Wander/Gameplay

Overview
Wander is a hybrid of a rushdown and a defensive character, possessing great buttons and situational defensive options that require hard reads to reach their fullest potential.

 Pros: 


 * Mobility: Wander's access to a triple jump, a downward air dash, and several normals and specials that move him forward give him a lot more movement options than other characters, making it easier to get into favorable positions and stay unpredictable.
 * High Combo Damage: The combination of a triple jump, several easily confirmable normals, and multiple high-damaging supers give Wander a lot of damage when he lands a full combo.
 * Self-Reliant: The majority of Wander's options reward him independently of assists, giving him the freedom to run more specific and utility-focused assists.
 * Reliable Knockdowns: Wander has three (j.5P, j.236M, j.236H) reliable and varied ways to achieve a sliding knockdown, none of which require assists to function, amplifying his pressure significantly.

 Cons: 


 * Low-Damage Normals: While Wander's damage is quite high, most of his normals individually deal less damage than those of the rest of the cast. As a result, his stray hits are weak, and he relies on solid confirms to deal effective damage.
 * Poor Fullscreen Options: Wander can struggle to compete at fullscreen, especially against zoners, as he does not possess a reliable tool to close the distance without putting himself at risk.
 * Prediction-Reliant: Several of Wander's gap closers leave him unsafe, and each of his counters requires a read in order to grant him any sort of reward. As a result, conditioning and prediction are needed to play him well.

Movelist
Note: The information below is under construction and will be updated in time.

Supers
 Level 1 

 Level 3 

Assists
 Kit 1 

 Kit 2 

 Kit 3