Summary
MultiVersus reveals the first gameplay for Agent Smith alongside the massive midseason update patch notes which makes adjustments to every character on the roster. After relaunching in May,MultiVersushas once again become a big hit with players, as the free-to-play platform fighter continues to evolve with new content and consistent updates.
While currently featuring a variety of characters fromScooby Doo,Looney Tunes, Cartoon Network, and DC,Multiversussurprised a lot of players at launch by revealing two characters who may not fit into the family-friendly mold that most of the roster does. Developer Player First Games has really dug through the Warner Bros IPs and was able to add thehorror icon Jason Voorhees to theMultiVersusroster, while revealing the eventual arrival of Agent Smith as well. These two join the likes of Arya Stark fromGame of Thronesas well as Rick and Morty as characters appealing to a more mature audience even if they fit well into the game’s style. With the approaching midseason update, players don’t have to wait too much longer for the next big content drop.

For many fans, the biggest piece of thisMultiversusupdateis the first official look at Agent Smith, who appears to bring a number of trademark moves and abilities fromThe Matrixfranchise. Agent Smith was originally confirmed alongside Jason towards the end of theMultiVersuslaunch trailer, giving fans a quick tease at his appearance, but ultimately left to speculate on his playstyle. As the trailer confirms, the agent is a bruiser character and has a few acrobatic GunFu moves, can call in an additional agent to help fight, and can stylishly avoid attacks using the iconic Matrix-style dodge technique. Players can purchase Agent Smith starting on July 23, though he’ll be available earlier on July 8 for those who have managed to complete the associated event going on now.
Outside of Agent Smith, the midseason patch is a massive update for the game, making tweaks and changes to the entire experience as well as adding new content like Free For All and a Spectator mode. Alongside new content, like the Megalodog Rift and new map variants, Player First Games announced that it is bringing back the popular input preferences from the MultiVersus Open Beta, allowing players to fine-tune settings like buffer timing, attack inputs, and more. ThePvE Rift game mode inMultiVersusis also seeing a number of updates including options like a retry option, a dedicated leave button, and a way for players to auto-equip gems before a match.
The patch notes also reveal significant character balancing adjustments for the entire roster, something whichIron Giant fans have gotten used to in the previous fewMultiVersusupdates. While every character is seeing adjustments, some are getting hit a bit harder than others like Bugs Bunny, Wonder Woman, and Steven Universe, who have been highlighted as being a little too strong. Velma, LeBron, Jake, and Gizmo are on the other side of the coin, getting much needed buffs to make them a bit more viable in the current game’s meta.
Account Systems
Input Preferences
We are re-introducing some of the input preferences that were popular during our Open Beta. We hope this helps players feel more comfortable as they fine-tune their combat experience.
General Bugfixes
General Perks
• Fixed an issue where all Team perks were always giving their stacked effect.
Protective Momentum
• Projectile shield now breaks after blocking one normal or heavy projectile (edited)
~ Updated knockback to hit more consistently near the ledge
Air/Ground Neutral Special
- Fixed an issue where Arya would float into space while attempting to use face steal
- On-hit branch window 5 frames earlier
Damage reduced to 11 from 12
On-whiff branch window delayed 4 frames
Strength buff is now consumed after a successful attack to an enemy
- On-hit branch window can be canceled 26 frames earlier
- On-whiff branch window delayed 8 frames
- Fixed an issue where Bat Bomb could be applied to two enemies simultaneously if hit on the same frame
Leg hurtbox size increased
Lightning strike projectile now applies a 4-second cooldown
- Knockback increased to 2300 from 2200
On-hit dodge branch window delayed 5 frames
Final hit base knockback reduced to 1500 from 1750
On-whiff branch window delayed 5 frames
~ Visuals now better match hitbox size
Repeat-move lockout increased to 18 frames from 8 frames
On-hit jump branch window delayed 4 frames
~ Attacking a safe will now only knock back the safe on the last hit of the attack
We’re keeping an eye on this change and may adjust in a hotfix if this makes neutral air attack + safe interactions too difficult
Bugs Bunny
Bugs Bunny is living up to his identity as a strong mage a little bit too well right now. We’re hoping to reduce the time that his safe can remain on screen by making it a bit more fragile, and we’re looking to tone down some of the more toxic loops that come from his air neutral attack.
- Hitbox active duration reduced 2 frames
Air/Ground Down Attack (Pie)
~ Pie projectile hurtbox size increased to match hitbox size. Should address issues with inconsistent projectile interactions.
- More aerial momentum is maintained on attack start-up
Air/Ground Neutral Special (Safe)
~ Enemy attacks only do one damage to the safe; armor break hits still immediately destroy the safe
Safe health reduced to 3hp from 16hp
On-hit branch window delayed 5 frames
~ Knockback angle made more horizontal
Air/Ground Up Special
~ Lowered platform height of vertical rocket to address issues where platform collision would push enemies away from the hitbox
Air/Ground Down Special
- Addressed several issues with tunnels where fighters could be trapped indefinitely or teleported off-screen without ringing out
Bugs will now attempt to reverse direction if his destination tunnel is destroyed while he is traveling between tunnels
“Lingering Love” Perk
Now has a melee hitbox while projectile spawn is on cooldown
Knockback scaling to 15.5 from 14
Knockback scaling to 20.5 from 19.5
Ground Down Attack
- Fixed an issue where this attack was not breaking armor on both hits
Garnet
Air Side Attack 1
Now applies a repeat-move lockout after ground side attack 1; air lockout duration matches ground lockout duration of 16 frames
Hitstun reduced
Knockback increased to 1750 from 1650
Hitbox start-up time advanced 5 frames
On-hit branch window advanced 2 frames
~ Placing the star will automatically adjust its position to prevent Garnet from ringing herself out on star dash
“Marker” Perk
~ Gauntlets no longer spawn a star if the gauntlets were destroyed from leaving the arena
Gizmo
Gizmo’s balance has looked much better after his nerfs in the 1.02 patch. We are hoping to address a few lingering issues with his arrow and car gameplay before we let the dust settle for a bit.
Air/Ground Neutral Attack
- Fixed an issue where Gizmo would get multiple jumps in air while charging an arrow
~ Adjusted jump height during arrow charge to better match his normal jump heights.
Popcorn charge no longer affects arrow explosion damage/knockback
Car speed reduced to 2350 from 3000
Car health reduced to 5 hp from 8 hp
Car is now automatically destroyed if left idle for 6 seconds
~ Increased attach radius to 575 units from 250 units; Gizmo should have an easier time snapping to his car or his allies without needing to precisely aim the attack
Harley Quinn
Harley’s balance was mostly tackled in the 1.02 patch, we made some additional finer tuning based on feedback. We have adjusted Ground Up attack to feel more responsive and to allow Harley to pressure her opponents with follow ups. Both Harley’s neutral special Bat Doll and Stripe’s down special Dynamite have been adjusted so the item timer begins to tick down immediately once equipped to make these items have windows of counterplay.
On-hit branch window advanced 6 frames
Maximum movement from charge increased 5%
Knockback increased to 1250 from 1175
~ Explosion timer now begins while the bat doll is in Harley’s hands
~ Cooldown timer now begins while the bat doll is in Harley’s hands
~ Bat doll will only spawn an explosion hitbox if it explodes after being thrown by Harley
~ Bat doll is now considered an item while Harley has it equipped
- Throwing the bat doll no longer consumes an air special
Fixed an issue where bat doll would not attach to a fighter after colliding with certain projectiles or terrain
Fixed an issue where bat doll could be equipped while Harley had an available bat doll to detonate
~ Explosion now classified as a “projectile” hit, meaning it can proc projectile effects like the “That’s Flammable, Doc!” perk
Iron Giant
Passive
~ Allies can no longer enter the pilot turret while Iron Giant is in a grabbed state
- Fixed an issue where Iron Giant could still use rage mode attacks while polymorphed
- On-whiff branch window delayed 6 frames
Air Side Attack
- Hitbox size adjusted so it is less likely for Iron Giant to hit enemies behind him
~ Attack now transitions to final hit after successfully damaging an enemy
- Upper body is now projectile intangible while Iron Giant is spinning
- Fixed a bug that would allow this attack to hit 5 times on occasion instead of the intended max of 3 hits
Jake
Jake has been having a rough time since our official launch. With these changes we’re looking to make him feel more like an aerial bruiser and less like a bite-spammer.
General
- Fixed an issue where Jake could not hold special inputs using the right stick
Ground Neutral Attack
Start-up window before charge reduced 6 frames. Start-up window after charge reduced 4 frames.
Hitbox size increased to better match visuals
Hitbox active duration increased 3 frames
Hitbox start-up time advanced 2 frames
Hitbox start-up time advanced 3 frames
~ Now applies incapacitate-resistance buff to incapacitated enemies
Jason
~ Machete hitboxes on several attacks now better match attack visuals
- Hitbox start-up time advanced 1 frame
Ground Up Attack
- Fixed an issue where the first hit would not properly vacuum into the second hit under certain circumstances
- Start-up window reduced 3 frames
Air Down Attack
Hitbox start-up time advanced 1 frame; will now hit higher up on Jason
Hitbox added to Jason’s head
Ground Down Special
~ Removed sleeping bag’s properties as a projectile attack; it should no longer interact with Marvin bubble or Rick portal
- Fixed an issue where Jason could grab certain boss enemies in Rifts
Hitbox start-up time advanced 6 frames
No longer prevents terrain bounce on knockback
Hitbox start-up after charge advanced 10 frames
~ Maximum charge time increased
- Required charge amount for armor increased 4 frames
Ground Side Attack 1
- Fixed an issue where dodge attack momentum was not properly conserved
First hit damage increased to 9 from 7
First hit knockback increased to 1825 from 1650
Second hit knockback increased to 1750 from 1650
First hit knockback scaling increased to 16 from 14
~ Knockback made more vertical
- First hit more reliably combos into second hit
- Repeat-move lockout increased to 15 frames from 8 frames
Hitbox start-up time advanced 4 frames
Knockback scaling increased to 19 from 15
Start-up on hitting ground increased 6 frames
Hitbox size increased
Now allows ground movement while holding the special button
- Max horizontal speed reduced
Marvin
- Bubbled projectiles now have a minimum additional lifetime of 5 seconds, to prevent projectiles breaking immediately after being trapped
Fixed an issue where the bubble would get unnecessarily large after trapping certain projectiles
Fixed an issue where certain projectiles would not be properly trapped
- Projectile lifetime reduced to 2.75 seconds from 4.25 seconds
Fixed an issue where the flag would fall through the platform on which it was placed
Fixed his drive animation facing the wrong way
Ground Side Attack 3
- Uncharged hitbox start-up time reduced; allows easier combos from Side Attack 2 into Side Attack 3
Air Side Attack 2
Hitbox active duration reduced to prevent Morty from hitting behind himself
Grenade are now properly blocked by projectile-blocking effects
Ground Side Special
~ Splitting a grenade properly spawns two grenades moving in opposite directions
- On-whiff branch window delayed 10 frames
- Fixed an issue where the on-hit branch window was not being acknowledged; attack can now branch much sooner on-hit
On-whiff branch window delayed 15 frames
Horizontal movement reduced
Uncharged damage increased to 4.5 from 4.0
Uncharged knockback increased to 1250 from 1200
Uncharged knockback scaling increased to 26 from 24
Air Up Special
- Reindog now flies more horizontally when thrown sideways by an ally
- No longer damages invulnerable enemies
Rick
“Bit Of A Stickler Meeseeks” Signature Perk Returns!
Perk effect: “Rick’s Meeseeks deal extra damage to fighters that are already in hitstun.”
- Hitbox active duration reduced 1 frame
Air/Ground Side Special
- Addressed several issues with portals where fighters could be trapped indefinitely or teleported off-screen without ringing out
Rick now takes priority traversing through portals if he attempts to spawn a second portal while another fighter is entering the first portal
- Sandwiches no longer collide with the bottom of fall-through platforms
Damage reduced to 9 from 10; ground up special unchanged
Knockback reduced to 1400 from 1500; ground up special unchanged
~ Knockback made more horizontal
- Charge duration while holding a sandwich extended
Steven Universe
Steven’s long range and low whiff-recovery has made him feel incredibly oppressive in close fights. His low whiff-recovery combos pair particularly well with his bubble shield passive making it very difficult to punish Steven when he makes a mistake. These changes target his range and whiff-recovery to bring him more in-line with the rest of the cast.
Fixed an issue where Steven’s enemies could stack rose debuff on themselves by hitting each other
Fixed an issue where dodge attack momentum was not properly conserved on grounded attacks
Neutral dodge shield start-up increased to 20 frames from 8 frames; this adds a vulnerable window after a neutral dodge before shield begins
Directional dodge shield start-up increased to 10 frames from 4 frames
Bubble shield ammo cooldown increased to 13 seconds from 5 seconds
Charge knockback multiplier reduced
~ Hitbox size adjusted so it is less likely for Steven to hit enemies behind him
Air Neutral Attack
~ Attack no longer classified as a “projectile” hit, meaning it can no longer proc projectile effects like the “That’s Flammable, Doc!” perk
Hitbox start-up delayed 1 frame
Repeat-move lockout increased to 16 frames from 8 frames
~ Spawned shield no longer counts as “solid ground” for beginning up special cooldown
- Now takes damage on fighter terrain bounce and will break after 3 bounces; behavior matches side special shield
- Fixed an issue where the animation would not cancel if Steven became airborne during the attack
Air Down Special
- Hitbox size reduced once Steven has landed on the ground
Stripe
- Fixed an issue where Stripe’s hurtboxes would be misaligned during dodge animations
~ Now begins a 5-second explosion timer once equipped
- Fixed an issue where the dynamite would not visually appear in Stripe’s hands if the equip animation was interrupted
Superman
“Flaming Re-Entry” Signature Perk Returns!
Perk effect: “Superman’s leap attack is stronger and ignites enemies. The landing from the attack leaves a firewall on the ground.”
- No longer infuses projectiles with ice above 6 stacks
Air Side Special
Fixed an issue where Superman would drop a fighter if the button was released too early
Fixed an issue where grabbed fighters could get stuck to Superman if he grabbed a wall
Fixed an issue where Superman would float away while attacking certain conditions
“Break The Ice” Perk
Fixed an issue where bonus damage was not being applied to frozen enemies
Fixed an issue preventing Taz from doing actions other than side attack after jab 1
Damage from charge increased
Uncharged knockback increased to 1450 from 1200
Uncharged knockback scaling increased to 20 from 12.5
Hitstun reduced slightly
On-hit branch window delayed 7 frames
~ First hit prevents terrain bounce on knockback; final hit unchanged
- Charge damage multiplier reduced; maximum damage after both hits reduced to 19 from 29
Hitbox size increased 20%
Second hit damage increased to 8 from 4
Second hit knockback increased to 1250 from 440
Second hit knockback scaling increased to 22 from 17
Ground/Air Neutral Special
- Fixed an issue where Taz could get stuck in an eat loop indefinitely until he was hit
Jump 1 speed increased
Jump 2 speed and height increased
Fixed a visual arrow indicator meant to show Jerry’s location when Jerry is off-screen
Fixed an issue where Jerry cooldown would not start if Jerry died while attached to a rocket
- Ground side dodge distance reduced 10%
~ Hitbox size adjusted so it is less likely for The Joker to hit enemies behind him
~ Diamond card now properly comes to a stop after colliding with terrain
Now applies repeat-move lockout for 8 frames
On-hit branch window delayed 10 frames
- Fixed an issue where riding the balloon would immediately ringout the rider
- Knockback scaling reduced to 21 from 27
Velma
These are the changes we were referring to after our Velma changes in the 1.02 patch. We hope to address some of the worst bugs impacting Velma players and also give her some strength in her zoning tools.
Fixed an issue where Velma could get stuck to any fighter that grabbed Velma under certain conditions
Fixed an issue where evidence would stop randomly spawning on the map after Velma was rung out.
On-whiff branch window advanced 4 frames
Velma can now hold forward to slide forward during attack start-up
Velma can now aim the megaphone
~ Branch windows now standardized for both air and ground versions
~ “Heyyy” projectile hurtbox size increased to match hitbox size. Should address issues with inconsistent projectile interactions.
All speech bubble types no longer collide with fall-through platforms
Minimum charge run speed increased
- Knockback reduced to 2300 from 2500
- Knockback scaling increased to 9 from 0
- Fixed an issue where Velma could run off the screen if the ground was destroyed beneath her while running
~ Now ignores player collisions during movement
- Now has a chance to spawn evidence
Ground Down Special (Mystery Machine)
- Fixed an issue where Velma could fall to her death if the ground was destroyed beneath her while summoning the Mystery Machine
Wonder Woman
Wonder Woman has been feeling a little strong since the official launch. We want her to keep her identify as the easy-to-pickup, armor tank, but in that vein we don’t think she should be able to score ringouts easier than the rest of the cast. These changes should make her feel a little easier to play against while slightly toning down her KO power.
~ Blocking a projectile will only charge Wonder Woman’s passive if the projectile has an active hitbox. This will fix issues where Wonder Woman could gain a full passive charge from projectiles like Jerry or Bugs’ Safe
On-hit branch window delayed 3 frames
Additional damage from passive charge reduced
Additional knockback from passive charge reduced
Self-applied armor now falls off after the hitbox ends; ally armor unchanged.
On-whiff branch window delayed 2 frames
Damage reduced to 9 from 11
Knockback scaling reduced to 19 from 20.5
- Knockback increased to 1350 from 1250
Base knockback was increased to account for the lower knockback from the reduced damage
~ Reduced duration visually in attack pose; branch windows and hitbox timing unchanged
- Fixed an issue where lasso could sometimes be reflected; lasso is not reflectable
- Self-applied armor now falls off after the initial dash; ally armor unchanged
- Fixed an issue where the self-imposed slow while holding the shield could be cleansed
Hitbox start-up delayed 2 frames
Knockback angle made more diagonal; ground up special knockback unchanged
~ Updated movement after launch to prevent Wonder Woman from falling too quickly
- Cooldown increased to 33 seconds from 28 seconds
“Shield of Athena” Perk
- Fixed an issue where Wonder Woman could block ally projectiles
MultiVersus
WHERE TO PLAY
CHARACTERS: Choose from Bugs Bunny, Batman, Arya Stark, Rick Sanchez, and many more. In MultiVersus, every star brings their unique moves, worlds and attitudes to fight. And as the roster expands, so does the spectacle — with new personalities and play styles turning up the heat in every battle.MAPS: Our maps turn legendary realms like the Batman’s Bat Cave, Jake and Finn’s Treefort, Game of Thrones’ Throne Room into epic battle grounds. And the best part? We’re adding new maps regularly, so the party never stops!MODES: Whether you’re seeking the intensity of 1v1, the frenzy of a 4-player mayhem, or team up for strategic 2v2 battles, we’ve got you covered. Plus, introducing an all new PvE mode, a thrilling realm of limitless combat possibilities designed for solo or co-op play.CROSS-PLATFORM: MultiVersus has full cross-play and cross-progression support across all platforms.