MultiVersus January 16 patch notes: new map, 21 character changes, more

Complete guide to MultiVersus January 16 update with character changes, new map, and combat strategies

Major Update Overview

MultiVersus launches into 2023 with transformative gameplay adjustments that redefine competitive dynamics. This substantial January 16 patch introduces comprehensive character rebalancing alongside fresh battlefield content, marking one of the most significant updates since the game’s debut.

The developers have delivered sweeping modifications affecting nearly every combatant, implementing strategic shifts designed to enhance gameplay variety and competitive balance. Alongside character adjustments, a brand new arena expands tactical possibilities for team-based matches.

This update reflects Player First Games’ ongoing commitment to refining the fighting experience based on community feedback and competitive data. The changes target several dominant strategies while opening new offensive possibilities across the character roster.

Treefort Single Plat: New Battlefield Analysis

Treefort Single Plat represents a specialized arena engineered specifically for four-player team combat scenarios. The developers have crafted this environment with deliberate spacing considerations that discourage cramped formations and promote strategic positioning.

According to design notes, the map features substantial “lumping-bun-punching space” that prevents teams from effectively utilizing tight cluster strategies. The development team explicitly states that coordinated team stacking maneuvers will prove ineffective within this battlefield layout.

Complementing the new arena, Scooby’s Mansion (roofless variant) receives visual enhancements that improve clarity during intense combat situations. These cosmetic upgrades maintain gameplay functionality while refreshing the aesthetic presentation.

Strategic Tip: Utilize the expanded platform spacing on Treefort Single Plat to isolate opponents and create 2v1 situations. The map layout favors characters with strong horizontal movement and projectile game over close-quarters brawlers.

Core Gameplay Adjustments

The foundation of MultiVersus combat receives crucial refinements through systematic mechanical improvements. These changes address technical issues while enhancing gameplay consistency across all match types.

  • Fixed an issue where applying armor from multiple sources would incorrectly time out the armor early.
  • Increased the knockback multiplier when players are at specific damage thresholds:
    • 115+ damage results in an increased multiplier of 1.075 knockback applied to hits, up from 1.05.
    • 150+ damage results in an increased multiplier of 1.125 knockback applied to hits, up from 1.1.
    • 175+ damage results in an increased multiplier of 1.25 knockback applied to hits, up from 1.2.
    • Developer’s Note: This change is aimed at making players more successful when knocking out opponents at higher damage.
  • 115+ damage results in an increased multiplier of 1.075 knockback applied to hits, up from 1.05.
  • 150+ damage results in an increased multiplier of 1.125 knockback applied to hits, up from 1.1.
  • 175+ damage results in an increased multiplier of 1.25 knockback applied to hits, up from 1.2.
  • Developer’s Note: This change is aimed at making players more successful when knocking out opponents at higher damage.
  • Enemies that are affected by the Shocked debuff no longer take additional ticks of damage when suffering knockback.
  • Combat Insight: The knockback scaling adjustments significantly alter KO potential at critical damage thresholds. Characters with strong launching attacks now secure eliminations more consistently against high-percentage opponents, rewarding precise damage building and combo execution.

    Character-Specific Changes and Meta Impact

    Arya Stark Adjustments

  • General
    • Fixed a bug with Arya’s disguise where if Arya stole Ultimate Warrior Shaggy and used nair, it would cause a brief freeze.
  • Fixed a bug with Arya’s disguise where if Arya stole Ultimate Warrior Shaggy and used nair, it would cause a brief freeze.
  • Air Up Attack
    • Fixed a timing issue that was causing on-hit cancels to be delayed by 2 frames.
  • Fixed a timing issue that was causing on-hit cancels to be delayed by 2 frames.
  • Air Neutral Attack
    • Added 2 frames of whiff lag to Needle Strike.
  • Added 2 frames of whiff lag to Needle Strike.
  • Air Side Attack
    • Adjusted the hitbox on Aerial Alash so that it no longer hits behind Arya as much
  • Adjusted the hitbox on Aerial Alash so that it no longer hits behind Arya as much
  • Ground Side Attack
    • Increased whiff lag of Jab 1 by 4 additional frames.
  • Increased whiff lag of Jab 1 by 4 additional frames.
  • Ground Up Attack
    • Added 4 frames of whiff lag to Upward Slash.
  • Added 4 frames of whiff lag to Upward Slash.
  • Air Up Special
    • Fixed a bug that would prevent Clear The Air from canceling into other attacks on hit
  • Fixed a bug that would prevent Clear The Air from canceling into other attacks on hit
  • Arya Strategy: The increased whiff lag across multiple attacks demands more precise spacing and timing. Master short-hop aerial approaches to maintain pressure while minimizing punishable recovery frames.

    Batman Technical Refinements

  • Air / Ground Special (Precision Grapple Signature Perk)
    • Explosion moved to be centered on Batman instead of the grapple hook
    • Explosion now triggers after Batman arrives at his destination, instead of after a fixed delay time
    • Reel-in travel speed up on Grapple Snipe increased to 7500, up from 5000.
  • Explosion moved to be centered on Batman instead of the grapple hook
  • Explosion now triggers after Batman arrives at his destination, instead of after a fixed delay time
  • Reel-in travel speed up on Grapple Snipe increased to 7500, up from 5000.
  • Air Neutral Attack
    • Increased Aerial Batarang’s startup by 7 frames, before the batarang comes out
  • Increased Aerial Batarang’s startup by 7 frames, before the batarang comes out
  • Ground Neutral Attack
    • Added 5 frames of start-up on ground Batarang throw
    • Added 4 frames of end lag that can be removed with a hit of the Batarang.
  • Added 5 frames of start-up on ground Batarang throw
  • Added 4 frames of end lag that can be removed with a hit of the Batarang.
  • Ground Neutral Attack
    • Batarang pick up returns 9.45 seconds of cooldown, down from 10.15 seconds
  • Batarang pick up returns 9.45 seconds of cooldown, down from 10.15 seconds
  • Ground Side Attack
    • Jab 1 and Jab 2 can now be canceled into a jump on hit earlier in order to allow for more combo routes
  • Jab 1 and Jab 2 can now be canceled into a jump on hit earlier in order to allow for more combo routes
  • Ground Down Attack
    • Batman’s ground slide, Crime Sweeper, can now combo into any other attack on hit instead of only his down attack 2 (forward kick)
  • Batman’s ground slide, Crime Sweeper, can now combo into any other attack on hit instead of only his down attack 2 (forward kick)
  • Batman Technique: The Precision Grapple changes create new combo opportunities but require closer engagement distances. Practice Batarang retrieval timing to maintain optimal cooldown management during extended combats.

    Black Adam Balance Revisions

  • Developer’s Note: Black Adam’s Ground Neutral Special threatened opponents from too far away and when it hit, it was causing too much damage. Black Adam’s ground up attack was also extremely safe, while having the ability to lead into significant follow-up damage. In order to address some of these issues, we are attempting to bring these two attacks back in-line with the following changes so that they feel less oppressive and more fair to fight against.
  • Air Up Attack
    • Shrunk the Hitbox on Arc Lightning by 25%
  • Shrunk the Hitbox on Arc Lightning by 25%
  • Ground Neutral Special
    • Lightning Surge’s throws trigger quicker (0.6->0.2)
  • Lightning Surge’s throws trigger quicker (0.6->0.2)
  • Ground Neutral Special
    • Reduced Lightning Surge’s minimum length by 15%
    • Lowered the amount of shocked debuff from Lightning Surge to 1 stack
    • Removed all damage on Lightning Surge’s throw
  • Reduced Lightning Surge’s minimum length by 15%
  • Lowered the amount of shocked debuff from Lightning Surge to 1 stack
  • Removed all damage on Lightning Surge’s throw
  • Ground Down Special
    • Fixed an issue with Shu’s Protection where it would apply many stacks all at once.
  • Fixed an issue with Shu’s Protection where it would apply many stacks all at once.
  • Ground Down Special
    • Shu Protection’s bubble forcefield now blocks superman’s lasers, Superman’s lasers will now explode on the surface of the forcefield
  • Shu Protection’s bubble forcefield now blocks superman’s lasers, Superman’s lasers will now explode on the surface of the forcefield
  • Ground Up Attack
    • Increased the cooldown on Call The Heavens’ lightning bolt to 19s, up from 12s.
    • Added 14 frames of recovery on whiff
    • Reduced the amount of hits from Call The Heavens to 3, down from 4
    • Shrank the hitbox on Call The Heavens by 25%
    • Startup on armor’s application to Call The Heavens is now delayed by 2 frames and is no longer instant.
  • Increased the cooldown on Call The Heavens’ lightning bolt to 19s, up from 12s.
  • Added 14 frames of recovery on whiff
  • Reduced the amount of hits from Call The Heavens to 3, down from 4
  • Shrank the hitbox on Call The Heavens by 25%
  • Startup on armor’s application to Call The Heavens is now delayed by 2 frames and is no longer instant.
  • Ground Down Attack
    • Fixed bug where Black Adam’s Ground Blast wouldn’t hit enemies that were polymorphed or turned into a chicken
  • Fixed bug where Black Adam’s Ground Blast wouldn’t hit enemies that were polymorphed or turned into a chicken
  • Black Adam Adaptation: The significant nerfs to zoning capabilities require transitioning to closer engagement ranges. Focus on utilizing the faster Lightning Surge activation for combo initiation rather than long-range harassment.

    Additional Character Updates

    The remaining character adjustments continue the balance philosophy of reducing oppressive strategies while maintaining unique fighter identities. Finn receives weight reduction and hitbox refinements, Garnet gains improved combo consistency, and Harley Quinn sees reduced zoning effectiveness with enhanced offensive options.

  • General
    • Weight: Reduce Finn’s weight to 51, down from 55
  • Weight: Reduce Finn’s weight to 51, down from 55
  • Air Down Attack
    • Shifted the active frames on Finn’s Ground Chop by 2 frames and adjusted the hitbox in order to better align with his sword’s animation
  • Shifted the active frames on Finn’s Ground Chop by 2 frames and adjusted the hitbox in order to better align with his sword’s animation
  • Developer’s Note: We know that Harley’s camping and zoning behind her Jack-in-the-box is not fun to play against. We wanted to address this by reducing the availability of her Jack-in-the-box. In order to balance out these changes, we’re allowing Harley to explore new offensive combo routes through the ability to cancel out of her slide as a means to encourage Harley to be more offensive and add a layer of additional skill expression to the character.
  • Meta Prediction: These widespread adjustments will likely shift the competitive tier list, with previously dominant zoners requiring adaptation while rushdown characters may see increased viability.

    Advanced Combat Strategies

    Optimizing New Knockback Mechanics

    The revised knockback scaling creates critical damage thresholds that skilled players should actively track during matches. At 115%, 150%, and 175% damage, your launching attacks gain progressively increased effectiveness. Develop awareness of these breakpoints to time your KO attempts optimally.

    Execution Tip: Use multi-hit combos to quickly push opponents past these thresholds, then follow with your strongest launching attacks. Characters with reliable kill confirms become significantly more dangerous in this update.

    Adapting to Defensive Nerfs

    Several characters previously reliant on defensive zoning have received substantial adjustments. Black Adam, Superman, and Harley Quinn all see reductions in their safe spacing tools. This creates opportunities for aggressive players to apply pressure more consistently.

    Counterplay Strategy: Against traditionally zoning-heavy characters, utilize the increased vulnerability windows to close distance and force engagements. The removal of Superman’s Ice Breath windbox specifically creates new approach avenues.

    Mastering Movement and Positioning

    With the new Treefort Single Plat map emphasizing spatial control, advanced movement becomes increasingly valuable. Practice wave-dashing, platform canceling, and precise aerial positioning to maximize your advantage on this battlefield.

    Advanced Technique: The reduced wavedash distance on Superman requires adjustment to movement patterns. Focus on utilizing his remaining mobility options in combination with aerial approaches to maintain pressure.

    Anndd just like that 2022 is a wrap for #MultiVersus & don’t want to get sappy but look at all the amazing things you guys did 🥹 pic.twitter.com/fE0VigMf1D

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