YomiHustle/Wizard: Difference between revisions
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* Slow armored move used to as a callout and beats Block. | * Slow armored move used to as a callout and beats Block. |
Revision as of 17:07, 21 January 2024
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.
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Move List
Unique Mechanics
Hover & Fall
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Moisture
Moisture
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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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Grounded Normals
Tome Slap
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Mana Strike
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Kick
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Conjure Storm
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Conjure Weapon
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Icicle
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Bolt of Magma
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Grab
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Aerials
Mana Kick
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Icicle
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Combustion
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Specials
Magic Dart
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Confusing Touch
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Flame Wave
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Missile Form
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Zephyr
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Gust
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Geyser
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Vile Clutch
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Supers
Telekinesis/Launch
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Spark Bomb
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Orb
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Orb Tether
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Orb Portal
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Taunt
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