MultiVersus: Much-Needed Nerfs for Velma and Jake Live in Latest Update

ValentiNeon Velma
ValentiNeon Velma Player First Games

MultiVersus, the fun fighting game developed by Player First Games, has received a huge update recently that implements balancing changes to a bevy of characters.

If you’ve played MultiVersus for some time now, you know how annoying it is to play against Velma and Jake. They’ve been obnoxiously powerful for so long that the developers have finally nerfed them in the latest update.

The first thing to note here is that Jake now has 2D hitboxes enabled. This change just means that you’ll be able to hit him more consistently with your attacks.

Anyway, Jake’s Air/Ground Down Special now has its startup frames increased. Besides that, its whiff recovery is increased to 22 frames, meaning Jake will be more vulnerable for a longer period. This gives you a better chance of punishing him if the said move does not connect.

Velma now has 2D hitboxes enabled as well. Additionally, her Air/Ground Neutral Special has been nerfed hard due to a couple of changes. First, the light hits from her megaphone no longer deal a small knockback after it has passed through an ally. And second, the length of the initial beam has been reduced from 3,250 to just 2,050.

New Skin: "A Knight To Remember" Batman
New Skin: "A Knight To Remember" Batman Player First Games

You can read some of the other balancing changes below:

Jake
  • General
    • Weight reduced to 59, down from 69.
  • Air Side Attack
    • Removed hitboxes on Jake’s arm. Active hitboxes are now only on Jake’s fist.
  • Air Neutral Attack
    • Active hitbox window delayed by 3 frames.
  • Air Up Attack
    • Delayed ability to branch into up special by 6 frames.
  • Air Down Attack
    • Delayed ability to branch into other attacks.
    • Active frame window delayed by 2 frames.
Velma
  • Air Up Special
    • Hitbox size reduced by 33%.
  • Air/Ground Neutral Attack
    • Ammo cooldown increased to 14s, up from 10s.
  • Ground Up Attack
    • Added 6 frames of whiff recovery.
  • Ground Side Attack
    • Hitboxes for Jab combo now only activate on Velma’s head and speech bubbles.
Batman
  • Enabled 2D Hitboxes on Batman.
  • Ground Down Special
    • Smoke screen no longer slows enemies in smoke.
  • Air Down Attack
    • Active frame window delayed by 2 frames.
    • Active hitbox frame window ends 1 frame earlier to prevent lingering hitboxes
  • Ground Down Attack
    • Added 5 frames of whiff lag to slide.
Garnet
  • Enabled 2D Hitboxes on Garnet.
  • Air Up Special
    • Active hitbox window starts 4 frames earlier.
  • Ground Up Special
    • On-cooldown version Adjusted hit 1 into hit 2 to be more consistent.
    • On-cooldown version hitstun increased.
  • Ground Side Attack
    • Jab 2’s down option has had its timing and movement adjusted to hit more consistently.
Harley
  • Enabled 2D Hitboxes on Harley.
  • Harley’s bat and hammer based attacks now have new hitboxes that more closely align with these items.
  • Air Neutral Attack
    • Removed hitboxes from Harley’s body.
    • Active hitbox window now starts 2 frames later.
  • Ground Side Attack
    • Jab 3 can now cancel into Jab 4 1 frame earlier.

The full patch notes can be found on the official site.

So, what do you think of the recent changes made to Velma and Jake in the latest update for MultiVersus?

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