Bombs are Link's down special and an essential tool in every matchup. Every time you have an opportunity, pull one!
Link can not alter his aerial trajectory when pulling a bomb. He only moves according to the momentum he held prior to pulling the bomb.
Bombs have an interesting way of calculation how much damage they will do. Link has a variety of ways to throw bombs (tilt, smash, dash, air, ec.) and each way has it's own set amount of damage it will do. A Bomb explosion will always do 4% of damage. This means that if you add the set damage of the throw by 4, you'll get the total amount of damage the throw will inflict. (assuming that the explosion hit box connects with the opponent.) The Throw damage is added on the frame it collides with the opponent, the explosion happens one frame after. If the bomb has been airborne for 18 frames or more (after release) the bomb collision will now only do 1% of damage for all throws. This is what causes farther bomb throws to deal less damage than initial contact throws. (explosion still does 4).
Throwing a bomb behind Link will turn him around! A bomb exploding will also turn him around but not in all cases. Ex. If Link performs his “bomb jump” the explosion will make him face the other way, or when you CC > bomb-throw down the explosion turns Link around. If Link isn't at a % where bomb will put him into tumble and you try to wall tech a bomb explosion the explosion will just knock Link back with no turn around. If Link lands while performing an “aerial glide toss” during his bomb throw back animation, he'll still throw the bomb back, but he will face forward again.
The amount of hit-stun a bomb does depends on which throw was used and how/when it collided with the opponent. usually bombs do roughly 30 frames of hit-stun at 0%.
When ever Link lands during one of his aerial item throws, The aerial throw will transition into his grounded throw. The grounded throw will continue the animation on the same number frame that he landed on in his aerial throw. This causes some quarks as some of his grounded throws have different release times than his aerial throws. Examples being that if Link lands on frame 6 of his Aerial forward throw animation (the frame the bomb is released), The game will update and Link will be In his grounded throw animation (which normally releases on frame 7), but the bomb will be released of frame 6 when Links arm is above and behind him as appose to on frame 7, where his arm is in front. This causes the bomb to be releases very high.
Despite all aerial Bomb throws going the same distance, that's only when the bomb is actually released in the air. The game still registers whether or not it was a smash input and if Link lands during the throw transition and the bomb is release while grounded it will use whichever throw was input (tilt or smash).
Bombs bounce off of shields. A bomb that has bounced off of a shield retains the same properties as when it left Links hand. That means it can still be caught, can not collide with you, and will explode if hit with an attack strong enough to break it. The way the bomb bounces off the shield depends primarily on the angle it came at the shield and the location it hit on shield. If the bomb Skims the edge of the shield it will alter its trajectory slightly but continue in that direction. The amount the trajectory is altered depends on how harsh the angle of entry was. If a bomb is thrown at the side of the shield it will bounce upward in a small arc back toward where it was thrown. If a bomb collides with a shield traveling directly vertical it will bounce strait up again and continue to bounce until the player stopped shielding or the bomb explodes. This is interesting because if Link were to throw a bomb upward at the bottom of someones shield it will move upward with every collision, Going strait through the shield until it bounces on top. If a bomb were thrown horizontal and released inside of the shield it would still bounce in the same arc toword the direction it was released regardless of it hitting the other side of the shield. If a bomb here thrown vertically and released inside a shield it would bounce upward and continue to bounce on shield.
Although bombs duration is listed as 277 frames, That's actually the frames Link is active with the bomb. The bomb actually is active in the world for 300 frames if you count when it's pulled on frame 16. If Link were to be hit out of his pull animation after frame 16, he could take advantage of these extra frames.
Bombs can be hit with any attack that deals 5% or less without exploding. (ex. Links jab does 5%. you can hit a bomb as many times as you like but it will not pop.) If a bomb is hit with any attack that deals 6% or more it will explode.
Bombs are not added to, or effect the staling queue in any way.
Link can not tether with a bomb in his hand, Z dropping is the fastest way to regain normal options as it only takes 1 frame.
Link Can not throw a bomb backward while running or dashing. This however can be circumvented by JC bomb throwing backward, or crouching and throwing the bomb, if you use the crouch method, you can use the C-stick to throw the bomb and prevent the 40 frame grab lockout from using A or Z to throw.
Bombs have to be traveling at a certain unknown speed in order for them to explode. When they are not up to speed like when at the apex of an U-throw or the first 14 frames of Z-drop the bomb will bounce off of an opponent. The only determining factor whether it explodes or bounces is the bombs travel velocity. This means that if the bomb was dropped and falcon ran full speed into the bomb it would still only bounce if the bomb hadn't crossed the velocity thresh hold in order for it to explode.
Sometimes bombs will bounce off an opponent for seemingly no reason despite being a direct hit. This is the result of the bomb trading with an opponents attack that deals less then 5%. First the bomb collides with the opponents hit-box, which stops the bombs momentum and then the opponents hurt-box collides with bounced bomb and causes another bounce. This is how the bomb is seemingly a “Dud” that doesn't explode.