Master Hand glitch: Difference between revisions

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There are two ways to perform the glitch. One requires only one controller; the other requires two.
There are two ways to perform the glitch. One requires only one controller; the other requires two.


===Method One (One controller)===
===Method one (one controller)===
This method works on all modes except Tournament, but many things freeze the game.
This method works on all modes except Tournament, but many things freeze the game.


The player must have a controller in slot 3, or Master Hand cannot be controlled. It is much easier to do if there is only one name entered. Using this controller, place the cursor over the name field on the character selection screen. Now press the [[A button|A]] and [[B button]]s at the same time, and the player will come to the name selection. Hold the B button, but release the A button, then go down with the cursor until they are over the "name entry field". Then press the A button at the right time. The game should want to go back to the menu, because the player held the B button, but it should also want go to the name entry screen, because they pressed the A button over "name entry". If performed correctly, instead of going to either of these, the game should go to the stage selection screen (or, in Single Player, straight to the game). After selecting the stage, the player will be playing as Master Hand.
The player must have a controller in slot 3, or Master Hand cannot be controlled. It is much easier to do if there is only one name entered. Using this controller, place the cursor over the name field on the character selection screen. Now press the [[A button|A]] and [[B button]]s at the same time, and the player will come to the name selection. Hold the B button, but release the A button, then go down with the cursor until they are over the "name entry field". Then press the A button at the right time. The game should want to go back to the menu, because the player held the B button, but it should also want go to the name entry screen, because they pressed the A button over "name entry". If performed correctly, instead of going to either of these, the game should go to the stage selection screen (or, in Single Player, straight to the game). After selecting the stage, the player will be playing as Master Hand.


===Method Two (Two controllers)===
===Method two (two controllers)===
This method is much simpler, but only works in Melee or Special Melee mode. To perform it, simply have two controllers; one as P3 and the second one in any other port. Have the controller that's not player three select a character, and then hover over the back button, while the one in the third port goes to select a name, and have them hover over the name entry button. Both controllers must then hit A at the same time, as to select their option, and if done correctly, the stage select screen will appear (there is very little leeway between selection, less than a second). On whatever stage selected, player 3 will be Master Hand.
This method is much simpler, but only works in Melee or Special Melee mode. To perform it, simply have two controllers; one as P3 and the second one in any other port. Have the controller that's not player three select a character, and then hover over the back button, while the one in the third port goes to select a name, and have them hover over the name entry button. Both controllers must then hit A at the same time, as to select their option, and if done correctly, the stage select screen will appear (there is very little leeway between selection, less than a second). On whatever stage selected, player 3 will be Master Hand.


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These move names are not official.
These move names are not official.


{|class="wikitable" cellspacing="0" cellpadding="5"
{|class="wikitable"
!width=10%|Move
!width=10%|Move
!Name  
!Name  
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|{{Button|GCN|B|s=32px}} + {{Button|GCN|D-Pad|R|s=32px}}
|{{Button|GCN|B|s=32px}} + {{Button|GCN|D-Pad|R|s=32px}}
|Gun
|Gun
|Master Hand makes the shape of a gun, and fires sets of bullets. He fires 1 set if above 100 HP, and three sets if below. 10% (one set) 6% (three sets). [[Ness (SSBM)|Ness]] can [[PSI Magnet|absorb]] while [[Fox (SSBM)|Fox]] and [[Falco (SSBM)|Falco]] can [[Reflector|reflect]] the attack.
|Master Hand makes the shape of a gun, and fires sets of bullets. He fires 1 set if above 100 HP, and three sets if below. 10% (one set) 6% (three sets). {{SSBM|Ness}} can [[PSI Magnet|absorb]] while {{SSBM|Fox}} and {{SSBM|Falco}} can [[Reflector|reflect]] the attack.
|-
|-
|{{Button|GCN|Z|s=32px}} + <br />({{Button|GCN|D-Pad|U|s=32px}} Or {{Button|GCN|D-Pad|R|s=32px}})
|{{Button|GCN|Z|s=32px}} + <br />({{Button|GCN|D-Pad|U|s=32px}} Or {{Button|GCN|D-Pad|R|s=32px}})
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===Explanation===
===Explanation===
Each character in the game has an ID number. When a character is selected on the character selection screen, the game loads that character's number. In this situation, [[Master Hand]]'s ID number is 1A, and [[NONE]]'s ID number is 21. When the player enters the character selection screen, it will default to loading each character's ID number as 1A. However, if the player hovers the character slots and generates a player chip, the character ID number will be changed to 21. This is most likely the explanation behind why the game may occasionally crash when this glitch is attempted. In order for the game to re-register that the character ID number is 1A ([[Master Hand]]) instead of 21 ([[NONE]]), the player must either 1. enter and exit the name entry screen while the chip for the intended [[Master Hand]] player is being held by the player's hand, or 2. exit then reenter the character selection screen. So if this glitch is performed and then crashes the game upon entering a match, it is most likely because the chip of the [[Master Hand]] player was created and changed the player's character ID number to 21. Also, the reason a controller must be in socket 3 is because in Classic mode (or event match 50), Master Hand is always character 3; character one is the player, and character four is reserved for Crazy Hand.
Each character in the game has an ID number. When a character is selected on the character selection screen, the game loads that character's number. In this situation, Master Hand's ID number is 1A, and [[NONE]]'s ID number is 21. When the player enters the character selection screen, it will default to loading each character's ID number as 1A. However, if the player hovers the character slots and generates a player chip, the character ID number will be changed to 21. This is most likely the explanation behind why the game may occasionally crash when this glitch is attempted. In order for the game to re-register that the character ID number is 1A (Master Hand) instead of 21 (NONE), the player must either 1. enter and exit the name entry screen while the chip for the intended Master Hand player is being held by the player's hand, or 2. exit then reenter the character selection screen. So if this glitch is performed and then crashes the game upon entering a match, it is most likely because the chip of the Master Hand player was created and changed the player's character ID number to 21. Also, the reason a controller must be in socket 3 is because in Classic mode (or event match 50), Master Hand is always character 3; character one is the player, and character four is reserved for Crazy Hand.


==Application==
==Application==
{|class="wikitable" cellspacing="0" cellpadding="5"
{|class="wikitable"
!Mode
!Mode
!Result
!Result
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|[[Event Match]]
|[[Event Match]]
|Works on any event where the player can choose their character. His high scores go to {{SSBM|Mario}}.
|Works on any event where the player can choose their character. His high scores go to {{SSBM|Mario}}.
|Occasionally freezes in the middle of the event for no real reason, especially on All-Star Matches. As Master Hand cannot be [[KO]]'d, he is useful for completing difficult matches. However, he is not as useful on timed matches. Also, there are some events such as [[Event 7: Pokémon Battle|Pokémon Battle]] that are more difficult to complete, as they require items or specific goals. It is possible to use the glitch on the event [[Final Destination Match]], resulting in two Master Hands and one [[Crazy Hand]]. Once Master Hand defeats the CPU Master Hand, the player can use moves in conjunction with Crazy Hand, by inputting the D-Pad either up or right and pressing the Y Button. This will only be possible on certain moments, when Crazy hand's fingertips are sparkling, while in his idle animation. This signals Master Hand the possibility for a team-attack. While in this state, Crazy hand will not perform any attacks and simply stay idle for a short period of time. The player (as Master Hand) can trigger this team-attack state by flicking the C-stick in any direction, While Crazy Hand is present. Causing the latter to enter this state immediately after completing his current attack animation.  However, Crazy Hand will still see the human Master Hand as an enemy and his moves in will raise Master Hand's damage percentage but won't lower Crazy Hand's stamina.
|Occasionally freezes in the middle of the event for no real reason, especially on All-Star Matches. As Master Hand cannot be [[KO]]'d, he is useful for completing difficult matches. However, he is not as useful on timed matches. Also, there are some events such as [[Event 7: Pokémon Battle]] that are more difficult to complete, as they require items or specific goals. It is possible to use the glitch on the event [[Final Destination Match]], resulting in two Master Hands and one [[Crazy Hand]]. Once Master Hand defeats the CPU Master Hand, the player can use moves in conjunction with Crazy Hand, by inputting the D-Pad either up or right and pressing the Y Button. This will only be possible on certain moments, when Crazy hand's fingertips are sparkling, while in his idle animation. This signals Master Hand the possibility for a team-attack. While in this state, Crazy hand will not perform any attacks and simply stay idle for a short period of time. The player (as Master Hand) can trigger this team-attack state by flicking the C-stick in any direction, While Crazy Hand is present. Causing the latter to enter this state immediately after completing his current attack animation.  However, Crazy Hand will still see the human Master Hand as an enemy and his moves in will raise Master Hand's damage percentage but won't lower Crazy Hand's stamina.
|-
|-
|[[Home-Run Contest]]
|[[Home-Run Contest]]
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|-
|-
|Melee
|Melee
|Works on every mode. Freezes when the match is over if Master Hand wins. Master Hand can still lose on a Coin or Bonus match by having another player get more Smash Coins (or a higher score at Bonus matches). If done so, data is shown normally on the results box, except that there is no profile image, and Master Hand's name appears as "[[Sheik (SSBM)|Sheik]]", with the ''Legend of Zelda'' icon. Teams work. Sudden Death also works when scores are even.
|Works on every mode. Freezes when the match is over if Master Hand wins. Master Hand can still lose on a Coin or Bonus match by having another player get more Smash Coins (or a higher score at Bonus matches). If done so, data is shown normally on the results box, except that there is no profile image, and Master Hand's name appears as "{{SSBM|Sheik}}", with the ''Legend of Zelda'' icon. Teams work. Sudden Death also works when scores are even.
|The game freezes after the match because it can't show Master Hand as the winner, as he doesn't have a victory pose. The reason other stuff freezes the game is unknown. One is possibly because the [[crowd]] appeals a character when they achieve enough KOs or successfully do something, but Master Hand doesn't have a "crowd cheer" voice clip. Also, if many characters are chosen on a hazardous stage like [[Corneria]] or {{SSBM|Mute City}}, the game may freeze at the beginning and on Corneria, he will spawn below the blast line, causing most of his attacks to be useless, but his grab becomes a [[one-hit KO]]. If Master Hand loses a Coin or Bonus match, the records will be given to Mario.
|The game freezes after the match because it can't show Master Hand as the winner, as he doesn't have a victory pose. The reason other stuff freezes the game is unknown. One is possibly because the [[crowd]] appeals a character when they achieve enough KOs or successfully do something, but Master Hand doesn't have a "crowd cheer" voice clip. Also, if many characters are chosen on a hazardous stage like [[Corneria]] or {{SSBM|Mute City}}, the game may freeze at the beginning and on Corneria, he will spawn below the blast line, causing most of his attacks to be useless, but his grab becomes a [[one-hit KO]]. If Master Hand loses a Coin or Bonus match, the records will be given to Mario.
|-
|-
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Master Hand was technically tournament legal before 2009 due to not being discovered yet and had a brief period afterwards where he was sometimes considered tournament legal due to the ambiguous legality of the name entry glitch at the time.<ref>[https://smashboards.com/threads/should-master-hand-be-tourney-legal.237539/ Early discussion about Master Hand legality]</ref><ref>[https://smashboards.com/threads/the-official-master-hand-guide.278836/ In-depth discussion about Master Hand]</ref> The most common reason is that the name entry glitch does not necessarily break the game on its own, as the player needs to do specific actions to cause the glitches, which were already covered in the ruleset. Under this interpretation, Master Hand may at first appear to have a considerable advantage, as he does not take [[knockback]] at all and thus cannot be [[KO]]ed at all under standard tournament rules, meaning the only way to win is to survive the full eight minutes while taking less [[damage]] than him and never losing a single [[stock]]. However, these stipulations are easier to achieve than initially anticipated. As typical of [[boss]]es, all of Master Hand's moves have both extremely long startup lag and ending lag, and he is unable to block or dodge opponents' attacks, allowing a skilled opponent to easily dodge all of Master Hand's telegraphed attacks, while using Master Hand's unavoidably large vulnerable periods to inflict damage, including slow high-damage attacks that would almost never successfully connect in a usual match.
Master Hand was technically tournament legal before 2009 due to not being discovered yet and had a brief period afterwards where he was sometimes considered tournament legal due to the ambiguous legality of the name entry glitch at the time.<ref>[https://smashboards.com/threads/should-master-hand-be-tourney-legal.237539/ Early discussion about Master Hand legality]</ref><ref>[https://smashboards.com/threads/the-official-master-hand-guide.278836/ In-depth discussion about Master Hand]</ref> The most common reason is that the name entry glitch does not necessarily break the game on its own, as the player needs to do specific actions to cause the glitches, which were already covered in the ruleset. Under this interpretation, Master Hand may at first appear to have a considerable advantage, as he does not take [[knockback]] at all and thus cannot be [[KO]]ed at all under standard tournament rules, meaning the only way to win is to survive the full eight minutes while taking less [[damage]] than him and never losing a single [[stock]]. However, these stipulations are easier to achieve than initially anticipated. As typical of [[boss]]es, all of Master Hand's moves have both extremely long startup lag and ending lag, and he is unable to block or dodge opponents' attacks, allowing a skilled opponent to easily dodge all of Master Hand's telegraphed attacks, while using Master Hand's unavoidably large vulnerable periods to inflict damage, including slow high-damage attacks that would almost never successfully connect in a usual match.


Master Hand's playable viability was referenced in [[List_of_SSBM_tier_lists_(NTSC)#Original_tenth_tier_list_.28September_14.2C_2010.29|the tenth ''Melee'' tier list]]. Released shortly after the Master Hand glitch was discovered, he was placed in his own tier below all other characters, in a "{{s|bulbapedia|Gengar}}" tier.
Master Hand's playable viability was referenced in [[List_of_SSBM_tier_lists_(NTSC)#Original_tenth_tier_list_.28September_14.2C_2010.29|the tenth ''Melee'' tier list]]. Released shortly after the Master Hand glitch was discovered, he was placed in his own tier below all other characters, in a "{{pkmn|Gengar}}" tier.


==Trivia==
==Trivia==
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