Name:
Bomberman
Moves:
Obviously, Bomberman's set relies heavily on using different types of bombs. They behave similarly to Link's bombs and take about as long to detonate normally. Certain types have different explosion patterns as well as different effects. The explosions cause no damage to Bomberman* (unless reflected or caught and thrown back). Up to 5 bombs can be placed at a time as well. If any of Bomberman's non-bomb-using attacks connect with a bomb that he placed, the attack pushes the bomb away. Bomberman is a slightly below-average weight character with average running speed and jumping height.
Also, yes I know he'll never be in Smash, but I've wanted him in a game since the first one came out and ain't no one gon' crush mah dreams.
Basic Attacks:
- Neutral (not near bomb): Place Bomb- Places a bomb of the selected type at Bomberman's feet.
- Neutral (near bomb): Bomb Kick- Kicks a bomb in the direction Bomberman is facing. Sliding bombs explode upon impact with an opponent. Shielding will cause all kicked bombs to stop sliding.
Tilts:
- Up: A two-handed upwards push. Similar to Ness's Up-Tilt.
- Side: A punch with a brief wind-up. Similar to Sonic's uncharged Side-Smash but with lower damage.
- Down: Leg sweep. Hits both sides, with the forward sweep having higher damage and launching capability. Similar to Mario's uncharged Down-Smash but with less damage and an upwards launch instead of a lateral one.
- Running: Sliding Kick- A running slide-tackle. Good upwards launch capability.
Smashes:
Bomberman's Smash attacks work differently from other characters. Using any direction of a Smash causes Bomberman to spawn a bomb of the selected type in his hands. Charging the Smash causes the bomb to grow until it reaches a maximum size, increasing its damage, knockback/pulling force, explosion radius, and explosion duration. Releasing the button causes him to launch the bomb in the direction held. While charging, Bomberman is still able to move (although slowly) and jump (although not very high, and cannot double-jump). Bombs launched at their maximum size cannot be caught/picked up/kicked. Bombs launched before reaching their maximum size slowly shrink before detonating.
- Up: Heave- Throws the bomb directly upward. The distance thrown is inverse to the size of the bomb (smaller bombs are thrown further faster)
- Side: Toss- Lobs the bomb in a lateral arc. The distance thrown is inverse to the size of the bomb (smaller bombs are thrown further faster). Similar to Yoshi's Side-Special.
- Down: Roll- Bowls the bomb along the ground. Will stop on its own unlike the Bomb Kick. The distance rolled is inverse to the size of the bomb (smaller bombs roll further faster).
Aerials:
- Neutral (not near bomb): Drop Bomb- Drop a bomb of the selected type which detonates if it collides with a target. Otherwise it falls to the ground.
- Neutral (near bomb): Aerial Spin- A simple double-hitting spin attack. Similar to Link's Neutral Air (except without a sword).
- Up: Somersault- A somersault kick. Similar to Mario's Up-Air.
- Forward: Overhead- A double-handed overhead attack. Similar to DK's Forward-Air, but with less damage and spiking capability.
- Backward: Backhand- A back-handed smack. Similar to Captain Falcon's Backward-Air, but less damage.
- Down: Heel Spike- An overhead ax-kick, can hit both above and below Bomberman, but the downward hit has spiking potential.
Grapples:
- Grab: A basic collar-grab. Similar to Mario's grab.
- Attack: A basic, low-damage punch.
- Up: A single-handed upwards toss, followed by up to three rapid upwards Fire Bomb-tosses in a fan pattern (one directly up and two more to either side). The bombs thrown are always Fire Bombs and are limited by the number of bombs already on the field (if 4 bombs have already been placed, the second part of the throw will only throw 1 Fire Bomb). The initial throw launches the opponent slightly backwards as well. Similar to Marth's Up-Throw combined with Fox's laser-shooting Up-Throw.
- Forward: Bomberman spins around once then tosses the opponent, following-up with a quick Fire Bomb throw. The bomb's trajectory is aimed to mimic the opponent's launch trajectory.
- Backward: See above, except with a backwards toss.
- Down: Spikes the opponent into the ground, causing them to bounce at higher percentages. Similar to Captain Falcon's Down-Throw.
Specials:
- Neutral: Bomb Cycle- Switches between different bomb types. Can be done at any time. An icon next to Bomberman's character panel shows which type of bomb is currently in use. The types and cycle is: Fire > Ice > Wind > Lightning > Earth > Dark > Light
- Fire- average damage and knockback. Plus-shaped explosion pattern (vertical & horizontal)
- Ice- less damage and knockback than Fire, chance to freeze opponents briefly, (similar to Ice Climbers' Down-Special). Circular explosion pattern.
- Wind- very low damage but pushes players away from the explosion with greater force. Excellent for stage recovery. Plus-shaped explosion pattern.
- Lightning- less damage than Ice, but with the same knockback, has a chance of stunning opponents briefly (similar to Zero-Suit Samus's Paralyzer). Circular explosion pattern.
- Earth- exteremely high damage and knockback on the intial explosion with a lingering effect as well a larger radius, but only 1 can be placed at a time (including time the explosion is active). 4 bombs of any other types can be placed though. Circular explosion pattern near the point of detonation, but extends in a plus-shaped pattern as well.
- Dark- no damage, but pulls opponents towards the explosion's origin rather than pushing them away and lingers briefly after detonation.** Circular explosion pattern.
- Light- low damage and less knockback than Fire but the lingering explosion deals rapid non-flinching damage. Only 1 can be placed at a time (including time the explosion is active). 4 bombs of any other types can be placed though. Circular explosion pattern.
- Up: Launch Bomb- Places a bomb directly beneath Bomberman which detonates, sending him flying upward. Left/Right angle can be altered slightly by holding left/right. Holding the special button increases the bomb's size, causing increased damage and knockback upon detonation. Using this move puts Bomberman in the 'Helpless' (falling) state. Similar to Diddy Kong's Up-Special and matches the distance if used with a Wind Bomb.
- Side: Rocket Bomb- Places a bomb directly behind Bomberman which detonates, sending him flying in the direction held. Up/Down angle can be altered slightly by holding up/down. Holding the special button increases the bomb's size, causing increased damage and knockback upon detonation. Using this move puts Bomberman in the 'Helpless' (falling) state. Similar to Pikachu's/Luigi's Side-Special and matches the distance if used with a Wind Bomb.
- Down: Remote Detonation- Detonates all of Bomberman's bombs that are currently on the field at once.
- ***: NOTE- If Kirby copies Bomberman's abiliy, he acquires a basic Fire-Bomb throw that can be charged.
Final Smash:
Power Bombs- summons a Power Bomb power-up that doubles the power, explosion radius, and launching force of all bombs. Powered-up bombs are indicated by an altered color palette (regular black Fire Bombs turn red, blue Ice Bombs turn pink, yellow Wind Bombs turn green, etc). The power-up doesn't last very long, but bombs placed before the power-up wears off retain their increased power.
Playstyle:
Generally speaking, you'll want to use Ice/Lightning/Light Bombs at lower percentages to stack up damage, and then charged Earth and Fire Bombs to go for the KO. Wind and Dark Bombs help control your position and move opponents around. Learning how to use high-damaging bomb-based attacks along with low-damaging regular attacks to push/kick/launch bombs is the key to using Bomberman to his full potential. Since you have to constantly cycle between bomb types, know when to use them, keep track of their locations, and control a lighter-weight character, Bomberman is one of the more difficult characters to use.
Sample Combos:
- Grab > (Punches) > Down-Throw > Place Bomb > Bomb Kick
- Grab > (Punches) > (Bomb Cycle to Dark Bomb) > Up-Throw > Up-Smash > Remote Detonation
- (Place Bomb > Bomb Kick > Shield) x 4 > Dash > Sliding Kick
- (Bomb Cycle to Dark Bomb) > Place Bomb > Bomb Kick > Dash > (let bomb slide over edge) > Jump > Overhead or Heel Spike (spike opponent downward) > Remote Detonation (Dark Bomb pulls opponent further downward)
*Not too sure about this. Maybe they should hurt him after all, but deal less damage than they do to opponents...
**Depending on how powerful these bombs end up being, may be limited to 1 at a time like Earth and Light