Design: Uh… It’s Bomberman…
Figure 1: The White Bomber himself. Artwork by Cobalt Star from DeviantART.
Bomberman’s alternate colors are the same colors that appear in
Bomberman DS.
Series Symbol: A cartoon explosive, of the sort that typically appears in the logo of
Bomberman games.
Stats (Overview):
Speed: 2.8/5 (Bomberman’s run speed is slightly below-average, being marginally faster than R.O.B. (noticeably slower than Mario), while his air speed is fairly bad, between Peach and Robin. In other words, he’s significantly faster on the ground than in the air, but either way, his movement speed is a little bit below average (but by no means terrible). He does walk very fast, though
[MB1]; his walk speed is the fastest in the game, being even faster than Marth and Lucina. In fact, he walks faster than many characters can run, and
his dash isn’t a whole lot faster than his walk. His dash attack and side special are also very fast, helping to make up for his lackluster dashing and air speed; they can put Bomberman on par with the game’s faster characters, but at the price of being a bit difficult to control.)
Strength: 4/5 (Like Snake, Bomberman fights primarily with explosives, meaning that he packs a big punch. His attack power technically rivals that of Ganondorf or Bowser, though all of his
really powerful moves involve his bombs, making them somewhat unwieldy to use.)
Defense: 2.6/5 (Bomberman’s defense is a bit subpar, but not terrible
[MB2]. That said, since his main offensive power comes from his bombs, the majority of which act on a time delay and can injure him if he’s caught in the blast, he does have a bit of trouble defending himself in close quarters.)
Weight: 3.2/5 (Bomberman, being a robot, is a bit heavier than Mario, but nowhere near the weight of, say, Bowser or Bowser Jr. He’s also slightly lighter than Mega Man.)
Jump: 2/5 (Jumping is…
not Bomberman’s strong suit…)
Recovery: 5/5 (While Bomberman’s jumps are bad, he makes up for it with a borderline broken up special. His side special is also pretty good, though it’s prone to causing him to self-destruct if he’s not careful. He can also
footstool jump off of his own bombs in a pinch.
[MB3])
Attributes (Detailed Summary):
Walking Speed: 1.575
Dashing Speed: 1.584
Air Speed: 0.954
Falling Speed (Maximum): 1.75
Falling Speed (Acceleration): 0.08
Falling Speed (Fast-Fall): 2.8 (60% increase)
Weight: 101
Jump Force (Ground): 2.27
Jump Force (Short Hop):
Jump Force (Double Jump):
Jump Delay (in frames): 7
Meteor Cancel Window (in frames): 25
Roll Length (in frames):
Roll Intangibility Frames:
Roll Distance:
Roll Speed:
Sidestep Length (in frames):
Sidestep Intangibility Frames:
Air Dodge Length (in frames):
Air Dodge Intangibility Frames:
Traction: 0.056
Bomberman, like fellow
Dream Fighters TV World Mix star Solid Snake, is an explosives specialist. Unlike Snake, whose explosives are realistic, hard to see coming, and focused on inducing paranoia, Bomberman’s explosives are cartoony with diverse effects, stick out like a sore thumb, and are designed to limit opponents’ options. He can switch between bombs in the heat of combat and throw them in a variety of ways. Many of them take a while to explode, though, and he can only have so many on the field at once. This makes him an extremely strategic character, who has to constantly make sure he’s using the best bombs for the situation and manage the numbers and positions of bombs he has on the field to take his enemies down. Make no mistake; Bomberman is
not beginner-friendly, and has a pretty steep learning curve. He is highly prone to self-destructing
if used recklessly, as
most of his attacks can hurt himself as badly as his enemies. When mastered, however, he’s arguably the most powerful character in the game, with several low-percentage KO moves (and even a one-hit KO) at his disposal and recovery capabilities that rival Jigglypuff’s, to say nothing of his penchant for restricting and trapping his enemies.
Equipment Used
[1]:
Offense: Bomb
[MB4] and/or Boxing Gloves
[MB5] (same as Little Mac)
Defense: Collar
[MB6] (same as Duck Hunt), Mask
[MB7] (same as Meta Knight), and/or Space Suit
[MB8] (same as Olimar)
Speed: Booster
[MB9] (same as Samus, Zero Suit Samus, R.O.B., and Mega Man) and/or Microchip (same as Mr. Game & Watch)
On-Stage Appearance: Bomberman swoops onto the screen in his personal spacecraft, as seen in
Bomberman Hero. The spacecraft then flies away.
Bomb Overview: Many of Bomberman’s attacks will pull a bomb. This is
not randomly selected; instead, Bomberman chooses the bomb he is currently using via his down special, in a similar fashion to
Shulk’s Monado Arts. His currently chosen bomb is displayed in
a graphic above his character portrait[2], like Little Mac’s
Power Meter. Because the bombs are referenced by several of his moves, they need to be described before his actual moves. Bomberman’s bombs can harm him unless otherwise noted, and even when Bomberman suffers a reduced, altered, or nullified effect from his own bombs, that only applies to the Bomberman who deployed them. Bomberman’s bombs can also harm his teammates, even if friendly fire is off, so he needs to be even more careful in team battles. Bomberman can deploy up to 8 bombs at once, but some of his bombs count as more than 1 bomb. If he tries to deploy a bomb that would bring him over his limit, his attempt to deploy it fails, but he still goes through the animation, leaving him open to punishment (with a few exceptions where the bomb-deploying animation is itself an attack). Thus, when at his limit, Bomberman cannot deploy more bombs until some of his existing bombs explode, pass a blast line, or get otherwise destroyed or removed from play. As for the bombs themselves, they explode after a fixed period of time and act somewhat like the
Target Blast bomb, reacting to damage in a similar way and being knocked around by attacks; Bomberman’s attacks generally have set or reduced knockback on his own bombs, enabling him to reposition them before they explode without sending them flying off the screen. Unlike the Target Blast bomb, Bomberman’s bombs
can be eaten like other items, including
Sandbag, though they are (obviously) explosive, and eating them will have the usual consequences for the swallower. They can also be captured by
Villager’s Pocket (which will freeze their explosion timer as long as they remain in there), though they are treated as heavy items and will be immediately thrown like one upon being pulled out. Also, a bomb hit with
a fire attack has a 50% chance of going off
immediately (even if it’s a Napalm Bomb or Gravity Bomb, which can’t normally go off early); being caught in the blast of another bomb (including a Bob-Omb, X Bomb, Gooey Bomb, Smart Bomb, or an explosive generated by another character) will
always immediately set a bomb off (regardless of the bomb's element or the element of the explosion, with only a few exceptions), allowing Bomberman to set off chain reactions. (Whether this helps or hurts him depends on where he put the bombs.)
Water and
ice attacks have a 20% chance of defusing a bomb entirely, causing it to fail to explode at all. Similarly to a Smart Bomb blast, it is not possible to
absorb the explosions of Bomberman’s bombs (with the exception of a
Water Bomb or the absorbable item-based bombs). However, a bomb itself can be
reflected (but not absorbed, even if it explodes on impact) once it leaves Bomberman’s hands during an attack (if he’s still holding it, it’s still considered a
projectile in-game (like Olimar’s aerials), but operates more like a disjointed hitbox and cannot be reflected (also like Olimar’s aerials)). Bomberman can pull the following types of bomb
[3]:
Fire Bomb: Bomberman’s classic bomb. A Fire Bomb has
a fire effect (
obviously), and deals 24% damage with knockback comparable to Captain Falcon’s fully charged forward smash, KO'ing Mario from the center of Final Destination at 80%. It takes 4 seconds to explode by default, and counts as 1 bomb towards Bomberman’s deployment limit. As for the explosion itself, it works a bit like a Smart Bomb, except that the explosion radius is roughly half as big as a Smart Bomb’s (actually a bit more than half as big; it’s more like six-elevenths), and the explosion expands to its full size in less than a second, then immediately dissipates, and hits once. So not that similar to a Smart Bomb at all, except for the spherical explosion, but that comparison serves as a good point of reference for all of Bomberman’s bombs, except where otherwise noted.
Ice Bomb: An Ice Bomb
freezes enemies that get caught in its blast, and has a slightly larger explosion radius and slightly higher knockback than a Fire Bomb, KOing at 75%. However, it does reduced damage (specifically 19%, with the damage being considered
ice-elemental). It takes 5 seconds to explode by default, and counts as 2 bombs towards Bomberman’s deployment limit. The freeze duration is 2.5 seconds by default; more damaged characters will be frozen for longer (though the scaling for the freeze time is rather low, with every 30% damage inducing an extra 0.1 second of freeze time), and button mashing can reduce freeze time. Bomberman is frozen by his own Ice Bombs for half the time that his opponents would be if he gets caught in the blast, but he still takes full damage and knockback. Ice Bombs cannot be defused by
ice attacks. However, they have a 10% chance of being defused by non-explosive
fire attacks instead of being immediately set off.
Wind Bomb: A Wind Bomb has an explosion radius only slightly smaller than that of a Smart Bomb, and has absurdly high knockback, being able to KO at percentages as low as 45%. However, it only deals 15% damage. It takes 6 seconds to explode by default and counts as 2 bombs towards Bomberman’s deployment limit. Bomberman is not damaged by his own Wind Bombs, nor does he suffer knockback; instead, being caught in the blast of his own Wind Bomb launches him a long, yet pre-set distance away from the blast, sort of like Ness hitting himself with his own
PK Thunder. This does not leave Bomberman
helpless, though the detonation time of Wind Bombs makes it somewhat impractical to use as a recovery.
Lightning Bomb: A Lightning Bomb has
an electrical effect, with the explosion being equal in size to that of a Fire Bomb. However, the explosion lingers for 1 second, and traps foes inside to inflict continuous damage before launching them at the explosion’s end. A Lightning Bomb deals a total of 22% damage, slightly less than a Fire Bomb; however, this is counteracted by having slightly higher knockback than a Fire Bomb (also higher than an Ice Bomb, actually), capable of KOing at 60%. It takes 4 seconds to explode by default and counts as 1 bomb towards Bomberman’s limit.
Napalm Bomb[MB10]: A Napalm Bomb has a
massive explosion, almost 1.5 times the size of a Smart Bomb’s explosion. The explosion lasts for nearly 2 seconds – not as long as a Smart Bomb or X bomb, but somewhat close – and traps victims inside to deliver constant damage with
a fire effect, finishing with a strong hit that can KO under 80%. The Napalm Bomb’s mighty explosion does a total of 60% damage if a foe is caught in the full blast (which actually means that, in practice, it can KO under 20%, making it the second-strongest bomb in terms of KO potential). Napalm Bombs are also larger and heavier than Bomberman’s other bombs, and do 1.5× the deploying attack’s damage on impact with other characters, though their increased weight also means that they don’t travel as far when thrown or launched by attacks. However, a Napalm Bomb takes the longest to explode of all of Bomberman’s bombs – a full 12 seconds. Furthermore, a Napalm Bomb can never explode on impact, regardless of how it is deployed, and it will be less affected by factors that reduce the explosion delay of bombs. For instance, if Bomberman uses a Napalm Bomb in his Up Smash, he will have to get out of the way
fast, as it will not explode right before its explosion would reach him, like his other bombs; it will instead explode when it is right on top of him, with disastrous consequences. Activating a Napalm Bomb with the Remote Detonator only detonates it immediately if it would explode within less than 1.5 seconds anyways; otherwise, it sets the delay to 1.5 seconds until detonation (and cannot be used again to set it off immediately). A Napalm Bomb counts as 8 bombs towards Bomberman’s deployment limit (or, if that amount is lower than 8, the entire deployment limit), meaning that he can only ever have 1 out at a time, regardless of his equipped special moves.
Light Bomb: A Light Bomb has an explosion about the size of a Smart Bomb’s. It does 21% damage and has no knockback whatsoever; instead, the blast
stuns victims like a
Deku Nut, except that it can stun characters in midair as well as grounded characters. Stunned characters in midair just fall straight down until they hit the ground, at which point they have to wait through the stun as though they suffered a
shield break. (If there
is no ground beneath them… well… they’re boned.) A Light Bomb takes 6 seconds to explode and counts as 4 bombs towards Bomberman’s limit (or, if that amount is lower than 4, the entire deployment limit). Light Bombs cancel out Gravity Bombs caught in their blast radius, turning them into duds (this is an exception to the rule that an explosion will always set off a bomb).
Gravity Bomb[MB11]: A Gravity Bomb has a relatively small explosion, about 3/4ths the size of a Fire Bomb’s. However, the explosion is actually a black hole, and therefore has a strong
vacuum effect that reaches out to an area about 5/4ths the size of a Smart Bomb blast and sucks everything in range towards the main explosion. The explosion and vacuum lasts for 3 seconds, and similar to
Sheik’s Burst Grenades, the vacuum does 1% damage per 10 frames (6% per second) as a side effect. This damage has
a darkness effect. Like many push effects, the vortex’s effects are amplified according to a character’s damage; that is, the pull is stronger (and more difficult to fight) on a more heavily damaged character. Playable characters and items that get sucked into the main explosion (which, as previously stated,
is a freakin’ black hole) get obliterated as though they had touched an
Orne.
This includes Bomberman himself, so watch out! This also applies to most enemies in
Smash Run (enemies that are completely immune to knockback, like
Clubberskulls, cannot be sucked in and OHKO’d by Gravity Bombs, though they can still be damaged by the vacuum; this also applies to bosses, like
Master Hand or
Yellow Devil (the exceptions being
Ridley and
Master Shadow, as they are susceptible to knockback, and in Ridley’s case, he’s immune to the black hole itself until he’s damaged enough to become Meta Ridley)). Like Napalm Bombs, Gravity Bombs don’t explode on impact (that would just be mean), and are less affected by factors that reduce the explosion delay of bombs. Activating a Gravity Bomb with the Remote Detonator only detonates it immediately if it would explode within less than 2 seconds anyways; otherwise, it sets the delay to 2 seconds until detonation (and cannot be used to set it off immediately). A Gravity Bomb takes 8 seconds to explode by default, and counts as 6 bombs towards Bomberman’s deployment limit (or, if that amount is lower than 6, the entire deployment limit), which means that he can usually only have 1 out at a time. Gravity Bombs also obliterate other bombs instead of setting them off.
Water Bomb: A Water Bomb does not explode into a sphere; instead, it scatters several damaging water droplets. Each water droplet does 8% damage with decent knockback – much lower than a Fire Bomb. However, it’s quite possible for an unfortunate foe (or Bomberman) to be bounced between multiple droplets. Basically, Water Bombs are useful for racking up damage. Each water droplet counts as an explosion in addition to being
a water-based attack, meaning that it will set off other bombs instead of potentially defusing them. A Water Bomb takes 5 seconds to explode and counts as 1 bomb towards Bomberman’s limit. Water Bombs cannot be defused by
water-based attacks, and are harder to set off prematurely by non-explosive
fire-based attacks (they only have a 40% chance to explode).
X Bomb: Bomberman can pull X Bombs at will.
[MB12] Instead of the Target Blast-esque behavior, they behave just like the item
[4], except that deploying an X Bomb in this fashion counts as 1 bomb against Bomberman’s limit.
Gooey Bomb: Bomberman can pull Gooey Bombs at will. Instead of the Target Blast-esque behavior, they behave just like the item
[5], except that deploying a Gooey Bomb in this fashion counts as 1 bomb against Bomberman’s limit.
Bob-Omb: Bomberman can pull Bob-Ombs at will. Instead of the Target Blast-esque behavior, they behave just like the item
[6], except that deploying a Bob-Omb in this fashion counts as 1 bomb against Bomberman’s limit.
Smart Bomb: Bomberman can pull Smart Bombs at will. Instead of the Target Blast-esque behavior, they behave just like the item
[7], except that deploying a Smart Bomb in this fashion counts as 1 bomb against Bomberman’s limit.
Special Animation Notes:
When Bomberman ends up in water, he dons his Bomber Marine to “
swim”. This applies only to water that characters can swim in (which means it doesn’t happen at all in the 3DS version). The Bomber Marine vanishes when Bomberman leaves the water.
Bomberman can use his down special at
any time, and it does not affect any of his other animations. Due to requiring a more precise input, switching between bomb types doesn’t leave Bomberman unable to use his other specials (unlike Shulk selecting
a Monado Art). However, Bomberman can only use his down special to switch between bomb types while already having bombs out with the default option. Both of the alternatives cause the down special to manipulate his bombs instead.
Basic Attacks:
Neutral combo:
Attack #1: Bomberman throws a straight right punch, doing 3% damage.
Attack #2: Bomberman throws a straight left punch, doing 3% damage.
Attack #3: Bomberman raises his arms up and slams them both downwards in a hammer punch for 5% damage, knocking the opponent down and setting them up for his finisher. However, the start-up lag is a bit slow, making it hard to connect if the foe isn’t flinching from the second jab.
Jab Finisher: Bomberman pulls out one of his bombs and drops it right in front of him. If he hit a foe with his third jab attack, he will drop the bomb directly on top of them, doing 2% damage and pinning them, forcing them to button-mash furiously (as if escaping a
grab) to free themselves and get away before the bomb explodes. The explosion’s damage and effects, as well as the time it takes to detonate, depend on the bomb type. However, the start-up lag is even higher than the penultimate attack, and if the foe has less than about 50% damage, their hitstun will wear off while Bomberman’s still pulling the bomb out or starting to drop it, allowing them to either roll out of the way or attack Bomberman if they react quickly. If the attack is shielded against, the bomb will hit the shield once and slide off, landing between Bomberman and his enemy and pushing them a short distance apart. (However, the attack deals 8 bonus shield damage, to compensate for the fact that the act of dropping the bomb does very little damage, with most of the damage being dependent on the bomb’s explosion.) If Bomberman uses the attack on nothing, he simply drops the bomb directly in front of himself. If Bomberman uses the attack on an opponent who’s not prone, they suffer a small amount of knockback instead of being pinned beneath the bomb (which is why the preceding attack meteor smashes the foe). If Bomberman is attacked during the middle of this move’s animation,
he will drop the bomb on himself, suffering the same fate that this attack tries to inflict on his enemies. The bomb can also be knocked out of Bomberman’s hands. Regardless of what happens, the bomb’s fuse starts as soon as it’s deployed. Bomberman can only pin a foe beneath one of his own bombs; an item-based bomb will simply hit the foe and begin to go off, making this move absolutely suicidal with Bob-Ombs and Smart Bombs (and still not a great idea with Gooey Bombs). (This applies to his down smash and down throw as well.)
Tilt Attacks:
Forward Tilt: Bomb Punch
[MB13]: Bomberman performs an uppercut directly in front of him, popping whatever’s in front of him into the air and launching it forward at a 30-degree angle. The attack does 9% damage and can KO at percentages over 210%. Note that if Bomberman uses this attack on one of his own bombs, it will be thrown through the air in an arc, landing after crossing roughly a quarter of the length of Final Destination (assuming that Bomberman is on level ground and there are no platforms for the bomb to prematurely land on or collide with). The attack also has very good vertical range for a forwards tilt, though its horizontal range is somewhat lacking.
Up Tilt: Bomber Copter Chop: Bomberman extends his Bomber Copter from the antenna on his head and rotates the blades a few times, hitting enemies directly above or next to him. It hits up to 6 times for 3% damage each, and the final hit launches foes a decent distance at a 45° angle, capable of KOing at percentages over 110%. This attack is amazingly fast, with very little start-up or ending lag and a very quick attack duration, and its damage and knockback are very good; it’s Bomberman’s second-strongest non-bomb KO move. However, it has extremely limited range, only striking foes standing right next to Bomberman or practically right on top of him. It also has some difficulty striking characters that are shorter than Bomberman is while they are on the ground.
Down Tilt: Bomb Kick
[MB14]: Bomberman briefly brings his leg back, then kicks forward for 8% damage and decent knockback. The knockback is almost completely horizontal, but doesn’t KO until about 300%, making it a poor semi-spike. If Bomberman kicks a bomb with this move, it slides forward along the ground for a limited distance (about 3/5ths of Final Destination). Anyone in the way of the kicked bomb gets weakly knocked forward for 2% damage. It’s perfectly possible for a kicked bomb to hit the same character several times.
Dash Attack: Bomber Slider: This is a three-part attack. When Bomberman inputs the initial attack command, he quickly puts on his Bomber Slider and darts forward at a speed comparable to Pikachu’s running speed. Anyone he collides with takes 6% damage and is knocked weakly straight up into the air; this can’t KO until around 240%, though the base knockback is good enough to prevent the enemy from trying to chase Bomberman down. He can also jump during this dash, and he can input the attack button again while on the Bomber Slider to perform a spin attack
[8]. This spin attack pops him a very short height into the air, slows him down slightly, and does 12% damage to anyone he hits with decent
Sakurai angle knockback, capable of KOing at around 120%. However, while Bomberman can slow down by holding the opposite direction from the way he’s going, he cannot stop or turn around until he cancels the dash (with his minimum speed being his regular running speed), and it can easily carry Bomberman off the stage and beyond the blast line if he’s not careful. He can cancel the dash in one of two ways. The first way is to press the shield button to dismount the slider and put it away. Alternatively, he can hit the attack button again during his spin attack, which cancels the spin by taking the Bomber Slider off in mid-air and skidding to a stop, briefly continuing to spin and holding the Bomber Slider out to smack anyone nearby for 9% damage and severe horizontal knockback that KOs at 140%. Think of this as a secondary spin attack. Additionally, the secondary spin has a sweetspot at the center of the Bomber Slider that does 10% damage and KOs at 135%. After the secondary spin, Bomberman stows the Bomber Slider away. Also, it is entirely possible for Bomberman to be hit off of the Bomber Slider, as the hitboxes of all of its associated attacks are located in the Bomber Slider itself, leaving Bomberman quite vulnerable to any attack not aimed at his feet (or his waist in the case of the secondary spin). Being hit while on the Bomber Slider causes the Bomber Slider to get knocked away for a short distance, potentially striking people for 4% damage and minor knockback, while Bomberman suffers the typical effects of the attack. Once it’s sent flying, the Bomber Slider is considered a
projectile until it disappears, similarly to
Diddy’s Rocketbarrels if he’s hit out of his Rocketbarrel Boost. The loose Bomber Slider can be
reflected, and unlike Diddy’s barrels, it can be shielded against. It will last for 3 seconds before disappearing, and Bomberman cannot use the Bomber Slider again until then. (Trying to use a dash attack beforehand will result in Bomberman tripping, falling flat onto his face, and skidding for a short distance, dealing 2% damage with very weak knockback and very high ending lag – in other words, not a good idea.) Note that while the Bomber Slider on the ground, the secondary spin, and the Slider-less trip attack follow
the normal grounded law of high and low priority (and Bomberman will be knocked off the Bomber Slider just as if he was hit himself if the Bomber Slider is canceled out), the primary spin instead
operates like an aerial attack, meaning that it cannot be canceled out by clashing with attacks – though it
can be rendered inert with respect to someone attacking it. (Of course, the primary spin can still be canceled out by Bomberman going into hitstun, though he’s invincible for all but the first few and last few frames of the spin… but don’t think this can be abused to dodge like crazy, as there are several frames of cooldown time.) Overall, this is a good attack (the primary spin in particular is Bomberman’s third-strongest non-bomb KO move in terms of raw knockback, and arguably his best in terms of reliability, if a bit predictable), but it can be a bit risky to use.
Ledge Attack: Bomber Jet Flip: Bomberman hastily straps on his Bomber Jet with one hand, using the other to cling to the ledge, then activates it and tightly grasps the ledge, using the Bomber Jet’s thrust while clinging to the ledge to frontflip vault up onto the stage and kick opponents for 9% damage (7% if he hits with his legs, 8% if he hits with his body, 5% if he hits with his head). All of these hitboxes have the exact same knockback, which is typical of a ledge attack. However, it has unusually high start-up lag for a ledge attack (though Bomberman does have invincibility frames for all but the first 6 frames of the start-up lag, during which he puts the Bomber Jet on), and it has high ending lag, too, as Bomberman lands on his back, is stunned by the impact for a few frames, then shakes it off, sits up, removes the Bomber Jet and stows it away, and rises to his feet. (If you’re wondering, the Bomber Jet shuts off when Bomberman’s midway through the flip, as he’s hanging inverted from the ledge and about to kick forward.) The invincibility frames are gone during most of the ending lag, so this is unusually punishable for a ledge attack. However, if Bomberman hits someone with the exhaust from the Bomber Jet during his flip, it hits for 14% damage and delivers a downwards-angled semi-spike capable of KOing under 70% (though it can put the foe in a position they can’t possibly recover from well before that), which makes it one of Bomberman’s best KO moves (in fact, it's his strongest KO move that isn’t a bomb). During the flip, Bomberman’s entire body is also a hitbox; this sourspot, which does 8% damage, activates as soon as Bomberman begins to swing upwards (a few frames after the flame activates), and is also capable of hitting attackers below Bomberman as the attack starts. The body has the same knockback as the post-flip hitboxes, which have slightly more base knockback than the flame, but considerably worse knockback scaling (as previously mentioned, their knockback is typical of a ledge attack). As for the different hitboxes on Bomberman’s body with different amounts of knockback, they activate as Bomberman begins to crash back-first onto the stage, shortly after the Bomber Jet shuts off. Before then, Bomberman’s entire body is one sourspot hitbox. This attack’s unique properties make it
amazing at ruining the day of someone about to steal the ledge from Bomberman, and probably the only ledge attack capable of hitting someone approaching the user from below or behind. However, the flame hitbox sweetspot is rather small and difficult to hit with, so good luck pulling it off; the only way you’re going to hit someone with that is if they’re trying to edgeguard you from offstage. However, the endlag of this attack means that it’s not strictly superior to just climbing the ledge normally; use it carelessly, and you will likely be punished. Just in case the explanation was hard to understand,
I’ve drawn a crude little comic of Bomberman using this attack to pwn Kirby and Jigglypuff on Battlefield.
Figure 2: Panels 1-6 of the "Bomberman Ledge Attack" demonstration comic.
Kirby currently has 25% damage, while Jigglypuff currently has 67%. Bomberman’s damage is irrelevant, as he does not get hit during the comic; we only need to know that it's under 50%, meaning that the
rage mechanic is not active. Nobody is using any equipment, so all stats are normal.
Panel 1: Bomberman hangs from the ledge while Kirby taunts him.
Panel 2: Bomberman straps on his Bomber Jet, while Kirby continues taunting him. Meanwhile, Jigglypuff approaches from offstage. During these startup frames, Bomberman is not invincible, unless his ledge invincibility from grabbing the ledge has not expired yet.
Panel 3: Bomberman activates the Bomber Jet and firmly grasps the ledge with both arms. The sweetspot hitbox – the flame from the Bomber Jet – appears at this point, and Bomberman is granted invincibility as the ledge attack proper begins. However, this is just before Bomberman starts moving, so the sourspot hitbox on Bomberman’s body has not appeared yet. Kirby, having just realized that Bomberman is up to something, stops taunting. Meanwhile, Jigglypuff inputs Pound just a hair too late to actually hit Bomberman, and is currently in the startup frames of the attack. It is just barely outside the flame hitbox and has not been hit yet.
Panel 4: Bomberman begins to swing up onto the ledge, with the sourspot hitboxes appearing the instant he begins moving. He hits Jigglypuff out of Pound with the flames of the Bomber Jet as he begins to move, knocking it away from the stage at a moderate downward angle. If Jigglypuff had a little less altitude, it would have instead been hit by the legs and been launched away at a diagonal upward angle (due to the body’s knockback having the Sakurai angle), and would have sustained considerably less knockback. Kirby is just watching Bomberman, unsure of how to react; he’s recently shielded a big attack from Bomberman before he got knocked offstage, so if he tries to shield the ledge attack, he’s likely to have his shield broken.
Panel 5: Bomberman continues flipping around the stage; this moment is a couple of frames before he hangs completely inverted over the ledge and the Bomber Jet shuts off. Kirby begins to react, and is about to attempt a sidestep dodge. Jigglypuff is still in hitstun and is flying away from the stage.
Panel 6: Bomberman completes the ledge attack, slamming feet-first onto the stage and landing on his back. Kirby reacted a few frames too late and is hit before the intangibility frames of his spotdodge begin, eating the attack’s strongest post-flip hitbox (namely, the feet) and being launched a short distance away. Meanwhile, the knockback Jigglypuff sustained from the sweetspot carries it past the lower blast line, at the lower-right corner, and it is KO’d. Bomberman loses his invincibility frames as soon as the attack ends, and spends about half a second in a completely immobile state, wide open to punishment.
Figure 3: Panels 7-8 of the "Bomberman Ledge Attack" demonstration comic.
Panel 7: Bomberman begins recovering from his post-attack stunned state, but is still wide open. If Kirby had successfully dodged Bomberman’s attack, he could easily punish him right now. But he didn’t, so he can’t. Meanwhile, Kirby fails to tech and lands flat on his back, and Jigglypuff appears on the revival platform, freshly respawned.
Panel 8: Bomberman and Kirby get up, while Jigglypuff disembarks from the revival platform. Bomberman is back on the stage and free to act.
Rising Attack: Bomberman springs into a sitting position while punching for 6% damage, then rises to his feet. His head is also a hitbox, which gives this move a limited ability to hit behind him; the head, however, does only 4% damage.
Smash Attacks:
Forward Smash: Rolling Bomb
[MB16]: Bomberman pulls out a bomb, holding it in his right arm, and starts swinging his right arm around, similarly to
DK’s Giant Punch, except Bomberman swings his arm much faster (though he does take a moment to build up speed). If you charge up the attack, he’ll continue swinging his arm around until you release the attack; otherwise, he throws the bomb after only one swing. The bomb, once thrown, flies forward in an arc. Bomberman throws only one bomb if the attack is uncharged, and it doesn’t fly very far. However, charging the attack increases the number of bombs Bomberman throws, as well as their spread and distance. It’s entirely possible to use Bomb Select during this move to let Bomberman throw multiple types of bomb at once. Bomberman can throw up to 4 bombs at once with this move; he only throws 2 bombs if the move is briefly charged, throws 3 bombs if it’s charged up a moderate amount, and throws 4 bombs at full charge. Regardless, the bombs will explode on impact with enemies, walls, ceilings, the ground, or pretty much anything, and can deal 4% damage from the impact alone. Bomberman cannot deploy more bombs than he has remaining capacity for, regardless of charge (though charging the attack still increases the distance of the throw).
Up Smash: Bomb Lob: Bomberman throws a bomb straight up into the air. It does 2-2.8% damage on impact and will explode on impact or, if it misses,
right before it would catch Bomberman in its blast (unless it’s a Napalm or Gravity Bomb, which cannot explode on impact and so tend to be a bit more… hazardous to Bomberman himself). If it lands on a platform, it just remains there until it explodes at the normal time. The charge time influences how far up Bomberman tosses the bomb; uncharged, it flies up
just far enough to land on Battlefield’s highest platform. Unlike Snake’s Up Smash, this doesn’t deviate to the left or right.
Down Smash: Hyper Bomb Kick: Bomberman pulls out a bomb and violently tosses it towards the ground for 5-7% damage. Anyone hit directly by the bomb is meteor smashed, and possibly pinned. Pressing the attack button a second time causes Bomberman to kick straight in front of him, similarly to his down tilt; the attack is set up so that Bomberman will kick the bomb. If Bomberman kicks the bomb, the impact will send it sliding forward, causing anyone in the way or pinned beneath the bomb to get shoved ahead (sort of like being attacked by
Oshawott), taking damage at a steady rate, until the bomb falls offstage, collides with a wall, or explodes. Unlike the down tilt, bombs kicked with this move don’t stop on their own. It is possible to
smash-DI away from the bomb as it careens forward, unless you’re pinned beneath it, in which case you’re just screwed. The kick itself can do 6-8% damage, with somewhat subpar knockback for a Smash attack (can’t KO uncharged until 180%).
Smash Attack Summary: All of Bomberman’s Smash Attacks use his bombs, so he can’t use them if he has too many bombs out. Also, if he is attacked during the charging animations, it will cause him to drop the bomb. The bomb itself can also be attacked during the charging animations. He can use the second attack of his down smash even if he fails to pull a bomb for the first part. Note that they don’t quite work as intended with item-based bombs.
Aerial Attacks:
Neutral Aerial: Bomber Jet Loop: Bomberman activates the Bomber Jet and does a quick loop-de-loop, burning foes with the flames from the jetpack for 10% damage. Bomberman himself is the attack’s sourspot, capable of ramming foes for 6% damage. The sweetspot semi-spikes. This attack completely cancels Bomberman’s midair momentum, which means that it can be used to negate being launched after the hitstun has worn off, or it can be used to delay Bomberman’s descent and throw off incoming attacks. However, like many aerial attacks that mess with their users’ midair momentum, it has rather bad ending lag.
Forward Aerial: Bomb Dunk: Bomberman pulls out a bomb and flings it downwards at a diagonal angle. The bomb does 6% damage on impact. The bomb-flinging animation is itself an attack, doing 7% damage (8% if Bomberman fails to pull a bomb) and acting as a weak meteor smash sending the foe diagonally downward. This move is slightly laggier than his down aerial, both in terms of start-up and cool-down.
Back Aerial: Bomber Jet Boost: Bomberman activates his Bomber Jet, propelling himself straight up (with his midair momentum maintained). The flames from the Bomber Jet burn foes for 10% damage, while Bomberman himself headbutts foes above him for 5% damage. This attack can aid in recovery, and accordingly has a short cooldown time to prevent abuse, though Bomberman can still use his other aerial attacks during the cooldown.
Up Aerial: Bomb Fling: Bomberman quickly pulls out a bomb and swings it backwards over his head before throwing it behind him. The bomb swing does 9% damage, while the bomb throw does 4% damage on impact. If Bomberman can’t pull a bomb, he simply swings his arms over his head, doing 6% damage and knocking foes behind him.
Down Aerial: Bomb Drop: Bomberman drops a bomb below him. This is very quick, but the bomb only does 1% damage on impact, and unlike his forward and up aerials, this attack will fail entirely if Bomberman has too many bombs out.
Throws:
Grab: Bomberman reaches out to grab the foe with his right arm, similarly to Mega Man.
Pummel: Bomberman bops his foe in the face with his left arm for 2% damage. A bog-standard pummel.
Forward Throw: Foe Throw: Bomberman hoists the foe over his head
[MB17], dealing 3% damage as he does so, and can carry and throw them as though they were a bomb (see his neutral special for details). Throwing the foe does 9% damage with good knockback. Bomberman can also use a carried opponent as a shield via his Bomb Barrier, forcing them to take an attack that was meant for him (no barrier is generated); if Bomberman is attacked from the front while holding a foe in this fashion, he is unaffected and the foe takes the hit in his place (as long as the attack isn’t
unblockable), even if the attack would normally be able to pierce through and hit multiple opponents. (Note that if Bomberman's grabbed opponent is KO'd as a result of being used as a human(?) shield, the KO will be scored by whomever struck the foe,
not Bomberman.) The foe can escape from Bomberman’s grasp at any point before he throws them, including while he is trying to use them as a shield.
Back Throw: Bomb Sandwich: Bomberman drops a couple bombs behind him, one bouncing on top of the other, then puts the foe in between them to get helplessly bounced between them
[MB18], dealing 1% damage per bounce, until the bombs explode. The foe can use
smash DI to escape, in which case the bombs just kinda collapse onto the ground. If Bomberman tries to use this when placing two bombs would put him over his limit, or he currently has an item-based bomb equipped rather than one of his own, the bomb sandwich fails entirely and the foe just goes splat on the ground for 3% damage. In this case, they’re able to tech, and if they do, might be able to get a free hit on Bomberman before he can react.
Up Throw: Piledriver: Bomberman flies straight up into the air with the Bomber Jet
[MB19], then swoops back down towards the ground, flinging the foe at the ground right before impact for 18% damage, while he levels out his flight, then goes upright, rises up into the air, hovers down, and lands on his feet. The victim bounces up after being hurled at the ground, but it’s possible for them to tech. The throw can KO at 130%, making it Bomberman’s fourth-strongest non-bomb KO move.
Down Throw: Bomb Break: Bomberman slams his foe onto the ground for 5% damage, and drops a bomb on them for 3% damage. This pins the foe under the bomb, like his jab finisher. The foe cannot tech unless Bomberman fails to pull a bomb.
Special Moves:
Neutral Special (Default): Bomb Throw: Bomberman pulls out a bomb, hoisting it over his head, and holds it for as long as the special move button is held down. Its detonation timer does not begin until he releases it. As Bomberman continues to hold a bomb, he
pumps it up[MB20] to grow up to 3 times its normal size, a process which takes 3 seconds. Pumped-up bombs do twice their usual damage and knockback, and have a tripled explosion radius, along with increased effects (as detailed below), though they also take 1 second longer to explode. If Bomberman releases his bomb before it is fully pumped up, it reverts back to normal. While holding a bomb, Bomberman moves as if he was using a
Hammer, meaning that he can only walk and jump off the ground; however, he can also use his shield, which causes him to lower his bomb in front of him, generating a barrier in front of him, called a
Bomb Barrier[MB21], that’s 4 times as resilient as a normal shield, but only protects him from the front. Using the Bomb Barrier also stops Bomberman’s bomb from pumping up and causes it to lose its charge if it is not already fully pumped up, and he cannot walk or roll while using the Bomb Barrier (though he can
sidestep). A pumped bomb can yield a stronger Bomb Barrier than a normal bomb, with 5 times the resilience of a normal shield. When Bomberman throws the bomb, it flies forward in an arc, landing several feet in front of him. However, the throw’s power and angle can by influenced by tilting or tapping the Control Stick while throwing, similarly to
Yoshi’s Egg Throw, but with more precision. If Bomberman releases the bomb while using the Bomb Barrier, he drops it directly in front of him. If Bomberman is hit while carrying a bomb, he immediately drops it. The bomb can also end up taking an attack itself, which can potentially protect Bomberman from the attack, but will knock the bomb out of his hands (if it doesn’t set the bomb off). A thrown bomb does 5% damage on impact, or 12% if pumped up. Bomberman can also use this special while right next to a bomb deployed by himself or another Bomberman to pick it up (or possibly even catch it in midair) and hoist it over his head like he just pulled it out, freezing its detonation timer (or, if it was due to explode within 1 second, setting the timer to 2 seconds) and pumping it up if it is not already pumped up. The following list describes additional effects of pumped bombs. Bombs not mentioned here simply have larger explosions and increased damage and knockback when pumped up.
Pumped-Up Fire Bomb: The Fire Bomb explodes like a mix of a Smart Bomb and an X Bomb (though unlike either, it only hits once), with 4 narrow projections in a cross shape that extend outwards from the spherical explosion to extend its range in a narrow area. However, the flaring out is weaker than the main explosion, with 4/5 the power of a standard Fire Bomb explosion.
Pumped-Up Ice Bomb: Spikes of ice protrude from the explosion
[MB22], making it take the shape of a stereotypical sun.
Pumped-Up Wind Bomb: Twisters are released from the explosion
[MB23], flying a moderate distance in the cardinal directions. They have the same damage and knockback as a non-pumped Wind Bomb.
Pumped-Up Lightning Bomb: Cylindrical rings of electricity are launched outwards from the explosion
[MB24], wrapping around it. The rings last longer than the explosion itself does, and characters caught by the main explosion are likely to be launched into the rings, which will promptly launch them in the opposite direction. The rings only hit once and do 32% damage (compared to the 44% of the main explosion), but a character hit with both the main explosion and the rings will be in a world of hurt.
Pumped-Up Napalm Bomb: The Napalm Bomb explodes like a mix of a Smart Bomb and an X Bomb, with 4 narrow projections in a cross shape that extend outwards from the spherical explosion to extend its range in a narrow area. However, the flaring out is weaker than the main explosion, with 4/5 the power of a standard Napalm Bomb explosion.
Pumped-Up Water Bomb: More water droplets are released.
X Bomb: X Bombs cannot be pumped up. In fact, when Bomberman pulls an X Bomb with this special, he doesn’t hold it like his other bombs; instead, he carries it normally, as though he picked it up off the ground.
Gooey Bomb: Gooey Bombs cannot be pumped up. In fact, when Bomberman pulls a Gooey Bomb with this special, he doesn’t hold it like his other bombs; instead, he carries it normally, as though he picked it up off the ground. A Gooey Bomb can go off in Bomberman’s hands if he doesn’t throw it quickly enough.
Bob-Omb: Bob-Ombs cannot be pumped up. In fact, when Bomberman pulls a Bob-Omb with this special, he doesn’t hold it like his other bombs; instead, he carries it normally, as though he picked it up off the ground. A Bob-Omb can go off in Bomberman’s hands if he doesn’t throw it quickly enough.
Smart Bomb: Smart Bombs cannot be pumped up. In fact, when Bomberman pulls a Smart Bomb with this special, he doesn’t hold it like his other bombs; instead, he carries it normally, as though he picked it up off the ground.
Neutral Special (Custom 1): Multi-Bomb: Bomberman’s bomb limit is increased by 4, and he pulls bombs slightly faster. However, it takes him 6 seconds to pump up a bomb, rather than the usual 3.
Neutral Special (Custom 2): Weird Bomb: Bomberman’s bombs deal 1.1 times their normal damage and knockback, but also have their explosion timers increased by 1 second. They can behave normally, or have additional effects. The additional effect is selected by pressing the attack button while Bomberman carries the bomb.
Standard Bomb: These bombs behave normally (aside from the aforementioned explosion delay).
Bouncy Bomb: These bombs bounce around uncontrollably and unpredictably for 8 seconds after being deployed. (Most bombs will have gone off by the time they’d be done bouncing.)
Power Bomb: These bombs have
much bigger explosions.
Dangerous Bomb: These bombs explode in a tic-tac-toe-board shape.
Cross Bomb[MB25]: These bombs have doubled range, but only explode in the cardinal directions, just like X Bombs.
Homing Fire: Instead of their regular explosions, these bombs release a projectile that hunt enemies down for a brief period of time (3 seconds for most bombs, 5 for Napalm and Gravity Bombs, 2 seconds for Water Bombs (along with an increased projectile count)). The projectile will chase the nearest enemy, and moves at a moderately quick pace, though not so fast that characters with below-average speed can’t run away from them (the only characters who
can’t outrun these projectiles in any way are Ganondorf and Robin (Jigglypuff can’t outrun them on the ground, but can in the air), though with a good amount of distance, they can still stay away until they expire).
Homing Bomb: These bombs do not remain still, instead following foes until they explode. However, they are affected by gravity as normal, meaning that they can easily be avoided by staying airborne, unless Bomberman chases them down and knocks them into the air shortly before they explode. They can also be tricked into sliding off the stage, and they only account for the horizontal position of the nearest enemy, meaning that they can get a bit confused on stages with multiple platforms with different elevations.
Landmine: These bombs burrow into the ground where they hit, and will explode immediately if a foe steps on them (the exceptions being Napalm Bombs, which give a 1.5-second warning, and Gravity Bombs, which give a 2-second warning). Bomberman can set off his own landmines.
Side Special (Default): Bomber Jet: Bomberman straps on his Bomber Jet and begins to fly forward at a speed equal to his normal walking speed. He can slow down to a snail’s pace by holding back or speed up to roughly Greninja’s running speed by pressing forward. Regardless of speed, he cannot damage foes on impact. He can also steer up and down during the move to ascend or descend (though not as fast as the Bomber Copter), and cancel the move by touching down onto the ground. He can switch between bombs with the special move button and fire bombs straight forward with the attack button. Bombs launched via the Bomber Jet fly straight ahead at a speed equivalent to Fox’s running speed, have their explosion timer cut by half, and explode on impact, dealing 4% damage on impact. Napalm and Gravity Bombs do not explode on impact; instead, they stop dead in their tracks, dealing a small amount of knockback, and drop to the ground. Bomberman can hold the attack button to charge up his shot, allowing him to shoot up to 4 bombs at once in a spreadshot, similarly to his Forward Smash. If Bomberman does not touch down during his flight, the Bomber Jet shorts out after 8 seconds, rendering Bomberman
helpless. Its speed and duration make it better than the Bomber Coper for horizontal recoveries, but be careful; if Bomberman flies past the edge, he has no way to turn back, making it very likely that he’ll self-destruct. It’s also entirely possible to fly past the top blast line and self-destruct if you ascend recklessly.
Side Special (Custom 1): Mach Bomber Jet: Bomberman straps on his Bomber Jet and surges ahead an incredible distance – enough to cross the entirety of Battlefield – before the Bomber Jet shorts out. (The Bomber Jet shorts out based on distance, not time.) He moves at a speed equivalent to Greninja’s running speed. He can steer up and down during his flight, and cancel it by touching the ground. Anyone he crashes into takes 10% damage and is launched at the
Sakurai angle. Bomberman can switch between bombs using the special button and launch bombs forward with the attack button, but he cannot charge up bombs like the default version. Bombs still explode on impact, dealing 4% damage on impact in addition to the explosion. Be careful; if Bomberman flies past the edge, he has no way to turn back, making it very likely that he’ll self-destruct. This move is meant for quick charges and simple recoveries more than bombing runs.
Side Special (Custom 2): Bomber Jet Swerve: Bomberman straps on his Bomber Jet and flies forward at a pace roughly equivalent to Marth’s running speed, traveling a bit more than a third of the length of Battlefield. He then performs a
Star-Fox-esque U-turn to fly in the opposite direction, going back to where he started (albeit at a greater altitude). He then does another U-turn to fly to his original destination before the Bomber Jet shorts out. This move cannot be canceled or steered at all, though Bomberman can still fire bombs and change his equipped bomb, as well as charging up bombs like the default version. He can fire bombs at an upwards angle, or even straight up, if he fires during his U-turn. He can also do 5% damage on impact, with weak knockback. This variant is intended for attacking in both directions.
Up Special (Default): Bomber Copter: Bomberman deploys his Bomber Copter and begins to fly around. He can move around freely, similarly to
Pit’s Wings of Icarus from
Brawl, for about 6 seconds. While flying with the Bomber Copter, he can drop bombs below him with the attack button. Holding the attack button lets him charge up his drop to drop up to 4 bombs at once in a spreadshot, similar to
his Forward Smash. Dropped bombs explode on impact (except in the cases of Napalm and Gravity Bombs), and do 3% damage on impact in addition to the explosion. The special button can be used to switch between bombs. The copter itself can be used to attack by flying up below enemies, rapidly hitting for 1% damage per hit (hits once every 5 frames), but using it in this way slightly reduces remaining flight time (by about 0.03 second per hit). Bomberman becomes
helpless upon the flight’s conclusion.
Up Special (Custom 1): Bomber Copter Drop: The Bomber Copter lasts for 8 seconds, and bombs can be dropped more quickly. Charging a bomb drop to drop several bombs at once is also faster. The Bomber Copter’s horizontal movement speed is also increased a bit, and each hit with the rotor blades only reduces the remaining flight time by 0.02 second per hit. However, the Bomber Copter’s vertical movement speed is slightly reduced (so its vertical recovery distance is actually a little bit shorter than the default option), its rotor blades hit a little less rapidly (hits once every 6 frames), and dropped bombs do not explode on impact. Overall, this version is less about aggressive bombardment and more about quickly and efficiently littering the stage with bombs.
Up Special (Custom 2): Overclocked Bomber Copter: The Bomber Copter lasts for 15 seconds –
way longer than would
ever be necessary to get back to the stage, regardless of position – and moves slightly faster than normal, both vertically and horizontally. However, its movement is somewhat choppy and hard to control, with Bomberman occasionally lurching in a random direction with no input from the player, making it a bit unreliable. Even when it’s not malfunctioning, it doesn’t smoothly accelerate; it takes a while to get up to speed (and once it’s going at full throttle, its momentum can still be ruined at any moment by a random lurch). Furthermore, as soon as the rotor blades brush up against
anything, or Bomberman tries to drop a bomb, the Bomber Copter gives out immediately, causing Bomberman to
helplessly fall. This variant is a high-risk version with the potential to recover from
anything, even meteor smashes, short of getting launched so hard that Bomberman has already crossed a blast line by the time his hitstun wears off. In exchange, it has no offensive capability and is
much more easily
edgeguarded; between the inability to touch
anything without falling, the inability to attack, the knack for going in directions that Bomberman doesn’t intend for it to go, and the wonky momentum, using this Bomber Copter is practically equivalent to wearing a sign that says “Please
gimp me”. Even without anyone trying to edgeguard him, Bomberman can also be screwed over by the random lurching causing him to crash into something, like, say, the underside of the stage, or even worse, a blast line. So, while this version of the Bomber Copter is a strong contender for the most ridiculously potent recovery move in the game (seriously, flying for
15 seconds?!?), it’s
also very easy to screw up.
Down Special (Default): Bomb Select: This toggles between Bomberman’s various bombs, as detailed at the start of the moveset. One press will switch to the next bomb (Fire to Ice, Ice to Wind, Wind to Lightning, Lightning to Napalm, etc.) Bomberman can use this special at any time, even while in the middle of another animation, and it’s entirely possible for him to deploy bombs of different types in quick succession while doing so.
Down Special (Custom 1): RC Bomb: Instead of switching between bomb types, using this special while a bomb is deployed switches control from Bomberman to the bomb, which can move around and even jump, like Bomberman himself while carrying a bomb. Releasing the special button will return control to Bomberman. A bomb can only be controlled once, and Bomberman always controls his most recently deployed bomb (if more than 1 is on the field). Bomberman himself is completely immobile while controlling a bomb, making him an easy target. If Bomberman is attacked while controlling a bomb, control immediately returns to him (though he can’t actually be controlled until the hitstun from the attack wears off). This does not happen if the attack doesn’t cause Bomberman to flinch (so, for instance, Fox could zap an unwary Bomberman with his Blaster for quite a while). Bomberman can switch between bomb types as normal while he has no bombs deployed. Equipping this custom special applies a 0.8× multiplier to the damage and knockback of Bomberman’s bombs, and increases their explosion timers by 2 seconds.
Down Special (Custom 2): Remote Detonator: Instead of switching between bomb types, using this special while a bomb is deployed immediately sets it off. If Bomberman has multiple bombs placed, they are set off in the order they were placed. Napalm and Gravity Bombs cannot be set off instantly unless their explosion timers are below 1.5 and 2 seconds, respectively; otherwise, using the Remote Detonator sets their explosion timer to 1.5 or 2 seconds, respectively (and, no, it cannot be immediately used again to set the bomb off). Bomberman can switch between bombs as normal while he has no bombs deployed. Equipping this custom special reduces Bomberman’s bomb limit by 2 and increases the explosion timer of all bombs by 10 seconds.
[MB27]
Final Smash: Hurry Up!: Several solid blocks fall down onto the stage, meteor smashing anyone they land on for 30% damage. The blocks remain in place when they land on the stage and become inert, taking 80% damage to break. Falling blocks do not damage other blocks, instead resting on top of them. A character sandwiched between blocks, or between blocks and solid ground, is
crushed and instantly KO’d. A character hit by a block while on a soft (pass-through) platform is instead spiked through the platform as though they were hit with a
Pitfall. The Final Smash lasts for 20 seconds, after which all blocks on the stage explode, scattering small chunks of shrapnel everywhere that do 6% damage each, along with a small amount of knockback, and can juggle foes off the stage. During the Final Smash, Bomberman flies around in a UFO
[MB28] that can launch bombs in an arc to keep foes off-balance. However, he can still be crushed by the blocks if he’s not careful, though they can’t meteor smash him (they just push him out of the way, pushing him a short distance down in the process).
Taunts:
Up Taunt: Bomberman faces the screen and does a backflip
[MB29].
Side Taunt: Not yet decided
Down Taunt: Bomberman faces the screen and frantically waves his arms
[MB30]. He has an angry expression on his face
[MB31] during the taunt.
Victory Theme: A higher-pitched, chipper remix of the first several notes of
Bomberman Generation’s title screen music
[MB32], ending with two loud, energetic, moderately lower-pitched notes.
Victory Taunt A: Bomberman hops up into the air, spinning in a circle
[MB33], and lands while doing a fist-pump. He has a happy face throughout the taunt, and says “I did it!” upon doing the fist-pump.
Victory Taunt B: Bomberman hops up into the air and dramatically salutes
[MB34] upon landing, with a serious expression on his face.
Victory Taunt C: Bomberman repeatedly jumps for joy, then does a funny dance
[MB35].
[1] I’m tempted to give Bomberman unique
equipment bonus effects, and make it so he’s the only character who can equip such equipment (or it has alternative effects for other characters). However, this would make the game far more complicated, so I’m on the fence about it. Is it worth trying? Bomberman’s exclusive bonus effects would be:
Bomb Up: Bomberman’s bomb limit is increased by 1. (Maybe it could also affect bomb deployment limits for Samus, Link, Toon Link, and perhaps Mii Gunner?)
Bomb Down: Bomberman’s bomb limit is decreased by 1. (See other characters’ applications for Bomb Up.)
Fire Up: The size of Bomberman’s explosions is increased by 1.25 times. (This effect stacks additively; two Fire Ups results in explosions that are 1.5 times bigger, and three Fire Ups results in explosions that are 1.75 times bigger.) (Maybe it could also influence moves that involve generating fire, like Mario's Forward Smash and
Fireball, or moves that produce explosions, like Mii Gunner's down tilt, Bomb Drop, Grenade Launcher, etc. and Zelda's Din's Fire?)
Fire Down: The size of Bomberman’s explosions is reduced by 0.75 times. (This effect stacks additively, similarly to Fire Up.) (See other characters’ applications for Fire Up.)
Short Fuse: Bomb explosion timers are reduced by 1 second. (This is treated by the game as a positive effect, reducing the strength of the equipment.)
Long Fuse: Bomb explosion timers are increased by 1 second. (This is treated by the game as a negative effect, increasing the strength of the equipment.)
[2] Bomberman’s bombs use the same icons they had in
Bomberman 64: The Second Attack, only polished and upgraded to the Wii U/3DS’s graphics capabilities. The exceptions are Water Bombs (which use their icon from
Bomberman Generation, likewise upgraded to the Wii U/3DS’s capabilities) and the item-based bombs (which use their icon from the item selection screen), due to not appearing in
The Second Attack.
[3] While there are four explosive items in this list, they behave as they would if picked up on the field in all respects, which can mess up some of Bomberman’s moves based on using his bombs directly against opponents. Also, Motion-Sensor Mines were explicitly left off the list, as Bomberman is meant to play differently from Snake, and giving him the ability to pull Motion-Sensor Mines at will would basically give him Snake’s down smash. Bomberman’s intended to trap his opponents in the literal sense, not by making them constantly watch their step. (Essentially, Bomberman is meant to have a more aggressive playstyle than Snake, while still being an extremely tactically oriented character.)
[4] Note that behaving like the item means that Bomberman’s X Bombs cannot be used to pin opponents, immediately explode on impact, be detonated by a Remote Detonator, be used to make a Bomb Barrier, etc.
[5] Note that behaving like the item means that Bomberman’s Gooey Bombs cannot be used to pin opponents, immediately explode on impact, be detonated by a Remote Detonator, be used to make a Bomb Barrier, etc.
[6] Note that behaving like the item means that Bomberman’s Bob-Ombs cannot be used to pin opponents, explode on a time delay (except while he’s carrying them), be detonated by a Remote Detonator, be used to make a Bomb Barrier, etc. They also
always explode on impact, so be careful, as a few of Bomberman’s moves (particularly his jab finisher, down smash, forward and up aerials (at point-blank range), and back and down throws), combined with Bob-Ombs’ tendency to go off the instant they’re provoked, will guarantee that they go off in his face. When used by Bomberman, a Bob-Omb is basically a more powerful alternative to a Fire Bomb that also explodes on impact no matter what, but also has a smaller explosion radius, is useless for advanced bomb techniques like bomb jumps and bomb barriers, and is perfectly capable of blowing up in Bomberman’s hands if he doesn’t throw it soon enough.
[7] Note that behaving like the item means that Bomberman’s Smart Bombs cannot be used to pin opponents, be detonated by a Remote Detonator, be used to make a Bomb Barrier, etc. Their detonation time is also somewhat unpredictable; they could explode before impact, on impact, some time
after impact, or not at all unless attacked. In any case, using a Smart Bomb for the moves listed as setting a Bob-Omb off in Bomberman’s face is also a terrible idea.
[8] The primary spin attack is lifted directly from
Bomberman Hero.
[MB1]Bomberman’s fast walking speed is a reference to the fact that he very rarely runs, especially in the top-down games. In fact, the only games in which there’s really a noticeable difference in him running versus him walking are the N64 games (
Bomberman 64,
Bomberman Hero, and
Bomberman 64: The Second Attack). Nonetheless, Bomberman moves very fast, sometimes to the point of being hard to control, after collecting a lot of speed-ups. Paradoxically, the games where he
does run (the aforementioned N64 games) make his running speed seem to be pretty so-so; he’s not
slow, but he’s not going to be able to keep up with the likes of Sonic or Mario. This is why there’s such a small difference between his walking and running speed; he seems to walk
faster than he runs, which doesn’t seem possible.
[MB2]Yes, Bomberman
dies in one hit in most of his games. So do Mario, Sonic, and Pac-Man (among others), and
they’re not particularly easy to beat up in
Smash Bros.
[MB3]Bomberman’s ability to footstool jump off of his own bombs is a reference to his Bomb Jump ability from
Bomberman 64,
Bomberman 64: The Second Attack, and
Bomberman Generation.
[MB4]I
really want to keep coming up with new equipment classes to a minimum, but it wouldn’t make sense if Bomberman didn’t use bombs.
[MB5]Bomberman’s use of boxing gloves alludes to the typical incarnation of the Bomb Punch item from his own series. The Bomb Punch also serves as his forward tilt, though Bomberman doesn’t visibly wear a boxing glove.
[MB6]The idea here is that Bomberman wears the collar as a belt. (I don’t want to have to come up with equipment types not already in the game if I don’t have to.)
[MB7]Bomberman’s helmet is being compared to Meta Knight’s mask. Both conceal the entirety of the wearer’s face except for the eyes. (Bomberman’s facial proportions call into question whether or not he even
has facial features other than his eyes, but this isn’t the place for such discussions.)
[MB8]Bomberman’s outfit bears a distinct resemblance to a space suit.
[MB9]No, I have no intention of letting people forget that Bomberman is a robot. His more recent games never seem to mention this aspect of his character, but it was vital to his earlier games.
[MB10]Bomberman 64: The Second Attack refers to these bombs as “Navarm Bombs”. This is most likely a mistranslation, as “Navarm” isn’t even a word. I am assuming that “Napalm” is the correct translation, as it is only two letters off from “Navarm” (with one of the letter substitutions being from “r” to “l” –
the Japanese have a track record of getting those two letters mixed up), and napalm is a real type of explosive.
An alternative name is the “Earth Bomb”, as they are granted by possessing the Earth Stone. I will refer to them as “Napalm Bombs” for the sake of consistency with the source material.
[MB11]Gravity Bombs can also be referred to as “Shadow Bombs”, as they are granted by possession of the Shadow Stone. For the sake of consistency with the source material, I will refer to them as “Gravity Bombs”.
[MB12]This is a reference to the shape of the explosions of Bomberman’s bombs in most of his games.
[MB13]This is directly based on the Bomb Punch item from the
Bomberman series.
[MB14]This is directly based on the Bomb Kick item from the
Bomberman series.
[MB16]Bomberman’s Forward Smash is his Rolling Bomb technique from
Bomberman Hero, and should use the same animations.
[MB17]In
Bomberman 64 and
Bomberman 64: The Second Attack, Bomberman was capable of picking up, carrying, and throwing knocked-out enemies as though they were bombs. This throw references that ability.
[MB18]This throw is a reference to something that can end up happening to Bomberman himself in
Bomberman 64, if the player screws up in the game’s trickier bomb-jump challenges.
[MB19]This move is all but directly lifted from the Eagle Bomber in
Bomberman Generation.
It was his ultimate move in that game, and did huge damage.
[MB20]Pumping bombs was introduced in
Bomberman 64.
[MB21]The Bomb Barrier comes directly from
Bomberman Generation.
[MB22]This is at least partially a reference to
Bomberman Jetters’ Ice Bomb, which generated a tall spire of ice, making it suited for fighting aerial foes.
[MB23]This is at least partially a reference to
Bomberman Jetters’ Hurricane Bomb, which released a twister that chased foes.
[MB24]This is a reference to
Bomberman Jetters’ Thunder Bomb, which did the same thing (only without a “main explosion”).
[MB25]Like Bomberman’s ability to pull actual X Bombs, this is a reference to the traditional shape of his explosions.
[MB27]In most
Bomberman games, Bomberman’s bombs don’t explode on their own at all when Bomberman has the Remote Detonator power-up (though fire can still set them off). In
Smash, they’ll go off on their own eventually, but they can stick around for a while.
[MB28]This is a reference to the craft used by Bomberman as a “Revenge Bomber” in Battle Mode of various
Bomberman games.
[MB29]This is based on the stage clear animation from
Bomberman Hero.
[MB30]This is based on an idle animation from
Bomberman DS.
[MB31]Bomberman’s expression should actually be one of mild irritation, but as his only facial features are his eyes (and possibly his eyebrows when angry or serious), he has difficulty conveying such subtle emotions. I've (somehow) managed it in my own Flipnotes, but I can understand if Nintendo wouldn't want to go to such trouble.
[MB32]Ever since the release of
Bomberman Generation, its main theme seems to have become Bomberman’s theme song in general.
[MB33]This is the stage clear animation from
Bomberman 64. However, the voice clip is taken from
Bomberman Hero, and played when Bomberman cleared a stage in that game.
[MB34]This is the stage clear animation from
Bomberman Generation.
[MB35]This is a composite of the standard stage clear animation from
Bomberman DS and a special animation that was only seen during the end credits. The latter has to be seen to be believed.