MultiVersus Batman Guide: Combos, Perks, Specials, And More
The MultiVersus Batman guide can teach players what they need to know about finding success with the Dark Knight. This fighter is a veritable threat in MultiVersus, even after undergoing some changes in version 0.1 of the MultiVersus patch notes. For more information about his strongest combos and best perks, keep reading this MultiVersus Batman guide.
MultiVersus Batman Guide: Overview
Batman is a Bruiser in MultiVersus, with many slow but powerful attacks. He is classified as a Vertical fighter, meaning he generally has an easier time killing off the top of the screen. Batman is also surprisingly light, meaning players will have to position themselves carefully to avoid dying early.
Batman has the Ninja Training passive ability, which grants him the Hasten buff and makes his attacks apply three stacks of the Weakened debuff whenever he is Invisible. In addition, Batman is able to dodge upward or diagonally upward from the ground, while most characters can only dodge horizontally on the ground.
Batman’s best tool in neutral is his Batarang, which he can throw with his grounded and aerial neutral-normals. This move can attack opponents from afar, set up approaches with Batman's melee attacks, and even apply the Weakened debuff to enemies. However, the Batarang operates on a cooldown, so players will have to find creative ways to get in while waiting for another opportunity to use the Batarang.
MultiVersus Batman Guide: Specials
For his neutral-special, Bat-Bomb, Batman attaches a time bomb onto an opponent if he can hit them with an attack. Throwing a Batarang will notably attach the Bat-Bomb, although a cooldown will apply if the Batarang does not return to Batman.
Batman’s MultiVersus side special is the Bat-Grapple. With it, he aims and fires a hook gun that can lock on to either other opponents or the stage itself. Then, the grapple will reel Batman in, dealing damage to any opponents he hits along the way.
With his up-special, Rising Bat, Batman charges an uppercut on the ground that launches both him and his opponent into the air. The aerial version of this move is Rising Rapid Bat. While the aerial version can’t be charged, it is still a solid move that can be used to kill opponents near the top blast zone.
Finally, there are two different variants of Batman’s down-special. The grounded version is Smoke Bomb, which has a cooldown. While inside the smoke, Batman and his allies are Invisible, immune to projectiles, and able to receive a faster recharge on their dodge meters. Allies also receive invulnerability for a short period of time, whereas enemies become slower in the smoke.
In the air, Batman’s down-special is called Crashing Justice. This move is a simple downward-moving kick, which he can angle in slightly different directions. While it provides less utility than the Smoke Bomb, Crashing Justice is still a useful part of Batman’s aerial combo game.
MultiVersus Batman Guide: Perks
Batman has two signature perks in MultiVersus. Bouncerang causes the Batarang to apply maximum stacks of the Weakened debuff if it hits opponents after it has reached its maximum distance and is on its way back to Batman. Meanwhile, the Precision Grapple perk causes Batman’s side-special to emit a powerful blast once Batman is reeled to his destination, in exchange for doing less damage on the way to that destination.
Batman’s natural perk progression does not include any Defense perks. Instead, the character relies more so on Offense and Utility perks that promote a more aggressive playstyle. With the Offense perk Hit ‘Em While They’re Down, Batman deals 10% extra damage to debuffed enemies. This synergizes well with the Batarang, which is already an important part of his kit.
In addition, Batman’s two recommended Utility perks are Gravity Manipulation and Aerial Acrobat. Gravity Manipulation increases Batman’s fast fall speed by 10%. Since he is so light, this can help him quickly get out of the air, where he is often at risk of dying to a strong upward attack. Meanwhile, Aerial Acrobat increases his air acceleration by 10%, further improving his aerial movement.
MultiVersus Batman Guide: Combos
As a Vertical fighter in MultiVersus, Batman likes bouncing his opponents into the air and comboing them vertically. While a bit difficult to land, a low-to-the-ground down-air on stage can do just that, allowing Batman to follow up with a string of grounded up-normals, up-airs, and up-specials.
Meanwhile, the Batarang can set up combos from a distance. After hitting an opponent with the Batarang, Batman can rush in with a forward-air, then transition into a grounded side-normal combo, potentially ending with an up-normal finisher to start further aerial juggling.