YomiHustle/Wizard: Difference between revisions
Roycebracket (talk | contribs) No edit summary |
mNo edit summary |
||
(97 intermediate revisions by 5 users not shown) | |||
Line 1: | Line 1: | ||
{{Profile-YH | {{Profile-YH | ||
|charactername=Wizard | |charactername=Wizard | ||
|intro=Wizard is a versatile | |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. | ||
Line 11: | Line 9: | ||
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 | 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 | ||
Line 34: | Line 32: | ||
*'''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 | *'''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. | ||
Line 40: | Line 38: | ||
=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== | ||
Line 45: | Line 78: | ||
====<font style="visibility:hidden; float:right">Dash</font>==== | ====<font style="visibility:hidden; float:right">Dash</font>==== | ||
{{MoveData | {{MoveData | ||
|image=YH_Wizard_Dash.png|caption= | |image=YH_Wizard_Dash.png | ||
|caption= | |||
|hitbox=YH_Wizard_DashHB.png | |hitbox=YH_Wizard_DashHB.png | ||
|input=[[Image:YH_Icon_Dash.png]] | |input=[[Image:YH_Icon_Dash.png]] | ||
Line 54: | Line 88: | ||
|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 | |||
}} | }} | ||
}} | }} | ||
Line 71: | Line 108: | ||
|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. | ||
Line 88: | Line 126: | ||
|version= | |version= | ||
|firstactionable= 25 | |firstactionable= 25 | ||
|movementstartsat=8 | |||
|description= | |description= | ||
* Interruptible on the opponent's turn. | * Interruptible on the opponent's turn. | ||
Line 105: | Line 144: | ||
|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. | ||
Line 123: | Line 164: | ||
|version= | |version= | ||
|startup= | |startup= | ||
|firstactionable= | |firstactionable=16 | ||
| | |movementstartsat=7 | ||
|description= | |description= | ||
* | * Can only be manually aimed if the opponent is in hitstun. | ||
}} | }} | ||
}} | }} | ||
==Grounded Normals== | ==Grounded Normals== | ||
{{YomiHustleFrameAdvantage}} | |||
====<font style="visibility:hidden; float:right">Tome Slap</font>==== | ====<font style="visibility:hidden; float:right">Tome Slap</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |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= | |caption=Watch. Your. Tome. Boy. | ||
|name=Tome Slap | |name=Tome Slap | ||
|data= | |data= | ||
Line 187: | Line 186: | ||
|active= 3 | |active= 3 | ||
|recovery= 5 | |recovery= 5 | ||
|guard= High | |guard= High | ||
|firstactionable= 12 | |firstactionable= 12 | ||
| | |frameadvantage=17 | ||
|proration= 0 | |proration= 0 | ||
|blockadvantage=+1 | |blockadvantage=+1 | ||
Line 200: | Line 198: | ||
====<font style="visibility:hidden; float:right">Mana Strike</font>==== | ====<font style="visibility:hidden; float:right">Mana Strike</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |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 | ||
|data= | |data= | ||
{{AttackData-YH | {{AttackData-YH | ||
|damage= 600 | |damage= 600 | ||
|startup= 6 | |startup= 6 | ||
|active= 1 | |active= 1 | ||
|guard=High | |guard=High | ||
|firstactionable= 16 | |firstactionable= 16 | ||
| | |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. | ||
Line 237: | Line 236: | ||
|startup= 7 | |startup= 7 | ||
|active= 13 | |active= 13 | ||
|guard=Low | |guard=Low | ||
|firstactionable=25 | |firstactionable=25 | ||
| | |frameadvantage=26 | ||
|proration= -1 | |proration= -1 | ||
|blockadvantage=+1 | |blockadvantage=+1 | ||
Line 255: | Line 252: | ||
====<font style="visibility:hidden; float:right">Conjure Storm</font>==== | ====<font style="visibility:hidden; float:right">Conjure Storm</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=YH_Wizard_ConjureStorm.gif | ||
|hitbox=YH_Wizard_CStorm1HB.png | |hitbox=YH_Wizard_CStorm1HB.png | ||
|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 267: | Line 263: | ||
|active=3, 3 | |active=3, 3 | ||
|recovery= 0 | |recovery= 0 | ||
|guard= High (Guardbreak) | |guard= High (Guardbreak) | ||
|guardbreak= Yes | |guardbreak= Yes | ||
|firstactionable= 26 | |firstactionable= 26 | ||
| | |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. | ||
* | * 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. | ||
}} | }} | ||
Line 283: | Line 279: | ||
====<font style="visibility:hidden; float:right">Conjure Weapon</font>==== | ====<font style="visibility:hidden; float:right">Conjure Weapon</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |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 293: | Line 289: | ||
|startup=11 | |startup=11 | ||
|active=3 | |active=3 | ||
|guard= High | |guard= High | ||
|firstactionable=22 | |firstactionable=22 | ||
| | |frameadvantage=20 | ||
|blockadvantage=+3 | |blockadvantage=+3 | ||
|airok=Yes | |||
|description= | |description= | ||
* 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. | |||
* Projectile invulnerable | * [[YomiHustle/Glossary#Armor|Armored]] frames 7-14 | ||
* Wallsplats. | * Wallsplats. | ||
}} | }} | ||
Line 310: | Line 305: | ||
====<font style="visibility:hidden; float:right">Icicle</font>==== | ====<font style="visibility:hidden; float:right">Icicle</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |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]] | ||
Line 319: | Line 314: | ||
|startup= 7 | |startup= 7 | ||
|active= 3 | |active= 3 | ||
|guard= Low | |guard= Low | ||
|firstactionable=17 | |firstactionable=17 | ||
| | |frameadvantage=24 | ||
|blockadvantage=+0 | |blockadvantage=+0 | ||
|description= | |description= | ||
Line 330: | Line 323: | ||
** Useful for stuffing approaches with its convenient active frames window. | ** 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, colloquially known as "upcicle" | * 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. | ** Beats grab for heavy reward, but only while +1. | ||
** Niche anti-air useful in closer-range scrambles. | ** Niche anti-air useful in closer-range scrambles. | ||
Line 339: | 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= | |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 346: | Line 339: | ||
|data= | |data= | ||
{{AttackData-YH | {{AttackData-YH | ||
|damage= 1000 | |damage= 1000, 600 (sourspot) | ||
|startup= 6 | |startup= 6 | ||
|active= 2 | |active= 2 | ||
|guard= High | |guard= High | ||
|firstactionable=13 | |firstactionable=13 | ||
| | |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. | ||
** | ** 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 364: | 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 373: | Line 366: | ||
|startup=3 | |startup=3 | ||
|active=3 | |active=3 | ||
|guard=Throw | |guard=Throw | ||
|firstactionable=23 | |firstactionable=23 | ||
| | |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 | ** Conversely, this grants wizard a safe turn to do whatever projectile is most needed. | ||
** If done in the air, Down Throw | ** 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= | |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 397: | Line 390: | ||
|data= | |data= | ||
{{AttackData-YH | {{AttackData-YH | ||
|damage= | |damage= 800, 400 (sour spot) | ||
|startup= 8 | |startup= 8 | ||
|active= 5 | |active= 5 | ||
|guard= High | |guard= High | ||
|firstactionable=20 | |firstactionable=20 | ||
| | |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. | ||
** | ** 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. | ||
}} | }} | ||
}} | }} | ||
Line 417: | Line 408: | ||
====<font style="visibility:hidden; float:right">Icicle</font>==== | ====<font style="visibility:hidden; float:right">Icicle</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |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 427: | Line 418: | ||
|startup= 5 | |startup= 5 | ||
|active= 2 | |active= 2 | ||
|guard= High | |guard= High | ||
|firstactionable=15 | |firstactionable=15 | ||
| | |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 | ** 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 444: | Line 435: | ||
====<font style="visibility:hidden; float:right">Combustion</font>==== | ====<font style="visibility:hidden; float:right">Combustion</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |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]] | ||
| | |caption2= KABOOM! | ||
|name=Combustion | |name=Combustion | ||
|data= | |data= | ||
Line 454: | Line 446: | ||
|startup= 9 | |startup= 9 | ||
|active= 1 | |active= 1 | ||
| | |frameadvantage=29 | ||
|guard= High (Guardbreak) | |guard= High (Guardbreak) | ||
|firstactionable=20 | |firstactionable=20 | ||
|blockadvantage=+3 | |blockadvantage=+3 | ||
|description= | |description= | ||
Line 471: | Line 461: | ||
==Specials== | ==Specials== | ||
{{YomiHustleFrameAdvantage}} | |||
====<font style="visibility:hidden; float:right">Magic Dart</font>==== | ====<font style="visibility:hidden; float:right">Magic Dart</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |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]] | ||
| | |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 | ||
|guard=High | |guard=High | ||
|firstactionable=16 | |firstactionable=16 | ||
| | |frameadvantage=19 | ||
|blockadvantage=+1 | |blockadvantage=+1 | ||
|airok=Yes | |||
|description= | |description= | ||
* Wizard casts a spell, summoning a Magic Dart. | * 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 | *** Careful aiming it around their block to barely avoid a parry can make it a powerful pressure option, locking the opponent down for a turn. | ||
* | ** Bounces off of the ground but disappears at the wall. | ||
* Combined with Gust and careful angle selection, this covers space and makes Wizard much more of a threat at midrange. | |||
* Opposing Wizards can gust your magic dart into the floor, destroying it. | |||
}} | }} | ||
}} | }} | ||
Line 502: | Line 496: | ||
====<font style="visibility:hidden; float:right">Confusing Touch</font>==== | ====<font style="visibility:hidden; float:right">Confusing Touch</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |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 508: | Line 502: | ||
|name=Confusing Touch | |name=Confusing Touch | ||
|data= | |data= | ||
{{AttackData-YH | {{AttackData-YH-Special | ||
|damage=200 | |damage=200 | ||
|startup=2 | |startup=2 | ||
Line 517: | 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 | ** Often doesn't work when you or the opponent have high horizontal momentum, flipping the attack back into you. | ||
* Does a miniscule but | ** 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. | |||
}} | }} | ||
}} | }} | ||
Line 531: | Line 526: | ||
====<font style="visibility:hidden; float:right">Flame Wave</font>==== | ====<font style="visibility:hidden; float:right">Flame Wave</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |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]] | ||
| | |caption2=JUMP | ||
|name=Flame Wave | |name=Flame Wave | ||
|data= | |data= | ||
{{AttackData-YH | {{AttackData-YH-Special | ||
|damage=300x5 | |damage=300x5 | ||
|startup=10 | |startup=10 | ||
Line 545: | 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. | ||
* | * Unparriable. | ||
* Dictates the matchup against Ninja and Robot, | * Dictates the matchup against Ninja and Robot, forcing the opponent into the air. | ||
* | * Decent pressure tool to set up high chip damage blockstrings using orb. | ||
* Opposing Wizards can gust your flame wave into the floor, destroying it. | |||
}} | }} | ||
Line 567: | 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 573: | 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) | ||
| | |frameadvantage=33 (liftoff), 18 (headbutt) | ||
| | |blockadvantage=+2 (liftoff), +1 (headbutt) | ||
|description= | |description= | ||
* The second most versatile move in Wizard's kit. Free cancellable | * 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 | ** 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 | *** 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. | |||
}} | }} | ||
}} | }} | ||
Line 590: | Line 591: | ||
====<font style="visibility:hidden; float:right">Zephyr</font>==== | ====<font style="visibility:hidden; float:right">Zephyr</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |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= | |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 607: | 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. | ||
* | * 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 615: | Line 619: | ||
====<font style="visibility:hidden; float:right">Gust</font>==== | ====<font style="visibility:hidden; float:right">Gust</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |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 621: | 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 629: | 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 635: | 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 | ** Is combo glue similar to Cowboy's Teleport, getting them close enough with ample frame advantage to hit them again. | ||
*** Also allows | *** 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. | ||
*** | *** 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 | * 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 650: | Line 655: | ||
====<font style="visibility:hidden; float:right">Geyser</font>==== | ====<font style="visibility:hidden; float:right">Geyser</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=YH_Wizard_GeyserCast.gif | ||
|image2=YH_Wizard_Geyser1D.gif|caption2=1 Droplet | |||
|hitbox=YH_Wizard_Geyser1DropHB.png | |hitbox=YH_Wizard_Geyser1DropHB.png | ||
| | |image3=YH_Wizard_Geyser2D.gif|caption3=2 Droplet | ||
|hitbox2=YH_Wizard_Geyser2DropHB.png | |hitbox2=YH_Wizard_Geyser2DropHB.png | ||
| | |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 667: | Line 673: | ||
|guard= High | |guard= High | ||
|firstactionable=23 | |firstactionable=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= | ||
* | * Is actually just a big slow melee hitbox. | ||
* Can hitcancel into itself for big damage. | |||
* | |||
* 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. | |||
* 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 683: | Line 692: | ||
====<font style="visibility:hidden; float:right">Vile Clutch</font>==== | ====<font style="visibility:hidden; float:right">Vile Clutch</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=YH_Wizard_ClutchCast.gif | ||
|image2=YH_Wizard_Clutch.gif | |||
|hitbox=YH_Wizard_VileClutch1HB.png | |hitbox=YH_Wizard_VileClutch1HB.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 | ||
|data= | |data= | ||
{{AttackData-YH | {{AttackData-YH-Special | ||
|damage=800, 400 | |damage=800, 400 | ||
|startup=19 | |startup=19 | ||
Line 699: | Line 707: | ||
|guard=Low, High | |guard=Low, High | ||
|firstactionable=12 | |firstactionable=12 | ||
| | |frameadvantage=38, 17 | ||
|blockadvantage=+2 | |blockadvantage=+2 | ||
|airok=Yes | |||
|description= | |description= | ||
* | * First hit can hit opponents [[YomiHustle/Glossary#OTG|on the ground]]. | ||
* Unparryable. | * Unparryable. | ||
* Distance can be set with | * 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 [[YomiHustle/Glossary#Okizeme|okizeme]]. | |||
If you have extra frames right before a knockdown | |||
}} | }} | ||
}} | }} | ||
==Supers== | ==Supers== | ||
{{YomiHustleFrameAdvantage}} | |||
====<font style="visibility:hidden; float:right">Telekinesis/Launch</font>==== | ====<font style="visibility:hidden; float:right">Telekinesis/Launch</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |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 | ||
| | |input=[[Image:YH_Icons_Launch.png]] | ||
| | |data= | ||
| | {{AttackData-YH | ||
| | |startup=5 | ||
| | |damage=1050 | ||
| | |active=until collision | ||
| | |firstactionable=11 | ||
| | |frameadvantage=16 | ||
| | |guard=High | ||
| | |blockadvantage=+1 | ||
|input=[[Image: | |description= | ||
|name= | *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 | {{AttackData-YH | ||
|startup=5 | |||
|damage=2000 | |||
|active=until collision | |||
|firstactionable=11 | |||
|frameadvantage=23 | |||
|guard=High | |||
|blockadvantage=+4 | |||
|description= | |||
*Has a 3.21% chance to be summoned. | |||
*Explodes 60 frames after being conjured with Telekinesis, on impact with an the opponent, or when hitting the ground. | |||
*If blocked, will not explode until hitting the ground. | |||
* 3.21% chance to be summoned. | }} | ||
* Explodes | }} | ||
}} | }} | ||
====<font style="visibility:hidden; float:right">Spark Bomb</font>==== | ====<font style="visibility:hidden; float:right">Spark Bomb</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=YH_Wizard_SparkBombCast.gif | ||
| | |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 | ||
|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= | ||
{{ | {{MoveData-YH-Super | ||
|damage=1400 | |damage=1400 | ||
|startup=8 | |startup=8 | ||
|active= | |active= | ||
| | |guard=High | ||
|caption=Orb for hipsters | |||
| | |||
|firstactionable=14 | |firstactionable=14 | ||
| | |frameadvantage=51 | ||
|blockadvantage=+ | |blockadvantage=+3 | ||
|airok=Yes | |||
|description= | |description= | ||
* Bomb is able to explode as soon as | * 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 | * 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 | *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. | |||
While Spark Bomb is an extremely strong tool | |||
}} | }} | ||
}} | }} | ||
Line 899: | Line 916: | ||
====<font style="visibility:hidden; float:right">Orb</font>==== | ====<font style="visibility:hidden; float:right">Orb</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=YH_Wizard_Orb.gif | ||
|image2= | |||
|image2= | |hitbox2= | ||
|hitbox2= | |image3= | ||
|image3= | |hitbox3= | ||
|hitbox3 | |hitbox4= | ||
|hitbox5= | |||
|hitbox4= | |||
|hitbox5= | |||
|input=[[Image:YH_Icon_Orb.png]] | |input=[[Image:YH_Icon_Orb.png]] | ||
|name=Orb | |name=Orb | ||
|caption= | |caption=A Wizard's best friend | ||
|data= | |data= | ||
{{MoveData | |||
|image=YH_Wizard_OrbSpawn.png | |||
|name=Spawn | |||
|data= | |||
{{AttackData-YH | {{AttackData-YH | ||
|damage= | |damage= | ||
|startup=8 | |startup=8 | ||
Line 920: | Line 938: | ||
|recovery= | |recovery= | ||
|onhit= | |onhit= | ||
|proration=- | |||
|airok=Yes | |||
|guard= | |guard= | ||
|firstactionable= | |firstactionable=11 | ||
|hitstun= | |hitstun= | ||
|description= | |description= | ||
*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. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=Dart | |||
|image=YH_Wizard_OrbDart1.png | |||
|hitbox=YH_Wizard_OrbDart1HB.png | |||
|data= | |||
{{AttackData-YH | |||
|damage=600 | |damage=600 | ||
|startup= | |startup= | ||
Line 933: | Line 959: | ||
|recovery= | |recovery= | ||
|onhit= | |onhit= | ||
|guard= | |guard=High | ||
|firstactionable= | |firstactionable= | ||
|hitstun= | |hitstun= | ||
|blockadvantage=+ | |blockadvantage=+1 | ||
|description= | |description= | ||
Projectile appears: | *Projectile appears: | ||
* Frame | ** 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 | ** 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. | ||
*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. | |||
}} | }} | ||
}} | |||
{{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=+ | |blockadvantage=+1 | ||
|description= | |description= | ||
* | * 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. | * 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. | *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. | ||
}} | }} | ||
}} | |||
{{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=+ | |blockadvantage=+3 | ||
|description= | |description= | ||
* Hits OTG. | * Hits OTG. | ||
* Unparriable. | * Unparriable. | ||
* | * Strikes at: | ||
* | **Frame 18/32/47 from Kick/Mana Kick | ||
* Locked version deals | **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 | * 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 Tether</font>==== | ====<font style="visibility:hidden; float:right">Orb Tether</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |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 1,001: | Line 1,048: | ||
|recovery= | |recovery= | ||
|onhit= | |onhit= | ||
|firstactionable= | |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. | |||
}} | }} | ||
}} | }} | ||
Line 1,014: | 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| | |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= | ||
{{ | {{MoveData-YH-Super | ||
|damage= | |damage= | ||
|startup= | |startup= | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|onhit= | |onhit= | ||
|firstactionable= | |firstactionable=10 | ||
|hitstun= | |hitstun= | ||
|proration=- | |||
|supercost=More than 0 | |||
|airok=Yes | |||
|description= | |description= | ||
* | * 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 | ||
* | * 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 | |||
}} | }} | ||
====<font style="visibility:hidden; float:right">Taunt</font>==== | ====<font style="visibility:hidden; float:right">Taunt</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |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 | ||
| | |caption2=Knowledge | ||
|input=[[Image:YH_Icon_Taunt.png]] | |input=[[Image:YH_Icon_Taunt.png]] | ||
|name=Hustle | |name=Hustle | ||
Line 1,055: | 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. | |||
}} | }} | ||
}} | }} | ||
==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 |
---|---|
|
|
Move List
Unique Mechanics
Hover & Fall
Toggle Hitboxes Toggle Hitboxes
|
---|
Moisture
Movement
Dash
Toggle Hitboxes Toggle Hitboxes
|
---|
Back Dash
Toggle Hitboxes Toggle Hitboxes
|
---|
Super Dash
Toggle Hitboxes Toggle Hitboxes
|
---|
Jump
Toggle Hitboxes Toggle Hitboxes
|
---|
Super Jump
Toggle Hitboxes Toggle Hitboxes
|
---|
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
Toggle Hitboxes Toggle Hitboxes
|
---|
Mana Strike
Toggle Hitboxes Toggle Hitboxes
|
---|
Kick
Toggle Hitboxes Toggle Hitboxes
|
---|
Conjure Storm
Toggle Hitboxes Toggle Hitboxes
|
---|
Conjure Weapon
Toggle Hitboxes Toggle Hitboxes
|
---|
Icicle
Toggle Hitboxes Toggle Hitboxes
|
---|
Bolt of Magma
Toggle Hitboxes Toggle Hitboxes
|
---|
Grab
Toggle Hitboxes 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
Toggle Hitboxes Toggle Hitboxes
|
---|
Icicle
Toggle Hitboxes Toggle Hitboxes
|
---|
Combustion
Toggle Hitboxes 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
Toggle Hitboxes Toggle Hitboxes
|
---|
Confusing Touch
Toggle Hitboxes Toggle Hitboxes
|
---|
Flame Wave
Toggle Hitboxes Toggle Hitboxes
|
---|
Missile Form
Toggle Hitboxes Toggle Hitboxes
|
---|
Zephyr
Toggle Hitboxes Toggle Hitboxes
|
---|
Gust
Toggle Hitboxes Toggle Hitboxes
|
---|
Geyser
Toggle Hitboxes Toggle Hitboxes
|
---|
Vile Clutch
Toggle Hitboxes 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
| ||||||||||||||||||||
Spark Bomb
Toggle Hitboxes Toggle Hitboxes
|
---|
Orb
| ||||||||||||
Orb Tether
Toggle Hitboxes Toggle Hitboxes
|
---|
Orb Portal
Toggle Hitboxes Toggle Hitboxes
|
---|
Taunt
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.
- An animation labelled 'windeffect'.
- A sprite labelled 'icicle'.
- Two sprites exist for an alternate pushblock sprite, labelled 'shield'. Wizard's current pushblock sprite is labelled 'shieldbetter'.
- Unused sprites:
- Current pushblock sprites (section does not currently exist on this page, so they are put here):