ATTACKS | GROUND | AIR |
---|---|---|
SIDE HOLD 🡆 + J |
QUICK KICKS! Jake kicks several times while moving forward. |
|
NEUTRAL J |
EAT SPIKES! CHARGE a powerful spike ball swing that BREAKS ARMOR. |
BELLY BUMP Jake expands his belly, knocks enemies forward, then COMBOS into a mallet spin that BREAKS ARMOR. |
SIDE 🡆 + J |
FUNKY JUNK A COMBO of punches ending in a belly bump. |
FUNKY JUNK Jake CHARGES and aims a stretchy punch that has a SWEETSPOT at the end of its stretch. |
UP 🡅 + J |
YOU AXE'D FOR IT! CHARGE an axe swing overhead. CHARGING extends the range of the swing. |
MACE IN YO FACE Jake deals a COMBO of spike ball swings. |
DOWN 🡇 + J |
SPLITS! CHARGE a two-way split kick that BREAKS ARMOR. |
WHERE'S MY HALFPIPE? Pull out a skateboard for some sweet tricks. If Jake lands on enemies or allies, he will bounce off and COMBO into a new trick. The third hit will apply IGNITED. |
May 30th, 2025: The game's online functionalities have been shut down. The game will remain playable offline for the foreseeable future for players who logged in during Season 5.
Jake the Dog
Jacob "Jake" the Dog, Sr is a Fighter from the Adventure Time Universe in MultiVersus. He was revealed alongside the game itself on November 18th, 2021, and is part of the game's initial release roster, having been playable since the first Tech Test.
Origin
Jake is one of the main protagonists of the 2010 Cartoon Network animated series Adventure Time and its related 2007 Nickelodeon animated short. He's an anthropomorphic dog/shape-shifter hybrid with magical Stretchy Powers that allow him to bend his body at will, allowing himself to change his own size and shape. He's Jermaine's biological brother, as well as Finn's adopted brother and best bud, with whom he lives in the Tree Fort. He's also dating Lady Rainicorn with whom he had five children.
Official Biography
Those Stretchy Powers are a trip, dude.
Website
As far as Jake knew, he just happened to be born with his magical Stretchy Powers. He would find out far later that he was actually the offspring of a shapeshifter named Warren Ampersand. But no matter where he came from, Jake has created a happy life for himself as a hero and adventurer with his best bud, Finn the Human. When he’s not adventuring and punching major bad guy buns, Jake likes to hang with his beloved girlfriend Lady Rainicorn and their five Dog/Rainicorn/Shapeshifter pups.[1]
In-Game
Jake's magical Stretchy Powers let him deal massive damage and surprise the heck out of his opponents on the battlefield. He loves to get in their faces and mess 'em up!
Gameplay
INFORMATION NEEDED |
---|
![]() |
Skills
SPECIALS | GROUND | AIR |
---|---|---|
NEUTRAL K |
RUBBER STOMACH, DUDE! Jake will eat nearby fighters, DISABLING them and carrying them in his tummy. Press input again to aim and spit fighters. Allies can input and aim to spit themselves out. Enemies receive maximum STACKS of WEAKENED. Allies gain ARMOR. Spitting a fighter makes them a PROJECTILE. COOLDOWN applies. |
RUBBER STOMACH, DUDE! Same as ground. |
SIDE 🡆 + K |
GIDDY UP! Jake transforms into a horse and gallops forward. CHARGE to increase duration. His back becomes a platform for allies. |
GIDDY UP! Same as ground. |
UP 🡅 + K |
STRETCHIN' OUT Charge and stretch Jake's head upward while his buns stay behind. Enemies that touch Jake are knocked back. After stretching, Jake's buns snap back to his head. Jake can only be hit on his head. |
STRETCHIN' OUT Same as ground. |
DOWN 🡇 + K |
THAT'S HEAVY, DUDE Jake will transform into something heavy and slam to the ground. CHARGE to stay transformed. PROJECTILES that hit Jake will be REFLECTED. Fighters will bounce off Jake. If an ally bounces off Jake, Jake will emit a poof PROJECTILE that knocks away enemies. |
THAT'S HEAVY, DUDE Same as ground. |
PASSIVE ABILITIES
N/A
No Passives
Fighter Mastery Track
![]() Jake Wins |
![]() 125 Perk Currency |
![]() 150 Perk Currency |
![]() 175 Perk Currency |
![]() 500 Fighter Road XP |
![]() 250 Perk Currency |
![]() 275 Perk Currency |
![]() 300 Perk Currency |
![]() 325 Perk Currency |
![]() 1,000 Fighter Road XP |
![]() 500 Perk Currency |
![]() 600 Perk Currency |
![]() 700 Perk Currency |
![]() 1,500 Fighter Road XP |
![]() 150 Gleamium |
![]() Bonus Rewards (RARE) |
Other Roles
- AS A MAP EXTRA
Jake appears as a map extra on the Teen Titans Tower Maps, where he can be seen playing video game besides Shaggy and Silkie. He will get scared and cower beneath the couch when the tower enters Lockdown Mode. Occasionally, he will also stretch his arm to get a slice of pizza from the nearest pizza box. He won't appear on the Maps if he's being played as.
Update History
- Air Neutral Attack
- On-whiff cancel window into Air Neutral Attack, Special Follow-Up delayed 16 frames
- Air Neutral Attack, Special Follow-Up
- – Damage reduced to 8 from 12
- General
- + Ground movement speed increased to 2150 from 2100
- Ground Side Attack 1
- – Hitbox size reduced so the attack is less likely to hit behind Jake
- – Movement reduced
- Ground Up Attack
- + On-hit cancel window advanced 1 frame
- – Knockback influence multiplier increased to 1.5 from 1.0
- Ground Down Attack
- ~ Knockback angle made more downward to allow ground bounces
- – Knockback influence multiplier increased to 1.25 from 1.0
- Air Neutral Attack
- ~ Now limits fall speed during attack recovery
- Air Side Attack
- + Uncharged damage increased to 5 from 4
- + Uncharged sweetspot damage increased to 6 from 5
- + Uncharged sweetspot knockback increased to 1450 from 1300
- + Uncharged sweetspot knockback scaling increased to 18 from 17
- + Repeat-move lockout reduced to 14 frames from 20 frames
- – On-whiff cancel window delayed 6 frames
- Air Up Attack
- ~ Now limits fall speed during attack recovery
- Air Down Attack
- + Second hit start-up window reduced 2 frames
- ~ Hitbox size adjusted to better match visuals
- + Now maintains more momentum during attack
- Air/Ground Neutral Special
- – On-hit weakened debuff removed
- Air/Ground Side Special
- + Now maintains more momentum during attack
- ~ Now limits fall speed during attack recovery
Season 3 1.3.3 Midseason Patch
- Ground Up Attack
- * Fixed an issue where Jake’s hand was not properly becoming invulnerable above 50% charge
- Air Up Attack 2
- + Damage increased to 7 from 6
Season 3 1.3.0 Patch
While strong from a distance, Jake was lacking in ways to approach the opponents outside of using his bite command grab that led to a significant reward. We have improved on Jake’s grounded gameplay to allow for better boxing tools, and also improved knockback angles on some aerial attacks to allow for more aggressive combo starters.
- Ground Side Attack 1
- + Start-up window reduced 3 frames
- Ground Side Attack 3
- + Knockback scaling increased to 17.5 from 16.5
- Ground Neutral Attack
- + Uncharged knockback increased to 1600 from 1500
- + Uncharged knockback scaling increased to 19 from 18.5
- ~ Knockback angle made more horizontal
- + Start-up window reduced 4 frames
- – On-whiff cancel window delayed 8 frames
- Ground Up Attack
- + Forearm and hand hurtbox are now invulnerable during the attack if charged at least 50%
- Ground Down Attack
- + Start-up window before charge reduced 2 frames
- + Knockback increased to 1450 from 1250
- – Repeat-move lockout increased to 15 frames from 8 frames
- Air Neutral Attack
- – Knockback reduced to 1400 from 2000
- ~ Knockback angle made more downward to allow ground bounces
- + Cancel window into Air Neutral Attack Special Follow-up advanced 3 frames
- + Now maintains more momentum during attack start-up
- – Repeat-move lockout increased to 23 frames from 8 frames
- Air Neutral Attack, Special Follow-up
- – Damage reduced to 10 from 12
- – On-whiff cancel window delayed 10 frames
- Air Side Attack
- + Now maintains more momentum during attack start-up
- + Now maintains more momentum when executed as part of a dodge attack
- – Repeat-move lockout increased to 20 frames from 8 frames
- Air Up Attack 1
- + Now maintains more momentum during attack start-up
- Air Up Attack 2
- – Knockback reduced to 1150 from 1450
- + Forearm and hand hurtbox are now invulnerable during the attack
- Air Down Attack
- + Now allows fast fall during attack start-up
- – Now maintains less momentum in the direction opposite Jake’s facing during the attack
- + Start-up window reduced 2 frames
- * Fixed an issue where Jake would not always hop on-hit
- Air/Ground Neutral Special
- – Jake can no longer jump while there are enemies in his stomach
- – Minimum eat time reduced to 0.75 seconds from 2 seconds; victims now have an easier time mashing out
- – Eaten enemies now escape if Jake attempts to ring himself out in the bottom blast zone
- * Fixed an issue where Jake could float into the top blastzone if he whiffed this attack under certain conditions
- Air/Ground Side Special
- ~ Now ignores player collisions during movement; this should fix issues where Jake would get stuck next to enemies without hitting them
- “Stay Limber” Perk
- * Fixed an issue where Jake would not bounce if the player held a down input
- Air/Ground Side Special
- * Fixed an issue where Jake wouldn’t look like he was running while moving as a horse
1.2.2 Mid Season Patch
Jake has been underperforming for a while due to the over-centralizing strength of his Bite neutral special. We are looking to evaluate some quality-of-life buffs for a future patch to make his strategy less Bite-dependent.
- General
- * Fixed an issue where Jake’s neutral dodges were not playing their ending animations
- Air Down Attack
- ~ A floor bounce incurred from the first hit of this attack will not count towards the automatic tech bounce threshold
- Air/Ground Neutral Special
- – Armor duration from eating an ally reduced to 1.5 seconds from 4.0 seconds
- ~ Eating an ally now interrupts their current action
We still feel like Jake has not been performing up to his potential in PvP. We will look to address this more with our midseason update, but for now we wanted to give him a few new tools to help him out.
- General
- * Fixed an issue where certain animations had misaligned hurtboxes
- Ground Dash Attack
- + Start-up window reduced 8 frames
- + First hit more reliably combos into second and third hits
- + Third hit damage increased to 7 from 5
- + Third hit knockback increased to 2150 from 1850
- + Third hit knockback scaling increased to 20 from 18
- ~ Third hit knockback angle made more horizontal
- Air Neutral Attack 1
- + Knockback scaling increased to 8 from 0
- ~ Knockback angle made more vertical
- + Hitstun increased
- + More aerial momentum is maintained on attack start-up
- Air Neutral Attack 2 is now Air Neutral Attack, Neutral Special Follow-Up
- ~ Input requirements changed to neutral special after air neutral attack
- ~ Using this attack consumes one air special
- + Now launches Jake upwards and forwards
- ~ Now only hits one time
- + Knockback increased to 2100 from 1000
- + Knockback scaling increased to 18 from 10
- ~ Knockback angle made more horizontal
- + Hitbox size increased
1.05 Mid-Season Patch Jake has been having a rough time since our official launch. With these changes we’re looking to make him feel more like an aerial bruiser and less like a bite-spammer.
- General
- * Fixed an issue where Jake could not hold special inputs using the right stick
- Ground Neutral Attack
- + Start-up window before charge reduced 6 frames. Start-up window after charge reduced 4 frames.
- Air Side Attack
- + Hitbox size increased to better match visuals
- + Hitbox active duration increased 3 frames
- Air Neutral Attack
- + Hitbox start-up time advanced 2 frames
- Air Down Attack
- + More aerial momentum is maintained on attack start-up
- Air Up Attack 1
- + Hitbox start-up time advanced 3 frames
- Ground/Air Neutral Special
- ~ Now applies incapacitate-resistance buff to incapacitated enemies
- Aerial/Ground Up Special
- * Fixed some issues with game performance
- ~ General
- Enabled 2D Hitboxes on Jake.
- - General
- Weight reduced to 59, down from 69.
- - Air/Ground Down Special
- Startup frames increased
- Downward movement speed decreased to 1500, down from 2000.
- Whiff recovery increased 22 frames.
- Hitbox size decreased.
- ! Air/Ground Down Special
- Fixed an issue where this attack could destroy certain heavy projectiles.
- - Air Side Attack
- Removed hitboxes on Jake’s arm. Active hitboxes are now only on Jake’s fist.
- - Air Neutral Attack
- Active hitbox window delayed by 3 frames.
- - Air Up Attack
- Delayed ability to branch into up special by 6 frames.
- - Air Down Attack
- Delayed ability to branch into other attacks.
- Active frame window delayed by 2 frames.
- - Ground Side Attack
- Hitbox window ends 2 frames earlier.
- - Ground Up Attack
- Added 5 additional frames of commitment before Jake is able to dodge-cancel out of You Axe’d For It!. You Axe’d For It! is currently too safe and lacks any sort of commitment on Jake’s part. Our goal with this change is to help insure that this move has an appropriate risk-reward when players commit to using it.
- Added 2 frames of whiff lag to You Axed For It!.
Developer's Note: In the future, we'll be looking to add additional counterplay to the Jake's Air Down Special and Skateboard Combo. However, because of the short turnaround time of this patch we weren't able to address these issues at this point in time.
- - Weight
- Reduced to 59, down from 69.
- For the time being, this change is currently an online-only change. An offline change that reflects this adjustment will come in a future patch.
- Reduced to 59, down from 69.
- ! Ground Up Attack
- Fixed a bug where Jake's arm would not extend.
- - Air Neutral Attack
- Reduced hitbox size by 10%.
- Delayed the start of this move's active hit frames by 4 frames.
- - Air Down Special
- Reduced hitbox size by 20%.
- For the time being, this change is currently an online-only change. An offline change that reflects this adjustment will come in a future patch.
- Reduced hitbox size by 20%.
- - Air Up Attack 1 & 2
- Reduced the amount of float the character has while in the air.
- These changes were put in to prevent the long duration air stalling that Jake was able to perform.
- - Air Neutral Attack
- Reduced the amount of float the character has while in the air.
- These changes were put in to prevent the long duration air stalling that Jake was able to perform.
- - Air Up Special
- On hit canceling to another attack delayed by 3 frames.
- - Ground Side Attack
- Dodge cancel window delayed by 4 frames on both Jab 1 and Jab 2.
- Jump cancel window delayed by 4 frames on both Jab 1 and Jab 2.
- - Ground Neutral Attack
- Increased whiff recovery by 5 frames
- - Air Down Attack
- Increased whiff recovery by 5 frames on the third hit of Skateboard.
- - Air Side Attack
- Increased whiff recovery by 2 frames
- - Air/GroundUp Special
- The opponent has 15% more Knockback Influence
- ~ Neutral Special
- The wall bounce angle has been adjusted to be higher when spitting opponents into vertical walls
- This was changed to prevent a skill-check Knockback-influence (KBI) that could instantly ringout players even at low damage.
- - Air Down Special
- House hitbox and movement starts 5 frames later
- - Air Down Attack:
- Start up active frames starts 1 frame later.
- Increased recovery by 3 frames after the third hit.
- - Neutral Air Attack
- Added 4 frames of whiff lag
- - Side Air Attack
- Added 3 frames whiff lag
- - General
- Set dodge meter return to 9s from 6s.
- - Air/Ground Down Special
- While in the House and on the ground, Jake will no longer bounce grounded opponents.
- - Ground Down Attack
- Recovery increased by 4 frames on whiff(miss).
- ~ Air/Ground Neutral Special:
- If Jake eats multiple opponents, he will spit them all out on the first spit.
- Spitting no longer counts towards air special count. Jake can aerial spit even if he has exhausted his air specials.
- Spit opponents are now properly classified as projectiles.
- Weakened stacks applied on hit reduced to 2 from 5.
- - Air/Ground Down Special:
- Attack duration reduced to 3 seconds from infinite duration.
- Can no longer hit the same enemy multiple times.
- - Air Side Attack:
- Whiff recovery increased 6 frames.
- Land cancel window delayed to match increased whiff recovery.
- On-hit cancel window moved 2 frames earlier.
- This should give the opponent more of a window to punish Jake on a whiffed attack, while also giving Jake more of an opportunity to successfully follow up from a hit attack.
- - Air Down Attack:
- Damage reduced on first two hits.
- Third hit ignite duration reduced to 0.5 seconds from 1 second.
- - Air Down Attack - Removed instant cancel out of the attack to prevent skateboard infinites
- No longer bounces off allies
- - Ground Up Attack - Additional whiff recovery; Slightly later charge cancel window to make it a bit more committal
- ~ Aerial and Grounded Side Special:
- + Can cancel on hit earlier to allow it to more reliably combo.
- - Startup of move increased.
- - Initial Movement speed slowed from 2x to 1.5 to give more time for opponents to react.
- + Up Air Attack: Can cancel on hit earlier to allow it to more reliably combo.
- + Grounded Up Attack: Can cancel on hit earlier to allow it to more reliably combo.
- + Grounded Down Attack: Can cancel on hit earlier to allow it to more reliably combo.
- + Grounded Neutral Attack: Can cancel on hit earlier to allow it to more reliably combo.
- - Weight: Lowered from 75 to 63.
- - Side Air Attack: Jake's stretch punch distance is now based on charge time. The sweet spot on the attack will only apply if charged for a long enough time.
Closed Alpha, May 19th 2022
- Jake the Dog was a playable fighter in the Closed Alpha.
November 18th 2021
- Jake the Dog was revealed to be a playable fighter in MultiVersus.
Trivia
- Jake the Dog and Steven Universe's renders used to be flipped on the official website.
- Sometimes, when Jake is attacked, there is a chance he will let out a small fart.[2]
- Despite being featured on several covers for the MultiVersus: Collision Detected comic series, within the comic's actual storyline Jake only appears as a small cameo in Avia's daughter box game in issue #2 and as evil robots created by a Rick-controlled Brainiac in issue #3.
External
References
Fighters in MultiVersus (Dynamic List) | |
---|---|