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The New Wario Guide! Complete with Moveset Analysis, Advanced Tactics, Match Ups, & Extras!

Elite Smasher

Elite Smash Expert & Smashologist
Joined
Apr 4, 2014
Messages
104
Location
Anderson Township, Cincinnati, Ohio
NNID
Justin3
3DS FC
4253-3537-8467
Wario's Moveset Analysis
Wario Stats & Physics
This section includes various data about Wario such as speeds, weight, and hurtbox data.

For newcomers who don't understand the smashsonian lexicon well, there is a terminology section at the bottom of the 5th post entitled: Terminology.

Special Abilities
Wario can crawl, but it does not cut off too much height. He cannot wall jump nor wall cling. Wario's midair jump does not sweet-spot the ledge which means that it does not stop his animation to grab the edge.

Weight
Wario is the Eight heaviest brawler at 107 and is tied with Yoshi. Above him at seventh, is Samus (108) and below him at tenth, is ROB (106).

Air Speeds
Wario has the third fastest air speed in the game at 1.22 and is tied with Wolf. The only two characters faster in the air than Wario are, Jigglypuff at second (1.27) and Yoshi, the fastest in the air, at 1.32. Below Wario at fifth, is Captain Falcon at 1.18. Wario also possesses the fastest aerial acceleration rate of the entire cast which allows him to easily drift in and out and poke with F-Airs and B-Airs. In terms of falling speed Wario is average being ranked eighteenth fastest with a rate of 1.96. Above him is Pit at seventeenth (1.99) and below him at nineteenth is Bowser (1.95). Wario's jump is 6 frames long with the seventh frame positioning Wario in the air.

Walking & Running Speed
Though Wario possesses one of the funniest walking animations, he is unfortunately the thirty-first fastest walker at 0.85 and is tied with Captain Falcon. Above him at twenty-ninth is both Ness and Peach at 0.86. Below him at thirty-third is Snake at 0.84. Wario is in a three-way tie for the thirty-first fastest running rate at 1.35 and is tied with both Peach and Snake. Above Wario at twenty-eighth is Squritle at 1.37 and below Wario at thirty-fourth, is Luigi at 1.34. Wario holds a mediocre and unusable fox trot and his turn arounds are quite slow leaving him with a lackluster dash dance as well. Wario's DACUS is really the only exceptional move to use out of a dash dance. Wario makes up for his slow speeds with his DACUS as it is very quick and goes the third farthest; only short of Snake (second) and Sheik (first).

Forward & Backward Rolls, Sidestep, & Aerial Dodge
Wario has both a below average forward roll and backward roll that each lasts a total of 37 frames and only frames 4-21 include invincibility and both travel the same distance. Wario possesses an average side step that a super majority of the cast has. His spot dodge consist of a total of 25 frames and frames 2-20 sport invincibility. The part of his sidestep where he jumps is when he is vulnerable as well as the first frame. Wario's best defensive maneuver is his aerial dodge that is the second best in the game and only twelve others possess as well. The total duration is 39 frames and frames 4-29 are invincibility frames. The only character with a better aerial dodge is Metaknight; which is exactly the same except invincibility starts on frame 3 instead of 4. Wario's aerial dodge coupled with his drifting speed, allows him to be very safe in the air.

Hurtboxes & Shield

<- Wario's Hurtboxes & Wario's Bike's Hurtboxes ->

<- Wario's Shield at full size fully covers him, but a few frames after the first frame it is held out it begins to shrink and leave openings a little bit faster than others.


Moveset Analysis

Credit goes to The Smash Wiki (http://www.ssbwiki.com/Wario_(SSBB)/Hitboxes) for the images on Wario's Hitboxes, Hurtboxes, & Shield.

Legend: Hand, Head, Body, Spin, Foot, Throwing, Bite, Explosive, Projectile
The radius of the hitbox represent the approximate average angle of knockback given that the character does not DI. However, some hitboxes do not possess a radius and instead have a Sakurai angle. The Sakurai angle, denoted with "*", is a diverse angle that depends on if the character is on or above the ground and the strength of the knockback. At KO percentages, the attack is a semi-spike to grounded enemies and does diagonal knockback to enemies attacked in the air. Hitboxes with dashed borders are transcendent and do not clank. All throws, including chomp, have an arrow that indicates the direction the thrown character will travel, could get altered if the opponent performs DI, and it also indicates that the throw itself is not harmful to any enemy touching Wario. The % closest to a hitbox is that hitbox's damage when fresh and the two numbers underneath are as follows, Base Knockback/Knockback Growth.

Jab

Frame Data: The first hitbox appears on frames 8-10 and the second hitbox appears on frames 17-19. the second hitbox can appear later if you wait to input :GCA:. The whole attack lasts a minimum of 38 frames, but if the second jab is delayed it will last a bit longer.

Attack Description: Wario thrusts a fist out and downward while moving one step. He then twists his torso throws another punch forward.

Attack Analysis: Wario's jab is quite useful for a good mix up at close range. It also has high damage for a jab and with the knockback it can lead to F-Air being a good follow up and at low damages even a N-Air. It can not KO at sudden death percentages and eventually the hits will not lead into each other.

Forward Tilt


Frame Data: Hitboxes on all directions are present during frames 14-17 and the total duration is 36 frames.

Attack Description: Wario has a small wind up before he throws an angled punch.


Attack Analysis: Wario's F-tilt is his attack with the most reach. Very early on it is great for damage purposes and around 110% or so, an angled up F-tilt can KO. Always angle up for the most damage and knockback. The knockback on and angled up F-tilt is mostly horizontal knockback with a little downward angle setting up for great edge guarding and usually resulting in a KO.

Upward Tilt

Frame Data: The clean hitbox frames are 12-14 and the late hitbox frames are 15-23. The whole attack consists of 36 frames.

Attack Description: Wario throws both his hands in the air (as if he didn't care:laugh:). Essentially, Wario is "raising the roof!":joyful:


Attack Analysis: This move is going to be one of the more seldom used of all his attacks because its usefulness is in an uncommon situation. U-tilt is best used if a character is making a bad aerial approach or to punish either an aerial's starting or ending lag. The knockback is moderate but the reach of the attack makes this an occasionally good punisher.

Downward Tilt

Frame Data: The hitbox is present on frames 5-9 and has a total of 33 frames. There is also a 40% chance of tripping.

Attack Description: Wario quickly smashes his hand on the ground and lets it linger there for half a second.

Attack Analysis: This attack can sometimes lead to good combos especially after tripping. It can also be utilized to be buffered out of a down throw for a true combo. It can be a useful spacer or mix up but one must remember the some what long ending lag. It can not KO very well.

Dash Attack

Frame Data: The Clean frames are frames 4-5 and the late frames are 6-23. The move has 49 frames in total.


Attack Description: Wario dives onto the ground, but travels both slowly and not very far.

Attack Analysis: Wario's dash attack should seldom be used if at all because of the low reward and semi-high risk associated with the move. Wario's dash attack is useful however for Wario's DASCUS.

Forward Smash

Frame Data: The pictures above are frames 9, 10, and 11 which are the only attack frames. These frames, and frame 8, are SA Frames. There is a total of 44 frames.

Attack Description: Wario performs his signature move from the Wario Land series, a good thrusting elbow smash!

Attack Analysis: Wario's F-Smash is quite a versatile F-Smash. It not only does a lot of damage and knockback but has some convenient SA frames towards the start of the move to ensure it is successful. These SA frames are actually useful defensive/counter offensive wise. The attack also pushes Wario a little bit forward giving it decent reach. The move already has great priority but coupled with the SA frames, success is quite likely. The attack should not be spammed because after about 3 hits it stales quite a bit. This attack is great for scoring KOs thanks to its hefty power.

Downward Smash

Frame Data: The clean frames are 8-17, have a 30% trip rate, and starts behind Wario (Pictures 1 & 2). The mid frames are 18-29 and also include a 30% trip rate (Pictures 3 & 4). The late frames are 30-44 (Pictures 5 & 6). There is a total of 78 frames in Wario's D-Smash.

Attack Description: Wario performs 5 spins on the ground breakdance style!

Attack Analysis: This smash attack, when used properly, can be quite a formidable attack. The knockback is almost entirely horizontal and can be severely crippling to characters with mediocre horizontal recoveries. This attack has decent priority and speed in the beginning, but as the move drags on, it can start to leave Wario feeling vulnerable. If one performs this move off the edge, fresh, and with the recipient at high %; then that recipient is highly likely to fail to recover. This attack should generally only be used in those instances.

Upward Smash

Frame Data: Each Picture represents a frame, going across, 11, 13, 15, 17, 19, and 21. Each hitbox lasts two frames each. This attack has a total of 46 frames. The first five hitboxes have an SDI multiplier of 0.50X. The sixth hitbox has a hit lag multiplier of 0.50X.

Attack Description: Wario's head suddenly enlarges as he thrusts himself into 2 spins. His head (unlike his hitbox) shrinks as his U-Smash goes on.

Attack Analysis: This zany attack can be quite versatile at times. The attack is best used as an approach in tandom with Wario's DACUS as it becomes a nice, reliant, speedy, and high damage approach with a high chance for a good attack string. This attack, when fresh, can be used for vertical KOs around 135% and up.

Neutral Aerial Attack

Frame Data: On frames 4 & 5, the first hitbox is present (Picture 1) and on frames 15-38, the second hitbox is present (Picture 2). The attack has a total of 49 frames.

Attack Description: Wario poses like Wario Man flying in the Wario Ware series and spins once.

Attack Analysis: Wario's Nair is very useful. It can be used to apply pressure as Wario chases his foes through the air. It can be used as a great combo breaker. It can even be used as a great OoS option.

Forward Aerial Attack

Frame Data: On frames 5 & 6 the clean hitbox is active (Picture 1) and frames 7-17 are the frames the late hitbox is active (Picture 2). The move has a total of 37 frames.

Attack Description: Wario performs his own version of an aerial karate kick.

Attack Analysis: This move is both quick and has multiple uses. For starters, Wario can make great use of this as an approach, poke/gimp, punisher, and spacer. This move also is best used for fast fall momentum cancelling.

Backward Aerial Attack

Frame Data: This hit box is active on frames 9-11 and both end point frames are pictured above. B-Air has a total of 49 frames.

Attack Description: Wario thrusts his back from an up-right position to a more straight position.

Attack Analysis: While this is a great punisher, as it has decent launch power, it should be duly noted that this comes with some ending lag and therefore one should have some caution when using this attack. When using both Wario's B-Air & F-Air one should make sure to utilize Wario's prowess of being the fastest drifter. Drift inward until the hit box is present and then immediately begin drifting away to stay safe.

Downward Aerial Attack

Frame Data: The first picture above represents the first six hitboxes at frames, 9, 11, 13, 15, 17, and 19. These first six hitboxes lasts two frames; while the last hitbox (Picture 2), on frame 21, only is of one frame in duration. The move in total takes 37 frames to complete.

Attack Description: Wario half vertical flips, performs a 360° horizontal rotation, then undoes his original half vertical flip.

Attack Analysis: Wario has an awesome D-Air that can deal a total of 16% and a fair amount of knockback. While the attack can be escaped through SDI, its hard and makes this a general great approach with some good follow ups.

Upward Aerial Attack (The Clap)

Frame Data: This hitbox is present during frames 8-9 of the total 47 frames.

Attack Description: Wario quickly gets his hands together and then CLAPS them together!

Attack Analysis: The clap can be used to do either one or two different things: damage rack & juggle, or KO. This due to Brawl's stale move negation and as it stales, it looses mostly its KO potential. You can still manage to KO if used only once in the beginning, so use it wisely.

Neutral Special (Chomp)

Frame Data: A quick bite without holding onto :GCB: will result in the grab frame being present on frames 8-27. Holding on to :GCB: can make the grab hitbox present on frames 8-73. Depending on how long :GCB: is held, the total frames can range from 45-95. If Wario consumes an explosive, he will create his own explosive hitbox on frame 17 (not including bite frames before consumption).

Attack Description: Wario Bites down on foes, chews them and then spits them out! He also can consume items. If Wario consumes explosives they'll explode inside of him causing him minor damage, but it comes with high knockback to enemies caught in the explosion.

Attack Analysis: While the ability to swallow non-energy based projectiles offers itself as an occasional side bonus, the real merit of this special is the occasional mix up of a well timed chomp. Chomp can sometimes take priority of other attacks making it useful. Once Chomp has grabbed someone, mashing :GCB: will make Wario bite more and rack up more damage leaving opponents stuck grabbed longer. Doing this off the edge when you are: up stock, your enemy has one left, and has high damage; can be a risky but rewarding self destruct. At lower percent, you can combo chomp into a DACUS.

Side Special (Wario Bike)


Frame Data: Unfortunately frame data is unknown regarding Wario's side special. However, do know that after the first frame that the special is inputted, if Wario gets hit then the bike will drop out.

Attack Description: Wario almost instantly pulls out his bike and rides it. He can throw his bike, but should it break he can throw the tires as well.

Attack Analysis: Due to poor hitbox placement, riding the Wario bike is a terrible idea. It is far to easy for enemies to shield and hurt you through grabs attacks and projectiles. So what good is it anyway? Well if you can manage to avoid functional fixedness, you will find a plethora of uses out of this fuel hog, roadster invented by the famous DR. Crygor, a cohort of Wario in the Wario Ware series. When crouching behind the bike Wario can shield himself from many projectiles and thus forcing an approach or breaking the bike and giving Wario aid to two tires to throw. When Wario throws the bike it bounces several times making it a huge threat to foes. Those that shield can be grabbed and those pushed enough away can still be punished depending on what their patterns are. Throwing this off the edge is one of the most devastating edge guarding maneuvers in all of Brawl and will cripple if not nearly cripple almost the entire cast with just a few exceptions, but even then it is still a hassle for those exceptions. The bike basically slams down on them giving higher damaged foes a nice semi- spike while forcing lower damaged enemies to fall with the bike all while taking away mid-air jumps and forcing characters to recover from extremely disadvantageous spots with only recovery specials. Needless to say, this is an extremely effective use of the bike. The bike can take about 18% of damage before breaking and also breaks after multiple bounces of the ground depending on how hard you threw it and in which direction. After breaking or falling off screen the bike takes 3 seconds before becoming at Wario's disposal again. There are two ways to throw the bike: (throw) :GCN:+:GCA:= lower distances and slightly lower damage or (smash throw) :GCCN: = farther distances and maximum damage. Also note throwing the bike downwards causes it to bounce forwards giving you more of a variety of throwing distances off the edge. Lastly the two tires that pop out are versatile projectiles that can be useful in many ways. They can be especially useful for pressuring or just damage racking. One can even combo this into an F-Smash. This covers the basics of the bike and more advanced tactics will be covered in depth in the 2nd post entitled: Wario's Advanced Tactics.

Up Special (Corkscrew)

Frame Data: The first hitbox (Picture 1) appears on frames 7 & 8. The next 10 hitboxes (Picture 2) occur on frames 9, 11, 13, 15, 17, 19, 21, 23, 25, and 27. These 10 hitboxes are 2 frames in duration and have an SDI multiplier of 0.5 each. The final hitbox (Picture 3) is present on frames 29 & 30. This final hitbox also includes a hitlag multiplier of 0.5 and several frames after this hitbox ends Wario is put in his helpless-state.

Attack Description: Wario jumps and spins upward a short distance harming those who get caught.

Attack Analysis: Wario's Up special can do 19% damage, but isn't the greatest recovery move. It can't sweet spot the edge and foes caught by the move on the fringe of the hitbox can SDI out of the attack and punish you possibly. With that said, it is reserved as a last resort recovery move only.

Down Special (Wario Waft)



The above Image represents the piecewise functions that determine damage growth over time. Also Note that there is no knockback until 15 seconds has passed and that knock back growth occurs during the time interval [15, 110) because at 110 seconds the waft is fully charged which has less knockback then a near-full charged semi-waft. Legend: Wario & Wario-Man

Frame Data: The first hitbox is present after inputting the move between 0-17 seconds of charging. The hitbox is only active during frames 16-18 and has a 100% trip rate and 0 knockback and damage. The second hitbox is present after inputting the move between 18-57 seconds of charging. The hitbox is active during frames 10 & 11. The third hit box is present after inputting the move between 58 -151 seconds of charging. The hitbox is active during frames 5-8. The final hitbox is present after inputting the move after 152 seconds or 6,697 frames. The clean hitbox is active during frames 9 & 10 and the late hitbox is active during frames 11-16. There are SA frames on frames 5-10. *Note* The seconds used for charging time do not include the pre-match seconds as Wario actually starts charging his waft on frame 1 of the intro animation. With that being said, Wario's first waft will come earlier then the listed times by several seconds. Also if the hitbox does not become active before you are hit and after you have inputted the special, then you will have wasted the waft.

Attack Description: Wario charges a fart that ranges through: tripping, small damage & small knockback, very high knockback, and very high damage.

Attack Analysis: This is one of the most useful yet skillfully enigmatic moves that Wario hones and is abundantly quintessential to himself. A poot waft is easy to punish and offers no real value. A partial waft proffers insufficient value an should as well be avoided. A semi-waft near full charge is the goal as that contains ridiculous knockback levels. However, if the moment to use it does not strike, it should not be wasted as a full waft has some great uses as well. It is noteworthy to correctly construe that utilizing chomp to digest items does not speed up the waft times. A good opponent knows when a waft is coming so to ensure you land the waft try to do it as either a punisher or out of hit stun from a Z dropped tire and possibly even OoS. A full Waft came some times combo out of a U-throw. It also can cause self destruction should Wario past the vertical blast zone. Both the semi-waft and full waft can be used to gain some height in recovering. This great vertical height from the full waft can be used to approach players from below who are focused on recovering. Either way you want to use it, be creative and don't waste it.

Grab

Frame Data: Wario has a fast grab that is even faster than some characters jabs! When Wario performs a standard standing grab, there are 6 active grab frames (Picture 1). When Wario performs a dash grab, there are 8 active grab frames (Picture 2). When Wario performs a pivot grab there are 10 active grab frames (Picture 3). The total number of frames are currently unknown.

Attack Description: Wario reaches for his enemy.

Attack Analysis: Wario has overall quick grabs with above average range. He also slides considerably on his dash grab.

Pummel

Frame Data: The hitbox is present on frame five. The total amount of frames is currently unknown.

Attack Description: Wario pokes (with index finger) and punches (with the rest of his hand) his foe that he has just grabbed.

Attack Analysis: Wario has one of the best 2% pummels in the game do to its speed.

Forward Throw

Frame Data: The enemy is thrown on frame 46. The amount of total frames is currently unknown.

Attack Description: Wario swings his foe 2 times and then throws them.

Attack Analysis: This throw can KO when fresh on the edge around 125%. It can also be used to combo an F-throw into a DACUS for a high damage. It unfortunately does not hurt nearby foes as he swings.

Backward Throw

Frame Data: The first hitbox is present on frame 20 (Picture 1) & the enemy is thrown on frame 21 (Picture 2). The total amount of frames is currently unknown.

Attack Description: Wario bounces his enemies away with his butt.

Attack Analysis: This functions much like F-Throw but without much KO potential. However, it does create nice space between the opponent and Wario.

Upward Throw

Frame Data: The hitbox is present on frame 24 (Picture 1) & the enemy is thrown on frame 25 (Picture 2). The total amount of frames is currently unknown.

Attack Description: Wario quickly lobs his opponent up and hits them with both fists and his head.

Attack Analysis: Great for setting up juggles, but it does not KO for a while...

Downward Throw

Frame Data: The hitbox is active on frames 22-29 (Picture 1) & the enemy is thrown on frame 30. The total number of frames is currently unknown.


Attack Description: Wario ground pounds on top of his enemy.

Attack Analysis: This throw is most notably useful for chain grabs. It also can be true combed into a buffered D-Tilt.
 
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Elite Smasher

Elite Smash Expert & Smashologist
Joined
Apr 4, 2014
Messages
104
Location
Anderson Township, Cincinnati, Ohio
NNID
Justin3
3DS FC
4253-3537-8467
Wario's Advanced Tactics
Table of Advanced Tactics Contents:
1. Perfect Momentum Cancelling with Wario
2. Wario Bike Advanced Tactics
3. Universal Advanced Throwing & Catching Tactics
4. From DACUS to BGTEXDACUS & Everything in Between

1. Perfect Momentum Cancelling with Wario:

After Correctly altering your trajectory from launch through DI, initiate a F-Air and a fast fall. After the attack has finished, perform Wario's Side Special. If you can manage to perform Wario Bike you'll live. Through this strategy one can expect to live till around 200%. For newcomers who would like to know more about DI, Directional Influence, view Video Game Boot Camp's video guide here:
https://www.youtube.com/watch?annot...&feature=iv&src_vid=Guz9lSTHJ4o&v=sNNe3aR5bGc.

2. Wario Bike Advanced Tactics:

There are many awesome things that one can do with Wario's Bike. From tires and BGTEXDACUS to edge guarding and hiding from projectiles, Wario Bike is one of the most renowned specials for its shear versatility. As we all know the bike's conventional use (i.e. crashing into opponents mid ride on the ground) is useless, but all of its incredible other uses require Wario to be off the bike which is a problem since he pulls it out and mounts it simultaneously in one fell swoop of action. That is where Edge Crashing comes into play. It is super simple. Just drop off the edge and quickly initiate a side special and viola! You now have your bike ready to be utilized right in front of you. If you and the bike simply drop, then you were too slow. If you ride your bike, then you went too fast. With edge crashing, you now have the bike ready to also be thrown for edge guard purposes.

What if now that you have the bike out, you want some tires instead to throw? Well, the solution to breaking your bike the fastest is simple: D-Air then U-Tilt (sometimes due to stale move negation you will have to input a second U-Tilt).

Lastly, we turn to the scenario that your bike is grounded and you need to quickly drive off on the platform above or simply in the air. Through the Chopper Hop, you can do just that. Simply input a jump (either a SH or FH depending on the vertical rise you want) at the location you would mount your bike and then very quickly afterwards input a side special in either the forwards or backwards direction. If you rode your bike on the ground, you failed to input a jump. If you jumped but Wario looked around for his bike, then you were too slow.

As for an extra advanced tactic regarding Wario Bike, there is The Forbidden Technique. Though extremely hard to perform, the liftoff after the 360° flip is deadly. For information and proof to yourself that this is possible, watch this video tutorial from a fellow Smash Boards user: https://www.youtube.com/watch?v=daXKuVNJ6MM.

3. Universal Advanced Throwing & Catching Tactics:

To be an Elite Wario player, one can not get by through standard throwing tactics alone. For instance, let's say that you're quasi-close to your opponent and are bringing on the pressure with relentless tires. You need to be as quick as possible in picking them up and throwing them back. That is why we use Insta-Throwing. To perform, you input an aerial dodge and the direction you want to throw right as a the tire is in close proximity to Wario. The result is that Wario picks up and throws the tire in one fluid motion allowing you to continue the tire barrage's steady stream and rhythm.

Next, we turn to the quickest of catching, Z-Catching. The animation is similar to that of insta-throwing, but with out the throwing. To z-catch, just input :GCZ: near an item while airborne. Yep, it is that simple and it saves the hassle of having to complete an aerial dodge. While airborne, upon inputting :GCZ: with an item will Z-Drop an already picked up item. You can even perform an aerial dodge and then mid dodge drop an item while invincible.

Finally we arrive with Brawl's most famous derision of throwing, Glide Tossing. Glide Tossing allows you to throw an item in any direction with a boost of horizontal momentum while remaining grounded. Performing this, and especially with Wario, is tricky, but does yield some reward. Initiate a roll in either direction and then quickly make an input with :GCCN: in the direction that you wish to throw the item in. For Wario, the frame window for maximum distance is tight but comes with another window for reduced distance. In other words, the quicker you perform this the farther you'll travel. Also for some reason Wario travels farther when he aims his throw downwards.

4. From DACUS to BGTEXDACUS & Everything in Between:


Wario hones one of the best DACUS in the game! So, how does Wario's DACUS function & how can players perform it? Let us find out! For an easy tutorial with visuals, watch this video: https://www.youtube.com/watch?v=GI0_LanROgk. For newcomers, try out a DACUS with Snake first as this is much easier than Wario's DACUS thanks to the frame windows. Wario has two actual variants of a standard DACUS. There is the normal DACUS that slides Wario down almost half of Final Destination and then there is the DACUS that cancels the dash attack late and slides him not so far. The latter is useful for lower %s because it combos the dash attack into the up smash. If you perform the latter you are slightly too slow to perform the former. If you only dash attack, then you were too slow at inputting the :GCCU: + :GCZ:. If you dash grabbed, you did not dash attack first and if you just grabbed, then you did not dash and dash attack. With the DACUS Wario can traverse long distances quickly with a decent attack. This makes for an excellent approach and follow up. Mastery of the DACUS is crucial for elite Wario mains.

Now, you are comfortable with DACUS and want something more. Well, that something more is the GTEXDACUS. This extends the distance that Wario's DACUS goes by conglomerating it with a full downward glide toss. The results are spectacular! Also, one can throw the tire or other item used for the GTEXDACUS to combo it into the U-Smash at the end of the GTEXDACUS.

Next in the process is to learn the BDACUS. It can take time practicing but it can surprise your foes with just how speedy you are to whip one of these out from your last movement. As a reminder of how buffering works, input your next attack in the last 10 frames of the current move you are performing.

Finally, it is time to amalgamate everything into one, the BGTEXDACUS. This is the fastest and farthest of them all and is the best. However, this should not be the only way you use Wario's DACUS. Each variant has its situations of which it is the best one to be utilized. To perform a BGTEXDACUS, take an item and (after performing something or just landing) buffer a full downward glide toss and then from the glide toss buffer a DACUS. This is the Paragon of all of Wario's DACUS variants and as such takes skill, practice & patience.
 
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Elite Smasher

Elite Smash Expert & Smashologist
Joined
Apr 4, 2014
Messages
104
Location
Anderson Township, Cincinnati, Ohio
NNID
Justin3
3DS FC
4253-3537-8467
Match Up Analysis
To start out, let me say that this is in no way: directions on exactly how to use Wario. This section is merely just a compendium of helpful tips for playing as Wario. This allows me to avoid saying many of the same things over and over on many characters. That way the character specifics can be just helpful reminders of things to watch for against that character. If you wish to know more about the character you're struggling with read a guide on them. That way you will know them inside and out and be better at predicting their attacks.

General Strategy:
One of the most important things to realize before we start talking about much else is the fact the you must keep space at all times unless your going in for an attack. Do not stay too close to your opponent or you run the high risk of getting grabbed. Getting grabbed is not that bad for almost all of the characters, but Wario is one of those few exceptions. This is due to his infamous grab release issue. Instead of releasing normal, he goes diagonally up and away and then falls down. The result is many characters being able to initiate true combos at low% and get guaranteed KOs at high%. When caught in a grab just try to wiggle free as quick as possible to reduce pummels and then try to perform a jumping aerial dodge and drift away ASAP if you know it is not guaranteed, but if it is just get ready to SDI & then DI. Wario can space well with his F-Air & B-Air and even his F-Tilt & D-Tilt. The ambush and speed of a DACUS make for a safe yet great approach. Tires can also aid in approach. If Wario is in a tense situation with his shield out, he can jump out and N-Air which is both safe and highly effective. Riding the Wario Bike is a ridiculously easy way to get grabbed, but can be used to flee scary situations. With this big stipulation out of the way let us continue with the rest of the general strategy.

Overall, Wario is an exceedingly dynamic character with many superior options. When your foe is at low %, go for some DACUS approaches with aerial follow ups, or go for F-Throw, B-Throw, or Chomp to BDACUS combos. You could also go for some D-Throw chain grabs or drill them with a D-Air or juggle them with multiple U-Air. Throwing a well timed jab in the middle of a match can be a great mix up. Once you have built up some damage and it is time to KO, Wario has many options: F-Tilt (Angled up for best results), F-Smash, D-Smash (Against characters with bad horizontal recoveries), Fresh U-Smash, Fresh U-Air, B-Air, F-Air (Off the Stage), Chomping (Off the Stage), Fresh F-Throw (Edge of Stage with damage higher than 150%), Wario Waft, and best of all, throwing the bike off stage to ruin a recovery. The last option takes time to practice getting used to how & where to throw per each individual situation.


Character Specifics:
To Rank the characters arbitrarily but with precise amounts (i.e. 60-40), is illogical. Therefore, we will use an arbitrary ranking scale: Easy, Normal, Hard, Very Hard, Intense. This does not correlate to if Wario is in favor to win or not because to have a mental set of failure is self destructive. The rank simply states the mood of an average Brawl against the certain Character.

:mario2:Rank : Normal
Things to watch out for is fire ball approaches; you shield the fire ball, but then Mario lands and grabs you. Should you have to use Corkscrew diagonally to recover, Mario could side special and reflect your movement. Try instead to get closer stage and stay vertical.
:luigi2:Rank : Normal
Luigi can combo well in the air. If you get Down taunted while hanging on the ledge, SDI up and to the stage and be prepared to quickly perform a wall jump tech.

:peach:Rank :Very Hard
Peach can boost U-Smash you out of a grab release (While I am informing you of one instance of a grab release punish, please note not all will be specified. Usually they are either an U-Smash or a quick aerial or special). Be ready to chomp some turnips and maybe a bob-omb or a Mr. Saturn or heck even a beam sword. Be aware that you can sometimes SDI out of her D-Air and punish her. Try to stay as low as you can while recovering or remain near the blast zone as she has great edge guarding options.

:bowser2:Rank : Easy
Bowser can Up Special quickly on the ground and the first hitbox can KO.

:dk2:Rank : Easy
If Donkey Kong grabs you on the edge of the stage facing the center, he can F-Throw (thus picking you up and running away with you in tow) and drop of the ledge and throw you and stage spike you, so be ready to wall tech.

:diddy:Rank : Hard
Be prepared to either chomp or catch bananas, or trip and get wildly punished. You can SDI up and away to escape F-Smash. Also in the air, his side special can foot stool you pretty hard.

:yoshi2:Rank : Easy
Yoshi will throw a lot of eggs to space you, so get used to dodging them.

:wario:Rank : Mirror
It's Wario against Wario..... All the things you can do against him he can do right back..... May the best Wario player win!

:link2:Rank : Easy
You can easily SDI up and out of Link's U-Smash & F-Smash. Link's D-Air is lethal.

:zelda:Rank : Normal
All aerials except for N-Air are lethal. If Zelda spams side special, rush and air dodge or DACUS. When pressured D-Smash is typically spammed. Zelda's F-Smash can be SDI out of.

:sheik:Rank : Normal
Up Special can actually KO.

:sheilda:Rank :Normal
Do not forget to punish hasty transformations.

:ganondorf:Rank : Easy
D-Air is about the only attack you might get KO from. Ganondorf has a fast F-tilt & D-tilt that can KO.

:toonlink:Rank : Hard
F-Smash can be SDI out of. Watch out for an ongoing barrage of projectiles and Z-Airs.

:samus2:Rank : Easy
Elite Samus players will actually spam missiles and Z-Airs well.

:zerosuitsamus:Rank : Normal
If you can avoid all the hitstun and primordial projectiles and focus on ruining her recovery, the match won't be too hard.

:pit:Rank : Easy
All multi-hit attacks can be SDI out of.

:popo:Rank : Intense
If you get grabbed just remember SDI & DI principles and react accordingly. Two Ice Climbers is intense. One Ice Climber is easy. Do whatever it takes to separate them and then KO nana.

:rob:Rank : Normal
You can SDI out of D-Smash.

:kirby2:Rank : Normal
Kirby has a very high priority U-air.

:metaknight:Rank :Very Hard
Keep your calm and SDI & space well.

:dedede:Rank : Hard
King Dedede has an extraordinary grab game and a quick long reaching F-Tilt.

:olimar:Rank : Intense
Captain Olimar knows how to put pressure on and keep it on. Olimar is also susceptible to the reverse. Strike a balance between shaking off Pikmin and attacking and leave no space for Olimar loves space to recuperate.

:fox:Rank : Normal
Fox's infamous U-Smash lives up to its name still as an excellent source for KOs.

:falco:Rank : Very Hard
Elite Falco players will be able to buffer neutral specials and disrupt flow. Falco also posses his infamous chain grab and a potent DACUS. His side special, unlike Fox's, will meteor smash.

:wolf:Rank : Normal
Wolf has the farthest reaching but weakest F-Smash.

:falcon:Rank : Easy
Beware of punishing him horizontally; you could get spiked if Captain Falcon uses Side Special.

:pikachu2:Rank : Very Hard
D-Smash can be SDI out of. Pikachu's Down Special can be used to create a wall while you are amidst recovery.

:pt:Rank : Normal
:squirtle:Rank : Normal
:ivysaur:Rank : Normal
:charizard:Rank : Normal

Squritle is invulnerable during his Side Special.
:lucario:Rank : Normal
Just be ready for dodging a lot of aura spheres, both big and small. Also keep in mind his aura increases his attack power and range and his aura will increase with more damage and being behind in stock.

:jigglypuff:Rank :Easy
Surprise! Jigglypuff has a DACUS.

:marth:Rank : Hard
To space or not to space? That is the smashsonian dilemma here. Generally getting up close is best. Try sidestepping shield breaker.
:ike:Rank : Easy
Ike has a few fast aerial attacks up his sleeve and a wonky jab combo.

:ness2:Rank : Easy
Ness's F-Smash is actually a reflector. Ness also has strange mind games with his Up Special which can end up lethal.

:lucas:Rank : Easy
B-Air can actually meteor smash.

:gw:Rank : Hard
Mr. Game & has great follow ups from his grabs, a wind hit box on both his Up Special and U-Air, and a meteor smash with the first frame of the hitbox on his D-Air.

:snake:Rank : Intense
The farthest DACUS, explosive projectiles and mines, high damage and deceptively far reaching attacks, the greatest tech chase of Brawl, and high survivability. It's show time!

:sonic:Rank : Easy
All multi-hit attacks can be SDI out of. Grab or D-Smash to knock sonic out of his ball form.
 
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Elite Smasher

Elite Smash Expert & Smashologist
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Extras: Wario Man's Moveset Evaluation

In this section we will be discussing the might of Wario Man during his 18 seconds of glory and all the buffs he receives from that nasty piece of garlic in comparison to just his regular comedic self. We will only be identifying manifest differences rather than discuss latent strategy.

Jab - Wario Man streamlines fast 4% no knock back punches.

F-Tilt - Wario Man quickly throws and retracts a wind up punch of 17%, 16%, or 15%, depending if angled up, straight, or down respectively.

U-Tilt - Quickly raising the roof at 15% clean and 12% late.

D-Tilt - Wario Man quickly thrusts out a 9% semi-spike poke.

Dash Attack - A 12% dive clocking in at the same speed as regular Wario.

F-Smash - A 16% quick and far reaching shoulder ram.

U-Smash - Wario Man performs a spin that enlarges his head. It sucks in nearby opponents and does 2% for the first 6 hitboxes and then 15% on the seventh hit for a total of 27%.

D-Smash - Wario Man spins on the ground and does 18% the entire duration.

N-Air - This attack gives Wario Man a nice boost in aerial elevation (F-Air B-Air & U-Air do as well, but not as much as N-Air) and does 15% clean and 12% late.

F-Air - Wario Man quickly shoves his foot out and does 15% clean and 11% late.

B-Air - Wario Man swiftly thrusts his back and does 15% clean and 11% late.

D-Air - Wario Man launches him self downward meteor smashing at 13% and doing 10% upon a crash land.

U-Air - The clap returns for 18% and still combos at low %s.

Neutral Special (Chomp) - A bite that does 2% damage with a 10% damaging release. Consumption of explosives results in an explosion of 13% that still damages Wario Man. In stamina mode this will kill Wario Man, but if the game still has two or more combatants left, after the 18 seconds are over Wario Man will transform back to Wario alive but with "0% HP".

Side Special (Wario Bike) - Wario Man zooms at high speed with extremely high knockback and 18% of damage.

Up Special (Corkscrew) - Two hits both at 14% with the second KOing.

Down Special (Wario Waft) - Fully charged is 50% and absurdly high knockback.

Grab - Range is slightly extended.

Pummel - A quick 3% pummel.

F-Throw - Wario Man spins his foe rapidly twice and launches them far at 15%

B-Throw - Wario Man quickly butt bashes his foe for 17%

U-Throw - Wario Man throws his opponent up and headbutts for 17%

D-Throw - Wario Man violently ground pounds enemies at 17% meteor smashing any by-standers.

Extras: Wario's History & Trivia
For This section I had planned to write it my self, but upon my research I found this source to be so well written that I'd only be rewriting the information. This source has all the Wario history & trivia you could want: http://www.mariowiki.com/wario.
 
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Elite Smasher

Elite Smash Expert & Smashologist
Joined
Apr 4, 2014
Messages
104
Location
Anderson Township, Cincinnati, Ohio
NNID
Justin3
3DS FC
4253-3537-8467
Terminology
Jab - Simply inputting the :GCA: button (Character specific amount of inputs) on the ground
F-Tilt - Forward Tilt U-Tilt - Upward Tilt D-Tilt - Downward Tilt
F-Smash - Forward Smash U-Smash - Upward Smash D-Smash - Downward Smash
N-Air - Neutral Aerial F-Air - Forward Aerial Attack B-Air - Backward Aerial Attack D-Air - Downward Aerial Attack U-Air - Upwards Aerial Z-Air - Functional Z mid-aerial move (Link, Toon-LInk, Power Suit Samus Aran, Lucas)
F-Throw - Forward Throw B-Throw - Backward Throw
D-Throw - Downward Throw U-Throw - Upward Throw SH - Short Hop FH - Full Hop
The Clap - Wario's U-Air nickname Poot Waft - A Wario Waft with practically no charge at all.
Partial Waft - A Wario Waft with a little bit of charge Semi Waft - A half charged Wario Waft Full Waft - A fully charged Wario Waft
Pivot Grab - This is a grab in which you input the grab and then very quickly input a turn around.
Chain Grab - Grabbing that is inescapable until higher knockback has been achieved through possessing higher damage.
Reach - How far a non-projectile attack goes. Range - How far an attack with a projectile goes.
Fresh- Used to describe attacks at full power that is not present in the stale move negation queue.
Stale - Used to describe attacks with less power due to the effects of being present in the stale move negation queue one or multiple times. OoS - Out of Shield
Buffering - Utilization of the buffer system in Brawl. By inputting the next move within the last 10 frames of the previous action can start the move sooner and perform it quicker.
DACUS - Dash Attack Cancelled Upward Smash. BDACUS - Buffered Dash Attack Cancelled Upward Smash. GTEXDACUS - Glide Toss Extended Dash Attack Cancelled Upward Smash. BGTEXDACUS - Buffered Glide Toss Extended Dash Attack Cancelled Upward Smash. Boost U-Smash - An upward smash of the inception of a fox trot. Fox Trot - The acceleration stage of a dash. Glide Toss - The cancellation of a forward or backward roll that carries the momentum of player as they throw an item.
Attack String - A follow up to an attack that is by no means guaranteed but likely to occur in some conditions. Combo - A follow up that is not 100% guaranteed & inescapable but it is very likely to occur in most conditions. True Combo - A follow up that is inescapable no matter the conditions. Wumbo Combo - A combo that ends up in the death of the player being combed. Clank - When two attacks of equal priority cancel each other. Priority - The deciding principle on which attack over powers or prioritizes the other attack when both collide. Clean - An attack during its sweet spot time frame(s). Late - An attack during its sour spot time frame(s). Spacer - An attack that is still aggressive but safe enough to create space between the attack's hitbox and the attacker's hurtbox. SA - Super Armor frames. Frames that grant immunity to knockback, but not damage (I.E. Giga Bowser). Punisher - Attack used to capitalize on a blunder by the opponent.
 
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