YomiHustle/Wizard: Difference between revisions
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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. | |||
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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. | ||
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* 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. | |||
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|blockadvantage=+3 | |blockadvantage=+3 | ||
|description= | |description= | ||
* | * Unparriable. | ||
* Hits frame 16 from icicles. | * Hits frame 16 from icicles. | ||
* Hits frame 24 conjure weapon. | * Hits frame 24 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. | ||
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* Hits frame 33 conjure storm. | * Hits frame 33 conjure storm. | ||
* Locked version deals slightly more damage. | * Locked version deals slightly 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 | High damage lightning strike, difficult to control due to the recoil it inflicts on the orb. Very DI resistant, good damage, and its OTG can continue a lot of combos that you really deserved to drop. Useful in neutral in that it's active for far longer than other orb projectiles, and is, like everything in this cruel world, made a menace by gust. | ||
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Revision as of 01:30, 18 January 2024
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Under Construction
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Profile
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.
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 allow great player expression and playstyle versatility, letting you zone until the clock hits 0 or approach aggressively behind your projectiles.
Strengths | Weaknesses |
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Move List
Movement
Dash
Toggle Hitboxes Toggle Hitboxes
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Back Dash
Toggle Hitboxes Toggle Hitboxes
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Super Dash
Toggle Hitboxes Toggle Hitboxes
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Jump
Toggle Hitboxes Toggle Hitboxes
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Super Jump
Toggle Hitboxes Toggle Hitboxes
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Unique Mechanics
Hover & Fall
Toggle Hitboxes Toggle Hitboxes
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Moisture
Moisture
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Grounded Normals
Tome Slap
slapslapslapslapslapslap slapslapslapslapslapslap
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Toggle Hitboxes Toggle Hitboxes
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Mana Strike
Toggle Hitboxes Toggle Hitboxes
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Kick
Toggle Hitboxes Toggle Hitboxes
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Conjure Storm
First Hit First Hit Second Hit Second Hit
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Toggle Hitboxes Toggle Hitboxes
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Conjure Weapon
Toggle Hitboxes Toggle Hitboxes
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Icicle
Toggle Hitboxes Toggle Hitboxes
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Bolt of Magma
Out of my air space. Out of my air space.
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Toggle Hitboxes Toggle Hitboxes
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Grab
Toggle Hitboxes Toggle Hitboxes
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Aerials
Mana Kick
Divekick at home: Divekick at home:
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Toggle Hitboxes Toggle Hitboxes
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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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Toggle Hitboxes Toggle Hitboxes
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Combustion
KABOOM! KABOOM!
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Toggle Hitboxes Toggle Hitboxes
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Specials
Magic Dart
Toggle Hitboxes Toggle Hitboxes
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Confusing Touch
nyeh nyeh
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Toggle Hitboxes Toggle Hitboxes
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Flame Wave
Toggle Hitboxes Toggle Hitboxes
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Missile Form
COMIN' IN HOT! COMIN' IN HOT!
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Toggle Hitboxes Toggle Hitboxes
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Zephyr
c'mere c'mere
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Toggle Hitboxes Toggle Hitboxes
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Gust
forgot to check gust gg forgot to check gust gg
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Toggle Hitboxes Toggle Hitboxes
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Geyser
1 Droplet 1 Droplet 2 Droplet 2 Droplet 3 Droplet 3 Droplet
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Toggle Hitboxes Toggle Hitboxes
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Vile Clutch
Toggle Hitboxes Toggle Hitboxes
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Supers
Telekinesis/Launch
Rock Rock Pebble Pebble Fruit Fruit Tire Tire Bomb Bomb
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Toggle Hitboxes Toggle Hitboxes
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Spark Bomb
Skidaddle skidoodle, it's pretty good in neutral Skidaddle skidoodle, it's pretty good in neutral
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Toggle Hitboxes Toggle Hitboxes
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Orb
Spawn Spawn Darts Darts Lightning Lightning Swords Swords
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Toggle Hitboxes Toggle Hitboxes
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Orb Tether
Toggle Hitboxes Toggle Hitboxes
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Orb Portal
Toggle Hitboxes Toggle Hitboxes
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Taunt
Knowledge Knowledge
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Toggle Hitboxes Toggle Hitboxes
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