MultiVersus • DotGG https://dotgg.gg/multiversus/ Gaming Network Tue, 12 Mar 2024 15:59:35 +0000 en-US hourly 1 https://wordpress.org/?v=6.4.3 https://dotgg.gg/wp-content/uploads/sites/16/2023/08/cropped-DotGG-Icon-1-32x32.png MultiVersus • DotGG https://dotgg.gg/multiversus/ 32 32 222528845 MultiVersus Announces Release Date of Relaunch: May 28, 2024 https://dotgg.gg/multiversus-announces-release-date-of-relaunch-may-28-2024/ Tue, 12 Mar 2024 15:59:33 +0000 https://dotgg.gg/?p=18100 Following the McDonald's Happy Meal promotion and after a year of hiatus, MultiVersus has announced its full return on May 28, 2024: An updated netcode, Unreal 5 game engine, and potentially even new Dexter's Lab and The Powerpuff Girls! Furthermore, the FAQ has been updated to include information that Gleamium can now be earned in-game […]

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Following the McDonald's Happy Meal promotion and after a year of hiatus, MultiVersus has announced its full return on May 28, 2024: An updated netcode, Unreal 5 game engine, and potentially even new Dexter's Lab and The Powerpuff Girls! Furthermore, the FAQ has been updated to include information that Gleamium can now be earned in-game likely via the battle pass! Check out the full details below.

Developer Update


MultiVersus Game Director Tony Hyunh has filmed the announcement on location at the WB Studio Tour Center.

FAQ

What kind of game is MultiVersus?

MultiVersus is a free-to-play platform fighter videogame with an ever-expanding cast of iconic characters and legendary universes, various online modes, in-game events, on-going content-filled seasons, and more.

Who is developing MultiVersus?

MultiVersus is developed by Player First Games.

Who is publishing MultiVersus?

MultiVersus is published by Warner Bros. Games.

When will MultiVersus launch?

MultiVersus is scheduled to launch on May 28, 2024.

What platforms is MultiVersus available on?

MultiVersus will be available on PlayStation 5 and PlayStation 4 consoles, Xbox Series X|S, Xbox One consoles, and PC (Steam and Epic Games Store) at launch.

Does MultiVersus have cross-play and cross-progression?

Yes. MultiVersus will have full cross-play and cross-progression support across all platforms at launch.

Does MultiVersus have rollback netcode?

Yes. MultiVersus will have deterministic rollback netcode to support online gameplay.

What is Gleamium in MultiVersus?

Gleamium is an optional type of in-game currency in MultiVersus that can now be earned in-game or purchased with real money through the PlayStation, Xbox, and PC (Steam and Epic Games) online stores. Gleamium can be used to unlock different types of optional in-game content, including characters, character variants (skins), and cosmetic items. Purchasing Gleamium is optional and not required for any aspect of the game.

Do players need to purchase Gleamium to unlock characters in MultiVersus?

No. All characters can be earned through gameplay.

Does MultiVersus have a Battle Pass?

Yes. MultiVersus Battle Passes allow players to complete challenges and earn in-game rewards. There is a free option open to all players and a premium option available for players to purchase. A new Battle Pass will be available at the start of each new season of content.

Are items earned from a MultiVersus Battle Pass exclusive?

Items earned from a MultiVersus Battle Pass are not exclusive. There may be opportunities to earn some of these items in the game at a later date.

Is MultiVersus available for download?

MultiVersus was temporarily removed from digital storefronts on April 4, 2023, and is now unavailable for download as we prepare for the launch of the game on May 28, 2024.

Is a version of MultiVersus currently available to play?

Players who downloaded MultiVersus before April 4, 2023, currently have limited offline access to the game’s training room (known as The Lab) and local matches, along with all characters and cosmetic items temporarily unlocked. This limited access version is available until the launch of the game on May 28, 2024. Please note, all online modes and features are unavailable during the downtime period.

If players delete MultiVersus, will they be able to reinstall the game after April 4, 2023?

For players who downloaded the game before April 4, 2023, they are currently able to re-download MultiVersus to their system.

What will happen to previously earned or purchased in-game content after the game launches?

All content earned or purchased before June 25, 2023, including unused Gleamium, Battle Pass tokens, character tickets, and any other in-game cosmetics, will carry over when MultiVersus launches on May 28, 2024. We’ll share more details and updates in the lead up to launch as some progression based elements will be adjusted.

Will progress and content earned after June 25, 2023, carry over to the MultiVersus launch?

Progress and content earned after June 25, 2023, will not carry over to launch. During the downtime between the Open Beta closure on June 25, 2023, and the MultiVersus launch on May 28, 2024, the game will be offline and all online modes and features will be unavailable. Players will, however, have limited offline access to the game's training room (known as The Lab) and local matches and all characters and cosmetic items will be temporarily unlocked for players to enjoy offline during this period.

Which cosmetic items are available following the Open Beta closure on June 25, 2023?

All characters, character variants (skins), and ringouts are currently unlocked and available for players to enjoy during the downtime period between the Open Beta closure on June 25, 2023, and the MultiVersus launch on May 28, 2024. Please note, profile icons and badges are not available during this time.

Will refunds be available for previously purchased content?

The announcement of the MultiVersus Open Beta closure does not change any current refund policies or terms offered by the storefront(s) from which Founder’s Packs or Gleamium bundles were purchased. For more information, please visit the customer support pages for PlayStation, Xbox, Steam, and Epic Games. Additionally, refunds are not available as a result of the Open Beta closure. However, all content earned or purchased before June 25, 2023, will carry over when MultiVersus launches on May 28, 2024. We’ll share more details and updates in the lead up to launch as some progression-based elements will be adjusted.

What changes will be implemented as part of the MultiVersus launch?

We plan to focus on several areas, including the content cadence of new characters, maps and modes; netcode and matchmaking improvements; progression system updates; and much more. We’ll have additional details to share as we get closer to the game’s launch on May 28, 2024.

How can players stay informed on MultiVersus updates?

For updates, keep an eye on the MultiVersus social and community channels, including Twitter (@MultiVersus), Instagram (MultiVersusGame), Discord (MultiVersus), and Facebook (MultiVersus), as well as the MultiVersus.com website. For customer support inquiries, please visit WBGameSupport.com.

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MultiVersus Breaks Silence on Social Media – Rerelease Imminent? https://dotgg.gg/multiversus-breaks-silence-on-social-media/ Wed, 06 Mar 2024 00:16:19 +0000 https://dotgg.gg/?p=17481 MultiVersus, the free-to-play crossover fighting game was released with a lot of fanfare as Open Beta in 2022. However, troubled development and player feedback led to the game closed in June 2023, with a view to a rerelease in "early 2024". Last week, a McDonald's Happy Meal Toys campaign was launched without much fanfare but […]

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MultiVersus, the free-to-play crossover fighting game was released with a lot of fanfare as Open Beta in 2022. However, troubled development and player feedback led to the game closed in June 2023, with a view to a rerelease in "early 2024".

Last week, a McDonald's Happy Meal Toys campaign was launched without much fanfare but fans were hopeful that something was coming soon - and indeed, it seems to be that way with a cryptic Tweet and updates pushed to Steam!

Steam Updates

Astute players have found some mysterious updates being pushed on Steam and predicted something might happen soon like the Open Beta. And then...

MultiVersus Social Media Posts

The MultiVersus social media channels broke their silence at last!

Here are some more Tweets from people in the know:

Social Media Profile Pictures

Further clues to upcoming news is that the usual orange social media profile pictures are changing to blue:

r/MultiVersus

Conclusion

Whatever happens will be big news for the community waiting for the game and willing to give it a second chance. Warner Bros. Games has also recently stated they will be doubling down on live service games despite recent troubled releases such as Suicide Squad failing to meet expectations. This does bode well for the future and security of the game, at least for now!

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MultiVersus McDonald’s Happy Meal Toys – Returning Soon or Botched Release? https://dotgg.gg/multiversus-mcdonalds-happy-meal-toys/ Wed, 28 Feb 2024 00:26:58 +0000 https://dotgg.gg/?p=16108 MultiVersus, the free-to-play crossover fighting game was released with a lot of fanfare as Open Beta in 2022. However, troubled development and player feedback led to the game closed in June 2023, with a view to a rerelease in "early 2024". Well, that time has come, and has been no further news regarding the game's […]

The post MultiVersus McDonald’s Happy Meal Toys – Returning Soon or Botched Release? appeared first on DotGG.

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MultiVersus, the free-to-play crossover fighting game was released with a lot of fanfare as Open Beta in 2022. However, troubled development and player feedback led to the game closed in June 2023, with a view to a rerelease in "early 2024".

Well, that time has come, and has been no further news regarding the game's progress since, other than a brief happy holiday message in December 2023. Despite that, a promotion of its McDonald's Happy Meal Toys are now out with the original characters in Open Beta - is this intentional, or is the game set to return soon? Let's find out!

MultiVersus Match-ups

The Happy Meal Toy is now out, cards of the MultiVersus characters:

That in itself is fine (though underwhelming), but are there any further news of the game to follow this promotion up?

MultiVersus News

Unfortunately, there are no other news of the game so far in 2024. This is indeed a worrying sign for the game, despite having a playable game and previously announced release date.

Currently, the gaming industry is turbulent and undergoing a lot of layoffs, including Riot Games. Warner Bros. Games has also had very disappointing game releases, such as the highly anticipated Suicide Squad: Kill The Justice League.

If the game is indeed discontinued, this will be severely disappointing for fans looking for a good online fighting game who also spent money on the game during the Open Beta.

Conclusion

This mishap in MultiVersus's marketing promotion has us baffled and does not bode well for the future of the game overall.

Let us know what you think the fate of the game will be in the comments below!

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MultiVersus Gizmo Starter Guide https://dotgg.gg/multiversus-gizmo-starter-guide/ Fri, 28 Oct 2022 05:08:46 +0000 https://dotgg.gg/?p=3126 Gizmo is a Support Character that focuses on set-ups, supporting your ally, and has very strong aerial attacks. Due to his size, it can be hard for the enemy to hit you, and you have multiple tools to deal with projectile characters. His aerial moves are very good, and can usually combo off your Arrow […]

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Gizmo is a Support Character that focuses on set-ups, supporting your ally, and has very strong aerial attacks. Due to his size, it can be hard for the enemy to hit you, and you have multiple tools to deal with projectile characters. His aerial moves are very good, and can usually combo off your Arrow quite well. Since some of your moves last deceptively long, you can catch people who dodge frequently with moves like your Up Special or Aerial Side Special.

In Teams or 2v2, you can help your ally start combos with your tools, or get the enemy off of them with various attacks. He performs very well in Teams, due to his size and how big some of the hitboxes on his moves are. However, your disadvantage state can be hard to get out of if you don't have any Arrows left, and some of his recovery options are predictable and can be countered easily, leaving it up to you to mix up your recovery in certain ways to gain the advantage.

Gizmo Match-up Chart

Gizmo is very good at combo-ing off of his main projectile, his Bow and Arrow (Neutral Attack). This is one of your main engage tools when approaching enemies. It can also be used quite quickly after some attacks, such as your Umbrella (Aerial Side Special). When fully charged, the arrow does 10 damage max, so try to use it during combos to extend them further.

Gizmo should win matches against Iron Giant due to the size of Gizmo, his aerials, and the effectiveness of his kill options due to Iron Giant's size. Things like your Car (Grounded Side Special), Umbrella (Aerial Side Special), Leap (Up Special), and Aerial Down Special are all more effective against Iron Giant, allowing easier combo potentials and follow up attacks. For Arya and Batman, your arrows can destroy Batarang or Arya's dagger quite easily if you can react fast enough, and using your Bow can stop them from approaching too easily. Arya and Batman are also lighter characters, which makes it easier for your to kill. You can also approach with your Umbrella, as it blocks projectiles, and the hitbox for it lingers longer than most people expect. Especially since Batman likes to go in after throwing Batarang, it can unexpectedly hit them. It also is a decent kill move closer to the sides of the stage. Arya can be tricky to deal with, but your moves with long active hitboxes do well against her.

Gizmo can struggle getting out of disadvantage, especially against characters that can edge guard well, or can string hits together very fast. Characters like Wonder Woman can invalidate some of your approach tools if you aren't playing around her armor, or Morty can be extremely difficult to hit if you can't engage with your Bow. Without hitting arrows, a lot of your moves are more committal, which these characters can quickly punish you for not being able to act immediately from some of your options. You must look for windows to start your combos to gain the advantage. Using popcorn (Ground Up Attack) can help gain stage control, letting you punish them if they get too close, but can take practice to get the popcorn to properly go where you want. Hitting the popcorn with an arrow shot creates a cone explosion the direction the arrow traveled, and this explosion is bigger if your arrow is on fire\fully charged. Stripe is very hard to approach as Gizmo, he is harder to hit, has bigger hitboxes than yours, and when trying to recover, you don't have many options to get back on stage, which is one of Gizmo's bigger flaws in my opinion. Stripe's Sawblades can invalidate your Car, his chainsaw move is especially hard to counter, as Arrow's will sometimes go through him and won't interrupt. The best way to play this match-up is to try to keep your distance, poking him with your tools, and starting combo chains when you hit arrows. Try to approach with the bow, or throw some popcorn out and make him weary of that. When recovering against him, Stripe will usually use his gun after knocking you off-stage, so try not to use specials or dodges right away unless absolutely necessary, as it is quite easy for him to interrupt them. If you can, wait to use moves so you don't lose air options.

Best Perks For Gizmo

  • Attack - Ice to Beat You! / That's Flammable, Doc! / Make it Rein, Dog!

For Attack Perks, these perks all improve Gizmo's main projectile, his Bow and Arrow, in some way. Ice to Beat You! can make follow-ups easier with the decrease in movement speed, That's Flammable, Doc! increases the amount of damage you can deal with the projectile, and Make It Rein, Dog! helps the arrow reach the enemy faster.

  • Defense - Boundless Energy / Slippery Customer / Toon Elasticity

For Defense Perks, Boundless Energy and Slippery Customer improve your dodge distance and recharge rate of the dodge meter. Being able to get out of disadvantage easier helps Gizmo a lot, so making your dodge better lets you get out of bad situations easier. Toon Elasticity can helps against characters like Stripe, Reindog, Morty, and anyone with good stage spike tools.

  • Utility - Triple Jump / Tasmanian Trigonometry / Speed Force Assist

For Utility Perks, Triple Jump is excellent for chasing people and trying to kill earlier with either Up Special or Aerial Up Attack. Since these can both kill pretty reliably, being able to chase enemies into the air, closer to the ceiling blastzone can lead to some earlier ringouts. Tasmanian Trigonometry is always nice, and can help getting out of disadvantage. Finally, Speed Force Assist just helps you become faster, which is always a plus. This could be traded out for something like Leg Day Champ, or Aerial Acrobat, and it would still be pretty beneficial.

  • Best Signature Perk - Bounce, Bounce, Boom!

For Signature Perks, overall I feel that Bounce, Bounce, Boom! is his best one for 1v1's at least. It can allow some unique set-ups, allowing more interactions and options for some of your kit. In 2v2, you could run Power Cuddle if you wanted too, but attaching to allies limits your options, which leads me to believe that Bounce, Bounce, Boom! is better. When attached, you can use your bow, keyboard (Down Attack), throw out popcorn, or you can leap off of your ally with your car. In my opinion, attaching to allies doesn't really give much benefits using Power Cuddle doesn't give many benefits. I also think that Bounce, Bounce, Boom is pretty situational, and Rhythm's Gonna Getcha is extremely hard to get to work. All of Gizmo's signature perks don't impact his gameplay too much, but Bounce, Bounce, Boom! allows for more interactions with your tools, allowing more options and set-up potential.

Placement in the Tier List

Gizmo is pretty good in 2v2, but can struggle in 1v1 when against certain characters. With a good teammate in 2v2, he can more easily set-up kills and confirm them with his moves that are slower. It's also very easy for him to get his ally out of combos. He also brings things like his attach mechanic to the table, helps his add damage to his teammates combos, however it can be tricky to learn when or when not to use it. The silence buff is also easier to get in 2v2, which is hard to get off but helps. Gizmo is better in 2v2 than 1v1 in my opinion, but can still get results in 1v1. Note, this tier list is not ranked in the tier itself.

Tips and Trick

  • Try to keep 1 or 2 balls of popcorn on the field at all times. They can be useful for control the stage when you need to stop an approach or trying to control more space. After throwing the popcorn, you can short hop and quickly do use an arrow to quickly explode the popcorn after throwing the popcorn out.
  • A simple combo you can do is Fire your arrow, followed by Aerial Forward Attack, then Aerial Up Attack. If they dodge downward, using your Up Special might catch them at the end of it. Up Special is good for catching enemies recovering high as well, being able to catch them as they end their dodge.
  • Holding Special while using the Car will make you do a wheelie. Pushing Jump while this happens will send the car upward at an angle. If you are going fast enough, this will hit enemies, and can lead to easy follow-ups. Using your Up Special nearby the Car allows you to set it on fire, which makes it so you drive it again, but it will explode in a short amount of time. If you hit an enemy, it will explode on them, which does pretty decent knockback. Be careful though! Sometimes you can latch onto it even with its pretty far away from you, so be careful when shooting it off the stage and then using Up Special, as there is a chance it will try to latch onto the Car which is going off stage.
  • Against Projectile characters, your umbrella is going to be a great tool at destroying projectiles and keep closer to the enemy. It has pretty good knock back, and can kill at around 120-130% on most characters when it from the edge of the stage towards the blast zone. You can also reverse it by changing the left or right input after inputting it, allowing you to reverse the direction.
  • Gizmo kill moves are his umbrella (Aerial Side Special), Aerial Up Attack, and sometimes your popcorn blast can finish enemies off. Your Aerial Down Special is pretty good at spiking, as it has an active hitbox throughout the whole duration. It can stage spike at around 150% for most characters. Your Aerial Down Attack is also good at spiking, as the hitbox is active for a while, and lingers longer than expected. Just be careful when using it, as you cannot dodge out of the attack until it's finished.
  • Using music notes to silence can take a lot of work, but it is easier when you use them on your popcorn, as the music note swirl around it, and anyone who gets hit by the explosion caused by the arrow will also take the silence debuff stacks. You can ride over the Note Popcorn Balls with the car, which will cause the popcorn and the music notes to travel with the car. This is pretty useful in 2v2s, as silence is easier to apply in that mode, and it can give teammates a buff.

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MultiVersus Character Tier List for 1v1 and 2v2 https://dotgg.gg/multiversus-character-tier-list-for-1v1-and-2v2/ Mon, 17 Oct 2022 00:09:37 +0000 https://dotgg.gg/?p=2804 MultiVersus is a platform fighter with many unique characters within its roster. With a focus on teamplay, however, it can be hard to figure out what characters are the best, especially in a team setting. This can get more confusing if we consider 1v1’s in the mix, as some characters are clearly better in one […]

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MultiVersus is a platform fighter with many unique characters within its roster. With a focus on teamplay, however, it can be hard to figure out what characters are the best, especially in a team setting. This can get more confusing if we consider 1v1’s in the mix, as some characters are clearly better in one mode or the other.

This Tier List will be breaking down each character's strengths and weaknesses in both modes, considering things such as team synergy, advantage and disadvantage states, and how each move can be used in combination with each other. All placement of characters will change through the game’s life, with patches changing characters and adding new ones, so the placement of each character is subject to change, either with discussion or game balance.

Note, all characters can win or lose against any other character. This is not representative of any characters being “bad” or “unplayable”. In fighting games, you can win with any character, and I do not think there is a “bad” character within MultiVersus, some just have to work harder to achieve victory than others.

What does a Tier List for MultiVersus even mean?

In MulitVersus, as a platform fighter, each character has strengths and weaknesses. This Tier List will rate how viable they are in the current meta, considering kill power, team synergy, frame data, active hitboxes, and combo potential.

Those ranked highly succeed at 1 or more of these fields, and what is more important differs from 2v2 and 1v1. For 2v2, characters that can provide buffs, help teammates who are in trouble, and how much their kit synergizes with the other characters. Characters who are excellent in 2v2 help finish off enemies, rack up damage, or enable their teammate to finish off opponents easier.

For 1v1, things like speed, frame data, disadvantage and advantage states, kill power and confirms, and combo potential are considered. They have safe combo starter options, stage control, and good and usually simple kill options. Characters at the top of both lists can succeed in most, if not all situations, and have a few weaknesses, or few bad match-ups, while remaining strong against most of the cast.

Note, the Tier List is not ordering within each Tier

Tier List for 1 v 1

Tier List for 2 v 2

Tier Criteria

  • SS - These are characters that succeed against all or most other characters in the rooster. For 2v2, these can synergize with every character in some capacity, and help their teammate either kill, rack up damage, enable many kill confirms for you or your teammate, or have the ability to help teammates get out of danger. In 1v1, they easily deny the enemy’s approach, have very good recovery and mix up options, good frame data (having more active frames than others, less whiff recovery), and can have a multitude of ways to start or finish combo strings. They have good kill confirm options, range and are still a challenge to face if playing extremely well.
  • S - These are characters that have what all the characters in SS have, but with some restrictions, telegraphed combo starting options, or more problem match-ups, requiring some creativity and knowledge of the other characters to win against certain match-ups. For 2v2, these characters have not as good but still solid synergy with most of the cast. They might not enable teamplay as much, but can play independently and still do very well. They can finish enemies for their teammates if they cannot, or succeed at projectile pressure to get the opponent’s off your ally. These characters are less about what they bring to their teammates gameplay and options, but more focused on individual skill or power. For 1v1, these characters have many advantages for several match-ups, but can be predictable in their approach, leading to the opponent being able to react easier due to this. They have less diverse kill options, combo starters, or can be spiked easily due to less recovery options than others.
  • A+ - These are characters that require more effort to play effectively than the rest of the cast, requiring mastery of the character to be able to defeat those in higher tiers. These characters have distinct strengths and weaknesses, and most players can expect how you will play and act at an average level. It can be harder to win when the opponent is playing a character that exposes those weaknesses easily, and those in this tier have more problem match-ups compared to the rest of the cast. Game knowledge and match-up knowledge is key to win with these characters at a high level.
  • A - These characters require more work to win than anyone else in the cast. These are those whose strengths are often overshadowed due to the other characters having better options and moves than them. These are not seen often in competitive play due to these issues, and should get some sort of buff in upcoming patches in my opinion. They can still win any match, but require much more work to see results than the others in the roster.

Commentary

A lot of top tier characters either have really good projectiles or good defensive options. Characters that are lower on the tier list have a pretty bad disadvantage, bad frame data, or many options in their moves that require you to commit to them. This becomes an issue, especially when playing in an online environment, since the online netcode is quite unpredictable with how well it performs.

Projectiles are somewhat meta right now, so characters who have the best of those are performing better than those without. The meta is constantly changing and shifting, so this tier list is prone to many changes, which I will try my best to update it as I can.

EVERY CHARACTER IS VIABLE. Especially with the focus on 2v2 battles, each character's weakness can be covered by having a teammate that helps counter what you're bad against. Everyone can win and everyone can lose, it just depends on your experience and match-up knowledge. Keep that in mind!

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MultiVersus Harley Quinn Starter Guide https://dotgg.gg/multiversus-harley-quinn-starter-guide/ Fri, 30 Sep 2022 04:29:41 +0000 https://dotgg.gg/?p=1609 Harley Quinn is an Assassin character with combo extending tools that help with her Rush-down play style. She can place traps around the arena, and extend combos by hitting your opponent into them, as well as place a remote control explosive to either kill or extend her combos ever further. A lot of her aerials […]

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Harley Quinn is an Assassin character with combo extending tools that help with her Rush-down play style. She can place traps around the arena, and extend combos by hitting your opponent into them, as well as place a remote control explosive to either kill or extend her combos ever further. A lot of her aerials can be combo starters, and she has a easier time getting vertical kills. However, she doesn't have a lot of range, so characters that have fast projectiles can be hard to start combos against, or they are fast enough to get away from you before you can punish.

Harley can struggle a lot against characters who are fast, have many projectiles or those that are hard to hit. Finn and Gizmo are both fast and hard to hit, as well as many of Finn's moves are disjointed. In these situations, the best move is to just really play patient and to bait and punish. With Finn, he wants to charge specials on the ground, so jump over, and angle your Down Aerial Attack to hit him and combo him from there. Your Grounded Down Attack can catch some Finn's off-guard, as it's fast and travels far. For projectiles, things like Batarang, Jerryshot, or Morty's Snake projectile can come out extremely quick, so be ready to dodge at any moment when fighting these opponents.

She does pretty well against the slow characters of the cast that have more telegraphed moves. Iron Giant is very easy to win against if you can avoid his set-ups for early ring outs, as your Forward Aerial Attack, Down Aerial Attack, and Grounded Side Attack can all combo him very easily, just be sure to watch out for his Bolt Armor if he hasn't used it recently. Garnet has armored moves, but they are pretty telegraphed, so using your Remote Bomb (Neutral Special) or your Down Aerial Attack can help with these. Taz and Shaggy you can usually tell what options they are going to do, and predict and punish either by sticking your remote bomb, or getting out of the way and hitting them after while they recover from their more damaging attacks, like Shaggy Side Special and Taz's Tornado. Harley has many tools to set-up with, and can have such as your Jack in the Box (Down Special) and your remote explosive (Neutral Special), can all start chaining into each other with enough effort and practice. When going against a hard match-up, instead of trying to approach a barrage of projectiles, try to set up your tools and look for the right moment to chain them all together.

Best Perks For Harley Quinn

  • Attack - Collateral Damage / Make it Rein, Dog! / That's Flammable, Doc!

For Attack Perks, Collateral Damage is can really rack up damage over time. Your Aerial Down Air, the first hit of your Aerial Forward Air, and the some hits of Jab can make them hit the ground, which adds damage. These are all parts of your main combo tools, so this adds some percent to your base combos. Make it Reindog and That's Flammable, Doc! can make your Aerial Down Attack better, by making it slightly faster, and have it apply possible Fire damage. This can help one of your best combo starter apply more damage as well, increasing the damage you deal with your combo strings.

  • Defense - School Me Once / Clear the Air / Toon Elasticity

For Defense Perks, Clear the Air and School Me Once helps you with projectile pressure, and making sure you can either destroy their resources, or help push through the barrage. This helps you against some unfavorable match-ups. Toon Elasticity is really good since Harley is towards the lighter side of characters, so having more potential to prevent a knockout helps you survive for longer and not get stage spiked by some heavy hitting attacks. These perks are meant to help counter projectile play, as well as some of the stage spike potential that zoners like Morty, Tom and Jerry, or Reindog have.

  • Utility - Leg Day Champ / Speed Force Assist / Tasmanian Trigonometry

For Utility Perks, increasing your movement or jump height can help you maneuver around projectiles or help chase people into the air to kill them off the top with your aerial options. Leg Day Champ increases your maximum jump height, which lets you chase characters easier in the air to secure kills, and lets you place your Jack in the Box a little higher than you usually would, if wanted. Speed Force Assist increases your base movement speed, Harley is already pretty fast, so increasing that part of her improves on that strength more. Can help close the gap during combos if the enemy gets out of them. Finally, Tasmanian Trigonometry helps Harley by adding more survivability, which given her weight, can prevent some knockouts from happening earlier than wanted.

  • Best Signature Perk - Glove Control

Glove Control is, in my opinion, the best Signature Perk that Harley has. It allows your glove to be directional controlled left or right, and that opens up more options to ward people off or to continue and/or start combos. It can also bounce off the floor or platform if timed right, so it has the ability to ward off people who are on the same height as you, or who are approaching with a Aerial Forward Attack. It can be a good mix-up if you are trying to land, and helps to prevent getting juggled. Her other options, Confetti and Smooth Moves can be good, but mostly don't have the flexibility that Glove Control offers.

Placement in the Tier List

Harley is pretty solid, with good aerial options, and pretty easy to pick up combo strings. Her gadgets let her start combos, or be the combo ender. She can feel a bit awkward to play at first, but once you get the basics down, she fits like a glove. Her recovery options aren't the best unless you can plan ahead, since your Side Special covers horizontal distance, but has a fair amount of endlag. She can be pretty good at ledge-trapping, with things like her Remote Bombs, Jack in the Box, and Aerial Down Attack, the boxing glove projectile, all being pretty oppressively against enemies who are predictable with how they get back to stage. I put her at B+, she is totally capable of winning, but can struggle in doubles to get in against teams who have to strong projectile characters. She is still very good and is really fun to play, but learning how to use some of your tools can be hard to grasp at the start. Once you start to put them all together, then she can be incredibly scary in the right hands.

Tips and Tricks

  • A pretty simple combo string you can do is, when you approach, do Aerial Forward Attack, carry them onto the ground, and then do your Grounded Side Attack to continue the string. This can be extended if you knock them into a Jack in the Box, or if they have a remote bomb on them, activate it to send them up. From there, you can use your Aerial Up Special or Attack to get them up in air. You can also start the combo with Aerial Down Attack, if you have Glove Control, it's better to start with that instead.
  • During your Grounded Side Attack, you can use Grounded Neutral Attack as a mix up after the 2nd or 3rd hit if you notice they neutral dodge through it. If you see them dodge into you a lot, charge it up a bit then release it to hit them at the end of their dodge with the backswing of the attack.
  • If you stick your remote bomb to you, it will actually save your life if you were to get rung out into the bottom blast zone. If you are at a higher percent, and against a character who really wants to spike you, it can be a nice defensive and unexpected option.
  • If you want to kill off the top, some good moves to finish enemies are your Aerial Up Special or Attack, or maybe a bomb detonation if you can hit them high enough when they are at high percents. Killing off the side as Harley, you wanna use your Ground or Aerial Neutral Attacks.
  • Your Aerial Neutral Attack has a sweetspot behind Harley. This move is pretty good for approaching, as it covers almost all around Harley, and has good knockback potential. Just don't overuse it, otherwise your opponent can punish you easy for it if you become too predictable with it.
  • Your Jack in the Box can be used to reset your jumps if you interact with it! If your at higher percents, putting it a bit off-stage can give you more recovery options and routes. Or, you can place it by the wall and force an opponent to either dodge through it, go around it, or get hit by it.

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MultiVersus Batman Starter Guide https://dotgg.gg/multiversus-batman-starter-guide/ Fri, 30 Sep 2022 04:29:39 +0000 https://dotgg.gg/?p=282 Batman is a Bruiser character that focuses on Vertical kills. Batman has good air mobility, and can connect ground and air attacks together fairly easily with good damage. His main combo tool, Batarang, is a fast and powerful projectile that is his main approach tool when starting combos. However, without Batarang, he can have a hard time getting into […]

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Batman is a Bruiser character that focuses on Vertical kills. Batman has good air mobility, and can connect ground and air attacks together fairly easily with good damage. His main combo tool, Batarang, is a fast and powerful projectile that is his main approach tool when starting combos. However, without Batarang, he can have a hard time getting into the enemy without playing risky, or characters using armor to nullify the Batarang hit.

Batman Match-Up Chart

Without Batarang, Batman’s approach options are limited or risky. Some characters can block or deny the Batarang hit fairly easily, with moves such as..

  • Tom and Jerry’s Dynamite or Jerry himself (Aerial Down Special and Neutral Special)
  • Armored moves like Wonder Woman Down Special or her Grounded Side Special
  • Fast approach or multiple projectiles at once (Velma’s Word Bubble)

These types of moves can stop Batarang from hitting, which makes it harder for Batman to start combos. Things like Grapple Hook (Side Special) also get stopped by either armor or projectiles. Batman has several tools to not get hit by projectiles, such as his speed and his Smoke Bomb (Grounded Down Special), so the main counter to him lies in how effective his Batarang is against his opponent. Against these types of characters, it’s important to use Batarang and angle it upwards to hit them while they approach, or in the middle of combos to extend them. You can use it to initiate combos but just beware it is riskier.

Batman wins against characters with slow attacks, or attacks with smaller hitboxes. Batman is fast, and can string together combos easily, so against Iron Giant, he has an easy time to combo him. One of Iron Giant’s strengths is his survivability due to his weight, but with Batman’s built-in weaken stacks, killing Iron Giant is easier. Weaken makes the target take more damage and knockback, so it lets you kill Iron Giant easier. The only thing he has to counter your combos and pressure is his Armor Bolts. For Reindog, a lot of his moves are slow so usually if you play right, you can hit him before they come out. Morty has pretty short ranged hitboxes, and as long as you play around his grenades, you can pretty effectively get in on him. Just watch out to make sure your Batarang doesn't get destroyed by his projectiles, try to throw it at an angle rather then straight at him.

Best Perks for Batman

  • Attack – I’ll Take That / That’s Flammable Doc! / Ice to Beat You!

For Attack Perks, I’ll Take That seems perfect for Batman. Giving Cooldown reduction when hitting debuffed enemies is great for Batman, as your cool down for Batarang will be reduced if you catch it during the follow up of throwing it. Multiple moves deal weaken, so you should be able to get value out of this perk throughout the whole match. I would use this in Teams, not 1v1's though, as pairing it to get 0.50% cooldown is worth it, but .25% for 1v1's isn't that good. I would use Make it Rein, Dog! for that. That’s Flammable, Doc! and Ice to Beat You! help Batarang become stronger. That’s Flammable, Doc! will make them take increased damage when you follow up with your Batarang. Ice to Beat You! slows the enemy by 15% when they are hit by Batarang, allowed easier follow-ups or kills.

  • Defense – School Me Once… / Slippery Customer / Toon Elasticity

For Defense Perks, School Me Once… can help against unfavorable match-ups. Slippery Customer can help dodge certain attacks that either have disjoint or by several projectiles. Toon Elasticity increases survivability against ground spikes. This is especially helpful when fighting Tom and Jerry, where their Frying Pan (Down Aerial Attack) is strong and will be used a lot by them. This perk allows you to reduce the knockback of that move, making it kill at a higher percent then it usually does.

  • Utility – Aerial Acrobat / Triple Jump / Leg Day Champ

For Utility Perks, perks that help him in the air can enhance his combo potential and increases the lethality of his vertical kill power. Aerial Acrobat lets you move faster, or achieve max air speed faster, which helps when you combo from Batarang. Triple Jump will trigger after you use an aerial normal attack. So something like Up Aerial Attack, you can use it, which applies weaken on second hit, then follow up with Up Special, and then get another jump to react to their next move with. Leg Day Champ increases jump height, allowing for easier Up Special hits if the enemy is higher then what would normally reach. Coffeezilla can also be helpful on Batman, or if you are more confident is dodging successfully, I Dodge You Dodge We Dodge would be great as an alternate, and in some cases, even better than Coffeezilla.

  • Best Signature Perk – Bouncerang

Bouncerang is, in my opinion, Batman’s best signature perk. It applies full stacks of weaken (which is 5) when it hits an enemy while it is returning you. This sounds hard to hit, but it can hit people pretty consistently. Some opponents try to combo you after dodging it the first time, but will get heavily punished if they don’t dodge on the way back. This becomes even better if you are already hitting them with something like Ground Forward Attack or Forward Aerial Attack. Then, if they get hit by it, you can easily combo into it with Forward Aerial Attack or Down Aerial Attack. Overall, it is fairly easy to hit, can be used as a combo extender or get you out of a bad situation, and make the enemy take more damage and knockback for a bit.

Placement in the Tierlist

Batman is a fast, agile fighter with good projectile combo potential, and can be a threat from afar and can combo and confirm into that projectile really fast. His grapple hook is a good recovering tool and combo extender, as if used effectively, can help him close gaps fairly fast. His smoke lets him set-up and bait people into taking more damage then they should, or can give him a short recovery period against projectile heavy characters. He has good aerials, and can apply weaken fairly easily throughout the match, putting him in A tier. He can struggle against certain match-ups or playstyles, but using his movement effectively and hitting opponents in unexpected angles is key to playing around your losing match-ups.

Tips and Tricks

  • A good combo to start learning is something like this. Batarang -> Aerial Forward attack -> Grounded Forward Attack. You can use your Bat-Bomb (Neutral Special) and either have it attach with your Batarang or Forward Aerial to extend this combo into the air, with Aerial Up Special or Attack, or have it do extra damage as you back-off and figure out how to approach again
  • You should use your grapple hook if they are in hit-stun, as it is less risky and have a better chance at hitting the target. Using this after Batarang can sometimes take opponent’s by surprise if your too far away to hit something else
  • Batman has a couple of good mix-up tools on landing. Holding Jump will allow you to glide which gives your better horizontal aerial movement, and will give you a little bit of height. If you want to be more offensive, your Aerial Down Special has a good active hitbox, and you can angle it left or right to dodge things like Bugs or Tom and Jerry’s Up Aerial Attacks
  • If you off-stage, you can do a few things to try to mix-up recovery. You can batarang upwards, use grapple hook onto the wall or a platform to pull yourself to it, or glide. Your Aerial Down Attack is quite strong, so if you want to be risky, you can try to get a spike while recovering
  • Your Grounded Down Attack can be good at catching dodge’s, as well as going under certain projectiles. You can also input another attack to do a kick at the end, which lets you reverse to to either left or right
  • When you hit an enemy with Batarang, make sure to pick it up as it will fall on the ground as an item pickup. Doing so will greatly reduce it’s cooldown. Enemies can destroy it and force longer cooldowns on you, so remember to pick it up if possible

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MultiVersus Reindog Starter Guide https://dotgg.gg/multiversus-reindog-starter-guide/ Fri, 30 Sep 2022 04:29:36 +0000 https://dotgg.gg/?p=266 Reindog is a Support character who excels at doing damage from afar. He has a lot of projectiles in his kit, can apply projectile pressure fast, and can save teammates who find themselves in bad situations. However, a lot of his moves have some wind-up time, making matches against fast attacking characters somewhat challenging to face against. […]

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Reindog is a Support character who excels at doing damage from afar. He has a lot of projectiles in his kit, can apply projectile pressure fast, and can save teammates who find themselves in bad situations. However, a lot of his moves have some wind-up time, making matches against fast attacking characters somewhat challenging to face against.

Reindog Match-Up Chart

Reindog has a hard time dealing with characters that have projectiles that are faster then his such as…

  • Batman’s Batarang (Neutral Attack)
  • Tom shooting Jerry (Neutral Special)
  • Bugs’s Pie (Grounded Down Attack)

Reindog’s projectiles are very strong and do good damage, but can be cancelled by faster projectiles like the ones listed. His projectiles are strong, but have slow start up, so it can be hard to keep up the pressure if the enemy doesn’t let you set-up. Batman and Tom & Jerry are hard to fight against as their projectiles outspeed yours, leaving you to get hit. Reindog also has a hard time getting out of combos, as most of his moves have some start up. Garnet and Wonder Woman can be hard to go against as well, as armored moves are difficult to deal with. Things like Garnet’s Crystal Combo (Grounded Forward Attack) or Wonder Woman with her armor up make things harder for you to fight against.

However, he is really good against grounded attackers. Finn and Taz struggle to get around all the set-up you can do. Superman can be hit out of a lot of his armored strikes with Reindog’s Grounded Side Attack, and you can hit him in the air with your projectiles as you can angle them. These characters have long, multi hit combos that can be countered by your crystal (Grounded Up Special) if it’s on the field. Superman wants to play horizontally, which is how your projectiles travel most of the time, making it easier for you to hit your opponent with them. One of Finn’s main kill moves, his backpack spin (Up Special) can be dodged easily with the use of Reindog’s Aerial Up Special as well, helping you get around his aerial kill option. Finn also wants to be grounded and charge his moves, making him a great target for your projectiles, even with his projectile shield up (Grounded Down Special). Just be careful as he is quite fast, so try to memorize habits and punish them with your projectiles.

Best Perks for Reindog

  • Attack – Make It Rain, Dog! / That’s Flammable, Doc! / Ice to Beat You!

For Attack Perks, Make It Rain, Dog! is somewhat of a must have, faster projectiles help you a lot with all parts of the character. That’s Flammable, Doc! helps do more damage when you hit the enemy after hitting them with a projectile, which is great after hitting them with your fireball (Down Special) or your main projectile (Neutral Attack). Ice to Beat You! will give the enemy an 15% speed decrease, which lets you hit things like your Aerial Forward Attack or Aerial Side Special. If you hit them with your projectile, then combo'ing into it will do even more damage if paired with That’s Flammable Doc!, making this combo very strong.

  • Defense – Toon Elasticity / Boundless Energy / Slippery Customer

For Defense Perks, Toon Elasticity helps a lot against Tom and Jerry and Bugs, as they want to combo after hitting you into the stage. Boundless Energy gives your dodge meter back faster, which is very helpful to Reindog as this means you can Dodge Jump more. This technique can be performed by dodging, then quickly input a jump to get more momentum and go farther in the air. This helps engage combos, especially with something like Aerial Forward Attack.  Slippery Customer helps you to get out of juggle combos, as Reindog can struggle to get out of combo strings due to the start-up on multiple attacks he has.

  • Utility – Coffeezilla / Fancy Footwork / Tasmanian Trigonometry

For Utility Perks, Coffeezilla is really good in Teams. Your tether (Neutral Special) is extremely strong in Teams, being able to save your teammate from any situation is really good, and having it back faster can help greatly. Fancy Footwork can help you get out of combo strings as well, which is nice to have for Reindog. Finally, Tasmanian Trigonometry is always helpful, and paired with Toon Elasticity can give some more survivability to your matches, as Reindog is lighter then most of the other characters.

  • Best Signature Perk – Crystal Pal

Crystal Pal is very good, your crystal (Grounded Up Special) can save you from combos, and having it go towards your position helps make it more viable during the match. It also can give you a Static Buff, which inflicts Shocked on your enemy, which is just more damage. Fire Fluff is okay, but usually the fire on the ground is less of a threat than the crystal. It forces the opponent to try to hit it, which you can punish them for it. Overall, it helps extend combos, escape enemy combos, and can be a good bait tool for the enemy to try to destroy. It does have a bit of end lag when casting, so be careful when you choose to use it.

Placement in the Tier List

Reindog is at the top of B+ tier, he does a lot of damage and can combo well using his projectiles. However, his projectiles have some start-up, and is outclassed by mages in that aspect. Nevertheless, he is a very strong support, being able to save his ally from danger with his tether (Neutral Special) and rack up damage from a far, while also having good up-close combo capabilities. If Reindog can set up his crystal and fireballs, then he can deal even more damage from afar or during combos. In teams, he can be the matter of winning or losing, so I would put him in A tier if this was purely a teams tier list.

Tips and Tricks

  • You can perform a combo his Ball Roll (Aerial Forward Attack) into the ground, then do the first two hits of Jab (Grounded Forward Attack) then finish with your Grounded Up Attack
  • When you KO an opponent, charge your crystal (Grounded Up Special) as much as you can and throw it up, so it’s there before the enemy respawns
  • You can use your Ball Form (Aerial Up Special) to gain a little bit more height, as well as use it to move faster through the air. Use it to avoid getting juggled or reposition yourself from bad situations
  • Your kill moves are usually Aerial Down Attack, Grounded Down Attack, or sometimes your Side Special. Projectiles can also kill, but is better to use them to kill when they aren’t on the stage
  • Your Fireball has a slight spike hitbox as it sends them downward. This can be really good as a off-stage pressure tool as if they get hit, they will be sent down
  • The end of your Grounded Side Special breaks armor and has a tipper, so against characters like Superman, can be pretty effective at countering some of his armored moves

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MultiVersus Wonder Woman Starter Guide https://dotgg.gg/multiversus-wonder-woman-starter-guide/ Fri, 30 Sep 2022 04:24:43 +0000 https://dotgg.gg/?p=254 Wonder Woman is a Tank character with focus on Horizontal attacks. She can support herself and her teammates by giving Armor and Block Projectiles, make a Platform, and pull her ally out of danger with her Lasso. She succeeds at trading hits with her opponent, but struggles if they can break her armor with fast attacks or multi-hit attacks. Wonder Woman Match-up Chart Wonder […]

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Wonder Woman is a Tank character with focus on Horizontal attacks. She can support herself and her teammates by giving Armor and Block Projectiles, make a Platform, and pull her ally out of danger with her Lasso. She succeeds at trading hits with her opponent, but struggles if they can break her armor with fast attacks or multi-hit attacks.

Wonder Woman Match-up Chart

Wonder Woman can block projectiles effectively, but can get punished easily by attacks that can hurt her after her Grounded Side B’s end lag such as:

  • Jerry’s Quarkshot
  • Bugs’s Side Grounded Side Attack
  • Lebron’s Ground and Aerial Neutral Special

All these moves can quickly shutdown Wonder Woman’s projectile shield, which is why she will have a hard time against these characters. The other factor are her range, as besides her lasso, which has a cooldown, her range can be very limited. Bugs and Tom & Jerry can take advantage of this, with constant pressure of projectiles.

She excels at getting rid of set-up, as well as dispelling debuffs. Characters that rely on debuffs to kill, such as Harley or Batman, who are set up characters, have a hard time fighting Wonder Woman, as she can use Down Special to cleanse her debuffs and grant her armor, or use Grounded Side Special to destroy objects the enemy places, such as Harley’s Down Special. Against Taz, you can interrupt dogpile and tornado using Grounded Down Attack, it's a bit risky but if you wait just until they break your armor and then use it, it should be able to hit him out of it. Armor also helps against these two in general, and is great to have as a tank.

Best Perks for Wonder Woman

  • Attack – Percussive Power Punch / Wildcat Brawler / Lumpy Space Punch

For Attack Perks, Percussive Power Punch can help Wonder Woman kill with Lasso, Aerial Side Special, or Neutral Grounded Attack. Wildcat Brawler helps her ground combos do more damage, so they can have higher percent when knocked into the air, then with Lumpy Space Punch, can have her do more damage within her combo string. However, most of Wonder Woman's perks should be utility or defensive, as these small bonuses don't add too much damage to her attacks. However, it you want to pair up perks, these can add a small boost to your team's power.

  • Defense – Slippery Customer / School Me Once… / Clear the Air

For Defense Perks, Wonder Woman is a Tank class, and in addition of her armored moves and big weight value, Slippery Customer can help with her dodge potential, as it adds invincibility frames to your dodges. This can be great to dodge through projectiles with.  School Me Once can make some of her worst match-ups feel a bit more even, and can make getting in to start combos better for her. Finally, Clear the Air can destroy Batarangs, Lebron's Ball, Bug's Pies, Morty's Snake Projectile, or Rick's Charged Blaster Shot. If timed well, this can be greatly helpful in getting an upper hand in the fight.

  • Utility – Coffeezilla / Gravity Manipulation / Triple Jump

For Utility Perks, Coffeezilla provides faster recharge on your cooldowns, which helps with getting Armor and Lasso back quicker. If you are fighting some who is fights in your face, then I Dodge You Dodge We Dodge would be a better choice in those fights. Some of Wonder Woman's aerials can be used with hit falling, so adding fast fall speed with Gravity Manipulation helps reach the group quicker before the enemy can dodge out the way. Lastly, Triple Jump is nice as it lets you go higher for your Aerial Up Attack, and can help give more options at ledge if you want to armor or lasso to try to ward the enemy away before recovering. Wonder Woman can chase aerial opponents quite well, so have access to more air time can make you more of a threat when they are trying to land.

  • Best Signature Perk – Whip of Hephaestus

Whip of Hephaestus can help get kills without being in danger of some characters, and can let you get ranged kills on characters that can apply pressure from afar, like Lebron JamesTom & JerryBugs Bunny, and Velma. It adds a tipper effect(Stronger if you hit at the tip of the attack, in this case the whip) to the whip, and can secure kills from afar and can kill earlier then some of your other moves. It is similar to Tom’s Fishing Rod.

If your struggling with approaching characters with constant projectile pressure, then you should take Shield of Athena instead, as it can give a projectile shield when you neutral dodge a projectile, helping Wonder Woman close the gap and get the enemy’s face.

Placement in the Tier List

Wonder Woman is a solid character with good damage negation and supports her teammates and herself well, however, doesn’t have a lot of range, and has to work harder than other characters to string hits together and secure kills, which is why she is at A Tier. For teams, she can help her teammate even more, with her ability to give her teammate Armor with 5 different moves (Her Lasso, Down Special, Aerial Up Special, Grounded Side Special, and Grounded Down Attack). With her armor, she has very high survivability, as well as has better then average weight, so opponents can have a hard time ringing you out. (Note all characters in this game are viable, I fully believe that)

Tips and Tricks

  • Her lasso can be a good kill move if you can predict where they are going to go. If you have Whip of Hephaestus equipped, the end has a sweet spot, which can quickly end people that are about 120% or higher
  • If you do not have Whip of Hephaestus, lasso can be used as a combo tool, as it brings people in. You can do this with the perk equipped but it is much harder
  • Normal Up-Air has a spike hitbox on her foot, which can lead to some earlier kills or situations where you can spike them mid-stage, but is hard to hit
  • Normal Grounded Down-Attack can be used to trade hits with multiple characters that like be in your face, like Finn and Taz. Using this move to tank a hit leads to some combos, like Normal Grounded Forward-Attack. It has a small hit box if used instantly though, so make sure to use to to react, instead of engage
  • Using Aerial Up-Special can be used as a mix-up\delay tool to mix up your landings. It pushes you up into the air, so you can stall your landing, and make your movements less predictable
  • Aerial Side Special can be a good move to kill with at about 130% towards the sides on the stage. Can also be angled upward and downward to hit unsuspecting people
  • Your Aerial Forward Attack is one of your main approach options, as it can combo into things like your Grounded Forward Attack or possibly predict a read and charge a Grounded Neutral Attack. As Wonder Woman, it's hard to take risks without being punished, so make sure you can predict and react.

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MultiVersus Tom and Jerry Starter Guide https://dotgg.gg/multiversus-tom-and-jerry-starter-guide/ Fri, 30 Sep 2022 04:24:41 +0000 https://dotgg.gg/?p=273 Tom & Jerry are a Mage character that focuses on Horizontal damage and Vertical Kills. They can unleash a barrage of projectiles to apply pressure and to keep enemies away from both of them. They are good at zoning enemies out, chaining projectile hits together, and have strong aerial attacks, but struggle as the enemy can kill Jerry, making your combos […]

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Tom & Jerry are a Mage character that focuses on Horizontal damage and Vertical Kills. They can unleash a barrage of projectiles to apply pressure and to keep enemies away from both of them. They are good at zoning enemies out, chaining projectile hits together, and have strong aerial attacks, but struggle as the enemy can kill Jerry, making your combos and zoning potential much worse as you lose a vital part of your move set for a while.

Tom & Jerry Match-up Chart

Tom & Jerry have many tools and abilities that can be useful is most situations, but characters that can kill Jerry easily can put a dent in your plans. Some moves that can kill him or put him into a vulnerable position are…

  • Velma’s word bubble (Neutral Special)
  • Jake’s House\Boat\Car move (Down Special)
  • Steven’s Shields (Up Special and Side Special)

Tom & Jerry have various options they can do at any given time. Need a strong projectile? Shoot Jerry (Neutral Special) for a good combo start, or to create some space. Jerry died? Use your dynamite stick (Aerial Down Special) and hit it with your tennis racket to make a barrier while you reset and recalculate your game plan. Having trouble recovering? Use your rocket (Aerial Up Special) or fishing rod (Side Special) to help you get back on stage while fending off the enemy. Tom and Jerry are excellent at adapting to different situations, but struggle a lot when Jerry isn’t alive.

The match-ups that are hard for Tom & Jerry come from those who can kill Jerry easily. For example, Velma’s word bubble, since you can put so many out so fast, is very effective at either hitting Jerry as even just one of them will kill him. Steven can be hard to hit with your projectiles, as his shields make it hard to approach with your main tools, and his access to super armor is bad for Jerry as he can block him, then attack. Jake’s house can be used above him to land over him, and if you use quark shot with Jerry at all while he is transformed, it gets reflected right into Jerry.

They are really good at stopping characters with larger hitboxes, or horizontal movement or attacks. Finn for example, gets countered by shooting Jerry, rendering his ability to charge attacks while moving very punishable by you. Iron Giant is massive, so Jerry, Fishing Rod, or Rockets don’t have a hard time hitting him, with Fishing Rod being very strong. Lebron’s Ball (Neutral Special, Up Special, or Down Special) can be destroyed by shooting Jerry into it, and since his ball has to travel in certain ways, it can become easy to predict and destroy it. Morty can be a bit tricky at first, but after a while, you learn how to deal with all of this projectiles. If you can get good reads on his snake projectile, you could reflect it back. Also, reflected tennis balls or Jerryshot (Neutral Special) can destroy the shards his grenades send out, and if he uses spaceship to recover, your frying pan is very nice to bounce him from the ship, to the top of the stage. Watch out for his grenades, and make sure to position Jerry either in places that are out of reach of his projectiles, or grab Jerry out of harm's way.

Best Perks for Tom & Jerry

  • Attack – Make It Rain, Dog! / Ice to Beat You! / That’s Flammable, Doc!

For Attack Perks, Make It Rain, Dog! is essential for Tom & Jerry, as it allows most of your moves to be faster. Ice to Beat You! will slow the enemy a bit, allowing you to follow up easier. It also reduces their movement speed, so hitting with Jerry or Dynamite is easier, and can allow you to combo into it easier as well with that slight opening the slow gives. That’s Flammable, Doc! helps rack up damage fast, due to how many projectiles you can throw out, and how easy it is to combo into them.

  • Defense – School Me Once / Toon Elasticity / Slippery Customer

For Defense Perks, School Me Once helps you against some of your bad match-ups, such as Velma or Bugs by giving you a shield, which can help a lot if you are waiting for Jerry to respawn. Toon Elasticity is useful on any character, by increasing your survivability. Slippery Customer helps increase your dodge effectiveness, giving a few more frames of invulnerability. This can help get out of combos, or get past the enemy who is trying juggle you in the air.

  • Utility – Coffeezilla / Triple Jump / Tasmanian Trigonometry

For Utility Perks, Coffeezilla helps Jerry come back faster after dying, and while you get your other moves back fairly quickly, having access to your dynamite stick (Aerial Down Special), mouse trap (Grounded Down Special), and rockets (Up special) can come in handy. Tasmanian Trigonometry, much like Toon Elasticity, is always helpful and helps you stay in the fight longer. Finally, Tom & Jerry’s aerials are very good, so being able to get higher to use your trash can smash (Aerial Up Attack), so having Triple Jump can help secure earlier kills.

  • Best Signature Perk – Dynamite Split

Dynamite Split is Tom & Jerry’s best signature perk, due to how flexable it can be, how it can help rack up damage, and it’s ability to help you force your enemies to keep their distance. It has little knock back, let you combo easier from the move, and the spread of the sticks makes somewhat of a wall to prevent the opponent from forcing their way to you. The only problem is your opponent might catch on to you using this and dodge accordingly, but overall it is help to help set-up or position yourself to a safer area.

Placement in the Tier List

Tom & Jerry have little problems outside of losing Jerry, which put them in S tier. They have tools for so many different situations, and very good kill moves. For being a mage, they excel in ranged combat, and can do very well in up close encounters as well. Good Tom & Jerry players can use Jerry very well to a point where the enemy will have little to no chances to kill him. He can combo into his projectiles extremely well, and players who are new with this character can play him effectively without needing to know complex combos or set-ups.

Tips and Tricks

  • Some of Tom & Jerry’s kill moves are frying pan (Aerial Down Attack), trash can smash (Aerial Up Attack), your fishing rod (Side Special) and sometimes your rocket attacks (Up Special)
  • Fishing rod gives you horizontal movement in the air, so you can use it to gain some distance for recovering from off-stage, while it can also use to ward off enemies. It’s hard to hit it, but using it off stage is a great defensive tool and helps recovering
  • Pushing Neutral Special after launching jerry will fire tennis balls to his location, and will bounce off him. Using any attack will have him launch a quark as well. You can reflect both of these projectiles if you hit it with your Tennis Racket (Neutral Attack). You can do this with any other projectile as well
  • Your trash can smash (Aerial Up Attack) has a sweet spot where Jerry is during the attack. Combine this with triple jump to get some earlier then expected kills
  • When Jerry is launched out, using rocket (Up Special) will make the rocket go to Jerry’s location and explode where he is at. This can be useful for instance, if you need to recover so you shoot Jerry on stage, then rocket to him. This move is very versatile so try it out!
  • Your Grounded Up Attack, the paddleball, can be charged and used while moving. This is a good anti-air, and if timed right, you can combo it into your Aerial Up Attack. This can be great to catch opponents trying to land

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MultiVersus Shaggy Starter Guide https://dotgg.gg/multiversus-shaggy-starter-guide/ Fri, 30 Sep 2022 04:24:39 +0000 https://dotgg.gg/?p=261 Shaggy is a Bruiser character who focuses on Horizontal and Vertical attacks. He has very good mobility, and can either string combos together, or can finish enemies by powering up his moves for easier kills. He has very good finishing options, but must stay stationary to be able to use them, which can prove hard to pull off against fast, in […]

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Shaggy is a Bruiser character who focuses on Horizontal and Vertical attacks. He has very good mobility, and can either string combos together, or can finish enemies by powering up his moves for easier kills. He has very good finishing options, but must stay stationary to be able to use them, which can prove hard to pull off against fast, in your face opponents.

Shaggy Match-up Chart

Shaggy struggles a lot against characters that can combo off of their projectiles, for example:

  • Batman’s Batarang (Neutral Attack)
  • Bugs Bunny’s Safe or Rocket (Neutral Special and Aerial Side Special)
  • Velma’s Word Bubbles (Neutral Special)

These moves can punish Shaggy as he doesn’t have many options to outrange them, or the enemy can fire a lot at you at once. If the opponent can initiate combos from afar, then Shaggy has a hard time getting in to do his combos. Rage boosted moves can beat out these options, but usually are used to kill, so it isn’t good to waste those on beating out projectiles. The exception being if you can destroy it, and hit the enemy with a rage boosted special (most likely Side Special). Shaggy has to really get in to start his combo strings, so any characters that can interrupt it with a projectile is hard for shaggy. Lebron is an exception, as with your speed, you can maneuver around his ball, and punish him easily when he doesn’t have it. Jake is also a tough matchup, due to how far his long range fist move (Aerial Side Attack) can easily hit you while you are approaching. Morty can be a problem, he has many tools to zone you out, and has very good survivability. If he can predict how and where you are going to go, he will stomp you. Really try to mix up your approach and try to use sandwich more to make openings. If he is far away, you can try to charge, but be careful as his grenades have more reach then you might think. You have to be able to play patiently and look for an opening, and make the most of it.

Garnet and Superman can seem hard to fight as shaggy, but both have start up to their attacks, or they are locked into an option for a while after they use it. Garnet’s Jab Combo (Grounded Side Attack) can seem hard to interrupt, but with Shaggy’s mobility, can be attacked from above. Superman can be fought in the same way, try to wait and punish the telegraphed attacks he has, such as Ten-Ton Tackle (Aerial Side Special). Shaggy is good against those who focus on armored attacks, as he can interrupt with either his sandwich (Grounded Down Special) or by using Flurrious Feet (Neutral Air Attack). You can combo Iron Giant pretty easy with your fast attacks and movement, but be careful of his set-up for early kills. Don't just recover up against the wall, as he can easily hit you if you are predictable like that with his Cannonball slam. Steven can be hard to catch, as he has multiple abilities to block you from reaching him quickly. Use your speed to maneuver around the obstacles he places. Toon Elasticity can be useful for this match-up.

Best Perks for Shaggy

  • Attack – Lumpy Space Punch / Wildcat Brawler / Snowball Effect

For Attack Perks, Snowball Effect is pretty useful since being stronger while losing is always a benefit. Shaggy can dish out attack that can do a lot of damage and knockback at once, which is great combined with this if you aren’t in the lead. Wildcat Brawler and Lumpy Space Punch provide bonus damage on the ground or in the air, which fit Shaggy’s playstyle very well as he fights with a combination of aerial and grounded attacks.

  • Defense – Toon Elasticity / Stronger Than Ever / School Me Once…

For Defense Perks, School Me Once… can be great against projectiles, to ensure you don’t get hit by too many at once, which can be very good against someone like Bugs. Toon Elasticity is useful on most characters, characters like Bugs, Tom and Jerry, and Jake like to hit you against the stage, so reducing the effectiveness of that helps. Then, Clear the Air helps getting closer against projectile pressure.

  • Utility – Tasmanian Trigonometry / Triple Jump / Speed Force Assist

For Utility Perks, Speed Force Assist increases your speed which helps get follow ups for combos, or get away and dodge through projectiles. Triple Jump is good as Shaggy’s Aerial Up Normal can be used higher up, which can either kill at higher percent, or can juggle opponents for longer. Tasmanian Trigonometry is good on most characters, as having higher influence on your KI (Knockback Influence) can help you not get knocked out, and can prevent some deaths from happening at earlier percents.

  • Best Signature Perk – One Last Zoinks

One Last Zoinks gives you rage immediately at 100%, which is very helpful in surprising your opponent. Shaggy’s rage boosted moves are very strong, so being able to use one instantly once at possible kill percent is really good. Hangry Man reduces charge time of rage by about 2 seconds, which isn’t bad, but requires a sandwich. It can be hard to find time to get the sandwich, and then also charge rage, as you most likely would want to use the sandwich as a projectile instead.

Placement in the Tier List

Shaggy is a great character with his real weakness being how close he has to get to his opponent. His combos are very good, has some armored moves, and the ability to cause devastating hits. His rage mechanic is a powerful tool, and if used right, can finish enemies early or make them get to a higher percent faster. He’s fast, has good combo tools, and can help teammates with his enrage buff. Shaggy can combo very well, has good armor breaking moves, and kills with more moves then others, he is a very solid pick, but has pretty known combo routes, so opponents might already know what you can do, and play against that accordingly.

Tips and Tricks

  • A simple combo you can do is the first two hits of Grounded Forward Attack, followed by uncharged Grounded Up Attack, then use Up Special. This can sometimes be followed by Aerial Up Air or another Up Special
  • If you charge or obtain rage while holding a sandwich, using Down Special will throw a more powerful, bigger sandwich out. However, this does not use your one rage boosted special, so you can effective get two boosted specials out of one charge
  • After ringing out an opponent, you can fully charge rage before they spawn and can hit you if your not in the middle of the stage. This is easier to do with the perk Stronger Than Ever
  • You can angle your Side Special upward or downward, which is really strong at hitting people who might jump or dodge down out of the way
  • Some good kill moves are Side Special, Up Special, and Aerial Down Attack off-stage.
  • If you have rage, Boosted Side Special kills fairly early, otherwise, you can do the first two hits of your Forward Grounded Attack, then do Boosted Up Special for a fairly simple kill confirm

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MultiVersus Arya Stark Starter Guide https://dotgg.gg/multiversus-arya-stark-starter-guide/ Fri, 30 Sep 2022 04:24:35 +0000 https://dotgg.gg/?p=277 Arya Stark is an Assassin character who focuses on Horizontal damage and kills, but can combo Vertically, and kill Vertically when you master her combos. She is hard to use, but if you train with this character, she excels at racking up damage quickly, can do long combo strings, and has access to other character’s abilities, allowing her to mix-up […]

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Arya Stark is an Assassin character who focuses on Horizontal damage and kills, but can combo Vertically, and kill Vertically when you master her combos. She is hard to use, but if you train with this character, she excels at racking up damage quickly, can do long combo strings, and has access to other character’s abilities, allowing her to mix-up combos and attacks. She is very good once she gets in the opponent’s face, allowing quick burst combos. If you can’t start those combos however, she struggles heavily to get going against characters that cancel her approach, especially against characters with good projectile pressure.

Arya Stark Match-Up Chart

Arya doesn’t do well against characters with fast projectiles or characters that can zone her away. Some moves to look out for are..

  • Tom shooting Jerry (Neutral Special)
  • Batman’s Batarang (Neutral Attack)
  • Lebron’s ball (Neutral Special, Up Special, Down Special)

Characters that can zone Arya with projectiles and ruin her approach, or destroy her dagger, are serious problems for her. She doesn’t have much range, and so you must either dodge these, or get hit and attempt to approach again. Jerry is especially hard to deal with, as he can follow up with additional quarks, which stop your momentum by knocking you back a bit. Fighting these match-ups require you to predict when they are going to throw out these moves, so you can dodge and get in their face. Batarang can be tricky since it can be angled, and you have to deal with it coming back as well. Jerry is fast, and can bring additional projectiles to the other side of the arena. You can kill Jerry in two Aerial Down Attacks, but are unable to kill him in one hit, so be careful if trying to kill Jerry to make sure Tom doesn’t capitalize on the distraction. Morty has multiple ways to ward off your knife, and your main combo starting attacks. Patience is key in this match-up, and you must try to be unpredictable so Morty doesn't ruin your approach with grenades every time.

Characters like Iron Giant or Superman are better match-ups for Arya Stark. Iron Giant’s only defense against your combos are his Armored Bolts (Neutral Special) but otherwise, you can hit him with a lot of your combos easily and rack up tons of damage. With Superman, he needs to get close to you to start most of his combos, but a lot of his approaching aerial attacks, like her Aerial Neutral Attack, can be easily dodged and counter attacked with your moves that dodge then strike. Things like your Grounded Neutral Attack and your Grounded Down Attack can counter most of his approaches very well. Armored moves can usually be dealt with using these moves as well, or by using your Side Special when dagger is on cooldown. This is a multi-hit armor breaker with good duration and a decent disjointed hitbox when your catching opponents charging moves or when they try to dodge out of the way.

Best Perks for Arya Stark

  • Attack – Snowball Effect / Persuasive Power Punch / Up, Up, and A-Slay

For Attack Perks, Snowball Effect is very nice, as Arya can rack up damage quite quickly, making the perk active more often then not. Especially good for leveling the field if you get rung out first, combined with her backstab mechanic, can help you finish off enemies while your either in the lead, or if you need to make it even. Persuasive Power Punch and Up, Up, and A-Slay help secure kills faster and do more damage during your combos. These damage boosting perks do even more damage when you can consistently backstab your opponent, helping you further. For Arya, you should have more utility perks rather then attack perks, as movement is much more important than some extra percent on Arya.

  • Defense – Clear the Air / School Me Once… / Toon Elasticity

For Defense Perks, Clear the Air synergizes very well with one of Arya’s passive abilities. As Arya, when you neutral dodge an attack, you get a Turn Attack buff (like what your Down Special gives) for a while. With this perk, you also destroy projectiles when you neutral dodge them. This can be good against Batman, where you neutral dodge the projectile, forcing it in to a breakable state for you to hit, as well as gaining Turn Attack in the process. School Me Once… helps against Tom & Jerry, specifically his dynamite sticks ( Aerial Down Special). Toon Elasticity helps with survivability, helping you last longer as Arya takes 14% increased damage due to being an Assassin class character.

  • Utility – I Dodge You Dodge We Dodge / Leg Day Champ / Tasmanian Trigonometry

For Utility Perks, I Dodge, You Dodge, We Dodge also synergizes well with Arya’s passive ability. This perks reduces cooldown when you dodge an attack, so if you neutral dodge something, you reduce your knife (Side Special) and your Turn Attack cooldown. You will also gain a brief Turn Attack buff, due to Arya’s passive, helping rack up damage while some of your skills are on cooldown. Leg Day Champ gives you higher jump height, which is handy when trying to secure kills with up-air, or if you need to jump over projectiles or the opponent charging attacks. Finally, Tasmanian Trigonometry helps you live longer, and negate some earlier kill combos other characters have by increasing the chances of escaping the combo or from being killed. You want to have some of these Utility Perks in your loadout at almost all times. Arya is light, and very combo heavy, but can greatly benefit from more survivability or movement speed.

  • Best Signature Perk – Trophy

Trophy is her best signature perk, it gives you 5 Face Stacks, which allow you to use the Neutral Ground or Air Attack of the opponent you just killed. This allows you to have more options when the enemy respawns, and gives you access to new ways to extend or start combos. Things like Reindog’s Neutral Projectile, or Harley Quinn’s Neutral Aerial Attack are great moves for Arya to use and combo off of. Her other perk is usually in doubles only, and requires you to hit your ally with your dagger, instead of the enemy. This removes your best combo starting tool, so overall Trophy is better as it gives more options to use, and doesn’t incentivize using your dagger on your ally rather then your opponent. Getting Face Stacks also allows a slow but strong AoE Stun ability around her, which is extremely potent.

Placement in the Tier List

Arya is a strong, but very difficult to learn character that struggles heavily against certain match-ups. Her combo potential is possibly the best in the game, and her unique mechanics allow her to damage opponents quickly. However, she is akin to a glass cannon, and can die at earlier percents against a lot of other characters. She also has a tougher time killing and finishing her opponent then other characters do, making her even more difficult to pick-up and and play efficiently. If you take a while to learn her, and use her unique mechanics and moves effectively, then Arya is very strong and can seem unbeatable once you master this character. Her B+ Rank position is due to her very strong potential and combo capability, but only is held back by her difficulty, low ranged attacks. and some hard to face match-ups. It is also influenced by the changes to her Aerial Up Attack, which you can now DI out easier of. This makes Arya's combo potential in the air more difficult to connect attacks together when using that move.

Tips and Tricks

  • Her bread and butter combo is sticking your knife (Side Special) into the enemy, then teleporting, into Up Special, into Aerial Up Attack. You can use this as a starting point when learning how to combo with her
  • Her Grounded Down and Neutral Attack are extremely useful and you need to learn how to use them properly. A good use of Grounded Neutral Attack is to use it against landing aerials (Like Harley’s Neutral Air Attack). Grounded Down Attack is harder to use, but can just as effective against things like Armored moves that leave the enemy stationary
  • Try to incorporate Neutral Dodging into your playstyle! Getting a Turn Attack Buff does wonders for Arya, and being able to Neutral Dodge projectiles like batarang or Jerry helps you approach better
  • Her AoE stun while she has a Face Stack is hard to time right, but can be very useful, especially in Teams. Try to predict where the enemy might dodge and use it there to catch them by surprise
  • You can angle your Side Special without the dagger up or down, and sometimes can make it to a curve from forward, up, then backwards. Try this move out, it helps a lot against Superman or Garnet
  • Your main kill moves, if you can’t seem to get a combo going, are Ground Neutral Attack, Aerial Side Attack, Aerial Up Attack, and Grounded Down Attack if your closer to ledge. If you can hit a backstab with this, or have Turn Attack buff up, it helps with finishing your opponent

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MultiVersus Morty Starter Guide https://dotgg.gg/multiversus-morty-starter-guide/ Fri, 30 Sep 2022 04:24:32 +0000 https://dotgg.gg/?p=855 Morty is a Bruiser character that plays more like a Mage. He has multiple projectiles that have somewhat long cooldowns, but can be used in a lot of creative ways. He also has some good tools to increase his survivability, and great recovery options. His kit is versatile, and with enough practice, can usually adapt […]

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Morty is a Bruiser character that plays more like a Mage. He has multiple projectiles that have somewhat long cooldowns, but can be used in a lot of creative ways. He also has some good tools to increase his survivability, and great recovery options. His kit is versatile, and with enough practice, can usually adapt to various situations. However, some of his melee moves are either slow, or a bit weak, meaning it can be hard for him to distance himself from the enemy if they are playing aggressively when he is out of tools.

Morty Match-up Chart

Morty can struggle a lot against characters that have projectiles that beat out his own. With the projectile update, several projectiles can beat out his grenades and remove them from play. Things like...

  • Batman's Batarang
  • Tom when he shoots Jerry out
  • Bugs's safe or rocket

If you try to approach with a grenade, and the enemy destroys it, then you are put in a bad position. If the character is fast, like batman, he can almost always beat your moves in that situation. So learning to either mix-up your options against these match-ups is key. A good move is your snake projectile, it's fast, and can help catch enemies before they throw something out. Morty's whole move set can be used in different ways, so in these difficult match-ups, try to think outside the box. Things like splitting your grenade with your earth spike (Grounded Side B), or using your snake projectiles to hit the bottom of a platform can help. With characters like Wonder Woman, she can pretty easily destroy your grenades or just power through them, so trying to hit them at range is key to winning. Against bugs, your plumbus move (Grounded Down Attack) can remove his rabbit hole if you are using the Extra Fleeb Juice perk, as well as it can remove Tom's Mousetrap.

Morty does really well against characters that must get extremely close to hit. Shaggy and Taz are examples. You can zone them out with your grenades and other moves, and if you can predict where they are going to go, then it makes it even better. Harley is lighter, which can make killing with grenades easier. Some of her kill moves can be pretty telegraphed, so knowing what she is going to do lets you punish with a grenade or your ground spike. Morty does well against LeBron as he can easily destroy the ball with most of his projectiles, and after that, Lebron has very short ranged attacks until he can get another. Things like your portal door (Aerial Side Special), or your space ship (Up Special) can help reduce LeBron's ability to ledge guard you as well, which is one of his biggest strengths.

Best Perks for Morty

  • Attack - I'll Take That / That's Flammable, Doc! / Nice to Beat You!

For Attack Perks, That's Flammable, Doc! can let you rack up more damage. Morty's attacks are a bit weaker in terms of how much percent they do, so being able to add 1-3% to some of your attacks can help rack up damage faster. Nice to Beat You! will let you add slow to your projectiles, making following up with one of your aerials easier. Being able to combo off of your projectiles is very important for Morty, so slowing them a bit can help you hit more reliably, and can help your teammate do it as well. I'll Take That is also great, as Morty's has multiple cooldown moves. You can apply debuffs with your Grounded Down Attack or your Grounded Side Special. Your Aerial Up Attack can apply fire, but can be hard to hit after it as it sends up. You can also combine this with the other two perks listed here to force projectiles to apply a debuff, allowing you to get more value out of I'll Take That.

  • Defense - Toon Elasticity / Absorb 'n' Go / Slippery Customer

For Defense Perks, Toon Elasticity can further increase your survivability, and help against Tom and Jerry's frying pan (Aerial Down Attack). Clear The Air can also help against characters like Tom and Jerry, and Batman, in case your having a hard time dealing with their projectiles. With this, you can instantly destroy Batman's Batarang, for example. You can't destroy Jerry this way however, so keep that in mind. Things like Bug's Pie, Lebron's ball, or Gizmo's arrows can be destroyed. Slippery Customer helps you dodge through attacks easier, allowing you to more easily get past multiple attacks.

  • Utility - Coffeezilla / I Dodge You Dodge We Dodge / Tasmanian Trigonometry

For Utility Perks, Coffeezilla is always really nice. With so many cooldowns, reducing them is helpful and can help some of your survival or combo starting tools come back faster. I Dodge You Dodge We Dodge gives you 10% on every successful dodge, which also is good for Morty for the same reasons Coffeezilla is. Tasmanian Trigonometry also increases Morty's already good survivability, and can let you get out of things like Arya or Bugs combos easier.

  • Best Signature Perk - Oh That's Still A Grenade

Morty's best signature perk is Oh That's Still A Grenade in my opinion. It lets your grenades have an easier time to kill your opponent, and improves your passive ability. Your teammates grenade is always at max range, and this can expand how you place your grenades and their effective range. Do note, that the size of the explosion is based of how long the grenade cooks, not how long you charge the throw. So it is based off of the yellow circular bar around the grenade that shows how much longer until it explodes. It also makes splitting the grenade with your ground spike (Grounded Side Special) more effect as both grenades will shortly after explode with the largest radius. This covers quite the large area, and is good at warding off enemies or adding damage during the middle of a teammates combo. I'm More Than Just A Hammer is very fun to use, and can catch opponents extremely well, especially when they are trying to recover. However, you have to really commit to it, and if the enemy has a good Downward attack, can just hit you out of it easily. Also, from my experience, it seems it trades kill power for being continuous, as without it, the single hammer swing can kill as early as 100% against some. Also, charging the hammer can be a good mix-up tool as the opponent tries to dodge in to avoid the hammer, but by delay it, they still get hit.

Placement in the Tier List

I would place Morty in A tier. With the most recent hitbox\hurtbox update, he has really felt better to play as. His jab combo is more reliably, and since his passive got enabled, he's even better in teams. I would say he still struggles against certain match-ups, but ultimately I think his biggest weakness is just his difficulty. He isn't someone you can just pick up and play, you have to devote time to him to really start to see results. He has pretty strong aerials and can really get going if you start to predict where the enemy is going to go. His amount of unique tools to get him out of various situations is really good, especially in doubles. Rick or Reindog are very good teammates that can rack up damage for you, while you set up for a grenade kill, or keep them away with all your tools. Tanks can also be good, as on top of their weight, do good damage, and can live longer. You can make them live even longer by using your Down Special, and save them from being rung out.

Tips and Tricks

  • Your main approach option is going to be either your snake projectile, a grenade, or grounded side special, your rock pillar. A nice combo string you can do is your snake projectile, followed by Aerial Down Attack, and then your Aerial Up Attack. This can hit at various different percents. They might be able to DI out of it, so make sure you see what direction they are drifting. You could also transition into your jab after your axe swing (Aerial Forward Attack) after hitting the snake projectile.
  • Your grenades can be used in many different ways. Try throwing a grenade on stage while trying to recover to effectively protect your return. Throw a grenade and explode it when you predict an air dodge to you. You can also hit the grenades around, so hitting a grenade that's close to exploding can catch people off-guard. Try to get comfortable with using them, and feel free to experiment with different grenade plays.
  • If you are trying to recover and the enemy is attempting to spike you, using your Aerial Up Attack can be good at fending off the enemy. The hit box is quite big and has a fair amount of disjoint. I would not use this against characters like Lebron or Bugs. Otherwise to recover, you can use space ship, which is done correctly, can nullify any spike the enemy does. Using your Portal gives you armor, which can help tank a hit.
  • Your down special can be extremely strong in Teams as it brings your teammate to you if they were about to get rung out. This can help so much and I would save the ability until you and your teammate is at higher percents towards the end of the match. Otherwise, use this when you can reliably hit the enemy back to the starting position. When you return, the place you started has a hit box when you teleport back to it. This is actually fair strong at ledge guarding as you could go off-stage and play risky, then in teleport back on stage, or catching the enemy recovering if you missed them. It will not pull you back if you get rung out however, so be careful.
  • Your Aerial Side Attack should be used to engage if you don't have many resources. It is strong, can combo into a ground combo well, and comes out pretty fast. It can be useful as well in situations where you are jumping into a teammates combo, or when you want to put a move out while retreating. Reversing it so you attack forward while moving the other direction can be a good mix-up approach option to catch dodging opponents.
  • Your snake projectile is a great edge guarding tool, as it branches out both directions after the initial projectile explodes. This can be used in many different ways, and can lead to some earlier spikes. Try to use this when you can or to catch enemies off stage, it's very strong and reliable once you can get used to it.
  • Don't get discouraged when you first play this character. It will take some getting used too, and you might not be doing the most damage, but after some practice and playing him, you will get used to his playstyle and be able to use all of his moves effectively and creatively.

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