Super Polymerization only prevents spells, traps or monster effects from being used against its activation. It therefore protects against Counter Traps mainly, but it does nothing to protect the monster it summons on resolution.
Bottomless Trap Hole responds to a special summon, it does not chain to an activation that will special summon on resolution, it waits for the summon to be completed successfully, and is used afterwards.
Bottomless Trap Hole therefore is not restricted by Super Polymerization, and the sequence of events will look like this.
Player A - Activates Super Polymerization.
Player B - No response.
Super Polymerization resolves. Both players can respond to the summon.
Player A - No response.
Player B - Starts a chain with Bottomless Trap Hole.
Player A - No response.
Bottomless Trap Hole will destroy the summoned monster and remove it from play.
You have to discard one card to activate it. Then you send from the field to the graveyard monsters listed on one of the Fusion Monsters in your Extra Deck, and special summon the Fusion Monster. Note that it's Quickplay so can be done in the opponent's turn, and it can use the opponent's monsters if they're the right ones. So if you and your opponent both have a Cyber Dragon in play, you could use Super Polymerization to fuse both into a Cyber Twin Dragon.
Synchro summoned is considered a special summon so Trap Hole won't have an effect on them. But try Bottomless Trap Hole or Torrential Tribute instead.
You activate it if it meets its activation condition, which is to destroy an opponent's monster by battle that turn. So if the opponent attacked it, and you boosted the ATK of Jurrac Dino, making it destroy the attacker, then the condition is met.
Yes, it is a Continuous Trap card with a Quick Effect. You can activate the card in any phase of the opponent's turn, and you can activate the effect of the card in any phase of the opponent's turn also.
No. A-Team Trap Disposal's effect is a Quick Effect, spell speed 2. It cannot be chained to a Counter Trap.
Spells, Traps or monster effects cannot be chained to Super Polymerization's activation, not even Counter Traps like Dark Bribe.
No, 'That Wacky Magic' is a Normal Spell card so cannot be used in response to anything, nor can it be used in the opponent's turn.
You have to discard one card to activate it. Then you send from the field to the graveyard monsters listed on one of the Fusion Monsters in your Extra Deck, and special summon the Fusion Monster. Note that it's Quickplay so can be done in the opponent's turn, and it can use the opponent's monsters if they're the right ones. So if you and your opponent both have a Cyber Dragon in play, you could use Super Polymerization to fuse both into a Cyber Twin Dragon.
Synchro summoned is considered a special summon so Trap Hole won't have an effect on them. But try Bottomless Trap Hole or Torrential Tribute instead.
You activate it if it meets its activation condition, which is to destroy an opponent's monster by battle that turn. So if the opponent attacked it, and you boosted the ATK of Jurrac Dino, making it destroy the attacker, then the condition is met.
You can only activate a Quickplay Spell card from your hand in your own turn. If you want to activate it in the opponent's turn, you must Set it during your own turn.
Yes. The chain will finish resolving first of all, summoning your Fusion Monster. Elemental Hero Absolute Zero's effect will then activate, destroying your Fusion Monster unless you have a way to save it.
Yes, it is a Continuous Trap card with a Quick Effect. You can activate the card in any phase of the opponent's turn, and you can activate the effect of the card in any phase of the opponent's turn also.
No. A-Team Trap Disposal's effect is a Quick Effect, spell speed 2. It cannot be chained to a Counter Trap.
No. That Wacky Alchemy's activation condition is that an opponent's face-up Spell Card is sent to the graveyard. Normal Spell Cards remain on the field until after their chain has finished resolving. Therefore you can't chain That Wacky Alchemy to that Normal Spell Card's activation, as it is still on the field at that point.However after that Normal Spell Card's chain finishes resolving, it will be sent to the graveyard. Here, a new chain can be started by That Wacky Alchemy.
Yes, if your opponent activates any Spell or Trap card, it can be chained to and countered with Dark Bribe, unless it is specifically forbidden.
Since DD Sprite can only be summoned during your own turn, its trigger will activate in the opponent's Standby Phase.