Smash ultimate frame data 2.0
SMASH ULTIMATE FRAME DATA 2.0 FREE
Even at lower percents, it can easily KO an opponent by pushing them off the screen, and unlike the above, it's much, much harder to get free as the damn thing keeps hitting you.
You can bet none of them will check for this willingly. Mitigated slightly in that some Golden Hammers are just inflatable replicas that are completely harmless and thus the user is totally helpless, although there's no clear indication of this until the harmless squeaky toy makes contact with the other players. It swings twice as fast as the original hammer and allows the user to hover in mid-air a la Princess Peach until the power-up runs out.
This combined with nerfs to directional influence likely contributed to the item not being included in the later games, making it one of very few items to be permanently cut. It also does a massive amount of shield damage, meaning trying to shield it will lead to you getting stunned (and thus bait for a powerful Awesome, but Impractical attack) and smash throwing it results in high vertical knockback, especially useful near the ceiling or on stages with low ceilings. While it can be trivial if you've mastered the game's directional influence mechanics, if you don't know what you need to do to escape or simply can't due to the character and/or matchup, you could very well end up taking well over 100% damage, and by that point, you're just one smash attack or other kill move away from death. It had always been a quite annoying weapon in the right situation with potential to build up large amounts of damage, but nowhere was it more infamous than in Brawl. While it wasn't significantly changed for the next several titles, the introduction of air dodges made it much easier to escape, and Ultimate nerfed it by removing almost all its horizontal knockback, removing almost all potential to kill with it. The Ray Gun may seem pretty weak at first glance, but its large hitstun, significant pushback, and relatively fast and controllable firing rate make it a guaranteed kill if used correctly.It remains a very effective projectile weapon, however. It was nerfed in Brawl, where every character gained a lengthy and unique swing animation to turn it into a more Awesome, but Impractical weapon. Its smash attack swing is only slightly longer than any noncharged smash attack or weapon and is an easy way to score KOs, even against low percent opponents. The Home-Run Bat in this game and Melee.Ultimate at least allows a player to manually drop a hammer while in hitstun, giving them a chance to save themselves if knocked offstage with it. Not to mention that certain characters with a Counter move can effectively return the same hammer damage output and knockback right back at the hammer user. Though, a bigger problem is that, depending on the stage layout and the height of your character's ground jump, you may find yourself completely unable to reach your opponents. It's rare that you'll get hit while holding it, but if you do, and you get blown off the stage, you're screwed. Though it is a bit of a double-edged sword once you pick the hammer up, you can't double-jump, use special moves, or drop the hammer manually, even if the head falls back. There's also a very brief moment where the head stays on, however, wherein the hammer works normally. Other players can also pick up the hammer head and toss it at the helpless player it hits just as hard as if it were still attached to the shaft. It was made less overpowered in the later games since some Hammers have their heads fall off, leaving the user wildly swinging a stick that does absolutely nothing.
Not only does it produce instant KO's 65+% of the time, it causes tremendous damage and causes horrible recovery times to happen.