Kingdom Hearts III

Hyper Hammer

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Hyper Hammer (ブーストハンマー Būsuto Hanmā?, lit. "Boost Hammer") is a Formchange in Kingdom Hearts III. It allows the user to transform the Keyblade into a hammer and bombard enemies with strong attacks.

Design[edit]

Hyper Hammer transforms the Keyblade into a giant hammer. The hammer's head appears technological in design, boasting a rocket booster to deliver powerful attacks.

Mechanics[edit]

FC Sprite Hyper Hammer KHIII.png

In Kingdom Hearts III, Hyper Hammer is the first Formchange of the Favorite Deputy Keyblade, associated with Strike Form. It has a base duration of 30 seconds and a maximum combo length of 5. Its ground combo has Sora leap forward and slam the hammer into the ground in front of himself, spin it around himself, slam it in front of and behind himself, slide it forward before swinging it upwards, and finishing by enlarging the hammer and slamming it on the ground. The air combo is identical to the ground combo, though the slams are replaced by Sora spinning the hammer vertically. Filling the situation gauge while in Hyper Hammer allows Sora to Formchange into Drill Punch.

Hyper Hammer uses Proximity-style Magic.

Abilities[edit]

Alongside the abilities from Strike Form, Hyper Hammer also has access to Guardbreaker.


Form Actions
Attack Attribute Power
Multiplier
Form
Value
Reaction
Value
Revenge
Value
Guard? Repel LV Status
Effect
Keyblade Transformation Attack (キーブレード変形演出中の攻撃
Kīburēdo Henkei Enshutsu-chū no Kōgeki
?)
(shockwave) Attack Command Neutral 0.5 0 1 0 O

(hammer) Attack Command Physical 1.0 0 1 0 O
Jump Downswing (跳びこみ振り下ろし
Tobikomi Furioroshi
?)
Attack Command Physical 1.0+1.0 8+8 1+1 0.5+0.5 O
First ground combo. Will be replaced by the "Upward Ground Dash Swing" attack if the target is at mid-long range.
Ground Left Triple Spin Swing (地上左3回転振り
Chijō Hidari 3-kaiten Furi
?)
Attack Command Physical 0.5(x3) 4(x3) 1(x3) 0.4(x3) O
Second ground combo.
Ground Back and Forth Downswing (地上前後振り下ろし
Chijō Zengo Furioroshi
?)
Attack Command Physical 1.0(x2) 8(x2) 1(x2) 0.5(x2) O
Third ground combo.
Ground Dash Upswing (地上ダッシュ振り上げ
Chijō Dasshu Furiage
?)
Attack Command Physical 1.5 8 1 0.5 O
Fourth ground combo.
Ground Wallop Attack Command Physical 2.0 8 5 0.25 O
Slam a giant hammer into the ground. (Ground combo finisher)
Aerial Vertical Triple Spin Swing (空中縦3回転振り
Kūchū Tate 3-kaiten Furi
?)
Attack Command Physical 0.5(x3) 4(x3) 1(x3) 0.4(x3) O
First aerial combo.
Aerial Left Triple Spin Swing (空中左3回転振り
Kūchū Hidari 3-kaiten Furi
?)
Attack Command Physical 0.5(x3) 4(x3) 1(x3) 0.4(x3) O
Second aerial combo.
Aerial Dash Upswing (空中ダッシュ振り上げ
Kūchū Dasshu Furiage
?)
Attack Command Physical 1.5 8 1 0.5 O
Third aerial combo.
Aerial Wallop Attack Command Physical 2.0 8 5 0.25 O
Smack downward with a giant hammer. (Aerial combo finisher)
Flying Clobber (hammer) Attack Command Physical 1.0 8 1 0.5 O

(fissure) Attack Command Physical 1.2 8 5 0.5 O —)
Swoops down and swings hammer, forming small fissures and launching enemies. Used during a Superjump near the enemy or when above the target.

Learning Hyper Hammer[edit]

Kingdom Hearts III[edit]

See also[edit]