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Menu guide

Menu guide

Hero is a very simple character without his Menu, so much so that many people view him as complex solely due to his menu. This is due to the sheer variety of spells it offers him. These spells can range from outstanding, to near useless, making it a high risk high reward move. In order to organize these spells, I will organize them into 4 category’s.

Slash attacks
Projectiles
Buffs
Misc



Slash attacks:

Flame Slash is essentially a forward smash with twice the range and power that 2 frames very easily. It starts on a very fast frame 6, making it faster than many of his normal moves. It has a sweet spot at the blade that is very strong, dealing a whopping 25% and kills at 90% at the ledge. The sour spot does 18% and has much more range than the sweet spot, but kills considerably later. The sourspot is located on the flames produced by the blade. Has great horizontal and vertical range. With psych up and oomph, the sweet spot can easily break shields and does amazing damage.

Kacrackle slash is the ice equivalent of flame slash. It shares the same frame data and hit boxes with flame slash. Hitting it results in trapping the opponent in ice, allowing you to rack up damage very quickly. It does 19% at the sweetspot and 14% at the sour spot. The sweetspot keeps opponents in the ice for longer. Breaks shields with psych up and oomph.

Metal slash does 1% damage to non-metal opponents with no knock back. It instantly kills metal characters however. Due to the fact that it is only useful in item parties and the hero ditto, it is his worst slash attack. Does marginally more damage with psych up and oomph.

Hatchet man deals a massive 40% and instantly breaks shields. It can kill at 0 if he has either psych up or oomph. However, it has an awful 37 frame startup, making it extremely hard to hit. Whiffing often means getting punished by a smash attack or a highly damaging combo due to his immense end lag.



Projectiles


Bang is a small projectile that creates an explosion upon hitting something or after traveling a set distance. If all hits connect, it can deal 17%. It has respectable knockback, killing at about 130%.

Kaboom starts life as a small projectile until it hits an opponent or treavleing a set distance. When that happens, it suddenly transforms into a violent explosion with a massive wind box and deals 30%, and can kill at as little as 80%. Difficult to DI, making it more likely to kill earlier than usual. It is +2 on shield, meaning that Hero gets to act first. Deals immense shield damage. Highly punishable on whiff.

Sizz is a small projectile that bursts into flames upon hitting anything. If it does not hit anything, it simply disappears. It deals 13% and lacks KO potential, however it is useful for zoning and racking up damage. Unsafe on shield.

Sizzle is very similar to sizz. However, it is faster, stronger, and travels more distance. It deals 24% and kills at the ledge at 100%. Unsafe on shield.

Whack is a small purple and black projectile that does 1%. Slow travel speeds, but travels a long distance. However, it also possesses the ability to kill instantly at any %, literally deleting the stock. The chance of killing instantly increases greatly the more % the opponent has. It will always kill instantly at 160% and above. Due to these qualities, it is one of Hero’s most feared spells that demands respect whenever it appears, lest the opponent risks dying at 0%. Reflecting whack can make it travel in odd directions… Unsafe on shield

Thwack is similar to whack in its instant kill property’s. However, the difference is how the projectile functions. Thwack is a large projectile that appears in front of Hero and does 3% if it doesn’t instakill. High startup and unsafe on shield.

Snooze instantly put the opponent to sleep. Slow, but large. Travels a fair distance, about 10 meters. Unsafe on shield. Snoozed opponents usually eat an f-smash or a down b spell, leading to a KO. Mashing makes them wake up sooner. Aerial opponents are put to sleep for less time. The time of sleep increases with %



Buffs


Oomph increase the damage and knockback your moves do, at the cost of defense. You do 1.6x damage, and 1.1x knockback, but you will take 1.2x more % when you are hit. It only affects melee hits, not projectiles. His best buff, as it causes basic strings to do over 50% easily, and a fully charged forward smash with break shields. Most notably, it makes his side b much safer and stronger, due to its properties as a disjointed hit box rather than a projectile.

Psych up increases the damage and knockback your moves do for 1 hit only. Increases Hero's shield damage dealt by 1.65×, knockback output by 1.2×, and damage output by 1.2×. With oomph, it can be used to break shields with fair, BAIR, dair, dash attack, any smash attack, forward tilt, up tilt, and either kacrackle slash or flame slash. Will also make hatchet man a one OHKO.

Heal, well, heals hero. It heals by 11% and can be used twice per stock. Resets back to 2 uses if he takes a stock or loses a stock. Use on sight, unless you are at 0% or if it will put you back into Luigi 0-death range.

Bounce is one of his best buffs. It is a reflector that increases projectile damage by 1.5×, and projectile speed by 1.4×. Its best quality is that you can move while using it, being very oppressive against characters like olimar and the Belmont’s.

Acceleratle makes hero the fastest character in the game, increasing his mobility to the point where every one of his movement stats is the highest in the game. He becomes faster than Sonic on the ground and fatse than limit cloud in the air. However, he is incredibly difficult to control, taking a significant degree of practice to control. He also is easier to kill, taking 1.1x the knockback when he is hit.




Misc


Magic burst is one of the hero’s scariest moves. It is an energy blast covering hero that does more damage the more MP he has. At full MP, it does 60% and kills at 20%. It also covers about 1/3 of most stages, making it a free edge guard against most characters. However, it also consumes all your MP. This makes it very risky to use it a hit is not guaranteed.

Kamikazee Instantly kills you. However, it also instantly kills any opponent above 30%, making it highly useful if you have a lead. You are also fully intangible, making it useful for challenging strong moves. It also has the property of ignoring shields completely, meaning the only way to avoid it is spotdodge or airdodge. Its also as big as a full MP magic burst. Widely feared, and for good reason. Also only needs 1 MP, so it’s useful for use when low on MP.

Kaclang turned you into metal, but in the bad way. It renders you complete immobile, and invincible to all forms of attack, including grabs. Has a hit box in the air which can kill at respectable %’s, but good luck hitting it. Never use in the Hero ditto, lest you get hit by metal slash at 0%. Is useful for stalling in doubles especially when waiting for a respawn.

Zoom is a free recovery. It zips up you from one part of the stage to a random location. The chance of getting it increases when offstage.

Hocus Pocus grants a random effect, most of which negative, some positive. It can…

Make him giant
give him invincible
refill his MP to 100
Slow him with a timer
Reduce MP to 0
make him poisoned
make himself sleep
Make him small.
Give him a flower on his head
Make him invisible
Choose a random menu spell.

Best used for item parties and casual matches. Don’t use in competitive, unless you can afford to take the risk.



Overall, Menu is a strong versatile tool that can spell disaster for both Hero and the opponent. Its main strength is the ability to extend his advantage and increase the reward of his advantage. It must be used with care, as reckless use of MP use can leaved you exposed. Please leave a review, and give me some honest criticism.
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Linkmain-maybe
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