Passive Summary:
Heavy character, and probably one of if not the slowest. His back would function similarly to KRools belly armor. Moves that use Back Armor I would call Defense Roll (DR): moves where he curls up into a ball, and getting hit on the back during DR would charge stamina meter like in DoA. Getting hit in DR on the back would not cause knockback, but could still do damage for balancing, maybe with a reduced damage ratio. However, DR has health like normal shield, so overusing it will cause it to break. Stamina meter is used for two purposes:
Super armor on strongs. As you charge a strong, super armor is applied as long as you have stamina, but stamina meter drains down.
Longer duration specials. Holding down the special button extends the move duration, at the cost of depleting stamina. Just tapping does not use stamina.
Normal Moves:
Jab - Alternate swinging hammers, picturing a guy banging on a drum. Like maypuls but more heavy hitting.
Ftilt - Two part, jab both hammers forward together and then swing away from each other.
Dtilt - Two part, quick hammer smashes in the ground create an earth pop-up disjoint in front of him. Actual hammer hitbox is a meteor.
Uptilt - Two part, basic swing one hammer above in an arc and then swing the other.
Dash Attack - (DR) somersault roll forward (show his inner wall runner).
Fstrong - double hammer clap (main “Strike” move in DoA).
Upstrong - same as Fstrong but up.
Dstrong - DK dsmash but with hammers.
Nair - (DR) somersault through the air like a wrecking ball
Fair - Swing both hammers at the same time from overhead, rolling into a frontflip. Spiking potential like DK or Mario fair.
Bair - Two part, swing one hammer behind, and then momentum carries through the second hammer swing to make him do a full 360.
Dair - (DR) ground pound on his back by throwing the momentum of his hammers up. Similar to Bowser ultimate dair. Creates earth pop ups if he hits the ground.
Upair - (DR) throws back upward by throwing the momentum of his hammers down.
Getup - spin around on back swinging hammers
Ledge - two part, crawl up by swinging one hammer then the other.
Pummel - bonk on the head with the free hammer.
Specials:
Nspec - (DoA “React”) Basically KRool belly counter, but you can hold it with stamina to keep it out longer. Putting it on Nspec would allow for easier b reversing since it’s on his back.
Fspec - pops a small rock up and bats it with a hammer for a flying horizontal projectile. Hold with stamina to continuously pelt rocks until you run out. Knockback below Kragg rock but above zetter fireball.
Dspec - (DaA “Quake”) smashes hammers to starts an earthquake on the ground that lasts for a few seconds. Holding it down will charge to create a longer earthquake at the cost of using stamina. Similar effect to DK down special ground pounding that pops enemies up, but since it’s a stage control move, you are free to follow up. Useful for tech chasing on a slow character.
Upspec - DK up special helicopter swing with the hammers, but holding it down will increase the distance/duration using stamina, helping his recovery if you manage the resource well. Grounded option would be like DKs as well.
Get-up spec - tantrum get up swinging the hammers and creates quakes around him. Can be held for longer duration at the cost of stamina.
Ledge spec - creates a quake in front of the ledge, same as down special, can be held for longer duration for more stamina. Hamir remains on ledge like Maypul ledge special. Helps the slow big guy get of the ledge, or can set up for edge guarding.
Pummel spec - (DoA “Extend”) gives stamina meter. Could be brutal for something like down throw into super armor downsmash to cover every option, including get up attack.