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Shaggy is a Bruiser character in MultiVersus. Read on to find out how to play Shaggy, Shaggy's ratings and basic info, as well as Shaggy's moveset, best combos, best perks, and a list of skins available for Shaggy!
List of Contents
Shaggy Changes | |
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Knuckle Sandwich |
・Hitbox size reduced so the attack is less likely to hit behind Shaggy |
Combo Meal |
・Hitbox size adjusted to better match visuals |
Like, Overhead Swing! |
・Uncharged knockback increased to 1550 from 1450 ・On-hit cancel window delayed 8 frames ・On-whiff cancel window delayed 6 frames |
Power Stomp |
・On-hit cancel window into Ground Side Attack removed ・Hitbox size adjusted to better match visuals |
Flurrious Feet |
・Now limits fall speed during attack recovery |
Chiller Instinct Kick |
・Now limits fall speed during attack recovery |
Power Uppercut |
・Now prevents fast fall during attack start-up ・Early hits now more reliably combo into final hit, On-hit weakened debuff removed (Rage) |
Like, Feed The Hunger |
・Sandwich damage reduced to 5 from 9 ・Sandwich knockback reduced to 1600 from 2900 ・Sandwich knockback scaling increased to 15 from 12.5 ・Shockwave on-hit weakened debuff removed (Rage) |
Like, C'mere Man! |
・Fixed an issue where fighters grabbed by Shaggy could become stuck in terrain |
Zoinks! |
・Fixed an issue where fighters grabbed by Shaggy could become stuck in terrain (Rage) |
1.3.3 | ・Sandwich item now ignores platform collision while thrown |
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1.3.3 | ・Fixed an issue where Shaggy could not use Instant Aerial Dodge Rage specials |
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1.4.0 | ・Now limits fall speed during attack recovery |
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1.3.4 | ・Fixed an issue where the on-hit weakened debuff was not properly removed on the ground side special (Rage) |
1.3.3 | ・On-hit weakened debuff removed |
1.3.0 | ・On-whiff cancel window delayed 4 frames |
1.2.3 | ・Fixed an issue where this attack was breaking armor unintentionally |
1.2.2 | ・No longer breaks armor |
1.4.0 | ・Fixed an issue where the third hit of this attack could cause more knockback than intended |
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1.3.4 | ・Fixed an issue where the third hit of this attack could cause more knockback than intended |
1.3.3 | ・On-whiff cancel window delayed 2 frames (First hit) |
1.3.0 | ・Hitbox size reduced so the attack is less likely to hit behind Shaggy |
1.1.2 | ・Jump branch window delayed 11 frames |
1.4.0 | ・Now limits fall speed during attack recovery |
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1.1.4 | ・Reverted from 1.1.1 Base Knockback decreased to 1300 from 1700 ・Reverted from 1.1.1 Knockback Scaling decreased to 13 from 14 ・Reverted from 1.1.1 Knockback Angle is more downwards ・Reverted from 1.1.1 On-Hit cancel window faster by 10 frames |
1.1.1 | ・Base Knockback increased to 1700 from 1300 ・Knockback Scaling increased to 14 from 13 ・Knockback Angle is more horizontal ・On-Hit cancel window delayed by 10 frames |
1.3.0 | ・Now maintains more momentum when executed as part of a dodge attack |
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1.1.5 | ・Charge duration while holding a sandwich extended |
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1.4.0 | ・Hitbox size reduced so the attack is less likely to hit behind Shaggy |
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1.1.2 | ・Fixed an issue where Shaggy would float away while charging rage under certain conditions |
1.4.0 | ・Fixed an issue where fighters grabbed by Shaggy could become stuck in terrain |
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1.3.4 | ・Fixed an issue where fighters could get stuck to Shaggy during his grab attack ・Fixed an issue where a sandwich item would occasionally inherit the attack properties of a Rage mode super sandwich (Sandwich) ・Fixed an issue where fighters could get stuck to Shaggy during his grab attack (Rage) |
1.3.3 | ・Shaggy can now grab enemy fighters during attack start-up, carrying victims into his ground slam ・Shaggy can now grab enemy fighters during attack start-up, carrying victims into his ground slam (Rage) |
1.2.2 | ・No longer breaks armor ・Fixed an issue where the shockwave could get stuck traveling between identical terrains |
1.2.0 | ・Fixed an issue where the shockwave would appear visually above the ground |
1.4.0 | ・Sandwich damage reduced to 5 from 9 ・Sandwich knockback reduced to 1600 from 2900 ・Sandwich knockback scaling increased to 15 from 12.5 ・Shockwave on-hit weakened debuff removed (Rage) |
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1.3.0 | ・Sandwich healing reduced to 2 damage from 5 damage |
1.2.2 | ・No longer breaks armor ・Fixed an issue where the shockwave could get stuck traveling between identical terrains |
1.2.0 | ・Fixed an issue where the shockwave would appear visually above the ground |
1.1.5 | ・Sandwiches no longer collide with the bottom of fall-through platforms |
1.4.0 | ・Uncharged knockback increased to 1550 from 1450 ・On-hit cancel window delayed 8 frames ・On-whiff cancel window delayed 6 frames |
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1.3.3 | ・On-whiff cancel window delayed 7 frames |
1.3.0 | ・Knockback influence multiplier increased to 1.25 from 1.0 |
1.1.5 | ・Hitstun reduced |
1.4.0 | ・On-hit cancel window into Ground Side Attack removed ・Hitbox size adjusted to better match visuals |
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1.4.0 | ・Now prevents fast fall during attack start-up ・Early hits now more reliably combo into final hit, On-hit weakened debuff removed (Rage) |
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1.3.4 | ・On-whiff cancel window delayed 7 frames |
1.2.2 | ・No longer breaks armor |
1.1.5 | ・Damage reduced to 9 from 10; ground up special unchanged ・Knockback reduced to 1400 from 1500; ground up special unchanged ・Knockback made more horizontal |
1.4.0 | ・Fixed an issue where fighters grabbed by Shaggy could become stuck in terrain (Rage) |
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1.3.0 | Will now slowly fall while charging in the air ・Maximum rage duration reduced to 7 seconds from 12 seconds |
1.2.2 | Rage duration reduced to 12 seconds from 25 seconds |
1.1.2 | Fixed an issue where Shaggy would float away while charging rage under certain conditions |
1.1.1 | Base Knockback increased to 1700 from 1300 ・Knockback Scaling increased to 14 from 13 ・Knockback Angle is more horizontal ・On-Hit cancel window delayed by 10 frames |
Shaggy | |
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Type: Bruiser Fighting Style: Hybrid Difficulty: Recommended Cost: Free Starter Default Tags: Animated, Human, Detective |
Strengths | Weaknesses |
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✔︎ Bruiser Type and Hybrid fighting style make Shaggy a flexible and beginner-friendly character. ✔︎ Proper Rage management strengthens both Shaggy and his teammates. ✔︎ Shaggy's already-buffed enraged specials also inflict strong Weakened debuffs to opponents. |
✖︎ Charging Rage leaves Shaggy open to attacks and requires time to reach full potential. ✖︎ Lack of agility makes Shaggy easy to rush down. |
Due to his moveset and character archetype, Shaggy is one of the best characters you can start out with in this game. Combine this with his Rage mechanic and you have a fighter that works well in all stages of competition.
Command | Move | Description | How to Use |
---|---|---|---|
Neutral (Neutral + Attack) |
Knuckle Sandwich |
Charge up a powerful straight punch. While Charging, Shaggy has Armor. | Take advantage of the charge to mess up the timing of your opponent and get more power in the punch, but be careful of how slow the move actually is. |
Side (Side + Attack) |
Combo Meal |
Effect: Combo A combo of punches ending in a strong headbutt |
Do quick chip damage with the first two hits of this combo then mix in other moves instead of finishing the standard combo to confuse opponents. |
Up (Up + Attack) |
Like, Overhead Swing! |
Effect: Charge Charge an overhead swing. |
Use the swing either on its own as a safe vertical poke and zoning tool, or mix it in wiith the Combo Meal for mid-air juggle potential. |
Down (Down + Attack) |
Power Stomp |
Effect: Charge, Breaks Armor Charge an Armored stomp that Breaks Armor. Press input again to perform a clap attack. |
Good to mix in with Combo Meal for an unexpected armor break. Also useful for a quick knockout combo going from the stomp to the follow-up clap attack from double input. |
Neutral (Neutral + Special) |
Zoinks! |
Effect: Charge, Rage Charge to build up Shaggy's rage. After fully charged, Shaggy gains a Rage Buff and gives nearby allies a small Rage Buff. He also drops a Scooby Snack that slightly Heals the fighter who picks it up. If Raged, Shaggy will dash to his ally and release a blast that knocks away enemies. |
Charge when safe or distant from opponents to buff your attacks when unraged, and use it to rush to a teammate's position when enraged. |
Side (Side + Special) |
Chiller Instinct Kick |
Shaggy does a flying kick forward. The Rage version is faster and travels further. | Use this kick either as a combo finisher or to close distance with and poke mid-distance opponents. |
Up (Up + Special) |
Power Uppercut |
Shaggy does a flying uppercut launching himself into the air. The Rage version hits multiple times, is faster, and travels further. | Use to launch enemies and knock them out of the arena once they are vulnerable, either on its own or in a Combo Meal combination. |
Down (Down + Special) |
Like, Feed The Hunger |
Effect: Projectile, Heal Shaggy equips a sandwich, press input and Shaggy will throw the sandwich Projectile which Heals allies it passes through and damages enemies hit. If Raged and holding a sandwich, the sandwich will become larger and do more damage. If not holding a sandwich, Shaggy deals a slam attack similar to the air version of his down special. |
When unraged, use it as a small heal to assist your teammate. When enraged, use it as either a long-range or close-range zoning tool, depending on whether or not you are holding a sandwich. |
Many of Shaggy's ground attacks like Power Stomp and Like, Overhead Swing! can be charged to inflict more damage but charging your Rage with Zoinks! can increase your overall damage against enemies.
Command | Move | Description | How to Use |
---|---|---|---|
Neutral (Neutral + Attack) |
Flurrious Feet |
Shaggy does a flurry of kicks below him that hit multiple times. | Use the Flurrious Feet as a quick source of chip damage when falling on top of anyone. |
Side (Side + Attack) |
Like, Knee Strike |
Effect: Charge A fast knee forward attack that can be Charged. |
Take advantage of the charge to mess up your opponent's timing and make them steer clear of you mid-air. |
Up (Up + Attack) |
Flying Slacker Smack |
A sweeping swing above Shaggy. | Catch opponents mid-air with the swing to keep them juggled, especially after using Power Uppercut to launch them. |
Down (Down + Attack) |
Get Down, Man |
Shaggy uses a two-handed pound attack to knock enemies downward. | Can be mixed in to a Combo Meal combo once the opponent starts to get juggled for additional damage. |
Neutral (Neutral + Special) |
Zoinks! |
Effect: Charge, Rage Same as ground. |
Charge mid-air as you're falling to buff your attack and at least remain a moving target. |
Side (Side + Special) |
Chiller Instinct Kick |
Same as ground. | Use this kick to close distance with and poke mid-distance opponents or try to keep them off the ground once they are mid-air and past the edge of the ground. |
Up (Up + Special) |
Power Uppercut |
Similar to ground, but Raged attack does not hit multiple times. | Use to launch enemies and knock them out of the arena once they are vulnerable. |
Down (Down + Special) |
Like, C'mere Man! |
Shaggy launches himself towards the ground and hits nearby enemies upon landing. If Raged, Shaggy will create a shockwave Projectile that hits multiple times If sandwich is equipped, then Shaggy will throw sandwich Projectile instead | Use either as interruption or as a knockout move if the opponent is either close to the edge or fighting with you mid-air past the edge of the ground. |
While Shaggy's aerial moves tend to be more simple than other characters in the game, they can provide surprising results as you can ring out enemies quite easily. You can increase also the chance to ringout an opponent early when you have the Rage buff.
Passive | Effect |
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It's, Like, Off-The-Charts | Shaggy's Raged special attacks hit harder, move further, give him Armor during the attack and apply maximum stacks of Weakened to hit enemies. Rage is consumed after a special attack. Allies who become Enraged will apply maximum stacks of Weakened on ther next melee attack, but Enraged will be consumed afterward. |
Whether playing in singles or doubles, his passive basically increases his damage output, allowing you and your ally to deal more damage to enemies.
Perk and Rating | Description | Explanation |
---|---|---|
★★★★★ Hangry Man |
If Shaggy has a sandwich equipped, he can quickly charge rage at the cost of eating his sandwich. | This signature perk will let Shaggy get the Rage Buff without needing to charge his Zoinks! special, making it safer and faster for Shaggy to apply frequent Rage-buffed specials. This is Shaggy's best perk to equip, and is especially welcome when Shaggy is forced in matchups against fast-moving enemies like Arya Stark or Harley Quinn. |
★★★☆☆ One Last Zionks! |
Shaggy automatically gets his rage mode after he takes enough damage. | The exact damage required to activate this perk is 100. So while it is a nice quality of life for last stands, you are better off using Hangry Man if your playstyle will hinge around rage mode anyway. |
★★★☆☆ Well Rounded |
You receive a 5% boost to damage dealt and defense. | A minor stat boost that, while minute, is still a decent improvement to up Shaggy's performance. |
Perk and Rating | Description | Explanation |
---|---|---|
★★★★★ Snowball Effect |
Your team gains a 7% damage boost against the enemy with the highest damage. | Combined with Shaggy's self-buffs and long-lasting combos, this perk allows him and his teammates to hyperfocus enemies and quickly accumulate damage for a knockout. |
★★★★☆ Protective Momentum |
Your team gains a projectile shield after running on the ground in the same direction for at least 0.5 seconds. If your teammate also selects this perk, the projectile shield activates faster. | This perk gives Shaggy a bit of protection when approaching enemies to initiate ground combos, especially if up against Mages or other projectile-reliant characters. |
Perk and Rating | Description | Explanation |
---|---|---|
★★★★☆ Airwalker |
Inputting a neutral dodge in the air will spawn a platform below you. This platform consumes half of your dodge meter and overrides parry. | Given Shaggy's focus on offense and lack of means to evade, this perk can give a bit of quality of life by granting a platform for Shaggy to stay on or escape to, especially when up against other horizontal ground attackers. Furthermore, it can be a place to initiate Aerial Down + Attack moves for offensive play. |
★★★☆☆ Speed Force Assist |
You receive 5% increased base movement speed | While Shaggy's best combos do not actually involve much horizontal ground movement, this perk can still help him approach enemies slightly faster just for the sake of initiating attacks. |
Perk and Rating | Description | Explanation |
---|---|---|
★★★★★ Pugilist |
Your melee attacks deal increased damage. | Since Shaggy relies almost solely on melee damage, this is an unconditional buff to his entire kit and playstyle. |
Side + Attack x2 ► Up + Attack ► Up + Special ► Aerial Up + Attack |
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This combo, which deals up to 32 damage unbuffed, starts on the ground and ends with juggling opponents up in the air for more hits, with an Uppercut mixed in that can be used to apply Weakened if you are Enraged. This will sometimes require an additional jump input to land the final Aerial Up + Attack, so watch the height your opponent gets juggled to tell if you need to jump or not.
Aerial Down + Attack ► Down + Attack ► Up + Special ►Aerial Up + Attack ► Aerial Up + Special |
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This combo, which deals up to 48 damage unbuffed, is a good aerial combo that opens with a ground slam and finishes with an aerial combo similar to the previous combination, except that it incorporates more specials for more damage. This combo will require you to jump after your juggled opponent to land the Aerial Up + Attack, and may also require you to turn your character to land the final Uppercut as opponents may end up juggled behind where Shaggy faces mid-combo.
This move and its rage buffs are the reason Shaggy can be such a deadly foe to fight against, especially when either of Shaggy's unique signature perks are equipped. This ability is more of a cherry on top to his kit, as Shaggy already does great with his combos alone, but finding time to use this ability and charge his rage elevates Shaggy's potential to a level above other Bruisers.
Shaggy's Up + Special is surpisingly fast for a special, allowing it to be easily mixed into Shaggy's combo as a launch move to juggle enemies. The Rage version of this special in particular boosts its potential greatly by giving it more hits and making it faster.
Using the special move Zoinks! gives Shaggy a Rage Buff, augmenting his strength as well as nearby allies. Along with a strength boost, many of the effects of Shaggy's moves will change while he is Raged, allowing for mix-up potential.
As Shaggy is a Bruiser-Type fighter, his primary role will be to deal as much damage as possible. Make sure to stay close to the enemy, as most of Shaggy's moves are close-range in nature. Fortunately Shaggy's Hybrid fighting style allows him to deal damage on both a vertical and horizontal plane. Chiller Instinct Kick and Power Uppercut are both useful moves that will allow you to close the gap between you and your opponent, though be wary of how open you are during your Kick in particular.
Uncle Shagworthy
(Legendary) Tags: Animated, Human 2000 Gleamium |
Kung Food Shaggy
(Rare) Tags: Animated , Human, Detective 800 Gleamium |
Dimension of Love Shaggy
(Epic) Tags: Animated , Human, Detective 1500 Gleamium |
Tooniverse Shaggy
(Uncommon) Tags: Human, Detective 500 Gleamium |
Showdown Shaggy
(Rare) Tags: Animated , Human, Detective 800 Gleamium |
Ultra Warrior Shaggy
(Rare) Tags: Animated , Human, Detective 800 Gleamium |
Matrix Code Shaggy
(Uncommon) Tags: To be updated 500 Gleamium |
Afterlife Shaggy
(Uncommon) Tags: Animated , Human, Detective 500 Gleamium |
Circuit Drone Shaggy
(Uncommon) Tags: Villainous, Animated , Non-Human, Detective 500 Gleamium |
Batman 85th Shaggy
(Uncommon) Tags: Batman 85, Animated , Human, Detective 500 Gleamium |
Hypergalactic Shaggy
(Uncommon) Tags: Hypergalactic, Animated , Non-Human 500 Gleamium |
Steven Universe Shaggy
(Rare) Tags: Crossover, Halloween, Animated, Human 800 Gleamium |
Real Name | Norville Rogers | First Appearance | Scooby-Doo, Where Are You! - “What a Night for a Knight” (September 1969) |
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Voice Actor | Matthew Lillard |
The last thing Shaggy remembers before The Change was exploring another spooky old mansion with his pal Scoob, just like any other day with the gang. He found a strange glowing crystal and, thinking it was rock candy, went to take a bite. There was a FLASH… and then blackness. When he came to, he found himself in possession of incredible powers. He doesn’t know where they came from or how they work, but he’s vowed to use them to vanquish evil and protect the little guy. As soon as he gets some lunch, that is.
List of Characters: Fighter Roster
Current Roster | |||
---|---|---|---|
Agent Smith | Arya Stark | Batman | Banana Guard |
Beetlejuice | Black Adam | Bugs Bunny | Finn |
Garnet | Gizmo | Harley Quinn | Iron Giant |
Jake | Jason | Joker | LeBron |
Marvin the Martian | Morty | Nubia | Powerpuff Girls |
Raven | Reindog | Rick | Samurai Jack |
Shaggy | Steven Universe | Stripe | Superman |
Taz | Tom and Jerry | Velma | Wonder Woman |
Upcoming Fighters | |||
Marceline |
Shaggy Guide: Best Combos and Perks
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