Ssbm_Jag
Smash Journeyman
- Joined
- May 4, 2015
- Messages
- 246
Wario's Amazing Extended Down Smash
If the Wario Bike is set-up at the edge of a stage, Wario can begin to charge a down smash to force a ledge-bound opponent to select a get-up option. When the opponent's ledge invincibility runs out, Wario can release the down smash to punish the opponent's many get-up options. In fact, it covers every ledge option in the game when performed correctly.
How does it work? Wario's down smash is an attack active for 29 frames (8-36) in which Wario spins around exactly 3 times. Each spin has its own hitbox identity, and each consecutive hitbox has slightly decreased damage and knockback than the one before. Recently, I posted how Wario's down smash can hit most characters on ledge, but not all. That being said, charging a down-smash should scare any ledge-bound opponent to select an option as they'll never know that down smash can't cover "wait at ledge" against their character. If you plan to cover "Roll", you must not stand right at the edge of the stage, but rather a few steps inwards. The key to this technique is to release the down smash right when you see them starting a ledge option attempt. Starting it a few frames late is crucial to punishing characters with superior ledge option frame data.
If the Wario Bike is set-up at the edge of a stage, Wario can begin to charge a down smash to force a ledge-bound opponent to select a get-up option. When the opponent's ledge invincibility runs out, Wario can release the down smash to punish the opponent's many get-up options. In fact, it covers every ledge option in the game when performed correctly.
How does it work? Wario's down smash is an attack active for 29 frames (8-36) in which Wario spins around exactly 3 times. Each spin has its own hitbox identity, and each consecutive hitbox has slightly decreased damage and knockback than the one before. Recently, I posted how Wario's down smash can hit most characters on ledge, but not all. That being said, charging a down-smash should scare any ledge-bound opponent to select an option as they'll never know that down smash can't cover "wait at ledge" against their character. If you plan to cover "Roll", you must not stand right at the edge of the stage, but rather a few steps inwards. The key to this technique is to release the down smash right when you see them starting a ledge option attempt. Starting it a few frames late is crucial to punishing characters with superior ledge option frame data.
Frame data (Can skip this if so desired). Wario's down smash does 13 damage uncharged which equates to 10 frames of hitlag when striking the Bike. This extends the move's total duration to 39 frames. The charge frame of the move is frame 2, meaning when you release the charge, the move comes out 6 frames later. I chose
for testing this over
, because Mario has both good and bad ledge option frame data, while G&W is average across the cast. If Wario begins a down smash on the first frame of the opponent's ledge vulnerability and they select an option on that frame, the sweetspot is active from frames 8-23 (initial hit+extension+first half of spin). The extended sweetspot parameter 8-23 is perfectly designed to hard punish get-up attack (Samus having the longest inv. from 1-22) and ledge jump (most of the cast invulnerable from 1-12) against the entire cast. The next 5 frames (24-28) are the second half of d-smash's first spin sweetpot that covers roll (inv. range from 1-21 to 1-33; G&W: 1-27). If you start the down smash a little bit after the opponent selects an option (like you should), this should work on nearly every character in the cast. This technique does not work on Sheik's roll (inv. 1-33). The first half of the second spin (29-33) will cover almost every character's normal ledge get-up (except palutena and the miis) with the weaker secondary hitbox. If the opponent drops ledge and air-dodges, nothing is guaranteed, but Wario can hit the opponent.
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