All character buffs and nerfs in MultiVersus Season 1: Batman, Arya, Iron Giant, more

MultiVersus Season 1 character updates with practical gameplay strategies and competitive insights

Season 1 Meta Overview

MultiVersus Season 1 introduces comprehensive character balancing adjustments that significantly impact competitive gameplay dynamics. The update focuses on creating more balanced matchups while addressing community feedback about overpowered characters.

MultiVersus Season 1 redefines the competitive landscape with strategic buffs and nerfs targeting meta-defining characters like Batman, Arya Stark, and Iron Giant. This analysis breaks down how each adjustment affects your gameplay approach.

Following the open beta’s successful launch approximately one month ago, MultiVersus enters its first official season with substantial gameplay refinements. The free-to-play platform fighter, often compared to Super Smash Bros., launched Season 1 on August 15 with expanded content options and improved balance.

The diverse character roster remains one of MultiVersus’ strongest features, featuring iconic personalities like Harley Quinn, Finn the Human, Steven Universe, and Wonder Woman. Each fighter possesses unique abilities and combat styles that create dynamic, nostalgia-driven battles.

Season 1 introduces sweeping changes to several characters’ move sets and mechanics, fundamentally altering how they perform in competitive play. These adjustments aim to create healthier gameplay patterns and reduce frustrating interactions.

MultiVersus Season 1 features a free character rotation available from August 15 through August 30, including Arya Stark, Batman, LeBron James, and Steven Universe. This rotation provides excellent opportunities to test adjusted characters before committing to purchases.

Several rotation characters received beneficial buffs in the Season 1 update. Arya Stark gained comprehensive attack improvements alongside crucial bug fixes, while LeBron James received enhancements to both ground and aerial maneuvers, making him a more versatile combatant.

What’s better than officially kicking off #MultiVersus Season 1? Announcing Black Adam and Stripe are also coming this season. 😏 You’re welcome. pic.twitter.com/vmo3nm8tv5

Additionally, developers confirmed that Morty from Rick and Morty joins the MultiVersus roster on August 23, introducing another expert-class fighter. The Season 1 announcement also teased Black Adam and Stripe as upcoming additions, though specific release dates remain undisclosed.

Character Buffs Analysis

Season 1 brings significant improvements to several underperforming characters, with Arya Stark and LeBron James receiving the most substantial enhancements. These buffs address previous weaknesses and create new competitive opportunities.

Arya Stark’s comprehensive buff package makes her previously difficult combos more accessible while maintaining her high skill ceiling. These changes particularly benefit intermediate players looking to master her technical kit.

Developer Notes: The goal of these changes was to make Arya’s combos be more consistent and successful at lower skill levels.

  • + Air/Ground Up Special – Hitting a fighter will now more accurately launch them at an angle to allow follow-ups for Arya
  • + Air Up Attack – The first hit will now more accurately combo into the second hit.
  • + Neutral Air Attack – Now has earlier branching on hit.
  • + Ground Side Attack – Arya will retain velocity on first hit of side attack.
  • + Ground Down Attack – Now has slightly earlier dodge branching
  • ~ Air/Ground Neutral Special – Fixed a bug where Arya would not copy over capsule hitboxes on her normal neutral attacks when stealing a fighter’s face.
    • Set Arya’s hurtbox to match her victim’s hurtbox while she is disguised as them.
    • Fixed a bug where Arya’s top UI would be offset incorrectly when she steals a face.
    • Fixed bug where Arya’s disguise attack hitbox could get disconnected.
    • Fixed bug where Arya’s original hitboxes would be useable during disguise attacks.
    • Fixed bug where the hitboxes from Arya’s disguise would stay active during her normal attacks.
  • Set Arya’s hurtbox to match her victim’s hurtbox while she is disguised as them.
  • Fixed a bug where Arya’s top UI would be offset incorrectly when she steals a face.
  • Fixed bug where Arya’s disguise attack hitbox could get disconnected.
  • Fixed bug where Arya’s original hitboxes would be useable during disguise attacks.
  • Fixed bug where the hitboxes from Arya’s disguise would stay active during her normal attacks.
  • Strategic Insight: Arya’s improved combo consistency makes her an excellent choice for players who struggled with her technical execution. The fixed disguise mechanics now properly replicate enemy hitboxes, creating authentic deception opportunities.

    LeBron James transitions from a niche pick to a viable competitive option with substantial attack improvements and bug fixes. His enhanced combo potential creates new offensive opportunities.

  • ~ Air/Ground Side Special – LeBron’s solo dunk no longer spawns a shockwave on the ground.
    • The alley-oop teleport version of LeBron’s dunk spawns a shockwave and will launch fighters into the shockwave. The shockwave will launch fighters into a final hit that applies Weakened debuff.
    • Solo dunk knockback and hitbox size increased
    • Fixed a bug where LeBron could dunk himself into the sky
  • The alley-oop teleport version of LeBron’s dunk spawns a shockwave and will launch fighters into the shockwave. The shockwave will launch fighters into a final hit that applies Weakened debuff.
  • Solo dunk knockback and hitbox size increased
  • Fixed a bug where LeBron could dunk himself into the sky
  • ~ Ground/Air Down Special (No Ball) – Adjusted to prevent ball spam
  • + Air Side Attack – Branches earlier on hit; fix for hitbox hitting behind him too much
  • + Air Neutral Attack – Branches earlier on hit to increase combo potential.
    • Fix for ball neutral air branching into no ball neutral air.
  • Fix for ball neutral air branching into no ball neutral air.
  • + Ground Side Attack/ Ground Down Attack – Removed shared attack decay from side attack and down attack
  • + Ground Side Attack – 3 hit combo hits more consistently.
  • ~ Ground Neutral Attack – Fixed angle of attack.
  • ~ Basketball – Fixed some team color issues that would occur when reflecting LeBron basketball.
    • Fixed an issue where LeBron could be stuck attacking without his ball while visually holding his ball
  • Fixed an issue where LeBron could be stuck attacking without his ball while visually holding his ball
  • ~ Hot Hands perk – When an ally catches a no-look pass while the Hot Hands perk is equipped, the basketball pass buff will emit flames to let allies know they will throw an ignited basketball
  • Gameplay Tip: LeBron’s improved alley-oop dunk now properly applies Weakened debuff, making coordinated team plays significantly more rewarding. Practice passing combinations to maximize this new utility.

    Additional character buffs create more diverse competitive options while addressing previous balance issues.

  • + Air/Ground Neutral Special – Song activation starts earlier on frame 12 instead of frame 30.
  • ~ Air/Ground Down Special – Fixed bug where Garnet would be stopped by Iron Giant’s collision when she moves with her down special.
  • + Air Neutral Attack – Slightly higher base knockback
  • + Air Up Special – Removed hitpause on ally that threw Reindog when Reindog connects in ball form
  • + Air Up Attack – Hitbox size increased
  • + Ground/Air Neutral Special – Lowered cooldown from 13s to 12s
  • + Ground Side Special – Projectile Shield comes out earlier to allow her to better react to incoming projectiles.
  • + Weight – Increased weight from 65 to 76
  • + Tom And Jerry – Dynamite now applies projectile perk effects.
  • Character Nerfs Breakdown

    Season 1 addresses several overpowered characters that dominated the early meta, with Finn, Velma, and Batman receiving significant adjustments to create healthier gameplay interactions.

    Unfortunately, a number of characters have been nerfed in the Season 1 patch for MultiVersus, including Finn the Human, Velma, and Batman. Batman’s ground side attacks have been altered, and both Finn and Velma have seen a wide range of nerfs after both characters were found to be quite overpowered in early versions of the game.

    Finn’s comprehensive nerf package addresses his excessive safety and economic advantages, requiring more strategic resource management and reducing spammy playstyles.

    Developer Notes: Fighting against Finn felt too difficult as Finn felt a bit too safe and could throw out attacks without much fear of a punish due to how quickly he recovered. Hurt/Hit box foundational updates are coming soon, but will not be in this patch.

  • – Passive – Attacks affected by Attack Decay no longer spawn coins
    • Finn now spawns with 100 gold instead of 200
  • Finn now spawns with 100 gold instead of 200
  • + Air Down Special – Fixed an issue where the gem required 200 gold to spawn, but only cost 100 to spawn. Gem now requires and costs 100
  • – Air Side Special – Added additional whiff recovery.
  • – Ground/Air Up Special – Reduced the strength of the vacuum effect on the backpack
    • Weaker hits of the backpack will no longer “overwrite” stronger knockbacks from other attacks
    • Whiffing with all hits will still drop a coin
    • Added whiff recovery.
    • Hitboxes should better match the attack (not perfect until our planned hurt/hit box system overhaul)
  • Weaker hits of the backpack will no longer “overwrite” stronger knockbacks from other attacks
  • Whiffing with all hits will still drop a coin
  • Added whiff recovery.
  • Hitboxes should better match the attack (not perfect until our planned hurt/hit box system overhaul)
  • – Air Side Attack – Reduced active frames to diminish Finn’s ability to hit fighters behind him
  • – Ground Down Attack – The distance Finn covers with this attack now scales with how charged the attack is.
  • – Ground Side Attack – Increased whiff recovery for the first hit.
  • + On The House perk – Fixed an issue where Finn still spent gold on gems spawned by the perk
    • Slightly reduced the launch speed of gems spawned by the perk – this should fix issues that arose when this perk was combined with the “Make it Rain, Dog!” perk
  • Slightly reduced the launch speed of gems spawned by the perk – this should fix issues that arose when this perk was combined with the “Make it Rain, Dog!” perk
  • Common Mistake: Many Finn players continue spamming attacks despite the reduced gold generation. Focus on precise, calculated strikes rather than rapid button mashing to conserve resources.

    Velma’s support capabilities receive significant adjustments to reduce her overwhelming utility while maintaining her identity as a knowledge-based fighter.

  • – Air Side Special – Reduced move distance.
    • The distance this traveled before gave Velma additional recovery that wasn’t intended.
  • The distance this traveled before gave Velma additional recovery that wasn’t intended.
  • – Air Up Special – Reduced Weaken stacks from 3 to 2.
    • – Will no longer chain into Air Down Attack as easily to prevent easy application of damage.
  • – Will no longer chain into Air Down Attack as easily to prevent easy application of damage.
  • – Ground Side Special – Reduced gray health from 12 HP for 4 seconds to 6 HP for 3 seconds
  • – Air Down Attack – Increased Recovery
  • – Air Side Attack – Added whiff recovery
  • – Ground/Air Neutral Attack – Fixed issues when word bubbles would go through Bugs’ Tunnels.
    • Reduced ammo count from 4 to 3
    • Reduced ammo return from 11 to 10
  • Reduced ammo count from 4 to 3
  • Reduced ammo return from 11 to 10
  • – Weight – Decreased weight from 63 to 60.
  • – Knowledge Is Power perk – Reduced gray health from 7 HP for 5 seconds to 3 HP for 3 seconds
  • Optimization Tip: Velma players should now focus on precise word bubble placement rather than spam. Use the reduced ammo count to force more strategic projectile usage and coordinate with teammates.

    Batman receives targeted adjustments to reduce his oppressive neutral game while maintaining his gadget-based identity.

  • ~ Air/Ground Side Special – Fixed bug where Batman would overshoot his grapple destination if the fighter he was grappling to dodged.
    • Increased the overshooting distance when grappling to an ally.
    • Fixed Batman grapple failing at short distances under high latency
  • Increased the overshooting distance when grappling to an ally.
  • Fixed Batman grapple failing at short distances under high latency
  • – Ground Side Attack – First hit added 3 frames of whiff recovery.
  • – Air/Ground Neutral Attack (coming in patch 2): Batarang pick up will now return 9.45s of it’s cooldown down from 11.55s. This change helps create a window from when the batarang is used for the opponent to react. With perks like Coffeezilla causing this cooldown to be even shorter, we felt this change was necessary to create counterplay against the batarang.
  • Strategic Adjustment: Batman mains must now be more deliberate with batarang usage and anticipate longer cooldowns. Use grapple primarily for mobility and positioning rather than aggressive approaches.

    Detailed Patch Notes

    Complete Season 1 balance changes provide comprehensive adjustments to nearly every character, addressing bugs, exploits, and balance issues identified during the open beta period.

    For those wanting a deeper look at all the changes made, the full notes for MultiVersus’ Season 1 update patch can be found below.

    Note: Attacks callouts reference default controls.

    Bugs Bunny receives safety reductions to address his overwhelming stage control and exploit fixes.

    Developer Notes: Bugs Bunny is a bit too safe in everything he does. We’ve given him some additional whiff punish windows to help address this.

  • ~ Air Up Special – Fixed an exploit where Bugs could spawn two rockets.
  • ~ Air Side Special – Fixed an exploit where Bugs could spawn two rockets.
  • – Air/Ground Neutral Special – Fixed an exploit where Bugs could spawn multiple safes without triggering his cooldown.
    • – Safe HP reduced from 16 to 14.
  • – Safe HP reduced from 16 to 14.
  • ~ Air Down Special – Bugs’ previous tunnels will now disappear when creating new tunnels.
  • – Air Up Attack
    • Added 4 frames of whiff recovery.
  • Added 4 frames of whiff recovery.
  • – Air Side Attack – Increased whiff recovery by 5 frames.
  • – Air Neutral Attack – Increased whiff recovery by 5 frames.
  • – Ground Down Attack – Pie max lifetime set to 8 seconds, from infinite.
    • – Pie no longer applies a slow
  • – Pie no longer applies a slow
  • Iron Giant’s defensive capabilities receive significant reductions to address his overwhelming durability in team matches.

  • + Weight – Increased from 42 to 44.
  • ~ VFX – Global fighter VFX now better matches Iron Giant’s size without making the screen too busy. Notable adjustments include Projectile Block buff, Speed Boost buff, and Steven Bubble debuff
  • – Air/Ground Down Special – Fixed an issue where VFX trails would persist and fill up the screen
    • Can no longer use cannonball attack when out of air specials
    • Knockback angle changed to send fighters more horizontally and away from Iron Giant.
    • Fixed issues that allowed for infinitely bouncing on enemies near the ground
  • Can no longer use cannonball attack when out of air specials
  • Knockback angle changed to send fighters more horizontally and away from Iron Giant.
  • Fixed issues that allowed for infinitely bouncing on enemies near the ground
  • – Air/Ground Neutral Special – Gray Health from activation reduced from 2 + #bolts HP for 5 seconds to #bolts HP for 3 seconds
    • Gray Health from ally overlap reduced from 5 HP for 5 seconds to 3 HP for 3 seconds
  • Gray Health from ally overlap reduced from 5 HP for 5 seconds to 3 HP for 3 seconds
  • ~ Ground Forward Special – Iron Giant grabs are correctly blocked by incompatible states.
  • – Air Up Attack – Can no longer hit the same target multiple times
  • – Air Neutral Attack – Final hit knockback angle changed to send fighters more horizontally and away from Iron Giant
    • Increased knockback scaling
  • Increased knockback scaling
  • – Ground Up Attack – Gray Health from scrap reduced from 3 HP for 5 seconds to 2 HP for 3 seconds
    • Allies that consume scrap will overwrite any existing gray health they have from consuming scrap
  • Allies that consume scrap will overwrite any existing gray health they have from consuming scrap
  • ~ Ground Forward Attack – Fixed attack decay not triggering for all parts of forward attack combo
  • – Ground Down Attack – Gray health from art reduced from 10 HP for 10 seconds to 6 HP for 3 seconds
  • – Air Down Attack – Removed instant cancel out of the attack to prevent skateboard infinites
    • No longer bounces off allies
  • No longer bounces off allies
  • Shaggy receives adjustments to reduce his safety while improving his rage mechanics.

    Developer Notes: Shaggy’s Side Special felt a little too unpunishable, so we’ve added a bit of Whiff Recovery.

  • – Rage Air Side Special – Recovery increased by two frames; now better matches rage ground side special
    • Addressed an issue where Shaggy could perform two rage specials
  • Addressed an issue where Shaggy could perform two rage specials
  • + Rage Ground Down Special – Shaggy’s shockwave will launch fighters into a final hit that applies Weakened debuff.
  • – Ground/Air Side Special – Added 4 additional frames of whiff recovery
  • Steven Universe receives quality-of-life improvements alongside necessary balance adjustments.

  • – Ground Down Special – Watermelon Steven ability cooldown now begins when Watermelon Steven is rung out.
    • Fixed a bug where Watermelon Steven could spawn inside ceilings and be stuck.
  • Fixed a bug where Watermelon Steven could spawn inside ceilings and be stuck.
  • ~ Air Neutral Attack – No longer will animation hitch.
  • ~ VO/SFX – Fixed an issue where Steven’s intro VO lines failed to play.
  • ~ Taunt – Fixed an issue where Steven could only perform his up taunt.
  • – Ground Neutral Attack – Added additional whiff recovery.
  • – Ground Up Attack – Added additional whiff recovery.
  • – Ground Down Special – Added additional whiff recovery.
  • Taz undergoes substantial tornado mechanic changes to reduce spam while maintaining his unique identity.

    Developer Notes: This is the start of our tornado changes for Taz. We will be continuing to monitor the tornado with extra scrutiny in case additional changes are needed.

  • Chicken Debuff –
    • Fixed a bug where transformed fighters could receive buffs that would not appear visually when they returned to their normal form
    • – Reduced chicken duration from 10 seconds to 8
    • + Increased the size of the chicken
  • Fixed a bug where transformed fighters could receive buffs that would not appear visually when they returned to their normal form
  • – Reduced chicken duration from 10 seconds to 8
  • + Increased the size of the chicken
  • + Air/Ground Down Special – Adjusted projectile movement direction of Taz spit projectiles to be more forward and less of a lob.
    • + When Taz spits a projectile back at a fighter, the projectile will maintain its original speed.
  • + When Taz spits a projectile back at a fighter, the projectile will maintain its original speed.
  • + Air/Ground Neutral Special – If Taz eats a projectile that can’t be spit back out, he will refresh a count of his apple core ability.
    • Increased size of hit collision for Taz eating projectiles on his neutral special. Also made it possible to eat projectiles a few frames earlier.
    • Taz deals 1 stack of Weakened debuff everytime he chews an enemy.
    • Fixed a bug that allowed for ground movement after eating an enemy fighter
  • Increased size of hit collision for Taz eating projectiles on his neutral special. Also made it possible to eat projectiles a few frames earlier.
  • Taz deals 1 stack of Weakened debuff everytime he chews an enemy.
  • Fixed a bug that allowed for ground movement after eating an enemy fighter
  • – Air/Ground Up Special – Damage reduced from 10 to 9 and base knockback reduced from 1500 to 1350
    • Fixed a bug where enemy fighters could become invulnerable to the fight cloud after dodging it.
  • Fixed a bug where enemy fighters could become invulnerable to the fight cloud after dodging it.
  • ~ Air/Ground Side Special – Now a cooldown move with a 7-second cooldown. While the cooldown is active, side special is a weaker version of the tornado.
    • Full power tornado has a 1.5 second duration and receives an additional 1 second duration after passing an ally.
    • On cooldown tornado has a 0.25 second duration and does not gain additional duration by passing an ally.
  • Full power tornado has a 1.5 second duration and receives an additional 1 second duration after passing an ally.
  • On cooldown tornado has a 0.25 second duration and does not gain additional duration by passing an ally.
  • + Ground Up Attack – Now a two-hit attack. The early hit combos into the sandwich clap
  • ~ Air Normal Attacks – Fixed a bug that would prevent Tom and Jerry from using normal attacks when Air Special limit had been reached.
  • – Air Up Special – Fixed an issue where Jerry would continue to have active hit frames when falling from the rocket
  • – Ground Up Attack – Additional whiff recovery; Slightly later charge cancel window to make it a bit more committal
  • – Air/Ground Neutral Special – Increased cooldown from 13s to 14s
  • ~ Air Up Attack – Hurtbox should now better match the animation.
  • ~ Shield of Athena Signature Perk – Adjusted scale of projectile shield for Shield of Athena signature perk to cover an edge case where projectiles would pass above it during a dodge.
  • ~Stuffie Bat – Harley bomb vfx shrunk to better match the explosion radius
  • Gameplay Strategy Guide

    Adapting to Season 1’s balance changes requires strategic adjustments and updated gameplay approaches. These practical tips will help you maximize performance with both buffed and nerfed characters.

    Updated character tactics leverage the new balance changes while avoiding common pitfalls that arise from outdated playstyles.

    Arya Stark Strategy: Focus on practicing her improved combo routes in training mode. The more consistent launch angles and earlier branching create reliable damage sequences. Use her fixed disguise mechanics for mind games – the proper hitbox replication makes deceptive plays more effective.

    LeBron James Approach: Master the alley-oop dunk timing with teammates. The Weakened debuff application creates extended combo opportunities. Utilize his earlier branching attacks to create unpredictable pressure and mix-up options.

    Finn Adaptation: Transition from spam-heavy play to calculated strikes. Manage your reduced gold economy carefully and use gems strategically rather than frequently. The backpack vacuum reduction means you can no longer rely on easy confirms.

    Velma Playstyle: Prioritize precision with word bubbles and coordinate with teammates for maximum value. The reduced ammo count rewards accurate projectile placement over spam. Use your earlier projectile shield to counter zoning characters more effectively.

    Avoid these common mistakes to maintain competitive performance in the new meta environment.

    Mistake 1: Continuing Finn’s pre-patch spam patterns will quickly deplete your gold and leave you vulnerable. Solution: Practice deliberate attack timing and conserve resources for crucial moments.

    Mistake 2: Using Batman’s batarang without considering the extended cooldown creates significant downtime. Solution: Use batarang to control space rather than as primary damage tool.

    Mistake 3: Attempting Taz’s tornado spam without monitoring cooldown status. Solution: Track your cooldown timer and use full-power tornados strategically.

    Mistake 4: Overextending with Shaggy’s side special due to increased recovery frames. Solution: Use the move more deliberately and ensure you have escape options.

    Advanced optimization tips for competitive players seeking to maximize character potential.

    Iron Giant Optimization: Despite nerfs, his increased weight provides better survivability. Focus on strategic gray health application rather than spam. Use cannonball attacks selectively since they’re now limited by air special usage.

    Wonder Woman Advancement: Her significant weight increase makes her much more durable. Combine this with her improved projectile shield timing to create formidable defensive setups. The reduced neutral special cooldown enables more frequent ability usage.

    Bugs Bunny Mastery: While safer options were reduced, his core toolkit remains strong. Use tunnels strategically for positioning rather than spam. The fixed rocket and safe exploits prevent cheesy strategies but maintain his stage control identity.

    Taz Technical Play: Master the cooldown management for his tornado. Use full-power versions for crucial engagements and understand the duration extensions from ally proximity. The improved projectile eating creates better counter-zoning opportunities.

    Additionally, most characters available in MultiVersus have also received fixes or tweaks that resolve bugs, glitches, or unstable gameplay. This includes improvements to bomb explosions, cooldown durations, and overall animation issues seen with multiple moves.

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