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sHell's Wario Guide*UPDATED*AUG17 More Matchup changes

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Blue sHell

Smash Journeyman
Joined
Oct 17, 2007
Messages
385
Location
Spread across toast
This is a constantly updating thread.

Still wrecking up MLG's first brawl ladder with my Wario.
--


Index:

*Upadaed a few other things too, but didn't feel like putting UPDATED on so many options just because I added about two more sentences.*

*Introduction to Wario
*Wario's Costumes
*UPDATED*Best and Worst Matchups
*Best and Worst Stages
*The Approach
*Combos
*Recovery
*Edgegaurding
*Basic Killing Strategies
*Move Set
*Wario's downthrow game
*Strange/ghey new chaingrab
*Misc
*Conclusion


INTRODUCTION TO WARIO


The way I'll describe him is a fusion of Bowser+Jigglypuff.

Wario is the short ranged aerial king. He controls the air and is a very offensive. He has a crazy amount of mindgames and preasures opponents constantly. Really, once you get around his bad range, he is a force to be feared. He has such an INCREDIBLE amount of mindgames, that its seriously ridiculous. And he punishes mistakes and predictability in a very nasty matter.

Wario plays soooooo differently from the rest of the cast, so really people in vids using him like he's a stronger Mario are just wasting potential. Know that he is suppose to be played very uniquely. Doing otherwise is the equivilent of picking up Peach in Melee and using the way you'd use Fox.

Just know that Wario is an aerial heavy fighter first off though. His ground game is ok too, but the way he'll get most of his damage in is through air combos.



==================================
WARIO'S COSTUMES



--------------------------------------------------------------
BEST AND WORST MATCHUPS


Updates:
Link changed from 60-40 to 70-30
Toon changed from 50-50 to 60-40
Marth changed from 40-60 to 30-70
DDD changed from 30-70 to LOL
G&W changed from 30-70 to 40-60

ALL MATCHUPS:

Blue + Advantage
Green = Even
Red - Disadvantage
Purple means your fighting a DDD


The way I'm doing this, just in case you guys aren't familiar with it, is giving both people in the matchup(wario and the other person) numbers. The numbers always have to add up to 100 though. It will measure how bad or good the matchup is on Wario's favor.

I've considered what the Wario boards think as a whole into this matchup list.

Bowser + 60-40


Captain Falcon + 80-20
Because he doesn't have any reliable aerials, he's forced to always airdodge to get away from things and it makes it one dimensional and very easy to keep preasure on him

Diddy Kong + 60-40
Wario takes away all his bannana game, kills Wario very slowly, and Wario still has absolutely everything vs him. His aerial priority is something to deal with though

DK=50-50
Not easy, not hard. Good DKs aren't something to mess with. Wario knows how to press on that preasure though. Also, if you jump off the ledge and Bite a recovering DK at lower %s he will break out low enough for him to die but you to easily make it back. Watch out at higher %s because its likely you will both die. Grab release will lead into upsmash for him. And he shooo cute too.

Falco- 45-55
Falco camping is the only camping that Wario should have trouble with. If the Falco double lasers correctly, the last bullet will always hit you in the face. So he could just camp of course. "Just bike then". No... because when falco is done double lasering he has no lag at all upon landing, so he could always evade or shield your bike and put you at the disadvantage again. Try to approach and fall for easy stopping tactics that Falco is known for. Really, if you don't believe me, check it out yourself and look for a good Falco.

Fox+ 60-40
Slight.

Ganondorf + 90-10
Yea...

Ice Climbers =50-50
They rack on damage extremely quick. You separtate them very well. More on the matchup on the Ice Climber boards, but even they agree it seems pretty even.


Ike+ 60-40
Slight advantage. Not huge. Nothing big at all. I'd give it a 6-4 balance(leaning torward Wario). Ike falls for several combos but nothing too drastic.

Jigglypuff + 70-30
Jiggly has such a hard time keeping up with Wario in the air but she does out prioritize him so don't get cocky.

DDD- LOL
Not only is it a hard matchup already because of high priority backairs and chaingrabs. But now because DDD could end all his chaingrabs in uptilts or upsmashes, its just become alot worst. If a DDD knows perfectly how to abuse Warios it isn't hard at all for them to win. Lol fits this matchup well. Nearing 25-75 if you want to get technical.

Kirby+55-45
He has some nice grab combos and high priority/nice range moves. But if your clever and learn the little runt things begin to get easier.

Link + 70-30
No projectile game, barely. Very combo'able. Gimping is too easy. Really

Lucario + 60-40
Aura spheres aren't very effective and its very easy to get in his comfort zone. Lucario has the best side dodge in the game, but Wario has the best air mobility. So really, changing your mind about where to go midair and still attacking a rolling Lucario, isn't hard. Not a huge advantage though. Aura sphere camp mindgames gets to the best of us sometimes.

Lucas+50-50
Grab release to fsmash doesn't work like some had anticipated but overall even if you're overly aggresive on edgegaurds.


Luigi- 35-65
A quick full-on Dair > Nair when you see Wario in the air will cancel out any move he is about to do, even Wario's Dair. Everytime you see the bike just tornado him. Also, tornado notice that tornado'ing in general is a very spammable move in the matchup if used correctly. If you simply rush Wario with tornado and rise before the move is over with it you'll be left in the air afterward where you could quickly dair or nair if you think Wario will try to chase him. Luigi > Wario in the air, its sooo soo bad.

SH Double Bair creates a practical unpenetrable wall too. Notice that if you land with Nair you will have little lag too, so afterward you could jab, grab, or for mindgames even jump again and anyaerial > nair again. Because Wario's moves are canceled out by Luigis, and Luigi could do so many in the air Wario has no choice but to airdodge while falling from high above too, which makes him extremely predictable and is practically screaming for a free nair or upsmash. He could fast fall a dair and catch Luigi off gaurd but that goes without saying. Wario's main tools in the matchup will be his fsmash, his ftilt, and his grabs. Bite won't be a problem as long as you stay offensive at all costs. Just know not to be afraid of him and try to juggle him in the air as much as you can because he has nothing to break your combos except airdodging and DI'ing. And if he does manage to get you in any combos somehow know that Nair is the most disgusting combo breaker ever in existance in Wario's eyes. Don't roll too much, don't stay grounded too much, don't play spotdodge>smash attack so much, these are the things Wario will oppurtunize on. It's just as easy as don't let him move. Note that just because there are alot of Luigis out there that don't know how to fight wario, that doesn't mean that Luigi in general doesn't counter him.



Mario+ 60-40
Not really much to say about this battle, Wario is just very hard to kill as Mario. Setting up for classic Mario defense strats against Wario is difficult at times.

Marth-30-70
Knowing how to play against a great Marth gets some getting use to because Wario has to play so differently vs him. Know that forwardsmash is always on your list of things to punish with in this battle, and practically live in your shield. But other than that, really, its not as bad as we all once thought. Not at all. Pretty even. Hope you guys grow to understand why too.(After more review, Wario players have agreed that it is in Marth's favor. Even though its not a terribly difficult battle, its not as easy as it is for Marth than it is for Wario) Watch out for grab release at higher %s

Meta Knight - 40-60
Not too bad. But certainly not easy. Utilize that airdodge and that shield well and know how to counter pesky B moves and it makes the matchup alot easier. It's not really too bad actually. But it'd be stupid to say that its even.

Mr. Game & Watch - 40-60
Bad :embarrass Game & Watch is a literal wall of priority, and his fair and bair range is huge, and the moves last a long time. And shielding wont work very well either. What to do? Airdodge alot. Retreat alot. Don't get baited by Dairs. And play your heart out. Not easy.

Ness + 60-40
Another case of, just too much preasure for him to handle. Even though Ness has some extremely high priority moves, they dont mean much if your riding him 24/7. Look for an opening for a grab past 100% for a grabrelease>forward smash kill. Smashbros_7 is a pile of turd.

Peach+ 60-40
Not bad. Learn her tactics, then you'll always know what to do. Not as easy of a matchup as first anticipated though. Dair is practically a ceiling for Wario, don't fall by trying to smack her from below her.

Pikachu + 60-40
Bite owns so many of Pikachu's evasive strategies. And overall the little rat has a fairly hard time killing our lovely fat man.

Olimar= 50-50
Even. Fun actually. Really fun. Battle of the minds right here. Know that at any moment % means nothing. Wario could be at 160% and Olimar could be at 55% and you will both be in serious danger of dieing already.

Pit+60-40
Airdodge is your friend, up close and from far away. Don't feel like going into detail. Pits moves last long'ish. Wario is very good at punishing. But Pit is also, in fact, a douche.

Pokémon Trainer: Squirtle + 60-40
Pokémon Trainer: Ivysaur +
70-30
Charizard+ 60-40
Squirtle has a hard time killing him, Ivysaur gets edgegaurded disgustingly + gets overwhelmed up close. Charizard has a very nice keep away, but gets caught in combos that are almost funny.

ROB=50-50
I don't deny that it is easier for him to rack on the damage on me than it is for me. But ROB has a severely hard time killing Wario if the Wario knows how to avoid nair at all costs. Seriously, once you know how to avoid NAIR at key moments he'll have to rely on killing you with fsmash, gimping, fair, bair. Sure absolutely never getting hit by nair fighting a good ROB is simply impossible. But it isn't hard to get hit by them very very sparingly. Air dodge is your best friend. Your absolute..... best friend.

Chomp will make him hesistate to spotdodge as much. Dair bombing also creates a difficulty for him to stay still too long. Don't try to punish him with anything besides grabs when he whiffs on your shield(when he fits fairs on your shield, downsmashes, bairs, nairs, basically almost everything). Trying to punish with anything else will make you get punished. Mix in jabs to throw him off every once in a while though. They are not that punishable and are fairly quick. Also if you're feeling tricky, punish with while rising dair and while your falling back down from the dair bite him. Its sexy.

Also, your ROBs should be dieing at around 100-120%. Save that forward smash. You'll want to anyway, he could punish fsmash spamming very very well. If you think your fsmash is a little weak though. Don't hesitate to grab ROB and just pummel him with grabhits to refresh your moves. Waft of course kills, goes without saying.

Upair. Lolupair. ROB above Wario is just halarious. If ROB is ever above you know that he could either nair, downair, and airdodge. Those are his only options while falling. Sure he could upb a little more or double jump, but I'm talking about him wanting to want to touch the floor sometime in the next year. Downair and Nair both have almost equal startup lag so quickly rush up and upair OR empty jump, wait for him to airdodge and then double jump and upair. ROBs should hate being above you. While he's falling you could also mix in farts instead of upair too. Seriously dangerous position for them.

While Rising Dairs and while rising fairs are extremely safe in this matchup too. And while rising dair > upair > bite is a true combo vs ROBs at lower %s. Mix it in. I'm putting up some vids today or tomorrow where I use this combo ALOT. Mixing up while rising dair and dair bombing is trickier than you think. SH Fair pecks and SH airdoge is all you got for SH approaches. Retreat fairs and ftilt owns Wario's SH. But mixing up airdodge fakeouts/go-behinds and Fair pecks actually works. Makes him hesistate on his choices when you approach. Know that if he retreat Fairs and you airdodge approach, both Wario and Rob will have 0 lag on landing so in this position its whoever reacts the fastest first. I suggest grabbing in this position(or jabs).


Samus + 60-40
Air mobility > Samus's keep away. Not too much though. And she is the projectile queen. Zair is hot. But not hatter than Wario.

Sheik +60-40
There is a special kind of irony in combo'ing Shiek silly like Wario does. Its pretty delicious really.

Snake +50-50
GIMPTASTIC. Avoid that over prioritzed Ftilt at all costs and itll make the matchup in Wario's favor if you get him off the ledge. Take your time. And anticipate like crazy. Grab release to uptilt is pretty nasty, never allow yourself to get grabbed so don't go trigger happy on the fsmashes now.

Sonic +80-20
I hope you guys know by now how bad this matchup is for him...

Toon Link = 60-40
Its extremely hard for Toon to kill Wario. And SH Dair is very hard for him not to get hit by.

Wario= 9000-9000
Mmmmhmm.

Wolf+ 60-40
Good Wolves will take full advantage of Wolf Wall and auto canceled fairs. Pro Wolf players are never vulnurable unless they go in for a hard hit. So its very hard to punish him. But also thankfully Wario has some very nice combos and chain/tech chases vs Wolf. Bike helps alot too. Bite eats his fsmash.

Yoshi- 30-70
Without the infinite it would be a decently even match in my opinion. And that is still counting the fact that that Yoshis could Upair or Upsmash out of grab release. Not much to say about this matchup except try extremely hard not to get grabbed. And I mean extremely hard. If standing infinites are banned in the tourny you should be pretty ok. But otherwise we have a hard counter on our hands here.

Zelda=50-50
Approach with caution. She's basically the female magical princess version of Snake. Don't get Upsmash mindgamed. She could Upsmash anytime you aerial approach, luckily though weaving is sexy. Watch out for grab release to lightning kick.

Zero Suit Samus +60-40
Too easy to get in her comfort zone and her keep away tactics just dont work too well on Wario's mobility.






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BEST AND WORST STAGES


Wario's best neutral stage is hands down battlefield because of his great use of platforms and the low ceiling. Any other platform level he does generally really good in too. Biting shields are easier to perform on smaller characters, Fair and Dair combos become ridiculous.

-

Wario isn't necessarly terrible on flat stages, but he doesn't get the added perks that platforms give him. Final D. would really be the best counterpick against Wario ironically enough. But really overall he has no BAD stage pick. Smashville is also pretty flat, but not nearly as easy to abuse Wario on as Final D for some matchups. It's actually pretty nice considering its a SMALL flat stage. Lightys will pick a high celing stage. Sword losers and quick people with projectiles will pick the flattest stage they can. And thats it.

But really Battlefield is <3. The smaller the level is, the better Wario is on it.

Brinstar is a wonderful counterpick with nothing actually effecting Wario negatively. Frigate is also good because Wario is uneffected by the stages Bullcrap. Metroid counterpicks ftw? Also, note that on Brinstar getting spiked is less likely(vs falco for instance), Snake gimping is easier due to the ability of going through the bottom of the stage, and when the lava is fully rised you will own the top platform.

Jungle Japes is also a great counterpick. Wariociding is funnier, it's cramped, alot of other people have big problems with this stage, its cramped, the platforms are perfect, and its great for ledgegame.

----------------------------------------------
THE APPROACH


Wario has to get close in there to get hits in. And if your opponent sees it coming odds are they have at least one aerial that could outrange/prioritize yours to stop your approach. As Wario you always have to be on the ball on your unpredictability and punish your opponents vularability at every given moment.

Wario's best approachs of course are aerially(duh):

index: SH = Short hop////////SHFF = Short Hop Fast Fall//////

SH Dair
SHFF Nair
Rising Nair
SH Fair
SH Bair
SH Bite
Double Jumped Fast Falled Dair Bombs

Keep in mind that you could retreat all of these after they land/whiff.

But, you can't necessarly neglect Wario's ground game. Mixing in ground game makes you appear more unpredictable to keep your opponent more on their toes:

Dashing grab
Dash Attack
Dash Attack Cancel Upsmash(read MISC for more details)
Spaced Shield Cancel into Ftilt
Spaced Shield Cancel into Fsmash

There are also evasive approachs to make Wario appear even harder to predict/intercept.

SH Airdodge
Running approach into Shield Canceled Roll behind opponent
Running Shield into Shield Grab

Remember that the Airdodges could be still manuevered just like Wario's aerials.

Annnnnnnnnnnd(THANKS TO 56K FOR THE DISCOVERY) there are also even more approachs that abuse the fact that Wario's aerials end so early+his aerial manueverability:

SH Dair > Double Jump > Any aerial
SH Dair > Double Jump > Bite
SH Dair > Double Jump > Airdodge
SH Fair > Double Jump > Any aerial
SH Fair > Double Jump > Bite
SH Fair > Double Jump > Airdodge

Know that for the double jump after the SH Dair that it takes very precise timing to excecute a double jump afterward. Also realize that Nair is the aerial with the least landing lag so its the safest to land into the ground with.

By all means these are not the only ways to approach though. These are just some ways. Be creative and unpredictable with your approachs, just make sure to keep them as safe as you can.



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COMBOS:UPDATED


His aerial DI abilities are INSANE. He could Fair someone then retreat backwards while still midair like jigglypuff in Melee. Don't think for a second its a Wall Of Pain though because of his lack of range and priority. But realize, that when rushing in with a Fair(does around 7% small knockback) or Dair(around13-15 dmg, just as spammable as Fair) that by the time you land the move will be over so you could lead into with a jab, a grab, or hell if you want, another Fair.

Also at low %s you could FowardAir right through your opponent, in which he'll get stunned but barely move backwards so you'll end up behind him. At this position you could FowardSmash, Grab, anything you want. At higher %s if you've used your Fair enough so that it has low knockback you could do something silimar and lead into a great setup for a kill too.

Nair has basically no lag on landing. So if you do it on an opponent's shield most of the time you could spotdodge right afterward and not get shieldgrabbed. But for them not to catch on, you could just lead your nair into your on grab, jabs, or smashes. It's nice, but some people do have some fast grabs. Nonetheless its great for comboing and mindgames.

After certain aerials you could run under your opponent as they fly away and could Upsmash them, but just know that Upsmash could be DI'd out of, so its not exactly too great.

Fulljumped Fairs(on the rise) into Bite or any other aerial(on the descent) is very good for mindgames, and tends to put opponents on the defensive if used sparingly. Used too much and it could be very punished. Even so you could probably sneak an Airdodge after the rising fair and dodge they're interuption.

Wario is very good at forcing his opponents into the defense and also forcing them to react quickly during combos, but he limits their choices of reactions sometimes, which is great for prediction/mindgames.

Double Jump Dair Bombs: Double Jump then fast fall a Downair. Aerial will finish before you hit the ground so if it hits a shield you could bite afterward or if it actually lands you could followup with anything you please.

I'm just going to list a few preasure combos that are very effective. It's okay for you all to add some of your own if you want. Preasure combos are basically not real combos, they are just "combos" that could be done only because your opponent is so limited at a certain time that they only have a couple of things they could do and that leads to very easy prediction and followups.

At low %s a Dair will barely knock away opponent and will have them land on their feet just a bit away from you. During they're flight backwards though Wario could still approach them, this is putting EXTREME preasure on the opponent to react quickly because Wario will be in their face very very shortly and they are limited to only a couple of things they could do. If they Shield you could run up to them and grab or SH Bite, if they try sidestepping you Dair them before it goes off, if they spotdodge another Dair will last just long enough to hit them again.

And here's something fairly important to Wario's game that has been little stated before, but should be well known to all who have played him for a while. When using bite, if your opponent does an attack BUT is still close enough to get biten while Wario's mouth is open, what will happen is that Wario will still take the damage from the attack BUT he will still chomp on the opponent. You might be thinking, so what? Well this basically means that you could link ALOT of combos safely to bite without ANNNNYTHING your opponent could do afterward. This is if your close enough to the opponent when they react though. If you are further away the bite wont catch them and you'll just take the attack head on. Normal grabs also have this same mechanic, but Bite is freaking airgrab for ****'s sake.

If the opponent is in the air and you are close enough to bite, this is one of the situations that your opponent could do absolutely nothing. If they airdodge you'll keep your mouth open long enough that they still get bit, if they attack they will still get bit but you'll take damage, and thats all they could do in the air really. Bite even goes through Peach, Ike, Marth, and Lucario's counters because its considered a grab.

At low percentages I've pulled off Dair > Rising Fair > Bite thanks to this mechanic of Bite. It truly is great. But know that it is situational just like alot of things because to Bite someone you do have to be practically touching them.

Know that on Battlefield ending combos in Bite is easier due to how small the stage is + the platforms. This is just furthers the fact that its his best stage by far. Small platform stages ftw(if only Fountain of Dreams was back lol :laugh:)

Even more on preasure combos later when I get home and test some of the stuff you could do with 56Ks new discovery.



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Recovery

While off the edge if you summon your bike all you have to do is ride it a bit toward the stage while falling and when you see yourself close all you have to do is jump off. The jump off is a huge jump and very DI'able. Even after this he has his UpB, but keep in mind his UpB doesn't auto sweetspot.

Wario Could go around the bottom of Final Destination using his bike, double jump, and UpB. It's fun to do try it<_<

PS: Remember you could be hit off your bike while in the air if your opponent hits YOU(not your bike). So don't try to be too stuntman'ish everytime and try to ram them on their approaching edgegaurd.

---------------------------
Edgehogging


Brilliance.
When an opponent is off the stage simply Fair, double jump, then Nair and they're dead almost 70% of the time if their recovery isn't a tiny bit above average.

Wario hugs the edge into an edgehog alot better than alot of other characters. This makes it easier to gimp tether recovery characters like Olimar, so keep in mind that he could run into an edgehog fairly fast.

Nair gimps are funny/effective. Fart gimps are flat out halarious.

Falling directly off the edge into a falling aerial is tricky as hell too.

-------------------------
Basic Killing Strategy


MOVES HAVE LESS KNOCKBACK IF SPAMMED. So basically don't ever use your Upair(and holdback on your Nairs). Upair kills at around 110% every single time if you only use it for kills.

If your in the situation where you want to attack someone on top of you, try looking for another option besides Upair if he's not at high %.

FOWARD SMASH(his best kill move) HAS SUPER ARMOR FRAMES! And it's pretty fast considering too. If someone is rushing you, you could FowardSmash their face. You could FowardSmash at the end of a Fair combo. You could FowardSmash alot. But really, don't spam it. It's too good of a kill move to have it lower in knockback due to spamming.(and yes it makes a considerable difference).

Foward tilt has some range on it but startup is alittle slow. It's a nice killer if you space it right.

Oh, and Fsmash out of shield = ****. Read MISC for details.

And DownB fully charged kills two ways at around 100%. If you shortjump and fart on their bodies AND if they are on top of you and they are in the path of you flying upwards after the fart.

Haft Waft kills from 55-85% depending on character and positioning.


---------------------------------------------------------------
MOVESET:-


Hey man, I made a few images that we can use to spice up the guide: :p
I can't thank you enough for the pics Noypi, they look awesome.

ALL FRAME DATA, DMG, AND KNOCKBACK BROUGHT TO YOU BY 3GOD! THANK YOU FOR YOUR AWESOME CONTRIBUTION!!! SERIOUSLY WE LUV JOO!



Utilt:
Maximum Damage: 11%
First Attack Frame: Frame 12
Knockback: KO’s Mario at ~160% (at the center of FD with no DI)
Description: Wario brings both his arms upwards in a taunting fashion.

-Has a bit of startup and ending lag, but it's prioritized enough to stop aerial rushes.


Foward tilt:
Maximum Damage:
Up-angled – 15%
Horizontal – 14%
Down-angled – 13%
First Attack Frame: Frame 14 (for all angles)

Knockback:
Up-angled – KO’s Mario at 111% (at the center of FD with no DI)
Horizontal – KO’s Mario at 121% (at the center of FD with no DI)
Down-angled – KO’s Mario at 131% (at the center of FD with no DI)
DESCRIPTION: Wario balls his fist and punches outward.

His third strongest move. Kills at around 130-140% usually. It does have a considerable amount of startup lag, about the same as Bowser's foward tilt in melee(if i had to make the comparison), but if spaced right it could be quite a good move and should always be on your mind. You could also angle it downward and upwardish too, so you could use it in place a bit to create a wall of sort to stop rushes at times.



Down Tilt:
Maximum Damage: 9%
First Attack Frame: Frame 5
Knockback: KO’s Mario at ~300% (at the center of FD with no DI)
Description: Wario extends his hand down toward the floor

-Nice start up, an ok end lag and has ok range. This move pops the opponent upwards so it could setup into combos fairly nicely.


Jabs:
Maximum Damage: 13% (first hit 6%, second hit 7%)
First Attack Frame: Frame 8
Knockback: 2nd hit KO’s Mario at ~220% (at the center of FD with no DI)
Description: Wario does a one two punch that you've probably all seen in videos.

-Good speed, and could be a followup to alot of Wario's combos. Jab to fowardsmash and jab to grab works, lol. Both jabs knock opponent upwards so its nice for combos.



Downsmash:
Maximum Damage: 14%
First Attack Frame: Frame 8 (behind Wario), Frame 12 (in front of Wario)
Knockback: KO’s Mario at 138% (at the center of FD with no DI)
Description: Breakdance on his back.

-This move takes tooo long to end, and it's knockback isn't worth it. Use super super rarely if not at all. Buuuuutttt, if your fsmash is weak from overuse, know that your dsmash could be your saving grace. Risking the vulnurability is better than having them not die at 160%



Upsmash:
Maximum Damage: 16%
First Attack Frame: Frame 11
Knockback: KO’s Mario at 129% (at the center of FD with no DI)
Desciption: He spins on the ground

-Very very short reach, but could be done out of shield. I've yet to have this move kill but then again on average my friends dont live past 140% when I'm Wario. Another thing to note is that if you do it on a person thats overhead, they don't get stuck in it like other upsmashes do now, you could DI out of it if the move doesn't lock them in. But on the other hand you could dash into an Upsmash and combo it after a Fair at times.



Foward Smash:
Maximum Damage: 20%
First Attack Frame: Frame 9 (Super Armor Frames 8-11)
Knockback: KO’s Mario at 98% (at the center of FD with no DI)
Desciption: Classic Wario Shoulder Tackle

-SUPER ARMOR FRAMES <3! Not only that but it also could be a finish to some of his smaller combos. It's fairly fast starting up and ending, and really it's just a sexy move. Of course it has short range like almost all of Wario's moves, though. This move is great, but really don't spam it. It's well known that now attacks used too often lower in knockback so you should save this baby for when you know you'll knock your opponent soaring. Also, when this attack hits shields it knocks the opponent out of counterattack range(usually, but long range chars do exist =/).



Foward Air:
Maximum Damage: 8%
First Attack Frame: Frame 5
Landing Lag: 16 Frames
Knockback: KO’s Mario at ~225% (at the center of FD with no DI)
Description: Looks almost exactly like Mario's Neutral A actually

-This move has little knockback anywhere under 100%, so basically its a comboer's dream come true when it comes to foward airs. At lower percentages you could lead into grabs(make sure to make it a shieldgrab though. Some of the heavier set characters don't even leave the floor much at lower percentages) or down tilt or jab or really anything with a fast startup. At slightly higher percentages it could combo into more Fairs, Dairs, or even midair bites. This move = Mindgames.



Down Air:
Maximum Damage: 17%
First Attack Frame: Frame 9
Landing Lag: 19 Frames
Knockback: KO’s Mario at ~170% (at the center of FD with no DI)
Description: Wario goes completely upside down and spins

-This move starts and ends soooooo fast. Not only that but it also does very nice dmg but it also could link into alot of moves if you lower the knockback enough. This is easily one of his safest approaches, and it's very enjoyable to do on people. Double Jump Dair bombs have become a very usefull and standard Wario move. If you double jump and then fast fall a Dair onto the opponent you will end the move just before hitting the ground so you could literally "real" combo someone into a fsmash or bite, or grab.



Back Air:
Maximum Damage: 11%
First Attack Frame: Frame 9
Landing Lag: 30 Frames
Knockback: KO’s Mario at ~160% (at the center of FD with no DI)
Description: Wario falls on his back...but midair <_<

-Has pretty nice knockback and is nice to switch in with your Dairs and Fairs. If not used too often, it can kill at around 130-150% depending on where your opponent is. Priority is nice'ish.




Neutral Air:
Maximum Damage: 13% (first hit 9%, second hit 4%)
First Attack Frame: Frame 4
Landing Lag: 10 Frames
Knockback: KO’s Mario at 165% (at the center of FD with no DI)
Description: Wario goes into a sky diving'esque pose.

-This aerial has basically 0 lag after it. So it could be used on someone's shield and Wario could spotdodge right afterward to avoid getting shieldgrabbed. If you do this enough though they'll catch on so switch it up with jabs, grabs, or smashes. Its also very underrated. Since it actually attacks two times its a very good way to abuse spotdodgers and/or trick people with the second attack.



Up Air <3:
Maximum Damage: 18%
First Attack Frame: Frame 8
Landing Lag: 9 Frames
Knockback: KO’s Mario at 113% (at the center of FD with no DI)
Desciption: Wario quickly goes on his back midair and claps his hands upwards.

-At around 100-120% if you haven't used the move too much while damaging your opponent. Foward air normally links into this if you double jump out of it. You could just shffl it if you think it'll land, or you could just find a way to pop your opponent into the air to nail one on him.




Up B-Corkscrew:
Maximum Damage: 20%
First Attack Frame: Frame 6
Knockback: KO’s Mario at 139% (at the center of FD with no DI)
Description: Spins upwards while rising(very vertical), very erotic.

-You could do this out of shield to rack up some damage, but otherwise it should sparingly be used as an actual attack. Also note that this recovery doesn't sweetspot the ledge.




Over B-Chopper:
Maximum Damage: 11%
First Attack Frame: Frame 20
Knockback: KO’s Mario at ~170% (at the center of FD with no DI)
Description: Itz dA bIkE bISH!

-As a normal ground suprise attack it does have it's nice damage and knockback but really should only be used as a suprise tactic because it could be punished. Generally this will be more used as a move to recover. All you do is summon your bike midair and ride it a little closer to the field then jump off your bike for a third jump. You'll rarely have to use your UpB for a recovery because of this. Remember to never leave your bike just laying around, if you're knockout and your bike is on the field, you just hindered your recovery. And also like I mentioned above, The bike could be used as an edgegaurd tactic.
Fastest ways to rid of your bike=Riding it off the edge or eating it.



Down B-Wario Waft:
Maximum Damage: 42% (fully charged)
First Attack Frame:
Charge Level Zero (about 0:00 – 0:17): Trips on Frame 16 (no damage)
Charge Level One (about 0:17 – 0:57): Frame 10
Charge Level Two (about 0:57 – 1:50): Frame 5
Charge Level Three (Full Charge): Frame 9 (Super Armor Frames 5-10)
Knockback:
Charge Time…..Mario KO% (at the center of FD with no DI)
0:56…..…..…..…..187 (Useless)
0:58…..…..…..…..98
1:00…..…..…..…..95
1:05…..…..…..…..92
1:10…..…..…..…..85
1:15…..…..…..…..81
1:20…..…..…..…..76
1:25…..…..…..…..72
1:30…..…..…..…..67
1:35…..…..…..…..62
1:40…..…..…..…..60
1:45…..…..…..…..55
1:50…..…..…..…..52
Full…..…..…..…..96
Description: Only the most humilating KO move ever.

-Mmmm, the move of moves. When fully charged it causes 42dmg and has great vertical knockback(must hit from under opponent, wario on the rise). The real potential of the fart is when its only half charged. The half waft takes just over 55 seconds to charge and could kill at about 60-80% depending on your opponent and the positioning. It always keeps your opponent on their toes and reluctant to make any kind of mistake. The hitboxes for both Half anf Full wafts also extend upward. So if you see someone coming from above you could also stop them with the priority of the move. Full charge has super armor frames after just 2 frames of vulnurability right when you press DownB. Overall it's something people should fear.


Neutral B-Bite<3<3<3:
Maximum Damage: ???
Grab Frames: Frame 8 through Frame 73
Knockback: KO’s Mario at ~330% (at the center of FD with no DI)
Description: My favorite move in the game.

-Know someone is going to try to try to shield your next aerial approach? Short jump right into a Bite and chomp on him like no ones business.
After using Bite any additional B pressed is a bite kind of like Bowser's Koopa Klaw in Melee. But unlike Bowser's Koopa Klaw this move isn't as punishable if it misses, but is pretty short ranged. Also, if you just hold down B Wario's mouth will stay open for a while, so basically it could catch alot of short ranged grabs and dash attack approaches or if you use it midair, it could catch close ranged aerials. AND some combos could lead into it. ANNNND it ***** spotdodgers.



GRABS:


Grab Attack: 2%
First Grab Frame:
Standing/Shield Grab: Frame 6
Dash Grab: Frame 10
Pivot Grab: Frame 8


Foward Throw:
Maximum Damage:
Fthrow: 13%
Knockback:
Fthrow: KO’s Mario at ~175% (at the center of FD with no DI)
Description: Wario's Big swing throw.

-Best distance of throw that he owns. I'd say it's just as strong as Peach's foward throw. It kills if not DI'ed at about 140%.



Back Throw:
Maximum Damage:
Bthrow: 10%
Knockback:
Bthrow: KO’s Mario at ~300% (at the center of FD with no DI)
Description: Wario hits you with his butt almost exactly like Peach does, but his butt jiggles when his butt hits.

-Ok knockback. I hate comapring his throws so much, but really it sends you almost the same direction as Peach's Back throw from Melee. Same knockback too.



Down throw:
Maximum Damage:
Dthrow: 8%
Knockback:
Dthrow: Cannot KO Mario (at the center of FD with no DI)
Description: Wario quickly sits on you.

-Read Downthrow segment below



Up Throw:
Maximum Damage:
Uthrow: 11%
Knockback:
Uthrow: KO’s Mario at ~240% (at the center of FD with no DI)
Description: He smacks you upwards, very standard.

-Throws them directly upwards. Not too strong. And your opponent could always react before you reach them if you jump. Could be combo'd into Wario Waft apperently though.



-----------------------------------------------
WARIO's DOWNTHROW GAME


Wario's downthrow is TECHINICALLY not a chaingrab. When you downthrow an opponent at any % they will just bounce just a few feet away from Wario's back. From this position your opponent could do only certain things, but there is a counter for each one.

They could block>> run and grab them again

They could do a quick attack >>> Fsmash them.

They could spotdodge/sideroll >> Ftilt.

If they jump >>> Free Upair for you

And thats it, thats all they could do. Might not seem to useful, but think about it. No matter what % you could still do this. And Ftilt and Fsmash kill. So an opponent, knowing they are at a higher % will not want you to smash or tilt them so they are limited to blocking, and that limitation is what leads into long chainthrows, but really its all a mindgame, your opponent has to trick you.

Slower characters like Ike most of the time can't do a quick attack to stop your approaching chain grab, so know that they are even more limited.



------------------------------------------------
NEW CHAINGRAB(CHARACTER SPECIFIC)


From my knowledge, I know this works on other Warios, Lucas, Falco, Fox, and Wolf. If Wario just jabs away at the enemy from grab, right afterward if they break free they will be let free but they will still be in reach for another grab or a fsmash. It's extremely unexpected. They could still spotdodge or sideroll but it could be very easily anticipated. This just basically put your opponent in a situation where they are forced to react really quickly with only limited choices, if you predict the right one you could nail a kill or extend your combo. And remember that each grabjab is considered a different move so you are also refreshing your other moves from being stale. Ten grabjabs will refresh all your moves, period.


------------------------------------
MISC


1. If you throw Wario's bike right on top of someone while they are recovering, the bike literally drags them down with it. It's halarious.

2. Wario could stutter-step(thanks to brown paper bag) his foward smash. If you dash one way, and immediately after starting the dash if you C-stick the opposite direction your fsmash will have more distance.

3. Wario could Wariocide, but people could escape near the bottom so if they have a good recovery it really isn't worth the risk of them edgegaurding you right back.

4. Wario Waft fully charged could be interupted by an opponent in the first 1-2 frames(very small amount of time as soon as you do it), but right after that slight vulnarability the move has super armor for a few frames, then at almost the end its vulnarable again. lol

5. Wario is a sexy delicious beast.

6. Instead of shieldgrabbing you could Fsmash an opponent after parry or even slightly laggy moves on a normal shield. It makes the opponent even more weary of attacking at higher %s. EXTREMELY USEFUL.

7. Directly after dash attacking, Wario could cancel his dash attack with an Upsmash on the C-stick. The window to do this is really small and even at 0% only the first couple of hits in Wario's Upsmash land so it's not too useful at all, but it could be used for mindgames and shieldpressure.

8. Wario Waft takes 110 seconds to fully charge. After the 110 seconds Wario will glow brown.

9. Wario Waft's charge timer isn't effected by being KO'd. You will keep the charge even if KO'd.

10. When Wario's bike is on the ground you could do some serious mindgames with it. With the new 'picking up items' mechanics in brawl, if you press A at all anywhere near an item, even if your dashing, youll pick it up. So this means Wario could put hide behind his bike safely from ground A attacks because picking up the bike takes a long time. It's almost like a trap in a sense. If they do pick it up accidently, and trust me it happens ALOT. You basically got a free Fsmash into their face. This is a mindgame at best though, its not super safe by any means.

11. Wario's UpB doesn't autosweetspot ledges.

12. The bike out prioritizes all non explosive projectiles. Even fully charged charge beams. So if you know they will shoot, just rush at them with your bike and you scored a free hit + wasted they're move.

13. Footstool Fart(Thanks NESSBOUNDER)
The good thing about footstool jumps are that they can be done at ground level (by tapping jump twice when you're close to your opponent) for a very fast psudo-grab that goes through shields.

The requirement for attacking after a footstool jump is quick reflexes and a fast attack with a large hitbox below your character, or a fast attack that changes aerial momentum and cancels the full jump.

Wario's fart has a massive fast hitbox below him. This is pretty much like attacking with the fart out of a grab from above. And with Wario's excellent aerial control, you probably don't even need to be close to the opponent to fsj off them, you can probably work it into your aerial strings.
14. Wario Gliding toss leads into so many delicious things: thanks for the vid Dusty
http://www.youtube.com/watch?v=LH02unnGlYg&feature=related


15. New wavedash'esque thing<,<
Recently mentioned in this thread, Wario can take advantage of this "new wavedash" quite well (probably 2nd only to Snake and maybe Sheik).

To perform it, do a dash attack with C-Stick down and then quickly hit the control stick Up+Z (or Up+A if you prefer) to perform the Up-Smash. The result is a fast sliding Usmash. Somehow the Usmash cancels the dash attack animation but maintains the sliding momentum (seems to almost give more really).

http://uk.youtube.com/watch?v=JSWmkB6AFkI
16. Ledge Canceled Aerials: All credit to 56k right here lol
http://uk.youtube.com/watch?v=6JEXIE3dCjw

17. Fully charged Waft does 42 dmg and is good if you need to rack up dmg fast. But really a waft just below fully charged has ALOT more kill power.

18. Half Waft takes 55 secs to charge and is Wario's strongest move.

19. Snake gimping: Biting the cypher. Mmmmm. Insta-gimp.

NEW:

20. SJR(Second Jump Renewal): If you've been keeping up with smash news even a LITTLE in the tactics discussion, you'd realize how absoultely gamebreaking SJR has become. Go look at some vids for yourself on the bottom of this thread. Whether Wario will denifite as greatly from this as Peach, Bowser, and Snake is questionable for now. We'll just have to wait for more strats to be developed.
http://www.smashboards.com/showthread.php?t=173119

============================
CONCLUSION *conclusion written back before NA release*

The more and more I play Wario I notice that he's not just "pretty good", he's actually really really great. His blatant weakness in his range limit him from being top tier, he screams high tier though.

I absolutely swear now that Wario will be very very commonly used when people learn what he could do. So just get ready for ALOT of people to jump on the bandwagon and start using him once his potential is realized by others. Seriously, lol.

All in all though, I love my Wario to death, and I'm sure you guys will too.
 

Mambo

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*shhhh* now everyone will want to main Wario :) Seriously, good job. I've wanted to main Wario every since I knew he could fart, great humiliation. The bite is a great, fast move that can do a lot. I've only been able to watch videos, but Wario is coming together nicely. Anything to say about his down smash? It it too slow to be that usefull?
 

kevincow25

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Is there any advantage to eating projectiles over shielding or air dodging? From what I hear, he can eat all non-energy-based projectiles, and explosive projectiles give him 6% damage when he does this, but I can't really see any point to it. Does he regain health or charge up his fart faster?

Also, how are his throws? From some videos I've watched, they didn't seem too useful.
 

Lechteron

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Also how are his specials affected by becoming Wario-Man? Every video I've seen people only use his bike as Wario-Man but never Bite, Corkscrew, and most importantly the Wario Waft (Particularly at full power).
 

Silverline

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Is there any advantage to eating projectiles over shielding or air dodging? From what I hear, he can eat all non-energy-based projectiles, and explosive projectiles give him 6% damage when he does this, but I can't really see any point to it. Does he regain health or charge up his fart faster?

Also, how are his throws? From some videos I've watched, they didn't seem too useful.
From what I've been told, Wario's farts take less time to get stronger if he eats stuff (I'm not sure about this though, but it sounds right.)

As for his throws, he's got Mario's 'Solonge Bowser' Spin, and it appears just as usfull as the original. But for the rest, I haven't really seen, since most players don't use throws for some odd reason.
 

Mambo

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From what I've been told, Wario's farts take less time to get stronger if he eats stuff (I'm not sure about this though, but it sounds right.)

As for his throws, he's got Mario's 'Solonge Bowser' Spin, and it appears just as usfull as the original. But for the rest, I haven't really seen, since most players don't use throws for some odd reason.
From the videos i've seen the forward throw like you said is a good one. I think the rest are standard except you can do some small chaingrabs like Blue sHell said and it's with the down throw I think.
From what I've seen, the back throw (not sure if I've seen up throw) doesn't go very far, but it might be good for setting up combos, but I don't know enough to say for sure.
 

NintendoFan963

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From what I've been told, Wario's farts take less time to get stronger if he eats stuff (I'm not sure about this though, but it sounds right.)

As for his throws, he's got Mario's 'Solonge Bowser' Spin, and it appears just as usfull as the original. But for the rest, I haven't really seen, since most players don't use throws for some odd reason.

He has that throw in Wario World also, and it looks like his forward throw has different outcomes on the direction of the throw
 

3GOD

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A couple of things I noticed in a video:

His F-Tilt seems really good since he pulls back just a bit before he does the attack. This could be great for avoiding a grab or well spaced attack only to counter with your own f-tilt.

His U-Tilt doesn't seem that bad. At the very least, it has more range than Link's Nair (Link falling onto Wario - this typically was unstoppable in Melee at least).

It seems the last bit of his D-smash has a bit more range than the rest of it.

Can you clarify something for me - Can he only use his motorcycle if there is not a Fully-intact motorcycle on the stage?

Also, I'm pretty sure I saw his up-B auto sweet spot, but it seems to not happen as easy as many other characters.
 

Blue sHell

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A couple of things I noticed in a video:

His F-Tilt seems really good since he pulls back just a bit before he does the attack. This could be great for avoiding a grab or well spaced attack only to counter with your own f-tilt.

His U-Tilt doesn't seem that bad. At the very least, it has more range than Link's Nair (Link falling onto Wario - this typically was unstoppable in Melee at least).

It seems the last bit of his D-smash has a bit more range than the rest of it.

Can you clarify something for me - Can he only use his motorcycle if there is not a Fully-intact motorcycle on the stage?

Also, I'm pretty sure I saw his up-B auto sweet spot, but it seems to not happen as easy as many other characters.
The retreat on his foward tilt is really to insignifican't even to dodge a simple jab from Mario. I understand what your saying though. You thought it was like Bowser and C. Falcon's Foward smashes where you could dodge a grab or several other things. Sadly though this doesn't compare

Yea I look back and I seem to have bashed on Up tilt a little too hard. It could stop midair rushes pretty nicely, I'll go back and edit.

I'll test the downsmash thing. I'll also test if the final part of it has more knockback than the start(because the start up dmg REALLY isn't worth all the lag it has to finish).

You could summon a bike even if bike parts are present.

He can't auto sweetspot, what you probably saw was a normal sweetspot where Wario actually spaced himself perfectly to sweetspot like we use to do in Melee.
 

Warlock*G

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"FORWARD SMASH(his best kill move) HAS SUPER ARMOR FRAMES! No joke."

I knew it! XD Told y'all! Haha! XD

But what's even better is that, listening to you, Blue sHell, Wario doesn't seem to be headed to bottom tier as I first thought. Another reason to main him.

"HA HA HA HA HA! Have a rotten day!"

Edit: woops, noticed the commentary on his black and white suit. Guess people noticed after all.
 

Agent 1337

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Not bad, not bad. I have to say, I'm impressed that all this info on Wario is coming out just a week or two after the game has been released. Good to know the Wario-Guy is doing great; I sense good possibilities for this character, even though he looks a bit hard to use at first.
 

Silverline

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I'm so glad Wario is also getting Super Armor, since poor DK and Bowser (Whom Both have super armor I believe in some of their moves) we're low teir without it in Melee. Hopefully, all that will make sure that our heavy hitters will be a bit higer tier this time around.
 

Smashbros_7

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I admit, I thought Wario was going to be bad... But with the vids and your commentary, he seems like a really solid good choice! Im going to try to master him!
 

MyNameIsMud

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Also how are his specials affected by becoming Wario-Man? Every video I've seen people only use his bike as Wario-Man but never Bite, Corkscrew, and most importantly the Wario Waft (Particularly at full power).
I found a video of Wario-Man doing the Wario Wart at full power, if you want to see it here it is.

http://www.youtube.com/watch?v=IIqKh7Uf5ig

There you go.
 

Blue sHell

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"FORWARD SMASH(his best kill move) HAS SUPER ARMOR FRAMES! No joke."

I knew it! XD Told y'all! Haha! XD

But what's even better is that, listening to you, Blue sHell, Wario doesn't seem to be headed to bottom tier as I first thought. Another reason to main him.

"HA HA HA HA HA! Have a rotten day!"

Edit: woops, noticed the commentary on his black and white suit. Guess people noticed after all.
My over thoughts are that he'll rank very near the middle. But going by the way I'm improving with him so fast, I wouldn't be surprised if he was high tier or at least one of the best ranked Mid tiers.
 

FilibusterRhymes

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Don't try to find the best character, take the character and make the best of them!

I knew since the 2006 E3 movie I'd be maining Wario, even though I thought he would be terrible. Very glad to hear he's not!

Can we get some chain throw stats?
 

Blue sHell

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Don't try to find the best character, take the character and make the best of them!

I knew since the 2006 E3 movie I'd be maining Wario, even though I thought he would be terrible. Very glad to hear he's not!

Can we get some chain throw stats?
I'll have vids up soon of me explaning the chain grab done on a couple of chars and also some matches with my friends.
 

Warlock*G

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I got a question.

Any suggestions for trying to survive in those "hard matchups" you mentionned? Abusing air moves, maybe?
 

Agent 1337

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I've got a quick question: Is Wario-Man a good or bad Final Smash, and how drastically could it potentially tip the scales? It seems like a hard Final Smash to master, but in your opinion how good will W-Man be if Final Smashes are turned on in tournaments? I hope it's good, because if not then I'm going to have to practice really hard to try to make it even with the others. Plus, I think Sakurai might just be meeting the caped crusader himself.....
 

Paxz

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I've just played brawl, wario is a great character, his forward smash is great, his up aerial is perfect, the wario waft is awesome!!, I really enjoy playing w/him, hope I can upload some matches tomorrow.
 

Blue sHell

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This thread was actually good! Good job.

PS: Do you still use Bowser/Peach?
I really did want to main at least one of them. Or at least secondary. But at the moment I have to honestly say that both don't compare to my Wario.

Sure I still use them, but more for me playing around than ensuring the win for me.


I got a question.

Any suggestions for trying to survive in those "hard matchups" you mentionned? Abusing air moves, maybe?
Against sword douches, yes, you'll have to absuse your DownAir. Fowardair sometimes, but remember that the whole hit and retreat thing with Fair(taking advantage of your aerial DI) is not too effective vs people with fast long disjointed attacks because they could just jump out of shield after you whiff and punish you.

Downair on the otherhand is pretty safe in comparison because you're not as open afterward because you mostly end up behind your opponent even if they shield.

But overall you have to remember that EVERYTHING must be a surprise attack vs Wario's weaknesses. If you're ever predictable you'll just fall for keep away strategies over and over and over.



I've got a quick question: Is Wario-Man a good or bad Final Smash, and how drastically could it potentially tip the scales? It seems like a hard Final Smash to master, but in your opinion how good will W-Man be if Final Smashes are turned on in tournaments? I hope it's good, because if not then I'm going to have to practice really hard to try to make it even with the others. Plus, I think Sakurai might just be meeting the caped crusader himself.....


Actually it is pretty hard to manuever in the air at first but I got use to it pretty fast. What basically happens with WarioMan is that every aerial you do sends you in the direction corresponding with the move. For example Backair floats you backwards. And also remember that every aerial has absolutely no end lag so you could do 4 BackAirs in 1 and a half seconds(and they all float you backwards). But really once you get him down there really is no escaping him. Make sure to go for kill moves while as him as opposed to just damaging moves though.
 

Fat_K

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Hey shell is there any characters you don't think would be a good idea to choose Wario in a 1 on 1 match? Also can you post some good videos? Oh and thanks for the info im happy to see the smelly fat guy is somewhat OK :p
 

Blue sHell

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Hey shell is there any characters you don't think would be a good idea to choose Wario in a 1 on 1 match? Also can you post some good videos? Oh and thanks for the info im happy to see the smelly fat guy is somewhat OK :p
I'll have vids up TONIGHT.(if Nick brings remembers to bring over his **** camera for once).

And the one overwhelming weakness you have to get over as Wario is Marth. Marth plays around with Wario. If Wario is ever on the defense(which he will be alot) against Marth, he'll unevitably take alot of dmg. AND on your approaches he'll play keep away.

Just play really tricky, It's not impossible, just a bit harder for the Wario player.

Annnnnnnd Wario isn't somewhat OK, he's awesome:p look out for vids.
 

Mambo

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I'll have vids up TONIGHT.(if Nick brings remembers to bring over his **** camera for once).

And the one overwhelming weakness you have to get over as Wario is Marth. Marth plays around with Wario. If Wario is ever on the defense(which he will be alot) against Marth, he'll unevitably take alot of dmg. AND on your approaches he'll play keep away.

Just play really tricky, It's not impossible, just a bit harder for the Wario player.

Annnnnnnd Wario isn't somewhat OK, he's awesome:p look out for vids.
Does Wario have any good high priority attacks that might help clash with Marth and stay close to him? (and just does he have any reliable high priority moves in general?)
 

Blue sHell

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Does Wario have any good high priority attacks that might help clash with Marth and stay close to him? (and just does he have any reliable high priority moves in general?)
Foward tilt(but its kind of slow, ok range though), in the air Upair(but its short ranged), and I foward smash, only because it has superarmor and is fast so it stops overly offensive people. Fowardsmash usually SHOULD be reserved for kills, because it is Wario's strongest kill move. But vs marth you should be spamming that crap like it's nobody's business. Kill with Upair or edgegaurding instead.


Overall, to answer your question: No, barely. He's pretty low priority+ short range in general. But really if he had priority he'd be cheap because of his aerials.

Also, even though he has mostly low priority, don't think he does bad against everyone who does have good priority. Every Peach I've ever faced has gotten completely wrecked by my Wario.

EDIT: Bair has nice priotity too
 

Kevin

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Messages
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Just a little note on Wario's bite, I haven't checked if its been mentioned so I'll mention it anyway even if it has been.

If you have his bite out, and a ganondorf tries to side-b you, you'll eat him before he can grab you. I'm not sure if it works for Falcon too but I assume so.
 

Blue sHell

Smash Journeyman
Joined
Oct 17, 2007
Messages
385
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Spread across toast
Yea holding his Bite is basically like holding out a constant grab. So ANYTHING short ranged gets sucked into it. That's why Sonic has no groundgame vs Wario.
 

Warlock*G

Banned via Warnings
Joined
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Messages
1,953
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3DS FC
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Yea holding his Bite is basically like holding out a constant grab. So ANYTHING short ranged gets sucked into it. That's why Sonic has no groundgame vs Wario.
Il est maintenant venu le moment de rejeter la tête en arrière et de rire!

AAAAAHAHAHAHAHAHAHAHAHAHAHA! :laugh:
 

FilibusterRhymes

Smash Cadet
Joined
Jan 18, 2008
Messages
36
So I guess moderators ignore the Wario forum. This really should be stickied.

Blue sHell, I have a few questions.
How does Wario deal with Zero Suit Samus? She's very quick and very ranged.
How would you rate Wario's "victim" status? How easy is he to juggle, and how do you recommend breaking a juggle?
 

Drack

Smash Apprentice
Joined
Jan 3, 2008
Messages
191
How the hell can I kill an Ike? His side-B outprioritizes both the bite and the bike. Obscene reach, I just can't touch him. If I roll behind him when he Fsmashes, I get hit anyway as the hitbox extends a little behind him! The player behind the Ike is a Marth main and strangely I don't have many problems with his Marth.
 

AquaTech

We hit the potjack
Joined
Feb 11, 2008
Messages
735
Location
Wilmington, NC
1. Farting is his best KO move.
2. He eats people.
3. He can ride a motorcycle.

I see no reason NOT to use this guy.:chuckle:
 
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