Hello everyone. Hero has been out for about a month now, and since then I've put many hours into the character. I feel like I have a good understanding of how this character works and what needs to be changed about him, both positively and negatively.
First off, this is NOT a "should Hero be banned or not"-thread. There has been several threads created for this discussion already, so please visit those threads if you want to discuss that matter. (But if you're for some reason curious to know my standpoint on that subject, then I can say that I am not in favour of a Hero ban simply because I believe stuff should only be banned if they're over-centralizing or broken.)
My viewpoint on Hero is that he is not a viable character, even with his RNG. He is very unsafe on shield, and many of his attacks have high startup lag and endlag. He loses hard to rushdown characters and is easily exploited offstage. On the other hand, his critical hits are ridiculous and some of his spells, such as Whack/Thwack and Magic Burst, needs to be toned down, since they are a bit too strong. In my opinion, his best tools are Zap and its variants + Frizz and its variants, and they are kept in check by costing MP. Overall, with all things considered, I simply don't believe Hero is a consistent character enough to be considered viable in the current metagame, but this could change in the future of course.
Now, for the changes I would make to Hero. My aim is to make him safer (read: SAFER, not SAFE) while weakening his "extremefactors" (such as the crits + T(Whack)). I won't go into any superdetails (well sometimes I do), but my aim is to give you a general idea of what needs to be buffed/toned down, etc. Overall I feel like Hero should be the "slow but powerful"-archetype with zoning capabilities. Okay, here we go:
General:
* Slightly higher fastfall speed and gravity
+ Higher aerial acceleration
Tilts:
+ F-tilt 2: less endlag
+ U-tilt: slightly less endlag, hitbox on the ground behind him so that it doesn't whiff
+ D-tilt: less endlag, angle from 77 > 90, damage from 7% > 7.5%
Smash attacks:
I wouldn't cry if the critical hits just disappeared, but since they imititate crits from the DQ games, they can stay.
- Make so that knockback values are compensated to the point that crits are as strong as the regular smash attacks. The only perks they now have is dealing extra damage, which is absolutely not a bad thing all things considered.
Grabs:
+ Slightly longer grabbox
+ Dash grab: startup from frame 9 > 8
Throws:
+ F-throw damage from 7% > 8%
Aerials:
+ F-air damage from 10%/12%/12% > 11%/13%/13% with compensated knockback
+ B-air startup from frame 18 > 17, damage from 12%/14%/14% > 14%/16%/16% with compensated knockback
+ U-air slightly bigger hitbox, damage from 7% > 7.5%, angle from 73 > 90
Specials:
+ Neutral-B charges in a similar way to other chargable projectiles. (It currently can only be charged to Frizzle, but wanting it to charge to Kafrizzle (from Frizzle) you must charge it all the way from the very beginning)
- Kafrizz: initial hit damage from 19% > 16% (total damage from 31% > 28%), last hit knockback slightly toned down
+ All variants of Side-B have added shield damage (from 0 > 2)
+ Kazap hit 1 (the thunderbolt) now sends opponents downwards into the rest of the hits. (Will function similarly to Pikachu's and Pichu's down-Bs)
- Kazap final hit damage from 16% > 13% (total damage from 38% > 35%)
+ Down-B now have symbols next to them that resemble the actual spell (to prevent language issues)
* Sizz and Sizzle probability swap. (Currently Sizzle has a higher chance of appearing than Sizz, despite it being the better variant of the two. Miss from Sakurai?)
* Bang and Kaboom probability swap. (Same reason as above)
* Whack and Thwack probability swap
- Oomph damage multiplier from x1.6 > x1.5
+ Acceleratle now affects all forms of mobilities (such as the aerial acceleration) and falling values, knockback received from x1.1 > x1.05
+ Heal heals more damage (from 11% > 13%), can't appear when at full health
+ Zoom MP cost from 8 > 3
+ Metal Slash less endlag, can now break King K. Rool's belly armor in one hit
+ Kaclang less endlag after the metal wears off (from -? frames > 0 frames), damage from 15% > 22% with compensated knockback, should flash white faster and faster when the metal is about to wear off
- Kaboom damage from 28% > 26% without knockback compensation
+ Hatchet Man now has superarmor
- Hatchet Man MP cost from 15 > 20
- Magic Burst slightly lower probability to appear, final hit deals much less knockback when MP is high/full, the attack itself is sped up
- Whack lower appearance rate, lower success rates, MP cost from 10 > 15
- Thwack lower appearance rate, lower success rates, slightly smaller hitbox
+ Hocus Pocus negative effect ratios lowered, positive effect ratios increased, poison spell self-inclicting damage from 27.5% > 15%
With all these changes he will become a true hero and go from zero to Hero and finally become viable, with his ridiculous stuff now being gone. What would you change about Hero? Thanks for reading!
First off, this is NOT a "should Hero be banned or not"-thread. There has been several threads created for this discussion already, so please visit those threads if you want to discuss that matter. (But if you're for some reason curious to know my standpoint on that subject, then I can say that I am not in favour of a Hero ban simply because I believe stuff should only be banned if they're over-centralizing or broken.)
My viewpoint on Hero is that he is not a viable character, even with his RNG. He is very unsafe on shield, and many of his attacks have high startup lag and endlag. He loses hard to rushdown characters and is easily exploited offstage. On the other hand, his critical hits are ridiculous and some of his spells, such as Whack/Thwack and Magic Burst, needs to be toned down, since they are a bit too strong. In my opinion, his best tools are Zap and its variants + Frizz and its variants, and they are kept in check by costing MP. Overall, with all things considered, I simply don't believe Hero is a consistent character enough to be considered viable in the current metagame, but this could change in the future of course.
Now, for the changes I would make to Hero. My aim is to make him safer (read: SAFER, not SAFE) while weakening his "extremefactors" (such as the crits + T(Whack)). I won't go into any superdetails (well sometimes I do), but my aim is to give you a general idea of what needs to be buffed/toned down, etc. Overall I feel like Hero should be the "slow but powerful"-archetype with zoning capabilities. Okay, here we go:
General:
* Slightly higher fastfall speed and gravity
+ Higher aerial acceleration
Tilts:
+ F-tilt 2: less endlag
+ U-tilt: slightly less endlag, hitbox on the ground behind him so that it doesn't whiff
+ D-tilt: less endlag, angle from 77 > 90, damage from 7% > 7.5%
Smash attacks:
I wouldn't cry if the critical hits just disappeared, but since they imititate crits from the DQ games, they can stay.
- Make so that knockback values are compensated to the point that crits are as strong as the regular smash attacks. The only perks they now have is dealing extra damage, which is absolutely not a bad thing all things considered.
Grabs:
+ Slightly longer grabbox
+ Dash grab: startup from frame 9 > 8
Throws:
+ F-throw damage from 7% > 8%
Aerials:
+ F-air damage from 10%/12%/12% > 11%/13%/13% with compensated knockback
+ B-air startup from frame 18 > 17, damage from 12%/14%/14% > 14%/16%/16% with compensated knockback
+ U-air slightly bigger hitbox, damage from 7% > 7.5%, angle from 73 > 90
Specials:
+ Neutral-B charges in a similar way to other chargable projectiles. (It currently can only be charged to Frizzle, but wanting it to charge to Kafrizzle (from Frizzle) you must charge it all the way from the very beginning)
- Kafrizz: initial hit damage from 19% > 16% (total damage from 31% > 28%), last hit knockback slightly toned down
+ All variants of Side-B have added shield damage (from 0 > 2)
+ Kazap hit 1 (the thunderbolt) now sends opponents downwards into the rest of the hits. (Will function similarly to Pikachu's and Pichu's down-Bs)
- Kazap final hit damage from 16% > 13% (total damage from 38% > 35%)
+ Down-B now have symbols next to them that resemble the actual spell (to prevent language issues)
* Sizz and Sizzle probability swap. (Currently Sizzle has a higher chance of appearing than Sizz, despite it being the better variant of the two. Miss from Sakurai?)
* Bang and Kaboom probability swap. (Same reason as above)
* Whack and Thwack probability swap
- Oomph damage multiplier from x1.6 > x1.5
+ Acceleratle now affects all forms of mobilities (such as the aerial acceleration) and falling values, knockback received from x1.1 > x1.05
+ Heal heals more damage (from 11% > 13%), can't appear when at full health
+ Zoom MP cost from 8 > 3
+ Metal Slash less endlag, can now break King K. Rool's belly armor in one hit
+ Kaclang less endlag after the metal wears off (from -? frames > 0 frames), damage from 15% > 22% with compensated knockback, should flash white faster and faster when the metal is about to wear off
- Kaboom damage from 28% > 26% without knockback compensation
+ Hatchet Man now has superarmor
- Hatchet Man MP cost from 15 > 20
- Magic Burst slightly lower probability to appear, final hit deals much less knockback when MP is high/full, the attack itself is sped up
- Whack lower appearance rate, lower success rates, MP cost from 10 > 15
- Thwack lower appearance rate, lower success rates, slightly smaller hitbox
+ Hocus Pocus negative effect ratios lowered, positive effect ratios increased, poison spell self-inclicting damage from 27.5% > 15%
With all these changes he will become a true hero and go from zero to Hero and finally become viable, with his ridiculous stuff now being gone. What would you change about Hero? Thanks for reading!
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