Added matchup-specific information on the Wario Bike Ground-Only State to the OP.
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Not to chase you all over the boards, but Samus can hit Wario with a skimmed charge shot and screw attack. If Samus times charge shot properly as she land it will clip into the stage a bit. The start up hitboxes of screw attack also clip into the stage.Figured it would be good to have a list of moves that can hit Wario while he's hanging on the ledge, so I did that tedious work. Eventually I will color-code moves to show what is threatening and what is not.
Of note:
Captain Falcon D-Tilt has decent cooldown and U-Tilt cannot meteor you if you use the Ground-Only glitch.
(Dark) Pit has very limited options. D-Air requires him to be falling and D-Smash only really KOs on the back hit, which is Frame 18 and reactable with Back/Down.
Lucario's options are very limited to a point where it's likely easy to stall against him.
Mewtwo's options are very limited. F-Tilt sucks and both D-Smash and D-Air are laggy.
Pac-Man has no KO options while you're on the ledge. Easy stalling potential (not that Wario needed it).
Palutena is pretty limlted. D-Tilt and U-Smash are laggy, while falling D-Air is easy to see coming.
R.O.B. is pretty limited. D-Tilt doesn't set up into anything, sourspot F-Smash is incredibly weak, and the aerials are easy to see coming.
Robin isn't very threatening. D-Tilt doesn't lead into anything, D-Smash is laggy, and the aerials are easy to see coming.
Ryu's options are limited. While D-Smash is fast, it is laggy.
Sheik seems pretty limited! D-Tilt doesn't lead into anything significant, F-Air and D-Air require a landing aerial (and D-Air is laggy), and Down-B won't hit if you kick early, giving you time to react with Back/Down.
Wii Fit Trainer seems to hate this. D-Tilt does good damage but is somewhat laggy, and it's literally all she has that doesn't involve running offstage.
Moves that hit Wario while on the ledge
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
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-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-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
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
wanted to add that for R.O.B.. the gyro can potentially stage spike you at the ledge (if you use bike offstage already you wont have it) and laser can hit you sending you up possibly combo-ing into a gyro throwFigured it would be good to have a list of moves that can hit Wario while he's hanging on the ledge, so I did that tedious work. Eventually I will color-code moves to show what is threatening and what is not.
Of note:
Captain Falcon D-Tilt has decent cooldown and U-Tilt cannot meteor you if you use the Ground-Only glitch.
(Dark) Pit has very limited options. D-Air requires him to be falling and D-Smash only really KOs on the back hit, which is Frame 18 and reactable with Back/Down.
Lucario's options are very limited to a point where it's likely easy to stall against him.
Mewtwo's options are very limited. F-Tilt sucks and both D-Smash and D-Air are laggy.
Pac-Man has no KO options while you're on the ledge. Easy stalling potential (not that Wario needed it).
Palutena is pretty limlted. D-Tilt and U-Smash are laggy, while falling D-Air is easy to see coming.
R.O.B. is pretty limited. D-Tilt doesn't set up into anything, sourspot F-Smash is incredibly weak, and the aerials are easy to see coming.
Robin isn't very threatening. D-Tilt doesn't lead into anything, D-Smash is laggy, and the aerials are easy to see coming.
Ryu's options are limited. While D-Smash is fast, it is laggy.
Sheik seems pretty limited! D-Tilt doesn't lead into anything significant, F-Air and D-Air require a landing aerial (and D-Air is laggy), and Down-B won't hit if you kick early, giving you time to react with Back/Down.
Wii Fit Trainer seems to hate this. D-Tilt does good damage but is somewhat laggy, and it's literally all she has that doesn't involve running offstage.
Moves that hit Wario while on the ledge
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
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-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-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
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
A hard Bike throw downward, assuming it hits as early as possible, has frame advantage of +8, which is technically fast enough for Jab to come out before it can be shielded, but the Bike hit seems to slide people away too far unless they're actively inside of you, making it unrealistic if not outright impossible without the opponent SDI-ing toward you on hit.I seemed to have stumbled upon an optimal bike throw combo that could result in a 0-death but I am having trouble recreating it. I believe I started it with a hard down throw of the bike a point blank range and was able to follow up the two hits of a regular jab combo for the bike to stay in the air and hit the opponent twice resulting in around 60 damage alone, this coupled with a waft or a bair if started at a later percent I feel could kill, or could continue with other moves.
The problem I'm having is I now realise that stage and character traction change how it works, I remeber I was facing right, I think I was practicing on either DK or sheik, but I couldn't recreate it with them, I can't remember what stage it was on and if it was omega (it was definately legal), I'm thinking it may have been SV because of it's minimal platforms or an omega (imagining a green colour palette)
Could anyone give me a hand as I feel this could be an amazing tool, as in the same night I was able to break shield witha hard d throw into d tilt, granted it was on jiggly puff, but this could have block or hit options.
Thanks in advance
If you can, please make a video about it. Despite reading this 3 times, im still confused as to why it is so good. Im more of a See-er(visual learner) than a readerSome research on Wario's Up-B. We should start using this more.
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):
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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.