Jason Voorhees

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Jason Voorhees is a Fighter from the Friday the 13th Universe in MultiVersus. He was revealed on May 20th, 2024, and was released alongside the game's Full Launch and Season 1 on May 28th, 2024.

Origin

Jason Voorhees is the main antagonist and mascot of the Friday the 13th franchise. He is a deformed, monstrous serial killer who is known for wearing a hockey mask to cover his deformities and intimidate his enemies. He kills those who dare to step foot in his hunting grounds, the Camp Crystal Lake, out of vengeance for his mother Pamela whom he witnessed being decapitated.

Official Biography

Unstoppable monster from beyond the grave.

A hulking bruiser with some shocking abilities to move around the battlefield, Jason is here to make every day Friday the 13th. Whether terrifying his opponents with his empty stare or his deadly machete, he's in the running to be the Multiverse's worst nightmare.[1]

Gameplay

Jason is a Tank-type character who is defined by his slow but hard-hitting move set - which is complemented by his bulky build and the use of weaponry, granting him fantastic range on the majority of his attacks. His fighting style and combo structures are relatively easy to get a hold of. So, assuming a new player can tolerate his glacial speed, he is an easy character to pick up and play as well. He is also among the heaviest characters in the roster, with excellent survivability. It's not uncommon for Jason to reach over 150 damage before being knocked out.

As most of Jason's attacks make use of his various melee weapons, these disjointed hitboxes allow him to easily out-space a good portion of the roster and take large chunks of health off of his victims; this grants him very solid stage denial for anyone unfortunate to find themselves knocked towards the side blast zones. In addition, he comes equipped with a wide variety of grabs and hit grabs, in the forms of 'Fear the 13th', 'No Escape', 'Sweet Dreams', and 'The Slasher'. The majority of these grabs allow Jason to quickly reposition his opponent either to the left or right, granting Jason the power to create favorable positions for follow-ups. In addition, 'Sweet Dreams' is one of the few grab attacks that can hit more than one target.

Along with his high damage and long reach, he also has the ability to grant himself on-demand hyper-armor through the use of his passive, and 'Unstoppable Rage' - a special that also increases the damage and knockback of his next attack. This feature allows Jason to trade blows with his opponent and often come out on top in terms of damage output; with a fully charged 'Axe Slam' buffed with 'Unstoppable Rage' being capable of immediately knocking out all but the healthiest of adversaries. A fighter unlucky enough to find themselves off-stage against a Jason under the effects of Unstoppable Rage will be easy pickings for the machete-wielding brute.

Jason's downsides are pretty apparent. The clearest one being that his movement speed is among the slowest in the game, both on ground and air. While he has tools to help him get around and mitigate this to a certain extent ('Mist Step', 'Down and Out'), these options are extremely committal and easy to predict, making them difficult to use in situations where the game's pace isn't under his control.

Jason's attacks themselves are also lacking in speed. The majority of his grounded moves are difficult to use in panic situations for this very reason, meaning that opponents who are good at smothering their enemies such as Morty can be frustrating for the masked murderer. But this weakness is even more apparent in his aerial tools. Jason has practically zero defensive options in the air due to all of his buttons being painfully slow. Combined with his large frame, this makes him extremely vulnerable to air juggling. This makes him especially vulnerable to fighters who dominate the skies such as Superman, Black Adam and Harley Quinn. Because of that, Jason is far more reliant on universal defense mechanics than other Fighters. This forces him to choose between using dodge meter to get in with dodge canceled attacks, or saving the meter in the event he gets put into a string. Lastly, his hyper-armor granted by his passive can be ended instantly by any armor breaking attack, even if Unstoppable Rage is fully charged.

Finally, Jason has almost no team utility in 2v2s, with his only support being that he can grant his ally gray health through the use of 'Unstoppable Rage'. It's important to note that only Jason gets hyper armor with gray health, thanks to his passive. This makes him good when paired with characters that can grant gray health in some capacity, such as Iron Giant and LeBron James (if equipped with Keep Possession). Jason himself, however, can benefit heavily from a good partner to assist in covering his weaknesses; combo heavy characters like Harley Quinn, Wonder Woman, Bugs Bunny and Stripe can keep enemies trapped in a string of moves long enough for Jason to mow them down with his strongest attacks.

Ultimately, Jason as a whole is a character who thrives when he can maintain control of neutral and out-space his opponent with his long reach - creating opportunities to go in for big damage with his simple but hard-hitting strings. He truly shines with a bait and punish playstyle, as his ability to gain armor on demand packed with his very hard-hitting attacks allows him to score early KOs if the player is able to get a read on the opponent's reactions. For all his faults, when the man behind the mask gets momentum, it can be a nightmare for his opponent to get it back; assuming they survive long enough to get the chance.

Skills

ATTACKS GROUND AIR
SIDE
HOLD 🡆 + J
FREIGHT TRAIN
Jason runs forward, shoulder tackling anyone in his way.
NEUTRAL
J
AXE SLAM
CHARGE an axe attack while slowly moving forward.
SCOOP AND SLICE
A sweeping hatchet swing that arcs through the air with deadly precision.
SIDE
🡆 + J
FEAR THE 13TH
A 3-hit COMBO that ends with a GRAB and tosses the opponent away.
CUT THEM DOWN
A wide-reaching machine swing from the air which knocks back the opponent with great force.
UP
🡅 + J
CRUNCH TIME
CHARGE a gruesome attack that mimics the fatal folding of a bed, launching your enemy skyward with a force that breaks both body and spirit.
FROM BELOW
Two swift, upward strikes of his machete. This aerial assault is a deadly dance of blades that spells doom for those caught unaware
DOWN
🡇 + J
ZOMBIE STOMP OR Z STOMP?
Channel the CHARGE of the undead into a ground-shaking stomp that propels enemies skyward
6 FEET UNDER OR GO TO HELL
Purge downward with a fist, executing a powerful air swing that spikes opponents to their doom.

SPECIALS GROUND AIR
NEUTRAL
K
UNSTOPPABLE RAGE
Jason channels his rage, trading self-inflicted damage for GRAY HEALTH. Allies also receive a small amount of GRAY HEALTH. While enraged, he is faster and his next attack deals more DAMAGE and KNOCKBACK. This condition ends when his GRAY HEALTH is depleted or when he uses an attack.
THE SLASHER
Jason grabs his opponent before stabbing them twice, then slashing.
SIDE
🡆 + K
MIST STEP
Jason steps into the mist and teleports forward. Any opponent near Jason as he begins his Mist Step will be struck back with great force.
AIR MIST STEP
Jason steps into the mist and teleports forward. He can slightly angle his teleport upwards or downwards.
UP
🡅 + K
NO ESCAPE
An upward hatchet swipe that catches its victim and then slams them into the ground.
RISEN STRIKE
A rising cleaver strike that knocks the opponent upwards.
DOWN
🡇 + K
SWEET DREAMS
Jason stuffs his victim into a sleeping bag, functioning as a GRAB. He can walk and input an attack to slam them into the ground or other enemies. Inputting a special will throw the bag as a PROJECTILE with the victim trapped inside.
DOWN AND OUT
Jason slashes his cleaver down and forward. If he lands while using this attack, he does an additional slash.

PASSIVE ABILITIES RELENTLESSNESS
Jason takes no KNOCKBACK while he has GRAY HEALTH.

Fighter Mastery Track

Rewards
Jason Wins Icon.png

Jason Wins
Tier 1

Perk currency.png

125 Perk Currency
Tier 2

Perk currency.png

150 Perk Currency
Tier 3

Perk currency.png

175 Perk Currency
Tier 4

Fighter Road XP.png

500 Fighter Road XP
Tier 5

Perk currency.png

250 Perk Currency
Tier 6

Perk currency.png

275 Perk Currency
Tier 7

Perk currency.png

300 Perk Currency
Tier 8

Perk currency.png

325 Perk Currency
Tier 9

Fighter Road XP.png

1,000 Fighter Road XP
Tier 10

Perk currency.png

500 Perk Currency
Tier 11

Perk currency.png

600 Perk Currency
Tier 12

Perk currency.png

700 Perk Currency
Tier 13

Fighter Road XP.png

1,500 Fighter Road XP
Tier 14

Gleamium-NEWICON.png

150 Gleamium
Tier 15

Gem Booster.png

Bonus Rewards (RARE)
Tier ∞

Other Roles

AS A BOSS

Jason Voorhees appears as the Boss in the Jason Vs Multiverse Rift. Three Pylons are placed on the Map and will grant Jason invulnerability. One or all must be destroyed in order to continue dealing damage. Jason's side special, Mist Step, will teleport him directly behind an opponent. His Boss battle takes place on the Scooby's Haunted Mansion (No Roof) Map.

Jason is rematched in the Triple Threat Rift. There are now four Pylons, and Jason is now giant. This fight takes place on the Tree Fort 2 Map.

He is fought a second time in the Triple Threat Rift, as Jason is part of the titular "Triple Threat" fight. He fights alongside Agent Smith while The Joker sits in the background. Here, he has no special Mutators. The fight takes place on the Throne Room Map.

Jason, in his Día de Muertos variant, is fought again in the Haunted Megamix Rift. His fight is identical to his first, minus the aforementioned Variant change.

In the A FestiVersus Vampire Invasion Rift, Uber Jason is possessed by the Vampire King and fought as the rifts boss. Set on the Candy Kingdom map, Jason has two mutators applied to him: One that automatically teleports him away from a 5 hit combo and one that reflects all projectiles. After his first ringout, players will gain a teleport dodge ability similar to Jason's side special.

Strategy

The time between Pylons activating is often consistent, meaning the player can anticipate when to stop attacking. After the Pylons are destroyed, Jason will freeze for a moment, open for an easy counter attack. If not currently in an animation, Jason will freeze when the Pylons power him up. If this happens while he is in midair, he will fall to the ground and likely self-destruct himself. Jason will very often teleport directly behind opponents, which can be used against him by preparing a counter attack due to its predictability.

Update History

Season 4 1.4.3 Patch
  • Ground Side Attack 3
    • + Hitbox added to Jason’s arm that knocks back enemies that were not grabbed
  • Ground Up Special
    • + Hitbox added to Jason’s axe that knocks back enemies that were not grabbed

Season 4 1.4.2 Hotfix

  • Air Down Attack
    • ~ Hitbox size adjusted to better match visuals

Season 4 1.4.0 Patch

  • Ground Neutral Attack
    • – Hitbox active duration reduced 4 frames
  • Ground Side Attack 1
    • – Hitbox size reduced so the attack is less likely to hit behind Jason
  • Ground Side Attack 2
    • – Hitbox size reduced so the attack is less likely to hit behind Jason
  • Air Neutral Attack
    • ~ Hitbox size adjusted to better match visuals
    • ~ Now limits fall speed during attack recovery
  • Air Side Attack
    • – Hitbox size reduced so the attack is less likely to hit behind Jason
  • Air Up Attack
    • ~ Hitbox size adjusted to better match visuals
    • ~ Now limits fall speed during attack recovery
  • Ground Neutral Special
    • * Fixed an issue where certain grab attacks would not properly break Jason’s gray health armor
  • Air Neutral Special
    • ~ Hitbox size adjusted to better match visuals

Season 3 1.3.4 Hotfix Patch

  • Air Neutral Special
    • * Fixed an issue where grab victims could be thrown with higher velocity than intended

Season 3 1.3.3 Midseason Patch
Ki Ki Ki Ma Ma Ma

  • General
    • ~ Fixed an issue where buffering dodge out of some attacks would dodge the wrong direction
  • Ground Dash Attack
    • + Projectile shield start-up window reduced 2 frames
    • + Hitbox start-up window reduced 1 frame
  • Ground Neutral Attack
    • + Knockback increased to 1750 from 1300
    • – Charge knockback multiplier decreased to 1.5 from 2.0
    • – On-whiff cancel window advanced 6 frames
  • Ground Side Attack 3
    • + Knockback scaling increased from 16 to 20
  • Ground Up Attack
    • – On-hit cancel delayed by 1 frame
    • – On-whiff cancel window advanced 8 frames
    • ~ Fixed an issue where Bed was trapping people in hitstun and not connecting when hitting below a platform
    • ~ VFX adjusted to better match visuals
  • Ground Down attack
    • + Start-up window decreased 1 frame
    • ~ Knockback angle made more upward
    • + Knockback increased to 1800 from 1250
    • + Knockback scaling increased to 14.5 from 14
    • + Movement increased
  • Air Neutral Attack
    • ~ Knockback angle made more downward to allow ground bounces
  • Air Down Attack
    • + Start-up window decreased 3 frames
  • Ground Neutral Special 2 (Shout Attack)
    • + Hitbox start-up window reduced 1 frame
    • + Hitbox size increased to better match visuals
    • + Damage increase to 7 from 5
    • + Now applies a stun debuff on-hit
  • Air/Ground Side Special
    • – Knockback scaling reduced to 15 from 19.5
    • ~ Now consumes rage buff
  • Ground Down Special
    • * Fixed an issue where Sleeping Bag was doing 0 damage to enemies hit by a thrown sleeping bag
    • + On-whiff cancel window advanced 45 frames
    • + Capture hitbox size increased

Season 3 1.3.0 Patch

  • Air Neutral Attack
    • * 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)
    • + Now maintains more momentum when executed as part of a dodge attack
  • Air Side Attack
    • * 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)
    • + Now maintains more momentum when executed as part of a dodge attack
  • Air Down Attack
    • + Now maintains more momentum during attack start-up

1.2.2 Mid Season Patch

  • Ground Up Attack
    • ~ First hit prevents terrain bounce on knockback; final hit unchanged
  • Ground Down Attack
    • * Fixed an issue where using this attack could ring out Jason if the ground was broken during the attack
  • Air Neutral Special
    • + Now has armor during attack start-up
  • “Resurrectionist” Perk
    • * Fixed an issue where Jason would get rung out even while Resurrectionist was active, causing a double ringout

Full Launch Season 2 Patch

  • Ground Side Attack 1
    • – Hitstun reduced slightly
  • “Resurrectionist” Perk
    • ~ Resurrected fighters are now immediately rung out when the effect ends, instead of being launched upwards

1.06 Patch

  • Jason has been re-enabled
  • Ground Up Special
    • * Fixed an issue where Jason could branch into other actions before releasing a grappled fighter

1.05 Mid-Season Patch

  • General
    • ~ Machete hitboxes on several attacks now better match attack visuals
  • Ground Neutral Attack
    • + Hitbox start-up time advanced 2 frames
  • Ground Side Attack 1
    • + Hitbox start-up time advanced 1 frame
  • Ground Up Attack
    • * Fixed an issue where the first hit would not properly vacuum into the second hit under certain circumstances
  • Air Neutral Attack
    • + Start-up window reduced 3 frames
    • – On-whiff branch window delayed 5 frames
  • Air Down Attack
    • + Hitbox start-up time advanced 1 frame; will now hit higher up on Jason
    • + Hitbox added to Jason’s head
  • Ground Down Special
    • ~ Removed sleeping bag’s properties as a projectile attack; it should no longer interact with Marvin bubble or Rick portal
    • * Fixed an issue where Jason could grab certain boss enemies in Rifts

1.02 Patch

  • Ground Dash Attack
    • + Now blocks projectiles

1.01 Patch

  • Ground Down Special
  • * Fixed an issue where one player would disappear when Jason grabbed two players with the sleeping bag

May 20th 2024

  • Jason Voorhees was revealed to be a playable fighter in MultiVersus.


Trivia

  • Jason's illustrated render depicts him wearing a sweater instead of the normal shirt he has in-game.
  • Jason and the Banana Guard were teased in the PvE Rifts Mode Overview trailer via two empty slots with the word "secrets" that can be seen on the updated character select screen, the first being placed between Arya Stark and Batman and the second, between Jake the Dog and The Joker.
  • Jason was the first Fighter to be locked temporarily behind a Battle Pass.
  • Jason has visible bloodstains on his machete and axe, making it the only direct reference to blood in the game.
  • MultiVersus is not Jason's first appearance in a fighting game, as he was added as DLC character in Mortal Kombat X. This trait is shared with all DC characters (except for Nubia), who appeared across the Injustice games; Superman, Batman, Wonder Woman, and The Joker also appeared in Mortal Kombat vs. DC Universe, with the latter returning in Mortal Kombat 11 via downloadable content.

External

References