Master Hand (SSBM)

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Master Hand's appearance in Melee.

MasterHandHeadSSBM.png Super Smash Bros. Melee sees Master Hand reprising his role as a boss in the single-player mode - he is the final boss of the 1-player Classic Mode, and has a set HP which must be depleted to win; he does not appear in the Adventure Mode or All-Star Mode, where his role is replaced instead by Giga Bowser and a team of Mr. Game & Watches. He is fought on the Melee version of Final Destination. Defeating Master Hand once again causes the screen to fade to white as he explodes into the background; after the last results screen, the player's character is seen tumbling, then turning into their Trophy state, landing in the Collection room of the game. Master Hand received a multitude of alterations to his overall fighting style when moving on to Melee. His moveset is slightly altered and expanded, he loses the ability to turn around, and his HP is altered based on the difficulty. In addition to this increase in HP, his power increases with each increment in difficulty, with the highest levels giving him a multitude of attacks with OHKO potential. Additionally, instead of appearing as a glove with a "cuff", Master Hand's "wrist" fades into nothingness.

The game also introduced Crazy Hand, Master Hand's left-handed partner. When the two are on the field at the same time, they can perform powerful combination attacks. Crazy Hand appears when set conditions are met.

Master Hand does not appear in the opening cinematic, though his trophy (see below) elaborates his role in the Super Smash Bros. universe.

Moveset

Note that none of the names are official. Master Hand can only be played via hacking with an Action Replay. All directions are pressed on the D-Pad, not the Control Stick. Lastly, Master Hand can only be controlled by Player 3.

Individual

Move Damage Debug mode input Description
Big Slap 25% L→ Master Hand takes a big swipe across the stage.
Finger Bullet 10% (single pair), 6% (triple pair) B→ Master Hand makes the shape of a gun, and fires pairs of bullets. He fires one pair if above 100 HP, and three pairs if below. If hacks or glitches mean that Master Hand has a damage percentage instead of HP, "above 100 HP" is translated as "has taken 200% damage or more".
Finger Drill 5% (startup), 4% (descent), 1% (each hit) R↑ Master Hand flies up, then slams down while spinning in a drill-like fashion. Difficult to escape and deals high damage, but effectively no knockback.
Finger Walk 10%/12% (walk), 20% (kick) L↓ Master Hand "walks" using his pointer and middle fingers. When he reaches his opponent, he "kicks" them.
Floor Sweep 14% L↑ Master Hand makes a slapping motion across the platform.
Flying Punch 34% A→ Master Hand flies off the screen, then appears in the background as a fist. He attempts to slam into the player, then flies back onto the stage from the top of the screen. As a meteor smash, it cannot KO grounded players until very high percentages.
Flying Slap 30%/24%/16%/12% (from earlist to latest) A↓ Master Hand flies off the top of the screen, then appears in the background. He attempts to flatten the player. A powerful semi-spike if the player is inside of his palm; the ground-only shockwave produced starts with vertical knockback but flattens out with distance.
Jetstream 10% (startup), 30% (attack) A↑ Master Hand makes a vaguely plane-like shape, then flies into the background. He attempts to fly into the player, then flies in from the right. When Master Hand is about to launch, the fire that comes out of his wrist is a meteor smash.
Laser Nail 9% B↑ Master Hand shoots a laser beam from each of his fingertips.
Power Punch 24% R→ Master Hand hovers over the target, then quickly punches down with an explosive meteor smash.
Power Slap 26% R↓ Master Hand slaps the ground. Buries the player.
Reverse Throw 18% Z↑ Master Hand throws the opponent backwards with decent knockback.
Squeeze 13% Z↑/Z→ Master Hand's pummel. After 3 squeezes he will move to a throw.
Tri-Poke 7%, 7%, 20% R← Master Hand pokes the air three times. The third poke is more powerful.
Vertical Throw 20% Z→ Master Hand throws the opponent into the ground. High damage and knockback, but cannot KO under normal conditions.

In combination with Crazy Hand

The damage recorded here is only for Master Hand's contribution to the attack. For Crazy Hand's contribution, see Crazy 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.

Move Damage Description
Applause 6% (sleep), 3% (swipes), 10% (last swipe) A gas 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.
Cross Punch 0% 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.
Sandwich Punch 13% (swing) The two hands punch together. Has a fire effect and it sends players upwards. Can KO opponents at high percentage.

Trophy

The Master Hand trophy in Melee
Master Hand
The Master Hand awaits anyone who survives the long difficult road to the Final Destination. This symbolic link between the real world and the imaginary battlefields of Super Smash Bros. Melee is quite a handful in battle, and just because he wears a white glove doesn't mean he fights clean. Get ready to get flicked, swatted, punched, and poked like crazy!
  • Super Smash Bros.