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Batman is a Bruiser character in MultiVersus. Read on to find out how to play Batman, Batman's rating and basic info, as well as Batman's moveset, best combos, best perks, and a list of skins available for Batman!
List of Contents
Batman Changes | |
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Furious Flurry |
・On-whiff cancel window delayed 7 frames ・On-hit cancel window into dodge delayed 12 frames ・Hitstun increased |
Clear The Air |
・On-hit cancel window advanced 13 frames |
Crime Sweeper |
・On-hit cancel window into Neutral Attack removed ・On-hit cancel window into Jump removed |
Batarang |
・Cooldown refund from collecting Batarang reduced to 50% max cooldown from 65% max cooldown ・Batarang cooldown increased by 2 seconds |
Flying Uppercut |
・Second hit knockback reduced to 1550 from 1650 ・Second hit on-hit weakened debuff removed |
Rising Bat |
・On-whiff cancel window delayed 7 frames |
Grapple Snipe |
・Grappling hook aim speed increased |
Bat-Bomb |
・Batbomb cooldown increased by 4 seconds |
1.3.3 | ・Cooldown refund from collecting Batarang reduced to 50% max cooldown from 65% max cooldown ・Batarang cooldown increased by 2 seconds |
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1.2.2 | ・Batarang will only attempt to home in towards Batman for a maximum of 3 seconds ・Batarang will be destroyed if Batman is still the owner of the Batarang when he is rung out ・Batarang will be destroyed if Batman is still the owner of the Batarang when he attempts to spawn a new one |
1.2.0 | ・Fixed an issue where batarang would not apply weakened when thrown from Batman’s smoke |
1.3.3 | ・Batbomb cooldown increased by 4 seconds |
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1.2.0 | ・Fixed an issue where bat bomb could attach to two enemies at the same time if an attack hit two enemies on the same frame |
1.1.5 | ・Fixed an issue where Bat Bomb could be applied to two enemies simultaneously if hit on the same frame |
1.3.3 | ・On-hit cancel window advanced 13 frames |
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1.2.2 | ・Start-up window increased 6 frames ・Leg hurtbox size increased ・Hitbox size reduced |
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1.1.5 | ・Leg hurtbox size increased |
1.3.3 | ・ On-hit cancel window into Neutral Attack removed ・On-hit cancel window into Jump removed |
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1.3.2 | ・ On hit branch was advanced to frame 8 from 9 ・Removed Weakened ・Knockback influence increased by 25% ・Knockback angle adjusted to be more horizontal |
1.3.1 | ・ Knockback increased to 1750 from 1650 ・On-hit cancel window delayed 9 frames ・Hitstun reduced |
1.2.0 | ・Uncharged knockback increased to 1650 from 1425 |
1.3.3 | ・Second hit knockback reduced to 1550 from 1650 ・Second hit on-hit weakened debuff removed |
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1.3.3 | ・ On-whiff cancel window delayed 7 frames ・On-hit cancel window into dodge delayed 12 frames ・Hitstun increased |
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1.3.3 | ・ Grappling hook aim speed increased |
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1.3.3 | ・ On-whiff cancel window delayed 7 frames |
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Batman | |
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Type: Bruiser Fighting Style: Vertical Difficulty: Medium Cost: 1000 Gleamium or 3000 Fighter Currency Default Tags: Caped, Human, Detective, Heroic |
Strengths | Weaknesses |
---|---|
✔︎ Kit moves that can stack weakened
✔︎ Can consistently knock enemies in the air ✔︎ Combos are fairly straightforward |
✖︎ Melee combat focused
✖︎ No reliable gap closer |
Command | Move | Description | How to Use |
---|---|---|---|
Neutral (Neutral + Attack) |
Batarang |
Charge and throw a Batarang Item. It can be aimed during flight and will return shortly. Cooldown applies. Cooldown is reduced if the Batarang returns. On cooldown, Batman throws an overhand punch. | Can be used as a regular ranged attack but can also be utilized when running towards enemies to start combos. |
Side (Side (Hold) + Attack) |
Slide Kick |
Batman does a sliding kick combo. | You can use this to approach oppenents with an attack or as a means to knock them off the platform. |
Side (Side + Attack) |
Furious Flurry |
A combo of punches ending in an uppercut. | This is Batman's basic combo attack that ends with your opponent getting knocked in the air. You can follow up with Clear The Air or Flying Uppercut to ring your opponent out. |
Up (Up + Attack) |
Clear The Air |
Charge an overhead swing. On hit, applies 1 stack of weakened. | Use this to knock your opponent into the air. If your opponent has enough damage, you can combo this with Flying Uppercut for a ring out. |
Down (Down + Attack) |
Crime Sweeper |
Charge a leg sweep attack that breaks armor. On hit, applies 1 stacks of weakened. | Use this in combos to do a small knock up to opponents. Good to combo with attacks that stack weakened such as Crime Sweeper. |
Neutral (Neutral + Special) |
Bat-Bomb |
Equip a Bat-Bomb, cooldown applies, and hit an enemy with an attack afterward to attach the Bat-Bomb. The bomb will detonate shortly, and launch the victim upward. Throwing a Batarang while the bomb is equipped will attach the bomb, and the cooldown is reduced if that Batarang returns. On cooldown, Batman equips gloves that make him electrified. | Use this before approaching opponents as you can chain moves to keep them in the air. |
Side (Side + Special) |
Grapple Snipe |
Batman will aim and then fire his grappling hook gun, attaching it to fighters or the environment. The grapple will pull him to its destination and he will hit enemies along the way. | This can be used to interrupt charges or to recover to the platform when falling. |
Up (Up + Special) |
Rising Bat |
Batman can Charge an uppercut that launches him in the air. | You can use this to launch yourself and opponents in the air, allowing for an easy follow up for aerial combos. |
Down (Down + Special) |
Smoke Bomb |
Batman detonates a smoke bomb, creating a smoke hazard that envelops fighters. Cooldown applies. While in smoke, Batman and his allies are given invisibility, receive projectile sidestep, and begin to recharge their dodge meter. On cooldown, Batman still detonates a smoke bomb that knocks back enemies, but the smoke is not created. | This is great with moves that can close gaps such as Slide Kick as you can start combos while not giving your opponent enough time to react. |
Command | Move | Description | How to Use |
---|---|---|---|
Neutral (Neutral + Attack) |
Aerial Batarang |
Same as ground. | Same as ground. |
Side (Side + Attack) |
Shadow Jab |
Batman kicks forward. On hit, you can input again to combo into a jab that will rush forward and apply 1 stack of weakened. | You can press and hold the input for this attack to delay the kick. This allows you to deal more damage and knock your opponent further back. |
Up (Up + Attack) |
Flying Uppercut |
Jab upwards. On hit, it will combo into another swipe. The second swipe applies 1 stack of weakened on hit. | Upon hitting an opponent, you can use press the input again to repeat this attack. Use this to start aerial combos or try to ring out opponents. |
Down (Down + Attack) |
Heel Smash |
A downward flip kick. | You can use this to end combos where you can try to ring out an opponent off the platform. |
Neutral (Neutral + Special) |
Bat-Bomb |
Same as ground. | Same as ground. |
Side (Side + Special) |
Grapple Snipe |
Same as ground. | Same as ground. |
Up (Up + Special) |
Rapid Rising Bat |
Similar to Rising Bat, but without Charge. | Same as ground. |
Down (Down + Special) |
Crashing Justice |
Batman dive kicks to the ground, controlling his direction as he goes. | Can be used when trying to ring out opponents especially when they try to recover to the platform. |
Passive | Effect |
---|---|
Ninja Training | While invisible, Batman's attacks apply 2 stacks of weakened. Batman can dodge upward from the ground. |
Perk and Rating | Description | Explanation |
---|---|---|
★★★★★ Bouncerang |
Hitting an enemy with the Batarang while it is returning to Batman will apply 3 stacks of weakened. | This perk can stack weakened faster when combined with moves such as Crime Sweeper and Clear The Air, allowing you to get increased damage and greater knockback more frequently. |
★★★★☆ Precision Grapple |
Batman's grappling hook reels him in faster and emits a powerful blast when Batman arrives at his destination. However, Batman deals no damage or knockback while the grappling hook reels him in. | This perk allows you to recover quicker when falling from platforms or when reeling enemies in. |
Perk and Rating | Description | Explanation |
---|---|---|
★★★★★ 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, weakaned is applied above 110 damage instead. | Batman's kit features many moves that can apply the weakened debuff. Combining this with the Bouncerang perk further increases the benefit of this effect. |
★★★★☆ Pugilist |
Your melee attacks deal increased damage. | Batman's combos mainly consist of melee attacks so equipping this perk allows for increased damage output. |
★★★☆☆ Last Stand |
While you have at least 100 damage, knocking back enemies applies weakened. | This perk adds more chances for you to apply the weakened debuffs. You can use moves that knock back such as Furious Flurry to apply this when you are at least 100 damage. |
★★☆☆☆ Speed Force Assist |
You receive 5% increased base movement speed. | This can provide you with additional movement speed that can help you while waiting for cooldowns for your Smoke Bomb or Bat-Bomb. |
Aerial Down + Attack ► Up + Attack ► Aerial Up + Attack ► Up + Special |
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This is a basic vertical combo that lets you juggle opponents in the air. You can follow up with a chain of combos if you time the Grapple Snipe move right. The combo deals 28 damage against opponents without using any perks. |
Down + Attack ► Side + Attack ► Aerial Up + Attack ► Aerial Up + Special |
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Another basic horizontal to vertical combo that inflicts Weakened on opponents. If you want to chain more combos, you can Neutral + Special to equip a Bat-Bomb and launch the opponent upward. The combo deals 29 damage against opponents without using any perks. |
Neutral + Attack ► Side + Special ► Aerial Up + Special |
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A combo that inflicts Weakened on opponents using the Batarang move. The debuff lets you knock off opponents from the map once you use the Rising Bat as a finisher move. |
Batman's Vertical Fighting style benefits from his grappling hook, which allows him to move across the arena quickly while attacking enemies.
A great combo that ends with an uppercut, allowing for follow-up attacks.
Batman's Batarang and Bat-Bomb can be used to attack foes from a distance when you need some breathing room while Grapple Snipe and Slide Kick can be used to effectively close the distance while being on the offensive.
Batman's gadgets, while useful, have a Cooldown period. Using these in tandem with Batman's physical combos will allow you to continue to apply pressure while always having a tool on hand.
Circuit Drone Batman
(Uncommon) Tags: Villainous, Non-Human, Detective 500 Gleamium |
Dark Nights: Death Metal Batman
(Epic) Tags: Heroic, Human, Detective 75,000 Prestige |
Gotham Guardian Batman
(Uncommon) Tags: Human, Detective, Graphic T, Heroic 500 Gleamium |
Hypergalactic Batman
(Uncommon) Tags: Non-Human 500 Gleamium |
Knight to Remember Batman
(Rare) Tags: Caped, Human, Detective, Heroic 800 Gleamium |
Matrix Code Batman
(Uncommon) Tags: Non-Human, Detective, Heroic 500 Gleamium |
Samurai Batman
(Legendary) Tags: Caped, Human, Detective, Heroic 2000 Gleamium |
Shark Hat Batman
(Uncommon) Tags: Human, Detective, Heroic 500 Gleamium |
The Animated Series
(Legendary) Tags: Animated, Caped, Human, Detective 2000 Gleamium |
Tooniverse Batman
(Uncommon) Tags: Caped, Human, Detective, Heroic 500 Gleamium |
Ugly Sweater Batman
(Rare) Tags: Caped, Human, Detective, Heroic 800 Gleamium |
Real Name | Bruce Wayne | First Appearance | Detective Comics #27 (May 1939) |
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Voice Actor | Kevin Conroy |
The Caped Crusader and defender of Gotham City known only as Batman was born the night that a young Bruce Wayne saw his parents gunned down in front of him. Since that day, he has pledged to battle crime and protect the people of Gotham City. Despite having no superpowers or extraordinary abilities, his dedication, willpower, and intelligence have helped him stand shoulder-to-shoulder with the universe’s greatest heroes. His arsenal of cutting-edge gadgets funded by his family fortune doesn’t hurt, either.
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