SSB4 Icon.png

Wario (SSB4)/Down special/Default

This article is about the hitbox visualization in Super Smash Bros. 4. For the move itself, see Wario Waft.
Hitbox visualization showing Wario's Wario Waft at weakest power.
Hitbox visualization showing Wario's Wario Waft at low power.
Hitbox visualization showing Wario's Wario Waft at half power.
Hitbox visualization showing Wario's Wario Waft at full power.

OverviewEdit

Wario's down special is his signature Wario Waft. It involves Wario unleashing a putrid explosion from his bottom. This attack has 4 levels of charge. It is considered Wario's best move, due to being insanely powerful, and being able to be combined with camping to charge it, then strike the opponent.

No chargeEdit

Between 0 and 15 seconds, waft is extremely weak, only able to trip nearby opponents without doing any damage. However, Wario can't take advantage of it due to the move's absurdly high endlag, making it useless and very unsafe in every scenario.

Low chargeEdit

Between 15 and 55 seconds, waft is still weak but nowhere as bad as the previous charge. It deals 12% with 2 small 10% sourspots that are near impossible to hit due to the sweetspot taking priority. It's only able to kill near the blast zone at high %. It's the second slowest waft, coming out on frame 10. Its low damage and high endlag make it useful only to kill with a weak waft for style and not useful in any practical scenario.

Half chargeEdit

Between 55 and 110 seconds, waft is at half power, dealing a lot of damage and knockback. It's the fastest waft, coming out on frame 5. It's mostly used to punish laggy moves and unsafe options thanks to its speed and power. It's able to kill at high % very reliably. It's also worth nothing that only the timer and a small flash at 55 seconds are the only way to know half waft is on deck, making it less telegraphed than a full waft. As such, a lot of people will not raise their guard as they would with the full waft, making half waft less predictable. Down air is capable of leading into half waft while landing with rage, as long as Wario doesn't hit the final hit and buffers the down special.

Full chargeEdit

After 110 seconds, waft becomes a power-house, capable of KO'ing as early as 30% with its clean hit. The late hit is also very powerful, being able to kill after 90% and even earlier if close to the top blast zone. It launches Wario upwards very fast and can catch landings effectively. While not as fast as half waft, full waft grants Wario super armor (Frames 5-10) to allow him to tank aggressive options and retaliate with the clean hit. It's Wario's best kill option thanks to the many set ups that lead into it. Landing up air and late neutral air both lead into clean waft around 30-50% depending on character and rage. Landing up air also leads into the late hit at higher percents, making up air to waft a very powerful kill combo as its percent range is enormous. However, if Wario misses the full waft, it becomes extremely hard for him to take stocks. As such, it's very important to use it with caution.

HitboxesEdit

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
No charge
0 0 0% 0   0 1 0 9.0 0 0.0 4.0 0.0 1.0x 1.0x 100%               None  
15 seconds
0 0 12% 0   30 80 0 10.0 0 0.0 4.0 0.0 1.0x 1.0x 0%               Explosion  
1 0 10% 0   20 80 0 5.0 0 0.0 3.0 5.0 1.0x 1.0x 0%               Explosion  
2 0 10% 0   20 80 0 5.0 0 0.0 3.0 -5.0 1.0x 1.0x 0%               Explosion  
55 seconds
0 0 20% 0   50 68 0 11.0 0 0.0 4.0 0.0 1.0x 1.0x 0%               Explosion  
110 seconds (clean)
0 0 27% 0   50 75 0 11.0 0 0.0 0.0 0.0 1.0x 2.0x 0%               Explosion  
110 seconds (late)
0 0 20% 0   0 100 0 7.0 0 0.0 9.0 0.0 1.0x 1.0x 0%               Explosion  

TimingEdit

No chargeEdit

Hitbox 16-18
Interruptible 80
Animation length 89
                                                                                                                                                                                 

Low waftEdit

Hitboxes 10-11
Animation length 64
                                                                                                                               

Half waftEdit

Hitbox 5-8
Animation length 49
                                                                                                 

Full waftEdit

Clean hit 9-10
Late hit 11-26
Super armor 5-10
Interruptible 60
Animation length 64
                                                                                                                               
                                                                                                                               
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
Vulnerable
 
Armour
 
Interruptible