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{{ArticleIcons|ssbb=y}}
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{{disambig2|Master Hand's appearance in ''[[Super Smash Bros. Brawl]]''|general information|Master Hand}}
{{disambig2|Master Hand's appearance in ''[[Super Smash Bros. Brawl]]''|general information|Master Hand}}
{{cleanup|Split cleanup}}
{{Boss
|name          = Master Hand
|image        = [[File:MasterHandBrawl.jpg|200px]]
|caption      = [[File:SmashBrosSymbol.svg|50px|class=invert]]
Official artwork of Master Hand in ''Super Smash Bros. Brawl''
|boss          = ''[[Brawl]]''
|universe      = {{uv|Super Smash Bros.}}
|location      = {{SSBB|Final Destination}}
|voiceactor    = [[Pat Cashman]]
}}
Master Hand reprises his role as the final boss of {{SSBB|Classic Mode}} in ''Super Smash Bros. Brawl'', and once again is fought on {{SSBB|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. {{SSBB|Crazy Hand}} also returns in Classic Mode, if certain conditions are met.


[[File:MasterHandBrawl.jpg|thumb|Official artwork of Master Hand in ''Super Smash Bros. Brawl'']]
==Role in [[The Subspace Emissary]]==
Master Hand reprises his role as the final boss of {{SSBB|Classic Mode}} in ''Super Smash Bros. Brawl'', and once again is fought on {{SSBB|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.  
[[File:MasterHandBrawl.png|thumb|left|Master Hand in The Subspace Emissary.]]
Master Hand also appears in [[The Subspace Emissary]], as the one giving orders to {{SSBB|Ganondorf}}, {{SSBB|Bowser}} and {{SSBB|Wario}}. Soon after a [[Subspace Bomb]] is used on {{SSBB|King Dedede}}'s castle, Ganondorf receives new orders from Master Hand via a video screen.


==Role in the [[Subspace Emissary]]==
[[File:MH dead.jpg|thumb|Master Hand released from his bonds.]]
[[File:MasterHandBrawl.png|thumb|Master Hand in the Subspace Emissary.]]
However, when all of the characters [[Entrance to Subspace|arrive in Subspace]], Ganondorf reports to Master Hand after betraying Bowser. When Master Hand reveals himself, however, Ganondorf sees that he has actually been under the control of a powerful being called [[Tabuu]]. Tabuu had enslaved Master Hand using chains of light knowing that he could control and use him for recruiting fighters to aid him in his goals.
Master Hand also appears in [[Adventure Mode: The Subspace Emissary|The Subspace Emissary]], as the one giving orders to {{SSBB|Ganondorf}}, {{SSBB|Bowser}} and {{SSBB|Wario}}. Soon after a [[Subspace Bomb]] is used on {{SSBB|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.
[[File:CoLight.jpg|thumb|Tabuu using chains of light on Master Hand]]
Ganondorf defiantly attempts to attack Tabuu but is easily knocked back, though his fall breaks the chains of light that Tabuu used to control Master Hand with, thus freeing him. Master Hand subsequently falls into the ground, bleeding from where he was enchained. Master Hand too attempts to strike Tabuu but is beaten with little effort, collapsing once again into the ground and lying motionless in defeat.
{{clr}}


[[File:MH dead.jpg|thumb|right|Master Hand released from his bonds.]]However, when all of the characters [[Entrance to Subspace|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.
==HP and damage taken==
{|class="wikitable" style="margin:1em auto 1em auto; text-align:center"
|-
!HP Values!!colspan=3|[[File:EasyDifficulty.png|32px|link=Difficulty|Lowest difficulty]]!!colspan=3|[[File:NormalDifficulty.png|32px|link=Difficulty|Below-middle difficulty]]!!colspan=3|[[File:HardDifficulty.png|32px|link=Difficulty|Middle difficulty]]!!colspan=3|[[File:VeryHardDifficulty.png|32px|link=Difficulty|Above-middle difficulty]]!!colspan=3|[[File:IntenseDifficulty.png|32px|link=Difficulty|Highest difficulty]]
|-
|Classic Mode||colspan=3|150||colspan=3|250||colspan=3|300||colspan=3|330||colspan=3|360
|-style="font-weight:bold"
|Round||1-3||4-6||7-9||1-3||4-6||7-9||1-3||4-6||7-9||1-3||4-6||7-9||1-3||4-6||7-9
|-
|Boss Battles||84.8||87.2||92||96||104||106||108||122||120||120||140||137||152||188||175
|}<!--yes, on some Boss Battles difficulties they have less HP in the last 3 rounds than in the middle 3-->
{{EnemyResistances}}


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.
Like all bosses in ''Brawl'', Master Hand gains an additional ×0.6 damage resistance modifier when fought in co-op mode, effectively gaining 67% more health. This modifier is applied whenever the second player is in-game.


==Moveset==
==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 [[Game crash|freeze the game]], however the public codes disable these moves. The reason why he is not playable is because all [[boss|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 [[Super Smash Bros. Melee|Melee]]. The start button self-destructs any boss.
[[File:Master Hand Lasers.jpg|thumb|200px|Master Hand using Laser Nail against {{SSBB|Mario}}.|left]]
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 moves cannot be used as some will [[Game crash|freeze the game]], however the public codes disable these moves. The reason why he is not playable is because all [[boss]]es 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===
===Individual===
When an attack hits, the difficulty is multiplied by the difficulty multiplier, and is then added to the base damage.
{|class="wikitable"
{|class="wikitable"
!Move!!Input!!Damage!!Description
!Move
! width=10%|Input
!Damage
!Difficulty Multiplier
!Description
|-
|-
|Big Swipe||B<||22+2.1d||Master Hand makes a wide swipe across the stage.
|Big Swipe
|{{Button|GCN|B|s=32px}} + {{Button|GCN|D-Pad|L|s=32px}}
|22%
|2.1
|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.
|Fake-Out Slap
|{{Button|GCN|B|s=32px}} + {{Button|GCN|D-Pad|R|s=32px}}
|22%
|2.2
|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 Bullet||(Unusable)
|8%
|1.8
|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 Drill||{{Button|GCN|X|s=32px}} + {{Button|GCN|D-Pad|U|s=32px}}
|2% (ascent/descent), 4% (hits), 4% (end)
| 1.0 (ascent/descent), 1.2d (hits), 1.0 (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.
|Finger Walk
|{{Button|GCN|X|s=32px}} + {{Button|GCN|D-Pad|L|s=32px}}
|8-12% (walk), 12-20% (kick)
|1.5-1.8 (walk), 2.0 (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.  
|Floor Sweep
|{{Button|GCN|A|s=32px}} + {{Button|GCN|D-Pad|L|s=32px}}
|10%
|2.0
|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 Punch
|{{Button|GCN|A|s=32px}} + {{Button|GCN|D-Pad|U|s=32px}}
|24%
|2.6
|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.
|Flying Slap
|{{Button|GCN|A|s=32px}} + {{Button|GCN|D-Pad|D|s=32px}}
|18-24% (clean), 13% (mid), 9% (late)
|2.0-2.3 (clean), 1.2 (mid), 1.1 (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.
|Jetstream
|{{Button|GCN|B|s=32px}} + {{Button|GCN|D-Pad|U|s=32px}}
|10% (startup), 22% (attack)
|1.3 (startup), 2.4 (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.
|Laser Nail
|{{Button|GCN|B|s=32px}}
|4%
|1.6
|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.
|Power Punch
|{{Button|GCN|A|s=32px}} + {{Button|GCN|D-Pad|R|s=32px}}
|25%
|2.5
|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.
|Reverse Throw
|(Unusable)
|14%
|1.6
|Master Hand throws the player backwards. Will OHKO on Intense in Classic Mode.
|-
|-
|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.
|Squeeze
|(Unusable)
|10%
|1.5
|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.
|Tri-Poke
|{{Button|GCN|A|s=32px}}
|9%, 14%
|1.2 (hits 1-2), 1.3 (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.
|Vertical Throw
|(Unusable)
|22%
|1.8
|Master Hand throws the player downwards into the stage.
|}
|}
===In combination with Crazy Hand===
===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)]].
The damage recorded here is only for Master Hand's contribution to the attack. For Crazy Hand's contribution, see [[Crazy Hand (SSBB)]].
{|class="wikitable"
{|class="wikitable"
!Move!!Damage!!Description
!Move!!Damage!!Difficulty Multiplier!!Description
|-
|-
|Applause||3+1.0d (sleep), 4+1.1d (each clap)||The two hands release sleeping gas across the stage before clapping five times.
|Applause
|3% (sleep), 4% (each clap)
|1.0 (sleep) 1.1 (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.
|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.
|Sandwich Punch
|10%
|1.1
|The two hands touch fingers before winding up and punching each other.
|}
|}
===Attack pattern===
===Attack pattern===
While Crazy Hand determines when a combo move will be used, it is Master Hand's choice which one to use.
While Crazy Hand determines when a combo move will be used, it is Master Hand's choice which one to use.
Line 90: Line 190:


==Changes from ''Melee'' to ''Brawl''==
==Changes from ''Melee'' to ''Brawl''==
*Has been [[buff]]ed - 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.
*{{Change|Master Hand's [[idle pose]] now moves accordingly to the difficulty, being nearly as erratic as {{SSBB|Crazy Hand}}'s.}}
*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 {{SSBB|Sonic}}. If playing as {{SSBB|Lucario}}, using a well timed [[down special]] before Master Hand slams down while spinning in a drill-like fashion will also work. 
*{{Buff|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.}}
*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.
*{{Buff|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 the attack has hitboxes that prevents the player from grabbing the ledge.}}
*During the start of Master and Crazy Hands' Applause attack, characters are hit by the [[Fan]] effect while in the air.
*{{Change|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.}}
*Flying Punch now deals horizontal knockback and can no longer meteor smash.  
*{{Change|During the start of Master and Crazy Hands' Applause attack, characters are hit by the [[Fan]] effect while in the air.}}
*Laser Nail moves forth and back once.
*{{change|Flying Punch now deals horizontal knockback and can no longer meteor smash, removing its OHKO potential. However, it is much more effective at KOing onstage opponents due to dealing more knockback.}}
*Finger Bullet cannot be avoided by [[crouching]].
*{{Change|Laser Nail moves forth and back once.}}
*Finger Walk begins almost instantaneously and has more power, allowing Master Hand to suddenly hit, and potentially KO, nearby players.
*{{Buff|Finger Bullet cannot be avoided by [[crouching]].}}
*Big Swipe is faster, stronger, and covers a larger area.
*{{Buff|Finger Walk begins almost instantaneously and has more power, allowing Master Hand to suddenly hit, and potentially KO, nearby players.}}
*First throw now has horizontal knockback instead of upward knockback.
*{{Buff|Big Swipe is faster, stronger, and covers a larger area.}}
*Relative to the average knockback of their moves, Master Hand is now more powerful than Crazy Hand.
*{{Change|First throw now has horizontal knockback instead of upward knockback.}}
*{{Buff|Relative to the average knockback of their moves, Master Hand is now more powerful than Crazy Hand.}}


==Trophy==
==Trophy==
{{See also|List of SSBB trophies (The Subspace Emissary)}}
{{trophy
;Master Hand
|name=Master Hand
:''A being tied to the link between [[World of Trophies|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.''
|image=Master Hand - Brawl Trophy.png
{{Trophy games|console1=N64|game1=Super Smash Bros.|console2=Wii|game2=Super Smash Bros. Brawl}}
|desc=A being tied to the link between [[World of Trophies|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.
{{clr}}
|gamelist={{Trophy games|console1=N64|game1=Super Smash Bros.|console2=Wii|game2=Super Smash Bros. Brawl}}
|game=Brawl
}}
{{clrl}}


{{Smash universe}}
{{Smash universe}}
{{Bosses}}
{{Bosses}}
{{SubspaceArmy}}
[[Category:Master Hand]]
[[Category:Master Hand]]
[[Category:Characters (SSBB)]]
[[Category:Bosses]]
[[Category:Unplayable characters (SSBB)]]
[[Category:Trophies (SSBB)]]
[[Category:Subspace Army]]

Latest revision as of 14:21, December 6, 2023

This article is about Master Hand's appearance in Super Smash Bros. Brawl. For general information, see Master Hand.
Master Hand
MasterHandBrawl.jpg
Symbol of the Smash Bros. series.

Official artwork of Master Hand in Super Smash Bros. Brawl

A boss in Brawl
Universe Super Smash Bros.
Location Final Destination
English 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[edit]

Master Hand in Brawl.
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 via a video screen.

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 reveals himself, however, Ganondorf sees that he has actually been under the control of a powerful being called Tabuu. Tabuu had enslaved Master Hand using chains of light knowing that he could control and use him for recruiting fighters to aid him in his goals.

Tabuu using chains of light on Master Hand

Ganondorf defiantly attempts to attack Tabuu but is easily knocked back, though his fall breaks the chains of light that Tabuu used to control Master Hand with, thus freeing him. Master Hand subsequently falls into the ground, bleeding from where he was enchained. Master Hand too attempts to strike Tabuu but is beaten with little effort, collapsing once again into the ground and lying motionless in defeat.

HP and damage taken[edit]

HP Values Lowest difficulty Below-middle difficulty Middle difficulty Above-middle difficulty Highest difficulty
Classic Mode 150 250 300 330 360
Round 1-3 4-6 7-9 1-3 4-6 7-9 1-3 4-6 7-9 1-3 4-6 7-9 1-3 4-6 7-9
Boss Battles 84.8 87.2 92 96 104 106 108 122 120 120 140 137 152 188 175
  EffectIcon(Normal).png EffectIcon(Slash).png EffectIcon(Electric).png EffectIcon(Freezing).png EffectIcon(Flame).png The icon for the grass effect. EffectIcon(Water).png EffectIcon(Darkness).png EffectIcon(Aura).png Specials: Direct Specials: Indirect
Damage taken ×1.0 ×1.0 ×1.0 ×1.0 ×1.0 ×1.0 ×1.0 ×1.0 ×1.0 ×1.0 ×1.0

Like all bosses in Brawl, Master Hand gains an additional ×0.6 damage resistance modifier when fought in co-op mode, effectively gaining 67% more health. This modifier is applied whenever the second player is in-game.

Moveset[edit]

Master Hand using Laser Nail against Mario.

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 moves 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[edit]

When an attack hits, the difficulty is multiplied by the difficulty multiplier, and is then added to the base damage.

Move Input Damage Difficulty Multiplier Description
Big Swipe B + D-Pad 22% 2.1 Master Hand makes a wide swipe across the stage.
Fake-Out Slap B + D-Pad 22% 2.2 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% 1.8 Fires a pair of bullets. If HP is low, three pairs of bullets.
Finger Drill X + D-Pad 2% (ascent/descent), 4% (hits), 4% (end) 1.0 (ascent/descent), 1.2d (hits), 1.0 (end) Master Hand flies up and comes down onto the player, drilling into them.
Finger Walk X + D-Pad 8-12% (walk), 12-20% (kick) 1.5-1.8 (walk), 2.0 (kick) Master Hand "walks" across the stage on two fingers and "kick"s the player upon reaching them.
Floor Sweep A + D-Pad 10% 2.0 Master Hand uses the back of his hand and sweeps across the platform 3 times.
Flying Punch A + D-Pad 24% 2.6 Master Hand zooms in from the background with a punch.
Flying Slap A + D-Pad 18-24% (clean), 13% (mid), 9% (late) 2.0-2.3 (clean), 1.2 (mid), 1.1 (late) Master Hand flies in from the background and slaps the stage.
Jetstream B + D-Pad 10% (startup), 22% (attack) 1.3 (startup), 2.4 (attack) Master Hand fires into the air and swoops in from the background.
Laser Nail B 4% 1.6 Master Hand fires a laser from each fingertip.
Power Punch A + D-Pad 25% 2.5 Master Hand hovers above the player and drops down in an explosive fist.
Reverse Throw (Unusable) 14% 1.6 Master Hand throws the player backwards. Will OHKO on Intense in Classic Mode.
Squeeze (Unusable) 10% 1.5 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%, 14% 1.2 (hits 1-2), 1.3 (hit 3) Master Hand pokes the air three times. The last poke is more powerful.
Vertical Throw (Unusable) 22% 1.8 Master Hand throws the player downwards into the stage.

In combination with Crazy Hand[edit]

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 Difficulty Multiplier Description
Applause 3% (sleep), 4% (each clap) 1.0 (sleep) 1.1 (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% 1.1 The two hands touch fingers before winding up and punching each other.

Attack pattern[edit]

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[edit]

  • Change Master Hand's idle pose now moves accordingly to the difficulty, being nearly as erratic as Crazy Hand's.
  • Buff 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.
  • Buff 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 the attack has hitboxes that prevents the player from grabbing the ledge.
  • Change 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.
  • Change During the start of Master and Crazy Hands' Applause attack, characters are hit by the Fan effect while in the air.
  • Change Flying Punch now deals horizontal knockback and can no longer meteor smash, removing its OHKO potential. However, it is much more effective at KOing onstage opponents due to dealing more knockback.
  • Change Laser Nail moves forth and back once.
  • Buff Finger Bullet cannot be avoided by crouching.
  • Buff Finger Walk begins almost instantaneously and has more power, allowing Master Hand to suddenly hit, and potentially KO, nearby players.
  • Buff Big Swipe is faster, stronger, and covers a larger area.
  • Change First throw now has horizontal knockback instead of upward knockback.
  • Buff Relative to the average knockback of their moves, Master Hand is now more powerful than Crazy Hand.

Trophy[edit]

Master Hand trophy from Super Smash Bros. Brawl.
Master Hand's trophy in Brawl
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