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The Game8 MultiVersus Team has ended coverage as of December 17, 2024. Information on certain pages may not be up-to-date. Thank you for continuing support!
Jake is a Bruiser character in MultiVersus. Read on to find out how to play Jake, Jake's rating and basic info, as well as Jake's moveset, best combos, best perks, and a list of skins available for Jake!
List of Contents
Jake Changes | |
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General | ・Ground movement speed increased to 2150 from 2100 |
Funky Junk |
・Hitbox size reduced so the attack is less likely to hit behind Jake ・Movement reduced |
You Axe'd For It! |
・On-hit cancel window advanced 1 frame ・Knockback influence multiplier increased to 1.5 from 1.0 |
Splits! |
・Knockback angle made more downward to allow ground bounces ・Knockback influence multiplier increased to 1.25 from 1.0 |
Belly Balloon |
・Now limits fall speed during attack recovery |
Funky Junk |
・Uncharged damage increased to 5 from 4 ・Uncharged sweetspot damage increased to 6 from 5 ・Uncharged sweetspot knockback increased to 1450 from 1300 ・Uncharged sweetspot knockback scaling increased to 18 from 17 ・Repeat-move lockout reduced to 14 frames from 20 frames ・On-whiff cancel window delayed 6 frames |
Hammer It Up! |
・Now limits fall speed during attack recovery |
Where's My Halfpipe? |
・Second hit start-up window reduced 2 frames ・Hitbox size adjusted to better match visuals ・Now maintains more momentum during attack |
Rubber Stomach Dude! |
・On-hit weakened debuff removed |
Giddy Up! |
・Now maintains more momentum during attack ・Now limits fall speed during attack recovery |
1.4.0 | ・Ground movement speed increased to 2150 from 2100 |
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1.2.2 | ・Fixed an issue where Jake’s neutral dodges were not playing their ending animations |
1.2.0 | ・Fixed an issue where certain animations had misaligned hurtboxes |
1.1.5 | ・Fixed an issue where Jake could not hold special inputs using the right stick |
1.1.5 | ・Neutral dodge shield start-up increased to 20 frames from 8 frames; this adds a vulnerable window after a neutral dodge before shield begins ・Directional dodge shield start-up increased to 10 frames from 4 frames ・Bubble shield ammo cooldown increased to 13 seconds from 5 seconds |
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1.4.0 | ・Now limits fall speed during attack recovery |
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1.3.0 | ・Knockback reduced to 1400 from 2000 ・Knockback angle made more downward to allow ground bounces ・Cancel window into Air Neutral Attack Special Follow-up advanced 3 frames ・Now maintains more momentum during attack start-up ・Repeat-move lockout increased to 23 frames from 8 frames ・Damage reduced to 10 from 12. On-whiff cancel window delayed 10 frames. (Special Follow-up) |
1.1.5 | ・Hitbox start-up time advanced 2 frames |
1.3.0 | ・Uncharged knockback increased to 1600 from 1500 ・Uncharged knockback scaling increased to 19 from 18.5 ・Knockback angle made more horizontal ・Start-up window reduced 4 frames ・On-whiff cancel window delayed 8 frames |
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1.2.0 | ・Knockback scaling increased to 8 from 0 ・Knockback angle made more vertical ・Hitstun increased ・More aerial momentum is maintained on attack start-up |
1.1.5 | ・Start-up window before charge reduced 6 frames. Start-up window after charge reduced 4 frames. |
1.4.0 | ・Uncharged damage increased to 5 from 4 ・Uncharged sweetspot damage increased to 6 from 5 ・Uncharged sweetspot knockback increased to 1450 from 1300 ・Uncharged sweetspot knockback scaling increased to 18 from 17 ・Repeat-move lockout reduced to 14 frames from 20 frames ・On-whiff cancel window delayed 6 frames |
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1.3.0 | ・Hitbox size reduced so the attack is less likely to hit behind Jake ・Movement reduced |
1.3.0 | ・Start-up window reduced 3 frames (First hit) ・Knockback scaling increased to 17.5 from 16.5 (Third hit) ・Now maintains more momentum during attack start-up ・Now maintains more momentum when executed as part of a dodge attack ・Repeat-move lockout increased to 20 frames from 8 frames |
1.2.0 | ・Hitbox size increased to better match visuals ・Hitbox active duration increased 3 frames |
1.4.0 | ・Now maintains more momentum during attack ・Now limits fall speed during attack recovery |
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1.3.0 | ・Now ignores player collisions during movement; this should fix issues where Jake would get stuck next to enemies without hitting them |
1.2.3 | ・Fixed an issue where Jake wouldn’t look like he was running while moving as a horse |
1.4.0 | ・Now limits fall speed during attack recovery |
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1.3.3 | ・Damage increased to 7 from 6 (Attack 2) |
1.3.0 | ・Now maintains more momentum during attack start-up ・Knockback reduced to 1150 from 1450 ・Forearm and hand hurtbox are now invulnerable during the attack |
1.1.5 | ・Hitbox start-up time advanced 3 frames |
1.4.0 | ・On-hit weakened debuff removed |
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1.3.0 | ・Jake can no longer jump while there are enemies in his stomach ・Minimum eat time reduced to 0.75 seconds from 2 seconds; victims now have an easier time mashing out ・Eaten enemies now escape if Jake attempts to ring himself out in the bottom blast zone ・Fixed an issue where Jake could float into the top blastzone if he whiffed this attack under certain conditions |
1.2.2 | ・Armor duration from eating an ally reduced to 1.5 seconds from 4.0 seconds ・Eating an ally now interrupts their current action |
1.1.5 | ・Now applies incapacitate-resistance buff to incapacitated enemies |
1.4.0 | ・Knockback angle made more downward to allow ground bounces ・Knockback influence multiplier increased to 1.25 from 1.0 |
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1.3.0 | ・Start-up window before charge reduced 2 frames ・Knockback increased to 1450 from 1250 ・Repeat-move lockout increased to 15 frames from 8 frames |
1.3.0 | ・Fixed an issue where Jake would not bounce if the player held a down input |
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1.1.1 | ・Fixed some issues with game performance |
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1.4.0 | ・Second hit start-up window reduced 2 frames ・Hitbox size adjusted to better match visuals ・Now maintains more momentum during attack |
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1.3.0 | ・Now allows fast fall during attack start-up ・Now maintains less momentum in the direction opposite Jake’s facing during the attack ・Start-up window reduced 2 frames ・Fixed an issue where Jake would not always hop on-hit |
1.2.2 | ・A floor bounce incurred from the first hit of this attack will not count towards the automatic tech bounce threshold |
1.1.5 | ・More aerial momentum is maintained on attack start-up |
1.4.0 | ・On-hit cancel window advanced 1 frame ・Knockback influence multiplier increased to 1.5 from 1.0 |
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1.3.3 | ・Fixed an issue where Jake’s hand was not properly becoming invulnerable above 50% charge |
1.3.0 | ・Forearm and hand hurtbox are now invulnerable during the attack if charged at least 50% |
Jake | |
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Type: Bruiser Fighting Style: Hybrid Difficulty: Medium Cost: 1000 Gleamium / 3000 Fighter Currency Default Tags: Animated, Non-Human, Heroic |
Strengths | Weaknesses |
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✔︎ Can disrupt enemies with stuns using Sticky
✔︎ Has a decent moveset that allows you to consistently pressure the enemy |
✖︎ Lacks mid-air movement
✖︎ No ranged attacks |
Jake is a Bruiser that excels in applying pressure to opponents by getting up close and personal with his moveset. Although he lacks the mid-air mobility, his hybrid fighting style allows him to get around the stage fairly easily.
Command | Move | Description | How to Use |
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Neutral (Neutral + Attack) |
Eat Spikes! |
Effect: Charge, Breaks Armor Charge a powerful spike ball swing that Breaks Armor. |
A powerful charge attack that you can use to finish off enemies with high damage. |
Side (Side (Hold) + Attack) |
Quick Kicks! |
Jake kicks several times while moving forward. | You can use this three-hit combo to get close to the enemy while attacking. |
Side (Side + Attack) |
Funky Junk |
A combo of punches and belly bumps. | Your go-to combo on the ground to build up damage. It can also be used to extend your horizontal combos. |
Up (Up + Attack) |
You Axe'd For It! |
Effect: Charge Charge an axe swing overhead. Charging extends the range of the swing. |
An overhead slash that can send enemies flying straight up. You can use this as a finisher if you are able to charge it long enough. |
Down (Down + Attack) |
Splits! |
Effect: Charge, Breaks Armor Charge a two way split kick that Breaks Armor. |
You can use this as an opener to start your combo with Armor Break. Additionally, you can charge this attack to deal more damage. |
Neutral (Neutral + Special) |
Rubber Stomach Dude! |
Effect: Weakened, Projectile Jake will eat nearby fighters, Stunning them and carrying them in his tummy. Press (Neutral + Special) again to aim and spit fighters. Allies can input and aim to spit themselves out. Enemies receive maximum stacks of Weakened Debuff, Allies gain Armor. Spitting a fighter makes them a Projectile. Cooldown applies. |
You can use this grab attack to reposition the enemy. Additionally, you can throw them in the direction you want before they break free. |
Side (Side + Special) |
Giddy Up! |
Effect: Charge Jake transforms into a horse Projectile and gallops. Charge to increase duration. His back becomes a platform for allies. |
You can use this attack as a gap closer to charge toward the enemy. |
Up (Up + Special) |
Stretchin' Out |
Charge and stretch Jake's head upward while his buns stay behind. Enemies that touch Jake are knocked back. Allies will only be stopped if they are Stunned. After stretching, Jake's buns become a Projectile that snaps back to his head. Jake can only be hit on his head. | Use this as a combo finisher after launching the enemy upwards to catch them mid-air. |
Down (Down + Special) |
That's Heavy Dude |
Effect: Charge, Reflect Jake will transform into a horse, or similar Projectile and then slam to the ground. Charge to stay transformed. Projectiles that hit Jake will be Reflected. Fighters will bounce off Jake. If an ally bounces off Jake, Jake will emit a poof Projectile that knocks away enemies. |
You can use this transformation to reflect all incoming projectiles. Additionally, you can hold the transformation while moving left and right to continue bouncing off projectiles. |
While Jake's side attack is a fine move for starting combos, his neutral attack and up attack are suitable for finishing off enemies or looking for a ringout against high damage opponents. While technically a ground attack, his up special has a very long range you can use to knock away enemies already in the air.
Command | Move | Description | How to Use |
---|---|---|---|
Neutral (Neutral + Attack) |
Belly Balloon |
Effect: Charge, Breaks Armor Jake expands his belly, knocks enemies forward, then combos into a mallet spin that Break Armor. |
Use this to push all nearby enemies away while mid-air. This is followed up by a hammer swing that can be difficult to land. If you can bounce them off the wall, you can use this hammer swing for additional damage. |
Side (Side + Attack) |
Funky Junk |
Effect: Charge, Sweetspot Jake Charges and aims a stretchy punch that deals increased damage if it hits at the end of its stretch. |
A straight punch that you can use to send enemies flying. You can also use this as a finisher once you've dealt enough damage. |
Up (Up + Attack) |
Hammer It Up! |
Jake deals a combo of spike ball swings. | You can use this as a launcher to lift the enemy from the ground before starting your mid-air combo. |
Down (Down + Attack) |
Where's My Halfpipe? |
Effect: Ignite Pull out a skateboard for some sweet tricks. If Jake lands on enemies or allies, he will bounce off and do a new trick. The third hit will deal a Fire Debuff. |
Use this as an opener to hit enemies below you. Make sure to hit them three consecutive times with this to apply Ignite. Note that it can be difficult to land three consecutive hits if the enemy has already received some damage due to the bounce effect. |
Neutral (Neutral + Special) |
Rubber Stomach Dude! |
Effect: Weakened, Projectile Same as ground. |
Same as ground. |
Side (Side + Special) |
Giddy Up! |
Effect: Charge Same as ground. |
Same as ground. |
Up (Up + Special) |
Stretchin' Out |
Same as ground. | Same as ground. |
Down (Down + Special) |
That's Heavy Dude |
Effect: Charge, Reflect Same as ground. |
While in the air, you can also use this transformation to drop down on enemies below you, which can send them flying off the platform. |
While most of Jake's aerial attacks work the same way as their ground versions, you get access to his aerial up attack that can keep enemies in the air. Jake's aerial down attack can also be used to begin air combos while also applying Ignite to enemies that get hit by this 3 consecutive times.
This character doesn't have any Passive Abilities. |
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Perk and Rating | Description | Explanation |
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★★★★☆ Sticky |
Enemies that touch Jake while he's stretching are briefly stunned, making them easier to hit with his buns | This makes Jake incredibly strong, as you can use this to stun enemies and stop their combos or start your own combo. |
★★★☆☆ Stay Limber, Dude |
Jake's House ability bounces back into the air after hitting the ground. | This perk allows you to hit the enemy multiple times upon transforming. It's an excellent move to spam if there are no platforms to hide under on the stage. |
★★☆☆☆ Well Rounded |
You receive a 5% boost to damage dealt and defense. | The default perk available for Jake. You can use this until you unlock better signature perks. |
Perk and Rating | Description | Explanation |
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★★★★☆ Press the Advantage |
Your team applies a stack of weakened when knocking back enemies that are above 125 damage. If your teammate also selects this perk, weakened is applied above 110 damage instead. |
This allows you to constantly push and pressure enemies until you are able to knock them out after dealing 125 damage. |
★★★☆☆ Sturdy Dodger |
Your team gains armor for 1 second after parrying a projectile. | Since Jake can easily reflect projectiles, you can use this perk to gain additional armor for increased survivability. |
Perk and Rating | Description | Explanation |
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★★★★☆ 2 Fast 2 Block |
Your dash attacks break armor. | Because of the fast-paced gameplay, having an additional Break Armor can be useful to add versatility while playing aggressively. |
★★★★☆ Airwalker |
Inputing a neutral dodge in the air will spawn a platform below you. This platform consumes half of your dodge meter and overrides parry. | This will give Jake a better chance of recovering after being knocked off the platform. |
Perk and Rating | Description | Explanation |
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★★★★★ Pugilist |
Your melee attacks deal increased damage. | Since all of your attacks are melee, all of your moves can benefit from this perk. |
★★★☆☆ Second Wind Beneath Your Wings |
You refresh all air abilities after ringing out an enemy. | This perk allows you to play aggressively, knocking opponents out of the platform, and safely recovering using the refresh. |
Side + Attack ► Up + Attack ► Up + Special ► Aerial Up + Attack |
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This combo lets you to block projectiles and enemy attacks when using the Up + Special. In addition, the Aerial Up + Attack helps with juggling your enemies in the air for your teammates to follow up on.
Aerial Down + Attack ► Neutral + Special ► Neutral + Attack ► Dodge ► Down + Attack |
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This combo allows you to inflict Weakened status effect and do more damage to your opponent. You can also use the Neutral + Special to spit the opponent towards the bottomless pit and use Down + Attack or a ground attack to prevent them from returning to the stage.
Jake's Side Air has a fast speed and long range, which is good for poking opponents at a distance. You can also spam without many intervals, and you can adjust its trajectory to be more accurate.
You can use Stretchin' Out special to avoid enemy projectiles and attack on the ground or save yourself from falling off the stage. Jake's body won't be able to take damage unless he gets hit on his head!
Jake's moves have a good range for a Bruiser fighter in MultiVersus. Use that to your advantage and fight your opponents at a safe distance. Just be careful not to stray too far, you can try to go for the kill as well if your enemy has already taken a lot of damage.
Jake has a lot of options to start a combo, and you can easily start making one or continue even if you miss a hit. Try to memorize all of his moves first, and then it will be easy enough for you to do on-the-fly combos and actions, depending on what the situation needs.
Afterlife Jake
(Uncommon) Tags: Heroic, Animated, Non-Human 500 Gleamium |
Batman 85th Jake
(Uncommon) Tags: Batman 85, Heroic, Animated, Human 500 Gleamium |
Cake
(Legendary) Tags: Animated, Non-Human, Heroic 2000 Gleamium |
Calico Cake
(Legendary) Tags: Animated, Non-Human, Heroic 1500 Gleamium |
Jake Randy Butternubs
(Epic) Tags: Heroic, Animated, Non-Human Level 50 of Season 2 Battlepass |
Jake the Starchild
(Epic) Tags: Animated, Non-Human, Heroic 1500 Gleamium |
Matrix Code Jake
(Uncommon) Tags: Non-Human, Heroic 500 Gleamium |
Muddy Jake
(Rare) Tags: Animated, Non-Human, Heroic Level 54 Battlepass |
Shark Hat Jake
(Uncommon) Tags: Animated, Non-Human, Heroic 500 Gleamium |
Tooniverse Jake
(Uncommon) Tags: Non-Human, Heroic 500 Gleamium |
Ugly Sweater Jake
(Rare) Tags: Animated, Non-Human, Heroic 800 Gleamium |
Marital Status | Married to Lady Rainicorn | First Appearance | Adventure Time (January 2007) |
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Voice Actor | John DiMaggio |
As far as Jake knew, he just happened to be born with his magical Stretchy Powers. He would find out far later that he was actually the offspring of a shapeshifter named Warren Ampersand. But no matter where he came from, Jake has created a happy life for himself as a hero and adventurer with his best bud, Finn the Human. When he’s not adventuring and punching major bad guy buns Jake likes to hang with his beloved wife Lady Rainicorn and their five Dog/Rainicorn/Shapeshifter pups.
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 |
Jake Guide: Best Combos and Perks
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