McLeodGaming Wiki
McLeodGaming Wiki
(Update History and Misc.)
Tag: Visual edit
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|colspan="3"|A small bomb explodes, which he hops out of.
 
|colspan="3"|A small bomb explodes, which he hops out of.
 
|-
 
|-
|[[Taunt]]s||Standard: Jumps and fist pumps.||Side: Same as Standard.||Down: Same as Standard.
+
|[[Taunt]]s||Standard: Jumps and fist pumps.||Side: Same as Standard.||Down: Spins in a circle an hold his hand in a V-shape.
 
|-
 
|-
 
|[[Victory theme]]
 
|[[Victory theme]]
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|-
 
|-
 
|[[Victory pose]]
 
|[[Victory pose]]
|colspan="3"|Jumps one each foot once each and puts his hands on his sides.
+
| colspan="3" |Jumps up once and puts his hands on his sides.
 
|}
 
|}
   
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*{{Buff|Revised and tweaked hitboxes in most attacks, attackboxes now better cover their animations}}
 
*{{Buff|Revised and tweaked hitboxes in most attacks, attackboxes now better cover their animations}}
 
*{{Neutral|Retimed walk animation}}
 
*{{Neutral|Retimed walk animation}}
*{{Buff|Dash attack:}}
+
*Dash Attack:
 
**{{Buff|Lowered angle (50→30)}}
 
**{{Buff|Lowered angle (50→30)}}
 
**{{Buff|Increased knockback scaling (70→80)}}
 
**{{Buff|Increased knockback scaling (70→80)}}
 
**{{Buff|Attackboxes now properly cover Bomberman’s motion}}
 
**{{Buff|Attackboxes now properly cover Bomberman’s motion}}
*{{Buff|Forward tilt:}}
+
*Forward Tilt:
 
**{{Nerf|Decreased base knockback (50→25)}}
 
**{{Nerf|Decreased base knockback (50→25)}}
 
**{{Buff|Increased knockback scaling (80→100)}}
 
**{{Buff|Increased knockback scaling (80→100)}}
*{{Nerf|Forward Smash:}}
+
*Forward Smash:
 
**{{Neutral| Changed visuals: now Bomberman holds a bomb during it}}
 
**{{Neutral| Changed visuals: now Bomberman holds a bomb during it}}
 
**{{Nerf|Reduced base knockback (40→20)}}
 
**{{Nerf|Reduced base knockback (40→20)}}
*{{Buff|Neutral aerial:}}
+
*Neutral Air:
 
**{{Buff|Clean hit lasts for one more frame}}
 
**{{Buff|Clean hit lasts for one more frame}}
 
**{{Buff|Lowered angle (45→36)}}
 
**{{Buff|Lowered angle (45→36)}}
**{{Neutral|Reduced base knockback (60→20)}}
+
**{{Nerf|Reduced base knockback (60→20)}}
 
**{{Buff|Increased knockback scaling (50→95)}}
 
**{{Buff|Increased knockback scaling (50→95)}}
*Forward aerial:
+
*Forward Air:
 
**{{Buff|Lowered angle (52→46)}}
 
**{{Buff|Lowered angle (52→46)}}
 
**{{Buff|Increased knockback scaling (105→110)}}
 
**{{Buff|Increased knockback scaling (105→110)}}
*Back aerial:
+
*Back Aerial:
**Decreased base knockback (55→40)
+
**{{Nerf|Decreased base knockback (55→40)}}
**Increased knockback scaling (85→90)
+
**{{Buff|Increased knockback scaling (85→90)}}
*Up aerial:
+
*Up Aerial:
**Decreased base knockback (56→32)
+
**{{Nerf|Decreased base knockback (56→32)}}
**Increased knockback scaling (85→104)
+
**{{Buff|Increased knockback scaling (85→104)
  +
}}
*Standard special move:
+
*Standard Special:
**Fixed held Bomb despawning after 33 seconds holding it
+
**{{Buff|Fixed held Bomb despawning after 33 seconds holding it}}
**Bomb cannot be reflected once they are already on ground
+
**{{Buff|Bomb cannot be reflected once they are already on ground}}
**Bomb do not have attackboxes when thrown anymore
+
**{{Nerf|Bomb do not have hitboxes when thrown anymore}}
**Explosion attackboxes enlarged across the board
+
**{{Buff|Explosion hitboxes enlarged across the board}}
*Side special move (ground):
 
  +
*Grounded Side Special:
**Increased damage (5%→10%)
+
**{{Buff|Increased damage (5%→10%)}}
**It is now chargeable by holding down the special button. Charging increases damage and kick distance.
+
**{{Buff|It is now chargeable by holding down the special button. Charging increases damage and kick distance.}}
*Side special move (aerial):
 
  +
*Aerial Side Special:
**Increased hitstun (120%→130%)
+
**{{Buff|Increased hitstun (120%→130%)}}
**Raised angle (60→80)
+
**{{Buff|Raised angle (60→80)}}
** Does not give you a vertical boost anymore
+
** {{Nerf|Does not give you a vertical boost anymore}}
*Back throw:
+
*Back Throw:
**Lowered angle (130→145)
 
*{{Nerf|Ledge attack:}}
+
**{{Nerf|Lowered angle (130→145)}}
  +
*Ledge Attack:
 
**{{Nerf|Reduced damage (13%→6%)}}
 
**{{Nerf|Reduced damage (13%→6%)}}
   
 
=== SSF2 Beta 1.0.3.2 ===
 
=== SSF2 Beta 1.0.3.2 ===
*{{Buff|Bomb kick now has a charging animation}}
+
*{{Neutral|Bomb Kick now has a charging animation}}
   
 
== In competitive play ==
 
== In competitive play ==

Revision as of 20:06, 17 January 2018

This article is about Bomberman's appearance in Super Smash Flash 2. For the character in other contexts, see Bomberman.

Bomberman is a playable newcomer starter character in Super Smash Flash 2 hailing from Konami's (formerly by the defunct Hudson Soft) series of the same name. The White Bomber's design is based around his appearance in the game Bomberman Generation, where he is depicted wearing a red scarf and golden bracelets.

Bomberman is ranked 21st on the current tier list, a noticeable increase from his 36th place rank on the last tier list. Bomberman has very good stage control due to his ability to plant and move around up to five bombs on the stage which, when detonated, produce very large, high-damaging explosions that have to potential to cover the entire stage. He also has very good maneuverability due to his good aerial mobility and a ludicrously fast initial dash that gives him a long dash dance and can be repeatedly crouch-canceled to zip around the stage. This is further compounded by his solid air game due to his fast, powerful, disjointed aerials that enable him to combo opponents offstage, as well as his wealth of good kill moves, including his smash attacks, power bombs, back and forward aerials, up special, and forward throw.

However, Bomberman suffers from high accelerated falling speed , the third highest, and a large hurtbox, his head, that makes him susceptible to combos and chain grabs. His recovery, while covering a great vertical distance, is very linear and covers very little horizontal distance, making him easy to gimp. Outside of the moves that use his head, Bomberman's attack range is lackluster, giving him a disadvantage against characters with disjointed hitboxes, such as Lloyd and Marth. In addition to this, Bomberman becomes considerably weaker onstage if his opponent overwhelms him before he has a chance to set up his bombs.

Bomberman appears to have a small player base and poor representation in online tournaments. However, the players that do participate in tournaments take high spots.

Attributes

MG icon See also: Bomberman (Super Smash Flash 2)/Hard data

Bomberman has one of the best stage control games in the demo, due to his ability to drop five bombs on the field, move them around with Bomb Kick, and detonate them simultaneously to fill the stage with strong explosions.

Several of his attacks involve his large head, which gives him good range on his aerials and makes him good at juggling his opponents.

He can travel a significant vertical distance with Jetpack, allowing him to recover from the bottom blast zone on some stages.

He can kill with all of his smash attacks, his forward throw, a fully charged bomb, and his forward and up aerials.

He has a great game and throw game despite his grab possessing short range, but it's one of the fastest grabs. He has two chain grabs in his up and down throw which can help him set up bomb kills or rack up damage. His forward and back throws are good at sending opponents far offstage, where they may not be able to recover if not killing them outright.

His dash is one of the fastest in the game and he has good air speed, which gives him good mobility.

However, the disadvantage of Bomberman's big head is that it also works as a big hurtbox and combined with his accelerated falling speed, the third fast faller, leads him to being easily combo'ed, juggled, and chain grabbed.

His recovery covers good vertical distance, but lacks in horizontal distance and is extremely telegraphed, giving his opponent plenty of time to intercept him.

He also has some problems in his range which leaves him vulnerable to characters with disjointed hitboxes and with fast, rushdown gameplay.

Moveset

Ground attacks

Attack Description Damage Knockback Priority Total frames Active frames
Neutral attack Does a one-two punch followed by a headbutt. 2% 0, 50, 55° 1 7 2-4
2% 10 4-6
5% 56, 60, 35° 14 3-6
Forward tilt Kicks forward with both legs. 10% 50, 80, 46° 3 17 5-7
Up tilt Kicks upward with one foot. 7% 40, 130, 80° 2 12 6-7
Down tilt Sticks his foot out and slides forward. 9% 105, 22, 68° 2 11 5-7
Dash attack Does a falling headbutt. High endlag. 9% 40, 60, 50° 2 26 9-12
Forward smash Throws a powerful punch. High knockback scaling makes it one of the most powerful smash attacks. 14% 40, 100, 42° 4 26 10-11
Up smash Uppercuts and causes an explosion. Does large knockback. 3% 80, 0, 110° 5 29 7-10
13% 70, 75, 88° 11-15
Down smash Throws two bombs to the ground while doing a frontflip. 13% 84, 75, 40° 6 23 9-13

Aerial attacks

Attack Description Damage Knockback Priority Total frames Active frames
Neutral aerial Kicks forward. The early hit sends opponents forward, which can get them off the stage. The late hit is an excellent combo starter and allows for many follow-ups. 10% 60, 26, 35° 3 15 4
7% 56, 26, 85° 5-10
Forward aerial Bashes forward with his head. Has excellent diagonal knockback, and excellent horizontal knockback if the opponent is hit on his head. 12% 55, 95, 52° 5 16 5-7
Back aerial Kicks backwards with both feet. 8% 80, 75, 140° 4 14 5-7
10% 45, 75, 145°
Up aerial Smacks head upward while facing the camera. Excellent for juggling at low or mid percentages, can KO at high percentages. 11% 56, 85, 82° 4 19 4-6
Down aerial Stomps twice in the air. The second hit can lead into aerials at low percentages. 5% 28, 0, 45° 3 16 5-6
5% 90, 58, 90° 8-9

Grabs and throws

Attack Description Damage Knockback Priority Total frames Active frames
Grab Sticks both arms out. N/A N/A N/A 9 4
Pummel Headbutts the opponent. 2% N/A N/A 7 5
Forward throw Throws the opponent forward while falling on his face. High knockback. 10% 55, 110, 35° 0 27 9
Back throw Spins the opponent around and throws them over his shoulder. 13% 80, 45, 160° 0 31 20-21
Up throw Spins the opponent around and throws them diagonally upwards. 6% 40, 110, 70° 0 17 12-13
Down throw Jumps with the opponent, throws them down and finishes with a stomp. Can chain grab fast fallers 5% 65, 45, 70° 0 29 14
7% 26

Other attacks

Attack Description Damage Knockback Priority Total frames Active frames
Floor attack Does a sweeping roundhouse kick. 8% 63, 30, 25° 0 23 8-11
8% 18-19
Ledge attack Kicks with both legs while quickly climbing up. 13% 85, 28, 50° 3 26 18-19

Special moves

Attack Name Description Damage Knockback Priority Total frames Active frames
Standard special Bomb Pulls out a bomb which can be charged for greater damage and knockback and thrown in 3 directions. Bomberman has reduced mobility while charging. 0% N/A N/A 999 1, 27, 59
0% 13 5
0% 6
0% 12 9
0%
0% 6 5
0% 10 7
Side special Bomb Kick Does a quick kick, which can move bombs around. In the air it can reflect projectiles. 5% 45, 29, 20° 6 9 2-5
5% 98, 35, 60° 18 5-8
Up special Jetpack Takes out a jetpack that launches him upwards. Good vertical recovery. 7% 98, 50, 40° -1 40 13-14
1% 98, 0, 90° 2 15-33
4% 90, 80, 75° 34
Down special Bomb Detonate Detonates all the bombs he has laid out on the stage. Bigger bombs deal more damage and knockback. 0% N/A N/A 11 5
6% 49, 60, 90° -1 7 1-4
6% 2 9 1-5
10% 63, 60, 90° -1 7 1-4
10% 4 9 1-5
14% 77, 87, 90° -1 7 1-4
14% 5 9 1-5
Final Smash Revenge Hops on the Bad Bomber and drops countless amounts of bombs toward the stage. 120%

Misc.

Misc. Description
On-screen appearance A small bomb explodes, which he hops out of.
Taunts Standard: Jumps and fist pumps. Side: Same as Standard. Down: Spins in a circle an hold his hand in a V-shape.
Victory theme A remix of the flourish that plays at the end of battle mode for the victorious player in Super Bomberman.
Victory pose Jumps up once and puts his hands on his sides.

Update history

SSF2 Beta 1.0

  • Neutral Gained a new Star KO and Screen KO animation.
  • Nerf Accelerated falling speed has been increased. While this helps his vertical endurance this makes him more susceptible to combos.
  • Nerf Forward smash is weaker.
  • Buff Forward air appears to be faster.
  • Buff Forward throw is stronger.
  • Buff Back throw is stronger.
  • Nerf Only five Bombs can be on the stage at a time instead of nine.
    • Buff However, all Bombs can now be charged to a P-Bomb instead of only 3.
    • Buff Bomberman can now throw Bombs above himself.
  • Buff Jetpack appears to covers more horizontal distance.
    • Nerf However, it appears to cover less vertical distance.

SSF2 Beta 1.0.3/1.0.3.1

  • Buff Adjusted heavy knock back animations
  • Buff Tumble Fall animation now can grab the ledge
  • Buff Revised and tweaked hitboxes in most attacks, attackboxes now better cover their animations
  • Neutral Retimed walk animation
  • Dash Attack:
    • Buff Lowered angle (50→30)
    • Buff Increased knockback scaling (70→80)
    • Buff Attackboxes now properly cover Bomberman’s motion
  • Forward Tilt:
    • Nerf Decreased base knockback (50→25)
    • Buff Increased knockback scaling (80→100)
  • Forward Smash:
    • Neutral Changed visuals: now Bomberman holds a bomb during it
    • Nerf Reduced base knockback (40→20)
  • Neutral Air:
    • Buff Clean hit lasts for one more frame
    • Buff Lowered angle (45→36)
    • Nerf Reduced base knockback (60→20)
    • Buff Increased knockback scaling (50→95)
  • Forward Air:
    • Buff Lowered angle (52→46)
    • Buff Increased knockback scaling (105→110)
  • Back Aerial:
    • Nerf Decreased base knockback (55→40)
    • Buff Increased knockback scaling (85→90)
  • Up Aerial:
    • Nerf Decreased base knockback (56→32)
    • Buff Increased knockback scaling (85→104)
  • Standard Special:
    • Buff Fixed held Bomb despawning after 33 seconds holding it
    • Buff Bomb cannot be reflected once they are already on ground
    • Nerf Bomb do not have hitboxes when thrown anymore
    • Buff Explosion hitboxes enlarged across the board
  • Grounded Side Special:
    • Buff Increased damage (5%→10%)
    • Buff It is now chargeable by holding down the special button. Charging increases damage and kick distance.
  • Aerial Side Special:
    • Buff Increased hitstun (120%→130%)
    • Buff Raised angle (60→80)
    • Nerf Does not give you a vertical boost anymore
  • Back Throw:
    • Nerf Lowered angle (130→145)
  • Ledge Attack:
    • Nerf Reduced damage (13%→6%)

SSF2 Beta 1.0.3.2

  • Neutral Bomb Kick now has a charging animation

In competitive play

Match ups

Notable players

Tier placement history

Gallery

Palette swaps

DOJO!!! update

Screenshots

Trivia

  • Bomberman is the only character so far to have a specific pallete swap for Team Battles; he uses a different one from his other costumes for green team.

External link