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|enemies = [[Master Hand]] (300 HP)<br/>[[Crazy Hand]] (300 HP)
 
|enemies = [[Master Hand]] (300 HP)<br/>[[Crazy Hand]] (300 HP)
 
|stage = [[Special Stages: Final Destination|Final Destination]]
 
|stage = [[Special Stages: Final Destination|Final Destination]]
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|music = ''Final Destination''
 
|availability = Unlockable
 
|availability = Unlockable
 
|world record = 00:19.00 (DrM)
 
|world record = 00:19.00 (DrM)
 
}}
 
}}
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{{Nihongo|'''Event 50: Final Destination Match'''|最終決戦}} is the second to last [[event match]] in ''[[Super Smash Bros. Melee]]''.
   
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==Layout==
'''Event Match 50: Final Destination Match''' is the second to last [[event match]] that lets you choose any character. You will have 1 stock, while your foes, [[Master Hand]] and [[Crazy Hand]], also have 1 stock and 300 HP each. The stage is [[Special Stages: Final Destination|Final Destination]].
 
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The player has 1 stock, while their foes, [[Master Hand]] and [[Crazy Hand]], have 300 HP each. They are fought in [[Special Stages: Final Destination|Final Destination]]. The hands are at the same strength as they are on the Normal difficulty in [[Classic Mode]]. Unlike in Classic Mode, Crazy Hand is in the fight right away, instead of entering the fight when Master Hand's HP falls below the halfway point. As a result, this battle with Master and Crazy Hand is more difficult than the fight with them in Classic Mode.
   
==Strategies==
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==Trivia==
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*When playing as Master Hand through the use of the [[Master Hand glitch]], the background stays the same throughout the match.
 
===All Characters===
 
The basic "good" idea is to focus all of your attacks on one hand, and then finish off the other once the first one is defeated.
 
 
===[[Ganondorf (SSBM)|Ganondorf]]===
 
Ganondorf is one of the best characters for this event match, because all his attacks are extremely powerful. The best strategy is to stand underneath the hands and use your Tornado Kick (Up Smash) Fully charged, the first kick does 30% damage, and the second kick does 23% damage (maximum). You may be able to get about 100% damage until they attack. When the hands are away from you, or when you are approaching them, [[N-air]] (it does 23% damage) [[U-air]] and [[F-air]] can knock down their damage meter. Remember to [[sidestep]] and [[air dodge]] to avoid their attacks. If you get knocked off and above the stage, use your Wizard's Foot ([[Down B]]) to regain your second jump and gain horizontal distance.
 
 
===[[Captain Falcon (SSBM)|Captain Falcon]]===
 
 
Mostly same as with [[#Ganondorf|Ganondorf]], but the difference between these two is that Captain Falcon's Up Smash is much faster. He is also all around faster, so does a little better at avoiding their attacks. If you are approaching them/can't use Up Smash, use your [[U-air]], [[F-air]], and possibly [[D-air]]. Use your airdoge very often. If you are going for speed, Captain Falcon is the better of the two.
 
 
===[[Yoshi (SSBM)|Yoshi]]===
 
Use your Aerial Down A on the hands. This can do more damage than the above method, but it requires a perfect hit. Otherwise, it gets slightly less damage, but still a good amount. It is also easier to jump out of the way of attacks with Yoshi.
 
 
===[[Falco (SSBM)|Falco]]===
 
Go for Crazy Hand first. Use up-tilt and take serious advantage of Falco's jumps and midair dodges. When Master Hand shoots the bullets at you, use your reflector, and when they do the lasers, use your gun or up-tilt.
 
 
Falco 2
 
fight master hand first. use up a to damage him to take his stamina away faster. when he shoots bulets at you use the analog stick to crouch down. and when crazy hand walks on the stage it's the perfect time to strike!
 
 
===[[Roy (SSBM)|Roy]]===
 
This one is simple, yet incredibly tricky. it requires elite timing skills and a good sense of evasion. Use Counter on all their powerful attacks except the projectiles. Try not to miss a Counter, for it could be the last thing you do. Roy's Up Smash also does well on the hands. This strategy can also be used with Marth, but is best done with Roy considering his counter is stronger.
 
 
===[[Ice Climbers (SSBM)|Ice Climbers]]===
 
 
Use smash attacks while syched. Charged you can get over 30% damage per hit. Up Tilt also works well.
 
 
===[[Jigglypuff (SSBM)|Jigglypuff]]===
 
This strategy may require practice, but is worth it. Aerial attacks do well; such as [[Dair]] giving the hands a considerable amount of damage. Her Up Smash also works well against the hands, but must be timed and charged (not completely) for maximum effect.
 
 
===Zelda/Sheik===
 
This strategy is pretty simple. First, go under Master Hand and transform into Sheik. Then just
 
keep jumping and using her Forward+A attack or stay on the ground and use her Up+A attack. This
 
should KO Master Hand quickly if timed perfectly. Then do it to crazy hand. To dodge their partner
 
attacks (like their clap and punch attacks), just jump off the stage once, then jump back. This
 
may take practice, but if you want to beat it, this is a good strategy.
 
 
===Kirby===
 
This is a simple strategy but it may require multiple attempts to get it right. The best approach is to focus on Crazy Hand as going one-on-one with Master Hand is easier, as his attacks aren't as deadly. Attack Crazy Hand with Kirby's Hammer attack in midair constantly, racking up large amounts of damage. Simply airdodge their double-team attacks or alternately you can jump high in the air using Kirby's multiple jump and use Stone's invincibility properties with the added bonus of causing decent damage to either of the Hands when it connects. After Crazy Hand has been defeated use the same tactic on Master Hand, using the Hammer in midair and using the Stone attack. Using Kirby can be tough as his light weight means he can be KO'd very easily by the Hands' powerful attacks, therefore, this tactic requires caution and practice, but it is effective.
 
 
===[[Master Hand]]===
 
By using the [[Master Hand glitch]], it is possible to play as a second master hand in this event. If this is done, you will be invincible as your damage is still shown in percents and you suffer no [[knockback]]. However, this is considered cheating by most players and consider this a dishonorable strategy.
 
   
 
{{Event Matches}}
 
{{Event Matches}}
 
[[Category:Event Matches]]
 
[[Category:Event Matches]]
 
[[Category:Event Matches (SSBM)]]
 
[[Category:Event Matches (SSBM)]]
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[[Category:Super Smash Bros. Melee]]
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[[Category:Melee]]

Revision as of 02:29, 8 August 2020

Event 50: Final Destination Match (最終決戦?) is the second to last event match in Super Smash Bros. Melee.

Layout

The player has 1 stock, while their foes, Master Hand and Crazy Hand, have 300 HP each. They are fought in Final Destination. The hands are at the same strength as they are on the Normal difficulty in Classic Mode. Unlike in Classic Mode, Crazy Hand is in the fight right away, instead of entering the fight when Master Hand's HP falls below the halfway point. As a result, this battle with Master and Crazy Hand is more difficult than the fight with them in Classic Mode.

Trivia

  • When playing as Master Hand through the use of the Master Hand glitch, the background stays the same throughout the match.