[dismiss]
Welcome to SmashWiki! Log in or create an account and join the community, and don't forget to read this first! |
Notices |
---|
The Skill parameter has been removed from Smasher infoboxes, and in its place are the new "Best historical ranking" and "Best tournament result" parameters. SmashWiki needs help adding these new parameters to Smasher infoboxes, refer to the guidelines here for what should be included in these new parameters. |
When adding results to Smasher pages, include each tournament's entrant number in addition to the player's placement, and use the {{Trn}} template with the matching game specified. Please also fix old results on Smasher pages that do not abide to this standard. Refer to our Smasher article guidelines to see how results tables should be formatted. |
Check out our project page for ongoing projects that SmashWiki needs help with. |
Template:SSB4 to SSBU changelist/Wario
From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Aesthetics
Wario's appearance is largely the same as it was in SSB4, though his model features a more vibrant color scheme. Similarly to his appearance in Brawl, his clothing and hair feature subtle detailing.
Like Mario and Luigi, Wario's overalls in his classic outfit have greater denim detailing; they are also a brighter shade of purple, more closely resembling his appearance in the Mario and Wario series.
Wario's alternate costumes have been re-ordered; his classic outfit now occupies his even-numbered costumes instead of the second half, similar to Cloud.
In his biker outfit, Wario's jacket and helmet straps have more physics-based movement.
Down taunt has a more comical, "poppier" animation, and is much faster. Wario also now vocalizes as fast as Luigi's up taunt.
Air dodge and footstooled animations have changed. Additionally, Wario fully closes his eyes while asleep.
Wario's left-inputted victory pose now begins with him walking forward for the victory animation before patting his belly, then farting. He also keeps a shocked expression throughout and takes slightly longer to sniff and scratch his head.
Wario's Palutena's Guidance conversation has slightly been modified (see here).
Attributes
Like all characters, Wario's jumpsquat animation takes 3 frames to complete (down from 6).
Wario runs faster (1.5 → 1.65).
Wario's initial dash is significantly faster (1.3 → 1.837).
Wario walks slightly faster (0.847 → 0.889).
Wario crawls faster (forward: 0.7 → 0.83; backwards: 0.5 → 0.83). This notably makes him the fastest crawler in the game.
Wario's air speed is higher (1.21 → 1.271).
Wario's gravity is higher (0.092 → 0.107). This allows him to land more safely, but worsens his vertical endurance and reduces his jump height.
Wario's traction has increased (0.07 → 0.106), improving his ability to punish out of shield. However, it is much lower relative to the cast, going from the 3rd highest to the 42nd highest.
Forward roll grants less intangibility (frames 4-16 → 4-15) and has more ending lag (FAF 30 → 31).
Back roll has more startup with less intangibility (frames 4-16 → 5-16), and more ending lag (FAF 30 → 36).
Spot dodge has less ending lag (FAF 28 → 27).
Air dodge grants more intangibility (frames 3-27 → 3-29).
Air dodge has significantly more ending lag (FAF 33 → 51).
Ground attacks
- Neutral attack:
Neutral attack deals more damage (4.0%/5.0% → 5.0%/7.0%).
The first hit transitions into the second hit faster (frame 14 → 11).
The first hit has altered angles (55°/72° → 361°) and knockback (45/38 base/50/40 scaling → 40/38 base/20 scaling) to keep opponents on the ground and closer to Wario, akin to other neutral attacks. This allows it to connect better into the second hit and jab lock.
The first hit has three hitboxes instead of two, with the existing ones being smaller (4u/5u → 2.2u/2.2u/2.8u), and they are placed farther horizontally (Z offset: 5u/10u → 7u/9.2u/12u). While this reduces its vertical range, it increases its horizontal range and gives it more favorable hitbox placements overall.
The second hit's farthest hitbox follows Wario's hand instead of covering a static area, increasing its vertical range.
Both hits have a higher hitlag multiplier (1× → 1.6× (hit 1), 2× (hit 2)), giving opponents more time to SDI the first hit and DI the second hit.
The second hit's hitbox on Wario's shoulder has been removed; however, the hitbox on his arm has been moved closer to compensate (Z offset: 8u → 6u).
- Forward tilt:
Wario has a new forward tilt: a heavy-handed slap.
It deals more knockback (22 base/98 scaling → 20/102), allowing it to KO slightly earlier.
It consists of only two hitboxes instead of four, but they are placed farther apart from each other (X offset: -3u/0u/1u/1.8u → -0.5u/2.3u), and the sweetspot is larger (5.5u → 5.7u). Additionally, Wario no longer keeps his arm in front of him after the hitboxes cease. As a result, the move has more favorable hitbox placements overall, with more horizontal range and disjoint.
The sourspot deals more damage when the move is angled down (10% → 11%), matching the other angles.
The sweetspot deals consistent damage across every angle (13% (not angled)/14% (angled up)/12% (angled down) → 13%). This reduces the angled up variant's KO potential, but improves the angled down variant's.
- Up tilt:
Up tilt has less startup (frame 12 → 8) and ending lag (FAF 36 → 28). In combination with Wario's faster jumpsquat, this greatly improves its combo potential, even allowing it to chain into itself.
The clean hit's body hitbox has increased horizontal range (Z offset: 0 → -1.5 - 1.5) and launches at a lower angle (92° → 95°), allowing it to better hit grounded opponents at Wario's sides and lead into subsequent up tilts.
The late hit deals more knockback (30 base/50 scaling → 20/120) and launches at a higher angle (80° → 90°), granting it situational KO potential at very high percents, without hindering its combo potential due to the move's reduced ending lag.
The late hit has a shorter duration (9 frames → 5 frames).
It deals less damage (10% → 6% (clean), 6% → 5% (late)).
It no longer grants intangibility on Wario's head or arms.
The clean hit has altered knockback (65 base/74 scaling → 28/130). Combined with the reduced damage, it does noticeably less knockback at all relevant percents, which removes its weak KO potential, but further improves its combo potential when coupled with the aforementioned changes, granting it a KO setup into a half charged or fully charged Wario Waft at mid to high percents.
- Dash attack:
Wario has a new dash attack: his "Shoulder Tackle" Dash Attack from the Wario Land series, which was previously the basis of his forward smash in Brawl.
It deals more damage (7% → 11% (clean), 4% → 5% (late)) and knockback, with the late hit no longer having set knockback (80 base/70 scaling (clean), 50 set/100 scaling (late) → 60 base/97 scaling). This significantly improves the clean hit's KO potential, allowing it to KO at around 145% from the center of Final Destination, making it one of the strongest dash attacks in the game.
It provides more forward momentum, effectively increasing its horizontal range, despite the hitboxes being smaller (4.5u/4u → 4u/4u (clean), 4u/3u (late)) and located closer to Wario (Z offset: 6u/11u → 5.8u/2u (clean), 6u/9u → 4.8u/2u (late)).
The clean hit has a longer duration, with the late hit having a shorter duration instead (frames 4-5 (clean)/6-23 (late) → 5-8/9-23).
The move has one frame more startup (frame 4 → 5).
The clean hit has a sourspot on Wario's body that deals less damage (7% → 5%), although it is outprioritized by the sweetspot.
The late hit launches at a different angle (180° → 70°), matching the previous clean hit.
The late hit no longer has a 100% trip chance, and in combination with its altered angle and knockback, it can no longer trip opponents in any capacity whatsoever. This removes its setup potential.
The late hit has a lower hitlag multiplier (1.2× → 1×).
- Forward smash:
Forward smash deals more damage (19% → 20%).
It has less knockback scaling (99 → 93), marginally reducing its KO potential despite its higher damage.
Wario's fist enlarges more, although this does not give the move more range. Both of his feet remain on the ground when he punches, only lifting the back leg after the blow.
- Up smash:
Up smash's clean hit deals more damage (16% → 17%), with only base knockback compensated (40 → 35), marginally improving its KO potential.
The late hit has less base knockback like the clean hit (40 → 35), hindering its KO potential.
- Down smash:
Down smash has less ending lag (FAF 68 → 62).
The clean hit has a lower hitlag multiplier (1× → 0.85×), making it slightly harder to DI.
The clean and mid hit's hitboxes have been extended horizontally, and have varying horizontal offsets throughout the move instead of a static one. This increases the move's horizontal range and disjoint.
The late hit has a marginally bigger hitbox (2.5u → 2.6u).
Wario has a surprised facial expression when using down smash.
Aerial attacks
All aerials have less landing lag (12 frames → 7 (neutral, up), 16 → 10 (forward), 27 → 16 (back), 19 → 18 (down)).
- Neutral aerial:
Neutral aerial has less ending lag (FAF 50 → 46).
It auto-cancels one frame earlier (frame 44 → 43).
Both hits deal slight shield damage (0 → 0.7).
The first hit's body hitbox is much larger, and it has gained two additional hitboxes for Wario's respective hands (3u → 4.5u/3u/3u). This significantly increases its range all around, improving its utility for approaching.
The first hit has a significantly longer duration (frame 4 → frames 4-17), with a late hit on frames 13-17 that deals 3% if Wario's arms hit; the second hit has more startup instead (frame 15 → 20). This covers a large part of the gap between it and the second hit, further improving its utility as an approach option.
The second hit has more startup with a shorter duration (frame 15-38 → 20-42), causing it to connect less reliably from the first hit's early frames at low percents.
However, combined with the aforementioned changes, this further reduces the move's ending lag to only three frames, and allows it to auto-cancel immediately after the hitboxes cease. This considerably improves its combo potential on all accounts.
The second hit has a stronger late hit during frames 27-42, dealing 5% damage. While this also increases its knockback, the move still has improved combo potential due to its lower ending and landing lag.
The first clean hit deals slightly less damage (6.5% → 6%).
The second hit has a smaller hitbox (4.5u → 3.5u).
- Back aerial:
Wario's head enlarges slightly less during the move, but the hitbox placements remain unchanged, slightly increasing its disjoint and making it safer to use.
It deals more knockback (20 base/100 scaling → 21/106), improving its KO potential.
Its initial auto-cancel window is one frame shorter (frames 1-5 → 1-4).
- Down aerial:
Down aerial has a slightly different animation, with Wario putting his arms around his head, and his hands together in a diving pose.
Throws and other attacks
- Grabs:
All grabs are active for three frames instead of two.
They have increased horizontal range (Z2 offset: 9.3u → 10.3u (standing), 11.3u → 12u (dash), -15.8u → -15.9u (pivot)).
They have more ending lag (FAF 30 → 36 (standing), 37 → 44 (dash), 35 → 39 (pivot)).
Dash and pivot grab have more startup (frame 8 → 11 (dash), 12 (pivot)). As a result, Wario no longer has the same startup for all his grabs, nor has the fastest pivot grab in the game.
Wario's hand is placed lower when grabbing an opponent.
- Pummel:
Pummel deals less damage (2% → 1.6%).
It has much less startup (frame 5 → 2) and ending lag (FAF 19 → 8), but deals considerably more hitlag (4 frames → 15), keeping its effective duration unchanged. Relative to the rest of the cast, Wario's pummel is now among the slowest but most damaging, rather than average on both accounts.
Wario's finger points slightly higher when pummeling the opponent.
All of Wario's throws have been altered with more exaggerated animations.
- Forward throw:
Forward throw consists of a hitbox before the throw, like back throw in Brawl, allowing it to hit bystanders. Its total damage remains unchanged (12% → 4% (hit 1), 8% (throw)).
The throw portion's knockback scaling has not been fully compensated for its lower damage output (65 → 70). This significantly hinders its KO potential, no longer being one of the strongest forward throws in the game.
While the move's lag remains the same, it inflicts hitlag due to the new hitbox, making it easier to DI.
- Up throw:
Due to Wario's faster jumpsquat, up throw has gained utility as a combo starter, with followups into up aerial from low to mid percents.
The throw portion deals less damage (7% → 4%; 11% total → 8%).
The throw portion has more knockback scaling (72 → 105), allowing it to KO slightly earlier despite its lower damage.
- Down throw:
The throw portion deals more damage (4% → 7%; 8% total → 11%).
It has a more forceful animation, with Wario clenching his fists upon contact, better resembling the Ground Pound from the Wario Land games.
- Edge attack:
Edge attack deals more damage (8% → 10%).
Special moves
- Chomp:
Both biting opponents and eating projectiles now heals Wario; the former heals him by 0.6% per bite, while the latter does by 1%, like eating non-explosive items.
The throw has much more knockback scaling (76 → 109), allowing it to KO at high percents.
It has less ending lag after eating a projectile (FAF 36 → 26).
The explosion from eating explosive items has less startup (frame 18 → 17), with its total duration reduced as well (FAF 73 → 72).
Eating explosive items deals less recoil damage (5% → 3%).
It has more ending lag if it misses (FAF 38 → 42).
It no longer grants intangibility on Wario's head.
- Wario Bike:
A thrown bike has noticeably altered knockback (50 (base)/0 (scaling) → 48/68), no longer being unable to scale with percent, and thus allowing it to KO at high percents. The launch angle was also changed (361° → 43°).
The wheelie slam comes out faster, to where it can hit opponents as soon as the bike drops down, allowing it to hit aerial opponents more easily.
The start of the wheelie deals slightly more damage (8% → 8.3%).
After the bike is destroyed or disappears, it has a cooldown of six seconds before it can be used again.
The bike no longer bounces as much when thrown, giving fewer options as a projectile.
It no longer slightly bounces to the side in front of him when thrown downwards, meaning he can no longer edgeguard recoveries by throwing the bike downward.
Aerial Wario Bike has physics when Wario is not riding it, rather than staying static in animation.
Wario gets thrown forward and put into tumble if he hits a wall whilst riding the bike.
The bike releases smoke and sparks to signify how much damage it has taken.
Wario continually pumps his fist while performing a wheelie with the bike.
- Corkscrew:
The looping hits use five hitboxes instead of a single one, which are smaller (6.5u → 4u/4u/4u/4u), but spread farther around Wario (Y offset: 11u → 7u/7u/13u/13u, Z offset: 0u → 4u/-3u/4u/-3u), increasing their range.
Both the first hit and looping hits have altered angles (85°/115°/85°/105° → 127° (first hit), 104° → 115°/115°/145°/145° (looping hits)) and are weight-independent, and the latter also has a lower hitlag multiplier (1× → 0.6×) and SDI multiplier (0.5× → 0.3×). This allows them to connect more reliably.
The looping hits' hitboxes deal different damage each (1% → 1.2%/1.3%/1.4%/1.5%). This increases its total damage output, although it is much more inconsistent as a result.
The last hit no longer has two separate hitboxes on each of Wario's hands, instead having one hitbox that extends between them. The body hitbox is also larger (4u → 8u) and placed lower (Y offset: 8u → 7u). Altogether, this increases the last hit's range, especially above Wario.
The last hit's hand hitbox has a lower hitlag multiplier (2.5× → 2×).
The last hit is weight-independent, hindering the move's KO potential against lighter targets, but improving it against heavier ones.
Wario's hands no longer expand for the last hit.
- Wario Waft:
Wario Waft's fart cloud's visual effects have been redone.
A stage three Waft has more startup (frame 5 → 8) and ending lag (FAF 50 → 55).
A fully charged Waft has more super armor (frames 5-10 → 4-13).
Wario turns away from the screen when executing a fully charged Wario Waft.
A fully charged Waft triggers Special Zoom.
A fully charged Waft has more startup (frame 9 → 12) and ending lag (FAF 60 → 64).
- Wario-Man:
Wario-Man has been significantly overhauled. Instead of a transformation, it is a cinematic Final Smash where Wario dashes forward, hitting caught opponents several times in a comic book style and launching them away at the end, similar to Stampede!.
Wario-Man is significantly less effective overall, no longer giving Wario access to a stronger version of himself with invincibility and extremely fast attacks, instead limiting him to a ramming attack that has merely average power and is much easier to avoid.
Wario once again vocalizes "Oooooh..." at the end of the move like in Brawl, though it now plays during the final hit of cinematic rather than the deactivation itself.
As a result, the undead glitch on the Stamina Mode, and results screen glitch on the timed team battle have been removed.