MultiVersus Season 2 begins today with a major update |  VGC

MultiVersus Season 2 begins today with a major update | VGC

MultiVersus [79 articles]” href=””>Season 2 of MultiVersus begins later today with a new Battle Pass.

According to the game’s official patch notes, the new Battle Pass will no longer include stages that have no rewards.

“We also adjusted the number of points required to complete each stage to make the Battle Pass feel both engaging and rewarding,” the notes read.

Season 2 will also add an in-game shop to the game, making it easier for players to view and purchase characters and cosmetics in one place.

The game’s recently added Silly Queue, which adds weird modifiers to the game to make it more entertaining, has also added a new Big Head mode where characters have big heads and shorter cooldowns.

The Battle Pass includes four unlockable skins – one is free when you complete Tier 50 (Baker Street Tom & Jerry), and the others come with the paid Premium Battle Pass (Astronaut Velma on Tier 1, Tea Time Reindog on Tier 42, and Maestro ) unlocked Bugs Bunny at level 50).

A number of paid skins will also be added, including the return of the Samurai Batman skin from the game’s closed alpha.

The full patch notes are as follows:

Season 2 beginnings

Season 2 begins with a new Battle Pass packed with content. We’ve heard your feedback and made sure there are no tiers without rewards. We’ve also adjusted the number of points required to complete each stage to make the Battle Pass feel both engaging and rewarding.


You can now equip up to 3 Badges and show them off to the MultiVerse!

The shop is open

Check out the new MultiVersus in-game store! All cosmetics and characters are now in one place! Start browsing!

Multi-path traffic acceleration

We’ve made some network traffic optimizations and multi-path traffic acceleration. This is just the beginning and we are seeing promising results, but we will continue to improve our online experience for everyone!


Scooby’s mansion (roofless)

  • Blast box size increased by 10%.
  • Ringouts came a bit too fast on the map, so we increased the size a bit.

Space Jam Map Updates!

  • We are now counting the number of sneakers made!
  • Scoring a goal now awards points based on distance thrown. Try some difficult 3-pointers!
  • Scoring results are now broadcast on the BIG screen!
  • If you attack a player holding a basketball item, that player will drop the item. Try to fight for control of The Court!
  • The courtyard walls can no longer be attacked and will only break if a player bounces off the wall.
  • Space Jam is still only available in Custom Matches or the Lab.
  • Any feedback is welcome as we continue to work on a version of the queue map!


  • The introductory tutorial has been simplified by removing some steps
  • Added VO clips to the intro tutorial.
  • Players now have the option to enter Arcade or their first game after completing the intro tutorial.

Stupid dick

  • Jump in the silly queue to try our BIG new ideas!
  • Our new game type is Big Head mode! Characters will have big heads and even bigger cooldown reductions! Use your newfound knowledge to take home the prize!

Added new items to the game:

  • ‘Bounce Pad’: Place a feather pad that will bounce up anyone who steps on it.
  • “Proximity Mine”: A placeable mine that detonates when enemies get close
  • ‘Drumstick’: Cooked chicken drumstick that, when thrown, turns enemies hit into chickens for a short time


  • Evil Morty (unlockable with 1500 Gleamium)
  • Samurai Batman (unlockable with 2000 Gleamium)
  • Fern (unlockable with 2000 Gleamium)
  • Uncle Shagworthy (unlockable with 2000 Gleamium)
  • Baker Street Tom and Jerry (unlockable at level 50 of the Free Battle Pass)
  • Astronaut Velma (unlockable at Tier 1 of the Premium Battle Pass)
  • Tea Time Reindog (Unlockable at Tier 42 of the Premium Battle Pass)
  • Maestro Bugs Bunny (unlockable at Tier 50 of the Premium Battle Pass)

General and discounts

  • Bug: Fixed an issue that caused jumps to be rejected by the server when attached to a wall.
  • School Me Once – Reduced projectile block buff duration from 2s to 1s
    • Stack duration reduced to 2 seconds from 4 seconds
    • The block buff is no longer consumed by projectile light attacks
  • ice cream to hit you! – Ice stacks are now only applied by heavy projectiles

Character Updates


+ Buff
– Annoy


  • Signature Perk – Betrayal perk enrages allies/Arya, but they are debuffed 3x when hit by 5x.
    • We felt that a nerf was overly affecting the gameplay of Arya and her opponents in higher level matches.


  • Gliding – Hurtbox Z-axis issue was causing attacks to unintentionally miss Batman while he was gliding.
  • Grounded [22 articles]” href=””>Grounded Down Attack – Delayed branching into dodge and jumping on hit to prevent endless chaining back into itself.
  • Aerial Down Special – Removed this move’s ability to combine back into itself to prevent infinite chaining.
  • Signature Perk – Bounce rank weakened stacks reduced from 5 to 3.
    • The level of performance this gave for very little effort made this advantage over Batman’s opponents seem unfair, so we reduced it a bit.
  • Side attack from the air – Can slide into the wall 5 frames earlier

black adam

  • General – Fixed an issue where the electric tether hitbox would linger after the graphic faded.
  • Grounded Side Attack – Much smaller hitboxes for all 3 jabs to better match the visuals.
  • Grounded Neutral Attack – Removed hitbox on Black Adam’s arms
  • Grounded/Aerial Up Special – Liftoff triggers 3 frames earlier
  • Grounded/Aerial Side Special – Projectile acceleration and hitstun increased slightly.
  • Grounded Up Attack – Added armor on launch


  • Aerial Neutral Attack – Branches into the jump earlier
    • We wanted to introduce some combo paths back to Bugs Bunny while avoiding his infinite loop. We hope this change will do that.


  • Weight – Reduced weight from 55 to 49
  • Neutral Air Attack – Active hit frames start 2 frames later
  • Armored Buns – The block buff is no longer consumed by projectile light attacks


  • Bugs – Fixed a bug that caused her arm pain boxes to stay on during attacks when it wasn’t intended to.


  • Grounded Up Attack – Added ammo to popcorn; 3 ammo returns 1 every 10 seconds
    • This was added to prevent a strategy that rewards very passive gameplay in singles.
  • Grounded/Air Neutral Attack – Arrow going through popcorn increased damage from 8 to 10, increased recoil scaling from 12 to 13, increased base recoil from 1250 to 1350.
  • Bug Fix – Fixed issues where the arrow was destroyed when it shouldn’t be.


  • Weight – Weight increased from 44 to 48
  • Grounded/Aerial Neutral Special – Bat Bomb hitbox now better respects the Z axis and hits more reliably.
  • Grounded Side Attack – Jab 1 and Jab 2 jump and dodge cancel windows now come later.
  • Grounded Side Attack – Moved the knockback angle up further on Jab 2 to prevent an endless combo
  • Grounded Side Attack – Can cancel other attacks 1 frame earlier on hit.
    • We’re testing these changes to remove an infinite combo. We understand that this removes some of Harley’s combo routes, but we felt it was unhealthy for the game and the enemies it faces. We will continue to evaluate Harley’s performance level after this change and welcome any feedback on these changes.


  • Neutral Special – Adjusted the wall’s bounce angle to be higher when spitting enemies into vertical walls
    • This has been changed to prevent a Skill Check Knockback (KBI) influence that could instantly knock out players even with low damage.


  • No-Basketball Down Special (No Basketball) – Defense now blocks (and steals!) other LeBron basketballs.


  • Gounded Neutral Attack – Jab 3’s hitbox size reduced by 15% to better match and visually match Hammer Morty’s size.


  • Bug Fix – Fixed issue where portaling would kill Rick while he was in the mercy area
  • Bug Fix – Fixed bug where Rick could ground attack during cooldown
  • Neutral Attack – Fixed inconsistencies in projectile priority for unloaded lasers


  • Aerial Side Attack – Allow ground movements even when knee loading. This should allow the movement to be sustained and not be paused for a better feel.

Steven universe

  • Bug Fix – Fixed issue where Steven or his allies would get hit twice while under the effect of Steven’s neutral dodge shield
  • Grounded Down Special – Watermelon Seed Hurtbox scaled down to better match the visuals.


  • Weight – Weight reduced from 52 to 46.
  • Bug Fixes – Implemented fixes for teleporting Stripes with the chainsaw.

Tom and Jerry

  • Aerial Up Special – Kick missile explosion hitbox now better respects the Z axis.
  • Aerial Up Special – A kicked rocket without an attached jerry is now correctly classified as a projectile.


  • Bug Fixes – Fixed several issues where Velma’s speech bubbles were being destroyed when they shouldn’t be.
  • Aerial / Grounded Neutral Special – Megaphone is now classified as a projectile. Early hits are light projectile hits, end hits count as normal projectile hits.
    • Megaphone now applies projectile perks
    • Bullhorn is more reliably blocked by other projectiles and projectile blocking effects
    • Megaphone ignores invulnerable fighters, including those with a projectile sidestep buff
  • Aerial Up Attack – Has 2 fewer active frames at the beginning of the hit frame.
  • Grounded Side Special – Added 12 second cooldown
    • Velma’s Side Special is often used as a quick “pit stop” tool, designed to provide constant gray health and armor to her allies when attacking enemy teams. By putting a cooldown on Velma’s Side Special, we can create a gate so Velma players can’t constantly “micro-armour” their allies (and themselves). Ideally, this adjustment to Velma’s side special will still allow Velma players and their allies to plan this move more carefully.