Fun fact for Bombers

Okay, just found this out earlier today, and judging by how it's done, it's been in the game for a while. Which begs the question, WHY HAVE I NOT HEARD OF THIS BEFORE?!
You can turn bombs into what amounts to a semiautomatic weapon like the rest. All you need to do is tap SHIFT(or the corresponding dash/ shield bash button I wager) when you hit full charge, placing the bomb. So long as you do not release the button readying your explosive, you automatically start charging a new one as soon as the other arms.
This has been a godsend for me because I have noticed as of late that either my timing is slightly off or something has made it so you can not simply release and click again to instantly start charging again.
Like I said, probably been known forever and a day, but it's news to me, I haven't seen the function stated anywhere, and I'm willing to bet there are at least a couple knights that would benefit from this information.

Using this method, it takes .20 seconds between planting a bomb and arming a new one. (Counting from the frame the charge glow disappears to the frame the charge bar appears.)
I compared this to me just re-arming bombs using the attack button like I've been doing from the start. I'm able to get a time of .19-.23 seconds, usually doing a consistent .20 or .21. On average I didn't really notice much a difference, but it's certainly easier on my fingers.
The most intriguing aspect of this is that this and the charge bar provided me with a means to test the exact effect of ASI on bombing. I tried using this method to get a reproducable planting time and investigated the difference
The results with swiftstrike were a bit erratic, with results everywhere from .16 to .20. I'm think the bombspam made the graphics lag a bit. On avereage, I'd say you could get .17.
With Fallen and Swiftstrike, I got a consistent .16-.17. Swiftstrike might be worth it, but Fallen does not seem to be.
.03 seconds may sound like an incredibly small deal. but realize that that's .03 seconds you are unable to dodge attacks. I'm certainly going to start bringing swiftie more with this method.
Without mod-planting (I've dubbed the technique mod-planting, any objections?), I'm only able to consistently do .18 with swiftstrike, so mod-planting definitely seems to make the most use out of swiftstrike for me.

Honestly Zeddy, call it what you like, to be totally honest, I was expecting a "We all know this, it's not any better/ it's better", definitely not math.
MOD-PLANTING IT IS.

Nope, this was total news to me, and we're genuinely grateful for discovering what is basically the bomber's equivalent of shield-canceling.
You discovered it, so you get to name it if you'd like! I'm okay with calling it Maeko-bombing.

Earlier Zeddy mentioned the Swiftstrike buckler in regards to bombing, and now I am confused. I thought that Swiftstrike increased gunning speed and sword swings, but I've never heard of it decreasing bomb charge time. If this effect is extrapolated to decreases of attack speed as well, does that mean all along my Volcanic Plate Helm has been pooping my bomb charge and my sword swings? /panic

ASI has nothing to do with charge time. What swiftstrike (and indeed plate armour) affects is the speed of the animation where you plant the bomb.

This technique is actually pretty damn nice to use. I've been testing it out and it generally feels faster and less double-clicky to spam bombs with it.
I think the reason no-one has mentioned or possibly even found this is because not that many people actually use mod keys; the feature is hidden amongst all the other key mappings and its not an obvious thing to do. I'm not surprised if you were the first to find out this little trick. Even if you weren't I'm still gonna call it Maeko-bombing from now on! :D

Can I get a step by step? I'm holding down Left Mouse (my action key), charging and tapping Left Shift (my Bash key) while holding down Left Mouse, and nothing is happening. Does the tap have to be timed precisely when the charge maxes?
Edit: Ah, I see how it works. The mod keys is indeed not super-intuitive. I agree that this method does make it easier to drop bombs though.

I still don't understand. I charged my bomb with right-click, and then tapped my bash key while holding down the action button, which was leftshift v. Nothing happens. How did you guys do it?

- Have an action bound to modifier+attack. I think it's irrelevant what this action is.
- Charge a bomb.
- Instead of letting go of your action button, tap the modifier button.

This wasn't known?
I thought I was late to the party. I've been doing this since the update.
I had no idea this was considered "Meta"
I just considered it convent since I don't have to click spam, I can just hold click forever.

I can't wait to get my computer back to try this! Thanks Maeko for broadcasting to us; the so acclaimed 'Maeko-method'.

Thanks, Zeddy, I got it, and it seems to be pretty useful.
Also, thanks to Maeko for introducing this method.

Huh. Is all of this just about using the "modifier" key as an alternative to releasing whichever button "Action" is bound to, or is there something that I'm missing? I've been using "modifier" to rapidly spam commands due to what feels like WAN problems on my side, but haven't found any advantage for bombing. _If_ it's just a savings of a few milliseconds, I'm unlikely to ever notice it since I have much bigger lag jitter than that, but this technique is useful for when I occasionally & randomly feel like using a Jelly gun. If I'm not missing anything here, I wonder if I'm very mistaken for assuming that most players found the added "modifier" option useful like I did. If I'm the slightest bit unusual in that, it means most players haven't tried things like binding "Action" to modifier + their shield keys. There are reasons we get the option to bind up to three inputs to a command, experimentation is one small one.
Somewhat tangentially, I'd be grateful if some one with a rock-solid connection can report on how long it takes before the weapon detects release and/or Maeko-cancel as an additional attack command and how long it takes the Jelly gun to be ready to attack again. :) In my experience, double-attacking by simply dwelling on the "Action" key only works well for slow weapons, so the only way for me to use Jelly guns anywhere remotely near their full potential involves rapidly clicking either "Action" or "Modifier," but I don't know whether that would change if I had less ping time jitter.

Yet still I have no idea what this Modifier key is. Good job on figuring this out, tough..

I'm fully charging my bomb and pressing dash but my character wont place the bomb .-.

The modifier is a key for modifying. :D Okay, you know what the CTRL, ALT and SHIFT keys on your keyboard do? Those are called modifier keys because they're used to modify the way other inputs are parsed. For examples, SHIFT is often used to allow you to input two different characters with the same key instead of just one- like an uppercase letter and a lowercase letter. CTRL is often used to allow you to put other handy commands like "cut," "copy," and "paste" on keys used for other things- most commonly inputting the letters X, C and V, respectively.
If I understand the OP correctly, which I'm far from certain of, (I'm still not clear on what "it" is that some of you are unable to do.) Maeko has discovered that, for fortunate reasons beyond us, interrupting the "Action" command by releasing the trigger does not behave exactly the same way that interrupting the "Action" command by using modifier to make the weapon trigger suddenly become something else behaves. I've been using it for fanning my Jelly gun, and apparently there's something that shaves a few milliseconds from the time between bomb placings as well.
It's a bit unintuitive since usually a modifier key's effect has an exception for keys already in the "pressed" state before the modifier key is, but in SK such exception is fortuitously absent.

"I'm fully charging my bomb and pressing dash but my character wont place the bomb .-."
Yeah, I was getting the same, no one explained it here properly. What you need to do is to use the same button twice in the key configuration, once is without the Modifier key, for the Action key and the second time, for let's say, Defend with a Modifier key this time - when you hold the button responsible for attacking now, you will charge up the bomb, once you hit the modifier key you forcibly drop the bomb and start charging a new one as long as you only tap the modifier key.
Does this technique work for other charge attacks besides bombs? (Alchemer, brandish lines)
Unable to test at the moment, but if it's not bomb-specific, the technique would be very useful for charge weapons.

This is so confusing, I've tried it and failed many times as nothing happens.
@Zeddy
Have an action bound to modifier+attack. I think it's irrelevant what this action is. - What do you mean? I can only use one key once. I can't have one key bound to two things.
@Paweu
Your explanation was the clearest and yet it didn't work for me. I'm most likely doing something wrong but I don't know what. :L

Back when dashing and bashing was introduced, the control scheme received a "modifier key". It allows you to use a key for multiple purposes. For instance:
Attack = Z
Shield Bash = Shift+Z
In this case, Shift is the modifier key, and you'd be tapping shift to plant bombs while holding Z continously.

Pro tip: If you see a word or phrase and don't know what it means, try punching it into your favourite search engine and/or looking for it on the wikipedia or similar.
I already tried to explain what a modifier key is anyway, because more than one person asked, but apparently that wasn't "proper" enough, so...
ZOMG WANA NO WUT MODIFIER KEY MEENS CHEK DIS OUT???/?/////???!!!!11111!eleven factorial

The key word is tap. Charge up your bomb, when fully charged, tap (not hold) the mod key. You never let go of attack key at all. If you hold the modifier key down, you will actually perform the Mod+Attack command, which the default configuration is Dash. You need to tap it like you are tapping a shield cancel.
Works quite nicely for bombs, not as great for other weapons--most other weapons have a longer attack animation, a lot longer than the time to release-click again to charge another attack.
+1 though, good find, didn't know beforehand, and now will be using this.

The default Modifier key is Shift, I believe. Like Momofuku stated, tap that key when you're fully charged and it placed the bomb and immediately starts charging another.
Sounds like a bug to me.
Sounds like a bug to me.
Sounds like a bug to me.