![]() This move is one of Tom and Jerry’s best spikes, best vertical KO tools, and best attacks altogether, so any T&J player worth their salt will be using it quite a bit. Why exactly is this guide recommending Collateral Damage, a Perk often associated with Steven Universe or Bugs Bunny? Well, simply put, it’s because Cast-Iron Crusher is arguably Tom and Jerry’s best move, the one they’ll be hitting with most often, and it almost always bounces the enemy off of the ground. And, once again, this is another Perk that works well in just about every team comp as well, as almost every character in the game has at least one projectile. If used properly with projectiles and melee attack combinations, clever Tom and Jerry players can keep their opponents constantly Ignited, which quickly ramps up the damage to an easy Ringout using Cast-Iron Crusher, Trash Can Band, or even the last hit of Mallet Time. Some people will argue for Ice to Beat You with all their breath, but That’s Flammable Doc is just so much better. Moving on to arguably the best Perk overall to run on Tom and Jerry, otherwise known as That’s Flammable Doc. Plus, Tom and Jerry already have a ton of ways to recover and even stall in the air as well, so Fly Fisher is more of an overkill choice, whereas Dynamite Split is an all-around improvement. While the extra recovery from Fly Fisher is nice, Dynamite Split is so much better for creating openings for Tom to recover, punishing approaching enemies, or just stacking easy damage on unexpecting opponents. First up, however, is why players should use Dynamite Split over Fly Fisher and That’s Flammable Doc over any other minor Perk.įor the Signature Perk, this really boils down to recovery options compared to zoning options, and with a character like Tom and Jerry, having more zone control is always more important. And there is some solid reasoning for this that will be elaborated on below. Now, this probably looks relatively different compared to some other recommendations out there that mention Perks like Make It Rain Dog, Ice to Beat You, and so on. Dynamite Split & That’s Flammable Doc Reasoning Tom and Jerry combine to make one incredibly unique fighting game character, and with these Perks, learning them should be feel just a bit easier, at least at first. Signature Perk: Dynamite Split Offense: That’s Flammable Doc Offense: Collateral Damage Offense: Lumpy Space Punch The dynamite gains power if reflected by Tom's Tennis Racket.Right away, let’s just let players know what the best Perk setup is for Tom and Jerry, which is: Look Out Below! Tom drops a stick of dynamite projectile that will explode on its second bounce or if it hits an enemy. Any ally that runs over the trap with a cheese buff will add cheese to the trap, increasing its power. Snap Trap Tom will place a mouse trap projectile on the ground. Similar to ground, but Tom launches up slightly, and Jerry moves in an arc instead of being aimed. If Jerry is not with Tom, then Tom launches a rocket that locks onto Jerry. Rocket Mouse Tom straps Jerry to a rocket projectile. The fishing lure projectile will stay out until you release the input or the lure hits an enemy while traveling. ![]() Goin' Fishin Tom will cast forward with a fishing pole. ![]() The tennis ball can be fired multiple times before a cooldown. If Jerry is away, Tom will shoot a tennis ball projectile toward Jerry, and the ball gains power when reflected by Tom's tennis racket again. Slingshot Sharpshooter Tom aims and fires Jerry as a projectile. Charging increases the distance of the pounce.Ĭast-Iron Crusher Tom swings his frying pan downward. The hit is strongest where the lids collide.įeline Pounce Charge a pounce attack forward that breaks armor. Trash Can Band Tom slams two trash can lids above his head. You can move side to side during the attack. The longer you charge the more bounces the paddle ball makes. Paddle-Paddle-Paddle Charge an attack where Tom uses a paddle ball above his head. Mallet Time A combo of swings with a large mallet. ![]() ![]() Volley! Tom charges a swing with a tennis racket that reflects projectiles. If you're using Standard Controls, the grounded neutral attack and grounded side attack are switched. Depending on the control scheme, the move list changes minutely. The Control Scheme used here is Legacy, which is the control scheme we recommend if you're coming from Smash Bros. ![]()
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