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Important notice:
The Super Bomber Bros. campaign has moved to this Discord server. Please join us there if you want to discuss anything regarding Bomberman in Smash or help out with the campaign. Here are the social media accounts related to this:
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Hashtags:
#MakeBombermanPlayable
#BomberBros
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Credit to N3ON for this amazing banner!
BOMBERMAN FOR SMASH SWITCH!
Welcome to the support thread for Bomberman!
Image made by 8-peacock-8
Credit to Smashified!
BIO
Bomberman is the champion from Planet Bomber. After fighting his way through for freedom, he lives among the other Bombermen on his planet. He has fought against numerous upon numerous bad guys, like Black Bomberman, the Five Dastardly Bombers, and Bagular. Bomberman has been known in other media as Cheerful White or White Bomber, he is known as Shirobon in Japan, and he is known as Dynablaster in Europe. He's very heroic, yet very cheerful at the same time (much like his Cheerful White name came from).
Bomberman is the face of the Bomberman franchise, so of course he has appeared in numerous games. One of those games actually featured Wario and is called "Wario Blast: Featuring Bomberman!".
Here's a full list of games he has appeared in:
http://en.wikipedia.org/wiki/List_of_Bomberman_video_games
Bomberman has a multitude of genres that he has appeared in. The main games are very strategic games where you have to blast your opponent before the timer runs out. Here is gameplay footage of a typical Bomberman game:
Of course, he wasn't limited to these kinds of games. He was in a fighting game called Dream Mix TV World Fighters, had numerous spin-off party games with the Bomberman Land games, and action-adventure games like Bomberman 64.
His games are rather close on Nintendo's home consoles. His first game started on the NES and he had numerous upon numerous games on Nintendo's systems. He had 5 exclusive games on the SNES with the Super Bomberman games and 3 exclusive ones on the Nintendo 64 with the Bomberman 64 games and Bomberman Hero. He has a close relationship with Nintendo like Mega Man does and Hudson Soft was rather buddy-buddy with Nintendo. In fact, they helped develop the Mario Party games for years. Unfortunately, Hudson Soft went under and their IPs, including Bomberman, are now owned by Konami. How it affects Bomberman is something I will get to in the arguments.
Bomberman's rather close and historical relationship with Nintendo is a very good reason why he should be included in Smash Switch. He is a Nintendo all-star even though he is not owned by Nintendo. Bomberman is also quite prominent on Nintendo's consoles.
(I should also mention that he also has an anime called "Bomberman Jetters" in case you were interested.)
HOW WOULD HE FIGHT?
Very simple. He uses bombs to attack people. However, he is more than capable of physical combat. As I've stated before, he was in a fighting game called Dream Mix TV World Fighters. Here's gameplay footage of that:
He is not limited to that moveset alone. He has numerous power-ups that he could use in battle. First up, his natural abilities include setting bombs down, holding bombs to enlarge them, throwing bombs, kicking bombs, and using a jetpack for his recovery. Not only that, but Bomberman 64: The Second Attack houses numerous bombs that he could use to his disposal, like the ice bomb, wind bomb, and light bomb.
So, Bomberman is more than a versatile fighter that could easily have an entire moveset in Smash Bros. In fact, I bet that he would be one of the easiest characters to get a moveset for how much material they could use from the series. While it's not like Mega Man where he has many abilities from several games, Bomberman still has a lot to work with.
SAKURAI'S CRITERIA
Sakurai has four main criteria for Smash Bros. How does Bomberman fulfill his criteria? Let's find out.
Thanks to this link from GameFAQs
http://www.gamefaqs.com/boards/633202-/63502594
The character's inclusion must make people want to buy the game.
This is Bomberman that we are talking about here! He is one of the most famous third party characters that you can find! He has so many fans that are waiting for his appearance in a Smash Bros. game. Not only would Bomberman fans love to see him, but also Nintendo fans thanks to how close he is with Nintendo. Bomberman would help contribute sales and it could help revive the series. Once you get that trailer going for him, people are going to say, "Bomberman? He looks like a cool character! I wanna buy the game just to play as him and see what he can do!" Which leads into...
The character must be unique.
Bomberman can attack with bombs and physical attacks as well as use all sorts of power-ups from Bomberman games. He has so much that you can do with that you can make him one of the most unique characters in Smash Bros. and definitely one of the most fun. Bomberman could be so unique that people would definitely want to buy this game! I bet Sakurai can easily give Bomberman a workable moveset like he did with the Wii Fit Trainer, a character no one thought of or could even see fight. Bomberman will definitely be one of those characters that people will main in an instant and could have one of the most fun movesets in Smash history.
I know that characters like Link and Samus use bombs, but they don't use bombs extensively like Bomberman does. You cannot say, "Hey! They use bombs! No need for Bomberman!" They aren't using different types of bombs nor do they have a moveset based on bombs. Counting out Bomberman just because those two have bombs in their own moveset is rather a pathetic excuse for not wanting him in the game. Snake also has explosives, but, again, they don't match up to what Bomberman can do. Look at the Dream Mix TV World Fighters footage to see what Bomberman is capable of.
The character must fit into the style of Super Smash Bros.
3rd party characters are hard to implement to truly fit within the worlds of Smash. Bomberman could easily do this however. Looking at the aesthetic and art style of SSB4 (which might be used for future Smash games), Bomberman can easily fit in with the cartoony, bright, and colorful worlds that are present in Super Smash Bros. His art style screams classic Nintendo and would be able to fit in along side Mario, Luigi, and Link. So, I find him to be one of the most easy third party characters to fit in with the rest of the cast.
They must contribute to the game balance.
This is one that I can't properly answer as game balance is difficult to discuss. Bomberman would be a very strategic character. You have to know what kind of bombs that you want to use, whether you want to throw them or lay them, and have to worry that you don't have a certain misjudgment where you don't hurt yourself in the process. He could be a character that has good ranged attacks or a character that can fight you close quarters.
ARGUMENTS
Credit to N3ON for these.
Konami already has a character.
How did Sonic and Mega Man get in? Fan demand and popularity. Millions of people wanted to see these two in Smash Bros.
Bomberman can easily get in if his demand keeps on growing. The most wanted 3rd party newcomer was Mega Man, but that doesn't mean that Bomberman is ruled out. If there is enough noise, Bomberman will be added or at least considered by Sakurai. While Konami now owns the license, he is still a Hudson Soft character by heart. Hudson Soft is currently being re-organized by Konami and I bet that there are people in not only the Hudson division, but also the Konami division that want to see Bomberman in Smash Bros.
Also, just because Snake is in Brawl doesn't mean that he represents Konami as a whole. For example, Mega Man was put in as a Capcom representative and we eventually got Ryu as a DLC character. What this means that Bomberman might not hinder Snake getting in Smash. In fact, Bomberman and Snake could appear at the same time.
If anything, Snake is less of an issue at this point. Since Konami is going mobile, it will prove to be much harder for any Konami character to get in, Snake and Bomberman included.
Which leads me into...
Since Konami is going mobile, Bomberman will face some trouble getting in.
This is something that I can't deny, but it affects nearly all Konami characters. However, the one thing that will save Bomberman is his support.
If Bomberman has enough support then maybe, just maybe, Sakurai will see that Bomberman is a character with an infinite amount of potential.
Now, this is an argument that I honestly cannot counter completely and I have to acknowledge the fact that Konami's issues will affect his chances, but I must stress the importance of spreading the word about him. It will be the thing that will save him.
Bomberman has lost the majority of his popularity due to lack of games and lack of titles in development.
Mega Man doesn't have any games right now and the series is in a pretty dormant state. Despite this though, there are tons of Mega Man fans that begged for his inclusion in SSB4. How does this relate to Bomberman? Well, Bomberman might not have as many games coming out as before, this shouldn't hinder Bomberman by any means. Sure, it's important that we haven't seen a lot of games recently (especially when we didn't get a Wii U title), but he still has a lot of hardcore fans that are eagerly waiting for his appearance in a Smash Bros. game. A lot of people love him and want to see him succeed.
What helps blow away this argument is the release of Super Bomberman R. It might be true that Nintendo was pulling the strings and wanting Konami to make a new Bomberman game for the Switch, the game was a success. In fact, the game's launch sales in Japan were the best they have been in the franchise's history.
Here is the source for this.
This shows that there are still fans out there and there is an interest in the franchise. The sales of Super Bomberman R could convince Konami to make more Bomberman games in the future.
If Bomberman didn't get included in Brawl when he had games and popularity, why would he be included now?
Popularity and importance. Bomberman is by far one of the most popular third party characters out there and is extremely iconic. I bet if you have never heard of Bomberman, you can recognize his iconic, familiar, and cutesy design. I already established how important he is to Nintendo; he has had multiple upon multiple games that were released across Nintendo's systems and handhelds. Bomberman would not be around and be discussed about to this day without Nintendo. Sakurai has mentioned that third party characters are "special cases" that are in "leagues of their own." We have Snake and Sonic in Brawl and we currently have Sonic, Mega Man, Pac-Man, Ryu, and Cloud in this game. Is Bomberman in a league of his own? Of course! He might not be as popular as Sonic, Mega Man, Pac-Man, Ryu, or Cloud, but he is incredibly influential as those two that I think that he warrants an inclusion in Smash Bros.
He's a Nintendo all-star despite not being owned by Nintendo.
If you think that Bomberman is an unpopular candidate...
OBJECTION!
First, I should say that he is a pretty longstanding character, having a legacy that spans for many, many years. His large presence on Nintendo consoles is what also helps his case as being a popular candidate, and I have proof!
If There Were a Smash 2 Poll
According to Source Gaming, this is what the Melee poll looked like. Now, Bomberman doesn't have a significant amount of votes, most likely because the idea of 3rd party characters wouldn't come into fruition until Brawl. However, Bomberman did receive 5 votes, that's more than the 3 votes that Sonic and Mega Man both received! While this is old information, I still think it is relevant towards this discussion as it really homes in on his popularity.
As mentioned before in the previous argument, the first week sales of Super Bomberman R's release in Japan were the best in the franchise's history. Bomberman hasn't lost relevance or popularity, quite the opposite actually. Bomberman is now relevant in the mainstream again and is still very popular. I don't think the sales will go unnoticed.
MOVESETS
Xeno610's Moveset
8-peacock-8's Moveset
Neutral Special: Bomb throw/Bomb Pump
Bomberman throws a bomb if you just tap the "B" button. If you hold the "B" button Bomberman will charge the bomb and make it larger and stronger.
Forward Special: Speed Up!
Bomberman charges forward at high speeds and smashes into his opponents.
Down Special: Remote Bomb
Bomberman will set a bomb on the ground that he can detonate when you tap the "B" button.
Up Special: Jet Pack
Bomberman puts on a jet pack and flies off. (Works like Diddy's up special and has the same distance. Except it doesn't need to charge up)
Final Smash: Looie/Rooey
Bomberman gets on Rooey and rides him around the stage dropping multiple bombs on the battle field. Occasionally he'll pull out Power Bombs. (The Power Bombs have the largest range but they have a small chance of appearing.)
jaytalks's Moveset
ryuu seika's Moveset
ToothiestAura's Moveset
mibthebladefighter's Moveset
Hmmmm's Moveset
PALETTE SWAPS
Credit to Gego-Kurin from deviantART!
STAGES
8-peacock-8's Stage Ideas
POSSIBLE CHARACTER ICON
Credit to The Official Smash Bros. 4 Character Logo / Icon Database and Requests Thread!
MUSIC
BOMBERMAN BROTHERS (SUPPORTERS)
Join the Bomberman Brothers!
CLICK EITHER OPTION ON THE POLL AT THE TOP AND YOU ARE A SUPPORTER! CLICK THE NUMBER OF VOTES AFTERWARDS TO SEE WHO IS SUPPORTING!
DISCORD
https://discord.gg/fBDF6Ca
Join the Bomberman Discord and be around others who share the same support for him!
ORIGINAL POST
From what I understand, the original poster, Konami_rep, copied and pasted Bomberman's support thread from Brawl into here.
So, here is the link to the Bomberman support thread for Brawl:
http://smashboards.com/threads/the-official-bomberman-thread.124213/
You know the drill. Say that you'll support this and I'll add you to the list, make some signature icons and put them in your signature, make some random petition, spread the word, and make some movesets and I'll add yours to this post!
Please show your support for Bomberman!
Thank you!
Now enjoy this cheesy commercial that uses the Spiderman tune!
The Super Bomber Bros. campaign has moved to this Discord server. Please join us there if you want to discuss anything regarding Bomberman in Smash or help out with the campaign. Here are the social media accounts related to this:
Website
Hashtags:
#MakeBombermanPlayable
#BomberBros
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Credit to N3ON for this amazing banner!
BOMBERMAN FOR SMASH SWITCH!
Welcome to the support thread for Bomberman!
Image made by 8-peacock-8
Credit to Smashified!
BIO
Bomberman is the face of the Bomberman franchise, so of course he has appeared in numerous games. One of those games actually featured Wario and is called "Wario Blast: Featuring Bomberman!".
Here's a full list of games he has appeared in:
http://en.wikipedia.org/wiki/List_of_Bomberman_video_games
Bomberman has a multitude of genres that he has appeared in. The main games are very strategic games where you have to blast your opponent before the timer runs out. Here is gameplay footage of a typical Bomberman game:
His games are rather close on Nintendo's home consoles. His first game started on the NES and he had numerous upon numerous games on Nintendo's systems. He had 5 exclusive games on the SNES with the Super Bomberman games and 3 exclusive ones on the Nintendo 64 with the Bomberman 64 games and Bomberman Hero. He has a close relationship with Nintendo like Mega Man does and Hudson Soft was rather buddy-buddy with Nintendo. In fact, they helped develop the Mario Party games for years. Unfortunately, Hudson Soft went under and their IPs, including Bomberman, are now owned by Konami. How it affects Bomberman is something I will get to in the arguments.
Bomberman's rather close and historical relationship with Nintendo is a very good reason why he should be included in Smash Switch. He is a Nintendo all-star even though he is not owned by Nintendo. Bomberman is also quite prominent on Nintendo's consoles.
That's quite a large number of games he has. He is an important third party character. Without Nintendo, Bomberman wouldn't become as popular as he is and Bomberman is by far one of the most supportive 3rd party characters to Nintendo.And a reason he should be in is because he has had 34 games exclusive to nintendo consoles, and he has had 50+ games on nintendo consoles total
(I should also mention that he also has an anime called "Bomberman Jetters" in case you were interested.)
HOW WOULD HE FIGHT?
Very simple. He uses bombs to attack people. However, he is more than capable of physical combat. As I've stated before, he was in a fighting game called Dream Mix TV World Fighters. Here's gameplay footage of that:
He is not limited to that moveset alone. He has numerous power-ups that he could use in battle. First up, his natural abilities include setting bombs down, holding bombs to enlarge them, throwing bombs, kicking bombs, and using a jetpack for his recovery. Not only that, but Bomberman 64: The Second Attack houses numerous bombs that he could use to his disposal, like the ice bomb, wind bomb, and light bomb.
So, Bomberman is more than a versatile fighter that could easily have an entire moveset in Smash Bros. In fact, I bet that he would be one of the easiest characters to get a moveset for how much material they could use from the series. While it's not like Mega Man where he has many abilities from several games, Bomberman still has a lot to work with.
SAKURAI'S CRITERIA
Sakurai has four main criteria for Smash Bros. How does Bomberman fulfill his criteria? Let's find out.
Thanks to this link from GameFAQs
http://www.gamefaqs.com/boards/633202-/63502594
The character's inclusion must make people want to buy the game.
This is Bomberman that we are talking about here! He is one of the most famous third party characters that you can find! He has so many fans that are waiting for his appearance in a Smash Bros. game. Not only would Bomberman fans love to see him, but also Nintendo fans thanks to how close he is with Nintendo. Bomberman would help contribute sales and it could help revive the series. Once you get that trailer going for him, people are going to say, "Bomberman? He looks like a cool character! I wanna buy the game just to play as him and see what he can do!" Which leads into...
The character must be unique.
Bomberman can attack with bombs and physical attacks as well as use all sorts of power-ups from Bomberman games. He has so much that you can do with that you can make him one of the most unique characters in Smash Bros. and definitely one of the most fun. Bomberman could be so unique that people would definitely want to buy this game! I bet Sakurai can easily give Bomberman a workable moveset like he did with the Wii Fit Trainer, a character no one thought of or could even see fight. Bomberman will definitely be one of those characters that people will main in an instant and could have one of the most fun movesets in Smash history.
I know that characters like Link and Samus use bombs, but they don't use bombs extensively like Bomberman does. You cannot say, "Hey! They use bombs! No need for Bomberman!" They aren't using different types of bombs nor do they have a moveset based on bombs. Counting out Bomberman just because those two have bombs in their own moveset is rather a pathetic excuse for not wanting him in the game. Snake also has explosives, but, again, they don't match up to what Bomberman can do. Look at the Dream Mix TV World Fighters footage to see what Bomberman is capable of.
The character must fit into the style of Super Smash Bros.
3rd party characters are hard to implement to truly fit within the worlds of Smash. Bomberman could easily do this however. Looking at the aesthetic and art style of SSB4 (which might be used for future Smash games), Bomberman can easily fit in with the cartoony, bright, and colorful worlds that are present in Super Smash Bros. His art style screams classic Nintendo and would be able to fit in along side Mario, Luigi, and Link. So, I find him to be one of the most easy third party characters to fit in with the rest of the cast.
They must contribute to the game balance.
This is one that I can't properly answer as game balance is difficult to discuss. Bomberman would be a very strategic character. You have to know what kind of bombs that you want to use, whether you want to throw them or lay them, and have to worry that you don't have a certain misjudgment where you don't hurt yourself in the process. He could be a character that has good ranged attacks or a character that can fight you close quarters.
ARGUMENTS
Credit to N3ON for these.
Konami already has a character.
How did Sonic and Mega Man get in? Fan demand and popularity. Millions of people wanted to see these two in Smash Bros.
Bomberman can easily get in if his demand keeps on growing. The most wanted 3rd party newcomer was Mega Man, but that doesn't mean that Bomberman is ruled out. If there is enough noise, Bomberman will be added or at least considered by Sakurai. While Konami now owns the license, he is still a Hudson Soft character by heart. Hudson Soft is currently being re-organized by Konami and I bet that there are people in not only the Hudson division, but also the Konami division that want to see Bomberman in Smash Bros.
Also, just because Snake is in Brawl doesn't mean that he represents Konami as a whole. For example, Mega Man was put in as a Capcom representative and we eventually got Ryu as a DLC character. What this means that Bomberman might not hinder Snake getting in Smash. In fact, Bomberman and Snake could appear at the same time.
If anything, Snake is less of an issue at this point. Since Konami is going mobile, it will prove to be much harder for any Konami character to get in, Snake and Bomberman included.
Which leads me into...
Since Konami is going mobile, Bomberman will face some trouble getting in.
This is something that I can't deny, but it affects nearly all Konami characters. However, the one thing that will save Bomberman is his support.
If Bomberman has enough support then maybe, just maybe, Sakurai will see that Bomberman is a character with an infinite amount of potential.
Now, this is an argument that I honestly cannot counter completely and I have to acknowledge the fact that Konami's issues will affect his chances, but I must stress the importance of spreading the word about him. It will be the thing that will save him.
Bomberman has lost the majority of his popularity due to lack of games and lack of titles in development.
Mega Man doesn't have any games right now and the series is in a pretty dormant state. Despite this though, there are tons of Mega Man fans that begged for his inclusion in SSB4. How does this relate to Bomberman? Well, Bomberman might not have as many games coming out as before, this shouldn't hinder Bomberman by any means. Sure, it's important that we haven't seen a lot of games recently (especially when we didn't get a Wii U title), but he still has a lot of hardcore fans that are eagerly waiting for his appearance in a Smash Bros. game. A lot of people love him and want to see him succeed.
What helps blow away this argument is the release of Super Bomberman R. It might be true that Nintendo was pulling the strings and wanting Konami to make a new Bomberman game for the Switch, the game was a success. In fact, the game's launch sales in Japan were the best they have been in the franchise's history.
Here is the source for this.
This shows that there are still fans out there and there is an interest in the franchise. The sales of Super Bomberman R could convince Konami to make more Bomberman games in the future.
If Bomberman didn't get included in Brawl when he had games and popularity, why would he be included now?
Popularity and importance. Bomberman is by far one of the most popular third party characters out there and is extremely iconic. I bet if you have never heard of Bomberman, you can recognize his iconic, familiar, and cutesy design. I already established how important he is to Nintendo; he has had multiple upon multiple games that were released across Nintendo's systems and handhelds. Bomberman would not be around and be discussed about to this day without Nintendo. Sakurai has mentioned that third party characters are "special cases" that are in "leagues of their own." We have Snake and Sonic in Brawl and we currently have Sonic, Mega Man, Pac-Man, Ryu, and Cloud in this game. Is Bomberman in a league of his own? Of course! He might not be as popular as Sonic, Mega Man, Pac-Man, Ryu, or Cloud, but he is incredibly influential as those two that I think that he warrants an inclusion in Smash Bros.
He's a Nintendo all-star despite not being owned by Nintendo.
If you think that Bomberman is an unpopular candidate...
OBJECTION!
First, I should say that he is a pretty longstanding character, having a legacy that spans for many, many years. His large presence on Nintendo consoles is what also helps his case as being a popular candidate, and I have proof!
If There Were a Smash 2 Poll
According to Source Gaming, this is what the Melee poll looked like. Now, Bomberman doesn't have a significant amount of votes, most likely because the idea of 3rd party characters wouldn't come into fruition until Brawl. However, Bomberman did receive 5 votes, that's more than the 3 votes that Sonic and Mega Man both received! While this is old information, I still think it is relevant towards this discussion as it really homes in on his popularity.
As mentioned before in the previous argument, the first week sales of Super Bomberman R's release in Japan were the best in the franchise's history. Bomberman hasn't lost relevance or popularity, quite the opposite actually. Bomberman is now relevant in the mainstream again and is still very popular. I don't think the sales will go unnoticed.
MOVESETS
Xeno610's Moveset
Neutral Special: Bomb Throw: Bomberman would throw a bomb. It would cause decent knock back and it has some range. If you hold the special move button down, you can hold the bomb and it will get bigger. This will, in turn, cause a better explosion, but the throwing range is worse. Not only that, but the time to detonate the bomb becomes longer and other players can pick it up; the bomb could be as heavy as a barrel or crate. This is a mostly high risk and high reward move if you decide to make the bomb bigger and it's rather situational.
Side Special: Bomb Lay: Bomberman leaves a trail of bombs on the ground. As you run and tap the special move button, Bomberman would lay a bomb on the ground; you can leave up to as many as 3 bombs as possible. It can be used in the air, but the bomb goes straight down. You can hold these bombs and make them bigger. The bombs don't explode on impact and take 5 seconds to detonate.
Down Special: Bomb Kick: Bomberman kicks a bomb towards an opponent. When the bomb hits an opponent before it explodes, it will cause minimal damage and even stun them for a bit. However, the opponent can also pick up and throw the bomb. You can make these bombs bigger. This is a power-up Bomberman can get in numerous games.
Up Special: Jetpack: Bomberman has to charge up his jetpack and then go high into the sky! It causes some damage, but it's mainly used as a recovery. It works much like Diddy Kong's Rocketbarrel Boost as you need to charge it to get maximum height. This move originated from Bomberman Blast.
Final Smash: Light Bomb: This bomb appeared in Bomberman 64: The Second Attack. The mechanics of the bomb work differently than it did in that game. Bomberman would detonate the bomb and the explosion follows wherever Bomberman goes. Those caught in the blast radius will not be able to get out until the Final Smash is done; the attack is essentially a moving version of Ho-Oh's attack. Bomberman is also invincible during this time. The Final Smash ends after 10 seconds.
Side Special: Bomb Lay: Bomberman leaves a trail of bombs on the ground. As you run and tap the special move button, Bomberman would lay a bomb on the ground; you can leave up to as many as 3 bombs as possible. It can be used in the air, but the bomb goes straight down. You can hold these bombs and make them bigger. The bombs don't explode on impact and take 5 seconds to detonate.
Down Special: Bomb Kick: Bomberman kicks a bomb towards an opponent. When the bomb hits an opponent before it explodes, it will cause minimal damage and even stun them for a bit. However, the opponent can also pick up and throw the bomb. You can make these bombs bigger. This is a power-up Bomberman can get in numerous games.
Up Special: Jetpack: Bomberman has to charge up his jetpack and then go high into the sky! It causes some damage, but it's mainly used as a recovery. It works much like Diddy Kong's Rocketbarrel Boost as you need to charge it to get maximum height. This move originated from Bomberman Blast.
Final Smash: Light Bomb: This bomb appeared in Bomberman 64: The Second Attack. The mechanics of the bomb work differently than it did in that game. Bomberman would detonate the bomb and the explosion follows wherever Bomberman goes. Those caught in the blast radius will not be able to get out until the Final Smash is done; the attack is essentially a moving version of Ho-Oh's attack. Bomberman is also invincible during this time. The Final Smash ends after 10 seconds.
8-peacock-8's Moveset
Neutral Special: Bomb throw/Bomb Pump
Bomberman throws a bomb if you just tap the "B" button. If you hold the "B" button Bomberman will charge the bomb and make it larger and stronger.
Forward Special: Speed Up!
Bomberman charges forward at high speeds and smashes into his opponents.
Down Special: Remote Bomb
Bomberman will set a bomb on the ground that he can detonate when you tap the "B" button.
Up Special: Jet Pack
Bomberman puts on a jet pack and flies off. (Works like Diddy's up special and has the same distance. Except it doesn't need to charge up)
Bomberman gets on Rooey and rides him around the stage dropping multiple bombs on the battle field. Occasionally he'll pull out Power Bombs. (The Power Bombs have the largest range but they have a small chance of appearing.)
jaytalks's Moveset
Bomberman can create a maximum of three bombs at a time.
A - Bomb (creates Bomb, holds in hand). Small damage with creation.
A - (While holding bomb) Throws bomb, no explosion until fuse ignites.
A tilt - Throw Bomb farther (explosion)
A while running - Leave Bomb behind while doing a shove motion in front.
A tilt - Throw Bomb up (explosion
A down - Kick. Can kick bombs on the ground to make the explode.
A down (while holding a bomb) roll bomb.
Special:
Neutral: (no bomb) Boxing Glove Punch (Can knock away projectiles)
Neutral: (bomb) Pump it up! Enlarges bomb. The larger the bomb, the hard to throw.
Forward: (no bomb) Side Rocket
Foward: (bomb) Throw bomb farthest
Up: Rocket (drops bomb if holding it.
Down: Remote bomb (created). Do the command once more to drop. Drops regular bombs if created.
Smash attacks:
A up (while holding a bomb): Mega explosion. Throws bomb up, creating large than normal explosion.
A up: Miniture explosion. Use minature bomb to create an explosion in his hand.
A forward: (while holding a bomb): Mega explosion. Throws bomb forward, creating large than normal explosion.
A forward: Miniture explosion. Use minature bomb to create an explosion in one his hand, like Mario.
A down (while holding a bomb): Mega explosion. rolls bomb on the ground, creating large than normal explosion.
A down: Kick fest: Does a spinning kick that launches opponent or any bombs around him.
Aerial Attacks:
If holding bomb
A Throw
A foward: far throw
A up: Up bomb throw
A down: Lower bomb throw
No bomb
A: Create bomb
A : Kick
A Kick flip
A: Double kick toward ground.
Throws:
Nothing special about throws
Final Smash:
Bombs Away! (Bomberman sudden death mode)
Bombs are dropped from the sky. Bomberman turns into a ghost and can jump on any of his opponent to control their movement for a short time. From Bomberman 64.
A - Bomb (creates Bomb, holds in hand). Small damage with creation.
A - (While holding bomb) Throws bomb, no explosion until fuse ignites.
A tilt - Throw Bomb farther (explosion)
A while running - Leave Bomb behind while doing a shove motion in front.
A tilt - Throw Bomb up (explosion
A down - Kick. Can kick bombs on the ground to make the explode.
A down (while holding a bomb) roll bomb.
Special:
Neutral: (no bomb) Boxing Glove Punch (Can knock away projectiles)
Neutral: (bomb) Pump it up! Enlarges bomb. The larger the bomb, the hard to throw.
Forward: (no bomb) Side Rocket
Foward: (bomb) Throw bomb farthest
Up: Rocket (drops bomb if holding it.
Down: Remote bomb (created). Do the command once more to drop. Drops regular bombs if created.
Smash attacks:
A up (while holding a bomb): Mega explosion. Throws bomb up, creating large than normal explosion.
A up: Miniture explosion. Use minature bomb to create an explosion in his hand.
A forward: (while holding a bomb): Mega explosion. Throws bomb forward, creating large than normal explosion.
A forward: Miniture explosion. Use minature bomb to create an explosion in one his hand, like Mario.
A down (while holding a bomb): Mega explosion. rolls bomb on the ground, creating large than normal explosion.
A down: Kick fest: Does a spinning kick that launches opponent or any bombs around him.
Aerial Attacks:
If holding bomb
A Throw
A foward: far throw
A up: Up bomb throw
A down: Lower bomb throw
No bomb
A: Create bomb
A : Kick
A Kick flip
A: Double kick toward ground.
Throws:
Nothing special about throws
Final Smash:
Bombs Away! (Bomberman sudden death mode)
Bombs are dropped from the sky. Bomberman turns into a ghost and can jump on any of his opponent to control their movement for a short time. From Bomberman 64.
ryuu seika's Moveset
Jump - Hero Leap: The zero gravity style Bomberman Hero jumps which make him floaty on the way up, allowing him to still drop bombs on people without getting caught in them.
Up B - Bomber Jet: Bomberman's rocket pack appears and carries him upwards about 1.5x his own height. During this action, he can be tilted up to 25 degrees in either direction but sadly, bombs cannot be used ¹. On contact with another player, the rockets will explode for small-medium damage and knockback, not harming Bomberman but ending the move. This will also happen if he is attacked, blocking the hit but making him fall.
Forward B - Bomber Skates: Bomberman grabs a small roller skate iconned square from some hidden pocket and suddenly he has skates. They carry him forward at alarming speed, during which time he cannot stop but has his fall speed halved. He will only travel about 2 stagebuilder block lengths before the move ends but, during this time, he will pass through anything but solid objects, impervious to any obstacles below, doing small-medium damage to anyone he passes through, voiding any pitfall traps and instantly triggering any explosives with no harm to himself. Furthermore, if he collides with a foe at the very end of this motion, he will do fairly large knockback, as opposed to the regular, flinching variety. Be careful with this move though, it's easy to fall off the stage and getting hit in the head will result in the character being downed.
Neutral B - Bomb Toss: If there is a grabbable item infront of him, Bomberman will pick it up, otherwise the move will spawn a bomb for him. After a charging period, the item, whatever it may be, will be thrown in an arc and destroyed on contact. This means explosions if it's a bomb. Since it involves an item, however, the move may be stopped with a well timed grab or, more interestingly, it could potentially go infinite with two bombermen ² and a non-bomb item.
Now for the charge. While Bomberman's bombs and links are pretty much the same (maybe even interchangeable, who knows), Bomberman has the ability to pump his up. This is done by holding the button down during this special item throwing move. You see, rather than affecting the damage and knockback properties of the move itself, the charge comes in 3 stages. Un/barely charged leaves the bomb as is, merely pausing the countdown for the brief period in which Bomberman is holding it. Partially charged replaces the bomb entirely, giving him a bigger, better one (countdown reset). Greatly charged pumps it up to full strength, again, replacing the medium bomb. The new item has a P on it just because. These bomb changes affect both knockback, damage and range of the explosion. Medium bombs, if caught and used for this move, will only change when the pumped up bomb would otherwise be produced.
With each charge stage, the item trajectory will change to mimic the way bomb weight affects his throw in the games. Note that this will happen regardless of what item the white bomber is actually holding. Finally, fully charging the move will cause whatever item he has to glow red and be thrown immediately, with a distance a tiny bit further than that of the normal pumped up bomb throw but not really worth the extra wait.
Down B - Bomb Drop: Bomberman will spawn a bomb that is much like (or perhaps even the same as) Link's. If he is on the ground, he will literally lay it, otherwise he will go into a sitting pose and have it appear in his hands, only for him to drop it as he restraightens his little bomber legs. Either way, it is a quick move, with the aerial version being just a tad slower.
Dash Attack - Line Bomb: Bomberman drops from his dash into a slide kick. This doesn't detract from his body height as much as some characters (he doesn't angle as low) so it's not particularly safe and it doesn't keep characters away from him since it has no knockback and only minor damage. If you have two bombs out, the move ends here. Next, a bomb drops just behind the character's head. Don't worry, the move makes him immune to bombs and the drop will cause the move to continue a little longer. Now, once the bomb has gone just over half way to the ground, we reach the second end point. If Bomberman has two bombs out now, the move will end, though the bomb already dropped will continue to fall. Finally, we get to the full move. A second bomb will drop and, since all of these bombs will explode the instant they touch the ground, Bomberman can even spawn a third before the move ends, carry on his kick until the second hits ground.
Regardless of where the move ends, there will be a couple of frames where a perfectly spaced use can hit for actual knockback before the vulnerable standing up animation. This is unlikely to be allowed to hit by the opponent but, should it do so, Bomberman will do little damage or knockback on the first ending, a tiny bit more damage and a decent amount of knockback on the second or a larger but still pitiful amount of damage on the third, accompanied by potentially fatal knockback. This will all occur at roughly 40 degrees upward from horizontal.
Note that, as items, these bombs may be grabbed and thrown back at the character, though they will not hurt him until the vulnerable ending animation.
Up Smash - Power Upper: Quite frankly, I have no idea where this move comes from but it appears to be a moveset staple in that other fighting game you linked video of so here goes.
Bomberman drops into a slight crouch, pulling his fist back and entering a charging state where his hand will glow with some sort of energy, as well as turning bluer over time. After the charge, he will perform a powerful uppercut with a slight leap to it, though the move cannot end while he's in the air so this is only for effect. Its damage and knockback aren't bad and scale with the charge but nor are they as great as many other U smashes. This move will not kill at decent percents by itself. So, what's special about this move that makes it viable? It has a hitbox below the actual attack that will drag players and even items up into it. This both means it can be used over a ledge to edgeguard at the high percents where the knockback might be fatal and, more importantly, to fling bombs. U smash to D special to U smash, while not guaranteed to hit if your opponent has good horizontal movement, is a powerful tactic.
Forward Smash - Bomb Kick: A simple, chargeable kick with absolutely no bend to the leg at any point. Its damage is ok and its knockback is mediocre, with the angle varying based on the point of contact. These features get better with charge but are never amazing. The hitstun is ok but the end time isn't great, making its primary use the ability to interact with items. Items will receive greater knockback than characters from this move and, unlike with characters, this move cannot launch them off the stage. Charge time will effect the speed with which they travel.
Down Smash - Block: Contrary to what its name might imply, this is not a counter move. It does have defensive use but such use requires strategic planning, as you will soon see.
To start the move, Bomberman spins and, while doing so, drops to one knee, facing towards or away from the camera. As this motion nears its end, he pushes outward with both hands and blocks like those seen in his multiplayer stages come to his aid, working a lot like Olimar's pikmin do in his down smash. They are roughly the same size as his bombs but are not grabbable or left lying around. They vanish as the move ends and, while their range will depend slightly on the charge, their damage and knockback will not, since they push rather than fire enemies. The blocks may also be broken if hit, either by an item or by another player. When this happens they will not reappear if the move is used again with a time window of, oh, I don't know, 12 seconds? During the last few seconds, however, that dust puff signifying a block spawn will show as a visual effect. It may also spawn an item (~35% chance) when broken. Should it do so, a clever opponent will get first dibs on it if nearby since Bomberman has to finish the move before he can pick it up but, with clever placement of bombs, our hero can use this item spawning to his advantage, trading off part of his defence for a potential game changer.
When one or both blocks are missing, this move has a much shorter range and that nolonger scales with knockback. His body is now exposed and, while his hands do fairly large damage and knockback (charge based), they have a tiny hitbox that is often beaten out by other things. They can also shove items but, with the superior "Bomb Kick" in his arsenal, that isn't really a practical application for Bomberman.
Up Tilt - Lightning Card: Bomberman pulls a dark purple card marked with a yellow lightning bolt from his belt and swipes it upwards before charging it with electricity above his head in a pose reminiscent of that from the Jetters anime. The card is only slightly larger than Bomberman's hand and during the swipe it will hit for 2% and a tiny amount of upward knockback which won't even come close to killing at 300%. After that, it will spark 3 times, dealing 1% each but stunning for an unusually long time. No knockback on these hits though and the whole move has small hitboxes that make it somewhat unsafe.
Forward Tilt - Magnet Swipe: Based loosely on Magnet Bomber's design and special move, this attack is a fairly basic swipe with one subtle difference. Because he holds a classic blue and red horseshoe magnet during it, this move will pull any item in a direct line infront of it towards bomberman slightly.
This allows the move to combo into a Bomb Kick more easily or drag bombs into range of enemies who try to run from his attacks, as well as enabling Bomberman to grab other items without having to leave his vantage point.
It's not strong and it's not particularly quick but it has utility all the same.
Down Tilt - Remote Bomb: Bomberman, in his crouched state, quickly whips out a silver remote control, potentially hitting with it for tiny damage and flinching knockback. It has only one button on it, big and red. He pushes this and the end of the aerial electrifies, doing slightly more damage and a good bit of hitstun. These hitboxes are tiny so the move alone isn't much use. More importantly though, this causes every one of Bomberman's bombs to detonate immediately. A surprise tactic with great potential effect.
Forward Air - Fuse Lighter: Pausing his fall for a moment, Bomberman quickly performs a spin which transitions into a straight, right handed jab. This move has noticeable startup time due to him having to rotate the full 360 degrees before its hitbox comes out but makes up for this weakness with very little ending or landing lag. Sadly, this isn't the only weakness of the move, however, as the jab's hitbox is no taller than Bomberman's hand width, leaving him massively exposed for its entire duration. There is more to it than meets the eye though. Like with Luigi's super jump punch, this move has two modes and, should the punch fail to connect, a burst of flame roughly twice Bomberman's hand size will travel a further 0.4 times his height as a projectile. It will only do roughly 5% damage and minor knockback, much like the rest of the move in this form, but it makes for a much more certain projectile than any bombs. To trigger the second mode, an enemy, item or breakable object must be within the arm's range when it starts to move towards the end of the spin. In this instance, the arm itself will still do ~5% and low knockback but the fist, when fully extended, will hit for more than double, making it a potential kill move even. As you may have noticed though, this mode is not just triggered by players, it is also intended to launch items, especially bombs.
Neutral Air - Self Destruct: Bomberman quickly presses a hitherto unseen button on his belt and an explosion emanates from the centre of his hurtbox, soon reaching 1.2 times his height in radius. This move has very little startup time but a carefully spaced move could potentially still hit Bomberman during the first few frames, before the explosion has completely encased him. There is also very little after lag, which, combined with the pretty good but rarely fatal radial knockback, would make this an insanely safe move. There is just one problem. It hurts both players equally. That's right, this move will damage both players for roughly nine percent, putting Bomberman at a significant disadvantage if he misses and so reducing its use to a last ditch "get off me!" attack.
Down Air - Super Spike: Bomberman quickly brings his arms together infront of him, bent ever so slightly, so that he can perform a powerful straight downward volleyball spike. This is a move I have associated with the character for a long time, yet I don't know if it was ever even on box art.
This attack will increase Bomberman's fall speed by about half and, like Sonic's Down Air, it will not end without making contact, making it potentially fatal for the user. It has pretty poor landing lag and even worse if it doesn't connect before landing but is a powerful meteor smash with early kill potential. It will do around 18% damage but, like most of Bomberman's moveset, it is also designed to interact with his bombs, causing any item he hits to travel downward increadibly fast and tripling the damage of explosions, which will occur instantly if hit bombs connect with an enemy.
Be careful though, this move will only hit infront of the user.
Grab: Bomberman performs a rather generic sweeping hand motion to grab his foe, then lifts them upward slightly like he does his bombs when pumping them. This loosely resembles Ganondorf's end to his forward special. Smaller characters will be lifted off their feet by this move, while larger ones not, causing a bit of discrepency between how characters escape.
Pummel - Fist Pump: Sadly nothing more than a small, piston-like fist motion that deals ~2% damage per hit. Pretty generic but is symbolic of bomb pumping still.
Up Throw - Flip Kick: Bomberman throws his opponent upwards and performs a backflip to kick them a mere moments after they leave his hands. This move is his quickest throw and has next to no ending lag but that has little relevance outside of teams and free for alls. Does ~7% damage and decent knockback at a 5 degree backwards angle, killing at around 150%.
Forward Throw - Earthquaker: This time Bomberman performs his throw backhanded, chucking the foe to the ground and dropping to his non-existant knees to punch them, doing ~7% damage and summoning a small murder of crows to carry them away. the distance they travel is a set ~1.8 stagebuilder blocks forwards and ~0.7 up before dissapearing, giving this throw an unusally fixed amount of knockback that simply will not kill on non-walk off stages. As the crows go, they will peck 4 times for ~2% percent each.
Down Throw - Marine Bomb: Letting go of his enemy, Bomberman quickly places light blue bombs beneath them which equally quickly explode with water, doing around 12% damage and chucking his foe sky high in a maelstrom torrent that will kill at about 120%.
Final Smash - Danger Cannon: A large cannon rises from the bottom of the screen until the operational section's base rests just above the stage in the background. The sound it makes is that of the cannon's emergence in Super Mario 64 but, make no mistake, this is not that cannon. This cannon's appearance is styled after those in the multiplayer of various games such as Bomberman Generations. Once it has fully risen, Bomberman will hop stylishly from the stage into the turret seat, then angling it up towards the top of the screen and every bomb he has placed will go off immediately. From here, the player may control the crosshair's left/right location before pressing any button to shoot. This will launch two middle-sized bombs in rapid succession, only for them to combine at the top of their arc into a Dangerous Bomb. This is a bomb roughly 4.5 times the diameter of Bomberman's standard bombs with a skull across the front and it falls slowly indeed. On the off chance that it collides with a player, they will take medium damage and huge knockback. More importantly, though, the eye sockets of the bomb will glow when it makes contact with the stage, signalling the imminent explosion. When this happens, a pulse of fire about 1.5 Bomberman widths long and 0.8 widths wide will be sent out in all 4 directions from the middle of the bomb, trailing an aftereffect in the air and shooting out a new pulse at a right angle to the first approximately once every stagebuilder block width. Note that these new pulses will not spawn more since to do so would be unnecessary to produce the desired crosshatched pattern of a traditional Bomberman level. These pulses don't move too fast but they're faster than the bomb was and will change play across the entire stage when in effect. If a player is hit by them, they will take massive damage and medium knockback in the direction of the pulse, making sure they are lined up to be hit by it again and potentially pushing them all the way past the stage's blast zones. Once all the fire pulses have cleared the screen, the afterimage fades away and Bomberman hops back to his previous position on the stage, cannon sinking back down behind him.
Extra Note: Any one Bomberman may not have more than 2 bombs out at any one time ³. Attempting to spawn another will instead spawn a small puff of grey dust, as it does in some Bomberman games. This is not, in any way, to be considered a fart.
The bomb kick and similar would be a result of his non-special moves being used on the bomb spawned by the Bomb Drop.
¹ No, he doesn't use bombs with the jet in game, those are actually the same torpedoes he has in the Bomber Sub.
² Bomber Kirby is not a viable bomberman substitute since his lower shoulder height drastically affects the range of the move.
³ 2 because it is what Diddy is limited to with his bananas and also because, in games where he has more than one bomb to start, it is the lower limit for Bomberman's bomb capacity.
Up B - Bomber Jet: Bomberman's rocket pack appears and carries him upwards about 1.5x his own height. During this action, he can be tilted up to 25 degrees in either direction but sadly, bombs cannot be used ¹. On contact with another player, the rockets will explode for small-medium damage and knockback, not harming Bomberman but ending the move. This will also happen if he is attacked, blocking the hit but making him fall.
Forward B - Bomber Skates: Bomberman grabs a small roller skate iconned square from some hidden pocket and suddenly he has skates. They carry him forward at alarming speed, during which time he cannot stop but has his fall speed halved. He will only travel about 2 stagebuilder block lengths before the move ends but, during this time, he will pass through anything but solid objects, impervious to any obstacles below, doing small-medium damage to anyone he passes through, voiding any pitfall traps and instantly triggering any explosives with no harm to himself. Furthermore, if he collides with a foe at the very end of this motion, he will do fairly large knockback, as opposed to the regular, flinching variety. Be careful with this move though, it's easy to fall off the stage and getting hit in the head will result in the character being downed.
Neutral B - Bomb Toss: If there is a grabbable item infront of him, Bomberman will pick it up, otherwise the move will spawn a bomb for him. After a charging period, the item, whatever it may be, will be thrown in an arc and destroyed on contact. This means explosions if it's a bomb. Since it involves an item, however, the move may be stopped with a well timed grab or, more interestingly, it could potentially go infinite with two bombermen ² and a non-bomb item.
Now for the charge. While Bomberman's bombs and links are pretty much the same (maybe even interchangeable, who knows), Bomberman has the ability to pump his up. This is done by holding the button down during this special item throwing move. You see, rather than affecting the damage and knockback properties of the move itself, the charge comes in 3 stages. Un/barely charged leaves the bomb as is, merely pausing the countdown for the brief period in which Bomberman is holding it. Partially charged replaces the bomb entirely, giving him a bigger, better one (countdown reset). Greatly charged pumps it up to full strength, again, replacing the medium bomb. The new item has a P on it just because. These bomb changes affect both knockback, damage and range of the explosion. Medium bombs, if caught and used for this move, will only change when the pumped up bomb would otherwise be produced.
With each charge stage, the item trajectory will change to mimic the way bomb weight affects his throw in the games. Note that this will happen regardless of what item the white bomber is actually holding. Finally, fully charging the move will cause whatever item he has to glow red and be thrown immediately, with a distance a tiny bit further than that of the normal pumped up bomb throw but not really worth the extra wait.
Down B - Bomb Drop: Bomberman will spawn a bomb that is much like (or perhaps even the same as) Link's. If he is on the ground, he will literally lay it, otherwise he will go into a sitting pose and have it appear in his hands, only for him to drop it as he restraightens his little bomber legs. Either way, it is a quick move, with the aerial version being just a tad slower.
Dash Attack - Line Bomb: Bomberman drops from his dash into a slide kick. This doesn't detract from his body height as much as some characters (he doesn't angle as low) so it's not particularly safe and it doesn't keep characters away from him since it has no knockback and only minor damage. If you have two bombs out, the move ends here. Next, a bomb drops just behind the character's head. Don't worry, the move makes him immune to bombs and the drop will cause the move to continue a little longer. Now, once the bomb has gone just over half way to the ground, we reach the second end point. If Bomberman has two bombs out now, the move will end, though the bomb already dropped will continue to fall. Finally, we get to the full move. A second bomb will drop and, since all of these bombs will explode the instant they touch the ground, Bomberman can even spawn a third before the move ends, carry on his kick until the second hits ground.
Regardless of where the move ends, there will be a couple of frames where a perfectly spaced use can hit for actual knockback before the vulnerable standing up animation. This is unlikely to be allowed to hit by the opponent but, should it do so, Bomberman will do little damage or knockback on the first ending, a tiny bit more damage and a decent amount of knockback on the second or a larger but still pitiful amount of damage on the third, accompanied by potentially fatal knockback. This will all occur at roughly 40 degrees upward from horizontal.
Note that, as items, these bombs may be grabbed and thrown back at the character, though they will not hurt him until the vulnerable ending animation.
Up Smash - Power Upper: Quite frankly, I have no idea where this move comes from but it appears to be a moveset staple in that other fighting game you linked video of so here goes.
Bomberman drops into a slight crouch, pulling his fist back and entering a charging state where his hand will glow with some sort of energy, as well as turning bluer over time. After the charge, he will perform a powerful uppercut with a slight leap to it, though the move cannot end while he's in the air so this is only for effect. Its damage and knockback aren't bad and scale with the charge but nor are they as great as many other U smashes. This move will not kill at decent percents by itself. So, what's special about this move that makes it viable? It has a hitbox below the actual attack that will drag players and even items up into it. This both means it can be used over a ledge to edgeguard at the high percents where the knockback might be fatal and, more importantly, to fling bombs. U smash to D special to U smash, while not guaranteed to hit if your opponent has good horizontal movement, is a powerful tactic.
Forward Smash - Bomb Kick: A simple, chargeable kick with absolutely no bend to the leg at any point. Its damage is ok and its knockback is mediocre, with the angle varying based on the point of contact. These features get better with charge but are never amazing. The hitstun is ok but the end time isn't great, making its primary use the ability to interact with items. Items will receive greater knockback than characters from this move and, unlike with characters, this move cannot launch them off the stage. Charge time will effect the speed with which they travel.
Down Smash - Block: Contrary to what its name might imply, this is not a counter move. It does have defensive use but such use requires strategic planning, as you will soon see.
To start the move, Bomberman spins and, while doing so, drops to one knee, facing towards or away from the camera. As this motion nears its end, he pushes outward with both hands and blocks like those seen in his multiplayer stages come to his aid, working a lot like Olimar's pikmin do in his down smash. They are roughly the same size as his bombs but are not grabbable or left lying around. They vanish as the move ends and, while their range will depend slightly on the charge, their damage and knockback will not, since they push rather than fire enemies. The blocks may also be broken if hit, either by an item or by another player. When this happens they will not reappear if the move is used again with a time window of, oh, I don't know, 12 seconds? During the last few seconds, however, that dust puff signifying a block spawn will show as a visual effect. It may also spawn an item (~35% chance) when broken. Should it do so, a clever opponent will get first dibs on it if nearby since Bomberman has to finish the move before he can pick it up but, with clever placement of bombs, our hero can use this item spawning to his advantage, trading off part of his defence for a potential game changer.
When one or both blocks are missing, this move has a much shorter range and that nolonger scales with knockback. His body is now exposed and, while his hands do fairly large damage and knockback (charge based), they have a tiny hitbox that is often beaten out by other things. They can also shove items but, with the superior "Bomb Kick" in his arsenal, that isn't really a practical application for Bomberman.
Up Tilt - Lightning Card: Bomberman pulls a dark purple card marked with a yellow lightning bolt from his belt and swipes it upwards before charging it with electricity above his head in a pose reminiscent of that from the Jetters anime. The card is only slightly larger than Bomberman's hand and during the swipe it will hit for 2% and a tiny amount of upward knockback which won't even come close to killing at 300%. After that, it will spark 3 times, dealing 1% each but stunning for an unusually long time. No knockback on these hits though and the whole move has small hitboxes that make it somewhat unsafe.
Forward Tilt - Magnet Swipe: Based loosely on Magnet Bomber's design and special move, this attack is a fairly basic swipe with one subtle difference. Because he holds a classic blue and red horseshoe magnet during it, this move will pull any item in a direct line infront of it towards bomberman slightly.
This allows the move to combo into a Bomb Kick more easily or drag bombs into range of enemies who try to run from his attacks, as well as enabling Bomberman to grab other items without having to leave his vantage point.
It's not strong and it's not particularly quick but it has utility all the same.
Down Tilt - Remote Bomb: Bomberman, in his crouched state, quickly whips out a silver remote control, potentially hitting with it for tiny damage and flinching knockback. It has only one button on it, big and red. He pushes this and the end of the aerial electrifies, doing slightly more damage and a good bit of hitstun. These hitboxes are tiny so the move alone isn't much use. More importantly though, this causes every one of Bomberman's bombs to detonate immediately. A surprise tactic with great potential effect.
Forward Air - Fuse Lighter: Pausing his fall for a moment, Bomberman quickly performs a spin which transitions into a straight, right handed jab. This move has noticeable startup time due to him having to rotate the full 360 degrees before its hitbox comes out but makes up for this weakness with very little ending or landing lag. Sadly, this isn't the only weakness of the move, however, as the jab's hitbox is no taller than Bomberman's hand width, leaving him massively exposed for its entire duration. There is more to it than meets the eye though. Like with Luigi's super jump punch, this move has two modes and, should the punch fail to connect, a burst of flame roughly twice Bomberman's hand size will travel a further 0.4 times his height as a projectile. It will only do roughly 5% damage and minor knockback, much like the rest of the move in this form, but it makes for a much more certain projectile than any bombs. To trigger the second mode, an enemy, item or breakable object must be within the arm's range when it starts to move towards the end of the spin. In this instance, the arm itself will still do ~5% and low knockback but the fist, when fully extended, will hit for more than double, making it a potential kill move even. As you may have noticed though, this mode is not just triggered by players, it is also intended to launch items, especially bombs.
Neutral Air - Self Destruct: Bomberman quickly presses a hitherto unseen button on his belt and an explosion emanates from the centre of his hurtbox, soon reaching 1.2 times his height in radius. This move has very little startup time but a carefully spaced move could potentially still hit Bomberman during the first few frames, before the explosion has completely encased him. There is also very little after lag, which, combined with the pretty good but rarely fatal radial knockback, would make this an insanely safe move. There is just one problem. It hurts both players equally. That's right, this move will damage both players for roughly nine percent, putting Bomberman at a significant disadvantage if he misses and so reducing its use to a last ditch "get off me!" attack.
Down Air - Super Spike: Bomberman quickly brings his arms together infront of him, bent ever so slightly, so that he can perform a powerful straight downward volleyball spike. This is a move I have associated with the character for a long time, yet I don't know if it was ever even on box art.
This attack will increase Bomberman's fall speed by about half and, like Sonic's Down Air, it will not end without making contact, making it potentially fatal for the user. It has pretty poor landing lag and even worse if it doesn't connect before landing but is a powerful meteor smash with early kill potential. It will do around 18% damage but, like most of Bomberman's moveset, it is also designed to interact with his bombs, causing any item he hits to travel downward increadibly fast and tripling the damage of explosions, which will occur instantly if hit bombs connect with an enemy.
Be careful though, this move will only hit infront of the user.
Grab: Bomberman performs a rather generic sweeping hand motion to grab his foe, then lifts them upward slightly like he does his bombs when pumping them. This loosely resembles Ganondorf's end to his forward special. Smaller characters will be lifted off their feet by this move, while larger ones not, causing a bit of discrepency between how characters escape.
Pummel - Fist Pump: Sadly nothing more than a small, piston-like fist motion that deals ~2% damage per hit. Pretty generic but is symbolic of bomb pumping still.
Up Throw - Flip Kick: Bomberman throws his opponent upwards and performs a backflip to kick them a mere moments after they leave his hands. This move is his quickest throw and has next to no ending lag but that has little relevance outside of teams and free for alls. Does ~7% damage and decent knockback at a 5 degree backwards angle, killing at around 150%.
Forward Throw - Earthquaker: This time Bomberman performs his throw backhanded, chucking the foe to the ground and dropping to his non-existant knees to punch them, doing ~7% damage and summoning a small murder of crows to carry them away. the distance they travel is a set ~1.8 stagebuilder blocks forwards and ~0.7 up before dissapearing, giving this throw an unusally fixed amount of knockback that simply will not kill on non-walk off stages. As the crows go, they will peck 4 times for ~2% percent each.
Down Throw - Marine Bomb: Letting go of his enemy, Bomberman quickly places light blue bombs beneath them which equally quickly explode with water, doing around 12% damage and chucking his foe sky high in a maelstrom torrent that will kill at about 120%.
Final Smash - Danger Cannon: A large cannon rises from the bottom of the screen until the operational section's base rests just above the stage in the background. The sound it makes is that of the cannon's emergence in Super Mario 64 but, make no mistake, this is not that cannon. This cannon's appearance is styled after those in the multiplayer of various games such as Bomberman Generations. Once it has fully risen, Bomberman will hop stylishly from the stage into the turret seat, then angling it up towards the top of the screen and every bomb he has placed will go off immediately. From here, the player may control the crosshair's left/right location before pressing any button to shoot. This will launch two middle-sized bombs in rapid succession, only for them to combine at the top of their arc into a Dangerous Bomb. This is a bomb roughly 4.5 times the diameter of Bomberman's standard bombs with a skull across the front and it falls slowly indeed. On the off chance that it collides with a player, they will take medium damage and huge knockback. More importantly, though, the eye sockets of the bomb will glow when it makes contact with the stage, signalling the imminent explosion. When this happens, a pulse of fire about 1.5 Bomberman widths long and 0.8 widths wide will be sent out in all 4 directions from the middle of the bomb, trailing an aftereffect in the air and shooting out a new pulse at a right angle to the first approximately once every stagebuilder block width. Note that these new pulses will not spawn more since to do so would be unnecessary to produce the desired crosshatched pattern of a traditional Bomberman level. These pulses don't move too fast but they're faster than the bomb was and will change play across the entire stage when in effect. If a player is hit by them, they will take massive damage and medium knockback in the direction of the pulse, making sure they are lined up to be hit by it again and potentially pushing them all the way past the stage's blast zones. Once all the fire pulses have cleared the screen, the afterimage fades away and Bomberman hops back to his previous position on the stage, cannon sinking back down behind him.
Extra Note: Any one Bomberman may not have more than 2 bombs out at any one time ³. Attempting to spawn another will instead spawn a small puff of grey dust, as it does in some Bomberman games. This is not, in any way, to be considered a fart.
The bomb kick and similar would be a result of his non-special moves being used on the bomb spawned by the Bomb Drop.
¹ No, he doesn't use bombs with the jet in game, those are actually the same torpedoes he has in the Bomber Sub.
² Bomber Kirby is not a viable bomberman substitute since his lower shoulder height drastically affects the range of the move.
³ 2 because it is what Diddy is limited to with his bananas and also because, in games where he has more than one bomb to start, it is the lower limit for Bomberman's bomb capacity.
ToothiestAura's Moveset
General:
This Moveset attempts to capture the strategic feel of the Bomberman games (both classic and new). It is based mostly on the Classic NES title and Bomberman 64, my two favorite titles in the series.
To keep Bomberman balanced, I feel his bombs need to be somewhere in between Link's bombs and Bomb-Ombs in terms of knockback (Possibly reaching Bomb-Omb strength if pumped). He should also be limited to approximately 3 bombs on screen at once (including remote bombs).
Special Moves:
Standard Special: Bomb Kick
Bomberman's most iconic move. While he's over a bomb Bomberman's kicks it in the direction he's facing. But here's where it gets intersting: This doesn't only work for his own bombs - it works for all bombs. He should be able to kick Link's bombs, Megaman's Crash Bomber (if it's on the ground), X-Bombs and other bombs including items without them exploding on impact. The Kirby version of this move would be similar to his Olimar power in that he automatically puts down a bomb and kicks it.
Side Special: Bomb Toss/Bomb Pump
Based on Bomberman 64 where Bomberman could "pump" his bombs. Normally this move would just throw a bomb in a lazy arc, but if used over a bomb (This time it has to be Bomberman's) he will "pump" the bomb making it stronger, larger and giving it a bigger blast radius. The drawback to pumping a bomb is that it gets heavier and therefore will go less distance when thrown or kicked with each successive pump. Naturally, there's a limit to how much a bomb can be pumped. It is important to note that Bomberman's bombs won't hurt him (save for when the Villager pockets them to use against him or if they are reflected).
Down Special: Remote Bomb/Detonator
Similar to Snake's Down Special from Brawl, though arguably more strategic. This bomb will look mostly like a Bomberman's normal bombs and can be picked up, thrown and kicked. It can be used in conjunction with his other bombs, but would be unable to be pumped.
Up Special: Bomb Jump
Also based on Bomberman 64 where Bomberman couldn't jump and one had to use bombs creatively to explore the multiplayer arenas. Simply put, he places a bomb below him and lets the explosion carry him upward. In the air this would be a meteor smash.
Final Smash:
I have two ideas here - one is more creative and one I feel is far simpler to implement.
Final Smash Idea 1: Bomberman Classic
For a short amount of time (I guess however long Warioman stays transformed) Bomberman gains the classic bombs from his NES title. These do very large amounts of damage and will explode in pillars of fire in all four directions (three if they detonate on the ground). This includes his remote bombs. These bombs can also not be pumped. The Pillars of fire will also appear on any of his non-special moves involving his bombs. Bomberman should also be immune to damage during this time.
Final Smash Idea 2: Death Bomb
(Not sure if that's what they're called) Bomberman summons a giant bomb which deals massive damage and knockback. Essentially an instant kill if it can't be avoided.
Smash Moves:
Forward Smash:
To avoid similarity to Mario's Side Smash this will not involve an explosion. It should be some sort of punch.
Down Smash:
Bomberman detonates two bombs - one either side of him.
Up Smash:
Bomberman thrusts a bomb upward and detonates it.
It is important to note that bombs used in the smashes are not treated as projectiles.
Grabbing & Throwing:
Forward Throw:
Bomberman should through his opponent weakly and follow up immediately with a bomb.
Backward Throw:
Bomberman should through his opponent weakly and follow up immediately with a bomb.
Downward Throw:
Bomberman throws his opponent on the ground, tosses a bomb after them and then kicks them downward again as they bounce up from the explosion.
Upward Throw:
Bomberman uppercuts his opponents and follows up with handstand kick. (No bombs here, I feel they may be getting played out by this point).
Aerial Moves:
Neutral Aerial:
Bomberman pulls out a bomb and detonates it while holding it close to himself.
Forward Aerial:
???
Back Aerial:
???
Upward Aerial:
???
Downward Aerial:
???
Basic Moves:
Combo:
This should be something along the lines of 2-3 weak punches/kicks and ending with a quick bomb.
Forward Tilt:
???
Upward Tilt:
???
Downward Tilt:
???
Dash Attack:
???
Moves noted as "???" are done so because they probably shouldn't involve bombs and I'm getting into the territory of very generic attacks.
This Moveset attempts to capture the strategic feel of the Bomberman games (both classic and new). It is based mostly on the Classic NES title and Bomberman 64, my two favorite titles in the series.
To keep Bomberman balanced, I feel his bombs need to be somewhere in between Link's bombs and Bomb-Ombs in terms of knockback (Possibly reaching Bomb-Omb strength if pumped). He should also be limited to approximately 3 bombs on screen at once (including remote bombs).
Special Moves:
Standard Special: Bomb Kick
Bomberman's most iconic move. While he's over a bomb Bomberman's kicks it in the direction he's facing. But here's where it gets intersting: This doesn't only work for his own bombs - it works for all bombs. He should be able to kick Link's bombs, Megaman's Crash Bomber (if it's on the ground), X-Bombs and other bombs including items without them exploding on impact. The Kirby version of this move would be similar to his Olimar power in that he automatically puts down a bomb and kicks it.
Side Special: Bomb Toss/Bomb Pump
Based on Bomberman 64 where Bomberman could "pump" his bombs. Normally this move would just throw a bomb in a lazy arc, but if used over a bomb (This time it has to be Bomberman's) he will "pump" the bomb making it stronger, larger and giving it a bigger blast radius. The drawback to pumping a bomb is that it gets heavier and therefore will go less distance when thrown or kicked with each successive pump. Naturally, there's a limit to how much a bomb can be pumped. It is important to note that Bomberman's bombs won't hurt him (save for when the Villager pockets them to use against him or if they are reflected).
Down Special: Remote Bomb/Detonator
Similar to Snake's Down Special from Brawl, though arguably more strategic. This bomb will look mostly like a Bomberman's normal bombs and can be picked up, thrown and kicked. It can be used in conjunction with his other bombs, but would be unable to be pumped.
Up Special: Bomb Jump
Also based on Bomberman 64 where Bomberman couldn't jump and one had to use bombs creatively to explore the multiplayer arenas. Simply put, he places a bomb below him and lets the explosion carry him upward. In the air this would be a meteor smash.
Final Smash:
I have two ideas here - one is more creative and one I feel is far simpler to implement.
Final Smash Idea 1: Bomberman Classic
For a short amount of time (I guess however long Warioman stays transformed) Bomberman gains the classic bombs from his NES title. These do very large amounts of damage and will explode in pillars of fire in all four directions (three if they detonate on the ground). This includes his remote bombs. These bombs can also not be pumped. The Pillars of fire will also appear on any of his non-special moves involving his bombs. Bomberman should also be immune to damage during this time.
Final Smash Idea 2: Death Bomb
(Not sure if that's what they're called) Bomberman summons a giant bomb which deals massive damage and knockback. Essentially an instant kill if it can't be avoided.
Smash Moves:
Forward Smash:
To avoid similarity to Mario's Side Smash this will not involve an explosion. It should be some sort of punch.
Down Smash:
Bomberman detonates two bombs - one either side of him.
Up Smash:
Bomberman thrusts a bomb upward and detonates it.
It is important to note that bombs used in the smashes are not treated as projectiles.
Grabbing & Throwing:
Forward Throw:
Bomberman should through his opponent weakly and follow up immediately with a bomb.
Backward Throw:
Bomberman should through his opponent weakly and follow up immediately with a bomb.
Downward Throw:
Bomberman throws his opponent on the ground, tosses a bomb after them and then kicks them downward again as they bounce up from the explosion.
Upward Throw:
Bomberman uppercuts his opponents and follows up with handstand kick. (No bombs here, I feel they may be getting played out by this point).
Aerial Moves:
Neutral Aerial:
Bomberman pulls out a bomb and detonates it while holding it close to himself.
Forward Aerial:
???
Back Aerial:
???
Upward Aerial:
???
Downward Aerial:
???
Basic Moves:
Combo:
This should be something along the lines of 2-3 weak punches/kicks and ending with a quick bomb.
Forward Tilt:
???
Upward Tilt:
???
Downward Tilt:
???
Dash Attack:
???
Moves noted as "???" are done so because they probably shouldn't involve bombs and I'm getting into the territory of very generic attacks.
mibthebladefighter's Moveset
B : Bomb Drop - How he leaves bombs down in classic games and in all games really. (Staple Move)
B(hold for second) : Bomb Throw/Toss(Power Glove) - Tosses the bomb but you can also move during animation
Can also pick up the bombs with A as they were an item to retoss
B(full charge) : Pump Up - After holding it for while , you can toss huge bomb with bigger Explosion or the P Bomb , if you look at like Dream Mix TV World Fighters.
Side B : Rubber Bomb - Bounces along randomly and where it stops is anyone's game and can be unpredictable.
Dangourous Bomb : Can happen when two rubber bomb's manage to colide via kicking and causes unusual blast
Up B : Louies - The Kangaroo like animal that he had in older games that can be used to jump or take a hit , in his game they were disposable creatures that Bomberman used to keep himself from dying or utilized their abilities and jumping one could be useful one as recovery.
Bomberman doesn't really need them at all as he had several abilities like jump shoes , wings and jetpack to make himself get a distance and there is always more pets that he had then just those to choose from.
Down B : Remote Control (Bomb) - something that bomberman plants on the ground but its visible and he can kick it to make it slide around.It would be like Snake's Down B in a way but a huge mobile object that is not stuck in one location and could be used for maneuvers.
I could see someone kicking it off stage then activating the explosion making sure that someone can't make it back on the ledge or using it on people that just like to rush in.
Up Smash : Wind Bomb/Hurricane Bomb - Can drag opponent upwards from a vortex , if they are hit by it. Bomberman can just throw it upward and its lands in spot that he was standing in , which he can run away from.Its power and range depends on the charge.
Down Smash : Line Bomb/Mine Bomb - Could go for something like Snake with Mine Bomb or go with Line Bomb that places out multiple bombs and could show him trying to put them all out in front and behind him.
Side Smash : Bomb Kick - Can kick bombs that will collide into opponent with an impact and works with forming the Dangerous Bomb.
Dash or Tilt attack : Bomb Punch
(Not really getting into A moves as they could be regular attacks or more weapons and not really main highlight of moveset , probably needs punchs and kicks to have balance in the moveset.)
Final Smash : Countdown - blocks will land all on the stage as in Bomberman games , when the game doesn't have a winner when the time is running out.
B(hold for second) : Bomb Throw/Toss(Power Glove) - Tosses the bomb but you can also move during animation
Can also pick up the bombs with A as they were an item to retoss
B(full charge) : Pump Up - After holding it for while , you can toss huge bomb with bigger Explosion or the P Bomb , if you look at like Dream Mix TV World Fighters.
Side B : Rubber Bomb - Bounces along randomly and where it stops is anyone's game and can be unpredictable.
Dangourous Bomb : Can happen when two rubber bomb's manage to colide via kicking and causes unusual blast
Up B : Louies - The Kangaroo like animal that he had in older games that can be used to jump or take a hit , in his game they were disposable creatures that Bomberman used to keep himself from dying or utilized their abilities and jumping one could be useful one as recovery.
Bomberman doesn't really need them at all as he had several abilities like jump shoes , wings and jetpack to make himself get a distance and there is always more pets that he had then just those to choose from.
Down B : Remote Control (Bomb) - something that bomberman plants on the ground but its visible and he can kick it to make it slide around.It would be like Snake's Down B in a way but a huge mobile object that is not stuck in one location and could be used for maneuvers.
I could see someone kicking it off stage then activating the explosion making sure that someone can't make it back on the ledge or using it on people that just like to rush in.
Up Smash : Wind Bomb/Hurricane Bomb - Can drag opponent upwards from a vortex , if they are hit by it. Bomberman can just throw it upward and its lands in spot that he was standing in , which he can run away from.Its power and range depends on the charge.
Down Smash : Line Bomb/Mine Bomb - Could go for something like Snake with Mine Bomb or go with Line Bomb that places out multiple bombs and could show him trying to put them all out in front and behind him.
Side Smash : Bomb Kick - Can kick bombs that will collide into opponent with an impact and works with forming the Dangerous Bomb.
Dash or Tilt attack : Bomb Punch
(Not really getting into A moves as they could be regular attacks or more weapons and not really main highlight of moveset , probably needs punchs and kicks to have balance in the moveset.)
Final Smash : Countdown - blocks will land all on the stage as in Bomberman games , when the game doesn't have a winner when the time is running out.
Hmmmm's Moveset
Jab Combo: Two punches, and a kick.
F-tilt: A strong jab
D-tilt: Bomberman jumps slightly from the force of palming the ground. Hits enemies on both sides.
U-tilt: Bomberman jabs the air above him.
Neutral Air: Bomberman spreads out his body in an angel-like pose.
Forward Air: Bomberman kicks in front of him, reminiscent of his jump kick in Dream Mix TV
Down Air: Bomberman pauses for a split second, and descends quickly with a knee jab, and an explosion will occur upon contact with the enemy, reminiscent of his move in Dream Mix TV
Up Air: Bomberman kicks in front of him, and spins counter-clockwise for a full flip.
Back Air: Bomberman does the same as his forward air, except backwards.
Forward Smash: Bomberman holds a bomb in front of him, and it explodes
Down Smash: Bomberman charges a bomb below him, and it explodes, rising him up a little bit.
Up Smash: Bomberman pulls out a wire with a fuse at the end, big range and power.
Neutral Special ~ Bomb Throw: Bomberman pulls out a bomb. He can then throw it in front of him, above him, or below him. The bomb will detonate upon contact with a surface or an enemy, causing an explosion.
Side Special ~ Wire Run: Upon pushing and holding the side-b input, Bomberman takes out a wire and runs, leaving a trail. When the side-b input is let go, Bomberman will let go of the wire and the fuse will start. If the fuse contacts the enemy, it will inflict massive damage and knockback. Bomberman is also vulnerable while running with the fuse.
Down Special ~ Bomb Set: Bomberman lays a bomb. The bomb will start black, and turn red until it explodes. It usually detonates in five seconds.
Up Special ~ Giant Bomb: Under Bomberman, a giant bomb appears. The bomb will explode, sending Bomberman flying. If the button is held, the direction can be chosen.
Final Smash ~ Bomberman Madness: The stage disappears and the retro Bomberman arcade stage appears. The enemies are frozen in place and Bomberman has infinite bombs. However, Bomberman only has 10 seconds to eliminate his enemies and not get blown up himself!
F-tilt: A strong jab
D-tilt: Bomberman jumps slightly from the force of palming the ground. Hits enemies on both sides.
U-tilt: Bomberman jabs the air above him.
Neutral Air: Bomberman spreads out his body in an angel-like pose.
Forward Air: Bomberman kicks in front of him, reminiscent of his jump kick in Dream Mix TV
Down Air: Bomberman pauses for a split second, and descends quickly with a knee jab, and an explosion will occur upon contact with the enemy, reminiscent of his move in Dream Mix TV
Up Air: Bomberman kicks in front of him, and spins counter-clockwise for a full flip.
Back Air: Bomberman does the same as his forward air, except backwards.
Forward Smash: Bomberman holds a bomb in front of him, and it explodes
Down Smash: Bomberman charges a bomb below him, and it explodes, rising him up a little bit.
Up Smash: Bomberman pulls out a wire with a fuse at the end, big range and power.
Neutral Special ~ Bomb Throw: Bomberman pulls out a bomb. He can then throw it in front of him, above him, or below him. The bomb will detonate upon contact with a surface or an enemy, causing an explosion.
Side Special ~ Wire Run: Upon pushing and holding the side-b input, Bomberman takes out a wire and runs, leaving a trail. When the side-b input is let go, Bomberman will let go of the wire and the fuse will start. If the fuse contacts the enemy, it will inflict massive damage and knockback. Bomberman is also vulnerable while running with the fuse.
Down Special ~ Bomb Set: Bomberman lays a bomb. The bomb will start black, and turn red until it explodes. It usually detonates in five seconds.
Up Special ~ Giant Bomb: Under Bomberman, a giant bomb appears. The bomb will explode, sending Bomberman flying. If the button is held, the direction can be chosen.
Final Smash ~ Bomberman Madness: The stage disappears and the retro Bomberman arcade stage appears. The enemies are frozen in place and Bomberman has infinite bombs. However, Bomberman only has 10 seconds to eliminate his enemies and not get blown up himself!
PALETTE SWAPS
Credit to Gego-Kurin from deviantART!
STAGES
8-peacock-8's Stage Ideas
Stage ideas.
1. Bomb Factory: The iconic stage from the first Bomberman game. (The stage works like it does in Dream Mix TV world fighters and SSF2) The hazards for this stage are bombs spawning and exploding.
The stage takes place in the area. However, bombs will spawn and bricks will also drop from the sky onto a spot on the arena. The bricks can be used as platforms along with the bombs. Unfortunately the bombs will have full power and will cover the entire distance of the stages. The bomb factory will resemble it's appearance in Bomberman Live.
Stage Music:
Bomberman Theme
Normal Battle (Bomberman Blast)
Vs. Boss (Super Bomberman)
Redial (Bomberman Hero)
Landlord (Bomberman Hero)
Crush Bombers Battle (Bomberman Generation)
Arena Zone (Wario Blast)
Area 3 (Super Bomberman)
Bomberman 64 Main Theme
Black Forest (Bomberman 64)
Battle With Sirius (Bomberman 64)
Angel (Bomberman 64 The Second Attack)
The Five Dastardly Bombers (Super Bomberman 2)
Vs. Wario (Wario Blast)
Main Theme of Bomberman Generation
2. Planet Bomber: The location is set in a town on Bomberman's home planet. In the background you can see the other multicolored bombers and even a few notable characters. (Pretty Bomber, MAX, Mujoe, etc.) The stage hazards are bombs randomly being tossed into the arena at random times.
1. Bomb Factory: The iconic stage from the first Bomberman game. (The stage works like it does in Dream Mix TV world fighters and SSF2) The hazards for this stage are bombs spawning and exploding.
Stage Music:
Bomberman Theme
Normal Battle (Bomberman Blast)
Vs. Boss (Super Bomberman)
Redial (Bomberman Hero)
Landlord (Bomberman Hero)
Crush Bombers Battle (Bomberman Generation)
Arena Zone (Wario Blast)
Area 3 (Super Bomberman)
Bomberman 64 Main Theme
Black Forest (Bomberman 64)
Battle With Sirius (Bomberman 64)
Angel (Bomberman 64 The Second Attack)
The Five Dastardly Bombers (Super Bomberman 2)
Vs. Wario (Wario Blast)
Main Theme of Bomberman Generation
2. Planet Bomber: The location is set in a town on Bomberman's home planet. In the background you can see the other multicolored bombers and even a few notable characters. (Pretty Bomber, MAX, Mujoe, etc.) The stage hazards are bombs randomly being tossed into the arena at random times.
POSSIBLE CHARACTER ICON
Credit to The Official Smash Bros. 4 Character Logo / Icon Database and Requests Thread!
MUSIC
Redial (Bomberman Hero)
Zip (Bomberman Hero)
Stage Select (Bomberman 64)
Green Garden (Bomberman 64)
Blue Resort (Bomberman 64)
Rainbow Palace (Bomberman 64) (I absolutely love this song; definitely my favorite song in the series)
Masker (Bomberman 64)
Angel (Bomberman 64: The Second Attack)
Normal Battle 1 (Bomberman Blast)
Area 1 (Super Bomberman)
Title (Super Bomberman)
Masker (Bomberman 64: The Second Attack)
Alcatra I (Bomberman 64: The Second Attack)
Battle Mode (Bomberman Jetters)
Boss Battle (Bomberman Generation)
Planet Quarry (Bomberman 93)
Planet Techno (Bomberman 93)
Battle (Bomberman 64)
Boss (Super Bomberman)
Stage Theme (Bomberman)
vs. Boss (Fan Made)
Title Screen (Bomberman 64: The Second Attack)
Thantos (Bomberman 64: The Second Attack)
Aquanet (Bomberman 64: The Second Attack)
Stage 01 (Saturn Bomberman Fight!!)
Foehn (Bomberman Hero)
Landlord (Bomberman Hero)
Mimesis (Bomberman Hero)
Supplement (Bomberman Hero)
Area 2 (Super Bomberman)
Area 3 (Super Bomberman)
Area 5 (Super Bomberman)
Ending (Super Bomberman)
The Five Dastardly Bombers (Super Bomberman 2)
Battle 1 (Super Bomberman 2)
Dark Bomber/Bagura (Bomberman Wars)
Boss Battle (Wario Blast)
Fire Zone (Wario Blast)
Arena Zone (Wario Blast)
Boss Battle (Super Bomberman 5)
Bomber Castle (Bomberman Fantasy Race)
Main Theme (Bomberman Generation)
Tentasia (Bomberman Generation)
Opening (Bomberman 64)
Black Fortress (Bomberman 64)
White Glacier (Bomberman 64)
Red Mountain (Bomberman 64)
Battle With Sirius (Bomberman 64)
Flow World (Bomberman Jetters)
HERO (Super Bomberman R)
Five Dastardly Bombers (Super Bomberman R)
Great Gattaida
Zip (Bomberman Hero)
Stage Select (Bomberman 64)
Green Garden (Bomberman 64)
Blue Resort (Bomberman 64)
Rainbow Palace (Bomberman 64) (I absolutely love this song; definitely my favorite song in the series)
Masker (Bomberman 64)
Angel (Bomberman 64: The Second Attack)
Normal Battle 1 (Bomberman Blast)
Area 1 (Super Bomberman)
Title (Super Bomberman)
Masker (Bomberman 64: The Second Attack)
Alcatra I (Bomberman 64: The Second Attack)
Battle Mode (Bomberman Jetters)
Boss Battle (Bomberman Generation)
Planet Quarry (Bomberman 93)
Planet Techno (Bomberman 93)
Battle (Bomberman 64)
Boss (Super Bomberman)
Stage Theme (Bomberman)
vs. Boss (Fan Made)
Title Screen (Bomberman 64: The Second Attack)
Thantos (Bomberman 64: The Second Attack)
Aquanet (Bomberman 64: The Second Attack)
Stage 01 (Saturn Bomberman Fight!!)
Foehn (Bomberman Hero)
Landlord (Bomberman Hero)
Mimesis (Bomberman Hero)
Supplement (Bomberman Hero)
Area 2 (Super Bomberman)
Area 3 (Super Bomberman)
Area 5 (Super Bomberman)
Ending (Super Bomberman)
The Five Dastardly Bombers (Super Bomberman 2)
Battle 1 (Super Bomberman 2)
Dark Bomber/Bagura (Bomberman Wars)
Boss Battle (Wario Blast)
Fire Zone (Wario Blast)
Arena Zone (Wario Blast)
Boss Battle (Super Bomberman 5)
Bomber Castle (Bomberman Fantasy Race)
Main Theme (Bomberman Generation)
Tentasia (Bomberman Generation)
Opening (Bomberman 64)
Black Fortress (Bomberman 64)
White Glacier (Bomberman 64)
Red Mountain (Bomberman 64)
Battle With Sirius (Bomberman 64)
Flow World (Bomberman Jetters)
HERO (Super Bomberman R)
Five Dastardly Bombers (Super Bomberman R)
Great Gattaida
BOMBERMAN BROTHERS (SUPPORTERS)
Join the Bomberman Brothers!
CLICK EITHER OPTION ON THE POLL AT THE TOP AND YOU ARE A SUPPORTER! CLICK THE NUMBER OF VOTES AFTERWARDS TO SEE WHO IS SUPPORTING!
DISCORD
https://discord.gg/fBDF6Ca
Join the Bomberman Discord and be around others who share the same support for him!
ORIGINAL POST
From what I understand, the original poster, Konami_rep, copied and pasted Bomberman's support thread from Brawl into here.
So, here is the link to the Bomberman support thread for Brawl:
http://smashboards.com/threads/the-official-bomberman-thread.124213/
You know the drill. Say that you'll support this and I'll add you to the list, make some signature icons and put them in your signature, make some random petition, spread the word, and make some movesets and I'll add yours to this post!
Please show your support for Bomberman!
Thank you!
Now enjoy this cheesy commercial that uses the Spiderman tune!
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