Editing Hero (SSBU)

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{{Infobox Character
{{Infobox Character
|name = Hero
|name = Hero
|image = {{tabber|title1=Luminary|content1=[[File:Hero SSBU.png|250px]]|title2=Erdrick|content2=[[File:DragonQuestIIIRender.png|250px]]|title3=Solo|content3=[[File:DragonQuestIVRender.png|250px]]|title4=Eight|content4=[[File:DragonQuestVIIIRender.png|250px]]|title5=All|content5=[[File:DragonQuestHeroes_SSBU_All.jpg|250px]]}}
|image = {{tabber|title1=Luminary|tab1=[[File:Hero SSBU.png|250px]]|title2=Erdrick|tab2=[[File:DragonQuestIIIRender.png|250px]]|title3=Solo|tab3=[[File:DragonQuestIVRender.png|250px]]|title4=Eight|tab4=[[File:DragonQuestVIIIRender.png|250px]]|title5=All|tab5=[[File:DragonQuestHeroes_SSBU_All.jpg|250px]]}}
|game = SSBU
|game = SSBU
|availability = [[Downloadable content (SSBU)|Downloadable]]
|availability = [[Downloadable content (SSBU)|Downloadable]]
|tier = B-
|tier = B+
|ranking = 44
|ranking = 44
}}
}}
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The default Hero is the '''Luminary'''{{ref|a}} from ''Dragon Quest XI'', while '''Erdrick'''{{ref|b}} from ''Dragon Quest III'', '''Solo''' from ''Dragon Quest IV'' and '''Eight''' from ''Dragon Quest VIII'' also appear as [[Alternate costume (SSBU)|alternate costume characters]] like the [[Koopalings]] and [[Alph]]. Unlike the Koopalings and Alph, however, they are all listed simply as "Hero". Hero was released as part of Challenger Pack 2 on July 30th, 2019 and is classified as [[Fighter number|Fighter #72]].
The default Hero is the '''Luminary'''{{ref|a}} from ''Dragon Quest XI'', while '''Erdrick'''{{ref|b}} from ''Dragon Quest III'', '''Solo''' from ''Dragon Quest IV'' and '''Eight''' from ''Dragon Quest VIII'' also appear as [[Alternate costume (SSBU)|alternate costume characters]] like the [[Koopalings]] and [[Alph]]. Unlike the Koopalings and Alph, however, they are all listed simply as "Hero". Hero was released as part of Challenger Pack 2 on July 30th, 2019 and is classified as [[Fighter number|Fighter #72]].


The Luminary is voiced by {{s|wikipedia|Mitsuki Saiga}}, who also voices him in the Japanese version of ''Dragon Quest XI S''. {{s|wikipedia|Nobuyuki Hiyama}}, {{s|wikipedia|Takeshi Kusao}} and {{s|wikipedia|Yuki Kaji}} also debut as the voices of Erdrick, Solo and Eight, respectively, in all versions of the game.
{{s|wikipedia|Mitsuki Saiga}} reprises her role as the Luminary from the Japanese version of ''Dragon Quest XI S'', voicing him in all regions in place of his English voice actor, Rasmus Hardiker. {{s|wikipedia|Nobuyuki Hiyama}}, {{s|wikipedia|Takeshi Kusao}} and {{s|wikipedia|Yūki Kaji}} also debut as the voices of Erdrick, Solo and Eight, respectively, in all versions of the game.


Hero is ranked 44th out of 82 on the current [[tier list]], placing him in the B- tier. Hero is one of the most unusual characters in the game, boasting the single most amount of moves for a single character, thanks to his down special in [[Command Selection]] and variants of the rest of his special moves. Hero has amazing strengths in having a lot of disjointed range in his aerials, such as forward air, neutral air, and back air. He also has good ground speed and drift to aid his mobility. In addition, his smash attacks are notorious as they have a 1 in 8 chance to critical hit, with devastating KO power and damage. Hero's special moves are arguably his biggest asset. His side special, [[Zap]], most notably its 2nd form in Zapple, is a solid long-range poking tool to attack opponents at bay. His down special Command Selection gives him an extensive and dynamic amount of options, with some spells ranging from buffing his normals or speed (Oomph, Psyche Up, Acceleratle), an active reflector (Bounce), the easiest recovery back to the stage (Zoom), powerful KO tools (Hatchet Man, Flame Slash, Kaboom, etc), or [[instant KO]] moves that have a chance to KO extremely early (Whack and Thwack). All in all, this makes Hero one of the scariest characters to fight if he has the right options for the right situations.
Hero is ranked 44th out of 82 on the current [[tier list]], placing him in the B+ tier.
 
Despite these strengths, Hero has several weaknesses. His spells rely on his MP Gauge, which can only be reliably replenished by hitting opponents with non-special moves: if he is very low on MP, he has a lot of trouble in neutral since he is unable to use most of his beneficial spells. Hero also has below average frame data overall, making most of his attacks easy to parry or hold shield against. His disadvantage state is pretty mediocre as his recovery is easy to intercept since it lacks a hitbox in the ascent, and he also has trouble landing or getting back on the ground due to his limited options. Finally, the sheer unpredictability of Command Selection means that Hero cannot reliably roll for his strongest spells, with some being devastating to use by accident (eg. Kamikazee, Kaclang).
 
Overall, Hero remains to be one of the most unpredictable characters in the game and a contentious character to debate on, with a lot of X factor and upset potential due to how much he relies on RNG. While his normals offset his specials, Hero is a force to be reckoned with in the right hands. Hero's representation in competitive play is fairly limited and rare but he has seen success from players, such as {{Sm|Akakikusu}} and {{Sm|BeastModePaul}}, taking him far in tournaments with the right luck and bracket.


==Attributes==
==Attributes==
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==Moveset==
==Moveset==
*Hero has a unique [[fighter ability]] called the '''[[MP Gauge]]'''. His Magic Points (MP) are depleted whenever he uses his special moves, with the amount varying on the spell used. The MP Gauge has a maximum of 100 MP, and it is restored over time (at a rate of 1 point per second) or when damaging opponents with normal attacks.
*Hero has a unique [[fighter ability]] called the '''[[MP Gauge]]'''. His Magic Points (MP) are depleted whenever he uses his special moves, with the amount varying on the spell used. The MP Gauge has a maximum of 100 MP, and it is restored over time (at a rate of 1 point per second) or when damaging opponents with normal attacks.
**If Hero attempts to use a spell without the required MP, he will still perform the animation, but without the actual spell being performed. In the case of [[Zap]], it still possesses a hitbox that deals 2%. Additionally, the "failed" sound effect from ''Dragon Quest'' will play when this occurs.
**If Hero attempts to use a spell without the required MP, he will still perform the animation, but without the actual spell being performed. In the case of Zap, it still possesses a hitbox that deals 2%. Additionally, the "failed" sound effect from ''Dragon Quest'' will play when this occurs.
**If Hero hits an opponent or a [[shield]] with a normal attack, he will gain MP equal to 0.8× of the hitbox's or throw's base damage output; aside from shield damage, no other mechanics (such as the extra damage from charging smashes) will be applied. As shields receive 1.19× more damage from attacks, hitting shields will generally restore more MP unless the attack has reduced shield damage, such as his Critical Hit smash attacks. A resource for how much is gained can be found [https://docs.google.com/spreadsheets/d/1OnYSC7DvebYvFQYp7_YNq-mGJRZ4k6StIfxHWyw4VuY/edit?usp=sharing here].
**If Hero hits an opponent or a [[shield]] with a normal attack, he will gain MP equal to 0.8× of the hitbox's or throw's base damage output; aside from shield damage, no other mechanics (such as the extra damage from charging smashes) will be applied. As shields receive 1.19× more damage from attacks, hitting shields will generally restore more MP unless the attack has reduced shield damage, such as his Critical Hit smash attacks. A resource for how much is gained can be found [https://docs.google.com/spreadsheets/d/1OnYSC7DvebYvFQYp7_YNq-mGJRZ4k6StIfxHWyw4VuY/edit?usp=sharing here].
*While Hero is standing still, walking, or crouching, any incoming [[projectile]]s that hit his [[passive shield|equipped shield]] will simply push him back slightly instead of inflicting damage. It can block any amount of projectiles, regardless of their power.
*While Hero is standing still, walking, or crouching, any incoming [[projectile]]s that hit his [[passive shield|equipped shield]] will simply push him back slightly instead of inflicting damage. It can block any amount of projectiles, regardless of their power.
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|dtiltname= 
|dtiltname= 
|dtiltdmg=7%
|dtiltdmg=7%
|dtiltdesc=A crouching front kick, similar to {{SSBU|Lucario}} and {{SSBU|Ganondorf}}'s down tilts. It comes out on frame 6 like his neutral attack, but has slightly more range than it does and lowers Hero's hurtbox, which make it a slightly safer poking option. Although it launches vertically, it is a fairly unreliable combo starter because of its rather high ending lag compared to many other down tilts. It lingers for a few frames, allowing it to be slightly better at starting combos if it hits during its final frames, much like {{SSBU|Cloud}} and {{SSBU|Sephiroth}}'s down tilts. It resembles Leg Sweep.
|dtiltdesc=A [[wikipedia:Dropkick#Baseball slide|baseball slide]]. It comes out on frame 6 like his neutral attack, but has slightly more range than it does, which makes it a slightly safer poking option. Although it launches vertically, it is a fairly unreliable combo starter because of its rather high ending lag compared to many other down tilts. It lingers for a few frames, allowing it to be slightly better at starting combos if it hits during its final frames, much like {{SSBU|Cloud}} and {{SSBU|Sephiroth}}'s down tilts. It resembles Leg Sweep.
|dashname= 
|dashname= 
|dashdmg=15% (blade), 13% (body)
|dashdmg=15% (blade), 13% (body)
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|fsmashname= 
|fsmashname= 
|fsmashdmg={{ChargedSmashDmgSSBU|18}} (blade), {{ChargedSmashDmgSSBU|16}} (body), {{ChargedSmashDmgSSBU|36}} (Critical Hit blade), {{ChargedSmashDmgSSBU|32}} (Critical Hit body)
|fsmashdmg={{ChargedSmashDmgSSBU|18}} (blade), {{ChargedSmashDmgSSBU|16}} (body), {{ChargedSmashDmgSSBU|36}} (Critical Hit blade), {{ChargedSmashDmgSSBU|32}} (Critical Hit body)
|fsmashdesc=A two-handed downward slash, similar to {{SSBU|Ike}} and Ganondorf's forward smashes. Comes out on frame 17, but has 46 frames of ending lag, making it very unsafe. There is a chance of a Critical Hit occurring whenever Hero performs this move; if this happens, it becomes the strongest forward smash in the game, KOing every character while near the edge at 0% when fully charged.
|fsmashdesc=A two-handed downward slash, similar to {{SSBU|Ike}} and {{SSBU|Ganondorf}}'s forward smashes. Comes out on frame 17, but has 46 frames of ending lag, making it very unsafe. There is a chance of a Critical Hit occurring whenever Hero performs this move. If this happens, it becomes the strongest forward smash in the game, KOing every character near the edge at 0% when fully charged.
|usmashname= 
|usmashname= 
|usmashdmg={{ChargedSmashDmgSSBU|16}} (blade), {{ChargedSmashDmgSSBU|14}} (body), {{ChargedSmashDmgSSBU|32}} (Critical Hit blade), {{ChargedSmashDmgSSBU|28}} (Critical Hit body)
|usmashdmg={{ChargedSmashDmgSSBU|16}} (blade), {{ChargedSmashDmgSSBU|14}} (body), {{ChargedSmashDmgSSBU|32}} (Critical Hit blade), {{ChargedSmashDmgSSBU|28}} (Critical Hit body)
|usmashdesc=An upward thrust, similar to {{SSBU|Marth}}'s up smash. Has decent vertical range, but extremely poor horizontal range, being unable to hit grounded opponents. There is a chance of a Critical Hit occurring whenever Hero performs this move; if this happens, up smash is powerful enough to KO as low as 30% when uncharged. However, it has 37 frames of ending lag, making it very unsafe.
|usmashdesc=An upward thrust, similar to {{SSBU|Marth}}'s up smash. Has decent vertical range, but extremely poor horizontal range, being unable to hit grounded opponents. There is a chance of a critical hit occurring whenever Hero performs this move. Up smash's Critical Hit is powerful enough to KO as low as 30% when uncharged. It has 37 frames of ending lag, making it easy to punish.
|dsmashname= 
|dsmashname= 
|dsmashdmg={{ChargedSmashDmgSSBU|13}} (blade), {{ChargedSmashDmgSSBU|11}} (body), {{ChargedSmashDmgSSBU|26}} (Critical Hit blade), {{ChargedSmashDmgSSBU|22}} (Critical Hit body)
|dsmashdmg={{ChargedSmashDmgSSBU|13}} (blade), {{ChargedSmashDmgSSBU|11}} (body), {{ChargedSmashDmgSSBU|26}} (Critical Hit blade), {{ChargedSmashDmgSSBU|22}} (Critical Hit body)
|dsmashdesc=A kneeling inward slash in front of himself followed by a kneeling outward slash behind himself, similar to Link's down smash. There is a chance of a Critical Hit occurring whenever Hero performs this move. It is Hero's fastest smash attack, and is useful for punishing rolls. Despite also being his weakest smash attack, it can KO at reasonable percentages upon landing a Critical Hit or if Oomph and/or Psyche Up are active.
|dsmashdesc=A kneeling inward slash in front of himself, followed by a kneeling outward slash behind himself, similar to Link's down smash. There is a chance of a Critical hit occurring whenever Hero performs this move. It is Hero's fastest smash attack, and is useful for punishing rolls. Despite also being his weakest smash attack, it can KO at reasonable percentages upon landing a Critical Hit or if Oomph and/or Psyche UP are active.
|nairname= 
|nairname= 
|nairdmg={{ShortHopDmgSSBU|9}}
|nairdmg={{ShortHopDmgSSBU|9}}
|nairdesc=A semi-circular slash in front of himself, starting from above his head to directly behind himself. It launches at a diagonal angle, which grants it slight combo potential. However, its combo potential becomes much more noticeable while Acceleratle is active, as Hero can follow up with forward aerial at high percentages for a KO confirm. It resembles the first portion of The Real Decoy, a Pep Power in ''Dragon Quest XI''.
|nairdesc=An almost fully-circular slash in front of himself, starting from above his head to directly behind him. It launches at a diagonal angle, which grants it slight combo potential. However, its combo potential becomes much more noticeable while Acceleratle is active, as Hero can follow up with forward aerial at high percentages for a KO confirm. It resembles the first portion of The Real Decoy, a Pep Power in ''Dragon Quest XI''.
|fairname= 
|fairname= 
|fairdmg={{ShortHopDmgSSBU|12}} (blade), {{ShortHopDmgSSBU|10}} (body)
|fairdmg={{ShortHopDmgSSBU|12}} (blade), {{ShortHopDmgSSBU|10}} (body)
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|uairname= 
|uairname= 
|uairdmg={{ShortHopDmgSSBU|7}}
|uairdmg={{ShortHopDmgSSBU|7}}
|uairdesc=A stretch kick, similar to Lucario's up aerial. Hero's fastest aerial in terms of start-up, ending and landing lag, and the only one that can [[auto-cancel]] with a short hop. However, it has extremely short range and is fairly weak. Overall, it is fairly useful for combos, such as being a follow-up from down throw and immediate set-up into neutral aerial at low percentages and, upon auto-canceling, an immediate set-up into forward aerial and back aerial for a KO confirm at high percentages. Can also serve as a last ditch KO option with Psyche Up and/or Oomph active.
|uairdesc=A stretch kick, similar to {{SSBU|Lucario}}'s up aerial. Hero's fastest aerial in terms of start-up, ending and landing lag, and the only one that can [[auto-cancel]] with a short hop. However, it has extremely short range and is fairly weak. Overall, it is fairly useful for combos, such as being a follow-up from down throw and immediate set-up into neutral aerial at low percentages and, upon auto-canceling, an immediate set-up into forward aerial and back aerial for a KO confirm at high percentages. Can also serve as a last ditch KO option with Psyche Up and/or Oomph active.
|dairname= 
|dairname= 
|dairdmg={{ShortHopDmgSSBU|16}} (clean), {{ShortHopDmgSSBU|10}} (late)
|dairdmg={{ShortHopDmgSSBU|16}} (clean), {{ShortHopDmgSSBU|10}} (late)
|dairdesc=A downward thrust. The clean hit [[meteor smash]]es opponents powerfully and makes it his most damaging aerial. However, it has high start-up (comes out on frame 16) and landing lag. At mid percentages (30%-65% for middleweights), hitting with the meteor hitbox on a grounded opponent can lead into up smash for a potential KO confirm if up smash inflicts a Critical Hit, or if Oomph is active at 50%-60%. The attack's animation upon landing on the ground resembles the pose Erdrick assumes on ''Dragon Quest III''{{'}}s Super Famicom box art.
|dairdesc=A downward thrust. The clean hit [[meteor smash]]es opponents powerfully. It is also his most damaging aerial. However, it has high start-up (comes out on frame 16) and landing lag. At mid percentages (30%-65% for middleweights), hitting with the meteor hitbox on a grounded opponent can lead into up smash for a potential KO confirm if up smash inflicts a Critical Hit, or if Oomph is active around the 50-60% range. The attack's animation upon landing on the ground resembles the pose Erdrick assumes on ''Dragon Quest III''{{'}}s Super Famicom box art.
|grabname= 
|grabname= 
|grabdesc=Reaches out with his left hand. Hero's grab range is very short, being the second shortest in the game.
|grabdesc=Reaches out with his left hand. Hero's grab range is very short, being the second shortest in the game.
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|dthrowname= 
|dthrowname= 
|dthrowdmg=6%
|dthrowdmg=6%
|dthrowdesc=A one-handed body slam. A good combo starter that can lead to either forward aerial or up aerial at low to mid percentages. It can also lead into Kafrizz or forward smash on larger targets at very low percentages.
|dthrowdesc=A one-handed body slam. A good combo starter that can lead to either forward aerial and up aerial at low to mid percentages. It can also lead into Kafrizz or forward smash on larger targets at very low percentages.
|floorfname= 
|floorfname= 
|floorfdmg=7%
|floorfdmg=7%
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|fsdmg=7% (trapping hit), 33% (cinematic)
|fsdmg=7% (trapping hit), 33% (cinematic)
|fsdesc=Performs an upward slash. If it successfully hits an opponent, the seven non-playable ''Dragon Quest'' Heroes appear and bring their respective weapons together, which discharge a combined stream of electrical energy that is infused into Hero's sword. Hero then proceeds to perform Gigaslash while surrounded by the non-playable Heroes.
|fsdesc=Performs an upward slash. If it successfully hits an opponent, the seven non-playable ''Dragon Quest'' Heroes appear and bring their respective weapons together, which discharge a combined stream of electrical energy that is infused into Hero's sword. Hero then proceeds to perform Gigaslash while surrounded by the non-playable Heroes.
}}
===Stats===
{{Attributes
| cast=89
| weight=101 | rweight=30
| dash=1.88 | rdash=51
| run=1.84 | rrun=32
| walk=0.98 | rwalk=59
| trac=0.11 | rtrac=39-47
| airfric=0.008 | rairfric=57-66
| air=1.01 | rair=56-57
| baseaccel=0.01 | rbaseaccel=15-87
| addaccel=0.045 | raddaccel=65-66
| gravity=0.094 | rgravity=41
| fall=1.57 | rfall=52
| ff=2.512 | rff=49
| jumpsquat=3 | rjumpsquat=1-88
| jumpheight=29 | rjumpheight=74
| shorthop=15.5 | rshorthop=54
| djump=31 | rdjump=62-66
}}
}}


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| Kaboom || 37 || 20 || ≈7.3% || 2% (spark), 26%/21% (explosion) || A small, spark-like projectile that generates a large explosion after a set distance or on contact with opponents. The instant before the explosion pulls opponents in if they're close enough. Possesses high knockback and a very large explosion hitbox, KOing around 85% vertically. Cannot appear alongside Bang.
| Kaboom || 37 || 20 || ≈7.3% || 2% (spark), 26%/21% (explosion) || A small, spark-like projectile that generates a large explosion after a set distance or on contact with opponents. The instant before the explosion pulls opponents in if they're close enough. Possesses high knockback and a very large explosion hitbox, KOing around 85% vertically. Cannot appear alongside Bang.
|-
|-
| Sizz || 8 || 16 || ≈5.8% || 1.5% (bolt), 12% (flames) || A fiery, bolt-like projectile that travels quickly. On impact, it spreads out very briefly. Lacks KO potential onstage, but can KO opponents offstage. Cannot appear alongside Sizzle.
| Sizz || 8 || 16 || ≈5.8% || 1.5% (bolt), 12% (flames) || A fiery, bolt-like projectile that travels quickly. Lacks KO potential onstage, but can KO opponents offstage. Cannot appear alongside Sizzle.
|-
|-
| Sizzle || 20 || 20 || ≈7.3% || 3% (bolt), 22% (flames) || A fiery, bolt-like projectile that travels quickly and spreads out into brief flames on impact. Deals high damage and travels very fast, being Hero's fastest projectile. Deals high knockback, KOing around 100% near the edge. Cannot appear alongside Sizz.
| Sizzle || 20 || 20 || ≈7.3% || 3% (bolt), 22% (flames) || A fiery, bolt-like projectile that travels quickly and leaves damaging flames on the ground in its wake. Deals high damage despite its speed. Deals decent knockback, KOing around 100% near the edge. Cannot appear alongside Sizz.
|-
|-
| Flame Slash || 12 || 18 || ≈6.6% || 22% (blade), 17% (flames) || A quick slash with Hero's sword cloaked in flame. Deals considerable damage and knockback, especially in regard to its blade hitbox, and has notable range both horizontally and vertically. It can KO middleweights at 90% from the center of Final Destination.
| Flame Slash || 12 || 18 || ≈6.6% || 22% (blade), 17% (flames) || A quick slash with Hero's sword cloaked in flame. Deals considerable damage and knockback, especially in regard to its blade hitbox, and has notable range both horizontally and vertically. It can KO middleweights at 90% from the center of Final Destination.
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| Kamikazee || 1 || 5 || ≈1.8% || 0.1% (hit 1), 50% (hit 2, close), 35% (hit 2, far) || Hero crosses his arms and begins to glow. After a few seconds, he explodes, instantly KOing himself and inflicting a large amount of damage and knockback to any opponent caught in its large blast radius. The explosion is [[unblockable]], and its sweetspot is strong enough to KO many opponents at 50%-60%. The hitbox only lasts briefly, allowing opponents to dodge and avoid the explosion, even with [[sidestep]]s. Using this will count as a KO for the last opponent to hit him. Hero is intangible during the charge up. Kamikazee does not appear to be available as a menu option during the [[World of Light]] Finale.
| Kamikazee || 1 || 5 || ≈1.8% || 0.1% (hit 1), 50% (hit 2, close), 35% (hit 2, far) || Hero crosses his arms and begins to glow. After a few seconds, he explodes, instantly KOing himself and inflicting a large amount of damage and knockback to any opponent caught in its large blast radius. The explosion is [[unblockable]], and its sweetspot is strong enough to KO many opponents at 50%-60%. The hitbox only lasts briefly, allowing opponents to dodge and avoid the explosion, even with [[sidestep]]s. Using this will count as a KO for the last opponent to hit him. Hero is intangible during the charge up. Kamikazee does not appear to be available as a menu option during the [[World of Light]] Finale.
|-
|-
| Magic Burst || All remaining MP || 5 || ≈1.8% || maximum: 4.2% (loop), 11% (last) || An enormous, spherical explosion that grows in size, similarly to a [[Smart Bomb]]'s explosion. It hits multiple times and is active for a few seconds. Consumes all of Hero's remaining MP; the spell's power depends on how much MP Hero has left. The attack has extremely large range, covering half of Final Destination, and with full MP, it can KO at merely 20%. Its sheer size and duration also means that it is an incredible edgeguarding tool with sufficient MP, since it can cover every available option with little need for positioning on Hero's end. Due to these factors, along with the move itself being surprisingly quick to activate, it is widely considered to be one of Hero's best command specials (if not his absolute best one), and arguably the most feared, albeit only in circumstances where Hero has at least around half of his MP remaining. Additionally, the move is blockable, with each hit having slightly reduced shield damage. Projectiles can also cancel out the move, and he can be hit by physical attacks at the very beginning of the move's start-up, leaving Hero with no MP and at a great disadvantage, making Magic Burst a "high risk, high reward" move. The loop hits do very little knockback; as a result, {{SSBU|Bowser}} and {{SSBU|Kazuya}} can use their [[passive armor]] to retaliate quickly. The damage dealt is multiplied by <code>0.2 + 0.008MP</code>, with the value being between 0.2× and 1×.  
| Magic Burst || All remaining MP || 5 || ≈1.8% || maximum: 4.2% (loop), 11% (last) || An enormous, spherical explosion that grows in size, similarly to a [[Smart Bomb]]'s explosion. It hits multiple times and is active for a few seconds. Consumes all of Hero's remaining MP; the spell's power depends on how much MP Hero has left. The attack has extremely large range, covering half of Final Destination, and with full MP, it can KO at merely 20%. Due to these factors, along with the move itself being surprisingly quick to activate, it is widely considered to be one of Hero's best command specials (if not his absolute best one), and arguably the most feared, albeit only in circumstances where Hero has at least around half of his MP remaining. Additionally, the move is blockable, with each hit having slightly reduced shield damage. Projectiles can also cancel out the move, and he can be hit by physical attacks at the very beginning of the move's start-up, leaving Hero with no MP and at a great disadvantage, making Magic Burst a rather "high risk, high reward" move. The loop hits do very little knockback; as a result, {{SSBU|Bowser}} and {{SSBU|Kazuya}} can use their [[passive armor]] to retaliate quickly. The damage dealt is multiplied by <code>0.2 + 0.008MP</code>, with the value being between 0.2× and 1×.
|-
|-
| Oomph || 16 || 16 || ≈5.8% || – || Increases Hero's damage output by 1.6×, knockback output by 1.1×, and damage received by 1.2×. Only affects melee attacks. Lasts for 12 seconds.
| Oomph || 16 || 16 || ≈5.8% || – || Increases Hero's damage output by 1.6×, knockback output by 1.1×, and damage received by 1.2×. Only affects melee attacks. Lasts for 12 seconds.
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| Acceleratle || 13 || 16 || ≈5.8% || – || Multiplies Hero's [[walk]]ing speed, [[dash]]ing speed, [[air speed]], [[air acceleration]], and [[air friction]] stats by 2×-2.5×, depending on the stat. Functions similarly to [[Lightweight]], but to a sufficiently high degree that Hero can outrun {{SSBU|Sonic}} and can reach a maximum air speed that is more than 1.5× faster than {{SSBU|Yoshi}}'s. However, the sheer speed can make Hero more difficult to control, and it increases the knockback he receives by 1.1×. Lasts for 10 seconds.
| Acceleratle || 13 || 16 || ≈5.8% || – || Multiplies Hero's [[walk]]ing speed, [[dash]]ing speed, [[air speed]], [[air acceleration]], and [[air friction]] stats by 2×-2.5×, depending on the stat. Functions similarly to [[Lightweight]], but to a sufficiently high degree that Hero can outrun {{SSBU|Sonic}} and can reach a maximum air speed that is more than 1.5× faster than {{SSBU|Yoshi}}'s. However, the sheer speed can make Hero more difficult to control, and it increases the knockback he receives by 1.1×. Lasts for 10 seconds.
|-
|-
| Bounce || 14 || 16 || ≈5.8% || – || A lingering [[reflect]]or that when projectiles are reflected by it, increases projectile, damage by 1.5×, projectile speed by 1.4×, and projectile health by 1.1×. Like a [[Franklin Badge]], Bounce lets Hero act while it is active, and overrides Hero's [[passive shield]], allowing reflections even if he is standing and facing an opponent. One of Hero's best approach options against projectile users, due to him being able to perform any action while keeping an active reflector. Lasts for 12 seconds.
| Bounce || 14 || 16 || ≈5.8% || – || A lingering [[reflect]]or that increases projectile damage by 1.5×, projectile speed by 1.4×, and projectile health by 1.1×. Like a [[Franklin Badge]], Bounce lets Hero act while it is active, and overrides Hero's [[passive shield]], allowing reflections even if he is standing and facing an opponent. One of Hero's best approach options against projectile users, due to him being able to perform any action while keeping an active reflector. Lasts for 12 seconds.
|-
|-
| Heal || 7 || 7 || ≈2.6% || Heals 11% || Heals Hero by 11%. Starts with two charges, and resets to two after Hero is KO'd or scores a KO.
| Heal || 7 || 7 || ≈2.6% || Heals 11% || Heals Hero by 11%. Starts with two charges, and resets to two after Hero is KO'd or scores a KO.
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!Type!!Chance of occurrence!!Effect
!Type!!Chance of occurrence!!Effect
|-
|-
|{{bg|#00ff00}}|{{color|black|Positive}} ||4.88%||Makes him [[Super Mushroom|gigantic]]. However, it cannot be stacked with [[Special Smash|Mega Smash]] and a [[Super Mushroom]].
|Positive ||4.88%||Makes him [[Super Mushroom|gigantic]]. However, it cannot be stacked with [[Special Smash|Mega Smash]] and a [[Super Mushroom]].
|-
|-
|{{bg|#00ff00}}|{{color|black|Positive}} ||1.22%||Makes him [[Super Star|invincible]].
|Positive ||1.22%||Makes him [[Super Star|invincible]].
|-
|-
|{{bg|#00ff00}}|{{color|black|Positive}} ||3.96%||MP is replenished to 100.
|Positive ||3.96%||MP is replenished to 100.
|-
|-
|{{bg|#ff0000}}|{{color|white|Negative}} ||6.1%||Applies a [[timer]] effect to himself.
|Negative ||6.1%||Applies a [[timer]] effect to himself.
|-
|-
|{{bg|#ff0000}}|{{color|white|Negative}} ||6.1%||MP is depleted to 0.
|Negative ||6.1%||MP is depleted to 0.
|-
|-
|{{bg|#ff0000}}|{{color|white|Negative}} ||6.1%||[[Poison]]s himself, dealing 27.5% total.
|Negative ||6.1%||[[Poison]]s himself, dealing 27.5% total.
|-
|-
|{{bg|#ff0000}}|{{color|white|Negative}} ||6.1%||Inflicts [[sleep]] on himself.
|Negative ||6.1%||Inflicts [[sleep]] on himself.
|-
|-
|{{bg|#ff0000}}|{{color|white|Negative}} ||5.49%||[[Poison Mushroom|Shrinks]] himself.
|Negative ||5.49%||[[Poison Mushroom|Shrinks]] himself.
|-
|-
|{{bg|#ff0000}}|{{color|white|Negative}} ||6.1%||Inflicts the [[flower]] effect on himself, dealing a maximum of 22% without [[button mashing]].
|Negative ||6.1%||Inflicts the [[flower]] effect on himself, dealing a maximum of 22% without [[button mashing]].
|-
|-
|{{bg|#0000ff}}|{{color|white|Neutral}} ||6.1%||Turns him [[invisible]].
|Neutral ||6.1%||Turns him [[invisible]].
|-
|-
|{{bg|#0000ff}}|{{color|white|Neutral}} ||47.85%||One of Hero's command spells will consume 4 MP instead of its standard cost.<br>
|Neutral ||47.85%||One of Hero's command spells will consume 4 MP instead of its standard cost.<br>
* If the command is Magic Burst, it will consume all MP as usual.
* If the command is Magic Burst, it will consume all MP as usual.
* There is a small chance that the randomly-chosen spell will be Kamikazee, which further emphasizes the high risk nature of Hocus Pocus.
* There is a small chance that the randomly-chosen spell will be Kamikazee, which further emphasizes the high risk nature of Hocus Pocus.
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*Assumes an attack stance similar to one of {{SSBU|Link}}'s idle animations.
*Assumes an attack stance similar to one of {{SSBU|Link}}'s idle animations.
<gallery>
<gallery>
SSBUHeroIdle1.gif|Hero's first idle pose.
SSBUHeroIdle1.gif|Hero's first idle pose
SSBUHeroIdle2.gif|Hero's second idle pose.
SSBUHeroIdle2.gif|Hero's second idle pose
</gallery>
</gallery>


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|-
|-
! scope="row"|Description
! scope="row"|Description
| || ¡Ese Héroe, ese Héroe, eh, eh! || Ge - roy! Ge - roy! Nash ge - roy! || Yuuuuu - Sha!
| || ¡Ese Héroe, ese Héroe, eh, eh! || || Yuuuuu - Sha!
|}
|}
</div>
</div>
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==In [[competitive play]]==
==In [[competitive play]]==
===Tier placement and history===
Hero's place in competitive play has been controversial even before his introduction into the game; players were immediately divided due to the sheer amount of [[randomness]] in his toolkit, which some argued as too unpredictable for him to work as a competitively fair character. Despite the controversy, Hero initially had little impact on the metagame; while it was common to see him in pools and small-scale tournaments, he has not gone far in high-level tournaments, with his most notable national placements coming from {{Sm|Salem}} and {{Sm|Tsu}}, who either used him as a co-main or eventually dropped him. This can be attributed to Hero's slow frame data, lack of reliable combo breaking options, and his reliance on MP, all of which can be exploited by opponents. Hero's randomness also plays a part in his unreliability, as it can be just as common to roll an undesired move as it is to get the best option. As a result, most players initially considered him a mid tier character at best.
More recently, however, {{Sm|Akakikusu}} had made waves with Hero by placing top 8 at several Japanese nationals, and even defeating several top Japanese players. These placements, despite being during the pandemic, were nonetheless more impressive than anyone else up to that point, leading some players to believe that Hero is better than what the general consensus is, currently ranked 44th on the first tier list.
===Most historically significant players===
===Most historically significant players===
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
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''See also: [[:Category:Hero players (SSBU)]]''
''See also: [[:Category:Hero players (SSBU)]]''


*{{Sm|Akakikusu|Japan}} - The best Hero player of all-time, the definitive best in 2021 and 2022, and one of the two best since 2023. He is the only Hero player to have made multiple major top 8s with {{Trn|Kagaribi 3}}, 5th at {{Trn|DELTA 8}} and 7th at {{Trn|Kagaribi 4}}, the latter being the first top 8 a Hero player has made in a supermajor. His highest placement was 30th on the [[OrionRank Ultimate: Eclipse]], marking him as the second Hero player to be ranked globally.
*{{Sm|Akakikusu|Japan}} - The best Hero player in the world. Placed 3rd at both {{Trn|Kagaribi 3}} and {{Trn|Sumabato SP 14}}, 4th at {{Trn|Sumabato SP 16}}, 5th at {{Trn|Sumabato SP 17}}, and 7th at {{Trn|Kagaribi 4}} with wins over players such as {{Sm|Zackray}}, {{Sm|Tea}}, and {{Sm|ProtoBanham}}.
*{{Sm|BeastModePaul|USA}} - One of the two best Hero players in the world since 2023. He has placed highly at multiple supermajors, including 17th at both {{Trn|Luminosity Makes Moves Miami 2023}} and {{Trn|Port Priority 8}}. He notably grabbed a hot streak of wins at the latter tournament, defeating {{Sm|Glutonny}}, {{Sm|Sisqui}}, and {{Sm|AndresFn}}. These two tournaments also marked the best Hero results at North American majors post-pandemic.
*{{Sm|+HOPE+|Denmark}} - The best Hero player in Europe. Placed 9th at {{Trn|RCADIA SMASH 3}}, 13th at {{Trn|Smash Contest: DoKomi 2020}}, {{Trn|Smash Contest: DoKomi 2021}}, and {{Trn|Regen 2022}}, and 33rd at {{Trn|Valhalla III}} with wins over players such as {{Sm|Tarik}}, {{Sm|TriM}}, and {{Sm|MazeBeans}}. Currently ranked 1st on the [[Danish Power Rankings]].  
*{{Sm|+HOPE+|Denmark}} - The best Hero player in Europe. He is known to be a regional threat, being the best player in Denmark, and making results outside of his country with 9th at {{Trn|RCADIA SMASH 3}} and 13th at {{Trn|Smash Contest: DoKomi 2021}} and {{Trn|Regen 2022}} with wins over players such as {{Sm|Tarik}} and {{Sm|TriM}}. He is currently ranked 67th on the [[OrionRank 2022/Europe|OrionRank 2022 Europe]].
*{{sm|Salem|USA}} - Co-mained Hero and {{SSBU|Snake}}, and was considered the best Hero player in the world prior to his ban. Placed 1st at {{Trn|Port Priority 5}}, 2nd at {{Trn|Tampa Never Sleeps 8}}, 4th at {{Trn|Thunder Smash 3: Clash of the Pandas}}, 7th at {{Trn|Mainstage}}, and 25th at {{Trn|Frostbite 2020}}. Ranked 30th on the [[Fall 2019 PGRU]].
*{{sm|Salem|USA}} - Co-mained Hero and {{SSBU|Snake}}, and was considered the best Hero player in the world in 2019. He used both characters to win {{Trn|Port Priority 5}}, and also placed 4th at {{Trn|Thunder Smash 3: Clash of the Pandas}} and 7th at {{Trn|Mainstage}}, taking sets over {{Sm|Shuton}} and {{Sm|MuteAce}} with Hero. He is the first Hero player ranked globally, ranking 30th on the [[Fall 2019 PGRU]]. He has since been issued bans due to prior controversial actions, and has remained inactive since early-2021.
*{{Sm|Skilly|USA}} - Co-mains Hero alongside {{SSBU|Palutena}}. Placed 2nd at {{Trn|Sweet Spot 6}}, 7th at {{Trn|Thwacked}}, and 13th at both {{Trn|Smash Out 2019}} and {{Trn|LEVELUP Arena Premier Tournament}} with wins over players such as {{Sm|ATATA}}, {{Sm|Panda Bair}}, and {{Sm|Rickles}}. Ranked as high as 2nd with the character on the [[Nebraska Power Rankings#Ultimate|Nebraska Ultimate Power Rankings]].
 
*{{Sm|Tsu|Japan}} - Uses Hero as a secondary. Placed 9th at {{Trn|Umebura SP 4}}, 13th at both {{Trn|Kagaribi 4}} and {{Trn|Umebura SP 5}}, and 17th at {{Trn|Umebura SP 6}}.
===Tier placement and history===
*{{Sm|Usukeza|Japan}} - One of the best Hero players online. Placed 1st at [https://smashmate.net/tournament/1718/ Maesuma #116], 2nd at [https://smashmate.net/tournament/3978/ Tamisuma SP 219], [https://smashmate.net/tournament/4135/ Tamisuma SP 228], [https://smashmate.net/tournament/4688/ Tamisuma SP 249], and [https://smashmate.net/tournament/5134/ Tamisuma SP 262]. Previously ranked 3rd on [https://smashmate.net/record/37/ 14th] [[Smashmate]] SP ranking, 6th on the [https://smashmate.net/record/35/ 12th SP ranking], and 8th on the [https://smashmate.net/record/36/ 13th SP ranking].
Hero's place in competitive play has been controversial even before his introduction into the game; players were immediately divided due to the sheer amount of [[randomness]] in his toolkit, which some argued as too unpredictable for him to work as a competitively fair character. Despite the controversy, Hero initially had little impact on the metagame; while it was common to see him in pools and small-scale tournaments, he has not gone far in high-level tournaments, with his most notable national placements coming from {{Sm|Salem}} and {{Sm|Tsu}}, who either used him as a co-main or eventually dropped him. This can be attributed to Hero's slow frame data, lack of reliable combo breaking options, and his reliance on MP, all of which can be exploited by opponents. Hero's randomness also plays a part in his unreliability, as it can be just as common to roll an undesired move as it is to get the best option. As a result, most players initially considered him a mid tier character at best.
 
The pandemic period saw the rise of {{Sm|Akakikusu}}, who by the end of 2021 was considered a top 10 player in Japan and a top 30 player in the world. This was due to his strong set of results, which includes placing top 8 at the major {{Trn|Kagaribi 3}} and supermajor {{Trn|Kagaribi 4}}. Although Akakikusu's consistency has since declined, opinions on Hero nevertheless improved, and as such Hero is ranked 44th on the current tier list as an upper-mid tier. Since then, Hero's results have remained strong despite having below-average tournament representation, thanks to Akakikusu's continued presence in the top 100 as well as the rise of {{Sm|BeastModePaul}} in 2023.


====Ban considerations====
===Ban controversy===
Hero's moveset, specifically [[Command Selection]], has been controversial due to its randomness. Comparisons have been drawn between Command Selection and [[items]], with the argument being that the unpredictable nature of both of them result in a less competitive environment, in which skill alone is not sufficient to win matches (coincidentally so as certain spells like Hocus Pocus grant abilities otherwise only found with items such as the [[Super Star]] and [[Timer]]). Furthermore, specific spells have also been the subject of controversy, such as Zoom invalidating any attempts at edge-guarding, Whack and Thwack being able to KO at any percentage, or Magic Burst's blast radius easily covering the edge and preventing a large portion of the cast from recovering without taking significant damage in the process. Hero's Critical Hits from his smash attacks have also stirred conversation regarding Hero's skill factor, though not quite to the degree as Command Selection.
Hero's moveset, specifically [[Command Selection]], has been controversial due to its randomness. Comparisons have been drawn between Command Selection and [[items]], with the argument being that the unpredictable nature of both of them result in a less competitive environment, in which skill alone is not sufficient to win matches (coincidentally so as certain spells like Hocus Pocus grant abilities otherwise only found with items such as the [[Super Star]] and [[Timer]]). Furthermore, specific spells have also been the subject of controversy, such as Zoom invalidating any attempts at edge-guarding, Whack and Thwack being able to KO at any percentage, or Magic Burst's blast radius easily covering the edge and preventing a large portion of the cast from recovering without taking significant damage in the process. Hero's Critical Hits from his smash attacks have also stirred conversation regarding Hero's skill factor, though not quite to the degree as Command Selection.


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Conversely, supporters bring up languages that do not use the Latin alphabet, such as Japanese and Russian, saying that these are much harder to learn and react to in such a short amount of time, and they argue against hosting games over arenas by bringing up factors such as input lag, midmatch slowdowns and crashes. To alleviate the effects of language barriers, most tournaments in countries will usually play in English instead of the regional language due to English being the standard language used in major tournaments, especially since countries such as Portugal, Denmark and Sweden do not have their language available in ''Ultimate'' and Hero's spells in Dutch are not translated.
Conversely, supporters bring up languages that do not use the Latin alphabet, such as Japanese and Russian, saying that these are much harder to learn and react to in such a short amount of time, and they argue against hosting games over arenas by bringing up factors such as input lag, midmatch slowdowns and crashes. To alleviate the effects of language barriers, most tournaments in countries will usually play in English instead of the regional language due to English being the standard language used in major tournaments, especially since countries such as Portugal, Denmark and Sweden do not have their language available in ''Ultimate'' and Hero's spells in Dutch are not translated.


Many prominent smashers such as {{Sm|Leffen}} and {{Sm|Dark Wizzy}} have advocated banning Hero, while others such as {{Sm|Dabuz}} and {{Sm|ESAM}} have come out against a ban, arguing that the character has significant counter-play and has not achieved overwhelmingly high results at tournaments to the same degrees as a top tier character. Despite this debate, only one notable region made efforts to ban the character, that being South Australia on August 15th, 2019.<ref>{{cite web|url=https://www.twitlonger.com/show/n_1sqvsvl|title=Twitlonger on South Australia's Hero ban}}</ref> The ban was ultimately lifted, and since then no other region had attempted a ban aside from Nintendo France, who very briefly placed a ban on all DLC fighters released after September 23rd, 2019 and as such was not necessarily targeting Hero.<ref>{{cite web|url=https://nintendoeverything.com/nintendo-france-bans-hero-and-future-dlc-characters-from-official-smash-bros-ultimate-tournaments/|title=Nintendo France bans Hero and future DLC characters from official Smash Bros. Ultimate tournaments}}</ref> With only a few minor cases since, the ban debate has been effectively settled.
Many prominent smashers, such as {{Sm|Leffen}} and {{Sm|Dark Wizzy}}, have advocated banning Hero, while others such as {{Sm|Dabuz}} and {{Sm|ESAM}} have come out against a ban, arguing that the character has significant counter-play and has not achieved overwhelmingly high results at tournaments to the same degrees as a top tier character. The first region to ban Hero from tournaments was South Australia, where the ban was put into effect on August 15th, 2019.<ref>{{cite web|url=https://www.twitlonger.com/show/n_1sqvsvl|title=Twitlonger on South Australia's Hero ban}}</ref> This was met with criticism, with players in the community (such as {{Sm|D1}} and {{Sm|ZeRo}}) stating that it was too early to declare whether Hero should be banned or not.
 
Notably, Nintendo France also banned Hero and DLC fighters released after September 23rd, 2019 from future tournaments in their area,<ref>[https://nintendoeverything.com/nintendo-france-bans-hero-and-future-dlc-characters-from-official-smash-bros-ultimate-tournaments/ Nintendo France bans Hero and future DLC characters from official Smash Bros. Ultimate tournaments]</ref> making Hero the first instance a character has been banned in Nintendo-sanctioned tournaments. No official reason was given for the ban by Nintendo France at the time. However, as of September 26th, 2019, Nintendo France announced on Twitter that they have overturned the ban, making Hero and DLC fighters released after the aforementioned date legal in Nintendo-sanctioned tournaments for the area.<ref>[https://www.twitter.com/NintendoFrance/status/1177164762997755905 Nintendo France's DLC Fighter ban overturn]</ref> The controversy has died down in the years since, and Hero is currently legal in all regions with no major flare-ups.


=={{SSBU|Classic Mode}}: A History of Heroism==
=={{SSBU|Classic Mode}}: A History of Heroism==
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*A special battle card was released for the arcade game ''{{s|wikipedia|Dragon Quest: Scan Battler}}'' that references both [[Gigaslash]] as it appears in ''Ultimate'' and Hero's reveal trailer.<ref>[https://twitter.com/DQSB_PR/status/1198511571162390528 Dragon Quest: Scan Battler's PR account on Twitter]</ref>
*A special battle card was released for the arcade game ''{{s|wikipedia|Dragon Quest: Scan Battler}}'' that references both [[Gigaslash]] as it appears in ''Ultimate'' and Hero's reveal trailer.<ref>[https://twitter.com/DQSB_PR/status/1198511571162390528 Dragon Quest: Scan Battler's PR account on Twitter]</ref>
*Interestingly, Hero's up and down taunts finish faster when facing right if uninterrupted. A similar situation occurs with both {{SSBU|Wolf}} (up taunt) and {{SSBU|Kazuya}} (up taunt).
*Interestingly, Hero's up and down taunts finish faster when facing right if uninterrupted. A similar situation occurs with both {{SSBU|Wolf}} (up taunt) and {{SSBU|Kazuya}} (up taunt).
*Hero, {{SSBU|Meta Knight}}, {{SSBU|Inkling}}, {{SSBU|Joker}}, Banjo & Kazooie, {{SSBU|Sephiroth}}, {{SSBU|Pyra}}, {{SSBU|Mythra}}, and {{SSBU|Sora}} are the only characters who use their walking animations when navigating through the map in [[World of Light]].
*Hero, {{SSBU|Meta Knight}}, {{SSBU|Inkling}}, Banjo & Kazooie, {{SSBU|Sephiroth}}, {{SSBU|Pyra}}, {{SSBU|Mythra}}, and {{SSBU|Sora}} are the only characters who use their walking animations when navigating through the map in [[World of Light]].
*Apart from DLC characters who were not released at the time of their respective tourney, Hero is the only character who does not appear in a decade-related [[Event Tourney]]. He was excluded from [[Bringing Back the '80s]], [[Hailing from the '90s]], and [[The Year Is 200X]] despite Erdrick, Solo, and Eight debuting in those respective decades, due to the Luminary (the default Hero) debuting in 2017. However, when [[Born in the 2010s]] was held, Hero was still not present, due to update 8.0.0 changing Hero's debut year in [[All-Star Smash]] to be based on Erdrick's instead of the Luminary's.
*Apart from DLC characters who were not released at the time of their respective tourney, Hero is the only character who does not appear in a decade-related [[Event Tourney]]. He was excluded from [[Bringing Back the '80s]], [[Hailing from the '90s]], and [[The Year Is 200X]] despite Erdrick, Solo, and Eight debuting in those respective decades, due to the Luminary (the default Hero) debuting in 2017. However, when [[Born in the 2010s]] was held, Hero was still not present, due to update 8.0.0 changing Hero's debut year in [[All-Star Smash]] to be based on Erdrick's instead of the Luminary's.
*Hero is the only character that can perform an [[instant KO]] without an item or [[Final Smash]].
*Hero is the only character that can perform an [[instant KO]] without an item or [[Final Smash]].
*Hero has the most reflectable attacks in the ''[[Super Smash Bros.]]'' series at 14. Specifically, [[Frizz/Frizzle/Kafrizz]], [[Kazap]] (first half), [[Woosh/Swoosh/Kaswoosh]], [[Bang]], [[Kaboom]], [[Sizz]], [[Sizzle]], [[Snooze]], [[Whack]], and [[Thwack]] can all be reflected, as well as [[Hocus Pocus]] if any of the aforementioned attacks are randomly summoned.
*Hero has the most reflectable attacks in the ''[[Super Smash Bros.]]'' series, with 14 of his specials being able to be reflected. Specifically, [[Frizz/Frizzle/Kafrizz]], [[Kazap]] (first half), [[Woosh/Swoosh/Kaswoosh]], [[Kaboom]], [[Bang]], [[Sizzle]], [[Sizz]], [[Snooze]], [[Thwack]], and [[Whack]] can all be reflected.
*Hero has the most absorbable attacks in the ''[[Super Smash Bros.]]'' series at 10. Specifically, [[Frizz/Frizzle/Kafrizz]], [[Sizz]], [[Sizzle]], [[Bang]], [[Kaboom]], [[Snooze]], [[Whack]], and [[Thwack]] can all be absorbed, as well as [[Hocus Pocus]] if any of the aforementioned attacks are randomly summoned.
*The text on some of Hero's weapons are {{s|wikipedia|Anglo-Saxon runes}}, and can be translated as follows:
*The text on some of Hero's weapons are {{s|wikipedia|Anglo-Saxon runes}}, and can be translated as follows:
**Erdrick's sword blade reads "Dragon Kuest", or ''Dragon Quest''.
**Erdrick's sword blade reads "Dragon Kuest", or ''Dragon Quest''.
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**Solo's sword hilt reads "mitibikaresi mono", an approximate romanization of "導かれし者 ''michibikareshi mono''", meaning "the guided one". This resembles the Japanese subtitle for ''Dragon Quest IV'', "導かれし者たち ''michibikareshi monotachi''", literally "the people who are shown the way".
**Solo's sword hilt reads "mitibikaresi mono", an approximate romanization of "導かれし者 ''michibikareshi mono''", meaning "the guided one". This resembles the Japanese subtitle for ''Dragon Quest IV'', "導かれし者たち ''michibikareshi monotachi''", literally "the people who are shown the way".
**Luminary and Eight's swords also have text inscribed on them, but they are not Anglo-Saxon runes, and seem to have no known translations.
**Luminary and Eight's swords also have text inscribed on them, but they are not Anglo-Saxon runes, and seem to have no known translations.
*The scabbard the Luminary uses for the Sword of Light did not appear in the original game, but was instead taken from a key visual used for ''Dragon Quest XI''.<ref>[[Media:DQXI_Key_Art.jpg|Key Visual for ''Dragon Quest XI'', used on the game's western box art]]</ref>


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