SSBU Icon.png

Command Selection

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Current.png This page documents information about recently released content.
Information may change rapidly as it becomes available. All information in this article must be verifiable.
Command Selection
File:Hero Command Selection.png
Erdrick selecting a command.
User Hero
Universe Dragon Quest
Article on Dragon Quest Wiki Spell List
Opens a command window that you can choose a command from. You can cancel the window by jumping or shielding.
—Description from Ultimate's Move List

Command Selection (コマンド選択, Command Selection) is Hero's down special move in Super Smash Bros. Ultimate.

Overview

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. While this list is open, Hero cannot move unless he shields or jumps, 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 upon selection, Hero will immediately turn around upon executing the move. Spells cannot appear twice in a row.

MP refilling is paused while the menu is open. Additionally, the Hero can only have the menu out for a certain amount of time.

List of spells

Spell Image MP Relative odds of appearing Description
Sizz (ギラ, Gira) The Hero using Sizz 8 16 A flame projectile sent forward. Lacks KO potential onstage, but can KO opponents offstage. Cannot appear alongside Sizzle.
Sizzle (ベギラマ, Begirama) The Hero using Sizzle 20 20 A flame projectile sent forward quickly. Deals high damage for its speed. Deals decent knockback, KOing around 100% near the ledge. Cannot appear alongside Sizz.
Bang (イオ, Io) The Hero using Bang 9 16 A small explosive flame projectile sent forward. Explodes on contact with opponents, or after a set distance. Deals decent knockback, KOing vertically starting at around 130%.
Kaboom (イオナズン, Ionazun) The Hero using Kaboom 37 20 A projectile that explodes 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. Cannot appear alongside Bang.
Snooze (ラリホー, Rarihō) The Hero using Snooze 16 17 A forward-moving projectile that sends opponents to sleep if it connects. The projectile puts opponents to sleep for longer at close range. Snooze can affect aerial opponents, which can KO offstage opponents should they be too far to maneuver towards the stage, and can pass through multiple opponents, however it can be blocked.
Flame Slash (かえん斬り, Flame Slash) The Hero using Flame Slash 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 centre of Final Destination.
Kacrackle Slash (マヒャド斬り, Mahyad Slash) The Hero using Kacrackle Slash 11 18 A quick slash with the Hero's sword cloaked in frost. Freezes opponents, the blade freezes for considerably longer.
Metal Slash (メタル斬り, Metal Slash) The Hero using Metal Slash 6 7 Hero slashes his sword forward. 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.

If there is a metal opponent present when the menu is opened, the odds of Metal Slash are multiplied by 4.[1] However, in spirit battles, it is instead multiplied by 0.2.[2]

Hatchet Man (まじん斬り, Evil Slash) The Hero using Hatchet Man 15 18 A forceful, downward slash which resembles his forward smash, triggering Special Zoom on-hit. Has considerable start-up, but possesses extremely high damage and knockback, making it capable of KOing early, around 45% from centre stage, and much earlier at the ledge. It can also instantaneously break a full shield, similar to a fully charged Shield Breaker.
Whack (ザキ, Zaki) The Hero using Whack 10 8 Hero swings his hand forward, sending out a slow-moving dark purple projectile. Has a chance to instantly KO the opponent, with a higher chance for it to occur the more damage the opponent has. Deals next to no damage or knockback. Cannot appear alongside Thwack.

The formula for Whack to succeed is:[3][4]

1 + (pt - 20) / (300 - 20) * 200 + 20 * (pH / 300)

...where pt is the target's percent pre-hit limited to between 20% and 300%, and pH is Hero's percent limited to 300% or less. As a result, the final rate is 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 Hero is at 300% damage.

Thwack (ザラキ, Zaraki) The Hero using Twack 30 12 Hero swings his hand forward, and a large dark purple spark appears directly in front of him. Has a chance to instantly KO the opponent, with a higher chance for it to occur the more damage the opponent has. It deals only 3% damage and little knockback, and can be reflected, absorbed, and shielded. Cannot appear alongside Whack.

The success formula of Thwack is identical to Whack.

Magic Burst (マダンテ, Madante) The Hero using Magic Burst 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 depends on how much MP the Hero has left. The attack has extremely large range, covering half of Final Destination, and with full MP, it can KO at merely 20%. Due to these factors, along with the move itself being surprisingly quick to activate, it is widely considered to be one of, if not the Hero's best command specials and arguably the most feared, albeit only in circumstances where Hero has at least around half of his MP remaining.
Kamikazee (メガンテ, Megante) The Hero using Kamikazee 1 5 Hero crosses his arms and begins to glow. After a few seconds, he explodes, 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. Using this will count as a KO for the last opponent to hit him. Hero is intangible during the chargeup. Kamikazee does not appear to be available as a menu option during the World of Light Finale.
Psyche Up (ためる, Store) The Hero using Psyche Up 14 16 Noticeably increases the knockback dealt by the Hero's next attack and increases the damage by 1.2x, acting similar to Revenge. Projectiles are not affected by Psyche Up, and will not use it up.
Oomph (バイキルト, Baikiruto) The Hero using Oomph 16 16 Increases the Hero's attack power by 1.6x for 10 seconds. However, he also takes 1.2x more damage.
Acceleratle (ピオリム, Piorimu) The Hero using Acceleratle 13 16 Temporarily buffs the Hero's movement speed by a significant amount, similar to Lightweight; it also increases Hero's launch rate.
Kaclang (アストロン, Astron) The Hero using Kaclang 6 5 Encases the Hero in metal and makes him impervious to both damage and knockback for a period of time, 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.
Bounce (マホカンタ, Mahokanta) The Hero using Bounce 14 16 A lingering spell that reflects projectiles. Like a Franklin Badge, Bounce lets the Hero move around and act while active. 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.
Heal (ホイミ, Hoimi) SSBUWebsiteHero3.jpg 7 7 Heals Hero by 11% damage. After being used twice, it will no longer appear for selection until Hero scores a KO or is KO'd.
Zoom (ルーラ, Rūra) The Hero using Zoom 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.

If Hero is close to a blast line (within 40 units), the odds of Zoom are multiplied by 3.[5]

Hocus Pocus (パルプンテ, Parupunte) The Hero using Hocus Pocus 4 3 A spell with random effects, both positive and negative, and also can take the form of other Command Selection spells.

Hocus Pocus Effects

Type Effect
Positive Makes him giant.
Positive Makes him invincible.
Positive MP is refilled to 100.
Negative Applies a timer effect to himself.
Negative MP is reduced to 0.
Negative Inflicts poison to himself, dealing 27.5% damage total.
Negative Inflicts sleep on himself.
Negative Makes him small.
Negative Inflicts the flower effect on himself, dealing a maximum of 22% damage without mashing.
Neutral Turns him invisible.
Neutral One of the Hero's commands is granted for 4 MP instead of the value it usually consumes.
Note: if the command is Magic Burst, it will consume all MP as usual.

Origin

In the Dragon Quest series, all magic is chosen using a command list that lists off every spell the party member currently knows. Notably, the command list in Dragon Quest lacks the random element that the Command Selection has in Super Smash Bros. Ultimate, most likely due to a combination of balance purposes and the unwieldiness of having to navigate the full spell list in the middle of a match.

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 original Dragon Quest
  • Hocus Pocus, Kaboom, Kamikazee and Thwack introduced in Dragon Quest II
  • Acceleratle, Bang, Bounce, Kaclang, Oomph and Whack introduced in Dragon Quest III
  • Flame Slash, Kacrackle Slash, Metal Slash, Hatchet Man and Magic Burst introduced in Dragon Quest VI
  • Psyche Up introduced in Dragon Quest VIII

Gallery

Trivia

Hero MP Comparison.png
  • 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.
  • Kamikazee is the only move that instantly KOs its user, rather than the opponent.
  • 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%.
    • Metal Slash is the only move that can only instantly KO opponents that are under a special status, with that being the metal status.
  • As Command Selection has 21 different spell commands, the Hero has the highest amount of unique special moves of any character.
  • Kamikazee will cause all opponents to wear a shocked expression once the move is executed, similar to how characters react to Final Smashes and explosives.
  • The Hero's head slamming on a ceiling while using Zoom is a reference to a recurring joke in the Dragon Quest series, where using the spell while indoors would have a similar result.
  • With Acceleratle, Hero becomes the fastest character in the game, even surpassing Sonic.
  • Due to the removal of the Cloaking Device after Melee, Hocus Pocus is one of the only ways to turn a fighter invisible mid-match, the other ways being certain Assist Trophies.
  • In Hero's reveal trailer, Psyche Up was shown to use 17 MP, and Oomph to use 18 MP; upon Hero's release, these values were changed to 14 and 16 respectively.
  • Command Selection is the only special move of Hero that is not a charge special.

References