MultiVersus Tom & Jerry guide: combos, perks, specials, and more
Written by
Dylan Tate
Posted
19th Aug 2022 16:35
This MultiVersus Tom & Jerry guide will detail all the tips and tricks for playing as the iconic cat-and-mouse duo that have finally teamed up. Well, they’re really just trying to fight each other in MultiVersus, and their opponents happen to take damage when they get in the way. Still, here's a MultiVersus Tom & Jerry guide to go over everything this two-in-one character has to offer.
Unlike the hybrid zoner and combo fiend discussed in our MultiVersus Bugs Bunny guide, Tom & Jerry constitute the truest Mage in the MultiVersus roster. They have several projectiles with minimal cooldown periods compared to Bugs, allowing them to consistently poke at opponents from afar while still having decent boxing tools for close-quarters combat. As a Hybrid fighter, Tom & Jerry can send opponents flying vertically or horizontally.
Tom is able to separate himself from Jerry with his neutral-special. While Jerry is separated, Tom can perform a grounded neutral-normal to have Jerry shoot a cork toward him. Conversely, Jerry will shoot a cork in whichever direction Tom is facing if Tom uses any of his other normal attacks. While Jerry has a limited supply of ammo, Tom can refresh the ammo by running to Jerry and picking him up again.
In addition, Jerry can attach himself to Tom's allies. This will cause them to gain the Strengthened and Hastened buffs, making their attacks do more damage and making them faster. However, opponents can briefly kill Jerry when he is left on his own, which limits Tom's utility until Jerry returns.
Tom & Jerry use Slingshot Sharpshooter as their neutral-special in MultiVersus. Tom shoots Jerry as a projectile that can damage opponents. If he and Jerry are already separated, Tom hits a tennis ball toward Jerry, which has limited ammo.
While the tennis ball itself doesn't damage opponents, it will hone in on and reflect off of Jerry. Then, Tom can hit the ball again with his grounded or aerial neutral-normal to turn it into a powerful projectile. But, if Jerry is dead, Tom simply serves a tennis ball that has no effect.
For his side-special, Goin’ Fishin’, Tom casts a fishing rod that has Jerry attached to the lure if they are together. The lure hits enemies when reeled in or when it reaches its maximum distance. Tom also has the option to reel the lure in early by pressing the special button again.
With his up-special, Rocket Mouse, Tom ties Jerry to a rocket projectile that he can then steer toward opponents. If Tom and Jerry are separated, the rocket will automatically hone in on Jerry. In the air, Tom gains a bit of upward momentum when he kicks the rocket, while Jerry moves in an uncontrollable arc. Tom & Jerry have to wait through a cooldown period in between uses of this move.
Finally, Tom & Jerry's grounded down-special is Snap Trap, which causes Tom to place a mousetrap projectile on the ground that has a cooldown period. In the air, their down-special is Look Out Below! Until this move's ammo runs out, Tom can drop a stick of dynamite that explodes on impact with an enemy or after it bounces on the ground twice. The dynamite is even stronger if Tom reflects it with his grounded or aerial neutral-normal.
Tom & Jerry can pick between two signature perks in MultiVersus. Dynamite Split causes their aerial down-special to produce three dynamite sticks if Tom reflects the first stick with a neutral-normal. Meanwhile, Fly Fisher makes their side-special weaker, but allows Tom to pull himself toward any ground or wall his fishing rod makes contact with.
This duo's ideal perk line-up includes three Offense perks that improve their projectile zoning. Shirt Cannon Sniper makes projectiles do 7% more damage to far-off opponents, while Make It Rain, Dog! makes projectiles 20% faster. Finally, Tom & Jerry can ignite an enemy for one second if they land a normal attack within three seconds of landing a projectile thanks to the That's Flammable, Doc! perk.
Thanks to Jerry's function as a secondary character, Tom & Jerry have a few built-in combos in MultiVersus. A reflected tennis ball from Tom's neutral-special followed by a cork shot from Jerry is just one example of how this duo can bounce opponents off of each other's projectiles.
As for melee combos, their best combo starter is down-air. Afterwards, Tom & Jerry can transition into grounded up-normal, followed by a jump and an upward air dodge to reset the combo with another down-air. Eventually, Tom & Jerry will want to close it out with an up-air finisher.
For more MultiVersus guides, check our dedicated guides page here on GGRecon.