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Bombs are Link's down special and an essential tool in every matchup. Every time you have an opportunity, pull one!
Throwing
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.
- Bomb Throw (Release/Total)
- Forward Throw: 7/20
- Back Throw: 7/20
- Up Throw: 10/20
- Down Throw: 6/20
- Dash Throw: 8/40
- Aerial Throw (all): 6/20
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.
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.
Data
- Bomb Pull: 16
- Bomb Pull Total: 39
- Bomb Duration: 277 (4.6 sec)*
- Bomb Explodes 278
- Explosion Damage: 4%
- Tilt Throw Damage: 4.656
- Smash Throw Damage: 6.2784
- Aerial Tilt Throw Damage: 4.656
- Aerial Smash Throw Damage: 4.656
- Dash Throw Damage: 5.5(ish)
- Z-drop initial: 1%
- Z-Drop Mid: 2%
- Z-Drop Late: 3%
- All Long Bomb Throws (bomb goes 18 frames without connecting with opponent): 1
- Bomb causes knock down on Link at: 34% (pre-throw)
- All Bombs knock-back angle: 70
- KB Growth: 60
- Base KB: 60
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.