Z-drop techs

Z-Drop

Description

How to Perform

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Instant Z-Drop

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How to Perform

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Ledge Jump Z-drop

https://youtu.be/dx8mtwxpAwI

Description Description

How to Perform

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Airdodge Cancelled Z-Drop

Description

How to Perform

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C4

Description

How to Perform 1

How to Perform 2

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Lagless C4

Description

How to Perform

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Slope Bombing

Description

How to Perform

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The Bouncy Bomb

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How to Perform

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Sliding and Throwing Techs

JC Throw

Description

How to Perform

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Soft Throw Bombs

Description

How to Perform 1

How to Perform 2

How to Perform 3

How to Perform 4

How to Perform 5

How to Perform 6

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Wall bombing

Description

How to Perform

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The Bombslide (Generally)

Description Generally

How to Perform Generally

Note Generally

Button Inputs

C-stick (set to smash)

Attack Button

Grab Button

A-stick

Attack + Special

More Notes Generally

Optimal Button Inputs

Bombslide Up-throw

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How to Perform

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Bombslide Up-throw Fake Out

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How to Perform

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Bombslide Tilt Up-throw

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How to Perform

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Bombslide Back-throw

Description

How to Perform 1

How to Perform 2

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Bombslide Back-throw Fake Out

Description

How to Perform 1

How to Perform 2

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Bombslide Soft Throw

Description

How to Perform

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Bombslide Forward-throw

Description

How to Perform 1

How to Perform 2

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Bombslide Forward-throw Fake Out

Description

How to Perform 1

How to Perform 2

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Bombslide Down-throw

Description

How to Perform

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Bombslide Down-throw Fake Out

Description

How to Perform 1

How to Perform 2

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Bombslide Fringe Flick Fake Out (Item Discard Fake Out)

Description

How to Perform 1

How to Perform 2

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Bomb Catching Techs

ZAC

Description

How to Perform

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IZAC

Description

How to Perform

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PIZAC

Description

How to Perform

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Instant Bomb Throw

Description

How to Perform

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Fast Fall Catch

Description

How to Perform

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Miscellaneous

The Bomb Spike

Description

How to Perform

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Zair/Tether while holding a Bomb

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How to Perform

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Bomb Dribbling

Description

How to Perform

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Meteor Clash

Description

How to Perform

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Meteor Move Cancel

Description

How to Perform

Note

Hee-hee-ho!Good! Very good!Take this prize!: Link will drop a Bomb in the air. So long as the Bomb is purposefully dropped and so long as the Bomb remains 'active' (which just means that it will explode if it touches an enemy hurtbox), then regardless of whether Zair comes out at the same time or not, this is a Z-drop.: While holding a Bomb, make sure the joystick is in neutral and hit the grab button in mid-air.: As has been alluded to, it is possible to Z-drop a Bomb without Zair coming out. In order to do this, you must hit the grab button (while holding a Bomb) immediately following: a SH or FH (known as an 'instant z-drop'), a Ledge jump (known as a 'ledge jump z-drop'), a Footstool, an Aerial, hitstun or the tumble state (depending on how much knockback you receive), being trumped, dropping through a platform, or you must hit the grab button just before an edge cancel, during a skid followed by falling off the edge, on the frame before grabbing the ledge, or on the first landing frame.: Link will Z-drop a Bomb without Zair coming out as he leaves the ground from jumping.: While holding a Bomb, press the Jump button, then as Link is coming out of the 'jump squat' animation and just before he actually leaves the ground (frame 7 of the jump-squat animation), press the Grab button while keeping the joystick in neutral.: Yes, you only have a 1 frame window to do this on. If you hit grab on frame 6 you'll get a JC throw, and if you hit grab on frame 8 you'll get the usual Zair + Z-drop. If you re-catch the Bomb with an aerial immediately after dropping it, this would be an IZAC. If you Z-drop the Bomb within the opponent's hurtbox, the Bomb will explode on the following frame, and since Z-dropping is lagless and the Bomb explosion doesn't hurt you when activated by an opponent's hurtbox, this leaves you free to combo out of the Bomb explosion with an aerial or a footstool (which can lead into a Nair Lock).: Link will do a ledge jump and leave behind a Z-dropped Bomb without doing Zair while in the ledge jump animation.: While holding a Bomb, hang on to the ledge, press the Jump button then immediately hit the Grab button making sure the joystick is in neutral. Unlike the Instant Z-drop, the timing for hitting Grab to Z-drop the bomb is very easy. It can be done instantly after hitting jump or while Link is in the middle of his flip animation so long as his hands are still on the ledge and of course anywhere in-between. Regardless of your timing, the bomb will always be dropped on the exact same frame, the frame that Link's hands leave the ledge.: Ledge jump Z-drops can be useful for dropping a bomb off-stage to hit people who are recovering behind you while you get off the ledge which can potentially stage spike them, or to hit people who are simply standing too close to the edge when you ledge jump. As the video indicates it is most effective when used after tethering to the ledge as you can act immediately after grabbing the ledge from a tether and the ledge jump can be buffered to ensure very easy frame perfection.: Link will cancel the initial frames of an airdodge into a Z-drop resulting in the Bomb being dropped behind him rather than in front on him.: While holding a Bomb, Airdodge, then immediately hit the grab button (or alternatively hold the airdodge button and immediately hit the attack button).: The use of this tech is clearly going to be rather limited as you are basically resigning yourself to the lag of airdodge all for the sake of Z-dropping the Bomb slightly differently. There are some uses for this tech however. The first is for being able to z-drop a bomb much sooner than normal after an airdodge. Normally you cannot z-drop a bomb after an airdodge until the animation is completely over. Trying to do so will result in a bomb throw. However, if you airdodge, then the moment you can act you do another airdodge, then immediately cancel that second airdodge with a z-drop, this is a way of getting around the problem. It can be used to cover landings as a means of getting a hitbox out instantly after an airdodge that will remain active as you land while it bounces. This can potentially save you, but it should not be used haphazardly because if your opponent simply shields out of a run you will leave yourself open for a potentially greater punishment. One other use is simply to z-drop a bomb onto a platform as you run off it. This takes advantage of the fact that the bomb is dropped behind you rather than in front of you.: Link will Z-drop a Bomb close enough to the ground such that it won't explode when it lands and instead will bounce and eventually come to a rest, at which point it will be inactive and eventually explode due to the fuse running out.: Hit the grab button with the joystick in neutral at a height below or up to somewhere between a SH and a FH.: Fall through a platform, quickly return the joystick to neutral, and Z-drop the Bomb as soon as you can. It should land perfectly on the platform.: There are a few reasons why you'd want to do a C4. First of all there is the possibility of using it to combo out of the blast caused by the fuse running out. Or perhaps your opponent may perceive the Bomb sitting there as a threat that will make them think twice about approaching until it's gone, giving you a chance to set up. The C4 can also be used at the start of an opponent's fresh stock to give them something to do while their invincibility runs out; because some people can't resist a free item, especially if it lets them do that one tech they've been waiting to do but have been otherwise unable to do, only to find out that they have a second or two to do it before it explodes. Once you have the Bomb on the ground you can choose to pick it back up with a quick aerial then follow up with a bomb throw or even with another Z-drop out of the end of the aerial before you land. This allows you to do things like multiple SH Bairs while holding a Bomb. The C4'd Bomb can also be used as a temporary shield against certain projectiles because the Bomb has a small amount of health (6%) it can use to absorb attacks before it is forced to explode.: Link will Z-drop a bomb just as he lands and be able to act instantly.: Pull out a bomb, Jump, make sure your joystick is in neutral, then the very moment before Link's feet touch the ground, hit the grab button.: This bypasses the lag you would normally receive from a Zair. To make sure you're timing it right, hold the grab button; if you shield thethat you hit the grab button then you're doing it right. If there is even the slightest delay, then you're hitting it too early, and if you land and throw the bomb you're hitting it too late. Used defensively this is a great tool as it allows you to cover your landings by instantly shielding and putting an active hitbox out in front of you. Used offensively by landing right up against the opponent, there is the same potential for combos as with the Instant Z-drop, though for some reason, unlike the Instant Z-drop, if the bomb is dropped within the opponent's shield, the bomb will not behave as if it was power-shielded and so will remain inactive on the way back down.: Link will drop a bomb on a slope without it exploding, then the bomb will tumble down the hill and remain 'active'.: Z-drop a Bomb over a slanted surface such that it does not explode upon touching the ground.: While the Bomb is tumbling, if your opponent touches the bomb it will blow up, if the bomb touches your opponent's shield it will jump up vertically. There aren't many areas in legal stages where this can happen so I won't speak further about it.: Link will Z-drop a Bomb which will land and continuously jump around on the spot and remain 'active'.: First of all you need to be on a stage that either has the stage boundaries moving up and the stage moving down, or a stage that has some platform that is moving downwards. Then it's a simple matter of C4ing a Bomb on that platform that is moving down relative to the stage's boundaries.: Now as you'd imagine, this is going to be rather stage specific. It works on the windmill of Windy Hill Zone when its turning anti-clockwise, and it will work on any stage with transformations that move you vertically such that the stage is dropping relative to the boundaries, such as Mushroom Kingdom U. Hooray...: Link will Dash/Run then slide a tiny bit and do a standing throw directly out of a run.: Pull out a bomb, run in one direction, hit Jump then instantly hit the C-stick upwards forwards or backwards (alternatively you can just use the joystick to point in the desired direction and use a button to throw the Bomb).: JC simply stands for Jump Cancel. Note that if you use the C-stick (set to smash) to throw the Bomb, you can use the new C-stick mechanics to buffer a Dash out of the JC throw on the first frame possible. Simply hold the C-stick for a brief period in the direction you throw the Bomb (slightly longer than just flicking the C-stick) and continue to hold the Joystick in the desired direction you want to Dash in, and the perfect Dash input will be buffered automatically for you so that you Dash out of the JC throw on the first frame possible. This is a very simple technique that helps to keep Link moving and is currently our replacement for the Bombslide back-throw. I recommend setting a shoulder button to jump in order to make the c-stick input easier. This tech is very useful when performing the soft throw.The following assumes that non-custom bombs are being used.: Link will throw a bomb backwards and instead of exploding upon hitting the ground, it will bounce along the ground, remaining 'active' throughout, and eventually come to a stop.: Unless I say otherwise, this tech requires that the c-stick be set to attack, i.e. that you have an a-stick. The simplest form of this tech is to simply pull a bomb, stand there and hit the a-stick backwards.: Pull a bomb, dash in one direction then quickly (though not necessarily instantly) cancel the initial dash by hitting the a-stick backwards.: Dash in one direction then when you have entered a run, either shield and hit the a-stick backwards or jump and instantly cancel the jump by hitting the a-stick backwards.: Dash in one direction, at any point during the dash or run, hit and hold the joystick backwards, cancel the turn around animation with a jump and then instantly cancel that jump by hitting the a-stick in the direction you were originally running (i.e. what is now backwards).: This can of course all technically be done with just the joystick and the attack button, only it's usuallydifficult. In place of the 'a-stick backwards' you need to lightly tilt the joystick backwards andhit the attack button. This method is dumb though because it's so precise, so if you want to soft throw without the a-stick, use the following method.: What you want to do is buffer the above method out of something, that is, do any action first such as a bomb-pull, a shield-drop, releasing of a crouch, a jump-squat, or anything really, then during that lag you want totilt the joystick backwards (hold it in place) then hit the attack button at any point between then and the 10 frame buffer window at the end of the lag so that you buffer the tilt bomb throw backwards out of the lag. With practice you may be able to soft throw with similar success to the a-stick methods, and it is even possible to do the 4th variation above.: This is the revolutionary tech that makes Link's default bombs easily the best. If you're not using this tech, why are you even using Link? The fourth 'how to perform' is especially important as it is the only variation that allows you to soft throw bombs in the same direction as your run. This tech is important for a few reasons. By doing a soft throw bomb, it means that you have an active hitbox out for longer than normal as the bomb will continue to detect hurtboxes until it comes to a rest. When it comes to pressure and overwhelming spam, this is crucial. It also obviously means that the bomb won't go away as soon as it hits the ground and explodes, meaning that if it misses or is purposefully placed to avoid hitting the opponent to keep them at long range, the opponent now has to worry about when the bomb will explode. By placing bombs in strategic points, you can manipulate what your opponent will do, cutting down their options and controlling the stage to make them feel cramped. When the bomb is bouncing on the ground and coming to a stop, that area becomes really good at beating out spotdodges, rolls, and covering landings. This is why the fourth variation is so crucial in combination with any of the others as it allows you to move around freely in any direction and adjust your spacing so that you can purposefully throw the bomb to cover your opponent's option in the right area. You can also deliberately throw the bombs so that they land near the edge of a platform or the edge of the stage and roll off to hit opponents down below. This allows you to harass the opponent from distances and angles that are otherwise impossible. Thanks to the shorter fuse of the bomb in smash 4 (3.66 seconds), you are able to effectively deter the opponent from wanting to pick up and use the bomb themselves, either because you hassled them with your other projectiles for just long enough so that they had to stay in their shield while the fuse ran out, or by first cooking the bomb for a little bit before soft throwing it.: Link will throw a bomb forwards or backwards at a surface that is not horizontal, and the bomb will bounce off it, the trajectory of the bounce will depend on the angle of the surface.: Throw a bomb either forwards or backwards at the side of the stage for example.: This allows you to make the bomb travel at unique trajectories. It can be used to hit recovering opponents or to allow you to use an aerial while holding a bomb if you catch it after the bounce. You can run off the edge of the stage, throw the bomb backwards at the stage then immediately DJ and land back on-stage. You can also use the timed fuse of the bomb to allow you to do a deep edge-guard by catching the bomb with an aerial, though this is not advised as it is quite dangerous.Video Tutorial: https://youtu.be/DhzbRqRL3Qw Note however that you can hit Up on the joystick earlier when using the A-stick for the second throw input (see below). Everything else in the video should be correct.Practical Demonstration: https://youtu.be/Zps1BuLB6ys This tech is rather complicated so I'll have to do things differently. In this section I will talk about things that apply to all variations of the bomb slide and then further down I'll talk about each variation separately. [If you use a different character, then I can guarantee you that some of the information provided below will not apply to you.]: Link will dash in one direction, slide while throwing the bomb, and then, he may then do a fake throw, i.e. move his arm as if he were throwing a bomb only the bomb has already been thrown previously.: The basic elements of this tech involve inputting a dash throw i.e. throwing the bomb while running, then in the initial frames of that dash throw you input the command to throw the bomb a second time, and then either on the same frame as the second throw input or on a frame soon after (still within the first six frames of the dash throw) moving the joystick generally upwards such that it registers as a fully extended upwards command, and this upwards input is what cancels the dash throw animation, replacing it with the second throw's animation, but keeping the momentum from the dash throw on the frame that the dash throw animation was canceled.: I will refer to the first throw as the 'dash throw'. When speaking in general terms I will refer to the second throw as the 'second throw', otherwise I will use the name and/or input for the specific throw which, coming right after the dash throw, will obviously be the second throw. The upwards input that cancels the dash throw animation and activates the bombslide will be referred to separately as the 'activating upwards input' even if it is done on the same frame as the second throw. It is critical for me to note at this point that for most of the bombsliding methods mentioned in this thread it is strongly advised that. This is because what is required is an upwards input in order to activate the bombslide, not a jump input. Therefore, it is easiest to get around this if you simply turn tap-jump off. There are of course ways to get around this problem if you are really attached to your tap-jump; if you don't use tap-jump anyway, feel free to skip to the next section.One way to get around the tap-jump issue is to simply not use the joystick for the upwards input, but this is only possible for one bombslide, i.e. the Up-throw bombslide with Z for the Dash throw then C-stick up for the Up-throw. The other way to get around it revolves around a quirk related to the A-stick. If you hold the C-stick in any direction you will be unable to use the joystick for movement inputs; if you hold the A-stick in any direction your joystick movement options will still be available, but notably, and this is the whole point, if you hold the A-stick in any direction, you will be unable to tap-jump. What this means is that so long as the A-stick is held in a given direction, the upwards input on the joystick will register as the activating input regardless of whether tap-jump is on or off. The A-stick can be held as part of the bombslide input itself, or it can simply be held prior to performing the bombslide, and so long as the A-stick is held while the activating upwards input is used, all bombslides are possible.: Due to the fact that there are multiple ways to throw a bomb, there are multiple ways of performing this tech each with their own pros and cons. At the end of this general section I'll recommend which buttons to use for what bombslides, but for now we'll just examine each button input separately.: This is great for doing the second throw input if you want to do an Up-throw but terrible for doing the dash throw input. If you use it for the up-throw input you won't have to bother with the activating upwards input because the c-stick will do it for you. In other words, c-stick allows you to keep tap-jump on if you wish. One other notable reason why c-stick up is great for the second throw input is because unlike (most of) the joystick methods, the second throw input can be done on the very next frame after the dash throw, i.e. frame 2 of the dash throw animation. That is to say, if you are using a joystick up-throw input method (other than A + B which you can read about below), it is technically possible to be too fast with the input for the second throw; e.g. if you use grab to do the dash throw then attack to do the second throw on frame 2 of the dash throw, the bombslide cannot be activated. But that's as far as the benefits of using the c-stick go. The main reason why you wouldn't want to use the c-stick set to smash for your second throw input is because you will be restricted to doing two variations of the bombslide; the bombslide up-throw and the bombslide up-throw fake-out. As for using the C-stick to do the dash throw part, it is utterly terrible for two reasons. First, the c-stick will invalidate any joystick inputs so long as it isn't in neutral, meaning that the following second throw input which requires the joystick can be messed up if the C-stick isn't immediately returned to neutral. Secondly, there has to be a gap of at least one frame in-between the C-stick dash throw input and the second throw input. If you try to let the c-stick go and input your second throw on the very next frame, the bombslide cannot be activated.: Note that with, you cannot use two of the same thing without a gap of at least one frame in-between. So if you set two buttons to 'attack' you would need to make sure you have let go of the first attack button before pressing the second attack button... which is really bad (I won't be making this point again, but know that it applies to every button). If the attack button is used for the dash throw input, then the grab button and the A-stick (i.e. c-stick set to attack) will not work properly for the second throw input as there must be a gap in between the two inputs in which the attack button is not being held. If attack is used for the second throw input however, it cannot be used on the first frame of the dash throw.: Regardless of what you use for the dash throw input, if you use the grab button for the 'up-throw' input, it will mess everything up as there needs to be a gap as mentioned above. However it doesn't have this issue for being used as the dash throw input. In fact if you use the grab button for the dash throw input, you can continue to hold it while you use either the attack button or the a-stick to do the second throw input. Note however that when you do this, there must be at least a 1 frame gap between the grab input and the attack/a-stick input because grab is essentially shield plus attack on the first frame (and only shield thereafter if held) and if you inputted either attack or the a-stick on the following frame, the game would interpret this as if the attack input was never released and so it would not recognise two separate throw inputs.: It's main purpose is to be used as the second throw input after the dash throw (where the dash throw should be done using grab because the A-stick cannot be used after the attack button). Though it can also potentially be used as the dash throw input, having the same qualities as Grab where the attack input will only register for one frame and if held will mitigate the affects of tap-jump being left on. If you point the a-stick upwards when inputting the second throw, it will not behave like the c-stick and you will still have to use the joystick for the activating upwards input to actually activate the bombslide. If used as the second throw input, non fake-out bombslides are impossible, which can be good for the sake of consistency if that's the type of bombslide you want. What's more, it's brilliant for doing just that. It makes the back-throw, Forward-throw and Down-throw fake outs very easy to perform. Essentially using the A-stick for the second throw input frees up the joystick to do whatever it wants, notably, it actually allows the activating upwards input to be heldthe second throw input. Essentially, you can hit grab to do the dash throw, then hit and hold up on the joystick, then hit the a-stick in any direction (cannot be used on the frame before; note also that you can hit and hold up on this frame too if you want), then on the following frame assuming you're still holding up on the joystick, the game will interpret it as a fresh upwards activating input used automatically on the frame after the a-stick input. This works because the a-stick input interrupts the joystick input for one frame. This is the one time where you'll want to use the upwards activating inputthe second throw input.: In smash 4 there is the new function of being able to use smash attacks with an attack plus special input. What this means for the bombslide is that you can use the attack button for the dash throw input and then as long as you continue to hold the attack button, you can use the special button second throw input. [This will not work with the b-stick (c-stick set to special).] There is one amazing thing about using this particular method for bombsliding. The A + B method allows you to do the second throw input on frame one of the dash throw animation, much like the c-stick, only now you're free to do any second throw that you wish, not just upwards, and the activating upwards input remains a separate input, which opens up many bombslides that are otherwise impossible. Because of the extra frame granted it makes non-fake out variations of the bombslide much easier. This will be explained later in the specific bombsliding sections.: The distance you slide and the type of bombslide you do is reliant on the timing of the second throw. If you use the c-stick or the Attack + Special method to do the second throw of the bombslide on frame 2 of the dash throw and on the same frame activate the bombslide with an upward input (automatically done with c-stick up), you will get a non-fake out bombslide and slide the furthest. If you use any input (other than a-stick) to do the second throw on the second or third frame of the dash throw and you do the activating upwards input on the third frame, you will get a non-fake out bombslide and slide a long way. If you use any input for the second throw on the second, third or fourth frame of the dash throw (note that attack and a-stick cannot be used on the second frame of the dash throw and note also that in this case you would be restricted to using the a-stick on third frame because the upwards activating input cannot be registered on the same frame), and you activate the bombslide with an upwards input on the fourth frame, you will get a fake out variation of the bombslide and will slide slightly less. Activating the bombslide with an upwards input on the fifth and sixth frames you'll get a fake out bombslide and slide less again; on the seventh frame you won't cancel the dash throw at all and you will have failed to bombslide.: When performing non-fake out bombslides, you'll want to use the A + B input method unless you have the C-stick and you're only interested in doing the Up-throw variation. When performing the fake out bombslides you'll want to use grab to dash throw, on the following frame hit and hold up on the joystick, then on the following frame hit the a-stick in the desired direction to do the second throw (hitting it down on the a-stick gives the fastest fake out).: Link will dash forwards with a bomb then get a boost of momentum and slide forwards while throwing the bomb up.: Pull out a bomb, input a dash in any direction, after the initial frames of the dash (because if you try to do a dash throw within the initial frames of a dash it will just do a standing throw; won't say again) use one of the buttons mentioned above to do a dash throw then use one of the other button inputs that is compatible with the first to do an Up-throw input within the first three frames of the dash throw animation. This Up-throw input will count as the activating upwards input.: This is great for closing space if you want to get under your opponent. It's also a decent retreating option seeing as it gives you a boost of speed and throws the bomb upwards which will later come back down and could limit your opponent's approach options or release you from a grab or start/continue a combo etc.: Link will dash forward with a bomb, get a boost of momentum and slide forwards while throwing the bomb forwards then immediately do an up-throw animation without a bomb.: Pull out a bomb, dash in any direction, do a dash throw, then do an up-throw in the later frames of the dash throw animation (i.e. frames 4, 5 or 6) and unless you're using the a-stick for the up-throw, this upthrow input will count as the activating upwards input which in any case must be inputted within frames 4 to 6. The Up-throw fake out will still work if you were holding upwards before making the input for the second throw because on the frame that you do the second throw the game will also recognise the upwards input. Note that this is still a very quick input even though it is frame 4 to 6 of the dash throw, and it is only considered 'later' in comparison to the non-fake out variations. The 'dash throw animation' only includes the part where Link actually throws the bomb and does not include the period of time after in which you still cannot otherwise act and Link is pulling up from the effort of the dash throw.: This is a common variation among Link mains mostly because it's easy, but it isn't the best way to throw a bomb forwards and slide forwards. All the Bombslide Fake Outs are pretty good for the purposes of approaching because they use the throw frame data of a dash throw, which means that the bomb is thrown much sooner which means it goes ahead of you and protects you while you slide. Approaching with Bombslides that throw the bomb forwards is especially good in smash 4 due to the fact that if the bomb activates on the opponent's hurtbox, the bomb blast will not hurt Link. Note that when doing fake out versions of the bombslide, if you input upwards to cancel the dash throw on the very last frame (frame 6) you will notice a significant difference in how far you slide as you will only slide half of the distance compared to cancelling on frames 4 or 5 (won't say again).: Link will dash forward then lightly throw a bomb upwards while sliding forwards.: This is only possible with the A + B method. Pull out a bomb, dash forwards, hitthe attack button to do a dash throw, then on the frame after (i.e. frame 2 of the dash throw) lightly tilt the joystick diagonally backwards and upwards and hit special, then on the frame after that (i.e. frame 3 of the dash throw which has not been cancelled yet) hit all the way upwards on the joystick to activate the bombslide.: If you're too late with the upwards input you'll just get an up-throw fake out. And no, lightly tilting the joystick just upwards or diagonally forwards and upwards when inputting the tilted throw upwards on the first frame of the dash throw does not work. This bombslide can be used to make the bomb land without exploding on the top platform of battlefield, otherwise it will obviously come back down and explode on the ground much sooner than a normal bombslide up-throw, which under the right circumstances can be more useful.: Link will dash forward with a bomb then he will turn around and throw the bomb back in the direction he came from while sliding a long way in the original direction he was running.: This is the easier and newer way to perform this tech, and it requires the A + B input method.Pull out a bomb, dash in any direction, hitattack to do a dash throw, then on the very next frame (i.e. frame 2 of the dash throw) hit backwards on the joystick and hit special, then on the very next frame (i.e. frame 3 of the dash throw which has not been cancelled yet) hit the joystick upwards.: You input the dash throw as normal, then, using a joystick method for the second throw (i.e. either grab then attack, or A + B), tilt the joystick diagonally backwards and just the slightest bit further down from the indent (on a GC controller), and input the second bomb throw on frame 2 or 3 of the dash throw animation (only frame 3 works for the Grab then Attack input method). The activating upwards input will be included in the diagonal joystick input.: The joystick precision required for the second way to perform this tech made this tech far too impractical for the longest time. Because of the fact that the second throw could only be performed on the second frame of the dash throw with the old grab + attack input method, this meant that the joystick had to do two things on the same frame; direct the throw and activate the bombslide. This joystick precision is no longer required as the A + B method allows for the second throw to be done on frame 2 of the dash throw which in turn allows for the joystick inputs to be broken up into a simple backwards and then upwards on the following frame. This doesn't make it super easy or anything, but it is now practical enough to be used with practice. You'll want to do all the inputs almost as if they are one input, with the joystick doing a quick flick backwards into a quick quarter-circle upwards. It is by far Link's best retreating tool, like a retreating JC throw on steroids.: Link dashes forward with a bomb, slides forwards while throwing the bomb forwards then turns around during the slide and does a fake throw back in the direction he came from, making him slide backwards in the direction of the thrown bomb.: You can do the exact same thing as above only delay it slightly, e.g. with the first 'how to perform' mentioned above you'd have more time to move the joystick upwards and activate the bombslide, which in turn would give you more time to do the 'back-throw' input. So long as the activating upwards input is done on frame 4, 5, or 6, you'll get a bombslide back-throw fake out. Note that the same goes for the 'how to perform 2' above, but that one's terrible anyway.: Use the Grab button to perform a dash throw, hit the A-stick backwards and hit upwards to activate the bombslide on frame 4, 5, or 6 of the dash throw. If you're using this variation you are allowed to hold up before doing the second throw input with the A-stick and it will still register as an upwards activating input on the same frame that you do the second throw input, which can make it much easier to perform as you can instantly move the joystick upwards after inputting the grab button without having to worry about timing it.: The second method is much easier, and incidentally, if you're using the a-stick you cannot do non-fake out bombslides as the earliest that you can hit the a-stick and still bombslide is on frame 3 of the dash throw, and the earliest that the upwards input will register and activate the bombslide is on the following frame, which at best will be frame 4 of the dash throw, meaning only fake out bombslides are possible. This could be seen as a bad or a good thing, but regardless of that, the a-stick method is most certainly very easy and allows you to do this bombslide variation consistently with minimal practice. The benefits of this variation are that you can immediately use Bairs if the bomb hits or use Bairs to retreat if it misses. Also, if you use it right up close to the opponent (without getting the frame 6 cancel), you can use it to cross-up the opponent, i.e. quickly get behind them where you can immediately jab or grab etc. All the bombslides can be used for this purpose of course, but this one turns you around and unlike the bombslide back-throw, this one is easy to perform (though come to think of it, if you're up for it, you may as well attempt to use bombslide back throws for the purposes of crossing up, because if you mess up the timing you'll get this fake out version anyway, and if you happen to get it right you'll slide much farther and throw the bomb back at them as you cross them up).: Link will dash forwards then slide in the direction of his initial dash while turning around and soft throwing the bomb back in the direction that he came from, and then the bomb will land safely on the ground without exploding.: This can only be done with the A + B input method. Pull out a bomb, dash forwards, hitattack to do a dash throw, then on the following frame (i.e. frame 2 of the dash throw) lightly tilt the joystick backwards and hit special, then on the following frame (i.e. frame 3 of the dash throw which of course has not been cancelled yet), hit the joystick upwards to activate the bombslide.: This is one of if not the most difficult bombslides to perform, but the benefits of it are all too obvious. Already, as a movement option for the purposes of retreating or crossing up the opponent, the bombslide back-throw is incredible, then you add on the aforementioned benefits of the Soft Throw tech? It's sublime.: Link will dash forwards then slide forwards while throwing the Bomb forwards.: Similar to the Bombslide Back-throw only easier to perform as the joystick doesn't have to be brought all the way over to the other side real quick. This way can only be done with the A + B method. Pull a bomb, dash forwards (and continue to hold forwards), hitattack to do the dash throw, on the following frame (frame 2 of the dash throw) while still holding forwards hit special, then on the following frame (frame 3 of the dash throw) hit diagonally up and forwards on the joystick (just far enough up to activate the bombslide).: Input the dash throw as normal, then aim the joystick diagonally forwards and upwards and just the slightest bit further down from the indent and input the second throw on frame 2 or 3 of the dash throw animation (only the A + B method can do so on frame 2).: Using the Attack + Special input method makes this much easier to perform. There is a distinct advantage to be gained from doing this bombslide variation. It is one of the two best ways to throw a bomb forwards while sliding forwards. Because the throw animation is started earlier than any fake out bombslide, this means that the throwing animation will also end sooner than all fake out bombslides (except for the down-throw fake out). It also gives the greatest slide forwards out of all the bombslides that throw the bomb forwards, and it has the least amount of lag in between when the bomb is actually thrown and when you are able to act after it, though this is gained by delaying when the bomb is actually thrown which means you won't be protected while sliding.: Link will dash forwards then slide forwards while throwing the bomb forwards and then he'll instantly do another throw forwards which is technically a fake-out.: You can either do the same as above only delay the timing such that the bombslide is being activated on frames 4 to 6, or: Dash forwards with a Bomb, do a dash throw with grab, then hit the a-stick forwards (preferably on frame 3), and finally input upwards in the joystick during the part of the dash throw animation (frames 4 to 6) in which Link's arm is level with him or out in-front throwing the bomb. Note again that by using this method you can hold upwards before hitting the A-stick.: Some people may wonder what's the difference between doing this and doing an Up-throw Fake Out. The truth is there isn't any difference other than the animation, and I personally prefer the Up-throw fake out animation. They slide the same distance, the bombs travel the same distance, and they have the same amount of lag too. Neither is the optimal Fake Out variation however. That award goes to the bombslide down-throw fake out.: Link dashes forwards with a bomb, then slides forwards while throwing the bomb at his feet. If the bomb doesn't hit an opponent's hurtbox or shield, and the bomb isn't a custom bomb, Link will be damaged by the explosion.: This is only possible with the A + B method. Pull a bomb, dash forward, hitattack to do a dash throw, then on the following frame (frame 2 of the dash throw) hit downwards on the joystick and hit special, then on the following frame (frame 3 of the dash throw) hit up on the joystick to activate the bombslide.: This is probably more something you'd want to be doing with custom bombs. It is the quickest bombslide, and it gives you the same huge boost of a non-fake out bombslide, so in terms of a sheer movement option, this is the best. It could be amazing for crossing up the opponent, and if you're using a custom bomb the bomb will bounce which sets up a wall if you're retreating and then lends itself to being caught with an aerial, which in turn can be used for 'meteor bomb cancelling'. It's a difficult yet potentially very beneficial bombslide that may need to be looked into further.: Link dashes forward with a Bomb, slides forward while throwing the bomb forward, then spazzes out (he does the animation of throwing the bomb down without a bomb).: Either do the above only delay the inputs slightly, or: Do a dash throw then hit the a-stick downwards (preferably on frame 3) then hit the joystick upwards so that it activates the bombslide on frames 4 to 6 of the dash throw animation, i.e. very quickly but not literally instantly. (Again, by using the A-stick method, holding upwards on the joystick before hitting the A-stick will activate the bombslide on the frame that the A-stick is inputted, which can help to get that longer slide that you want.): The second way to perform this AT is easier. The Down-throw fake out is equal second alongside the Bombslide Forward throw as the best way to slide forwards while throwing the bomb forwards, and it is the undisputed best fake out bombslide, meaning it is also the best bombslide to use for approaching. It's not that difficult using the a-stick method either. Basically, the reason why this bombslide is so good is because the down throw animation is two frames faster than any other throwing animation, which means that the potential two frames gained by the bombslide forward throw over the other fake out variations having to start their throwing animations two frames later is equaled by the two frames saved by doing the down-throw fake out. Comparing it to the bombslide forward throw, the bombslide down throw fake out is easier to perform and has a shorter slide forwards, but that slide forwards is covered by the bomb being thrown early by the dash throw.: Link will dash forwards with a bomb, throw a bomb forwards then slide after it while fixing his hair.: Do a dash throw with the grab button and hold it, then hit the a-stickin any direction (preferably on frame 3) and hit the joystick upwards so that it activates the bombslide within frames 4 to 6 of the dash throw.: Do a dash throw with the grab button and hold it, then with the joystick in neutral hit attack (preferably on frame 3 of the dash throw animation), then on frame 4 to 6 hit upwards on the joystick to activate the bombslide. Alternatively, you can hold upwards on the joystick before hitting the A-stick diagonally, just as long as you are still holding it by the time you hit the A-stick.: While it may look like Link is just fixing his hair real quick before going into battle, he is technically doing the animation for throwing larger items (like the baseball bat or beam sword) behind him from a standing position (by pressing grab). This is by far the most stylish of all the bombslides. Why should you do this over the down-throw fake out? For style points and combo video material. In terms of frame data, the item discard fake out actually has the most lag, so it is the worst bombslide. Normally this animation cannot be done with a bomb, but the bombslide tricks the game into letting Link do it because he is doing an item animation without holding the bomb any more, and so the rule in the game that says that certain items such as the bomb cannot be 'discarded' no longer applies. Characters like Ike who have a longer dash throw animation can actually do the 'non-fake out item discard slide' if they are holding e.g. a beam sword, but the same exact input that allows Ike to do this does not work for items such as bombs.: Link will Z-drop a bomb without Zair coming out then catch it with an aerial.: See 'Z-drop' above for the different ways to Z-drop a Bomb without doing a Zair. Note that some of the variations, such as Z-dropping the Bomb immediately after doing a SH or FH, will actually count as doing an IZAC (below) if you manage to instantly catch the Bomb while rising. The ZAC on the other hand has always been inherently easier to perform as you have more time because the Bomb is Z-dropped either while falling or at around the time when you start to fall.: This allows you to use aerials while holding a bomb which is good because it means you can follow up with a bomb throw. You'd want to z-drop the bomb either as you are coming out of hitstun or as an aerial is ending if you still have time before you land, e.g. allowing you to DJ and catch the bomb with another aerial. Most importantly, you need to be aware of whether or not you still have time before the bomb explodes (which in these scenarios isn't going to be very often.: Link will Z-drop a bomb while rising out of a SH or FH (such that Zair doesn't come out) and then he will immediately catch the bomb with an aerial while still rising.: Pull out a bomb, Jump then (with the joystick in neutral)the grab button to Z-drop the bomb (without Zair coming out), Instantly let go of the grab button, then Instantly catch the Bomb with an aerial.: It is very important that you Z-drop the Bomb at the right time; too early will cancel the jump (resulting in a JC Throw), too late and you'll Zair. It is also extremely important that you are not still pressing the grab button when you use an aerial otherwise Link will Zair, which can often be mistaken for an incorrectly timed z-drop. You can try tapping or flicking the grab button to make sure you're only pressing it for a split second, whatever works for you. If you do manage to master this tech it means that you can use instant aerials regardless of whether you are holding a bomb or not, making you that much more threatening to approach while you're holding a bomb and making your spam to sword game that much more flexible. You have been warned though, this is very difficult. I'd advise you start out by learning the Instant Z-drop timing.: Link will stand on a platform holding a Bomb, drop through the platform and perform an aerial which will catch the Bomb.: Pull out a bomb and stand on a platform, lightly flick the joystick part of the way down, just enough so that it makes Link drop through the platform, then immediately release the joystick to let it return to neutral, then instantly Tap the Grab button and immediately release it (if done quick enough Zair won't come out), then instantly catch the Bomb (which would have otherwise simply sat on the platform) with an aerial.: The key to this is timing. If you blow yourself up, it's either because you hit grab too early and cancelled the drop-through with a Bomb throw down (at your feet), or it's because you didn't flick down on the joystick hard or far enough, or it's because you held down for too long and threw the bomb down as you passed through the platform. If you find yourself doing a Zair then this is either because you were too late hitting grab or you were still holding grab when you went to use an aerial. Because of this, I recommend practising without the aerial for a while to just C4 the Bomb onto the platform without doing a Zair so that you can rule the former mistake out. If you just throw the bomb forwards this either means that you messed up hitting down entirely or somehow you were actually too quick letting go of down and also too quick hitting grab (highly unlikely but theoretically possible). This is actually a pretty decent tech for Link, especially seeing as Nair is comparatively good for dropping down on people, only now you get to do it while holding a bomb.: Link will catch and instantly throw the Bomb (or any other item for that matter).: Catch (or pick up) a Bomb by Hitting Airdodge, then instantly cancel the airdodge with a Bomb throw in any direction (can be thrown with the c-stick or a combination of the joystick and attack/grab).: You don't have to worry about any airdodge landing lag if you instantly cancel an airdodge with an item throw, so that's always nice. You can do this move to a Bomb that you threw up in the air, or to a Bomb that has been C4'd, or you can do it to a Bomb that has been shielded, or one that has been thrown at you. If you play a character like Link, it is expected that you will have superior item control, and so this is one of those techs you'll need up your sleeve. Link can do some interesting if not admittedly gimmicky things with this, such as double bomb throws. For example, using the a-stick to make sure your throws a tilted, pull a bomb then run away and do a JC throw upwards, pull out another bomb (which can be done with a SH to stay mobile) then FH into the path of the bomb that is now falling, throw the bomb you are holding and then use instant bomb throw on the other bomb. Or instead you can use the side platforms on battlefield; C4 a bomb onto one of them, get beneath with another bomb, then SH bomb throw followed by an instant bomb throw.: Link will throw a bomb down from high up in the air and at the same time FF after it, then he'll land before the bomb and catch it before it explodes.: At FH + DJ height while descending, hit down on the joystick and hit the attack button while holding a bomb, then as soon as you land, hit the attack button again.: The only realistic use for this would be as a fake out. You make it look like they need to shield or something by throwing a bomb down it in-front of them, then you catch it and run away and JC throw the bomb back at them.: The blast of the bomb will go through the stage and hit your opponent up into the stage, resulting in a stage spike.: Simply make a bomb explode on the ground near the edge when an opponent is under the ledge, not hanging on without invincibility frames.: This will work on most stages so long as the stage is solid, the edges are roughly at a 45 degree angle or even more horizontal, and so long as the opponent is under the stage itself and not hanging onto the ledge. Having said that, the opponent can still be stage spiked on the right kind of stage while they are hanging on the ledge so long as the bomb hits them on the side furthest away from the stage as the blast will hit them towards the stage. This isn't a bomb spike in the strictest sense as the blast is not going through the stage itself, but it is still a bomb causing a stage spike.: Link will use his Zair or Tether without throwing or dropping the bomb.: Pull out a bomb, Jump, Airdodge, then hit the Grab button (alternatively, hold the airdodge button then hit the attack button).: Zair while holding a Bomb has been nerfed because of the fact that you will get the lag from the airdodge when you land if the Zair animation isn't over; i.e. the lag transfers over. Being able to usewhile holding a Bomb however is still a necessary tech to know and you won't experience any negative side effects.: Link throws a custom bomb down at the ground and due to it being a custom bomb, it won't explode.: Throw a bomb down. It can be a tilt throw or a smash throw, it can be from the air or from the ground or even out of a dash/run if you do a JC throw.: Where this tech gets its name from is the fact that after throwing the bomb down at the ground you can immediately pick it back up again and then throw it down again, repeating the process makes it sort of look like Link is dribbling a basketball. The idea behind this tech is to mix up your timing and trick your opponent into e.g. dropping their shield or reacting in some other way. You can even pick the bomb back up out of a JC throw even though it ends up behind you. You can of course pick the bomb back up with an aerial too, and if you're using the meteor bombs, this allows you to easily set up the Meteor Clash.: Link uses a move such that the hitboxes of that move are out when the meteor bomb explodes due to the fuse running out, and the hitbox of the meteor bomb clashes with the hitbox of Link's other move. The result will be that the meteor bomb's explosion will not give Link any damage, hitstun or knockback.: It can be very difficult to time a move such that it's hitbox is out as the meteor bomb explodes. Luckily, Dair, Uair and Nair are all very easy to time and can be done while holding the bomb to make it even easier. Simply z-drop the meteor bomb or throw it down at the ground, wait a moment, then jump and instantly catch the bomb with a Dair, U-air or Nair.: If done with a Dair, something rather interesting happens. Link will pogo off the explosion, i.e. he will seemingly bounce off nothing, extending the amount of time he is in the air and allowing him to travel further, which can easily catch opponents off-guard if they aren't familiar with this janky tech. Just note that with Dair, if you pogo off an opponent and then the meteor bomb you are holding immediately explodes, the bomb will hit you. This is because Dair temporarily loses it's hitbox when you pogo. So don't try the Dair version off-stage too close to an opponent, just in case. Using this tech gives you another option for when the meteor bomb is about to explode; normally you'd be in a hurry to either throw it or e.g. shield the blast, but the option is there now to simply catch the bomb with a Nair for example and absorb the blast. Nair can be made even more potent if you attempt to cross up the opponent and land with Nair on the back of their shield; if timed correctly, the blast can act as a second hitbox, so while the Nair may have hit the top of their shield, the blast can come out just before you land which can actually punish powershields. It can be done by catching the meteor bomb with a Bair too, it's just that you have to time it, but no matter how well you time it, it can't be done with a Fair while holding the bomb because the hitboxes of Fair and the meteor bomb blast are too far away from each other and so can't clash. If you're holding the bomb, Spin Attack can also work but only for the latter half of it (and it needs to be timed just right as well) because the first three hitboxes in front and the first two hitboxes at the back have transcendent priority and will not clash. It won't work with Dash Attack if you pick the bomb up with the Dash attack for the same reason it won't work with Fair. Any other variation of this tech, such as using moves while not holding the bomb, will be much more difficult to pull off, but still technically possible.: The timed explosion of the meteor bomb will interrupt whatever Link was doing, giving him 5% damage and only minor hitstun, allowing him to do almost anything immediately.: Simply time whatever action you want to cancel so that the meteor bomb explodes at the perfect time, i.e. immediately after the hitbox of your move has connected with the opponent; you will of course also need to space yourself accordingly where necessary so that the meteor bomb is close enough to you when it explodes.: This is much more effective when on very low percents. For example, Link has a guaranteed D-smash on anyone if the bomb hits Link while he is holding someone so long as he is under 15%. To do this, set a meteor bomb on the ground behind you, e.g. dash forward and JC throw the meteor bomb down, then immediately Grab someone. At this point you simply need to pummel till the bomb explodes at you back, forcing a grab release on your opponent while all you have to contend with is the amount of time the meteor bomb keeps you in hitstun, giving you a huge frame advantage. If you are below 15% you can buffer a turn around out of the explosion so that you will be facing the opponent again, then D-smash immediately as you are turning around, and the opponent will be unable to shield or in any way avoid the D-smash. There are a whole load of other interesting things you can cancel, such as the second hit of F-smash or the first hit of D-smash, both of which canlead to situations where you can break the opponent's shield; it's just that these are much more difficult to set up and leave you somewhat committed without anything necessarily guaranteed. Any move that has excessively long lag or that would otherwise leave you committed can be cancelled for the price of 5%.Let us meet again, child!Hee-hee-ho!