SSBU/Hero

From Dragdown


Overview

Hero
Weight:101
Spotdodge:The duration and intangibility of this character's on-spot dodges.20F (3~17F intangible)
Air Dodge:The intangibility of this character's air dodges, both neutral and directional.3~30F intangible (neutral)
3~21F intangible (directional)
Unique Recovery Options:Recovery options that this character may have other than their Up Special.Zoom
Fastest OOS:Woosh (7F)
Overview
Hero is a character who excels at zoning and wallingZoning an opponent at a midrange via physical hitboxes using his gigantic normals and specials. Hero also has a unique resource called the MP Gauge which determines which special moves he can use, as they all cost a different amount of MP.

Hero has exceptionally large attacks in his F-Air, B-Air, and Up Tilt that enable him to control wide areas of space around him. the Frizz and Zap family of spells tied to his neutral and side special respectively are also strong tools to zone the opponent, and can even KO if Hero has the MP to spend.

Hero's defining aspects are his RNG based mechanics. All of his smash attacks have a chance of being a critical hit, massively increasing their damage and knockback. He also has a defining move in his down special Command Selection, which pulls up a menu of four out of twenty one different spells at random, each having their own MP cost. The selection of spells in the menu are incredibly diverse, ranging from buffs, powerful strikes, projectiles, and even a useful recovery move in Zoom.

However, Hero's RNG isn't fully a blessing. Due to the random nature of Command Selection, Hero lacks consistency in what spells he can get, and he will not always have access to a spell he needs or wants in any given situation. This can also happen through poor management of his MP gauge. Hero's normals are also incredibly high in startup and end lag despite their range, leaving him susceptible to being pressured easily, especially in shield.

Hero is capable of dealing high damage, controlling space, and creating incredibly whacky scenarios, but can't access his most helpful tools consistently. Much like his home series, playing Hero means you might have to wait things out until it is your turn to strike!

Summary
Hero is zoner and waller with random elements and powerful spells if he has the MP to spend
Pros Cons
  • Big Buttons: Hero has extremely large, disjointed normals that he can use to wall his opponents.
  • Powerful Spells: Neutral and Side B are great zoning tools that can be charged to deal more damage or even take stocks.
  • Command Selection: Gives Hero access to a slew of spells, including buffs, powerful projectiles and strikes, and Zoom, an incredible recovery tool.
  • Blessed RNG: Critical Hit smash attacks and the spells within Command Selection can allow Hero to take stocks quickly if he's lucky.
  • Slow Buttons: Hero's most effective tools to wall the opponent are rather slow and unsafe.
  • Weak To Pressure: While Woosh is a very strong out of shield option, it can struggle to come out against characters with safe landing aerials, forcing Hero to rely on traditional escape options if his first option doesn't work.
  • Low Combo Potential: Hero doesn't have a strong combo game without specific buffs or setups, relying on reads to call out his opponents options.
  • Cursed RNG: Due to its random nature, Command Selection will not always have the option that Hero is looking for. This lack of consistency can be costly.
MP Gauge
Hero has a unique resource called the MP Gauge, referred to as "MP" or "Mana". Hero starts a stock with a full gauge of 100 MP, and each of his specials, including the spells in Command Selection, cost different amounts of MP. If Hero does not have enough MP to cast a spell, he will enter a fizzle animation and be vulnerable to attacks. The length of the fizzle animation is determined by what spell Hero tried to cast.

Hero is able to regenerate MP overtime at a rate of 1 MP per second or by hitting opponents or their shield with normal attacks. The more damaging the normal is, the more MP that is recovered. Hero can not regenerate MP while using or landing a special move.

Critical Hits
Hero's smash attacks have a one in eight chance of being a Critical Hit, commonly referred to as "Crits". Critical Hits are immensely powerful, dealing double damage and knockback on hit, and more shield damage and shield stun on shield. Landing a Critical Hits also trigger special zoom on hit, as well as playing the Critical Hit sound effect from each Hero alts respective Dragon Quest games.
Passive Shield
Hero has a shield that can be used to block incoming projectiles without pressing the shield button. Hero can block projectiles while standing, walking, and crouching. Projectiles can still hit him if aimed at his head or feet. Hero shares this trait with Link, Young Link, and Toon Link.


Normal Moves

Jab

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Jab 1 3.0 6-7 26 361/180 -15 to -14 N/A
Jab 2 3.0 6-7 26 361/180 -15 to -14 N/A
Jab 3 4.0 7-9 38 361 -25 to -23 N/A

A quick option for Hero to ward off pressure and approaching opponents. Jab 1 has 6 frames of startup, so as far as jabs go it is rather slow, but it's full disjoint can let Hero poke at opponents relatively safely.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Jab 1 25/20/15 25/15 N/A N/A 4
Jab 2 25/20 25/15 N/A N/A 4
Jab 3 60 73 N/A N/A 5

Forward Tilt

/ +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
1 5.0 9-11 37 60/55/35 -21 to -19 head, leg invincibility 9/arm invincibility 9-11
2 8.0 8-9 48 361 -31 to -30 head, leg invincibility 9/arm invincibility 9-11

A two hit attack. The initial hit is a shield bash that gives Hero full frontal intangibility when swinging the shield, similar to Palutena's dash attack. The shield bash doesn't deal much knockback, but pressing A again will preform a sword slash after the shield bash, dealing much more knockback.

Both hits of F-tilt are extremely unsafe, with the shield bash being more so. Rather than being used offensively, this is a good defensive move to call out attacks due to the invulnerability, and can also be used to cover tech rolls and rolls from the ledge.

  • can break shields with oomph and psyche up active if both hits land on a shield


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
1 35 FKB/30 FKB/50 FKB/40 FKB 100 N/A N/A 6
2 47 98 N/A N/A 8

Up Tilt

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Inner Hitboxes 9.0/11.0Head/Sword 8-11 42 92/94 -24 to -21/-23 to -20 N/A
Tipper Hitbox 11.0 10-11 42 92 -21 to -20 N/A

A huge, overhead arcing slash. Up tilt is one of Hero's best buttons, as its size and disjoint covers the entire area above him, as well as slightly in front and behind him. With Oomph and/or Psyche Up, the power of this move is even scarier, and is possible of K.Oing much earlier with those buffs. Up tilt has high endlag, however, causing it to have no combo potential, and it can be whiff punished by faster characters.

  • Up tilt makes Hero hop slightly, shifting his hurtbox slightly. This can make certain low hitting attacks whiff.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Inner Hitboxes 80 67 N/A N/A 9/10
Tipper Hitbox 80 67 N/A N/A 10

Down Tilt

+

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
7.0 6-10 33 77 -19 to -15 N/A

Hero preforms a leg sweep. Down tilt is as fast as Jab, but sacrifices the disjoint for a bit more range and a slightly lingering hitbox. As such, it is useful as a quick poke in neutral to pop the opponent in the air on hit., and can also be used at ledge. Unfortunately it cannot be followed up with anything very easily due to having higher endlag than most down tilts. But, it isn't laggy enough to be punished on hit, and having the opponent in the air is beneficial for Hero in general.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
74 62 N/A N/A 7

Dash Attack

while dashing or running

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Inner Hitboxes 13.0/15.0Body/Sword 21-23 52 50/45 -18 to -16/-16 to -14 N/A
Tipper Hitbox 15.0 22-23 52 45/50 -15 to -14 N/A

A jump slash similar to Link's. A powerful dash attack, capable of K.Oing early at the ledge, and even earlier with Oomph and/or Psyche Up, but it is extremely slow in startup and high in endlag. It is normally used as a hard call out tool, as whiffing this almost spells a certain punish from the opponent.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Inner Hitboxes 70 84/79 N/A N/A 12/14
Tipper Hitbox 70 79/84 N/A N/A 14


Smash Attacks

Forward Smash

/ +

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
18.0/16.0/36.0/32.027/24/54/48 charged 17-19 66 361 -36 to -34/-37 to -35/-26 to -24/-28 to -26-31 to -29/-33 to -31/-15 to -13/-19 to -17 charged N/A

a decently quick but very unsafe two handed sword swing. While this move is very risky to throw out, it is extremely rewarding on hit. F-smash is very powerful, and with buffs active it can break shields. If F-smash crits, it is the strongest F-smash in the game, capable of K.Oing even the heaviest of fighters very early.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
62/31 76 N/A N/A 12/11/22/206/5/9/8 charged

Up Smash

+

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
14.0/16.0/28.0/32.021/24/42/48 charged 13-17 54 87/90 -30 to -26/-29 to -25/-22 to -18/-20 to -16-26 to -22/-25 to -21/-14 to -10/-11 to -7 charged N/A

An upward thrusts of Hero's sword. Unlike similar Up Smashes, Hero's lacks a scoop hitbox, making it unable to hit grounded opponents at all. Due to its strictly vertical hitbox, its use to catch landings is also somewhat poor, though possible. Up Smash's main strength is its use in platform tech chases and niche combos and setups.

Like F-smash, Up Smash is very risky to use, but very rewarding on hit. The reward is even greater with a critical hit. With buffs active, Up Smash is capable of breaking shields.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
60 76 N/A N/A 10/11/18/205/5/8/8 charged

Down Smash

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Front Hit 11.0/13.0/22.0/26.016.5/19.5/33/39 charged 9-10 56 56 -38 to -37/-37 to -36/-32 to -31/-29 to -28-35 to -34/-33 to -32/-25 to -24/-22 to -21 charged N/A
Back Hit 11.0/13.0/22.0/26.016.5/19.5/33/39 charged 20-21 56 46 -27 to -26/-26 to -25/-21 to -20/-18 to -17-24 to -23/-22 to -21/-14 to -13/-11 to -10 charged N/A

A two hit sword swipe on the ground, with the first starting in front of him, and the second going behind him. Hero's fastest smash attack, and a very useful option to punish rolls and quickly whiff punish unsafe moves from the opponent.

Although it is his weakest smash attack, it is far from weak, being able to K.O decently early with a crit or oomph/psyche up active. Unlike his other smash attacks, it cannot break a full shield with both buffs without charging the smash attack slightly.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Front Hit 45/10 113/100 N/A N/A 8/9/14/174/5/6/7 charged
Back Hit 45/10 113/100 N/A N/A 8/9/14/174/5/6/7 charged


Aerials

Neutral Aerial

Airborne

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
9.0 8-16 46 57 -6 N/A

A circular slash that starts above Hero and goes all the way around him. Nair is one of Hero's most important tools to approach as it is only -6 on shield. Due to the angle it launches at, it has slight combo potential, and even more so with Acceleratle active. Because of how Nair starts from above Hero, it can also be used as a niche psuedo up air, or otherwise be used to meet opponents in the air.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
66 64 10 ? 4

Forward Aerial

Airborne +

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
10.0/12.0 14-17 43 361 -8/-7 N/A

A sword swing that starts from above Hero and reaches slightly below him. A huge aerial that covers a wide range in front of Hero, including directly above and below him. Fair is Hero's primary walling tool, and can be made safer if spaced correctly, even more so with oomph/psyche up active. If done from a full hop, Hero can spend his double jump before landing and do an additional Fair or other aerial.

Fair has 14 frames of startup, which is slow as far as Fair's go, but its huge disjoint, wide range, and decent kill power make it a valuable tool in Hero's kit, and it shouldn't be underestimated.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
36 97/89 12 ? 4/5

Back Aerial

Airborne +

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
12.0/14.0 18-20 48 36 -9 N/A

A backwards slash that starts from below Hero and ends above him. In terms of its arc, it is very similar to Fair, but it is much slower at 18 frames of startup, tied for the slowest back air in the game. To compensate for this, Bair hits like a truck, boasting some of the strongest kill power of all back airs in the game. With Oomph and Psyche Up active, Bair is capable of breaking a full shield if the move isn't stale.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
32 96/89 14 ? 5

Up Aerial

Airborne +

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
7.0 6-10 33 73 -5 N/A

Hero preforms an upward kick. Up air is Hero's fastest and safest aerial, as well as having the least amount of end lag and landing lag, and can autocancel off of a shorthop. Up air also has the most combo potential out of all his aerials, and with proper set up can combo into itself, up tilt, up smash, or can continue pressure by following up with Fair.

Up air is weak in terms of damage, but with oomph and psyche up, can be a last dich K.O option. Up air may be a bit awkward in Hero's kit, but it is still a very useful move that gives him access to a combo game he normally lacks.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
49 106 8 ? 3

Down Aerial

Airborne +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Clean 16.0 16-18 63 270 -12 N/A
Late 10.0 19-24 63 50 -14 N/A

A downward thrust of Hero's sword. Has a clean hit that spikes opponents. It has 16 frames of startup, being quite slow, but it is also Hero's strongest aerial in terms of damage dealt. Due to its large disjoint, it can spike opponents through the edge of the stage if timed properly. When landing the clean hit on stage, it's possible to combo into up tilt or even up smash, which can potentially lead to a K.O.

Like with his other strong moves, down air can break full shields with oomph and psyche up active.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Clean 15 90 18 1-4, 46+ 6
Late 30 90 18 1-4, 46+ 4


Special Moves

Frizz/Frizzle/Kafrizz

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Frizz 9.0 10+ (7F Charge) 43 - - N/A
Frizzle 18.0 11+ (25F Charge) 51 - - N/A
Kafrizz 19.0 11+ (25F Charge) 51 - - N/A

Hero uses the Frizz family of spells for his neutral special. Neutral special has three different levels of charge. Each level of charge can be canceled by pressing or tapping shield, rolling, spotdodging, or jumping.


Frizz

A fireball that travels forward and slows down the further it travels until reaching a stop. Pops the opponent up on hit. Depending on the spacing, Hero is able to combo off of this move it it hits.

  • cost 6 MP

Frizzle

Two fireballs that travel forward quickly at a set distance. This move is useful in neutral due to its decent power and relatively low MP cost, as well as to snipe at opponents offstage. The fireballs in Frizzle orbit around each other in a helix formation, and in some situations moves can clank with one fireball, but not with the other.

  • costs 17 MP

Kafrizz

A huge fireball that explodes when it comes into contact with something. Starts slow when fired, but quickly picks up speed. Due to it's high damage and knockback, it is a potent kill option, and due to its size it can be useful in tech-chase situations.

  • due to it being a multihit attack, sometimes opponents can fall out of it.
  • costs 36 MP


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Frizz - - N/A N/A 4
Frizzle - - N/A N/A 4
Kafrizz - - N/A N/A 2

Frizz:

  • Cost:6MP


Frizzle:

  • Cost:16MP


Kafrizz:

  • Cost:36MP


Zap/Zapple/Kazap

/ +

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
No MP 2.0 9-11 48 45 - N/A
Sword Swing 5.0 9 39 45 - N/A
Far 3.0 10-13 39 45 - N/A
Bolt 9.0/5.0/2.5 N/A 39 53/58 - N/A
First Hit 6.0 10-15 52 361 -29 to -24 N/A
Bolt 14.0/10.0/5.0 N/A 52 58 NaN5/4/2/NaN5/4/2/NaN5/4/2 N/A
First Hit 4.0 17 94 120 -59 all armor 17-50 15% hp
Second Hit 6.0 39-42 94 100 -47 to -44 all armor 17-50 15% hp
Inner Hitbox. Third Hit 12.0/10.0Hand/Sword 48-49 94 361 -41 to -40 all armor 17-50 15% hp
Outer Hitbox, Third Hit 8.0 48-50 94 361 -40 to -38 all armor 17-50 15% hp
Bolt 16.0/12.0/6.0 N/A 94 44/58 NaN6/5/3/NaN6/5/3/NaN6/5/3 all armor 17-50 15% hp

Hero infuses his sword with lightning to strike at his opponents. unlike his other special moves, the zap family of spells are not treated as projectiles, and as such cant be reflected or absorbed. All versions of side special are effected by Oomph and Psyche Up, and the charge cannot be canceled like with neutral special.


Zap

A quick sword swing imbued with lightning that then launches a small projectile. If this move hits, lighting will come down and strike the opponent. This is one of Hero's most important tools in neutral due to its speed, low MP cost, and it's applications for advanced movement like wavebouncing.

  • costs 8 MP
  • has a hitbox when used with no MP, but it is very weak.

Zapple

The middle charge of side B. A long range lightning attack that causes any opponents caught into it to be struck by lightning. Also an important tool for Hero in neutral and advantage, as it's a damaging spell that is relatively fast despite its range.

  • costs 18 MP

Kazap

The fully charged version of side B. Lighting strikes Hero's sword, causing a shock wave that stuns opponents, that is then followed up by a lightning spin attack. A powerful, but expensive and extremely committal move. Can potentially take stocks very early, but due to its long startup and endlag, it's easily punished if whiffed. It is Hero's most expensive spell other than Magic Burst. Kazap is best used as a shield break or snooze punish at best, or a random "why not" move at worst.

  • cost 42 MP
  • the initial lightning bolt is considered a true projectile, and can be reflected and absorbed.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
No MP 30 100 N/A N/A 3
Sword Swing 35 100 N/A N/A 3
Far 35 100 N/A N/A 2
Bolt 70/100 80/40 N/A N/A 9/3/2
First Hit 25 90 N/A N/A 3
Bolt 80/100 60/40 N/A N/A 13/4/3
First Hit 50 FKB 50 N/A N/A 2
Second Hit 50 FKB 50 N/A N/A 3
Inner Hitbox. Third Hit 75 100 N/A N/A 4
Outer Hitbox, Third Hit 75 70 N/A N/A 2
Bolt 24/100 134/70/40 N/A N/A 14/4/3


Woosh/Swoosh/Kaswoosh

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Woosh 7 7+ ?
Swoosh 3.0/4.0 19+ ?
Kaswoosh 3.0/4.0 39+ ?

Hero's primary recovery tool.


Woosh

The initial charge of up special and Hero's fastest OoS option. While it's not a very substantial recovery move, it is useful on stage as a defensive tool and for platform setups. The projectile for Woosh also lingers, and it is possible for some characters to run into it after doing the move.

  • costs 5 MP

Swoosh

The middle charge for up special. A decent recovery move, and offers Hero a lot more horizontal movement than Woosh.

  • costs 9 MP

Kaswoosh

The maximum charge for up special. Summons two large tornadoes that linger for a very long time. Kaswoosh has a useful technique to it called Ledge Slip Kaswoosh, otherwise known as LSK. This gives Hero extremely useful edgeguarding.

  • costs 18 MP


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Woosh 12 3
Swoosh 23 2
Kaswoosh 39 2


Command Selection

+

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
- - 19 - - -

Hero strikes a thinking pose and a Menu opens over his portrait icon. Command Selection pulls four random spells out of a twenty one total. Pressing up or down will scroll through the menu, and pressing A or B will cast the selected spell. The C stick can also be used to cast spells in the direction it is moved. Hero is able to leave the menu without selecting a spell by shielding, jumping, or dodging. Thought it may seem completely random, command selection follows two key rules:

  • The same four spells in a previous menu can not appear twice in a row. I.E if Bang, Whack, Sizz, and Oomph were in your previous menu, they wont appear in the next menu directly after.
  • Stronger versions of spells will not appear with weaker ones. I.E Bang won't appear with Kaboom, Whack won't appear with Thwack, and Sizz won't appear with Sizzle.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
- - - - -


Command Selection Spells

Oomph

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
- 42

A buff spell that causes Hero to glow a sparkling red. While Oomph is active, Hero gains a damage buff to all of his normals, throws, and spells that are physical strikes. However, he also receives more damage in return.

  • Lasts for about 12 seconds
  • Stacks with other buffs
  • Cannot appear in the menu while active


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier

Psyche Up

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
- -

A buff spell that causes Hero to gain a red aura. Psyche up greatly enhances the damage, knockback, and incredibly increases the shield damage of Hero's next attack. In contrast to Oomph, psyche up does not deactivate on its own. It only goes away until Hero hits the opponent, any other entity, or loses his stock.

  • Stacks with other buffs
  • Cannot appear in the menu while active


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier

Bounce

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
- 6+ Reflector 34

Hero activates a reflector that covers his entire body. He is able to move around freely while the reflector is active.

  • lasts for about 12 seconds
  • Stacks with other buffs
  • Cannot appear in the menu while active


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier

Acceleratle

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
- 34

A buff spell that causes Hero to glow green. While active, Acceleratle greatly enhances Hero's walk, run, and air speed as well as his air acceleration, giving him incredibly swift movement. As a trade off, Acceleratle makes Hero substantially lighter. Due to the movement buff Hero receives, his combo game and offstage presence is immensely improved, and it is considered to be Hero's most important spell.

  • lasts for about 10 seconds
  • Stacks with other buffs
  • Cannot appear in the menu while active


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier

Heal

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
- 39

Hero heals a small amount of damage percent.

  • Only gains access to two heals per stock


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier

Sizz

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Projectile 1.5 6-19 39 -16
Explosion 12.0 20-43 39 -16

Hero launches a quick fire projectile. When Sizz hits an opponent or any other entity, it causes a small area of effect to erupt across the ground, damaging anyone who is within it.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Projectile 2
Explosion

Sizzle

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Projectile 3.0 7-18 43 50 -50 to -39 N/A
Explosion 22.0 19-42 43 42 -19 to 4 N/A

A larger, faster, and more powerful version of Sizz. The area of effect that erupts from sizzle is much larger and more powerful as well.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Projectile 50 100 N/A N/A 2
Explosion 30 60 N/A N/A 7

Bang

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Projectile 1.5 5-39 39 -16
Explosion 14 40-61 39 -16

Hero fires a small orb of light that explodes when it collides with something or travels a set amount of distance.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Projectile 2
Explosion 5

Kaboom

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Projectile 1.5 6-28 60 70 -48 to -26 N/A
Windbox 0.0 29-44 60 366 -29 to -14 N/A
Explosion 26.0/21.0 45-59 60 65/60 -616/13 to 816/13/-816/13 to 616/13 N/A

The stronger version of Bang. Kaboom is a fast traveling orb of light that upon colliding with something or reaching its maximum travel distance activates a windbox that pulls opponents towards it. Afterwards, it created a large explosion.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Projectile 20 100 N/A N/A 2
Windbox 100 FKB/50 FKB 100 N/A N/A 2
Explosion 80 50 N/A N/A 8/6

Whack

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
N/A

Fires a dark purple projectile that rotates a little off center. Whack deals little damage, but when it connects with the opponent, it has a chance of instantly KOing them, even at 0%. The chance to KO is dependent on the opponents percent as well as Hero's percent.

  • Chance of KOing is determined after the projectile deals its damage.
  • Reflecting can be odd, as its trajectory when reflected is dependent on its rotation pattern.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier

Thwack

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
3.0/KO N/A 2 361/366 NaN4/-1 N/A

The stronger version of Whack. A big projectile that covers a large area in front of Hero. Has a windbox that slightly pulls opponents into the move.

  • Chance of KOing is determined after the projectile deals its damage.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
0/70 FKB 150/100 N/A N/A 2

Snooze

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Sleep 6+ 47 - - -

A projectile that can put opponents to sleep. Snooze gets slightly larger the further it travels.

  • Can sleep airborne opponents


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
- - - - -

Flame Slash

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Head Hitbox 22.0 6-8 39 46 -13 to -11 N/A
Upper Sourspot 17.0 6 39 50 -17 N/A
Sword Sweetspot 22.0 7-8 39 46 -12 to -11 N/A
Flame Sourspot 17.0 7-8 39 50 -16 to -15 N/A

A large, fiery slash. Due to its huge hitbox, it can be useful for 2-framing if timed correctly.

  • Affected by Oomph and Psyche up


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Head Hitbox 68 67 N/A N/A 19
Upper Sourspot 68 62 N/A N/A 15
Sword Sweetspot 68 67 N/A N/A 19
Flame Sourspot 68 62 N/A N/A 15

Kacrackle Slash

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Head Hitbox 17.0 6-8 36 50 -14 to -12 N/A
Upper Sourspot 13.0 6 36 60 -17 N/A
Sword Sweetspot 17.0 7-8 36 50 -13 to -12 N/A
Flame Sourspot 13.0 7-8 36 60 -16 to -15 N/A

Identical to Flame Slash in every way, except that it uses Ice instead of Fire.

  • Freezes opponents
  • Affected by Oomph and Psyche up


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Head Hitbox 70 7 N/A N/A 15
Upper Sourspot 70 7 N/A N/A 12
Sword Sweetspot 70 7 N/A N/A 15
Flame Sourspot 70 7 N/A N/A 12

Hatchet Man

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
35.0/30.0Sword/Body 37-40 89 55 -21 to -18/-25 to -22 N/A

A slow but savage swing of Hero's sword. Extremely difficult to land due to its startup and recovery, but is a guaranteed Critical Hit if landed, similar in power to a Critical Hit F-Smash.

  • Hero's hurtbox retracts slightly during startup
  • Affected by Oomph and Psyche up
  • Can instantly break a full shield


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
110 46 N/A N/A 30/26

Metal Slash

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
1.0 11-12 40 361 -26 to -25 N/A

A pathetic sword slash. Instantly KOs opponents with the Metal effect, but only Hero can gain the effect in competitive play. Has niche uses when trying to pull for Zoom, but otherwise best to be avoided.

  • more likely to appear when near a metal opponent
  • Affected by Oomph and Psyche Up


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
10 FKB 220 N/A N/A 2

Magic Burst

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Hit 1 4.2 23-32 177 366 -148 to -139 N/A
Hit 2 4.2 33-42 177 115 -138 to -129 N/A
Hit 3 4.2 43-52 177 105 -128 to -119 N/A
Hit 4 4.2 53-62 177 100 -118 to -109 N/A
Hit 5 4.2 100-99 177 95 -71 to -72 N/A
Final Hit 11.0 101-112 177 63 -58 to -47 N/A

A large explosion of energy at the cost of all of Hero's remaining MP. The more MP Hero spends, the larger and more powerful Magic Burst becomes.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Hit 1 10 5 N/A N/A 2
Hit 2 10 5 N/A N/A 2
Hit 3 10 5 N/A N/A 2
Hit 4 10 5 N/A N/A 2
Hit 5 10 5 N/A N/A 2
Final Hit 80 135 N/A N/A 4

Kamikazee

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Time Freeze 0.1 4-9 21 366 UNBLOCKABLE N/A
Explosion 50.0/35.0Close/Outer 10 21 60 UNBLOCKABLE N/A

Hero strikes a pose and begins to glow, then proceeds to blow himself up. The explosion on Kamikazee is massive, having a stronger sweetspot closer to Hero. Do not use this on your last stock, as Hero sacrifices his stock for this move and always gets KO'd first.

  • Causes a screen freeze right before Hero explodes.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Time Freeze 10 50 N/A N/A 2
Explosion 30/40 45/60 N/A N/A 13/10

Kaclang

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Falling Hitbox 15.0 N/A 344 70 NaN all invincible 15-315

Hero turns his body into metal for a short duration. While in Kaclang, he is completely impervious to attacks except metal slash. There is a window where Hero is left wide open after exiting Kaclang, and smart opponents will time their punish accordingly.

Interestingly enough, Kaclang has a hitbox if used in the air as Hero drops to the ground. It's not extremely strong, but can kill. However killing with Kaclang is extremely niche, and requires some sort of set up and luck with Command Selection. Unless you have a perfect opportunity and want to disrespect your opponent, this move should be avoided at all costs.

  • Affected by Oomph and Psyche Up


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Falling Hitbox 80 65 N/A N/A 14

Zoom

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
- - - - - -

A teleportation spell that causes Hero to rise into the air. He will then quickly descend back onto a random location on the stage. Hero can use this spell to freely make his way back to the stage and circumvent attempts of edgeguarding and ledge trapping.

  • Both descending from using Zoom and getting hit out Zoom before rising give Hero his double jump back
  • Zoom is twice as likely to appear in the menu while Hero is near a Blast Zone.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
- - - - -

Hocus Pocus

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
- - - - - -

A chaotic spell that can cause random effects both good, bad, and neutral for Hero. The good effects include:

  • Becoming giant
  • Becoming invincible
  • Regenerating all MP instantly

Bad effects include:

  • Becoming tiny
  • Getting poisoned and sustaining damage overtime
  • Grows a flower on Hero's head
  • Causing Hero to fall asleep
  • Completely drains Hero's MP instantly

Neutral effects include:

  • Randomly casting another Command Selection spell
  • becoming invisible

Hocus Pocus is a risky and unpredictable move. While it can have an effect that can turn the tides, it is more likely to do more harm than good. Only go for it if you are feeling really lucky.

  • Random Command Selection spells only cost 4 MP except Magic Burst, which still spends all remaining MP


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
- - - - -


Grabs & Throws

Grab

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Standing N/A 6-7 35 N/A N/A N/A
Dash N/A 9-10 43 N/A N/A N/A
Pivot N/A 10-11 38 N/A N/A N/A
Pummel 1.3 1 7 361 -2 N/A

A fairly standard grab. Be wary when using Hero's grab, as it's range is not very good and can whiff in situations where other characters would land the grab. Be aware of using pummel, as pummeling will get rid of Psyche Up


Standing Grab

Pivot Grab (While Dashing, / > )

Dash Grab (While Dashing, )

Pummel (After grabbing, )


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Standing N/A N/A N/A N/A N/A
Dash N/A N/A N/A N/A N/A
Pivot N/A N/A N/A N/A N/A
Pummel 30 FKB 100 N/A N/A 3

Forward Throw

After grabbing,

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
7.0 16 45 36 N/A all invincible 1-16

A standard forward throw. Doesn't have much use as a kill throw, but can be used to gain space and stage control.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
80 45 N/A N/A N/A

Back Throw

After grabbing,

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
9.0 18 44 47 N/A all invincible 1-18

Another standard throw with little kill potential. Similar to Forward throw in its use to gain space and stage control.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
70 57 N/A N/A N/A

Up Throw

After grabbing,

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
7.0 17 36 89 N/A all invincible 1-17

Hero's main kill throw. Though it may not kill until very late, with oomph and/or psyche up, the range of which it kills increases greatly. At low percents with acceleratle, it can be used as a niche combo throw.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
65 80 N/A N/A N/A

Down Throw

After grabbing,

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
6.0 19 39 74 N/A all invincible 1-19

Hero's main combo throw at lower percents. Can lead to Forward Air and Up Air depending on damage percent and DI.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
77 64 N/A N/A N/A


Misc. Attacks

Ledge Attack

while holding the ledge

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
9.0 24-26 56 45 -22 to -20 all intangible 1-26
  • PlaceHolder


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
90 20 N/A N/A 9

Getup Attack

after getting knocked down

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Facing Up 7.0 19-25 46 48 -19 to -13 all intangible 1-25
Facing Down 7.0 17-22 46 48 -21 to -16 all intangible 1-22

It's a Getup Attack.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Facing Up 80 48 N/A N/A 7
Facing Down 80 48 N/A N/A 7

Trip Attack

after tripping

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
5.0 19-29 50 361 -24 to -14 all intangible 1-7
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Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
60 50 N/A N/A 6


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To edit frame data, edit values in SSBU/Hero/Data.
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