MultiVersus, the platform fighter featuring a wide range of Warner Brothers properties, released into Open Beta recently. At a glance, it appears to be a WB-branded variant of Nintendo’sSuper Smash Bros.The game does have many close similarities toSmash Bros., which is understandable: Nintendo’s signature platform fighter is beloved by fans across the globe, and boasts a level of quality that’s tough to imitate.

Related:The Next Super Smash Bros. Should Learn From Nickelodeon All-Star Brawl and MultiVersus' Wacky Rosters

An image from MultiVersus featuring Bugs Bunny Taunting next to Garnet, visor retracted.

AlthoughMultiVersusandSmash Bros.are similar, their differences end up being extremely impactful. Several core elements ofeach game differ in significant ways, and the two games end up feeling substantially different. Not all of these differences are evident at first: here are ten major ones that end up having a huge impact in howMultiVersusis played.

10Character-Specific Dialogue

A minor difference that nevertheless makes an impact. In several different situations: match start, ring out, respawn, and victory screen to name a few, the characters have specific voice lines depending on the situation.

Often, this manifests as taunts between characters. Defeated by Superman, Batman will remarkhe should have brought his Kryptonite. Seeing Arya Stark on match start, Bugs Bunny will accuse her of wearing animal furs. These might get old after a while, but they add a lot to the character of the game.

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9Attack Decay

InSmash Bros., this is referred to as “Stale Moves”. When a character in either game uses the same attack too many times in a row, its power will decrease. When this happens inSmash, the effect is close to invisible. Players might not even know about itwithout checking the manual.

It’s different inMultiVersus. Not only is the effect covered in the tutorial, but whenever it begins taking effect, there’s an on-screen warning and sound effect both, impossible to ignore. The effects can be felt right away as well, and are a little tougher to remove since the pool of moves inMultiVersusis smaller than in Smash.

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8Wall Cling

The standard method of recovery inSmash Bros.is to grab the edge of the platform when returning. Doing so grants the grabber some brief invulnerability and a couple of getup options, but is a risky state. A lot ofSmashoffense revolves around guarding these grabbable edges.

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InMultiVersus, however, the edge grabbing state doesn’t exist. Instead, any character can hold against a wall, which automatically refreshes their jumps. Coupled with this, all stages in the game are supported by walls that stretch into the blast zone, so any character near the stage can easily recover - if not punished.

7Double Air Mobility

On top of the wall cling mechanic,MutiVersushas another difference fromSmash Bros.in terms of recovery. InSmash, most characters return to the stage with a midair jump, then an upward special. The default inMultiVersus, on the other hand, is two midair jumps, two air dodges, and two specials, which can all be used in any order.

In addition to the recovery options provided, all these jumps allow characters inMultiVersusto cross huge distances onstage as well. Air combat is greatly expanded. It’s a little troublesome, though, to keep track of which of these many jumps are still available in an offstage situation.

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6No Blocking Or Grabbing

Similar to many traditional fighting games,Smash Bros.has a rock-paper-scissors interaction between moves: attack beats grab, block beats attack, grab beats block.MultiVersusdoes away with this staple. The only standard defensive option is a directional dodge, and there’s no universal grab.

There are a few other interactions with a similar relationship. Closest is the prevalence of armored moves, and armor-break moves that ignore them. Most characters have a dedicated armor break, but it’s only useful in certain matchups. Choosing characters to specifically counter others is much more common as a result.

An image from MultiVersus featuring Taz biting Wonder Woman, and Superman charging an armored punch.

5Online Focused

It’s true ofSmash Bros.and also of Nintendo as a whole: the games are made for local multiplayer.It took Nintendo a while to embrace online gamingcompared to other developers, and when they did, their services were worse than the rest. OnlineSmash Bros.has greatly improved since its introduction inBrawl, but it’s still considered lacking.

Related:MultiVersus: How to Unlock More Characters

Not so forMultiVersus, which is designed around online play first and foremost. It even has rollback netcode, the current yardstick for whether developers are trying to promote online play. The flip side is thatMultiVersushas almost nothing besides online content, so unlikeSmash, players who prefer single-player won’t have a good time.

4Perks

Earned on level up, these abilities can be equipped at the start of a fightto augment aMultiVersuscharacter’s stats. There are universal types, such as damage or speed increases, and character-specific ones, like one that triggers Shaggy’s rage mode automatically. Their effects can be stacked, as well: if both teammates in a 2v2 equip the same perk, its effect is amplified.

Smash Bros.has experimented with similar systems in the past, starting inBrawlwith sticker abilities and culminating inSmash 4with fully customizable loadouts, including varying special attacks. InSmash, however, none of these systems were widely used, whereas inMultiVersusthey take effect in every single match. Time will tell whether the playerbase will stick with them.

An image from MultiVersus featuring the online mode selection menu.

3Character Classes

One of the stranger differences between games isMultiVersus' classification of its characters. They come in Bruiser, Assassin, Tank, Mage, and Support. The system is closer toLeague of Legends' hero classes thanSmash Bros., in which no such description exists.

It’s an interesting decision, and it helps reinforce the idea of 2v2 teamplay, where each person uses a character that compliments the other. There are pitfalls inherent in this kind of separation, though. It’s not clear whether everyone is balanced for 1v1 as well, which even inMultiVersusis the only mode some people play. A more serious issue could crop up if, when the meta takes hold, certain characters or classes are considered must-have.

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2Support Abilities

The most interesting property of theMultiVersuscharacters compared toSmash Bros.is the inclusion of support abilities, moves that provide a benefit to a teammate in 2v2.“Support” characters tend to have several of these, but every character has at least one cooperative function. Bruiser-class Taz, for example, can apply a healing buff simply by moving past his teammate.

This sort of interaction is almost nonexistent inSmash Bros., and greatly emphasizes the 2v2 focus ofMultiVersus, for better and for worse.

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1Free-To-Play

The biggest difference between the two games is their pricing model. TheSmash Bros.games have all been one-time purchases, with later games introducing DLC.MultiVersus, as advertised, is free-to-play, with a battlepass and microtransactions. Adopting this model ends up affecting all areas of game design. To start with, its low barrier of entry allows lots of players access to the already accessible platform fighter.

Not all the players, however, can access all the content: while characters are purchasable with in-game gold, the rate at which gold is earnedis already beginning to frustrate some players. Beyond this, gold is also used to acquire strength-boosting perks, and as usual almost all of the cosmetics require real money. In the end, the game is still new, so time will tell whether the microtransactions end up being too toxic.

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MultiVersusis available in early access on PC, PS4, PS5, Xbox One, and Xbox Series X|S. Its Open Beta begins on July 26th.

More:MultiVersus: 8 Warner Bros. Characters We Hope Are Added To The Game

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