A while ago I ran some tests on Link's bombs and found this interesting property where the bomb can become active again after it has hit a shield. https://smashboards.com/threads/lin...-found-in-the-op.379659/page-50#post-21543614
[Note that 'active' means the bomb will be able to detect enemy hurtboxes and generate a hitbox on the following frame, whereas 'inactive' means it will not be able to detect enemy hurtboxes at all.]
It turns out Toon has the same sort of thing going on, only much much later in his bomb's life.
For Toon's bombs, the rules are as follows.
1. Counting from the first frame of the bomb pull animation, if a bomb is shielded on frame 223 or later, then regardless of how the bomb was thrown or z-dropped etc and regardless of how it was shielded, the bomb will be inactive from the moment it touches the shield and will remain inactive.
2. Counting from the first frame of the bomb pull animation, if a bomb is shielded on frame 222 or sooner, then regardless of how the bomb was thrown or z-dropped etc and regardless of how it was shielded, the bomb will become active on frame 223, i.e. it will be inactive until then, and then it will remain active until it explodes on the ground or comes to a complete rest on a platform or is caught etc, with one exception.
3. The exception to rule 2 is if the bomb is thrown or z-dropped within a shield, i.e. so that on the bomb's first active frame it is already within the shield, and it hits the shield between frames 215 and 222, counting from the first frame of the bomb pull as always. Doing this will cause the bomb to bounce up high and perfectly vertically, and the only active frame will be frame 223. From frame 224, the bomb will be inactive.
What does this mean in practice?
Well it means you have an extra incentive to hold onto your bombs for a little while. According to this way of counting from the first frame of the bomb pull, the bomb will explode on frame 315, so if the bomb is becoming active on and after frame 223, that leaves you the last 92 frames of its natural lifespan before it would have exploded on the following frame regardless. If you can hit the opponent's shield just before that, this makes the bomb an extra obstacle that the opponent must avoid while it is still tumbling in the air before it even touches the ground.
Note that if the bomb bounces off a shield on or before frame 222 and becomes active again on and after frame 223, this will mean that it can bounce off their shield again, because naturally, bombs bounce off shields when they are active. Because the second bounce necessarily has to hit their shield on or after frame 223, the bomb will necessarily become inactive as per rule 1, and so it is impossible to get a third bounce.
[Note that 'active' means the bomb will be able to detect enemy hurtboxes and generate a hitbox on the following frame, whereas 'inactive' means it will not be able to detect enemy hurtboxes at all.]
It turns out Toon has the same sort of thing going on, only much much later in his bomb's life.
For Toon's bombs, the rules are as follows.
1. Counting from the first frame of the bomb pull animation, if a bomb is shielded on frame 223 or later, then regardless of how the bomb was thrown or z-dropped etc and regardless of how it was shielded, the bomb will be inactive from the moment it touches the shield and will remain inactive.
2. Counting from the first frame of the bomb pull animation, if a bomb is shielded on frame 222 or sooner, then regardless of how the bomb was thrown or z-dropped etc and regardless of how it was shielded, the bomb will become active on frame 223, i.e. it will be inactive until then, and then it will remain active until it explodes on the ground or comes to a complete rest on a platform or is caught etc, with one exception.
3. The exception to rule 2 is if the bomb is thrown or z-dropped within a shield, i.e. so that on the bomb's first active frame it is already within the shield, and it hits the shield between frames 215 and 222, counting from the first frame of the bomb pull as always. Doing this will cause the bomb to bounce up high and perfectly vertically, and the only active frame will be frame 223. From frame 224, the bomb will be inactive.
What does this mean in practice?
Well it means you have an extra incentive to hold onto your bombs for a little while. According to this way of counting from the first frame of the bomb pull, the bomb will explode on frame 315, so if the bomb is becoming active on and after frame 223, that leaves you the last 92 frames of its natural lifespan before it would have exploded on the following frame regardless. If you can hit the opponent's shield just before that, this makes the bomb an extra obstacle that the opponent must avoid while it is still tumbling in the air before it even touches the ground.
Note that if the bomb bounces off a shield on or before frame 222 and becomes active again on and after frame 223, this will mean that it can bounce off their shield again, because naturally, bombs bounce off shields when they are active. Because the second bounce necessarily has to hit their shield on or after frame 223, the bomb will necessarily become inactive as per rule 1, and so it is impossible to get a third bounce.
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