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The Game8 MultiVersus Team has ended coverage as of December 17, 2024. Information on certain pages may not be up-to-date. Thank you for continuing support!
Bugs Bunny is a Mage/Ranged character in MultiVersus. Read on to find out how to play Bugs Bunny, Bugs Bunny's rating and basic info, as well as Bugs Bunny's moveset, best combos, best perks, and a list of skins available for Bugs Bunny!
List of Contents
Bugs Bunny Changes | |
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Crouch | ・Bugs can now pull either a sandwich or a dynamite item from his ACME box ・ACME box cooldown reduced to 10 seconds from 15 seconds ・ACME box item pull start-up window reduced 10 frames ・ACME box item pull now moves toward nearby allies |
Bunny Hop |
・Knockback scaling increased to 21 from 18 |
Whack-y, Ain't It? |
・Hitbox size reduced so the attack is less likely to hit behind Bugs Bunny ・Maximum charge time reduced 3 frames |
Why I Oughta! |
・On-whiff cancel window delayed 4 frames (first hit) ・Hitbox size reduced so the attack is less likely to hit behind Bugs Bunny (second hit) |
Rabbit Kick |
・Hitstun reduced |
Helicopter Punch |
・Now limits fall speed during attack recovery |
Flying Rabbit's Foot |
・Uncharged knockback reduced to 1500 from 1750 ・Uncharged knockback scaling increased to 16.5 from 14 ・On-hit cancel window advanced 3 frames ・Hitbox size reduced so the attack is less likely to hit behind Bugs Bunny ・Hitpause reduced ・Now limits fall speed during attack recovery |
Swing Batta Batta! |
・Knockback reduced to 1500 from 1650 ・Knockback scaling increased to 19 from 15 ・Knockback angle made more diagonal ・Hitstun reduced ・Now limits fall speed during attack recovery |
Look Out Below! |
・Hitbox size reduced so the attack is less likely to hit above Bugs Bunny ・Start-up window reduced 1 frame |
Pie Barrage! |
・Uncharged pie launch speed reduced, charged pie launch speed increased ・Pie projectile now ignores platform collision when colliding with platforms from above ・Pie projectile knockback scaling increased to 15 from 1 |
Ain't I A Charmer |
・Movement increased ・On-hit cancel window advanced 14 frames ・Hitbox added to Bugs Bunny’s hand that combos into stun hit ・Attack can now be charged, reducing minimum start-up window by 15 frames |
Rocket Rider |
・Fixed an issue where Bugs could drift backwards during this attack ・Fixed an issue where this attack incorrectly broke armor |
Special Delive-Rocket |
・Fixed an issue where this attack incorrectly broke armor |
Bunny Burrow |
・Fixed an issue where dodged projectiles would not hit enemies after exiting the tunnel |
1.2.2 | ・Enemies can now knock back Steven to reduce stacks of bubble debuff |
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1.2.0 | ・Fixed an issue where air neutral dodges were not consuming air evades ・Fixed an issue where certain animations had misaligned hurtboxes |
1.1.5 | ・Fixed an issue where Steven’s enemies could stack rose debuff on themselves by hitting each other ・Fixed an issue where dodge attack momentum was not properly conserved on grounded attacks |
1.4.0 | ・Bugs can now pull either a sandwich or a dynamite item from his ACME box ・ACME box cooldown reduced to 10 seconds from 15 seconds ・ACME box item pull start-up window reduced 10 frames ・ACME box item pull now moves toward nearby allies |
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1.3.4 | ・Fixed an issue where the Safe would occasionally inherit the attack properties of Bugs Bunny’s charge attacks |
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1.4.0 | ・Movement increased ・On-hit cancel window advanced 14 frames ・Hitbox added to Bugs Bunny’s hand that combos into stun hit ・Attack can now be charged, reducing minimum start-up window by 15 frames |
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1.2.0 | ・Now applies incapacitate-resistance buff to incapacitated enemies |
1.4.0 | ・Fixed an issue where dodged projectiles would not hit enemies after exiting the tunnel |
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1.2.2 | ・Fixed an issue where the tunneling visual effects were not displaying while Bugs was underground |
1.1.2 | ・Fixed an issue where Bugs could cancel hitstun by jumping in certain conditions |
1.4.0 | ・Knockback scaling increased to 21 from 18 |
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1.3.3 | ・Projectiles that travel through a tunnel will reset their hit history, allowing them to hit fighters that have already dodged the attack |
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1.3.0 | ・Fixed an issue where fighters actions were not canceled upon entering the tunnel |
1.4.0 | ・Uncharged knockback reduced to 1500 from 1750 ・Uncharged knockback scaling increased to 16.5 from 14 ・On-hit cancel window advanced 3 frames ・Hitbox size reduced so the attack is less likely to hit behind Bugs Bunny ・Hitpause reduced ・Now limits fall speed during attack recovery |
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1.3.0 | ・Now maintains more momentum during attack start-up ・Now maintains less momentum in the direction opposite Bugs Bunny’s facing during the attack |
1.2.2 | ・Hitbox size reduced so it is less likely for Bugs to hit enemies behind him |
1.4.0 | ・Now limits fall speed during attack recovery |
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1.3.0 | ・Now maintains less momentum in the direction opposite Bugs Bunny’s facing during the attack |
1.3.0 | ・Fixed certain projectile clank interactions |
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1.4.0 | ・Hitbox size reduced so the attack is less likely to hit above Bugs Bunny ・Start-up window reduced 1 frame |
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1.3.0 | ・Now maintains more momentum during attack start-up (No pie) |
1.4.0 | ・Uncharged pie launch speed reduced, charged pie launch speed increased ・Pie projectile now ignores platform collision when colliding with platforms from above ・Pie projectile knockback scaling increased to 15 from 1 |
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1.3.0 | ・Throwing a pie no longer destroys pies that have been reflected by enemies |
1.4.0 | ・Hitstun reduced |
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1.4.0 | ・Fixed an issue where Bugs could drift backwards during this attack ・Fixed an issue where this attack incorrectly broke armor |
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1.2.2 | ・Rocket is considered an “untechable” surface ・Knockback made more horizontal |
1.3.4 | ・Fixed an issue where the Safe would occasionally inherit the attack properties of Bugs Bunny’s charge attacks |
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1.4.0 | ・Fixed an issue where this attack incorrectly broke armor |
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1.1.5 | ・Rocket is considered an “untechable” surface |
1.4.0 | ・Knockback reduced to 1500 from 1650 ・Knockback scaling increased to 19 from 15 ・Knockback angle made more diagonal ・Hitstun reduced ・Now limits fall speed during attack recovery |
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1.3.3 | ・Damage reduced to 9 from 10 ・Hitpause reduced |
1.4.0 | ・Hitbox size reduced so the attack is less likely to hit behind Bugs Bunny ・Maximum charge time reduced 3 frames |
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1.3.0 | ・Fixed an issue where Safe was not acting as a heavy projectile while in motion |
1.3.0 | ・On-whiff cancel window delayed 4 frames (first hit) ・Hitbox size reduced so the attack is less likely to hit behind Bugs Bunny (second hit) |
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1.3.0 | ・Hitbox size reduced so the attack is less likely to hit behind Bugs |
Bugs Bunny | |
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Type: Mage Fighting Style: Hybrid Difficulty: Medium Cost: 1000 Gleamium or 3000 Fighter Currency Default Tags: Animated, Non-Human |
Strengths | Weaknesses |
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✔︎ Attacks have decent range and radius
✔︎ Has a lot of projectiles for arena control ✔︎ Has a lot of moves for edge guarding |
✖︎ Most attacks have a slight delay
✖︎ Projectiles needs to be precise to be useful |
Bugs Bunny is a Mage character that has plenty of moves to deal damage from a distance with his projectile attacks. He also has great edgeguarding moves that can help your team prevent opponents from recovering to the stage.
Command | Move | Description | How to Use |
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Neutral (Neutral + Attack) |
Whack-y, Ain't It? |
Effect: Charge Charge a mallet swing. |
Powerful attack you can use to guard the edge or to end combos. |
Side (Side (Hold) + Attack) |
Bunny Hop |
Bugs Bunny leaps forward, hitting enemies in his path. | Use when running towards opponents from a distance. |
Side (Side + Attack) |
Why I Oughta! |
Effect: Combo, Breaks Armor A spinning combo of punches that Breaks Armor. |
Use to interrupt charge attacks and to initiate combos. If it misses, you can jump to cancel the attack. |
Up (Up + Attack) |
Rabbit Kick |
Effect: Charge Charge an upward kick. |
Use to initiate mid-air combos. |
Down (Down + Attack) |
Pie Barrage! |
Effect: Projectile, Heal Bugs Bunny equips a pie. With pie equipped, press input again to throw the pie as a projectile. The pie heals allies it passes through. Bugs Bunny or his allies can hit a thrown pie to change its direction in midair. |
Pocket the pie to use in your combos, or you can hit it mid-air to change its direction and use it to guard the edge. You can also throw the pie above to cover the air while you charge on the ground to have a large area of the arena covered. |
Neutral (Neutral + Special) |
A Safe Investment |
Effect: Projectile Bugs Bunny drops a target for a safe Heavy Projectile to fall a few seconds later. The safe can be hit, hurtling it into enemies. When destroyed, the safe breaks and drops an item. Cooldown applies. On cooldown, he slaps downwards. |
Keep hitting and juggling the safe while it's between you and your opponent to deal damage. |
Side (Side + Special) |
Ain't I A Charmer |
Effect: Charm, Enrage Bugs Bunny blows a kiss that applies Charmed to enemies, stunning them. Kissing an ally Enrages them, making their next attack apply 1 stack of Weakened. |
Trigger when an opponent is up close, then follow up with a charge attack for maximum damage. |
Up (Up + Special) |
Special Delive-Rocket |
Effect: Projectile, Breaks Armor Bugs Bunny launches a rocket Heavy Projectile upward that will fall back to the arena after a delay. The rocket has a cooldown that is shared with Rocket Rider. The rocket will fall back to the arena after a delay. The rocket Breaks Armor and allies can grab onto the rocket as a wall. On cooldown, Bugs will use his ears to helicopter upward. |
Use in combos when juggling opponents in the air for large damage. |
Down (Down + Special) |
Bunny Burrow |
Effect: Invulnerable, Projectile Bugs bunny burrows and is Invulnerable as he moves underground. Soon after, he shoots up and attacks, leaving tunnels where he started and ended burrowing. Bugs can exit the tunnel early by jumping. Allies and allied projectiles can travel using the tunnel as well. Cooldown applies. On cooldown, he shoots up and attacks in place without creating a tunnel. |
Constantly use the tunnel for surprise attacks to disrupt your opponent's offense. You can also send projectiles into the hole. |
Bugs' ground attacks are an equal mix of melee and projectile moves, allowing you to mix it up fairly easily. Moves like Whack-y, Ain't It? and Rabbit Kick are good for knocking away opponents while Pie Barrage! and Ain't I A Charmer can help heal or buff allies.
Command | Move | Description | How to Use |
---|---|---|---|
Neutral (Neutral + Attack) |
Helicopter Punch |
Bugs Bunny does a persistent spinning punch that hits rapidly. | Use to protect yourself from opponents attempting to juggle you in the air. It can be used in combos as well. |
Side (Side + Attack) |
Flying Rabbit's Foot |
Effect: Charge Charge a forward kick. |
Use to guard the edge from opponents attempting to get back into the arena. |
Up (Up + Attack) |
Swing Batta Batta! |
Bugs Bunny swings a baseball bat upwards. | Use to juggle enemies in the air and to kill enemies with high damage. |
Down (Down + Attack) |
Look Out Below! |
Effect: Projectile Throw a pie Projectile if equipped; otherwise, he does a downward mallet swing. |
The mallet can be used to initiate combos when hit opponents bounce on the ground. It can also be used to throw mid-air opponents out of the arena when they are attempting to jump back in. |
Neutral (Neutral + Special) |
Safe Painter |
Similar to ground, except Bugs Bunny paints the safe into reality, spawning it sooner. On cooldown, he punches downwards. | Keep hitting and juggling the safe while it's between you and your opponent to deal damage. |
Side (Side + Special) |
Rocket Rider |
Effect: Projectile, Breaks Armor Bugs Bunny launches a rocket Heavy Projectile forward that Breaks Armor and can be ridden by allies as a platform. The rocket has a cooldown that is shared with Special Delive-Rocket. On cooldown, Bugs will use his ears to helicopter forward. |
Use the rocket to cover a line while you attack to limit your opponents' movement options. |
Up (Up + Special) |
Special Delive-Rocket |
Same as ground. | Use in combos when juggling opponents in the air for large damage. |
Down (Down + Special) |
Bun On the Run |
Similar to ground, bug Bugs Bunny will dive towards the ground before starting to burrow. | Constantly use the tunnel for surprise attacks to disrupt your opponent's offense. You can also send projectiles into the hole. |
Aerial combat with Bugs is more of the same since most of his moves are just air versions of his ground moves. Moves such as Helicopter Punch and Swing Batta Batta! can be used in your air combos to ring out enemies vertically.
Passive | Effect |
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Dynamite, Doc? | While crouched, Bugs Bunny will pull up a box that spawns a random item. |
Bugs can crouch to retrieve a random item from a box. He can then use it in battle to either help allies or attack opponents.
Perk and Rating | Description | Explanation |
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★★★★★ Comin' Through Doc |
After leaving an existing tunnel, Bugs Bunny and his allies release a shockwave that damages nearby enemies. | The extra damage after exiting his tunnel is great for building up damage even if the enemies keep their distance from your team. |
★★★☆☆ Lingering Love |
Bugs' kiss leaves behind a floating heart. Enemies who run into it will be charmed, but the charm's duration is reduced. | While it can be disruptive, the heart is easy to avoid especially with its slow casting. Having a cooldown also means you have to time it perfectly for it to be useful. |
★★★☆☆ Well Rounded |
You receive a 5% boost to damage dealt and defense. | An overall minor stat boost that can still provide a small edge to Bugs Bunny's performance. |
Perk and Rating | Description | Explanation |
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★★★★★ 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. | Bugs Bunny has a lot of projectiles in his kit which makes this a viable perk to further accumulate damage on the enemy. |
★★★★☆ Press The Advantage |
Your team applies a stack of weakened when knocking back enemies that are above 125 damage. If your teammate also selects this perk, weakened is applied above 110 damage instead. | Bugs also has a lot of moves that can knock opponents back, making this a good perk to choose to knock out enemies much more easily once they reach the triple digits damage range. |
Perk and Rating | Description | Explanation |
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★★★★★ Collateral Damage |
You deal 1 additional damage when you knock back enemies into terrain. | Bugs has a lot of moves with knockback, so while this perk seems minor, that damage will accumulate and lead to faster knockouts over time. |
★★★★☆ Speed Force Assist |
You receive 5% increased base movement speed. | An increase in movement speed along with the Bunny Burrow will make Bugs even more disruptive and hard to catch. |
Perk and Rating | Description | Explanation |
---|---|---|
★★★☆☆ Pugilist |
Your melee attacks deal increased damage. | Any damage increase is a plus, and Bugs has enough melee attacks for this perk to be viable. |
Side + Attack ► Up + Attack ► Aerial Up + Attack ► Aerial Up + Special |
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This combo focuses purely on juggling the opponent upward, and finishing with potential knockout value via Bugs' rocket, which enemies will be stuck in the hitbox of by the end of the combo. It is a great combo to practice for beginners who want to get physical with Bugs Bunny and manage his Special Moves cooldown much better.
Side + Attack ► Up + Attack ► Aerial Down + Attack ► Up + Attack ► Aerial + Attack |
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This combo is a higher-damage variation of the previous combo but with less knockout potential due to omitting the rocket finisher. Instead of purely juggling upward, this move incorporates an additional slam down with Bugs' bat before launching them back up while Bugs is still in the air. Requires proper management of jumps and airtime, but can result in up to 50 damage dealt.
When Bugs' Special moves are unavailable, his air Side + Attack, Aerial Rabbit's Foot is an effective tool in neutral, making Bugs difficult to approach when he is in the air. This move can be performed close to the ground with short hops.
Bugs' Aerial Up + Attack, Swing Batta Batta! is effective for challenging opponents above him. It is a great tool for chasing opponents above Bugs, making it difficult for them to land back on the stage.
Bugs can be a menace in a fight because of all his useful moves. His Special moves all have sizeable cooldown, so it is important to be aware of when they're ready to use. His normal attacks are very effective, making it so Bugs can be a problem even without relying on his Special moves.
Bunny Burrow can serve as teleports for Bugs and his ally, making them difficult to pin down on stage. Having a tunnel nearby during a skirmish will give Bugs and his teammate a way to get out of trouble.
Afterlife Bugs Bunny
(Uncommon) Tags: Animated, Non-Human 500 Gleamium |
Brunhilde Bugs
(Epic) Tags: Animated, Non-Human 1500 Gleamium |
Circuit Drone Bugs Bunny
(Uncommon) Tags: Villainous, Animated, Non-Human 500 Gleamium |
Clown Squad Bugs Bunny
(Uncommon) Tags: Animated, Non-Human 500 Gleamium |
Dia de Muertos Bugs Bunny
(Uncommon) Tags: Non-Human, Undead, Halloween, Dia de Muertos 500 Gleamium |
Hollywood Bugs
(Epic) Tags: Animated, Non-Human 1500 Gleamium |
Hollywood Bugs
(Epic) Tags: Animated, Non-Human 1500 Gleamium |
Maestro Bugs
(Epic) Tags: Animated, Non-Human 1500 Gleamium |
Superman Bugs
(Epic) Tags: Crossover, Halloween, Animated, Non-Human 1500 Gleamium |
The Unmentionables Bugs
(Rare) Tags: Animated, Non-Human, Detective Level 22 of Season 2 Battlepass |
This is it Bugs Bunny
(Rare) Tags: Animated, Non-Human 800 Gleamium |
Tooniverse Bugs Bunny
(Uncommon) Tags: Non-Human 500 Gleamium |
Tune Squad '96 Bugs
(Rare) Tags: Animated, Non-Human 800 Gleamium |
Tune Squad Bugs
(Rare) Tags: Animated, Non-Human 800 Gleamium |
Creator | Tex Avery | First Appearance | A Wild Hare (July 1940) |
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Voice Actor | Eric Bauza |
One of pop culture’s most enduring icons, Bugs is a movie star, action hero, and sports legend with a career spanning over half a century. With plenty of Multiverse experience under his belt and a long history of team-ups, Bugs is arguably one of the least-fazed fighters in the face of this multiversal mayhem. He’s humble about it, but this smart aleck rabbit has been yukking it up on screens small and large since before most of these other fighters could walk. Armed with his wits and a few ACME-brand accessories, he’s ready to let loose the looniness.
List of Characters: Fighter Roster
Current Roster | |||
---|---|---|---|
Agent Smith | Arya Stark | Batman | Banana Guard |
Beetlejuice | Black Adam | Bugs Bunny | Finn |
Garnet | Gizmo | Harley Quinn | Iron Giant |
Jake | Jason | Joker | LeBron |
Marvin the Martian | Morty | Nubia | Powerpuff Girls |
Raven | Reindog | Rick | Samurai Jack |
Shaggy | Steven Universe | Stripe | Superman |
Taz | Tom and Jerry | Velma | Wonder Woman |
Upcoming Fighters | |||
Marceline |
Bugs Bunny Guide: Best Combos and Perks
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