Bomb King is one of the champions in Paladins, a first-person multiplayer made by those guys who made Smite. The game, unlike a lot of FPS games, takes place in a more fantasy based setting. Bomb King himself appears to be one of the more technology based character, as he might be a robot.
Yeah, none of the characters in this game have any kind of extensive backstory, which kind of leaves a lot to interpretation. Bomb King is functionally the mascot of the game, most likely due to having the most unique design in the game. However, it’s entirely possible he’s a villain, or at least an anti-hero, due to his arrogant and egotistical behavior, and tendency to call his teammates “meatbags”. The best I can surmise of his backstory is that he’s a very delusional bomb making robot.
Bomb King, in the game, behaves practically like the Demoman from Team Fortress 2 (R.I.P.). He’s based around placing bombs around the arena, and then blowing them up when the timing is right. He brings this gameplay style to Smash, but unlike the Demoman’s foray into this genre, he isn’t held back by a terrible gimmick, or someone taking ages to finish.
Weight – 115
Running Speed – 1.5
Walking Speed – 0.85
Air Speed – 0.90
Fall Speed – 1.7
Bomb King is a pretty hefty fellow. Roughly around the same size as Bowser, but maybe a bit taller, and even slightly wider, he’s a considerably large target, fitting his equally large personality. The King also has a cape attached to his model, but this doesn’t act as a hurtbox, though it does have physics to it. Purely an aesthetics thing, however. How could he be a king without his cape?
Stat wise, Bomb King is pretty miserable. He edges at the lower end of Super-Heavyweight, but being that large is for his own good, as you’ll soon see. Speed wise, Bomb King is terrible. His running and falling speed are decent, but walking and aerial speed are pretty abysmal, especially for a character who will be constantly on the move. Of important note is the King’s fall speed, which will be fairly important when we get to his attacks. Bomb King’s jump are fairly mediocre, but better than most for a Super-Heavyweight. This will help the hefty heaver a lot.
Jab Special – Sticky Bomb
Yes, Bomb King has a total of FIVE special moves! He’s the king, of course he gets better treatment. Okay, technically this is just a normal jab attack, but its placed here for a very important reason. That being that this is the most important move in Bomb King’s entire repertoire, and he’d be functionally worthless without it. Its also coming first because most of Bomb King’s specials revolve around it as well.
So, for this move, Bomb King will toss one of his bombs forward (He carries one in each hand). The bombs are rather cartoonish, and have faces on them. They look very happy to be serving their king! The animation is fairly quick, on par with a normal jab attack. Anyway, the bombs will be tossed a surprisingly far distance, 2 full Battlefield Platforms before they start dropping to the ground, the drop giving them a further extra 1/3rd of a Battlefield Platform of distance. From then, the bombs will connect to the floor. This is why they are called Sticky Bombs.
Before we get into more of the detail of what makes these Sticky Bombs so sticky, we should probably talk about the bombs as actual projectiles first: They suck. Sticky Bombs are roughly the size of a Pokeball, and deal an abysmal 1% damage on contact, with nearly no knockback. The knockback does technically behave like a Pokeball’s, being incredibly weak, but doing even less damage than one just makes it even worse. One bomb can only be in air at a time, however, limiting its use as a spamming projectile even more. Avoid using Sticky Bombs as direct projectiles unless you ABSOLUTELY HAVE TO. They aren’t meant to be used as projectiles anyway. Well, there is one way, but there are a few drawbacks to that. But that’s for later.
Back to the Sticky Bombs being sticky. They can stick to nearly every surface, except for player characters, which they just bounce off of. This extends to a wide variety of objects, including the bottoms of thin platforms (We’ll get to how you put them there in a moment). They can also stick on moving objects, solid items such as crates and barrels, structures made by opponents, and even minions. On all of these, but the minions, the bombs will behave the same, clinging to it from whichever direction they were thrown in (Again, in a moment), and will remain there completely indefinitely. No timers or anything. The only time they will stop clinging is if an object disappears, like when an item or construct disappears or is destroyed. The bomb will fall to the ground at the speed of a normal item, and then cling to whatever object it hits next.
On minions, however, Sticky Bombs won’t be able to cling to them for very long, roughly only 4 seconds. This happens because the bomb is trying to cling to something that’s moving more consistently. After the 4 seconds pass, it will start to drop like normal. Hitting a minion with a bomb will deal the 1% damage, but it will not deal any of its already pathetic knockback. On the upside, minions won’t be able to attack the bombs while they’re attached to them.
Oh yes, Sticky Bombs have weaknesses. They act as constructs themselves, and will be able to take 15% damage before exploding. This explosion is weak, dealing 5% damage, with rather mediocre knockback that can keep opponents away, but won’t KO until very, very high percents. Bombs will also completely vanish once Bomb King is KOed, preventing him from performing any suicide edgeguard planning. Despite being constructs, Sticky Bombs can’t cling to each other, and will tend to go through each other. Any number of bombs can be clung to a non-AI controlled construct, but only one can be placed on minions and such until they fall off.
As you might be able to tell, Bomb King will need to place bombs around the stage. How can he do that when he can only throw bombs forwards, though? Ha ha, how DARE you underestimate the King! By holding the Jab button down, Bomb King will hold one of his hands up (He alternates between each hand with each bomb thrown), which will allow him to move around in the same way other characters can move around while carrying guns. Hah, guns, ineffective against the mighty bomb!
While the button is held down, Bomb King enters a remarkably precise aiming mode. Like with the Cracker Launcher from Brawl, Bomb King can aim the bomb up and down by tilting the control stick, shown by him tilting his body in the appropriate direction. This isn’t all, however. While doing this, Bomb King cannot jump when tilting the control stick, but he CAN jump by pressing the jump buttons! He only gets to use his first jump, however, but without any limitations beyond that. He can even throw bombs while in the air in this aiming mode! This can allow Bomb King to place bombs in some REMARKABLY odd places on the stage, obviously to the King’s benefit.
The last important note is that Bomb king can only have 6 Sticky Bombs out on a stage at once. Once all six are out on the stage, Bomb King will no longer have any bombs left in his hands. So, he just can’t use his Jab anymore? What a cop out, 0/10! Wrong, knave! Bomb King DOES have a normal jab! He can only use it when all 6 bombs are on stage, and will be covered soon enough.
Neutral Special – Detonate
You might notice, throughout the entire nine-hundred words of the last move, there was only a brief mention of these bombs actually exploding. That’s because, technically, that is only half of an attack. This is the other half.
By pressing the Neutral Special button, Bomb King’s eyes will briefly light up, and he’ll press his fists together (The bombs disappear during this motion, before reappearing directly after). This is a very fast motion, taking only around 8 frames to perform. The effect activates before the animation finishes, which will cause the bombs you have planted around the stage to instantly combust all at the same time!
Now THAT’S what we want! BOOM! The bombs burst it explosive clouds 2/3rds as large as a Bob-Omb explosion, fittingly enough. They are much weaker than a Bob-Omb, of course, since there’s 6 of them at most around the stage. They have fairly large range, but only deal 10% damage, with knockback that can easily KO at around 120%. The knockback is strange, however, as the direction will entirely depending on where the opponent is coming from, and will knock them in the opposite direction. This is a very important thing to note.
With this, you can easily cover the entirety of smaller stages… but keep in mind bombs are mostly limited to the ground. Opponents, if they know its coming, can easily leap out of the way from the blasts, especially if they have better jumps than Bomb King does. They can also shield from the blast as well, which Sticky Bombs are very ineffective against, as they only cause 2/3rds of the damage, and protect them from knockback. The opponent has a few options to avoid them, but what if you want to play a bit more… tricky?
Bomb King will only cause the bombs to explode all at once when the button is tapped. By holding the button, Bomb King will make the bombs explode in the order you placed them! In order to do this, you need to hold the button down until the first bomb explodes, from there you can continue on with other inputs. The bombs will explode fairly quickly during this version as well, exploding roughly 2-3 frames after the previous one. This is a very fun move to use, as in some cases you can cause some amazing combos thanks to the odd knockback.
Of course, there is somewhat of a downside to this, of course. That being that, well, the bombs can hurt Bomb King as well as the opponents. He gains no benefit when bombs hit him, taking the same amount of damage and knockback as when an opponent is hit. Its best to play safe when planting bombs, usually leave somewhere open to escape to. Running is generally the best way to avoid bombs, and why Bomb King’s fall speed is important to his gameplan, as it allows him to traverse stages quickly to avoid his own bombs in some occasions. He can also shield, which behaves the same to him as it does to opponents.
Bombs are an amazingly fun tool to playa round with, and can lead to tons of interesting set ups and payoffs along the way. However, Bomb King will need to remain vigilant, which he always is, in order to survive his own explosive minions. They’re not turning on him on purpose, it’s just their nature.
And now we can actually talk about Detonate as an actual input and not just as a way to describe bomb hitboxes. As mentioned, this move is remarkably quick, but is also not actually an attack on its own. It has no actual hitbox or anything, but there is lag, as you can’t use any attacks out of it while its going on. You can, however, move around while using it, without any actual noticeable changes.
Now while Bomb king can’t use any attacks while this is going on, he sure as hell can use it when other attacks are going on! Remember when I mentioned that Sticky Bombs have a way of being used as an actual projectile? Well, this is how! By pressing the button when throwing a Sticky Bomb, it will instantly explode in mid-air. It behaves the same way as normal, but the bomb will halt all momentum when it explodes. Due to how the attack works, you can only have one flying explosive out at a time, unfortunately.
The attack can even be used out of the bomb throwing animation itself, where only the King’s eyes will light up. This is generally not a good idea, however, as the bomb will most likely be in your range when this happens, which means… yeah. It can potentially be used to some effect however, as it will cancel out any endlag, and allow Bomb King to move on to other kingly duties.
That’s just the uses it has with the Jab! Detonate is the absolute most useful move in Bomb King’s moveset, as it works with basically every other move in the set, and increases Bomb King’s use in both mindgames and spacing. Each will be covered in detail later, be patient, knaves.
Down Special – Grumpy Bomb
Bomb King reaches behind himself to pull something out, in a fairly laggy animation, taking about 25 frames for the King to pull it out. What he pulls out is a MUCH larger bomb, this one red, spiky, and a lot grumpier looking than the cheerful Sticky Bombs. This is a Grumpy Bomb.
Grumpy Bombs are carried around more like items than normal bombs are, as Bomb King will continue to hold it in his hands while moving around. Technically, this replaces Jab for a moment, as hitting the standard attack button will cause Bomb King to place or throw the Grumpy Bomb. Placing it is the simplest form, taking only a few frames to do, while throwing the Grumpy Bomb in any direction turns it into a strong projectile that deals 7% damage with knockback that can KO at 190%. Once either of these has been done, the Grumpy Bomb’s fuse will be lit, and it will start counting down to explosive end.
That’s right, Grumpy Bombs, unlike Sticky Bombs, actually have a fuse. This means they can’t be exploded instantly by Detonate, making them the ONLY bombs in this entire set that are unaffected by it. In addition to their timers going down, Grumpy Bombs will become a construct as well, roughly the size of a Party Ball, except slightly larger due to the head spikes. They also act as solid objects, though Sticky Bombs cannot cling to them. They also have 25% HP, and go out with no bang when the opponent destroys them. They don’t do much of anything else, really, but if they explode, BOY do they go out with a bang!
Grumpy Bombs are far more powerful than Sticky Bombs, with a blast radius of almost exactly a Bob-Omb’s, and deal a killer 20% damage with knockback that can KO at 80%! Despite this absolutely amazing power, Grumpy Bombs have one major weakness that prevents them from being more useful than the Sticky Bombs. They are incredibly telegraphed.
In addition to the start-up lag on pulling them out, Grumpy Bombs also require an additional 6 full seconds before they explode. Its an agonizingly long time for something you’re not even guaranteed to hit with, and even worse is that you can only have 1 Grumpy Bomb on stage at a time. Despite this incredible drawback, it can help with mindgames and such, but there’s a bit more to these angry explosives than just that.
See, Grumpy Bombs deal EXTRA damage to shields, about 1.5x their usual damage, though they still don’t deal any knockback. This is a shield destroyer, but again, a lot of problems come from how long it takes to explode. Luckily, there is also a way around that. If a Sticky Bomb explodes while a Grumpy Bomb is in its blast radius, then the Grumpy Bomb will explode alongside it alongside the other bombs. Pretty simple, right? It will only explode alongside the bomb its been placed near if you use the bomb sequence detonation, so it won’t explode in the order you placed it.
Again, despite the simplicity, there are still problems with this. Mostly in how the hell you’re ever going to get your opponent to shield it. The main way is to play mindgames with them. Trap them in a corner, then quickly throw down a Grumpy Bomb and escape to safety while detonating it. The opponent will have to decide which is worse, getting hit by all these bombs at once, or getting their shield busted. Another thing the opponent will have to take in is if you go for an “all at once” or “sequence” detonation style, adding another layer of mindgames to it. The most likely thing the opponent will do is take the shield damage, leaving them open for ample punishment.
Of course, things aren’t totally terrible for the poor opponent, as they can always try busting the Grumpy Bomb, and then try to shield the rest of the blast to avoid any repercussions. Or they could just jump on out of there and avoid everything. It really depends on how much pressure you’ve put the foe in.
Grumpy Bombs are an invaluable, if hard to use, tool for Bomb King. They require ample timing and set-up to properly use, but when they are put to good use, they can reap massive rewards. But the difficulty of them is both a worry against using them, and a tantalizing drive TO use them. Bomb Kings are made and broken by how effectively a Grumpy Bomb is used.
Up Special – Poppy Bombs
Bomb King will hold his hand up, holding anew kind of bomb, and throw it down at his feet. The starting animation is very short, being a recovery move and all, with the bomb exploding as soon as it hits the ground. This is the Poppy Bomb, which, unlike the other bombs, doesn’t explode into fire and such. Instead, the bomb explodes into a burst of air, launching Bomb King upwards.
Poppy Bombs functionally as a brief, powerful windbox, with most of its power going upwards. Whoever is on top of it, most likely being the glorious Bomb King himself, will be launched upwards a rather set distance of 4 Ganondorfs high, making it fairly ridiculous in terms of launching power. When Bomb King is hit by the blast, he won’t take any hitstun (His bombs would never betray him like that!), but the opponent will, though it’s brief. The Poppy Bombs also don’t deal any damage to anyone. Functionally, its entirely possible for his majesty to launch both himself and an opponent up into the air to transition to aerial attacks, but it’s a bit hard to do.
Alternatively, Bomb King an hold the button to aim the bomb in one of three directions, down, diagonally left, or diagonally right. This will change the general trajectory of the Poppy Bomb’s main windbox, launching Bomb King in the opposite direction it was thrown from. The knockback on any of the windboxes, outside of the main one, is powerful enough to KO at 200%, making it fairly ineffective as a KO tool, but that isn’t really its main purpose.
The Poppy Bomb can also be “set”, as it were. By double tapping the special attack button, instead of the Poppy Bomb exploding as soon as it hits the ground, it will instead be placed on the ground as a sort of trap. This brings up another of Bomb King’s mechanics, which brings us back to Detonation. If Bomb King has a bomb that isn’t a Sticky Bomb on stage, that counting Poppy Bombs and any bombs he may or may not throw during other attacks, the Detonation ability will redirect to those bombs instead. This allows Bomb King to make even more preparations, as the Poppy Bomb can be instantly exploded with the press of a button now!
However, when a Poppy Bomb is set, it will lose the main hitbox, acting similar to other explosion hitboxes, but not dealing any damage. This changes if Bomb King detonates it while he’s near it, however. The other downside is that you can’t have more than one Poppy Bomb on stage at a time, so if our glorious king attempts to use another Poppy Bomb to save his steel skin, it will instead cause the one you planted to explode. You can whip out another one fairly quickly, but if you use it from the bottom of the screen… long live the king, and all that. A grounded Poppy Bomb also only has 15% stamina, like a normal Sticky Bomb, though it won’t explode when destroyed, giving opponents less of a worry..
And with that we come to using the Poppy Bomb in the air. When used in the air, Bomb King will throw it downwards… where it will keep going. The Poppy Bomb will only explode when it hits the ground, remember? This might make it seem useless as a recovery tool, but it instead just requires simple timing to pull off. You just need to press the special attack button at the right time in order to activate the bomb’s effects, giving you the same launch power as it does when grounded. You can’t press it too early, though, as that will cause the bomb to be “set”, meaning it can be placed on the ground without exploding. This is something that can easily be overcome, but actually detonating it while in the air can be fairly disorienting at first.
To go a bit more in-depth, the bomb can be set at frames 1-10, which is the period Bomb King has the bomb in his hand. It can’t be detonated until frame 16, however, which happens slightly below Bomb King’s feet.
Anyway, Bomb King can still aim the bomb in the three directions, with those acting like they do on the ground as well. Finally, while in the air, Poppy Bombs can actually be used as a projectile. They deal a measly 3% damage, more than the Sticky Bomb, admittedly, and will explode on contact with an opponent, dealing the same knockback it usually does. A set Poppy Bomb can also hit an opponent, dealing minimal hitstun as it bounces off of them and then to the ground. Opponents can actually disrupt your placement with this.
Poppy Bombs are amazing mobility tools thanks to its windbox, allowing Bomb King to escape tight situations, whether they be enclosing opponents, or even his own bombs. As a recovery tool, its decent, if a bit awkward to use, and can function as a good trap as well. An all-around bomb for every possible occasion!
Side Special – King Bomb
Bomb King isn’t the king of bombs because he wanted to be, he’s also a King Bomb! One of the most explosive weapons ever devised, Bomb King can turn into a King Bomb at any point he wants! To perform this move, Bomb King will jump up a bit and curl into a ball, before starting to roll around, though his fuse remains centered at the top no matter how fast he’s spinning. This behaves nearly exactly like Yoshi’s Egg Roll move, as Bomb King will roll around at the same fast speed for the entirety of it. The King Bomb is as large as a Party Ball, and deals 3% damage if it hits someone, with very little knockback, but will cause the king to be knocked back slightly.
It lasts slightly longer, however, as shown by the fuse, which gradually burns out the longer King Bomb remains as a bomb King, er, Bomb King remains as a King Bomb. This is around 7 full seconds, and once that runs out, Bomb King will face his own punishment. Rather than a horrible amount of endlag, Bomb King will instead explode, taking 5% damage himself, but also creating a massive explosion, slightly larger than the explosions of the Sticky Bombs. If exploded prematurely, the attack will deal 10% damage, with fairly decent knockback. However, if you wait until Bomb King explodes naturally, the damage gets a boost. It now deals a ridiculous 20% damage, with knockback that can KO in the early 100%s. There’s also a tremendous amount of endlag to this, in both forms, around a full second of Bomb King looking dizzy after the explosion clears. The explosion at least prevents this from being basically unusable as an attack… but if it misses, Bomb King can be heavily punished. This can also activate a Grumpy Bomb’s explosion.
Compared to the Egg Roll, however, this is much easier to control, Bomb King’s traction only lessening a tiny bit, but enough to make it feel loose. You an still jump with it too, going roughly half as high as a normal jump. The hitbox when rolling remains the same while in the air, but is slightly more useful as it has a bit more hitstun to it. Performing a second jump will actually cause Bomb King to cancel out of the move, jumping around as high as his first jump. The fuse’s length will remain the same, however, and will resume until its time is completely up. You can, however, use Detonation to explode early, resetting the timer.
When used in the air, the King Bomb will behave basically like the Egg Roll does in anything past Melee, having no momentum to it and just causing Bomb King to fall down. The King Bomb form is also still affected by the Poppy Bomb, and can detonate it while rolling. This will cancel out the ability to detonate the King Bomb until the Poppy Bomb explodes, however, but can also lead to some impressive maneuvers.
The King Bomb is another movement tool, but one with slight more effective combat applications than the Poppy Bomb. It will mostly tend to be used to escape from Sticky Bomb/Grumpy Bomb detonations, or even start them up if you’re willing to feel a bit risky. This can lead to some incredibly cool moments, no matter what application is used.
Normal Jab – Kingly Combo
As mentioned 4000 words ago in Bomb King’s Special Jab, he has a normal jab as well! This can only be used while all 6 Sticky Bombs are on the stage, as Bomb King will no longer have any left in his hands to throw. The combo is remarkably simple, and uses the basic throwing animation of Bomb King throwing bombs, only with clenched fists. So, he throws out multiple uppercuts in a fairly fast way, only really enough to get a two-hit combo out of.
Each uppercut will end up dealing 3% damage, and due to the move having fairly weak knockback, even for a jab, you’ll only get 6% damage, as mentioned above with the two-hit combo. The second hit will tend to knock the opponent away, just far enough to be safe on hit, but not enough to ever be worth really using. This jab mostly functions as a jab, and has no real connection outside the special version.
Forward Tilt – Jolt
Bomb King pulls his arm back, a Sticky Bomb appearing in his hand if he wasn’t holding any, and then thrusts it forward in what amounts to a fairly standard punch animation. There are some key differences, however, like Bomb King’s arms being very large, leading to decent range, even farther than Bowser’s FTilt. The attack has some start-up lag to it, but it is quick. The attack does have some endlag to it as well, much more substantial to it than the start-up lag, as Bomb King will hold his fist out. The fist doesn’t even remain a lingering hitbox, it simply just hangs around for a few frames.
The attack itself is fairly decent, dealing 8% damage on contact, with knockback that can tend to KO at 230%, making it above average for this kind of attack. It can also be aimed up and down, for extra variety. It acts decently as a poking tool, but won’t be used too much by itself. Well, that can be fixed by the bomb that Bomb King is holding! Thought that was just because he was holding one? Nope, this Sticky Bomb is used for a bit more!
The king isn’t an idiot, and knows when to make use of the right tactics. In most cases, that tactic is explosives. By using Detonate at any point of the move that isn’t the start-up lag (EG. Any point where the fist is out), you can make the bomb explode! As mentioned in Poppy Bomb, Detonate will tend to go for bombs that aren’t from the Special Jab first before detonating them. It works on layers, kind of, with Poppy Bomb going first, King Bomb second, bombs from other attacks third, and finally the planted Sticky Bombs.
When detonated, the bomb in King Bomb’s hand will explode, creating a rather small explosion hitbox around his hand. This is a lot more powerful than the usual punch, dealing 10% with knockback that can KO at 180%. While still not amazingly impressive, the range of the bomb makes it a good poking tool as well, as the boosted reach can easily help a whiffed one. Speaking of whiffs, this is where some mind games come into play. Using the endlag of the move, which still counts as a bit where you can activate the bomb, you can easily fake opponents out with a punch, then an explosion! Unfortunately, you cannot combo the punch into the explosion, as the knockback is good enough to knock the opponent of the way before it detonates.
Up Tilt – Uncontrolled
A bunch of smaller bombs appear in Bomb King’s royal mitts, as he then tosses them up into the air. The bombs form a small cloud when tossed, the cloud functioning as a hitbox. The bombs don’t deal a ton of damage, only 6%, but the hitbox is fairly large all considering. As an upwards hitbox, it can hit at the sides as well, Bomb King’s own magnificent hands acting as the hitboxes there. Its very small, only being able to hit opponents directly next to you, and the hands dealing a paltry 2% damage, but it can combo directly into the bomb cloud itself.
The bomb cloud is weak knockback wise as well, dealing upwards knockback that really only KOs at an abysmally late 270%. The bomb cloud hangs in the few frames, however, though like with the FTilt, this doesn’t act as a lingering hitbox. The bomb cloud, on the initial throw, travels up to slightly above Bomb King’s head, and is nearly as wide as the king himself. The cloud hangs around for 5 frames after the throw, before the bombs drop to the ground and explode not into flames, but into useless puffs of smoke. The endlag isn’t nearly as bad as it seems like, as once those five frames are up, and the bombs start to fall to the ground, Bomb King can start moving around again. Start-up lag is fairly quick as well, just to note.
As you might have guessed, these bombs can be detonated by using Detonation. However, as the name states, this is a bit uncontrollable. Once Detonation is activated, the bombs will start to go off in a random order, creating 5 explosion hitboxes in a cross-shaped pattern. They come out randomly, which makes it a bit hard to hit with in a few cases, but comboing an opponent from the toss into the explosion guarantees a 6-hit combo. The extra explosions only deal 3%, but this can easily total up to 17% damage if you pull it off correctly. The first four explosions don’t deal much knockback, but the final one will deal upwards knockback that can KO at a much better 180% damage.
Like with the normal toss, Bomb King will be able to move around once the bombs start going off, turning this into a disjointed hitbox. He cannot, however, have two of the explosive clouds out at the same time, but can still perform the normal toss. The explosion can be used in a few ways, one being a decent KO tool, or even a juggling tool.
Down Tilt – Countdown
From his crouching position, Bomb King throws a small bomb forward. This is around the size of a normal Sticky Bomb, but has no face on it, or any other added details, just a simple black sphere. The bomb acts as the hitbox for this move, as, compared to the other bombs, its fairly heavy, and being hit with it causes 5% damage. Bomb King lobs the bomb in a small arc, reaching about 1/3rd of a Battlefield platform in front of him. The attack actually has more start-up lag than endlag, as Bomb King will pull his arm back before throwing the bomb out. The endlag happens as soon as the bomb hits the ground, signified by it bouncing a bit. After it lands on the ground, the king can roam once more!
The arc the bomb is lobbed in is rather high, making it easy to hit with, but the hitbox doesn’t last that long before the bomb hits the ground. When on the ground, the bomb does… nothing, apparently. It sits there, and occasionally blinks red… Wait, did the king just plant a time bomb!? Indeed, he did, that little black orb will explode 3 seconds after it hits the ground, letting off a noticeable red aura along with a loud bleep every second. Once the timer runs out, the bomb will explode… in a rather lackluster explosion. The hitbox is very tiny, only the size of Kirby, if not smaller. It also only deals 4% damage, with barely any meaningful knockback.
That’s because you’re supposed to detonate it yourself! With each second, the bomb grows in power, before it finally explodes with a dud due to it not being able to hold all the power for that long. It’s Bomb King’s duty, as king, to detonate the bomb. Each tick the bomb has results in a different effect. The first is no ticks, because you decided to detonate it early, since the bomb can be detonated as early as the first frame when Bomb King isn’t holding it. This causes it to just explode into a burst of smoke, since it hadn’t been able to build up any power. Good job. The first tick, however, does give a boost. It isn’t much, but it is better than the default explosion, as it has a fairly large blast radius, around a party ball large. It also deals 7% damage, with knockback that can KO at 210%. Not very strong, but definitely better.
The second tick grants an even better boost, blowing up to around half the size of a Bob-Omb explosion, making it far better at actually hitting anything. The explosion grows more powerful as well, dealing 10% damage, with knockback that can KO near 180%. This is the most general, and easier to perform, of the boosts, sitting exactly in the middle, and tending to hit opponents very well. The final tick, right before the bomb explodes, is the most powerful one, obviously. When detonated, the explosion will be the full size of a Bob-Omb blast, and deal a rather massive 15% damage, and can KO at 130%! This is one of Bomb King’s easier KO moves, but even then, you’d still have trouble activating it. See, the final tick happens just before the bomb explodes with a dud, requiring some serious timing to pull off well, but it can be incredibly rewarding as well.
The time bomb is a good trap, though obviously a bit more limited than the Sticky Bombs. It will tend to be used in conjunction with the other bombs to full effect. Very tactical, but also very hard to use. Timing is everything with this one.
Dash Attack – Bombing Run
Time for a much simpler move. As Bomb King runs forwards, he will quickly reach to the side that isn’t facing the camera, and pull something out. That something happens to be a few bombs, three to be specific, that he quickly throws behind him. The bombs stick close together, roughly the size of three Bob-Ombs in a triangle and function as a hitbox, dealing 5% damage with mediocre knockback, the bombs disappearing as soon as they hit the opponent, or the ground when they miss. Bomb King’s own hand motion is also a hitbox, which deals 2% damage, and will kind of push any opponent in front of his majesty behind him, like they deserve. This push cannot combo into the bombs, however, due to the arc of the bombs usually going over them (Unless they’re very tall).
Bomb King will continue to run as he throws the bombs, meaning that the distance the bombs are thrown is a bit strange. They fly at a fairly fast speed, at around 1-1.2 Battlefield Platforms in length. Once the bombs are out of Bomb King’s hands, he can move around as he pleases, but will auto run while throwing them. As you might expect, you can detonate the bombs while they fly through the air, at any point before they touch the ground. All three bombs explode at the same time, creating a decently large hitbox, though it isn’t as large as a few other explosions, roughly slightly larger than a Part Ball. This deals 10% damage, with knockback that can KO at 180%. This CAN combo from the push knockback, you just need to time it right, and is the preferred way of using the attack.
The attack is a spacer, functionally, and can help get runaway opponents back in place for a decent bomb set-up. The attack will tend to be used mostly while running away from your own bombs, however.
Forward Smash – Mad Bomber
For the charge animation, Bomb King leans backwards in a rather overexaggerated manner, spinning his arm around in a wind-up pitch. Once the attack is let loose, Bomb King will reveal he was going to throw… more bombs! Of course he is, isn’t his majesty so creative? Anyway, the number of bombs thrown depends entirely on the amount of charge. At no charge he’ll throw three bombs, while at full charge he’ll throw 5… but he doesn’t throw them all at once.
Instead, Bomb King will begin to throw them rapidly, taking moving in a brief, choppier manner in order for the endlag to not be too abysmal. The endlag is already fairly abysmal when you use all 4, however, the king gaining an extra 4 frames of endlag, on top of an already fairly sour amount, with every bomb he uses for the move. The endlag animation has Bomb King spin his arm around, stretching out his muscles from the throws. Onto the bombs themselves, unlike a lot of bombs we’ve mentioned so far, these bombs will explode by themselves as soon as they hit the ground. When they explode, they resemble the hitbox of the Dash Attack mentioned above, slightly larger than a Party Ball, but deal 5% damage, regardless of charge, and knockback that can KO at 160%.
Every bomb will be thrown a set distance of 1.5 Battlefield Platforms forward, and can explode on contact with an opponent. The move behaves sort of like a rapid jab or something similar, as only the final bomb in the attack will deal any of the knockback, and can total up to 20% damage very easy… but the attack is fairly telegraphed, and can be easy to whiff due to its odd behavior. Unlike with most moves relating to bomb throwing, Bomb King can’t move until its completed, making whiffing it even more of a pain. The bombs move very fast however, and Bomb King throws them fast enough that there will always be 2 on screen no matter the distance between him and the bombs.
However, you can get a lot more out of the attack by using detonate. Why would you want to manually detonate bombs that already explode? Well, to play tricky! By using detonate while the first bomb is throw, it will cause it to explode without any real changes. However, when more bombs get thrown, they will explode at the point that the previous one exploded at automatically, meaning you don’t have to press the button anymore to activate it. This has some good applications, like opponents who attempt to roll under the bombs’ arc and into their blindspot, or even tricking someone into opponents into running into bomb fields. Like I said, you only have to press it once, meaning that pressing the button again will cause your planted Sticky Bombs to explode.
Up Smash – Fallout
Like in the Dash Attack, Bomb King reaches for something to his side, the one facing away from the screen. This acts as the charging animation, and like with the FSmash, this doesn’t change the damage, but rather the number of bombs thrown. The rest of the attack has Bomb King quickly tossing the bombs upwards. With no charge, there will only be 2 bombs, while at full charge it will cause him to throw 6 bombs. No matter how many bombs, they will all tend to fly up in an arch shape above Bomb King’s head, before dropping back to the ground. Like with most of Bomb King’s moves, once the bombs have reached a certain point, Bomb King can start to move around again. In this case, his majesty will be able to move around again once the bombs start to drop from the air.
The bombs, like the rest of the set, act as disjointed hitboxes, well, one hitbox, depending on how many Bomb King throws. 2 bombs will only be tossed to his sides, while 4 bombs will cover above him fairly well. 6 Total bombs will cover him completely in a sort of shield, though they still behave like normal hitboxes, and are around the same size as the normal Sticky Bombs. The bombs actually deal a fair amount of damage, 4% on contact while being thrown upwards, and can cause decent knockback that, while hard to KO with, can keep opponents out of your way for a moment. The bombs lose their hitbox properties once they start falling, though they hang in the air for a few frames before this, still retaining their hitbox. Once the bombs hit the ground, they’ll vanish into a puff of smoke, like a few other bombs in the set. The animation of the attack, while fast to get out, does take a bit before Bomb King can move again thanks to how the bombs behave.
Of course, you can also detonate the bombs as well. This plays a bit into how each of the bombs is placed, as they will fall straight down when they end their hitboxes. These bombs, despite losing their hitbox, can still be detonated while falling as well. Anyway, when detonated, the actual explosion doesn’t act as the hitbox. The bombs will explode, but will soon begin to drop fire down from the clouds, directly onto the ground beneath them. This forms a fire patch, which cover around the same width that a normal Bob-Omb, or Sticky Bomb, does. These behave like fairly normal traps, dealing rapid hits of 1% for however long an opponent stands in it. They will vanish after a few moments, however, but those moments can be vital. Bomb King can easily trap an opponent in with his bombs thanks to this move, and being able to 2 on stage at once, making it very useful for the king’s entire gameplan.
Down Smash – Doomsday
Bomb King quickly pulls out two small bombs, and for the charging animation, continues to hold them as they expand in size. The bombs growth is basically a way of showing the current charge of the move, with them fully expanding out to the size of a Party Ball when at full strength. Bomb King even struggles a bit at the end of the move. Anyway, once the attack is released, his majesty will slam the bombs into the ground, causing them both to explode. Believe it or not, this is another move you don’t actually need to use Detonation for, though it still can be used. The attack’s lag actually changes depending on how much you charged it, with it being remarkably fast with no charge, to near Falcon Punch levels of lag at full charge. Endlag remains fairly brief, however.
The lag isn’t without reason, though. With no charge, the bombs that the king slams into the ground will explode into fairly small hitboxes, around the equivalent of some normal DSmashes, really. Just very unimpressive compared to the other bombs in Bomb King’s arsenal. They also deal a rather pathetic 7% damage, but the knockback is at least decent. When you get to full charge, however, well… There’s a reason this attack is named Doomsday. The hitbox explosions will be as large as a Bob-Omb blast, and deal a massive 40% damage, capable of KOing well before 100%. Of course, from there comes the problem of the lag, as it can easily get in the way of ever performing this at all. The safer bet is to use the mid-charged version, where the bombs have decent, but not incredible, hitboxes, have rather average heavyweight attack lag, and deal 30% damage, while still being a good KO move.
Then Detonation comes in. This acts less as a way to boost the attack, and more as a safety net for yourself. You can press the Detonation button at any point, including during the charge animation itself, to cause the bombs to go off. This explosion is slightly different and remains the same no matter the charge. When used, the bombs will explode into decently sized explosion hitboxes, though worse than even the mid-charged version of the attack, while dealing 18% damage to the opponent, with decent knockback. Basically, this acts as a way to cancel the move out when you know that an opponent is about to knock you out of it. It can also be used for confusing the opponents and getting in an easy hit, but that tactic is a bit risky. See, due to holding the bombs during this, they will go off directly in Bomb King’s face, dealing 7% damage to him, with comical endlag consisting of him shaking off soot from his face.
This is primarily one of Bomb King’s KO moves, and the only smash that functions as a normal smash in any real capacity. The lag can make it hard to truly use effectively, if you want to go for full charge attacks, but it can be worth it. Also, a full charged one can be a good way to detonate a Grumpy Bomb from decently far away. This is one of the few moves that can detonate a Grumpy Bomb on its own, however.
Neutral Aerial – Bomb Shelter
Bomb King pulls his hands in, and then quickly throws out a ring of bombs around himself. There are around 6 bombs thrown out, in a decently fast animation all things considered. Like most of the bombs in this set, the bombs are disjointed, but they will actually follow Bomb King’s aerial trajectory fairly well, and like with other moves, once the bombs are out, Bomb King can start moving around again. They don’t cover him for that long, and vanish after 20 frames of being out, or until his majesty hits the ground. The attack’s start-up is actually fast enough to come out on shorthop. The bombs come out in a circle, kind of like a shield. It functions a tiny bit like a sex kick in terms of how long its able to be held out, but the damage remains consistent, only dealing 10% damage on contact with the shield. The knockback is a bit weak, however, only being able to KO at over 250%. Not a remarkable move, but there is more to it.
The first being that this is technically a shield… but only once you detonate it. Bomb king, like the genius he is, threw the bombs out in a way that they explode away from him when detonated. This was totally on purpose, and not just by accident! But yeah, the explosion hitboxes will burst out away from Bomb King, giving them some remarkably good range, not really seen on any NAirs before, though it still isn’t remarkably amazing. The blast doesn’t boost the damage up that much, just to 13%, but knockback is increased to being able to KO at 160%, a massive boost. The explosions can also block projectiles, any that are thrown his majesty’s way will dissipate once they hit the hitbox of the explosions. The explosion will also halt Bomb King’s downward momentum for a moment, letting it be used in tandem with Poppy Bombs for recovery.
Forward Aerial – Air Blast
Bomb King pulls his fist back, a bomb appearing in it if he didn’t have any, and then swings his fist forward. This is basically an aerial version of the FTilt, except, well, obviously very different thanks to it being in the air. The punch resembles Mario’s FAir, being a big laggy punch downwards. However, it has a few key differences to it, the main one being that it doesn’t have a meteor smash effect to it, limiting its use as a KO move. It’s actually a bit slower than Mario’s FAir as well, but is also a bit stronger, dealing out 15% damage on contact, and can KO well before 200%. It has the same, rather fast, lifespan, however, but hitting with it is very satisfying.
Of course, since Bomb King has that bomb in his hand, means he can detonate it. This, again, behaves a whole lot like the FTilt does, expect it’s a bit harder to pull off due to the lack of endlag. Detonating the bomb will cause it to explode into nearly the same hitbox as the one from the FTilt, but with slightly more horizontal reach to it. The hitbox is mostly just generically stronger than the normal one, dealing 18%, but the knockback remains relatively the same, if only slightly stronger. The explosion will cause Bomb King to halt all his current momentum, however, causing him to stop in midair until the blast completes. The hitbox lingers a bit, though again, it still doesn’t act like a sex kick besides that.
Up Aerial – Clink, Clank, Boom!
Bomb King pulls out two bombs, or just using the ones in his hands if he has any, and then clinks them together rapidly above his head. The clinking shoots off some exaggerated sparks, which acts as a hitbox. The sparks shoot out each time, one for each clink, and are roughly around 1/3rd of Bomb King’s height in size, making them fairly large. The sparks are fairly standard, all considered, dealing 12% damage, with upwards knockback. Only one spark can hit an opponent, as all of them behave exactly the same, except with slight animation differences. This also means you can hit with any one of the sparks, making it fairly versatile. The sparks also come out fairly fast, with only short breaks between them, but its still easy to hit with.
And of course, the Detonation effect. When the button is pressed, the bombs will explode, with fairly weak hitboxes that deal the same damage as the normal move, but with standard explosion knockback rather than directly upwards knockback. This is fairly underwhelming, but you can make it a lot more interesting. This hitbox is only created when the attack isn’t in the middle of the bombs hitting each other, and y pressing the Detonate button just before the bombs clink together, you’ll cause the explosion to travel up the sparks you created from the clink. This doesn’t increase the hitbox, technically, as the explosions and the exploding sparks act as different hitboxes, but the sparks will now deal 15% damage, with much stronger upwards knockback. The explosions cannot actually combo into the sparks, unless the opponent comes from directly above, which in turn makes this a decent juggling move.
Back Aerial – Backdraft
For his BAir, Bomb King doesn’t even turn around to face the opponents behind him, like the knaves they are. Instead, he thrusts his arms behind himself, each hand holding a bomb. Bomb King is able to make this a lot more flexible, performing it similar to a punch, due to being a robot/construct/golem and having no bones. This is a very standard double punch attack, coming out fairly quickly all considered. However, his hands stay extended out for a moment, and guess what, this actually DOES act like a sex kick! At the start of the move, Bomb King will deal 14% damage, but later in the move can only deal 10%, making a pretty sharp decrease, but the range is nice due to his majesty’s meaty arms. Knockback is average as well.
As you might be able to tell, the endlag is fairly bad due to the attack hanging out for a bit. This actually applies directly into the Detonation effect. Pressing the button will (of course) cause both bombs to explode. These are more fairly standard explosion, comparable to the explosions from the FAir, except… in the reverse direction, basically. They look the same and behave the same, except they only deal 15% damage, with around the same knockback. However, their own unique effect is that they will blast Bomb King forwards a bit, yet another recovery/movement tool for Bomb King to play around with… except you can only use one of the air boosts while in the air, and will have to land to recharge it. Other than that, it can help run away from bombs, as it can be used out of a sharthop if you’re good at fast inputs.
Down Aerial – Explosive Entrance
Bomb King, being a heavyweight, of course has a fairly standard heavyweight stall than fall for his DAir… Well, it isn’t exactly standard. Bomb King will curl up into his King Bomb form for the stalling part, before quickly falling down towards the ground, spinning all the way. This part of the move behaves like the normal stall than fall. This move technically consists of two hitboxes, the first being the King Bomb, which will deal 8% damage if it hits an opponent in the air, and has meteor smash knockback. Unlike some stall than falls, it will continue until hitting the ground, making it easy to suicide with. But, like with the King Bomb special, jumping can cancel it, but you need to actually have jumps, of course. The second hitbox happens when Bomb King hits the ground, as he’ll pound both his fists into the ground. Due to the momentum of the attack, he slams down remarkably hard, creating a hitbox around him that deals 15% damage with high upwards knockback. Endlag on the attack is rather bad, but start-up lag is decent enough for a stall than fall.
Just because it SEEMS like there’s no reason to use Detonation, doesn’t mean there isn’t a reason. However, it isn’t an immediate thing like most. Instead, by activating the effect during the attack, Bomb King’s King Bomb form will start to blink red. It will remain like that until it hits the ground, where instead of pounding the ground, Bomb King will explode! This is a rather large hitbox, covering the entirety of Bomb King’s model, and a bit outwards as well. It deals 20% damage, with heavy knockback that can KO at 130%... Unfortunately, it will also deal Bomb King himself 10% damage, and has worse endlag than even the normal version, meaning a whiffed one is extremely punishable. Its actually better to hit an opponent in the air with the attack, as it WILL actually make you bounce off the opponent AND activate the explosion, putting you in helpless, but saving you from the endlag. This explosion can also detonate a Grumpy Bomb.
Majestic Grab Game
Grab & Pummel – Playing with Explosives
For his grab, Bomb King simply sweeps his hand forward, attempting to grab the opponent. If he had a bomb in his hand, it will vanish, because he can’t hold two things in one hand. Once grabbed, Bomb King will hold the opponent by their chest, as seen in most grabs, and raise a hand, still carrying a bomb, to the sky. His pummel has him rapidly whack the opponent on the head with the bomb for 2% damage, and standard jab speed.
Oh, but we’re not done yet. See, Bomb King can use the grab… to pick up his bombs! Seems fairly standard, hm? Well, the king has a few tricks up his metal sleeves. The first is that, instead of just placing the bomb back in his hand and moving on, Bomb King will enter a unique grab stance, as he holds the bomb up and stares at it. From there, Bomb King can input any direction to apply a new effect to his bombs. We’ll go into more detail in a second. The simplest is inputting down, which will cause Bomb King to shake his head, and go back to neutral. He still has the bomb in his hand, and it’s a remarkably quick animation, meaning that you can head back to planting bombs as soon as you want. Bombs aren’t healed by being picked up.
So, now we can move on to the actual special effects. They all have the same animation, with Bomb King’s fuse, no matter how short it is, popping up, and him getting a smile on his face. The king’s figured something out! That something is the idea to add some special effects to his next set of bombs. The effects for each input won’t be applied until you use Detonate on planted Sticky Bombs, meaning that you’ll have switched to a new set of bombs, technically. The only way to remove the effects is to, of course, detonate again, resetting it. You can’t stack effects, one will replace the other until you use Detonate to move on. You can also set up the same effect for the next set of bombs, which follows the same rules described before. Also, whenever a direction is inputted, Bomb King will automatically place the bomb he picked up back into his stock, without the new effect. These effects only affect Sticky Bombs from the Jab, and not any other bomb in the set.
So, now we can actually cover the effects themselves. The first is for the forward input, that being the Reinforced Bombs. Each effect changes the color of the bombs as well, this one changing them to grey. As you might be able to tell, this grants the Sticky Bombs more HP, boosting it from 15% to 40%, allowing it to take a decent beating. The bombs themselves also become a bit heavier, being thrown only 2/3rds of their usual distance, and now being able to deliver 4% damage to any opponent they hit. Of course, there are still downsides, the biggest one of all being that the explosives are a bit less… effective. The explosions when destroyed remain the same, but the Detonation explosions have a much smaller hitbox, 2/3rds as large as normal. Damage and knockback remains the same, but sacrificing the range of the bombs is a pretty big deal, as it can easily ruin combos.
Inputting up will result in Ablative Bombs. Ablative Bombs are green in color, and their special effect is something. Bombs remain the same stat wise, with no major buffs or debuffs to the throwing distance or damage. However, what it does do is potentially more dangerous. Once you detonate the bomb, it will explode… into two smaller bombs, which in turn explode. The initial explosion actually deals very little damage, 2%, and knockback, acting more as a “pop” than a “bang”. The smaller bombs, however, will fly out in an arc, and then explode into rather small explosions once they hit the ground, roughly 1/3rd the size of the normal explosion. The smaller bombs travel a set distance of 1 Battlefield Platform in either direction from where the original bomb exploded. The bombs deal reduced damage, 7% now, with equally reduced knockback… but using this, you can functionally have TWELVE different explosions on stage, setting up some great chaos.
Finally, there’s inputting back, which result in the blue Shock Bombs. Shock Bombs are a bit odd, as they’re actually lighter, able to go a complete extra Battlefield Platform before starting their drop. They still only deal 1% damage, because you can’t get any lower than that, but they deal basically no knockback, behaving completely like Mr. Saturns. When detonated, instead of exploding into… explosions, they will instead burst into fields of electricity! The electric fields are basically the same as the explosive hitboxes, its just with a slightly different skin. They’re even the same size as the normal explosion hitboxes from normal Sticky Bombs. However, they are considerably different knockback wise. That being, they don’t deal knockback. Instead, they cause a stunning effect, and 5% damage. This stun is particularly bad, but it can be good for Bomb King, and can easily help him set up his next bomb plan. Unlike a lot of bombs, a single Shock Bomb can be useful, rather than setting up a lot of them. Using it as a standard projectile is around as useful as well.
Forward Throw – Stickier Bombs
Remember how Sticky Bombs couldn’t stick to opponents for some reason? This is why. Bomb King will let go of the opponent, before shoving the bomb he’s holding into their chest. The bomb is actually a Sticky Bomb, and unlike normal, this one actually sticks! The sticky bomb here acts a bit out of the way from Jab Sticky Bombs, as it isn’t affected by Detonation in any way. Instead, the bomb will start ticking down on a timer, around 7 seconds. Once those five seconds are up, BOOM! They go up in an explosion, dealing 10% damage. The knockback is actually rather weak despite blowing up directly in their face, however.
But that isn’t all! The opponent obviously needs a way to get out of this, ahem, sticky situation. Well, they can shake it off like a Pikmin, except its MUCH harder to get off than a Pikmin is. The opponent will have to focus on that for at least 3 seconds before it drops off. Once it drops off, the bomb will be transformed into a normal Sticky Bomb, if there’s enough room for one on the stage, and if Bomb King is currently armed with normal Sticky Bombs. If neither of those requirements are met, the bomb will vanish in a puff of smoke. This is mostly a distraction tool, but the explosion from that bomb can actually set off normal Sticky Bombs, as well as Grumpy Bombs.
Up Throw – Royal Decree
Time for some more conventional throws. None of Bomb King’s throws interact with the Detonation button, letting you know that in advance. Though, it might be obvious with the lack of it in the last two moves. Anyway, this attack has Bomb King let out a laugh, before tossing the opponent up into the air. He then lobs the bomb he was holding at them, which explodes upon contact. The bomb deals 9% damage, with upwards diagonal knockback. The bomb is technically a projectile, meaning that anybody who gets in the way of it and the thrown opponent will be hit instead. Throws are spacers, basically, which is something Bomb King has enough of throughout his set, but a few more won’t hurt, obviously.
Back Throw – King’s New Cloak
Bomb King quickly spins his arm, and the opponent, around so that they’re behind him. He then leaps up and crushes the opponent under his back, launching them off. The crush deals around 8% damage, and has some of the better knockback of Bomb King’s standard throws, being able to KO at a still relatively high 170%. Bomb King has a bit of endlag, as he has to get up from the move, but it isn’t bad enough to be truly punishable.
Down Throw – King’s Court
Bomb King slams the opponent into the ground, and then lets out a laugh. He then pulls out a pile of tiny bombs, dropping them down onto the opponent. He steps back, and plus his ears (Well, places his fingers at the side of his head) as the bombs explode, launching the opponent. The bombs deal 11% damage, fairly high for a throw, and cause upwards knockback that can KO at 180%. The bombs function as a hitbox for every opponent, actually, taking up around half a Battlefield Platform worth of space once the explosion goes off. Opponents who are hit by the bombs will take a reduced 7%, with much weaker knockback.
Bomb King has the Smash Ball! He lets out a heart laugh as he pulls out a Grumpy Bomb, which steadily starts to grow in size. As it grows, the Grumpy Bomb turns from red to gold and silver, showing that it has transformed into an Emperor Bomb, the most powerful explosive known to bomb-kind! The bomb grows at a steady pace, with its final size being able to cover most of the main Battlefield Platform. As the bomb grows, Bomb King goes from holding it in one hand, to holding it with two, to balancing it on his shoulders, to holding it up Atlas style. Once it reaches its maximum size, his majesty will collapse under its weight.
And then the Emperor Bomb, of course, explodes. The explosion is massive, being able to cover literally the entirety of Battlefield’s ground, and behaves like a heavily supped up Smart Bomb, dealing rapid hits of 5% to any opponents trapped in its blast. Once the blast subsides, the opponents will be flung around, able to be KOed at around 70%. Once the Final Smash has concluded, Bomb King will sit up, unharmed by the blast, before shaking his head and getting back into his neutral stance