YomiHustle/Wizard: Difference between revisions

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


|charactername=Wizard
|charactername=Wizard


|intro=Wizard is a versatile projectile zoner 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 +2 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.
|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.
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.
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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.
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 allow great player expression and playstyle versatility, letting you zone until the clock hits 0 or approach aggressively behind your projectiles.
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
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*'''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.
*'''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 only guard break, Conjure Storm, is pitifully slow and short-ranged, and their grab has comparatively low reward on hit.
*'''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.
*'''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=
 
==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===
==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]]
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  |version=
  |version=
  |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
  }}
  }}
}}
}}
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  |version=
  |version=
  |firstactionable=9
  |firstactionable=9
|movementstartsat=1
  |description=
  |description=
* Always interruptible when opponent is able to act.  
* Always interruptible when opponent is able to act.  
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  |version=
  |version=
  |firstactionable= 25
  |firstactionable= 25
|movementstartsat=8
  |description=
  |description=
* Interruptible on the opponent's turn.  
* Interruptible on the opponent's turn.  
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  |version=
  |version=
  |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.
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  |version=
  |version=
  |startup=
  |startup=
  |firstactionable=
  |firstactionable=16
  |description=
  |movementstartsat=7
*
}}
}}
 
===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_Icon_Jump.png]]
|caption=
|name=Hover & Fall
|data=
{{AttackData-YH-Movement
  |description=
  |description=
* Wizard's unique movement mechanic.
* Can only be manually aimed if the opponent is in hitstun.
** 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>====
==Grounded Normals==
{{MoveData
{{YomiHustleFrameAdvantage}}
|image=
|hitbox=
|input=
|caption=
|name=Moisture
|data=
{{AttackData-YH
|damage=
|startup=
|active=
|recovery=
|onhit=
|guard=
|firstactionable=
|hitstun=
|description=
* Moisture charge is gained every time the wizard lands a raw hit, up to three charges.
* Moisture can then be used on Geyser.
 
===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 185: 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
  |blockadvantage=+1
Line 198: 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
  |blockadvantage=+1
|airok=Yes
  |description=
  |description=


* Fast aimable poke with deceptively long range, beating anything without armor or invulnerability.  
* Fast aimable poke with deceptively long range, beating anything without [[YomiHustle/Glossary#Armor|armor]] or invulnerability.  
** Uses a distance slider from 0-100, with a deadzone approximately 150px in front of Wizard.
** 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.
** Knockback direction changes based on which side the blast hits, with the inward hit typically used for hitconfirms or to extend combos.
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  |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
  |blockadvantage=+1
Line 254: 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 266: Line 263:
  |active=3, 3
  |active=3, 3
  |recovery= 0
  |recovery= 0
|onhit= +37
  |guard= High (Guardbreak)
  |guard= High (Guardbreak)
  |guardbreak= Yes
  |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)
  |blockadvantage=+2 (close) +4 (far)
  |description=
  |description=
* High damage move with -1 proration, covering either side of Wizard. Sends away on hit and keeps opponents grounded.  
* High damage move with -1 proration, covering either side of Wizard. Sends away on hit and keeps opponents grounded.  
* Wallsplats on hit.
* 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.
  }}
  }}
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====<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 292: 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
  |blockadvantage=+3
  |blockadvantage=+3
|airok=Yes
  |description=
  |description=
* Slow armored move used to as a callout and beats Block.
* Sends away on hit, and does not cancel into normals, requiring meter to combo off of midscreen.
** 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.
** Typically used in corner combos, but has utility in neutral when combined with Spark Install or Fall.
* Projectile invulnerable frames 4-14.
* Projectile invulnerable and gains Armor starting on frame 7.
* [[YomiHustle/Glossary#Armor|Armored]] frames 7-14
* Wallsplats.
* Wallsplats.
  }}
  }}
Line 309: 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=
Line 319: Line 314:
  |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
  |blockadvantage=+0
  |description=
  |description=
* Disjointed low that sends upward on hit, while moving Wizard a short distance forward.
* 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.  
** 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.
* Summons swords when used with Orb.
* Has a down version that shorthops into the aerial version.
* 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 335: 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 342: 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= minimum +39, maximum +41
  |guard= High
  |guard= High
  |firstactionable=13
  |firstactionable=13
  |hitstun= 40(25)(25)
  |frameadvantage=41, 26 (sourspot)
  |blockadvantage=+1
  |blockadvantage=+1
  |description=
  |description=
* One of the best anti-airs in the game.
* One of the best anti-airs in the game.  
** Deceptively short recovery allowing you to use this in neutral without Free Canceling.
** 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 360: 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 369: 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.
* Sends the opponent very far away on hit, making it difficult to combo off of or set up oki with.
* Sends the opponent very far away on hit, making it difficult to combo off of or set up oki with.
** Conversely, this allows Wizard to safely gain two charges of Draw Moisture, two Spark Bombs, or set up Orb.
** Conversely, this grants wizard a safe turn to do whatever projectile is most needed.
** If done in the air, Down Throw allows you to set up oki.
** 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 393: 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
  |blockadvantage=+2
  |description=
  |description=
* Pseudo-divekick, groundbounces on hit.
* Pseudo-divekick, groundbounces on hit.
** Low knockback, making it difficult to DI away from compared to Missile Form and Combustion.
** Low knockback, making it difficult to DI away from compared to Missile Form and Combustion.
** An otherwise niche button than the rest.
** Unimpressive damage makes it otherwise niche and outclassed in combos
* Summons lightning when used with Orb.
* Summons lightning when used with Orb.
** Shorthop > Fall Mana Kick allows you to safely set up Orb Lightning in neutral.
** Shorthop > Fall Mana Kick allows you to safely set up Orb Lightning in neutral for zoning or pressure.
  }}
  }}
}}
}}
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====<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_IcicleAir2HB.png
|hitbox=YH_Wizard_IcicleAir2HB.png
Line 423: 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
  |blockadvantage=+3
  |description=
  |description=
* One of the best air buttons in the game.  
* One of the best air buttons in the game.  
* Fast, big, and disjointed move that sends downward on hit.
** 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.  
** 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.
** Beats out 4f jabs like Punch or Pommel when spaced correctly.
* Summons swords when used with Orb.
* Summons swords when used with Orb.
* Land cancellable.
  }}
  }}
}}
}}
Line 440: 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=
Line 450: Line 446:
  |startup= 9
  |startup= 9
  |active= 1
  |active= 1
  |recovery= 10
  |frameadvantage=29
|onhit=
  |guard= High (Guardbreak)
  |guard= High (Guardbreak)
  |firstactionable=20
  |firstactionable=20
|hitstun= 25
  |blockadvantage=+3
  |blockadvantage=+3
  |description=
  |description=
Line 466: Line 460:
}}
}}


===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=8
  |startup=8
  |active=9 untill despawn or colission
  |active=9 untill despawn or colission
|recovery=5
|onhit=5
  |guard=High
  |guard=High
  |firstactionable=16
  |firstactionable=16
  |hitstun=21
  |frameadvantage=19
  |blockadvantage=+1
  |blockadvantage=+1
|airok=Yes
  |description=
  |description=
* Wizard casts a spell, summoning a Magic Dart. Air OK and can be Free Canceled.
* 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.
** Tracks forever until it hits your opponent.
** Aimable, allowing you to threaten a wide variety of spaces in neutral.
** Aimable, allowing you to threaten a wide variety of spaces in neutral.
** Bounces off of the ground.
*** 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.
* Combined with Gust and picking shallow angles, this covers space and makes Wizard much more of a threat at midrange.
*** 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.
** Summoning Magic Dart at a low speed makes it more difficult to parry.
** 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 498: 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 504: Line 502:
|name=Confusing Touch
|name=Confusing Touch
|data=
|data=
  {{AttackData-YH
  {{AttackData-YH-Special
  |damage=200
  |damage=200
  |startup=2
  |startup=2
Line 513: Line 511:
  |proration=2
  |proration=2
  |firstactionable=24
  |firstactionable=24
|airok=Yes
  |hitstun=
  |hitstun=
  |description=
  |description=
* Flips the opponent's facing direction and horizontal velocity on hit.
* Flips the opponent's facing direction and horizontal velocity on hit.
** A situational reversal tool, which can cause an opponent to whiff a move.
** 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.  
** Is very slow on recovery itself, leading to disadvantage against fast moves or losing to 4f buttons outright when given enough momentum.
* Unblockable and Air OK.
** Often doesn't work when you or the opponent have high horizontal momentum, flipping the attack back into you.
* Does a miniscule but unavoidable amount of damage on hit, making it a niche option to finish off low health opponents.
** Ineffective against grabs and invulnerable moves.
* Does not count as a hit in combos.
* Unblockable.
* Unblockable
* Does a miniscule but unblockable amount of damage on hit, making it a niche option to finish off low health opponents.
  }}
  }}
}}
}}
Line 527: 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=10
  |startup=10
Line 541: Line 542:
  |guard=High
  |guard=High
  |firstactionable=17
  |firstactionable=17
  |hitstun=
  |hitstun=18
  |blockadvantage=+1
  |blockadvantage=+1
|airok=Yes
  |description=
  |description=
* Wizard summons a slow-moving Flame Wave that travels across the screen. 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.
* Covers a ton of space in neutral without much cost.
* Covers a ton of space in neutral without much cost.
** Air OK and Unparriable.
* Unparriable.
* Dictates the matchup against Ninja and Robot, while being moderately useful in the mirror. Is not much of a threat against Cowboy due to the existence of Teleport and Quickdraw.
* Dictates the matchup against Ninja and Robot, forcing the opponent into the air.
* When used after a knockdown against everyone but Ninja, it can set up a blocksting that nets you chip damage and a ton of meter, with very few escape options.
* 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 563: Line 566:
|name=Missile Form
|name=Missile Form
|data=
|data=
  {{AttackData-YH
  {{AttackData-YH-Special
  |damage=1200 (1100 in combo) liftoff, 850 headbutt
  |damage=1200 (1100 in combo) liftoff, 850 headbutt
  |startup=7
  |startup=7
Line 569: Line 572:
  |recovery=
  |recovery=
  |onhit=
  |onhit=
|airok=Yes (Requires and consumes air option)
  |guard=High
  |guard=High
  |firstactionable=22 (6 after landing)
  |firstactionable=22 (6 after landing)
  |hitstun=43, 19
  |frameadvantage=33 (liftoff), 18 (headbutt)
  |block advantage=+2 (liftoff), +1 (headbutt)
  |blockadvantage=+2 (liftoff), +1 (headbutt)
  |description=
  |description=
* The second most versatile move in Wizard's kit. Free cancellable and Air OK.
* 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.
* Wizard turns into a missile and sends themself forward, turning themself into a hitbox and creating an explosive backblast.
** Enables tech known as benjihopping, which is done by toggling Fall and doing Missile Form at any upwards angle, giving you an 11f actionable movement option that carries your momentum.
** 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.
*** 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.  
*** Enabling free cancel on a benjihop has no effect on actionalbe frames and should be disabled whenever performing a benjihop
* The explosive hitbox, colloquially known as simply "Backblast" is the strongest combo tool in Wizard's arsenal, with ridiculous hitstun, 500 minimum damage, and fast startup.
*** Performing a benjihop will restore all air options, allowing for massive vertical height while maintaining both air options
** The high knockback is mitigated by its high hitstun -- allowing Wizard to combo with options such as Super Jump, Gust, and Zephyr (which is a last resort).
** 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.  
** Backblast can also be used as an air combo ender, giving Wizard a highly advantageous knockdown and enough time to set up oppressive oki.  
* 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 586: 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, 1500
  |damage=200, 1500
  |startup=7,9
  |startup=7,9
Line 603: Line 609:
  |blockadvantage=+2
  |blockadvantage=+2
  |description=
  |description=
* Massive anti-air windbox that pulls them into a large blockable hitgrab.  
* Massive anti-air windbox that pulls them into a large blockable hitgrab, with a second unblockable command grab hitbox closer to Wizard's hand.
* Sees use as a risky jump read in neutral, but is essential to certain unblockable corner setups.
* 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.
* Windbox size is ~doubled with initiative.
  }}
  }}
Line 611: 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 617: Line 625:
|caption=forgot to check gust gg
|caption=forgot to check gust gg
|data=
|data=
  {{AttackData-YH
  {{AttackData-YH-Special
  |damage=
  |damage=
  |startup=4
  |startup=4
Line 625: Line 633:
  |firstactionable=18
  |firstactionable=18
  |hitstun=
  |hitstun=
|airok=Yes
  |description=
  |description=
* Aimable windbox that strongly pushes projectiles and weakly pushes the opponent.
* Aimable windbox that strongly pushes projectiles and weakly pushes the opponent.
Line 631: Line 640:


* The most versatile and arguably the most important move in Wizard's kit.  
* 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. Typically used after Backblast and Combustion.
** Is combo glue similar to Cowboy's Teleport, getting them close enough with ample frame advantage to hit them again.
*** Also allows them 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.
*** 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.
*** 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:
** 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 forward to catch opponents off guard from midrange.
*** Shoving projectiles upward to safely call out jumps.
*** Shoving projectiles upward to safely call out jumps.
*** Briefly hanging projectiles in the air to beat Block, hitting opponents after Block becomes inactive.
*** 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 more carefully.
*** 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 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.
* 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 646: 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 (one drop), 1500 (two drops) 1700 (three drops)
  |damage=1300 (one drop), 1500 (two drops) 1700 (three drops)
  |startup=14
  |startup=14
Line 663: 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)
  |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.
Requires at least one drop of moisture to use, and can power up by spending additional droplets.
* 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.


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
* 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 679: 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 695: Line 707:
  |guard=Low, High
  |guard=Low, High
  |firstactionable=12
  |firstactionable=12
  |hitstun=45
  |frameadvantage=38, 17
  |blockadvantage=+2
  |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]].
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.
  }}
  }}
}}
}}


===Supers===
==Supers==
{{YomiHustleFrameAdvantage}}


====<font style="visibility:hidden; float:right">Telekinesis/Launch</font>====
====<font style="visibility:hidden; float:right">Telekinesis/Launch</font>====
{{MoveData
{{MoveData
|image=YH_Wizard_TKBoulder.png|caption=Rock
|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
|hitbox=YH_Wizard_TKBoulderHB.png
|image2=YH_Wizard_TKPebble.png|caption2=Pebble
|input=[[Image:YH_Icons_Launch.png]]
|hitbox2=YH_Wizard_TKPebbleHB.png
|data=
|image3= YH_Wizard_TKFruit.png|caption3=Fruit
{{AttackData-YH
|hitbox3= YH_Wizard_TKFruitHB.png
|startup=5
|image4= YH_Wizard_TKTire.png|caption4=Tire
|damage=1050
|hitbox4= YH_Wizard_TKTireHB.png
|active=until collision
|image5= YH_Wizard_TKBomb1.png|caption5=
|firstactionable=11
|hitbox5= YH_Wizard_TKBomb1HB.png
|frameadvantage=16
|image6= YH_Robot_RBomb2.png|caption6=Bomb
|guard=High
|hitbox6= YH_Robot_RBomb2HB.png
|blockadvantage=+1
|input=[[Image:YH_Icons_TK.png]][[Image:YH_Icons_Launch.png]]
|description=
|name=Telekinesis/Launch
*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.
}}
}}
 
{{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=
|data=
{{AttackData-YH
|version=Telekinesis
|damage=
|startup=7
|active=
|recovery=
|onhit=
|guard=
|firstactionable=14
|hitstun=
|proration=
|description=
* Cost 1 super.
* Summons a random gravity affected projectile from the ground, each with their own damage values and properties.
* Every type of projectile that can be summoned has a different chance to appear.
* The projectile summoned follows Wizard for ~150f or until they get hit.
* Only 1 projectile can be summoned at a time. Wizard has to throw their current projectile or get hit before they can summon another.
  }}
{{AttackData-YH
|version=Launch
|damage=
|startup=5
|active=
|recovery=
|onhit=
|guard=
|firstactionable=11
|hitstun=
|proration=
|description=
* Throws Wizard's current held projectile. The direction and speed at which it is thrown can be adjusted.
* The projectile starts moving instantly but only gains a hitbox on frame 5.
* All projectiles except for the Pebble are unparryable.
  }}
{{AttackData-YH
|version=Rock
|damage=1050
|startup=
|active=
|recovery=
|onhit=
|guard=High
|firstactionable=
|hitstun=
|proration=
|blockadvantage=+1
|description=
* 68% chance to be summoned.
* Groundbounces.
* Causes a hard knockdown.
* Has 2 different sprites but both are functionally identical.
** Each individual sprite has a 34% chance to be summoned.
  }}
{{AttackData-YH
|version=Boulder
|damage=1200
|startup=
|active=
|recovery=
|onhit=
|guard=High
|firstactionable=
|hitstun=
|proration=
|blockadvantage=+4
|description=
* 17% chance to be summoned.
* Groundbounces
* Can't be thrown as far as Rock.
  }}
{{AttackData-YH
|version=Pebble
|damage=460
|startup=
|active=
|recovery=
|onhit=
|guard=High
|firstactionable=
|hitstun=
|blockadvantage=+0
|description=
* 3.21% chance to be summoned.
* Can be thrown the fastest out of all pulls.
* Its comically low damage and hitstun, as well as being the only summon that can be parried makes this arguably the worst pull you can get.
  }}
{{AttackData-YH
|version=Fruit
|damage=-200
|startup=
|active=
|recovery=
|onhit=
|guard=High
|firstactionable=
|hitstun=
|proration=
|blockadvantage=+0
|description=
* 3.21% chance to be summoned.
* It actually heals whoever it hits instead of damaging them, albeit still applying hitstun.
  }}
{{AttackData-YH
|version=Tire
|damage=950
|startup=
|active=
|recovery=
|onhit=
|guard=High
|firstactionable=
|hitstun=
|description=
* 5.36% chance to be summoned.
* Bounces off the ground and walls.
  }}
{{AttackData-YH
{{AttackData-YH
|version=Bomb
|startup=5
|damage=2000
|damage=2000
|startup=
|active=until collision
|active=
|firstactionable=11
|recovery=
|frameadvantage=23
|onhit=
|guard=High
|guard=High
|blockadvantage=+4
|firstactionable=
|description=
|hitstun=
*Has a 3.21% chance to be summoned.
|blockadvantage=+3
*Explodes 60 frames after being conjured with Telekinesis, on impact with an the opponent, or when hitting the ground.
|description=
*If blocked, will not explode until hitting the ground.
* 3.21% chance to be summoned.
}}
* Explodes when it hits the opponent, ground, wall, or 32f after spawning.
}}
** If the opponent blocks the projectile itself it will not explode, but it will still detonate when it hits the ground.
 
  }}
}}
}}


====<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=+0
  |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.
 
While Spark Bomb is an extremely strong tool whether it's used as a projectile or as an install, it's extremely pricey for what it does at 2 meter. If you only have 2 meter it's likely worth it to save for a 3rd level to be able to summon Orb.
  }}
  }}
}}
}}
Line 895: 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 916: 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. Able to be moved in 8 different directions as a free action on your turn, or locked in place to buff the orb's moves.
*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 929: Line 959:
  |recovery=
  |recovery=
  |onhit=
  |onhit=
  |guard=
  |guard=High
  |firstactionable=
  |firstactionable=
  |hitstun=
  |hitstun=
  |blockadvantage=+2
  |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.
* Locked version travels faster and has a slightly larger hitbox.
* Locked version travels faster and has a slightly larger hitbox.
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.
*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=+3
  |blockadvantage=+1
  |description=  
  |description=  
* Unparryable.
* Unparriable.
* Hits frame 16 from icicles.
* Hitbox appears at:
* Hits frame 24 conjure weapon.
** 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.
* 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. Great for burst-safe kill combos to close out a game with.
*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=1000x3, 1100x3 (Orb locked)
  |damage=1000x3, 1100x3 (Orb locked)
  |startup=
  |startup=
  |active=
  |active=2
  |recovery=
  |recovery=
  |onhit=
  |onhit=
  |guard=
  |guard=High
  |firstactionable=
  |firstactionable=
  |hitstun=
  |hitstun=
  |blockadvantage=+5
  |blockadvantage=+3
  |description=  
  |description=  
* Hits OTG.
* Hits OTG.
* Unparriable.
* Unparriable.
* Hits frame 18 from kick / mana kick.
* Strikes at:
* Hits frame 33 conjure storm.
**Frame 18/32/47 from Kick/Mana Kick
* Locked version deals slightly more damage.
**Frame 33/47/62 conjure storm.
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.
* 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 1,021: 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 1,033: 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 1,074: Line 1,104:
* Builds 1 bar of super on frame 45.
* Builds 1 bar of super on frame 45.
* Decreases friction during use....or.... [https://wiki.gbl.gg/w/File:WEEZARD.mp4 does it?]
* 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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Toggle Hitboxes

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.
Toggle Hitboxes
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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Toggle Hitboxes

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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Toggle Hitboxes

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
Toggle Hitboxes
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.
Toggle Hitboxes
Toggle Hitboxes

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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Toggle Hitboxes

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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Toggle Hitboxes

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.
Toggle Hitboxes
Toggle Hitboxes

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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Toggle Hitboxes

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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Toggle Hitboxes

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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Toggle Hitboxes

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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Toggle Hitboxes

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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Toggle Hitboxes

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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Toggle Hitboxes

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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Toggle Hitboxes

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.
Toggle Hitboxes
Toggle Hitboxes

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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Toggle Hitboxes

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.
Toggle Hitboxes
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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