The Bomb is Samus, Link, Young Link, and Toon Link's Down Special Move in their Super Smash Bros. incarnations. The move has different properties depending on the character, but all of them involve taking out a bomb.
Each of Link's variants have different versions, but in all of them, the bomb can be thrown at other opponents, where it will explode on impact. If the bomb is dropped, then other characters can pick it up and use it as an item. The bomb can also be caught by other characters. When the bomb is flashing red, that indicates that it is about to explode. If a bomb explodes while a character is holding it, the person holding it and people in the immediate vicinity then they will take reduced damage, around 3%. All of the Links' bombs can also damage team members.
The character hit by Link's bomb will take about 6% damage. As the bomb is an item, Link cannot use the move if he is already holding another item. In SSB4 Link's Bombs can be customized to Giant Bomb or Meteor Bomb. Giant Bombs take longer to to deploy but have a much larger blast radius. Meteor Bombs are faster to deploy and have a Meteor Smash effect.
Young Link's bombs are exactly the same as Link's and Toon Link's, but they hit multiple times. They also have a slightly different design. As the bomb is an item, Young Link cannot use the move if he is already holding another item.
|Young Link's Special Moves|
|Standard Special||Fire Bow||Fire Arrow|
|Up Special||Spin Attack|
|Final Smash||—||Triforce Slash|
Toon Link's bombs can be thrown at other opponents, where it will explode on impact, dealing anywhere from 5% to 9% damage. Toon Link's bombs' blast radius is twice as big as Link's, and the explosion is different. When the bomb is turning yellow, that indicates that it is about to explode. As the bomb is considered an item, Toon Link cannot use the move if he is already holding another item. Toon Link's bombs also have a distinct cartoonish look when exploding, which looks the same as the explosion in Wind Waker.
|Toon Link's Special Moves|
|Standard Special||Hero's Bow|
|Up Special||Spin Attack|
|Final Smash||Triforce Slash|
|Link's Custom Special Moves|
|Custom 1||Custom 2|
|Standard Special||Power Bow||Quickfire Bow|
|Side Special||Boomerang||Ripping Boomerang|
|Up Special||Shocking Spin||Whirling Leap|
|Down Special||Giant Bomb||Meteor Bomb|
Short-Fuse Bomb is one of Toon Link's Down Special Moves that can be used via customization. Toon Link pulls out a bomb with a very short fuse, but which has a powerful blast and can launch opponents upward.
|Toon Link's Custom Special Moves|
|Custom 1||Custom 2|
|Standard Special||Fire Arrow||Piercing Bow|
|Side Special||Floating Boomerang||High-Speed Boomerang|
|Up Special||Hurricane Spin||Rising Slash|
|Down Special||Time Bomb||Short-Fused Bomb|
The bomb has appeared in almost all Zelda games, including the original The Legend of Zelda game. However, in the Super Smash Bros. series, the bombs have been largely reduced in size; Link holds his bombs in one hand in the series, while in his respective games, he holds them with both hands over his head, since the bombs are much larger. The bombs flashing red when it is about to explode also comes for the Zelda series. The bomb design is based on the Link's respective game he appears in. The bombs from Super Smash Bros. and Super Smash Bros. Melee use graphics from Ocarina of Time. In Super Smash Bros. Brawl, Link's bombs are from The Legend of Zelda: Twilight Princess. Toon Link's bombs are from The Legend of Zelda: The Wind Waker.
Bombs can also be used to setup Link's spike. When a bomb is thrown on an airborne opponent under him, the opponent will be stunned, allowing for Link to spike them.
If the A button is held during an animation where Link/Young Link/Toon Link cannot throw his bomb (such as during a roll, or during the time when he takes out the bomb), it will allow the player to do a Forward Smash with the c-stick without throwing the bomb. The bomb can then be thrown after the smash, stunning the opponent and setting the opponent up for a dash attack, Slide Smash, or a dash attack cancel.
In Brawl, if a Bomb explodes while in knockback, it increases the knockback Link and Toon Link travel. However, if Link or Toon Link use their Zair right before it explodes while in knockback (other than the knockback of the Bomb), it cancels all knockback allowing them to survive at percents they'd usually get KO'd for that move. However, it is very situational because it takes 7 seconds for a Bomb to explode and the attack that knocks them has a chance of making them dropping the Bomb. Without Link or Toon Link having a way to force the bomb to explode, there's rarely a chance of pulling it off with a result of surviving longer. This video shows this technique.
Bomb, also known as Morph Ball Bomb, is Samus' Down Special Move in the Super Smash Bros. series. Samus shifts into morph ball mode and lays a bomb, which will explode either after a set time period or upon contact with a character, shield, or breakable hitbox.
If Samus is on top of a bomb when it explodes, she will shift into morph ball mode and bounce up; thus, if Samus uses Bomb while touching an opponent, she will hit the opponent or their shield with the bomb and be popped up into the air. The mechanics behind the Morph Ball result in the Super Wavedash in Melee. Bombs almost always hit twice, although the two hits are essentially indistinguishable; if a bomb drops onto an opponent from above, it may hit them once and bounce off without exploding. Bombs may do between 2% and 7% damage.
Bombing while in mid-air causes Samus to go into Morph Ball mode, and slows down her fall. Thus, in Super Smash Bros., Samus can repeatedly bomb while holding towards the stage to better her recovery, although this takes away her midair jump if she still has not used it. In Melee, bombing twice consecutively in the air will cause Samus to pop upward from the first bomb, giving her near-infinite horizontal recovery. "Bomb jumping", as this is known, is reputedly possible in Brawl, but is less efficient.
|Samus's Special Moves|
|Standard Special||Charge Shot|
|Up Special||Screw Attack|
|Final Smash||—||Zero Laser|
|Samus's Custom Special Moves|
|Custom 1||Custom 2|
|Standard Special||Dense Charge Shot||Melee Charge Shot|
|Side Special||Relentless Missile||Turbo Missile|
|Up Special||Screw Rush||Apex Screw Attack|
|Down Special||Slip Bomb||Mega Bomb|
Morph Ball bombs have been standard in all Metroid games, along with the Morph Ball Bomb Jump, a common tool for puzzle solving. The appearance of the Morph Ball in all three Super Smash Bros. games is derived from the original Metroid, due to its lack of spiral patterns. In Brawl, it is also more detailed.
Also, in a number of the Metroid games, there is a more powerful version of the Bomb, aptly called the Power Bomb. It is always obtained very late in the games, and often the last power-up; this is due to it being essentially the most powerful weapon in all of Samus' arsenal, as it is makes a massive explosion capable of penetrating virtually every type of armor/shielding other than Samus and incinerates all living things in its range, as well as obliterating almost everything else (Of course, in the games, this is limited to eliminating/damaging enemies and only destroying extremely select obstacles, despite it being effectively a near-spammable small nuke). Its destructive capabilities as compared to the Zero Laser are unknown, though most likely the Power Bomb is still magnitudes more powerful.
Bombs are a large part of Samus's approach in SSBM. Simply running, wavedashing, or SWDing towards the opponent and bombing off of them gives several options. If the bomb hits, a fast-fallen aerial will almost certainly hit as well during the stun, and can lead to easy combos or edgeguards. If the bomb is shielded, Samus can either fast-fall an aerial anyway and go into grounded shield pressure with jabs, tilts, and grabs; bomb again while still on top of the opponent and severely wear down the shield, or simply jump away onto a nearby platform. Wavebombing, a technique found by Co_and_me, consists of Bombing off an opponent followed immediately by a downwards airdodge: this functions as a quick wavedash and allows various continuations.
In Brawl, however, Samus is capable of also using her bombs to perform the Spider Ball technique. To perform, run off the edge of the stage or platform and immediately activate the bomb, then direct Samus back onto solid ground as she hops into the air. This will drop the bomb directly against the ledge of the stage, creating an effective edgeguard in itself as well as a setup for other possible attacks, such as a Down Tilt or Down Aerial Meteor Smash.
One of the numerous modules integrated into Samus's Power Suit, This one allows her to transform into a compact mobile sphere and explore tight spaces. In the very first Metroid game, it was known as the Maru Mari, which is just Japanese for "roll up", but it was later changed to the much-cooler-sounding Morph Ball.
- NES - Metroid (08/1987)
- SNES - Super Metroid (04/1994)
- In Brawl, while Link's bombs deal damage to breakable terrain such as the towers of Shadow Moses Island, and the floors of the Skyworld, Toon Link's do not.
- In Melee, Link and Young Link's bombs will explode if two hit while in midair. In Brawl, Link and Toon Link's bombs pass through each other if they meet in midair.
- In Super Smash Bros. Melee's Event 3: Bomb-fest, in which Link & Samus are opponents, they almost always use their Bombs to attack.
- In Super Smash Bros. Melee, if one presses the Z button while holding a bomb, Link or Young Link will simply drop the bomb instead of throwing it. In Super Smash Bros. Brawl, one can press the minus button.
- In SSB, the fire flower flames can be used to reflect Link's bombs.