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|boss        = ''[[Melee]]<br>[[Brawl]]<br>[[SSB3DS]]''
|boss        = ''[[Melee]]<br>[[Brawl]]<br>[[SSB4]]''
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Revision as of 13:07, October 25, 2014

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Crazy Hand
File:Crazy Hand 3DS.png
File:SmashBrosSymbol.png
A boss in Melee
Brawl
SSB4
Universe Super Smash Bros.
Voice actor Dean Harrington (SSBM)
Pat Cashman (SSBB)
Xander Mobus (SSB4)
Article on WiKirby Crazy Hand

Crazy Hand (クレイジーハンド, Kureijī Hando) is Master Hand's left hand counterpart first appearing in Super Smash Bros. Melee. While Master Hand's movements are very smooth and calm, Crazy Hand moves in erratic ways. He is fought in Melee when Classic Mode is cleared on Normal level or higher in 18 minutes or less when Master Hand's health is reduced by half. He also appears in Event 50: Final Destination Match.

Crazy Hand's basic appearance is exactly the same as Master Hand's (apart from being a left hand), but is more chaotic in general. He is impulsive and destructive. When preparing for an attack, Crazy Hand's movements are also different. When joined with Master Hand, they can perform several cooperative attacks. He, like his counterpart Master Hand, is always fought on a version of Final Destination.

Though he appears in Super Smash Bros. Brawl during the Boss Battles mode, he does not actually appear as a boss in The Subspace Emissary. Despite this, his trophy, when arranging the collection by series, is listed in the "The Subspace Emissary" section. Aside from this, though, he merely reprises his role in Classic Mode, and has no relation to the SSE, despite the fact that Master Hand appears.

To fight him in Brawl's Classic Mode, the player must arrive at the final stage in 9 minutes or less with the difficulty level set to Hard or higher. He also appears as one of the many bosses in Boss Battles Mode. Boss Battles is the only time the Crazy Hand is fought separately and be faced without any special conditions. Crazy Hand is also the only boss that does not have to be fought in order to unlock Boss Battles, and is the only boss in the mode to not make an appearance in the Subspace Emissary.

To fight him in SSB3DS's classic mode the player must reach the final branch with 3.0 intensity or higher, and then choose the black path.

HP

An icon for denoting incomplete things.
HP Values Lowest difficulty Below-middle difficulty Middle difficulty Above-middle difficulty Highest difficulty
Melee - - 300 330 360
Brawl (Classic) - - 300 330 360
Brawl (Boss Battles) ? ? ? ? ?

Note that Crazy Hand can't be fought in Classic Mode on the two easiest difficulties.

Moveset (Melee)

CrazyHandHeadSSBM.png 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. Also note that some of Crazy Hand's moves (the one that Master Hand also has) have a second effect like freezing.

Solo Moves

Input Name Notes
A↑ Flying Punch 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%.
A→ Power Slap Crazy Hand slaps the ground. This attack can bury grounded players, while on aerial characters it instead results in considerable horizontal knockback.
A↓ Jetstream Crazy Hand flies in from behind the stage and spins around. The player gets electrocuted when the move is done. It is possible to DI out of his attack, however this attack can punish any player that utilize DI as this attack has a knockback. Unlike Master Hand, this move doesn't have set knockback and rather has high horizontal knockback, KOing the player at high percentage.
B↑* Laser Nail Crazy Hand shoots lasers from his fingertips. Only the endpoints do damage.
B→ Laser Nail Crazy Hand shoots lasers from his fingertips. Only the endpoints do damage. (identical to B↑)
B↓ Bomb 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.
B← Laser Nail Crazy Hand shoots lasers from his fingertips. Only the endpoints do damage. (identical to B↑)
L↑ Floor Sweep Crazy Hand sweeps across the stage. This move electrocutes the player. Has decent vertical knockback.
L↓ Spasm Crazy Hand lies on the ground and has violent spasms. Very large hitbox and sends opponents upward, but cannot hit aerial targets.
L← Spider Walk 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.
L→ Floor Sweep Crazy Hand sweeps across the stage. (identical to L↑)
R↑ Power Punch 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.
R↓ Tri-Poke 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.
R← Finger Drill Crazy Hand drills into the ground.
R→ Power Slap Crazy Hand slaps the ground. (identical to A→)
Z↑ Grab Crazy Hand grabs another character and begins to crush them. Has a flower effect. They can escape by button mashing, but, if they fail to do so, Crazy Hand will toss them away.
Z→ Grab Crazy Hand grabs another character and begins to crush them. Has a flower effect. Crazy Hand throws the opponents forward with very high horizontal knockback, KOing the player at low percentage if the player doesn't utilize DI. (identical to Z↑)
Z← Grab Crazy Hand grabs another character and begins to crush them. Has a flower effect. He will throw opponents backwards with low horizontal knockback though this attack can KO at high percentage. (identical to Z↑)

*Freezes the game if used alone.

Moves used in Conjunction with Master Hand

MH Input is the command that Master Hand must use, while CH Input is Crazy Hand's command. MH (Master Hand) and CH (Crazy Hand) must both press the input shown to trigger the combination attack.

CH Input MH Input Move Notes
Y→ Y← Applaud A shockwave is released that puts the player to sleep, then the two hands clap together five times. The first four electrocutes the player, and the last one burns the player with vertical knockback. Five hits can chain together, can DI'd out of first four hits.
Y↑ Y↑ Double Punch The two hands punch together. Has a fire effect and it sends players upwards. Can KO opponents at high percentage.
Y↑ Y↓ Catch Crazy Hand punches across the stage and is caught by Master Hand. A shockwave that deals shadow damage is released at impact. This attack also send players upward. This attack can KO opponents at high percentage.

Moveset (Brawl)

Crazy Hand is controllable, not playable in Brawl through hacking. The start button self-destructs any boss. To control the bosses the player must be player 3 using a gamecube controller.

Move Name Description
A Poke Crazy Hand pokes 3 times, the first poke hits with darkness, the second with electricity, and the third with ice.
A^ Ram Crazy Hand flies off the stage and back on as a fist.
Av Slap Crazy Hand slaps the stage.
A< Punch Crazy Hand punches the stage.
A> Sweep Crazy Hand uses the back of his hand and sweeps across the stage hitting 3 times.
B Lasers Crazy Hand shoots lasers from his fingertips.
B^ Jet Crazy Hand makes a plane-like shape with his hand, and flies off and back on the stage.
Bv Bombs Crazy Hand drops 12 bombs.
B< Ground hit Crazy Hand makes a fist and hits the ground with his palm.
B> Slap Crazy Hand slaps across the stage.
X Crawl Crazy Hand crawls across the stage.
X^ Drill Crazy Hand drills into the ground.
Xv Spasm Crazy Hand lays on the ground and has spasms.
Unusable move Grab Crazy Hand grabs the player and squeezes them 3 times, then he throws the player and inflicts them with the flower alignment.

Attack Order (Brawl)

First Move

File:CrazyHand3.jpg
Crazy Hand's "Crawl" attack
Crazy Hand's first poke attack which burns players with darkness effect.
  • Bomb: Crazy Hand arches with his fingers above the center of the stage, and drops bombs from his fingertips. Since Crazy Hand initiates the move only in the center of the stage and never moves during it, it is simple to evade by just staying from the stage center during the move.
  • Crawl: Crazy Hand "crawls" across the stage, damaging anyone he touches. Crazy Hand can be evaded by jumping over him or air dodging through him as he passes through.
  • Palm smash: Crazy Hand forms a fist, hovers above the player, and then smashes down with his palm. Semi-spikes struck opponents very powerfully, however just like in Melee, this attack cannot hit airbone players unless they are close to the ground, which when combined with the long telegraphing of the move, leaves it easily evaded by just jumping into the air. Compared to Master Hand's version, Crazy Hand will fly up higher, making it more difficult to counterattack him during the move.
  • Call for team attack Crazy Hand and Master Hand do a team attack.

Second Move

  • Sweep: Crazy Hand "sweeps" across the stage moderately fast, sweeping his hand three times in doing so. Causes electric damage, with the final hit dealing moderately high knockback. Can be evaded by rolling behind Crazy Hand.
  • Poke: Crazy Hand points at the player and follows them for a few seconds, before poking the player three times. The first poke deals dakrness damage, while the second poke deals electric damage, and the final third poke freezes while dealing moderate vertical knockback. First poke, second poke, and third can be chained together, but can be DI'd out of before the final poke. Can be evaded by just moving away from Crazy Hand before he starts poking.
  • Grab: Crazy Hand follows the player around for a few seconds, and then attempts to grab the player. If successful, he then crushes them several times (which also inflicts the player with a flower), before tossing them back to the ground. The player can escape by mashing buttons. Compared to Master Hand's grab, it can deal much higher damage, with its flower dealing effect and the fact Crazy Hand squeezes players for longer, but it is no threat to KO the player unlike Master Hand's, as besides the longer squeezing giving them more time to escape, Crazy Hand will always throw the player to the ground.
  • Call for team attack: Does a team attack with Master Hand.

Third Move

  • Ram: Crazy Hand flies offscreen, and then reappears in the background flying at the player in a fist. While Crazy Hand follows the player on a horizontal level, he doesn't follow vertically, so a player can evade this by just jumping into the air a moderate distance.
  • Crush: Crazy Hand flies offscreen, and then comes crashing down trying to crush the player. Deals very high semi-spike knockback, but will not hit a player unless they are close to the ground, leaving it easily evaded by just jumping into the air.
  • Jet: Crazy Hand faces upward before flying offscreen, to then reappear in the background flying at the player in a spiral pattern. During the start up, touching Crazy Hand's wrist is a meteor smash, though this meteor smash is very weak and is no real threat to KO the player. The primary part of the move will deal very high vertical knockback, but like his Ram attack, Crazy Hand does not follow the player on a vertical level, making it easily evaded by just jumping into the air. When he reappears on the screen, the player will take very weak vertical knockback with electrical damage if they touch Crazy Hand right when he reappears.

Fourth Move

  • Seizure: Crazy Hand lies down on the ground and has a violent spasm, damaging the player if they touch him. It only produces quake hitboxes, so it only damages opponents that are grounded, leaving Crazy Hand vulnerable to aerial assaults while using the move. In addition to the fact it can't hit aerial opponents, Crazy Hand will always do the move in the same spot, making it easily evaded by just moving away from Crazy Hand.
  • Punch: Crazy Hand flies up and hovers over the player in a fist, before punching down on them. Produces set meteor smash knockback if it strikes. Like Palm smash, it can only hit a player close to the ground, leaving it easily evaded by just jumping into the air as he uses the move.
  • Lasers: Crazy Hand shoots laser beams from his fingertips and slowly moves across the screen. The lasers will deal a decent amount of damage (21%) each time a player makes contact with them, but will produce almost no knockback.
  • Call for team attack: Does a team attack with Master Hand.

Fifth Move

  • Drill: Crazy Hand spins upwards in a drill motion, flies above the screen, and then corkscrews down at the player. This is by far Crazy Hand's most difficult to evade attack; the only way to dodge it is to do a roll at the right time, but this will fail with most characters if their rolling dodge don't cover great distance, like Lucario's, due to a combination of how fast it comes down and its vacuum effect dragging nearby players in. It can be avoided by moving off the stage, but the move's long duration and large hitboxes can make it difficult to safely get back on stage without taking damage. Additionally, with how fast the attack activates, and with the initial hitbox it produces as it rises, the player may be unable to get offstage in time. Some characters can avoid this attack easily by using a special attack that moves character a considerable distance quickly, but this requires to be well timed. When trapped in the Drill, the attack is very difficult to SDI out of, ensuring players will take the attack's full remaining damage output. Compared to Master Hand's, Crazy Hand's comes down slightly faster, but deals less damage. However in Brawl, the knockback of its final hit was reduced making this attack incapable of KOing, but its extremely high damage output (102% damage if all its hits connect) will put an undamaged player in KO range of the Hand's KOing moves on Intense difficulty if they take the full brunt of the attack, making it Crazy Hand's most dangerous move.
  • Grab
  • Call for team attack: Does a team attack with Master Hand.

Moves with Master Hand

Note: This does not include moves that are automatically done together due to attack patterns.

  • Clap: 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).
  • Double Punch: The Hands motion across the stage, before quickly moving back and punching into each other. The initial hand motioning is indistinguishable from Clap, 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 Clap gives the player ample time to prepare to evade, and going offstage or jumping into the air will be sufficient to evade it.
  • Fist grab: 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.

Trophies

Crazy Hand's trophy in Melee

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
Crazy Hand's trophy in Brawl

Brawl trophy

Seemingly a manifestation of the destructive spirit in direct contrast to Master Hand, who is the manifestation of the creative spirit. Crazy Hand appears out of nowhere when Master Hand's power begins to ebb. His repeated attacks evoke the bizarre. Those who must face Master Hand and Crazy Hand at the same time face a long and painful battle to the death.

GameCube: Super Smash Bros. Melee
Wii: Super Smash Bros. Brawl
Crazy Hand's trophy in Super Smash Bros. for 3DS

Smash 3DS trophy

The erratic Crazy Hand embodies destruction in the Smash Bros. universe. You can see madness in the way he moves and the attacks he unleashes. Pairing up with Master Hand makes him an especially dangerous foe. Be ready for an intense battle when their laughter fills the air.

Origin

Wham Bam Rock as it originally appeared in Kirby Super Star.

While Crazy Hand as a character is unique to the Smash series, his attacks (as well as Master Hand's) are very similar to Wham Bam Rock's attacks in Kirby Super Star. Wham Bam Rock performs a move that involves putting its hand over the player and making rocks fall. Crazy Hand does a move that is very similar, but Crazy Hand's rocks explode with darkness. Both Wham Bam Rock and Master and Crazy Hand perform a move that involves "walking" across the stage to flick the player. They both will also try to grab on to the player and cause damage. [1]

Trivia

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  • Crazy Hand, along with Master Hand, appears in Kirby and the Amazing Mirror as the bosses of Candy Constellation, but he has the same attacks as Master Hand, not counting combination attacks.
  • In the Brawl trophy description, it says that Crazy Hand appears "when Master Hand's power begins to ebb". This is not true. As long as the player reaches the final stage on hard or above in 9 minutes or less, Crazy Hand appears at the beginning of the fight, alongside Master Hand. In Melee, however, this statement was true.
  • In The Trophies menu, Crazy Hand is found in the Subspace Emissary series, although Crazy Hand does not actually appear in The Subspace Emissary himself, with only Master Hand appearing in The Subspace Emissary.
  • Although his dying scream is found in Brawl's sound test, his opening laugh is not found.
  • Crazy Hand's attacks have, as a whole, the most effects of any Super Smash Bros. boss, including fire, freezing, electricity, burying, flowering (grab), and darkness.
  • Crazy Hand, Master Hand, and the Announcer are all voiced by the same person.
  • In Brawl, Crazy Hand's lasers penetrate the stage. A character under the stage may be hit by the lasers.
  • In Melee, the game will freeze if Crazy Hand is KO'd while grabbing someone.
  • On Final Destination, the solo fight with Master Hand in Melee prevents the background from changing twice unless Crazy Hand is present.
  • Super Smash Bros for Nintendo 3DS is the first game that Crazy Hand doesn't have to be fought within a time limit. Instead, the player can choose to fight against him at any time by setting the intensity to 3.0 or higher.
    • However, the player will have no choice but to fight Crazy Hand if the intensity is set to 8.0 or higher (9.0 in Japan).

See also