~Jab and D-tilt are solid changes, I'd even go as far as to make his jab frame 4 as oppose to frame 5.Mr.ケイ : We'll just agree to disagree on how to improve Falco's problems then. On a different subject, if you have any comments about my edits to Wario's moveset, I'd like to hear them, since the feedback has been lacking.
- The standard attack has less start-up lag. Also, the first hit now deals fixed knockback, making it possible for Wario to hit with the second punch at higher damage percentages.
- F-tilt now deals the same amount of damage, regardless of how he angles his punch. Also has less start-up lag.
- D-tilt now has a 50% trip rate.
- F-smash deals slightly more damage, and gains a super armor duration that lasts until the attack hitboxes are turned off. The fist's hitbox is also slightly bigger.
- U-smash no longer has a late hit, and deals better knockback.
- D-smash has less start-up lag, and now deals multiple weak hits, followed by a stronger hit. Wario can now trap fighters while spinning, with the final hit sending opponents flying at a fairly low angle. The attack usually sends fighters flying behind Wario, however.
- N-air now has a better hitbox for the clean hit, which even lasts longer, and deals better damage and knockback. It can't hit twice anymore, however, so it's not possible to hit with the clean and late hits.
- F-air is more effective as a KO maker.
- U-air deals better knockback, now being able to KO Mario on the center Battlefield platform at around 126% damage.
- B-throw is now a more potent throw, dealing higher damage, and can now make KOs sooner than Mario's b-throw. However, it's still less powerful than Mewtwo's b-throw, which can make KOs sooner.
- D-throw now sends grabbed fighters flying in front of Wario, enabling him to perform a follow-up more easily at low damage percentages.
- Chomp now deals 3% damage per bite, with the release dealing 6% damage.
- Corkscrew can now trap fighters better, dealing up to 16% damage if all the hits connect.
- Wario Waft's damage and knockback have been modified for each stage. When fully charged, it deals 30% damage when clean, and has greater KO potential as well. Also, each stage deals stronger shield damage, with the fully charged clean hit being able to shatter full shields.
- Inhaling Chomp now deals 3% damage per bite, with the release dealing 6% damage. However, it still deals less damage overall than Chomp, due to not biting as rapidly, and the release's knockback statistics are different as well.
- Widecrew can now trap fighters better, but is still less damaging than Corkscrew, dealing up to 10% damage if all hits connect. However, the final hit sends fighters flying at lower angles, so despite dealing less damage, Widescrew can potentially make KOs sooner than Corkscrew.
- Rose-Scented Waft receives some damage and knockback adjustments. The weakest stage can now trip fighters, along with placing flowers on their heads. Each stage can deal greater shield damage as well.
- Garlic Breath now deals multiple weak hits that can make grounded fighters dizzy. It also has less start-up lag, but still takes a while to execute. Upon ending, one more hitbox becomes active when Wario closes his mouth, which deals 10% damage and good knockback, but has limited range. The bite also deals high shield damage.
- Quick Waft is still the weakest Wario Waft variant, but each stage can deal gradually stronger shield damage.
~F-tilt should only be given either the increased kill power or faster startup. As it is now, it has the slightly more kill power than Marth's tipper f-tilt, and with a 2 frame startup buff makes it's startup not much different from Marth's. Basically the startup and normalization of damage on the move is fine, but ditch the additional kill power.
~You didn't bullet point it, but the U-tilt changes are reasonable.
~Adding super armor to F-smash is a neat change that would add much need utility to Wario's kit and the hitbox size increase is fine, but it doesn't need more kill power as it already is one of the stronger smash attacks in the game and is in the middle for startup frames anyways.
~Normalizing U-smash is a good idea, like with Mario's, but again like with Wario's F-smash, doesn't need additional kill power as it already kills really early.
~I actually really like the redesign to D-smash, it's better than just making it stronger as the later hits were just obsolete.
~I expressed this early but I disagree with making Wario's F-air a kill move and it should function as a setup tool for combos and kill confirms instead, not every attack on heavies need to kill. Also, the buffs you made make his F-air as strong as Marth's tipper ~F-air which is excessive for it being a faster attack. My idea was to give hit F-air a vertical angle (60-70ish) to give him setups to his already other aerials like U-air and B-air which would receive increased power.
~I'm fine with the clean hit of his N-air being more powerful with some kill capabilities, but the late hit should remain unchanged in that regard (aside from hitbox improvements) as it functions as a setup tool, and has been pretty vital for Waft confirms so far.
~Wario's B-throw is not his kill throw, F-throw is and it already has about the same kill power as Mario's B-throw. So buff his F-throw if you want a powerful throw kill on Wario. D-throw as a low % combo tool is fine.
~A fully charged Wario Waft should not break shields, you'd essentially be forcing the opponent to play on a timer to defeat Wario before he gets it. Unlike with something like Lil'Mac's KO punch where he can easily loose the attack and has to use precision to land it, Wario doesn't have any of those concerns. So what this will promote is for Wario to just save it as an easy cheese kill on their opponent's second stock and there's little to nothing that could be done since Wario can't loose the attack, has super armor on the attack, and now a vital defensive option is basically completely gone for what is essentially a bomb sized attack.