Wario (PM)
Wario in Project M and Project+ | |
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Universe | Wario |
Base game appearance | Brawl |
Moveset inspiration | Wario (SSBB) |
Wario is a playable character in the Brawl mod Project M. His Project M moveset is based off of his Brawl moveset with many changes made throughout.
Attributes
Changes from Brawl to PM
Wario received both buffs and nerfs in the transition from Brawl to Project M.
Aesthetics
- Default costume is now plumber's outfit as opposed to biker's outfit.
- New walking and dashing animations.
- Farting victory pose replaced with posing from Wario Land 4.
Ground Attacks
- Up tilt has higher KO power.
- Down tilt can be interrupted quicker, and also propels Wario forward with each use, allowing him to pseudo-crawl and hit repeatedly with the attack.
- Forward tilt even without charging does slightly more damage now and is a stronger KO move. can be delayed for about 30 frames by holding the attack button, thus increasing its damage. It retains its ability to be angled as well.
- Forward smash is now a front kick, with a longer, more favorable reach.
- Up smash does more damage now and is as strong as Brawl, and has less hitlag.
- New down smash: Wario punches the ground to create an earthquake similar to Charizard's down smash, and inspired by Wario Land: Shake It!, which has set knockback and a meteor smash angle. It has generally more utility than his previously-unviable down smash, having less ending lag and setting up combos better.
- Jab combo inflicts less damage and knockback.
- Foward smash does less damage with less knockback, and no longer has launch resistance, and posseses higher ending lag as Wario attempts to regain balance (now being the laggiest forward smash).
Aerial Attacks
- Forward aerial does much more damage and is significantly stronger in knockback, which when combined with Wario's great air speed allows him to efficiently execute pseudo-walls of pain.
- Back aerial has been replaced with a back punch, which does much more damage, and is similar to his forward tilt, which has slightly more startup, but is much stronger, has longer range and lasts for longer.
- New down aerial is a ground pound which aims to the ground quickly and can meteor smash, and can set up combos on the ground, and is a deadly edge guard tool.
- Neutral aerial can do more damage with both hits.
- Up aerial now not only has a sourspot, but even the sweetspot deals less damage than the original move.
- Neutral aerial has less KO potential.
- New down aerial has less KO power on the ground.
- Up aerial's sweetspot posseses a slash effect.
Grabs and Throws
- Forward throw is replaced with a simple single-handed throw that is similar to the throws from Wario Land 4. Uniquely, this throw can also be charged by holding attack while pressing forward, similar to a smash attack. Charging increases its knockback, but because the charge takes time, the thrown opponent gets more time to react with appropriate DI.
- Down throw does much more damage.
- Can move sideways whilst using back throw (now his original forward throw).
- Pummel has the coin effect and does slightly more damage.
- Back throw deals less damage (9%, compared to 12% of Brawl's f-throw).
- Back throw is now his old forward throw.
Special Moves
- Chomp is quicker as an attack and can now be used to throw enemies backwards after biting them. When performing the move in the air it keeps momentum.
- Corkscrew has more vertical height and control going left and right when flying up. It also hits more times and much faster, dealing higher damage.
- Wario Bike has been completely replaced with a Wario Land-style Shoulder Bash. The Shoulder Bash makes Wario dash forward similar to his old forward smash, dealing more damage as he travels. Wario can jump while dashing to continue the attack in the air. The move covers a much shorter distance and renders Wario helpless if initiated in the air, and causes him to bounce off walls he hits (for reduced height each time). Depending on dash distance, it deals damage from 11% to 22%, inversely - hitting with the end of the charge deals the most damage and knockback. The aerial version is always counted as medium distance. In general the move provides less recovery, however it can be used consistently, and is a much stronger move than his bike.
- Chomp does much less damage.
- Wario Bike being replaced with Shoulder Bash has reduced Wario's recovery potential.
- Wario Waft is now capped at 1:05 seconds, so it charges up faster but can only deal a maximum of 21% damage (19% less). It also cannot charge on the respawn platform.
Wario-Man
As of v3.6 Beta, Wario-Man can now be selected as a character, in a similar fashion to Giga Bowser. Much like how Giga Bowser lost his constant launch resistance, Wario-Man is no longer invincible for the duration of his appearance, and his recovery is no longer infinite, though Wario-Man can still gain significant distance using his extra midair jump and height gain from neutral aerial and up aerial. As expected, Wario-Man is still an exceptionally strong character, with the following noticeable changes from Wario:
- Has an extra midair jump, and each jump has significantly increased height.
- Is heavier than Wario and falls faster.
- Wario-Man's attacks in general are much stronger, much faster in startup, have more active frames, and are interruptible at almost any point in their ending lag.
- Forward smash is intangible during the entire duration of the hitbox.
- Up smash has a huge windbox on Wario-Man's head, and the innermost hitbox can freeze opponents with high vertical knockback.
- Down smash can bury opponents.
- All aerials except down aerial have much larger hitboxes, and auto-cancel upon landing. Up aerial and neutral aerial can also give Wario-Man limited height when spammed.
- Dash grab makes Wario-Man charge forward like his Shoulder Bash, with vastly superior range and active frames.
- All throws including the Chomp throw have vastly increased KO potential. Back throw can also slide much farther and quicker before release.
- Corkscrew hits only two times but has much higher knockback and deals 28% damage total.
- Shoulder Bash has reduced startup lag, as well as a headbutt animation in the air. Grounded version can be canceled by pressing down, which makes Wario-Man instead do 5% damage farts with minimal knockback. Aerial version no longer makes him helpless, and additionally has a chance to misfire, extending his travel distance with farts and doing increased damage and knockback like Luigi's Green Missile.
- Wario Waft charges much faster.
- Up taunt makes Wario-Man temporarily grow bigger and takes much longer to fix his jaw, but if it goes uninterrupted, every grounded opponent suffers extreme hitlag and light upwards knockback, allowing for followups after.
- Side taunt acts as a windbox, and the taunt can be held down to keep producing windboxes.
- Every fart animation features purple gas.
- Now has palette swaps that correspond to the color chosen for Wario (whether the biker outfit or overalls are used does not matter) before the match begins.
Revisions
v2.1
- Aerial Neutral-B freeze has been addressed
v2.5b
- Gets a little more momentum from a running jump
- Forward-Tilt now stronger and more damaging at the tip, and can be delayed by holding Attack button
- Down-Tilt hits at a higher angle, interruptible sooner, and hit duration reduced slightly
- Up-Smash multihits now pull the opponent in better
- Neutral-Air sourspot hitboxes cover him better, hits at a low angle, and damage increased slightly
- Forward-Air hits at higher angle, hit duration reduced, and IASA is earlier
- Back-Air damage increased, hitlag reduced to normal on strong hit, and has a flub hitbox added after the strong hit
- Up-Air rotated slightly into the plane of attack, making the sweetspot easier to land
- Down-Air hitbox covers him better
- Dash-Grab will now continue charging forward until you release the Grab button, with the furthest distance being his Side B travel length
- Forward-Throw now uses the Wario Land animation. You can perform a quick version or charge it up by holding the Grab button for a stronger throw
- Back-Throw uses the old Forward Throw animation except it is now possible to move around with it. Knockback, angle, and damage adjusted appropriately to match the new animation
- Down-Throw has less endlag, and the damage is significantly increased
- Side-B Squat Cancel is faster, has low-knockback armor, and hitbox duration matches the animation better
- Up-B multi-hits link better, and doesn't pull him backwards at the end when angled
- Forward-Tilt hitboxes reduced in size to match animation
- Side-B can now clank with other attacks, and the damage scaling is adjusted
- Added a new Win animation where Wario flexes in reference to Wario Land
- New Walk, Dash, and Run animations
- Jab 1 animation adjusted to not put his arm out before hitting
- Neutral-Air hit duration reduced a bit, and IASA is earlier
- Neutral-B grab box sizes reduced, hold time reduced, and is now maneuverable in the air. Throw knockback tweaked to allow DI-dependent follow-ups
- Down-B no longer goes into SpecialFall, and vertical hit on full charge has less base knockback and more growth
v2.6b
- Forward-Tilt hold command increases in damage and knockback for each wind up, similar to a Smash Attack
- Neutral-B grab box size increased
- Removed a restriction that prevented Wario from using Neutral-B again for 15 frames after Bite Throw
- Side-B -> Jump is always at medium power rather than its weakest power
- Aerial Side-B can be canceled by holding Back and its vertical direction can be influenced by holding Up/Down
- Fully-charged Down-B now has heavy armor near the startup and has stronger knockback
- Up-Smash does reduced shield damage
- Fixed a bug where Down Smash's outside hitboxes could hit aerial opponents
- Turn-Grab has a bit more startup to match other Turn-Grabs
- Dash-Attack angle changed to hit characters more in front of Wario rather than behind
- Removed "wind up" SFX on Down Smash's charging animation
- Down-Smash does reduced shield damage and has less range but deals slightly more damage
- Neutral-Air's hitbox duration matched to the animation length and sourspot angle adjusted to use a general angle rather than a low trajectory
- Forward-Air angles adjusted to be the same and sourspot has slightly increased in base knockback
- Up-Air sourspot angle raised to match sweetspot
- Aerial Side-B revamped to travel mostly straight (angleable up or down) but go a much shorter distance and is stronger. The hitbox is still negatively disjointed but has improved vertically
- Side-B jump no longer happens with the analog stick if Tap Jump is off
v3.0
- Down-Tilt endlag slightly increased. Hit duration decreased
- Forward-Tilt hit duration decreased
- Down-Smash endag slightly increased. Sweetspot no longer hits aerial opponents
- Forward-Aerial endlag slightly increased
- Up-Aerial endlag slightly increased
- Up-Throw does slightly less damage
- Can no longer crouch out of Shoulder Charge
- Bite Throw trajectory lowered slightly
- Waft: Charge-up time cut in half. Each Waft level reduced in damage/knockback/hitbox size/vertical height gain appropriately
v3.5
- Down smash has more range.
- The move's damage has been decreased.
- Neutral aerial's hitboxes have been adjusted. The move does not have as large a hitbox in the back as it used to, but now has more range in front of Wario.
- Back aerial has fewer interruptibility frames.
- Dash Grab no longer looks like Wario's Side Special.
- Down throw deals less damage overall.
- Its knockback values has been altered.
- Fully charged Wario Waft has increased knockback and a larger hitbox.
- The move's heavy armor has been removed.
- Walk speed has been increased.
- Ending Wario-Man in the air now puts Wario in helpless state.
v3.6 Beta
- Down smash damage from inner/mid/outer: 16%/14%/12% → 14%/12%/10%
- Back aerial outer hitbox bigger.
- Corkscrew back hitbox set knockback: 140/140 → 100/100
- Wario Waft fully charged damage is -1% and -2% on main hitbox and upwards hitbox respectively.
- No longer charges on the respawn platform.
- Roll total frames: 37 → 31
- Intangibility frames: 4-21 → 4-19
- Wario-Man can now be playable from the start by holding the L or R button while selecting Wario, similar to Giga Bowser. He retains most of the same buffs, but he is now vulnerable to damage and his recovery, though still extremely long, is no longer infinite.
Moveset
Up to date as of version 3.6 Beta.
Name | Damage | Description | |
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Neutral attack | 3% (hit 1), 6% (hit 2) (9% total) | Left hook, then right hook. Decent knockback but a tad slow for a jab. 1st jab can even set up a forward smash. Wario walks forward slightly when this move is used consecutively. The move is similar to his punches in his boss stage in WarioWare, Inc.: Mega Microgame$ and how he holds up a GBA card in the multiplayer minigame, Card E-Cards. | |
Forward tilt | 12-15% (high), 11-14% (mid), 10-13% (low) | Wario swings his right fist in a circle then thrusts it forward. Has slight start-up but little ending lag with great range. Good KO move at about 100%. May be based on an attack from Wario's look-alike Booster in Super Mario RPG. Can be charged to increase both damage and knockback. Can also be angled. | |
Up tilt | 10% (clean), 6% (late) | Raises both hands above his head. Decent vertical launcher. Might be based on Wario's pose in WarioWare, Inc.: Mega Party Game$ when he wins a multiplayer game. | |
Down tilt | 8% | Stabs his index finger at the ground in front of him. Quite quick compared to his other moves, but has ending lag. Below-average range, but not that bad. Might be based on various Mario Party & WarioWare games where the cursor is Wario's hand, which is used to point and click on various things. | |
Dash attack | 7% (clean), 5% (late) | Trips and falls flat on his face, sliding a small bit. Very fast start-up, but has lots of ending lag that makes it a very punishable move. Might be based on the Sliding Catch, a move in Mario Superstar Baseball, a game that Wario was in. | |
Forward smash | 16% (clean), 10% (late) | Wario kicks forward while moving forward. Very fast but can be easily punished when shielded, it has long ending lag. This move has high knockback. | |
Up smash | 2% (hits 1-5), 8% (hit 6) (18% total) | Head grows as Wario spins, hitting multiple times with the head. Poor range, but deals decent damage. Can KO at high percentages, although the knockback isn't too high. | |
Down smash | 14% (center), 12% (shockwave close), 10% (shockwave far) | Slams his fist into the ground, knocking foes upward and stunning them for a split second. This move set knockback, so it won't KO even at 999%, this move can also set up combos. | |
Neutral aerial | 9% (clean), 6% (mid), 4% (late) | Accompanied by a gradually lowering sound of falling, Wario extends his hands and fingers, then spins in place. A quick move to use in the air. Great for spacing and hard to punish. Also great when short hopping with it out of shield. Both hits can connect at very low percentages. | |
Forward aerial | 11% (clean), 6% (late) | Sticks his foot a short distance forward. Very little range and damage, but fast and lasts a long time. Best used for "Wall of Pain"-style attacking. | |
Back aerial | 16% (clean), 9% (late) | Throws his hand backwards, hitting with it horizontally. Similar to his forward tilt but deals more damage. | |
Up aerial | 14% (sweetspot), 9% (sourspot) | Claps above his head with hands and feet. The hitbox covers his whole body, even where he doesn't clap and has a slight horizontal disjoint. This is a great move to use on floaty characters with poor aerial defense. | |
Down aerial | 14% | Plunges straight downward on his bum, bouncing off the enemy and sending them slightly upward. Can be used to bounce off an enemy twice in a row at low damage percent. | |
Grab | — | Grabs the enemy with his right hand. | |
Pummel | 3% | Pokes his opponent in the torso with a coin popping out and back into the enemy. | |
Forward throw | 7-10% | Reels the enemy back and then throws them forward. Can be charged to increase damage. | |
Back throw | 9% | Spins the foe around and throws him/her backward. Wario can move a ways in either direction before throwing them backward, which is useful for getting earlier KOs. The lighter the character the faster he spins them. Identical to Mario and Luigi's back throw. The spun opponent can hurt other foes. Based on the Wild Swing-Ding seen in Wario World. | |
Up throw | 2% (hit), 6% (throw) (8% total) | Throws them into the air and jumps up, headbutting them. Can lead to rising fully charged Wario Waft against many characters and also put them in a good position for aerials. | |
Down throw | 6% (hit), 4% (throw) (12% total) | Throws the victim on the ground and sits violently on top of them, who is then knocked behind Wario. Probably based on the ground pound move in Wario Land and Wario World. | |
Floor attack (front) | 6% | Wario pokes both forwards and backwards. | |
Floor attack (back) | 6% | Wario spins around with his fist extended. | |
Floor attack (trip) | 5% | Wario makes two kicks to either side. | |
Edge attack (fast) | 6% (lower body), 8% (upper body) | Crawls up the ledge and flips onto his back, attacking with his head. | |
Edge attack (slow) | 10% | Crawls up the ledge and slides his hand across the ground. | |
Neutral special | Chomp | 8% (chomp), 5% (throw) (13% total) | Wario opens his mouth and bites the opponent and then spits them out. Wario can spit the enemy out before the chomp and the enemy can be thrown backwards or forward. |
Side special | Shoulder Bash | 16-21% (ground), 15% (air) | Rams forward with a shoulder bash. If the control stick is moved up, Wario will do a jump forward. If used in the air it will put Wario into a helpless state. This move can strangely cancel out Pikachu's grounded Thunder Jolt but can be interrupted by any other projectile. |
Up special | Corkscrew | 5% (hit 1), 1% (hits 2-11), 4% (hit 12) (19% total) | Wario leaps into the air while spinning. |
Down special | Wario Waft | 12%-21% | Gas will build up in Warios belly and is fully charged after little over a minute. Wario then lets loose a blast of air, depending on how long it's been since he last did it. |
Final Smash | Wario-Man | Varies | Turns into Wario Man. He has vastly increased damage, power, speed, and maneuverability for 18 seconds. |
In competitive play
Notable players
Alternate costumes
External links
Playable characters in Project M and Project+ | |
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Playable characters | Bowser (Giga Bowser) · Captain Falcon · Charizard · Diddy Kong · Donkey Kong · Falco · Fox · Ganondorf · Ice Climbers · Ike · Ivysaur · Jigglypuff · King Dedede · Kirby · Knuckles · Link · Lucario · Lucas · Luigi · Mario · Marth · Meta Knight · Mewtwo · Mr. Game & Watch · Ness · Olimar · Peach · Pikachu · Pit · R.O.B. · Roy · Samus · Sheik · Snake · Sonic · Squirtle · Toon Link · Wario (Wario-Man) · Wolf · Yoshi · Zelda · Zero Suit Samus |