A new update has been released for MultiVersus Update 1.20. You can find all the Game Update details, Bug Fixes, improvements, and Patch Notes below. MultiVersus Update 1.20 is now available for all platforms, including PS4, PS5, Xbox One, Xbox Series S/X, and PC. The file size may vary depending on the platform.
Overall patch summary
General
ValentiNeon details
- ValentiNeon Is Here: Pair up with someone special and prepare to celebrate!
ValentiNeon Login Rewards Calendar
ValentiNeon event calendar
- Log in for 30 days of love with the ValentiNeon event!
- There’s no better way to show affection than with the gift of candy! ValentiNeon is like a box of neatly-arranged, numbered, and hidden chocolates…or in this case a whole lot of Candy Hearts! (We like the chalky bits!) Feel the love and claim your rewards by logging in every day. You’ll be treated to a little something special when Shaggy comes a-knocking and asks you out on the HOTTEST of dates to the Dimension of Love!
Fall In Love With The Candy Shop!
The Candy Shop
The Candy Shop 2
Exchange your Candy Hearts in the Candy Shop for exclusive gifts!
- Candy Hearts Prices
- Feel the Beat Emote Sticker (Rare) = 500 Candy Hearts
- Lovestorm Banner (Rare) = 750 Candy Hearts
- ValentiNeon Surge Profile Icon (Epic) = 1000 Candy Hearts
- Small Battle Pass Boost (Currency) = 1,500 Candy Hearts
- Medium Battle Pass Boost (Currency) = 6,000 Candy Hearts
- Heart of Kahndaq Black Adam Variant (Rare) = 14,000 Candy Hearts
- Aphrodite’s Blessing Wonder Woman Variant (Rare) = 14,000 Candy Hearts
Candy Hearts Breakdown
- General
- A Candy A Day. Receive 100 Candy Hearts for your 1st win of the day.
- Spread The Love. Receive 15 Candy Hearts for every toast you receive.
- Singles & FFA
- Candy Hearts earned for 1s Win (Not playing as any ValentiNeon Variants) = 20 Candy Hearts
- Candy Hearts earned for 1s Loss (Not playing as any ValentiNeon Variants) = 10 Candy Hearts
- Candy Hearts earned for 1s Win (Playing as any ValentiNeon Variants) = 40 Candy Hearts
- Candy Hearts earned for 1s Loss (Playing as any ValentiNeon Variants) = 20 Candy Hearts
- Teams & Silly Queue (Solo & With Friends)
- Candy Hearts earned for 2s Win (Neither player playing as any ValentiNeon Variants) = 20 Candy Hearts
- Candy Hearts earned for 2s Win (Player playing as any ValentiNeon Variants) = 40 Candy Hearts
- Candy Hearts earned for 2s Loss (Neither player playing as any ValentiNeon Variants) = 10 Candy Hearts
- Candy Hearts earned for 2s Loss (Player playing as any ValentiNeon Variants) = 20 Candy Hearts
- Variants Eligible To Earn 2x Candy Hearts
- Knight to Remember Batman
- Galactic Romance Marvin
- Heart of Kahndaq Black Adam
- True Kinda Love Garnet
- Love Rave Harley
- Dimension of Love Shaggy
- Lovestruck Superman
- ValentiNeon Velma
- Aphrodite’s Blessing Wonder Woman
Silly Queue Game Mode: [Heart Breaker Mode]
- Love is in the air! Heart Breaker Mode is now available in Silly Queue! Heart collectibles will spawn across the battlefield, so try to gather as many as you can! When you reach max stacks, you’ll be able to perform the powerful Heart Wave Attack dealing damage to enemies around you! Show them the power of love!
- Be warned though, taking knockback from an enemy will cause you to lose a heart, so be wary of any Heart Stealer
Ranked Mode
- Ranked Mode makes its return!!!
- Teams with duplicate characters are no longer allowed in Ranked 2v2 matches.
- When players pick a character they will now be blocked out for their teammate.
- Attempting to select a duplicate character will result in a prompt to pick another character.
- Ranked will now draw from a limited competitive-focused map pool with Hazards disabled.
- 2v2 Map Pool
- Batcave
- Cromulons
- Scooby’s Haunted Mansion (No Roof)
- Sky Arena
- Sky Arena Platforms
- Throne Room
- Trophy’s E.D.G.E.
- 1v1 Map Pool
- Batcave
- Cromulons, (1 vs 1)
- Scooby,’s Haunted Mansion (No Roof)
- Sky, Arena (1 vs 1)
- Sky, Arena Platforms (1 vs 1)
- Throne, Room
- Trophy,’s E.D.G.E.
No duplicates in ranked
No duplicates in ranked
- Earn Candy Hearts every time you progress to a new ranked tier… earn more Candy Hearts the higher you go!
Multikeyboard Native Support (Steam)
- We’re introducing a new version of multikeyboard support for steam users! You can now plug up to 4 keyboards into your PC and the game will recognize them in local play!
- To Enable native MultiKeyboard support
- Right-Click on MultiVersus in your Steam Library and select Properties.
- Then enter “-multikeyboard” as the modification in the ‘launch options’ field.
- Developer’s Note: This new version of multikeyboard support is still undergoing development, so as always, we welcome any feedback on this feature!
Enabling multikeyboard support
Shop Items
Show your love for MultiVersus with new limited-time banners and cosmetics that are bursting with the ValetiNeon spirit!
- Show your love for MultiVersus with new limited-time banners and cosmetics that are bursting with the ValetiNeon spirit!
Banners
Love Storm (Rare Profile Banners – Unlockable with 750 Candy Hearts In The Shop.)
ValetiNeon Surge (Rare Profile Banner – Unlockable with 1,000 Candy Hearts In The Shop.)
The Power Of Love (Rare Profile Banners – Unlockable with 200 Gleamium In The Shop.)
Cupid’s Volley (Rare Profile Banner – Unlockable with 350 Gleamium In The Shop.)
ValetiNeon Event Variants
- ValetiNeon Event Variants
A Knight To Remember Batman (Rare Variant – Unlockable with 800 Gleamium.)
Heart of Kahndaq Black Adam (Rare Variant – Unlockable with 14,000 Candy Hearts.)
True Kinda Love Garnet (Rare Variant – Unlockable with 800 Gleamium.)
Love Rave Harley Quinn (Rare Variant – Unlockable with 800 Gleamium.)
Galactic Romance Marvin (Rare Variant – Unlockable with 800 Gleamium.)
Love Struck Superman (Rare Variant – Unlockable with 800 Gleamium.)
Dimension Of Love Shaggy (Rare Variant – FREE Unlockable through Daily Login Rewards.)
ValentiNeon Velma (Rare Variant – Unlockable with 800 Gleamium.)
Aphrodite’s Blessing Wonder Woman (Rare Variant – Unlockable with 14,000 Candy Hearts.)
Space Jam Variants
Tune Squad ‘96 Marvin (Rare Variant – Unlockable with 800 Gleamium.)
Tune Squad Marvin (Rare Variant – Unlockable with 800 Gleamium.)
New Exclusive Variants
Astropup Reindog (Epic Variant – Available with Playstation Plus.)
General Gameplay Changes
- 2D Hitboxes
- A number of characters have had their hitboxes converted from 3D to 2D. Characters with 2D hitboxes enabled should see improved Hitbox reliability and no whiffing on the Z-Axis. These characters may also have minor hitbox size adjustments that are not listed in their character patch notes.
- Attack Decay
- Attack VFX for all moves now transition from colored to gray when used in succession to aid in better indicating incoming attack decay.
- Dodge Meter
- Dodge Meter for all fighters is now visible for all players in an online match! The location of the dodge meter can be adjusted in the Settings menu.
- Dodge Jumps
- Dodge Jumping now removes any remaining dodge invulnerability when beginning the jump. This does not apply to respawn invulnerability.
- Invulnerability
- Receiving invulnerability from multiple sources now properly stacks. This will most notably fix issues where Bugs Bunny could receive knockback while in his tunnel.
Perks
- Aerial Acrobat
- Additional air acceleration reduced to 5%, down from 10% (unstacked).
- Reduced to 10%, down from 20% (stacked).
- Snowball Effect
- Additional damage increased to 10%, up from 7% (unstacked).
- Increased to 20%, up from 15% (stacked).
- School Me Once…
- Light projectiles will no longer proc ‘School Me Once…’, even if the light projectile deals knockback.
Character Updates
Legend
- Fixed a bug where Arya would always throw items at a diagonal angle when trying to throw them upward.
- Fixed a bug that caused some of Arya’s attacks to not share attack decay where they should.
- Enemies that dodge an Arya dagger now gain the benefits from dodging an attack.
- Allies that are rung out while a dagger is attached will no longer respawn with the dagger still attached to them.
Enabled 2D Hitboxes on Batman.
Active frame window delayed by 2 frames.
Smoke screen no longer slows enemies in smoke.
- Active frame window delayed by 2 frames.
- Active hitbox frame window ends 1 frame earlier to prevent lingering hitboxes
Turned off the hurtbox on Batman’s foot during this attack.
Added 5 frames of whiff lag to slide.
Enabled 2D Hitboxes on Black Adam.
Weight reduced to 72, down from 80.
Cooldown increased to 18s, up from 10s.
Shortened lightning’s VFX to better reflect the attack’s active hitbox window.
Hitbox comes 1 frame earlier and grows in size while it’s active to match VFX.
Fix an issue where Jab 3 was not decaying alongside the other Jabs.
Safe life time reduced to 14 seconds, down from 18.
Jab 2 knockback scaling increased to 20, up from 18.
Weight reduced to 49, down from 51.
Added Finn’s backback to his Ugly Sweater skin.
Active hitbox window starts 1 frame later and ends 1 frame earlier.
Ground version projectile shield active window decreased 4 frames.
- Gem can now be destroyed by melee attacks while it is idle.
- Gem now costs 200 gold, up from 100 gold.
Fixed an issue where this attack could destroy certain projectiles.
Enabled 2D Hitboxes on Garnet.
Active hitbox window starts 4 frames earlier.
- On-cooldown version Adjusted hit 1 into hit 2 to be more consistent.
- On-cooldown version hitstun increased.
Active hitbox window starts 2 frames earlier.
Active hitbox window starts 2 frames earlier.
Active hitbox window starts 2 frames earlier.
Jab 2’s down option has had its timing and movement adjusted to hit more consistently.
Enabled 2D Hitboxes on Gizmo.
Music notes now properly interact with enemy projectiles.
Fixed an issue where notes were destroying ally projectiles.
Whiff recovery increased by 12 frames.
Active hitbox frames start 1 frame earlier.
Active hitbox frames start 2 frames later on the third kick.
Popcorn can no longer be destroyed by light projectiles.
- Hitbox now matches the width of the piano.
- Piano knockback now hits diagonally downward.
- Moved music note spawns to be further apart from one another in order to prevent both music notes from hitting opponents at the same time.
- Reduced the lifetime of music notes in order to compensate for this change.
- Enabled 2D Hitboxes on Harley.
- Harley’s bat and hammer based attacks now have new hitboxes that more closely align with these items.
Bat plush bomb is no longer ice-proof and can now be frozen.
- Removed hitboxes from Harley’s body.
- Active hitbox window now starts 2 frames later.
Kick 3’s active window now starts 1 frame earlier.
- Removed hitboxes from Harley’s body.
- Active hitbox window starts 2 frames later.
- Added a minor vacuum to the first 3 hits of fully charged Ground Up Attack.
- Developer’s Note: Harley’s fully charged Ground Up Attack had a tendency to whiff at times and/or have opponents fall out of the attack as they were being juggled, especially if they were hit higher or closer to the edge of the spin. This change helps to improve Ground Up Attack’s consistency.
- Jab 3 can now cancel into Jab 4 1 frame earlier.
- Developer’s Note: Harley’s jab series had a tendency to whiff through opponents at times with attention to comboing them from angled versions of Air Down Attack when Glove Control was equipped. These changes help Harley’s Jab series land/combo more consistently in relation to her opponent when they are slightly airborne from her combo starters. Overall, these changes reduce scenarios where Harley’s Jab series would have otherwise whiffed through opponents where they should not.
- Slide can now cancel into other moves slightly earlier.
- Increased Attack 2’s (kick’s) base knockback and damage.
- Fixed an issue where Iron Giant could hover-launch himself at much higher speeds than intended.
- Fixed an issue where lighting elements from certain Iron Giant variants would appear on incorrect variants.
- Fixed an issue where Iron Giant could get in a bad state by eating scrap in the air while in rage mode.
- Fixed a bug with picking up items while in weapon mode.
Fixed an issue where Iron Giant would not always spawn with the correct amount of rage.
Fixed an issue where this attack could destroy certain projectiles.
Enabled 2D Hitboxes on Jake.
Weight reduced to 59, down from 69.
- Startup frames increased
- Downward movement speed decreased to 1500, down from 2000.
- Whiff recovery increased 22 frames.
- Hitbox size decreased.
Fixed an issue where this attack could destroy certain heavy projectiles.
Removed hitboxes on Jake’s arm. Active hitboxes are now only on Jake’s fist.
Active hitbox window delayed by 3 frames.
Delayed ability to branch into up special by 6 frames.
- Delayed ability to branch into other attacks.
- Active frame window delayed by 2 frames.
Hitbox window ends 2 frames earlier.
Enabled 2D Hitboxes on LeBron.
(No Ball) Hitbox window starts 2 frames earlier.
Fixed an issue where this attack could destroy certain projectiles.
(No Ball) Hitbox window starts 4 frames earlier.
(No Ball) Hitbox window starts 1 frame earlier.
(No Ball) Hitbox window starts 1 frame earlier.
(No Ball) Hitbox window starts 1 frame later.
Now hits multiple times.
Enabled 2D Hitboxes on Marvin.
- Fixed an issue where Marvin could spam his attacks with no whiff recovery.
- This removes Marvin’s “turbo-gun” and “turbo-button” infinite, along with others.
Fixed bug where Marvin’s neutral special would not be able to reverse the direction of Stripe’s buzzsaw.
Active hitbox window starts 4 frames earlier.
- On-cooldown version will apply 1 second lock-on debuff to enemies.
- On-cooldown version hitbox size increased.
- On-cooldown version knockback direction changed to be more upward.
- On-cooldown version base knockback increased to 1200, up from 750.
Cooldown increased to 10 seconds, up from 6 seconds.
Uncharged version lifetime increased to 0.4 seconds, up from 0.2 seconds.
Uncharged version size reduced 25%.
Now breaks armor.
- Jab 3 projectile base knockback increased to 1250, up from 1200.
- Jab 3 projectile knockback scaling increased to 25, up from 23.
Enabled 2D Hitboxes on Morty.
Addressed an issue where the spaceship collisions would be disabled when close to a wall.
Hitbox now active while Morty returns to his original position.
Hitbox adjusted to better match visuals.
Fixed an issue where Reindog’s on-cooldown fireball could still spawn a firewall after hitting terrain.
Cooldown increased to 24s, up from 18s.
Fixed an issue where Reindog could spawn both a full-power fireball and on-cooldown fireball at the same time.
Knockback scaling increased to 19.5, up from 19.25.
Increased jab 1 whiff recovery by 5 frames.
Enabled 2D Hitboxes on Steven Universe.
Fixed an issue where Steven would not automatically grant his dodge shield to an ally as they are respawning.
- Fixed an issue where the shield would not always block enemy projectiles.
- Fixed an issue where fighters would not bounce off the shield during knockback.
- Shield now has 12 HP.
- Shield now more consistently interacts with other fighter effects.
- Developer’s Note: Try using a shield with an ally Rick that’s buffed your size!
Shield can now be damaged by enemy melee attacks.
- Fixed an issue where the shield would not always block enemy projectiles.
- Fixed an issue where Steven could not stand on or wall-cling to his shield.
- Fixed an issue where Steven and his ally’s projectiles would not always go through his shield.
- Fixed an issue where Steven and his ally could not always walk through his shield.
- Side Special shield now requires Steven to be standing on solid ground in order to walk through it.
- Fixed an issue where fighters would not wall bounce off the shield during knockback.
- Fixed an issue where the shield would not be destroyed if Steven was rung out.
- Shield now more consistently interacts with other fighter effects.
- Developer’s Note: Try using a shield with an ally Rick that’s buffed your size!
- Shield HP increased to 12, up from 10.
- Shield damage from projectiles reduced to 0, down from 3.5.
Shield can now be damaged by enemy melee attacks.
- Jab 1 active hitbox window delayed so it no longer hits behind Steven.
- Jab 2 active hitbox window delayed so it no longer hits behind Steven.
Enabled 2D Hitboxes on Superman.
Increased hitbox size on fist.
Increased hitstun on eyes hitbox.
- Falling hitbox has increased range to cover Superman’s body.
- Landing hitbox has increased vertical range.
Active hitbox window starts earlier.
Active hitbox window starts earlier.
Active hitbox window delayed.
Hitbox now active 1 frame longer.
- Jab 2 can now cancel earlier into Jab 3.
- Jab 3 can now cancel out of the 5th hit of rapid punch into Jab 4, down from the 7th hit of hit rapid punch.
Removed first hit; second hit active window moved earlier to compensate.
Enabled 2D Hitboxes on Taz.
- Fixed an issue where the ally prompt to enter the cloud would only appear the first time the ally was able to interact.
- Fixed an issue where Taz was not properly given armor when an ally entered the cloud.
On-cooldown second hit active window moved 2 frames earlier.
Knockback direction made more vertical.
No longer eats enemies behind Taz.
Increased hitbox size in front of Taz, better matching the bite visuals.
Delayed cancel window from Dair into itself.
Adjusted hitbox location to more closely align with Taz’s bite.
Spit hitbox spawn location positioned further forward to prevent it from hitting behind Taz.
- Active hitbox window starts earlier.
- Adjusted the timing and increased the hitstun on vacuum hits to more consistently launch into the final hit.
- Knockback direction is now fully vertical.
Base knockback decreased to 1000, down from 1250.
Taz’s salt now comes out of his salt shaker and his pepper now comes out of his pepper shaker!
Enabled 2D Hitboxes on Tom and Jerry.
Fixed an issue where Jerry would immediately teleport back to Tom if Jerry was destroyed within a few frames of leaving Tom.
Jerry will now visually poof back into place in situations where he is intentionally sent back to Tom.
Fixed an issue where rocket could destroy Finn’s gem from a large distance.
- Active hitbox frame window delayed slightly.
- Developer’s Note: The slightly later timing on this attack is to ensure that hitboxes are not active during the period of time where the paddle is behind Tom.
Standardized the active hitbox timing between hits of the attack.
Hitbox size increased while Jerry is attached.
Increased hitbox size to better match Tom’s Mallet.
Enabled 2D Hitboxes on Velma.
- Light hits from Velma’s megaphone after it has passed through an ally no longer deals a small knockback.
- Initial beam length reduced to 2050, down from 3250 (ally follow-up beam is unchanged).
Hitbox size reduced by 33%.
Ally carry gray health reduced to 4, down from 6.
Ammo cooldown increased to 14s, up from 10s.
Added 6 frames of whiff recovery.
Fixed an issue where this attack was not properly applying attack decay.
Hitboxes for Jab combo now only activate on Velma’s head and speech bubbles.
Speech bubble hitboxes now cover the entirety of the VFX.
Can no longer be used if Wonder Woman has reached her air specials limit.
This attack can now be canceled into other actions earlier.
Increased the window where Wonder Woman is unable to fast fall out of this attack.
Delayed this attack’s active frame window by 2 frames in order to prevent it from hitting far above Wonder Woman.