MultiVersus patch 1.02 notes: Gizmo release, hitbox overhaul, Finn buffs, more

Complete guide to MultiVersus 1.02 patch changes with Gizmo release, hitbox overhaul, and 18 character adjustments

MultiVersus Patch 1.02 Overview

MultiVersus patch 1.02 has officially launched, bringing substantial gameplay changes that will redefine competitive strategies. This comprehensive update introduces Gizmo as the newest roster addition while implementing foundational combat system improvements.

Season 1 continues with significant technical enhancements alongside character additions. The 1.02 patch delivers critical hitbox refinements, projectile standardization, and extensive fighter adjustments that will impact high-level play.

Following Morty’s recent introduction, Gizmo arrives as the second Season 1 character, with Black Adam confirmed as the next upcoming fighter. The development team maintains their commitment to regular content updates and balance refinements.

Beyond the new character reveal, patch 1.02 addresses core combat mechanics that have been community priorities since the game’s launch. Players should prepare for altered match dynamics and revised strategies.

Gizmo Joins the Battle

Gizmo makes his MultiVersus debut on September 8th, bringing unique abilities from the Gremlins franchise. His popcorn-themed attacks and distinctive playstyle add fresh tactical options to the evolving roster.

  • Gizmo will be arriving on 09/08! He has his popcorn and is ready to pop off!
  • Early gameplay analysis suggests Gizmo will function as a technical support character with area control capabilities. Players should experiment with his projectile combinations and team synergy during the initial release period.

    Pro Tip: Gizmo’s small character model may provide unexpected evasion advantages against certain attacks, but his lightweight classification makes him vulnerable to knockback effects.

    Hitbox System Overhaul Explained

    The most technically significant change in patch 1.02 is the comprehensive hitbox system revision affecting every character. This foundational update aims to synchronize collision detection with character animations for improved combat consistency.

    Development commentary emphasizes this as the initial phase in an ongoing optimization process. The team will monitor player feedback and implement additional refinements in future updates based on match data.

  • Hurtboxes updated on every character.
  • Hitboxes updated on most attacks. Specific adjustments may not be listed in the character notes.
  • Visual alignment between character models and their collision boundaries should now be more accurate. Players will notice hit detection responding more predictably to animation states.

    Common Mistake: Many players initially struggle with adjusted attack ranges after hitbox updates. Spend time in training mode re-familiarizing yourself with your main character’s revised attack distances.

    Projectile System Standardization

    Projectile interactions receive crucial standardization in this patch, reducing the memorization burden for competitive players. The introduction of Heavy Projectiles creates clear hierarchical relationships between different projectile types.

  • Standardized opposing projectiles to always clank, destroying both projectiles
  • Introduced the Heavy Projectile – Heavy Projectiles break enemy projectiles, can only clank with other Heavy Projectiles, and cannot be reflected
  • Barriers and buffs that “Block Projectiles” more consistently block all projectiles.
  • Projectiles that explode no longer hit fighters that blocked the projectile.
  • The new projectile hierarchy simplifies defensive decision-making while maintaining strategic depth. Heavy Projectiles now function as clear priority tools that demand respect and specific counterplay.

    Advanced Strategy: Use Heavy Projectiles to control space and break enemy projectile walls. Characters like Bugs Bunny benefit significantly from these changes, as their rocket attacks now penetrate standard projectiles.

    Character Balance Changes

    Eighteen characters receive adjustments in one of the most extensive balance passes to date. The changes target both recent additions and established roster members, with particular attention to competitive outliers.

    Superman Nerfs: Significant reductions to Superman’s dominance include ammo cooldowns on Heat Vision, reduced grab ranges, and weight reduction. These changes address his previous oppressive edge-guarding and camping capabilities.

  • – Air/Ground Down Special: Now has an ammo cooldown. Superman spawns with 2 ammo. One new ammo returns every 8 seconds.
    • This is to prevent heat vision camping, where Superman would only use this attack over and over.
  • – Weight: Lowered to 68 from 76
  • Assassin Class Buffs: Multiple assassins including Arya Stark and Finn lose their 5% additional damage taken penalty, improving their survivability in exchange for their high mobility strengths.

  • + Assassin Passive: Removed 5% additional damage taken debuff
  • Morty Adjustments: The recently added character receives both buffs and nerfs to refine his performance. Cooldown increases balance his powerful neutral special while consistency improvements enhance his combo potential.

    Notably, Morty has already been hit with a number of changes just days after his arrival. Moves like his Ground Side Attack and Ground Side Special should feel more consistent than before, though other abilities like his Air/Ground Neutral Special have been nerfed slightly with longer cooldowns.

    Quality of Life Improvements

    Several usability enhancements make MultiVersus more accessible and technically refined. These changes address community feedback while supporting diverse playstyles and hardware configurations.

  • Spectator Mode now displays Team Colors properly
  • Fast settings have been added to support lower-end PCs
  • Directional Attacks and Specials can now be mapped to specific keyboard keys. For example, Down Attack can be mapped to a key so that you can perform Down Attacks without also Fast Falling.
  • In total, there are 8 new keyboard binds: Up Attack, Right Attack, Down Attack, Left Attack, Up Special, Right Special, Down Special, Left Special.
  • Adjusted character mesh vertical offsets so that characters’ feet don’t clip into the floor as much. This change also involved adjusting the floor collision for the following maps: Scooby’s Haunted Mansion, Cromulons, Cromulons (1 vs 1), Tree Fort (1 vs 1), and all versions of Sky Arena.
  • Wall, floor, and ceiling bounces no longer restore Dodge Meter energy.
  • Improved input handling when an Attack/Special is executed at the same time as a jump. In the past, it was possible for jumps to interrupt Attacks and Specials, thus leading to “ignored” actions. This change will improve the responsiveness of short hop Attacks and Specials.
  • The new keyboard binding options particularly benefit technical players who prefer precise input control. Separating directional attacks from movement functions enables more advanced technique execution.

    Advanced Player Strategies

    Optimizing New Hitboxes: The revised hitbox system rewards precise spacing and animation knowledge. Practice timing attacks to connect during the most active frames of animations, as hitboxes now more accurately reflect visual cues.

    Heavy Projectile Utilization: Incorporate Heavy Projectiles into your zoning strategies. These cannot be reflected and break standard projectiles, making them excellent for controlling space and breaking enemy formations.

    Countering Superman: With his significant nerfs, Superman now has clear weaknesses. Exploit his Heat Vision cooldowns and reduced weight to apply pressure during his vulnerable periods.

    Keyboard Configuration: Experiment with the new directional input bindings to execute precise attacks without accidental fast-falls. This is particularly valuable for characters requiring precise aerial control.

    Map Awareness: The adjusted collision on several maps changes platform interaction timing. Re-familiarize yourself with modified geometry on updated stages to maintain competitive edge.

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