Wonderwing
Wonderwing | |
---|---|
User | Kazooie |
Universe | Kazooie |
Wonderwing (ワンダーウイング, Wonderwing) is Kazooie's side special move.
Overview
The move involves Kazooie protecting herself with her magic-infused wings as her reoccurring imaginary-friend-force charges forward, in a move that deals large damage and knockback if it connects with an opponent. However, Kazooie can only use the move five times every stock, as represented by five Gold Feathers that are displayed on each use. If used without feathers, Kazooie simply stumbles; if used in the air too close to the ground, she hits the floor in a downed state, which cannot be teched. One feather is spent once the dash initiates; if Kazooie is interrupted in any way during the move's startup, the move is aborted but a feather will not be spent.
From frames 18-53 - as long as its hitboxes are out - Kazooie will gain a special form of invincibility. This invincibility is specially designed to lose to grab trades, through a specific hurtbox on the front. This includes grabbing special moves, meaning moves like Flame Choke and Buster Wolf will beat out Wonderwing every time. In addition, grabbing Kazooie out of the move causes it to only deal 0.25x damage to the grabber [1]. Some Final Smashes that mechanically involve grabs may interact oddly with Wonderwing, such as Dark Pit Staff stopping the move without dealing damage.
Kazooie does not get the full five Gold Feathers to begin a stock in certain situations:
- In Sudden Death and Super Sudden Death, they only get one.
- In stamina battles, the number of feathers is based on the duo's starting HP:
- 150 HP or higher: 5
- 100-149 HP: 4
- 80-99 HP: 3
- 30-79 HP: 2
- 10-29 HP: 1
Instructional quotes
Move List | Uses a golden feather to become invincible and charge forward. Used feathers will not be replenished until you are KO'd. (ignore that weird bear shape next to Kazooie's stock icon) |
Origin
The Wonderwing is a move taught to Kazooie by Bottles in Clanker's Cavern of Kazooie as one of her utility moves begun from a crouch. It renders Kazooie invulnerable to all damage, including fall damage and terrain damage (as long as such terrain is shallow enough to walk in), and kills any enemy on contact in one hit (even undead enemies, which are otherwise indestructible). It can be activated anywhere Kazooie can crouch, but requires a stock of rare Gold Feathers; the move begins by expending one Gold Feather and continues to use one every two seconds. The duo can hold up to 10 Gold Feathers, though Cheato can double this limit. Unlike most moves in the game, it is almost completely optional; its main purpose is for breaking through challenges the player finds too difficult on their own, and it also provides protection from the homing attack used in the final battle, which is an otherwise unavoidable drain on health.
The move returns in Tooie with minimal changes itself, though the ways the game has changed around it makes it less useful. Enemies now run from Kazooie when Wonderwing is active, so it is harder to hit them with it, and as enemies now respawn after a time, it is unlikely to be worth the effort. Most dangerous terrain (but inconsistently, not all) now applies its damage via Dragundas, large creatures that grab Kazooie through the move and spit her out, rather than the move protecting against the terrain itself. Certain crushing hazards (again, inconsistently) also play a cutscene before activating that shuts off the player's controls and thus the use of the move before its protection can be used. The move also provides a faint light that can be enough to skip some dark room puzzles. While it is easier to use due to the game featuring regenerating ammo pickups, it remains very situational, with nothing requiring it aside from a single Jinjo behind a boiling waterfall. Using the NESTKING cheat gives the player infinite Gold Feathers (as well as Red Feathers and Eggs), thus allowing Kazooie to use the Wonderwing indefinitely.
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Trivia
- Wonderwing is one of only two special moves that have a limited use (the other being Hero's Heal spell from his Command Selection), and is the only one that can't be replenished before respawning (as Heal can be replenished if Hero scores a KO).