This is a guide to using Hero in Super Smash Bros. Ultimate. Hero's bread and butter combos, how to unlock, frame data, alt costumes and skins, as well as Hero's matchups, counters, and tier list placement can all be found here.
List of Contents
|Game Series||Dragon Quest|
|Smash Bros. Debut||DLC|
|Unlock Order||Fighter Pass 1|
|Number of Jumps||2|
|Weight||101 Units (29/87)|
|Dash Speed||1.84 (32/87)|
|Air Speed||1.01 (55/87)|
|Fast Fall Speed||2.512 (48/87)|
Hero is a character with several powerful projectiles that will use up MP to damage opponents from a distance. He also has a sword, giving him good range on a majority of his attacks. Notably, his Down B will give him a random list of spells to choose from, ranging from very powerful to somewhat useless. He also has a unique mechanic where his smash attacks have a 1/8 chance of being a critical hit, which can do massive damage and KO very early.
While Hero's mobility is decent, his frame data is rather lacking, and he doesn't have access to good out of shield options. Since he relies on MP as well as RNG to an extent, things can spell trouble when he cannot get out the right spell, or he doesn't have enough MP to cast it. Thus, Hero mains should rely on zoning their opponent out while keeping a close eye on how much MP they have left.
・Large hitboxes on his moves
・Very powerful moves overall, particularly in his specials
・Can sometimes KO very early with critical hits
・Poor frame data
・Poor out of shield options, and struggles at close range
・Somewhat easy to edgeguard
1. -2 = Disadvantage. -1 = Slight Disadvantage or Even. 0 = Even. +1 = Slight Advantage or Even. +2 = Advantage.
2. The matchup chart was based around both the opinions of professional players of each character, as well as our own experience through playing Hero.
3. Characters within each tier are unordered
4. Pokemon Trainer's individual Pokemon (Squirtle, Ivysaur, and Charizard) as well as Echo fighters with no significant difference than their regular counterpart are not shown.
5. For other characters who are not shown here, we are still investigating the matchup.
| Up Air┳Up Tilt
┗Neutral Special (Kafrizz)
Hero's Fair combos requires you to be really close to your opponent in order to chain it.
To start these combos, you will need to use up air while falling. Once up air connects, immediately use the next move. For neutral special, charge it up to the 3rd level first to use Kafrizz. After hitting up air, use short hop instantly then fire your neutral special.
When the enemy is in their mid percents, down throw into forward air will connect as a true combo. Use it when your MP is low or if you want to deal some quick damage.
Hero's specials all make use of his MP bar, which starts full, and refills gradually as time passes. In addition to his neutral, side, and up specials, his down special (Command Selection) will also allow him to choose from different spells, each with their own associated MP cost. Since Hero cannot recover without some MP remaining, be careful not to use it all up before getting knocked off stage.
Hero's spells (Specials and Command Selection Spells) and their MP cost are all explained in the List of Spells section.
Hero's smash attacks all have a 1/8 chance of landing a critical hit on an opponent. When landed, the attacks will do massive damage and knockback to an opponent, usually resulting in a KO.
Hero's Neutral Attack is mainly used to deal quick damage at a short range.
Similar to Link, Hero's DA is very powerful, but it has significant start-up and end lag. It's risky to try it, but if the move lands, it will deal significant damage.
Hero's F-Tilt is a two-stage attack involving the sword and the shield. The first stage is a shield bash, where enemy projectiles are blocked while in effect. The second stage is a more damaging hit with Hero's sword.
Hero's U-Tilt has a fast start-up frame and wide range. The range is wide enough to attack opponents directly above or behind the player, so the attack can also be used as a flip or an anti-air attack.
Hero's D-Tilt has a fast start-up frame but slow cooldown. It's difficult to start a combo afterward due to the slow endlag.
Hero's F-Smash is powerful, but has a slow start-up. Like all of Hero's Smash attacks, there is a chance that it will perform a Critical Hit at random.
Similar to Lucina, Hero's U-Smash has a strong hitbox that only hits opponents directly above Hero. Like all of Hero's Smash attacks, there is a chance that it will perform a Critical Hit at random.
Hero's D-Smash is a powerful attack that covers opponents behind and in front of Hero. Like all of Hero's Smash attacks, there is a chance that it will perform a Critical Hit at random.
Hero's Nair has a wide range but a slow start-up. It's good for hitting opponents behind Hero as well.
Hero's Uair has a fast start-up that could lead to an easy combo start. However, it's tricky to hit directly.
Hero's Fair deals strong damage to opponents below and in front of Hero, despite having a slow start-up.
Hero's Bair deals strong damage to opponents below and behind Hero, despite having a slow start-up. Hero can KO opponents off this move, due to the significant knockback it delivers.
Hero's Dair has a meteor effect. It has a slow start-up and a narrow range, so aim for an early hit.
Hero's Forward Throw is simply just used for throwing opponents off the stage, or gaining stage control. It can't be used for combos.
Likewise, Hero's Back Throw is simply just used for throwing opponents off the stage, or gaining stage control. It can't be used for combos.
Hero's Up Throw will throw the opponent straight upwards. It does not combo, but it can KO off the top if the opponent has high percentage.
This is generally your go to throw at lower percents, due to the fact that it combos easily into Up Smash, Up Tilt, or Nair.
|Attack Name||How to Use||Effect|
|Gigaslash||Press B after obtaining the Smash Ball||Calls upon the past protagonists to lend Hero strength for one powerful attack.|
|Attack Name||MP Cost||Effect|
|Frizz||6||・Shoots a small fireball.
・Can be used to keep your opponents in check.
|Frizzle||16||・Shoots a medium sized fireball.
・Powered up version of Frizz
|Kafrizz||36||・Shoots a huge fireball.
・Deals great damage
・Powered up version of Frizzle
Hero's Neutral B are the Frizz-type spells, which you level up through charging. Charge can be stopped through shielding, rolling, jumping, or spotdodging, and then resumed later on again. The full charge (Kafrizz) can be stored until ready to unleash at anytime. None of Hero's spells can be used without MP.
|Attack Name||MP Cost||Effect|
|Zap||8||・Quickly tap to use
・Used to keep your opponents at medium-range in check
|Zapple||18||・Hold press for a longer time to use
・Deals damage over long distance
・Powered up version of Zap
|Kazap||42||・ Hold until fully charged to use
・Large slashing attack
・Powered up version of Zapple
Hero's Side B are the Zap-type spells. Zaps are good for sending opponents back a bit. Hold the special down a bit longer for a Zapple, which has a good range and is very powerful. The full charge (Kazap) sends opponents back flying a far reach. None of Hero's spells can be used without MP.
|Attack Name||MP Cost||Effect|
|Woosh||5||・Quickly tap to use
・Good for upward recovery
|Swoosh||9||・Hold press for a longer time to use
・Good for upward recovery with lateral movement
・Powered up version of Woosh
|Kaswoosh||18||・Hold until fully charged to use
・Good for upward recovery from far below the stage
・Powered up version of Swoosh
Hero's Up B are the Woosh-type spells, which send Hero up into the air and is good for recovery. Holding the special down longer increases the height to which you launch. A Swoosh allows lateral movement as well. Kaswoosh's are good for recovery when you've fallen far off the stage.
Woosh-type spells can also be used on opponents, so you can interfere with their recovery/combo attacks.
Hero's Up B doesn't require as much MP as his other spells.
Hero's Down B pulls up a command selection of randomly generated commands. Selecting one triggers a spell or other move. The command selection can be closed by shielding. Reopening the selection will refresh the list of commands. The full list of possible commands is as follows:
|1||Triggers a powerful explosion that also results in Hero's self-destruction.|
|4||A random effect is triggered.|
|6||One-hit KO an opponent under the effect of Kaclang.|
|6||Become frozen in place but invincible for a limited time. Invincible except to Metal Slash.|
|8||Recover back to the stage from anywhere. Hero will hit his head if there is a ceiling above.|
|8||Shoots a small fireball.|
|9||Launches small explosive forward.|
|10||Can sometimes instantly KO an opponent. The probablity increases the higher the opponent's damage percentage is.|
|12||Attacks a wide area.|
|13||Significantly increases speed.|
|14||Increases power of the next attack. Effect wears off after one use. Misses don't count.|
|15||Delivers a Critical Hit when it connects.|
|16||Puts opponents to sleep.|
|16||Raises attack power for a limited time.|
|20||Shoots a fireball stronger than Sizz.|
|30||Can sometimes instantly KO an opponent. The probablity increases the higher the opponent's damage percentage is.|
|37||Triggers powerful explosive spell.|
|-||A attack that will use up all of Hero's MP. Amount of MP determines how much damage will be dealt.|
The following effects can happen when Hocus Pocus is used:
|・Allows Hero to use one of his other spells for only 4 MP.|
|・Turns Hero invisible.|
|・Drains Hero's MP to 0.|
|・Inflicts Poison on Hero.|
|・Puts Hero to sleep.|
|・Attaches a flower to Hero.|
|・Slows dowwn Hero's movement.|
|・Makes Hero tiny.|
|・Makes Hero giant.|
|・Makes Hero invulnerable to attacks.|
|・Restores all of Hero's MP.|
|General||Matched the vulnerability with other fighters when falling in place.|
|Down Special||Made it easier to hit multiple times with Kaboom.|
|Neutral Special||After Kafrizz hits a fighter or the stage and explodes, Gravitational Pull or Pocket will have no effect on the explosion.|
Hero is included with the Fighter's Pass, which can be purchased from the Nintendo eShop for $24.99 USD ($31.49 CD). The Fighter's Pass includes a total of five additional DLC characters (including Hero), so be sure and purchase it if you want to have all characters.
If you just want Hero, you can purchase him individually by getting the Challenger Pack 2. It will cost $5.99 USD ($7.55 CA).
If you purchase Hero via the Fighter's Pass or Challenger Pack, you will also gain access to a new stage: Yggdrasil's Altar.
|Arus (Ⅲ)||Solo (Ⅳ)|
|Eight (Ⅷ)||Eleven (Ⅺ)|
Hero has 4 alts, each of which let you play a different hero from the Dragon Quest series. Additionally, each of these alts has a color variation, referencing another protagonist of the series.
List of Fighters
|Weights of All Characters||Run Speeds of All Characters|
|Air Speeds of All Characters||Fast Fall Speeds of All Characters|
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Depends on who it is you struggle against. I'd say generally someone like Wolf or Palu is a good secondary for any character. Byleth's largest drawback is mobility and frame data, so a character with faster options and movement is your best bet.
Hi! We actually have a section on Marth's matchups here:
As Marth has great range and framedata, a good matchup will be a character that can whiff punish with quick burst options, and have a way to get in and find an opening! Quick characters with excellent frame data, like Pika, Greninja, or Sheik, ZSS, or Sonic are our top recommendations!
Thank you for using our guides!
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Original Game: © Nintendo / HAL Laboratory, Inc.
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