Super Smash Bros. Ultimate

Woosh / Swoosh / Kaswoosh: Difference between revisions

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(→‎Origin: From what I looked up none of the heroes can learn these air based spells themselves for examples The Luminary cannot learn them but Serena can.)
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==Origin==
==Origin==
[[File:Woosh (DQ2) Origin.gif|left|thumb|The Princess of Moonbrooke using Woosh in the Super Famicon version of ''Dragon Quest II''.]]
[[File:Woosh (DQ2) Origin.gif|left|thumb|The Princess of Moonbrooke using Woosh in the Super Famicon version of ''Dragon Quest II''.]]
The Woosh line of spells made their debut in ''Dragon Quest II''. The spells use the element of wind. Swoosh and Kaswoosh are the stronger variations that are learned at higher levels introduced in ''Dragon Quest III''. In ''Smash'', the moves are mainly based on the ''Dragon Quest XI'' versions. The heroes however cannot learn these moves with them being learned by their companions instead  
The Woosh line of spells made their debut in ''Dragon Quest II''. The spells use the element of wind. Swoosh and Kaswoosh are the stronger variations that are learned at higher levels introduced in ''Dragon Quest III''. In ''Smash'', the moves are mainly based on the ''Dragon Quest XI'' versions. The heroes however cannot learn these moves with them being learned by their companions instead.
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Revision as of 09:30, July 30, 2020


Move.png It has been suggested that this article should be moved to Woosh / Swoosh / Kaswoosh.
The reason given for the move is: consistent with Min Min's up special and the shoto's final smash pages (Discuss)
Woosh/Swoosh/Kaswoosh
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Hero using Woosh, Swoosh, and Kaswoosh
User Hero
Universe Dragon Quest
Article on Dragon Quest Wiki Woosh

Woosh (バギ, Bagi) is the Hero's up special move in Super Smash Bros. Ultimate.

Overview

Much like Zap, this move is a charge special that cannot be stored. It involves the Hero generating small tornadoes to boost himself upwards for recovery. There are three charge levels, each with different MP values and recovery distances. The Woosh spells grant excellent vertical distance especially when charged, but low horizontal recovery; combined with the Hero's already lackluster air speed, this makes it easiest for Hero to recover while below the stage.

Hero will become helpless after every use of the move. The Woosh spells can also fail if he insufficient MP, which generates no tornadoes and only grants him a slight upward lift (much like Robin's Elwind when depleted). This also occurs if Hero tries using a higher level of charge without enough MP (eg. using Kaswoosh with 5 MP).

Though the move is generally used for recovery, the tornadoes themselves can be used for limited combat, as they will stay in place for a short moment after use and launch enemies skywards. However, they are considered projectiles, which can be devastating during recovery if against opponents that possess reflection abilities.

The charge levels are as follows:

  • Woosh costs 5 MP and is unleashed with little or no charging. It is a small, quick tornado that has the fastest startup and lowest MP cost, but the lowest travel distance. While it has passable recovery distance, it is surprisingly effective out of shield due to it coming out at frame 7 while having a decent hitbox size, though it will never KO due to it having set knockback and low damage (7%). Overall, Woosh gives Hero a much needed "get-off-me" option due to the sluggishness of his moveset.
  • Swoosh (バギマ, Bagima) costs 9 MP and is unleashed after some charging. It generates a larger tornado that swirls left and right while launching the Hero upwards. The tornado hits multiple times for a total of 13%. Compared to the other charge levels, Swoosh grants the highest horizontal momentum out of all charge levels (though it is still rather low) and is the most MP-efficient distance wise, making it the best for most situations. Like Woosh, Swoosh is mediocre as an actual KOing move.
  • Kaswoosh (バギクロス, Bagicross) costs 18 MP and is unleashed after a full charge. It generates two tornadoes that spin around each other while launching the Hero an large distance upwards. This version uses the most MP but grants an impressive vertical recovery, allowing the Hero to recover while near the bottom blast line, though its horizontal distance is low. While difficult to use in combat due to its charge time, it is also capable of KOing as the tornadoes deal 19% total and can KO at 155% from center stage. Conversely, Kaswoosh is dangerous against opponents who have reflectors, as a reflected Kaswoosh will harm Hero for 26% and can cause an easy stage spike or KO.

Instructional quote

Super Smash Bros. Ultimate Move List Hero (SSBU) Summons a tornado to lift you upward. The wind will cut through surrounding enemies. You can rise up higher when charged.

Origin

The Princess of Moonbrooke using Woosh in the Super Famicon version of Dragon Quest II.

The Woosh line of spells made their debut in Dragon Quest II. The spells use the element of wind. Swoosh and Kaswoosh are the stronger variations that are learned at higher levels introduced in Dragon Quest III. In Smash, the moves are mainly based on the Dragon Quest XI versions. The heroes however cannot learn these moves with them being learned by their companions instead.

Gallery

Trivia

  • Woosh and its variants are one of the few attacks in the Smash Bros. series that use wind as a method to deal direct damage. Most existing wind-based attacks in the series were either custom moves (like Ike's Tempest custom move for Eruption) or simply push forces.