Skip to content
Useful Batman Combos in Multiversus
MultiVersus

Useful Batman Combos in Multiversus

Master Batman's vertical combos in multiversus. Learn how to kill at 120 HP with up air and use the grappling hook effectively.

By ··10 min read·Multi-source verified
1 reading this guide  

Master Batman's vertical combos in multiversus. Learn how to kill at 120 HP with up air and use the grappling hook effectively.

Batman's combos in multiversus primarily revolve around vertical gameplay. The effectiveness of his combos often depends on the enemy's current HP or their position. You'll be using most combos to attack upwards, but you can also spike downwards for edge guarding.

Walkthrough
  1. 1
    Long Horizontal Combo: Use Batarang (input: Neutral Attack) followed by Neutral Attack again. Repeat this to slide attack and apply weakness, which increases damage taken and adds knockback. You can dodge into a slide attack or uppercut for more momentum. This combo is especially effective with the Coffezilla perk for near-instant Batarang resets, particularly if an ally in a 2v2 match also runs Coffeezilla.
  2. 2
    Aerial Combo 1: Neutral Air (Nair) or Side Air (Sair) > Down Air (Dair) > Ground yourself > Neutral Attack > Neutral Attack.
  3. 3
    Aerial Combo 2: Up Special (Up) x2 > Up Air Special. This combo involves using Up Attack to lift enemies, followed by two Up Air attacks. Enemies around 120 HP can be killed if the second Up Air lands. For lower HP enemies, you can use Up Air Special, but this requires the triple jump perk. An example shows this rotation can score a kill around 80 HP. You can also apply the Batbomb at the start of this combo with the Bouncerang signature perk for added explosion knockback and weakened velocity to secure a kill.
  4. 4
    Aerial Combo 3: Down Air (Dair) > Side Air (Sair) or Up Air (Uair) - This is a short, easy combo useful while gliding near the floor to get an enemy back into the air. You can follow this into an Up Air Special to attempt a kill.
  5. 5
    Grappling Hook Combo: Neutral Special (Neutral) or Side Special (Side) - This heavy attack can drag you to an enemy and uppercut them. It can kill enemies above 130 HP.
  6. 6
    Aerial Combo 4: Side Air (Sair) or Neutral Air (Nair) > Up Air x2. This is an effective combo against airborne opponents with less than 60 HP. Modify it with an Up Air Special above 120 HP for a potential heavy knockout.
  7. 7
    Aerial Combo 5: Neutral Attack > Down Air (Dair) > Up Air x2. This combo is useful for hitting opponents slightly out of range and launching them into the air. It works on both grounded and airborne targets.
  8. 8
    Ground Combo: Neutral Attack > Up Attack x2. This is better than regular uppercuts when enemies are hit-stunned from Batarang and have high HP. It's even more effective when you charge the grounded Up Special attack.
  9. 9
    Batbomb Combo: Use Bat Bomb (input: Neutral Attack) and then start a combo that gets the enemy into the air. After about five seconds, the Batbomb will detonate, knocking enemies upwards. You can use this at the start of a combo to increase pressure for early HP kills. An example shows a charged Up Special after a Dair with Batbomb can end the combo with a kill.
Tips
  • Focus on verticality when playing Batman.
  • Use Batarang to apply weakness for increased damage and knockback.
  • The Coffezilla perk can significantly speed up Batarang cooldowns.
  • The triple jump perk is required for the Up Air Special kill combo on lower HP targets.
  • Grappling Hook can kill enemies above 130 HP.
  • Batbomb can be used at the start of a combo to set up for an upward detonation.

100% Human-Written. AI Fact-Checked. Community Verified. Learn how AntMag verifies content