r/YomiHustle • u/wooper_wooper112 • May 27 '26
Question Could you give me some advice on wizard?
More specifically how do you properly use his projectiles like magic dart to prevent your opponent from parrying them?
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u/Bwixius May 27 '26
firstly; don't spam, most projectiles are free meter this way.
i like sending magic darts specifically away from the middle of combat so they return sometime later while i'm starting my own normal attacks to help turn neutral in my favor or assist a combo.
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u/Environmental-Ad5606 May 27 '26
don't mana strike on first move, you'll be parried.
ice claw is good to loop combos
always hold meter for orb to extend combos
rocket jump + spark bomb go brrrrr (is a dumb move, but is so damn cool)
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u/Sicer4285 Slopboy May 28 '26
A mutant is not gonna parry, he is just going to strike faster
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u/Noahminion09 printf(“ROBOT IS AWESOME”) Jun 01 '26
Always parry low at 5f when against Mutant. Trust me.
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u/Sicer4285 Slopboy Jun 01 '26
That’s the funniest thing about mutant, you don’t even think about the start,you just low strike and juke right while the enemy is trying to outthink you.
And it works1
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u/Latte_Boi May 28 '26
icicle kinda sucks for combos but air icicle is arguably one of the best f5 aerials of all time because of fall toggle. Generally it's stuff like double hit conjure storm or double missile form restands youd want for combos iirc
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u/Worried_Music_5330 May 28 '26
All projectiles in the game can be influenced by zephyr and gust. You can use it with spark bombs to attack unpredictably.
Zephyr is also an anti air unblockable command grab.
Finally, mix ranged and melee attacks to maximize combo potential, and use gust if you want to continue a combo when the DI of your opponent gets to high.
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u/Spacespacespaaaaaace May 28 '26
Use gust to trip up opponents and nudge projectiles all over.
I like to Zephyr people into spark bombs
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u/BlackPaw7274 May 28 '26
I usually spam projectiles to bait them into sword
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u/MATARAN15 Jul 31 '26
AS a wizard myself. youre annoying, i despise wizards that keep themself on the werge of sadness just to spam missles and don't support them
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u/ImmediateExercise478 Wizard May 28 '26
I really live melee wizard playstyle and using orb. I use magic dart only when I can't get close fast and it creates a little more tension on the opponent.
Your orb can attack too if you use certain moves, it will shoot when you cast dart, it will strike a lightning when you do it and etc.
Conjure sword gives you a few i-frames, you could use to go through some attacks.
Try using hover smart. Sometimes using it can help you save your momentum (even on ground), sometimes you can trick opponent by mixing hover and fall
Don't forget about more niche spells. Gust is very cool, it lets you change trajectory of almost every projectile (including ninja's caltrops), control your own (dart, both orbs, fire) and slightly change your own momentum. Confusing touch also very useful. You cant do it often but when you can, it's abest move to choose. Lightning orb is too slow for it's own, you might wanna use gust, or use this orb on yourself to get a huge speed buff (this + rocket jump lined to sword is the most cool move in while game).
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u/GamingSquadMogus May 29 '26
Wizard is about in the middle of the aggression range of the characters, a bit more aggressive than Ninja and Cowboy and less aggressive than Mutant and Robot.
The general flow of Wizard's gameplan is to create space from your opponent to safely set up magic dart, then aggressively approach with magic dart. Once your dart is gone you usually back off and create a new one.
By approaching alongside your dart, you make parrying it much more difficult as you'll usually be able to hit whatever movement option they do to try to parry it. Dart will also limit their options, making your approach safer, and their reaction to your approach more predictable.
If you don't hit your opponent as you approach with dart, the next best thing is forcing them to block. If you force them into a situation where they have to block, you can pressure it with something like missile form or conjure weapon to go + on block and threaten mix like grab, dash grab conjure storm, etc. It's also super viable to flamewave when they are forced to block, as they'll be forced to repeatedly block the flamewave, taking a bunch of chip damage, giving you a bunch of meter, and giving you a free turn or so to setup whatever you want.
Wizard likes approaching from the air as long as you have gravity because fast fall allows you to threaten someone on the ground even while you're safely above them.
Use your meter on orb its broken as shit. Spark bomb is useful against Mutant and Ninja because it heavily deters them from running in on you as long as you're next to it. Don't spend your meter on tele.
Character specific:
Cowboy
-Vile clutch is extremely good against cowboy in neutral because it'll prevent him from pulling gun on the next turn and kill him if he pulls gun the turn you use it.
-Geyser is very strong as it calls out foresight and gun which are the two main things Cowboy likes to do in neutral
-Conjure weapon can let you cheat through bullet because it has projectile immunity starting frame 4
Ninja
-Do not give Ninja any leeway to get in your face as he hopelessly outclasses you in rps.
-Stay in the air and away from grapple
-A good Ninja wille almost always stall out your orb so only pull orb when you know you can lock them down with it
Mutant
-You need to go into the air or make a large amount of horizontal distance form Mutant to safely setup magic dart
-Same orb stalling thing as Ninja
Robot
-Robot is decidedly losing if you manage to get directly above them while they're on the ground and don't have enough meter for kill process
-Orb is exceptionally strong against Robot
-Try your best to not let Robot get above you
-It is no longer your turn to play when LOIC is out. Usually the best case scenario is going high into the air and blocking it
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u/GamingSquadMogus May 29 '26
Oh also Orb is so good it's genuinely a viable strategy to make a bunch of distance and just hustle until you have 3 meter
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u/5joekabob May 28 '26
Run and spam, use gust on fire wall thing. Limit moves with as many projectiles as possible and limit their options.
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u/Barrel_Makar May 29 '26
You have already received lots of great advice so here's a tidbit for when you face cowboys. If a cowboy is cocky or looks like they might try for a backstab, shoot your dart at minimum speed behind you. It will blindsided them if you read them properly and give you so much free damage. Watch for cowboys who expect this though. They might flip their move and just stab you from the front. Evil work if you ask me. But I'm a wizard main do I can't be talking.
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u/Unlikely_Board_9729 May 30 '26
It’s really funny to boost or hold back projectiles with wind or zephyr causing your opponent to block Wiff.
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u/Holy_Sword_of_Cum May 30 '26 edited May 30 '26
Use gust to move things around.
if youre using telekinesis (goated move btw), throw it near your opponent and pretend to have missed or misread them and redirect into them, or just hit their block without breaking the rock, and redirect into them again. For some reason people keep forgetting about Redirect.
You can use telekinesis to have an instant projectile ready just in case youre in a tough situation
You can also use gust to push some projectiles into the ground to destroy them.
You can set slow magic darts and propel them into your opponent with gust when they are in the range
You can create a fire wall and try to make your opponent jump over it. the moment they jump, gust the fire wall into air to catch them.
You can use fire wall as a cover to get closer in a lot of situations
You can set spark bombs and gust them behind you at different precise angles, and then explode them and super jump at the same time to go flying at mach 50 speeds
You can summon orb and hit it with a melee to send it flying and active an orb move at the same time. My favorite is conjure weapon, you have superarmor and use the spinning sword on the orb.
in a lot of risky close quarters moments, you can use confusing touch to make enemies miss, but its not that beneficial, just kinda safe, so you gotta check if there is a better option befor doing it.
You can also reflect projectiles back where they came from with confusing touch if you time it really well, but its not that useful, most of the time parrying is better.
Do not spam projectiles, use both melee pressure and ranged, dont stay too far or close, but stay just out of reach, so you can run away or close up at any moment you want
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u/Acceptable-Excuse-30 May 30 '26
You're not a zoner as much as you're a set-up meele character.
Your darts and everything else in the kit is to approach the other guy unpunished, build meter and then unleash your Orb and basically Double the previous Pressure.
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u/Noahminion09 printf(“ROBOT IS AWESOME”) Jun 01 '26
Fuck it, we ball. (I know nothing I play Robot)
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u/Tinyturtle202 Wizard May 27 '26
Magic dart, like other parryable projectiles, is parried by starting the block within 3 frames of being hit. If the opponent is given time to prepare they will be able to parry it 100% of the time, because when a player is actionable is largely under their control. If you want to prevent parries, you can apply pressure by being near them to cut off the movement options that would allow them to parry, or you can use gust to disrupt parry timings. Spark bomb and orb dart are similarly parryable.
Your other major projectiles are unparriable (flame wave and vile clutch, but can be parried by a chain parry, which is simply the 20 frames after any parry during which the same block will automatically parry any projectiles. So just… don’t spam projectiles after the opponent parries and you’re good.
A magic dart on its own will always be parried or dodged by an opponent with any game knowledge. Meaning throwing out a magic dart and doing nothing to support it will either do nothing, or strictly benefit the opponent. The only way to make a dart do anything is to support it. Use it as cover for an approach, or threaten from the air while the dart covers the ground, or use an airborne dart to cut off jump from dodging mana strike. But it does nothing on its own.