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Mad Scienstein: Combos, Concepts and Creativity

TheReflexWonder

Wonderful!
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Joined
Feb 10, 2005
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Location
Atlanta, GA
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TheReflexWonder
3DS FC
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This will/should turn into a repository for any useful information we come across. ATs, oddities, moveset hints, stage information...

In the meantime, I (Reflex) will just put my charts here so they don't get swallowed up by the Strategy Discussion Thread. If you see anything on the boards that seems like it would be good to put here, please don't hesitate to reply to this thread with that information. Thanks!


I was testing the strike invincibility/hitbox on U-Tilt to see how it holds up against many standard spacing tools and got some interesting results. The general rule of thumb here is that the better the opponent's move is spaced, the more likely it will lose to Wario's U-Tilt. This is likely because the hurtbox on Wario's body is round, so having a hitbox directly above his head instead of on the side will reach the highest point. Remember that Wario's head and hands are invincible from frames 5-23; that's quite a while.

Lime means it will not hit you at all immediately out of a shorthop.
Yellow means its range is reduced significantly, generally requiring the attacker to be poorly spaced.

All aerials listed are ones that would hit Wario under normal circumstances. Here are the results:

Bowser: F-Air, B-Air
Bowser Jr.: N-Air, F-Air, B-Air, D-Air
Captain Falcon: N-Air, U-Air (landing), D-Air
Charizard: N-Air, F-Air
Cloud: D-Air (immediate fullhop)
Dark Pit: B-Air
Diddy Kong: F-Air, B-Air, Forward-B (grounded, kick)
Donkey Kong: B-Air, U-Air (landing)
Dr. Mario: None
Duck Hunt: N-Air, F-Air, B-Air, D-Air (first hit)
Falco: N-Air, B-Air
Fox: N-Air, D-Air
Ganondorf: N-Air, F-Air, U-Air, D-Air
Greninja: N-Air
Jigglypuff: F-Air
Ike: N-Air, F-Air, B-Air, U-Air (landing)
King Dedede: N-Air, F-Air
Kirby: F-Air
Link: B-Air, D-Air
Little Mac: None
Lucario: F-Air
Lucas: N-Air, F-Air
Lucina: N-Air, B-Air, Forward-B (air)
Luigi: F-Air, B-Air, D-Air
Mario: B-Air, D-Air
Marth: N-Air, B-Air, Forward-B (air)
Mega Man: N-Air, B-Air, D-Air (clanks)
Meta Knight: N-Air, F-Air
Mewtwo: N-Air (you trade with linking hit), F-Air, B-Air
Mii Brawler: None
Mii Gunner: N-Air
Mii Swordfighter: N-Air, B-Air
Mr. Game and Watch: B-Air (you trade with linking hit)
Ness: F-Air (you trade with linking hit), B-Air, D-Air
Olimar: N-Air
Pac-Man: F-Air, B-Air
Peach (float-cancel height will still beat you): N-Air, F-Air, B-Air
Palutena: F-Air
Pikachu: F-Air, D-Air
Pit: B-Air
R.O.B.: N-Air, F-Air, B-Air
Robin: N-Air, F-Air, B-Air
Rosalina and Luma: N-Air (first hit), F-Air
Roy: N-Air, F-Air, Forward-B
Ryu: N-Air, F-Air, B-Air (landing), D-Air
Samus: U-Air (landing), D-Air
Sheik: N-Air, B-Air
Shulk: B-Air, D-Air (first hit)
Sonic: N-Air, F-Air, U-Air, Forward-B (end of hop)
Toon Link: N-Air, F-Air, B-Air
Villager: None
Wario: N-Air, B-Air
Wii Fit Trainer: D-Air
Yoshi: N-Air, F-Air, B-Air, D-Air
Zelda: N-Air, F-Air, B-Air (avoids Zelda's sweetspot), D-Air (avoids Zelda's sweetspot)
Zero Suit Samus: Down-B

D-Tilt doesn't have fixed knockback, so its frame advantage is affected by Rage and the victim's percents. Higher knockback pushes people away further (duh), but because its knockback is so small until you get to 150+%, it doesn't put people into tumble, which means it cannot be DI'd.

On shield, D-Tilt gives -11 frame advantage, but your hand is not a grabbable hurtbox, so we're working with something like Meta Knight/Pikachu D-Tilt in terms of general safety here, as it takes seven frames to drop a shield normally. You're vulnerable to some Up-Bs out of shield if not well-spaced, though, because your hand is still hittable.

Wario's D-Tilt has two hitboxes: One at the glove that sends opponents at a 46-degree angle and one at the finger that sends opponents at a 67-degree angle. Same power and knockback, but the glove hitbox has priority over the finger one. The following numbers all assume 0% Rage with a fresh D-Tilt with the close hitbox. and they're pretty dependent on weight and fall speed (fall speed can sometimes mean we don't get the couple frames of landing lag to exploit). Generally speaking, the lower those are, the better frame advantage we have.

At +5, D-Tilt -> D-Tilt, D-Tilt -> Dash Attack, and D-Tilt into Half Waft are true combos. The last one has to be right on top of the opponent or a run turnaround D-Tilt.

At +8, D-Tilt -> Jab, D-Tilt -> Dash Grab, and D-Tilt -> D-Smash are true combos. The last one has to be right on top of the opponent or a run turnaround D-Tilt.

Some characters who are hit by D-Tilt can buffer a command before they touch the ground. Because you can only buffer one command at a time, and buffer priority is Special > Shield > Attack > Jump, opponents attempting to Shield, Grab, or Roll will buffer an airdodge, giving you 20 more frames of vulnerability than normal (compared to the two extra from landing lag). Have you ever landed D-Tilt -> F-Smash before? It's likely because of this. Only a handful of characters have this property at any range, but many more have it from a D-Tilt that hits at the tip. Here's a list that shows what characters it works on:

Any range: Jigglypuff, Kirby, Olimar, Peach, Rosalina

Tip only: Bowser Jr. (100+%), Dark Pit, Donkey Kong (very specific distance; not recommended), Dr. Mario, Duck Hunt, Little Mac, Lucario, Lucina, Luigi, Mario, Marth, Mewtwo, Mii Gunner (small), Mr. Game and Watch, Ness, Pac-Man, Pit, Robin (65+%), Samus, Shulk (non-Jump), Sonic (75+%), Toon Link, Villager, Wario (95+%), Wii Fit Trainer (54+%), Yoshi, Zelda

Doesn't work: Bowser, Captain Falcon, Charizard, Diddy Kong, Falco, Fox, Ganondorf, Greninja, Ike, King Dedede, Link, Mega Man, Meta Knight, Mii Swordsman (small), Palutena, Pikachu, R.O.B., Sheik, Shulk (Jump), Zero Suit Samus
Yellow numbers denote 50% Rage, Orange numbers signify 100% Rage, and Red numbers represent 150% Rage.

Character | +5 Frame Advantage | +8 Frame Advantage | Can buffer up close? | Can buffer at tip?
Mario | 48%, 44% , 33% , 23% | 88% | No | Yes
Luigi | 29%, 26% , 16% , 8% | 65% | No | Yes
Peach | 20% | 53% | Yes | Yes
Bowser | 60% | 110% | No | No
Yoshi | 39%, 35% , 24% , 15% | 79% | No | Yes
Rosalina and Luma | 9%, 6% , 0% , 0% | 38% | Yes | Yes
Bowser Jr. | 60% | 101% | No | Yes at 100+%
Wario | 59% | 100% | No | Yes at 95+%
Donkey Kong | 37% | 82% | No | No
Diddy Kong | 59%, 53% , 43% , 32% | 93% | No | No
Mr. Game and Watch | 33% | 67% | No | Yes
Little Mac | 35% | 70% | No | Yes
Link | 50% | 94% | No | No
Zelda | 22% | 55% | No | Yes
Sheik | 54%, 51% , 41% , 30% | 88% | No | No
Ganondorf | 65% | 102% | No | No
Toon Link | 36% | 66% | No | Yes
Samus | 32% | 71% | No | Yes
Zero Suit Samus | 55%, 50% , 39% , 30% | 87% | No | No
Pit | 26% | 65% | No | Yes
Palutena | 58% | 92% | No | No
Marth | 29% | 64% | No | Yes
Ike | 59% | 100% | No | No
Robin | 51% | 92% | No | Yes at 65+%
Duck Hunt | 31% | 66% | No | Yes
Kirby | 12% | 41% | Yes | Yes
King Dedede | 26% | 71% | No | No
Meta Knight | 54% | 86% | No | No
Fox | 54% | 86% | No | No
Falco | 55% | 87% | No | No
Pikachu | 54%, 49% , 39% , 29% | 86% | No | No
Charizard | 66% | 104% | No | No
Lucario | 44% | 84% | No | Yes
Jigglypuff | 0%, 0% , 0% , 0% | 22% | Yes | Yes
Greninja | 59% | 93% | No | No
R.O.B. | 56% | 99% | No | No
Ness | 33%, 29% , 19% , 10% | 69% | No | Yes
Captain Falcon | 62%, 57% , 45% , 34% | 98% | No | No
Villager | 35% | 72% | No | Yes
Olimar/Alph | 17% | 49% | Yes | Yes
Wii Fit Trainer | 53% | 91% | No | Yes at 54+%
Shulk (non-Jump) | 47% | 87% | No | Yes
Shulk (Jump) | 61% | 97% | No | No
Dr. Mario | 48% | 88% | No | Yes
Dark Pit | 26% | 65% | No | Yes
Lucina | 29% | 64% | No | Yes
Pac-Man | 25% | 60% | No | Yes
Mega Man | 61% | 94% | No | No
Sonic | 52%, 48% , 37% , 26% | 93% | No | Yes at 75+%
Mewtwo | 24% | 58% | No | Yes
Cloud | 61% | 96% | No | No
Mii Gunner (small) | 36% | 77% | No | Yes
Mii Swordsman (small) | 48% | 92% | No | No
Mii Brawler (small) | | | |

N-Air's sweetspot hits on Frame 4 (and only on Frame 4 :< ), then the sourspot comes out on Frames 15-38. Because of our solid jump height, the only character that can shieldgrab us after a shorthop immediate N-Air (as in, reflexively, before the sourspot becomes active) is Mewtwo. N-Air only has 12 frames of landing lag, and Wario's horizontal aerial mobility and speed are quite high. All of this means that floating around with N-Air just outside of opponents' immediate range is a relatively strong tool in the neutral position.

Shorthop immediate N-Air's sweetspot can hit any standing character, as well as a large number of crouching ones. Shorthop immediate N-Air's sourspot lingers until you hit the ground, and it can hit any character at any height.

Fullhop immediate N-Air's sweetspot can hit a standing Diddy Kong, as well as anyone taller than him. Fullhop immediate N-Air's sourspot will only hit a standing opponent if you fastfall it, which causes you to have significant endlag, but if you fastfall as soon as possible, it can hit any character at any height before the sourspot ends. Also, after a fullhop immediate N-Air, you can buffer a N-Air that will land on the frame after the sweetspot becomes active. This is relatively safe on shield and has good synergy with Neutral-B against approaching opponents.

In a large contrast to D-Tilt, N-Air's combo potential becomes worse as the opponent's damage increases because it starts sending them too far away to get a guaranteed follow-up. That said, you can still effectively pressure opponents who will likely want to airdodge your follow-up, so it's still useful even at high percents.

I like charts. Here's a chart. I will add the highest percents (before the hit) where the sweetspot doesn't put an opponent into tumble; you cannot DI a move if you aren't put into tumble, so it will reliably combo into the sourspot at these percents and earlier. Yellow numbers denote 50% Rage, Orange numbers signify 100% Rage, and Red numbers represent 150% Rage.

Character | Fullhop N-Air? | Shorthop N-Air when crouching? | Sweetspot-to-sourspot combo %
Mario | Yes | No | 45%, 42% , 35% , 28%
Luigi | Yes | No | 45%, 42% , 35% , 28%
Peach | Yes | No | ?
Bowser | Yes | Yes | ?
Yoshi | Yes | No | 47%, 44% , 36% , 29%
Rosalina and Luma | Yes | No | 40%, 37% , 30% , 24%
Bowser Jr. | Yes | Yes | ?
Wario | Yes | No | 46%, 45% , 37% , 29%
Donkey Kong | Yes | Yes | ?
Diddy Kong | Yes | No | 44%, 41% , 34% , 27%
Mr. Game and Watch | No | No | ?
Little Mac | Yes | No | ?
Link | Yes | Yes | ?
Zelda | Yes | Yes | ?
Sheik | Yes | No | 42%, 39% , 32% , 26%
Toon Link | Yes | Yes | ?
Ganondorf | Yes | Yes | ?
Samus | Yes | Yes | ?
Zero Suit Samus | Yes | No (when crawling) | 41%, 38% , 31% , 25%
Pit | Yes | Yes | ?
Palutena | Yes | Yes | ?
Marth | Yes | No | ?
Ike | Yes | No | ?
Robin | Yes | No | ?
Duck Hunt | Yes | No | ?
Kirby | No | No | ?
King Dedede | Yes | Yes | ?
Meta Knight | No | No | ?
Fox | Yes | Yes | ?
Falco | Yes | Yes | ?
Pikachu | No | No | 40%, 39% , 31% , 24%
Charizard | Yes | Yes | ?
Lucario | Yes | No | ?
Jigglypuff | No | No | ?
Greninja | No | No | ?
R.O.B. | Yes | Yes | ?
Ness | Yes | No | 44%, 39% , 34% , 27%
Captain Falcon | Yes | Yes | 47%, 45% , 36% , 29%
Villager | Yes | No | ?
Olimar | No | No | ?
Wii Fit Trainer | Yes | No | ?
Shulk | Yes | Yes | ?
Dr. Mario | Yes | No | ?
Dark Pit | Yes | Yes | ?
Lucina | Yes | No | ?
Pac-Man | Yes | Yes | ?
Mega Man | Yes | No | 46%, 43% , 36% , 28%
Sonic | Yes | No | 44%, 42% , 34% , 27%
Mewtwo | Yes | Yes | ?
Cloud | Yes | No | ?
Mii Brawler (small) | ? | ? | ?
Mii Gunner (small) | Yes | Yes | ?
Mii Swordsman (small) | Yes | Yes | ?

These numbers assume that the opponent is on the center of the floor (for Lylat Cruise, specifically), that Wario has no Rage, and that the opponent has normal survival DI.

Bayonetta: 104%
Bowser: 125%
Bowser Jr. (car): 122%
Bowser Jr. (body): 117%
Captain Falcon: 119%
Charizard: 117%
Cloud: 115%
Corrin: 113%
Dark Pit: 109%
Diddy Kong: 111%
Donkey Kong: 129%
Dr. Mario: 110%
Duck Hunt: 110%
Falco: 103%
Fox: 100%
Ganondorf: 121%
Greninja: 106%
Ike: 119%
Jigglypuff: 84%
King Dedede: 135%
Kirby: 95%
Kirby (Jump art): 91%
Kirby (Shield art): 144%
Kirby (Buster art): 93%
Kirby (Smash art): 84%
Link: 116%
Little Mac: 107%
Lucario: 115%
Lucas: 105%
Lucina: 108%
Luigi: 105%
Mario: 110%
Marth: 108%
Mega Man: 118%
Meta Knight: 100%
Mewtwo: 95%
Mii Brawler (guest size): 115%
Mii Gunner (guest size): 110%
Mii Swordfighter (guest size): 113%
Mr. Game and Watch: 91%
Ness: 104%
Olimar: 97%
Pac-Man: 106%
Palutena: 102%
Peach: 99%
Pikachu: 99%
Pit: 109%
R.O.B.: 118%
Robin: 108%
Rosalina & Luma: 93%
Roy: 113%
Ryu: 112%
Samus: 113%
Sheik: 99%
Shulk: 113%
Shulk (Jump art): 109%
Shulk (Shield art): 170%
Shulk (Buster art): 111%
Shulk (Smash art): 101%
Sonic: 106%
Toon Link: 103%
Villager: 107%
Wario: 118%
Wii Fit Trainer: 104%
Wii Fit Trainer (Deep Breathing): 106%
Yoshi: 110%
Zelda: 100%
Zero Suit Samus: 100%

Bayonetta: 102%
Bowser: 123%
Bowser Jr. (car): 117%
Bowser Jr. (body): 112%
Captain Falcon: 115%
Charizard: 115%
Cloud: 110%
Cloud (Limit): 115%
Corrin: 110%
Dark Pit: 107%
Diddy Kong: 108%
Donkey Kong: 124%
Dr. Mario: 108%
Duck Hunt: 108%
Falco: 100%
Fox: 96%
Ganondorf: 116%
Greninja: 102%
Ike: 116%
Jigglypuff: 84%
King Dedede: 130%
Kirby: 93%
Kirby (Jump art): 90%
Kirby (Shield art): 143%
Kirby (Buster art): 91%
Kirby (Smash art): 83%
Link: 113%
Little Mac: 104%
Lucario: 113%
Lucas: 103%
Lucina: 106%
Luigi: 104%
Mario: 108%
Marth: 106%
Mega Man: 115%
Meta Knight: 98%
Mewtwo: 93%
Mii Brawler (guest size): 112%
Mii Gunner (guest size): 109%
Mii Swordfighter (guest size): 111%
Mr. Game and Watch: 90%
Ness: 103%
Olimar: 96%
Pac-Man: 106%
Palutena: 99%
Peach: 99%
Pikachu: 96%
Pit: 107%
R.O.B.: 112%
Robin: 107%
Rosalina & Luma: 92%
Roy: 110%
Ryu: 110%
Samus: 112%
Sheik: 95%
Shulk: 111%
Shulk (Jump art): 111%
Shulk (Shield art): 167%
Shulk (Buster art): 109%
Shulk (Smash art): 99%
Sonic: 104%
Toon Link: 102%
Villager: 105%
Wario: 114%
Wii Fit Trainer: 103%
Wii Fit Trainer (Deep Breathing): 105%
Yoshi: 109%
Zelda: 99%
Zero Suit Samus: 98%

Bayonetta: One frame of leeway on shield. Can't spotdodge after perfect shield.

0 on latest spotdodge. Wario D-Tilt beats attacks but loses to counters. Wario Neutral-B beats Jab and counters but loses to D-Tilt and U-Tilt.

+1 on earliest spotdodge. Wario D-Tilt beats attacks but loses to counters. Wario Neutral-B loses to D-Tilt but beats everything else.



Bowser: Three frames of leeway on shield. Can spotdodge after perfect shield.

+5 on latest spotdodge. Punish with D-Tilt, Neutral-B, or Down-B (half charge).

+9 on earliest spotdodge. Punish with D-Tilt, D-Smash, grabs, Neutral-B, Up-B, or Down-B (half and full charge). You can actually D-Tilt before Bowser can shieldgrab.



Bowser Jr.: Six frames of leeway on shield. Can spotdodge after perfect shield.

-1 on latest spotdodge. Wario D-Tilt loses to Jab and D-Tilt.

+6 on earliest spotdodge. Punish with D-Tilt, grabs, Neutral-B, Up-B, or Down-B (half charge).

Captain Falcon: One frame of leeway on shield. Can't spotdodge after perfect shield.

0 on latest spotdodge. Watch for Jab and grabs (including Up-B).

+1 on earliest spotdodge. Watch for Jab and grabs (including Up-B).



Charizard: Two frames of leeway on shield. Can spotdodge after perfect shield.

+2 on latest spotdodge. Wario D-Tilt beats attacks and rolls but loses to shield. Wario grabs beat shield.

+4 on earliest spotdodge. Wario Neutral-B beats attacks and shield. Wario D-Tilt beats attacks and rolls but loses to shield.


Cloud: One frame of leeway on shield. Can't spotdodge after perfect shield.

+1 on latest spotdodge. Wario D-Tilt trades with Jab. Wario grabs beat shield but lose to attacks.

+2 on earliest spotdodge. Wario D-Tilt beats attacks but loses to shield. Wario grabs beat shield but lose to attacks.


Corrin: One frame of leeway on shield. Can't spotdodge after perfect shield.

0 on latest spotdodge. Wario D-Tilt trades with Jab and D-Tilt. Wario D-Tilt will not activate Down-B.

+1 on earliest spotdodge. Wario D-Tilt beats attacks. Wario grabs beat shield but lose to attacks. Wario D-Tilt will not activate Down-B.


Dark Pit: Zero frames of leeway on shield. Can't spotdodge after perfect shield.

0 on spotdodge. Be on your guard. Wario D-Tilt trades with Jab and D-Smash. Wario grabs beat shield but lose to attacks.


Diddy Kong: Zero frames of leeway on shield. Can't spotdodge after perfect shield.

+2 on spotdodge. Wario D-Tilt trades with Jab1 and beats other attacks. Wario grabs beat shield but lose to attacks.


Donkey Kong: Two frames of leeway on shield. Can spotdodge after perfect shield.

-1 on latest spotdodge. Be careful. Wario D-Tilt loses to Jab1 and U-Tilt.

+1 on earliest spotdodge. Wario D-Tilt beats pokes but loses to immediate pivot grab and shield. Grabs beat shield but lose to attacks.


Dr. Mario: Zero frames of leeway on shield. Can't spotdodge after perfect shield.

-1 on spotdodge. Wario pokes lose to Mario pokes. Perfect shield into a punish or get away.


Duck Hunt: Two frames of leeway on shield. Can spotdodge after perfect shield.

-3 on latest spotdodge. Wario pokes lose to Duck Hunt pokes. Perfect shield into a punish or get away.

-1 on earliest spotdodge. Wario D-Tilt loses to Jab and trades with D-Tilt.


Falco: Two frames of leeway on shield. Can spotdodge after perfect shield.

0 on latest spotdodge. Wario D-Tilt loses to Jab and trades with U-Tilt. Wario grabs beat shield but lose to attacks and rolls.

+2 on earliest spotdodge. Wario D-Tilt trades with Jab and beats other pokes. Wario grabs beat shield but lose to attacks.


Fox: Zero frames of leeway on shield. Can't spotdodge after perfect shield.

-1 on spotdodge. Wario pokes lose to Fox pokes. Perfect shield into a punish or get away.


Ganondorf: One frame of leeway on shield. Can't spotdodge after perfect shield.

+5 on latest spotdodge. Punish with D-Tilt, grabs, Neutral-B, or Down-B (half charge).

+6 on earliest spotdodge. Punish with D-Tilt grabs, Neutral-B, Up-B, or Down-B (half charge).


Greninja: Eight frames of leeway on shield. Can spotdodge and even D-Tilt instead after perfect shield. Follow up a U-Air with D-Tilt or a roll instead of a spotdodge.

-9 on latest spotdodge. You should be ashamed of yourself.

-1 on earliest spotdodge. Wario D-Tilt loses to Jab and D-Tilt.


Ike: One frame of leeway on shield. Can't spotdodge after perfect shield.

+2 on latest spotdodge. Wario D-Tilt beats Jab. Wario grabs beat shield but lose to Jab.

+3 on earliest spotdodge. Wario D-Tilt beats Jab. Wario grabs beat shield but lose to Jab.


Jigglypuff: Zero frames of leeway on shield. Can't spotdodge after perfect shield.

-3 on spotdodge. Wario pokes lose to Jigglypuff Jab. Perfect shield into a punish or get away.


King Dedede: One frame of leeway on shield. Can't spotdodge after perfect shield.

+5 on latest spotdodge. Punish with D-Tilt, grabs, Neutral-B, or Down-B (half charge).

+6 on earliest spotdodge. Punish with D-Tilt, grabs, Neutral-B, Up-B, or Down-B (half charge).


Kirby: Zero frames of leeway on shield. Can't spotdodge after perfect shield.

-2 on spotdodge. Wario pokes lose to Kirby Jab and tilts. Perfect shield into a punish or get away.


Link: Six frames of leeway on shield. Can spotdodge after perfect shield.

+26 on earliest spotdodge. Punish with whatever you want.

+32 on latest spotdodge. Punish with whatever you want.


Little Mac: Three frames of leeway on shield. Can spotdodge after perfect shield.

0 on latest spotdodge. Wario pokes lose to Mac pokes. Perfect shield to punish or get away.

+3 on earliest spotdodge. Wario D-Tilt trades with Mac Jab. Wario grabs beat shield but lose to attacks and rolls.


Lucario: Zero frames of leeway on shield. Can't spotdodge after perfect shield.

-1 on spotdodge. Wario D-Tilt trades with Jab1. Wario grabs beat shield but lose to attacks and grab.


Lucas: Six frames of leeway on shield. Can spotdodge after perfect shield.

+10 on latest spotdodge. Punish with D-Tilt, D-Smash, N-Air, grabs, Neutral-B, Up-B, or Down-B (half and full charge).

+16 on earliest spotdodge. Punish with F-Tilt, D-Tilt, U-Smash, D-Smash, N-Air, B-Air, D-Air, grabs, Neutral-B, Up-B, or Down-B (half and full charge).


Lucina: One frame of leeway on shield. Can't spotdodge after perfect shield.

-1 on latest spotdodge. Wario D-Tilt loses to Jab and trades with U-Tilt/D-Smash. Perfect shield to punish or get away.

0 on earliest spotdodge. Wario D-Tilt trades with Jab and beats other pokes. Watch out for Up-B.


Luigi: Zero frames of leeway on shield. Can't spotdodge after perfect shield.

-1 on spotdodge. Wario pokes lose to Luigi pokes. Powershield to punish or get away.


Mario: Zero frames of leeway on shield. Can't spotdodge after perfect shield.

-1 on spotdodge. Wario pokes lose to Mario pokes. Perfect shield into a punish or get away.


Marth: One frame of leeway on shield. Can't spotdodge after perfect shield.

-1 on latest spotdodge. Wario D-Tilt loses to Jab and trades with U-Tilt/D-Smash. Perfect shield to punish or get away.

0 on earliest spotdodge. Wario D-Tilt trades with Jab and beats other pokes. Watch out for Up-B.


Mega Man: Zero frames of leeway on shield. Can't spotdodge after perfect shield.

+1 on spotdodge. Wario D-Tilt beats pokes. Wario grabs beat shield but lose to attacks and grab.


Meta Knight: One frame of leeway on shield. Can't spotdodge after perfect shield.

+1 on latest spotdodge. Wario D-Tilt loses to D-Tilt and trades with D-Smash. Powershield to punish or get away.

+2 on earliest spotdodge. Wario D-Tilt trades with D-Tilt. Wario grabs beat shield but lose to attacks and rolls.


Mewtwo: One frame of leeway on shield. Can’t spotdodge after perfect shield.

+5 on latest spotdodge. Punish with D-Tilt, Neutral-B (hold to beat spotdodge), or Down-B (half charge).

+6 on earliest spotdodge. Punish with D-Tilt, Neutral-B, Up-B, or Down-B (half charge)


Mii Brawler (Guest size): Zero frames of leeway on shield. Can’t spotdodge after perfect shield.

0 on spotdodge. Wario D-Tilt loses to Jab.


Mii Gunner (Guest size): Zero frames of leeway on shield. Can’t spotdodge after perfect shield.

-1 on spotdodge. Wario D-Tilt loses to Jab and trades with U-Tilt.


Mii Swordfighter (Guest size): Zero frames of leeway on shield. Can’t spotdodge after perfect shield.

-1 on spotdodge. Wario D-Tilt loses to D-Tilt, trades with Jab, and activates Down-B1.


Mr. Game and Watch: Zero frames of leeway on shield. Can’t spotdodge after perfect shield.

0 on spotdodge. Wario D-Tilt loses to Jab and trades with D-Tilt.


Ness: Zero frames of leeway on shield. Can’t spotdodge after perfect shield.

+5 on spotdodge. Punish with D-Tilt, Neutral-B (hold to beat spotdodge), or Down-B (half charge).


Olimar: Four frames of leeway on shield. Can spotdodge after perfect shield.

+11 on latest spotdodge. Punish with D-Tilt, D-Smash, N-Air, Neutral-B, Up-B, or Down-B (half and full charge).

+~18 on earliest spotdodge. Punish with anything but F-Smash.


Pac-Man: Six frames of leeway on shield. Can spotdodge after perfect shield.

+40 on latest spotdodge. Punish with whatever you want.

+46 on earliest spotdodge. Punish with whatever you want.


Palutena: One frame of leeway on shield. Can’t spotdodge after perfect shield.

+1 on latest spotdodge. Wario D-Tilt beats Palutena pokes. Wario grabs beat shield and attacks.

+2 on earliest spotdodge. Wario D-Tilt beats Palutena pokes. Wario grabs beat shield and attacks.


Peach: Zero frames of leeway on shield. Can’t spotdodge after perfect shield.

+2 on spotdodge. Wario D-Tilt loses to Jab. Standing grab loses to D-Smash.


Pikachu: Zero frames of leeway on shield. Can’t spotdodge after perfect shield.

-2 on spotdodge. Wario is always punished by Jab. Don’t do it!


Pit: Zero frames of leeway on shield. Can't spotdodge after perfect shield.

0 on spotdodge. Wario D-Tilt trades with Jab and D-Smash. Wario grabs beat shield but lose to attacks.


R.O.B.: One frame of leeway on shield. Can’t spotdodge after perfect shield.

0 on latest spotdodge. Wario D-Tilt loses to Jab and D-Tilt. Perfect shield to punish or get away.

+1 on earliest spotoddge. Wario D-Tilt trades with Jab and D-Tilt.


Robin: One frame of leeway on shield. Can’t spotdodge after perfect shield.

+9 on latest spotdodge. Punish with D-Tilt, D-Smash, Neutral-B, Up-B, or Down-B (half and full charge).

+10 on earliest spotdodge. Punish with D-Tilt, D-Smash, N-Air, Neutral-B, Up-B, or Down-B (half and full charge).


Rosalina and Luma: Zero frames of leeway on shield. Can’t spotdodge after perfect shield.

+6 on spotdodge. Punish with Dash Attack, D-Tilt, Up-B, or Down-B (half charge).


Roy: One frame of leeway on shield. Can’t spotdodge after perfect shield.

-1 on latest spotdodge. Wario D-Tilt loses to Jab and trades with U-Tilt.

0 on earliest spotdodge. Wario D-Tilt trades with Jab.


Ryu: Zero frames of leeway on shield. Can’t spotdodge after perfect shield.

0 on spotdodge. Wario D-Tilt loses to Jab, light U-Tilt, light D-Tilt, and Up-B. Perfect shield to punish or get away.


Samus: Ten frames of leeway on shield. Can’t spotdodge after perfect shield.

+36 on latest spotdodge. Punish with whatever you want.

+~44 on earliest spotdodge. Punish with whatever you want.


Sheik: Zero frames of leeway on shield. Can’t spotdodge after perfect shield.

-2 on spotdodge. Wario is always punished by Jab. Don’t do it.


Shulk: One frame of leeway on shield. Can’t spotdodge after perfect shield.

-1 on latest spotdodge. Wario D-Tilt loses to Jab. Perfect shield to punish or get away.

0 on earliest spotdodge. Wario D-Tilt trades with Jab.


Sonic: Zero frames of leeway on shield. Can’t spotdodge after perfect shield.

+1 on spotdodge. Wario D-Tilt loses to Jab.


Toon Link: Six frames of leeway on shield. Can spotdodge after perfect shield.

+26 on latest spotdodge. Punish with whatever you want.

+32 on earliest spotdodge. Punish with whatever you want.


Villager: Nine frames of leeway on shield. Can spotdodge after perfect shield.

+17 on latest spotdodge. Punish with anything but F-Smash.

+26 on earliest spotdodge. Punish with whatever you want.


Wario: Two frames of leeway on shield. Can spotdodge after perfect shield.

-2 on latest spotdodge. His D-Tilt beats your D-Tilt.

0 on earliest spotdodge. Good luck!


Wii Fit Trainer: Zero frames of leeway on shield. Can’t spotdodge after perfect shield.

-1 on spotdodge. Wario D-Tilt loses to Jab and trades with F-Tilt. Perfect shield to punish or get away.


Yoshi: Eight frames of leeway on shield. Can spotdodge after perfect shield.

+18 on latest spotdodge. Punish with anything but F-Smash.

+26 on earliest spotdodge. Punish with whatever you want.


Zelda: Four frames of leeway on shield. Can spotdodge after perfect shield.

+4 on latest spotdodge. Wario D-Tilt beats pokes.

+8 on earliest spotdodge. Punish with D-Tilt, D-Smash, grabs, Neutral-B, Up-B, or Down-B (half charge).


Zero Suit Samus: Ten frames of leeway on shield. Can spotdodge after perfect shield.

+29 on latest spotdodge. Punish with whatever you want.

+39 on earliest spotdodge. Punish with whatever you want.


The first six hits of Wario's D-Air has two hitboxes that can hit opponents while they're in the air: One is below his head and hits upward, while another is on his head and hits downward. They are supposed to hit the opponent back and forth between each other until the final hit sends them away. However, if both hitboxes overlap the opponent at one time, the downward hit will have priority. If you can prevent the final hit from sending them away, it is possible to send the opponent downward like a normal Meteor Smash. This can be accomplished in a number of ways:

1. Trading hits with an off-stage opponent. This is probably the most useful method; even if you hit the opponent but don't trade, a regular D-Air is still excellent for edgeguarding, considering its many active frames and disjointed hitbox. Definitely something to consider for challenging many recoveries.

2. Landing on the stage during the linking hits. Because the move ends prematurely, it can stop on a downward hit. This can even work on a grounded opponent if you get more than one hit (since the first hit puts them in the air). The best use of this would be as a punish on an opponent on the ledge without invincibility (perhaps after a ledge trump). Landing a single hit of D-Air before hitting the ground will always send a ledge-grabbing opponent downward.

3. Passing through an opponent horizontally. Sometimes the hits don't suck them in enough and they fall out, causing it to end on a meteor. This is unreliable and is usually something that happens accidentally if at all, but, take it where you can get it. :p

Because the linking hits of D-Air have fixed knockback, the opponent's percent is irrelevant; it will send people downward at the same distance whether the opponent is at 0% or 999%. However, different variables still affect the knockback of the D-Air meteor. Here is a list of those attributes, in order from greatest effect to smallest:

1. Wario's Rage. An opponent will be sent down further if Wario is at 100% than if he is at 0%. Rage caps at 150%.

2. The opponent's Gravity stat. The higher the value, the faster/further they will be sent down before they can act. This affects how fast a character reaches their max fall speed after a jump, but it also puts a multiplier on vertical knockback so that high-gravity characters don't live longer when sent upward (unlike Melee Fox/Falco). This has a minuscule effect on most Meteor Smashes, but, apparently, it is still applied significantly on Meteor Smashes with fixed knockback. Here is a universal list of characters' Gravity values: http://kuroganehammer.com/Smash4/Gravity

3.The opponent's Weight stat. The lower the value, the faster/further they will be sent down before they can act. Even though D-Air has fixed knockback, part of it is weight-dependent knockback, which means it is slightly stronger against Jigglypuff than it is against Bowser, etc. Here is a universal list of characters' Weight values: http://kuroganehammer.com/Smash4/Weight

Even though D-Air has 19 frames of landing lag, the hitstun the linking hits provide when you land on the ground before the final hit comes out is enough to combo into other moves in some situations. The linking hits on D-Air have fixed knockback, so the opponent's percent is irrelevant, and it isn't high enough to put people into tumble, so people cannot DI the hits.


Frame advantage is dependent on a few things:

1. Your own Rage value. Using D-Air at 100% will give you greater knockback, and, as a result, better frame advantage than using D-Air at 0%.

2. The opponent's weight. The lower their weight, the better your frame advantage. With no Rage, you appear to have about +4 frame advantage on Jigglypuff, +2 on Mario, and 0 on Bowser.

3. Frame syncing (also known as "frame cancel," but that's a misleading name). Because a new hitbox comes out on every other frame, if the opponents is close enough to the ground right before you land, there is a chance of Wario's landing lag happening during hitlag freeze, giving Wario between +1 and +5 extra frame advantage.

4. Whether or not the opponent is forced to land on the ground after hitstun. This is primarily based on gravity and fall speed values. If they are forced to land on the ground, they can shield on Frame 1 instead of being forced to jump, attack, or airdodge.

The list for #4 is as follows: Captain Falcon, Diddy Kong, Falco, Fox, Ganondorf, Greninja, King Dedede, Mega Man, Mii Brawler, Roy, Ryu, Sheik, Shulk (Jump art only), and Zero Suit Samus.

These are the minimum Rage percents that landing D-Air -> Half Waft becomes a guaranteed combo. This is WARIO'S percent, not the opponent's; the opponent can be at any percent, and stale moves doesn't affect the combo at all.

This list assumes that you hit a linking hitbox as close to the ground as possible (as in, the opponent didn't fly up and miss a linking hit on the way down). It also accounts for the empty frame between D-Air hits. For especially light characters; percents for Full Waft are listed as well.

Bayonetta: Any%
Bowser: None
Bowser Jr.: 103%
Captain Falcon: 92%
Charizard: 125%
Cloud: 80%
Corrin: 75%
Dark Pit: 69%
Diddy Kong: 60%
Donkey Kong: 144%
Dr. Mario: 75%
Duck Hunt: 54%
Falco: Any%, Full at 144%
Fox: Any%, Full at 134%
Ganondorf: 117%
Greninja: 63%
Ike: 100%
Jigglypuff: Any%, Full at 93%
King Dedede: 133%
Kirby: Any%, Full at 134%
Link: 92%
Little Mac: Any%, Full at 144%
Lucario: 78%
Lucas: 63%
Lucina: 51%
Luigi: 72%
Mario: 75%
Marth: 51%
Mega Man: 86%
Meta Knight: Any%, Full at 137%
Mewtwo: Any%, Full at 116%
Mii Brawler: 80%
Mii Gunner: 80%
Mii Swordfighter: 80%
Mr. Game and Watch: Any%, Full at 119%
Ness: 63%
Olimar: Any%, Full at 134%
PAC-MAN: 66%
Palutena: 54%
Peach: 48%
Pikachu: Any%, Full at 134%
Pit: 69%
R.O.B.: 98%
Robin: 66%
Rosalina: Any%, Full at 127%
Full at 127%
Roy: 66%
Ryu: 89%
Samus: 103%
Sheik: Any%, Full at 141%
Shulk: 86%
Sonic: 63%
Toon Link: 60%
Villager: 72%
Wario: 100%
Wii Fit Trainer: 69%
Yoshi: 91%
Zelda: 36%
Zero Suit Samus: Any%, Full at 137%

So, airdodges start up pretty quickly (within 2-4 frames on the whole cast; Wario's is Frame 3) and they only have 5 frames of endlag. The animation takes a decent bit longer than a Brawl spotdodge (Wario's is 32 frames, and the average Brawl spotdodge took 25 frames), but you also get to weave during an airdodge, helping to make up for it.

That's all well and good, but Wario's aerials aren't really well-suited to take advantage of it. However, using the same principle as with this situational Jigglypuff technique (where Wario hits because of good range rather than fast active frames)...


...We can footstool opponents into it with minimal risk of losing said Waft. Full Waft and D-Air both have enough speed and range to hit from a footstool on many characters, and Half Waft (and all strong forms of the custom Wafts) will work on almost the whole cast. Footstools are Frame 1 and actually cancel opponents' grab animations at any point, so someone trying to reflexively grab you will get footstooled if they don't grab you within your five frames of airdodge endlag.

Here's a recent clip of Abadango doing a footstool -> Half Waft. I don't know if he did the option select here, but it couldn't have hurt.


Full Quick Waft hits everyone but Diddy Kong, and all forms of Rose Waft hit the whole cast.

Here's a handy CHART showing who gets hit by what:

Character | SH AD -> FS | FS -> Half Waft | FS -> D-Air | FS -> Full Waft | Air FS -> Half Waft| Air FS -> Full Waft
Mario | Yes | Yes | Yes | Yes | Yes | No
Luigi | Yes | Yes | Yes | Yes | Yes | No
Peach | Yes | No | No | No | No | No
Bowser | Out of standing grab | Yes | Yes | Yes | Yes | Yes
Yoshi | Yes | Yes | Yes | Yes | Yes | Yes
Rosalina and Luma | No | Yes | Yes | Yes | Yes | No
Bowser Jr. | Yes | Yes | Yes | Yes | No | No
Wario | Yes | Yes | Yes | Yes | No | No
Donkey Kong | Yes | Yes | No | No | Yes | No
Diddy Kong | Yes | No | No | No | No | No
Mr. Game and Watch | Yes | No | Yes | No | Yes | Yes
Little Mac | Yes | Yes | Yes | Yes | Yes | No
Link | Yes | No | No | No | Yes | No
Zelda | Yes | No | No | No | No | No
Sheik | Yes | Yes | Yes | Yes | Yes | No
Toon Link | Yes | Yes | Yes | Yes | Yes | No
Ganondorf | Out of grab startup | Yes | No | No | No | No
Samus | Out of standing grab | Yes | No | Yes | No | No
Zero Suit Samus | Yes | Yes | Yes | Yes | No | No
Pit | Yes | Yes | No | No | No | No
Palutena | Yes | Yes | Yes | Yes | No | No
Marth | Out of standing grab | Yes | Yes | Yes | Yes | Yes
Ike | Yes | Yes | No | No | No | No
Robin | Yes | Yes | Yes | Yes | No | No
Duck Hunt | Yes | Yes | Yes | Yes | Yes | No
Kirby | Yes | Yes | Yes | Yes | Yes | No
King Dedede | Yes | Yes | No | No | Yes | No
Meta Knight | Yes | Yes | No | No | Yes | No
Fox | Yes | Yes | No | No | No | No
Falco | Yes | Yes | No | No | No | No
Pikachu | Yes | Yes | No | Yes | No | No
Charizard | Yes | Yes | No | Yes | Yes | No
Lucario | Yes | No | No | No | Yes | No
Jigglypuff | Yes | Yes | Yes | Yes | No | No
Greninja | Yes | Yes | No | No | No | No
R.O.B. | Yes | Yes | Yes | Yes | No | No
Ness | Yes | No | No | No | Yes | No
Captain Falcon | Out of standing grab | Yes | No | No | No | No
Villager | Yes | Yes | Yes | Yes | Yes | No
Olimar | Yes | No | No | No | Yes | Yes
Wii Fit Trainer | Yes | No | No | No | No | No
Shulk | Yes | No | No | No | No | No
Dr. Mario | Yes | Yes | Yes | Yes | Yes | No
Dark Pit | Yes | Yes | No | No | No | No
Lucina | Yes | Yes | Yes | Yes | Yes | No
Pac-Man | Yes | Yes | No | No | No | No
Mega Man | Yes | Yes | Yes | Yes | Yes | No
Sonic | Yes | Yes | Yes | Yes | Yes | No
Mewtwo | Yes | Yes | No | Yes | Yes | No
Lucas | Yes | No | No | No | Yes | No
Roy | Yes | Yes | Yes | Yes | Yes | No
Ryu | No | Yes | No | Yes | No | No
Cloud | Yes | Yes | Yes | Yes | No | No
Corrin | Yes | Yes | Yes | Yes | Yes | No
Bayonetta | No | Yes | Yes | Yes | No | No
Mii Brawler | Yes | Yes | Yes | Yes | No | No
Mii Gunner | Yes | Yes | No | Yes | Yes | No
Mii Swordsman | Yes | Yes | No | Yes | No | No

Wario's Neutral-B grabs opponents on and after Frame 8, but starts to eat items as early as Frame 1. As a result, eating items will pretty much always take priority over grabbing opponents.

After Wario successfully throws an opponent with Neutral-B, he cannot use Neutral-B for the next half-second or so, but he can use any other option. This is not the case after eating a projectile.

If Neutral-B ends in the air, it has five fewer frames of endlag. This can be used immediately out of a shorthop or with an aerial B-Reverse for extra safety.

The grab's length of time before the throw is dependent on the opponent's damage and number of inputs, much like a normal grab, except a release acts as a throw. Pressing buttons to pummel the opponent deals extra damage but affect the time it takes to release them only very slightly.

Neutral-B throws opponents at a 45-degree angle. Stages that are useful for gimping tend to have a flat bottom and/or are angled in such a way that a missed tech against the side is basically death. Things that affect it significantly:

1. The opponent's mashing speed. It actually doesn't take many inputs to significantly lower the time spent grabbed until very high percents.

2. The opponent's percent. Like a normal grab, the higher the percent when grabbed, the longer it will take to be released. This also affects how far they get thrown, so a missed tech becomes more deadly, or a tech against a flat "ceiling" will require more horizontal movement to recover from.

3. Your percent. Neutral-B has high base knockback and knockback growth, so the knockback is much higher when influenced by Rage.

4. The walls of the stage. The sides of each stage have different angles that bounce people in different directions on a missed tech, and some stages go down a decent bit before reaching the bottom side.

Some stages of note:

Dream Land 64 has a very low blast zone, a flat bottom, and a long side wall, making it ideal for opponents who do not mash out immediately.

Omega Temple and Omega Kongo Jungle 64 have a long side wall and invisible/obscured wall locations, making it more difficult to tech.

Omega Halberd and Omega Pilotwings have a short side wall and don't allow you to slide up the bottom with your Up-B.

Lylat Cruise has a short side wall and can be awkward to tech on/against.

When Wario eats an item with his Neutral-B, he heals 1% and adds 1.5 seconds of charge to his Down-B. Wario can eat up to four items at once with a single Neutral-B, and the benefits stack. When the Wario Bike is broken, five pieces fly in random directions from the engine in the front. If you use Neutral-B where the engine was right after the Bike explodes, it is easy to reliably eat four pieces.

There are some setups that allow you to eat four small pieces of the Bike in slightly more time than it takes to eat the Bike whole:

Ledge crash -> sweetspot F-Air -> hard throw Down -> Neutral-B. Does not work if F-Air is staled three or more times prior.

Ledge crash -> sweetspot F-Air -> hard throw Down -> Neutral-B. Does not work if F-Air is staled two or more times prior.

When you throw the Bike, U-Throw/D-Throw are active on Frame 11 and have an IASA frame of 23. F-Throw/B-Throw are active on Frame 16 and have an IASA of 31. Long story short, D-Throw should be your go-to in almost all cases. While the pictures don't really show it, a D-Throw to the right is super-safe, while D-Throw left is pretty safe.

The active frames of some of Wario's Bike throws are significantly different when facing left than when facing right; for example, there is a huge difference in how low U-Throw hits between directions, too; I didn't take one picture late.

Forward:

Back:

Up:

Down:

Forward:

Back:

Up:

Down:

Wario picking up the Bike appears to take 11 frames. Other characters vary significantly in how long it takes for them to pick up the Bike. You can buffer a throw out of the "picking up" animation, and characters' F-Throws' first active frame is universally about 16-18 frames.

Some characters' Bike throw forward puts the Bike fairly high up, preventing Wario from being in any real danger as a result of that throw if he's not outside of Wario Dash Attack range. Most of them require you to crouch to avoid it, but there are a couple of exceptions.

Here are some characters' "pick up the Bike" animation frames:

Captain Falcon: 12 (Forward goes over)
Cloud: 12 (Forward goes over crouch)
Diddy Kong: 12 (Forward goes over crouch)
Fox: 14 (Forward goes over crouch)
Ike: 11
Mario: 12
Mega Man: 11 (Forward goes over crouch)
Meta Knight: 12
Ness: 12 (Forward goes over)
Pikachu: 20 (Forward goes over crouch)
Rosalina: 17
Ryu: 12 (Forward goes over crouch)
Sheik: 17
Sonic: 14
Yoshi: 12 (Forward goes over crouch)
Zero Suit Samus: 11 (Forward goes over crouch)

Up-B hits on Frame 6 and is one of Wario's few lingering hitboxes. Also, unlike N-Air and D-Air, the linking hits have no gaps between them. The first grounded hit cannot be clanked with, and because it has set knockback, it links just as well when your opponent is at 0% as when they are at 300%. It deals a strong 13% if every hit connects, and it has very high BKB and KGB values, so it can function as a legitimate KO move in the right situations.

Your momentum doesn't change until the first hitbox is out, so you can rise or fall into Up-B for a bit of misdirection or aid in punishing. Because of the lingering hitbox and good damage, this is often the most reliable punish for airdodges. Using an Up-B right before landing on the ground avoids normal landing lag, so this can be a faster poke out of an empty hop than, say, D-Tilt. Could be good to punish shieldgrab-happy players. Because of the first hit's decent disjoint in front, we could reasonably use it as a slower, more powerful Mario Up-B.

The hitboxes are pretty similar to their Brawl counterparts (don't pay attention to the knockback values; those are Brawl's):



However, there are a number of factors that can prevent it from linking into the final hit. Because the weight-dependent knockback is quite high, the linking hits are heavily affected by Wario's Rage. As a result, when you are at high percent, opponents are prone to falling out of the move before the final hit. Also, because the knockback angles of the linking hits are close to 90 degrees, the more you steer it horizontally, the more likely an opponent will fall out of it.

You can mitigate these issues, though! If you're actively trying to hit an opponent with it, you should try not to steer it horizontally much/at all. The disjoint on the first hit will catch the people your steering is meant to catch, anyway. Also, if you start it above your opponent so that they get hit by the bottom hitbox, they have more room to rise before moving out of range, so any extra knockback from Rage will not be enough to make you miss.

If Wario manages to spotdodge an opponent's grab, depending on how early he becomes invincible before the grab, he can have enough frame advantage to get a guaranteed Waft punish on reaction. Half Waft comes out four frames faster than Full Waft, and Dash Grabs are generally more punishable than Standing Grabs.




The two percents listed for each character are from center stage/edge of the stage. It assumes that Wario has no Rage, and it assumes the opponent has optimal DI. The exact knockback value required for each stage is also listed, so if you want to see how Rage would affect it, you could use this handy calculator: http://rubendal.github.io/Sm4sh-Calculator/index.html

If you want to test with Rage, use the calculator and try to get a Total Knockback value of 201+ for the center of and 168+ for the edge.

Bayonetta: 54%/34%
Bowser: 75%/50%
Bowser Jr. (car): 68%/46%
Bowser Jr. (body): 60%/38%
Captain Falcon: 63%/41%
Charizard: 68%/45%
Cloud: 61%/40%
Corrin: 60%/39%
Dark Pit: 59%/38%
Diddy Kong: 58%/37%
Donkey Kong: 71%/47%
Dr. Mario: 60%/39%
Duck Hunt: 57%/37%
Falco: 53%/34%
Fox: 52%/33%
Ganondorf: 67%/44%
Greninja: 59%/38%
Ike: 64%/42%
Jigglypuff: 47%/29%
King Dedede: 70%/46%
Kirby: 52%/33%
Kirby (Jump art): 46%/26%
Kirby (Shield art): 94%/70%
Kirby (Buster art): 48%/29%
Kirby (Smash art): 44%/26%
Link: 63%/41%
Little Mac: 53%/34%
Lucario: 61%/40%
Lucas: 59%/38%
Lucina: 57%/36%
Luigi: 60%/39%
Mario: 60%/39%
Marth: 57%/36%
Mega Man: 62%/41%
Meta Knight: 52%/33%
Mewtwo: 50%/31%
Mii Brawler (guest size): 61%/40%
Mii Gunner (guest size): 61%/40%
Mii Swordfighter (guest size): 61%/40%
Mr. Game and Watch: 50%/31%
Ness: 59%/38%
Olimar: 52%/33%
Pac-Man: 59%/38%
Palutena: 57%/37%
Peach: 56%/36%
Pikachu: 52%/33%
Pit: 59%/38%
R.O.B.: 64%/42%
Robin: 59%/38%
Rosalina & Luma: 51%/32%
Roy: 59%/38%
Ryu: 63%/41%
Samus: 65%/43%
Sheik: 53%/33%
Shulk: 62%/41%
Shulk (Jump art): 56%/34%
Shulk (Shield art): 109%/81%
Shulk (Buster art): 58%/37%
Shulk (Smash art): 54%/33%
Sonic: 59%/38%
Toon Link: 58%/37%
Villager: 60%/39%
Wario: 64%/42%
Wii Fit Trainer: 59%/39%
Wii Fit Trainer (Deep Breathing): 62%/41%
Yoshi: 63%/41%
Zelda: 55%/35%
Zero Suit Samus: 52%/33%

If you want to test numbers with Rage, use the calculator and try to get a Total Knockback value of 200+ for the center of and 161+ for the edge.

Bayonetta: 54%/30%
Bowser: 74%/45%
Bowser Jr. (car): 68%/41%
Bowser Jr. (body): 60%/34%
Captain Falcon: 63%/37%
Charizard: 68%/40%
Cloud: 61%/36%
Corrin: 60%/35%
Dark Pit: 59%/34%
Diddy Kong: 58%/33%
Donkey Kong: 71%/42%
Dr. Mario: 60%/35%
Duck Hunt: 57%/33%
Falco: 53%/30%
Fox: 52%/29%
Ganondorf: 67%/39%
Greninja: 58%/33%
Ike: 64%/38%
Jigglypuff: 46%/25%
King Dedede: 69%/42%
Kirby: 51%/29%
Kirby (Jump art): 45%/22%
Kirby (Shield art): 94%/64%
Kirby (Buster art): 48%/25%
Kirby (Smash art): 44%/23%
Link: 62%/37%
Little Mac: 53%/30%
Lucario: 60%/35%
Lucas: 58%/33%
Lucina: 56%/32%
Luigi: 59%/34%
Mario: 60%/35%
Marth: 56%/32%
Mega Man: 61%/36%
Meta Knight: 52%/29%
Mewtwo: 49%/27%
Mii Brawler (guest size): 61%/35%
Mii Gunner (guest size): 61%/35%
Mii Swordfighter (guest size): 61%/35%
Mr. Game and Watch: 50%/27%
Ness: 58%/33%
Olimar: 51%/29%
Pac-Man: 58%/34%
Palutena: 57%/33%
Peach: 56%/32%
Pikachu: 51%/29%
Pit: 59%/34%
R.O.B.: 63%/37%
Robin: 59%/34%
Rosalina & Luma: 51%/28%
Roy: 58%/34%
Ryu: 62%/36%
Samus: 64%/38%
Sheik: 52%/29%
Shulk: 62%/36%
Shulk (Jump art): 55%/30%
Shulk (Shield art): 108%/75%
Shulk (Buster art): 58%/32%
Shulk (Smash art): 53%/29%
Sonic: 58%/33%
Toon Link: 58%/33%
Villager: 60%/34%
Wario: 64%/38%
Wii Fit Trainer: 59%/34%
Wii Fit Trainer (Deep Breathing): 62%/37%
Yoshi: 63%/37%
Zelda: 54%/31%
Zero Suit Samus: 52%/29%

Outside of dive-kick D-Airs, the aerials assume that the opponent lands on the stage after/during the aerial.

Bowser: F-Tilt (down-angled), D-Tilt, F-Smash (sourspot), F-Air, D-Air, Up-B (final hit)

Bowser Jr.: F-Tilt (down-angled), D-Tilt, D-Smash, B-Air, D-Air, Up-B (explosion)

Captain Falcon: D-Tilt, U-Tilt, D-Air, Down-B (aerial)

Charizard: F-Tilt (down-angled), F-Smash, D-Smash, N-Air, F-Air, B-Air, D-Air

Cloud: D-Tilt, N-Air, F-Air, D-Air, Neutral-B, Limit Neutral-B, Limit Forward-B (4th and 5th hits only, Frame 26+), Up-B (weak landing hitbox), Limit Up-B (while falling, can meteor and grab the ledge backward)

Dark Pit: D-Smash, D-Air

Diddy Kong: F-Tilt (down-angled), D-Tilt, D-Smash, N-Air, D-Air, Forward-B (kick)

Donkey Kong: F-Tilt (down-angled), D-Tilt, D-Smash, F-Air, D-Air

Dr. Mario: F-Tilt (down-angled), U-Tilt, D-Tilt, F-Smash (down-angled), D-Smash, Forward-B, Up-B, Down-B (final hit)

Duck Hunt: Jab3, Rapid Jab finisher, F-Tilt (down-angled), D-Tilt, F-Smash (sometimes), D-Smash

Falco: F-Tilt (down-angled), D-Tilt, F-Smash, D-Smash, F-Air, D-Air

Fox: U-Tilt, D-Tilt, D-Smash, D-Air

Ganondorf: U-Tilt (lol), D-Tilt, Down-B (aerial), F-Air, D-Air

Greninja: Dash Attack, F-Tilt (down-angled), D-Tilt, D-Smash, D-Air, Neutral-B (fully-charged)

Ike: Jab3, F-Tilt (down-angled, perfectly spaced), U-Tilt, D-Tilt, F-Smash, U-Smash, D-Smash, N-Air, F-Air, D-Air, Neutral-B

Jigglypuff: F-Tilt (down-angled), D-Tilt, D-Smash, N-Air, F-Air, D-Air, Forward-B

King Dedede: Dash Attack, F-Tilt (final hit), D-Tilt, D-Smash, F-Air, D-Air, Up-B (lol)

Kirby: Rapid Jab finisher, F-Tilt (down-angled), D-Tilt, F-Smash (down-angled), D-Smash, D-Air, Up-B, Down-B (landing hitbox)

Link: Dash Attack (not up close), F-Tilt, D-Tilt, D-Smash, D-Air, Forward-B

Little Mac: D-Tilt, U-Smash (sourspot), D-Smash, D-Air, Forward-B (max distance)

Lucario: F-Tilt (down-angled), D-Tilt, D-Air, Neutral-B (shot @ 26+%, charge @ 111+%), Forward-B (~80+%)

Lucas: F-Tilt (down-angled), U-Smash, D-Smash, B-Air, D-Air

Lucina: D-Tilt, F-Smash, D-Smash, F-Air, D-Air, Forward-B

Luigi: Dash Attack, F-Tilt (down-angled), D-Tilt, F-Smash (down-angled), D-Smash, D-Air

Mario: F-Tilt (down-angled), U-Tilt (>:/), D-Tilt, F-Smash (down-angled), D-Smash, Forward-B, Up-B (first hit)

Marth: D-Tilt, F-Smash, D-Smash, F-Air, D-Air, Forward-B

Mega Man: U-Tilt (sourspot), D-Tilt, D-Smash, F-Air, D-Air

Meta Knight: F-Tilt, D-Tilt, F-Smash, D-Smash, F-Air, B-Air, D-Air

Mewtwo: F-Tilt (down-angled), D-Tilt, D-Smash, D-Air

Mii Brawler (minus specials): F-Tilt (down-angled), D-Tilt, F-Smash (down-angled), D-Air

Mii Gunner (minus specials) Jab1, D-Tilt, D-Smash, N-Air, D-Air

Mii Swordfighter (minus specials): Jab2, D-Tilt, F-Smash, D-Smash, N-Air, F-Air (single hit), D-Air

Mr. Game and Watch: Jab1, F-Tilt, D-Smash, F-Air, B-Air, D-Air, Down-B

Ness: Dash Attack (final hit), F-Tilt, D-Tilt, U-Smash, D-Smash, N-Air, F-Air, B-Air, U-Air, D-Air

Olimar: D-Tilt, D-Smash, F-Air, B-Air, D-Air

Pac-Man: Dash Attack (single hit), F-Tilt (down-angled), D-Tilt, D-Smash, D-Air

Palutena: D-Tilt, U-Smash, D-Air

Peach: D-Tilt, D-Smash (single hit), F-Air, D-Air

Pikachu: Jab, F-Tilt (down-angled), U-Tilt, D-Tilt, U-Smash, D-Smash (final hit), Down-B

Pit: D-Smash, D-Air

R.O.B.: D-Tilt, F-Smash (down-angled, sourspot), N-Air, B-Air, D-Air

Robin: D-Tilt, D-Smash, F-Air, D-Air, Forward-B (max range)

Rosalina and Luma: Dash Attack (first hit only), D-Tilt, F-Smash (down-angled), D-Smash, F-Air (linking hit), B-Air (Luma only), D-Air

Roy: D-Tilt, F-Smash, D-Smash, F-Air (sourspot), B-Air (sourspot), D-Air, Neutral-B, Forward-B

Ryu: D-Tilt (strong), D-Smash, D-Air

Samus: U-Tilt, D-Tilt, F-Smash (down-angled), D-Smash, F-Air (last hit), D-Air

Sheik: D-Tilt, F-Air, D-Air, Up-B, Forward-B, Down-B (only late in animation)

Shulk: D-Tilt, F-Smash (down-angled), D-Smash (final spin), N-Air, F-Air, B-Air, D-Air

Sonic: D-Tilt, F-Smash (down-angled), D-Smash, B-Air, D-Air

Toon Link: Jab, F-Tilt, U-Tilt, D-Tilt, F-Smash, D-Smash, F-Air, D-Air

Villager: F-Tilt, D-Tilt, F-Smash, D-Smash, D-Air, Down-B (falling tree only)

Wario: Jab (lol), Dash Attack, F-Tilt (down-angled), D-Tilt, F-Smash, D-Smash, Down-B

Wii Fit Trainer: Jab3, D-Tilt

Yoshi: F-Tilt (down-angled), D-Tilt, F-Smash, D-Smash, F-Air, B-Air, D-Air

Zelda: D-Tilt, D-Smash, D-Air, Up-B

Zero Suit Samus: D-Tilt, D-Smash, D-Air, Down-B
 
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Xyless

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I don't have anything new to contribute, but I've been dying to learn how to do the run turnaround cancel stuff that you do in your video showcasing it (been trying for months with Wii Fit), but I have zero idea of when to do inputs. Could you go more in-depth about it?
 

TheReflexWonder

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You just hold a direction until you start running (when you're past your initial dash), then hold the other direction to get your character to try running in a different direction.

At any point between when you start accelerating in the opposite direction and when you go into your full run animation, if you let go of the Control Stick, the game treats you like you're just standing, even though you're still sliding forward. All the things you could do while standing normally, like shield, Jab, tilts, Smashes, or another dash, can be done instantly during that.

You mind if we discuss the applications for RTC (run turnaround cancel) on wario specifically? What would be a good approach? I was thinking about RTC down tilt
The main draw of this is the ability to pick exactly when you want to stop moving and the ability to continue moving while using normally-stationary options. In a way, it's a more defensive dancetrot (that happens to be trivially easy in comparison) with more flexibility (since you can turn around/stop at any point).

You will basically never get punished for doing a D-Tilt in that scenario unless it's powershielded, but then that person is risking getting shieldgrabbed. It's easily the best option out of it, as you can combo from a successful hit, it's very difficult to react to, and it has natural synergy with the non-striking options, like shield or dash backward again. Don't forget that you can also Dash Attack Cancel Grab or Roll Cancel Grab to extend Wario's Dash Grab range, too.

There's really not a whole lot to discuss about individual options. Wario generally wants people to run into his moves rather than to be the one approaching, so doing it to bait out approaches and attacks while effectively increasing the range of some pokes can only help.
 
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Ssbm_Jag

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By Reflex (Posting this here so I don't have to keep looking back, this may or may not include dlc, originally posted May 1st)

Wario can fastfall an immediate D-Air from the ledge and buffer his mid-air jump afterward without dying on Battlefield, Kongo Jungle 64, Lylat Cruise (only when that edge is not angled downward), Halberd, Castle Siege (1st transformation: right side only, 3rd transformation: all sides, even when angled downward), Town and City, Duck Hunt, and Wuhu Island. All other regularly legal stages (including ALL Omega stages) require you to wait a couple frames into the D-Air start-up before fastfalling. Edit: Immediate Fastfall D-air works on Dreamland.

(From my personal experience, this works well against fox, ness, falcon [be careful lol], pit, dark pit, rosa). I assume it works well on others like falco, lucas, and more, but I haven't played against anyone who plays them.

Edit: Against ness, you have to be careful when going for the dair, because I recently traded against a ness while using dair and fast falling. I think the reason was because the tail on pkthunder1 was able to hit me the same time I hit ness, and because Wario's dair is a bunch of weak hits, it will trade with a weak attack unlike many dair spikes in the game (It might trade with them, idk). This probably means the window to punish ness between pkthunder1 and 2 is slim.
 
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TheReflexWonder

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I can't test this right now, but I'm pretty sure this is also the case on Dream Land. I'll likely edit this when I get the chance to test it.
 
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Ssbm_Jag

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(Reflex updated this info on his OP. My first tab entitlted "jump-cancelled grabs" is outdated, this post does contains valuable information on the theory behind spot-dodge wafting grabs and dash attacks)
Concept:

Wario's Spot-dodge takes a total 26 frames with invincibility on frames 3-18 (now 17) and allows Wario's to act on frame 27.

If you spot-dodge a grab on your 3rd frame of spot-dodge (first frame of intangibility), you must wait through 23 frames before being able to act. If you spot dodge their grab during your 16th and 17th frames of spot-dodge (last frames of intangibility; most grabs last for 2 frames, so you you might not get grabbed on the 17th frame, but you would on the 18th), you must wait through only 9 frames until you can select an option while the opponent must wait through the entirety of their grab lag.

The question is: Can you land a waft out of a successful spot-dodge?

For this question, I am going to look into both the worst case scenario, that you spot-dodged, so that you avoided a grab's 1st active frame on frame 3 of Wario's spot-dodge, AND the first frame during Wario's spot-dodge that would allow you to get a half-charged waft (5 frame punish), if at all. In order to make this a bit more practical, I am going to calculate the percent likelihood of the half-charged waft connecting upon a successful spot-dodge, as there's no way you'll know what frame of Wario's spot-dodge you avoided the grab on.

The take-home message is that most spot-dodge to half-wafts will work, but for some characters it's not reliable against.


Character | Half-charged waft punish potential, earliest avoidance/most lag (frame 3). | Earliest spot-dodge frame to avoid grab for half-charged waft punish. | % Likelihood of waft connecting upon successful spot-dodge.

[/COLOR]
Bowser| Yes |Any|100%

Bowser Jr.|No|8|67%

C. Falcon|No|8|67%

Charizard|No|6|80%

Dark Pit|No|8|67%

Diddy Kong|No|6|80%

Donkey Kong|No|9|60%

Dr. Mario|No|9|60%

Duck Hunt|No|11| 47%

Falco|No|8|67%

Fox|No|9|60%

Ganondorf| Yes |Any|100%

Greninja|No|17| 7%

Ike|No|7|73%

Jigglypuff|No|11| 47%

King Dedede| Yes |Any|100%

Kirby|No Data|No Data|?%

Link| Yes |Any|100%

Little Mac|No|8|67%

Lucario|No|9|60%

Lucas| Yes |Any|100%

Lucina|No|9|60%

Luigi|No|9|60%

Mario|No|9|60%

Marth|No|9|60%

Megaman|No|7|73%

Meta Knight|No|7|73%

Mewtwo| Yes |Any|100%

Mr. Game and Watch|No|8|67%

Ness| Yes |Any|100%

Olimar| Yes |Any|100%

Pac-man| Yes |Any|100%

Palutena|No|7|73%

Peach|No|6|80%

Pikachu|No|10|53%

Pit|No|8|67%

R.O.B.|No|8|67%

Robin| Yes |Any|100%

Rosalina| Yes |Any|100%

Roy|No|9|60%

Ryu|No|8|67%

Samus| Yes |Any|100%

Sheik|No|10|53%

Shulk|No|9|60%

Sonic|No|7|73%

Toon Link| Yes |Any|100%

Villager| Yes |Any|100%

Wario|No|10|53%

Wii Fit Trainer|No|9|60%

Yoshi| Yes |Any|100%

Zelda|No|4|93%

Zero Suit Samus| Yes |Any|100%
 
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TheReflexWonder

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It's worth noting that Frame 4 D-Tilt combos into grabs at mid to high percents, so that's a fine hitconfirm into a grab that allows you a few more frames of leeway if they end their grab nearby. If they manage to spotdodge you, D-Tilt's 17-frame animation also gives you noticeable frame advantage, too.
 

Steeler

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interesting to see how grab safety varies throughout the cast... greninja wtf...
 

TheReflexWonder

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The thing about Greninja's grab is that the startup is atrocious (active frame 15) but it's also finished on Frame 28. Most standing grabs last around 30 frames, so the fact that his startup is so bad has a silver lining to it (low endlag).
 

Ssbm_Jag

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The Jag Combo (lol not really).

At low percents (see Reflex's chart), Wario's N-airs linking sweet-spot to sour-spot serves as a great combo tool. It would seem that at higher percents where combos aren't guaranteed, its only use it to break out of bad combos and maybe set up a waft that relies on scaring the opponent to air-dodge. While f-air might have better applications at higher percents, N-air still has its use.

As of Ver. 1.1.1., a low-hitting sweet-spot falling N-air went from being -10 on shield to -7, or 0 if they drop shield. This makes sweet-spot n-air a lot more safer than it was previously to use on shield. One interesting set-up I labbed a bit with was rising full hop d-air to cross-up falling n-air. The reason I believe this technique is good, is because if the opponent's shield is even slightly decayed, the last hits of the dair shield poke very well and you get the strong finishing hit. There are multiple set-ups for the sweetspot falling n-air off of full hop, but this one hasn't been talked about too much. You can switch up chomp and N-air while falling using this method as well as with others. Oh, and by the way, if they ever try to shield grab you because you unfortunately landed in front of them and you successfully manage to spot-dodge the grab, please check out my thread above this and waft away.

The great thing about falling sweet-spot n-air at percent's outside of the ones on Reflex's chart is this: at 0% on Mario (I didn't bother testing the whole cast), Falling sweet-spot n-air true combos into d-tilt (It almost is a guaranteed grab on everyone in the cast, but sadly it's not, you'd honestly probably get the grab, but I can't endorse what's not guaranteed as the opponent can just barely buffer a jab or spot-dodge). Later on, it true combos into dash attack and starts to get harder around 45%-52% (any further is impractical going for). The N-air sweet-spot (40 degree) slightly pops Mario up and you can slide in for the true combo. The amazing thing is what happens after these percents.

It would appear so that falling sweet-spot n-air sets up the opponent in the perfect orientation for a sour-spot dash attack reset. Which percents? Percents seemingly right outside n-air's sweet-spot to sour-spot combo percents, specifically percents at which sweetspot n-air sends the opponent into tumble.

While testing these percents in training mode, I couldn't do anything about percent the game gives Wario as well when you use the menu to select the cpu's %. So if any of these are rage influenced, I 'm just letting you know I didn't adjust or anything. This technique is not hard to do at all, but the trickiness comes from timing the dash attack, so that you hit them after they miss the tech, and not before they hit the ground. If the Dash Attack's sour-spot connects before the opponent hits the ground, it will only trip them. Another tricky aspect of this is not wafting/f-smashing during the reset's invincibility frames. The final thing that might come in your way is the fact that some characters bounce around when reset and can pop behind Wario, meaning you'll have to turnaround and dash for the punish on some characters, making f-tilt and f-smash non-options.

Below, I've listed the Earliest Tumble %s for most of the characters in the cast (I just got the game,so I'll lab the others once I go bankrupt for dlc and unlock the other characters). I also added some little notes. Remember, some resets pop the opponent behind you, requiring you to "Runaround" for the punish, and some just reset the opponent "In-Place." Why? Idk, if someone could tell me that'd be nice because right now I'm assuming it has something to do with ECBs or maybe timing. I wouldn't classify sweet-spot n-air to sour-spot dash attack as a waft set-up, but rather just a combo, but I guess it can be both.


Character | Sweet-Spot N-Air's Earliest Tumble| Sour-spot Dash-Attack to Waft/ Runaround Waft Follow-Up Guaranteed?


Bowser|55%|In-place

Bowser Jr.|49%|In-place

C. Falcon|49%|In-place

Charizard|52%|In-Place

Dark Pit|47%|Runaround

Diddy Kong|46%|Runaround

Donkey Kong|54%|In-place

Dr. Mario|47%|Runaround

Duck Hunt|Pending|Pending

Falco|Pending|Pending

Fox|42%|In-Place=Runaround

Ganondorf|51%|In-place

Greninja|46%|In-Place, Runaround rare, hard to time dash attack.

Ike|50%|In-Place=Runaround

Jigglypuff|39%|Can jump before hitting ground, turnaround, hard to time.

King Dedede|52%|In-Place

Kirby|42%|Runaround, Hard to land N-air, can jump before grounded

Link|49%|In-front

Little Mac|43%|Runaround, in-place rare

Lucario|48%|In-Place

Lucas|Pending|Pending

Lucina|45%|Runaround=In-place

Luigi|47%|Luigi flies back way too far and can jump right before hitting ground.

Mario|47%|Runaround

Marth|45%|Runaround=In-place

Megaman|48%|In-Place

Meta Knight|42%|Runaround, N-air when your foot is tangent to MK’s head. Hard to time.

Mewtwo|Pending|Pending

Mr. Game and Watch|Pending|Pending

Ness|46%|Runaround, In-place rare

Olimar|42%|Runaround

Pac-man|46%|Runaround

Palutena|45%|In-place

Peach|45%|In-Place, Can jump before grounded

Pikachu|42%|Runaround, very hard to N-air

Pit|47%|Runaround

R.O.B.|Pending|Pending

Robin|46%|Runaround=In-place

Rosalina and Luma|42%|In-Place=Runaround

Roy|Pending|Pending

Ryu|Pending|Pending

Samus|50%|Can jump before hitting ground. In-place.

Sheik|44%|In-place

Shulk|48%|In-Place

Sanic Hegehog|46%|Usually Runaround

Toon Link|Pending|Pending

Villager|47%|In-place, Runaround rare

Wario|50%|Usually in-place

Wii Fit Trainer|47%|In-Place, Runaround rare

Yoshi|49%|Turnaround

Zelda|44%|Turnaround, Can jump before grounded.

Zero Suit Samus|43%|In-Place
 
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TheReflexWonder

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I'll take a closer look in the morning, but it sounds promising. Nice work.
 

TheReflexWonder

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Do you know how many characters get hit by fullhop D-Air? I figure some are too short.
 

Ssbm_Jag

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If it doesn't work on anyone, they probably have to be shorter than Ness, because it worked on him. I'll definitely take a look at that later. One thing I should mention is that when I shield poked DK, the final hit of d-air didn't seem to want to connect, and this happened consistently. I only tested DK and Ness.
 
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TheReflexWonder

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Bodies often shift around when people are put in their "I've been hit" animation that differs from their standing animation. DK probably dips down.

Here is a list of character heights (or at least an accurate ranking of them). I'll see how much further down it can go from Ness.

http://smashboards.com/threads/character-height-a-rough-start.402759/

EDIT: I was wrong about it being too high to hit; I underestimated its disjoint. Greninja is the shortest standing character, and it hits him, so it can hit any character as long as they're standing.
 
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Ssbm_Jag

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Wario's d-air can hit ledge-bound opponents if you short hop close enough to the edge, so that you're not too high by the time you drift off stage. It almost looks like the opponent is getting hit by the air under Wario.
 
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Ssbm_Jag

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So yesterday, for the first time I got to play Day, an amazing Lucario player in the southeast region you should definitely look out for. I feel it would be the most efficient for Wario's to take out Lucario as soon as possible to avoid getting aura'd on the last stock like I did :(. If I decide to do this for more characters, I'll edit the content here.

0% Rage Max Waft ko's Lucario with perfect DI at the center of Battlefield (holding in completely horizontal) at 64%.
0% Rage Half Waft (I didn't record the damage it did, probably 27-30%) KO's Lucario with perfect DI at the center of Battlefield 88%. At 95%, 22 damage half-charged will not KO Lucario, but 25% will. (I don't know an easy way to test this)
0% Rage Max Waft ko's Lucario with perfect DI at the farthest edge of Battlefield at 41%.

I guess when it comes to using half-charged waft, see if he's around 75-80+%, as he's likely not to have frame perfect DI and literally the perfect stage control/positioning.
 
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TheReflexWonder

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Half Waft has different amounts of power depending on the charge. The longer it's been since it first got to Half, the more damage it does, which is an important part of the knockback formula.
 

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To go into details, Half Waft goes up 1% damage every 5 seconds you have it. Starts at 20% base and ends at 30% base. Possibly some additional demicals if you cut it really close to the full waft (you've got about 2 seconds after reaching 30% damage, I believe).
 
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Ssbm_Jag

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Mostly useless considerations:

Falling sweetspot n-air combo's into jab-1 and 2 at really small percent intervals across the cast. It was so hard to do physically that you might as well go for a dash attack (dash attack is guaranteed but usually it's hard to pull off when the opponent is 10>%) or grab that aren't even guaranteed if you happen to go for a falling sweet spot n-air that early. Jab-1 seems to set people up-for a sour spot dash attack at percents over 120, but literally everyone can jump before hitting the ground.

Sh-bair actually covers people standing on platforms on battlefield, I wonder if it can shield poke well. If you fall through the top platform at battlefield and buffer and air-dodge, you have just enough time to autocancel a n-air so you avoid the extra air-dodge landing frames. This was already known to be a thing called delux cancelling, but I'm not sure if it was for air-dodging after falling through platforms.The thing about wario is you can pull your bike out or chomp before landing. Also, falling through the top platform and using the c-stick diagonal for a buffered fast falling n-air might be a good way to land the sour-spot (if you hold down on the analog when you jump and then use an c-stick aerial after the apex of your jump, you will auto fast fall an aerial, this can also be done from dropping platforms I guess).

If you Full-hop d-air a shielding opponent on a platform at battlefield and fade off so that you don't land on the platform, and immediately jump before hitting ground and max waft, you are virtually guaranteed a shieldbreak. Here are the conditions for the shield break to be guaranteed (even if you don't find yourself in these conditions, it'd still probably work).
If they powershield the first hit of d-air, they must hold shield during the short time between d-air and waft for the shield to break. If you buffer the d-air on short hop, not all the hits of d-air will hit their shield, so if you're going for this you must wait a tiny bit before starting the d-air.
If you buffer d-air from sh, and they powershield it and hold shield up until the waft, and you waft, it'll just barely not break their shield, so you'd probably have to wait a bit during your dbl jump before wafting.
If you buffer the d-air from sh and they're shielding before you jump, even if a few hits of d-air connect you'll get your break as long as they continue to hold shield.
 
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TheReflexWonder

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Jab1 has abysmal frame data (active Frame 8) and has less horizontal range than D-Tilt. Virtually any situation where you'd want to Jab1, you're better off D-Tilting.

D-Air has 28 frames of endlag; people aren't going to continue holding shield in that time when they can chase safely or retreat.
 

Ssbm_Jag

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You're right, jab-1 is bad and I'm not suggesting anyone use it. On fast fallers like falcon can't they buffer a jab and get out of d-tilt follow-ups at low percents? Not suggesting to use jab-1 on them, but it would probably be better in that case. Most of the stuff in the post is just for reference or to maybe help others think of something I wouldn't.

Also, Full-hop b-air hits everyone taller than Bowser Jr. (Bowser jr. and Luigi are the same height and I believe the only reason I see it hitting Bowser jr a lot and not luigi is because bowser jr pops up and down in his car a lot as part of his standing animation). You can also buffer a sweet-spot n-air before landing.
 
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Ssbm_Jag

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Wario Match-up Concepts (If you have any advice yourself that you'd like to see here, send me a PM or tag me in a post on the competitive discussion page and I'll add it and credit you. If you want to start your own post, that's fine too.)

Disclaimer: I'd certainly never encourage anyone to read what they see here and dwell on it during the entire course of a match. This info as well as most data/info in smash is best used subconsciously. Thinking about info consciously is ok, but usually your conscious self should be focusing on the opponent during a match.

Edge-guarding: Wario can run-off f-air to catch Fox Illusion sweet-spot attempts. Up-tilt is the best option to use to catch a fox using fox-illusion with the intent of landing on stage, chomp works too as fox's hurtbox accelerates before his hitbox. U-tit has the longest lingering hitbox of all of Wario's grounded attacks (except for d-smash, which might be another good option here, but I still think u-tilt is best). If the sour-spot of the U-tilt connects, Wario can max waft Fox at least at 97% (that's what percent I tried in training mode and it registered as a true combo), this would work until the move sends Fox into tumble which was around 100-120 something. That being said, this only works when fox goes through Wario's body and hits the sourspot on the other side of Wario's body, which only happened like 1/6th of the time and for a reason unknown to me, the other 5/6th of the time he lands in front of Wario, in which case YOU CANNOT WAFT. If you catch Fox with the front of Wario's body (assuming you're facing fox as he recovers), there are two scenarios, the first is that he hits the high sour-spot hitbox near Wario's fingers, in which case he is too far to max waft; the second case is where he hits wario's lower/inner hitbox, in which case he is low enough to where he can land and just barely powershield max waft. I didn't test half-waft in this scenario, and it might work, regardless, Wario's down-smash covers both scenarios and kills significantly earlier than F-throw. When Fox attempts to Firefox (up+b), Wario can fast-fall off of the stage (see my first comment on the thread to see which stages Wario won't SD on by doing this) and d-air fox. While hitting fox, the direction you hold (left or right) will send fox in the opposite direction most of the time, so if you don't want fox to be given the chance to tech, hold into the stage while hitting him.

Combo: Up-air to max waft true combos Fox up until 65% (It might work a tad bit later, but it's hard to optimize this, and mid-match going for this at 60-65% would require perfect buffer inputs).
At close range Little Mac's D-tilt beats Wario's. At far range (still within Mac's range), Wario's D-tilt beats Little Mac's. I have no clue why, as it doesn't work the same way with Yoshi's jab, which loses to Mac's d-tilt at close range and only clanks at long range.

Wario has high traction, but even he struggles to punish Little Mac. (tldr; snort hop n-air oos everything mac does except for attacks very well spaced)

Unanimously across Little Mac's attacks, sh-nair oos appears to be the best punish, allowing Wario to nail the sweetspot even after hit by an attack in shield). Against Mac's d-tilt, you can drop shield and d-tilt yourself, but only if you find d-tilt to be more rewarding. Against f-tilt and f-smash, do not shield grab unless you are not pushed back, because you're near the edge of the stage and the Little Mac didn't space himself. You must also sh-nair when hit in shield at close range with f-tilt and f-smash, and at long range there is nothing you can do (in frame perfect scenario's, it would seem dash attack may work, but you don't want to dash attack Little Mac's shield lol). When hit by a very well spaced f-smash, you're n-air if started frame perfectly will not reach mac in time if he buffers shield. So you could short hop chomp in this case, but I personally would just run and maybe try to reset neutral, whatever that is.

Chomp seemingly beats d-tilt, f-smash, and f-tilt but loses to f-smash at medium to long range, loses to f-tilt at mid to long range, and trades with D-tilt at medium to long range. Meaning if you go for chomp and little mac is far, shut your mouth.

D-air to d-smash works on Little Mac at 0% rage.

I have yet to figure out how to consistently gimp this character's side-b, but I've had dash attack beat Mac's up+b attempt.
0% Rage Max Waft ko's Lucario with perfect DI at the center of Battlefield (holding in completely horizontal) at 64%.
0% Rage Half Waft (I didn't record the damage it did, probably 27-30%) KO's Lucario with perfect DI at the center of Battlefield 88%. At 95%, 22 damage half-charged will not KO Lucario, but 25% will. (I don't know an easy way to test this)
0% Rage Max Waft KO's Lucario with perfect DI at the farthest edge of Battlefield at 41%.

I'm sure it's obvious that KO-ing Lucario at the earliest %s is very important.
Neutral: If Mario's back u-smash disjoint hits you in shield, you can drop shield immediately and dash attack if you're frame perfect, but if you're slightly off he can shield in time. If hit by the front of Mario's attack, drop shield and d-tilt or dash attack, but dash grab is risky, inconsistent and not likely to work in a real match. Do not shield grab Mario's smash. In fact, shield grabbing isn't allowed when hit by most smashes in the game unless you power-shielded it or you have a tether grab.
D-air to waft works well on Mario at all percents of rage and no rage, but he can n-air or air-dodge before landing on the ground. If you want to be super safe after d-air, turn around (mario is usually behind Wario) and shield the n-air and then shield grab.
F-air is not a tool to challenge Mario's b-air. It will trade or lose in most cases. Bike absolutely loses to Mario's b-air, and should not be used to challenge a b-air spamming Mario. I've tried testing it vs. a wheelie orientation and Mario's b-air trades with the bike and then still hits Wario. M2K showed me how good b-air was in this match-up. Wario's back-air hitbox doesn't seem come out until he's about 180 degrees horizontal, so it will outright lose to Mario's d-air unless perfectly spaced. This means it'll most likely lose to his other aerials. So space b-air wisely.


Edge-guard: D-air will trade with Mario's super jump punch (up+b) for a spike, but be prepared to tech as mario's up-b can hit Wario. Dash attack also works as an edge-guarding tool. If you get a successful dash attack micro-gimp, running off stage and b-airing immediately can catch Mario's hasty up-b return attempt. If you fast-fall the b-air you can very well SD, but you don't need to fast fall it.


Combo Breaker: If Mario grabs Wario when Wario is at 0% and down-throws. Wario can Max Waft Mario and super armor his first u-tilt (half-waft works too)! You have to buffer the waft as this literally only works by the exact frame, so first super-armor frame of max waft and first active frame of half-waft (it trades). If this was say, the beginning of a match, and you both were at 0% and you have no waft, Wario can't n-air Mario until AFTER his second u-tilt. If the Mario you play a lot already knows you can do this, there is a beautiful mix-up. Wario can jump out of Mario's u-tilt string after the second one instead of using n-air, but it's very important that you don't attempt to jump after the first u-tilt or it will eat your jump, and you'll then have to commit to n-air, but if you're not able to wait until the second u-tilt is passed to jump, you probably won't be in the right mindset to switch into n-air mode and you'll most likely panic and still try to jump unless you've practiced this or perfectly digested this concept mentally. If you know the Mario will try to shield your n-air or waft, you can use chomp and point it towards Mario's direction (even if you don't need to reverse it, there will be so little time you might not know where you are facing).

Moving on, if you n-air Mario after the second u-tilt, you can true combo sweetspot dash attack or get a barely not guaranteed dash grab (the difference being 4-7 damage). If you get the sweetspot dash attack, Mario's right above you and can jump out, but it may look like to the Mario that you can jump and u-air, which you can't, so the most realistic thing to do is u-tilt as Mario is very close to Wario after the initially dash attack and might air-dodge. At higher percents where sweetspot n-air sends Mario into tumble (47%+), Wario can go for a sour-spot dash attack reset or Bike tech chase.
IF YOU ARE A GOD YOU CAN JUMP AND AIR-DODGE BEFORE THE FIRST U-TILT. Because shield has a higher buffer priority than jump, you shouldn't buffer the shield, but must jump and visually react to the jump and then air-dodge.
The earliest percent Meta Knight's u-air will put Wario into tumble is 40% unstaled without rage. If I am correct this means until you are at around 40 percent, you cannot DI MK's up-airs, but rather only SDI them.

If Meta Knight does a max ranged cross up dash attack, meaning meta knight dash attacks Wario right near his shield and goes through Wario so that he ends up behind him, Wario can buffer a short hop b-air that can cover the maximum cross up distance with a little bit of range to spare. If you try to short hop n-air or drop shield and dash attack after shieldstun Meta Knight can shield in time. Meta Knight cannot, however, shield the back-air by a small margin of lag, but at least this is less punishable than a n-air, so if you are too slow and he shields, you can just fade away and reset neutral.
Peach's D-air is extremely safe on shield as of patch 1.1.1. due to the increased shieldstun one receives. To understand this more, read my post here: http://smashboards.com/threads/essential-knowledge-for-fighting-against-peach.418058/
Wario's best option when hit by Peach's d-air in shield is to roll away. Short-hop nair will shouldn't win if Peach buffers a n-air. You can just jump away and air-dodge, but the timing for this would be tight. Rolling and SH n-air work for me pretty well, but because n-air can trade or lose, I wouldn't go for it at high-percents.

Wario's Bike is incredibly useful for fighting Peach, but she can N-air a tossed bike and avoid taking damage. Use this strategy wisely. At low percents and low hitstun, Peach can n-air Wario after he hits her with a F-air, creating a very sloppy 7-13 trade in Peach's favor.

Wario's D-air can trade with Peach when opening her Umbrella, but this is hard to do consistently compared to other D-air trade spikes.
At 40-70%, if you are hit by sonic's down-b, and you *don't DI after sonic's spinball jump hits you, he up-airs you and up-bs to go for another up-air, you can jump or flat out Up-B sonic into the blast zone (depends on your percent whether or not you need to jump), because sonic is too high to hit you and the Sonic likely buffered up-air. His up-air will not hit you at these percents. Sonic's up-air to up-b to up-air starts true combo-ing Wario at 85ish%, so that's why at 70% or higher, if you're hit by the initial spin dash, DI inwards. Either I really suck as playing as sonic, or sonic's first up-air will never connect at these percents if you DI the initial spindash hop towards sonic (inwards). Even if you are hit, by the first up-air, you are behind sonic, and he can only b-air you unless he b-reverses spring jump. In this scenario, I would u-air or airdodge (I'd go with the latter, personally). Testing this out I've seen sonic die as early as 35% from up-b.

This idea was inspired by Ally's vs. 6wx match at Paragon LA.

Also, I have no real professional gaming credibility and I'm not perfect, but I welcome corrections and criticism. After a while, I will eventually stop posting all my findings onto smashboards as posting every single frame advantage, edge-guard, combo set-up, priority battle Wario could have would be too time consuming for me.
 
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TheReflexWonder

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Gonna lay out the mechanics of riding the Bike for people. Each animation with a hitbox works in its own way and should be treated as different.

It takes approximately 20 frames for Wario to start moving forward when spawning a Bike and approximately 24 frames to start riding a Bike that's already out and on the ground. At about Frames 4-12, Wario moves upward while the Bike spawns, so you can avoid low-hitting attacks like some D-Tilts and D-Smashes if you're lucky. The attack will still hit the Bike, though, so the combination of active frames and hitlag must be smaller than the amount of frames Wario is "hopping."

When you're just moving forward, damage dealt on the non-custom Bike is based on current speed, and it cannot be clanked with. On the first frame, grounded Forward-B deals 7% and aerial Forward-B deals 10%. You're affected by slopes but generally slow down over time (it's actually possible to deal less than 1% damage and still hit the opponent) if you don't press any direction.

You can press Special or Jump to jump off the Bike. You can still hit the opponent with your Bike while you're jumping off and even afterward if you jumped off while on the ground. Both Special and Jump result the same animation, but there is a glitch where pressing the Special button to jump off the Bike makes the game think that he is grounded until he jumps off the Bike by using a Jump button. This means that air-only hitboxes cannot hit Wario, while ground-only hitboxes can always hit Wario. This can be useful or detrimental depending on the matchup. Check the angles on http://kuroganehammer.com/Smash4; blue numbers are aerial-only and red numbers are ground-only.

When riding in the air, pressing directions will shift the position of the Bike and your body; holding Back will tilt the front of the Bike upward, while holding Forward will tilt the front downward. This affects where you end up when you jump off the Bike; holding Back will make Wario jump higher and less forward, while holding Forward will make Wario jump lower and more forward.

While riding on the ground, you have multiple options available to you. You can press Forward to accelerate up to a point, you can press Up to start a wheelie, and you can press Back to turn around and skid. You cannot jump off the Bike while using any of these options.

By pressing Forward while on the ground, you can accelerate to deal up to 10% in most situations and throw off counterattack timings. (This can also be done in the air if the front of the Bike passes through a platform.)

By pressing Up while on the ground, you can do a wheelie, shifting your hurtboxes to a higher position. (This can also be done in the air if the front of the Bike passes through a platform, and it will cancel all upward momentum.) This creates a second hitbox, even immediately after the normal riding one hits an opponent or shield. This second hitbox can be clanked out by any attack (most easily with aerials), but it is a true blockstring with the normal riding hit if you're fast enough after riding into them, and the two hits combo at almost any percent for about 18%.

After about a full second of wheelie-ing, Wario will slam the Bike down from that position, dealing 13% with insane base knockback and knockback growth (it's likely his strongest KO option besides Waft and KOs vertically). If you press Down during the wheelie, you can cut the wheelie's length by about half a second. The normal grounded riding hitbox comes out eight frames after the opponent can move if they shield it, so only faster out-of-shield options can punish it.

By pressing Back while on the ground, Wario will begin to stop and turn around, creating multiple ground-only hitboxes as he slows down. If you're moving quickly beforehand, it will start with a relatively powerful 7% hitbox and will take much longer to stop altogether. Either way, it ends with two weak, fast 3% hitboxes before you come to a stop. It's not a true blockstring, so an opponent attempting to attack out of shield between the hits will be knocked away slightly.

I'll add to this later and include elements such as riding into a wall, but I am busy at the moment.
 

TheReflexWonder

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Ssbm_Jag Ssbm_Jag , I was reviewing the posts in this thread and saw that you weren't sure about Training Mode's Rage properties. You may already know by now, but Training Mode has no Rage values. If you want to test with Rage, use the Handicap setting in Smash (Versus) mode.

I'm gonna look into finishing that spotdodge -> Waft list on Dash Grabs and then add it to the OP. The extra frames on Dash Grabs usually mean that, post-spotdodge, a Full Waft is slightly more reliable against a Dash Grab than a Half Waft is against a Standing Grab, and I'd expect the extra range to catch people even if they end up behind you. Either way, this is great info for characters we often struggle to land reliable setups against.

EDIT: Numbers need to be run again; one of the recent patches lowered spotdodge invincibility across the board, so Wario's invincibility lasts from 3-17 now, rather than 3-18.
 
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TheReflexWonder

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Actually, I went ahead and ran the current patch's numbers for both Half Waft and Full Waft, using both Standing Grabs and Dash Grabs, as well as command grabs. It's in hard data form, but using Jag's chart about half the page up will give you an idea of what the numbers mean. You're really only looking at the end of each. I'll put it in a chart later; I have errands to run.

Spotdodge -> Half Waft is Frame 31. 28 frames from when invincibility starts.
Spotdodge -> Full Waft is Frame 35. 32 frames from when invincibility starts.

Bowser:
Standing is Frame 39. 30 frames when grab starts. 100% for Half Waft. +3 to hit Full Waft, 79%.
Dash is Frame 48. 38 frames when grab starts. 100% for Half, 100% for Full.
Forward-B is Frame 43, 35 when grab starts. 100% for Half, 100% for Full.

Bowser Jr.:
Standing is Frame 36. 24 when grab starts. +5 for Half Waft, 64%. +9 for Full Waft, 36%.
Dash is Frame 45. 32 when grab starts. 100% for Half Waft. +1 for Full Waft, 93%.

Captain Falcon:
Standing is Frame 31. 24 when grab starts. +5 for Half Waft, 64%. +9 for Full Waft, 36%.
Dash is Frame 38, 29 when grab starts. 100% for Half Waft if in range. +4 for Full Waft, 72%.

Charizard:
Standing is Frame 34, 26 when grab starts. +3 for Half Waft, 79%. +7 for Full Waft, 50%.
Dash is Frame 42, 32 when grab starts. 100% for Half Waft. +1 for Full Waft, 93%.

Dark Pit:
Standing is Frame 30, 24 when grab starts. +5 for Half Waft, 64%. +9 for Full Waft, 36%.
Dash is Frame 37, 29 when grab starts. 100% for Half. +4 for Full, 72%.

Diddy Kong:
Standing is Frame 32, 26 when grab starts. +3 for Half Waft, 79%. +7 for Full Waft, 50%.
Dash is Frame 39, 31 when grab starts. 100% for Half Waft. +2 for Full Waft, 86%.

Donkey Kong:
Standing is Frame 31, 23 when grab starts. +6 for Half, 57%. +10 for Full Waft, 29%.
Dash is Frame 39, 29 when grab starts. 100% Half. +4 for Full, 72%.

Dr. Mario:
Standing is Frame 29, 23 when grab starts. +6 for Half, 57%. +10 for Full, 29%.
Dash is Frame 36, 28 when grab starts. +1 for Half, 93%. +5 for Full, 64%.

Duck Hunt:
Standing is Frame 29, 21 when grab starts. +8 for Half, 43%. +12 for Full, 14%.
Dash is Frame 36, 26 when grab starts. +3 for Half, 79%. +7 for Full, 50%.

Falco:
Standing is Frame 32, 24 when grab starts. +5 for Half, 64%. +9 for Full, 36%.
Dash is Frame 40, 30 when grab starts. 100% for Half. +3 for Full, 79%.

Fox:
Standing is Frame 29, 23 when grab starts. +6 for Half, 57%. +10 for Full, 29%.
Dash is Frame 36, 26 when grab starts. +3 for Half, 79%. +7 for Full, 50%.

Ganondorf:
Standing is 36, 29 when grab starts. 100% for Half. +4 for Full, 71%.
Dash is 45, 34 when grab starts. 100% for Half. 100% for Full.
Forward-B is 60, 41 when grab starts, 30 after grab ends. 100% for Half. +3 for Full, 79%.

Greninja:
Standing is Frame 29, 15 when grab starts. 0% for Half, 0% for Full. :(
Dash is Frame 38, 29 when grab starts. 100% for Half. +4 for Full, 71%.

Ike:
Standing is Frame 33, 26 when grab starts. +3 for Half, 79%. +7 for Full, 50%.
Dash is Frame 41, 31 when grab starts. 100% for Half, +2 for Full, 86%.

Jigglypuff:
Standing is Frame 27, 21 when grab starts. +8 for Half, 43%. +12 for Full, 14%.
Dash is Frame 33, 25 when grab starts. +4 for Half, 71%. +8 for Full, 43%.

King Dedede:
Standing is Frame 36, 29 when grab starts. 100% for Half. +4 for Full, 71%.
Dash is Frame 45, 36 when grab starts. 100% for Half, 100% for Full.

Kirby:
Standing is Frame 28, 22 when grab starts. +7 for Half, 50%. +11 for Full, 21%.
Dash is Frame 39, 31 when grab starts. 100% for Half. +2 for Full, 86%.

Link:
Standing is Frame 62, 50 when grab starts, 45 when ends. 100% for Half, 100% for Full.
Dash is Frame 66, 52 when grab starts. 100% for Half, 100% for Full.

Little Mac:
Standing is Frame 33, 24 when grab starts. +5 for Half, 64%. +9 for Full, 36%.
Dash is Frame 41, 31 when grab ends. 100% for Half. +2 for Full, 86%.

Lucario:
Standing is Frame 29, 23 when grab starts. +6 for Half, 57%. +10 for Full, 29%.
Dash is Frame 36, 28 when grab starts. +1 for Half, 93%. +5 for Full, 64%.
Forward-B grabs Frame 9 and hits Frame 24. 7% to trade with Half and Full.

Lucas:
Standing is Frame 51, 39 (starts) and 32 (ends). 100% for Half. +1 for Full, 93%.
Dash is Frame 61, 47 (starts) and 40 (ends). 100% for Half, 100% for Full.

Lucina:
Standing is Frame 30, 23 when grab starts. +6 for Half, 57%. +10 for Full, 29%.
Dash is Frame 37, 29 when grab starts. 100% for Half. +4 for Full, 71%.

Luigi:
Standing is Frame 29, 23 when grab starts. +6 for Half, 57%. +10 for Full, 29%.
Dash is Frame 36, 24 when grab starts. +5 for Half, 64%. +9 for Full, 36%.

Mario:
Standing is Frame 29, 23 when grab starts. +6 for Half, 57%. +10 for Full, 29%.
Dash is Frame 36, 24 when grab starts. +5 for Half, 64%. +9 for Full, 36%.

Marth:
Standing is Frame 30, 23 when grab starts. +6 for Half, 57%. +10 for Full, 29%.
Dash is Frame 37, 29 when grab starts. 100% for Half. +4 for Full, 71%.

Mega Man:
Standing is Frame 31, 25 when grab starts. +4 for Half, 71%. +8 for Full, 43%.
Dash is Frame 38, 30 when grab starts. 100% for Half. +3 for Full, 79%.

Meta Knight:
Standing is Frame 32, 25 when grab starts. +4 for Half, 71%. +8 for Full, 43%.
Dash is Frame 40, 31 when grab starts. 100% for Half. +2 for Full, 86%.

Mewtwo:
Standing is Frame 36, 29 when grab starts. 100% for Half. +4 for Full, 71%.
Dash is Frame 43, 34 when grab starts. 100% for Half. 100% for Full.
Forward-B is Frame 45, 33 when grab starts. 100% for Half. 100% for Full.

Mii Brawler:
Standing is Frame 30, 24 when grab starts. +5 for Half, 64%. +9 for Full, 36%.
Dash is Frame 37, 29 when grab starts. 100% for Half. +4 for Full, 71%.

Mii Gunner:
Standing is Frame 29, 23 when grab starts. +6 for Half, 57%. +10 for Full, 29%.
Dash is Frame 39, 31 when grab starts. 100% for Half. +2 for Full, 86%.

Mii Swordfighter:
Standing is Frame 29, 23 when grab starts. +6 for Half, 57%. +10 for Full, 29%.
Dash is Frame 36, 28 when grab starts. +1 for Half, 93%. +5 for Full, 64%.

Mr. Game and Watch:
Standing is Frame 30, 24 when grab starts. +5 for Half, 64%. +9 for Full, 36%.
Dash is Frame 37, 29 when grab starts. 100% for Half. +4 for Full, 71%.

Ness:
Standing is Frame 35, 29 when grab starts. 100% for Half. +4 for Full, 71%.
Dash is Frame 43, 35 when grab starts. 100% for Half. 100% for Full.

Olimar:
Standing is Frame 50, 40 (starts) and 31 (ends). 100% for Half. +2 for Full, 86%.
Dash is Frame 53, 43 (starts) and 34 (ends). 100% for Half. 100% for Full.

PAC-MAN:
Standing is weird. Don't spotdodge--Roll on reaction for 100% punish with both.
Dash is weird. Don't spotdodge--Roll on reaction for 100% punish with both.

Palutena:
Standing is Frame 32, 25 when grab starts. +4 for Half, 71%. +8 for Full, 43%.
Dash is Frame 40, 31 when grab starts. 100% for Half. +2 for Full, 86%.

Peach:
Standing is Frame 32, 26 when grab starts. +3 for Half, 79%. +7 for Full, 50%.
Dash is Frame 40, 32 when grab starts. 100% for Half. +1 for Full, 93%.

Pikachu:
Standing is Frame 28, 22 when grab starts. +7 for Half, 50%. +11 for Full, 21%.
Dash is Frame 35, 27 when grab starts. +2 for Half, 86%. +6 for Full, 57%.

Pit:
Standing is Frame 30, 24 when grab starts. +5 for Half, 64%. +9 for Full, 36%.
Dash is Frame 37, 29 when grab starts. 100% for Half. +4 for Full, 72%.

R.O.B.:
Standing is Frame 31, 24 when grab starts. +5 for Half, 64%. +9 for Full, 36%.
Dash is Frame 38, 29 when grab starts. 100% for Half. +4 for Full, 72%.

Robin:
Standing is Frame 40, 33 when grab starts. 100% for Half, 100% for Full.
Dash is Frame 50, 42 when grab starts. 100% for Half, 100% for Full.

Rosalina:
Standing is Frame 36, 30 when grab starts. 100% for Half. +3 for Full, 79%.
Dash is Frame 43, 35 when grab starts. 100% for Half, 100% for Full.

Roy:
Standing is Frame 30, 23 when grab starts. +6 for Half, 57%. +10 for Full, 29%.
Dash is Frame 37, 29 when grab starts. 100% for Half. +4 for Full, 72%.

Ryu:
Standing is Frame 30, 24 when grab starts. +5 for Half, 64%. +9 for Full, 36%.
Dash is Frame 37, 29 when grab starts. 100% for Half. +4 for Full, 72%.

Samus:
Standing is Frame 76, 60 when grab starts. 100% for both; spotdodge on reaction.
Dash is Frame 74, 58 when grab starts. 100% for both; spotdodge on reaction.

Sheik:
Standing is Frame 28, 22 when grab starts. +7 for Half, 50%. +11 for Full, 21%.
Dash is Frame 35, 27 when grab starts. +2 for Half, 86%. +6 for Full, 57%.

Shulk:
Standing is Frame 30, 23 when grab starts. +6 for Half, 57%. +10 for Full, 29%.
Dash is 37, 28 when grab starts. +1 for Half, 93%. +5 for Full, 64%.

Sonic:
Standing is Frame 31, 26 when grab starts. +3 for Half, 79%. +7 for Full, 50%.
Dash is Frame 38, 28 when grab starts. +1 for Half, 93%. +5 for Full, 64%.

Toon Link:
Standing is Frame 62, 50 when grab starts. 100% for Half, 100% for Full.
Dash is Frame 72, 58 when grab starts. 100% for Half, 100% for Full.

Villager:
Standing is Frame 56, 45 when grab starts. 100% for everything, even F-Smash.
Dash is Frame 70, 54 when grab starts. 100% for everything, even F-Smash.

Wario:
Standing is Frame 30, 22 when grab starts. +7 for Half, 50%. +11 for Full, 7%.
Dash is Frame 37, 29 when grab starts. 100% for Half. +4 for Full, 71%.
Neutral-B is Frame 38, 30 when grab starts. 100% for Half. +3 for Full, 79%.

Wii Fit Trainer:
Standing is Frame 29, 23 when grab starts. +6 for Half, 57%. +10 for Full, 14%.
Dash is Frame 38, 29 when grab starts. 100% for Half. +4 for Full, 71%.

Yoshi:
Standing is Frame 56, 42 when grab starts. 100% for Wafts, 93% for F-Smash.
Dash is Frame 68, 57 when grab starts. 100% for everything, even F-Smash.
Neutral-B is Frame 44, 23 when grab starts. +6 for Half, 57%. +10 for Full, 29%.

Zelda:
Standing is Frame 38, 28 when grab starts. +1 for Waft, 93%. +5 for Full, 64%.
Dash is Frame 47, 36 when grab starts. 100% for Half, 100% for Full.

Zero Suit Samus:
Standing is Frame 69, 53 (starts) and 49 (ends). Cannot spotdodge at max range. Punish with whatever.
Dash is Frame 72, 56 (starts) and 52 (ends). Cannot spotdodge at max range. Punish with whatever.
 
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Tayman

Smash Apprentice
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I started experminting with falling up air in traning mode and here what I found. At 0 percent falling up air into up b ,up smash, or up till is a combo . at 30 percent the same things but if you acted fast enought you can do falling up air into up air or falling up air into backair and if they di in you get a forward till. Falling up air stop combing after 80 agnist sheik and keep in mind no rage in traning mode so maybe even early (all testing done on sheik) these combo do a min 23 damage I really all wario main need to master this in order to really optimize wario
 

Ssbm_Jag

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Messages
246
BIKE HOP

The Wario Bike hop off gives Wario 58 frames of falling time when he hops off when riding on the ground. It appears that if you buffer n-air and then u-air, u-air comes out 1 frame before landing on the ground. This means that d-air cannot substitute for n-air as the first hitbox will not come out by 1 frame. Air-dodge to u-air might be a good way to counter people trying to punish the hop off.

BIKE TOSS

Throwing the Wario Bike:
This is Reflex's video; he states in it that if you throw a bike at point-blank range it does significantly more damage to the opponent. He also mentions how Wario's first actionable frame is quite early from bike tossing. If you down-throw the bike right near a shielding opponent, you can get a guaranteed half or max waft shield break. This is because of the massive amount of shield damage hard down-throw does (26%). He vaguely stated on the boards in the past that if you are facing one direction (left), a hard up-thrown bike will bounce twice, but if you are facing right, it will bounce only once.

Some things I just found are that if you are facing right, a down throw will cause the bike to bounce three times (seemingly a 60 degree angled bounce, then 45, then 30), but if you are facing left, it will only bounce twice (60 and then 45 degree). A Hard Down Bike Toss and a Soft Forward Toss seem to be the best ways for getting the bike to hit the opponent two times in a row. Two consecutive bike toss hits are never guaranteed, as the opponent can shield before getting hit by the second bounce after getting hit by the first. The opponent character's traction also determines whether he/she can even be hit by the second hit. Against Luigi, you will not be getting two bouncing bike hits, as he will slide too far after getting hit by the first hit. Bike toss hitboxes do not contain knockback growth, and will never send the opponent into tumble, but rather a stunned state which cannot be DI'd. If you want to maximize the probability of getting consecutive bike hits, you should toss the bike as close as possible to the opponent without being too close to where the initial toss hits them. You want the first bounce to be what first hits the opponent for the soft-f-throw and the second bounce for the hard-d-throw (if you consider the toss into the ground being a bounce, which I do). If the bike hits behind the opponent, oddly enough, he/she will still bounce away from you, making it so that it's easier for the bike to hit them again. If the bike hits the front/closest part of the opponent facing you, it's less likely to hit them again.

When it comes to bike bounces and any hitbox with the exception of the intial throw's strong hitbox , the longer the bike has been in a certain bounce/throw, the more damage it does. Long duration bounces doing 14 damage and short duration bounces doing as low as 9 damage (depends on the type of throw, bounce number, and time in the bounce). For example, a far spaced hard f-throw can do 14 damage, but a closely spaced hard f-throw can only do 12 damage. My theory is that the bike damage scales with velocity. It's had more time to accelerate the longer it has been in a bounce or throw, and after the initial toss, the damage output is dramatically docked.

Note: Bikes tossed go through shield and bounce on the ground, but can bounce off exposed opponents in or out of shield. On shield, a hard d-throw thrown point blank can result in two scenarios. The first is what can be seen in Reflex's video at time 0:33 using Wario's insanely high traction with the addition of Omega Galaxy's grass adding additional traction. What happens is the opponent's shield health is drastically eaten and the opponent slightly slides because of their high traction and will not be hit by the bike again. The second scenario which applies to every character with low enough traction all the way to Luigi (I didn't test to see who this firstly applies to, only that it lastly applies to Luigi; it worked on ROB though, I'll complete this later...), is that the hard d-throw will eat their shield, push them far back in shield, and subsequently shield poke the opponent on the second time contacting the opponent.

Here is where things get interesting. From Luigi all the way to Lucario in terms of traction and from Bowser all the way to Greninja in terms of shield height (So basically, every character in the game), if you toss the Wario Bike with a soft forward throw facing right, the bike will hit the opponents shield, and lightly bounce again hitting their shield at a low height, altogether dealing massive amounts of shield damage comparable to the hard d-throw shown in Reflex's video, but from a distance. This will work on Luigi, even though he can't normally be hit by the bike twice, since shielding the first bike hit keeps him relatively stable. Why doesn't this work facing left? It only seems to work both leftwards and rightwards on big bodies (DDD and DK, for example). I believe this is because of the first bounce being shorter/longer when thrown left vs. right., but I'm not quite sure. While a rightwards facing soft-forward throw is the best way to achieve this, this can be done facing leftwards and rightwards with the second+third bounces of hard-d-throw as well, but it's harder to get the shield damage depletion, since it usually shield pokes and allows the opponent way too much time to react both in between bounces on shield and before the bike even reached their shield. If the opponent chooses to unshield after the first hit of rightwards-facing soft f-throw, they will get hit by the second bounce, putting them in significant hitstun. The chances of getting both hits on shield is virtually 100%, because of shield pushback hardly pushing the opponent far enough to avoid the second hit.

The cool thing is that the second hit on shield usually hits the opponent on the other side of their shield (not on DK and other big bodies), away from Wario. I believe this might be a practical way to achieve a situational shield break and/or KO set-up if mastered, as Wario can throw the bike at the opponent, wait for them to shield it, run towards the opponent after it hits the opponent's shield (this gives the bike enough time to bounce off the ground, so that it's not in Wario's range), and then wafting the opponent while the hiltag freeze keeps the opponent stuck in shield long enough for the bike to break their shield from the other side (Half waft works best as it is less likely to hit the bike). Another possibility is the the opponent might unshield after the first hit and get hit by second, if this happens, Wario can run a little more to the opponents new position and Waft/U-smash with plenty of time. Without the second bike bounce, Max Waft barely doesn't break their shield in combination with the first bike bounce, so if their shield was slightly decayed, this would certainly result in a shield break.

This strategy, at some parts (like running towards your opponent after tossing the bike), might be very flawed and not practical in competitive use, but at the end of the day if they shield both bike hits and you waft them, their shield is going to break. I'm hoping other Wario players can help optimize this and bike tossing in general.

Chomp

I'm sure going to add things I find about chomp here that I can't find anywhere else around the boards. Chomp seems to stale as a move, but the the individual bites of a single "chomp" don't seem to stale subsequent bites. This makes sense, because if individual 2% damaging-bites staled each other out, chomp would be an excellent move to keep Wario's other moves fresh. Mashing b during the attack is imperative to maximizing damage done. It can make the difference between 11% and 17% if you chomp a foe at 0%, and they don't attempt to mash out. If a move like Little Mac's d-tilt trades with Wario's Chomp, you cannot use chomp or a regular grab for the normal amount of frames you can't regrab a grab released opponent. If you ever try to Wariocide someone off the ledge, if they don't try to mash out, you'll never have the chance to make it back. In training mode on Battlefield, it does not matter whether I (Wario) mash b, I will keep the opponent in chomp until I lose first. This means Wariociding should only be used if the Wario is a stock ahead and the opponent's character has a bad recovery.
 
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TheReflexWonder

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Just found some stuff on Neutral-B:

Minimum grab frames appear to be about, if not exactly, ten frames; the move starts grabbing on Frame 8.

Even though it's not documented anywhere, if a missed Chomp ends while you're in the air, the endlag is five frames shorter; IASA is 33, rather than 38. This can be achieved by doing a rising Neutral-B; shorthop immediate Neutral-B is in the air just long enough for this to kick in, and the first frame of that catches most standing characters if they're close (and you can move closer while starting it in the air). Grounded Neutral-B is already pretty difficult to react to, but this makes it even more elusive.

I -think- that repeated chewing makes the move end a little faster, but I'm not sure.

Also, Dream Land is the perfect stage to go for Wariocides. The bottom blast zone is incredibly low, to the point where if you shorthop immediate Neutral-B someone and fall off the ledge at very low percents (under ~25%), you can mash out bites and jump on release even if they don't press a single button. If they mash out like normal, the stage's bottom can stage spike them if you're facing the stage, and your great recovery makes it likely that you will survive and they won't if they do even a little mashing.
 

Tayman

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Messages
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Location
south carolina
Just found some stuff on Neutral-B:

Minimum grab frames appear to be about, if not exactly, ten frames; the move starts grabbing on Frame 8.

Even though it's not documented anywhere, if a missed Chomp ends while you're in the air, the endlag is five frames shorter; IASA is 33, rather than 38. This can be achieved by doing a rising Neutral-B; shorthop immediate Neutral-B is in the air just long enough for this to kick in, and the first frame of that catches most standing characters if they're close (and you can move closer while starting it in the air). Grounded Neutral-B is already pretty difficult to react to, but this makes it even more elusive.

I -think- that repeated chewing makes the move end a little faster, but I'm not sure.

Also, Dream Land is the perfect stage to go for Wariocides. The bottom blast zone is incredibly low, to the point where if you shorthop immediate Neutral-B someone and fall off the ledge at very low percents (under ~25%), you can mash out bites and jump on release even if they don't press a single button. If they mash out like normal, the stage's bottom can stage spike them if you're facing the stage, and your great recovery makes it likely that you will survive and they won't if they do even a little mashing.
Already that was really good info going to pratice short hop chomp to see how low to the stage on I can use while geting less lag
 

Tayman

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I'am thinking about doing data on what attacks wario chomp will not work on would yall be interested in that?
 

WarioWaft

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Nov 30, 2014
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Hey Reflex, or anybody else,I broke a fully charged Falco shield with a 3/4 waft. It was hillarious because he was chasing me down when I jumped off the bike, and I was pretty close to him.

Rage is only additional knockback right, not extra %?

I've never broken a fully charged shield with a 3/4 waft or fully charged waft either until now.

BTW, Reflex it's me Jeff.
 
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TheReflexWonder

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Rage is only increased knockback. I would ask you to try to reproduce this, as non-Full Waft should only deal a maximum of 29%, which is a little less than 75% of a full shield. Are you sure they hadn't taken shield damage prior?
 
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Roots

Smash Cadet
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Mar 20, 2015
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Speaking of shields, does anyone know how much shield stun an uair has on shield now?
I think it was slightly safe on shield before the update so I was thinking it could lead into a half waft and break a shield.
 

Ssbm_Jag

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Roots Roots

Wario's Falling U-air has as of patch 1.1.1., 9 frames of shieldstun [(13/1.75)+2]. This means if you land a falling U-air 1 frame before landing, the move is -4 on shield and +3 on shield if the opponent drops shield. I did some testing on my own time with falling U-air to Waft, iirc it was barely not guaranteed. Landing both hits of n-air to waft was a little better because it kept the opponent in shield for a longer time, but also wasn't guaranteed. U-air has more shield pushback than n-air by it having more shieldstun, so it would be harder to u-air to waft a character with low traction, like Ike. You could probably try doing the u-air to waft to certain characters when they do regular get-up from ledge and shield (like really slow grabbers), but it's a risky game as it's not guaranteed. There aren't many consistent shield breakers Wario has, if any. But man, does getting a taunt right in their face feel so good.
 
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WarioWaft

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Rage is only increased knockback. I would ask you to try to reproduce this, as non-Full Waft should only deal a maximum of 29%, which is a little less than 75% of a full shield. Are you sure they had taken shield damage prior?
Yeah. I will post a video. I was stunned myself that it happened.
 

WarioWaft

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Here you go, so he was in shield for a second when I bike recovere, but that shouldn't have been enough to break his shield from the Waft? The sequence happens at 3:10
 
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WarioWaft

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The game really knows when to use the Wario laughing on his ass victory celebration for times I win with help by a Waft. lol
 

TheReflexWonder

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I don't know why I didn't have this in the initial data, but I just added "Footstool -> Half Waft" to the list of footstool follow-ups. Something of note: Sheik, Meta Knight, and Ness are not susceptible to grounded footstool -> any Waft or air footstool -> Full Waft, but will get hit by air footstool -> Half Waft.
 
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