Player First Games, the studio behind MultiVersus has announced sweeping combat changes that will come with the mid-season patch (Season 2 1.2.2 Patch). Since launch, the free-to-play platform fighter has received an expanding roster of iconic characters drawn from popular franchises. The combat changes are designed to revamp how players experience the game—and fight cheaters.
“So, about those changes to movement. Check out a more in-depth look at our combat mechanic additions and changes below,” the studio announced through a tweet on X. “There might have been something a little extra with dodge landing we wanted to show. Maybe even another way to land?”
In the roughly 6-minute combat change patch review, MultiVersus community manager Nakat broke down the changes that players will experience when the new patch rolls out. The studio is making changes to the overall offense and defense in the game as follows:
#1. Dodge Attack will now cost two bars of meter
Previously, dodge attacks cost three bars of meter. Consequently, the player’s meter is completely depleted after three attacks which leaves the character fatigued and sluggish. With the new update, dodge attacks will now cost only 2 bars of meter.
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Dodge jump or boost jump still cost 3-meter bars. Also, dodge jump when the dodge meter is empty is a lot worse. Now, when you do a dodge jump when fatigued, it will be delayed, unlike previously when it was not affected by the meter. This makes it easier to catch players when they are fatigued.
#2. Dodge Land will slide the player into the opponent
With the update, when a player performs dodge land just before touching the ground at a distance close to the opponent but too far to hit them, the character will slide into the opponent and deliver cool attacks. This move can also be done on a platform.
#3. Wall Fatigue will punish cunny players
Players trying to recover back to the stage will have to cling to the wall. However, this was abused by some players who would cling to the wall until the fight was over. Player First will introduce hard-hitting changes designed to punish players who exploit the wall climb in the following ways:
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- Wall fatigue will kick in after spending 5 seconds on the wall instead of the previous 8.5 seconds
- Characters will start sliding faster down the wall after 2 consecutive wall clings instead of the previous 4
- Characters will reach maximum wall fatigue after 8 consecutive wall clings instead of 12
- Air dodge and air specials will no longer refresh once a player hits maximum wall fatigue
- Characters will not gain any dodge meter once they hit maximum fatigue until they return to the stage
Nakat said the decision was made to give fighters a sense of urgency to get back on the platform rather than wall clinging.
#4. Priority Hitboxes will take power from jabs
Nakat said jabs were a bit too strong in MultiVersus and Player First has decided to even the odds. “Starting now, all ground side attack combo hit beside the last part—which is the finisher attack—will now be considered low-priority attacks, losing to other moves”.
#5. Automatic Ground Technique
The Auto Ground Tech is a new mechanic added to MultiVersus. When a fighter is a victim of a combo that bounces them off the ground, after the second bounce the fighter can break free from the combo. If they press left or right, they will move slightly away from the attack.
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Players will also auto-tech after the second bounce, even if they press nothing. However, Nakat noted that the studio may introduce new combos that bounce players off the ground in future patches.
If you are a fan of MultiVersus, it is important to get familiar with the changes and adjust your gameplay accordingly, especially the newly added Auto Ground Tech, which we believe will be the main game changer for the upcoming patch. See the review video below.