YomiHustle/Wizard: Difference between revisions
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|airok=Yes | |airok=Yes | ||
|description= | |description= | ||
* Wizard casts a spell, summoning a Magic Dart. | * Wizard casts a spell, summoning a Magic Dart. Can be Free Canceled. | ||
** But you usually shouldn't. | ** But you usually shouldn't free cancel. | ||
** Tracks forever until it hits your opponent. | ** Tracks forever until it hits your opponent. | ||
** Aimable, allowing you to threaten a wide variety of spaces in neutral. | ** Aimable, allowing you to threaten a wide variety of spaces in neutral. | ||
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** Bounces off of the ground but disappears at the wall. | ** Bounces off of the ground but disappears at the wall. | ||
* Combined with Gust and careful angle selection, this covers space and makes Wizard much more of a threat at midrange. | * Combined with Gust and careful angle selection, this covers space and makes Wizard much more of a threat at midrange. | ||
* Opposing Wizards can gust your magic dart into the floor, destroying it. | |||
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** Often doesn't work when you or the opponent have high horizontal momentum, flipping the attack back into you. | ** Often doesn't work when you or the opponent have high horizontal momentum, flipping the attack back into you. | ||
** Ineffective against grabs and invulnerable moves. | ** Ineffective against grabs and invulnerable moves. | ||
* Unblockable | * Unblockable. | ||
* Does a miniscule but | * Does a miniscule but unblockable amount of damage on hit, making it a niche option to finish off low health opponents. | ||
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* Wizard summons a slow-moving Flame Wave that travels across the screen. Active for 1 frame every 5 frames. | * Wizard summons a slow-moving Flame Wave that travels across the screen. Active for 1 frame every 5 frames. | ||
* Covers a ton of space in neutral without much cost. | * Covers a ton of space in neutral without much cost. | ||
* | * Unparriable. | ||
* Dictates the matchup against Ninja and Robot, forcing the opponent into the air. | * Dictates the matchup against Ninja and Robot, forcing the opponent into the air. | ||
* Decent pressure tool to set up high chip damage blockstrings using orb. | * Decent pressure tool to set up high chip damage blockstrings using orb. | ||
* Opposing Wizards can gust your flame wave into the floor, destroying it. | |||
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|block advantage=+2 (liftoff), +1 (headbutt) | |block advantage=+2 (liftoff), +1 (headbutt) | ||
|description= | |description= | ||
* The second most versatile move in Wizard's kit. Free cancellable | * The second most versatile move in Wizard's kit. Free cancellable. | ||
* Wizard turns into a missile and sends themself forward, turning themself into a hitbox and creating an explosive backblast. | * Wizard turns into a missile and sends themself forward, turning themself into a hitbox and creating an explosive backblast. | ||
** Enables tech known as benjihopping, which is done by toggling Fall and doing Missile Form at any upwards angle, giving you a 13f actionable movement option that carries your momentum. | ** Enables tech known as benjihopping, which is done by toggling Fall and doing Missile Form at any upwards angle, giving you a 13f actionable movement option that carries your momentum. | ||
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*** Delaying projectile hits with backwards gust to prevent parry in some niche scenarios. | *** Delaying projectile hits with backwards gust to prevent parry in some niche scenarios. | ||
*** Turning Spark Bomb into a scary space-denial tool, as being within Gusting range of one forces the opponent to play neutral much more carefully. | *** Turning Spark Bomb into a scary space-denial tool, as being within Gusting range of one forces the opponent to play neutral much more carefully. | ||
* Gusting many of the games projectiles into the floor will destroy them (magic dart, flame wave, shurikan, etc) | |||
* There are even more uses too niche to list here, but this covers most cases. Gust is one of the major centerpieces of Wizard's gameplan and generates a lot of threat and mental stack simply by existing. | * There are even more uses too niche to list here, but this covers most cases. Gust is one of the major centerpieces of Wizard's gameplan and generates a lot of threat and mental stack simply by existing. | ||
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|blockadvantage=+1 (one drop), +3 (two drops), +4 (three drops) | |blockadvantage=+1 (one drop), +3 (two drops), +4 (three drops) | ||
|description= | |description= | ||
* Is actually just a big slow melee hitbox. | * Is actually just a big slow melee hitbox. | ||
* Can hitcancel into itself for big damage. | * Can hitcancel into itself for big damage. | ||
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** When whiff canceled before hitbox comes out, droplets are not consumed. | ** When whiff canceled before hitbox comes out, droplets are not consumed. | ||
A long range poke which can be used to call out committal projectiles and setup moves. Against movement, usually forces either a roll or a block. Whether it hits or is blocked, Geyser will do solid damage and build a respectable chunk of meter for Wizard, making it a great "why not" option when bored at fullscreen that can be set up with land cancels to become much safer. | * A long range poke which can be used to call out committal projectiles and setup moves. Against movement, usually forces either a roll or a block. Whether it hits or is blocked, Geyser will do solid damage and build a respectable chunk of meter for Wizard, making it a great "why not" option when bored at fullscreen that can be set up with land cancels to become much safer. | ||
Situational but massively rewarding combo tool, able to be followed up on under certain spacing conditions. Otherwise functions as Wizard's second-best ender. | * Situational but massively rewarding combo tool, able to be followed up on under certain spacing conditions. Otherwise functions as Wizard's second-best ender. | ||
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Revision as of 22:37, 20 January 2024
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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.
Strengths | Weaknesses |
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Move List
Unique Mechanics
Hover & Fall
Toggle Hitboxes Toggle Hitboxes
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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
Toggle Hitboxes Toggle Hitboxes
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Grounded Normals
Tome Slap
slapslapslapslapslapslap slapslapslapslapslapslap
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Toggle Hitboxes Toggle Hitboxes
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Mana Strike
Toggle Hitboxes Toggle Hitboxes
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Kick
Toggle Hitboxes Toggle Hitboxes
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Conjure Storm
First Hit First Hit Second Hit Second Hit
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Toggle Hitboxes Toggle Hitboxes
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Conjure Weapon
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Icicle
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Bolt of Magma
Out of my air space. Out of my air space.
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Toggle Hitboxes Toggle Hitboxes
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Grab
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Aerials
Mana Kick
Divekick at home: Divekick at home:
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Toggle Hitboxes Toggle Hitboxes
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Icicle
Best air normal in the game hands-down. Best air normal in the game hands-down.
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Toggle Hitboxes Toggle Hitboxes
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Combustion
KABOOM! KABOOM!
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Specials
Magic Dart
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Confusing Touch
nyeh nyeh
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Toggle Hitboxes Toggle Hitboxes
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Flame Wave
JUMP JUMP
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Toggle Hitboxes Toggle Hitboxes
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Missile Form
COMIN' IN HOT! COMIN' IN HOT!
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Toggle Hitboxes Toggle Hitboxes
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Zephyr
DON'T JUMP DON'T JUMP
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Toggle Hitboxes Toggle Hitboxes
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Gust
forgot to check gust gg forgot to check gust gg
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Toggle Hitboxes Toggle Hitboxes
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Geyser
1 Droplet 1 Droplet 2 Droplet 2 Droplet 3 Droplet 3 Droplet
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Toggle Hitboxes Toggle Hitboxes
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Vile Clutch
Toggle Hitboxes Toggle Hitboxes
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Supers
Telekinesis/Launch
Rock Rock Pebble Pebble Fruit Fruit Tire Tire Bomb Bomb
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Toggle Hitboxes Toggle Hitboxes
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Spark Bomb
La bomba La bomba
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Toggle Hitboxes Toggle Hitboxes
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Orb
Spawn Spawn Darts Darts Lightning Lightning Swords Swords
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Toggle Hitboxes Toggle Hitboxes
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Orb Tether
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Orb Portal
Toggle Hitboxes Toggle Hitboxes
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Taunt
Knowledge Knowledge
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Toggle Hitboxes Toggle Hitboxes
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