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The Koopa who Wields a Hammer: Hammer Bro. for SSB4

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FalKoopa

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Introduction

Hammer Bros. are a species of Koopa that throw hammers at Mario Bros. They have been around since Super Mario Bros. They have bigger shells than normal Koopas and wear headgear. They are well known as the most elite and formidable fighters of Bowser's army. In the games, they appear in pairs on a couple of lines of brick blocks, and throw a barrage of hammers, thrown in a high arc.​

Hammer bros. haven't appeared in titles asmuch, but they are regulars in all platformers, 2D and 3D, since New Super Mario Bros.

In Super Smash Bros. 4

Hammer Bro enters the fray as a fast middleweight character, with abilities of both long range and close quarters combat. His hammers cover him from above, and he is also a decent jumper like Luigi. His size is similar to Wario, but weight like ivysaur.​

Neutral Attack - Swipess his hammer vertically, then horizontally, then spins around.
Up tilt- Swings his hammer above his head.
Down tilt - Sweeps his hammer along the ground in front of him.
Forward tilt - Thrusts his hammer forward.

Up B - Jumps and throws a hammer in a high arc.
Down B - Jumps, turns into a sledge bro and crashes down, creating a shockwave.
Side B - Retracts into his shell, with two hammers sticking out and darts forward, rotating.
Neutral B - Throws five hammers forward in quick succession.

Up Smash - Brings two hammers and clangs them above his head.
Down smash - Hits with two hammers on both sides of him. Similar to G&W's.
Side Smash - Swings his hammer forward in a manner similar to Ness's bat.

Pummel - Hits with the base of his hammer.
Up Throw - Throws opponent upwards and throws a hammer towards him.
Down throw - THrows opponent into the ground and langs on him.
Forward throw - Drops the opponent and headbutts them forward.
Back Throw - Drops opponent behind him and him him with his hammer.

Dash Attack - Slides forward holding his hammer in front of him.

Final Smash - Amazing Flying Hammer Bro.
He summons a winged paltform and throws a barrage of hammers everywhere. His movement can be controlled by the player.
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.

If anyone has ideas for Hammer Bro., discuss it here.
 
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Mario & Sonic Guy

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The main issue that Hammer Bro has is that it's a generic enemy. Typically, generics aren't very likely to be playable characters.
 

Cobalsh

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There's not much you can do with a moveset, though. It's kinda like, "Hey he's got a hammer! He can throw it!" What else is there?
 

Aipom

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Waluigi, Bowser Jr./Shadow Mario, Petey Piranha, Toad, Rosalina, Daisy........... all Mario characters who have better chances than Hammer Bro. in my opinion. His moveset is just too limited since all he really has is his classic hammer throw
 

FalKoopa

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There's not much you can do with a moveset, though. It's kinda like, "Hey he's got a hammer! He can throw it!" What else is there?
I did a moveset, finally, but I agree, it really did take a lot of time.
 

PsychoIncarnate

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Why not just incorporate moves from the other species of hammer bros such as the amazing flying hammer bros ability to ride clouds, sumo bros ability to shoot fire bolts when he jumps, boomerang and fire bros weapons, etc.?

Or the fact that the hammer bros is an elite force within the koopa troop and has command over the lesser minions. Why not summon koopa troops to attack or have the ability to call the hammer bros brother? They do come in pairs after all

That's why they were originally called hammer bros
 

FalKoopa

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Why not just incorporate moves from the other species of hammer bros such as the amazing flying hammer bros ability to ride clouds, sumo bros ability to shoot fire bolts when he jumps, boomerang and fire bros weapons, etc.?

Or the fact that the hammer bros is an elite force within the koopa troop and has command over the lesser minions. Why not summon koopa troops to attack or have the ability to call the hammer bros brother? They do come in pairs after all

That's why they were originally called hammer bros
I had thought of that, but felt he was a HAMMER bro. And i included his Amazing Flying ability as a Final Smash.
 

FalKoopa

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Since people are discussing the likes of Nester and Dark Link, I think I should bump it once before it falls into obscurity again.
 

PsychoIncarnate

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Hammer Bro had some popularity pre Brawl
 

Swamp Sensei

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He's one of the more popular Mario enemies. I'd main him.
 

PsychoIncarnate

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Why is he holding his hammer backwards in the artwork?
 

Frostwraith

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I wish you had a source to explain this.
Says the one derailing threads spewing the same argument over and over and guess what! Not a single damned source!

To stay on topic, I think the only generic character from the Mario series to have a chance is Toad. While the idea isn't bad, Hammer Bro is just too unlikely.
 

BluePikmin11

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Says the one derailing threads spewing the same argument over and over and guess what! Not a single damned source!

To stay on topic, I think the only generic character from the Mario series to have a chance is Toad. While the idea isn't bad, Hammer Bro is just too unlikely.
I'm not being off-topic. I'm trying find out to earlier on about his popularity.
 

Swamp Sensei

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Does every person in the world know about Hammer Bro? I should be asking you that.
More people than Nester... :p

If you are serious than I apologize. But you really should think before posting sometimes.
 

PsychoIncarnate

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Mario is the most well known fictional character...

I'm sure a lot of those people know this most notorious villain minion of his
 

Gallowglass

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What I would rather seen then Hammer Bros. playable is the hammer bros suit from Mario 3. Best Mario costume ever!


Not only were you able to throw those overly powerful hammers in an arch but the shell acted as a shield. If you held down Mario could withdraw in the shell and not take damage. Even standing you block attacks from the back. It would kinda be like Link's shield in smash. At least it would provide some ideas for Hammer Bros. move set.
 

PsychoIncarnate

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I am so glad Mario 3 was the first game I ever played.

To this day, it's also one of my favorite games ever.

I prefer the NES version to any version. The SNES version just doesn't capture the same charm. Though the GBA version is pretty dang close because of all the options it had
 

Oasis_S

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I like how literally the only thing you could think to say about Hammer Bro in the title is "he wields a hammer."
 

PsychoIncarnate

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He could have also said "The Koopa Elite" or something along those lines
 

grizby2

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here comes some trivia~

"koopatrols" are the most elite koopas known in the mushroom kingdom according to Paper mario.
look at that,decked out in heavy armor!
hammer bros and koopatrols are usually seen gaurding the inner-most parts of bowsers CaaAAaastlee, but koopatrols are generally noted about their higher "soldier" rank in-game.

oh hey, lets not forget about the hammer bros cousins Boomerang bros and Fire bros!
..yup :?:
 

FalKoopa

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Time for my thread to rise.​
[COLLAPSE="Moveset"]​
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.​
[/collapse]​
 

Banjodorf

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It's a silly idea, but it's a cool silly idea. HAs the idea been tossed around to simply let him rep *all* types of "Bro" enemy?

Boomerang, Snow, Fire, Hammer, Coin? (Wasnt there a Coin Bro in NSMB2?)

I think having a down-B that switches his Hammer Time and Hammer Throw abilities to apply to Snowballs, Boomerangs, what have you. Maybe it's just that I love silly amounts of variety, but still, it sounds awesome.

Edit: You could still call the character "Hammer Bro".
 
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