Hello everyone, Berthen here with an in depth guide on Hammer.
I climbed to very high elo with Bodvar using hammers exclusively in Season 2.
I will show you each move's strengths and weaknesses.
Then explain the different situations to use them in, and give some overall tips at the
end.
Neutral light has very short start up frames, spread out medium active frames, meaning there's
a lot of inactive frames in between, and very short recovery frames.
It covers a small area, with short range, and does very high damage.
Side Light has medium start up frames, medium active frame, and medium recovery frames.
It covers a decent area, with decent range, and does high damage unless you hit with the
few last hitboxes.
Down Light has medium start up frames, short active frame, and medium recovery frames.
It covers a small area, with decent range, and does very little damage.
Neutral air has long start up frames, short active frames, and long recovery frames.
It covers a good area, with long range, and does extremely high damage.
Side air has almost the same stats as neutral air in terms of frames and coverage.
It's range is slightly worst relative to it's direction in comparison and has a bit
lower but still high damage.
Down air has medium start up frames, long active frames, and medium recovery frames.
It covers a decent area, with decent range, and does medium damage.
Recovery has medium start up frames, short active frames, and long recovery frames.
It covers a decent area with long range and does little damage.
Ground pound has high start up frames, active frames last until you let go, and long recovery
frames.
It covers a huge area with decent range and does extremely high damage.
Now that I went over all the hammer moves, let's talk about how to use them effectively
in the neutral game, which is the part of the game when neither player has an advantage
over the other, and are trying to land the first hit onto the enemy.
Neutral Light is an amazing close range move.
It has one of the shortest start ups in the game, so whenever you get up close to the
enemy, using this move means that you'll hit the enemy first before they can attack
most of the time.
It has a lot of active frames, so it's also good for catching those players, that just
love waiting for you to attack, and then spot dodge right away.
If you notice players doing that, walking up to them, and throwing out a neutral light
will almost always work, because the active frames last just as long as a normal dodge
does.
It does have quite a bit of dead frames in between active frames though, but it's small
enough that most players can't take advantage of.
Side Light is incredible at punishing missed moves on the ground.
Don't mistake this for great at spacing though, because it has pretty mediocre range,
that's even shorter than the axe neutral light.
You can effectively space against the shorter range weapons like Katars, sword and gauntlets
with hammer side light but not against longer range weapons.
The true strength of this move, is the fact that it moves the hitboxes forward really
quickly, while maintaining a decent range.
So it ends up covering a huge area over a short time.
That means that whenever someone misses a move near the ground, whether it be a long
ranged or a short ranged attack, you can almost always instantly side light after they miss,
and it will be able to reach them.
So it's a really great move for baiting out enemy attacks.
Some examples of baiting out attacks are, when you chain dodge forward, and then backwards,
making the enemy throw out an attack in anticipation of your engage, but you backed off so you're
safe, then you side light to punish them.
Or you can simply move a bit in and out, of the enemy's range really quickly, so that
they try to hit you, but miss because you backed off, then you can side light to punish
them.
Down light is a move that is primarily used as a guaranteed punish, because it doesn't
have very good range, and it's hitboxes are pretty small.
It's range is about the same as side light, but it doesn't move forward, so side light
is normally better at punishing at a distance, while neutral light is much faster so neutral
light is normally better up close.
But down light has the most true damage potential, because it can combo into almost all the light
attacks.
It can combo into down air, side air, side light and even neutral light.
I normally just use down light into side light or side air though, to keep things simple,
sometimes I can't do that though if the down light hits too close up, so I have to
combo into down air in those cases.
So you don't want to use down light most of the time, but if you can get an easy punish
using down light, then always go for it because it can combo and do a lot of damage.
Neutral air is a really great move to catch out enemies by surprise.
The start up on hammer neutral air is really slow so it's not very good at contesting.
It makes up for it's lack of speed by having some of the best hitboxes in the game.
The vertical range is really good and will outrange most down airs, the width of the
hitbox is also great so it's hard for enemies to simply move out of it or dodge through
it.
So the key to using this move is to surprise enemies by making them think you'll go for
a side move causing them to jump up, then use neutral air to catch them by surprise.
If you've played hammer before then you'll run into people who knows they're fast enough
to jump or dodge around your side light or side air, because hammer moves are kinda slow.
Which is why it's really good to use neutral air when that happens.
You can also use this very safely to contest enemies that are way above you since they
can't punish the neutral air for being slow if they're way too far above you.
Although jumping into instant neutral air would catch people above you most off-guard,
it's really good to mix it up by jumping and then waiting a quarter to half a second
then using neutral air.
The jump could cause the enemy to waste dodge because of the pressure of a quick neutral
air.
Then when they don't have dodge you could neutral air more easily, plus falling neutral
airs are much harder to punish since you fall downwards when your enemy is above you.
Side air and neutral air are almost the same in terms of speed, so everything I said about
waiting and pressure on neutral air can be applied here.
For example, if you approach the enemy from the air and they expect the side air and try
to jump up to avoid it, then you can jump before using side air as well, or if they
dodge behind you, then you can turn around and use side air.
Side air however, does not have the range advantage, against most opposing side airs,
like neutral air does against opposing down airs.
In fact, hammer side air is out ranged by any weapon's side air that has longer range
than sword side air which is most of the weapons including axe.
To make up for it, the side air hitbox is very tall, having hitboxes that ends above
you about the same range as a katar neutral air does.
This means that the hammer side air is very hard to simply jump out of.
So you want to hit side air close to the enemy when they are likely to jump.
Some examples are enemies that are really dodge happy, you walk close to them they dodge
right away, then you side air slightly above them and they can't escape because they
wasted dodge and if they jump then you'll still catch them.
Then there's enemies that are really jump happy, that are always trying to be a bit
above you height wise, and when you move a little forward, they jump.
When that happens, jump into instant side air and you might catch them with the top
of your hitbox.
If the enemy likes to speed dodge engage, avoid their engage by jumping up, and let
them use attack or jump, then hit them with side air, they won't be able to just jump
out of it.
So basically, don't try to randomly throw out side airs at long range hoping it'll
hit, it's too slow and short ranged for that.
Use it wisely in a situation where the enemy is unlikely to dodge it but rather jump up.
Down air is a great move for punishing missed attacks and predictable dodges.
Unlike the other hammer air moves, it starts really fast, which is great for contesting
enemies up close, as well as quickly punishing missed moves.
It also has quite a bit of active frames, so if enemies try to engage with standard
dodges, then you can jump and fall into down air, and let the active frames catch them.
Something a lot of players don't notice is that the down air has hitboxes that starts
behind the user.
Which is why it's a good idea to turn away from your enemy when you start a down air
it's more likely to hit the enemy this way.
Recovery is most commonly used when you're below an enemy off the platform because it
will switch the roles of the players drastically especially at orange and higher damage.
When hit, it propels the user a decent distance upwards and the victim below them which is
usually an instant knock out at red damage and leads to an easy edge guard at dark orange.
It's start up speed is the same as a down air so it can definitely punish very well
but most players don't let that happen since contesting a hammer from high above is very
hard unless you have spear.
This is because the recovery moves the user upwards with the hitboxes similar to side
light, so it reaches farther than it looks.
It also has a lot less damage than a neutral air so it's rarely used other than at the
side walls.
Ground Pound has incredibly high force and damage even when compared to all the other
weapon's ground pounds.
It can knock out enemies at much lower damage than most weapons can when edge guarding.
However, it's very hard to land against good players because it has long start up
frames and moves very slow as well.
So if you want to land it against good players, then it can't be from a far distance especially
when the enemy has a dodge, they will dodge it every time.
Instead, fake the ground pound once or twice.
What I do is let the enemy come close to the side wall, then I jump up as if going for
a groundpound, but I let myself fall a little then I jump again then ground pound.
The enemy will often be tricked into dodging early and then getting hit by the ground pound.
After that happens, they might think I'll do it again but then I'll ground pound on
the first jump and they won't expect it and get hit.
That covers the neutral game.
Now I will go over some tips and tricks to help your general gameplay.
As I mentioned earlier, hammer neutral light is very fast which makes it a really powerful
follow up if you miss a move.
Like if the enemy has short range so they prefer to dodge close to you everytime you
throw out an attack, you can neutral light after they dodge close to you when you miss,
and it will have a good chance of hitting them before they can punish you.
You can also engage with a down air, but barely miss, then throw out a neutral light, and
it might hit them before they can even punish you.
To put it into perspective, hammer neutral light, has 4 start up frames, while jump and
dodge both have 2 start up frames.
So it only takes exactly 1/30th of a second longer to neutral light than jumping or dodging,
an extremely small difference.
Neutral light has a lot of advantage frames, meaning you can start moving before they can,
so it's always a good idea to chase dodge after a neutral light.
At white damage, you can neutral light, into chase dodge side air for a quick string, which
is still dodgable.
After white damage, they'll be hit too far for that, but you should still chase dodge
anyway for more map control, since hammer is great at controlling space around it.
Knocking enemies out is surprisingly easy with down air.
Using down air against an enemy on the ground at red damage has almost the same knock out
potential as using a side air on the enemy at the sides of the platform.
Since the recovery is relatively quick, you can follow up a missed ground pound with recovery
to get some unexpected knock outs.
The key is to stop the ground pound earlier than you normally would.
So if the enemy is jumping up to the wall, and they are saving their dodge for the ground
pound, then ground pound to the spot where you think they'll dodge towards, stop, then
use recovery on them.
Be careful about following up a side light , at white and light orange damage, you actually
have no advantage frames whenever you hit a side light at that damage range, so it's
best to reset afterwards.
Many times, I've tried to follow up side light, with a chase dodge into quick down
light, the enemy often punishes me with a neutral light when I try to chase dodge into
a light attack, because they are out of stun at the same time as me so they hit me first.
Down light oddly enough is one of the top three shortest moves in the game right now.
This means that if you use down light at a distance that the enemy can't reach right
away, then you likely won't be punished.
This could be very useful against players, who tries to react to your attacks, rather
than actively engaging.
Perhaps they only move forward once they see you miss an attack.
If so, you would want that attack to be down light, because you will only be restricted
for a short time if you miss down light.
Then you could use a side light or a side air, after they move forward because they
saw you miss an attack.
As mentioned earlier, hammer surprisingly has the most true combos in the game at the
moment.
I've made a video with step by step instructions on how to do them, I'll link it at the end
of the video if you want to check it out.
The hammer also has the ONE COMBO, that can kill at an early dark orange damage, called
the Russian Mafia.
It's down light, into jump chase dodge, into reverse down air.
It's a bit complicated, which is why I have a video on it as well.
In addition to all of this, hammer down light has so much advantage frames that it can true
combo into at least one signature on every single hammer legend currently in the game.
In Scarlet and Kor's case, it can combo into all of their hammer signatures.
Thanks for watching.
If you enjoyed the video then please subscribe and consider checking out my other guides,
I'm always open to ideas for new videos, so tell me in the comments section below if
you have any.
And I will see you guys next time.
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