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:
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.