Editing Hero (SSBU)

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Hero possesses a unique [[fighter ability]] called the [[MP Gauge]], which has a maximum of 100 Magic Points (MP) and will deplete whenever he uses a special move. MP is restored whenever he hits opponents with attacks, and also restores gradually over time. Although his special moves completely rely on the MP Gauge, they possess tremendous utility. His neutral special, [[Frizz]], is a fireball that travels fast, far and deals decent damage, allowing Hero to disrupt enemy approaches. In addition, unlike other Frizz spells, Frizz has low vertical knockback, making it possible to start juggles or even true combos. Frizz can be charged into Frizzle, which can beat other projectiles and KO near the ledge at reasonable percentages, or Kafrizz for even more damage, knockback and traveling distance, turning it into a viable KO move even at mid percentages.
Hero possesses a unique [[fighter ability]] called the [[MP Gauge]], which has a maximum of 100 Magic Points (MP) and will deplete whenever he uses a special move. MP is restored whenever he hits opponents with attacks, and also restores gradually over time. Although his special moves completely rely on the MP Gauge, they possess tremendous utility. His neutral special, [[Frizz]], is a fireball that travels fast, far and deals decent damage, allowing Hero to disrupt enemy approaches. In addition, unlike other Frizz spells, Frizz has low vertical knockback, making it possible to start juggles or even true combos. Frizz can be charged into Frizzle, which can beat other projectiles and KO near the ledge at reasonable percentages, or Kafrizz for even more damage, knockback and traveling distance, turning it into a viable KO move even at mid percentages.


Hero's side special, [[Zap]], has good range for its start-up, deals respectable damage and KOs at very high percentages. Zap can be charged into Zapple, which grants even more range and damage while being a vertical KO move at high percentages, or Kazap, which results in a attack that sacrifices speed and range for power, being able to KO most opponents center stage at a mere 50%. Additionally, Kazap has [[damage-based armor]] that withstands up to 15%, allowing it to resist oncoming attacks. Zap and its variants are disjointed melee attacks, giving them excellent range and, contrary to their appearances, all the lightning bolts generated on hit are immune to [[reflect]]ion and [[absorption]].
Hero's side special, [[Zap]], has good range for its start-up, deals respectable damage and KOs at very high percentages. Zap can be charged into Zapple, which grants even more range and damage while being a vertical KO move at high percentages, or Kazap, which results in a attack that sacrifices speed and range for power, being able to KO most opponents center stage at a mere 50%. Additionally, Kazap has [[damage-based armor]] that withstands up to 15%, allowing it to resist oncoming attacks. Zap and its variants are disjointed melee attacks, giving them excellent range and, contrary to their appearances, they are also immune to [[reflect]]ion and even [[absorption]].


Hero's up special, [[Woosh]], is a quick recovery move and is also Hero's fastest and most reliable out of shield punish. Woosh can be charged into Swoosh, granting more vertical distance and horizontal mobility, or Kaswoosh, which provides tremendous vertical distance. Additionally, all Woosh spells leave behind tornadoes, which serve as lingering hitboxes that can damage opponents and [[gimp]] opposing recoveries or setup into devastating setups from below the ledge. Finally, his down special, [[Command Selection]], gives Hero a list of four random spells which offer a wide variety of effects. Most of these spells have significant advantages and little disadvantages, which can be seen [[#Command Selection spells|here]]. The Command Selection can be canceled by inputting the shield button or by jumping, allowing Hero to repeatedly switch the menu of spells until he has an ideal set of them.
Hero's up special, [[Woosh]], is a quick recovery move and is also Hero's fastest and most reliable out of shield punish. Woosh can be charged into Swoosh, granting more vertical distance and horizontal mobility, or Kaswoosh, which provides tremendous vertical distance. Additionally, all Woosh spells leave behind tornadoes, which serve as lingering hitboxes that can damage opponents and [[gimp]] opposing recoveries or setup into devastating setups from below the ledge. Finally, his down special, [[Command Selection]], gives Hero a list of four random spells which offer a wide variety of effects. Most of these spells have significant advantages and little disadvantages, which can be seen [[#Command Selection spells|here]]. The Command Selection can be canceled by inputting the shield button or by jumping, allowing Hero to repeatedly switch the menu of spells until he has an ideal set of them.
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Zap: Hero swings his sword upward to emit a burst of electricity in front of himself. It has the fastest start-up and ending lag, but has the shortest range and is the weakest. The sword itself also has a hitbox during the swing, which enables it to deal extra damage, similarly to {{SSBU|Wolf}}'s [[Blaster (Wolf)|Blaster]]. This also means Zap can still somewhat be used without MP, although the sword swing deals only 2%. Zap costs 8 MP to use. <br>Zapple: A long-ranged bolt of electricity that is fired when the move is semi-charged. Has considerable range and deals great damage, making it an excellent move for spacing. It has respectable power, as it can KO at 155% from the center of Battlefield and even earlier near the edge. Zapple costs 18 MP to use. <br>Kazap: Hero raises his sword in the air so it can be struck by and after a lightning bolt, after which he performs a spinning outward slash around himself, similarly to [[Spin Attack]]. Kazap is very strong, as it can KO around 60% from center stage and around 40% near the edge if all of its hits connect. Kazap also has deceptively low ending lag in spite of its power, as well as damage-based armor that withstands up to 15%. However, it costs 42 MP to use (the highest out of all Hero's spells), and has noticeable start-up lag.
Zap: Hero swings his sword upward to emit a burst of electricity in front of himself. It has the fastest start-up and ending lag, but has the shortest range and is the weakest. The sword itself also has a hitbox during the swing, which enables it to deal extra damage, similarly to {{SSBU|Wolf}}'s [[Blaster (Wolf)|Blaster]]. This also means Zap can still somewhat be used without MP, although the sword swing deals only 2%. Zap costs 8 MP to use. <br>Zapple: A long-ranged bolt of electricity that is fired when the move is semi-charged. Has considerable range and deals great damage, making it an excellent move for spacing. It has respectable power, as it can KO at 155% from the center of Battlefield and even earlier near the edge. Zapple costs 18 MP to use. <br>Kazap: Hero raises his sword in the air so it can be struck by and after a lightning bolt, after which he performs a spinning outward slash around himself, similarly to [[Spin Attack]]. Kazap is very strong, as it can KO around 60% from center stage and around 40% near the edge if all of its hits connect. Kazap also has deceptively low ending lag in spite of its power, as well as damage-based armor that withstands up to 15%. However, it costs 42 MP to use (the highest out of all Hero's spells), and has noticeable start-up lag.


All variations of Zap's sword attacks are disjointed hitboxes and not projectiles. As a result, they cannot be reflected or absorbed. Despite their appearances, none of the lightning bolts generated on hit can be reflected or absorbed either.
Despite their appearances, all variations of Zap (with the exception of the first half of Kazap) are disjointed hitboxes and not projectiles. As a result, they cannot be reflected or absorbed.
|usname=Woosh / Swoosh / Kaswoosh
|usname=Woosh / Swoosh / Kaswoosh
|usdmg=Woosh: 7%<br>Swoosh: 3% (hits 1-3), 4% (last)<br>Kaswoosh: 3% (hits 1-5), 4% (last)
|usdmg=Woosh: 7%<br>Swoosh: 3% (hits 1-3), 4% (last)<br>Kaswoosh: 3% (hits 1-5), 4% (last)
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====Ban considerations====
====Ban considerations====
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 or even losing a stock. 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.


Finally, issues regarding language barriers have also been raised, as it is not uncommon for players to compete in countries they do not know the language of. Therefore, a player who does not speak the language of the country in question will be at a large disadvantage, regardless of whether they are playing as or against Hero. Players against this point mention how most of the spells in languages that use the Latin alphabet are easy to figure out from first glance, rendering them easily guessable, learnable and reactionary and some suggest hosting games on two separate switches using [[Battle Arena|Arenas]] and changing the language of each system's game to match that of the players.
Finally, issues regarding language barriers have also been raised, as it is not uncommon for players to compete in countries they do not know the language of. Therefore, a player who does not speak the language of the country in question will be at a large disadvantage, regardless of whether they are playing as or against Hero. Players against this point mention how most of the spells in languages that use the Latin alphabet are easy to figure out from first glance, rendering them easily guessable, learnable and reactionary and some suggest hosting games on two separate switches using [[Battle Arena|Arenas]] and changing the language of each system's game to match that of the players.

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