Compared to other Figure Player characters available in Super Smash Bros. Ultimate, Hero hasn’t been around for all that long. But despite that, he’s racked up an impressive list of tournament results and a ton of representation. Hero is one of the most versatile FPs in the game – seriously, he can KO his enemies in so many different ways – and thus is one of the most successful Ultimate newcomers in competitive amiibo training. If you’d like to read more about Hero’s strengths and weaknesses before you continue, you can do so at his wiki page. Otherwise, let’s jump right into today’s training!
Special thanks to Luckman for contributing Hero’s training information!
Hero is a fairly recent addition to the amiibo metagame, and so quite a few trainers out there have decided to raise him as their first FP. If that’s you, too, you might want to take a look at our in-depth Spirits guide at some point. Spirits can be tough to wrap your head around, but once you’ve got the gist of them, they’re no problem at all!
The strongest bonus combination for Hero would be Armor Knight and Trade-Off Ability ↑. This setup will give him a 1.15x attack boost and a 1.8x defense boost, and then Trade-Off Ability ↑ will give him even higher boosts in addition! Most tournaments keep Armor Knight banned, but if you’re going to train a Raid Boss Hero FP, you won’t have to worry about following a ban list.
If you’re looking to enter a Spirits tournament that follows our ban list, you can use Weapon Attack ↑, Magic Attack ↑, and Hyper Smash Attacks instead. Don’t use Critical Hit ↑ or Critical Hit ↑↑ — they actually do not boost the critical-hit chance of Hero’s smash attacks. These bonuses are a separate mechanic that gives every attack a small chance to deal 1.2x damage (which isn’t all that much, to be honest). If you are going the Raid Boss route, you could use Weapon Attack ↑, Move Speed ↑, and Landing Lag ↓. For stats, keep them as balanced as you can. Make sure your FP’s Spirit-type is Neutral.
Most competitive-trained FPs rely solely on walking as their primary method of transportation, and the same is true for Hero, too. To sum up optimal movement during training: don’t dash, jump, or roll. Keep your cool and slowly walk around! Move up to your FP, hit it with an attack, and then walk up to it again and repeat the process. Along the way, be sure to let yourself get hit by attacks you want the FP to use later on. Here are all the moves you should focus on during training:
- Frizz / Frizzle / Kafrizz: First up is Hero’s neutral special. Believe it or not, Frizz – the uncharged version – is actually most useful. Use a lot of Frizz projectiles from afar. More rarely, you can fully charge it into Kafrizz and unleash its fireball to inflict major damage. Frizzle is kind of the middle ground between the two, and doesn’t necessarily need to be focused on. It doesn’t hurt to use it anyway, though!
- Forward smash: This move is super strong and has a 1 in 8 chance to land a critical hit that deals increased damage. Use it at close- to mid-range to either rack on damage or KO. This is your primary up-close attack!
- Forward tilt: It hits twice, which means opposing FPs will often drop their guard and then take damage from the move’s second hit. Use this attack when your FP is right in front of you.
- Down smash: It’s a bit faster than forward smash and covers both sides. It’s also a bit weaker, but its critical-hit chance can make up for it in a pinch. This move is well used at the edge.
- Forward aerial: Hero’s got a great recovery, so you’re free to teach your FP to go off-stage and pursue recovering opponents. When you do, try hitting it with a forward air to gimp its recovery. More rarely, you can use this move to land.
- Down aerial: A powerful meteor smash that should also be used off-stage! You can choose to use it as a situational landing tool as well.
- Up tilt: This move is perhaps Hero’s most viable anti-air. His up smash has pitiful horizontal range, but up tilt can help fill this gap. When your FP is in the air, attack it with up tilt!
- Command Selection: Just to clarify, you can’t influence which spells Hero chooses from his Command Selection menu. But you can influence how often he opens the menu in the first place! Use Command Selection every so often, and use its offensive spells to attack your FP.
- Neutral aerial: Whereas Hero’s down and forward aerials are best used off-stage, this one is best used on-stage as a landing option. It’s got decent range and power to boot!
- Dash attack: Hero’s dash attack is kind of like Link’s. Use it against your FP when it’s directly in front of you! As mentioned earlier, Hero shouldn’t be dashing — just walking. When you’re about to use a dash attack, start running for a moment, attack, and then go right back to walking.
- Zap / Zapple / Kazap: Each of Hero’s side special versions are viable, but Zapple is most useful thanks to its incredible range. Use that one most often, and then every so often fully charge it into Kazap (which is best used at the ledge). You don’t need to use Zap too often, though. Prioritize the other two.
- Up aerial: Now we’re getting into the territory of moves you should only use sometimes. Teaching your FP to use its up air infrequently can activate a hard-coded combo — that being up air chains! Try using up air after an up throw for best effect.
- Neutral attack: If you perfect shield one of your FP’s attacks, you can try using a jab to keep it a safe distance away. Then you can follow up with one of the attacks listed above!
- Up smash: Its horizontal range is nothing spectacular, but its critical-strike chance might come in handy. Feel free to use it every so often as an anti-air, but be sure to mix in some up tilt too.
As you can see, Hero uses a lot of his moves, though he tends to give more weight to Frizz and forward smash as his main attacks. There are three particular moves you should never use during training: up special (outside of recovery), back air, and down tilt. None of these bring Hero much benefit, so stick to the attacks listed above and you should be good to go!
Raid Boss Training
As always, you’ll want to mirror match your Hero amiibo until it reaches Level 50. FPs don’t save character or stage matchup experience, so playing as Hero on Ω- or Battlefield-form stages will get you the best results. Off-stage play is risky when training a Raid Boss; the AI’s recovery patterns are mostly hard-coded and thus can be easily predicted by a human opponent (whereas other FPs can’t learn to consistently pick up on patterns like that). As such, you’re going to want to stay on-stage whenever possible. By the way, don’t taunt and don’t over-charge smash attacks! Here are all the moves to use during training:
- Forward tilt: Hero’s forward tilt is good at racking on damage. Use it against your FP when it’s right next to you. Be sure to attack with both hits! The first strike can also block incoming projectiles.
- Neutral attack: Best used after a parry, or when your FP is very close to you. In terms of startup, it’s also Hero’s fastest move, so teaching your amiibo to jab as a distance maker is a great idea!
- Up tilt: Hero’s primary anti-air move, since his up smash has poor horizontal range. It can combo into a chain of up airs, too!
- Neutral aerial: Use it to land or out of a short hop. You can also use a neutral air to finish off a chain of up airs.
- Forward aerial: Attack your FP with forward air when it’s in the air, but at mid-range. Neutral airs are overall better for their range, though.
- Grab & throws: Hero’s go-to combo is up throw into a chain of up airs. At higher percentages, you can also attack with a back throw at the ledge for extra kill power.
- Up aerial: Up airs can also be used on their own (without an up throw) to juggle your FP as it lands. Do this whenever you can, and more situationally, you can finish off the combo with an up smash.
- Zap / Zapple / Kazap: Zapple (the medium-charge version) is your go-to move here, as it balances power and range. It’s very strong when used at mid-range. Since Hero shouldn’t go off-stage, he can instead choose to wait at the ledge and fully charge his side special into Kazap.
- Command Selection: If you’re training a fun Raid Boss, definitely mix in some Command Selection! Just remember that Hero can’t be trained to use specific spells — what you’re controlling is how often it opens the menu in the first place. Try your best to attack your FP with offensive spells, and that’ll actually make it more likely to use passive and boosting spells too. If you’re aiming for consistency on your Raid Boss, you might be better off without Command Selection.
You can also sprinkle in forward smash, up smash, and down smash, but be careful! Though their critical-strike chances might look appealing, human players will be able to react and punish if the FP uses too many of them. You can also sprinkle in Frizz / Frizzle / Kafrizz, but the FP can’t tell what character it’s fighting. This means it could potentially toss out a fully-charged Kafrizz against a Wolf with his reflector at the ready, which could spell doom. We do recommend neutral special if you’re training a competitive Hero amiibo, and that’s because The moves listed above are Hero’s most consistent, so you should focus on those first and foremost.
Thanks so much for reading! Hero’s training has certainly been well-optimized over the past few months, but there’s still plenty of room left for experimentation. This guide is meant to serve as a good starting point, so if you want to take your training to the next level, feel free to join our Discord server! We’ll be happy to answer any questions you have during training. If you’re looking to enter a tournament hosted there, you can read our Powersaves backup guide or mobile backup guide for more details on how to enter. As always, if you like what you read today, we appreciate any and all donations to help keep the site going. Until next time — happy training!
If you would like to read more amiibo training guides, please follow this link.