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Master Hand

From The Codex
Bwa-hah-hah-hah-hah!
~ Master Hand’s entering laugh

Background

Master Hand is a hand-like entity who acts as the main recurring boss in the Super Smash Bros. universe. He appears at Final Destination as the final boss of the 1P Game in Super Smash Bros. and of Classic Mode in Super Smash Bros. Melee, Super Smash Bros. Brawl, Super Smash Bros. 4, and some fighters' paths in Super Smash Bros. Ultimate. He also plays a large role in Adventure Mode: The Subspace Emissary and Adventure Mode: World of Light. Due to his role as a boss, Master Hand is often unplayable barring hacks, though a glitch that allows the player to play as him exists in Super Smash Bros. Melee. The player must bring his HP down to 0 to defeat him. Master Hand's left hand counterpart, Crazy Hand, was introduced in Melee.

Despite appearing in all five games of the series, considerable mystery surrounds the character, due to a lack of sufficient official explanations. However, he is known as the creator of the Super Smash Bros. universe, and in Brawl as the master of the World of Trophies. In Super Smash Bros 4, Master Hand is shown to have some connection to Master Core, with the "Swarm" that Master Core comprises appearing from within Master Hand after he has taken enough damage. This link between the two has yet to be elaborated upon in the Smash universe.

Master Hand is playable in Super Smash Bros. Ultimate in a special event battle found in World of Light. Elsewhere and in other games, he is only playable via a glitch in Super Smash Bros. Melee or through hacking.

Master Hand is usually fought on Final Destination, although in Super Smash Bros. Ultimate. Donkey Kong's Classic Mode instead uses the Ω form of New Donk City Hall, and Joker's Classic Mode uses the Ω form of Mementos.

General Information

Name: Master Hand

Origin: Super Smash Bros., Kirby & the Amazing Mirror

Sex: Male

Age: Unknown (Master Hand is often theorized to be the representation of a child playing pretend with his toys, the child grows up overtime with the toys turning into trophies, and them notably getting older, though it is unknown if this is officially canon nor the official age of the child nor the official age of his abstract representation, Master Hand)

Classification: Creator of Smash, Representation of Creation

Species: Unknown

State of Being: Creator (Master Hand is the creator of smash and is the representation of creation within the world of imagination)

Occupation: None

Status: Alive

Alignment: True Neutral (Master Hand represents creation, caring nothing about the good or evil of the smash characters but only craving a strong fighter to fight against)

Codex Statistics

Keys: Inside the World of Imagination | Outside the World of Imagination

Grade: A

Tier: Unknown-E, Higher as Master Core | Low 5-B

Cardinality: Unknown | Finite

Dimensionality: 3-D

Attack Potency: Unknown: Lower Reality level (Fought 50 clones of all the Smash protagonist which allowed them to conquer both light and darkness. Has consistently fought the Smash cast as their final boss in Classic Mode. Is the creator of the Smash Bros. universe, his equal Crazy Hand is the personification of destruction in the Smash Bros. universe. Is the link between the real world and the imaginary world of the Smash Bros. Universe. The Smash Bros. universe is the "World of Imagination", being noted to be imaginary in comparison to reality[1]. With the lower reality being this large) | Small Planet level (Can fight and harm Kirby who can crack Pop Star in half with splitting the earth in half being calculated at this level)

Durability: Unknown: Lower Reality level (Can collide with Crazy Hand, his equal), Higher as Master Core | Small Planet level

Striking Strength: Unknown: Lower Reality Class, Higher as Master Core | Small Planet Class

Lifting Strength: Unknown: Lower Reality Class (Can effortlessly lift and slam down Final Destination, him jumping and landing back down causes the stage to slant) | Unknown

Travel Speed: Faster Than Light (Flies to a distant galaxy in a couple of seconds) | Faster Than Light

Attack Speed: Faster Than Light (Comparable to other fighters, like Kirby, who avoided beams from Galeem's, which can reach alternate space-times and separate time periods) | Faster Than Light

Reaction Speed: Faster Than Light | Faster Than Light

Stamina: Likely Limitless

Range: Hundreds of Meters with projectile based attacks, Multi-Universal with abilities and with Portal Creation (The link between the real world and the imaginary world is tied to him)

Intelligence: Unknown Intelligence

Knowledge: Grandmaster level (Craves to fight against the greatest warriors that have defeated all the prior fighters, is one of the most difficult challenges, with enough skill to perfectly mimic other forms and change up patterns in order to beat the fighter)


Powers and Techniques

Superhuman Physical Characteristics, Inorganic Physiology (Is merely a floating hand), Large Size (Supersize), Higher-Dimensional Existence, Abstract Existence (Idea, Infinite Manifestation; Is the source of all creation and is described to personify it), Reality Warping, Link Manipulation (Is the Link between the Real World and Imaginary World), Transformation (Upon being defeated he transforms into Master Core a far more powerful version of himself that’s powerful enough to scare away Crazy Hand), Summoning (Can summon Crazy Hand), Sound Manipulation (Can laugh despite only being a hand), Flight (His natural state is flying and he can maneuver around as such), Vibration Manipulation (Slams the ground hard enough to cause massive shaking), Energy Projection (Can shoot out energy lasers out of his finger tips), Creation & Fire Manipulation (Created all of smash, can create bullets that can set one on fire if hit by them. Can create spike balls. With Fireball Frenzy Master Hand retreats into the background and produces between three and five fireballs), Smoke Manipulation (Generates smoke from a lot of his attacks), Magnetism Manipulation & Electricity Manipulation (Creates a magnetic attraction with Crazy Hand that also generates electricity), Status Effect Inducement & Mind Manipulation (With a snap he can leave the target dazed), Spike Manipulation (Creates golden spikes out of the ground), Sleep Manipulation & Shockwave Generation (With Applaud, a shockwave is released that puts the player to sleep. With Sleeper Grab, Master Hand hovers near the player and then grabs them, squeezes them, and if not escaped from, sets the player on the ground in an asleep state), Ink Manipulation (With Ink Blob, Master Hand creates a large ball of ink that covers both the player and the screen), Teleportation (With Snap Teleport, Master Hand teleports by snapping his fingers), Air Manipulation & Ice Manipulation (With Icy Wind, 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 the Frozen status effect on impact), Glyph Creation (With Platform Dealer, 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 are large enough to cover a quarter of final destination), Paralysis Inducement (With Snapper 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 instantly stunned), Duplication (Can create duplicates of the fighters), Law Manipulation (Master Orders contain battles with special rules, which can vary between a 1-minute timed battle, a 2-minute stock battle, a 1-minute coin battle, a stamina battle, and a horde battle. Additional effects, such as characters being able to reflect projectiles, or starting equipped with certain items, may also be present)

Notable Techniques

Move Description
Big Swipe Master Hand makes a wide slapping motion across the platform.
Fake-Out Slap 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.
Dual Poke Master Hand pokes the air twice. The second poke is more powerful.
Finger Bullet Master Hand makes the shape of a gun, and fires a pair of bullets (Bullet Bills in SSB64). If Master Hand has less than 100 HP remaining, he will fire three pairs.
Finger Drill Master Hand flies up, then slams down while spinning in a drill-like fashion. Burying the opponent into the ground.
Finger Walk Master Hand "walks" across the stage using his pointer and middle fingers. When he reaches his opponent, he does a fiery flick.
Floor Sweep Master Hand sweeps across the stage several times, depending on the length of the platform.
Flying Punch Master Hand flies in from the background and punches the player.
Flying Slap Master Hand flies in from the background and slaps the stage.
Jetstream Master Hand makes a vaguely plane-like shape, then flies into the background. He attempts to fly into the player, then flies back in from the right. The takeoff deals flame damage if the player is nearby.
Power Punch Master Hand hovers over the target, then quickly punches down with electric effects. If used outside Final Destination, may result in Master Hand getting stuck and unable to move for the rest of the match.
Side Punch Master Hand makes a fist and punches horizontally across the stage.
Laser Nail Master Hand shoots a laser beam from each of his fingertips.
Power Slap Master Hand slaps the ground. Buries the player.
Reverse Throw Master Hand throws the opponent backwards with decent knockback.
Squeeze Master Hand's pummel. After 3 squeezes he will move to a throw.
Tri-Poke Master Hand pokes the air three times. The third poke is more powerful.
Vertical Throw Master Hand throws the opponent into the ground. High damage and knockback, but cannot KO under normal conditions.
Fireball Blitz Master Hand produces a large orange fireball and squeezes it, causing it to break into fragments that scatter across the stage.
Icy Wind 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 the frozen status effect on impact.
Platform Dealer 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.
Mirrored Laser Master Hand produces a series of mirrors and fires a single laser that bounces between them.
Ring Toss Master Hand throws two rings across the stage. They may or may not circle back around for another pass.
Snapper Master Hand snaps his fingers, stunning the player.
Spike Bowl Master Hand underhands a series of spiked balls across the stage, which may either roll or bounce. They can be attacked, reflected, or even picked up with the right timing.
Snap Teleport Master Hand teleports by snapping his fingers.

Other

Standard Tactics: Master Hand is a natural wild card where his moves depend on what he decides to use. Though normally when getting weakened he will summon Crazy Hand or transform into Master Core.

Weaknesses: Master Fortress has weak points within him that if attacked will eventually reduce him to his master core self. Once Master Core does his last attack he will self-destruct and die in the process.

Note: Master Hand is the link between reality and imagination of Smash Brothers, thus he views all characters as mere trophies, though it should be noted Master Hand and Crazy Hand’s trophies are merely non-canon pieces used to give info on both of the characters by Sakurai. In canonical story modes whenever they are defeated they do not transform into trophies, more information can be found here.

Battle Records

None.

References

  1. "As time passes on this stage, the level appears to travel through a wormhole from the imaginary Super Smash Bros. Melee world into reality. You move through a cloud-filled sky over a vast mountain range, then into a deep-space vista of dark blues and purples. The scenery is as real as you get in this fantastical world."