His up-, side-, and neutral-B attacks can all be charged up to three levels, which is a fun way to incorporate the tiered spells of Dragon Quest. It’s a mechanically crucial and thematically appropriate balancing mechanic that allows Hero to have these superpowered moves while keeping them in check and also feeling true to the Dragon Quest universe. If you run out of MP, you must either wait for it to replenish very slowly over time or land regular hits to regain about one MP for every percent of damage he deals. ![]() First off, they’re all governed by an MP meter, with every move having its own MP cost. While his normal attacks are a bit underwhelming and familiar thanks to those similarities, things really get interesting when it comes to his specials. ![]() There’s a little bit of Ike and Shulk in his wide-sweeping and powerful arching aerials a lot of Link in his projectile-nullifying shield, dash attack, and dual side-hitting down-smash along with a touch of several other Fire Emblem characters in his upward-stabbing up-smash and chargeable lighting and fire projectiles, a la Robin. ![]() On the surface, Hero seems like a hodgepodge of other swordsmen characters.
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