Super Smash Bros. Ultimate

Hero (SSBU)

From SmashWiki, the Super Smash Bros. wiki
Revision as of 05:34, May 28, 2022 by Alex the weeb (talk | contribs) (We don't base our categorization on what KH says, and KH uses averages to determine who is and isn't a heavyweight, which is a flawed system because the roster is skewed towards lightweights. In the game's code, a neutral weight is 100, so fighters with a weight near 100 are midweights)
Jump to navigationJump to search
This article is about Hero's appearance in Super Smash Bros. Ultimate. For the character in other contexts, see Hero.
Hero
in Super Smash Bros. Ultimate
{{{content1}}}
{{{content2}}}
{{{content3}}}
{{{content4}}}
{{{content5}}}

Symbol of the Dragon Quest series.
Universe Dragon Quest
Availability Downloadable
Final Smash Gigaslash
Hero (SSBU)
The Hero Draws Near!
—Introduction tagline

Hero (勇者, Hero) is a playable character in Super Smash Bros. Ultimate and the second fighter from Square Enix after Cloud. He was announced during the E3 Nintendo Direct alongside Banjo & Kazooie on June 11th, 2019 as the second downloadable character from Fighters Pass Vol. 1. The default Hero is the Luminary[1] from Dragon Quest XI, while Erdrick[2] from Dragon Quest III, Solo from Dragon Quest IV and Eight from Dragon Quest VIII also appear as alternate characters like the Koopalings and Alph. Unlike the Koopalings and Alph, however, they are all listed simply as "Hero". Hero was released as part of Challenger Pack 2 on July 30th, 2019 and is classified as Fighter #72.

Mitsuki Saiga reprises her role as the Luminary from the Japanese version of Dragon Quest XI S, voicing him in all regions in place of his English voice actor, Rasmus Hardiker. Nobuyuki Hiyama, Takeshi Kusao and Yūki Kaji also debut as the voices of Erdrick, Solo and Eight, respectively, in all versions of the game.

Attributes

Hero is a tall, midweight swordsman. As a result, he has long range and his overall damage output is fittingly above-average, but he is prone to being hit easily and is very susceptible to combos. Hero has respectable overall mobility: he has a slow walking speed, slightly below-average air speed and poor air acceleration, but his dashing speed, initial dash, traction, falling speed, and fast falling speed are all either average or above-average.

Hero has a good defensive game. Similar to the three Links, Hero actually sports two shields: the standard shield action that every fighter has, and another equipped on his left arm most of the time. Hero's shield can block projectiles while he is standing idle, walking, or crouching. The wearable shield also affects the first hit of Hero's forward tilt by granting invincibility to his left arm, head and left leg because of this shield's position, similarly to Palutena's dash attack and back aerial.

Hero possesses a unique fighter ability called the MP Gauge, which has a maximum of 100 Magic Points (MP) and will deplete whenever he uses a special move. MP is restored whenever he hits opponents with attacks, and also restores gradually over time. Although his special moves completely rely on the MP Gauge, they possess tremendous utility. His neutral special, Frizz, is a fireball that travels fast, far and deals decent damage, allowing Hero to disrupt enemy approaches. In addition, unlike other Frizz spells, Frizz has low vertical knockback, making it possible to start juggles or even true combos. Frizz can be charged into Frizzle, which can beat other projectiles and KO near the ledge at reasonable percentages, or Kafrizz for even more damage, knockback and traveling distance, turning it into a viable KO move even at mid percentages.

Hero's side special, Zap, has good range for its start-up, deals respectable damage and KOs at very high percentages. Zap can be charged into Zapple, which grants even more range and damage while being a vertical KO move at high percentages, or Kazap, which results in a attack that sacrifices speed and range for power, being able to KO most opponents center stage at a mere 50%. Additionally, Kazap has damage-based armor that withstands up to 15%, allowing it to resist oncoming attacks. Zap and its variants are disjointed melee attacks, giving them excellent range and, contrary to their appearances, they are also immune to reflection and even absorption.

Hero's up special, Woosh, is a quick recovery move and is also Hero's fastest and most reliable out of shield punish. Woosh can be charged into Swoosh, granting more vertical distance and horizontal mobility, or Kaswoosh, which provides tremendous vertical distance. Additionally, all Woosh spells leave behind tornadoes, which serve as lingering hitboxes that can damage opponents and gimp opposing recoveries or setup into devastating setups from below the ledge. Finally, his down special, Command Selection, gives Hero a list of four random spells which offer a wide variety of effects. Most of these spells have significant advantages and little disadvantages, which can be seen here. The Command Selection can be canceled by inputting the shield button or by jumping, allowing Hero to repeatedly switch the menu of spells until he has an ideal set of them.

Hero's smash attacks all share a unique perk: they have a 1/8 chance of striking with a critical hit, doubling their damage output and significantly increasing their knockback, allowing them to KO at extremely early percentages. In addition, they cause the smash attacks to cause more shieldstun, making them slightly safer on shield. Even without this perk, Hero's smash attacks have some utility: his forward smash is his strongest smash attack in both damage and knockback, having large range to boot, making it terrific for hard reads or punishes, his up smash has high vertical range, being a reliable anti-air option, good for halting aerial opponents' approaches while remaining a good KOing tool (though it suffers from nonexistent horizontal range, being unable to hit grounded opponents), and his down smash is his weakest smash attack, though it is also his fastest and can be used to punish rolls or spot dodges. Thus, it is a reliable edge-guarding attack in its own right.

Hero's other grounded attacks still possess utility, even if they are less overwhelming than his smash attacks and special moves. Neutral attack has a respectable start-up, damage output and good range, making it good for both damage-racking at low percentages, spacing and for warding off immediate pressure. As stated earlier, forward tilt's first hit has blocking capabilities, making it a defensive option that can beat other moves or projectiles and then be followed up with a second hit—a sword slash—which offers better range, identical speed, and more power, allowing for setting up edge-guards or outright KOs near the edge.

Up tilt has wide range, which, coupled with its respectable damage output and decent startup lag, makes it a fantastic anti-air option and more consistent than up smash, along with being able to KO at high percentages. Down tilt has good range—superseding Hero's neutral attack—while offering the same speed and launching vertically; it can be used to hit opponents hanging on the edge and start set-ups. Dash attack boasts high power for an attack of its type at the cost of speed, being able to KO at a mere 80% from the edge. Lastly, Hero's up and down throws sport some utility. Up throw is his strongest throw and has situational utility as both a combo starter and KO option, being able to KO before 200%, unlike his other throws. Conversely, down throw is a good combo starter at low to medium percentages, and can lead into dangerous set-ups.

Hero's aerial moveset, while not as good as that of many other swordfighters, is impressive nonetheless. Neutral aerial has wide range around him and launches at a diagonal angle, being a situational combo starter and useful shield poking option. Forward and back aerials are both rather slow (with back aerial in particular being among the slowest of its kind), but they are respectably strong and KO middleweights beginning around 100% and 85%, respectively. Up aerial has the lowest lag out of any of Hero's aerials and deals very low damage and knockback, enabling it to effectively initiate combos into itself or other moves, or even set up KO confirms at varying percentages. Lastly, down aerial is Hero's most damaging aerial, but also one of his slowest. Its clean hit is capable of meteor smashing opponents, leading to KOs as low as 20% on offstage foes.

But for all the strengths that Hero has, they do come with a price. His access to his special moves is restricted by their reliance on MP. Without enough MP, he is unable to cast any spells, which may put him in great danger offstage as Woosh will only give him a very small boost without MP. While his Command Selection is very versatile, its random nature means that a desired spell is unlikely to be available. Command Selection also renders Hero unable to move when the menu is open, with his only options being to jump or shield, both of which cancel the move and creates a new set of spells when he uses the move again. While this often is not an issue due to most of the spells having quick startup and good range, as well as the Hero player being able to select the spell quickly, this can sometimes pose a problem if the opponent is in a prime position to punish Hero, which can force the player to sacrifice an ideal set of spells by canceling the move or cause them to panic and use the wrong spell altogether. On top of this, some of his spells have very little utility (such as Metal Slash, which deals 1% and extremely low set knockback against non-metal opponents), while one of them, Hocus Pocus, grants any one of a slew of effects, with detrimental ones outnumbering and outweighing possible benefits.

Many of Hero's attacks suffer from slow start-up lag (dash attack), high ending lag (up tilt, down tilt, and the second hit of forward tilt), or both (forward and back aerials). Hero's below-average frame data, alongside his high raw damage output and attacks' high knockback values, collectively give him a limited combo game, since only certain attacks (particularly neutral aerial, up aerial, up throw, and down throw) can successfully generate true combos. Even then, the fast start-up of Hero's grabs is offset by their very short ranges, while up and down throws' combo potentials wane noticeably past low and medium percentages, respectively. Up aerial suffers from poor range and down tilt suffers from aforementioned high ending lag, preventing it from performing any true combos. As stated earlier, his up smash's horizontal range is nonexistent, thus making it Hero's least useful move against grounded opponents.

Due to being a tall heavyweight with slightly above-average falling speed and a lack of any fast or invincible attacks, Hero is very susceptible to combos. This weakness may be exacerbated further through Hocus Pocus' giant effect, and Oomph applying a 1.2× damage multiplier to attacks that hit him.

Overall, Hero has many strengths and many weaknesses. While he does have a plethora of magic spells at his disposal, a high overall damage output, and a healthy number of strong KO options, he suffers from sluggish frame data, a susceptibility to combos, a reliance on random chance, a limited combo game, and finite resources that are slow to recharge. While there is some potential and strategy in Hero's normal moveset, victory or defeat will frequently come down to resource management and luck. While players such as Salem and Akakikusu have shown Hero's potential at tournaments, his representation has been below-average overall. As such, his viability remains up for debate.

Update history

Hero was slightly changed via game updates, with Kaboom and Magic Burst being slightly buffed while Kafrizz was slightly nerfed. He also has some bug fixes included fixes to Zoom and Gigaslash. These changes have been largely quality-of-life updates, and Hero's competitive reception hasn't changed as a result.

Super Smash Bros. Ultimate 5.0.0

  • Buff The ending lag after bouncing when prone has been decreased to be in line with the rest of the roster.
  • Nerf The final hit of Kafrizz can now be reflected, blocked by passive shields and absorbed.
  • Buff Magic Burst's looping hits deal more hitstun (0 → +2), preventing opponents from escaping them by using moves with intangibility at the start.
  • Bug fix Using Zoom while under the effect of a Super Mushroom no longer expire until the end of the move. This prevents cases where Hero would become stuck in the animation indefinitely.
  • Bug fix Fixed multiple issues with the initial hit of Gigaslash not granting opponents intangibility; it is no longer possible to perform the following glitches:
    • Bug fix Fixed an issue that resulted opponents to take damage near a stage hazard, such as lava.
    • Bug fix Fixed an issue that resulted opponents to lose 2 stocks if KOed at high percents. It no longer puts opponents in combat with no stocks remaining.
    • Bug fix Fixed an issue that resulted opponents to grapically stuck remain in the Final Smash aura.

Super Smash Bros. Ultimate 6.0.0

Super Smash Bros. Ultimate 7.0.0

  • Buff Kaboom's first hit has much less knockback scaling (100 → 40), making it less likely to knock the opponent out of range of the explosion at higher percents.

Super Smash Bros. Ultimate 8.0.0

  • Buff Kaboom's first hit has gained a hitstun modifier of 4, preventing opponents from shielding or dodging the second hit afterward.
  • Change Hero’s placement in All-Star Mode is changed from being fought before Byleth to being fought between Mega Man and Daisy, matching the release date of Dragon Quest III rather than Dragon Quest XI S.

Super Smash Bros. Ultimate 11.0.0

  • Change Changed the length of vulnerability when crumpling to be consistent with other fighters.

Super Smash Bros. Ultimate 13.0.0

  • Buff Gigaslash has less ending lag (FAF 31 → 16).

Moveset

  • Hero has a unique fighter ability called the MP Gauge. His Magic Points (MP) are depleted whenever he uses his special moves, with the amount varying on the spell used. The MP Gauge has a maximum of 100 MP, and it is restored over time (at a rate of 1 point per second) or when damaging opponents with normal attacks.
    • If Hero attempts to use a spell without the required MP, he will still perform the animation, but without the actual spell being performed. In the case of Zap, it still possesses a hitbox that deals 2%. Additionally, the "failed" sound effect from Dragon Quest will play when this occurs.
    • If Hero hits an opponent or a shield with a normal attack, he will gain MP equal to 0.8× of the hitbox's or throw's base damage output; aside from shield damage, no other mechanics (such as the extra damage from charging smashes) will be applyied. As shields receive 1.19× more damage from attacks, hitting shields will generally restore more MP unless the attack has reduced shield damage, such as his Critical Hit smash attacks. A resource for how much is gained can be found here.
  • While Hero is standing still, walking, or crouching, any incoming projectiles that hit his equipped shield will simply push him back slightly instead of inflicting damage. It can block any amount of projectiles, regardless of their power.
  • Hero's smash attacks have a 1/8 chance of inflicting a Critical Hit, which triggers a Special Zoom and deals twice as much damage. This subsequently increases their knockback by a significant amount, although forward smash and down smash have lower base knockback values as a slight compensation. Against shields, Critical Hits have negative shield damage outputs equal to the moves' base damage; this causes them to deal the same damage to shields as the standard versions and thus prevents them from easily breaking shields. However, Critical Hits still inflict more shieldstun due to their higher base damage outputs, making them safer on shield.
    • The negative shield damage does not necessarily make a Critical Hit and a standard hit inflict the same amount of damage to a shield. This is due to the formula for damage to shields adding the shield damage after applying the stale-move negation/freshness multiplier, but before applying the 1.19× shield multiplier. The damage variation between a Critical Hit and a standard hit is roughly equal to the stale/fresh multiplier; thus, a fresh Critical Hit will inflict more damage, but a stale Critical Hit will inflict less damage.
    • Hero cannot inflict a Critical Hit in the Home-Run Contest.
    • A Critical Hit's sound effect varies depending on the Hero who inflicts it, although Erdrick and Solo share the same one.[1] These sound effects are sourced directly from their respective Dragon Quest games.

For a gallery of Hero's hitboxes, see here.

Note: All numbers are listed as base damage, without the 1v1 multiplier.

  Name Damage Description
Neutral attack   3% An upward slash, followed by a downward slash, followed by another upward slash. Deals decent damage and comes out on frame 6, making it fairly useful for warding off immediate pressure.
3%
4%
Forward tilt   5% An outward shield bash followed by an outward slash. Decent start-up, with the first hit coming out on frame 9. The first hit does not rebound, leaving the opponent open to the second hit if the first hit blocks a melee attack. Like Palutena's dash attack and back aerial, Hero's shield grants the first hit invincibility; in his case, it is granted to Hero's head and front leg on frame 9, as well as to his arm and shoulder on frames 9-11. The second hit can KO at around 130% near the edge. However, it has 39 frames of ending lag if the second hit misses, making it highly punishable. The first hit resembles Blockenspiel, whereas the second hit resembles the Luminary's short-range greatsword attack in Dragon Quest XI.
8%
Up tilt   11% (blade), 9% (body) A hopping, overhead arcing slash, similar to Toon Link's up smash. It has large range and respectable power (especially if Oomph and/or Psyche Up are active), which make it a potent anti-air attack and serviceable KO option. However, it has noticeable ending lag, which results in it lacking any true combos.
Down tilt   7% A baseball slide. It comes out on frame 6 like his neutral attack, but has slightly more range than it does, which makes it a slightly safer poking option. Although it launches vertically, it is a fairly unreliable combo starter because of its rather high ending lag compared to many other down tilts. Instead, it is better at starting combos during its final frames, much like Cloud and Sephiroth's down tilts. It resembles Leg Sweep.
Dash attack   15% (blade), 13% (body) A jumping downward slash, similar to Link's dash attack. It is powerful enough to KO at around 80% from the edge. However, it has very high start-up (comes out on frame 21) and ending lag (29 frames). Based on the Luminary's long-range standard sword attack from Dragon Quest XI.
Forward smash   18% (blade), 16% (body), 36% (Critical Hit blade), 32% (Critical Hit body) A two-handed downward slash, similar to Ike and Ganondorf's forward smashes. Comes out on frame 17, but has 46 frames of ending lag, making it very unsafe. There is a chance of a Critical Hit occurring whenever Hero performs this move. If this happens, it becomes the strongest forward smash in the game, KOing every character near the edge at 0% when fully charged.
Up smash   16% (blade), 14% (body), 32% (Critical Hit blade), 28% (Critical Hit body) An upward thrust, similar to Marth's up smash. Has decent vertical range, but extremely poor horizontal range, being unable to hit grounded opponents. There is a chance of a critical hit occurring whenever Hero performs this move. Up smash's Critical Hit is powerful enough to KO as low as 30% when uncharged. It has 37 frames of ending lag, making it easy to punish.
Down smash   13% (blade), 11% (body), 26% (Critical Hit blade), 22% (Critical Hit body) A kneeling inward slash in front of himself, followed by a kneeling outward slash behind himself, similar to Link's down smash. There is a chance of a Critical hit occurring whenever Hero performs this move. It is Hero's fastest smash attack, and is useful for punishing rolls. Despite being also being his weakest smash attack, it can KO at reasonable percentages regardless upon landing a Critical Hit or if Oomph and/or Psyche UP are active.
Neutral aerial   9% A semi-circular slash in front of himself, starting from above his head to below his feet. It launches at a diagonal angle, which grants it slight combo potential. However, its combo potential becomes much more noticeable while Acceleratle is active, as Hero can follow up with forward aerial at high percentages for a KO confirm. It resembles the first portion of The Real Decoy, a Pep Power in Dragon Quest XI.
Forward aerial   12% (blade), 10% (body) A downward slash, similar to Roy's forward aerial. Slow start-up for an aerial of its kind (comes out on frame 14), but is strong enough to KO at around 100% at the edge. It also covers a wide arc, making it a good spacing and approaching tool.
Back aerial   14% (blade), 12% (body) An upward slash behind himself, similar to Toon Link's back aerial. One of the strongest back aerials in the game. Very slow start-up for an aerial of its kind (comes out on frame 18), but it boasts excellent power, KOing at around 85% near the edge. It covers behind Hero very well, and is even able to hit slightly above him. If both Oomph and Psych Up are active, it can break a full shield in one hit.
Up aerial   7% A stretch kick, similar to Lucario's up aerial. Hero's fastest aerial in terms of start-up, ending and landing lag, and the only one that can auto-cancel with a short hop. However, it has extremely short range and is fairly weak. Overall, it is fairly useful for combos, such as being a follow-up from down throw and immediate set-up into neutral aerial at low percentages and, upon auto-canceling, an immediate set-up into forward aerial and back aerial for a KO confirm at high percentages.
Down aerial   16% (clean), 10% (late) A downward thrust. The clean hit meteor smashes opponents powerfully. It is also his most damaging aerial. However, it high start-up (comes out on frame 16), and landing lag. At mid percentages (30%-65% for middleweights), hitting with the meteor hitbox on a grounded opponent can lead into up smash for a potential KO confirm if up smash inflicts a Critical Hit. The attack's animation upon landing on the ground resembles the pose Erdrick assumes on Dragon Quest III's Super Famicom box art.
Grab   Reaches out with his left hand. Hero's grab range is very short, being the second shortest in the game.
Pummel   1.3% A knee strike.
Forward throw   7% Plants his sword into the ground and then throws the opponent away. Low knockback, making it suited primarily for creating space or setting up an edge-guard. However, Oomph and/or Psyche Up grant it KO potential at high percentages while at the edge.
Back throw   9% Performs the tomoe nage,[3] a judo throw. Like forward throw, it is suited primarily for creating space or setting up an edge-guard. However, Oomph and/or Psyche Up grant it KO potential at very high percentages while at the edge.
Up throw   7% Heaves the opponent upward, similarly to Mario's up throw. Due to its low ending lag, it can combo reliably into neutral and up aerials at low percentages. It is also Hero's strongest throw in regard to overall knockback; unlike forward and back throws, it can KO at very high percentages (albeit primarily on platforms) without the need for Oomph and/or Psyche Up. Although it is rather weak for a KO option, Oomph, Psyche Up and/or rage will improve its KO potential noticeably.
Down throw   6% A one-handed body slam. A good combo starter that can lead to either forward aerial and up aerial at low to mid percentages. It can also lead into Kafrizz or forward smash on larger targets at very low percentages.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Slashes behind himself, then in front of himself.
Floor attack (back)
Floor getups (back)
  7% Slashes behind himself, then in front of himself.
Floor attack (trip)
Floor getups (trip)
  5% Slashes in front of himself, then behind himself.
Edge attack
Edge getups
  9% Climbs up and slashes inward.
Neutral special Frizz / Frizzle / Kafrizz Frizz: 9%, 6% (late)
Frizzle: 9% (hits 1-2)
Kafrizz: 19% (hit 1), 3% (hits 2-5), 10% (edge), 8% (edge, late)
A fireball that can be charged up to become Frizzle and Kafrizz, which are stronger variants that travel increasingly farther and faster. Unlike most chargeable moves, Hero will always begin charging from the beginning if he cancels the move. He is also unable to launch the projectile if he lacks MP, forcing him to recharge his MP and use up any existing charge before he can use weaker variants again.

Frizz: A small fireball that is produced when the move is uncharged. It is quick to throw, but travels very slowly and is very weak. Frizz is the only variant of the Frizz spells that suffers from damage falloff, which means that it gets weaker and slower after traveling a certain distance. Like Fireball, its quick start-up makes it decent at both spacing and, at low percentages, setting up a dash grab to initiate a down throw combo. Frizz costs 6 MP to use.
Frizzle: Two intertwined fireballs that appear when the move is partially charged. Frizzle is faster and stronger than Frizz. The two fireballs can actually break-off into separate fireballs if an opponent or attack lands on top of one of the fireballs. Frizzle is decently powerful, being able to KO at 135% near the edge. Frizzle costs 16 MP to use.
Kafrizz: The strongest version of Frizz that appears when the move is fully charged. It is a large, multi-hitting fireball deals extremely high damage and knockback, KOing at around 60% near the edge. It also deals considerably high shield damage. Kafrizz has noticeable ending lag, though, so it can be reflected and punish Hero easily. Kafrizz costs 36 MP to use.

Side special Zap / Zapple / Kazap Zap: 3% (bolt), 2% (sword, no MP), 5% (sword + bolt), 12%/5% (lightning strike), 2.5% (lightning strike, high)
Zapple: 6% (hit 1), 14%/10% (hit 2), 5% (hit 2, high)
Kazap: 12% (lightning strike, high), 10% (lightning strike), 4% (hit 1), 6% (hit 2, front and back), 12% (hit 3, front), 10% (hit 3, back), 8% (hit 3, edge), 16%/12% (last), 6% (last, high)
A series of lightning spells that can be charged to become Zapple and Kazap.

Zap: Hero swings his sword upward to emit a burst of electricity in front of himself. It has the fastest start-up and ending lag, but has the shortest range and is the weakest. The sword itself also has a hitbox during the swing, which enables it to deal extra damage, similarly to Wolf's Blaster. This also means Zap can still somewhat be used without MP, although the sword swing deals only 2%. Zap costs 8 MP to use.
Zapple: A long-ranged bolt of electricity that is fired when the move is semi-charged. Has considerable range and deals great damage, making it an excellent move for spacing. It has respectable power, as it can KO at 155% from the center of Battlefield and even earlier near the edge. Zapple costs 18 MP to use.
Kazap: Hero raises his sword in the air so it can be struck by and after a lightning bolt, after which he performs a spinning outward slash around himself, similarly to Spin Attack. Kazap is very strong, as it can KO around 60% from center stage and around 40% near the edge if all of its hits connect. Kazap also has deceptively low ending lag in spite of its power, as well as damage-based armor that withstands up to 15%. However, it costs 42 MP to use (the highest out of all Hero's spells), and has noticeabl;e start-up lag.

Despite their appearances, all variations of Zap (with the exception of the first half of Kazap) are disjointed hitboxes and not projectiles. As a result, they cannot be reflected or absorbed.

Up special Woosh / Swoosh / Kaswoosh Woosh: 7%
Swoosh: 3% (hits 1-3), 4% (last)
Kaswoosh: 3% (hits 1-5), 4% (last)
A series of tornado spells that Hero uses for recovery. Can be charged to become Swoosh and Kaswoosh.

Woosh: A small and weak tornado that launches Hero slightly upward. It is very quick (comes out on frame 7), making it a good out of shield option. Woosh has set knockback, meaning that it will inflict the same amount of knockback regardless of the opponent's damage. Woosh costs 5 MP to use.
Swoosh: A larger tornado that hits multiple times and grants a better vertical and horizontal recovery. Swoosh costs 9 MP to use.
Kaswoosh: Two large tornadoes that hit multiple times and grant a much higher vertical recovery, making it a potent recovery move. Can KO at 148% from the center of Battlefield. Kaswoosh costs 18 MP to use.

While Kaswoosh offers the best vertical recovery of the three options, Swoosh offers the best horizontal recovery; that said, all three versions still have lackluster horizontal movement, especially at the apex of the launch. All versions of Woosh launch opponents in the opposite direction the Hero is facing, which can lead into gimps, stage spikes, and KOs, especially with Swoosh and Kaswoosh. All variants of Hero's up special are considered projectiles; as a result, opponents with reflectors can deal significant damage to Hero while he is attempting to recover simply by getting close and reflecting the tornado.

Down special Command Selection (see below) Hero chooses between a variety of four randomly-selected spells from a pop-up menu. These spells require MP to use. Shielding or jumping will close the menu, canceling the move and allowing Hero to open it again for a different set. By pressing the opposite direction when selecting a move or tilting the right stick in the opposite direction to select a move, Hero will turn around before unleashing the move, similarly to B-reversing.
Final Smash Gigaslash 7% (trapping hit), 33% (cinematic) Performs an upward slash. If it successfully hits an opponent, the seven non-playable Dragon Quest Heroes appear and bring their respective weapons together, which discharge a combined stream of electrical energy that is infused into Hero's sword. Hero then proceeds to perform Gigaslash while surrounded by the non-playable Heroes.

Command Selection spells

Main article: Command Selection
Spell MP Cost Relative odds of appearing Chance of appearing in top slot of fresh menu Damage Description
Bang 9 16 ≈5.8% 1.5% (spark) 14%/12% (explosion) A small, spark-like projectile that generates a small explosion after a set distance or on contact with opponents. Deals decent knockback, KOing vertically starting at around 130%. Cannot appear alongside Kaboom.
Kaboom 37 20 ≈7.3% 2% (spark), 26%/21% (explosion) A small, spark-like projectile that generates a large explosion after a set distance or on contact with opponents. The instant before the explosion pulls opponents in if they're close enough. Possesses high knockback and a very large explosion hitbox, KOing around 85% vertically. Cannot appear alongside Bang.
Sizz 8 16 ≈5.8% 1.5% (bolt), 12% (flames) A fiery, bolt-like projectile that travels quickly. Lacks KO potential onstage, but can KO opponents offstage. Cannot appear alongside Sizzle.
Sizzle 20 20 ≈7.3% 3% (bolt), 22% (flames) A fiery, bolt-like projectile that travels quickly and leaves damaging flames on the ground in its wake. Deals high damage despite its speed. Deals decent knockback, KOing around 100% near the edge. Cannot appear alongside Sizz.
Flame Slash 12 18 ≈6.6% 22% (blade), 17% (flames) A quick slash with Hero's sword cloaked in flame. Deals considerable damage and knockback, especially in regard to its blade hitbox, and has notable range both horizontally and vertically. It can KO middleweights at 90% from the center of Final Destination.
Kacrackle Slash 11 18 ≈6.6% 17% (blade), 13% (frost) A quick slash with Hero's sword cloaked in frost. It freezes opponents, with its blade hitbox freezing them for considerably longer than the frost itself.
Hatchet Man 15 18 ≈6.6% 35% A delayed downward slash which resembles his forward smash, triggering Special Zoom and a Critical Hit sound effect on hit. Has considerable start-up, but possesses extremely high damage and knockback output, making it capable of KOing early, around 45% from center stage and much earlier near the edge. It can also instantly break a full shield, similarly to a fully charged Shield Breaker.
Snooze 16 17 ≈6.2% - Hero extends his hand forward to launch a spherical, pulse-like projectile that sends opponents to sleep if it connects. It can pass through multiple opponents, but can also be blocked. The projectile puts opponents to sleep for longer at close range, but becomes larger the farther it travels. Infamous for its ability to grant Hero a free charged forward smash, and therefore an early KO, if it hits a grounded opponent at mid percentages. 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, due to them receiving 40% of the knockback growth of the grounded hitbox. As a result, Snooze's clean aerial hitbox puts opponents to sleep for less time than its latest grounded hitbox. The projectile will not disappear until its active frames conclude, so it can be thrown at edges to affect recovering enemies.
Whack 10 8 ≈2.9% 1% Hero swings his hand forward to launch a slow-moving dark purple sphere. Has a chance to instantly KO the opponent, with a higher chance for it to occur the more damage the opponent has; the formula for Whack to instantly KO is
1 + (pt - 20) / (300 - 20) * 200 + 20 * (pH / 300), where pt is the target's damage pre-hit limited to between 20% and 300%, and pH is Hero's damage limited to 300% or less. As a result, the final rate is always 1% when the opponent is below 20%, and scales up to 100% when the opponent is just below 160%, with a maximum extra 20% chance if Hero is at 300%. The move is notoriously difficult to reflect, as the speed and direction of the reflected projectile depends on the speed and direction the erratically moving projectile was travelling at the moment of reflection. As such, it will often deflect into the ground or up into the air, and in some cases will move so slowly that it seemingly stays in place. Cannot appear alongside Thwack.
Thwack 30 12 ≈4.4% 3% Hero swings his hand forward to emit a large, dark purple blast directly in front of himself. 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 start-up lag, a minimal damage output and weak knockback. It can also be reflected, absorbed, and shielded. Cannot appear alongside Whack.
Metal Slash 6 7 ≈2.6%, ≈10% (metal opponent), ≈0.5% (Spirit Battle) 1% 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% and weak knockback. If there is a metal opponent present when the menu is opened, it has a 4× greater chance of appearing. In Spirit Battles, however, a multiplier of 0.2× is applied to its appearance rate.
Kaclang 6 5 ≈1.8% 15% (falling) Encases Hero in metal and makes him impervious to both damage and knockback for a period of time, but also renders him inert. It cannot be canceled once activated. However, Hero can still be KO'd 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 Hero a hitbox during his descent (similarly to Stone) and allow him to move left and right until he lands.
Kamikazee 1 5 ≈1.8% 0.1% (hit 1), 50% (hit 2, close), 35% (hit 2, far) Hero crosses his arms and begins to glow. After a few seconds, he explodes, instantly KOing himself and inflicting a large amount of damage and knockback to any opponent caught in its large blast radius. The explosion is unblockable, and its sweetspot is strong enough to KO many opponents at 50%-60%. The hitbox only lasts briefly, allowing opponents to dodge and avoid the explosion, even with sidesteps. Using this will count as a KO for the last opponent to hit him. Hero is intangible during the charge up. Kamikazee does not appear to be available as a menu option during the World of Light Finale.
Magic Burst All remaining MP 5 ≈1.8% maximum: 4.2% (loop), 11% (last) An enormous, spherical explosion that grows in size, similarly to a Smart Bomb's explosion. It hits multiple times and is active for a few seconds. Consumes all of Hero's remaining MP; the spell's power depends on how much MP Hero has left. The attack has extremely large range, covering half of Final Destination, and with full MP, it can KO at merely 20%. Due to these factors, along with the move itself being surprisingly quick to activate, it is widely considered to be one of Hero's best command specials (if not his absolute best one), and arguably the most feared, albeit only in circumstances where Hero has at least around half of his MP remaining. Additionally, the move is blockable, with each hit having slightly reduced shield damage. Projectiles can also cancel out the move, and he can be hit by physical attacks at the very beginning of the move's start-up, leaving Hero with no MP and at a great disadvantage, making Magic Burst a rather "high risk, high reward" move. The loop hits do very little knockback; as a result, Bowser and Kazuya can use their passive armor to retaliate quickly. The damage dealt is multiplied by 0.2 + 0.008MP, with the value being between 0.2× and 1×.
Oomph 16 16 ≈5.8% - Increases Hero's damage output by 1.6×, knockback output by 1.1×, and damage received by 1.2×. Only affects melee attacks. Lasts for 12 seconds.
Psyche Up 14 16 ≈5.8% - Increases Hero's damage output by 1.2×, knockback output by 1.2×, and shield damage output by 1.65×. Functions similarly to Revenge and if stacked with Oomph, many of Hero's normal attacks will instantly break a full shield. Only affects melee attacks. Expires after landing a melee attack. As it only boosts the next melee hit that connects, pummels will use up Psyche Up, and stronger versions of Zap (Zapple and Kazap) will not gain increased KO potential, as both moves consist of two hits.
Acceleratle 13 16 ≈5.8% - Multiplies Hero's walking speed, dashing speed, air speed, air acceleration, and air friction stats by 2×-2.5×, depending on the stat. Functions similarly to Lightweight, but to a sufficiently high degree that Hero can outrun Sonic and can reach a maximum air speed more than 1.5× that of Yoshi's. However, the sheer speed can make Hero more difficult to control, and it increases the knockback he receives by 1.1×. Lasts for 10 seconds.
Bounce 14 16 ≈5.8% - A lingering reflector that increases projectile damage by 1.5×, projectile speed by 1.4×, and projectile health by 1.1×. Like a Franklin Badge, Bounce lets Hero act while it is active, and overrides Hero's passive shield, allowing reflections even if he is standing and facing an opponent. One of Hero's best approach options against projectile users, due to him being able to perform any action while keeping an active reflector. Lasts for 12 seconds.
Heal 7 7 ≈2.6% Heals 11% Heals Hero by 11%. Starts with two charges, and resets to two after Hero is KO'd or scores a KO.
Zoom 8 15 ≈5.5%, ≈10.4% (close to blast line) - Hero jumps directly upward, going past the limits of the camera, then falls directly onto a random part of the stage, no matter where he was when the spell was used. Hero can act out of his descent while maintaining momentum, unless he performs an action that alters momentum. If used where there is a ceiling above Hero, he will collide against it, while still being able to act afterward. It is invulnerable as soon as Hero starts to fly. Has a 2× (≈53%) chance of appearing in Command Selection when 40 units (or closer) to the blast line.
Hocus Pocus 4 3 ≈1.1% (see below) A spell with random effects, either positive or negative, that can also take the form of other Command Selection spells.

Approximations were done with the equation (X/S), with X being the relative odds of the move and S being the sum of all moves' relative odds, including the selected move's odds.

Hocus Pocus Effects

Type Chance of occurrence Effect
Positive 4.88% Makes him gigantic. However, it cannot be stacked with Mega Smash and a Super Mushroom.
Positive 1.22% Makes him invincible.
Positive 3.96% MP is replenished to 100.
Negative 6.1% Applies a timer effect to himself.
Negative 6.1% MP is depleted to 0.
Negative 6.1% Poisons himself, dealing 27.5% total.
Negative 6.1% Inflicts sleep on himself.
Negative 5.49% Shrinks himself.
Negative 6.1% Inflicts the flower effect on himself, dealing a maximum of 22% without button mashing.
Neutral 6.1% Turns him invisible.
Neutral 47.85% One of Hero's command spells will consume 4 MP instead of its standard cost.
  • If the command is Magic Burst, it will consume all MP as usual.
  • There is a small chance that the randomly-chosen spell will be Kamikazee, which further emphasizes the high risk nature of Hocus Pocus.

On-screen appearance

  • Flies onto the stage using Zoom, and raises his sword vertically, similarly to his side taunt.

Taunts

  • Up taunt: Puts away his sword and shield, then performs Psyche Up as it appears in Dragon Quest VIII.
  • Side taunt: Raises his sword vertically into the air.
  • Down taunt: Fumbles in place as a Slime meanders in front of him.

Idle poses

  • Lifts his sword in front of himself while smiling.
  • Assumes an attack stance similar to one of Link's idle animations.

Crowd cheer

Cheer (English) Cheer (Japanese/Chinese) Cheer (Italian) Cheer (Dutch) Cheer (French)
Cheer
Description H - E - R - O! You're My Hero! Yuuuuu - Sha! Eeeeeeeee - roe! Held -- Held -- On - ze Held! Hip - Hip - Hip - Héros !
Cheer (German) Cheer (Spanish) Cheer (Russian) Cheer (Korean)
Cheer
NTSC

PAL
Description ¡Es Héroe, es Héroe, eh, eh! Yuuuuu - Sha!

Victory poses

  • Left: Hero raises his sword in the air, slashes twice and finishes in a pose.
  • Up: Hero performs Kazap and strikes a pose.
  • Right: Hero walks up to three Slimes, kneels down and looks at them with a smile. The camera angle before Hero appears also references the first-person battle screens of most Dragon Quest games.
An arrangement of the ending phase of "Overture", the Dragon Quest series' main theme.

In competitive play

Hero's place in competitive play has been controversial even before his introduction into the game; players were immediately divided due to the sheer amount of randomness in his toolkit, which some argued as too unpredictable for him to work as a competitively fair character. Despite the controversy, Hero initially had little impact on the metagame; while it was common to see him in pools and small-scale tournaments, he has not gone far in high-level tournaments, with his most notable national placements coming from Salem and Tsu, who either used him as a co-main or eventually dropped him. This can be attributed to Hero's slow frame data, lack of reliable combo breaking options, and his reliance on MP, all of which can be exploited by opponents. Hero's randomness also plays a part in his unreliability, as it can be just as common to roll an undesired move as it is to get the best option. As a result, most players initially considered him a mid tier character at best.

More recently, however, Akakikusu had made waves with Hero by placing top 8 at several Japanese nationals, and even defeating several top Japanese players. These placements, despite being during the pandemic, were nonetheless more impressive than anyone else up to that point, leading some players to believe that Hero is better than what the general consensus is.

Most historically significant players

See also: Category:Hero professionals (SSBU)

Ban controversy

Hero's moveset, specifically Command Selection, has been controversial due to its randomness. Comparisons have been drawn between Command Selection and items, with the argument being that the unpredictable nature of both of them result in a less competitive environment, in which skill alone is not sufficient to win matches (coincidentally so as certain spells like Hocus Pocus grant abilities otherwise only found with items such as the Super Star and Timer). Furthermore, specific spells have also been the subject of controversy, such as Zoom invalidating any attempts at edge-guarding, Whack and Thwack being able to KO at any percentage, or Magic Burst's blast radius easily covering the edge and preventing a large portion of the cast from recovering without taking significant damage in the process. Hero's Critical Hits from his smash attacks have also stirred conversation regarding Hero's skill factor, though not quite to the degree as Command Selection.

Finally, issues regarding language barriers have also been raised, as it is not uncommon for players to compete in countries they do not know the language of. Therefore, a player who does not speak the language of the country in question will be at a large disadvantage, regardless of whether they are playing as or against Hero. Players against this point mention how most of the spells in languages that use the Latin alphabet are very similar to what they are in English, rendering them easily guessable, learnable and reactionary.

Conversely, supporters bring up languages that do not use the Latin alphabet, such as Japanese and Russian, saying that these are much harder to learn and react to in such a short amount of time. To alleviate the effects of language barriers, most tournaments in countries will usually play in English instead of the regional language due to English being the standard language used in major tournaments, especially since countries such as Portugal, Denmark and Sweden do not have their language available in Ultimate.

Many prominent smashers, such as Leffen and Dark Wizzy, have advocated banning Hero, while others such as Dabuz and ESAM have come out against a ban, arguing that the character has significant counter-play and has not achieved overwhelmingly high results at tournaments to the same degrees as a top tier character. The first region to ban Hero from tournaments was South Australia, where the ban was put into effect on August 15th, 2019.[2] This was met with criticism, with players in the community (such as D1 and ZeRo) stating that it was too early to declare whether Hero should be banned or not.

Notably, Nintendo France also banned Hero and DLC fighters released after September 23rd, 2019 from future tournaments in their area,[3] making Hero the first instance a character has been banned in Nintendo-sanctioned tournaments. No official reason was given for the ban by Nintendo France at the time. However, as of September 26th, 2019, Nintendo France announced on Twitter that they have overturned the ban, making Hero and DLC fighters released after the aforementioned date legal in Nintendo-sanctioned tournaments for the area.[4]

Classic Mode: A History of Heroism

Hero's congratulations screen.

Rounds 1 through 6 are Stamina Mode battles in reference to the HP system in the Dragon Quest series and most RPGs. Additionally, every battle uses a song from the Dragon Quest series, regardless of the stage. When fighting against each of the Heroes, they will use their respective default appearances[4] instead of their respective alternate costumes,[5] even if the player is also using one of the default Heroes (which was unique to Hero until Byleth's release).

Round Opponent Stage Music Notes
1 Tiny Kirby (SSBU) (×3) Kirby (SSBU) Kirby Gaur Plain (Battlefield form) The Hero Goes Forth with a Determination A reference to Slimes and She-Slimes.
2 Hero (SSBU) Hero and Tiny Robin (SSBU) Robin Yggdrasil's Altar Unflinchable Courage A fight against the Luminary, the Hero from Dragon Quest XI. Robin references Veronica, one of the Luminary's party members.
3 Hero (SSBU) Hero Temple Wagon Wheel's March A fight against Solo, the Hero from Dragon Quest IV.
4 Rathalos Forest Hill Fighting Spirits - DRAGON QUEST III Dragons are recurring enemies in the Dragon Quest series. Rathalos could also be specifically referencing a Red Dragon, an enemy from Dragon Quest's first installment.
5 Hero (SSBU) Hero and Tiny Pikachu (SSBU) Pikachu Gaur Plain (Battlefield form) War Cry A fight against Eight, the Hero from Dragon Quest VIII. Pikachu references Munchie, Eight's pet Pig-Rat.
6 Hero (SSBU) Hero Castle Siege (Underground Cavern) Adventure - DRAGON QUEST III A fight against Erdrick, the Hero from Dragon Quest III. The stage does not transition back to its first phase.
Bonus Stage
Final Robin (SSBU) Robin, then Giant Charizard (SSBU) Charizard Dracula's Castle (Ω form) Fighting Spirits - DRAGON QUEST III (Robin)
Battle for the Glory - DRAGON QUEST IV (Giant Charizard)
Charizard is not announced in the loading screen. References the fight against the Dragonlord from Dragon Quest's first installment. In that fight, the Dragonlord starts off in his human form, but upon defeat, he turns into a giant dragon for the second phase.

Credits roll after completing Classic Mode. Unlike other fighters, the music that plays differs depending on the costume selected.

Role in World of Light

The message that shows Hero's availability in World of Light

Due to his status as downloadable content, Hero does not have a legitimate role in World of Light. Instead, he is unlocked for use in the mode after freeing 10 fighters from Galeem's control. If loading an existing save file that meets this condition prior to downloading Hero, he is immediately unlocked.

However, in his reveal trailer, all four Heroes are shown fighting against puppet fighters alongside Link, which suggests he too is fighting against Galeem and Dharkon. Erdrick, in particular, also appears in Sephiroth's trailer alongside several fighters who have been warded off by Galeem and his legion of Master Hands.

Spirits

Hero's fighter spirit (specifically the Luminary's) can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 300 Gold, but only after Hero has been downloaded. Unlocking Hero in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. Additionally, the other three Heroes have their own fighter spirits, which can only be obtained by purchase in the shop. Each fighter spirit has an alternate version that replaces them with their artwork in Ultimate.

In Spirit battles

As a minion

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
1,329
SSBU spirit Cetacea.png
Cetacea DRAGON QUEST Series •Giant King K. Rool King K. Rool (SSBU) (200 HP)
Hero Hero (SSBU) (70 HP)
Neutral
9,500 Yggdrasil's Altar (Ω form) N/A •Defeat the main fighter to win
•The enemy has super armor but moves slower
•Timed stamina battle (1:30)
The Hero Goes Forth with a Determination Luminary

Alternate costumes

Alternate costume (SSBU)
Hero (SSBU) Hero (SSBU) Hero (SSBU) Hero (SSBU) Hero (SSBU) Hero (SSBU) Hero (SSBU) Hero (SSBU)

Reveal trailer

Gallery

Trivia

  • Hero is referred within Super Smash Bros. Ultimate's game files with the codename "brave", a rather direct translation of his Japanese name, Yūsha. Notably, the codename was discovered as early as December 2018 after update 1.1.0 released, although the discovery had only been made public in January. The mysterious codename raised much speculation and debate in the community, with the most common hypothesis on the mysterious character's identity being a Dragon Quest protagonist. Specifically, the protagonist was assumed to be Erdrick, which turned out to be partially correct due to him being an alternate character.
  • Hero's reveal trailer contains multiple references to the Dragon Quest franchise:
    • The segment where the Luminary rides on Gogoat is a reference to the ridable mounts featured in Dragon Quest XI.
    • The segment where the Luminary picks up a barrel and breaks it to reveal a Franklin Badge is a reference to the mini medals that can be found in every Dragon Quest game from Dragon Quest III onwards, which can often be found by breaking barrels and pots.
    • The segment where the Luminary is seen sitting by a fire at night at Gaur Plain with Zero Suit Samus and Zelda is a reference to the campsite feature in Dragon Quest XI. Zero Suit Samus represents Jade and Zelda represents Serena, given their similar appearances.
    • The segment where Eight is seen walking through a poison pathway to obtain a Beam Sword is a reference to the poison bogs seen in the very first Dragon Quest game that would surround treasure and damage the player.
    • Erdrick using Gigaslash against Ridley is a reference to the Dragonlord from Dragon Quest's first installment.
  • Hero shares his heavy carry, battering item, home run swing, and special flag animations with Link. This suggests Link was the basis for creating Hero, and they were imported over due to being minor animations of low priority.
    • Additionally, he also shares his dash attack and passive shield ability with him, with the latter making him the only character who is not a variant of Link to have that ability.
  • Hero is the only character from Square Enix whose dash does not involve him hovering above the ground.
  • Hero's trailer is the first of any DLC trailer to have completely original 3D CGI animation. All of the previous DLC trailers either used the in-game engine, animation meant to replicate the source game, or (in the case of Corrin) pre-existing CGI animation.
    • It is also the second time an alternate character appears as part of any CGI animation for the game. The first instance was Inkling Girl and Inkling Boy appearing in the opening of World of Light.
    • The trailer features a slight rendering issue: when the Luminary falls on the ground, causing some Slimes to scatter, one of them appears in transparency through his hair for a few frames, even though it is behind him.
  • Hero's artwork pose in the panoramic banner is similar to Young Link's pose in his official render, albeit mirrored.
    • Similarly, the Luminary's artwork greatly resembles Young Link's artwork from The Legend of Zelda: Ocarina of Time, which is used for his fighter spirit. However, the positions of the sword and shield are flipped due to the Luminary being right-handed.
  • In Japanese, Hero has a chance of calling out a spell's name, excluding the Command Selection spells. This makes him the fifth character in the series to have specific lines in the Japanese language track of a game replaced by generic grunts from the same voice actor outside of Japan after Fox, Sheik, and Falco in Super Smash Bros. Melee and Mewtwo in all of its playable appearances.
    • Kirby also follows this trait as well, making it the first Copy Ability of his to have such a distinction.
  • Hero is the third playable character to be featured alongside a non-playable character in Ultimate's panoramic artwork; in his case, he is featured alongside a Slime. The first two are Olimar and Joker, who are featured alongside Mr. Saturn and Morgana, respectively.
  • In German, Spanish, French, and Italian, the name tag and voice clip from the announcer on the victory screen is slightly different from the one used on the character select screen, instead featuring a noticeable translation of "the" ("der Held", "el Héroe", "le Héros", and "l'Eroe"). Hero shares this trait with Wii Fit Trainer, Pokémon Trainer, Villager, Inkling, the Ice Climbers, Zombie, Enderman, and the Mii Fighters.
  • In the Japanese version, Hero is named "勇者 Yūsha" and his respective announcer voice clip reads it that way, but his name on the character select screen icon, versus splash screen and results screen is still written as "Hero". He and Young Link are the only characters with this trait, as all others have the respective romanization of their Japanese name, instead of a direct translation to English.
    • Furthermore, Hero is the only character to have his name entirely formatted in kanji in the Japanese version. The other fighter to have a common noun as their name, Villager, has his name written in hiragana instead.
    • In Korean version, Hero is named "용사 Yongsa", but the Announcer announces his English name, Hero. He shares this distinction with King Dedede.
  • Depending on which version of the Hero is being played, the Critical Hit sound effect from that Hero's respective game will play when they land a Critical Hit via a smash attack or Hatchet Man. Additionally, when a Hero lands a Critical Hit on another Hero, the sound effect from the target's respective game will play, even if the attacker is a Hero from a different game.
  • Hero has additional sound effects while performing certain actions. However, these sounds can be difficult to notice due to the overall volume of Ultimate's sound effects.
    • While charging a smash attack, the "player attacks" sound effect from the Dragon Quest series will play.
    • When KO'd, the "enemy critical hit" sound effect from Dragon Quest XI plays alongside the standard KO sound effect.
  • Hero, Bowser, Mega Man and Sephiroth are the only characters whose Classic Mode routes feature a fight against a boss outside of the Final Round; in Hero's case, it is against Rathalos. Hero is also one of the few fighters whose Final Round involves fighting characters who are otherwise playable (in his case, Robin and Charizard) instead of a designated boss.
  • Hero, Peach, Corrin and Steve are the only characters who fight the same fighter multiple times in their respective Classic Mode routes. In Hero's case, he fights himself and the other three Heroes in four different Rounds, and fights female and male Robin in Round 2 and the Final Round, respectively.
    • Hero is the only one out of those to fight two different fighters twice.
  • Hero and Steve are the only characters who fight tiny opponents in their Classic Mode routes.
  • When KO'd by reaching 0 HP during his final stock in Stamina Mode, Hero uses one of his heavy knockback voice clips instead of his standard KO voice clip. This trait is shared with Mario, Dr. Mario and all vocal DLC fighters except for Joker, Banjo & Kazooie, and Byleth's Japanese voice.
    • Unusually, Erdrick's stamina KO voice clip does not begin with a slight pause. This oddity is shared with Banjo & Kazooie.
  • Because of controversy regarding Hero as anti-competitive in Ultimate due to the large amount of randomness in his moveset, he is the seventh character to have been officially banned from any tournament matches. The first six were Meta Knight in Super Smash Bros. Brawl, and the Mii Fighters, Cloud and Bayonetta in Super Smash Bros. 4.[5]
  • A special battle card was released for the arcade game Dragon Quest: Scan Battler that references both Gigaslash as it appears in Ultimate and Hero's reveal trailer.[6]
  • Interestingly, Hero's down taunt finishes faster when facing right if uninterrupted. A similar situation occurs with both Wolf (up taunt) and Kazuya (up taunt).
  • Hero, Meta Knight, Inkling, Banjo & Kazooie, Sephiroth, Pyra, Mythra, and Sora are the only characters who use their walking animations when navigating through the map in World of Light.
  • Apart from DLC characters who were not released at the time of their respective tourney, Hero is the only character who does not appear in a decade-related Event Tourney. He was excluded from Bringing Back the '80s, Hailing from the '90s, and The Year Is 200X despite Erdrick, Solo, and Eight debuting in those respective decades, due to the Luminary (the default Hero) debuting in 2017. However, when Born in the 2010s was held, Hero was still not present, due to update 8.0.0 changing Hero's debut year in All-Star Smash to be based on Erdrick's instead of the Luminary's.
  • Hero is the only character that can perform an instant KO without an item or Final Smash.

Notes

1.^ Also referred to as Eleven.
2.^ Also referred to as Arusu.
3.^ Translates to "Circle Throw".
4.^ Also referred to as the P1/P2/P3/P4 Costumes in Hero's Tips.
5.^ Also referred to as the P5/P6/P7/P8 Costumes in Hero's Tips.

References