Mr.Shameless
Smash Rookie
Aighto, everyone keeps bashing the Shamehammer aka jet hammer special, when we as dedede mains should be finding ways to make it useful! Its not that bad of a move, i mean, it Most certainly Kills! I use the move all the time and it lands 7-10 times i swing.. Are there other jet hammer lovers out there? And help me come up with a few strategies that cover its weaknesses and highlight its strengths..
Heres some
-Oh, it'll land-
If its gonna land its gonna be because of these reasons.
Fear factor- fear messes with their playing and leads to lots of mistakes
Input error- pressure leads to stress and stress leads to input errors
Luck- cant denie it, sometimes you just get lucky
Reads- this is always leads to a great feeling when it lands
Punishments- they tied, and failed, shame them for their mistakes
Mix ups- people just dont expect you to pull out this move
Priority- moves get out prioritized around +-9% or maybe 6 either way, the move does 38% F-charged.
Baits- if u bait out a move ex. anyones Counter/Kirby rock trans. Airdodges ect.
-edge guarding-
Knocking them off the stage then waiting for them a few steps from the ledge (and by steps, i mean just outside of their get up attack) nets me in allot of kills,if they get up-punish, get up attack-punish,from there it becomes a prediction/reaction. If you know they tend to jump up, jump up n meet them in the air-punish. If they jump n air dodge, hold on to it and wait till they come out-punish. If the sit at the ledge.. Some characters u can hut just standing there. All characters can be hit if u jump and time the attack just before u land, the hit box lands on their hand or at least I've never had problems landing it on Lucina,Gannon ect. If u read it right u can jump off the stage and meet them on their way back to the stage, or walk off to meet them on the low recovery. Timing, Reading your opponent, and for lack of a better term Unexpectedness will be your tools for pulling this off.
-counters-
This move aught to never be countered.. If you get countered its cause you are being predictable.. Just hold the hammer a little longer and wait for the counter to end.
-The mind Games-
There isnt really any if your opponent remains aggressive, mainly because theres not much quick motions, and momentum changes obviously, but intimidation and mystery* (mystery because not very many outside of dedede users know the time of when it will kill or the charged to fully charged signals all they know is -dont get hit-) leads to fear. This is more of a beginner-average player ploy or if u recognize that they're are playing defensively The more avid players may not fall to this intimidation, but reading a defensive players movement or attack is highly rewarding.
Defensive player tactics
-walk up jump away, walk jump land the hammer as u fall, empty jump to a jet hammer if they have been shielding,
-Combos-
I wish there were some true combos...
Maybe a jab lock to a hammer.
Down throw to a jumping jet hammer is nice if they consistently air doge immediately from the throw.
Jab jab jethammer not a perfect combo but decent i suppose, doesnt outclass the jab jab grab
-Priority-
Again don't quote me on this, but im pretty sure i read on here that a move is completely eaten if it falls below 6-9% of the other moves damage. Dededes hammer is a disjointed hit box, (i think) with that in mind if you time it right, you cam cancel or eat your opponents move given that they used a jointed hit box character( chars. Who us their body when attacking, luigi, some mario, pikachu, cpn falcon ect.).. Given u have some decent timing, u can hit Mario out of his dash attack.
Lemme know what yeh think.
Heres some
-Oh, it'll land-
If its gonna land its gonna be because of these reasons.
Fear factor- fear messes with their playing and leads to lots of mistakes
Input error- pressure leads to stress and stress leads to input errors
Luck- cant denie it, sometimes you just get lucky
Reads- this is always leads to a great feeling when it lands
Punishments- they tied, and failed, shame them for their mistakes
Mix ups- people just dont expect you to pull out this move
Priority- moves get out prioritized around +-9% or maybe 6 either way, the move does 38% F-charged.
Baits- if u bait out a move ex. anyones Counter/Kirby rock trans. Airdodges ect.
-edge guarding-
Knocking them off the stage then waiting for them a few steps from the ledge (and by steps, i mean just outside of their get up attack) nets me in allot of kills,if they get up-punish, get up attack-punish,from there it becomes a prediction/reaction. If you know they tend to jump up, jump up n meet them in the air-punish. If they jump n air dodge, hold on to it and wait till they come out-punish. If the sit at the ledge.. Some characters u can hut just standing there. All characters can be hit if u jump and time the attack just before u land, the hit box lands on their hand or at least I've never had problems landing it on Lucina,Gannon ect. If u read it right u can jump off the stage and meet them on their way back to the stage, or walk off to meet them on the low recovery. Timing, Reading your opponent, and for lack of a better term Unexpectedness will be your tools for pulling this off.
-counters-
This move aught to never be countered.. If you get countered its cause you are being predictable.. Just hold the hammer a little longer and wait for the counter to end.
-The mind Games-
There isnt really any if your opponent remains aggressive, mainly because theres not much quick motions, and momentum changes obviously, but intimidation and mystery* (mystery because not very many outside of dedede users know the time of when it will kill or the charged to fully charged signals all they know is -dont get hit-) leads to fear. This is more of a beginner-average player ploy or if u recognize that they're are playing defensively The more avid players may not fall to this intimidation, but reading a defensive players movement or attack is highly rewarding.
Defensive player tactics
-walk up jump away, walk jump land the hammer as u fall, empty jump to a jet hammer if they have been shielding,
-Combos-
I wish there were some true combos...
Maybe a jab lock to a hammer.
Down throw to a jumping jet hammer is nice if they consistently air doge immediately from the throw.
Jab jab jethammer not a perfect combo but decent i suppose, doesnt outclass the jab jab grab
-Priority-
Again don't quote me on this, but im pretty sure i read on here that a move is completely eaten if it falls below 6-9% of the other moves damage. Dededes hammer is a disjointed hit box, (i think) with that in mind if you time it right, you cam cancel or eat your opponents move given that they used a jointed hit box character( chars. Who us their body when attacking, luigi, some mario, pikachu, cpn falcon ect.).. Given u have some decent timing, u can hit Mario out of his dash attack.
Lemme know what yeh think.