YomiHustle/Wizard: Difference between revisions
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* If blown up with the Spark toggle, it will detonate in 2f, as Wizard takes 310 damage and gets a temporary speed buff. Duration stacks with number of spark bombs endured. | * If blown up with the Spark toggle, it will detonate in 2f, as Wizard takes 310 damage and gets a temporary speed buff. Duration stacks with number of spark bombs endured. | ||
A high damage, massive-hitstun tracking projectile. Can be used in neutral with Gust to cover space and mess with parries, in combos also with gust to do massive damage in just a few hits, or far away just to give yourself "Spark Install" and approach at mach 5 with a bhop. The spark toggle can also let you use it as something of a shield, as if they get close to you but not close enough to parry the bomb, they now are forced to play a nasty guessing game between blocking your 2f detonate or reading your read into that. In the Wizard and Robot matchups you are probably better off saving up enough meter to get Orb out before using these, but against Cowboy and in the mirror, spark-only wizard is a powerful alternative playstyle. | A high damage, massive-hitstun tracking projectile. Can be used in neutral with Gust to cover space and mess with parries, in combos also with gust to do massive damage in just a few hits, or far away just to give yourself "Spark Install" and approach at mach 5 with a bhop. The spark toggle can also let you use it as something of a shield, as if they get close to you but not close enough to parry the bomb, they now are forced to play a nasty guessing game between blocking your 2f detonate or reading your read into that. | ||
In the Wizard and Robot matchups you are probably better off saving up enough meter to get Orb out before using these, but against Cowboy and in the mirror, spark-only wizard is a powerful alternative playstyle. | |||
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Revision as of 23:59, 1 May 2023
Under Construction
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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
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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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Draw Moisture
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Geyser
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Vile Clutch
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Supers
Spark Bomb
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Orb
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Orb Lock & Unlock
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Orb Tether
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Orb Portal
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Taunt
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