YomiHustle/Wizard

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Wizard is a versatile setup character 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 +1 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 allowing 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 guard breaks, Conjure Storm and Combustion, are pitifully 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

Unique Mechanics

Hover & Fall

Hover & Fall
YH Grav Bar.png
YH Wizard Jump.png
YH Wizard JumpHB.png
I believe I can flyyyyyy.....
I believe I can flyyyyyy.....
  • 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.
Toggle Hitboxes
Toggle Hitboxes

Moisture

Moisture
Geyser charge.png
locally sourced tears of your enemies
locally sourced tears of your enemies
  • One charge of Moisture 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.

Movement

Dash

Dash
YH Icon Dash.png
YH Wizard Dash.png
YH Wizard DashHB.png
Movement Starts At Consumes Air Option First Actionable
2 No 8-15
  • Always interruptible when opponent is able to act.
  • IASA increases as the speed slider is increased.
  • "auto" toggle will cause Wizard to turn around mid dash to always be dashing towards the opponenet
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Toggle Hitboxes

Back Dash

Back Dash
YH Icon DashBack.png
YH Wizard BackDash.png
YH Wizard BackDashHB.png
Movement Starts At Consumes Air Option First Actionable
1 No 9
  • Always interruptible when opponent is able to act.
  • Does not become actionable if opponent uses forward movement.
Toggle Hitboxes
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
8 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
1, 4 (jumping backwards) Yes (if used in air) 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
7 No 16
  • Can only be manually aimed if the opponent is in hitstun.
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Toggle Hitboxes

Grounded Normals

* Frame advantage is assuming no restands, knockdowns, wall bounces, or wall splats on the first time the move used during the combo. In game frame advantage WILL vary. See Combo Mechanics for more detail.

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 17 High 0 +1
  • Wizard's fastest grounded normal. Very strong button that sends them a short distance forward.
Toggle Hitboxes
Toggle Hitboxes

Mana Strike

Mana Strike
YH Icon Mana Strike.png
YH Wizard ManaStrike.png
YH Wizard ManaStrikeHB.png
socially distant smack
socially distant smack
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Air OK
600 6 1 16 28 High 1 +1 Yes
  • 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 26 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
Toggle Hitboxes
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 22 (close), 32 (far), 30 (both) 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.
  • Greedy and situational mixup tool that's important to represent because of its insane reward.
  • Comically plus on hit with Wizard's best damage-per-hit, as the 2 hits together only scale the combo once. Should be routed into whenever possible.
  • 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 Air OK
1400 11 3 22 20 High 0 +3 Yes
  • 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 frames 4-14.
  • Armored frames 7-14
  • Wallsplats.
Toggle Hitboxes
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 24 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", "hopsicle", or "jumpsicle.
    • 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 (sourspot) 6 2 13 41, 26 (sourspot) 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 Air OK
900 3 3 23 14 Throw 0 - Yes
  • 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

* Frame advantage is assuming no restands, knockdowns, wall bounces, or wall splats on the first time the move used during the combo. In game frame advantage WILL vary. See Combo Mechanics for more detail.

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
800, 400 (sour spot) 8 5 20 21, 15 (sour spot) 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 24 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.
  • Land cancellable.
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 29 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

* Frame advantage is assuming no restands, knockdowns, wall bounces, or wall splats on the first time the move used during the combo. In game frame advantage WILL vary. See Combo Mechanics for more detail.

Magic Dart

Magic Dart
YH Icon Magic Dart.png
YH Wizard MagicDart.png
YH Wizard MagicDartHB.png
Deals 1d4+1 force damage
Deals 1d4+1 force damage
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Air OK
500 8 9 untill despawn or colission 16 19 High 0 +1 Yes
  • Wizard casts a spell, summoning a Magic Dart. Can be Free Canceled.
    • But you usually shouldn't free cancel.
    • 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.
  • Opposing Wizards can gust your magic dart into the floor, destroying it.
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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 Air OK
200 2 3-5 24 - High 2 - Yes
  • 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.
  • Does a miniscule but unblockable 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
JUMP
JUMP
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Air OK
300x5 10 11-60 17 - High 0 +1 Yes
  • 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.
  • 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.
  • Opposing Wizards can gust your flame wave into the floor, destroying it.
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 Air OK
1200 (1100 in combo) liftoff, 850 headbutt 7 1, Until Landing or 22 22 (6 after landing) 33 (liftoff), 18 (headbutt) High 0 +2 (liftoff), +1 (headbutt) Yes (Requires and consumes air option)
  • The second most versatile move in Wizard's kit. Free cancellable.
  • Consumes an air option if used in the air.
  • Wizard turns into a missile and sends themself forward, turning themself into a hitbox and creating an explosive backblast.
    • Enables tech known as benjihopping (colloquially known as "bhopping"), 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.
      • Enabling free cancel on a benjihop has no effect on actionalbe frames and should be disabled whenever performing a benjihop
      • Performing a benjihop will restore all air options, allowing for massive vertical height while maintaining both air options
    • 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
DON'T JUMP
DON'T JUMP
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Air OK
200, 1500 7,9 21 35 - High 0 +2 No
  • 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 Air OK
- 4 Entire Duration 18 - - 0 - Yes
  • 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.
      • Also allows Wizard 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.
  • 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.
Toggle Hitboxes
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 Air OK
1300 (one drop), 1500 (two drops) 1700 (three drops) 14 2 23 19 High 1 +1 (one drop), +3 (two drops), +4 (three drops) Yes
  • Is actually just a big slow melee hitbox.
  • Can hitcancel into itself for big damage.
  • Land cancellable.
  • Requires at least one drop of moisture to use, and can power up by spending additional droplets.
    • 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.
  • Situational but massively rewarding combo tool, able to be followed up on under certain spacing conditions. Otherwise functions as Wizard's second-best ender.
Toggle Hitboxes
Toggle Hitboxes

Vile Clutch

Vile Clutch
YH Icon Vile Clutch.png
YH Wizard VileClutch1.png
YH Wizard VileClutch1HB.png
YH Wizard VileClutch2.png
YH Wizard VileClutch2HB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Air OK
800, 400 19 5, 3 12 38, 17 Low, High 0 +2 Yes
  • First hit can hit opponents on the ground.
  • Unparryable.
  • Distance can be set with slider.
  • Vile hand reaches out of the ground. Useful for extending combos at range. In neutral, it is a noncomittal, low-reward projectile that can cut off retreats or force a response out of passive opponents doing setup. Excellent at pressuring falling opponents and forcing out air options.
  • If you have extra frames right before a knockdown, Vile Clutch on the opponent grants strong, airtight okizeme.
Toggle Hitboxes
Toggle Hitboxes

Supers

* Frame advantage is assuming no restands, knockdowns, wall bounces, or wall splats on the first time the move used during the combo. In game frame advantage WILL vary. See Combo Mechanics for more detail.

Telekinesis/Launch

Telekinesis
YH Icons TK.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Super Cost
- 7 (projectile spawn) - 14 - - - - 1
  • Spawns a random projectile which floats next to wizard.
    • Projectile will vanish after 150 frames, the conjuring wizard is hit, or when the projectile is launched and hits something.
  • Does nothing on its own; once a projectile is spawned Telekinesis is replaced with Launch and cannot be used until the projectile is Launched or vanishes.
  • Will spawn one of the following projectiles:
Rock
YH Icons Launch.png
YH Wizard TKBoulder.png
YH Wizard TKBoulderHB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
1050 5 until collision 11 16 High 0 +1
  • Has a 68% chance to be summoned.
  • Groundbounces.
  • Causes a knockdown.
  • Comes in two colors, difference is purely visual.
Toggle Hitboxes
Toggle Hitboxes
Boulder
YH Icons Launch.png
YH Hustle Boulder.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
1200 5 until collision 11 24 High 0 +3
  • Has a 17% chance to be summoned.
  • Groundbounces.
  • Causes a hard knockdown.
  • Moves slower and can't be thrown as far as a rock.
Tire
YH Icons Launch.png
YH Wizard TKTire.png
YH Wizard TKTireHB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
950 5 until collision 11 13 High 0 +2
  • Has a 5.36% chance to be summoned.
  • Bounces along the ground and against walls.
Toggle Hitboxes
Toggle Hitboxes
Pebble
YH Icons Launch.png
YH Wizard TKPebble.png
YH Wizard TKPebbleHB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
460 5 until collision 11 2 High 0 -
  • Has a 3.21% chance to be summoned.
  • Moves very fast, but has low hitstun and damage.
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Toggle Hitboxes
Apple
YH Icons Launch.png
YH Wizard TKFruit.png
YH Wizard TKFruitHB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
-200 (heals) 5 until collision 11 6 High 0 -
  • Has a 3.21% chance to be summoned.
  • Heals, and can even heal the conjuring wizard.
Toggle Hitboxes
Toggle Hitboxes
Bomb
YH Icons Launch.png
YH Wizard TKBomb1.png
YH Wizard TKBomb1HB.png
YH Robot RBomb2.png
YH Robot RBomb2HB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
2000 5 until collision 11 23 High 0 +4
  • Has a 3.21% chance to be summoned.
  • Explodes 60 frames after being conjured with Telekinesis, on impact with an the opponent, or when hitting the ground.
  • If blocked, will not explode until hitting the ground.
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Toggle Hitboxes

Spark Bomb

Spark Bomb
YH Icon Spark Bomb.png
YH Wizard SparkBomb1.png
YH Wizard SparkBomb1HB.png
La bomba
La bomba
YH Wizard SparkBomb2.png
YH Wizard SparkBomb2HB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Super Cost Air OK
1400 8 - 14 51 High 0 +3 - Yes
  • Bomb is able to explode as soon as 20 frames after spawning.
  • Ignores projectile immunity, acting as a normal strike for those purposes.
  • Upon being triggerd, it will detonate in 2 frames.
  • If the "Spark" toggle is turned on, the conjuring wizard will also cause the spark bomb to detonate upon entering its radius.
  • Conjuring wizard can take 310 self damage from the spark bomb on detonation, and will launch the wizard without putting them in hitstun.
  • When a spark bomb detonates, the conjuring wizard gains Spark Install for 70 frames.
    • Spark Install makes Missile Form +2 on block and greatly enhances its speed.
    • All of wizards movement options are supercharged during Spark Install, resulting very fast movement.
  • A high-damage, massive-hitstun tracking projectile. Can be used in neutral with Gust for terrifying threat, 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, forcing nasty parry 50/50s up close with the unrollable frame 2 explosion
  • While Spark Bomb is an extremely strong tool early game, its 2 meter price tag presents a significant opportunity cost when compared with orb. It's also generally only worth using in combos when you have a lot of meter to burn, as meter-gain scaling mechanics mean that not enough of it will be earned back by the rest of the combo.
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Orb

Orb
YH Icon Orb.png
YH Wizard OrbSpawn.png
A Wizard's best friend
A Wizard's best friend
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Super Cost Air OK
- 8 - 11 - - - - 3 (drains over time) Yes
  • Unleash the beast. Gradually drains your meter until it disappears when it hits 0. Doing most attacks with it out will cause a projectile to spawn, with startup timings and projectile spawn varying per move. Able to be moved in 8 different directions as a free action on your turn, or locked in place with a toggle, which changes the projeciles' properties slightly.
Dart
YH Wizard OrbDart1.png
YH Wizard OrbDart1HB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
600 - - - - High 0 +1
  • Projectile appears:
    • Frame 12 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 geyser.
    • Frame 63 from vile clutch.
  • Locked version travels faster and has a slightly larger hitbox.
  • This projectile effectively acts as a better version of magic dart, with much higher reward when hit using gust and much higher speed to increase its threat range. It is also much easier to parry, however, and loose spacing should be used when attempting to force blocks with it.
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Swords
YH Wizard OrbSwords1.png
YH Wizard OrbSwords1HB.png
YH Wizard OrbSwords2.png
YH Wizard OrbSwords2HB.png
Swords Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
600x3 - 3, 2, 2 - - High 0 +1
  • Unparriable.
  • Hitbox appears at:
    • On hit from zephyr.
    • Frame 16/24/26 from icicles.
    • Frame 24/32/34 from 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 and lock them down while you throw out even more moves. Has a handful of very powerful burst-safe combo routes that mostly involve keeping the opponent grounded.
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Lightning
YH Wizard OrbLightning.png
YH Wizard OrbLightningHB.png
Lightning Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
1000x3, 1100x3 (Orb locked) - 2 - - High 0 +3
  • Hits OTG.
  • Unparriable.
  • Strikes at:
    • Frame 18/32/47 from Kick/Mana Kick
    • Frame 33/47/62 conjure storm.
  • Locked version deals 100 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 active for far longer than other orb projectiles, 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 Air OK
- - - 11 - - - - Yes
  • Slowly pulls wizard towards orb for 90 frames.
  • Effect gets weaker over its duration.
  • Unusual movement tool that has some use in saucy-looking suboptimal combos. Incredible for timer-stalling, but you didn't hear it from me.
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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 Super Cost Air OK
- - - 10 - - - - More than 0 Yes
  • Can be used with any amount of super, but anything below 1 bar will use all remaining super energy.
  • Moves on frame 2
  • 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 a safe RPS escape. Also sees use in combo as a way to get rid of orb (for more consistent damage) while beating burst at the same time.
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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. Useful after a Geyser to quickly build enough meter for Orb before the opponent is able to approach and punish you.
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