Super Smash Bros. Brawl

Master Hand (SSBB)

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This article is about Master Hand's appearance inSuper Smash Bros. Brawl. For general information, seeMaster Hand.
Master Hand
MasterHandBrawl.jpg
SmashBrosSymbol.svg

Official artwork of Master Hand inSuper Smash Bros. Brawl

A boss inBrawl
UniverseSuper Smash Bros.
LocationFinal Destination
Voice actorPat Cashman

Master Hand reprises his role as the final boss ofClassic Mode inSuper Smash Bros. Brawl, and once again is fought onFinal Destination. His attacks are very similar to that of hisMelee 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 inThe Subspace Emissary[edit]

Master Hand in The Subspace Emissary.

Master Hand also appears inThe Subspace Emissary, as the one giving orders toGanondorf,Bowser andWario. Soon after aSubspace Bomb is used onKing 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 charactersarrive 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 calledTabuu, who 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, now wounded from the Chains of Light. Master Hand attempts to strike Tabuu as well, but is beaten with little effort, collapsing once again into the ground and lying motionless in defeat.

Master Hand is the only boss character inSuper Smash Bros. Brawl, who does not have a boss fight in The Subspace Emissary (other than Crazy Hand, who makes no appearance in the mode).

Moveset[edit]

Master Hand using Laser Nail againstMario.

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.

Individual[edit]

Notes: The "d" below is a multiplier based on thedifficulty value. Final damage is rounded down to the nearest whole number. Boss Battles halves the final damage, rounding down again. The move names are fan-made in the absence of an official source.
NameDamageDescription
Big Swipe22 + 2.1dMaster Hand makes a wide swipe across the stage.
Floor Sweep10 + 2.0dMaster Hand uses the back of his hand and sweeps across the platform 3 times.
Power Punch25 + 2.5dMaster Hand forms a fist, hovers above the player, and then punches down with an explosive fist. Produces set meteor smash knockback if it strikes. 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. Dealsflame damage and 10%shield damage.
Fake-Out Slap22 + 2.2dMaster Hand forms a fist, hovers above the player as if to use Power Punch, but instead opens up and comes down with a slap.Buries the player if they're grounded. Compared to the previous game's Power Slap, the animation makes the move look more like a Power Punch until just before it fires. Semi-spikes very powerfully but, just like Power Punch, this attack only hits close to the ground which, when combined with the long telegraphing of the move, leaves it easily evaded by just jumping into the air.
Tri-Poke9 + 1.2d (hits 1 & 2)
14 + 1.3d (hit 3)
Master Hand points at the player and follows them for a few seconds, before poking the player three times. The pokes can be chained together, but can be DI'd out of before the final poke. Can be evaded by just moving away from Master Hand before he starts poking. All hits deal 4% shield damage.
Finger Drill2 + 1.0d (ascent/descent)
4 + 1.2d (multhits)
4 + 0.0d (end)
Master Hand spins vertically, flies above the screen, and then corkscrews down at the player. This is by far Master 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 (likeLucario) due to a combination of how fast it comes down and deceptively wide hitboxes. 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. Despite having anSDI multiplier of 2.0, the attack is very difficult to SDI out of, ensuring players will take the attack's full remaining damage output. The final hit deals moderate fixed knockback, making this attack incapable of KOing, but its extremely high damage output will put an undamaged player in KO range of the Hand's KOing moves on Intense difficulty, making it a dangerous move. The multihits hit every 14frames and his wrist dealselectric damage.
Finger Walk12 + 1.8d (walk, "body")
8 + 1.5d (walk, fingers)
12 + 2.0d (kick, "body")
20 + 2.0d (kick, finger)
Master Hand "walks" across the stage on two fingers and "kick"s the player upon reaching them. The kick deals 20% shield damage.
Flying Punch24 + 2.6dMaster Hand floats up out of view and then zooms in from the background with a punch. Deals electric damage and 20% shield damage.
Flying Slap24 + 2.3d (early, sweetspot)
18 + 2.0d (early, sourspot)
13 + 1.2d (mid)
9 + 1.1d (late)
Master Hand floats up out of view and then flies in from the background and slaps the stage. The sweetspot is on the palm and deals very high semi-spike knockback. The sweetspot can hit both grounded and aerial players, however it is only active when Master Hand himself is close to the ground and all other hitboxes only hit grounded players, leaving it easily evaded by just jumping into the air. In addition, the sweetspot deals 25% shield damage while the rest deals 20% shield damage.
Jetstream10 + 1.3d (startup)
22 + 2.4d (attack/return)
Master Hand arranges his fingers in a rough shape of a jet, fires upwards into the air, then swoops in from the background. During the startup, his wrist deals low, downward, fixed knockback. He only tracks the player's horizontal position and not the vertical, making jumping an easy way to avoid it. The rest of the attack deals perfectly vertical knockback and 20% shield damage.
Finger Bullet8 + 1.8dFires a pair of bullets. If at low HP, three pairs of bullets. The bullets can bereflected.
Laser Nail4 + 1.6dMaster Hand shoots laser beams from his fingertips and slowly moves across the screen. The lasers will deal a decent amount of damage each time a player makes contact with them, but will produce almost no knockback. These lasers penetrate the stage, potentially hitting fighters underneath it.
Squeeze10 + 1.5dMaster Hand grabs the player and squeezes, acting as hispummel. Hits at most three times. Sets up for one of his two throws if not escaped.
Reverse Throw14 + 1.6dMaster Hand throws the player backwards. Will OHKO on Intense in Classic Mode.
Vertical Throw22 + 1.8dMaster 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, seeCrazy Hand (SSBB).

MoveDamage!Description
Applause3 + 1.0d (sleep)
4 + 1.1d (clap)
The Hands slowly bring themselves together, before clapping five 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 the most 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).
Cross PunchN/AMaster Hand beckons to Crazy Hand, who then proceeds to punch Master Hand's palm.
Sandwich Punch10 + 1.1dThe Hands slowly bring themselves together, before quickly moving back and punching into each other. 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). While powerful if it strikes, it is very easy to evade, as the long telegraphing without the initial hitbox of Applause gives the player ample time to prepare to evade, and going offstage or jumping into the air will be sufficient to evade it. Getting hit by the knuckles deals flame damage while the wrists dealnormal damage.

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)

HP and damage taken[edit]

HP ValuesLowest difficultyBelow-middle difficultyMiddle difficultyAbove-middle difficultyHighest difficulty
Classic Mode150250300330360
Round1-34-67-91-34-67-91-34-67-91-34-67-91-34-67-9
Boss Battles84.887.29296104106108122120120140137152188175
 NormalSlashElectricFreezingFlameGrass (effect)Water (effect)DarknessAura (effect)Specials: DirectSpecials: 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 inBrawl, 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 and is no longer applied if the second player loses all theirstocks.

Unlike other bosses, Master Hand's attacks do not change in power at low HP, instead sticking to the samedifficulty set the entire match. In Classic Mode his difficulty sets are: 1 (Easy/Normal), 2 (Hard), 3 (Very Hard), and 5 (Intense). In Boss Battles his difficulty sets are: 1 (Rounds 1-6), and 2 (Rounds 7-9).

Changes fromMelee toBrawl[edit]

  • Change Master Hand'sidle pose now moves accordingly to the difficulty, being nearly as erratic asCrazy 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 theFan 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 bycrouching.
  • 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.

Playing via hacks[edit]

Like other bosses, there is a popular Gecko code for Master Hand that overrides his actions when player 3 performs certain inputs.

Enable Boss Control
4A000000810F1F3C
D200000000000002
901F058C5400843E
9002007000000000
C277F78000000010
7CDFF0502C06414C
4082006C2C1C0002
4081006439820074
809E0038A0EC0000
7C04380041810050
A0EC00027C1C3800
418200443CC0804E
A0C6E4C0A8EC0004
2C07000041820030
A8EC00047C063800
4082000CA38C0006
4800001C2C07FFFF
4082000CAB8C0006
4800000C398C0004
4BFFFFD8939E0038
6000000000000000
4A000000805A9320
1400007800000000
E000000080008000
Controls for Player 3
4A000000805A9320
3000007000005A01
1600007400000038
000A003410800034
0288000B0188000E
0184001102800014
018100190281001A
0481001B0488001D
0182002002820024
01800026FFFFFFFF
E000000080008000
ActionInput
Big SwipeB +D-Pad
Fake-Out SlapB +D-Pad
Finger DrillX +D-Pad
Finger WalkX +D-Pad
Floor SweepA +D-Pad
Flying PunchA +D-Pad
Flying SlapA +D-Pad
JetstreamB +D-Pad
Laser NailB
Power PunchA +D-Pad
Tri-PokeA
self destructStart-Pause

Trophy[edit]

Master Hand's trophy inBrawl
Master Hand
A being tied to the link betweenthis 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


v • d • e
Super Smash Bros. (universe)Super Smash Bros. universe
FightersMii Fighter (SSB4(Mii Brawler ·Mii Swordfighter ·Mii Gunner)) ·SSBU(Mii Brawler ·Mii Swordfighter ·Mii Gunner))
Fighter variantsFighting Polygon Team ·Fighting Wire Frames ·Fighting Alloy Team ·Fighting Mii Team ·False characters
BossesMaster Hand (SSB ·SSBM ·SSBB ·SSB4 ·SSBU) ·Crazy Hand (SSBM ·SSBB ·SSB4 ·SSBU) ·Giga Bowser ·Galleom ·Duon ·Tabuu ·Master Core ·Galeem ·Dharkon
StagesMeta Crystal ·Duel Zone ·Battlefield (SSBM ·SSBB ·SSB4 ·SSBU) ·Final Destination (SSB ·SSBM ·SSBB ·SSB4 ·SSBU) ·Big Battlefield (SSB4 ·SSBU) ·Small Battlefield ·Home-Run Stadium ·Target Blast Stadium ·Controls test stage ·Training
ItemsBeam Sword ·Home-Run Bat ·Fan ·Bumper ·Ray Gun ·Motion-Sensor Bomb ·Crate ·Barrel ·Capsule ·Egg ·Food ·Party Ball ·Smash Ball ·Assist Trophy ·Sandbag ·Gooey Bomb ·Cracker Launcher ·Smoke Ball ·Blast Box ·Team Healer ·Timer ·Drill ·Banana Gun ·Beastball ·Black Hole ·Healing Field ·Healing Sprout ·Rage Blaster ·Fake Smash Ball
Trophies andSpiritsTrophies (SSBM ·SSBB (SSE) ·SSB4) ·Spirits
MusicBrawl (Past) ·SSB4 ·Ultimate
v • d • e
Bosses
Super Smash Bros.Master Hand ·Metal Mario ·Giant Donkey Kong ·Fighting Polygon Team
MeleeMaster Hand ·Crazy Hand ·Giga Bowser ·Fighting Wire Frames (Male ·Female)
BrawlMaster Hand ·Crazy Hand ·Petey Piranha ·Rayquaza ·Porky ·Galleom ·Ridley ·Duon ·Meta Ridley ·Tabuu ·Fighting Alloy Team (Red ·Blue ·Yellow ·Green) ·False characters
Smash 4Master Hand ·Crazy Hand ·Master Core ·Fighting Mii Team
UltimateMaster Hand ·Crazy Hand ·Rathalos ·Galleom ·Giga Bowser ·Galeem ·Dharkon ·Dracula ·Ganon ·Marx ·Fighting Mii Team ·False characters
v • d • e
Adventure Mode: The Subspace EmissarySubspace Army
LeaderTabuu
Fighter accomplicesBowser ·Ganondorf ·Wario
Major membersPetey Piranha ·Rayquaza ·Porky Minch/Porky Statue ·Ridley/Meta Ridley ·Galleom ·Duon
Manipulated membersAncient Minister/R.O.B. ·Master Hand ·Mr. Game & Watch ·King Dedede
Common unitsPrimids: Normal Primid ·Big Primid ·Boom Primid ·Fire Primid ·Metal Primid ·Scope Primid ·Sword Primid
Bowser's Minions:Bullet Bill ·Giant Goomba ·Goomba ·Hammer Bro ·Koopa Paratroopa ·Koopa Troopa
R.O.B. Squad:R.O.B. Blaster ·R.O.B. Launcher ·R.O.B. Sentry
Others:Armank ·Armight ·Auroros ·Autolance ·Bombed ·Borboras ·Bucculus ·Buckot ·Bytan ·Cymul ·Feyesh ·Floow ·Gamyga ·Glice ·Glire ·Glunder ·Greap ·Jyk ·Mite ·Mizzo ·Nagagog ·Poppant ·Puppit ·Roader ·Roturret ·Shaydas ·Shellpod ·Spaak ·Ticken ·Towtow ·Trowlon
Weapons/Machines/Etc.Ambush ·Amaranthine gas ·Barrel Cannon ·Bomb block ·Cargo ·Dark Cannon ·Door ·Generator ·Halberd ·Koopa Clown Car ·Minecart ·Quark Mine ·Shadow Bug ·Slide Launcher ·Smash Skiff ·Subspace Bomb ·Subspace Gunship ·Thorn helix ·Trackball
LocationsWorld of Trophies ·Isle of the Ancients ·Subspace ·The Great Maze