![]() ![]() – Air/Ground Neutral Special: Fixed an issue with long lingering hitboxes on Arya stolen face neutral special.~ Air/Ground Up Special: Fixed a bug that caused Arya’s dash on hit to stop working after Taz turns her into a chicken.This revert will give opponents the ability to affect the outcome by use of Knockback Influence (KBI) and Arya air control to compensate for the opponent’s KBI. We were finding that skill and counterplay was being removed from Arya with the addition of the vacuuming effect making follow ups nearly always true.– Air/Ground Up Special: Reverted to Early Access version of up special.+ Assassin Passive: Removed 5% additional damage taken debuff.This change will improve the responsiveness of short hop Attacks and Specials. In the past, it was possible for jumps to interrupt Attacks and Specials, thus leading to “ignored” actions. Improved input handling when an Attack/Special is executed at the same time as a jump.Wall, floor, and ceiling bounces no longer restore Dodge Meter energy.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. Adjusted character mesh vertical offsets so that characters’ feet don’t clip into the floor as much.In total, there are 8 new keyboard binds: Up Attack, Right Attack, Down Attack, Left Attack, Up Special, Right Special, Down Special, Left Special.For example, Down Attack can be mapped to a key so that you can perform Down Attacks without also Fast Falling. Directional Attacks and Specials can now be mapped to specific keyboard keys.Projectiles that explode no longer hit fighters that blocked the projectile.ĭirectional Action Key Mappings for Keyboard.Barriers and buffs that “Block Projectiles” more consistently block all projectiles.Introduced the Heavy Projectile – Heavy Projectiles break enemy projectiles, can only clank with other Heavy Projectiles, and cannot be reflected.Standardized opposing projectiles to always clank, destroying both projectiles.This update is just the first part of our projectile systems changes, so expect more updates in a future patch. Our goal with this update is to standardize global projectile behaviors so players can better adapt strategies around projectiles. MultiVersus is a game that thrives on interesting interactions between fighters, between allies, and between projectiles, but a player shouldn’t need an encyclopedic knowledge of every attack in the game to feel comfortable understanding those interactions. This patch also includes the first part of our projectile systems update. ![]()
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