

In RAGE MODE, this attack is similar to his Grounded Side Special. He can CHARGE to continue the attack, but will consume FUEL. Iron Giant fires his rocket boots back and shoots forward. CHARGE to increase the range of the PROJECTILE.

In RAGE MODE, Iron Giant fires a downward laser blast PROJECTILE. Before he jumps, he can move an aimer on the ground that will control where his cannonball lands. Iron Giant jumps into the air and then cannonballs downward. COOLDOWN applies to the electrical strike. In RAGE MODE, Iron Giant summons an electrical strike up his body. He can move and FLY while attacking, and the direction of his movement will change the angle the hot rod spins. Iron Giant spins a beat-up hot rod around himself, blocking PROJECTILES. COOLDOWN applies for the energy PROJECTILE. In RAGE MODE, he fires an energy orb that will STUN enemies. They are dropped after Iron Giant performs his next attack. The enemy is STUNNED, and Iron Giant can carry them across the map. When Iron Giant picks up ITEMS, he will eat them, refreshing the COOLDOWN for his BOLTS. Separate COOLDOWNS apply for both attacks. In RAGE MODE, Iron Giant will fire a powerful electrical PROJECTILE. Both will have an electric discharge after a short delay. His allies receive GRAY HEALTH based on the number of bolts. Can be summoned while he is performing other moves. Each BOLT acts similarly to ARMOR but is immune to ARMOR BREAK abilities. Iron Giant ignites his rocket boots downward, creating a fire trail PROJECTILE that spreads along the ground. Iron Giant shoots upward with his fist held heroically. Iron Giant lifts and fires his rocket boots forward, hitting multiple times and burning FUEL. He can CHARGE to increase the duration of the attack, but will consume more FUEL. Iron Giant spins his legs around him while firing his rocket boots, hitting multiple times and consuming FUEL. CHARGING increases the distance of the shockwave. In RAGE MODE, he CHARGES then slams his foot, creating a shockwave. Allies that pick up the artwork receive a THORN BUFF. Iron Giant plants an artwork ITEM, knocking nearby enemies downward. Missiles can be fired multiple times before COOLDOWN applies. In RAGE MODE, he fires 3 missile PROJECTILES overhead that shoot downward. Iron Giant CHARGES then hurls a scrap metal ITEM upward. In RAGE MODE, he CHARGES multiple shots of a laser PROJECTILE. Iron Giant delivers a combo smashing a car and then sits on it to quiet its horn. Iron Giant CHARGES a chomp on some metal that BREAKS ARMOR. Please note that any inputs listed are the default controls.
#Jump boots how to
If you want to play as Iron Giant, in this section we'll introduce the character's moves and how to win. On this page, we'll introduce everything you need to know about Iron Giant in MultiVersus, including all unlockables, moves, and how to win. MultiVersus: Iron Giant - All Unlockables, Moves, and How to Win
#Jump boots movie
You'll no doubt recognise the character from the classic sci-fi novel by Ted Hughes, which spawned a couple of movie adaptations, most notably Brad Bird's 1999 effort starring Jennifer Aniston and Vin Diesel. We can jump as much as we want once they are activated.Iron Giant is one of the playable characters in MultiVersus, the free-to-play party fighter from Warner Bros Games. it also receives the name of Antigrav boots UT3 the jump boots disappeared from UT in UT200X to come back again, this time they are activated through a double jump, we can jump normally and only a "double jump" activate them Blood In Blood they they are usually limited overtime once activated we can run faster and jump higher until they are depleted.
#Jump boots series
Description This is an item made to jump higher than what we can normally jump, this item / power up is usually limited Unreal series In Unreal and its mission pack the item once acquired depletes itself with the time and have three jumps, in the game there is also an equivalent but with unlimited jumps called super jump boots it also allows to reduce the failing damage In Unreal tournament the weapon doesn't depletes over time, but it can't be deactivated when we jump we use them until we deplete them, the finish to be completely depleted once we hit a third time the ground or something.
