72-
Hero

Last Updated:
March 16th, 2021

Notes on the Young Link vs Hero MU

Attributes

Air Acceleration: 0.055 (#67)

Air Speed: 1.01 (#55)

Fall Speed: 1.57/2.512 (#52)

Dash Speed: 1.88 (#50)

Run Speed: 1.84 (#32)

Walk Speed: 0.98 (#58)

Weight: 101 (#30)

Wall Jump: No

Wall Cling: No

Crawl: No

Jumps: 2


Acceleratle Attributes:

Air Acceleration: 0.135 (#1)

Air Speed: 2.121 (#1)

Fall Speed: 2.355/3.14 (#1)

Dash Speed: 4.136 (#1)

Run Speed: 4.232 (#1)

Walk Speed: 1.96 (#1)

Win Conditions

Hero's Win Conditions:
Outzone Young Link. Use disjointed pressure to catch Young Link’s landings, and punish projectile usage at close range
and deadzone. Punish conditioned high recoveries. Mix up in advantage state between pressure and Menu usage. Use Menu as a tool to bait approaches.

Young Link’s Win Conditions:
Use Fire Arrows and positional pressure to limit Hero’s Menu usage. Minimize empty movement and Bomb/Boomerang usage to maximize pressuring Menu. Play low-committal around Hero’s disjoint in close quarters combat and lack of shield safety in ground options. Apply strong shield pressure to maximize positional pressure. Mix up recoveries offstage, and DI up to force an RPS situation as opposed to not DI-ing up and dying to ledge slip Kaswoosh.

Out of Shield

*Note: Hero's frame advantages change when he gains Oomph, Psych Up, or both. Normal Hero will be this color, Oomph Hero will be this color, Psych Up Hero will be this color, and Oomph/Psych Up Hero will be this color. In addition to this, his Smash Attacks have a chance to land a Critical Hit. Those frames advantage will be this color. Hero's Critical Hit Smash Attacks can be further enhanced with Oomph and Psych Up, but all of them will break a shield.


Jab1 (-15/-13/-14/-13) & Jab2 (-15/-13/-14/-13):
NAir (Frame 7)

Jab3 (
-25/-23/-24/-22):
GSA (Frame 9)
Grab (Frame 16)

FTilt1 (
-21/-19/-20/-17):
NAir (Frame 7)
GSA (Frame 9)
Grab (Frame 16)

FTilt2 (
-31/-27/-29/-25):
FSmash (Frame (26)
(Boths hits of FTilt together with Oomph and Psych Up will break a shield)

UTilt (
-22/-17/-20/-14):
NAir (Frame 7)
GSA (Frame 9)
USmash (Frame 10)
Grab (Frame 16)

DTilt (
-19/-15/-17/-13):
GSA (Frame 9)
Grab (Frame 16)
(Can be spaced out)

Dash Attack (
-16/-8/-13/--):
GSA (Frame 9)
Grab (Frame 16)
(This move will break a shield with Oomph and Psych Up)

FSmash (
-36/-29/-33/--/-25):
FSmash (Frame 26)
(This move will break a shield with Oomph and Psyche Up)

USmash (
-29/-23/-27/--/-19):
GSA (Frame 9)
USmash (Frame 10)
Grab (Frame 16)
(This move will break a shield with Oomph and Psych Up)
(This move will never hit you when you are right next to him)

DSmash (-
37/-26/-32/-21/-35/-24/--/-29/-18):
GSA (Frame 9)
USmash (Frame 10)
Grab (Frame 16)
(This move will break a shield with Oomph and Psych Up)

NAir (
-6/-5/-6/-4):
Unpunishable
(Safe on shield. Can be spaced out)

FAir (
-7/-5/-7/-4):
NAir (Frame 7)
(Oomph makes this move unpunishable. Can be spaced out)

BAir (
-9/-6/-8/--):
NAir (Frame 7)
GSA (Frame 9)
(Oomph makes this move unpunishable. Can be spaced out. This move will break a shield with Oomph and Psych Up)

UAir (
-5/-3/-4/-3):
Unpunishable
(Safe on shield)

DAir (
-12/-9/-11/--):
NAir (Frame 7)
GSA (Frame 9)
USmash (Frame 10)
(This move will break a shield with Oomph and Psych Up)

Frizz (-22), Frizzle (-28), & Kafrizz (-24):
Unpunishable
(Projectile usage)

Zap (
-11/-9/-11/-6), Zapple (-12/-12/-12/-12), & Kazap (-25/--/-25/--):
GSA (Frame 9)
USmash (Frame 10)
DSmash (Frame 20)

(Zap and Zapple can be spaced out. Punishes apply to Kazap only. Oomph makes Kazap break a shield)

Woosh (--), Swoosh (--), & Kaswoosh (--):
--

Menu (--):
--

Bang (-16):
Unpunishable
(Projectile usage)

Kaboom (+2):
Unpunishable
(Super safe on shield. Projectile usage)

Sizz (-26):
Unpunishable
(Projectile usage)

Sizzle (-30):
Unpunishable
(Projectile usage)

Whack (-29):
Unpunishable
(Projectile usage)

Thwack (-28):
FSmash (Frame 26)
(Can be spaced out)

Kamikazee (--):
Ignores shield

Magic Burst (-36 to -24):
Unpunishable
(Guaranteed to shield poke after enough hits)

Snooze (--):
Unpunishable
(Projectile usage)

Heal (--):
--

Oomph (--):
--

Psych Up (--):
--

Acceleratle (--):
--

Bounce (--):
--

Kaclang (--):
--

Zoom (--):
--

Hocus Pocus (--):
Unpunishable
(Anything could come from this attack, even things that are harmful to Hero. Even if the move used is unsafe, you could just not be ready to punish)

Flame Slash (
-12/-1/--/--):
Unpunishable
(Safe on shield with Oomph. Can be spaced. Has pushback. This move will break a shield with Psych Up)

Kracackle Slash (
-11/-3/-8/--):
Unpunishable
(Safe on shield with Oomph. Can be spaced. Has pushback. This move will break a shield with Oomph and Psych Up)

Hatchet Man (--):
Shield breaker

Metal Slash (
-25/-24/-24/-24):
GSA (Frame 9)
Grab (Frame 16)

Neutral
What Moves To Watch Out For, When Neutral Is Happening, Main Strategies and Mix-Ups, Spacing, Stage Control.

  • Neutral Moves: Jab, Tilts, Aerials, Zap/Zapple, Frizz/Frizzle, Grab, Menu.


  • Kill Moves: Smash Attacks, BAir, FAir, DAir, FTilt, Jab, Menu (Whack/Thwack, Flame Slash, Kaboom, Sizzle).


  • Kill Confirms: Frizz/Bang > Accelerate FAir / RAR BAir, DAir > Critical Hit USmash, landing NAir > Kafrizz, UAir > Kafrizz, Woosh > UTilt/USmash, Kaswoosh > DAir/BAir/Kafrizz.


  • Watch Hero’s MP. Lack of access to certain spells will hurt Hero’s neutral.


MP Limitations:


  • Kafrizz can’t be cast with 35 MP or less.


  • Zapple can only be cast once with 35 MP or less.


  • Kaboom can’t be cast with 36 MP or less.


  • Thwack can’t be cast with 29 MP or less.


Menu Rundown:


  • Menu is Hero’s X-Factor. Hero wants safety, space, and time to use buffs from Menu. The focus of neutral is denying this time. This does not necessarily mean close quarters combat, but forcing Hero into situations where Menu is not risk-free.


  • Hero cannot move when using the Menu, and loses all aerial momentum.


  • Hero can regenerate MP by hitting shield and over time.


  • Hero doesn't have a spell that hit directly above or below him, with the niche exception of Kaclang.


  • Hero can send Menu spells in the opposite direction that he is not facing.


  • Because Hero is vulnerable when using Menu, he can use it as a means to bait approaches.


Shield Pressure Notes/Yomi Layers:


  • Hero’s out of shield options include: Woosh (Frame 7), short hop Woosh (Frame 10), UAir (Frame 9), NAir (Frame 11), USmash (Frame 13), shield Grab (Frame 10), roll/spotdodge, hold shield, and jump (Frame 3).


  • UAir’s hitbox is small, and won’t hit Young Link most of the time. NAir is often too slow for Hero to use on Young Link’s shield pressure, and his USmash can only be used for hard punishes/reads.


  • Effective out of shield options include: Woosh/short hop Woosh, shield Grab, roll, spotdodge, hold shield, and jump.


  • DTilt can outspace Woosh on shield.


  • Spotdodge loses to Woosh. The hitbox outlasts spotdodge’s invincibility.


  • Young Link's landing NAir/FAir are -2/-3 respectively. Although they are not out of Woosh’s range most of the time, Young Link can shield before Woosh is active. It is possible to outspace woosh out of shield, but the spacing is strict.


  • Landing NAir and FAir pressure on Hero’s shield is safe enough to where Young Link can crouch with Deku Shield, using it to block Woosh. The niche for this option is a stronger punish on Woosh out of shield.


  • Due to the programming of Deku Shield, however, blocking Woosh will only work if Hero is facing Young Link. Thus, this can’t be done when Hero is facing away in shield (shield pressure from behind or turnaround before shielding). Intentionally turning around to stop this comes at the cost of the option of Grab out of shield.


Example Yomi Layers 1:


  • Layer 0: Young Link NAir/FAirs on Shield, follows up with Jab to stuff immediate option out of shield/spotdodge to beat Grab out of shield.


  • Layer 1: Hero holds shield, punishes Jab2 with Woosh out of shield.


  • Layer 2A: Young Link uses Jab3 and stuffs Woosh out of shield, Hero holds shield longer and earns a stronger punish.


  • Layer 2B: Young Link NAirs/FAirs on shield, Grabs to punish holding shield, or DTilts to space pressure on shield.


  • Layer 3: Hero uses an immediate out of shield option to stuff the shield pressure extension/Grab.


  • Layer 4: Young Link NAir/FAirs on Shield, and then uses shield/crouching Deku Shield to stuff immediate option/Woosh out of shield.


Example Yomi Layers 2:


  • Layer 0: Young Link spaces DTilt on shield. Hero can’t Woosh out of shield. Hero jumps out of shield.


  • Layer 1: Young Link stuffs jump/immediate out of shield option with Jab2/NAir.


  • Layer 2: Hero holds shield to beat Jab2 with Woosh out of shield.


  • Layer 3A: Young Link Grabs Hero, Hero adapts by spotdodging out of shield.


  • Hero’s disjoint allows him to space moves for safety in close quarters combat. Of his disjointed moves, his NAir is most notable in neutral. It’s Hero’s fastest and safest landing aerial option that has combo/kill confirm potential. He will use it up close for shield pressure, since it’s safe and spaceable on Young Link’s shield, at -6.


  • Hero’s BAir and FAir are slower at Frame 18 and 14 respectively, and aren’t safe when unspaced vs Young Link. However, both aerials have killpower and more room to space.


  • Frizz & Frizzle’s primary uses in neutral are as conditioning and information tools as to how the opponent will avoid them. Young Link has Fire Arrow as another option to clank with Frizz. Frizz doesn’t have much use outside of this, but Frizzle’s speed also makes it a strong advantage tool.


  • Hero’s Level 2 Neutral B, Frizzle, has two projectiles, meaning it beats Fire Arrow and Bomb.


  • Kafrizz’s cost and charge time leans its use towards advantage state, but it is still a hard read option. Bomb in hand does give some safety against it, but its multihits can still reach YL at times if Kafrizz trades with Bomb near him.


  • Hero can charge Frizz, even if he doesn’t have the MP to cast it. This means that he can always utilize B-Reverse/Wavebounce mix-ups, even if he cannot cast the move.


  • Hero’s Level 1 Side B, Zap is spaceable shield pressure when retreating. The downside to this shield pressure is that Hero can’t shield pressure with normals afterwards, and there is enough time to drop shield safely. It’s one of Hero’s safest options to cover roll in/out and jump.


  • Hero’s Level 2 Side B, Zapple, is one of his strongest neutral tools. It deals a large amount of damage on hit, and sends up and away, giving Hero advantage state. Hero will mix up how he uses Zapple, rising, landing, spacing, Wavebounce, etc.


  • “Forcing Hero into situations where Menu is not risk-free” stems from the idea of positional pressure. By being at a specific distance from Hero (usually within or just outside of burst range/threat of Fire Arrows), Hero now has to play the information game. “Will Young Link close the distance? Jump? Fire Arrow? Dashback? What do I do at close range?” Forcing this springboard to neutral means Hero has to be more considerate when Menu. Closing the distance to force footsies/traditional neutral is the core of neutral vs Hero.


  • Fire Arrow is Young Link’s best way to dissuade Menu at long range while closing the distance. Dashing back to use more Fire Arrows defeats this purpose in dissuading Menu. Fire Arrows will condition jumps to use Menu.


  • To have movement pressure vs Hero, most movements need to progress towards positional pressuring Hero. This means retreating/dashbacks when Hero has seceded stage control is empty, non-pressuring movement. Minimize empty movement such as this to maximize Menu dissuasion.


  • By this same principle, Bomb and Boomerang have limited neutral use. Not only do they have longer startup/pull time, but the projectiles’ travel times are longer than Fire Arrows. They’re not efficient at dissuading Menu. Minimize their usage in neutral in favor of Fire Arrows.


  • Hero still has a sword, but comparatively to swordies (Fire Emblem), Hero does not have safe grounded normals and has more startup/less shield safety on aerials. This means without spacing, Hero is much more punishable than other swordies. They are still decently safe and safe when spaced, though.


  • Fire Arrow is fast, and travels far enough to make up for the lack of positional pressure at long range. Despite this, it’s still important to close the distance vs Hero.


  • Bounce changes neutral by invalidating projectile usage. Ideally, closing the distance vs Hero was the gameplan to begin with. If he chooses to approach with the comfort of Bounce, focus on footsies, whiff punishing, and anti-airing Hero’s slow startups/punishing unsafe moves. It lasts for about 12 seconds.


  • Acceleratle gives Hero outstanding speed for 11 seconds. This doubles/triples his burst range and whiff punish potential. Seceding stage control is risky, as the amount of time it takes to secede is the time that Hero can claim it.


  • Jumping at all becomes a far more inherent risk. Hero can and will reach your jump in time. Staying grounded and low-committal for those 11 seconds is ideal.


  • With Acceleratle, Frizz becomes a setup for a projectile approach. Hero will use Frizz to condition shield, which he can Grab in time.


  • When Grabbing Hero with Acceleratle/Bounce, add in a Pummel or two to stall the timer a bit longer. One Young Link Pummel is roughly a third of a second.


  • Hero’s Dash Attack is a high-killpower move, with slow startup and high endlag. With buffs, Dash Attack becomes safe on shield, or could potentially even break it.

Disadvantage
Above Stage, Ledgetrapping, Edgeguarding

Acceleratle

(How Acceleratle Changes Disadvantage):


  • With Acceleratle active, Hero’s Kazap becomes much more potent. Acceleratle gives the Kazap high momentum, travelling even across the entire stage. Hero can use this as a burst option, which kills extremely early.


  • Because staying low to the ground is better vs Acceleratle, Hero can catch grounded movement reliably in one of two ways: projectile approaches, as mentioned above, or grounded burst options.


  • Hero can catch dashbacks/low to the ground movement with dash Jab/FTilt/reverse UTilt.


  • Hero looks for panic options and shield as a result of gaining Acceleratle, as the information game of neutral completely shifts.


  • When offstage, be alert to the moment that Hero can act. In that time, he can shoot himself offstage with an aerial. This hinges on timing, as airdodge can avoid FAir/BAir. Minimizing the time where Hero can abuse Acceleratle is useful; use tether and mix up timings to take away a bit of time.


  • Above all, stay calm. Hero will only capitalize on panic.


Boxing

(How do I escape this situation?):


  • Frizzle as a tech-chase option can cover all options at a distance. Frizzle’s velocity is high compared to most projectiles.


  • Kafrizz in Hero’s advantage state, outside of tech chases (where Frizzle also excels), is as a hard-punish tool. It hard punishes landings, airdodges, frame traps, mashing, etc.


  • In advantage space, Hero can maximize both pressure and safety with his moves that can be spaced, such as NAir, BAir, FAir, and Zap/Zapple.


  • Hero’s BAir/FAir, despite their startup, are some of his stronger normals in advantage state. They’re spaceable pressure that can cover both ground and platforms, and clank projectiles. Their central use in advantage state for Hero is whiff punishing and safe pressure.


  • Hero’s BAir/FAir are not exactly spammable, though. The moves have high startup and landing lag. Additionally, assuming Hero does not have any buffs, they are unsafe vs Young Link's out of shield options. Make a read around them to avoid disadvantage, and make a read on what Hero will do in advantage state, or get within unspaced range on the moves.


  • Zapple’s range in corner pressure gives Hero the option to stuff an option at a certain time while Hero is near center stage. If blocked, the opponent can shield drop safely (the move is worse than -11 on shield).


Platform Pressure

(What tools do they have? How can we escape this pressure?)


  • Frizz starts tech chases around mid %s (60+% and up, starting at 60% on Battlefield).


  • Hero’s DThrow and DTilt set up for platform tech chases at starting to mid %s.


  • Hero’s Flame Slash, Kacrackle Slash, and FSmash reach platforms from below them.


  • Hero’s FAir/BAir directly platform pressure with killpower, and UAir/NAir are safe combo starters.


  • Hero can use Frizzle/Kafrizz/Zapple to cover all options on a tech chase. This is especially notable with Kafrizz, which is a high reward move.


  • Kafrizz can cover all options on a platform tech chase. Either DI up to escape tumble, or time a tech roll to avoid it.


  • It’s important to mix up tech options and getting away from Hero to get off of platforms, such as jumping and then mixing up landing, or whiff punishing.


Landing

(How do they cover it? What are my best options?):


  • Hero has no spells that hit directly above or below him, with the niche exception of Kaclang.


  • Zapple is Hero’s best way to punish an option at a timing from a distance. It’s very rewarding, and sets up for edgeguards/ledgetraps. Mix up fall speed and airdodge timing to avoid it.


  • Because Zapple is a safe way for Hero to anti-air/cover landings, it again doubles as conditioning and information tools, which can be exploited with hard punishes like Kafrizz.


  • Hero’s UAir is a quick hitbox above Hero that serves well for frame traps and comboing (notably into Kafrizz). DAir directly beats it, forcing Hero to horizontally space around DAir.


  • Because Hero can’t cover the space directly above him well, Hero will usually stay lower to the ground with diagonal pressure and trapping landings, while also looking for buffs. His kit has lots of this in Zapple, Kafrizz, and his disjointed aerials.


  • Mix up landing time and position. Hero can use the time in advantage state to forego pressure and buff with Menu. If this happens, punish with positional pressure or shield pressure.


Offstage

(How Do I Escape This Position And What Do I Look Out For?):


  • Hero can condition and force vertical displacement with Frizzle and Kafrizz. Frizzle has short travel time, and Kafrizz covers a lot of vertical space.


  • Mix up tether timings and angles, and avoid recovering low to get around Hero’s FAir/BAir/DAir.


  • LSK, or Ledge Slip Kaswoosh, is one of Hero’s main edgeguarding setups. It involves using ledge slip to slide off of the ledge while using Kaswoosh, and then grabbing the ledge, letting Hero act out of freefall/drop below for a combo.


  • This Kaswoosh covers space around ledge, slightly above ledge, and ledge itself.


  • DI up when hit for extra height vs Hero when recovering, to help avoid LSK/other edgeguard attempts. This is necessary, as Young Link can’t tether stall Kaswoosh.


  • Moving above Kaswoosh means Hero has conditioned a high recovery. He can cover this with Kafrizz/FAir/BAir.


  • More airtime given by DI up means Young Link can attempt to land onstage, or outlast the LSK. If Hero goes offstage first without using LSK, then going low with a tether recovery becomes an option again.


  • The value of LSK is that it creates a skewed RPS situation. DI-ing up gives Young Link more options, but it doesn’t guarantee a recovery.


  • Kaswoosh costs 18 MP, so depending on how much he has, LSK can’t be repeated multiple times. Condition options that LSK doesn’t cover, so that Hero won’t use LSK to conserve MP.


  • When offstage, Fire Arrow can be used to dissuade Hero near the ledge using Menu.


Ledge:


  • Hero’s DSmash, Zap, DTilt, Flame/Kacrackle Slash, and Dash Attack can hit ledge.


  • Hero’s DTilt can 2-frame (5 Frame window). This sets up for a 50/50 kill scenario with FAir.


  • Because Zap can hit ledge hang, and it’s low-committal, it’s Hero’s information move of choice in ledgetrapping. Zap isn’t high reward, so Hero uses Zap to gather information on how the opponent recovers from ledge.


  • Hence, mixing up is very important, both timing and options. This information is what Hero uses for later ledgetraps to find punishes such as Dash Attack, BAir, and Kafrizz.

Advantage
What are my best options? What does advantage look like? What mix-ups are available?

Juggling/Boxing:


  • Corner pressure only exists when pressure is directly applied to Hero that stifles Menu usage. Otherwise, this state is closer to neutral than advantage.


  • Whiff/bait and punish around Hero’s aerials in grounded close quarters combat. They are his main source of safe pressure. Hero’s FAir/BAir have slow startup, but he will use it to catch dashbacks/projectiles/poor spacing.


  • ZAir in grounded corner pressure is a viable pressure/advantage state option that outranges Hero’s aerials.


  • For shield pressure, refer to the Yomi Layers in the neutral section.


  • Fire Arrow still serves a similar purpose to neutral, since Hero often secedes stage control in neutral for safety on Menu initially.


  • Boomerang is effective at calling out jumps, Menu usage, and constricting airspace vs Hero. He has options to clank with Boomerang (NAir/FAir/BAir), but they are somewhat committal in terms of total frames and landing lag.


  • Watch out for Zap/Zapple as a landing option from Hero in disadvantage. It covers a lot of space horizontally, countering quick aerial/grounded rushdowns. Shield it, and Hero will take neutral, but is still in the midst of positional pressure.


  • Hero in disadvantage will use platforms to use Menu safely. When Hero begins to do this, minimize the amount of safety he gains from it. Boomerang and direct anti-airs are the best way to beat it.


  • There exists an angle where Boomerang won’t reach (requires a dashback) and UAir is a bit of a reach/extension. The middle-ground in this angular blind-spot is to land on the platform directly with NAir/FAir.


  • Acceleratle trivializes recovery for Hero if he has even a little momentum. Aim to catch his landings.


  • Acceleratle gives a lot of freedom to Hero, because he can fall quick and move fast in the air at the same time. He can cross up without the downsides of a floaty (takes more time to fall). Bait and punish attempted cross-ups.


Offstage:


  • Zoom from Menu allows Hero to directly skip recovery to ledge and recover directly onstage. Hero can act out of the landing part of the move.


  • Fire Arrow can intercept Zoom when used offstage, which stops the move. Hero will use it near the blastzone to maximize the odds of pulling Zoom.


  • Fire Arrow’s purpose in edgeguarding extends beyond this. At the cost of giving a high recovery to Hero, Young Link can stuff Menu/Frizz charge.


  • Hero can prime Zoom. By using Heal or Bounce before he is sent offstage, it increases his chances of Zoom appearing on the Menu. Zoom already appears more often when offstage and even more when in the blastzone, so it is practically guaranteed.


  • Bomb can burn MP by interrupting Woosh/Swoosh/Kaswoosh, forcing him to use another.


  • If Hero has to use Woosh or its variants from low/the bottom blast zone, edgeguard by intercepting with NAir/DAir.


  • Hero’s double jump options from ledge include FAir, Zapple, and Kafrizz.


  • Kafrizz is essentially a kill move getup attack with a large hitbox. When Hero has Kafrizz at ledge, plant a Bomb to absorb a Kafrizz placed near the ground.


  • Hero can launch this Kafrizz from ledge jump or double jump off of the ledge, so he can throw out the move at jump height or the ground.

  • Avoid using Boomerang in ledge trapping when Hero has Kafrizz. Kafrizz cuts right through Boomerang, leaving Young Link wide open to a punish. When Hero doesn’t have Kafrizz, Boomerang can be used to cover ledge jump height.


  • Use stage control as a means of ledgetrapping to ledge trap outside of Hero’s disjoint.


Ledge Info:

XLR8’s Spreadsheet Young Link Ledge Info:

DTilt: Hits, Specific

DSmash: Hits, Specific

FTilt: Hits

Most Reliable Move: FTilt

Animation Info: N/A

Note: Hard to hit Hero at ledge, opt for FTilt.

Miscellaneous
Other Tips/General Notes, Move Kill Percents

  • FD DTilt > ASA %s: 113, 102


  • FD FThrow Ledge %s: 183, 153


  • FD Milkshake %s: 105-152, 94-129


  • Hero Kill Throws: UThrow (especially with Oomph and Psych Up)


  • DI Zapple, Kaboom, Bang, Magic Burst down and away.


  • Hero with Accelerate can not be combo’d by BAir strings.


  • Frizzle can desync, meaning that the first hit can hit while the second hit doesn’t. In this case, the first hit launches and combos into the second hit.


  • Hero’s FTilt1 has 3 Frames of invincibility.


  • Erdrick's Shield: like Link, Young Link, and Toon Link, Hero has a passive shield that is active when he is standing or crouching. He can walk at full speed with it up like Link. When used, it can block projectiles much quicker than the normal shield, and any attack can be used out of it, rather than the standard out of shield options. It also has much less pushback, and does not risk shield damage at all.


Spell MP Costs & Data


  • Frizz/Frizzle/Kafrizz (6/16/36 MP)


  • Zap/Zapple/Kazap (7/18/42 MP)


  • Zap: Normally, Hero can use the single hit on Zap somewhat consistently to combo (forgoing the second hit gives more frame advantage), but Young Link can only be hit by the first hit of Zap when rolling/spotdodging. Zap can be used to hit ledge.


  • Woosh/Swoosh/Kaswoosh(5/9/18 MP)


  • Woosh: This move is transcendent. Short hop Woosh allows Hero to reach the top platform on BF and YS.


  • Bang (9 MP, -16 on shield)


  • Kaboom (37 MP, +2 on shield)


  • Sizz (8 MP, -26 on shield): Sizz doesn’t erupt on shields.


  • Sizzle (20 MP, -30 on shields): Sizzle doesn’t erupt on shields.


  • Whack (10 MP, -29 on shield)


  • Thwack (30 MP, -30 on shield): Whack and Thwack odds are listed in resources.


  • Magic Burst (All MP, -36 to -24 on shield): If Hero is hit by a move during Magic Burst, the move is interrupted. Fire Arrow can interrupt Magic Burst.


  • Snooze (6 MP): Puts the opponent to sleep. Snooze has a shorter duration when the opponent is airborne/the opponent can mash out faster when airborne.


  • Heal (7 MP): Heals 11%. Heal is available twice per stock, meaning using it reduces Menu RNG.


  • Oomph (16 MP): Damage of melee attacks 1.6x, damage taken 1.2x. Lasts 10 seconds.


  • Psyche Up (14 MP): Raises the damage and knockback of Hero’s next attack. The effect is removed if shield is hit.


  • Acceleratle (13 MP): Gives the following changes to Hero’s Attributes:


-Walk Speed Multiplier: x2 (100% increase)


-Dash Speed Multiplier: x2.2 (120% Increase)


-Run Speed Multiplier: x2.3 (130% Increase)


-Air Acceleration Multiplier: x2.5 (150% Increase)


-Air Speed Multiplier: x2.1 (110% Increase)


-Fall Speed Multiplier: x1.5 (50% Increase)


-Fast Fall Multiplier: x1.25 (25% Increase)


-Knockback Taken Multiplier: x1.1 (10% increase)


Lasts for roughly 11 seconds. Exact attributes are under the Attributes section.


  • Bounce (14 MP): Reflects projectiles. Lasts for 12 seconds.


  • Zoom (8 MP): Hero’s odds of pulling Zoom are increased offstage and further increased when he is near the blastzone. Hero can act out of it before landing. The landing position is not entirely random.


  • Hocus Pocus (4 MP): Can either: cast a random spell, give Hero a list of negative effects, or turn Hero invisible/giant/invincible, or refill Hero’s MP to 100.

Stages

  • Battlefield:
    Indifferent. Compared to YS, the air space is more condensed here. Hero's platform Menu camping is more punishable in the corner. Large zones make it harder to avoid LSK, though, so BF is more of a mixed bag pick.


  • Final Destination:
    Great. This stage does not have any platforms for Hero to Menu camp/charge Frizz on. Young Link’s win conditions are favored more than Hero’s in the MU.


  • Smashville:
    Indifferent. Although the stage is small, meaning Hero can’t run far, this stage’s platform works more to Hero’s favor. The entire platform enables Woosh kill confirms/makes Woosh safer to use out of shield. The platform also makes landing more difficult vs a disjoint like Hero’s, and forces Young Link to ledge more often.


  • Town & City:
    Terrible. This stage gives full power to Hero’s neutral and win conditions. Not only that, Zapple sets up for tech chases on the high side platforms, and Woosh sets up for early confirms onto them.


  • Lylat Cruise:
    Good. Platform tech chases can be exploited by both characters in this MU, but the layout favors Young Link’s win condition of asserting opportunity cost vs Hero. Hero’s BAir hits the ledges on Lylat from under it, though.


  • Pokémon Stadium 2:
    Great. Although it is a large stage, Fire Arrow covering quick ground forces Hero to the platforms and above for Menu quickly. The zones to ledge width being smaller is useful for getting around LSK.


  • Kalos Pokémon League:
    Terrible. Large space, and side platforms facilitate Menu camping for Hero. Hitting Hero high up in the air using Menu is much trickier than pressuring him on the platforms of other stages.


  • Yoshi’s Story:
    Bad. The side platforms emulate Kalos’ issue of vertical safety for Menu. Triplats give Hero Woosh confirms reliably. The small space is preferable to Town and Kalos, though.

Sets & Resources












Reference Images