Super Smash Bros. Brawl
Super Smash Bros. 4

Jet Hammer: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
mNo edit summary
Line 20: Line 20:
Fully charged, the hammer deals massive [[damage]] and [[knockback]], and the last few stages before fully charged deal even more knockback. However, despite its extreme power potential, Jet Hammer is considered Dedede's worst move in ''Brawl'' and is barely ever used in competitive play, with it having almost no practical use. Jet Hammer charges up slowly, and requires considerable amounts of charging before it reaches power levels beyond Dedede's other KO moves (which can all be completed before Jet Hammer charges enough to reach their power). While Dedede can move and jump around while charging Jet Hammer, he moves and jumps too slowly for it to make it useful, and any opponent can easily outmaneuver a Dedede charging Jet Hammer. Additionally, Jet Hammer has poor [[reach]] and surprisingly small hitboxes, which when combined with the aforementioned very slow movement and long charging time, makes it incredibly difficult to land the move on an opponent that isn't incapacitated. Since it has high ending lag and cannot be cancelled, with the aforementioned movement and reach issues, along with it having [[transcendent priority]] and no [[armor]] whatsoever, Dedede is completely defenseless when using the move, giving opponents a free [[punish]] if Dedede tries to use the move while they're not incapacitated. The final nail in the coffin is that while Jet Hammer can be incredibly powerful, fully charged it's still not as powerful as Dedede's uncharged {{mvsub|King Dedede|SSBB|forward smash}} and pales in comparison to a charged forward smash. Additionally, while Dedede's forward smash has extremely long [[start-up lag]], it'll still come out well before Jet Hammer reaches near fully charged, and unlike Jet Hammer, it has massive reach and rather low ending lag, along with a [[quake]] hitbox that extends its reach farther, making the move much less punishable and actually more landable. As such, whether it be capitalising on an incapacitated opponent or trying to go for an especially early KO, Jet Hammer is obsolete to Dedede's forward smash, and the other mentioned issues keep it from being any sort of weaker but more reliable KO move.  
Fully charged, the hammer deals massive [[damage]] and [[knockback]], and the last few stages before fully charged deal even more knockback. However, despite its extreme power potential, Jet Hammer is considered Dedede's worst move in ''Brawl'' and is barely ever used in competitive play, with it having almost no practical use. Jet Hammer charges up slowly, and requires considerable amounts of charging before it reaches power levels beyond Dedede's other KO moves (which can all be completed before Jet Hammer charges enough to reach their power). While Dedede can move and jump around while charging Jet Hammer, he moves and jumps too slowly for it to make it useful, and any opponent can easily outmaneuver a Dedede charging Jet Hammer. Additionally, Jet Hammer has poor [[reach]] and surprisingly small hitboxes, which when combined with the aforementioned very slow movement and long charging time, makes it incredibly difficult to land the move on an opponent that isn't incapacitated. Since it has high ending lag and cannot be cancelled, with the aforementioned movement and reach issues, along with it having [[transcendent priority]] and no [[armor]] whatsoever, Dedede is completely defenseless when using the move, giving opponents a free [[punish]] if Dedede tries to use the move while they're not incapacitated. The final nail in the coffin is that while Jet Hammer can be incredibly powerful, fully charged it's still not as powerful as Dedede's uncharged {{mvsub|King Dedede|SSBB|forward smash}} and pales in comparison to a charged forward smash. Additionally, while Dedede's forward smash has extremely long [[start-up lag]], it'll still come out well before Jet Hammer reaches near fully charged, and unlike Jet Hammer, it has massive reach and rather low ending lag, along with a [[quake]] hitbox that extends its reach farther, making the move much less punishable and actually more landable. As such, whether it be capitalising on an incapacitated opponent or trying to go for an especially early KO, Jet Hammer is obsolete to Dedede's forward smash, and the other mentioned issues keep it from being any sort of weaker but more reliable KO move.  


There is a glitch that increases the effectiveness of this move by allowing King Dedede to skid across the stage at incredible speeds while charging it. This is done tilting the control stick in either left or right direction just barely enough to allow Dedede to move. If done properly, Dedede will continuously take only the first step in his walking animation and move across the ground at an incredible speed, which can be seen [http://www.youtube.com/watch?v=SHYe5eywFTc here]. However, the extreme precision this requires to maintain beyond a split second makes it beyond the [[tech skill|technical ability]] of human players, and leaves it as something only seen in [[TAS|tool-assisted demonstrations]]
There is a glitch that increases the effectiveness of this move by allowing King Dedede to skid across the stage at incredible speeds while charging it. This is done tilting the control stick in either left or right direction just barely enough to allow Dedede to move. If done properly, Dedede will continuously take only the first step in his walking animation and move across the ground at an incredible speed, which can be seen [http://www.youtube.com/watch?v=SHYe5eywFTc here]. However, the extreme precision this requires to maintain beyond a split second makes it beyond the [[tech skill|technical ability]] of human players, and leaves it as something only seen in [[TAS|tool-assisted demonstrations]].


===Stages===
===Stages===

Revision as of 19:02, April 10, 2017

Jet Hammer
Jet Hammer SSB4.jpg
The mechanical parts of King Dedede's hammer can be seen when using or charging this special move.
User King Dedede
Universe Kirby
Article on WiKirby Jet Hammer
This article is about King Dedede's down special move, Jet Hammer. For other uses of "Hammer", see Hammer (disambiguation).
Charge up with B while walking around. Charge for too long and you'll take damage.
Brawl's instruction manual
Charge by holding B. Charging for too long hurts!
Smash for 3DS's foldout

Jet Hammer (ジェットハンマー, Jet Hammer) is King Dedede's down special move. If the player holds down the control stick and the special-move button simultaneously, they can charge up his hammer. The player can even walk around and jump while the hammer is being charged, but they can't save the charge and cannot cancel the move, unlike most other charging moves. Once it reaches full charge, the player can hold the charge indefinitely, but it will cause one percent of damage to King Dedede every second until the player releases the attack. However, once Dedede's damage is high enough, damage from holding a fully charged Jet Hammer will no longer occur.

In Super Smash Bros. Brawl

Dedede charging Jet Hammer in Brawl.

Fully charged, the hammer deals massive damage and knockback, and the last few stages before fully charged deal even more knockback. However, despite its extreme power potential, Jet Hammer is considered Dedede's worst move in Brawl and is barely ever used in competitive play, with it having almost no practical use. Jet Hammer charges up slowly, and requires considerable amounts of charging before it reaches power levels beyond Dedede's other KO moves (which can all be completed before Jet Hammer charges enough to reach their power). While Dedede can move and jump around while charging Jet Hammer, he moves and jumps too slowly for it to make it useful, and any opponent can easily outmaneuver a Dedede charging Jet Hammer. Additionally, Jet Hammer has poor reach and surprisingly small hitboxes, which when combined with the aforementioned very slow movement and long charging time, makes it incredibly difficult to land the move on an opponent that isn't incapacitated. Since it has high ending lag and cannot be cancelled, with the aforementioned movement and reach issues, along with it having transcendent priority and no armor whatsoever, Dedede is completely defenseless when using the move, giving opponents a free punish if Dedede tries to use the move while they're not incapacitated. The final nail in the coffin is that while Jet Hammer can be incredibly powerful, fully charged it's still not as powerful as Dedede's uncharged forward smash and pales in comparison to a charged forward smash. Additionally, while Dedede's forward smash has extremely long start-up lag, it'll still come out well before Jet Hammer reaches near fully charged, and unlike Jet Hammer, it has massive reach and rather low ending lag, along with a quake hitbox that extends its reach farther, making the move much less punishable and actually more landable. As such, whether it be capitalising on an incapacitated opponent or trying to go for an especially early KO, Jet Hammer is obsolete to Dedede's forward smash, and the other mentioned issues keep it from being any sort of weaker but more reliable KO move.

There is a glitch that increases the effectiveness of this move by allowing King Dedede to skid across the stage at incredible speeds while charging it. This is done tilting the control stick in either left or right direction just barely enough to allow Dedede to move. If done properly, Dedede will continuously take only the first step in his walking animation and move across the ground at an incredible speed, which can be seen here. However, the extreme precision this requires to maintain beyond a split second makes it beyond the technical ability of human players, and leaves it as something only seen in tool-assisted demonstrations.

Stages

An icon for denoting incomplete things.

In Brawl, Jet Hammer has stages of damage and knockback that are decided by the charge; there are nineteen stages of charge on the ground and another nineteen when in midair. Stages 1-18 are the charging stages while stage 19 is the fully charged stage. Like most chargeable moves, the fully charged state is not the most powerful; however, it does deal the most damage.

Damage Percent that can KO
Stage 1 11% 173%
Stage 2 12% 149%
Stage 3 13% 143%
Stage 4 14% 131%
Stage 5 15% 119%
Stage 6 16% 114%
Stage 7 17% 107%
Stage 8 18% 102%
Stage 9 19% 92%
Stage 10 20% 88%
Stage 11 21% 81%
Stage 12 22% 72%
Stage 13 23% 69%
Stage 14 24% 65%
Stage 15 25% 62%
Stage 16 26% 56%
Stage 17 27% 55%
Stage 18 28% 49%
Stage 19 30% 60%
Stage 19, behind hit 20% 108%
Aerial stage 1 10%
Aerial stage 2 11%
Aerial stage 3 12%
Aerial stage 4 13%
Aerial stage 5 14%
Aerial stage 6 15%
Aerial stage 7 16%
Aerial stage 8 17%
Aerial stage 9 18%
Aerial stage 10 19%
Aerial stage 11 20%
Aerial stage 12 21%
Aerial stage 13 22%
Aerial stage 14 23%
Aerial stage 15 24%
Aerial stage 16 25%
Aerial stage 17 26%
Aerial stage 18 27%
Aerial stage 19 28%
Aerial stage 19, above hit 16%

In Super Smash Bros. 4

Dedede approaching Fox with Jet Hammer in Smash 4

Jet Hammer returns as King Dedede's down special. It has been heavily buffed from Brawl; it now has much greater range, a much larger hitbox, and is significantly more powerful, with a fully charged strike being capable of KOing below 50% and dealing massive shield damage. Additionally, overcharging the move now stops damaging Dedede at 100% instead of 150%, and an overcharged strike is capable of hitting any ledge-hanging opponent, giving it a new use as an edgeguard, especially due to SSB4's new ledge mechanics.

Aesthetically, the lighting emanating from it is much more intense, noticeably lighting up the surrounding areas, and now has sparks ejecting from the hammer. It also produces wind visuals. Additionally, when charging the move, Dedede now has a grimacing facial expression and can be seen visibly sweating.

Customization

Special Move customization was added in Super Smash Bros. 4. These are the variations:

1. Jet Hammer 2. Armored Jet Hammer 3. Dash Jet Hammer
Jet Hammer
Armored Jet Hammer
Dash Jet Hammer
"You charge it while walking around, but charge it for too long and you'll take damage." "Charging gives you super armor, but charging fully hurts you more. Also deals less damage." "Pushes you backward while charging, and sends you dashing forward when you attack."
  1. Jet Hammer: Default.
  2. Armored Jet Hammer: Dedede gains armor while charging on the ground. in exchange for taking damage faster while doing so. It is practically useless for KOing, however, as the move has massively reduced damage and knockback, with a fully charged swing being incapable of KO-ing most fighters until around 150 percent, which an uncharged swing from the default Jet Hammer could do reliably. The endlag is also drastically increased, to the point where if Dedede were to swing the hammer while right under the upper blast line of Battlefield, he would not be able to move until landing back on the main platform.
  3. Dash Jet Hammer: The attack sends Dedede forward, but pushes him backward while at full charge. Deals much less damage and noticeably less knockback, though the knockback is still much higher than Armored Jet Hammer's.

Gallery

Origin

In some games, starting with Kirby Super Star, Kirby can perform a similar move, the Hammer Flip, when in possession of the Hammer copy ability: it consists in charging the hammer, then releasing it with a fiery upward swing. Later games, released after Brawl, made the Hammer Flip available to King Dedede himself in his playable appearances. The jet engine inside the hammer is a Smash Bros. exclusive feature; however, King Dedede's Masked Dedede persona in Kirby Super Star Ultra (released eight months after Brawl) wields a new, electrified mechanical mallet which can shoot missiles and spew fire.

Trivia

  • When the game is slowed down in Brawl, it can be clearly seen that the top end of the hammer disappears before the jet pops out.