Woosh / Swoosh / Kaswoosh: Difference between revisions
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==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. 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 {{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). | 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). | ||
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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, making it a decent emergency recovery option when low on MP. 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== |