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<!--{{DISPLAYTITLE:List of spirits (''Wario'' series)}}
==Formula==
{{ArticleIcons|ultimate=y}}-->
The formula for calculating the number of frames of hitlag experienced by both the attacker and victim has been different for most of the games (<code>&lfloor;x&rfloor;</code> means to round down):
The following is the list of the [[spirit]]s from the {{uv|Wario}} series in ''[[Super Smash Bros. Ultimate]]''.
*In ''[[Super Smash Bros.]]'', it is <code>&lfloor;&lfloor;&lfloor;d/3 + 4&rfloor; * e&rfloor; * c&rfloor;</code> in the Japanese version, and <code>&lfloor;&lfloor;&lfloor;d/3 + 5&rfloor; * e&rfloor; * c&rfloor;</code> in international versions.
*In ''[[Super Smash Bros. Melee]]'', it is <code>&lfloor;&lfloor;&lfloor;d/3 + 3&rfloor; * e&rfloor; * c&rfloor;</code>
*In ''[[Super Smash Bros. Brawl]]'' and ''[[Super Smash Bros. 4]]'', it is <code>&lfloor;&lfloor;(d * 0.3846154<!--it is stored as a 0.3846154 multiplier in battle_object.bin; it does not divide by 2.6--> + 5) * h * e&rfloor; * c&rfloor;</code>, where the last frame is interruptible.<!--See the Sm4sh calculator; the result is 1 frame less than what the formula gives-->
*In ''[[Super Smash Bros. Ultimate]]'', it is more complicated. Number of frames is assigned to '''f''' for simplicity:
*#<code>f = &lfloor;(d * 0.65 + 6) * h * e * sh&rfloor; * sp&rfloor;</code>, '''f''' is capped at 30 frames after this step
*#<code>f = &lfloor;&lfloor;f + ((p-1)/30)f^2&rfloor; * c&rfloor;</code>


==Primary Spirits==
The values correspond to the following (all apply to both the attacker and victim unless stated otherwise):
{|class="wikitable sortable" style="width:100%;"
*'''d''', the amount of [[damage]] an attack would deal (rounded up in ''Smash 64'')
! style="width:1%;"|No.
**[[Stale move negation|Stale/fresh]] damage, [[equipment]], spirits, etc. are factored. The [[1v1 multiplier]] and [[shield damage]] are not factored.
! style="width:1%;"|Image
*'''e''', [[electric]] effect; 1.5× (for the victim only in ''Melee'', and for both the attacker and victim in every other game)
! Name
*'''c''', [[crouch cancel]]ing; 0.666667× in ''Melee'' and 0.67× in ''Brawl'' onward (for the victim only in every game except ''Ultimate'', where it is applied to both the attacker and victim)
! style="width:1%;"|Type
*'''h''', hitlag multiplier; defined by every hitbox and defaults to 1×
! style="width:1%;"|Class
**For example, the majority of [[Marth]]'s attacks have a hitlag multiplier of 1.25× if the [[tipper]] connects, and 0.7× otherwise.
! style="width:1%;"|Slots
**Some moves are coded to deal no hitlag at all, either by being given a hitlag multiplier of 0×, or in ''Brawl'' and ''Smash 4'', using a special parameter that disables hitlag when turned on. Examples of such moves are [[Bowser Bomb]] in ''Brawl'' and {{SSB4|Falco}}'s {{b|Reflector|Falco}} in ''Smash 4''.
! style="width:1%;"|Base [[File:Equipment Icon Power Badge.png|20px|Power]]
***In ''Brawl'' and ''Smash 4'' prior to version [[1.1.0]], [[shield]]ing opponents were not affected by these hitlag multipliers; therefore, moves with below-average multipliers were safer on shield, while those with above-average multipliers were less safe, as the attacker experienced less or more hitlag (respectively) than the shield user. Beginning in version 1.1.0 of ''Smash 4'', shields are properly affected by hitlag multipliers, therefore removing the difference in shield safety caused by them.
! style="width:1%;"|Max [[File:Equipment Icon Power Badge.png|20px|Power]]
****In ''Smash 4'', starting in version 1.1.0, if the hitlag multiplier of a move is higher than 1×, it is multiplied by 0.8× if it hits a shield, though without dropping below 1×. For example, the 1.25× hitlag multiplier of Marth's tippers is reduced to 1× if they are shielded. This applies only to the attacker in 1.1.0, and to both the attacker and victim from [[1.1.1]] onward. As a result, in the former case, moves with above-average hitlag are effectively safer on shield, while in the latter case, shielding them merely reduces the usual hitlag period.
! style="width:1%;"|Base [[File:Equipment Icon Brawn Badge.png|20px|Attack]]
*'''sh''', shielding; 0.67×
! style="width:1%;"|Max [[File:Equipment Icon Brawn Badge.png|20px|Attack]]
**Hitlag multipliers less than 1× are ignored if shielding. This is especially noticeable for moves such as {{SSBU|Cloud}}'s [[Limit Break|Limit]] [[Cross Slash]], which normally uses a hitlag multiplier of 0.3× for its linking hits; the move's hits transition considerably slower if it hits a shield. However, the electric effect's multiplier is still taken into account, which effectively raises the final multiplier to 1.005×, causing projectiles such as [[Thunder Jolt]] to be safer on shield than usual.
! style="width:1%;"|Base [[File:Equipment Icon Protection Badge.png|20px|Defense]]
*'''sp''', spirits; <code>* 0.3 + 10.5</code> if spirits are enabled, otherwise is ignored. This is used even if no spirits are used. In [[Training Mode]], after version {{SSBU|3.0.0}}, this formula is only applied when a spirit is used.
! style="width:1%;"|Max [[File:Equipment Icon Protection Badge.png|20px|Defense]]
*'''p''', based on player count; values are listed in the table below. The exact value is based on the prior hitlag frames, scaling from almost no change below 10 frames to the listed values at 30 frames. The formula for scaling is currently unknown.
! Ability
**Does not affect fighters hit with projectiles.
! Series
**Based on the number of players at the start of the match.
! Origin Game
:{|class="wikitable"
! Acquisition
!Players||style="width:4em"|2||style="width:4em"|3||style="width:4em"|4||style="width:4em"|5||style="width:4em"|6||style="width:4em"|7||style="width:4em"|8
|-
|-
|731
!''Ultimate''
|{{SpiritTableName|Jimmy T|iw=mariowiki}}
|1.0
|{{SpiritType|Shield}}
|0.925
|★★★
|0.862
|⬡⬡
|0.8116
|2,694
|0.77464
|8,123
|0.752464
|1,266
|0.75
|3,818
|1,428
|4,305
|No Effect
|''WarioWare'' Series
|''WarioWare, Inc.: Mega Microgame$!''<br>(Artwork: ''WarioWare Gold'')
|•[[Summon]] with cores from {{h2|List of spirits (Punch-Out!! series)|Don Flamenco}} and {{h2|List of spirits (Donkey Kong series)|Kalypso}}
|-
|736
|{{SpiritTableName|Dr. Crygor|iw=mariowiki}}
|{{SpiritType|Grab}}
|★★
|⬡⬡
|1,511
|6,052
|713
|2,855
|713
|2,855
|Electric Attack ↑
|''WarioWare'' Series
|''WarioWare, Inc.: Mega Microgame$!''<br>(Artwork: ''WarioWare Gold'')
|•Battle via World of Light (The Light Realm)<br>•Battle via Spirit Board<br>•Purchase from the Vault Shop for 1000G
|-
|738
|{{SpiritTableName|Wario-Man|link=y}}
|{{SpiritType|Attack}}
|★★★★
|⬡⬡⬡
|4,015
|10,039
|2,128
|5,321
|1,887
|4,718
|No Effect
|''WarioWare'' Series
|''WarioWare: Twisted!''<br>(Artwork: ''WarioWare: Touched!'')
|•Battle via Spirit Board<br>•Purchase from the Vault Shop for 15,000G
|-
|741
|{{SpiritTableName|5-Volt|link=y}}
|{{SpiritType|Neutral}}
|★★
|⬡⬡⬡
|1,355
|5,426
|854
|3,419
|501
|2,007
|Can Be Enhanced at Lv. 99
|''WarioWare'' Series
|''WarioWare: Twisted!''<br>(Artwork: ''WarioWare Gold'')
|•Battle via Spirit Board<br>•Purchase from the Vault Shop for 1000G
|-
|742
|{{SpiritTableName|5-Volt (Angry)}}
|{{SpiritType|Neutral}}
|★★★
|⬡⬡⬡
|3,012
|9,040
|1,738
|5,216
|1,159
|3,477
|Critical-Health Attack ↑
|''WarioWare'' Series
|''Game & Wario''<br>(Artwork: ''WarioWare Gold'')
|•Enhance the 5-Volt spirit
|-
|745
|{{SpiritTableName|Captain Syrup|iw=mariowiki}}
|{{SpiritType|Grab}}
|★★
|⬡⬡⬡
|1,434
|5,738
|789
|3,156
|645
|2,582
|No Effect
|''Wario Land'' Series
|''Wario Land: Super Mario Land 3''<br>(Artwork: ''Wario Land: Shake It!'')
|•Battle via Spirit Board<br>•Purchase from the Vault Shop for 1000G
|-
|747
|{{SpiritTableName|Count Cannoli|iw=mariowiki}}
|{{SpiritType|Attack}}
|★
|⬡⬡
|851
|4,264
|486
|2,434
|317
|1,589
|Magic Attack ↑
|''Wario Land'' Series
|''Wario: Master of Disguise''
|•Battle via Spirit Board<br>•Purchase from the Vault Shop for 500G
|-
|748
|{{SpiritTableName|Shake King|iw=mariowiki}}
|{{SpiritType|Grab}}
|★
|⬡
|1,003
|5,022
|421
|2,108
|526
|2,630
|Strong Throw
|''Wario Land'' Series
|''Wario Land: Shake It!''
|•Battle via Spirit Board<br>•Purchase from the Vault Shop for 500G
|}
 
==Support Spirits==
{|class="wikitable sortable" style="width:100%;"
! style="width:1%;"|No.
! style="width:1%;"|Image
! Name
! style="width:1%;"|Class
! style="width:1%;"|Cost
! Ability
! Series
! Origin Game
! Acquisition
|-
|732
|{{SpiritTableName|Mona|link=y|iw=mariowiki}}
|★★★
|⬢
|Down Special ↑
|''WarioWare'' Series
|''WarioWare, Inc.: Mega Microgame$!''<br>(Artwork: ''WarioWare Gold'')
|•[[Summon]] with cores from {{h2|List of spirits (Others)|Ouendan Cheerleaders}} and {{h2|List of spirits (Others)|Ayumi Tachibana}}
|-
|733
|{{SpiritTableName|9-Volt & 18-Volt|customname={{iw|mariowiki|9-Volt}} & {{iw|mariowiki|18-Volt}}}}
|★★★
|⬢⬢
|Zap-Floor Immunity
|''WarioWare'' Series
|''WarioWare, Inc.: Mega Microgame$!'' (9-Volt)<br>''WarioWare: Twisted!'' (18-Volt)<br>(Artwork: ''WarioWare Gold'')
|•Battle via World of Light (Base)<br>•Battle via Spirit Board<br>•Purchase from the Vault Shop for 6000G
|-
|734
|{{SpiritTableName|Dribble & Spitz|iw=mariowiki}}
|★★
|⬢
|Battering Items ↑
|''WarioWare'' Series
|''WarioWare, Inc.: Mega Microgame$!''<br>(Artwork: ''WarioWare Gold'')
|•Battle via Spirit Board<br>•Purchase from the Vault Shop for 1000G
|-
|737
|{{SpiritTableName|Orbulon|iw=mariowiki}}
|★★
|⬢⬢
|Irreversible Controls
|''WarioWare'' Series
|''WarioWare, Inc.: Mega Microgame$!''<br>(Artwork: ''WarioWare Gold'')
|•Battle via World of Light (The Light Realm)<br>•Battle via Spirit Board<br>•Purchase from the Vault Shop for 1000G
|-
|739
|{{SpiritTableName|Ashley|link=y}}
|★★★★
|⬢⬢
|Fast Final Smash Meter
|''WarioWare'' Series
|''WarioWare: Touched!''<br>(Artwork: ''WarioWare Gold'')
|•[[Summon]] with cores from {{h2|List of spirits (Castlevania series)|Charlotte Aulin}}, {{h2|List of spirits (Kirby series)|Star Rod}}, any {{SpiritType|Neutral|a=inline}} core, and any {{SpiritType|Support|a=inline}} core<br>•Battle via World of Light (The Light Realm)<br>•Purchase from the Vault Shop for 15,000G (unlocked after obtaining spirit once)
|-
|740
|{{SpiritTableName|Young Cricket|iw=mariowiki}}
|★
|⬢
|Aura Attack ↑
|''WarioWare'' Series
|''WarioWare: Smooth Moves''<br>(Artwork: ''WarioWare Gold'')
|•Battle via Spirit Board<br>•Purchase from the Vault Shop for 500G
|-
|743
|{{SpiritTableName|Pyoro|iw=mariowiki}}
|★★
|⬢
|[[Mr. Saturn]] Equipped
|''WarioWare'' Series
|''WarioWare, Inc.: Mega Microgame$!''
|•Battle via World of Light (The Dark Realm)<br>•Battle via Spirit Board<br>•Purchase from the Vault Shop for 1000G
|-
|744
|{{SpiritTableName|Fronks|iw=mariowiki}}
|★
|⬢
|Improved Escape
|''WarioWare'' Series
|''WarioWare, Inc.: Mega Microgame$!''<br>(Artwork: ''Game & Wario'')
|•Battle via Spirit Board<br>•Purchase from the Vault Shop for 500G
|-
|746
|{{SpiritTableName|Princess Shokora|iw=mariowiki}}
|★
|⬢
|[[Super Leaf]] Equipped
|''Wario Land'' Series
|''Wario Land 4''
|•Battle via Spirit Board<br>•Purchase from the Vault Shop for 500G
|}
 
==Master Spirit==
{|class="wikitable sortable" style="width:100%;"
! style="width:1%;"|No.
! style="width:1%;"|Image
! Name
! Facility
! Series
! Origin Game
! Acquisition
! Music
|-
|735
|{{SpiritTableName|Kat & Ana|link=y}}
|Dojo (Ninja Style)
|''WarioWare'' Series
|''WarioWare, Inc.: Mega Microgame$!''<br>(Artwork: ''WarioWare Gold'')
|•Battle via World of Light (The Light Realm)
|{{SSBUMusicLink|WarioWare|WarioWare, Inc.}}
|}
 
==Fighter Spirits==
{|class="wikitable sortable" style="width:100%;"
|-
! style="width:1%;"|No.
! style="width:1%;"|Image
! style="width:1%;"|Alternate Artwork
! Name
! Series
! Origin Game
! Acquisition
|-
|729
|[[File:SSBU spirit Wario.png|center|108x108px]]
|[[File:Wario SSBU.png|center|108x108px]]
|{{anchor|Wario}}[[Wario]]
|''WarioWare'' Series
|''Super Mario Land 2: 6 Golden Coins''<br>(Artwork: ''WarioWare Gold'')
|•Complete Classic Mode with {{SSBU|Wario}}<br>•Purchase from the Vault Shop for 300G (after unlocking Wario)
|-
|730
|[[File:SSBU spirit Wario (Overalls).png|center|108x108px]]
|[[File:SSBU Wario Overalls.png|center|108x108px]]
|Wario (Overalls)
|''Wario Land'' Series
|''Super Mario Land 2: 6 Golden Coins''<br>(Artwork: ''Super Mario Bros. Encyclopedia'')
|•Purchase from the Vault Shop for 300G (after unlocking {{SSBU|Wario}})
|}
 
==Spirit Battles==
{{#vardefine:scroll|style="max-height:225px; min-width:200px; overflow-y: auto; overflow-x: hidden"}}
{|class="wikitable sortable" style="width:100%;"
! colspan=3|Spirit
! colspan=7|Battle parameters
! colspan=1 rowspan=2 style="width:20%;"|Inspiration
|-
! style="width:1%;"|No.
! style="width:1%;"|Image
! Name
! style="max-width:5%;"|Enemy Fighter(s)
! style="width:1%;"|Type
! style="width:1%;"|Power
! Stage
! Rules
! Conditions
! Music
|-
|733
|{{SpiritTableName|9-Volt & 18-Volt|customname={{iw|mariowiki|9-Volt}} & {{iw|mariowiki|18-Volt}}|size=64}}
|•{{SSBU|Incineroar}} {{Head|Incineroar|g=SSBU|s=20px|cl=Green}}<br>•{{SSBU|Villager}} {{Head|Villager|g=SSBU|s=20px|cl=Yellow}}
|{{SpiritType|Shield}}
|9,000
|[[Gamer]] ([[Battlefield form]])
|•Assist Trophy Enemies ([[Sheriff]])<br>•Item: [[Boss Galaga]]
|•Hostile assist trophies will appear<br>•The enemy is easily distracted by items
|{{SSBUMusicLink|WarioWare|WarioWare, Inc.}}
|<div {{#var:scroll}}>
*The green Incineroar puppet fighter represents 18-Volt, a large elementary school student with a large upper body bulk and green tracksuit. The Incineroar puppet fighter also references 18-Volt's stage in ''WarioWare Gold'', [https://gamingreinvented.com/wp-content/uploads/2018/08/18-VoltMicrogames.jpg where he is sometimes depicted as a tiger during his rap battle against 13-Amp].
*The yellow costume Villager puppet fighter represents 9-volt, a young boy often seen wearing a large yellow helmet.
*The stage represents 9-Volt's minigame "Gamer" from ''Game & Wario''.
*The Sheriff Assist Trophy enemy and Boss Galaga item represent 9-Volt and 18-Volt's shared love for retro video games, as both the Sheriff and Boss Galaga originate from retro video games.
*In World of Light, the 9-Volt & 18-Volt spirit battle is located in the Base, referencing 9-Volt & 18-Volt's association with electronic games as the Base is occupied by electronic-themed spirits.
</div>
|-
|734
|{{SpiritTableName|Dribble & Spitz|size=64}}
|•{{SSBU|Wario}} {{Head|Wario|g=SSBU|s=20px|cl=ClassicCyan}}<br>•{{SSBU|Pikachu}} {{Head|Pikachu|g=SSBU|s=20px|cl=Green}}
|{{SpiritType|Grab}}
|4,000
|[[Saffron City]]
|•Uncontrollable Speed
|•All fighters move faster and can't stop quickly after a little while<br>•The enemy favors side specials
|{{SSBUMusicLink|WarioWare|WarioWare, Inc.}}
|<div {{#var:scroll}}>
*The classic cyan Wario puppet fighter represents Dribble, a large dog who wears a blue mechanic suit.
*The green Pikachu puppet fighter represents Spitz, a small cat who, like the puppet fighter, wears a green-colored accessory on his head.
*The stage represents Dribble & Spitz's hometown, Diamond City.
*The Wario puppet fighter's favored [[Wario Bike]] and the first battle condition references Dribble & Spitz being cabbies who drives a souped-up taxicab capable of traveling through space.
</div>
|-
|735
|{{SpiritTableName|Kat & Ana|link=y|size=64}}
|•{{SSBU|Sheik}} {{Head|Sheik|g=SSBU|s=20px|cl=Purple}}{{Head|Sheik|g=SSBU|s=20px|cl=Red}}
|{{SpiritType|Neutral}}
|9,000
|[[Suzaku Castle]]
|•Item: Throwing Types
|•The enemy loves to jump
|{{SSBUMusicLink|Other|The Mysterious Murasame Castle Medley}}
|<div {{#var:scroll}}>
*The two Sheik puppet fighters represent Kat & Ana, twin sister ninjas from the ''WarioWare'' series. The puppet fighters' colored costumes each references the coloration of Kat & Ana's hair, with the purple puppet fighter representing Kat, and the red puppet fighter, Ana.
*The stage and music reference the Japanese setting and aesthetic of the Castle from ''WarioWare, Inc.: Mega Microgame$!'' where Kat & Ana make their debut.
*The Throwing Type items and battle conditions reference Kat & Ana's abilities as ninjas, able to throw shurikens, a ninja throwing star, and jump to great heights.
</div>
|-
|736
|{{SpiritTableName|Dr. Crygor|size=64}}
|•{{SSBU|Dr. Mario}} {{Head|Dr. Mario|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Wario}} {{Head|Wario|g=SSBU|s=20px|cl=Green}}
|{{SpiritType|Grab}}
|3,400
|[[WarioWare, Inc.]] (hazards off)
|N/A
|•Defeat the main fighter to win
|{{SSBUMusicLink|WarioWare|Mike's Song}}
|<div {{#var:scroll}}>
*The Dr. Mario puppet fighter represents Dr. Crygor, a mad scientist from the ''WarioWare'' series. The puppet fighter's blue costume references the blue coloration of Dr. Crygor's blue shirt.
*The blue R.O.B. minion fighter and music represent Dr. Crygor's blue-colored robotic creation, Mike.
*The Wario minion fighter references both Wario's association with Dr. Crygor, and one of Crygor's creations, the [[Wario Bike]].
</div>
|-
|737
|{{SpiritTableName|Orbulon|size=64}}
|•{{SSBU|Mewtwo}} {{Head|Mewtwo|g=SSBU|s=20px|cl=Pink}}
|{{SpiritType|Attack}}
|3,700
|[[Balloon Fight]] ([[Battlefield form]])
|•Assist Trophy Enemies ([[Starman]])
|•Hostile assist trophies will appear<br>•The enemy deals damage when falling<br>•The enemy has increased jump power
|{{SSBUMusicLink|WarioWare|WarioWare, Inc.}}
|<div {{#var:scroll}}>
*The Mewtwo puppet fighter represents Orbulon, an alien from the ''WarioWare'' series. The puppet fighter also references the shape of his tail resembling Orbulon's head.
*The stage and Starman Assist Trophy enemy reference Orbulon being an alien originating from outer space, with the stage featuring a starry background.
*The Instadrop battle condition and second battle condition reference how Orbulon frequently crashes the spacecraft he pilots.
</div>
|-
|738
|{{SpiritTableName|Wario-Man|link=y|size=64}}
|•{{SSBU|Wario}} {{Head|Wario|g=SSBU|s=20px|cl=ClassicCyan}}
|{{SpiritType|Attack}}
|13,700
|[[WarioWare, Inc.]] (hazards off)
|•Sudden Final Smash
|•The enemy will suddenly have a Final Smash<br>•The enemy's FS Meter charges quickly
|{{SSBUMusicLink|WarioWare|WarioWare, Inc.}}
|<div {{#var:scroll}}>
*The Wario puppet fighter references Wario-Man serving as the basis of Wario's eponymous Final Smash. The color scheme of the puppet fighter's classic cyan costume references the cyan-and-pink color scheme of Wario-Man's costume.
*The stage and music represent Wario-Man's appearance in the ''WarioWare'' series.
</div>
|-
|739
|{{SpiritTableName|Ashley|link=y|size=64}}
|•{{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} (Moveset [[Gale Strike|1]][[Chakram|3]][[Skyward Slash Dash|2]][[Reversal Slash|2]], Ashley Wig, Ashley Outfit, High Voice Type 8)<br>•Tiny {{SSBU|Ridley}} {{Head|Ridley|g=SSBU|s=20px|cl=Red}}
|{{SpiritType|Neutral}}
|13,700
|[[WarioWare, Inc.]]
|•Assist Trophy Enemies (Ashley)<br>•Hazard: Left Is Right, Right Is Left
|•Left and right controls will suddenly reverse<br>•Hostile assist trophies will appear<br>•Magic attacks aren't as effective against the enemy
|{{SSBUMusicLink|WarioWare|Ashley's Song}}
|<div {{#var:scroll}}>
*The Mii Swordfighter puppet fighter's costume represents Ashley, a young witch-in-training appearing in the ''WarioWare'' series. Ashley herself appears as the Assist Trophy enemy.
*The red Tiny Ridley minion fighter represents Ashley's winged demon assistant and familiar, Red.
*The stage and music represent Ashley's appearance in the ''WarioWare'' games.
*The puppet fighter's moveset, and the Reversible Controls hazard and third battle condition represents Ashley's ability to cast magic spells using Red, who prominently takes the form of her magic wand.
</div>
|-
|740
|{{SpiritTableName|Young Cricket|size=64}}
|•{{SSBU|Lucario}} {{Head|Lucario|g=SSBU|s=20px|cl=Navy}}
|{{SpiritType|Shield}}
|1,900
|[[Suzaku Castle]]
|•Item Tidal Wave
|•The enemy's dash attacks have increased power<br>•Certain items will appear in large numbers after a little while
|{{SSBUMusicLink|Street Fighter|Chun-Li Stage Type A}}
|<div {{#var:scroll}}>
*The Lucario puppet fighter references both Lucario and Young Cricket being martial artists. The puppet fighter's navy coloration references Young Cricket's blue attire.
*The stage and music reference the Assembly Dojo hosted by Young Cricket and his master, Master Mantis.
*The Food item (Pork Buns) in the Item Tidal Wave rule references Young Cricket often going hungry while training, with pork buns being the food he often eats.
</div>
|-
|741
|{{SpiritTableName|5-Volt|link=y|size=64}}
|•{{SSBU|Isabelle}} {{Head|Isabelle|g=SSBU|s=20px|cl=Red}}
|{{SpiritType|Neutral}}
|3,500
|[[Gamer]]
|•Earthquake<br>•Sudden Damage
|•All fighters take serious damage after a little while<br>•Periodic earthquakes will shake the stage
|{{SSBUMusicLink|WarioWare|Gamer}}
|<div {{#var:scroll}}>
*The Isabelle puppet fighter represents 5-Volt, the mother of 9-Volt in the ''WarioWare'' series. The puppet fighter's red costume references the red coloration of 5-Volt's sweater.
*The stage and music represent 5-Volt's appearance in "Gamer", where she attempts to ensure 9-Volt is asleep with increasingly violent methods.
*The Earthquake and Sudden Damage rules and battle conditions reference 5-Volt appearing as a stage hazard, where getting caught in her line of sight will cause the player to take damage and the entire stage to tremble.
</div>
|-
|743
|{{SpiritTableName|Pyoro|size=64}}
|•{{SSBU|Yoshi}} {{Head|Yoshi|g=SSBU|s=20px|cl=Red}}
|{{SpiritType|Grab}}
|3,700
|[[Balloon Fight]] ([[Battlefield form]])
|•Item: [[Deku Nut]]
|•The enemy is easily distracted by items
|{{SSBUMusicLink|WarioWare|WarioWare, Inc.}}
|<div {{#var:scroll}}>
*The Yoshi puppet fighter references both Yoshi and Pyoro being characters with long tongues. The puppet fighter's red coloration references Pyoro's red-and-white color scheme.
*The stage references the starry background of the "Pyoro" minigame in ''WarioWare, Inc.: Mega Microgame$!''.
*The Deku Seed item and battle condition represent the beans Pyoro eats with his long tongue.
</div>
|-
|744
|{{SpiritTableName|Fronks|size=64}}
|•Tiny {{SSBU|Pichu}} Team {{Head|Pichu|g=SSBU|s=20px|cl=Cyan}}×4
|{{SpiritType|Shield}}
|1,900
|[[WarioWare, Inc.]] (hazards off)
|N/A
|•Take your strongest team into this no-frills battle
|{{SSBUMusicLink|WarioWare|Mike's Song}}
|<div {{#var:scroll}}>
*The Tiny Pichu Team represents the Fronks, small creatures that often appear in groups. The puppet fighter's cyan goggles references the glasses the Fronks wear.
*The stage represents the Fronks' debut in ''WarioWare, Inc.: Mega Microgame$!'' The stage also references the Fronks appearing as background characters in the Sole Man microgame.
</div>
|-
|745
|{{SpiritTableName|Captain Syrup|iw=mariowiki|size=64}}
|•{{SSBU|Bayonetta}} {{Head|Bayonetta|g=SSBU|s=20px|cl=Pink}}<br>•Giant {{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px|cl=Grey}}
|{{SpiritType|Grab}}
|3,500
|[[Pirate Ship]]
|N/A
|•Items will be pulled toward the enemy<br>•The enemy is giant<br>•The enemy is easily distracted by items
|{{SSBUMusicLink|The Legend of Zelda|The Great Sea / Menu Select}}
|<div {{#var:scroll}}>
*The Bayonetta puppet fighter represents Captain Syrup, Wario's rival in the ''Wario Land'' series. The puppet fighter's pink costume references the pink coloration of Captain Syrup's shirt.
*The Giant King Dedede minion fighter represents either Captain Syrup's avian henchman, Bobo, or the Genie who assists her at the end of ''Wario Land: Super Mario Land 3''.
*The stage and music reference Captain Syrup being a pirate captain, commandeering the SS Teacup.
*The battle conditions reference Captain Syrup's nature as a thief, as items are drawn towards her.
</div>
|-
|746
|{{SpiritTableName|Princess Shokora|iw=mariowiki|size=64}}
|•{{SSBU|Peach}} {{Head|Peach|g=SSBU|s=20px|cl=Fire}}<br>•{{SSBU|Mr. Game & Watch}} {{Head|Mr. Game & Watch|g=SSBU|s=20px}}<br>•{{SSBU|Wario}} {{Head|Wario|g=SSBU|s=20px|cl=Red}}
|{{SpiritType|Shield}}
|2,900
|[[Mushroom Kingdom II]]
|•Item: Transforming Types
|•Defeat the main fighter to win<br>•Timed battle (1:30)<br>•The enemy tends to avoid conflict
|{{SSBUMusicLink|WarioWare|Ruins - Wario Land: Shake It!}}
|<div {{#var:scroll}}>
*The Peach puppet fighter represents Princess Shokora, a princess character appearing in ''Wario Land 4''.
*The Mr. Game & Watch minion fighter and the Transforming Type items reference Princess Shokora transforming into a black cat, who often shapeshifts into a being resembling Mr. Game & Watch.
*The stage represents the main setting of ''Wario Land 4'', the Golden Pyramid, likely referencing Arabian Night, one of the levels in the pyramid's Sapphire Passage which has a similar Arabian theme to ''Super Mario Bros. 2''.
</div>
|-
|747
|{{SpiritTableName|Count Cannoli|size=64}}
|•{{SSBU|Wario}} {{Head|Wario|g=SSBU|s=20px|cl=Green}}
|{{SpiritType|Attack}}
|1,800
|[[WarioWare, Inc.]] (hazards off)
|•Item: Transforming Types
|•Items will be pulled toward the enemy
|{{SSBUMusicLink|WarioWare|Ashley's Song}}
|<div {{#var:scroll}}>
*The Wario puppet fighter represents Count Cannoli, Wario's thieving rival and antagonist of ''Wario: Masters of Disguise''. The puppet fighter's green costume references the overall color scheme of Count Cannoli's outfit.
*This spirit battle represents the main gameplay mechanic of ''Masters of Disguise'' where Wario transforms into eight different disguises, each with a unique function.
*The music references the lyrics of Ashley's Song where Ashley mentions turning her teacher into a spoon, fitting the transformation theme of this spirit battle.
</div>
|-
|748
|{{SpiritTableName|Shake King|iw=mariowiki|size=64}}
|•{{SSBU|King K. Rool}} {{Head|King K. Rool|g=SSBU|s=20px|cl=Yellow}}
|{{SpiritType|Grab}}
|1,900
|[[Pirate Ship]] (hazards off)
|•Earthquake
|•Periodic earthquakes will shake the stage<br>•The enemy favors grabs and throws
|{{SSBUMusicLink|WarioWare|Ruins - Wario Land: Shake It!}}
|<div {{#var:scroll}}>
*The King K. Rool puppet fighter represents the Shake King due to both being villainous characters who holds the title of king. The puppet fighter's yellow coloration references the yellow coloration of the Shake King's beard.
*The stage represents the Shake King being the leader of a gang of pirates.
*The Earthquake rule and the second battle condition represent the grabbing and shaking gameplay mechanic in ''Wario Land: Shake It!''
</div>
|}
|}


==Trivia==
As shown by the formulas, the general amount of hitlag on moves is at its lowest in ''Melee'', and has since increased throughout the series, with ''Ultimate'' having the most hitlag. In all games, hitlag is higher the more damage a move deals; weak attacks such as [[Mario]]'s [[jab]] have minimal hitlag, but the hitlag of strong or {{b|sweetspot|hitbox}}ted attacks can last much longer. For example, a move that deals 15% damage with no other factors would inflict hitlag of 10 frames in ''Smash 64'' (9 in the Japanese version), 8 frames in ''Melee'', 9 frames in ''Brawl'' and ''Smash 4'', and 15 frames in ''Ultimate''. In addition, ''Brawl'' introduced the mechanic of hitlag multipliers, causing variance in the hitlag duration of attacks; this is in contrast to ''Melee'' and ''Smash 64'', where the duration of hitlag was predictable.
*In 5-Volt's spirit battle, the "Mom appears" segment of the song ''Gamer'' plays throughout the match (as if the song played on the [[WarioWare, Inc.]] stage, [[Sound Test]] etc.) as opposed to only when she roams around the room.
**However, when 5-Volt roams around the room, two recordings of the "Mom appears" segment play simultaneously.
*Kat & Ana, Young Cricket, and Captain Syrup are the only ''Wario'' spirits not to play music from the {{uv|Wario}} universe.
**Kat & Ana is also the only Master Spirit whose battle does not play music from their respective universe.
*Among non-fighter Spirits that use artwork from ''WarioWare Gold'', Spirits with their own Spirit battle use their league pose while summon exclusive Spirits use their normal pose.
*Despite appearing as a sketch in Gamer, Penny does not appear as a spirit.
*Count Cannoli's series is labeled as "''Wario Land'' Series", despite his only game appearance, ''Wario: Master of Disguise'', not being considered a part of that series.
<nowiki>
{{Spirit list}}
{{Wario universe}}
[[Category:Spirits (Wario universe)]]
</nowiki>

Latest revision as of 07:24, January 10, 2024

Formula[edit]

The formula for calculating the number of frames of hitlag experienced by both the attacker and victim has been different for most of the games (⌊x⌋ means to round down):

  • In Super Smash Bros., it is ⌊⌊⌊d/3 + 4⌋ * e⌋ * c⌋ in the Japanese version, and ⌊⌊⌊d/3 + 5⌋ * e⌋ * c⌋ in international versions.
  • In Super Smash Bros. Melee, it is ⌊⌊⌊d/3 + 3⌋ * e⌋ * c⌋
  • In Super Smash Bros. Brawl and Super Smash Bros. 4, it is ⌊⌊(d * 0.3846154 + 5) * h * e⌋ * c⌋, where the last frame is interruptible.
  • In Super Smash Bros. Ultimate, it is more complicated. Number of frames is assigned to f for simplicity:
    1. f = ⌊(d * 0.65 + 6) * h * e * sh⌋ * sp⌋, f is capped at 30 frames after this step
    2. f = ⌊⌊f + ((p-1)/30)f^2⌋ * c⌋

The values correspond to the following (all apply to both the attacker and victim unless stated otherwise):

  • d, the amount of damage an attack would deal (rounded up in Smash 64)
  • e, electric effect; 1.5× (for the victim only in Melee, and for both the attacker and victim in every other game)
  • c, crouch canceling; 0.666667× in Melee and 0.67× in Brawl onward (for the victim only in every game except Ultimate, where it is applied to both the attacker and victim)
  • h, hitlag multiplier; defined by every hitbox and defaults to 1×
    • For example, the majority of Marth's attacks have a hitlag multiplier of 1.25× if the tipper connects, and 0.7× otherwise.
    • Some moves are coded to deal no hitlag at all, either by being given a hitlag multiplier of 0×, or in Brawl and Smash 4, using a special parameter that disables hitlag when turned on. Examples of such moves are Bowser Bomb in Brawl and Falco's Reflector in Smash 4.
      • In Brawl and Smash 4 prior to version 1.1.0, shielding opponents were not affected by these hitlag multipliers; therefore, moves with below-average multipliers were safer on shield, while those with above-average multipliers were less safe, as the attacker experienced less or more hitlag (respectively) than the shield user. Beginning in version 1.1.0 of Smash 4, shields are properly affected by hitlag multipliers, therefore removing the difference in shield safety caused by them.
        • In Smash 4, starting in version 1.1.0, if the hitlag multiplier of a move is higher than 1×, it is multiplied by 0.8× if it hits a shield, though without dropping below 1×. For example, the 1.25× hitlag multiplier of Marth's tippers is reduced to 1× if they are shielded. This applies only to the attacker in 1.1.0, and to both the attacker and victim from 1.1.1 onward. As a result, in the former case, moves with above-average hitlag are effectively safer on shield, while in the latter case, shielding them merely reduces the usual hitlag period.
  • sh, shielding; 0.67×
    • Hitlag multipliers less than 1× are ignored if shielding. This is especially noticeable for moves such as Cloud's Limit Cross Slash, which normally uses a hitlag multiplier of 0.3× for its linking hits; the move's hits transition considerably slower if it hits a shield. However, the electric effect's multiplier is still taken into account, which effectively raises the final multiplier to 1.005×, causing projectiles such as Thunder Jolt to be safer on shield than usual.
  • sp, spirits; * 0.3 + 10.5 if spirits are enabled, otherwise is ignored. This is used even if no spirits are used. In Training Mode, after version 3.0.0, this formula is only applied when a spirit is used.
  • p, based on player count; values are listed in the table below. The exact value is based on the prior hitlag frames, scaling from almost no change below 10 frames to the listed values at 30 frames. The formula for scaling is currently unknown.
    • Does not affect fighters hit with projectiles.
    • Based on the number of players at the start of the match.
Players 2 3 4 5 6 7 8
Ultimate 1.0 0.925 0.862 0.8116 0.77464 0.752464 0.75

As shown by the formulas, the general amount of hitlag on moves is at its lowest in Melee, and has since increased throughout the series, with Ultimate having the most hitlag. In all games, hitlag is higher the more damage a move deals; weak attacks such as Mario's jab have minimal hitlag, but the hitlag of strong or sweetspotted attacks can last much longer. For example, a move that deals 15% damage with no other factors would inflict hitlag of 10 frames in Smash 64 (9 in the Japanese version), 8 frames in Melee, 9 frames in Brawl and Smash 4, and 15 frames in Ultimate. In addition, Brawl introduced the mechanic of hitlag multipliers, causing variance in the hitlag duration of attacks; this is in contrast to Melee and Smash 64, where the duration of hitlag was predictable.