Editing Master Hand (SSBU)

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|name = Master Hand
|name = Master Hand
|image = [[File:Master Hand SSBU.png|250px]]
|image = [[File:Master Hand SSBU.png|250px]]
|caption = [[File:SmashBrosSymbol.svg|50px|class=invert-dark]]<br>Master Hand's render in ''Super Smash Bros. Ultimate''
|caption = [[File:SmashBrosSymbol.svg|50px|class=invert]]<br>Master Hand's render in ''Super Smash Bros. Ultimate''
|boss = ''[[Ultimate]]''
|boss = ''[[Ultimate]]''
|universe = {{uv|Super Smash Bros.}}
|universe = {{uv|Super Smash Bros.}}
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==In Classic Mode==
==In Classic Mode==
Master Hand appears as a boss in Classic Mode. For the first time since the original ''[[Super Smash Bros.]]'', Master Hand has the ability to face in either direction (left or right), which he combines with snapping his fingers to teleport around. Also for the first time in the series since ''Brawl''{{'}}s [[Boss Battles]], Master Hand no longer has a stamina HP indicator, instead having a health bar akin to bosses from [[Subspace Emissary]] or [[World of Light]]. This results in {{SSBU|Crazy Hand}} having a separate health bar as well, meaning that they no longer share the same pool of HP as they did in ''Smash 4''. However, he can now be stunned, which renders him immobile on the ground for about 8 seconds.
Master Hand appears as a boss in Classic Mode. For the first time since the original ''[[Super Smash Bros.]]'', Master Hand has the ability to face in either direction (left or right), which he combines with snapping his fingers to teleport around. Also for the first time in the series since ''Brawl'''s [[Boss Battles]], Master Hand no longer has a stamina HP indicator, instead having a health bar akin to bosses from [[Subspace Emissary]] or [[World of Light]]. This results in {{SSBU|Crazy Hand}} having a separate health bar as well, meaning that they no longer share the same pool of HP as they did in ''Smash 4''. However, he can now be stunned, which renders him immobile on the ground for about 8 seconds.


Unlike other installments, not every fighter battles with Master Hand at the end of their Classic Mode route. Mario, Link, Yoshi, Kirby, Luigi, Captain Falcon, Jigglypuff, Bowser, Zelda, Marth, Young Link, Dark Pit, Snake, R.O.B, Toon Link, Wolf, Mega Man, Rosalina & Luma, Pac-Man, Duck Hunt, Bayonetta, Inkling, Simon, Richter, King K. Rool, Piranha Plant, Hero, Terry, Min Min, Steve and Kazuya all face someone other than Master Hand at the end of their route. Falco and Ken only fight Crazy Hand, with Master Hand appearing alongside him only if the intensity is 7.0 or above. Pikachu and Pokémon Trainer first fight Mewtwo before facing Master Hand in the same round. All the fighters who fight Master Hand, except for Pikachu and Pokémon Trainer, fight both Master Hand and Crazy Hand if the intensity is 7.0 or above. Ice Climbers, Mewtwo, Chrom, Meta Knight, Pit, Diddy Kong, Ryu, Incineroar, Banjo & Kazooie, Byleth, Sephiroth, Pyra/Mythra, and Sora always fight both of the Hands.
Unlike other installments, not every fighter battles with Master Hand at the end of their Classic Mode route. Mario, Link, Yoshi, Kirby, Luigi, Captain Falcon, Jigglypuff, Bowser, Zelda, Marth, Young Link, Dark Pit, Snake, R.O.B, Toon Link, Wolf, Mega Man, Rosalina & Luma, Pac-Man, Duck Hunt, Bayonetta, Inkling, Simon, Richter, King K. Rool, Piranha Plant, Hero, Terry, Min Min, Steve and Kazuya all face someone other than Master Hand at the end of their route. Falco and Ken only fight Crazy Hand, with Master Hand appearing alongside him only if the intensity is 7.0 or above. Pikachu and Pokémon Trainer first fight Mewtwo before facing Master Hand in the same round. All the fighters who fight Master Hand, except for Pikachu and Pokémon Trainer, fight both Master Hand and Crazy Hand if the intensity is 7.0 or above. Ice Climbers, Mewtwo, Chrom, Meta Knight, Pit, Diddy Kong, Ryu, Incineroar, Banjo & Kazooie, Byleth, Sephiroth, Pyra/Mythra, and Sora always fight both of the Hands.
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*Master Hand's Reflective Satellite Cannon attack looks and acts very similarly to one of the attacks of the second form of {{s|wikirby|Dark Mind}}, the final boss from ''{{s|wikirby|Kirby & The Amazing Mirror}}'', making this the second time his attacks takes inspiration from the ''Kirby'' series. Coincidentally, Master Hand appears in said game both as a miniboss and a boss alongside Crazy Hand.
*Master Hand's Reflective Satellite Cannon attack looks and acts very similarly to one of the attacks of the second form of {{s|wikirby|Dark Mind}}, the final boss from ''{{s|wikirby|Kirby & The Amazing Mirror}}'', making this the second time his attacks takes inspiration from the ''Kirby'' series. Coincidentally, Master Hand appears in said game both as a miniboss and a boss alongside Crazy Hand.
*{{SSBU|Mewtwo}}, {{SSBU|Ryu}}, {{SSBU|Joker}}, {{SSBU|Byleth}}, {{SSBU|Sephiroth}}, {{SSBU|Pyra}}/{{SSBU|Mythra}}, and {{SSBU|Sora}} are the only characters who fight Master Hand (with or without Crazy Hand in Joker's case), with a music track outside of said boss' universe playing in the background.
*{{SSBU|Mewtwo}}, {{SSBU|Ryu}}, {{SSBU|Joker}}, {{SSBU|Byleth}}, {{SSBU|Sephiroth}}, {{SSBU|Pyra}}/{{SSBU|Mythra}}, and {{SSBU|Sora}} are the only characters who fight Master Hand (with or without Crazy Hand in Joker's case), with a music track outside of said boss' universe playing in the background.
**Coincidentally, all have been DLC characters at one point.
*The battle with Master Hand can be softlocked by defeating him on the exact frame he is rendered invulnerable, causing him to be immortal and confuse the game to be in a fighting and victory state. Since blast zones are disabled, the player is able to fall indefinitely. Eventually, the player's character's y-axis position goes so high, it is rendered as negative, in which it distorts some of Master Hand's attacks such as the Paint Ball being thrown upwards, the bullets from his Finger Gun angling downwards, homing attacks missing entirely, and his grab being performed immediately and also missing. Even more effects can occur, one of them being the Radar and Magnifying Glass showing inconsistencies of where the character is.<ref>[https://youtu.be/2RUbQzdlxeM] Evidence of the glitch occurring</ref><ref>[https://youtu.be/gKmo7N4_m2o]</ref>
*The battle with Master Hand can be softlocked by defeating him on the exact frame he is rendered invulnerable, causing him to be immortal and confuse the game to be in a fighting and victory state. Since blast zones are disabled, the player is able to fall indefinitely. Eventually, the player's character's y-axis position goes so high, it is rendered as negative, in which it distorts some of Master Hand's attacks such as the Paint Ball being thrown upwards, the bullets from his Finger Gun angling downwards, homing attacks missing entirely, and his grab being performed immediately and also missing. Even more effects can occur, one of them being the Radar and Magnifying Glass showing inconsistencies of where the character is.<ref>[https://youtu.be/2RUbQzdlxeM] Evidence of the glitch occurring</ref><ref>[https://youtu.be/gKmo7N4_m2o]</ref>
*Another softlock can occur when stunning Master Hand after countering his Energy Shots.
*Another softlock can occur when stunning Master Hand after countering his Energy Shots.
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<references />
<references />


{{Smash universe}}
{{Bosses}}
{{Bosses}}
{{Smash universe}}
[[Category:Master Hand]]
[[Category:Master Hand]]
[[Category:Characters (SSBU)]]
[[Category:Characters (SSBU)]]

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