The Hammer (ハンマー,hanmā?) is a close-range item that sends whoever grabs it into a clobbering frenzy for 7.5 seconds, dealing vertical knockback to any fighter hit. It is one of the most "feared" weapons in the game, as it often KO's a player instantly. It originates from the Mario series, or the original Donkey Kong series, using the hammer, Mario could destroy barrels. Since Super Smash Bros. Melee, there is a chance that the hammer head will fall off. This forces the character to walk around swinging the hammer stick like normal, but without doing any damage, making them vulnerable to an attack. The hammer head can be picked up and thrown for a very strong projectile attack.
In Super Smash Bros. for Nintendo 3DS and Wii U, any opponent getting hit by the hammer will cause the entire screen to freeze for a brief moment before continuing. In Super Smash Bros. Ultimate, only the opponent hit by the hammer and the user will briefly freeze before knockback, making it easier for other opponents to attack them at that time. Victims hit by the hammer will also give off an 8-bit effect. This is a nod to its origin game where if Mario breaks a barrel with the hammer, the screen will briefly freeze while the 8-bit effect flashes. Even the sound when breaking a barrel in its origin game can be heard when hitting an opponent with a hammer.
In Melee CPUs tend to evade characters while under effect of a hammer. However, if the hammer head fall off, CPUs will attack while the player walks around swinging the hammer stick like normal.
Characters cannot do anything except move and single jump while holding the Hammer.
The Hammer does 22% damage every hit.
In Super Smash Bros., it has even more knockback and deals 30%, as well as no worries about the head falling off. Also, the Hammer will glow an orange color just before the time for its use runs out.
When King Dedede grabs the Hammer, he will also swing his own hammer back and forth. In spite of this, he will not do damage if the Hammer head comes off.
Mr Game & Watch, Pit and Dark Pit are the only characters that can swing the hammer in two frames, and all of them can swing the hammer with one arm.
Mewtwo is the only character that does not use his hands to swing the Hammer at all. Mewtwo uses its psychic powers rather than its hands.
Explosion-based projectile or thrown item attacks can disrupt someone with a Hammer, such as Link's Bombs or Zelda's Din's Fire, enabling characters with such attacks or items to thwart a foe with a Hammer from afar, and possibly knock it out of their hands.
Since Counters deal more damage to the attack that was countered, counter a Hammer might result in a devastating KO.
Users can also be knocked off their feet that way, allowing time to quickly hit again. If you manage to be invincible, usually the one granted for re-spawning, you can easily hit the user hard. If near the edge, you can grab them while being completely invulnerable, and throw them off the edge. Anyone wielding a Hammer cannot recover in anyway possible.
Most of the ranged grabs are long enough that with good timing, one can grab someone wielding a Hammer without getting hit by it.
It is possible to (manually) drop a Hammer, but this can only be done while one is getting hit. In Melee, a bonus is awarded for dropping a Hammer this way.
In Brawl, it is possible to make someone 'waste' a Hammer, as the countdown is still active, even when flinching or knocked away and spinning in the air. All one would need to do this is a throwing object, or a projectile that makes its victims knocked back/flinching when hit. Melee pauses the Hammer's countdown when the user is unable to swing, so it is impossible to 'waste' a Hammer in this way in Melee.
Meta Knight's side Special move, Drill Rush, if timed right, can also disrupt the swing of the Hammer while he takes no damage himself.
Since a character is reduced to a single jump, many CPUs accidentally SD, even if they are level 9.
Since Hammers cannot attack below the user, opponents can KO the holder by attacking from underneath if a player jumps. If the opponent isn't KO'ed or knocked off immediately, it is easy to follow up with more attacks while the opponent is on the ground.
In the Subspace Emissary, if a player picks up a hammer, but the head falls off, neither Goombas nor Koopa Troopas cannot be defeated by jumping on their head.
If a player using a Hammer is hit by a Warp Star, they drop the hammer, but the music that plays while a Hammer is being used continues playing.
If you grab the Hammer, you'll run across the screen swinging it back and forth nonstop. In Donkey Kong, Mario used the Hammer in exactly the same fashion. It's an extremely powerful item, but you have no recovery move when you carry it. Every now and then, the mallet head will fall off, and you'll end up completely vulnerable, swinging just the handle.
An item that, once grabbed, makes you swing nonstop. It's a powerful attack item that does terrific damage and sends opponents sailing. Once in a great while, the hammer's head will fall off, leaving you nothing but the handle. Of course, you can't tell whether the head is securely fastened just by looking. Hammer heads that fall off can be picked up and thrown as weapons.
Donkey Kong (1981)
In Super Smash Bros. forWii U
Once you grab this hammer, you can't help but keep swinging and swinging. Who needs special moves when you've got a hammer? And forget your second jump -- use that time to deliver a second lump! Oh, but the hammerhead isn't attached very well, so watch out if it pops off or something...
NES - Donkey Kong Classics (09/1988)
GBA - Mario vs. Donkey Kong (05/2004)
A hammer is just a stick until you add the top. That's where this item comes into play. Sometimes, however, the top comes off. If that happens, just grab this loose part and throw it at your enemies. For some poetic justice, make the guy swinging the hammer handle your first target.