• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Super Heavy Bunny Bros. (Fun thing to do while waiting for Ultimate)

ThatCheesyB

Smash Rookie
Joined
Sep 28, 2018
Messages
1
So for about a month or so now, I've gotten into playing Smash 4 in a different way that I'm surprised not many people have tried before. I assure you, if you play around with it and maybe invite a friend to play with, you'll fall in love with it. This is a really simple and fun way to play the game that's practically a different game entirely.

Here's what you need to set up to play Super Heavy Bunny Bros. (If the title didn't give it away):
- Go into Special Smash
- Turn on the Bunnyhood and Heavy options (I also turn on Fixed camera personally cause I like being able to see the whole stage)
- Change the settings to have knockback scale to x1.3 (this is to make it so characters don't fall onto the ground immediately after every attack)
- And lastly, a personal recommendation, I play by Melee rules, so 4 stock and an 8 minute timer is recommended.

No mods, no bull****, this is just Smash 4 but faster and a lot more interesting. As someone who's a little tired of the base game, this is a godsend for anyone who feels the same and is a good way to waste your time until Ultimate comes out.

So, what's changed?

Essentially every character is incredibly fast on the ground now. They also all jump higher and fall faster. Movement as a whole is completely buffed. Perfect pivoting is now incredibly strong as you can move out of the way immediately and slide a very long distance, it's now almost a necessity in serious play as it opens up so many options and makes for fantastic spacing. Dash dancing is also a bit better because of this, as well as Foxtrotting. Cloud, the character with one of if not the best Foxtrot in the game, becomes an absolute monster in the right hands as he can weave and bob so well that his approach is almost ambiguous. Jump Cancelled Up Smashes are now almost comparable to DACUS from Brawl, now having you slide a great distance during the move, making it an excellent surprise attack that some characters can even combo off of. I'll go over a few more examples of good movement later in this post.

Jumping got both buffed and nerfed. While characters now jump high, which helps their combo game immensely, a lot of characters now have too high of a shorthop to be able to directly pressure with aerials or use them out of shield. There are some exceptions to this such as Villager and Pikachu, but for the most part it's hard to use aerials out of shorthop unless the opponent themselves jumps as well. This however, is redeemed by two things. First of all, grounded options have been buffed significantly thanks to the newfound speed buff every character has gotten, making it easy to pivot out of the way of oncoming attacks and being able to instantly retaliate. Dashgrabs and such were also buffed in the process as you don't have to wait so long to close the gap between you and an opponent. Secondly, a lot of characters can still use delayed aerials in order to get the same result. Fox can still pressure fantastically with his back air by delaying it for a few frames and then fast-falling to achieve a similar effect. Due to the fall speed buff, this is the case for a lot of characters and makes up for the lack of instant aerial pressure.

Combos are even more reliable than in Smash 4 (with the exception of certain characters). Hitstun is about the same as in the base game, but due to the Heavy option being turned on, characters often fly into the perfect distances for extended combos at low percents and kill confirms at higher percents. Speaking of kill confirms, did i mention the almost every character has at least one? This makes finishing stocks a lot less tedious than in Smash 4 and is why it's recommended to have 4 stocks rather than the standard 2. Characters can often die extremely early with the right follow ups. This can be both a plus and a minus towards your enjoyment to this mode, depending on how you look at it. Just expect to die to certain jabs if you're too close to the ledge. Almost every character has some kind of footstool set-up, and even though they’re pretty broken, at least it looks really sick. Kill throws have been buffed to the point where now almost every character has one, so yes, every character has both a kill confirm and a kill throw. Like I said, play with 4 stocks.

Recoveries are worse in general due to faster falling speeds and certain characters having their Up B’s weighed down. Some of the worst examples of these cases come from Link, Samus, Duck Hunt, Robin and Diddy Kong, who all barely move upwards with their Up Specials at all. But, worse recoveries also mean edgeguarding is a lot more doable than in Smash 4. It's not perfect however, so take it with a grain of salt. Luckily, since recoveries are worse, often times the opponent will be forced to grab the ledge. This makes ledge trumping a much more viable option and will often spell the end of the opponent's stock. Airdodging offstage is also a death sentence for most characters, since they all will fall a large distance before being able to act again, reminiscent of Ultimate’s airdodging.

So, with all of these new things that can be done thanks to the change in how the game plays, how do individual characters fare? Well, here's a small overview on a few of the more interesting characters detailing what's new and how they got either buffed or nerfed. These will all be pretty brief and are only a small handful of what the characters can actually do.

*take all of this cautiously as I may be wrong about some of these

MARIO:
Mario’s already established combo game from Smash 4 has now become extremely deadly. Up Smash was already a great killing tool beforehand, but now it's a high damage combo starter. Mario can link Up Smash to Back Air or Up Air strings depending on percent and can drag opponents all the way to the top blastzone without even needing platforms. Because of this, his punish game is dangerous and he can take stocks in an instant if you aren't careful. FLUDD is also even more dangerous than before, seeing as though recoveries are overall worse than before. This is definitely one of the characters you should try out first if you're trying to get a feel for this new mode.

DONKEY KONG:
DK’s grab is even more deadly than before. Ding dong was always guaranteed at certain percents on every character in the base game, but now with the extra jump height every character gets, DK can Up Air you like there's no tomorrow. Made even worse by the fact that extra dash speed means easier openings for his broken pivot grab. This combined with DK’s potential footstool combos out of cargo Up Throw means his damage output is plain busted. Really fun character to play as overall.

DIDDY KONG:
The Hoo Hah is back and more annoying than ever. Diddy’s combo game is just insane, even more insane than in the base game. At low percents Diddy can Up Throw to Up Tilt to re-grab opponents at least 3 times before they can escape, and by that point Diddy will follow up with a Forward Air to get you offstage. Jump cancel glide toss works so favorably for Diddy that it's criminal, being able to toss his banana and slide across the stage for easy zone breaking or cross ups. His recovery is thankfully nerfed however, as Diddy can't recover low. He has to rely on the hitstun jump cancel technique to get any height with his rocket barrels, making him a lot more predictable offstage. Also, Monkey Flip is affected by Special Smash’s Heavy gravity, making Diddy fall much faster than before when he uses it. His onstage game is excellent while his offstage game is pitiful, plain and simple.

LINK:
Link is polarizing to say the least. He may be the glassiest of glass cannons in the entire game. First off, his recovery is one of the absolute worst in the game. The gravity changes effected Link horribly and now he only leaps a short distance with his Up Special, almost resembling his Smash 64 recovery. The clawshot also has some issues in grabbing onto ledges in this mode for some reason. Often times knocking Link offstage simply means he’s dead. However, his punish game is also one of the strongest in the game. He has kill confirms that often work from 40% and onwards, his bomb glide tosses and boomerangs give him an insane amount of openings and mix-ups, and thanks to his new run speed he can get in your face so much easier now. Down Tilt or Up Throw to Forward Air can almost single handedly end stocks due to the sheer power Link has. Link will kill you extremely early, but in return he can often die from one combo string.

GANONDORF:
Oh yeah. Giving Ganon some speed is all he really needs to be a fun and actually pretty decent character. He pretty much acts as a replacement Captain Falcon, as Falcon isn’t that great in this mode. Ganon can not only slide a good distance with his broken Up Smash, he can also combo off of it. He’s got a couple different follow ups from his Up Throw and Down Throw and his back air remains a hard hitting pressure tool if you delay it and fast fall. Speaking of which, fast fall N-Air isn't as good as it is in Ultimate, but damn is it trying to be. It creates to much pressure and is still a good edgeguarding tool. He hits hard overall and can kill really early, even compared to the other characters. He’s really just Smash 4 Ganondorf but better in literally every way. This is another character i’d recommend starting with if you’re trying to get into this mode.

MARTH:
Marth and Lucina are sooooooo good. Their juggling game is amazing, their combos out of Up Throw are insane, they can edgeguard, they can frame trap, they’re so much fun. Also, this opened up some new information to me, apparently Lucina can slide with her Up Tilt and Jab out of walking but Marth doesn’t? Weird difference.

FOX:
This one’s a doozy. Fox has a lot of really strong pressure tools and combos, as well as having some of the best overall mobility in the game. Up Throw retains some of its Melee status, being a kill confirm into Up Air at higher percents, and comboing into pretty much every other aerial at every other percent. Speaking of Melee, shine is back...sorta? It’s a decent tool for edgeguarding as it sends opponents at a downwards and away angle, but the hitbox doesn’t come out nearly as fast and isn’t nearly as large. Still, definitely a very useful tool that can instantly end stocks. Lasers however, are pretty bad. With everyone being so fast and no way to cancel the end lag, Fox’s lasers aren’t very useful onstage. You can use it for extra percent while the opponent is offstage however, which is...something at least. His jump cancelled Up Smash goes an extremely far distance though, and can catch people off guard. Despite some downsides, Fox has a lot going for him as a hard to play but incredibly rewarding character. His moves are so fast and have such little end lag comparatively that it’s hard to get him off of you sometimes.

CHARIZARD:
Charizard is an absolute beast. If he can consistently get grabs on his opponent, he can kill them extremely early. Down Throw or Back Throw to Dash Attack work at lower percents while at mid-percents they can confirm into Forward Air or Back Air, killing the opponent easily. Another thing he can do is combo Up Smash into an Up B, which is also a kill confirm. This is made even better by Charizard’s edgeguard game, which is insane. Using Flamethrower, a lot of characters with linear recoveries (which makes up a good majority of the cast) will simply be forced to take the damage before they can get back onto the stage. Alternatively, Charizard can go below the stage and use the super armor on his Up B to intercept opponents.

LUCARIO:
Lucario is really unique, in that he doesn’t even need aura to kill anymore. Aura is now just a small bonus for you rather than a necessity. Lucario’s combo game overall is just really good. He can chain Forward Airs off of a Down Throw, approach with an Aura Sphere, bait the opponent with Force Palms, the list goes on. B reverse and Wavebounce Aura Sphere is still an incredibly strong tool and can even be a combo finisher at certain percents. Traditionally though, you’ll want to try Down Throw or Up Throw to Back Air in order to finish off stocks. The new mechanics just really work well with Lucario and almost directly buff him in every way.

JIGGLYPUFF:
She has Rest confirms again. That alone makes her such a better character than before, but now Rest is pretty much 100% guaranteed after an Up Throw. It won’t kill most characters ‘til around 30% however.

SHULK:
What was once a character with a ton of complex maneuvers and techniques but remained a low tier is now a pretty simple character who’s pretty good. Jump and Speed Art only give very minor buffs due to the Bunny Hood’s change to mobility, making them kinda useless. But, you don’t really need them all that much anyway, since Shulk now practically has both arts on at all times. Shulk’s main claim to fame in this mode is his pivot Up Tilt, which is just a massive disjoint and anti-air that’s both hard to punish and can combo. Shulk can often get Up Throw to a few pivot Up Tilts to any of his aerials. His Back and Up Air can kill while N-Air and F-air can lead to more follow ups or edgeguards. This combined with Smash Art makes Shulk a very scary character who can finally use his range properly. This is pretty much Shulk’s entire gameplan, but it’s a really effective one.

BAYONETTA:
Bayo is Bayo. She doesn’t have her insane combo strings off of Up B anymore, but they’re still potent for damage and often put you instantly into an edgeguard scenario. She’s got one of the better recoveries in this mode, but it isn’t unedgeguardable like it is in Smash 4. Unfortunately though, Witch Time is still broken as all hell, and Bayo is almost guaranteed to kill you off of a Witch Time if she knows what she’s doing.

If anyone else tries this out, be sure to post your findings! I'd love to see more people play this mode, it's some really good fun.
 
Top Bottom