Master Hand (SSB4)
- This article is about Master Hand's appearance inSuper Smash Bros. 4. For general information, seeMaster Hand.
| Master Hand | |
|---|---|
Master Hand's render inSuper Smash Bros. 4 | |
| A boss in | SSB4 |
| Universe | Super Smash Bros. |
| Location | Final Destination |
| Voice actor | Xander Mobus |
Master Hand returns as the boss ofFinal Destination at the end ofClassic Mode inSuper Smash Bros. 4. Master Hand can be accompanied byCrazy Hand with sharedHP on intensities 3.0 or above; this happens automatically inSuper Smash Bros. for Wii U and at the end of the dark ending path inSuper Smash Bros. for Nintendo 3DS. When the two lose a certain amount of HP on intensities 5.1 or higher, Master Hand rips open forMaster Core to emerge for the final battle.
Master Hand additionally appears inSpecial Orders as the host of a mode calledMaster Orders, where players take on one of three challenges issued by Master Hand to earn specific prizes. The more difficult and rewarding challenges require moregold. He appears alongside Crazy Hand and two other characters at the end of the higher-riskCrazy Orders if players have completed enough challenges. Master Hand and Crazy Hand will drop treasure chests containing extra prizes for the beginning portion of the battle.
Master Hand's moveset has undergone drastic changes, losing some of his staple attacks such as the Floor Sweep, Flying Slap, and Tri-Poke. However, they are replaced with some all-new attacks, while some of his older attacks have gained additional properties that make them deadlier.
He is voiced by Xander Mobus, who is also served as the game'sannouncer.
Changes fromBrawl toSSB4[edit]
Master Hand has lost the Floor Sweep, Flying Slap, and Tri-Poke.
Master Hand and Crazy Hand now share the same pool of HP.
Master Hand and Crazy Hand's grab is easier to escape from.
Big Swipe and Fake-Out Slap do less damage (22%→16% (Swipe), 22%→15% (Slap))
Master Hand has new attacks: Fireball Blitz, Icy Wind, Platform Dealer, Sleeper Grab, Snapper, and Toss Grab.
Power Punch deals more damage (25%→29%)
Power Punch and Fake-Out Slap's hitboxes activate as soon as Master Hand or Crazy Hand starts to descend.
Finger Bullets are no longerabsorbable and do 1% more damage.
Laser Nails are all on the same plane. They also do 4% more damage per hit.
Jetstream has had its animation reverted to the way it was in the originalSuper Smash Bros. game.
HP[edit]
| This article or section may require additional technical data. The editor who added this tag elaborates:Missing values for HP threshold for Master Core to appear. You can discuss this issue on thetalk page oredit this page to improve it. |
| Intensity | 0.0 | 1.0 | 2.0 | 3.0 | 4.0 | 5.0 | 6.0 | 7.0 | 8.0 | 9.0 |
|---|---|---|---|---|---|---|---|---|---|---|
| for Nintendo 3DS | 110 | 148 | 190 | 261 | 269 | 280 | 303 | 334 | 368 | 410 |
| for Wii U (solo) | 110 | 148 | 190 | 261 | 269 | 280 | 303 | 334 | 344 | 380 |
| for Wii U (co-op) | 165 | 222 | 285 | 372 | 383 | 398 | 431 | 474 | 521 | 580 |
Moveset[edit]
Individual[edit]
| Move | Damage | Description |
|---|---|---|
| Big Swipe | 16% | Master Hand makes a wide swipe across the stage. |
| Fake-Out Slap | 15% | Master Hand holds a fist above the player as if to punch them, but instead opens up and comes down with a slap. |
| Finger Bullet | 9% | Fires a pair of bullets. At low HP, fires three pairs. No longerabsorb-able. |
| Finger Drill | 28% | Master Hand flies up and comes down onto the player, drilling into them. |
| Finger Walk | 12% | Master Hand "walks" across the stage on two fingers and "kicks" the player upon reaching them. |
| Fireball Blitz | 11% | Master Hand produces a large orange fireball and squeezes it, causing it to break into fragments that scatter across the stage. |
| Flying Punch | 46% | Master Hand zooms in from the background with a punch. |
| Icy Wind | 0% from wind, 6% from ice | Master Hand flaps rapidly, causing a wind that pushes to the left/right and spawns icy projectiles on higher intensities. These ice projectiles will give theFrozen status effect on impact. |
| Jetstream | 33% | Master Hand points out his middle, thumb, and pinky fingers and fires into the air like a rocket and swoops in from the background. |
| Laser Nail | 8% per hit | Master Hand fires a blue laser from each fingertip. Unlike in previous installments, all of the lasers are on the same plane as the player rather than in the foreground or background most of the time, and as such, the lasers have colliding hitboxes at all times, making the attack more effective in general. |
| Platform Dealer | 0% | Master Hand tosses out orange platforms, which upon landing on the stage, rise upwards in an attempt to drag the player over the top blast line. Each platform covers a quarter of the stage and cannot be dropped through. |
| Power Punch | 29% | Master Hand hovers above the player and drops down in an explosive fist. If the player is in the air when struck, this attack becomes a powerfulmeteor smash. |
| Sleeper Grab | 11% | Master Hand hovers near the player and then grabs them, squeezes them, and if not escaped from, sets the player on the ground in anasleep state. |
| Snapper | 11% | Master Hand snaps his fingers, creating blue and green energy with yellow stars. If the player is hit by this on the ground, they are instantlystunned. |
| Toss Grab | 17% | Master Hand hovers near the player and then grabs them, squeezes them, and if not escaped from, throws them backwards. |
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, seeCrazy Hand (SSB4).
| Move | Damage | Description |
|---|---|---|
| Cross Punch | 0% | Crazy Hand punches across the stage, with Master Hand catching him. |
| Dual Sweep | 3% per hit | Crazy Hand runs his fingers across the stage like a plow, shortly followed by Master Hand flying in the other direction with an uppercut. |
| Juggling Act | 7% (small), 11% (large) | Master Hand tosses a series of small blue-green orbs towards Crazy Hand, who bats them back across the stage. After a few rounds, Crazy Hand begins throwing large blue-green orbs towards Master Hand, who flicks them directly towards the player. These two phases are sometimes reversed. |
Attack pattern[edit]
- Move 1
- Fake-Out Slap
- Snapper
- Finger Walk
- Big Swipe
- Icy Wind
- Move 2
- Power Punch
- Finger Bullet
- Big Swipe
- Icy Wind
- Move 3
- Grab
- Laser Nail
- Icy Wind
- Move 4
- Finger Bullet
- Finger Drill
- Platform Dealer
- Icy Wind
- Move 5
- Jetstream
- Flying Punch
- Big Swipe
- Fireball Blitz
- Icy Wind
Trophy[edit]
- Master Hand
The mysterious Master Hand is the source of creation in the Smash Bros. universe. He appears in Final Destination when all other rivals are defeated. He fights with a diverse move set and only grows stronger if you make him angry. If you know when to fight and when to dodge, you'll take him down!
:Super Smash Bros. (04/1999)
:Super Smash Bros. for Wii U
Master Hand personifies creation in the Smash Bros. universe. After defeating all your rivals, you face him in Final Destination. He forms various shapes to unleash a wide range of attacks, and on high intensities he'll become speedier, deal more damage and launch you further. To beat him, you'll need to know when to attack and when to hold back.
:Super Smash Bros. (11/1999)
:Super Smash Bros. for Wii U
Gallery[edit]
Master Hand andKirby.
Master Hand ripping open to revealMaster Core
Master Hand teaming up withCrazy Hand
Master Orders selection screen
Trivia[edit]
- In the Developer Interview from E3 2014, Master Hand used his KO sound fromBrawl as a placeholder.
- It is possible to attack Master Hand during its disintegrating sequence, before he releases Master Core. Doing so causes respective "hit" effects and hitlag, but no damage.

