Editing Hero (SSBU)

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


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


Hero's up special, [[Woosh]], is a quick recovery move and is also Hero's fastest and most reliable out of shield punish. Woosh can be charged into Swoosh, granting more vertical distance and horizontal mobility, or Kaswoosh, which provides tremendous vertical distance. Additionally, all Woosh spells leave behind tornadoes, which serve as lingering hitboxes that can damage opponents and [[gimp]] opposing recoveries or setup into devastating setups from below the ledge. Finally, his down special, [[Command Selection]], gives Hero a list of four random spells which offer a wide variety of effects. Most of these spells have significant advantages and little disadvantages, which can be seen [[#Command Selection spells|here]]. The Command Selection can be canceled by inputting the shield button or by jumping, allowing Hero to repeatedly switch the menu of spells until he has an ideal set of them.
Hero's up special, [[Woosh]], is a quick recovery move and is also Hero's fastest and most reliable out of shield punish. Woosh can be charged into Swoosh, granting more vertical distance and horizontal mobility, or Kaswoosh, which provides tremendous vertical distance. Additionally, all Woosh spells leave behind tornadoes, which serve as lingering hitboxes that can damage opponents and [[gimp]] opposing recoveries or setup into devastating setups from below the ledge. Finally, his down special, [[Command Selection]], gives Hero a list of four random spells which offer a wide variety of effects. Most of these spells have significant advantages and little disadvantages, which can be seen [[#Command Selection spells|here]]. The Command Selection can be canceled by inputting the shield button or by jumping, allowing Hero to repeatedly switch the menu of spells until he has an ideal set of them.
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|dairdmg={{ShortHopDmgSSBU|16}} (clean), {{ShortHopDmgSSBU|10}} (late)
|dairdmg={{ShortHopDmgSSBU|16}} (clean), {{ShortHopDmgSSBU|10}} (late)
|dairdesc=A downward thrust. The clean hit [[meteor smash]]es opponents powerfully and makes it his most damaging aerial. However, it has high start-up (comes out on frame 16) and landing lag. At mid percentages (30%-65% for middleweights), hitting with the meteor hitbox on a grounded opponent can lead into up smash for a potential KO confirm if up smash inflicts a Critical Hit, or if Oomph is active at 50%-60%. The attack's animation upon landing on the ground resembles the pose Erdrick assumes on ''Dragon Quest III''{{'}}s Super Famicom box art.
|dairdesc=A downward thrust. The clean hit [[meteor smash]]es opponents powerfully and makes it his most damaging aerial. However, it has high start-up (comes out on frame 16) and landing lag. At mid percentages (30%-65% for middleweights), hitting with the meteor hitbox on a grounded opponent can lead into up smash for a potential KO confirm if up smash inflicts a Critical Hit, or if Oomph is active at 50%-60%. The attack's animation upon landing on the ground resembles the pose Erdrick assumes on ''Dragon Quest III''{{'}}s Super Famicom box art.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|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=Grab Kneebutt ({{ja|つかみニーバット|Tsukami Nībatto}})
|pummelname= 
|pummeldmg=1.3%
|pummeldmg=1.3%
|pummeldesc=A knee strike. Average power, but it is marginally slower than other similar pummels due to its higher hitlag. He shares this distinction with {{SSBU|Sephiroth}}.
|pummeldesc=A knee strike. Average power, but it is marginally slower than other similar pummels due to its higher hitlag. He shares this distinction with {{SSBU|Sephiroth}}.
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Zap: Hero swings his sword upward to emit a burst of electricity in front of himself. It has the fastest start-up and ending lag, but has the shortest range and is the weakest. The sword itself also has a hitbox during the swing, which enables it to deal extra damage, similarly to {{SSBU|Wolf}}'s [[Blaster (Wolf)|Blaster]]. This also means Zap can still somewhat be used without MP, although the sword swing deals only 2%. Zap costs 8 MP to use. <br>Zapple: A long-ranged bolt of electricity that is fired when the move is semi-charged. Has considerable range and deals great damage, making it an excellent move for spacing. It has respectable power, as it can KO at 155% from the center of Battlefield and even earlier near the edge. Zapple costs 18 MP to use. <br>Kazap: Hero raises his sword in the air so it can be struck by and after a lightning bolt, after which he performs a spinning outward slash around himself, similarly to [[Spin Attack]]. Kazap is very strong, as it can KO around 60% from center stage and around 40% near the edge if all of its hits connect. Kazap also has deceptively low ending lag in spite of its power, as well as damage-based armor that withstands up to 15%. However, it costs 42 MP to use (the highest out of all Hero's spells), and has noticeable start-up lag.
Zap: Hero swings his sword upward to emit a burst of electricity in front of himself. It has the fastest start-up and ending lag, but has the shortest range and is the weakest. The sword itself also has a hitbox during the swing, which enables it to deal extra damage, similarly to {{SSBU|Wolf}}'s [[Blaster (Wolf)|Blaster]]. This also means Zap can still somewhat be used without MP, although the sword swing deals only 2%. Zap costs 8 MP to use. <br>Zapple: A long-ranged bolt of electricity that is fired when the move is semi-charged. Has considerable range and deals great damage, making it an excellent move for spacing. It has respectable power, as it can KO at 155% from the center of Battlefield and even earlier near the edge. Zapple costs 18 MP to use. <br>Kazap: Hero raises his sword in the air so it can be struck by and after a lightning bolt, after which he performs a spinning outward slash around himself, similarly to [[Spin Attack]]. Kazap is very strong, as it can KO around 60% from center stage and around 40% near the edge if all of its hits connect. Kazap also has deceptively low ending lag in spite of its power, as well as damage-based armor that withstands up to 15%. However, it costs 42 MP to use (the highest out of all Hero's spells), and has noticeable start-up lag.


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