YomiHustle/Wizard: Difference between revisions

From Mizuumi Wiki
Jump to navigation Jump to search
No edit summary
No edit summary
Line 6: Line 6:


|intro=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.
|intro=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.
|image=YH_Wizard_Idle.png
|image=YH_Wizard_Idle1.png





Revision as of 18:57, 1 May 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.
  • Decent Ground Mobility: Wizard's dash is slower than Ninja's, making them less mobile while on the ground in comparison, however, 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

Movement

Dash

Dash
YH Icon Dash.png
YH Wizard Dash.png
YH Wizard DashHB.png
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.
Toggle Hitboxes
Toggle Hitboxes

Back Dash

Back Dash
YH Icon DashBack.png
YH Wizard BackDash.png
YH Wizard BackDashHB.png
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.
Toggle Hitboxes
Toggle Hitboxes

Super Dash

Super Dash
YH Icon SuperDash.png
YH Wizard SuperDash.png
YH Wizard SuperDashHB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- - - 25 - - 0 -
  • Interruptible on the opponent's turn.
Toggle Hitboxes
Toggle Hitboxes

Jump

Jump
YH Icon Jump.png
YH Wizard Jump.png
YH Wizard JumpHB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- - - 8-15 - - 0 -
  • Short jumps are 8f to act.
  • Grounded large jumps are 11f to act, but are upped to 15f if jumping straight up or backwards.
  • In the air, large jumps are always 11f.
Toggle Hitboxes
Toggle Hitboxes

Super Jump

Super Jump
YH Icon SuperJump.png
YH Wizard SuperJump.png
YH Wizard SuperJumpHB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- - - - - - 0 -
Toggle Hitboxes
Toggle Hitboxes

Hover & Fall

Hover & Fall
YH Icon Jump.png
YH Wizard Jump.png
YH Wizard JumpHB.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
Toggle Hitboxes
Toggle Hitboxes

Grounded Normals

Tome Slap

Tome Slap
YH Icon Tome Slap.png
YH Wizard TomeSlap.png
YH Wizard TomeSlapHB.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.

Toggle Hitboxes
Toggle Hitboxes

Mana Strike

Mana Strike
YH Icon Mana Strike.png
YH Wizard ManaStrike.png
YH Wizard ManaStrikeHB.png
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.

Toggle Hitboxes
Toggle Hitboxes

Kick

Kick
YH Icon Kick.png
YH Wizard Kick1.png
YH Wizard KickHB.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.

Toggle Hitboxes
Toggle Hitboxes

Conjure Storm

Conjure Storm
YH Icon Conjure Storm.png
YH Wizard CStorm1.png
YH Wizard CStorm1HB.png
First Hit
First Hit
YH Wizard CStorm2.png
YH Wizard CStorm2HB.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.

Toggle Hitboxes
Toggle Hitboxes

Conjure Weapon

Conjure Weapon
YH Icon ConjureWeapon.png
YH Wizard ConjureW.png
YH Wizard ConjureWeaponHB.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.

Toggle Hitboxes
Toggle Hitboxes

Icicle

Icicle
YH Icon Icicle Ground.png
YH Wizard Icicle.png
YH Wizard IcicleHB.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.

Toggle Hitboxes
Toggle Hitboxes

Bolt of Magma

Bolt of Magma
YH Icon Bolt Of Magma.png
YH Wizard BoltOfMagma.png
YH Wizard BoltOfMagmaHB.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.
Toggle Hitboxes
Toggle Hitboxes

Grab

Grab
YH Icon Grab.png
YH Wizard Grab1.png
YH Wizard GrabHB.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.

Toggle Hitboxes
Toggle Hitboxes

Aerials

Mana Kick

Mana Kick
YH Icon Mana Kick.png
YH Wizard ManaKick.png
YH Wizard ManaKickHB.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.

Toggle Hitboxes
Toggle Hitboxes

Icicle

Icicle (air)
YH Icon Icicle Air.png
YH Wizard IcicleAir.png
YH Wizard IcicleAirHB.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.

Toggle Hitboxes
Toggle Hitboxes

Combustion

Combustion
YH Icon Combustion.png
YH Wizard Combustion1.png
YH Wizard CombustionHB.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.

Toggle Hitboxes
Toggle Hitboxes

Specials

Magic Dart

Magic Dart
YH Icon Magic Dart.png
YH Wizard MagicDart.png
YH Wizard MagicDartHB.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.

Toggle Hitboxes
Toggle Hitboxes

Confusing Touch

Confusing Touch
YH Icon ConfusingTouch.png
YH Wizard ConfusingTouch1.png
YH Wizard ConfusingTouchHB.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.

Toggle Hitboxes
Toggle Hitboxes

Flame Wave

Flame Wave
YH Icon Flame Wave.png
YH Wizard FlameWave.png
YH Wizard FlameWaveHB.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.

Toggle Hitboxes
Toggle Hitboxes

Missile Form

Missile Form
YH Icon Missile Form.png
YH Wizard MissileForm1.png
YH Wizard MissileForm1HB.png
COMIN' IN HOT!
COMIN' IN HOT!
YH Wizard MissileForm2.png
YH Wizard MissileForm2HB.png
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
Toggle Hitboxes
Toggle Hitboxes

Zephyr

Zephyr
YH Icon Zephyr.png
YH Wizard Zephyr1.png
YH Wizard ZephyrHB.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.

Toggle Hitboxes
Toggle Hitboxes

Gust

Gust
YH Icon Gust.png
YH Wizard Gust1.png
YH Wizard GustHb.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.

Toggle Hitboxes
Toggle Hitboxes

Draw Moisture

Draw Moisture
YH Icon DrawMoisture.png
YH Wizard DrawMoisture1.png
YH Wizard DrawMoisture1HB.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.

Toggle Hitboxes
Toggle Hitboxes

Geyser

Geyser
YH Icon Geyser.png
YH Wizard Geyser1Drop.png
YH Wizard Geyser1DropHB.png
1 Droplet
1 Droplet
YH Wizard Geyser2Drop.png
YH Wizard Geyser2DropHB.png
2 Droplet
2 Droplet
YH Wizard Geyser3Drop.png
YH Wizard Geyser3DropHB.png
3 Droplet
3 Droplet
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.

Toggle Hitboxes
Toggle Hitboxes

Vile Clutch

Vile Clutch
YH Icon Vile Clutch.png
YH Wizard VileClutch1.png
YH Wizard VileClutch1HB.png
YH Wizard VileClutch2.png
YH Wizard VileClutch2HB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
800, 400 19 5, 3 12 - 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.

Toggle Hitboxes
Toggle Hitboxes

Supers

Spark Bomb

Spark Bomb
YH Icon Spark Bomb.png
YH Wizard SparkBomb1.png
YH Wizard SparkBomb1HB.png
YH Wizard SparkBomb2.png
YH Wizard SparkBomb2HB.png
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.
  • If blown up with the Spark toggle, Wizard takes 310 damage and gets a temporary speed buff.

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.

Toggle Hitboxes
Toggle Hitboxes

Orb

Orb
YH Icon Orb.png
YH Wizard OrbSpawn.png
YH Wizard OrbSpawnHB.png
Spawn
Spawn
YH Wizard OrbDart1.png
YH Wizard OrbDart1HB.png
Darts
Darts
YH Wizard OrbLightning.png
YH Wizard OrbLightningHB.png
Lightning
Lightning
YH Wizard OrbSwords1.png
YH Wizard OrbSwords1HB.png
YH Wizard OrbSwords2.png
YH Wizard OrbSwords2HB.png
Swords
Swords
Spawn Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- 8 - 9 - - 0 -

Spawn 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.

Swords 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.

Toggle Hitboxes
Toggle Hitboxes

Orb Lock & Unlock

Orb Lock & Unlock
YH Icon Orb Lock.pngYH Icon Orb Unlock.png
YH Wizard OrbLock.png
YH Wizard OrbLockHB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- - - - - - 0 -
  • Orb lock fixes the orb's location, wherever it is.
  • Orb unlock releases the orb, allowing it to follow you or be pushed again.
Toggle Hitboxes
Toggle Hitboxes

Orb Tether

Orb Tether
YH Icon OrbTether.png
YH Wizard Jump.png
YH Wizard JumpHB.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.
Toggle Hitboxes
Toggle Hitboxes

Orb Portal

Orb Portal
YH Icon Orb Portal.png
YH Wizard OrbPortal.png
YH Wizard OrbPortalHB.png
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.

Toggle Hitboxes
Toggle Hitboxes

Taunt

Hustle
YH Icon Taunt.png
YH Wizard Hustle.png
YH Wizard HustleHB.png
Knowledge
Knowledge
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- - - 45 - - 0 -
  • Builds 1 bar of super on frame 45.
Toggle Hitboxes
Toggle Hitboxes

Navigation

General
FAQ
Glossary
HUD
Community
Characters
Ninja
Cowboy
Wizard
Robot
Mutant
Mechanics