- 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.
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- 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.
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