YomiHustle/Wizard: Difference between revisions

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{{WIP}}
{{Profile-YH
{{Profile-YH


|charactername=Wizard
|charactername=Wizard


|intro=Wizard is a setup and projectile zoning character. They can use their projectiles to cut off their opponent's options, and then call out a risky option with one of their ranged pokes, or play tricky with air movement to take the opponent by surprise.
|intro=Wizard is a versatile setup character with high mobility and excellent screen control. Their extremely well-rounded suite of projectiles is useful at every stage of gameplay. Wizard boasts some of the most consistent and powerful neutral in the game due to Magic Dart, a homing projectile with incredible aiming freedom that's +1 on block. Flamewave compliments this nicely, acting as a large, unparriable, ground-sweeping hitbox to force opponents to go where you want them to or risk getting mixed. Vile clutch rounds out the team well with its incredibly fast recovery, good + frames, and OTG hitbox, giving Wizard consistent combo conversions and okizeme in just one move. Air mobility through hover and fastfall also makes jumping a great idea, as you're often able to have both a completely safe and a very dangerous option on the same turn versus grounded opponents. Combining this with below-average recovery on most normals and good range on all of them completes Wizard's famously solid midrange game.
 
These strengths shine even brighter with meter, as Wizard's supers are without a doubt the best in the game. Telekinesis presents insane neutral threat with its speed and safety. Spark bomb is an ironclad zoning wall that ignores projectile invulnerability but can also be spent for high combo damage or incredible aggression with the "Spark Install" speed buff that it gives upon detonation. And, of course, Orb is notorious for being an incredibly powerful and general-purpose gameplan. It's capable of spawning 3 new types of projectiles asynchronously as Wizard throws out attacks, and can be moved around as a free action, turning Wizard into a terrifying puppet character until you run out of meter.
 
All of this of course has its costs, however - Wizard is the only character in the game unable to put out a hitbox in 4 frames or faster. While Confusing Touch and a strong roll help counteract this somewhat, close range RPS is still very disadvantaged. Wizard's mobility is also largely tied to the Gravity resource bar, and with it depleted, they become a comically vulnerable sitting duck in the air with only middling ground speed. While their midrange normals are strong, they can often be predictable and susceptible to parry fishing in neutral, forcing odd hard callouts to get their pressure started. And, finally, once you do make it in, Wizard's pressure game can often be awkward, short-lived, or low-reward due to high block pushback, only a single short-ranged guard break, and no oki off of grab.
 
Overall, Wizard is a character with a rich suite of moves, setups, and tech allowing great player expression and playstyle versatility, letting you zone until the clock hits 0 or approach aggressively behind your projectiles.
 
|image=YH_Wizard_Idle1.png
|image=YH_Wizard_Idle1.png
|pros=
*'''Flexible Projectiles''': Magic Dart, Flamewave, and Vile Clutch compliment each other well and can be used at all stages of gameplay.


*'''Mental Stack''': Wizard excels at creating obscure, hard-to-see threats and advantaged positions from neutral using projectiles and fastfall, leading to lots of unexpected hits.


|pros=
*'''Excellent Mobility''': Hover, Fastfall, and movement tech like BHopping make it trivial to end up in the right place at the right time.
*'''Flexible Projectiles''': Flame Wave and Vile Clutch are unparryable area denial tools, while Spark Bomb and Magic Dart can be used to close off options in combination with gust.


*'''Mental Stack''': Wizard can threaten a lot of different spaces at the same time. Trying to find a way to deal with their various setups and projectiles can leave your opponent open to getting hit by an option they should have seen coming.
*'''Strong Okizeme''': Vile Clutch can make some soft knockdowns just as rewarding as a hard knockdown, leading into scary blockstrings with solid chip damage.


*'''Great Air Mobility''': Hover and Fast Fall can be mixed with attacks or other movement options like Missile Form and Double Jump to make your movement highly unpredictable.
*'''Neutral Threat Range''': Long-range harassment with Geyser and mid-range poking with Conjure Weapon and Mana Strike make it hard to stay safe against Wizard.


*'''Chip Damage''': Wizard has a number of tools to lock the opponent into blocking on okizeme, forcing them to take a large amount of chip damage.
*'''Incredible Supers''': While the other 2 supers are great for their uses, orb is a gameplan-in-a-can, significantly enhancing wizard's combos, neutral, advantage, and disadvantage.


*'''Combo Game''': Wizard can often go for high damaging combos that are resistant to DI or sacrifice a bit of damage to make their combos completely burst safe using Orb and other projectiles.
|cons=  
|cons=  
*'''Weak Close Range''': The lack of a 4f jab and no combos off grab leave wizard vulnerable to getting pressured up close.
*'''Weak Close Range''': The lack of a 4f jab and no okizeme off grab leave wizard quite vulnerable to getting pressured up close or snowballed off of meaties.
 
*'''Meter Feeder''': Many of Wizard's projectile options can end up giving the opponent free parries for meter if not used carefully.


*'''Decent Ground Mobility''': Wizard's dash is slower than Ninja's, making them less mobile while on the ground in comparison, however, once they gain momentum, they can maintain it using Hover.
*'''Meter Hungry''': Orb, Wizard's strongest neutral tool, isn't available until you have at least 3 bars of meter, and drains meter constantly while it's out, meaning that getting comboed with it out often means a reset to 0 meter. Other characters also tend to see more immediacy in their meterless or 1-meter gameplans and build it faster than you because they're approaching more often.


*'''Feeds Meter''': A lot of Wizard's projectile options can end up giving the opponent free meter if not used carefully.
*'''No Mix''': Wizard's guard breaks, Conjure Storm and Combustion, are pitifully and short-ranged, and their grab has comparatively low reward on hit.


*'''Meter Hungry''': Orb, arguably Wizard's strongest neutral tool, isn't available until Wizard has at least 3 bars of meter, and drains meter constantly while it's out, meaning you can actually lose meter while you're being comboed.
*'''Gets Neutral Skipped''': Tools that force close-range RPS can often ignore all of wizard's fancy midrange and just guess right at point-blank, stealing games off of sheer probability alone.
}}
}}


==Move List==
=Move List=


===Movement===
==Unique Mechanics==
 
====<font style="visibility:hidden; float:right">Hover & Fall</font>====
{{MoveData
|image=YH_Wizard_Jump.png
|hitbox=YH_Wizard_JumpHB.png
|input=[[Image:YH_Grav_Bar.png]]
|caption=I believe I can flyyyyyy.....
|name=Hover & Fall
|data=
{{AttackData-YH-Mechanic
|description=
* Wizard's unique movement mechanic.
** Toggling hover puts Wizard into a floating state that slows their fall and dampens vertical momentum. Limited only by the hover bar.
** Toggling fall increases Wizard's downward momentum.
* Fundamental to Wizard's air combos.
* Great for prediction mixups.
}}
}}
 
====<font style="visibility:hidden; float:right">Moisture</font>====
{{MoveData
|image=
|hitbox=
|input=[[Image:Geyser_charge.png|48px]]
|caption=locally sourced tears of your enemies
|name=Moisture
|data=
{{AttackData-YH-Mechanic
|description=
* One charge of Moisture is gained every time the wizard lands a hit in neutral or parries, can hold up to three charges.
* Moisture can then be used on Geyser.
}}
}}
 
==Movement==


====<font style="visibility:hidden; float:right">Dash</font>====
====<font style="visibility:hidden; float:right">Dash</font>====
{{MoveData
{{MoveData
|image=YH_Wizard_Dash.png|caption=
|image=YH_Wizard_Dash.png
|caption=
|hitbox=YH_Wizard_DashHB.png
|hitbox=YH_Wizard_DashHB.png
|input=[[Image:YH_Icon_Dash.png]]
|input=[[Image:YH_Icon_Dash.png]]
Line 41: Line 85:
|name=Dash
|name=Dash
|data=
|data=
  {{AttackData-YH
  {{AttackData-YH-Movement
  |version=
  |version=
|startup=
  |firstactionable= 8-15
  |firstactionable= 8-15
|consumesairoption=No
|movementstartsat=2
  |description=
  |description=
* Always interruptible when opponent is able to act.  
* Always interruptible when opponent is able to act.  
* IASA increases as the speed slider is increased.
* IASA increases as the speed slider is increased.
* "auto" toggle will cause Wizard to turn around mid dash to always be dashing towards the opponenet
  }}
  }}
}}
}}
Line 59: Line 105:
|name=Back Dash
|name=Back Dash
|data=
|data=
  {{AttackData-YH
  {{AttackData-YH-Movement
  |version=
  |version=
|startup=
  |firstactionable=9
  |firstactionable=9
|movementstartsat=1
  |description=
  |description=
* Always interruptible when opponent is able to act.  
* Always interruptible when opponent is able to act.  
Line 77: Line 123:
|name=Super Dash
|name=Super Dash
|data=
|data=
  {{AttackData-YH
  {{AttackData-YH-Movement
  |version=
  |version=
|damage=
|startup=
|active=
|guard=
  |firstactionable= 25
  |firstactionable= 25
  |hitstun=
  |movementstartsat=8
  |description=
  |description=
* Interruptible on the opponent's turn.  
* Interruptible on the opponent's turn.  
 
* If interrupted during the "charge up" animation, your next Dash or Backdash gains much more distance, allowing you to approach rapidly or escape more situations than with a normal Backdash.
If interrupted during the "charge up" animation, it will give your next backdash or forward dash much more momentum, which can allow for super fast approaches or backdashes that escape more moves than normal.
  }}
  }}
}}
}}
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|name=Jump
|name=Jump
|data=
|data=
   {{AttackData-YH
   {{AttackData-YH-Movement
  |version=
  |version=
|startup=
  |firstactionable= 8-15
  |firstactionable= 8-15
|movementstartsat=1, 4 (jumping backwards)
|consumesairoption=Yes (if used in air)
  |description=
  |description=
* Short jumps are 8f to act.
* Short jumps are 8f to act.
Line 119: Line 161:
|name=Super Jump
|name=Super Jump
|data=
|data=
   {{AttackData-YH
   {{AttackData-YH-Movement
  |version=
  |version=
  |startup=
  |startup=
  |firstactionable=
  |firstactionable=16
|movementstartsat=7
  |description=
  |description=
*  
* Can only be manually aimed if the opponent is in hitstun.
  }}
  }}
}}
}}


====<font style="visibility:hidden; float:right">Hover & Fall</font>====
==Grounded Normals==
{{MoveData
{{YomiHustleFrameAdvantage}}
|image=YH_Wizard_Jump.png
|hitbox=YH_Wizard_JumpHB.png
|input=[[Image:YH_Icon_Jump.png]]
|caption=
|name=Hover & Fall
|data=
{{AttackData-YH
|description=
Start floating in air or swiftly falling with a press of a button!
* Allows to extend air combos
* Great for messing with opponents predictions
}}
}}
 
===Grounded Normals===
 
====<font style="visibility:hidden; float:right">Tome Slap</font>====
====<font style="visibility:hidden; float:right">Tome Slap</font>====
{{MoveData
{{MoveData
|image=YH_Wizard_TomeSlap.png
|image=YH_Wizard_TomeSlapA.gif
|hitbox=YH_Wizard_TomeSlapHB.png
|hitbox=YH_Wizard_TomeSlapHB.png
|input=[[Image:YH_Icon_Tome_Slap.png]]
|input=[[Image:YH_Icon_Tome_Slap.png]]
|caption=slapslapslapslapslapslap
|caption=Watch. Your. Tome. Boy.
|name=Tome Slap
|name=Tome Slap
|data=
|data=
Line 159: Line 186:
  |active= 3
  |active= 3
  |recovery= 5
  |recovery= 5
|onhit= +21
  |guard= High
  |guard= High
  |firstactionable= 12
  |firstactionable= 12
  |hitstun= 20
  |frameadvantage=17
  |proration= 0
  |proration= 0
|blockadvantage=+1
  |description=  
  |description=  
* Gives forwards momentum on use
* Wizard's fastest grounded normal. Very strong button that sends them a short distance forward.  
Wizard's fastest grounded normal. Can beat some unexpected moves with good spacing and momentum, and is a great combo starter, but is rather risky to use in some matchups, namely Cowboy whose two favorite buttons (Spot Dodge and Pommel) both beat it out.
  }}
  }}
}}
}}
Line 172: Line 198:
====<font style="visibility:hidden; float:right">Mana Strike</font>====
====<font style="visibility:hidden; float:right">Mana Strike</font>====
{{MoveData
{{MoveData
|image=YH_Wizard_ManaStrike.png|caption=
|image=YH_Wizard_ManaStrikeCast.gif
|image2=YH_Wizard_ManaStrikeBurst.gif
|hitbox=YH_Wizard_ManaStrikeHB.png
|hitbox=YH_Wizard_ManaStrikeHB.png
|input=[[Image:YH_Icon_Mana_Strike.png]]
|input=[[Image:YH_Icon_Mana_Strike.png]]
|caption2=socially distant smack
|name=Mana Strike
|name=Mana Strike
|caption=best poke in the game :D
|data=
|data=
  {{AttackData-YH
  {{AttackData-YH
|version=Ground
  |damage= 600
  |damage= 600
  |startup= 6
  |startup= 6
  |active= 1
  |active= 1
|onhit=
  |guard=High
  |guard=High
  |firstactionable= 16
  |firstactionable= 16
  |hitstun= 25
  |frameadvantage=28
  |proration= 1
  |proration= 1
|blockadvantage=+1
|airok=Yes
  |description=
  |description=


* Knockback direction changes based on which side of the opponent the blast hits on (inwards hit is always better)
* Fast aimable poke with deceptively long range, beating anything without [[YomiHustle/Glossary#Armor|armor]] or invulnerability.
Fast poke with medium range, beats everything that lacks priority or high momentum at this range. Can be angled at around 70 or so to trade with Cowboy's Horizontal Slash. Very strong as an air-to-ground when used with fastfall, but can sometimes lose to greedy options like cowboy's Stinger for a devastating punish. Drops your combo on DI down at higher scalings, so if you have a choice between this and something like missile form late in the combo, take the other option.
** Uses a distance slider from 0-100, with a deadzone approximately 150px in front of Wizard.
** Knockback direction changes based on which side the blast hits, with the inward hit typically used for hitconfirms or to extend combos.
* Very strong air-to-ground button when used with Fall, but can lose to slower moves like Cowboy's Stinger due to its recovery.
  }}
  }}
}}
}}
Line 207: Line 236:
  |startup= 7
  |startup= 7
  |active= 13
  |active= 13
|recovery= 10
|onhit=
  |guard=Low
  |guard=Low
  |firstactionable=25
  |firstactionable=25
  |hitstun= 25
  |frameadvantage=26
  |proration= -1
  |proration= -1
|blockadvantage=+1
  |description=
  |description=
* Slow-moving sweep kick affected by Wizard's momentum.
* Very long active frames allows them to set up meaties.
* Low profile from frames 7-25.
* Low profile from frames 7-25.
* Summons lightning when used with orb.
* Summons lightning when used with orb.
Decent range but very slow sweep kick. Very long active frame window can let you meaty with it on getup and still hit if they held on the ground.
* Unable to hit airborne opponents
  }}
  }}
}}
}}
Line 222: Line 252:
====<font style="visibility:hidden; float:right">Conjure Storm</font>====
====<font style="visibility:hidden; float:right">Conjure Storm</font>====
{{MoveData
{{MoveData
|image=YH_Wizard_CStorm1.png|caption=First Hit
|image=YH_Wizard_ConjureStorm.gif
|hitbox=YH_Wizard_CStorm1HB.png
|hitbox=YH_Wizard_CStorm1HB.png
|image2=YH_Wizard_CStorm2.png|caption2=Second Hit
|hitbox2=YH_Wizard_CStorm2HB.png
|hitbox2=YH_Wizard_CStorm2HB.png
|input=[[Image:YH_Icon_Conjure_Storm.png]]
|input=[[Image:YH_Icon_Conjure_Storm.png]]
Line 230: Line 259:
|data=
|data=
  {{AttackData-YH
  {{AttackData-YH
  |damage=900,900
  |damage=600 (close), 900 (far)
  |startup=12,16
  |startup=12, 16
  |active=3,3
  |active=3, 3
  |recovery= 0
  |recovery= 0
  |onhit= +37
  |guard= High (Guardbreak)
  |guard= High
  |guardbreak= Yes
  |firstactionable= 26
  |firstactionable= 26
  |hitstun= 30,39
  |frameadvantage=22 (close), 32 (far), 30 (both)
  |proration= -1
  |proration= -1
|blockadvantage=+2 (close) +4 (far)
  |description=
  |description=
* Wall splats.
* High damage move with -1 proration, covering either side of Wizard. Sends away on hit and keeps opponents grounded.
* Greedy and situational mixup tool that's important to represent because of its insane reward.
* Comically plus on hit with Wizard's best damage-per-hit, as the 2 hits together only scale the combo once. Should be routed into whenever possible.
* Summons lightning when used with orb.
* Summons lightning when used with orb.
A fairly high damaging move with good proration, covers both sides of wizard. Amazing in combos for its damage, corner carry, and property of keeping foes grounded (which removes a lot of variables in accounting for DI). Try to land only the second hit unless it's early on in the combo, as this makes the knockback and hitstun more predictable.
  }}
  }}
}}
}}
Line 248: Line 279:
====<font style="visibility:hidden; float:right">Conjure Weapon</font>====
====<font style="visibility:hidden; float:right">Conjure Weapon</font>====
{{MoveData
{{MoveData
|image=YH_Wizard_ConjureW.png
|image=YH_Wizard_ConjureWeaponA.gif
|hitbox=YH_Wizard_ConjureWeaponHB.png
|hitbox=YH_Wizard_ConjureWeaponHB.png
|input=[[Image:YH_Icon_ConjureWeapon.png]]
|input=[[Image:YH_Icon_ConjureWeapon.png]]
Line 258: Line 289:
  |startup=11
  |startup=11
  |active=3
  |active=3
|recovery= 0
|onhit= +37
  |guard= High
  |guard= High
  |firstactionable=22
  |firstactionable=22
  |hitstun= 20
  |frameadvantage=20
  |proration=
  |blockadvantage=+3
|airok=Yes
  |description=
  |description=
* Projectile immunity and 1 hit of armor starting on frame 7.
* Sends away on hit, and does not cancel into normals, requiring meter to combo off of midscreen.
* Wall splats.
* Typically used in corner combos, but has utility in neutral when combined with Spark Install or Fall.
* Summons swords when used with orb.
* Projectile invulnerable frames 4-14.
Slow armored move used to call out slower attacks and blocks. Really good in wall combos but you've got better routes anywhere else. Its slow startup can actually be helpful, as it gives it a long effective range when used with spark bomb momentum or from very high-up fastfalls.
* [[YomiHustle/Glossary#Armor|Armored]] frames 7-14
 
* Wallsplats.
High damage in combos, but requires meter (instant cancel into vile clutch) to follow up on if they DI well and are not at the corner.
  }}
  }}
}}
}}
Line 276: Line 305:
====<font style="visibility:hidden; float:right">Icicle</font>====
====<font style="visibility:hidden; float:right">Icicle</font>====
{{MoveData
{{MoveData
|image=YH_Wizard_Icicle.png
|image=YH_Wizard_IcicleGround.gif
|hitbox=YH_Wizard_IcicleHB.png
|hitbox=YH_Wizard_IcicleHB.png
|input=[[Image:YH_Icon_Icicle_Ground.png]]
|input=[[Image:YH_Icon_Icicle_Ground.png]]
|caption= In the words of a certain gear, "Slash!"
|name=Icicle
|name=Icicle
|data=
|data=
  {{AttackData-YH
  {{AttackData-YH
  |damage= 1000
  |damage= 900
  |startup= 7
  |startup= 7
  |active= 3
  |active= 3
|recovery= 16
|onhit=
  |guard= Low
  |guard= Low
  |firstactionable=17
  |firstactionable=17
  |hitstun=25
  |frameadvantage=24
|blockadvantage=+0
  |description=
  |description=
* Summons swords when used with orb.
* Disjointed low that sends upward on hit, while moving Wizard a short distance forward.
* Gives forwards momentum on use
** High risk high reward option in close up RPS, beating out shorthops and Spot Dodge.
 
** Useful for stuffing approaches with its convenient active frames window.
A big, active low that's good for intercepting players trying to close distance. Also has a surprisingly good recovery. Anything that beats your grab will get beat by this, so it can serve as a risky but rewarding shorthop/spotdodge read.
* Summons swords when used with Orb.
* Has a down version that shorthops into the aerial version, colloquially known as "upcicle", "hopsicle", or "jumpsicle.
** Beats grab for heavy reward, but only while +1.
** Niche anti-air useful in closer-range scrambles.
** While the predictions say it's +1, it's actually very bad on block because it cannot self-cancel into another air icicle. Use cautiously in pressure.
  }}
  }}
}}
}}
Line 301: Line 332:
====<font style="visibility:hidden; float:right">Bolt of Magma</font>====
====<font style="visibility:hidden; float:right">Bolt of Magma</font>====
{{MoveData
{{MoveData
|image=YH_Wizard_BoltOfMagma.png
|image=YH_Wizard_MagmaBolt.gif
|hitbox=YH_Wizard_BoltOfMagmaHB.png
|hitbox=YH_Wizard_BoltOfMagmaHB.png
|input=[[Image:YH_Icon_Bolt_Of_Magma.png]]
|input=[[Image:YH_Icon_Bolt_Of_Magma.png]]
Line 308: Line 339:
|data=
|data=
  {{AttackData-YH
  {{AttackData-YH
  |damage= 1000(600)(600)
  |damage= 1000, 600 (sourspot)
  |startup= 6
  |startup= 6
  |active= 2
  |active= 2
|recovery= 8
|onhit=
  |guard= High
  |guard= High
  |firstactionable=13
  |firstactionable=13
  |hitstun= 40(25)(25)
  |frameadvantage=41, 26 (sourspot)
|blockadvantage=+1
  |description=
  |description=
Here's your government mandated anti-air. Absurdly safe recovery lets you get away with not free cancelling this pretty often. Not really worth using in combos when compared to the superior backblast, but throwing it out in neutral against airborne opponents is often completely free.
* One of the best anti-airs in the game.  
** Obscenely short recovery makes Free Cancel usually unnecessary while using this move.
** Makes many otherwise fake setups real by covering jumps, rolls, and cowboy's dash with one option.
  }}
  }}
}}
}}
Line 324: Line 356:
{{MoveData
{{MoveData
|image=YH_Wizard_Grab1.png
|image=YH_Wizard_Grab1.png
|image2=YH_Wizard_GrabThrow.gif
|hitbox=YH_Wizard_GrabHB.png
|hitbox=YH_Wizard_GrabHB.png
|input=[[Image:YH_Icon_Grab.png]]
|input=[[Image:YH_Icon_Grab.png]]
Line 333: Line 366:
  |startup=3
  |startup=3
  |active=3
  |active=3
|recovery=
|onhit=
  |guard=Throw
  |guard=Throw
  |firstactionable=23
  |firstactionable=23
  |hitstun=30
  |frameadvantage=14
|airok=Yes
  |description=
  |description=
* Universal throw.
* Universal throw.
Has significantly higher knockback than other character's throws, making it a good tool to buy time while you setup projectiles or Draw Moisture. It doesn't give very good oki for much the same reason, though, so if you land an air grab do down throw to facilitate that.
* Sends the opponent very far away on hit, making it difficult to combo off of or set up oki with.
** Conversely, this grants wizard a safe turn to do whatever projectile is most needed.
** If done in the air, Down Throw can be a good combo ender to reset into okizeme.
  }}
  }}
}}
}}


===Aerials===
==Aerials==
{{YomiHustleFrameAdvantage}}


====<font style="visibility:hidden; float:right">Mana Kick</font>====
====<font style="visibility:hidden; float:right">Mana Kick</font>====
{{MoveData
{{MoveData
|image=YH_Wizard_ManaKick.png
|image=YH_Wizard_ManaKickA.gif
|hitbox=YH_Wizard_ManaKickHB.png
|hitbox=YH_Wizard_ManaKickHB.png
|input=[[Image:YH_Icon_Mana_Kick.png]]
|input=[[Image:YH_Icon_Mana_Kick.png]]
Line 355: Line 390:
|data=
|data=
  {{AttackData-YH
  {{AttackData-YH
  |damage= 700
  |damage= 800, 400 (sour spot)
  |startup= 8
  |startup= 8
  |active= 5
  |active= 5
|recovery= 7
|onhit=
  |guard= High
  |guard= High
  |firstactionable=20
  |firstactionable=20
  |hitstun= 30
  |frameadvantage= 21, 15 (sour spot)
|blockadvantage=+2
  |description=
  |description=
* Summons lightning when used with orb.
* Pseudo-divekick, groundbounces on hit.
Pseudo-divekick. Doesn't see a ton of use in combos due to the existence of Missile Form and Combustion, but is pretty DI resistant and can force a ground bounce which can be good sometimes. Fastfall land-cancelling this will let you spam orb lightning really fast and can be a great way to put up a dangerous wall in neutral.
** Low knockback, making it difficult to DI away from compared to Missile Form and Combustion.
** Unimpressive damage makes it otherwise niche and outclassed in combos
* Summons lightning when used with Orb.
** Shorthop > Fall Mana Kick allows you to safely set up Orb Lightning in neutral for zoning or pressure.
  }}
  }}
}}
}}
Line 371: Line 408:
====<font style="visibility:hidden; float:right">Icicle</font>====
====<font style="visibility:hidden; float:right">Icicle</font>====
{{MoveData
{{MoveData
|image=YH_Wizard_IcicleAir.png
|image=YH_Wizard_IceSpikeAir.gif
|caption=Best air normal in the game hands-down
|caption=Best air normal in the game hands-down.
|hitbox=YH_Wizard_IcicleAirHB.png
|hitbox=YH_Wizard_IcicleAir2HB.png
|input=[[Image:YH_Icon_Icicle_Air.png]]
|input=[[Image:YH_Icon_Icicle_Air.png]]
|name=Icicle (air)
|name=Icicle (air)
Line 381: Line 418:
  |startup= 5
  |startup= 5
  |active= 2
  |active= 2
|recovery= 11
|onhit=
  |guard= High
  |guard= High
  |firstactionable=15
  |firstactionable=15
  |hitstun= 25
  |frameadvantage=24
|blockadvantage=+3
  |description=
  |description=
* Summons swords when used with orb.
* One of the best air buttons in the game.  
Fast and slaps your opponent diagonally to the floor, go-to air combo button. Also serving an amazing air-to-air and even air-to-ground when used with fastfall, air icicle really does it all. This move is the main reason why you want to be in the air a lot in neutral, as it can even beat out 4f jabs like pommel or punch if spaced just right.
** Fast, big, and disjointed.
** Combo staple for its reliable knockback angle and solid damage.
** Great at air-to-air and air-to-ground when combined with Hover and Fall.  
** Beats out 4f jabs like Punch or Pommel when spaced correctly.
* Summons swords when used with Orb.
* Land cancellable.
  }}
  }}
}}
}}
Line 394: Line 435:
====<font style="visibility:hidden; float:right">Combustion</font>====
====<font style="visibility:hidden; float:right">Combustion</font>====
{{MoveData
{{MoveData
|image=YH_Wizard_Combustion1.png
|image=YH_Wizard_CombustCast.gif
|image2=YH_Wizard_CombustParticle.gif
|hitbox=YH_Wizard_CombustionHB.png
|hitbox=YH_Wizard_CombustionHB.png
|input=[[Image:YH_Icon_Combustion.png]]
|input=[[Image:YH_Icon_Combustion.png]]
|caption= KABOOM!
|caption2= KABOOM!
|name=Combustion
|name=Combustion
|data=
|data=
  {{AttackData-YH
  {{AttackData-YH
  |damage= 1150
  |damage= 1000
  |startup= 9
  |startup= 9
  |active= 1
  |active= 1
  |recovery= 10
  |frameadvantage=29
|onhit=
  |guard= High (Guardbreak)
  |guard= High
  |firstactionable=20
  |firstactionable=20
  |hitstun= 25
  |blockadvantage=+3
  |description=
  |description=
* Wall splats.
* Sends upwards on hit with high hitstun.
Sends your opponent straight up with high hitstun, which can be '''''severely''' punishing if your opponent DI'd down expecting an icicle. Even if they DI up, this move has high damage and is usually very easy to continue off of using gusts, jumps, and bhops, making it one of your best combo tools.
** Used in combos as a DI mixup with the threat of Air Icicle.  
** Very easy to combo off of using Jump, Gust, or B-hops, making it a staple in combos.
* Wallsplats.
* Doesn't land cancel.


  }}
  }}
}}
}}


===Specials===
==Specials==
{{YomiHustleFrameAdvantage}}


====<font style="visibility:hidden; float:right">Magic Dart</font>====
====<font style="visibility:hidden; float:right">Magic Dart</font>====
{{MoveData
{{MoveData
|image=YH_Wizard_MagicDart.png
|image=YH_Wizard_MagicDartCast.gif
|image2=YH_Wizard_MagicDartProjectile.png
|hitbox=YH_Wizard_MagicDartHB.png
|hitbox=YH_Wizard_MagicDartHB.png
|input=[[Image:YH_Icon_Magic_Dart.png]]
|input=[[Image:YH_Icon_Magic_Dart.png]]
|caption=
|caption2=Deals 1d4+1 force damage
|name=Magic Dart
|name=Magic Dart
|data=
|data=
  {{AttackData-YH
  {{AttackData-YH-Special
  |damage=500
  |damage=500
  |startup=9
  |startup=8
  |active=
  |active=9 untill despawn or colission
|recovery=
|onhit=
  |guard=High
  |guard=High
  |firstactionable=14
  |firstactionable=16
  |hitstun=21
  |frameadvantage=19
|blockadvantage=+1
|airok=Yes
  |description=
  |description=
* Air OK
* Wizard casts a spell, summoning a Magic Dart. Can be Free Canceled.
* Free cancellable
** But you usually shouldn't free cancel.
Can aim and modify speed of projectile on cast. Tracks forever until it hits your opponent, allowing it to threaten a wide variety of spaces in neutral. Shooting it at a slower angle will make it much harder to parry. Darts help you out a lot in neutral and allow you to threaten Gust very well, but don't go crazy spamming them as you normally have better things to do and particularly Cowboy players will quickly catch on and punish you with Quick Draw.
** Tracks forever until it hits your opponent.
** Aimable, allowing you to threaten a wide variety of spaces in neutral.
*** It is generally considered better to do slower dart angles than to full-send it at the opponent, as this makes it harder to parry.
*** Careful aiming it around their block to barely avoid a parry can make it a powerful pressure option, locking the opponent down for a turn.
** Bounces off of the ground but disappears at the wall.
* Combined with Gust and careful angle selection, this covers space and makes Wizard much more of a threat at midrange.
* Opposing Wizards can gust your magic dart into the floor, destroying it.
  }}
  }}
}}
}}
Line 444: Line 496:
====<font style="visibility:hidden; float:right">Confusing Touch</font>====
====<font style="visibility:hidden; float:right">Confusing Touch</font>====
{{MoveData
{{MoveData
|image=YH_Wizard_ConfusingTouch1.png
|image=YH_Wizard_ConfusingTouchnyeh.gif
|hitbox=YH_Wizard_ConfusingTouchHB.png
|hitbox=YH_Wizard_ConfusingTouchHB.png
|input=[[Image:YH_Icon_ConfusingTouch.png]]
|input=[[Image:YH_Icon_ConfusingTouch.png]]
Line 450: Line 502:
|name=Confusing Touch
|name=Confusing Touch
|data=
|data=
  {{AttackData-YH
  {{AttackData-YH-Special
  |damage=200
  |damage=200
  |startup=3
  |startup=2
  |active=
  |active=3-5
  |recovery=
  |recovery=11
  |onhit=
  |onhit=
  |guard=High
  |guard=High
|proration=2
  |firstactionable=24
  |firstactionable=24
|airok=Yes
  |hitstun=
  |hitstun=
  |description=
  |description=
* Air OK
* Flips the opponent's facing direction and horizontal velocity on hit.
** A situational reversal tool, which can cause an opponent to whiff a move.
** Is very slow on recovery itself, leading to disadvantage against fast moves or losing to 4f buttons outright when given enough momentum.
** Often doesn't work when you or the opponent have high horizontal momentum, flipping the attack back into you.
** Ineffective against grabs and invulnerable moves.
* Unblockable.
* Unblockable.
* Flips the opponent's facing direction and horizontal velocity.
* Does a miniscule but unblockable amount of damage on hit, making it a niche option to finish off low health opponents.
A slightly awkward get off me tool which can make an opponent whiff a slower attack, but is very slow on recovery itself, often leading to disadvantage on the faster moves that would be used up close. Can sometimes just lose to 4f moves anyway depending on momentum, and as such is only really useful in the robot matchup, which is the only place where moves are going to be slow enough to maybe get punished by this instead of you just being +1 or +2 after.
 
Does a very small amount of intangible, unavoidable 3f damage, so it can be a funny way to secure the game against extremely low-health opponents.
  }}
  }}
}}
}}
Line 471: Line 526:
====<font style="visibility:hidden; float:right">Flame Wave</font>====
====<font style="visibility:hidden; float:right">Flame Wave</font>====
{{MoveData
{{MoveData
|image=YH_Wizard_FlameWave.png
|image=YH_Wizard_FlameWaveCast.gif
|caption=Fuck your neutral.
|image2=YH_Wizard_FlameWaveProjectile.gif
|hitbox=YH_Wizard_FlameWaveHB.png
|hitbox=YH_Wizard_FlameWaveHB.png
|input=[[Image:YH_Icon_Flame_Wave.png]]
|input=[[Image:YH_Icon_Flame_Wave.png]]
|caption=
|caption2=JUMP
|name=Flame Wave
|name=Flame Wave
|data=
|data=
  {{AttackData-YH
  {{AttackData-YH-Special
  |damage=300x5
  |damage=300x5
  |startup=9
  |startup=10
  |active=1x5
  |active=11-60
  |recovery=
  |recovery=
  |onhit=
  |onhit=
  |guard=High
  |guard=High
  |firstactionable=15
  |firstactionable=17
  |hitstun=
  |hitstun=18
|blockadvantage=+1
|airok=Yes
  |description=
  |description=
* Active for 1 frame every 5 frames.
* Wizard summons a slow-moving Flame Wave that travels across the screen. Active for 1 frame every 5 frames.
* Air OK
* Covers a ton of space in neutral without much cost.
* Unparryable.
* Unparriable.
Sweeps the ground, covering a ton of space in neutral at not much cost to you. Dictates the Ninja and Robot matchups, while being moderately useful in the mirror and pretty bad against Cowboy. Pretty nice to do on getup against everyone but Ninja, as it can net you a nice blockstring that scores some chip damage and a ton of meter, from which their only escape is a very punishable roll.
* Dictates the matchup against Ninja and Robot, forcing the opponent into the air.
* Decent pressure tool to set up high chip damage blockstrings using orb.
* Opposing Wizards can gust your flame wave into the floor, destroying it.
 
  }}
  }}
}}
}}
Line 504: Line 566:
|name=Missile Form
|name=Missile Form
|data=
|data=
  {{AttackData-YH
  {{AttackData-YH-Special
  |damage=1200 backblast, 650 headbutt
  |damage=1200 (1100 in combo) liftoff, 850 headbutt
  |startup=7
  |startup=7
  |active=1,Until Landing/IASA
  |active=1, Until Landing or 22
  |recovery=
  |recovery=
  |onhit=
  |onhit=
|airok=Yes (Requires and consumes air option)
  |guard=High
  |guard=High
  |firstactionable=22
  |firstactionable=22 (6 after landing)
  |hitstun=43, 19
  |frameadvantage=33 (liftoff), 18 (headbutt)
|blockadvantage=+2 (liftoff), +1 (headbutt)
  |description=
  |description=
* Free cancellable
* The second most versatile move in Wizard's kit. Free cancellable.
* Used for Bhops
* Consumes an air option if used in the air.
* Explosion hitbox has 500 minimum damage
* Wizard turns into a missile and sends themself forward, turning themself into a hitbox and creating an explosive backblast.
 
** Enables tech known as benjihopping (colloquially known as "bhopping"), which is done by toggling Fall and doing Missile Form at any upwards angle, giving you a 13f actionable movement option that carries your momentum.
Second most versatile move in Wizard's kit. In neutral, it enables benjihop tech (fastfall while airborne and missile form at any upwards angle), giving you an 11f actionable movement option that carries momentum very well, builds meter, shoots orb darts, and is generally a really safe approach that you should be going for constantly. Hitting people with the headbutt also has some cool niches when spark install is active or you're trying to bait out icicle-beaters like pommel, but it's usually too slow and too unsafe to hit its target from range.
*** Enabling free cancel on a benjihop has no effect on actionalbe frames and should be disabled whenever performing a benjihop
 
*** Performing a benjihop will restore all air options, allowing for massive vertical height while maintaining both air options
The real moneymaker is the explosion hitbox, often referred to as "backblast". Backblast is '''the''' strongest combo tool in Wizard's arsenal, sporting ridiculous hitstun and damage values and fast startup. The high knockback may seem like an issue, but super jumps, gusts, and zephyrs (which should be considered something of a last resort) normally make followup trivial, even letting you confirm into spark bombs much of the time. Backblast can also be used downwards as an ender, giving a pseudo-hard-knockdown and enough time to do wizard's most oppressive oki setups.
** Builds meter, shoots Orb darts, and is a generally safe approach option that you should be going for if you can afford the gravity cost.  
* The explosive hitbox (colloquially known as "Backblast") is an excellent combo ender and has mid-combo niches at the wall and as a hard DI read.
  }}
  }}
}}
}}
Line 526: Line 591:
====<font style="visibility:hidden; float:right">Zephyr</font>====
====<font style="visibility:hidden; float:right">Zephyr</font>====
{{MoveData
{{MoveData
|image=YH_Wizard_Zephyr1.png
|image=YH_Wizard_ZephyrWhiff.gif
|image2=YH_Wizard_ZephyrHit.gif|caption2=Thank you, I'll be having that.
|hitbox=YH_Wizard_ZephyrHB.png
|hitbox=YH_Wizard_ZephyrHB.png
|input=[[Image:YH_Icon_Zephyr.png]]
|input=[[Image:YH_Icon_Zephyr.png]]
|caption=c'mere
|caption=DON'T JUMP
|name=Zephyr
|name=Zephyr
|data=
|data=
  {{AttackData-YH
  {{AttackData-YH-Special
  |damage=200, 900
  |damage=200, 1500
  |startup=7,9
  |startup=7,9
  |active=21
  |active=21
  |recovery=
  |recovery=
  |onhit=
  |onhit=
  |guard=Mid, Command Grab
  |guard=High
  |firstactionable=35
  |firstactionable=35
  |hitstun=21
  |hitstun=21
|blockadvantage=+2
  |description=
  |description=
* Wind hitbox cancels into Spark Bomb, Instant Cancel, or Taunt.
* Massive anti-air windbox that pulls them into a large blockable hitgrab, with a second unblockable command grab hitbox closer to Wizard's hand.
Massive anti-air windbox that pulls them into a blockable far hitgrab zone, and then an un-blockable command grab up close. Somewhat obsolete as a combo extender, as it requires meter to keep going and doing spark bomb out of it will almost always drop, but is still pretty good as a greedy jump read in neutral.
* If the command grab or hitgrab connect, follows up into a detonation move.
** Summons swords when orb is out.
** Combos with huge reward on DI up, but otherwise will go straight into soft knockdown. Useful last-resort combo ender.
* Windbox size is ~doubled with initiative.
  }}
  }}
}}
}}
Line 549: Line 619:
====<font style="visibility:hidden; float:right">Gust</font>====
====<font style="visibility:hidden; float:right">Gust</font>====
{{MoveData
{{MoveData
|image=YH_Wizard_Gust1.png
|image=YH_Wizard_GustA.gif
|hitbox=YH_Wizard_GustHb.png
|hitbox=YH_Wizard_GustHb.png
|input=[[Image:YH_Icon_Gust.png]]
|input=[[Image:YH_Icon_Gust.png]]
Line 555: Line 625:
|caption=forgot to check gust gg
|caption=forgot to check gust gg
|data=
|data=
  {{AttackData-YH
  {{AttackData-YH-Special
  |damage=
  |damage=
  |startup=1
  |startup=4
  |active=16
  |active=Entire Duration
  |recovery=
  |recovery=
  |onhit=
  |onhit=
  |firstactionable=16
  |firstactionable=18
  |hitstun=
  |hitstun=
|airok=Yes
  |description=
  |description=
* Aimable wind box which strongly pushes projectiles and weakly pushes players.
* Aimable windbox that strongly pushes projectiles and weakly pushes the opponent.
* Also gently pushes the user. Will not push wizard off the ground unless hover is checked.
** Windbox strength gradually decays after each use in a combo, and then resets at the end of said combo.
* Windbox strength gradually decays after each use in a combo, and then resets at the end of said combo.
** Pushes Wizard in the opposite direction of the Gust. Does not push them off the ground unless Hover is toggled.
* 1f startup is technically true but misleading, as it usually needs more like 4f or 5f before projectiles are pushed more than a few pixels.
 
'''''The''''' most versatile and arguably the most important move in Wizard's kit. Can be used as a...
* Combo glue similar to Cowboy's teleports, getting them close enough with ample frame advantage to hit them again. Especially good after backblast and combustion.
* Very scary and multifaceted neutral move that makes Wizard's projectiles ten times more threatening just by existing. You can...
** Shove projectiles forward to catch players off guard at range.
** Shove projectiles upward to safely call out jumps.
** Hang projectiles in the air briefly to beat blocks, hitting them after the block becomes inactive.
** Nudge players forwards into static threats like Vile Clutch.
** Turn Spark Bomb into a scary space-denial tool, as anyone within gusting range of one has to be very careful not to get blown up.
* Bread-and-butter combo tool when used to slam spark bombs into opponents for massive damage and even crazier frame advantage. Easier to pull off than it seems - just be roughly +14 after the spark bomb comes out and it there will normally be an angle that works.
* Wallsplat range extender - if a move like Conjure Weapon doesn't quite knock them far enough to wallsplat, Gusting them into the wall for the splat will normally give great frame advantage.
 
There are even more uses too niche to list here, but this covers most cases. Gust is the type of move that your opponent has to check every turn as soon as projectiles are on the field, and you should be checking it too, trying to see something they don't. Be sure to free cancel it essentially every time against Ninja, who can often Quick Slash punish careless users on reaction.
}}
}}
 
====<font style="visibility:hidden; float:right">Draw Moisture</font>====
{{MoveData
|image=YH_Wizard_DrawMoisture1.png
|hitbox=YH_Wizard_DrawMoisture1HB.png
|input=[[Image:YH_Icon_DrawMoisture.png]]
|name=Draw Moisture
|data=
{{AttackData-YH
|recovery= 0
|firstactionable=14
|description=
* Interruptible on opponent's turn, as if it had been free cancelled


Adds a charge of moisture, up to 3, which are used to cast/power up Geyser. Often safe to go for in neutral, as you have a chance to react to things like Quick Draw, and if the opponent did something like a movement option, you will have the opportunity to go for a ''very'' safe hold, or even cancel it and go on the aggressive to punish their passivity. Alternate between this and magic dart during faraway neutral, but be sure to hold the move on the turn after to actually finish it - be sure you hear the sound and see the droplet count go up.
* The most versatile and arguably the most important move in Wizard's kit.
** Is combo glue similar to Cowboy's Teleport, getting them close enough with ample frame advantage to hit them again.
*** Also allows Wizard to slam Spark Bombs into opponents for massive damage and frame advantage. Being roughly +14 after Spark Bomb should give you an angle that works.
*** Can extend wallsplats from distances where it normally wouldn't hit - if a move like Conjure Weapon doesn't quite knock them far enough to wallsplat, Gusting them into the wall for the splat will normally give great frame advantage.
** Creates very scary and multifaceted neutral by making Wizard's projectiles more threatening by:
*** Shoving projectiles forward to catch opponents off guard from midrange.
*** Shoving projectiles upward to safely call out jumps.
*** Delaying projectile hits with backwards gust to prevent parry in some niche scenarios.
*** Turning Spark Bomb into a scary space-denial tool, as being within Gusting range of one forces the opponent to play neutral much more carefully.
* Gusting many of the games projectiles into the floor will destroy them (magic dart, flame wave, shurikan, etc)
* There are even more uses too niche to list here, but this covers most cases. Gust is one of the major centerpieces of Wizard's gameplan and generates a lot of threat and mental stack simply by existing.
  }}
  }}
}}
}}
Line 603: Line 655:
====<font style="visibility:hidden; float:right">Geyser</font>====
====<font style="visibility:hidden; float:right">Geyser</font>====
{{MoveData
{{MoveData
|image=YH_Wizard_Geyser1Drop.png|caption=1 Droplet
|image=YH_Wizard_GeyserCast.gif
|image2=YH_Wizard_Geyser1D.gif|caption2=1 Droplet
|hitbox=YH_Wizard_Geyser1DropHB.png
|hitbox=YH_Wizard_Geyser1DropHB.png
|image2=YH_Wizard_Geyser2Drop.png|caption2=2 Droplet
|image3=YH_Wizard_Geyser2D.gif|caption3=2 Droplet
|hitbox2=YH_Wizard_Geyser2DropHB.png
|hitbox2=YH_Wizard_Geyser2DropHB.png
|image3=YH_Wizard_Geyser3Drop.png|caption3=3 Droplet
|image4=YH_Wizard_Geyser3D.gif|caption4=3 Droplet
|hitbox3=YH_Wizard_Geyser3DropHB.png
|hitbox3=YH_Wizard_Geyser3DropHB.png
|input=[[Image:YH_Icon_Geyser.png]]
|input=[[Image:YH_Icon_Geyser.png]]
|name=Geyser
|name=Geyser
|data=
|data=
  {{AttackData-YH
  {{AttackData-YH-Special
  |damage=1300
  |damage=1300 (one drop), 1500 (two drops) 1700 (three drops)
  |startup=11/10
  |startup=14
  |active=2
  |active=2
  |recovery= 0
  |recovery= 0
Line 620: Line 673:
  |guard= High
  |guard= High
  |firstactionable=23
  |firstactionable=23
  |hitstun= 23
  |frameadvantage=19
  |proration=1
  |proration=1
|airok=Yes
|blockadvantage=+1 (one drop), +3 (two drops), +4 (three drops)
  |description=
  |description=
* Air OK
* Is actually just a big slow melee hitbox.
* Parryable on reaction.
* Can hitcancel into itself for big damage.
* Not hit cancellable.
* Land cancellable.
* Land cancellable.
* 2 Droplet version: 1500 damage, longer range.
* Requires at least one drop of moisture to use, and can power up by spending additional droplets.
* 3 Droplet version: 1700 damage, longer range, 10f startup, unparryable.
** When whiff canceled before hitbox comes out, droplets are not consumed.
Requires at least one drop of moisture to use, and can power up by spending additional droplets.


A long range poke which can be used to call out more committal options, but which feeds the opponent meter when they are using less commital movement. Is also very punishable at all but the longest ranges excluding the 3 droplet version. Level 3 geyser is a great win condition to go for when your opponent is on a sliver of health, as they will be forced to block for substantial chip damage and die if they do anything but dodge the beam entirely. This is also your main answer to deter Cowboy's Quick Draw, as they won't be able to block in gun stance and will just have to eat the hit every time
* A long range poke which can be used to call out committal projectiles and setup moves. Against movement, usually forces either a roll or a block. Whether it hits or is blocked, Geyser will do solid damage and build a respectable chunk of meter for Wizard, making it a great "why not" option when bored at fullscreen that can be set up with land cancels to become much safer.
 
* Situational but massively rewarding combo tool, able to be followed up on under certain spacing conditions. Otherwise functions as Wizard's second-best ender.
  }}
  }}
}}
}}
Line 637: Line 692:
====<font style="visibility:hidden; float:right">Vile Clutch</font>====
====<font style="visibility:hidden; float:right">Vile Clutch</font>====
{{MoveData
{{MoveData
|image=YH_Wizard_VileClutch1.png|caption=
|image=YH_Wizard_ClutchCast.gif
|image2=YH_Wizard_Clutch.gif
|hitbox=YH_Wizard_VileClutch1HB.png
|hitbox=YH_Wizard_VileClutch1HB.png
|image2=YH_Wizard_VileClutch2.png
|hitbox2=YH_Wizard_VileClutch2HB.png
|hitbox2=YH_Wizard_VileClutch2HB.png
|input=[[Image:YH_Icon_Vile_Clutch.png]]
|input=[[Image:YH_Icon_Vile_Clutch.png]]
|name=Vile Clutch
|name=Vile Clutch
|caption=Learn the tech for this thing, it'll be worth it
|data=
|data=
  {{AttackData-YH
  {{AttackData-YH-Special
  |damage=800, 400
  |damage=800, 400
  |startup=19
  |startup=19
Line 653: Line 707:
  |guard=Low, High
  |guard=Low, High
  |firstactionable=12
  |firstactionable=12
  |hitstun=45
  |frameadvantage=38, 17
|blockadvantage=+2
|airok=Yes
  |description=
  |description=
* Hits OTG (Off the ground/On the ground)
* First hit can hit opponents [[YomiHustle/Glossary#OTG|on the ground]].
* Unparryable.
* Unparryable.
* Distance can be set with a slider
* Distance can be set with slider.
Vine hand reaches out of the ground. Useful for extending combos at range. In neutral, it is usually a noncomittal, low-reward setup move that can trade favorably with opposing Wizard's geysers and framekill opposing Cowboy's quick draws while applying pressure at the same time. Pretty bad at grounded space denial, but can immediately put a ton of pressure on falling opponents who are down at least one air option.
*Vile hand reaches out of the ground. Useful for extending combos at range. In neutral, it is a noncomittal, low-reward projectile that can cut off retreats or force a response out of passive opponents doing setup. Excellent at pressuring falling opponents and forcing out air options.
*If you have extra frames right before a knockdown, Vile Clutch on the opponent grants strong, airtight [[YomiHustle/Glossary#Okizeme|okizeme]].
}}
}}
 
==Supers==
{{YomiHustleFrameAdvantage}}
 
====<font style="visibility:hidden; float:right">Telekinesis/Launch</font>====
{{MoveData
|image=YH_Wizard_Telelaunch.gif
|caption=Launch
|input=[[Image:YH_Icons_TK.png]]
|name=Telekinesis
|data=
 
{{MoveData
|name=Telekinesis
|image=YH_Wizard_Telecast.gif
|caption=Cast
|image2=YH_Wizard_Telecast2.gif
|caption2=Cast particle effect.
|data=
{{AttackData-YH
|startup=7 (projectile spawn)
|firstactionable=14
|description=
* Spawns a random projectile which floats next to wizard.
** Projectile will vanish after 150 frames, the conjuring wizard is hit, or when the projectile is launched and hits something.
* Does nothing on its own; once a projectile is spawned Telekinesis is replaced with Launch and cannot be used until the projectile is Launched or vanishes.
* Will spawn one of the following projectiles:
}}
}}
 
{{MoveData
|name=Rock
|image=YH_Wizard_TKBoulder.png
|hitbox=YH_Wizard_TKBoulderHB.png
|input=[[Image:YH_Icons_Launch.png]]
|data=
{{AttackData-YH
|startup=5
|damage=1050
|active=until collision
|firstactionable=11
|frameadvantage=16
|guard=High
|blockadvantage=+1
|description=
*Has a 68% chance to be summoned.
*Groundbounces.
*Causes a [[YomiHustle/Combo Mechanics#Knockdowns|knockdown]].
*Comes in two colors, difference is purely visual.
}}
}}
 
{{MoveData
|name=Boulder
|image=YH_Hustle_Boulder.png
|hitbox=
|input=[[Image:YH_Icons_Launch.png]]
|data=
{{AttackData-YH
|startup=5
|damage=1200
|active=until collision
|firstactionable=11
|frameadvantage=24
|guard=High
|blockadvantage=+3
|description=
*Has a 17% chance to be summoned.
*Groundbounces.
*Causes a [[YomiHustle/Combo Mechanics#Knockdowns|hard knockdown]].
*Moves slower and can't be thrown as far as a rock.
}}
}}
 
{{MoveData
|name=Tire
|image=YH_Wizard_TKTire.png
|hitbox=YH_Wizard_TKTireHB.png
|input=[[Image:YH_Icons_Launch.png]]
|data=
{{AttackData-YH
|startup=5
|damage=950
|active=until collision
|firstactionable=11
|frameadvantage=13
|guard=High
|blockadvantage=+2
|description=
*Has a 5.36% chance to be summoned.
*Bounces along the ground and against walls.
}}
}}
 
{{MoveData
|name=Pebble
|image=YH_Wizard_TKPebble.png
|hitbox=YH_Wizard_TKPebbleHB.png
|input=[[Image:YH_Icons_Launch.png]]
|data=
{{AttackData-YH
|startup=5
|damage=460
|active=until collision
|firstactionable=11
|frameadvantage=2
|guard=High
|blockadvantage=
|description=
*Has a 3.21% chance to be summoned.
*Moves very fast, but has low hitstun and damage.
}}
}}


If you have extra frames right before a knockdown (such as +21) and good spacing, Vile Clutch is a setup for some of the strongest oki options in the game with meaty missile form or flamewave.
{{MoveData
}}
|name=Apple
|image=YH_Wizard_TKFruit.png
|hitbox=YH_Wizard_TKFruitHB.png
|input=[[Image:YH_Icons_Launch.png]]
|data=
{{AttackData-YH
|startup=5
|damage=-200 (heals)
|active=until collision
|firstactionable=11
|frameadvantage=6
|guard=High
|blockadvantage=
|description=
*Has a 3.21% chance to be summoned.
*Heals, and can even heal the conjuring wizard.
}}
}}
 
{{MoveData
|name=Bomb
|image=YH_Wizard_Telebomb.gif
|hitbox=YH_Wizard_TKBomb1HB.png
|image2=YH_Wizard_CombustParticle.gif
|hitbox2=YH_Robot_RBomb2HB.png
|input=[[Image:YH_Icons_Launch.png]]
|data=
{{AttackData-YH
|startup=5
|damage=2000
|active=until collision
|firstactionable=11
|frameadvantage=23
|guard=High
|blockadvantage=+4
|description=
*Has a 3.21% chance to be summoned.
*Explodes 60 frames after being conjured with Telekinesis, on impact with an the opponent, or when hitting the ground.
*If blocked, will not explode until hitting the ground.
}}
}}
}}


===Supers===
}}


====<font style="visibility:hidden; float:right">Spark Bomb</font>====
====<font style="visibility:hidden; float:right">Spark Bomb</font>====
{{MoveData
{{MoveData
|image=YH_Wizard_SparkBomb1.png
|image=YH_Wizard_SparkBombCast.gif
|caption= Skidaddle skidoodle, it's pretty good in neutral
|image2=YH_SparkBombInactive.gif|caption2=Inactive spark bomb.
|image3=YH_Wizard_SparkBombActive.gif|caption3=La bomba
|image4=YH_Wizard_SparkBombBoom.gif
|hitbox=YH_Wizard_SparkBomb1HB.png
|hitbox=YH_Wizard_SparkBomb1HB.png
|image2=YH_Wizard_SparkBomb2.png
|hitbox2=YH_Wizard_SparkBomb2HB.png
|hitbox2=YH_Wizard_SparkBomb2HB.png
|input=[[Image:YH_Icon_Spark_Bomb.png]]
|input=[[Image:YH_Icon_Spark_Bomb.png]]
|name=Spark Bomb
|name=Spark Bomb
|data=
|data=
  {{AttackData-YH
  {{MoveData-YH-Super
  |damage=1400
  |damage=1400
  |startup=8
  |startup=8
  |active=
  |active=
  |recovery=
  |guard=High
|onhit=
  |caption=Orb for hipsters
  |guard=
  |firstactionable=14
  |firstactionable=14
  |hitstun=
  |frameadvantage=51
|blockadvantage=+3
|airok=Yes
  |description=
  |description=
* Bomb is able to explode as soon as 16f after spawning.
* Bomb is able to explode as soon as 20 frames after spawning.
* Ignores projectile immunity, acting as a normal strike for those purposes.
* Ignores projectile immunity, acting as a normal strike for those purposes.
* If blown up with the Spark toggle, it will detonate in 2f, as Wizard takes 310 damage and gets a temporary speed buff. Duration stacks with number of spark bombs endured.
* Upon being triggerd, it will detonate in 2 frames.
* If the "Spark" toggle is turned on, the conjuring wizard will also cause the spark bomb to detonate upon entering its radius.
*Conjuring wizard can take 310 self damage from the spark bomb on detonation, and will launch the wizard without putting them in hitstun.
*When a spark bomb detonates, the conjuring wizard gains Spark Install for 70 frames.
** Spark Install makes Missile Form +2 on block and greatly enhances its speed.
** All of wizards movement options are supercharged during Spark Install, resulting very fast movement.


A high damage, massive-hitstun tracking projectile. Can be used in neutral with Gust to cover space and mess with parries, in combos also with gust to do massive damage in just a few hits, or far away just to give yourself "Spark Install" and approach at mach 5 with a bhop. The spark toggle can also let you use it as something of a shield, as if they get close to you but not close enough to parry the bomb, they now are forced to play a nasty guessing game between blocking your 2f detonate or reading your read into that.
*A high-damage, massive-hitstun tracking projectile. Can be used in neutral with Gust for terrifying threat, in combos also with gust to do massive damage in just a few hits, or far away just to give yourself "Spark Install" and approach at mach 5 with a bhop. The spark toggle can also let you use it as something of a shield, forcing nasty parry 50/50s up close with the unrollable frame 2 explosion


In the Wizard and Robot matchups you are probably better off saving up enough meter to get Orb out before using these, but against Cowboy and in the mirror, spark-only wizard is a powerful alternative playstyle.
*While Spark Bomb is an extremely strong tool early game, its 2 meter price tag presents a significant opportunity cost when compared with orb. It's also generally only worth using in combos when you have a lot of meter to burn, as meter-gain scaling mechanics mean that not enough of it will be earned back by the rest of the combo.
  }}
  }}
}}
}}
Line 698: Line 916:
====<font style="visibility:hidden; float:right">Orb</font>====
====<font style="visibility:hidden; float:right">Orb</font>====
{{MoveData
{{MoveData
|image=YH_Wizard_OrbSpawn.png|caption=Spawn
|image=YH_Wizard_Orb.gif
|hitbox=YH_Wizard_OrbSpawnHB.png
|image2=
|image2=YH_Wizard_OrbDart1.png|caption2=Darts
|hitbox2=
|hitbox2=YH_Wizard_OrbDart1HB.png
|image3=
|image3=YH_Wizard_OrbLightning.png|caption3=Lightning
|hitbox3=
|hitbox3=YH_Wizard_OrbLightningHB.png
|hitbox4=
|image4=YH_Wizard_OrbSwords1.png|caption4=
|hitbox5=
|hitbox4=YH_Wizard_OrbSwords1HB.png
|image5=YH_Wizard_OrbSwords2.png|caption5=Swords
|hitbox5=YH_Wizard_OrbSwords2HB.png
|input=[[Image:YH_Icon_Orb.png]]
|input=[[Image:YH_Icon_Orb.png]]
|name=Orb
|name=Orb
|caption=Spawn
|caption=A Wizard's best friend
|data=
|data=
{{MoveData
|image=YH_Wizard_OrbSpawn.png
|name=Spawn
|data=
  {{AttackData-YH
  {{AttackData-YH
|version=Spawn
  |damage=
  |damage=
  |startup=8
  |startup=8
Line 719: Line 938:
  |recovery=
  |recovery=
  |onhit=
  |onhit=
|proration=-
|airok=Yes
  |guard=
  |guard=
  |firstactionable=9
  |firstactionable=11
  |hitstun=
  |hitstun=
  |description=  
  |description=  
Spawn the beast. Gradually drains your meter until it disappears when it hits 0. Will summon projectiles every time you do an attack with a hitbox attached to your character.  
*Unleash the beast. Gradually drains your meter until it disappears when it hits 0. Doing most attacks with it out will cause a projectile to spawn, with startup timings and projectile spawn varying per move. Able to be moved in 8 different directions as a free action on your turn, or locked in place with a toggle, which changes the projeciles' properties slightly.
}}
}}
{{AttackData-YH
}}
|version=Dart
 
{{MoveData
|name=Dart
|image=YH_Wizard_OrbDart1.png
|hitbox=YH_Wizard_OrbDart1HB.png
|data=
{{AttackData-YH
  |damage=600
  |damage=600
  |startup=
  |startup=
Line 732: Line 959:
  |recovery=
  |recovery=
  |onhit=
  |onhit=
  |guard=
  |guard=High
  |firstactionable=
  |firstactionable=
  |hitstun=
  |hitstun=
|blockadvantage=+1
  |description=  
  |description=  
Projectile appears:
*Projectile appears:
* Frame 10 from tome slap.
** Frame 12 from tome slap.
* Frame 13 from mana strike / magic dart.
** Frame 13 from mana strike / magic dart.
* Frame 18 from missile form.
** Frame 18 from missile form.
* Frame 23 from confusing touch.
** Frame 23 from confusing touch.
* Frame 28 from bolt of magma / zephyr.
** Frame 28 from bolt of magma / zephyr.
* Frame 33 from flame wave / geyser.
** Frame 33 from geyser.
* Frame 63 from vile clutch.
** Frame 63 from vile clutch.
Tome slap or bhop missile are the best ways to spawn lots of darts. The fact that they're faster gives them a bigger spacing window to parry them, but also makes them much more threatening with Gust.
* Locked version travels faster and has a slightly larger hitbox.
*This projectile effectively acts as a better version of magic dart, with much higher reward when hit using gust and much higher speed to increase its threat range. It is also much easier to parry, however, and loose spacing should be used when attempting to force blocks with it.
  }}
  }}
{{AttackData-YH
}}
 
{{MoveData
|name=Swords
|image=YH_Wizard_OrbSwords.gif
|hitbox=YH_Wizard_OrbSwords1HB.png
|hitbox2=YH_Wizard_OrbSwords2HB.png
|data=
{{AttackData-YH
  |version=Swords
  |version=Swords
  |damage=600x3
  |damage=600x3
  |startup=
  |startup=
  |active=
  |active=3, 2, 2
  |recovery=
  |recovery=
  |onhit=
  |onhit=
  |guard=
  |guard=High
  |firstactionable=
  |firstactionable=
  |hitstun=
  |hitstun=
|blockadvantage=+1
  |description=  
  |description=  
* Unparryable.
* Unparriable.
* Hits frame 16 from icicles.
* Hitbox appears at:
* Hits frame 24 conjure weapon.
** On hit from zephyr.
Big AOE sword, good at applying pressure since it can force your opponent to take chip damage. Great for burst-safe kill combos to close out a game with.
** Frame 16/24/26 from icicles.
** Frame 24/32/34 from conjure weapon.
* Locked version causes the first 2 hits to not increase combo scaling. Only applies if the attack is starting while the Orb is already locked.
*Big AOE sword, good at applying pressure since it can force your opponent to take chip damage and lock them down while you throw out even more moves. Has a handful of very powerful burst-safe combo routes that mostly involve keeping the opponent grounded.
  }}
  }}
{{AttackData-YH
}}
 
{{MoveData
|name=Lightning
|image=YH_Wizard_OrbLightning.png
|image2=YH_Wizard_LightningWithoutOrb.gif
|hitbox=YH_Wizard_OrbLightningHB.png
|data=
{{AttackData-YH
  |version=Lightning
  |version=Lightning
  |damage=900x3
  |damage=1000x3, 1100x3 (Orb locked)
  |startup=
  |startup=
  |active=
  |active=2
  |recovery=
  |recovery=
  |onhit=
  |onhit=
  |guard=
  |guard=High
  |firstactionable=
  |firstactionable=
  |hitstun=
  |hitstun=
|blockadvantage=+3
  |description=  
  |description=  
* Hits OTG.
* Hits OTG.
* Hits frame 18 from kick / mana kick.
* Unparriable.
* Hits frame 33 conjure storm.
* Strikes at:
High damage lightning strike, difficult to control due to the recoil it inflicts on the orb. Very DI resistant, good damage, and its OTG can continue a lot of combos that you really deserved to drop. Useful in neutral in that it's actively a threat for far longer than any other orb projectile, and is, like everything in this cruel world, made a menace by gust.
**Frame 18/32/47 from Kick/Mana Kick
**Frame 33/47/62 conjure storm.
* Locked version deals 100 more damage.
* High damage lightning strike, difficult to control due to the recoil it inflicts on the orb. Very DI resistant, good damage, and its OTG can continue a lot of combos that you really deserved to drop. Useful in neutral in that it's active for far longer than other orb projectiles, and is, like everything in this cruel world, made a menace by gust.
  }}
  }}
}}
}}


====<font style="visibility:hidden; float:right">Orb Lock & Unlock</font>====
{{MoveData
|input=[[Image:YH_Icon_Orb_Lock.png]][[Image:YH_Icon_Orb_Unlock.png]]
|image=YH_Wizard_OrbLock.png
|hitbox=YH_Wizard_OrbLockHB.png
|name=Orb Lock & Unlock
|data=
{{AttackData-YH
|damage=
|startup=
|active=
|recovery=
|onhit=
|guard=
|firstactionable=
|hitstun=
|description=
* Orb lock fixes the orb's location, wherever it is.
* Orb unlock releases the orb, allowing it to follow you or be pushed again.
Very rarely worth the turn, especially in neutral. Try to think ahead and micromanage orb's position with the push arrows instead, as that allows you to do more useful moves simultaneously.
}}
}}
}}


====<font style="visibility:hidden; float:right">Orb Tether</font>====
====<font style="visibility:hidden; float:right">Orb Tether</font>====
{{MoveData
{{MoveData
|image=YH_Wizard_Jump.png
|image=YH_Wizard_OrbTether.png
|hitbox=YH_Wizard_JumpHB.png
|hitbox=YH_Wizard_JumpHB.png
|input=[[Image:YH_Icon_OrbTether.png]]
|input=[[Image:YH_Icon_OrbTether.png]]
Line 817: Line 1,048:
  |recovery=
  |recovery=
  |onhit=
  |onhit=
  |firstactionable=9
  |firstactionable=11
|proration=-
  |hitstun=
  |hitstun=
|airok=Yes
  |description=
  |description=
* Slowly pulls wizard towards orb for 90 frames.
* Slowly pulls wizard towards orb for 90 frames.
* Effect gets weaker over its duration.
* Effect gets weaker over its duration.
 
*Unusual movement tool that has some use in saucy-looking suboptimal combos. Incredible for timer-stalling, but you didn't hear it from me.
Unusual movement tool that has some use in saucy-looking suboptimal combos. The pull effect persists even if you get hit, which can sometimes pull you far enough away to escape combos proactively, but it's normally just better to do something else.
  }}
  }}
}}
}}
Line 829: Line 1,061:
====<font style="visibility:hidden; float:right">Orb Portal</font>====
====<font style="visibility:hidden; float:right">Orb Portal</font>====
{{MoveData
{{MoveData
|image=YH_Wizard_OrbPortal.png|caption=
|image=YH_Wizard_OrbPortal.png
|image2=YH_Wizard_OrbTeleport.gif
|hitbox=YH_Wizard_OrbPortalHB.png
|hitbox=YH_Wizard_OrbPortalHB.png
|input=[[Image:YH_Icon_Orb_Portal.png]]
|input=[[Image:YH_Icon_Orb_Portal.png]]
|name=Orb Portal
|name=Orb Portal
|data=
|data=
  {{AttackData-YH
  {{MoveData-YH-Super
  |damage=
  |damage=
  |startup=
  |startup=
  |active=3
  |active=
  |recovery=
  |recovery=
  |onhit=
  |onhit=
  |firstactionable=7
  |firstactionable=10
  |hitstun=
  |hitstun=
|proration=-
|supercost=More than 0
|airok=Yes
  |description=
  |description=
* Costs 1 bar of meter
* Can be used with any amount of super, but anything below 1 bar will use all remaining super energy.
* Moves on frame 2
* Moves on frame 2
* Air OK
* Supremely fast and safe get out of jail free card. Safe on frame 2. Losing 1 meter and orb is a heavy price to pay without enough meter to spawn another orb, but it's normally worth it just to have a safe RPS escape. Also sees use in combo as a way to get rid of orb (for more consistent damage) while beating burst at the same time.
 
}}
Supremely fast and safe get out of jail free card. Safe on frame 2. Losing 1 meter and orb is a heavy price to pay without enough meter to spawn another orb, but it's normally worth it just to have an unpunishable escape. It's even quick enough to dodge and then whiff punish a good majority of moves in the game if they are used without free cancel.
}}
}}
}}


====<font style="visibility:hidden; float:right">Taunt</font>====
====<font style="visibility:hidden; float:right">Taunt</font>====
{{MoveData
{{MoveData
|image=YH_Wizard_Hustle.png
|image=YH_Wizard_Ponder.gif
|caption=Spark bomb is so plus that you can taunt and keep comboing
|caption=Spark bomb is so plus that you can taunt and keep comboing
|hitbox=YH_Wizard_HustleHB.png
|hitbox=YH_Wizard_HustleHB.png
|caption=Knowledge
|caption2=Knowledge
|input=[[Image:YH_Icon_Taunt.png]]
|input=[[Image:YH_Icon_Taunt.png]]
|name=Hustle
|name=Hustle
Line 869: Line 1,103:
  |description=
  |description=
* Builds 1 bar of super on frame 45.
* Builds 1 bar of super on frame 45.
* Decreases friction during use
* Decreases friction during use....or.... [https://wiki.gbl.gg/w/File:WEEZARD.mp4 does it?]
 
* A swag looking taunt with some niche utility. Useful after a Geyser to quickly build enough meter for Orb before the opponent is able to approach and punish you.  
A swag looking taunt with some niche utility. Can be used if slightly plus before a knockdown to gain meter and kill enough frames to disallow holding on the ground, which allows for more reliable oki from moves like icicle, kick, or flamewave.
  }}
  }}
}}
}}
==Unused Sprites==
* As of 1.9.0, these are the sprites in the game files that are unused.
* Draw Moisture was removed in update 1.8.0.
[[Image:YH_Wizard_DrawMoisture1.png]]
* An animation labelled 'windeffect'.
[[File:YH Wizard WindEffect.gif]]
* A sprite labelled 'icicle'.
[[File:YH Wizard IcicleSingular.png]]
* Two sprites exist for an alternate pushblock sprite, labelled 'shield'. Wizard's current pushblock sprite is labelled 'shieldbetter'.
* Unused sprites:
[[File:YH Wizard Shield1.png]]
[[File:YH Wizard Shield2.png]]
* Current pushblock sprites (section does not currently exist on this page, so they are put here):
[[File:YH Wizard Shieldbetter1.png]]
[[File:YH Wizard Shieldbetter2.png]]


==Navigation==
==Navigation==

Latest revision as of 16:44, 12 June 2024

Profile

Wizard is a versatile setup character with high mobility and excellent screen control. Their extremely well-rounded suite of projectiles is useful at every stage of gameplay. Wizard boasts some of the most consistent and powerful neutral in the game due to Magic Dart, a homing projectile with incredible aiming freedom that's +1 on block. Flamewave compliments this nicely, acting as a large, unparriable, ground-sweeping hitbox to force opponents to go where you want them to or risk getting mixed. Vile clutch rounds out the team well with its incredibly fast recovery, good + frames, and OTG hitbox, giving Wizard consistent combo conversions and okizeme in just one move. Air mobility through hover and fastfall also makes jumping a great idea, as you're often able to have both a completely safe and a very dangerous option on the same turn versus grounded opponents. Combining this with below-average recovery on most normals and good range on all of them completes Wizard's famously solid midrange game.

These strengths shine even brighter with meter, as Wizard's supers are without a doubt the best in the game. Telekinesis presents insane neutral threat with its speed and safety. Spark bomb is an ironclad zoning wall that ignores projectile invulnerability but can also be spent for high combo damage or incredible aggression with the "Spark Install" speed buff that it gives upon detonation. And, of course, Orb is notorious for being an incredibly powerful and general-purpose gameplan. It's capable of spawning 3 new types of projectiles asynchronously as Wizard throws out attacks, and can be moved around as a free action, turning Wizard into a terrifying puppet character until you run out of meter.

All of this of course has its costs, however - Wizard is the only character in the game unable to put out a hitbox in 4 frames or faster. While Confusing Touch and a strong roll help counteract this somewhat, close range RPS is still very disadvantaged. Wizard's mobility is also largely tied to the Gravity resource bar, and with it depleted, they become a comically vulnerable sitting duck in the air with only middling ground speed. While their midrange normals are strong, they can often be predictable and susceptible to parry fishing in neutral, forcing odd hard callouts to get their pressure started. And, finally, once you do make it in, Wizard's pressure game can often be awkward, short-lived, or low-reward due to high block pushback, only a single short-ranged guard break, and no oki off of grab.

Overall, Wizard is a character with a rich suite of moves, setups, and tech allowing great player expression and playstyle versatility, letting you zone until the clock hits 0 or approach aggressively behind your projectiles.

Strengths Weaknesses
  • Flexible Projectiles: Magic Dart, Flamewave, and Vile Clutch compliment each other well and can be used at all stages of gameplay.
  • Mental Stack: Wizard excels at creating obscure, hard-to-see threats and advantaged positions from neutral using projectiles and fastfall, leading to lots of unexpected hits.
  • Excellent Mobility: Hover, Fastfall, and movement tech like BHopping make it trivial to end up in the right place at the right time.
  • Strong Okizeme: Vile Clutch can make some soft knockdowns just as rewarding as a hard knockdown, leading into scary blockstrings with solid chip damage.
  • Neutral Threat Range: Long-range harassment with Geyser and mid-range poking with Conjure Weapon and Mana Strike make it hard to stay safe against Wizard.
  • Incredible Supers: While the other 2 supers are great for their uses, orb is a gameplan-in-a-can, significantly enhancing wizard's combos, neutral, advantage, and disadvantage.
  • Weak Close Range: The lack of a 4f jab and no okizeme off grab leave wizard quite vulnerable to getting pressured up close or snowballed off of meaties.
  • Meter Feeder: Many of Wizard's projectile options can end up giving the opponent free parries for meter if not used carefully.
  • Meter Hungry: Orb, Wizard's strongest neutral tool, isn't available until you have at least 3 bars of meter, and drains meter constantly while it's out, meaning that getting comboed with it out often means a reset to 0 meter. Other characters also tend to see more immediacy in their meterless or 1-meter gameplans and build it faster than you because they're approaching more often.
  • No Mix: Wizard's guard breaks, Conjure Storm and Combustion, are pitifully and short-ranged, and their grab has comparatively low reward on hit.
  • Gets Neutral Skipped: Tools that force close-range RPS can often ignore all of wizard's fancy midrange and just guess right at point-blank, stealing games off of sheer probability alone.

Move List

Unique Mechanics

Hover & Fall

Hover & Fall
YH Grav Bar.png
YH Wizard Jump.png
YH Wizard JumpHB.png
I believe I can flyyyyyy.....
I believe I can flyyyyyy.....
  • Wizard's unique movement mechanic.
    • Toggling hover puts Wizard into a floating state that slows their fall and dampens vertical momentum. Limited only by the hover bar.
    • Toggling fall increases Wizard's downward momentum.
  • Fundamental to Wizard's air combos.
  • Great for prediction mixups.
Toggle Hitboxes
Toggle Hitboxes

Moisture

Moisture
Geyser charge.png
locally sourced tears of your enemies
locally sourced tears of your enemies
  • One charge of Moisture is gained every time the wizard lands a hit in neutral or parries, can hold up to three charges.
  • Moisture can then be used on Geyser.

Movement

Dash

Dash
YH Icon Dash.png
YH Wizard Dash.png
YH Wizard DashHB.png
Movement Starts At Consumes Air Option First Actionable
2 No 8-15
  • Always interruptible when opponent is able to act.
  • IASA increases as the speed slider is increased.
  • "auto" toggle will cause Wizard to turn around mid dash to always be dashing towards the opponenet
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Back Dash

Back Dash
YH Icon DashBack.png
YH Wizard BackDash.png
YH Wizard BackDashHB.png
Movement Starts At Consumes Air Option First Actionable
1 No 9
  • Always interruptible when opponent is able to act.
  • Does not become actionable if opponent uses forward movement.
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Toggle Hitboxes

Super Dash

Super Dash
YH Icon SuperDash.png
YH Wizard SuperDash.png
YH Wizard SuperDashHB.png
Movement Starts At Consumes Air Option First Actionable
8 No 25
  • Interruptible on the opponent's turn.
  • If interrupted during the "charge up" animation, your next Dash or Backdash gains much more distance, allowing you to approach rapidly or escape more situations than with a normal Backdash.
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Jump

Jump
YH Icon Jump.png
YH Wizard Jump.png
YH Wizard JumpHB.png
Movement Starts At Consumes Air Option First Actionable
1, 4 (jumping backwards) Yes (if used in air) 8-15
  • Short jumps are 8f to act.
  • Grounded large jumps are 11f to act, but are upped to 15f if jumping straight up or backwards.
  • In the air, large jumps are always 11f.
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Super Jump

Super Jump
YH Icon SuperJump.png
YH Wizard SuperJump.png
YH Wizard SuperJumpHB.png
Movement Starts At Consumes Air Option First Actionable
7 No 16
  • Can only be manually aimed if the opponent is in hitstun.
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Grounded Normals

* Frame advantage is assuming no restands, knockdowns, wall bounces, or wall splats on the first time the move used during the combo. In game frame advantage WILL vary. See Combo Mechanics for more detail.

Tome Slap

Tome Slap
YH Icon Tome Slap.png
YH Wizard TomeSlapA.gif
YH Wizard TomeSlapHB.png
Watch. Your. Tome. Boy.
Watch. Your. Tome. Boy.
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
800 5 3 12 17 High 0 +1
  • Wizard's fastest grounded normal. Very strong button that sends them a short distance forward.
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Mana Strike

Mana Strike
YH Icon Mana Strike.png
YH Wizard ManaStrikeCast.gif
YH Wizard ManaStrikeHB.png
YH Wizard ManaStrikeBurst.gif
socially distant smack
socially distant smack
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Air OK
600 6 1 16 28 High 1 +1 Yes
  • Fast aimable poke with deceptively long range, beating anything without armor or invulnerability.
    • Uses a distance slider from 0-100, with a deadzone approximately 150px in front of Wizard.
    • Knockback direction changes based on which side the blast hits, with the inward hit typically used for hitconfirms or to extend combos.
  • Very strong air-to-ground button when used with Fall, but can lose to slower moves like Cowboy's Stinger due to its recovery.
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Kick

Kick
YH Icon Kick.png
YH Wizard Kick1.png
YH Wizard KickHB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
600 7 13 25 26 Low -1 +1
  • Slow-moving sweep kick affected by Wizard's momentum.
  • Very long active frames allows them to set up meaties.
  • Low profile from frames 7-25.
  • Summons lightning when used with orb.
  • Unable to hit airborne opponents
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Toggle Hitboxes

Conjure Storm

Conjure Storm
YH Icon Conjure Storm.png
YH Wizard ConjureStorm.gif
YH Wizard CStorm1HB.png
YH Wizard CStorm2HB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
600 (close), 900 (far) 12, 16 3, 3 26 22 (close), 32 (far), 30 (both) High (Guardbreak) -1 +2 (close) +4 (far)
  • High damage move with -1 proration, covering either side of Wizard. Sends away on hit and keeps opponents grounded.
  • Greedy and situational mixup tool that's important to represent because of its insane reward.
  • Comically plus on hit with Wizard's best damage-per-hit, as the 2 hits together only scale the combo once. Should be routed into whenever possible.
  • Summons lightning when used with orb.
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Conjure Weapon

Conjure Weapon
YH Icon ConjureWeapon.png
YH Wizard ConjureWeaponA.gif
YH Wizard ConjureWeaponHB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Air OK
1400 11 3 22 20 High 0 +3 Yes
  • Sends away on hit, and does not cancel into normals, requiring meter to combo off of midscreen.
  • Typically used in corner combos, but has utility in neutral when combined with Spark Install or Fall.
  • Projectile invulnerable frames 4-14.
  • Armored frames 7-14
  • Wallsplats.
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Icicle

Icicle
YH Icon Icicle Ground.png
YH Wizard IcicleGround.gif
YH Wizard IcicleHB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
900 7 3 17 24 Low 0 +0
  • Disjointed low that sends upward on hit, while moving Wizard a short distance forward.
    • High risk high reward option in close up RPS, beating out shorthops and Spot Dodge.
    • Useful for stuffing approaches with its convenient active frames window.
  • Summons swords when used with Orb.
  • Has a down version that shorthops into the aerial version, colloquially known as "upcicle", "hopsicle", or "jumpsicle.
    • Beats grab for heavy reward, but only while +1.
    • Niche anti-air useful in closer-range scrambles.
    • While the predictions say it's +1, it's actually very bad on block because it cannot self-cancel into another air icicle. Use cautiously in pressure.
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Bolt of Magma

Bolt of Magma
YH Icon Bolt Of Magma.png
YH Wizard MagmaBolt.gif
YH Wizard BoltOfMagmaHB.png
Out of my air space.
Out of my air space.
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
1000, 600 (sourspot) 6 2 13 41, 26 (sourspot) High 0 +1
  • One of the best anti-airs in the game.
    • Obscenely short recovery makes Free Cancel usually unnecessary while using this move.
    • Makes many otherwise fake setups real by covering jumps, rolls, and cowboy's dash with one option.
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Grab

Grab
YH Icon Grab.png
YH Wizard Grab1.png
YH Wizard GrabHB.png
YH Wizard GrabThrow.gif
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Air OK
900 3 3 23 14 Throw 0 - Yes
  • Universal throw.
  • Sends the opponent very far away on hit, making it difficult to combo off of or set up oki with.
    • Conversely, this grants wizard a safe turn to do whatever projectile is most needed.
    • If done in the air, Down Throw can be a good combo ender to reset into okizeme.
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Aerials

* Frame advantage is assuming no restands, knockdowns, wall bounces, or wall splats on the first time the move used during the combo. In game frame advantage WILL vary. See Combo Mechanics for more detail.

Mana Kick

Mana Kick
YH Icon Mana Kick.png
YH Wizard ManaKickA.gif
YH Wizard ManaKickHB.png
Divekick at home:
Divekick at home:
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
800, 400 (sour spot) 8 5 20 21, 15 (sour spot) High 0 +2
  • Pseudo-divekick, groundbounces on hit.
    • Low knockback, making it difficult to DI away from compared to Missile Form and Combustion.
    • Unimpressive damage makes it otherwise niche and outclassed in combos
  • Summons lightning when used with Orb.
    • Shorthop > Fall Mana Kick allows you to safely set up Orb Lightning in neutral for zoning or pressure.
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Icicle

Icicle (air)
YH Icon Icicle Air.png
YH Wizard IceSpikeAir.gif
YH Wizard IcicleAir2HB.png
Best air normal in the game hands-down.
Best air normal in the game hands-down.
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
900 5 2 15 24 High 0 +3
  • One of the best air buttons in the game.
    • Fast, big, and disjointed.
    • Combo staple for its reliable knockback angle and solid damage.
    • Great at air-to-air and air-to-ground when combined with Hover and Fall.
    • Beats out 4f jabs like Punch or Pommel when spaced correctly.
  • Summons swords when used with Orb.
  • Land cancellable.
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Combustion

Combustion
YH Icon Combustion.png
YH Wizard CombustCast.gif
YH Wizard CombustionHB.png
YH Wizard CombustParticle.gif
KABOOM!
KABOOM!
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
1000 9 1 20 29 High (Guardbreak) 0 +3
  • Sends upwards on hit with high hitstun.
    • Used in combos as a DI mixup with the threat of Air Icicle.
    • Very easy to combo off of using Jump, Gust, or B-hops, making it a staple in combos.
  • Wallsplats.
  • Doesn't land cancel.
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Specials

* Frame advantage is assuming no restands, knockdowns, wall bounces, or wall splats on the first time the move used during the combo. In game frame advantage WILL vary. See Combo Mechanics for more detail.

Magic Dart

Magic Dart
YH Icon Magic Dart.png
YH Wizard MagicDartCast.gif
YH Wizard MagicDartHB.png
YH Wizard MagicDartProjectile.png
Deals 1d4+1 force damage
Deals 1d4+1 force damage
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Air OK
500 8 9 untill despawn or colission 16 19 High 0 +1 Yes
  • Wizard casts a spell, summoning a Magic Dart. Can be Free Canceled.
    • But you usually shouldn't free cancel.
    • Tracks forever until it hits your opponent.
    • Aimable, allowing you to threaten a wide variety of spaces in neutral.
      • It is generally considered better to do slower dart angles than to full-send it at the opponent, as this makes it harder to parry.
      • Careful aiming it around their block to barely avoid a parry can make it a powerful pressure option, locking the opponent down for a turn.
    • Bounces off of the ground but disappears at the wall.
  • Combined with Gust and careful angle selection, this covers space and makes Wizard much more of a threat at midrange.
  • Opposing Wizards can gust your magic dart into the floor, destroying it.
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Confusing Touch

Confusing Touch
YH Icon ConfusingTouch.png
YH Wizard ConfusingTouchnyeh.gif
YH Wizard ConfusingTouchHB.png
nyeh
nyeh
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Air OK
200 2 3-5 24 - High 2 - Yes
  • Flips the opponent's facing direction and horizontal velocity on hit.
    • A situational reversal tool, which can cause an opponent to whiff a move.
    • Is very slow on recovery itself, leading to disadvantage against fast moves or losing to 4f buttons outright when given enough momentum.
    • Often doesn't work when you or the opponent have high horizontal momentum, flipping the attack back into you.
    • Ineffective against grabs and invulnerable moves.
  • Unblockable.
  • Does a miniscule but unblockable amount of damage on hit, making it a niche option to finish off low health opponents.
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Flame Wave

Flame Wave
YH Icon Flame Wave.png
YH Wizard FlameWaveCast.gif
YH Wizard FlameWaveHB.png
Fuck your neutral.
Fuck your neutral.
YH Wizard FlameWaveProjectile.gif
JUMP
JUMP
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Air OK
300x5 10 11-60 17 - High 0 +1 Yes
  • Wizard summons a slow-moving Flame Wave that travels across the screen. Active for 1 frame every 5 frames.
  • Covers a ton of space in neutral without much cost.
  • Unparriable.
  • Dictates the matchup against Ninja and Robot, forcing the opponent into the air.
  • Decent pressure tool to set up high chip damage blockstrings using orb.
  • Opposing Wizards can gust your flame wave into the floor, destroying it.
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Missile Form

Missile Form
YH Icon Missile Form.png
YH Wizard MissileForm1.png
YH Wizard MissileForm1HB.png
COMIN' IN HOT!
COMIN' IN HOT!
YH Wizard MissileForm2.png
YH Wizard MissileForm2HB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Air OK
1200 (1100 in combo) liftoff, 850 headbutt 7 1, Until Landing or 22 22 (6 after landing) 33 (liftoff), 18 (headbutt) High 0 +2 (liftoff), +1 (headbutt) Yes (Requires and consumes air option)
  • The second most versatile move in Wizard's kit. Free cancellable.
  • Consumes an air option if used in the air.
  • Wizard turns into a missile and sends themself forward, turning themself into a hitbox and creating an explosive backblast.
    • Enables tech known as benjihopping (colloquially known as "bhopping"), which is done by toggling Fall and doing Missile Form at any upwards angle, giving you a 13f actionable movement option that carries your momentum.
      • Enabling free cancel on a benjihop has no effect on actionalbe frames and should be disabled whenever performing a benjihop
      • Performing a benjihop will restore all air options, allowing for massive vertical height while maintaining both air options
    • Builds meter, shoots Orb darts, and is a generally safe approach option that you should be going for if you can afford the gravity cost.
  • The explosive hitbox (colloquially known as "Backblast") is an excellent combo ender and has mid-combo niches at the wall and as a hard DI read.
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Zephyr

Zephyr
YH Icon Zephyr.png
YH Wizard ZephyrWhiff.gif
YH Wizard ZephyrHB.png
DON'T JUMP
DON'T JUMP
YH Wizard ZephyrHit.gif
Thank you, I'll be having that.
Thank you, I'll be having that.
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Air OK
200, 1500 7,9 21 35 - High 0 +2 No
  • Massive anti-air windbox that pulls them into a large blockable hitgrab, with a second unblockable command grab hitbox closer to Wizard's hand.
  • If the command grab or hitgrab connect, follows up into a detonation move.
    • Summons swords when orb is out.
    • Combos with huge reward on DI up, but otherwise will go straight into soft knockdown. Useful last-resort combo ender.
  • Windbox size is ~doubled with initiative.
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Gust

Gust
YH Icon Gust.png
YH Wizard GustA.gif
YH Wizard GustHb.png
forgot to check gust gg
forgot to check gust gg
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Air OK
- 4 Entire Duration 18 - - 0 - Yes
  • Aimable windbox that strongly pushes projectiles and weakly pushes the opponent.
    • Windbox strength gradually decays after each use in a combo, and then resets at the end of said combo.
    • Pushes Wizard in the opposite direction of the Gust. Does not push them off the ground unless Hover is toggled.
  • The most versatile and arguably the most important move in Wizard's kit.
    • Is combo glue similar to Cowboy's Teleport, getting them close enough with ample frame advantage to hit them again.
      • Also allows Wizard to slam Spark Bombs into opponents for massive damage and frame advantage. Being roughly +14 after Spark Bomb should give you an angle that works.
      • Can extend wallsplats from distances where it normally wouldn't hit - if a move like Conjure Weapon doesn't quite knock them far enough to wallsplat, Gusting them into the wall for the splat will normally give great frame advantage.
    • Creates very scary and multifaceted neutral by making Wizard's projectiles more threatening by:
      • Shoving projectiles forward to catch opponents off guard from midrange.
      • Shoving projectiles upward to safely call out jumps.
      • Delaying projectile hits with backwards gust to prevent parry in some niche scenarios.
      • Turning Spark Bomb into a scary space-denial tool, as being within Gusting range of one forces the opponent to play neutral much more carefully.
  • Gusting many of the games projectiles into the floor will destroy them (magic dart, flame wave, shurikan, etc)
  • There are even more uses too niche to list here, but this covers most cases. Gust is one of the major centerpieces of Wizard's gameplan and generates a lot of threat and mental stack simply by existing.
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Toggle Hitboxes

Geyser

Geyser
YH Icon Geyser.png
YH Wizard GeyserCast.gif
YH Wizard Geyser1DropHB.png
YH Wizard Geyser1D.gif
YH Wizard Geyser2DropHB.png
1 Droplet
1 Droplet
YH Wizard Geyser2D.gif
YH Wizard Geyser3DropHB.png
2 Droplet
2 Droplet
YH Wizard Geyser3D.gif
3 Droplet
3 Droplet
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Air OK
1300 (one drop), 1500 (two drops) 1700 (three drops) 14 2 23 19 High 1 +1 (one drop), +3 (two drops), +4 (three drops) Yes
  • Is actually just a big slow melee hitbox.
  • Can hitcancel into itself for big damage.
  • Land cancellable.
  • Requires at least one drop of moisture to use, and can power up by spending additional droplets.
    • When whiff canceled before hitbox comes out, droplets are not consumed.
  • A long range poke which can be used to call out committal projectiles and setup moves. Against movement, usually forces either a roll or a block. Whether it hits or is blocked, Geyser will do solid damage and build a respectable chunk of meter for Wizard, making it a great "why not" option when bored at fullscreen that can be set up with land cancels to become much safer.
  • Situational but massively rewarding combo tool, able to be followed up on under certain spacing conditions. Otherwise functions as Wizard's second-best ender.
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Vile Clutch

Vile Clutch
YH Icon Vile Clutch.png
YH Wizard ClutchCast.gif
YH Wizard VileClutch1HB.png
YH Wizard Clutch.gif
YH Wizard VileClutch2HB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Air OK
800, 400 19 5, 3 12 38, 17 Low, High 0 +2 Yes
  • First hit can hit opponents on the ground.
  • Unparryable.
  • Distance can be set with slider.
  • Vile hand reaches out of the ground. Useful for extending combos at range. In neutral, it is a noncomittal, low-reward projectile that can cut off retreats or force a response out of passive opponents doing setup. Excellent at pressuring falling opponents and forcing out air options.
  • If you have extra frames right before a knockdown, Vile Clutch on the opponent grants strong, airtight okizeme.
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Toggle Hitboxes

Supers

* Frame advantage is assuming no restands, knockdowns, wall bounces, or wall splats on the first time the move used during the combo. In game frame advantage WILL vary. See Combo Mechanics for more detail.

Telekinesis/Launch

Telekinesis
YH Icons TK.png
YH Wizard Telelaunch.gif
Launch
Launch
Telekinesis
YH Wizard Telecast.gif
Cast
Cast
YH Wizard Telecast2.gif
Cast particle effect.
Cast particle effect.
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- 7 (projectile spawn) - 14 - - 0 -
  • Spawns a random projectile which floats next to wizard.
    • Projectile will vanish after 150 frames, the conjuring wizard is hit, or when the projectile is launched and hits something.
  • Does nothing on its own; once a projectile is spawned Telekinesis is replaced with Launch and cannot be used until the projectile is Launched or vanishes.
  • Will spawn one of the following projectiles:
Rock
YH Icons Launch.png
YH Wizard TKBoulder.png
YH Wizard TKBoulderHB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
1050 5 until collision 11 16 High 0 +1
  • Has a 68% chance to be summoned.
  • Groundbounces.
  • Causes a knockdown.
  • Comes in two colors, difference is purely visual.
Toggle Hitboxes
Toggle Hitboxes
Boulder
YH Icons Launch.png
YH Hustle Boulder.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
1200 5 until collision 11 24 High 0 +3
  • Has a 17% chance to be summoned.
  • Groundbounces.
  • Causes a hard knockdown.
  • Moves slower and can't be thrown as far as a rock.
Tire
YH Icons Launch.png
YH Wizard TKTire.png
YH Wizard TKTireHB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
950 5 until collision 11 13 High 0 +2
  • Has a 5.36% chance to be summoned.
  • Bounces along the ground and against walls.
Toggle Hitboxes
Toggle Hitboxes
Pebble
YH Icons Launch.png
YH Wizard TKPebble.png
YH Wizard TKPebbleHB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
460 5 until collision 11 2 High 0 -
  • Has a 3.21% chance to be summoned.
  • Moves very fast, but has low hitstun and damage.
Toggle Hitboxes
Toggle Hitboxes
Apple
YH Icons Launch.png
YH Wizard TKFruit.png
YH Wizard TKFruitHB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
-200 (heals) 5 until collision 11 6 High 0 -
  • Has a 3.21% chance to be summoned.
  • Heals, and can even heal the conjuring wizard.
Toggle Hitboxes
Toggle Hitboxes
Bomb
YH Icons Launch.png
YH Wizard Telebomb.gif
YH Wizard TKBomb1HB.png
YH Wizard CombustParticle.gif
YH Robot RBomb2HB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
2000 5 until collision 11 23 High 0 +4
  • Has a 3.21% chance to be summoned.
  • Explodes 60 frames after being conjured with Telekinesis, on impact with an the opponent, or when hitting the ground.
  • If blocked, will not explode until hitting the ground.
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Toggle Hitboxes

Spark Bomb

Spark Bomb
YH Icon Spark Bomb.png
YH Wizard SparkBombCast.gif
YH Wizard SparkBomb1HB.png
YH SparkBombInactive.gif
YH Wizard SparkBomb2HB.png
Inactive spark bomb.
Inactive spark bomb.
YH Wizard SparkBombActive.gif
La bomba
La bomba
YH Wizard SparkBombBoom.gif
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Super Cost Air OK
1400 8 - 14 51 High 0 +3 - Yes
  • Bomb is able to explode as soon as 20 frames after spawning.
  • Ignores projectile immunity, acting as a normal strike for those purposes.
  • Upon being triggerd, it will detonate in 2 frames.
  • If the "Spark" toggle is turned on, the conjuring wizard will also cause the spark bomb to detonate upon entering its radius.
  • Conjuring wizard can take 310 self damage from the spark bomb on detonation, and will launch the wizard without putting them in hitstun.
  • When a spark bomb detonates, the conjuring wizard gains Spark Install for 70 frames.
    • Spark Install makes Missile Form +2 on block and greatly enhances its speed.
    • All of wizards movement options are supercharged during Spark Install, resulting very fast movement.
  • A high-damage, massive-hitstun tracking projectile. Can be used in neutral with Gust for terrifying threat, in combos also with gust to do massive damage in just a few hits, or far away just to give yourself "Spark Install" and approach at mach 5 with a bhop. The spark toggle can also let you use it as something of a shield, forcing nasty parry 50/50s up close with the unrollable frame 2 explosion
  • While Spark Bomb is an extremely strong tool early game, its 2 meter price tag presents a significant opportunity cost when compared with orb. It's also generally only worth using in combos when you have a lot of meter to burn, as meter-gain scaling mechanics mean that not enough of it will be earned back by the rest of the combo.
Toggle Hitboxes
Toggle Hitboxes

Orb

Orb
YH Icon Orb.png
YH Wizard Orb.gif
A Wizard's best friend
A Wizard's best friend
Spawn
YH Wizard OrbSpawn.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Air OK
- 8 - 11 - - - - Yes
  • Unleash the beast. Gradually drains your meter until it disappears when it hits 0. Doing most attacks with it out will cause a projectile to spawn, with startup timings and projectile spawn varying per move. Able to be moved in 8 different directions as a free action on your turn, or locked in place with a toggle, which changes the projeciles' properties slightly.
Dart
YH Wizard OrbDart1.png
YH Wizard OrbDart1HB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
600 - - - - High 0 +1
  • Projectile appears:
    • Frame 12 from tome slap.
    • Frame 13 from mana strike / magic dart.
    • Frame 18 from missile form.
    • Frame 23 from confusing touch.
    • Frame 28 from bolt of magma / zephyr.
    • Frame 33 from geyser.
    • Frame 63 from vile clutch.
  • Locked version travels faster and has a slightly larger hitbox.
  • This projectile effectively acts as a better version of magic dart, with much higher reward when hit using gust and much higher speed to increase its threat range. It is also much easier to parry, however, and loose spacing should be used when attempting to force blocks with it.
Toggle Hitboxes
Toggle Hitboxes
Swords
YH Wizard OrbSwords.gif
YH Wizard OrbSwords1HB.png
YH Wizard OrbSwords2HB.png
Swords Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
600x3 - 3, 2, 2 - - High 0 +1
  • Unparriable.
  • Hitbox appears at:
    • On hit from zephyr.
    • Frame 16/24/26 from icicles.
    • Frame 24/32/34 from conjure weapon.
  • Locked version causes the first 2 hits to not increase combo scaling. Only applies if the attack is starting while the Orb is already locked.
  • Big AOE sword, good at applying pressure since it can force your opponent to take chip damage and lock them down while you throw out even more moves. Has a handful of very powerful burst-safe combo routes that mostly involve keeping the opponent grounded.
Toggle Hitboxes
Toggle Hitboxes
Lightning
YH Wizard OrbLightning.png
YH Wizard OrbLightningHB.png
YH Wizard LightningWithoutOrb.gif
Lightning Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
1000x3, 1100x3 (Orb locked) - 2 - - High 0 +3
  • Hits OTG.
  • Unparriable.
  • Strikes at:
    • Frame 18/32/47 from Kick/Mana Kick
    • Frame 33/47/62 conjure storm.
  • Locked version deals 100 more damage.
  • High damage lightning strike, difficult to control due to the recoil it inflicts on the orb. Very DI resistant, good damage, and its OTG can continue a lot of combos that you really deserved to drop. Useful in neutral in that it's active for far longer than other orb projectiles, and is, like everything in this cruel world, made a menace by gust.
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Toggle Hitboxes

Orb Tether

Orb Tether
YH Icon OrbTether.png
YH Wizard OrbTether.png
YH Wizard JumpHB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Air OK
- - - 11 - - - - Yes
  • Slowly pulls wizard towards orb for 90 frames.
  • Effect gets weaker over its duration.
  • Unusual movement tool that has some use in saucy-looking suboptimal combos. Incredible for timer-stalling, but you didn't hear it from me.
Toggle Hitboxes
Toggle Hitboxes

Orb Portal

Orb Portal
YH Icon Orb Portal.png
YH Wizard OrbPortal.png
YH Wizard OrbPortalHB.png
YH Wizard OrbTeleport.gif
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Super Cost Air OK
- - - 10 - - - - More than 0 Yes
  • Can be used with any amount of super, but anything below 1 bar will use all remaining super energy.
  • Moves on frame 2
  • Supremely fast and safe get out of jail free card. Safe on frame 2. Losing 1 meter and orb is a heavy price to pay without enough meter to spawn another orb, but it's normally worth it just to have a safe RPS escape. Also sees use in combo as a way to get rid of orb (for more consistent damage) while beating burst at the same time.
Toggle Hitboxes
Toggle Hitboxes

Taunt

Hustle
YH Icon Taunt.png
YH Wizard Ponder.gif
YH Wizard HustleHB.png
Spark bomb is so plus that you can taunt and keep comboing
Spark bomb is so plus that you can taunt and keep comboing
Knowledge
Knowledge
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- - - 45 - - 0 -
  • Builds 1 bar of super on frame 45.
  • Decreases friction during use....or.... does it?
  • A swag looking taunt with some niche utility. Useful after a Geyser to quickly build enough meter for Orb before the opponent is able to approach and punish you.
Toggle Hitboxes
Toggle Hitboxes

Unused Sprites

  • As of 1.9.0, these are the sprites in the game files that are unused.
  • Draw Moisture was removed in update 1.8.0.

YH Wizard DrawMoisture1.png

  • An animation labelled 'windeffect'.

YH Wizard WindEffect.gif

  • A sprite labelled 'icicle'.

YH Wizard IcicleSingular.png

  • Two sprites exist for an alternate pushblock sprite, labelled 'shield'. Wizard's current pushblock sprite is labelled 'shieldbetter'.
  • Unused sprites:

YH Wizard Shield1.png YH Wizard Shield2.png

  • Current pushblock sprites (section does not currently exist on this page, so they are put here):

YH Wizard Shieldbetter1.png YH Wizard Shieldbetter2.png

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