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{{Infobox Character | {{Infobox Character | ||
|name = Hero | |name = Hero | ||
|image = {{tabber|title1=Luminary| | |image = {{tabber|title1=Luminary|content1=[[File:Hero SSBU.png|250px]]|title2=Erdrick|content2=[[File:DragonQuestIIIRender.png|250px]]|title3=Solo|content3=[[File:DragonQuestIVRender.png|250px]]|title4=Eight|content4=[[File:DragonQuestVIIIRender.png|250px]]|title5=All|content5=[[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]]. | ||
The Luminary is voiced by {{s|wikipedia|Mitsuki Saiga}}, | The Luminary is voiced by {{s|wikipedia|Mitsuki Saiga}}, the character's Japanese voice actress in ''Dragon Quest XI S''. She voices him in all regions in place of his English voice actor, Rasmus Hardiker. {{s|wikipedia|Nobuyuki Hiyama}}, {{s|wikipedia|Takeshi Kusao}} and {{s|wikipedia|Yuki 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. Hero is one of the most unusual characters in the game, boasting the single most amount of moves for a single character, thanks to his down special in [[Command Selection]] and variants of the rest of his special moves. Hero has amazing strengths in having a lot of disjointed range in his aerials, such as forward air, neutral air, and back air. He also has good ground speed and drift to aid his mobility. In addition, his smash attacks are notorious as they have a 1 in 8 chance to critical hit, with devastating KO power and damage. Hero's special moves are arguably his biggest asset. His side special, [[Zap]], most notably its 2nd form in Zapple, is a solid long-range poking tool to attack opponents at bay. His down special Command Selection gives him an extensive and dynamic amount of options, with some spells ranging from buffing his normals or speed (Oomph, Psyche Up, Acceleratle), an active reflector (Bounce), the easiest recovery back to the stage (Zoom), powerful KO tools (Hatchet Man, Flame Slash, Kaboom, etc), or [[instant KO]] moves that have a chance to KO extremely early (Whack and Thwack). All in all, this makes Hero one of the scariest characters to fight if he has the right options for the right situations. | ||
Despite these strengths, Hero has several weaknesses. | Despite these strengths, Hero has several weaknesses. His spells rely on his MP Gauge, which can only be reliably replenished by hitting opponents with non-special moves: if he is very low on MP, he has a lot of trouble in neutral since he is unable to use most of his beneficial spells. Hero also has below average frame data overall, making most of his attacks easy to parry or hold shield against. His disadvantage state is pretty mediocre as his recovery is easy to intercept since it lacks a hitbox in the ascent, and he also has trouble landing or getting back on the ground due to his limited options. Finally, the sheer unpredictability of Command Selection means that Hero cannot reliably roll for his strongest spells, with some being devastating to use by accident (eg. Kamikazee, Kaclang). | ||
Overall, Hero remains to be one of the most unpredictable characters in the game and a contentious character to debate on, with a lot of X factor and upset potential due to how much he relies on RNG. While his normals offset his specials, Hero is a force to be reckoned with in the right hands. Hero's representation in competitive play is fairly limited and rare but he has seen success from players, such as {{Sm|Akakikusu}} and {{Sm|BeastModePaul}}, taking him far in tournaments with the right luck and bracket. | |||
==Attributes== | ==Attributes== | ||
Hero is a tall, [[Weight|middleweight]] swordsman. As a result, he has long range and his overall damage output is fittingly above-average, but he is prone to being hit easily and is very susceptible to combos. Hero has respectable overall mobility: he has a slow [[walk]]ing speed, slightly below-average [[air speed]] and poor [[air acceleration]], but his [[dash]]ing speed, [[Dash#Initial Dash|initial dash]], [[traction]], [[falling speed]], and [[fast fall]]ing speed are all either average or above-average. | Hero is a tall, [[Weight|middleweight]] swordsman. As a result, he has long range and his overall damage output is fittingly above-average, but he is prone to being hit easily and is very susceptible to combos. Hero has respectable overall mobility: he has a slow [[walk]]ing speed, slightly below-average [[air speed]] and poor [[air acceleration]], but his [[dash]]ing speed, [[Dash#Initial Dash|initial dash]], [[traction]], [[falling speed]], and [[fast fall]]ing speed are all either average or above-average. | ||
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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, all the lightning bolts generated on hit are immune to [[reflect]]ion and [[absorption]]. | ||
Hero's up special, [[Woosh]], is a quick recovery move and is also Hero's fastest and most reliable out of shield punish. Woosh can be charged into Swoosh, granting more vertical distance and horizontal mobility, or Kaswoosh, which provides tremendous vertical distance. Additionally, all Woosh spells leave behind tornadoes, which serve as lingering hitboxes that can damage opponents and [[gimp]] opposing recoveries or setup into devastating setups from below the ledge. Finally, his down special, [[Command Selection]], gives Hero a list of four random spells which offer a wide variety of effects. Most of these spells have significant advantages and little disadvantages, which can be seen [[#Command Selection spells|here]]. The Command Selection can be 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 Zap, it still possesses a hitbox that deals 2%. Additionally, the "failed" sound effect from ''Dragon Quest'' will play when this occurs. | **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 crouching front kick, similar to {{SSBU|Lucario}} and {{SSBU|Ganondorf}}'s down tilts. It comes out on frame 6 like his neutral attack, but has slightly more range than it does and lowers Hero's hurtbox, which make 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 | |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; if this happens, it becomes the strongest forward smash in the game, KOing every character while 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; if this happens, up smash is powerful enough to KO as low as 30% when uncharged. However, it has 37 frames of ending lag, making it very unsafe. | ||
|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 | |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=A semi-circular slash in front of himself, starting from above his head to directly behind himself. 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. | |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 also covers behind Hero very well, and is even able to hit slightly above him. However, it is one of the slowest back aerials in the game, hitting on frame 18. 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 | |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. | ||
|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 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= | |grabname=Grab ({{ja|つかみ|Tsukami}}) | ||
|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=Grab Kneebutt ({{ja|つかみニーバット|Tsukami Nībatto}}) | ||
|pummeldmg=1.3% | |pummeldmg=1.3% | ||
|pummeldesc=A knee strike. | |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}}. | ||
|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 or 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. Due to floor attacks having high [[shield damage]], if Hero is buffed by Oomph and Psych Up, his floor attacks are able to break full shields if both hits connect. | ||
|floorbname= | |floorbname= | ||
|floorbdmg=7% | |floorbdmg=7% | ||
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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. | |||
|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. | ||
}} | |||
===Stats=== | |||
{{Attributes | |||
| cast=89 | |||
| weight=101 | rweight=30 | |||
| dash=1.88 | rdash=51 | |||
| run=1.84 | rrun=32 | |||
| walk=0.98 | rwalk=59 | |||
| trac=0.11 | rtrac=39-47 | |||
| airfric=0.008 | rairfric=57-66 | |||
| air=1.01 | rair=56-57 | |||
| baseaccel=0.01 | rbaseaccel=15-87 | |||
| addaccel=0.045 | raddaccel=65-66 | |||
| gravity=0.094 | rgravity=41 | |||
| fall=1.57 | rfall=52 | |||
| ff=2.512 | rff=49 | |||
| jumpsquat=3 | rjumpsquat=1-88 | |||
| jumpheight=29 | rjumpheight=74 | |||
| shorthop=15.5 | rshorthop=54 | |||
| djump=31 | rdjump=62-66 | |||
| ellag=4 | rellag=2-75 | |||
}} | }} | ||
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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. Lacks KO potential onstage, but can KO opponents offstage. Cannot appear alongside Sizzle. | | Sizz || 8 || 16 || ≈5.8% || 1.5% (bolt), 12% (flames) || A fiery, bolt-like projectile that travels quickly. On impact, it spreads out very briefly. 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 spreads out into brief flames on impact. Deals high damage and travels very fast, being Hero's fastest projectile. Deals high 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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| 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%. 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 | | 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%. Its sheer size and duration also means that it is an incredible edgeguarding tool with sufficient MP, since it can cover every available option with little need for positioning on Hero's end. 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 "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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!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]]. | |{{bg|#00ff00}}|{{color|black|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]]. | |{{bg|#00ff00}}|{{color|black|Positive}} ||1.22%||Makes him [[Super Star|invincible]]. | ||
|- | |- | ||
|Positive ||3.96%||MP is replenished to 100. | |{{bg|#00ff00}}|{{color|black|Positive}} ||3.96%||MP is replenished to 100. | ||
|- | |- | ||
|Negative ||6.1%||Applies a [[timer]] effect to himself. | |{{bg|#ff0000}}|{{color|white|Negative}} ||6.1%||Applies a [[timer]] effect to himself. | ||
|- | |- | ||
|Negative ||6.1%||MP is depleted to 0. | |{{bg|#ff0000}}|{{color|white|Negative}} ||6.1%||MP is depleted to 0. | ||
|- | |- | ||
|Negative ||6.1%||[[Poison]]s himself, dealing 27.5% total. | |{{bg|#ff0000}}|{{color|white|Negative}} ||6.1%||[[Poison]]s himself, dealing 27.5% total. | ||
|- | |- | ||
|Negative ||6.1%||Inflicts [[sleep]] on himself. | |{{bg|#ff0000}}|{{color|white|Negative}} ||6.1%||Inflicts [[sleep]] on himself. | ||
|- | |- | ||
|Negative ||5.49%||[[Poison Mushroom|Shrinks]] himself. | |{{bg|#ff0000}}|{{color|white|Negative}} ||5.49%||[[Poison Mushroom|Shrinks]] himself. | ||
|- | |- | ||
|Negative ||6.1%||Inflicts the [[flower]] effect on himself, dealing a maximum of 22% without [[button mashing]]. | |{{bg|#ff0000}}|{{color|white|Negative}} ||6.1%||Inflicts the [[flower]] effect on himself, dealing a maximum of 22% without [[button mashing]]. | ||
|- | |- | ||
|Neutral ||6.1%||Turns him [[invisible]]. | |{{bg|#0000ff}}|{{color|white|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> | |{{bg|#0000ff}}|{{color|white|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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|- | |- | ||
! scope="row"|Description | ! scope="row"|Description | ||
| || ¡Ese Héroe, ese Héroe, eh, eh! || || Yuuuuu - Sha! | |Held! Held! Un - ser Held! || ¡Ese Héroe, ese Héroe, eh, eh! || Ge - roy! Ge - roy! Nash ge - roy! || Yuuuuu - Sha! | ||
|} | |} | ||
</div> | </div> | ||
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==In [[competitive play]]== | ==In [[competitive play]]== | ||
===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 --> | ||
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''See also: [[:Category:Hero players (SSBU)]]'' | ''See also: [[:Category:Hero players (SSBU)]]'' | ||
*{{Sm|Akakikusu|Japan}} - The | *{{Sm|Akakikusu|Japan}} - The greatest Hero player of all time. He was the first solo-Hero player to find great success at a major level thanks to strong results during the pandemic period, especially after placing 3rd at {{Trn|Kagaribi 3}}. Though hit with a series of inconsistent performances for several years, he regained his footing in 2024 and found even greater success, with multiple top 8 finishes at majors and supermajors such as placing 3rd at {{Trn|Sumabato SP 51}}, 4th at {{Trn|Smash Awesome!}}, and 5th at {{Trn|DELTA 8}}. He has been a mainstay on the global rankings since his debut, and peaked at 28th on the [[LumiRank 2024.2]]. | ||
*{{Sm|+HOPE+|Denmark}} - The best Hero player in Europe. | *{{Sm|BeastModePaul|USA}} - The second-greatest Hero player of all time. Though active for several years in the post-pandemic period, he broke out onto the global scene towards the end of 2023, which includes defeating {{Sm|Glutonny}} and {{Sm|Sisqui}} to place 17th at {{Trn|Port Priority 8}}. He has since followed it up with several strong performances and wins, most notably placing 5th at {{Trn|Riptide 2024}}. He was the only Hero player to rank above Akakikusu in the post-pandemic metagame, doing so in [[LumiRank 2023|2023]], and also peaked at 30th on the [[LumiRank 2024.2]]. | ||
*{{ | *{{Sm|+HOPE+|Denmark}} - The best Hero player in Europe. He is the most successful Danish player in ''Ultimate'', with several noteworthy performances such as placing 9th at {{Trn|RCADIA SMASH 3}} and 13th at both {{Trn|Smash Contest: DoKomi 2021}} and {{Trn|Regen 2022}}, all the while defeating players such as {{Sm|Tarik}} and {{Sm|TriM}}. | ||
*{{Sm| | *{{Sm|Salem|USA}} - The first successful Hero player in competitive play, co-maining the character alongside {{SSBU|Snake}}, and as such was the best Hero player in the early metagame, ranking 30th on the [[Fall 2019 PGRU]]. He used both characters to win {{Trn|Port Priority 5}}, and also placed 4th at {{Trn|Thunder Smash 3: Clash of the Pandas}} and 7th at {{Trn|Mainstage}}, taking sets over {{Sm|Shuton}} and {{Sm|MuteAce}} with Hero. He has since been issued bans due to prior controversial actions, and has remained inactive since early-2021. | ||
*{{Sm|shion|Japan|p=Kansai}} - The second-best Hero player in Japan, known for his meteoric rise in competitive ''Ultimate'' despite his short tenure. He first broke out onto the scene by defeating {{Sm|Miya|p=Honshu}} at {{Trn|Sumabato SP 47}}, and has since followed it up with many other strong performances, including placing 3rd at {{Trn|Sumabato SP 54}} and 7th at {{Trn|Sumabato SP 53}}, becoming the only solo-Hero player after Akakikusu with more than one top 8 placement at a major. He was ranked 71st on the [[LumiRank 2024.2]]. | |||
===Tier placement and history=== | |||
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. | |||
The pandemic period saw the rise of {{Sm|Akakikusu}}, who by the end of 2021 was considered a top 10 player in Japan and a top 30 player in the world. This was due to his strong set of results, which includes placing top 8 at the major {{Trn|Kagaribi 3}} and supermajor {{Trn|Kagaribi 4}}. Although Akakikusu's consistency has since declined, opinions on Hero nevertheless improved, and as such Hero is ranked 44th on the current tier list as an upper-mid tier. Since then, Hero's results have remained strong despite having below-average tournament representation, thanks to Akakikusu's continued presence in the top 100 as well as the rise of {{Sm|BeastModePaul}} in 2023. | |||
===Ban | ====Ban considerations==== | ||
Hero's moveset, specifically [[Command Selection]], has been controversial due to its randomness. Comparisons have been drawn between Command Selection and [[items]], with the argument being that the unpredictable nature of both of them result in a less competitive environment, in which skill alone is not sufficient to win matches (coincidentally so as certain spells like Hocus Pocus grant abilities otherwise only found with items such as the [[Super Star]] and [[Timer]]). Furthermore, specific spells have also been the subject of controversy, such as Zoom invalidating any attempts at edge-guarding, Whack and Thwack being able to KO at any percentage, or Magic Burst's blast radius easily covering the edge and preventing a large portion of the cast from recovering without taking significant damage in the process. Hero's Critical Hits from his smash attacks have also stirred conversation regarding Hero's skill factor, though not quite to the degree as Command Selection. | Hero's moveset, specifically [[Command Selection]], has been controversial due to its randomness. Comparisons have been drawn between Command Selection and [[items]], with the argument being that the unpredictable nature of both of them result in a less competitive environment, in which skill alone is not sufficient to win matches (coincidentally so as certain spells like Hocus Pocus grant abilities otherwise only found with items such as the [[Super Star]] and [[Timer]]). Furthermore, specific spells have also been the subject of controversy, such as Zoom invalidating any attempts at edge-guarding, Whack and Thwack being able to KO at any percentage, or Magic Burst's blast radius easily covering the edge and preventing a large portion of the cast from recovering without taking significant damage in the process or even losing a stock. Hero's Critical Hits from his smash attacks have also stirred conversation regarding Hero's skill factor, though not quite to the degree as Command Selection. | ||
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 | 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. Despite this debate, only one notable region made efforts to ban the character, that being South Australia on August 15th, 2019.<ref>{{cite web|url=https://www.twitlonger.com/show/n_1sqvsvl|title=Twitlonger on South Australia's Hero ban}}</ref> The ban was ultimately lifted, and since then no other region had attempted a ban aside from Nintendo France, who very briefly placed a ban on all DLC fighters released after September 23rd, 2019 and as such was not necessarily targeting Hero.<ref>{{cite web|url=https://nintendoeverything.com/nintendo-france-bans-hero-and-future-dlc-characters-from-official-smash-bros-ultimate-tournaments/|title=Nintendo France bans Hero and future DLC characters from official Smash Bros. Ultimate tournaments}}</ref> | ||
With only a few minor cases since then, the ban debate has effectively been settled and Hero remains legal in all regions. | |||
=={{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 puppet | 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. | ||
{{clrl}} | {{clrl}} | ||
==[[Spirit]]s== | ==[[Spirit]]s== | ||
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, | The Luminary's fighter spirit can be obtained by completing {{SSBU|Classic Mode}} as Hero. 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, only available through the shop. Each fighter spirit has an alternate version that replaces them with their artwork in ''Ultimate''. | ||
<center> | <center> | ||
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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}}, 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]]. | *Hero, {{SSBU|Meta Knight}}, {{SSBU|Inkling}}, {{SSBU|Joker}}, 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 at 14. Specifically, [[Frizz/Frizzle/Kafrizz]], [[Kazap]] (first half), [[Woosh/Swoosh/Kaswoosh]], [[Bang]], [[Kaboom]], [[Sizz]], [[Sizzle]], [[Snooze]], [[Whack]], and [[Thwack]] can all be reflected, as well as [[Hocus Pocus]] if any of the aforementioned attacks are randomly summoned. | ||
*Hero has the most absorbable attacks in the ''[[Super Smash Bros.]]'' series at 10. Specifically, [[Frizz/Frizzle/Kafrizz]], [[Sizz]], [[Sizzle]], [[Bang]], [[Kaboom]], [[Snooze]], [[Whack]], and [[Thwack]] can all be absorbed, as well as [[Hocus Pocus]] if any of the aforementioned attacks are randomly summoned. | |||
*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''. |