The MultiVersus 1.05 patch is now live, and it features plenty of new additions. Along with various character adjustments and new gameplay features, the title will also introduce a new fighter: Agent Smith. Furthermore, the game will showcase detailed post-game stats, so players can get a good idea of how their fights are occurring and which parts they must improve on further.This piece will showcase the MultiVersus 1.05 patch notes revealed on July 2, 2024.MultiVersus 1.05 patch: Agent Smith joins the rosterAgent Smith, the popular antagonist from The Matrix franchise, will now be available in MultiVersus. If you can complete enough tiers in the "Beat Rifts, Get Agent Smith Free!" event, you can start playing Agent Smith on July 8, 2024.However, if you are unable to complete the event, you have to wait until July 23, as he will then be available to purchase from the store.All character adjustments in MultiVersus 1.05 patch1) AryaGround Dash AttackUpdated knockback to strike more consistently near the ledgeAir/Ground Neutral SpecialFixed an issue: She would float into space when attempting to use the face steal ability2) Banana GuardAir Neutral AttackOn-hit branch window 5 frames earlierAir Side AttackDamage reduced to 11 from 12On-whiff branch window delayed 4 framesAir/Ground Neutral SpecialThe strength buff will be consumed following a successful attack on a foeGround Down SpecialOn-hit branch window can be canceled by 26 frames earlierGround Side SpecialOn-whiff branch window delayed 4 framesCheck out: MultiVersus Banana Guard guide3) BatmanGround Dash AttackOn-whiff branch window delayed 8 framesAir/Ground Neutral SpecialFixed an issue: Bat Bomb could be applied to two enemies simultaneously (if hit on the same frame)Air Down Special Leg hurt box size increased4) Black AdamGround-Up AttackLightning strike projectile will apply a cooldown of 4 secondsGround-Down AttackKnockback increased to 2300 from 2200On-hit dodge branch window delayed 5 framesAir-Up AttackFinal hit base knockback lowered to 1500 from 1750On-whiff branch window delayed 5 framesAir Neutral AttackVisuals now better match the hitbox size5) Bugs BunnyAir Neutral AttackThe repeat-move lockout extended to 18 frames from 8 framesOn-hit jump branch window delayed 4 framesAttacking a safe will only knock back the safe on the last strike of the attackAir-Up AttackHitbox active duration reduced 2 framesAir/Ground Down Attack (Pie)Pie projectile hurt box size increased to match the hitbox size.Air Down Attack (No Pie)More aerial momentum will be maintained during attack start-upAir/Ground Neutral Special (Safe)Enemy attacks only do single damage to the safe. The armor break hits immediately destroy the safeSafe health reduced to 3 HP from 16 HPAir/Ground Neutral Special (Cooldown)On-hit branch window delayed 5 framesKnockback angle made more horizontalAir/Ground Up SpecialLowered platform height of the vertical rocketAir/Ground Down SpecialBugs Bunny will now attempt to reverse direction if his destination tunnel is broken while he is traveling between tunnels“Lingering Love” PerkNow has a melee hitbox when projectile spawn is on cooldown6) Finn Ground Neutral AttackKnockback scaling to 15.5 from 14Ground-Up AttackKnockback scaling to 20.5 from 19.5Ground-Down AttackFixed an issue: This attack was not breaking the armor on both hitsCheck out: MultiVersus Finn the Human guide7) GarnetAir Side Attack 1It now registers a repeat-move lockout following ground-side attack 1. The air lockout time matches the ground lockout time of 16 framesGround Side Attack 2 (Up)Hitstun reducedKnockback increased to 1750 from 1650Hitbox start-up time advanced by 5 framesGround-Down AttackOn-hit branch window advanced by 2 framesAir/Ground Down SpecialPlacing the star will automatically adjust its position to stop Garnet from ringing herself out on the star dash“Marker” PerkGauntlets no longer spawn a star if they are destroyed from leaving the arena8) GizmoAir/Ground Neutral AttackFixed an issue: Gizmo would get multiple jumps in the air when charging an arrowThe jump size has been adjusted during the arrow charge to better match Gizmo's normal jump heightsGround-Up AttackPopcorn charge no longer affects the arrow explosion damage/knockbackGround Side SpecialCar speed lowered to 2350 from 3000Car health lowered to 5 hp from 8 hpCar is now automatically broken if left idle for 6 secondsAir Side SpecialOn-whiff branch window delayed 8 framesAir/Ground Up SpecialThe attach radius has been extended to 575 units from 250 units. Gizmo will have an easier time snapping to his car or his teammates without requiring to precisely aim the attack9) Harley QuinnGround-Up AttackOn-hit branch window advanced by 6 framesGround-Down AttackMax movement from charge increased by 5%Air-Up AttackOn-hit branch window delayed 5 framesOn-whiff branch window delayed 5 framesKnockback increased to 1250 from 1175Air/Ground Neutral SpecialExplosion timer now starts while the bat doll is in her handsCooldown timer now starts while the bat doll is in her handsBat doll will only spawn an explosion hitbox when it explodes after being thrown by herBat doll is now considered as an item while she has it equippedThrowing the bat doll no longer uses an air-specialFixed an issue: The bat doll not attaching to a fighter (after colliding with some terrain or projectiles)Fixed an issue: The bat doll could be equipped while she had an available bat doll to detonateAir/Ground Down SpecialExplosion is now classified as a “projectile” hit. Thus, it can proc projectile effects like That’s Flammable, Doc! perk10) Iron GiantPassiveTeammates can no longer enter the pilot turret if Iron Giant is in a grabbed stateFixed an issue: Iron Giant could still use rage mode attacks when polymorphedGround Side AttackOn-whiff branch window delayed 6 framesAir Side AttackHitbox size is adjusted; so it is less likely for him to hit enemies behindAir Neutral AttackOn-whiff branch window delayed 6 framesAir/Ground Up SpecialAttack now transitions to the final hit after successfully damaging an enemyUpper body is now projectile intangible while he is spinningFixed a bug that would allow this to hit 5 times on occasion (instead of the intended maximum of 3 hits)11) JakeGeneralFixed an issue: Jake could not hold special inputs utilizing the right stickGround Neutral AttackThe start-up window before the charge is reduced to 6 frames. The start-up window after the charge is reduced to 4 framesAir Side AttackHitbox size increased to match the visualsHitbox active duration increased by 3 framesAir Neutral AttackHitbox start-up time advanced by 2 framesAir Down AttackMore aerial momentum is maintained during attack start-upAir Up Attack 1Hitbox start-up time advanced by 3 framesGround/Air Neutral SpecialNow applies an incapacitate-resistance buff to incapacitated foes12) JasonGeneralMachete hitboxes on several attacks now greatly match attack visualsGround Neutral AttackHitbox start-up time advanced by 2 framesGround Side Attack 1Hitbox start-up time advanced by 1 frameGround Up AttackFixed an issue: The first hit would not correctly vacuum into the second hit under certain situationsAir Neutral AttackStart-up window reduced by 3 framesOn-whiff branch window delayed by 5 framesAir Down AttackHitbox start-up time advanced by 1 frame; it will now hit higher up on himHitbox added to his headGround Down SpecialRemoved: Sleeping bag’s properties as a projectile attack. It will no longer interact with Rick portal or Marvin bubbleFixed an issue: Jason could grab certain boss enemies in RiftsCheck out: MultiVersus Jason guide13) LeBronGround Dash AttackHitbox start-up time advanced by 6 framesNo longer prevents terrain bounce on knockbackGround Dash Attack (No Basketball)No longer prevents terrain bounce on knockbackGround Neutral AttackHitbox start-up after the charge advanced by 10 framesMaximum charge time increasedThe required charge amount for armor increased by 4 framesGround Side Attack 1Fixed an issue: The dodge attack momentum was not properly conservedGround Down AttackFirst hit damage extended to 9 from 7First hit knockback extended to 1825 from 1650Second hit knockback extended to 1750 from 1650First hit knockback scaling extended to 16 from 14Knockback made more verticalAir Neutral AttackThe first hit more reliably combos into the second hitRepeat-move lockout extended to 15 frames from 8 framesAir Side AttackHitbox start-up time advanced by 4 framesKnockback scaling extended to 19 from 15Air/Ground Side SpecialStart-up on hitting ground increased by 6 framesHitbox size increasedAir Down Special (No Basketball)Now allows ground movement when holding the special buttonMax horizontal speed reduced14) MarvinAir/Ground Neutral AttackBubbled projectiles now have a minimum extra lifetime of 5 seconds, to prevent projectiles from breaking immediately after being trappedFixed an issue: The bubble would get unnecessarily big after trapping specific projectilesFixed an issue: Certain projectiles would not be properly trappedGround Side AttackProjectile lifetime lowered to 2.75 seconds from 4.25 secondsAir/Ground Down SpecialFixed an issue: The flag would fall through the floor on which it was placed15) MortyGeneralFixed Morty's drive animation facing the incorrect wayGround Side Attack 3Uncharged hitbox start-up time lowered; it allows easier combos from Side Attack 2 to Side Attack 3Air Side Attack 2Hitbox active duration is lowered to prevent him from hitting behind himselfAir/Ground Neutral SpecialGrenades are now properly blocked by projectile-blocking abilitiesGround Side SpecialSplitting a grenade correctly spawns two grenades moving in opposite waysOn-whiff branch window delayed by 10 framesFixed an issue: The on-hit branch window was not being allowed. The attack can now branch much earlier on-hit“I’m More Than Just A Hammer” PerkOn-whiff branch window delayed by 15 framesHorizontal movement reduced16) ReindogGround/Air Neutral AttackUncharged damage extended to 4.5 from 4.0Uncharged knockback extended to 1250 from 1200Uncharged knockback scaling extended to 26 from 24Air Up SpecialReindog now flies an extra distance horizontally if thrown sideways by an allyAir/Ground Neutral SpecialNo longer damages invulnerable enemies17) Rick“Bit Of A Stickler Meeseeks” (Signature Perk returns)Perk effect: The Meeseeks will deal extra damage to opponents that are already in hit stun.Ground Side Attack 1Hitbox active duration reduced by 1 frameAir/Ground Side SpecialHe now takes priority when traveling through portals (if Rick attempts to spawn a second portal when another character is entering the initial portal)18) ShaggyGround Up AttackHitstun is reducedGround Down SpecialSandwiches will no longer clash with the base of fall-through platformsAir Up SpecialDamage lowered to 9 from 10. The ground-up special is unchangedKnockback lowered to 1400 from 1500. The ground-up special is unchangedKnockback is more horizontalHangry Man PerkCharge duration while holding a sandwich is increased19) Steven UniverseGeneralFixed an issue: His opponents could strike one another to pile up rose debuff on themselvesFixed an issue: On grounded attacks, the dodge attack momentum was not appropriately conservedPassiveNeutral dodge shield start-up extended to 20 frames from 8 frames. This includes a vulnerable window following a neutral dodge before the shield beginsThe directional dodge shield starts extended to 10 frames from 4 framesBubble shield ammo cooldown extended to 13 seconds from 5 secondsGround Up AttackCharge knockback multiplier is loweredHitbox size adjusted. It is less likely for him to hit enemies behind himAir Neutral AttackIt's no longer classified as a projectile hit. Thus, it cannot proc projectile effects like the That’s Flammable, Doc! perkOn-whiff branch window delayed by 8 framesAir Down AttackOn-whiff branch window delayed by 8 framesHitbox start-up delayed by 1 frameRepeat-move lockout extended to 16 frames from 8 framesAir/Ground Side SpecialSpawned shield doesn't count as solid ground for starting up the special cooldownAir/Ground Up SpecialNow takes damage during fighter terrain bounce. And it will break after 3 bounces. This act matches the side special shieldGround Down SpecialFixed an issue: The animation would not cancel when he went airborne during the attackAir Down SpecialHitbox size is lowered once he has landed on the groundCheck out: MultiVersus Steven Universe guide20) StripeGeneralFixed an issue: Stripe’s hurt boxes would be misaligned throughout dodge animationsAir/Ground Down SpecialIt now starts a 5-second explosion timer after being equippedFixed an issue: The dynamite would not visually pop up in his hands when the equip animation was interrupted21) Superman“Flaming Re-Entry” (Signature Perk returns)Perk effect: His leap attack is stronger and it ignites enemies. The landing from the ability leaves a firewall on the floor.Ground Up AttackHitstun is loweredAir/Ground Neutral SpecialNo longer infuses projectiles (with ice above 6 stacks)Air Side SpecialFixed an issue: Superman would drop a fighter when the button was released too soonFixed an issue: The grabbed fighters would get stuck to Superman when he grabbed a wallAir Up SpecialOn-whiff branch window delayed by 4 framesAir/Ground Down SpecialFixed an issue: He would float away while attacking some conditions“Break The Ice” PerkFixed an issue: The bonus damage was not being dealt to frozen enemies22) TazGround Dash AttackThe first hit more reliably combos into the second hitGround Side Attack 1Fixed an issue: It was stopping Taz from doing actions besides side attack following jab 1Ground Neutral AttackDamage from charge increasedUncharged knockback increased to 1450 from 1200Uncharged knockback scaling increased to 20 from 12.5Hitstun reduced slightlyKnockback made more verticalOn-hit branch window delayed 7 framesGround Up AttackThe first hit stops terrain bounce on the knockback. The final hit is unchangedAir Neutral AttackCharge damage multiplier is lowered. The max damage after both hits lowered to 19 from 29Air Side AttackHitbox size increased by 20%Air Down AttackSecond hit damage lowered to 8 from 4Second hit knockback extended to 1250 from 440Second hit knockback scaling extended to 22 from 17Ground/Air Neutral SpecialNow applies an incapacitate-resistance buff to incapacitated opponentsFixed an issue: He could get stuck in an eat loop until he was hit23) Tom & JerryGeneralJump 1 speed is increasedJump 2 speed and height are increasedPassiveFixed an issue: The visual arrow indicator is meant to showcase Jerry’s location when he is off-screenAir/Ground Up SpecialFixed an issue: Jerry's cooldown would not begin if he died while attached to a rocket24) The JokerGeneralGround-side dodge distance is reduced by 10%Ground Side Attack 1Hitbox size adjusted. Thus, it is less likely for him to hit foes behind himOn-whiff branch window is delayed by 4 framesAir/Ground Neutral AttackThe Diamond card now properly comes to an end after colliding with the terrainAir Up AttackNow includes a repeat-move lockout for 8 framesOn-whiff branch window is delayed by 4 framesAir Side SpecialOn-hit branch window is delayed by 10 framesAir/Ground Up SpecialFixed an issue: Riding the balloon would instantly ring out the riderAir Down SpecialRepeat-move lockout is extended to 15 frames from 8 framesJoker’s Wild PerkKnockback scaling lowered to 21 from 27Check out: MultiVersus Joker guide25) VelmaGeneralFixed an issue: She could get stuck to any character that grabbed her under some conditionsPassiveFixed an issue: Once Velma was rung out, evidence would no longer appear on the map randomlyGround Side Attack 1+On-whiff branch window is advanced by 4 framesGround Side Attack 2On-whiff branch window is advanced by 4 framesGround Up AttackShe can now hold forward to slide forward during an attack start-upAir/Ground Neutral AttackShe can now aim the megaphoneAir/Ground Neutral SpecialBranch windows are now standardized for both ground and air iterations“Heyyy” projectile hurt box size is extended to match the hitbox size.Speech bubble types do not collide with the fall-through platformsGround Side SpecialMinimum charge run speed is increasedKnockback is lowered to 2300 from 2500Knockback scaling lowered to 9 from 0Fixed an issue: If she ran and the ground was destroyed beneath her, she might tumble off the screenAir Side SpecialPlayer collisions during movement are now ignored.Air Up SpecialIt has a chance to produce evidenceGround Down Special (Mystery Machine)Fixed an issue: If the ground is destroyed beneath her while she was calling forth the Mystery Machine, she might fall to her death.26) Wonder WomanPassiveBlocking a projectile will only charge her passive (if the projectile boasts an active hitbox). So she could obtain a full passive charge from projectilesGround Up AttackOn-hit branch window is delayed by 3 framesGround Down AttackAdditional damage from the passive charge is loweredAdditional knockback from the passive charge loweredHer self-applied armor now falls off when the hitbox ends. The armor is unchangedAir Side AttackOn-whiff branch window is delayed by 2 framesDamage lowered to 9 from 11Knockback scaling lowered to 19 from 20.5Knockback extended to 1350 from 1250To offset the lower knockback from the decreased damage, base knockback was raisedAir Down AttackLowered duration visually in an attack pose. The hitbox timing and branch windows are unchangedAir/Ground Neutral SpecialFixed an issue: The lasso could sometimes be reflected; the lasso is not reflectableGround Side SpecialHer self-applied armor falls off after the first dash. The ally armor is unchangedRepeat-move lockout extended to 18 frames from 8 framesFixed an issue: It was possible to cleanse the self-imposed slowness when holding the shieldGround Up SpecialHitbox start-up is delayed by 2 framesAir Up SpecialKnockback angle is now more diagonal. The ground-up special knockback is unchangedHitbox start-up delayed by 2 framesAfter launch, the movement was updated to stop Wonder Woman from falling too fast.Air/Ground Down SpecialCooldown extended to 33 seconds from 28 seconds“Shield of Athena” Perk* Fixed an issue: She could block teammate projectilesCheck out: MultiVersus Wonder Woman guideAll gameplay changes in MultiVersus 1.05 patch1) New game modeFree-for-all: MultiVersus will now feature a free-for-all game mode for normal PvP matches. You can fight against up to three other players to become the victor. Notably, the first player to achieve four ring-outs will become the winner.Spectator mode: The newly added spectator mode will be available for custom games. Thus, you can spectate and support your friends without entering the battlefield yourself. Each lobby can support up to four spectators per game.2) General changesYou can check the damage dealt stats or the ring-out counts on the post-game stats screen following PvP or PvE matches.You can now purchase Battle Pass Tiers using Gleamium.Every day, you can pick up a free item from the MultiVersus store.The fighter portraits from the selection menu have been changed from 3D to 2D. However, the variants will retain the 3D models.You can now edit Perks in the custom game mode.You can turn on or off both outline colors and team colors in PvE and PvP matches. Navigate to the Settings menu to configure it.All Rift changes in MultiVersus 1.05 patch1) New RiftsThe Megalodog PvE Rift is live."Age of Smith” Rift and “Triple Threat” Rift will be added later in the season.2) Rift updatesThe "Rift Cauldrons” are now called “Rift Star Meters.”Collecting 72% of the stars in a Rift (down from 80%) is the requirement to complete Star Meters. Players can claim rewards by completing a node in the relevant Rift if they have already completed 72% of the available stars.The Daily Gem Rewards will appear at the Rift of each modification (once per day).There's a new button to auto-equip gems before a match if the currently equipped gems are mismatched.There's a new button to retry a Rift node when finished in single-player mode.There's a new button to leave Rift matches during the single-player mode.The defeated boss requirements have been dropped to unlock Matrix Code Bugs Bunny, Matrix Code Superman, and Matrix Code Jake variants.5) Rift balance updatesThe AoE attack damage has been lowered on higher difficulties.The reflect damage has been lowered on higher difficultiesThe armature knockback has been reduced.General changes in MultiVersus 1.05 patch1) Account systemsThe badges now show stats on the Account Cosmetics screen.The character mastery, account mastery, and leaderboards now showcase progress for all matches in a set in the post-match summary instead of just the previous match.Issue fixed: Sometimes incomplete matches display as losses on the career.2) Newly added inputCustomizable input buffer timingCustomizable control stick input dead zones (both left and right sticks)Swap side or neutral attack inputs for ground or airToggleable choice to use attack inputs to pick up itemsFastfall method input settings (tap down or hold down)Customizable Neutral Dodge input binding3) General bugfixesFixed: Attacks against fighters who suffered fire or shock damage in the same frame as they were attacked would be ignored.Fixed: The fighters could respawn without the spawn invulnerability.4) General PerksFixed an issue: All Team perks were giving their stacked effect every time.5) Protective MomentumThe projectile shield will break after blocking a normal or heavy projectile.All map changes in MultiVersus 1.05 patchThe Court 2 in MultiVersus (Image via Player First Games)Along with The Court 2 variant being added with the MultiVersus 1.05 patch, there are additional adjustments to different maps. The map changes are shown below:1) Cromulons2v2 VariantThe main stage and side speakers' width are increased by 20%Blast box size extended by 10%1v1 VariantThe main stage width increased by 20%Blast box size extended by 10%2) Dexter’s Laboratory 1Scroll speed is loweredReverse scroll button cooldown extended to 15 seconds from 1 secondPossible generated layouts are updated3) Throne Room2v2 VariantExtended upper limit by 300 units4) TownsvilleMojo Jojo's increased interval between the attacksBombs and laser knockbacks are loweredMojo Jojo takes additional damage before the attacks are interrupted5) Tree FortFighters should bounce off bounce pads more consistently and avoid landing on the platform entirelyThis concludes the MultiVersus 1.05 patch notes.Check out more MultiVersus guides:MultiVersus LeBron James guideMultiVersus assassin characters, rankedMultiVersus Mage/ranged characters, ranked