Punishable Moveset: With a few unusually safe exceptions, many of Wizard's best moves have high enough recovery to be easily whiff punished if used without free cancel, which also further increases your reliance on meter in late neutral.Additionally, other characters find more reliable neutral use for their 1 meter supers than Wizard does with Spark Bomb. Meter Hungry: Orb, Wizard's strongest neutral tool, isn't available until Wizard has at least 3 bars of meter, and drains meter constantly while it's out, meaning you can actually lose meter while you're being comboed.Meter Feeder: A lot of Wizard's projectile options can end up giving the opponent free parries for meter if not used carefully.Everything Wizard can do at point-blank range is more or less equally unsafe. Weak Close Range: The lack of a 4f jab and no combos off grab leave wizard quite vulnerable to getting pressured up close. Range: Wizard has the longest effective threat range in the game, able to harass opponents at fullscreen with Geyser, use lengthy midrange normals like Mana Strike and Conjure Weapon, and attack with orb in the opponent's face for a frame 2 teleport or a frame 10 unpunishable attack.Advanced Setplay: Wizard possesses very tricky setups that can give huge rewards if executed correctly, such as an unblockable command grab into spark bomb which can combo and even restand if the stars align.Strong Okizeme: With proper setup and spacing, Wizard's okizeme can be even stronger than Robot's, with multiple OSC and chip damage setups that can swing the advantage off of a single hit.High Damage Combos: Wizard can often go for high damaging combos that are resistant to DI or sacrifice a bit of damage to make their combos completely burst safe using Orb and other projectiles.To top it off, Wizard's ground dashes are decently fast, and they along with all air movement are boosted to incredible levels by Spark Install. Benji-hop tech grants a safe, fast, meter-building air approach that can even spawn projectiles. Excellent Mobility: Hover and Fast Fall can be mixed with attacks or other movement options like Missile Form and Double Jump to make your movement highly unpredictable.In practice this normally means having a chess timer lead over your opponent and gaining an advantage in bullet timer. Trying to find a way to deal with their various setups and projectiles can leave your opponent open to getting hit by an option they should have seen coming.
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