Wario (SSBU)
Wario in Super Smash Bros. Ultimate | |
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Universe | Wario |
Other playable appearances | in Brawl in SSB4 |
Availability | Unlockable |
Final Smash | Wario-Man |
“ | 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! | ” |
—Super Smash Blog, Super Smash Bros. Ultimate Official Site |
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 SSB4, Charles Martinet's portrayal of Wario from Brawl was repurposed for Ultimate.
How to unlock
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.
With the exception of the third method, Wario must then be defeated on WarioWare, Inc.
Attributes
Wario is an agile heavyweight character with a great air game and fantastic movement. Wario boasts the eighth-best air speed in the game, in addition to being tied for the second-best air acceleration, which grants him some of the best aerial mobility of any character; however, his dash and walk speeds are not quite as overwhelming, with the former being average at best, and the latter being the ninth-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.
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 comboing tool. 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 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 the latter is rather slow and better suited 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 in terms of startup and one of the strongest dash attacks in the game.
While his grab is not particularly fast, his throws have decent utility, with his up throw being able to combo into his up aerial and his down throw is both fairly strong and great for keeping opponents close to pressure them further.
Wario's special moves are very unorthodox, and demand practice to use at their highest potential. Chomp is one of the best command grabs in the game, having deceptively long range and decent start up. It heals Wario if it connects, can effectively cover certain edge recoveries, 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. 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. Wario Bike gives Wario an unorthodox approach option that covers for his low ground speed, and continues to move forward and hit enemies after he 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 like a normal projectile. 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. He lacks range and 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. Also, 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 like 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.
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 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.
Changes from Super Smash Bros. 4
Wario has been significantly buffed in the transition from SSB4 to Ultimate. With a faster dash speed and even 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, while his neutral aerial was altered, now having an extremely lenient amount of ending lag (4 frames). 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. Lastly, his hands no longer have an hurtbox, making Wario's attacks more disjointed, and have more range as well.
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.
Because of these changes, Wario has been a very high-placing character in many Ultimate tournaments, due to players such as Tweek, Glutonny, Abadango, Zackray, and 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 EVO 2019 leading many to believe that he is a top-tier character or even among the best characters in the game.
Aesthetics
- As with all veterans returning from SSB4, Wario's model features a more subdued color scheme. Similarly to his appearance in Brawl, his clothing now features simple detailing.
- Wario's alternate costumes have been re-ordered, now alternating between each costume similar to Cloud and Bayonetta.
- In his biker outfit, Wario's jacket and helmet straps now have more physics-based movement.
- Wario now fully closes his eyes while asleep.
- Down taunt has a more comical, "poppier" animation, and is much faster.
- Wario's air dodge animation is slightly different with Wario's hands now being outstretched for the duration of the dodge.
- 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.
- Two of Wario's victory poses have been slightly modified:
- 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.
- Wario's head no longer faces the screen in his victory animation involving his bike.
Attributes
- Like all characters, Wario's jumpsquat animation now takes three frames to complete (down from 6).
- Wario runs faster (1.5 → 1.65).
- Wario's initial dash is significantly faster (1.3 → 1.837).
- Wario walks slightly faster (0.847 → 0.889).
- Wario's air speed is higher (1.21 → 1.271).
- 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 (SH Air Time: 35 → 33 frames, FH Air Time: 53 → 46 frames).
- 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.
- The hurtbox on Wario's hands was removed, making his attacks more disjointed, and his attacks have better hitbox placements. This greatly improves his range.
- Forward roll has more ending lag (FAF 29 → 30) and less intangibility (frames 4-16 → 4-15).
- Back roll has more ending lag (FAF 29 → 35) and it has more startup lag with a shorter duration (frames 4-16 → 5-16).
Ground attacks
- Neutral attack:
- Neutral attack has more hitlag (1.0 → 1.6 (first hit), 1.0 → 2.0 (second)).
- The first hit of neutral attack has less ending lag (FAF 31 → 29) and transitions into the second hit faster (frame 14 → 10).
- The first hit has altered angles and deals less knockback, allowing it to connect into the second hit much easier at higher percents.
- The first hit has smaller hitboxes (4.0u/5.0u → 2.2u (all hitboxes)).
- It has an additional hitbox that is the same size, and allows the first hit to link into the second more reliably.
- The second hit's hitbox on the shoulder was removed.
- 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 has a different animation. It is a heavy-handed slap.
- Forward tilt's sweetspot deals consistent damage (13% (not angled)/14% (angled up)/12% (angled down) → 13%).
- It deals more knockback (22 (base), 98 (scaling) → 20/102) allowing it to KO slightly earlier.
- It is now comprised of 2 hitboxes instead of 4.
- The sweetspot is slightly bigger (5.5u → 5.7u).
- The sourspot has been moved far forward inside the sweetspot, and is now unlikely to hit.
- Up tilt:
- Up tilt has less startup (frame 12 → 8) and ending lag (FAF 35 → 27).
- 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, it has much better combo potential.
- The late hit deals more knockback (30 (base), 50 (scaling) → 20/120) significantly improving its KO potential but hindering its combo potential.
- Its body hitbox as an altered knockback angle (92 → 95).
- Its late hit also has an altered knockback angle (80 → 90).
- Its body hitbox has increased horizontal range (Z-offset: 0 → 1.5, Z2-offset: none → -1.5).
- Up tilt no longer has any intangibility frames on Wario's head or arms.
- Dash attack:
- Wario has a new dash attack: his "Shoulder Tackle" Dash Attack from the Wario Land series, that was previously the basis of his forward smash in Brawl.
- 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.
- Dash attack has drastically more momentum due to Wario charging forward, traveling much further.
- Dash attack has slightly more startup lag (frame 4 → 5).
- Its clean hit has a longer duration (frames 4-5 → 5-8).
- The late hit's angle has been altered (180° → 70°).
- As a result, it can no longer trip opponents.
- Forward smash:
- 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.
- Forward smash deals slightly more damage (19% → 20%).
- It has less knockback scaling (99 → 93), hindering its KO potential despite its higher damage.
- Up smash:
- Clean up smash deals more damage (16% → 17%) with its base knockback compensated (40 → 35).
- The late hit also has lower base knockback hindering its KO potential.
- Down smash:
- Down smash has less hitlag (1x → 0.85x), making it slightly harder to DI.
- Down smash has less ending lag (FAF 67 → 62).
- Down smash's hitboxes have increased horizontal range inside and outside Wario.
- The latest hit has a marginally bigger hitbox (2.5u → 2.6u).
- Wario has a surprised facial expression when using down smash.
Aerial attacks
- All aerials have less landing lag (Neutral: 12 frames → 7, Forward: 16 → 10, Back: 27 → 16, Up: 12 → 7, Down: 19 → 18).
- Neutral aerial:
- 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).
- 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.
- Neutral aerial's second hit has a slightly stronger late hit near the end of the move (on frame 27), dealing 5%.
- All hits of neutral aerial deal slightly more shield damage (0 → 0.7).
- Neutral aerial has less ending lag (FAF 49 → 45).
- Neutral aerial auto-cancels earlier (frame 44 → 43).
- Clean hit of neutral aerial's first hit deals slightly less damage (6.5% → 6.0%).
- The second hit has a smaller hitbox (4.5u → 3.5).
- Neutral aerial's second hit has more startup lag (frame 15 → 20) and a slightly shorter duration (frames 15-38 → 20-42).
- Back aerial:
- Back aerial has an altered animation which doesn't have Wario's head protrude as much as before, making it safer to use.
- It deals more knockback (20 (base), 100 (scaling) → 21/106).
- Its initial auto-cancel window has been shortened (frames 1-5 → 1-4).
- 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
- Grab:
- All grabs are active for 3 frames instead of 2.
- Wario's grab range has increased (Standing: Z2-offset 9.3 → 10.3, Dash: 11.3 → 12, Pivot: -15.8 → -15.9).
- All grabs have more ending lag (Standing: FAF 29 → 35, Dash: 36 → 43, Pivot 35 → 38).
- 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.
- Wario's hand is placed lower when grabbing someone.
- Wario pokes slightly upward during his pummel animation.
- All of Wario's throws have been altered with more exaggerated animations.
- 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 Ground Pound from the Wario Land games.
- Up throw deals less damage (11% → 8%) and knockback, letting Wario combo out of it from low to mid percents.
- 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.
- Down throw deals more damage (8% → 11%).
- 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.
- Forward throw's initial hit now allows the throw to hit bystanders.
- Edge attack:
- Edge attack deals more damage (8% → 10%).
Special moves
- Chomp:
- Chomp now heals Wario while biting an opponent (0.6% per bite).
- Chomp's command grab can now heal Wario if he eats most projectiles.
- Chomp can now eat projectiles more easily.
- Chomp's command grab deals more damage per bite (2% → 2.5%).
- Chomp's late hit has more knockback scaling (76 → 109), making it capable of KOing at high percents.
- Chomp no longer has head intangibility.
- Chomp has less ending lag after eating a projectile (FAF 35 → 25).
- Chomp has more ending lag on whiff (FAF 37 → 41).
- Chomp's explosion from eating explosives has less startup lag (frame 18 → 17) with identical ending lag, shortening its duration (FAF 73 → 72).
- It also has reduced self-damage (5% → 3.6%).
- Eating food items has significantly more ending lag (FAF 28 → 51).
- Wario Bike:
- Wario Bike has a 6 second cooldown before being usable again.
- Wario Bike no longer bounces as much when thrown, giving fewer options as a projectile.
- A thrown Bike has much more knockback than it had previously, capable of launching opponents a fair distance and KO'ing at high percents.
- 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.
- Aerial Wario Bike has physics when Wario is not riding it, rather than staying static in animation.
- Wario now gets thrown forward and put into tumble when he hits a wall whilst riding Wario Bike.
- Wario Bike releases smoke and sparks to signify how much damage it has taken.
- Wario now continually pumps his fist while performing a wheelie with the Wario Bike.
- Corkscrew:
- Corkscrew's hits connect more reliably.
- Corkscrew has hitboxes that get slightly weaker in damage the higher the opponent is hit by them, ranging from 1.5% to 1%.
- This means that, although extremely difficult, it is also possible to deal more damage with the move, up to 15%.
- 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.
- Wario Waft:
- Wario Waft's fart cloud's visual effects have been redone.
- Wario now turns away from the screen when executing a fully-charged Wario Waft.
- A fully charged Waft triggers Special Zoom.
- Full Waft's late hit has hitlag.
- Final Smash:
- 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.
Update History
Wario has been slightly buffed via updates.
- Wario can grab ledges faster after using down aerial (76 frames → 72).
- Chomp can eat projectiles more easily.
- Chomp has less ending lag after eating a projectile (FAF 35 → 25).
- A yellow flash will manifest when Wario Bike is usable again.
- Wario is now able to consume the Staff with Chomp.
- The grounded state glitch has been fixed.
- Self-destruct glitch with Wario-Man in Fourside has been fixed.
- Fixed a rare glitch where Wario's bike would instantly turn sideways.
Moveset
- Wario can crawl.
For a gallery of Wario's hitboxes, see here.
Note: All numbers are listed as base damage, without the 1v1 multiplier.
Name | Damage | Description | ||
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Neutral attack | 4% | A one-two punch. 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. Similar to his two punch combo from Wario World. | ||
5% | ||||
Forward tilt | 13% | A quick, heavy-handed slap. The move can be angled, has considerable range and is a versatile kill option at 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 | 6% (clean), 5% (late) | 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 Wario Land II upon unlocking Time Attack mode. | ||
Down tilt | 4% | 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. | ||
Dash attack | Shoulder Tackle | 11% (clean), 5% (late/early, body) | Wario performs his signature "Shoulder Tackle" dash attack from the Wario Land 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%. | |
Forward smash | 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. 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. Due to coming out on frame 18 and having 46 frames of ending lag it is very punishable if missed. | ||
Up smash | 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 comical amount of endlag with 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 | 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. 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. | ||
Neutral aerial | 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. The attack has two separate hitboxes that act independently from each other. Both hits can combo into each other at low percents and Wario can act just 4 frames after the hitboxes cease. The late hit can lead into another aerial and even Wario Waft. Visually similar to Wario's crouch-jump from Virtual Boy Wario Land and Wario Land: Shake It!. | ||
Forward aerial | 7% (clean), 4.5% (late) | 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. It autocancels in a short hop. | ||
Back aerial | 12% | 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, but it has high ending lag. Autocancels if used at the peak a short-hop. | ||
Up aerial | Hand Slap | 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 fastfall, it can lead into an aerial and Wario Waft at low-mid percent. Also possesses disjoint due to the hands not having a hurt box. Fast for its power, coming out on frame 8, but has 38 frames of ending lag, which can make it punishable. | |
Down aerial | 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 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 Mario Golf (GBC). | ||
Grab | — | Grabs the opponent by the torso with one hand. Based on his one-handed grabs in the Wario Land series. | ||
Pummel | 1.6% | Pokes the opponent in the gut with his index finger. Likely based on the "Touch" themed microgames from the WarioWare series. | ||
Forward throw | 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. | ||
Back throw | Wild Swing Ding | 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 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. | |
Up throw | 4% (throw), 4% (collateral) | Wario tosses the opponent up and punches them upwards with enlarged fists. Can link into up airs at low and low-mid percents. | ||
Down throw | 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. 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 backwards. A potential reference to the "Touch" themed microgames from the WarioWare series. | ||
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. | ||
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. 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 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. 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. | |
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. Possibly based on the Corkscrew Conk from Wario World. While both moves feature vertical ascension, the two moves are different visually. | |
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 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). | |
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. |
On-screen appearance
- Crashes onstage with his bike while laughing. Wario then jumps off and his bike explodes as he dusts himself off.
Taunts
- Up taunt: Belly-laughs so hard that his jaw unhinges, and has to manually close his mouth with his hands.
- Side taunt: Wiggles his butt at the screen with his hands extended in each direction while snickering.
- 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.
- 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
- Crosses his arms, fists clenched.
- Scratches his bottom while looking towards the screen.
Victory poses
- 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.
- Right: Laughs gloatingly and then falls over, rolling on his back.
In competitive play
Since the beginning of Ultimate's metagame, Wario was commonly said to be superior to his previous iteration due to his more consistent KO options, his already fast speed being further increased, and his stronger, more reliable combo game. As a result, more competitive players have picked him up as a main or secondary, making him a character that has been used to win and/or place in Top 8 in many tournaments.
Notable players
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.
- Abadango (#40) - The best Wario player in Japan. Placed 1st at Umebura SP 4, 3rd at Sumabato SP 8, 5th at Smash Factor 8, 9th at both Sumabato SP 6 and EVO 2019, and 17th at Sumabato SP 7.
- DD - The best Wario player in Australia. Placed 2nd at Phantom 2019, 3rd at BigWinChampionship 2, 5th at Expand Gong 4, and 97th at EVO 2019. Has wins over Extra, Jdizzle, MastaMario, ImHip, Cyro, Hackoru, and Nanchan.
- Deeder - Placed 9th at Summer Shieldbreak, 25th at DreamHack Montreal 2019, and 49th at Get On My Level 2019.
- Glutonny (#14) - Widely known as the best player in Europe and currently the best solo Wario player in the world. Placed 1st at Valhalla II, Ultimate WANTED 1, Tech Republic IV, Albion 4, and Syndicate 2019, 2nd at Stunfest 2019 and Ultimate Fighting Arena 2019, 3rd at both Smash Ultimate Summit and EVO 2019, 4th at Smash Factor 8, 5th at CEO 2019 and 2GG: SwitchFest 2019, 9th at 2GG: Prime Saga and Mainstage, and 17th at GENESIS 6, with wins over players such as Nietono, Zackray, Marss, Dabuz, and Light.
- HIKARU - Has a strong Wario secondary that has been used to place 1st at Sumabato SP 7 and 13th at Sumabato SP 2, often used in conjunction with Pokémon Trainer and Donkey Kong.
- huto - Placed 3rd at EGS Cup 2 and 65th at EVO 2019 in conjunction with Mario.
- Ismon - Co-mains Wario alongside Falco and is one of the best Wario players in the United States. Placed 5th at Standoff 2019, 13th at Low Tier City 7, 17th at Glitch 7 - Minus World, 25th at The Big House 9, and 49th at 2GG: Prime Saga. Has wins over Stroder and Fatality using Wario.
- kameme (#19) - Co-mains Wario with Mega Man. Placed 1st at Umebura Japan Major 2019, The Kid, the Goat, and the Mang0, 2GG: SwitchFest 2019, and 2nd at Umebura SP 3 in conjunction with Mega Man at all of these tournaments.
- Nietono (#45) - Placed 9th at EVO 2019 and 65th at Super Smash Con 2019 with solo Wario.
- Tweek (#2) - The best Wario player in the world before using Wario as a secondary. Placed 1st at Let's Make Moves, Glitch 6, Frostbite 2019, and Get On My Level 2019, 2nd at MomoCon 2019, 7th at 2GG: Prime Saga, and 9th at GENESIS 6.
- Waymas - The best Wario player in Mexico. Placed 7th at Ragnarok and 33rd at Smash Factor 8.
- Zackray (#12) - Uses Wario as a secondary, with wins over players such as Light and Abadango. Placed 2nd at 2GG: Prime Saga and 7th at Umebura Japan Major 2019.
Classic Mode: I'm-a Gonna Win!
All of Wario's opponents are champions who utilize brute strength and hard, heavy-hitting attacks, much like Wario himself.
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 | Coliseum | Death Mountain | |
2 | Charizard | Pokémon Stadium 2 | Victory Road - Pokémon Ruby / Pokémon Sapphire | Charizard's Pokémon Trainer is absent. |
3 | Ike | Arena Ferox | Against the Dark Knight | |
4 | King Dedede | Fountain of Dreams | Gourmet Race (Melee) | |
5 | King K. Rool | Kongo Falls | Crocodile Cacophony | |
6 | 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
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
No. | Image | Name | Type | Power | Stage | Music |
---|---|---|---|---|---|---|
30 | Wario | Attack | 10,100 | WarioWare, Inc. (Ω form) | WarioWare, Inc. |
Spirits
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 also makes an appearance as a Primary Spirit as his alter ego, Wario-Man.
In Spirit battles
As the main opponent
Spirit | Battle parameters | Inspiration | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
No. | Image | Name | Series | Enemy Fighter(s) | Type | Power | Stage | Rules | Conditions | Music | Character |
59 | Chargin' Chuck | Super Mario series | •Wario Team (×4) | 1,800 | Super Mario Maker (Battlefield form) | N/A | •The enemy favors dash attacks | Ground Theme - Super Mario World | |||
87 | Standard Bike | Mario Kart series | •Wario (×4) | 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 | |||
115 | Eggplant Man | Wrecking Crew series | •Wario Team (x6) | 1,900 | Wrecking Crew (Battlefield form) | •Item: Golden Hammer | •Defeat an army of fighters | Wrecking Crew Medley | |||
226 | King Bulblin & Lord Bullbo | The Legend of Zelda series | •Wario | 2,000 | Bridge of Eldin | N/A | •The enemy favors dash attacks | Main Theme - The Legend of Zelda: Twilight Princess | |||
232 | Groose | The Legend of Zelda series | •Wario | 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 | Pigma Dengar | Star Fox series | •Wario •Wolf |
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 | Weezing | Pokémon series | •Wario | 2,200 | Pokémon Stadium | •Hazard: Poison Cloud | •The stage is covered in a poisonous cloud | Main Theme - Pokémon Red & Pokémon Blue (Brawl) | |||
580 | Master Belch | Earthbound series | •Wario | 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 | Mr. EAD | F-Zero series | •Giant Wario •R.O.B. |
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 | Kid Icarus series | •Wario (×3) | 1,800 | Reset Bomb Forest | N/A | •Take your strongest team into this no-frills battle | Kid Icarus Retro Medley | |||
734 | Dribble & Spitz | WarioWare series | •Wario •Pikachu |
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 | Wario-Man | WarioWare series | •Wario | 13,700 | WarioWare, Inc. | •Sudden Final Smash | •The enemy will suddenly have a Final Smash •The enemy's FS Meter charges quickly |
WarioWare, Inc. | |||
747 | Count Cannoli | Wario Land series | •Wario | 1,800 | WarioWare, Inc. (hazards off) | •Item: Transforming Types | •Items will be pulled toward the enemy | Ashley's Song | |||
856 | Frillard | Animal Crossing series | •Wario •Isabelle •Villager |
2,400 | Town and City | N/A | •The enemy loves to taunt | Town Hall and Tom Nook's Store - Animal Crossing: Wild World | |||
944 | Soda Popinski | Punch-Out!! series | •Wario | 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 | Excitebike | Excitebike series | •Wario Team (×4) (,,x2) | 3,800 | Mario Circuit | N/A | •The enemy favors side specials | Excitebike - Mario Kart 8 | |||
1,184 | Old Man Lobber | The Legendary Starfy series | •Wario (×3) | 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
Spirit | Battle parameters | Inspiration | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
No. | Image | Name | Series | Enemy Fighter(s) | Type | Power | Stage | Rules | Conditions | Music | Character |
586 | Salsa | Earthbound series | •Diddy Kong •Wario |
1,700 | Gerudo Valley (Battlefield form) | •Item: Banana Peel | •The enemy favors special moves | Mother 3 Love Theme | Fassad | ||
655 | L'Arachel | Fire Emblem series | •Robin •Sheik •Wario |
1,600 | Castle Siege | •Health Recovery | •The enemy is healed when the enemy's at high damage | Preparing to Advance | Dozla | ||
736 | Dr. Crygor | WarioWare series | •Dr. Mario •R.O.B. •Wario |
3,400 | WarioWare, Inc. (hazards off) | N/A | •Defeat the main fighter to win | Mike's Song | Penny | ||
746 | Princess Shokora | Wario Land series | •Peach •Mr. Game & Watch •Wario |
2,900 | Mushroom Kingdom II | •Item: Transforming Types | •Defeat the main fighter to win •Timed battle •The enemy tends to avoid conflict |
Ruins - Wario Land: Shake It! | Wario | ||
1,154 | Dion, Max, & Jack | Marvelous: Mouhitotsu no Takarajima | •Villager •Luigi •Wario |
1,800 | Tortimer Island | •Item: Beastball | •Take your strongest team into this no-frills battle | Village of the Blue Maiden | Max | ||
1,313 | Makoto Niijima | Persona series | •Sheik •Wario |
3,000 | Dracula's Castle (Ω form) | •N/A | •Defeat the main fighter to win •The enemy is invisible |
Last Surprise | Johanna |
Alternate costumes
Gallery
Wario taunting on WarioWare Inc..
Wario charging a forward smash on 3D Land.
Wario performing Chomp on Tortimer Island.
Wario riding his Wario Bike ahead of Mario on Big Blue.
Wario teetering on the Spirit Train.
Wario getting pummeled by Giga Mac.
Luigi kicking Wario on the Bridge of Eldin.
Wario struck by Pichu's up smash on Pilotwings.
Piranha Plant attempts to bite a chomping Wario on Skyloft.
Wario buried near R.O.B. on Gaur Plain.
Ryu kicking a bike-riding Wario on Suzaku Castle.
Wario using Chomp to eat Young Link's bomb on Castle Siege.
Wario riding his bike behind Bewear on the Bridge of Eldin.
Wario performing his neutral air in Town and City.
Being attacked by Erdrick while Eleven attacks Robin on Yggdrasil's Altar.
Character Showcase Video
Trivia
- 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 and Meta Knight are the only playable antagonists that are not fought by their respective main protagonists in 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.
- These factors make Wario and Meta Knight exceptions to Zelda and Diddy Kong's Classic Mode routes respectively, considering the latter two mainly fight villains and/or final bosses for opponents.
- Wario is one of three characters who's Classic Mode route consists almost entirely of super-heavyweight fighters. The other two who share this trait with Wario are King K. Rool and Incineroar. On the other hand, Wario is also the only character of the three who isn't a super-heavyweight fighter himself.
- 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.
- Although Wario's Classic Mode contains super-heavyweight fighters with hard-hitting attacks, Bowser & Donkey Kong do not appear as his opponents, thus also making Wario the only Mario sub-fighter to not face characters from his root universe.
- 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.
- 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.
Wario universe | |
---|---|
Fighters | Wario (SSBB · SSB4 · SSBU) |
Assist Trophies | Kat & Ana · Ashley |
Stages | WarioWare, Inc. · Gamer |
Other | 5-Volt |
Trophies, Stickers and Spirits | Trophies (SSBB · SSB4) · Stickers · Spirits |
Music | Brawl · SSB4 · Ultimate |
Related universe | Mario |