YomiHustle/Wizard: Difference between revisions
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* Interruptible on opponent's turn, as if it had been free cancelled | * Interruptible on opponent's turn, as if it had been free cancelled | ||
Adds a charge of moisture, up to 3, which are used to cast/power up Geyser. Often safe to go for in neutral, as you have a chance to react to things like Quick Draw, and if the opponent did something like a movement option, you will have the opportunity to go for a ''very'' safe hold, or even cancel it and go on the aggressive to punish their passivity. Alternate between this and magic dart during faraway neutral, but be sure to hold the move on the turn after to actually finish it - be sure you hear the sound and see the droplet count go up. | Adds a charge of moisture, up to 3, which are used to cast/power up Geyser. Often safe to go for in neutral, as you have a chance to react to things like Quick Draw, and if the opponent did something like a movement option, you will have the opportunity to go for a ''very'' safe hold, or even cancel it and go on the aggressive to punish their passivity. Alternate between this and magic dart during faraway neutral, but be sure to hold the move on the turn after to actually finish it - be sure you hear the sound and see the droplet count go up. | ||
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Revision as of 00:34, 2 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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