fromundaman
Henshin a go-go Baby!
I'd like to start by apologizing for how long this thread has taken to make, but hey, better late than never right? I also want to point out that this guide is made in a rather unique format, and I will use different fonts to differentiate the different speakers.
I am also going to edit video examples of all of this into the thread later because I am having trouble with recording and video editing and I have held up this thread too long as it is.
Anyway on to the meat of the matter:
_________
I have heard some people call Crash bomb a sub-par move. In my country, we have a word that describes this type of people: Wrong.
As luck would have it, we have with us a crash bomb expert to explain the intricacies of this move. Upon hearing one of his fellow Robot Masters had divulged the secrets of the Leaf Shield, this robot decided to step into the spotlight and illuminate us about his weapon of choice. Please welcome Crash Man:
So CrashMan, our audience is dying to know, how do the Crash Bombs work?
Crash Bomb is a horizontal projectile that travels across roughly 3/4 of Final Destination's length and attaches to whatever it hits. The Crash Bomb is to all intents and purposes a sticky bomb and once it sticks to someone, it will stay attached for 3 seconds before exploding. During that time, the bomb can be passed to any other player it touches. I say "it" because the bomb physically has to touch a player to transfer.
What this means is that if the crash bomb is attached to a player A's head, then it will not transfer if player A punches or kicks player B. However, if player A headbutts player B, then the bomb will be passed. This is not limited to attacks however. Airdodging, rolling, running, jumping and even teleporting through opponents are viable ways to pass the bomb. Regardless of how it makes contact, the bomb will pass as soon as it touches another player, even if the player is invincible to all else.
When the bomb finally does explode, it has 3 separate hitboxes which together deal a total of 8% when fresh and degrades down to 4.25% when fully staled out.
For reasons I have not been programmed to comprehend, these hitboxes can shieldpoke. This makes peppering a shielding opponent with saw blades and lemons to allow the bombs to shieldpoke a very viable strategy.
The Crash Bomb's trajectory is based on a complex algorithm your feeble human minds are unequipped to comprehend, but as a general rule the crash bomb will send it's victim in the same direction that the bomb was traveling when it hit the player.
This basically means that if you shot the crash bomb to the right, then the opponent will fly to the right. This rule also applies when transferred from player to player though, and this is where it gets tricky.
If player A gets stuck with a crash bomb and rolls into player B from the right side, then the bomb was traveling left aboard player A when it transferred to player B, meaning player B will now fly to the left.
Knowing where a bomb's victim will go is an important tool if one were to use it to extend combos.
This move can also be stuck to almost any surface of a stage (Some ledges make up the exception to this rule). When stuck to the stage, the bomb cannot be transferred.
The Crash Bombs also detonate upon contact with NPCs such as Luma or Pikmin.
Finally, I should note that if the bomb is on someone else and only the last hit touches you, you will sometimes not be sent flying and instead put back to neutral.
Thank you for that detailed explanation Crash Man, but while I now know how the move works, I am not quite sure what purpose I should be using it for. Any chance you could enlighten us as to it's uses?
Your inadequate processing power is precisely why humanity will be overthrown by the Robot Masters.
My Crash Bombs are an invaluable tool that can serve a wide variety of purposes.
The first and most obvious purpose would be to force a reaction out of an enemy. When an enemy gets stuck with a crash bomb, they have to either dodge, pass it back or block, all of which can be abused by a smart player.
For example, shielding opponents can be pressured with jabs and saw blades to diminish shields for a shield poke. You can also run up and grab them while they shield. Rolls and airdodges are also much easier to predict and punish when the opponent is stuck with a crash bomb as it is bound to coincide with the timing for a crash bomb explosion.
Another important use is using the explosion to make moves safe.
For example, all the Robot Masters are programmed with data on how horribly unsafe Dsmash is. While it will kill early, it will also leave the user open for what must feel to you mortals like decades. This makes it an incredibly risky move for punishing rolls.
HOWEVER, using the cunning and wisdom my creator instilled within me, I was able to use my Crash Bombs to cover my ending lag and safely option select a punish. By timing a move at the time an opponent would need to roll or air dodge to avoid the explosion, you guarantee the opponent will be unable to punish you (Since they will be either in blockstun or rolling/airdodging).
Even being stuck allows you to make yourself safe though, for whiffing a highly punishable move right before the bomb detonates allows makes you take a couple % of damage in exchange for having an explosion centered around your body protecting you from a real punish. Trying to chase you after the Crash Bomb explodes is pointless since you can Rush cancel out of the explosion until 28% and that assuming you have proper knowledge of where you will be flying, you should always be able to keep yourself from being reached by the enemy.
On a somewhat related note, a dash attack against an opponent with a crash bomb on them is completely safe since shielding as soon as the dash attack ends will let you perfect shield the bomb and put you on the other side of the opponent's shield if they shielded. On hit you can watch how many times it transfers and if it ends up on them, then you get a combo off of it.
My crash bombs are also very useful for getting up onto the stage. When fired at the ledge, the bomb's explosion-
DID SOMEONE SAY EXPLOSIONS?
Mr. Torgue? What are you doing here? You're not even in this game.
*Sigh* Look Torgue, Crash Man and I were discussing the benefits and mechanics of Megaman's Crash Bomb is Sm4sh-
YOU'RE MAKING EXPLOSIONS BORING! I'LL SHOW YOU HOW TO BE A BADASS WHILE BLOWING **** UP!
FIRST OFF STICK A BOMB TO THE LEDGE AND USE GET UP INVINCIBILITY TO GO THROUGH THE EXPLOSION WHILE IN NEUTRAL! THIS GETS A FREE GRAB IF THE OPPONENT BLOCKS AND MAKES YOU UNPUNISHABLE UNLESS THE OPPONENT USES SOMETHING EXTREMELY DISJOINTED!
I was just talking about that! I call it-
IT'S CALLED A BADASS WAKEUP SINCE YOU DON'T EVEN %^#@ING LOOK AT THE GODDAMN EXPLOSION!
No it's called a-
BADASS WAKEUP AND THIS ISN'T EVEN THE COOLEST THING YOU CAN DO WITH EXPLOSIONS!
IF YOU ARE AT 40% OR LESS, YOU CAN GRAB AN OPPONENT WHEN EITHER OF YOU HAS A STICKY BOMB ON YOU AND HOLD SHIELD. THE FIRST HIT WILL PUT YOU IN NEUTRAL IN THE DIRECTION OPPOSITE THE ONE YOU WERE FACING ALLOWING YOU TO BLOCK THE NEXT TWO HITS AND FOLLOW UP WITH A BACK AIR OUT OF SHIELD!
THAT'S RIGHT, YOU CAN COMBO OFF OF BLOWING YOURSELF UP FOR ONLY 2% OF DAMAGE! MAKE ELECTRODE SELF-CONSCIOUS WITH YOUR SUPERIOR SELF-DESTRUCT TECHNIQUES!
Fool! You would purposely damage your flesh chasis? My programming does not allow me to comprehend the reasons to intentionally turn my weapons on myself. Instead I shall focus on the ability to use my weapons break shields.
Should you stick an opponent at mid range with a bomb, then you may safely start charging a Forward Smash. This smash attack will catch any roll or spot dodge, and is perfectly safe even if they jump since the explosion will cover you (And you may release it right as the explosion goes off to catch an attempted airdodge).
Should the opponent be scared by the smash attack and keep blocking, the crash bomb will detonate, lowering their shield. It is at this point that you must release the forward smash. If done right, their shield will break or be very near the point of doing so.
It is imperative to release the forward smash AFTER the crash bomb, otherwise the crash bomb will simply shield poke.
Speaking of shield poking, you can also do a Bair against someone's shield during the bomb explosion. if timed correctly, first 2 slashes of Bair and 1-2 hits of the Crash Bomb should lower shields enough for the last hit of Bair to shield poke and combo into the rest of the crash bomb. This combos into a Uair at some percents.
PLASMA AND LASERS? I HATE THOSE! LIGHT CAN'T EXPLODE! LET'S GO BACK TO BADASS THINGS, LIKE EXPLOSIONS AND COMBOS!
CRASH BOMB CAN BE USED TO SET UP AND EXTEND ALL SORTS OF COMBOS AND COMBOS ARE &*#%ING SWEET!
JUST LOOK AT THIS ****:
WHAT THE %^#& IS THAT? WHERE ARE THE BADASS COMBOS?
You witless buffoon, did you even bother to record them?
I TOLD A BADASS VAULT HUNTER TO DO IT AFTER HE WAS DONE BLOWING UP THE OCEAN!
...
...I see. Well we'll have to record the combos at a later time then. Would you like to at least offer up some combo notations?
AAAAARG! WHAT'S THE POINT IF YOU CAN'T SEE THE EXPLOSIONS?
Forget this imbecile, I'll handle his mundane task. Be warned that these are not ALL true combos:
-Between 0 and 40 percent: Crash bomb>Grab>Dthrow (This will transfer the bomb to you)>run forward>UpB (This should put the bomb back on them)>bomb explodes>Fast Fall>Bair.
If the explosion hits both of you do a Uair instead of a Bair.
-Between 0 and 20%: Crash bomb>Grab>Fthrow>Fair, Nair or Metal Blade. This one only works if the bomb does not transfer, so it depends on the opposing character's hurtbox and is inconsistent.
-Betweem 40 and 70 percent: Crash Bomb>grab>Uthrow>run forward>UpB>Bomb explodes>Double jump Dair>Fast Fall>Footstool (After they bounce off the stage)>Leaf Shield>Leaflock>Utilt.
At higher %s you can do a Uair instead of a Dair.
WARNING: THIS COMBO IS %^#@ING AWESOME!
Stop interrupting. Where were we? Oh right.
-Almost any percent/until Bthrow knockback completely negates Crash Bomb's knockback, which happens at about 140% if my memory banks are up to date:
Crash Bomb>Pummel (To transfer the bomb)>Bthrow (Transfers it back)>Bomb explodes>Jump (Or UpB at higher %s)>Uair.
-Pretty much any %: Crash Bomb>Dash Attack>Bomb explodes>Uair or Bair (% dependant)
-Crash Bomb on the ledge: Ledge jump>bomb explodes>Bair.
-Low %s: Crash Bomb>Thrown Metal Blade>Fair. If you are close enough to get hit by the explosion, you can do a Bair instead.
-Low %s: Crash Bomb Explosion>Dash under and Usmash.
-Crash Bomb stuck to an opponent on the ledge>Charge Fsmash or Dair.
This is all that I have stored at the moment, though I may update this list when I receive new intel.
Well thank you very much to both of you for all of that information. Do either of you have anything else you'd like to add?
My Crash Bombs are formidable weapons in the right hands. They allow for setups, ridiculous shield pressure, force rolls/dodges, stage control and generally put the opponent in a bad position while allowing you to remain safe on everything and anything.
AND THEY ALLOW FOR BADASS COMBOS! CRASH BOMBS ARE $%@*ING AMAZING!
Thank both of you for your input. Hopefully this thread will help Megaman players everywhere better utilize this under-rated move.
I am also going to edit video examples of all of this into the thread later because I am having trouble with recording and video editing and I have held up this thread too long as it is.
Anyway on to the meat of the matter:
_________
I have heard some people call Crash bomb a sub-par move. In my country, we have a word that describes this type of people: Wrong.
As luck would have it, we have with us a crash bomb expert to explain the intricacies of this move. Upon hearing one of his fellow Robot Masters had divulged the secrets of the Leaf Shield, this robot decided to step into the spotlight and illuminate us about his weapon of choice. Please welcome Crash Man:
So CrashMan, our audience is dying to know, how do the Crash Bombs work?
Crash Bomb is a horizontal projectile that travels across roughly 3/4 of Final Destination's length and attaches to whatever it hits. The Crash Bomb is to all intents and purposes a sticky bomb and once it sticks to someone, it will stay attached for 3 seconds before exploding. During that time, the bomb can be passed to any other player it touches. I say "it" because the bomb physically has to touch a player to transfer.
What this means is that if the crash bomb is attached to a player A's head, then it will not transfer if player A punches or kicks player B. However, if player A headbutts player B, then the bomb will be passed. This is not limited to attacks however. Airdodging, rolling, running, jumping and even teleporting through opponents are viable ways to pass the bomb. Regardless of how it makes contact, the bomb will pass as soon as it touches another player, even if the player is invincible to all else.
When the bomb finally does explode, it has 3 separate hitboxes which together deal a total of 8% when fresh and degrades down to 4.25% when fully staled out.
For reasons I have not been programmed to comprehend, these hitboxes can shieldpoke. This makes peppering a shielding opponent with saw blades and lemons to allow the bombs to shieldpoke a very viable strategy.
The Crash Bomb's trajectory is based on a complex algorithm your feeble human minds are unequipped to comprehend, but as a general rule the crash bomb will send it's victim in the same direction that the bomb was traveling when it hit the player.
This basically means that if you shot the crash bomb to the right, then the opponent will fly to the right. This rule also applies when transferred from player to player though, and this is where it gets tricky.
If player A gets stuck with a crash bomb and rolls into player B from the right side, then the bomb was traveling left aboard player A when it transferred to player B, meaning player B will now fly to the left.
Knowing where a bomb's victim will go is an important tool if one were to use it to extend combos.
This move can also be stuck to almost any surface of a stage (Some ledges make up the exception to this rule). When stuck to the stage, the bomb cannot be transferred.
The Crash Bombs also detonate upon contact with NPCs such as Luma or Pikmin.
Finally, I should note that if the bomb is on someone else and only the last hit touches you, you will sometimes not be sent flying and instead put back to neutral.
Thank you for that detailed explanation Crash Man, but while I now know how the move works, I am not quite sure what purpose I should be using it for. Any chance you could enlighten us as to it's uses?
Your inadequate processing power is precisely why humanity will be overthrown by the Robot Masters.
My Crash Bombs are an invaluable tool that can serve a wide variety of purposes.
The first and most obvious purpose would be to force a reaction out of an enemy. When an enemy gets stuck with a crash bomb, they have to either dodge, pass it back or block, all of which can be abused by a smart player.
For example, shielding opponents can be pressured with jabs and saw blades to diminish shields for a shield poke. You can also run up and grab them while they shield. Rolls and airdodges are also much easier to predict and punish when the opponent is stuck with a crash bomb as it is bound to coincide with the timing for a crash bomb explosion.
Another important use is using the explosion to make moves safe.
For example, all the Robot Masters are programmed with data on how horribly unsafe Dsmash is. While it will kill early, it will also leave the user open for what must feel to you mortals like decades. This makes it an incredibly risky move for punishing rolls.
HOWEVER, using the cunning and wisdom my creator instilled within me, I was able to use my Crash Bombs to cover my ending lag and safely option select a punish. By timing a move at the time an opponent would need to roll or air dodge to avoid the explosion, you guarantee the opponent will be unable to punish you (Since they will be either in blockstun or rolling/airdodging).
Even being stuck allows you to make yourself safe though, for whiffing a highly punishable move right before the bomb detonates allows makes you take a couple % of damage in exchange for having an explosion centered around your body protecting you from a real punish. Trying to chase you after the Crash Bomb explodes is pointless since you can Rush cancel out of the explosion until 28% and that assuming you have proper knowledge of where you will be flying, you should always be able to keep yourself from being reached by the enemy.
On a somewhat related note, a dash attack against an opponent with a crash bomb on them is completely safe since shielding as soon as the dash attack ends will let you perfect shield the bomb and put you on the other side of the opponent's shield if they shielded. On hit you can watch how many times it transfers and if it ends up on them, then you get a combo off of it.
My crash bombs are also very useful for getting up onto the stage. When fired at the ledge, the bomb's explosion-
DID SOMEONE SAY EXPLOSIONS?
Mr. Torgue? What are you doing here? You're not even in this game.
*Sigh* Look Torgue, Crash Man and I were discussing the benefits and mechanics of Megaman's Crash Bomb is Sm4sh-
YOU'RE MAKING EXPLOSIONS BORING! I'LL SHOW YOU HOW TO BE A BADASS WHILE BLOWING **** UP!
FIRST OFF STICK A BOMB TO THE LEDGE AND USE GET UP INVINCIBILITY TO GO THROUGH THE EXPLOSION WHILE IN NEUTRAL! THIS GETS A FREE GRAB IF THE OPPONENT BLOCKS AND MAKES YOU UNPUNISHABLE UNLESS THE OPPONENT USES SOMETHING EXTREMELY DISJOINTED!
I was just talking about that! I call it-
IT'S CALLED A BADASS WAKEUP SINCE YOU DON'T EVEN %^#@ING LOOK AT THE GODDAMN EXPLOSION!
No it's called a-
BADASS WAKEUP AND THIS ISN'T EVEN THE COOLEST THING YOU CAN DO WITH EXPLOSIONS!
IF YOU ARE AT 40% OR LESS, YOU CAN GRAB AN OPPONENT WHEN EITHER OF YOU HAS A STICKY BOMB ON YOU AND HOLD SHIELD. THE FIRST HIT WILL PUT YOU IN NEUTRAL IN THE DIRECTION OPPOSITE THE ONE YOU WERE FACING ALLOWING YOU TO BLOCK THE NEXT TWO HITS AND FOLLOW UP WITH A BACK AIR OUT OF SHIELD!
THAT'S RIGHT, YOU CAN COMBO OFF OF BLOWING YOURSELF UP FOR ONLY 2% OF DAMAGE! MAKE ELECTRODE SELF-CONSCIOUS WITH YOUR SUPERIOR SELF-DESTRUCT TECHNIQUES!
Fool! You would purposely damage your flesh chasis? My programming does not allow me to comprehend the reasons to intentionally turn my weapons on myself. Instead I shall focus on the ability to use my weapons break shields.
Should you stick an opponent at mid range with a bomb, then you may safely start charging a Forward Smash. This smash attack will catch any roll or spot dodge, and is perfectly safe even if they jump since the explosion will cover you (And you may release it right as the explosion goes off to catch an attempted airdodge).
Should the opponent be scared by the smash attack and keep blocking, the crash bomb will detonate, lowering their shield. It is at this point that you must release the forward smash. If done right, their shield will break or be very near the point of doing so.
It is imperative to release the forward smash AFTER the crash bomb, otherwise the crash bomb will simply shield poke.
Speaking of shield poking, you can also do a Bair against someone's shield during the bomb explosion. if timed correctly, first 2 slashes of Bair and 1-2 hits of the Crash Bomb should lower shields enough for the last hit of Bair to shield poke and combo into the rest of the crash bomb. This combos into a Uair at some percents.
PLASMA AND LASERS? I HATE THOSE! LIGHT CAN'T EXPLODE! LET'S GO BACK TO BADASS THINGS, LIKE EXPLOSIONS AND COMBOS!
CRASH BOMB CAN BE USED TO SET UP AND EXTEND ALL SORTS OF COMBOS AND COMBOS ARE &*#%ING SWEET!
JUST LOOK AT THIS ****:
WHAT THE %^#& IS THAT? WHERE ARE THE BADASS COMBOS?
You witless buffoon, did you even bother to record them?
I TOLD A BADASS VAULT HUNTER TO DO IT AFTER HE WAS DONE BLOWING UP THE OCEAN!
...
...I see. Well we'll have to record the combos at a later time then. Would you like to at least offer up some combo notations?
AAAAARG! WHAT'S THE POINT IF YOU CAN'T SEE THE EXPLOSIONS?
Forget this imbecile, I'll handle his mundane task. Be warned that these are not ALL true combos:
-Between 0 and 40 percent: Crash bomb>Grab>Dthrow (This will transfer the bomb to you)>run forward>UpB (This should put the bomb back on them)>bomb explodes>Fast Fall>Bair.
If the explosion hits both of you do a Uair instead of a Bair.
-Between 0 and 20%: Crash bomb>Grab>Fthrow>Fair, Nair or Metal Blade. This one only works if the bomb does not transfer, so it depends on the opposing character's hurtbox and is inconsistent.
-Betweem 40 and 70 percent: Crash Bomb>grab>Uthrow>run forward>UpB>Bomb explodes>Double jump Dair>Fast Fall>Footstool (After they bounce off the stage)>Leaf Shield>Leaflock>Utilt.
At higher %s you can do a Uair instead of a Dair.
WARNING: THIS COMBO IS %^#@ING AWESOME!
Stop interrupting. Where were we? Oh right.
-Almost any percent/until Bthrow knockback completely negates Crash Bomb's knockback, which happens at about 140% if my memory banks are up to date:
Crash Bomb>Pummel (To transfer the bomb)>Bthrow (Transfers it back)>Bomb explodes>Jump (Or UpB at higher %s)>Uair.
-Pretty much any %: Crash Bomb>Dash Attack>Bomb explodes>Uair or Bair (% dependant)
-Crash Bomb on the ledge: Ledge jump>bomb explodes>Bair.
-Low %s: Crash Bomb>Thrown Metal Blade>Fair. If you are close enough to get hit by the explosion, you can do a Bair instead.
-Low %s: Crash Bomb Explosion>Dash under and Usmash.
-Crash Bomb stuck to an opponent on the ledge>Charge Fsmash or Dair.
This is all that I have stored at the moment, though I may update this list when I receive new intel.
Well thank you very much to both of you for all of that information. Do either of you have anything else you'd like to add?
My Crash Bombs are formidable weapons in the right hands. They allow for setups, ridiculous shield pressure, force rolls/dodges, stage control and generally put the opponent in a bad position while allowing you to remain safe on everything and anything.
AND THEY ALLOW FOR BADASS COMBOS! CRASH BOMBS ARE $%@*ING AMAZING!
Thank both of you for your input. Hopefully this thread will help Megaman players everywhere better utilize this under-rated move.
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