Discover the best Tom and Jerry combos in MultiVersus, including official and unofficial strategies, recovery techniques, and tips for chaining attacks to maximize damage and secure kills.
This guide details useful combos for the character Tom and Jerry in MultiVersus. These combos range from basic attack strings to more complex setups that can lead to significant damage and early kills.
- Dair >> Repeat: A difficult but effective combo that can achieve up to 11 hitstuns on suitable targets.
- Dair >> >> or >> Repeat: An easier combo, though knockback can shorten its effectiveness.
- Dair >> Nair: A quick aerial combo for rapid damage.
- x4 >> or >>: A basic mallet swing combo that hitstuns four times.
- x2-3 >> or >> >> or >>: A combo that can continuously juggle opponents until they dodge.
- >> Dair >> , Dair: A challenging combo requiring precise jump timing, capable of chaining multiple hits.
For enemies with higher health percentages (around 80% and up), a dash may be necessary to maintain combo proximity due to increased velocity.
The upcharge attack can also lift horizontal enemies above your paddle, effectively countering smaller characters.
Combo Starters
- Jerry (Neutral Special or Up Special) into position, followed by Jerry cork into Dair: Throw Jerry near an enemy, then use Dair. This sets up your pan attack, followed by Jerry's cork for a hit combo, which can then be extended with other true combos.
Unofficial Combos
These are less structured sequences that, while not maintaining constant hitstun, can set up kills or unique plays. Tom and Jerry, as a mage-like character, have many unofficial combos.
- Special Side Air or >> Special Up Air >> Up Air (Sweet Spot): Effective for vertical kills, potentially launching enemies from the bottom of the map to the skybox. Using Dair instead of Up Air is an option, but the sweet spot of Up Air offers stronger knockback for better kill confirms, especially above 120HP.
- Special Down Air >> Combo of choice: Useful for dropping a dynamite stick to deter pursuers or interrupt combos, allowing you to land a follow-up attack while the enemy is briefly hitstunned.
- Double Racket Projectile: Get Jerry close enough to hit an enemy with a cork. Then, throw a tennis ball and fully charge your swing to hit both the cork and the tennis ball. This ensures a double hit with a delayed cork and tennis ball return, or hits an airborne enemy who dodged the first projectile.
Recovery Combos
- Dash, Special Side Air, Dash or Jump: This basic recovery involves using the side air special's fishing line to slow your velocity, providing more distance to reach a platform and avoid falling to your death.
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