YomiHustle/Wizard

From Mizuumi Wiki
< YomiHustle
Revision as of 15:26, 5 January 2023 by Mini (talk | contribs)
Jump to navigation Jump to search

Profile

Wizard is a trap and projectile zoning character. They control the pace of the game through safely setting up strong projectiles which the opponent is forced to relate to, and which give great reward if used in combos.

Strengths Weaknesses
  • Great projectiles: Flame Wave, Vile Clutch, Spark Bomb and Orb Dart - the unparriable projectiles and Magic Dart put an immediate threat on the screen which changes how the opponent has to play.
  • Safe setups: Magic dart, orb, and spark bomb have relatively short startup, enabling you to put something scary on screen very safely in most situations and lets you react to the opponents actions - especially with meter.
  • Comobo off burst and throw: You can combo off burst and throw if you have projectiles out. This feels extremely degenerate and is very funny.
  • Great air mobility: Hover, Fast Fall, and Missile Form gives you a great variety of ways to move in the air, making for versatile combo routes and great evasive ability.
  • Cheap damage: Most projectiles are unparriable, which means opponent is forced to either dodge them with movement or block them and that means wizard can deal quite alot damage without starting a combo or approaching an opponent.
  • Weak to forward movement: Despite how excellent their projectiles are, wizard lacks any good shortrange options. This means that doing short-hops into them or other moves with low IASA frames can invalidate a lot of what wizard wants to do if you aren't explicitly playing around the option.

Move List

Unique movement

Dash

Dash
YH Icon Dash.png
YH Wizard Dash Forward.png
Forward Dash
Forward Dash
YH Wizard Dash Back.png
Backward Dash
Backward Dash
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- 2 15/18 8/12 - - 0 -

A quick dash forward or backwards. Slower if used to dash backwards.

  • Second fastest in the game

Float & Fast-Fall

Float & Fast-Fall
YH Icon Jump.png
YH Wizard Jump Forward.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


Grounded Normals

Tome Slap

Tome Slap
YH Icon Tome Slap.png
YH Wizard Tome Slap.png
slapslapslapslapslapslap
slapslapslapslapslapslap
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
800 5 3 12 - High 1 -

A quick hit with a book.

  • Good for extending combos
  • The slowest jab-like move

Mana Strike

Mana Strike
YH Icon Mana Strike.png
YH Wizard Mana Strike.png
Ground Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
600 6 1 16 - High 1 -

Fast attack with medium range, beats everything that lacks priority or high momentum at this range.

  • Can cover multiple options at the same time.
  • Depending on the range, can send the opponent either forward or backward, allowing for unique combo extensions.

Kick

Kick
YH Icon Kick.png
YH Wizard Kick.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
600 7 13 25 - Low -1 -
  • Decent range but very slow sweep kick.
  • Low profile from frames 7-25.

Conjure Storm

Conjure Storm
YH Icon Conjure Storm.png
YH Wizard Conjure Storm First Hit.png
First Hit
First Hit
YH Wizard Conjure Storm Second Hit.png
Second Hit
Second Hit
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
900,900 12,19 3,3 26 - High -1 -
  • Hits on both sides, your go-to if you ever feel threatened and feel like you can't escape in time.

Icicle

Icicle
YH Icon Icicle Ground.png
YH Wizard Ice Spike Ground.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
1000 7 3 17 - Low 0 -
  • Your new best friend. Amazing combo starter, leading to upwards of 70% life combos
  • Good anti-air, but not your go-to.
  • Deceptively slow, so don't go mashing it.

Bolt of Magma

Bolt of Magma
YH Icon Bolt Of Magma.png
YH Wizard Bolt Of Magma.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
1000(600)(600) 6 2 11 - High 0 -
  • Here's your government mandated anti-air. Also really good for continuing surface-to-air strings.

Aerials

Mana Kick

Mana Kick
YH Icon Mana Kick.png
YH Wizard Mana Kick.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
700 8 5 20 - High 0 -
  • Pseudo-divekick. Your main attack when air comboing opponents below you. Drags back to the ground.

Icicle

Icicle (air)
YH Icon Icicle Air.png
YH Wizard Ice Spike Air.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
900 6 2 15 - High 0 -
  • Slaps your opponent diagonally to the floor, REALLY good for combo extensions. Also a very good air-to-air tool.

Combustion

Combustion
YH Icon Combustion.png
YH Wizard Combustion.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
1150 9 1 20 - High 0 -
  • KABOOM! Sends your opponent straight up, allowing for double jump strings and whatnot.

Universal Mechanics

Grab

Throw
YH Icon Grab.png
YH Wizard Grab.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
900 3 3 23 - Throw 0 -
  • Universal throw.

Burst

Burst
YH Icon Burst.png
YH Wizard Burst.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- - - - - - 0 -
  • Universal burst.
  • Extra important for wizard because you can combo off it.

Specials

Magic Dart

Magic Dart
YH Icon Magic Dart.png
YH Wizard Magic Dart.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
500 9 - 14 - High 0 -
  • Your puny neutral projectile. Weak, but tracks until it hits either a surface or your opponent, making it very threatening in neutral.
  • Air OK

Flame Wave

Flame Wave
YH Icon Flame Wave.png
YH Wizard Flame Wave.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
300x5 9 1x5 15 - High 0 -
  • The no-no zone.
  • Active for 1 frame every 5 frames.
  • Air OK

Missile Form

Missile Form
YH Icon Missile Form.png
YH Wizard Rocket Form.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

Zephyr

Zephyr
YH Icon Zephyr.png
YH Wizard Zephyr.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
200, 900 7,9 21 35 - Mid, Command Grab 0 -
  • Pulls your opponent in, with a grab at the end. Much more valuable when canceled, however.
  • Wind hitbox cancels into Spark Bomb, Instant Cancel, or Taunt.

Vile Clutch

Vile Clutch
YH Icon Vile Clutch.png
YH Wizard Vile Clutch.png
Summon
Summon
YH Wizard Vile Clutch Projectile.png
Projectile
Projectile
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
800, 400 19 5, 3 13 - Low, High 0 -
  • Vine hand reaches out of the ground, tracking your opponent. A little inconsistent, but still pretty good.
  • Hits OTG (Off the ground/On the ground)

Supers

Spark Bomb

Spark Bomb
YH Icon Spark Bomb.png
YH Wizard Spark Bomb.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
1400 8 - 14 - - 0 -
  • A big looming ball of electricity that tracks the opponent. Really big damage on hit, and extremely menacing in neutral.

Orb

Orb
YH Icon Orb.png
YH Wizard Orb Summon.png
Summonning
Summonning
YH Wizard Orb Projectile.png
Projectiles spawned by the orb
Projectiles spawned by the orb
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
600 8 - 9 - - 0 -
  • Go, my child.
  • Summon 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.

Orb Actions

Orb Actions
YH Icon Orb Push.png
Orb Push
Orb Push
YH Icon Orb Lock.png
Orb Lock
Orb Lock
YH Icon Orb Unlock.png
Orb Unlock
Orb Unlock
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- - - - - - 0 -
  • Orb-exclusive actions you can take after summoning it.
  • Orb push pushes the orb (duh).
  • Orb lock fixes the orb's location, wherever it is.
  • Orb unlock releases the orb, allowing it to follow you or be pushed again.

Orb Portal

Orb Portal
YH Icon Orb Portal.png
YH Wizard Orb Teleport Vanish.png
Poof, they're gone...
Poof, they're gone...
YH Wizard Orb Teleport Appear.png
...and right on top of your face!
...and right on top of your face!
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
900 3 3 6 - High 0 -
  • A teleport with a hitbox at the end. Can be used for quick escapes or agressive plays depending on your setup.
  • Moves on frame 2
  • Air OK


Navigation

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