User:Nemi/sandbox

From SuperCombo Wiki
Sonic
Ease of Use 4
P+ Sonic Portrait.png
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 Wario VODs


Move List

Grounded Moves

Jab 1
Attack
P+ Wario Jab1.png
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 -
  • 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 combos into 2nd jab.


Jab 2
Attack > Attack
P+ Wario Jab2.png
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 -
  • Sends opponents upward on hit.

Jab 2 is a surprisingly good combo tool, as it launches opponents vertically which can combo into grabs at low percents and sets up for combos at high percents. However, it does not beat crouch cancelling.


Forward Tilt
Forward Attack
P+ Wario FTiltH.png
And then comes...
P+ Wario FTiltS.png
THE GIANT FIST!
P+ Wario FTiltU.png
Up Angled
P+ Wario FTiltD.png
Down Angled
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 -
  • [] 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.


Up Tilt
Up Attack
P+ Wario UTilt.png
Put your hands in the air!
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
  • 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. It is rather slow at frame 12 however, so you will need to pre-emptively use it to call out 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, although this is easier at later percents.


Down Tilt
Down Attack
P+ Wario DTilt.png
The literal poke
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 -
  • Can be cancelled into itself.

Down tilt acts as a poke which can hit opponents below their shield if it’s weak, although overuse can be punished with a crouch cancel. Launched opponents are sent outwards at a weird position at high percents.


Dash Attack
Run > Attack
P+ Wario DAttack.png
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) -
  • 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.


Forward Smash
Forward Smash Attack
P+ Wario Fmash.png
"GEDOUTTAHERE!"
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) -
  • [] 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, Forward Smash can be a great quick option against close-up opponents. It also moves Wario forward meaning it can catch somewhat distant opponents. Be wary, as misuse of this move can easily be punished due to its high recovery.


Up Smash
Up Smash Attack
P+ Wario USmash.png
Today we're going to spin...
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
  • [] 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 is notorious as a powerful combo move in Wario's kit, allowing him to devastate fast-fallers and heavyweights. Due to its weak base knockback, this move can combo into itself multiple times at low percents, and then act as a launcher for kill confirms at high percents thanks to its lower than avergae end lag. This does mean you completely sacrifice it as a kill move, however Wario has so many other vertical kill moves it doesn’t end up mattering.

It’s not perfect however. Despite being DACUS-able it doesn’t fare well in neutral as it leaves Wario quite open on whiff, and on hit it can be SDI'd by opponents.


Down Smash
Down Smash Attack
P+ Wario DSmash.png
"MOVE IT!"
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 -
  • [] 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 edge guard. 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
Attack while Knocked Down
P+ Wario Getup.png
Down Get-Up
P+ Wario GetupU.png
Up Get-Up
Version Damage BKB KBG Angle Startup Active Frames Recovery (IASA) Landing (L-Cancel) Advantage Shield Damage Shield Stun Invul
Down Get-Up 6% 80 50 45° 16, 21 2, 2 27 - ? 1 4 1-22 Full
Up Get-Up 6% 80 50 45° 16, 20 2, 2 28 - ? 1 4 1-21 Full
  • Character is fully invincible at startup until all hitboxes have ended.

Basic getup attack. Has decent disjoints that can catch off-guard opponents.


Trip Attack
Attack while Tripped
P+ Wario GetupT.png
Damage BKB KBG Angle Startup Active Frames Recovery (IASA) Landing (L-Cancel) Advantage Shield Damage Shield Stun Invul
5% 80 50 45° 19, 30 2, 2 19 - ? 1 4 1-20 Full
  • Character is fully invincible at startup until they finish their first attack.

Basic getup attack, however Wario moves a fair amount horizontally when getting up.


Ledge Attack
Attack on Ledge
P+ Wario GetupL.png
Damage BKB KBG Angle Startup Active Frames Recovery (IASA) Landing (L-Cancel) Advantage Shield Damage Shield Stun Invul
8% (31-32) 6% (33) 70 50 45° 31 3 23 - ? 1 5, 4 1-29 Full
  • Character is fully invincible until they attack.

Decent ledge attack that puts Wario a fair amount forward. This move is also notorious for sending opponents outwards offstage if they're close to ledge, so be wary if Wario throws out this move.


Slow Ledge Attack
Attack on Ledge When > 99%
P+ Wario GetupS.png
Damage BKB KBG Angle Startup Active Frames Recovery (IASA) Landing (L-Cancel) Advantage Shield Damage Shield Stun Invul
10% 70 50 45° 53 3 15 - ? 1 6 1-50 Full
  • Character is fully invincible until they attack.

This move is a slower than average high percent ledge attack, although that may catch opponents off-guard with its decent poke disjoint. It also takes Wario a full second to get onto ledge with invincibility, so you will have to vary your timing to punish this getup.

Aerial Moves

Neutral Air
Attack in Air
P+ Wario Nair.png
Welcome to the blender!
Damage BKB KBG Angle Startup Active Frames Recovery (IASA) Landing (L-Cancel) Advantage Shield Damage Shield Stun Invul
9% (4-12), 6% (15-23), 4% (24-30) 30, 20 100 45°, 45° 4, 15 9, 16 9 7 ? ? 6, 4, 3 -
  • Multi-hitting move with multiple active hitboxes.
  • Hitboxes become smaller as the move progresses.
  • Move becomes weaker as the move progresses.

As Wario’s fastest and most active aerial move, Neutral Air can act as a powerful approach option and can be combined with Wario’s air mobility for insane shield pressure and mix-ups. It also is used as Wario’s main out of shield option, however it does lose to faster moves like Shine. It can also be great at edge guarding offstage, however it’s preferential to use Back Air instead for its bigger hitbox disjoint.


Forward Air
Forward Attack in Air
P+ Wario Fair.png
Damage BKB KBG Angle Startup Active Frames Recovery (IASA) Landing (L-Cancel) Advantage Shield Damage Shield Stun Invul
11% (5-7), 6% (8-15) 20 80 55° 5 11 11 8 ? ? 6 -
  • Hitboxes become smaller as the move progresses.
  • Damage becomes weaker as the move progresses.

Forward Air is a bit of a strange move in Wario’s aerial arsenal, as it does not possess many unique qualities compared to his other moves. It is Wario’s second fastest aerial, and it’s low base knockback makes it a good combo tool, however it would be better to use Wario’s other aerials at later percents.


Back Air
Backwards Attack in Air
P+ Wario Bair.png
Damage BKB KBG Angle Startup Active Frames Recovery (IASA) Landing (L-Cancel) Advantage Shield Damage Shield Stun Invul
16% (10-14), 9% (15-19) 20 105 45° 10 10 22 12 ? ? 9, 6 -
  • Hitboxes become smaller as the move progresses.
  • Damage becomes weaker as the move progresses.

Possessing a large disjoint and an insane amount of knockback growth, Back Air can be a fantastic option in a variety of situations. It can be used to approach opponents with Reverse Aerial Rushes, act as a retreating tool, and acts as Wario’s best horizontal kill move. It’s only real weakness is that it only kills from reads, with no real way to set it up as a kill confirm.


Up Air
Up Attack in Air
P+ Wario Uair.png
Damage BKB KBG Angle Startup Active Frames Recovery (IASA) Landing (L-Cancel) Advantage Shield Damage Shield Stun Invul
9% (7), 14% (8-9) 10, 45 115, 110 70°, 80° 7 3 21 10 ? ? 6, 8 -
  • Check if hitboxes combine?

While Back Air serves as Wario’s main horizontal kill move, it can be argued that Up Air acts as his best vertical kill move. Having a snappy 2 frame sweet spot, it may seem hard to land at first, however this move is much larger than it appears, and it can actually be pretty easily to land on aerial opponents. This is your main kill move that you should try to land after launching your opponent upwards, and combos well after Up Tilt, Up Smash, Up Throw and even itself.


Down Air
Down Attack in Air
P+ Wario Dair.png
P+ Wario DairB.png
Bounce
Damage BKB KBG Angle Startup Active Frames Recovery (IASA) Landing (L-Cancel) Advantage Shield Damage Shield Stun Invul
10% 43 / 59 127 / 106 270° 15 15 25 17 ? ? 6 -
  • Can Bounce off of Opponents and Objects such as projectiles.
  • On Bounce Wario enters a 22 frame recovery animation.
  • Can be jumped out of.

Down Air acts like the traditional ground pound of your regular platformer, sending you downwards devastating any opponent that gets in your way, but of course Wario changes the norm for his. On a successful hit, Wario actually bounces off of anything he hits, allowing him to use whatever he bounced off of as a boost to his recovery. He will continue to fall for another half a second on whiff, however you can jump out of this move so performing it on ledge is not a death sentence.

Against linear recoveries this move can be extremely effective with its massive amount of active frames, and will successfully trade against recoveries such as Mario’s and Fox’s. When edge-guarding against opponents, you should note where they recover as opponents will mix up their recovery approach to avoid your edge-guard.

This move can also act as a good way to get back to stage if you are being juggled, as Wario moves extremely quickly downwards and can hit unknowing opponents. If you’re high enough and have your Double Jump, you can use this move to stall, and you can use this move to get back to stage quickly if you land with an L Cancel, but do note you can still be punished with your 17 frames of L Cancel recovery. Another notable recovery quirk is bouncing off of the Smashville balloon if it’s passing by!

Grabs

Grab
Grab
P+ Wario GrabW.png
P+ Wario Grab.png
Version Damage BKB KBG Angle Startup Active Frames Recovery (IASA) Landing (L-Cancel) Advantage Shield Damage Shield Stun Invul
Normal Grab - - - - 7 2 23 - - - - -
Dash Grab - - - - 10 2 29 - - - - -
Turnaround Grab - - - - 9 2 26 - - - - -
  • Standard Grab.

Nothing really notable to mention with Wario’s grabs, although his dash grab isn’t terrible. Turnaround grab also is fairly disjointed.


Pummel
Grab > Attack
P+ Wario Pummel.png
GIMME YOUR MONEY
Damage BKB KBG Angle Startup Active Frames Recovery (IASA) Landing (L-Cancel) Advantage Shield Damage Shield Stun Invul
3% - - - 5 1 20 - - - - -
  • Standard Pummel.
  • Opponent will break out of pummel at 0% if mashing.


Forward Throw
Grab > Forward
P+ Wario FThrow.png
P+ Wario FThrowR.png
Version Damage BKB KBG Angle Startup Active Frames Recovery (IASA) Landing (L-Cancel) Advantage Shield Damage Shield Stun Invul
Normal Forward Throw 7% 42 90 48° - 26 - - - - - -
Charged Forward Throw 10% 60 100 40° - 63 - - - - - -
  • Can be charged by performing the Smash input when throwing.

Forward Throw is Wario’s only kill throw, and while it is a good kill move it is somewhat lacking compared to the traditional Back Throw kill move. For instance, charging up the throw makes it easier for an opponent to change their DI before they get launched.

The weaker un-charged forward throw is rarely used as there is no inherit downside to constantly using the charged version, however it can catch opponents off-guard with their DI if they aren’t anticipating it, and its low launch knockback can set up for tech reads at low percents.


Back Throw
Grab > Back
P+ Wario BThrow.png
P+ Wario BThrowR.png
Damage BKB KBG Angle Startup Active Frames Recovery (IASA) Landing (L-Cancel) Advantage Shield Damage Shield Stun Invul
9% 60 65 45° - 77 - - - - - -
  • Wario can move left or right on stage while performing the throw.

As mentioned before, this throw can’t kill within reasonable percents so it instead is mainly used as a way to throw opponents offstage. Being able to manoeuvre the move gives it a bit of utility however, as you can move closer to the ledge if you’re centre stage, or you can throw your opponent onto the stage for a tech read.


Up Throw
Grab > Up
P+ Wario UThrow.png
Damage BKB KBG Angle Startup Active Frames Recovery (IASA) Landing (L-Cancel) Advantage Shield Damage Shield Stun Invul
6%, 2% 30 100 90° - 45 - - - - - -
  • Standard Up Throw.

Wario’s main combo starter. While this move can be quite match-up dependent, it is generally a great idea to throw your opponents upward to juggle them with Up Air. If you are within percent on a particular opponent however, you can kill with either Up Air or Wario Waft. You can also chain throw with this throw at low percents against fast fallers.


Down Throw
Grab > Down
P+ Wario DThrow.png
Damage BKB KBG Angle Startup Active Frames Recovery (IASA) Landing (L-Cancel) Advantage Shield Damage Shield Stun Invul
4%, 6% 30 100 270° - 38 - - - - - -
  • Sends opponents to the ground.

Outside of tech reads, Down Throw doesn’t have much usage, but thankfully in most of Wario’s matchups Down Throw will start a tech-read situation in which Wario can perform a series of Down Throws. It can also send outward if facing away from ledge.

Specials

Chomp
Neutral Special
P+ Wario NSpecialW.png
P+ Wario NSpecial.png
P+ Wario NSpecialR.png
P+ Wario NSpecialB.png
I don't feel so good...
Version Damage BKB KBG Angle Startup Active Frames Recovery (IASA) Landing (L-Cancel) Advantage Shield Damage Shield Stun Invul
Grab - - - - 10 59 22 - - - - -
Pummel 13% - - - 21 4 22 - - - - -
Throw ? ? ? - - 27 - - - - - -
Eating a Bomb 13% 50 110 45° 17 1 54 - ? ? 1 -
  • This move acts as a grab and will grab shielding opponents.
  • Wario can maintain his aerial momentum when performing this move.
  • Opponents cannot mash out of this command grab.
  • Wario can toss opponents left or right after grabbing them.
  • Eating items such as Banana Peels will increase Wario Wafts charge time.
  • Wario will stall and then produce a large explosive hitbox after eating explosives such as Bombs.
  • This move has grab armor.

Chomp provides Wario an insanely scary and powerful option for opening up opponents which drastically changes his game plan. While it can be hard to see at first why this move is so beneficial to Wario’s kit, especially considering that it doesn’t deal that much damage compared to other iterations of this move, it is specifically tuned to Wario’s P+ move set. Firstly, Wario retains his insane air mobility when performing this move in the air, and given how active the grab box is you can easily snatch opponents on the ground, in the air or even through platforms. It also has grab armor allowing it to trade with certain blows.

Even more devastating is the throw portion of this move. If read correctly, players are able to capitalize on this move with either a tech read or DI read, allowing kill confirms with options such as Waft. This can be difficult to learn however.

Also worth noting is that when eating a bomb Wario will produce a temporary explosive hitbox and take 6%. It’s not particularly helpful as it’s impossible to abuse this in game, but it might be a fun doubles strategy with the few characters with explosives.


Shoulder Bash
Forward Special
P+ Wario FSpecial.png
"GO!"
P+ Wario FSpecialJ.png
Jumping Charge
Version Damage BKB KBG Angle Startup Active Frames Recovery (IASA) Landing (L-Cancel) Advantage Shield Damage Shield Stun Invul
Normal Charge 12% (9-14), 15% (15-26), 18%(27-41) 50 91, 90, 80 45° 9 33 17 - ? ? 7, 8, 10 -
Jumping Charge 15% 50 100 45° 9 42 8 - ? ? 8 -
Aerial Charge 15% 20 100 45° 11 15 10 - ? ? 8 -
  • Wario proceeds to charge forward when performing this move.
  • Stops moving upon hitting an opponent or a wall.
  • User can Jump when performing this move.
  • On hit Wario enters a 55 frame recovery animation.
  • On air hit Wario enters a 27 frame recovery animation.
  • Loses his double jump he hits something in the air.
  • Goes into freefall when this move whiffs in the air.

Shoulder Bash is your typical neutral approach option, with Wario moving forward with an active hitbox that gets stronger the further he moves along. It should be said foremost that this move is very much punishable; whiffing or having this move blocked puts Wario in a lot of recovery where he can easily be punished. However, it should be noted that this is still a scary option for the opponent to deal with and they very much can get hit with it, especially since Wario can jump during grounded version to gain some height. This move is ridiculously good at punishing tech rolls as well, as it can catch an opponent just as they get up with a roll or standard getup, however you will lose to getup attack.

Should Bash also gives Wario a lot of mobility and some good recovery options. As mentioned, you can jump during the grounded version which sends you a great distance, and since you retain your double jump it can be used to close in on high recovering opponents. Shoulder Bash also moves you a short horizontal distance when used in the air which can be great at closing the gap at ledge, and this move is particularly great at snapping to ledge, however you will go into freefall on whiff so be careful against ledgehogs.

Wario does not go into freefall on hit however, and this can be used against opponents or on stages with walls which can be used to stall temporarily. You do lose your double jump if you bash something in the air, which limits its usage and opponents can even use this to trade with you if they’re particularly keen.


Corkscrew
Up Special
P+ Wario USpecial.png
Damage BKB KBG Angle Startup Active Frames Recovery (IASA) Landing (L-Cancel) Advantage Shield Damage Shield Stun Invul
1%×12, 4% 0, 50, 60 100, 20, 130 115°/85°/105°/363°/90°/80° 7 24 19 - ? ? 2×12 -
  • Multi-hitting move with multiple active hitboxes.
  • Move can be angled to the left or right in exchange for vertical height.
  • Goes into freefall after performing this move.

A pretty standard Up B, however with its multitude of hitboxes and its generous ledge grab box, Corkscrew can be a particularly stubborn move to ledge guard. This makes it great for calling our opponents who want to ledge guard you by launching them away. This move can also be manoeuvred to the left or right for more flexibility in your recovery although this will kill your vertical height. It’s best to try and go straight for the stage or ledge whenever you can, and this can be easily achieved alongside Wario’s great air mobility, as you can even land on stage and then hop back to ledge right afterwards.

Up B can also be a decent finishing move as you can follow up opponents near the top of the blast zone as this move has a strong last hitbox.


Wario Waft
Down Special
P+ Wario DSpecial1.png
No Charge
P+ Wario DSpecial2.png
Low Charge
P+ Wario DSpecial3.png
Mid Charge
P+ Wario DSpecial4.png
Full Charge
P+ Wario DSpecial5.png
There he goes!
Version Damage BKB KBG Angle Startup Active Frames Recovery (IASA) Landing (L-Cancel) Advantage Shield Damage Shield Stun Invul
No Charge 0% 0 1 Trip 16 3 62 - ? ? 1 -
Partial Charge 12% 40 75 45° 10 2 37 - ? ? 7 -
Half Charge 16% 50 70 45° 5 4 28 - ? ? 9 -
Full Charge 21% (5-6), 18% (7-18) 40, 20 80, 100 40°, 80° 5 14 37 - ? ? 11, 10 -
  • Acts as a move that charges and becomes stronger over time.
  • Becomes a low charge after 10 seconds.
  • Becomes a half charge after 30 seconds.
  • Becomes a full charge after 60 seconds. Wario will begin to flash yellow to indicate he has a full charge.
  • Full charge Waft has both an initial fart hitbox and a hitbox on Wario as he flies upward.
  • Charge resets after performing the move.
  • Half and Full Charges sends Wario into the air on use.

Much like in other titles, Waft provides Wario with one of the best kill moves in the game, and in P+ he sacrifices some of its power for more consistency with an easy to follow charge system. Increasing in power as time goes on, Waft reaches full charge in 60 seconds, 1 minute into the match. This can be a hard move to balance if you’re inexperienced, however good players will easily be able to link this move off of Wario’s many combo starters, most notably Up Air.

With no charge waft only providing a trip on close range opponents and low charge having weaker base knockback, you’ll mainly be relying on half and full charge waft for kills. Half charge is still very effective in this regard as it has a decent hitbox sending outwards. Full charge also turns Wario into a full on rocket as he soars into the air with a hitbox surrounding him for 11 frames which can kill from the top. Both of these versions of waft can also be used as additional recovery tools if necessary; granted it is a waste of a powerful kill resource, however it may be able to save yourself from a low percent gimp or an end game recovery.