Wario (SSB4): Difference between revisions

12,834 bytes added ,  1 month ago
m
Text replacement - ".}}." to ".}}"
m (Text replacement - "spotdodge" to "spot dodge")
m (Text replacement - ".}}." to ".}}")
(84 intermediate revisions by 35 users not shown)
Line 3: Line 3:
{{Infobox Character
{{Infobox Character
|name = Wario
|name = Wario
|image = {{tabber|title1=Biker|tab1=[[File:Wario SSB4.png|x250px]]|title2=Overalls|tab2=[[File:Wario Overalls SSB4 Render.png|x250px]]}}
|image = {{tabber|title1=Biker|content1=[[File:Wario SSB4.png|250px]]|title2=Overalls|content2=[[File:Wario Overalls SSB4 Render.png|250px]]}}
|game = SSB4
|game = SSB4
|ssbgame1 = SSBB
|ssbgame1 = SSBB
Line 9: Line 9:
|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier = E
|tier = E
|ranking = 41
|ranking = 40
}}
}}
'''Wario''' ({{ja|ワリオ|Wario}}, ''Wario'') returns as a playable [[character]] in ''[[Super Smash Bros. 4]]''. He was officially confirmed on October 3rd, 2014 alongside {{SSB4|Ness}} and {{SSB4|Falco}}, coinciding with the North American and European release of ''[[Super Smash Bros. for Nintendo 3DS]]''. This time around, he is [[unlockable character|unlockable]], as opposed to being available from the [[starter character|start]] in ''[[Brawl]]''.
'''Wario''' ({{ja|ワリオ|Wario}}, ''Wario'') returns as a playable [[character]] in ''[[Super Smash Bros. 4]]''. He was officially confirmed on October 3rd, 2014 alongside {{SSB4|Ness}} and {{SSB4|Falco}}, coinciding with the North American and European release of ''[[Super Smash Bros. for Nintendo 3DS]]''. This time around, he is [[unlockable character|unlockable]], as opposed to being available from the [[starter character|start]] in ''[[Brawl]]''.
Line 15: Line 15:
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''.


In the current tier list, Wario is ranked 41st out of 55. 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 help score 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 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.
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 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.
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.


Line 27: Line 27:
==How to unlock==
==How to unlock==
==={{for3ds}}===
==={{for3ds}}===
*Clear [[Multi-Man mode|100-Man Smash]].
*Clear [[100-Man Smash]].
*Play 30 VS Matches.
*Play 30 VS Matches.
Wario must then be defeated on [[WarioWare, Inc.]]. Defeating him will unlock both him and the stage.
Wario must then be defeated on [[WarioWare, Inc.]] Defeating him will unlock both him and the stage.


==={{forwiiu}}===
==={{forwiiu}}===
Line 48: Line 48:


Overall, Wario is a capable character with a bevy of unusual, yet useful attacks. However, Wario must keep his opponent guessing to see his full potential, lest his opponent end up seeing through his strategy.
Overall, Wario is a capable character with a bevy of unusual, yet useful attacks. However, Wario must keep his opponent guessing to see his full potential, lest his opponent end up seeing through his strategy.
While Wario does not have a significant amount of competitive representation, his few tournament results have been impressive, with players such as {{sm|TheReflexWonder}} and {{sm|Glutonny}} utilizing advanced play tactics and Wario's unconventional combo potential to reasonable effect.


==Changes from ''[[Super Smash Bros. Brawl]]''==
==Changes from ''[[Super Smash Bros. Brawl]]''==
Line 68: Line 66:
*{{change|Wario now blinks, as opposed to in ''Brawl'', where his eyes always remained open unless he was asleep or injured.}}
*{{change|Wario now blinks, as opposed to in ''Brawl'', where his eyes always remained open unless he was asleep or injured.}}
*{{change|Wario is now more expressive overall.}}
*{{change|Wario is now more expressive overall.}}
*{{change|Wario will occasionally grunt when performing his first jump.}}
*{{bugfix|Wario will occasionally grunt when performing his first jump, even in his normal self, instead of just when using [[Wario-Man]].}}
*{{change|The animation of both Wario's initial and secondary jumps now differ from ''Brawl''. For example, holding back upon Wario's initial jump now results in him doing a back flip.}}
*{{change|The animation of both Wario's initial and secondary jumps now differ from ''Brawl''. For example, holding back upon Wario's initial jump now results in him doing a back flip.}}
*{{change|Taunting on the bike now plays the laugh from Wario's [[up taunt]].}}
*{{change|Taunting on the bike now plays the laugh from Wario's [[up taunt]].}}
*{{change|Wario now only has 8 alternate costumes much like the rest of the cast rather than 12. However, Wario has received three new alternate costumes for his biker outfit.}}
*{{change|Wario now only has 8 alternate costumes much like the rest of the cast rather than 12. However, Wario has received three new alternate costumes for his biker outfit.}}
*{{change|Wario's previously unused damage yells from ''Brawl''{{'}}s [[Sound Test]] are now heard when taking high knockback.}}


===Attributes===
===Attributes===
*{{buff|Wario's aerial grab release now travels much more horizontal distance since his air friction no longer applies when he is aerial grab released ({{SSB4|Mega Man}} also has this trait) making him much less vulnerable to follow ups. Additionally, he can act 10 frames sooner out of it further reducing his susceptibility to follow ups.}}
*{{nerf|Wario's [[walk|walking speed]] was decreased negligibly (0.85 → 0.847).}}
*{{nerf|Wario [[walk]]s slightly slower (0.85 → 0.847).}}
*{{buff|Wario [[dash]]es faster (1.35 → 1.5), with his dashing speed now being just slightly below average rather than among the slowest in the game.}}
*{{buff|Wario [[dash]]es faster (1.35 → 1.5).}}
*{{nerf|Wario's [[air speed]] has been slightly reduced (1.222 → 1.21), although he still has one of the fastest air speeds in the game (but even then it's now the fifth highest rather than the third highest).}}
*{{nerf|Wario's [[air speed]] has been slightly reduced (1.222 → 1.21), though it is still among the best in the game.}}
*{{nerf|Wario has catastrophically less [[air acceleration]] (0.34 → 0.12) no longer being the single highest by a drastic margin (now only being the second highest). This greatly hurts his aerial game, no longer allowing him to weave in and out at high speeds.}}
*{{nerf|Wario's [[air acceleration]] has been drastically reduced. (0.34 → 0.12) no longer being the highest by a drastic margin (now only being the second highest). This greatly hurts his air game, no longer allowing Wario to weave in and out at high speeds.}}
*{{change|Wario's [[falling speed]] is noticeably faster (1.4 → 1.61), going from the 18th fastest out of 39 characters to the 23rd highest out of 58. This improves his vertical endurance, but makes him more susceptible to combos.}}
*{{change|Wario's air friction has been halved (0.08 → 0.04) no longer being the highest in the game. As his normal air friction no longer applies to his aerial grab release, this improves the utility of his neutral aerial but hinders his endurance as well as his ability to control himself in the air.}}
**{{buff|His fast-falling speed is dramatically faster (1.96 → 2.576). This greatly reduces his susceptibility to juggling.}}
*{{change|Wario's [[falling speed]] has been increased (1.4 1.61).}}
*{{change|Wario's [[gravity]] is higher (0.0842 → 0.092). Combined with his faster falling speed, this noticeably improves his ground-to-air transitioning and allows him to land more safely, but further increases his susceptibility to combos in conjunction with the changes made to [[hitstun canceling]].}}
*{{change|Wario's [[gravity]] is higher (0.0842 0.092).}}
*{{change|Wario's air friction has been halved (0.08 → 0.04) no longer being the highest in the game. This sends him further out when aerial [[grab release]]d and it improves the utility of his neutral aerial but hinders his endurance as well as his ability to control himself in the air.}}
*{{buff|Wario's fast falling speed has been increased (1.96 2.576).}}
*{{buff|Wario now receives additional backwards momentum when aerial grab released (0 -0.06) which alongside his lower air friction makes him travel much more horizontal distance when aerial grab released. When combined with its reduced ending lag (FAF 51 → 40), this makes Wario drastically less vulnerable to followups when aerial grab released.}}
*{{nerf|Wario's [[spot dodge]] has more startup lag, a shorter duration (frames 2-20 → 3-17) and more ending lag (FAF 26 → 27).}}
*{{buff|Wario's [[roll]]s have less ending lag (FAF 38 30).}}
*{{nerf|Wario's rolls have shorter [[intangibility]] periods (frames 4-21 4-16).}}
*{{nerf|Wario's [[spot dodge]] has more startup lag with a shorter duration (frames 2-20 → 3-17) and more ending lag (FAF 26 → 28).}}
*{{buff|Wario's [[air dodge]] has less startup (frame 4 → 3) and ending lag (FAF 40 → 33).}}
*{{buff|Wario's [[air dodge]] has less startup (frame 4 → 3) and ending lag (FAF 40 → 33).}}
*{{nerf|Air dodge has a slightly shorter duration (26 frames → 25).}}
*{{nerf|Air dodge's intangibility period is one frame shorter (frames 4-29 3-27).}}
*{{buff|Wario walks much faster while carrying heavy items, allowing him to walk around much faster while carrying his Bike.}}


===Ground attacks===
===Ground attacks===
*{{nerf|Wario can no longer use the [[Gatling Combo]], which slightly hinders his offensive game.}}
*[[Neutral attack]]:
*[[Neutral attack]]:
**{{nerf|[[Neutral attack]] deals less damage (6%/5% → 4% (hit 1), 6% → 5% (hit 2), 12% 9% (total)) although the second hit's knockback scaling has been compensated (90 100).}}
**{{buff|The far hitbox on the first hit of neutral attack is positioned slightly further out (z offset: 9 → 10).}}
**{{nerf|The first hit deals less damage (6%/5% → 4%).}}
**{{nerf|The first hit has altered knockback (15 (base), 50 (scaling) → (45/38)/(50/40)) which makes it connect less reliably into the second hit.}}
**{{buff|The far hitbox on the second hit is positioned further out (z offset: 9 → 11.7) and the move has received a new hitbox inbetween the far hitbox and the near hitbox.}}
**{{change|The far hitbox on the second hit is positioned slightly lower (y offset: 8.5 → 8).}}
**{{nerf|The second hit deals less damage (6% → 5%) without full compensation on its knockback scaling (90 → 100).}}
**{{nerf|Excluding the new middle hitbox, the second hit has smaller hitboxes (6u/3.5u 5.8u/3.3u).}}
**{{nerf|The near hitbox on the second hit is positioned higher (y offset: 5 → 8), hindering the move's ability to hit low profiling opponents.}}
**{{nerf|Both hits have a shorter duration (frames 8-10 (hit 1)/4-6 (hit 2) → 8-9/4-5).}}
**{{nerf|Both hits have more ending lag (FAF 23 (hit 1)/26 (hit 2) 30/34).}}
*[[Forward tilt]]:
*[[Forward tilt]]:
**{{buff|Forward tilt has less start up (frame 14 → 12).}}
**{{buff|Forward tilt has less startup lag (frame 14 → 12).}}
**{{nerf|Forward tilt has more ending lag (FAF 37 → 40).}}
**{{nerf|Forward tilt has more ending lag (FAF 37 → 40).}}
*[[Up tilt]]:
*[[Up tilt]]:
**{{change|Up tilt has a new animation where Wario's hands increase in size.}}
**{{buff|Up tilt has less ending lag (FAF 37 → 36).}}
**{{buff|Up tilt now grants [[intangibility]] to Wario's head and hands as opposed to just his head.}}
**{{buff|Up tilt now grants [[intangibility]] to Wario's head and hands as opposed to just his head.}}
**{{nerf|Up tilt has less intangibility (frames 1-37 → 5-23).}}
**{{buff|Up tilt's hand hitbox is positioned slightly higher (y offset: 17 (clean)/14 (late) → 18/14.5).}}
**{{change|Up tilt now launches opponents at a consistent angle (90°/83°/97° → 93° (clean), 90°/80°/100° → 80° (late)).}}
**{{nerf|Up tilt has less intangibility (frames 1-36 → 5-23).}}
**{{nerf|Up tilt now only has one extended hand hitbox covering both hands rather than two normal hitboxes covering each hand. This makes the move cover less of Wario's hands.}}
**{{nerf|The late hit no longer has a hitbox covering Wario's upper body.}}
*[[Down tilt]]:
*[[Down tilt]]:
**{{buff|Down tilt has much less ending lag (FAF 34 → 18) and knockback (50 (base), 60 (scaling) → 20/50), significantly improving its combo potential. It also has more range close to Wario.}}
**{{buff|Down tilt has much less ending lag (FAF 34 → 18), significantly improving its combo potential.}}
**{{nerf|Down tilt has a shorter duration (frames 5-9 → 5), deals much less damage (8% → 4%) and has much less vertical range.}}
**{{change|Down tilt launches opponents at a lower angle (75° → 45°/69°).}}
**{{nerf|Down tilt now uses two extended hitboxes rather than four normal hitboxes. While this improves the near hit's ability to hit opponent's below Wario, these hitboxes are much smaller (3.5u/4.5u/3u/3u → 2u/2u) which makes the move cover less vertical space.}}
**{{nerf|Down tilt has a shorter duration (frames 5-9 → 5).}}
**{{nerf|Down tilt deals much less damage (8% → 4%) and knockback (50 (base), 60 (scaling) → 20/50), significantly hindering its safety at lower percents.}}
***{{buff|However, this improves its combo potential at higher percents.}}
*[[Dash attack]]:
*[[Dash attack]]:
**{{buff|Dash attack's clean hit deals more knockback (60 (base), 75 (scaling) → 80/70). The late hit also now has set knockback (40 (base), 40 (scaling) → 50 (set)/100), an altered angle (120° → 180°) and now has a 100% [[trip]] chance significantly improving its utility.}}
**{{buff|Dash Attack has less ending lag (FAF 50 → 49).}}
**{{nerf|Late dash attack deals slightly less damage (5% → 4%).}}
**{{buff|The clean hit deals more knockback (60 (base), 75 (scaling) → 80/70).}}
**{{buff|The late hit now has set knockback (40 (base), 40 (scaling) → 50 (set)/100), an altered angle (120° → 180°) and it now has a 100% [[trip]] chance, significantly improving its utility against grounded opponents.}}
***{{nerf|However, this significantly hinders the late hit's effectiveness against aerial opponents.}}
**{{buff|Dash attack's hitbox have been positioned further out (z offset: 6/3 → 11/6 (clean), 9/6 (late)), increasing its range.}}
**{{buff|Both of the late hit's hitboxes can now hit aerial opponents rather than just the near hitbox.}}
**{{nerf|The late hit deals less damage (5% → 4%).}}
**{{nerf|Wario can no cancel dash attack into up smash if he connects it (the [[Gatling Combo]]), which slightly hinders his offensive game.}}
*[[Forward smash]]:
*[[Forward smash]]:
**{{buff|Wario has a new forward smash: a fist-inflating backhand punch while leaning forward and standing on one leg. Compared to the shoulder tackle from ''Brawl'', it deals more knockback (30 (base), 77 (scaling) → 20/99). It can also cancel out projectiles without damaging Wario due to it now lacking [[transcendent priority]]. Its startup animation now moves Wario backwards and the move also no longer moves Wario forward while keeping its range improving its spacing potential.}}
**{{change|Wario has a new forward smash: a fist-inflating backhand punch while leaning forward and standing on one leg.}}
**{{nerf|New forward smash has more startup lag with a shorter duration (frames 9-11 → 18-19), more ending lag (FAF 45 → 66), and lacks both the [[armor]] and transcendent priority of his previous forward smash making it harder to land and significantly hindering its utility. It also has smaller hitboxes (5u/4u/4u → 4.5u/3.5u) no longer covering Wario's body and no longer making the move disjointed.}}
**{{buff|Compared to the shoulder tackle from ''Brawl'', it deals more knockback (30 (base), 77 (scaling) → 20/99).}}
**{{buff|Forward smash's startup animation now moves Wario backwards and the move also no longer moves Wario forward, improving its spacing potential.}}
**{{change|Forward smash no longer has [[transcendent priority]].}}
***{{buff|This allows it to cancel out projectiles (without damaging Wario).}}
***{{nerf|However, this makes it much easier to challenge the move with other strong ground moves.}}
**{{nerf|Forward smash has twice as much startup lag with a shorter duration (frames 9-11 → 18-19), no longer being one of the fastest forward smashes.}}
**{{nerf|Forward smash has more ending lag (FAF 45 → 66).}}
**{{nerf|Forward smash no longer has [[super armor]].}}
**{{nerf|Forward smash has smaller hitboxes (5u/4u/4u → 4.5u/3.5u) no longer covering Wario's body, no longer making the move disjointed and overall decreasing the move's range.}}
***{{nerf|Altogether, these changes make forward smash much harder to land and significantly easier to challenge or punish, significantly hindering its utility.}}
*[[Up smash]]:
*[[Up smash]]:
**{{buff|Wario has a new up smash: a head-inflating swinging headbutt while standing on one leg and leaning forward. It hits once similar to Mario and Luigi's up smash headbutt (and the animation is much more similar to the ''Smash 64'' version), which increases its damage (1% (hits 1-5), 10% (hit 5) → 16% (clean), 13% (late)) and improves it KO potential despite having lower knockback scaling (97 → 85) and makes it more reliable overall.}}
**{{buff|Wario has a new up smash: a single hitting head-inflating swinging headbutt while standing on one leg and leaning forward, similar to Mario and Luigi's. This new up smash deals more damage (1% (hits 1-5)/10% (hit 5) → 16% (clean)/13% (late)), improving its KO potential despite its lower knockback scaling (97 → 85) and less favorable launch angle (90° → 95°) compared to the previous final hit.}}
**{{nerf|The removal of [[DACUS]] significantly hinders up smash's approach potential. It also has less intangibility (frames 8-20 → 8-14) and more ending lag (FAF 47 → 58).}}
**{{buff|Up smash is more reliable overall due to only having one hit.}}
**{{nerf|Up smash grants less intangibility to Wario's head (frames 8-20 → 8-14).}}
**{{nerf|Up smash has a shorter duration overall (frame 11/13/15/17/19/21 → 11-12/13).}}
**{{nerf|Up smash has more ending lag (FAF 47 → 58).}}
**{{nerf|Up smash has a smaller hitbox (8u/4.5u → 7u), with its hitbox now failing to cover Wario's head (rather than being noticeably disjointed).}}
**{{nerf|The removal of [[DACUS]] significantly hinders up smash's approach potential.}}
*[[Down smash]]:
*[[Down smash]]:
**{{buff|Down smash has less ending lag (FAF 78 → 68).}}
**{{buff|Down smash has less ending lag (FAF 79 → 68).}}
**{{nerf|Down smash has a shorter duration (frames 8-42 → 8-36).}}
**{{buff|Down smash now starts in front of Wario rather than behind him. This makes it hit opponents in front of Wario much sooner, improving its punishment potential.}}
***{{nerf|However, this also hinders the move's ability to hit opponents behind Wario.}}
**{{buff|The clean and mid hits have a larger hitbox (3.8u/3.5u → 5u/4u).}}
**{{nerf|Down smash has a shorter duration (frames 8-17 (clean)/18-30 (mid)/31-44 (late)) → 8-17/18-27/28-36).}}
**{{nerf|The mid and late hits have decreased knockback scaling (85 (mid)/90 (late) → 84/88).}}
**{{nerf|The hitboxes are now attached to Wario's hip rather than his head. This gives the move less horizontal range despite its larger hitboxes.}}
***{{buff|However, this also gives the move much more range below Wario, now allowing it to hit opponents hanging onto the ledge.}}
**{{nerf|The late hit has a smaller hitbox (3.2u → 2.5u).}}


===Aerial attacks===
===Aerial attacks===
*{{nerf|All aerials have longer animations (49 frames → 57 (neutral), 37 frames → 50 (forward), 49 frames → 55 (back), 47 frames → 54 (up), 41 frames → 74 (down)). This increases the amount of time Wario cannot grab the ledge after one of his aerials, especially his down aerial.}}
*[[Neutral aerial]]:
*[[Neutral aerial]]:
**{{buff|Late hit of neutral aerial launches opponents vertically (361° → 70°), significantly improving its combo potential.}}
**{{buff|The second hit of neutral aerial now launches opponents vertically (361° → 70°), significantly improving its combo potential.}}
**{{nerf|Neutral aerial has smaller hitboxes (5.5u/5.5u → 3u (clean), 6u → 4.5u (late)). The clean hit deals less damage (9% → 6.5%) and has a shorter duration (frames 4-5 → 4), hindering its KO and edgeguarding potential. The late hit also has increased base knockback (20 65) hindering its combo potential at higher percents.}}
***{{nerf|However, this also hinders its edgeguarding potential and removes its ability to [[lock]].}}
**{{nerf|Neutral aerial has slightly more landing lag (10 frames 12).}}
**{{change|The second hit has increased base knockback (20 → 65).}}
***{{buff|This significantly improves its combo potential at lower percents.}}
***{{nerf|However, this also hinders its combo potential at higher percents.}}
**{{nerf|Neutral aerial has more landing lag (10 frames → 12).}}
**{{nerf|Neutral aerial has smaller hitboxes (5.5u/5.5u → 3u extended (hit 1), 6u → 4.5u (hit 2)).}}
**{{nerf|The first hit has a shorter duration (frames 4-5 → 4).}}
**{{nerf|The first hit deals less damage (9% → 6.5%), hindering its KO potential.}}
***{{buff|However, this makes it connect more reliably into the second hit.}}
**{{nerf|The first hit's hitbox has been moved slightly upwards (y offset: 6 7). This hinders its ability to hit opponents on the ground while also failing to increase the move's upwards reach due to its smaller hitbox.}}
**{{nerf|The second hit's hitbox has been moved slightly downwards (y offset: 6 5). This hinders its ability to hit opponents above Wario while also failing to increase the move's downwards reach due to its smaller hitbox.}}
*[[Forward aerial]]:
*[[Forward aerial]]:
**{{change|Forward aerial's clean hit has altered knockback (20 (base), 100 (scaling) → 30/97).}}  
**{{buff|Forward aerial's hitboxes have been repositioned further forward (z offset: 9/4 → 11/5), increasing the move's range.}}
**{{nerf|Late forward aerial deals less damage (5% → 4.5%) and has less range (5u/3u → 3.5u/2.6u).}}
**{{change|Forward aerial's clean hit has altered knockback (20 (base), 100 (scaling) → 30/97).}}
**{{nerf|The late hit deals less damage (5% → 4.5%).}}
**{{nerf|The late hit's far hitbox is smaller (4.3u → 3.5u).}}
*[[Back aerial]]:
*[[Back aerial]]:
**{{buff|Back aerial has slightly less landing lag (30 frames → 27). It also deals 2% more damage (10% → 12%) improving its KO potential.}}
**{{buff|Back aerial has less landing lag (30 frames → 27).}}
**{{buff|Back aerial deals more damage (10% → 12%), improving its KO potential.}}
**{{nerf|Back aerial has smaller hitboxes (6u/5u → 5.5u/3.5u).}}
*[[Up aerial]]:
*[[Up aerial]]:
**{{nerf|Up aerial deals 4% less damage (17% → 13%) and has reduced knockback scaling (80 → 78), significantly hindering its KO potential. It also no longer auto-cancels in a short hop due to Wario's faster falling speed.}}
**{{buff|Up aerial has less ending lag (FAF 48 → 47).}}
**{{nerf|Up aerial has slightly more landing lag (9 frames → 12).}}
**{{buff|Up aerial launches opponents at a higher angle (75° → 88°).}}
**{{buff|Up aerial's lower power when combined with the removal of [[hitstun canceling]] and the changes to [[DI]] allows it to combo much more effectively beyond low percents.}}
**{{buff|Up aerial is repositioned higher (y offset: 12 → 16), improving its vertical reach.}}
***{{nerf|However, this also hinders its ability to hit grounded opponents, especially when combined with its smaller hitbox.}}
**{{nerf|Up aerial deals less damage (17% → 13%) and has reduced knockback scaling (80 → 78), significantly hindering its KO potential.}}
***{{buff|However, this along with its higher angle, the removal of [[hitstun canceling]] and the changes to [[DI]] allows it to combo much more effectively beyond low percents.}}
**{{nerf|Up aerial has a smaller hitbox (8.5u → 7.3u).}}
***{{nerf|Additionally due to its new animation, up aerial is also no longer disjointed.}}
**{{nerf|Up aerial no longer auto-cancels in a short hop due to Wario's lower short hop (caused by his higher gravity/falling speed).}}
**{{nerf|Up aerial has more landing lag (9 frames → 12).}}
 
*[[Down aerial]]:
*[[Down aerial]]:
**{{buff|Down aerial's final hit deals more knockback (20 (base), 180 (scaling) → 25/200), now being a reliable KO move at higher percentages.}}
**{{buff|Down aerial's loop hits have increased set knockback (30/20 → 60), which can even allow them to lead into Waft if Wario has enough [[rage]].}}
**{{nerf|Down aerial deals less damage (2% 1.3% (loop hits), 16% → 11.8% (total)), has more ending lag (FAF 38 → 48), and auto-cancels later (frame 25 → 42), making it no longer auto-cancel in a short hop. It also can no longer penetrate shields.}}
**{{buff|The weakening of [[SDI]] makes down aerial more difficult to escape from.}}
**{{buff|The final hit deals more knockback (20 (base), 180 (scaling) → 25/200), improving its KO potential.}}
**{{change|The loop hit's angles have been altered (110°/270°/270° 250°/110°/110°).}}
**{{nerf|Down aerial has more ending lag (FAF 38 → 48).}}
**{{nerf|Down aerial has a shorter initial auto-cancel window (frames 1-6 → 1-2).}}
**{{nerf|Down aerial auto-cancels much later (frame 25 → 42), making it no longer auto-cancel in a short hop.}}
**{{nerf|The loop hits deal less damage (2% → 1.3%), decreasing down aerial's maximum damage potential (16% → 11.8%).}}
**{{nerf|The loop hits have much smaller hitboxes (6u/4u/3u → 2u/2u/2u). They now only have a small extended hitbox below Wario's head and two on Wario's head (one of grounded opponents and one for aerial opponents) rather than having one large hitbox on Wario's head and two smaller hitboxes covering the rest of his body.}}
**{{nerf|The final hit now only consists of a head hitbox which is smaller than the previous head hitbox (7.5u/5u/5u → 7u). This significantly hinders its range above Wario.}}
***{{nerf|Altogether, these changes remove down aerial's ability to penetrate shields.}}
**{{nerf|The final hit launches opponents at a higher angle (361° → 45°), hindering its effectiveness against grounded opponents.}}
**{{nerf|The final hit has a larger hitlag multiplier (1x → 2x).}}


===Throws/other attacks===
===Throws/other attacks===
*{{buff|Dash grab has less startup lag (frame 10 → 8). Additionally, unlike other returning veterans whose pivot grabs were faster than frame 9 in ''Brawl'', Wario's pivot grab still comes out on frame 8 making it the fastest pivot grab in the game.}}
*{{nerf|Standing grab has more startup lag (frame 6 → 8).}}
*{{nerf|Standing grab has more startup lag (frame 6 → 8).}}
*{{change|Wario's forward and back throw's animations have swapped places.}}
**{{buff|However, its total duration was unchanged, giving it less ending lag.}}
*{{buff|Dash grab has less startup (frame 10 → 8) and ending grab (FAF 40 → 37).}}
*{{buff|Pivot grab has less ending lag (FAF 36 → 35). Since Wario is now the only character who has a pivot grab faster than frame 9, he now has the fastest pivot grab in the game.}}
*{{change|Wario's forward and back throws have swapped animations.}}
*[[Forward throw]]:
*[[Forward throw]]:
**{{buff|Forward throw's new animation makes it significantly harder to [[DI]].}}
**{{buff|Wario releases opponents from forward throw much earlier (frame 46 → 21), making it significantly harder to [[DI]].}}
***{{nerf|However, its total duration was not fully compensated (FAF 70 → 55), giving it more ending lag.}}
*[[Back throw]]:
*[[Back throw]]:
**{{buff|Back throw's collateral hit is much stronger and has a much longer duration significantly improving its utility outside of 1v1s.}}
**{{buff|Back throw has a new powerful collateral hit which affects bystanders significantly improving its utility outside of 1v1s.}}
**{{nerf|Back throw's new animation makes the throw significantly easier to DI and it no longer has an initial hit making it deal less damage (9% → 7%) and hindering its KO potential.}}
**{{buff|Back throw has higher base knockback (60 → 80).}}
**{{nerf|Back throw no longer has an initial hit, making it deal less damage (2% (hit)/7% (throw)/9% (total) → 7%).}}
**{{nerf|Wario releases opponents from back throw much later (frame 21 → 48), making it significantly easier to DI.}}
***{{buff|However, its total duration was not fully compensated (FAF 55 → 70), giving it less ending lag.}}
*[[Up throw]]:
*[[Up throw]]:
**{{buff|Up throw deals slightly more damage (10% → 11%).}}
**{{buff|Up throw deals slightly more damage (6% (hit)/10% (total) 7%/11%).}}
**{{change|Wario releases opponents from up throw slightly later (frame 25 → 26).}}
*[[Down throw]]:
*[[Down throw]]:
**{{buff|Down throw deals slightly more damage (7% → 8%).}}
**{{buff|Down throw deals slightly more damage (3% (hit)/7% (total) 4%/8%).}}
**{{nerf|Down throw deals more base knockback (60 → 80). When combined with the removal of [[chain grab]]bing, these changes hinder its utility.}}
**{{change|Down throw has increased base knockback (60 → 80).}}
***{{buff|This makes down throw safer at lower percents.}}
***{{nerf|However when combined with the removal of [[chain grab]]bing, this significantly hinders its damage racking potential against big body characters and fast fallers.}}


===Special moves===
===Special moves===
*[[Chomp]]:
*[[Chomp]]:
**{{buff|[[Chomp]] can now be used on energy projectiles, and using it on certain, non-energy projectiles and items (including his bike) now heal Wario for 1% (or 1.5x in the case of [[Food]]) and slightly increases the charge of Wario Waft. It also has less endlag.}}
**{{buff|Chomp can now be used on energy projectiles, and using it on certain, non-energy projectiles and items (including his bike) now heal Wario for 1% (or 1.5x in the case of [[Food]]) and slightly increases the charge of Wario Waft.}}
**{{change|Wario faces slightly more to the screen while using Chomp, unlike the previous installment, where he faces straight.}}
**{{buff|Chomp's grab's minimum duration has been decreased (20 frames → 12).}}
**{{buff|Chomp has larger grabboxes (3.6u/4.5u → 3.7u/5.5u).}}
**{{buff|Chomp grants head intangibility sooner (frame 10 → 8).}}
**{{buff|The throw deals more knockback (60 (base), 70 (scaling) → 70/76).}}
**{{change|Wario faces slightly more to the screen while using Chomp.}}
**{{nerf|Chomp's head intangibility now only lasts until frame 26, rather than lasting until Wario grabs his opponent or closes his mouth.}}
**{{nerf|Chomp cannot be held out for as long (70 frames → 60).}}
*[[Wario Bike]]:
*[[Wario Bike]]:
**{{buff|[[Wario Bike]] continues to deal damage after Wario dismounts, with it being able to muscle through almost any opposing projectile, thus giving Wario a new pseudo-projectile and approach option.}}
**{{buff|Wario Bike continues to deal damage after Wario dismounts, with it being able to muscle through almost any opposing projectile, thus giving Wario a new pseudo-projectile and approach option.}}
**{{buff|Ending a wheelie now slams the bike on opponents for high damage and incredible knockback.}}
**{{buff|Ending a wheelie now slams the bike on opponents for high damage and incredible knockback.}}
**{{buff|Wario can no longer fall off his bike simply from riding or making turns, allowing him to ride around indefinitely until he is hit or the player dismounts. In addition, hitting an opponent with the Wario Bike while turning sharply now results in a heavier hit with increased knockback.}}
**{{buff|Wario can no longer fall off his bike simply from riding or making turns, allowing him to ride around indefinitely until he is hit or the player dismounts. In addition, hitting an opponent with the Wario Bike while turning sharply now results in a heavier hit with increased knockback.}}
**{{buff|Wario Bike can now be respawned immediately after being broken or disappearing from the screen, with an orange blink flashing on Wario being a visual indicator that it has respawned.}}
**{{buff|Wario Bike can now be respawned immediately after being broken or disappearing from the screen, with an orange blink flashing on Wario being a visual indicator that it has respawned.}}
**{{buff|A dismounted Wario Bike that is no longer on screen but has not crossed a blast line to despawn will now automatically despawn after 22-24 seconds.}}
**{{buff|A dismounted Wario Bike that is no longer on screen but has not crossed a blast line to despawn will now automatically despawn after 22-24 seconds.}}
**{{buff|Throwing the Wario Bike now does increased damage to opponents, with a properly charged throw dealing up to 26% damage.}}
**{{nerf|Wario Bike is less effective at shielding Wario from projectiles as he rides it, as it is no longer [[invincible]] while being ridden.}}
**{{nerf|Wario Bike is less effective at shielding Wario from projectiles as he rides it. Wheelies can also no longer be held indefinitely, and can only be done at one height. Wario can no longer dismount his bike during a wheelie, even if he rides offstage.}}
**{{nerf|Wario Bike has lower HP (26 HP → 18 HP).}}
***{{nerf|This, as well as it no longer being invincible while being ridden, makes wheelies a significantly worse defensive maneuver.}}
***{{nerf|This also makes it worse for extending hitbox duration with [[hitlag]], as it likely won't be able to be used more than once or twice.}}
**{{nerf|Wario Bike's [[Knockback]]-based [[armor]] has been significantly reduced (60 KB → 20 KB). The 30 KB threshold for dismounting without being knocked back has also been removed entirely.}}
**{{nerf|Wheelies can also no longer be held indefinitely, and can only be done at one height. This makes protecting against attacks less flexible.}}
**{{nerf|Wario can no longer dismount his bike during a wheelie, even if he rides offstage.}}
**{{nerf|A destroyed Wario Bike's tires can no longer be picked up and thrown, removing a pseudo-projectile. They can still be consumed by Chomp, but they now disappear upon contact with the ground or if the move is re-used.}}
**{{nerf|A destroyed Wario Bike's tires can no longer be picked up and thrown, removing a pseudo-projectile. They can still be consumed by Chomp, but they now disappear upon contact with the ground or if the move is re-used.}}
*[[Corkscrew]]:
*[[Corkscrew]]:
**{{change|During [[Corkscrew]], Wario now has his fists clenched to his side and thrusts his palms out towards the end, rather than having his palms open in the straight up in the air the entire time.}}
**{{buff|Corkscrew covers more vertical distance and can now [[edge sweet spot|ledge snap]] during the loop hits. This along with the removal of [[edge hog]]ging significantly improves its recovery potential.}}
**{{buff|Corkscrew covers more vertical distance and can now [[edge sweet spot|sweet spot the edge]]. Corkscrew also has increased base knockback (60 → 70) and with proper timing, can be used to KO near the upper blast line.}}
**{{change|During Corkscrew, Wario now has his fists clenched to his side and thrusts his palms out towards the end, rather than having his palms open in the straight up in the air the entire time.}}
**{{nerf|Corkscrew deals 6% less damage (19% 13%).}}
**{{buff|The loop hits have a longer duration (2 frames → 4).}}
**{{change|The loop hits have an altered angle (95°/90° → 88°) and increased set knockback (80/65 → 100).}}
**{{nerf|Due to Corkscrew only consisting of 4 loop hits instead of 10:}}
***{{nerf|Its maximum damage potential is lower (19% → 13%).}}
***{{nerf|It has a shorter duration (frames 6-7, 8-27, 28-29 → 6-7, 8-23, 29-30).}}
***{{buff|However, this along with the weakening of SDI makes Corkscrew more difficult to escape from.}}
**{{nerf|The lower hitbox on the loop hits has been removed.}}
**{{buff|The final hit now has hitboxes on Wario's hands which have increased base knockback (60 → 70).}}
**{{buff|The body hitbox launches opponents at a higher angle (70° → 85°).}}
**{{change|The new hand hitboxes launch opponents horizotally (70° → 45°).}}
**{{nerf|The body hitbox is much smaller (8u → 4u) and the new hand hitboxes fail to fully cover Wario's hands.}}
**{{nerf|The final hit has a higher hitlag multiplier, especially on the hands (0.5x 1x (body)/2.5x (hands)).}}
*[[Wario Waft]]:
*[[Wario Waft]]:
**{{buff|[[Wario Waft]] has significantly more knockback scaling at maximum charge (30 75) improving its KO potential despite its significantly lower damage. It is also much more difficult to [[self-destruct]] off the upper blast line with a fully charged Wario Waft due to its decreased distance.}}
**{{nerf|Unlike in ''Brawl'', where only his stomach bulged out from under his shirt slightly as Wario Waft charges, Wario's entire torso now physically bulges to the point where his frame and hurtbox actually becomes wider while his [[Wario Waft]] is charging.}}
**{{nerf|Wario Waft deals much less damage when fully charged (40% 27%) and gains less vertical distance. Half charged Wario Waft also deals less damage (21%-31% → 20%-24%) without full compensation on its knockback scaling (66 → 68) hindering its KO potential especially when it is close to being fully charged.}}
*Quarter Waft:
**{{change|Unlike in ''Brawl'', where only his stomach bulged out from under his shirt slightly, Wario's entire torso now physically bulges to the point where his frame actually becomes wider while his [[Wario Waft]] is charging.}}
**{{buff|Quarter Waft deals more damage (10%/8% → 12%/10%) and has increased knockback scaling (70/60 80).}}
**{{nerf|Quarter Waft has more ending lag (FAF 48 65).}}
*Half Waft:
**{{nerf|Half Waft deals less damage (21% → 20%) without full compensation on its knockback scaling (66 → 68), hindering its KO potential.}}
***{{nerf|Additionally, its damage scales much less before it reaches full charge (21%-31% → 20%-24%) which significantly hinders its KO potential when it is close to being fully charged.}}
**{{nerf|Half Waft travels less vertical distance (3.5 → 3.3).}}
**{{nerf|Half Waft has more ending lag (FAF 30 → 50).}}
*Fully charged Waft:
**{{buff|Fully charged Waft's fart hitbox has significantly more knockback scaling (30 → 75), significantly improving its KO potential despite its significantly lower damage (now being stronger than Wario's 31% waft from ''Brawl'').}}
**{{change|Fully charged Waft travels less vertical distance (4.6 → 4.2).}}
***{{nerf|This hinders its recovery potential as well as its ability to chase opponents above Wario.}}
***{{buff|However, this also makes Wario less likely to [[self-destruct]] off the upper blast line due to its decreased distance.}}
**{{nerf|Fully Charged Waft's fart deals much less damage (40% → 27%).}}
*[[Wario-Man]]:
*[[Wario-Man]]:
**{{nerf|[[Wario-Man]] lasts for a lesser amount of time (16 seconds → 12), regardless of how much damage he takes while transformed. Additionally, due to the altered functions of Wario's smash attacks, Wario-Man can no longer dash forward while performing his forward smash or create a [[pulling|vacuum]] effect with his up smash.}}
**{{nerf|[[Wario-Man]] lasts for a lesser amount of time (16 seconds → 12), regardless of how much damage he takes while transformed. Additionally, due to the altered functions of Wario's smash attacks, Wario-Man can no longer dash forward while performing his forward smash or create a [[pulling|vacuum]] effect with his up smash.}}
**{{change|Wario-Man has naturally seen some buffs and nerfs to his attributes and attacks.}}
**{{change|Wario no longer makes an echoing "''Oooooh...''" once [[Wario-Man]]'s duration is up; instead, he transforms back silently.}}
**{{change|Wario no longer makes an echoing "''Oooooh...''" once [[Wario-Man]]'s duration is up; instead, he transforms back silently.}}


Line 185: Line 309:


'''{{GameIcon|ssb4}} [[1.0.8]]'''
'''{{GameIcon|ssb4}} [[1.0.8]]'''
*{{buff|Jab links more reliably, and the second hit has bigger hitbox sizes and an additional hitbox.}}
*{{change|Neutral attack, dash attack, forward tilt and forward smash now always launch the opponent in the direction Wario is facing.}}
===Technical changelist===
*{{buff|The first hit of neutral attack has altered angles (65°/75° → 55°/72°) and knockback (35/28 (base), 50/50 (scaling) (45/38)/50/40)), making it connect more reliably into the second hit.}}
{| class="wikitable sortable collapsible collapsed" style="text-align:center"
*{{buff|The second hit of neutral attack has larger hitboxes and it has an additional near hitbox (5.5u/3.5u → 5.8u/3.8u/3.3u), although its far hitbox has been moved closer to Wario to compensate its horizontal range (z offset: 12 → 11.7).}}
! Change!!Old value!!New value
|-
|Unknown parameters set to 63 and 15 on many hitboxes || ||
|-
|Jab 1 (hitbox 0) angle||65°||55°
|-
|Jab 1 (hitbox 0) base knockback||35||45
|-
|Jab 1 (hitbox 1) angle||75°||72°
|-
|Jab 1 (hitbox 1) knockback growth||50||40
|-
|Jab 1 (hitbox 1) base knockback||28||38
|-
|Third hitbox added on jab 2, positions adjusted. || ||
|-
|Jab 2 hitbox sizes||5.5/3.5||5.8/3.8/3.3
|}


'''{{GameIcon|ssb4}} [[1.1.0]]'''
'''{{GameIcon|ssb4}} [[1.1.0]]'''
Line 219: Line 325:
==Moveset==
==Moveset==
*Wario can [[crawl]].
*Wario can [[crawl]].
''For a gallery of Wario's hitboxes, see [[/Hitboxes|here]].''
{{MovesetTable
{{MovesetTable
|game=SSB4
|game=SSB4
|neutralcount=2
|neutralcount=2
|neutralname=   
|neutralname= 
|neutral1dmg=4%
|neutral1dmg=4%
|neutral2dmg=5%
|neutral2dmg=5%
Line 240: Line 347:
|dashname= 
|dashname= 
|dashdmg=7% (clean), 4% (late)
|dashdmg=7% (clean), 4% (late)
|dashdesc=Wario dives to the ground and slides forward. Hits longer than one might expect it to. An early hit sends the opponent upwards with moderate knockback, while a late hit sends opponents behind Wario, and allows for unique setups and KO combos due to it being guaranteed to trip while [[lock]]ing floored opponents, which can set up into an attack, grab or even [[Wario Waft]] if timed properly.
|dashdesc=Wario dives to the ground and slides forward. Hits longer than one might expect it to. An early hit sends the opponent upwards with moderate knockback, while a late hit sends opponents behind Wario, and allows for unique setups and KO combos due to it being guaranteed to trip while [[lock]]ing floored opponents, which can set up into an attack, grab or even [[Wario Waft]] if timed properly.
|fsmashname=   
|fsmashname= 
|fsmashdmg={{ChargedSmashDmgSSB4|19}}
|fsmashdmg={{ChargedSmashDmgSSB4|19}}
|fsmashdesc=Wario winds back greatly with his fist, and delivers an enormous backhanded punch. Has about the same range as his forward tilt. Has high endlag and the slowest startup of Wario's smash attacks, but is extremely powerful, KOing as early as 75% at the edge.
|fsmashdesc=Wario winds back greatly with his fist, and delivers an enormous backhanded punch. Has about the same range as his forward tilt. Has high endlag and the slowest startup of Wario's smash attacks, but is extremely powerful, KOing as early as 75% at the edge.
Line 252: Line 359:
|nairname= 
|nairname= 
|nairdmg=6.5% (clean), 4% (late)
|nairdmg=6.5% (clean), 4% (late)
|nairdesc=Wario inflates his belly and spins in the air with his arms and legs spread wide. Very fast startup at frame 4 and with only 12 frames of ending lag after the hitboxes cease. Despite it resembling a [[sex kick]] due to having a long duration alongside clean and late hits, the attack actually has two separate hitboxes that act independently from each other. As a result, both hits can combo into each other at low percents. The late hit can lead into another aerial and even [[Wario Waft]]. However, the first hit only lasts one frame.  
|nairdesc=Wario inflates his belly and spins in the air with his arms and legs spread wide. Very fast startup at frame 4 and with only 12 frames of ending lag after the hitboxes cease. Despite it resembling a [[sex kick]] due to having a long duration alongside clean and late hits, the attack actually has two separate hitboxes that act independently from each other. As a result, both hits can combo into each other at low percents. The late hit can lead into another aerial and even [[Wario Waft]]. However, the first hit only lasts one frame.
|fairname= 
|fairname= 
|fairdmg=7% (clean), 4.5% (late)
|fairdmg=7% (clean), 4.5% (late)
Line 269: Line 376:
|pummelname= 
|pummelname= 
|pummeldmg=2%
|pummeldmg=2%
|pummeldesc=Pokes his opponent in the torso. Fairly quick. References Wario's set of microgames in WarioWare: Touched!, which are tap-based.
|pummeldesc=Pokes his opponent in the torso. Fairly quick.
|fthrowname= 
|fthrowname= 
|fthrowdmg=12%
|fthrowdmg=12%
Line 275: Line 382:
|bthrowname= 
|bthrowname= 
|bthrowdmg=7% (throw), 8% (collateral)
|bthrowdmg=7% (throw), 8% (collateral)
|bthrowdesc=Spins the foe around thrice and throws him/her behind himself, damaging those who come in contact with the spin. Based on the {{s|mariowiki|Wild Swing-Ding}} from ''{{s|mariowiki|Wario World}}''.
|bthrowdesc=Spins the foe around thrice and throws them behind himself, damaging those who come in contact with the spin. Based on the {{s|mariowiki|Wild Swing-Ding}} from ''{{s|mariowiki|Wario World}}''.
|uthrowname= 
|uthrowname= 
|uthrowdmg=4% (hit 1), 7% (throw)
|uthrowdmg=4% (hit 1), 7% (throw)
Line 284: Line 391:
|floorfname= 
|floorfname= 
|floorfdmg=7%
|floorfdmg=7%
|floorfdesc=Wario gets up and pokes both forwards and backwards. Another reference to WarioWare: Touched!
|floorfdesc=Wario gets up and pokes both forwards and backwards.
|floorbname= 
|floorbname= 
|floorbdmg=7%
|floorbdmg=7%
Line 299: Line 406:
|nsc1name=Inhaling Chomp
|nsc1name=Inhaling Chomp
|nsc1dmg=2% (each bite), 4% (throw)
|nsc1dmg=2% (each bite), 4% (throw)
|nsc1desc=Behaves like Wario's regular Chomp but with a suction effect. The throw does slightly less damage and the bite is also significantly slower. Most likely based of {{s|mariowiki|Hyper Suction}}, a move Wario could perform in ''Wario World''.
|nsc1desc=Behaves like Wario's regular Chomp but with a suction effect. The throw does slightly less damage and the bite is also significantly slower. Most likely based on {{s|mariowiki|Hyper Suction}}, a move Wario could perform in ''Wario World''.
|nsc2name=Garlic Breath
|nsc2name=Garlic Breath
|nsc2dmg=6%
|nsc2dmg=6%
|nsc2desc=Wario exhales garlic breath at his opponent. If they are next to Wario, they will be stunned as if their shield was broken allowing for a follow-up attack. Farther opponents get knocked away and tripped. This all comes with the cost of significantly increased startup and ending lag, and the move cannot be used to eat items.  
|nsc2desc=Wario exhales garlic breath at his opponent. If they are next to Wario, they will be stunned as if their shield was broken allowing for a follow-up attack. Farther opponents get knocked away and tripped. This all comes with the cost of higher startup, significantly higher ending lag, and being unable to eat items or players.
|ssdefname=Wario Bike
|ssdefname=Wario Bike
|ssdefdmg=1%-10% (ram, varies depending on acceleration and timing, full speed consistently deals 10%), 8% (wheelie beginning, can combo with ram), 5% (wheelie), 13% (wheelie ground slam), 7% (turn), 3% (turn late, can hit twice)
|ssdefdmg=1%-10% (ram, varies depending on acceleration and timing, full speed consistently deals 10%), 8% (wheelie beginning, can combo with ram), 5% (wheelie), 13% (wheelie ground slam), 7% (turn), 3% (turn late, can hit twice)
|ssdefdesc=Wario mounts his trademark Wario Bike to run over his opponents. Tilting the opposite direction will make him turn around, dealing more damage if the opponents are slammed by the back tire. Holding up will produce a wheelie at full speed, and pressing down during a wheelie makes the bike perform an extremely powerful ground slam, but this leaves Wario defenseless until it ends. Lastly, when Wario dismounts the bike, he can destroy it, throw it at opponents, or eat it with Chomp. In the air, the bike gives a small initial vertical hop along with a free jump via dismounting it. Can withstand 18% before breaking. If the bike is on or offscreen, but not destroyed, Wario cannot summon another bike. If the player tries to do so, it will trigger an animation where Wario looks around searching for it. Wario can also ride anyone else's Wario Bike, but will only use his own equipped custom variant of the move.
|ssdefdesc=Wario mounts his trademark Wario Bike to run over his opponents. During this period, Wario gains [[knockback]]-based [[armor]], taking up to 20 KB. The bike can withstand 18% before breaking. Tilting the opposite direction will make him turn around, dealing more damage if the opponents are slammed by the back tire. Holding up will produce a wheelie at full speed, and pressing down during a wheelie makes the bike perform an extremely powerful ground slam, but this leaves Wario defenseless until it ends. Lastly, when Wario dismounts the bike, he can destroy it, throw it at opponents, or eat it with Chomp. In the air, the bike gives a small initial vertical hop along with a free jump via dismounting it. If the bike is on or offscreen, but not destroyed, Wario cannot summon another bike. If the player tries to do so, it will trigger an animation where Wario looks around searching for it. Wario can also ride anyone else's Wario Bike, but will only use his own equipped custom variant of the move.
|ssc1name=Speeding Bike
|ssc1name=Speeding Bike
|ssc1dmg=1%-8% (ram, varies depending on acceleration and timing, full speed consistently deals 8%), 6% (wheelie beginning, can combo with ram), 5% (wheelie), 10% (wheelie ground slam)
|ssc1dmg=1%-8% (ram, varies depending on acceleration and timing, full speed consistently deals 8%), 6% (wheelie beginning, can combo with ram), 5% (wheelie), 10% (wheelie ground slam)
Line 323: Line 430:
|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)
Line 334: Line 441:
|fsdesc=Wario eats a garlic bulb and transforms into Wario-Man. While he's transformed, Wario-Man gains invincibility and drastically amplified agility and strength. Distinct from other transformation final smashes in that his moves have significantly less end lag and his aerials grant him infinite recovery, with the exception of down air. His down throw meteor smashes when used on a ledge, and his specials are boosted to the extreme, particularly his Wario Bike and Wario Waft. However, taking damage will reduce the time this Final Smash lasts. If he summons his bike while transformed, it will vanish when he returns to normal form.
|fsdesc=Wario eats a garlic bulb and transforms into Wario-Man. While he's transformed, Wario-Man gains invincibility and drastically amplified agility and strength. Distinct from other transformation final smashes in that his moves have significantly less end lag and his aerials grant him infinite recovery, with the exception of down air. His down throw meteor smashes when used on a ledge, and his specials are boosted to the extreme, particularly his Wario Bike and Wario Waft. However, taking damage will reduce the time this Final Smash lasts. If he summons his bike while transformed, it will vanish when he returns to normal form.
}}
}}
===Stats===
{{Attributes
|cast = 58
|weight = 107
|rweight = 8-9
|dash = 1.3
|rdash = 49-55
|run = 1.5
|rrun = 38-42
|walk = 0.847
|rwalk = 54
|trac = 0.07
|rtrac = 3-5
|airfric = 0.04
|rairfric = 2
|air = 1.21
|rair = 5
|baseaccel = 0.04
|rbaseaccel = 3-5
|addaccel = 0.08
|raddaccel = 11-16
|gravity = 1.61
|rgravity = 22-25
|fall = 1.61
|rfall = 23
|ff = 2.576
|rff = 24
|jumpsquat = 6
|rjumpsquat = 42-51
|jumpheight = 30.5
|rjumpheight = 46
|shorthop = 14.699989
|rshorthop = 46
|djump = 30.5
|rdjump = 42
}}
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Wario English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
</gallery>


===[[On-screen appearance]]===
===[[On-screen appearance]]===
Line 368: Line 518:
{{Victory/SSB4
{{Victory/SSB4
|victory-theme=WarioTheme.ogg
|victory-theme=WarioTheme.ogg
|victory-desc=A shortened remix to the theme of {{s|mariowiki|Stonecarving City}} from ''{{s|mariowiki|Wario Land: Shake It!}}''.
|victory-desc=A track that first appeared in ''Brawl'', would later been incorporated into ''{{s|mariowiki|Wario Land: Shake It!}}'' after ''Brawl'''s release.
|desc-1=Does a donut on his bike, then makes a "W" sign with his hand while saying "Yes!". Wario then pulls on his mustache and makes the "W" sign again, repeating the process. On {{GameIcon|ssb4-3ds}}, Wario's mustache does not stretch and his hand movements are significantly more choppy.
|desc-1=Does a donut on his bike, then makes a "W" sign with his hand while saying "Yes!". Wario then pulls on his mustache and makes the "W" sign again, repeating the process. On {{GameIcon|ssb4-3ds}}, Wario's mustache does not stretch and his hand movements are significantly more choppy.
|desc-2=Laughs gloatingly and then falls over, rolling on his back.
|desc-2=Laughs gloatingly and then falls over, rolling on his back.
Line 374: Line 524:
|char=Wario}}
|char=Wario}}


==In competitive play==
==In [[competitive play]]==
===Tier placement and history===
Wario was at first considered to be a character around the same potency as in the ''Brawl'' metagame, with players considering the changes to the game's physics to have benefited him, which was initially supported by the addition of [[rage]] improving his KO potential, while some of his finishing moves were buffed themselves. Despite his below average playerbase, players such as {{Sm|Abadango}}, {{Sm|Glutonny}} and {{Sm|TheReflexWonder}} demonstrated his capabilities in competitive play by adapting to a more deceptive playstyle through skillful use of [[Wario Bike]]. Even so, players would soon realize he had also lost the great potency on his aerial game, now being just slightly above average. His well-regarded status would also drop after Abadango dropped him in favor of {{SSB4|Meta Knight}}. Regardless, and after an extremely solid 5th place at [[MLG World Finals 2015]] from Reflex, Wario was eventually placed at 21st on the first ''4BR'' tier list.
 
However, Wario's tournament representation and results have remained rather scarce, in particular due to the majority of the mid- and low-tiered characters eventually outperforming him in several tournaments, and the changes to the game's physics having also demonstrated they had reduced a lot of his potency at camping, to the point he had to rely much more on baiting and KOing a careless opponent with his more powerful, albeit slower moves. Eventually, Wario dropped to 34th place on the second tier list before slightly dropping to 36th on the third tier list. While Glutonny's dominance and great placings throughout Europe remained consistent towards the end of the game’s lifespan, his difficult matchups against common top-tiers like {{SSB4|Sonic}} and {{SSB4|Cloud}} remained extremely prominent in hindering other Wario players from advancing in bracket, and Reflex’s inactivity slowed Wario’s metagame development. As a result, he has dropped to 40th on the fourth and final tier list.
===[[Official Custom Moveset Project]]===
===[[Official Custom Moveset Project]]===
{{OfficialCustomMoves
{{OfficialCustomMoves
Line 389: Line 543:
|set10=1122
|set10=1122
}}
}}
===Notable players===
===Most historically significant players===
<!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot.-->
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
''Any number following the Smasher name indicates placement on the [[PGR 100]], which recognizes the official top 100 players in [[Super Smash Bros. 4]] of all time.''
''Any number following the Smasher name indicates placement on the [[PGR 100]], which recognizes the official top 100 players in [[Super Smash Bros. 4]] of all time.''
====Active====
*{{Sm|Abadango|Japan}} - Was considered the top Wario player in the early metagame. Placed 2nd at {{Trn|Umebura 12}} and 4th at {{Trn|EVO 2015}} with him alongside {{SSB4|Pac-Man}}. Later dropped both characters for {{SSB4|Mewtwo}} and {{SSB4|Meta Knight}}.
*{{Sm|Anuar|USA}} - Consistently places well at [[Mega Smash Mondays]].
*{{Sm|Capt.W|Canada}} - The best Wario player in Canada. Formerly ranked 10th on the [[Montreal Smash 4 Power Rankings]].
*{{Sm|Deathorse|Canada}} - #1 in Ottawa, co-mains Wario and Mewtwo.
*{{Sm|Harlonga|Chile}} - Has a good record in Chile's scene and has wins over {{Sm|Javi}}, {{Sm|Charlie}}, {{Sm|Chag}}, {{Sm|K9}} & more.
*{{Sm|Glutonny|France}} (#70) - The best Wario player in the world, ranked 1st on the [[French Power Rankings#Smash_4|French Power Rankings]]. He has placed 5th at [[Syndicate 2016]], 9th at [[B.E.A.S.T 7]] and [[Midwest Mayhem 11]], and 13th at [[Get On My Level 2018]], and has taken sets off of players such as {{Sm|ANTi}}, {{Sm|Kameme}}, and {{Sm|Fatality}}.
*{{Sm|Glutonny|France}} (#70) - The best Wario player in the world, ranked 1st on the [[French Power Rankings#Smash_4|French Power Rankings]]. He has placed 5th at [[Syndicate 2016]], 9th at [[B.E.A.S.T 7]] and [[Midwest Mayhem 11]], and 13th at [[Get On My Level 2018]], and has taken sets off of players such as {{Sm|ANTi}}, {{Sm|Kameme}}, and {{Sm|Fatality}}.
*{{Sm|WRECK-IT MUNDO|Netherlands}} - Considered the second best Wario player in Europe behind {{Sm|Glutonny}}. He places well in European majors and got 13th at [[Elysium]], 33rd at [[Syndicate 2017]] and 5th at [[Avalon U-II]].
*{{Sm|Harlonga|Chile}} - A notable force in Chile's scene and took sets over {{Sm|Javi}}, {{Sm|Charlie}}, {{Sm|Chag}}, and {{Sm|K9}}. Placed 13th at {{Trn|Limit Break}} and 65th at {{Trn|EVO 2018}}.
*{{Sm|LOE1|USA}} - Has a Wario secondary. Ranked 13th on the [[Midwest Smash 4 Power Rankings]].
*{{Sm|Nasubi|Japan}} - Considered to be the top Wario player in Japan, with placings such as 2nd at {{Trn|Sumabato 9}}, 5th at {{Trn|Sumabato 10}}, and 7th at {{Trn|Umebura 15}}. Later switched to {{SSB4|Mario}}.
*{{Sm|Iota|USA}} - Consistently places well at [[Smash @ Xanadu]] tournaments, placed 13th at [[Glitch 5]].
*{{Sm|TheReflexWonder|USA}} - Considered to be one of the best Wario players in the world. Placed 5th at [[MLG World Finals 2015]], 25th at [[MomoCon 2017]], and 33rd at [[The Big House 6]].
*{{Sm|TheReflexWonder|USA}} - One of the best Wario players in the world. Placed 5th at [[MLG World Finals 2015]], 25th at [[MomoCon 2017]], and 33rd at [[The Big House 6]].
*{{Sm|Tweek|USA}} - Placed 3rd at {{Trn|SKTAR 4}} and {{Trn|KTAR XV}}, as well as 5th at {{Trn|KTAR XIV}} alongside {{SSB4|Bowser Jr.}} Later dropped both characters for {{SSB4|Cloud}}.
*{{Sm|Fluzi|USA}} - Ranked 10th on [[South Carolina Power Rankings]] and placed 13th at [[Final Round 20]].
*{{Sm|Waymas|Mexico}} - The best Wario player in Mexico. Placed 4th at {{Trn|Smash Factor 4}}, 5th at {{Trn|ConComics April 2018}}, 13th at [[Smash Factor 6]] and 17th at [[Smash Factor 5]]. Currently ranked 16th on the [[Mexican Power Rankings]].
*{{Sm|Waymas|Mexico}} - The best Wario player in Mexico. Placed 13th at [[Smash Factor 6]] and 17th at [[Smash Factor 5]]. Currently ranked 16th on the [[Mexican Power Rankings]].


====Inactive====
==[[Trophies]]==
*{{Sm|Abadango|Japan}}
{{Trophy/Fighter
*{{Sm|Nasubi|Japan}}
|name=Wario
*{{Sm|Tweek|USA}}
|image-3ds=WarioTrophy3DS.png
|image-wiiu=WarioTrophyWiiU.png
|mode=Classic
|desc-ntsc=A living embodiment of gross, this villain hates Mario and loves money. He claims to have known Mario since childhood, but who can tell if that's true? In Smash Bros., he's a seriously agile heavyweight fighter. He can store up his trademark Wario Waft for explosive results. Did I mention he's gross?
|desc-pal=If someone who hated Mario tried to draw an ugly version of him, it'd probably end up looking just like Wario. The greedy villain claims they used to be childhood friends, though... In this game, he's a heavy fighter with heavy-hitting attacks. The longer you go without using his Wario Waft move, the more explosive it'll be when you..."let it out".
|gamelist-ntsc={{Trophy games|console1=GB|game1=Super Mario Land 2: 6 Golden Coins|release1=11/1992|console2=GBA|game2=WarioWare, Inc.: Mega Microgame$!|release2=05/2003}}
|gamelist-pal={{Trophy games|console1=GB|game1=Super Mario Land 2: 6 Golden Coins|release1=01/1993|console2=GBA|game2=WarioWare, Inc.: Minigame Mania|release2=05/2003}}
}}
{{clrl}}


===Tier placement and history===
{{Trophy/Fighter
Wario was at first considered to be a character around the same potency as in the ''Brawl'' metagame, with players pointing out the changes to the game's physics had benefited him more than worsening him, most notably the addition of [[rage]], plus his KO options were improved in general. Despite his below average playerbase, players such as {{Sm|Abadango}}, {{Sm|Glutonny}} and {{Sm|TheReflexWonder}} started to demonstrate his capabilities in competitive play by adapting to a more deceptive playstyle. Even so, players would soon realize he had also lost the great potency on his aerial game, now being just slightly above average. His well-regarded status would also drop after Abadango dropped him in favor of {{SSB4|Meta Knight}}. Regardless, and after an extremely solid 5th place at [[MLG World Finals 2015]] from Reflex, Wario was eventually placed at 21st on the first ''4BR'' tier list.
|name=Wario (Alt.)
|image-3ds=WarioAltTrophy3DS.png
|image-wiiu=WarioAltTrophyWiiU.png
|mode=Alt
|desc-3ds-ntsc=With his Chomp special, Wario can wolf down almost anything! Hold the button, and he'll keep his mouth open. Also, if you gobble up healing items, they'll work better! When using his Wario Bike side special, you can jump off, pick it up, and throw it. If you take one thing away from this, it's JUMP OFF. Don't ride off the stage.
|desc-wiiu-ntsc=With his Chomp special, Wario can wolf down almost anything! If you use this to gobble up healing items, they'll work better! When using his Wario Bike side special, you can jump off, pick it up, and throw it. But please, for the love of all things garlicky, JUMP OFF BEFORE YOU RIDE OFF THE STAGE.
|desc-pal=With his Chomp special, Wario can wolf down almost anything! Hold the button, and he'll keep his gob open too. Also, if you gobble up healing items, they'll have more effect! When using his Wario Bike side special, you can jump off, pick it up and throw it. Most importantly, though, you can JUMP OFF. No need to ride off the stage.
|gamelist-ntsc={{Trophy games|console1=GB|game1=Super Mario Land 2: 6 Golden Coins|release1=11/1992|console2=GBA|game2=WarioWare, Inc.: Mega Microgame$!|release2=05/2003}}
|gamelist-pal={{Trophy games|console1=GB|game1=Super Mario Land 2: 6 Golden Coins|release1=01/1993|console2=GBA|game2=WarioWare, Inc.: Minigame Mania|release2=05/2003}}
}}
{{clrl}}


However, Wario's tournament representation and results have remained rather scarce, in particular due to the majority of the mid- and low-tiered characters eventually outperforming him in several tournaments, and the changes to the game's physics having also demonstrated they had reduced a lot of his potency at camping, to the point he had to rely much more on baiting and KOing a careless opponent with his slower, albeit more powerful moves. Eventually, Wario dropped to 34th place on the second tier list, the second largest drop (tied with {{SSB4|Luigi}}) between the first and second tier lists. He then saw another very slight drop to 36th on the third tier list and, despite {{Sm|Glutonny}}'s good placings throughout Europe, he has dropped to 41st on the fourth and current tier list.
{{Trophy/Fighter
 
|name=Wario-Man
==Trophies==
|image=WarioManTrophyWiiU.png
:'''Wario'''
|desc-ntsc=With just a little nibble of garlic, humble everyman Wario transforms into the hero of justice, Wario-Man! He's...still not really all that strong, but he does get quite a bit faster, and he can launch foes farther too. And like any good hero, he has the ability to fly...by spamming attacks in midair. Just like they all do it, right?
::{{flag|ntsc}} ''A living embodiment of gross, this villain hates Mario and loves money. He claims to have known Mario since childhood, but who can tell if that's true? In Smash Bros., he's a seriously agile heavyweight fighter. He can store up his trademark Wario Waft for explosive results. Did I mention he's gross?''
|desc-pal=Just a little nibble of garlic, and the humble Everyman Wario transforms into the hero of justice, Wario-Man! He's...still not really all that strong, but he does get quite a bit faster, and he can launch foes further too. And of course, like any good hero, he has the ability to fly...by spamming attacks in mid-air. That's how they all do it...right?
 
|game=ssb4-wiiu
::{{flag|pal}} ''If someone who hated Mario tried to draw an ugly version of him, it'd probably end up looking just like Wario. The greedy villain claims they used to be childhood friends, though... In this game, he's a heavy fighter with heavy-hitting attacks. The longer you go without using his Wario Waft move, the more explosive it'll be when you..."let it out".''
}}
 
{{clrl}}
{{Trophy games|console1=GB|game1=Super Mario Land 2: 6 Golden Coins (11/1992)|console2=GBA|game2=WarioWare, Inc.: Mega Microgame$!/Minigame Mania (PAL) (05/2003)}}
 
:'''Wario (Alt.)'''
::{{flag|ntsc}} ''With his Chomp special, Wario can wolf down almost anything! If you use this to gobble up healing items, they'll work better! When using his Wario Bike side special, you can jump off, pick it up, and throw it. But please, for the love of all things garlicky, JUMP OFF BEFORE YOU RIDE OFF THE STAGE.''
 
::{{flag|pal}} ''With his Chomp special, Wario can wolf down almost anything! Hold the button, and he'll keep his gob open too. Also, if you gobble up healing items, they'll have more effect! When using his Wario Bike side special, you can jump off, pick it up and throw it. Most importantly, though, you can JUMP OFF. No need to ride off the stage.''
 
{{Trophy games|console1=GB|game1=Super Mario Land 2: 6 Golden Coins (11/1992)|console2=GBA|game2=WarioWare, Inc.: Mega Microgame$!/Minigame Mania (PAL) (05/2003)}}
 
:'''Wario-Man'''
::{{flag|ntsc}} ''With just a little nibble of garlic, humble everyman Wario transforms into the hero of justice, Wario-Man! He's...still not really all that strong, but he does get quite a bit faster, and he can launch foes farther too. And like any good hero, he has the ability to fly...by spamming attacks in midair. Just like they all do it, right?''
 
::{{flag|pal}} ''Just a little nibble of garlic, and the humble Everyman Wario transforms into the hero of justice, Wario-Man! He's...still not really all that strong, but he does get quite a bit faster, and he can launch foes further too. And of course, like any good hero, he has the ability to fly...by spamming attacks in mid-air. That's how they all do it...right?''
 
<center>
<gallery>
WarioTrophy3DS.png|Classic (3DS)
WarioAltTrophy3DS.png|Alt.(3DS)
WarioTrophyWiiU.png|Classic (Wii U)
WarioAltTrophyWiiU.png|Alt. (Wii U)
WarioManTrophyWiiU.png|[[Wario-Man]]
</gallery>
</center>


==In [[Event Match]]es==
==In [[Event Match]]es==
Line 478: Line 622:
<gallery>
<gallery>
Wario amiibo.png|Wario's [[amiibo]].
Wario amiibo.png|Wario's [[amiibo]].
Wario unlock notice SSB4-3DS.png|Wario's unlock notice in {{for3ds}}.
Wario unlock notice SSB4-Wii U.png|Wario's unlock notice in {{forwiiu}}.
SSB4 - Wario Screen-1.jpg|Riding his Bike.
SSB4 - Wario Screen-1.jpg|Riding his Bike.
SSB4 - Wario Screen-2.jpg|Using [[Chomp]] on {{SSB4|Olimar}}.
SSB4 - Wario Screen-2.jpg|Using [[Chomp]] on {{SSB4|Olimar}}.
Line 493: Line 639:
*Prior to ''[[Ultimate]]'', Wario was the only character that [[Wario (SSBB)|debuted as a starter]] to be made unlockable in a later game.
*Prior to ''[[Ultimate]]'', Wario was the only character that [[Wario (SSBB)|debuted as a starter]] to be made unlockable in a later game.
**Similarly, [[Lucas]] [[Lucas (SSBB)|was a starter character]] in ''Brawl'', but became a downloadable character in ''SSB4''. Coincidentally, both Lucas and Wario were newcomers in ''Brawl''.
**Similarly, [[Lucas]] [[Lucas (SSBB)|was a starter character]] in ''Brawl'', but became a downloadable character in ''SSB4''. Coincidentally, both Lucas and Wario were newcomers in ''Brawl''.
*Since Wario is part of Luigi's Final Smash trophy, Wario can be seen in the game before he is even unlocked.  
*Since Wario is part of Luigi's Final Smash trophy, Wario can be seen in the game before he is even unlocked.
*SSB4 is the only game where Wario's trademark shoulder bash is not in his moveset.
*SSB4 is the only game where Wario's trademark shoulder bash is not in his moveset.
*Wario is the only character with fewer {{SSB4|alternate costume}}s in ''SSB4'' than in ''Brawl'', going from 12 to 8 options.
*Wario is the only character with fewer {{SSB4|alternate costume}}s in ''SSB4'' than in ''Brawl'', going from 12 to 8 options.
*Wario's All-Star trophy in the 3DS version resembles his artwork for ''{{s|mariowiki|Super Mario 64 DS}}''.
*Wario's All-Star trophy in the 3DS version resembles his artwork for ''{{s|mariowiki|Super Mario 64 DS}}''.
*Wario is one of the five unlockable veterans that do not appear in {{forwiiu}}'s [[opening movie]], with the other four being {{SSB4|Falco}}, {{SSB4|Mr. Game & Watch}}, {{SSB4|R.O.B.}} and {{SSB4|Dr. Mario}}.
*Wario is the only character with a fourth taunt, which is done by taunting while riding the [[Wario Bike]] (even when in the air), as well as one of two characters that can taunt while using a special move, with the other being {{SSB4|Greninja}} while doing [[Shadow Sneak]].
*Wario is the only character with a fourth taunt, which is done by taunting while riding the [[Wario Bike]] (even when in the air), as well as one of two characters that can taunt while using a special move, with the other being {{SSB4|Greninja}} while doing [[Shadow Sneak]].
*Humorously, Wario swings the [[Home-Run Bat]] by holding it in his mouth like a dog, while the {{SSB4|Duck Hunt}} dog swings it like a human being would, even standing on two legs while doing so.
*Humorously, Wario swings the [[Home-Run Bat]] by holding it in his mouth like a dog, while the {{SSB4|Duck Hunt}} dog swings it like a human being would, even standing on two legs while doing so.