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{{Infobox Character | {{Infobox Character | ||
|name = Hero | |name = Hero | ||
|image = {{tabber|title1=Luminary| | |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 | ||
|universe = {{uv|Dragon Quest}} | |||
|availability = [[Downloadable content (SSBU)|Downloadable]] | |availability = [[Downloadable content (SSBU)|Downloadable]] | ||
}} | }} | ||
:{{Cquote|''The Hero Draws Near!''|cite=Introduction tagline}} | :{{Cquote|''The Hero Draws Near!''|cite=Introduction tagline}} | ||
'''Hero''' ({{ja|勇者|Yūsha}}, ''Hero'') is a playable character in '' | '''Hero''' ({{ja|勇者|Yūsha}}, ''Hero'') is a playable character in ''Super Smash Bros. Ultimate'' and the second fighter from [[Square Enix]] after {{SSBU|Cloud}}. He was announced during the E3 Nintendo Direct alongside {{SSBU|Banjo & Kazooie}} on June 11th, 2019 as the second [[Downloadable content (SSBU)|downloadable]] character from {{h2|Downloadable content (SSBU)|Fighters Pass Vol. 1}}. The default Hero is the [[dragonquestwiki:Hero (Dragon Quest XI)|'''Luminary''']]<ref>Also referred to as '''Eleven'''.</ref> from ''Dragon Quest XI'', while [[dragonquestwiki:Hero (Dragon Quest III)|'''Erdrick''']]<ref>Also referred to as '''Arusu'''.</ref> from ''Dragon Quest III'', [[dragonquestwiki:Hero (Dragon Quest IV)|'''Solo''']] from ''Dragon Quest IV'' and [[dragonquestwiki:Hero (Dragon Quest VIII)|'''Eight''']] from ''Dragon Quest VIII'' also appear as alternate 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]]. | ||
{{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, also in all versions of the game. | |||
==Attributes== | ==Attributes== | ||
Hero is a tall | Hero is a tall [[Weight|semi-heavyweight]] fighter. This, in tandem with his sword, gives his attacks long range, but makes him easy to hit and combo. He sports the typical above-average damage and knockback output of a heavyweight. Overall, Hero has respectable mobility; in spite of having a slow [[walk]] speed, slightly below-average [[air speed]] and poor [[air acceleration]], his [[dash]] speed, [[Dash#Initial Dash|initial dash]], [[traction]], [[Falling speed|fall speed]], and [[Fast fall|fast-fall speed]] are all either average or above-average. | ||
Hero | Hero has a good defensive game. Similar to [[Link (SSBU)|the]] [[Young Link (SSBU)|three]] [[Toon Link (SSBU)|Links]], Hero actually sports two shields: the standard [[Shield]] action that every fighter has, and another equipped on his left arm most of the time. Hero's shield can block [[projectile]]s while he is standing idle, walking, or crouching. The first hit of Hero's forward tilt grants [[invincibility]] to his left arm, head and left leg because of this shield's position, similar to {{SSBU|Palutena}}'s dash attack and back aerial. | ||
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 | Hero possesses a unique [[MP Gauge]], storing up to 100MP, which depletes 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 percent. Hero's side special, [[Zap]], has good range for its startup, 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 super armor frames, allowing it to resist oncoming attacks. Zap and its variants are disjointed melee attacks, giving them excellent range and rendering them immune to [[reflect]]ion and 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 cancelled by inputting the shield button, allowing Hero to repeatedly switch the menu of spells until he has an ideal set of them. | ||
Hero's smash attacks all share a unique perk: they have a 1/8 chance of striking with a critical hit, doubling their damage output and significantly increasing their knockback, allowing them to KO at extremely early | Hero's smash attacks all share a unique perk: they have a 1/8 chance of striking with a critical hit, doubling their damage output and significantly increasing their knockback, allowing them to KO at extremely early percents. In addition, they cause the smash attacks to cause more shieldstun, making them slightly safer on shield. Even without this perk, Hero's smash attacks have some utility: his forward smash is his strongest smash attack in both damage and knockback, having large range to boot, making it terrific for hard reads or punishes, his up smash has high vertical range, being a reliable anti-air option, good for halting aerial opponents' approaches while remaining a good KOing tool (though it suffers from nonexistent horizontal range, being unable to hit grounded opponents), and his down smash is his weakest smash attack, though it is also his fastest and can be used to punish rolls or spot dodges. Thus, it is a reliable edgeguarding attack in its own right. | ||
Hero's other grounded attacks still possess utility, even if they are less overwhelming than his smash attacks and special moves. Neutral attack has a respectable | Hero's other grounded attacks still possess utility, even if they are less overwhelming than his smash attacks and special moves. Neutral attack has a respectable startup, damage output and good range, making it good for both damage-racking at low percents, spacing and as "get-off-me". As stated earlier, forward tilt's first hit has blocking capabilities, making it a defensive option that can beat other moves or projectiles and then be followed up with a second hit—a sword slash—which offers better range, identical speed, and more power, allowing for setting up edgeguards or outright KOs near the ledge. Up tilt has wide range, which, coupled with its respectable damage output and decent startup lag, makes it a fantastic anti-air option and more consistent than up smash, along with being able to KO at high percentages. Down tilt has good range—superseding Hero's neutral attack—while offering the same speed and launching vertically; it can be used to hit opponents hanging on the ledge and start setups. Lastly, dash attack boasts high power for an attack of its type at the cost of speed, being able to KO at a mere 80% from the ledge. | ||
Hero's aerial moveset, while not as good as that of many other swordfighters, is impressive nonetheless. Neutral aerial has wide range around him and launches at a diagonal angle, being a situational combo starter and useful shield poking option. Forward and back aerials are both rather slow (with back aerial in particular being among the slowest of its kind), but they both deal respectably decent knockback, KOing at 100% and 85% respectively. Up aerial has the lowest lag out of any of Hero's aerials and deals very low damage and knockback, enabling it to effectively initiate combos into itself or other moves, or even set up KO confirms at varying percentages. Lastly, down aerial is Hero's most damaging aerial, but also one of his slowest. Its clean hit is capable of meteor smashing opponents, leading to KOs as low as 20% on offstage foes. | |||
Hero's | Lastly, Hero's up and down throws sport some utility: the former can not only act as a situational combo starter, but it is also his strongest throw, being able to KO before 200%, unlike his others. Conversely, down throw is a good combo starter at low percents and can lead into dangerous set-ups. | ||
But for all the strengths that Hero has, they do come with a price. His access to his special moves is restricted by their reliance on MP. Without enough MP, he is unable to cast any spells, which may put him in great danger offstage as [[Woosh]] will only give him a very small | But for all the strengths that Hero has, they do come with a price. His access to his special moves is restricted by their reliance on MP. Without enough MP, he is unable to cast any spells, which may put him in great danger offstage as Hero's [[Woosh]] spell will only give him a very small hop without MP. While his [[Command Selection]] is very versatile, its random nature means that a desired spell is unlikely to be available. On top of that, some of his spells have very little utility (e.g, Metal Slash, which deals 1% and extremely low set knockback against non-metal opponents), while one of them, Hocus Pocus, grants any one of a slew of effects, with detrimental ones outnumbering and outweighing possible benefits. | ||
Many of Hero's attacks suffer from slow start-up lag (dash attack), high ending lag (up, down and second hit of forward tilts), or both (forward and back aerials). Hero's below-average frame data, alongside his high raw damage output and attacks' high knockback values, give him a limited combo ability, only having certain attacks like neutral aerial, up aerial, up throw, and down throw that can successfully generate true combos. Even then, while Hero's grabs have fast startup for his weight class, they have short range and up throw only initiates combos at fairly low percentages. Up aerial suffers from poor range and down tilt suffers from aforementioned high endlag, preventing it from performing any true combos. As stated earlier, his up smash's horizontal range is nonexistent. Thus, it is Hero's least useful move against grounded opponents and, by extension, his least potent grounded attack. | |||
Due to being a semi-heavyweight, having a tall hurtbox and slightly above average falling speed, and lacking any fast or invincible attacks, Hero is very susceptible to combos. This weakness may be exacerbated further through one of Hocus Pocus's effects (which makes him giant) as well as Oomph, which makes him suffer 1.2x damage when hit. | |||
Overall, Hero has many strengths and many weaknesses. While he does have a plethora of magic spells at his disposal, high damage output, and overall high kill power, he suffers from susceptibility to combos, slow attacks, reliance on random chance, limited ability to combo his opponents and finite resources that are slow to recharge. While there is some potential and strategy in Hero's normal moveset, victory or defeat will frequently come down to resource management and luck. While players such as {{sm|Salem}} have shown Hero’s potential at tournaments, his representation has been below average overall. As such, his viability remains up for debate. | |||
Overall, Hero has many strengths and many weaknesses. While he does have a plethora of magic spells at his disposal, | |||
==Update history== | ==Update history== | ||
Hero | Hero has been slightly buffed via in game updates. However, the majority of the changes made to the character have been bug fixes and other adjustments to align him with the rest of the cast, with no changes that majorly affected gameplay. | ||
'''{{GameIcon|ssbu}} {{SSBU|5.0.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|5.0.0}}''' | ||
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'''{{GameIcon|ssbu}} {{SSBU|11.0.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|11.0.0}}''' | ||
{{UpdateList (SSBU)/11.0.0|char=Hero}} | {{UpdateList (SSBU)/11.0.0|char=Hero}} | ||
==Moveset== | ==Moveset== | ||
*While standing still, walking, or crouching, incoming [[projectile]]s that hit Hero's [[passive shield|shield]] will deal no damage and simply push him back. It can block any amount of projectiles regardless of power. | |||
*Hero's smash attacks have a 1/8 chance of having a critical hit effect, triggering a [[Special Zoom]] and dealing twice as much damage. This subsequently increases their [[knockback]] by a significant amount, although forward and down smash have lower base knockback values as a slight compensation. Against shields, critical hits have negative [[shield damage]] equal to the moves' base damage, causing them to deal the same damage to shields as the standard versions and thus preventing them from easily [[shield break|breaking shields]]. However, critical hits still inflict more [[shieldstun]] due to their higher base damage, making them safer on shield. | |||
**The negative shield damage does not necessarily make a critical hit and a non-critical hit do the same amount of damage to a shield. This is due to the formula for damage to shields adding the shield damage after the [[stale-move negation]]/freshness multiplier, but before the 1.19 [[shield]] multiplier. The damage variation between a critical and non-critical is roughly equal to the stale/fresh multiplier, so a fresh critical will do more, but a stale critical will do less. | |||
*While | **Hero cannot critical hit in [[Home-Run Contest]]. | ||
*Hero's smash attacks have a 1/8 chance of | **Apart from Erdrick and Solo, each Hero uses a [https://www.youtube.com/watch?v=B_VE-D2M8bs specific sound effect] when a critical hit lands, which are directly taken from their respective ''Dragon Quest'' games. Erdrick and Solo share the same critical hit sounds. | ||
**The negative shield damage does not necessarily make a | *Hero has an [[MP Gauge]] which depletes whenever he uses his special moves. The amount depleted varies based on the spell. The meter is restored over time (at a rate of one point per second), or when damaging foes with regular attacks. | ||
**Hero cannot | **The maximum amount of MP is 100. | ||
** | **If Hero attempts to use a spell without the required MP, he will still perform the animation, but without the actual spell (in the case of Zap, there is still a hitbox that deals 2% damage). Additionally, when this occurs, the failed sound effect from ''Dragon Quest'' will play. | ||
**If Hero hits an opponent or a [[shield]] with a normal attack, he will gain MP equal to 0.8× the hitbox's (or throw's) base damage, affected by no other mechanics (not even the extra damage from charging smashes) except for shield damage. As shields take 1.19× more damage from attacks, hitting shields will generally restore more MP, unless the attack has reduced shield damage (such as critical hit smashes). A resource for how much is gained can be found [https://docs.google.com/spreadsheets/d/1OnYSC7DvebYvFQYp7_YNq-mGJRZ4k6StIfxHWyw4VuY/edit?usp=sharing here]. | |||
''For a gallery of Hero's hitboxes, see [[Hero (SSBU)/Hitboxes|here]].'' | ''For a gallery of Hero's hitboxes, see [[Hero (SSBU)/Hitboxes|here]].'' | ||
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|neutral2dmg=3% | |neutral2dmg=3% | ||
|neutral3dmg=4% | |neutral3dmg=4% | ||
|neutraldesc= | |neutraldesc=A three-hit neutral attack, with the first two hits being slashes going straight up and straight down, and the final hit having him swipe his sword inward. Deals decent damage. | ||
|ftiltname= | |ftiltname= | ||
|ftiltcount=2 | |ftiltcount=2 | ||
|ftiltdmg=5% | |ftiltdmg=5% | ||
|ftilt2dmg=8% | |ftilt2dmg=8% | ||
|ftiltdesc= | |ftiltdesc=A two-hit attack, acting like [[Snake]]'s forward tilt, a back-handed shield bash followed up by an outward slash. Decent start-up, with the first hit coming out on frame 9. The shield bash resembles {{s|dragonquestwiki|Blockenspiel}}, and does not [[rebound]], leaving the opponent open to the second hit if the first hit blocks a melee attack. The first hit also grants [[invincibility]] to Hero's head and front leg on frame 9, and on his arm and shoulder on frames 9 to 11, similar to {{SSBU|Palutena}}'s dash attack and back air. The sword slash resembles Hero's short-range greatsword attack from ''Dragon Quest XI'' and it can KO at around 130% near the ledge. However, it has 39 frames of ending lag if the second hit misses, making it highly punishable. | ||
|utiltname= | |utiltname= | ||
|utiltdmg=11% (blade), 9% (body) | |utiltdmg=11% (blade), 9% (body) | ||
|utiltdesc= | |utiltdesc=An overhead arcing slash while jumping, similarly to Toon Link's up smash. Has huge reach, making it a potent anti-air. However, it has noticeable ending lag, which doesn't grant it any true combos. Has strong [[KO]] potential, especially with [[Oomph]] and [[Psyche Up]]. | ||
|dtiltname= | |dtiltname= | ||
|dtiltdmg=7% | |dtiltdmg=7% | ||
|dtiltdesc= | |dtiltdesc=Kicks forward while leaning on the ground with his arm. Having slightly more range than his neutral attack while having the same 6-frame startup, it launches vertically, which can make it a combo starter, albeit a fairly unreliable one because of its rather high endlag compared to other down tilts. It is better at comboing if the late hit connects. Resembles {{s|dragonquestwiki|Leg Sweep}}. | ||
|dashname= | |dashname= | ||
|dashdmg=15% (blade), 13% (body) | |dashdmg=15% (blade), 13% (body) | ||
|dashdesc=A jumping | |dashdesc=A jumping slash attack, identical to Link's. Very powerful, being able to KO at around 80% from the ledge. However, it has very slow startup at frame 21 and 29 frames of ending lag. Based on the Hero's long-range standard sword attack from ''Dragon Quest XI''. | ||
|fsmashname= | |fsmashname= | ||
|fsmashdmg={{ChargedSmashDmgSSBU|18}} (blade), {{ChargedSmashDmgSSBU|16}} (body), {{ChargedSmashDmgSSBU|36}} ( | |fsmashdmg={{ChargedSmashDmgSSBU|18}} (blade), {{ChargedSmashDmgSSBU|16}} (body), {{ChargedSmashDmgSSBU|36}} (blade, critical hit), {{ChargedSmashDmgSSBU|32}} (body, critical hit) | ||
|fsmashdesc= | |fsmashdesc=Performs a two-handed downward slash in front of him, resembling {{SSBU|Ike}} and {{SSBU|Ganondorf}}'s forward smashes. Comes out at 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 ledge at 0% if fully charged. | ||
|usmashname= | |usmashname= | ||
|usmashdmg={{ChargedSmashDmgSSBU|16}} (blade), {{ChargedSmashDmgSSBU|14}} (body), {{ChargedSmashDmgSSBU|32}} ( | |usmashdmg={{ChargedSmashDmgSSBU|16}} (blade), {{ChargedSmashDmgSSBU|14}} (body), {{ChargedSmashDmgSSBU|32}} (blade, critical hit), {{ChargedSmashDmgSSBU|28}} (body, critical hit) | ||
|usmashdesc= | |usmashdesc=A single upward thrust, which resembles {{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. A critical hit from an up smash is extremely powerful, with uncharged versions being capable of KOing at as low as 30%. It has 37 frames of ending lag, making it easy to punish. | ||
|dsmashname= | |dsmashname= | ||
|dsmashdmg={{ChargedSmashDmgSSBU|13}} (blade), {{ChargedSmashDmgSSBU|11}} (body), {{ChargedSmashDmgSSBU|26}} ( | |dsmashdmg={{ChargedSmashDmgSSBU|13}} (blade), {{ChargedSmashDmgSSBU|11}} (body), {{ChargedSmashDmgSSBU|26}} (blade, critical hit), {{ChargedSmashDmgSSBU|22}} (body, critical hit) | ||
|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 | |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 the weakest out of Hero's other smash attacks, although it is the fastest and does well at punishing rolls. | ||
|nairname= | |nairname= | ||
|nairdmg={{ShortHopDmgSSBU|9}} | |nairdmg={{ShortHopDmgSSBU|9}} | ||
|nairdesc= | |nairdesc=Swings his sword around him, resembling {{SSBU|Ike}}'s neutral aerial. It launches at a diagonal angle, making it a somewhat decent combo tool. This combo potential is even more noticeable with Acceleratle, as Hero can follow up with forward aerial at high percentages as a KO confirm. It strongly resembles Hero's attack during the pep power The Real Decoy in ''Dragon Quest XI''. | ||
|fairname= | |fairname= | ||
|fairdmg={{ShortHopDmgSSBU|12}} (blade), {{ShortHopDmgSSBU|10}} (body) | |fairdmg={{ShortHopDmgSSBU|12}} (blade), {{ShortHopDmgSSBU|10}} (body) | ||
|fairdesc=A downward slash, similar to {{SSBU|Roy}}'s forward aerial. | |fairdesc=A downward slash, similar to {{SSBU|Roy}}'s forward aerial. Somewhat slow, coming out on frame 14, but it deals moderately high knockback, enough to KO at around 100% at the ledge. It also covers a wide arc, making it a good spacing and approaching tool. | ||
|bairname= | |bairname= | ||
|bairdmg={{ShortHopDmgSSBU|14}} (blade), {{ShortHopDmgSSBU|12}} (body) | |bairdmg={{ShortHopDmgSSBU|14}} (blade), {{ShortHopDmgSSBU|12}} (body) | ||
|bairdesc=An upward | |bairdesc=An upward sword swipe behind his back, which resembles {{SSBU|Toon Link}}'s back aerial. One of the strongest back aerials in the game. Very slow startup for an aerial of its kind, at frame 18, but it boasts excellent power, KOing at around 85% at the ledge. It covers behind Hero very well, being able to even hit slightly above him. If both Oomph and Psych Up are active, it can break a full shield in one hit. | ||
|uairname= | |uairname= | ||
|uairdmg={{ShortHopDmgSSBU|7}} | |uairdmg={{ShortHopDmgSSBU|7}} | ||
|uairdesc= | |uairdesc=Performs an upward kick. Somewhat resembles {{SSBU|Lucario}}'s up aerial, although without a backflip at the end. Hero's fastest aerial in terms of startup, ending and landing lag, and the only one that can [[auto-cancel]] in a short hop. However, it has extremely short range, and is fairly weak; this doesn't grant it KO potential, although it offers many combo opportunities. Additionally, at high percentages on landing, this move can combo into forward and back aerial as a KO confirm. | ||
|dairname= | |dairname= | ||
|dairdmg={{ShortHopDmgSSBU|16}} (clean), {{ShortHopDmgSSBU|10}} (late) | |dairdmg={{ShortHopDmgSSBU|16}} (clean), {{ShortHopDmgSSBU|10}} (late) | ||
|dairdesc= | |dairdesc=Thrusts his sword downward with one hand. The clean hit [[meteor smash]]es opponents powerfully. It is also his most damaging aerial. However, it is rather slow, coming out on frame 16, and it has very high landing lag. At mid percents (30-65% for mid-weight characters), hitting with the meteor hitbox on a grounded opponent can lead into his up smash (if up smash is a critical hit, it can KO middleweights starting at 30%). | ||
|grabname= | The end of the ground attack is a reference to | ||
|grabdesc=Reaches out with his left hand. | ''Dragon Quest III'' Super Famicom box art. | ||
|pummelname= | |grabname= | ||
|grabdesc=Reaches out with his left hand. Its grab range is short, being the second shortest in the game. | |||
|pummelname= | |||
|pummeldmg=1.3% | |pummeldmg=1.3% | ||
|pummeldesc= | |pummeldesc=Knees the opponent. | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg=7% | |fthrowdmg=7% | ||
|fthrowdesc=Plants his sword | |fthrowdesc=Plants his sword ơn the ground and throws the opponent away. Low knockback, making it suited only for positioning. Psyche Up turns it into a viable kill throw at high percents at the ledge. | ||
|bthrowname= | |bthrowname= | ||
|bthrowdmg=9% | |bthrowdmg=9% | ||
|bthrowdesc=Performs the tomoe nage, | |bthrowdesc=Performs the tomoe nage, similar to Toon Link's back throw. Psyche Up turns this into a KO throw at very high percents at the ledge. | ||
|uthrowname= | |uthrowname= | ||
|uthrowdmg=7% | |uthrowdmg=7% | ||
|uthrowdesc=Heaves the opponent upward, | |uthrowdesc=Heaves the opponent upward, akin to {{SSBU|Mario}}'s up throw. A great combo starter due to its low ending lag, being able to combo into neutral aerial and up aerial at low percentages. It is also Hero's strongest throw, although it is rather weak for a KO throw, though Psyche Up and/or rage can make it stronger. | ||
|dthrowname= | |dthrowname= | ||
|dthrowdmg=6% | |dthrowdmg=6% | ||
|dthrowdesc= | |dthrowdesc=Slams the opponent on the ground. A good combo starter that can lead to either his forward or up aerial at low-mid percentages. Can also lead into Kafrizz or forward smash on larger targets at very low percents. | ||
|floorfname= | |floorfname= | ||
|floorfdmg=7% | |floorfdmg=7% | ||
|floorfdesc=Slashes behind himself, then in front of himself | |floorfdesc=Slashes behind himself, then in front of himself. | ||
|floorbname= | |floorbname= | ||
|floorbdmg=7% | |floorbdmg=7% | ||
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|edgedesc=Climbs up and slashes inward. | |edgedesc=Climbs up and slashes inward. | ||
|nsname=Frizz / Frizzle / Kafrizz | |nsname=Frizz / Frizzle / Kafrizz | ||
|nsdmg=Frizz: 9% | |nsdmg=Frizz: 9%/6% (late)<br>Frizzle: 9% (hit 1-2), 18% (total)<br>Kafrizz: 19% (initial hit), 3% (hit 2-5), 31% (total) | ||
|nsdesc=A fireball that can be charged up to become Frizzle and Kafrizz, which are stronger variants that travel increasingly farther and faster. Unlike most chargeable moves, Hero will always begin charging from the beginning if he cancels the move. He is also unable to launch the projectile if he lacks MP, forcing him to recharge his MP and use up any existing charge before he can use weaker variants again. | |nsdesc=A fireball that can be charged up to become {{iw|dragonquestwiki|Frizzle}} and {{iw|dragonquestwiki|Kafrizz}}, which are stronger variants that travel increasingly farther and faster. Unlike most chargeable moves, Hero will always begin charging from the beginning if he cancels the move. He is also unable to launch the projectile if he lacks MP, forcing him to recharge his MP and use up any existing charge before he can use weaker variants again. | ||
Frizz: A small fireball that is produced when the move is uncharged. It is quick to throw, but travels very slowly and is very weak. Frizz is the only variant of the Frizz spells that suffers from damage falloff, which means that it gets weaker and slower after traveling a certain distance | Frizz: A small fireball that is produced when the move is uncharged. It is quick to throw, but travels very slowly and is very weak. Frizz is the only variant of the Frizz spells that suffers from damage falloff, which means that it gets weaker and slower after traveling a certain distance. Frizz costs 6 MP to use. <br>Frizzle: Two intertwined fireballs that appear when the move is semi-charged. Frizzle is faster and stronger than Frizz. The two fireballs can actually break-off into separate fireballs if an opponent or attack lands on top of one of the fireballs. Frizzle is decently powerful, being able to KO at 135% near the ledge. Frizzle costs 16 MP to use. | ||
<br>Kafrizz: The strongest version of Frizz that appears when the move is fully charged. It is a large, multi-hitting fireball deals extremely high damage and knockback, KOing at around 60% near the | <br>Kafrizz: The strongest version of Frizz that appears when the move is fully charged. It is a large, multi-hitting fireball deals extremely high damage and knockback, KOing at around 60% near the ledge. It also deals considerably high shield damage. Kafrizz has noticeable ending lag, though, so it can be [[reflect]]ed and punish Hero easily. Kafrizz costs 36 MP to use. | ||
|ssname=Zap / Zapple / Kazap | |ssname=Zap / Zapple / Kazap | ||
|ssdmg=Zap: | |ssdmg=Zap: 14% (swing sword + Zap) / 12% (Zap) / 2% (no MP)<br>Zapple: 6% (hit 1), 14% (hit 2), 20% (total)<br>Kazap: 4% (hit 1), 6% (hit 2), 12% (hit 3), 16% (final hit), 38% (total) | ||
|ssdesc=A series of lightning spells that can be charged to become Zapple and Kazap. | |ssdesc=A series of lightning spells that can be charged to become {{iw|dragonquestwiki|Zapple}} and {{iw|dragonquestwiki|Kazap}}. | ||
Zap: Hero | Zap: An electric bolt that Hero fires from his sword. It has the fastest startup and endlag, but has the shortest range and is the weakest. The sword swing itself has a hitbox, so if the move is used up close, it will deal extra damage. This also means Zap can still somewhat be used without MP, although the sword swing only deals a measly 2%. Zap costs 8 MP to use. <br>Zapple: A longer electric beam that is fired when the move is semi-charged. Has considerable range and deals great damage, making it an excellent move for spacing. Can KO at 155% from the center of Battlefield. Zapple costs 18 MP to use. <br>Kazap: The Hero raises his sword in the air and a lightning bolt strikes it, then slashes around himself. Kazap is a strong, situational finisher, KOing around 60% from center stage and around 40% near the edge if all hits connect. Kazap also has [[super armor]] frames and deceptively low endlag. It costs 42 MP to use, the highest out of all Hero's spells. | ||
All variations of Zap | All variations of Zap (with the exception of the first half of Kazap) are disjointed hitboxes and not projectiles, meaning that they cannot be reflected or absorbed. | ||
|usname=Woosh / Swoosh / Kaswoosh | |usname=Woosh / Swoosh / Kaswoosh | ||
|usdmg=Woosh: 7%<br>Swoosh: 3% ( | |usdmg=Woosh: 7%<br>Swoosh: 3% (hit 1-4), 13% (total)<br>Kaswoosh: 3% (hit 1-5), 4% (final hit), 19% (total) | ||
|usdesc=A series of tornado spells that Hero uses for recovery. Can be charged to become Swoosh and Kaswoosh. | |usdesc=A series of tornado spells that Hero uses for recovery. Can be charged to become {{iw|dragonquestwiki|Swoosh}} and {{iw|dragonquestwiki|Kaswoosh}}. | ||
Woosh: A small and weak tornado that launches Hero slightly upward. It is very quick | Woosh: A small and weak tornado that launches Hero slightly upward. It is very quick, however, coming out on frame 7, making it a good [[out of shield]] option. Woosh has set knockback, meaning that it will do the same amount of knockback regardless of the opponent's percentage. Woosh costs 5 MP to use. <br>Swoosh: A larger tornado that hits multiple times and grants a better recovery, both vertical and horizontally. Swoosh costs 9 MP to use.<br>Kaswoosh: Two large tornadoes that hit multiple times and grant the highest vertical recovery, making it a potent recovery move. Can KO at 148% from the center of Battlefield. Kaswoosh costs 18 MP to use. | ||
While Kaswoosh offers the best vertical recovery of the three options, Swoosh offers the best horizontal recovery; that said, all three versions still have lackluster horizontal movement, especially at the apex of the launch. All versions of Woosh launch opponents in the opposite direction the Hero is facing, which can lead into [[gimp]]s, [[stage spike]]s, and | While Kaswoosh offers the best vertical recovery of the three options, Swoosh offers the best horizontal recovery; that said, all three versions still have lackluster horizontal movement, especially at the apex of the launch. All versions of Woosh launch opponents in the opposite direction the Hero is facing, which can lead into [[gimp]]s, [[stage spike]]s, and KO's, especially with Swoosh and Kaswoosh. All variants of Hero's up special are considered [[projectile]]s; as a result, opponents with [[reflection|reflectors]] can deal significant damage to Hero while he is attempting to recover, simply by getting close and reflecting the tornado. | ||
|dsname=Command Selection | |dsname=Command Selection | ||
|dsdmg= (see below) | |dsdmg= (see below) | ||
|dsdesc=Hero chooses between | |dsdesc=Hero chooses between an impressive variety of four randomly-selected spells from a pop-up menu, even standing in a "thinking" position. These spells require MP to use. Shielding or jumping will close the menu, canceling the move and allowing Hero to open it again for a different set. By pressing the opposite direction when selecting a move or tilting the right stick in the opposite direction to select a move, Hero will turn around before unleashing the move, similar to a [[B-reversing|B-reversal]]. | ||
|fsname=Gigaslash | |fsname=Gigaslash | ||
|fsdmg= | |fsdmg=40% | ||
|fsdesc= | |fsdesc=Summons the other seven ''Dragon Quest'' heroes who are not playable, charging the Hero's sword with bolts of electricity, before the playable Hero unleashes it in the form of a slash. | ||
}} | }} | ||
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! Description | ! Description | ||
|- | |- | ||
| | | {{s|dragonquestwiki|Kaboom}} || 37 || 20 || ~7.3% || 28% || A projectile that explodes after a certain 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. | ||
|- | |- | ||
| | | {{s|dragonquestwiki|Bang}} || 9 || 16 || ~5.8% || 15.5% || A small explosive flame projectile sent forward. Explodes on contact with opponents, or after a set distance. Deals decent knockback, KOing vertically starting at around 130%. Cannot appear alongside Kaboom. | ||
|- | |- | ||
| | | {{s|dragonquestwiki|Sizzle}} || 20 || 20 || ~7.3% || 25% || A flame projectile sent forward quickly which leaves damaging flames on the ground in its wake. Deals high damage for its speed. Deals decent knockback, KOing around 100% near the ledge. Cannot appear alongside Sizz. | ||
|- | |- | ||
| | | {{s|dragonquestwiki|Sizz}} || 8 || 16 || ~5.8% || 13.5% || A flame projectile sent forward. Lacks KO potential onstage, but can KO opponents offstage. Cannot appear alongside Sizzle. | ||
|- | |- | ||
| Flame Slash || 12 || 18 || | | {{s|dragonquestwiki|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, and has notable range both horizontally and vertically. The blade has significantly higher knockback output than the flames. Capable of KOing midweights at 90% from the center of Final Destination. | ||
|- | |- | ||
| Kacrackle Slash || 11 || 18 || | | {{s|dragonquestwiki|Kacrackle Slash}} || 11 || 18 || ~6.6% || 17% (blade), 13% (frost) || A quick slash with Hero's sword cloaked in frost. [[Freeze]]s opponents; the blade freezes for considerably longer. | ||
|- | |- | ||
| Hatchet Man || 15 || 18 || | | {{s|dragonquestwiki|Hatchet Man}} || 15 || 18 || ~6.6% || 35% || A forceful, downward slash which resembles his forward smash, triggering [[Special Zoom]] and a critical hit sound effect on-hit. Has considerable start-up, but possesses extremely high damage and knockback output, making it capable of KOing early, around 45% from center stage, and much earlier at the edge. It can also instantly break a full shield, similar to a fully charged [[Shield Breaker]]. | ||
|- | |- | ||
| Snooze || 16 || 17 || | | {{s|dragonquestwiki|Snooze}} || 16 || 17 || ~6.2% || - || A forward-moving projectile that sends opponents to [[sleep]] if it connects and can pass through multiple opponents; however, it can be blocked. The projectile puts opponents to sleep for longer at close range, but gets larger at further ranges. Infamous for its ability to grant Hero a free charged forward smash, and therefore an early KO, if it hits a grounded opponent at mid percents. Snooze can affect aerial opponents, which can KO offstage opponents should they be too far to maneuver towards the stage. However, opponents in the air are put to sleep for a much shorter amount of time, having 40% the knockback growth of the grounded hitbox; the clean aerial hitbox puts opponents to sleep for less time than the latest grounded hitbox. | ||
|- | |- | ||
| | | {{s|dragonquestwiki|Thwack}} || 30 || 12 || ~4.4% || 3% || Hero swings his hand forward, and a large dark purple spark appears directly in front of him. Has a chance to [[Instant KO|instantly KO]] the opponent, with a higher chance for it to occur the more damage the opponent has. Deals next to no damage or knockback. Cannot appear alongside Whack. The formula for Whack to instantly KO is <br><code>1 + (p<sub>t</sub> - 20) / (300 - 20) * 200 + 20 * (p<sub>H</sub> / 300)</code>, where <code>p<sub>t</sub></code> is the target's percent pre-hit limited to between 20% and 300%, and <code>p<sub>H</sub></code> is Hero's percent limited to 300% or less. As a result, the final rate is 1% when the opponent is below 20% damage, and scales up to 100% when the opponent is just below 160% damage, with a maximum extra 20% chance if Hero is at 300% damage. It has a very large hitbox, and a windbox around it which pulls nearby opponents in; however, it also has considerable startup lag. It deals only 3% damage and little knockback, and can be reflected, absorbed, and shielded. | ||
|- | |- | ||
| | | {{s|dragonquestwiki|Whack}} || 10 || 8 || ~2.9% || 1% || Hero swings his hand forward, sending out a slow-moving dark purple projectile. Has a chance to instantly KO the opponent, with a higher chance for it to occur the more damage the opponent has. The move is notoriously difficult to reflect, as the speed and direction of the reflected projectile depends on the speed and direction the erratically moving projectile was travelling at the moment of reflection. As such, it will often deflect into the ground or up into the air, and in some cases will move so slowly that it seemingly stays in place. Cannot appear alongside Thwack. | ||
|- | |- | ||
| Metal Slash || 6 || 7 || | | {{s|dragonquestwiki|Metal Slash}} || 6 || 7 || ~2.6%, ~10% (metal opponent), ~.5% (Spirit Battle) || 1% || Hero slashes his sword forward. [[Instant KO|Instantly KOs]] any metal opponent, including another Hero using Kaclang. When used against non-metal opponents, it will only deal 1% damage and weak knockback. If there is a metal opponent present when the menu is opened, the odds of Metal Slash are multiplied by 4; however, in Spirit Battles, it is instead multiplied by 0.2. | ||
|- | |- | ||
| Kaclang || 6 || 5 || | | {{s|dragonquestwiki|Kaclang}} || 6 || 5 || ~1.8% || 15% (falling) || Encases Hero in metal and makes him impervious to both damage and knockback for a period of time, but also prevents him from taking any action. It cannot be canceled once activated. However, Hero can still be KOed by another Hero using Metal Slash, and any well-timed attack is sufficient to punish him during the ending lag of the move. Using Kaclang in the air will grant the Hero a hitbox on his descent and allow him to move left and right until he lands. | ||
|- | |- | ||
| Kamikazee || 1 || 5 || | | {{s|dragonquestwiki|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, [[Instant KO|instantly KOing]] himself and delivering heavy [[unblockable]] damage and knockback to any opponent in a large radius (though it can be avoided with dodges), and the sweetspot can KO many opponents within the 50-60% range. Using this will count as a KO for the last opponent to hit him. Hero is intangible during the chargeup. Kamikazee does not appear to be available as a menu option during the [[World of Light]] Finale. | ||
|- | |- | ||
| Magic Burst || All remaining MP || 5 || | | {{s|dragonquestwiki|Magic Burst}} || All remaining MP || 5 || ~1.8% || max: 4.2% (loop), 11% (last) || A powerful and massive blast that grows in size, similar to a [[Smart Bomb]] 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, if not Hero's best command specials 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 startup, 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, allowing Bowser to [[Tough Guy]] through it. The damage dealt is multiplied by <code>0.2 + 0.008MP</code>, with the value being between 0.2 and 1 times; | ||
|- | |- | ||
| Oomph || 16 || 16 || | | {{s|dragonquestwiki|Oomph}} || 16 || 16 || ~5.8% || - || Increases Hero's damage output by 1.6x, knockback output by 1.1x, and damage received by 1.2x. Only affects melee attacks. Lasts for 12 seconds. | ||
|- | |- | ||
| Psyche Up || 14 || 16 || | | {{s|dragonquestwiki|Psyche Up}} || 14 || 16 || ~5.8% || - || Increases Hero's shield damage dealt by 1.65x, knockback output by 1.2x, and damage output by 1.2x, acting similar to [[Revenge]]. If stacked with Oomph, many of Hero's normal attacks will instantly break a full shield. Only affects melee attacks. Expires after connecting a melee attack. [[Pummel]]s count as melee attacks, and as such will use up Psyche Up. | ||
|- | |- | ||
| Acceleratle || 13 || 16 || | | {{s|dragonquestwiki|Acceleratle}} || 13 || 16 || ~5.8% || - || Multiplies Hero's [[walk]], [[dash]], [[air speed]], [[air acceleration]], and [[air friction]] stats by 2x to 2.5x, depending on the stat. Similar in function to [[Lightweight]], but to a sufficiently high degree that Hero can outrun {{SSBU|Sonic}} and can reach a max air speed more than 1.5 times that of {{SSBU|Yoshi}}. However, the sheer speed makes Hero more difficult to control, and it also increases knockback received by 1.1x. Lasts for 10 seconds. | ||
|- | |- | ||
| Bounce || 14 || 16 || | | {{s|dragonquestwiki|Bounce}} || 14 || 16 || ~5.8% || - || A lingering [[Reflection|reflector]] that increases projectile damage by 1.5x, projectile speed by 1.4x, and projectile health by 1.1x. Like a [[Franklin Badge]], Bounce lets Hero act while 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 || | | {{s|dragonquestwiki|Heal}} || 7 || 7 || ~2.6% || Heals 11% || Heals Hero by 11%. Starts with two charges, and resets to two after Hero is KOed or scores a KO. | ||
|- | |- | ||
| Zoom || 8 || 15 || | | {{s|dragonquestwiki|Zoom}} || 8 || 15 || ~5.5%, ~10.4% (close to blastzone) || - || Hero jumps directly upward, going past the limits of the camera, then falls directly onto a random part of the stage, no matter where he was when the spell was used. Hero can act out of his descent while maintaining momentum, unless he performs an action that alters momentum. If used where there is a ceiling above Hero, he will collide against it, while still being able to act afterward. It is invulnerable as soon as Hero starts to fly. Has a 2 times (~53%) chance of appearing in Command Selection when 40 units (or closer) to the blastzone. | ||
|- | |- | ||
| Hocus Pocus || 4 || 3 || | | {{s|dragonquestwiki|Hocus Pocus}} || 4 || 3 || ~1.1% || (see below) || A spell with random effects, both positive and negative, and also can take the form of other Command Selection spells. | ||
|} | |} | ||
Approximations were done with the equation (X/S), with X being the relative odds of the move and S being the sum of all moves | Approximations were done with the equation (X/S), with X being the relative odds of the move and S being the sum of all moves relative odds, including the selected move's odds. | ||
===Hocus Pocus Effects=== | ===Hocus Pocus Effects=== | ||
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!Type!!Chance of occurrence!!Effect | !Type!!Chance of occurrence!!Effect | ||
|- | |- | ||
|Positive ||4.88%||Makes him [[Super Mushroom|giant]]. | |||
|- | |- | ||
|Positive ||1.22%||Makes him [[Super Star|invincible]]. | |||
|- | |- | ||
|Positive ||3.96%||MP is refilled to 100. | |||
|- | |- | ||
|Negative ||6.1%||Applies a [[timer]] effect to himself. | |||
|- | |- | ||
|Negative ||6.1%||MP is reduced to 0. | |||
|- | |- | ||
|Negative ||6.1%||Inflicts [[poison]] to himself, dealing 27.5% damage total. | |||
|- | |- | ||
|Negative ||6.1%||Inflicts [[sleep]] on himself. | |||
|- | |- | ||
|Negative ||5.49%||Makes him [[Poison Mushroom|small]]. | |||
|- | |- | ||
|Negative ||6.1%||Inflicts the [[flower]] effect on himself, dealing a maximum of 22% damage without mashing. | |||
|- | |- | ||
|Neutral ||6.1%||Turns him [[invisible]]. | |||
|- | |- | ||
|Neutral ||47.85%||One of Hero's commands is granted for 4 MP instead of the value it usually consumes.<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. | ||
|- | |- | ||
|} | |} | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
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===[[Taunt]]s=== | ===[[Taunt]]s=== | ||
*'''Up taunt''': Puts away his sword and shield, | *'''Up taunt''': Puts away his sword and shield, and charges in place as a purple aura envelops around him. References the original Psyche Up animation from ''Dragon Quest VIII''. | ||
*'''Side taunt''': Raises his sword vertically into the air. | *'''Side taunt''': Raises his sword vertically into the air. | ||
*'''Down taunt''': Fumbles in place as a [[Slime]] meanders in front of him. | *'''Down taunt''': Fumbles in place as a [[Slime]] meanders in front of him. | ||
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===[[Idle pose]]s=== | ===[[Idle pose]]s=== | ||
*Lifts | *Lifts sword in front of him with a small smile. | ||
*Assumes an attack stance | *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 | ||
|H - E - R - O! You're My Hero! || Yuuuuu - Sha! || Eeeeeeeee - roe! || Held -- Held -- On - ze Held! || | |H - E - R - O! You're My Hero! || Yuuuuu - Sha! || Eeeeeeeee - roe! || Held -- Held -- On - ze Held! || | ||
|} | |} | ||
</div> | </div> | ||
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|- | |- | ||
! scope="row"|Cheer | ! scope="row"|Cheer | ||
|[[File:Hero Cheer German SSBU.ogg|center]]|| | |[[File:Hero Cheer German SSBU.ogg|center]]||[[File:Hero Cheer Spanish SSBU.ogg|center]]||[[File:Hero Cheer Russian SSBU.ogg|center]]||[[File:Hero Cheer Korean SSBU.ogg|center]] | ||
|- | |- | ||
! scope="row"|Description | ! scope="row"|Description | ||
| || | | || ¡Es Héroe, es Héroe, eh! || || | ||
|} | |} | ||
</div> | </div> | ||
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*'''Up:''' Hero performs Kazap and strikes a pose. | *'''Up:''' Hero performs Kazap and strikes a pose. | ||
*'''Right:''' Hero walks up to three [[Slime]]s, kneels down and looks at them with a smile. The camera angle before Hero appears also references the first-person battle screens of most ''Dragon Quest'' games. | *'''Right:''' Hero walks up to three [[Slime]]s, kneels down and looks at them with a smile. The camera angle before Hero appears also references the first-person battle screens of most ''Dragon Quest'' games. | ||
[[File:DragonQuestSeriesVictoryThemeUltimate.ogg|thumb|An arrangement of the ending phase of "Overture", the | [[File:DragonQuestSeriesVictoryThemeUltimate.ogg|thumb|An arrangement of the ending phase of "Overture", the main ''Dragon Quest'' theme.]] | ||
<gallery> | <gallery> | ||
HeroVictory2SSBU.gif | HeroVictory2SSBU.gif | ||
Line 374: | Line 328: | ||
{{clr}} | {{clr}} | ||
==In | ==In competitive play== | ||
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. However 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}}, players who either used him as a co-main or eventually dropped the character. This can be attributed to his slow frame data, lack of reliable combo breaking options, and his reliance on MP, all of which can be exploited by opponents. His 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 the character, placing top 8 at several Japanese nationals and 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 was better than what the general consensus is. | |||
===Notable players=== | |||
''Any number following the Smasher name indicates placement on the [[Fall 2019 PGRU]], which recognizes the official top 50 players in the world in [[Super Smash Bros. Ultimate]] from July 13th, 2019 to December 15th, 2019.'' | |||
''See also: [[:Category:Hero professionals (SSBU)]]'' | |||
====Active==== | |||
*{{Sm|Akakikusu|Japan}} - The best Hero player in Japan and one of the best in the world. Placed 3rd at {{Trn|Kagaribi 3}} and {{Trn|Sumabato SP 14}}, 4th at {{Trn|Sumabato SP 16}}, and 5th at {{Trn|Sumabato SP 17}} with wins over {{Sm|Zackray}}, {{Sm|Tea}}, and {{Sm|Kome}}. | |||
*{{Sm|+HOPE+|Denmark}} - The best Hero player in Europe. Placed 13th at {{Trn|Smash Contest: DoKomi 2020}} and 33rd at {{Trn|Valhalla III}} defeating {{Sm|Koyu}}, {{Sm|SBF}}, and {{Sm|Grove}}. Currently ranked 1st on the [[Danish Power Rankings]]. | |||
*{{Sm|GaiA|Japan}} - Has a strong Hero secondary to his {{SSBU|Little Mac}}. Placed 7th at {{Trn|Kamisuma 4}} and 9th at {{Trn|Sumabato SP 13}}. | |||
*{{Sm|Gomakenpi|USA}} - Uses Hero as one of his many characters. Placed 7th at {{Trn|Midwest Arena 2: Doubles Masters}} and 65th at {{Trn|Frostbite 2020}}. | |||
*{{Sm|Luchalitten|Germany}} - Placed 13th at {{Trn|Calyptus Cup X: Powwer Up}}. Has wins over {{Sm|Snormanda}}, {{Sm|Dark Law}}, and {{Sm|Lucky|p=Germany}} with the character. | |||
*{{Sm|Skilly|USA}} - The best Hero player in Nebraska. Placed 2nd at {{Trn|Sweet Spot 6}} and 65th at {{Trn|The Big House 9}} with Hero as one of his characters, as well as 7th at {{Trn|Thwacked}} and 13th at {{Trn|Smash Out 2019}} with solo Hero. Ranked 2nd on the [[Nebraska Power Rankings#Ultimate|Nebraska Ultimate Power Rankings]]. | |||
*{{Sm|T|Japan}} (#15) - Has a strong Hero secondary. Placed 4th at both {{Trn|EGS Cup 2}} and {{Trn|Seibugeki 4}} using both Hero and {{SSBU|Link}}. | |||
*{{Sm|Trela|USA}} - Placed 9th at {{Trn|Standoff 2019}}. Although he initially dropped the character for Banjo & Kazooie, he continues to use both in tournaments. | |||
*{{Sm|Tsu|Japan}} - Has a strong Hero secondary and is considered one of the best Hero players in the world. Placed 9th at {{Trn|Umebura SP 4}}, 13th at {{Trn|Umebura SP 5}}, and 17th at {{Trn|Umebura SP 6}} using Hero as one of his characters. | |||
==== | ====Inactive==== | ||
Hero | *{{Sm|6WX|USA}} - Placed 49th at {{Trn|Glitch 7 - Minus World}} using Hero as a secondary to his {{SSBU|Sonic}}, and has taken a set from {{Sm|SAUCE}} with the character. He has not used him in bracket since then. | ||
*{{Sm|komorikiri|Japan}} - One of the best solo Hero players in Japan before switching back to {{SSBU|Chrom}} and {{SSBU|Joker}}. Placed 9th at {{Trn|Sumabato SP 8}} and 17th at {{Trn|Sumabato SP 7}} using solo Hero. | |||
*{{sm|Salem|USA}} (#30) - Co-mained Hero and {{SSBU|Snake}} and was considered the best Hero main in the world prior to his ban. Placed 1st at {{Trn|Port Priority 5}}, 4th at {{Trn|Thunder Smash 3: Clash of the Pandas}}, and 7th at {{Trn|Mainstage}} in conjunction with Snake, as well as 25th at {{Trn|Frostbite 2020}} and 49th at both {{Trn|Super Smash Con 2019}} and {{Trn|Shine 2019}} using mostly Hero. | |||
*{{sm|Ryuga|USA}} - Uses Hero as a secondary. Placed 65th at {{Trn|Super Smash Con 2019}} using Hero and {{SSBU|Ike}}. | |||
*{{Sm|Zackray|Japan}} (#7) - Used Hero as a secondary. Placed 9th at {{Trn|Super Smash Con 2019}} and 25th at {{Trn|Umebura SP 4}} as one of his characters. | |||
Finally, issues regarding language barriers have also been raised, as it is not uncommon for players to compete in | ===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 commands have also been the subject of controversy, such as Zoom which invalidates any attempts at edgeguarding, Whack and Thwack which are capable of KOing at any percentage, or Magic Burst whose blast radius can easily cover the ledge and prevent a large portion of the cast from recovering without taking significant damage. Random critical hits from Smash Attacks have also stirred conversation regarding Hero's skill factor, though not quite to the same degree as Command Selection. Finally, issues regarding language barriers have also been raised, as it is not uncommon for players to compete in regions that do not share their first language. 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 very similar to what they are in English, rendering them easily guessable, learnable and reactable, but 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. | |||
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 counterplay 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 is too early to declare whether the character should be banned or not. Notably, Nintendo France has also banned the 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/</ref>, making Hero the first instance a character has been banned in Nintendo-run tournaments. No official reason has been given for the ban by Nintendo France at the time. However, as of September 26, 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-run Tournaments for the area. <ref>https://www.twitter.com/NintendoFrance/status/1177164762997755905</ref> | |||
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 | |||
=={{SSBU|Classic Mode}}: A History of Heroism== | =={{SSBU|Classic Mode}}: A History of Heroism== | ||
[[File:SSBU Congratulations Hero.png|thumb|Hero's congratulations screen.]] | [[File:SSBU Congratulations Hero.png|thumb|Hero's congratulations screen.]] | ||
Every battle aside from the last one is a stamina battle, referencing the HP system in ''Dragon Quest'' and most RPGs. Additionally, every battle uses a song from the ''Dragon Quest'' universe regardless of stage. When fighting against all of the Heroes, they will use that costume even if the player is using one of them (a trait unique to Hero until the release of {{SSBU|Byleth}}). | |||
{|class="wikitable" style="text-align:center" | {|class="wikitable" style="text-align:center" | ||
!Round!!Opponent!!Stage!!Music!!Notes | !Round!!Opponent!!Stage!!Music!!Notes | ||
|- | |- | ||
|1||Tiny {{head|Kirby|g=SSBU|s=20px|cl=Blue}} (×3) {{CharHead|Kirby|SSBU|hsize=20px|color=Red}}||[[Gaur Plain]] ([[Battlefield form]])||''{{SSBUMusicLink|Dragon Quest|The Hero Goes Forth with a Determination}}''|| | |1||Tiny {{head|Kirby|g=SSBU|s=20px|cl=Blue}} (×3) {{CharHead|Kirby|SSBU|hsize=20px|color=Red}}||[[Gaur Plain]] ([[Battlefield form]])||''{{SSBUMusicLink|Dragon Quest|The Hero Goes Forth with a Determination}}''|| A reference to [[Slime]]s and She-Slimes. | ||
|- | |- | ||
|2||{{ | |2||{{head|Hero|g=SSBU|s=20px}} Hero and Tiny {{CharHead|Robin|SSBU|hsize=20px|color=Red}}||[[Yggdrasil's Altar]]||''{{SSBUMusicLink|Dragon Quest|Unflinchable Courage}}''||A fight against the Hero from ''Dragon Quest XI''. Robin references [[Veronica]], a party member from the aforementioned game. | ||
|- | |- | ||
|3||{{head|Hero|g=SSBU|s=20px|cl=Solo}} Hero||[[Temple]]||''{{SSBUMusicLink|Dragon Quest|Wagon Wheel's March}}''|| | |3||{{head|Hero|g=SSBU|s=20px|cl=Solo}} Hero||[[Temple]]||''{{SSBUMusicLink|Dragon Quest|Wagon Wheel's March}}''||A fight against the Hero from ''Dragon Quest IV'', Solo. | ||
|- | |- | ||
|4||[[Rathalos]]|| | |4||[[Rathalos]]||Forest Hill||''{{SSBUMusicLink|Dragon Quest|Fighting Spirits - DRAGON QUEST III}}''||Dragons are recurring enemies in the ''Dragon Quest'' series. Rathalos could also be specifically referencing a Red Dragon, an enemy from the original ''Dragon Quest''. | ||
|- | |- | ||
|5||{{head|Hero|g=SSBU|s=20px|cl=Eight}} Hero and Tiny {{CharHead|Pikachu|SSBU|hsize=20px}}||Gaur Plain (Battlefield form)||''{{SSBUMusicLink|Dragon Quest|War Cry}}''|| | |5||{{head|Hero|g=SSBU|s=20px|cl=Eight}} Hero and Tiny {{CharHead|Pikachu|SSBU|hsize=20px}}||Gaur Plain (Battlefield form)||''{{SSBUMusicLink|Dragon Quest|War Cry}}''||A fight against the Hero from ''Dragon Quest VIII''. Pikachu references the Hero's pet Pig-Rat, Munchie. | ||
|- | |- | ||
|6||{{head|Hero|g=SSBU|s=20x20px|cl=Erdrick}} Hero||[[Castle Siege]] ( | |6||{{head|Hero|g=SSBU|s=20x20px|cl=Erdrick}} Hero||[[Castle Siege]] (third transformation)||''{{SSBUMusicLink|Dragon Quest|Adventure - DRAGON QUEST III}}''||A fight against the Hero from ''Dragon Quest III'', Erdrick. The stage does not transition back to its first form. | ||
|- | |- | ||
|- | |- | ||
|colspan="5"|[[Bonus Stage]] | |colspan="5"|[[Bonus Stage]] | ||
|- | |- | ||
|Final||{{ | |Final||{{CharHead|Robin|SSBU|hsize=20px|color=Blue}} and Giant {{CharHead|Charizard|SSBU|hsize=20px|color=Purple}}||[[Dracula's Castle]] (Ω form)||''{{SSBUMusicLink|Dragon Quest|Fighting Spirits - DRAGON QUEST III}}'' <small>(Robin)</small><br>''{{SSBUMusicLink|Dragon Quest|Battle for the Glory - DRAGON QUEST IV}}'' <small>(Giant Charizard)</small>||Charizard is not announced in the loading screen. References the fight against the Dragonlord from the original ''Dragon Quest''. In that fight, the Dragonlord starts off in his human form, but upon defeat he turns into a giant dragon for the second phase. | ||
|} | |} | ||
[[Credits]] roll after completing Classic Mode. Unlike other fighters, the music that plays differs depending on the | [[Credits]] roll after completing Classic Mode. Unlike other fighters, the music that plays differs depending on the costume selected. | ||
* The Luminary uses ''{{SSBUMusicLink|Dragon Quest|The Hero Goes Forth with a Determination}}''. | * The Luminary uses ''{{SSBUMusicLink|Dragon Quest|The Hero Goes Forth with a Determination}}''. | ||
* Erdrick uses ''{{SSBUMusicLink|Dragon Quest|Adventure - DRAGON QUEST III}}''. | * Erdrick uses ''{{SSBUMusicLink|Dragon Quest|Adventure - DRAGON QUEST III}}''. | ||
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Due to his status as downloadable content, Hero does not have a legitimate role in World of Light. Instead, he is unlocked for use in the mode after freeing 10 fighters from [[Galeem]]'s control. If loading an existing save file that meets this condition prior to downloading Hero, he is immediately unlocked. | Due to his status as downloadable content, Hero does not have a legitimate role in World of Light. Instead, he is unlocked for use in the mode after freeing 10 fighters from [[Galeem]]'s control. If loading an existing save file that meets this condition prior to downloading Hero, he is immediately unlocked. | ||
However, in his reveal trailer, all four Heroes are shown fighting against | However, in his reveal trailer, all four Heroes are shown fighting against puppet fighters alongside Link, which suggests he too is fighting against Galeem and Dharkon. Erdrick additionally appears in {{SSBU|Sephiroth}}'s trailer being defeated by Galeem. | ||
{{clrl}} | {{clrl}} | ||
==[[Spirit]]s== | ==[[Spirit]]s== | ||
Hero's fighter spirit can be obtained by completing [[Classic Mode]]. It is also available periodically for purchase in the shop for 300 coins, but only after Hero has been downloaded. Unlocking Hero in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each fighter spirit has an alternate version that replaces them with their artwork in ''Ultimate''. | |||
Additionally, the other three Heroes have their own fighter spirits, which can only be obtained by purchase in the shop. | |||
<center> | <center> | ||
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</center> | </center> | ||
== | ==Spirit Battle== | ||
===As a minion=== | ===As a minion=== | ||
{|class="wikitable sortable" style="width:100%;" | {|class="wikitable sortable" style="width:100%;" | ||
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|- | |- | ||
|1,329 | |1,329 | ||
|{{SpiritTableName|Cetacea | |{{SpiritTableName|Cetacea|size=64}} | ||
|''DRAGON QUEST'' Series | |''DRAGON QUEST'' Series | ||
|•Giant {{SSBU|King K. Rool}} {{Head|King K. Rool|g=SSBU|s=20px|cl=White}} (200 HP)<br>•{{SSBU|Hero}} {{Head|Hero|g=SSBU|s=20px}} (70 HP) | |•Giant {{SSBU|King K. Rool}} {{Head|King K. Rool|g=SSBU|s=20px|cl=White}} (200 HP)<br>•{{SSBU|Hero}} {{Head|Hero|g=SSBU|s=20px}} (70 HP) | ||
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|•Defeat the main fighter to win<br>•The enemy has super armor but moves slower<br>•Timed [[stamina battle]] (1:30) | |•Defeat the main fighter to win<br>•The enemy has super armor but moves slower<br>•Timed [[stamina battle]] (1:30) | ||
|{{SSBUMusicLink|Dragon Quest|The Hero Goes Forth with a Determination}} | |{{SSBUMusicLink|Dragon Quest|The Hero Goes Forth with a Determination}} | ||
|Luminary | |[[dragonquestwiki:Hero (Dragon Quest XI)|Luminary]] | ||
|} | |} | ||
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<gallery> | <gallery> | ||
The Hero Draws Near.png|The Hero's splash art. | The Hero Draws Near.png|The Hero's splash art. | ||
Hero unlock notice SSBU.jpg|Hero's unlock notice after downloading him from the Nintendo eShop. | |||
File:TocklesPresentNews.jpg|Luminary shown in the news Present screen for the Tockles spirit. | |||
Hero amiibo.png|Hero's amiibo | Hero amiibo.png|Hero's amiibo | ||
SSBUWebsiteHero1.jpg|Luminary crouching on [[Great Plateau Tower]]. | SSBUWebsiteHero1.jpg|Luminary crouching on [[Great Plateau Tower]]. | ||
SSBUWebsiteHero2.jpg|Luminary posing on [[Yggdrasil's Altar]]. | SSBUWebsiteHero2.jpg|Luminary posing on [[Yggdrasil's Altar]]. | ||
SSBUWebsiteHero3.jpg|Luminary using Heal while {{SSBU|Cloud}} uses his [[side taunt]] on [[Spear Pillar]]. | SSBUWebsiteHero3.jpg|Luminary using Heal while {{SSBU|Cloud}} uses his [[side taunt]] on [[Spear Pillar]]. | ||
SSBUWebsiteHero4.jpg|Luminary | SSBUWebsiteHero4.jpg|Luminary attacking {{SSBU|Incineroar}} with his [[up aerial]] on [[Coliseum]]. | ||
SSBUWebsiteHero5.jpg|Luminary using Frizzle on [[Gaur Plain]]. | SSBUWebsiteHero5.jpg|Luminary using Frizzle on [[Gaur Plain]]. | ||
SSBUWebsiteHero6.jpg|The other Heroes (Solo, Erdrick, and Eight) on [[Palutena's Temple]]. | SSBUWebsiteHero6.jpg|The other Heroes (Solo, Erdrick, and Eight) on [[Palutena's Temple]]. | ||
SSBUTwitterHero3.jpg|Luminary | SSBUTwitterHero3.jpg|Luminary attacking {{SSBU|Robin}} with his [[neutral aerial]] and Erdrick attacking {{SSBU|Wario}} with his [[forward smash]] on Yggdrasil's Altar. | ||
SSBUPressKitHero1.jpg|Luminary using Kazap on {{SSBU|Battlefield}}. | SSBUPressKitHero1.jpg|Luminary using Kazap on {{SSBU|Battlefield}}. | ||
SSBUPressKitHero2.jpg|Luminary | SSBUPressKitHero2.jpg|Luminary striking {{SSBU|Inkling}} with his [[forward tilt]] on Battlefield. | ||
SSBUPressKitHero3.jpg|Luminary using Frizzle against {{SSBU|Ridley}} on Yggdrasil's Altar. | SSBUPressKitHero3.jpg|Luminary using Frizzle against {{SSBU|Ridley}} on Yggdrasil's Altar. | ||
SSBUPressKitHero4.jpg|Luminary | SSBUPressKitHero4.jpg|Luminary hitting {{SSBU|Fox}} with his [[up smash]] on Yggdrasil's Altar. | ||
SSBUPressKitHero5.jpg|Luminary using his neutral attack against Fox on Yggdrasil's Altar | SSBUPressKitHero5.jpg|Luminary using his [[neutral attack]] against Fox on Yggdrasil's Altar. | ||
</gallery> | </gallery> | ||
==Trivia== | ==Trivia== | ||
<!--Do not add in the fact that, besides Takeshi Kusao, the Hero's different VAs have played Link at some point. It's just a coincidental trivia point, and voice actor trivia shouldn't be mentioned unless there's a legitimate connection, like with Pikachu and Morgana or Chrom and Yusuke Kitagawa.--> | <!--Do not add in the fact that, besides Takeshi Kusao, the Hero's different VAs have played Link at some point. It's just a coincidental trivia point, and voice actor trivia shouldn't be mentioned unless there's a legitimate connection, like with Pikachu and Morgana or Chrom and Yusuke Kitagawa.--> | ||
*Hero is referred | *Hero is referred within the game files with the codename "brave", a rather direct translation of his Japanese name Yūsha. Notably, the codename was [[Leak#DLC datamines|discovered]] as early as December 2018, after the [[List of updates (SSBU)#1.1.0|day-one patch]] release, although the discovery had only been made public in January. The mysterious codename raised much speculation and debate in the community, with the most common hypothesis on the identity of the mysterious character being a ''Dragon Quest'' protagonist, specifically the protagonist known as Erdrick which turned out to be somewhat correct with him being an alternate costume. | ||
*Hero shares his heavy carry, battering item, home-run swing, and special flag animations with {{SSBU|Link}}. This suggests they were imported over as they were minor animations of low priority. | |||
*Hero shares his heavy carry, battering item, home run swing, and special flag animations with {{SSBU|Link}}. This suggests | |||
**Additionally, he also shares his dash attack and [[passive shield]] ability with him, with the latter making him the only character who is not a variant of Link to have that ability. | **Additionally, he also shares his dash attack and [[passive shield]] ability with him, with the latter making him the only character who is not a variant of Link to have that ability. | ||
*Hero's trailer is the first of any DLC character trailer to have completely original CGI animation; all previous DLC trailers either used the in-game engine, CGI animation, or (in the case of {{SSB4|Corrin}}) pre-existing CGI animation. | |||
*Hero's trailer is the first of any DLC trailer to have completely original | **It is also the second time an alternate character costume appears as part of any CGI animation for the game, the first being [[Inkling]] Girl and Inkling Boy in the opening of [[Adventure Mode: World of Light]]. | ||
**It is also the second time an alternate character appears as part of any CGI animation for the game | |||
**The trailer features a slight rendering issue: when the Luminary falls on the ground, causing some Slimes to scatter, one of them appears in transparency through his hair for a few frames, even though it is behind him. | **The trailer features a slight rendering issue: when the Luminary falls on the ground, causing some Slimes to scatter, one of them appears in transparency through his hair for a few frames, even though it is behind him. | ||
*Hero's artwork pose in the panoramic banner is similar to {{SSBU|Young Link}}'s pose in his official render, | *Hero's artwork pose in the panoramic banner is similar to {{SSBU|Young Link}}'s pose in his official render, but mirrored. | ||
**Similarly, the Luminary's artwork greatly resembles Young Link's artwork from '' | **Similarly, the Luminary's artwork greatly resembles Young Link's artwork from ''Ocarina of Time'', which is used for his fighter spirit; however, the positions of the sword and shield are flipped, since the Luminary is right-handed. | ||
*In Japanese, Hero has a chance of calling out a spell's name, excluding the Command Selection spells. This makes him the fifth character in the series to have specific lines in the Japanese language track of a game replaced by generic grunts from the same voice actor outside of Japan after {{SSBM|Fox}}, {{SSBM|Sheik}}, and {{SSBM|Falco}} in '' | *In Japanese, Hero has a chance of calling out a spell's name, excluding the Command Selection spells. This makes him the fifth character in the series to have specific lines in the Japanese language track of a game replaced by generic grunts from the same voice actor outside of Japan after {{SSBM|Fox}}, {{SSBM|Sheik}}, and {{SSBM|Falco}} in ''Melee'' and [[Mewtwo]] in all of its playable appearances. | ||
**Kirby also follows this trait as well, making it the first Copy Ability of his to have such a distinction. | **Kirby also follows this trait as well, making it the first Copy Ability of his to have such a distinction. | ||
*Hero is the third playable character to | *Hero is the third playable character to feature a non-playable character in the panoramic artwork with them, featuring Slime alongside him. The first two are Olimar and Joker, who feature Mr. Saturn and Morgana with them, respectively. | ||
*In German, Spanish, French, and Italian, the name tag and voice clip from the announcer on the victory screen is slightly different from the one used on the character select screen, instead featuring a noticeable translation of "the" ("'''der''' Held", "'''el''' Héroe", "'''le '''Héros", and "'''l{{'}}'''Eroe"). Hero shares this trait with {{SSBU|Wii Fit Trainer}}, {{SSBU|Pokémon Trainer}}, {{SSBU|Villager}}, {{SSBU|Inkling}}, the {{SSBU|Ice Climbers}}, [[Steve (SSBU)|Zombie, Enderman]], and the {{SSBU|Mii Fighter}}s. | *In German, Spanish, French, and Italian, the name tag and voice clip from the announcer on the victory screen is slightly different from the one used on the character select screen, instead featuring a noticeable translation of "the" ("'''der''' Held", "'''el''' Héroe", "'''le '''Héros", and "'''l{{'}}'''Eroe"). Hero shares this trait with {{SSBU|Wii Fit Trainer}}, {{SSBU|Pokémon Trainer}}, {{SSBU|Villager}}, {{SSBU|Inkling}}, the {{SSBU|Ice Climbers}}, [[Steve (SSBU)|Zombie, Enderman]], and the {{SSBU|Mii Fighter}}s. | ||
*In the Japanese version, Hero is named "勇者 ''Yūsha''" and his respective announcer voice clip reads it that way, but his name on the [[character select screen]] icon, [[versus splash screen]] and [[results screen]] is still written as "Hero". He and Young Link are the only characters with this trait, as all others have the respective romanization of their Japanese name, instead of a direct translation to English. | *In the Japanese version, Hero is named "勇者 ''Yūsha''" and his respective announcer voice clip reads it that way, but his name on the [[character select screen]] icon, [[versus splash screen]] and [[results screen]] is still written as "Hero". He and {{SSBU|Young Link}} are the only characters with this trait, as all others have the respective romanization of their Japanese name, instead of a direct translation to English. | ||
**Furthermore, Hero is the only | **Furthermore, Hero is the only fighter to have his name entirely formatted in kanji in the Japanese version. The other fighter to have a common noun as their name, Villager, has his name written in hiragana instead. | ||
*Depending on which version of the Hero is being played, the critical hit sound effect from that Hero's respective game will play when they land a critical hit through a smash attack or Hatchet Man. Additionally, when a Hero lands a critical hit on another Hero, the sound effect from the victim's respective game will play, even if the attacker is a Hero from a different game. | |||
*Depending on which version of the Hero is being played, the | *Hero has additional sound effects while performing certain actions. These sounds are difficult to notice due to the volume of the game's overall sound effects. | ||
*Hero has additional sound effects while performing certain actions. | |||
**While charging a smash attack, the "player attacks" sound effect from the ''Dragon Quest'' series will play. | **While charging a smash attack, the "player attacks" sound effect from the ''Dragon Quest'' series will play. | ||
**When KO'd, the "enemy critical hit" sound | **When KO'd, the "enemy critical hit" sound from ''Dragon Quest XI'' plays alongside the standard KO sound. | ||
*Hero, {{SSBU|Bowser}}, {{SSBU|Mega Man}} and {{SSBU|Sephiroth}} | *Hero's Classic Mode is one of only four to feature a fight against a boss (in this case, [[Rathalos]]) outside of the boss round, the others being {{SSBU|Bowser}}, {{SSBU|Mega Man}} and {{SSBU|Sephiroth}}, and one of the few whose boss round does not feature a designated boss, instead fighting characters who are otherwise playable (in this case, {{SSBU|Robin}} and {{SSBU|Charizard}}). | ||
*Hero, {{SSBU|Peach}}, Corrin | *Hero, {{SSBU|Peach}}, Corrin and Steve are the only characters who fight the same fighter multiple times in the Classic Mode route; in Hero's case, he fights four alternate costumes of himself in 4 different rounds and he fights female and male {{SSBU|Robin}} in round 2 and final round. | ||
**Hero is the only one out of those to fight two different fighters twice. | **Hero is the only one out of those to fight two different fighters twice. | ||
*Hero and Steve are the only characters who fight tiny opponents in their Classic Mode routes. | *Hero and Steve are the only characters who fight tiny opponents in their Classic Mode routes. | ||
* | *Erdrick's Stamina KO voice clip, unusually, does not begin with a slight pause. He shares this oddity with {{SSBU|Banjo & Kazooie}}. | ||
*Because of heavy controversy regarding Hero as anti-competitive in ''Ultimate'' due to the large amount of [[randomness]] in his moveset, Hero is the fifth character to have been officially banned from any tournament matches, the first four being {{SSBB|Meta Knight}} from ''Brawl'' and {{SSB4|Mii Fighters}}, {{SSB4|Cloud}} and {{SSB4|Bayonetta}} from ''Smash 4''.<ref>https://twitter.com/sasmashcentral/status/1161950018548326400?s=21</ref> | |||
*Because of controversy regarding Hero as anti-competitive in ''Ultimate'' due to the large amount of [[randomness]] in his moveset, | *A special battle card was released for the arcade game ''Dragon Quest: Scan Battler'' that references both Hero's Final Smash and his reveal trailer.<ref>https://twitter.com/DQSB_PR/status/1198511571162390528</ref> | ||
*A special battle card was released for the arcade game '' | *Interestingly, Hero's down taunt finishes faster when facing right if uninterrupted. A similar situation occurs with {{SSBU|Wolf}}'s up taunt. | ||
*Interestingly, Hero's | *Hero is one of seven fighters who do not use their dashing animation on the World of Light map, the others being {{SSBU|Meta Knight}}, {{SSBU|Inkling}}, {{SSBU|Banjo & Kazooie}}, {{SSBU|Sephiroth}}, {{SSBU|Pyra}}, and {{SSBU|Mythra}}. | ||
*Hero, {{SSBU|Meta Knight}}, {{SSBU|Inkling}}, {{SSBU| | |||
==References== | ==References== | ||
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{{Dragon Quest universe}} | {{Dragon Quest universe}} | ||
[[Category:Hero (SSBU)| ]] | [[Category:Hero (SSBU)| ]] | ||
[[Category:Third | [[Category:Third party characters]] | ||
[[Category:Square Enix]] | [[Category:Square Enix]] | ||
[[Category:Downloadable content]] | [[Category:Downloadable content]] | ||
[[Category:Spirits]] | [[Category:Spirits]] | ||
[[es:Héroe (SSBU)]] | [[es:Héroe (SSBU)]] |