I've been messing around with him, and it seems like you can Bite->Dash Grab non-fastfallers at low-mid percents. Not sure if it's DI-able though.
Bite is a mix-up by itself. Either you throw them forward or backward--The opponent can only guess. Good DI for one (the same direction you're thrown) is bad DI for the other. If the opponent doesn't DI, you can run up for general pressure or get a F-Air. If they DI correctly, you don't really get any follow-ups. If they DI incorrectly, you get pretty much whatever you want until high percents.
I would definitely recommend using a jump-canceled Grab instead of a Dash Grab in the situation you described, though. While running, just jump and immediately grab. Wario will do his standing grab immediately out of a run. His standing grab range is above-average, and it's faster than a Dash Grab. The Dash Grab has its place for mix-up pressure with Forward-B there, but if you actively want the grab at low percents, I've found jump-canceled Grab to be more effective, personally.
Still wish attempting to land an offstage dair wasn't suicide if you miss.
If you're ever in doubt, just fastfall a N-Air over a recovering opponent instead. It will rarely disappoint you.
If you just space dtilt at the ledge, you can just poke characters trying to sweetspot it. Since using dtilt slides wario forward, you'll need to wavedash back, or just turn around and reposition yourself by walking if you've got the time, every time you do it. It won't gimp them to death, but as long as they keep getting hit by it, it's free damage, and keeping them in a good position for you to more effectively edgeguard them to death via other means. I see DDDs do this same thing with their forward tilt, which is a little easier to space and considerably safer for them.
Mmm...Perhaps against certain characters, but, as far as I can tell, D-Tilt as an edgeguard only hits characters who are more-or-less incapable to sweetspotting or players who aren't good at sweetspotting. It's like saying that Marth D-Tilt is a good edgeguard--It has its place, but you're usually better off being more proactive about edgeguarding than that. Use your best judgment. If their recovery movement is ambiguous, I can't recommend N-Air enough, as the semi-spike and shorter overall animation gives Wario a ton of flexibility offstage.
How do you guys deal with Link and other long range characters. I need some tactics on how to deal with that mess. Please elaborate on how to
1)Handle projectile spam especially when they retreat with it and abuse range.
2)How to effectively edgeguard once they are offstage
3)Setups into waft or just some nice combos that work period
4)Good stages to use an stages that should be banned
1. While it can get you frame-trapped in some situations (Mario moving forward with fireballs, etc.), Forward-B clanks with a lot of projectiles and puts you back in neutral position as long as you haven't moved a great distance prior to hitting the projectile. Otherwise, you'll outright cancel their projectile and keep moving with Forward-B (because moves only clank if the damage difference is 7% or less), which is unsafe.
The improved Forward-B squat cancel has slight knockback armor and the animation is much faster, allowing you to blow through some projectiles while still maintaining forward movement.
Dash Attack also works okay due to the long-lasting hitbox in order to "eat" certain projectiles. Otherwise, just use your great mobility to box the opponent in or take the time to build up your Waft.
2. You have to get used to the opponent's options. While many characters outrange you, the fact that you can weave so well makes you VERY threatening by itself. The most reliable method would be to use a N-Air slightly higher than them and just outside their range. If they take a swing at you, you can go in and semi-spike them. If not, just try to pressure them more, and next time don't stop moving forward. N-Air beats a lot of otherwise-excellent recoveries when it's in the right place, as even if you trade, it's the opponent who won't be able to make it back.
D-Air is satisfying but mostly situational. It works well on especially predictable recoveries, and an
edge-canceled D-Air gives you some leeway in exchange for range and flexibility.
At low percents, the shortened animations of F-Air and N-Air allow for them to combo into a footstool, which can be played around with. I also believe (as I've never done it offstage) that footstool -> D-Air is a true combo on most characters, so late F-Air/late N-Air -> footstool -> D-Air should theoretically be a thing.
Speaking of footstools, since the footstool button doesn't do anything else in the air (unlike Brawl, where you would use your double-jump if you weren't footstooling someone), there's little reason not to press it in close-quarters situations offstage. I made my footstool button X, so I can slide my thumb from X to A in order to try a footstool when I'm within range. If I miss, I immediately go into an aerial. No risk, potentially high reward.
3. Many of Wario's new changes allow him to use Waft more often and more reliably in general. If the opponent DIs incorrectly, Bite -> Waft is a true combo, and basic edgeguarding afterward makes for an easy 0-to-death on a fair amount of characters, depending on the character and how close to the edge you are when you Bite them.
Missed techs from either sourspot N-Air or D-Throw are pretty easy to capitalize on with the new Forward-B squat cancel, especially since The hitbox causes a reset, allowing you to follow up with Waft (or anything else, really) if your Forward-B cancel was spaced well.
If it's not crouch-canceled, Jab1 -> Jab2 combos into Waft at mid-to-high percents, if I recall correctly. Be careful about that, though, or you might eat something strong out of their CC.
Don't forget that you can use it defensively after crouch-canceling. You have to be careful against some characters, as they might interrupt you otherwise, but, it's still nice to have in your pocket in order to stop the N-Airplanes and stuff. It gets easier with practice.
D-Air combos easily into it, but it's difficult to land a D-Air on the stage. Any footstool while on-stage should be followed up with D-Air, as it's usually free damage, and in the worst situations, it still allows you to L-Cancel and follow up with general pressure.
4. I'm not really the person to talk to when it comes to stages; in tournament, I usually tell people, "I strike/ban Final Destination; pick whatever else you want," and that's only because FD is boring to me. I do like stages with triple platforms, however, such as Battlefield and Yoshi's Story, because it allows Wario to edge-cancel aerial Forward-B for general flexibility.