When compared to Master Hand, Crazy Hand can be considered to be much more erratic (i.e. Melee as a secret boss who fights alongside Master Hand under specific conditions (when Classic Mode is cleared on Normal difficulty or higher in under 15 minutes, Crazy Hand will join Master Hand when Master Hand has half of his health left.) As noted above, Crazy Hand also appears in Event 50, where he and Master Hand are fought together on Final Destination with 300 HP each. Where Master Hand represents the constructive side of creativity, Crazy Hand is his destructive left-handed counterpart. In this battle, neither can be inhaled they both explode upon defeat. The two, like in Melee, have attacks that they use in conjunction with each other. This is Crazy Hand’s only appearance in the game. Master Hand, alongside Crazy Hand, also appears as the boss of the Candy Constellation. Upon being defeated, Kirby can inhale him, like other minibosses, and gains the Smash ability, which is based on Kirby’s moveset in Melee. Outside of Smash, Master Hand appears in the Game Boy Advance game, Kirby and the Amazing Mirror, in which he appears as a miniboss in multiple areas. He also appears as a boss in Adventure Mode: World of Light. In Adventure mode: World of Light, an army of Master Hands fights for Galeem, but are destroyed when Galeem uses their power to destroy all the fighters, except for Kirby, who escapes. Master Hand reprises his role as a boss at the end of Classic Mode in Super Smash Bros. for Wii U, Master Hand has his own mode named after him, Master Orders. 4, Master Hand continues to be fought at the end of Classic Mode on Final Destination and has new attacks however, on high enough difficulty settings he will now transform into Master Core near the beginning of the fight, and the player will defeat Master Core in Master Hand's place.
In Brawl, he also has an important plot role in The Subspace Emissary and appears in Boss Battles Mode as one of the game's ten bosses. Due to a glitch in this game only, Master Hand can be used as a playable character in certain settings. In Melee, he can also be fought in Event 50: Final Destination Match, where the player faces off against him and Crazy Hand at the same time. Upon being defeated, he leaves the stage in the same way that he did in the original game. He fights essentially the same way as he did in the original game, but with a few new attacks. Master Hand is fought on Final Destination, which is very similar to the Final Destination stage of SSB. Brawl, reprising his role as the final boss in the 1-Player mode, now known as Classic Mode. Master Hand reappears in Super Smash Bros. Upon being defeated, Master Hand lets out a deep roar that resembles laughter, and flies off, writhing and exploding, into the distance. He appears at the end of the 1P Game as the final boss. In the first Super Smash Bros., according to the intro movie, he is meant to represent the hand of a child playing with his toys and staging fights between his favorite Nintendo characters, who are represented by dolls. series, Master Hand is the master of ceremonies for the Smash Bros. In Ultimate, Master Hand can be controlled for one battle in World of Light, which is the first intended instance of a boss being playable.įrom Super Smash Bros. Starting from Brawl, the character IDs for the bosses have been removed, meaning they are unplayable even with hacks, although certain other hacks allow the moves they perform to be controlled. In the first two installments of the series, boss characters were usable in normal games through hacks or the debug menu. On the other hand, bosses' large size and predictable movements and behavior often mean that they have difficulty dodging attacks, and so powerful moves with long startups such as Falcon Punch can be highly effective. Bosses' immunity to knockback also means that the player's moveset will have to be used differently - for example, grabs and throws will nearly always be useless, and moves of high knockback but low damage are ineffective. These attacks tend to be telegraphed with long startups and end lag, making them more avoidable on the other hand, they generally deal higher damage and knockback should they connect.
Compared to the playable cast, bosses usually have fewer attacks available.
#Kirby s hardest boss ever series#
series are usually significantly larger than playable characters, and are usually immune to knockback and flinching, meaning that instead of defeating them with an offstage KO, they must instead be defeated by reducing their HP to zero.įighting bosses are an entirely different matter than normal fights. A boss is a non-playable character that appears as a strong opponent in specific circumstances in one-player modes or on certain stages in multiplayer modes.