MultiVersus Season 2 is finally here, bringing a series of new changes and additions to the Warner Bros fighter title. Developer Player First Games has released the full patch notes for the latest update 1.07. From brand-new, much-awaited fighters, to a series of tweaks and balance changes, there is plenty to look forward to.Fans who have been around since the game's launch will be eager to obtain new heroes like Samurai Jack and the changes made on a fundamental meta level. Find the detailed patch notes as published on the game's official website below.MultiVersus Season 2 full patch notes detailedGeneral New Fighter: Samurai Jack joins the Multiverse! Purchase the season 2 Battle Pass to immediately receive Samurai Jack as a playable fighter.Jason and Agent Smith are now available for purchase in the store for 6000 Fighter Currency or 1000 Gleamium.The Joker’s price has been lowered to 3000 Fighter Currency from 6000 Fighter Currency.New Map: Water Tower has been added to the game! Water Tower comes with three variants: default, locked door, and 1v1 versions.Ranked Ranked queue is now available. However, you must have a minimum Account Level 5. You can queue up for 1v1 or 2v2 ranked matches to obtain Ranked Points and also climb the ladder to earn seasonal cosmetics.Ranked matches are best-of-3 sets, and leaving a match early will incur a leaver RP penalty.Same-character teams are not allowed in ranked matches.Your rank is separate for each character you play, in each queue you play them. Try to rank up as many characters as you can.RiftsThe Path of the Samurai Rift is finally available. A new Rift will be released every two weeks throughout MultiVersus Season 2.Rift UpdatesFixed an issue where certain attacks would freeze when hitting destructible enemies.EventsEvents now reward event currency/tokens which players can redeem for in-game items.We’ve added new Event Shops to exchange earned currency/tokens for new themed skins and cosmetics.Event missions are now released weekly.PvP games now also award Event experience.Certain fighter variants are now tagged as “Boost” variants. Equip “Boost” variants during an Event to increase experience rate when playing in PvP.“Boost” variants will increase the experience rate for Fighter Mastery, Battle Pass, Career, and Event progression.“Boost” variants can be earned and used before the end of an Event.“Boost” variants allow for accelerated progression, but are not required for Event completion.Combat ChangesWe are looking at combat mechanics across the cast with the intent to reward more offensive gameplay. Several attacks have been updated to work better as combo starters, and we have adjusted ground jumps to allow for easier aerial approaches. We expect more changes to be shared in the midseason patch.We are also updating the language in our patch notes. Previous patch notes have used the term “branch window” to describe the time when a player can input a new action to interrupt a fighter animation before it has completed. From now on, patch notes will refer to this period as a “cancel window.”Fighters now maintain their ground momentum into a ground jump even if it exceeds their maximum air speed. This will allow fighters to better “jump in” against defensive enemies.Fighters frozen by receiving maximum stacks of ice debuff now apply an incapacitate-resistance buff to frozen fighters.Fighters affected by the “Stop Camping” debuff can no longer gain any dodge meter until the fighters engage in combat.Fighters clinging to a wall will begin to slide faster after spending 1.5 seconds on the wall, down from 2.5 seconds; time until “wall fatigue” debuff unchanged.Terrain bounce knockback has been standardized across the cast to prevent lighter characters from taking extra knockback from terrain bounces.Maximum Weakened debuff stacks have been reduced from 5 to 3.General Bug FixesFixed an issue where a fighter undergoing extremely high knockback would not be knocked away.General PerksAir WalkerCancel window after platform spawn delayed 6 framesCharactersLegend:+ = Buff– = Nerf~ = Change* = BugfixNote: Attacks callouts reference default controls.Agent SmithAgent Smith had a successful early introduction into the multiverse. We are looking to tone down his most toxic loops while giving him some quality-of-life changes to keep him feeling fresh for anyone looking to purchase him in Season 2.General* Fixed an issue where Agent Smith’s sticker emote taunt was playing the wrong animation* Fixed an issue where certain animations had misaligned hurtboxesGround Dash Attack+ First hit now more consistently combos into gunshot hits+ First hit hitbox active duration increased 6 framesGround Side Attack 1+ On-hit jump cancel window advanced 12 frames (reverted from patch 1.07)– Hitbox start-up time delayed 1 frameAir/Ground Neutral Attack~ Ground version can no longer slide off a ledge+ Now breaks armorAir Down Attack– On-hit cancel window delayed by 3 framesAir Up Attack– Repeat-move lockout increased to 18 frames from 8 framesGround Down Special~ Now applies incapacitate-resistance buff to incapacitated enemies+ Now breaks armorAir Neutral Special– Start-up window before charge increased 4 frames; ground version unchangedAryaAir/Ground Neutral Special~ Stun attack from face-stealing another Arya now applies incapacitate-resistance buff to incapacitated enemiesBatmanGround Dash Attack 1– Hitstun reduced~ Automatic cancel window into the second hit advanced 8 framesGround Down Attack+ Uncharged knockback increased to 1650 from 1425Air/Ground Neutral Attack* Fixed an issue where the Batarang would not apply weakened when thrown from Batman’s smokeAir/Ground Neutral Special* Fixed an issue where a Bat Bomb could attach to two enemies at the same time if an attack hit two enemies on the same frameBlack AdamAir Side Attack– First hit knockback scaling reduced to 1 from 5This should help the attack link better into the second hit against enemies with high damageAir/Ground Side Special* Fixed an issue where the projectile would be destroyed after being reflectedBugs BunnyGround Side Special~ Now applies incapacitate-resistance buff to incapacitated enemiesAgent Smith is one of the newest roster additions before MultiVersus Season 2 (Image via WB Games)GarnetGround Up Attack+ Full-charge third hit damage increased to 8 from 4– Max charge multiplier decreased to 1.5x from 2x, meaning the damage on this hit has increased to 12 from 8+ Full-charge third hit knockback increased to 1850 from 1650+ Full-charge third hit knockback scaling increased to 20.5 from 16.5+ Full-charge third hit knockback made more verticalAir/Ground Neutral Special~ Added speed particle effects for fighters with at least 1 stack of rhythm buffGizmoAir/Ground Neutral Attack~ Arrow charge jump height adjusted to better match normal jump heightGround Down Attack– Music notes spawned by this attack while attached to an ally no longer deal knockback– No longer has a hitbox on the piano while attached to an allyAir/Ground Up Special– Maximum ally attach time reduced to 8 seconds from 10 seconds“Rhythm’s Gonna Getcha” Perk~ Now applies incapacitate-resistance buff to incapacitated enemiesHarley QuinnGround Dash Attack+ First hits more reliably combo into final hitAir Side Attack 1– Second hit knockback scaling reduced to 1 from 8This should help the attack link better into air side attack 2 against enemies with high damageAir/Ground Neutral Special~ Bomb self-attach lockout increased to 1 second from 0.5 secondsIron GiantIron Giant has had his time in the shop but he still remains a menace in PvP games. His defensive tools feel a little overbearing right now, so we’re looking to tweak his hurtboxes and increase his received hitstun so he feels more like a normal fighter at low damages. Hopefully, with a slightly weaker defense, he will feel more in line with the rest of the cast.General* Fixed an issue where certain animations had misaligned hurtboxes– Increased hitstun taken~ Slightly reduced knockback taken at low damage– Reduced hitpause influence modifier at low damage– Reduced weight to 140 from 150Passive– Iron Giant no longer gives himself a Thorns buff while he has gray health. Ally Thorns is unaffected.~ Gray health gained from Rage Mode now scales based on bolts, down from 30– Burst cooldown increased to 37 seconds from 29 secondsGround Side Attack 1– On-whiff cancel window delayed 4 framesAir Neutral Attack– On-whiff cancel window delayed 4 frames– Less aerial momentum is maintained on-hitAir Side Attack– First hit start-up window increased 3 frames; second hit and 3rd hit timing updated to compensate, final hit timing unchanged, animation timing unchanged– Knockback reduced to 2200 from 2850Ground Side Special~ Now applies incapacitate-resistance buff to incapacitated enemiesAir Down Special– Air cancel window delayed 16 frames; ground version unchanged– Landing active hitbox duration reduced 2 framesRage Mode Air/Ground Side Special~ Now applies incapacitate-resistance buff to incapacitated enemies“Static Discharge” Perk~ Perk is currently disabled while we update Iron Giant’s passiveJakeWe still feel like Jake has not been performing to his potential in PvP. We will look to address this more with our midseason update, but for now, we wanted to give him a few new tools to help him out.General* Fixed an issue where certain animations had misaligned hurtboxesGround Dash Attack+ Start-up window reduced 8 frames+ First hit more reliably combos into second and third hits+ Third hit damage increased to 7 from 5+ Third hit knockback increased to 2150 from 1850+ Third hit knockback scaling increased to 20 from 18~ Third hit knockback angle made more horizontalAir Neutral Attack 1+ Knockback scaling increased to 8 from 0~ Knockback angle made more vertical+ Hitstun increased+ More aerial momentum is maintained on attack start-upAir Neutral Attack 2 is now Air Neutral Attack, Neutral Special Follow-Up~ Input requirements changed to neutral special after air neutral attack~ Using this attack consumes one air special+ Now launches Jake upwards and forwards~ Now only hits one time+ Knockback increased to 2100 from 1000+ Knockback scaling increased to 18 from 10~ Knockback angle made more horizontal+ Hitbox size increasedJake, Reindog and Finn in MultiVersus (Image via WB Games)JasonGround Side Attack 1– Hitstun reduced slightly“Resurrectionist” Perk~ Resurrected fighters are now immediately rung out when the effect ends, instead of being launched upwardsLeBronAir Side Attack (No Basketball)+ On-hit cancel window advanced 2 framesMarvinAir/Ground Neutral Special– Repeat-move lockout increased to 15 frames from 8 framesMortyMorty has a strong reliance on his ground side special that promotes a very campy gameplan. We wanted to reduce the power of his ground side special while giving him some quality-of-life buffs to see how he performs with better close-range tools.Ground Side Attack 1+ Hitbox size increasedGround Side Attack, Neutral Attack Follow-up (Whip)+ Hitbox size increasedGround Up Attack+ Snake projectile collision adjusted so they are less likely to instantly collide with terrain on spawnAir Side Attack 1~ Knockback angle made slightly more vertical+ Knockback increased to 1300 from 1000+ Knockback Scaling increased to 6 from 5Air Side Attack 2~ Hitbox size adjusted– Hitbox start-up delayed 1 frameGround Side Special– Now has a max spawn range of 1900 unitsReindogGround Neutral Attack+ On-hit cancel window advanced 22 frames; air version unchangedGround Up Attack+ Hitbox active duration increased 4 frames~ Visuals now better match hitbox timingGround Side Special* Fixed an issue where Reindog could use this attack in the airAir Up Special* Fixed an issue where this attack would automatically cancel near the edges of the blast box* Fixed an issue where this attack would prevent Reindog from refreshing air resources when landing* Fixed an issue where this attack would not properly branch into ground up specialRickGround Down Attack+ Knockback increased to 1750 from 1500– Knockback scaling reduced to 6 from 12+ Hitstun increasedAir/Ground Side Special* Fixed an issue where the cooldown would visually begin before portals were destroyedShaggyRage Ground Down Special* Fixed an issue where the shockwave would appear visually above the groundRage Air Down Special* Fixed an issue where the shockwave would appear visually above the groundSteven Universe General* Fixed an issue where air neutral dodges were not consuming air evades* Fixed an issue where certain animations had misaligned hurtboxesGround Dash Attack+ First hit more reliably combos into a second hit+ Second hit now comes out faster after the first hitStripeGeneral* Fixed an issue where certain animations had misaligned hurtboxesGround Down Attack~ Knockback angle made more diagonal towards StripeAir/Ground Neutral Special– No longer allows dodge-canceling between shotsAir Side Special* Fixed an issue where Stripe would occasionally teleport to the wrong target on-hitAir/Ground Down Special– Now applies a 6-second cooldown when the dynamite explodes– Now limited to 2 ammo with a 15-second ammo cooldownSupermanAir Side Attack– Less aerial momentum is maintained on attack start-upAir Neutral Attack– Less aerial momentum is maintained on-hitThe platform fighter's roster has varied fan-favorite heroes (Image via WB Games)TazTaz has seen a lot of play due to a limited number of overpowered tools. We want to see more diversity of attacks in Taz's gameplay, so we’ve limited the power of his more abusive attacks like ground up attack and ground neutral attack while buffing some of his less-used attacks to give him a more balanced game plan.General* Fixed an issue where certain animations had misaligned hurtboxesGround Dash Attack+ First hit more reliably combos into second hitGround Neutral Attack+ Now applies additional stacks of Tasty debuff based on charge time+ Uncharged damage increased to 7.5 from 4+ Uncharged knockback increased to 2400 from 1450~ Knockback made more horizontal+ Hitstun increased+ On-hit cancel window advanced 3 framesGround Up Attack– Charge can no longer be held indefinitely; attack auto-triggers after holding input for 1.3 seconds– On-whiff cancel window delayed 4 framesAir Neutral Attack+ Now applies additional stacks of Tasty debuff based on charge timeAir/Ground Neutral SpecialNow has projectile immunity on certain hurtboxes while attempting to eatAir/Ground Side Special~ Restricted momentum on-hit to prevent the attack from dropping multiple hits+ Final hit damage increased to 10 from 8+ Knockback increased to 2150 from 1850+ Knockback scaling increased to 25.5 from 24.5Air/Ground Down Special+ Now applies stacks of Tasty debuff on-hit if used to reflect an enemy projectile“I Gotta Get In There” Perk~ Allies can no longer enter the dogpile after it has hit an enemy. This will fix issues with allies getting stuck to Taz after the attack has concluded.“Iron Stomach” Perk* Fixed an issue where the anvil’s item pickup label was displaying incorrectlyThe JokerGeneral* Fixed an issue where certain animations had misaligned hurtboxesGround Side Attack 1– On-whiff cancel window delayed 6 framesAir Up Special* No longer prevents terrain bounce on knockbackAir Down Special– On-hit cancel window delayed 3 frames– On-whiff cancel window delayed 1 frame– Repeat-move lockout increased to 20 frames from 15 framesTom & JerryAir Up Attack– Sweetspot removedThis sweetspot was misconfigured and near-impossible to hit. Tom & Jerry’s air up attack was already strong without the sweetspot so the sweetspot has been removedAir Up Special+ Now launches Tom higher on start-upVelmaGround Down Special (Mystery Machine)* Fixed an issue where the Mystery Machine could grab two fighters if it hit them on the same frameWonder WomanGround Side Attack 1+ On-hit cancel window into ground side attack 2 advanced 2 framesAir/Ground Neutral Special+ Cooldown removed– Repeat-move lockout increased to 8 frames from 0 frames– On-whiff cancel window delayed 8 framesWhip of Hephaestus Perk– Lasso on-whiff cancel window delayed 8 framesGrapple of Hermes Perk– Lasso on-whiff cancel window delayed 16 framesMultiVersus Season 2 is out for all platforms including PC, PS4, PS5, Xbox One, and Xbox Series X/S.