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Frizz / Frizzle / Kafrizz: Difference between revisions

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==Overview==
==Overview==
The move functions like an auto-[[charge]] special, although Hero will retain the charge after shielding or rolling. The lowest charge unleashes Frizz (costing 6 MP), a small fireball. Charging it up further will make it become '''Frizzle''' ({{ja|メラミ|Merami}}, ''Merami'') (16 MP) and '''Kafrizz''' ({{ja|メラゾーマ|Merazōma}}, ''Merazoma'') (36 MP), each stronger than the last. If the move is fully charged, but the Hero doesn't have enough MP, the move will fail to activate, though the charge will not be lost.
The move functions like an auto-[[charge]] special, which cycles between three types of [[projectile]]s 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. The charge level 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.
 
The first use of Frizz/Frizzle in the air will cause the Hero to hover slightly. An aerial Kafrizz will cause the Hero to hover slightly and get pushed back slightly.
The charge levels are as follows:
*'''Frizz''' costs 6 MP and is unleashed with little or no charging. It fires a small, weak fireball forward that travels half the distance of [[Final Destination]]). It travels rather slowly, has almost no KO potential, and deals less damage after it travels half its maximum distance (9% close, 6% far). However, it has a fast startup.
*'''Frizzle''' ({{ja|メラミ|Merami}}, ''Merami'') costs 16 MP and is unleashed after some charging, denoted by the Hero's hand flashing. It fires two intertwined fireballs that travel faster and further than Frizz, and also does not lose speed while traveling. Unlike most projectiles, each fireball counts as a separate projectile, both dealing 9% (18% if both connect). Deals good horizontal knockback, allowing it to KO.
*'''Kafrizz''' ({{ja|メラゾーマ|Merazōma}}, ''Merazoma'') costs 36 MP and is unleashed after a full charge. It is a large sphere of flames that explodes upon connecting with an opponent, dealing multiple hits and high damage (31%). It picks up speed after it is initially fired and deals excellent knockback, allowing it to KO as early as 60% near the edge of Final Destination. If the fireball hits a wall, it will explode as well, allowing it to be used for [[edgeguarding]].


==Origin==
==Origin==

Revision as of 09:12, October 8, 2019

Frizz/Frizzle/Kafrizz
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Luminary using Frizz, Frizzle, and Kafrizz.
User Hero
Universe Dragon Quest
Article on Dragon Quest Wiki Frizz
Unleashes fireballs that grow stronger the longer you charge them. You can store the charge by shielding while charging.
—Description from Ultimate's Move List

Frizz (メラ, Mera) is the Hero's neutral special move.

Overview

The move functions like an auto-charge special, which cycles 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. The charge level 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.

The first use of Frizz/Frizzle in the air will cause the Hero to hover slightly. An aerial Kafrizz will cause the Hero to hover slightly and get pushed back slightly.

The charge levels are as follows:

  • Frizz costs 6 MP and is unleashed with little or no charging. It fires a small, weak fireball forward that travels half the distance of Final Destination). It travels rather slowly, has almost no KO potential, and deals less damage after it travels half its maximum distance (9% close, 6% far). However, it has a fast startup.
  • Frizzle (メラミ, Merami) costs 16 MP and is unleashed after some charging, denoted by the Hero's hand flashing. It fires two intertwined fireballs that travel faster and further than Frizz, and also does not lose speed while traveling. Unlike most projectiles, each fireball counts as a separate projectile, both dealing 9% (18% if both connect). Deals good horizontal knockback, allowing it to KO.
  • Kafrizz (メラゾーマ, Merazoma) costs 36 MP and is unleashed after a full charge. It is a large sphere of flames that explodes upon connecting with an opponent, dealing multiple hits and high damage (31%). It picks up speed after it is initially fired and deals excellent knockback, allowing it to KO as early as 60% near the edge of Final Destination. If the fireball hits a wall, it will explode as well, allowing it to be used for edgeguarding.

Origin

The Hero using Frizz in the Super Famicom version of Dragon Quest III

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.

Gallery

Trivia

  • Kafrizz and Zapple are the only spells Hero has that originated from a Dragon Quest spin-off, that being Dragon Quest Monsters: Joker.
  • According to the Dragon Quest XI S launch livestream, Sakurai had difficulty coming up with how to separate the three different version of Frizz to the point where he had to look up how they worked in the original game.[1]

References