Hammer (ハンマー, Hammer), known as Hammer Flip (鬼ごろし火炎ハンマー, Ogre-Slayer Fire Flame Hammer) in the NTSC version of Super Smash Bros. 4, is Kirby's side special move, introduced in Super Smash Bros. Melee. When used, Kirby takes hold of a hammer and horizontally swings it forwards, dealing a strong blow to enemies at medium range.
When used in the air, the attack takes on a new form, where Kirby swings the hammer in a vertical forward-somersaulting circle. This version of the attack strikes multiple times and can be used to slow Kirby's fall. Not only that, said midair version can be used to rack up decent damage via its wide hitbox after moves like Kirby's forward throw, regardless if it misses or not.
The sourspot from Melee's grounded version has been strengthened and is now harder to hit with. Overall, the move is one of Kirby's best KO moves.
When used in the air, Kirby swings the hammer horizontally twice, with the first hit being stronger with diagonal knockback and the second hit being a semi-spike. This version of the attack is useful against bosses, as it can deal a total of 32% damage when both hits connect, and it can be used multiple times in one jump. It also decreases Kirby's falling speed, and can aid Kirby's horizontal recovery by a small distance. However, it does not provide any distance when used without moving horizontally.
The non-bouncing Kirby glitch is a glitch that prevents Kirby from bouncing on springs. It is accomplished by using Hammer just before landing on any non-item spring.
Kirby's Hammer retains its function in Smash 4. However, it can now be charged with functionality like Jet Hammer, allowing Kirby to move around and jump while charging the move. Also like the 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%. 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. When fully charged, it's able to KO Mario as early as 25% damage on the center of an Omega form stage, and can KO at an average of 40%. The Hammer Flip is 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 his hammer further behind himself with brighter flames and Kirby will flash a reddish-orange color. The animation instead of the usual sideways swing is instead an upwards one for both the ground and midair versions. Unlike in Brawl, the hammer doesn't stall Kirby's momentum in the air, and therefore can no longer be used for recovery.
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+ 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.
The way Kirby moves while charging the move is similar to unused animations found in the files for the character in Brawl, suggesting that Hammer Flip was intended for inclusion in Brawl.
Special Move customization was added in Super Smash Bros. 4. These are the variations:
Use by others
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. The way Kirby swings his hammer is almost similar to the Hammer Flip move from the said ability (where Kirby swings upward/inwards with a flaming hammer), rather than swinging downward from above his head, like in the Kirby series. His midair version of the attack in Melee resembles the midair attack done with the ability, Giant Hammer Swing, though Kirby would only swing the hammer once in midair.
In Super Smash Bros. 4, the Hammer Flip is based on the move of the same name in the Kirby series, which deals the most damage of any move gained from a standard Copy Ability. 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 with it like Kirby and 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 Copy/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.
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