Template:SSB4 to SSBU changelist: Difference between revisions

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|Wario====Aesthetics===
|Wario====Aesthetics===
*{{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|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 features simple detailing.}}
*{{change|Wario's [[alternate costume]]s have been re-ordered, now alternating between each costume similar to {{SSBU|Cloud}} and {{SSBU|Bayonetta}}.}}
*{{change|Wario's [[alternate costume]]s have been re-ordered, alternating between each costume style similar to {{SSBU|Cloud}} and {{SSBU|Bayonetta}}.}}
*{{change|In his biker outfit, Wario's jacket and helmet straps now have more physics-based movement.}}
*{{change|In his biker outfit, Wario's jacket and helmet straps have more physics-based movement.}}
*{{change|Wario now fully closes his eyes while [[asleep]].}}
*{{change|Wario fully closes his eyes while [[asleep]].}}
*{{change|Down [[taunt]] has a more comical, "poppier" animation, and is much faster.}}
*{{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|Wario's air dodge animation is slightly different, with Wario's hands 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|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|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|He 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.}}
**{{change|His head no longer faces the screen in his victory animation involving his bike.}}


===Attributes===
===Attributes===
*{{buff|Like all characters, Wario's [[jumpsquat]] animation now takes three frames to complete (down from 6).}}
*{{buff|Like all characters, Wario's [[jumpsquat]] animation takes 3 frames to complete (down from 6).}}
*{{buff|Wario [[run]]s faster (1.5 → 1.65).}}
*{{buff|Wario [[run]]s faster (1.5 → 1.65).}}
**{{buff|Wario's initial [[dash]] is significantly faster (1.3 → 1.837).}}
**{{buff|Wario's initial [[dash]] is significantly faster (1.3 → 1.837).}}
*{{buff|Wario [[walk]]s slightly faster (0.847 → 0.889).}}
*{{buff|Wario [[walk]]s slightly faster (0.847 → 0.889).}}
*{{buff|Wario's [[air speed]] is higher (1.21 → 1.271).}}
*{{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 makes his jumps shorter.}}
*{{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). 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.}}
*{{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 has more ending lag (FAF 29 30) and less intangibility (frames 4-16 → 4-15).}}
*{{nerf|Forward [[roll]] grants less [[intangibility]] (frames 4-16 → 4-15) and has more ending lag ([[FAF]] 30 31).}}
*{{nerf|Back roll has more ending lag (FAF 29 35) and it has more startup lag with a shorter duration (frames 4-16 5-16).}}
*{{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===
===Ground attacks===
*[[Neutral attack]]:
*[[Neutral attack]]:
**{{change|Neutral attack has more [[hitlag]] (1.0 → 1.6 (first hit), 1.0 → 2.0 (second)).}}
**{{buff|The first hit transitions into the second hit faster (frame 14 → 11).}}
**{{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 (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 altered angles and deals less knockback, allowing it to connect into the second hit much easier at higher percents.}}
**{{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.}}
**{{nerf|The first hit has smaller hitboxes (4.0u/5.0u 2.2u (all hitboxes)).}}
**{{buff|The second hit's farthest hitbox follows Wario's hand instead of covering a static area, increasing its vertical range.}}
***{{buff|It has an additional hitbox that is the same size, and allows the first hit to link into the second more reliably.}}
**{{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.}}
**{{nerf|The second hit's hitbox on the shoulder was removed.}}
**{{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).}}
**{{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]]:
*[[Forward tilt]]:
**{{change|Forward tilt has a different animation. It is a heavy-handed slap.}}
**{{change|Wario has a new forward tilt: a heavy-handed slap.}}
**{{change|Forward tilt's sweetspot deals consistent damage (13% (not angled)/14% (angled up)/12% (angled down) → 13%).}}
**{{buff|It deals more knockback (22 base/98 scaling → 20/102), allowing it to KO slightly earlier.}}
**{{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.}}
**{{nerf|It is now comprised of 2 hitboxes instead of 4.}}
**{{buff|The sourspot deals more damage when the move is angled down (10% → 11%), matching the other angles.}}
***{{buff|The sweetspot is slightly bigger (5.5u 5.7u).}}
**{{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]]:
*[[Up tilt]]:
**{{buff|Up tilt has less startup (frame 12 → 8) and ending lag (FAF 35 → 27).}}
**{{buff|Up tilt has less startup (frame 12 → 8) and ending lag (FAF 35 → 27). In combination with Wario's faster jumpsquat, this greatly improves its combo potential, even allowing it to chain into itself.}}
**{{change|It deals less damage (10% (clean)/6% (late) 6%/5%) and the clean hit's knockback was not fully compensated (65 (base), 74 (scaling) 28/130). While this reduces the move's KO potential, combined with the previous change, it has much better combo potential.}}
**{{buff|The clean hit's body hitbox has increased horizontal range (Z offset: 0 -1.5 - 1.5) and launches at a higher 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) significantly improving its KO potential without hindering its combo potential due to its decreased ending lag.}}  
**{{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.}}
**{{change|Its body hitbox as an altered knockback angle (92 95).}}
**{{nerf|It deals less damage (10% 6% (clean), 6% → 5% (late)).}}
***{{change|Its late hit also has an altered knockback angle (80 → 90).}}
**{{nerf|It no longer grants intangibility on Wario's head or arms.}}
**{{buff|Its body hitbox has increased horizontal range (Z-offset: 0 1.5, Z2-offset: none → -1.5).}}
**{{change|The clean hit has altered knockback, which does not fully compensate for its reduced damage (65 base/74 scaling 28/130). This moderately reduces the move's 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.}}
**{{nerf|Up tilt no longer has any intangibility frames on Wario's head or arms.}}
*[[Dash attack]]:
*[[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''.}}
**{{change|Wario has a new dash attack: his "Shoulder Tackle" {{s|mariowiki|Dash Attack}} from the ''Wario Land'' series, which was previously the basis of his forward smash in ''Brawl''.}}
**{{buff|Dash attack deals more damage (7% (clean)/4% (late) → 11%/5%) and knockback (80 (base), 70 (scaling) (clean), 50 (set)/100 (late) → 60/97 (both)) improving its KO potential.}}
**{{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 {{SSBU|Final Destination}}, making it one of the strongest dash attacks in the game.}}
**{{buff|Dash attack has drastically more momentum due to Wario charging forward, traveling much further.}}
**{{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)).}}
**{{nerf|Dash attack has slightly more startup lag (frame 4 → 5).}}
**{{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).}}
**{{buff|Its clean hit has a longer duration (frames 4-5 → 5-8).}}
**{{nerf|The move has one frame more startup (frame 4 → 5).}}
**{{change|The late hit's angle has been altered (180° → 70°).}}
**{{nerf|The clean hit has a sourspot on Wario's body that deals less damage (7% → 5%), although it is outprioritized by the sweetspot.}}
***{{nerf|As a result, it can no longer trip opponents.}}
**{{change|The late hit launches at a different angle (180° → 70°), matching the 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]]:
*[[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 deals more damage (19% → 20%).}}
**{{buff|Forward smash deals slightly more damage (19% → 20%).}}
**{{nerf|It has less knockback scaling (99 → 93), marginally reducing its KO potential despite its higher damage.}}
**{{nerf|It has less knockback scaling (99 → 93), hindering 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]]:
*[[Up smash]]:
**{{buff|Clean up smash deals more damage (16% → 17%) with its base knockback compensated (40 → 35).}}
**{{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 also has lower base knockback hindering its KO potential.}}
**{{nerf|The late hit has less base knockback like the clean hit (40 → 35), hindering its KO potential.}}
*[[Down smash]]:
*[[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 68 62).}}
**{{buff|Down smash has less ending lag (FAF 67 62).}}
**{{buff|The clean hit has a lower hitlag multiplier (0.85×), making it slightly harder to DI.}}
**{{buff|Down smash's hitboxes have increased horizontal range inside and outside Wario.}}
**{{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 latest hit has a marginally bigger hitbox (2.5u → 2.6u).}}
**{{buff|The late hit has a marginally bigger hitbox (2.5u → 2.6u).}}
**{{change|Wario has a surprised facial expression when using down smash.}}
**{{change|Wario has a surprised facial expression when using down smash.}}


===Aerial attacks===
===Aerial attacks===
*{{buff|All aerials have less landing lag (Neutral: 12 frames → 7, Forward: 16 → 10, Back: 27 → 16, Up: 12 → 7, Down: 19 → 18).}}
*{{buff|All aerials have less landing lag (12 frames → 7 (neutral, up), 16 → 10 (forward), 27 → 16 (back), 19 → 18 (down)).}}
*[[Neutral aerial]]:
*[[Neutral aerial]]:
**{{buff|Neutral aerial's first hit's body hitbox is much larger and has gained two additional hitboxes for each of his hands (3u → 4.5u/3u/3u).}}
**{{buff|Neutral aerial has less ending lag (FAF 50 → 46).}}
**{{buff|The first hit has a significantly longer duration (frame 4 → 4-17), 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.}}
**{{buff|It [[auto-cancel]]s one frame earlier (frame 44 → 43).}}
**{{buff|Neutral aerial's second hit has a slightly stronger late hit near the end of the move (on frame 27), dealing 5%.}}
**{{buff|Both hits deal slight [[shield damage]] (0 → 0.7).}}
**{{buff|All hits of neutral aerial deal slightly more 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|Neutral aerial has less ending lag (FAF 49 → 45).}}
**{{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.}}
**{{buff|Neutral aerial [[auto-cancel]]s earlier (frame 44 → 43), now doing so immediately after the hitboxes cease.}}
**{{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.}}
**{{nerf|Clean hit of neutral aerial's first hit deals slightly less damage (6.5% → 6.0%).}}
***{{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.}}
**{{nerf|The second hit has a smaller hitbox (4.5u → 3.5).}}
**{{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|Neutral aerial's second hit has more startup lag (frame 15 → 20) and a slightly shorter duration (frames 15-38 → 20-42).}}
**{{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]]:
*[[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|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).}}
**{{buff|It deals more knockback (20 base/100 scaling → 21/106), improving its KO potential.}}
**{{nerf|Its initial auto-cancel window has been shortened (frames 1-5 → 1-4).}}
**{{nerf|Its initial auto-cancel window is one frame shorter (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.}}
*[[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===
===Throws and other attacks===
*[[Grab]]:
*[[Grab]]s:
**{{buff|All grabs are active for 3 frames instead of 2.}}
**{{buff|All grabs are active for three frames instead of two.}}
**{{buff|Wario's grab range has increased (Standing: Z2-offset 9.3 → 10.3, Dash: 11.3 12, Pivot: -15.8 → -15.9).}}
**{{buff|They have increased horizontal range (Z2 offset: 9.3u → 10.3u (standing), 11.3u 12u (dash), -15.8u → -15.9u (pivot)).}}
**{{nerf|All grabs have more ending lag (Standing: FAF 29 → 35, Dash: 36 → 43, Pivot 35 → 38).}}
**{{nerf|They have more ending lag (FAF 29 → 36 (standing), 36 → 44 (dash), 35 → 39 (pivot)).}}
***{{nerf|Dash and pivot grabs also have more noticeably startup lag (Dash: frame 8 → 11, Pivot: 8 → 12), with Wario no longer having the fastest pivot grab.}}
**{{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 someone.}}
**{{change|Wario's hand is placed lower when grabbing an opponent.}}
*{{change|Wario pokes slightly upward during his [[pummel]] animation.}}
*[[Pummel]]:
*{{change|All of Wario's [[throws]] have been altered with more exaggerated animations.}}
**{{nerf|Pummel deals less damage (2% → 1.6%).}}
**{{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.}}
**{{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.}}
*{{buff|Up throw deals less damage (11% → 8%) and knockback, letting Wario combo out of it from low to mid percents.}}
**{{change|Wario's finger points slightly higher when pummeling the opponent.}}
*{{buff|Up throw has more knockback scaling (72 → 105). This improves its KO power despite the lower damage, without interfering with its combo potential from low to mid percentages.}}
*{{change|All of Wario's [[throw]]s have been altered with more exaggerated animations.}}
*{{buff|Down throw deals more damage (8% → 11%).}}
*[[Forward throw]]:
*{{nerf|Forward throw now consists of a hit and a throw (like his ''Brawl'' back throw) with the throw dealing less damage (12% → 8%) and its knockback scaling was not fully compensated (65 → 70), significantly hindering its KO potential.}}
**{{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)).}}
*{{buff|Forward throw's initial hit now allows the throw to hit bystanders.}}
**{{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 {{iw|mariowiki|Ground Pound}} from the ''Wario Land'' games.}}
*[[Edge attack]]:
*[[Edge attack]]:
*{{buff|Edge attack deals more damage (8% → 10%).}}
**{{buff|Edge attack deals more damage (8% → 10%).}}


===Special moves===
===Special moves===
*[[Chomp]]:
*[[Chomp]]:
**{{buff|Chomp now heals Wario while biting an opponent (0.6% per bite).}}
**{{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|Chomp's command grab can now heal Wario if he eats most projectiles.}}
**{{buff|It deals more damage per bite (2% → 2.5%).}}
**{{buff|Chomp can now eat projectiles more easily.}}
**{{buff|The throw has much more knockback scaling (76 → 109), allowing it to KO at high percents.}}
**{{buff|Chomp's command grab deals more damage per bite (2% → 2.5%).}}
**{{buff|It has less ending lag after eating a projectile (FAF 36 26).}}
**{{buff| Chomp's throw has more knockback scaling (76 → 109), making it capable of KOing at high percents.}}
**{{buff|The explosion from eating explosive items has less startup (frame 18 → 17), with its total duration reduced as well (FAF 73 → 72).}}
**{{nerf|Chomp no longer has head intangibility.}}
**{{buff|Eating explosive items deals less recoil damage (5% → 3%).}}
**{{buff| Chomp has less ending lag after eating a projectile (FAF 35 → 25).}}
**{{nerf|It has more ending lag if it misses (FAF 38 42).}}
**{{nerf|Chomp has more ending lag on whiff (FAF 37 41).}}
**{{nerf|It no longer grants intangibility on Wario's head.}}
**{{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).}}
*[[Wario Bike]]:
*[[Wario Bike]]:
**{{nerf|Wario Bike has a 6 second cooldown before being usable again.}}
**{{buff|A thrown bike deals much more knockback, capable of launching opponents a fair distance and KOing at high percents.}}
**{{nerf|Wario Bike no longer bounces as much when thrown, giving fewer options as a projectile.}}
**{{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|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|The start of the wheelie deals slightly more damage (8% → 8.3%).}}
**{{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.}}
**{{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.}}
**{{change|Aerial Wario Bike has physics when Wario is not riding it, rather than staying static in animation.}}
**{{change|Aerial Wario Bike has physics when Wario is not 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 gets thrown forward and put into tumble if he hits a wall whilst riding the bike.}}
**{{change|Wario Bike releases smoke and sparks to signify how much damage it has taken.}}
**{{change|The 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.}}
**{{change|Wario continually pumps his fist while performing a wheelie with the bike.}}
*[[Corkscrew]]:
*[[Corkscrew]]:
**{{buff|Corkscrew's hits connect more reliably.}}
**{{buff|The looping hits use five hitboxes instead of a single one, which are smaller (6.5u → 3u/4u/4u/4u/4u), but spread farther around Wario (Y offset: 11u → 6u/7u/7u/13u/13u, Z offset: 0u → 1u/4u/-3u/4u/-3u), increasing their range.}}
**{{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|Both the first hit and looping hits have altered angles (85°/115°/85°/105° → 127° (first hit), 104° → 80°/105°/115°/105°/115° (looping hits)) and are [[weight-independent]], and the latter also have a lower hitlag multiplier (1× → 0.6×) and SDI multiplier (0.5× → 0.3×). This allows them to connect more reliably.}}
***{{buff|This means that, although extremely difficult, it is also possible to deal more damage with the move, up to 15%.}}
**{{buff|The looping hits' hitboxes deal different damage each (1% → 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 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 5.0u) while also being moved lower (Y-offset: 8.0 7.0), covering Wario more.}}
**{{buff|The last hit no longer have two separate hitboxes on each of Wario's hands, instead having one hitbox that extends between them. The body hitbox is also larger (4u 5u) 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 (2.2×).}}
**{{change|The last hit is weight-independent, hindering the move's KO potential against lighter targets, but improving it against heavier ones.}}
*[[Wario Waft]]:
*[[Wario Waft]]:
**{{change|Wario Waft's fart cloud's visual effects have been redone.}}
**{{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|Wario turns away from the screen when executing a fully charged Wario Waft.}}
**{{change|A fully charged Waft triggers [[Special Zoom]].}}
**{{change|A fully charged Waft triggers [[Special Zoom]].}}
**{{change|Full Waft's late hit has hitlag.}}
*[[Wario-Man]]:
*[[Wario-Man]]:
**{{change|Wario-Man has been significantly overhauled, as it 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, similar to [[Volt Tackle]] and [[Stampede!]].}}
**{{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.}}


|Snake====Aesthetics===
|Snake====Aesthetics===