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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 ''[[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]] fighter from {{h2|Downloadable content (SSBU)|Fighters Pass Vol. 1}}. | '''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]] fighter from {{h2|Downloadable content (SSBU)|Fighters Pass Vol. 1}}. | ||
The default Hero is the '''Luminary'''{{ref|a}} from ''Dragon Quest XI'', while '''Erdrick'''{{ref|b}} from ''Dragon Quest III'', '''Solo''' from ''Dragon Quest IV'' and '''Eight''' from ''Dragon Quest VIII'' also appear as [[Alternate costume (SSBU)|alternate | The default Hero is the [[dragonquestwiki:Hero (Dragon Quest XI)|'''Luminary''']]{{ref|a}} from ''Dragon Quest XI'', while [[dragonquestwiki:Hero (Dragon Quest III)|'''Erdrick''']]{{ref|b}} 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 costume (SSBU)|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]]. | ||
{{iw|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. {{iw|wikipedia|Nobuyuki Hiyama}}, {{iw|wikipedia|Takeshi Kusao}} and {{iw|wikipedia|Yūki Kaji}} also debut as the voices of Erdrick, Solo and Eight, respectively, in all versions of the game. | |||
==Attributes== | ==Attributes== | ||
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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, | 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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While this often is not an issue due to most of the spells having quick startup and good range, as well as the Hero player being able to select the spell quickly, this can sometimes pose a problem if the opponent is in a prime position to punish Hero, which can force the player to sacrifice an ideal set of spells by canceling the move or potentially cause them to panic and use the wrong spell altogether. On top of this, some of his spells have very little utility (such as 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, albeit with detrimental ones outnumbering and outweighing the possible benefits. | While this often is not an issue due to most of the spells having quick startup and good range, as well as the Hero player being able to select the spell quickly, this can sometimes pose a problem if the opponent is in a prime position to punish Hero, which can force the player to sacrifice an ideal set of spells by canceling the move or potentially cause them to panic and use the wrong spell altogether. On top of this, some of his spells have very little utility (such as 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, albeit with detrimental ones outnumbering and outweighing the possible benefits. | ||
Many of Hero's attacks suffer from slow start-up lag (dash attack), high ending lag (up tilt, down tilt, and the second hit of forward tilt), or both (forward and back aerials). Due to being a tall | Many of Hero's attacks suffer from slow start-up lag (dash attack), high ending lag (up tilt, down tilt, and the second hit of forward tilt), or both (forward and back aerials). Due to being a tall heavyweight with slightly above-average falling speed and a lack of any fast or invincible attacks, Hero is also very susceptible to combos. This weakness may be exacerbated further through Hocus Pocus' giant effect, and Oomph applying a 1.2× damage multiplier to attacks that hit him. | ||
Hero's below-average frame data, high raw damage output and attacks' high knockback values also collectively give him a limited combo game; only certain attacks (particularly neutral aerial, up aerial, up throw, and down throw) can successfully generate true combos. Even then, the fast start-up of Hero's grabs is offset by their very short ranges, while up and down throws' combo potentials wane noticeably past low and medium percentages, respectively. Up aerial suffers from poor range and down tilt suffers from aforementioned high ending lag, preventing it from performing any true combos. | Hero's below-average frame data, high raw damage output and attacks' high knockback values also collectively give him a limited combo game; only certain attacks (particularly neutral aerial, up aerial, up throw, and down throw) can successfully generate true combos. Even then, the fast start-up of Hero's grabs is offset by their very short ranges, while up and down throws' combo potentials wane noticeably past low and medium percentages, respectively. Up aerial suffers from poor range and down tilt suffers from aforementioned high ending lag, preventing it from performing any true combos. | ||
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==Moveset== | ==Moveset== | ||
*Hero has a unique [[fighter ability]] called the '''[[MP Gauge]]'''. His Magic Points (MP) are depleted whenever he uses his special moves, with the amount varying on the spell used. The MP Gauge has a maximum of 100 MP, and it is restored over time (at a rate of 1 point per second) or when damaging opponents with normal attacks. | *Hero has a unique [[fighter ability]] called the '''[[MP Gauge]]'''. His Magic Points (MP) are depleted whenever he uses his special moves, with the amount varying on the spell used. The MP Gauge has a maximum of 100 MP, and it is restored over time (at a rate of 1 point per second) or when damaging opponents with normal attacks. | ||
**If Hero attempts to use a spell without the required MP, he will still perform the animation, but without the actual spell being performed. In the case of | **If Hero attempts to use a spell without the required MP, he will still perform the animation, but without the actual spell being performed. In the case of Zap, it still possesses a hitbox that deals 2%. Additionally, the "failed" sound effect from ''Dragon Quest'' will play when this occurs. | ||
**If Hero hits an opponent or a [[shield]] with a normal attack, he will gain MP equal to 0.8× of the hitbox's or throw's base damage output; aside from shield damage, no other mechanics (such as the extra damage from charging smashes) will be applied. As shields receive 1.19× more damage from attacks, hitting shields will generally restore more MP unless the attack has reduced shield damage, such as his Critical Hit smash attacks. A resource for how much is gained can be found [https://docs.google.com/spreadsheets/d/1OnYSC7DvebYvFQYp7_YNq-mGJRZ4k6StIfxHWyw4VuY/edit?usp=sharing here]. | **If Hero hits an opponent or a [[shield]] with a normal attack, he will gain MP equal to 0.8× of the hitbox's or throw's base damage output; aside from shield damage, no other mechanics (such as the extra damage from charging smashes) will be applied. As shields receive 1.19× more damage from attacks, hitting shields will generally restore more MP unless the attack has reduced shield damage, such as his Critical Hit smash attacks. A resource for how much is gained can be found [https://docs.google.com/spreadsheets/d/1OnYSC7DvebYvFQYp7_YNq-mGJRZ4k6StIfxHWyw4VuY/edit?usp=sharing here]. | ||
*While Hero is standing still, walking, or crouching, any incoming [[projectile]]s that hit his [[passive shield|equipped shield]] will simply push him back slightly instead of inflicting damage. It can block any amount of projectiles, regardless of their power. | *While Hero is standing still, walking, or crouching, any incoming [[projectile]]s that hit his [[passive shield|equipped shield]] will simply push him back slightly instead of inflicting damage. It can block any amount of projectiles, regardless of their power. | ||
*Hero's smash attacks have a 1/8 chance of inflicting a Critical Hit, which triggers a [[Special Zoom]] and deals twice as much damage. This subsequently increases their [[knockback]] by a significant amount, although forward smash and down smash have lower base knockback values as a slight compensation. Against shields, Critical Hits have negative [[shield damage]] outputs equal to the moves' base damage; this causes them to deal the same damage to shields as the standard versions and thus prevents them from easily [[shield break|breaking shields]]. However, Critical Hits still inflict more [[shieldstun]] due to their higher base damage outputs, making them safer on shield. | *Hero's smash attacks have a 1/8 chance of inflicting a {{iw|dragonquestwiki|Critical Hit}}, which triggers a [[Special Zoom]] and deals twice as much damage. This subsequently increases their [[knockback]] by a significant amount, although forward smash and down smash have lower base knockback values as a slight compensation. Against shields, Critical Hits have negative [[shield damage]] outputs equal to the moves' base damage; this causes them to deal the same damage to shields as the standard versions and thus prevents them from easily [[shield break|breaking shields]]. However, Critical Hits still inflict more [[shieldstun]] due to their higher base damage outputs, making them safer on shield. | ||
**The negative shield damage does not necessarily make a Critical Hit and a standard hit inflict the same amount of damage to a shield. This is due to the formula for damage to shields adding the shield damage after applying the [[stale-move negation]]/freshness multiplier, but before applying the 1.19× shield multiplier. The damage variation between a Critical Hit and a standard hit is roughly equal to the stale/fresh multiplier; thus, a fresh Critical Hit will inflict more damage, but a stale Critical Hit will inflict less damage. | **The negative shield damage does not necessarily make a Critical Hit and a standard hit inflict the same amount of damage to a shield. This is due to the formula for damage to shields adding the shield damage after applying the [[stale-move negation]]/freshness multiplier, but before applying the 1.19× shield multiplier. The damage variation between a Critical Hit and a standard hit is roughly equal to the stale/fresh multiplier; thus, a fresh Critical Hit will inflict more damage, but a stale Critical Hit will inflict less damage. | ||
**Hero cannot inflict a Critical Hit in the [[Home-Run Contest]]. | **Hero cannot inflict a Critical Hit in the [[Home-Run Contest]]. | ||
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|neutral2dmg=3% | |neutral2dmg=3% | ||
|neutral3dmg=4% | |neutral3dmg=4% | ||
|neutraldesc=An upward slash, followed by a downward slash, followed by another upward slash. | |neutraldesc=An upward slash, followed by a downward slash, followed by another upward slash. Deals decent damage and comes out on frame 6, making it fairly useful for warding off immediate pressure. | ||
|ftiltname= | |ftiltname= | ||
|ftiltcount=2 | |ftiltcount=2 | ||
|ftiltdmg=5% | |ftiltdmg=5% | ||
|ftilt2dmg=8% | |ftilt2dmg=8% | ||
|ftiltdesc=An outward shield bash followed by an outward slash. Decent start-up, with the first hit coming out on frame 9. | |ftiltdesc=An outward shield bash followed by an outward slash. Decent start-up, with the first hit coming out on frame 9. The first hit does not [[rebound]], leaving the opponent open to the second hit if the first hit blocks a melee attack. Like {{SSBU|Palutena}}'s dash attack and back aerial, Hero's shield grants the first hit [[invincibility]]; in his case, it is granted to Hero's head and front leg on frame 9, as well as to his arm and shoulder on frames 9-11. The second hit can KO at around 130% near the edge. However, it has 39 frames of ending lag if the second hit misses, making it highly punishable. The first hit resembles {{iw|dragonquestwiki|Blockenspiel}}, whereas the second hit resembles the Luminary's short-range greatsword attack in ''Dragon Quest XI''. | ||
|utiltname= | |utiltname= | ||
|utiltdmg=11% (blade), 9% (body) | |utiltdmg=11% (blade), 9% (body) | ||
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|dtiltname= | |dtiltname= | ||
|dtiltdmg=7% | |dtiltdmg=7% | ||
|dtiltdesc=A | |dtiltdesc=A [[Wikipedia:Dropkick#Baseball slide|baseball slide]]. It comes out on frame 6 like his neutral attack, but has slightly more range than it does, which makes it a slightly safer poking option. Although it launches vertically, it is a fairly unreliable combo starter because of its rather high ending lag compared to many other down tilts. Instead, it is better at starting combos during its final frames, much like {{SSBU|Cloud}} and {{SSBU|Sephiroth}}'s down tilts. It resembles {{iw|dragonquestwiki|Leg Sweep}}. | ||
|dashname= | |dashname= | ||
|dashdmg=15% (blade), 13% (body) | |dashdmg=15% (blade), 13% (body) | ||
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|fsmashname= | |fsmashname= | ||
|fsmashdmg={{ChargedSmashDmgSSBU|18}} (blade), {{ChargedSmashDmgSSBU|16}} (body), {{ChargedSmashDmgSSBU|36}} (Critical Hit blade), {{ChargedSmashDmgSSBU|32}} (Critical Hit body) | |fsmashdmg={{ChargedSmashDmgSSBU|18}} (blade), {{ChargedSmashDmgSSBU|16}} (body), {{ChargedSmashDmgSSBU|36}} (Critical Hit blade), {{ChargedSmashDmgSSBU|32}} (Critical Hit body) | ||
|fsmashdesc=A two-handed downward slash, similar to {{SSBU|Ike}} and Ganondorf's forward smashes. Comes out on frame 17, but has 46 frames of ending lag, making it very unsafe. There is a chance of a Critical Hit occurring whenever Hero performs this move | |fsmashdesc=A two-handed downward slash, similar to {{SSBU|Ike}} and {{SSBU|Ganondorf}}'s forward smashes. Comes out on frame 17, but has 46 frames of ending lag, making it very unsafe. There is a chance of a Critical Hit occurring whenever Hero performs this move. If this happens, it becomes the strongest forward smash in the game, KOing every character near the edge at 0% when fully charged. | ||
|usmashname= | |usmashname= | ||
|usmashdmg={{ChargedSmashDmgSSBU|16}} (blade), {{ChargedSmashDmgSSBU|14}} (body), {{ChargedSmashDmgSSBU|32}} (Critical Hit blade), {{ChargedSmashDmgSSBU|28}} (Critical Hit body) | |usmashdmg={{ChargedSmashDmgSSBU|16}} (blade), {{ChargedSmashDmgSSBU|14}} (body), {{ChargedSmashDmgSSBU|32}} (Critical Hit blade), {{ChargedSmashDmgSSBU|28}} (Critical Hit body) | ||
|usmashdesc=An upward thrust, similar to {{SSBU|Marth}}'s up smash. Has decent vertical range, but extremely poor horizontal range, being unable to hit grounded opponents. There is a chance of a | |usmashdesc=An upward thrust, similar to {{SSBU|Marth}}'s up smash. Has decent vertical range, but extremely poor horizontal range, being unable to hit grounded opponents. There is a chance of a critical hit occurring whenever Hero performs this move. Up smash's Critical Hit is powerful enough to KO as low as 30% when uncharged. It has 37 frames of ending lag, making it easy to punish. | ||
|dsmashname= | |dsmashname= | ||
|dsmashdmg={{ChargedSmashDmgSSBU|13}} (blade), {{ChargedSmashDmgSSBU|11}} (body), {{ChargedSmashDmgSSBU|26}} (Critical Hit blade), {{ChargedSmashDmgSSBU|22}} (Critical Hit body) | |dsmashdmg={{ChargedSmashDmgSSBU|13}} (blade), {{ChargedSmashDmgSSBU|11}} (body), {{ChargedSmashDmgSSBU|26}} (Critical Hit blade), {{ChargedSmashDmgSSBU|22}} (Critical Hit body) | ||
|dsmashdesc=A kneeling inward slash in front of himself followed by a kneeling outward slash behind himself, similar to Link's down smash. There is a chance of a Critical | |dsmashdesc=A kneeling inward slash in front of himself, followed by a kneeling outward slash behind himself, similar to Link's down smash. There is a chance of a Critical hit occurring whenever Hero performs this move. It is Hero's fastest smash attack, and is useful for punishing rolls. Despite being also being his weakest smash attack, it can KO at reasonable percentages regardless upon landing a Critical Hit or if Oomph and/or Psyche UP are active. | ||
|nairname= | |nairname= | ||
|nairdmg={{ShortHopDmgSSBU|9}} | |nairdmg={{ShortHopDmgSSBU|9}} | ||
|nairdesc=A semi-circular slash in front of himself, starting from above his head to | |nairdesc=A semi-circular slash in front of himself, starting from above his head to below his feet. It launches at a diagonal angle, which grants it slight combo potential. However, its combo potential becomes much more noticeable while Acceleratle is active, as Hero can follow up with forward aerial at high percentages for a KO confirm. It resembles the first portion of [[dragonquestwiki:Attack Pep Powers|The Real Decoy]], a {{iw|dragonquestwiki|Pep}} Power in ''Dragon Quest XI''. | ||
|fairname= | |fairname= | ||
|fairdmg={{ShortHopDmgSSBU|12}} (blade), {{ShortHopDmgSSBU|10}} (body) | |fairdmg={{ShortHopDmgSSBU|12}} (blade), {{ShortHopDmgSSBU|10}} (body) | ||
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|bairname= | |bairname= | ||
|bairdmg={{ShortHopDmgSSBU|14}} (blade), {{ShortHopDmgSSBU|12}} (body) | |bairdmg={{ShortHopDmgSSBU|14}} (blade), {{ShortHopDmgSSBU|12}} (body) | ||
|bairdesc=An upward slash behind himself, similar to Toon Link's back aerial. One of the strongest back aerials in the game, it boasts excellent power, KOing at around 85% near the edge. It | |bairdesc=An upward slash behind himself, similar to Toon Link's back aerial. One of the strongest back aerials in the game. Very slow start-up for an aerial of its kind (comes out on frame 18), but it boasts excellent power, KOing at around 85% near the edge. It covers behind Hero very well, and is even able to 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=A stretch kick, similar to Lucario's up aerial. Hero's fastest aerial in terms of start-up, ending and landing lag, and the only one that can [[auto-cancel]] with a short hop. However, it has extremely short range and is fairly weak. Overall, it is fairly useful for combos, such as being a follow-up from down throw and immediate set-up into neutral aerial at low percentages and, upon auto-canceling, an immediate set-up into forward aerial and back aerial for a KO confirm at high percentages | |uairdesc=A stretch kick, similar to {{SSBU|Lucario}}'s up aerial. Hero's fastest aerial in terms of start-up, ending and landing lag, and the only one that can [[auto-cancel]] with a short hop. However, it has extremely short range and is fairly weak. Overall, it is fairly useful for combos, such as being a follow-up from down throw and immediate set-up into neutral aerial at low percentages and, upon auto-canceling, an immediate set-up into forward aerial and back aerial for a KO confirm at high percentages. | ||
|dairname= | |dairname= | ||
|dairdmg={{ShortHopDmgSSBU|16}} (clean), {{ShortHopDmgSSBU|10}} (late) | |dairdmg={{ShortHopDmgSSBU|16}} (clean), {{ShortHopDmgSSBU|10}} (late) | ||
|dairdesc=A downward thrust. The clean hit [[meteor smash]]es opponents powerfully | |dairdesc=A downward thrust. The clean hit [[meteor smash]]es opponents powerfully. It is also his most damaging aerial. However, it high start-up (comes out on frame 16), and landing lag. At mid percentages (30%-65% for middleweights), hitting with the meteor hitbox on a grounded opponent can lead into up smash for a potential KO confirm if up smash inflicts a Critical Hit. The attack's animation upon landing on the ground resembles the pose Erdrick assumes on ''Dragon Quest III''{{'}}s Super Famicom box art. | ||
|grabname= | |grabname= | ||
|grabdesc=Reaches out with his left hand. Hero's grab range is very short, being the second shortest in the game. | |grabdesc=Reaches out with his left hand. Hero's grab range is very short, being the second shortest in the game. | ||
|pummelname= | |pummelname= | ||
|pummeldmg=1.3% | |pummeldmg=1.3% | ||
|pummeldesc=A knee strike | |pummeldesc=A knee strike. | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg=7% | |fthrowdmg=7% | ||
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|dthrowname= | |dthrowname= | ||
|dthrowdmg=6% | |dthrowdmg=6% | ||
|dthrowdesc=A one-handed body slam. A good combo starter that can lead to either forward aerial | |dthrowdesc=A one-handed body slam. A good combo starter that can lead to either forward aerial and up aerial at low to mid percentages. It can also lead into Kafrizz or forward smash on larger targets at very low percentages. | ||
|floorfname= | |floorfname= | ||
|floorfdmg=7% | |floorfdmg=7% | ||
|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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|nsname=Frizz / Frizzle / Kafrizz | |nsname=Frizz / Frizzle / Kafrizz | ||
|nsdmg=Frizz: 9%, 6% (late)<br>Frizzle: 9% (hits 1-2)<br>Kafrizz: 19% (hit 1), 3% (hits 2-5), 10% (edge), 8% (edge, late) | |nsdmg=Frizz: 9%, 6% (late)<br>Frizzle: 9% (hits 1-2)<br>Kafrizz: 19% (hit 1), 3% (hits 2-5), 10% (edge), 8% (edge, late) | ||
|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. Like [[Fireball]], its quick start-up makes it decent at both spacing and, at low percentages, setting up a dash grab to initiate a down throw combo. Frizz costs 6 MP to use. <br>Frizzle: Two intertwined fireballs that appear when the move is partially 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 edge. Frizzle costs 16 MP to use. | 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. Like [[Fireball]], its quick start-up makes it decent at both spacing and, at low percentages, setting up a dash grab to initiate a down throw combo. Frizz costs 6 MP to use. <br>Frizzle: Two intertwined fireballs that appear when the move is partially 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 edge. 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 edge. 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. | <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 edge. 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: 3% (bolt), 2% (sword, no MP), 5% (sword + bolt), 12%/5% (lightning strike), 2.5% (lightning strike, high)<br>Zapple: 6% (hit 1), 14%/10% (hit 2), 5% (hit 2, high)<br>Kazap: 12% (lightning strike, high), 10% (lightning strike), 4% (hit 1), 6% (hit 2, front and back), 12% (hit 3, front), 10% (hit 3, back), 8% (hit 3, edge), 16%/12% (last), 6% (last, high) | |ssdmg=Zap: 3% (bolt), 2% (sword, no MP), 5% (sword + bolt), 12%/5% (lightning strike), 2.5% (lightning strike, high)<br>Zapple: 6% (hit 1), 14%/10% (hit 2), 5% (hit 2, high)<br>Kazap: 12% (lightning strike, high), 10% (lightning strike), 4% (hit 1), 6% (hit 2, front and back), 12% (hit 3, front), 10% (hit 3, back), 8% (hit 3, edge), 16%/12% (last), 6% (last, high) | ||
|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 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 | 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 noticeabl;e start-up lag. | ||
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) | ||
|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 (comes out on frame 7), making it a good [[out of shield]] option. Woosh has set knockback, meaning that it will inflict the same amount of knockback regardless of the opponent's damage. Woosh costs 5 MP to use. <br>Swoosh: A larger tornado that hits multiple times and grants a better vertical and horizontal recovery. Swoosh costs 9 MP to use.<br>Kaswoosh: Two large tornadoes that hit multiple times and grant a much higher vertical recovery, making it a potent recovery move. Can KO at 148% from the center of Battlefield. Kaswoosh costs 18 MP to use. | Woosh: A small and weak tornado that launches Hero slightly upward. It is very quick (comes out on frame 7), making it a good [[out of shield]] option. Woosh has set knockback, meaning that it will inflict the same amount of knockback regardless of the opponent's damage. Woosh costs 5 MP to use. <br>Swoosh: A larger tornado that hits multiple times and grants a better vertical and horizontal recovery. Swoosh costs 9 MP to use.<br>Kaswoosh: Two large tornadoes that hit multiple times and grant a much higher vertical recovery, making it a potent recovery move. Can KO at 148% from the center of Battlefield. Kaswoosh costs 18 MP to use. | ||
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|fsname=Gigaslash | |fsname=Gigaslash | ||
|fsdmg=7% (trapping hit), 33% (cinematic) | |fsdmg=7% (trapping hit), 33% (cinematic) | ||
|fsdesc=Performs an upward slash. If it successfully hits an opponent, the seven non-playable ''Dragon Quest'' Heroes appear and bring their respective weapons together, which discharge a combined stream of electrical energy that is infused into Hero's sword. Hero then proceeds to perform Gigaslash while surrounded by the non-playable Heroes. | |fsdesc=Performs an upward slash. If it successfully hits an opponent, the seven non-playable ''Dragon Quest'' Heroes appear and bring their respective weapons together, which discharge a combined stream of electrical energy that is infused into Hero's sword. Hero then proceeds to perform {{iw|dragonquestwiki|Gigaslash}} while surrounded by the non-playable Heroes. | ||
}} | }} | ||
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! Description | ! Description | ||
|- | |- | ||
| Bang || 9 || 16 || ≈5.8% || 1.5% (spark) 14%/12% (explosion) || A small, spark-like projectile that generates a small explosion after a set distance or on contact with opponents. Deals decent knockback, KOing vertically starting at around 130%. Cannot appear alongside Kaboom. | | {{s|dragonquestwiki|Bang}} || 9 || 16 || ≈5.8% || 1.5% (spark) 14%/12% (explosion) || A small, spark-like projectile that generates a small explosion after a set distance or on contact with opponents. Deals decent knockback, KOing vertically starting at around 130%. Cannot appear alongside Kaboom. | ||
|- | |- | ||
| Kaboom || 37 || 20 || ≈7.3% || 2% (spark), 26%/21% (explosion) || A small, spark-like projectile that generates a large explosion after a set distance or on contact with opponents. The instant before the explosion pulls opponents in if they're close enough. Possesses high knockback and a very large explosion hitbox, KOing around 85% vertically. Cannot appear alongside Bang. | | {{s|dragonquestwiki|Kaboom}} || 37 || 20 || ≈7.3% || 2% (spark), 26%/21% (explosion) || A small, spark-like projectile that generates a large explosion after a set distance or on contact with opponents. The instant before the explosion pulls opponents in if they're close enough. Possesses high knockback and a very large explosion hitbox, KOing around 85% vertically. Cannot appear alongside Bang. | ||
|- | |- | ||
| Sizz || 8 || 16 || ≈5.8% || 1.5% (bolt), 12% (flames) || A fiery, bolt-like projectile that travels quickly | | {{s|dragonquestwiki|Sizz}} || 8 || 16 || ≈5.8% || 1.5% (bolt), 12% (flames) || A fiery, bolt-like projectile that travels quickly. Lacks KO potential onstage, but can KO opponents offstage. Cannot appear alongside Sizzle. | ||
|- | |- | ||
| Sizzle || 20 || 20 || ≈7.3% || 3% (bolt), 22% (flames) || A fiery, bolt-like projectile that travels quickly and | | {{s|dragonquestwiki|Sizzle}} || 20 || 20 || ≈7.3% || 3% (bolt), 22% (flames) || A fiery, bolt-like projectile that travels quickly and leaves damaging flames on the ground in its wake. Deals high damage despite its speed. Deals decent knockback, KOing around 100% near the edge. Cannot appear alongside Sizz. | ||
|- | |- | ||
| Flame Slash || 12 || 18 || ≈6.6% || 22% (blade), 17% (flames) || A quick slash with Hero's sword cloaked in flame. Deals considerable damage and knockback, especially in regard to its blade hitbox, and has notable range both horizontally and vertically. It can KO middleweights at 90% from the center of Final Destination. | | {{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, especially in regard to its blade hitbox, and has notable range both horizontally and vertically. It can KO middleweights at 90% from the center of Final Destination. | ||
|- | |- | ||
| Kacrackle Slash || 11 || 18 || ≈6.6% || 17% (blade), 13% (frost) || A quick slash with Hero's sword cloaked in frost. It [[freeze]]s opponents, with its blade hitbox freezing them for considerably longer than the frost itself. | | {{s|dragonquestwiki|Kacrackle Slash}} || 11 || 18 || ≈6.6% || 17% (blade), 13% (frost) || A quick slash with Hero's sword cloaked in frost. It [[freeze]]s opponents, with its blade hitbox freezing them for considerably longer than the frost itself. | ||
|- | |- | ||
| Hatchet Man || 15 || 18 || ≈6.6% || 35% || A delayed 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 near the edge. It can also instantly break a full shield, similarly to a fully charged [[Shield Breaker]]. | | {{s|dragonquestwiki|Hatchet Man}} || 15 || 18 || ≈6.6% || 35% || A delayed 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 near the edge. It can also instantly break a full shield, similarly to a fully charged [[Shield Breaker]]. | ||
|- | |- | ||
| Snooze || 16 || 17 || ≈6.2% || – || Hero extends his hand forward to launch a spherical, pulse-like projectile that sends opponents to [[sleep]] if it connects. It can pass through multiple opponents, but can also be blocked. The projectile puts opponents to sleep for longer at close range, but becomes larger the farther it travels. 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 percentages. 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, due to them receiving 40% of the knockback growth of the grounded hitbox. As a result, Snooze's clean aerial hitbox puts opponents to sleep for less time than its latest grounded hitbox. The projectile will not disappear until its active frames conclude, so it can be thrown at edges to affect recovering enemies. | | {{s|dragonquestwiki|Snooze}} || 16 || 17 || ≈6.2% || – || Hero extends his hand forward to launch a spherical, pulse-like projectile that sends opponents to [[sleep]] if it connects. It can pass through multiple opponents, but can also be blocked. The projectile puts opponents to sleep for longer at close range, but becomes larger the farther it travels. 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 percentages. 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, due to them receiving 40% of the knockback growth of the grounded hitbox. As a result, Snooze's clean aerial hitbox puts opponents to sleep for less time than its latest grounded hitbox. The projectile will not disappear until its active frames conclude, so it can be thrown at edges to affect recovering enemies. | ||
|- | |- | ||
| Whack || 10 || 8 || ≈2.9% || 1% || Hero swings his hand forward to launch a slow-moving dark purple sphere. Has a chance to [[Instant KO|instantly KO]] the opponent, with a higher chance for it to occur the more damage the opponent has; 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 damage pre-hit limited to between 20% and 300%, and <code>p<sub>H</sub></code> is Hero's damage limited to 300% or less. As a result, the final rate is always 1% when the opponent is below 20%, and scales up to 100% when the opponent is just below 160%, with a maximum extra 20% chance if Hero is at 300%. 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. | | {{s|dragonquestwiki|Whack}} || 10 || 8 || ≈2.9% || 1% || Hero swings his hand forward to launch a slow-moving dark purple sphere. Has a chance to [[Instant KO|instantly KO]] the opponent, with a higher chance for it to occur the more damage the opponent has; 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 damage pre-hit limited to between 20% and 300%, and <code>p<sub>H</sub></code> is Hero's damage limited to 300% or less. As a result, the final rate is always 1% when the opponent is below 20%, and scales up to 100% when the opponent is just below 160%, with a maximum extra 20% chance if Hero is at 300%. 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. | ||
|- | |- | ||
| Thwack || 30 || 12 || ≈4.4% || 3% || Hero swings his hand forward to emit a large, dark purple blast directly in front of himself. Has a chance to instantly KO the opponent, with a higher chance for it to occur the more damage the opponent has. It has a very large hitbox, and a windbox around it which pulls nearby opponents in. However, it also has considerable start-up lag, a minimal damage output and weak knockback. It can also be reflected, absorbed, and shielded. Cannot appear alongside Whack. | | {{s|dragonquestwiki|Thwack}} || 30 || 12 || ≈4.4% || 3% || Hero swings his hand forward to emit a large, dark purple blast directly in front of himself. Has a chance to instantly KO the opponent, with a higher chance for it to occur the more damage the opponent has. It has a very large hitbox, and a windbox around it which pulls nearby opponents in. However, it also has considerable start-up lag, a minimal damage output and weak knockback. It can also be reflected, absorbed, and shielded. Cannot appear alongside Whack. | ||
|- | |- | ||
| Metal Slash || 6 || 7 || ≈2.6%, ≈10% (metal opponent), ≈0.5% (Spirit Battle) || 1% || Hero slashes his sword forward. instantly KOs any [[metal]] opponent, including another Hero using Kaclang. When used against non-metal opponents, it will only deal 1% and weak knockback. If there is a metal opponent present when the menu is opened, it has a 4× greater chance of appearing. In Spirit Battles, however, a multiplier of 0.2× is applied to its appearance rate. | | {{s|dragonquestwiki|Metal Slash}} || 6 || 7 || ≈2.6%, ≈10% (metal opponent), ≈0.5% (Spirit Battle) || 1% || Hero slashes his sword forward. instantly KOs any [[metal]] opponent, including another Hero using Kaclang. When used against non-metal opponents, it will only deal 1% and weak knockback. If there is a metal opponent present when the menu is opened, it has a 4× greater chance of appearing. In Spirit Battles, however, a multiplier of 0.2× is applied to its appearance rate. | ||
|- | |- | ||
| 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 renders him inert. It cannot be canceled once activated. However, Hero can still be KO'd 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 Hero a hitbox during his descent (similarly to [[Stone]]) and allow him to move left and right until he lands | | {{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 renders him inert. It cannot be canceled once activated. However, Hero can still be KO'd 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 Hero a hitbox during his descent (similarly to [[Stone]]) and allow him to move left and right until he lands. | ||
|- | |- | ||
| Kamikazee || 1 || 5 || ≈1.8% || 0.1% (hit 1), 50% (hit 2, close), 35% (hit 2, far) || Hero crosses his arms and begins to glow. After a few seconds, he explodes, instantly KOing himself and inflicting a large amount of damage and knockback to any opponent caught in its large blast radius. The explosion is [[unblockable]], and its sweetspot is strong enough to KO many opponents at 50%-60%. The hitbox only lasts briefly, allowing opponents to dodge and avoid the explosion, even with [[sidestep]]s. Using this will count as a KO for the last opponent to hit him. Hero is intangible during the charge up. Kamikazee does not appear to be available as a menu option during the [[World of Light]] Finale. | | {{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, instantly KOing himself and inflicting a large amount of damage and knockback to any opponent caught in its large blast radius. The explosion is [[unblockable]], and its sweetspot is strong enough to KO many opponents at 50%-60%. The hitbox only lasts briefly, allowing opponents to dodge and avoid the explosion, even with [[sidestep]]s. Using this will count as a KO for the last opponent to hit him. Hero is intangible during the charge up. Kamikazee does not appear to be available as a menu option during the [[World of Light]] Finale. | ||
|- | |- | ||
| Magic Burst || All remaining MP || 5 || ≈1.8% || maximum: 4.2% (loop), 11% (last) || An enormous, spherical explosion that grows in size, similarly to a [[Smart Bomb]]'s explosion. It hits multiple times and is active for a few seconds. Consumes all of Hero's remaining MP; the spell's power depends on how much MP Hero has left. The attack has extremely large range, covering half of Final Destination, and with full MP, it can KO at merely 20% | | {{s|dragonquestwiki|Magic Burst}} || All remaining MP || 5 || ≈1.8% || maximum: 4.2% (loop), 11% (last) || An enormous, spherical explosion that grows in size, similarly to a [[Smart Bomb]]'s explosion. It hits multiple times and is active for a few seconds. Consumes all of Hero's remaining MP; the spell's power depends on how much MP Hero has left. The attack has extremely large range, covering half of Final Destination, and with full MP, it can KO at merely 20%. Due to these factors, along with the move itself being surprisingly quick to activate, it is widely considered to be one of Hero's best command specials (if not his absolute best one), and arguably the most feared, albeit only in circumstances where Hero has at least around half of his MP remaining. Additionally, the move is blockable, with each hit having slightly reduced shield damage. Projectiles can also cancel out the move, and he can be hit by physical attacks at the very beginning of the move's start-up, leaving Hero with no MP and at a great disadvantage, making Magic Burst a rather "high risk, high reward" move. The loop hits do very little knockback; as a result, {{SSBU|Bowser}} and {{SSBU|Kazuya}} can use their [[passive armor]] to retaliate quickly. The damage dealt is multiplied by <code>0.2 + 0.008MP</code>, with the value being between 0.2× and 1×. | ||
|- | |- | ||
| Oomph || 16 || 16 || ≈5.8% || – || Increases Hero's damage output by 1.6×, knockback output by 1.1×, and damage received by 1.2×. Only affects melee attacks. Lasts for 12 seconds. | | {{s|dragonquestwiki|Oomph}} || 16 || 16 || ≈5.8% || – || Increases Hero's damage output by 1.6×, knockback output by 1.1×, and damage received by 1.2×. Only affects melee attacks. Lasts for 12 seconds. | ||
|- | |- | ||
| Psyche Up || 14 || 16 || ≈5.8% || – || Increases Hero's damage output by 1.2×, knockback output by 1.2×, and shield damage output by 1.65×. Functions similarly to [[Revenge]] and if stacked with Oomph, many of Hero's normal attacks will instantly break a full shield. Only affects melee attacks. Expires after landing a melee attack. As it only boosts the next melee hit that connects, [[pummel]]s will use up Psyche Up, and stronger versions of [[Zap]] (Zapple and Kazap) will not gain increased KO potential, as both moves consist of two hits. | | {{s|dragonquestwiki|Psyche Up}} || 14 || 16 || ≈5.8% || – || Increases Hero's damage output by 1.2×, knockback output by 1.2×, and shield damage output by 1.65×. Functions similarly to [[Revenge]] and if stacked with Oomph, many of Hero's normal attacks will instantly break a full shield. Only affects melee attacks. Expires after landing a melee attack. As it only boosts the next melee hit that connects, [[pummel]]s will use up Psyche Up, and stronger versions of [[Zap]] (Zapple and Kazap) will not gain increased KO potential, as both moves consist of two hits. | ||
|- | |- | ||
| Acceleratle || 13 || 16 || ≈5.8% || – || Multiplies Hero's [[walk]]ing speed, [[dash]]ing speed, [[air speed]], [[air acceleration]], and [[air friction]] stats by 2×-2.5×, depending on the stat. Functions similarly to [[Lightweight]], but to a sufficiently high degree that Hero can outrun {{SSBU|Sonic}} and can reach a maximum air speed that is more than 1.5× faster than {{SSBU|Yoshi}}'s. However, the sheer speed can make Hero more difficult to control, and it increases the knockback he receives by 1.1×. Lasts for 10 seconds. | | {{s|dragonquestwiki|Acceleratle}} || 13 || 16 || ≈5.8% || – || Multiplies Hero's [[walk]]ing speed, [[dash]]ing speed, [[air speed]], [[air acceleration]], and [[air friction]] stats by 2×-2.5×, depending on the stat. Functions similarly to [[Lightweight]], but to a sufficiently high degree that Hero can outrun {{SSBU|Sonic}} and can reach a maximum air speed that is more than 1.5× faster than {{SSBU|Yoshi}}'s. However, the sheer speed can make Hero more difficult to control, and it increases the knockback he receives by 1.1×. Lasts for 10 seconds. | ||
|- | |- | ||
| Bounce || 14 || 16 || ≈5.8% || – || A lingering [[reflect]]or that | | {{s|dragonquestwiki|Bounce}} || 14 || 16 || ≈5.8% || – || A lingering [[reflect]]or that increases projectile damage by 1.5×, projectile speed by 1.4×, and projectile health by 1.1×. Like a [[Franklin Badge]], Bounce lets Hero act while it is active, and overrides Hero's [[passive shield]], allowing reflections even if he is standing and facing an opponent. One of Hero's best approach options against projectile users, due to him being able to perform any action while keeping an active reflector. Lasts for 12 seconds. | ||
|- | |- | ||
| Heal || 7 || 7 || ≈2.6% || Heals 11% || Heals Hero by 11%. Starts with two charges, and resets to two after Hero is KO'd or scores a KO. | | {{s|dragonquestwiki|Heal}} || 7 || 7 || ≈2.6% || Heals 11% || Heals Hero by 11%. Starts with two charges, and resets to two after Hero is KO'd or scores a KO. | ||
|- | |- | ||
| Zoom || 8 || 15 || ≈5.5%, ≈10.4% (close to [[blast line]]) || – || 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× (≈53%) chance of appearing in Command Selection when 40 units (or closer) to the blast line. | | {{s|dragonquestwiki|Zoom}} || 8 || 15 || ≈5.5%, ≈10.4% (close to [[blast line]]) || – || 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× (≈53%) chance of appearing in Command Selection when 40 units (or closer) to the blast line. | ||
|- | |- | ||
| Hocus Pocus || 4 || 3 || ≈1.1% || (see below) || A spell with random effects, either positive or negative, that can also take the form of other Command Selection spells. | | {{s|dragonquestwiki|Hocus Pocus}} || 4 || 3 || ≈1.1% || (see below) || A spell with random effects, either positive or negative, that can also take the form of other Command Selection spells. | ||
|} | |} | ||
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!Type!!Chance of occurrence!!Effect | !Type!!Chance of occurrence!!Effect | ||
|- | |- | ||
|Positive ||4.88%||Makes him [[Super Mushroom|gigantic]]. However, it cannot be stacked with [[Special Smash|Mega Smash]] and a [[Super Mushroom]]. | |||
|- | |- | ||
|Positive ||1.22%||Makes him [[Super Star|invincible]]. | |||
|- | |- | ||
|Positive ||3.96%||MP is replenished to 100. | |||
|- | |- | ||
|Negative ||6.1%||Applies a [[timer]] effect to himself. | |||
|- | |- | ||
|Negative ||6.1%||MP is depleted to 0. | |||
|- | |- | ||
|Negative ||6.1%||[[Poison]]s himself, dealing 27.5% total. | |||
|- | |- | ||
|Negative ||6.1%||Inflicts [[sleep]] on himself. | |||
|- | |- | ||
|Negative ||5.49%||[[Poison Mushroom|Shrinks]] himself. | |||
|- | |- | ||
|Negative ||6.1%||Inflicts the [[flower]] effect on himself, dealing a maximum of 22% without [[button mashing]]. | |||
|- | |- | ||
|Neutral ||6.1%||Turns him [[invisible]]. | |||
|- | |- | ||
|Neutral ||47.85%||One of Hero's command spells will consume 4 MP instead of its standard cost.<br> | |||
* If the command is Magic Burst, it will consume all MP as usual. | * If the command is Magic Burst, it will consume all MP as usual. | ||
* There is a small chance that the randomly-chosen spell will be Kamikazee, which further emphasizes the high risk nature of Hocus Pocus. | * There is a small chance that the randomly-chosen spell will be Kamikazee, which further emphasizes the high risk nature of Hocus Pocus. | ||
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===[[Taunt]]s=== | ===[[Taunt]]s=== | ||
*'''Up taunt''': Puts away his sword and shield, then performs Psyche Up as it appears in ''Dragon Quest VIII''. | *'''Up taunt''': Puts away his sword and shield, then performs {{iw|dragonquestwiki|Psyche Up}} as it appears in ''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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*Assumes an attack stance similar to one of {{SSBU|Link}}'s idle animations. | *Assumes an attack stance similar to one of {{SSBU|Link}}'s idle animations. | ||
<gallery> | <gallery> | ||
SSBUHeroIdle1.gif|Hero's first idle pose | SSBUHeroIdle1.gif|Hero's first idle pose | ||
SSBUHeroIdle2.gif|Hero's second idle pose | SSBUHeroIdle2.gif|Hero's second idle pose | ||
</gallery> | </gallery> | ||
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|- | |- | ||
! scope="row"|Description | ! scope="row"|Description | ||
| || ¡Ese Héroe, ese Héroe, eh, eh! || | | || ¡Ese Héroe, ese Héroe, eh, eh! || || Yuuuuu - Sha! | ||
|} | |} | ||
</div> | </div> | ||
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==In [[competitive play]]== | ==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. Despite the controversy, Hero initially had little impact on the metagame; while it was common to see him in pools and small-scale tournaments, he has not gone far in high-level tournaments, with his most notable national placements coming from {{Sm|Salem}} and {{Sm|Tsu}}, who either used him as a co-main or eventually dropped him. This can be attributed to Hero's slow frame data, lack of reliable combo breaking options, and his reliance on MP, all of which can be exploited by opponents. Hero's randomness also plays a part in his unreliability, as it can be just as common to roll an undesired move as it is to get the best option. As a result, most players initially considered him a mid tier character at best. | |||
More recently, however, {{Sm|Akakikusu}} had made waves with Hero by placing top 8 at several Japanese nationals, and even defeating several top Japanese players. These placements, despite being during the pandemic, were nonetheless more impressive than anyone else up to that point, leading some players to believe that Hero is better than what the general consensus is. | |||
===Most historically significant players=== | ===Most historically significant players=== | ||
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines --> | <!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines --> | ||
''See also: [[:Category:Hero | ''See also: [[:Category:Hero professionals (SSBU)]]'' | ||
*{{Sm|Akakikusu|Japan}} - The best Hero player | *{{Sm|Akakikusu|Japan}} - The best Hero player in the world. Placed 3rd at both {{Trn|Kagaribi 3}} and {{Trn|Sumabato SP 14}}, 4th at {{Trn|Sumabato SP 16}}, 5th at {{Trn|Sumabato SP 17}}, and 7th at {{Trn|Kagaribi 4}} with wins over players such as {{Sm|Zackray}}, {{Sm|Tea}}, and {{Sm|ProtoBanham}}. | ||
*{{Sm|+HOPE+|Denmark}} - The best Hero player in Europe. Placed 9th at {{Trn|RCADIA SMASH 3}}, 13th at {{Trn|Smash Contest: DoKomi 2020}}, {{Trn|Smash Contest: DoKomi 2021}}, and {{Trn|Regen 2022}}, and 33rd at {{Trn|Valhalla III}} with wins over players such as {{Sm|Tarik}}, {{Sm|TriM}}, and {{Sm|MazeBeans}}. Currently ranked 1st on the [[Danish Power Rankings]]. | |||
*{{Sm|+HOPE+|Denmark}} - The best Hero player in Europe. | *{{sm|Salem|USA}} - Co-mained Hero and {{SSBU|Snake}}, and was considered the best Hero player in the world prior to his ban. Placed 1st at {{Trn|Port Priority 5}}, 2nd at {{Trn|Tampa Never Sleeps 8}}, 4th at {{Trn|Thunder Smash 3: Clash of the Pandas}}, 7th at {{Trn|Mainstage}}, and 25th at {{Trn|Frostbite 2020}}. Ranked 30th on the [[Fall 2019 PGRU]]. | ||
*{{sm|Salem|USA}} - Co-mained Hero and {{SSBU|Snake}}, and was considered the best Hero player in the world | *{{Sm|Skilly|USA}} - Co-mains Hero alongside {{SSBU|Palutena}}. Placed 2nd at {{Trn|Sweet Spot 6}}, 7th at {{Trn|Thwacked}}, and 13th at both {{Trn|Smash Out 2019}} and {{Trn|LEVELUP Arena Premier Tournament}} with wins over players such as {{Sm|ATATA}}, {{Sm|Panda Bair}}, and {{Sm|Rickles}}. Ranked as high as 2nd with the character on the [[Nebraska Power Rankings#Ultimate|Nebraska Ultimate Power Rankings]]. | ||
*{{Sm|Tsu|Japan}} - Uses Hero as a secondary. Placed 9th at {{Trn|Umebura SP 4}}, 13th at both {{Trn|Kagaribi 4}} and {{Trn|Umebura SP 5}}, and 17th at {{Trn|Umebura SP 6}}. | |||
*{{Sm|Usukeza|Japan}} - One of the best Hero players online. Placed 1st at [https://smashmate.net/tournament/1718/ Maesuma #116], 2nd at [https://smashmate.net/tournament/3978/ Tamisuma SP 219], [https://smashmate.net/tournament/4135/ Tamisuma SP 228], [https://smashmate.net/tournament/4688/ Tamisuma SP 249], and [https://smashmate.net/tournament/5134/ Tamisuma SP 262]. Previously ranked 3rd on [https://smashmate.net/record/37/ 14th] [[Smashmate]] SP ranking, 6th on the [https://smashmate.net/record/35/ 12th SP ranking], and 8th on the [https://smashmate.net/record/36/ 13th SP ranking]. | |||
=== | ===Ban controversy=== | ||
Hero's | 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 very similar to what they are in English, 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. | |||
Conversely, supporters bring up languages that do not use the Latin alphabet, such as Japanese and Russian, saying that these are much harder to learn and react to in such a short amount of time, and they argue against hosting games over arenas by bringing up factors such as input lag, midmatch slowdowns and crashes. To alleviate the effects of language barriers, most tournaments in countries will usually play in English instead of the regional language due to English being the standard language used in major tournaments, especially since countries such as Portugal, Denmark and Sweden do not have their language available in ''Ultimate'' and Hero's spells in Dutch are not translated. | |||
Many prominent smashers, such as {{Sm|Leffen}} and {{Sm|Dark Wizzy}}, have advocated banning Hero, while others such as {{Sm|Dabuz}} and {{Sm|ESAM}} have come out against a ban, arguing that the character has significant counter-play and has not achieved overwhelmingly high results at tournaments to the same degrees as a top tier character. The first region to ban Hero from tournaments was South Australia, where the ban was put into effect on August 15th, 2019.<ref>{{cite web|url=https://www.twitlonger.com/show/n_1sqvsvl|title=Twitlonger on South Australia's Hero ban}}</ref> This was met with criticism, with players in the community (such as {{Sm|D1}} and {{Sm|ZeRo}}) stating that it was too early to declare whether Hero should be banned or not. | |||
Notably, Nintendo France also banned Hero and DLC fighters released after September 23rd, 2019 from future tournaments in their area,<ref>[https://nintendoeverything.com/nintendo-france-bans-hero-and-future-dlc-characters-from-official-smash-bros-ultimate-tournaments/ Nintendo France bans Hero and future DLC characters from official Smash Bros. Ultimate tournaments]</ref> making Hero the first instance a character has been banned in Nintendo-sanctioned tournaments. No official reason was given for the ban by Nintendo France at the time. However, as of September 26th, 2019, Nintendo France announced on Twitter that they have overturned the ban, making Hero and DLC fighters released after the aforementioned date legal in Nintendo-sanctioned tournaments for the area.<ref>[https://www.twitter.com/NintendoFrance/status/1177164762997755905 Nintendo France's DLC Fighter ban overturn]</ref> The controversy has died down in the years since, and Hero is currently legal in all regions with no major flare-ups. | |||
=={{SSBU|Classic Mode}}: A History of Heroism== | =={{SSBU|Classic Mode}}: A History of Heroism== | ||
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!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}}''||Stamina battle. | |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}}''||Stamina battle. Hero has 150 HP, whereas the Kirbys have 40 HP apiece.<br>The blue Kirbys reference [[Slime]]s, and the red Kirby references {{iw|dragonquestwiki|She-slime}}s. | ||
|- | |- | ||
|2||{{ | |2||{{head|Hero|g=SSBU|s=20px}} Luminary and Tiny {{CharHead|Robin|SSBU|hsize=20px|color=Red}}||[[Yggdrasil's Altar]]||''{{SSBUMusicLink|Dragon Quest|Unflinchable Courage}}''||Stamina battle. Hero and the Luminary have 150 HP apiece, whereas Robin has 90 HP.<br>Robin references [[Veronica]], one of the Luminary's party members. | ||
|- | |- | ||
|3||{{head|Hero|g=SSBU|s=20px|cl=Solo}} | |3||{{head|Hero|g=SSBU|s=20px|cl=Solo}} Solo||[[Temple]]||''{{SSBUMusicLink|Dragon Quest|Wagon Wheel's March}}''||Stamina battle. Hero and Solo have 150 HP apiece.<br>The stage references {{iw|dragonquestwiki|Zenithia}} from ''Dragon Quest IV''. | ||
|- | |- | ||
|4||[[Rathalos]]||[[Forest Hill]]||''{{SSBUMusicLink|Dragon Quest|Fighting Spirits - DRAGON QUEST III}}''|| | |4||[[Rathalos]]||[[Forest Hill]]||''{{SSBUMusicLink|Dragon Quest|Fighting Spirits - DRAGON QUEST III}}''||Hero has 150 HP.<br>{{iw|dragonquestwiki|Dragon}}s are a recurring [[dragonquestwiki:Monster Families|monster family]] in the ''Dragon Quest'' series. Rathalos could also be specifically referencing {{iw|dragonquestwiki|Dread dragon}}s. | ||
|- | |- | ||
|5||{{head|Hero|g=SSBU|s=20px|cl=Eight}} | |5||{{head|Hero|g=SSBU|s=20px|cl=Eight}} Eight and Tiny {{CharHead|Pikachu|SSBU|hsize=20px}}||Gaur Plain (Battlefield form)||''{{SSBUMusicLink|Dragon Quest|War Cry}}''||Stamina battle. Hero and Eight have 150 HP apiece, whereas Pikachu has 60 HP.<br>Pikachu references {{iw|dragonquestwiki|Munchie}}, Eight's pet Pig-Rat. | ||
|- | |- | ||
|6||{{head|Hero|g=SSBU|s=20x20px|cl=Erdrick}} | |6||{{head|Hero|g=SSBU|s=20x20px|cl=Erdrick}} Erdrick||[[Castle Siege]] (Underground Cavern)||''{{SSBUMusicLink|Dragon Quest|Adventure - DRAGON QUEST III}}''||Stamina battle. Hero and Erdrick have 150 HP apiece.<br>The stage is a reference to ''Dragon Quest III''{{'}}s introductory cutscene, in which {{iw|dragonquestwiki|Ortega}} (Erdrick's father) fights against a dragon on top of an active volcano. The stage also does not transition back to its first phase. | ||
|- | |- | ||
|- | |- | ||
|colspan="5"|[[Bonus Stage]] | |colspan="5"|[[Bonus Stage]] | ||
|- | |- | ||
|Final||{{Head|Robin|g=SSBU|s=20px|cl=Blue}} Robin, then 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 during the loading screen. This Round references the battle against the Dragonlord from the original ''Dragon Quest'', in which the Dragonlord's human form is fought initially and, upon being defeated, he transforms into his dragon form for the second phase of the battle. | |Final||{{Head|Robin|g=SSBU|s=20px|cl=Blue}} Robin, then 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 during the loading screen. This Round references the battle against the {{iw|dragonquestwiki|Dragonlord}} from the original ''Dragon Quest'', in which the Dragonlord's human form is fought initially and, upon being defeated, he transforms into his dragon form for the second phase of the battle. | ||
|} | |} | ||
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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, in particular, also appears in {{SSBU|Sephiroth}}'s trailer alongside several fighters who have been warded off by Galeem and his legion of [[Master Hand]]s. | ||
{{clrl}} | {{clrl}} | ||
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</center> | </center> | ||
==In Spirit | ==In Spirit battles== | ||
===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|iw=|size=64}} | |{{SpiritTableName|Cetacea|iw=dragonquestwiki|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]]. | ||
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**Unusually, Erdrick's stamina KO voice clip does not begin with a slight pause. This oddity is shared with {{SSBU|Banjo & Kazooie}}. | **Unusually, Erdrick's stamina KO voice clip does not begin with a slight pause. This oddity is shared with {{SSBU|Banjo & Kazooie}}. | ||
*Because of controversy regarding Hero as anti-competitive in ''Ultimate'' due to the large amount of [[randomness]] in his moveset, he is the seventh character to have been officially banned from any tournament matches. The first six were {{SSBB|Meta Knight}} in ''[[Super Smash Bros. Brawl]]'', and the {{SSB4|Mii Fighter}}s, {{SSB4|Cloud}} and {{SSB4|Bayonetta}} in ''[[Super Smash Bros. 4]]''.<ref>[https://www.twitlonger.com/show/n_1sqvsvl CouchWarriors South Australia on TwitLonger: "Why we've decided to ban hero"]</ref> | *Because of controversy regarding Hero as anti-competitive in ''Ultimate'' due to the large amount of [[randomness]] in his moveset, he is the seventh character to have been officially banned from any tournament matches. The first six were {{SSBB|Meta Knight}} in ''[[Super Smash Bros. Brawl]]'', and the {{SSB4|Mii Fighter}}s, {{SSB4|Cloud}} and {{SSB4|Bayonetta}} in ''[[Super Smash Bros. 4]]''.<ref>[https://www.twitlonger.com/show/n_1sqvsvl CouchWarriors South Australia on TwitLonger: "Why we've decided to ban hero"]</ref> | ||
*A special battle card was released for the arcade game ''{{s| | *A special battle card was released for the arcade game ''{{s|dragonquestwiki|Dragon Quest: Scan Battler}}'' that references both [[Gigaslash]] as it appears in ''Ultimate'' and Hero's reveal trailer.<ref>[https://twitter.com/DQSB_PR/status/1198511571162390528 Dragon Quest: Scan Battler's PR account on Twitter]</ref> | ||
*Interestingly, Hero's | *Interestingly, Hero's down taunt finishes faster when facing right if uninterrupted. A similar situation occurs with both {{SSBU|Wolf}} (up taunt) and {{SSBU|Kazuya}} (up taunt). | ||
*Hero, {{SSBU|Meta Knight}}, {{SSBU|Inkling | *Hero, {{SSBU|Meta Knight}}, {{SSBU|Inkling}}, Banjo & Kazooie, {{SSBU|Sephiroth}}, {{SSBU|Pyra}}, {{SSBU|Mythra}}, and {{SSBU|Sora}} are the only characters who use their walking animations when navigating through the map in [[World of Light]]. | ||
*Apart from DLC characters who were not released at the time of their respective tourney, Hero is the only character who does not appear in a decade-related [[Event Tourney]]. He was excluded from [[Bringing Back the '80s]], [[Hailing from the '90s]], and [[The Year Is 200X]] despite Erdrick, Solo, and Eight debuting in those respective decades, due to the Luminary (the default Hero) debuting in 2017. However, when [[Born in the 2010s]] was held, Hero was still not present, due to update 8.0.0 changing Hero's debut year in [[All-Star Smash]] to be based on Erdrick's instead of the Luminary's. | *Apart from DLC characters who were not released at the time of their respective tourney, Hero is the only character who does not appear in a decade-related [[Event Tourney]]. He was excluded from [[Bringing Back the '80s]], [[Hailing from the '90s]], and [[The Year Is 200X]] despite Erdrick, Solo, and Eight debuting in those respective decades, due to the Luminary (the default Hero) debuting in 2017. However, when [[Born in the 2010s]] was held, Hero was still not present, due to update 8.0.0 changing Hero's debut year in [[All-Star Smash]] to be based on Erdrick's instead of the Luminary's. | ||
*Hero is the only character that can perform an [[instant KO]] without an item or [[Final Smash]]. | *Hero is the only character that can perform an [[instant KO]] without an item or [[Final Smash]]. | ||
*Hero has the most reflectable attacks in the ''[[Super Smash Bros.]]'' series | *Hero has the most reflectable attacks in the ''[[Super Smash Bros.]]'' series, with 14 of his specials being able to be reflected. Specifically, [[Frizz/Frizzle/Kafrizz]], [[Kazap]] (first half), [[Woosh/Swoosh/Kaswoosh]], [[Kaboom]], [[Bang]], [[Sizzle]], [[Sizz]], [[Snooze]], [[Thwack]], and [[Whack]] can all be reflected. | ||
*The text on some of Hero's weapons are {{iw|wikipedia|Anglo-Saxon runes}}, and can be translated as follows: | |||
*The text on some of Hero's weapons are {{ | |||
**Erdrick's sword blade reads "Dragon Kuest", or ''Dragon Quest''. | **Erdrick's sword blade reads "Dragon Kuest", or ''Dragon Quest''. | ||
**Erdrick and Luminary's shields both read "Roto", Erdrick's Japanese name. | **Erdrick and Luminary's shields both read "Roto", Erdrick's Japanese name. | ||
**Solo's sword hilt reads "mitibikaresi mono", an approximate romanization of "導かれし者 ''michibikareshi mono''", meaning "the guided one". This resembles the Japanese subtitle for ''Dragon Quest IV'', "導かれし者たち ''michibikareshi monotachi''", literally "the people who are shown the way". | **Solo's sword hilt reads "mitibikaresi mono", an approximate romanization of "導かれし者 ''michibikareshi mono''", meaning "the guided one". This resembles the Japanese subtitle for ''Dragon Quest IV'', "導かれし者たち ''michibikareshi monotachi''", literally "the people who are shown the way". | ||
**Luminary and Eight's swords also have text inscribed on them, but they are not Anglo-Saxon runes, and seem to have no known translations. | **Luminary and Eight's swords also have text inscribed on them, but they are not Anglo-Saxon runes, and seem to have no known translations. | ||
== Notes == | == Notes == |