Command Selection Tier List

Ixoth the Hero
29 min readJul 5, 2023

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Command Selection (better known as “the menu”) is Hero’s best move, and one of the best moves in Smash Ultimate. Acting as a pseudo-Charge Shot, the mere act of entering the thinking pose places enough pressure on the opponent to cause a phase transition. But whether that pressure is warranted is a question which is only answered by the whims of fate. For not every spell is created equal; whether by size, strength, or speed, some spells have far more of a role to play than others. This post will elucidate those roles in an OBJECTIVE MANNER, thanks to the unparalleled game knowledge and experience of myself, a GOD GAMER who COULDN’T MAKE IT OUT OF POOLS AT SMASH CON.

smash con 2022 placing info (i went 3–2, 769th place with a seed of 1432)
Beat my seed tho

Fortunately, everybody knows the most important skill for a Hero player is luck. So, with that in mind let’s take a look at our 21 options ranked from worst to best, starting with…

Hocus Pocus

As much as I wish it wasn’t, it’s probably for the best Hocus Pocus is as bad as it is. I can’t imagine a world where casting it was actually optimal; it would be very funny of course, but I really enjoy playing Hero in tournament and I would like to continue being able to do that.

Regardless, there isn’t much use for Hocus Pocus in serious matches. I won’t go into extensive detail, you can read my previous post for that, but the gist of it is the negative effects are very bad and more common than the positive ones, so the expected value is simply not there. It may be admissible as a high-variance strategy, but high-variance is not how you succeed in tournaments. Basically, Hocus Pocus is detrimental more than it’s not.

it’s so over / we’re so back graph meme
Average Hocus Pocus spammer

Kaclang

ufd image of kaclang stats
Nobody has ever DId this move correctly

Let’s get it out of the way: Kaclang is bad. Really bad, even. The move is invincible for a whole five seconds, which is plenty of time for the opponent to set up to punish the 29 vulnerable frames after it expires. Even in the very unlikely event it hits, even in the more unlikely event it kills, you will probably get punished. And if you’re in the Hero ditto, it gets you killed at zero.

Now, if I’m keeping it real, people fail to punish this move with worrying regularity. If they’re too early, this can lead to a very comical situation where they suffer the hitlag from hitting Kaclang as you come out of it, letting you get a punish. If they’re too late, they’ll probably hit your shield (likely with something pretty unsafe), so that can be a punish as well. Still, using Kaclang hoping your opponent will mess up is…not exactly the best use case. So what is Kaclang even good for?

Well, although it is pretty rare (tied for second rarest), Kaclang can reversal opponents attempting to juggle you, and it actually kills decently early if you are close enough to the top blastzone (I’ve done this to trade stocks with the opponent at 60%). You will probably still die, but besides the trade this will strike fear into the heart of your opponent, and they will quite likely second-guess every juggle attempt for the rest of the game at least.

There is an argument that Kaclang is actually better than the next spell on this tier list (spoiler, it’s Metal Slash), due to this niche reversal potential. I do not personally agree with this argument as we do not live in a fantasy world where every menu pick is 100% intentional and misinputing Kaclang is far worse than Metal Slash. However, it is an argument I will acknowledge.

Fun fact: if Hero has Psyche Up and Oomph, Kaclang breaks a full shield. I have never actually seen this happen, and even if it did a good masher would be able to punish you after recovering (that’s right, Kaclang has the dubious distinction of being unsafe on shieldbreak). If you get your shield broken by Kaclang, you should probably quit the game.

EDIT: After I wrote this a Hero actually got it, thus proving Kaclang is a completely viable move.

Metal Slash

ufd metal slash
Oddly decent hitbox

Fighting for the hotly contested “worst menu spell” award with Kaclang, we have its natural predator, Metal Slash. Metal Slash is unsuprisingly also a pretty terrible move, with a terrible hitbox compared to every other menu option and essentially no real use cases. Realistically the only time this move will get used is if you have no quick offensive option in the menu and you really need to hit the opponent for some reason. Unfortunately if you manage to hit Metal Slash, you are very possibly dealing negative damage. Allow me to explain:

As we all know, when you hit moves, they get stale and deal less damage. Now normally this is not a huge deal, since hitting a move twice is still more damage than if you only hit it once. There are a few moves that stale other moves (like jab 1s staling jab 2s), but even in those cases the net damage is still higher. But Metal Slash cross stales Flame and Kacrackle Slashes and Hatchet Man, and Metal Slash deals so little damage (and the other three so much) that hitting a Metal Slash and then a Flame Slash actually results in LESS DAMAGE than if you had ONLY hit the Flame Slash. That is the level of bad we are dealing with here.

I of course need to address the commonly cited use case for Metal Slash: to roll again for Zoom offstage. Unfortunately, Metal Slash is not actually that great for this, as its total frames are greater than several other spells, although I will grudgingly admit it is useful in the case where you have very low MP. Let me be clear, though: Metal Slash is not being rated above Kaclang for this extremely niche use case, but rather because it doesn’t kill you for misinputting it.

Fun fact: Metal Slash has fixed knockback, and is actually slightly minus (-2) on hit. If you are playing Hero, you can actually die to a fast enough jab for hitting this move. If anyone can find footage of this happening, I will move Metal Slash below Kaclang (which is only -307 on hit).

Magic Burst

magic burst final hitbox (big)
Yo mama so fat she causes checkmate situations at ledge

Finally, a real, useful spell! I’m not sure this opinion is still incredibly controversial; back when the game came out people thought MB was broken, but nowadays most people have probably heard Hero mains complain about it extensively, so surely they know it’s not that amazing (Clueless).

Anyway, MB is simply not that amazing in 95% of its appearances in the menu. If you pull it in any situation where the opponent is not in disadvantage, it is unlikely to hit due to its long startup (23f) and poor initial hitbox, and you will likely get punished due to its long endlag (50f). More importantly, you will be without MP, which is debilitating for Hero, and the main reason MB is rarely worth using.

Now the obvious use case is edgeguarding, but MB is unfortunately not as amazing here either. The majority of the cast can stall a MB offstage, leaving you with no MP. Even in cases where the opponent has no options, you need around 70ish MP to make MB useful; any less and the hitbox and power are simply too weak to make it worth using. Also, MB is transcendent, so anyone can throw a projectile at Hero to interrupt it and get back for free.

With all that said, yes, MB can checkmate some characters, in some situations, some of the time, maybe. It doesn’t help that MB is quite rare (another one of the spells tied for second rarest), meaning even when it’s good you probably won’t get it. The upshot is that MB is too rarely useful to be strong, and the costs for using at the wrong time are too great. There’s a reason every Hero downplays this move, and I find myself regretting its use more often than not, earning it this low spot on the list.

Fun fact: Bowser and Kazuya can armor the entire multihit part of this move with their passive.

Kamikazee

hero using kamikazee
Canadian healthcare

Despite its obvious meme status, Kamikazee (it has two “e”s) is useful surprisingly often. It deals colossal damage (50% on the sweetspot, 35% on the sourspot) and more importantly kills reasonably well (although not as well as some of Hero’s other moves, especially with good DI). Combining this with its 1 MP cost and frame 1 intangibility means when you want to use Kamikazee, you will always be able to (given that you see it, as it is the last of the three spells tied for second-rarest).

Kamikazee obviously pierces shields and has huge range, but its real utility lies in its immediate intangibility, as mentioned above. Kamikazee effectively punishes aggressive options by forcing them to miss and punishing them for it. Unfortunately since this is Smash Ultimate most of the aerials have too little landing lag for Kamikazee to actually be a true punish a lot of the time, but it will still hit people who don’t recognize their safety or who instinctively shield, and if you call out an attack early enough it will be guaranteed.

Of course, the downside of Kamikazee is pretty obvious: you literally die, 100% of the time. This extremely high cost relegates Kamikazee to rather specific situations:

  1. You are not at last stock (as you will just lose)
  2. You have a stock lead (or are at least even)
  3. You can afford to give up the stock (meaning you are at a very high %, since otherwise it’s probably better to just keep fighting)
  4. Your opponent will die to it (it isn’t necessarily inexcusable to go for in a 3–1 stock or even 2–1 stock just for damage since 60% is a lot, but I wouldn’t recommend it)
  5. You are very sure it will hit (meaning a hard read on the opponent swinging something at least a little laggy; not a crazy callout by any means but still risky).

It’s also worth mentioning you can’t really use Kamikazee reactively due to its startup; it has to be a read. As a result of this and the above, Kamikazee only rarely gets to see use; this is what relegates it to its relatively low position on this list.

Fun facts: Kamikazee has been known to randomly not work for no apparent reason. It also has a 0.1% initial hit for unknown purposes which can cause funny things to happen.

Hatchet Man

hatchet man ultimate frame data
Known as “Evil Slash” in Japanese

Hatchet Man is the last “meme” spell in the menu, and pretty clearly the best (although still not amazing by any means). Like Kamikazee, it mostly serves to punish by dodging attacks; however its hurtbox shifting is obviously less effective than full intangibility, although still very strong against well-spaced attacks (this move actually works worse against bad players in this respect). Unlike Kamikazee, its shorter windup makes it a true punish on far more attacks. It also breaks shield instantly, allowing it to (like Kamikazee) punish people for picking the wrong defensive option.

Hatchet Man also boasts very impressive killpower, being Hero’s best shieldbreak punish in a sizeable percent window, including being able to kill at zero when in possession of both buffs. This additional use case, in combination with Hatchet Man’s ability to hit worryingly often when just thrown out against a jumping-in opponent, means Hatchet Man sees successful use more often than you’d expect, earning it the title “king of the funny spells.”

Fun fact: Hatchet Man is oddly common, unlike the other meme spells. It ties with Flame and Kacrackle slashes in frequency, putting it only below the big projectiles in appearance rate.

Sizz

sizz ultimate frame data
I actually might use this move less than Hatchet Man to be honest

As what I would consider the first “real” (non-joke) spell in the menu, Sizz is fittingly maybe the least interesting. Don’t get me wrong, it’s a decent projectile that would probably be quite strong if it was on demand. It’s certainly got benefits: It deals respectable damage, it travels quickly enough to be unreactable, and its range is reasonable (about half FD). Sadly, it doesn’t kill until the early 200s, and even when sniping offstage it will often fail to close a stock until some percent into the hundreds. But its main problem is one its fellow “downgrade” Bang doesn’t suffer quite as much from: its older brother spell is FAR superior.

Like Kaboom to Bang, Sizzle outclasses Sizz in pretty much every way, but unlike Bang -> Kaboom Sizzle is not incredibly expensive in exchange for the upgrade. I won’t elaborate more in ways I would just repeat in Sizzle’s section; just know Sizz’s placement is in part due to its underwhelming reward, but also in part due to its inferiority.

Fun fact: Sizz’s splash hitbox lasts an impressive 24 frames, which in tandem with hurtboxes like Minecart or Fire Hydrant allows it to act as a sort of trap. This fact is also true of Sizzle, but Sizzle has its own specific peculiarities (and Sizz is just really boring, so I had to move this fact over).

Whack

whack ultimate frame data
I have never in my career killed someone at 0% with Whack. That means it’s gonna happen soon…

Whack is a move a bunch of Heros swear by, but in my personal experience I’ve never found it to be amazing. The theory of the move makes sense: it’s a slow-moving (VERY slow-moving) projectile which the opponent has to respect, which allows Hero to run behind it, call out jumps over, etc. This means it could theoretically function similarly to Pikachu’s Thunder Jolt, one of the game’s best projectiles.

However, in practice the move has a number of flaws. It is SO slow that it often isn’t where you need it to be; you only get one (unlike T-jolt or similar projectiles like Mario’s Fireball); it’s frequently nonthreatening to shield due to low stun; and its reward even on hit is inconsistent (although potentially high, of course). In its defense, Whack’s very low cost means throwing it out from a distance every now and then is essentially free. Regardless, I may be unpracticed with its use, but I generally find Whack less useful in most situations.

That said, besides its use at range, Whack has other applications. It’s a quick option to lethally cover right in front of Hero when you have very low MP. It’s also one of Hero’s earliest-killing spells with good luck (or a crowd power-up). Finally, its extremely long duration (about 2 seconds) allows Hero to launch opponents into it for stocks (known as a ‘Whack snipe’). This property is used in some practical setups, such as “send a Whack past ledge into forward throw opponent’s neutral getup”; it is also used in some slightly less practical setups, such as “Kaclang into Whack.”

Fun fact: Whack has very erratic randomized movement in all directions (although it always moves forward on average). This is the cause of Whack reflections going in random directions. It also causes Whack to frequently disappear when traveling too close to platforms.

Bang

bang ultimate frame data
Technically Hero’s only move faster than frame 6

The cousin of Sizz and child of Kaboom, Bang has a few advantages over its fellow inferior spell. Bang costs a mere 9MP (only one more than Sizz) compared to Kaboom’s whopping 37, making it a good cheap option (often necessary in today’s economy). Bang also preserves many of Kaboom’s favorable characteristics, with a long 21 frame duration on the explosion (long enough to trap dodges and occasionally catch getups). But most importantly, unlike Sizz, Bang actually kills at reasonable percents, being able to seal stocks at ~130 (although DI heavily affects this number).

These details earn Bang a slightly higher placement, although its slow projectile speed still holds it back. Nevertheless, unlike Sizz -> Sizzle there are conceivable scenarios where Bang is superior to Kaboom, meaning it’s not always a disappointment to see in the menu.

Fun fact: Bang’s explosion actually consists of two hitboxes, the larger 12% sourspot and the smaller 14% sweetspot. Both hitboxes continually expand over the explosion’s life. If an opponent falls into the explosion late, the sourspot will usually connect, dealing greatly inferior knockback. This trait is shared with Kaboom.

Thwack

It may be a bit strange of me to sing the praises of Thwack right after complaining about high MP costs, but the 30 price tag on this gigantic purple explosion is far from undeserved. The coverage of Thwack (in particular its large vertical hitbox) lets it hit in situations no other menu spell would. In addition, its huge hitbox and long duration (12 frames) make it an effective 2-framing tool against many characters, and allow it to catch airdodge landings and high recoveries quite well.

Unfortunately, Thwack also has a lot of issues. At frame 22, it’s one of the slower spells in the menu (slow enough to be reactable). It also deals a pitiful 3%, which means every move in the game can clank it. This makes it impractical for catching opponents swinging and prevents it from reliably beating most recoveries with hitboxes. Though the move has massive pullback on cast, dodging attacks often fails to guarantee a hit due to the aforementioned clanking. Finally, like Whack, the inherent randomness means you can never actually count on Thwack when you need it (unless the opponent is over 160, of course).

Fun fact: Thwack, despite in-game tips saying otherwise, has exactly the same chance of killing as Whack. This includes the difference in percent the attacks deal, as death is calculated before damage is dealt.

Heal

Big Pharma is trying to hide this from us

Heal is the placement on this list that I am by far the least confident in. Healing moves are hard to rank largely because there are so few of them, and the benefits are incomparable to normal moves. It goes without saying that Heal has saved my life plenty of times, and I can certainly recall times it’s won me games. Obviously reducing your percent is good; the question is how good? I have to admit I’m not really sure.

Heal’s place here is mostly based on vibes. It could easily be higher (I at least don’t think it’s much lower). The caveman vision of it as “guaranteed 11% to my opponent” is not the worst way to think about it. But for probably the simplest spell in menu, Heal sure is hard to rank.

Fun fact: Hero can cast Heal normally a maximum of twice per stock, after which it can no longer be rolled in menu (making every other spell more common). There is no way to restore these casts (popular beliefs that KOs give Heals back are incorrect). However, Heal can always be cast by Hocus Pocus, which does not count towards the limit.

Kaboom

Yes Rico, Kaboom

A controversial placement for both the average player (who thinks it should be higher) and Hero mains (who think it should be lower), but here it is. Kaboom is without a doubt one of Hero’s most notorious spells, and certainly it is amazing, but it has a number of flaws which earn it this placement.

First off, Kaboom’s kill power is a bit overstated. With proper DI (down and away) you can survive into the early hundreds; still great, but dying in the 60s should never happen. And that’s not to mention the sourspot, which should not kill until over 150.

Kaboom’s ledgetrapping is also pretty fake, a situation where I see players die very frequently. There is always getup timing to evade the explosion.

Lastly, Kaboom in neutral leaves a lot to be desired. For its massive MP cost (37, more than Kafrizz), it actually doesn’t hit opponents as often as one would expect. Its speed is pretty good, but players experienced against Hero will usually shield it if grounded, and if airborne the 17 frames it takes to go off is usually enough to land and shield (inexperienced players will often panic airdodge, which typically lets Kaboom connect).

Kaboom is, of course, still very good. It destroys players who don’t know how to fight Hero, which has value in itself. It also can checkmate (mostly weaker recovery characters) offstage. At the end of the day, it’s one of Hero’s better menu spells; it’s not Magic Burst, where public perception is miles from reality. Its expected reward per MP is simply not as high as is generally believed.

Fun fact: With Acceleratle, Kaboom’s high hitlag enables it to combo effectively, including into moves like Dair and Kafrizz. This is niche, but it can steal very early stocks.

Snooze

8AM online class

Snooze is one of the less respected moves in menu, but nonetheless one of the best (the second best projectile, in fact). At point-blank range, it has high and consistent reward, sleeping grounded opponents long enough for substantial forward smash charge (or a fancier combo at low percents, if you’re confident). Aerial opponents caught at low percent may be able to escape by drifting while asleep, but once opponents reach proper forward smash kill percents, there is almost invariably enough time to chase for the stock.

At some distance, Snooze maintains its value. Despite its slow travel speed (taking 50 frames to reach its farthest distance, Snooze is an effective trade against moderately laggy projectiles and disjointed attacks thanks to its transcendence. While the other projectiles will typically beat mild disjoints thanks to their splash hitboxes, Snooze is by far the best menu option for beating opposing attempts to disrupt Hero with a thrown projectile.

Snooze obviously has some drawbacks; slow speed unsurprisingly renders it unworkable as a traditional projectile, which is a major drawback. Trading rather than outright beating moves is also not always what you want (although given the number of combo projectiles in Ultimate, denying the opponent a follow-up is usually good value). Its size also leaves something to be desired (although it grows as it travels). Finally, particularly at long range, very good mashers can sometimes escape stronger follow-ups. Regardless, Snooze’s huge reward (near always the earliest kill percent of any projectile) and applicability as an anti-zoning spell earn it this high placement.

Fun fact: Snooze, like most disables in Smash, sleeps for longer if Hero is behind and shorter if he is ahead. However, this difference is relatively slim, amounting to a few extra button mashes at most.

Kacrackle Slash

kacrackle slash ufd
nudges shower handle slightly to the right

The first of the the two “proper” slashes, Kacrackle Slash provides amazing melee coverage and the rare freeze effect. Flame Slash has identical hitboxes; the difference in placements comes from the reward gap of the two moves.

Both Flame and Kacrackle Slash cover a large area in front of Hero more quickly than any of his projectiles. Notably, this area includes slightly above Hero (including on some platforms), although the vertical remains one of menu’s big weaknesses. This melee coverage is also very safe (including enormous shield pushback, few characters have a reliable punish), and importantly costs 11–12 MP, meaning just throwing slashes out at nearby opponents is totally feasible.

Compared to Flame Slash, Kacrackle Slash does less damage and will almost never kill outright unless 2-framing a high percent opponent or a bad masher. Instead, its reward comes from its freeze follow-ups, which are far more complicated. Note that a tipper Kacrackle hit freezes for noticeably less time, which makes some follow-ups inconsistent. In no particular order:

  1. Just hitting the ice block deals half damage (which still usually leads to more damage than Flame Slash), but restores full MP, typically more than refunding the 11MP cost.
  2. Calling out the opponent’s timing for leaving the ice (usually more luck than skill, to be honest) can get a kill (easier with active multihits). This is usually a last resort, or a side benefit from mashing on an ice block for damage at low percent.
  3. Mashing jump on top of a falling ice block guarantees a footstool, which is useful for gimping opponents hit on or near ledge.
  4. Whack and Thwack can kill frozen opponents, subject to normal odds. Requires luck in both a Th/wack roll and a kill roll. Still one of the better options at mid percents or after a late percent tipper hit.
  5. Like other freeze moves, hitting a Kacrackle Slash-ed enemy with a fire attack can thaw them, removing the ice. This requires the freeze move connecting at specific percents (most importantly, an unbuffed sweetspot Kacrackle Slash connecting at 72 enables a thaw). Hero is one of the few characters capable of using this to his advantage, with two strong multihit flame moves to hit an opponent immediately on thaw. These moves are Kafrizz (which requires charge and has a high MP cost) and Sizzle (which requires a lucky roll). This is the most reliable reward Kacrackle Slash can provide, but its luck or resource dependence makes it frequently impossible.

Kacrackle Slash has the potential to kill earlier than Flame Slash, and typically provides more damage and MP. However, its inconsistency and multiple conditions for a kill hold it back. Nevertheless, Kacrackle Slash is absolutely not strictly inferior to Flame Slash, and remains a vital menu spell.

Fun fact: For unknown reasons, buffs affect thaw percents irregularly. Oomph reduces both sweet and sourspot thaw percents to zero, while Psyche Up reduces sweetspot percent to zero but sourspot percent to ~106. (By the way, unbuffed sourspot thaw % is 173).

Flame Slash

flame slash ufd
back air

Flame Slash is Kacrackle Slash’s no-frills sibling. Where Kacrackle requires a five-paragraph essay to explain, Flame Slash is simply a big, strong collection of hitboxes. Most of its properties, like safety, cheapness, and coverage are the same; once again, the reward is where the moves differ.

Flame Slash has identical hitboxes to Kacrackle Slash, but instead of freezing they deal massive damage and knockback. The sweetspot kills on ledge as early as 70% with good DI, while the sourspot has unfortunately much weaker knockback and angle but still packs a punch, taking stocks on ledge at ~100%. This alone provides more consistent reward compared to Kacrackle Slash, which can often fail to guarantee a kill even into the late hundreds.

The true breakpoint, however, lies in how much more Flame Slash benefits from buffs compared to Kacrackle Slash. Oomph Flame Slash deals immense damage (nearly 45%) without sacrificing kill power, but the true star is Psyche Up Flame Slash, which allows the sweetspot to kill in the 40s and even the sourspot to kill sub 90. More importantly, and the final point to the side of Flame Slash, is the fact that Psyche Up sweetspot Flame Slash breaks a shield in one go (sourspot requires both buffs).

Flame Slash’s consistent reliability, huge coverage, and massive increase in threat level with buffs (something few other menu spells benefit from) place it over its sibling Kacrackle Slash, and over almost every other offensive spell. Only one remains.

Fun fact: Flame Slash’s sourspot has a 0.5x hitlag modifier, which in combination with its amazing startup makes it nearly impossible to reactively DI. (Kacrackle Slash also has this, but DIing Kacrackle Slash wrong won’t kill you at hilarious percents.) This, in combination with the sourspot’s more vertical angle, means kills off the top are not uncommon.

Sizzle

vernias joker about to die to ixoth hero’s sizzle cast at smash con 2022
He died

Sizzle is one of the most unassuming spells in the menu, so most may not expect it to be the best offensive cast Hero has access to. But in my opinion, Sizzle may well be the best projectile in the game; as an on-demand move, it would be an over-centralizing abomination capable of single-handedly dominating neutral and advantage. Even confined to Command Selection, it remains amazingly powerful and useful. Its 20MP cost means it isn’t completely spammable, but often its mere presence is enough.

Sizzle’s primary asset is its insane speed, one of the highest among all projectiles (in fact, Sizzle travels faster than Fox’s blaster). With its frame 6 startup included, the shot reaches its final point (about 2/3 of Final Destination) in a mere 17 frames, faster than most humans are able to react. This means opening the menu instantly threatens a huge space directly in front of Hero, as the opponent needs to behave as if Sizzle is a threat (due to the Hero’s reading advantage) or else risk an unreactable strike.

Sizzle’s speed is incredible, but its power is also nothing to scoff at. The move deals a whopping 25% base damage (3% projectile + 22% splash) with no sourspot. Its kill power is also excellent, being able to take stocks rageless at 110 on ledge. Even better, its lightning speed makes it great for offstage snipes, letting it claim stocks even earlier (see attached image).

These traits make Sizzle a constantly threatening menu spell, and let it strike fear into the hearts of even those experienced against Hero. My local scene has nicknamed me “the Sizzler” thanks to my abuse (and endorsement) of this move, and it’s a title I wholeheartedly embrace.

Fun fact: Although it has a 1.3x hitlag modifier, Sizzle’s speed sadly makes it largely unsuitable as a combo move. However, at low percent a point-blank Sizzle can easily combo into a dash jab or dash grab for some additional damage and an MP refund.

Bounce

zoners hate him bounce meme
purple circle means “no projectile” (many struggle with this concept)

Now that we’re out of offensive spells, only buffs remain (and one other spell; do you know which one it is?). While much of the consternation regarding Command Selection centers on the powerful damaging moves (understandably), most Hero mains agree the buffs are where much of down special’s true power lies. Hero’s constant ability to greatly improve himself creates an intricate and powerful neutral that few characters can replicate. And it doesn’t hurt the case of the buffs that all of them have pretty insane effects.

Bounce is one of these insane effects. A full-body reflector which is PASSIVELY ACTIVE is something no other character has access to. This move by itself alters matchups, and is a major factor in Hero’s generally favorable spread against zoners like Duck Hunt and Villager. Even against other characters who depend less on projectiles, Bounce simplifies neutral and forces alterations in playstyle which can easily throw off inexperienced players.

The problem with Bounce is pretty obvious: not every character has a projectile. Against e.g. Ike or Donkey Kong, Bounce is completely worthless, and seeing it in menu is a lost slot. This means the value of Bounce is 100% dependent on matchup, a degree seen in few other moves.

Bounce has a few other issues. It lasts a solid 12 seconds, but after expiring its frequency in menu is multiplied by 0.2x for another 12, meaning chaining Bounce is rare. In addition, characters with strong harassment tools like Mega Man or Falco can make it difficult to pull up menu for Bounce in the first place. Finally, Bounce reduces the chances of other spells while active: Kaclang and Heal by 0.8x, and Acceleratle and Oomph by 0.5x (generally considered a relevant disadvantage).

Due to its downsides and matchup dependence, Bounce comes in as the worst of the buffs on average; however, it remains one of the best spells in the menu.

Fun fact: Bounce is not active immediately; on cast it has a 6 frame startup (same as other buffs), and like other menu spells if interrupted the MP is lost for no benefit. However, 6 frames is fast enough to use it as a traditional reflector to punish opponents throwing projectiles at a menuing Hero.

Oomph

Sorry no image this move is too basic

If you want incontrovertible proof of loss aversion bias, look no farther than the average Hero main’s opinion on Oomph. A disturbing quantity of Hero mains will tell you Oomph is mediocre (or even bad) thanks to its incoming damage multiplier. Oomph makes you take 1.2x times damage from every attack, which is non-negligible in the long run; let’s say you foolishly pull Oomph at zero percent, then get put in a 50% combo. You’re taking an extra 10%, which is pretty bad, especially given you paid 16MP for the privilege. Now, that sounds pretty reasonable…

Except Oomph is a ONE POINT SIX times damage multiplier! Landing a single back air (14*1.2*0.6 = 10.08) will instantly put you ahead, and this is in a highly contrived scenario (how often do you actually eat a whole 50% combo?). It’s not completely impossible to suffer a drought for the whole 12 seconds of the buff, but the ratio is massively in Hero’s favor.

That’s not even to mention the other benefits of Oomph. Its massive damage increase makes all your moves significantly safer on block, and lets those same safe moves take huge chunks out of shield each time; especially in combination with Psyche Up, Hero becomes a shieldbreaking monster. Oomph also provides a 1.1x knockback multipler (same as max rage), which does unfortunately mess up some low percent combos (ironically losing you damage), though it creates new ones as well. However, the knockback multiplier is still fantastic, helping to put the opponent in disadvantage easier (where Oomph’s risk reward is even more skewed) and assisting in earning kills when the opportunity arises.

Is this a bit unfair to Hero mains? Perhaps, and their heuristics aren’t necessarily terrible. Ignoring Oomph at zero when you can eat a long combo which will also cost much of the duration is understandable, and casting Oomph in disadvantage (e.g. offstage) can be unwise. But it’s folly to ignore the largest unconditional damage multiplier in the game, and Oomph is an insane tool for both making comebacks and solidifying leads, one which many characters would kill to have access to.

Fun fact: Oomph affects only physical attacks, like several other damage multipliers (e.g. Buster, Revenge, Psyche Up). This property affects the Zap series irregularly, as hits consist of both the initial physical attack and a triggered non-physical hit, resulting in all three stages receiving much less than the full 1.6x damage multiplier.

Psyche Up

psyche up ufd
Smash art but it doesn’t time out. Also it lets you break shields, for some reason

Sometimes said to be “Hero’s most important spell,” Psyche Up is a move with one function: to ensure the opponent dies, and that they die quickly. While Hero certainly possesses respectable kill power on his own, PU brings it to near-absurdity, making Hero one of the best characters in the game at sealing stocks. Oh, and it also massively empowers his shieldbreaking ability, because why not?

Psyche Up’s primary benefit comes from its 1.2x knockback multiplier. This seemingly small number is anything but; if you’ve ever played a battle with a higher launch rate, you know the vibes. This multiplier drastically drops kill percents on all of Hero’s moves, most by double digits and some by truly insane numbers (up throw kills over 60% earlier). Critically, Psyche Up lasts until a move connects with a hurtbox; while it can be lost to shields, the lack of a downside to Psyche Up means there’s no reason not to hold on to it until the perfect opportunity arises, and gaining a lethal up throw means shield isn’t truly safe either. Psyche Up is responsible for a huge fraction of Hero’s kills, and when stocks get too crusty it’s almost always there to bail Hero out.

Psyche Up does have another side benefit of note. Besides the knockback increase, PU provides a 1.2x damage multipler and a 1.65x shield damage multiplier. This creates a few notable break setups, most common among them slightly charged forward smash and the previously mentioned Flame Slash sweetspot. And of course, PU stacks damage with Oomph, letting many of Hero’s moves break shield in one go. In this way, Psyche Up earns Hero even more kills, as he is of course no stranger to converting shieldbreaks into stocks.

Psyche Up’s power is undeniable; however, its general weakness against shields in most situations and limited applicability at low percents prevent it from earning a top spot. Still, pulling it at any time is rarely a poor decision thanks to its lack of a drawback, even if it just earns you a bit more damage and a better advantage state.

Fun fact: Casting Psyche Up in the air completely halts Hero’s horizontal momentum until the animation concludes, which in combination with its long (45f) cast time makes use offstage a risky decision…which almost every Hero makes anyway.

Acceleratle

Every multiplier Acceleratle gives

I put the fun fact here because I want to transition into the last spell better: Casting Acceleratle in the air doesn’t halt Hero like Psyche Up, but it doesn’t give you all the new air drift you should have either. Sadly, it still increases your fall speed immediately, making you plummet like a rock; casting Accel offstage without a jump is usually death.

It’s difficult to be thorough with Acceleratle due to how much it does for Hero. Just in case anyone ever doubted, character stats matter a hell of a lot. For 10 seconds, Hero may very well be the best character in the game. His neutral is oppressive, his advantage is imprisoning, his edgeguarding is absurd, his disadvantage is gone, his punish game is infinite…

With Acceleratle, Hero often feels like he’s only bounded by human error. Casting it is basically never a bad idea; while it does have a downside (1.1x knockback taken), Hero’s massively increased evasiveness essentially negates it. And what’s left is incredible. The increased airspeed makes Hero unjuggleable and lets him practically teleport off ledge, while at the same time letting him keep his opponents stuck when it’s their turn. His burst range in neutral becomes huge, both on the ground and in the air. And landing a single grab or nair can lead to a brutal combo which deals 50 or death.

Acceleratle’s potential is insane, but even in practice I regret picking it once in a blue moon. Being fast (to say the least) is simply too good. At the end of the day, however, Acceleratle is also hard (to say the least). And if you ask me who comes out on top between the insane skill ceiling, unmastered Acceleratle and the probably most braindead spell in the entire menu, well…I think the pick is obvious.

Zoom

leffen questioning why zoom is more common near the blastzone and m2k saying “to prevent him from dying”
Protobanham stopped playing solo Lucina entirely because of Zoom. True story!

Offstage and the ledge are often touted as some of the most interesting and unique parts about competitive Smash Bros. Interactions offstage are far more dangerous for both players, in a situation with no parallel in traditional fighters. Ledgetrapping, on the other hand, can be seen as somewhat analogous to the corner, but its dynamics are still clearly very different while still maintaining complexity.

Each Smash game has placed varying levels of emphasis on each, but in Ultimate both are quite prevalent. While edgeguarding is admittedly often seen as a bit character specific (but strong when it’s present), ledgetrapping is a major way most characters find stocks, and effective ledgetrapping is commonly seen as a hallmark of a top player. Being stuck on ledge is a nightmare scenario for many players, and most characters are unable to freely escape ledge pressure. Undoubtedly, offstage and ledge interactions are often deciding in games and sets.

None of these things matter to Hero.

Zoom is such a constant that it’s easy to take for granted; it’s probably the most cast menu spell in most matches, to the point that it tends to get accepted as “just the way it is” by both Hero players and their opponents. But it’s a ridiculous move no matter how you slice it. Zoom wins games, Zoom wins sets. Skipping one of the most important phases of the game is core to Hero’s identity.

Is all this a bit of an exaggeration? Sure; it’s not like Zoom has no weaknesses at all. Obviously, you need to get it first. Fortunately it’s pretty common offstage, but every now and then you pull three menus, roll the >10% chance, and lose (ask me how I know). Even when you’re unlucky Hero’s recovery is typically good enough to make it back safely, but then you at least are getting ledgetrapped (like the plebeian characters, god forbid). On average, though, Hero is still skipping something like 80% of ledgetraps/edgeguards. And crucially, even when Hero gets ledgetrapped, as long as it isn’t lethal he can simply roll for Zoom again, meaning looping ledgetraps on Hero is essentially impossible.

There are a few other disadvantages to note. If the Hero is exceptionally unlucky, there’s always the chance he lands on a prepared opponent; he can avoid this by jumping out of the descent, but then a juggle is possible. This is not a huge concern in general due to its rarity, but it is always a potential loss condition, if one which is never technically guaranteed.

Zoom’s also got a bit of a startup to it, especially since you have to read it first. This lets fast characters hit Hero before he takes off, meaning he isn’t truly immune to edgeguards even with good luck. This is probably Zoom’s biggest weakness, but most characters cannot exploit it, and even those that can typically need to commit a bit to hit a Hero staying deep offstage, which Hero can counterplay.

Obviously, despite these downsides, Zoom is completely insane. In my eyes it’s clearly the best Command Selection spell, and one of the best moves in the entire game (not that it’s exactly comparable to normal moves, but hey). I owe plenty of my “success” as a Hero main to it, as do all Heros (we are very carried, if this list hasn’t made it clear enough).

The End

menu spell tier list, as described in the post
Good move, 7/10 or so

That’s the whole tier list, all explained to the best of my ability. Do you agree with the whole thing? Disagree with a couple spells? Think you’re not qualified to speak? Filled with a burning rage towards me?

Leave a comment! Subscribe! Come up to me IRL and call me stupid! Follow my start.gg to see if I flop at Smash Con again (thus proving me wrong, of course)!

Also, if you read this far (and want to read more), let me know what you’d like to see next. A regular Hero moves tier list is coming soon (Valve time) no matter if anyone asks for it or not, but I’ve got other ideas too, and if anybody’s got something in particular they’d like to see I’d be happy to oblige.

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