MultiVersus is the exciting, free-to-play platform fighter from WB Games. It features an ever-growing, off-beat roster of characters drawn from a number of WB properties. While some scoffed when they heard that WB Games was going to be releasing a competitor to Smash Bros. using their properties, the end result is, frankly, pretty excellent.
The world of MultiVersus is filled with characters, which all play pretty distinctly. While it is a super fun game to just jump into, it can be easy to feel a touch overwhelmed. Thankfully, we have written a number of guides that range from elaborating on how to play the cast of characters, to explaining the ancillary elements, like the battle pass.
Current Active Seasonal Events
|Season 1 Battle Pass
|Until November 15th
|Current Free Rotation
|Until October 11th
Alongside the release of Rick, we have also been blessed with a new set of balance adjustments. However, that isn't all. We have also been given some less-than-desirable changes to how we level up a character's Mastery Track. As of this patch it will take twice as long to level up characters. Woof!
Moving past that unpleasantness, there are at least some fun new skins for Reindog and Steven Universe. Shaggy has also been made the free character for those who complete the tutorial section. So, that is something. Lastly, on the gameplay front, they have implemented an anti-infinite combo system that will limit the amount of times the same attack can be used in any individual combo.
Now, let's look at how the roster has been adjusted...
Another nerf came for Look Out Below (Aerial Down + Attack). Now the attack will have a slightly smaller hitbox that will better match the animation. However, despite this move being hit multiple times now, Bugs fans should know that it is still quite good. They just can't keep a good rabbit down, it seems.
Finn had the ability for him to cancel certain attacks limited in this patch. His Ground Chop! attack (Aerial Down + Attack) can no longer be instantly canceled on hit. The same is also true for his The Sword Stuff combo attack (Forward + Attack).
Garnet received a few more buffs in this patch. Her Shocking Slam (Down + Attack) will no longer stop you dead if you are running while you perform it (giving you a little extra distance). The recovery on her Double Jab (Up + Attack) has been reduced, making it easier to use in certain combos.
Similarly, her excellent Starburst move (Aerial Neutral + Attack) has a faster recovery, making it easier to follow up after it. And finally, her Meteor Punch (Aerial Down + Attack) will now hit earlier in the animation. All of these are nice changes!
This is Gizmo's first patch, and he has been handed some nice, little buffs. For the more general stuff, his jump speed is faster, his music notes stay out slightly longer, and his car is now classified as a heavy projectile (meaning it will blow through projectiles that aren't heavy).
His Aerial moves also got slightly better. His Umbrella Bash attack (Aerial Forward + Attack) now recovers much quicker, and his Falling Furball attack (Aerial Down + Special) can now be jump canceled out of. Spiffy!
Jake received a few more nerfs in this patch. His That's Heavy, Dude (Aerial Down + special) will no longer bounce grounded enemies, and his Splits! (Down + Attack) now have more recover on whiff.
LeBron received a nice buff, but also a biggish nerf. Now, when he throws his basketball with Buckets (Neutral + Special) and his partner catches the ball, it will create a small explosion, knocking enemies off of them. It is also faster.
But with the good comes the bad; LeBron's Denied! special (Down + Special) will no longer destroy heavy projectiles. Also, the with baseketball version of his Make Room attack (Aerial Neutral + Attack) will no longer break armor on the first hit.
Shaggy keeps getting those nerfs. Thankfully for Shaggy fans, this batch is pretty light. His Flurrious Feet attack (Aerial Neutral + Attack) will no long break armor on the first hit, and his Zoinks (Aerial Neutral + Special) now has a longer recovery.
Steven Universe was given a few nice buffs this time around. His projectiles are a little quicker, which is nice, and his Bubble Barrage (Forward + Attack) has been adjusted to more consistently combo.
His excellent Shield-Breaker (Aerial Forward + Attack) now sends opponents flying farther, making it slightly better for kills. Finally, his Bubble Slam! (Aerial Down + Attack) is now a little faster to hit, and will better match the animation. Nothing here is world shaking, but it is all nice to have.
Superman just can't stop catching nerfs. Overhead Strike (Up + Attack) will now require that he commit more to the attack, and it doesn't knockback as far. Similarly, his Super Punch (Neutral + Attack) requires an increased commitment, as it cannot be canceled as quickly.
Finally, Superman's Go Long! attack (Aerial Up + Special) now has substantially more recovery on whiff, and it is less effective when throwing down. While this is still an incredible move, it means people will need to be a little more careful while using it.
Tom And Jerry largely benefited from this patch. Their Mallet Time attack (Forward + Attack) did become more punishable on whiff, so that was slightly nerfed. However, every other change is a buff.
Both Scratch Cat (Aerial Forward + Attack) and Cast-Iron Crusher (Aerial Down + Attack) have less recovery. On top of that, if Jerry is killed while attached to an ally, he will return to Jerry. Very nice!
MultiVersus has continued its campaign to brutalize Velma with nerfs. Motivational Speaker (Neutral + Special) will no longer apply a stack of weakness when enhanced by an ally. It will also do less knockback in this ally enhanced state.
Also, both Bright Idea (Up + Attack) and Bright Air-Dea (Aerial Up + Attack) have gained increased recovery. To be fair, that was an abnormally good attack, but it really feels like Velma has been just getting dragged through the mud lately.
The biggest aspect of this patch has to do with the hitboxes and hurtboxes. Before, characters were able to be hit in some pretty unusual places. Like the space between their legs, as an example. However, now the hitboxes and hurtboxes are much more closely aligned to their models. If you found it frustrating that your attack would seemingly hit, but it wouldn't register as connecting, then this update is likely to fix that problem for you!
Beyond that, there were a few projectiles that were immune to projectile-defending attacks (such as Bug Bunny's Rockets). That is no longer the case. These moves are now categorized as being "Heavy Projectiles". They cannot be reflected, and they will destroy non-heavy projectiles. But they can now be stopped by anti-projectile specials.
But of course, alongside these system-wide changes, come a whole heaping of nerfs and buffs. These have been detailed down below!
Multiversus has now completely eliminated the Assassin Passive that saw them take an increased amount of damage. So, that means Arya will take five percent less damage. However, her Dagger Slash special (Up + Special) and Whirling Stab (Aerial Up + Attack) attacks have been reverted to how they were before the previous patch. So they will no longer have the same vacuuming effect.
Batman received a few very minor buffs. The first hit of his Bat-Combo (Forward + Attack) will now combo more consistently into the second hit. His Smoke Bomb (Down + Special) will also now dodge all projectiles.
Another wave of nerfs came for the bunny. His Safe and Rocket attacks are now all considered "heavy projectiles", which means that opponents will have more ways to deal with them. His best moves were also all nerfed again.
His Swing Batta Batta (Aerial Up + Attack) has a worse hitbox, Look Out Below (Aerial Down + Attack), will take slightly longer before you can recover when landing, and Flying Rabbit's Foot (Aerial Forward + Attack) also saw more frames added to the landing recovery.
He also saw his weight reduced, making him easier to be knocked off-screen. The majority of these nerfs are fairly minor, but he is definitely slightly worse in a number of ways.
Well, clearly the developers felt bad for the painful wave of nerfs Finn received last patch, as he has been buffed in a number of ways. Firstly, like all Assassin-class characters, Finn now takes five percent less damage. He also gets to start combat with 100 extra gold now.
A few of his moves were even buffed. His Soaring Backpack Attack (Aerial Up + Special) has had its vacuum effect improved. The shockwave from the High Five Dude (Neutral + Special) will also now hit his opponents. Finally, his Low Blow Bro (Down + Attack) has had its minimum range improved.
Garnet received a few slight buffs. Now, when Garnet uses her Stronger Than You special (Neutral Special) to stop projectiles, the frozen projectiles can not hit her or her partner. This is a pretty nice change. Her Gem Dash (Down + Special) attack is now slightly faster. Finally, the first attack of her Flying Combo (Aerial Forward + Attack) special can now be canceled slightly quicker.
Harley is now very slightly faster. She is also an assassin character, so she takes five percent less damage now.
Iron Giant was, once again, hit by nerfs. And we really don't know why? His Bolt Friends (Neutral + Special) will now no longer benefit from perks that help reduce cooldown. Booster Barrage (Aerial Neutral + Attack) will now be more punishable if he whiffs.
His Superman (Aerial Up + Attack) attack now does a little less damage. Beyond that, he gets half as much grey health in his rage mode. One of these days they will stop nerfing this poor boy, but that day is not today.
Jake's aerial game took a hit in this patch. That's Heavy, Dude (Aerial Down + special) used to be a move without a finite end, but now it will conclude after three seconds.
When he eats more than one opponent with his Rubber Stomach, Dude! (Neutral + Special) he will now spit them out after the first chew. His Funky Junk attack (Aerial Forward + Attack) is now more punishable if he whiffs, and his Where's My Halfpipe? (Aerial Down + Attack) does less damage on the first few hits.
LeBron received a number of buffs. Now, when he throws his basketball with Buckets (Neutral + Special) his opponents won't be able to hit the ball. If the ball collides with a projectile, it will bounce back to LeBron. Moreover, the grounded version of this attack is now faster.
LeBron's ball-less version of the Check (Forward + Attack) now hits earlier in the animation. This is also true for his Take It To The Rim (Up + Attack) attack when he has the ball. Finally, his with-ball version of Work The Floor (Down + Attack) can now be canceled earlier.
Morty mainly received fixes to things that weren't working correctly (like him and his team member being randomly pulled toward his save point). However, he did receive some buffs as well! His Unresolved Anger Issues (Forward + Attack) will now combo more consistently. His Power Of Earth (Forward + Special) will now block projectiles better.
Most interestingly, however, his Another Portal? special (Aerial Forward + Special) will now only show the reticle to Morty online, making it hard for his opponents to snipe him. That is a huge win!
Reindog received a few more buffs. His enemies will no longer be able to hit his Ptoo! projectile (Neutral + Attack). However, this attack did receive a nerf as well. You can no longer perform a downward dodge into it as quickly (which was a way to rapid fire his projectile). Lastly, Reindog's Flying Chomp (Aerial Up + Attack) will now have both hits combo more consistently.
Shaggy is sure paying for being good early now. He has been hit with another handful of nerfs. Like what happened to Bug Bunny's Rockets, Shaggy's Super Sandwhich is now classified as a projectile. His Power Stomp (Down + Attack) lost its armor and now knocks opponents back farther.
The cancel window on his Like, Overhead Swing! (Up + Attack) was also delayed to make it harder for him to combo off of the attack. Finally, his weight was decreased substantially, making him easier to knock off the platform.
Steven Universe was given a tiny, little nerf. After generating two shields in the air with his Shield Stepper attack (Up + Special), he will need to touch solid ground before he can summon any more.
Superman was hit by another round of nerfs. His Up And Away (Aerial Up + Special) will now be more punishable on whiff. Both versions of his Heat Vision (Aerial Down / Down + Special) now require "ammo" to use (the ammo replenishes every eight seconds).
The grounded version also has fewer active frames (meaning the attack will stay damaging for less time). So that special was hit pretty hard. His Meteor Liftoff (Up + Special) will also no longer hit behind him. Ouch!
Taz fans rejoice, he has been given a bunch of buffs. His Chew em Up, Spit em Out (Neutral + Special) will now work against moves like Bug Bunny's Rockets or Shaggy's Super Sandwich.
His You Spit What You Eat (Down + Special) will now recover faster. And his Dogpile! Dogpile! (Up + Special) is now cancelable.
However, he did receive one nerf. The Taz-nado (Forward + Special) the cooldown version is now worse, lasting for half as much time as it had previously.
Tom And Jerry were given nerfs to a number of their melee attacks. Their Cast-Iron Crusher (Down + Attack) and Scratch Cat (Forward + Attack) are now both slower to recover. Their Mallet Time (Forward + Attack) is also a little slower to hit on startup.
Jerry was also hit with some nerfs, he is now a projectile, so anti-projectile attacks can be used against him, and he has fewer corks. Tom and Jerry are still strong, but they are definitely a little less so now.
Velma got hit by some more nerfs. Her Shutterbug (Aerial Up + Special) no longer applies weakness. So, that tool is essentially useless now. Her Supportive Words (Neutral + Attack) will also no longer heal her. On top of that, she is slightly slower. On the plus side, now the Mystery Machine has replaced the cop car. So that is fun!
Wonder Women received only nerfs, but they are all pretty minor. Her Amazon Shout (Down + Attack) will no longer stop projectiles as it charges, so that is a bummer. Wonder Woman's Lasso Of Truth (Neutral + Special) is no longer a projectile.On top of that, Wonder Woman is now a little slower and a little lighter. Nothing too major here. The change to hitboxes is going to especially help her, as she had a few wonky ones.
Beyond a bug fix to the cooldown of special attacks, there weren't many system-wide mechanic adjustments in this patch. However, the Ice Debuff does not slow players down quite as much as it used to.
It was all buffs for Arya. She received a buff to her Dagger Slash special (Up + Special). The move now hits them up at a better angle for follow-ups. Similarly, her Whirling Stab (Aerial Up + Attack) will now combo more consistently. Arya can cancel her Knife Flourish (Aerial Neutral + Attack) and her Rolling Slash (Down + Attack) in her dodge earlier. Also, her Sharp Edges combo attack (Forward + Attack) will maintain momentum from the first strike.
Batman only received a few changes. On the positive side of things, Batman's Bat-Grapple (Forward + Special) has been adjusted so that he will no longer overshoot the fighter he grappled to when they dodge him. However, Batman's Bat-Combo (Forward + Attack) was nerfed; it will now recover slower when it whiffs.
Sorry, Bugs fans, the rabbit got hit by a series of nerfs. All of Bugs Bunny's grotesque projectile shenanigans have been put to rest, he will now only be able to summon one rocket, and one safe, at a time before entering into cooldown. Similarly, he will only be able to have a single tunnel present at a time.
Another nerf is that all of his aerial normals have greater amounts of recovery now when they whiff. So, your opponents will be more capable of punishing his Swing Batta Batta (Aerial Up + Attack), Look Out Below (Aerial Down + Attack), and Flying Rabbit's Foot (Aerial Forward + Attack) attacks.
It was all bad news for Finn players this patch. He will no longer gain coins from an attack that is in Attack Delay. His Throwin' Stones (Aerial Down + Special) special is now more expensive.
His Mathematical Air Dash! (Aerial Forward + Special) will now take longer to recover on whiff, and his Backpack Attack (Up + Special) has had its vacuum effect decreased.
Finn's Flying Sword Moves! (Aerial Forward + Attack) has fewer active frames (those are what determines when a move causes damage during its animation). His Low Blow Bro (Down + Attack) has worse range when it isn't charged. And, lastly, his The Sword Stuff (Forward + Attack) now has more recovery if you whiff the first hit. The little guy was definitely hit hard.
Garnet received a few slight buffs. Her Stronger Than You special (Neutral Special) is now considerably faster, meaning that she will be more capable of buffing her team with her song. Also, her Starburst attack (Aerial Neutral + Attack) now has slightly better knockback, which is pretty nice, as this was already one of her best attacks.
Harley is now very, very slightly heavier. Meaning she will be a touch harder to knock out of the ring. And... that's it.
So, Iron Giant was hit with a number of nerfs and most of them seem pretty targeted at doing one thing: pushing his enemies farther away so that they don't get trapped in an endless storm of swirling metal.
This means that his Systems Are Go (Up + Special), Booster Barrage (Aerial Neutral + Attack) will all push the opponent further away, making it harder for Iron Giant to follow-up.
His Superman (Aerial Up + Attack) attack will also no longer hit multiple times. Beyond that, the moves that provide him with grey health provide less now.
Jake's You Axe'd for It! (Up + Attack) now has a little more recovery as well as a later dodge cancel window, meaning that this attack has become a little more punishable. He also lost the ability to perform an infinite with his Where's My Halfpipe? (Aerial Down + Attack) attack.
LeBron has had his dunk nerfed fairly severely, with it no longer generating a shockwave unless it is the layup version (performed by dunking after your partner throws a received ball). His Check attack with the ball (Aerial Forward + Attack) allows you to dodge out of it earlier, but it doesn't hit as far behind LeBron as it used to.
His Make Room attack (Aerial Neutral + Attack) can now be cancelled earlier, allowing it to combo more easily. Another buff is that his Dime Drop (Forward + Attack) and Work The Floor (Down + Attack) attacks no longer share attack decay. Better yet, his Dime Drop combo will now hit more consistently.
Reindog received a few small buffs. His ally will no longer be locked into hit-pause when they throw Reindog in their ball form. Also, Reindog's Flying Chop (Aerial Up + Special) will hit a little higher above him. However, Reindog did receive a very slight nerf as well; his Ptoo! projectile (Neutral + Attack) will now have a very slightly slower cooldown.
When all is said and done, Shaggy got off pretty easy. For starters, his Like, Feed The Hunger (Down + Special) move was actually buffed. When he is in his rage mode, his ground slam will apply weakness and pop his opponent up into the air. Not bad.
However, he was due for a few nerfs as well. Shaggy's Snacking-Instinct Kick (Forward + Special) now has more recovery frames if it whiffs (this is for both the grounded and aerial versions). The Recovery is also slightly worse in the air when in rage mode. And that's it.
Steven Universe was almost entirely untouched. However, he did receive a single nerf. His Watermelon Steven, Go (Down + Special) attack will now only start to have its cooldown recharge after Watermelon Steven has been rungout.
The Man Of Steel was gently hit with nerfs this go-around. Superman's Super Punch (Neutral + Attack), Overhead Punch (Up + Attack), and Heat Vision (Down + Special) all take slightly longer to recover on whiff now.
Taz's Chew 'em Up, Spit em Out (Down + Special) now has a more direct projectile trajectory. His You Spit What You Eat (Neutral + Special) will now refresh an apple core if you eat a projectile. His Slam-wich (Up + Attack) will now hit twice and is easier to combo into.
Of course, he did receive some nerfs; his Dogpile! Dogpile! (Up + Special) attack does a little less damage and doesn't knock opponents back quite as far. His dreaded Taz-nado (Forward + Special) was also hit by a big nerf, as it is now a cooldown attack. When the attack is in cooldown, it will be replaced with a considerably weaker version.
Tom And Jerry went largely untouched, but this duo did receive a single buff. The Lookout Below (Aerial Down + Special) attack's Dynamite will now receive all projectile perk effects. Which is great news, as this is already one of Tom And Jerry's best tools.
Sorry, Velma fans, the inevitable has occurred... Velma got hit by a wave of nerfs. Her Knowledge Is Power Signature Perk now heals for less. Velma's Hit The Books (Aerial Forward + Special) has had its range reduced. Her Shutterbug (Aerial Up + Special) applies fewer stacks of weakness (two instead of three).
Her My Glasses! (Aerial Down + Attack) now has worse recovery in general, and her Light 'Em Up (Aerial Forward + Attack) has more recovery on whiff. Oh, and they made her slightly lighter. Overall, nothing here is too crippling, but a lot of her moves are slightly worse now.
Wonder Woman's Lasso Of Truth (Neutral + Special) now has a slightly shorter cooldown. Her Warrior's Charge (Forward + Special) comes out quicker, making it easier to react to projectiles. Lastly, she received a substantial increase in her weight. While none of these buffs are going to make her an unstoppable force, they do take an already solid character and make her better.
|Tom And Jerry
More guides coming soon!
Below you will find everything you need to know about MultiVersus. You will find a number of guides that cover the ongoing elements of the game, such as guides dealing with system-wide mechanics, guides that deal with the game's progression systems, and, of course, detailed character guides.
Beginner Tips And Getting Started
Ranging from basic advice on how to play the game to guides instructing you on how to unlock every character in the roster, this section will deal with all the general aspects of MultiVersus.
This is going to be the bulk of the guided material for MultiVersus. Here you can obtain a better understanding of each character and what they are capable of. Each guide will provide a general strategy for each roster member, and help explain the unique gameplay mechanics that apply to each.
Rankings And Other Ephemera
With MultiVersus garnering so much of our attention, we can't help but excitedly theorize and categorize the many different aspects of the game. Of course, this is a living title, so many aspects of it will shift over time. Moreover, there are a number of different considerations that one must account for, and different perspectives will come to different conclusions. So, we encourage you to use these lists as food for thought, not as the word of god.