MultiVersus

Tom and Jerry Guide: Best Combos and Perks (June 3, 2024)

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Tom and Jerry is a Mage/Ranged character in MultiVersus. Read on to find out Tom and Jerry's ratings and basic info, as well as Tom and Jerry's attacks and special moves, best combos, best perks, and a list of skins available for Tom and Jerry!

Tom and Jerry Ratings and Basic Info

Tom and Jerry Basic Information

Tom and Jerry
Tom and Jerry.jpg
Tier Rating: A

Type: Mage
Fighting Style: Hybrid
Difficulty: Hard
Cost: 1000 Gleamium / 3000 Fighter Currency
Default Tags:
Animated, Non-Human

Character Tier List (June 2024)

Tom and Jerry Strengths and Weaknesses

Strengths Weaknesses
✔︎ Has multiple long-range attacks for poking the enemy
✔︎ Powerful melee attacks
✔︎ Can attack from multiple directions
✖︎ Difficult to master
✖︎ Weak when Jerry dies

Tom and Jerry Moveset and Abilities

Ground Attacks

Command Move Description How to Use
Neutral
(Neutral + Attack)
Volley! - MultiVersus
Volley!
Effect: Charge, Reflect
Tom Charges a swing with a tennis racket that Reflects Projectiles
You should mainly use this move as a finisher to knock enemies out of bounds. However, due to its ability to reflect projectiles, you can also incorporate it into your combo when using the tennis ball with Jerry, or use it defensively to bounce back any incoming projectiles.
Side
(Side (Hold) + Attack)
Cat and Mouse - MultiVersus
Cat and Mouse
Tom slides forward in an attempt to catch Jerry. Due to the attack's speed, it can help you close the gap between you and your enemy. You can use it to finish off enemies or to pick up Jerry from the ground.
Side
(Side + Attack)
Mallet Time - MultiVersus
Mallet Time
A combo of swings with a large mallet. A decent 4-hit combo that you can use if the enemy is nearby. It is extremely slow if you do not land your hits, making you vulnerable to ranged attacks. Immediately stop your combo if you can't land your first few hits to avoid getting sniped.
Up
(Up + Attack)
Paddle-Paddle-Paddle - MultiVersus
Paddle-Paddle-Paddle
Effect: Charge
Charge an attack where Tom uses a paddle ball above his head. The longer you Charge the more bounces the paddle ball makes. You can move side to side during the attack.
Use this as a combo finisher after juggling the enemy in mid-air. You can also charge it up to snipe enemies from below if they are standing on a platform.
Down
(Down + Attack)
Feline Pounce - MultiVersus
Feline Pounce
Effect: Charge, Breaks Armor
Charge a pounce attack forward that Breaks Armor. Charging increases the distance of the pounce.
Close the gap between you and the enemy by charging this move. It allows you to get close to the enemy and break their armor if you manage to land the pounce, giving you a short window to build up their percentage.
Neutral
(Neutral + Special)
Slingshot Sharpshooter - MultiVersus
Slingshot Sharpshooter
Effect: Projectile
Tom aims and fires Jerry as a Projectile. If Jerry is away, Tom will shoot a tennis ball Projectile towards Jerry, and the ball gains powers when Reflected by Tom's tennis racket again. Thee tennis ball can be fired multiple times before a Cooldown.
You can use this as a ranged attack to push enemies away while positioning Jerry behind the enemy, making them vulnerable to your Volley! attack. If Jerry is already away, you can use this to combo enemies with the tennis ball and Volley! as Jerry returns the ball back to you.
Side
(Side + Special)
Goin
Goin' Fishin
Effect: Projectile
Tom will cast forward with a fishing pole. The fishing lure Projectile will stay out until you release the input or the lure hits an enemy while traveling. the lure hits enemies when reeled in.
Mainly used as a long-range attack, but it can also be used to pick up Jerry after using Rocket Mouse.
Up
(Up + Special)
Rocket Mouse - MultiVersus
Rocket Mouse
Effect: Projectile
Tom straps Jerry to a rocket Projectile. the rocket can be steered. If Jerry is not with Tom, then Tom launches a rocket that locks onto Jerry. Cooldown applies.
When used with Jerry, you can control the missile to snipe enemies from a distance. However, if Jerry is already separated, it becomes a homing missile that you can use as a follow-up after ending a combo.
Down
(Down + Special)
Snap Trap - MultiVersus
Snap Trap
Tom will place a mouse trap Projectile on the ground. Any ally that runs over the trap with a Cheese BUff will add cheese to the trap, increasing its power. Cooldown applies. A ground trap that can send enemies flying. You can use this to keep enemies away or as an opener to attack them in mid-air.

Aerial Attacks

Command Move Description How to Use
Neutral
(Neutral + Attack)
Volley! - MultiVersus
Volley!
Same as ground. You should mainly use this move as a finisher to knock enemies out of bounds. However, due to its ability to reflect projectiles, you can also incorporate it into your combo when using the tennis ball with Jerry, or use it defensively to bounce back any incoming projectiles.
Side
(Side + Attack)
Mallet Time - MultiVersus
Scratch Cat
Two fast swipes forward. A strong 2-hit combo that can send enemies flying. You can use this as an opener before following up with Mallet Time to quickly build up the percentage.
Up
(Up + Attack)
Paddle-Paddle-Paddle - MultiVersus
Trash Band
Tom swing his frying pan downward. You can use this powerful upward attack to finish off unsuspecting enemies from below, especially if they are standing on platforms or dropping directly on top of you. It's excellent for edge guarding to keep enemies out of bounds.
Down
(Down + Attack)
Feline Pounce - MultiVersus
Cast-Iron Crusher
Tom swings his frying pand downward. Use this to catch enemies off guard by dropping directly above them and hitting them with the pan.
Neutral
(Neutral + Special)
Slingshot Sharpshooter - MultiVersus
Slingshot Sharpshooter
Same as ground. You can use this as a ranged attack to push enemies away while positioning Jerry behind the enemy, making them vulnerable to your Volley! attack. If Jerry is already away, you can use this to combo enemies with the tennis ball and Volley! as Jerry returns the ball back to you.
Side
(Side + Special)
Goin
Goin' Fishin
Same as ground. Mainly used as a long-range attack, but it can also be used to pick up Jerry after using Rocket Mouse.
Up
(Up + Special)
Rocket Mouse - MultiVersus
Rocket Mouse
Same as ground. When used with Jerry, you can control the missile to snipe enemies from a distance. However, if Jerry is already separated, it becomes a homing missile that you can use as a follow-up after ending a combo.
Down
(Down + Special)
Snap Trap - MultiVersus
Look Out Below
Effect: Projectile
Tom drops a stick of dynamite Projectile that will explode on its second bounce or if it hits an enemy. The dynamite gains power if Reflected by Tom's tennis racket.
Use this to disrupt enemy combos and charged attacks while dropping mid-air.

Passive Abilities

Passive Effect
Cheesy Does It Cheese: If one of Tom's allies picks up Jerry, they will get a Cheese Buff that increases the damage they deal. While attached, if Tom uses the Normal Ground Neutral Attack, Jerry will throw a tennis ball at Tom.

Tom and Jerry Best Moves and Combos

Horizontal Combo

Tom and Jerry - Horizontal Combo
Aerial Down + Attack ► Down + Attack ► Side + Attack ► Up + Attack
This is a basic combo that uses Tom and Jerry's normal attacks to build up damage. If the opponent has high damage, you can use Aerial Up + Attack to knock them out of the map.

Uppercut Finisher

Tom and Jerry - Uppercut Finisher.gif
Aerial Down + Attack ► Aerial Up + Attack
This combo works best if the opponent has accumulated enough damage points that they get thrown in the air when you use Aerial Down + Attack. This gives you the opportunity to follow up with an Aerial Up + Attack to knock them out of the map.

Spike Combo

Tom and Jerry - Spike Finisher
Down + Attack ► Neutral + Special ► Aerial Down + Attack
Another combo that works best if the opponent has accumulated enough damage points that they get knock back easily on the sides. Make sure to perform the Neutral + Special quickly to follow up the Aerial Down + Attack to spike the opponents down to the bottom of the map.

Tom and Jerry Best Perks

Signature Perks

Perk and Rating Description Explanation
★★★★★
Fly Fisher
Tom's fishing pole is weaker, but if he hits the ground or a wall with it, he will pull himself to the terrain. You can add more mobility to Tom if you equip this signature perk on them. His fishing pole will have reduced damage, but it will propel him to a wall or platform if it hits them.
★★★★☆
Dynamite Split
Reflecting Tom's dynamite with his tennis racket will split it into 3 dynamite sticks, but he has less dynamite ammo. This perk will allow you to cover more areas with a large AOE explosion. However, you will have less ammo to use when executing a combo.
★★☆☆☆
Well Rounded
You receive a 5% boost to damage dealt and defense. Well Rounded is your basic signature perk, available by default. You can use this until you unlock better perks for Tom and Jerry.

Universal Perks

Team Perk

Perk and Rating Description Explanation
★★★★☆
That's Flammable, Doc!
Your team can melee an enemy after hitting them with a projectile to ignite them. If your teammate also selects this perk, ignite damage and duration is increased. Since you will be constantly spamming projectile attacks, you will be able to ignite the enemy for the duration of the fight.

Strong Perk

Perk and Rating Description Explanation
★★★★☆
Airwalker
Inputing a neutral dodge in the air will spawn a platform below you. This platform consumes half of your dodge meter and overrides parry. This perk gives you a way to recover upon getting knocked out of the platform for increased survivability.
★★★☆☆
2 Fast 2 Block
Your dash attacks break armor. This perk allows you to play more aggressively and provides a move that can apply Break Armor.

Standard Perk

Perk and Rating Description Explanation
★★★★☆
Static Electricity
Your melee attacks deal increased damage. You can use this perk to further improve the viability of your projectiles, allowing you to deal DoT (Damage overtime) with Shocked.
★★★☆☆
Second Wind Beneath Your Wings
You refresh all air abilities after ringing out an enemy. This perk allows you to play aggressively, knocking opponents out of the platform, and safely recovering using the refresh.

How to Play Tom and Jerry

Use Volley! and Mallet Time to Create Space

How to Use Tom and Jerry 1
As Mage/Ranged Characters, Tom and Jerry are at their best when attacking from a distance. Using Volley and Mallet Time will provide you with the necessary breathing room to make full use of Tom and Jerry's abilitites.

Use Goin' Fishin and Snap Trap to Hinder Your Opponents Movement

How to Use Tom and Jerry 2
Snap Trap creates a trap that will damage enemies that touch it, while Goin Fishin casts a lure over a long area, damaging any enemies that are in the way when it's reeled in. Proper use of these abilities can make it difficult for opponents to safely move around the arena.

Tom and Jerry Skins (Variants)

Pirates Tom & JerryPirates Tom & Jerry
(Uncommon)
Tags: To be updated
500 Gleamium
Detectives Tom and JerryDetectives Tom and Jerry
(Uncommon)
Tags: To be updated
500 Gleamium
Tooniverse Tom and JerryTooniverse Tom and Jerry
(Uncommon)
Tags: To be updated
500 Gleamium
Baker Street Tom and JerryBaker Street Tom and Jerry
(Rare)
Tags: To be updated
800 Gleamium
Vampire Tom and JerryVampire Tom and Jerry
(Rare)
Tags: To be updated
800 Gleamium

List of Skins (Variants)

Tom and Jerry Character Profile

Real Name Thomas Jasper "Tom" Cat Sr., and Gerald Jinx "Jerry" Mouse
First Appearance Puss Gets The Boot (1940)
Voice Actor Eric Bauza

Ever since they first laid eyes on each other, Tom and Jerry have had a complicated relationship. As a housecat and a mouse they should be mortal enemies, but the two have nonetheless teamed up many times over the years. Like many “toons,” Tom & Jerry fight with a zany, madcap style and display nearly indestructible levels of durability. They’ll be great champions to have in the battle against the Nothing so long as they can stop fighting each other long enough to do it.

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