View Full Version : Comboing with the hammer?
Eric the Lone
02-19-2005, 10:11 AM
It was on battlefield. I knocked mario in the air then jumped and hammered him. I kept pressing buttons while he was trapped, and oddly enough, I hit him with bair immediately without lagging from the hammer. The combo did about 30 damage. I haven't been able to duplicate this; there's probably some difficult timing involved. Test this for yourself nd report your findings.
Omnigamer
02-20-2005, 12:43 PM
I'll look into testing it through AR a little bit later, but for right now, SDM's guide doesn't mention anything about the aerial hammer having any interruptable frames.
Eric the Lone
02-21-2005, 06:42 PM
Great, thanks Omni. I'd also read the superdoodleman guide which is why I was so weirded out when it happened. Another strange thing happened today. I was messing around with pichu's thunder and I accidentally up smashed a computer fox after I had input the buttons for thunder. :crazy: So just after that smash he was then trapped inside the thunder and took MASSIVE damage.
JesusFreak
02-22-2005, 12:56 PM
I'm pretty sure Richard does this, or something similar. I know he used the aerial hammer quite a bit at MOAST, and I'm pretty sure he comboed out of it sometimes. Even if this wasn't the case, it's still a nice setup. I can't seem to get it to work very well tho. I hardly ever use the hammer.
Omnigamer
02-22-2005, 03:10 PM
A while back I worked with different setups using the hammer to keep people in combos... but a lot of it wasn't effective once DI was implemented, so I stopped working with it. I still try to use the reverse aerial hammer to get startups for combos, but as far as much else, I haven't done much. But I guess I really should look into it... it could be quite usefull if there was a cancellable point within the move that could go into a bair or fair or something.
Omnigamer
02-25-2005, 03:36 PM
Well, I went through Debug, and I couldn't find anywhere that the hammer was cancellable. But I also think some things might be a little different... when I was testing it, I was using a version 1.2 disc. I do have a 1.0 disc, but I left it at a tourney just recently (I should get it back before too long). You see, in comparing the data I recorded with what was listed in SDMs frame charts, there were some big differences in end lag. Landing lag from the hammer in my 1.2 came out to be roughly 28 frames, which is around half a second. But in the frame charts, he lists that the lag is only 14 frames... I'm not sure whether he was only recording the different animations within the total lag, or he was somehow cancelling it without realizing it, or maybe it was changed between the versions (I know he uses a 1.0). Something I'll have to look for a little more.
As far as cancelling it in the air, I found nothing. No cancellable points whatsoever. I think I may know what happened in your case though. Mario (like many other characters) has a sex kick with a quick startup. It's possible that he managed to pull out a sex kick at one of the inbetween or slower points of the hammer, which abruptly stopped the hammer animation and allowed you to attack immediately. Without some other startup damage, I'm pretty sure Mario's sex kick would have little knockback.
Eric the Lone
02-25-2005, 11:37 PM
This is disappointing. Good post, although I doubt mario sex kicked me since it was in training mode and he was set on stand, so I don't know what the hell happened. I'm giving up on trying to find complexity in kirby...
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