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SSBU/Hero

From Dragdown
Revision as of 17:46, 3 April 2023 by Zfan3O (talk | contribs) (added critical hits to unique mechanics.)
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: Due to having slow normals and an average OOS option, Hero can be rushed down and pressured in his shield easily.
  • 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.


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