When Wario is around 40% damage:
Grab->grab release->Footstool->drop down->Dair (So wario pops upward)->regrab->pummel once->grab release->footstool->drop down->Dair (So wario pops upward)->regrab->pummel once again->grab release->drop down->Dair (So wario pops upward)->Sweetspot knee.
This'll bring wario from around 40% damage to around 105% damage. (And it's inescapable.)
Then just one grab release->Knee (approx.) will net you the stock.
A few important facts:
- Don't jab->grab after the Dair, just grab. As jabbing will only net him a chance to DI away.
- The two pummels in this combo are optional. It may even be better to leave them out, due to the fact wario may not pop up too high for you to regrab him. (But the two pummels dont mess up the combo, but one more pummel might do just that. Just so you get the idea.)
- When Wario has less damage than approx. 40%, Wario wont pop up (high enough) after you Dair him, making him stand on the ground stunned. But, as you endure the Dair's landing lag, said stunned time can not be taken advantage of. (So you can only start this combo when wario is around 40% damage.)
- When Wario is around 60% damage, you also do this combo, but you'll have to leave out the first grab->grab release->footstool->drop down->Dair (so wario pops upward)->regrab.
- This combo is called the wario slayer for the lolz. The matchup is, offcourse, still clearly in wario's advantage.
I think you get the idea.
I'm not able to record a vid of this right now, but I think this'll suffice.
Grab->grab release->Footstool->drop down->Dair (So wario pops upward)->regrab->pummel once->grab release->footstool->drop down->Dair (So wario pops upward)->regrab->pummel once again->grab release->drop down->Dair (So wario pops upward)->Sweetspot knee.
This'll bring wario from around 40% damage to around 105% damage. (And it's inescapable.)
Then just one grab release->Knee (approx.) will net you the stock.
A few important facts:
- Don't jab->grab after the Dair, just grab. As jabbing will only net him a chance to DI away.
- The two pummels in this combo are optional. It may even be better to leave them out, due to the fact wario may not pop up too high for you to regrab him. (But the two pummels dont mess up the combo, but one more pummel might do just that. Just so you get the idea.)
- When Wario has less damage than approx. 40%, Wario wont pop up (high enough) after you Dair him, making him stand on the ground stunned. But, as you endure the Dair's landing lag, said stunned time can not be taken advantage of. (So you can only start this combo when wario is around 40% damage.)
- When Wario is around 60% damage, you also do this combo, but you'll have to leave out the first grab->grab release->footstool->drop down->Dair (so wario pops upward)->regrab.
- This combo is called the wario slayer for the lolz. The matchup is, offcourse, still clearly in wario's advantage.
I think you get the idea.
I'm not able to record a vid of this right now, but I think this'll suffice.