Super Smash Bros. Brawl

Master Hand (SSBB)

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This article is about Master Hand's appearance in Super Smash Bros. Brawl. For general information, see Master Hand.
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Master Hand
MasterHandBrawl.jpg
File:SmashBrosSymbol.png

Official artwork of Master Hand in Super Smash Bros. Brawl

A boss in Brawl
Universe Super Smash Bros.
Location Final Destination
Voice actor Pat Cashman

Master Hand reprises his role as the final boss of Classic Mode in Super Smash Bros. Brawl, and once again is fought on Final Destination. His attacks are very similar to that of his Melee form with some changes. The amount of HP he has is still dependent on the difficulty as well. Crazy Hand also returns in Classic Mode, if certain conditions are met.

Role in the Subspace Emissary

Master Hand in the Subspace Emissary.

Master Hand also appears in The Subspace Emissary, as the one giving orders to Ganondorf, Bowser and Wario. Soon after a Subspace Bomb is used on King Dedede's castle, Ganondorf receives new orders from Master Hand, which he gets via a TV screen; this leads the player to believe that Master Hand acts as the primary antagonist of the mode.

Master Hand released from his bonds.

However, when all of the characters arrive in Subspace, Ganondorf reports to Master Hand after betraying Bowser; when Master Hand shows himself, however, Ganondorf learns that he has actually been under the control of Tabuu via the Chains of Light. Ganondorf attacks Tabuu with his Dark Dive as an act of defiance, but is easily knocked back, though his fall causes him to break the Chains of Light that Tabuu had controlled Master Hand with, thus freeing him. Master Hand too attempts to strike Tabuu, but just like Ganondorf, is defeated with little effort. As he is a different kind of being from the playable characters, he does not change into a trophy, and simply lies motionless on the ground when defeated by Tabuu, appearing to bleed from the areas he was previously attached to; his ultimate fate is never shown.

Knowing that he would be able to use Master Hand to recruit fighters to aid him in his goals, Tabuu enslaved Master Hand with the Chains of Light some time before the plot of the Subspace Emissary begins.

Moveset

Like all other enemies in the game, Master 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. Unlike the previous games Master Hand is not playable, just controllable, and some move cannot be used as some will freeze the game, however the public codes disable these moves. The reason why he is not playable is because all bosses in Brawl are in a class completely separate from the playable characters, just like how Sandbag is now considered an item instead of a character like in Melee. The start button self-destructs any boss.

Individual

Move Input Damage Description
Big Swipe B< 22+2.1d Master Hand makes a wide swipe across the stage.
Fake-Out Slap B> 22+2.2d Master Hand holds a fist above the player as if to punch them, but instead opens up and comes down with a slap. Buries the player.
Finger Bullet (Unusable) 8+1.8d Fires a pair of bullets. If HP is low, three pairs of bullets.
Finger Drill X^ 2+1.0d (ascent/descent), 4+1.2d (hits), 4 (end) Master Hand flies up and comes down onto the player, drilling into them.
Finger Walk X< 12+1.8d/8+1.5d (walk), 20+2.0d/12+2.0d (kick) Master Hand "walks" across the stage on two fingers and "kick"s the player upon reaching them.
Floor Sweep A< 10+2.0d (per hit) Master Hand uses the back of his hand and sweeps across the platform 3 times.
Flying Punch A^ 24+2.6d Master Hand zooms in from the background with a punch.
Flying Slap Av 24+2.3d/18+2.0d (clean), 13+1.2d (mid), 9+1.1d (late) Master Hand flies in from the background and slaps the stage.
Jetstream B^ 10+1.3d (startup), 22+2.4d (attack) Master Hand fires into the air and swoops in from the background.
Laser Nail B 4+1.6d Master Hand fires a laser from each fingertip.
Power Punch A> 25+2.5d Master Hand hovers above the player and drops down in an explosive fist.
Reverse Throw (Unusable) 14+1.6d Master Hand throws the player backwards.
Squeeze (Unusable) 10+1.5d Master Hand's pummel, once he grabs the player. Hits at most three times. Sets up for one of his two throws, if not escaped.
Tri-Poke A 9+1.2 (hits 1-2), 14+1.3d (hit 3) Master Hand pokes the air three times. The last poke is more powerful.
Vertical Throw (Unusable) 22+1.8d Master Hand throws the player downwards into the stage.

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 (SSBB).

Move Damage Description
Applause 3+1.0d (sleep), 4+1.1d (each clap) The two hands release sleeping gas across the stage before clapping five times.
Cross Punch 0 Crazy Hand punches across the stage, with Master Hand catching him.
Sandwich Punch 10+1.1d The two hands touch fingers before winding up and punching each other.

Attack pattern

While Crazy Hand determines when a combo move will be used, it is Master Hand's choice which one to use.

Move 1
  • Floor Sweep
  • Laser Nail
  • Power Punch
  • Sandwich Punch
Move 2
  • Finger Drill
  • Grab
  • Finger Bullet
  • Applause
  • Cross Punch
  • Sandwich Punch
Move 3
  • Flying Punch
  • Flying Slap
  • Jetstream
Move 4
  • Grab
  • Finger Walk
  • Fake-Out Slap
  • Applause
  • Twin Laser (combo move, both Hands use Laser Nail)
Move 5
  • Big Slap
  • Twin Turbines (combo move, both Hands use Jetstream)

Changes from Melee to Brawl

  • Has been buffed - many of his attacks are faster, deal more damage, and are more difficult to dodge. Finger Walk and Big Swipe have almost instantaneous start-up.
  • Finger Drill is more difficult to dodge: it can only be dodged if a player perfectly executes a roll, or leaves the stage until the attack finishes. Even then, many characters' rolls are too short to escape his vacuum, and going off the stage can make it hard to come back, as there are hitboxes of the drill that prevents the player from grabbing the ledge. However, this attack is still easier to avoid by using the attacks that can move the character a considerable distance (though not every approach attack can be used avoid this attack easier). The player may also run away from this attack if they are very fast enough with characters like Sonic. If playing as Lucario, using a well timed down special before Master Hand slams down while spinning in a drill-like fashion will also work.
  • After using Jetstream, Master Hand returns to his normal position on the right side of the stage, instead of appearing on the left and traveling back to the right side. Jetstream can no longer meteor smash during the start up.
  • During the start of Master and Crazy Hands' Applause attack, characters are hit by the Fan effect while in the air.
  • Flying Punch now deals horizontal knockback and can no longer meteor smash.
  • Laser Nail moves forth and back once.
  • Finger Bullet cannot be avoided by crouching.
  • Finger Walk begins almost instantaneously and has more power, allowing Master Hand to suddenly hit, and potentially KO, nearby players.
  • Big Swipe is faster, stronger, and covers a larger area.
  • First throw now has horizontal knockback instead of upward knockback.
  • Relative to the average knockback of their moves, Master Hand is now more powerful than Crazy Hand.

Trophy

Master Hand
A being tied to the link between this world, where trophies fight, and the world beyond. The meaning of his existence is unknown, as are his goals, but he seems to have obtained (and kept hidden) a power that borders on absolute. He also seems to feel a certain joy in challenging chosen warriors who've claimed many victories. He waits even now in Final Destination.
N64: Super Smash Bros.
Wii: Super Smash Bros. Brawl