Woosh / Swoosh / Kaswoosh: Difference between revisions
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{{ArticleIcons|ultimate=y}} | {{ArticleIcons|ultimate=y}} | ||
{{Infobox Special Move | {{Infobox Special Move | ||
|name=Woosh/Swoosh/Kaswoosh | |name=Woosh/Swoosh/Kaswoosh | ||
|image={{tabber|title1=Woosh| | |image={{tabber|title1=Woosh|content1=[[File:Hero Up B SSBU.gif|300px]]|title2=Swoosh|content2=[[File:Hero Up B 2 SSBU.gif|300px]]|title3=Kaswoosh|content3=[[File:Hero Up B 3 SSBU.gif|300px]]}} | ||
|caption=Hero using Woosh, Swoosh, and Kaswoosh | |caption=Hero using Woosh, Swoosh, and Kaswoosh | ||
|user=[[Hero]] | |user=[[Hero]] | ||
|universe={{uv|Dragon Quest}} | |universe={{uv|Dragon Quest}} | ||
|interwiki= | |interwiki= | ||
|interwikiname= | |interwikiname= | ||
|interwikipage= | |interwikipage= | ||
}} | }} | ||
'''Woosh''' ({{ja|バギ|Bagi}}, ''Bagi'') is [[Hero]]'s [[up special move]]. | |||
'''Woosh''' ({{ja|バギ|Bagi}}, ''Bagi'') is | |||
==Overview== | ==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 | 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. During the charge period, Hero will momentarily stall in midair. The Woosh spells grant excellent vertical distance, especially when charged, but offer no protection against edgeguards; combined with the Hero's lackluster [[air speed]], Hero's recovery moves are generally most effective when near and 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 {{SSBU|Robin}}'s [[Elwind]] when depleted). This also occurs if Hero tries using a higher level of charge without enough MP (eg. | Hero will become [[helpless]] after every use of the move. The Woosh spells can also fail if he has insufficient MP, which generates no tornadoes and only grants him a slight upward lift (much like {{SSBU|Robin}}'s [[Elwind]] when depleted). This also occurs if Hero tries using a higher level of charge without enough MP (eg. attempting 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. | 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: | 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%). | *'''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, making it a decent emergency recovery option when low on MP. While it has passable recovery distance, it is also surprisingly effective [[out of shield]] due to it coming out at frame 7 while having a decent hitbox size, though it will never KO on its own due to it having [[set knockback]] and low damage (7%). Regardless, Woosh gives Hero a much-needed "get-off-me" option due to the sluggishness of his moveset. | ||
*'''Swoosh''' ({{ja|バギマ|Bagima}}, ''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 | *'''Swoosh''' ({{ja|バギマ|Bagima}}, ''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 (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''' ({{ja|バギクロス|Bagikurosu}}, ''Bagicross'') costs 18 MP and is unleashed after a full charge. It generates two tornadoes that spin around each other while launching the Hero | *'''Kaswoosh''' ({{ja|バギクロス|Bagikurosu}}, ''Bagicross'') costs 18 MP and is unleashed after a full charge. It generates two tornadoes that spin around each other while launching the Hero a 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 actually 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 if he is forced to use it to recover. Kaswoosh is particularly dangerous when two Heroes have [[Bounce]] active at the same time, as the Hero who unleashes it first will cause it to reflect multiple times and deal several hundred percent of damage to the other, causing an instant KO or breaking their shield and leaving them [[stun]]ned. | ||
==Instructional quote== | ==Instructional quote== | ||
Line 35: | Line 31: | ||
==Origin== | ==Origin== | ||
[[File: | [[File:DQ11-PS4-Kaswoosh.gif|left|thumb| Serena using Kaswoosh in ''Dragon Quest XI''.]] | ||
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 in the ''Dragon Quest'' series 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 in the ''Dragon Quest'' series with them being learned by their companions instead. Erdrick and the Luminary, however, can use Kaswoosh by using the Sword of Kings as an item. | ||
{{clr}} | {{clr}} | ||
==Gallery== | ==Gallery== | ||
<gallery> | <gallery> | ||
Woosh (DQ2) Origin.gif|Woosh in ''Dragon Quest II''. | |||
Hero Woosh.jpg|Official screenshot of Woosh. | Hero Woosh.jpg|Official screenshot of Woosh. | ||
Hero Swoosh.jpg|Official screenshot of Swoosh. | Hero Swoosh.jpg|Official screenshot of Swoosh. | ||
Hero Kaswoosh.jpg|Official screenshot of Kaswoosh. | Hero Kaswoosh.jpg|Official screenshot of Kaswoosh. | ||
Hero SSBU Skill Preview Up Special.png|Woosh as shown by | Hero SSBU Skill Preview Up Special.png|Woosh as shown by the [[Move List]] in ''Ultimate''. | ||
</gallery> | </gallery> | ||
==Names in other languages== | |||
{{langtable | |||
|ja={{ja|バギ|Bagi}} / {{ja|バギマ|Bagima}} / {{ja|バギクロス|Bagikurosu}}, ''Bagi / Bagima / Bagicross'' | |||
|en=Woosh / Swoosh / Kaswoosh | |||
|fr=Tornade / Supertornade / Mégatornade | |||
|es=Minitornado / Tornado / Megatornado | |||
|de=Säusel / Saus / Braus | |||
|it=Vento / Bufera / Tornado | |||
|nl=Woosh / Swoosh / Kaswoosh | |||
|ru={{rollover|Жух|Zhukh|?}} / {{rollover|Вжух|Vzhukh|?}} / {{rollover|Кавжух|Kavzhukh|?}} | |||
|ko={{rollover|바기|Bagi|?}} / {{rollover|바기마|Bagima|?}} / {{rollover|바기크로스|Bagikeuroseu|?}}, ''Bagi / Bagima / Bagicross'' | |||
|zh_cn={{rollover|巴基|Bājī|?}} / {{rollover|巴基玛|Bājīmǎ|?}} / {{rollover|巴基克罗斯|Bājīkèluósī|?}} | |||
|zh_tw={{rollover|巴基|Bājī|?}} / {{rollover|巴基瑪|Bājīmǎ|?}} / {{rollover|巴基克羅斯|Bājīkèluósī|?}} | |||
}} | |||
==Trivia== | ==Trivia== | ||
*Woosh and | *Woosh, along with [[Robin]]'s [[Elwind]] and neutral infinite, is 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. | ||
{{Special Moves|char=Hero}} | {{Special Moves|char=Hero}} | ||
[[Category:Dragon Quest universe]] | [[Category:Dragon Quest universe]] |
Latest revision as of 12:36, April 24, 2024
Woosh/Swoosh/Kaswoosh | |
---|---|
Hero using Woosh, Swoosh, and Kaswoosh | |
User | Hero |
Universe | Dragon Quest |
Woosh (バギ, Bagi) is Hero's up special move.
Overview[edit]
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. During the charge period, Hero will momentarily stall in midair. The Woosh spells grant excellent vertical distance, especially when charged, but offer no protection against edgeguards; combined with the Hero's lackluster air speed, Hero's recovery moves are generally most effective when near and below the stage.
Hero will become helpless after every use of the move. The Woosh spells can also fail if he has 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. attempting 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, making it a decent emergency recovery option when low on MP. While it has passable recovery distance, it is also surprisingly effective out of shield due to it coming out at frame 7 while having a decent hitbox size, though it will never KO on its own due to it having set knockback and low damage (7%). Regardless, 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 (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 a 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 actually 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 if he is forced to use it to recover. Kaswoosh is particularly dangerous when two Heroes have Bounce active at the same time, as the Hero who unleashes it first will cause it to reflect multiple times and deal several hundred percent of damage to the other, causing an instant KO or breaking their shield and leaving them stunned.
Instructional quote[edit]
Move List | Summons a tornado to lift you upward. The wind will cut through surrounding enemies. You can rise up higher when charged. |
Origin[edit]
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 in the Dragon Quest series with them being learned by their companions instead. Erdrick and the Luminary, however, can use Kaswoosh by using the Sword of Kings as an item.
Gallery[edit]
Woosh as shown by the Move List in Ultimate.