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*'''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. | *'''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''' ({{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 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. | *'''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 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''' ({{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 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 | *'''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 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== | ==Instructional quote== |
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