Crazy Hand (SSBM)
Crazy Hand first appeared in Super Smash Bros Melee. To fight him, one must play Classic Mode on Normal mode or higher, and reach Master Hand in 18 minutes or less. Crazy Hand will appear once Master Hand's HP drops to 50%.
Moveset (Melee)
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. Also note that some of Crazy Hand's moves (the one that Master Hand also has) have a second effect like freezing.
Solo Moves
Input | Name | Notes |
---|---|---|
A↑ | Flying Punch | Crazy Hand flies in from behind the stage as a fist, causing an electrical explosion on crossing the playing field. Unlike Master Hand, this attack is a vertical KO move, star KOing as low as 35%. |
A→ | Power Slap | Crazy Hand slaps the ground. This attack can bury grounded players, while on aerial characters it instead results in considerable horizontal knockback. |
A↓ | Jetstream | Crazy Hand flies in from behind the stage and spins around. The player gets electrocuted when the move is done. It is possible to DI out of his attack, however this attack can punish any player that utilize DI as this attack has a knockback. Unlike Master Hand, this move doesn't have set knockback and rather has high horizontal knockback, KOing the player at high percentage. |
B↑* | Laser Nail | Crazy Hand shoots lasers from his fingertips. Only the endpoints do damage. |
B→ | Laser Nail | Crazy Hand shoots lasers from his fingertips. Only the endpoints do damage. (identical to B↑) |
B↓ | Bomb | Crazy Hand drops several bombs. If a bomb hits a character before it hits the ground, it does low damage with minimal knockback. If a bomb hits the ground, it does double damage with a very large darkness explosion and reasonable knockback. |
B← | Laser Nail | Crazy Hand shoots lasers from his fingertips. Only the endpoints do damage. (identical to B↑) |
L↑ | Floor Sweep | Crazy Hand sweeps across the stage. This move electrocutes the player. Has decent vertical knockback. |
L↓ | Spasm | Crazy Hand lies on the ground and has violent spasms. Very large hitbox and sends opponents upward, but cannot hit aerial targets. |
L← | Spider Walk | Crazy Hand "crawls" across the stage using his fingers. High damage and okay knockback when it connects, dealing darkness damage. Slightly weaker with a slash sound and flatter angle if it hits during the later part of the move. |
L→ | Floor Sweep | Crazy Hand sweeps across the stage. (identical to L↑) |
R↑ | Power Punch | Crazy Hand punches the ground with a large explosion. Unlike Master Hand, it aims at the player faster and has more knockback, but the knockback is fixed. |
R↓ | Tri-Poke | Crazy Hand pokes three times. The first causes darkness, the second causes electrocution, and the third poke causes freezing. The pokes can chain together but are easy to DI out of. The first two pokes can hit three times each, while the third has high vertical knockback, being capable of star KOing any players at middle to high percentage. |
R← | Finger Drill | Crazy Hand drills into the ground. |
R→ | Power Slap | Crazy Hand slaps the ground. (identical to A→) |
Z↑ | Grab | Crazy Hand grabs another character and begins to crush them. Has a flower effect. They can escape by button mashing, but, if they fail to do so, Crazy Hand will toss them away. |
Z→ | Grab | Crazy Hand grabs another character and begins to crush them. Has a flower effect. Crazy Hand throws the opponents forward with very high horizontal knockback, KOing the player at low percentage if the player doesn't utilize DI. (identical to Z↑) |
Z← | Grab | Crazy Hand grabs another character and begins to crush them. Has a flower effect. He will throw opponents backwards with low horizontal knockback though this attack can KO at high percentage. (identical to Z↑) |
*Freezes the game if used alone.
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. 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. |
Y↑ | Y↑ | Double Punch | The two hands punch together. Has a fire effect and it sends players upwards. Can KO opponents at high percentage. |
Y↑ | Y↓ | Catch | 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. |
Melee trophy
Where the Master Hand loves to create, its alter ego is impulsive and destructive, consumed with that hollow feeling which comes from destroying your own creations. The Crazy Hand appears when a player clears obstacles quickly and the Master Hand's power is low. You have only one chance to defeat the Crazy Hand.
- Super Smash Bros. Melee
Bosses | |
---|---|
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 |