Hector, Prince of Ostia, and one of the greatest Axe-Wielders to ever grace the fields of Fire Emblem, joins the Brawl! Obviously, using such a large axe, one WOULD figure that Hector is designed to be quite the strong contender, and, of course, you are obviously not disappointed. Hector's strength of arms is absolute, and his will rarely unrealized upon the field of battle. Given such raw strength and talents, how could he possibly lose?
How to play as Hector
Hector's main strengths lie not in the air game, as many seem to be, but in his ground game, and reflecting this, you should stay on the ground as much as possible. His Aerial potential is greatly limited, and indeed, his Up+B attack is more suited to getting people in the air above him down than actually going up any further. His recovery potential is rather pitiful, with a rather small third jump, and no sideways recovery move to help him out either. However, his knockback and raw damage surpasses even Ike's.
Sweet Spot: Since Hector's attacks are mostly useless when you're hitting people with the handle of the axe, the sweet spot on Hector's swings are mostly on the middle of the Axe head, and diminishes the further away you get from the middle in terms of damage and knockback.
Stats
Screen Name: Hector
Size: 6/10 - He's a bit bigger than your average brawler.
Power: 9/10 - He hits hard. VERY hard.
Range (Melee): 7/10 - With an axe that big, it's hard NOT to have above-average range.
Range (Ranged): 3/10 - Has only one rather limited ranged attack.
Weight: 7/10 - All that armor doesn't help him with weight.
(Running) Speed: 4/10 - See Above
First Jump: 4/10 - Hector jumps up, obviously.
Second Jump: 3/10 - He then spins in the air to do a second jump.
Hover: No.
Fall Speed: 7/10 - Falls fast.
Crouch: Yes.
Crawl: No.
Wall Jump: No.
Wall Cling: No.
Gliding: No.
Tether: No.
Standard Attacks
A, A: Burning Cross
This attack starts up with little lag, and starts, obviously, with a simple swing of Hector's axe in a vertical pattern. This is followed up with a slight delay with a horizontal swing. This move knocks back quite a bit, although certainly not enough to KO someone unless they were either quite damaged in the first place (100%+), near the edge of the screen, or thrown by this attack into some kind of explosion.
Damage: The first hit does 10%, the second 8%
Dash Attack: Great Cleave
Hector dashes forwards and swings the axe in a diagonal cleave up from the ground, continuing to run after the attack, unlike most other dash attacks. This might be a deciding factor in a few matches, as keeping Hector in motion may be a necessary action in order to prevent enemies from attacking him. Does 11% damage. Slight lag after the swing preventing him from stopping running or swinging again. Deals out mostly horizontal Knockback, medium amount.
F Tilt: Big Strike
Hector simply swings the Axe from over his head in a mighty vertical swing, with a slight bit of lag before and after swinging. Rather simple move. 15% damage, Large amount of horizontal Knockback.
U Tilt: Uppercut
Hector simply swings his axe in an upwards arc one-handed. Rather simple move, yet again. Slight lag before the move goes off, slight lag after the move goes off. 14% damage, medium amount of vertical knockback.
D Tilt: Foot Poke
Another simple move, this simply involves Hector crouching and poking the sharp points of the axe at the enemy's foot. 8% Damage, small knockback.
Smash Attacks
F Smash: Critical Strike
Hector swings the axe in front of him with all of his might with both hands, devastating the enemy. Charging holds the axe somewhat over his head, making this an over-the-head cleave. Deals out heavy damage, to the tune of 27%, leaves him open for a good while afterwards, and an average lag on getting it started. Extreme Horizontal and Vertical Knockback, depending upon enemy's position when hit. If edgeguarding, the axe continues below ground level, ending when it hits the vertical surface.
U Smash: Deathly Arc
Hector takes the axe in both hands and swings the axe in a massive arc from behind him to in front of him, hitting whatever enemy might be unfortunate enough to be standing in that location. Deals out heavy damage, 25%, leaves him wide open as he arcs the blade from attacks from either side, takes a bit to get started up, and has a long delay after the swing. Extreme Horizontal and Vertical Knockback.
D Smash: Titan's Rage
Hector swings the axe heavily at the ground, causing an impact around himself as a result of the raw strength of the blow, this shows up as a small blue energy shockwave around him. Very short range, obviously. 20%, the fastest of his smashes but still slow compared to others. High Horizontal and Vertical Knockback.
Aerial Attacks
N Air: Axe Swing
Obviously, due to Hector's weak aerials, you should only use this under desperate measures. Hector simply swings the axe next to him and slightly below him, the axe moving rather slowly. Not to be relied upon as an effective move, only as a last resort. 15% damage, medium Knockback.
F Air: Fiery Wheel
Hector spins around in the air, holding his axe in front as he does so, causing multiple hits if the enemy sticks around enough. 7% for each hits, maximum total of 2 hits, minimal knockback.
B Air: Backdraft
Hector swings his axe rather quickly behind him with one hand on a horizontal plane, only hitting those on the same height as him. Easily one of Hector's best Aerial moves simply because of the fact that it knocks back quite a bit. 15% damage, high Knockback.
U Air: Hectorcopter
Stealing a move directly from Ike, Hector spins the axe around above him to hit anyone that might possibly be above him. This attack is rather weak. 12% damage, Medium Knockback.
D Air: Axe Spike
Hector stops in midair for a moment and rushes down with the axe, imitating the last stage of his Up+B Aerial maneuver. How it imitates it is simple: Hector simply holds the axe outwards in front of him as he descends, meaning this is a rare D Air move that doesn't hit directly below, but rather, below and to the right/left, depending upon what direction Hector is facing. This does a large amount of damage, and is recommended for when you want to get on the ground as fast as possible, but has the obvious weakness of having a large lag once you finally hit the ground. 20% damage, Meteor Smash, High Knockback.
Specials
B: Wolf Charge
This is Hector's chargeable move, as all FE cast members seemingly have, but this differs. Rather than staying immobile with the attack, Hector moves forwards a bit, charging. The moving part only applies when Hector is on the ground. Can be charged indefinitely.
No Charge: Hector moves forwards a small amount and smashes the axe in an arc towards the ground, dealing about 12% damage, with medium knockback. Low Lag. <2 secs Charge.
Partial Charge: Hector moves forwards a bit more and smashes the axe yet again in an arc towards the ground, dealing about 15% damage, with high Knockback. Medium Lag. 2-4 secs Charge.
Full Charge: Hector charges forwards quickly, and if an enemy is hit by the charge and is shielding, the shield is broken, allowing for Hector to essentially have a shield-breaking maneuver. 20% Damage, with Extreme Knockback. High Lag. <4 secs Charge.
Notes on Wolf Charge: If Hector is stopped prematurely by anything hittable, he will stop and hit the object prematurely. The lag from this move depends upon the amount of charging.
B Side: Tomahawk
Hector pulls out a tomahawk and throws it in front of him, acting much as Link's Boomerang but instead stopping when it hits something, causing about 12% damage and very low knockback. Plenty of lag. Hector's ONLY ranged attack.
B Up: Wolf Beil:
Hector, in a classic maneuver from Fire Emblem, holds the axe behind him in both hands, and charges up. The more he charges up, the further he will go, although most certainly his attack is not designed to go very far in the first place. He leaps up when the player is finished charging, and moves forwards a slight bit, coming down with a force unrivaled. If Hector encounters an enemy underneath him before the end of his flight, he will automatically go downwards onto the enemy, unless the player holds B during the entire attack, allowing Hector to jump over enemies too quickly for them to react.
No Charge: Hector leaps a short distance, not even enough to clear over a character's head, and brings the axe down for 15%. Medium Knockback, low lag.
Partial Charge: Hector leaps a bit further, and can go over other characters now, although only if they are right in front of him. He brings the axe down for 20%, high knockback, medium lag.
Full Charge: Hector leaps high up, bringing his axe down with a vengeance, causing 30% damage, with extreme knockback, and a large lag afterwards.
B Down: Hector Tornado
Hector whirls around with the axe in a tornado fashion, gaining invulnerability to attacks from the side while he is doing it, although he is still vulnerable to attacks from above. Multiple strikes, 8 strikes in total, each strike doing 3%.
Final Smash
Armads
When Hector grabs the Final Smash ball, you know that things are about to get much, much worse for his enemies. Using the final smash, he throws Wolf Beil into the sky, where it turns into Armads for 20 seconds, effectively giving him double range with his attacks, double damage, and double knockback. However, his Final Smash is one of the few unique ones where Hector is still able to be attacked and damaged while the FS is still going on, allowing enemies the chance to end the Final Smash early by KOing him if he isn't paying attention.
Taunts
Up Taunt
Hector acts out the first stages of his critical strike maneuver from Fire Emblem, laughing slightly.
Side Taunt
Hector holds his axe like a fencing rapier and does a fake parry with it, saying, "I'm not even trying here."
Down Taunt
Hector swings his axe into the ground and wipes sweat from his brow, saying, "Why does he fight for his friends?"
Entrance
Hector leaps in from the sky, causing the ground to shatter somewhat, saying, "It's time to fight!"
Victory Poses
Up
Hector swings the axe and then hoists it onto his shoulder, giving a thumbs up, and says, "I savor the taste of victory!"
Side
Hector is shown sitting down on the ground, his axe by his side, as he says, "I didn't even break a sweat."
Down
Hector slams his axe into the ground, and wipes a bit of sweat from his brow, saying, "Whew, made me work a bit."
Loss
Hector looks downright pissed, as he slams his axe into the ground once more.
Pros
+ Insane Damage
+ Insane Knockback
+ Wide Arc On Many Moves
+ Extremely Effective On Ground
Neutral
/ Heavyweight
Contras
- Slow Movement
- Slow Attacker
- Bad Third Jump
- Bad Jumper
- Horrible Aerial Abilities
Additional Stuff~
Codec Converation
Snake: "Ugh! That axe is almost as big as me!"
Colonel: "Snake, that's Hector, a Prince of Ostia. His close combat skills are unparalleled."
Snake: "That strong, huh? He looks awfully young to be a strong warrior."
Colonel: "Don't underestimate him just because of that, once you get inside of his axe's arc, you'll find out soon enough how powerful he really is."
Snake: "Well, at least he isn't always saying, 'I fight for my friends'."
Unlock Message
Hector, Prince of Ostia, has joined the Brawl!
Credits Song for Single Player
Fire Emblem - Together, We Ride!
Logo
Same Logo as Marth and Ike.
I copied the format directly from the guy who did Guntz on the first page. This is my first entry, so feel free to be painstakingly critical of every single thing I did on this.