Command Selection: Difference between revisions
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Kamikazee does not appear to be available as a menu option during the [[World of Light]] Finale. | Kamikazee does not appear to be available as a menu option during the [[World of Light]] Finale. | ||
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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×, knockback by 1.2×, and shield damage by 1.65×, acting similar to [[Revenge]]. | |'''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×, 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 [[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. | ||
|- | |- | ||
|'''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, 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. | |'''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, 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. |
Revision as of 01:39, December 22, 2022
Command Selection | |
---|---|
Hero browsing through the commands. | |
User | Hero |
Universe | Dragon Quest |
Article on Dragon Quest Wiki | Spell List |
Command Selection (コマンド選択, Command Selection) is Hero's down special move in Super Smash Bros. Ultimate.
Overview
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. The amount of MP a spell will use will be colored green on the MP gauge while hovering over said spell. While this list is open, Hero cannot move unless he shields or jumps, 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 they are facing upon selection, Hero will immediately turn around upon executing the move. Spells cannot appear twice in a row. Spells that inflict status conditions can stack with each other and be used simultaneously. 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.
MP refilling is paused while the menu is open. Additionally, the Hero can only have the menu out for 8 seconds.
List of spells
Moves highlighted in the same colour will cross-stale each other, and also will never simultaneously appear in the same menu (slash attacks excluded).
Spell | Image | MP | Relative odds of appearing | Description |
---|---|---|---|---|
Sizz (ギラ, Gira) |
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) |
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) |
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) |
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) |
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) |
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) |
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) |
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. 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 appearing in the menu are multiplied by 4×.[1] However, in spirit battles or Custom Smash, they are instead multiplied by 0.2×.[2]. Gold fighters do not count as metal for the purposes of Metal Slash. | |
Hatchet Man (まじん斬り, Evil Slash) |
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) |
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:[3][4][5]
...where During Sudden Death, the odds of Whack appearing in the menu are multiplied by 0.2×. [6] | |
Thwack (ザラキ, Zaraki) |
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×. [6] | |
Magic Burst (マダンテ, Madante) |
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) |
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, with the sweetspot able to 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. Hero is counted as being killed first after using Kamizazee, meaning he will lose the game if used on his last stock. Kamikazee does not appear to be available as a menu option during the World of Light Finale. | |
Psyche Up (ためる, Charge) |
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) |
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×. [7] | |
Acceleratle (ピオリム, Piorimu) |
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×. [7] | |
Kaclang (アストロン, Astron) |
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×. [7] Kaclang also cannot appear in the last 30 seconds of a timed match. | |
Bounce (マホカンタ, Mahokanta) |
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×.[8] | |
Heal (ホイミ, Hoimi) |
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×. [7] | |
Zoom (ルーラ, Rūra) |
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 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 appearing in the menu are multiplied by 3×.[9] | |
Hocus Pocus (パルプンテ, Parupunte) |
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
Stat Buff | |
---|---|
Knockback taken | 1.1x |
Walking | 2x |
Initial dash | 2.1x |
Running | 2.3x |
Air speed | 2.1x |
Air acceleration | 2.5x |
Air friction | 2.1x |
Fall/Fast-Fall speed | 1.25x |
Gravity | 1.25x |
Hocus Pocus effects
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. |
Negative | 6.10% | Inflicts poison to himself, dealing 27.5% damage total. |
Negative | 6.10% | Inflicts sleep on himself. |
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
Move List | Opens a command window that you can choose a command from. You can cancel the window by jumping or shielding. |
Origin
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
Command Selection as shown by the Move List in Ultimate.
Names in other languages
Command Selection
Spell List
Sizz / Sizzle
Bang / Kaboom
Snooze
Flame Slash
Kacrackle Slash
Metal Slash
Hatchet Man
Whack / Thwack
Magic Burst
Kamikazee
Psyche Up
Oomph
Acceleratle
Kaclang
Bounce
Heal
Zoom
Hocus Pocus
Trivia
- 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.[10]
- 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 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.[11]
References
- ^ https://twitter.com/Meshima_/status/1158866563862126593
- ^ https://twitter.com/KuroganeHammer/status/1159097759305048066
- ^ https://twitter.com/Meshima_/status/1163394775006892032
- ^ https://twitter.com/Meshima_/status/1163395871817383936
- ^ https://twitter.com/Meshima_/status/1163398560076857344
- ^ a b https://twitter.com/Meshima_/status/1399677363005181964
- ^ a b c d https://twitter.com/Meshima_/status/1399684555993346049
- ^ https://twitter.com/meshima_/status/1398764230258532355
- ^ https://twitter.com/Meshima_/status/1158857397420474368
- ^ https://www.nintendoenthusiast.com/2019/09/03/dragon-quest-hero-overpowered-masahiro-sakurai-super-smash-bros-ultimate/
- ^ https://youtu.be/pWku5huh2Jw?t=706