Bombs could use some work, IMO. If they changed the parameters for the bomb freeze, it would be nice. Not freezing during vulnerability frames is too much. With the amount of damage post bomb freeze combos do, the bombs should be able to freeze at all times except when an opponent is already frozen. This would make bombs a more useful defensive tool.
It's not like you get a full 35+% combo from bomb freeze anyway. Damage is below average at best (3,4, dash b+2,2xxSlide). Even during a blockstring setup, the most you're getting when the bomb goes off is a b+2,2xxSlide, which is nothing.
If they want to leave the bomb the way it is, at least up the damage it deals.
At first when i read your post i thought your suggestion would make CSZ overpowered. But that was because i though the bombs did not freeze only while the opponent was grounded. However, by vulnerability frames i realize you mean we can pretty much count any situation where the opponent is unable to block. Which, indeed makes the bomb way less powerfull. I guess after checking out more carefully i changed my mind about being that OP and ill explain below.
Although you actually CAN get a high damage combo off a bomb freeze, its not insanely high and since the probability off getting a bomb freeze, as it is, is very slim, i do agree that a patch would come in handy.
Right now the max i can do is (a)38% midscreen and (b)39% in the corner with:
a)Midscreen - IceBomb, Njp, Up+4 xx ExSlide (without meter it does 36%)
b)Corner - IceBomb, Npj, 1, 2, 1+2, 3, 3, 2 xx ExSlide (without meter it does 38%)
*Even if you hit them with a far bomb across the screen you have time to sprint all the way and land Njp
During matches i was not able to notice exactly what i am going to post below, but after i read this thread i went to practice mode with him and confirmed what you have said. And i have seen other posts from people commenting on how wierd the bombs work, so here is why:
I recorded a number of situations that the bombs will not freeze. Basically they sum up to the "rule" of vulnerability frames(whenever the opponent cannot block), with the exception of clip number 2, since reptile has armor during ExGreenHand. (ok, i know the armor duration is extremely quick, but still...)
So... for those who havent realized exactly why this is bad:
Clip 1 - Bombs will not freeze if deployed while the opponent is in the air
Clip 2 - Bombs will not freeze if deployed while the opponent is performing a wakeup attack that has armor
Clip 3 - Another example of bombs not freezing while opponent performs a wake up attack (armor? not sure)
Clip 4 - Bombs will not freeze if deployed while the opponent is performing a whiffed string
Clip 5 - Bombs will not freeze if deployed while the opponent is performing a whiffed special move
So, IMO, number 1, 2, 4 and 5 should be changed maybe?
I mean its not my fault the opponent whiffed his string(4), neither his special(5), too bad for him.... Why should the bombs not freeze there?
(1) is pretty bad too because it negates the trap of deploying a far and a mid bomb or close and mid bombs, since the opponent is inclided to jump forward to escape the far bomb and vice versa.
Not counting the bombs will not freeze even if you use the Ex version, which becomes a ridiculous 8% 1 bar hit if used while the opponent is in the air. However, i can see why this could be overpowered. Not sure.
Plus, in a projectile trade(5) it wont freeze as well, so that sucks i guess.
And (2) the oppent has armor so.... not vulnerable there exactly.
I think it should freeze at least on 4 and 5, maybe 1 too. I Dont know if thats a possible patch though. If not, maybe up the damage to something like 12%?
Any opinions? Am I missing anything that would make this change OP?