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I'm still trying to find a good way to deal with Wizard, especially Spark Bomb and Magic Dart since you can't just block them. I'm thinking if Wizard gets his zoning up, it's best to play keep-away with the Spark Bombs until they expire, and trying to use movement options to evade Magic Darts because they're too fast. Dodging seems like a good idea for Darts but only sometimes because the Dodge recovery can leave you super vulnerable.

You can dodge into the Spark Bomb's and they disappear without harming you

If they are up in the air that's too bad. They can be blocked though if necessary, halves damage and doesn't incur hitstun.

Hmm, that's weird. I'm testing it now and it seems like I still get hit in mid-air when blocking, dodging on the ground does work though. My only issue with the dodge option is that the recovery (if you're going through Spark Bomb towards Wizard) is probably gonna get you punished, ESPECIALLY so if they read it. Say goodbye to half of your life and may God help you if he has enough time to land a good combo starter.

Blocking does work. You can perfect block projectiles if you block a frame before they connect, allowing a proper parry even on projectiles. The most accurate way to fine tune landing into a projectile in the next active frame is the jump feature. Line your jump once it's in a comfortable distance to get your ready lock to appear just before you make contact. In general I've gone out as both a cowboy and a ninja by just perfect blocking through a hoard of projectiles. Ninja is easier cause dash strike is such a goated meter dump but having thousand cuts and instant cancels on cowboy doesn't hurt.