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Beetlejuice is an Assassin character in MultiVersus. Read on to find out how to play Beetlejuice, Beetlejuice's rating and basic info, as well as Beetlejuice's moveset, best combos, best perks, and a list of skins available for Beetlejuice!
List of Contents
Beetlejuice Changes | |
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Hammer Slammer |
・Hitbox size adjusted to better match visuals |
Bugs-Cellent Combo |
・Hitbox size adjusted to better match visuals (second hit) ・Hitbox size adjusted to better match visuals(third hit) |
Gotta Stay Sharp! |
・Now limits fall speed during attack recovery |
No Bones About It |
・Hitbox size adjusted to better match visuals ・Now limits fall speed during attack recovery |
Flyin' Hammer Slammer |
・Now limits fall speed during attack recovery |
Get A Load'A This |
・Now limits fall speed during attack recovery |
1.3.0 | ・Dodge attacks now more reliably give full movement momentum |
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1.2.3 | ・Sour Spot Hitbox Damage increased to 7 from 5 ・Sour Spot Hitbox Knockback reduced to 2650 from 2800 ・Knockback Scaling to 15 from 9 |
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1.4.0 | ・Hitbox size adjusted to better match visuals (second hit) ・Hitbox size adjusted to better match visuals(third hit) |
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1.3.4 | ・Fixed an issue where the third hit of this attack could cause more knockback than intended |
1.3.0 | ・On-whiff cancel window buffer delayed 6 frames later to make it less likely that Ground Side Attack 2 executes unintentionally |
1.2.3 | ・On-hit cancel window advanced 1 frame ・Hitstun reduced ・Start-up window reduced 3 frames |
1.2.3 | ・Knockback scaling increased to 20 from 18 ・Damage increased to 9 from 8 |
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1.4.0 | ・Now limits fall speed during attack recovery |
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1.3.0 | ・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) |
1.2.3 | ・Damage increased to 7 from 6 ・Knockback scaling increased to 9 from 8 |
1.4.0 | ・Now limits fall speed during attack recovery |
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1.4.0 | ・Now limits fall speed during attack recovery |
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1.3.0 | ・On-hit cancel window advanced 1 frame ・Now maintains more momentum during attack start-up |
1.4.0 | ・Hitbox size adjusted to better match visuals |
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1.4.0 | ・Hitbox size adjusted to better match visuals ・Now limits fall speed during attack recovery |
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1.3.0 | ・Now maintains more momentum during attack start-up ・Now maintains less momentum in the direction opposite Beetlejuice’s facing during the attack |
1.2.3 | ・Damage increased to 8 from 7 ・Knockback scaling increased to 15 from 13.5 |
1.3.3 | ・Uncharged knockback scaling increased to 18 from 16.5 ・Visuals updated to better match hitbox |
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1.3.0 | ・Visuals now better match hitbox |
1.2.3 | ・Hitbox updated to better match the fist on up attack |
1.3.0 | ・Now maintains more momentum during attack start-up |
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1.3.3 | ・Knockback increased to 2000 from 1850 |
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1.2.3 | ・Fixed an issue where the bomb visuals would stay on screen if the ground disappeared underneath Beetlejuice |
1.3.0 | ・Movement increased 25% ・Knockback angle made more downward to allow ground bounces |
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1.2.3 | ・On-hit cancel window advanced 5 frames |
Beetlejuice | |
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Type: Assassin Fighting Style: Horizontal Difficulty: To be updated Cost: 1,250 Gleamium Default Tags: Non-Human, Undead |
Strengths | Weaknesses |
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✔︎ Moveset allows him to get around easily when attacking
✔︎ Kit has good edgeguarding ✔︎ Most attacks can be charged which can deal increased damage to opponents |
✖︎ No reliable dash move to get away from attacks
✖︎ Some moves has tricky hitbox |
Beetlejuice is a character that fights very well when playing up close to opponents. His horizontal style of fighting works well both with his ground and aerial moves, making him suitable for most playstyles.
Command | Move | Description | How to Use |
---|---|---|---|
Neutral (Neutral + Attack) |
Hammer Slammer |
Effect: Charge, Breaks Armor Charge an overhead hammer slam that breaks armor. |
While this can be used primarily to break armor, this also works well when edgeguarding. |
Side (Side (Hold) + Attack) |
Coffin Toboggan |
Dash forward and fall into a coffin and crash into the ground. The coffin blocks projectiles. | Can be used offensively to interrupt opponent combos or defensively to block projectiles. |
Side (Side + Attack) |
Bugs-Cellent Combo |
A 3-hit combo that ends with grabbing a tasty bug. | This is Beetlejuice's basic combo that chains together easily and provides decent damage. |
Up (Up + Attack) |
Paranormal Punch |
Effect: Charge Charge a powerful boxing glove uppercut. |
Use this to launch enemies in the air for a combo or follow up on an ally's aerial attack. |
Down (Down + Attack) |
Tombstone Tapdance |
Effect: Charge, Breaks Armor Charge a dancing attack. The longer you charge the more steps you take. This move breaks armor. |
Can be used to counter enemies running towards you. When charged, this provides more damage and can ring out enemies vertically. |
Neutral (Neutral + Special) |
Get A Load'A This |
Effect: Charge Charge your scariest face. The charge can be stored and unleashed later. The closer you are when you unleash your attack the bigger the hit. |
This is best when used fully charged as the knock back and damage can ring out enemies. |
Side (Side + Special) |
Horrors D'Oeuvres |
Effect: Charge Try and catch a bug by pouncing at it. The longer you charge this move the further you will travel. Hit at the end to knock upward. |
This is best used when playing in a team as it can provide a decent knock back in the midst of combat. |
Up (Up + Special) |
Beetle Buddy |
Effect: Projectile Kick a beetle projectile outward. If you hit with the beetle it will follow you around afterward and can improve your next up air special. |
This can be used as a short range projectile attack to nearby enemies. |
Down (Down + Special) |
The Toast With The Most |
Effect: Projectile Draw a chalk bomb in the air then walk away leaving a fuse behind while you charge. Then light the fuse and let it blow. The fuse will also hit opponents it passes through. |
This is great for taking control of an area as this can force enemies to move away. |
When fighting on platforms, most of Beetlejuice's moves can be charged, increasing the overall damage you inflict on enemies. Do note that this can leave him vulnerable to attacks so it might be good to choose when to gauge the situation first before using fully charged attacks
Command | Move | Description | How to Use |
---|---|---|---|
Neutral (Neutral + Attack) |
Gotta Stay Sharp! |
Send out spikes all around you. | Great for use in aerial combat as the knockback can be difficult to recover from especially with higher damage. |
Side (Side + Attack) |
No Bones About It |
Underhanded boxing glove punch. | Good for catching enemies off guard since you can pick the direction of the punch. |
Up (Up + Attack) |
Flyin' Hammer Slammer |
Swing a hammer over your head. | A quick aerial attack you can use during combos or to keep an enemy in the air. |
Down (Down + Attack) |
Sometimes I Scare Myself |
Look in shock attacking underneath yourself. | A great move to finish aerial attacks or to prevent enemies from recovering to the platform. |
Neutral (Neutral + Special) |
Get A Load'A This |
Effect: Charge Same as ground. |
Similar to the ground version, this is best used fully charged as you can ring out unsuspecting enemies. |
Side (Side + Special) |
Beetle Swinger |
Swing forward on a beetle kicking in front of yourself. Hit with the end for more power. | This is great for knocking back enemies while maneuvering around the area. |
Up (Up + Special) |
Light As A Beetlefly |
Swim upward hitting anyone in your way. If you have a beetle following you, you can swing again in a new direction. | Use this to keep enemies in the air or ring them out vertically. When you have a beetle, you can move in another direction to surprise opponents. |
Down (Down + Special) |
Saturn Salutation |
A door spawns and a Sand Worm pops out to bite you. | Good for disrupting your opponent's aerial combos. |
Many of Beetlejuice's aerial moves let him maneuver around the area while attacking, making him very efficient at dealing damage. Attacks like Flyin' Hammer Slammer and Sometimes I Scare Myself can be used to attempt ringing out opponents.
Passive | Effect |
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Knock 'Em Dead | Allies that pass by will be given boxing gloves. While they have these gloves their attacks will say your name. If they hit the same target 3 times then you can summon yourself to the target with your Neutral Special attacks. |
While this passive only works when playing with an ally, this can improve Beetlejuice's already decent movement around the stage as you can instantly appear towards a specific enemy. This is also great in teamplay as your team can focus on an opposing team's weaker player and aim to ring them out constantly.
Perk and Rating | Description | Explanation |
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★★★★★ Frightening |
Your Neutral Special now stuns opponent instead of knocking away based on charge. | Instead of knocking away an enemy, this stuns them in place instead. This allows you or your ally to deal an easy hit on the affected opponent. |
★★★★☆ Big Bomb |
The chalk bomb will be larger the farther you are from it when lit. | This perk changes how big the explosion of the bomb it depending on your distance from it. While enemies can simply stay away from the bomb, this forces them to move away and stay in certain areas in combat. |
★★★☆☆ Angry Bugs |
Your Beetle will stay out after kicked. It will chase after any opponent that takes a hit close to them. Trying to summon another Beetle will make the one already out explode. You no longer have the option for a second dash with air up special. | While this gives you additional damage when landing attacks on opponents, this perk is hard to recommend since the second dash in your air up special can provide much more utility in combat. |
Perk and Rating | Description | Explanation |
---|---|---|
★★★★★ 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 Beetlejuice more protection when approaching enemies, especially when fighting opponents that have multiple projectile attacks. |
Perk and Rating | Description | Explanation |
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★★★★☆ Last Stand |
While you have at least 100 damage, knocking back enemies applies weakened. | This works well with Beetlejuice's moveset as he has plenty of moves that can knock back opponents, providing you with various ways to ring out enemies even when you have accumulated high damage. |
★★★☆☆ Speed Force Assist |
You receive 5% increased base movement speed | This lets Beetlejuice move around the area quicker, allowing him to use his more mobile attacks on hitting enemies. |
Perk and Rating | Description | Explanation |
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★★★★★ Pugilist |
Your melee attacks deal increased damage. | Since almost all of Beetlejuice's attacks are melee, this perk increases his entire damage output. |
Side Attack x2 ► Up + Neutral ► Air Side + Neutral |
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This is a quick series of moves that lets you start an aerial combo and ends in knocking your opponent away to the side. You can use this as a starting point for aerial combos or use this to keep force opponents off the platform.
Air Down + Neutral ► Up + Neutral ► Air Up + Neutral |
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This another combo that lets you launch opponents in the air only this time, you it focuses on ringing out opponents to the top of the screen. When an opponent has accumulated lots of damage, you can follow up with an Air Up + Special to secure the ring out.
This move launches an opponent in a diagonal angle that can be chained with other air combos. This can also be used defensively as you can use it on opponents trying to approach you, allowing you to zone them away and prevent any quick attacks.
This is a great move when used in aerial combat as you can easily ring out enemies even at lower damage. When you have a Beetle following you, this provides you with an additional swing in a new direction that can take opponents by surprise.
While Beetlejuice has projectile attacks, these are short ranged projectiles that require you to be close to opponents. Be sure to play close to your enemies just enough to hit your attacks while maintaining a short distance to dodge since Beetlejuice doesn't have a reliable dash.
Most of Beetlejuice's normal attacks can be charged which significantly increase your damage output. You can charge attacks when at a significant distance from your opponents and getting close when you find a good moment to attack.
Batman 85th Beetlejuice
(Uncommon) Tags: Batman 85, Non-Human 500 Gleamium |
Circuit Drone Beetlejuice
(Uncommon) Tags: Non-Human, Undead, Circuit Drone, Villainous 500 Gleamium |
Dia de Muertos Beetlejuice
(Uncommon) Tags: Non-Human, Undead, Dia de Muertos 500 Gleamium |
Matador Beetlejuice
(Legendary) Tags: Non-Human, Undead 2000 Gleamium |
First Appearance | TBA |
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Voice Actor | TBA |
The Ghost With The Most is here straight from the Afterlife to deliver his unique blend of undead charm. Frights and delights abound as this shapeshifting Bio-Exorcist
deploys ghoulish attacks and creepy-crawly companions to send a chill up the Multiverse's spine.
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 |
Beetlejuice Guide: Best Combos and Perks
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