Crazy Hand (SSBB): Difference between revisions

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==Moveset==
==Moveset==
Like all other enemies in the game, Crazy Hand's damage output is based on a value unique to the stage and the chosen difficulty level. This value (known to range from 0.0 to 11.0) is given as "d" in the following tables.
Like all other enemies in the game, Crazy Hand's damage output is based on a value unique to the stage and the chosen difficulty level. This value (known to range from 0.0 to 11.0) is given as "d" in the following tables. 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.
===Individual===
===Individual===
{| class="wikitable"
{| class="wikitable"
|-
|-
!Move!!Damage!!Description
!Move!!Input!!Damage!!Description
|-
|-
|Big Swipe||22+2.1d||Crazy Hand makes a large swipe across the stage.
|Big Swipe||B>||22+2.1d||Crazy Hand makes a large swipe across the stage.
|-
|-
|Fake-Out Slap||22+2.2d||Crazy Hand forms a fist, hovers above the player, and then smashes down with his palm. Compared to the previous game's Power Slap, the animation makes the move look more like a Power Punch until just before it fires. Semi-spikes struck opponents very powerfully, but 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.
|Fake-Out Slap||B<||22+2.2d||Crazy Hand forms a fist, hovers above the player, and then smashes down with his palm. Compared to the previous game's Power Slap, the animation makes the move look more like a Power Punch until just before it fires. Semi-spikes struck opponents very powerfully, but 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.
|-
|-
|Finger Bomb||10+2.5d||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.
|Finger Bomb||Bv||10+2.5d||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.
|-
|-
|Finger Drill||2+1.0d (ascent/descent), 4+1.2d (hits), 4 (end)||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 {{SSBB|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. Despite having an SDI multiplier of 2.0, 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 (over 100% 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.
|Finger Drill||X^||2+1.0d (ascent/descent), 4+1.2d (hits), 4 (end)||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 {{SSBB|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. Despite having an SDI multiplier of 2.0, 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 (over 100% 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.
|-
|-
|Floor Sweep||10+2.0d||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.
|Floor Sweep||A>||10+2.0d||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.
|-
|-
|Flying Punch||24+2.6d||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.
|Flying Punch||A^||24+2.6d||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.
|-
|-
|Flying Slap||24+2.3d, 18+2.0d, 13+1.2d, 9+1.1d (from earliest to latest)||Crazy Hand flies offscreen, and then comes crashing down trying to crush the player. The main attack deals very high semi-spike knockback, but neither it nor the shockwave will hit a player unless they are close to the ground, leaving it easily evaded by just jumping into the air.
|Flying Slap||Av||24+2.3d, 18+2.0d, 13+1.2d, 9+1.1d (from earliest to latest)||Crazy Hand flies offscreen, and then comes crashing down trying to crush the player. The main attack deals very high semi-spike knockback, but neither it nor the shockwave will hit a player unless they are close to the ground, leaving it easily evaded by just jumping into the air.
|-
|-
|Jetstream||10+1.3d (startup), 22+2.4d (attack), 10+1.0d (end)||Crazy Hand faces upward before flying offscreen, to then reappear in the background flying at the player in a spiral pattern. During the startup, touching Crazy Hand's wrist is a meteor smash, though this meteor smash is very weak with fixed knockback and is no real threat to KO the player. The primary part of the move will deal very high vertical knockback, but like the Flying Punch, 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.
|Jetstream||B^||10+1.3d (startup), 22+2.4d (attack), 10+1.0d (end)||Crazy Hand faces upward before flying offscreen, to then reappear in the background flying at the player in a spiral pattern. During the startup, touching Crazy Hand's wrist is a meteor smash, though this meteor smash is very weak with fixed knockback and is no real threat to KO the player. The primary part of the move will deal very high vertical knockback, but like the Flying Punch, 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.
|-
|-
|Laser Nail||4+1.6d||Crazy Hand shoots laser beams from his fingertips and slowly moves across the screen. The lasers will deal a decent amount of damage each time a player makes contact with them, but will produce almost no knockback. These lasers penetrate the stage, potentially hitting fighters underneath it.  
|Laser Nail||B||4+1.6d||Crazy Hand shoots laser beams from his fingertips and slowly moves across the screen. The lasers will deal a decent amount of damage each time a player makes contact with them, but will produce almost no knockback. These lasers penetrate the stage, potentially hitting fighters underneath it.  
|-
|-
|Power Punch||25+2.5d||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. 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.
|Power Punch||A<||25+2.5d||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. 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.
|-
|-
|Reverse Throw||14+1.6d||Crazy Hand tosses the player backwards.
|Reverse Throw||(Unusable)||14+1.6d||Crazy Hand tosses the player backwards.
|-
|-
|Spasm||10+2.6d||Crazy Hand lies down on the ground and has a violent spasm, damaging the player if they touch him. It can only damage 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.
|Spasm||Xv||10+2.6d||Crazy Hand lies down on the ground and has a violent spasm, damaging the player if they touch him. It can only damage 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.
|-
|-
|Spider Walk||14+2.2d (early), 12+2.1d (late)||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.
|Spider Walk||X||14+2.2d (early), 12+2.1d (late)||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.
|-
|-
|Squeeze||12+1.5d||Crazy Hand's pummel. Compared to Master Hand's, it can deal much higher damage, with its flower dealing effect and the fact Crazy Hand squeezes players for longer.
|Squeeze||(Unusable)||12+1.5d||Crazy Hand's pummel. Compared to Master Hand's, it can deal much higher damage, with its flower dealing effect and the fact Crazy Hand squeezes players for longer.
|-
|-
|Tri-Poke||9+1.2d (hits 1-2), 14+1.3d (hit 3)||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. The pokes 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.
|Tri-Poke||A||9+1.2d (hits 1-2), 14+1.3d (hit 3)||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. The pokes 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.
|-
|-
|Vertical Throw||22+1.8d||Crazy Hand throws the player into the ground.
|Vertical Throw||(Unusable)||22+1.8d||Crazy Hand throws the player into the ground.
|}
|}
===In combination with Master Hand===
===In combination with Master Hand===

Revision as of 08:18, March 21, 2015

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Crazy Hand appears in Super Smash Bros Brawl. To fight him, one must play Classic Mode on Hard or higher, and reach Master Hand in 9 minutes or less. Crazy Hand will appear immediately.

Moveset

Like all other enemies in the game, Crazy Hand's damage output is based on a value unique to the stage and the chosen difficulty level. This value (known to range from 0.0 to 11.0) is given as "d" in the following tables. 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.

Individual

Move Input Damage Description
Big Swipe B> 22+2.1d Crazy Hand makes a large swipe across the stage.
Fake-Out Slap B< 22+2.2d Crazy Hand forms a fist, hovers above the player, and then smashes down with his palm. Compared to the previous game's Power Slap, the animation makes the move look more like a Power Punch until just before it fires. Semi-spikes struck opponents very powerfully, but 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.
Finger Bomb Bv 10+2.5d 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.
Finger Drill X^ 2+1.0d (ascent/descent), 4+1.2d (hits), 4 (end) 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. Despite having an SDI multiplier of 2.0, 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 (over 100% 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.
Floor Sweep A> 10+2.0d 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.
Flying Punch A^ 24+2.6d 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.
Flying Slap Av 24+2.3d, 18+2.0d, 13+1.2d, 9+1.1d (from earliest to latest) Crazy Hand flies offscreen, and then comes crashing down trying to crush the player. The main attack deals very high semi-spike knockback, but neither it nor the shockwave will hit a player unless they are close to the ground, leaving it easily evaded by just jumping into the air.
Jetstream B^ 10+1.3d (startup), 22+2.4d (attack), 10+1.0d (end) Crazy Hand faces upward before flying offscreen, to then reappear in the background flying at the player in a spiral pattern. During the startup, touching Crazy Hand's wrist is a meteor smash, though this meteor smash is very weak with fixed knockback and is no real threat to KO the player. The primary part of the move will deal very high vertical knockback, but like the Flying Punch, 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.
Laser Nail B 4+1.6d Crazy Hand shoots laser beams from his fingertips and slowly moves across the screen. The lasers will deal a decent amount of damage each time a player makes contact with them, but will produce almost no knockback. These lasers penetrate the stage, potentially hitting fighters underneath it.
Power Punch A< 25+2.5d 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. 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.
Reverse Throw (Unusable) 14+1.6d Crazy Hand tosses the player backwards.
Spasm Xv 10+2.6d Crazy Hand lies down on the ground and has a violent spasm, damaging the player if they touch him. It can only damage 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.
Spider Walk X 14+2.2d (early), 12+2.1d (late) 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.
Squeeze (Unusable) 12+1.5d Crazy Hand's pummel. Compared to Master Hand's, it can deal much higher damage, with its flower dealing effect and the fact Crazy Hand squeezes players for longer.
Tri-Poke A 9+1.2d (hits 1-2), 14+1.3d (hit 3) 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. The pokes 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.
Vertical Throw (Unusable) 22+1.8d Crazy Hand throws the player into the ground.

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 (SSBB).

Move Damage Description
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).
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.
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.

Attack pattern

Move 1
  • Finger Bomb
  • Spider Walk
  • Fake-Out Slap
  • Combo Call
Move 2
  • Floor Sweep
  • Tri-Poke
  • Grab
  • Combo Call
Move 3
  • Flying Punch
  • Flying Slap
  • Jetstream
Move 4
  • Spasm
  • Power Punch
  • Laser Nail
  • Combo Call
Move 5
  • Finger Drill
  • Grab
  • Combo Call

Brawl trophy

Crazy Hand's trophy in Brawl

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

Trivia

  • In his trophy description, Crazy Hand is claimed to appear "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 under the Subspace Emissary heading, despite Crazy Hand's absence from this mode. Master Hand, however, does.
  • Although his dying scream is found in the Sound Test, his opening laugh is not.