Wario (SSB4)/Up special/Default: Difference between revisions
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{{ArticleIcons|ssb4=y}} | {{ArticleIcons|ssb4=y}} | ||
{{disambig2|the hitbox visualization in ''[[Super Smash Bros. 4]]''|the move itself|Corkscrew}} | |||
[[File:WarioCorkscrew.gif|thumb|270px|Hitbox visualization showing Wario's Corkscrew.]] | [[File:WarioCorkscrew.gif|thumb|270px|Hitbox visualization showing Wario's Corkscrew.]] | ||
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{{MvSubNavWario|g=SSB4}} | {{MvSubNavWario|g=SSB4}} | ||
[[Category:Wario (SSB4)]] | [[Category:Wario (SSB4)]] | ||
[[Category:Special | [[Category:Special moves (SSB4)]] | ||
[[Category:Up special moves (SSB4)]] | [[Category:Up special moves (SSB4)]] |
Revision as of 15:36, May 17, 2020
Overview
Wario spin-jumps into the air, hitting enemies multiple times. The attack is relatively easy to DI out of, and the move can be steered left or right. It deals 13% if all hits connect, and has somewhat decent kill power. As a recovery move, it is rather predictable, and the hitboxes aren't big enough to consistently cover edeguard attempts, and as such, this move in recovery is mainly used as a mixup, or a last resort recovery attempt, should he lose the bike and not have waft charged. As an attacking move, the multi-hits have trouble linking into the final hit, especially on lighter characters, making it rather risky to attack with. It also has a hitbox in the body that launches mostly upwards, however it is extremely uncommon to pull off, since it is quite small and the hand hitboxes out-prioritize it.
The move can also be used as an out of shield option, as it is his fastest one when jumping out of shield and jump cancelling into it, being frame 6.
Hitboxes
Timing
Hit 1 | 6-7 |
---|---|
Looping hits | 8-18 |
Final hit | 24-25 |
Animation length | 52 |
Lag time |
Hitbox |
Hitbox change |
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