MorphedChaos
Smash Lord
Just to start, I'll be updating this frequently until its done, then I'll update it when needed. I'll have matchups and the like in this guide, and I'll say it now, many matchups will be Wario bias, but they have many grains of truth to them. I will outline some terms, but others you must know. Some pictures gotten from sHells Wario guide. Thanks to PhantomX for some tips to make this faster.
Version history
Version 1.0-Started guide.
Version 1.3-Finished the first 11 characters and added baiting/aircamping sections.
Version 1.5-Reshuffled matchup list due to Tier list 3.0. WARIO IS NUMBER 3!
=Contents=
Introduction (Includes history)
Wario's Moves
The bike
Approaching with Wario
Defending with Wario
Killing with Wario
ATs and how they benefit Wario
Wario in Brawl+
Fun Tidbits
Matchups
(Possibly) Stages and CPs
=Introduction=
Wario
-Wario is one of the new characters to be introduced here in Brawl, and is by far the most fun out of all of them.
-History about Wario (Will write after bulk of guide is finished.)
-Wario in Brawl
Wario is one of the more odd characters in brawl, as he is primary an aerial fighter, much like Jigglypuff, but is classified as a Heavyweight (8th heaviest). Wario does not have multiplue jumps like Meta Knight, Kirby, or Jigglypuff, but has the 3rd fastest air speed (Behind Yoshi and Jigglypuff) but has the fastest Aerial Acceleration in the game. (Or second fastest behind Yoshi, need confirmation) Wario also moves faster in the air then on the ground!
Wario has a few disadvantages in Brawl as well. For one, and this is HUGE, he is vulnerable to grab release shenanigans. For Example, ZSS can Dsmash Wario, regrab him, pummel, then air grab release Wario, then Dsmash and repeat until Wario can SDI out of the Dsmash. Bowser can also do an infinite standing chain release grab to Fsmash (Whenever Bowser feels like it) on Wario that Wario CAN NOT get out of, unless Wario manages to ground break. Wario also has very bad range compared to most characters.
Now to overcome his weaknesses, he is an aerial fighter, and because of this, it should be very hard to neigh impossible for him to get grabbed. His range can be overcome with his very fast Aerial DI and hit-and-run tactics. His specials besides the upB can also combo really well. Wario also has a very good recovery method, along with other bike techniques that I'll get to later. Wario loves to punish, so capitalize on mistakes that your opponent does. Note, even though Wario is primary an Aerial fighter, he also has a good ground game, just if you use it, DON'T GET GRABBED! (For some characters its ok though)
One last thing, Wario has so many options at all times, that there is no "One way" to play as him, just go with whatever makes you comfortable and that works for you. (Just avoid being grabbed.)
=Wario's Moves=
(Frame info gotten thanks to 3GOD.
Wario has some odd moves, and due to his Game and Watch movement and frame animations, he can be very unpredictable with them.
-Ground game
Wario's ground game is still good, but not as great as his air game. A good Wario can mix up both the air and ground game to make himself unpredictable, which helps Wario's style. Note, this is a few basics, if you think of another strategy with some moves, PM me them.
-Jab
First jab: 22 frames
hitbox on frame 8
2nd jab starts on frame 17 (fastest possible jab)
Both jabs is a total of 38 frames
Wario's jab is not his fastest move, but it is by far one of the more useful. This move has moderate range for his moves, but you can jab cancel into a Fsmash (A PhantomX special). You can also Jab cancel into a grab. If you continue the jab, Wario will step forward, which can mess up some opponent's spacing. Don't go spamming your jab though, its only good when the opponent isn't expecting it, and many characters have faster jabs. (ZSS has a 1 frame jab, Ike has a 4 frame jab, Snake has a 5 frame, ext...) Overall, the jab is fine, and can lead into many nice kills.
-Dash Attack
Total frames: 49
Hit on frame 4
This is Wario's fastest move, but one of his worst due to the massive lag afterwords. This can be used to pursue an opponent if you need it and it'll get them in the air, but use this move very sparingly.
-Ftilt
total: 36 frames
hit on frame 14
This move is a killer at around 155%, and has the most range out of all of Wario's moves. This move can be angled up or down, up for more knockback, down to hit smaller characters or characters crouching (But your better off using the Dtilt). You can easily chain this move to your air combos or use it for spacing. Better saved for a surprise kill move, but its still good. Due to the weird lag on this move, you can also use it to punish sidesteppers.
-Dtilt
Total: 33 frames
hit on frame 5
This move has very good range, second only to the Ftilt, and is Wario's 2nd fastest move. This move can challenge and beat MK's Dtilt, one of his favorite spacing moves. This move is very good for continuing an air combo upon landing, as it can shield poke easy. Overall a very good ground move, and very fast too.
-Utilt
Total: 36 frames
hit on frame 9
This move isn't as good as Wario's other tilts, its range is about as big as the jab, but it hits in front and behind Wario, and launches the opponent into the air, exactly where we want him/her! This move is also somewhat of a taunt, as c'mon, its Wario RAISIN' THE ROOF! This tilt can be buffered from the ending lag of a Nair to make for a good combo if the opponent can't shield in time, but you might want to jump instead. Overall an alright move.
-Fsmash
total: 44 frames
Hit on frame 9
SUPER ARMOR: frame 8-11
This is Wario, nuff said. This is his signature shoulder slam, and its a beast. This move has great knockback, and can KO at about 120%. It also has SUPER ARMOR, which can save your life or guarantee a hit. If you can time the SA frames, you can totally negate the knockback of a kill move. If you need to, you can also use the SA frames to go through an opponent's move as well. The SA frames are the frames when Wario moves forward. You can also shutter step (quickly tilt the opposite direction your going to smash, then Cstick smash in the direction you were going to Fsmash.) for extra distance. A very great move.
-Dsmash
Total: 78 frames
First hit on frame 8 (behind Wario)
This isn't a good move compared to Wario's other ground moves, in fact, its worse then the dash attack, but still has its uses. The hitbox lingers for a long time, but with reduced knockback, and it sends people diagonally or to the side. Only use this if you know it'll hit the opponent and will push them away from you, otherwise expect to be punished hard. This can also punish sidestep rollers besides Lucario, so theres a use right there.
-Usmash
Total: 46 frames
First hit on frame 11-21
Able to be DACUS
Now, this is possibly the only good use for the dash, to DACUS it into an Usmash. (DACUS stands for Dash Attack Canceled Up Smash) to DACUS, the easiest way is to run, push the Cstick down, then immediately after press Z and up on the control stick, if you do it right, Wario will slide very far with his Usmash. Not as far as Snake, but its still a good distance. The Usmash itself is alright, but a good opponent can SDI out of it before its over. Best use is for DACUS.
-Wario's Air game
THIS is what makes Wario. Wario is a great air fighter, due to his amazing air speed and acceleration. Wario can literally float like a butterfly in the air. You want to use primary air moves when fighting with Wario, as they are just TOO good!
-Nair
Total frames: 49
First hit on frame 4
second hit on frame 15-38
This is Wario's fastest aerial, and a great OOS (Out of Shield) option. This aerial also has the least landing lag of all Wario's aerials, so its safe to land using this one. Remember, while using this aerial, you can move through the air, so you can use it to chase people or whatever, just note it has somewhat short range. A very good move.
-Fair
Total frames: 37
Hit on frame 5
Auto cancels after frame 26
This move is pretty decent compared to Wario's other aerials. It has the most gimpability out of all the aerials, and thats what its used for, besides maybe dodging and poking at someone. The hitbox will stay until the move can be auto canceled. A good aerial for gimping and poking as you can retreat early, but not his best. You can also use it to space, as it is very fast, main use is to poke and gimp. Poking is great with this one.
I will say though, this aerial has a ton of potential, and I'm having good fun using it to poke.
-Bair
total: 49
First hit on frame 9
Auto cancels after frame 33
This move is Wario's spacing aerial, and is great to use against Marth, it has good reach, but terrible landing lag. Don't SHFF with this aerial unless you want to stand the chance of being punished. This does good damage, and you can do retreating Bairs if you need to play defensively. And remember, this has good reach. This can also be used along with a pivot bite at low percentages for a small combo. Remember it has to be auto-canceled though.
-Uair
Total: 47 frames
First hit on frame 8
Auto cancels after frame 36
This is one of your kill moves, and a very powerful one. It is not the best Uair, but its better then Ike's for killing. You can add this to your air combos early in the stock, or save it for a kill move. The hitbox is Wario, even his backside, so you can time it to hit grounded opponents too. This can kill around 120%, less on light characters. Use this alot on heavy characters, it racks up the damage.
-Dair
Total: 37
First hit on frame 9-21
Auto cancels after frame 24
THIS is what Wario is known for besides the waft. This is your combo move, and it eats shields alive. You can use this aerial to poke or whatever. This is best to start a combo into something like a bite, its very powerful. There isn't much to say, one of Warios best moves.
-Wario's Specials
Wario has some nice specials, his Up B isn't that good, but otherwise his specials are very good. He also has the most powerful killing special that isn't stupidly hard to land (Ike's eruption comes to mind.)
-UpB
Frame 6-28
This is a bad move to use for attacking, as a good opponent can SDI out of it and punish you, its also a last resort for recovery, as its range isn't that good. Use only if its what'll save you, and remember, it doesn't auto sweetspot the ledge. (Wario's double jump doesn't auto sweetspot either >.<)
-SideB
Discussed in a later section.
-Neutral B
Total: 45-95 frames
Grabs on frame 8-27, 73
This is an incredibly good move, its a grab, so you can trade hits with some attacks. (Such as DK's wind up punch if your next to him when he does it) To trade attacks with it, you have to make sure their hurtbox touches the bite's hitbox. This move is a great followup to an air combo, and it can't be shielded. Use this to punish sidesteps and shielders. And another plus, it can eat items, and is very fast at doing it, use this to eat your bike if its still onstage or whatever you want to do. Its very versatile and easily one of his best moves.
-DownB
First Attack Frame:
Charge Level Zero (about 0:00 – 0:17): Trips on Frame 16 (no damage)
Charge Level One (about 0:17 – 0:57): Frame 10
Charge Level Two (about 0:57 – 1:50): Frame 5
Charge Level Three (Full Charge): Frame 9 (Super Armor Frames 5-10)
Knockback:
Charge Time…..Mario KO% (at the center of FD with no DI)
0:56…..………..187 (Useless)
0:58…..………..98
1:00…..………..95
1:05…..………..92
1:10…..………..85
1:15…..………..81
1:20…..………..76
1:25…..………..72
1:30…..………..67
1:35…..………..62
1:40…..………..60
1:45…..………..55
1:50…..………..52
Full…..………...96
Full Charge: from startup of any Waft to Full Charge = 6697 frames (1:51.729 seconds) (copied word form word 3GOD)
This move is Wario's best KO move and can kill at very low percentages. The Haft waft has more knockback then a full waft, and is best used about 1minute 30 secons into the match. Try to master landing the haft waft, it can KO at very very early, it can KO MK at around 52% from the middile of FD with good DI if done right. If it does get fully charged, it has SA frames and does 42 damage. If Wario hits the opponent while going up, it can do some serious knockback as well, but not as much damage. This is such a great move, don't waste it. To land it easily, do it in the air, not on the ground. Remember, it can kill at very low percentages at the side of FD.
-Wario's grab game.
Wario has an average grab game, his grab isn't the longest reaching, but its pretty fast, and you can do some nice damage with his throws.
Grab frames
Standing -6
Dashing -10
Pivot -8
Note, this is faster then some jabs.
-Pummel
This pummel is average, but for what it does, its halarious. Wario doesn't actually punch them, but touches them in a place not many like to be touched.... With a finger. Its just so weird. Use this move to refresh your other moves.
-Bthrow
This throw isn't Wario's best damager, but you can use it to get the person offstage if needed. Best use your other throws.
-Fthrow
This is one of Wario's best throws, it deals very good damage and has good knocback, and can kill at the edge of FD at around 130%. A good throw and one of my favorites.
-Uthrow
This throw is alright to use, it gets them in the air and deals alright damage. The biggest thing is that against some characters, you can Uthrow to SH full waft and hit them on the way up.
-Dthrow
This throw is weird, it can be used as a psuedo Chaingrab on some characters like Ganon. Wario makes the opponent appear behind him, so turn around and grab quickly. You can also Dthrow to DACUS, which is a great combo.
=The Bike=
Why does this move get its own section? Because, the bike is possibly one of Wario's best moves, if not the best. There are so many things you can do with the bike its maddening. One general rule about the bike, Don't keep it on the stage unless your nearby it, as its a huge part to your recovery.
-Attacking with the bike.
Now, while riding the bike, Wario is immune to some attacks due to them hitting the bike and not him, but not many. You can use the bike as an attack, but remember, the front tire must hit the opponent to connect. One cool thing you can do with the bike is a wheelie, which will raise Wario further up, protecting him from more attacks. Be wary, a good opponent can grab you off the bike.
-Dismounting
You can dismount off the bike by jumping off using A, or if your just getting it out, flick the control stick in the opposite direction diagonally down, and you should dismount, if not, during the axel turn, flick the opposite direction of where it is, and he should dismount.
-Comboing with the bike.
Now, the bike is a crate when its on the stage, but with a special property, it can bounce and hit the same target over and over. The best way to do this is to pick up the bike and throw it upward, or just push A again, and try to knock your opponent into the bike while its in the air. Then you can Uair while the opponent is getting hit with the bike and easily rack up 70% damage or more. This is hard to pull off in a competitive game, but very rewarding, and very easy on certain characters like DK, Ganon, Bowser, D3. Note, easy is a relative term.
-Using the bike to guard.
Whats unique about the bike is that, while Wario is riding it, the bike can absorb hits. You can use this to eat an Aura sphere or Charged shot if you want, or to ride through flames. This doesn't work for explosive projectiles. You can dismount the bike, and use it as a shield too, and this will absorb all attacks until it breaks.
-Refreshing your moves.
You can pummel the bike or do Dtilts to refresh all of your moves (Prefer the pummels), but remember, this also holds true with your opponents.
-Using the bike to extend your hitboxes.
You can attack the bike with your moves, and extend the length of the move, both distance wise and time wise, which can help you connect better or punish a spot dodger.
-Using the bike to get airborne.
You can use the jump button and pull out the bike (Or tap jump with Bsticking.) and if done right, Wario will jump very high in the air, its a good way to get airborne in a pinch, as it gives the height of using both of your jumps while only using the bike jump, leaving your second jump intact. It is also very fast and gets you high in the air faster then jumping.
-Using the bike to recover.
This is what you'll use the bike for most of all, you will use the bike for the extra jump and momentum cancel it provides. First, if you tilt the bike backward after pulling it out before jumping out, the jump will be incredibly high, but your more vulnerable then tilting forward, but that jump isn't nearly as high. If you are hit at any point on the bike, you'll be knocked off and lose your jump, so use it before your hit.
-Bike Canceling.
You can use the bike to cancel your horizontal momentum. To do this, airdodge as soon as you can, then pull out the bike. If you can, Fair to get better control before pulling out the bike.
-Breaking the bike for tires.
Any attacks can break the bike, and when it explodes, it produces 2 tires as projectiles, one large, one small. You can glide toss or do whatever with these tires. Check the AT section for a nice combo made by Fiction involving the tires.
-The super bike jump
Now this, is by far my favorite thing to use with the bike, the problem with it though, is that it doesn't work 100% of the time, I can't get it to work all the time myself, but its almost a guaranteed oneshot if it hits. First, you must be on a slope, second, you need to pull out the bike and begin a wheelie, and the opponent has to attack the bike. You can be going into wheelie position and not be pulling it out and you will still jump, but its a little harder to do. Its more likely to happen if the opponent hits the big tire of the bike. Remember, it doesn't happen ALL the time, but when it does, its a oneshot, at worst they'll hit the bike and not you, since your in a wheelie.
-Using the bike to edgeguard.
You can toss the bike off the ledge and hit your recovering opponent, if you do, they wont survive unless they are very lucky, as the bike will drag them down with it.
=Approaching with Wario=
Wario is interesting when it comes to Approaches, he has little problem getting to his opponents and staying there. There are some things you should know though about how to approach with him and exactly how to approach. Another thing to remember, Wario is meant to punish mistakes with his airgame, which is a great way to approach.
(Taken from sHells guide, don't want work to go to waste. and I've gotten a touch of lazy Changed a few words and did a spellcheck)
Thats basically it according to sHell. Keep your approaches safe, as you don't wanna be hit. All theses work wonders. Remember to MIX IT UP! If you get predictable, then you will be punished.
-Punishing with Wario
Wario is one of the characters that lives of punishing his opponents. With Wario's airspeed and DI, it is easy to punish someone. The whole point to beat some characters is to bait a really laggy move, then punish with a Dair or Fair, or a Fsmash if it really lags. This can be done in the air as well.
In order to get your opponent in such a position, you have to approach them in the air, then air dodge backwards or through them, depending on what they will use and if it is laggy. Remember, bait a really laggy move, then punish with the above. You don't have to necessarily air dodge, you could just use your DI as well, but air dodging can be safer, it all depends on the character.
Now Wario is one of the very few characters that can punish in the air. Its the same rule as the ground, but Airdodge through their areal, and you can follow up with a Nair (Easiest to hit with and fast) Fair (Not as good) Bair (If its really laggy and you wanna keep your Uair fresh) Uair (For a kill or on some characters) or Dair (If it can land, most preferable move to use.)
Spot-dodgers will have a hard time getting around Wario's punishment game. Fsmash's hitbox lasts a long time, and is very good when it comes to punishing spot-dodgers. Ftilt is also good, due to its funky wind-up time and how long the fist lasts. By far the best spot-dodger punisher though is Chomp, you can just keep chomp open until the spot-dodge is over and chomp them. Chomp is by far the easiest move to punish a spot-dodger with, and it deals good damage.
Now if you can punish your opponent, follow up with what you can and don't get grabbed if they shield. Don't forget, Wario can punish almost every mistake in the game, and for some characters like Snake and MK, you'll need to punish every single one.
-Edge guarding
Wario is good at Edge guarding his opponent as well. You can chase them off the stage very easily due to your godly recovery with the bike, so much so that you can chomp a Snake's cypher when he is near the side blastzone and still make it back. (If your in this situation though, Fair him instead for an instant kill). To edgeguard with Wario, you can hog the edge, Grab the edge and Bair/Dair them when they get close, or just chase them off the stage and Fair gimp them until they can't recover. The Fair gimp wont work sometimes due to some characters having good recoveries, but it will destroy those characters that don't.
-Shield Poking
This is pretty short, but Wario has good tools to shield poke or eat someone's shield. The first one is Chomp, it goes through shields. Another shield-eater move is Dair, you can Dair into their shield, then retreat back out of their grab range. (Maybe spot-dodge if it is an opponent who likes to tether grab, which allows you to punish.) finally, if their shield is a little bit small, Dtilt can poke very well, due to being so low to the ground.
=Defending as Wario=
Wario has a very good defensive game as well, and a great recovery. And don't forget hes heavy as heck.
Air-dodging with Wario is by far one of his best moves for defense. The air-dodge has 2 extra frames compared to the rolling dodge, but has 7 more invincibility frames. Wario's air-dodge lasts as long or longer them some rolls! It is by far one of his 'broken' aspects, so abuse it.
Wario has a godly sidestep as well. The sidestep is 25 frames, and frame 2-20 are all invincibility, which means that Wario can act again very soon. Its not as godly as link's sidestep, but its pretty good.
Don't rolling dodge with Wario unless you absolutely have to, Wario's rolling dodge is terrible, its better to air-dodge then rolling dodge.
You can also use Chomp for defense if the opponent is attacking, if you can chomp their hurtbox, they will still damage you, but you wont fly anywhere and will start to chomp them.
-Recovery
Wario has a great recovery, and if MK couldn't glide, Wario would have the best recovery. Wario rarely has to grab the edge, so its impossible to edgeguard Wario or nearly impossible. Remember when your launched to DI towards the corners, so you have a better chance of surviving. And don't forget to bike-cancel if sent horizontally!
To Recover, mix up how you will do it, but use UpB for last and if it is ABSOLUTELY needed, upB is bad to recover with due to the ending lag and very short range, but it has uses. when recovering, use a mix-up of the bike, Djump, and Airdodge back to the stage. With Wario's crazy DI, you can make it back to the stage with just this. If you have some waft charged up, you can use that as well for some vertical height to help recover. Don't feel bad about using it this way, thats how useful the waft is.
-Aircamping with Wario
Wario is a very good camper, when it comes to air camping, due to his amazing aerial control, Wario can literally get a damage or stock lead on a slow character like Dedede, then jsut aircamp him and wait out the timer.
To do this, get a percentage lead with like a Fair, then just duck out of their range, using airdodges and anything you can to dodge their moves, maybe hitting them with another Fair if you wont get hit or it wont get shielded, and thats basically how you air camp. You might wanna work with Baiting first though and use that to get some damage, then aircamp.
Aircamping is a very good strategy to use vs slow characters(Or some medium speed characters) in the first round, due to the psychological aspect of it. Aircamping gets people very very mad, as they feel they are helpless. Making them mad in any matchup with cheap tactics is a GOOD thing, as they will make more risky moves, or their game will get a little sloppy.
If you wanna aircamp for the first round, choose a stage like Smashvile or BF, MAYBE FD depending on the character, but thats character dependent. If its for your counterpick, aircamp on Norfair, its so easy to aircamp on that stage. That or RC, since 4 laps of RC = end of the match.
There is one more thing air camping can do for you, it charges up your Waft, since lots of time can pass until you actually get hit. This can be useful for damage or getting a kill, as with the timer ticking down, the opponent WILL do more risky kill moves in order to bring you down to their stock(If you have a stocklead, this doesn't count too much if its a percentage lead), which means its easy to punish them.
-Baiting
Baiting is how you'll do a majority of your damage. Baiting is using your air control to weave in and out of the opponent, punishing the after lag of his attacks with Dairs or Fairs or the like. You can also use this to get a waft in if you know it'll hit, like if they were foolish enough to use a smash attack. The key to this, is to airdodge the attack if you can, and airdodge through them to punish (My preferred method, but it wont work on some characters) Or doing a weaving air-dodge (You can move in an air dodge, which is great, but not by much.) then punishing with a Fair. There really can't be much to this section, as its all personal preference on how you will bait someone, but try to make it look like to the opponent a laggy attack will hit you, then you move out of the way and punish.
Baiting can also be done by doing SH airdodges, this is what a lot of Warios do, but you also need to weave. This can also somewhat unnerve an inexperienced opponent, as they wont know when to hit you or when you'll hit them. Unless preforming a mindgame to psyche them our, this is what you will most likely be doing when your opponent is far away. remember, Wario's airdodge has more invulnerability frames then his rolling dodge.
=Killing with Wario=
Killing with Wario is pretty easy, not as easy as maybe DK, but still not too bad. Wario's best kill move is of course the waft, but the Fsmash, Ftilt, Dsmash (Very few characters), Ftrhow (High percents), and Fair gimps/Dair stagespikes, and finally his godly Uair, are great ways to kill.
The Waft is by far your best kill move, and probably the best kill move in the game. This kills so early its not funny, but takes time to charge up. Master landing a half waft, and you can kill your opponent as early as 60% or less!
The Fsmash is another great kill move, it deals tons of damage, and has SA frames. Abuse this fact and connect with the Fsmash. Do note it doesn't have too great range, so remeber that. It is also semi-spammable, but don't be predictable.
Ftilt, Fthrow, and Dsmash kill at higher percentages, around 150 or so. Dsmash works good at the edge to knock someone off who has a bad vertical recovery, like DK and Bowser, but don't rely on it too much. Fthrow can kill lighter characters at around this percentage if fresh as well at the edge, but using it for its 12% damage during the match is a better idea if you manage to get a grab off. Ftilt is a good kill move at the same percentage, and is usually not expected. Angle it up for more KO power, if it can hit them.
ALL of Wario's Aerials can KO people, barring the Dair which needs to stagespike or have them at over 200%. Wario's Fair is good for gimping people, due to its high priority and fast execution. Wario's Dair can stagespike plankers if done right, same for tether recoveries. Wario's Nair can also KO at high percentages, and is very fast to boot. Wario's best KOing aerial though is his Uair, which can hit through a multitude of Dairs and can kill at around 110% or less from the ground. the hitbox of the move is ALL of Wario, this includes his bottom.
I believe thats it for now, I'll edit when new things are discovered. Now for AT's and the rest.
Version history
Version 1.0-Started guide.
Version 1.3-Finished the first 11 characters and added baiting/aircamping sections.
Version 1.5-Reshuffled matchup list due to Tier list 3.0. WARIO IS NUMBER 3!
=Contents=
Introduction (Includes history)
Wario's Moves
The bike
Approaching with Wario
Defending with Wario
Killing with Wario
ATs and how they benefit Wario
Wario in Brawl+
Fun Tidbits
Matchups
(Possibly) Stages and CPs
=Introduction=
Wario

-Wario is one of the new characters to be introduced here in Brawl, and is by far the most fun out of all of them.
-History about Wario (Will write after bulk of guide is finished.)
-Wario in Brawl
Wario is one of the more odd characters in brawl, as he is primary an aerial fighter, much like Jigglypuff, but is classified as a Heavyweight (8th heaviest). Wario does not have multiplue jumps like Meta Knight, Kirby, or Jigglypuff, but has the 3rd fastest air speed (Behind Yoshi and Jigglypuff) but has the fastest Aerial Acceleration in the game. (Or second fastest behind Yoshi, need confirmation) Wario also moves faster in the air then on the ground!
Wario has a few disadvantages in Brawl as well. For one, and this is HUGE, he is vulnerable to grab release shenanigans. For Example, ZSS can Dsmash Wario, regrab him, pummel, then air grab release Wario, then Dsmash and repeat until Wario can SDI out of the Dsmash. Bowser can also do an infinite standing chain release grab to Fsmash (Whenever Bowser feels like it) on Wario that Wario CAN NOT get out of, unless Wario manages to ground break. Wario also has very bad range compared to most characters.
Now to overcome his weaknesses, he is an aerial fighter, and because of this, it should be very hard to neigh impossible for him to get grabbed. His range can be overcome with his very fast Aerial DI and hit-and-run tactics. His specials besides the upB can also combo really well. Wario also has a very good recovery method, along with other bike techniques that I'll get to later. Wario loves to punish, so capitalize on mistakes that your opponent does. Note, even though Wario is primary an Aerial fighter, he also has a good ground game, just if you use it, DON'T GET GRABBED! (For some characters its ok though)
One last thing, Wario has so many options at all times, that there is no "One way" to play as him, just go with whatever makes you comfortable and that works for you. (Just avoid being grabbed.)
=Wario's Moves=
(Frame info gotten thanks to 3GOD.
Wario has some odd moves, and due to his Game and Watch movement and frame animations, he can be very unpredictable with them.
-Ground game
Wario's ground game is still good, but not as great as his air game. A good Wario can mix up both the air and ground game to make himself unpredictable, which helps Wario's style. Note, this is a few basics, if you think of another strategy with some moves, PM me them.


-Jab
First jab: 22 frames
hitbox on frame 8
2nd jab starts on frame 17 (fastest possible jab)
Both jabs is a total of 38 frames
Wario's jab is not his fastest move, but it is by far one of the more useful. This move has moderate range for his moves, but you can jab cancel into a Fsmash (A PhantomX special). You can also Jab cancel into a grab. If you continue the jab, Wario will step forward, which can mess up some opponent's spacing. Don't go spamming your jab though, its only good when the opponent isn't expecting it, and many characters have faster jabs. (ZSS has a 1 frame jab, Ike has a 4 frame jab, Snake has a 5 frame, ext...) Overall, the jab is fine, and can lead into many nice kills.
-Dash Attack
Total frames: 49
Hit on frame 4
This is Wario's fastest move, but one of his worst due to the massive lag afterwords. This can be used to pursue an opponent if you need it and it'll get them in the air, but use this move very sparingly.

-Ftilt
total: 36 frames
hit on frame 14
This move is a killer at around 155%, and has the most range out of all of Wario's moves. This move can be angled up or down, up for more knockback, down to hit smaller characters or characters crouching (But your better off using the Dtilt). You can easily chain this move to your air combos or use it for spacing. Better saved for a surprise kill move, but its still good. Due to the weird lag on this move, you can also use it to punish sidesteppers.

-Dtilt
Total: 33 frames
hit on frame 5
This move has very good range, second only to the Ftilt, and is Wario's 2nd fastest move. This move can challenge and beat MK's Dtilt, one of his favorite spacing moves. This move is very good for continuing an air combo upon landing, as it can shield poke easy. Overall a very good ground move, and very fast too.

-Utilt
Total: 36 frames
hit on frame 9
This move isn't as good as Wario's other tilts, its range is about as big as the jab, but it hits in front and behind Wario, and launches the opponent into the air, exactly where we want him/her! This move is also somewhat of a taunt, as c'mon, its Wario RAISIN' THE ROOF! This tilt can be buffered from the ending lag of a Nair to make for a good combo if the opponent can't shield in time, but you might want to jump instead. Overall an alright move.

-Fsmash
total: 44 frames
Hit on frame 9
SUPER ARMOR: frame 8-11
This is Wario, nuff said. This is his signature shoulder slam, and its a beast. This move has great knockback, and can KO at about 120%. It also has SUPER ARMOR, which can save your life or guarantee a hit. If you can time the SA frames, you can totally negate the knockback of a kill move. If you need to, you can also use the SA frames to go through an opponent's move as well. The SA frames are the frames when Wario moves forward. You can also shutter step (quickly tilt the opposite direction your going to smash, then Cstick smash in the direction you were going to Fsmash.) for extra distance. A very great move.

-Dsmash
Total: 78 frames
First hit on frame 8 (behind Wario)
This isn't a good move compared to Wario's other ground moves, in fact, its worse then the dash attack, but still has its uses. The hitbox lingers for a long time, but with reduced knockback, and it sends people diagonally or to the side. Only use this if you know it'll hit the opponent and will push them away from you, otherwise expect to be punished hard. This can also punish sidestep rollers besides Lucario, so theres a use right there.

-Usmash
Total: 46 frames
First hit on frame 11-21
Able to be DACUS
Now, this is possibly the only good use for the dash, to DACUS it into an Usmash. (DACUS stands for Dash Attack Canceled Up Smash) to DACUS, the easiest way is to run, push the Cstick down, then immediately after press Z and up on the control stick, if you do it right, Wario will slide very far with his Usmash. Not as far as Snake, but its still a good distance. The Usmash itself is alright, but a good opponent can SDI out of it before its over. Best use is for DACUS.
-Wario's Air game
THIS is what makes Wario. Wario is a great air fighter, due to his amazing air speed and acceleration. Wario can literally float like a butterfly in the air. You want to use primary air moves when fighting with Wario, as they are just TOO good!

-Nair
Total frames: 49
First hit on frame 4
second hit on frame 15-38
This is Wario's fastest aerial, and a great OOS (Out of Shield) option. This aerial also has the least landing lag of all Wario's aerials, so its safe to land using this one. Remember, while using this aerial, you can move through the air, so you can use it to chase people or whatever, just note it has somewhat short range. A very good move.

-Fair
Total frames: 37
Hit on frame 5
Auto cancels after frame 26
This move is pretty decent compared to Wario's other aerials. It has the most gimpability out of all the aerials, and thats what its used for, besides maybe dodging and poking at someone. The hitbox will stay until the move can be auto canceled. A good aerial for gimping and poking as you can retreat early, but not his best. You can also use it to space, as it is very fast, main use is to poke and gimp. Poking is great with this one.
I will say though, this aerial has a ton of potential, and I'm having good fun using it to poke.

-Bair
total: 49
First hit on frame 9
Auto cancels after frame 33
This move is Wario's spacing aerial, and is great to use against Marth, it has good reach, but terrible landing lag. Don't SHFF with this aerial unless you want to stand the chance of being punished. This does good damage, and you can do retreating Bairs if you need to play defensively. And remember, this has good reach. This can also be used along with a pivot bite at low percentages for a small combo. Remember it has to be auto-canceled though.

-Uair
Total: 47 frames
First hit on frame 8
Auto cancels after frame 36
This is one of your kill moves, and a very powerful one. It is not the best Uair, but its better then Ike's for killing. You can add this to your air combos early in the stock, or save it for a kill move. The hitbox is Wario, even his backside, so you can time it to hit grounded opponents too. This can kill around 120%, less on light characters. Use this alot on heavy characters, it racks up the damage.

-Dair
Total: 37
First hit on frame 9-21
Auto cancels after frame 24
THIS is what Wario is known for besides the waft. This is your combo move, and it eats shields alive. You can use this aerial to poke or whatever. This is best to start a combo into something like a bite, its very powerful. There isn't much to say, one of Warios best moves.
-Wario's Specials
Wario has some nice specials, his Up B isn't that good, but otherwise his specials are very good. He also has the most powerful killing special that isn't stupidly hard to land (Ike's eruption comes to mind.)

-UpB
Frame 6-28
This is a bad move to use for attacking, as a good opponent can SDI out of it and punish you, its also a last resort for recovery, as its range isn't that good. Use only if its what'll save you, and remember, it doesn't auto sweetspot the ledge. (Wario's double jump doesn't auto sweetspot either >.<)


-SideB
Discussed in a later section.

-Neutral B
Total: 45-95 frames
Grabs on frame 8-27, 73
This is an incredibly good move, its a grab, so you can trade hits with some attacks. (Such as DK's wind up punch if your next to him when he does it) To trade attacks with it, you have to make sure their hurtbox touches the bite's hitbox. This move is a great followup to an air combo, and it can't be shielded. Use this to punish sidesteps and shielders. And another plus, it can eat items, and is very fast at doing it, use this to eat your bike if its still onstage or whatever you want to do. Its very versatile and easily one of his best moves.

-DownB
First Attack Frame:
Charge Level Zero (about 0:00 – 0:17): Trips on Frame 16 (no damage)
Charge Level One (about 0:17 – 0:57): Frame 10
Charge Level Two (about 0:57 – 1:50): Frame 5
Charge Level Three (Full Charge): Frame 9 (Super Armor Frames 5-10)
Knockback:
Charge Time…..Mario KO% (at the center of FD with no DI)
0:56…..………..187 (Useless)
0:58…..………..98
1:00…..………..95
1:05…..………..92
1:10…..………..85
1:15…..………..81
1:20…..………..76
1:25…..………..72
1:30…..………..67
1:35…..………..62
1:40…..………..60
1:45…..………..55
1:50…..………..52
Full…..………...96
Full Charge: from startup of any Waft to Full Charge = 6697 frames (1:51.729 seconds) (copied word form word 3GOD)
This move is Wario's best KO move and can kill at very low percentages. The Haft waft has more knockback then a full waft, and is best used about 1minute 30 secons into the match. Try to master landing the haft waft, it can KO at very very early, it can KO MK at around 52% from the middile of FD with good DI if done right. If it does get fully charged, it has SA frames and does 42 damage. If Wario hits the opponent while going up, it can do some serious knockback as well, but not as much damage. This is such a great move, don't waste it. To land it easily, do it in the air, not on the ground. Remember, it can kill at very low percentages at the side of FD.
-Wario's grab game.
Wario has an average grab game, his grab isn't the longest reaching, but its pretty fast, and you can do some nice damage with his throws.

Grab frames
Standing -6
Dashing -10
Pivot -8
Note, this is faster then some jabs.

-Pummel
This pummel is average, but for what it does, its halarious. Wario doesn't actually punch them, but touches them in a place not many like to be touched.... With a finger. Its just so weird. Use this move to refresh your other moves.

-Bthrow
This throw isn't Wario's best damager, but you can use it to get the person offstage if needed. Best use your other throws.

-Fthrow
This is one of Wario's best throws, it deals very good damage and has good knocback, and can kill at the edge of FD at around 130%. A good throw and one of my favorites.

-Uthrow
This throw is alright to use, it gets them in the air and deals alright damage. The biggest thing is that against some characters, you can Uthrow to SH full waft and hit them on the way up.

-Dthrow
This throw is weird, it can be used as a psuedo Chaingrab on some characters like Ganon. Wario makes the opponent appear behind him, so turn around and grab quickly. You can also Dthrow to DACUS, which is a great combo.
=The Bike=
Why does this move get its own section? Because, the bike is possibly one of Wario's best moves, if not the best. There are so many things you can do with the bike its maddening. One general rule about the bike, Don't keep it on the stage unless your nearby it, as its a huge part to your recovery.
-Attacking with the bike.
Now, while riding the bike, Wario is immune to some attacks due to them hitting the bike and not him, but not many. You can use the bike as an attack, but remember, the front tire must hit the opponent to connect. One cool thing you can do with the bike is a wheelie, which will raise Wario further up, protecting him from more attacks. Be wary, a good opponent can grab you off the bike.
-Dismounting
You can dismount off the bike by jumping off using A, or if your just getting it out, flick the control stick in the opposite direction diagonally down, and you should dismount, if not, during the axel turn, flick the opposite direction of where it is, and he should dismount.
-Comboing with the bike.
Now, the bike is a crate when its on the stage, but with a special property, it can bounce and hit the same target over and over. The best way to do this is to pick up the bike and throw it upward, or just push A again, and try to knock your opponent into the bike while its in the air. Then you can Uair while the opponent is getting hit with the bike and easily rack up 70% damage or more. This is hard to pull off in a competitive game, but very rewarding, and very easy on certain characters like DK, Ganon, Bowser, D3. Note, easy is a relative term.
-Using the bike to guard.
Whats unique about the bike is that, while Wario is riding it, the bike can absorb hits. You can use this to eat an Aura sphere or Charged shot if you want, or to ride through flames. This doesn't work for explosive projectiles. You can dismount the bike, and use it as a shield too, and this will absorb all attacks until it breaks.
-Refreshing your moves.
You can pummel the bike or do Dtilts to refresh all of your moves (Prefer the pummels), but remember, this also holds true with your opponents.
-Using the bike to extend your hitboxes.
You can attack the bike with your moves, and extend the length of the move, both distance wise and time wise, which can help you connect better or punish a spot dodger.
-Using the bike to get airborne.
You can use the jump button and pull out the bike (Or tap jump with Bsticking.) and if done right, Wario will jump very high in the air, its a good way to get airborne in a pinch, as it gives the height of using both of your jumps while only using the bike jump, leaving your second jump intact. It is also very fast and gets you high in the air faster then jumping.
-Using the bike to recover.
This is what you'll use the bike for most of all, you will use the bike for the extra jump and momentum cancel it provides. First, if you tilt the bike backward after pulling it out before jumping out, the jump will be incredibly high, but your more vulnerable then tilting forward, but that jump isn't nearly as high. If you are hit at any point on the bike, you'll be knocked off and lose your jump, so use it before your hit.
-Bike Canceling.
You can use the bike to cancel your horizontal momentum. To do this, airdodge as soon as you can, then pull out the bike. If you can, Fair to get better control before pulling out the bike.
-Breaking the bike for tires.
Any attacks can break the bike, and when it explodes, it produces 2 tires as projectiles, one large, one small. You can glide toss or do whatever with these tires. Check the AT section for a nice combo made by Fiction involving the tires.
-The super bike jump
Now this, is by far my favorite thing to use with the bike, the problem with it though, is that it doesn't work 100% of the time, I can't get it to work all the time myself, but its almost a guaranteed oneshot if it hits. First, you must be on a slope, second, you need to pull out the bike and begin a wheelie, and the opponent has to attack the bike. You can be going into wheelie position and not be pulling it out and you will still jump, but its a little harder to do. Its more likely to happen if the opponent hits the big tire of the bike. Remember, it doesn't happen ALL the time, but when it does, its a oneshot, at worst they'll hit the bike and not you, since your in a wheelie.
-Using the bike to edgeguard.
You can toss the bike off the ledge and hit your recovering opponent, if you do, they wont survive unless they are very lucky, as the bike will drag them down with it.
=Approaching with Wario=
Wario is interesting when it comes to Approaches, he has little problem getting to his opponents and staying there. There are some things you should know though about how to approach with him and exactly how to approach. Another thing to remember, Wario is meant to punish mistakes with his airgame, which is a great way to approach.
(Taken from sHells guide, don't want work to go to waste. and I've gotten a touch of lazy Changed a few words and did a spellcheck)
SH Dair
SHFF Nair
Rising Nair
SH Fair
SH Bair
SH Bite
Double Jumped Fast Falled Dair Bombs
Keep in mind that you could retreat all of these after they land/whiff.
But, you can't necessarily neglect Wario's ground game. Mixing in ground game makes you appear more unpredictable to keep your opponent more on their toes:
Dashing grab
Dash Attack
DACUS
Spaced Shield Cancel into Ftilt
Spaced Shield Cancel into Fsmash
There are also evasive approaches to make Wario appear even harder to predict/intercept.
SH Airdodge
Running approach into Shield Canceled Roll behind opponent
Running Shield into Shield Grab
Remember that the Airdodges could be still maneuvered just like Wario's aerials.
And(THANKS TO 56K FOR THE DISCOVERY) there are also even more approaches that abuse the fact that Wario's aerials end so early+his aerial maneuverability:
SH Dair > Double Jump > Any aerial
SH Dair > Double Jump > Bite
SH Dair > Double Jump > Airdodge
SH Fair > Double Jump > Any aerial
SH Fair > Double Jump > Bite
SH Fair > Double Jump > Airdodge
Know that for the double jump after the SH Dair that it takes very precise timing to execute a double jump afterward. Also realize that Nair is the aerial with the least landing lag so its the safest to land into the ground with.
By all means these are not the only ways to approach though. These are just some ways. Be creative and unpredictable with your approaches, just make sure to keep them as safe as you can.
Thats basically it according to sHell. Keep your approaches safe, as you don't wanna be hit. All theses work wonders. Remember to MIX IT UP! If you get predictable, then you will be punished.
-Punishing with Wario
Wario is one of the characters that lives of punishing his opponents. With Wario's airspeed and DI, it is easy to punish someone. The whole point to beat some characters is to bait a really laggy move, then punish with a Dair or Fair, or a Fsmash if it really lags. This can be done in the air as well.
In order to get your opponent in such a position, you have to approach them in the air, then air dodge backwards or through them, depending on what they will use and if it is laggy. Remember, bait a really laggy move, then punish with the above. You don't have to necessarily air dodge, you could just use your DI as well, but air dodging can be safer, it all depends on the character.
Now Wario is one of the very few characters that can punish in the air. Its the same rule as the ground, but Airdodge through their areal, and you can follow up with a Nair (Easiest to hit with and fast) Fair (Not as good) Bair (If its really laggy and you wanna keep your Uair fresh) Uair (For a kill or on some characters) or Dair (If it can land, most preferable move to use.)
Spot-dodgers will have a hard time getting around Wario's punishment game. Fsmash's hitbox lasts a long time, and is very good when it comes to punishing spot-dodgers. Ftilt is also good, due to its funky wind-up time and how long the fist lasts. By far the best spot-dodger punisher though is Chomp, you can just keep chomp open until the spot-dodge is over and chomp them. Chomp is by far the easiest move to punish a spot-dodger with, and it deals good damage.
Now if you can punish your opponent, follow up with what you can and don't get grabbed if they shield. Don't forget, Wario can punish almost every mistake in the game, and for some characters like Snake and MK, you'll need to punish every single one.
-Edge guarding
Wario is good at Edge guarding his opponent as well. You can chase them off the stage very easily due to your godly recovery with the bike, so much so that you can chomp a Snake's cypher when he is near the side blastzone and still make it back. (If your in this situation though, Fair him instead for an instant kill). To edgeguard with Wario, you can hog the edge, Grab the edge and Bair/Dair them when they get close, or just chase them off the stage and Fair gimp them until they can't recover. The Fair gimp wont work sometimes due to some characters having good recoveries, but it will destroy those characters that don't.
-Shield Poking
This is pretty short, but Wario has good tools to shield poke or eat someone's shield. The first one is Chomp, it goes through shields. Another shield-eater move is Dair, you can Dair into their shield, then retreat back out of their grab range. (Maybe spot-dodge if it is an opponent who likes to tether grab, which allows you to punish.) finally, if their shield is a little bit small, Dtilt can poke very well, due to being so low to the ground.
=Defending as Wario=
Wario has a very good defensive game as well, and a great recovery. And don't forget hes heavy as heck.
Air-dodging with Wario is by far one of his best moves for defense. The air-dodge has 2 extra frames compared to the rolling dodge, but has 7 more invincibility frames. Wario's air-dodge lasts as long or longer them some rolls! It is by far one of his 'broken' aspects, so abuse it.
Wario has a godly sidestep as well. The sidestep is 25 frames, and frame 2-20 are all invincibility, which means that Wario can act again very soon. Its not as godly as link's sidestep, but its pretty good.
Don't rolling dodge with Wario unless you absolutely have to, Wario's rolling dodge is terrible, its better to air-dodge then rolling dodge.
You can also use Chomp for defense if the opponent is attacking, if you can chomp their hurtbox, they will still damage you, but you wont fly anywhere and will start to chomp them.
-Recovery
Wario has a great recovery, and if MK couldn't glide, Wario would have the best recovery. Wario rarely has to grab the edge, so its impossible to edgeguard Wario or nearly impossible. Remember when your launched to DI towards the corners, so you have a better chance of surviving. And don't forget to bike-cancel if sent horizontally!
To Recover, mix up how you will do it, but use UpB for last and if it is ABSOLUTELY needed, upB is bad to recover with due to the ending lag and very short range, but it has uses. when recovering, use a mix-up of the bike, Djump, and Airdodge back to the stage. With Wario's crazy DI, you can make it back to the stage with just this. If you have some waft charged up, you can use that as well for some vertical height to help recover. Don't feel bad about using it this way, thats how useful the waft is.
-Aircamping with Wario
Wario is a very good camper, when it comes to air camping, due to his amazing aerial control, Wario can literally get a damage or stock lead on a slow character like Dedede, then jsut aircamp him and wait out the timer.
To do this, get a percentage lead with like a Fair, then just duck out of their range, using airdodges and anything you can to dodge their moves, maybe hitting them with another Fair if you wont get hit or it wont get shielded, and thats basically how you air camp. You might wanna work with Baiting first though and use that to get some damage, then aircamp.
Aircamping is a very good strategy to use vs slow characters(Or some medium speed characters) in the first round, due to the psychological aspect of it. Aircamping gets people very very mad, as they feel they are helpless. Making them mad in any matchup with cheap tactics is a GOOD thing, as they will make more risky moves, or their game will get a little sloppy.
If you wanna aircamp for the first round, choose a stage like Smashvile or BF, MAYBE FD depending on the character, but thats character dependent. If its for your counterpick, aircamp on Norfair, its so easy to aircamp on that stage. That or RC, since 4 laps of RC = end of the match.
There is one more thing air camping can do for you, it charges up your Waft, since lots of time can pass until you actually get hit. This can be useful for damage or getting a kill, as with the timer ticking down, the opponent WILL do more risky kill moves in order to bring you down to their stock(If you have a stocklead, this doesn't count too much if its a percentage lead), which means its easy to punish them.
-Baiting
Baiting is how you'll do a majority of your damage. Baiting is using your air control to weave in and out of the opponent, punishing the after lag of his attacks with Dairs or Fairs or the like. You can also use this to get a waft in if you know it'll hit, like if they were foolish enough to use a smash attack. The key to this, is to airdodge the attack if you can, and airdodge through them to punish (My preferred method, but it wont work on some characters) Or doing a weaving air-dodge (You can move in an air dodge, which is great, but not by much.) then punishing with a Fair. There really can't be much to this section, as its all personal preference on how you will bait someone, but try to make it look like to the opponent a laggy attack will hit you, then you move out of the way and punish.
Baiting can also be done by doing SH airdodges, this is what a lot of Warios do, but you also need to weave. This can also somewhat unnerve an inexperienced opponent, as they wont know when to hit you or when you'll hit them. Unless preforming a mindgame to psyche them our, this is what you will most likely be doing when your opponent is far away. remember, Wario's airdodge has more invulnerability frames then his rolling dodge.
=Killing with Wario=
Killing with Wario is pretty easy, not as easy as maybe DK, but still not too bad. Wario's best kill move is of course the waft, but the Fsmash, Ftilt, Dsmash (Very few characters), Ftrhow (High percents), and Fair gimps/Dair stagespikes, and finally his godly Uair, are great ways to kill.
The Waft is by far your best kill move, and probably the best kill move in the game. This kills so early its not funny, but takes time to charge up. Master landing a half waft, and you can kill your opponent as early as 60% or less!
The Fsmash is another great kill move, it deals tons of damage, and has SA frames. Abuse this fact and connect with the Fsmash. Do note it doesn't have too great range, so remeber that. It is also semi-spammable, but don't be predictable.
Ftilt, Fthrow, and Dsmash kill at higher percentages, around 150 or so. Dsmash works good at the edge to knock someone off who has a bad vertical recovery, like DK and Bowser, but don't rely on it too much. Fthrow can kill lighter characters at around this percentage if fresh as well at the edge, but using it for its 12% damage during the match is a better idea if you manage to get a grab off. Ftilt is a good kill move at the same percentage, and is usually not expected. Angle it up for more KO power, if it can hit them.
ALL of Wario's Aerials can KO people, barring the Dair which needs to stagespike or have them at over 200%. Wario's Fair is good for gimping people, due to its high priority and fast execution. Wario's Dair can stagespike plankers if done right, same for tether recoveries. Wario's Nair can also KO at high percentages, and is very fast to boot. Wario's best KOing aerial though is his Uair, which can hit through a multitude of Dairs and can kill at around 110% or less from the ground. the hitbox of the move is ALL of Wario, this includes his bottom.
I believe thats it for now, I'll edit when new things are discovered. Now for AT's and the rest.