B.5.00
Ledge Bombing
How to Perform: Hang on the ledge, Hit down or backwards to get off the ledge, instantly jump (double jump), bomb pull, Z-drop on the ledge as your falling back down, re-grab the ledge.
Effect: Toon will quickly let go of the ledge then jump, pull out a bomb, safely lay it on the corner of the ledge then re-grab the ledge.
Note: This is a little trick you might like to try when edge hogging. Against all characters that have a recovery like Mario, Marth and Link, having a Bomb on the edge can be very useful when edge hogging because if they try to recover with Up-B and you’re hanging on the ledge with invincibility frames (a well timed Ledge Re-Grab will help you here), they will go right past you and their Up-B will explode the Bomb right in their face. Then you can simply Uair or Nair them. This tech is also a really easy way of Z-dropping. Get this; if you do this exact same tech except you replace the Z-drop with the Invincibomb Drop, you will drop a Bomb downwards instead of dropping it on the platform. If you do this though, you won’t re-grab the ledge, this can be easily solved be cancelling your airdodge with a tether.
Stages: All except Mushroomy Kingdom, Mario Circuit, Rumble Falls, Summit, 75m, Mario Bros, Flat Zone 2 and Shadow Moses Island.
Usefulness: 5/10
Credit: Sasukebowser
Ledgehop Bombing
How to Perform: Pull out a bomb, hang on to the ledge, jump up (ledge jump) and hit Z just as Toon is about to Jump (You hit jump then a second later Toon jumps).
Effect: Toon will jump up of the ledge and leave a bomb behind him sitting near the edge on the ground (sort of like the Z-drop).
Note: This is an unexpected way of Z-dropping a bomb. Some opponents might accidently pick up the bomb without noticing.
Stages: All except Mushroomy Kingdom, Mario Circuit, Rumble Falls, Summit, 75m, Mario Bros, Flat Zone 2 and Shadow Moses Island.
Usefulness: 4/10
Ledge Grab Bombing
How to Perform: Pull out a bomb, Jump off the edge and Z-drop the bomb just before you grab the ledge.
Effect: Toon will jump off the edge, Z-drop a Bomb down the side of the stage then automatically turn around and grab the ledge.
Note: This is best used against characters that recover more vertically as they try to sweet spot the ledge. You will grab the ledge, the bomb will hit them, you won’t get hit because of the invincibility frames and you can easily follow up. Get this, If you do the Invincibomb Drop instead of the Z-drop, the Bomb will land safely on the platform. The only problem is you won’t grab the ledge and you can’t tether it because your facing the wrong way, so what you need to do is Double Jump asap and you’ll grab the ledge.
Stages: All except Mushroomy Kingdom, Mario Circuit, Rumble Falls, Summit, 75m, Mario Bros, Flat Zone 2 and Shadow Moses Island.
Usefulness: 2/10
Ledge Bomb Pull
How to Perform: Jump off the stage and grab the ledge, Slightly hit Down B, Double Jump and instantly throw the Bomb up (if done quickly enough you will snap to the ledge), Hit away from the ledge, Double Jump towards back on stage, catch the Bomb with an aerial, land back on stage (throw the Bomb if you wish).
Effect: Toon will Pull out a Bomb and won’t fast fall, He will Jump and throw the Bomb up, snap to the ledge, move away from the ledge, double jump and catch the Bomb with an aerial (throw Bomb) and land back on stage.
Note: This must not be fast falled. It must be done quickly if you want the automatic ledge grab and if you want to catch the Bomb.
Stages: All except Mushroomy Kingdom, Mario Circuit, Rumble Falls, Summit, 75m, Mario Bros, Flat Zone 2 and Shadow Moses Island.
Usefulness: 3/10
Credit: Fox Is Openly Deceptive
B.6.00
Chaining
How to Perform: Catch a bomb in midair with Bair, Dair or Uair then instantly use any other aerial.
Effect: Bair, Dair and Uair are special in that if you catch a bomb with them and try to do another aerial, Toon won’t throw the bomb. This means that you can chain aerials together while holding a bomb without throwing the bomb.
Note: You can do as many Bair’s, Dair’s and Uair’s as you like then finish with any aerial, but if you try to do another aerial after Nair or Fair, Toon will throw the bomb, breaking the chain. Something to keep in mind; If you catch the Bomb with Bair, Dair or Uair and you want to instantly throw the Bomb at your opponent, then there is a way that you can break the chain. After catching the Bomb with Bair Dair or Uair, simply throw the Bomb with the Instant Bomb Throw which you can find a little further down the list. This allows you to break the chain and throw the Bomb instead of using another aerial.
Stages: All
Usefulness: 4/10
Credit: Fox Is Openly Deceptive
ZAC
How to Perform: Pull out a bomb, Jump, Z-drop the bomb at the peak of your jump, then instantly catch it with an aerial (Bair, Fair, Nair, Uair or Dair).
Effect: Toon will Jump, Z-drop the bomb then instantly catch it with an aerial.
Note: This allows you to use aerials while holding a bomb. This is good because it means you can follow up with a bomb throw.
Stages: All
Usefulness: 6/10
IZAC
How to Perform: Pull out a bomb, Jump then quickly Tap Z to Z-drop the bomb, Instantly let go of Z (tap), then Instantly catch it with an aerial.
Effect: Similar to the ZAC, the only difference being that the IZAC comes out faster.
Note: It is very importaint that you Z-drop the Bomb asap, too early will cancel the jump (JC Throw), too late, well it won’t be as effective. It is also extremely importaint that you are not pressing Z when you use an aerial otherwise it won’t work. You can try tapping or flicking Z to make sure you’re only pressing it for a split second, whatever works for you. So yeah, this is super hard to pull off. But if you do manage to pull it off it means that you can use more then one aerial in the one SH while holding a bomb by Chaining the aerials together, then you can easily follow up with a bomb throw.
Stages: All
Usefulness: 9/10
Instant Bomb Throw
How to Perform: Catch a Bomb by Hitting Airdodge, A and a direction (Up, Down, Left or Right) at the same time.
Effect: Toon will Instantly catch and throw the Bomb without the catching animation. So it’s an Instant Bomb Throw.
Note: What’s really happening is your catching the Bomb with an airdodge then you’re instantly cancelling the airdodge with the throw. This move can also be done by catching a Bomb with Airdodge and C-stick; it all depends on what you prefer. You can do this move to a Bomb that you threw up in the air, or to a Bomb that has been Z-dropped on a platform above you by jumping then doing it, or to a Bomb that has been Z-dropped on the ground by jumping then instantly doing it, you can even do it to a Bomb that has been shielded or anything, just as long as you catch it with Airdodge+A+Direction or Airdodge+C-stick. I see big potential in finding new AT’s with this move, just like this one…
Stages: All.
Usefulness: 6/10
SHDB (Short Hop Double Bomb)
This is the Bomb equivalent to the SHDA.
How to Perform: Pull out a Bomb, Tilt Throw it Up, Pull out a Bomb, SH, Throw the Bomb, catch the second Bomb with an Instant Bomb Throw Forwards.
Effect: Toon will Throw a Bomb up, Pull out another then in the one SH he will throw two Bombs quickly.
Note: This all has to be done really quickly except for the SH Bomb throw because if you do that too quickly you will cancel the SH and just throw the Bomb. This can also be done using a platform, just Z-drop the Bomb on the Platform (like one of the side platforms on Battlefield) go under the platform and Pull out a Bomb, then SH, Throw Bomb, Catch the second Bomb with an Instant Bomb Throw. It is a great move to pull off if you have the time, assuming you already have a Bomb in hand, you still have to tilt throw it up, Bomb Pull and SH before you throw any Bombs. But once you’re in the air this is a dominating move because you can throw two Bombs at almost the same time in the one SH. Now I can see real potential in this because you can also vary the strength of your throws, so you can have two Bombs coming at them at the same speed and distance or at varying speeds and distances. So you could have a strong throw then a weak throw or visa versa. We could even have new techs coming from this. I mean imagine what we could do even if they shielded them both and they both bounce up off the shield. Finally what makes this move the greatest thing you can do out of a SH, is that it can be Quickdrawed! So if you’re fast enough this means that you can unleash Three Projectiles in the One SH, two Bombs and an Arrow. There are many variations of this same tech, but they all have the two main ingredients, the two Bombs right after each other. An example of another variation you could try is, you Pull out a Bomb, Smash throw it up, Instantly Full Hop, Instantly Pull out another Bomb on your way up, Double Jump, throw the Bomb, catch the other Bomb with the Instant Bomb throw (All done quickly). This variation is less punishable, but it means that you are very high up without your double jump, so I would recomend that you throw the Bombs down if your opponent starts to close in. DTL also did another variation using platforms in one of his vids called “Toon Link’s Neglected Projectiles (and so on)” which can be found near the top of the AT videos.
Stages: All
Usefulness: 6/10
Credit: Hyrulian_Royalty
The Invincicatch
How to Perform: Simply catch a Bomb with the Invincibomb (Airdodge then Instantly Hit A. Just remember to keep the joystick neutral.)
Effect: Toon will catch the Bomb, airdodge and the Bomb will slowly fall down like a Z-drop. The Effect all depends on what the Bomb was doing before you caught it, but pretty much, the Bomb will instantly slowly fall as if it had been Z-dropped. So a quick example, someone throws a Bomb up at you, you catch it with the Invincicatch, it instantly starts slowly falling or if you catch a bomb that is falling down, it will instantly loose it’s momentum and slowly fall.
Note: This can be used to make the Bomb fall through platforms! Simply stand underneath a platform, Jump and catch the Bomb with the Invincicatch when you’re just starting to jump through the Platform or you can just catch it at the peak of your SH. To make the Bomb go through the platform, you can either Z-drop it on top of the platform then Invincicatch it, or throw it up through the platform then Invincicatch it when it’s on it’s way back down just before it explodes on the platform. The Invincicatch can also be used to Invincidrop the Bomb on platforms. You are not limited to your own Bomb either. You can Invincicatch other things as well like Rob’s Gyro and Diddy’s Bananas. Something you might wanna try; It’s a mixture of the SHDB and the Invincicatch. Stand near the edge, Pull out a Bomb, tilt throw it up, Pull out another Bomb, SH, throw the Bomb, catch the second Bomb with the Invincicatch then DI off stage to avoid the blast (you should have been standing near the edge in step one). This technique is shown in DTL’s video “Toon Link’s Neglected Projectiles (and so on)” which can be found near the top of the AT videos.
Stages: All
Usefulness: 4/10
Credit: UncleSam
Bomb Fake Out
How to Perform 1: Pull out a Bomb, Jump Backwards, Throw the Bomb Backwards at the peak of your Jump then instantly Hit Grab twice quickly.
How to Perform 2: Pull out a Bomb, Jump Backwards, Throw the Bomb Backwards at the peak of your Jump then instantly do the Instant Bomb Throw.
Effect for both: Toon will Jump Backwards, Throw the Bomb behind him (Toon will turn around) then re-catch and throw the Bomb again.
Note: To make this easier simply hold Backwards from the moment you Jump until you re-catch the Bomb. If you don’t want to throw the Bomb again then simply Hit Grab once to catch it with an airdodge, this can then be cancelled if you wish with a Zair by delaying the second Grab for a split second. You can also re-catch the Bomb with Fair. Something to keep in mind, if you’re facing your opponent you can still do the Bomb Fake Out. Simply Run towards them, RAR then the rest is normal. Get this; The Bomb Fake Out can also be thrown in any direction. To do this, when you catch it with either the first Grab or the Instant Bomb Throw, simply Push the Joystick in the desired direction that you want to throw the Bomb in (Forwards, Backwards, Up or Down) then if your using the first way to do this, instantly Hit Grab again. This can be a little tricky though because you still have to Hold Backwards until you Grab or do the Instant Bomb Throw then instantly move the Joystick into any other position. If you have the Joystick on Neutral you will do an Invincibomb Fake Out. Finally, if you do the Bomb Fake Out in a Full hop, it can be quickdrawed.
Stages: All
Usefulness: 4/10
Credit: For further discoveries and applications, ASF1nk
Double Bomb Fake Out
How to Perform: Every thing is the same as the Bomb Fake Out, except for the end. Pull out a Bomb, Jump Backwards, throw the Bomb Backwards at the peak of your Jump, instantly Hit Grab twice or do the Instant Bomb Throw then instantly Dash Forwards and catch the Bomb with Dash attack (or any SH aerial).
Effect: The same as the Bomb Fake Out except Toon will re-catch the Bomb twice. He will jump backwards, Throw the Bomb behind him, re-catch and throw the Bomb, Dash forwards and re-catch the Bomb again.
Note: You can also do this to an opponent that is in front of you the same way as before, simply Run towards them, RAR then the rest is the same. If you want to catch it for the second time with Bair, Uair or Dair, you will need to use the C-stick to use your aerial without affecting your DI. And for the more technical Toon’s out there, you could even catch the second Bomb with a DACUS, now that’s one heck of a mind game kill. Just like in the running BFO coming up next, you can catch the Bomb the second time with an airdodge which means you can re-throw the Bomb in any direction and so on. Read further for more details. So that would mean you threw it, caught it then threw it, caught it again and re-threw it. Just let it go already.
Stages: All
Usefulness: 4/10
Credit: ASF1nk
Running Bomb Fake Out
How to Perform: Pull out a Bomb, run in one direction, JC Throw the Bomb Forwards, Dash forwards before the animation of the throw has ended, catch the Bomb before it lands with dash attack/any SH’d aerial/SH instant airdodge.
Effect: Toon will JC Throw the Bomb forwards, then catch it before it explodes.
Note: The trick to this tech is all in the timing of the Dash before the animation of the throw has ended. If you dash forwards, don’t try to catch it and the explosion doesn’t hit you, then you’re dashing forwards too late. Too early and Toon simply won’t dash, so mess around with your timing before attempting anything else. Now in order to catch it with an aerial other then Fair, you’ll need to use the C-stick to catch the bomb with things like Bair without affecting your DI. Also, it should be noted that you can cancel the Dash attack with an U-smash (think DACUS) which means you can make it look like you caught the Bomb with U-smash. But where this tech really shines is in the ability to catch the Bomb with airdodge. You see, you can cancel the airdodge with a Bomb throw in any direction (just think the Instant Bomb Throw), so this means that you can JC throw the Bomb towards your opponent and make them think their out of range then Dash in and re-throw the same Bomb at them. Being able to re-throw the same Bomb in any direction means that depending on your opponents movements and how they avoid the Bomb, you can throw it back at them wherever they are, so if they jump, you throw it up, you get it. But that’s not all, because you can catch the Bomb with an airdodge, it also means you can Zair while holding the Bomb and Ibomb, so just keep that in mind.
Stages: All, but it helps if you do it on a flat surface with a decent amount of space.
Usefulness: 5/10
Credit: ASF1nk
Running Bomb Pick Up
How to Perform: Pull out a Bomb, Z-drop it on the ground, Run towards it, Then just as your right on top of it, Put the Joystick in neutral then Hit A.
Effect: Toon will Dash towards the Bomb on the ground, then instead of using his Dash Attack to pick the Bomb up, he will reach down, pick it up and slide a little.
Note: This cannot be done out of the initial Dash animation, Toon has to be actually Running. It is essential that the Joystick is in neutral before you Hit A, otherwise Toon will just pick the Bomb up with his Dash Attack. Something to remember; This can also be done on other items as well, including Diddy’s banana’s. It works even when they are in his control. This can be very useful to us because our Dash attack is very laggy and this way of picking things up is much quicker.
Stages: All
Usefulness: 3/10
B.7.00
100% Working Spike
How to Perform: Pull out a bomb, Run towards your opponent, Jump, Z-drop the bomb in front of your opponent during your jump, then Spike (Dair).
Effect: Toon will drop the bomb in front of your opponent, the bomb will explode and the blast of the bomb will knock them into the Dair.
Note: This works up until like 200% so it is a 100% working spike. If your opponent is near the ledge when you do this, it is a 100% working death trap.
Stages: All except Mario Circuit, Rumble Falls, Mario Bros, Flat Zone 2, Shadow Moses Island and Onett.
Usefulness: 6/10
Credit: Sean~
The Safe Spike
There are currently four ways to do this, so that means four "How to Perform"s
How to Perform 1: Pull out a bomb, Run towards the edge, Jump, throw the bomb down at the ground just as your falling back down or on your way up, Dair.
Effect: Toon will get hit by the blast of the bomb, use Dair off stage but instead of falling to his death, he will slowly fall down, then you can recover.
Note: When he is slowly falling the Dair, the Dair still has the same spiking power; the only difference is that he falls slower. The reason why he falls slower is the same reason why you slowly fall a Dair if you do it just after getting hit, the only difference is we are inflicting our own damage. This way of doing the Safe Spike will only work if you are on 40% damage or higher. If you try it on 39% or lower, you will die and you can’t sue me, so there. You can also DI the blast of the bomb to direct where you get blasted too so you can Safe Spike with more accuracy.
Stages: All except Mario Circuit, Rumble Falls, Mario Bros, Flat Zone 2, Shadow Moses Island and Onett.
Usefulness: 5/10
Credit: Fox Is Openly Deceptive
How to Perform 2: Pull out a bomb, Hang on the ledge, Hit away from the ledge, instantly throw the bomb back at the ledge, Dair.
Effect: Toon will hang on the ledge, fall away then get hit by the blast of the bomb then slowly fall a Dair.
Note: This way of Safe Spiking is best used when edge guarding. It will only work when you?re on 55% damage or higher.
Stages: All except Mushroomy Kingdom, Mario Circuit, Rumble Falls, Summit, 75m, Mario Bros, Flat Zone 2 and Shadow Moses Island.
Usefulness: 6/10
Credit: Fox Is Openly Deceptive
How to Perform 3: Pull out a bomb, Run off the edge, throw the bomb back at the ledge, Dair.
Effect: Toon will run off the edge, throw the bomb back at the ledge, get hit by the blast of the bomb then slowly fall a Dair.
Note: This is the quickest way to Safe Spike. It will only work when you’re on 55% damage or higher.
Stages: All except Mario Circuit, Rumble Falls, Mario Bros, Flat Zone 2, Shadow Moses Island and Onett.
Usefulness: 6/10
Credit: TLMarth
How to Perform 4: Knock your opponent off stage, Pull out a Bomb, Jump out over your recovering opponent, Throw the Bomb down at your opponent from close range so that you get hit by the blast as well then Use Dair.
Effect: Toon will jump out to meet his opponent, throw the Bomb down at his opponent from close range, both you and your opponent will get hit by the blast of the Bomb then you will slowly fall the Dair.
Note: This is perhaps the hardest to explain of all the Safe Spikes but I’ll do my best. For all this to work and for the Spike to connect with your opponent, there are a few things that must happen. You need to be on 40% or higher. You need to be anywhere in-between the same percent or 40% higher then your opponent. You need to throw the Bomb down at your opponent and the Bomb has to hit the front half of them (the half closest to the edge as they’re recovering). You need to be close enough to your opponent so that you will get hit by the blast of the Bomb. If all this is correct, you will both get hit by the blast of the Bomb in the same direction, you will be above them then you will slowly fall the Dair and spike them. If any of the percents are off or if the Bomb hits the wrong part of your opponent, then don’t worry, it’s called the Safe Spike for a reason. So even if your opponent gets blasted the other way, you will slowly fall the Dair and be easily able to recover. If your opponent airdodges the Bomb and you are unlucky enough to accidently hit Dair, you still have a chance of hitting your opponent anyway. I would just like to stress though that I wouldn’t be using Dair unless you actually get hit by the Bomb, there is enough time to react and hit Dair so I don’t see a problem.
Now, what makes this way of Safe Spiking so great is that it can be used anywhere off stage depending on where your opponent is. Also there is almost no setup time, all you need to do is Pull out a Bomb and Jump out over your opponent.
Stages: All except Mario Circuit, Rumble Falls, Mario Bros, Flat Zone 2, Shadow Moses Island and Onett.
Usefulness: 5/10
Credit: Fox Is Openly Deceptive
The Bomb Spike!!!
This is Toon’s way of saying, “You just got owned”.
How to Perform: Simply make a bomb explode on the ground near the edge when an opponent is under the ledge, not hanging on.
Effect: The blast of the bomb will go through the stage and hit your opponent, this will send them up but they will hit the stage and get snapped downwards in a fiery display of ownage. This will doubtlessly result in you wetting yourself (it’s worth it).
Note: Your opponent may give up at this point.
Stages: Battle Field, Final Destination, Halberd, Lylat Cruise, Spear Pillar, Castle Siege, Smashville, New Pork City, Sky World, Temple, Jungle Japes, Corneria, Rainbow Ride, Big Blue and Pokemon Stadium.
Usefulness: 3/10
B.8.00
F-smash while holding a Bomb
How to perform: Pull out a bomb or pick up/catch a bomb then hold A, Hit the C-stick left or right.
Effect: Toon will perform his F-smash without throwing the bomb.
Note: If you continue to hold A, Toon will charge his F-smash. To use the F-smash quickly simply let go of A as soon as you hit the C-stick, then hit A again if you wish. You can also hold A after Rolling, side stepping or any B move. In fact it works for pretty much anything that you can do while holding a Bomb without throwing it, then you hold A while Toon is still in the animation of the move and Hit C-stick left or right.
Stages: All
Usefulness: 5/10
The Electric Slide
This is a combination of F-smash while holding a Bomb and The Pivot Slide.
How to Perform: Pull out a Bomb, Instantly hold A (same as F-smash with a Bomb), Run in one direction, Pivot, Hit C-stick left or right just as you start moving in the other direction (just after the pivot).
Effect: Toon will Pull out a Bomb, Run, turn around then slide while using his F-smash, all while holding a Bomb.
Note: Refer to F-smash while holding a Bomb and Pivot Slide for more specific information. You can also Pull out a Bomb, Run, Pivot then while your pivoting hold A, then continue with the sliding F-smash. This is just another way to do it because Toon won’t throw the Bomb while he is pivoting.
Stages: All
Usefulness: 5/10
Credit: Lobos
Zair while holding a Bomb
How to Perform: Pull out a bomb, jump, airdodge, Zair.
Effect: Toon will use his Zair without throwing the bomb.
Note: You can also Tether recover with a Bomb using the same technique. This technique is used in the VG Combo. To do the VG combo, simply SH, airdodge, Zair (cancelled on the ground), Bomb throw, Up-smash.
Stages: All
Usefulness: 9/10