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.
He is placed 5th on the official tier list in the A tier, an improvement over his already strong 10th out of 38th placement in Brawl. This very high position is largely due to his high weight and great mobility, edgeguarding, and combo game.
Attributes
Wario is a very heavy, but very mobile character. From Brawl, he maintains his incredible aerial mobility and the notorious kill move Wario Waft. These two attributes often lead to him being described as a "Fat Jigglypuff," though the two are quite different. Wario lacks a strong recovery, but his high weight makes it more difficult to knock him off the stage. His re-purposed Bite combined with his aerial mobility gives him one of the best command grabs in the game. Lack of a projectile or significant disjoint makes it somewhat difficult for him to deal with characters that have those traits.
Changes from Brawl to PM
Wario has received both buffs and nerfs in the transition from Brawl to Project M, however he has been significantly buffed overall. He has received a plethora of notable changes in his moveset to further aid him in the new metagame. It is also now much more reminiscent of his appearances in that of the various Wario Land games.
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
- Jab combo inflicts less damage and knockback.
- 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.
- 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 smash is now a front kick, with a longer, more favorable reach.
- Forward smash does less damage with less knockback, and no longer has armor, and possesses higher ending lag as Wario attempts to regain balance (now being the laggiest forward smash).
- 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.
Aerial Attacks
- Neutral aerial can do more damage with both hits.
- Neutral aerial has less KO potential.
- 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.
- Up aerial now not only has a sourspot, but even the sweetspot deals less damage than the Brawl counterpart (17% → 14%), the sweetspot's knockback was compensated however (30 (base)/80 (growth) → 45/100).
- Up aerial's sweetspot possesses a slash effect.
- 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.
- New down aerial has less KO power on the ground.
Grabs and Throws
- Pummel does 1% more damage (2% → 3%).
- Using pummel now has a coin pop out of the opponent's head.
- 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 the attack button 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.
- Can move sideways whilst using back throw.
- Back throw is now his old forward throw.
- Back throw deals 3% less damage (12% → 9%).
- Down throw does 3% more damage (7% → 10%).
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.
- Chomp does much less damage.
- 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's side special is now his trademark Shoulder Bash (aka Dash Attack) from the Wario Land games. 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.
- Wario Bike being replaced with Shoulder Bash has reduced Wario's recovery potential.
- A fully charged Wario Waft can no longer Star KO Wario should he use it to fly to the top of the screen.
- 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 armor, 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, also if a opponent is closer to him, Wario-Man can perform a variant of Jigglypuff's Rest
- 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 Chomp 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 aerial sourspot hitboxes cover him better, hits at a low angle, and damage increased slightly.
- Forward aerial hits at higher angle, hit duration reduced, and IASA is earlier.
- Back aerial damage increased, hitlag reduced to normal on strong hit, and has a flub hitbox added after the strong hit.
- Up aerial rotated slightly into the plane of attack, making the sweetspot easier to land.
- Down aerial 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.
- Shoulder Bash Squat Cancel is faster, has light armor, and hitbox duration matches the animation better.
- Corkscrew multi-hits link better, and doesn't pull him backwards at the end when angled.
- Forward tilt hitboxes reduced in size to match animation.
- Shoulder Bash 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 aerial hit duration reduced a bit, and IASA is earlier.
- Chomp grab box sizes reduced, hold time reduced, and is now maneuverable in the air. Throw knockback tweaked to allow DI-dependent follow-ups.
- Wario Waft 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.
- Chomp grab box size increased.
- Removed a restriction that prevented Wario from using Chomp again for 15 frames after the bite throw.
- Shoulder Bash → Jump is always at medium power rather than its weakest power.
- Aerial Shoulder Bash can be canceled by holding Back and its vertical direction can be influenced by holding Up/Down.
- Fully-charged Wario Waft 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.
- Pivot grabs has a bit more startup to match other pivot 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 aerial's hitbox duration matched to the animation length and sourspot angle adjusted to use a general angle rather than a low trajectory.
- Forward aerial angles adjusted to be the same and sourspot has slightly increased in base knockback.
- Up aerial sourspot angle raised to match sweetspot.
- Aerial Shoulder Bash revamped to travel mostly straight (angleable up or down), but goes a much shorter distance and is stronger. The hitbox is still negatively disjointed but has improved vertically.
- Shoulder Bash 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.
Name | Damage | Description | ||
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Neutral attack | 3% | Left hook, then right hook. Decent knockback but a tad slow for a jab. The first jab can even set up a forward smash. Wario walks forward slightly when this move is used consecutively. | ||
6% | ||||
Forward tilt | ↗ | 15-17% (fist), 12-14% (body) | 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. | |
→ | 14-16% (fist), 11-13% (body) | |||
↘ | 13-15% (fist), 10-12% (body) | |||
Up tilt | 10% (clean), 6% (late) | Raises both hands above his head. Decent vertical launcher. Wario's head is intangible while the hitboxes are out. | ||
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. Wario moves forward a small distance whenever the move gets used. | ||
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 and has high knockback, but can be easily punished when shielded, as it has long ending lag. | ||
Up smash | 2% (hits 1-5), 8% (hit 6) | 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. Wario's head is intangible while the hitboxes are out. | ||
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 has 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 fist backwards, launching opponents 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. The move meteor smashes opponents. Can be used to bounce off an enemy twice in a row at low damage percent. | ||
Grab | — | |||
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% (throw), 8% (collateral) | Spins around three times and throws the opponent backwards. Wario can move 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 1), 6% (throw) | 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 1), 4% (throw) | 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 gets up and pokes both forwards and backwards. | ||
Floor attack (back) | 6% | Wario spins around with his fist extended. | ||
Floor attack (trip) | 5% | Wario thrusts his fists in front of him, then kicks his legs behind him. | ||
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 finger across the ground. Similar to his down tilt. | ||
Neutral special | Chomp | 8% (chomp), 5% (throw) (13% total) | Wario opens his mouth and bites the opponent once before spitting them out. Wario can spit the enemy out before the chomp and the enemy can be thrown wither forwards for backwards. | |
Side special | Shoulder Bash | 12-21% (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) | 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 and gains vastly increased damage, power, and speed. |
In competitive play
Notable players
- Carls-The best midwest Wario player. Notably placed 17th at The Big House 4 by defeating Mango in Losers Finals of Round 2 pools to make it into Top 32.
- MorKs-One of the best players in Canada. Ranked 1st on the Montreal Project M Power Rankings.
- Sosa-The best Wario player in the world. Ranked 3rd on the PMRank 2016 and 1st on the SoCal Project M Power Rankings.
- Strong Bad- One of the best Wario players in the world. Ranked 3rd on the NorCal Project M Power Rankings and 33rd on the PMRank 2016.
- Twisty-Ranked 4th on the Massachusetts Project M Power Rankings. Placed 5th at Shuffle: Battle of the Midwest, 7th at Blacklisted 3 and 3rd at Low Tier City 5, at the latter becoming the second Wario player to take a set off of ThundeRzReiGN.
- Dadpool-Ranked 2nd on the Arizona Project M Power Rankings, has wins over Jason Waterfalls and Ripple.
- Ace-Ranked 1st on the Pharmasmash Power Rankings.
Inactive players
- Agi
- Coney-Placed 9th at The Big House 4 and 5th at GUTS 3.
- Sighrax
- TheReflexWonder-Placed 1st at Apex 2013.
Alternate costumes
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 |