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Rick is a Mage character in MultiVersus. Read on to find out Rick's rating and basic info, as well as Rick's attacks and special moves, best combos, best perks, and a list of skins available for Rick!
List of Contents
You Like Augments? |
・Hitbox size reduced so the attack is less likely to hit behind Rick |
Polymorphic Ray |
・Running Meeseeks hitbox size increased |
Portal Theory |
・Hitbox size adjusted to better match visuals |
Obviously A Jetpack |
・Hitbox size adjusted to better match visuals |
Personal Space |
・Knockback influence multiplier increased to 1.1 from 1.0 ・Knockback angle made slightly more horizontal ・Now limits fall speed during attack recovery |
1.3.3 | ・Ground movement speed increased to 2050 from 1775 |
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1.2.2 | ・Fixed an issue where Rick could not use Instant Air Dodge Cancel to use aerial specials near the ground |
1.1.4 | ・Fixed an issue where certain emotes would remove attack recovery |
1.1.5 | ・Added back to game |
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1.3.0 | ・Now maintains more horizontal momentum during attack start-up ・Now allows fast fall during attack start-up |
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1.3.3 | ・First hit now more consistently combos into second hit ・First hit hitpause reduced |
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1.3.0 | ・Hitbox active duration increased 5 frames; now matches air version |
1.2.2 | ・First hit now more consistently combos into second hit |
1.3.3 | ・All commands now have a hitbox on Rick’s hand ・Golf Meeseeks can now reflect ally projectiles to redirect them ・Fixed an issue where Golf Meeseks would not swing his club while reflecting a projectile ・Rick can now use this attack on cooldown to utilize the hitbox on his hand and to give commands to idle Meeseeks |
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1.3.0 | ・Golf Meeseeks active hitbox duration increased 2 frames ・Golf Meeseeks knockback scaling increased to 15 from 11 |
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1.4.0 | ・Hitbox size adjusted to better match visuals/td> |
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1.4.0 | ・Knockback influence multiplier increased to 1.1 from 1.0 ・Knockback angle made slightly more horizontal ・Now limits fall speed during attack recovery |
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1.3.4 | ・On-whiff cancel window into Air/Ground Cooldown Side Special delayed 9 frames; non-cooldown side special cancel window unchanged |
1.3.3 | ・On-hit cancel window into portal advanced 2 frames ・Now ignores player collisions during movement |
1.3.0 | ・Now maintains more momentum during attack start-up ・On-whiff cancel window delayed 6 frames |
1.4.0 | ・Running Meeseeks hitbox size increased |
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1.3.3 | ・Ally morphize buff no longer increases damage dealt; increased knockback unchanged ・Ally morphize buff now increases fighter weight 15 units |
1.4.0 | ・Hitbox size adjusted to better match visuals |
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1.3.3 | ・Projectiles that travel through a portal will reset their hit history, allowing them to hit fighters that have already dodged the attack |
1.3.0 | ・Fixed an issue where Rick could cancel spawning the second portal animation leading to unintended combo routes ・Fixed an issue where Rick could teleport rung out fighters causing them to be stuck in eternal limbo ・Fixed an issue where multiple fighters could be teleported at the same time unintentionally |
1.2.0 | ・Fixed an issue where the cooldown would visually begin before portals were destroyed |
1.1.5 | ・Addressed several issues with portals where fighters could be trapped indefinitely or teleported off-screen without ringing out ・Rick now takes priority traversing through portals if he attempts to spawn a second portal while another fighter is entering the first portal |
1.2.0 | ・Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional “extreme” travel speed (It’s still fast) |
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1.3.0 | ・Now maintains more momentum during attack start-up ・Now maintains more momentum when executed as part of a dodge attack |
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1.3.3 | ・Attack momentum can now carry Rick off platforms |
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1.3.3 | ・Now has a hitbox on Rick’s hand that combos into the fart bomb projectile ・Fart bomb projectile now breaks armor |
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1.3.0 | ・ Fart bomb spawn time advanced 12 frames ・On-whiff cancel window delayed 12 frames |
1.2.0 | ・Knockback increased to 1750 from 1500 ・Knockback scaling reduced to 6 from 12 ・Hitstun increased |
1.4.0 | ・Hitbox size reduced so the attack is less likely to hit behind Rick (second hit) |
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1.3.3 | ・On-whiff cancel window advanced 12 frames (first hit) ・Rocket projectile now ignores platform collisions (third hit) |
1.3.0 | ・Start-up window before charge reduced 1 frame (first hit) ・Hitbox placement adjusted to better connect into Ground Side Attack 3 (second hit) ・Knockback angle made more downward to better connect into Ground Side Attack 3 (second hit) ・Fixed an issue preventing a branch into an Instant Aerial Dodge (second hit) ・Start-up window before charge reduced 1 frame (third hit) ・Knockback angle made more horizontal (third hit) |
1.2.2 | ・Start-up window before charge increased 4 frames ・Hitbox size reduced ・On-whiff cancel window delayed 10 frames ・On-hit cancel window into side attack 3 advanced 1 frame ・Start-up window before charged reduced 1 frame ・Cancel window delayed 1 frame ・Rocket spawn time advanced 2 frames ・Rocket base speed increased to 3000 from 2000 ・Rocket base damage increased to 6 from 5 ・Rocket knockback increased to 1600 from 1200 ・Rocket knockback scaling increased to 22 from 19 |
1.1.5 | ・Hitbox active duration reduced 1 frame |
Rick | |
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Type: Mage Fighting Style: Horizontal Difficulty: Hard Cost: 1000 Gleamium or 3000 Fighter Currency Default Tags: Animated, Human |
Strengths | Weaknesses |
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✔︎ A variety of poking and zoning options thanks to his laser, rockets, and Meeseeks summons
✔︎ Can apply a plethora of buffs for allies and debuffs for enemies ✔︎Can throw the arena into chaos for enemies with portals and delayed projectiles ✔︎Solid evasion and protection built into many of his specials |
✖︎ Has long cooldowns that require proper management
✖︎ Will require more practice than most characters to get used to the various charges and inputs built into his abilities ✖︎ Combo skill ceiling is high due to mostly relying on portals and coordinating with delayed projectiles |
Rick is a Mage character that excels in fighting from a distance thanks to his many ranged attacks. He plays well in a team setting due to the many buffs he provides to allies while also giving them additional movement options with his portals.
Command | Move | Description | How to Use |
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Neutral (Neutral + Attack) |
Trigger Happy |
Effect: Projectile, Charge Rick fires a weak but fast laser projectile from his blaster. At full charge the shot moves slowly, but deals knockback. |
Use the light tap version of the neutral attack for chip damage, while using the slower-moving knockback-capable charge shot by firing it and setting it up as part of a combo or saving teammates by interrupting opponents. |
Side (Side (Hold) + Attack) |
Plasma Rush |
Rick slides forward with a plasma wall in front of him. | Use as a quick way to close distance or even to get away, especially if you are escaping projectiles by heading to the middle of your portals. |
Side (Side + Attack) |
You Like Augments? |
Effect: Combo, Projectile Rick combos enemies with plasma sword slashes and a kick, ending with a rocket projectile from his arm cannon that he can charge. |
If enemies somehow close distance on you, use this as your combo starter. Or, perform the combo from afar and charge the final rocket attack to hit distant foes with more knockout force. |
Up (Up + Attack) |
Laser Whip, Baby! |
Effect: Charge Rick charges an upward swing with his plasma whip. |
Use for a quick two-hit attack on mid-air targets with knockout potential. |
Down (Down + Attack) |
Yeah, Fart Bomb! |
Rick throws a fart bomb in front on him, hitting enemies upward. | Can be used mid-combo or as an initiator to launch enemies upward. |
Neutral (Neutral + Special) |
Meeseek and Destroy |
Effect: Reflect Rick summons a Meeseeks that runs forward. Press up input after summoning the Meeseeks to have him uppercut instead. Down input will make the Meeseeks ready a golf club swing. Golf club Meeseeks will swing when an enemy gets knocked back near him. If a projectile gets close to golf club Meeseeks he reflects it. |
Depending on the input you use, either use the standard input to hit enemies from a far while catching up to perform combos, use the neutral special then up input to setup a vertical knockout, or use the neutral special then down input as a protective tool against projectiles or to follow up a teammate's combo. |
Side (Side + Special) |
Portal Theory | Rick aims and summons a portal, then teleports to that portal's location while leaving a second portal behind. Allied projectiles can teleport between portals. Inpute twice in quick succession to create one large portal that a single fighter can teleport through before it shrinks and becomes restricted to projectiles. This will bring the fighter to a new portal next to Rick. Allies can press dodge to teleport through a portal. Enemies will get teleported if they are knocked back into a portal. While on cooldown, Rick instead shoots forward on his rocket skiis. | You can use the portals to bring back or catch up to opponents to prolong combos, and to extend the range of friendly projectiles. You can also set up these portals as either retreat options or forward points of attack for allies. When the portal is on cooldown, you can still rely on the rocket boots as a quick way to close horizontal distance. |
Up (Up + Special) |
Obviously A Jetpack |
Effect: Charge Rick charges then launches upwards using his jetpack. |
Mostly usable as a vertical knockout tool, with some combined evasion potential as well against horizontal attacks. |
Down (Down + Special) |
Polymorphic Ray |
Effect: Morphize Buff, Polymorph Debuff Rick fires a polymorph projectile that detonates after a short duration. Allies receive a Morphized buff that increase their size, damage dealt and the size of their projectiles. Enemies receive a Polymorph debuff that turns them into a tiny Reindog. Polymorphed enemies are unable to attack and receive increased damage. Cooldown applies. |
Coordinate with teammates and zone enemies around this projectile's delayed detonation to take advantage of both the buff and debuff. |
Rick's ground moves consists of various ranged and charged attacks that let him poke and deal damage from a distance. His up attack Laser Whip, Baby! is good for ringing out enemies through the top of the ring, making it a good finisher for when enemies with high damage are knocked up in the air.
Command | Move | Description | How to Use |
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Neutral (Neutral + Attack) |
Shooting Guns in the Air! |
Effect: Projectile, Charge Same as ground. |
Same as ground. |
Side (Side + Attack) |
Personal Space |
Effect: Charge Rick charges a blast from his belt forcefield. |
Use as a quick mid-air interrupt and as a horizontal combo follow-up move. Can also be used as a knockout attack. |
Up (Up + Attack) |
Shove It Waaay Up There |
Effect: Cooldown, Silence Rick charges and shoves the Mega Seed upward. Hitting allies with the Mega Seed will grant them an Educated buf that reduces cooldown duration. Enemies receive a silenced debuff. On cooldown, Rick instead pokes up. |
Use either during a mid-air juggle combo to debuff enemies with silence to stop them from using abilities, or to support a mid-air teammate by reducing their cooldown for them. |
Down (Down + Attack) |
Collatrickal Damage |
Effect: Ignite Rick sends a blast downward with his rocket boots, dealing an ignite debuff. |
Can be used as a combo starter from mid-air and as a simple way to inflict the Ignite debuff. |
Neutral (Neutral + Special) |
Meeseeks, Up Here! |
Rick summons a Meeseeks to help keep him in the air. The Meeseeks will flap a few times before disappearing. | The air neutral special is a good evasion tool to prolong your airtime when trying to avoid horizontal grounds attacks. |
Side (Side + Special) |
Aerial Portal Stunts |
Same as ground. | Same as ground. |
Up (Up + Special) |
Goin' Even Higher! |
Effect: Charge Same as ground. |
Same as ground. |
Down (Down + Special) |
Freefall Polymorph |
Effect: Morphize Buff, Polymorph Debuff Same as ground. |
Same as ground. |
While a lot of Rick's aerial moves are similar to his ground attacks, moves such as Personal Space and Collatrickal Damage are great for knocking away enemies from the stage. Since his neutral attack Shooting Guns in the Air! works both on the ground and the air, this is a good move for poking and stacking up damage against opponents.
This character doesn't have any Passive Abilities. |
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Perk and Rating | Description | Explanation |
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★★★★☆ Squanchin' Pyrotechnics |
Rick's portal has a longer cooldown, but allies that pass through a portal ignite enemies with their next melee attack. Allied projectiles that pass through a portal also ignite enemies. Enemies that pass through a portal are ignited. | For Rick players whose style relies on zoning, the longer cooldown of portals from this perk is balanced out by the potential amount of damage over time from Ignite that can be accumulated. This is aided by how basically any action or move centered around portals will lead to igniting the enemy, be it shooting projectiles through it, allies attacking after teleporting, or even just knocking enemies into portals. |
★★★☆☆ 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 Rick's performance. |
★★☆☆☆ Hephaestus, Who? |
When Rick charges his whip attack, the final hit will knock enemies down towards Rick. | A niche perk that unlocks more potential for combo-heavy Rick players by catching dragging mid-air opponents down for ground combinations, but is diminished by Rick's vulnerability when he has to charge the whip. This also does not provide much benefit to players that are trying to maximize Rick's projectiles. |
Perk and Rating | Description | Explanation |
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★★★★★ That's Flammable, Doc! |
Your team can melee an enemy after hitting them with a projectile to ignite them. If your teammate also selects this perk, ignite damage and duration is increased. |
Paired with the Squanchin' Pyrotechnics and the amount of projectiles Rick constantly launches, this is a no-brainer for racking up damage on opponents to make knockouts easier. This is further improved if your teammate also has this perk for increased damage and duration. |
★★★☆☆ 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. |
While the damage threshold for Press the Advantage can be steep to reap its benefits, Rick's kit has enough built-in knockback, most especially in his charged neutral, to potentially take advantage of it and aid in finally knocking out opponents. |
Perk and Rating | Description | Explanation |
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★★★★☆ 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. | Considering Rick's already great vertical mobility options, this perk will provide an extra support for him to not only avoid ground horizontal attacks, but to also expand his zoning area to the air region as well, narrowing down the safe movement options of opponents. |
Perk and Rating | Description | Explanation |
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★★★★★ Armor Killer |
Hitting an armored enemy will briefly stop them from using armor. | Considering the constant barrage of Rick's zoning attacks, especially the rate of fire of his neutral attack, it becomes easy to constantly deny the enemy of armor to support teammates or even to follow up yourself. |
★★★☆☆ Armor Crush |
Your fully charged attacks break armor. | While not as reliable as Armor Killer denying armor, Armor Crush is still easy to apply thanks to Rick's charged neutral being a ranged projectile. |
Aerial Down + Attack ►Side + Attack x3 ► Side + Special ► Up + Attack ► Aerial Up + Attack |
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This is a beginner-friendly Rick combo that introduces the battle potential of Rick's portals, with the Aerial Down + Attack being optional. This combo can result in Igniting the opponent, setting up portals in the arena, and Silencing the opponent. There is some slight mix-up potential for the finisher too, as you can either use the Seed to silence the opponent or do an Aerial Up + Special instead if the opponent has enough damage to be knocked out of the arena.
Down + Special ► Side + Special ► Aerial Side + Attack ► Side + Attack x2 ►Side + Special ► Up + Attack ► Aerial Up + Special ► Aerial Up + Attack |
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This combo is intended for Rick specialists, and in return, they can deal up to 50 damage and even outright knock an opponent if all the abilities manage to hit properly. They key to this combo is to time the portal a bit after firing the Polymorph projectile so that after teleporting behind the opponent, Rick lands on the projectile and gets enlarged by the Morphized buff, thereby increasing the range of his attacks and allowing him to continuously reach and juggle the opponent until they are pushed towards the edge of the arena.
Rick's portals are the catalysts of chaos in the arena, as they enable many of Rick's combos by repositioning enemies, grant more attack and retreat options to allies, and extend the range of projectiles to zone and restrict the movement of opponents. Manage the cooldown well, and these portals will be your new best friends.
Rick's Aerial Up + Attack is an easy-to-incorporate ability for many of his combos, and comes with either a cooldown reduction buff for allies or an ability Silence buff for enemies, giving it more purpose and potential during a fight. Even if the Seed itself is on cooldown, the attack can still be used during a combo, meaning this is one of the abilities Rick can use the most without having to consider cooldowns or timings before starting combos.
Rick excels at attacking opponents from a distance with a variety of ranged options that can even mess up opponents' timings thanks to their various delays and speeds. Avoid direct conflict whenever possible, and instead focus on restricting the horizontal areas within which opponents can act freely.
Since many of Rick's battle-shaping abilities run on cooldowns, you must learn the timings, cooldown periods, and durations of many of his abilities to either maximize combo potential or recognize the very moment when it is worth putting a skill on cooldown in order to support a teammate or knockout an opponent.
Circuit Drone Rick
(Uncommon) Tags: Villainous, Animated , Non-Human 500 Gleamium |
I.C.O.N Director Sanchez
(Epic) Tags: Heroic, Animated , Human 1500 Gleamium |
Matrix Code Rick
(Uncommon) Tags: Non-Human 500 Gleamium |
Mech Suit Rick
(Uncommon) Tags: Animated, Human 500 Gleamium |
Rick Prime
(Rare) Tags: Human, Animated Season 3 Battlepass |
Seal Team Rick
(Rare) Tags: Animated , Human 800 Gleamium |
Shark Hat Rick
(Uncommon) Tags: Animated , Human 500 Gleamium |
Tooniverse Rick
(Uncommon) Tags: Human 500 Gleamium |
Full Name | Rick Sanchez (aka. Rick C-137) | First Appearance | Rick and Morty "Pilot" (December 2013) |
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Voice Actor | TBA |
A nihilistic mega-genius and one of the galaxies most wanted. Earth-hailing scientist Rick Sanchez has seen just about everything reality has to offer. Nearly always accompanied by his grandson Morty, the two of them have saved the galaxy and the space/time continuum dozens of times.
List of Characters: Fighter Roster
Current Roster | |||
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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 |
Rick Guide: Best Combos and Perks
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