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Hammer: Difference between revisions

From DDraceNetwork
Use normal distance notation
m Added advanced and niche hints on hammer running properly (last 2 bullet points); added more dimensions to the hammer jump (all bullet points)
 
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<languages/>
{{MigrateTranslation}}
<languages />


{{Infobox weapon{{#translation:}}
{{Infobox weapon
| name = <translate><!--T:50--> Hammer</translate>
| name = <translate><!--T:50--> Hammer</translate>
| gameskin = Hammer.png
| gameskin = Hammer.png
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| disable = {{Tile|game|20}}/{{Tile|game|74}}
| disable = {{Tile|game|20}}/{{Tile|game|74}}
}}
}}
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== Wall hammer == <!--T:27-->
==Wall hammer== <!--T:27-->


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* Get unfrozen.
*Get unfrozen.
* Get pushed away from the hammering tee.
*Get pushed away from the hammering tee.


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== Unfreezing == <!--T:33-->
==Unfreezing== <!--T:33-->


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=== 1 Tick Unfreeze === <!--T:35-->
===1 Tick Unfreeze=== <!--T:35-->


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<!--T:37-->
* Jump
*Jump
* Move (only very little)
*Move (only very little)
* Fire any weapon
*Fire any weapon
* Hook (however since the hook has a very slight travel time it is only able to reach a short distance and affect other tees, about 4 blocks; the hooked tee will only move a very short distance)  
*Hook (however since the hook has a very slight travel time it is only able to reach a short distance and affect other tees, about 4 blocks; the hooked tee will only move a very short distance)


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== Movement Using Hammer == <!--T:39-->
==Movement Using Hammer== <!--T:39-->


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=== Hammer run === <!--T:41-->
===Hammer run=== <!--T:41-->


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* The tee in the back initiates it by walking against the tee in the front
*The tee in the back initiates it by walking against the tee in the front
* The one in the front can then also begin walking in the same direction
*The one in the front can then also begin walking in the same direction
* Now the tee in the back can hammer the one in front to give it speed
*Now the tee in the back can hammer the one in front to give it speed
*Different from the video above the hammered tee is supposed to hook the hammerer shortly to eliminate the risk of bouncing and therefore ensure proper working, this is an advanced technique and not widely-spread knowledge among players
*In some rare instances it’s necessary to combine the hammer run with a hammer jump at the end




=== Hammer jump === <!--T:45-->
===Hammer jump=== <!--T:45-->


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<!--T:47-->
[[File:Hammerjump.mp4|thumb|none|300px|A video showing how hammer jump works.|gif]]
[[File:Hammerjump.mp4|none|thumb|300x300px|gif]]


* Can be combined with any sorts of hooks or hammer run set-ups to gain speed
* Stacking up with many tees can provide a lot of speed
* The issue of timing can be eliminated by freezing one tee that can easily hold the hammer so that the other tee can jump and hammer right after to time it on its own<br />


== Advanced behaviour == <!--T:48-->
==Advanced behaviour== <!--T:48-->


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<!--T:49-->
* Although the Hammer is a semi-automatic weapon, it can be held down to shoot directly on unfreeze
*Although the Hammer is a semi-automatic weapon, it can be held down to shoot directly on unfreeze
* Counterintuitively, the hammer will never cause downwards momentum, even when the hammering tee is on top of the other tee. It will only cause sideways and upwards momentum
*Counterintuitively, the hammer will never cause downwards momentum, even when the hammering tee is on top of the other tee. It will only cause sideways and upwards momentum


</translate>
</translate>
[[Category:Weapon{{#translation:}}]]
[[Category:Weapon{{#translation:}}]]

Latest revision as of 03:51, 14 July 2025

The Hammer is a melee, semi-automatic weapon. It is fundamental for most techniques in DDNet and with the Pistol the only weapon equipped by default. The hammer unfreezes other tees, gives them an upward lift and pushes the hit tee a bit away from you. The fire delay is either 120ms or 320ms when you hit a tee.


Wall hammer

As the only melee weapon, the hammer has a relatively short range.

Any tees hit by its generous hitbox will:

  • Get unfrozen.
  • Get pushed away from the hammering tee.

The range of the hammer allows you to just barely hit tees behind a 1 tile thick wall.

Wall hammer
Left Not moving Right
Without jump
With jump
Result Left Not moving Right Jump height
Without jumping 2.34 1.69 4.38 2.00
Jumping 2.72 1.88 5.09 5.69


Unfreezing

When you hit another tee, it will immediately unfreeze them.


1 Tick Unfreeze

If the tee you are hammering is currently in a freeze tile, they will immediately become frozen again. However, just like when hit by the Laser Rifle, the tee will unfreeze for a brief moment in which they can:

  • Jump
  • Move (only very little)
  • Fire any weapon
  • Hook (however since the hook has a very slight travel time it is only able to reach a short distance and affect other tees, about 4 blocks; the hooked tee will only move a very short distance)

With any weapon, the briefly unfrozen tee can hold down the fire button to fire instantly upon being unfrozen by the hammer. Using this you can create chain reactions using the 1-tick-unfreeze.


Movement Using Hammer

On top of being unfrozen, the hit tee will get a good amount of speed. While there are a lot of tricks with the hammer alone, combining it with other utilities allows for many more tricks.


Hammer run

A video showing how hammer run works.

Combines running speed with the horizontal speed from the hammer.

  • The tee in the back initiates it by walking against the tee in the front
  • The one in the front can then also begin walking in the same direction
  • Now the tee in the back can hammer the one in front to give it speed
  • Different from the video above the hammered tee is supposed to hook the hammerer shortly to eliminate the risk of bouncing and therefore ensure proper working, this is an advanced technique and not widely-spread knowledge among players
  • In some rare instances it’s necessary to combine the hammer run with a hammer jump at the end


Hammer jump

Hammerjump combines jumping with the vertical speed from the hammer. It is essential that the hammer hit happens after that jump.

  • Can be combined with any sorts of hooks or hammer run set-ups to gain speed
  • Stacking up with many tees can provide a lot of speed
  • The issue of timing can be eliminated by freezing one tee that can easily hold the hammer so that the other tee can jump and hammer right after to time it on its own

Advanced behaviour

  • Although the Hammer is a semi-automatic weapon, it can be held down to shoot directly on unfreeze
  • Counterintuitively, the hammer will never cause downwards momentum, even when the hammering tee is on top of the other tee. It will only cause sideways and upwards momentum