Brawlhalla/Hammer

From SuperCombo Wiki

Grapple Hammer IconBH.png

Grapple Hammer

Grapple Hammer is a weapon that freely allows itself to do damage at safe ranges, while also having easy combos for anyone to pick up.

Hammer
Pros Cons
  • Generally well rounded with very few deadzones.
  • Tons of universal kill confirms
  • Safe disjointed hitboxes you can throw out in neutral
  • Allows for certain character specific combos
  • Hard to edge guard against
  • Easy to punish
  • Reactable Ground Pound
  • Weapon Throw will miss point blank
  • Most combos are gatekept by low damage.

Hammer Grounded Normals

5A
Neutral Light
HammerNLight(6).png
Kick
Damage Startup Active Recovery Var. Force Fix. Force
11.06 ~ 18.45 5 6 7 0 50
  • This is a 2 hit normal, the 3rd hit will only come out if the 2nd hit lands, the 3rd hit is where most of the damage comes from. Very good normal if your opponent is very close.
5A
Side Light
HammerSLight.png
Push
Damage Startup Active Recovery Var. Force Fix. Force
15.47 ~ 18.45 9 12 19 8 30 ~ 56
  • This normal hits farther away, but if you hit it at max damage, it's damage is reduced slightly along with the force.
5A
Down Light
HammerDlight.png
Stomp The Yard
Damage Startup Active Recovery Var. Force Fix. Force
8.27 ~ 9.77 8 5 20 6 35
  • This normal is Hammer's main combo tool, which is why its damage is very low, it can followed up on with multiple options, or if you're more reactive, you can try dodge read their next option.

Hammer Aerial Normals

5A
Neutral Air
HammerNair.png
Swatting the flies
Damage Startup Active Recovery Var. Force Fix. Force
18.43 ~ 21.70 16 6 25 50 40
  • This move is a great anti air, with great damage but you have to be careful using it because if they are right above you, it might whiff.
5A
Side Air
HammerSair.png
Batter Up!
Damage Startup Active Recovery Var. Force Fix. Force
18.43 ~ 21.70 15 6 25 45 55
  • Great move and reasonable start up time, is also a great kill confirm, you wanna be using this if you're in the air a lot.
5A
Down Air
HammerDair.png
I could always use a good pick me up.
Damage Startup Active Recovery Var. Force Fix. Force
14.36 ~ 17.36 10 13 18 0 1
  • A situational move, for when your opponent is right under you, however when it connects it launches them in the air allowing for a followup, not any guaranteed followup but one nonetheless, can also kill.
5A
Ground Pound
HammerGP.png
Shao Khan learns Sheeva stomp.
Damage Startup Active Recovery Var. Force Fix. Force
15.67 ~ 22.45 15 72 25 55 48
  • Ground Pounds last for however you're holding the button and will stop until they either hit something or until you let go. You can't get any followups from this ground pound, but it hits like a truck and is bound to kill off stage at mid to high %'s
5A
Recovery
HammerRec.png
I'm up right now, and you suck right now
Damage Startup Active Recovery Var. Force Fix. Force
15.67 ~ 19.45 10 6 22 0 1
  • Recovery is a great anti air for opponents for right above you. It gives you a good amount of height to get back on stage, Will most likely kill opponents if they are off stage, and you if land it while being above the stage, they will bounce off of it to allow for a follow up, but it wont be a true followup unless they are at high %

Combos

5A
HammerCombo1.gif

Dlight to Slight


A very simple combo that is true at low to mid percents. Also good damage and chase dodge followup potential.
5A
HammerCombo2.gif

Dlight to GC Nlight


Another great combo that is fairly simple that can be performed at any percent, with nlight's potential to kill at high percent it can make for a kill confirm.
5A
HammerCombo3.gif

Nlight to CD Slight


The only followup off of Nlight and the timing can be a bit strict for it be a true combo. This can only be done at low percents due to the amount of force that Nlight has.
5A
HammerCombo4.gif

GC Dlight to CD Rec


This is one of the harder combos on Hammer but is really rewarding due to the placement of the opponent and the stage bounce or throwing them off stage for edgeguards. Can be done at any % with proper postitioning.
5A
HammerCombo5.gif

Dlight to Sair


This is your main kill confirm with Hammer, can only be done at mid to high percents, timing can be a bit strict for a true combo but very useful nonetheless.


HammerCombo6.gif

Russian Mafia (Dlight CD Recovery Dair)


Russian Mafia named by Berthen/OmniPie is an infamous kill confirm hammer combo that is very technical and difficult but the reward is great. This can only be done at high %'s.


HammerCombo7.gif

Dlight to Dair


This combo is very useful, can be used for kill confirms or if you wish, you can do this to follow up with Sair or Nair depending on where they end up.


5A

Basic Gameplan

Generally when you play hammer, your goal is keep your opponent at a distance until you want them to be in your personal space. So that would consist of doing nairs when they are slightly above you, and throwing out a lot of sairs, if you time it right you can hit your opponent on the ground and potentially go into something like dlight to get something like sair, gc nlight or slight. Be careful doing weapon throws because it doesn't hit point blank like most weapons, which makes hard to properly follow up on.

Edge Guarding

Hammer's Edge Guarding is fairly strong with Ground Pound doing a lot of damage and has a lot of priority and force. Certain characters have signatures that has a small hitbox that will hit opponents that are hugging the stage wall. Down light can also perform this. Hammer's recovery can also kill characters off stage but is a bit risky since you would have to go under the opponent to land recovery which can be punished if they see it coming.

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