This article is about Wario's appearance in Super Smash Bros. 4. For the character in other contexts, see Wario.
Wario
in Super Smash Bros. 4
Wario SSB4.png
Wario Overalls SSB4 Render.png

WarioSymbol.svg
Universe Wario
Other playable appearances in Brawl
in Ultimate

Availability Unlockable
Final Smash Wario-Man
Tier E (40)
Wario (SSB4)

Wario (ワリオ, Wario) returns as a playable character in Super Smash Bros. 4. He was officially confirmed on October 3rd, 2014 alongside Ness and Falco, coinciding with the Western release of Super Smash Bros. for Nintendo 3DS. This time around, he is unlockable, as opposed to being available from the start as in Brawl. He retains his biker outfit from the WarioWare series, as well as his overalls from the Mario games. Charles Martinet's portrayal of Wario from Super Smash Bros. Brawl was repurposed for Smash 4.

Wario is ranked 40th out of 54 on the tier list. This is an enormous drop from his 10th out of 38 position in Brawl resulting in his worst placement in the series so far. Wario possesses great aerial mobility and good overall mobility for a heavyweight, with great aerial attacks and a strong ground game to complement the mobility. He has great setups with most of his aerial attacks and his signature Wario Bike, as his aerials have low ending lag and can be used to help him score KOs. Finally, Wario possesses an above-average recovery thanks to Wario Bike granting him an extra jump when he jumps off it and Corkscrew's solid vertical distance.

However, Wario also has several glaring flaws, the worst being his reach. As his moves often have poor range and he lacks an effective projectile, Wario has difficulty fighting against characters who have disjoints or a long range, making him susceptible to camping and weak against characters with effective spacing. In addition, most of his KO moves are unreliable, as they are either plagued with high lag or, in the case of Wario Waft, take a while before becoming effective. This means Wario has a worse time KOing compared to other heavyweights, forcing Wario players to rely on deceptions and mindgames in order to succeed.

Overall, Wario's flaws outweigh his strengths. Although he received some early representation from players such as Abadango and TheReflexWonder, his representation remained lackluster for most of the game's competitive lifespan, with Glutonny being the only notable Wario player performing well at a national level.

How to unlockEdit

Super Smash Bros. for Nintendo 3DSEdit

Wario must then be defeated on WarioWare, Inc. Defeating him will unlock both him and the stage.

Super Smash Bros. for Wii UEdit

  • Play 20 VS Matches.
  • Clear 100-Man Smash

Wario must then be defeated on Gamer.

AttributesEdit

Wario is a short, heavyweight character with a deceptively good air game and an excellent amount of recovery options. Wario boasts the fifth-best air speed in the game, in addition to well-above-average air acceleration, which grants him some of the best aerial mobility of any character; however, his dash and walk speeds leave a lot to be desired, with the former being slightly below average, and the latter being the fifth slowest in the game. Using his high mobility and versatile aerial attacks, Wario is able to dip in and out of the fray to bait attacks and punish. In spite of its poor speed, Wario has a formidable ground game as well, with many of his attacks being rather fast with setup potential while also dealing good damage, outside of his smash attacks.

Wario's special moves are very unorthodox, and demand practice to use at their highest potential. Chomp is one of the best command grabs in the game, having deceptively long range and almost no startup or ending lag. It can effectively cover certain edge recoveries, negate certain attacks such as Spinning Kong, and absorb many projectiles, often with the benefit of healing him and slightly increasing the charge of his Wario Waft. Wario Bike gives Wario a solid approach option that covers for his low ground speed, and continues to move forward and hit enemies after he dismounts it. It also respawns very quickly when destroyed or lost, giving him a large and fairly reliable pseudo-projectile which can apply pressure when used effectively. Ending a wheelie with the Wario Bike will cause great knockback to an enemy it hits, as well as dealing a considerable amount of shield damage. When in the bike, pressing the special or jump buttons will have Wario jump off. As a result, this move can provide Wario with a literal third jump if his double jump had already been used, and this can be further extended with a corkscrew, making Wario's recovery exceedingly above average.

Despite his array of unusual attacks, Wario has overall lackluster reach and lacks a true projectile, thus he must first close the distance between him and his opponent in order to land an attack. Because of this, Wario struggles most against characters who make frequent use of disjointed attacks, such as Shulk, Cloud, and Link. This, combined with his relative lack of reliable KO moves, especially compared with other heavyweights, means that Wario must play unpredictably, relying on deception and mindgames to earn a KO on an unsuspecting opponent, and also forces Wario to trade blows with opponents.

Wario's lack of a true projectile brings about his susceptibility to camping. Wario is not capable of reflection, nor is Wario Bike an effective "projectile" on its own, which leaves him with almost no method of reliably counteracting camping, with his aforementioned unimpressive range. As a result, Wario is at a major disadvantage against characters such as Villager, Mega Man, and Samus.

With custom moves turned on, Wario gains a number of solid options. Speeding Bike allows for easy follow-ups after a successful hit due to its high speed being able to overtake an opponent who's been launched by it, along with being even better for recovery; however, it can be stuffed by enemy attacks easily due to its low durability. Burying Bike, while offering little for recovery, is extremely durable and can act as an effective shield against projectiles, helping to alleviate Wario's range problems. Rose-Scented Waft, while much weaker than its standard counterpart, possesses a gigantic hitbox that can make it nigh-unavoidable in the hands of a competent player, and can tack on a huge amount of damage if the opponent doesn't commit to button mashing to shake the flower off. Quick Waft, meanwhile, is decidedly stronger than the Rose-Scented Waft, charges almost four times faster than the standard, and executes faster than the other versions, giving Wario a more readily available KO option in exchange for the massive power of the standard. Corkscrew Leap offers a good deal of extra distance and speed in exchange for the damage of the standard, which leaves Wario more vulnerable during recovery in exchange for allowing him to go deeper for edgeguards than before.

Overall, Wario is a capable character with a bevy of unusual, yet useful attacks. However, he must keep his opponent guessing to see his full potential, lest his opponent end up seeing through his strategy.

Changes from Super Smash Bros. BrawlEdit

Wario received some buffs that address some of his former flaws in Brawl, but has also received several nerfs that differentiate him significantly from his Brawl incarnation, nerfing him overall. He has been given multiple improvements to his recovery, being able to use his more versatile Wario Bike to recover more reliably. Many of his attacks deliver much more knockback, such as his new forward smash and the Wario Waft. Wario's ground game has been slightly improved, with many of his attacks having less start-up lag and the Wario Bike being much stronger and more reliable. Once dismounted, the Wario Bike is now equipped with traveling hitboxes, granting Wario an armored projectile of sorts. Wario's poorer aerials have been improved, with his forward and back aerials delivering increased knockback. Some moves also have less endlag, such as his down tilt.

Despite many of these changes being beneficial to Wario, he has received heavy nerfs to many of his previously effective options. One of the more noticeable nerfs was the reduction of his air speed and more significantly, his air acceleration. Wario has a harder time weaving in and out of the air and with the cast generally having increased range as well as the introduction of many sword characters, it is easier for multiple characters to wall him out in the air. He also is significantly harmed by the removal of DACUS as it hinders his grounded approach and removes his Gatling Combo preventing him from making great use of his newly improved up smash. Although some of his moves have less ending lag, others have much more, such as his forward smash, which is much less consistent due to now being slower and lacking transcendent priority and armor. Some of Wario's moves also have had their KO potential reduced most notably his up aerial and his half charged Wario Waft. Wario Bike has also lost some of its utility as its tires can no longer be picked up and used as projectiles.

The changes to Smash 4's mechanics helped and hindered Wario in various ways. Being a heavy character, Wario does gain some benefit from the rage mechanic present in Smash 4, being able to deliver increased knockback when at a high percentage. However, without his arsenal of moves that could reliably KO, Wario's reliance on racking up an opponent's damage leaves him even more vulnerable to the increased knockback delivered by adversaries under the influence of rage. He benefits from the removal of edgehogging, as it makes Corkscrew a much more advantageous recovery option. Wario also significantly benefits from the changes to aerial grab release mechanics as he can act out sooner from an aerial grab release preventing almost all followups his opponents used to have on him. In addition to this, Wario's notorious grab release that plagued him in Brawl was also fixed in patch 1.0.4 although even before the patch, his grab release was significantly less exploitable by most characters than in Brawl due to the new grab release mechanics.

As for the nerfs he received from the mechanics, the aforementioned removal of DACUS hinders his ground game. While he was not the most prominent user of DACUS in Brawl due to his up smash being rather poor, it nevertheless harms him in Smash 4 especially with the change to his up smash. The changes to hitstun canceling are also not highly beneficial to him as the removal of momentum canceling hinders his endurance and while it does improve his combo potential, it also makes him significantly easier to combo especially when combined with his higher falling speed.

Overall, Wario is a noticeably less effective character than in Brawl.

AestheticsEdit

  •   Wario's appearance is largely the same as it was in Brawl, although his overall color scheme is now brighter due to the aesthetic used in SSB4, which also makes his color scheme more akin to how he appears in the WarioWare series. His overalls have been detailed with denim textures as opposed to the flat textures used in Brawl, thus making his overalls more akin to Mario's and Luigi's. Additionally, his chin has become more pronounced and his arms are also more muscular.
  •   Wario's chest faces the foreground regardless of whether he's facing left or right.
  •   Wario's animations are more fluid than in Brawl. This is especially noticeable in his new idle and dashing animations.
  •   Wario now blinks, as opposed to in Brawl, where his eyes always remained open unless he was asleep or injured.
  •   Wario is now more expressive overall.
  •   Wario will occasionally grunt when performing his first jump, even in his normal self, instead of just when using Wario-Man.
  •   The animation of both Wario's initial and secondary jumps now have different animations from Brawl. For example, holding back upon Wario's initial jump now results in him doing a back flip.
  •   Taunting on the bike now plays the laugh from Wario's up taunt.
  •   Wario no longer has 12 alternate costumes, only 8. However, Wario has received three new alternate costumes for his biker outfit.
  •   Wario's previously unused damage yells from Brawl's Sound Test are now heard when taking high knockback.

AttributesEdit

  •   Wario's walking speed was decreased negligibly (0.85 → 0.847).
  •   Wario dashes faster (1.35 → 1.5), with his dashing speed now being just slightly below average rather than among the slowest in the game.
  •   Wario's air speed has been slightly reduced (1.222 → 1.21), although he still has one of the fastest air speeds in the game (but even then it's now the fifth highest rather than the third highest).
  •   Wario has catastrophically less air acceleration (0.34 → 0.12) no longer being the single highest by a drastic margin (now only being the second highest). This greatly hurts his aerial game, no longer allowing him to weave in and out at high speeds.
  •   Wario's falling speed is noticeably faster (1.4 → 1.61), going from the 18th fastest out of 39 characters to the 23rd highest out of 58. This improves his vertical endurance, but makes him more susceptible to combos.
    •   His fast-falling speed is dramatically faster (1.96 → 2.576). This greatly reduces his susceptibility to juggling.
  •   Wario's gravity is higher (0.0842 → 0.092). Combined with his faster falling speed, this noticeably improves his ground-to-air transitioning and allows him to land more safely, but further increases his susceptibility to combos in conjunction with the changes made to hitstun canceling.
  •   Wario's air friction has been halved (0.08 → 0.04) no longer being the highest in the game. This sends him further out when aerial grab released and it improves the utility of his neutral aerial but hinders his endurance as well as his ability to control himself in the air.
  •   Wario now receives additional backwards momentum when aerial grab released (0 → -0.06) which alongside his lower air friction makes him travel much more horizontal distance when aerial grab released. When combined with its reduced ending lag (FAF 51 → 40), this makes Wario drastically less vulnerable to followups when aerial grab released.
  •   Wario's rolls have less ending lag (FAF 38 → 30).
  •   Wario's rolls have shorter intangibility periods (frames 4-21 → 4-16).
  •   Wario's spot dodge has more startup lag with a shorter duration (frames 2-20 → 3-17) and more ending lag (FAF 26 → 28).
  •   Wario's air dodge has less startup (frame 4 → 3) and ending lag (FAF 40 → 33).
  •   Air dodge's intangibility period is one frame shorter (frames 4-29 → 3-27).
  •   Wario walks much faster while carrying heavy items, allowing him to walk around much faster while carrying his Bike.

Ground attacksEdit

  • Neutral attack:
    •   The far hitbox on the first hit of neutral attack is positioned slightly further out (z offset: 9 → 10).
    •   The first hit deals less damage (6%/5% → 4%).
    •   The first hit has altered knockback (15 (base), 50 (scaling) → (45/38)/(50/40)) which makes it connect less reliably into the second hit.
    •   The far hitbox on the second hit is positioned further out (z offset: 9 → 11.7) and the move has received a new hitbox inbetween the far hitbox and the near hitbox.
    •   The far hitbox on the second hit is positioned slightly lower (y offset: 8.5 → 8).
    •   The second hit deals less damage (6% → 5%) without full compensation on its knockback scaling (90 → 100).
    •   Excluding the new middle hitbox, the second hit has smaller hitboxes (6u/3.5u → 5.8u/3.3u).
    •   The near hitbox on the second hit is positioned higher (y offset: 5 → 8), hindering the move's ability to hit low profiling opponents.
    •   Both hits have a shorter duration (frames 8-10 (hit 1)/4-6 (hit 2) → 8-9/4-5).
    •   Both hits have more ending lag (FAF 23 (hit 1)/26 (hit 2) → 30/34).
  • Forward tilt:
    •   Forward tilt has less startup lag (frame 14 → 12).
    •   Forward tilt has more ending lag (FAF 37 → 40).
  • Up tilt:
    •   Up tilt has a new animation where Wario's hands increase in size.
    •   Up tilt has less ending lag (FAF 37 → 36).
    •   Up tilt now grants intangibility to Wario's head and hands as opposed to just his head.
    •   Up tilt's hand hitbox is positioned slightly higher (y offset: 17 (clean)/14 (late) → 18/14.5).
    •   Up tilt now launches opponents at a consistent angle (90°/83°/97° → 93° (clean), 90°/80°/100° → 80° (late)).
    •   Up tilt has less intangibility (frames 1-36 → 5-23).
    •   Up tilt now only has one extended hand hitbox covering both hands rather than two normal hitboxes covering each hand. This makes the move cover less of Wario's hands.
    •   The late hit no longer has a hitbox covering Wario's upper body.
  • Down tilt:
    •   Down tilt has much less ending lag (FAF 34 → 18), significantly improving its combo potential.
    •   Down tilt launches opponents at a lower angle (75° → 45°/69°).
    •   Down tilt now uses two extended hitboxes rather than four normal hitboxes. While this improves the near hit's ability to hit opponent's below Wario, these hitboxes are much smaller (3.5u/4.5u/3u/3u → 2u/2u) which makes the move cover less vertical space.
    •   Down tilt has a shorter duration (frames 5-9 → 5).
    •   Down tilt deals much less damage (8% → 4%) and knockback (50 (base), 60 (scaling) → 20/50), significantly hindering its safety at lower percents.
      •   However, this improves its combo potential at higher percents.
  • Dash attack:
    •   Dash Attack has less ending lag (FAF 50 → 49).
    •   The clean hit deals more knockback (60 (base), 75 (scaling) → 80/70).
    •   The late hit now has set knockback (40 (base), 40 (scaling) → 50 (set)/100), an altered angle (120° → 180°) and it now has a 100% trip chance, significantly improving its utility against grounded opponents.
      •   However, this significantly hinders the late hit's effectiveness against aerial opponents.
    •   Dash attack's hitbox have been positioned further out (z offset: 6/3 → 11/6 (clean), 9/6 (late)), increasing its range.
    •   Both of the late hit's hitboxes can now hit aerial opponents rather than just the near hitbox.
    •   The late hit deals less damage (5% → 4%).
    •   Wario can no cancel dash attack into up smash if he connects it (the Gatling Combo), which slightly hinders his offensive game.
  • Forward smash:
    •   Wario has a new forward smash: a fist-inflating backhand punch while leaning forward and standing on one leg.
    •   Compared to the shoulder tackle from Brawl, it deals more knockback (30 (base), 77 (scaling) → 20/99).
    •   Forward smash's startup animation now moves Wario backwards and the move also no longer moves Wario forward, improving its spacing potential.
    •   Forward smash no longer has transcendent priority.
      •   This allows it to cancel out projectiles (without damaging Wario).
      •   However, this makes it much easier to challenge the move with other strong ground moves.
    •   Forward smash has twice as much startup lag with a shorter duration (frames 9-11 → 18-19), no longer being one of the fastest forward smashes.
    •   Forward smash has more ending lag (FAF 45 → 66).
    •   Forward smash no longer has super armor.
    •   Forward smash has smaller hitboxes (5u/4u/4u → 4.5u/3.5u) no longer covering Wario's body, no longer making the move disjointed and overall decreasing the move's range.
      •   Altogether, these changes make forward smash much harder to land and significantly easier to challenge or punish, significantly hindering its utility.
  • Up smash:
    •   Wario has a new up smash: a single hitting head-inflating swinging headbutt while standing on one leg and leaning forward, similar to Mario and Luigi's. This new up smash deals more damage (1% (hits 1-5)/10% (hit 5) → 16% (clean)/13% (late)), improving its KO potential despite its lower knockback scaling (97 → 85) and less favorable launch angle (90° → 95°) compared to the previous final hit.
    •   Up smash is more reliable overall due to only having one hit.
    •   Up smash grants less intangibility to Wario's head (frames 8-20 → 8-14).
    •   Up smash has a shorter duration overall (frame 11/13/15/17/19/21 → 11-12/13).
    •   Up smash has more ending lag (FAF 47 → 58).
    •   Up smash has a smaller hitbox (8u/4.5u → 7u), with its hitbox now failing to cover Wario's head (rather than being noticeably disjointed).
    •   The removal of DACUS significantly hinders up smash's approach potential.
  • Down smash:
    •   Down smash has less ending lag (FAF 79 → 68).
    •   Down smash now starts in front of Wario rather than behind him. This makes it hit opponents in front of Wario much sooner, improving its punishment potential.
      •   However, this also hinders the move's ability to hit opponents behind Wario.
    •   The clean and mid hits have a larger hitbox (3.8u/3.5u → 5u/4u).
    •   Down smash has a shorter duration (frames 8-17 (clean)/18-30 (mid)/31-44 (late)) → 8-17/18-27/28-36).
    •   The mid and late hits have decreased knockback scaling (85 (mid)/90 (late) → 84/88).
    •   The hitboxes are now attached to Wario's hip rather than his head. This gives the move less horizontal range despite its larger hitboxes.
      •   However, this also gives the move much more range below Wario, now allowing it to hit opponents hanging onto the ledge.
    •   The late hit has a smaller hitbox (3.2u → 2.5u).

Aerial attacksEdit

  •   All aerials have longer animations (49 frames → 57 (neutral), 37 frames → 50 (forward), 49 frames → 55 (back), 47 frames → 54 (up), 41 frames → 74 (down)). This increases the amount of time Wario cannot grab the ledge after one of his aerials, especially his down aerial.
  • Neutral aerial:
    •   The second hit of neutral aerial now launches opponents vertically (361° → 70°), significantly improving its combo potential.
      •   However, this also hinders its edgeguarding potential and removes its ability to lock.
    •   The second hit has increased base knockback (20 → 65).
      •   This significantly improves its combo potential at lower percents.
      •   However, this also hinders its combo potential at higher percents.
    •   Neutral aerial has more landing lag (10 frames → 12).
    •   Neutral aerial has smaller hitboxes (5.5u/5.5u → 3u extended (hit 1), 6u → 4.5u (hit 2)).
    •   The first hit has a shorter duration (frames 4-5 → 4).
    •   The first hit deals less damage (9% → 6.5%), hindering its KO potential.
      •   However, this makes it connect more reliably into the second hit.
    •   The first hit's hitbox has been moved slightly upwards (y offset: 6 → 7). This hinders its ability to hit opponents on the ground while also failing to increase the move's upwards reach due to its smaller hitbox.
    •   The second hit's hitbox has been moved slightly downwards (y offset: 6 → 5). This hinders its ability to hit opponents above Wario while also failing to increase the move's downwards reach due to its smaller hitbox.
  • Forward aerial:
    •   Forward aerial's hitboxes have been repositioned further forward (z offset: 9/4 → 11/5), increasing the move's range.
    •   Forward aerial's clean hit has altered knockback (20 (base), 100 (scaling) → 30/97).
    •   The late hit deals less damage (5% → 4.5%).
    •   The late hit's far hitbox is smaller (4.3u → 3.5u).
  • Back aerial:
    •   Back aerial has less landing lag (30 frames → 27).
    •   Back aerial deals more damage (10% → 12%), improving its KO potential.
    •   Back aerial has smaller hitboxes (6u/5u → 5.5u/3.5u).
  • Up aerial:
    •   Up aerial has less ending lag (FAF 48 → 47).
    •   Up aerial launches opponents at a higher angle (75° → 88°).
    •   Up aerial is repositioned higher (y offset: 12 → 16), improving its vertical reach.
      •   However, this also hinders its ability to hit grounded opponents, especially when combined with its smaller hitbox.
    •   Up aerial deals less damage (17% → 13%) and has reduced knockback scaling (80 → 78), significantly hindering its KO potential.
      •   However, this along with its higher angle, the removal of hitstun canceling and the changes to DI allows it to combo much more effectively beyond low percents.
    •   Up aerial has a smaller hitbox (8.5u → 7.3u).
      •   Additionally due to its new animation, up aerial is also no longer disjointed.
    •   Up aerial no longer auto-cancels in a short hop due to Wario's lower short hop (caused by his higher gravity/falling speed).
    •   Up aerial has more landing lag (9 frames → 12).
  • Down aerial:
    •   Down aerial's loop hits have increased set knockback (30/20 → 60), which can even allow them to lead into Waft if Wario has enough rage.
    •   The weakening of SDI makes down aerial more difficult to escape from.
    •   The final hit deals more knockback (20 (base), 180 (scaling) → 25/200), improving its KO potential.
    •   The loop hit's angles have been altered (110°/270°/270° → 250°/110°/110°).
    •   Down aerial has more ending lag (FAF 38 → 48).
    •   Down aerial has a shorter initial auto-cancel window (frames 1-6 → 1-2).
    •   Down aerial auto-cancels much later (frame 25 → 42), making it no longer auto-cancel in a short hop.
    •   The loop hits deal less damage (2% → 1.3%), decreasing down aerial's maximum damage potential (16% → 11.8%).
    •   The loop hits have much smaller hitboxes (6u/4u/3u → 2u/2u/2u). They now only have a small extended hitbox below Wario's head and two on Wario's head (one of grounded opponents and one for aerial opponents) rather than having one large hitbox on Wario's head and two smaller hitboxes covering the rest of his body.
    •   The final hit now only consists of a head hitbox which is smaller than the previous head hitbox (7.5u/5u/5u → 7u). This significantly hinders its range above Wario.
      •   Altogether, these changes remove down aerial's ability to penetrate shields.
    •   The final hit launches opponents at a higher angle (361° → 45°), hindering its effectiveness against grounded opponents.
    •   The final hit has a larger hitlag multiplier (1x → 2x).

Throws/other attacksEdit

  •   Standing grab has more startup lag (frame 6 → 8).
    •   However, its total duration was unchanged, giving it less ending lag.
  •   Dash grab has less startup (frame 10 → 8) and ending grab (FAF 40 → 37).
  •   Pivot grab has less ending lag (FAF 36 → 35). Since Wario is now the only character who has a pivot grab faster than frame 9, he now has the fastest pivot grab in the game.
  •   Wario's forward and back throws have swapped animations.
  • Forward throw:
    •   Wario releases opponents from forward throw much earlier (frame 46 → 21), making it significantly harder to DI.
      •   However, its total duration was not fully compensated (FAF 70 → 55), giving it more ending lag.
  • Back throw:
    •   Back throw has a new powerful collateral hit which affects bystanders significantly improving its utility outside of 1v1s.
    •   Back throw has higher base knockback (60 → 80).
    •   Back throw no longer has an initial hit, making it deal less damage (2% (hit)/7% (throw)/9% (total) → 7%).
    •   Wario releases opponents from back throw much later (frame 21 → 48), making it significantly easier to DI.
      •   However, its total duration was not fully compensated (FAF 55 → 70), giving it less ending lag.
  • Up throw:
    •   Up throw deals slightly more damage (6% (hit)/10% (total) → 7%/11%).
    •   Wario releases opponents from up throw slightly later (frame 25 → 26).
  • Down throw:
    •   Down throw deals slightly more damage (3% (hit)/7% (total) → 4%/8%).
    •   Down throw has increased base knockback (60 → 80).
      •   This makes down throw safer at lower percents.
      •   However when combined with the removal of chain grabbing, this significantly hinders its damage racking potential against big body characters and fast fallers.

Special movesEdit

  • Chomp:
    •   Chomp can now be used on energy projectiles, and using it on certain, non-energy projectiles and items (including his bike) now heal Wario for 1% (or 1.5x in the case of Food) and slightly increases the charge of Wario Waft.
    •   Chomp's grab's minimum duration has been decreased (20 frames → 12).
    •   Chomp has larger grabboxes (3.6u/4.5u → 3.7u/5.5u).
    •   Chomp grants head intangibility sooner (frame 10 → 8).
    •   The throw deals more knockback (60 (base), 70 (scaling) → 70/76).
    •   Wario faces slightly more to the screen while using Chomp.
    •   Chomp's head intangibility now only lasts until frame 26, rather than lasting until Wario grabs his opponent or closes his mouth.
    •   Chomp cannot be held out for as long (70 frames → 60).
  • Wario Bike:
    •   Wario Bike continues to deal damage after Wario dismounts, with it being able to muscle through almost any opposing projectile, thus giving Wario a new pseudo-projectile and approach option.
    •   Ending a wheelie now slams the bike on opponents for high damage and incredible knockback.
    •   Wario can no longer fall off his bike simply from riding or making turns, allowing him to ride around indefinitely until he is hit or the player dismounts. In addition, hitting an opponent with the Wario Bike while turning sharply now results in a heavier hit with increased knockback.
    •   Wario Bike can now be respawned immediately after being broken or disappearing from the screen, with an orange blink flashing on Wario being a visual indicator that it has respawned.
    •   A dismounted Wario Bike that is no longer on screen but has not crossed a blast line to despawn will now automatically despawn after 22-24 seconds.
    •   Wario Bike is less effective at shielding Wario from projectiles as he rides it, as it is no longer invincible while being ridden.
    •   Wario Bike has lower HP (26 HP → 18 HP).
      •   This, as well as it no longer being invincible while being ridden, makes wheelies a significantly worse defensive maneuver.
      •   This also makes it worse for extending hitbox duration with hitlag, as it likely won't be able to be used more than once or twice.
    •   Wario Bike's Knockback-based armor has been significantly reduced (60 KB → 20 KB). The 30 KB threshold for dismounting without being knocked back has also been removed entirely.
    •   Wheelies can also no longer be held indefinitely, and can only be done at one height. This makes protecting against attacks less flexible.
    •   Wario can no longer dismount his bike during a wheelie, even if he rides offstage.
    •   A destroyed Wario Bike's tires can no longer be picked up and thrown, removing a pseudo-projectile. They can still be consumed by Chomp, but they now disappear upon contact with the ground or if the move is re-used.
  • Corkscrew:
    •   Corkscrew covers more vertical distance and can now ledge snap during the loop hits. This along with the removal of edge hogging significantly improves its recovery potential.
    •   During Corkscrew, Wario now has his fists clenched to his side and thrusts his palms out towards the end, rather than having his palms open in the straight up in the air the entire time.
    •   The loop hits have a longer duration (2 frames → 4).
    •   The loop hits have an altered angle (95°/90° → 88°) and increased set knockback (80/65 → 100).
    •   Due to Corkscrew only consisting of 4 loop hits instead of 10:
      •   Its maximum damage potential is lower (19% → 13%).
      •   It has a shorter duration (frames 6-7, 8-27, 28-29 → 6-7, 8-23, 29-30).
      •   However, this along with the weakening of SDI makes Corkscrew more difficult to escape from.
    •   The lower hitbox on the loop hits has been removed.
    •   The final hit now has hitboxes on Wario's hands which have increased base knockback (60 → 70).
    •   The body hitbox launches opponents at a higher angle (70° → 85°).
    •   The new hand hitboxes launch opponents horizotally (70° → 45°).
    •   The body hitbox is much smaller (8u → 4u) and the new hand hitboxes fail to fully cover Wario's hands.
    •   The final hit has a higher hitlag multiplier, especially on the hands (0.5x → 1x (body)/2.5x (hands)).
  • Wario Waft:
    •   Unlike in Brawl, where only his stomach bulged out from under his shirt slightly as Wario Waft charges, Wario's entire torso now physically bulges to the point where his frame and hurtbox actually becomes wider while his Wario Waft is charging.
  • Quarter Waft:
    •   Quarter Waft deals more damage (10%/8% → 12%/10%) and has increased knockback scaling (70/60 → 80).
    •   Quarter Waft has more ending lag (FAF 48 → 65).
  • Half Waft:
    •   Half Waft deals less damage (21% → 20%) without full compensation on its knockback scaling (66 → 68), hindering its KO potential.
      •   Additionally, its damage scales much less before it reaches full charge (21%-31% → 20%-24%) which significantly hinders its KO potential when it is close to being fully charged.
    •   Half Waft travels less vertical distance (3.5 → 3.3).
    •   Half Waft has more ending lag (FAF 30 → 50).
  • Fully charged Waft:
    •   Fully charged Waft's fart hitbox has significantly more knockback scaling (30 → 75), significantly improving its KO potential despite its significantly lower damage (now being stronger than Wario's 31% waft from Brawl).
    •   Fully charged Waft travels less vertical distance (4.6 → 4.2).
      •   This hinders its recovery potential as well as its ability to chase opponents above Wario.
      •   However, this also makes Wario less likely to self-destruct off the upper blast line due to its decreased distance.
    •   Fully Charged Waft's fart deals much less damage (40% → 27%).
  • Wario-Man:
    •   Wario-Man lasts for a lesser amount of time (16 seconds → 12), regardless of how much damage he takes while transformed. Additionally, due to the altered functions of Wario's smash attacks, Wario-Man can no longer dash forward while performing his forward smash or create a vacuum effect with his up smash.
    •   Wario-Man has naturally seen some buffs and nerfs to his attributes and attacks.
    •   Wario no longer makes an echoing "Oooooh..." once Wario-Man's duration is up; instead, he transforms back silently.

Version differencesEdit

  •   In the 3DS version of the game, a dismounted Wario Bike that is left off screen despawns after 24 seconds as opposed to the Wii U version which takes only 22 seconds. While seemingly negligible, the difference in time can result in an unintentional self destruct under appropriate conditions. The reasoning behind this is unknown.
  •   In the 3DS version of the game, if the Wario Bike (as an item) is thrown down, it bounces once if Wario is facing right, and twice if he is facing left. In the Wii U version of the game, it bounces only once.

Update historyEdit

Wario has only received very minor buffs in the game's updates. The only real significant buff he received was in 1.0.4, which fixed his notorious grab release which allowed multiple characters to combo him out of a release. Changes to the shield mechanics in 1.1.0 and 1.1.1, however, seem to favor Wario slightly due to the high hitlag his attacks have when mounting the bike.

  1.0.4

  •   Change to DI system results in the removal of Wectoring, a glitch allowing Wario to rocket back onstage just after being able to act after knockback.
  •   Wario now receives additional backwards momentum when aerial grab released (0 → -0.6). Because of this, Wario is sent much further out when aerial grab released; removing most of the guaranteed followups which were previously possible against him.


  1.0.6

  1.0.8

  •   Neutral attack, dash attack, forward tilt and forward smash now always launch the opponent in the direction Wario is facing.
  •   The first hit of neutral attack has altered angles (65°/75° → 55°/72°) and knockback (35/28 (base), 50/50 (scaling) → (45/38)/50/40)), making it connect more reliably into the second hit.
  •   The second hit of neutral attack has larger hitboxes and it has an additional near hitbox (5.5u/3.5u → 5.8u/3.8u/3.3u), although its far hitbox has been moved closer to Wario to compensate its horizontal range (z offset: 12 → 11.7).

  1.1.0

  •   Dash attack's late hit can now hit aerial opponents.

  1.1.1

  •   Inhaling Chomp has faster start-up.
  •   Minor frame speed multiplier on some unknown action.

  1.1.4

  •   Grounded state glitch removed.


MovesetEdit

For a gallery of Wario's hitboxes, see here.

  Name Damage Description
Neutral attack Fist (げんこつ) / Jaw Smash (あごくだき) 4% Wario steps forward and delivers a downwards punch followed by an uppercut. Wario will move a slight distance if this move is used consecutively. Tied with Palutena for the fourth slowest jab in the game, behind Bayonetta, King Dedede, and Zelda, with the first hit active on frame 8.
5%
Forward tilt Wind-Up Punch (ぐるぐるパンチ) 14% (arm), 11% (body) Wario winds back and delivers a power punch. Decent range and is Wario's strongest tilt, allowing it to KO near the sides of the stage at high percents. Can be angled. Might be based on one of Booster's attacks in Super Mario RPG: Legend of the Seven Stars.
13% (arm), 11% (body)
12% (arm), 10% (body)
Up tilt Banzai Hit (ばんざいヒット) 10% (clean), 6% (late) Raises both hands above his head, raising the roof. It is a decent combo starter into itself at low percents and can lead into a up aerial and neutral aerial. Hits longer than one might expect due to its short-lasting late hitbox.
Down tilt Cockroach Crusher (ゴキブリつぶし) 4% Stabs his index finger at the ground in front of him. Can be done in quick succession and, due to its quick speed and interruptibility, can be used in place of his actual neutral attack as an out-of-shield option or combo starter. Can true combo into another dtilt, dash attack, and dash grab at mid to high percents.
Dash attack Head Sliding (ヘッドスライディング) 7% (clean), 4% (late) Wario dives to the ground and slides forward. Hits longer than one might expect it to. An early hit sends the opponent upwards with moderate knockback, while a late hit sends opponents behind Wario, and allows for unique setups and KO combos due to it being guaranteed to trip while locking floored opponents, which can set up into an attack, grab or even Wario Waft if timed properly.
Forward smash Full-Power Back Knuckle (全力バックナックル) 19% Wario winds back greatly with his fist, and delivers an enormous backhanded punch. Has about the same range as his forward tilt. Has high endlag and the slowest startup of Wario's smash attacks, but is extremely powerful, KOing as early as 75% at the edge.
Up smash Big Head (ビッグヘッド) 16% (clean), 13% (late) Wario performs a headbutt forwards. Deals more damage if it hits during the first two frames, being able to KO at around 111%. Weirdly, the attack is only interruptible once Wario stands normally again. Wario's head is intangible while the hitboxes are out. Might be based on the third hit of his basic attack combo in Wario World.
Down smash Wario Spin (ワリオスピン) 13% (clean), 10% (mid), 5% (late) Spins on the ground thrice, bashing foes with his head. The move consists of three hits, though it is only able to hit opponents once due to how its hitbox is coded. Each hit is a semi-spike, with the first hit being able to KO at around 122%; subsequent hits are much weaker. Quick startup, but it has the highest endlag of Wario's smash attacks.
Neutral aerial Overweight Body (メタボボディ) 6.5% (clean), 4% (late) Wario inflates his belly and spins in the air with his arms and legs spread wide. Very fast startup at frame 4 and with only 12 frames of ending lag after the hitboxes cease. Despite it resembling a sex kick due to having a long duration alongside clean and late hits, the attack actually has two separate hitboxes that act independently from each other. As a result, both hits can combo into each other at low percents. The late hit can lead into another aerial and even Wario Waft. However, the first hit only lasts one frame.
Forward aerial Pig's Foot Kick (とんそくキック) 7% (clean), 4.5% (late) A quick kick forwards. The first few frames do more damage and knockback. Very low knockback, but starts up very fast (frame 5), making it useful for gimping or escaping pressure. The late hit can lock and also combos easily into other aerials at low percents, including Chomp if an opponent is about to land. Autocancels if used immediately after a short-hop.
Back aerial Falling Headbutt (たおれずつき) 12% Wario thrusts his head backwards in mid-air. It is his strongest aerial knockback-wise, KOing at 124% at the edge. Also has relatively low startup and sends at a semi-spike angle. However, its hitbox does not last long and only follows the top of Wario's head, making it possible to miss if an opponent touches the rest of his body. Autocancels if used immediately after a short-hop.
Up aerial Hand Slap (ハンドパッチン) 13% Wario claps his arms and feet together in mid-air. His strongest aerial damage-wise with the best vertical knockback as well, although its knockback is rather lacking when compared to the version in Brawl. Using it after a fastfall can lead into an aerial and Wario Waft until high percents. At very high percents, the headbutt of a mid/fully-charged Waft can also connect.
Down aerial Upside-Down Headbutt (さかさまずつき) 1.3% (hits 1-6), 4% (hit 7) Wario turns upside down and spins, drilling with his head. Unusually for such aerial attacks, the last hit has powerful diagonal knockback that can KO at high percents. When landing with it before the final hit, it can lead into a half waft if Wario has enough rage. If done out of a full hop, Wario can cover his landing with a neutral/forward air or special moves.
Grab Grab (つかみ) Grabs his opponents with his left hand. Wario's grab range is above average.
Pummel Grab Poke-Poke (つかみつんつん) 2% Pokes his opponent in the torso. Fairly quick.
Forward throw Heavy Buttocks (ヘビーどんけつ) 12% Sends the opponent forward with his posterior while posing. Wario's strongest throw, KOing Mario at 152% at the edge.
Back throw Giant Swing (ジャイアントスイング) 7% (throw), 8% (collateral) Spins the foe around thrice and throws them behind himself, damaging those who come in contact with the spin. Based on the Wild Swing-Ding from Wario World.
Up throw Double Punch (ダブルパンチ) 4% (hit 1), 7% (throw) Wario tosses the opponent up and punches them upwards in a strongman pose.
Down throw Butt Press (しりプレス) 4% (hit 1), 4% (throw) Throws the victim on the ground and sits violently on top of them. Hits the opponent at a low angle behind Wario, which can set up a dash attack or a Wario Bike at low percents. Possibly based on the ground pound move from Wario Land and Wario World. Has incredibly low base knockback, and even lower knockback growth, having no KO potential whatsoever.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Wario gets up and pokes both forwards and backwards.
Floor attack (back)
Floor getups (back)
  7% Wario spins around with his fist extended.
Floor attack (trip)
Floor getups (trip)
  5% Wario thrusts his fists in front of him, then kicks his legs behind him.
Edge attack
Edge getups
  8% Crawls up the ledge and flips onto his back, attacking with his fists.
Neutral special Default Chomp 2% (each bite), 5% (throw) Wario bites forward, chewing on any opponents who are caught. Has deceptively long range and very fast startup for a command grab. Like normal grabs, opponents can escape faster by being at a lower percent or button mashing. Once grabbing someone there is no way to cancel the move prematurely. It can be used to consume items, activating them instantly if possible and healing 1% damage. Eating explosives will cause them to blow up inside of Wario, dealing 5% self-damage and 13% damage to nearby foes. Food and Maxim Tomatoes consumed with Chomp heal 1.5x more damage than normal. Consuming anything shortens the charge time for the Wario Waft. This is the only special move Wario has that doesn't help him recover in some way.
Custom 1 Inhaling Chomp 2% (each bite), 4% (throw) Behaves like Wario's regular Chomp but with a suction effect. The throw does slightly less damage and the bite is also significantly slower. Most likely based on Hyper Suction, a move Wario could perform in Wario World.
Custom 2 Garlic Breath 6% Wario exhales garlic breath at his opponent. If they are next to Wario, they will be stunned as if their shield was broken allowing for a follow-up attack. Farther opponents get knocked away and tripped. This all comes with the cost of higher startup, significantly higher ending lag, and being unable to eat items or players.
Side special Default Wario Bike 1%-10% (ram, varies depending on acceleration and timing, full speed consistently deals 10%), 8% (wheelie beginning, can combo with ram), 5% (wheelie), 13% (wheelie ground slam), 7% (turn), 3% (turn late, can hit twice) Wario mounts his trademark Wario Bike to run over his opponents. During this period, Wario gains knockback-based armor, taking up to 20 KB. The bike can withstand 18% before breaking. Tilting the opposite direction will make him turn around, dealing more damage if the opponents are slammed by the back tire. Holding up will produce a wheelie at full speed, and pressing down during a wheelie makes the bike perform an extremely powerful ground slam, but this leaves Wario defenseless until it ends. Lastly, when Wario dismounts the bike, he can destroy it, throw it at opponents, or eat it with Chomp. In the air, the bike gives a small initial vertical hop along with a free jump via dismounting it. If the bike is on or offscreen, but not destroyed, Wario cannot summon another bike. If the player tries to do so, it will trigger an animation where Wario looks around searching for it. Wario can also ride anyone else's Wario Bike, but will only use his own equipped custom variant of the move.
Custom 1 Speeding Bike 1%-8% (ram, varies depending on acceleration and timing, full speed consistently deals 8%), 6% (wheelie beginning, can combo with ram), 5% (wheelie), 10% (wheelie ground slam) Wario's bike is much faster, therefore covering even more horizontal distance, but it cannot turn around at all. Very fragile, only being to withstand 5% before breaking. Due to the sheer speed, landing wheelie slams may prove harder, along with them being slightly weaker.
Custom 2 Burying Bike 2-8% (ram, varies depending on acceleration and timing, full speed consistently deals 8%), 8% (wheelie beginning, can combo with ram), 5% (wheelie), 10% (wheelie ground slam), 7% (turn), 3% (turn late, can hit twice) Wario's bike moves slower but buries opponents. If used in the air it will just fall, so it can't be used to recover, along with Wario's leap being smaller. Incredibly durable, being able to withstand 40% before breaking. Because of its lower top speed, wheelies cover less distance.
Up special Default Corkscrew 5% (hit 1), 1% (hits 2-5), 4% (final hit) Wario spin-jumps into the air, hitting enemies multiple times. The final hit has good diagonal knockback, though it is relatively easy to DI out of. The move can be steered left or right.
Custom 1 Widescrew 3% (hit 1), 0.5% (hits 2-5), 4% (final hit) Wario can control the angle of his up special, including nearly horizontally. However, it grants virtually no vertical distance unless aimed straight up.
Custom 2 Corkscrew Leap 0% Wario jumps higher at the cost of not dealing any damage. The jump is purely vertical and the player is only able to steer Wario once he reaches the apex of the jump.
Down special Default Wario Waft 0% (no charge), 14% (minor charge), 27% (moderate charge), 27% (maximum charge) A fart that grows in power the longer it is unused, and its charge cannot be lost in any way except using the move, and the charge is lost if the move is interrupted. The charge can be accelerated by Chomping items. There are 4 levels of charge, all with varying effects: at no charge, the waft will always trip opponents but deals no damage and is the slowest waft (frame 16), the second level is the second slowest (frame 10), the third level (half-charged) is the fastest (frame 5) and has good KO potential, and the fully charged waft gains increased knockback, a huge hitbox, armor (frame 5-10), and sends Wario flying upwards with a headbutt that has equally powerful KO potential to go with respectable recovery. Takes ~110 seconds (not including eating) to fully charge.
Custom 1 Rose-Scented Waft 6% (no charge), 12% (minor charge), 17% (moderate charge), 21% (maximum charge) Wario lets out a pink-colored fart that puts a flower on the opponent's head, similar to Jigglypuff's Rest or the Lip's Stick item. The waft deals less damage and knockback, but the move charges faster (~70 seconds without eating), has a gigantic hitbox, and the flower racks up damage quickly.
Custom 2 Quick Waft 2% (no charge), 5%-6% (minor charge), 13% (moderate charge), 18% (maximum charged) Wario's fart charges even faster (~30 seconds without eating), and he does damage as he rises into the air. Less damage and knockback than the regular waft, and doesn't go as high.
Final Smash Wario-Man Varies Wario eats a garlic bulb and transforms into Wario-Man. While he's transformed, Wario-Man gains invincibility and drastically amplified agility and strength. Distinct from other transformation final smashes in that his moves have significantly less end lag and his aerials grant him infinite recovery, with the exception of down air. His down throw meteor smashes when used on a ledge, and his specials are boosted to the extreme, particularly his Wario Bike and Wario Waft. However, taking damage will reduce the time this Final Smash lasts. If he summons his bike while transformed, it will vanish when he returns to normal form.

StatsEdit

Stats Weight Dash speed Walk speed Traction Air friction Air speed Air acceleration Gravity Falling speed Jumpsquat Jump Height Double jump Height
Value 107 1.3 – Initial dash
1.5 – Run
0.847 0.07 0.04 1.21 0.04 – Base
0.08 – Additional
1.61 1.61 – Base
2.576Fast-fall
6 30.5 - Base
14.699989 - Short hop
30.5

Announcer callEdit

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On-screen appearanceEdit

  • Crashes in sideways on his bike while laughing, jumps off and his bike explodes while he dusts himself off.
 

TauntsEdit

  • Up taunt: Belly-laughs so hard that his jaw unhinges, and has to manually close his mouth with his hands. Unlike in Brawl, this taunt includes a much louder and more pronounced clicking sound.
  • Side taunt: Wiggles his butt at the screen with his hands extended in each direction while snickering.
  • Down taunt: Faces the screen and shouts "Wah!" three times, with the third "Wah!" having the most enthusiasm. For each "Wah!", Wario holds up three fingers that form a "W" (his initials), first with his left hand, then his right, then both hands at the same time.
  • Bike taunt: Laughs and faces the screen while doing his signature "W" hand sign with both hands, and then picks his nose with his left hand.
Up taunt Side taunt Down taunt Bike taunt
       

Idle posesEdit

  • Crosses his arms, fists clenched.
  • Scratches his rear. Based on his idle animation from Wario World.
   

Crowd cheerEdit

English Japanese
Cheer
Description Wa-ri-o! Wario!
Pitch Group chant Group chant

Victory posesEdit

A track that first appeared in Brawl, and would later be incorporated into Wario Land: Shake It! after Brawl's release.
  • Does a donut on his bike, then makes a "W" sign with his hand while saying "Yes!". Wario then pulls on his mustache and makes the "W" sign again, repeating the process. In the   version, Wario's mustache does not stretch, and his hand movements are significantly more choppy.
  • Laughs gloatingly and then falls over, rolling on his back.
  • Pats his belly, releasing a fart that results in him scratching his head and letting out a disgusted groan upon smelling it.
     

In competitive playEdit

Official Custom Moveset ProjectEdit

Character Custom sets available
  Wario 1211 1212 1213 1112 1113
1313 2211 2111 1221 1122

Most historically significant playersEdit

See also: Category:Wario players (SSB4)

  •   Abadango - Although he primarily played Pac-Man in the early metagame, Abadango was also considered one of the best Wario players during this time, placing 2nd at Umebura 12 and 4th at EVO 2015 with Wario in his lineup and defeating Dabuz in the latter event. He dropped Wario after EVO 2015.
  •   Glutonny - The best Wario player of all-time, and Wario's primary representative for all of Smash 4, including being the only Wario player ranked on the all-time ranking, ranking 70th. He broke out onto the Smash 4 scene after defeating kameme and ANTi to place 3rd at Smashdown World, and has since became the second-most successful European player after Mr.R, winning many European events and having strong international performances such as 3rd at Glitch 5 and 13th at Get On My Level 2018.
  •   Nasubi - The second-most successful Wario player in Japan after Abadango, especially with his performances between 2015 and the first half of 2016, which includes placing 2nd at Sumabato 9 over Earth, Atelier, and Rizeasu; 5th at KSB 2016; and 7th at Umebura 15. His results declined since then, and he eventually dropped Wario.
  •   Reflex - The best solo-Wario player in the early metagame, most known for his 5th-place finish at MLG World Finals 2015 defeating false and Ryo, which was the only top 8 major placement for a solo-Wario player. Although he has performed well at many other major events since then, including placing 17th at CEO 2016 and defeating Wrath at The Big House 6, his tournament activity remained low, and he eventually stopped competing by mid-2017.
  •   Waymas - Best known for his run to 4th at Smash Factor 4, which established him as one of Mexico's best players in the early metagame. Since then, he has regularly placed well at large Mexican events, including 5th at ConComics April 2018 and 13th at Smash Factor 6, but mostly remained a hidden boss, with lukewarm results outside of Mexico.

Tier placement and historyEdit

Wario was at first considered to be a character around the same potency as in the Brawl metagame, with players considering the changes to the game's physics to have benefited him, which was initially supported by the addition of rage improving his KO potential, while some of his finishing moves were buffed themselves. Despite his below-average playerbase, players such as Abadango, Glutonny and TheReflexWonder demonstrated his capabilities in competitive play by adapting to a more deceptive playstyle through skillful use of Wario Bike. Even so, players would soon realize he had also lost the great potency on his aerial game, now being just slightly above average. His well-regarded status would also drop after Abadango dropped him in favor of Meta Knight. Regardless, and after an extremely solid 5th place at MLG World Finals 2015 from Reflex, Wario was eventually placed at 21st on the first 4BR tier list.

However, Wario's tournament representation and results have remained rather scarce, in particular due to the majority of the mid- and low-tiered characters eventually outperforming him in several tournaments, and the changes to the game's physics having also demonstrated they had reduced a lot of his potency at camping, to the point that he had to rely much more on baiting and KOing a careless opponent with his more powerful, albeit slower moves. Eventually, Wario dropped to 34th place on the second tier list before slightly dropping to 36th on the third tier list. While Glutonny's dominance and great placings throughout Europe remained consistent towards the end of the game’s lifespan, Wario's difficult matchups against common top-tiers like Sonic and Cloud remained extremely prominent in hindering other Wario players from advancing in bracket, and Reflex’s inactivity slowed Wario’s metagame development. As a result, he has dropped to 40th on the fourth and final tier list.

In Solo ModesEdit

All-Star ModeEdit

In All-Star Mode, Wario is fought in Stage 4 in both versions if he has been unlocked alongside Kirby, Fox, Falco, Meta Knight, Sonic, and King Dedede.

 Event MatchesEdit

Solo EventsEdit

Co-op EventsEdit

Congratulations screensEdit

3DSEdit

Wii UEdit

TrophiesEdit

Wario's default trophy is obtained by clearing Classic Mode as Wario. His alternate trophy is obtained by clearing All-Star Mode as Wario in the 3DS version or purchasing it in the Trophy Shop for 1000G in the Wii U version. The Wario-Man trophy is obtained only in the Wii U version by clearing All-Star Mode as Wario.

 
3DS Classic Mode trophy
 
Wii U Classic Mode trophy
Wario
  A living embodiment of gross, this villain hates Mario and loves money. He claims to have known Mario since childhood, but who can tell if that's true? In Smash Bros., he's a seriously agile heavyweight fighter. He can store up his trademark Wario Waft for explosive results. Did I mention he's gross?
 : Super Mario Land 2: 6 Golden Coins (11/1992)
 : WarioWare, Inc.: Mega Microgame$! (05/2003)
  If someone who hated Mario tried to draw an ugly version of him, it'd probably end up looking just like Wario. The greedy villain claims they used to be childhood friends, though... In this game, he's a heavy fighter with heavy-hitting attacks. The longer you go without using his Wario Waft move, the more explosive it'll be when you..."let it out".
 : Super Mario Land 2: 6 Golden Coins (01/1993)
 : WarioWare, Inc.: Minigame Mania (05/2003)
 
3DS All-Star Mode trophy
 
Wii U alternate trophy
Wario (Alt.)
   With his Chomp special, Wario can wolf down almost anything! Hold the button, and he'll keep his mouth open. Also, if you gobble up healing items, they'll work better! When using his Wario Bike side special, you can jump off, pick it up, and throw it. If you take one thing away from this, it's JUMP OFF. Don't ride off the stage.
   With his Chomp special, Wario can wolf down almost anything! If you use this to gobble up healing items, they'll work better! When using his Wario Bike side special, you can jump off, pick it up, and throw it. But please, for the love of all things garlicky, JUMP OFF BEFORE YOU RIDE OFF THE STAGE.
 : Super Mario Land 2: 6 Golden Coins (11/1992)
 : WarioWare, Inc.: Mega Microgame$! (05/2003)
  With his Chomp special, Wario can wolf down almost anything! Hold the button, and he'll keep his gob open too. Also, if you gobble up healing items, they'll have more effect! When using his Wario Bike side special, you can jump off, pick it up and throw it. Most importantly, though, you can JUMP OFF. No need to ride off the stage.
 : Super Mario Land 2: 6 Golden Coins (01/1993)
 : WarioWare, Inc.: Minigame Mania (05/2003)
 
Wario-Man trophy
Wario-Man
  With just a little nibble of garlic, humble everyman Wario transforms into the hero of justice, Wario-Man! He's...still not really all that strong, but he does get quite a bit faster, and he can launch foes farther too. And like any good hero, he has the ability to fly...by spamming attacks in midair. Just like they all do it, right?
  Just a little nibble of garlic, and the humble Everyman Wario transforms into the hero of justice, Wario-Man! He's...still not really all that strong, but he does get quite a bit faster, and he can launch foes further too. And of course, like any good hero, he has the ability to fly...by spamming attacks in mid-air. That's how they all do it...right?

Alternate costumesEdit

 
               

GalleryEdit

TriviaEdit

  • Prior to Ultimate, Wario was the only character who debuted as a starter to be made unlockable in a later game.
    • Similarly, Lucas was a starter character in Brawl, but became a downloadable character in SSB4. Coincidentally, both Lucas and Wario were newcomers in Brawl.
  • Since Wario is part of Luigi's Final Smash trophy, Wario can be seen in the game before he is even unlocked.
  • Wario is the only character with fewer alternate costumes in SSB4 than in Brawl, going from 12 to 8 options.
  • Wario's All-Star trophy in the 3DS version resembles his artwork for Super Mario 64 DS.
  • Wario is the only character with a fourth taunt, which is done by taunting while riding the Wario Bike (even when in the air), as well as one of two characters that can taunt while using a special move, with the other being Greninja while doing Shadow Sneak.
  • Humorously, Wario swings the Home-Run Bat by holding it in his mouth like a dog, while the Duck Hunt dog swings it like a human being would, even standing on two legs while doing so.
  • Although Wario's default palette has him wearing his jacket, the only defensive equipment he can use are Badges and Overalls. It is unknown why he cannot use both, as Charizard uses three different types of Attack equipment.
  • SSB4 is the only game where Wario's trademark shoulder bash is not in his moveset.
    • In a reply to a letter from a reader in his Famitsu Column, Masahiro Sakurai stated that he decided to replace Wario's forward smash with a backhanded punch to make him stronger.
  • A glitch exists in the 3DS version, where if the player quits the game right before Wario-Man transforms back into Wario, then Wario will be completely black during his No Contest animation. If one executes it properly, then the sound clip of Wario Man groaning as he transforms back into Wario should play as the screen moves onto the No Contest screen.