Hamma Hamma is one of the four hidden characters in this game, and interestingly enough, this is the only Gundam fighting game Hamma Hamma is present in, making him rather unique to this franchise alongside Hydra. While Hamma notably doesn't have too much health, which is rather unusual given how big his character is, he is also one of the few I-Fielder characters. Hamma has some of the biggest normals, but many of them are sluggish and oftentimes have weak priority. Aside from being one of the many limb-stretch characters in this game, Hamma has a rather unusual super that beats out blocks and stuns opponents, allowing for Hamma to trap his opponents, especially if they have no boosts or dodges left to expend, which allows him to trap and pressure characters into the air or into the corner. Hamma's neutral manifests in his rather unconventional normals, lackluster specials, and his rather unusual super. Because of this Hamma is generally considered to be below-average, but with just enough tools to clean out life bars and recapture the lead if Hamma can successfully land out super, giving him more than enough potential to manage comebacks from his Plasma Beam Cannon.
Archetype: Footsies and Trapper
Strengths
Weaknesses
Ranged Normals: Many of Hamma's moves have great reach, with many of his normals on the ground and air having good reach, he has more than enough of an arsenal to poke out his opponents or set up for simple strings that keep him in contention on the ground and air game.
I-Field: I-Field allows Hamma to focus away from opponent's projectiles and instead force them to fight with normals when Hamma is successfully able to get I-Field off. Because of this, they will not struggle to close distance against projectile-heavy characters.
Stun Super: Hamma's super move can phase through block and stun your opponent, with the only way to avoid this move involving dodge or boost to get out of it. Because of this Hamma will want to trap and condition his opponents with super, and follow up with SP attacks to knock his opponents into the stun orbs. However this super will only stun them as long as they aren't in an OTG (off the ground) state.
Weak Health: Hamma Hamma has unusually low health for being such a big character, because of this Hamma will find himself playing more defensively and will have to be conscious of when he throws out his attacks.
I-Field: On top of his health problems, Hamma will also have to not get cornered or locked into a corner by quick jab-like normals and air attacks that lead into frame traps.
Punishable Hitboxes: Aside from Hamma's rather unusually tall nature, Hamma's limbs can often times be punished which is not great as they may take a while to start-up and be active. Most of Hamma's control will rest in how he manages his hitboxes and avoids getting his normal attacks stuffed out.
Gimmicky Specials: Many of Hamma's specials have a lot of start-up and have rather odd purposes that have limited - if not niche use due to their gimmicky nature. Because of this, Hamma tends to spend most of his time playing around with his normals for optimal damage conversion and quick range.
All damage values were tested on characters with 100% damage taken
Character Summary
Move list
Special Moves
26P (Air OK) - Triple Beam Shot: Fires shots in a spread out manner, shot amount & ammo consumption depends on button strength.
24P (Air OK) - Hide Bomb: Delayed grenade attack that propels grenades to trammel and bounce across the floor.
624P - Beam Saber: Slow overhead unblockable, mid range preference.
Super
26X+X - Plasma Beam Cannon: Unblockable stun super that launches 4 stun orbs that travel across the entire stage length, cannot perform again until they are fully off the stage screen or until the stun orbs are gone.
Command Normals
j.2SP - Down Claw: Hamma does a quick direct downwards attack with his claw, can follow into any special, although it works well for grenade follow-ups.
Any additional information that doesn't fit with the main description, such as it whiffing on certain characters.
Toggle Hitboxes
Toggle Hitboxes
Strategy
Neutral
Hamma's neutral will see him almost certainly contesting his opponent with neutral attacks and figuring out which moves are safe pokes, create distance, and don't leave his opponents to close to him. Although as a rule of thumb, you should generally try to find opportunities to safely throw out super in order to nearly take up a stock of the opponent's health, although this won't always be the case. As Hamma you want to set up a wall in neutral using your normals and gradually gain ground on your opponent in the chance that you can punish their normals and force them into a situation for a safe super.
Offense
Hamma's offense generally may consist of throwing jump in moves, of which he has quite a bit that are safe and lead to quick grounded pressure. Fishing your opponent out with mid range SK or SP moves may be a way to get quick damage pokes in, this is rather important as 5SP can lead into super. Jump in 5WK or 5SK can be safe offensive moves when landing and can set up for close ranged WP, WK or even a super.
Defense
Hamma will have little problems with most projectile characters. Although what he will have to defend against is being cornered or boxed into frame traps, which is a typical con of I-Fielders. This is going to be even more so as your hitbox will be big, and you won't have much health, and many of your normals can potentially be stuffed out. Therefore Hamma will want to look at holding down mid range with WK or SK moves to keep your opponent from approaching and setting up a gradual wall, which will play into your neutral and offensive strategies. One of the fastest ways to set up for neutral is a landing air move after chicken blocking if you are on the defense.
Additional Resources
Links to any additional resources, delete category if there are none.
Additional Categories
Add any further categories as needed, just make sure they're worth a whole section.
Combos
Midscreen
Commbo Example (5WP > 2WP > 2SK)
Damage. Describe when to use the combo and how hard it is.
Corner
Combo Example
Combo desc
Matchups
Overall
Their general matchup spread, how good are they across the board. Do they have weaknesses against an archetype? Does they do especially well against a certain group?
Overview: Describe overall the flow of the matchup.
Neutral: How does neutral work in the matchup? Do any tools in particular affect it?
Offense: When you're on offense do they have tools to counter you? How does it flow, can you mix them?
Defense: When you're on defense do you have tools to counter them? How does it flow, how do they mix you?
Frame Data
Fill in frame data here, if it has an additional property that lasts for certain frames list it in Notes (i.e. XF~XF Invincible, XF~XF Armor). Delete this line when it's done.
KD - Knockdown
VA - Variable
*UV - value(s) marked with "?" in the table is/are unverified
x~yF - a period from frame "x" till frame "y"
Fill in the character's chain options, similar to a Guilty Gear wiki Gattling Table. Make sure you get everything. Delete the specials section if the character has no cancelable specials. If a character has a whiff/block cancelable special, add [+] after it (i.e. 5WP[+], 2WP[+]). If a move is only cancelable on a specific hit, specify it (i.e. 5SP (First Hit Only) or 5SP (Second Hit Only)). Delete this line when it's finished.
Chains
WP
WK
SP
SK
Special Cancel
5WP
-
-
-
-
Yes/No
2WP
-
-
-
-
Yes/No
5WK
-
-
-
-
Yes/No
2WK
-
-
-
-
Yes/No
5SP
-
-
-
-
Yes/No
2SP
-
-
-
-
Yes/No
5SK
-
-
-
-
Yes/No
2SK
-
-
-
-
No
Air Chains
WP
WK
SP
SK
Special Cancel
j.WP
-
-
-
-
Yes/No
j.WK
-
-
-
-
Yes/No
j.2WK
-
-
-
-
Yes/No
j.SP
-
-
-
-
Yes/No
j.SK
-
-
-
-
Yes/No
j.2SK
-
-
-
-
Yes/No
Specials
Cancel Options
XP
XP, XK
XP
XP, XK
Special Name (Input), Special Name (Input), and Special Name(Input) cannot be special canceled into.
X = X is available on hit
X[+] = X is available on hit, block, or whiff
Trivia
Add any fun facts about the character worth noting.