Dragon Quest (1986 - NES)
Hero is certainly one of those characters that came with a lot of questions. In fact, he is a fun character whith many random options that lets him take a stock pretty fast. However, beyond his capacities, he remains a solid character, who needs time to be fully discovered.
- Very good grounded game
- Terrifying specials
- Great combo game
- Bad frame data
- Bad disadvantage
- Can lack mana
- Needs some space
- Can easily cover the platforms
- Too small
- SV can be risky or not
The Hero possesses a MP gauge that can empty itself when you use a special move, and that can regenerate itself as time goes by and if you hit your opponent or your opponent’s shield. Knowing how to manage your gauge of mana is essential to claim victory. In fact, once empty, it can prevent you from going back on stage. The Hero is also a character that has the possibility to perform critical hits on his smash attacks, dealing massive damages and killing at insanely low percent. Finally, his Down B is also particular because it opens a menu where the player can choose between 4 spells generated randomly among 21.
It is a projectile which can be charged more or less, throwing three differents fireballs with each ball having its own utility. The first one is slow, but travels a long way, which forces the opponent to react. The second is mostly used to regain control of the stage. Finally, the third one, the most powerful, is simply a nuke launched at your opponent that deals massive damage and that kills extremely quickly.
It is also a move with 3 charge levels, that is useful to push away an opponent that is too close. The first charge level is quite slow but has a huge range. The second is certainly the best of the three, with the damage it deals and the range it has. Finally, the third level is an extremely powerful move, but which is way too slow to be really useful.
It is Hero’s main tool for recovering, but also a great out of shield option in order to push the enemy away, since the move hits on both side. Like the others special move, it can be charged more or less. Note that the 3 different Up B always launch opponents behind the Hero. Notice that the final charge of this move can be useful for edgeguarding or ledgetraping.
It is the Hero’s signature move. The Hero pulls randomly 4 moves among 21 possible. It generally is 4 different type of moves: projectiles, upgrades, sword moves and the weird ones. A move always surprising that can lead to pretty funny situations.
The Hero’s best move on the ground with its gigantic hitbox, which allows The Hero to hit anyone on top of him. Up Tilt covers entirely most of the platforms and a lot of options the enemy has to approach. A great defensive option, but also an offensive on, considering that the move launchs your enemy on a very interesting angle for juggling. It also can kill under the effects of Psyche Up around 90/100%.
This is Hero’s best aerial move. This move is a great way to approach your opponent in the air while allowing you to juggle almost every character or to start combos at almost every percentage. A move that possesses great frame data and one of the few safe moves of the character.