Crazy Hand is the 'left handed brother' of Master Hand, and he is Crazy. A shockwave that deals shadow damage is released at impact. Crazy Hand is a “secret” boss for playing on high difficulty in classic. Crazy Hand can only be played via hacking with an Action Replay. His repeated attacks evoke the bizarre. The primary part of the move will deal very high vertical knockback, but like the Flying Punch, Crazy Hand does not follow the player on a vertical level, making it easily evaded by just jumping into the air. He also appears as one of the many bosses in Boss Battles. Crazy Hand is a more dangerous foe than Master Hand since he has more attacks, and many of his attacks also have side effects, such as the Lip's Stick flower. A move where Crazy Hand slaps across the stage like he does in Melee is present in Brawl, but he never performs it by normal means. They explode when touched or enough time passes; they deal damage but do not disappear if Crazy Hand is still holding them. Moves used in Conjunction with Master Hand, List of Super Smash Bros. series characters. Crazy Hand shoots laser beams from his fingertips and slowly moves across the screen. Ultimate: A boss in: Ultimate: Universe: Super Smash Bros. English voice actor: Xander Mobus: Master Hand returns in Super Smash Bros. Crazy Hand shoots lasers from his fingertips. No joke, that would be awesome and would make him the first playable smash exclusive representative. It’ll prolly still work the same way it always has, no need to fret. NOTE: Crazy Hand is a Java program. Both Master Hand and Crazy Hand always have the same amount of HP. Ultimate he's nowhere to be seen once again but all of a sudden there's an army of master hands. From SmashWiki, the Super Smash Bros. wiki, This article is about Crazy Hand's appearance in, https://www.ssbwiki.com/index.php?title=Crazy_Hand_(SSB4)&oldid=1267942, Crazy Hand rips open the fabric of space, revealing a vortex. Crazy Hand's freedom suggests that, like the fighters, he was captured by Dharkon before the events of World of Light and then cloned into controllable puppets. Crazy Hand made his debut in Super Smash Bros. Melee. Palette Swap (Super Smash Bros. Super Smash Bros. This results in Master Hand having a separate health bar as well, meaning that they no longer share the same pool of HP as they did in Smash 4. Crazy Hand sweeps across the stage. 4+1.1d (sleep), 3/3/4/4/4 (windups), (6/6/5/6/8)+1.1d (claps). Crazy Hand appears as a boss character in Super Smash Bros Brawl.

The start button self-destructs any boss. From SmashWiki, the Super Smash Bros. wiki, This article is about Crazy Hand's appearance in, https://www.ssbwiki.com/index.php?title=Crazy_Hand_(SSBU)&oldid=1442644. Semi-spikes struck opponents very powerfully, but 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. The two hands rub the back of their hands to charge up with electricity, then slap the stage to release electricity that covers the whole stage platform. Crazy Hand runs his fingers across the stage like a plow, shortly followed by Master Hand flying in the other direction with an uppercut.


When you see Roy fight Master Hand, Master Hand is on the left side of the screen. Crazy Hand can be evaded by jumping over him or air dodging through him as he passes through. Also for the first time in the series since Brawl's Boss Battles, Crazy Hand no longer has a stamina HP indicator, now having a health bar akin to bosses from Subspace Emissary and World of Light. He is fought three times in The Dark Realm, one guarding each of the three pathways into the subareas, and twice more during The Final Battle. Crazy Hand additionally appears in Special Orders as the host of a mode called Crazy Orders, where players can either use a pass or pay 5000 gold to take on consecutively difficult orders issued by Crazy Hand for prizes.

Compared to the previous game's Power Slap, the animation makes the move look more like a Power Punch until just before it fires. Crazy Hand emits sparks. Crazy Hand drops to the ground and flops around.
Crazy Hand, along with Master Hand, appear in. The first causes darkness, the second causes electrocution, and the third poke causes, Crazy Hand slaps the ground. Crazy Hand manifests an eye between his fingers that circles a beam of light around the stage. Crazy Hand flies up and hovers over the player in a fist, before punching down on them. Though he appears in Super Smash Bros. Brawl during the Boss Battles mode, he does not actually appear as a boss of the Subspace Emissary. 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. MH (Master Hand) and CH (Crazy Hand) must both press the input shown to trigger the combination attack. Crazy Hand is fought alongside Master Hand at the end of Classic Mode on Intensity 3.0 or above; this happens automatically in Super Smash Bros. for Wii U and at the end of the dark ending path in Super Smash Bros. for Nintendo 3DS. Crazy Hand will attack a lot more faster than Master Hand. Maybe Crazy will be a rogue hand that broke free of the control, and now plays a Gollum type role. Um, all star mode, home run contest, ice climbers (in smash 4), event matches, and a new retro character have all been consisten until recently. This is due to their role as a boss. The Hands motion across the stage, before quickly moving back and punching (or fist-bumping) into each other. Crazy Hand flies into the background, circles around, and rams the player. The damage recorded here is only for Crazy Hand's contribution to the attack. In, In the Trophies menu, Crazy Hand is found under the. It's always safest to be far from the blast zone. Crazy Hand (クレイジーハンド, Kureijī Hando?) Both Master Hand and Crazy Hand always have the same amount of HP. Master Hand/Crazy Hand - Super Smash Bros. as well as Sinister meaning left or evil. Compared to Master Hand's, it can deal much higher damage, with its flower dealing effect and the fact Crazy Hand squeezes players for longer. The initial hand motioning is indistinguishable from Applause, 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).

Pairing up with Master Hand makes him an especially dangerous foe.

The fireballs first move outwards, then back inwards, before finally spreading outwards again. Crazy Hand (クレイジーハンド, Kureijī Hando?) • The Ultimate Handbook - An FAQ for new Smash players! Crazy Hand's freedom suggests that, like the fighters… Maybe at 9 you're guaranteed to fight Master, 9.5 Master and Crazy and if it's still relevant, at 10, Master Core? The player gets electrocuted when the move is done. Crazy Hand will also fight along with Master Hand if the intensity is 7.0 or above. This modifier is applied whenever the second player is in-game, and is no longer applied if the second player loses their entire stock of lives. This move is actually the signal used to perform a team attack with Master Hand, though the order seems random. His moves are more erratic and powerful than his brothers, but they are also are easier to avoid if you know what to look for. This move electrocutes the player. Like his brother, Crazy Hand is normally playable only through hacking.

Crazy Hand made his debut in Super Smash Bros. Melee. Crazy Hand's pummel, with the addition of. 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. However, it can be found via hacking of the game. We determined that Crazy Hand wouldn’t be a good fit for this game. Crazy Hand's pummel. Crazy Hand "crawls" across the stage using his fingers. Crazy Hand flies offscreen, and then comes crashing down trying to crush the player. Crazy Hand throws the player into the ground. Crazy Hand produces a series of magenta rods, which he sticks into the ground one-by-one at intervals along the stage. Crazy, I know, but with the recent leaks this idea might just come true. It wouldn't make sense to cut it for the ultimate callback. Prepare yourself for each move by positioning your character towards the middle of Final Destination. Melee he was a secret for beating classic fast enough.