

In an age where fighting game players are playing on a vast array of controller options from official pads like the DualShock 4 or GameCube to arcade sticks and Hit Box-type controllers, actually controlling them can feel completely different between them.

The worry with that would be that one particular option could be objectively better to pick for serious play although none of MultiVersus' customization appears to give an inherent advantage over another. Obviously, not everything that MultiVersus offers would apply to more traditional fighters like Street Fighter and Tekken, but there are still lessons to be learned from it and how they could let players preform inputs and motions in slightly different ways. These types of control specifications have been available for years and years in other competitive genres like shooters, so why shouldn't fighting games offer the same? MultiVersus allows users to make the game feel more precise in basically any way they want, and it kinda shakes up what we've known and come to expect for fighters. Ultimate and Guilty Gear Strive, which can lead to unwanted attacks or dodges after getting hit or performing certain actions.

The ability to change input buffer frames as well as making buffered inputs only come out on hold is potentially the most fascinating customization option we've seen in a fighter in recent years too.įor years now, we've witnessed players complain about input buffering being too long in games like Super Smash Bros. Players can adjust the deadzone on their sticks both vertically and horizontally if the directions are feeling too loose or tight to your likings and perhaps messing with your inputs. What ended up impressing us most was the more nuanced and technical options that we haven't really seen before in the genre. It's an absolute breath of fresh air that control of how the game feels is put into the hands of the players themselves, and that's not even the most interesting part.

I will warn you though that I experienced what appeared to be a bug after selecting those options that changed my controls back to the default, but restarting the game fixed that issue. One simple click of an option, and I was able to change that and made an immediate improvement to my play. I've spent most of my play time with Harley Quinn and kept finding myself messing up which aerials I was using because I felt that her big hammer swing would work better as her side attack. What really started to impress me, however, is the ability to swap your neutral and side attack options, which is something you may want to look at especially if you're coming from Smash. or a way to quickly swap between normal attacks and specials without moving your thumb. That's nothing new obviously though it is nice that players can map inputs to up to 2 buttons for those who want 2 jumps like Super Smash Bros. MultiVersus's default control scheme is admittedly atypical from what we generally see in the genre with attacks mapped to the triggers on pad, but those can obviously be re-mapped to whatever feels most comfortable.
