Wario has very few tools against opponents at sub-30-ish percents that are safe in neutral that also encourage Wario obtain any true follow-up or tech chase. The moves he has are
Chomp, N-air, U-air, and
Dash attack. I don't include grab, because Wario has no true follow-ups and clearly Wario isn't built to get grabs straight from neutral. D-tilt doesn't give Wario any amazing frame advantage at low percents. As for F-air, it's ok for neutral considering it's safe (debatable) and good for conditioning, but to an extent I consider it gimmicky and therefore was not intentionally designed to be a part of Wario's neutral. Sure, opponents often shield after being hit by a full hop fair probably due to lack of a quick anti-air move+they see Wario seemingly trying to get a follow-up (even though he has none), so we often get free Chomps as a pseudo-follow-up. Although effective, it's by-definition gimmicky (outside of conditioning and a few other reasons) because any potential follow-up can get hard-countered by rolls or attacks at low-percents. F-air's true use imo is to create mid-late percent tech chases, not to be used consistently as low % offense. That being said, I'm not discouraging it's use entirely at low percents, because we surprisingly tend to get away with f-air a lot on opponents, and it can help us regain stage control with its speed and disjoint; however, f-air at low percents in many cases can actually put Wario at a disadvantage frame-wise or position-wise (against heavy characters or those with good ground speed).
Chomp creates tech chases as early as 0%.
N-air's sourspot sends all characters into tumble at 0% (if they asdi down it can send them nowhere
).
U-air combos into N-air, and
Dash attack sends opponents into tumble at 0% as well (But I'll admit outside of punishing whiffs, dash attack isn't safe in neutral).
I'm going to lay out the pros and cons of d-air in neutral since the frame data/hitboxes seemingly suggests that it potentially could have a use in it.
Pros:
- Puts players into tumble around 10% allowing for early percent tech chases
- Hits every character in the game at standing height on full hop
- When buffered directly from full hop airdodge (IASA 33/53 frame full hop), d-air's frame 21 sweetspot connects 1 frame before landing and can remain decently safe when crossing-up in this manner (-16).
Cons:
- Seemingly unsafe start-up as an approach/requires heavy anticipation of opponent doing nothing or attempting dash grab
- Full hop fast fall autocancel d-air is arguably as safe on cross-up as short hop fast fall F-air (-18 when done perfectly) and short hop B-air (also -18 when perfect)...sort of/not always. The problem is that the late hits of full hop d-air don't connect on shield if the move is done on shield as they would on a confirmed hit (which sucks the opponent into a move), unless you're fighting a tall character. If they did, d-air would be about as safe as Wario's other aerials, and I believe this explains the 42> autocancel window. If Wario could fast fall any earlier, it would be too good on a spaced cross-up, so they limited it to -20 at best.
- The multi-hits of FH D-air don't always connect right even when they begin to hit the opponent.
Some opinions I have may be flawed, so I'm completely open to criticism or suggestion.