YomiHustle/Wizard

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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
  • Flexible Projectiles: Magic Dart, Flamewave, and Vile Clutch compliment each other well and can be used at all stages of gameplay.
  • Mental Stack: Wizard excels at creating obscure, hard-to-see threats and advantaged positions from neutral using projectiles and fastfall, leading to lots of unexpected hits.
  • Excellent Mobility: Hover, Fastfall, and movement tech like BHopping make it trivial to end up in the right place at the right time.
  • Strong Okizeme: Vile Clutch can make some soft knockdowns just as rewarding as a hard knockdown, leading into scary blockstrings with solid chip damage.
  • Neutral Threat Range: Long-range harassment with Geyser and mid-range poking with Conjure Weapon and Mana Strike make it hard to stay safe against Wizard.
  • Incredible Supers: While the other 2 supers are great for their uses, orb is a gameplan-in-a-can, significantly enhancing wizard's combos, neutral, advantage, and disadvantage.
  • Weak Close Range: The lack of a 4f jab and no okizeme off grab leave wizard quite vulnerable to getting pressured up close or snowballed off of meaties.
  • Meter Feeder: Many of Wizard's projectile options can end up giving the opponent free parries for meter if not used carefully.
  • Meter Hungry: Orb, Wizard's strongest neutral tool, isn't available until you have at least 3 bars of meter, and drains meter constantly while it's out, meaning that getting comboed with it out often means a reset to 0 meter. Other characters also tend to see more immediacy in their meterless or 1-meter gameplans and build it faster than you because they're approaching more often.
  • No Mix: Wizard's only guard break, Conjure Storm, is pitifully slow and short-ranged, and their grab has comparatively low reward on hit.
  • Gets Neutral Skipped: Tools that force close-range RPS can often ignore all of wizard's fancy midrange and just guess right at point-blank, stealing games off of sheer probability alone.

Move List

Movement

Dash

Dash
YH Icon Dash.png
YH Wizard Dash.png
YH Wizard DashHB.png
Movement Starts At Consumes Air Option First Actionable
- No 8-15
  • Always interruptible when opponent is able to act.
  • IASA increases as the speed slider is increased.
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Back Dash

Back Dash
YH Icon DashBack.png
YH Wizard BackDash.png
YH Wizard BackDashHB.png
Movement Starts At Consumes Air Option First Actionable
- No 9
  • Always interruptible when opponent is able to act.
  • Does not become actionable if opponent uses forward movement.
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Toggle Hitboxes

Super Dash

Super Dash
YH Icon SuperDash.png
YH Wizard SuperDash.png
YH Wizard SuperDashHB.png
Movement Starts At Consumes Air Option First Actionable
- No 25
  • Interruptible on the opponent's turn.
  • If interrupted during the "charge up" animation, your next Dash or Backdash gains much more distance, allowing you to approach rapidly or escape more situations than with a normal Backdash.
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Toggle Hitboxes

Jump

Jump
YH Icon Jump.png
YH Wizard Jump.png
YH Wizard JumpHB.png
Movement Starts At Consumes Air Option First Actionable
- No 8-15
  • Short jumps are 8f to act.
  • Grounded large jumps are 11f to act, but are upped to 15f if jumping straight up or backwards.
  • In the air, large jumps are always 11f.
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Toggle Hitboxes

Super Jump

Super Jump
YH Icon SuperJump.png
YH Wizard SuperJump.png
YH Wizard SuperJumpHB.png
Movement Starts At Consumes Air Option First Actionable
- No -
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Toggle Hitboxes

Unique Mechanics

Hover & Fall

Hover & Fall
YH Icon Jump.png
YH Wizard Jump.png
YH Wizard JumpHB.png
Movement Starts At Consumes Air Option First Actionable
- No -
  • Wizard's unique movement mechanic.
    • Toggling hover puts Wizard into a floating state that slows their fall and dampens vertical momentum. Limited only by the hover bar.
    • Toggling fall increases Wizard's downward momentum.
  • Fundamental to Wizard's air combos.
  • Great for prediction mixups.
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Toggle Hitboxes

Moisture

Moisture
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- - - - - - 0 -
  • Moisture charge is gained every time the wizard lands a hit in neutral or parries, can hold up to three charges.
  • Moisture can then be used on Geyser.

Grounded Normals

Tome Slap

Tome Slap
YH Icon Tome Slap.png
YH Wizard TomeSlap.png
YH Wizard TomeSlapHB.png
slapslapslapslapslapslap
slapslapslapslapslapslap
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
800 5 3 12 - High 0 +1
  • Wizard's fastest grounded normal. Very strong button that sends them a short distance forward.
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Toggle Hitboxes

Mana Strike

Mana Strike
YH Icon Mana Strike.png
YH Wizard ManaStrike.png
YH Wizard ManaStrikeHB.png
Ground Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
600 6 1 16 - High 1 +1
  • Fast aimable poke with deceptively long range, beating anything without armor or invulnerability.
    • Uses a distance slider from 0-100, with a deadzone approximately 150px in front of Wizard.
    • Knockback direction changes based on which side the blast hits, with the inward hit typically used for hitconfirms or to extend combos.
  • Very strong air-to-ground button when used with Fall, but can lose to slower moves like Cowboy's Stinger due to its recovery.
Toggle Hitboxes
Toggle Hitboxes

Kick

Kick
YH Icon Kick.png
YH Wizard Kick1.png
YH Wizard KickHB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
600 7 13 25 - Low -1 +1
  • Slow-moving sweep kick affected by Wizard's momentum.
  • Very long active frames allows them to set up meaties.
  • Low profile from frames 7-25.
  • Summons lightning when used with orb.
  • Unable to hit airborne opponents
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Toggle Hitboxes

Conjure Storm

Conjure Storm
YH Icon Conjure Storm.png
YH Wizard CStorm1.png
YH Wizard CStorm1HB.png
First Hit
First Hit
YH Wizard CStorm2.png
YH Wizard CStorm2HB.png
Second Hit
Second Hit
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
600 (close), 900 (far) 12, 16 3, 3 26 - High (Guardbreak) -1 +2 (close) +4 (far)
  • High damage move with -1 proration, covering either side of Wizard. Sends away on hit and keeps opponents grounded.
  • Wallsplats on hit.
  • Summons lightning when used with orb.
Toggle Hitboxes
Toggle Hitboxes

Conjure Weapon

Conjure Weapon
YH Icon ConjureWeapon.png
YH Wizard ConjureW.png
YH Wizard ConjureWeaponHB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
1400 11 3 22 - High 0 +3
  • Slow armored move used to as a callout and beats Block.
    • Sends away on hit, and does not cancel into normals, requiring meter to combo off of midscreen.
    • Typically used in corner combos, but has utility in neutral when combined with Spark Install or Fall.
  • Projectile invulnerable and gains Armor starting on frame 7.
  • Wallsplats.
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Toggle Hitboxes

Icicle

Icicle
YH Icon Icicle Ground.png
YH Wizard Icicle.png
YH Wizard IcicleHB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
900 7 3 17 - Low 0 +0
  • Disjointed low that sends upward on hit, while moving Wizard a short distance forward.
    • High risk high reward option in close up RPS, beating out shorthops and Spot Dodge.
    • Useful for stuffing approaches with its convenient active frames window.
  • Summons swords when used with Orb.
  • Has a down version that shorthops into the aerial version, colloquially known as "upcicle" or "hopsicle".
    • Beats grab for heavy reward, but only while +1.
    • Niche anti-air useful in closer-range scrambles.
    • While the predictions say it's +1, it's actually very bad on block because it cannot self-cancel into another air icicle. Use cautiously in pressure.
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Toggle Hitboxes

Bolt of Magma

Bolt of Magma
YH Icon Bolt Of Magma.png
YH Wizard BoltOfMagma.png
YH Wizard BoltOfMagmaHB.png
Out of my air space.
Out of my air space.
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
1000(600)(600) 6 2 13 - High 0 +1
  • One of the best anti-airs in the game.
    • Obscenely short recovery makes Free Cancel usually unnecessary while using this move.
    • Makes many otherwise fake setups real by covering jumps, rolls, and cowboy's dash with one option.
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Toggle Hitboxes

Grab

Grab
YH Icon Grab.png
YH Wizard Grab1.png
YH Wizard GrabHB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
900 3 3 23 - Throw 0 -
  • Universal throw.
  • Sends the opponent very far away on hit, making it difficult to combo off of or set up oki with.
    • Conversely, this grants wizard a safe turn to do whatever projectile is most needed.
    • If done in the air, Down Throw can be a good combo ender to reset into okizeme.
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Toggle Hitboxes

Aerials

Mana Kick

Mana Kick
YH Icon Mana Kick.png
YH Wizard ManaKick.png
YH Wizard ManaKickHB.png
Divekick at home:
Divekick at home:
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
700 8 5 20 - High 0 +2
  • Pseudo-divekick, groundbounces on hit.
    • Low knockback, making it difficult to DI away from compared to Missile Form and Combustion.
    • Unimpressive damage makes it otherwise niche and outclassed in combos
  • Summons lightning when used with Orb.
    • Shorthop > Fall Mana Kick allows you to safely set up Orb Lightning in neutral for zoning or pressure.
Toggle Hitboxes
Toggle Hitboxes

Icicle

Icicle (air)
YH Icon Icicle Air.png
YH Wizard IcicleAir.png
YH Wizard IcicleAir2HB.png
Best air normal in the game hands-down.
Best air normal in the game hands-down.
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
900 5 2 15 - High 0 +3
  • One of the best air buttons in the game.
    • Fast, big, and disjointed.
    • Combo staple for its reliable knockback angle and solid damage.
    • Great at air-to-air and air-to-ground when combined with Hover and Fall.
    • Beats out 4f jabs like Punch or Pommel when spaced correctly.
  • Summons swords when used with Orb.
Toggle Hitboxes
Toggle Hitboxes

Combustion

Combustion
YH Icon Combustion.png
YH Wizard Combustion1.png
YH Wizard CombustionHB.png
KABOOM!
KABOOM!
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
1000 9 1 20 - High (Guardbreak) 0 +3
  • Sends upwards on hit with high hitstun.
    • Used in combos as a DI mixup with the threat of Air Icicle.
    • Very easy to combo off of using Jump, Gust, or B-hops, making it a staple in combos.
  • Wallsplats.
  • Doesn't land cancel.
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Toggle Hitboxes

Specials

Magic Dart

Magic Dart
YH Icon Magic Dart.png
YH Wizard MagicDart.png
YH Wizard MagicDartHB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
500 8 9 untill despawn or colission 16 - High 0 +1
  • Wizard casts a spell, summoning a Magic Dart. Air OK and can be Free Canceled.
    • But you usually shouldn't.
    • Tracks forever until it hits your opponent.
    • Aimable, allowing you to threaten a wide variety of spaces in neutral.
      • It is generally considered better to do slower dart angles than to full-send it at the opponent, as this makes it harder to parry.
      • Careful aiming it around their block to barely avoid a parry can make it a powerful pressure option, locking the opponent down for a turn.
    • 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.
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Toggle Hitboxes

Confusing Touch

Confusing Touch
YH Icon ConfusingTouch.png
YH Wizard ConfusingTouch1.png
YH Wizard ConfusingTouchHB.png
nyeh
nyeh
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
200 2 3-5 24 - High 2 -
  • Flips the opponent's facing direction and horizontal velocity on hit.
    • A situational reversal tool, which can cause an opponent to whiff a move.
    • Is very slow on recovery itself, leading to disadvantage against fast moves or losing to 4f buttons outright when given enough momentum.
    • 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.
  • Unblockable and Air OK.
  • Does a miniscule but unavoidable amount of damage on hit, making it a niche option to finish off low health opponents.
Toggle Hitboxes
Toggle Hitboxes

Flame Wave

Flame Wave
YH Icon Flame Wave.png
YH Wizard FlameWave.png
YH Wizard FlameWaveHB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
300x5 10 11-60 17 - High 0 +1
  • 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.
    • Air OK and Unparriable.
  • 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.
Toggle Hitboxes
Toggle Hitboxes

Missile Form

Missile Form
YH Icon Missile Form.png
YH Wizard MissileForm1.png
YH Wizard MissileForm1HB.png
COMIN' IN HOT!
COMIN' IN HOT!
YH Wizard MissileForm2.png
YH Wizard MissileForm2HB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
1200 (1100 in combo) liftoff, 850 headbutt 7 1, Until Landing or 22 22 (6 after landing) - High 0 -
  • The second most versatile move in Wizard's kit. Free cancellable and Air OK.
  • 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.
      • Builds meter, shoots Orb darts, and is a generally safe approach option that you should be going for if you can afford the gravity cost.
  • The explosive hitbox, colloquially known as "Backblast", is an excellent combo ender and has mid-combo niches at the wall and as a hard DI read.
Toggle Hitboxes
Toggle Hitboxes

Zephyr

Zephyr
YH Icon Zephyr.png
YH Wizard Zephyr1.png
YH Wizard ZephyrHB.png
c'mere
c'mere
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
200, 1500 7,9 21 35 - High 0 +2
  • Massive anti-air windbox that pulls them into a large blockable hitgrab, with a second unblockable command grab hitbox closer to Wizard's hand.
  • If the command grab or hitgrab connect, follows up into a detonation move.
    • Summons swords when orb is out.
    • Combos with huge reward on DI up, but otherwise will go straight into soft knockdown. Useful last-resort combo ender.
  • Windbox size is ~doubled with initiative.
Toggle Hitboxes
Toggle Hitboxes

Gust

Gust
YH Icon Gust.png
YH Wizard Gust1.png
YH Wizard GustHb.png
forgot to check gust gg
forgot to check gust gg
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- 4 Entire Duration 18 - - 0 -
  • Aimable windbox that strongly pushes projectiles and weakly pushes the opponent.
    • Windbox strength gradually decays after each use in a combo, and then resets at the end of said combo.
    • Pushes Wizard in the opposite direction of the Gust. Does not push them off the ground unless Hover is toggled.
  • The most versatile and arguably the most important move in Wizard's kit.
    • Is combo glue similar to Cowboy's Teleport, getting them close enough with ample frame advantage to hit them again. Typically used after Backblast and Combustion.
      • Also allows them to slam Spark Bombs into opponents for massive damage and frame advantage. Being roughly +14 after Spark Bomb should give you an angle that works.
      • Can extend wallsplats from distances where it normally wouldn't hit - if a move like Conjure Weapon doesn't quite knock them far enough to wallsplat, Gusting them into the wall for the splat will normally give great frame advantage.
    • Creates very scary and multifaceted neutral by making Wizard's projectiles more threatening by:
      • Shoving projectiles forward to catch opponents off guard from midrange.
      • Shoving projectiles upward to safely call out jumps.
      • 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.
  • 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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Toggle Hitboxes

Geyser

Geyser
YH Icon Geyser.png
YH Wizard Geyser1Drop.png
YH Wizard Geyser1DropHB.png
1 Droplet
1 Droplet
YH Wizard Geyser2Drop.png
YH Wizard Geyser2DropHB.png
2 Droplet
2 Droplet
YH Wizard Geyser3Drop.png
YH Wizard Geyser3DropHB.png
3 Droplet
3 Droplet
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
1300 (one drop), 1500 (two drops) 1700 (three drops) 14 2 23 - High 1 +1 (one drop), +3 (two drops), +4 (three drops)
  • Air OK
  • Parryable on reaction.
  • Not hit cancellable.
  • Land cancellable.

Requires at least one drop of moisture to use, and can power up by spending additional droplets.

A long range poke which can be used to call out more committal options, but which feeds the opponent meter when they are using less commital movement. Is also very punishable at all but the longest ranges excluding the 3 droplet version. Level 3 geyser is a great win condition to go for when your opponent is on a sliver of health, as they will be forced to block for substantial chip damage and die if they do anything but dodge the beam entirely. This is also your main answer to deter Cowboy's Quick Draw, as they won't be able to block in gun stance and will just have to eat the hit every time

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Toggle Hitboxes

Vile Clutch

Vile Clutch
YH Icon Vile Clutch.png
YH Wizard VileClutch1.png
YH Wizard VileClutch1HB.png
Learn the tech for this thing, it'll be worth it
Learn the tech for this thing, it'll be worth it
YH Wizard VileClutch2.png
YH Wizard VileClutch2HB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
800, 400 19 5, 3 12 - Low, High 0 +2
  • Hits OTG (Off the ground/On the ground)
  • Unparryable.
  • Distance can be set with a slider

Vine hand reaches out of the ground. Useful for extending combos at range. In neutral, it is usually a noncomittal, low-reward setup move that can trade favorably with opposing Wizard's geysers and framekill opposing Cowboy's quick draws while applying pressure at the same time. Pretty bad at grounded space denial, but can immediately put a ton of pressure on falling opponents who are down at least one air option.

If you have extra frames right before a knockdown (such as +21) and good spacing, Vile Clutch is a setup for some of the strongest oki options in the game with meaty missile form or flamewave.

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Toggle Hitboxes

Supers

Telekinesis/Launch

Telekinesis/Launch
YH Icons TK.pngYH Icons Launch.png
YH Wizard TKBoulder.png
YH Wizard TKBoulderHB.png
Rock
Rock
YH Wizard TKPebble.png
YH Wizard TKPebbleHB.png
Pebble
Pebble
YH Wizard TKFruit.png
YH Wizard TKFruitHB.png
Fruit
Fruit
YH Wizard TKTire.png
YH Wizard TKTireHB.png
Tire
Tire
YH Wizard TKBomb1.png
YH Wizard TKBomb1HB.png
YH Robot RBomb2.png
YH Robot RBomb2HB.png
Bomb
Bomb
Telekinesis Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- 7 - 14 - - - -
  • Cost 1 super.
  • Summons a random gravity affected projectile from the ground, each with their own damage values and properties.
  • Every type of projectile that can be summoned has a different chance to appear.
  • The projectile summoned follows Wizard for ~150f or until they get hit.
  • Only 1 projectile can be summoned at a time. Wizard has to throw their current projectile or get hit before they can summon another.
Launch Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- 5 - 11 - - - -
  • Throws Wizard's current held projectile. The direction and speed at which it is thrown can be adjusted.
  • The projectile starts moving instantly but only gains a hitbox on frame 5.
  • All projectiles except for the Pebble are unparryable.
Rock Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
1050 - - - - High - +1
  • 68% chance to be summoned.
  • Groundbounces.
  • Causes a hard knockdown.
  • Has 2 different sprites but both are functionally identical.
    • Each individual sprite has a 34% chance to be summoned.
Boulder Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
1200 - - - - High - +4
  • 17% chance to be summoned.
  • Groundbounces
  • Can't be thrown as far as Rock.
Pebble Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
460 - - - - High 0 +0
  • 3.21% chance to be summoned.
  • Can be thrown the fastest out of all pulls.
  • Its comically low damage and hitstun, as well as being the only summon that can be parried makes this arguably the worst pull you can get.
Fruit Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
-200 - - - - High - +0
  • 3.21% chance to be summoned.
  • It actually heals whoever it hits instead of damaging them, albeit still applying hitstun.
Tire Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
950 - - - - High 0 -
  • 5.36% chance to be summoned.
  • Bounces off the ground and walls.
Bomb Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
2000 - - - - High 0 +3
  • 3.21% chance to be summoned.
  • Explodes when it hits the opponent, ground, wall, or 32f after spawning.
    • If the opponent blocks the projectile itself it will not explode, but it will still detonate when it hits the ground.
Toggle Hitboxes
Toggle Hitboxes

Spark Bomb

Spark Bomb
YH Icon Spark Bomb.png
YH Wizard SparkBomb1.png
YH Wizard SparkBomb1HB.png
Skidaddle skidoodle, it's pretty good in neutral
Skidaddle skidoodle, it's pretty good in neutral
YH Wizard SparkBomb2.png
YH Wizard SparkBomb2HB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
1400 8 - 14 - - 0 +0
  • Bomb is able to explode as soon as 16f after spawning.
  • Ignores projectile immunity, acting as a normal strike for those purposes.
  • 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.

While Spark Bomb is an extremely strong tool whether it's used as a projectile or as an install, it's extremely pricey for what it does at 2 meter. If you only have 2 meter it's likely worth it to save for a 3rd level to be able to summon Orb.

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Toggle Hitboxes

Orb

Orb
YH Icon Orb.png
YH Wizard OrbSpawn.png
YH Wizard OrbSpawnHB.png
Spawn
Spawn
YH Wizard OrbDart1.png
YH Wizard OrbDart1HB.png
Darts
Darts
YH Wizard OrbLightning.png
YH Wizard OrbLightningHB.png
Lightning
Lightning
YH Wizard OrbSwords1.png
YH Wizard OrbSwords1HB.png
YH Wizard OrbSwords2.png
YH Wizard OrbSwords2HB.png
Swords
Swords
Spawn Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- 8 - 9 - - 0 -

Spawn 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. Able to be moved in 8 different directions as a free action on your turn, or locked in place to buff the orb's moves.

Dart Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
600 - - - - - 0 +2

Projectile appears:

  • Frame 10 from tome slap.
  • Frame 13 from mana strike / magic dart.
  • Frame 18 from missile form.
  • Frame 23 from confusing touch.
  • Frame 28 from bolt of magma / zephyr.
  • Frame 33 from flame wave / geyser.
  • Frame 63 from vile clutch.
  • Locked version travels faster and has a slightly larger hitbox.

Tome slap or bhop missile are the best ways to spawn lots of darts. The fact that they're faster gives them a bigger spacing window to parry them, but also makes them much more threatening with Gust.

Swords Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
600x3 - - - - - 0 +3
  • Unparryable.
  • Hits frame 16 from icicles.
  • Hits frame 24 conjure weapon.
  • Locked version causes the first 2 hits to not increase combo scaling. Only applies if the attack is starting while the Orb is already locked.

Big AOE sword, good at applying pressure since it can force your opponent to take chip damage. Great for burst-safe kill combos to close out a game with.

Lightning Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
1000x3, 1100x3 (Orb locked) - - - - - 0 +5
  • Hits OTG.
  • Unparriable.
  • Hits frame 18 from kick / mana kick.
  • Hits frame 33 conjure storm.
  • Locked version deals slightly more damage.

High damage lightning strike, difficult to control due to the recoil it inflicts on the orb. Very DI resistant, good damage, and its OTG can continue a lot of combos that you really deserved to drop. Useful in neutral in that it's actively a threat for far longer than any other orb projectile, and is, like everything in this cruel world, made a menace by gust.

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Orb Tether

Orb Tether
YH Icon OrbTether.png
YH Wizard Jump.png
YH Wizard JumpHB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- - - 9 - - 0 -
  • Slowly pulls wizard towards orb for 90 frames.
  • Effect gets weaker over its duration.
  • Niche uses for IASA manipulation.

Unusual movement tool that has some use in saucy-looking suboptimal combos. The pull effect persists even if you get hit, which can sometimes pull you far enough away to escape combos proactively, but it's normally just better to do something else.

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Orb Portal

Orb Portal
YH Icon Orb Portal.png
YH Wizard OrbPortal.png
YH Wizard OrbPortalHB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- - 3 7 - - 0 -
  • Costs 1 bar of meter
  • Moves on frame 2
  • Air OK

Supremely fast and safe get out of jail free card. Safe on frame 2. Losing 1 meter and orb is a heavy price to pay without enough meter to spawn another orb, but it's normally worth it just to have an unpunishable escape. It's even quick enough to dodge and then whiff punish a good majority of moves in the game if they are used without free cancel.

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Taunt

Hustle
YH Icon Taunt.png
YH Wizard Hustle.png
YH Wizard HustleHB.png
Knowledge
Knowledge
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- - - 45 - - 0 -
  • Builds 1 bar of super on frame 45.
  • Decreases friction during use....or.... does it?

A swag looking taunt with some niche utility. Can be used if slightly plus before a knockdown to gain meter and kill enough frames to disallow holding on the ground, which allows for more reliable oki from moves like icicle, kick, or flamewave.

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