From MultiVersus Wiki
Jump to navigation Jump to search
This article is about the Fighter. For other uses, see Velma (Disambiguation).

Velma Dinkley is a Fighter from the Scooby-Doo Universe in MultiVersus. She was teased on the official Twitter account on March 4th, 2022[1] and was fully revealed on May 16th, 2022. Velma is also part of the game's initial release roster, having been playable since the second Tech Test.


Velma Dinkley is one of the core members of Mystery Inc., the amateurish crime-solving group of friends from the Scooby-Doo franchise. She's a very intelligent, sarcastic, and sharp-witted teenager with a thing for solving mysteries. Velma's considered the smartest member of Mystery Inc., as she's often the first one to decipher the clues and find the culprit's true identity.

Official Biography

Jinkies! We've got a mystery to solve!


Velma has been solving mysteries since most people were still in diapers. With her insatiable appetite for answers and expert nose for knowledge, she’s the perfect mystery-solving machine. These days, she’s the undisputed super sleuth of Mystery, Inc., traveling with her friends to uncover criminals and bust hoaxes wherever she goes. She can sometimes get in over her head when she forgets to take her nose out of her books, but don’t underestimate her - Velma Dinkley can still kick some serious butt when she needs to.[2]


With the clue-hunting skills at her disposal, Velma can power up and help her friends. Find evidence around the battlefield to solve mysteries and become even stronger!

Default Variant

Velma's default appearance appears to be largely based on her general look used in Scooby-Doo media, with a few tweaks to match with her design from the 2020 animated movie SCOOB!, most notably her eyes and glasses.


Velma is a Mage-type character who specializes in heavy zoning and poking while offering various effects that can aid allies and cripple enemies. Her Neutral Attack launches speech bubble projectiles that, once hitting an enemy/ally, will set them as targeted, causing subsequent bubbles to lock-on to them; only one enemy or ally can be targeted at a time. Almost all of Velma's attacks have disjointed hitboxes, for instance, in her Side Air Attack, she pulls a flashlight and flashes it at her enemies, dealing a fantastic poke.

Her main Passive Ability revolves around collecting clues, which will spawn randomly around the Map, but also have a chance to appear when hitting enemies with certain attacks, namely her Air Side Attack, Up Attack (both ground and air), Ground Down Attack, Neutral Special and Up Air Special. Collecting enough evidence and filling the gauge unlocks a temporary new Ground Down Special for Velma, where she summons the Mystery Machine to pursue the closest enemy; if it catches them, they'll be incapacitated temporarily, and the vehicle will attempt to fall off the blast zone, taking their victim with it. Enemies inside the Mystery Machine can be damaged. The Mystery Machine can be destroyed by enemy attacks. If Velma is ringed out, her evidence meter will reset.

Velma's Neutral Special has Velma pulling a megaphone and delivering a speech in the form a very long ranged beam, which can hit enemies and allies alike, dealing damage and healing, respectively. The final hit of the beam applies targeted and one stack of weakened to enemies, while if it hits an ally, it'll create an additional beam that deals more damage and knockback. This attack is notable as it only goes on cooldown if Velma fully channels it. This ability halts Velma's momentum in the air, being a great mix-up when recovering.

Her Ground Up Special is e decent stage control ability, while its aerial version not only can break armor and spike, but can also be comboed out of her Down Air Attack and Up Air Attack against low percentage enemies, being a fantastic combo starter. Her Grounded Side Special can catch enemies by surprise if properly used, while the aerial version can aid her recovery. Lastly, Down Special is unique as it reduces Velma's and her ally's cooldowns, at the expense of the ability having a very long cooldown itself.

Velma's fantastic utility is offset by her dependency on cooldowns, as well as her frailty. Despite her many disjointed hitboxes, she has limited options against rushdown characters, that can prevent her from using her many ranged abilities. In addition, some of her attacks are very situational since they're telegraphed or slow, giving enemies plenty of time to react, such as her Ground Side Special, which takes very long to charge, being hard to use effectively in 1v1, while being even easier to intercept in 2v2. Lastly, her Ground Side Attack, while being a powerful zoning tool, has a bit of lag between the second and third hits, allowing enemies to dodge away.

For 2v2 fights, Velma is at her best with allies that can provide a solid frontline, to allow her to spam her abilities and speech bubbles safely. Iron Giant and Superman are formidable at that, and the latter has great synergy with Velma thanks to his Ground Up Special to quickly build-up stacks of ice and freeze enemies. Given her Down Special being able to reduce cooldowns, she pairs extremely well with other heavy-cooldown users, such as Bugs Bunny and Tom & Jerry. One of her most formidable pairings is Morty, who can cause havoc in the battlefield with his grenades while possessing a powerful and versatile kit that synergizes with Velma's, in addition to also being cooldown dependent. Because of her many cooldowns, Velma greatly benefits from Perks that grant cooldown reduction, such as Coffeezilla.


HOLD 🡆 + J
Velma tripes while shouting a word bubble.
Velma CHARGES a motivational speech beam PROJECTILE that hits enemies. When it overlaps an ally, a bubble forms around the ally before detonating shortly afterwards.
Same as ground.
🡆 + J
A COMBO of quips.
Velma CHARGES a flashlight flash. Has a chance to spawn EVIDENCE on hit.
🡅 + J
Velma CHARGES an idea light bulb. Has a chance to spawn EVIDENCE on hit.
Similar to ground, without CHARGE.
🡇 + J
Velma CHARGES a calculation PROJECTILE that hits enemies downward. Has a chance to spawn EVIDENCE on hit.
Velma CHARGES before briefly dropping her glasses, knocking enemies downward.

Velma shouts a word bubble PROJECTILE that seeks out her ally. If the bubble hits any fighter, ally or enemy, they become TARGETED and additional bubbles will lock onto their location. Allies who become TARGETED will also briefly gain HASTENED. If a bubble hits an ally who is already TARGETED, it will fire an additional bubble in the direction they are facing. Velma can create word bubbles until she runs out of AMMO.
Same as ground.
🡆 + K
Velma CHARGES a sprint forward. CHARGING increases the speed of the sprint. Allies can hop into Velma's arms for the sprint, increasing the attack's power and giving Velma and her ally ARMOR and GRAY HEALTH. Enemies will be GRABBED by Velma and thrown upwards at the end of the sprint.
Velma opens up a textbook that knocks enemies backward and propels her forward.
🡅 + K
Velma spills a toxic goop HAZARD on the ground and jumps upward. Enemies standing in the goop will receive continuous STACKS of ICE, before eventually FREEZING.
Velma snaps a picture downward with a camera that sends her and enemies upwards, BREAKING ARMOR. Has a chance to spawn EVIDENCE on hit.
🡇 + K
Velma throws a book PROJECTILE that homes onto her ally. Velma and her ally EDUCATED if the book hits them, reducing the duration of their COOLDOWNS. COOLDOWN applies.
Same as ground.

During the match, EVIDENCE will appear, either at random or when Velma uses certain moves. Velma and her ally can pick up EVIDENCE to fill up her EVIDENCE METER. When the meter is full, Velma can call the MYSTERY MACHINE. The MYSTERY MACHINE will seek out the nearest enemy, DISABLE them, and attempt to drive off the map. Enemies must STRUGGLE to escape the MYSTERY MACHINE. Enemies can attack the MYSTERY MACHINE to try and release their teammate.
Velma can also move while crouching.

Fighter Mastery Track

Velma Wins Icon.png

Velma 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 currency.png

100 Fighter Currency
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 currency.png

200 Fighter Currency
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 currency.png

300 Fighter Currency
Tier 14


150 Gleamium
Tier 15

Perk currency.png

300 Perk Currency
Tier ∞

Update History

1.05 Mid-Season Patch

These are the changes we were referring to after our Velma changes in the 1.02 patch. We hope to address some of the worst bugs impacting Velma players and also give her some strength in her zoning tools.

  • General
    • * Fixed an issue where Velma could get stuck to any fighter that grabbed Velma under certain conditions
  • Passive
    • * Fixed an issue where evidence would stop randomly spawning on the map after Velma was rung out.
  • Ground Side Attack 1
    • + On-whiff branch window advanced 4 frames
  • Ground Side Attack 2
    • + On-whiff branch window advanced 4 frames
  • Ground Up Attack
    • + Velma can now hold forward to slide forward during attack start-up
  • Air/Ground Neutral Attack
    • + Velma can now aim the megaphone
  • Air/Ground Neutral Special
    • ~ Branch windows now standardized for both air and ground versions
    • ~ “Heyyy” projectile hurtbox size increased to match hitbox size. Should address issues with inconsistent projectile interactions.
    • + All speech bubble types no longer collide with fall-through platforms
  • Ground Side Special
    • + Minimum charge run speed increased
    • – Knockback reduced to 2300 from 2500
    • + Knockback scaling increased to 9 from 0
    • * Fixed an issue where Velma could run off the screen if the ground was destroyed beneath her while running
  • Air Side Special
    • ~ Now ignores player collisions during movement
  • Air Up Special
    • + Now has a chance to spawn evidence
  • Ground Down Special (Mystery Machine)
    • * Fixed an issue where Velma could fall to her death if the ground was destroyed beneath her while summoning the Mystery Machine

1.02 Patch

We are aware of some early feel issues with Velma following the initial launch. These are the start of some planned adjustments we have for her, and we will have more to share in the coming weeks.

  • Ground Side Attack
    • + More reliably combos from attack 2 to attack 3
  • Air/Ground Neutral Attack
    • + Hitbox now better covers Velma’s arm and head
    • ~ Removed automatic targeting on ally
  • Air Up Attack
    • + Increased movement control
  • Air Down Attack
    • + Increased movement control
  • Air/Ground Down Special
    • + Cooldown reduced to 80s from 120s
  • Air Side Special
    • + Increased movement control

ValentiNeon Patch

  • ~ General
    • Enabled 2D Hitboxes on Velma.
  • - Air/Ground Neutral Special
    • Light hits from Velma’s megaphone after it has passed through an ally no longer deals a small knockback.
    • Initial beam length reduced to 2050, down from 3250 (ally follow-up beam is unchanged).
  • - Air Up Special
    • Hitbox size reduced by 33%.
  • - Ground Side Special
    • Ally carry gray health reduced to 4, down from 6.
  • - Air/Ground Neutral Attack
    • Ammo cooldown increased to 14s, up from 10s.
  • - Ground Up Attack
    • Added 6 frames of whiff recovery.
  • ! Ground Up Attack
    • Fixed an issue where this attack was not properly applying attack decay.
  • - Ground Side Attack
    • Hitboxes for Jab combo now only activate on Velma’s head and speech bubbles.
  • + Ground Side Attack
    • Speech bubble hitboxes now cover the entirety of the VFX.

New Year Patch

  • ! Ground Down Special
    • Fixed a bug on Spread The Knowledge where Velma’s book projectile would not do any hitstun to opponents after passing through an ally

FestiVersus! Patch

  • ! Ground/Air Neutral Attack
    • “Hey!” marker projectile no longer pierces armor.
  • + Ground Forward Dodge
    • Canceling into Grounded Up Attack carries momentum into the attack.

Season 2.02 Patch

  • - Ground Side Attack
    • Increased whiff recovery by 5 frames on Jab 1
  • - Air/Ground Up Attack
    • Increased end lag by 8 frames

Others: Updated move list text for Arya, Batman, and Velma.

Season 2.01 Patch

  • ! Bug Fix (Neutral Special)
    • Fixed an issue where “Sass” bubbles were not colliding with terrain.
  • - Aerial Side Special
    • Landing cancel window pushed to later to prevent being able to instantly attack with another move.

Season 2 Patch

  • ! Bug Fix
    • Fixed several issues where Velma's speech bubbles would be destroyed when they shouldn't be.
  • ~ Aerial/Grounded Neutral Special
    • Megaphone is now classified as a projectile. Early hits are Light projectile hits, Final hit counts as a Normal projectile hit.
    • Megaphone now applies projectile perks
    • Megaphone is more reliably blocked by other projectiles and projectile-blocking effects
    • Megaphone will ignore invulnerable fighters including those with a projectile sidestep buff
  • - Aeriel Up Attack
    • Has 2 less active frames at the start of the hit frame.
  • - Grounded Side Special
    • Added 12 seconds of cooldown
    • Velma's Side Special is commonly used as a quick “pitstop” tool that serves as a means to supply her allies with constant gray health and armor when engaging enemy teams. Providing Velma's Side Special with cooldown allows us to provide a gate so that Velma players aren't able to consistently “micro armor” their allies (and self). This adjustment to Velma's Side Special will ideally still allow Velma players and their allies to more mindfully strategize around this move.

Season 1.04 Patch

  • ! Bug Fix
    • Fixed a bug where Velma vial could apply ice even after fighters had stopped standing in her Chem Spill.
  • ! Bug Fix
    • Fixed a bug where Velma's ice would stack indefinitely.
  • - Air/Ground Neutral Special
    • Cooldown on beam increased from 6s to 8s.
  • - Air Up Special
    • Increased whiff lag by 3 frames.
  • - Air Side Special
    • Reduced active hit frames by 2 to better match visuals.
  • - General
    • Movement reduced to 2050 from 2100 .

Season 1.03 Patch

  • ! Bug Fix: Ground Up Special
    • Fixed a bug where Velma’s vial wouldn’t apply stacks of ice reliably
  • ~ Air/Ground Neutral Attack
    • Bug Fix: Toodles speech bubble no longer consumes 1 additional ammo.
    • Ally Enhanced Speech bubbles no longer apply 1 stack of weaken.
  • ~ Air Down Attack
    • Pushed Knockback angle to be more horizontal
  • - Air/Ground Up Air
    • Recovery increased by 3 frames.
  • - Air/Ground Neutral Special
    • Ally enhanced beam no longer applies 1 stack of weaken
    • Ally enhanced beam base knockback reduced from 1750 to 1600.

Season 1.02 Patch

  • ~ Passive:
    • Instead of calling the police, Velma now solves the mystery and calls the Mystery Inc. gang and the Mystery Machine to take the bad guys away.
  • - Air Up Special:
    • No longer applies weakened stacks on hit.
  • - Air/Ground Neutral Attack:
    • No longer heals Velma when she hits an ally with a speech bubble.
  • - Movement Speed:
    • Reduced to 2100 from 2200.

Season 1.01 Patch

  • - Air/Ground Down Special:
    • Velma Educated buff reduced cooldown return from 75% over 8 seconds to 50% over 8 seconds.

Season 1 Patch

  • - Air Side Special - Reduced move distance.
    • The distance this traveled before gave Velma additional recovery that wasn’t intended.
  • - Air Up Special - Reduced Weaken stacks from 3 to 2.
  • - Will no longer chain into Air Down Attack as easily to prevent easy application of damage.
  • - Ground Side Special - Reduced gray health from 12 HP for 4 seconds to 6 HP for 3 seconds
  • - Air Down Attack - Increased Recovery
  • - Air Side Attack - Added whiff recovery
  • - Ground/Air Neutral Attack - Fixed issues when word bubbles would go through Bugs’ Tunnels.
    • Reduced ammo count from 4 to 3
    • Reduced ammo return from 11 to 10
  • - Weight - Decreased weight from 63 to 60.
  • - Knowledge Is Power perk - Reduced gray health from 7 HP for 5 seconds to 3 HP for 3 seconds

Open Beta V0.1

  • - Weight: reduced from 70 to 63
    • It was an oversight on our part that Velma is one of the heaviest characters in the game. This change should bring her more in-line with where we originally envisioned her.

Open Beta V0

  • + Police Car: Increased health from 15 to 18.
  • - Neutral Dodge: Projectile Shield will only turn on if Velma has Dodge Meter.
  • - Up Air Special:
    • - Reduced size of hitbox.
    • - Reduce knockback.
    • - Reduced Weaken debuff stacks from 5 to 3 on hit.
  • Bug Fix: Can no longer cancel during startup.
  • - Grounded Up Special: Increased cooldown from 14s to 28s.
  • - Grounded Side Special: Velma is now only able to cancel the grapple with Grounded Up Attack.

Closed Alpha, May 19th 2022

  • Velma was a playable fighter in the Closed Alpha.

May 16th 2022

  • Velma was fully revealed as a playable fighter in MultiVersus.

March 4th 2022

  • Velma was teased to be a playable fighter in MultiVersus.


  • Velma was the first fighter to be added after the initial reveal trailer for the game.
  • When Velma crouches, her player's screen will get a little blurry, a fun nod to the fact that her crouching animation features her searching her glasses and she can't see without them.
    • This visual effect takes place only in online matches.
  • Prior to the Season 1.02 Patch, Velma used to call a police car rather than the Mystery Machine for her Snoopin' Passive Ability.
On the left: the now-removed police car: On the right: the currently-used Mystery Machine.
  • In the Open Beta, Velma used to be classified as a Support Fighter, a class which was removed in the Full Launch.