YomiHustle/Wizard: Difference between revisions
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*'''Flexible Projectiles''': Flame Wave and Vile Clutch are unparryable area denial tools, while Spark Bomb and Magic Dart can be used to close off options in combination with gust. | *'''Flexible Projectiles''': Flame Wave and Vile Clutch are unparryable area denial tools, while Spark Bomb and Magic Dart can be used to close off options in combination with gust. Orb's darts, lightning, and swords all play very well with gust and Wizard's other projectiles. | ||
*'''Mental Stack''': Wizard can threaten a lot of different spaces at the same time. Trying to find a way to deal with their various setups and projectiles can leave your opponent open to getting hit by an option they should have seen coming. | *'''Mental Stack''': Wizard can threaten a lot of different spaces at the same time. Trying to find a way to deal with their various setups and projectiles can leave your opponent open to getting hit by an option they should have seen coming. In practice this normally means having a chess timer lead over your opponent and gaining an advantage in bullet timer. | ||
*''' | *'''Excellent Mobility''': Hover and Fast Fall can be mixed with attacks or other movement options like Missile Form and Double Jump to make your movement highly unpredictable. Benji-hop tech grants a safe, fast, meter-building air approach that can even spawn projectiles. To top it off, Wizard's ground dashes are decently fast, and they along with all air movement are boosted to incredible levels by Spark Install. | ||
*''' | *'''Combo Game''': Wizard can often go for high damaging combos that are resistant to DI or sacrifice a bit of damage to make their combos completely burst safe using Orb and other projectiles. | ||
*''' | *'''Okizeme''': With proper setup and spacing, Wizard's okizeme can be even stronger than Robot's, with multiple OSC and chip damage setups that can swing the advantage off of a single hit. | ||
*'''Advanced Setplay''': Wizard possesses very tricky setups that can give huge rewards if executed correctly, such as an unblockable command grab into spark bomb which can combo and even restand if the stars align. | |||
*'''Range''': Wizard has the longest effective threat range in the game, able to harass opponents at fullscreen with Geyser, use lengthy midrange normals like Mana Strike and Conjure Weapon, and attack with orb in the opponent's face for a frame 2 teleport or a frame 10 unpunishable attack. | |||
|cons= | |cons= | ||
*'''Weak Close Range''': The lack of a 4f jab and no combos off grab leave wizard vulnerable to getting pressured up close. | *'''Weak Close Range''': The lack of a 4f jab and no combos off grab leave wizard quite vulnerable to getting pressured up close. Everything Wizard can do at point-blank range is more or less equally unsafe. | ||
*'''Meter Feeder''': A lot 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 Wizard has at least 3 bars of meter, and drains meter constantly while it's out, meaning you can actually lose meter while you're being comboed. Additionally, other characters find more reliable neutral use for their 1 meter supers than Wizard does with Spark Bomb. | ||
*''' | *'''Punishable Moveset''': With a few unusually safe exceptions, many of Wizard's best moves have high enough recovery to be easily whiff punished if used without free cancel, which also further increases your reliance on meter in late neutral. Projectiles can also be called out at range by a handful of moves like Geyser and Quick Draw. | ||
*''' | *'''Unremarkable Defense''': Wizard's kit is not especially good at getting opponents away from you once they're in, forcing you to guess on a lucky strike/grab/roll to get out of disadvantage, all of which the opponent will likely have multiple answers to at close range. Getting out of midrange to stay safe from moves such as Quick Slash can also be incredibly difficult against a persistent opponent. Finally, Wizard's Whiff Cancel escapes are in practice the worst in the game, as the lack of a 4f jab turns many clash and win opportunities into a total loss where you're down 75% burst. | ||
}} | }} | ||
Revision as of 02:32, 2 May 2023
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Profile
Wizard is a setup and projectile zoning character. They can use their projectiles to cut off their opponent's options, and then call out a risky option with one of their ranged pokes, or play tricky with air movement to take the opponent by surprise.
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Move List
Movement
Dash
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Back Dash
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Super Dash
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Jump
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Super Jump
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Hover & Fall
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Grounded Normals
Tome Slap
slapslapslapslapslapslap slapslapslapslapslapslap
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Mana Strike
best poke in the game :D best poke in the game :D
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Kick
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Conjure Storm
First Hit First Hit Second Hit Second Hit
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Conjure Weapon
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Icicle
In the words of a certain gear, "Slash!" In the words of a certain gear, "Slash!"
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Bolt of Magma
Out of my air space. Out of my air space.
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Grab
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Aerials
Mana Kick
Divekick at home: Divekick at home:
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Icicle
Best air normal in the game hands-down Best air normal in the game hands-down
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Combustion
KABOOM! KABOOM!
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Specials
Magic Dart
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Confusing Touch
nyeh nyeh
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Flame Wave
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Missile Form
COMIN' IN HOT! COMIN' IN HOT!
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Zephyr
c'mere c'mere
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Gust
forgot to check gust gg forgot to check gust gg
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Draw Moisture
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Geyser
1 Droplet 1 Droplet 2 Droplet 2 Droplet 3 Droplet 3 Droplet
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Vile Clutch
Learn the tech for this thing, it'll be worth it Learn the tech for this thing, it'll be worth it
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Supers
Spark Bomb
Skidaddle skidoodle, it's pretty good in neutral Skidaddle skidoodle, it's pretty good in neutral
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Orb
Spawn Spawn Darts Darts Lightning Lightning Swords Swords
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Orb Lock & Unlock
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Orb Tether
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Orb Portal
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Taunt
Knowledge Knowledge
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