Hero (SSBU)/Up tilt

Overview
jumps and slashes up. If the blade connects, Hero gains 8.8 MP on hit and 10.472 MP on shield. If the hilt or hand connects, Hero gains 7.2 MP on hit and 8.568 MP on shield. Its main purpose is being a powerful anti-air.

This move has exceptional range, going far beyond the sword and covering entire platforms when trying to shark them. Naturally, this also makes it an excellent anti-air. With a very active hitbox to boot, it is very difficult to challenge while the move is active. In addition, it is -23 on shield at worst, becoming much safer on the reverse hit. The large range also makes it increasingly difficult to punish. Oomph and Psyche Up can also improve this safety.

Up tilt has relatively good kill power, often KOing at around 135% with the tipper. Oomph and Psyche Up can increase this to dangerous levels for opponents, lowering it to around 90%. Being frame 8, this gives Hero some good surprise kill power. The late hit has virtually no changes in terms of KO potential either, with no changes to damage, knockback or angle.

It is also relatively easy to confirm the move at lower percentages, using landing forward aerial and down aerial can usually net the player high damage. Down aerial can eventually lead to a KO confirm, though by that point up smash is effective with an additional critical hit chance in-built. Punishing options after Woosh is also a good option, and travelling to upper Town and City platforms can make the combo true.

Hitboxes

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