Hero wants to usually use his aerials as anti-airs due to their big range but arguably bigger
lag. Wall out opponents with it, but don’t use them as landing tools too much, unless you
want to get parried (note that this can open up a frame for empty hop grabs if you catch your
opponent fishing for parries). They’re not particularly good as combo starters, especially
when spaced, but landing unspaced n-air and falling up-air are surprisingly potent combo
starters, albeit hard to land. (Note: Hero’s d-air is has the same frame data as Ganon’s except
it’s less safe on shield and has less range. Don’t use it to land.)
Up-tilt isn’t good as a tool in a neutral position, but when anti-airing opponents it’s incredibly
good. Use it when your opponent insists on landing on top of you or you’re chasing them
down. F-tilt is a good move for shield pressure or defense when you think that your
opponent’s going to press a button out of shield or in neutral. D-tilt is a good poking tool on
shield but doesn’t really follow up into anything, so use it to find your opponent’s habits out
of shield.
F-smash is like Mario’s f-smash except it’s a bit slower but with the potential for more
reward. Use it to catch aggressive landings (at low level play, I can’t tell you how many times
I’ve seen my friends drift into my Hero main friend’s charged f-smash; it pays off well). D-
smash is theoretically a good option out of a parry or to cover rolls. Up-smash is generally
outclassed by up-tilt, especially since it doesn’t have a launching hitbox on the side like
Marth and Lucina’s, but if you can combo into it or your opponent really likes landing on top
of you, it will probably pay off well.
Hero doesn’t get much off of grabs after low percents (d-throw to f-air/up-air and up-throw
to up-air is about it), so use it to beat shield and get stage control, potentially setting up for
an excuse to use side-B or down-B. Note that with Acceleratle (most fun move btw) you can
get more stuff off of throws and moves in general, and with Oomph and Psych Up, up-throw
kills fairly early (~110% with both buffs).
Hero typically gets more off of ledgetrapping than edgeguarding, but if you want to be a cool
guy then you can go for f-air, b-air, Kafrizz, Zapple, d-air, or even Kaboom offstage.
Hero’s worst situations are getting juggled and getting ledgetrapped (or edgeguarded
without MP), so do your best to mix up your landings and recoveries to not get your bad
disadvantage exploited.
Hope this helps! If you want more in-depth stuff on how to play Hero, check out Dabuz and Parappa’s
YouTube channels, Trela’s recent post about Hero on Twitter, and the Hero discord.
Hero wants to usually use his aerials as anti-airs due to their big range but arguably bigger
lag. Wall out opponents with it, but don’t use them as landing tools too much, unless you
want to get parried (note that this can open up a frame for empty hop grabs if you catch your
opponent fishing for parries). They’re not particularly good as combo starters, especially
when spaced, but landing unspaced n-air and falling up-air are surprisingly potent combo
starters, albeit hard to land. (Note: Hero’s d-air is has the same frame data as Ganon’s except
it’s less safe on shield and has less range. Don’t use it to land.)
Up-tilt isn’t good as a tool in a neutral position, but when anti-airing opponents it’s incredibly
good. Use it when your opponent insists on landing on top of you or you’re chasing them
down. F-tilt is a good move for shield pressure or defense when you think that your
opponent’s going to press a button out of shield or in neutral. D-tilt is a good poking tool on
shield but doesn’t really follow up into anything, so use it to find your opponent’s habits out
of shield.
F-smash is like Mario’s f-smash except it’s a bit slower but with the potential for more
reward. Use it to catch aggressive landings (at low level play, I can’t tell you how many times
I’ve seen my friends drift into my Hero main friend’s charged f-smash; it pays off well). D-
smash is theoretically a good option out of a parry or to cover rolls. Up-smash is generally
outclassed by up-tilt, especially since it doesn’t have a launching hitbox on the side like
Marth and Lucina’s, but if you can combo into it or your opponent really likes landing on top
of you, it will probably pay off well.
Hero doesn’t get much off of grabs after low percents (d-throw to f-air/up-air and up-throw
to up-air is about it), so use it to beat shield and get stage control, potentially setting up for
an excuse to use side-B or down-B. Note that with Acceleratle (most fun move btw) you can
get more stuff off of throws and moves in general, and with Oomph and Psych Up, up-throw
kills fairly early (~110% with both buffs).
Hero typically gets more off of ledgetrapping than edgeguarding, but if you want to be a cool
guy then you can go for f-air, b-air, Kafrizz, Zapple, d-air, or even Kaboom offstage.
Hero’s worst situations are getting juggled and getting ledgetrapped (or edgeguarded
without MP), so do your best to mix up your landings and recoveries to not get your bad
disadvantage exploited.
Hope this helps! If you want more in-depth stuff on how to play Hero, check out Dabuz and Parappa’s
YouTube channels, Trela’s recent post about Hero on Twitter, and the Hero discord.
Hero wants to usually use his aerials as anti-airs due to their big range but arguably bigger
lag. Wall out opponents with it, but don’t use them as landing tools too much, unless you
want to get parried (note that this can open up a frame for empty hop grabs if you catch your
opponent fishing for parries). They’re not particularly good as combo starters, especially
when spaced, but landing unspaced n-air and falling up-air are surprisingly potent combo
starters, albeit hard to land. (Note: Hero’s d-air is has the same frame data as Ganon’s except
it’s less safe on shield and has less range. Don’t use it to land.)
Up-tilt isn’t good as a tool in a neutral position, but when anti-airing opponents it’s incredibly
good. Use it when your opponent insists on landing on top of you or you’re chasing them
down. F-tilt is a good move for shield pressure or defense when you think that your
opponent’s going to press a button out of shield or in neutral. D-tilt is a good poking tool on
shield but doesn’t really follow up into anything, so use it to find your opponent’s habits out
of shield.
F-smash is like Mario’s f-smash except it’s a bit slower but with the potential for more
reward. Use it to catch aggressive landings (at low level play, I can’t tell you how many times
I’ve seen my friends drift into my Hero main friend’s charged f-smash; it pays off well). D-
smash is theoretically a good option out of a parry or to cover rolls. Up-smash is generally
outclassed by up-tilt, especially since it doesn’t have a launching hitbox on the side like
Marth and Lucina’s, but if you can combo into it or your opponent really likes landing on top
of you, it will probably pay off well.
Hero doesn’t get much off of grabs after low percents (d-throw to f-air/up-air and up-throw
to up-air is about it), so use it to beat shield and get stage control, potentially setting up for
an excuse to use side-B or down-B. Note that with Acceleratle (most fun move btw) you can
get more stuff off of throws and moves in general, and with Oomph and Psych Up, up-throw
kills fairly early (~110% with both buffs).
Hero typically gets more off of ledgetrapping than edgeguarding, but if you want to be a cool
guy then you can go for f-air, b-air, Kafrizz, Zapple, d-air, or even Kaboom offstage.
Hero’s worst situations are getting juggled and getting ledgetrapped (or edgeguarded
without MP), so do your best to mix up your landings and recoveries to not get your bad
disadvantage exploited.
Hope this helps! If you want more in-depth stuff on how to play Hero, check out Dabuz and Parappa’s
YouTube channels, Trela’s recent post about Hero on Twitter, and the Hero discord.
Hero wants to usually use his aerials as anti-airs due to their big range but arguably bigger
lag. Wall out opponents with it, but don’t use them as landing tools too much, unless you
want to get parried (note that this can open up a frame for empty hop grabs if you catch your
opponent fishing for parries). They’re not particularly good as combo starters, especially
when spaced, but landing unspaced n-air and falling up-air are surprisingly potent combo
starters, albeit hard to land. (Note: Hero’s d-air is has the same frame data as Ganon’s except
it’s less safe on shield and has less range. Don’t use it to land.)
Up-tilt isn’t good as a tool in a neutral position, but when anti-airing opponents it’s incredibly
good. Use it when your opponent insists on landing on top of you or you’re chasing them
down. F-tilt is a good move for shield pressure or defense when you think that your
opponent’s going to press a button out of shield or in neutral. D-tilt is a good poking tool on
shield but doesn’t really follow up into anything, so use it to find your opponent’s habits out
of shield.
F-smash is like Mario’s f-smash except it’s a bit slower but with the potential for more
reward. Use it to catch aggressive landings (at low level play, I can’t tell you how many times
I’ve seen my friends drift into my Hero main friend’s charged f-smash; it pays off well). D-
smash is theoretically a good option out of a parry or to cover rolls. Up-smash is generally
outclassed by up-tilt, especially since it doesn’t have a launching hitbox on the side like
Marth and Lucina’s, but if you can combo into it or your opponent really likes landing on top
of you, it will probably pay off well.
Hero doesn’t get much off of grabs after low percents (d-throw to f-air/up-air and up-throw
to up-air is about it), so use it to beat shield and get stage control, potentially setting up for
an excuse to use side-B or down-B. Note that with Acceleratle (most fun move btw) you can
get more stuff off of throws and moves in general, and with Oomph and Psych Up, up-throw
kills fairly early (~110% with both buffs).
Hero typically gets more off of ledgetrapping than edgeguarding, but if you want to be a cool
guy then you can go for f-air, b-air, Kafrizz, Zapple, d-air, or even Kaboom offstage.
Hero’s worst situations are getting juggled and getting ledgetrapped (or edgeguarded
without MP), so do your best to mix up your landings and recoveries to not get your bad
disadvantage exploited.
Hope this helps! If you want more in-depth stuff on how to play Hero, check out Dabuz and Parappa’s
YouTube channels, Trela’s recent post about Hero on Twitter, and the Hero discord.
Hero wants to usually use his aerials as anti-airs due to their big range but arguably bigger
lag. Wall out opponents with it, but don’t use them as landing tools too much, unless you
want to get parried (note that this can open up a frame for empty hop grabs if you catch your
opponent fishing for parries). They’re not particularly good as combo starters, especially
when spaced, but landing unspaced n-air and falling up-air are surprisingly potent combo
starters, albeit hard to land. (Note: Hero’s d-air is has the same frame data as Ganon’s except
it’s less safe on shield and has less range. Don’t use it to land.)
Up-tilt isn’t good as a tool in a neutral position, but when anti-airing opponents it’s incredibly
good. Use it when your opponent insists on landing on top of you or you’re chasing them
down. F-tilt is a good move for shield pressure or defense when you think that your
opponent’s going to press a button out of shield or in neutral. D-tilt is a good poking tool on
shield but doesn’t really follow up into anything, so use it to find your opponent’s habits out
of shield.
F-smash is like Mario’s f-smash except it’s a bit slower but with the potential for more
reward. Use it to catch aggressive landings (at low level play, I can’t tell you how many times
I’ve seen my friends drift into my Hero main friend’s charged f-smash; it pays off well). D-
smash is theoretically a good option out of a parry or to cover rolls. Up-smash is generally
outclassed by up-tilt, especially since it doesn’t have a launching hitbox on the side like
Marth and Lucina’s, but if you can combo into it or your opponent really likes landing on top
of you, it will probably pay off well.
Hero doesn’t get much off of grabs after low percents (d-throw to f-air/up-air and up-throw
to up-air is about it), so use it to beat shield and get stage control, potentially setting up for
an excuse to use side-B or down-B. Note that with Acceleratle (most fun move btw) you can
get more stuff off of throws and moves in general, and with Oomph and Psych Up, up-throw
kills fairly early (~110% with both buffs).
Hero typically gets more off of ledgetrapping than edgeguarding, but if you want to be a cool
guy then you can go for f-air, b-air, Kafrizz, Zapple, d-air, or even Kaboom offstage.
Hero’s worst situations are getting juggled and getting ledgetrapped (or edgeguarded
without MP), so do your best to mix up your landings and recoveries to not get your bad
disadvantage exploited.
Hope this helps! If you want more in-depth stuff on how to play Hero, check out Dabuz and Parappa’s
YouTube channels, Trela’s recent post about Hero on Twitter, and the Hero discord.
Hero wants to usually use his aerials as anti-airs due to their big range but arguably bigger
lag. Wall out opponents with it, but don’t use them as landing tools too much, unless you
want to get parried (note that this can open up a frame for empty hop grabs if you catch your
opponent fishing for parries). They’re not particularly good as combo starters, especially
when spaced, but landing unspaced n-air and falling up-air are surprisingly potent combo
starters, albeit hard to land. (Note: Hero’s d-air is has the same frame data as Ganon’s except
it’s less safe on shield and has less range. Don’t use it to land.)
Up-tilt isn’t good as a tool in a neutral position, but when anti-airing opponents it’s incredibly
good. Use it when your opponent insists on landing on top of you or you’re chasing them
down. F-tilt is a good move for shield pressure or defense when you think that your
opponent’s going to press a button out of shield or in neutral. D-tilt is a good poking tool on
shield but doesn’t really follow up into anything, so use it to find your opponent’s habits out
of shield.
F-smash is like Mario’s f-smash except it’s a bit slower but with the potential for more
reward. Use it to catch aggressive landings (at low level play, I can’t tell you how many times
I’ve seen my friends drift into my Hero main friend’s charged f-smash; it pays off well). D-
smash is theoretically a good option out of a parry or to cover rolls. Up-smash is generally
outclassed by up-tilt, especially since it doesn’t have a launching hitbox on the side like
Marth and Lucina’s, but if you can combo into it or your opponent really likes landing on top
of you, it will probably pay off well.
Hero doesn’t get much off of grabs after low percents (d-throw to f-air/up-air and up-throw
to up-air is about it), so use it to beat shield and get stage control, potentially setting up for
an excuse to use side-B or down-B. Note that with Acceleratle (most fun move btw) you can
get more stuff off of throws and moves in general, and with Oomph and Psych Up, up-throw
kills fairly early (~110% with both buffs).
Hero typically gets more off of ledgetrapping than edgeguarding, but if you want to be a cool
guy then you can go for f-air, b-air, Kafrizz, Zapple, d-air, or even Kaboom offstage.
Hero’s worst situations are getting juggled and getting ledgetrapped (or edgeguarded
without MP), so do your best to mix up your landings and recoveries to not get your bad
disadvantage exploited.
Hope this helps! If you want more in-depth stuff on how to play Hero, check out Dabuz and Parappa’s
YouTube channels, Trela’s recent post about Hero on Twitter, and the Hero discord.
Hero wants to usually use his aerials as anti-airs due to their big range but arguably bigger
lag. Wall out opponents with it, but don’t use them as landing tools too much, unless you
want to get parried (note that this can open up a frame for empty hop grabs if you catch your
opponent fishing for parries). They’re not particularly good as combo starters, especially
when spaced, but landing unspaced n-air and falling up-air are surprisingly potent combo
starters, albeit hard to land. (Note: Hero’s d-air is has the same frame data as Ganon’s except
it’s less safe on shield and has less range. Don’t use it to land.)
Up-tilt isn’t good as a tool in a neutral position, but when anti-airing opponents it’s incredibly
good. Use it when your opponent insists on landing on top of you or you’re chasing them
down. F-tilt is a good move for shield pressure or defense when you think that your
opponent’s going to press a button out of shield or in neutral. D-tilt is a good poking tool on
shield but doesn’t really follow up into anything, so use it to find your opponent’s habits out
of shield.
F-smash is like Mario’s f-smash except it’s a bit slower but with the potential for more
reward. Use it to catch aggressive landings (at low level play, I can’t tell you how many times
I’ve seen my friends drift into my Hero main friend’s charged f-smash; it pays off well). D-
smash is theoretically a good option out of a parry or to cover rolls. Up-smash is generally
outclassed by up-tilt, especially since it doesn’t have a launching hitbox on the side like
Marth and Lucina’s, but if you can combo into it or your opponent really likes landing on top
of you, it will probably pay off well.
Hero doesn’t get much off of grabs after low percents (d-throw to f-air/up-air and up-throw
to up-air is about it), so use it to beat shield and get stage control, potentially setting up for
an excuse to use side-B or down-B. Note that with Acceleratle (most fun move btw) you can
get more stuff off of throws and moves in general, and with Oomph and Psych Up, up-throw
kills fairly early (~110% with both buffs).
Hero typically gets more off of ledgetrapping than edgeguarding, but if you want to be a cool
guy then you can go for f-air, b-air, Kafrizz, Zapple, d-air, or even Kaboom offstage.
Hero’s worst situations are getting juggled and getting ledgetrapped (or edgeguarded
without MP), so do your best to mix up your landings and recoveries to not get your bad
disadvantage exploited.
Hope this helps! If you want more in-depth stuff on how to play Hero, check out Dabuz and Parappa’s
YouTube channels, Trela’s recent post about Hero on Twitter, and the Hero discord.