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|data= | |data= | ||
{{AttackData-P+ | {{AttackData-P+ | ||
|damage= | |damage=3% | ||
|bkb= | |bkb=21 | ||
|kbg= | |kbg=66 | ||
|angle= | |angle=76° | ||
|startup= | |startup=3 | ||
|active= | |active=5 | ||
|recovery= | |recovery=11 | ||
|landing=- | |landing=- | ||
|advantage=? | |advantage=? | ||
|shield dmg= | |shield dmg=? | ||
|shield stun= | |shield stun=3 | ||
|invul=- | |invul=- | ||
|description= | |description=*Can be cancelled into grab and Wario's 2nd jab. | ||
Basic jab. Fairly quick and can be good for staggers, however it doesn't have much use outside of combo-ing into 2nd jab. | |||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-P+ | {{AttackData-P+ | ||
|damage= | |damage=6% | ||
|bkb= | |bkb=60 | ||
|kbg= | |kbg=45 | ||
|angle= | |angle=83° | ||
|startup= | |startup=4 | ||
|active=3 | |active=3 | ||
|recovery= | |recovery=20 | ||
|landing=- | |landing=- | ||
|advantage=? | |advantage=? | ||
|shield dmg= | |shield dmg=? | ||
|shield stun=4 | |shield stun=4 | ||
|invul=- | |invul=- | ||
|description=a | |description=*Sends opponents upward on hit. | ||
The 2nd hit of jab is a surprisingly good combo tool, as it launches opponents vertically which can allow for grabs at low percents and sets up for for combos at high percents. However, it does not beat crouch cancelling. | |||
}} | }} | ||
}} | }} | ||
Forward Attack | Forward Attack (RUKAIDATA DOESN'T SHOW THIS MOVE, LOOK INTO LATER) | ||
{{MoveData | {{MoveData | ||
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|bkb=50 | |bkb=50 | ||
|kbg=100 | |kbg=100 | ||
|angle= | |angle=? | ||
|startup=6 | |startup=6 | ||
|active=3 | |active=3 | ||
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|bkb=50 | |bkb=50 | ||
|kbg=100 | |kbg=100 | ||
|angle= | |angle=? | ||
|startup=6 | |startup=6 | ||
|active=3 | |active=3 | ||
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|bkb=50 | |bkb=50 | ||
|kbg=100 | |kbg=100 | ||
|angle= | |angle=? | ||
|startup=6 | |startup=6 | ||
|active=3 | |active=3 | ||
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|shield stun=4 | |shield stun=4 | ||
|invul=- | |invul=- | ||
|description=a | |description=*[] is when fully held. | ||
*Wario moves forward on use. | |||
*Charged version deals more knockback on hit. | |||
*Can hit below ledge if angled downward. | |||
Forward tilt is usually reserved as a kill move for Wario. Practically, it is quite slow, much slower than forward smash for instance, making it somewhat situational. However its angled variants can provide some much needed disjoints for Wario, allowing him to edgeguard onstage. | |||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-P+ | {{AttackData-P+ | ||
|damage= | |damage=10% (12-14), 6% (15-27) | ||
|bkb= | |bkb=65 (12-14), 45 (15-27) | ||
|kbg= | |kbg=89 (12-14), 50 (15-27) | ||
|angle= | |angle=90° | ||
|startup= | |startup=12 | ||
|active= | |active=16 | ||
|recovery= | |recovery=10 | ||
|landing=- | |landing=- | ||
|advantage=? | |advantage=? | ||
|shield dmg= | |shield dmg=? | ||
|shield stun=4 | |shield stun=6 (12-14), 4 (15-27) | ||
|invul=- | |invul=1-37 Head | ||
|description=a | |description=*Each hand and Wario's body have different hitboxes and base knockback, with his hands having a BKB of 30 on frames 15-27. | ||
*Wario's left hand sends at an angle of 83° on frames 12-14 and at 80° on frames 15-27. | |||
*Wario's right hand sends at an angle of 97° on frames 12-14 and at 100° on frames 15-27. | |||
With intangibility on his head and a large active upwards hitbox, up tilt serves as Wario's main anti-air making it great for stuffing out aerial approaches. However it is rather slow at frame 12, so you might need to preemptively use it or callout aerial approaches. And while Wario's head becomes invincible, the rest of his body is still vulnerable and can trade with aerial hits. | |||
It's also a great combo tool, sending opponents straight up allowing for Wario to follow up with his many aerial moves. | |||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-P+ | {{AttackData-P+ | ||
|damage= | |damage=8% | ||
|bkb=50 | |bkb=50 | ||
|kbg= | |kbg=45 | ||
|angle= | |angle=65° | ||
|startup= | |startup=5 | ||
|active= | |active=4 | ||
|recovery= | |recovery=16 | ||
|landing=- | |landing=- | ||
|advantage=? | |advantage=? | ||
|shield dmg= | |shield dmg=? | ||
|shield stun= | |shield stun=5 | ||
|invul=- | |invul=- | ||
|description=a | |description=*Can be cancelled into itself. | ||
Down tilt acts as a poke which can hit opponents below their shield. Launched opponents are sent outwards, so it's not a very effective at higher percents. | |||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-P+ | {{AttackData-P+ | ||
|damage= | |damage=7% (4-7), 6% (8-23) | ||
|bkb= | |bkb=60 | ||
|kbg= | |kbg=75 (4-7), 52 (8-23) | ||
|angle= | |angle=75° (4-7), 120° (8-23) | ||
|startup= | |startup=4 | ||
|active= | |active=20 | ||
|recovery= | |recovery=19 | ||
|landing=- | |landing=- | ||
|advantage=? | |advantage=? | ||
|shield dmg= | |shield dmg=? | ||
|shield stun=4 | |shield stun=6 (4-7), 4 (8-23) | ||
|invul=- | |invul=- | ||
|description=a | |description=*Wario slides forward a great distance when performing this move. | ||
A decent burst option which allows Wario to catch off-guard opponents, however its awkward launch angles and recovery makes it unsuitable for a combo starter. It can also be a good way to low profile opponents attacks such as projectiles, and could very well punish if done close enough. | |||
}} | }} | ||
}} | }} | ||
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|image=P+_Wario_Fmash.png | |image=P+_Wario_Fmash.png | ||
|name=Forward Smash | |name=Forward Smash | ||
|caption=''GEDOUTTAHERE!'' | |||
|input= | |input= | ||
|data= | |data= | ||
{{AttackData-P+ | {{AttackData-P+ | ||
|damage= | |damage=16% (6-9), 10% (10-13) | ||
|bkb= | |bkb=30 | ||
|kbg= | |kbg=80 (6-9), 64 (10-13) | ||
|angle= | |angle=30° | ||
|startup=6 | |startup=6 [67] | ||
|active= | |active=8 | ||
|recovery= | |recovery=33 | ||
|landing=- | |landing=- | ||
|advantage=? | |advantage=? | ||
|shield dmg= | |shield dmg=? | ||
|shield stun= | |shield stun=9 (6-9), 6 (10-13) | ||
|invul=- | |invul=- | ||
|description=a | |description=*[] is when fully held. | ||
*Wario moves forward on use. | |||
*Charged version deals more knockback on hit. | |||
A very fast horizontal kill move, and probably Wario's best kill option during staggers. It's very fast and pushing Wario forward it can catch somewhat distant opponents. It is a risky option however, as it has a very high recovery. | |||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-P+ | {{AttackData-P+ | ||
|damage= | |damage=2%×5, 8% | ||
|bkb=50 | |bkb=60*5, 50 | ||
|kbg= | |kbg=0*5, 120 | ||
|angle= | |angle=210°, 90° | ||
|startup= | |startup=7 [68] | ||
|active= | |active=1, 1, 1, 1, 1, 1 | ||
|recovery= | |recovery=26 | ||
|landing=- | |landing=- | ||
|advantage=? | |advantage=? | ||
|shield dmg= | |shield dmg=1×5 | ||
|shield stun= | |shield stun=2×5, 5 | ||
|invul=- | |invul=4-16 Head | ||
|description=a | |description=*[] is when fully held. | ||
*Multi-hitting move with multiple active hitboxes. | |||
*Charged version deals more knockback on hit. | |||
*Can be cancelled into with DACUS. | |||
Up Smash serves an entirely different purpose than a kill move in Wario's kit, rather being his main combo tool against fast-fallers and heavyweights. With its weak base knockback, it can actually combo into itself multiple times depending on percent, and then act as a launcher for kill confirms as it has decent endlag. It's better to combo into this with up throw rather than use it in neutral. It can also be SDI'd by particularly stubborn opponents. | |||
}} | }} | ||
}} | }} | ||
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|image=P+_Wario_DSmash.png | |image=P+_Wario_DSmash.png | ||
|name=Down Smash | |name=Down Smash | ||
|caption=MOVE IT! | |caption=``MOVE IT!`` | ||
|input= | |input= | ||
|data= | |data= | ||
{{AttackData-P+ | {{AttackData-P+ | ||
|damage= | |damage=14% Punch / 12% / 10% | ||
|bkb=50 | |bkb=50 | ||
|kbg= | |kbg=90 | ||
|angle= | |angle=275° | ||
|startup= | |startup=8 [69] | ||
|active=3 | |active=3 | ||
|recovery= | |recovery=32 | ||
|landing=- | |landing=- | ||
|advantage=? | |advantage=? | ||
|shield dmg= | |shield dmg=4 Punch / 0 | ||
|shield stun= | |shield stun=8 Punch / 7 / 6 | ||
|invul=- | |invul=- | ||
|description=a | |description=*[] is when fully held. | ||
*All hitboxes have a Weight-Dependent Set Knockback (WDSK) of 25. | |||
*Has 4 additional disjoined hitboxes that get weaker the further they are away from Wario. | |||
*Charged version deals more knockback on hit. | |||
*Main fist hit can be meteor cancelled. | |||
*If grounded, opponents can tech after being hit. | |||
Acting as a large burst action with massive disjoints, down smash gives Wario a way to deal with tech rolls and provides him with a decent on-stage edgeguard. Opponents hit off-stage will be sent downwards, however this move sends at a meteor angle and can be jump or up special cancelled. | |||
}} | }} | ||
}} | }} |
Revision as of 04:47, 13 April 2022
Introduction
Debuting in Super Mario Land 2, Wario initially serves as a petty adversary to Mario who steals his castle to claim it for his own. After being thwarted by Mario, Wario goes off on his own to claim riches and fortune, leading him on a series of wacky adventures. In the current day, Wario serves as a mean-spirited rival to Mario who doesn’t usually act in the antagonistic role, as he has become a hero in his own right. However, Wario’s lust for wealth will always be his defining quality.
Wario is one of the more strange characters in P+, serving as a completely new archetype compared to characters of Melee. Being a heavy yet floaty character with great air mobility, Wario has a lot of similarities to Jigglypuff, however he has his own unique quirks that separate him from the pink puffball, such as his great combo game and his ability to approach and open up opponents.
While he can be classified as a somewhat simple character with his many active powerful hitboxes, he can be fairly in-depth and has a high skill ceiling. Be aware, a good Wario will be able to get in and juggle you mercilessly, and will probably finish you off with his many powerful finishers such as Up Air and Wario Waft. However, he trades this incredible mobility and combo game for lacklustre defense. If you’re willing to adapt to a more unique character with many quirks, Wario may be the character for you.
Strengths | Weaknesses |
---|---|
|
|
Wario | |
---|---|
Ease of Use | 4 |
Character Data | |
Character Weight | 103 |
Fall Speed | ? |
Jump Squat | ? |
Walk Speed | ? |
Run Speed | ? |
Wall Jump | No |
Resources | |
Advanced Frame Data | RukaiData |
Discord | Wario Discord |
VODs | Bowser VODs |
Move List
Grounded Moves
Attack
Damage | BKB | KBG | Angle | Startup | Active Frames | Recovery (IASA) | Landing (L-Cancel) | Advantage | Shield Damage | Shield Stun | Invul | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
3% | 21 | 66 | 76° | 3 | 5 | 11 | - | ? | ? | 3 | - | ||
Basic jab. Fairly quick and can be good for staggers, however it doesn't have much use outside of combo-ing into 2nd jab. |
Attack > Attack
Damage | BKB | KBG | Angle | Startup | Active Frames | Recovery (IASA) | Landing (L-Cancel) | Advantage | Shield Damage | Shield Stun | Invul | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
6% | 60 | 45 | 83° | 4 | 3 | 20 | - | ? | ? | 4 | - | ||
The 2nd hit of jab is a surprisingly good combo tool, as it launches opponents vertically which can allow for grabs at low percents and sets up for for combos at high percents. However, it does not beat crouch cancelling. |
Forward Attack (RUKAIDATA DOESN'T SHOW THIS MOVE, LOOK INTO LATER)
Version | Damage | BKB | KBG | Angle | Startup | Active Frames | Recovery (IASA) | Landing (L-Cancel) | Advantage | Shield Damage | Shield Stun | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 5% | 50 | 100 | ? | 6 | 3 | 15 | - | ? | 6 | 4 | - |
Up Angled | 5% | 50 | 100 | ? | 6 | 3 | 15 | - | ? | 6 | 4 | - |
Down Angled | 5% | 50 | 100 | ? | 6 | 3 | 15 | - | ? | 6 | 4 | - |
Forward tilt is usually reserved as a kill move for Wario. Practically, it is quite slow, much slower than forward smash for instance, making it somewhat situational. However its angled variants can provide some much needed disjoints for Wario, allowing him to edgeguard onstage. |
Up Attack
Damage | BKB | KBG | Angle | Startup | Active Frames | Recovery (IASA) | Landing (L-Cancel) | Advantage | Shield Damage | Shield Stun | Invul | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
10% (12-14), 6% (15-27) | 65 (12-14), 45 (15-27) | 89 (12-14), 50 (15-27) | 90° | 12 | 16 | 10 | - | ? | ? | 6 (12-14), 4 (15-27) | 1-37 Head | ||
With intangibility on his head and a large active upwards hitbox, up tilt serves as Wario's main anti-air making it great for stuffing out aerial approaches. However it is rather slow at frame 12, so you might need to preemptively use it or callout aerial approaches. And while Wario's head becomes invincible, the rest of his body is still vulnerable and can trade with aerial hits. It's also a great combo tool, sending opponents straight up allowing for Wario to follow up with his many aerial moves. |
Down Attack
Damage | BKB | KBG | Angle | Startup | Active Frames | Recovery (IASA) | Landing (L-Cancel) | Advantage | Shield Damage | Shield Stun | Invul | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
8% | 50 | 45 | 65° | 5 | 4 | 16 | - | ? | ? | 5 | - | ||
Down tilt acts as a poke which can hit opponents below their shield. Launched opponents are sent outwards, so it's not a very effective at higher percents. |
Dash Attack
Damage | BKB | KBG | Angle | Startup | Active Frames | Recovery (IASA) | Landing (L-Cancel) | Advantage | Shield Damage | Shield Stun | Invul | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
7% (4-7), 6% (8-23) | 60 | 75 (4-7), 52 (8-23) | 75° (4-7), 120° (8-23) | 4 | 20 | 19 | - | ? | ? | 6 (4-7), 4 (8-23) | - | ||
A decent burst option which allows Wario to catch off-guard opponents, however its awkward launch angles and recovery makes it unsuitable for a combo starter. It can also be a good way to low profile opponents attacks such as projectiles, and could very well punish if done close enough. |
Forward Smash
Damage | BKB | KBG | Angle | Startup | Active Frames | Recovery (IASA) | Landing (L-Cancel) | Advantage | Shield Damage | Shield Stun | Invul | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
16% (6-9), 10% (10-13) | 30 | 80 (6-9), 64 (10-13) | 30° | 6 [67] | 8 | 33 | - | ? | ? | 9 (6-9), 6 (10-13) | - | ||
A very fast horizontal kill move, and probably Wario's best kill option during staggers. It's very fast and pushing Wario forward it can catch somewhat distant opponents. It is a risky option however, as it has a very high recovery. |
Up Smash
Damage | BKB | KBG | Angle | Startup | Active Frames | Recovery (IASA) | Landing (L-Cancel) | Advantage | Shield Damage | Shield Stun | Invul | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2%×5, 8% | 60*5, 50 | 0*5, 120 | 210°, 90° | 7 [68] | 1, 1, 1, 1, 1, 1 | 26 | - | ? | 1×5 | 2×5, 5 | 4-16 Head | ||
Up Smash serves an entirely different purpose than a kill move in Wario's kit, rather being his main combo tool against fast-fallers and heavyweights. With its weak base knockback, it can actually combo into itself multiple times depending on percent, and then act as a launcher for kill confirms as it has decent endlag. It's better to combo into this with up throw rather than use it in neutral. It can also be SDI'd by particularly stubborn opponents. |
Down Smash
Damage | BKB | KBG | Angle | Startup | Active Frames | Recovery (IASA) | Landing (L-Cancel) | Advantage | Shield Damage | Shield Stun | Invul | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
14% Punch / 12% / 10% | 50 | 90 | 275° | 8 [69] | 3 | 32 | - | ? | 4 Punch / 0 | 8 Punch / 7 / 6 | - | ||
Acting as a large burst action with massive disjoints, down smash gives Wario a way to deal with tech rolls and provides him with a decent on-stage edgeguard. Opponents hit off-stage will be sent downwards, however this move sends at a meteor angle and can be jump or up special cancelled. |
Get-Up Attack
Ledge Attack
Ledge Attack (When > 99%)
Aerial Moves
Attack
Forward Attack
Back Attack
Up Attack
Down Attack
Grabs
Grab
Dash Grab
Turnaround Grab
Grab > Attack
Grab > Forward
Grab > Forward Smash
Grab > Back
Grab > Up
Grab > Down
Specials
Special
Forward Special
Up Special
Down Special