Crazy Hand (SSBB): Difference between revisions

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!Move!!Damage!!Description
!Move!!Damage!!Description
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|Applause||4+1.1d (sleep), 3/3/4/4/4 (windups), (6/6/5/6/8)+1.1d (claps)||The Hands motion across the stage, before clapping many times. The initial hand motioning will put grounded players to sleep, ensuring they will get hit by the clapping. The claps hit the player towards the center of the stage, dealing high damage, with the final blow dealing especially high knockback (though it's possible to DI out before the final hit if the player avoids getting caught in the middle). Difficult to evade, as the initial hand motioning comes out quickly and can put the player to sleep before they can react, and the claps cover the entire stage, necessitating the player to quickly get offstage (though hanging the ledge will provide complete safety from the move).
|Applause||4+1.1d (sleep), 3/3/4/4/4 (windups), (6/6/5/6/8)+1.1d (claps)||The Hands motion across the stage, before clapping five times. The initial hand motioning will put grounded players to sleep, ensuring they will get hit by the clapping. The claps hit the player towards the center of the stage, dealing high damage, with the final blow dealing especially high knockback (though it's possible to DI out before the final hit if the player avoids getting caught in the middle). Difficult to evade, as the initial hand motioning comes out quickly and can put the player to sleep before they can react, and the claps cover the entire stage, necessitating the player to quickly get offstage (though hanging the ledge will provide complete safety from the move).
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|Cross Punch||3 (startup), 24+2.0d (attack)||Master Hand beckons to Crazy Hand, who then proceeds to punch Master Hand's palm. If a player is struck by Crazy Hand, they will take very strong vertical knockback. The long telegraphing and the blind spot behind Master Hand leaves the attack easily evaded however.
|Cross Punch||3 (startup), 24+2.0d (attack)||Master Hand beckons to Crazy Hand, who then proceeds to punch Master Hand's palm. If a player is struck by Crazy Hand, they will take very strong vertical knockback. The long telegraphing and the blind spot behind Master Hand leaves the attack easily evaded however.
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|Sandwich Punch||10+1.1d (swing), 14+1.4d (impact)||The Hands motion across the stage, before quickly moving back and punching into each other. The initial hand motioning is indistinguishable from Applause, but it does not produce any hitboxes (thus players can safely detect which move it is by putting their shield up as the Hands motion, which if it does not hit their shield, indicates it is this move). While powerful if it strikes, it is very easy to evade, as the long telegraphing without the initial hitbox of Appluase gives the player ample time to prepare to evade, and going offstage or jumping into the air will be sufficient to evade it.
|Sandwich Punch||10+1.1d (swing), 14+1.4d (impact)||The Hands motion across the stage, before quickly moving back and punching (or fist bumping) into each other. The initial hand motioning is indistinguishable from Applause, but it does not produce any hitboxes (thus players can safely detect which move it is by putting their shield up as the Hands motion, which if it does not hit their shield, indicates it is this move). While powerful if it strikes, it is very easy to evade, as the long telegraphing without the initial hitbox of Appluase gives the player ample time to prepare to evade, and going offstage or jumping into the air will be sufficient to evade it.
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