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There’s an unbelievable amount of creative energy thrown into these characters, and it makes for a roster that is a ton of fun to play from top to bottom. Once enough evidence is collected, she can call a cop car, which will lock up an opponent for a small amount of time, sometimes even catching them in the air and causing them to helplessly fall off stage. By hitting opponents with specific attacks, she can get them to drop evidence. Velma from Scooby-Doo, meanwhile, is a support character that can buff her teammate and debuff the opposition, but also has her own side-goal involving solving a mystery. Tom and Jerry is one of the most interesting examples, with the player only being in direct control of Tom, but using Jerry as both a projectile and a tool that can be called upon for a variety of other projectiles that can hit from unexpected angles. There's an unbelievable amount of creative energy thrown into these characters.īeyond every character being built to offer some sort of team support, every character also just feels incredibly distinct, while still feeling true to their source material.
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In addition to that, Steven can also place a healing zone on the ground that heals both him and his partner, he can put out a bomb that can be picked up by his teammate and delivered to the opponents, and he can shoot out a shield projectile that can grant a teammate armor if it passes through them. Instead of using a spot dodge, he can call up a shield that can absorb three hits, and the kicker is that it not only protects him, but it also protects his partner as well, from any distance. I know I said that there’s no blocking in MultiVersus, but Steven is the exception. My own personal favorite character is Steven Universe, and it’s purely because of how he’s able to subtly help out his team while also being able to hold his own. Whether it’s as small as Taz’s whirlwind special granting a speed boost to his partner if he passes through it or as game changing as Wonder Woman’s ability to instantly dive to her partner and protect both of them with a strike-absorbing shield. Every character has some sort of aspect to them that encourages cooperation between teammates. There’s no such thing as a character with a bad recovery, because every character has generally the same powerful tools to get back to the stage, and on the flip side of that, every character is also able to be super aggressive off-stage.īut the big thing that separates MultiVersus from the rest of the crowd of platform fighters is its 2v2 focus. What this means is that aerial mobility is huge in MultiVersus. Not to mention the fact that every character can also wall jump infinitely to quickly climb up from the bottom of the stage back up to the top. There's no such thing as a character with a bad recovery For two, every character is able to use a double jump, two air dodges, and two special moves in the air before they hit the ground. You can only spot dodge, roll, or air dodge to avoid attacks, and the more you do so in quick succession, the less invulnerability you have during them.
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But there are a number of key differences in MultiVersus that make it play very differently. There are damage percentages, simple one-button-and-a-direction inputs for moves, and even Shaggy has a Captain Falcon-style knee of justice move. On the surface level, MultiVersus is quite a bit like Smash Bros.
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