Samus and Dark Samus using their Bombs in Ultimate.
|Article on Metroid Wiki||Morph Ball Bomb|
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 enter 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.
In Super Smash Bros, bombs deal 9% fresh and 7% stale.
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. They may do between 2% and 7% damage.
In Brawl, bombs also hit twice, and deal up to 9% fresh.
Bombing while in mid-air causes Samus to go into Morph Ball mode, and slows down her fall. Thus, in the Super Smash Bros. series, Samus can use the bomb recovery technique, which consists of repeatedly using bomb while holding towards the stage to increase the distance of her recovery, although in Smash 64 this takes away her midair jump if she has not already 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. This is reputedly possible in Super Smash Bros. Brawl, but is less efficient.
Bombs may be used as part of Samus's approach in Melee. They can be used to pressure an opponent's shield and combo into other moves. Wavebombing is a technique that consists of dropping a bomb on 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, which may be used in edgeguarding.
In Ultimate there is a single frame window the frame after the bomb first explodes where if Samus is hit by a hitbox and the Bomb's jump takes effect, she will continue the bomb jump animation, while also taking the full knockback with no hitstun. The momentum from the knockback stacks with that of the Bomb jump.
|instruction booklet||Drop bombs that explode after a few moments. Use the explosions to jump higher.|
|instruction booklet||Drop a small timed bomb.|
|case foldout||Drop a small timed bomb. The bomb blast can propel you upward.|
|Move List||Drops a bomb in Morph Ball form. Flies upwards if hit by the explosion.|
|Drops a bomb in Morph Ball form. Flies upwards if hit by the explosion.|
Special Move customization was added in Super Smash Bros. 4. These are the variations:
|1. Bomb||2. Slip Bomb||3. Mega Bomb|
|"Drop a bomb in Morph Ball form. You'll fly upward if you're hit by the explosion."||"Drop a bomb that can knock foes over but does less damage."||"Drop a stronger bomb with a longer fuse. Only one can exist at a time."|
- Bomb: Default.
- Slip Bomb: Bombs cause opponents to trip but deal very little damage. Samus also falls slightly slower when used in the air and re-emerges closer to the bomb on the ground. Meteor smashes airborne opponents.
- Mega Bomb: Explodes in a much larger blast after several seconds, limited to one on the stage at a time. Samus also falls slightly faster when used in the air. The bombs bounce on the ground when used in the air. Very little utility.
Bombs have been standard in all Metroid games and are a common tool for puzzle solving. In many Metroid games, Samus can use the explosion from a laid bomb to launch herself up if she is in Morph Ball mode. This is usually required for certain jumps into tight spaces only the Morph Ball mode can traverse through. Due to their low damage output, bombs are a weapon of last resort. Unlike their appearance in the Metroid games, bombs are affected by gravity in the Super Smash Bros. games, in that they fall to the ground rather than staying stationary if laid in the air.
In the first three Super Smash Bros. games, the appearance of the Morph Ball is derived from the original Metroid due to its lack of spiral patterns, although it gains a more detailed design in Brawl. In Super Smash Bros. 4 and Super Smash Bros. Ultimate, its design is based on its appearance in Metroid: Other M, thus keeping in line with Samus's overall design from that same game.
The Mega Bomb customization is based off the Power Bomb that debuted in Super Metroid. Unlike the regular bombs, the Power Bomb is capable of inflicting significant damage to anything in its blast radius, but at the cost of having a limited ammunition supply and forcing Samus to use one at a time.
Dark Samus' Morph Ball first appears in Metroid Prime 2: Echoes and later reappears in its sequel. In both appearances, she uses the Boost Ball and is able to generate massive amounts of kinetic energy at once, that propels her around the area at shocking speeds. However, because Dark Samus is an echo fighter of Samus, the Morph Ball will instead lay bombs, something that Dark Samus has not been shown to achieve.
The appearance of Dark Samus' Morph Ball is also different from the original. In Echoes, the Morph Ball has a more organic design and a jagged surface, and the center is an eye.
Names in other languages
- Bomb's 1st custom special, Slip Bomb, shares the same name with the 2nd custom special of Bowser's down special.
- Samus (SSB)/Down special
- Samus (SSBM)/Down special
- Samus (SSBB)/Down special
- Samus (SSB4)/Down special
- Samus (SSBU)/Down special