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!
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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.
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