Editing Hero (SSBU)/Neutral attack/Hit 1

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==Overview==
==Overview==
An upward slash. Being frame 6, this is among the slowest [[neutral attack]]s in the game, but also {{SSBU|Hero}}'s fastest normal attack. It recovers 2.4 MP for Hero on hit, and 2.856 MP on shield. Given it will connect into the rest of the neutral attack combo, this move is important for gaining MP for Hero throughout the game. It transitions to [[Hero (SSBU)/Neutral attack/Hit 2|Hit 2]] on frame 9.  
An upward slash. Being frame 6, this is among the slowest [[neutral attack]]s in the game, but also {{SSBU|Hero}}'s fastest normal attack. It recovers 2.4 MP for Hero on hit, and 2.856 MP on shield. Given it will connect into the rest of the neutral attack combo, this move is important for gaining MP for Hero throughout the game.  


Given the hitbox placement, this move can serve as a decent anti-air, deterring jump-ins. As a result, it isn't uncommon to see a Hero player throw the move out in neutral after dashing back. Given its [[FAF]] of 26, it is also one of Hero's safest options on whiff. However, the startup will make it worse up-close, often being out-framed.  
Given the hitbox placement, this move can serve as a decent anti-air, deterring jump-ins. As a result, it isn't uncommon to see a Hero player throw the move out in neutral after dashing back. Given its [[FAF]] of 26, it is also one of Hero's safest options on whiff. However, the startup will make it worse up-close, often being out-framed.  
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This is tied with Hit 2 for Hero's safest neutral attack on [[shield]], at -15. If spaced, it can be safe against characters with poor [[out of shield]] options. However, due to the poor shield data on Hero's end, simple options such as [[Climhazzard]] will usually cause issues with attempting to mix up opponents. On hit, however, it has exceptional qualities, being -2 at 0%. As a result, it has strong mixup potential. It becomes neutral on hit at 50%, before becoming + at 75% onwards.
This is tied with Hit 2 for Hero's safest neutral attack on [[shield]], at -15. If spaced, it can be safe against characters with poor [[out of shield]] options. However, due to the poor shield data on Hero's end, simple options such as [[Climhazzard]] will usually cause issues with attempting to mix up opponents. On hit, however, it has exceptional qualities, being -2 at 0%. As a result, it has strong mixup potential. It becomes neutral on hit at 50%, before becoming + at 75% onwards.


With [[Oomph]], Hit 1 becomes more + on hit, allowing for potential loops into itself at around 115%. While frame perfect and limited by Oomph's time, it will become easier as the opponent's [[percentage]] increases. At 100%, Oomph will allow for Hero to get a [[Hero (SSBU)/Grab|grab]], and leads to a [[KO]] confirm with [[Hero (SSBU)/Up throw|up throw]] at 150%. [[Psyche Up]] has similar qualities, usually being more + on hit in most instances compared to Oomph, leading to quicker grabs. Using this move to confirm a grab, a few pummels and a throw can usually lead to an upwards of 20 MP gained back, and a strong advantage state.
With [[Oomph]], Hit 1 becomes more + on hit, allowing for potential loops into itself at around 115%. While frame perfect and limited by Oomph's time, it will become easier as the opponent's [[percentage]] increases. At 100%, Oomph will allow for Hero to get a [[Hero (SSBU)/Grab|grab]], and leads to a [[KO]] confirm with [[Hero (SSBU)/Up throw|up throw]] at 150%. [[Psyche Up]] has similar qualities, usually being more + on hit in most instances compared to Oomph, leading to quicker grabs. Using this move to confirm a grab, a few pummels and a throw can usually lead to an upwards of 20 MP gained back, and a strong advantage state.  


==Hitboxes==
==Hitboxes==

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