Crazy Hand (SSBM): Difference between revisions
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Revision as of 20:20, May 13, 2015
Crazy Hand | |
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File:SmashBrosSymbol.png Crazy Hand as a trophy. | |
A boss in | Melee |
Universe | Super Smash Bros. |
Location | Final Destination |
Voice actor | Dean Harrington |
Crazy Hand is a boss character who first appeared in Super Smash Bros Melee. To fight him, one must play Classic Mode on Normal mode or higher, and reach Master Hand in 18 minutes or less. Crazy Hand will appear once Master Hand's HP drops to 50%. He will start with the same amount of stamina as Master Hand did, which is based on the difficulty setting. He is also fought in Event #50 along-side Master Hand.
Most Crazy Hand's attacks are variations of Master Hand's, however he does have a few unique ones. On top of his standard attacks, Crazy Hand can team up with Master Hand for a few attacks.
Moveset
Note that none of the names are official. Crazy Hand can only be played via hacking with an Action Replay. All directions are pressed on the D-Pad, not the Control Stick. Lastly, Crazy Hand can only be controlled by Player 4.
Individual
Move | Damage | Debug mode input | Description |
---|---|---|---|
Big Slap | 16% | + | Crazy Hand makes a large swipe across the stage. |
Finger Bomb | 5% (contact), 10% (explosion) | + | Crazy Hand drops several bombs. If a bomb hits a character before it hits the ground, it does low damage with minimal knockback. If a bomb hits the ground, it does double damage with a very large darkness explosion and reasonable knockback. |
Finger Drill | 6% (startup), 2% (hits 1-24), 1% (last hit) | + | Crazy Hand drills into the ground. Not much difference from Master Hand's version. |
Floor Sweep | 11% | + | Crazy Hand sweeps across the stage. This move electrocutes the player. Has decent vertical knockback. |
Forward Throw | 18% | + | Crazy Hand throws the opponent forward with very high horizontal knockback, KOing the player at low percentages without DI. |
Flying Punch | 30% | + | Crazy Hand flies in from behind the stage as a fist, causing an electrical explosion on crossing the playing field. Unlike Master Hand, this attack is a vertical KO move, star KOing as low as 35%. |
Flying Slap | 20% (clean center), 15% (otherwise) | + | Crazy Hand flies in from the background and slaps the ground. The center of the move has the highest damage and is a semi-spike. Being hit by the grounded shockwave produced starts with vertical knockback, becoming more horizontal and less knockback (but same damage) with distance. |
Jetstream | 30% (main part), 12%/10% (otherwise) | + | Crazy Hand flies in from behind the stage and spins around. The player gets electrocuted when the move is done. Unlike Master Hand, this move doesn't have fixed knockback and rather can KO the player at high percentage. |
Laser Nail | + | Crazy Hand shoots lasers from his fingertips. Only the endpoints do damage. | |
Power Punch | 30% | + | Crazy Hand punches the ground with a large explosion. Unlike Master Hand, it aims at the player faster and has more knockback, but the knockback is fixed. |
Power Slap | 24% | + | Crazy Hand slaps the ground. This attack can bury grounded players, while on aerial characters it instead results in considerable horizontal knockback. |
Reverse Throw | 18% | + | Crazy Hand throws the opponent backwards with low horizontal knockback, though with higher scaling than his forward throw. |
Spasm | 17% per hit | + | Crazy Hand lies on the ground and has violent spasms. Very large hitbox and sends opponents upward, but cannot hit aerial targets. |
Spider Walk | 20% (early), 18% (late) | + | Crazy Hand "crawls" across the stage using his fingers. High damage and okay knockback when it connects, dealing darkness damage. Slightly weaker with a slash sound and flatter angle if it hits during the later part of the move. |
Squeeze | 15% | + ( Or ) |
Crazy Hand's pummel. Flowers the player. After 3 squeezes he will move to a throw. |
Tri-Poke | 6%, 6%, 20% | + | Crazy Hand pokes three times. The first causes darkness, the second causes electrocution, and the third poke causes freezing. The pokes can chain together but are easy to DI out of. The first two pokes can hit three times each, while the third has high vertical knockback, being capable of star KOing any players at middle to high percentage. |
In combination with Master Hand
The damage recorded here is only for Crazy Hand's contribution to the attack. For Master Hand's contribution, see Master Hand (SSBM).
In terms of debug mode inputs, Crazy Hand must go first. Then, Master Hand must finish what he's doing and input Y↑. Not doing so will leave Crazy Hand stuck in the "waiting for Master Hand" phase until either of them is KO'd. If Crazy Hand inputs Y←, Master Hand will ignore it (there is no corresponding attack), which will guarantee this.
Melee trophy
Where the Master Hand loves to create, its alter ego is impulsive and destructive, consumed with that hollow feeling which comes from destroying your own creations. The Crazy Hand appears when a player clears obstacles quickly and the Master Hand's power is low. You have only one chance to defeat the Crazy Hand.
- Super Smash Bros. Melee
Trivia
- The game will freeze if Crazy Hand is KO'd while grabbing someone.
- On Final Destination, the solo fight with Master Hand prevents the background from changing twice unless Crazy Hand is present.
Bosses | |
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Super Smash Bros. | Master Hand · Metal Mario · Giant Donkey Kong · Fighting Polygon Team |
Melee | Master Hand · Crazy Hand · Giga Bowser · Fighting Wire Frames (Male · Female) |
Brawl | Master Hand · Crazy Hand · Petey Piranha · Rayquaza · Porky · Galleom · Ridley · Duon · Meta Ridley · Tabuu · Fighting Alloy Team (Red · Blue · Yellow · Green) · False characters |
Smash 4 | Master Hand · Crazy Hand · Master Core · Fighting Mii Team |
Ultimate | Master Hand · Crazy Hand · Rathalos · Galleom · Giga Bowser · Galeem · Dharkon · Dracula · Ganon · Marx · Fighting Mii Team · False characters |