Super Smash Bros. Ultimate

Wario (SSBU)

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This article is about Wario's appearance in Super Smash Bros. Ultimate. For the character in other contexts, see Wario.
Wario
in Super Smash Bros. Ultimate
Wario SSBU.png
SSBU Wario Overalls.png

WarioSymbol.svg
Universe Wario
Other playable appearances in Brawl
in SSB4

Availability Unlockable
Final Smash Wario-Man
Tier A+ (19)
Wario (SSBU)

Wario (ワリオ, Wario) is a playable character in Super Smash Bros. Ultimate. Initially teased in the then-unnamed Ultimate's announcement trailer, he was officially revealed on June 12th, 2018 alongside Little Mac and the rest of the returning roster. Wario is classified as Fighter #30.

As in Super Smash Bros. 4, Charles Martinet's portrayal of Wario from Super Smash Bros. Brawl was repurposed for Ultimate.

Wario is currently ranked 19th out of 82 characters on the current Ultimate tier list, placing him at the very end of the A+ tier; a massive improvement from his tier placement in Smash 4 where he was ranked 40th out of 54 in the E tier, and his best tier placement in the series. Wario's greatest strength is his aerial game: he has one of the fastest air acceleration and air speed in the game which, coupled with a set of strong and versatile aerials, allows him to dominate in the air. In addition, his strong aerial movement and short stature makes it harder for opponents to hit him, while his heavyweight status and passive healing through Chomp allows him to live longer compared to the rest of the cast. Finally, Wario is also notorious for his combo potential, which can not only rack up damage quickly but also set up into a KO confirm, most notably Wario Waft. As such, Wario has some of the best comeback potential in the game.

Despite these strengths, Wario has several weaknesses that hold him back. The most notable weakness is his poor neutral game: his relatively short range and lack of projectiles make him vulnerable towards characters that can overwhelm, juggle, or outrange him. In addition, Wario's best KO options all have their drawbacks: his forward tilt, back air, and all his smash attacks have either high end lag or slow startup while dash attack has noticeable sourspots. Finally, whiffing Waft means Wario loses his best comeback factor, as it can take a while to even get to half-Waft.

Overall, Wario's strengths largely overshadow his weaknesses. Although very popular in the early metagame, subsequent nerfs via patch updates shrank his playerbase at a top level. However, he remained a viable character with decent representation, in particular amassing consistently high results from Glutonny, Europe’s best and one of the best Ultimate players in the world.

How to unlock[edit]

Complete one of the following:

  • Play VS. matches, with Wario being the 24th character to be unlocked.
  • Clear Classic Mode with Samus or any character in her unlock tree, being the 7th character unlocked after Cloud.
  • Have Wario join the player's party in World of Light.

Wario must then be defeated on WarioWare, Inc. (the Ω form is used in World of Light).

Attributes[edit]

Wario is a short heavyweight character with a great air game and surprisingly fantastic movement in the air. He boasts the 8th fastest air speed in the game, in addition to being tied for the 2nd best air acceleration. Wario also sports an above-average falling speed and the 26th highest gravity, which, alongside the previous attributes, gives him an amazing aerial prowess despite having low jumps. However, his grounded mobility pales in comparison, as his dashing speed and traction are average at best, and his walking speed is the 12th slowest in the game. Using his high mobility and versatile aerial attacks, Wario can dip in and out of the fray to bait attacks and punish. Wario's attacks in general also tend to be disjointed, as his hands don't have a hurtbox. He's also fairly hard to hit since he's relatively nimble and short for a heavy character, though fairly wide, meaning he can still be vulnerable to combos and juggles.

Furthermore, Wario boasts strong aerials, with his down and back aerials being potent kill moves, while the up aerial is a highly damaging juggling and combo extension tool, with limited killing ability as well. Thanks to Ultimate's universal 3-frame jumpsquat, he can finally utilize his forward and neutral aerials as fast moves that can combo and pressure his opponents. Wario's air control and quick aerials also make him very effective at edgeguarding.

Wario's ground game contrasts with his air game in that it focuses more on power than speed. His forward tilt and forward smash are among the strongest in the cast, although both are rather slow, and the latter is best suited for hard reads. His up and down tilts are great combo tools that could potentially lead to kill moves, and his new shoulder tackle dash attack is both extremely fast in terms of startup and one of the strongest dash attacks in the game.

Wario's grabs are not particularly fast but have above-average range. His throws have their fair share of utility, with his up throw being able to combo into his up aerial and his down throw being both quite damaging and great for keeping opponents close to pressure them further. Forward throw deals decent damage, and back throw has a strong collateral hitbox that is good at knocking away other combatants.

Wario's special moves are also very unorthodox, and they demand practice to be usable at their highest potential. Chomp is one of the best command grabs in the game, having deceptively long range and decent startup. It heals Wario if it connects, can effectively cover certain edge recoveries and even kill at high percents, negate certain attacks such as Wonderwing, and absorb many projectiles, often with the benefit of further healing him and slightly increasing the charge of his Wario Waft. His Waft is his most significant move because, with time, it is a highly damaging kill move with an extremely fast startup. With Waft in his arsenal, any match can be turned around with the right read. Wario Bike gives Wario an unorthodox approach option that covers for his fairly slow ground movement, and the bike itself continues to move forward and hit opposing fighters even after Wario dismounts it. This gives him a large pseudo-projectile which can apply pressure when used effectively, but the bike has a respawn time, which prevents this from being used as a normal projectile. It can be used to surprise unsuspecting players as an approach tool that can blow past some projectiles, dismounted and thrown like an item with kill power, a very effective recovery tool, and a way for Wario to heal and charge his Waft when he eats it. On the flip side, Wario cannot shield or dodge while on the bike and is vulnerable, opponents can throw it right back at him, and if it's destroyed, he has to wait six seconds before using it again, which can leave him helpless while recovering as his up special, the Corkscrew is rather lackluster as a recovery on its own (although it is a decent out-of-shield option as it is his fastest recovery move).

For all of his strengths, Wario does have several weaknesses to counterbalance them. His range is rather mediocre, especially in moves such as neutral aerial and forward aerial, and he lacks projectile attacks outside of a dismounted Wario Bike and thus must take a risk to deal damage. While his bike recovery can go a far distance, it is fairly easy to gimp him when he uses it, so Wario players have to be careful with when and how it is used. While Wario does have some fast moves, he is certainly slower and heavier on average than most characters that share his weaknesses, so he can sometimes be overwhelmed in the neutral against small characters with better range than him. Wario will have to use his overall high mobility to bait his opponents into making mistakes and capitalize on them with his highly damaging combos and powerful kill moves.

Despite having a variety of KO moves, Wario can have a difficult time landing them. Firstly, he is burdened with a rather poor set of smash attacks. All three have extremely high ending lag and are very unsafe on shield, making them easily punishable while only having average or slightly above average power. Forward smash is very strong but suffers from slow startup and very high ending lag with deceptively short range, up smash has decent startup and grants Wario head intangibility, but has massive ending lag to the point where Wario will be standing at the end of the animation of the move and still be in lag. Finally, down smash has fast startup coming out on frame 8, but has extreme ending lag and very mediocre power, which makes it one of Wario's least useful moves. His other KO moves, such as his Back aerial, forward tilt, and dash attack, also suffer from being sluggish or predictable on top of lacking legitimate kill throws, as his forward throw has had its knockback reduced from its previous iteration. This means Wario can often be reliant on Wario Waft for an easier, early KO and is left with a more difficult process of finishing off opponents should it fail to connect.

All in all, Wario is a quite mobile and versatile heavyweight brawler that rewards patient players who know how to use his movement and signature Waft to their fullest potential. His damage-racking ability and kill power also reward players heavily for finding creative ways to get around his rather poor range and lack of a proper projectile, and his versatile options and movement give players just the tools to do it.

Changes from Super Smash Bros. 4[edit]

Wario has been significantly buffed in his transition to Ultimate. His combo game has been strengthened drastically, and the changes to gameplay mechanics benefit both the aggressive and patient sides of his playstyle.

Wario has received both direct and indirect changes that grant him a much more dangerous offensive game, which he did not boast in previous installments. His neutral aerial has been altered, possessing more range, both hits lingering for much longer, and the move now having an extremely lenient amount of ending lag of only four frames; while up tilt has had its knockback reduced to the point that, despite losing all of its KO power, has gained drastically more combo potential at low to mid-percentages. These two moves are now some of the game's best combo starters, with their late hits leading into a repertoire of moves even at high percentages. The power of his moveset has also been strengthened overall; most notably, his new forward tilt, back aerial and new dash attack all deal greater knockback; the former also has more range that's disjointed, allowing it to 2 frame punish with more ease when angled, and the latter can be used as an effective tech-chasing tool. Chomp now has actual KO potential and heals damage from Wario when biting an opponent or eating projectiles, overall improving his already good survivability. Wario Bike now possesses actual knockback, allowing it to be used as a situational projectile.

The changes to the game's engine mostly benefit Wario. As with the rest of the cast, Wario's overall mobility has been improved, with his faster grounded and aerial mobility, and streamlined 3-frame jumpsquat, allowing for a safer approach and utilization of his strong aerial game; the former change also allows Wario to camp opponents and build up his Wario Waft, while the latter change gives him a more viable out of shield game. Directional air dodges also adds a new option to his already great and versatile recovery. The universal lower landing lag on aerial attacks benefits Wario the most, as this has granted his neutral, forward and up aerials more reliable combo potential, such as into his other aerials and, most infamously, Wario Waft.

Despite this, Wario did receive a few notorious nerfs to his best moves in SSB4. Wario Bike, similarly to its Brawl incarnation, can no longer be used immediately after despawning or being destroyed, forcing Wario to wait six seconds before it can be used again, which limits Wario's recovery should he end up offstage while its cooldown is in effect. Forward throw, previously his only throw with consistently good KO potential, is much weaker due to its redistributed damage output; this hinders his grab game, as he no longer has any reasonably viable kill throws, and forces him to rely on Chomp to KO an opponent. Finally, Wario Waft's higher levels of charge possess slower startup, impairing their usage as standalone moves, such as out of shield, though the move still retains its fear factor through Wario's newfound combo game, allowing it to confirm into it.

Overall, Wario has become a more reliable "lightning bruiser", with an intricate combo game that can lead to devastatingly low percentage KOs, as well as having more reliable kill power at high percentages, though at the cost of a few of his tools from the previous game being toned down. He also retains a few weaknesses from SSB4, notably a vulnerability to camping. Game updates have also halted the effectiveness of Wario's kit due to the nerfs to his Waft's startup. All in all, however, Wario's buffs outweigh his nerfs, and he is a much better character in Ultimate than in SSB4.

Aesthetics[edit]

  • Change Wario's appearance is largely the same as it was in SSB4, though his model features a more vibrant color scheme. Similarly to his appearance in Brawl, his clothing and hair feature subtle detailing.
  • Change Like Mario and Luigi, Wario's overalls in his classic outfit have greater denim detailing; they are also a brighter shade of purple, more closely resembling his appearance in the Mario and Wario series.
  • Change Wario's alternate costumes have been re-ordered; his classic outfit now occupies his even-numbered costumes instead of the second half, similar to Cloud.
  • Change In his biker outfit, Wario's jacket and helmet straps have more physics-based movement.
  • Change Down taunt has a more comical, "poppier" animation, and is much faster. Wario also now vocalizes as fast as Luigi's up taunt.
  • Change Air dodge and footstooled animations have changed. Additionally, Wario fully closes his eyes while asleep.
  • Change Wario's left-inputted victory pose now begins with him walking forward for the victory animation before patting his belly, then farting. He also keeps a shocked expression throughout and takes slightly longer to sniff and scratch his head.
  • Change Wario's Palutena's Guidance conversation has slightly been modified (see here).

Attributes[edit]

  • Buff Like all characters, Wario's jumpsquat animation takes 3 frames to complete (down from 6).
  • Buff Wario runs faster (1.5 → 1.65).
    • Buff Wario's initial dash is significantly faster (1.3 → 1.837).
  • Buff Wario walks slightly faster (0.847 → 0.889).
  • Buff Wario crawls faster (forward: 0.7 → 0.83; backwards: 0.5 → 0.83). This notably makes him the fastest crawler in the game.
  • Buff Wario's air speed is higher (1.21 → 1.271).
  • Change Wario's gravity is higher (0.092 → 0.107). This allows him to land more safely, but worsens his vertical endurance and reduces his jump height.
  • Buff Wario's traction has increased (0.07 → 0.106), improving his ability to punish out of shield. However, it is much lower relative to the cast, going from the 3rd highest to the 42nd highest.
  • Nerf Forward roll grants less intangibility (frames 4-16 → 4-15) and has more ending lag (FAF 30 → 31).
  • Nerf Back roll has more startup with less intangibility (frames 4-16 → 5-16), and more ending lag (FAF 30 → 36).
  • Buff Spot dodge has less ending lag (FAF 28 → 27).
  • Buff Air dodge grants more intangibility (frames 3-27 → 3-29).
  • Nerf Air dodge has significantly more ending lag (FAF 33 → 51).

Ground attacks[edit]

  • Neutral attack:
    • Buff Neutral attack deals more damage (4.0%/5.0% → 5.0%/7.0%).
    • Buff The first hit transitions into the second hit faster (frame 14 → 11).
    • Buff The first hit has altered angles (55°/72° → 361°) and knockback (45/38 base/50/40 scaling → 40/38 base/20 scaling) to keep opponents on the ground and closer to Wario, akin to other neutral attacks. This allows it to connect better into the second hit and jab lock.
    • Buff The first hit has three hitboxes instead of two, with the existing ones being smaller (4u/5u → 2.2u/2.2u/2.8u), and they are placed farther horizontally (Z offset: 5u/10u → 7u/9.2u/12u). While this reduces its vertical range, it increases its horizontal range and gives it more favorable hitbox placements overall.
    • Buff The second hit's farthest hitbox follows Wario's hand instead of covering a static area, increasing its vertical range.
    • Nerf Both hits have a higher hitlag multiplier (1× → 1.6× (hit 1), 2× (hit 2)), giving opponents more time to SDI the first hit and DI the second hit.
    • Change The second hit's hitbox on Wario's shoulder has been removed; however, the hitbox on his arm has been moved closer to compensate (Z offset: 8u → 6u).
  • Forward tilt:
    • Change Wario has a new forward tilt: a heavy-handed slap.
    • Buff It deals more knockback (22 base/98 scaling → 20/102), allowing it to KO slightly earlier.
    • Buff It consists of only two hitboxes instead of four, but they are placed farther apart from each other (X offset: -3u/0u/1u/1.8u → -0.5u/2.3u), and the sweetspot is larger (5.5u → 5.7u). Additionally, Wario no longer keeps his arm in front of him after the hitboxes cease. As a result, the move has more favorable hitbox placements overall, with more horizontal range and disjoint.
    • Buff The sourspot deals more damage when the move is angled down (10% → 11%), matching the other angles.
    • Change The sweetspot deals consistent damage across every angle (13% (not angled)/14% (angled up)/12% (angled down) → 13%). This reduces the angled up variant's KO potential, but improves the angled down variant's.
  • Up tilt:
    • Buff Up tilt has less startup (frame 12 → 8) and ending lag (FAF 36 → 28). In combination with Wario's faster jumpsquat, this greatly improves its combo potential, even allowing it to chain into itself.
    • Buff The clean hit's body hitbox has increased horizontal range (Z offset: 0 → -1.5 - 1.5) and launches at a lower angle (92° → 95°), allowing it to better hit grounded opponents at Wario's sides and lead into subsequent up tilts.
    • Buff The late hit deals more knockback (30 base/50 scaling → 20/120) and launches at a higher angle (80° → 90°), granting it situational KO potential at very high percents, without hindering its combo potential due to the move's reduced ending lag.
    • Nerf The late hit has a shorter duration (9 frames → 5 frames).
    • Nerf It deals less damage (10% → 6% (clean), 6% → 5% (late)).
    • Nerf It no longer grants intangibility on Wario's head or arms.
    • Change The clean hit has altered knockback (65 base/74 scaling → 28/130). Combined with the reduced damage, it does noticeably less knockback at all relevant percents, which removes its weak KO potential, but further improves its combo potential when coupled with the aforementioned changes, granting it a KO setup into a half charged or fully charged Wario Waft at mid to high percents.
  • Dash attack:
    • Change Wario has a new dash attack: his "Shoulder Tackle" Dash Attack from the Wario Land series, which was previously the basis of his forward smash in Brawl.
    • Buff It deals more damage (7% → 11% (clean), 4% → 5% (late)) and knockback, with the late hit no longer having set knockback (80 base/70 scaling (clean), 50 set/100 scaling (late) → 60 base/97 scaling). This significantly improves the clean hit's KO potential, allowing it to KO at around 145% from the center of Final Destination, making it one of the strongest dash attacks in the game.
    • Buff It provides more forward momentum, effectively increasing its horizontal range, despite the hitboxes being smaller (4.5u/4u → 4u/4u (clean), 4u/3u (late)) and located closer to Wario (Z offset: 6u/11u → 5.8u/2u (clean), 6u/9u → 4.8u/2u (late)).
    • Buff The clean hit has a longer duration, with the late hit having a shorter duration instead (frames 4-5 (clean)/6-23 (late) → 5-8/9-23).
    • Nerf The move has one frame more startup (frame 4 → 5).
    • Nerf The clean hit has a sourspot on Wario's body that deals less damage (7% → 5%), although it is outprioritized by the sweetspot.
    • Change The late hit launches at a different angle (180° → 70°), matching the previous clean hit.
    • Nerf The late hit no longer has a 100% trip chance, and in combination with its altered angle and knockback, it can no longer trip opponents in any capacity whatsoever. This removes its setup potential.
    • Change The late hit has a lower hitlag multiplier (1.2× → 1×).
  • Forward smash:
    • Buff Forward smash deals more damage (19% → 20%).
    • Nerf It has less knockback scaling (99 → 93), marginally reducing its KO potential despite its higher damage.
    • Change Wario's fist enlarges more, although this does not give the move more range. Both of his feet remain on the ground when he punches, only lifting the back leg after the blow.
  • Up smash:
    • Buff Up smash's clean hit deals more damage (16% → 17%), with only base knockback compensated (40 → 35), marginally improving its KO potential.
    • Nerf The late hit has less base knockback like the clean hit (40 → 35), hindering its KO potential.
  • Down smash:
    • Buff Down smash has less ending lag (FAF 68 → 62).
    • Buff The clean hit has a lower hitlag multiplier (1× → 0.85×), making it slightly harder to DI.
    • Buff The clean and mid hit's hitboxes have been extended horizontally, and have varying horizontal offsets throughout the move instead of a static one. This increases the move's horizontal range and disjoint.
    • Buff The late hit has a marginally bigger hitbox (2.5u → 2.6u).
    • Change Wario has a surprised facial expression when using down smash.

Aerial attacks[edit]

  • Buff All aerials have less landing lag (12 frames → 7 (neutral, up), 16 → 10 (forward), 27 → 16 (back), 19 → 18 (down)).
  • Neutral aerial:
    • Buff Neutral aerial has less ending lag (FAF 50 → 46).
    • Buff It auto-cancels one frame earlier (frame 44 → 43).
    • Buff Both hits deal slight shield damage (0 → 0.7).
    • Buff The first hit's body hitbox is much larger, and it has gained two additional hitboxes for Wario's respective hands (3u → 4.5u/3u/3u). This significantly increases its range all around, improving its utility for approaching.
    • Buff The first hit has a significantly longer duration (frame 4 → frames 4-17), with a late hit on frames 13-17 that deals 3% if Wario's arms hit; the second hit has more startup instead (frame 15 → 20). This covers a large part of the gap between it and the second hit, further improving its utility as an approach option.
    • Nerf The second hit has more startup with a shorter duration (frame 15-38 → 20-42), causing it to connect less reliably from the first hit's early frames at low percents.
      • Buff However, combined with the aforementioned changes, this further reduces the move's ending lag to only three frames, and allows it to auto-cancel immediately after the hitboxes cease. This considerably improves its combo potential on all accounts.
    • Buff The second hit has a stronger late hit during frames 27-42, dealing 5% damage. While this also increases its knockback, the move still has improved combo potential due to its lower ending and landing lag.
    • Nerf The first clean hit deals slightly less damage (6.5% → 6%).
    • Nerf The second hit has a smaller hitbox (4.5u → 3.5u).
  • Back aerial:
    • Buff Wario's head enlarges slightly less during the move, but the hitbox placements remain unchanged, slightly increasing its disjoint and making it safer to use.
    • Buff It deals more knockback (20 base/100 scaling → 21/106), improving its KO potential.
    • Nerf Its initial auto-cancel window is one frame shorter (frames 1-5 → 1-4).
  • Down aerial:
    • Change Down aerial has a slightly different animation, with Wario putting his arms around his head, and his hands together in a diving pose.

Throws and other attacks[edit]

  • Grabs:
    • Buff All grabs are active for three frames instead of two.
    • Buff They have increased horizontal range (Z2 offset: 9.3u → 10.3u (standing), 11.3u → 12u (dash), -15.8u → -15.9u (pivot)).
    • Nerf They have more ending lag (FAF 30 → 36 (standing), 37 → 44 (dash), 35 → 39 (pivot)).
    • Nerf Dash and pivot grab have more startup (frame 8 → 11 (dash), 12 (pivot)). As a result, Wario no longer has the same startup for all his grabs, nor has the fastest pivot grab in the game.
    • Change Wario's hand is placed lower when grabbing an opponent.
  • Pummel:
    • Nerf Pummel deals less damage (2% → 1.6%).
    • Change It has much less startup (frame 5 → 2) and ending lag (FAF 19 → 8), but deals considerably more hitlag (4 frames → 15), keeping its effective duration unchanged. Relative to the rest of the cast, Wario's pummel is now among the slowest but most damaging, rather than average on both accounts.
    • Change Wario's finger points slightly higher when pummeling the opponent.
  • Change All of Wario's throws have been altered with more exaggerated animations.
  • Forward throw:
    • Buff Forward throw consists of a hitbox before the throw, like back throw in Brawl, allowing it to hit bystanders. Its total damage remains unchanged (12% → 4% (hit 1), 8% (throw)).
    • Nerf The throw portion's knockback scaling has not been fully compensated for its lower damage output (65 → 70). This significantly hinders its KO potential, no longer being one of the strongest forward throws in the game.
    • Nerf While the move's lag remains the same, it inflicts hitlag due to the new hitbox, making it easier to DI.
  • Up throw:
    • Buff Due to Wario's faster jumpsquat, up throw has gained utility as a combo starter, with followups into up aerial from low to mid percents.
    • Nerf The throw portion deals less damage (7% → 4%; 11% total → 8%).
    • Buff The throw portion has more knockback scaling (72 → 105), allowing it to KO slightly earlier despite its lower damage.
  • Down throw:
    • Buff The throw portion deals more damage (4% → 7%; 8% total → 11%).
    • Change It has a more forceful animation, with Wario clenching his fists upon contact, better resembling the Ground Pound from the Wario Land games.
  • Edge attack:
    • Buff Edge attack deals more damage (8% → 10%).

Special moves[edit]

  • Chomp:
    • Buff Both biting opponents and eating projectiles now heals Wario; the former heals him by 0.6% per bite, while the latter does by 1%, like eating non-explosive items.
    • Buff The throw has much more knockback scaling (76 → 109), allowing it to KO at high percents.
    • Buff It has less ending lag after eating a projectile (FAF 36 → 26).
    • Buff The explosion from eating explosive items has less startup (frame 18 → 17), with its total duration reduced as well (FAF 73 → 72).
    • Buff Eating explosive items deals less recoil damage (5% → 3%).
    • Nerf It has more ending lag if it misses (FAF 38 → 42).
    • Nerf It no longer grants intangibility on Wario's head.
  • Wario Bike:
    • Buff A thrown bike has noticeably altered knockback (50 (base)/0 (scaling) → 48/68), no longer being unable to scale with percent, and thus allowing it to KO at high percents. The launch angle was also changed (361° → 43°).
    • Buff The wheelie slam comes out faster, to where it can hit opponents as soon as the bike drops down, allowing it to hit aerial opponents more easily.
    • Buff The start of the wheelie deals slightly more damage (8% → 8.3%).
    • Nerf After the bike is destroyed or disappears, it has a cooldown of six seconds before it can be used again.
    • Nerf The bike no longer bounces as much when thrown, giving fewer options as a projectile.
    • Nerf It no longer slightly bounces to the side in front of him when thrown downwards, meaning he can no longer edgeguard recoveries by throwing the bike downward.
    • Change Aerial Wario Bike has physics when Wario is not riding it, rather than staying static in animation.
    • Change Wario gets thrown forward and put into tumble if he hits a wall whilst riding the bike.
    • Change The bike releases smoke and sparks to signify how much damage it has taken.
    • Change Wario continually pumps his fist while performing a wheelie with the bike.
  • Corkscrew:
    • Buff The looping hits use five hitboxes instead of a single one, which are smaller (6.5u → 4u/4u/4u/4u), but spread farther around Wario (Y offset: 11u → 7u/7u/13u/13u, Z offset: 0u → 4u/-3u/4u/-3u), increasing their range.
    • Buff Both the first hit and looping hits have altered angles (85°/115°/85°/105° → 127° (first hit), 104° → 115°/115°/145°/145° (looping hits)) and are weight-independent, and the latter also has a lower hitlag multiplier (1× → 0.6×) and SDI multiplier (0.5× → 0.3×). This allows them to connect more reliably.
    • Buff The looping hits' hitboxes deal different damage each (1% → 1.2%/1.3%/1.4%/1.5%). This increases its total damage output, although it is much more inconsistent as a result.
    • Buff The last hit no longer has two separate hitboxes on each of Wario's hands, instead having one hitbox that extends between them. The body hitbox is also larger (4u → 8u) and placed lower (Y offset: 8u → 7u). Altogether, this increases the last hit's range, especially above Wario.
    • Change The last hit's hand hitbox has a lower hitlag multiplier (2.5× → 2×).
    • Change The last hit is weight-independent, hindering the move's KO potential against lighter targets, but improving it against heavier ones.
    • Change Wario's hands no longer expand for the last hit.
  • Wario Waft:
    • Change Wario Waft's fart cloud's visual effects have been redone.
    • Nerf A stage three Waft has more startup (frame 5 → 8) and ending lag (FAF 50 → 55).
    • Buff A fully charged Waft has more super armor (frames 5-10 → 4-13).
    • Change Wario turns away from the screen when executing a fully charged Wario Waft.
    • Change A fully charged Waft triggers Special Zoom.
    • Nerf A fully charged Waft has more startup (frame 9 → 12) and ending lag (FAF 60 → 64).
  • Wario-Man:
    • Change Wario-Man has been significantly overhauled. Instead of a transformation, it is a cinematic Final Smash where Wario dashes forward, hitting caught opponents several times in a comic book style and launching them away at the end, similar to Stampede!.
    • Nerf Wario-Man is significantly less effective overall, no longer giving Wario access to a stronger version of himself with invincibility and extremely fast attacks, instead limiting him to a ramming attack that has merely average power and is much easier to avoid.
    • Change Wario once again vocalizes "Oooooh..." at the end of the move like in Brawl, though it now plays during the final hit of cinematic rather than the deactivation itself.
    • Bug fix As a result, the undead glitch on the Stamina Mode, and results screen glitch on the timed team battle have been removed.

Update history[edit]

Wario received buffs, nerfs and a few glitch fixes, but was nerfed overall. Update 2.0.0 made Wario grab the ledge sooner after using down aerial. Update 3.0.0 brought slight buffs to Chomp, increasing its swallow box size and giving it less ending lag after eating a small projectile. 3.0.0 also made it so Wario would flash yellow when Wario Bike was ready to use again. Update 8.0.0 fixed Wario's f