- New Fighter: Beetlejuice, Beetlejuice, Beetlejuice joins the Multiverse! He is available for Gleamium and character ticket purchase starting today, and he will be available for purchase with fighter currency in 3 days on August 23, 2024.

- Coming soon: All fighters will be available for play in local play game modes
- Performance improved during periods of low client framerate
- Server better handles periods of packet loss
- Fixed handling of input delay incurred from high ping
- Clients have better handling for staying in line with the server
- Server input overrides will return the player to neutral quicker (should address issues where lag spikes are causing players to run off the map)
- Friends list is now sorted alphabetically


- Replaced the mission "Freeze an opponent" with the mission "Hit an enemy with 5 dash attacks" on Node 4a in the Upgrade War Rift
- Fixed issue with Treasure Missions not processing correctly
- Fixed issues with Bonus Nodes playing incorrect ambient audio
- Removed yellow text from the Quiet Mind Gem effect - the bonus does not change with gem level
- Fixed camera being too close to players while playing CoOp in Target Break and Adventure style levels
- Bots are now more likely to pick up and throw items
- Rift Buddy Bubble movement changed to better work with Dexter's Lab map
- Rift Jump Pads now launch players higher.
- Rift Electric Fences now have a warning phase before damaging shock is active.
- Rift Fireballs no longer apply stacks of ignite on contact

- Teen Titans Tower
- Teen Titans Tower (1v1)
- Teen Titans Tower 2
- All maps' upper blast zone grace area has been extended 50%. This should help prevent players from accidentally jumping into a ring out while trying to escape a combo.
- Walls are no longer there at the start of the match.
- No longer has wall and floor transition.
- Now available in Ranked 1v1 map pool.
- Removed bounce pad trees.
- Center fall-through platform and door hazard raised on all variants to address bad interactions with certain projectiles.
- Main variant and 1v1 variant added back to their respective Ranked map pools
- Grandmaster rank returns to Multiversus! Players with a character RP in the top 100 highest RP across all characters will qualify for the Grandmaster tier. Players that finish the season in Grandmaster tier will earn a special banner.
- There is a new leaderboard that shows the players that have reached the Master's tier with the most characters. Show the world that you're not just a character specialist by placing as many characters into the Master's tier as you can!
- Players can now choose to concede a ranked match in between games in the best-of-3
- Players can now be immediately promoted out of Bronze and Silver if they win a game with a high MMR
- There is now less difference in RP rewards between Gold V and Platinum V
- Potential RP loss per game is now capped at all tiers. Silver and Gold players can no longer lose more than 1 game worth of RP for a loss.


- Dodge Attacks now cost only 2 units of dodge meter, down from 3 units
- Dodge Attacks and Dodge Jumps now play a special visual effect to help with clarity for all players
- Receiving a hit after a Dodge Cancel where the initial Dodge avoided an attack will now remove the "DODGED" text pop-up
- Dodge Jump cancel window while dodge meter is empty (fatigued) delayed 18 frames; now matches fatigued Dodge Attack cancel window
- Fixed an issue where fighters could sometimes dodge into the ground without Dodge Landing
- Dodge Land cancel window advanced 7 frames, fatigued cancel window delayed 5 frames
- Fighters now retain more momentum on a dodge land
- Fighters now have more movement control on the ground during a dodge land
- Forward Dodge Lands can now carry fighter momentum off the ledge of the main platform
- Base dodge fatigue time increased to 10 seconds from 8 seconds
- Fighters will reach maximum wall fatigue after spending 5 seconds on a wall, down from 8.5 seconds.
- Fighters will begin to slide faster on a wall after 2 consecutive wall clings, down from 4.
- Fighters will reach maximum wall fatigue after 8 consecutive wall clings, down from 12.
- Fighters will no longer refresh their air dodges or air specials if they wall cling at maximum wall fatigue
- Fighters losing dodge meter from maximum wall fatigue can no longer gain any dodge meter until the fighters land on solid ground.
- All ground side attack combo hits (besides the finisher attack) are now considered low priority attacks.
- No longer affected by attack decay
- Knockback reduced
- Fixed an issue where end-of-game and mission damage dealt stats were inaccurate.
- Fixed an issue where certain attacks would trade incorrectly.
- Fixed an issue where fighters could perform certain actions while rung out
- Reflecting a projectile now increases the projectile's speed 25%
- * Fixed an issue where the agent clone would remain idle if Smith was hit on the same frame he summoned the clone
- * Fixed an issue where the agent clone would whiff grab if it hit enemies in certain positions
- * Fixed an issue where the agent clone would hit enemies that were above the clone's head
- * Fixed an issue where the agent clone would not turn around at ledges.
- - Head hurtbox size increased; will fix certain projectiles whiffing versus Arya on the ground
- Dodge Land
- * Fixed Arya's neutral dodge playing the wrong animation
- - Hitbox active duration reduced 2 frames
- + Forward movement speed increased slightly; distance unchanged
- - Charge knockback multiplier reduced to 1.25 from 1.6
- - Repeat-move lockout increased to 20 frames from 8 frames
- - Repeat-move lockout increased to 20 frames from 15 frames
- + On-hit cancel window advanced 4 frames
- + On-hit cancel window advanced 18 frames (after second hit)
- ~ Batarang will only attempt to home in towards Batman for a maximum of 3 seconds.
- ~ Batarang will be destroyed if Batman is still the owner of the Batarang when he is rung out
- ~ Batarang will be destroyed if Batman is still the owner of the Batarang when he attempts to spawn a new one
- - Start-up window increased 6 frames
- - Leg hurtbox size increased
- - Hitbox size reduced
- - Weight reduced to 75 from 85
- - Hitbox size reduced so it is less likely for Bugs to hit enemies behind him
- ~ Rocket is considered an "untechable"� surface
- ~ Knockback made more horizontal
- ~ Rocket is considered an "untechable" surface
- * Fixed an issue where the tunneling visual effects were not displaying while Bugs was underground
- - Maximum charge time reduced to 1.5 seconds from 4.0 seconds
- - On-whiff cancel window delayed 4 frames
- - Maximum charge time reduced to 1.5 seconds from 4.0 seconds
- - On-whiff cancel window delayed 6 frames
- - Maximum charge time reduced to 1.5 seconds from 4.0 seconds
- - On-whiff cancel window delayed 6 frames
- - Maximum charge time reduced to 1.5 seconds from 4.0 seconds
- - No longer launches Finn forward on-hit; cooldown removed
- - Maximum charge time reduced to 1.25 seconds from 4.0 seconds
- + Boots of Speed buff duration increased to 25 seconds from 10 seconds
- + Now applies armor on start-up
- + Hitbox size increased to better match visuals
- + Hitbox active duration increased 4 frames to better match visuals
- + Start-up window before charge reduced 3 frames
- – First hit hitbox size reduced to better match visuals
- - Head hurtbox size increased; will fix certain projectiles whiffing versus Gizmo on the ground
- - Added maximum charge time of 1.9 seconds
- * Fixed an issue where holding the neutral special bind would not continue the attack
- - On-hit cancel window delayed 3 frames
- - Knockback angle made more horizontal
- + Knockback increased to 1750 from 1500
- + Made hits more consistent and the multiple hits to drop less
- * Fixed an issue where Harley could cancel the second kick on-hit by taunting
- - Hitbox size reduced; ground version unchanged - hitbox now better matches visuals
- * No-fuel knockback reduced to 2050 from 2595 - This fixes an issue where the no-fuel version had higher knockback than the fueled version of the attack
- - Repeat-move lockout increased to 24 frames from 17 frames
- * Fixed an issue where Jake's neutral dodges were not playing their ending animations
- ~ A floor bounce incurred from the first hit of this attack will not count towards the automatic tech bounce threshold
- - Armor duration from eating an ally reduced to 1.5 seconds from 4.0 seconds
- ~ Eating an ally now interrupts their current action
- ~ First hit prevents terrain bounce on knockback; final hit unchanged
- * Fixed an issue where using this attack could ring out Jason if the ground was broken during the attack
- + Now has armor during attack start-up
- * Fixed an issue where Jason would get rung out even while Resurrectionist was active, causing a double ringout
- + Now more consistently combos into ground side attack 2
- + Land cancel window advanced 4 frames
- + Start-up window reduced 5 frames; this is a revert from patch 1.2.1
- ~ Marvin's role is now Mage instead of Assassin
- - Head hurtbox size increased; will fix certain projectiles whiffing versus Marvin on the ground
- ~ Morty's role is now Mage instead of Bruiser
- - On-hit cancel window delayed 4 frames
- - On-whiff cancel window delayed 8 frames
- + Hitbox size increased to better match visuals
- * Fixed an issue where Reindog fireball had no hurtbox - this will fix issues with reflection and projectile clank interactions
- * Fixed an issue where Rick could not use Instant Air Dodge Cancel to use aerial specials near the ground
- - Start-up window before charge increased 4 frames
- - Hitbox size reduced
- - On-whiff cancel window delayed 10 frames
- + On-hit cancel window into side attack 3 advanced 1 frame
- + Start-up window before charged reduced 1 frame
- - Cancel window delayed 1 frame
- + Rocket spawn time advanced 2 frames
- + Rocket base speed increased to 3000 from 2000
- + Rocket base damage increased to 6 from 5
- + Rocket knockback increased to 1600 from 1200
- + Rocket knockback scaling increased to 22 from 19
- + First hit now more consistently combos into second hit
- + Bomb spawn time advanced 1 frame
- + Bomb maximum detonation delay reduced to .35 seconds from .5 seconds
- * Fixed an issue where charged and uncharged lasers were not properly handling projectile interactions
- - On-hit general cancel window delayed 6 frames; on-hit cancel window into side special unchanged
- ~ Now ignores player collisions during movement
- + Charge damage multiplier increased to 1.75 from 1.2
- + More upwards momentum is maintained on start-up
- + Hitbox active duration increased 2 frames; now better matches visuals
- + Hitbox size increased; now better matches visuals
- + Meeseeks command window advanced 3 frames
- + Up Meeseeks hitbox size increased
- - Hitbox size reduced
- + Hitstun increased
- ~ Now ignores player collisions during movement
- * Fixed an issue where fighters could dodge out of portal travel
- - Reduced backwards horizontal momentum during launch
- * Fixed an issue where using up special near a wall would not launch Rick upwards
- ~ Polymorph debuff now shows a timer icon for remaining duration
- * Fixed an issue where Jack was rotated perpendicular to terrain when terrain bouncing
- * Fixed issue where Jack's dance animation wouldn't play when affected by Gizmo's "Rhythm's Gonna Getcha" perk
- - Focus meter gain from hitting enemies reduced 30%
- - Focus meter gain from receiving hits reduced 25%
- - Hitbox size reduced
- - Hitbox size reduced so it is less likely for Jack to hit enemies behind him
- - Hitbox size reduced so it is less likely for Jack to hit enemies behind him
- - Repeat-move lockout increased to 15 frames from 12 frames
- - Removed armor applied on start-up; rage version unchanged
- - No longer allows changing the throw direction after a successful grab
- - On-whiff cancel window delayed 3 frames
- - Hitbox size reduced so it is less likely for Jack to hit enemies behind him on start-up
- - On-whiff cancel window delayed 8 frames
- - Hitbox size reduced to better match non-focus side special
- - Attack will now only transition to multiple slashes if the first attack hits an enemy
- * Fixed an issue where Jack would sometimes move behind his enemy and whiff his counter attack
- - Rage duration reduced to 12 seconds from 25 seconds
- - No longer breaks armor
- - No longer breaks armor
- - No longer breaks armor
- * Fixed an issue where the shockwave could get stuck traveling between identical terrains
- - No longer breaks armor
- * Fixed an issue where the shockwave could get stuck traveling between identical terrains
- - Enemies can now knock back Steven to reduce stacks of bubble debuff
- - Hitbox size reduced; now better matches visuals
- ~ Shield is considered an "untechable" surface
- ~ Shield is considered an "untechable" surface
- - Start-up window increased 6 frames
- - Fall acceleration reduced slightly
- - Hitbox active duration after landing reduced 6 frames
- - Air on-hit cancel window delayed 2 frames
- + Base cooldown removed
- + Ammo cooldown reduced to 12.5 seconds from 15 seconds
- ~ Taz's role is now Assassin instead of Bruiser
- * Fixed an issue where Taz could become permanently stuck if hit while eating certain projectiles
- - Hitbox size reduced; visuals updated to match
- * Fixed an issue where The Joker could sometimes not ride his balloon immediately on spawn
- * Fixed an issue where Velma was unable to Dodge Land
- + Start-up window reduced 2 frames
- - On-whiff cancel window delayed 3 frames
- + Hitstun increased
- + Hitbox added to Velma's chest; should help with hitting smaller characters more consistently
- + Start-up window reduced 2 frames
- - On-whiff cancel window advanced 8 frames
- + Uncharged damage increased to 9 from 8
- - Uncharged knockback reduced to 1300 from 1450
- + Uncharged knockback scaling increased to 18 from 12.5
- - Maximum charge knockback multiplier reduced to 1.15 from 1.5
- ~ Visuals now better match hitbox
- - Homing speech bubbles now stop homing if the target enemy dodges the speech bubble
- - "Sass" speech bubble maximum lifetime reduced to 2.5 seconds from infinite
- ~ "Sass" speech bubble knockback angle made more horizontal and backwards towards Velma
- - Ally-empowered "Toodles" speech bubble maximum lifetime reduced to 8 seconds from 10 seconds
- * Fixed an issue where the ally-empowered "Toodles" speech bubble could home towards Mojo Jojo on the Townsville map
- * Fixed an issue where speech bubbles would home towards certain characters' feet rather than their midpoint
- - Mystery Machine capture hitbox is now low priority
- + Can now re-hit enemies that have dodged the capture hitbox after one second
- ~ Movement and knockback have been completely revamped. This attack now moves Velma farther and knocks back enemies into her path, allowing her to use this attack as a combo starter.
- + Vertical movement increased
- + Book spawn location moved closer to Velma; should prevent close-range whiffs
- ~ Down special can now be used while on cooldown to spawn a short-range book projectile. The projectile can be used as a combo starter in air and on ground. The projectile does not grant any buffs to Velma or her allies.
- - Armor duration on hitting an ally reduced to 0.5 seconds from 2.25 seconds
- - Armor duration reduced to 2.25 seconds from 3.7 seconds