Command Selection: Difference between revisions

m
no edit summary
Tags: Mobile edit Advanced mobile edit
mNo edit summary
 
(12 intermediate revisions by 9 users not shown)
Line 13: Line 13:


==Overview==
==Overview==
Upon use, the Hero will go into a thinking pose, and the player will be given a random selection of four spells from the Hero's spell pool to choose from, with a total of 21 possible spells. In [[Home-Run Contest]], Command Selection will always show Sizzle, Kaboom, Flame Slash, and Hatchet Man in that order. Each spell will use a certain amount of MP, indicated as a number by the spell's name and highlighted on the MP bar in green.
Upon activation, the Hero will go into a thinking pose, and the player will be given a random selection of four spells from the Hero's spell pool to choose from, with a total of 21 possible spells. In [[Home-Run Contest]], Command Selection will always show Sizzle, Kaboom, Flame Slash, and Hatchet Man in that order. Each spell will use a certain amount of MP, indicated as a number by the spell's name and highlighted on the MP bar in green.


While the list is open, the Hero cannot move, but can cancel the menu with a [[shield]] or [[jump]]. If the player does not want to use any of the spells, they can cancel and reuse the move to generate four new options. If Hero lacks the MP to use any moves that show up in a given menu, those moves are automatically pushed to the bottom of the list. Attempting to use such spells with insufficient MP triggers an animation of Hero trying to hold his hand out to cast the spell but failing. If the player holds the direction behind the Hero upon selection, they will immediately turn around upon executing the spell. The same spell cannot appear more than once in the same menu. Spells cannot appear twice in a row, except between stocks,<ref>https://youtu.be/f4t1poU_Azw?t=248 A clip of a Hero accessing Kamikazee twice in a row.</ref> and through Hocus Pocus, which has a chance to use one of the other spells as its effect. Spells that inflict status conditions can stack with each other and be used simultaneously, but these spells will not appear again in the menu while still active and for a few seconds after wearing off. A common combination is Psyche Up and Oomph, which will grant the next attack incredibly high damage and knockback, as well as a nearly guaranteed broken shield.
While the list is open, the Hero cannot move, but can cancel the menu with a [[shield]] or [[jump]]. If the player does not want to use any of the spells, they can cancel and reuse the move to generate four new options. If Hero lacks the MP to use any moves that show up in a given menu, those moves are automatically pushed to the bottom of the list. Attempting to use such spells with insufficient MP triggers an animation of Hero trying to hold his hand out to cast the spell but failing. If the player holds the direction behind the Hero upon selection, they will immediately turn around upon executing the spell. The same spell cannot appear more than once in the same menu. Spells cannot appear twice in a row, except between stocks,<ref>https://youtu.be/f4t1poU_Azw?t=248 A clip of a Hero accessing Kamikazee twice in a row.</ref> and through Hocus Pocus, which has a chance to use one of the other spells as its effect. Spells that inflict status conditions can stack with each other and be used simultaneously, but these spells will not appear again in the menu while still active and for a few seconds after wearing off. A common combination is Psyche Up and Oomph, which will grant the next attack incredibly high damage and knockback, as well as a nearly guaranteed broken shield.
Line 51: Line 51:
|{{bg|#932ED1}}|{{color|white|'''Whack'''<br />({{ja|ザキ|Zaki}},<br />''Zaki'')}}||[[File:Hero Whack.jpg|200px]]||10||8||Hero points his hand forward, sending out a slow-moving dark purple projectile. It has a chance to instantly KO the opponent, with a higher chance for it to occur the more damage the opponent has. Deals little damage and only causes targets to [[flinch]] otherwise. If reflected, the projectile will often fly back at an angle due to its erratic movement.
|{{bg|#932ED1}}|{{color|white|'''Whack'''<br />({{ja|ザキ|Zaki}},<br />''Zaki'')}}||[[File:Hero Whack.jpg|200px]]||10||8||Hero points his hand forward, sending out a slow-moving dark purple projectile. It has a chance to instantly KO the opponent, with a higher chance for it to occur the more damage the opponent has. Deals little damage and only causes targets to [[flinch]] otherwise. If reflected, the projectile will often fly back at an angle due to its erratic movement.
The formula for Whack to succeed is:<ref>https://twitter.com/Meshima_/status/1163394775006892032</ref><ref>https://twitter.com/Meshima_/status/1163395871817383936</ref><ref>https://twitter.com/Meshima_/status/1163398560076857344</ref>
The formula for Whack to succeed is:<ref>https://twitter.com/Meshima_/status/1163394775006892032</ref><ref>https://twitter.com/Meshima_/status/1163395871817383936</ref><ref>https://twitter.com/Meshima_/status/1163398560076857344</ref>
:<code>1 + 200 * (t - 20) / 280 + 20 * (u / 300)</code>
:<code>1 + 200 × (t 20) / 280 + 20 × (u ÷ 300)</code>
...where <code>t</code> is the target's percent pre-hit limited to between 20% and 300%, and <code>u</code> is the user's percent limited to 300% or less. As a result, the final rate is always 1% when the opponent is below 20% damage, and scales up to 100% when the opponent is just below 160% damage, with a maximum extra 20% chance if the user is at 300% damage. If reflected, the new owner's percent is taken as the user's.
...where <code>t</code> is the target's percent pre-hit limited to between 20% and 300%, and <code>u</code> is the user's percent limited to 300% or less. As a result, the final rate is always 1% when the opponent is below 20% damage, and scales up to 100% when the opponent is just below 160% damage, with a maximum extra 20% chance if the user is at 300% damage. If reflected, the new owner's percent is taken as the user's.


During Sudden Death, the odds of Whack appearing in the menu are multiplied by 0.2×.<ref name="Sudden Death>https://twitter.com/Meshima_/status/1399677363005181964</ref>
During Sudden Death, the odds of Whack appearing in the menu are multiplied by 0.2×.<ref name="Sudden Death>https://twitter.com/Meshima_/status/1399677363005181964</ref>
|-
|-
|{{bg|#932ED1}}|{{color|white|'''Thwack'''<br />({{ja|ザラキ|Zaraki}},<br />''Zaraki'')}}||[[File:Hero Thwack.jpg|200px]]||30||12||Hero swings his hand forward, and a large dark purple spark appears directly in front of him. It has a chance to instantly KO the opponent, with a higher chance for it to occur the more damage the opponent has. It has a very large hitbox that lingers for several frames, and a windbox around it which pulls nearby opponents in; however, it also has considerable startup lag. It deals only 3% damage and little knockback, and can be reflected, absorbed, and shielded.
|{{bg|#932ED1}}|{{color|white|'''Thwack'''<br />({{ja|ザラキ|Zaraki}},<br />''Zaraki'')}}||[[File:Hero Thwack.jpg|200px]]||30||12||Hero swings his hand forward, and a large dark purple spark appears directly in front of him. It has a chance to instantly KO the opponent, with a higher chance for it to occur the more damage the opponent has. It has a very large hitbox that lingers for several frames, and a [[windbox]] around it which pulls nearby opponents in; however, it also has considerable startup lag. It deals only 3% damage and little knockback, and can be reflected, absorbed, and shielded.<br/>
The success formula of Thwack is identical to Whack.
The success formula of Thwack is identical to Whack.


Line 132: Line 132:
!Type!!Chance!!Effect
!Type!!Chance!!Effect
|-
|-
|{{bg|#00ff00}}|{{color|black|Positive}} ||4.88%||Makes him [[Super Mushroom|giant]].
|{{bg|#00ff00|#060}}|{{color|black|dark=white|Positive}} ||4.88%||Makes him [[Super Mushroom|giant]].
|-
|-
|{{bg|#00ff00}}|{{color|black|Positive}} ||1.22%||Makes him [[Super Star|invincible]].
|{{bg|#00ff00|#060}}|{{color|black|dark=white|Positive}} ||1.22%||Makes him [[Super Star|invincible]].
|-
|-
|{{bg|#00ff00}}|{{color|black|Positive}} ||3.96%||MP is refilled to 100. Has a unique sound effect upon use.
|{{bg|#00ff00|#060}}|{{color|black|dark=white|Positive}} ||3.96%||MP is refilled to 100. Has a unique sound effect upon use.
|-
|-
|{{bg|#ff0000}}|{{color|white|Negative}} ||6.10%||Applies a [[timer]] effect to himself.
|{{bg|#ff0000|#600}}|{{color|white|Negative}} ||6.10%||Applies a [[timer]] effect to himself.
|-
|-
|{{bg|#ff0000}}|{{color|white|Negative}} ||6.10%||MP is reduced to 0. Causes a light hitstun animation and a brief [[darkness]] effect, though this deals no damage.
|{{bg|#ff0000|#600}}|{{color|white|Negative}} ||6.10%||MP is reduced to 0. Causes a light hitstun animation and a brief [[darkness]] effect, though this deals no damage.
|-
|-
|{{bg|#ff0000}}|{{color|white|Negative}} ||6.10%||Inflicts [[poison]] to himself, dealing 27.5% damage total.
|{{bg|#ff0000|#600}}|{{color|white|Negative}} ||6.10%||Inflicts [[poison]] to himself, dealing 27.5% damage total.
|-
|-
|{{bg|#ff0000}}|{{color|white|Negative}} ||6.10%||Inflicts [[asleep|sleep]] on himself. Also applies if Hero is in the air.
|{{bg|#ff0000|#600}}|{{color|white|Negative}} ||6.10%||Inflicts [[asleep|sleep]] on himself. Also applies if Hero is in the air.
|-
|-
|{{bg|#ff0000}}|{{color|white|Negative}} ||5.49%||Makes him [[Poison Mushroom|small]].
|{{bg|#ff0000|#600}}|{{color|white|Negative}} ||5.49%||Makes him [[Poison Mushroom|small]].
|-
|-
|{{bg|#ff0000}}|{{color|white|Negative}} ||6.10%||Inflicts the [[flower]] effect on himself, dealing a maximum of 22% damage without mashing.
|{{bg|#ff0000|#600}}|{{color|white|Negative}} ||6.10%||Inflicts the [[flower]] effect on himself, dealing a maximum of 22% damage without mashing.
|-
|-
|{{bg|#0000ff}}|{{color|white|Neutral}} ||6.10%||Turns him [[invisible]].
|{{bg|#0000ff|#006}}|{{color|white|Neutral}} ||6.10%||Turns him [[invisible]].
|-
|-
|{{bg|#0000ff}}|{{color|white|Neutral}} ||Heal: 1.52%<br>Kaclang: 1.52%<br>Kamikazee: 0.910%<br>All other spells: 2.44% for each||One of the Hero's commands is granted for 4 MP instead of the value it usually consumes, with the exception of Magic Burst, which will consume all MP as usual.
|{{bg|#0000ff|#006}}|{{color|white|Neutral}} ||Heal: 1.52%<br>Kaclang: 1.52%<br>Kamikazee: 0.910%<br>All other spells: 2.44% for each||One of the Hero's commands is granted for 4 MP instead of the value it usually consumes, with the exception of Magic Burst, which will consume all MP as usual.
|}
|}


Line 189: Line 189:


In their home series, each of the Heroes playable in ''Smash'' can learn some but not all of these abilities:
In their home series, each of the Heroes playable in ''Smash'' can learn some but not all of these abilities:
*Erdrick can learn Sizz, Sizzle, Snooze, Kaclang, Heal, and Zoom.
*Erdrick can learn Sizz, Sizzle, Snooze, Kaclang, Heal, and Zoom, as well as Bang and Flame Slash in certain versions.
*Solo can learn Sizz, Kaclang, Hocus Pocus, and Zoom.
*Solo can learn Sizz, Kaclang, Hocus Pocus, and Zoom.
*Eight can learn Sizz, Sizzle, Flame Slash, Metal Slash, Kamikazee, Heal, Psyche Up, and Zoom.
*Eight can learn Sizz, Sizzle, Flame Slash, Metal Slash, Kamikazee, Heal, Psyche Up, and Zoom.
Line 496: Line 496:
*As Command Selection has 21 different spell commands, the Hero has the second highest amount of special moves of any character, behind {{SSBU|Kirby}}. However, Hero has the most amount of special moves available to him at once.
*As Command Selection has 21 different spell commands, the Hero has the second highest amount of special moves of any character, behind {{SSBU|Kirby}}. However, Hero has the most amount of special moves available to him at once.
*According to an interview with the ''Dragon Quest XI S'' staff, who collaborated with Masahiro Sakurai during development of Hero for ''Super Smash Bros. Ultimate'', Command Selection was a way to implement as many of the moveset ideas Sakurai came up with as possible, as well as appealing to beginner players by allowing the character to use powerful and satisfying moves.<ref>https://www.nintendoenthusiast.com/2019/09/03/dragon-quest-hero-overpowered-masahiro-sakurai-super-smash-bros-ultimate/</ref>
*According to an interview with the ''Dragon Quest XI S'' staff, who collaborated with Masahiro Sakurai during development of Hero for ''Super Smash Bros. Ultimate'', Command Selection was a way to implement as many of the moveset ideas Sakurai came up with as possible, as well as appealing to beginner players by allowing the character to use powerful and satisfying moves.<ref>https://www.nintendoenthusiast.com/2019/09/03/dragon-quest-hero-overpowered-masahiro-sakurai-super-smash-bros-ultimate/</ref>
*The Hero's spell menu differs depending on the language the character is played in. If the game is played in Japanese, the menu is silver, whereas in other languages, the menu is brown. This is based on the English localization of ''Dragon Quest XI'', where the menus, text boxes, etc., were changed in color.
*The Hero's spell menu differs depending on the language the character is played in. If the game is played in Japanese, the menu is silver, whereas in other languages, the menu is brown. This is based on the English localization of ''Dragon Quest XI'', where the user interface was changed in color.
**The command names in the Dutch version are the same as in the English version, however.
**The command names in the Dutch version are the same as in the English version, however.
*Metal Slash is the only move that can only [[Instant KO|instantly KO]] opponents that are under a special status, with that being the [[Metal Box|metal status]].
*Metal Slash is the only move that can only [[Instant KO|instantly KO]] opponents that are under a special status, with that being the [[Metal Box|metal status]].