Super Smash Bros. Ultimate

Hero (SSBU)

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Revision as of 06:50, August 3, 2019 by Blue Sun (talk | contribs) (→‎Command Selection spells: After testing out things in training mode, it seems like Kaclang will not show up in the Hero's spell list if they happen to be over a bottomless pit. This was likely to prevent them from accidentally K.O.ing themselves.)
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This article is about the Hero's appearance in Super Smash Bros. Ultimate. For the character in other contexts, see Hero.
Hero
in Super Smash Bros. Ultimate
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Symbol of the Dragon Quest series.
Universe Dragon Quest
Availability Downloadable
Final Smash Gigaslash
Hero (SSBU)
The Hero Draws Near!
—Introduction Tagline

The Hero (勇者, Hero) is a playable character in Super Smash Bros. Ultimate and the second third-party representative from Square Enix following Cloud. He was announced during the E3 Nintendo Direct alongside Banjo & Kazooie on June 11th, 2019 as the third DLC fighter and is the second downloadable character from the Fighters Pass. The Hero's default costume is the hero from Dragon Quest XI (Luminary[1]), while the heroes from Dragon Quest III (Erdrick[2]), Dragon Quest IV (Solo), and Dragon Quest VIII (Eight) also appear as alternate characters like Alph and the Koopalings, though unlike those alternate characters, here they are all listed simply as "Hero." The Hero was released on July 30th, 2019, and is classified as Fighter #72.

Mitsuki Saiga reprises her role as the Luminary, voicing him in all regions in place of his English voice actor. Nobuyuki Hiyama, Takeshi Kusao, and Yuki Kaji debut as the voices of Erdrick, Solo, and Eight, respectively.

Attributes

The Hero is a tall semi-heavyweight fighter. Contrary to his weight class, the Hero sports a tall frame—in tandem with his sword—that gives his attacks more reach, yet renders him vertically susceptible to combos; additionally, he sports an above-average damage output and KO potential, giving him attributes similar to those typical of a heavyweight. Collectively, the Hero has respectable mobility: in spite of having a slow walking speed, slightly below-average air speed and poor air acceleration, his dashing speed, initial dash, traction, falling speed, and fastfalling speed are all either average or above-average.

The Hero has a good defensive game, courtesy of his tall frame, his shield, and long sword. His naturally tall frame and long sword give his attacks impressive range, allowing him to keep a safe distance away from his opponent. In a manner reminiscent of the three Links, the Hero actually sports two shields: the standard one that every fighter has, and another equipped in his left arm most of the time. The Hero's shield can block projectiles while he is standing idle, walking, or crouching; its utility also extends to the first hit of his forward tilt, which in a similar manner to Palutena's dash attack and back aerial, grants invincibility to his left arm, as well as his head and left leg.

The Hero possesses a unique MP Gauge, a bar that starts at 100 and depletes whenever he uses his special moves. The amount depleted varies depending on the spell, but it can be restored over time or from attacking foes with standard attacks. Although his special moves completely rely on the MP Gauge, they possess tremendous utility. His neutral special, Frizz, is a fireball that can travel fast and far and deals decent damage, allowing the Hero to disrupt enemy approaches with this. Frizz can be charged into Frizzle or Kafrizz for more damage, knockback and traveling distance, turning it into a viable KO move even at 100%. The Hero's side special, Zap, can be charged into Zapple or Kazap: this results in the move becoming significantly stronger, and also turning into a viable KOing option. Additionally, Zap and its variants are completely disjointed, giving them fearsome range and rendering them immune to reflection and absorption. The Hero's up special, Woosh, can be charged into Swoosh or Kaswoosh. Woosh is a good recovery option, and is further amplified through charging it up, travelling far vertically and granting some horizontal movement. Additionally, Woosh leaves behind tornadoes, which serve as lingering hitboxes that can damage opponents and gimp opposing recoveries. Finally, his down special, Command Selection, gives the Hero a random list of four spells which offer a wide variety of effects. For example, the Bounce spell will reflect projectiles without sacrificing mobility. All of the other spells have significant advantages and little disadvantages to boot, which can be seen here. The Command Selection can be cancelled by inputting the shield button, allowing the Hero to repeatedly switch the menu of spells until he has an ideal set of them.

The Hero's smash attacks all share a unique perk: they have a 1/8 chance of striking with a critical hit, doubling their damage and knockback given, allowing them to KO at extremely early percents. Even without this perk, the 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 edgeguarding; 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 smash attack and can be used to punish rolls or spotdodges—thus, it is a reliable edgeguarding attack in its own right.

The 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 damage output and good knockback, making it good for both damage-racking at low percents and KOing at high percents. As stated earlier, forward tilt's first hit has blocking capabilities, which when coupled with its relatively low lag, makes it a safe defensive option that can be followed up with a second hit—a sword slash—which offers better range, identical speed, and more power, allowing for set-ups or outright KOs. 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. Down tilt has good range—superseding the Hero's neutral attack—while offering the same speed and launching vertically; it can be used to hit opponents hanging on the ledge. Lastly, 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 ledge.

The Hero's aerial moveset, while nowhere near as impressive as that of many other swordfighters, is impressive in its own right. 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 both deal respectably decent knockback, KOing at 100% and 85% respectively. Up aerial has the lowest lag out of any of the 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 the 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.

Lastly, the Hero's up and down throws sport some utility: the former can not only act as a situational combo starter, but it is also his strongest throw, being able to KO before 200%, unlike his others; conversely, down throw is a good combo starter at low percents and can lead into dangerous set-ups.

But for all the strengths that the Hero has, they do come with a price. Since all of his special moves uses MP, the Hero is limited in the amount of special moves he can perform at a given moment until the MP Gauge recharges. If he runs out of MP or does not have enough, he will be unable to cast the appropriate spell, which is problematic when recovering off-stage, as the Hero's Woosh spell will only give him a very small hop. While his Command Selection is versatile, its random nature means that there is no guarantee that the appropriate spell will be available for the right situation. On top of that, some of his spells have little utility (e.g, Metal Slash, which deals 1% and extremely low knockback against non-metal opponents), while one of them, Hocus Pocus, grants the Hero a slew of negative effects, outnumbering the positive effects received from it.

Many of the Hero's attacks suffer from slow start-up lag (dash attack), high ending lag (up and down tilts), or both (forward and back aerials). The Hero's below-average frame data, alongside his high raw damage output and attacks' high knockback values, give him a limited combo ability, only having certain attacks like down tilt, up aerial, up throw, and down throw that can successfully generate true combos. Even then, up aerial suffers from poor range, down tilt suffers from aforementioned high endlag, and up throw only initiates combos at fairly low percentages. As stated earlier, his up smash's horizontal range is nonexistent; thus, it is the Hero's least useful move against aerial opponents and, by extension, his least potent grounded attack.

Due to being a semi-heavyweight with a tall frame, the Hero is vertically susceptible to combos, which is further exacerbated through his falling speed being slightly above-average, his fast-falling speed being exponentially high, and his lack of fast enough means of escaping them. His ability to be comboed fairly easily is pushed even further through one of Hocus Pocus's effects—which makes the Hero giant—as well as Oomph, which makes him take 1.2x the normal damage of any attack (this is further consequential in 1v1 battles).

All in all, Hero’s strengths are on par with his weaknesses. While he does have a plethora of magic spells at his disposal, high damage output, and overall high kill power, he suffers from susceptibility in combos, laggy moves, randomness with MP, and limited combos. This in turn ultimately makes him viable, but to what extent is unknown due to his recent release.

Moveset

  • The Hero's shield can block incoming projectiles, akin to Link, Young Link and Toon Link.
  • The Hero's smash attacks have a 1/8 chance of having a critical hit effect, triggering a Special Zoom and dealing 2× damage and knockback.
  • The Hero has an MP Gauge which depletes whenever he uses his special moves. The amount depleted varies based on the spell. The meter is restored over time (at a rate of one point per second), or when damaging foes with regular attacks.
    • The maximum amount of MP is 100.

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

  Name Damage Description
Neutral attack   3% A three-hit neutral attack, with the first two hits being slashes going straight up and straight down, and the final hit having him swipe his sword inward.
3%
4%
Forward tilt   5% A two-hit attack, similar to Snake, a back-handed shield bash followed up by an outward slash. The shield bash resembles Blockenspiel, and can also block many projectiles.
8%
Up tilt   11% (blade), 9% (body) An overhead arcing slash while jumping, similarly to the last hit of Link's up smash. Has huge reach, making it a potent anti-air. However, it has noticeable ending lag.
Down tilt   7% Kicks forward while leaning on the ground with his arm. Having slightly more range than his neutral attack while having the same 6-frame startup, it launches vertically, which can make it a combo starter, albeit a fairly unreliable one because of its high endlag. Resembles Leg Sweep.
Dash attack   15% (blade), 13% (body) A jumping slash attack similar to Link's. Very powerful, being able to KO at around 80% from the ledge. However, it has very slow startup.
Forward smash   18% (blade), 16% (body) Performs a two-handed downward slash in front of him, resembling Ike and Ganondorf's forward smashes. There is a chance of a critical hit occurring whenever Hero performs this move.
Up smash   16% (blade), 14% (body) A single upward thrust, which resembles 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.
Down smash   13% (blade), 11% (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.
Neutral aerial   9% Swings his sword around him, resembling Ike's neutral aerial. It launches at a diagonal angle, making it a somewhat decent combo tool.
Forward aerial   12% (blade), 10% (body) A downward slash, similar to Roy's forward aerial. Somewhat slow, but it deals high knockback, enough to KO at around 100% at the ledge.
Back aerial   14% (blade), 12% (body) An upward sword swipe behind his back, which resembles Toon Link's back aerial. Very slow startup for an aerial of its kind, but it boasts excellent power, KOing at around 85% at the ledge.
Up aerial   7% Performs an upward kick. Somewhat resembles Ken's up aerial. Hero's fastest aerial in terms of startup, ending and landing lag, and the only one that can auto-cancel in a short hop. However, it has extremely short range, and is fairly weak; this doesn't grant it KO potential, although it offers many combo opportunities. Additionally, at high percentages on landing, this move can combo into forward and back aerial as a KO confirm.
Down aerial   16% (clean), 10% (late) Thrusts his sword downward with one hand. The clean hit meteor smashes opponents. It is also his most damaging aerial. However, it is rather slow, and it has very high landing lag. At mid percents (30-65% for mid-weight characters), hitting with the meteor hitbox just before landing can lead into his up smash.
Grab   Reaches out with his left hand.
Pummel   1.3% Knees the opponent.
Forward throw   7% Throws the opponent away.
Back throw   9% Hero performs the tomoe nage, similar to Toon Link's back throw.
Up throw   7% Heaves the opponent upward, akin to Mario's up throw. A great combo starter due to its low ending lag, being able to combo into neutral aerial and up aerial at low percentages. It is also Hero's strongest throw, although it is rather weak for a KO throw.
Down throw   6% Slams the opponent on the ground. A good combo starter that can lead to either his forward or up aerial at low percentages.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7%
Floor attack (back)
Floor getups (back)
  7%
Floor attack (trip)
Floor getups (trip)
  5%
Edge attack
Edge getups
  9%
Neutral special Frizz/Frizzle/Kafrizz 9% (Frizz), 18% (Frizz), 31% (Kafrizz) A fireball that can be charged up to become Frizzle and Kafrizz, which are stronger variants that travel increasingly farther. However, unlike most chargeable specials, shielding or rolling does not store Frizz's charge.
Side special Zap/Zapple/Kazap An electric bolt that the Hero shoots from his sword. Can be charged up to become Zapple and Kazap, stronger variants. Kazap has super armor frames. All variations of Zap (with the exception of the first half of Kazap) are disjointed hitboxes and not projectiles, meaning that they cannot be reflected or absorbed.
Up special Woosh/Swoosh/Kaswoosh An attack that creates tornadoes beneath the Hero and launches him upward. Can be charged up to become Swoosh and Kaswoosh. Swoosh grants only slightly more vertical movement but noticeably more horizontal movement, while Kaswoosh grants dramatically more vertical movement and makes for a potent recovery move.
Down special Command Selection (see below) The Hero chooses between an impressive variety of four randomly-selected spells from a pop-up menu, even standing in a "thinking" position. These spells require MP to use. Shielding closes the menu, canceling the move and allowing the Hero to open it again for a different set.
Final Smash Gigaslash Contains the other seven Dragon Quest heroes who are not playable, charging the Hero's sword with bolts of electricity, before the playable Hero unleashes it in the form of a slash.

Command Selection spells

Spell MP Cost Damage Description
Oomph 16 1.6x damage dealt, 1.2x damage taken Temporarily increases the Hero's attack power. However, it also slightly decreases the Hero's defense.
Snooze 16 - A forward-moving projectile that sends opponents to sleep if it connects. The projectile grows larger as it travels but puts opponents to sleep for longer at close range. Unlike Sing, Snooze can affect aerial opponents.
Bounce 14 1.5x reflected projectile A lingering spell that reflects projectiles. Like a Franklin Badge, Bounce lets the Hero move around and act while active.
Flame Slash 12 22% A quick slash with the Hero's sword cloaked in flame. Deals considerable damage and knockback.
Kacrackle Slash 11 17% A quick slash with the Hero's sword cloaked in frost. Freezes opponents.
Kaclang 6 15% (falling) Encases the Hero in metal and makes him impervious to both damage and knockback for a period of time, but also prevents him from taking any action. It cannot be canceled once activated. However, the Hero can still be KOed by another Hero using Metal Slash, and any well-timed attack is sufficient to punish him during the ending lag of the move. Using Kaclang in the air will grant the Hero a hitbox on his descent and allow him to move during it, though it appears the move will not show up in the Command List if the user is over a bottomless pit.
Zoom 8 - Causes the Hero to fly up vertically from anywhere before coming down back onto the center of the stage. If the Hero hits a ceiling, the move is interrupted. The descending animation can be canceled with a double jump.
Kamikazee 1 50.1% (close), 35.1% (far) Causes the Hero to self-destruct after a lengthy charging animation, doing massive damage and knockback to nearby opponents. It is unblockable and makes the Hero intangible during the move's startup. In 1v1 battles, the opponent will get credit for the KO. If the Hero KO's an opponent with Kamikazee when both players are on their last stock, the Hero will be credited as the victor.
Sizz 8 13.5% A flame projectile sent forward.
Sizzle 20 25% A flame projectile sent forward quickly.
Psyche Up 14 1.2x damage dealt Dramatically increases the knockback dealt by the Hero's next attack while only slightly increasing the damage.
Heal 7 Heals 11% Heals the Hero for a small percentage. Repeated use will cause it to disappear from the menu until a KO is scored.
Acceleratle 13 - Temporarily buffs the Hero's movement speed by a significant amount, similar to Lightweight; it also makes the Hero easier to launch.
Bang 9 15.5% A small explosive flame projectile sent forward. Deals decent knockback.
Kaboom 37 28% A projectile that explodes after a certain distance, similar to Stealth Burst. The instant before the explosion pulls opponents in if they're close enough. Possesses high knockback and a very large explosion hitbox.
Hatchet Man 15 35% A forceful, downward slash said to deliver a critical hit, triggering Special Zoom on-hit. Has considerable start-up, but possesses high damage and knockback, capable of KOing early. It is also capable of instantaneously breaking any shield, similar to a fully charged Shield Breaker.
Whack 10 1% A forward-moving projectile that has a chance of OHKOing. The probability increases the higher the opponent's damage.
Thwack 30 3% Similar to Whack, except the attack is delivered as a large close range explosion.
Metal Slash 6 1% A slash that OHKOs opponents that are metal, as well as another Hero under the effects of Kaclang, but will only inflict 1% otherwise.
Hocus Pocus 4 (see below) A spell with random effects, both positive and negative, and also can take the form of other Command Selection spells.
Magic Burst All remaining MP 10.1%-48.8% A powerful and massive blast that hits multiple times and is active for a few seconds. Consumes all of the Hero's remaining MP; The spell's power depends on how much MP the Hero has left.

Hocus Pocus Effects

Effect Type
Positive One of Hero's commands is granted for 4 MP instead of the value it usually consumes.
Note: if the command is Magic Burst, it will consume all MP as usual.
Positive Makes him giant.
Positive Makes him invincible.
Positive MP is refilled to 100.
Negative Slowed down movement.
Negative MP is reduced to 0.
Negative Inflicts poison damage to himself.
Negative Inflicts sleep on himself.
Negative Makes him small.
Negative Inflicts the flower effect on himself.
Neutral Turns him invisible.

On-screen appearance

  • Flies onto the stage using Zoom.

Taunts

  • Up taunt: Charges in place as a purple aura envelops around him. References the original Psyche Up animation.
  • Side taunt: Raises his sword vertically into the air.
  • Down taunt: Fumbles in place as a Slime meanders in front of him.

Idle poses

  • Places sword in front of him.
  • Assumes an attack stance.

Victory poses

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

Classic Mode: A History of Heroism

Hero's congratulations screen.

Every battle aside from the last one is a stamina battle, referencing the HP system in Dragon Quest and most RPGs. Additionally, every battle uses a song from the Dragon Quest universe regardless of stage.

Round Opponent Stage Music Notes
1 Kirby Kirby (SSBU) (×3) Kirby (SSBU) Gaur Plain (Battlefield form) The Hero Goes Forth with a Determination A reference to Slimes and She-Slime.
2 Hero Hero (SSBU) and Tiny Robin Robin (SSBU) Yggdrasil's Altar Unflinchable Courage References the Hero and Veronica from Dragon Quest XI.
3 Hero Hero (SSBU) Temple Wagon Wheel's March A fight against the Hero from Dragon Quest IV, Solo.
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 the original Dragon Quest.
5 Hero Hero (SSBU) and Tiny Pikachu Pikachu (SSBU) Gaur Plain (Battlefield form) War Cry References the Hero from Dragon Quest VIII and his pet Pig-Rat, Munchie.
6 Hero Hero (SSBU) Castle Siege (third transformation) Adventure - DRAGON QUEST III A fight against the Hero from Dragon Quest III, Erdrick.
Bonus Stage
Final Robin Robin (SSBU) and Giant Charizard Charizard (SSBU) Dracula's Castle (Ω form) Fighting Spirits - DRAGON QUEST III Charizard is not announced in the loading screen. References the fight against the Dragonlord from the original Dragon Quest. In that fight, the Dragonlord starts off in his human form, but upon defeat he turns into a giant dragon for the second phase, much like here.

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.

Fighter Battle

No. Image Name Type Power Stage Music
70
Hero SSBU.png
Hero There is no fighter battle for Hero, this fighter is obtained by awaking 10 fighters after it is downloaded.

Spirits

Hero's Fighter Spirits can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 300 coins, 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 Fighter Spirits, it cannot be used in Spirit Battles and are purely aesthetic.

Additionally, the other three heroes have their own fighter spirits.

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 Cetacea Dragon Quest Series •Giant King K. Rool King K. Rool (SSBU)
Hero Hero (SSBU)
Neutral
9,500 Yggdrasil's Altar (Omega form) N/A •Defeat the main fighter to win
•The enemy has super armor but moves slower
•Timed stamina battle
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

  • When the Hero originally began development, he was planned to be silent, similar to previous Dragon Quest protagonists. However, with the addition of voice acting in the Japanese version of Dragon Quest XI S: Echoes of an Elusive Age - Definitive Edition (as the localized version of Dragon Quest XI had voice acting from the beginning), plans were changed and voices for the Hero were added.[3]
  • According to a column by Masahiro Sakurai, there are restrictions from Square Enix that prevent certain Dragon Quest protagonists from encountering each other. However, Super Smash Bros. Ultimate was given special exception in order to have the different Heroes as alternate character costumes.[4]
    • Eight's addition as an alternate character costume was particularly due to requests from Western fans for the character.
  • The Hero is the only DLC and third-party character to also have other characters appear as alternate costumes.
    • Additionally, the Hero's fourth and eighth alternate costumes are the first and so far only alternate costumes to feature a separate character that is not part of the default costume. In this case, it is Munchie.
  • The Hero's trailer is the first of any DLC character trailer to have completely original CGI animation; all previous DLC trailers either used the in-game engine, 2D animation, or (in the case of Corrin) pre-existing CGI animation.
    • It is also the only instance where a Square Enix character appeared in any CGI animation for the game, as Cloud has never appeared in such for either this or the previous entry.
    • 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.
  • The Hero's reveal trailer makes multiple references to the Dragon Quest games.
    • The scene where the Luminary rides a Gogoat is a reference to the horse riding mechanic in Dragon Quest XI.
    • The scene where the Luminary, Zero Suit Samus, and Zelda are sitting at a campfire references the camping mechanic in Dragon Quest XI.
      • Zero Suit Samus and Zelda also reference the party members Jade and Serena respectively. They also represent these characters in the Hero's Comrades Spirit Battle.
    • The scene where Eight walks through poison to pick up the Beam Sword is referencing that players will often times have to walk through poison in dungeons and on the overworld to obtain items in the Dragon Quest games.
      • The Beam Sword could also be a reference to the Dragovian King Sword, a powerful sword (usually being the ultimate one) that appears in multiple games and is also the sword that Eight uses as his weapon in Smash.
      • It is also a reference to the first Dragon Quest game where the Mark of Erdrick, a mandatory item, was located in a poisonous swamp on the world map.
    • The introductory tagline, "The Hero Draws Near!", refers to the text that appears when the Hero encounters an enemy in battle.
    • The scene where the Luminary throws a barrel upward to reveal a Franklin Badge references the Mini Medal, a collectible item that serves as the currency for particularly rare and powerful items.
  • The Hero's artwork pose in the panoramic banner is similar to Young Link's pose in his official render, but mirrored.
    • Similarly, the Luminary's artwork greatly resembles Young Link's artwork from Ocarina of Time, which is used for his fighter spirit; however, the positions of the sword and shield are flipped, since the Luminary is 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 outside of Japan after Fox, Sheik, and Falco in 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.
    • This is excluding Pit's Upperdash Arm and Power of Flight, as Pit is voiced normally otherwise in both English and Japanese.
  • The Hero is the third playable character to feature a non-playable character in the panoramic artwork with them, featuring Slime alongside him. The first two are Olimar and Joker who feature Mr. Saturn and Morgana with them respectively.
  • Solo is the only one of the Hero's alternate costumes who does not hold a shield in his artwork.
  • 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, and the Mii Fighters.
  • Depending on which version of the Hero is being played, the Critical Hit sound effect from that Hero's respective game will play when a critical hit through a smash attack or Hatchet Man is landed.
    • Additionally, when the Hero charges a smash attack, the "player attacks" sound effect from the Dragon Quest series will play.
  • Hero and Ryu are the only characters who have stamina battles for their Classic Mode routes.
  • Hero's Classic Mode is one of only three to feature a fight against a boss (in this case, Rathalos) outside of the boss round, the others being Bowser and Mega Man, and one of the few whose boss round does not feature a designated boss, instead fighting characters who are otherwise playable (in this case, Robin and Charizard).
  • So far, Hero is the only character whose Fighter ability (in this case, his MP Gauge) can be fully utilized by Kirby.

References