MultiVersus 1.03 update patch notes: Rick Sanchez release, new Skins, 15 fighter changes

Rick Sanchez joins MultiVersus with 15 character balance changes, new anti-combo system, and gameplay optimizations

Major Update Overview

The MultiVersus 1.03 update delivers substantial gameplay evolution through character additions, balance refinements, and technical improvements that reshape competitive dynamics.

This comprehensive patch introduces Rick Sanchez as a playable Mage while implementing sweeping balance adjustments across 15 existing fighters alongside crucial anti-combo mechanics and performance upgrades.

Following recent content releases, MultiVersus continues its rapid development pace with strategic character integration and meta-game recalibration designed to maintain competitive freshness.

Beyond the headline character addition, extensive fighter tuning affects popular picks like Superman, Velma, and Finn while introducing new classification systems for projectiles that will influence future balance decisions.

Understanding these changes requires examining both immediate gameplay impacts and long-term strategic implications for character selection and combat approach.

Rick Sanchez Character Deep Dive

Rick Sanchez commands attention as the latest combatant, joining his grandson Morty with an arsenal reflecting his scientific genius and unpredictable nature.

Operating within the Mage classification, Rick employs high-technology weaponry including his signature blaster and iconic Meeseeks box, creating unique strategic opportunities distinct from existing roster members.

His uncharged blaster shots establish the game’s first “Light Projectile” classification—projectiles dealing damage without knockback—potentially creating new combo pathways and pressure tactics.

Early testing suggests Rick excels at mid-range control and setup situations, though his precise meta positioning will emerge as players master his gadget interactions and develop optimized combo routes.

Strategic application involves managing cooldowns effectively while creating advantageous situations through terrain manipulation and opponent positioning disruption.

Comprehensive Balance Update Analysis

Developer commitment to competitive balance manifests through extensive adjustments affecting nearly one-third of the current roster, with particular focus on normalizing armor-breaking capabilities and hitbox consistency.

Garnet receives substantial quality-of-life improvements including enhanced jump speed (3400→3700), reduced recovery frames on multiple attacks, and improved combo continuity through earlier hitbox activation and better attack branching.

Gizmo benefits from technical refinements including basketball speed increases and new defensive capabilities when receiving passes, while Steven Universe gains crucial horizontal kill power through knockback scaling adjustments.

Conversely, previously dominant fighters face calculated nerfs targeting specific strengths: Superman, Velma, Jake, and Finn lose single-hit armor breaking on key attacks while experiencing recovery frame increases that create clearer punish windows.

These changes collectively reduce frustrating interactions while maintaining character identity, encouraging more thoughtful engagement rather than reliance on specific powerful options.

Game System Improvements

Fundamental combat mechanics receive significant attention through the introduction of an anti-infinite-combo system that decays attack power when identical moves connect four or more times within a single combo sequence.

This global soft-cap mechanism encourages creative combo construction while reducing frustration from repetitive attack strings, potentially elevating the skill ceiling by rewarding varied attack sequences.

Technical performance sees meaningful upgrades with loading optimization for PlayStation 4 and Xbox One platforms, addressing previous delays and creating smoother transition experiences between matches and menus.

Progression systems undergo recalibration through doubled experience requirements from levels 3-15 on character mastery tracks, extending the journey toward mastery while providing more meaningful accomplishment milestones.

New control customization arrives through 4-direction versus 8-direction right-stick configuration options, accommodating different playstyle preferences and input precision requirements.

Complete Patch Notes Reference

Character Changes

  • Rick Sanchez joins MultiVersus! Rick is a new Mage character joining the roster.
  • + Ground Down Attack: Garnet now retains some of her velocity moving into the attack.
  • + Ground Up Attack: Recovery reduced by 3 frames on hit. This change should improve Garnet’s ability to follow up on a successful attack.
  • + Air Down Attack: Hitbox active frames start 2 frames earlier. Side Attack 1 combos better into Side Attack 2.
  • + Air Neutral Attack: Recovery reduced by 3 frames on hit. This change should improve Garnet’s ability to follow up on a successful attack.
  • + Jump Speed: Increased jump speed to 3700 from 3400.
  • + Air/Ground Neutral Special: Music note lifetime extended to 10 seconds from 9.
  • + Ground Side Special: Car now classified as a heavy projectile
  • + Air Slide Special: Recovery reduced by 5 frames
  • + Air Down Special: Can now jump cancel out of the attack
  • ~ Down Air Attack: Hitbox is slightly smaller to better match the visuals
  • Bug Fix: Side Air Attack: Can no longer ignore air special limits when branching into the attack.
  • ~ Air Down Attack: Instant cancel on hit removed.
  • ~ Ground Side Attack: Instant jump cancel on hit removed.
  • Bug Fix: Down Special: Fixed an issue where jack-in-the-box would sometimes not hit overlapping enemies
  • Bug Fix: Neutral Special: Bolts will no longer be destroyed when they exit the blast box but Iron Giant is not KOed
  • ~ Air/Ground Down Special: While in the House and on the ground, Jake will no longer bounce grounded opponents.
  • ~ Ground Down Attack: Recovery increased by 4 frames on whiff(miss).
  • Change: Experimental Tag removed.
  • Bug Fix: Fixed a bug that would cause the ball to disappear when thrown close to the enemy.
  • + Air/Ground Neutral Special: When an ally receives a pass, they emit a small explosion to knock away enemies. No-Look pass basketball speed increased to 3200 from 3000.
  • ~ Air/Ground Down Special: No longer blocks heavy projectiles
  • ~ Basketball Air Neutral Attack: No longer breaks armor on first hit.
  • System Updates

  • The XP required to go from level 3 – 15 on the character mastery track has been doubled
  • We were finding that players could get to level 15 of the mastery track too quickly. This is to help us make it a bit more of a journey.
  • Loading performance improvements for PS4 and Xbox One.
  • Initial free character from completing the intro tutorial has been switched to Shaggy from Wonder Woman. Wonder Woman can now be purchased for Gold or Gleamium.
  • Attack decay steps have been added to the intro tutorial.
  • Fixed an issue in Coop-Versus-AI that was causing only Wonder Woman and Reindog bots to appear.
  • Fixed a bug where some players weren’t able to equip profile icons.
  • Fixed a bug where the game would occasionally freeze at the end-of-game screen.
  • Reindog Skin: Chef Reindog is now available!
  • Reindog Skin: Golden Reindog is now available! ONLY purchasable with gold!
  • Steven Universe Skin: Tiger Millionaire is now available!
  • Minor visual bug fixes
  • Added ‘Fighter Voting’ which allows broadcasters to poll their audience on which fighter to play, viewers who have MultiVersus get bonus votes.
  • Added the ability for viewers who have MultiVersus to claim free toasts from Twitch channels running the extension.
  • We’ve implemented a new anti-infinite-combo system that will decay all subsequent attacks if the same attack has been used 4 or more times in the same true combo. The goal is to put a global soft-cap on infinite combos and make combos more creative. We hope the change pushes players to explore new and more exciting combo routes.
  • We were considering the max number of the same attack being used to be 3, but we wanted to more slowly evaluate the change. We’re going to be evaluating the change and are open to feedback on how we can improve the system!
  • The option to choose between 4 direction or 8 direction for the right-stick control (c-stick) has been added to the settings menu.
  • We are continuing the projectile systems update in this patch. The most notable addition is the inclusion of a new “Light Projectile” classification for projectiles that deal no knockback. The only Light Projectiles in the game for now are Rick’s uncharged blaster
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