smack down some baddies and save Townsville. They’re obtainable as a part of the Premium Season 3 BATTLEPASS.
The “Naptime is Over” PvE Rift is NOW AVAILABLE!
The “Batman Megamix” PvE Rift has been added and can unlock later within the season:
Rift Updates
Gems can now be leveled as much as stage 20 as an alternative of stage 10, however whole most XP and most energy are unchanged. Present gems will scale to their new stage primarily based on their present XP, and stage 10 gems will scale to stage 20 gems with the beginning of Season 3.Rift difficulties are actually unlocked primarily based on whole gem XP fairly than the common stage of the participant’s prime 3 gems.
Rift Fight Updates
Up to date a number of stage actors to help controller rumble suggestions
Ranked
If in case you have a personality in Diamond / Grasp, different characters will likely be adjusted to Silver V / Gold V on their first recreation respectivelyFixed a bug inflicting RP calculation to learn inaccurate talent ratingsDefeating gamers of a better tier than you now has a better minimal RP achieve earlier than MMR is accounted forLosing to gamers of a better tier than you now has a decrease most RP loss
Word: We began with a lightweight contact, if we really feel RP features aren’t applicable for a major distinction in ranks, we are going to tune additional through server hotfixes
Base development in decrease tiers has been toned down a bit as there are actually a number of mechanisms to speed up excessive talent and skilled playersMatchmaking favors video games with gamers inside a single tier, however should fallback to 2 tiersPre-made teams are assigned their MMR by the strongest participant for each placement and RP calculationsRaised the goal MMR for MasterMaster I gamers will decay RP for inactivity
Coming In a Future Patch: Win Streaks will likely be displayed in face-off
Unranked + Ranked:
We now use OpenSkill to calculate MMR as an alternative of a personalized model of Glicko for matchmaking. This could end in new and returning gamers getting extra applicable video games.
Maps
New Maps:
Midnight ShowingMidnight Displaying (1v1)Dexter’s Lab 2 (1v1)
Normal
Up to date a number of map parts to help controller rumble suggestions
Cromulons
Heart floating platform measurement elevated by 20% on each variantsDestructible map parts eliminated when Hazards are toggled off
Dexter’s Lab
Mounted a number of points affecting gameplay
Dexter’s Lab 2
*NEW* 2v2 variant is added with a 20% map measurement increaseOriginal variant is now Dexter’s Lab 2 (1v1)
Teen Titans Tower
Blast Field width elevated 5% on all variantsSide walk-off platforms eliminated when Hazards are toggled offDestructible map parts eliminated when Hazards are toggled off
Throne Room (1v1)
Mounted a problem the place background visuals wouldn’t all the time play
Tree Fort
Destructible map parts eliminated when Hazards are toggled off
Trophy’s E.D.G.E.
Floating platforms sizes elevated by 20% on all variants
Scooby’s Haunted Mansion
Destructible map parts eliminated when Hazards are toggled off
Ranked Map Swimming pools
1v1 Map Pool
Dexter’s Lab 2 (1v1) has changed Dexter’s Lab 2Sky Area (1v1) has changed its No Platforms variantWater Tower (Locked Door) has changed its default stage variant
2v2 Map Pool
Sky Area has changed its No Platforms variantWater Tower (Locked Door) has changed its default stage variant
Unranked Map Swimming pools
Dexter’s Lab has returned to the FFA poolDexter’s Lab 2 (1v1) has changed Dexter’s Lab 2 within the 1v1 poolMidnight Displaying has been added to the FFA and 2v2 poolsMidnight Displaying (1v1) has been added to the 1v1 poolWater Tower has changed Water Tower (Locked Door) within the FFA pool
Coaching Mode
Coaching Mode will likely be receiving enhancements to the consumer expertise and consumer interface starting with the Season 3 patch. We want to enhance the convenience of use and supply optimum coaching circumstances.
Added “Hitstun Combo Counter” to Coaching ModeImproved timing when resetting in Coaching ModeChanged Bot Conduct to not return the spawn location after being hit
Normal Fight
Motion Modifications
We want to enhance fighter motion within the air to enhance really feel, permit extra strategy choices, and enhance participant talent expression. Character-specific motion adjustments are listed within the character patch notes, however the basic adjustments are listed right here:
Sure air assaults now preserve extra momentum when executed as a part of a dodge attackCertain air assaults now preserve extra momentum throughout assault start-upCertain air assaults now permit quick fall throughout assault start-upCertain air assaults now preserve much less momentum when executed as a part of dodging off of a platform ledgeCertain air assaults now preserve much less momentum within the course reverse the fighter’s going through through the assault
Extra Modifications
Wall/ceiling terrain bounces not rely as a terrain bounce for triggering an automated tech. Solely flooring bounces rely in direction of the automated tech bounce thresholdAutomatic tech animations are canceled instantly if a fighter is compelled into the air for any reasonCertain floor dodge animations have been sped up so fighters are much less more likely to have trailing hurtboxes when their invulnerability ends
Normal Bugfixes
Mounted a problem the place On the spot Dodge Aerial specials consumed an air particular useful resource
Perks
*NEW* Normal Perk – Damaged WingsPerk textual content: “When you get knocked again whereas you don’t have any jumps remaining, achieve an EXTRA JUMP. “*NEW* Normal Perk – Blind Spot GuardPerk textual content: “If an enemy dodges your melee assault, briefly achieve some grey well being.”
Characters
Legend:+ = Buff– = Nerf
~ = Change
* = BugfixNote: Assaults callouts reference default controls.
Agent Smith
With the introduction of the tech system, we’ve got improved Agent Smith’s combo routes.
Floor Facet Assault 1+ Begin-up window decreased 1 body+ Hitstun elevated~ Hitpause increasedGround Facet Assault 3* Mounted a problem the place fighters may develop into caught to Agent Smith after this attackGround Down Assault~ Knockback angle made extra downward to permit floor bouncesAir Facet Assault~ Now permits quick fall throughout assault start-upAir Down Assault~ Now permits quick fall throughout assault start-up+ Now maintains extra horizontal momentum throughout assault start-upGround Down Particular~ Mounted sure projectile clank interactions
Arya
Normal* Mounted a problem the place sure props would disappear when rendered too removed from the cameraAir/Floor Facet Particular~ Mounted sure projectile clank interactions inflicting the dagger to drift within the airAir Impartial Assault* Now maintains much less momentum when executed after dodging off of a platform ledge to stop a bug that was inflicting unintentional “excessive” journey velocity (It’s nonetheless quick)Air Facet Assault* Now maintains much less momentum when executed after dodging off of a platform ledge to stop a bug that was inflicting unintentional “excessive” journey velocity (It’s nonetheless quick)Air Up Assault* Now maintains much less momentum when executed after dodging off of a platform ledge to stop a bug that was inflicting unintentional “excessive” journey velocity (It’s nonetheless quick)Air Down Assault+ Now maintains extra momentum throughout assault start-up
Banana Guard
Banana Guard was very targeted on aerial approaches to do every little thing, whereas the bottom recreation was very restricted to only KO choices. We’ve got improved his gameplay to permit extra combo routes and a extra distinctive strategy for Banana Guard to discover.
Floor Up Assault+ On-hit cancel window superior 4 framesAir Impartial Assault+ On-hit cancel window superior 1 body+ Now maintains extra momentum throughout assault start-up~ Knockback angle made extra downward to permit floor bouncesAir Facet Assault+ Now maintains extra momentum within the course Banana Guard is going through through the assault– Now maintains much less momentum within the course reverse Banana Guard’s going through through the attackAir Down Assault+ Now maintains extra momentum throughout assault start-upAir Facet Particular– Now maintains much less momentum within the course reverse Banana Guard’s going through through the assault
Batman
Batman has all the time had a spotlight of being a combo primarily based character, nonetheless his strategy recreation grew to become very targeted round sprint assault and aerial down particular. This led to a number of adjustments which slowed his play down, or buried Batman’s combo recreation being dodge boosted assaults. We’ve got redesigned Batman’s fight to permit a extra dynamic gameplay which permits gamers to seek out success in any respect ranges of play, and create new distinctive methods to play Batman.
Floor Sprint Assault~ *NEW* Batman’s sprint assault is now a flurry of armor breaking punchesAir/Floor Impartial Assault (Cooldown)~ Knockback angle made extra downward to permit floor bounces~ Hitpause increasedGround Up AttackGround Down Assault~ *NEW* Batman’s down assault is now a slide kick that transitions into a robust kick on-hit. Inputting a second down assault on-hit will as an alternative transition into an armor-breaking leg sweep.Air Facet Assault* Now maintains much less momentum when executed after dodging off of a platform ledge to stop a bug that was inflicting unintentional “excessive” journey velocity (It’s nonetheless quick)Air Down Assault+ Now permits fast-fall throughout assault start-up
Beetlejuice
We’ve got launched new combo routes to Beetlejuice to raised discover his grounded gameplay. We’ve got additionally improved his means to strategy with a combo starter within the air, and increase on his gameplay past his energy in jab.
Normal+ Dodge assaults now extra reliably give full motion momentumGround Facet Assault 1* On-whiff cancel window buffer delayed 6 frames later to make it much less doubtless that Floor Facet Assault 2 executes unintentionallyGround Up Assault~ Visuals now higher match hitboxGround Down Assault+ Motion elevated 25%~ Knockback angle made extra downward to permit floor bouncesAir Impartial Assault+ On-hit cancel window superior 1 body+ Now maintains extra momentum throughout assault start-upAir Facet Assault+ Now maintains extra momentum throughout assault start-up– Now maintains much less momentum within the course reverse Beetlejuice’s going through through the attackAir Up Assault* Now maintains much less momentum when executed after dodging off of a platform ledge to stop a bug that was inflicting unintentional “excessive” journey velocity (It’s nonetheless quick)Air Down Assault+ Now maintains extra momentum throughout assault start-up
Black Adam
Black Adam was very tough to contest at a variety, or behind a companion. These adjustments are to handle among the dominance Black Adam had with stage management.
Floor Down Assault– Now applies a 6 second cooldown for the lightning tendril projectileAir Impartial Assault– Hitbox measurement decreased 10%~ Hitpause reducedAir Down Assault+ Now maintains extra horizontal momentum throughout assault start-up* Now maintains much less momentum when executed after dodging off of a platform ledge to stop a bug that was inflicting unintentional “excessive” journey velocity (It’s nonetheless quick)Air/Floor Impartial Particular+ Begin-up window earlier than cost decreased 5 frames– As soon as chain lightning has hit an enemy, that enemy is proof against chain lightning for six secondsAir/Floor Facet Particular– Now prices 1 unit of dodge meterGround Down Particular~ Projectile defend is now destroyed when Black Adam is rung out
Bugs Bunny
Floor Facet Assault 1– Hitbox measurement decreased so the assault is much less more likely to hit behind BugsAir/Floor Down Assault (Pie)~ Throwing a pie not destroys pies which were mirrored by enemiesAir Impartial Assault– Now maintains much less momentum within the course reverse Bugs Bunny’s going through through the attackAir Facet Assault+ Now maintains extra momentum throughout assault start-up– Now maintains much less momentum within the course reverse Bugs Bunny’s going through through the attackAir Down Assault (No Pie)+ Now maintains extra momentum throughout assault start-upAir/Floor Impartial Particular* Mounted a problem the place Protected was not performing as a heavy projectile whereas in motionAir/Floor Down Particular* Mounted a problem the place fighters actions weren’t canceled upon getting into the tunnel“Lingering Love” Perk~ Mounted sure projectile clank interactions
Finn
Finn has a singular focus of carrying the opponents to the blast zone shortly as a result of a lot of his greatest combos being aerial primarily based. This patch will tackle the facility behind the “Backpack Energy” and a few prevention to assured carries.
In an upcoming patch, Finn will likely be receiving adjustments to enhance the general combo recreation retaining his rushdown gameplay, whereas additionally bringing focus away from the off stage carries.
Normal* Mounted a problem the place sure props would disappear when rendered too removed from the cameraAir Impartial Assault+ Now maintains extra momentum throughout assault start-up+ Now permits quick fall throughout assault start-up– Repeat-move lockout elevated to twenty frames from 8 framesAir Facet Assault 1+ Now maintains extra momentum throughout assault start-upAir Up Assault* Now maintains much less momentum when executed after dodging off of a platform ledge to stop a bug that was inflicting unintentional “excessive” journey velocity (It’s nonetheless quick)Air Down Assault+ Now maintains extra momentum throughout assault start-up+ Now permits quick fall throughout assault start-upAir/Floor Impartial Particular (with BMO)~ Now ignores participant collisions throughout motion; this could repair points the place Finn would get caught subsequent to enemies with out hitting themAir Down Particular* Mounted a problem the place parrying this assault wouldn’t put Finn into parry stun– Hitstun decreased~ Knockback angle made extra downward to permit floor bounces~ Hitbox measurement is now constant no matter coin worth“Backpack Energy” Perk– Up particular most knockback bonus from cash decreased to 125 from 225– Sprint assault most knockback bonus from cash decreased to 100 from 200– Most harm multiplier from cash decreased to 1.25 from 1.5
Garnet
Garnet was experiencing a couple of gameplay points that had been resulting in combos dropping, or going through problem in matches contesting sooner characters. We’ve got improved the combo routes, added armor to some strikes, and improved the assault velocity on a few of Garnet’s greatest approaching strikes.
*NEW* Signature Perk “Thunderclap”Perk impact: Performing floor up particular after inserting Garnet’s electrical lure will detonate it instantly.Normal+ Hurtbox measurement decreased on Garnet’s gauntlets* Mounted a problem the place sure props would disappear when rendered too removed from the cameraGround Facet Assault 2 (Down)~ Knockback angle made extra downward to permit floor bouncesGround Down Assault+ Now applies armor on start-up after a cost threshold+ Now has hitboxes on Garnet’s gauntlets that hit fighters downwards+ Uncharged shockwave projectile velocity elevated 15%; most cost velocity unchangedAir Impartial Assault+ On-whiff cancel window superior 4 framesAir Facet Assault 1* Now maintains much less momentum when executed after dodging off of a platform ledge to stop a bug that was inflicting unintentional “excessive” journey velocity (It’s nonetheless quick)Air Up Assault– Now maintains much less momentum within the course reverse Garnet’s going through through the attackAir Down Assault+ Now maintains extra momentum throughout assault start-up– On-whiff cancel window after touchdown delayed 10 framesAir/Floor Impartial Particular~ Rhythm buff can now be stacked a 3rd time granting Garnet and her ally a projectile defend+ Sing time required to cost a Rhythm buff stack decreased to 0.65 seconds from 0.75 seconds– Rhythm buff stack length decreased to five seconds from 7 secondsAir/Floor Facet Particular (Cooldown)– Hitbox measurement decreased so the assault is much less more likely to hit behind Garnet+ Now maintains extra momentum throughout assault start-upGround Up Particular (Cooldown)+ Second hit harm elevated to eight from 7+ First hit now extra constantly combos into second hit“Marker” Perk* Mounted a problem the place gauntlets may spawn a star too near the highest blast zone
Gizmo
Air/Floor Impartial AttackStart-up window earlier than cost elevated 3 framesAir Facet Assault+ Now maintains extra momentum throughout assault start-up* Now maintains much less momentum when executed after dodging off of a platform ledge to stop a bug that was inflicting unintentional “excessive” journey velocity (It’s nonetheless quick)Air Up Assault– Hitbox measurement decreased to raised match visuals* Now maintains much less momentum when executed after dodging off of a platform ledge to stop a bug that was inflicting unintentional “excessive” journey velocity (It’s nonetheless quick)
Harley Quinn
Normal* Mounted a problem the place Confetti debuff stacks would enhance when victims had been hit by their very own alliesGround Up Assault– On-whiff cancel window delayed 9 frames– Begin-up window after cost elevated 1 body so the assault is much less more likely to hit behind HarleyGround Down Assault 1+ Now extra reliably combos into Floor Down Assault 2Air Impartial Assault* Now maintains much less momentum when executed after dodging off of a platform ledge to stop a bug that was inflicting unintentional “excessive” journey velocity (It’s nonetheless quick)+ Now maintains extra momentum when executed as a part of a dodge assault– On-hit cancel window delayed 7 framesAir Facet Assault+ Now maintains extra momentum throughout assault start-upAir Down Assault~ Mounted sure projectile clank interactions+ Now maintains extra momentum when executed as a part of a dodge attackAir/Floor Impartial Particular~ Mounted sure projectile clank interactionsAir/Floor Facet Particular~ Mounted sure projectile clank interactions* Mounted a problem the place the projectile can be destroyed if Harley was interrupted through the attackAir/Floor Down Particular~ Mounted sure projectile clank interactions
Iron Large
Iron Large has many adjustments to knockback angles, dodge boosted assault home windows on hit, and changes to “Rage” mode on this patch. The main focus is to create new combo routes which have a finisher, with out permitting longer extensions that assure offstage carries. The Rage mode adjustments can even tackle the dominance a group gained throughout this timeframe and stage the taking part in area.
Normal* Mounted a problem the place Iron Large’s hurtbox would develop into very misaligned if he was reworked right into a hen whereas in rage mode. This was a brutal one.Passive– Burst cooldown throughout Rage mode elevated to 45 seconds to match default cooldown timingGround Down Assault+ Begin-up window decreased 3 frames+ Knockback elevated to 1550 from 1450+ Iron Large now strikes ahead whereas performing this assault to make it simpler to attach~ Knockback angle made extra horizontal– On-hit cancel window delayed 5 framesGround Up Assault+ Begin-up window earlier than cost decreased 2 framesAir Impartial Assault~ Remaining hit Knockback will now all the time hit away from Iron Large~ Knockback angle made extra downward to permit floor bouncesAir Facet Assault* Now maintains much less momentum when executed after dodging off of a platform ledge to stop a bug that was inflicting unintentional “excessive” journey velocity (It’s nonetheless quick)Air Up Assault* Now maintains much less momentum when executed after dodging off of a platform ledge to stop a bug that was inflicting unintentional “excessive” journey velocity (It’s nonetheless quick)Air Down Assault* Now maintains much less momentum when executed after dodging off of a platform ledge to stop a bug that was inflicting unintentional “excessive” journey velocity (It’s nonetheless quick)Air/Floor Up Particular– Now maintains much less momentum throughout assault start-upRage Floor Facet Assault+ Projectiles now ignore platformsRage Floor Down Assault– Not spawns a shockwaveRage Air/Floor Facet Particular* Mounted a problem the place Iron Large may spawn two plasma orbs in fast succession
Jake
Whereas sturdy from a distance, Jake was missing in methods to strategy the opponents exterior of utilizing his chew command seize that led to a major reward. We’ve got improved on Jake’s grounded gameplay to permit for higher boxing instruments, and in addition improved knockback angles on some aerial assaults to permit for extra aggressive combo starters.
Floor Facet Assault 1+ Begin-up window decreased 3 framesGround Facet Assault 3+ Knockback scaling elevated to 17.5 from 16.5Ground Impartial Assault+ Uncharged knockback elevated to 1600 from 1500+ Uncharged knockback scaling elevated to 19 from 18.5~ Knockback angle made extra horizontal+ Begin-up window decreased 4 frames– On-whiff cancel window delayed 8 framesGround Up Assault+ Forearm and hand hurtbox are actually invulnerable through the assault if charged not less than 50percentGround Down Assault+ Begin-up window earlier than cost decreased 2 frames+ Knockback elevated to 1450 from 1250– Repeat-move lockout elevated to fifteen frames from 8 framesAir Impartial Assault– Knockback decreased to 1400 from 2000~ Knockback angle made extra downward to permit floor bounces+ Cancel window into Air Impartial Assault Particular Comply with-up superior 3 frames+ Now maintains extra momentum throughout assault start-up– Repeat-move lockout elevated to 23 frames from 8 framesAir Impartial Assault, Particular Comply with-up– Injury decreased to 10 from 12– On-whiff cancel window delayed 10 framesAir Facet Assault+ Now maintains extra momentum throughout assault start-up+ Now maintains extra momentum when executed as a part of a dodge assault– Repeat-move lockout elevated to twenty frames from 8 framesAir Up Assault 1+ Now maintains extra momentum throughout assault start-upAir Up Assault 2– Knockback decreased to 1150 from 1450+ Forearm and hand hurtbox are actually invulnerable through the attackAir Down Assault+ Now permits quick fall throughout assault start-up– Now maintains much less momentum within the course reverse Jake’s going through through the assault+ Begin-up window decreased 2 frames* Mounted a problem the place Jake wouldn’t all the time hop on-hitAir/Floor Impartial Particular– Jake can not leap whereas there are enemies in his abdomen– Minimal eat time decreased to 0.75 seconds from 2 seconds; victims now have a neater time mashing out– Eaten enemies now escape if Jake makes an attempt to ring himself out within the backside blast zone* Mounted a problem the place Jake may float into the highest blastzone if he whiffed this assault below sure conditionsAir/Floor Facet Particular~ Now ignores participant collisions throughout motion; this could repair points the place Jake would get caught subsequent to enemies with out hitting them“Keep Limber” Perk* Mounted a problem the place Jake wouldn’t bounce if the participant held a down enter
Jason
Air Impartial Assault* Now maintains much less momentum when executed after dodging off of a platform ledge to stop a bug that was inflicting unintentional “excessive” journey velocity (It’s nonetheless quick)+ Now maintains extra momentum when executed as a part of a dodge attackAir Facet Assault* Now maintains much less momentum when executed after dodging off of a platform ledge to stop a bug that was inflicting unintentional “excessive” journey velocity (It’s nonetheless quick)+ Now maintains extra momentum when executed as a part of a dodge attackAir Down Assault+ Now maintains extra momentum throughout assault start-up
LeBron
Lebron with out Basketball was too tough to seek out success with, main matches to deal with a extra passive gameplay or making an attempt to maintain the basketball as typically as doable. We’ve got improved many assaults involving the No Basketball stance so Lebron will really feel extra enjoyable to play with out basketball. Additionally with the introduction to the grounded tech system, we’ve got added extra methods for Lebron to floor bounce opponents for combo starters.
Normal+ Basketball hitbox measurement elevated to raised match visualsGround Facet Assault 1 (Basketball)+ Hitbox measurement elevated+ Hitbox lively length elevated 2 framesGround Facet Assault (No Basketball)+ Begin-up window decreased 3 framesGround Impartial Assault (Basketball)+ Begin-up window earlier than cost decreased 3 frames+ Uncharged harm elevated to six from 5+ Uncharged knockback elevated to 1850 from 1750+ Uncharged knockback scaling elevated to 22 from 20– Cost most harm multiplier decreased to 2 from 2.5– Cost most knockback Multiplier decreased to 1.75 from 2.25~ Hitpause reducedGround Down Assault (Basketball)~ Hitbox now higher matches the visuals~ Knockback angle made extra downward to permit floor bouncesGround Facet Assault (No Basketball)+ Sped up Startup by 6 framesGround Down Assault (No Basketball)+ Begin-up window decreased 6 frames+ On-hit cancel window superior 18 framesGround Up Assault (No Basketball)+ Begin-up window decreased 6 frames+ Hitbox lively length elevated 3 frames+ On-hit cancel window superior 5 frames+ LeBron now strikes ahead whereas performing this assault to make it simpler to connectAir Impartial Assault (Basketball)+ Now maintains extra momentum throughout assault start-up* Now maintains much less momentum when executed after dodging off of a platform ledge to stop a bug that was inflicting unintentional “excessive” journey velocity (It’s nonetheless quick)+ Now maintains extra momentum when executed as a part of a dodge attackAir Impartial Assault (No Basketball)+ Now maintains extra momentum throughout assault start-up* Now maintains much less momentum when executed after dodging off of a platform ledge to stop a bug that was inflicting unintentional “excessive” journey velocity (It’s nonetheless quick)+ Now maintains extra momentum when executed as a part of a dodge attackAir Facet Assault (Basketball)* Now maintains much less momentum when executed after dodging off of a platform ledge to stop a bug that was inflicting unintentional “excessive” journey velocity (It’s nonetheless quick)+ Now maintains extra momentum when executed as a part of a dodge attackAir Facet Assault (No Basketball)* Now maintains much less momentum when executed after dodging off of a platform ledge to stop a bug that was inflicting unintentional “excessive” journey velocity (It’s nonetheless quick)+ Now maintains extra momentum when executed as a part of a dodge attackAir Up Assault (Basketball)+ Now maintains extra momentum when executed as a part of a dodge attackAir Down Assault (Basketball)+ Now permits quick fall throughout assault start-upAir Down Assault (No Basketball)+ Injury elevated to eight from 6+ Hitbox measurement elevated to raised match visuals+ Now permits quick fall throughout assault start-up+ Now maintains extra momentum when executed as a part of a dodge assault+ Sourspot hitbox removedAir Up Particular (No Basketball)+ Begin-up window decreased 3 frames
Marvin
Whereas profitable from a distance, Marvin was missing methods to correctly field with opponents in a significant approach. We’ve got improved Marvin’s general combo recreation, and made him simpler for a more recent participant to choose up and take a look at. This features a return to his Impartial Particular (Button) being an lively a part of his package as a combo starter.
Marvin was additionally experiencing moments the place projectiles wouldn’t hit an opponent after dodging it at any time, we’re trying right into a repair for this in an upcoming patch. Impartial particular has been adjusted to handle a part of this situation on this patch.
Floor Sprint Assault+ Injury elevated to eight from 6+ Sprint assault higher connects all 3 hits reliablyGround Facet Assault 1Ground Facet Assault 2+ Injury elevated to 4 from 3+ On-hit cancel window superior 1 body~ Hitpause decreased+ Now can on-hit cancel right into a sooner model of Floor Up AttackGround Down Assault– Hitbox sized decreased so the assault is much less more likely to hit behind Marvin– Begin-up window elevated 1 body– On-whiff cancel window delayed 7 framesAir/Floor Impartial Assault~ Effervescent a projectile will reset its hit historical past, permitting it to hit fighters which have already dodged the attackAir/Floor Impartial Assault (Cooldown)~ Mounted sure projectile clank interactionsAir Facet Assault+ Now maintains extra momentum within the course Marvin is going through through the assault– Now maintains much less momentum within the course reverse Marvin’s going through through the attackAir/Floor Impartial Particular~ Reversing a projectile will reset its hit historical past, permitting it to hit fighters which have already dodged the assault+ Now permits extra air management through the assault+ Hitbox measurement elevated+ Hitbox lively length elevated 6 frames
Morty
Floor Facet Assault, Impartial Assault Comply with-up (Whip)~ Not labeled as a “projectile” hitGround Facet Assault 2~ Adjusted animation so Morty doesn’t snap into his earlier assault pose on the primary frameGround Facet Assault 3~ Adjusted animation so Morty doesn’t snap into his earlier assault pose on the primary body~ Cost window delayed 3 frames, assault timing up to date to compensateThis ought to assist in conditions the place gamers had been unintentionally charging the assault for a couple of frames, inflicting the jab combo to whiffGround Up Assault+ Injury elevated to six from 5+ Knockback elevated to 1350 from 750* Mounted a problem the place this assault’s on-hit cancel window was not being acknowledgedAir Impartial Assault+ Now maintains extra momentum when executed as a part of a dodge attackAir Facet Assault 1+ Now maintains extra momentum when executed as a part of a dodge attackAir Facet Assault 2~ Hitbox measurement now higher matches visualsAir Down Assault+ Now maintains extra horizontal momentum throughout assault start-upGround Facet Particular* Mounted a problem the place the earth pillar aimer couldn’t be managed when used close to breaks in terrainAir/Floor Up Particular
Reindog
Reindog is a personality who is supposed to have success as a teammate, however was missing sufficient utility to deliver to a group in comparison with others. In our final patch we improved on Reindog’s combo recreation by returning Facet Air Assault to a floor bounce combo starter resulting in enhancements within the 1v1s house, and this patch we’re addressing the 2v2s house. We’ve got improved tether utilization, elevated KO energy when thrown by a teammate, and in addition improved the motion for down air to permit higher group comply with ups for KOs.
Air Down Assault+ Now maintains extra downward momentum throughout assault start-upAir/Floor Impartial Particular+ Cooldown decreased to 16 seconds from 24 secondsAir Up Particular+ Ally throw knockback scaling elevated to 21 from 17
Rick
Rick has seen latest enhancements to particular assaults, and with this patch we’re enhancing Rick’s general combo recreation. In season’s prior we noticed a essential deal with utilization of Rick’s jab, so we’ve got improved his different instruments to permit for a extra distinctive strategy to his fight.
Floor Facet Assault 1+ Begin-up window earlier than cost decreased 1 frameGround Facet Assault 2~ Hitbox placement adjusted to raised join into Floor Facet Assault 3~ Knockback angle made extra downward to raised join into Floor Facet Assault 3* Mounted a problem stopping a department into an On the spot Aerial DodgeGround Facet Assault 3+ Begin-up window earlier than cost decreased 1 body~ Knockback angle made extra horizontalGround Down Assault+ Fart bomb spawn time superior 12 frames– On-whiff cancel window delayed 12 framesAir Impartial Assault* Now maintains much less momentum when executed after dodging off of a platform ledge to stop a bug that was inflicting unintentional “excessive” journey velocity (It’s nonetheless quick)Air Facet Assault+ Now maintains extra momentum throughout assault start-up– On-whiff cancel window delayed 6 framesAir Up Assault+ Now maintains extra momentum throughout assault start-up+ Now maintains extra momentum when executed as a part of a dodge attackAir Down Assault+ Now maintains extra horizontal momentum throughout assault start-up+ Now permits quick fall throughout assault start-upGround Impartial Particular+ Golf Meeseeks lively hitbox length elevated 2 frames+ Golf Meeseeks knockback scaling elevated to fifteen from 11Air/Floor Facet Particular* Mounted a problem the place Rick may cancel spawning the second portal animation resulting in unintended combo routes* Mounted a problem the place Rick may teleport rung out fighters inflicting them to be caught in everlasting limbo* Mounted a problem the place a number of fighters could possibly be teleported on the identical time unintentionallyGround Up Particular+ Hitbox lively length elevated 5 frames; now matches air model
Samurai Jack
With the introduction of the teching system, we’ve got added extra assaults that result in floor bounces for combo starters.
Floor Facet Assault 3Ground Impartial Assault– Uncharged hitbox measurement reducedGround Up Assault~ Second hit knockback angle made extra downward to permit floor bounces~ Hitpause reducedAir Facet Assault+ Now permits quick fall throughout assault start-upAir Up Assault+ Now maintains extra momentum throughout assault start-upAir Down Assault+ Now maintains extra momentum throughout assault start-upAir Down Particular– Hitbox measurement decreased so the assault is much less more likely to hit behind Samurai Jack~ Knockback angle made extra downward to permit floor bounces+ Now maintains extra downward momentum throughout assault start-upFocus Air Down Particular– Hitbox measurement decreased so the assault is much less more likely to hit behind Samurai Jack– Hitbox lively length decreased 1 body
Shaggy
Floor Facet Assault 1– Hitbox measurement decreased so the assault is much less more likely to hit behind ShaggyGround Up Assault– Knockback affect multiplier elevated to 1.25 from 1.0Air Down Assault+ Now maintains extra momentum when executed as a part of a dodge attackAir/Floor Impartial Particular~ Will now slowly fall whereas charging within the air– Most rage length decreased to 7 seconds from 12 secondsAir/Floor Down Particular (Sandwich)– Sandwich therapeutic decreased to 2 harm from 5 damageRage Air/Floor Facet Particular– On-whiff cancel window delayed 4 frames
Steven Universe
Air Impartial Assault+ Now maintains extra momentum when executed as a part of a dodge attackAir Up Assault– Now maintains much less momentum throughout assault start-upAir Down Assault+ Now maintains extra momentum throughout assault start-up
Stripe
Air/Floor Impartial Assault~ Mounted sure projectile clank interactions+ Now maintains extra momentum when executed as a part of a dodge assault– Now maintains much less momentum within the air within the course reverse Stripe’s going through through the assault; floor model unchangedAir Impartial Assault (Cooldown); Floor Model Unchanged+ Hitbox lively length elevated 2 frames+ Injury elevated to six from 2+ Knockback elevated to 1000 from 850+ Knockback scaling elevated to 16 from 12~ Knockback angle made extra downward to permit floor bounces+ Now maintains extra momentum throughout assault start-up+ Now maintains extra momentum when executed as a part of a dodge attackAir Facet Assault+ Now maintains extra momentum when executed as a part of a dodge attackAir Up Assault+ Now maintains extra momentum when executed as a part of a dodge attackAir Down Assault+ Now maintains extra momentum when executed as a part of a dodge assault
Superman
Floor Facet Assault 3– Hitbox sizes decreased so the assault is much less more likely to hit behind SupermanAir Facet Assault+ Now maintains extra momentum throughout assault start-upAir Down Assault+ Now maintains extra momentum throughout assault start-upAir/Floor Impartial Particular– Most maintain time decreased to XX seconds from infinite– On-whiff cancel window delayed 13 frames– Repeat-move lockout elevated to twenty frames from 8 framesAir/Floor Down Particular* Mounted a problem the place the attention lasers may detonate on the wrong floor
Taz
Normal* Mounted a problem the place Tasty debuff stacks would enhance when victims had been hit by their very own alliesGround Impartial Assault~ Mounted sure projectile clank interactionsGround Down Assault+ Motion distance increasedAir Impartial Assault– Now maintains much less horizontal momentum throughout assault start-up+ Now maintains extra momentum when executed as a part of a dodge attackAir Facet Assault+ Now maintains extra momentum when executed as a part of a dodge attackAir Up Assault+ Now maintains extra vertical momentum throughout assault start-up
The Joker
Floor Facet Assault 1– Hitbox lively length decreased 1 body so it’s much less doubtless for The Joker to hit behind himselfAir Impartial Assault+ Now maintains extra momentum when executed as a part of a dodge attackAir Facet Assault+ Now maintains extra momentum when executed as a part of a dodge attackAir Up Assault– Knockback decreased to 1450 from 1550– Not permits quick fall throughout assault restoration+ Now maintains extra momentum when executed as a part of a dodge attackAir Down Assault– On-whiff cancel window delayed 8 frames+ Now maintains extra momentum throughout assault start-upAir Impartial Particular+ Now maintains extra momentum when executed as a part of a dodge attackAir Facet Particular– Begin-up window elevated 5 frames– On-whiff cancel window delayed 5 frames+ Now maintains extra momentum when executed as a part of a dodge assault– Not permits quick fall throughout assault restoration“Joker’s Wild” Perk* Mounted a problem the place the Joker card and Spade playing cards could possibly be thrown on the identical time* Mounted Joker card not being labeled as a standard projectile~ Mounted sure projectile clank interactions
Tom & Jerry
A majority of Tom & Jerry’s focus revolved round utilizing Up Assault because the all or nothing assault possibility as a result of its reward for hitting, and in addition Tom & Jerry’s lack of different protected strategy instruments exterior of zoning. This led to gameplay during which passive play was the first selection till you can discover a hit with the Up Assault.
With this patch we’ve got adjusted the Up Assault to stop loops into itself, and resetting with jab. We’ve got additionally improved their gameplay to permit extra distinctive exploration of the package with new combo routes.
Jerry~ Mounted cork projectile clank interactions~ Cork launch top raised to raised match visualsGround Up Assault– Can not on-hit cancel into dodge or floor aspect assault whereas the assault is lively. This fixes an infinite combo.Floor Impartial Assault+ On-hit cancel window superior 10 frames~ Knockback angle made extra downward to permit floor bouncesAir Impartial Assault+ Now maintains extra momentum throughout assault start-up+ Now maintains extra momentum when executed as a part of a dodge assault~ Knockback angle made extra downward to permit floor bounces+ On-hit cancel window superior 10 frames+ Hitbox lively length Elevated 1 frameAir Facet Assault+ Now maintains extra momentum when executed as a part of a dodge attackAir Down Assault+ Now maintains extra momentum throughout assault start-up+ Now permits quick fall throughout assault start-upAir/Floor Impartial Particular (No Jerry)~ Mounted tennis ball projectile clank interactions~ Tennis balls are actually immune to break whereas homing in direction of an ally Jerry. They will nonetheless be blocked/mirrored.Air Down Particular~ Mounted sure projectile clank interactions“Dynamite Cut up” Perk~ Cut up dynamite can now be mirrored a brief length after they’re spawned
Velma
Air Impartial Assault+ Now maintains extra momentum when executed as a part of a dodge attackAir Facet Assault– Now maintains much less momentum within the course reverse Velma’s going through through the assault+ Now maintains extra momentum when executed as a part of a dodge attackAir Down Assault+ Now permits quick fall throughout assault start-up+ Now maintains extra momentum throughout assault start-upAir/Floor Impartial Particular– Speech bubbles not dwelling to a goal as soon as mirrored~ Mounted sure projectile clank interactions for all speech bubble typesAir Facet Particular+ Now maintains extra momentum when executed as a part of a dodge attackAir/Floor Down Particular~ Mounted sure projectile clank interactions+ Now maintains extra momentum when executed as a part of a dodge assault
Surprise Lady
Air Facet Assault* Now maintains much less momentum when executed after dodging off of a platform ledge to stop a bug that was inflicting unintentional “excessive” journey velocity (It’s nonetheless quick)Air Down Assault+ Now maintains extra momentum throughout assault start-up
[Source – MultiVersus Season 3 Patch Notes]