Wario (SSBU): Difference between revisions

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Furthermore, Wario boasts strong aerials, with his down and back aerials being potent kill moves, and his up aerial being a highly damaging juggling and comboing tool and a strong KO option. Thanks to ''Ultimate''{{'}}s universal 3-frame jump squat, he can finally utilize his forward and neutral aerials as fast moves that can combo and pressure his opponents. Wario's air control and quick aerials also make him effective at edgeguarding.  
Furthermore, Wario boasts strong aerials, with his down and back aerials being potent kill moves, and his up aerial being a highly damaging juggling and comboing tool and a strong KO option. Thanks to ''Ultimate''{{'}}s universal 3-frame jump squat, he can finally utilize his forward and neutral aerials as fast moves that can combo and pressure his opponents. Wario's air control and quick aerials also make him effective at edgeguarding.  


Wario's ground game contrasts with his air game in that it focuses more on power than speed. His forward tilt and forward smash are among the strongest in the cast, although the latter is rather slow and better suited for hard reads. His up and down tilts are great combo tools that could potentially lead to a kill move, and his new shoulder tackle dash attack is both extremely fast in terms of startup and one of the strongest dash attacks in the game.
Wario's ground game contrasts with his air game in that it focuses more on power than speed. His forward tilt and forward smash are among the strongest in the cast, although the latter is rather slow and better suited for hard reads. His up and down tilts are great combo tools that could potentially lead to a kill move, and his new shoulder tackle dash attack is both extremely fast in terms of startup and one of the strongest dash attacks in the game. Wario's up and down smash both boast respectable range and surprisingly low lag, respectively, all while remaining effective KO options.


While his grab is not particularly fast, his throws have decent utility, with his up throw being able to combo into his up aerial and his down throw is both fairly strong and great for keeping opponents close to pressure them further.
While his grab is not particularly fast, his throws have decent utility, with his up throw being able to combo into his up aerial and his down throw is both fairly strong and great for keeping opponents close to pressure them further. Forward throw deals decent damage, and back throw is capable of KOing at higher percentages.


Wario's special moves are very unorthodox, and demand practice to use at their highest potential. [[Chomp]] is one of the best [[command grab]]s in the game, having deceptively long [[range]] and decent startup. It heals Wario if it connects, can effectively cover certain [[edge recovery|edge recoveries]], negate certain attacks such as [[Wonderwing]], and [[absorb]] many projectiles, often with the benefit of further [[healing]] him and slightly increasing the [[charge]] of his [[Wario Waft]]. The Waft is perhaps his most significant move because, with time, it is a highly damaging kill move with an extremely fast startup. With the Waft in his arsenal, any match can be turned around with the right read. [[Wario Bike]] gives Wario an unorthodox approach option that covers for his low ground speed, and continues to move forward and hit enemies after he dismounts it. This gives him a large pseudo-projectile which can apply pressure when used effectively, but the bike has a respawn time which prevents this from being used as a normal projectile. It can be used to surprise unsuspecting players as an approach tool that can blow past some projectiles, dismounted and thrown like an item with kill power, a very effective recovery tool, and a way for Wario to heal and charge his Waft when he eats it. On the flip side, Wario cannot shield or dodge while on the bike and is vulnerable, can have it thrown back at him, and if it is destroyed he must wait 6 seconds before using it again, which can leave him helpless while recovering as his up special, the [[Corkscrew]] is rather lackluster as a recovery on its own (although it is a decent out-of-shield option as it is his fastest).
Wario's special moves are very unorthodox, and demand practice to use at their highest potential. [[Chomp]] is one of the best [[command grab]]s in the game, having deceptively long [[range]] and decent startup. It heals Wario if it connects, can effectively cover certain [[edge recovery|edge recoveries]], negate certain attacks such as [[Wonderwing]], and [[absorb]] many projectiles, often with the benefit of further [[healing]] him and slightly increasing the [[charge]] of his [[Wario Waft]]. The Waft is perhaps his most significant move because, with time, it is a highly damaging kill move with an extremely fast startup. With the Waft in his arsenal, any match can be turned around with the right read. [[Wario Bike]] gives Wario an unorthodox approach option that covers for his low ground speed, and continues to move forward and hit enemies after he dismounts it. This gives him a large pseudo-projectile which can apply pressure when used effectively, but the bike has a respawn time which prevents this from being used as a normal projectile. It can be used to surprise unsuspecting players as an approach tool that can blow past some projectiles, dismounted and thrown like an item with kill power, a very effective recovery tool, and a way for Wario to heal and charge his Waft when he eats it. On the flip side, Wario cannot shield or dodge while on the bike and is vulnerable, can have it thrown back at him, and if it is destroyed he must wait 6 seconds before using it again, which can leave him helpless while recovering as his up special, the [[Corkscrew]] is rather lackluster as a recovery on its own (although it is a decent out-of-shield option as it is his fastest).