Super Smash Bros. 4

Crazy Hand (SSB4): Difference between revisions

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==Moveset==
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===Individual===
===Individual===
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Revision as of 05:11, August 20, 2015

This article is about Crazy Hand's appearance in Super Smash Bros. 4. For general information, see Crazy Hand.
Crazy Hand
Crazy Hand (SSB Wii U & 3DS).png
File:SmashBrosSymbol.png

Crazy Hand's Render in Super Smash Bros. 4

A boss in SSB4
Universe Super Smash Bros.
Location Final Destination
Voice actor Xander Mobus

Crazy Hand resumes his appearance in Super Smash Bros 4. In Super Smash Bros. for Nintendo 3DS, he is fought in Classic Mode on intensity 3.0 or higher, and if the player chooses the black path at the end of the mode. From intensity 5.1 onwards, upon depleting the two hand's health to an amount (depending on the intensity), Crazy Hand will leave the fight, however, Master Hand will "rip open" and Master Core will emerge. In Super Smash Bros. for Wii U, Crazy Hand also appears at the end of Classic Mode, and as the final boss of Crazy Orders.

Changes from Brawl to SSB4

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  • Crazy Hand and Master Hand now share the same pool of HP, meaning that the player must contend with both Hands for the majority of the battle.
  • Crazy Hand, along with Master Hand, is much more detailed looking than in previous games.

Moveset

Individual

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Move Damage Description
Big Rip Crazy Hand rips open the fabric of space, revealing a vortex. The vortex sucks in the player, and if caught, deals significant damage before launching them sideways. Gives the player the flower effect for a few seconds
Big Slap Crazy Hand slaps across the stage.
Bury Bash Crazy Hand's new down throw. He rears upwards and plants the player into the ground.
Finger Bomb Crazy Hand moves to center stage and drops a series of bombs.
Jetstream Crazy Hand flies into the background, circles around, and rams the player.
Laser Nail Crazy Hand fires lasers from his fingertips.
Pink Pillar Crazy Hand produces a series of magenta rods, which he sticks into the ground one-by-one at intervals along the stage. They explode when touched or enough time passes; they deal damage but do not disappear if Crazy Hand is still holding them.
Power Punch Crazy Hand raises up and punches down on the player. This is followed up by two more quick punches to fake out those who only dodged once.
Shadowball Bash Crazy Hand produces a ball of shadowy energy, tosses it upwards, and backhands it into the stage.
Spasm Crazy Hand sits on the ground and flops everywhere. The attack now has a more pronounced final hit.
Spider Walk Crazy Hand skitters across the stage.
Squeeze Crazy Hand's pummel.

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 (SSB4).

Move Damage Description
Cross Punch 0% Crazy Hand punches across the stage, with Master Hand catching him.
Dual Sweep 3% per hit Crazy Hand runs his fingers across the stage like a plow, shortly followed by Master Hand flying in the other direction with an uppercut.
Juggling Act 7% (small), 11% (large) Master Hand tosses a series of small orbs towards Crazy Hand, who bats them back across the stage. After a few rounds, Crazy Hand begins throwing large orbs towards Master Hand, who flicks them directly towards the player. These two phases are sometimes reversed.

Trophies

Crazy Hand
NTSC 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.
PAL The personification of destruction in the Smash Bros. universe. There's madness in every move he makes. He'll drop bombs on you, squeeze you and squash you into the ground. When Master Hand and Crazy Hand pair up, they're incredibly dangerous. Prepare yourself for an intense battle when their laughter fills the air.
GameCube: Super Smash Bros. Melee (12/2001)
Wii U: Super Smash Bros. for Wii U

Trivia

  • Super Smash Bros for Nintendo 3DS is the first game that Classic does not have to be beaten quickly in order to summon Crazy Hand. Instead, the player can choose to fight against him at any time by setting the intensity to 3.0 or higher. The player will have no choice but to fight Crazy Hand and Master Core if the intensity is set to 8.0 or higher.
  • If one defeats Crazy Hand before Master Hand, Crazy Hand can be seen in a much smaller scale far off in the distance.

Gallery