Master Hand

From The Character Database
Master Hand
Master Hand
Bwa-hah-hah-hah-hah!
― Master Hand before the beginning of the battle
Master Core
This sinister being will appear from Master Hand. A bunch of black objects, called "Swarm", will gather and mimic a variety of shapes, changing its attack pattern with each new form. After taking enough damage, it will reveal even more forms. Defeat the Swarm's forms to reveal its true core.
― The Trophy description
Master FortressU
Master Core True

Vital statistics
Names Master Hand, The Hand, Master Core,
Gender Male
Race Hand
Occupation Creator of The Smash Worlds
Origin Super Smash Bros. (January 21st, 1999)
Alignment Anti-Villain
Age Unknown
Created By Masahiro Sakurai
Height Varies
Weight Varies


Master Hand, also known as The Hand, is a colossal, disembodied right glove and a recurring boss in the Super Smash Bros. series, originating in the original game. He resides on Final Destination and symbolizes creation and is the creator within the game's universe. Master Hand is voiced by the series announcers: Jeff Manning in the original, Dean Harrington in Melee, Pat Cashman in Brawl, and Xander Mobus in 3DS/Wii U and Ultimate.

Appearance[edit | edit source]

Master Hand is a giant, disembodied, white-gloved right hand. He has a sleek, polished look resembling a cartoonish glove, with defined fingers and a wrist that fades into nothingness rather than having a visible cuff. Over the course of the series, his design remains largely consistent, though in later games like Super Smash Bros. Ultimate, more subtle details such as shading and finger articulation are emphasized to enhance his presence.

Personality[edit | edit source]

Master Hand embodies creation and order within the Super Smash Bros. universe. He is depicted as an omnipotent force, orchestrating battles and setting the rules for the games' universe. Despite his immense power, Master Hand shows no emotion, acting more as a symbol of structure and challenge than a sentient being with complex motives.

Contrasting his left-hand counterpart, Crazy Hand, Master Hand represents stability and control. While Crazy Hand's erratic behavior suggests chaos and destruction, Master Hand’s calculated and deliberate movements reflect his authoritative role. However, his motivations remain ambiguous, leaving his personality open to interpretation as either neutral or benevolently aligned.

Biography[edit | edit source]

Super Smash Bros.[edit | edit source]

In the original Super Smash Bros., Master Hand is the final boss of the 1P Game, fought after defeating every other opponent. With 300 HP, he uses moves like slaps, punches, and flicks, capitalizing on his size and strength. Upon defeat, Master Hand explodes into the background, and the player’s character reverts to doll form.

He also appears in the opening cinematic, animating plush fighters by snapping his fingers and transforming a table into Princess Peach's Castle.

Super Smash Bros. Melee[edit | edit source]

Master Hand returns as the final boss of Classic Mode, with his HP scaling based on difficulty. Notable changes include the absence of his cuff and altered moveset. On Normal difficulty or higher, if the player defeats prior stages within 10 minutes without a continue, Crazy Hand joins the battle after Master Hand's HP is halved. Together, they perform devastating combination attacks.

In Event 50: Final Destination Match, both Master Hand and Crazy Hand must be defeated, each having 300 HP. A trophy of Master Hand provides lore about his role in the Super Smash Bros. universe.

A glitch, known as the Name Entry glitch, allows players to control Master Hand. However, this mode has limitations, such as freezing in some scenarios due to the absence of animations like victory poses.

Hidden game files suggest Master Hand might have been intended as a playable character, with his name appearing on the Pokémon Stadium screen (written as "Masterhand") and within the announcer's unused lines in the Sound Test.

Super Smash Bros. Brawl[edit | edit source]

Master Hand reprises his role as the final boss of Classic Mode in Super Smash Bros. Brawl. His HP scales with the selected difficulty, and Crazy Hand joins the battle under the same conditions as in Melee. However, unlike in the previous game, Crazy Hand immediately appears alongside Master Hand when the fight begins. Master Hand can also be battled in Boss Battles Mode but is notably absent as a boss in Adventure Mode: The Subspace Emissary.

Adventure Mode: The Subspace Emissary[edit | edit source]

Master Hand is introduced as the apparent leader of the Subspace Army, giving orders to Ganondorf, Bowser, and Wario. After a Subspace Bomb is detonated at Castle Dedede, Ganondorf receives commands from Master Hand via a video screen, solidifying his presence in the storyline.

Later, in Subspace, the fighters discover that Master Hand is actually being controlled by Tabuu through chains of light, a deception used to manipulate Ganondorf, Bowser, and Wario into aiding Tabuu's plans to engulf the world in Subspace. Enraged by the revelation, Ganondorf attacks Tabuu but is stopped by a force field and turned into a trophy upon colliding with Master Hand. This impact breaks the chains controlling Master Hand, freeing him.

In a final act of defiance, Master Hand attempts to strike Tabuu but is swiftly overpowered and defeated. He collapses to the ground, bleeding from his wounds, and remains motionless for the rest of the storyline. Unlike the fighters, Master Hand does not transform into a trophy when incapacitated.

Master Hand and Tabuu are unique in The Subspace Emissary as the only non-playable characters to receive snapshot functionality. This excludes the Ancient Minister, whose true identity is the playable character R.O.B.

Super Smash Bros. for Nintendo 3DS / Wii U[edit | edit source]

Master Hand returns as one of the final bosses in Classic Mode, fought on each game's version of Final Destination. He gains new abilities, such as summoning orange platforms to lift players past the Blast Line, creating a fire sphere that shatters into smaller versions, and angling his finger bullets for more precise attacks.

Super Smash Bros. for Nintendo 3DS[edit | edit source]

On Difficulty 2.9 or lower, Master Hand is fought alone. At Intensity 3.0 or higher, a black path appears, leading to a battle with both Master Hand and Crazy Hand, who now share an HP meter. If played on Intensity 5.1 or higher, Crazy Hand retreats after taking damage, allowing Master Core—a dark, swarm-like entity—to emerge and transform into different forms that must be defeated to clear the stage. Master Hand can still be fought alone up to Intensity 7.9, but at 8.0 and above, the blue path vanishes, and the player is forced to fight Master Hand, Crazy Hand, and Master Core.

Super Smash Bros. for Wii U[edit | edit source]

On lower intensities, Master Hand is fought alone. At higher intensities, both Master Hand and Crazy Hand appear, with Master Core joining the battle if the intensity is 5.1 or above. Additionally, Master Hand features in Master Orders, a special mode where players can complete challenges for rewards. He can also appear in Crazy Orders if enough tickets are cleared before battling Crazy Hand.

Super Smash Bros. Ultimate[edit | edit source]

Master Hand returns as a boss in Super Smash Bros. Ultimate, retaining much of his classic moveset. Unlike in previous entries, he is not always the final boss in Classic Mode. Depending on the fighter's route, players may face Master Hand, Crazy Hand, Ganon, Marx, or even a playable fighter as the final opponent. For the first time, Master Hand can now face in either direction, similar to Crazy Hand.

In Adventure Mode: World of Light, Master Hand plays a significant role. In the opening cutscene, Galeem summons an army of Master Hands before absorbing them. During gameplay, Master Hand occasionally appears on the map, destroying bridges to alter player progression. Near the end of the mode, Master Hand becomes a playable character in a battle against puppet fighters created by Galeem and Dharkon on the Battlefield form of Final Destination. Upon defeat, Master Hand collapses onto the stage instead of flying off, and the level restarts without triggering the typical World of Light game-over screen. In this battle, the "connect controller" and "move list" options are disabled in the pause menu. For the true ending, the original Master Hand and Crazy Hand create a massive rift in the sky, with Master Hand entering it.

Master Hand also appears as an Ace-class Neutral-type primary spirit. This spirit, obtained by defeating him in World of Light, provides three support slots and ranks among the game's most powerful spirits.

Kirby Series[edit | edit source]

In Kirby & The Amazing Mirror, Master Hand is a recurring mid-boss and the main boss of Candy Constellation alongside Crazy Hand. As a mid-boss, Master Hand uses four attacks inspired by his moves from the Super Smash Bros. series, such as pounding the ground, shooting flaming bullets, punching Kirby, and grabbing him. As bosses, Master Hand and Crazy Hand utilize tag-team moves similar to those seen in Super Smash Bros. Melee, including clapping and synchronized fist-pounding. Defeating the duo grants Kirby the eighth and final Mirror Shard.

When Master Hand is defeated, his attacks leave behind stars and projectiles that Kirby can swallow for abilities like Stone (from ground pounds) or Burning (from flaming bullets).

In Kirby: Planet Robobot, Master Hand appears as one of the Stone ability's rare transformations, triggered through the Smash Bros. Stone Change or Stone Smash moves. Additionally, Master Hand is depicted as a sticker, showcasing his Super Smash Bros. artwork with a thicker black outline.

Powers and Statistics[edit | edit source]

Tier: High 6-A

Powers and Abilities:
Superhuman Physical Characteristics, Inorganic Physiology (Is merely a floating hand), Flight, Teleportation and BFR (Can teleport around and can teleport others in Master Orders), Energy Manipulation (Can create Lasers), Elasticity (Can extend his finger), Creation (Of animate and inanimate objects. Created the Smash Bros. stages. Can also draw spikes on the field, create mirrors, throw rings, spiked spheres or spheres filled with ink and etc.), Duplication (Creates duplicates of Smash fighters for Horde battles, and an endless amount for Endless battles), Gravity Manipulation (Some of his attacks instantly "spike" the opponent), Power Bestowal (Can grant characters powers in Master Orders), Size Manipulation (Can create Giant and Tiny characters for Master Orders), Platform Creation (Can create Platforms for the players), Status Effect Inducement (Can Paralyze with Snapper, can put others to sleep with Applaud or Sleep Grab) Can create Icy gusts of wind, Can create Balls of Fire and create Electricity, Reality Warping and Law Manipulation (Can recreate stages and bend the rules of the game to his will), Vibration Manipulation (Can create shockwaves), Time Manipulation (Can make the match a slowed down or faster one, and can manipulate the time in Master Orders), Shapeshifting, Spatial Manipulation, Portal Creation (The wormhole in Final Destination is tied to him). Resistance to Spatial Manipulation (Can stand in Crazy Hand's Big Rip with literally no ill effects), potentially resistance to Extreme Cold and Cosmic Radiation (Can fight in areas which seem to be in outer space)

Power Mimicry (Can mimic the other fighter's abilities, equipment, or status effects from character customization), Forcefield Creation (Can create shields like normal fighters)

Attack Potency: Multi-Continent level (The final boss of many modes for members of the cast [like Captain Falcon]; he can be defeated by them, but while keeping hidden his full power[1]. Easily defeated many clones of members of the cast. More powerful when losing control as Master Core, which causes Crazy Hand to be thrown away, defeated)

Speed: Massively FTL+ (Comparable to members of the cast like Captain Falcon)

Lifting Strength: Class M (Superior to King Dedede, higher (Can easily lift the entirety of Final Destination before tossing it back down)

Striking Strength: Multi-Continent level (Consistently able to send enemies flying with the flick of a finger)

Durability: Multi-Continent level (Can survive many attacks from the cast before being defeated and blowing up, if while keeping hidden his full power[2]. Can easily collide with Crazy Hand)

Stamina: Superhuman

Range: Extended Melee Range physically, Hundreds of Meters with projectiles, Unknown with creation/reality warping and BFR (Could BFR people to different stages and arenas, as well as create various things in Smash, but his extent is unknown)

Standard Equipment: None notable

Intelligence: Unknown

Weaknesses: Master Hand seems to often hold back the full extent of its power. As Master Core his degree of sentience is unknown }}

Tier: High 6-A

Powers and Abilities: Superhuman Physical Characteristics, Self-Sustenance (Type 1), Flight, Self-Size Manipulation & 4th Wall Awareness (A smaller version of him attempts to wake up Kirby within game overs. This character is referred to as "Master Hand" in the files of the games. Shrank to help out Kirbys in Dream Buffet), Magic, Energy Manipulation, Intangibility, Combat skills, Fire Manipulation, Summoning (Can summon the Warp Star and a blanket), Transmutation (Can turn Kirby's sleeping cap into a party popper, as shown twice), Toon Force (Can pull a rope to have a miniature version of Popstar fall down on someone), can survive being inhaled by Kirby as shown numerous times

Attack Potency: Multi-Continent level (He and Crazy Hand are fought as a boss in Amazing Mirror after Kracko, doing better than other bosses in that game, except Dark Meta Knight)

Speed: Relativistic+ Combat Speed (He and Crazy Hand are fought as a boss after Kracko)

Lifting Strength: Unknown

Striking Strength: Multi-Continent level (Can launch a weakened Kirby with a flick)

Durability: Multi-Continent level

Stamina: Average

Range: Unknown

Standard Equipment: A handkerchief and blanket

Intelligence: Average. It appears he seems to know many combat tactics and techniques.

Weaknesses: None notable

Notable Attacks/Techniques

  • Big Swipe: Swipes self quickly.
  • Dual Poke: Pokes the air twice, having more power the second time.
  • Finger Bullet: Fires one to three bullets from his fingers.
  • Finger Drill: Flies into the opponent and spins around like a drill to attack.
  • Finger Walk: Walks to an enemy and flicks them. Has fire involved in some cases.
  • Floor Sweep: Sweeps across length of the area.
  • Flying Punch: Flies in from behind to punch.
  • Flying Slap: Flies in from behind to slap.
  • Jetstream: Flies behind, then rockets forward like a jet.
  • Power Punch: Punches the opponent with electricity.
  • Side Punch: Flies from side to side in a punch.
  • Laser Nail: Shoots several lasers downward.
  • Reverse Throw: Grabs the opponent and throws them backwards.
  • Squeeze: Squeezes the opponent.
  • Tri-Poke: Pokes the air thrice, having more power the third time.
  • Vertical Throw: Throws the opponent downwards with extreme force.
  • Fake-Out Slap: Pretends to punch, but actually slaps.
  • Fireball Blitz: Squeezes and destroys a large fireball, causing smaller fireballs to fly.
  • Icy Wind: Spins around, creating a powerful wind with freezing ice cubes.
  • Platform Dealer: Throws several platforms that rise upward.
  • Sleeper Grab: Squeezes the opponent to sleep.
  • Snapper: Snaps, stunning the opponent if they are on the ground.
  • Toss Grab: Throws the opponent to the side.
  • Spawns two additional arms with glowing hands. These arms will sweep the stage, then merge into its chest. If the player is grabbed by a glowing hand, they will be consumed by the 'head', taking damage and ending with a downwards launch
  • Moves its arm quickly across the screen horizontally. The movement itself does nothing, but a second later a horizontal slash will appear across the stage, dealing damage. The slash can penetrate through shields.
  • Creates six electric orbs that fly around the top part of the screen. Master Giant will then pick up the entire stage and lift it to the level of the orbs, before dropping it back down. This attack can be avoided by jumping off the stage, then jumping back on once it is dropped back down. If the player was just KO'd by one of Master Core's previous attacks and is in the middle of respawning, the act of Master Core lifting the stage can cause the player to be trapped underneath it and be KO'd a second time.
  • Master Giant's head will split apart, creating a vacuum effect around it. During this move, large electric orbs will travel across the stage horizontally. If the player is caught by the head or an electric orb, they will be 'swallowed', taking damage then being launched downward in the same manner as the 'arms' attack. The electric orbs can be avoided by perfect shielding or dodging/rolling, though it's the safest to stay away from them until Master Giant ends the attack.
  • Master Giant's head will transform, then attempt to headbutt the player. If this attack lands, the player will be buried. After the headbutt, 4 orbs are created in random locations, detonating after a delay and creating a cross-shaped explosion in the shape of the Smash logo. The explosions deals huge damage if more than one hits.
  • Master Giant will scream, creating a massive shockwave that pushes players away from the center of the stage, potentially knocking them off. Players are pushed much farther if they are in the air. The player gets hit, causing damage, if the player is very close; however, the player will not be pushed far toward the edge of the stage. Ignores Counter attacks.

Master Beast has the following attacks:

  • Jumps into the background area, then dives back with a biting attack at the player, similarly to Master Hand's background punch and plane attacks. Like those attacks, it can be avoided by jumping, though the animation is quicker so the player has less reaction time. This move may be Master Beast's strongest attack in terms of KOing power, and it also deals extreme shield damage.
  • Leaps high off the screen, then comes back down with a body slam. It will land on either edge of the stage, causing the whole stage to briefly tilt downwards sharply in that direction. It can also spike the player downwards if they get hit by it falling while in the air.
  • Spawns spikes on its back, then a trail of shadows will crawl across the ground. When its horizontal position matches the player's or if it reaches the corner, spikes will spawn at that location, dealing damage.
  • Emanates lightning around itself, similar to Pikachu's down special.

Master Edges has the following attacks:

  • Emits a brief flash of light, then performs a single large simultaneous slash with all 5 blades. Hits at a semi-spike angle that is dangerous to fighters with weak horizontal recoveries, but also deals enough knockback to KO if the player has more than 70%-80% damage.
  • Launches four small spinning projectiles, two at a time, which home back to the swords. These projectiles hit once and disappear, and can be absorbed with moves such as PSI Magnet and Oil Panic, or reflected with moves such as Cape and Reflector.
    • An alternate attack causes the swords to launch two larger projectiles one at a time instead. This version deals multiple hits, cannot be absorbed, and wears through shields instead of disappearing on block.
  • The swords space themselves to surround the whole stage. The four smaller swords will slash across the stage in a set pattern, then after a brief pause, the large sword will track the player and slam downward. The large sword deals significant knockback. Can be dodged by sidestepping or airdodging with the timing of each swing, but getting hit will likely (though it can still be airdodged if timed correctly) trap the player in the rest of the combo, including the final hit.
  • All five swords 'ready' themselves and briefly follow the player before unleashing a flurry of slashes, ending with a very wide slash that has a large vertical radius. The initial flurry deals little damage, but serves to trap the player so that they cannot avoid the last slash, which is a semi-spike. Can be avoided by quickly moving behind the swords just before it initiates the attack. A full shield can block the entire attack, but the shield will be broken on the final slash; this can be avoided at the last second by dodging out of the shield.

  • Self-Destruct: If the Core has not been destroyed after 45 seconds, it will begin to rise to the center of the screen, then charge up and unleash five red waves, similar to Tabuu's off wave attack. Being hit by any of the waves will OHKO the opponent. The core can still be attacked while floating during this time; if it is, it will stop releasing waves and giving the opponent some time to KO it. However, if it isn't attacked for a short period of time, it will unleash them again. After all five waves, the Core will self-destruct. The attack can be dodged via precise rolls and dodges


Trivia[edit | edit source]

  • The Chains of Light in Brawl leave glowing blue blood and red wounds, suggesting organic material, possibly contributing to the game's "T for Teen" rating.
  • If KO'd in Melee on Brinstar via Debug Mode, Master Hand bounces endlessly in the acid, even outside visible stage bounds.
  • Melee freezes if Master Hand or Crazy Hand uses a transformation item outside Final Destination or Battlefield.
  • Their attacks share similarities with bosses like Eyerok (Mario 64), Wham Bam Rock (Kirby), Andross (Star Fox), and Bongo Bongo (Zelda).
  • Master Hand and Crazy Hand debut in Super Smash Bros. but also appear in Kirby & The Amazing Mirror.
  • Master Hand is featured in a Kirby Tilt 'n' Tumble ad, holding a Game Boy Color.
  • In Melee, the narrator has unused narration for Master Hand, but none for Crazy Hand, despite including Giga Bowser.
  • The Game Over hand in the Kirby series is speculated to be Master Hand, named as such since Kirby's Return to Dream Land.
  • In Smash 3DS/Wii U, pausing during Master Hand or Crazy Hand's defeat mutes their defeat sound.
  • In Melee, Master Hand cannot freely fly unless attacking, unlike in the original Smash.
  • In Smash Wii U, looking through Master Hand's wrist reveals what's behind him instead of his insides, unlike in the 3DS version.
  • Master Core's humanoid form shares a resemblance with a Shaydas from The Subspace Emissary, but it lacks the blades and features only one head.
  • Master Core’s wave attack is visually similar to Tabuu’s Off Waves, which were his signature move in The Subspace Emissary.
  • A segment of Master Core's theme music contains Morse code that translates to "Master Core."
  • A theory suggests that Master Core is the orb beneath the platform of Battlefield in Super Smash Bros. Melee and Brawl. This rainbow-colored orb, which summons swarms, connects to the theme of swarming Fighting Wire Frames in Multi-Man Melee. Notably, the orb is absent in Super Smash Bros. for Nintendo 3DS and Wii U, further fueling speculation.
  • The Swarm, one of Master Core’s forms, resembles Dark Matter, a recurring antagonist from Kirby's Dream Land 2 and Kirby's Dream Land 3.
  • Master Core's panel design in the results screen shifts after each defeated form, reflecting its dynamic and evolving nature.
  • When fighting Master Shadow as Link or Toon Link, their shadowy forms briefly assume poses reminiscent of the T-pose glitch.
  1. His trophy description in Super Smash Bros. Brawl
  2. His trophy description in Super Smash Bros. Brawl

Theme[edit | edit source]

References[edit | edit source]