Editing Hero (SSBU)
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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 | ||
|availability = [[Downloadable content (SSBU)|Downloadable]] | |availability = [[Downloadable content (SSBU)|Downloadable]] | ||
|tier = B | |tier = B+ | ||
|ranking = 44 | |ranking = 44 | ||
}} | }} | ||
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The default Hero is the '''Luminary'''{{ref|a}} from ''Dragon Quest XI'', while '''Erdrick'''{{ref|b}} from ''Dragon Quest III'', '''Solo''' from ''Dragon Quest IV'' and '''Eight''' from ''Dragon Quest VIII'' also appear as [[Alternate costume (SSBU)|alternate costume characters]] like the [[Koopalings]] and [[Alph]]. Unlike the Koopalings and Alph, however, they are all listed simply as "Hero". Hero was released as part of Challenger Pack 2 on July 30th, 2019 and is classified as [[Fighter number|Fighter #72]]. | The default Hero is the '''Luminary'''{{ref|a}} from ''Dragon Quest XI'', while '''Erdrick'''{{ref|b}} from ''Dragon Quest III'', '''Solo''' from ''Dragon Quest IV'' and '''Eight''' from ''Dragon Quest VIII'' also appear as [[Alternate costume (SSBU)|alternate costume characters]] like the [[Koopalings]] and [[Alph]]. Unlike the Koopalings and Alph, however, they are all listed simply as "Hero". Hero was released as part of Challenger Pack 2 on July 30th, 2019 and is classified as [[Fighter number|Fighter #72]]. | ||
{{s|wikipedia|Mitsuki Saiga}} reprises her role as the Luminary from the Japanese version of ''Dragon Quest XI S'', voicing him in all regions in place of his English voice actor, Rasmus Hardiker. {{s|wikipedia|Nobuyuki Hiyama}}, {{s|wikipedia|Takeshi Kusao}} and {{s|wikipedia|Yūki Kaji}} also debut as the voices of Erdrick, Solo and Eight, respectively, in all versions of the game. | |||
Hero is ranked 44th out of 82 on the current [[tier list]], placing him in the B | Hero is ranked 44th out of 82 on the current [[tier list]], placing him in the B+ tier. | ||
==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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==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. | ||
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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. It lingers for a few frames, allowing it to be slightly better at starting combos if it hits during its final frames, much like {{SSBU|Cloud}} and {{SSBU|Sephiroth}}'s down tilts. It resembles Leg Sweep. | ||
|dashname= | |dashname= | ||
|dashdmg=15% (blade), 13% (body) | |dashdmg=15% (blade), 13% (body) | ||
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|fsmashname= | |fsmashname= | ||
|fsmashdmg={{ChargedSmashDmgSSBU|18}} (blade), {{ChargedSmashDmgSSBU|16}} (body), {{ChargedSmashDmgSSBU|36}} (Critical Hit blade), {{ChargedSmashDmgSSBU|32}} (Critical Hit body) | |fsmashdmg={{ChargedSmashDmgSSBU|18}} (blade), {{ChargedSmashDmgSSBU|16}} (body), {{ChargedSmashDmgSSBU|36}} (Critical Hit blade), {{ChargedSmashDmgSSBU|32}} (Critical Hit body) | ||
|fsmashdesc=A two-handed downward slash, similar to {{SSBU|Ike}} and Ganondorf's forward smashes. Comes out on frame 17, but has 46 frames of ending lag, making it very unsafe. There is a chance of a Critical Hit occurring whenever Hero performs this move | |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 also being his weakest smash attack, it can KO at reasonable percentages upon landing a Critical Hit or if Oomph and/or Psyche UP are active. | ||
|nairname= | |nairname= | ||
|nairdmg={{ShortHopDmgSSBU|9}} | |nairdmg={{ShortHopDmgSSBU|9}} | ||
|nairdesc= | |nairdesc=An almost fully-circular slash in front of himself, starting from above his head to directly behind him. It launches at a diagonal angle, which grants it slight combo potential. However, its combo potential becomes much more noticeable while Acceleratle is active, as Hero can follow up with forward aerial at high percentages for a KO confirm. It resembles the first portion of The Real Decoy, a Pep Power in ''Dragon Quest XI''. | ||
|fairname= | |fairname= | ||
|fairdmg={{ShortHopDmgSSBU|12}} (blade), {{ShortHopDmgSSBU|10}} (body) | |fairdmg={{ShortHopDmgSSBU|12}} (blade), {{ShortHopDmgSSBU|10}} (body) | ||
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|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, it boasts excellent power, KOing at around 85% near the edge. To compensate for its power and reach, however, it has very slow start-up for an aerial of its kind at frame 18. 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 when fresh. | ||
|uairname= | |uairname= | ||
|uairdmg={{ShortHopDmgSSBU|7}} | |uairdmg={{ShortHopDmgSSBU|7}} | ||
|uairdesc=A stretch kick, similar to Lucario's up aerial. Hero's fastest aerial in terms of start-up, ending and landing lag, and the only one that can [[auto-cancel]] with a short hop. However, it has extremely short range and is fairly weak. Overall, it is fairly useful for combos, such as being a follow-up from down throw and immediate set-up into neutral aerial at low percentages and, upon auto-canceling, an immediate set-up into forward aerial and back aerial for a KO confirm at high percentages. Can also serve as a last ditch KO option with Psyche Up and/or Oomph active. | |uairdesc=A stretch kick, similar to {{SSBU|Lucario}}'s up aerial. Hero's fastest aerial in terms of start-up, ending and landing lag, and the only one that can [[auto-cancel]] with a short hop. However, it has extremely short range and is fairly weak. Overall, it is fairly useful for combos, such as being a follow-up from down throw and immediate set-up into neutral aerial at low percentages and, upon auto-canceling, an immediate set-up into forward aerial and back aerial for a KO confirm at high percentages. Can also serve as a last ditch KO option with Psyche Up and/or Oomph active. | ||
|dairname= | |dairname= | ||
|dairdmg={{ShortHopDmgSSBU|16}} (clean), {{ShortHopDmgSSBU|10}} (late) | |dairdmg={{ShortHopDmgSSBU|16}} (clean), {{ShortHopDmgSSBU|10}} (late) | ||
|dairdesc=A downward thrust. The clean hit [[meteor smash]]es opponents powerfully | |dairdesc=A downward thrust. The clean hit [[meteor smash]]es opponents powerfully. It is also his most damaging aerial. However, it has high start-up (comes out on frame 16) and landing lag. At mid percentages (30%-65% for middleweights), hitting with the meteor hitbox on a grounded opponent can lead into up smash for a potential KO confirm if up smash inflicts a Critical Hit, or if Oomph is active around the 50-60% range. The attack's animation upon landing on the ground resembles the pose Erdrick assumes on ''Dragon Quest III''{{'}}s Super Famicom box art. | ||
|grabname= | |grabname= | ||
|grabdesc=Reaches out with his left hand. Hero's grab range is very short, being the second shortest in the game. | |grabdesc=Reaches out with his left hand. Hero's grab range is very short, being the second shortest in the game. | ||
|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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|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 Zapple and 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) | ||
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|fsdmg=7% (trapping hit), 33% (cinematic) | |fsdmg=7% (trapping hit), 33% (cinematic) | ||
|fsdesc=Performs an upward slash. If it successfully hits an opponent, the seven non-playable ''Dragon Quest'' Heroes appear and bring their respective weapons together, which discharge a combined stream of electrical energy that is infused into Hero's sword. Hero then proceeds to perform Gigaslash while surrounded by the non-playable Heroes. | |fsdesc=Performs an upward slash. If it successfully hits an opponent, the seven non-playable ''Dragon Quest'' Heroes appear and bring their respective weapons together, which discharge a combined stream of electrical energy that is infused into Hero's sword. Hero then proceeds to perform Gigaslash while surrounded by the non-playable Heroes. | ||
}} | }} | ||
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| Kaboom || 37 || 20 || ≈7.3% || 2% (spark), 26%/21% (explosion) || A small, spark-like projectile that generates a large explosion after a set distance or on contact with opponents. The instant before the explosion pulls opponents in if they're close enough. Possesses high knockback and a very large explosion hitbox, KOing around 85% vertically. Cannot appear alongside Bang. | | Kaboom || 37 || 20 || ≈7.3% || 2% (spark), 26%/21% (explosion) || A small, spark-like projectile that generates a large explosion after a set distance or on contact with opponents. The instant before the explosion pulls opponents in if they're close enough. Possesses high knockback and a very large explosion hitbox, KOing around 85% vertically. Cannot appear alongside Bang. | ||
|- | |- | ||
| Sizz || 8 || 16 || ≈5.8% || 1.5% (bolt), 12% (flames) || A fiery, bolt-like projectile that travels quickly | | 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 | | Sizzle || 20 || 20 || ≈7.3% || 3% (bolt), 22% (flames) || A fiery, bolt-like projectile that travels quickly and leaves damaging flames on the ground in its wake. Deals high damage despite its speed. Deals decent knockback, KOing around 100% near the edge. Cannot appear alongside Sizz. | ||
|- | |- | ||
| Flame Slash || 12 || 18 || ≈6.6% || 22% (blade), 17% (flames) || A quick slash with Hero's sword cloaked in flame. Deals considerable damage and knockback, especially in regard to its blade hitbox, and has notable range both horizontally and vertically. It can KO middleweights at 90% from the center of Final Destination. | | Flame Slash || 12 || 18 || ≈6.6% || 22% (blade), 17% (flames) || A quick slash with Hero's sword cloaked in flame. Deals considerable damage and knockback, especially in regard to its blade hitbox, and has notable range both horizontally and vertically. It can KO middleweights at 90% from the center of Final Destination. | ||
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| 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. | | 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 | | 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. | | 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% | | Magic Burst || All remaining MP || 5 || ≈1.8% || maximum: 4.2% (loop), 11% (last) || An enormous, spherical explosion that grows in size, similarly to a [[Smart Bomb]]'s explosion. It hits multiple times and is active for a few seconds. Consumes all of Hero's remaining MP; the spell's power depends on how much MP Hero has left. The attack has extremely large range, covering half of Final Destination, and with full MP, it can KO at merely 20%. Due to these factors, along with the move itself being surprisingly quick to activate, it is widely considered to be one of Hero's best command specials (if not his absolute best one), and arguably the most feared, albeit only in circumstances where Hero has at least around half of his MP remaining. Additionally, the move is blockable, with each hit having slightly reduced shield damage. Projectiles can also cancel out the move, and he can be hit by physical attacks at the very beginning of the move's start-up, leaving Hero with no MP and at a great disadvantage, making Magic Burst a rather "high risk, high reward" move. The loop hits do very little knockback; as a result, {{SSBU|Bowser}} and {{SSBU|Kazuya}} can use their [[passive armor]] to retaliate quickly. The damage dealt is multiplied by <code>0.2 + 0.008MP</code>, with the value being between 0.2× and 1×. | ||
|- | |- | ||
| Oomph || 16 || 16 || ≈5.8% || – || Increases Hero's damage output by 1.6×, knockback output by 1.1×, and damage received by 1.2×. Only affects melee attacks. Lasts for 12 seconds. | | Oomph || 16 || 16 || ≈5.8% || – || Increases Hero's damage output by 1.6×, knockback output by 1.1×, and damage received by 1.2×. Only affects melee attacks. Lasts for 12 seconds. | ||
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| Acceleratle || 13 || 16 || ≈5.8% || – || Multiplies Hero's [[walk]]ing speed, [[dash]]ing speed, [[air speed]], [[air acceleration]], and [[air friction]] stats by 2×-2.5×, depending on the stat. Functions similarly to [[Lightweight]], but to a sufficiently high degree that Hero can outrun {{SSBU|Sonic}} and can reach a maximum air speed that is more than 1.5× faster than {{SSBU|Yoshi}}'s. However, the sheer speed can make Hero more difficult to control, and it increases the knockback he receives by 1.1×. Lasts for 10 seconds. | | Acceleratle || 13 || 16 || ≈5.8% || – || Multiplies Hero's [[walk]]ing speed, [[dash]]ing speed, [[air speed]], [[air acceleration]], and [[air friction]] stats by 2×-2.5×, depending on the stat. Functions similarly to [[Lightweight]], but to a sufficiently high degree that Hero can outrun {{SSBU|Sonic}} and can reach a maximum air speed that is more than 1.5× faster than {{SSBU|Yoshi}}'s. However, the sheer speed can make Hero more difficult to control, and it increases the knockback he receives by 1.1×. Lasts for 10 seconds. | ||
|- | |- | ||
| Bounce || 14 || 16 || ≈5.8% || – || A lingering [[reflect]]or that | | Bounce || 14 || 16 || ≈5.8% || – || A lingering [[reflect]]or that increases projectile damage by 1.5×, projectile speed by 1.4×, and projectile health by 1.1×. Like a [[Franklin Badge]], Bounce lets Hero act while it is active, and overrides Hero's [[passive shield]], allowing reflections even if he is standing and facing an opponent. One of Hero's best approach options against projectile users, due to him being able to perform any action while keeping an active reflector. Lasts for 12 seconds. | ||
|- | |- | ||
| Heal || 7 || 7 || ≈2.6% || Heals 11% || Heals Hero by 11%. Starts with two charges, and resets to two after Hero is KO'd or scores a KO. | | Heal || 7 || 7 || ≈2.6% || Heals 11% || Heals Hero by 11%. Starts with two charges, and resets to two after Hero is KO'd or scores a KO. | ||
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!Type!!Chance of occurrence!!Effect | !Type!!Chance of occurrence!!Effect | ||
|- | |- | ||
|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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*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! || || 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)]]'' | ||
The | *{{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|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|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 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 moveset, specifically [[Command Selection]], has been controversial due to its randomness. Comparisons have been drawn between Command Selection and [[items]], with the argument being that the unpredictable nature of both of them result in a less competitive environment, in which skill alone is not sufficient to win matches (coincidentally so as certain spells like Hocus Pocus grant abilities otherwise only found with items such as the [[Super Star]] and [[Timer]]). Furthermore, specific spells have also been the subject of controversy, such as Zoom invalidating any attempts at edge-guarding, Whack and Thwack being able to KO at any percentage, or Magic Burst's blast radius easily covering the edge and preventing a large portion of the cast from recovering without taking significant damage in the process. Hero's Critical Hits from his smash attacks have also stirred conversation regarding Hero's skill factor, though not quite to the degree as Command Selection. | ||
Finally, issues regarding language barriers have also been raised, as it is not uncommon for players to compete in countries they do not know the language of. Therefore, a player who does not speak the language of the country in question will be at a large disadvantage, regardless of whether they are playing as or against Hero. Players against this point mention how most of the spells in languages that use the Latin alphabet are easy to figure out from first glance, rendering them easily guessable, learnable and reactionary and some suggest hosting games on two separate switches using [[Battle Arena|Arenas]] and changing the language of each system's game to match that of the players. | Finally, issues regarding language barriers have also been raised, as it is not uncommon for players to compete in countries they do not know the language of. Therefore, a player who does not speak the language of the country in question will be at a large disadvantage, regardless of whether they are playing as or against Hero. Players against this point mention how most of the spells in languages that use the Latin alphabet are easy to figure out from first glance, rendering them easily guessable, learnable and reactionary and some suggest hosting games on two separate switches using [[Battle Arena|Arenas]] and changing the language of each system's game to match that of the players. | ||
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Conversely, supporters bring up languages that do not use the Latin alphabet, such as Japanese and Russian, saying that these are much harder to learn and react to in such a short amount of time, and they argue against hosting games over arenas by bringing up factors such as input lag, midmatch slowdowns and crashes. To alleviate the effects of language barriers, most tournaments in countries will usually play in English instead of the regional language due to English being the standard language used in major tournaments, especially since countries such as Portugal, Denmark and Sweden do not have their language available in ''Ultimate'' and Hero's spells in Dutch are not translated. | Conversely, supporters bring up languages that do not use the Latin alphabet, such as Japanese and Russian, saying that these are much harder to learn and react to in such a short amount of time, and they argue against hosting games over arenas by bringing up factors such as input lag, midmatch slowdowns and crashes. To alleviate the effects of language barriers, most tournaments in countries will usually play in English instead of the regional language due to English being the standard language used in major tournaments, especially since countries such as Portugal, Denmark and Sweden do not have their language available in ''Ultimate'' and Hero's spells in Dutch are not translated. | ||
Many prominent smashers such as {{Sm|Leffen}} and {{Sm|Dark Wizzy}} have advocated banning Hero, while others such as {{Sm|Dabuz}} and {{Sm|ESAM}} have come out against a ban, arguing that the character has significant counter-play and has not achieved overwhelmingly high results at tournaments to the same degrees as a top tier character. | 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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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}} | ||
==[[Spirit]]s== | ==[[Spirit]]s== | ||
The Luminary's fighter spirit can be obtained by completing {{SSBU|Classic Mode}} | The Luminary's fighter spirit can be obtained by completing {{SSBU|Classic Mode}}. It is also available periodically for purchase in the shop for 300 Gold, but only after Hero has been downloaded. Unlocking Hero in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. The other three Heroes have their own fighter spirits, which can only be obtained by purchase in the shop. Each fighter spirit has an alternate version that replaces them with their artwork in ''Ultimate''. | ||
<center> | <center> | ||
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The Hero Draws Near.png|The Hero's splash art. | The Hero Draws Near.png|The Hero's splash art. | ||
Hero amiibo.png|Hero's amiibo | Hero amiibo.png|Hero's amiibo | ||
Hero unlock notice SSBU.jpg|Hero's unlock notice after downloading him from the | 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. | File:TocklesPresentNews.jpg|Luminary shown in the news Present screen for the Tockles spirit. | ||
SSBUWebsiteHero1.jpg|Luminary crouching on [[Great Plateau Tower]]. | SSBUWebsiteHero1.jpg|Luminary crouching on [[Great Plateau Tower]]. | ||
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*A special battle card was released for the arcade game ''{{s|wikipedia|Dragon Quest: Scan Battler}}'' that references both [[Gigaslash]] as it appears in ''Ultimate'' and Hero's reveal trailer.<ref>[https://twitter.com/DQSB_PR/status/1198511571162390528 Dragon Quest: Scan Battler's PR account on Twitter]</ref> | *A special battle card was released for the arcade game ''{{s|wikipedia|Dragon Quest: Scan Battler}}'' that references both [[Gigaslash]] as it appears in ''Ultimate'' and Hero's reveal trailer.<ref>[https://twitter.com/DQSB_PR/status/1198511571162390528 Dragon Quest: Scan Battler's PR account on Twitter]</ref> | ||
*Interestingly, Hero's up and down taunts finish faster when facing right if uninterrupted. A similar situation occurs with both {{SSBU|Wolf}} (up taunt) and {{SSBU|Kazuya}} (up taunt). | *Interestingly, Hero's up and down taunts finish faster when facing right if uninterrupted. A similar situation occurs with both {{SSBU|Wolf}} (up taunt) and {{SSBU|Kazuya}} (up taunt). | ||
*Hero, {{SSBU|Meta Knight}}, {{SSBU|Inkling | *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 {{s|wikipedia|Anglo-Saxon runes}}, and can be translated as follows: | *The text on some of Hero's weapons are {{s|wikipedia|Anglo-Saxon runes}}, and can be translated as follows: | ||
**Erdrick's sword blade reads "Dragon Kuest", or ''Dragon Quest''. | **Erdrick's sword blade reads "Dragon Kuest", or ''Dragon Quest''. | ||
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**Solo's sword hilt reads "mitibikaresi mono", an approximate romanization of "導かれし者 ''michibikareshi mono''", meaning "the guided one". This resembles the Japanese subtitle for ''Dragon Quest IV'', "導かれし者たち ''michibikareshi monotachi''", literally "the people who are shown the way". | **Solo's sword hilt reads "mitibikaresi mono", an approximate romanization of "導かれし者 ''michibikareshi mono''", meaning "the guided one". This resembles the Japanese subtitle for ''Dragon Quest IV'', "導かれし者たち ''michibikareshi monotachi''", literally "the people who are shown the way". | ||
**Luminary and Eight's swords also have text inscribed on them, but they are not Anglo-Saxon runes, and seem to have no known translations. | **Luminary and Eight's swords also have text inscribed on them, but they are not Anglo-Saxon runes, and seem to have no known translations. | ||
== Notes == | == Notes == |