YomiHustle/Wizard/Combos

From Mizuumi Wiki
Jump to navigation Jump to search

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 YH Icon ConjureWeapon.png YH Icon Spark Bomb.png
1300 YH Icon Geyser.png
1200 YH Icon Missile Form.png (Headbutt 650)
1150 YH Icon Combustion.png
1000 YH Icon Icicle Ground.pngYH Icon Bolt Of Magma.png (Weak hit 600)
900 YH Icon Icicle Air.png YH Icon Conjure Storm.png (x2) YH Icon Grab.png YH Icon Zephyr.png (Wind 200) YH Icon Orb.png (Lightning x3)
800 YH Icon Tome Slap.png YH Icon Vile Clutch.png (+400)
700 YH Icon Mana Kick.png
600 YH Icon Mana Strike.png YH Icon Kick.png YH Icon Orb.png (Dart, Sword x3)
500 YH Icon Magic Dart.png
300 YH Icon Flame Wave.png (x5)
200 YH Icon ConfusingTouch.png

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

YH Icon Mana Strike.png (80) > YH Icon Gust.png (0, 1) > Jump (0.5, 0) > YH Icon Icicle Air.png

DI Out

YH Icon Mana Strike.png (80) > YH Icon Gust.png (0, 1) > Jump (0.42, 0.42) > YH Icon Icicle Air.png

DI Down

YH Icon Mana Strike.png (80) > Jump (0.5, 0) > YH Icon Icicle Air.png

DI Up

YH Icon Mana Strike.png (80) > YH Icon Gust.png (0.9, 0.44) > Jump (0.5, 0) > YH Icon Icicle Air.png



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

(Hover) YH Icon Icicle Ground.png > Jump (0.5, 0) > YH Icon Icicle Air.png

React to your opponent's DI on air icicle to restand.

DI Out

(Hover) YH Icon Icicle Ground.png > YH Icon Gust.png (0.71, -0.71) > YH Icon Tome Slap.png

DI Down

(Hover) YH Icon Icicle Ground.png > Jump (-0.8, 0.6) > (Fast Fall) YH Icon Icicle Air.png > YH Icon Tome Slap.png OR Jump (-0.41, 0.29) > YH Icon Icicle Air.png

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

(Hover) YH Icon Icicle Ground.png > YH Icon Gust.png (0.99, -0.16) > YH Icon Conjure Storm.png

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

YH Icon Missile Form.png (-0.71, -0.71) > (Fast Fall)

Just hit with the headbutt while landing. If this doesn't work, you can do a harder version:

YH Icon Missile Form.png (-0.71, -0.71) > (Fast Fall) YH Icon ConfusingTouch.png > YH Icon Gust.png (0.71, -0.71) > YH Icon Conjure Storm.png

DI Out

YH Icon Missile Form.png (-0.71, -0.71) > (Fast Fall) YH Icon Mana Strike.png (100) > ?

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

YH Icon Missile Form.png (-0.71, -0.71) > (Fast Fall) YH Icon Gust.png (0.35, -0.94) > Dash (100) > YH Icon Conjure Storm.png

DI Up

YH Icon Missile Form.png (-0.71, -0.71) > (Fast Fall) YH Icon Mana Strike.png (80) > ?

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

YH Icon Missile Form.png (0.71, -0.71) > YH Icon Gust.png (0.71, -0.71) > SuperDash > YH Icon Tome Slap.png

DI Out

YH Icon Missile Form.png (0.71, -0.71) > Dash (100) > (Hover) YH Icon Gust.png (0.71, -0.71) > YH Icon Icicle Air.png > YH Icon Missile Form.png

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

YH Icon Missile Form.png (0.71, -0.71) > Dash (100) > (Hover) YH Icon Gust.png (0.6, -0.8) > YH Icon Icicle Air.png

DI Up

YH Icon Missile Form.png (0.71, -0.71) > YH Icon Zephyr.png > YH Icon InstantCancel.png

On DI down Zephyr, use missile form headbutt to restand. On any other DI, jump and use air icicle

Navigation

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