Command Selection: Difference between revisions

bit more consistency on the odds multipliers, don't use subscript in code text
m (→‎List of spells: Added a dot at the end of the description of the "Heal" spell.)
(bit more consistency on the odds multipliers, don't use subscript in code text)
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|{{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. Since items are turned off in competitive play, the move is practically useless except when used on another Hero using Kaclang.
|{{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. Since items are turned off in competitive play, the move is practically useless except when used on another Hero using Kaclang.


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>.
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|{{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]].
|{{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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|{{bg|#932ED1}}|{{color|white|'''Whack'''<br />({{ja|ザキ|Zaki}},<br />''Zaki'')}}||[[File:Hero Whack.jpg|200px]]||10||8||Hero swings his hand forward, sending out a slow-moving dark purple projectile. He 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 swings his hand forward, sending out a slow-moving dark purple projectile. He 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.
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 * (H / 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>H</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.


During Sudden Death, the chances of Whack to appear 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>
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|{{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. He 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. He 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.
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 to appear in the menu are multiplied by 0.2×. <ref name="Sudden Death/>
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. 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 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 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.
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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× 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: his forward smash is capable of instantly breaking shields, his up throw KOs middle-weights at around 130% at ground level of Battlefield and Final Destination, and forward throw at 120% at the ledge, and even earlier with rage.
|'''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× 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: his forward smash is capable of instantly breaking shields, his up throw KOs middle-weights at around 130% at ground level of Battlefield and Final Destination, and forward throw at 120% at the ledge, and even earlier with rage.
If Bounce is active, the chances of Oomph appearing in the menu are halved. <ref name="Bounce odds">https://twitter.com/Meshima_/status/1399684555993346049</ref>
 
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||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 tallest in the game and he can [[Dash|run]] faster than {{SSBU|Sonic}}. If Bounce is active, the chances of Acceleratle appearing in the menu are halved. <ref name="Bounce odds/>
|'''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 1.1×. His [[jump]] height becomes one of the tallest 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 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. If Bounce is active, the chances of Kaclang to appear in the menu are multiplied by 0.8× <ref name="Bounce odds/>
|'''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.


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 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.
|'''Bounce'''<br />({{ja|マホカンタ|Mahokanta}},<br />''Mahokanta'')||[[File:Hero Bounce.jpg|200px]]||14||16||A lingering 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>
For 12 seconds after Bounce expires, the odds of Bounce appearing again are multiplied by 0..<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. Hero will recover one chance of using Heal after KOing an opponent. It will be available 2 times again after Hero respawns. If Bounce is active, the chances of Heal to appear in the menu are multiplied by 0.8×. <ref name="Bounce odds/>
|'''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 recover one chance of using Heal after KOing an opponent. It will be available 2 times again after Hero respawns.
 
If Bounce is active, the odds of Heal appearing in the menu are multiplied by 0.8×. <ref name="Bounce odds"/>
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|'''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.
|'''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.


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>
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|'''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.