MultiVersus 1.05 patch notes (July 2, 2024): New fighter, new game mode, character adjustments, and more

all changes in MultiVersus 1.05 patch
MultiVersus 1.05 patch notes (Jul 2, 2024) (Image via Player First Games)

The MultiVersus 1.05 patch is now live, and it features plenty of new additions. Along with various character adjustments and new gameplay features, the title will also introduce a new fighter: Agent Smith. Furthermore, the game will showcase detailed post-game stats, so players can get a good idea of how their fights are occurring and which parts they must improve on further.

This piece will showcase the MultiVersus 1.05 patch notes revealed on July 2, 2024.


MultiVersus 1.05 patch: Agent Smith joins the roster

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Agent Smith, the popular antagonist from The Matrix franchise, will now be available in MultiVersus. If you can complete enough tiers in the "Beat Rifts, Get Agent Smith Free!" event, you can start playing Agent Smith on July 8, 2024.

However, if you are unable to complete the event, you have to wait until July 23, as he will then be available to purchase from the store.


All character adjustments in MultiVersus 1.05 patch

1) Arya

Ground Dash Attack

  • Updated knockback to strike more consistently near the ledge

Air/Ground Neutral Special

  • Fixed an issue: She would float into space when attempting to use the face steal ability

2) Banana Guard

Air Neutral Attack

  • On-hit branch window 5 frames earlier

Air Side Attack

  • Damage reduced to 11 from 12
  • On-whiff branch window delayed 4 frames

Air/Ground Neutral Special

  • The strength buff will be consumed following a successful attack on a foe

Ground Down Special

  • On-hit branch window can be canceled by 26 frames earlier

Ground Side Special

  • On-whiff branch window delayed 4 frames

Check out: MultiVersus Banana Guard guide


3) Batman

Ground Dash Attack

  • On-whiff branch window delayed 8 frames

Air/Ground Neutral Special

  • Fixed an issue: Bat Bomb could be applied to two enemies simultaneously (if hit on the same frame)

Air Down Special

  • Leg hurt box size increased

4) Black Adam

Ground-Up Attack

  • Lightning strike projectile will apply a cooldown of 4 seconds

Ground-Down Attack

  • Knockback increased to 2300 from 2200
  • On-hit dodge branch window delayed 5 frames

Air-Up Attack

  • Final hit base knockback lowered to 1500 from 1750
  • On-whiff branch window delayed 5 frames

Air Neutral Attack

  • Visuals now better match the hitbox size

5) Bugs Bunny

Air Neutral Attack

  • The repeat-move lockout extended to 18 frames from 8 frames
  • On-hit jump branch window delayed 4 frames
  • Attacking a safe will only knock back the safe on the last strike of the attack

Air-Up Attack

  • Hitbox active duration reduced 2 frames

Air/Ground Down Attack (Pie)

  • Pie projectile hurt box size increased to match the hitbox size.

Air Down Attack (No Pie)

  • More aerial momentum will be maintained during attack start-up

Air/Ground Neutral Special (Safe)

  • Enemy attacks only do single damage to the safe. The armor break hits immediately destroy the safe
  • Safe health reduced to 3 HP from 16 HP

Air/Ground Neutral Special (Cooldown)

  • On-hit branch window delayed 5 frames
  • Knockback angle made more horizontal

Air/Ground Up Special

  • Lowered platform height of the vertical rocket

Air/Ground Down Special

  • Bugs Bunny will now attempt to reverse direction if his destination tunnel is broken while he is traveling between tunnels

“Lingering Love” Perk

  • Now has a melee hitbox when projectile spawn is on cooldown

6) Finn

Ground Neutral Attack

  • Knockback scaling to 15.5 from 14

Ground-Up Attack

  • Knockback scaling to 20.5 from 19.5

Ground-Down Attack

  • Fixed an issue: This attack was not breaking the armor on both hits

Check out: MultiVersus Finn the Human guide


7) Garnet

Air Side Attack 1

  • It now registers a repeat-move lockout following ground-side attack 1. The air lockout time matches the ground lockout time of 16 frames

Ground Side Attack 2 (Up)

  • Hitstun reduced
  • Knockback increased to 1750 from 1650
  • Hitbox start-up time advanced by 5 frames

Ground-Down Attack

  • On-hit branch window advanced by 2 frames

Air/Ground Down Special

  • Placing the star will automatically adjust its position to stop Garnet from ringing herself out on the star dash

“Marker” Perk

  • Gauntlets no longer spawn a star if they are destroyed from leaving the arena

8) Gizmo

Air/Ground Neutral Attack

  • Fixed an issue: Gizmo would get multiple jumps in the air when charging an arrow
  • The jump size has been adjusted during the arrow charge to better match Gizmo's normal jump heights

Ground-Up Attack

  • Popcorn charge no longer affects the arrow explosion damage/knockback

Ground Side Special

  • Car speed lowered to 2350 from 3000
  • Car health lowered to 5 hp from 8 hp
  • Car is now automatically broken if left idle for 6 seconds

Air Side Special

  • On-whiff branch window delayed 8 frames

Air/Ground Up Special

  • The attach radius has been extended to 575 units from 250 units. Gizmo will have an easier time snapping to his car or his teammates without requiring to precisely aim the attack

9) Harley Quinn

Ground-Up Attack

  • On-hit branch window advanced by 6 frames

Ground-Down Attack

  • Max movement from charge increased by 5%

Air-Up Attack

  • On-hit branch window delayed 5 frames
  • On-whiff branch window delayed 5 frames
  • Knockback increased to 1250 from 1175

Air/Ground Neutral Special

  • Explosion timer now starts while the bat doll is in her hands
  • Cooldown timer now starts while the bat doll is in her hands
  • Bat doll will only spawn an explosion hitbox when it explodes after being thrown by her
  • Bat doll is now considered as an item while she has it equipped
  • Throwing the bat doll no longer uses an air-special
  • Fixed an issue: The bat doll not attaching to a fighter (after colliding with some terrain or projectiles)
  • Fixed an issue: The bat doll could be equipped while she had an available bat doll to detonate

Air/Ground Down Special

  • Explosion is now classified as a “projectile” hit. Thus, it can proc projectile effects like That’s Flammable, Doc! perk

10) Iron Giant

Passive

  • Teammates can no longer enter the pilot turret if Iron Giant is in a grabbed state
  • Fixed an issue: Iron Giant could still use rage mode attacks when polymorphed

Ground Side Attack

  • On-whiff branch window delayed 6 frames

Air Side Attack

  • Hitbox size is adjusted; so it is less likely for him to hit enemies behind

Air Neutral Attack

  • On-whiff branch window delayed 6 frames

Air/Ground Up Special

  • Attack now transitions to the final hit after successfully damaging an enemy
  • Upper body is now projectile intangible while he is spinning
  • Fixed a bug that would allow this to hit 5 times on occasion (instead of the intended maximum of 3 hits)

11) Jake

General

  • Fixed an issue: Jake could not hold special inputs utilizing the right stick

Ground Neutral Attack

  • The start-up window before the charge is reduced to 6 frames. The start-up window after the charge is reduced to 4 frames

Air Side Attack

  • Hitbox size increased to match the visuals
  • Hitbox active duration increased by 3 frames

Air Neutral Attack

  • Hitbox start-up time advanced by 2 frames

Air Down Attack

  • More aerial momentum is maintained during attack start-up

Air Up Attack 1

  • Hitbox start-up time advanced by 3 frames

Ground/Air Neutral Special

  • Now applies an incapacitate-resistance buff to incapacitated foes

12) Jason

General

  • Machete hitboxes on several attacks now greatly match attack visuals

Ground Neutral Attack

  • Hitbox start-up time advanced by 2 frames

Ground Side Attack 1

  • Hitbox start-up time advanced by 1 frame

Ground Up Attack

  • Fixed an issue: The first hit would not correctly vacuum into the second hit under certain situations

Air Neutral Attack

  • Start-up window reduced by 3 frames
  • On-whiff branch window delayed by 5 frames

Air Down Attack

  • Hitbox start-up time advanced by 1 frame; it will now hit higher up on him
  • Hitbox added to his head

Ground Down Special

  • Removed: Sleeping bag’s properties as a projectile attack. It will no longer interact with Rick portal or Marvin bubble
  • Fixed an issue: Jason could grab certain boss enemies in Rifts

Check out: MultiVersus Jason guide


13) LeBron

Ground Dash Attack

  • Hitbox start-up time advanced by 6 frames
  • No longer prevents terrain bounce on knockback

Ground Dash Attack (No Basketball)

  • No longer prevents terrain bounce on knockback

Ground Neutral Attack

  • Hitbox start-up after the charge advanced by 10 frames
  • Maximum charge time increased
  • The required charge amount for armor increased by 4 frames

Ground Side Attack 1

  • Fixed an issue: The dodge attack momentum was not properly conserved

Ground Down Attack

  • First hit damage extended to 9 from 7
  • First hit knockback extended to 1825 from 1650
  • Second hit knockback extended to 1750 from 1650
  • First hit knockback scaling extended to 16 from 14
  • Knockback made more vertical

Air Neutral Attack

  • The first hit more reliably combos into the second hit
  • Repeat-move lockout extended to 15 frames from 8 frames

Air Side Attack

  • Hitbox start-up time advanced by 4 frames
  • Knockback scaling extended to 19 from 15

Air/Ground Side Special

  • Start-up on hitting ground increased by 6 frames
  • Hitbox size increased

Air Down Special (No Basketball)

  • Now allows ground movement when holding the special button
  • Max horizontal speed reduced

14) Marvin

Air/Ground Neutral Attack

  • Bubbled projectiles now have a minimum extra lifetime of 5 seconds, to prevent projectiles from breaking immediately after being trapped
  • Fixed an issue: The bubble would get unnecessarily big after trapping specific projectiles
  • Fixed an issue: Certain projectiles would not be properly trapped

Ground Side Attack

  • Projectile lifetime lowered to 2.75 seconds from 4.25 seconds

Air/Ground Down Special

  • Fixed an issue: The flag would fall through the floor on which it was placed

15) Morty

General

  • Fixed Morty's drive animation facing the incorrect way

Ground Side Attack 3

  • Uncharged hitbox start-up time lowered; it allows easier combos from Side Attack 2 to Side Attack 3

Air Side Attack 2

  • Hitbox active duration is lowered to prevent him from hitting behind himself

Air/Ground Neutral Special

  • Grenades are now properly blocked by projectile-blocking abilities

Ground Side Special

  • Splitting a grenade correctly spawns two grenades moving in opposite ways
  • On-whiff branch window delayed by 10 frames
  • Fixed an issue: The on-hit branch window was not being allowed. The attack can now branch much earlier on-hit

“I’m More Than Just A Hammer” Perk

  • On-whiff branch window delayed by 15 frames
  • Horizontal movement reduced

16) Reindog

Ground/Air Neutral Attack

  • Uncharged damage extended to 4.5 from 4.0
  • Uncharged knockback extended to 1250 from 1200
  • Uncharged knockback scaling extended to 26 from 24

Air Up Special

  • Reindog now flies an extra distance horizontally if thrown sideways by an ally

Air/Ground Neutral Special

  • No longer damages invulnerable enemies

17) Rick

“Bit Of A Stickler Meeseeks” (Signature Perk returns)

  • Perk effect: The Meeseeks will deal extra damage to opponents that are already in hit stun.

Ground Side Attack 1

  • Hitbox active duration reduced by 1 frame

Air/Ground Side Special

  • He now takes priority when traveling through portals (if Rick attempts to spawn a second portal when another character is entering the initial portal)

18) Shaggy

Ground Up Attack

  • Hitstun is reduced

Ground Down Special

  • Sandwiches will no longer clash with the base of fall-through platforms

Air Up Special

  • Damage lowered to 9 from 10. The ground-up special is unchanged
  • Knockback lowered to 1400 from 1500. The ground-up special is unchanged
  • Knockback is more horizontal

Hangry Man Perk

  • Charge duration while holding a sandwich is increased

19) Steven Universe

General

  • Fixed an issue: His opponents could strike one another to pile up rose debuff on themselves
  • Fixed an issue: On grounded attacks, the dodge attack momentum was not appropriately conserved

Passive

  • Neutral dodge shield start-up extended to 20 frames from 8 frames. This includes a vulnerable window following a neutral dodge before the shield begins
  • The directional dodge shield starts extended to 10 frames from 4 frames
  • Bubble shield ammo cooldown extended to 13 seconds from 5 seconds

Ground Up Attack

  • Charge knockback multiplier is lowered
  • Hitbox size adjusted. It is less likely for him to hit enemies behind him

Air Neutral Attack

  • It's no longer classified as a projectile hit. Thus, it cannot proc projectile effects like the That’s Flammable, Doc! perk
  • On-whiff branch window delayed by 8 frames

Air Down Attack

  • On-whiff branch window delayed by 8 frames
  • Hitbox start-up delayed by 1 frame
  • Repeat-move lockout extended to 16 frames from 8 frames

Air/Ground Side Special

  • Spawned shield doesn't count as solid ground for starting up the special cooldown

Air/Ground Up Special

  • Now takes damage during fighter terrain bounce. And it will break after 3 bounces. This act matches the side special shield

Ground Down Special

  • Fixed an issue: The animation would not cancel when he went airborne during the attack

Air Down Special

  • Hitbox size is lowered once he has landed on the ground

Check out: MultiVersus Steven Universe guide


20) Stripe

General

  • Fixed an issue: Stripe’s hurt boxes would be misaligned throughout dodge animations

Air/Ground Down Special

  • It now starts a 5-second explosion timer after being equipped
  • Fixed an issue: The dynamite would not visually pop up in his hands when the equip animation was interrupted

21) Superman

“Flaming Re-Entry” (Signature Perk returns)

  • Perk effect: His leap attack is stronger and it ignites enemies. The landing from the ability leaves a firewall on the floor.

Ground Up Attack

  • Hitstun is lowered

Air/Ground Neutral Special

  • No longer infuses projectiles (with ice above 6 stacks)

Air Side Special

  • Fixed an issue: Superman would drop a fighter when the button was released too soon
  • Fixed an issue: The grabbed fighters would get stuck to Superman when he grabbed a wall

Air Up Special

  • On-whiff branch window delayed by 4 frames

Air/Ground Down Special

  • Fixed an issue: He would float away while attacking some conditions

“Break The Ice” Perk

  • Fixed an issue: The bonus damage was not being dealt to frozen enemies

22) Taz

Ground Dash Attack

  • The first hit more reliably combos into the second hit

Ground Side Attack 1

  • Fixed an issue: It was stopping Taz from doing actions besides side attack following jab 1

Ground Neutral Attack

  • Damage from charge increased
  • Uncharged knockback increased to 1450 from 1200
  • Uncharged knockback scaling increased to 20 from 12.5
  • Hitstun reduced slightly
  • Knockback made more vertical
  • On-hit branch window delayed 7 frames

Ground Up Attack

  • The first hit stops terrain bounce on the knockback. The final hit is unchanged

Air Neutral Attack

  • Charge damage multiplier is lowered. The max damage after both hits lowered to 19 from 29

Air Side Attack

  • Hitbox size increased by 20%

Air Down Attack

  • Second hit damage lowered to 8 from 4
  • Second hit knockback extended to 1250 from 440
  • Second hit knockback scaling extended to 22 from 17

Ground/Air Neutral Special

  • Now applies an incapacitate-resistance buff to incapacitated opponents
  • Fixed an issue: He could get stuck in an eat loop until he was hit

23) Tom & Jerry

General

  • Jump 1 speed is increased
  • Jump 2 speed and height are increased

Passive

  • Fixed an issue: The visual arrow indicator is meant to showcase Jerry’s location when he is off-screen

Air/Ground Up Special

  • Fixed an issue: Jerry's cooldown would not begin if he died while attached to a rocket

24) The Joker

General

  • Ground-side dodge distance is reduced by 10%

Ground Side Attack 1

  • Hitbox size adjusted. Thus, it is less likely for him to hit foes behind him
  • On-whiff branch window is delayed by 4 frames

Air/Ground Neutral Attack

  • The Diamond card now properly comes to an end after colliding with the terrain

Air Up Attack

  • Now includes a repeat-move lockout for 8 frames
  • On-whiff branch window is delayed by 4 frames

Air Side Special

  • On-hit branch window is delayed by 10 frames

Air/Ground Up Special

  • Fixed an issue: Riding the balloon would instantly ring out the rider

Air Down Special

  • Repeat-move lockout is extended to 15 frames from 8 frames

Joker’s Wild Perk

  • Knockback scaling lowered to 21 from 27

Check out: MultiVersus Joker guide


25) Velma

General

  • Fixed an issue: She could get stuck to any character that grabbed her under some conditions

Passive

  • Fixed an issue: Once Velma was rung out, evidence would no longer appear on the map randomly

Ground Side Attack 1

  • +On-whiff branch window is advanced by 4 frames

Ground Side Attack 2

  • On-whiff branch window is advanced by 4 frames

Ground Up Attack

  • She can now hold forward to slide forward during an attack start-up

Air/Ground Neutral Attack

  • She can now aim the megaphone

Air/Ground Neutral Special

  • Branch windows are now standardized for both ground and air iterations
  • “Heyyy” projectile hurt box size is extended to match the hitbox size.
  • Speech bubble types do not collide with the fall-through platforms

Ground Side Special

  • Minimum charge run speed is increased
  • Knockback is lowered to 2300 from 2500
  • Knockback scaling lowered to 9 from 0
  • Fixed an issue: If she ran and the ground was destroyed beneath her, she might tumble off the screen

Air Side Special

  • Player collisions during movement are now ignored.

Air Up Special

  • It has a chance to produce evidence

Ground Down Special (Mystery Machine)

  • Fixed an issue: If the ground is destroyed beneath her while she was calling forth the Mystery Machine, she might fall to her death.

26) Wonder Woman

Passive

  • Blocking a projectile will only charge her passive (if the projectile boasts an active hitbox). So she could obtain a full passive charge from projectiles

Ground Up Attack

  • On-hit branch window is delayed by 3 frames

Ground Down Attack

  • Additional damage from the passive charge is lowered
  • Additional knockback from the passive charge lowered
  • Her self-applied armor now falls off when the hitbox ends. The armor is unchanged

Air Side Attack

  • On-whiff branch window is delayed by 2 frames
  • Damage lowered to 9 from 11
  • Knockback scaling lowered to 19 from 20.5
  • Knockback extended to 1350 from 1250
  • To offset the lower knockback from the decreased damage, base knockback was raised

Air Down Attack

  • Lowered duration visually in an attack pose. The hitbox timing and branch windows are unchanged

Air/Ground Neutral Special

  • Fixed an issue: The lasso could sometimes be reflected; the lasso is not reflectable

Ground Side Special

  • Her self-applied armor falls off after the first dash. The ally armor is unchanged
  • Repeat-move lockout extended to 18 frames from 8 frames
  • Fixed an issue: It was possible to cleanse the self-imposed slowness when holding the shield

Ground Up Special

  • Hitbox start-up is delayed by 2 frames

Air Up Special

  • Knockback angle is now more diagonal. The ground-up special knockback is unchanged
  • Hitbox start-up delayed by 2 frames
  • After launch, the movement was updated to stop Wonder Woman from falling too fast.

Air/Ground Down Special

  • Cooldown extended to 33 seconds from 28 seconds

“Shield of Athena” Perk

  • * Fixed an issue: She could block teammate projectiles

Check out: MultiVersus Wonder Woman guide


All gameplay changes in MultiVersus 1.05 patch

1) New game mode

  • Free-for-all: MultiVersus will now feature a free-for-all game mode for normal PvP matches. You can fight against up to three other players to become the victor. Notably, the first player to achieve four ring-outs will become the winner.
  • Spectator mode: The newly added spectator mode will be available for custom games. Thus, you can spectate and support your friends without entering the battlefield yourself. Each lobby can support up to four spectators per game.

2) General changes

  • You can check the damage dealt stats or the ring-out counts on the post-game stats screen following PvP or PvE matches.
  • You can now purchase Battle Pass Tiers using Gleamium.
  • Every day, you can pick up a free item from the MultiVersus store.
  • The fighter portraits from the selection menu have been changed from 3D to 2D. However, the variants will retain the 3D models.
  • You can now edit Perks in the custom game mode.
  • You can turn on or off both outline colors and team colors in PvE and PvP matches. Navigate to the Settings menu to configure it.

All Rift changes in MultiVersus 1.05 patch

1) New Rifts

  • The Megalodog PvE Rift is live.
  • "Age of Smith” Rift and “Triple Threat” Rift will be added later in the season.

2) Rift updates

  • The "Rift Cauldrons” are now called “Rift Star Meters.”
  • Collecting 72% of the stars in a Rift (down from 80%) is the requirement to complete Star Meters. Players can claim rewards by completing a node in the relevant Rift if they have already completed 72% of the available stars.
  • The Daily Gem Rewards will appear at the Rift of each modification (once per day).
  • There's a new button to auto-equip gems before a match if the currently equipped gems are mismatched.
  • There's a new button to retry a Rift node when finished in single-player mode.
  • There's a new button to leave Rift matches during the single-player mode.
  • The defeated boss requirements have been dropped to unlock Matrix Code Bugs Bunny, Matrix Code Superman, and Matrix Code Jake variants.

5) Rift balance updates

  • The AoE attack damage has been lowered on higher difficulties.
  • The reflect damage has been lowered on higher difficulties
  • The armature knockback has been reduced.

General changes in MultiVersus 1.05 patch

1) Account systems

  • The badges now show stats on the Account Cosmetics screen.
  • The character mastery, account mastery, and leaderboards now showcase progress for all matches in a set in the post-match summary instead of just the previous match.
  • Issue fixed: Sometimes incomplete matches display as losses on the career.

2) Newly added input

  • Customizable input buffer timing
  • Customizable control stick input dead zones (both left and right sticks)
  • Swap side or neutral attack inputs for ground or air
  • Toggleable choice to use attack inputs to pick up items
  • Fastfall method input settings (tap down or hold down)
  • Customizable Neutral Dodge input binding

3) General bugfixes

  • Fixed: Attacks against fighters who suffered fire or shock damage in the same frame as they were attacked would be ignored.
  • Fixed: The fighters could respawn without the spawn invulnerability.

4) General Perks

  • Fixed an issue: All Team perks were giving their stacked effect every time.

5) Protective Momentum

  • The projectile shield will break after blocking a normal or heavy projectile.

All map changes in MultiVersus 1.05 patch

The Court 2 in MultiVersus (Image via Player First Games)
The Court 2 in MultiVersus (Image via Player First Games)

Along with The Court 2 variant being added with the MultiVersus 1.05 patch, there are additional adjustments to different maps. The map changes are shown below:

1) Cromulons

2v2 Variant

  • The main stage and side speakers' width are increased by 20%
  • Blast box size extended by 10%

1v1 Variant

  • The main stage width increased by 20%
  • Blast box size extended by 10%

2) Dexter’s Laboratory 1

  • Scroll speed is lowered
  • Reverse scroll button cooldown extended to 15 seconds from 1 second
  • Possible generated layouts are updated

3) Throne Room

2v2 Variant

  • Extended upper limit by 300 units

4) Townsville

  • Mojo Jojo's increased interval between the attacks
  • Bombs and laser knockbacks are lowered
  • Mojo Jojo takes additional damage before the attacks are interrupted

5) Tree Fort

  • Fighters should bounce off bounce pads more consistently and avoid landing on the platform entirely

This concludes the MultiVersus 1.05 patch notes.

Check out more MultiVersus guides:

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Edited by Ashmita Bhatt
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