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Frizz / Frizzle / Kafrizz

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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, 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 (メラミ, Merami) (16 MP) and Kafrizz (メラゾーマ, 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.

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 how to separate the three different version of Frizz to the point he had to look up how they worked in the original game.[1].

References