Jet Hammer: Difference between revisions

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====Damage====
====Damage====
{{Incomplete|Where were these Kill%s labbed at, and against what character? How does Jet Hammer's charge system work, and when are these stages reached?}}
Unlike other chargeable moves like [[Eruption]], Jet Hammer's damage does not increase in stages, but rather in a continuous fashion which includes decimal percentages. The damage follows the formula <code>d + (.15 × f)</code>, where '''d''' is base damage (11% for grounded, 10% for aerial) and '''f''' is the number of frames charged between 2 and 119; from frame 120 onward the max damage is used, which is 30% for grounded and 28% for aerial. As such, the below table states general kill percents at different levels of charge in ''Brawl'', and is not an exact guide. Like most chargeable moves, the fully charged state is not the most powerful, though it deals the most damage.
Unlike other chargeable moves like [[Eruption]], Jet Hammer's damage does not increase in stages, but rather in a continuous fashion which includes decimal percentages. The damage follows the formula <code>d + (.15 × f)</code>, where '''d''' is base damage (11% for grounded, 10% for aerial) and '''f''' is the number of frames charged between 2 and 119; from frame 120 onward the max damage is used, which is 30% for grounded and 28% for aerial. As such, the below table states general kill percents at different levels of charge in ''Brawl'', and is not an exact guide. Like most chargeable moves, the fully charged state is not the most powerful, though it deals the most damage.
{|class="wikitable sortable"
|-
!
!Damage
!Percent that can KO
|-
!Stage 1
| 11%
| 158%
|-
!Stage 2
| 12%
| 138%
|-
!Stage 3
| 13%
| 126%
|-
!Stage 4
| 14%
| 118%
|-
!Stage 5
| 15%
| 111%
|-
!Stage 6
| 16%
| 104%
|-
!Stage 7
| 17%
| 96%
|-
!Stage 8
| 18%
| 90%
|-
!Stage 9
| 19%
| 81%
|-
!Stage 10
| 20%
| 76%
|-
!Stage 11
| 21%
| 71%
|-
!Stage 12
| 22%
| 66%
|-
!Stage 13
| 23%
| 63%
|-
!Stage 14
| 24%
| 59%
|-
!Stage 15
| 25%
| 54%
|-
!Stage 16
| 26%
| 51%
|-
!Stage 17
| 27%
| 48%
|-
!Stage 18
| 28%
| 45%
|-
!Stage 19
| 30%
| 52%
|-
!Stage 19, behind hit
| 20%
| 96%
|-
!Aerial stage 1
| 10%
| 173%
|-
!Aerial stage 2
| 11%
|158%
|-
!Aerial stage 3
| 12%
|138%
|-
!Aerial stage 4
| 13%
|126%
|-
!Aerial stage 5
| 14%
|118%
|-
!Aerial stage 6
| 15%
|111%
|-
!Aerial stage 7
| 16%
|104%
|-
!Aerial stage 8
| 17%
|96%
|-
!Aerial stage 9
| 18%
|90%
|-
!Aerial stage 10
| 19%
|81%
|-
!Aerial stage 11
| 20%
|76%
|-
!Aerial stage 12
| 21%
|71%
|-
!Aerial stage 13
| 22%
|66%
|-
!Aerial stage 14
| 23%
|63%
|-
!Aerial stage 15
| 24%
|59%
|-
!Aerial stage 16
| 25%
|54%
|-
!Aerial stage 17
| 26%
|51%
|-
!Aerial stage 18
| 27%
|48%
|-
!Aerial stage 19
| 28%
|60%
|-
!Aerial stage 19, above hit
|16%
|126%
|}


===In ''[[Super Smash Bros. 4]]''===
===In ''[[Super Smash Bros. 4]]''===
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Visually, 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. When charging the move, Dedede now has a grimacing facial expression and can be seen visibly sweating.
Visually, 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. When charging the move, Dedede now has a grimacing facial expression and can be seen visibly sweating.
{{clear}}
{{clr}}


===In ''[[Super Smash Bros. Ultimate]]''===
===In ''[[Super Smash Bros. Ultimate]]''===
Despite Jet Hammer's buffs in the previous installment, the move has been further improved. Jet Hammer now deals higher damage both in the air (10%-27% → 11%-32%) and on the ground (11%-38% → 12%-40%). Its shield damage is now strong enough to break full shields when fully charged. The hitboxes near the handle now do equal damage as the hammer's head, removing the sourspot. Finally, Jet Hammer has 14% damage-based armor during the swing when used on the ground, from frames 1 to 14<ref>https://drive.google.com/open?id=1tOLG4EWHujA1qiwW4I7FNhXGAE2G1wJgvPday3zQ4OA</ref>. However, the armor can be used in the air through using windboxes to push Dedede offstage. This makes it a somewhat useful, albeit committal option on the ledge. While the move is still considered situational, it has been improved to become a much more devastating attack, one that can take stocks if the opponent does not react properly.
Despite Jet Hammer's buffs in the previous installment, the move has been further improved. Jet Hammer now deals higher damage both in the air (10%-27% → 11%-32%) and on the ground (11%-38% → 12%-40%). Its shield damage is now strong enough to break full shields when fully charged. The hitboxes near the handle now do equal damage as the hammer's head, removing the sourspot. Finally, Jet Hammer has 14% damage-based armor during the swing when used on the ground, from frames 1 to 14<ref>https://drive.google.com/open?id=1tOLG4EWHujA1qiwW4I7FNhXGAE2G1wJgvPday3zQ4OA</ref>. However, the armor can be used in the air through using windboxes to push Dedede offstage. This makes it a somewhat useful, albeit committal option on the ledge. While the move is still considered situational, it has been improved to become a much more devastating attack, one that can take stocks if the opponent does not react properly.


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# '''Armored Jet Hammer''': Dedede gains [[armor|super armor]], in exchange for taking damage faster while doing so. It is far less effective at KOing, however, as the move has massively reduced damage and knockback, with a fully charged swing being incapable of KOing most fighters until around 150%, which an uncharged swing from the default Jet Hammer can do reliably. The ending lag is also drastically increased, to the point where if Dedede were to swing the hammer while right under the upper blast line of {{SSB4|Battlefield}}, he would not be able to move until landing back on the main platform. As a result of these flaws, this attack's overall usage is heavily impractical when compared to the other Jet Hammer variants. On a side note, a glitch exists, where Dedede does not get any super armor at all while falling, even though the ''SpecialLwFall_C2'' command suggests that he does.
# '''Armored Jet Hammer''': Dedede gains [[armor|super armor]], in exchange for taking damage faster while doing so. It is far less effective at KOing, however, as the move has massively reduced damage and knockback, with a fully charged swing being incapable of KOing most fighters until around 150%, which an uncharged swing from the default Jet Hammer can do reliably. The ending lag is also drastically increased, to the point where if Dedede were to swing the hammer while right under the upper blast line of {{SSB4|Battlefield}}, he would not be able to move until landing back on the main platform. As a result of these flaws, this attack's overall usage is heavily impractical when compared to the other Jet Hammer variants. On a side note, a glitch exists, where Dedede does not get any super armor at all while falling, even though the ''SpecialLwFall_C2'' command suggests that he does.
# '''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 better than that of Armored Jet Hammer's.
# '''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 better than that of Armored Jet Hammer's.
{{clear}}
{{clr}}


==Origin==
==Origin==
In some games, starting with ''[[Kirby Super Star]]'', [[Kirby]] can perform a similar move, the Hammer Flip, when in possession of the [[Hammer (move)|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 {{iw|wikirby|Masked Dedede}} persona in ''{{s|wikirby|Kirby Super Star Ultra}}'' (released eight months after ''Brawl'') wields a new, electrified mechanical mallet which can shoot missiles and spew fire.
[[File:Jet hammer concept art.jpg|thumb|Concept art of King Dedede with a jet hammer for the cancelled GameCube ''Kirby'' game.]]
In some games, starting with ''[[Kirby Super Star]]'', [[Kirby]] can perform a similar move, the Hammer Flip, when in possession of the [[Hammer (move)|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 {{iw|wikirby|Masked Dedede}} persona in ''{{s|wikirby|Kirby Super Star Ultra}}'' (released eight months after ''Brawl'') wields a new, electrified mechanical mallet which can shoot missiles and spew fire.
 
Although it should be noted that the concept of King Dedede using a hammer with jet engines was planned way before ''Smash'' and ''Super Star Ultra'', as evident with concept art for the cancelled [[wikirby:Kirby for Nintendo GameCube|GameCube ''Kirby'' game]] showcasing an early design for a "jet hammer". Said game still has representation in the final version of ''Brawl'', via certain ''Kirby'' trophies, notably the trophies of {{iw|wikirby|Golem}} and {{iw|wikirby|Fire Kirby}}, that use models from that game.
{{clr}}


==Gallery==
==Gallery==
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[[Category:Down special moves]]
[[Category:Down special moves]]
[[Category:Kirby universe]]
[[Category:King Dedede]]
[[Category:King Dedede]]
[[Category:King Dedede (SSBB)]]
[[Category:King Dedede (SSBB)]]
[[Category:King Dedede (SSB4)]]
[[Category:King Dedede (SSB4)]]
[[Category:King Dedede (SSBU)]]
[[Category:King Dedede (SSBU)]]
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