Marvin the Martian is a Fighter from the Looney TunesUniverse in MultiVersus. He was revealed on November 15th, 2022 and was released on November 21st, 2022, during the Open Beta period.
Marvin the Martian is a major/recurring character from the Looney Tunes franchise, who made his debut in 1948's Merrie Melodies short "Haredevil Hare". As Chuck Jones began to notice the lack of threat in Looney Tunes villains at the time (namely Elmer Fudd and Yosemite Sam), Marvin was created as a way to give Bugs Bunny a rival who could pose a genuine threat. Despite this, Marvin would become most famous for his rivalry with Daffy Duck, who he clashes with often under the latter's 'Duck Dodgers' persona. He appears frequently throughout the franchise, usually as an antagonist who wants to either capture or destroy the planet Earth for petty reasons, such as wanting a better view of Venus. Marvin is the quietest, calmest, and politest of the Looney Tunes villains, and the most soft-spoken, and unlike most of the other villains, he is very intelligent. Marvin notably went unnamed ever since his debut, and only received his name following majorly successful merchandise sales for him.
Official Biography
Make way for an earth-shattering kaboom!
Website
Marvin the Martian has always had one dream in life: Conquering the universe in the name of Mars! However, no matter how hard he schemes, no matter how much he plans, he always seems to end up thwarted by none other than Bugs Bunny, a simple Earth rabbit. Over the years, Earth has continued to be a thorn in his side that he has vowed to eliminate, but he can never quite seem to make it stick...[2]
In-Game
Armed with the latest in Ray Gun technology, Marvin is ready to zip around the battlefield and conquer the Multiverse... in the name of Mars!
Default Variant
Marvin's default look seems to be based on his design from the 2019 Looney Tunes Cartoons animated series.
Marvin as he appears in Looney Tunes Cartoons.
Gameplay
Marvin is an Mage-class character who excels at keeping opponents away through pokes and juggles. Many characters' combos are able to be interrupted or denied through the use of his neutral attack, which can also turn foes' projectiles against them.
Marvin does not have many direct chain combos, instead relying on dealing many smaller combos and taking opportunities when they arise. In addition, Marvin can have up to five cooldowns; all four specials, as well as his empowered neutral attack. The empowered neutral attack can prolong his own projectiles, the most useful being his side special, rocket, and the projectile which is shot from his side attack combo.
His grounded up attack and neutral attacks, as well as both grounded and aerial side specials, can all have their angle influenced by inputting another direction.
The neutral special can reverse allied projectiles, but it only reverses horizontal momentum. For example, a projectile which is heading to the top-left of the screen will move to the top-right after the neutral special, not the bottom-right. Using a completely horizontal shot is ideal; he can keep a projectile on the stage and force his enemy to move around it, or suddenly reverse a projectile to deal damage if they're positioned behind it and unaware of or unready for Marvin's ability.
The spaceship created by his up special acts as a platform, which can save you if you are close to dying in the bottom of the stage and have limited recovery. However, this move has some of Marvin's highest kill potential other than his side attack and down attack, and placing it down off the edge limits the rocket's ability to hit opponents. The ship can also be destroyed in one hit by many characters' attacks, so it needs to be placed away from the action to have a chance of warming up and firing the rocket.
Marvin's down special can make projectiles seek whoever is marked by the targeted debuff. This can kill relatively early off the top of the stage by stacking up and neutral attacks and specials properly; it can also be used to grab an opponent more easily with the side special. Projectiles "seek" in a way similar to a gravitational pull, so sometimes projectiles will circle around enemies rather than hitting them.
It's often best to put the flag somewhere in the center of the stage, making it difficult to avoid. However, It is sometimes more strategic to plant it on the edge of the stage, making it easier to guard with projectiles or even spiking the enemy. His down attack's large hitbox can help edge guard and kill in these cases. It has one of the longer end lags of his move set, though, making it easy to punish if missed.
Marvin can also walk while crouching, which is very rarely useful for dodging middle-height attacks, but mostly just looks funny.
Skills
ATTACKS
GROUND
AIR
SIDE HOLD 🡆 + J
CENTURION SCOOT Marvin scoots forward feet first, hitting enemies multiple times along the way.
NEUTRAL J
ACME BUBBLE BLASTER Marvin CHARGES, aims, and fires a bubble PROJECTILE that bursts directly in front of him. At full CHARGE, the bubble will slowly travel in the direction fired. If an ally PROJECTILE collides with the bubble it will be suspended inside, unable to hit anything until the bubble expires. Enemy PROJECTILES will be REFLECTED.COOLDOWN applies for a fully CHARGED bubble.
ACME BUBBLE BLASTER Same as ground.
SIDE 🡆 + J
MARTIAN ARTS TRAINING Marvin delivers a COMBO with a punch and kick, ending in an arching blaster PROJECTILE.
COSMIC KICK Marvin CHARGES a kick forward.
UP 🡅 + J
SHOOT THE MOON Marvin CHARGES and aims a blaster PROJECTILE upwards.
SHOOT THE MOON Similar to ground, but Marvin can not aim the direction.
DOWN 🡇 + J
A-1 DISINTEGRATING PISTOL Marvin fires a beam from his disintegration pistol in front of him that hits fighters and PROJECTILES.
A-1 DISINTEGRATING PISTOL Similar to ground, but Marvin shoots downward.
SPECIALS
GROUND
AIR
NEUTRAL K
K-62 PROJECTILE MODULATOR Marvin slams a big red button, hitting enemies and pausing then reversing the horizontal direction of all allied PROJECTILES. On COOLDOWN,PROJECTILES are neither paused nor reversed.
K-62 PROJECTILE MODULATOR Same as ground.
SIDE 🡆 + K
ACME SPACE-TIME RIFLE Marvin fires a PROJECTILE from his space-time rifle that will pull the first enemy it hits toward Marvin. Enemies will only be partially pulled toward Marvin if he is too far away. COOLDOWN applies.
CENTURION HEADBUTT Marvin headbutts forward. If he hits an enemy, he will knock them upward and pop up to follow them.
UP 🡅 + K
TO ME, MY GLORIOUS SHIP! Marvin shoots upward playing his trumpet and summons his spaceship above. The spaceship acts as a PLATFORM. After being summoned, the space ship will load and fire a powerful rocket HEAVY PROJECTILE toward Marvin. Enemies can DAMAGE the spaceship to destroy it and prevent it from firing its rocket.
TO ME, MY GLORIOUS SHIP! Similar to ground.
DOWN 🡇 + K
...IN THE NAME OF MARS! Marvin CHARGES and plants a flag in the ground, claiming it for Mars and sending opponents skyward. CHARGING increases the size of the hit. The flag applies TARGETED to enemies, causing allied PROJECTILES to home toward them. The flag remains planted, acting as a HAZARD and applying TARGETED to enemies that pass by it.
...IN THE NAME OF MARS! Similar to ground, but Marvin dashes downward before planting the flag on the ground. The flag will plant immediately when Marvin hits the ground.
PASSIVE ABILITIES Marvin can walk while crouching.
While successful from a distance, Marvin was lacking ways to properly box with opponents in a meaningful way. We have improved Marvin’s overall combo game, and made him easier for a newer player to pick up and try. This includes a return to his Neutral Special (Button) being an active part of his kit as a combo starter.
Marvin was also experiencing moments where projectiles would not hit an opponent after dodging it at any time, we are looking into a fix for this in an upcoming patch. Neutral special has been adjusted to address part of this issue in this patch.
Ground Dash Attack
+ Damage increased to 8 from 6
+ Dash attack better connects all 3 hits reliably
Ground Side Attack 1
~ Hitpause reduced
Ground Side Attack 2
+ Damage increased to 4 from 3
+ On-hit cancel window advanced 1 frame
~ Hitpause reduced
+ Now can on-hit cancel into a faster version of Ground Up Attack
Ground Down Attack
– Hitbox sized reduced so the attack is less likely to hit behind Marvin
– Start-up window increased 1 frame
– On-whiff cancel window delayed 7 frames
Air/Ground Neutral Attack
~ Bubbling a projectile will reset its hit history, allowing it to hit fighters that have already dodged the attack
Air/Ground Neutral Attack (Cooldown)
~ Fixed certain projectile clank interactions
Air Side Attack
+ Now maintains more momentum in the direction Marvin is facing during the attack
– Now maintains less momentum in the direction opposite Marvin’s facing during the attack
Air/Ground Neutral Special
~ Reversing a projectile will reset its hit history, allowing it to hit fighters that have already dodged the attack
Movement: Increased Marvin’s crouching walk speed to 1050, up from 400
+ General
Weight: Increased Marvin's weight to 50, up from 45
Note: Marvin dies at slightly earlier percentages than we would have preferred
+ Ground Side Attack
Knockback on first hit is more horizontal
+ Ground Side Attack
Slightly increased Marvin's movement during the second attack
+ Ground Side Attack
Increased hitbox size of Marvin’s second attack
~ Ground Side Attack
Reduced hit pause on second hit to 0.15 seconds, down from 0.175 seconds
~ Ground Side Attack
Set projectile initial direction on Marvin’s third attack to be more horizontal
+ Ground Side Attack
Increased projectile speed to 1750 on third attack, up from 1500
Note: These changes are meant to make Marvin’s ground combo more reliable as a “true combo”
+ Air Side Attack
Increased hitbox size
~ Air/Ground Neutral Attack
Fixed a bug where Marvin could infinitely spam this move when performing near the edge of platforms
+ Air/Ground Neutral Attack
Marvin’s uncharged bubble will move forward slightly instead of being stuck in place
+ Air/Ground Up Attack
Increased HP of the ship to 18, up from 15
~ Air/Ground Up Attack
Added additional visuals to better show which team Marvin’s rocket belongs to
- Air/Ground Up Attack
Set the rocket to have a max lifetime of 10 seconds instead of infinite
+ Air/Ground Up Attack
Increased hitbox size on trumpet
! Air Side Special
Fixed an online bug where follow up inputs would not register after hitting an enemy with this attack
Note: This should help see that attacks that follow-up Air Side Special are able to combo more reliably and more successfully.
! Air Side Special
Fixed an online bug where follow up inputs would not register after hitting an enemy with this attack
Note: This should help see that attacks that follow-up Air Side Special are able to combo more reliably and more successfully.
! Air/Ground Down Special
Fixed a bug where Marvin's flag could persist after the Batcave’s Batmobile platform(s) expired.
+ Air/Ground Down Special
Increased the initial hitbox size of the flag
+ Air/Ground Down Special
Increased how quickly the hitbox size grows while charging the flag
+ Air/Ground Down Special
Removed the horizontal movement stop when Marvin dashes downward with his Air down special, allowing Marvin to retain horizontal movement when starting the attack.
Note: Originally Marvin would stop moving horizontally when he used his Air Down Special and would go straight down. By removing this limiter he may now retain his horizontal movement during the attack, increasing its mobility
- Air/Ground Down Special
Reduced the lifetime duration of Marvin's flag to 6 seconds, down from 8 seconds
+ Air/Ground Down Special
Reduced flag cooldown to 26 seconds, down from 30 seconds
! Air/Ground Neutral Special
Fixed a bug where projectiles would get stuck indefinitely after hitting a bubble
+ Air/Ground Neutral Special
Slightly increased hitbox size
- Ground Side Special
Reduced max pull distance of Marvin's ground side special
Note: If an enemy is not pulled all the way to Marvin, they will be knocked back towards Marvin instead of upward
Marvin the Martian was a playable fighter in the Open Beta.
November 15th 2022
Marvin the Martian was revealed to be a playable fighter in MultiVersus.
Trivia
The in-game description for Marvin's A-1 Disintegrating Pistol attack is out-of-date, as you are no longer able to hold the attack.
During Marvin's release livestream, which was quickly privated after it premiered, one of the developers from Player First Games stated that Marvin was originally intended to be categorized as a Mage/Ranged Fighter rather than an Assassin in the Open Beta.
Marvin's class would later change to Mage anyway in the Full Launch following the 1.2.2 Mid Season Patch.
So far, Marvin is the only character revealed after the end of the Closed Alpha that did not receive a gameplay trailer. The reason for this is unknown.
He also didn't receive a Fighter Showcase or a Move List Encyclopedia video.
Marvin the Martian is the only Fighter released in Season 2 (Open Beta) and the overall last Fighter released during the game's Open Beta period.