Crazy Hand (SSBB)

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Crazy Hand appears in Super Smash Bros Brawl. To fight him, one must play Classic Mode on Hard or higher, and reach Master Hand in 9 minutes or less. Crazy Hand will appear immediately.

Moveset (Brawl)

Crazy Hand is controllable, not playable in Brawl through hacking. The start button self-destructs any boss. To control the bosses the player must be player 3 using a gamecube controller.

Move Name Description
A Poke Crazy Hand pokes 3 times, the first poke hits with darkness, the second with electricity, and the third with ice.
A^ Ram Crazy Hand flies off the stage and back on as a fist.
Av Slap Crazy Hand slaps the stage.
A< Punch Crazy Hand punches the stage.
A> Sweep Crazy Hand uses the back of his hand and sweeps across the stage hitting 3 times.
B Lasers Crazy Hand shoots lasers from his fingertips.
B^ Jet Crazy Hand makes a plane-like shape with his hand, and flies off and back on the stage.
Bv Bombs Crazy Hand drops 12 bombs.
B< Ground hit Crazy Hand makes a fist and hits the ground with his palm.
B> Slap Crazy Hand slaps across the stage.
X Crawl Crazy Hand crawls across the stage.
X^ Drill Crazy Hand drills into the ground.
Xv Spasm Crazy Hand lays on the ground and has spasms.
Unusable move Grab Crazy Hand grabs the player and squeezes them 3 times, then he throws the player and inflicts them with the flower alignment.

Attack Order (Brawl)

First Move

File:CrazyHand3.jpg
Crazy Hand's "Crawl" attack
Crazy Hand's first poke attack which burns players with darkness effect.
  • Bomb: Crazy Hand arches with his fingers above the center of the stage, and drops bombs from his fingertips. Since Crazy Hand initiates the move only in the center of the stage and never moves during it, it is simple to evade by just staying from the stage center during the move.
  • Crawl: Crazy Hand "crawls" across the stage, damaging anyone he touches. Crazy Hand can be evaded by jumping over him or air dodging through him as he passes through.
  • Palm smash: Crazy Hand forms a fist, hovers above the player, and then smashes down with his palm. Semi-spikes struck opponents very powerfully, however just like in Melee, this attack cannot hit airbone players unless they are close to the ground, which when combined with the long telegraphing of the move, leaves it easily evaded by just jumping into the air. Compared to Master Hand's version, Crazy Hand will fly up higher, making it more difficult to counterattack him during the move.
  • Call for team attack Crazy Hand and Master Hand do a team attack.

Second Move

  • Sweep: Crazy Hand "sweeps" across the stage moderately fast, sweeping his hand three times in doing so. Causes electric damage, with the final hit dealing moderately high knockback. Can be evaded by rolling behind Crazy Hand.
  • Poke: Crazy Hand points at the player and follows them for a few seconds, before poking the player three times. The first poke deals dakrness damage, while the second poke deals electric damage, and the final third poke freezes while dealing moderate vertical knockback. First poke, second poke, and third can be chained together, but can be DI'd out of before the final poke. Can be evaded by just moving away from Crazy Hand before he starts poking.
  • Grab: Crazy Hand follows the player around for a few seconds, and then attempts to grab the player. If successful, he then crushes them several times (which also inflicts the player with a flower), before tossing them back to the ground. The player can escape by mashing buttons. Compared to Master Hand's grab, it can deal much higher damage, with its flower dealing effect and the fact Crazy Hand squeezes players for longer, but it is no threat to KO the player unlike Master Hand's, as besides the longer squeezing giving them more time to escape, Crazy Hand will always throw the player to the ground.
  • Call for team attack: Does a team attack with Master Hand.

Third Move

  • Ram: Crazy Hand flies offscreen, and then reappears in the background flying at the player in a fist. While Crazy Hand follows the player on a horizontal level, he doesn't follow vertically, so a player can evade this by just jumping into the air a moderate distance.
  • Crush: Crazy Hand flies offscreen, and then comes crashing down trying to crush the player. Deals very high semi-spike knockback, but will not hit a player unless they are close to the ground, leaving it easily evaded by just jumping into the air.
  • Jet: Crazy Hand faces upward before flying offscreen, to then reappear in the background flying at the player in a spiral pattern. During the start up, touching Crazy Hand's wrist is a meteor smash, though this meteor smash is very weak and is no real threat to KO the player. The primary part of the move will deal very high vertical knockback, but like his Ram attack, Crazy Hand does not follow the player on a vertical level, making it easily evaded by just jumping into the air. When he reappears on the screen, the player will take very weak vertical knockback with electrical damage if they touch Crazy Hand right when he reappears.

Fourth Move

  • Seizure: Crazy Hand lies down on the ground and has a violent spasm, damaging the player if they touch him. It only produces quake hitboxes, so it only damages opponents that are grounded, leaving Crazy Hand vulnerable to aerial assaults while using the move. In addition to the fact it can't hit aerial opponents, Crazy Hand will always do the move in the same spot, making it easily evaded by just moving away from Crazy Hand.
  • Punch: Crazy Hand flies up and hovers over the player in a fist, before punching down on them. Produces set meteor smash knockback if it strikes. Like Palm smash, it can only hit a player close to the ground, leaving it easily evaded by just jumping into the air as he uses the move.
  • Lasers: Crazy Hand shoots laser beams from his fingertips and slowly moves across the screen. The lasers will deal a decent amount of damage (21%) each time a player makes contact with them, but will produce almost no knockback. These lasers penetrate the stage, potentially hitting fighters underneath it.
  • Call for team attack: Does a team attack with Master Hand.

Fifth Move

  • Drill: Crazy Hand spins upwards in a drill motion, flies above the screen, and then corkscrews down at the player. This is by far Crazy Hand's most difficult to evade attack; the only way to dodge it is to do a roll at the right time, but this will fail with most characters if their rolling dodge don't cover great distance, like Lucario's, due to a combination of how fast it comes down and its vacuum effect dragging nearby players in. It can be avoided by moving off the stage, but the move's long duration and large hitboxes can make it difficult to safely get back on stage without taking damage. Additionally, with how fast the attack activates, and with the initial hitbox it produces as it rises, the player may be unable to get offstage in time. Some characters can avoid this attack easily by using a special attack that moves character a considerable distance quickly, but this requires to be well timed. When trapped in the Drill, the attack is very difficult to SDI out of, ensuring players will take the attack's full remaining damage output. Compared to Master Hand's, Crazy Hand's comes down slightly faster, but deals less damage. However in Brawl, the knockback of its final hit was reduced making this attack incapable of KOing, but its extremely high damage output (102% damage if all its hits connect) will put an undamaged player in KO range of the Hand's KOing moves on Intense difficulty if they take the full brunt of the attack, making it Crazy Hand's most dangerous move.
  • Grab
  • Call for team attack: Does a team attack with Master Hand.

Moves with Master Hand

Note: This does not include moves that are automatically done together due to attack patterns.

  • Clap: The Hands motion across the stage, before clapping many times. The initial hand motioning will put grounded players to sleep, ensuring they will get hit by the clapping. The claps hit the player towards the center of the stage, dealing high damage, with the final blow dealing especially high knockback (though it's possible to DI out before the final hit if the player avoids getting caught in the middle). Difficult to evade, as the initial hand motioning comes out quickly and can put the player to sleep before they can react, and the claps cover the entire stage, necessitating the player to quickly get offstage (though hanging the ledge will provide complete safety from the move).
  • Double Punch: The Hands motion across the stage, before quickly moving back and punching into each other. The initial hand motioning is indistinguishable from Clap, but it does not produce any hitboxes (thus players can safely detect which move it is by putting their shield up as the Hands motion, which if it does not hit their shield, indicates it is this move). While powerful if it strikes, it is very easy to evade, as the long telegraphing without the initial hitbox of Clap gives the player ample time to prepare to evade, and going offstage or jumping into the air will be sufficient to evade it.
  • Fist grab: Master Hand beckons to Crazy Hand, who then proceeds to punch Master Hand's palm. If a player is struck by Crazy Hand, they will take very strong vertical knockback. The long telegraphing and the blind spot behind Master Hand leaves the attack easily evaded however.
Crazy Hand trophy from Super Smash Bros. Brawl.
Crazy Hand's trophy in Brawl

Brawl trophy

Seemingly a manifestation of the destructive spirit in direct contrast to Master Hand, who is the manifestation of the creative spirit. Crazy Hand appears out of nowhere when Master Hand's power begins to ebb. His repeated attacks evoke the bizarre. Those who must face Master Hand and Crazy Hand at the same time face a long and painful battle to the death.

GameCube: Super Smash Bros. Melee
Wii: Super Smash Bros. Brawl