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 bomb while holding towards the stage to increase the distance of her recovery, although this takes away her midair jump if she still has not 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.
Special Move customization was added in Super Smash Bros. 4. These are the variations:
While Samus's arsenal of missile weapons is indeed formidable, her enemies are in for a rude awakening if they guard against nothing else. Her Grappling Beam captures foes and latches on to walls, and the Screw Attack drags foes upwards in a series of spins that doubles as a recovery move. Samus can also use her Bombs to perform Bomb Jumps.
One of the numerous modules integrated into Samus's Power Suit. This one allows her to transform into a compact mobile sphere and explore tight spaces. In the very first Metroid game, it was known as Maru Mari, which is just Japanese for "roll up," but it was later changed to the much-cooler-sounding Morph Ball.
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, 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.
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