Crazy Hand: Difference between revisions
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Though he appears in ''[[Super Smash Bros. Brawl]]'' during the Boss Battles mode, he does not actually appear as a [[boss]] of [[the Subspace Emissary]] (See [http://www.youtube.com/watch?v=HDOpKpCHZmo YouTube: SSB - All bosses]. Crazy Hand can be seen from 2:54 to 3:05 and Master from 3:43 to 4:00, distinguished by their mirrored thumbs.) Despite this, his trophy, when arranging your collection by type, 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 TSE. To fight him you must arrive at the final stage and the difficulty level is set to Hard or above, as well as arrive at the final stage in 9 minutes or less. | Though he appears in ''[[Super Smash Bros. Brawl]]'' during the Boss Battles mode, he does not actually appear as a [[boss]] of [[the Subspace Emissary]] (See [http://www.youtube.com/watch?v=HDOpKpCHZmo YouTube: SSB - All bosses]. Crazy Hand can be seen from 2:54 to 3:05 and Master from 3:43 to 4:00, distinguished by their mirrored thumbs.) Despite this, his trophy, when arranging your collection by type, 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 TSE. To fight him you must arrive at the final stage and the difficulty level is set to Hard or above, as well as arrive at the final stage in 9 minutes or less. | ||
Crazy Hand's origins are unknown, and he and [[Master Hand]]'s purpose is undiscovered. But both Hands are in a dualistic conflict of [[Master Hand|create]] and '''[[Crazy Hand|destroy]]'''. | |||
==Moveset== | ==Moveset== | ||
Revision as of 17:17, March 30, 2008
Crazy Hand | |
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A boss in | SSBM, SSBB |
Universe | Super Smash Bros. |
Crazy Hand (Japanese: クレイジーハンド, Kureijī Hando) is Master Hand's left hand counterpart. While Master Hands movements are very mature and easy going, Crazy Hand moves in disfunctional and erratic ways. To fight him in Melee, you have to clear Normal level Classic Mode in 18 minutes or less and reduce Master Hand's health by half. He also appears in Event 50: Final Destination Match.
Crazy Hand looks exactly the same as Master Hand (apart from being a left-hand), but it acts more erratic and chaotic in general. He is impulsive, destructive, and consumed with a hollow feeling which comes from destroying one’s own creations. When preparing for an attack, Crazy Hand's movements are also different. When joined with Master Hand, they can perform several combined attacks.
Though he appears in Super Smash Bros. Brawl during the Boss Battles mode, he does not actually appear as a boss of the Subspace Emissary (See YouTube: SSB - All bosses. Crazy Hand can be seen from 2:54 to 3:05 and Master from 3:43 to 4:00, distinguished by their mirrored thumbs.) Despite this, his trophy, when arranging your collection by type, 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 TSE. To fight him you must arrive at the final stage and the difficulty level is set to Hard or above, as well as arrive at the final stage in 9 minutes or less.
Crazy Hand's origins are unknown, and he and Master Hand's purpose is undiscovered. But both Hands are in a dualistic conflict of create and destroy.
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.
Solo Moves
Input | Name | Notes |
---|---|---|
A^ | Rocket Punch | Crazy Hand flies from behind the stage and punches. |
A< | Rocket Drill | Crazy Hand flies from behind the stage and spins around. |
A> | Slap | Crazy Hand slaps the ground. |
Av | Rocket Drill | Crazy Hand flies from behind the stage and spins around (identical to A<) |
B^ | Laser | Crazy Hand shoots lasers from its fingertips. Only the endpoints do damage. |
B> | Laser | Crazy Hand shoots lasers from its fingertips. Only the endpoints do damage. (identical to B^) |
Bv | Bomb | Crazy Hand drops several bombs. |
B< | Laser | Crazy Hand shoots lasers from its fingertips. Only the endpoints do damage. (identical to B^) |
L^ | Sweep | Crazy Hand sweeps across the stage. |
Lv | Seizure | Crazy Hand lies on the ground and has violent spasms. |
L< | Crawl | Crazy Hand "crawls" across the stage using its fingers. |
L> | Sweep | Crazy Hand sweeps across the stage. (identical to L^) |
R^ | Punch | Crazy Hand punches the ground. |
Rv | Poke | Crazy Hand pokes three times. The third poke causes freezing. |
R< | Drill | Crazy Hand drills into the ground. |
R> | Slap | Crazy Hand slaps the ground. (identical to A>) |
Y< | Spark | Crazy Hand emits sparks. This move is purely decorative. |
Z^ | Grab | Crazy Hand grabs another character. |
Z> | Grab | Crazy Hand grabs another character. (identical to Z^) |
Z< | Grab | Crazy Hand grabs another character. (identical to Z^) |
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. |
Y^ | Y^ | Double Punch | The two hands punch together. |
Y^ | Yv | Catch | Crazy Hand punches across the stage and is caught by Master Hand. A shockwave that deals shadow damage is released at impact. |
Useful Combination Moves
Certain moves can be used in conjunction with each other to cause massive amounts of damage.
CH Input | MH Input | Combo Name | Notes |
---|---|---|---|
Av, A< | A^ | Double Jet | Not exactly the most useful combo, but still fun if pulled off right. |
R> | Av | Dual Smash | When done one right after the other at just the right moment, the player will dodge the first hand, but get hit by the other. |
B^, B>, B< | B^ | Twin Laser | When both laser moves are used together, the player will have a hard time dodging the lasers without staying in the center of the arena. |
Bv | B> | Unique Traits | Useful for when the enemy is dazed or stuck in something, but easily blocked, reflected, or dodged otherwise. |
L< | Lv | Walking Death | Another combo the player will have a hard time dodging, and even recovering if it hits right. |
Rv | R< | Dual Poke | Avoidable, but causes good damage if hit right. Also freezes the enemy if Crazy gets in the third hit. |
Z^, Z>, Z< | Z^ | Twin Grab | Somewhat avoidable, but still useful. |
See Also
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 |