Hero

The Hero is a playable character in the upcoming PlayStation All-Stars sequel.

Gameplay
The Hero has four different forms with each having five palette swaps for each form, bringing the available palette swap total to 20. The Hero is equipped with a sword and shield, plus it has the MP meter beneath its icon while a match is in play. The Hero can perform a variant variety of magic attacks for its down special, in which each move consumes the MP meter. If there is not enough MP, the move cannot take effect. As time passes, and if the Hero attacks an opponent, the MP meter will slowly refill, and can be at the maximum of 100.

Weak attack

 * X - Sword swing
 * X, x - Double sword swing
 * X, X, X - Double sword swing and forward stab
 * X, X, X at a fast pace - Double sword swing and multiple stabs

Side attack

 * X left or right - Overhand sword swing
 * X up - Upward sword swing
 * X down - Ground sword swing

Power attack

 * X & tapping left or right - Strong overhand sword strike (has a chance of a critical hit)
 * X & tapping up - Double upward sword swings
 * X & tapping down - Double ground sword sweeping

Dash attack

 * Running & X - Running overhand sword strike

Aerial attack

 * Jumping & X - Simple boot
 * Jumping & X forward - Double slash with spin
 * Jumping & X back - Backward slash
 * Jumping & X up - Upward sword stab
 * Jumping & X down - Downward sword stab

Throwing moves

 * Square & forward - Forward kick
 * Square & back - Backward kick
 * Square & Up - Upward sword strike
 * Square & down - Ground pin

Special moves

 * O - Frizz / Frizzle / Kafrizz (Charges up and releases a fireball. The longer charged, the stronger the power, but consumes more of the MP meter. When fully charged, it can be reserved to attack at full power later.)
 * O left or right - Zap / Zapple / Kazap (Holding the O button charges up the attack. The longer held, the stronger the attack, but it consumes more of the MP meter.)
 * O up - Rapid spin (Similar to the spin attack Link uses in the Super Smash Bros. games. If used of the ground, holding the button charges up the attack to do more damage. If used in the air, the sword angles before delivering one last swipe.)
 * O down - Command selection (see below)

Command selection moves
When using the down special, the Hero has a roster of different techniques. When the roster appears, use the left circle pad to scroll through the moveset and press X to confirm the selection. Four moves will appear on the roster every time this move is used. Each move will consume a set amount of MP on the meter. Listed below are the command selection moves.


 * Sizz - A flame projectile travels forward. The projectile spreads out momentarily after it hits a target, which can also harm bystanders. Lacks KO potential onstage, but can KO opponents offstage.
 * Sizzle - A flame projectile travels forward quickly. The projectile spreads out momentarily after it hits a target, which can also harm bystanders. Deals high damage for its speed. Deals decent knockback, KOing around 100% near the ledge.
 * Bang - A small explosive flame projectile travels forward. Explodes with a small radius on contact with opponents, or after a set distance. Deals decent knockback, KOing vertically starting at around 130%.
 * Kaboom - A projectile that explodes with a large radius after a certain distance, or on contact with opponents. The instant before the explosion pulls opponents in if they're close enough. Possesses high knockback and a very large explosion hitbox, KOing around 85% vertically.
 * Snooze - A forward-moving projectile that sends opponents to sleep if it connects and can pass through multiple opponents; however, it can be blocked. The projectile puts opponents to sleep for longer at close range, but gets larger at further ranges. Snooze can affect aerial opponents, which can KO offstage opponents should they be too far to maneuver towards the stage. However, opponents in the air are put to sleep for a much shorter amount of time; the clean aerial hitbox puts opponents to sleep for less time than the latest grounded hitbox.
 * Flame Slash - A quick slash with the sword cloaked in flame. Deals considerable damage and knockback, and has huge range in front of the user; however, only hitting with the blade itself grants high KO rate.
 * Kacrackle Slash - A quick slash with the sword cloaked in ice. Freezes opponents; the blade freezes for considerably longer, having a 2× multiplier to frames frozen.
 * Hatchet Man - A forceful downward slash which resembles his forward smash. Has considerable start-up, but possesses very high damage and knockback, making it capable of KOing considerably early, and much earlier at the ledge. It can also instantaneously break the opponent's shield, even if it was full.
 * Whack - The user swings its hand forward, sending out a slow-moving dark purple projectile. Has a chance to instantly KO the opponent, with a higher chance for it to occur the more damage the opponent has. Deals little damage and no knockback. It can be deflected and will move at an angle.
 * Thwack - The user swings its hand forward, and a large dark purple spark appears directly in front of it. Has a chance to instantly KO the opponent, with a higher chance for it to occur the more damage the opponent has. It has a very large hitbox, and a windbox around it which pulls nearby opponents in; however, it also has considerable startup lag. It deals only 3% damage and little knockback, and can be deflected, absorbed, and shielded.
 * Magic Burst - This one consumes the remaining amount of MP. Depending on how much MP there is left, the explosion has a wider radius and more knockback rate. Additionally, the move is blockable, with each hit having slightly reduced shield damage. Finally, projectiles are able to cancel the move regardless, as well as the user being attacked within the beginning of the move.
 * Psyche Up - Increases power of the user's next attack. Projectiles are not affected by Psyche Up. Boosts the power of the the user's throws as well, making them very powerful, especially the Hero's up throw and his forward throw when used near the ledge. When grabbing opponents, be aware that pummeling counts as an attack and will use up Psyche Up.
 * Oomph - Increases the user's attack power by 1.6× and his knockback by 1.1× for 10 seconds. However, it also takes 1.2× more damage, and Oomph won't affect projectiles.
 * Acceleratle - Increases the user's movement speed by a significant amount for 10 seconds, but also increases its launch rate by 1.1×.
 * Bounce - Casts a lingering spell that deflects projectiles for 12 seconds.
 * Heal - Reduces the user's damage meter by 11%. Heals 11 H.P. in Stamina Mode.
 * Zoom - Allows the user to jump very high, perfect for recovery when knocked off the stage.

Super moves

 * Triangle - Gigaslash (Summons the other seven Dragon Quest heroes who are not playable, charging the Hero's sword with bolts of electricity, before the playable Hero unleashes a powerful attack.)