Frizz / Frizzle / Kafrizz
The move functions like an auto-charge special, which switches between three types of projectiles depending on the charge level. A projectile can only be fired if the Hero has enough MP; if not, the move will fail, though no MP will be used.
Uniquely, the move has to be charged from the beginning if the Hero cancels it halfway (though it will retain any charge). The charge level also cannot be lost through a failed use, forcing the player to either wait till they have enough MP to fire the respective charge, or get KO'd. Unlike most other chargeable moves, Hero can drift left or right slightly while charging in the air.
The first use of the move in the air will cause the Hero to hover slightly. An aerial Kafrizz will also push him back slightly.
The charge levels are as follows:
Frizz is a weak offensive spell introduced in Dragon Quest III, depicted as a fireball that attacks enemies. The move only attacks a single target, and is often learned at a low level.
Frizzle and Kafrizz are stronger versions of Frizz that are learned at a higher level. These moves are depicted as larger fireballs, with Frizzle also being introduced in Dragon Quest III, and Kafrizz being introduced in Dragon Quest Monsters: Joker. In Smash, the move is primarily based on the spell's appearance in Dragon Quest XI.
In their home series, Erdrick and Solo can learn Frizz, while the Luminary can learn all three of Frizz, Frizzle, and Kafrizz. Other combinations of access to these spells are new for Ultimate.
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