Super Smash Bros. Ultimate

Command Selection: Difference between revisions

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|user=[[Hero]]
|user=[[Hero]]
|universe={{uv|Dragon Quest}}
|universe={{uv|Dragon Quest}}
|interwiki=dragonquest
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|interwikiname=Dragon Quest Wiki
|interwikiname=
|interwikipage=Spell List
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'''Command Selection''' ({{ja|コマンド選択|Komando Sentaku}}, ''Command Selection'') is [[Hero]]'s [[down special move]].


'''Command Selection''' ({{ja|コマンド選択|Komando Sentaku}}, ''Command Selection'') is {{SSBU|Hero}}'s [[down special move]] in ''[[Super Smash Bros. Ultimate]]''.
==Overview==
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.


==Overview==
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.
When the command is inputted, the Hero will go into a thinking pose, and the player will be given a random selection of four spells from 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. While this list is open, Hero cannot move unless he [[shield]]s or [[jump]]s, which will cancel the move altogether. The spells available are chosen upon inputting the move, and if the player does not see a spell they wish to use at the time, they can shield and immediately cancel the spell selection, and then input the special again to get another random selection of four spells. If the player holds towards the other direction upon selection, Hero will immediately turn around upon executing the move. Spells cannot appear twice in a row.


MP refilling is paused while the menu is open. Additionally, the Hero can only have the menu out for 8 seconds.
The menu can only be open for up to 8 seconds, and during this, MP refilling is paused and the Hero's [[Passive shield|shield]] is inactive.


===List of spells===
===List of spells===
{{technical data|How long does Bounce , Kaclang, and Acceeleratle last?}}
''Moves highlighted in the same colour excluding grey will cross-[[stale]] each other, and also will never simultaneously appear in the same menu (slash attacks excluded). Hocus Pocus can randomly select a spell even if that spell or those from the same colour group are also present in the current selection. This contributes to cross-staling the base move and other spells in the same group.''
''Moves highlighted in the same colour will cross-[[stale]] each other, and also will never appear at the same time as each other (slash attacks excluded).''
{|class="wikitable sortable"
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!Description
!Description
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|style="background-color:#E16969"|<span style="color:white">'''Sizz'''<br />({{ja|ギラ|Gira}},<br />''Gira'')</span>||[[File:Hero Sizz.jpg|200px]]||8||16||A flame projectile sent forward. The projectile spreads out momentarily after it hits a target, which can also harm bystanders. Lacks KO potential onstage, but can KO opponents offstage.
|{{bg|#E16969}}|{{color|white|'''Sizz'''<br />({{ja|ギラ|Gira}},<br />''Gira'')}}||[[File:Hero Sizz.jpg|200px]]||8||16||A flame projectile sent forward quickly. The projectile erupts after it hits a non-shielding target, projectile, or surface, which can also harm bystanders. Deals decent damage for its speed but lacks KO potential.
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|style="background-color:#E16969"|<span style="color:white">'''Sizzle'''<br />({{ja|ベギラマ|Begirama}},<br />''Begirama'')</span>||[[File:Hero Sizzle.jpg|200px]]||20||20||A flame projectile sent forward quickly. The projectile spreads out momentarily after it hits a target, which can also harm bystanders. Deals high damage for its speed. Deals decent knockback, KOing around 100% near the ledge.
|{{bg|#E16969}}|{{color|white|'''Sizzle'''<br />({{ja|ベギラマ|Begirama}},<br />''Begirama'')}}||[[File:Hero Sizzle.jpg|200px]]||20||20||A larger flame projectile sent forward quickly. The projectile erupts after it hits a non-shielding target, projectile, or surface, which can also harm bystanders. Deals high damage and decent knockback, KOing around 100% near the ledge.
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|style="background-color:#FF77BB"|'''Bang'''<br />({{ja|イオ|Io}},<br />''Io'')||[[File:Hero Bang.jpg|200px]]||9||16||A small explosive flame projectile sent forward. Explodes with a small radius on contact with opponents, or after a set distance. Deals decent knockback, KOing vertically starting at around 130%.
|{{bg|#FF77BB}}|'''Bang'''<br />({{ja|イオ|Io}},<br />''Io'')||[[File:Hero Bang.jpg|200px]]||9||16||A small explosive flame projectile sent forward. Travels slowly and explodes with a small lingering radius on contact with opponents, or after a set distance. Deals decent knockback, KOing vertically starting at around 130%.
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|style="background-color:#FF77BB"|'''Kaboom'''<br />({{ja|イオナズン|Ionazun}},<br />''Ionazun'')||[[File:Hero Kaboom.jpg|200px]]||37||20||A projectile that explodes with a large radius after a certain 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.
|{{bg|#FF77BB}}|'''Kaboom'''<br />({{ja|イオナズン|Ionazun}},<br />''Ionazun'')||[[File:Hero Kaboom.jpg|200px]]||37||20||A fast projectile that explodes with a large radius after a certain 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 lingering explosion hitbox, KOing around 85% vertically.
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|'''Snooze'''<br />({{ja|ラリホー|Rarihō}},<br />''Rarihō'')||[[File:Hero Snooze.jpg|200px]]||16||17||A forward-moving projectile that sends opponents to sleep if it connects and can pass through multiple opponents; however, it can be blocked. The projectile puts opponents to [[sleep]] for longer at close range, but gets larger at further ranges. Snooze can affect aerial opponents, which can KO offstage opponents should they be too far to maneuver towards the stage. However, opponents in the air are put to sleep for a much shorter amount of time; the clean aerial hitbox puts opponents to sleep for less time than the latest grounded hitbox.
|'''Snooze'''<br />({{ja|ラリホー|Rarihō}},<br />''Rarihō'')||[[File:Hero Snooze.jpg|200px]]||16||17||A slow projectile that sends opponents to sleep if it connects and can pass through projectiles and multiple opponents; however, it can be blocked. The projectile puts opponents to [[sleep]] for longer at close range, but gets larger at further ranges. Snooze can affect aerial opponents, which can KO offstage opponents should they be too far to maneuver towards the stage. However, opponents in the air are put to sleep for a much shorter amount of time; the clean aerial hitbox puts opponents to sleep for less time than the latest grounded hitbox.
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|style="background-color:#D9DC2B"|'''Flame Slash'''<br />({{ja|かえん斬り|Kaen giri}},<br />''Flame Slash'')||[[File:Hero Flame Slash.jpg|200px]]||12||18||A quick slash with the Hero's sword cloaked in flame. Deals considerable damage and knockback, and has huge range in front of him; however, only hitting with the blade itself grants high KO power. Capable of KOing midweights at earlier than 95% from the center of Final Destination.
|{{bg|#D9DC2B}}|'''Flame Slash'''<br />({{ja|かえん斬り|Kaen giri}},<br />''Flame Slash'')||[[File:Hero Flame Slash.jpg|200px]]||12||18||A quick slash with the Hero's sword cloaked in flame. Deals considerable damage and knockback, and has huge range in front of him; however, hitting with the end of the flames has lower damage and knockback. Capable of KOing midweights at 95% from the center of Final Destination.
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|style="background-color:#D9DC2B"|'''Kacrackle Slash'''<br />({{ja|マヒャド斬り|Mahyado giri}},<br />''Mahyad Slash'')||[[File:Hero Kacrackle Slash.jpg|200px]]||11||18||A quick slash with the Hero's sword cloaked in frost. [[Frozen|Freezes]] opponents; the blade freezes for considerably longer, having a 2× multiplier to frames frozen.
|{{bg|#D9DC2B}}|'''Kacrackle Slash'''<br />({{ja|マヒャド斬り|Mahyado giri}},<br />''Mahyad Slash'')||[[File:Hero Kacrackle Slash.jpg|200px]]||11||18||A quick slash with the Hero's sword cloaked in frost. [[Frozen|Freezes]] opponents; the sword hitbox freezes for considerably longer, having a 2× multiplier to frames frozen.
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|style="background-color:#D9DC2B"|'''Metal Slash'''<br />({{ja|メタル斬り|Metaru giri}},<br />''Metal Slash'')||[[File:Hero Metal Slash.jpg|200px]]||6||7||Hero slashes his sword forward. [[Instant KO|Instantly KOs]] any metal opponent, including another Hero using Kaclang. When used against non-metal opponents, it will only deal 1% damage and weak knockback. Since items are turned off in competitive play, the move is practically useless except when used on another Hero using Kaclang.<br/>
|{{bg|#D9DC2B}}|'''Metal Slash'''<br />({{ja|メタル斬り|Metaru giri}},<br />''Metal Slash'')||[[File:Hero Metal Slash.jpg|200px]]||6||7||Hero slashes his sword forward. [[Instant KO|Instantly KOs]] any metal opponent, including another Hero using Kaclang. When used against non-metal opponents, it will only deal 1% damage and weak knockback. Effectively can only be used against Kaclang when items are turned off.
If there is a metal opponent present when the menu is opened, the odds of Metal Slash are multiplied by 4.<ref>https://twitter.com/Meshima_/status/1158866563862126593</ref> However, in spirit battles or Custom Smash, it is instead multiplied by 0.2.<ref>https://twitter.com/KuroganeHammer/status/1159097759305048066</ref>.
 
If there is a metal opponent present when the menu is opened, the odds of Metal Slash appearing in the menu are multiplied by .<ref>https://twitter.com/Meshima_/status/1158866563862126593</ref> However, in spirit battles or Custom Smash, they are instead multiplied by 0..<ref>https://twitter.com/KuroganeHammer/status/1159097759305048066</ref>. [[Gold fighter]]s do ''not'' count as metal for the purposes of Metal Slash.
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|style="background-color:#D9DC2B"|'''Hatchet Man'''<br />({{ja|まじん斬り|Majin giri}},<br />''Evil Slash'')||[[File:Hero Hatchet Man.jpg|200px]]||15||18||A forceful downward slash which resembles his forward smash, triggering [[Special Zoom]] on-hit. Has considerable start-up, but possesses very high damage and knockback, making it capable of KOing considerably early, and much earlier at the ledge. It can also instantaneously break a full shield, similar to a fully charged [[Shield Breaker]].
|{{bg|#D9DC2B}}|'''Hatchet Man'''<br />({{ja|まじん斬り|Majin giri}},<br />''Evil Slash'')||[[File:Hero Hatchet Man.jpg|200px]]||15||18||A forceful downward slash which resembles his forward smash, triggering [[Special Zoom]] on-hit. Has considerable start-up, but possesses very high damage and knockback, making it capable of KOing considerably early, and much earlier at the ledge. It can also instantaneously break a full shield, similar to a fully charged [[Shield Breaker]].
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|style="background-color:#932ED1"|<span style="color:white">'''Whack'''<br />({{ja|ザキ|Zaki}},<br />''Zaki'')</span>||[[File:Hero Whack.jpg|200px]]||10||8||Hero swings his hand forward, sending out a slow-moving dark purple projectile. 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 no knockback. If reflected, the projectile will be angled.
|{{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(p<sub>t</sub> - 20) / 280 + 20 * (p<sub>H</sub> / 300)</code>
:<code>1 + 200 × (t 20) / 280 + 20 × (u ÷ 300)</code>
...where <code>p<sub>t</sub></code> is the target's percent pre-hit limited to between 20% and 300%, and <code>p<sub>H</sub></code> is Hero's percent limited to 300% or less. As a result, the final rate is 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 Hero is at 300% damage.
...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>
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|style="background-color:#932ED1"|<span style="color:white">'''Thwack'''<br />({{ja|ザラキ|Zaraki}},<br />''Zaraki'')</span>||[[File:Hero Thwack.jpg|200px]]||30||12||Hero swings his hand forward, and a large dark purple spark appears directly in front of him. Has a chance to instantly KO the opponent, with a higher chance for it to occur the more damage the opponent has. It has a very large hitbox, and a windbox around it which pulls nearby opponents in; however, it also has considerable 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.
During Sudden Death, the chances of Thwack appearing in the menu are multiplied by 0.2×.<ref name="Sudden Death/>
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|'''Magic Burst'''<br />({{ja|マダンテ|Madante}},<br />''Madante'')||[[File:Hero Magic Burst.jpg|200px]]||All||5||A powerful and massive blast that grows in size, similar to a [[Smart Bomb]] explosion. It hits multiple times and is active for a few seconds. Consumes all of the Hero's remaining MP; the spell's power and range depends on how much MP the Hero has left. With full MP, the attack will have extremely big range and damage, covering half of Final Destination and having potential to KO anyone at percents below 50. Due to these factors, it is widely considered to be one of, if not, the Hero's best command special 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. Finally, projectiles are able to cancel the move regardless, as well as him being attacked within the beginning of the move.
|'''Magic Burst'''<br />({{ja|マダンテ|Madante}},<br />''Madante'')||[[File:Hero Magic Burst.jpg|200px]]||All||5||A powerful and massive blast that grows in size, similar to a [[Smart Bomb]] explosion. It hits multiple times and is active for a few seconds. Consumes all of the Hero's remaining MP; the spell's power and range depends on how much MP the Hero has left. The damage dealt is multiplied by <code>0.2 + 0.008MP</code>, with the value being between 0.2x and 1x, depending on how much MP Hero has. With full MP, the attack will have a very wide range and high damage, covering half of Final Destination and having potential to KO anyone at percents below 50%. Due to these factors, it is widely considered to be one of Hero's most feared spells, 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. Additionally, Hero can still be hit, so a projectile or large enough hitbox can cancel the move at any time. Hitting Hero during the move will not refund any MP, meaning he will be left with 0 MP regardless. As such, if Magic Burst is interrupted, Hero is usually left in a difficult position.
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|'''Kamikazee'''<br />({{ja|メガンテ|Megante}},<br />''Megante'')||[[File:Hero Kamikazee.jpg|200px]]||1||5||Hero crosses his arms and begins to glow. Time slows down during this period. After a few seconds, he explodes, [[Instant KO|instantly KOing]] himself and delivering heavy [[unblockable]] damage and knockback to any opponent in a large radius, and the sweetspot can KO many opponents within the 50-60% range. Any other nearby fighters will react to this move with a shocked expression. Using this will count as a KO for the last opponent to hit him. Hero is intangible during the chargeup.<br/>
|'''Kamikazee'''<br />({{ja|メガンテ|Megante}},<br />''Megante'')||[[File:Hero Kamikazee.jpg|200px]]||1||5||Hero crosses his arms and begins to glow. Time slows down during this period. After a few seconds, he explodes, [[Instant KO|instantly KOing]] himself and delivering heavy [[unblockable]] damage and knockback to any opponent in a large radius. The sweetspot near to Hero is very powerful, able to KO many opponents within the 50-60% range, although the larger sourspot is still relatively powerful. While unblockable, the explosion only lasts for a brief time, allowing it to be safely dodged with a sidestep or roll. Any other nearby fighters will react to this move with a shocked expression. Using this will count as a KO for the last opponent to hit him. Hero is intangible during the chargeup. Hero is counted as being killed first after using Kamizazee, meaning he will lose the game if used on his last stock.<br/>
Kamikazee does not appear to be available as a menu option during the [[World of Light]] Finale.
Kamikazee is not available as a menu option during the [[World of Light]] Finale, or during {{SSBU|Classic Mode}}.
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|'''Psyche Up'''<br />({{ja|ためる|Tameru}},<br />''Charge'')||[[File:Hero Psyche Up.jpg|200px]]||14||16||Noticeably increases the power of the Hero's next attack; specifically, it increases the damage by 1.2&times;, knockback by 1.2&times;, and shield damage by 1.65&times;, acting similar to [[Revenge]]. Projectiles are not affected by Psyche Up. Boosts the power of the Hero's throws as well, making them very powerful, especially the Hero's up throw and his forward throw when used near the ledge.
|'''Psyche Up'''<br />({{ja|ためる|Tameru}},<br />''Charge'')||[[File:Hero Psyche Up.jpg|200px]]||14||16||Noticeably increases the power of the Hero's next attack; specifically, it increases the damage by 1., knockback by 1., and shield damage by 1.65×, acting similar to [[Revenge]]. Expires when a melee attack connects, and does not affect projectiles. Grants considerable KO power to many of the Hero's quicker moves that otherwise would not kill until extreme percentages, such as his forward tilt, up tilt, up throw, and even his otherwise unimpressive up air, allowing him to take stocks with considerably less risk. [[Zap]]'s first hit and [[pummel]]s count as attacks, and will use up Psyche Up, but it will last for all hits of the Hero's jab combo and forward tilt if he follows through with them.
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|'''Oomph'''<br />({{ja|バイキルト|Baikiruto}},<br />''Baikiruto'')||[[File:Hero Oomph.jpg|200px]]||16||16||Increases the Hero's attack power by 1.6&times; and his knockback by 1.1&times; for 10 seconds. However, he also takes 1.2&times; more damage, and Oomph won't affect projectiles.
|'''Oomph'''<br />({{ja|バイキルト|Baikiruto}},<br />''Baikiruto'')||[[File:Hero Oomph.jpg|200px]]||16||16||Increases the Hero's attack power by 1.and his knockback by 1.for 10 seconds. However, he also takes 1.more damage, and Oomph won't affect projectiles. When combined with Psyche Up, several of Hero's moves become extremely powerful, granting him numerous KO options: his forward smash, dash attack, back air, and down air are capable of instantly breaking shields, his up throw KOs middle-weights at around 100% at ground level of Battlefield and Final Destination, and forward and back throw at 120% at the ledge, and even earlier with rage.
 
If Bounce is active, the odds of Oomph appearing in the menu are multiplied by 0.5×.<ref name="Bounce odds">https://twitter.com/Meshima_/status/1399684555993346049</ref>
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|'''Acceleratle'''<br />({{ja|ピオリム|Piorimu}},<br />''Piorimu'')||[[File:Hero Acceleratle.jpg|200px]]||13||16||Temporarily buffs the Hero's movement speed by a significant amount, similar to [[Lightweight]]; it also increases Hero's launch rate by 1.1&times;. His [[jump]] height becomes one of the tallest in the game and he can [[Dash|run]] faster than {{SSBU|Sonic}}.
|'''Acceleratle'''<br />({{ja|ピオリム|Piorimu}},<br />''Piorimu'')||[[File:Hero Acceleratle.jpg|200px]]||13||16||Increases the Hero's movement speed by a significant amount for 10 seconds, similar to [[Lightweight]]; it also increases Hero's launch rate by 1.. His [[jump]] height becomes one of the highest in the game and he can [[Dash|run]] faster than {{SSBU|Sonic}}.
 
If Bounce is active, the odds of Acceleratle appearing in the menu are multiplied by 0.5×.<ref name="Bounce odds"/>
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|'''Kaclang'''<br />({{ja|アストロン|Asutoron}},<br />''Astron'')||[[File:Hero Kaclang.jpg|200px]]||6||5||Encases the Hero in metal and makes him impervious to both damage and knockback for a period of time, but also prevents him from taking any action. It cannot be canceled once activated. However, the Hero can still be KOed 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 the Hero a hitbox on his descent and allow him to move left and right until he lands.<br/>
|'''Kaclang'''<br />({{ja|アストロン|Asutoron}},<br />''Astron'')||[[File:Hero Kaclang.jpg|200px]]||6||5||Encases the Hero in metal and makes him impervious to both damage and knockback for 5 seconds, but also prevents him from taking any action. It cannot be canceled once activated. However, the Hero can still be KOed 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 the Hero a hitbox on his descent and allow him to move left and right until he lands. Unlike the standard metal status granted by the [[Metal Box]], Kaclang grants Hero [[invincibility]], meaning attacks on him will cause hitlag to the opponent, and Final Smashes that negate statuses (such as [[Critical Hit]]) will not hit Hero through Kaclang.
Kaclang cannot appear in the last 30 seconds of a timed match.
 
If Bounce is active, the odds of Kaclang appearing in the menu are multiplied by 0.8×.<ref name="Bounce odds"/> Kaclang also cannot appear in the last 30 seconds of a timed match.
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|'''Bounce'''<br />({{ja|マホカンタ|Mahokanta}},<br />''Mahokanta'')||[[File:Hero Bounce.jpg|200px]]||14||16||A lingering spell that reflects projectiles. Like a [[Franklin Badge]], Bounce lets the Hero move around and act while active. One of the Hero's best approaching tools against projectile users, due to him being able to perform any action while keeping out an active reflector.
|'''Bounce'''<br />({{ja|マホカンタ|Mahokanta}},<br />''Mahokanta'')||[[File:Hero Bounce.jpg|200px]]||14||16||A protective spell that reflects projectiles for 12 seconds. Like a [[Franklin Badge]], Bounce lets Hero act while active, and overrides Hero's [[passive shield]], allowing reflections even if he is standing and facing an opponent. One of the Hero's best approaching tools against projectile users, due to him being able to perform any action while keeping out an active reflector.
 
For 12 seconds after Bounce expires, the odds of Bounce appearing again are multiplied by 0.2×.<ref>https://twitter.com/meshima_/status/1398764230258532355</ref>
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|'''Heal'''<br />({{ja|ホイミ|Hoimi}},<br />''Hoimi'')||[[File:SSBUWebsiteHero3.jpg|200px]]||7||7||Heals Hero by 11% damage. Heal is only available to be used 2 times before it will stop appearing for selection, however scoring KOs will increase this amount by 1 each. It will be available 2 times again after Hero respawns.  
|'''Heal'''<br />({{ja|ホイミ|Hoimi}},<br />''Hoimi'')||[[File:SSBUWebsiteHero3.jpg|200px]]||7||7||Heals Hero by 11% damage. Heal is only available to be used 2 times before it will stop appearing for selection. Hero will refresh 2 uses of Heal after respawning. Taking an opponent's stock will not grant another use of Heal.
 
If Bounce is active, the odds of Heal appearing in the menu are multiplied by 0.8×.<ref name="Bounce odds"/>
|-
|-
|'''Zoom'''<br />({{ja|ルーラ|Rūra}},<br />''Rūra'')||[[File:Hero Zoom.jpg|200px]]||8||15||Hero jumps directly upward, going past the limits of the camera, and then falls directly downwards onto a random part of the stage, no matter where he was when the spell was inputted. If used when there is a ceiling above Hero, he will shoot up until he meets the platform, at which point he will collide against it, while still being able to act afterwards. It has invincibility frames as soon as Hero starts to fly. It can be used as a last-ditch recovery if Hero will be unable to reach the ledge otherwise. Hero can perform an action as soon as he starts to fall back down, and the descent can be cancelled by jumping or charging Frizz.<br/>
|'''Zoom'''<br />({{ja|ルーラ|Rūra}},<br />''Rūra'')||[[File:Hero Zoom.jpg|200px]]||8||15||Hero jumps directly upward, going past the limits of the camera, and then falls directly downwards onto a random part of the stage, no matter where he was when the spell was inputted. If used when there is a ceiling above Hero, he will shoot up until he meets it, at which point he will collide against it, while still being able to act afterwards. It has invincibility frames as soon as Hero starts to fly. It can be used as a last-ditch recovery if Hero will be unable to reach the ledge otherwise. Hero gets back his double jump if he used it prior to casting Zoom and can perform an action as soon as he starts to fall back down, allowing him to cancel the descent by jumping, charging Frizz, or opening the Command Selection window again.
If Hero is close to a blast line (within 40 units), the odds of Zoom are multiplied by 3.<ref>https://twitter.com/Meshima_/status/1158857397420474368</ref>
 
If Hero is close to a blast line (within 40 units), the odds of Zoom appearing in the menu are multiplied by .<ref>https://twitter.com/Meshima_/status/1158857397420474368</ref> Zoom cannot appear during the {{h1|Bonus Stage|In Super Smash Bros. Ultimate}} in Classic Mode.
|-
|-
|'''Hocus Pocus'''<br />({{ja|パルプンテ|Parupunte}},<br />''Parupunte'')||[[File:Hero Hocus Pocus.jpg|200px]]||4||3||A spell with random effects, both positive and negative, and also can take the form of other Command Selection spells.
|'''Hocus Pocus'''<br />({{ja|パルプンテ|Parupunte}},<br />''Parupunte'')||[[File:Hero Hocus Pocus.jpg|200px]]||4||3||A spell with random effects, both positive and negative, and also can take the form of other Command Selection spells.
Line 85: Line 100:
|-
|-
!Knockback taken
!Knockback taken
|1.1x
|1.
|-
|-
!Walking
!Walking
|2x
|
|-
|-
!Initial dash
!Initial dash
|2.1x
|2.
|-
|-
!Running
!Running
|2.3x
|2.
|-
|-
!Air speed  
!Air speed
|2.1x
|2.
|-
|-
!Air acceleration
!Air acceleration
|2.5x
|2.
|-
|-
!Air friction
!Air friction
|2.1x
|2.
|-
|-
!Fall/Fast-Fall speed
!Fall/Fast-Fall speed
|1.25x
|1.25×
|-
!Gravity
|1.25×
|}
|}
{{clrl}}
{{clrl}}
Line 114: Line 132:
!Type!!Chance!!Effect
!Type!!Chance!!Effect
|-
|-
|Positive ||4.88%||Makes him [[Super Mushroom|giant]].
|{{bg|#00ff00}}|{{color|black|Positive}} ||4.88%||Makes him [[Super Mushroom|giant]].
|-
|-
|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 refilled to 100. Has a unique sound effect upon use.
|{{bg|#00ff00}}|{{color|black|Positive}} ||3.96%||MP is refilled to 100. Has a unique sound effect upon use.
|-
|-
|Negative ||6.10%||Applies a [[timer]] effect to himself.
|{{bg|#ff0000}}|{{color|white|Negative}} ||6.10%||Applies a [[timer]] effect to himself.
|-
|-
|Negative ||6.10%||MP is reduced to 0.
|{{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.
|-
|-
|Negative ||6.10%||Inflicts [[poison]] to himself, dealing 27.5% damage total.
|{{bg|#ff0000}}|{{color|white|Negative}} ||6.10%||Inflicts [[poison]] to himself, dealing 27.5% damage total.
|-
|-
|Negative ||6.10%||Inflicts [[asleep|sleep]] on himself.
|{{bg|#ff0000}}|{{color|white|Negative}} ||6.10%||Inflicts [[asleep|sleep]] on himself. Also applies if Hero is in the air.
|-
|-
|Negative ||5.49%||Makes him [[Poison Mushroom|small]].
|{{bg|#ff0000}}|{{color|white|Negative}} ||5.49%||Makes him [[Poison Mushroom|small]].
|-
|-
|Negative ||6.10%||Inflicts the [[flower]] effect on himself, dealing a maximum of 22% damage without mashing.
|{{bg|#ff0000}}|{{color|white|Negative}} ||6.10%||Inflicts the [[flower]] effect on himself, dealing a maximum of 22% damage without mashing.
|-
|-
|Neutral ||6.10%||Turns him [[invisible]].
|{{bg|#0000ff}}|{{color|white|Neutral}} ||6.10%||Turns him [[invisible]].
|-
|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}}|{{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 145: Line 162:


==Origin==
==Origin==
{{image|Origin images of Heal, Hocus Pocus, Kamikaze, Acceleratle, Bounce, Kaclang, Oomph, Whack, Flame Slash, Kacrackle Slash, Metal Slash, Hatchet Man, Psyche Up}}
In the ''Dragon Quest'' series, all magic is chosen using a command list that lists off every spell the party member currently knows. Notably, the command list in ''Dragon Quest'' lacks the random element that the Command Selection has in ''Super Smash Bros. Ultimate''; the randomness was likely added to ''Super Smash Bros.'' due to a combination of balance purposes and the unwieldiness of having to navigate the full spell list in the middle of a match.
In the ''Dragon Quest'' series, all magic is chosen using a command list that lists off every spell the party member currently knows. Notably, the command list in ''Dragon Quest'' lacks the random element that the Command Selection has in ''Super Smash Bros. Ultimate''; the randomness was likely added to ''Super Smash Bros.'' due to a combination of balance purposes and the unwieldiness of having to navigate the full spell list in the middle of a match.


All the spells shown in Command Selection are spells or spell-like abilities that have previously appeared in the ''Dragon Quest'' series:
All the spells shown in Command Selection are spells or spell-like abilities that have previously appeared in the ''Dragon Quest'' series:
*{{s|dragonquestwiki|Heal}}, {{s|dragonquestwiki|Sizz}}, {{s|dragonquestwiki|Sizzle}}, {{s|dragonquestwiki|Snooze}}, and {{s|dragonquestwiki|Zoom}}, introduced in the original ''{{s|dragonquestwiki|Dragon Quest}}''.
*Heal, Sizz, Sizzle, Snooze, and Zoom, introduced in the original ''{{iw|wikipedia|Dragon Quest|video game}}''.
*{{s|dragonquestwiki|Hocus Pocus}}, {{s|dragonquestwiki|Kaboom}}, {{s|dragonquestwiki|Kamikazee}}, and {{s|dragonquestwiki|Thwack}}, introduced in ''{{s|dragonquestwiki|Dragon Quest II}}''.
*Hocus Pocus, Kaboom, Kamikazee, and Thwack, introduced in ''{{s|wikipedia|Dragon Quest II}}''.
*{{s|dragonquestwiki|Acceleratle}}, {{s|dragonquestwiki|Bang}}, {{s|dragonquestwiki|Bounce}}, {{s|dragonquestwiki|Kaclang}}, {{s|dragonquestwiki|Oomph}}, and {{s|dragonquestwiki|Whack}}, introduced in ''{{s|dragonquestwiki|Dragon Quest III}}''.
*Acceleratle, Bang, Bounce, Kaclang, Oomph, and Whack, introduced in ''{{s|wikipedia|Dragon Quest III}}''.
*{{s|dragonquestwiki|Flame Slash}}, {{s|dragonquestwiki|Kacrackle Slash}}, {{s|dragonquestwiki|Metal Slash}}, {{s|dragonquestwiki|Hatchet Man}}, and {{s|dragonquestwiki|Magic Burst}}, introduced in ''{{s|dragonquestwiki|Dragon Quest VI}}''.
*Flame Slash, Kacrackle Slash, Metal Slash, Hatchet Man, and Magic Burst, introduced in ''{{s|wikipedia|Dragon Quest VI}}''.
*{{s|dragonquestwiki|Psyche Up}}, introduced in ''{{s|dragonquestwiki|Dragon Quest VIII}}''
*Psyche Up, introduced in ''{{s|wikipedia|Dragon Quest VIII}}''.


<gallery>
<gallery>
Line 159: Line 177:
DQ6 Sizzle.gif|Sizzle in ''Dragon Quest VI''.
DQ6 Sizzle.gif|Sizzle in ''Dragon Quest VI''.
DQ Original Snooze.gif|Snooze in the original ''Dragon Quest''.
DQ Original Snooze.gif|Snooze in the original ''Dragon Quest''.
<!--Zoom, Hocus Pocus-->
DQ11S Zoom.gif|Zoom in ''Dragon Quest XI S''.
<!--Hocus Pocus-->
DQ9 Kaboom.gif|Kaboom in ''Dragon Quest IX''.
DQ9 Kaboom.gif|Kaboom in ''Dragon Quest IX''.
<!--Kamikaze-->
<!--Kamikaze-->
DQII Thwack.gif|Thwack in ''Dragon Quest II''.
DQII Thwack.gif|Thwack in ''Dragon Quest II''.
<!--Accelerate-->
<!--Acceleratle-->
DQ8 Bang.gif|Bang in ''Dragon Quest VIII''.
DQ8 Bang.gif|Bang in ''Dragon Quest VIII''.
<!--Bounce, Kaclang, Oomph, Whack, Flame Slash, Kacrackle Slash, Metal Slash, Hatchet Man, Psyche Up-->
<!--Bounce, Kaclang, Oomph, Whack, Flame Slash, Kacrackle Slash, Metal Slash, Hatchet Man, Psyche Up-->
Line 169: Line 188:
</gallery>
</gallery>


The thinking pose Hero takes while selecting a spell is similar to one of the Luminary's in-battle idle animations in ''Dragon Quest XI''.
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.
*Solo can learn Sizz, Kaclang, Hocus Pocus, and Zoom.
*Eight can learn Sizz, Sizzle, Flame Slash, Metal Slash, Kamikazee, Heal, Psyche Up, and Zoom.
*The Luminary can learn Sizz, Sizzle, Bang, Snooze, Flame Slash, Metal Slash, Kaclang, Heal, and Zoom.
 
Other combinations of access to these spells are new for ''Ultimate''. The thinking pose Hero takes while selecting a spell is similar to one of the Luminary's in-battle idle animations in ''Dragon Quest XI''.


==Gallery==
==Gallery==
<gallery>
<gallery>
Hero SSBU Skill Preview Down Special.png|Command Selection as shown by a Skill Preview in ''Ultimate''.
Hero SSBU Skill Preview Down Special.png|Command Selection as shown by the [[Move List]] in ''Ultimate''.
</gallery>
</gallery>
==Names in other languages==
===Command Selection===
{{langtable
|ja={{ja|コマンド選択|Komando Sentaku}}
|en=Command Selection
|fr=Choix de l'action
|es=Elegir orden
|de=Befehlswahl
|it=Scelta dell'azione
|nl=Invoerkeuze
|ru={{rollover|Выбор команды|Vybor komandy|?}}
|ko={{rollover|커맨드 선택|Keomaendeu Seontaek|?}}
|zh_cn={{rollover|选择指令|Xuǎnzé Zhǐlìng|?}}
|zh_tw={{rollover|選擇指令|Xuǎnzé Zhǐlìng|?}}
}}
===Spell List===
<div class="contentbox mw-collapsible mw-collapsed" data-expandtext="Show translations" data-collapsetext="Hide translations">
'''Sizz / Sizzle'''
{{langtable
|ja={{ja|ギラ|Gira}} / {{ja|ベギラマ|Begirama}}, ''Gira / Begirama''
|en=Sizz / Sizzle
|fr=Crame / Supercrame
|es=Miniincendio / Incendio
|de=Knister / Brutzel
|it=Fuoco / Incendio
|nl=Sizz / Sizzle
|ru={{rollover|Шкварк|Shkvark|?}} / {{rollover|Пшкварк|Pshkvark|?}}
|ko={{rollover|기라|Gira|?}} / {{rollover|베기라마|Begirama|?}}, ''Gira / Begirama''
|zh_cn={{rollover|基拉|Jīlā|?}} / {{rollover|贝基拉玛|Bèijīlāmǎ|?}}
|zh_tw={{rollover|基拉|Jīlā|?}} / {{rollover|貝基拉瑪|Bèijīlāmǎ|?}}
}}
'''Bang / Kaboom'''
{{langtable
|ja={{ja|イオ|Io}} / {{ja|イオナズン|Ionazun}}, ''Io / Ionazun''
|en=Bang / Kaboom
|fr=Bang / Mégabang
|es=Miniexplosión / Megaexplosión
|de=Peng / Bumm
|it=Bang / Baboom
|nl=Bang / Kaboom
|ru={{rollover|Бах|Bakh|?}} / {{rollover|Кабабах|Kababakh|?}}
|ko={{rollover|이오|Io|?}} / {{rollover|이오나즌|Ionajeun|?}}, ''Io / Ionazun''
|zh_cn={{rollover|伊奥|Yīào|?}} / {{rollover|伊奥纳曾|Yīàonàcéng|?}}
|zh_tw={{rollover|伊奧|Yīào|?}} / {{rollover|伊奧納曾|Yīàonàcéng|?}}
}}
'''Snooze'''
{{langtable
|ja={{ja|ラリホー|Rarihō}}, ''Rariho''
|en=Snooze
|fr=Torpeur
|es=Sueño
|de=Gähn
|it=Ninnananna
|nl=Snooze
|ru={{rollover|Вздрем|Vzdrem|?}}
|ko={{rollover|라리호|Rariho|?}}, ''Rariho''
|zh_cn={{rollover|拉里霍|Lālǐhuò|?}}
|zh_tw={{rollover|拉里霍|Lālǐhuò|?}}
}}
'''Flame Slash'''
{{langtable
|ja={{ja|かえん斬り|Kaen Giri}}
|en=Flame Slash
|fr=Lame de feu
|es=Estocada flamígera
|de=Flammenhieb
|it=Fendente di fuoco
|nl=Flame Slash
|ru={{rollover|Огненный слеш|Ognenny slesh|?}}
|ko={{rollover|화염 베기|Hwayeom Begi|?}}
|zh_cn={{rollover|火炎斩|Huǒyán Zhǎn|?}}
|zh_tw={{rollover|火炎斬|Huǒyán Zhǎn|?}}
}}
'''Kacrackle Slash'''
{{langtable
|ja={{ja|マヒャド斬り|Mahyado Giri}}
|en=Kacrackle Slash
|fr=Entaille gigaglace
|es=Estocada de superhelada
|de=Krackhieb
|it=Fendente ghiacciato
|nl=Kacrackle Slash
|ru={{rollover|Ледянoй слеш|Ledyanoy slesh|?}}
|ko={{rollover|마햐드 베기|Mahyadeu begi|?}}
|zh_cn={{rollover|玛夏德斩|Mǎxiàdé Zhǎn|?}}
|zh_tw={{rollover|瑪夏德斬|Mǎxiàdé Zhǎn|?}}
}}
'''Metal Slash'''
{{langtable
|ja={{ja|メタル斬り|Metaru Giri}}, '' ''
|en=Metal Slash
|fr=Lame de métal
|es=Estocada metálica
|de=Metallhieb
|it=Spaccametallo
|nl=Metal Slash
|ru={{rollover|Железный слеш|Zhelezny slesh|?}}
|ko={{rollover|메탈 베기|Metal Begi|?}}
|zh_cn={{rollover|金属斩|Jīnshǔ Zhǎn|?}}
|zh_tw={{rollover|金屬斬|Jīnshǔ Zhǎn|?}}
}}
'''Hatchet Man'''
{{langtable
|ja={{ja|まじん斬り|Majin Giri}}
|en=Hatchet Man
|fr=Coupe claire
|es=Hacha asesina
|de=Teufelsbeil
|it=Colpo del sicario
|nl=Hatchet Man
|ru={{rollover|Рубака|Pubaka|?}}
|ko={{rollover|마신 베기|Masin Begi|?}}
|zh_cn={{rollover|魔神斩|Móshén Zhǎn|?}}
|zh_tw={{rollover|魔神斬|Móshén Zhǎn|?}}
}}
'''Whack / Thwack'''
{{langtable
|ja={{ja|ザキ|Zaki}} / {{ja|ザラキ|Zaraki}}, ''Zaki / Zaraki''
|en=Whack / Thwack
|fr=Kill / Superkill
|es=Muerte / Multimuerte
|de=Wupp / Schwupp
|it=Morte istantanea / Più in un colpo
|nl=Whack / Thwack
|ru={{rollover|Шмяк|Shmyak|?}} / {{rollover|Пшмяк|Pshmyak|?}}
|ko={{rollover|자키|Jaki|?}} / {{rollover|자라키|Jaraki|?}}, ''Zaki / Zaraki''
|zh_cn={{rollover|扎奇|Zhāqí|?}} / {{rollover|扎拉奇|Zhālāqí|?}}
|zh_tw={{rollover|扎奇|Zhāqí|?}} / {{rollover|扎拉奇|Zhālāqí|?}}
}}
'''Magic Burst'''
{{langtable
|ja={{ja|マダンテ|Madante}}, ''Madante''
|en=Magic Burst
|fr=Explosion magique
|es=Explosión mágica
|de=Magieexplosion
|it=Esplosione magica
|nl=Magic Burst
|ru={{rollover|Шквал магии|Shkval magii|?}}
|ko={{rollover|마단테|Madante|?}}, ''Madante''
|zh_cn={{rollover|玛达恩特|Mǎdáēntè|?}}
|zh_tw={{rollover|瑪達恩特|Mǎdáēntè|?}}
}}
'''Kamikazee'''
{{langtable
|ja={{ja|メガンテ|Megante}}, ''Megante''
|en=Kamikazee
|fr=Kamikaze
|es_es=Suicidio letal
|es_la=Sacrificio letal
|de=Kamikaze
|it=Kamikaze
|nl=Kamikazee
|ru={{rollover|Камикази|Kamikazi|?}}
|ko={{rollover|메간테|Megante|?}}, ''Megante''
|zh_cn={{rollover|美加恩特|Měijiāēntè|?}}
|zh_tw={{rollover|美加恩特|Měijiāēntè|?}}
}}
'''Psyche Up'''
{{langtable
|ja={{ja|ためる|Tameru}}
|en=Psyche Up
|fr=Tension
|es=Mentalización
|de=Konzentrieren
|it=Carica
|nl=Psyche Up
|ru={{rollover|Сверхнастрoй|Sverkhnastroy|?}}
|ko={{rollover|모으기|Mo-eugi|?}}
|zh_cn={{rollover|蓄气|Xùqì|?}}
|zh_tw={{rollover|蓄氣|Xùqì|?}}
}}
'''Oomph'''
{{langtable
|ja={{ja|バイキルト|Baikiruto}}, ''Baikiruto''
|en=Oomph
|fr=Décuplo
|es=Minidoble potencia
|de=Energieschub
|it=Ooomph
|nl=Oomph
|ru={{rollover|Огох|Ogokh|?}}
|ko={{rollover|바이킬트|Baikilteu|?}}, ''Baikiruto''
|zh_cn={{rollover|巴依奇尔托|Bāyīqíěrtuō|?}}
|zh_tw={{rollover|巴依奇爾托|Bāyīqíěrtuō|?}}
}}
'''Acceleratle'''
{{langtable
|ja={{ja|ピオリム|Piorimu}}, ''Piorimu''
|en=Acceleratle
|fr=Superaccéléro
|es=Aceleración
|de=Multibeschleunigung
|it=Accelerazione
|nl=Acceleratle
|ru={{rollover|Ускоррум|Uskorrum|?}}
|ko={{rollover|피오림|Piolim|?}}, ''Piorimu''
|zh_cn={{rollover|比奥利姆|Bǐàolìmǔ|?}}
|zh_tw={{rollover|比奧利姆|Bǐàolìmǔ|?}}
}}
'''Kaclang'''
{{langtable
|ja={{ja|アストロン|Asutron}}, ''Astron''
|en=Kaclang
|fr=Immoblindage
|es=Metalización
|de=Abhärtung
|it=Metalpelle
|nl=Kaclang
|ru={{rollover|Кабряц|Kabryats|?}}
|ko={{rollover|아스트론|Aseuteuron|?}}, ''Astron''
|zh_cn={{rollover|亚斯特隆|Yàsītèlóng|?}}
|zh_tw={{rollover|亞斯特隆|Yàsītèlóng|?}}
}}
'''Bounce'''
{{langtable
|ja={{ja|マホカンタ|Mahokanta}}, ''Mahokanta''
|en=Bounce
|fr=Réflexion
|es=Rebote
|de=Boing
|it=Specchio riflesso
|nl=Bounce
|ru={{rollover|Отражух|Otrazhukh|?}}
|ko={{rollover|마호칸타|Mahokanta|?}}, ''Mahokanta''
|zh_cn={{rollover|玛霍卡恩塔|Mǎhuòkǎēntǎ|?}}
|zh_tw={{rollover|瑪霍卡恩塔|Mǎhuòkǎēntǎ|?}}
}}
'''Heal'''
{{langtable
|ja={{ja|ホイミ|Hoimi}}, ''Hoimi''
|en=Heal
|fr=Premiers secours
|es=Minicuración
|de=Heilung
|it=Cura
|nl=Heal
|ru={{rollover|Исцеление|Istseleniye|?}}
|ko={{rollover|호이미|Hoimi|?}}, ''Hoimi''
|zh_cn={{rollover|霍伊米|Huòyīmǐ|?}}
|zh_tw={{rollover|霍伊米|Huòyīmǐ|?}}
}}
'''Zoom'''
{{langtable
|ja={{ja|ルーラ|Rūra}}, ''Rura''
|en=Zoom
|fr=Téléportation
|es=Telerregreso
|de=Teleportation
|it=Teletrasporto
|nl=Zoom
|ru={{rollover|Скoк|Skok|?}}
|ko={{rollover|루라|Rura|?}}, ''Rura''
|zh_cn={{rollover|鲁拉|Lǔlā|?}}
|zh_tw={{rollover|魯拉|Lǔlā|?}}
}}
'''Hocus Pocus'''
{{langtable
|ja={{ja|パルプンテ|Parupunte}}, ''Parupunte''
|en=Hocus Pocus
|fr=Plouf-plouf
|es=Abracadabra
|de=Risikooo
|it=Abracasualis
|nl=Hocus Pocus
|ru={{rollover|Фoкус-пoкус|Fokus-pokus|?}}
|ko={{rollover|팔푼테|Palpunte|?}}, ''Parupunte''
|zh_cn={{rollover|帕鲁朋特|Pàlǔpéngtè|?}}
|zh_tw={{rollover|帕魯朋特|Pàlǔpéngtè|?}}
}}
</div>


==Trivia==
==Trivia==
[[File:Hero MP Comparison.png|right|thumb|The English (above) and Japanese (below) versions of the Spell Menu]]
[[File:Hero MP Comparison.png|thumb|The English (above) and Japanese (below) versions of the Spell Menu]]
*Command Selection is the only special move of Hero that is not a [[charge]] special.
*Command Selection is the only special move of Hero that is not a [[charge]] special.
*As Command Selection has 21 different spell commands, the Hero has the highest amount of unique special moves of any character.
*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 menus, text boxes, etc., were changed in color.
*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]].  
**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]].
*Whack and Thwack are the only moves that can instantly KO opponents without using items, status effects, or Final Smashes. In addition, along with Metal Slash, they are also the only moves that are capable of inducing an instant KO regardless of the target's damage percentage, even 0%.
*Whack and Thwack are the only moves that can instantly KO opponents without using items, status effects, or Final Smashes. In addition, along with Metal Slash, they are also the only moves that are capable of inducing an instant KO regardless of the target's damage percentage, even 0%.
*Kamikazee is the only move that instantly KOs its user.
*Kamikazee is the only move that instantly KOs its user.
*Kamikazee will cause all other nearby fighters to wear a shocked expression once the move is executed, similar to how characters react to [[Final Smash]]es and explosives.
*Kamikazee will cause all other nearby fighters to wear a shocked expression once the move is executed, similar to how characters react to [[Final Smash]]es and explosives.
*{{SSBU|Hero}} can perform Kamikazee without KOing himself in the Spirit Team testing variation of the [[Controls test stage]] (as other characters can only be selected when testing Spirit Teams). When done, he will still radiate light and Sandbag will be damaged if it is close to the player, but the explosion sound and visuals will not occur, the shine will dissipate, and Hero will remain in the Kamikazee pose for a moment before landing on the ground (as he is in the air for a brief moment after usage).
*Hero can perform Kamikazee without KOing himself in the Spirit Team testing variation of the [[controls test stage]] (as other characters can only be selected when testing Spirit Teams). When done, he will still radiate light and Sandbag will be damaged if it is close to the player, but the explosion sound and visuals will not occur, the shine will dissipate, and Hero will remain in the Kamikazee pose for a moment before landing on the ground (as he is in the air for a brief moment after usage).
*Some of the moves Hero can use are not able to be learn by them in their original games (for example, the Luminary cannot learn Kamikazee in ''Dragon Quest XI'').
*Hero's Zoom spell is also used for his [[on-screen appearance]].
*Hero’s Zoom spell is also used for his [[on-screen appearance]].
*The Hero's head slamming on a ceiling while using Zoom is a reference to a recurring joke in the ''Dragon Quest'' series, in which using the spell while indoors (aside from ''Dragon Quest XI'' when not in 2D mode) would have a similar result.
*The Hero's head slamming on a ceiling while using Zoom is a reference to a recurring joke in the ''Dragon Quest'' series, in which using the spell while indoors (aside from ''Dragon Quest XI'' when not in 2D mode) would have a similar result.
*With Acceleratle, Hero becomes the fastest character in the game, even surpassing {{SSBU|Sonic}}.
*With Acceleratle, Hero becomes the fastest character in the game, even surpassing {{SSBU|Sonic}}.
*Due to the removal of the [[Cloaking Device]] after ''[[Melee]]'', Hocus Pocus is one of the only ways to turn a fighter invisible mid-match, the other ways being certain [[Assist Trophies]].
*Due to the removal of the [[Cloaking Device]] after ''[[Melee]]'', Hocus Pocus is one of the only ways to turn a fighter invisible mid-match, the other ways being certain [[Assist Trophies]].
*In Hero's reveal trailer, Psyche Up was shown to use 17 MP, and Oomph to use 18 MP; upon Hero's release, these values were changed to 14 and 16.
*In Hero's reveal trailer, Psyche Up was shown to use 17 MP, and Oomph to use 18 MP; upon Hero's release, these values were changed to 14 and 16 respectively.
*Heal is one of two limited-use special moves in the ''Smash'' series that cannot be replenished until the user loses a stock, the other move being [[Wonderwing]]. However, unlike Wonderwing, Heal can also be replenished if the user scores a KO.
*Heal is one of two limited-use special moves in the ''Smash'' series that cannot be replenished until the user loses a stock, the other move being [[Wonderwing]].
{{clear}}
*If {{SSBU|Squirtle}} is hit by Thwack while performing [[Withdraw]], it will cause an Instant KO, but it will not trigger the [[Special Zoom]].<ref>https://youtu.be/pWku5huh2Jw?t=706</ref>
*Hero can be gimped while using Kaclang by {{SSBU|Ice Climbers}}'s [[Iceberg|Final Smash]], as the iceberg's internal windbox is programmed to ignore invincibility, and thus he can be pushed off edges to his death.
{{clr}}


==References==
==References==
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{{Special Moves|char=Hero}}
{{Special Moves|char=Hero}}
[[Category:Dragon Quest universe]]
[[Category:Dragon Quest universe]]
[[Category:Down special moves]]
[[Category:Down special moves]]
[[Category:Hero]]
[[Category:Hero]]
[[Category:Hero (SSBU)]]
[[Category:Hero (SSBU)]]
[[Category:Projectiles]]  
[[Category:Projectiles]]
[[Category:Reflectors]]
[[Category:Reflectors]]

Latest revision as of 03:49, November 19, 2024

Command Selection
Hero Down B SSBU.gif
Hero browsing through the commands.
User Hero
Universe Dragon Quest

Command Selection (コマンド選択, Command Selection) is Hero's down special move.

Overview[edit]

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,[1] 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.

The menu can only be open for up to 8 seconds, and during this, MP refilling is paused and the Hero's shield is inactive.

List of spells[edit]

Moves highlighted in the same colour excluding grey will cross-stale each other, and also will never simultaneously appear in the same menu (slash attacks excluded). Hocus Pocus can randomly select a spell even if that spell or those from the same colour group are also present in the current selection. This contributes to cross-staling the base move and other spells in the same group.

Spell Image MP Relative odds of appearing Description
Sizz
(ギラ,
Gira)
Hero Sizz.jpg 8 16 A flame projectile sent forward quickly. The projectile erupts after it hits a non-shielding target, projectile, or surface, which can also harm bystanders. Deals decent damage for its speed but lacks KO potential.
Sizzle
(ベギラマ,
Begirama)
Hero Sizzle.jpg 20 20 A larger flame projectile sent forward quickly. The projectile erupts after it hits a non-shielding target, projectile, or surface, which can also harm bystanders. Deals high damage and decent knockback, KOing around 100% near the ledge.
Bang
(イオ,
Io)
Hero Bang.jpg 9 16 A small explosive flame projectile sent forward. Travels slowly and explodes with a small lingering radius on contact with opponents, or after a set distance. Deals decent knockback, KOing vertically starting at around 130%.
Kaboom
(イオナズン,
Ionazun)
Hero Kaboom.jpg 37 20 A fast projectile that explodes with a large radius after a certain 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 lingering explosion hitbox, KOing around 85% vertically.
Snooze
(ラリホー,
Rarihō)
Hero Snooze.jpg 16 17 A slow projectile that sends opponents to sleep if it connects and can pass through projectiles and multiple opponents; however, it can be blocked. The projectile puts opponents to sleep for longer at close range, but gets larger at further ranges. Snooze can affect aerial opponents, which can KO offstage opponents should they be too far to maneuver towards the stage. However, opponents in the air are put to sleep for a much shorter amount of time; the clean aerial hitbox puts opponents to sleep for less time than the latest grounded hitbox.
Flame Slash
(かえん斬り,
Flame Slash)
Hero Flame Slash.jpg 12 18 A quick slash with the Hero's sword cloaked in flame. Deals considerable damage and knockback, and has huge range in front of him; however, hitting with the end of the flames has lower damage and knockback. Capable of KOing midweights at 95% from the center of Final Destination.
Kacrackle Slash
(マヒャド斬り,
Mahyad Slash)
Hero Kacrackle Slash.jpg 11 18 A quick slash with the Hero's sword cloaked in frost. Freezes opponents; the sword hitbox freezes for considerably longer, having a 2× multiplier to frames frozen.
Metal Slash
(メタル斬り,
Metal Slash)
Hero Metal Slash.jpg 6 7 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% damage and weak knockback. Effectively can only be used against Kaclang when items are turned off.

If there is a metal opponent present when the menu is opened, the odds of Metal Slash appearing in the menu are multiplied by 4×.[2] However, in spirit battles or Custom Smash, they are instead multiplied by 0.2×.[3]. Gold fighters do not count as metal for the purposes of Metal Slash.

Hatchet Man
(まじん斬り,
Evil Slash)
Hero Hatchet Man.jpg 15 18 A forceful downward slash which resembles his forward smash, triggering Special Zoom on-hit. Has considerable start-up, but possesses very high damage and knockback, making it capable of KOing considerably early, and much earlier at the ledge. It can also instantaneously break a full shield, similar to a fully charged Shield Breaker.
Whack
(ザキ,
Zaki)
Hero Whack.jpg 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:[4][5][6]

1 + 200 × (t − 20) / 280 + 20 × (u ÷ 300)

...where t is the target's percent pre-hit limited to between 20% and 300%, and u 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×.[7]

Thwack
(ザラキ,
Zaraki)
Hero Thwack.jpg 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.

The success formula of Thwack is identical to Whack.

During Sudden Death, the chances of Thwack appearing in the menu are multiplied by 0.2×.[7]

Magic Burst
(マダンテ,
Madante)
Hero Magic Burst.jpg All 5 A powerful and massive blast that grows in size, similar to a Smart Bomb explosion. It hits multiple times and is active for a few seconds. Consumes all of the Hero's remaining MP; the spell's power and range depends on how much MP the Hero has left. The damage dealt is multiplied by 0.2 + 0.008MP, with the value being between 0.2x and 1x, depending on how much MP Hero has. With full MP, the attack will have a very wide range and high damage, covering half of Final Destination and having potential to KO anyone at percents below 50%. Due to these factors, it is widely considered to be one of Hero's most feared spells, 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. Additionally, Hero can still be hit, so a projectile or large enough hitbox can cancel the move at any time. Hitting Hero during the move will not refund any MP, meaning he will be left with 0 MP regardless. As such, if Magic Burst is interrupted, Hero is usually left in a difficult position.
Kamikazee
(メガンテ,
Megante)
Hero Kamikazee.jpg 1 5 Hero crosses his arms and begins to glow. Time slows down during this period. After a few seconds, he explodes, instantly KOing himself and delivering heavy unblockable damage and knockback to any opponent in a large radius. The sweetspot near to Hero is very powerful, able to KO many opponents within the 50-60% range, although the larger sourspot is still relatively powerful. While unblockable, the explosion only lasts for a brief time, allowing it to be safely dodged with a sidestep or roll. Any other nearby fighters will react to this move with a shocked expression. Using this will count as a KO for the last opponent to hit him. Hero is intangible during the chargeup. Hero is counted as being killed first after using Kamizazee, meaning he will lose the game if used on his last stock.

Kamikazee is not available as a menu option during the World of Light Finale, or during Classic Mode.

Psyche Up
(ためる,
Charge)
Hero Psyche Up.jpg 14 16 Noticeably increases the power of the Hero's next attack; specifically, it increases the damage by 1.2×, knockback by 1.2×, and shield damage by 1.65×, acting similar to Revenge. Expires when a melee attack connects, and does not affect projectiles. Grants considerable KO power to many of the Hero's quicker moves that otherwise would not kill until extreme percentages, such as his forward tilt, up tilt, up throw, and even his otherwise unimpressive up air, allowing him to take stocks with considerably less risk. Zap's first hit and pummels count as attacks, and will use up Psyche Up, but it will last for all hits of the Hero's jab combo and forward tilt if he follows through with them.
Oomph
(バイキルト,
Baikiruto)
Hero Oomph.jpg 16 16 Increases the Hero's attack power by 1.6× and his knockback by 1.1× for 10 seconds. However, he also takes 1.2× more damage, and Oomph won't affect projectiles. When combined with Psyche Up, several of Hero's moves become extremely powerful, granting him numerous KO options: his forward smash, dash attack, back air, and down air are capable of instantly breaking shields, his up throw KOs middle-weights at around 100% at ground level of Battlefield and Final Destination, and forward and back throw at 120% at the ledge, and even earlier with rage.

If Bounce is active, the odds of Oomph appearing in the menu are multiplied by 0.5×.[8]

Acceleratle
(ピオリム,
Piorimu)
Hero Acceleratle.jpg 13 16 Increases the Hero's movement speed by a significant amount for 10 seconds, similar to Lightweight; it also increases Hero's launch rate by 1.1×. His jump height becomes one of the highest in the game and he can run faster than Sonic.

If Bounce is active, the odds of Acceleratle appearing in the menu are multiplied by 0.5×.[8]

Kaclang
(アストロン,
Astron)
Hero Kaclang.jpg 6 5 Encases the Hero in metal and makes him impervious to both damage and knockback for 5 seconds, but also prevents him from taking any action. It cannot be canceled once activated. However, the Hero can still be KOed 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 the Hero a hitbox on his descent and allow him to move left and right until he lands. Unlike the standard metal status granted by the Metal Box, Kaclang grants Hero invincibility, meaning attacks on him will cause hitlag to the opponent, and Final Smashes that negate statuses (such as Critical Hit) will not hit Hero through Kaclang.

If Bounce is active, the odds of Kaclang appearing in the menu are multiplied by 0.8×.[8] Kaclang also cannot appear in the last 30 seconds of a timed match.

Bounce
(マホカンタ,
Mahokanta)
Hero Bounce.jpg 14 16 A protective spell that reflects projectiles for 12 seconds. Like a Franklin Badge, Bounce lets Hero act while active, and overrides Hero's passive shield, allowing reflections even if he is standing and facing an opponent. One of the Hero's best approaching tools against projectile users, due to him being able to perform any action while keeping out an active reflector.

For 12 seconds after Bounce expires, the odds of Bounce appearing again are multiplied by 0.2×.[9]

Heal
(ホイミ,
Hoimi)
SSBUWebsiteHero3.jpg 7 7 Heals Hero by 11% damage. Heal is only available to be used 2 times before it will stop appearing for selection. Hero will refresh 2 uses of Heal after respawning. Taking an opponent's stock will not grant another use of Heal.

If Bounce is active, the odds of Heal appearing in the menu are multiplied by 0.8×.[8]

Zoom
(ルーラ,
Rūra)
Hero Zoom.jpg 8 15 Hero jumps directly upward, going past the limits of the camera, and then falls directly downwards onto a random part of the stage, no matter where he was when the spell was inputted. If used when there is a ceiling above Hero, he will shoot up until he meets it, at which point he will collide against it, while still being able to act afterwards. It has invincibility frames as soon as Hero starts to fly. It can be used as a last-ditch recovery if Hero will be unable to reach the ledge otherwise. Hero gets back his double jump if he used it prior to casting Zoom and can perform an action as soon as he starts to fall back down, allowing him to cancel the descent by jumping, charging Frizz, or opening the Command Selection window again.

If Hero is close to a blast line (within 40 units), the odds of Zoom appearing in the menu are multiplied by 3×.[10] Zoom cannot appear during the Bonus Stage in Classic Mode.

Hocus Pocus
(パルプンテ,
Parupunte)
Hero Hocus Pocus.jpg 4 3 A spell with random effects, both positive and negative, and also can take the form of other Command Selection spells.

Acceleratle Stats Buff[edit]

Stat Buff
Knockback taken 1.1×
Walking
Initial dash 2.1×
Running 2.3×
Air speed 2.1×
Air acceleration 2.5×
Air friction 2.1×
Fall/Fast-Fall speed 1.25×
Gravity 1.25×

Hocus Pocus effects[edit]

Type Chance Effect
Positive 4.88% Makes him giant.
Positive 1.22% Makes him invincible.
Positive 3.96% MP is refilled to 100. Has a unique sound effect upon use.
Negative 6.10% Applies a timer effect to himself.
Negative 6.10% MP is reduced to 0. Causes a light hitstun animation and a brief darkness effect, though this deals no damage.
Negative 6.10% Inflicts poison to himself, dealing 27.5% damage total.
Negative 6.10% Inflicts sleep on himself. Also applies if Hero is in the air.
Negative 5.49% Makes him small.
Negative 6.10% Inflicts the flower effect on himself, dealing a maximum of 22% damage without mashing.
Neutral 6.10% Turns him invisible.
Neutral Heal: 1.52%
Kaclang: 1.52%
Kamikazee: 0.910%
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.

Instructional quote[edit]

Super Smash Bros. Ultimate Move List Hero (SSBU) Opens a command window that you can choose a command from. You can cancel the window by jumping or shielding.

Origin[edit]

ImageNeeded.png This article is in need of additional images.
The editor who added this tag suggests: Origin images of Heal, Hocus Pocus, Kamikaze, Acceleratle, Bounce, Kaclang, Oomph, Whack, Flame Slash, Kacrackle Slash, Metal Slash, Hatchet Man, Psyche Up
If you have a good image for this article, upload it here.

In the Dragon Quest series, all magic is chosen using a command list that lists off every spell the party member currently knows. Notably, the command list in Dragon Quest lacks the random element that the Command Selection has in Super Smash Bros. Ultimate; the randomness was likely added to Super Smash Bros. due to a combination of balance purposes and the unwieldiness of having to navigate the full spell list in the middle of a match.

All the spells shown in Command Selection are spells or spell-like abilities that have previously appeared in the Dragon Quest series:

  • Heal, Sizz, Sizzle, Snooze, and Zoom, introduced in the original Dragon Quest.
  • Hocus Pocus, Kaboom, Kamikazee, and Thwack, introduced in Dragon Quest II.
  • Acceleratle, Bang, Bounce, Kaclang, Oomph, and Whack, introduced in Dragon Quest III.
  • Flame Slash, Kacrackle Slash, Metal Slash, Hatchet Man, and Magic Burst, introduced in Dragon Quest VI.
  • Psyche Up, introduced in Dragon Quest VIII.

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.
  • Solo can learn Sizz, Kaclang, Hocus Pocus, and Zoom.
  • Eight can learn Sizz, Sizzle, Flame Slash, Metal Slash, Kamikazee, Heal, Psyche Up, and Zoom.
  • The Luminary can learn Sizz, Sizzle, Bang, Snooze, Flame Slash, Metal Slash, Kaclang, Heal, and Zoom.

Other combinations of access to these spells are new for Ultimate. The thinking pose Hero takes while selecting a spell is similar to one of the Luminary's in-battle idle animations in Dragon Quest XI.

Gallery[edit]

Names in other languages[edit]

Command Selection[edit]

Language Name
Japan Japanese コマンド選択
UK English Command Selection
France French Choix de l'action
Germany German Befehlswahl
Spain Spanish Elegir orden
Italy Italian Scelta dell'azione
China Chinese (Simplified) 选择指令
Taiwan Chinese (Traditional) 選擇指令
South Korea Korean 커맨드 선택
Netherlands Dutch Invoerkeuze
Russia Russian Выбор команды

Spell List[edit]

Sizz / Sizzle

Language Name
Japan Japanese ギラ / ベギラマ, Gira / Begirama
UK English Sizz / Sizzle
France French Crame / Supercrame
Germany German Knister / Brutzel
Spain Spanish Miniincendio / Incendio
Italy Italian Fuoco / Incendio
China Chinese (Simplified) 基拉 / 贝基拉玛
Taiwan Chinese (Traditional) 基拉 / 貝基拉瑪
South Korea Korean 기라 / 베기라마, Gira / Begirama
Netherlands Dutch Sizz / Sizzle
Russia Russian Шкварк / Пшкварк

Bang / Kaboom

Language Name
Japan Japanese イオ / イオナズン, Io / Ionazun
UK English Bang / Kaboom
France French Bang / Mégabang
Germany German Peng / Bumm
Spain Spanish Miniexplosión / Megaexplosión
Italy Italian Bang / Baboom
China Chinese (Simplified) 伊奥 / 伊奥纳曾
Taiwan Chinese (Traditional) 伊奧 / 伊奧納曾
South Korea Korean 이오 / 이오나즌, Io / Ionazun
Netherlands Dutch Bang / Kaboom
Russia Russian Бах / Кабабах

Snooze

Language Name
Japan Japanese ラリホー, Rariho
UK English Snooze
France French Torpeur
Germany German Gähn
Spain Spanish Sueño
Italy Italian Ninnananna
China Chinese (Simplified) 拉里霍
Taiwan Chinese (Traditional) 拉里霍
South Korea Korean 라리호, Rariho
Netherlands Dutch Snooze
Russia Russian Вздрем

Flame Slash

Language Name
Japan Japanese かえん斬り
UK English Flame Slash
France French Lame de feu
Germany German Flammenhieb
Spain Spanish Estocada flamígera
Italy Italian Fendente di fuoco
China Chinese (Simplified) 火炎斩
Taiwan Chinese (Traditional) 火炎斬
South Korea Korean 화염 베기
Netherlands Dutch Flame Slash
Russia Russian Огненный слеш

Kacrackle Slash

Language Name
Japan Japanese マヒャド斬り
UK English Kacrackle Slash
France French Entaille gigaglace
Germany German Krackhieb
Spain Spanish Estocada de superhelada
Italy Italian Fendente ghiacciato
China Chinese (Simplified) 玛夏德斩
Taiwan Chinese (Traditional) 瑪夏德斬
South Korea Korean 마햐드 베기
Netherlands Dutch Kacrackle Slash
Russia Russian Ледянoй слеш

Metal Slash

Language Name
Japan Japanese メタル斬り,
UK English Metal Slash
France French Lame de métal
Germany German Metallhieb
Spain Spanish Estocada metálica
Italy Italian Spaccametallo
China Chinese (Simplified) 金属斩
Taiwan Chinese (Traditional) 金屬斬
South Korea Korean 메탈 베기
Netherlands Dutch Metal Slash
Russia Russian Железный слеш

Hatchet Man

Language Name
Japan Japanese まじん斬り
UK English Hatchet Man
France French Coupe claire
Germany German Teufelsbeil
Spain Spanish Hacha asesina
Italy Italian Colpo del sicario
China Chinese (Simplified) 魔神斩
Taiwan Chinese (Traditional) 魔神斬
South Korea Korean 마신 베기
Netherlands Dutch Hatchet Man
Russia Russian Рубака

Whack / Thwack

Language Name
Japan Japanese ザキ / ザラキ, Zaki / Zaraki
UK English Whack / Thwack
France French Kill / Superkill
Germany German Wupp / Schwupp
Spain Spanish Muerte / Multimuerte
Italy Italian Morte istantanea / Più in un colpo
China Chinese (Simplified) 扎奇 / 扎拉奇
Taiwan Chinese (Traditional) 扎奇 / 扎拉奇
South Korea Korean 자키 / 자라키, Zaki / Zaraki
Netherlands Dutch Whack / Thwack
Russia Russian Шмяк / Пшмяк

Magic Burst

Language Name
Japan Japanese マダンテ, Madante
UK English Magic Burst
France French Explosion magique
Germany German Magieexplosion
Spain Spanish Explosión mágica
Italy Italian Esplosione magica
China Chinese (Simplified) 玛达恩特
Taiwan Chinese (Traditional) 瑪達恩特
South Korea Korean 마단테, Madante
Netherlands Dutch Magic Burst
Russia Russian Шквал магии

Kamikazee

Language Name
Japan Japanese メガンテ, Megante
UK English Kamikazee
France French Kamikaze
Germany German Kamikaze
Spain Spanish (PAL) Suicidio letal
Mexico Spanish (NTSC) Sacrificio letal
Italy Italian Kamikaze
China Chinese (Simplified) 美加恩特
Taiwan Chinese (Traditional) 美加恩特
South Korea Korean 메간테, Megante
Netherlands Dutch Kamikazee
Russia Russian Камикази

Psyche Up

Language Name
Japan Japanese ためる
UK English Psyche Up
France French Tension
Germany German Konzentrieren
Spain Spanish Mentalización
Italy Italian Carica
China Chinese (Simplified) 蓄气
Taiwan Chinese (Traditional) 蓄氣
South Korea Korean 모으기
Netherlands Dutch Psyche Up
Russia Russian Сверхнастрoй

Oomph

Language Name
Japan Japanese バイキルト, Baikiruto
UK English Oomph
France French Décuplo
Germany German Energieschub
Spain Spanish Minidoble potencia
Italy Italian Ooomph
China Chinese (Simplified) 巴依奇尔托
Taiwan Chinese (Traditional) 巴依奇爾托
South Korea Korean 바이킬트, Baikiruto
Netherlands Dutch Oomph
Russia Russian Огох

Acceleratle

Language Name
Japan Japanese ピオリム, Piorimu
UK English Acceleratle
France French Superaccéléro
Germany German Multibeschleunigung
Spain Spanish Aceleración
Italy Italian Accelerazione
China Chinese (Simplified) 比奥利姆
Taiwan Chinese (Traditional) 比奧利姆
South Korea Korean 피오림, Piorimu
Netherlands Dutch Acceleratle
Russia Russian Ускоррум

Kaclang

Language Name
Japan Japanese アストロン, Astron
UK English Kaclang
France French Immoblindage
Germany German Abhärtung
Spain Spanish Metalización
Italy Italian Metalpelle
China Chinese (Simplified) 亚斯特隆
Taiwan Chinese (Traditional) 亞斯特隆
South Korea Korean 아스트론, Astron
Netherlands Dutch Kaclang
Russia Russian Кабряц

Bounce

Language Name
Japan Japanese マホカンタ, Mahokanta
UK English Bounce
France French Réflexion
Germany German Boing
Spain Spanish Rebote
Italy Italian Specchio riflesso
China Chinese (Simplified) 玛霍卡恩塔
Taiwan Chinese (Traditional) 瑪霍卡恩塔
South Korea Korean 마호칸타, Mahokanta
Netherlands Dutch Bounce
Russia Russian Отражух

Heal

Language Name
Japan Japanese ホイミ, Hoimi
UK English Heal
France French Premiers secours
Germany German Heilung
Spain Spanish Minicuración
Italy Italian Cura
China Chinese (Simplified) 霍伊米
Taiwan Chinese (Traditional) 霍伊米
South Korea Korean 호이미, Hoimi
Netherlands Dutch Heal
Russia Russian Исцеление

Zoom

Language Name
Japan Japanese ルーラ, Rura
UK English Zoom
France French Téléportation
Germany German Teleportation
Spain Spanish Telerregreso
Italy Italian Teletrasporto
China Chinese (Simplified) 鲁拉
Taiwan Chinese (Traditional) 魯拉
South Korea Korean 루라, Rura
Netherlands Dutch Zoom
Russia Russian Скoк

Hocus Pocus

Language Name
Japan Japanese パルプンテ, Parupunte
UK English Hocus Pocus
France French Plouf-plouf
Germany German Risikooo
Spain Spanish Abracadabra
Italy Italian Abracasualis
China Chinese (Simplified) 帕鲁朋特
Taiwan Chinese (Traditional) 帕魯朋特
South Korea Korean 팔푼테, Parupunte
Netherlands Dutch Hocus Pocus
Russia Russian Фoкус-пoкус

Trivia[edit]

The English (above) and Japanese (below) versions of the Spell Menu
  • Command Selection is the only special move of Hero that is not a charge special.
  • As Command Selection has 21 different spell commands, the Hero has the second highest amount of special moves of any character, behind 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.[11]
  • 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 command names in the Dutch version are the same as in the English version, however.
  • Metal Slash is the only move that can only instantly KO opponents that are under a special status, with that being the metal status.
  • Whack and Thwack are the only moves that can instantly KO opponents without using items, status effects, or Final Smashes. In addition, along with Metal Slash, they are also the only moves that are capable of inducing an instant KO regardless of the target's damage percentage, even 0%.
  • Kamikazee is the only move that instantly KOs its user.
  • Kamikazee will cause all other nearby fighters to wear a shocked expression once the move is executed, similar to how characters react to Final Smashes and explosives.
  • Hero can perform Kamikazee without KOing himself in the Spirit Team testing variation of the controls test stage (as other characters can only be selected when testing Spirit Teams). When done, he will still radiate light and Sandbag will be damaged if it is close to the player, but the explosion sound and visuals will not occur, the shine will dissipate, and Hero will remain in the Kamikazee pose for a moment before landing on the ground (as he is in the air for a brief moment after usage).
  • Hero's Zoom spell is also used for his on-screen appearance.
  • The Hero's head slamming on a ceiling while using Zoom is a reference to a recurring joke in the Dragon Quest series, in which using the spell while indoors (aside from Dragon Quest XI when not in 2D mode) would have a similar result.
  • With Acceleratle, Hero becomes the fastest character in the game, even surpassing Sonic.
  • Due to the removal of the Cloaking Device after Melee, Hocus Pocus is one of the only ways to turn a fighter invisible mid-match, the other ways being certain Assist Trophies.
  • In Hero's reveal trailer, Psyche Up was shown to use 17 MP, and Oomph to use 18 MP; upon Hero's release, these values were changed to 14 and 16 respectively.
  • Heal is one of two limited-use special moves in the Smash series that cannot be replenished until the user loses a stock, the other move being Wonderwing.
  • If Squirtle is hit by Thwack while performing Withdraw, it will cause an Instant KO, but it will not trigger the Special Zoom.[12]
  • Hero can be gimped while using Kaclang by Ice Climbers's Final Smash, as the iceberg's internal windbox is programmed to ignore invincibility, and thus he can be pushed off edges to his death.

References[edit]