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Wario (SSBB)/Hitboxes

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< Wario (SSBB)
Revision as of 19:09, December 18, 2011 by Toomai (talk | contribs)
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Hitbox Article.png This is a hitbox repository. Hitbox Article.png
Click on any image to view full size.


Wario's Hitboxes
Neutral
(Double Punch)
WarioSSBBNeutral(hit1).png
Hit 1
WarioSSBBNeutral(hit2).png
Hit 2
F-Tilt
(Power Punch)
WarioSSBBFTilt(angup).png
Angled Up
WarioSSBBFTilt(angside).png
Angled Side
WarioSSBBFTilt(angdown).png
Angled Down
U-Tilt
(Palm Push)
WarioSSBBUTilt(clean).png
Clean
WarioSSBBUTilt(late).png
Late
D-Tilt
(Ground Stroke)
WarioSSBBDTilt.png
Dash
(Dive)
WarioSSBBDash(clean).png
Clean
WarioSSBBDash(lategrounded).png
Late (on grounded opponents)
WarioSSBBDash(lateaerial).png
Late (on aerial opponents)
U-Smash
(Head Swirl)
WarioSSBBUSmash(hit1).png
Hit 1
WarioSSBBUSmash(hit2).png
Hit 2
WarioSSBBUSmash(hit3).png
Hit 3
WarioSSBBUSmash(hit4).png
Hit 4
WarioSSBBUSmash(hit5).png
Hit 5
WarioSSBBUSmash(hit6).png
Hit 6
D-Smash
(Body Spin)
WarioSSBBDSmash(cleanstart).png
Clean
WarioSSBBDSmash(cleanend).png
Clean
WarioSSBBDSmash(midstart).png
Mid
WarioSSBBDSmash(midend).png
Mid
WarioSSBBDSmash(latestart).png
Late
WarioSSBBDSmash(lateend).png
Late
F-Smash
(Shoulder Ram)
WarioSSBBFSmash(start).png WarioSSBBFSmash(mid).png WarioSSBBFSmash(end).png
Nair
(Wonky Spin)
WarioSSBBNair(clean).png
Clean
WarioSSBBNair(late).png
Late
Fair
(Drop Kick)
WarioSSBBFair(clean).png
Clean
WarioSSBBFair(late).png
Late
Bair
(Head Poke)
WarioSSBBBair(start).png WarioSSBBBair(late).png
Uair
(High Clap)
WarioSSBBUair.png
Dair
(Body Drill)
WarioSSBBDair(hits1-6).png
Hits 1-6
WarioSSBBDair(hit7).png
Hit 7

Notes

  • The angle of a hitbox is displayed as a line. Note that all angles are based on what side of the attacker the target is on - if the target is on the opposite side of the attacker, they will fly in the opposite direction (but at the same angle). Most presented angles assume the target is on the right of the attacker, unless the attack is obviously on the attacker's left.
  • A hitbox that cannot clang is denoted by a dashed border.
  • The colour of a hitbox is its type; the colour of its angle indicator and border is its effect.
  • The numbers represent each hitbox's damage and knockback (base knockback/knockback scaling), as well as whether the knockback is fixed.