Editing Command Selection

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|user=[[Hero]]
|user=[[Hero]]
|universe={{uv|Dragon Quest}}
|universe={{uv|Dragon Quest}}
|interwiki=
|interwiki=dragonquest
|interwikiname=
|interwikiname=Dragon Quest Wiki
|interwikipage=
|interwikipage=Spell List
}}
}}
'''Command Selection''' ({{ja|コマンド選択|Komando Sentaku}}, ''Command Selection'') is [[Hero]]'s [[down special move]].
'''Command Selection''' ({{ja|コマンド選択|Komando Sentaku}}, ''Command Selection'') is [[Hero]]'s [[down special move]] in ''[[Super Smash Bros. Ultimate]]''.


==Overview==
==Overview==
Upon use, the Hero will go into a thinking pose, and the player will be given a random selection of four spells from the Hero's spell pool to choose from, with a total of 21 possible spells. In [[Home-Run Contest]], Command Selection will always show Sizzle, Kaboom, Flame Slash, and Hatchet Man in that order. Each spell will use a certain amount of MP, indicated as a number by the spell's name and highlighted on the MP bar in green.
When the command is inputted, the Hero will go into a thinking pose, and the player will be given a random selection of four spells from Hero's spell pool to choose from, with a total of 21 possible spells. In [[Home-Run Contest]], Command Selection will always show Sizzle, Kaboom, Flame Slash, and Hatchet Man in that order. While this list is open, Hero cannot move unless he [[shield]]s or [[jump]]s, which will cancel the move altogether. The spells available are chosen upon inputting the move, and if the player does not see a spell they wish to use at the time, they can shield and immediately cancel the spell selection, and then input the special again to get another random selection of four spells. If the player holds towards the other direction they are facing upon selection, Hero will immediately turn around upon executing the move. Spells cannot appear twice in a row. Spells that inflict status conditions can stack with each other and be used simultaneously. A common combination is Psyche Up and Oomph, which will grant the next attack incredibly high damage and knockback, as well as a nearly guaranteed broken shield.


While the list is open, the Hero cannot move, but can cancel the menu with a [[shield]] or [[jump]]. If the player does not want to use any of the spells, they can cancel and reuse the move to generate four new options. If the player holds the direction behind the Hero upon selection, they will immediately turn around upon executing the spell. The same spell cannot appear more than once in the same menu. Spells cannot appear twice in a row, except between stocks,<ref>https://youtu.be/f4t1poU_Azw?t=248 A clip of a Hero accessing Kamikazee twice in a row.</ref> and through Hocus Pocus, which has a chance to use one of the other spells as its effect. Spells that inflict status conditions can stack with each other and be used simultaneously, but these spells will not appear again in the menu while still active and for a few seconds after wearing off. A common combination is Psyche Up and Oomph, which will grant the next attack incredibly high damage and knockback, as well as a nearly guaranteed broken shield.
MP refilling is paused while the menu is open. Additionally, the Hero can only have the menu out for 8 seconds.
 
The menu can only be open for up to 8 seconds, and during this, MP refilling is paused and the Hero's [[Passive shield|shield]] is inactive.


===List of spells===
===List of spells===
''Moves highlighted in the same colour will cross-[[stale]] each other, and also will never simultaneously appear in the same menu (slash attacks excluded). Hocus Pocus can randomly select a spell even if that spell or those from the same colour group are also present in the current selection. This contributes to cross-staling the base move and other spells in the same group.''
''Moves highlighted in the same colour will cross-[[stale]] each other, and also will never simultaneously appear in the same menu (slash attacks excluded).''
{|class="wikitable sortable"
{|class="wikitable sortable"
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!Description
!Description
|-
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|{{bg|#E16969}}|{{color|white|'''Sizz'''<br />({{ja|ギラ|Gira}},<br />''Gira'')}}||[[File:Hero Sizz.jpg|200px]]||8||16||A flame projectile sent forward quickly. The projectile erupts after it hits a non-shielding target, projectile, or surface, which can also harm bystanders. Deals decent damage for its speed but lacks KO potential.
|{{bg|#E16969}}|{{color|white|'''Sizz'''<br />({{ja|ギラ|Gira}},<br />''Gira'')}}||[[File:Hero Sizz.jpg|200px]]||8||16||A flame projectile sent forward. The projectile spreads out momentarily after it hits a target, which can also harm bystanders. Lacks KO potential onstage, but can KO opponents offstage.
|-
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|{{bg|#E16969}}|{{color|white|'''Sizzle'''<br />({{ja|ベギラマ|Begirama}},<br />''Begirama'')}}||[[File:Hero Sizzle.jpg|200px]]||20||20||A larger flame projectile sent forward quickly. The projectile erupts after it hits a non-shielding target, projectile, or surface, which can also harm bystanders. Deals high damage and decent knockback, KOing around 100% near the ledge.
|{{bg|#E16969}}|{{color|white|'''Sizzle'''<br />({{ja|ベギラマ|Begirama}},<br />''Begirama'')}}||[[File:Hero Sizzle.jpg|200px]]||20||20||A flame projectile sent forward quickly. The projectile spreads out momentarily after it hits a target, which can also harm bystanders. Deals high damage for its speed. Deals decent knockback, KOing around 100% near the ledge.
|-
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|{{bg|#FF77BB}}|'''Bang'''<br />({{ja|イオ|Io}},<br />''Io'')||[[File:Hero Bang.jpg|200px]]||9||16||A small explosive flame projectile sent forward. Travels slowly and explodes with a small lingering radius on contact with opponents, or after a set distance. Deals decent knockback, KOing vertically starting at around 130%.
|{{bg|#FF77BB}}|'''Bang'''<br />({{ja|イオ|Io}},<br />''Io'')||[[File:Hero Bang.jpg|200px]]||9||16||A small explosive flame projectile sent forward. Explodes with a small radius on contact with opponents, or after a set distance. Deals decent knockback, KOing vertically starting at around 130%.
|-
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|{{bg|#FF77BB}}|'''Kaboom'''<br />({{ja|イオナズン|Ionazun}},<br />''Ionazun'')||[[File:Hero Kaboom.jpg|200px]]||37||20||A fast projectile that explodes with a large radius after a certain distance, or on contact with opponents. The instant before the explosion pulls opponents in if they're close enough. Possesses high knockback and a very large lingering explosion hitbox, KOing around 85% vertically.
|{{bg|#FF77BB}}|'''Kaboom'''<br />({{ja|イオナズン|Ionazun}},<br />''Ionazun'')||[[File:Hero Kaboom.jpg|200px]]||37||20||A projectile that explodes with a large radius after a certain distance, or on contact with opponents. The instant before the explosion pulls opponents in if they're close enough. Possesses high knockback and a very large explosion hitbox, KOing around 85% vertically.
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|'''Snooze'''<br />({{ja|ラリホー|Rarihō}},<br />''Rarihō'')||[[File:Hero Snooze.jpg|200px]]||16||17||A slow projectile that sends opponents to sleep if it connects and can pass through projectiles and multiple opponents; however, it can be blocked. The projectile puts opponents to [[sleep]] for longer at close range, but gets larger at further ranges. Snooze can affect aerial opponents, which can KO offstage opponents should they be too far to maneuver towards the stage. However, opponents in the air are put to sleep for a much shorter amount of time; the clean aerial hitbox puts opponents to sleep for less time than the latest grounded hitbox.
|'''Snooze'''<br />({{ja|ラリホー|Rarihō}},<br />''Rarihō'')||[[File:Hero Snooze.jpg|200px]]||16||17||A forward-moving projectile that sends opponents to sleep if it connects and can pass through multiple opponents; however, it can be blocked. The projectile puts opponents to [[sleep]] for longer at close range, but gets larger at further ranges. Snooze can affect aerial opponents, which can KO offstage opponents should they be too far to maneuver towards the stage. However, opponents in the air are put to sleep for a much shorter amount of time; the clean aerial hitbox puts opponents to sleep for less time than the latest grounded hitbox.
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|{{bg|#D9DC2B}}|'''Flame Slash'''<br />({{ja|かえん斬り|Kaen giri}},<br />''Flame Slash'')||[[File:Hero Flame Slash.jpg|200px]]||12||18||A quick slash with the Hero's sword cloaked in flame. Deals considerable damage and knockback, and has huge range in front of him; however, hitting with the end of the flames has lower damage and knockback. Capable of KOing midweights at 95% from the center of Final Destination.
|{{bg|#D9DC2B}}|'''Flame Slash'''<br />({{ja|かえん斬り|Kaen giri}},<br />''Flame Slash'')||[[File:Hero Flame Slash.jpg|200px]]||12||18||A quick slash with the Hero's sword cloaked in flame. Deals considerable damage and knockback, and has huge range in front of him; however, only hitting with the blade itself grants high KO power. Capable of KOing midweights at earlier than 95% from the center of Final Destination.
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|{{bg|#D9DC2B}}|'''Kacrackle Slash'''<br />({{ja|マヒャド斬り|Mahyado giri}},<br />''Mahyad Slash'')||[[File:Hero Kacrackle Slash.jpg|200px]]||11||18||A quick slash with the Hero's sword cloaked in frost. [[Frozen|Freezes]] opponents; the sword hitbox freezes for considerably longer, having a 2× multiplier to frames frozen.
|{{bg|#D9DC2B}}|'''Kacrackle Slash'''<br />({{ja|マヒャド斬り|Mahyado giri}},<br />''Mahyad Slash'')||[[File:Hero Kacrackle Slash.jpg|200px]]||11||18||A quick slash with the Hero's sword cloaked in frost. [[Frozen|Freezes]] opponents; the blade freezes for considerably longer, having a 2× multiplier to frames frozen.
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|{{bg|#D9DC2B}}|'''Metal Slash'''<br />({{ja|メタル斬り|Metaru giri}},<br />''Metal Slash'')||[[File:Hero Metal Slash.jpg|200px]]||6||7||Hero slashes his sword forward. [[Instant KO|Instantly KOs]] any metal opponent, including another Hero using Kaclang. When used against non-metal opponents, it will only deal 1% damage and weak knockback. Effectively can only be used against Kaclang when items are turned off.
|{{bg|#D9DC2B}}|'''Metal Slash'''<br />({{ja|メタル斬り|Metaru giri}},<br />''Metal Slash'')||[[File:Hero Metal Slash.jpg|200px]]||6||7||Hero slashes his sword forward. [[Instant KO|Instantly KOs]] any metal opponent, including another Hero using Kaclang. When used against non-metal opponents, it will only deal 1% damage and weak knockback. Since items are turned off in competitive play, the move is practically useless except when used on another Hero using Kaclang.


If there is a metal opponent present when the menu is opened, the odds of Metal Slash appearing in the menu are multiplied by 4×.<ref>https://twitter.com/Meshima_/status/1158866563862126593</ref> However, in spirit battles or Custom Smash, they are instead multiplied by 0.2×.<ref>https://twitter.com/KuroganeHammer/status/1159097759305048066</ref>. [[Gold fighter]]s do ''not'' count as metal for the purposes of Metal Slash.
If there is a metal opponent present when the menu is opened, the odds of Metal Slash appearing in the menu are multiplied by 4×.<ref>https://twitter.com/Meshima_/status/1158866563862126593</ref> However, in spirit battles or Custom Smash, they are instead multiplied by 0.2×.<ref>https://twitter.com/KuroganeHammer/status/1159097759305048066</ref>. [[Gold fighter]]s do ''not'' count as metal for the purposes of Metal Slash.
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|{{bg|#D9DC2B}}|'''Hatchet Man'''<br />({{ja|まじん斬り|Majin giri}},<br />''Evil Slash'')||[[File:Hero Hatchet Man.jpg|200px]]||15||18||A forceful downward slash which resembles his forward smash, triggering [[Special Zoom]] on-hit. Has considerable start-up, but possesses very high damage and knockback, making it capable of KOing considerably early, and much earlier at the ledge. It can also instantaneously break a full shield, similar to a fully charged [[Shield Breaker]].
|{{bg|#D9DC2B}}|'''Hatchet Man'''<br />({{ja|まじん斬り|Majin giri}},<br />''Evil Slash'')||[[File:Hero Hatchet Man.jpg|200px]]||15||18||A forceful downward slash which resembles his forward smash, triggering [[Special Zoom]] on-hit. Has considerable start-up, but possesses very high damage and knockback, making it capable of KOing considerably early, and much earlier at the ledge. It can also instantaneously break a full shield, similar to a fully charged [[Shield Breaker]].
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|{{bg|#932ED1}}|{{color|white|'''Whack'''<br />({{ja|ザキ|Zaki}},<br />''Zaki'')}}||[[File:Hero Whack.jpg|200px]]||10||8||Hero points his hand forward, sending out a slow-moving dark purple projectile. It has a chance to instantly KO the opponent, with a higher chance for it to occur the more damage the opponent has. Deals little damage and only causes targets to [[flinch]] otherwise. If reflected, the projectile will often fly back at an angle due to its erratic movement.
|{{bg|#932ED1}}|{{color|white|'''Whack'''<br />({{ja|ザキ|Zaki}},<br />''Zaki'')}}||[[File:Hero Whack.jpg|200px]]||10||8||Hero swings his hand forward, sending out a slow-moving dark purple projectile. He has a chance to instantly KO the opponent, with a higher chance for it to occur the more damage the opponent has. Deals little damage and no knockback. If reflected, the projectile will be angled.
The formula for Whack to succeed is:<ref>https://twitter.com/Meshima_/status/1163394775006892032</ref><ref>https://twitter.com/Meshima_/status/1163395871817383936</ref><ref>https://twitter.com/Meshima_/status/1163398560076857344</ref>
The formula for Whack to succeed is:<ref>https://twitter.com/Meshima_/status/1163394775006892032</ref><ref>https://twitter.com/Meshima_/status/1163395871817383936</ref><ref>https://twitter.com/Meshima_/status/1163398560076857344</ref>
:<code>1 + 200 * (t - 20) / 280 + 20 * (u / 300)</code>
:<code>1 + 200 * (t - 20) / 280 + 20 * (u / 300)</code>
...where <code>t</code> is the target's percent pre-hit limited to between 20% and 300%, and <code>u</code> is the user's percent limited to 300% or less. As a result, the final rate is always 1% when the opponent is below 20% damage, and scales up to 100% when the opponent is just below 160% damage, with a maximum extra 20% chance if the user is at 300% damage. If reflected, the new owner's percent is taken as the user's.
...where <code>t</code> is the target's percent pre-hit limited to between 20% and 300%, and <code>u</code> is the user's percent limited to 300% or less. As a result, the final rate is always 1% when the opponent is below 20% damage, and scales up to 100% when the opponent is just below 160% damage, with a maximum extra 20% chance if the user is at 300% damage. If reflected, the new owner's percent is taken as the user's.


During Sudden Death, the odds of Whack appearing in the menu are multiplied by 0.2×.<ref name="Sudden Death>https://twitter.com/Meshima_/status/1399677363005181964</ref>
During Sudden Death, the odds of Whack appearing in the menu are multiplied by 0.2×. <ref name="Sudden Death>https://twitter.com/Meshima_/status/1399677363005181964</ref>
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|{{bg|#932ED1}}|{{color|white|'''Thwack'''<br />({{ja|ザラキ|Zaraki}},<br />''Zaraki'')}}||[[File:Hero Thwack.jpg|200px]]||30||12||Hero swings his hand forward, and a large dark purple spark appears directly in front of him. It has a chance to instantly KO the opponent, with a higher chance for it to occur the more damage the opponent has. It has a very large hitbox that lingers for several frames, and a windbox around it which pulls nearby opponents in; however, it also has considerable startup lag. It deals only 3% damage and little knockback, and can be reflected, absorbed, and shielded.
|{{bg|#932ED1}}|{{color|white|'''Thwack'''<br />({{ja|ザラキ|Zaraki}},<br />''Zaraki'')}}||[[File:Hero Thwack.jpg|200px]]||30||12||Hero swings his hand forward, and a large dark purple spark appears directly in front of him. He has a chance to instantly KO the opponent, with a higher chance for it to occur the more damage the opponent has. It has a very large hitbox, and a windbox around it which pulls nearby opponents in; however, it also has considerable startup lag. It deals only 3% damage and little knockback, and can be reflected, absorbed, and shielded.
The success formula of Thwack is identical to Whack.
The success formula of Thwack is identical to Whack.


During Sudden Death, the chances of Thwack appearing in the menu are multiplied by 0.2×.<ref name="Sudden Death/>
During Sudden Death, the chances of Thwack appearing in the menu are multiplied by 0.2×. <ref name="Sudden Death/>
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|'''Magic Burst'''<br />({{ja|マダンテ|Madante}},<br />''Madante'')||[[File:Hero Magic Burst.jpg|200px]]||All||5||A powerful and massive blast that grows in size, similar to a [[Smart Bomb]] explosion. It hits multiple times and is active for a few seconds. Consumes all of the Hero's remaining MP; the spell's power and range depends on how much MP the Hero has left. The damage dealt is multiplied by <code>0.2 + 0.008MP</code>, with the value being between 0.2x and 1x, depending on how much MP Hero has. With full MP, the attack will have a very wide range and high damage, covering half of Final Destination and having potential to KO anyone at percents below 50%. Due to these factors, it is widely considered to be one of Hero's most feared spells, albeit only in circumstances where Hero has at least around half of his MP remaining. Additionally, the move is blockable, with each hit having slightly reduced shield damage. Additionally, Hero can still be hit, so a projectile or large enough hitbox can cancel the move at any time. Hitting Hero during the move will not refund any MP, meaning he will be left with 0 MP regardless. As such, if Magic Burst is interrupted, Hero is usually left in a difficult position.
|'''Magic Burst'''<br />({{ja|マダンテ|Madante}},<br />''Madante'')||[[File:Hero Magic Burst.jpg|200px]]||All||5||A powerful and massive blast that grows in size, similar to a [[Smart Bomb]] explosion. It hits multiple times and is active for a few seconds. Consumes all of the Hero's remaining MP; the spell's power and range depends on how much MP the Hero has left. The damage dealt is multiplied by <code>0.2 + 0.008MP</code>, with the value being between 0.2x and 1x, depending on how much MP Hero has. With full MP, the attack will have a very wide range and high damage, covering half of Final Destination and having potential to KO anyone at percents below 50%. Due to these factors, it is widely considered to be one of Hero's most feared spells, albeit only in circumstances where Hero has at least around half of his MP remaining. Additionally, the move is blockable, with each hit having slightly reduced shield damage. Finally, Hero can still be hit, so a projectile or large enough hitbox can cancel the move at any time. Hitting Hero during the move will not refund any MP, meaning he will be left with 0 MP regardless. As such, if Magic Burst is interrupted, Hero is usually left in a difficult position.
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|'''Kamikazee'''<br />({{ja|メガンテ|Megante}},<br />''Megante'')||[[File:Hero Kamikazee.jpg|200px]]||1||5||Hero crosses his arms and begins to glow. Time slows down during this period. After a few seconds, he explodes, [[Instant KO|instantly KOing]] himself and delivering heavy [[unblockable]] damage and knockback to any opponent in a large radius. The sweetspot near to Hero is very powerful, able to KO many opponents within the 50-60% range, although the larger sourspot is still relatively powerful. While unblockable, the explosion only lasts for a brief time, allowing it to be safely dodged with a sidestep or roll. Any other nearby fighters will react to this move with a shocked expression. Using this will count as a KO for the last opponent to hit him. Hero is intangible during the chargeup. Hero is counted as being killed first after using Kamizazee, meaning he will lose the game if used on his last stock.<br/>
|'''Kamikazee'''<br />({{ja|メガンテ|Megante}},<br />''Megante'')||[[File:Hero Kamikazee.jpg|200px]]||1||5||Hero crosses his arms and begins to glow. Time slows down during this period. After a few seconds, he explodes, [[Instant KO|instantly KOing]] himself and delivering heavy [[unblockable]] damage and knockback to any opponent in a large radius, and the sweetspot can KO many opponents within the 50-60% range. Any other nearby fighters will react to this move with a shocked expression. Using this will count as a KO for the last opponent to hit him. Hero is intangible during the chargeup. Hero is counted as being killed first after using Kamizazee, meaning he will lose the game if used on his last stock.<br/>
Kamikazee is not available as a menu option during the [[World of Light]] Finale, or during {{SSBU|Classic Mode}}.
Kamikazee does not appear to be available as a menu option during the [[World of Light]] Finale.
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|'''Psyche Up'''<br />({{ja|ためる|Tameru}},<br />''Charge'')||[[File:Hero Psyche Up.jpg|200px]]||14||16||Noticeably increases the power of the Hero's next attack; specifically, it increases the damage by 1.2×, knockback by 1.2×, and shield damage by 1.65×, acting similar to [[Revenge]]. Expires when a melee attack connects, and does not affect projectiles. Grants considerable KO power to many of the Hero's quicker moves that otherwise would not kill until extreme percentages, such as his forward tilt, up tilt, up throw, and even his otherwise unimpressive up air, allowing him to take stocks with considerably less risk. [[Zap]]'s first hit and [[pummel]]s count as attacks, and will use up Psyche Up, but it will last for all hits of the Hero's jab combo and forward tilt if he follows through with them.
|'''Psyche Up'''<br />({{ja|ためる|Tameru}},<br />''Charge'')||[[File:Hero Psyche Up.jpg|200px]]||14||16||Noticeably increases the power of the Hero's next attack; specifically, it increases the damage by 1.2×, knockback by 1.2×, and shield damage by 1.65×, acting similar to [[Revenge]]. Projectiles are not affected by Psyche Up. Boosts the power of the Hero's throws as well, making them very powerful, especially the Hero's up throw and his forward throw when used near the ledge. Expires when a melee attack connects. [[Pummel]] counts as an attack, and will use up Psyche Up.
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|'''Oomph'''<br />({{ja|バイキルト|Baikiruto}},<br />''Baikiruto'')||[[File:Hero Oomph.jpg|200px]]||16||16||Increases the Hero's attack power by 1.6× and his knockback by 1.1× for 10 seconds. However, he also takes 1.2× more damage, and Oomph won't affect projectiles. When combined with Psyche Up, several of Hero's moves become extremely powerful, granting him numerous KO options: his forward smash, dash attack, back air, and down air are capable of instantly breaking shields, his up throw KOs middle-weights at around 100% at ground level of Battlefield and Final Destination, and forward and back throw at 120% at the ledge, and even earlier with rage.
|'''Oomph'''<br />({{ja|バイキルト|Baikiruto}},<br />''Baikiruto'')||[[File:Hero Oomph.jpg|200px]]||16||16||Increases the Hero's attack power by 1.6× and his knockback by 1.1× for 10 seconds. However, he also takes 1.2× more damage, and Oomph won't affect projectiles. When combined with Psyche Up, several of Hero's moves become extremely powerful: his forward smash is capable of instantly breaking shields, his up throw KOs middle-weights at around 130% at ground level of Battlefield and Final Destination, and forward throw at 120% at the ledge, and even earlier with rage.


If Bounce is active, the odds of Oomph appearing in the menu are multiplied by 0.5×.<ref name="Bounce odds">https://twitter.com/Meshima_/status/1399684555993346049</ref>
If Bounce is active, the odds of Oomph appearing in the menu are multiplied by 0.5×. <ref name="Bounce odds">https://twitter.com/Meshima_/status/1399684555993346049</ref>
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|'''Acceleratle'''<br />({{ja|ピオリム|Piorimu}},<br />''Piorimu'')||[[File:Hero Acceleratle.jpg|200px]]||13||16||Increases the Hero's movement speed by a significant amount for 10 seconds, similar to [[Lightweight]]; it also increases Hero's launch rate by 1.1×. His [[jump]] height becomes one of the highest in the game and he can [[Dash|run]] faster than {{SSBU|Sonic}}.
|'''Acceleratle'''<br />({{ja|ピオリム|Piorimu}},<br />''Piorimu'')||[[File:Hero Acceleratle.jpg|200px]]||13||16||Increases the Hero's movement speed by a significant amount for 10 seconds, similar to [[Lightweight]]; it also increases Hero's launch rate by 1.1×. His [[jump]] height becomes one of the tallest in the game and he can [[Dash|run]] faster than {{SSBU|Sonic}}.


If Bounce is active, the odds of Acceleratle appearing in the menu are multiplied by 0.5×.<ref name="Bounce odds"/>
If Bounce is active, the odds of Acceleratle appearing in the menu are multiplied by 0.5×. <ref name="Bounce odds"/>
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|'''Kaclang'''<br />({{ja|アストロン|Asutoron}},<br />''Astron'')||[[File:Hero Kaclang.jpg|200px]]||6||5||Encases the Hero in metal and makes him impervious to both damage and knockback for 5 seconds, but also prevents him from taking any action. It cannot be canceled once activated. However, the Hero can still be KOed by another Hero using Metal Slash, and any well-timed attack is sufficient to punish him during the ending lag of the move. Using Kaclang in the air will grant the Hero a hitbox on his descent and allow him to move left and right until he lands. Unlike the standard metal status granted by the [[Metal Box]], Kaclang grants Hero [[invincibility]], meaning attacks on him will cause hitlag to the opponent, and Final Smashes that negate statuses (such as [[Critical Hit]]) will not hit Hero through Kaclang.
|'''Kaclang'''<br />({{ja|アストロン|Asutoron}},<br />''Astron'')||[[File:Hero Kaclang.jpg|200px]]||6||5||Encases the Hero in metal and makes him impervious to both damage and knockback for 5 seconds, but also prevents him from taking any action. It cannot be canceled once activated. However, the Hero can still be KOed by another Hero using Metal Slash, and any well-timed attack is sufficient to punish him during the ending lag of the move. Using Kaclang in the air will grant the Hero a hitbox on his descent and allow him to move left and right until he lands.


If Bounce is active, the odds of Kaclang appearing in the menu are multiplied by 0.8×.<ref name="Bounce odds"/> Kaclang also cannot appear in the last 30 seconds of a timed match.
If Bounce is active, the odds of Kaclang appearing in the menu are multiplied by 0.8×. <ref name="Bounce odds"/> Kaclang also cannot appear in the last 30 seconds of a timed match.
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|'''Bounce'''<br />({{ja|マホカンタ|Mahokanta}},<br />''Mahokanta'')||[[File:Hero Bounce.jpg|200px]]||14||16||A protective spell that reflects projectiles for 12 seconds. Like a [[Franklin Badge]], Bounce lets Hero act while active, and overrides Hero's [[passive shield]], allowing reflections even if he is standing and facing an opponent. One of the Hero's best approaching tools against projectile users, due to him being able to perform any action while keeping out an active reflector.
|'''Bounce'''<br />({{ja|マホカンタ|Mahokanta}},<br />''Mahokanta'')||[[File:Hero Bounce.jpg|200px]]||14||16||A lingering spell that reflects projectiles for 12 seconds. Like a [[Franklin Badge]], Bounce lets Hero act while active, and overrides Hero's [[passive shield]], allowing reflections even if he is standing and facing an opponent. One of the Hero's best approaching tools against projectile users, due to him being able to perform any action while keeping out an active reflector.


For 12 seconds after Bounce expires, the odds of Bounce appearing again are multiplied by 0.2×.<ref>https://twitter.com/meshima_/status/1398764230258532355</ref>
For 12 seconds after Bounce expires, the odds of Bounce appearing again are multiplied by 0.2×.<ref>https://twitter.com/meshima_/status/1398764230258532355</ref>
|-
|-
|'''Heal'''<br />({{ja|ホイミ|Hoimi}},<br />''Hoimi'')||[[File:SSBUWebsiteHero3.jpg|200px]]||7||7||Heals Hero by 11% damage. Heal is only available to be used 2 times before it will stop appearing for selection. Hero will refresh 2 uses of Heal after respawning. Taking an opponent's stock will not grant another use of Heal despite an in-game tip saying so.
|'''Heal'''<br />({{ja|ホイミ|Hoimi}},<br />''Hoimi'')||[[File:SSBUWebsiteHero3.jpg|200px]]||7||7||Heals Hero by 11% damage. Heal is only available to be used 2 times before it will stop appearing for selection. Hero will refresh 2 uses of Heal after respawning. Taking an opponent's stock will not grant another use of Heal.


If Bounce is active, the odds of Heal appearing in the menu are multiplied by 0.8×.<ref name="Bounce odds"/>
If Bounce is active, the odds of Heal appearing in the menu are multiplied by 0.8×. <ref name="Bounce odds"/>
|-
|-
|'''Zoom'''<br />({{ja|ルーラ|Rūra}},<br />''Rūra'')||[[File:Hero Zoom.jpg|200px]]||8||15||Hero jumps directly upward, going past the limits of the camera, and then falls directly downwards onto a random part of the stage, no matter where he was when the spell was inputted. If used when there is a ceiling above Hero, he will shoot up until he meets it, at which point he will collide against it, while still being able to act afterwards. It has invincibility frames as soon as Hero starts to fly. It can be used as a last-ditch recovery if Hero will be unable to reach the ledge otherwise. Hero gets back his double jump if he used it prior to casting Zoom and can perform an action as soon as he starts to fall back down, allowing him to cancel the descent by jumping, charging Frizz, or opening the Command Selection window again.
|'''Zoom'''<br />({{ja|ルーラ|Rūra}},<br />''Rūra'')||[[File:Hero Zoom.jpg|200px]]||8||15||Hero jumps directly upward, going past the limits of the camera, and then falls directly downwards onto a random part of the stage, no matter where he was when the spell was inputted. If used when there is a ceiling above Hero, he will shoot up until he meets the platform, at which point he will collide against it, while still being able to act afterwards. It has invincibility frames as soon as Hero starts to fly. It can be used as a last-ditch recovery if Hero will be unable to reach the ledge otherwise. Hero can perform an action as soon as he starts to fall back down, and the descent can be cancelled by jumping or charging Frizz.


If Hero is close to a blast line (within 40 units), the odds of Zoom appearing in the menu are multiplied by 3×.<ref>https://twitter.com/Meshima_/status/1158857397420474368</ref> Zoom cannot appear during the {{h1|Bonus Stage|In Super Smash Bros. Ultimate}} in Classic Mode.
If Hero is close to a blast line (within 40 units), the odds of Zoom appearing in the menu are multiplied by 3×.<ref>https://twitter.com/Meshima_/status/1158857397420474368</ref>
|-
|-
|'''Hocus Pocus'''<br />({{ja|パルプンテ|Parupunte}},<br />''Parupunte'')||[[File:Hero Hocus Pocus.jpg|200px]]||4||3||A spell with random effects, both positive and negative, and also can take the form of other Command Selection spells.
|'''Hocus Pocus'''<br />({{ja|パルプンテ|Parupunte}},<br />''Parupunte'')||[[File:Hero Hocus Pocus.jpg|200px]]||4||3||A spell with random effects, both positive and negative, and also can take the form of other Command Selection spells.
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|-
|-
!Knockback taken
!Knockback taken
|1.
|1.1x
|-
|-
!Walking
!Walking
|
|2x
|-
|-
!Initial dash
!Initial dash
|2.
|2.1x
|-
|-
!Running
!Running
|2.
|2.3x
|-
|-
!Air speed
!Air speed  
|2.
|2.1x
|-
|-
!Air acceleration
!Air acceleration
|2.
|2.5x
|-
|-
!Air friction
!Air friction
|2.
|2.1x
|-
|-
!Fall/Fast-Fall speed
!Fall/Fast-Fall speed
|1.25×
|1.25x
|-
|-
!Gravity
!Gravity
|1.25×
|1.25x
|}
|}
{{clrl}}
{{clrl}}
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|{{bg|#ff0000}}|{{color|white|Negative}} ||6.10%||Applies a [[timer]] effect to himself.
|{{bg|#ff0000}}|{{color|white|Negative}} ||6.10%||Applies a [[timer]] effect to himself.
|-
|-
|{{bg|#ff0000}}|{{color|white|Negative}} ||6.10%||MP is reduced to 0. Causes a light hitstun animation and a brief [[darkness]] effect, though this deals no damage.
|{{bg|#ff0000}}|{{color|white|Negative}} ||6.10%||MP is reduced to 0.
|-
|-
|{{bg|#ff0000}}|{{color|white|Negative}} ||6.10%||Inflicts [[poison]] to himself, dealing 27.5% damage total.
|{{bg|#ff0000}}|{{color|white|Negative}} ||6.10%||Inflicts [[poison]] to himself, dealing 27.5% damage total.
|-
|-
|{{bg|#ff0000}}|{{color|white|Negative}} ||6.10%||Inflicts [[asleep|sleep]] on himself. Also applies if Hero is in the air.
|{{bg|#ff0000}}|{{color|white|Negative}} ||6.10%||Inflicts [[asleep|sleep]] on himself.
|-
|-
|{{bg|#ff0000}}|{{color|white|Negative}} ||5.49%||Makes him [[Poison Mushroom|small]].
|{{bg|#ff0000}}|{{color|white|Negative}} ||5.49%||Makes him [[Poison Mushroom|small]].
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|-
|-
|{{bg|#0000ff}}|{{color|white|Neutral}} ||Heal: 1.52%<br>Kaclang: 1.52%<br>Kamikazee: 0.910%<br>All other spells: 2.44% for each||One of the Hero's commands is granted for 4 MP instead of the value it usually consumes, with the exception of Magic Burst, which will consume all MP as usual.
|{{bg|#0000ff}}|{{color|white|Neutral}} ||Heal: 1.52%<br>Kaclang: 1.52%<br>Kamikazee: 0.910%<br>All other spells: 2.44% for each||One of the Hero's commands is granted for 4 MP instead of the value it usually consumes, with the exception of Magic Burst, which will consume all MP as usual.
|-
|}
|}


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All the spells shown in Command Selection are spells or spell-like abilities that have previously appeared in the ''Dragon Quest'' series:
All the spells shown in Command Selection are spells or spell-like abilities that have previously appeared in the ''Dragon Quest'' series:
*Heal, Sizz, Sizzle, Snooze, and Zoom, introduced in the original ''{{iw|wikipedia|Dragon Quest|video game}}''.
*{{s|dragonquestwiki|Heal}}, {{s|dragonquestwiki|Sizz}}, {{s|dragonquestwiki|Sizzle}}, {{s|dragonquestwiki|Snooze}}, and {{s|dragonquestwiki|Zoom}}, introduced in the original ''{{s|dragonquestwiki|Dragon Quest}}''.
*Hocus Pocus, Kaboom, Kamikazee, and Thwack, introduced in ''{{s|wikipedia|Dragon Quest II}}''.
*{{s|dragonquestwiki|Hocus Pocus}}, {{s|dragonquestwiki|Kaboom}}, {{s|dragonquestwiki|Kamikazee}}, and {{s|dragonquestwiki|Thwack}}, introduced in ''{{s|dragonquestwiki|Dragon Quest II}}''.
*Acceleratle, Bang, Bounce, Kaclang, Oomph, and Whack, introduced in ''{{s|wikipedia|Dragon Quest III}}''.
*{{s|dragonquestwiki|Acceleratle}}, {{s|dragonquestwiki|Bang}}, {{s|dragonquestwiki|Bounce}}, {{s|dragonquestwiki|Kaclang}}, {{s|dragonquestwiki|Oomph}}, and {{s|dragonquestwiki|Whack}}, introduced in ''{{s|dragonquestwiki|Dragon Quest III}}''.
*Flame Slash, Kacrackle Slash, Metal Slash, Hatchet Man, and Magic Burst, introduced in ''{{s|wikipedia|Dragon Quest VI}}''.
*{{s|dragonquestwiki|Flame Slash}}, {{s|dragonquestwiki|Kacrackle Slash}}, {{s|dragonquestwiki|Metal Slash}}, {{s|dragonquestwiki|Hatchet Man}}, and {{s|dragonquestwiki|Magic Burst}}, introduced in ''{{s|dragonquestwiki|Dragon Quest VI}}''.
*Psyche Up, introduced in ''{{s|wikipedia|Dragon Quest VIII}}''.
*{{s|dragonquestwiki|Psyche Up}}, introduced in ''{{s|dragonquestwiki|Dragon Quest VIII}}''.


<gallery>
<gallery>
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In their home series, each of the Heroes playable in ''Smash'' can learn some but not all of these abilities:
In their home series, each of the Heroes playable in ''Smash'' can learn some but not all of these abilities:
*Erdrick can learn Sizz, Sizzle, Snooze, Kaclang, Heal, and Zoom.
*Erdrick can learn Sizz, Sizzle, Snooze, Kaclang, Heal, and Zoom;
*Solo can learn Sizz, Kaclang, Hocus Pocus, and Zoom.
*Solo can learn Sizz, Kaclang, Hocus Pocus, and Zoom;
*Eight can learn Sizz, Sizzle, Flame Slash, Metal Slash, Kamikazee, Heal, Psyche Up, and Zoom.
*Eight can learn Sizz, Sizzle, Flame Slash, Metal Slash, Kamikazee, Heal, Psyche Up, and Zoom;
*The Luminary can learn Sizz, Sizzle, Bang, Snooze, Flame Slash, Metal Slash, Kaclang, Heal, and Zoom.
*The Luminary can learn Sizz, Sizzle, Bang, Snooze, Flame Slash, Metal Slash, Kaclang, Heal, and Zoom.  


Other combinations of access to these spells are new for ''Ultimate''. The thinking pose Hero takes while selecting a spell is similar to one of the Luminary's in-battle idle animations in ''Dragon Quest XI''.
Other combinations of access to these spells are new for ''Ultimate''. The thinking pose Hero takes while selecting a spell is similar to one of the Luminary's in-battle idle animations in ''Dragon Quest XI''.
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==Trivia==
==Trivia==
[[File:Hero MP Comparison.png|thumb|The English (above) and Japanese (below) versions of the Spell Menu]]
[[File:Hero MP Comparison.png|right|thumb|The English (above) and Japanese (below) versions of the Spell Menu]]
*Command Selection is the only special move of Hero that is not a [[charge]] special.
*Command Selection is the only special move of Hero that is not a [[charge]] special.
*As Command Selection has 21 different spell commands, the Hero has the second highest amount of special moves of any character, behind {{SSBU|Kirby}}. However, Hero has the most amount of special moves available to him at once.
*As Command Selection has 21 different spell commands, the Hero has the second highest amount of special moves of any character, behind {{SSBU|Kirby}}. However, Hero has the most amount of special moves available to him at once.
*According to an interview with the ''Dragon Quest XI S'' staff, who collaborated with Masahiro Sakurai during development of Hero for ''Super Smash Bros. Ultimate'', Command Selection was a way to implement as many of the moveset ideas Sakurai came up with as possible, as well as appealing to beginner players by allowing the character to use powerful and satisfying moves.<ref>https://www.nintendoenthusiast.com/2019/09/03/dragon-quest-hero-overpowered-masahiro-sakurai-super-smash-bros-ultimate/</ref>
*According to an interview with the ''Dragon Quest XI S'' staff, who collaborated with Masahiro Sakurai during development of Hero for ''Super Smash Bros. Ultimate'', Command Selection was a way to implement as many of the moveset ideas Sakurai came up with as possible, as well as appealing to beginner players by allowing the character to use powerful and satisfying moves.<ref>https://www.nintendoenthusiast.com/2019/09/03/dragon-quest-hero-overpowered-masahiro-sakurai-super-smash-bros-ultimate/</ref>
*The Hero's spell menu differs depending on the language the character is played in. If the game is played in Japanese, the menu is silver, whereas in other languages, the menu is brown. This is based on the English localization of ''Dragon Quest XI'', where the menus, text boxes, etc., were changed in color.
*The Hero's spell menu differs depending on the language the character is played in. If the game is played in Japanese, the menu is silver, whereas in other languages, the menu is brown. This is based on the English localization of ''Dragon Quest XI'', where the menus, text boxes, etc., were changed in color.
**The command names in the Dutch version are the same as in the English version, however.
*Metal Slash is the only move that can only [[Instant KO|instantly KO]] opponents that are under a special status, with that being the [[Metal Box|metal status]].  
*Metal Slash is the only move that can only [[Instant KO|instantly KO]] opponents that are under a special status, with that being the [[Metal Box|metal status]].
*Whack and Thwack are the only moves that can instantly KO opponents without using items, status effects, or Final Smashes. In addition, along with Metal Slash, they are also the only moves that are capable of inducing an instant KO regardless of the target's damage percentage, even 0%.
*Whack and Thwack are the only moves that can instantly KO opponents without using items, status effects, or Final Smashes. In addition, along with Metal Slash, they are also the only moves that are capable of inducing an instant KO regardless of the target's damage percentage, even 0%.
*Kamikazee is the only move that instantly KOs its user.
*Kamikazee is the only move that instantly KOs its user.
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*Heal is one of two limited-use special moves in the ''Smash'' series that cannot be replenished until the user loses a stock, the other move being [[Wonderwing]].
*Heal is one of two limited-use special moves in the ''Smash'' series that cannot be replenished until the user loses a stock, the other move being [[Wonderwing]].
*If {{SSBU|Squirtle}} is hit by Thwack while performing [[Withdraw]], it will cause an Instant KO, but it will not trigger the [[Special Zoom]].<ref>https://youtu.be/pWku5huh2Jw?t=706</ref>
*If {{SSBU|Squirtle}} is hit by Thwack while performing [[Withdraw]], it will cause an Instant KO, but it will not trigger the [[Special Zoom]].<ref>https://youtu.be/pWku5huh2Jw?t=706</ref>
*Hero can be gimped while using Kaclang by {{SSBU|Ice Climbers}}'s [[Iceberg|Final Smash]], as the iceberg's internal windbox is programmed to ignore invincibility, and thus he can be pushed off edges to his death.
{{clear}}
{{clr}}


==References==
==References==
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{{Special Moves|char=Hero}}
{{Special Moves|char=Hero}}
[[Category:Dragon Quest universe]]
[[Category:Dragon Quest universe]]
[[Category:Down special moves]]
[[Category:Down special moves]]
[[Category:Hero]]
[[Category:Hero]]
[[Category:Hero (SSBU)]]
[[Category:Hero (SSBU)]]
[[Category:Projectiles]]
[[Category:Projectiles]]  
[[Category:Reflectors]]
[[Category:Reflectors]]

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