Editing Hero (SSBU)

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==Moveset==
==Moveset==
*Hero has a unique [[fighter ability]] called the '''[[MP Gauge]]'''. His Magic Points (MP) are depleted whenever he uses his special moves, with the amount varying on the spell used. The MP Gauge has a maximum of 100 MP, and it is restored over time (at a rate of 1 point per second) or when damaging opponents with normal attacks.
*Hero has a unique [[fighter ability]] called the '''[[MP Gauge]]'''. His Magic Points (MP) are depleted whenever he uses his special moves, with the amount varying on the spell used. The MP Gauge has a maximum of 100 MP, and it is restored over time (at a rate of 1 point per second) or when damaging opponents with normal attacks.
**If Hero attempts to use a spell without the required MP, he will still perform the animation, but without the actual spell being performed. In the case of [[Zap]], it still possesses a hitbox that deals 2%. Additionally, the "failed" sound effect from ''Dragon Quest'' will play when this occurs.
**If Hero attempts to use a spell without the required MP, he will still perform the animation, but without the actual spell being performed. In the case of Zap, it still possesses a hitbox that deals 2%. Additionally, the "failed" sound effect from ''Dragon Quest'' will play when this occurs.
**If Hero hits an opponent or a [[shield]] with a normal attack, he will gain MP equal to 0.8× of the hitbox's or throw's base damage output; aside from shield damage, no other mechanics (such as the extra damage from charging smashes) will be applied. As shields receive 1.19× more damage from attacks, hitting shields will generally restore more MP unless the attack has reduced shield damage, such as his Critical Hit smash attacks. A resource for how much is gained can be found [https://docs.google.com/spreadsheets/d/1OnYSC7DvebYvFQYp7_YNq-mGJRZ4k6StIfxHWyw4VuY/edit?usp=sharing here].
**If Hero hits an opponent or a [[shield]] with a normal attack, he will gain MP equal to 0.8× of the hitbox's or throw's base damage output; aside from shield damage, no other mechanics (such as the extra damage from charging smashes) will be applied. As shields receive 1.19× more damage from attacks, hitting shields will generally restore more MP unless the attack has reduced shield damage, such as his Critical Hit smash attacks. A resource for how much is gained can be found [https://docs.google.com/spreadsheets/d/1OnYSC7DvebYvFQYp7_YNq-mGJRZ4k6StIfxHWyw4VuY/edit?usp=sharing here].
*While Hero is standing still, walking, or crouching, any incoming [[projectile]]s that hit his [[passive shield|equipped shield]] will simply push him back slightly instead of inflicting damage. It can block any amount of projectiles, regardless of their power.
*While Hero is standing still, walking, or crouching, any incoming [[projectile]]s that hit his [[passive shield|equipped shield]] will simply push him back slightly instead of inflicting damage. It can block any amount of projectiles, regardless of their power.
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|dtiltname= 
|dtiltname= 
|dtiltdmg=7%
|dtiltdmg=7%
|dtiltdesc=A crouching front kick, similar to {{SSBU|Lucario}} and {{SSBU|Ganondorf}}'s down tilts. It comes out on frame 6 like his neutral attack, but has slightly more range than it does and lowers Hero's hurtbox, which make it a slightly safer poking option. Although it launches vertically, it is a fairly unreliable combo starter because of its rather high ending lag compared to many other down tilts. It lingers for a few frames, allowing it to be slightly better at starting combos if it hits during its final frames, much like {{SSBU|Cloud}} and {{SSBU|Sephiroth}}'s down tilts. It resembles Leg Sweep.
|dtiltdesc=A crouching front kick, similar to {{SSBU|Lucario}} and {{SSBU|Ganondorf}}'s down tilts. It comes out on frame 6 like his neutral attack, but has slightly more range than it does, which makes it a slightly safer poking option. Although it launches vertically, it is a fairly unreliable combo starter because of its rather high ending lag compared to many other down tilts. It lingers for a few frames, allowing it to be slightly better at starting combos if it hits during its final frames, much like {{SSBU|Cloud}} and {{SSBU|Sephiroth}}'s down tilts. It resembles Leg Sweep.
|dashname= 
|dashname= 
|dashdmg=15% (blade), 13% (body)
|dashdmg=15% (blade), 13% (body)
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|fsmashname= 
|fsmashname= 
|fsmashdmg={{ChargedSmashDmgSSBU|18}} (blade), {{ChargedSmashDmgSSBU|16}} (body), {{ChargedSmashDmgSSBU|36}} (Critical Hit blade), {{ChargedSmashDmgSSBU|32}} (Critical Hit body)
|fsmashdmg={{ChargedSmashDmgSSBU|18}} (blade), {{ChargedSmashDmgSSBU|16}} (body), {{ChargedSmashDmgSSBU|36}} (Critical Hit blade), {{ChargedSmashDmgSSBU|32}} (Critical Hit body)
|fsmashdesc=A two-handed downward slash, similar to {{SSBU|Ike}} and Ganondorf's forward smashes. Comes out on frame 17, but has 46 frames of ending lag, making it very unsafe. There is a chance of a Critical Hit occurring whenever Hero performs this move; if this happens, it becomes the strongest forward smash in the game, KOing every character while near the edge at 0% when fully charged.
|fsmashdesc=A two-handed downward slash, similar to {{SSBU|Ike}} and Ganondorf's forward smashes. Comes out on frame 17, but has 46 frames of ending lag, making it very unsafe. There is a chance of a Critical Hit occurring whenever Hero performs this move. If this happens, it becomes the strongest forward smash in the game, KOing every character near the edge at 0% when fully charged.
|usmashname= 
|usmashname= 
|usmashdmg={{ChargedSmashDmgSSBU|16}} (blade), {{ChargedSmashDmgSSBU|14}} (body), {{ChargedSmashDmgSSBU|32}} (Critical Hit blade), {{ChargedSmashDmgSSBU|28}} (Critical Hit body)
|usmashdmg={{ChargedSmashDmgSSBU|16}} (blade), {{ChargedSmashDmgSSBU|14}} (body), {{ChargedSmashDmgSSBU|32}} (Critical Hit blade), {{ChargedSmashDmgSSBU|28}} (Critical Hit body)
|usmashdesc=An upward thrust, similar to {{SSBU|Marth}}'s up smash. Has decent vertical range, but extremely poor horizontal range, being unable to hit grounded opponents. There is a chance of a Critical Hit occurring whenever Hero performs this move; if this happens, up smash is powerful enough to KO as low as 30% when uncharged. However, it has 37 frames of ending lag, making it very unsafe.
|usmashdesc=An upward thrust, similar to {{SSBU|Marth}}'s up smash. Has decent vertical range, but extremely poor horizontal range, being unable to hit grounded opponents. There is a chance of a critical hit occurring whenever Hero performs this move. Up smash's Critical Hit is powerful enough to KO as low as 30% when uncharged. It has 37 frames of ending lag, making it easy to punish.
|dsmashname= 
|dsmashname= 
|dsmashdmg={{ChargedSmashDmgSSBU|13}} (blade), {{ChargedSmashDmgSSBU|11}} (body), {{ChargedSmashDmgSSBU|26}} (Critical Hit blade), {{ChargedSmashDmgSSBU|22}} (Critical Hit body)
|dsmashdmg={{ChargedSmashDmgSSBU|13}} (blade), {{ChargedSmashDmgSSBU|11}} (body), {{ChargedSmashDmgSSBU|26}} (Critical Hit blade), {{ChargedSmashDmgSSBU|22}} (Critical Hit body)
|dsmashdesc=A kneeling inward slash in front of himself followed by a kneeling outward slash behind himself, similar to Link's down smash. There is a chance of a Critical Hit occurring whenever Hero performs this move. It is Hero's fastest smash attack, and is useful for punishing rolls. Despite also being his weakest smash attack, it can KO at reasonable percentages upon landing a Critical Hit or if Oomph and/or Psyche Up are active.
|dsmashdesc=A kneeling inward slash in front of himself, followed by a kneeling outward slash behind himself, similar to Link's down smash. There is a chance of a Critical hit occurring whenever Hero performs this move. It is Hero's fastest smash attack, and is useful for punishing rolls. Despite also being his weakest smash attack, it can KO at reasonable percentages upon landing a Critical Hit or if Oomph and/or Psyche UP are active.
|nairname= 
|nairname= 
|nairdmg={{ShortHopDmgSSBU|9}}
|nairdmg={{ShortHopDmgSSBU|9}}

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