YomiHustle/Wizard/Combos
Under Construction
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Overview
Damage
Your main goal when comboing is to use as many high damaging moves as early as possible. Damage in combos scales heavily with the number of hits, so a short combo with many high damage moves can often do more damage than a longer combo that is mostly filler moves. For reference, here are all of Wizard's moves sorted by damage:
1400 | |
1300 | |
1200 | (Headbutt 650) |
1150 | |
1000 | (Weak hit 600) |
900 | (x2) (Wind 200) (Lightning x3) |
800 | (+400) |
700 | |
600 | (Dart, Sword x3) |
500 | |
300 | (x5) |
200 |
Restand Starters
Wizard can do more consistent combos with better corner carry when they start with a grounded combo. Unfortunately, many of Wizard's common pokes launch opponents, making it difficult to combo grounded. Here's how to get a grounded combo off a number of Wizard's common pokes.
Reverse Mana Strike
When mana strike hits on the opposite side of your opponent, it sends towards you, making it a common way to start or continue combos. Most of these combos are assuming round start distance, so they may need to be adjusted slightly for distance.
DI In
DI Out
DI Down
DI Up
Icicles
This is a very common starter against Ninja, since it counters most aggressive movement, and is fairly safe on whiff round-start unless they jump forward or wait.
DI In
React to your opponent's DI on air icicle to restand.
DI Out
DI Down
The specific jump angle is necessary to No Impact Land after using Fast Fall icicle. This will make tome slap connect on DI down, out, or in. On DI up, you can jump again to restand with another air icicle.
DI Up
This specific gust angle makes the opponent land before their hitstun is over, which allows the Conjure Storm to restand.
Reverse Missile Form (Ground Bounce)
This one has a little more variability, since your precise missile form angle will change the launch angle of your opponent. For this example, I am assuming (-0.71, -0.71) away from your opponent.
DI In
Just hit with the headbutt while landing. If this doesn't work, you can do a harder version:
DI Out
There's no easy restand off this one since you have to react to their DI off of mana strike. However, you should be able to restand off any mana strike DI. Look for Tome Slap or Gust into Tome Slap setups.
DI Down
DI Up
Same as DI Out, react to their mana strike DI and attempt to restand with Tome Slap.
Reverse Missile Form (Launch)
Same as before, I am assuming a specific angle of (0.71, -0.71) away from your opponent.
DI In
DI Out
Final missile form angle varies based on DI on the air icicle.
On DI Up, you can Fast Fall, then shorthop into another icicle.
DI Down
DI Up
On DI down Zephyr, use missile form headbutt to restand. On any other DI, jump and use air icicle