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Home-Run Contest: Difference between revisions

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(→‎Super Smash Bros. Brawl: literally the opposite of irony.)
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!width=49%|Notes
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|rowspan=2|{{CharHead|Mr. Game & Watch|SSBB}} || [[Judge]] #9 (side special) ||  || 32% || This is somewhat ironic, as #9 Judgement was intended to emulate a swing from the bat
|rowspan=2|{{CharHead|Mr. Game & Watch|SSBB}} || [[Judge]] #9 (side special) ||  || 32% || This is somewhat coincidental, as #9 Judgement was intended to emulate a swing from the bat
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|Forward smash (fully charged) || <span class="explain" title="Hits farther than the Home-Run swing at ~170%, hits farther than Judge #9 at ~200%">~200%</span> || 25% ||  
|Forward smash (fully charged) || <span class="explain" title="Hits farther than the Home-Run swing at ~170%, hits farther than Judge #9 at ~200%">~200%</span> || 25% ||  

Revision as of 02:57, March 23, 2016

File:Sand in homerun contest melee.jpg
The Home-Run Platform in Melee.

The Home-Run Contest (ホームランコンテスト, Home-Run Contest) is a minigame in Super Smash Bros. Melee, Super Smash Bros. Brawl, and Super Smash Bros. 4 in which the player(s) must knock a Sandbag as far as possible, usually with the Home-Run Bat given. The player has ten seconds to rack up damage to lengthen the home-run. The most effective technique for dealing high damage very quickly is known as bat dropping.

The minigame takes place in the Home-Run Stadium, a unique stage otherwise inaccessible in other game modes without hacking.

Overview

Sonic is ready to send Sandbag flying in Super Smash Bros. for Wii U.

The player starts on a platform with a Sandbag in the center, and the character about 1/3 of the way from the left of the platform facing right. On the left edge is a Home-Run Bat, which can be used to hit the bag extremely far. Hitting with the very end of the bat, known as a "tipper", makes Sandbag go farther than hitting with the middle of the bat, which goes farther than a close hit.

In Melee, it is also possible for some characters to hit the Sandbag with the handle of the bat, causing what is known as a no-ping hit, which sends the Sandbag at a much sharper angle. A no-ping hit only does 8% damage rather than 20%, but the change in angle causes the Sandbag to fly much farther when its damage is relatively low (lower than about 120%). For example, using a no-ping hit when Sandbag is only at 35% damage sends the Sandbag over 1000 feet (304.8 meters). Pichu, Pikachu, and Mr. Game & Watch can take advantage of their unique swing animations to perform a no-ping hit simply by walking next to the bag, facing away, and swinging. Most other characters require the bag to be in the air to perform a no-ping hit. The characters that cannot do a no-ping hit or it does not go farther than their normal Home-Run swing at any percent are Dr. Mario, Mario, Luigi, Donkey Kong, Captain Falcon, and Ganondorf. It is currently undocumented whether or not no-ping hits are possible in Brawl or whether they have similar uses as in Melee; the fact that all characters' Home-Run swings have been standardized to a single unique animation may be relevant.

Changes in Super Smash Bros. Brawl

  • 2-player Co-Op is now supported, both in simultaneous and alternating modes and can also be played online with a friend.
  • There is a shield around the platform which prevents Sandbag from being knocked out without sufficient force. The shield is breakable after being struck enough times or with sufficient force, but it greatly lowers the difficulty of bringing Sandbag's damage up. The shield automatically disappears when time is up.
  • Bat drops are generally more difficult to do because A and C-Stick grab items.
  • Knocking Sandbag to the platform's left will automatically result in zero distance.
  • Sandbag cannot be grabbed.
  • The home run contest stage is endless; the measuring counter, however, cannot exceed 999999.9 ft.
  • At 10000 ft, the number on the sign will wrap around to 0.

Additionally, the Home-Run Bat sports its own unique Smash attack animations, allowing Captain Falcon and Sheik to properly use it for the contest.

Changes in Super Smash Bros. 4

  • The barrier appears to be stronger.
  • In Super Smash Bros. for Wii U only, the Home-Run Contest is now playable with up to four players by taking turns. The order is random.
  • Hitting the Sandbag far enough will cause the gameplay to fast-forward until it becomes visible again.
  • The Sandbag has more traction.
  • Major sources of randomness are removed:
    • Luigi's Green Missile can never misfire.
    • Peach can only pluck the dot-eyes Vegetable.
    • Mr. Game & Watch's Judge always comes up with a 6.
    • Villager's up and down aerials always throw three turnips.
    • Duck Hunt's Wild Gunman always summons the leader.
    • Timber always spawns a log.

Moves that can hit farther than a Home-Run swing

Due to differences in knockback scaling, certain moves can send the Sandbag farther than a Home-Run swing once the Sandbag's accumulated damage has become high enough:

Super Smash Bros. Melee

Character Attack Requisite Damage Damage Dealt Notes
BowserHeadSSBM.png Bowser Forward smash (fully charged) 120% 32-33%
PeachHeadSSBM.png Peach Vegetable: Bob-omb (down special; 1/300 chance) 90% 38%
CaptainFalconHeadSSBM.png Captain Falcon Falcon Punch (neutral special; used right next to Sandbag) Any 27%
DonkeyKongHeadSSBM.png Donkey Kong Giant Punch (neutral special; fully charged) 175% 30%
GanondorfHeadSSBM.png Ganondorf Warlock Punch (neutral special) 154% 30%
Upper Warlock Punch 76% 34% The very top of Warlock Punch's hitbox (near Ganondorf's head) does more damage and significantly more knockback. Usually performed by jumping and throwing the bat upwards above Sandbag, then pressing B while landing on the opposite side of Sandbag. When timed properly, the falling bat should knock Sandbag into the top of the punch's hitbox. Generally known as the "Reverse Warlock Punch" since Ganondorf faces away from the Sandbag as the move is performed (not to be confused with the maneuver introduced in Brawl where Ganondorf actually turns around in the middle of the windup).
PichuHeadSSBM.png Pichu Skull Bash (side special; fully charged) 95% 39%
JigglypuffHeadSSBM.png Jigglypuff Rest (down special) 69% 28%
LuigiHeadSSBM.png Luigi Green Missile (side special; misfire) ~300% 25% Green Missile has a 1/8 chance to misfire.
MrGame&WatchHeadSSBM.png Mr. Game & Watch Judgment #9 (side special) 138% 32%
RoyHeadSSBM.png Roy Flare Blade (neutral special; fully charged) 18% 50%
Flare Blade (1 frame before becoming fully charged) 120% 41%
Any Smash-throwing the bat down ~350% 12% The only character legitimately able to do this much damage to the Sandbag before the final hit is the Ice Climbers through the freeze glitch.

Super Smash Bros. Brawl

An icon for denoting incomplete things.
Character Attack Requisite Damage Damage Dealt Notes
MrGame&WatchHeadSSBB.png Mr. Game & Watch Judge #9 (side special) 32% This is somewhat coincidental, as #9 Judgement was intended to emulate a swing from the bat
Forward smash (fully charged) ~200% 25%
IkeHeadSSBB.png Ike Forward smash (fully charged) ~150% 32% Generally performed after smash-throwing the bat upwards then charging the smash facing AWAY from Sandbag
Eruption (neutral special: Stage 8) 39.5% Ike's Eruption reaches Stage 8 when released 1 frame before becoming fully charged
DonkeyKongHeadSSBB.png Donkey Kong Forward smash (fully charged) 29% Generally performed after smash-throwing the bat upwards, waiting a little, then charging the smash
Down Smash (hands not arms; fully charged) ~267% 25% Generally performed on the ground since it has almost the same knockback in the air and on the ground
Giant Punch (neutral special; hit with body; fully charged) ~200% 29% Goes farther when hit with the body of the punch, facing left
LuigiHeadSSBB.png Luigi Forward smash (angled up; fully charged) ~180% 23% Generally performed after lightly throwing the bat upwards then charging the smash, but has same knockback in the air and on the ground
KingDededeHeadSSBB.png King Dedede Forward smash (fully charged) ~144% 35% Generally performed after smash-throwing the bat upwards then charging the smash facing AWAY from Sandbag
Jet Hammer (down special) 195% 29% Aerial hit [1]
GanondorfHeadSSBB.png Ganondorf Reverse Warlock Punch (neutral special) ~110% 36% Generally performed after smash-throwing the bat upwards
CaptainFalconHeadSSBB.png Captain Falcon Reverse Falcon Punch (neutral special) 28% Generally performed after lightly throwing the bat upwards
BowserHeadSSBB.png Bowser Forward smash (fully charged) 48% Generally smashing the bat up, then charging the smash
MarthHeadSSBB.png Marth Shield Breaker (neutral special; fully charged) 270% 25%
PeachHeadSSBB.png Peach Vegetable: Bob-omb (down special; 1/384 chance) 38%

Additionally, Mario's Cape (side special) multiplies the distance by about 1.5x, equal to +30% with a regular hit. This technique is only usable in Co-op play and in the BMO subcategory.

Super Smash Bros. 4

An icon for denoting incomplete things.

Prizes

In Super Smash Bros. Melee

In Super Smash Bros. Brawl

In Super Smash Bros. for Nintendo 3DS

  • Play Home-Run Contest for the first time: Home-Run Bat trophy
  • Play Home-Run Contest with 15 or more fighters: Quick Batter Brawn Badge (equipment)
  • 300 meters/984 feet: Bonkers trophy
  • 600 meters/1,968 feet: Home-Run Bat Agility Badge (equipment)
  • 1,000 meters/3,280 feet: Lv. 3 Ore Club (power)
  • 15,000 meters/49,212 feet total: Sandbag trophy

In Super Smash Bros. for Wii U

Competitive Home-Run Contest

Since almost the beginning of Super Smash Bros. Melee, Home-Run Contest has been played competitively. Originally, before the game's release in Europe, North America and Japan had a competition between each other for the highest Home-Run Contest scores. This then moved out to include Europe when the game was released in its PAL version. This competitive nature has continued and grown onto Super Smash Bros. Brawl, especially due to the replay function (thus making video production easier) and video streaming sites such as YouTube. However, due to the large technique changes from Super Smash Bros. Melee to Super Smash Bros. Brawl and the introduction of the barrier and multiple bat drops in one jump, many Super Smash Bros. Melee Professional (90,000 ft+ / 27,432m+ THS) Home-Run Contest players have played little Super Smash Bros. Brawl Home-Run Contest competitively, leading to a rise in a "new generation" of Home-Run Contest players.

The Home-Run Contest world record's list is maintained on the smash site AllIsBrawl currently but with members of the stadium community questioning the site's support for stadium, the location might change to a more stadium based site. A history of Home-Run Contest and its milestones up until about 2005 can be found on the site Folderol, but note that the Home-Run Contest record's list is out of date.

Subcategories

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In competitive Home-Run Contest, there are several subcategories, which use unique playing styles. The most popular two (which have been around the longest, since the start of competitive HRC) are:

  • NBA: No Bat Allowed. The bat cannot be used to attack in any way. The bat can be picked up, as long as it is not used. NBA strategies are usually unique, as it requires a completely different playing style. Bat swing cannot be used.
  • NBD: No Bat Drops. Players can do everything except aerial bat drops. Grounded bat drops are allowed, as it is considered a bat discard. Bat swing may be used.

Two other modes that were created in Super Smash Bros. Melee's lifetime were BMO and NJA:

  • BMO: B Moves Only. Only B Moves are allowed, and the last attack to hit Sandbag must be a B move. The bat can be used, so somewhat unique bat drops are utilized. Bat swing can not be used, as it counts as a forward smash. In Super Smash Bros. Brawl this mode has turned into mostly multiple bat drops with one B move used to finish, which some argue is against the original purpose of the category.
  • NJA: No Jump Allowed. Players may not jump at any time.

In Super Smash Bros. Brawl's lifetime three modes have since been created and become quite popular, in chronological order:

  • NSA: No Shield Allowed. Originally called "No Barrier Allowed". (Players cannot use the barrier) and does not apply to Super Smash Bros. Melee.
  • 3SS: Three Smash Strategy. Players must use all three of the character's smashes (Forward, Up and Down) in the run.
  • AAA: All Aerial Moves. A mode created in Super Smash Bros. Brawl. Players must use all five aerial A attacks of the character, other than that anything goes. Only regularly done in Super Smash Bros. Brawl due to the barrier and aerial moves knocking the bag off the stage in Super Smash Bros. Melee, but could be possible with the back wall.

World records

An icon for denoting incomplete things.

Melee

  • Ganondorf and the Ice Climbers are tied for the world record of 11,347.2 feet (3458.5 meters).
    • Ganondorf's record was set by YouTube user Sin2324, as seen here: [2]
    • The Ice Climbers' record was set by Joe Bushman using the freeze glitch, as seen here: [3]
  • It is impossible to ever exceed a score of 11,347.2 feet because beyond this point, the ground stops being solid and the Sandbag will simply fall through it. Since the Sandbag never lands, no score is recorded (the game eventually crashes once the Sandbag goes too far beyond the screen). [4]
    • Ganondorf and the Ice Climbers can both hit the Sandbag over the limit, with informal distance record videos here: [5] [6]
    • Through TAS, Peach is also able to hit the Sandbag over the limit [7], but cannot exactly hit 11,347.2 feet, with the best record known so far being 11,329.1 feet: [8]

Brawl

  • The solo world record is held by Ganondorf, at 12,059.7 feet (3,675.8 meters), by YouTube user Pokitaru2681 [9]. Ganondorf is also the only known solo character to exceed 10,000 feet in real time without exploiting off-stage mechanics.
  • The co-operative world record is held by Ike and the Ice Climbers at 114,594.8 feet (34,928.5 meters), by YouTube user Teitoku06142. [10]
  • The longest distance that has been attained is 114,723.7 feet, performed by Ike and Peach using TAS. [11] As the Sandbag reaches 999% damage while there are over 4 seconds still left on the clock, and a finisher with the strongest known hitbox (stage 8 Eruption) is used to send the bag flying, this is believed to be the maximum possible distance.

Gallery

Notes

  • In Super Smash Bros. Melee, there is a wall approximately 50 feet/15 metres to the left of the platform (off screen) that Sandbag can bounce off of.
A common rumour in Melee claims that the platform changes size depending on the Language of the game.
  • Contrary to popular belief, the main platform in Super Smash Bros. Melee's Home-Run Contest does not change size depending on what language the game is set to in the North American release; when set to Japanese, the platform only looks larger due to a slight change of angle that the camera looks at the stage with.
  • In the NTSC version of Melee, the distance counter will stop at 9999.9 feet as it has run out of digits. However, values beyond this are still properly recorded under each characters' high score.
    • Four characters, Ganondorf, the Ice Climbers, Captain Falcon, and Peach, can exceed 10,000 feet in Melee. Of these, Ganondorf is the only one that can do so in real time without using a glitch.
      • The Ice Climbers require using the freeze glitch, while Captain Falcon and Peach require TAS to pull off their strategies, and so they cannot reasonably be performed in real time.
  • In Brawl, the stage is composed of a unique terrain type designed so that Olimar can only get Purple Pikmin. This is likely so that Olimar players would not constantly restart to get a Purple at an opportune moment, as the mechanics of the mode cause Purples to be the most useful Pikmin almost without question. Even in SSB4, where terrain no longer affects Pikmin plucking and they are normally plucked in a fixed order, Olimar still begins with three Purple Pikmin.
    • Similarly, Villager's up and down aerial attacks will always produce three turnips in the Home-Run Contest, as well as Mr. Game & Watch's Judge always being at level 6.
  • In Brawl, the highest number the distance counter can reach is 999,999.9, only visible with hacks. If the Sandbag is hit this far, it can also be seen that the signs on the ground start getting pushed along with the camera.
  • Some tickets in Master Orders involve reaching a certain distance in the Home-Run Contest. These tickets allow custom moves to be used (and used to allow equipment as well until version 1.0.8), something that is not normally possible when playing the Home-Run Contest. If Mr. Game & Watch uses Extreme Judge (which normally only lands on 1 or 9), it will be changed to regular Judge and always land a 6 as usual.

External links