Specials
Side Special: Hammer Throw
His signature move. He throws a hammer in a high arc, which causes 6% bamage and vertical knockback. The trajectory can be altered a bit by holding the analog stick in a particular direction.
He has a 1/10 chance of throwing a wooden mallet instead of the claw hammer. As it’s made of wood, it causes slightly less damage (4%) but deals more knockback.
Claw hammers also do more shield damage than a wooden mallet. Being heavier, perfect shielding a claw hammer will cause it to fall down straight and disappear, but a wooden mallet will bounce off the shield instead.
Up Special: Brick Jump
Hammer Bro summons a line of brick blocks and jumps upward from them. He can do this twice in a row. His jump is as high as Luigi’s initial jump in the first case, and half of it in the second one.
The blocks disappear two seconds after Hammer bro. jumps from them. So it can be also used for gimping recoveries like PK thunder. However, any physical attack can break them. So, any tethers, while latching onto them, will break them.
Neutral Special: Hammer Time
Its name comes from a move used by Hammer Bros in Super Mario RPG. It basically functions as a damage racking move. Hammer Bro throws four hammers in a cycle, one at a time. After the player throws the first hammer, when he later presses down B again, he throws the second hammer and so on. If any hammer misses, the cycle is reset.
The hammers travel in a much straighter arc compared to hammer throw, and each hammer differs in damage and knockback.
1st hammer: 4% damage, very less knockback
2nd Hammer: 7% damage, slightly more knockback
3rd hammer: 10% damage, medium knockback
4th hammer: 13% damage, high knockback
Down Special: Sledge Bro. stomp
Hammer bro leaps into the air, bulks up into a sledge bro amd comes crashing down, releasing shockwaves which can stun opponents nearby. Also, any character who is hit while he is coming down takes 10% damage and is spiked downwards.
Standards
Neutral jab -
Swipes his hammer vertically, then horizontally, then kicks with his foot. 5%, 5%, 4%. The hammer strikes actually pull the enemy towards the hammer bro., so that his kick, which has a higher knockback can is sure to land, if the opponent does not use DI.
Up tilt-
Hammer bro. swings his hammer above his head. It is useful for launching foes into the air, to juggle them and can be followed up by Hammer Throw. 8% damage
Down tilt –
He sweeps his hammer along the ground in front of him. Has a 30% possibility of tripping foes. It can hit opponents hanging on the ledge if they are not in invincibility frames. 7% damage.
Forward tilt –
He thrusts his hammer forward. Slightly disjointed range. Deals 9% damage. Has a quick start-up, but a bit of ending lag.
Dash Attack -
Hammer Bro retreats into his shell with his hammers sticking out and slides ahead, spinning. 4 hits, 3% each. All hits have low knockback. Moreover, it has notable ending lag, so it can be punished quite easily.
Smash Attacks
Up Smash –
Hammer bro bring out two hammers and clangs them above his head, has quite low range but deals 19% when fully charged, and can KO at about 100%. 15% when uncharged.
Down smash –
He lifts one leg and stomps it down with tremendous force, sending waves of fire on both sides of him. A fully charged move has 50% more range (covering a total area equal to the floating platform of Smashville) than an uncharged one. The fire wave is stronger further away from Hammer Bro. For fully charged move, the outer reaches cause 22% damage, while being near hammer bro deals 15%. However, if the character is in physical contact with Hammer Bro’s body, they instead receive 18% electrical damage instead.
Side Smash –
This move change depending on how much it is charged. Since a smash attack can be charged for roughly 2 seconds, it is a different attack when it is charged for more than 1.5 seconds.
The uncharged one is a simple hammer swing. 10% uncharged, 16% fully charged.
The charged-for-more-than-1.5-seconds- one is a two hit move. The change in the attack is signaled by “chink” sound and Hammer Bro holding the hammer backwards. The first hit draws the foe towards him, while the second hit deals high knockback. The first hit deals 7%, and the second 14%.
Aerials
Neutral Aerial:
Hammer bro sticks out his hands and feet and spins around. The hand which holds his hammer does 9%. His other hand does a measly 3%. Each leg does 6%. Moderate knockback on his hammer arm, low knockback from his feet, and none from his other arm.
Forward Aerial:
He strikes his hammer horizontally forward. Quick start-up but a small amont of ending lag. 8% damage, moderate knockback.
Back aerial:
He hits by sticking his legs behind him. It has slightly less range than his F-aerial, but more knockback . It can be stringed together with another B-air in a short hop. 10% damage.
Up aerial:
It is a two hit move. Hammer Bro. swings his hammer over his head in a 180 degree arc first front to back and then back to front. The first hit deals 5% damage with no knockback and the second one causes 7% with vertical knockback.
Down Aerial:
A stall-then-fall attack. Hammer Bro. retreats into his shell except his head and plunges downwards, headfirst. If an opponent is hit by the head, they are spiked downwards. The rest of his body causes horizontal knockback. It can be cancelled mid-air by tiliting the analog downwards, which causes his hands and feet to come out of his shell and makes him helpless. If not cancelled, the move has a bad ending lag as hammer bro has to pull out his head from the ground. His head causes 7% damage and his body 8%.
Grabs
Hammer bro has better than average grab range as he uses his hammer to pull his opponents, as he does in the Mario baseball games. However, his throws are comparatively poor.
Pummel – He hits with the hilt of his hammer. 4%
Up Throw – He jumps and throws his opponent in a high arc, much like how he throws his hammers. 8%
Down throw - Throws his opponent into the ground and lands on them. 9%
Forward throw - Drops the opponent in front of him and headbutts them forward. 7%
Back Throw - Drops opponent behind him and lunges backwards, hitting with his shell. 10%
[Final Smash]
Amazing Flying Hammer Bro.
Hammer Bro summons flying platform made from spinning blocks from Super Mario World and throws an endless barrage of hammers. The platform’s movement can be controlled by the player. Among regular hammers, there are also wooden mallets and golden hammers (like those used in Mario and Luigi: Superstar Saga.) Normal hammers do 15% damage and above average knockback, wooden mallets do 12% and high knockback, while golden hammers explode on contact with the force of a bob-omb explosion, causing 20% damage. The final smash lasts for 7 seconds.
However, the final smash has a blind spot directly below hammer bro. Any character who can move fast enough can stay below hammer bro and be safe for the duration of the final smash.