news MultiVersus: Arrival of Gizmo, Redesign of Hitboxes, Patch 1.02 Recap
While we were expecting a completely different character, MultiVersus surprised us a few days ago by announcing not only the arrival of Gizmo, but also a new balancing patch. We invite you to discover it in more detail in this article.
Gizmo joins the fight!
As we told you We expected a character from the Gremlins license, but it wasn’t Gizmo what was announced. We then suspected that he might be in the game, but not that quickly. Well it’s official now, he’s the new fighter from MultiVersus.
As for his role on the battlefield, you know it well that gizmo like Chien-Renne or Vera will be a support who will therefore mainly be there to help his teammate in 2v2 battles. So in pure 1v1 it should be much less useful.
Redesign of the hitboxes
If you’ve played MultiVersus, there must be times when you’ve taken hits without necessarily understanding why. In fact, these seemed to pass you by, and yet you received them well and truthfully. The reason for that, They’re hitboxes that didn’t quite fit the characters.
However, not only did they not really fit the shapes, but they also had major problems, especially with certain animations. On the occasion of this patch, these problems should be fixed and since a picture says more than a thousand words, We let you discover the before / after comparison.
Projectile system harmonization
Projectiles in MultiVersus have always been a bit complicated to understand, with some taking precedence over others. Well, it’s over now that we were entitled to a system to harmonize all of that. We have now Projectiles that are considered heavy and shatter others and normal projectiles colliding without priority.
Also note that a fairly desired change has been implemented, which is not taking damage when projectiles explode even if you’ve blocked them via abilities. This should therefore greatly improve the reading of these passages in the game.
character changes
As is often the case during patches, we are entitled to many changes regarding the characters of MultiVersus. We invite you to discover them in more detail in the rest of this article.. Some were planned, while others are a little more surprising.
- Passive: 5% less damage taken from Passive
- Special Top: Back to Preseason 1
- Special Air Floor: Angle changed to throw victims more horizontally
- Normal side air: If the attack hits, the movement will be triggered a little earlier
- Special Air Top and Sides: The rocket is now considered a heavy projectile
- Special Neutral: The chest also counts as a heavy projectile
- High Normal Air: The frames in which the hitbox is active are reduced
- Normal neutral: The window to cancel a new neutral attack is reduced
- Weight: Reduced from 55 to 50
- Perks What’s Up Doctor: Reduced active hitbox duration from 0.5s to 0.2s
- Passive: 5% less damage taken from Passive
- Passive: Starts with 200 gold instead of 100
- Low Normal Floor: Increases minimum distance traveled
- Special Neutral: When Garnet throws a projectile into a bubble, it won’t hit you or your allies as long as the bubble is there
- Special Bottom: Increased projectile speed from 2000 to 2200
- Side Normal Air: The first attack’s cancel window comes earlier
- Passive: 5% less damage taken from Passive
- Speed increased from 1825 to 1875
- Gray life granted by Rage mode reduced from 30 to 15
- Normal High: Damage reduced from 6 to 5
- Special Neutral: Ammo has a static cooldown that is unaffected by perks or buffs
- Neutral Special: Jake spits them all out at once
- Low Special: Attack limited to 3 consecutive seconds
- Low Normal Air: Damage reduced on first two hits
- Low Normal Air: The recoil angle is more horizontal
- Enemies can no longer touch the basketball
- Neutral Special Ground with Balloon: Projectiles flying through the ground are accelerated
- Off-Ball Side Air and Ball-Up High: Expands the hitbox window
- Extra Fleeb Juice Perks: Now works on Tome and Jerry’s mousetraps and Garnet’s electric realm
- Special Neutral: Ammo cooldown increased from 12 to 13 seconds
- Special Airside: The reticle only appears for the Morty player
- Special Ground Lateral: Bullets hit more often
- Lateral bottom: The station wagon fits better than before
- Neutral: Enemies can no longer hit the projectile
- Upper Normal Air: Changed to simplify hit chain. Neutral Ground: Can no longer be canceled while holding and dodging to fire faster
- The super sandwich becomes a heavy missile
- Low ground: More armor and recoil is more horizontal
- Reduced weight from 76 to 68
- High Special Terrain: Added cancel delay to avoid combo too strong
- High Specialty: After Steven spawns 2 shields, he must touch the ground to summon new ones
- Low Special: Now has an ammo refill. Superman has 2 base ammo that takes 8 seconds to reload.
- Base: The hitbox window has been reduced in size
- High Ground: Adjusted the hitbox so that Superman no longer slams behind him.
- Perks Iron Stomach: Anvil is a heavy projectile
- Perks Must Be There: Taz can only respawn once per ability use
- Passive: Chicken transformation stacks increased from 16 to 18
- Specially Neutral: Taz can eat heavy projectiles
- Special Page: Tornado duration on cooldown increased from 0.25 to 0.45 seconds
- High Specialty: Attack cancel is now allowed
- Perks Split Dynamite: Dynamite explodes when it hits the field
- High Special: Jerry no longer immediately hits enemies after the rocket explodes
- Jerrie is considered a heavy projectile
- Side and Low Air: Added 3 cooldown frames
- Passive: Vera no longer calls the police, but instead calls the Scooby gang
- High Special Air: No longer applies the weakness at the time of hit
- Neutral: Vera is no longer healed when an ally is hit
- Speed reduced from 2200 to 2100
- The lasso is no longer considered a projectile
- Low Ground: Projectiles are no longer broken when the attack charges
- Speed reduced from 2250 to 2225
- Weight reduced from 76 to 71
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