MultiVersus: How To Play Batman

The rendition of Batman that the developers put into MultiVersus is nothing like we’ve seen on screen recently. He is aesthetically a lot cleaner and has some old-timer lines like calling Shaggy a hippie. It’s a real grand experience playing him in the game. His combat, on the other hand, isn’t clean or reminiscent of the past at all. Batman is a combo-heavy character with many tricks up his sleeve to throw enemies off guard.

This guide will teach how to master Batman and ensure that players are more successful if they pursue him as their main.

DUALSHOCKERS VIDEO OF THE DAY

Moves And What They Do

Batman In MultiVersus Using A Grappling HookBatman In MultiVersus Using A Grappling Hook

Here are all the Batman’s moves with a detailed explanation of how and when to use them:

Specials

 Bat-Bomb (Neutral Special)

  • This move has Batman equip a Bat-Bomb.
  • Any hit will have the bomb latch to the opponent.
  • The bomb will detonate in 3 seconds and launch the opponent upward.
  • If Batman throws a Batarang while the bomb is equipped, the bomb will latch onto the Batarang and then to the opponent if it hits.
  • The bomb will disappear if Batman doesn’t land a hit within 5 seconds.
  • Once the bomb hits or disappears, the ability will be on a cooldown.
  • The air attack is the same as the ground attack.
  • A great tip is if an opponent gets trapped in a combo that has them bounce and Batman equips the bomb before that bounce, the bomb will stick to them without Batman having to land a hit.

Bat-Grapple (Side Ground Special)

  • The Bat-Grapple allows Batman to aim and shoot a grappling hook.
  • This move will attach to the environment or a player and have Batman launch toward it.
  • If Batman hits the environment, he will hit the opponents caught in the way.
  • The air attack is the same as the ground attack.
  • This move can’t be used more than twice while in the air.

Rising Bat (Up Ground Special)

  • This attack hits upward, can be charged, and launches Batman into the air.
  • This move is great as it can be used as a primary kill move.
  • The move is also an amazing anti-air attack for when enemies are falling back toward the stage.

Rapid Rising Bat (Up Air Special)

  • The air attack is the same as the ground, but it doesn’t charge.
  • When used as a combo from the Rising Bat move, this can be a primary kill move.

Smoke Bomb (Down Ground Special)

  • Batman throws a smoke bomb beneath him.
  • The smoke bomb will give Batman and his ally invisibility and a speed boost.
  • Batman and his ally will also receive Projectile Sidestep – This makes it so that a character’s projectiles go through them when coming back.
  • This move will also give Batman and his ally faster recharge for their dodge meter.
  • Batman’s allies will get brief invulnerability when they first step in.
  • Any enemies in the smoke are slowed, and hits will apply Weakened, making enemies launch farther when hit in the smoke.
  • This move has a cooldown after it’s used.

Crashing Justice (Down Ground Special)

  • Batman will do a flying kick toward the floor.
  • Players can control Batman’s direction while using this move.
  • This is great for ledge guarding and can spike opponents for some early kills.

Attacks

Batarang (Neutral Ground Attack)

  • Batman can charge and throw a Batarang.
  • It will fly forward and then return to Batman.
  • The longer a player charges, the farther that the Batarang will go.
  • If Batman can pick it up or get his returning Batarang, the cooldown will be much shorter than when it disappears, gets caught by the opponent, or ends up off the screen.
  • If the Batarang hits an opponent, it will apply Weakened.

Aerial Batarang (Neutral Air Attack)

  • This is the same as the ground, but it can be aimed.
  • If all of Batman’s jumps and any other recovery are gone, he can throw his Batarang toward the stage to launch back to the arena.

Bat-Combo (Side Ground Attack)

  • Batman will do a powerful combo of punches.
  • The move ends in an uppercut that can kill opponents.
  • It can be used as a primary kill move at high health if a player can catch an opponent.
    • It can be slow, and sometimes opponents can escape midmove, so the last hit won’t connect to kill.

Bat-Strike (Side Air Attack)

  • Batman can charge a forward kick.
  • After the forward kick, players can use combo by hitting the same input into a forward jab.
    • The Forward jab will apply one stack of Weakened.
  • This move can be used for recovery to get back on stage.
  • Players can use this move as an air opener when practiced and timed correctly.

Clear The Air (Up Ground Attack)

  • This attack gives Batman the ability to charge an overhead swing.
  • If this attack hits, Batman will apply a stack of Weakened.
  • This is a perfect move to start combos, but players will not be able to get kills with it.

Flying Uppercut (Up Air Attack)

  • Batman will charge an upward jab.
  • If a player hits the same input again, it will combo into another swipe.
  • This move will apply one stack of Weakened.
  • The move can get kills if the opponent is high enough.
    • Most of the time, players should not prioritize this as a main kill move as it works better in combos.

Bat-Slide (Down Ground Attack)

  • This is a slide attack that can be charged.
  • The charge will extend the range of the move.
  • Players will combo into a forward kick if they put in the same input.
    • The forward kick is useless as it has a long charge up.
  • Players can cancel out of it quickly and combo into another Bat-Slide after.

Bat-Kick (Down Air Attack)

  • Batman will do a sweeping kick downward.
  • This move can be used as a ledge guard if timed correctly.
  • This can also kill opponents that are at high percentages.

Tips

Batman Throwing A Batarang At Samurai BatmanBatman Throwing A Batarang At Samurai Batman

These tips will help Batman players hone in the moves above:

  • Batman is heavily based on being able to apply Weakened to the opponent.
    • A lot of his moves apply the effect, so players should try and combo these moves together to get opponents to the highest Weakened state where they have applied five stacks.
    • This will land Batman some early kills.
  • Batman’s utility is his magnum opus, but unlike other characters, his utility shouldn’t be spammed.
    • His Batarang can be used to set up combos when Batman has decent health. If Batman is close to dying, then the Batarang can be used for chip damage on opponents until there is an opening or for recovery if they’re saved.
    • The smoke should be thrown out so Batman can recover. Either that or players should use it to stack Weakened on the aggressive opponent with basic attacks.
    • Batman’s bomb can be inserted into combos. This move should be used whenever it’s available. It does some nice chip damage even if it doesn’t land a kill. If an opponent is high enough on the map, it will kill them.
  • Players should remember that Batman can glide, which can slow down some of his air attacks.
    • Players should use this to throw their opponent off and start some combos.
  • If Batman is playing against characters that can deflect projectiles, he should only use his Batarang when he is nearby.
    • His side air will create openings.

Batman Combos

Batman Versus Superman In MultiVersusBatman Versus Superman In MultiVersus

Here are some combos players can start with to get a feel for Batman:

  • Launch Combo – Ground Attack (Side), Ground Attack (Side), Ground Attack (Side), Ground Special (Up)
  • Multi-Hit Launch Combo – Charged Ground Attack, Ground Attack (Side), Ground Attack (Side), Ground Attack (Side), Ground Special (Up)
  • Bat-Bomb Standard Combo – Ground Special, Ground Attack (Side), Ground Attack (Side), Ground Attack (Side), Ground Special (Up)
  • Reverse Multi-Hit Combo – Ground Special, Air Attack, Air Attack (Side), Ground Attack, Ground Attack (Down), Ground Special (Up)
  • Bat-Bomb Grapple Combo – Ground Special, Air Attack, Ground Attack (Side), Ground Attack (Side), Ground Attack (Side), Special (Side), Ground Special (Up)

Time Stamp:

More from Dualshokers