Master Hand

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Master Hand
File:Various28 080225awk1.jpg
A boss in SSB, SSBM, SSBB
Universe Super Smash Bros.
For the trophy, see Master Hand (trophy).

Master Hand (マスターハンド, Masutā Hando) is a glove-like entity that acts as the creator of the Super Smash Bros. universe. It is the final boss of the 1P Game in Super Smash Bros., the final boss of the Classic Mode in Super Smash Bros. Melee, and the final boss of Classic mode in Super Smash Bros. Brawl. Master Hand's origins are unknown, and he and Crazy Hand's purpose is undiscovered. But both Hand's are in a dualistic conflict of create and destroy.

Appearances

Super Smash Bros.

MasterhandSSB64.jpg

In Super Smash Bros., Master Hand is the final opponent of the 1P Game. It resides in a level aptly called Master Hand's Residence by fans. It uses its size and shape to its advantage - it slaps, punches and flicks the player around.

Master Hand cannot be KO'd by normal means; instead, he has 300 HP which must be depleted. Once 0 HP is reached, it explodes into the background, and the character is turned back into a doll.

Master Hand also appears in the opening cinematic. It positions two random characters on a table, and after carefully positioning everything, changes the table into a stage resembling Peach's Castle, bringing the dolls to life.

Super Smash Bros. Melee

File:MasterHand.jpg
Master Hand trophy in SSBM

Super Smash Bros. Melee sees Master Hand taking a similar role - it is the final boss of the 1-player Classic mode, and has a set HP which must be depleted to win. There are, however, a few changes made to it - its moveset is slightly altered, and its HP is altered based on the difficulty (for example, it only has 150 HP when fought on Very Easy mode, where SSB had it fixed to 300 regardless of the mode).

We are also introduced to Crazy Hand, Master Hand's left-handed alterego. When the two are on the field at the same time, they can perform powerful combination attacks. Crazy Hand appears when set conditions (the mode is Normal, Hard or Very Hard, the player has got to Final Destination in 15 minutes or less, and Master Hand's HP is 150 or lower).

The two Hands also appear in Event Match 50: Final Destination Match, where they must be defeated simultaneously.

Master Hand does not appear in the opening cinematic, though its trophy elaborates its role in the Super Smash Bros. universe.

Super Smash Bros. Brawl

MasterHandBrawl.png

Master Hand has been confirmed to reappear in Super Smash Bros. Brawl. He will reprise his role as the final boss of Classic mode. 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 also appears in the Subspace Emissary, as Ganondorf's and Bowser's boss. Soon after a Subspace Bomb is used on a castle, Ganondorf invents new orders from Master Hands, which he soon gets via a TV screen.

However, when all of the characters arrive in the Subspace world, he turns out to be Taboo's puppet. Ganondorf attacks Taboo, but is easily knocked back, though while he falls he breaks Master Hand's strings, thus freeing him. Master Hand too attempts to strike Taboo, but just like Ganondorf, is defeated with little effort.

Later on, King Dedede, Ness and Luigi revives Bowser, who then stares at the Master Hand trophy.

Other appearances

Master Hand and Crazy Hand also appear in the GBA game Kirby and the Amazing Mirror. Master Hand is a sub-boss and they are both the area boss of Candy Constellation, and both must be defeated simultaneously (a la Final Destination Match). Absorbing Master Hand grants Kirby the Smash ability, which gives him his Smash moveset.

As a character

Though there are several so-called "cheats" that supposedly allow Master Hand to be played as a normal character, all of them are false - the only method of controlling Master Hand is through a cheating device such as a GameShark or Action Replay. As expected, playing as Master Hand causes a few problems - it can cause random crashes, and depleting its HP freezes the game.

None of the move names are official.

Super Smash Bros. moveset

Note that Master Hand's moves will automatically target the highest-numerical player other than itself (Player 1 or 2 in most cases)

Move Name Notes
A Poke Master Hand pokes the air twice. The second poke is more powerful. Inflicts 8-26%.
A> Slam Master Hand makes a fist and slams into the player. Does 20% to player.
Forward Smash Gun Master Hand makes the shape of a gun, and fires sets of bullets. It fires 1 set if above 100 HP, and three sets if below. 5% each.
A^ Drill Master Hand flies up, then slams down while spinning in a drill-like fashion. 1-25%
Up Smash Ram Master Hand flies off the screen, then appears in the background as a fist. It attempts to slam into the player, then flies back onto the stage from the top of the screen. 16%
Av Sweep Master Hand makes several sweeping motions. The amount of motions depend on the size of the platform. 12%
Down Smash Crush Master Hand flies off the top of the screen, then appears in the background. It attempts to flatten the player. 16%
B Walk Master Hand "walks" using his pointer and middle fingers. When he reaches his opponent, he "kicks" them. 18%.
B^ Jet Master Hand makes a vaguely plane-like shape, then flies into the background. It attempts to fly into the player, then flies in from the right. 12-16%
B>* Slap Master Hand makes a slapping motion across the platform. 16%
Bv Punch Master Hand hovers over the target, then quickly punches down. 8-24%

* B> attacks were not given to "normal" characters until Melee.

Super Smash Bros. Melee

In Super Smash Bros. Melee, Master Hand can only be controlled if set to Player 3. Also note that the directions are pressed on the D-Pad, not the Control Stick.

Solo moves

Move Name Notes
A^ Jet Master Hand makes a vaguely plane-like shape, then flies into the background. It attempts to fly into the player, then flies in from the right. 10-30%
A> Ram Master Hand flies off the screen, then appears in the background as a fist. It attempts to slam into the player, then flies back onto the stage from the top of the screen. 34%
Av Crush Master Hand flies off the top of the screen, then appears in the background. It attempts to flatten the player. 30%
B^ Lasers Master Hand shoots a laser beam from each of his fingertips. Only the endpoints do damage. 9% each
B> Gun Master Hand makes the shape of a gun, and fires sets of bullets. It fires 1 set if above 100 HP, and three sets if below. 10% (one set) 6% (three sets)
Z^ Grab Master Hand grabs his opponent and begins to crush them. They can escape by button mashing, but, if they fail to do so, Master Hand will toss them away. 13%/crush, then 18-20% afetrwards.
R< Poke Master Hand pokes the air twice. The third poke is more powerful. 7-34%
R> Punch Master Hand hovers over the target, then quickly punches down. 24%
Rv Slap Master Hand slaps the ground. 26%
R^ Drill Master Hand flies up, then slams down while spinning in a drill-like fashion. 1-48%
L^ Slap Master Hand makes a slapping motion across the platform. 25%
Lv Walk Master Hand "walks" using his pointer and middle fingers. When he reaches his opponent, he "kicks" them. 10-30%

Moves used in conjunction with Crazy Hand

MH (Master Hand) and CH (Crazy Hand) must both press the input shown to trigger the combination attack.

MH input CH 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.

MH Input CH Input Combo Name Notes
A^ Av, A< Double Jet Not exactly the most useful combo, but still fun if pulled off right.
Av R> 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.
B> Bv Unique Traits Useful for when the enemy is dazed or stuck in something, but easily blocked, reflected, or dodged otherwise.
Lv L< Walking Death Another combo the player will have a hard time dodging, and even recovering if it hits right.
R< Rv 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.

NOTE: The moves with "???" on CH Input are moves that have not been found yet, but can be pulled off by a CPU.

See also