YomiHustle/Wizard: Difference between revisions

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* Hits OTG (Off the ground/On the ground)
* Hits OTG (Off the ground/On the ground)
* Unparryable.
* Unparryable.
Vine hand reaches out of the ground, tracking your opponent. Can be used to extend combos at range.
* Distance can be set with a slider
Vine hand reaches out of the ground. Can be used to extend combos at range.


Unparryable property also makes it good at increasing pressure on an opponent who already has limited options, although it doesn't do much by itself.
Unparryable property also makes it good at increasing pressure on an opponent who already has limited options, although it doesn't do much by itself.

Revision as of 07:30, 26 April 2023

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.

Strengths Weaknesses
  • 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.
  • 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.
  • Great Air 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.
  • Chip Damage: Wizard has a number of tools to lock the opponent into blocking on okizeme, forcing them to take a large amount of chip damage.
  • 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.
  • Weak Close Range: The lack of a 4f jab and no combos off grab leave wizard vulnerable to getting pressured up close.
  • Low Ground Mobility: Wizard's dash is much slower than Ninja's, which leaves them lacking in burst movement on the ground, although once they gain momentum, they can maintain it using Hover.
  • Feeds Meter: A lot of Wizard's projectile options can end up giving the opponent free meter if not used carefully.
  • Meter Hungry: Orb, arguably 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.

Move List

Unique movement

Dash

Dash
YH Icon Dash.png
YH Wizard Dash Forward.png
Forward Dash
Forward Dash
YH Wizard Dash Back.png
Backward Dash
Backward Dash
Forward Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- - - 8-15 - - 0 -
  • Always interruptible when opponent is able to act.
  • IASA increases as the speed slider is increased.
Backward Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- - - 9 - - 0 -
  • Always interruptible when opponent is able to act.
  • Does not become actionable if opponent uses forward movement.

Float & Fast-Fall

Float & Fast-Fall
YH Icon Jump.png
YH Wizard Jump Forward.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- - - - - - 0 -

Start floating in air or swiftly falling with a press of a button!

  • Allows to extend air combos
  • Great for messing with opponents predictions


Grounded Normals

Tome Slap

Tome Slap
YH Icon Tome Slap.png
YH Wizard Tome Slap.png
slapslapslapslapslapslap
slapslapslapslapslapslap
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
800 5 3 12 - High 0 -

A quick hit with a book. Wizard's fastest non-grab option on the ground.

Good for starting or extending combos.

Mana Strike

Mana Strike
YH Icon Mana Strike.png
YH Wizard Mana Strike.png
Pop goes the life bar.
Pop goes the life bar.
Ground Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
600 6 1 16 - High 1 -
  • Knockback direction changes based on which side of the opponent the blast hits on.

Fast attack with medium range, beats everything that lacks priority or high momentum at this range.

Can cover multiple options at the same time.

Kick

Kick
YH Icon Kick.png
YH Wizard Kick.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
600 7 13 25 - Low -1 -
  • Low profile from frames 7-25.
  • Summons lightning when used with orb.

Decent range but very slow sweep kick.

Conjure Storm

Conjure Storm
YH Icon Conjure Storm.png
YH Wizard Conjure Storm First Hit.png
First Hit
First Hit
YH Wizard Conjure Storm Second Hit.png
Second Hit
Second Hit
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
900,900 12,16 3,3 26 - High -1 -
  • Wall splats.
  • Summons lightning when used with orb.

A fairly high damaging move with good proration, covers both sides of wizard.

Conjure Weapon

Conjure Weapon
YH Icon ConjureWeapon.png
YH Wizard ConjureWeapon.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
1400 11 3 22 - High - -
  • 1 hit of armor and projectile immunity starting on frame 7.
  • Wall splats.
  • Summons swords when used with orb.

Slow armored move used to call out slower attacks and blocks.

High damage in combos, but difficult to follow up on outside of the corner.

Icicle

Icicle
YH Icon Icicle Ground.png
YH Wizard Ice Spike Ground.png
In the words of a certain gear, "Slash!"
In the words of a certain gear, "Slash!"
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
1000 7 3 17 - Low 0 -
  • Summons swords when used with orb.

A low that is too slow to be used up close, but is good for intercepting players trying to close distance. Also has a surprisingly good recovery.

Bolt of Magma

Bolt of Magma
YH Icon Bolt Of Magma.png
YH Wizard Bolt Of Magma.png
Out of my air space.
Out of my air space.
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
1000(600)(600) 6 2 13 - High 0 -
  • Here's your government mandated anti-air. Also really good for continuing surface-to-air strings.

Aerials

Mana Kick

Mana Kick
YH Icon Mana Kick.png
YH Wizard Mana Kick.png
Divekick at home:
Divekick at home:
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
700 8 5 20 - High 0 -
  • Summons lightning when used with orb.

Pseudo-divekick. Your main attack when air comboing opponents below you. Drags back to the ground.

Icicle

Icicle (air)
YH Icon Icicle Air.png
YH Wizard Ice Spike Air.png
Duel two, lets rock!
Duel two, lets rock!
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
900 5 2 15 - High 0 -
  • Summons swords when used with orb.

Fast and slaps your opponent diagonally to the floor, REALLY good for combo extensions. Also a very good air-to-air tool.

Combustion

Combustion
YH Icon Combustion.png
YH Wizard Combustion.png
KABOOM!
KABOOM!
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
1150 9 1 20 - High 0 -
  • Wall splats.

Sends your opponent straight up, allowing for double jump strings and whatnot.

Universal Mechanics

Grab

Throw
YH Icon Grab.png
YH Wizard Grab.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
900 3 3 23 - Throw 0 -
  • Universal throw.

Has significantly higher knockback than other character's throws, making it a good tool to buy time while you setup projectiles or Draw Moisture.

Burst

Burst
YH Icon Burst.png
YH Wizard Burst.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- - - - - - 0 -
  • Universal burst.
  • Extra important for wizard because you can combo off it.

Specials

Magic Dart

Magic Dart
YH Icon Magic Dart.png
YH Wizard Magic Dart.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
500 9 - 14 - High 0 -
  • Air OK
  • Free cancellable

Can aim and modify speed of projectile on cast. Tracks forever until it hits your opponent, allowing it to threaten a wide variety of spaces in neutral.

Throwing this move out by itself without any pressure will just lead to your opponent parrying it for free meter, however.

Confusing Touch

Confusing Touch
YH Icon ConfusingTouch.png
YH Wizard ConfusingTouch.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
200 3 - 24 - High 0 -
  • Air OK
  • Unblockable.
  • Flips the opponent's facing direction and horizontal velocity.

A slightly awkward get off me tool which can make an opponent whiff a slower attack, but is very slow on recovery itself, often leading to disadvantage on the faster moves that would be used up close.

Flame Wave

Flame Wave
YH Icon Flame Wave.png
YH Wizard Flame Wave.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
300x5 9 1x5 15 - High 0 -
  • Active for 1 frame every 5 frames.
  • Air OK
  • Unparryable.

This move forces your opponent to move, since standing still and blocking it will just result in them taking chip damage.

Missile Form

Missile Form
YH Icon Missile Form.png
YH Wizard Rocket Form.png
COMIN' IN HOT!
COMIN' IN HOT!
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
1200, 650 7 1,Until Landing/IASA 22 - High 0 -
  • Free cancellable
  • Used for Bhops and B.Leaps
  • Explosion hitbox has 500 minimum damage

Zephyr

Zephyr
YH Icon Zephyr.png
YH Wizard Zephyr.png
Oh, you thought the combo was over? lol.
Oh, you thought the combo was over? lol.
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
200, 900 7,9 21 35 - Mid, Command Grab 0 -
  • Wind hitbox cancels into Spark Bomb, Instant Cancel, or Taunt.

Pulls your opponent and nearby projectiles in, with a grab at the end.

Gust

Gust
YH Icon Gust.png
YH Wizard Gust.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- 1 16 16 - - 0 -
  • Aimable wind box which strongly pushes projectiles and weakly pushes players.
  • Also gently pushes the user. Will not push wizard off the ground unless hover is checked.

This tool makes all of wizard's projectiles better. Can be used to curve a flame wave into the air, or mix up the parry timing on a dart in neutral.

Can be also used to slam a spark orb into the opponent mid-combo.

Draw Moisture

Draw Moisture
YH Icon DrawMoisture.png
YH Wizard DrawMoisture.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- - - 14 - - 0 -

Adds a charge of moisture, up to 3, which are used to cast/power up Geyser.

Geyser

Geyser
YH Icon Geyser.png
YH Wizard Geyser.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
1300 11 2 23 - High 1 -
  • Air OK
  • Parryable on reaction.
  • Not hit cancellable.
  • Land cancellable.
  • 2 Droplet version: 1500 damage, longer range.
  • 3 Droplet version: 1700 damage, longer range, unparryable.

Requires at least one drop of moisture to use, and can power up by spending additional droplets.

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.

Can be used to get a little extra damage at the end of a combo that can't be followed up on otherwise.

Vile Clutch

Vile Clutch
YH Icon Vile Clutch.png
YH Wizard Vile Clutch.png
Summon
Summon
YH Wizard Vile Clutch Projectile.png
Projectile
Projectile
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
800, 400 19 5, 3 13 - Low, High 0 -
  • Hits OTG (Off the ground/On the ground)
  • Unparryable.
  • Distance can be set with a slider

Vine hand reaches out of the ground. Can be used to extend combos at range.

Unparryable property also makes it good at increasing pressure on an opponent who already has limited options, although it doesn't do much by itself.

Supers

Spark Bomb

Spark Bomb
YH Icon Spark Bomb.png
YH Wizard Spark Bomb.png
As if wizard didn't dominate neutral enough.
As if wizard didn't dominate neutral enough.
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
1400 8 - 14 - - 0 -
  • Bomb is able to explode as soon as 16f after spawning.
  • Will not automatically explode against projectile immune moves.

A high damage tracking projectile. Can be used in neutral with Gust to throw off parry timing, or in combos to extend into other high damage moves.

The explosion also has a pushback effect on wizard, which can be used for movement, but can also mess up combos.

Orb

Orb
YH Icon Orb.png
YH Wizard Orb Summon.png
Go, my child.
Go, my child.
YH Wizard Orb Projectile.png
Projectiles spawned by the orb
Projectiles spawned by the orb
Summon Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- 8 - 9 - - 0 -

Summon 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.

Dart Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
600 - - - - - 0 -

Projectile appears:

  • Frame 10 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 flame wave / geyser.
  • Frame 63 from vile clutch.

Tome slap or bhop missile are the best ways to spawn lots of darts.

Sword Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
600x3 - - - - - 0 -
  • Unparryable.
  • Hits frame 16 from icicles.
  • Hits frame 24 conjure weapon.

Big AOE sword, good at applying pressure since it can force your opponent to take chip damage.

Lightning Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
900x3 - - - - - 0 -
  • Hits OTG.
  • Hits frame 18 from kick / mana kick.
  • Hits frame 33 conjure storm.

High damage lightning strike, difficult to control due to the recoil it inflicts on the orb.

Orb Actions

Orb Actions
YH Icon Orb Push.png
Orb Push
Orb Push
YH Icon Orb Lock.png
Orb Lock
Orb Lock
YH Icon Orb Unlock.png
Orb Unlock
Orb Unlock
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- - - - - - 0 -
  • Orb-exclusive actions you can take after summoning it.
  • Orb push pushes the orb (duh).
  • Orb lock fixes the orb's location, wherever it is.
  • Orb unlock releases the orb, allowing it to follow you or be pushed again.


Orb Tether

Orb Tether
YH Icon OrbTether.png
YH Wizard Jump Forward.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- - - 9 - - 0 -
  • Slowly pulls wizard towards orb for 90 frames.
  • Effect gets weaker over its duration.


Orb Portal

Orb Portal
YH Icon Orb Portal.png
YH Wizard Orb Teleport Vanish.png
Poof, they're gone...
Poof, they're gone...
YH Wizard Orb Teleport Appear.png
...and right on top of your face!
...and right on top of your face!
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- - 3 7 - - 0 -
  • Costs 1 bar of meter
  • Moves on frame 2
  • Air OK

A fast get out of jail or approach option, which can be used to react to and whiff punish an option.

Can also just be useful to get rid of your orb for a small cost if you don't want it eating your meter or messing up a combo route.


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