Morty is now out in MultiVersus, with this strange mage bruiser hybrid having some short yet very bizarre situational combos. Players will find that Morty is all about short trades with his actions, but has plenty of specials that make up and reward creative plays. Here is a look at some useful MultiVersus Morty combos that players can use with Morty’s unique kit.
Multiverse Morty Combos¶
The first thing you need to know is that Morty’s combos are rather short and basic. However, with some creative moves with his specials, there’s lots of potential to create unofficial combos, and combo extends. The basic combos are as follows:
- Side Attack > Down Attack > repeat three times - This move can combo extended and can get a few stacks of weakened on your target. The enemy typically flies too far away from your down attack to work a fourth time. However, you can reset and do the combo again to get the five weakened stacks.
- Down Attack > Up Attack (with gun off cooldown)
- Juggling: Down Attack > Uair . Players can even use the up special to create the UFO and continue to juggle enemies for some early cheese kills where you don’t need a triple jump perk.
Read More: Morty Perks
- Side Attack X2 > Side Special > Side Attack x3 or Side Attack x2 > Side Special > Side Attack > Down attack combo > end with Air attack. It all depends on the position, HP, weakened stacks and kill potential. This is typically a 21 damage combo but can go higher if you’re more advanced on position and can assess the weight of a character and the knockback you do to them.
- Side Special > Dair > Uair - Ping enemies to you via the rock, and then combos into a basic spike rebound into an up-air attack.
- Sair > Side Attack > Neutral (off cooldown) > Dair - Combo on grounded enemy that ends with a spike kill. Or you can spike enemies into the air for an Uair if you can’t get them to the edge of the platform.
- Sair > Dair > Up Attack (let the snakes shoot sideways to knock enemies sideways.) You can then follow it with a Sair or Dair for a spike kill or Sair to combo to continue to hit them horizontally.
- Special Neutral > Neutral > Sair x2 > or Sair > Side Attack (depends on your position in the air or the enemies rebound)
- Special Neutral > Neutral > Uair - This throws a bomb at someone, shoots it into them, detonates and launches the enemy into the air. You can then reset and try and juggle the enemy.
- Special Neutral > Neutral > Dair > Side Attacks or Sair > Up attack or Uair (once again depends on the altitude you hit the enemy into or begin to hit them.)
- From 0 to death: Side Attack x2 > Up special into immediate side special > Side Attack x2 > Down Attack , move to them and down attack again. The UFO should bring them to the skybox and kill them if your hitstun was perfect. This combo was discovered by Bugzvii, and you can see this clip over on Twitter. Leviathan also has one which involves rebounding an enemy into the UFO using the bomb. Note this is Dodge invulnerability dependent.
- UFO platform rebound: Special Up > Dair > Up Attack (gun off cooldown) or Uair > Dair
Whip combos¶
When Morty uses a ground combo, he can then neutral to fire a whip at his enemies. The apex of the whip will pull Morty to his target, while anywhere else on the whip’s reach will do little damage and cause another hitstun. There are two ways you can use this, either as a combo extender or a combo starter.
Combo Starter - Learn the range of the whip’s apex, and then you can move into Sairs, Dairs, and other juggling combos. It’s also ideal as a gap closer against mages and supports.
Combo Extender - Using it as a combo extender will chain stun an enemy, typically causing around 21-25 damage, depending on platform rebounds and the moves you made. The general set-up of this combo involves: Side Attack x2 > Neutral > Neutral (while the gun is off cooldown). Note the player needs to neutral and then move towards the enemy to get close enough to the player when the ship lands. This allows Morty to be in a position to do animation cancel with his gun for another hitstun, and then be in a position to follow up with a quick move before they can land.
From then on, Morty can follow it up with a Sair, which typically allows him to accelerate while the enemy is still classed as a hitstun, and then combo into either side attack combos, Sair > Dair > Uair or anything else depending on where the enemy has bounced, platform space and other factors.
Alternatively, Morty can use the combo extender with the whip, and then use the side special to use the spike to ping the enemy back to him and then do a ground combo.
Lastly, it is also possible to let the enemy fly to the edge. If you know you cant ringout, try to use your Up Attack ammo to keep them in position and extend your combo. Here is an example of an extended combo, that also considers a bot dodge and how that can work in your favour in live games.
Bomb Combos¶
Bombs are partially what makes Morty an interesting and mage-like character. It is directly hard to combo with these, as these are more situational. However, the basic combo is to throw a bomb in then press neutral. This shoots your gun, launches the bomb and then blows it up. You can use this as a sort of combo.
In addition, these bombs synergy with your spike side special, as they clone the bombs. You can essentially turn the platform into a minefield by cloning and ensuring one of your bombs goes off.
There are some tricks you can do to make these bombs combo starters. Morty can use his moves to launch the mobs into new positions. Think of this like a hit stun combo starter, and then you can go into the rest of your moves. If the bomb doesn’t go off the map you can combo them into your bomb for when it detonates or shoot it at the end of your combo.
No Comments