Hammer Flip: Difference between revisions
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==Overview== | ==Overview== | ||
The move has a similar usage to Kirby's {{b|Hammer|move}} from the previous two games, being a slow yet strong blow that hits opponents at medium range. However, it can now be charged with functionality like [[Jet Hammer]], allowing Kirby to move around and jump while charging the move. Also, like Jet Hammer, Kirby can charge the move indefinitely, but will receive [[recoil damage]] for as long as the move is not used after being fully charged, though this damage is not inflicted if Kirby's damage reaches or is above 100%. Unlike in ''Brawl'', the hammer doesn't stall Kirby's momentum in the air, and therefore can no longer be used for recovery. An uncharged swing is ''significantly'' weaker than a swing in ''Brawl'', and the aerial version has slower startup. The move now uses a [[flame]] effect, though not when uncharged. | The move has a similar usage to Kirby's {{b|Hammer|move}} from the previous two games, being a slow yet strong blow that hits opponents at medium range. However, it can now be charged with functionality like [[Jet Hammer]], allowing Kirby to move around and jump while charging the move. Also, like Jet Hammer, Kirby can charge the move indefinitely, but will receive [[recoil damage]] for as long as the move is not used after being fully charged, though this damage is not inflicted if Kirby's damage reaches or is above 100%. Unlike in ''Brawl'', the hammer doesn't stall Kirby's momentum in the air, and therefore can no longer be used for recovery. An uncharged swing is ''significantly'' weaker than a swing in ''Brawl'', and the aerial version has slower startup. The move now uses a [[flame]] effect, though not when uncharged. However, the move does count as a fire attack, even when uncharged. | ||
When fully charged, Kirby will bring the hammer further behind himself with brighter flames, with Kirby flashing a reddish-orange color. The animation, instead of the usual sideways swing, is instead an upwards one for both the ground and midair versions. The move is able to KO {{SSB4|Mario}} as early as 25% damage on the center of an [[Ω form]] stage, and can KO at an average of 40%. It also has [[super armor]] from frames 11-13, as well as [[intangibility]] from frames 2-10. Unsurprisingly, this makes Hammer Flip, knockback-wise, Kirby's most powerful attack. It has less knockback when used in the air, but Kirby still swings twice if the attack is not fully charged. | When fully charged, Kirby will bring the hammer further behind himself with brighter flames, with Kirby flashing a reddish-orange color. The animation, instead of the usual sideways swing, is instead an upwards one for both the ground and midair versions. The move is able to KO {{SSB4|Mario}} as early as 25% damage on the center of an [[Ω form]] stage, and can KO at an average of 40%. It also has [[super armor]] from frames 11-13, as well as [[intangibility]] from frames 2-10. Unsurprisingly, this makes Hammer Flip, knockback-wise, Kirby's most powerful attack. It has less knockback when used in the air, but Kirby still swings twice if the attack is not fully charged. |
Revision as of 16:18, March 3, 2023
Hammer Flip | |
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Hammer Flip being used in Ultimate. | |
User | Kirby |
Universe | Kirby |
Article on WiKirby | Hammer Flip |
Hammer Flip (鬼ごろし火炎ハンマー, Demonslayer Blaze Hammer), known as Hammer in the PAL versions of Super Smash Bros. 4, is Kirby's side special move in Super Smash Bros. 4 onwards.
Overview
The move has a similar usage to Kirby's Hammer from the previous two games, being a slow yet strong blow that hits opponents at medium range. However, it can now be charged with functionality like Jet Hammer, allowing Kirby to move around and jump while charging the move. Also, like Jet Hammer, Kirby can charge the move indefinitely, but will receive recoil damage for as long as the move is not used after being fully charged, though this damage is not inflicted if Kirby's damage reaches or is above 100%. Unlike in Brawl, the hammer doesn't stall Kirby's momentum in the air, and therefore can no longer be used for recovery. An uncharged swing is significantly weaker than a swing in Brawl, and the aerial version has slower startup. The move now uses a flame effect, though not when uncharged. However, the move does count as a fire attack, even when uncharged.
When fully charged, Kirby will bring the hammer further behind himself with brighter flames, with Kirby flashing a reddish-orange color. The animation, instead of the usual sideways swing, is instead an upwards one for both the ground and midair versions. The move is able to KO Mario as early as 25% damage on the center of an Ω form stage, and can KO at an average of 40%. It also has super armor from frames 11-13, as well as intangibility from frames 2-10. Unsurprisingly, this makes Hammer Flip, knockback-wise, Kirby's most powerful attack. It has less knockback when used in the air, but Kirby still swings twice if the attack is not fully charged.
In the NTSC version of Smash 4, the move is called Hammer Flip, the same name as a different move usable by Hammer Kirby in the Kirby series that is his Up+B attack in the games. The move is still called Hammer in PAL regions, and the name "Hammer Flip" refers only to the fully charged version of the move. In Ultimate, it is called Hammer Flip regardless of the console's regional settings.
Instructional quote
case foldout | Attack with a hammer. Can be charged. | |
Move List | Delivers a powerful hammer attack that can launch foes. Dangerous when fully charged. |
Customization
Special Move customization was added in Super Smash Bros. 4. These are the variations:
1. Hammer Flip | 2. Hammer Bash | 3. Giant Hammer |
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"A powerful hammer attack that can launch foes. Dangerous when fully charged." | "A hammer swing that sends victims flying skyward. Powerful, but can't be charged." | "Swing an enormous hammer. It's slow but deals a lot of damage." |
- Hammer Flip: Default.
- Hammer Bash: Nearly identical to the Brawl version of Hammer, except it does not semi-spike if used in the air. Does less damage if striking with the head of the hammer, but more damage if striking with the tip of the hammer. If used while Kirby has copied Shulk's Monado Arts, Kirby is able to rise indefinitely into the air until time runs out, massively aiding recovery.
- Giant Hammer: Kirby pulls out a much larger hammer, making the move slower, but making it much more powerful and giving it slightly more reach. It has super armor while charging from frame 1 onwards, and has additional armor on frames 5-13 on release. It can KO in some situations under 50% uncharged and 15% fully charged, making it the strongest custom move in the game.
Hammer Bash in Super Smash Bros. for Nintendo 3DS.
Giant Hammer in Super Smash Bros. for Nintendo 3DS.
Use by others
- In Smash Run, the enemy Bonkers is also able to use a version of a fully charged Hammer Flip. Unlike Kirby's however, it has a high chance of an instant KO due to Bonkers being a more heavy hitter in general.
Origin
Hammer is one of Kirby's many Copy Abilities from his various adventures, most frequently obtained by inhaling the mini-boss Bonkers. It is often one of the most powerful ones, dealing massive damage to enemies. The hammer is almost identical in appearance to King Dedede's. In Super Smash Bros. 4, the move was altered from its previous incarnation to be nearly identical to the ability's Hammer Flip move, including its ability to catch on fire. In Kirby Super Star and Kirby Super Star Ultra, the aforementioned Bonkers, as a helper, is also able to perform his own version of the Hammer Flip due to sharing Hammer Kirby's moveset (but he brings his hammer down instead of swinging upwards, unlike his appearance in Smash Run).
The Giant Hammer custom variation is most likely derived off of one of the Hammer ability's moves only in Kirby: Squeak Squad, where Kirby can enlarge his hammer for a massive delayed smash (but the attack must be learned through its Ability Scroll first).
In Kirby: Planet Robobot, Smash Bros. Kirby obtains the ability to charge his regular hammer strike into a fiery Hammer Flip, and also gains the ability to move around and jump while charging, referencing Kirby's updated moveset in Super Smash Bros. 4. These changes carry over to the regular Hammer moveset in Kirby Star Allies, though it no longer catches on fire unless it is imbued with the Sizzle element.
Gallery
Hammer Flip being charged in Super Smash Bros. for Wii U.
Airborne Hammer Flip in Super Smash Bros. for Wii U.
Prerelease shot of the Airborne Hammer Flip in SSB4 for Wii U.
Hammer Flip at full charge in Super Smash Bros. for Wii U.
Hammer Flip as shown by the Move List in Ultimate.
Names in other languages
Trivia
- The way Kirby moves while charging the move in Smash 4 is similar to unused animations found in the files for the character in Brawl, suggesting that Hammer Flip was intended for inclusion in Brawl.
- In early gameplay footage for Smash 4, Kirby initially used Hammer Flip and Final Cutter with his "default" expression; in the final build, his expression changes into a serious one as he swings and charges the Hammer.
- In Super Smash Bros. for 3DS, if Kirby swings his hammer before it is fully charged (or uses Hammer Bash) and destroys a destructible platform he is standing on (except for the bridge in Gerudo Valley), he will fly forward through the air. It is currently unknown if this occurs in other games.
- Due to Kirby crouching slightly out of the Z-axis when Kirby is walking while charging this move, Thoron will miss him. [1] It can also miss while standing still if the Hammer is fully charged.
- This is one of the few special moves that can be used by a non-playable character (in Smash 4 by Bonkers, a character who already had a variation of this move in the original Kirby universe).