Wario (SSB4): Difference between revisions

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He retains his biker outfit from the ''WarioWare'' series, as well as his overalls from the {{uv|Mario}} games. Charles Martinet's portrayal of Wario from ''[[Super Smash Bros. Brawl]]'' was repurposed for ''Smash 4''.
He retains his biker outfit from the ''WarioWare'' series, as well as his overalls from the {{uv|Mario}} games. Charles Martinet's portrayal of Wario from ''[[Super Smash Bros. Brawl]]'' was repurposed for ''Smash 4''.


Wario is ranked 40th out of 54 on the [[tier list]]. This is an enormous drop from his 10th position out of 38 in ''Brawl'', resulting as his worst placement in the series so far. Like in ''Brawl'', Wario surprisingly possesses great aerial mobility and good overall mobility for a heavyweight, with great aerial attacks and a strong grounded game to complement such. He has great setups with most of his aerial attacks and his signature [[side special]], [[Wario Bike]], as his aerials have low ending lag and can be used to assist him in scoring KOs.
Wario is ranked 40th out of 54 on the tier list. This is an enormous drop from his 10th out of 38 position in ''Brawl'' resulting as his worst placement in the series so far. Like in ''Brawl'', Wario surprisingly possesses great aerial mobility and good overall mobility for a heavyweight, with great aerial attacks and a strong ground game to complement such. He has great setups with most of his aerial attacks and his signature Wario Bike, as his aerials have low ending lag and can be used to help him score KOs.


Wario's KO potential, which was excellent in ''Brawl'', has been further expanded overall; his [[forward smash|forward]] and [[up smash]]es now deal more damage, while his Wario Bike is safer than ever; combined with its ability to now be used once lost and no longer having the risk of throwing him off, Wario's overall [[neutral game]] has become safer. Corkscrew now covers more distance and can sweetspot ledges (along with his double jump), allowing Wario to get back onstage with fewer moves. With these buffs, Wario boasts a very effective recovery.
Wario's power has been buffed overall; his forward and up smashes now deal more damage, while his Wario Bike is safer than ever; combined with its ability to now be used once lost and no longer having the risk of throwing him off, Wario's overall neutral game has become safer. Corkscrew now covers more distance and can sweetspot ledges (along with his double jump), allowing Wario to get back onstage with fewer moves. With these buffs, Wario boasts a very effective recovery.


However, Wario's flaws have now become far more prominent, especially in comparison to his ''Brawl'' incarnation. Wario's buffed smash attacks have received more startup and ending lag to compensate for their buffs, while his other KO options have been nerfed in said regards as well. All in all, Wario's overall KO potential, while still strong, is very problematic, especially for his weight class.
However, Wario's flaws have now become far more significant, especially in comparison to his ''Brawl'' incarnation. Wario's buffed smash attacks have received more startup and ending lag to compensate for their buffs, while his other KO options have been nerfed in said regards as well. With this, Wario's overall KO potential is very problematic, especially for his weight class.


Due to his lack of a proper [[projectile]] and [[disjointed hitbox]]es, Wario's range is also unremarkable. These two traits work greatly against him, which not only leave him vulnerable to effective spacing against characters (like {{SSB4|Marth}}), but also opposing camping against characters (such as {{SSB4|Mega Man}} or {{SSB4|Villager}}). To make matters worse, Wario also has no effective method of dealing with camping, which further compounds this weakness.
Due to his lack of a proper projectile and disjointed hitboxes, Wario's range is also unremarkable. These two traits work greatly against him, which not only leave him vulnerable to effective spacing against characters like Marth, but also opposing camping against characters such as Mega Man or Villager. Wario also has no effective method of dealing with camping, which further compounds this weakness.


While Wario maintains respectable success in the competitive scene due to his high placings in tournaments, including a 5th-place finish from {{Sm|Reflex}} at [[MLG World Finals 2015]], his tournament representation has been poor for a character of his tier, with other characters near him on the tier list generally commanding larger playerbases and slightly better tournament results. Furthermore, a number of his best players, such as {{Sm|Abadango}}, have dropped him as a main in lieu of characters deemed more viable. Despite this, {{Sm|Glutonny}} still maintains strong results with Wario, placing 1st at [[Albion 2]] and [[Valhalla]], and being ranked 70th on the [[Panda Global Rankings|Panda Global Rankings 100]].
While Wario has had a few high placings at tournaments, including a fifth place finish from {{Sm|Reflex}} at [[MLG World Finals 2015]], his tournament representation has been poor for a character of his tier, with other characters near him on the tier list generally commanding larger playerbases and slightly better tournament results. Furthermore, a number of his best players, such as {{Sm|Abadango}}, have dropped him as a main in lieu of characters deemed more viable. Despite this, {{Sm|Glutonny}} still maintains strong results with Wario, placing 1st at [[Albion 2]] and [[Valhalla]], and being ranked 70th on the [[Panda Global Rankings|Panda Global Rankings 100]].


==How to unlock==
==How to unlock==
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==Attributes==
==Attributes==
Wario is a short, [[weight|heavyweight]] character with a deceptively good air game and an excellent amount of recovery options. Wario boasts the fifth-fastest [[air speed]] in the game, in addition to well-above-average [[air acceleration]], which grants him some of the best aerial mobility of any character; however, his grounded mobility pales in comparison to his aerial mobility in regard to his [[dash]]ing and [[walk]]ing speeds, with the former being slightly below-average, and the latter being the fifth-slowest in the game. Using his high mobility and versatile [[aerial attack]]s, Wario is able to dip in and out of the fray to bait attacks and punish.
Wario is a short, heavyweight character with a deceptively good air game and an excellent amount of recovery options. Wario boasts the fifth-best [[air speed]] in the game, in addition to well-above-average [[air acceleration]], which grants him some of the best aerial mobility of any character; however, his [[dash]] and [[walk]] speeds leave a lot to be desired, with the former being slightly below average, and the latter being the fifth slowest in the game. Using his high mobility and versatile [[aerial attack]]s, Wario is able to dip in and out of the fray to bait attacks and punish. In spite of its poor speed, Wario has a formidable ground game as well, with many of his attacks being rather fast with setup potential while also dealing good damage, outside of his [[smash attacks]].


Wario's outstanding aerial mobility is supplemented by possessing a strong set of aerials. His [[down aerial|down]] and [[back aerial]]s are notable for being potent KO options, while his [[up aerial]] is a damaging juggling and combo extension tool, with limited killing ability as well, although it can still KO at high precents near the upper blast zone. His [[neutral aerial]] is useful for comboing, as the second hit launches at an angle for a follow-up into another aerial, or even a footstool at minimal percents, in which Wario can follow up the footstool with a [[lock]] via forward aerial, then repeat the process with up aerial. His [[forward aerial]] deals minimal knockback, but its extremely quick start-up makes it useful for gimping or escaping pressure. The late hit can lock and also combos easily into other aerials at low percents, including [[Chomp]] if an opponent is about to land. Wario's aerial control and quick aerials also make him effective at edgeguarding.
Wario's special moves are very unorthodox, and demand practice to use at their highest potential. [[Chomp]] is one of the best [[command grab]]s in the game, having deceptively long [[range]] and almost no startup or ending [[lag]]. It can effectively cover certain [[edge recovery|edge recoveries]], negate certain attacks such as [[Spinning Kong]], and [[absorb]] many projectiles, often with the benefit of [[healing]] him and slightly increasing the [[charge]] of his [[Wario Waft]]. [[Wario Bike]] gives Wario a solid approach option that covers for his low ground speed, and continues to move forward and hit enemies after he dismounts it. It also respawns very quickly when destroyed or lost, giving him a large and fairly reliable pseudo-projectile which can apply pressure when used effectively. Ending a wheelie with the Wario Bike will cause great knockback to an enemy it hits, as well as dealing a considerable amount of [[shield damage]]. When in the bike, pressing the special or jump buttons will have Wario jump off. As a result, this move can provide Wario with a literal third jump if his double jump had already been used, and this can be further extended with a corkscrew, making Wario's recovery exceedingly above average.
 
Despite not excelling in mobility, Wario has a formidable grounded game as well, with several of his attacks being rather quick with setup potential while also dealing good damage, especially his [[smash attacks]]. His [[forward tilt]] and [[forward smash]] are among the strongest in the game, although both are rather slow in regards to startup lag and ending lag, and the latter is best suited for hard-reads. His [[up smash]] also boasts excellent power, and while [[down smash]] pales in regard to power compared to his other smash attacks, it can still KO at reasonable precents when hit clean. His [[up tilt|up]] and [[down tilt]]s are great combo tools that could potentially lead into KO confirms, and his [[dash attack]] is among one of the best in the game, making a great punish tool for Wario as it has quick start-up, has decent range and has a unique late hit that typically [[tripping|trips]] opponents. The late hit makes an excellent locking tool, and Wario has several attacks that can lead into a potential lock with dash attack, such as forward air or down throw with improper [[DI]]. The hitbox also reaches below the stage slightly, including the late hit, which makes it exceptional for 2-framing most opponents and hitting opponents who remain on the ledge for too long.
 
Wario's [[grab]] game is also quite impressive. Wario's grabs have above-average [[range]] while being relatively quick, along with a somewhat quick and damaging [[pummel]] as well. His throws have their fair applications of utility: his [[up throw]] is able to combo into his up aerial and his [[down throw]] being both quite damaging and great for restraining opponents close to pressure them further. [[Forward throw]] deals decent damage and can KO at high precentages at the edge, and [[back throw]] possessing a strong collateral hitbox that is good at fending off other combatants.
 
Wario's [[special move]]s are very unorthodox, and demand practice for usage at their highest potential. [[Chomp]] is one of the best [[command grab]]s in the game, possessing deceptively long [[range]] and almost the lack of startup or ending lag. It can effectively cover certain [[edge recovery|edge recoveries]], negate certain attacks such as [[Spinning Kong]], and [[absorb]] many projectiles, often with the benefit of [[healing]] him and slightly increasing the [[charge]] of his [[Wario Waft]]. [[Wario Bike]] gives Wario a solid approach option that covers for his low ground speed, and continues to move forward and hit enemies after he dismounts it. It also respawns very quickly when destroyed or lost, giving him a large and fairly reliable pseudo-projectile which can apply pressure when used effectively. Ending a wheelie with the Wario Bike will cause great knockback to an enemy it hits, as well as dealing a considerable amount of [[shield damage]]. When in the bike, pressing the special or jump buttons will have Wario jump off. As a result, this move can provide Wario with a literal third jump if his double jump had already been used, and this can be further extended with a corkscrew, making Wario's recovery exceedingly above average.


Despite his array of unusual attacks, Wario has overall lackluster reach and lacks a true projectile, thus he must first close the distance between him and his opponent in order to land an attack. Because of this, Wario struggles most against characters who make frequent use of disjointed attacks, such as {{SSB4|Shulk}}, {{SSB4|Cloud}}, and {{SSB4|Link}}. This, combined with his relative lack of reliable KO moves, especially compared with other heavyweights, means that Wario must play unpredictably, relying on deception and [[mindgames]] to earn a KO on an unsuspecting opponent, and also forces Wario to trade blows with opponents.
Despite his array of unusual attacks, Wario has overall lackluster reach and lacks a true projectile, thus he must first close the distance between him and his opponent in order to land an attack. Because of this, Wario struggles most against characters who make frequent use of disjointed attacks, such as {{SSB4|Shulk}}, {{SSB4|Cloud}}, and {{SSB4|Link}}. This, combined with his relative lack of reliable KO moves, especially compared with other heavyweights, means that Wario must play unpredictably, relying on deception and [[mindgames]] to earn a KO on an unsuspecting opponent, and also forces Wario to trade blows with opponents.
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|dsdefname=Wario Waft
|dsdefname=Wario Waft
|dsdefdmg=0% (no charge), 14% (minor charge), 27% (moderate charge), 27% (maximum charge)
|dsdefdmg=0% (no charge), 14% (minor charge), 27% (moderate charge), 27% (maximum charge)
|dsdefdesc=A fart that grows in power the longer it is unused, and its charge cannot be lost in any way except using the move, and the charge is lost if the move is interrupted. The charge can be accelerated by Chomping items. There are 4 levels of charge, all with varying effects: at no charge, the waft will always trip opponents but deals no damage and is the slowest waft (frame 16), the second level is the the second slowest (frame 10), the third level (half-charged) is the fastest (frame 5) and has good KO potential, and the fully charged waft gains increased knockback, a huge hitbox, [[armor]] (frame 5-10), and sends Wario flying upwards with a headbutt that has equally powerful KO potential to go with respectable recovery. Takes ~110 seconds (not including eating) to fully charge.
|dsdefdesc=A fart that grows in power the longer it is unused, and its charge cannot be lost in any way except using the move, and the charge is lost if the move is interrupted. The charge can be accelerated by Chomping items. There are 4 levels of charge, all with varying effects: at no charge, the waft will always trip opponents but deals no damage and is the slowest waft (frame 16), the second level is the second slowest (frame 10), the third level (half-charged) is the fastest (frame 5) and has good KO potential, and the fully charged waft gains increased knockback, a huge hitbox, [[armor]] (frame 5-10), and sends Wario flying upwards with a headbutt that has equally powerful KO potential to go with respectable recovery. Takes ~110 seconds (not including eating) to fully charge.
|dsc1name=Rose-Scented Waft
|dsc1name=Rose-Scented Waft
|dsc1dmg=6% (no charge), 12% (minor charge), 17% (moderate charge), 21% (maximum charge)
|dsc1dmg=6% (no charge), 12% (minor charge), 17% (moderate charge), 21% (maximum charge)