Super Smash Bros. Ultimate

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{{Infobox Character
{{Infobox Character
|name = Wario
|name = Wario
|image = {{tabber|title1=Biker|tab1=[[File:Wario SSBU.png|x225px]]|title2=Overalls|tab2=[[File:SSBU Wario Overalls.png|x225px]]}}
|image = {{tabber|title1=Biker|content1=[[File:Wario SSBU.png|x250px]]|title2=Overalls|content2=[[File:SSBU Wario Overalls.png|x250px]]}}
|game = SSBU
|game = SSBU
|ssbgame1 = SSBB
|ssbgame1 = SSBB
|ssbgame2 = SSB4
|ssbgame2 = SSB4
|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier = A
|ranking = 20
}}
}}
{{cquote|''Wario has unique attacks, like using his Wario Bike and releasing noxious gas. He can jump higher than normal by leaping from his bike, which comes in handy when recovering. For his Final Smash, he turns into Wario-Man and creates copies of himself for an all-out attack!''|cite=[https://www.smashbros.com/en_US/blog/ Super Smash Blog]|source=[[Super Smash Bros. Ultimate Official Site]]}}
'''Wario''' ({{ja|ワリオ|Wario}}, ''Wario'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was officially revealed on June 12th, 2018 alongside {{SSBU|Little Mac}} and the rest of the returning roster. Wario is classified as [[Fighter number|Fighter #30]].
'''Wario''' ({{ja|ワリオ|Wario}}, ''Wario'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was officially revealed on June 12th, 2018 alongside {{SSBU|Little Mac}} and the rest of the returning roster. Wario is classified as fighter #30.


As in ''[[Smash 4]]'', {{s|mariowiki|Charles Martinet}}'s portrayal of Wario from ''[[Brawl]]'' was repurposed for ''Ultimate''.
As in ''[[Super Smash Bros. 4]]'', {{s|mariowiki|Charles Martinet}}'s portrayal of Wario from ''[[Super Smash Bros. Brawl]]'' was repurposed for ''Ultimate''.<!--Do not add that this is the last Smash Bros. game where Charles Martinet voices Wario. Besides the fact this isn't done for other characters' pages, Jigglypuff and Lucina still use their voice clips from Rachael Lillis and Laura Bailey respectively in the Smash series instead of their current actors, so it's still possible for Martinet's voice to be reused in future Smash games-->
 
Wario is currently ranked 20th out of 82 characters on the current ''Ultimate'' [[tier list]], being in the A tier; a massive improvement from his tier placement in ''Smash 4'' where he was ranked 40th out of 54 in the E tier, and is his best placement in the series. Wario's greatest strength is his aerial game: he has one of the fastest [[air acceleration]] and [[air speed]] in the game which, coupled with a set of strong and versatile aerials, allows him to dominate in the air. In addition, his strong aerial movement and short stature makes it harder for opponents to hit him, while his heavyweight status and passive healing through [[Chomp]] allows him to live longer compared to the rest of the cast. Finally, Wario is also notorious for his combo potential, which can not only rack up damage quickly but also set up into a KO confirm, most notably [[Wario Waft]]. As such, Wario has some of the best comeback potential in the game.
 
Despite these strengths, Wario has several weaknesses that hold him back. The most notable weakness is his poor [[neutral game]]: his relatively short range and lack of projectiles make him vulnerable towards characters that can overwhelm, juggle, or outrange him. In addition, Wario's best KO options all have their drawbacks: his forward tilt, back air, and all his smash attacks have either high end lag or slow startup while dash attack has noticeable sourspots. Finally, whiffing Waft means Wario loses his best comeback factor, as it can take a bit to even get to half-Waft.
 
Overall, Wario's strengths largely overshadow his weaknesses. Although very popular in the early metagame, subsequent nerfs via patch updates shrank his playerbase at a top level. However, he remained a viable character with decent representation, in particular amassing consistently high results from {{Sm|Glutonny}},  Europe’s best and one of the best ''Ultimate'' players in the world.


==How to unlock==
==How to unlock==
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*Clear {{SSBU|Classic Mode}} with {{SSBU|Samus}} or any character in her unlock tree, being the 7th character unlocked after {{SSBU|Cloud}}.
*Clear {{SSBU|Classic Mode}} with {{SSBU|Samus}} or any character in her unlock tree, being the 7th character unlocked after {{SSBU|Cloud}}.
*Have Wario join the player's party in [[World of Light]].
*Have Wario join the player's party in [[World of Light]].
Wario must then be defeated on [[WarioWare, Inc.]] for all three methods.
Wario must then be defeated on [[WarioWare, Inc.]] (the [[Ω form]] is used in World of Light).


==Attributes==
==Attributes==
Wario is a short [[weight|heavyweight]] character with a great air game and surprisingly fantastic movement in the air. He boasts the 8th fastest [[air speed]] in the game, in addition to being tied for the 2nd best [[air acceleration]]. Wario also sports an above average [[falling speed]] and the 26th highest [[gravity]], which alongside the previous attributes gives him an amazing aerial prowess despite having low [[jump]]s. However, his grounded mobility pales in comparison, as his dashing speed and traction are average at best, and his walking speed is the 12th slowest in the game. Using his high mobility and versatile [[aerial attack]]s, Wario is able to dip in and out of the fray to bait attacks and punish. Wario's attacks in general also tend to be disjointed, as his hands don't have a hurtbox. He's also fairly hard to hit since he's relatively nimble and short for a heavy character, though fairly wide, meaning he can still be vulnerable to combos and juggles.


Wario is a highly agile [[weight|heavyweight]] fighter with great aerial control and speed. While he isn't particularly fast on the ground, his ability to weave in and out of his opponent's space with aerial movement is a significant aspect of his character, along with the fact that he isn't particularly large like most characters in his weight class.  
Furthermore, Wario boasts strong aerials, with his down, and back aerials being potent kill moves, while the up aerial is a highly damaging juggling and combo extension tool, with limited killing ability as well. Thanks to ''Ultimate''{{'}}s universal 3-frame jumpsquat, he can finally utilize his forward and neutral aerials as fast moves that can combo and pressure his opponents. Wario's air control and quick aerials also make him very effective at edgeguarding.


Furthermore, Wario boasts strong aerials, with his down and back aerials being potent kill moves, and his up aerial being a highly damaging juggling and combo tool. With the newly reduced universal jump squat, he can finally utilize his forward and neutral aerials as fast moves that can combo and pressure his opponents. Wario's air control and quick aerials also makes him effective at edgeguarding.  
Wario's ground game contrasts with his air game in that it focuses more on power than speed. His forward tilt and forward smash are among the strongest in the cast, although both are rather slow, and the latter is best suited for hard reads. His up and down tilts are great combo tools that could potentially lead into kill moves, and his new shoulder tackle dash attack is both extremely fast in terms of startup and one of the strongest dash attacks in the game.


Wario's ground game contrasts with his air game in that it focuses more on power than speed. His forward tilt and forward smash are among the strongest in the cast, although the latter is extremely laggy and more for hard reads. His up and down tilts are great combo tools that could potentially lead to a kill move, and his new shoulder tackle dash attack is both extremely fast and one of the strongest dash attacks in the game.  
Wario's grabs are not particularly fast but have above average range. His throws have their fair share utility, with his up throw being able to combo into his up aerial and his down throw being both quite damaging and great for keeping opponents close to pressure them further. Forward throw deals decent damage, and back throw having a strong collateral hitbox that is good at knocking away other combatants.


While his grabs themselves have poor speed, they are generally very damaging, with his up throw even being able to combo into his up aerial. While Wario's attacks are slightly more on the slow and strong side, his incredible mobility and high weight allow him to overwhelm his opponents through smart reads and tricky movements.
Wario's special moves are also very unorthodox, and they demand practice to be usable at their highest potentials. [[Chomp]] is one of the best [[command grab]]s in the game, having deceptively long [[range]] and decent startup. It heals Wario if it connects, can effectively cover certain [[edge recovery|edge recoveries]] and even kill at high percents, negate certain attacks such as [[Wonderwing]], and [[absorb]] many projectiles, often with the benefit of further [[healing]] him and slightly increasing the [[charge]] of his [[Wario Waft]]. His Waft is his most significant move because, with time, it is a highly damaging kill move with an extremely fast startup. With Waft in his arsenal, any match can be turned around with the right read. [[Wario Bike]] gives Wario an unorthodox approach option that covers for his fairly slow ground movement, and the bike itself continues to move forward and hit opposing fighters even after Wario dismounts it. This gives him a large pseudo-projectile which can apply pressure when used effectively, but the bike has a respawn time which prevents this from being used as a normal projectile. It can be used to surprise unsuspecting players as an approach tool that can blow past some projectiles, dismounted and thrown like an item with kill power, a very effective recovery tool, and a way for Wario to heal and charge his Waft when he eats it. On the flip side, Wario cannot shield or dodge while on the bike and is vulnerable, opponents can throw it right back at him, and if it's destroyed, he has to wait six seconds before using it again, which can leave him helpless while recovering as his up special, the [[Corkscrew]] is rather lackluster as a recovery on its own (although it is a decent out-of-shield option as it is his fastest recovery move).


Wario's specials are unorthodox and a huge source of his strength. [[Chomp]] is a fast and short ranged command grab that heals him if he lands it, boosting his already high survivability. It also has the potential to kill near the ledge and absorb items and projectiles which will heal him and charge his [[Wario Waft]]. The Waft is perhaps his most significant move, because with time, it is a highly damaging kill move with extremely fast start up. With the Waft in his arsenal, any match can be turned around with the right read. The [[Wario Bike]] is an important but risky move with many strengths and weaknesses. It can be used to surprise unsuspecting players as an approach tool that can blow past some projectiles, dismounted and thrown as an item with kill power, a very effective recovery tool, and a way for Wario to heal and charge his Waft when he eats it. On the flip side, Wario cannot shield or dodge while on the bike and is vulnerable, can have it thrown back at him, and if it is destroyed he must wait 6 seconds before using it again, which can leave him helpless while recovering as his up special, the [[Corkscrew]] is rather lackluster as a recovery on its own (although it is a decent out of shield option as it is his fastest).
For all of his strengths, Wario does have several weaknesses to counterbalance them. His range is rather mediocre, especially in moves such as neutral aerial and forward aerial, and he lacks projectile attacks outside of a dismounted Wario Bike and thus must take a risk to deal damage. While his bike recovery can go a far distance, it is fairly easy to gimp him when he uses it, so Wario players have to be careful with when and how it is used. While Wario does have some fast moves, he is certainly slower and heavier on average than most characters that share his weaknesses, so he can sometimes be overwhelmed in the [[neutral game|neutral]] against small characters with better range than him. Wario will have to use his overall high mobility to bait his opponents into making mistakes and capitalize on them with his highly damaging combos and powerful kill moves.


For all of his strengths, Wario does have several weaknesses to counterbalance them. He has poor range and lacks projectile attacks outside of a dismounted Wario Bike, and thus must take a risk whenever he wants to do damage. And while his bike recovery can go a far distance, it is fairly easy to gimp him when he does it, so the Wario player has to be careful with when and how he uses it - espeically as some characters are good at using the dismounted bike against him. Also, while Wario does have some fast moves, he is certainly slower and heavier on average than most characters that share his weakness of having poor range, so he can sometimes be overwhelmed in the [[neutral game|neutral]] against small characters with good range like {{SSBU|Olimar}}. Wario will have to use his high mobility to bait his opponents into making mistakes and capitalize on them with his highly damaging combos and powerful kill moves.
Despite having a variety of KO moves, Wario can have a difficult time landing them. Firstly, he is burdened with a rather poor set of smash attacks. All three have extremely high ending lag and are very unsafe on shield making them easily punishable while only having average or slightly above average power. Forward smash is very strong but suffers from slow startup and very high ending lag with deceptively short range, up smash has decent startup and grants Wario head intangibility, but has massive ending lag to the point where Wario will be standing at the end of the animation of the move and still be in lag. Finally, down smash has fast startup coming out on frame 8, but has extreme ending lag and very mediocre power which makes it one of Wario's least useful moves. His other KO moves such as his Back aerial, forward tilt and Dash attack also suffer from being sluggish or predictable on top of lacking legitimate kill throws as his forward throw has had its knockback reduced from its previous iteration. This means Wario can often be reliant on [[Wario Waft]] for an easier, early KO and is left with a more difficult process of finishing off opponents should it miss.


Overall, Wario is a mobile and versatile heavyweight brawler character that rewards patient players that know how to use his movement and his signature Waft special to their fullest. His damage potential and kill power rewards players heavily for finding creative ways to get around his poor range and lack of projectiles, and his versatile options give players just the tools to do it.
All in all, Wario is a quite mobile and versatile heavyweight brawler that rewards patient players who know how to use his movement and signature Waft to their fullest potentials. His damage-racking ability and kill power also rewards players heavily for finding creative ways to get around his rather poor range and lack of a proper projectile, and his versatile options and movement give players just the tools to do it.


While his unorthodox style and high learning curve makes him a less popular pick than other characters, those that use him well have found great success in competitive play, resulting in his strengths heavily outweighing his weaknesses.
==Changes from ''[[Super Smash Bros. 4]]''==
Possibly due to his lower tier status in ''Smash 4'' (41st out of 55 characters), Wario has been significantly buffed in his transition to ''Ultimate''. His combo game has been strengthened drastically, and the changes to gameplay mechanics benefit both the aggressive and patient sides of his playstyle.


==Changes from ''[[Super Smash Bros. 4]]''==
Wario has received both direct and indirect changes that grant him a much more dangerous offensive game, which he previously did not boast about in previous installments. His [[neutral aerial]] has been altered, possessing more range, both hits lingering for much longer, and the move now having an extremely lenient amount of ending lag of only four frames; while [[up tilt]] has had its knockback reduced to the point that, despite losing all of its KO power, has gained drastically more combo potential at low to mid-percentages. These two moves are now some of the game's best combo starters, with their late hits leading into a repertoire of moves even at high percentages. The power of his moveset has also been strengthened overall; most notably, his new [[forward tilt]], [[back aerial]] and new [[dash attack]] all deal greater knockback; the former also has more range that's disjointed, allowing it to [[edge|2 frame punish]] with more ease when angled, and the latter can be used as an effective [[tech-chasing]] tool. [[Chomp]] now has actual KO potential and heals damage from Wario when biting an opponent or eating projectiles, overall improving his already good survivability. [[Wario Bike]] now possesses actual knockback, allowing it to be used situationally as a projectile.
Wario has been significantly buffed in the transition from ''SSB4'' to ''Ultimate''. With a faster dash speed and higher air speed, Wario's overall mobility has been improved, allowing for both safer approaches and recovery. Directional airdodges also add a new option to his already great and versatile recovery. Changes to game mechanics have benefited him, as the universal 3-frame jumpsquat allows him to utilize his strong air game better than he previously could. Wario also received multiple new KOing options, most notably his new dash attack, which deals greater knockback, and can also be used as an effective [[tech-chasing]] tool. Chomp also now heals damage from Wario when biting an opponent or eating projectiles, overall improving his survivability.


Wario did receive a few nerfs however, the most notable being to the Wario Bike. Similarly to its ''Brawl'' incarnation, the bike can no longer be used immediately after despawning or being destroyed, forcing Wario to wait 6 seconds before it can be used again. As such, Wario cannot always rely on the bike for recovery, should he end up offstage while its cooldown is in effect. However, the bike's new scaled knockback helps compensate when used offensively as a projectile.
The changes to the game's engine benefit Wario. As with the rest of the cast, Wario's overall mobility has been improved, with his faster grounded and aerial mobility, and streamlined 3-frame jumpsquat, allowing for a safer approach and utilization of his strong aerial game; the former change also allows Wario to camp opponents and build up his [[Wario Waft]], while the latter change gives him a more viable [[out of shield]] game. Directional [[air dodge]]s also add a new option to his already great and versatile recovery. The universal lower landing lag on aerial attacks benefits Wario the most, as this has granted his neutral, [[forward aerial|forward]] and [[up aerial]]s more reliable combo potential such as into his other aerials and, most infamously, Wario Waft.
Because of these changes, Wario has been a very high-placing character in many ''Ultimate'' tournaments, due to players such as {{Sm|Tweek}}, {{Sm|Glutonny}}, {{Sm|Abadango}}, {{Sm|Zackray}}, and {{Sm|kameme}} utilizing him to win major tournaments such as [[Tech Republic IV]], [[Frostbite 2019]], [[Umebura Japan Major 2019]] and [[Get On My Level 2019]] as well as high-place finishes at [[GENESIS 6]], [[Smash Ultimate Summit]], [[2GG: Prime Saga]], [[Stunfest 2019]] and {{Trn|EVO 2019}} leading many to believe that he is a top-tier character or even among the best characters in the game.


===Aesthetics===
In spite of this, Wario did receive a few notorious nerfs to his best moves in ''SSB4''. Wario Bike, similarly to its ''Brawl'' incarnation, can no longer be used immediately after despawning or being destroyed, forcing Wario to wait six seconds before it can be used again, which limits Wario's recovery should he end up offstage while its cooldown is in effect. [[Forward throw]], previously his only throw with consistently good KO potential, is much weaker due to its redistributed damage output; this hinders his grab game, as he no longer has any reasonably viable kill throws, and forces him to rely on Chomp to KO an opponent. Finally, game updates have caused Wario Waft's higher levels of charge to possess slower startup, impairing their usage as standalone moves such as out of shield, though the move still retains its fear factor through Wario's newfound combo game allowing it to confirm into it. Wario also retains a few weaknesses from ''SSB4'', notably a vulnerability to camping.
*{{change|As with all [[veteran]]s returning from ''SSB4'', Wario's model features a more subdued color scheme. Similarly to his appearance in ''Brawl'', his clothing now features simple detailing.}}
*{{change|Wario's [[alternate costume]]s have been re-ordered, now alternating between each costume similar to [[Cloud]] and [[Bayonetta]].}}
*{{change|In his biker outfit, Wario's jacket and helmet straps now have more physics-based movement.}}
*{{change|Wario now fully closes his eyes while [[asleep]].}}
*{{change|Down [[taunt]] has a more comical, "poppier" animation, and is much faster.}}
*{{change|Wario's air dodge animation is slightly different with Wario's hands now being outstretched for the duration of the dodge.}}
*{{change|When Wario is footstooled, he has a different animation. Rather than his head acting like a spring, he now instead has a more traditional footstool animation.}}
*{{change|Two of Wario's victory poses have been slightly modified:}}
**{{change|Wario now begins walking forward for the victory animation involving him patting his belly, then farting. He also keeps a shocked expression throughout, and takes slightly longer to sniff and scratch his head.}}
**{{change|Wario's head no longer faces the screen in his victory animation involving his bike.}}


===Attributes===
Overall, Wario has become a more reliable "lightning bruiser", with an intrincate combo game that can lead into devastatingly low percentage KOs as well as having more reliable kill power at high percentages, though at the cost of a few of his tools from the previous game being toned down. Game updates have watered down a bit the effectiveness of Wario's kit, but they haven't dramatically impacted his viability. All in all, his buffs outweigh his nerfs, and he is a much better character in stark contrast to his mediocre ''SSB4'' iteration.
*{{buff|Like all characters, Wario's [[jumpsquat]] animation now takes three frames to complete (down from 6).}}
*{{buff|Wario [[run]]s faster (1.5 → 1.65).}}
**{{buff|Wario's initial [[dash]] is significantly faster (1.3 → 1.837).}}
*{{buff|Wario [[walk]]s slightly faster (0.847 → 0.889).}}
*{{buff|Wario's [[air speed]] is higher (1.21 → 1.271).}}
*{{change|Wario's [[gravity]] is higher (0.092 → 0.107).}}
*{{buff|Wario's [[traction]] has increased (0.07 → 0.106). However, it is much lower relative to the cast, going from the 3rd highest to the 42nd highest. Despite this, this makes it easier for him to punish out of shield.}}
*{{nerf|Forward roll has more ending lag (FAF 29 → 30) and less intangibility (4-16 frames → 4-15).}}
*{{nerf|Back roll has more ending lag (FAF 29 → 35) and slower startup, subsequently reducing intangibility frames as well (frames 4-16 → 5-16)}}


===Ground attacks===
{{SSB4 to SSBU changelist|char=Wario}}
*[[Neutral attack]]:
**{{change|Neutral attack has more [[hitlag]] (1.0 → 1.6 (first hit), 1.0 → 2.0 (second)).}}
**{{buff|The first hit of neutral attack has less ending lag (FAF 31 → 29) and transitions into the second hit faster (frame 14 → 10).}}
**{{buff|The first hit has altered angles and deals less knockback, allowing it to connect into the second hit much easier at higher percents.}}
**{{nerf|The first hit has smaller hitboxes (4.0/5.0u → 2.2u (all hitboxes)).}}
***{{buff|It has an additional hitbox that is the same size, and allows the first hit to link into the second more reliably.}}
**{{nerf|The second hit's hitbox on the shoulder was removed.}}
**{{buff|The second hit's hitboxes are connected to Wario's arm, giving the move increased vertical range on the second hitbox frame.}}
*[[Forward tilt]]:
**{{change|Forward tilt has a different animation. It is a heavy-handed slap.}}
**{{change|Forward tilt's sweetspot deals consistent damage (13% (not angled)/14% (angled up)/12% (angled down) → 13%).}}
**{{buff|It has less base knockback (22 → 20) but more knockback growth (98 → 102), allowing it to KO earlier.}}
**{{change|It is now comprised of 2 hitboxes instead of 4.}}
***{{buff|The sweetspot is slightly bigger (5.5u → 5.7u).}}
***{{buff|The sourspot has been moved far forward inside the sweetspot, and is now unlikely to hit.}}
*[[Up tilt]]:
**{{buff|Up tilt has less startup (frame 12 → 8) and ending lag (FAF 35 → 27).}}
**{{change|It deals less damage (10% (clean)/6% (late) → 6%/5%) and knockback (BKB 65 (early)/30 (late) → 28 (early)/20 (late), KBG 74 (early)/50 (late) → 130 (early/120 (late)). While this reduces the move's KO potential, it has much better combo potential.}}
**{{change|Its body hitbox as an altered knockback angle (92 → 95).}}
***{{change|Its late hit also has an altered knockback angle (80 → 90).}}
**{{buff|Its body hitbox has increased horizontal range (Z-offset: 0 → 1.5, Z2-offset: none → -1.5).}}
**{{nerf|Up tilt no longer has any intangibility frames on Wario's head or arms.}}
*[[Dash attack]]:
**{{change|Wario has a new dash attack, his "Shoulder Tackle" {{s|mariowiki|Dash Attack}} from the ''Wario Land'' series, that was previously the basis of his forward smash in ''Brawl''.}}
**{{buff|Dash attack deals more damage (7% (clean)/4% (late) → 11%/5%) and knockback (BKB 80 (early)/FKB 50 (late) → 60, KBG 70 (early)/100 (late) → 97), improving its KO potential.}}
**{{buff|Dash attack travels further.}}
**{{nerf|Dash attack has slightly more startup lag (frame 4 → 5).}}
**{{buff|Its early hit has a longer duration (2 frames → 4).}}
**{{nerf|It is no longer able to trip opponents.}}
*[[Forward smash]]:
**{{change|Wario's fist on forward smash enlarges more, although this does not give the move more range. Both of his feet remain on the ground when Wario punches, only lifting the back leg after the blow.}}
**{{buff|Forward smash does slightly more damage (19% → 20%), although its knockback growth was compensated (99 → 93).}}
***{{nerf|Due to the lower knockback growth, the move kills later.}}
*[[Up smash]]:
**{{buff|Up smash has more horizontal range.}}
**{{buff|Clean up smash deals more damage (16% → 17%) with base knockback compensated (40 → 35).}}
**{{nerf|Due to its late hit not having a damage buff, the lowered base knockback makes it weaker.}}
*[[Down smash]]:
**{{buff|Down smash has less hitlag (1x → 0.85x), making it slightly harder to DI.}}
**{{buff|Down smash has less ending lag (FAF 67 → 62).}}
**{{buff|Down smash's hitboxes have increased horizontal range inside and outside Wario.}}
**{{buff|The latest hit has a marginally bigger hitbox (2.5u → 2.6u).}}
**{{change|Wario has a surprised facial expression when using down smash.}}


===Aerial attacks===
==Update history==
*{{buff|All aerials have less landing lag (Neutral: 12 frames → 7, Forward: 16 → 10, Back: 27 → 16, Up: 12 → 7, Down: 19 → 18).}}
Wario received buffs, nerfs and a few glitch fixes, but was nerfed overall. Update 2.0.0 made Wario grab the ledge sooner after using down aerial. Update 3.0.0 brought slight buffs to Chomp, increasing its swallow box size and giving it less ending lag after eating a small projectile. 3.0.0 also made it so Wario would flash yellow when Wario Bike was ready to use again. Update 8.0.0 fixed Wario's forward throw so that the hitbox no longer blatantly misses characters like Ganondorf, and lowered the ending lag when Wario ate food using Chomp. Update 9.0.0 buffed Corkscrew so that now it links more reliably and deals more damage overall.
*[[Neutral aerial]]:
**{{buff|Neutral aerial has a much bigger hitbox on the first hit, and said hit lasts much longer (1 frame → 17),  also having a late hit (on frame 13) on the arms that deals 3%, which covers most of the frame gap between it and the second hit.}}
**{{nerf|Clean hit of neutral aerial's first hit deals slightly less damage (6.5% → 6.0%).}}
**{{nerf|Neutral aerial's second hit has more startup lag (frame 15 → 20).}}
**{{buff|Neutral aerial's second hit has a slightly stronger late hit near the end of the move (on frame 27), dealing 5%.}}
**{{nerf|The second hit has a smaller hitbox (4.5u → 3.5).}}
**{{buff|All hits of neutral aerial deal slightly more shield damage (0 → 0.7).}}
**{{buff|Neutral aerial has less ending lag (FAF 49 → 45).}}
**{{buff|Neutral aerial [[auto-cancel]]s earlier (frame 44 → 43).}}
*[[Back aerial]]:
**{{buff|Back aerial has an altered animation which doesn't have Wario's head protrude as much as before, making it safer to use.}}
**{{buff|Back aerial does more knockback (BKB 20 → 21, KBG 100 → 106).}}
**{{nerf|Its initial auto-cancel window has been shortened (frames 1-5 → 1-4).}}
*{{change|[[Down aerial]] has a slight animation change, with him putting his arms around his head, his hands together in a diving pose.}}


===Throws/other attacks===
While most changes were negligible, patch 11.0.0 affected Wario the most. His up tilt was given less active frames, and the third and max level of Wario Waft have more startup and ending lag. Though as compensation, the super armor on the max Waft now starts earlier and lasts longer. All these changes together nerfed one of Wario's notoriously dangerous and easiest set-ups, and making Wario Waft less effective overall.  
*[[Grab]]:
**{{buff|All grabs are active for 3 frames instead of 2.}}
**{{buff|Wario's grab range has increased (Standing: Z2-offset 9.3 → 10.3, Dash: 11.3 → 12, Pivot: -15.8 → -15.9).}}
**{{nerf|All grabs have more ending lag (Standing: FAF 29 → 35, Dash: 36 → 43, Pivot 35 → 38).}}
***{{nerf|Dash and pivot grabs also have more startup lag (Dash: frame 8 → 11, Pivot: 8 → 12).}}
**{{change|Wario's hand is placed lower when grabbing someone.}}
*{{change|Wario pokes slightly upward during his [[pummel]] animation.}}
*{{change|All of Wario's [[throws]] have been altered with more exaggerated animations.}}
**{{change|Specifically, Wario's [[down throw]] animation appears more forceful, with Wario clenching his fists upon contact, making the move bear a closer resemblance to the {{iw|mariowiki|Ground Pound}} from the ''Wario Land'' games.}}
*{{buff|Up throw deals less damage (11% → 8%) and knockback, letting Wario combo out of it from low to mid percents.}}
*{{change|Up throw has more knockback growth (72 → 105).}}
*{{buff|Down throw deals more damage (8% → 11%).}}
*{{nerf|Forward throw's launch deals less damage (12% → 8%), being significantly worse for KO'ing.}}
**{{change|It has slightly more knockback growth in attempt to compensate (65 → 70).}}
*{{buff|Forward throw has a collateral hitbox that deals 4%.}}
*[[Edge attack]]:
*{{buff|Edge attack deals more damage (8% → 10%).}}


===Special moves===
Update 13.0.1 graced Wario with small buffs for one last time, making his neutral attack deal more damage (to the point that it is tied for the third most damaging non-infinite neutral attack in the game) and have less ending lag.
*[[Chomp]]:
**{{buff|Chomp now heals Wario while biting an opponent (0.6% per bite).}}
**{{buff|Chomp can now heal Wario if he eats most projectiles.}}
**{{buff|Chomp can now eat projectiles more easily.}}
**{{buff|Chomp deals more damage per bite (2% → 2.5%).}}
**{{buff|Chomp has more knockback growth (76 → 109) and is capable of KOing at high percents.}}
**{{nerf|Chomp no longer has head intangibility.}}
**{{buff| Chomp has less ending lag after eating a projectile (FAF 35 → 25).}}
**{{nerf|Chomp has more ending lag on whiff (FAF 37 → 41).}}
**{{buff|Chomp's explosion from eating explosives has less startup lag (frame 18 → 17) with identical ending lag, shortening its duration (FAF 73 → 72).}}
***{{buff|It also has reduced self-damage (5% → 3.6%).}}
**{{nerf|Eating food items has significantly more ending lag (FAF 28 → 51).}}
**{{nerf|Wario is unable to consume some stage items, such as fruits in Tortimer Island, via Chomp.}}
*[[Wario Bike]]:
**{{nerf|Wario Bike has a 6 second cooldown before being usable again.}}
**{{nerf|Wario Bike no longer bounces as much when thrown, giving fewer options as a projectile.}}
**{{buff|A thrown Bike has much more knockback than it had previously, capable of launching opponents a fair distance and KO'ing at high percents.}}
**{{buff|Wheelie slam comes out faster, to where it is able to hit opponents as soon as the bike drops down, allowing it to hit opponents in the air more easily.}}
**{{change|Aerial Wario Bike has physics when Wario isn't riding it, rather than staying static in animation.}}
**{{change|Wario now gets thrown forward and put into tumble when he hits a wall whilst riding Wario Bike.}}
**{{change|Wario Bike releases smoke and sparks to signify how much damage it has taken.}}
**{{change|Wario now continually pumps his fist while performing a wheelie with the Wario Bike.}}
*[[Corkscrew]]:
**{{buff|Corkscrew's hits connect more reliably.}}
**{{nerf|Corkscrew has hitboxes that get slightly weaker in damage the higher the opponent is hit by them, ranging from 1.5% to 1%.}}
***{{buff|This means that, although extremely difficult, it is also possible to deal more damage with the move, up to 15%.}}
**{{buff|The final hit's hand hitboxes are no longer separate and connect to each other, giving it more upward range, and the body hitbox is bigger (4.0u → 5.0) while also being moved lower (Y-offset: 8.0 → 7.0), covering Wario more.}}
*[[Wario Waft]]:
**{{change|Wario Waft's fart cloud's visual effects have been redone.}}
**{{change|Wario now turns away from the screen when executing a fully-charged Wario Waft.}}
**{{change|A fully charged Waft triggers [[Special Zoom]].}}
**{{change|Full Waft's late hit has hitlag.}}
*[[Final Smash]]:
**{{change|[[Wario-Man]] is no longer a transformation. Instead, Wario now dashes forward, and if the rush connects, Wario-Man performs a cinematic comic book-style attack that launches enemies away at the end.}}


==Update History==
While Wario was made a somewhat less effective character overall, it was not enough to massively dent Wario's status and prowess in competitive play, and Wario is still seen as a top tier character with fantastic results to this day.
Wario has been slightly buffed via updates.


'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
*{{buff|Wario can grab ledges faster after using down aerial (76 frames → 72).}}
{{UpdateList (SSBU)/2.0.0|char=Wario}}


'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}'''
*{{buff|Chomp can eat projectiles more easily.}}
{{UpdateList (SSBU)/3.0.0|char=Wario}}
*{{buff|Chomp has less ending lag after eating a projectile (FAF 35 → 25).}}
*{{buff|A yellow flash will manifest when Wario Bike is usable again.}}
*{{bugfix|Wario is now able to consume the [[Staff]] with Chomp.}}
*{{bugfix|The [https://youtu.be/U6Nw2a3yD7c grounded state  glitch] has been fixed.}}
*{{bugfix|Self-Destruct glitch with Wario-Man in Fourside has been fixed.}}


'''{{GameIcon|ssbu}} {{SSBU|3.1.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|3.1.0}}'''
*{{bugfix|Fixed a rare glitch where Wario's bike would instantly turn sideways.}}
{{UpdateList (SSBU)/3.1.0|char=Wario}}
 
'''{{GameIcon|ssbu}} {{SSBU|7.0.0}}'''
{{UpdateList (SSBU)/7.0.0|char=Wario}}
 
'''{{GameIcon|ssbu}} {{SSBU|8.0.0}}'''
{{UpdateList (SSBU)/8.0.0|char=Wario}}
 
'''{{GameIcon|ssbu}} {{SSBU|9.0.0}}'''
{{UpdateList (SSBU)/9.0.0|char=Wario}}
 
'''{{GameIcon|ssbu}} {{SSBU|11.0.0}}'''
{{UpdateList (SSBU)/11.0.0|char=Wario}}
 
'''{{GameIcon|ssbu}} {{SSBU|13.0.1}}'''
{{UpdateList (SSBU)/13.0.1|char=Wario}}


==Moveset==
==Moveset==
*Wario can [[crawl]].
*Wario can [[crawl]].
''For a gallery of Wario's hitboxes, see [[Wario (SSBU)/Hitboxes|here]].''


{{MovesetTable
{{MovesetTable
|game=SSBU
|game=SSBU
|neutralcount=2
|neutralcount=2
|neutralname=&nbsp;
|neutralname=Fist ({{ja|げんこつ|Genkotsu}}) / Jaw Smash ({{ja|あごくだき|Ago Kudaki}})
|neutral1dmg=4%
|neutral1dmg=5%
|neutral2dmg=5%
|neutral2dmg=7%
|neutraldesc=A one-two punch. Among one of the worst neutral attacks in the game, due to its poor damage output, startup and range, although provides more reward than down tilt at lower percentages, since down tilt cannot combo reliably until then. Similar to his two punch combo from ''{{s|mariowiki|Wario World}}''.
|neutraldesc=A downward punch and a uppercut. Among one of the worst neutral attacks in the game, due to its slow startup (frame 8) and lack of range, although it provides more reward than down tilt at lower percentages since down tilt cannot combo reliably until then.
|ftiltname=&nbsp;
|ftiltname=Slap ({{ja|ひっぱたき|Hippataki}})
|ftiltdmg=13%
|ftiltdmg=13%
|ftiltdesc=A quick, heavy-handed slap. The move can be angled, has considerable range and is a versatile kill option at ledge, with the down angled variant hitting every single ledge hang. Also disjointed due to his hand not possessing a hurtbox.
|ftiltdesc=A quick, heavy-handed slap. The move can be angled, has considerable range and is a versatile kill option at the ledge, with the downward-angled variant hitting every single ledge hang. Also disjointed due to his hand not possessing a hurtbox and a big hitbox that reaches far from the hand.
|utiltname=&nbsp;
|utiltname=Banzai Hit ({{ja|ばんざいヒット|Banzai Hitto}})
|utiltdmg=6% (clean), 5% (late)
|utiltdmg=6% (clean), 5% (late)
|utiltdesc=Wario thrusts his outstretched hands upwards. Provides little knockback but is a potent combo starter, linking into many aerials and most notably, can confirm into Wario Waft. Also has a hitbox that lasts a relatively long time and the disjointed hands make it a good anti air move. Possibly based off of Wario's victory animation in {{s|mariowiki|Wario Land II}} upon unlocking Time Attack mode.
|utiltdesc=Wario thrusts his outstretched hands upwards. It provides little knockback but is a potent combo starter, linking into many aerials and most notably, can confirm into Wario Waft. It also has a hitbox that lasts a relatively long time and the disjointed hands make it a good anti-air move. Possibly based off of Wario's victory animation in {{s|mariowiki|Wario Land II}} upon unlocking Time Attack mode.
|dtiltname=&nbsp;
|dtiltname=Cockroach Crusher ({{ja|ゴキブリつぶし|Gokiburi Tsubushi}})
|dtiltdmg=4%
|dtiltdmg=4%
|dtiltdesc=Wario violently pokes the ground with his index finger, damaging opponents as he does so. Provides very little knockback and can combo into aerials and ground moves, most notably Dash Attack. Also provides disjoint due to the hands lacking a hurtbox, altough the hitbox itself is very narrow and can miss opponents that are even slightly above it.  Likely based on the "Touch" themed microgames from the ''WarioWare'' series.
|dtiltdesc=Wario violently pokes the ground with his index finger, damaging opponents as he does so. It provides very little knockback and can combo into aerials and ground moves, most notably dash attack. It also has long horizontal range and provides disjoint due to the hands lacking a hurtbox, although the hitbox itself is very narrow and can miss opponents that are even slightly above it.
|dashname=Shoulder Tackle
|dashname=Shoulder Tackle ({{ja|ショルダータックル|Shorudā Takkuru}})
|dashdmg=11% (clean), 5% (late/early, body)
|dashdmg=11% (clean), 5% (late/early, body)
|dashdesc=Wario performs his signature "Shoulder Tackle" dash attack from the {{iw|mariowiki|Wario Land|series}} series. A powerful kill move with an extremely short startup at frame 5. The late hit is weaker, but launches opponents at an upward angle, where Wario can potentially follow up with a juggle situation. The early hit has a sourspot inside Wario's body that is hard to hit and deals 5%.
|dashdesc=Wario performs his signature {{iw|mariowiki|Dash Attack}} from the {{iw|mariowiki|Wario Land|series}} series. A powerful kill move with extremely short startup on frame 5. The late hit is weaker but launches opponents at an upward angle, where Wario can potentially follow up with a juggle situation. The early hit has a sourspot inside Wario's body that is hard to hit and deals 5%. It has long range due to Wario's momentum as he charges forward, allowing it to cross-up shields.
|fsmashname=&nbsp;
|fsmashname=Full-Power Back Knuckle ({{ja|全力バックナックル|Zenryoku Bakku Nakkuru}})
|fsmashdmg={{ChargedSmashDmgSSBU|20}}
|fsmashdmg={{ChargedSmashDmgSSBU|20}}
|fsmashdesc=Wario winds back greatly with his fist, and delivers an enormous backhanded punch. Nearly the same range as his forward tilt. Has high endlag and the slowest startup of Wario's smash attacks, but is extremely powerful. The winding back can allow moves to whiff, thus being punished by the attack.
|fsmashdesc=Wario winds back greatly with his fist, and delivers an enormous backhanded punch. Nearly the same range as his forward tilt, with a large hitbox that goes over Wario's fist. It has high ending lag and the slowest startup of Wario's smash attacks, but is very powerful. The winding back can allow moves to whiff, thus being punished by the attack. Due to coming out on frame 18 and having 46 frames of ending lag, it is very punishable if missed.
|usmashname=&nbsp;
|usmashname=Big Head ({{ja|ビッグヘッド|Biggu Heddo}})
|usmashdmg={{ChargedSmashDmgSSBU|17}} (early), {{ChargedSmashDmgSSBU|13}} (late)
|usmashdmg={{ChargedSmashDmgSSBU|17}} (early), {{ChargedSmashDmgSSBU|13}} (late)
|usmashdesc=A hard hitting, arcing headbutt. Wario's head enlarges significantly during the attack and extends upward, and has head intangibility, making it very disjointed. The attack has high launching power and covers a fair amount of both vertical and horizontal range, but has a comical amount of endlag, to the point where Wario would be standing and still be in lag. May be based on the third hit of his basic attack combo in ''Wario World''.
|usmashdesc=A hard-hitting, arcing headbutt. Wario's head enlarges significantly during the attack and extends upward, has a large hitbox and has head intangibility, making it very disjointed. The attack has high launching power and covers a fair amount of both vertical and horizontal range, but has a significant amount of ending lag (45 frames), to the point where Wario would be standing and still be in lag. May be based on the third hit of his basic attack combo in ''Wario World''.
|dsmashname=&nbsp;
|dsmashname=Wario Spin ({{ja|ワリオスピン|Wario Supin}})
|dsmashdmg={{ChargedSmashDmgSSBU|13}} (early), {{ChargedSmashDmgSSBU|10}} (late)
|dsmashdmg={{ChargedSmashDmgSSBU|13}} (early), {{ChargedSmashDmgSSBU|10}} (late)
|dsmashdesc=Spins on the ground thrice, bashing foes with his head. The move consists of three hits, though only one hit can connect. The first hit is capable of KO'ing at high percents while subsequent hits are much weaker. Hits most ledge hangs, although possesses high endlag, and the poor range makes it an unsafe move to use for the most part.
|dsmashdesc=Spins on the ground thrice, bashing foes with his head. The move consists of three hits, though only one hit can connect. While the first hit is capable of KO'ing at high percents, its power is very low for a smash attack while subsequent hits are even weaker. Hits most ledge hangs, although it possesses high ending lag, and the poor range makes it an unsafe move to use for the most part, although it is Wario's fastest smash attack at 8 frames. Due to the move's weak power, poor range, high ending lag, and being extremely unsafe on shield, it is one of the worst down smashes in the game as it carries very high risk while offering very low reward in return.
|nairname=&nbsp;
|nairname=Overweight Body ({{ja|メタボボディ|Metabo Bodi}})
|nairdmg={{ShortHopDmgSSBU|6}} (hit 1, early/late, body), {{ShortHopDmgSSBU|3}} (hit 1, late, arms), {{ShortHopDmgSSBU|4}} (hit 2; early) {{ShortHopDmgSSBU|5}} (hit 2; late)
|nairdmg={{ShortHopDmgSSBU|6}} (hit 1, early/late, body), {{ShortHopDmgSSBU|3}} (hit 1, late, arms), {{ShortHopDmgSSBU|4}} (hit 2; early) {{ShortHopDmgSSBU|5}} (hit 2; late)
|nairdesc=Wario inflates his belly and spins in the air with his arms and legs spread wide. Very fast startup. The attack has two separate hitboxes that act independently from each other. Both hits can combo into each other at low percents. The late hit can lead into another aerial and even Wario Waft. Visually similar to Wario's crouch-jump from {{s|mariowiki|Virtual Boy Wario Land}} and {{s|mariowiki|Wario Land: Shake It!}}.
|nairdesc=Wario inflates his belly and spins in the air with his arms and legs spread wide. Very fast startup, coming out on frame 4. The attack has two hits, further divided between a clean hit and late hit that act independently from each other. Unlike the second hit, which only has a hitbox on Wario's belly, the first hit has two additional hitboxes that cover his arms as well. Both hits can combo into each other at low and mid percents if Wario moves back and forth in the air, and has almost no ending lag, as he can act just 4 frames after the hitboxes cease, making it an excellent tool for combos and racking up damage. The late hit can lead to another aerial and even Wario Waft. It autocancels at frame 43, immediately after the hitboxes cease. Visually similar to Wario's crouch-jump from {{s|mariowiki|Virtual Boy Wario Land}} and {{s|mariowiki|Wario Land: Shake It!}}.
|fairname=&nbsp;
|fairname=Pig's Foot Kick ({{ja|とんそくキック|Tonsoku Kikku}})
|fairdmg={{ShortHopDmgSSBU|7}} (clean), {{ShortHopDmgSSBU|4.5}} (late)
|fairdmg={{ShortHopDmgSSBU|7}} (clean), {{ShortHopDmgSSBU|4.5}} (late)
|fairdesc=A quick kick forwards. The first few frames do more damage and knockback. Very low knockback, but starts up very fast, making it useful for gimping or escaping pressure, as well as being a decent poking tool. The late hit can lock and also combos easily into other aerials at low percents.
|fairdesc=A quick kick forwards. The first few frames do more damage and knockback. Low knockback and poor range, lacking a hitbox on the tip of the foot, but starts up very fast, making it useful for gimping or escaping pressure, as well as being a decent poking tool. The late hit can lock and also combos easily into other aerials at low percents. It autocancels in a short hop. It may be based on his aerial kick in {{s|mariowiki|Super Mario 64 DS}}.
|bairname=&nbsp;
|bairname=Falling Headbutt ({{ja|たおれずつき|Taore Zutsuki}})
|bairdmg={{ShortHopDmgSSBU|12}}
|bairdmg={{ShortHopDmgSSBU|12}}
|bairdesc=Wario propels his head backwards. A viable KO move as it is his strongest aerial knockback-wise. Also has relatively low startup and sends at a somewhat low angle. Autocancels if used immediately after a short-hop.
|bairdesc=Wario propels his head backward. A viable KO move as it is his strongest aerial knockback-wise. It also has relatively quick startup at frame 9 and sends at a somewhat low angle, but it has high ending lag and Wario can be hit, as his head enlarges and then slightly moves around. Autocancels if used at the peak a short hop.
|uairname=Hand Slap
|uairname=Hand Slap ({{ja|ハンドパッチン|Hando Patchin}})
|uairdmg={{ShortHopDmgSSBU|13}}
|uairdmg={{ShortHopDmgSSBU|13}}
|uairdesc=Wario claps his hands and feet together in mid-air. His strongest aerial damage-wise with the best vertical knockback as well. A potent combo starter. If used after a fastfall, it can lead into an aerial and Wario Waft at low-mid percent. Also possesses disjoint due to the hands not having a hurtbox.
|uairdesc=Wario claps his hands and feet together in mid-air. His strongest aerial damage-wise with the best vertical knockback as well. A potent combo starter. If used after a fast fall, it can lead to an aerial and Wario Waft at low-mid percents. It also possesses a large hitbox and is disjointed due to the hands not having a hurtbox. Fast for its power, coming out on frame 8, but has 38 frames of ending lag, which can make it punishable.
|dairname=&nbsp;
|dairname=Upside-Down Drill ({{ja|さかさまドリル|Sakasama Doriru}})
|dairdmg={{ShortHopDmgSSBU|1.3}} (hits 1-6), {{ShortHopDmgSSBU|4}} (hit 7)
|dairdmg={{ShortHopDmgSSBU|1.3}} (hits 1-6), {{ShortHopDmgSSBU|4}} (hit 7)
|dairdesc=Wario puts his hands above his head and spins while upside down, drilling with his hands and head. The last hit has powerful diagonal knockback that can KO at high percents. When landing with it before the final hit, it can often lead into a half waft. If the move fails to connect into the subsequent hits, it can also weakly [[meteor smash]] the opponent, although it cannot get stronger due to its set knockback. The move is visually similar to Wario's animation upon getting a birdie in {{s|mariowiki|Mario Golf (GBC)}}.
|dairdesc=Wario puts his hands above his head and spins while upside down, drilling with his hands and head. The last hit has powerful diagonal knockback that can KO at high percents. When landing with it before the final hit, it can often lead to a half waft, albeit not on heavier characters due to lack of hitstun. If the move fails to connect into the subsequent hits, it can also weakly [[meteor smash]] the opponent, although it cannot get stronger due to its set knockback. The move is visually similar to Wario's animation upon getting a birdie in {{s|mariowiki|Mario Golf (GBC)}}.
|grabname=&nbsp;
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdesc=Grabs the opponent by the torso with one hand. Based on his one-handed grabs in the ''Wario Land'' series.
|grabdesc=Reaches out with one hand.
|pummelname=&nbsp;
|pummelname=Grab Poke-Poke ({{ja|つかみつんつん|Tsukami Tsuntsun}})
|pummeldmg=1.6%
|pummeldmg=1.6%
|pummeldesc=Pokes the opponent in the gut with his index finger. Likely based on the "Touch" themed microgames from the ''WarioWare'' series.
|pummeldesc=Pokes the opponent with his index finger. Slow but strong.
|fthrowname=&nbsp;
|fthrowname=Heavy Buttocks ({{ja|ヘビーどんけつ|Hebī Donketsu}})
|fthrowdmg=4% (throw), 8% (collateral)
|fthrowdmg=8% (throw), 4% (collateral)
|fthrowdesc=Launches the opponent forward with his rear-end. Can kill lightweights at higher percents, but struggles to kill mid and heavyweights.
|fthrowdesc=Launches the opponent forward with his rear-end. Can kill lightweights at higher percents, but struggles to kill mid and heavyweights. Also Wario's highest damage throw, useful for damage racking.
|bthrowname=Wild Swing Ding
|bthrowname=Wild Swing Ding ({{ja|ジャイアントスイング|Jaianto Suingu}}, ''Giant Swing'')
|bthrowdmg=7% (throw), 8% (collateral)
|bthrowdmg=7% (throw), 8% (collateral)
|bthrowdesc=The {{s|mariowiki|Wild Swing Ding}} attack from ''Wario World''. Grabs the opponent by the legs, spins them around three times and launches him/her behind himself, damaging those who come in contact with the spin, which can be good for getting opponents away if in a match with more than 2 characters.
|bthrowdesc=The {{s|mariowiki|Wild Swing Ding}} attack from ''Wario World''. Grabs the opponent by the legs, spins them around three times and launches them behind himself, damaging those who come in contact with the spin, which can be good for getting opponents away if in a match with more than 2 characters. Despite being similar to Mario's back throw, it is surprisingly weak in damage and knockback, being unviable for killing.
|uthrowname=&nbsp;
|uthrowname=Double Punch ({{ja|ダブルパンチ|Daburu Panchi}})
|uthrowdmg=4% (throw), 4% (collateral)
|uthrowdmg=4% (throw), 4% (collateral)
|uthrowdesc=Wario tosses the opponent up and punches them upwards with enlarged fists. Can link into up airs at low and low-mid percents.
|uthrowdesc=Wario tosses the opponent up and punches them upwards with enlarged fists. Can link into up airs at low to mid percents.
|dthrowname=&nbsp;
|dthrowname=Butt Press ({{ja|しりプレス|Shiri Puresu}})
|dthrowdmg=7% (throw), 4% (collateral)
|dthrowdmg=7% (throw), 4% (collateral)
|dthrowdesc=Throws the opponent on the ground and slams them with his rear end. Hits the opponent at a low angle behind Wario, which can lead to follow ups. The move and exaggerated animation are based on the ground pound move from ''Wario Land'' and ''Wario World''.
|dthrowdesc=Throws the opponent on the ground and slams them with his rear end. Hits the opponent at a low angle behind Wario, which can lead to follow-ups via reading the opponent's options afterward. The move and exaggerated animation are based on the ground pound move from ''Wario Land'' and ''Wario World''.
|floorfname=&nbsp;
|floorfname=&nbsp;
|floorfdmg=7%
|floorfdmg=7%
|floorfdesc=Wario gets up and pokes his finger both forwards and backwards. A potential reference to the "Touch" themed microgames from the ''WarioWare'' series.
|floorfdesc=Wario gets up and pokes his finger both forwards and backward.
|floorbname=&nbsp;
|floorbname=&nbsp;
|floorbdmg=7%
|floorbdmg=7%
Line 277: Line 166:
|edgename=&nbsp;
|edgename=&nbsp;
|edgedmg=10%
|edgedmg=10%
|edgedesc=Crawls up the ledge and flips onto his back, attacking with his fists.
|edgedesc=Crawls up the ledge and flips onto his back, attacking with his fists. Among the fastest ledge attacks in the game.
|nsname=Chomp
|nsname=Chomp
|nsdmg=2.4% (each bite), 5% (throw), 0.6% (self-heal), 13% (eating explosive), 3.6% (explosive self-damage)
|nsdmg=2.4% (each bite), 5% (throw), 0.6% (self-heal), 13% (eating explosive), 3.6% (explosive self-damage)
|nsdesc=Wario opens his mouth and closes it upon the opponent, chewing on those who are caught, healing 0.6% damage per bite. Has a long range and very fast startup. It can be used to consume items and projectiles, healing 1% damage from items, and a third of the damage by a projectile's base damage. Eating explosives will cause them to detonate inside of Wario, harming him, but the explosion will damage nearby foes. Healing items consumed with Chomp heal 1.5x more damage than normal. Consuming items lessens the time necessary to charge the Wario Waft. Based on the {{s|mariowiki|Hot Dog Hog}} microgame from the ''WarioWare'' series and the {{s|mariowiki|Hyper Suction}} move from ''Wario World''.
|nsdesc=Wario opens his mouth and closes it upon the opponent, chewing on those who are caught, healing 0.6% damage per bite. It has long range and very fast startup (8 frames). It can be used to consume items and projectiles, healing 1% damage from items, and a third of the damage by a projectile's base damage. Eating explosives will cause them to detonate inside of Wario, harming him, but the explosion will damage nearby foes, providing good knockback. Healing items consumed with Chomp heal 1.5x more damage than normal. Consuming items lessens the time necessary to charge the Wario Waft. Based on the {{s|mariowiki|Hot Dog Hog}} microgame from the ''WarioWare'' series and the {{s|mariowiki|Hyper Suction}} move from ''Wario World''.
|ssname=Wario Bike
|ssname=Wario Bike
|ssdmg=0.6%-11.2% (ram, varies depending on acceleration and timing, full speed consistently deals 11.2%), 8.3% (wheelie beginning, can combo with ram), 5% (wheelie), 13% (wheelie ground slam), 7% (turn), 3% (turn late, can hit twice), 3.5% (jumped off)
|ssdmg=0.6%-11.2% (ram, varies depending on acceleration and timing, full speed consistently deals 11.2%), 8.3% (wheelie beginning, can combo with ram), 5% (wheelie), 13% (wheelie ground slam), 7% (turn), 3% (turn late, can hit twice), 3.5% (jumped off)
|ssdesc=Wario climbs aboard his trademark Wario Bike and races around the stage, damaging opponents in his path. Tilting the opposite direction on the ground will make him turn around, dealing damage and killing at high percents, and tilting in the air can adjust the angle of the Wario Bike and his jump afterwards. Holding up will produce a wheelie, and pressing down during a wheelie makes the bike perform an extremely powerful ground slam. After dismounting the bike, Wario can destroy it, throw it at opponents, or eat it with Chomp. When thrown, the Wario Bike can launch opponents a fair distance, even KO'ing them at high percents. In the air, the bike gives a small initial vertical hop along with a free jump via dismounting it. After losing the Wario Bike, Wario cannot summon another bike for 6 seconds, and until he touches the ground again. If the player tries to do so before the cooldown ends or a Bike is already out, not within his reach, Wario will instead, look helplessly around the stage for his bike. The look animation can be cancelled if landing on the ground after initiating it in the air.
|ssdesc=Wario climbs aboard his trademark Wario Bike and races around the stage, damaging opponents in his path. During this, from frame 1, Wario gains a small amount of knockback-based [[armor]], able to take up to 20 units of [[knockback]]. Tilting the opposite direction on the ground will make him turn around, dealing damage and killing at high percents, and tilting in the air can adjust the angle of the Wario Bike and his jump afterward. Holding up will produce a wheelie, and pressing down during a wheelie makes the bike perform an extremely powerful ground slam. Just like in previous games, Wario can taunt on the bike.
 
After dismounting the bike, Wario can destroy it, throw it at opponents, or eat it with Chomp. The bike has 18 HP and is unaffected by the [[1v1 multiplier]]. When thrown, the Wario Bike can launch opponents a fair distance, even KO'ing them at high percents. In the air, the bike gives a small initial vertical hop along with a free jump via dismounting it.
 
After losing the Wario Bike, Wario cannot summon another bike for 6 seconds, and only if he touches the ground again. If the player tries to do so before the cooldown ends or a Bike is already out, not within his reach, Wario will instead look helplessly around the stage for his bike. The look animation can be canceled if landing on the ground after initiating it in the air, or performing it in the air and reaching maximum fall speed.
|usname=Corkscrew
|usname=Corkscrew
|usdmg=5% (first hit), 1%-1.5% (hits 2-5), 4% (final hit)
|usdmg=5% (first hit), 1%-1.5% (hits 2-5), 4% (final hit)
|usdesc=Wario launches himself into the air, hitting enemies multiple times while spinning. The final hit has decent diagonal knockback with the hands, KO'ing at high percents. Wario's body has a hitbox that launches up, although is very difficult to hit due to the hand hitboxes taking priority.The move can be steered diagonally left or right. Possibly based on the {{s|mariowiki|Corkscrew Conk}} from ''Wario World''. While both moves feature vertical ascension, the two moves are different visually.
|usdesc=Wario launches himself into the air, hitting enemies multiple times while spinning. The final hit has decent diagonal knockback with the hands, KO'ing at high percents. Wario's body has a hitbox that launches up, although is very difficult to hit due to the hand hitboxes taking priority. The move can be steered diagonally left or right.
|dsname=Wario Waft
|dsname=Wario Waft
|dsdmg=0% (no charge), 12%-15.5% (minor charge), 20%-29.9% (moderate charge), 27% (maximum charge), 20% (maximum charge headbutt)
|dsdmg=0% (no charge), 12%-15.5% (minor charge), 20%-29.9% (moderate charge), 27% (maximum charge), 20% (maximum charge headbutt)
|dsdesc=Flatulence that grows in strength and knockback the longer it goes unused. Its charge cannot be lost in any way without using the move itself. By Chomping items, the Wario Waft charges faster by 1.5 seconds. 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 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 deals the most damage and knockback, has a huge hitbox and armor (frame 5-10), and also sends Wario flying upwards with a headbutt that has equally powerful KO potential, although is slower than the third level of charge (frame 9).
|dsdesc=Flatulence that grows in strength and knockback the longer it goes unused. Its charge cannot be lost in any way without using the move itself. By Chomping items, the Wario Waft charges faster by 1.5 seconds. 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 8) and has good KO potential, and the fully charged waft deals the most damage and knockback, has a huge hitbox below and super armor (frame 4-13), and also sends Wario flying upwards with a headbutt that has equally powerful KO potential, although is slower than the third level of charge (frame 12). If the fully charged waft is used near the upper blast line, Wario will be KO'd by the upper blast line.
|fsname=Wario Man
|fsname=Wario-Man
|fsdmg= 10% (tackle), 20.8% (successive hits; 1.3% each), 12% (fart), 10% (release), 52.8% (total)  
|fsdmg= 10% (tackle), 20.8% (successive hits; 1.3% each), 12% (fart), 10% (release), 52.8% (total)
|fsdesc=Wario consumes a bulb of garlic and propels himself into his opponents. If the move connects, Wario transforms into the masked anti-hero, Wario Man from the ''WarioWare'' series and splits himself into multiple copies, dealing a series of blows to opponents caught into the attack. The final blow is delivered by an explosive fart that launches the opponents, KO'ing them at mid to high percents. The strength of the final fart is not affected by the charge of Wario's down special.
|fsdesc=Wario consumes a bulb of garlic and propels himself into his opponents. If the move connects, Wario transforms into the masked anti-hero, Wario Man from the ''WarioWare'' series and splits himself into multiple copies, dealing a series of blows to opponents caught into the attack. The final blow is delivered by an explosive fart that launches the opponents, KO'ing them at mid to high percents. The strength of the final fart is not affected by the charge of Wario's down special.
}}
}}
===Stats===
{{Attributes
| cast=89
| weight=107 | rweight=14-18
| dash=1.837 | rdash=58
| run=1.65 | rrun=53-55
| walk=0.889 | rwalk=75
| trac=0.106 | rtrac=50-54
| airfric=0.04 | rairfric=2
| air=1.271 | rair=8
| baseaccel=0.04 | rbaseaccel=3-6
| addaccel=0.08 | raddaccel=16-24
| gravity=0.107 | rgravity=30-31
| fall=1.61 | rfall=42
| ff=2.576 | rff=42
| jumpsquat=3 | rjumpsquat=1-88
| jumpheight=30.5 | rjumpheight=64-65
| shorthop=14.7 | rshorthop=64
| djump=30.5 | rdjump=68
}}
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Wario English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
</gallery>


===[[On-screen appearance]]===
===[[On-screen appearance]]===
*Crashes onstage with his bike while laughing. Wario then jumps off and his bike explodes as he dusts himself off.
*Crashes onstage with his bike while laughing. Wario then jumps off and his bike explodes as he dusts himself off.
<gallery>
WarioOnScreenAppearanceSSBU.gif|Wario's on-screen appearance
</gallery>


===[[Taunts]]===
===[[Taunt]]s===
*'''Up taunt''': Belly-laughs so hard that his jaw unhinges, and has to manually close his mouth with his hands.
*'''Up taunt''': Laughs so hard that his jaw unhinges, then forces his mouth shut with his hands.
*'''Side taunt''': Wiggles his butt at the screen with his hands extended in each direction while snickering.
*'''Side taunt''': Shakes his rear end at the screen with his hands extended in each direction while making an "Unh-unh!" kind of noise.
*'''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.
*'''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 forming a "W" (his initials), first with his left hand, then his right, then both hands simultaneously.
*'''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.
*'''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.
<gallery>
<gallery>
Line 307: Line 231:
SSBUWarioTaunt2.gif|Wario's side taunt.
SSBUWarioTaunt2.gif|Wario's side taunt.
SSBUWarioTaunt3.gif|Wario's down taunt.
SSBUWarioTaunt3.gif|Wario's down taunt.
SSBUWarioTaunt4.gif|Wario's bike taunt.
</gallery>
</gallery>


===[[Idle pose]]s===
===[[Idle pose]]s===
*Crosses his arms, fists clenched.
*Stretches his arms, fists clenched.
*Scratches his bottom while looking towards the screen.
*Scratches his rear. Based on his idle animation from ''Wario World''.
<gallery>
<gallery>
SSBUWarioIdle1.gif|Wario first idle pose
SSBUWarioIdle1.gif|Wario first idle pose.
SSBUWarioIdle2.gif|Wario second idle pose
SSBUWarioIdle2.gif|Wario second idle pose.
</gallery>
</gallery>
===[[Crowd cheer]]===
<div class="tabber">
<div class="tabbertab" title="English, Japanese/Chinese, Italian, Dutch, French">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (English)
!Cheer (Japanese/Chinese)
!Cheer (Italian)
!Cheer (Dutch)
!Cheer (French)
|-
! scope="row"|Cheer
|[[File:Wario Cheer English SSB4 SSBU.ogg|center]]||[[File:Wario Cheer Japanese SSB4 SSBU.ogg|center]]||[[File:Wario Cheer Italian SSB4 SSBU.ogg|center]]||[[File:Wario Cheer Dutch SSBU.ogg|center]]||{{NTSC}} [[File:Wario Cheer French NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Wario Cheer French PAL SSBU.ogg|center]]
|-
! scope="row"|Description
|Wa - ri - o! || Wa - rio! || Wa - rio! Cha - cha - cha! || Wa - ri - o! || Wa - rio! Cha - cha - cha!
|}
</div>
<div class="tabbertab" title="German, Spanish, Russian, Korean">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (German)
!Cheer (Spanish)
!Cheer (Russian)
!Cheer (Korean)
|-
! scope="row"|Cheer
|[[File:Wario Cheer German SSBU.ogg|center]]||{{NTSC}} [[File:Wario Cheer Spanish NTSC SSB4 SSBU.ogg|center]] <br> {{PAL}} [[File:Wario Cheer Spanish PAL SSBU.ogg|center]]||[[File:Wario Cheer Russian SSBU.ogg|center]]||[[File:Wario Cheer Korean SSBU.ogg|center]]
|-
! scope="row"|Description
|Wa - ri - o! Cha - cha - cha! || Wa - rio! Cha - cha - cha! || Wario! *clap 2 times* || Wa - ri - o!
|}
</div>
</div>


===[[Victory pose]]s===
===[[Victory pose]]s===
*'''Left:''' Walks forward, pats his belly twice, then farts, sniffs his behind, and scratches his head, saying "Ooh!" in surprise.
*'''Left:''' Walks forward, pats his belly twice, then farts, sniffs his behind, and scratches his head, saying "Ooh!" in surprise.
*'''Up:''' Does donuts with his motorcycle, stops facing the screen saying "Yes." plucks the end of his mustache, and holds up three fingers in the shape of a W.
*'''Up:''' Spins around with his motorcycle, stops while facing the screen saying "Yes!", plucks the end of his mustache, and holds up three fingers in the shape of a W.
*'''Right:''' Laughs gloatingly and then falls over, rolling on his back.
*'''Right:''' Briefly points, laughs gloatingly, and then falls over, rolling on his back.
[[File:WarioVictoryThemeUltimate.ogg|thumb|A remix of ''{{s|mariowiki|Stonecarving City}}'s'' stage theme from ''Wario Land: Shake It!''.]]
[[File:WarioVictoryThemeUltimate.ogg|thumb|A track that first appeared in ''Brawl'', would later been incorporated into ''{{s|mariowiki|Wario Land: Shake It!}}'' after ''Brawl'''s release.]]
<gallery>
<gallery>
WarioVictoryPose1SSBU.gif
WarioVictoryPose1SSBU.gif
Line 328: Line 290:
</gallery>
</gallery>


==In competitive play==
==In [[competitive play]]==
===Notable players===
===Most historically significant players===
<!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot.-->
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->


''Any number following the Smasher name indicates placement on the [[Spring 2019 PGRU]], which recognizes the official top 50 players in the world in [[Super Smash Bros. Ultimate]] from February 1st, 2019 to July 7th, 2019.''
''See also: [[:Category:Wario players (SSBU)]]''


===Active===
*{{Sm|Abadango|Japan}} - Known for using a variety of characters throughout his ''Ultimate'' career, specifically using Wario in the second half of 2019, during the peak of his ''Ultimate'' career. He was considered one of the best Wario players in Japan during this time following a string of noteworthy performances both in and outside of Japan, which includes his victory at {{Trn|Umebura SP 4}}, where he used Wario for most of top 8; his 5th-place finish at {{Trn|Smash Factor 8}} using mostly Wario; and his 9th-place finish at {{Trn|EVO 2019}} using only Wario.
*{{Sm|crêpe salée|France}} - One of the best European players in the post-[[COVID-19 pandemic]] metagame. He began competing as a Wario player, achieving recognition in Europe throughout 2022 as the second-best Wario player in Europe after Glutonny. He eventually picked up {{SSBU|Steve}} in 2023, and has since become more recognized as a Steve player; however, he maintains Wario as a secondary and counterpick, and remains the second-best Wario player in Europe, having used Wario to defeat {{Sm|Zomba}} at {{Trn|Tera}} and {{Sm|TamaPDaifuku}} at {{Trn|Supernova 2024}}.
*{{Sm|Glutonny|France}} - The greatest European player, and by far the greatest Wario player, of all-time, having been ranked among the game's best players for many seasons. Although not the first Wario player to win a major, he is the one with the most major wins, and is the only one to win a major in the post-pandemic metagame. In addition, he is one of three players who have won a major in all three of ''Ultimate''{{'}}s superregions, having won {{Trn|Albion 4}} in Europe, {{Trn|Pound 2022}} in North America, and {{Trn|UltCore Second}} in Japan.
*{{Sm|Huto|Japan}} - The best Wario player in Japan after Wario's nerfs, having been playing Wario since the start of the post-pandemic metagame, aside from a period in 2022 when he primarily played {{SSBU|Captain Falcon}}. He is the only Wario player outside of Glutonny to place top 8 at a major in the post-pandemic metagame, having placed 5th at {{Trn|Kagaribi 7}} and 7th at both {{Trn|Kagaribi 3}} and {{Trn|Seibugeki 12}}. However, he is also known to be somewhat inconsistent, and as such, was never globally ranked in the top 50, much less as high as Glutonny.
*{{Sm|kameme|Japan}} - Though he is much better known for using {{SSBU|Mega Man}}, he frequently uses Wario as a secondary or a counterpick in matchups that are less favorable to Mega Man. He most notably used Wario as a counterpick against {{Sm|Tea}}, defeating him at both {{Trn|Umebura Japan Major 2019}} and {{Trn|2GG: SwitchFest 2019}} to win both events. In addition, he also won {{Trn|2GG: Grand Tour - South Carolina}} using Wario for most of top 8. He eventually dropped Wario after his nerfs, and has seldom used him since.
*{{Sm|loaf|USA}} - The best Wario player in North America in the post-pandemic metagame. He was first known for placing 13th at {{Trn|Riptide}}, and has since seen some other noteworthy performances at major/supermajor events, including placing 13th at {{Trn|Luminosity Makes Moves Miami 2024}}. He is better known for his performances at regional/superregional events, which includes placing 4th at {{Trn|Dragun House Monthly (December Edition 2023)}} defeating {{Sm|MuteAce}} and {{Sm|Kurama}}, placing 7th at {{Trn|The Big House 11}}, and his win over {{Sm|Umeki}} at {{Trn|GENESIS: BLACK at Guildhouse}}.
*{{Sm|Tweek|USA}} - One of the greatest ''Ultimate'' players of all-time, as well as the second-greatest Wario player of all-time and the best Wario player in the early metagame. He was the first Wario player to win a major, doing so at {{Trn|Let's Make Moves}}, and eventually won four other majors with him throughout 2019, most notably {{Trn|Frostbite 2019}} and {{Trn|Get On My Level 2019}}. He eventually dropped Wario after his nerfs, though he had on occasion pulled out Wario as a counterpick with little success.
*{{Sm|Zackray|Japan}} - Although much better known for his performances with other characters, he notably briefly used Wario in 2019 and 2021. He is best known for winning {{Trn|Eastern Powerhouse Invitational FINAL}}, using Wario for most of the group stage, and placing 4th at {{Trn|Kagaribi 3}} with mostly Wario.


*{{Sm|Abadango|Japan}} (#40) - The best Wario player in Japan. Placed 1st at {{Trn|Umebura SP 4}}, 5th at {{Trn|Smash Factor 8}}, 9th at both {{Trn|Sumabato SP 6}} and {{Trn|EVO 2019}}, and 17th at {{Trn|Sumabato SP 7}}.
===Tier placement and history===
*{{Sm|DD|Australia}} - The best Wario player in Australia. Placed 2nd at {{Trn|Phantom 2019}}, 3rd at {{Trn|BigWinChampionship 2}}, 5th at {{Trn|Expand Gong 4}}, and 97th at {{Trn|EVO 2019}}. Has wins over {{Sm|Extra}}, {{Sm|Jdizzle}}, {{Sm|MastaMario}}, {{Sm|ImHip}}, {{Sm|Cyro}}, {{Sm|Hackoru}}, and {{Sm|Nanchan}}.
Wario in ''Ultimate'' is widely considered superior to his previous iterations due to his more consistent KO options, his already fast speed being further increased, and his stronger, more reliable combo game. In addition, Wario greatly benefited from having a frame 3 jumpsquat, as he can now make more use out of his air game. Finally, Wario Waft became notorious as a comeback mechanic for closing out stocks when in a dire or last stock situation, and there were several moves that could set up to it at early-to-mid percents. As such, Wario was widely considered one of the best characters in the early metagame, with many players ranking him among the top 5. Wario's representation was also rather large at a national level; notably, four different players had won a major using Wario in crucial sets during this period. These players include {{Sm|Tweek}} and {{Sm|Glutonny}}, who were two of the best players in the world during this period.
*{{Sm|Glutonny|France}} (#14) - Widely known as the best Wario player in Europe and currently the best one in the world. He has placed 1st at {{Trn|Valhalla II}}, {{Trn|Ultimate WANTED 1}}, {{Trn|Tech Republic IV}}, and {{Trn|Albion 4}}, 2nd at {{Trn|Stunfest 2019}}, 3rd at both {{Trn|Smash Ultimate Summit}} and {{Trn|EVO 2019}}, 4th at {{Trn|Smash Factor 8}}, 5th at {{Trn|CEO 2019}}, 9th at {{Trn|2GG: Prime Saga}}, and 17th at {{Trn|GENESIS 6}}, and with wins over players such as {{Sm|Nietono}}, {{Sm|Zackray}}, {{Sm|Marss}}, {{Sm|Dabuz}} and {{Sm|Light|p=Connecticut}}.
*{{Sm|HIKARU|Japan}} - Has a strong Wario secondary that has been used to place 1st at {{Trn|Sumabato SP 7}} and 13th at {{Trn|Sumabato SP 2}}, often used in conjunction with {{SSBU|Pokémon Trainer}} and {{SSBU|Donkey Kong}}.
*{{Sm|kameme|Japan}} (#19) - Placed 1st at {{Trn|Umebura Japan Major 2019}}, {{Trn|The Kid, the Goat, and the Mang0}}, and 2nd at {{Trn|Umebura SP 3}} in conjunction with {{SSBU|Mega Man}} at both tournaments.
*{{Sm|Nietono|Japan}} (#45) - Placed 9th at {{Trn|EVO 2019}} and 65th at {{Trn|Super Smash Con 2019}} with solo Wario.
*{{Sm|Waymas|Mexico}} - The best Wario player in Mexico. Placed 7th at {{Trn|Ragnarok}} and 33rd at {{Trn|Smash Factor 8}}.
*{{Sm|Zackray|Japan}} (#12) - Uses Wario as a secondary, with wins over players such as {{Sm|Light|p=Connecticut}} and {{Sm|Abadango}}. Placed 2nd at {{Trn|2GG: Prime Saga}} and 7th at both {{Trn|Umebura Japan Major 2019}} and {{Trn|EVO 2019}}.


==Inactive==
Nerfs to Wario's up tilt and Waft hindered several of his setups into the Waft, making it harder to hit compared to before. In addition, metagame shifts were also less favorable towards Wario, as more characters with an oppressive gameplan became more common in competitive play. The nerfs and metagame shifts led to a noticeable decline in Wario's top-level representation as many of his veteran players dropped him, most notably Tweek. As such, Wario's position in the metagame began to fall as the community agreed that he was not as strong as he once was. On the other hand, many players pointed out how Glutonny's performances, despite fluctuating from time-to-time, were overall just as good if not better than his earlier results, proving that Wario's nerfs were not as severe as once perceived. In addition, newer Wario players also rose into the spotlight, most notably {{Sm|Huto}} in Japan, {{Sm|loaf}} in North America, and {{Sm|crêpe salée}} in Europe. As such, Wario remained a viable pick in the metagame, and was ranked 24th on the first tier list as a high tier and 20th on the second tier list in the middle of A-tier; although Wario was not as prevalent as the early metagame, dedicated mains have continued to keep his representation afloat in the current metagame.
*{{Sm|Tweek|USA}} (#2) - The best Wario player in the world. <!--DO NOT CHANGE THIS UNTIL FURTHER NOTICE.--> Placed 1st at {{Trn|Let's Make Moves}}, {{Trn|Glitch 6}}, {{Trn|Frostbite 2019}}, and {{Trn|Get On My Level 2019}}, 2nd at {{Trn|MomoCon 2019}}, 7th at {{Trn|2GG: Prime Saga}}, and 9th at {{Trn|GENESIS 6}}.


=={{SSBU|Classic Mode}}: I'm-a Gonna Win!==
=={{SSBU|Classic Mode}}: I'm-a Gonna Win!==
[[File:SSBU Congratulations Wario.png|thumb|Wario's congratulations screen.]]
[[File:SSBU Congratulations Wario.png|thumb|Wario's congratulations screen.]]
All of Wario's opponents are champions who utilize brute strength and hard, heavy-hitting attacks, much like Wario himself.  
All of Wario's opponents are champions who utilize brute strength and hard, heavy-hitting attacks, much like Wario himself. The only base roster heavy characters absent are {{SSBU|Donkey Kong}} and {{SSBU|Bowser}}.


While the English title refers to Wario's catchphrase in the international version of ''{{s|mariowiki|Mario Kart 64}}'': "I'm-a Wario! I'm-a gonna win!", the Japanese title ({{ja|オレ様怪力ナンバーワン!|Ore-sama kairiki nanbā wan!}}) more accurately reflects the theme of the route, translating roughly to "My super strength is number one!"
While the English title refers to Wario's catchphrase in the international version of ''{{s|mariowiki|Mario Kart 64}}'': "I'm-a Wario! I'm-a gonna win!", the Japanese title ({{ja|オレ様怪力ナンバーワン!|Ore-sama kairiki nanbā wan!}}) more accurately reflects the theme of the route, translating roughly to "My super strength is number one!"


{|class="wikitable sortable" style="text-align:center"
{|class="wikitable" style="text-align:center"
!Round!!Opponent!!Stage!!Music!!Notes
!Round!!Opponent!!Stage!!Music!!Notes
|-
|-
|1||{{SSBU|Ganondorf}} {{Head|Ganondorf|g=SSBU|s=20px}}||[[Coliseum]]||''{{SSBUMusicLink|The Legend of Zelda|Death Mountain}}''||
|1||{{CharHead|Ganondorf|SSBU|hsize=20px}}||[[Coliseum]]||''{{SSBUMusicLink|The Legend of Zelda|Death Mountain}}''||
|-
|-
|2||{{SSBU|Charizard}} {{Head|Charizard|g=SSBU|s=20px}}||[[Pokémon Stadium 2]]||''{{SSBUMusicLink|Pokémon|Victory Road - Pokémon Ruby / Pokémon Sapphire}}''||Charizard's {{SSBU|Pokémon Trainer}} is absent.
|2||{{CharHead|Charizard|SSBU|hsize=20px}}||[[Pokémon Stadium 2]]||''{{SSBUMusicLink|Pokémon|Victory Road - Pokémon Ruby / Pokémon Sapphire}}''||Charizard's {{SSBU|Pokémon Trainer}} is absent.
|-
|-
|3||{{SSBU|Ike}} {{Head|Ike|g=SSBU|s=20px}}||[[Arena Ferox]]||''{{SSBUMusicLink|Fire Emblem|Against the Dark Knight}}''||
|3||{{CharHead|Ike|SSBU|hsize=20px}}||[[Arena Ferox]]||''{{SSBUMusicLink|Fire Emblem|Against the Dark Knight}}''||
|-
|-
|4||{{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px}}||[[Fountain of Dreams]]||''{{SSBUMusicLink|Kirby|Gourmet Race (Melee)}}''||
|4||{{CharHead|King Dedede|SSBU|hsize=20px}}||[[Fountain of Dreams]]||''{{SSBUMusicLink|Kirby|Gourmet Race (Melee)}}''||
|-
|-
|5||{{SSBU|King K. Rool}} {{Head|King K. Rool|g=SSBU|s=20px}}||[[Kongo Falls]]||''{{SSBUMusicLink|Donkey Kong|Crocodile Cacophony}}''||
|5||{{CharHead|King K. Rool|SSBU|hsize=20px}}||[[Kongo Falls]]||''{{SSBUMusicLink|Donkey Kong|Crocodile Cacophony}}''||
|-
|-
|6||{{SSBU|Incineroar}} {{Head|Incineroar|g=SSBU|s=20px}}||[[Pokémon Stadium]]||''{{SSBUMusicLink|Pokémon|The Battle at the Summit!}}''||Items do not appear.
|6||{{CharHead|Incineroar|SSBU|hsize=20px}}||[[Pokémon Stadium]]||''{{SSBUMusicLink|Pokémon|The Battle at the Summit!}}''||Items do not appear.
|-
|-
|colspan="5"|[[Bonus Stage]]
|colspan="5"|[[Bonus Stage]]
Line 381: Line 343:
Although Wario does not appear in the World of Light opening cutscene, he was vaporized and later imprisoned alongside the rest of the fighters (except {{SSBU|Kirby}}) when Galeem unleashed his beams of light.
Although Wario does not appear in the World of Light opening cutscene, he was vaporized and later imprisoned alongside the rest of the fighters (except {{SSBU|Kirby}}) when Galeem unleashed his beams of light.


Wario was one of the many fighters that fell under [[Dharkon]]'s control upon Galeem's first defeat. He can be found in the [[Dracula's Castle (Adventure Mode)|Dracula's Castle]] sub-area. A switch must be pressed to change the orientation of the lever blocking him.
Wario was one of the many fighters that fell under [[Dharkon]]'s control upon Galeem's first defeat. He can be found in the {{b|Dracula's Castle|World of Light}} sub-area. A switch must be pressed to change the orientation of the lever blocking him.
{{clrl}}
{{clrl}}


===Fighter Battle===
===Fighter Battle===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable" style="width:100%;"
|-
|-
! style="width:5%;"|No.
!style="width:5%;"|No.
! style="width:5%;"|Image
!style="width:5%;"|Image
! Name
!Name
! Type
!Type
! Power
!Power
! Stage
!Stage
! Music
!Music
|-
|-
| 30
|30
| [[File:Wario SSBU.png|center|108x108px]]
|[[File:Wario SSBU.png|center|108x108px]]
| {{SSBU|Wario}}
|Wario
| {{color|#dc1029|Attack}}
|{{SpiritType|Attack}} <center>{{color|#dc1029|Attack}}</center>
| 10,100
|10,100
| [[WarioWare, Inc.]] ([[Ω form]])
|[[WarioWare, Inc.]] ([[Ω form]])
| ''{{SSBUMusicLink|WarioWare|WarioWare, Inc.}}''
|''{{SSBUMusicLink|WarioWare|WarioWare, Inc.}}''
|}
|}
{{-}}
{{clr}}


==[[Spirit]]s==
==[[Spirit]]s==
Wario's default Fighter Spirit can be obtained by completing [[Classic Mode]]. Both the default and alternate Fighter Spirits are also available periodically for purchase in the shop for 500 coins. As Fighter Spirits, they cannot be used in Spirit Battles and are purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in ''Ultimate''.
Wario's default fighter spirit can be obtained by completing {{SSBU|Classic Mode}} as Wario. It is also available periodically for purchase in the shop for 300 Gold, but only after Wario has been unlocked. Unlocking Wario in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. His classic outfit has a fighter spirit of its own, available through the shop. Each fighter spirit has an alternate version that replaces them with their artwork in ''Ultimate''.


Wario also makes an appearance as a Primary Spirit as his alter ego, Wario-Man.
Wario also makes an appearance as a legend-class primary spirit as his alter ego, Wario-Man.


<center>
<center>
<gallery>
<gallery>
Wario Spirit.png|729. '''''Wario'''''
SSBU spirit Wario.png|729. '''''Wario'''''
Wario Overalls Spirit.png|730. '''''Wario (Overalls)'''''
SSBU spirit Wario (Overalls).png|730. '''Wario (Overalls)'''
Wario-Man.png|738. Wario-Man
SSBU spirit Wario-Man.png|738. Wario-Man
</gallery>
</gallery>
</center>
</center>


==In Spirit battles==
==In Spirit Battles==
===As the main opponent===
===As the main opponent===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
|-
! colspan=4|Spirit
! colspan=4|Spirit
! colspan=7|Battle parameters
! colspan=7|Battle parameters
! colspan=1|Inspiration
|-
|-
! style="width:5%;"|No.
! style="width:5%;"|No.
Line 436: Line 398:
! Conditions
! Conditions
! Music
! Music
! Character
|-
|-
|59
|59
|[[File:Chuck.png|center|64x64px]]
|{{SpiritTableName|Chargin' Chuck|size=64}}
|{{anchor|Chargin' Chuck}}Chargin' Chuck
|''Super Mario'' Series
|''Super Mario series''
|•{{SSBU|Wario}} Team {{Head|Wario|g=SSBU|s=20px|cl=Green}}×4
|•{{SSBU|Wario}} Team {{Head|Wario|g=SSBU|s=20px|cl=Green}} (×4)
|{{SpiritType|Attack}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|1,800
|1,800
|[[Super Mario Maker]] ([[Battlefield form]])
|[[Super Mario Maker]] ([[Battlefield form]])
Line 448: Line 410:
|•The enemy favors dash attacks
|•The enemy favors dash attacks
|{{SSBUMusicLink|Super Mario Bros.|Ground Theme - Super Mario World}}
|{{SSBUMusicLink|Super Mario Bros.|Ground Theme - Super Mario World}}
|
|-
|-
|87
|87
|[[File:Waluigibike.png|center|64x64px]]
|{{SpiritTableName|Standard Bike|size=64}}
|{{anchor|Standard Bike}}Standard Bike
|''Mario Kart'' Series
|''Mario Kart series''
|•{{SSBU|Wario}} {{Head|Wario|g=SSBU|s=20px|cl=Green}}×4
|•{{SSBU|Wario}} {{Head|Wario|g=SSBU|s=20px|cl=Green}} (×4)
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|2,100
|2,100
|[[Figure-8 Circuit]]
|[[Figure-8 Circuit]]
Line 460: Line 422:
|•The enemy's side special has increased power<br>•The enemy has increased move speed
|•The enemy's side special has increased power<br>•The enemy has increased move speed
|{{SSBUMusicLink|Mario Kart|Mario Kart Stadium - Mario Kart 8}}
|{{SSBUMusicLink|Mario Kart|Mario Kart Stadium - Mario Kart 8}}
|[[Waluigi]]
|-
|-
|115
|115
|[[File:Eggplant Man.png|center|64x64px]]
|{{SpiritTableName|Eggplant Man|size=64}}
|{{anchor|Eggplant Man}}Eggplant Man
|''Wrecking Crew'' Series
|''Wrecking Crew series''
|•{{SSBU|Wario}} Team {{Head|Wario|g=SSBU|s=20px|cl=Green}}×6
|•{{SSBU|Wario}} Team {{Head|Wario|g=SSBU|s=20px|cl=Green}} (x6)
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|1,900
|1,900
|[[Wrecking Crew]] ([[Battlefield form]])
|[[Wrecking Crew]] ([[Battlefield form]])
Line 472: Line 434:
|•Defeat an army of fighters
|•Defeat an army of fighters
|{{SSBUMusicLink|Super Mario Bros.|Wrecking Crew Medley}}
|{{SSBUMusicLink|Super Mario Bros.|Wrecking Crew Medley}}
|
|-
|-
|226
|226
|[[File:King bulblin.png|center|64x64px]]
|{{SpiritTableName|King Bulblin & Lord Bullbo|link=y|size=64}}
|{{anchor|[[King Bulblin]] & Lord Bullbo}}[[King Bulblin]] & Lord Bullbo
|''The Legend of Zelda'' Series
|''The Legend of Zelda series''
|•{{SSBU|Wario}} {{Head|Wario|g=SSBU|s=20px|cl=Yellow}}
|•{{SSBU|Wario}} {{Head|Wario|g=SSBU|s=20px|cl=Yellow}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|{{SpiritType|Attack}}
|2,000
|2,000
|[[Bridge of Eldin]]
|[[Bridge of Eldin]]
Line 484: Line 446:
|•The enemy favors dash attacks
|•The enemy favors dash attacks
|{{SSBUMusicLink|The Legend of Zelda|Main Theme - The Legend of Zelda: Twilight Princess}}
|{{SSBUMusicLink|The Legend of Zelda|Main Theme - The Legend of Zelda: Twilight Princess}}
|
|-
|-
|232
|232
|[[File:Groose.png|center|64x64px]]
|{{SpiritTableName|Groose|size=64}}
|{{anchor|Groose}}Groose
|''The Legend of Zelda'' Series
|''The Legend of Zelda series''
|•{{SSBU|Wario}} {{Head|Wario|g=SSBU|s=20px|cl=Green}}
|•{{SSBU|Wario}} {{Head|Wario|g=SSBU|s=20px|cl=Green}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|{{SpiritType|Shield}}
|3,800
|3,800
|[[Skyloft]]
|[[Skyloft]]
Line 496: Line 458:
|•The enemy starts the battle with a [[Bomber]]<br>•The enemy's throwing-type items have increased power<br>•The enemy loves to jump
|•The enemy starts the battle with a [[Bomber]]<br>•The enemy's throwing-type items have increased power<br>•The enemy loves to jump
|{{SSBUMusicLink|The Legend of Zelda|Ballad of the Goddess (Original)}}
|{{SSBUMusicLink|The Legend of Zelda|Ballad of the Goddess (Original)}}
|
|-
|-
|396
|396
|[[File:Generalpigman.png|center|64x64px]]
|{{SpiritTableName|Pigma Dengar|link=y|size=64}}
|{{anchor|Pigma Dengar}}[[Pigma Dengar]]
|''Star Fox'' Series
|''Star Fox series''
|•{{SSBU|Wario}} {{Head|Wario|g=SSBU|s=20px|cl=ClassicRed}}<br>•{{SSBU|Wolf}} {{Head|Wolf|g=SSBU|s=20px|cl=Pink}}
|•{{SSBU|Wario}} {{Head|Wario|g=SSBU|s=20px|cl=ClassicRed}}<br>•{{SSBU|Wolf}} {{Head|Wolf|g=SSBU|s=20px|cl=Pink}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|{{SpiritType|Shield}}
|4,300
|4,300
|[[Lylat Cruise]] ([[Battlefield form]])
|[[Lylat Cruise]] ([[Battlefield form]])
Line 508: Line 470:
|•Defeat the main fighter to win<br>•The enemy has increased move speed when the enemy's at high damage<br>•The enemy tends to avoid conflict
|•Defeat the main fighter to win<br>•The enemy has increased move speed when the enemy's at high damage<br>•The enemy tends to avoid conflict
|{{SSBUMusicLink|Star Fox|Star Wolf (Brawl)}}
|{{SSBUMusicLink|Star Fox|Star Wolf (Brawl)}}
|
|-
|-
|448
|448
|[[File:Weezing.png|center|64x64px]]
|{{SpiritTableName|Weezing|link=y|size=64}}
|{{anchor|Weezing}}[[Weezing]]
|''Pokémon'' Series
|''Pokémon series''
|•{{SSBU|Wario}} {{Head|Wario|g=SSBU|s=20px|cl=Green}}
|•{{SSBU|Wario}} {{Head|Wario|g=SSBU|s=20px|cl=Green}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|{{SpiritType|Grab}}
|2,200
|2,200
|[[Pokémon Stadium]]
|[[Pokémon Stadium]] (hazards off)
|•Hazard: Poison Cloud
|•Hazard: Poison Cloud
|•The stage is covered in a poisonous cloud
|•The stage is covered in a poisonous cloud
|{{SSBUMusicLink|Pokémon|Main Theme - Pokémon Red & Pokémon Blue (Brawl)}}
|{{SSBUMusicLink|Pokémon|Main Theme - Pokémon Red & Pokémon Blue (Brawl)}}
|
|-
|-
|580
|580
|[[File:MasterBelch.png|center|64x64px]]
|{{SpiritTableName|Master Belch|size=64}}
|Master Belch
|''EarthBound'' Series
|''Earthbound series''
|•{{SSBU|Wario}} {{Head|Wario|g=SSBU|s=20px|cl=ClassicGreen}}
|•{{SSBU|Wario}} {{Head|Wario|g=SSBU|s=20px|cl=ClassicGreen}}
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|{{SpiritType|Neutral}}
|4,200
|4,200
|[[Mario Bros.]] ([[Battlefield form]])
|[[Mario Bros.]] ([[Battlefield form]])
Line 532: Line 494:
|•The floor is sticky<br>•You have reduced defense after a little while
|•The floor is sticky<br>•You have reduced defense after a little while
|{{SSBUMusicLink|EarthBound|Unfounded Revenge / Smashing Song of Praise}}
|{{SSBUMusicLink|EarthBound|Unfounded Revenge / Smashing Song of Praise}}
|
|-
|-
|599
|599
|[[File:Mr EAD Spirit.png|center|64x64px]]
|{{SpiritTableName|Mr. EAD|iw=fzerowiki|size=64}}
|{{s|fzerowiki|Mr. EAD}}
|''F-Zero'' Series
|''F-Zero series''
|•Giant {{SSBU|Wario}} {{Head|Wario|g=SSBU|s=20px|cl=Red}}<br>•Giant {{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Blue}}
|•Giant {{SSBU|Wario}} {{Head|Wario|g=SSBU|s=20px|cl=Red}}<br>{{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Blue}}
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|3,800
|3,800
|[[Big Blue]]
|[[Big Blue]]
Line 544: Line 506:
|•Defeat the main fighter to win<br>•The enemy's dash attacks have increased power<br>•The enemy can deal damage by dashing into you
|•Defeat the main fighter to win<br>•The enemy's dash attacks have increased power<br>•The enemy can deal damage by dashing into you
|{{SSBUMusicLink|F-Zero|Brain Cleaner}}
|{{SSBUMusicLink|F-Zero|Brain Cleaner}}
|
|-
|-
|719
|719
|[[File:Specknose.png|center|64x64px]]
|{{SpiritTableName|Specknose|size=64}}
|Specknose
|''Kid Icarus'' Series
|''Kid Icarus series''
|•{{SSBU|Wario}} {{Head|Wario|g=SSBU|s=20px|cl=ClassicCyan}}×3
|•{{SSBU|Wario}} {{Head|Wario|g=SSBU|s=20px|cl=ClassicCyan}} (×3)
|{{SpiritType|Neutral}}
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|1,800
|1,800
|[[Reset Bomb Forest]]
|[[Reset Bomb Forest]]
Line 556: Line 518:
|•Take your strongest team into this no-frills battle
|•Take your strongest team into this no-frills battle
|{{SSBUMusicLink|Kid Icarus|Kid Icarus Retro Medley}}
|{{SSBUMusicLink|Kid Icarus|Kid Icarus Retro Medley}}
|
|-
|-
|734
|734
|[[File:Dribble Spitz Spirit.png|center|64x64px]]
|{{SpiritTableName|Dribble & Spitz|size=64}}
|Dribble & Spitz
|''WarioWare'' Series
|''WarioWare series''
|•{{SSBU|Wario}} {{Head|Wario|g=SSBU|s=20px|cl=ClassicCyan}}<br>•{{SSBU|Pikachu}} {{Head|Pikachu|g=SSBU|s=20px|cl=Green}}
|•{{SSBU|Wario}} {{Head|Wario|g=SSBU|s=20px|cl=ClassicCyan}}<br>•{{SSBU|Pikachu}} {{Head|Pikachu|g=SSBU|s=20px|cl=Green}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|{{SpiritType|Grab}}
|4,000
|4,000
|[[Saffron City]]
|[[Saffron City]]
Line 568: Line 530:
|•All fighters move faster and can't stop quickly after a little while<br>•The enemy favors side specials
|•All fighters move faster and can't stop quickly after a little while<br>•The enemy favors side specials
|{{SSBUMusicLink|WarioWare|WarioWare, Inc.}}
|{{SSBUMusicLink|WarioWare|WarioWare, Inc.}}
|[[mariowiki:Dribble & Spitz|Dribble]]
|-
|-
|738
|738
|[[File:Wario-Man.png|center|64x64px]]
|{{SpiritTableName|Wario-Man|link=y|size=64}}
|[[Wario-Man]]
|''WarioWare'' Series
|''WarioWare series''
|•{{SSBU|Wario}} {{Head|Wario|g=SSBU|s=20px|cl=ClassicCyan}}
|•{{SSBU|Wario}} {{Head|Wario|g=SSBU|s=20px|cl=ClassicCyan}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|{{SpiritType|Attack}}
|13,700
|13,700
|[[WarioWare, Inc.]]
|[[WarioWare, Inc.]] (hazards off)
|•Sudden Final Smash
|•Sudden Final Smash
|•The enemy will suddenly have a Final Smash<br>•The enemy's FS Meter charges quickly
|•The enemy will suddenly have a Final Smash<br>•The enemy's FS Meter charges quickly
|{{SSBUMusicLink|WarioWare|WarioWare, Inc.}}
|{{SSBUMusicLink|WarioWare|WarioWare, Inc.}}
|
|-
|-
|747
|747
|[[File:Countcannoli.png|center|64x64px]]
|{{SpiritTableName|Count Cannoli|size=64}}
|Count Cannoli
|''Wario Land'' Series
|''Wario Land series''
|•{{SSBU|Wario}} {{Head|Wario|g=SSBU|s=20px|cl=Green}}
|•{{SSBU|Wario}} {{Head|Wario|g=SSBU|s=20px|cl=Green}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|{{SpiritType|Attack}}
|1,800
|1,800
|[[WarioWare, Inc.]] (hazards off)
|[[WarioWare, Inc.]] (hazards off)
Line 592: Line 554:
|•Items will be pulled toward the enemy
|•Items will be pulled toward the enemy
|{{SSBUMusicLink|WarioWare|Ashley's Song}}
|{{SSBUMusicLink|WarioWare|Ashley's Song}}
|
|-
|-
|856
|856
|[[File:Frillard.png|center|64x64px]]
|{{SpiritTableName|Frillard|iw=nookipedia|size=64}}
|Frillard
|''Animal Crossing'' Series
|''Animal Crossing series''
|•{{SSBU|Wario}} {{Head|Wario|g=SSBU|s=20px|cl=ClassicCyan}}<br>•{{SSBU|Isabelle}} {{Head|Isabelle|g=SSBU|s=20px|cl=Yellow}}<br>•{{SSBU|Villager}} {{Head|Villager|g=SSBU|s=20px|cl=Purple}}
|•{{SSBU|Wario}} {{Head|Wario|g=SSBU|s=20px|cl=ClassicCyan}}<br>•{{SSBU|Isabelle}} {{Head|Isabelle|g=SSBU|s=20px|cl=Yellow}}<br>•{{SSBU|Villager}} {{Head|Villager|g=SSBU|s=20px|cl=Purple}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|{{SpiritType|Shield}}
|2,400
|2,400
|[[Town and City]]
|[[Town and City]]
Line 604: Line 566:
|•The enemy loves to taunt
|•The enemy loves to taunt
|{{SSBUMusicLink|Animal Crossing|Town Hall and Tom Nook's Store - Animal Crossing: Wild World}}
|{{SSBUMusicLink|Animal Crossing|Town Hall and Tom Nook's Store - Animal Crossing: Wild World}}
|
|-
|-
|944
|944
|[[File:Soda Popinski Spirit.png|center|64x64px]]
|{{SpiritTableName|Soda Popinski|size=64}}
|Soda Popinski
|''Punch-Out!!'' Series
|''Punch-Out!! series''
|•{{SSBU|Wario}} {{Head|Wario|g=SSBU|s=20px|cl=ClassicRed}} (160 HP)
|•{{SSBU|Wario}} {{Head|Wario|g=SSBU|s=20px|cl=ClassicRed}}
|{{SpiritType|Attack}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|9,300
|9,300
|[[Boxing Ring]]
|[[Boxing Ring]]
Line 616: Line 578:
|•[[Stamina battle]]<br>•The enemy becomes more powerful after eating<br>•Certain items will appear in large numbers
|•[[Stamina battle]]<br>•The enemy becomes more powerful after eating<br>•Certain items will appear in large numbers
|{{SSBUMusicLink|Punch-Out!!|World Circuit Theme}}
|{{SSBUMusicLink|Punch-Out!!|World Circuit Theme}}
|
|-
|-
|1,123
|1,123
|{{anchor|Excitebike}}[[File:Excitebike.png|center|64x64px]]
|{{SpiritTableName|Excitebike|link=y|size=64}}
|[[Excitebike]]
|''Excitebike'' Series
|''Excitebike series''
|•{{SSBU|Wario}} Team {{Head|Wario|g=SSBU|s=20px|cl=Red}}{{Head|Wario|g=SSBU|s=20px|cl=Yellow}}{{Head|Wario|g=SSBU|s=20px|cl=Green}}×2
|•{{SSBU|Wario}} Team (×4) ({{Head|Wario|g=SSBU|s=20px|cl=Red}},{{Head|Wario|g=SSBU|s=20px|cl=Yellow}},{{Head|Wario|g=SSBU|s=20px|cl=Green}}x2)
|{{SpiritType|Attack}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|3,800
|3,800
|{{SSB4|Mario Circuit}}
|{{SSB4|Mario Circuit}}
Line 628: Line 590:
|•The enemy favors side specials
|•The enemy favors side specials
|{{SSBUMusicLink|Mario Kart|Excitebike - Mario Kart 8}}
|{{SSBUMusicLink|Mario Kart|Excitebike - Mario Kart 8}}
|
|-
|-
|1,184
|1,184
|{{anchor|Old Man Lobber}}[[File:Spirits old man lobber.png|center|64x64px]]
|{{SpiritTableName|Old Man Lobber|size=64}}
|Old Man Lobber
|''The Legendary Starfy'' Series
|''The Legendary Starfy series''
|•{{SSBU|Wario}} {{Head|Wario|g=SSBU|s=20px|cl=ClassicRed}}×3
|•{{SSBU|Wario}} {{Head|Wario|g=SSBU|s=20px|cl=ClassicRed}} (×3)
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|3,800
|3,800
|[[Tortimer Island]]
|[[Tortimer Island]]
Line 640: Line 602:
|•The enemy's throws have increased power<br>•The enemy favors grabs and throws
|•The enemy's throws have increased power<br>•The enemy favors grabs and throws
|{{SSBUMusicLink|Animal Crossing|Tortimer Island Medley}}
|{{SSBUMusicLink|Animal Crossing|Tortimer Island Medley}}
|
|}
|}


===As a minion===
===As a minion===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
|-
! colspan=4|Spirit
! colspan=4|Spirit
! colspan=7|Battle parameters
! colspan=7|Battle parameters
Line 663: Line 625:
|-
|-
|586
|586
|[[File:Salsa Spirit.png|center|64x64px]]
|{{SpiritTableName|Salsa|size=64}}
|Salsa
|''EarthBound'' Series
|''Earthbound series''
|•{{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Wario}} {{Head|Wario|g=SSBU|s=20px|cl=Red}}
|•{{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Wario}} {{Head|Wario|g=SSBU|s=20px|cl=Red}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|{{SpiritType|Grab}}
|1,700
|1,700
|[[Gerudo Valley]] ([[Battlefield form]])
|[[Gerudo Valley]] ([[Battlefield form]])
Line 676: Line 637:
|-
|-
|655
|655
|[[File:Larachel Spirit.png|center|64x64px]]
|{{SpiritTableName|L'Arachel|iw=fireemblem|size=64}}
|{{s|fireemblem|L'Arachel}}
|''Fire Emblem'' Series
|''Fire Emblem series''
|•{{SSBU|Robin}} {{Head|Robin|g=SSBU|s=20px|cl=Yellow}}<br>•{{SSBU|Sheik}} {{Head|Sheik|g=SSBU|s=20px|cl=Indigo}}<br>•{{SSBU|Wario}} {{Head|Wario|g=SSBU|s=20px|cl=Yellow}}
|•{{SSBU|Robin}} {{Head|Robin|g=SSBU|s=20px|cl=Yellow}}<br>•{{SSBU|Sheik}} {{Head|Sheik|g=SSBU|s=20px|cl=Indigo}}<br>•{{SSBU|Wario}} {{Head|Wario|g=SSBU|s=20px|cl=Yellow}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|{{SpiritType|Shield}}
|1,600
|1,600
|[[Castle Siege]]
|[[Castle Siege]]
Line 689: Line 649:
|-
|-
|736
|736
|[[File:Dr Crygor.png|center|64x64px]]
|{{SpiritTableName|Dr. Crygor|size=64}}
|Dr. Crygor
|''WarioWare'' Series
|''WarioWare series''
|•{{SSBU|Dr. Mario}} {{Head|Dr. Mario|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Wario}} {{Head|Wario|g=SSBU|s=20px|cl=Green}}
|•{{SSBU|Dr. Mario}} {{Head|Dr. Mario|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Wario}} {{Head|Wario|g=SSBU|s=20px|cl=Green}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|{{SpiritType|Grab}}
|3,400
|3,400
|[[WarioWare, Inc.]]
|[[WarioWare, Inc.]] (hazards off)
|N/A
|N/A
|•Defeat the main fighter to win
|•Defeat the main fighter to win
|{{SSBUMusicLink|WarioWare|Mike's Song}}
|{{SSBUMusicLink|WarioWare|Mike's Song}}
|{{s|mariowiki|Penny}}
|{{s|mariowiki|Wario}}
|-
|-
|746
|746
|[[File:Princess Shokora.png|center|64x64px]]
|{{SpiritTableName|Princess Shokora|iw=mariowiki|size=64}}
|Princess Shokora
|''Wario Land'' Series
|''Wario Land series''
|•{{SSBU|Peach}} {{Head|Peach|g=SSBU|s=20px|cl=Fire}}<br>•{{SSBU|Mr. Game & Watch}} {{Head|Mr. Game & Watch|g=SSBU|s=20px}}<br>•{{SSBU|Wario}} {{Head|Wario|g=SSBU|s=20px|cl=Red}}
|•{{SSBU|Peach}} {{Head|Peach|g=SSBU|s=20px|cl=Fire}}<br>•{{SSBU|Mr. Game & Watch}} {{Head|Mr. Game & Watch|g=SSBU|s=20px}}<br>•{{SSBU|Wario}} {{Head|Wario|g=SSBU|s=20px|cl=Red}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|{{SpiritType|Shield}}
|2,900
|2,900
|[[Mushroom Kingdom II]]
|[[Mushroom Kingdom II]]
|•Item: Transforming Types
|•Item: Transforming Types
|•Defeat the main fighter to win<br>•Timed battle<br>•The enemy tends to avoid conflict
|•Defeat the main fighter to win<br>•Timed battle (1:30)<br>•The enemy tends to avoid conflict
|{{SSBUMusicLink|WarioWare|Ruins - Wario Land: Shake It!}}
|{{SSBUMusicLink|WarioWare|Ruins - Wario Land: Shake It!}}
|{{s|mariowiki|Wario}}
|Wario
|-
|-
|1,154
|1,154
|{{anchor|Dion, Max, & Jack}}[[File:Dion Max and Jack.png|center|64x64px]]
|{{SpiritTableName|Dion, Max, & Jack|size=64}}
|Dion, Max, & Jack
|''Marvelous: Mouhitotsu no Takarajima''
|''Marvelous: Mouhitotsu no Takarajima''
|•{{SSBU|Villager}} {{Head|Villager|g=SSBU|s=20px|cl=Yellow}}<br>•{{SSBU|Luigi}} {{Head|Luigi|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Wario}} {{Head|Wario|g=SSBU|s=20px|cl=ClassicGreen}}
|•{{SSBU|Villager}} {{Head|Villager|g=SSBU|s=20px|cl=Yellow}}<br>•{{SSBU|Luigi}} {{Head|Luigi|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Wario}} {{Head|Wario|g=SSBU|s=20px|cl=ClassicGreen}}
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|{{SpiritType|Neutral}}
|1,800
|1,800
|[[Tortimer Island]]
|[[Tortimer Island]]
Line 728: Line 685:
|-
|-
|1,313
|1,313
|[[File:Makoto Persona 5.png|center|64x64px]]
|{{SpiritTableName|Makoto Niijima|link=y|size=64}}
|[[Makoto Niijima]]
|''Persona'' Series
|''Persona series''
|•{{SSBU|Sheik}} {{Head|Sheik|g=SSBU|s=20px|cl=Black}}<br>•Giant Clear {{SSBU|Wario}} {{Head|Wario|g=SSBU|s=20px|cl=Green}}
|•{{SSBU|Sheik}} {{Head|Sheik|g=SSBU|s=20px|cl=Black}}<br>{{SSBU|Wario}} {{Head|Wario|g=SSBU|s=20px|cl=Green}}
|{{SpiritType|Attack}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|3,000
|3,000
|[[Dracula's Castle]] ([[Ω form]])
|[[Dracula's Castle]] ([[Ω form]])
|•N/A
|N/A
|•Defeat the main fighter to win<br>•The enemy is invisible
|•Defeat the main fighter to win<br>•The enemy is invisible
|{{SSBUMusicLink|Persona|Last Surprise}}
|{{SSBUMusicLink|Persona|Last Surprise}}
|[https://megamitensei.fandom.com/wiki/Johanna Johanna]
|[https://megamitensei.fandom.com/wiki/Johanna Johanna]/[https://megamitensei.fandom.com/wiki/Junya_Kaneshiro Junya Kaneshiro]
|}
|}


Line 759: Line 715:
<gallery>
<gallery>
SSBU Wario Number.png|Wario's fighter card.
SSBU Wario Number.png|Wario's fighter card.
SSBUWebsiteWario1.jpg|Wario [[taunt]]ing on [[WarioWare Inc.]].
Wario unlock notice SSBU.jpg|Wario's unlock notice.
SSBUWebsiteWario1.jpg|Wario [[taunt]]ing on [[WarioWare, Inc.]]
SSBUWebsiteWario2.jpg|Wario charging a [[forward smash]] on [[3D Land]].
SSBUWebsiteWario2.jpg|Wario charging a [[forward smash]] on [[3D Land]].
SSBUWebsiteWario3.jpg|Wario attacking {{SSBU|Pit}} with his new forward tilt on [[Onett]].
SSBUWebsiteWario3.jpg|Wario attacking {{SSBU|Pit}} with his new forward tilt on [[Onett]].
SSBUWebsiteWario4.jpg|Wario performing [[Chomp]] on [[Tortimer Island]].
SSBUWebsiteWario4.jpg|Wario performing [[Chomp]] on the shark of [[Tortimer Island]].
SSBUWebsiteWario5.jpg|Wario riding his [[Wario Bike]] ahead of {{SSBU|Mario}} on [[Big Blue]].
SSBUWebsiteWario5.jpg|Wario riding his [[Wario Bike]] ahead of {{SSBU|Mario}} on [[Big Blue]].
SSBUWebsiteWario6.jpg|Wario teetering on the [[Spirit Train]].
SSBUWebsiteWario6.jpg|Wario teetering on the [[Spirit Train]].
Wario ShoulderTackle.png|Wario's new dash attack.
Wario ShoulderTackle.png|Wario's new dash attack.
SSBUWebsiteKen4.jpg|{{SSBU|Ken}} [[Focus Attack|kicking]] an airborne Wario on Onett.
SSBUWebsiteKen4.jpg|Being [[Focus Attack|kicked]] by {{SSBU|Ken}} on Onett.
SSBUWebsiteLittleMac6.jpg|Wario getting pummeled by [[Giga Mac]].
SSBUWebsiteLittleMac6.jpg|Wario getting attacked by [[Giga Mac]].
SSBUWebsiteLuigi6.jpg|{{SSBU|Luigi}} kicking Wario on the [[Bridge of Eldin]].
SSBUWebsiteLuigi6.jpg|{{SSBU|Luigi}} kicking Wario on the [[Bridge of Eldin]].
SSBUWebsitePichu4.jpg|Wario struck by {{SSBU|Pichu}}'s up smash on [[Pilotwings]].
SSBUWebsitePichu4.jpg|Wario struck by {{SSBU|Pichu}}'s up smash on [[Pilotwings]].
SSBUWebsitePiranhaPlant1.jpg|{{SSBU|Piranha Plant}} attempts to bite a chomping Wario on [[Skyloft]].
SSBUWebsitePiranhaPlant1.jpg|{{SSBU|Piranha Plant}} attempts to bite a chomping Wario trying to eat a [[Maxim Tomato]] on [[Skyloft]].
SSBUWebsiteR.O.B.4.jpg|Wario [[buried]] near {{SSBU|R.O.B.}} on [[Gaur Plain]].
SSBUWebsiteR.O.B.4.jpg|Wario [[buried]] near {{SSBU|R.O.B.}} on [[Gaur Plain]].
SSBUWebsiteRyu3.jpg|{{SSBU|Ryu}} kicking a bike-riding Wario on [[Suzaku Castle]].
SSBUWebsiteRyu3.jpg|{{SSBU|Ryu}} kicking a bike-riding Wario on [[Suzaku Castle]].
SSBUWebsiteYoungLink2.jpg|Wario using Chomp to [[Item Swallowing|eat]] {{SSBU|Young Link}}'s bomb on [[Castle Siege]].
SSBUWebsiteYoungLink2.jpg|Wario using Chomp to [[Item Swallowing|eat]] {{SSBU|Young Link}}'s bomb on [[Castle Siege]].
SSBUWebsiteBewear3.jpg|Wario riding his bike behind [[Bewear]] on the Bridge of Eldin.
SSBUWebsiteBewear3.jpg|Wario riding his bike behind [[Bewear]] on the Bridge of Eldin.
SSBUWebsite35.jpg|Wario performing his [[neutral air]] in [[Town and City]].
SSBUWebsite35.jpg|Wario performing his [[neutral air|neutral aerial]] in [[Town and City]].
SSBUWebsiteMoon1.png|Wario buried by [[Shovel Knight]] on Ω[[Find Mii]].
SSBUTwitterHero3.jpg|Being attacked by [[Hero (SSBU)|Erdrick]] while Eleven attacks {{SSBU|Robin}} on [[Yggdrasil's Altar]].
SSBUTwitterHero3.jpg|Being attacked by [[Hero (SSBU)|Erdrick]] while Eleven attacks {{SSBU|Robin}} on [[Yggdrasil's Altar]].
</gallery>
</gallery>


===Character Showcase Video===
===Fighter Showcase Video===
{{#widget:YouTube|id=4lK7zkTInNA}}
{{#widget:YouTube|id=4lK7zkTInNA}}


Line 785: Line 743:
*Wario's entry on the Japanese Super Smash Blog was on August 2nd, 2018, the same day ''{{s|mariowiki|WarioWare Gold}}'' was released in Japan.
*Wario's entry on the Japanese Super Smash Blog was on August 2nd, 2018, the same day ''{{s|mariowiki|WarioWare Gold}}'' was released in Japan.
*Wario's buttons on his overalls in the E3 video, his showcase video, and one of his website screenshots were incorrectly gold, as opposed to their usual white. However, in the final game, the error was corrected.
*Wario's buttons on his overalls in the E3 video, his showcase video, and one of his website screenshots were incorrectly gold, as opposed to their usual white. However, in the final game, the error was corrected.
*Wario and {{SSBU|Meta Knight}} are the only playable antagonists that are not fought by their respective main protagonists in {{SSBU|Classic Mode}}. However, both characters are anti-heroes to some degree, as Wario has performed some heroic deeds in the ''Wario Land'' series despite his generally coarse attitude.
*Wario, along with {{SSBU|King K. Rool}} and {{SSBU|Incineroar}}, each have a Classic Mode route that consists almost entirely of super-heavyweight fighters.
*While Wario's Classic Mode route predominantly has super-heavyweight fighters as opponents, Ike can be considered the exception, as he weighs around the same as Wario himself.
**Oddly, Donkey Kong and Bowser do not appear in Wario's Classic Mode route despite being heavier than him and having hard-hitting attacks.
*Excluding sub-universe fighters, Wario is the only Mario sub-fighter to not face characters from his [[Mario (universe)| root universe]] as opponents in Classic Mode.
*One of the Japanese website screenshots that show Wario using his neutral aerial shows him doing the move with an angry expression on his face, which was changed in the final release with Wario having a happy expression while using the move.
*One of the Japanese website screenshots that show Wario using his neutral aerial shows him doing the move with an angry expression on his face, which was changed in the final release with Wario having a happy expression while using the move.
*Despite receiving non-English voice actors in non-English versions of ''WarioWare Gold'', Wario is still voiced by Charles Martinet in all versions of the game.
*Despite receiving non-English voice actors in non-English versions of ''WarioWare Gold'', Wario is still voiced by Charles Martinet in all versions of ''Ultimate''.
 
*Wario's overalls outfit has odd properties with his face in covering textures such as {{b|ink|status}} and the [[Metal Box]]'s activation, with his face being covered instantly by these instead of gradually.
*Prior to 8.0.0, Wario's forward throw did not work correctly on {{SSBU|Ganondorf}} due to the first hit not connecting properly.
*Wario and R.O.B. are the only first-party sole fighters of their series that can be found in [[The Dark Realm]].
*In Wario's biker outfit, because his jacket has been given more physics-based movement, certain animations will cause it to disconnect, exposing a gap underneath his arm.
*In early builds of ''Ultimate'', when playing World of Light, if Wario were to be hit with a move that inflicts any hitstun, half of a second pupil can be seen on the outer part of his eyes.
{{SSBUCharacters}}
{{SSBUCharacters}}
{{Wario universe}}
{{Wario universe}}

Latest revision as of 23:05, December 18, 2024

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

WarioSymbol.svg
Universe Wario
Other playable appearances in Brawl
in SSB4

Availability Unlockable
Final Smash Wario-Man
Tier A (20)
Wario (SSBU)

Wario (ワリオ, Wario) is a playable character in Super Smash Bros. Ultimate. He was officially revealed on June 12th, 2018 alongside Little Mac and the rest of the returning roster. Wario is classified as Fighter #30.

As in Super Smash Bros. 4, Charles Martinet's portrayal of Wario from Super Smash Bros. Brawl was repurposed for Ultimate.

Wario is currently ranked 20th out of 82 characters on the current Ultimate tier list, being in the A tier; a massive improvement from his tier placement in Smash 4 where he was ranked 40th out of 54 in the E tier, and is his best placement in the series. Wario's greatest strength is his aerial game: he has one of the fastest air acceleration and air speed in the game which, coupled with a set of strong and versatile aerials, allows him to dominate in the air. In addition, his strong aerial movement and short stature makes it harder for opponents to hit him, while his heavyweight status and passive healing through Chomp allows him to live longer compared to the rest of the cast. Finally, Wario is also notorious for his combo potential, which can not only rack up damage quickly but also set up into a KO confirm, most notably Wario Waft. As such, Wario has some of the best comeback potential in the game.

Despite these strengths, Wario has several weaknesses that hold him back. The most notable weakness is his poor neutral game: his relatively short range and lack of projectiles make him vulnerable towards characters that can overwhelm, juggle, or outrange him. In addition, Wario's best KO options all have their drawbacks: his forward tilt, back air, and all his smash attacks have either high end lag or slow startup while dash attack has noticeable sourspots. Finally, whiffing Waft means Wario loses his best comeback factor, as it can take a bit to even get to half-Waft.

Overall, Wario's strengths largely overshadow his weaknesses. Although very popular in the early metagame, subsequent nerfs via patch updates shrank his playerbase at a top level. However, he remained a viable character with decent representation, in particular amassing consistently high results from Glutonny, Europe’s best and one of the best Ultimate players in the world.

How to unlock[edit]

Complete one of the following:

  • Play VS. matches, with Wario being the 24th character to be unlocked.
  • Clear Classic Mode with Samus or any character in her unlock tree, being the 7th character unlocked after Cloud.
  • Have Wario join the player's party in World of Light.

Wario must then be defeated on WarioWare, Inc. (the Ω form is used in World of Light).

Attributes[edit]

Wario is a short heavyweight character with a great air game and surprisingly fantastic movement in the air. He boasts the 8th fastest air speed in the game, in addition to being tied for the 2nd best air acceleration. Wario also sports an above average falling speed and the 26th highest gravity, which alongside the previous attributes gives him an amazing aerial prowess despite having low jumps. However, his grounded mobility pales in comparison, as his dashing speed and traction are average at best, and his walking speed is the 12th 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. Wario's attacks in general also tend to be disjointed, as his hands don't have a hurtbox. He's also fairly hard to hit since he's relatively nimble and short for a heavy character, though fairly wide, meaning he can still be vulnerable to combos and juggles.

Furthermore, Wario boasts strong aerials, with his down, and back aerials being potent kill moves, while the up aerial is a highly damaging juggling and combo extension tool, with limited killing ability as well. Thanks to Ultimate's universal 3-frame jumpsquat, he can finally utilize his forward and neutral aerials as fast moves that can combo and pressure his opponents. Wario's air control and quick aerials also make him very effective at edgeguarding.

Wario's ground game contrasts with his air game in that it focuses more on power than speed. His forward tilt and forward smash are among the strongest in the cast, although both are rather slow, and the latter is best suited for hard reads. His up and down tilts are great combo tools that could potentially lead into kill moves, and his new shoulder tackle dash attack is both extremely fast in terms of startup and one of the strongest dash attacks in the game.

Wario's grabs are not particularly fast but have above average range. His throws have their fair share utility, with his up throw being able to combo into his up aerial and his down throw being both quite damaging and great for keeping opponents close to pressure them further. Forward throw deals decent damage, and back throw having a strong collateral hitbox that is good at knocking away other combatants.

Wario's special moves are also very unorthodox, and they demand practice to be usable at their highest potentials. Chomp is one of the best command grabs in the game, having deceptively long range and decent startup. It heals Wario if it connects, can effectively cover certain edge recoveries and even kill at high percents, negate certain attacks such as Wonderwing, and absorb many projectiles, often with the benefit of further healing him and slightly increasing the charge of his Wario Waft. His Waft is his most significant move because, with time, it is a highly damaging kill move with an extremely fast startup. With Waft in his arsenal, any match can be turned around with the right read. Wario Bike gives Wario an unorthodox approach option that covers for his fairly slow ground movement, and the bike itself continues to move forward and hit opposing fighters even after Wario dismounts it. This gives him a large pseudo-projectile which can apply pressure when used effectively, but the bike has a respawn time which prevents this from being used as a normal projectile. It can be used to surprise unsuspecting players as an approach tool that can blow past some projectiles, dismounted and thrown like an item with kill power, a very effective recovery tool, and a way for Wario to heal and charge his Waft when he eats it. On the flip side, Wario cannot shield or dodge while on the bike and is vulnerable, opponents can throw it right back at him, and if it's destroyed, he has to wait six seconds before using it again, which can leave him helpless while recovering as his up special, the Corkscrew is rather lackluster as a recovery on its own (although it is a decent out-of-shield option as it is his fastest recovery move).

For all of his strengths, Wario does have several weaknesses to counterbalance them. His range is rather mediocre, especially in moves such as neutral aerial and forward aerial, and he lacks projectile attacks outside of a dismounted Wario Bike and thus must take a risk to deal damage. While his bike recovery can go a far distance, it is fairly easy to gimp him when he uses it, so Wario players have to be careful with when and how it is used. While Wario does have some fast moves, he is certainly slower and heavier on average than most characters that share his weaknesses, so he can sometimes be overwhelmed in the neutral against small characters with better range than him. Wario will have to use his overall high mobility to bait his opponents into making mistakes and capitalize on them with his highly damaging combos and powerful kill moves.

Despite having a variety of KO moves, Wario can have a difficult time landing them. Firstly, he is burdened with a rather poor set of smash attacks. All three have extremely high ending lag and are very unsafe on shield making them easily punishable while only having average or slightly above average power. Forward smash is very strong but suffers from slow startup and very high ending lag with deceptively short range, up smash has decent startup and grants Wario head intangibility, but has massive ending lag to the point where Wario will be standing at the end of the animation of the move and still be in lag. Finally, down smash has fast startup coming out on frame 8, but has extreme ending lag and very mediocre power which makes it one of Wario's least useful moves. His other KO moves such as his Back aerial, forward tilt and Dash attack also suffer from being sluggish or predictable on top of lacking legitimate kill throws as his forward throw has had its knockback reduced from its previous iteration. This means Wario can often be reliant on Wario Waft for an easier, early KO and is left with a more difficult process of finishing off opponents should it miss.

All in all, Wario is a quite mobile and versatile heavyweight brawler that rewards patient players who know how to use his movement and signature Waft to their fullest potentials. His damage-racking ability and kill power also rewards players heavily for finding creative ways to get around his rather poor range and lack of a proper projectile, and his versatile options and movement give players just the tools to do it.

Changes from Super Smash Bros. 4[edit]

Possibly due to his lower tier status in Smash 4 (41st out of 55 characters), Wario has been significantly buffed in his transition to Ultimate. His combo game has been strengthened drastically, and the changes to gameplay mechanics benefit both the aggressive and patient sides of his playstyle.

Wario has received both direct and indirect changes that grant him a much more dangerous offensive game, which he previously did not boast about in previous installments. His neutral aerial has been altered, possessing more range, both hits lingering for much longer, and the move now having an extremely lenient amount of ending lag of only four frames; while up tilt has had its knockback reduced to the point that, despite losing all of its KO power, has gained drastically more combo potential at low to mid-percentages. These two moves are now some of the game's best combo starters, with their late hits leading into a repertoire of moves even at high percentages. The power of his moveset has also been strengthened overall; most notably, his new forward tilt, back aerial and new dash attack all deal greater knockback; the former also has more range that's disjointed, allowing it to 2 frame punish with more ease when angled, and the latter can be used as an effective tech-chasing tool. Chomp now has actual KO potential and heals damage from Wario when biting an opponent or eating projectiles, overall improving his already good survivability. Wario Bike now possesses actual knockback, allowing it to be used situationally as a projectile.

The changes to the game's engine benefit Wario. As with the rest of the cast, Wario's overall mobility has been improved, with his faster grounded and aerial mobility, and streamlined 3-frame jumpsquat, allowing for a safer approach and utilization of his strong aerial game; the former change also allows Wario to camp opponents and build up his Wario Waft, while the latter change gives him a more viable out of shield game. Directional air dodges also add a new option to his already great and versatile recovery. The universal lower landing lag on aerial attacks benefits Wario the most, as this has granted his neutral, forward and up aerials more reliable combo potential such as into his other aerials and, most infamously, Wario Waft.

In spite of this, Wario did receive a few notorious nerfs to his best moves in SSB4. Wario Bike, similarly to its Brawl incarnation, can no longer be used immediately after despawning or being destroyed, forcing Wario to wait six seconds before it can be used again, which limits Wario's recovery should he end up offstage while its cooldown is in effect. Forward throw, previously his only throw with consistently good KO potential, is much weaker due to its redistributed damage output; this hinders his grab game, as he no longer has any reasonably viable kill throws, and forces him to rely on Chomp to KO an opponent. Finally, game updates have caused Wario Waft's higher levels of charge to possess slower startup, impairing their usage as standalone moves such as out of shield, though the move still retains its fear factor through Wario's newfound combo game allowing it to confirm into it. Wario also retains a few weaknesses from SSB4, notably a vulnerability to camping.

Overall, Wario has become a more reliable "lightning bruiser", with an intrincate combo game that can lead into devastatingly low percentage KOs as well as having more reliable kill power at high percentages, though at the cost of a few of his tools from the previous game being toned down. Game updates have watered down a bit the effectiveness of Wario's kit, but they haven't dramatically impacted his viability. All in all, his buffs outweigh his nerfs, and he is a much better character in stark contrast to his mediocre SSB4 iteration.

Aesthetics[edit]

  • Change 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.
  • Change 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.
  • Change 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.
  • Change In his biker outfit, Wario's jacket and helmet straps have more physics-based movement.
  • Change Down taunt has a more comical, "poppier" animation, and is much faster. Wario also now vocalizes as fast as Luigi's up taunt.
  • Change Air dodge and footstooled animations have changed. Additionally, Wario fully closes his eyes while asleep.
  • Change 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.
  • Change Wario's Palutena's Guidance conversation has slightly been modified (see here).

Attributes[edit]

  • Buff Like all characters, Wario's jumpsquat animation takes 3 frames to complete (down from 6).
  • Buff Wario runs faster (1.5 → 1.65).
    • Buff Wario's initial dash is significantly faster (1.3 → 1.837).
  • Buff Wario walks slightly faster (0.847 → 0.889).
  • Buff Wario crawls faster (forward: 0.7 → 0.83; backwards: 0.5 → 0.83). This notably makes him the fastest crawler in the game.
  • Buff Wario's air speed is higher (1.21 → 1.271).
  • Change 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.
  • Buff 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.
  • Nerf Forward roll grants less intangibility (frames 4-16 → 4-15) and has more ending lag (FAF 30 → 31).
  • Nerf Back roll has more startup with less intangibility (frames 4-16 → 5-16), and more ending lag (FAF 30 → 36).
  • Buff Spot dodge has less ending lag (FAF 28 → 27).
  • Buff Air dodge grants more intangibility (frames 3-27 → 3-29).
  • Nerf Air dodge has significantly more ending lag (FAF 33 → 51).

Ground attacks[edit]

  • Neutral attack:
    • Buff Neutral attack deals more damage (4.0%/5.0% → 5.0%/7.0%).
    • Buff The first hit transitions into the second hit faster (frame 14 → 11).
    • Buff 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.
    • Buff 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.
    • Buff The second hit's farthest hitbox follows Wario's hand instead of covering a static area, increasing its vertical range.
    • Nerf 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.
    • Change 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:
    • Change Wario has a new forward tilt: a heavy-handed slap.
    • Buff It deals more knockback (22 base/98 scaling → 20/102), allowing it to KO slightly earlier.
    • Buff 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.
    • Buff The sourspot deals more damage when the move is angled down (10% → 11%), matching the other angles.
    • Change 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:
    • Buff 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.
    • Buff 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.
    • Buff 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.
    • Nerf The late hit has a shorter duration (9 frames → 5 frames).
    • Nerf It deals less damage (10% → 6% (clean), 6% → 5% (late)).
    • Nerf It no longer grants intangibility on Wario's head or arms.
    • Change 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:
    • Change 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.
    • Buff 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.
    • Buff 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)).
    • Buff 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).
    • Nerf The move has one frame more startup (frame 4 → 5).
    • Nerf The clean hit has a sourspot on Wario's body that deals less damage (7% → 5%), although it is outprioritized by the sweetspot.
    • Change The late hit launches at a different angle (180° → 70°), matching the previous clean hit.
    • Nerf 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.
    • Change The late hit has a lower hitlag multiplier (1.2× → 1×).
  • Forward smash:
    • Buff Forward smash deals more damage (19% → 20%).
    • Nerf It has less knockback scaling (99 → 93), marginally reducing its KO potential despite its higher damage.
    • Change 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:
    • Buff Up smash's clean hit deals more damage (16% → 17%), with only base knockback compensated (40 → 35), marginally improving its KO potential.
    • Nerf The late hit has less base knockback like the clean hit (40 → 35), hindering its KO potential.
  • Down smash:
    • Buff Down smash has less ending lag (FAF 68 → 62).
    • Buff The clean hit has a lower hitlag multiplier (1× → 0.85×), making it slightly harder to DI.
    • Buff 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.
    • Buff The late hit has a marginally bigger hitbox (2.5u → 2.6u).
    • Change Wario has a surprised facial expression when using down smash.

Aerial attacks[edit]

  • Buff All aerials have less landing lag (12 frames → 7 (neutral, up), 16 → 10 (forward), 27 → 16 (back), 19 → 18 (down)).
  • Neutral aerial:
    • Buff Neutral aerial has less ending lag (FAF 50 → 46).
    • Buff It auto-cancels one frame earlier (frame 44 → 43).
    • Buff Both hits deal slight shield damage (0 → 0.7).
    • Buff 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.
    • Buff 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.
    • Nerf 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.
      • Buff 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.
    • Buff 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.
    • Nerf The first clean hit deals slightly less damage (6.5% → 6%).
    • Nerf The second hit has a smaller hitbox (4.5u → 3.5u).
  • Back aerial:
    • Buff 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.
    • Buff It deals more knockback (20 base/100 scaling → 21/106), improving its KO potential.
    • Nerf Its initial auto-cancel window is one frame shorter (frames 1-5 → 1-4).
  • Down aerial:
    • Change 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[edit]

  • Grabs:
    • Buff All grabs are active for three frames instead of two.
    • Buff They have increased horizontal range (Z2 offset: 9.3u → 10.3u (standing), 11.3u → 12u (dash), -15.8u → -15.9u (pivot)).
    • Nerf They have more ending lag (FAF 30 → 36 (standing), 37 → 44 (dash), 35 → 39 (pivot)).
    • Nerf 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.
    • Change Wario's hand is placed lower when grabbing an opponent.
  • Pummel:
    • Nerf Pummel deals less damage (2% → 1.6%).
    • Change 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.
    • Change Wario's finger points slightly higher when pummeling the opponent.
  • Change All of Wario's throws have been altered with more exaggerated animations.
  • Forward throw:
    • Buff 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)).
    • Nerf 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.
    • Nerf While the move's lag remains the same, it inflicts hitlag due to the new hitbox, making it easier to DI.
  • Up throw:
    • Buff 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.
    • Nerf The throw portion deals less damage (7% → 4%; 11% total → 8%).
    • Buff The throw portion has more knockback scaling (72 → 105), allowing it to KO slightly earlier despite its lower damage.
  • Down throw:
    • Buff The throw portion deals more damage (4% → 7%; 8% total → 11%).
    • Change 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:
    • Buff Edge attack deals more damage (8% → 10%).

Special moves[edit]

  • Chomp:
    • Buff 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.
    • Buff The throw has much more knockback scaling (76 → 109), allowing it to KO at high percents.
    • Buff It has less ending lag after eating a projectile (FAF 36 → 26).
    • Buff The explosion from eating explosive items has less startup (frame 18 → 17), with its total duration reduced as well (FAF 73 → 72).
    • Buff Eating explosive items deals less recoil damage (5% → 3%).
    • Nerf It has more ending lag if it misses (FAF 38 → 42).
    • Nerf It no longer grants intangibility on Wario's head.
  • Wario Bike:
    • Buff 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°).
    • Buff 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.
    • Buff The start of the wheelie deals slightly more damage (8% → 8.3%).
    • Nerf After the bike is destroyed or disappears, it has a cooldown of six seconds before it can be used again.
    • Nerf The bike no longer bounces as much when thrown, giving fewer options as a projectile.
    • Nerf 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.
    • Change Aerial Wario Bike has physics when Wario is not riding it, rather than staying static in animation.
    • Change Wario gets thrown forward and put into tumble if he hits a wall whilst riding the bike.
    • Change The bike releases smoke and sparks to signify how much damage it has taken.
    • Change Wario continually pumps his fist while performing a wheelie with the bike.
  • Corkscrew:
    • Buff 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.
    • Buff 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.
    • Buff 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.
    • Buff 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.
    • Change The last hit's hand hitbox has a lower hitlag multiplier (2.5× → 2×).
    • Change The last hit is weight-independent, hindering the move's KO potential against lighter targets, but improving it against heavier ones.
    • Change Wario's hands no longer expand for the last hit.
  • Wario Waft:
    • Change Wario Waft's fart cloud's visual effects have been redone.
    • Nerf A stage three Waft has more startup (frame 5 → 8) and ending lag (FAF 50 → 55).
    • Buff A fully charged Waft has more super armor (frames 5-10 → 4-13).
    • Change Wario turns away from the screen when executing a fully charged Wario Waft.
    • Change A fully charged Waft triggers Special Zoom.
    • Nerf A fully charged Waft has more startup (frame 9 → 12) and ending lag (FAF 60 → 64).
  • Wario-Man:
    • Change 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!.
    • Nerf 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.
    • Change 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.
    • Bug fix As a result, the undead glitch on the Stamina Mode, and results screen glitch on the timed team battle have been removed.

Update history[edit]

Wario received buffs, nerfs and a few glitch fixes, but was nerfed overall. Update 2.0.0 made Wario grab the ledge sooner after using down aerial. Update 3.0.0 brought slight buffs to Chomp, increasing its swallow box size and giving it less ending lag after eating a small projectile. 3.0.0 also made it so Wario would flash yellow when Wario Bike was ready to use again. Update 8.0.0 fixed Wario's forward throw so that the hitbox no longer blatantly misses characters like Ganondorf, and lowered the ending lag when Wario ate food using Chomp. Update 9.0.0 buffed Corkscrew so that now it links more reliably and deals more damage overall.

While most changes were negligible, patch 11.0.0 affected Wario the most. His up tilt was given less active frames, and the third and max level of Wario Waft have more startup and ending lag. Though as compensation, the super armor on the max Waft now starts earlier and lasts longer. All these changes together nerfed one of Wario's notoriously dangerous and easiest set-ups, and making Wario Waft less effective overall.

Update 13.0.1 graced Wario with small buffs for one last time, making his neutral attack deal more damage (to the point that it is tied for the third most damaging non-infinite neutral attack in the game) and have less ending lag.

While Wario was made a somewhat less effective character overall, it was not enough to massively dent Wario's status and prowess in competitive play, and Wario is still seen as a top tier character with fantastic results to this day.

Super Smash Bros. Ultimate 2.0.0

  • Buff Wario can grab ledges faster after using down aerial (76 frames → 72).

Super Smash Bros. Ultimate 3.0.0

  • Chomp:
    • Buff Wario can eat projectiles more easily (Swallow box size: 4.5u → 6u; offsets: -2u/2u/1.5u → -2.75u/2.75u/2.25u).
    • Buff decreased ending lag after eating a projectile (FAF 35 → 25).
  • Buff A yellow flash will manifest when Wario Bike is usable again.
  • Bug fix Wario is now able to consume the Staff with Chomp.
  • Bug fix The grounded state glitch has been fixed.
  • Bug fix Self-Destruct glitch with Wario-Man in Fourside has been fixed.

Super Smash Bros. Ultimate 3.1.0

  • Bug fix Fixed a rare glitch where Wario's bike would instantly turn sideways.

Super Smash Bros. Ultimate 7.0.0

  • Change Wario's head animation during hitstun was shifted.

Super Smash Bros. Ultimate 8.0.0

  • Buff Forward throw's first hit has altered placements (X offset: 1u → 0u; Y offset: -1u → -3u), preventing it from missing characters such as Ganondorf.
  • Buff Wario recovers faster from eating food (FAF 50 → 36).

Super Smash Bros. Ultimate 9.0.0

  • Corkscrew:
    • Buff The looping hits have different angles (105°/115°/105°/115° → 115°/115°/145°/145°) and higher set knockback (110 → 130), and the last hit's body hitbox is considerably larger (5u → 8u), allowing the move to connect much more reliably.
    • Buff The looping hits' 1% damage hitbox (which had the highest priority) has been removed, allowing them to deal more damage overall.

Super Smash Bros. Ultimate 11.0.0

  • Nerf Up tilt's late hit has a shorter hitbox duration (frames 11-19 → 11-15).
  • Wario Waft:
    • Nerf The third level charge has more startup (frame 5 → 8) and ending lag (FAF 50 → 55).
    • Nerf The max charge has more startup lag (frame 9 → 12) with its total duration increased as well (FAF 61 → 64).
      • Buff The super armor starts a frame earlier and lasts longer (frames 5-10 → 4-13).

Super Smash Bros. Ultimate 13.0.1

  • Neutral attack:
    • Buff The first hit deals more damage (4% → 5%) and has less ending lag (FAF 30 → 28).
    • Buff The second hit deals more damage (5% → 7%) and has less ending lag (FAF 34 → 30).

Moveset[edit]

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

Note: All numbers are listed as base damage, without the 1v1 multiplier.

  Name Damage Description
Neutral attack Fist (げんこつ) / Jaw Smash (あごくだき) 5% A downward punch and a uppercut. Among one of the worst neutral attacks in the game, due to its slow startup (frame 8) and lack of range, although it provides more reward than down tilt at lower percentages since down tilt cannot combo reliably until then.
7%
Forward tilt Slap (ひっぱたき) 13% A quick, heavy-handed slap. The move can be angled, has considerable range and is a versatile kill option at the ledge, with the downward-angled variant hitting every single ledge hang. Also disjointed due to his hand not possessing a hurtbox and a big hitbox that reaches far from the hand.
Up tilt Banzai Hit (ばんざいヒット) 6% (clean), 5% (late) Wario thrusts his outstretched hands upwards. It provides little knockback but is a potent combo starter, linking into many aerials and most notably, can confirm into Wario Waft. It also has a hitbox that lasts a relatively long time and the disjointed hands make it a good anti-air move. Possibly based off of Wario's victory animation in Wario Land II upon unlocking Time Attack mode.
Down tilt Cockroach Crusher (ゴキブリつぶし) 4% Wario violently pokes the ground with his index finger, damaging opponents as he does so. It provides very little knockback and can combo into aerials and ground moves, most notably dash attack. It also has long horizontal range and provides disjoint due to the hands lacking a hurtbox, although the hitbox itself is very narrow and can miss opponents that are even slightly above it.
Dash attack Shoulder Tackle (ショルダータックル) 11% (clean), 5% (late/early, body) Wario performs his signature Dash Attack from the Wario Land series. A powerful kill move with extremely short startup on frame 5. The late hit is weaker but launches opponents at an upward angle, where Wario can potentially follow up with a juggle situation. The early hit has a sourspot inside Wario's body that is hard to hit and deals 5%. It has long range due to Wario's momentum as he charges forward, allowing it to cross-up shields.
Forward smash Full-Power Back Knuckle (全力バックナックル) 20% Wario winds back greatly with his fist, and delivers an enormous backhanded punch. Nearly the same range as his forward tilt, with a large hitbox that goes over Wario's fist. It has high ending lag and the slowest startup of Wario's smash attacks, but is very powerful. The winding back can allow moves to whiff, thus being punished by the attack. Due to coming out on frame 18 and having 46 frames of ending lag, it is very punishable if missed.
Up smash Big Head (ビッグヘッド) 17% (early), 13% (late) A hard-hitting, arcing headbutt. Wario's head enlarges significantly during the attack and extends upward, has a large hitbox and has head intangibility, making it very disjointed. The attack has high launching power and covers a fair amount of both vertical and horizontal range, but has a significant amount of ending lag (45 frames), to the point where Wario would be standing and still be in lag. May 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% (early), 10% (late) Spins on the ground thrice, bashing foes with his head. The move consists of three hits, though only one hit can connect. While the first hit is capable of KO'ing at high percents, its power is very low for a smash attack while subsequent hits are even weaker. Hits most ledge hangs, although it possesses high ending lag, and the poor range makes it an unsafe move to use for the most part, although it is Wario's fastest smash attack at 8 frames. Due to the move's weak power, poor range, high ending lag, and being extremely unsafe on shield, it is one of the worst down smashes in the game as it carries very high risk while offering very low reward in return.
Neutral aerial Overweight Body (メタボボディ) 6% (hit 1, early/late, body), 3% (hit 1, late, arms), 4% (hit 2; early) 5% (hit 2; late) Wario inflates his belly and spins in the air with his arms and legs spread wide. Very fast startup, coming out on frame 4. The attack has two hits, further divided between a clean hit and late hit that act independently from each other. Unlike the second hit, which only has a hitbox on Wario's belly, the first hit has two additional hitboxes that cover his arms as well. Both hits can combo into each other at low and mid percents if Wario moves back and forth in the air, and has almost no ending lag, as he can act just 4 frames after the hitboxes cease, making it an excellent tool for combos and racking up damage. The late hit can lead to another aerial and even Wario Waft. It autocancels at frame 43, immediately after the hitboxes cease. Visually similar to Wario's crouch-jump from Virtual Boy Wario Land and Wario Land: Shake It!.
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. Low knockback and poor range, lacking a hitbox on the tip of the foot, but starts up very fast, making it useful for gimping or escaping pressure, as well as being a decent poking tool. The late hit can lock and also combos easily into other aerials at low percents. It autocancels in a short hop. It may be based on his aerial kick in Super Mario 64 DS.
Back aerial Falling Headbutt (たおれずつき) 12% Wario propels his head backward. A viable KO move as it is his strongest aerial knockback-wise. It also has relatively quick startup at frame 9 and sends at a somewhat low angle, but it has high ending lag and Wario can be hit, as his head enlarges and then slightly moves around. Autocancels if used at the peak a short hop.
Up aerial Hand Slap (ハンドパッチン) 13% Wario claps his hands and feet together in mid-air. His strongest aerial damage-wise with the best vertical knockback as well. A potent combo starter. If used after a fast fall, it can lead to an aerial and Wario Waft at low-mid percents. It also possesses a large hitbox and is disjointed due to the hands not having a hurtbox. Fast for its power, coming out on frame 8, but has 38 frames of ending lag, which can make it punishable.
Down aerial Upside-Down Drill (さかさまドリル) 1.3% (hits 1-6), 4% (hit 7) Wario puts his hands above his head and spins while upside down, drilling with his hands and head. The last hit has powerful diagonal knockback that can KO at high percents. When landing with it before the final hit, it can often lead to a half waft, albeit not on heavier characters due to lack of hitstun. If the move fails to connect into the subsequent hits, it can also weakly meteor smash the opponent, although it cannot get stronger due to its set knockback. The move is visually similar to Wario's animation upon getting a birdie in Mario Golf (GBC).
Grab Grab (つかみ) Reaches out with one hand.
Pummel Grab Poke-Poke (つかみつんつん) 1.6% Pokes the opponent with his index finger. Slow but strong.
Forward throw Heavy Buttocks (ヘビーどんけつ) 8% (throw), 4% (collateral) Launches the opponent forward with his rear-end. Can kill lightweights at higher percents, but struggles to kill mid and heavyweights. Also Wario's highest damage throw, useful for damage racking.
Back throw Wild Swing Ding (ジャイアントスイング, Giant Swing) 7% (throw), 8% (collateral) The Wild Swing Ding attack from Wario World. Grabs the opponent by the legs, spins them around three times and launches them behind himself, damaging those who come in contact with the spin, which can be good for getting opponents away if in a match with more than 2 characters. Despite being similar to Mario's back throw, it is surprisingly weak in damage and knockback, being unviable for killing.
Up throw Double Punch (ダブルパンチ) 4% (throw), 4% (collateral) Wario tosses the opponent up and punches them upwards with enlarged fists. Can link into up airs at low to mid percents.
Down throw Butt Press (しりプレス) 7% (throw), 4% (collateral) Throws the opponent on the ground and slams them with his rear end. Hits the opponent at a low angle behind Wario, which can lead to follow-ups via reading the opponent's options afterward. The move and exaggerated animation are based on the ground pound move from Wario Land and Wario World.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Wario gets up and pokes his finger both forwards and backward.
Floor attack (back)
Floor getups (back)
  7% Wario spins around, punching 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
  10% Crawls up the ledge and flips onto his back, attacking with his fists. Among the fastest ledge attacks in the game.
Neutral special Chomp 2.4% (each bite), 5% (throw), 0.6% (self-heal), 13% (eating explosive), 3.6% (explosive self-damage) Wario opens his mouth and closes it upon the opponent, chewing on those who are caught, healing 0.6% damage per bite. It has long range and very fast startup (8 frames). It can be used to consume items and projectiles, healing 1% damage from items, and a third of the damage by a projectile's base damage. Eating explosives will cause them to detonate inside of Wario, harming him, but the explosion will damage nearby foes, providing good knockback. Healing items consumed with Chomp heal 1.5x more damage than normal. Consuming items lessens the time necessary to charge the Wario Waft. Based on the Hot Dog Hog microgame from the WarioWare series and the Hyper Suction move from Wario World.
Side special Wario Bike 0.6%-11.2% (ram, varies depending on acceleration and timing, full speed consistently deals 11.2%), 8.3% (wheelie beginning, can combo with ram), 5% (wheelie), 13% (wheelie ground slam), 7% (turn), 3% (turn late, can hit twice), 3.5% (jumped off) Wario climbs aboard his trademark Wario Bike and races around the stage, damaging opponents in his path. During this, from frame 1, Wario gains a small amount of knockback-based armor, able to take up to 20 units of knockback. Tilting the opposite direction on the ground will make him turn around, dealing damage and killing at high percents, and tilting in the air can adjust the angle of the Wario Bike and his jump afterward. Holding up will produce a wheelie, and pressing down during a wheelie makes the bike perform an extremely powerful ground slam. Just like in previous games, Wario can taunt on the bike.

After dismounting the bike, Wario can destroy it, throw it at opponents, or eat it with Chomp. The bike has 18 HP and is unaffected by the 1v1 multiplier. When thrown, the Wario Bike can launch opponents a fair distance, even KO'ing them at high percents. In the air, the bike gives a small initial vertical hop along with a free jump via dismounting it.

After losing the Wario Bike, Wario cannot summon another bike for 6 seconds, and only if he touches the ground again. If the player tries to do so before the cooldown ends or a Bike is already out, not within his reach, Wario will instead look helplessly around the stage for his bike. The look animation can be canceled if landing on the ground after initiating it in the air, or performing it in the air and reaching maximum fall speed.

Up special Corkscrew 5% (first hit), 1%-1.5% (hits 2-5), 4% (final hit) Wario launches himself into the air, hitting enemies multiple times while spinning. The final hit has decent diagonal knockback with the hands, KO'ing at high percents. Wario's body has a hitbox that launches up, although is very difficult to hit due to the hand hitboxes taking priority. The move can be steered diagonally left or right.
Down special Wario Waft 0% (no charge), 12%-15.5% (minor charge), 20%-29.9% (moderate charge), 27% (maximum charge), 20% (maximum charge headbutt) Flatulence that grows in strength and knockback the longer it goes unused. Its charge cannot be lost in any way without using the move itself. By Chomping items, the Wario Waft charges faster by 1.5 seconds. 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 8) and has good KO potential, and the fully charged waft deals the most damage and knockback, has a huge hitbox below and super armor (frame 4-13), and also sends Wario flying upwards with a headbutt that has equally powerful KO potential, although is slower than the third level of charge (frame 12). If the fully charged waft is used near the upper blast line, Wario will be KO'd by the upper blast line.
Final Smash Wario-Man 10% (tackle), 20.8% (successive hits; 1.3% each), 12% (fart), 10% (release), 52.8% (total) Wario consumes a bulb of garlic and propels himself into his opponents. If the move connects, Wario transforms into the masked anti-hero, Wario Man from the WarioWare series and splits himself into multiple copies, dealing a series of blows to opponents caught into the attack. The final blow is delivered by an explosive fart that launches the opponents, KO'ing them at mid to high percents. The strength of the final fart is not affected by the charge of Wario's down special.

Stats[edit]

Stats Weight Dash speed Walk speed Traction Air friction Air speed Air acceleration Gravity Falling speed Jumpsquat Jump height Double jump height
Value 107 1.837 – Initial dash
1.65 – Run
0.889 0.106 0.04 1.271 0.04 – Base
0.08 – Additional
0.107 1.61 – Base
2.576Fast-fall
3 30.5 - Base
14.7 - Short hop
30.5

Announcer call[edit]

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The editor who added this tag suggests: Needs announcer calls from other languages.
If you have a good audio file for this article, upload it here.

On-screen appearance[edit]

  • Crashes onstage with his bike while laughing. Wario then jumps off and his bike explodes as he dusts himself off.

Taunts[edit]

  • Up taunt: Laughs so hard that his jaw unhinges, then forces his mouth shut with his hands.
  • Side taunt: Shakes his rear end at the screen with his hands extended in each direction while making an "Unh-unh!" kind of noise.
  • 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 forming a "W" (his initials), first with his left hand, then his right, then both hands simultaneously.
  • 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.

Idle poses[edit]

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

Crowd cheer[edit]

Cheer (English) Cheer (Japanese/Chinese) Cheer (Italian) Cheer (Dutch) Cheer (French)
Cheer
NTSC

PAL
Description Wa - ri - o! Wa - rio! Wa - rio! Cha - cha - cha! Wa - ri - o! Wa - rio! Cha - cha - cha!
Cheer (German) Cheer (Spanish) Cheer (Russian) Cheer (Korean)
Cheer
NTSC

PAL
Description Wa - ri - o! Cha - cha - cha! Wa - rio! Cha - cha - cha! Wario! *clap 2 times* Wa - ri - o!

Victory poses[edit]

  • Left: Walks forward, pats his belly twice, then farts, sniffs his behind, and scratches his head, saying "Ooh!" in surprise.
  • Up: Spins around with his motorcycle, stops while facing the screen saying "Yes!", plucks the end of his mustache, and holds up three fingers in the shape of a W.
  • Right: Briefly points, laughs gloatingly, and then falls over, rolling on his back.
A track that first appeared in Brawl, would later been incorporated into Wario Land: Shake It! after Brawl's release.

In competitive play[edit]

Most historically significant players[edit]

See also: Category:Wario players (SSBU)

  • Japan Abadango - Known for using a variety of characters throughout his Ultimate career, specifically using Wario in the second half of 2019, during the peak of his Ultimate career. He was considered one of the best Wario players in Japan during this time following a string of noteworthy performances both in and outside of Japan, which includes his victory at Umebura SP 4, where he used Wario for most of top 8; his 5th-place finish at Smash Factor 8 using mostly Wario; and his 9th-place finish at EVO 2019 using only Wario.
  • France crêpe salée - One of the best European players in the post-COVID-19 pandemic metagame. He began competing as a Wario player, achieving recognition in Europe throughout 2022 as the second-best Wario player in Europe after Glutonny. He eventually picked up Steve in 2023, and has since become more recognized as a Steve player; however, he maintains Wario as a secondary and counterpick, and remains the second-best Wario player in Europe, having used Wario to defeat Zomba at Tera and TamaPDaifuku at Supernova 2024.
  • France Glutonny - The greatest European player, and by far the greatest Wario player, of all-time, having been ranked among the game's best players for many seasons. Although not the first Wario player to win a major, he is the one with the most major wins, and is the only one to win a major in the post-pandemic metagame. In addition, he is one of three players who have won a major in all three of Ultimate's superregions, having won Albion 4 in Europe, Pound 2022 in North America, and UltCore Second in Japan.
  • Japan Huto - The best Wario player in Japan after Wario's nerfs, having been playing Wario since the start of the post-pandemic metagame, aside from a period in 2022 when he primarily played Captain Falcon. He is the only Wario player outside of Glutonny to place top 8 at a major in the post-pandemic metagame, having placed 5th at Kagaribi 7 and 7th at both Kagaribi 3 and Seibugeki 12. However, he is also known to be somewhat inconsistent, and as such, was never globally ranked in the top 50, much less as high as Glutonny.
  • Japan kameme - Though he is much better known for using Mega Man, he frequently uses Wario as a secondary or a counterpick in matchups that are less favorable to Mega Man. He most notably used Wario as a counterpick against Tea, defeating him at both Umebura Japan Major 2019 and 2GG: SwitchFest 2019 to win both events. In addition, he also won 2GG: Grand Tour - South Carolina using Wario for most of top 8. He eventually dropped Wario after his nerfs, and has seldom used him since.
  • USA loaf - The best Wario player in North America in the post-pandemic metagame. He was first known for placing 13th at Riptide, and has since seen some other noteworthy performances at major/supermajor events, including placing 13th at Luminosity Makes Moves Miami 2024. He is better known for his performances at regional/superregional events, which includes placing 4th at Dragun House Monthly (December Edition 2023) defeating MuteAce and Kurama, placing 7th at The Big House 11, and his win over Umeki at GENESIS: BLACK at Guildhouse.
  • USA Tweek - One of the greatest Ultimate players of all-time, as well as the second-greatest Wario player of all-time and the best Wario player in the early metagame. He was the first Wario player to win a major, doing so at Let's Make Moves, and eventually won four other majors with him throughout 2019, most notably Frostbite 2019 and Get On My Level 2019. He eventually dropped Wario after his nerfs, though he had on occasion pulled out Wario as a counterpick with little success.
  • Japan Zackray - Although much better known for his performances with other characters, he notably briefly used Wario in 2019 and 2021. He is best known for winning Eastern Powerhouse Invitational FINAL, using Wario for most of the group stage, and placing 4th at Kagaribi 3 with mostly Wario.

Tier placement and history[edit]

Wario in Ultimate is widely considered superior to his previous iterations due to his more consistent KO options, his already fast speed being further increased, and his stronger, more reliable combo game. In addition, Wario greatly benefited from having a frame 3 jumpsquat, as he can now make more use out of his air game. Finally, Wario Waft became notorious as a comeback mechanic for closing out stocks when in a dire or last stock situation, and there were several moves that could set up to it at early-to-mid percents. As such, Wario was widely considered one of the best characters in the early metagame, with many players ranking him among the top 5. Wario's representation was also rather large at a national level; notably, four different players had won a major using Wario in crucial sets during this period. These players include Tweek and Glutonny, who were two of the best players in the world during this period.

Nerfs to Wario's up tilt and Waft hindered several of his setups into the Waft, making it harder to hit compared to before. In addition, metagame shifts were also less favorable towards Wario, as more characters with an oppressive gameplan became more common in competitive play. The nerfs and metagame shifts led to a noticeable decline in Wario's top-level representation as many of his veteran players dropped him, most notably Tweek. As such, Wario's position in the metagame began to fall as the community agreed that he was not as strong as he once was. On the other hand, many players pointed out how Glutonny's performances, despite fluctuating from time-to-time, were overall just as good if not better than his earlier results, proving that Wario's nerfs were not as severe as once perceived. In addition, newer Wario players also rose into the spotlight, most notably Huto in Japan, loaf in North America, and crêpe salée in Europe. As such, Wario remained a viable pick in the metagame, and was ranked 24th on the first tier list as a high tier and 20th on the second tier list in the middle of A-tier; although Wario was not as prevalent as the early metagame, dedicated mains have continued to keep his representation afloat in the current metagame.

Classic Mode: I'm-a Gonna Win![edit]

Wario's congratulations screen.

All of Wario's opponents are champions who utilize brute strength and hard, heavy-hitting attacks, much like Wario himself. The only base roster heavy characters absent are Donkey Kong and Bowser.

While the English title refers to Wario's catchphrase in the international version of Mario Kart 64: "I'm-a Wario! I'm-a gonna win!", the Japanese title (オレ様怪力ナンバーワン!) more accurately reflects the theme of the route, translating roughly to "My super strength is number one!"

Round Opponent Stage Music Notes
1 Ganondorf (SSBU) Ganondorf Coliseum Death Mountain
2 Charizard (SSBU) Charizard Pokémon Stadium 2 Victory Road - Pokémon Ruby / Pokémon Sapphire Charizard's Pokémon Trainer is absent.
3 Ike (SSBU) Ike Arena Ferox Against the Dark Knight
4 King Dedede (SSBU) King Dedede Fountain of Dreams Gourmet Race (Melee)
5 King K. Rool (SSBU) King K. Rool Kongo Falls Crocodile Cacophony
6 Incineroar (SSBU) Incineroar Pokémon Stadium The Battle at the Summit! Items do not appear.
Bonus Stage
Final Master Hand Final Destination Master Hand (Less than 7.0 intensity)
Master Hand / Crazy Hand (Intensity 7.0 or higher)
On intensity 7.0 and higher, Crazy Hand fights alongside Master Hand.

Credits roll after completing Classic Mode. Completing it as Wario has Ruins - Wario Land: Shake It! accompany the credits.

Role in World of Light[edit]

Finding Wario in World of Light

Although Wario does not appear in the World of Light opening cutscene, he was vaporized and later imprisoned alongside the rest of the fighters (except Kirby) when Galeem unleashed his beams of light.

Wario was one of the many fighters that fell under Dharkon's control upon Galeem's first defeat. He can be found in the Dracula's Castle sub-area. A switch must be pressed to change the orientation of the lever blocking him.

Fighter Battle[edit]

No. Image Name Type Power Stage Music
30
Wario SSBU.png
Wario
Attack
Attack
10,100 WarioWare, Inc. (Ω form) WarioWare, Inc.

Spirits[edit]

Wario's default fighter spirit can be obtained by completing Classic Mode as Wario. It is also available periodically for purchase in the shop for 300 Gold, but only after Wario has been unlocked. Unlocking Wario in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. His classic outfit has a fighter spirit of its own, available through the shop. Each fighter spirit has an alternate version that replaces them with their artwork in Ultimate.

Wario also makes an appearance as a legend-class primary spirit as his alter ego, Wario-Man.

In Spirit Battles[edit]

As the main opponent[edit]

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
59
SSBU spirit Chargin' Chuck.png
Chargin' Chuck Super Mario Series Wario Team Wario (SSBU)×4
Attack
1,800 Super Mario Maker (Battlefield form) N/A •The enemy favors dash attacks Ground Theme - Super Mario World
87
SSBU spirit Standard Bike.png
Standard Bike Mario Kart Series Wario Wario (SSBU)×4
Shield
2,100 Figure-8 Circuit N/A •The enemy's side special has increased power
•The enemy has increased move speed
Mario Kart Stadium - Mario Kart 8 Waluigi
115
SSBU spirit Eggplant Man.png
Eggplant Man Wrecking Crew Series Wario Team Wario (SSBU)×6
Shield
1,900 Wrecking Crew (Battlefield form) •Item: Golden Hammer •Defeat an army of fighters Wrecking Crew Medley
226
SSBU spirit King Bulblin & Lord Bullbo.png
King Bulblin & Lord Bullbo The Legend of Zelda Series Wario Wario (SSBU)
Attack
2,000 Bridge of Eldin N/A •The enemy favors dash attacks Main Theme - The Legend of Zelda: Twilight Princess
232
SSBU spirit Groose.png
Groose The Legend of Zelda Series Wario Wario (SSBU)
Shield
3,800 Skyloft •Item: Exploding Types •The enemy starts the battle with a Bomber
•The enemy's throwing-type items have increased power
•The enemy loves to jump
Ballad of the Goddess (Original)
396
SSBU spirit Pigma Dengar.png
Pigma Dengar Star Fox Series Wario Wario (SSBU)
Wolf Wolf (SSBU)
Shield
4,300 Lylat Cruise (Battlefield form) •Move Speed ↑ •Defeat the main fighter to win
•The enemy has increased move speed when the enemy's at high damage
•The enemy tends to avoid conflict
Star Wolf (Brawl)
448
SSBU spirit Weezing.png
Weezing Pokémon Series Wario Wario (SSBU)
Grab
2,200 Pokémon Stadium (hazards off) •Hazard: Poison Cloud •The stage is covered in a poisonous cloud Main Theme - Pokémon Red & Pokémon Blue (Brawl)
580
SSBU spirit Master Belch.png
Master Belch EarthBound Series Wario Wario (SSBU)
Neutral
4,200 Mario Bros. (Battlefield form) •Defense ↓
•Hazard: Sticky Floor
•The floor is sticky
•You have reduced defense after a little while
Unfounded Revenge / Smashing Song of Praise
599
SSBU spirit Mr. EAD.png
Mr. EAD F-Zero Series •Giant Wario Wario (SSBU)
•Giant R.O.B. R.O.B. (SSBU)
Shield
3,800 Big Blue N/A •Defeat the main fighter to win
•The enemy's dash attacks have increased power
•The enemy can deal damage by dashing into you
Brain Cleaner
719
Specknose
Specknose Kid Icarus Series Wario Wario (SSBU)×3
Neutral
1,800 Reset Bomb Forest N/A •Take your strongest team into this no-frills battle Kid Icarus Retro Medley
734
SSBU spirit Dribble & Spitz.png
Dribble & Spitz WarioWare Series Wario Wario (SSBU)
Pikachu Pikachu (SSBU)
Grab
4,000 Saffron City •Uncontrollable Speed •All fighters move faster and can't stop quickly after a little while
•The enemy favors side specials
WarioWare, Inc. Dribble
738
SSBU spirit Wario-Man.png
Wario-Man WarioWare Series Wario Wario (SSBU)
Attack
13,700 WarioWare, Inc. (hazards off) •Sudden Final Smash •The enemy will suddenly have a Final Smash
•The enemy's FS Meter charges quickly
WarioWare, Inc.
747
SSBU spirit Count Cannoli.png
Count Cannoli Wario Land Series Wario Wario (SSBU)
Attack
1,800 WarioWare, Inc. (hazards off) •Item: Transforming Types •Items will be pulled toward the enemy Ashley's Song
856
Frillard Spirit
Frillard Animal Crossing Series Wario Wario (SSBU)
Isabelle Isabelle (SSBU)
Villager Villager (SSBU)
Shield
2,400 Town and City N/A •The enemy loves to taunt Town Hall and Tom Nook's Store - Animal Crossing: Wild World
944
from the game files
Soda Popinski Punch-Out!! Series Wario Wario (SSBU) (160 HP)
Attack
9,300 Boxing Ring •Item Tidal Wave Stamina battle
•The enemy becomes more powerful after eating
•Certain items will appear in large numbers
World Circuit Theme
1,123
SSBU spirit Excitebike.png
Excitebike Excitebike Series Wario Team Wario (SSBU)Wario (SSBU)Wario (SSBU)×2
Attack
3,800 Mario Circuit N/A •The enemy favors side specials Excitebike - Mario Kart 8
1,184
SSBU spirit Old Man Lobber.png
Old Man Lobber The Legendary Starfy Series Wario Wario (SSBU)×3
Shield
3,800 Tortimer Island N/A •The enemy's throws have increased power
•The enemy favors grabs and throws
Tortimer Island Medley

As a minion[edit]

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
586
Salsa Spirit
Salsa EarthBound Series Diddy Kong Diddy Kong (SSBU)
Wario Wario (SSBU)
Grab
1,700 Gerudo Valley (Battlefield form) •Item: Banana Peel •The enemy favors special moves Mother 3 Love Theme Fassad
655
SSBU spirit L'Arachel.png
L'Arachel Fire Emblem Series Robin Robin (SSBU)
Sheik Sheik (SSBU)
Wario Wario (SSBU)
Shield
1,600 Castle Siege •Health Recovery •The enemy is healed when the enemy's at high damage Preparing to Advance Dozla
736
SSBU spirit Dr. Crygor.png
Dr. Crygor WarioWare Series Dr. Mario Dr. Mario (SSBU)
R.O.B. R.O.B. (SSBU)
Wario Wario (SSBU)
Grab
3,400 WarioWare, Inc. (hazards off) N/A •Defeat the main fighter to win Mike's Song Wario
746
SSBU spirit Princess Shokora.png
Princess Shokora Wario Land Series Peach Peach (SSBU)
Mr. Game & Watch Mr. Game & Watch (SSBU)
Wario Wario (SSBU)
Shield
2,900 Mushroom Kingdom II •Item: Transforming Types •Defeat the main fighter to win
•Timed battle (1:30)
•The enemy tends to avoid conflict
Ruins - Wario Land: Shake It! Wario
1,154
SSBU spirit Dion, Max, & Jack.png
Dion, Max, & Jack Marvelous: Mouhitotsu no Takarajima Villager Villager (SSBU)
Luigi Luigi (SSBU)
Wario Wario (SSBU)
Neutral
1,800 Tortimer Island •Item: Beastball •Take your strongest team into this no-frills battle Village of the Blue Maiden Max
1,313
SSBU spirit Makoto Niijima.png
Makoto Niijima Persona Series Sheik Sheik (SSBU)
•Giant Clear Wario Wario (SSBU)
Attack
3,000 Dracula's Castle (Ω form) N/A •Defeat the main fighter to win
•The enemy is invisible
Last Surprise Johanna/Junya Kaneshiro

Alternate costumes[edit]

Palette swap (SSBU)
Wario (SSBU) Wario (SSBU) Wario (SSBU) Wario (SSBU) Wario (SSBU) Wario (SSBU) Wario (SSBU) Wario (SSBU)

Gallery[edit]

Fighter Showcase Video[edit]

Trivia[edit]

  • Wario's entry on the Japanese Super Smash Blog was on August 2nd, 2018, the same day WarioWare Gold was released in Japan.
  • Wario's buttons on his overalls in the E3 video, his showcase video, and one of his website screenshots were incorrectly gold, as opposed to their usual white. However, in the final game, the error was corrected.
  • Wario, along with King K. Rool and Incineroar, each have a Classic Mode route that consists almost entirely of super-heavyweight fighters.
  • One of the Japanese website screenshots that show Wario using his neutral aerial shows him doing the move with an angry expression on his face, which was changed in the final release with Wario having a happy expression while using the move.
  • Despite receiving non-English voice actors in non-English versions of WarioWare Gold, Wario is still voiced by Charles Martinet in all versions of Ultimate.
  • Wario's overalls outfit has odd properties with his face in covering textures such as ink and the Metal Box's activation, with his face being covered instantly by these instead of gradually.
  • Prior to 8.0.0, Wario's forward throw did not work correctly on Ganondorf due to the first hit not connecting properly.
  • Wario and R.O.B. are the only first-party sole fighters of their series that can be found in The Dark Realm.
  • In Wario's biker outfit, because his jacket has been given more physics-based movement, certain animations will cause it to disconnect, exposing a gap underneath his arm.
  • In early builds of Ultimate, when playing World of Light, if Wario were to be hit with a move that inflicts any hitstun, half of a second pupil can be seen on the outer part of his eyes.