Wishmere Wiki
Advertisement

Light Attacks[ | ]

Light Attacks are the fastest and the weakest attacks in a character's moveset. Light attacks are used for poking and keeping your opponent out, beating your opponent to the punch.

Every character can perform a variety of light attacks by pressing a direction (Input d-up, Input d-down, Input d-right or neutral) + Input b-light. Your character can also perform running light attacks by pressing Input b-light while running, and perform jumping light attacks by pressing Input b-light while jumping.

Hard Attacks[ | ]

Hard Attacks are the heavier normal attacks in a character's moveset. Used to start a damaging combo or inflict damage, hard attacks are slower to startup and recover than Light Attacks.

Similarly to Light Attacks, characters can perform a various hard attacks by pressing a direction (Input d-up, Input d-down, Input d-right or neutral) + Input b-hard. Your character can also perform running light attacks by pressing Input b-hard while running, and perform jumping light attacks by pressing Input b-hard while jumping.

Abilities[ | ]

Ge abilities

Abilities are the special moves of Wishmere

Abilities are the 'special moves' of Wishmere. Abilities are designed to bring out and personify a character's moveset and are strongly centered around a character's Edge and overall strategy.

Abilities can be comboed into from cancellable Light and Hard Attacks.

With super meter present, Abilities can also super cancel into a Super Art or Ultimate Art.

Though an Ability is a special move of a character's moveset in Wishmere, they may not always do the most damage (or chip damage).

Like Light Attacks and Hard Attacks, every character can perform a plethora of Abilities by pressing a direction (Input d-up, Input d-down, Input d-right or neutral) + Input b-ability. Your character can also perform running light attacks by pressing Input b-ability while running, and perform jumping light attacks by pressing Input b-ability while jumping. Do note that there are instances where some characters do not have Abilities during running (like Dove, Spritz and Doubt for instance).

Normal Throws (Ground and Air Throws)[ | ]

Ge throws

A ground throw and an air throw.

To perform a throw, press Input b-light + Input b-hard. Holding the opposite direction you are facing after executing your throw attempt will make your character turn around and perform their throw, which is ideal for escaping the corner or placing your opponent in the corner. You can also perform an air throw by pressing Input b-light + Input b-hard while jumping.

Throws are close ranged unblockable attacks. When executing a throw, your character will reach and attempt to grab the opponent. If they are close enough, your character will proceed with their throw attack. Throws are quick with a small window of startup. During a successful throw, both the attacker and the opponent ware fully invincible to any other attacks or projectiles. Throws are usually highly prorated moves, thus their followups will be dampened in damage.

If a throw is missed, your character will be open for a punish momentarily.

A throw can be broken if you press Input b-light + Input b-hard when your character is just about to thrown. You can read more about Throw Breaks in the Defense section.

Unbreakable Throw[ | ]

Ge unbreak

Mixups in Wishmere

If you successfully throw an opponent that is guarding, the throw will become an Unbreakable Throw. An unbreakable throw is denoted by the red 'X' appearing on top of the opponent, rendering the throw inescapable and guaranteed damage.

  • Unbreakable Throws apply to normal throws, as command throws (Ability / Super throws) are always unbreakable
  • Air throws can become Unbreakable Throws, though the setup is difficult
  • No change to damage or proration if throws become Unbreakable Throws

As Wishmere's main true mixup, it is good to mix in a normal throw into your offensive approaches to open up your opponent's defense. As many (if not all) normal throws lead to combos or favorable situations, netting extra damage and thus functioning similar to a low poke in other fighting games. Throws have quick startup and the possibility of reading your opponent to creating an Unbreakable Throw makes guarding too often risky.

Super Arts, Ultimate Arts[ | ]

Ge ultimate

The most damaging move in a moveset.

Super Arts and Ultimate Arts (collectively can be called supers) are the most powerful attacks in a character's moveset, but cost super meter to perform. Super Arts cost 1 stock of super meter, while Ultimate Arts cost 3 stocks of super meter. Every character has 1 Super Art and 1 Ultimate Art, with the exception of Earle (who has another Ultimate Art when his Edge is active).

Supers usually have some form of invincibility upon startup, and in most cases deal a large amount of damage.

Advertisement