Wario's Moveset Analysis
Wario Stats & Physics
This section includes various data about Wario such as speeds, weight, and hurtbox data.
For newcomers who don't understand the smashsonian lexicon well, there is a terminology section at the bottom of the post entitled: Terminology.
Special Abilities
Wario can crawl, but it does not cut off too much height. He cannot wall jump nor wall cling. Wario's midair jump does not sweet-spot the ledge which means that it does not stop his animation to grab the edge.
Weight
Wario is the Eight heaviest brawler at 107 and is tied with Yoshi. Above him at seventh, is Samus (108) and below him at tenth, is ROB (106).
Air Speeds
Wario has the third fastest air speed in the game at 1.22 and is tied with Wolf. The only two characters faster in the air than Wario are, Jigglypuff at second (1.27) and Yoshi, the fastest in the air, at 1.32. Below Wario at fifth, is Captain Falcon at 1.18. Wario also possesses the fastest aerial acceleration rate of the entire cast which allows him to easily drift in and out and poke with F-Airs and B-Airs. In terms of falling speed Wario is average being ranked eighteenth fastest with a rate of 1.96. Above him is Pit at seventeenth (1.99) and below him at nineteenth is Bowser (1.95). Wario's jump is 6 frames long with the seventh frame positioning Wario in the air.
Walking & Running Speed
Though Wario possesses one of the funniest walking animations, he is unfortunately the thirty-first fastest walker at 0.85 and is tied with Captain Falcon. Above him at twenty-ninth is both Ness and Peach at 0.86. Below him at thirty-third is Snake at 0.84. Wario is in a three-way tie for the thirty-first fastest running rate at 1.35 and is tied with both Peach and Snake. Above Wario at twenty-eighth is Squritle at 1.37 and below Wario at thirty-fourth, is Luigi at 1.34. Wario holds a mediocre and unusable fox trot and his turn arounds are quite slow leaving him with a lackluster dash dance as well. Wario's DACUS is really the only exceptional move to use out of a dash dance. Wario makes up for his slow speeds with his DACUS as it is very quick and goes the third farthest; only short of Snake (second) and Sheik (first).
Forward & Backward Rolls, Sidestep, & Aerial Dodge
Wario has both a below average forward roll and backward roll that each lasts a total of 37 frames and only frames 4-21 include invincibility and both travel the same distance. Wario possesses an average side step that a super majority of the cast has. His spot dodge consist of a total of 25 frames and frames 2-20 sport invincibility. The part of his sidestep where he jumps is when he is vulnerable as well as the first frame. Wario's best defensive maneuver is his aerial dodge that is the second best in the game and only twelve others possess as well. The total duration is 39 frames and frames 4-29 are invincibility frames. The only character with a better aerial dodge is Metaknight; which is exactly the same except invincibility starts on frame 3 instead of 4. Wario's aerial dodge coupled with his drifting speed, allows him to be very safe in the air.
Hurtboxes & Shield
<- Wario's Hurtboxes & Wario's Bike's Hurtboxes ->
<- Wario's Shield at full size fully covers him, but a few frames after the first frame it is held out it begins to shrink and leave openings a little bit faster than others.
Moveset Analysis
Credit goes to The Smash Wiki (http://www.ssbwiki.com/Wario_(SSBB)/Hitboxes) for the images on Wario's Hitboxes, Hurtboxes, & Shield.
Legend: Hand, Head, Body, Spin, Foot, Throwing, Bite, Explosive, Projectile
The radius of the hitbox represent the approximate average angle of knockback given that the character does not DI. However, some hitboxes do not possess a radius and instead have a Sakurai angle. The Sakurai angle, denoted with "*", is a diverse angle that depends on if the character is on or above the ground and the strength of the knockback. At KO percentages, the attack is a semi-spike to grounded enemies and does diagonal knockback to enemies attacked in the air. Hitboxes with dashed borders are transcendent and do not clank. All throws, including chomp, have an arrow that indicates the direction the thrown character will travel, could get altered if the opponent performs DI, and it also indicates that the throw itself is not harmful to any enemy touching Wario. The % closest to a hitbox is that hitbox's damage when fresh and the two numbers underneath are as follows, Base Knockback/Knockback Growth.
Jab
Frame Data: The first hitbox appears on frames 8-10 and the second hitbox appears on frames 17-19. the second hitbox can appear later if you wait to input . The whole attack lasts a minimum of 38 frames, but if the second jab is delayed it will last a bit longer.
Attack Description: Wario thrusts a fist out and downward while moving one step. He then twists his torso throws another punch forward.
Attack Analysis: Wario's jab is quite useful for a good mix up at close range. It also has high damage for a jab and with the knockback it can lead to F-Air being a good follow up and at low damages even a N-Air. It can not KO at sudden death percentages and eventually the hits will not lead into each other.
Forward Tilt
Frame Data: Hitboxes on all directions are present during frames 14-17 and the total duration is 36 frames.
Attack Description: Wario has a small wind up before he throws an angled punch.
Attack Analysis: Wario's F-tilt is his attack with the most reach. Very early on it is great for damage purposes and around 110% or so, an angled up F-tilt can KO. Always angle up for the most damage and knockback. The knockback on and angled up F-tilt is mostly horizontal knockback with a little downward angle setting up for great edge guarding and usually resulting in a KO.
Upward Tilt
Frame Data: The clean hitbox frames are 12-14 and the late hitbox frames are 15-23. The whole attack consists of 36 frames.
Attack Description: Wario throws both his hands in the air (as if he didn't care). Essentially, Wario is "raising the roof!"
Attack Analysis: This move is going to be one of the more seldom used of all his attacks because its usefulness is in an uncommon situation. U-tilt is best used if a character is making a bad aerial approach or to punish either an aerial's starting or ending lag. The knockback is moderate but the reach of the attack makes this an occasionally good punisher.
Downward Tilt
Frame Data: The hitbox is present on frames 5-9 and has a total of 33 frames. There is also a 40% chance of tripping.
Attack Description: Wario quickly smashes his hand on the ground and lets it linger there for half a second.
Attack Analysis: This attack can sometimes lead to good combos especially after tripping. It can also be utilized to be buffered out of a down throw for a true combo. It can be a useful spacer or mix up but one must remember the some what long ending lag. It can not KO very well.
Dash Attack
Frame Data: The Clean frames are frames 4-5 and the late frames are 6-23. The move has 49 frames in total.
Attack Description: Wario dives onto the ground, but travels both slowly and not very far.
Attack Analysis: Wario's dash attack should seldom be used if at all because of the low reward and semi-high risk associated with the move. Wario's dash attack is useful however for Wario's DASCUS.
Forward Smash
Frame Data: The pictures above are frames 9, 10, and 11 which are the only attack frames. These frames, and frame 8, are SA Frames. There is a total of 44 frames.
Attack Description: Wario performs his signature move from the Wario Land series, a good thrusting elbow smash!
Attack Analysis: Wario's F-Smash is quite a versatile F-Smash. It not only does a lot of damage and knockback but has some convenient SA frames towards the start of the move to ensure it is successful. These SA frames are actually useful defensive/counter offensive wise. The attack also pushes Wario a little bit forward giving it decent reach. The move already has great priority but coupled with the SA frames, success is quite likely. The attack should not be spammed because after about 3 hits it stales quite a bit. This attack is great for scoring KOs thanks to its hefty power.
Downward Smash
Frame Data: The clean frames are 8-17, have a 30% trip rate, and starts behind Wario (Pictures 1 & 2). The mid frames are 18-29 and also include a 30% trip rate (Pictures 3 & 4). The late frames are 30-44 (Pictures 5 & 6). There is a total of 78 frames in Wario's D-Smash.
Attack Description: Wario performs 5 spins on the ground breakdance style!
Attack Analysis: This smash attack, when used properly, can be quite a formidable attack. The knockback is almost entirely horizontal and can be severely crippling to characters with mediocre horizontal recoveries. This attack has decent priority and speed in the beginning, but as the move drags on, it can start to leave Wario feeling vulnerable. If one performs this move off the edge, fresh, and with the recipient at high %; then that recipient is highly likely to fail to recover. This attack should generally only be used in those instances.
Upward Smash
Frame Data: Each Picture represents a frame, going across, 11, 13, 15, 17, 19, and 21. Each hitbox lasts two frames each. This attack has a total of 46 frames. The first five hitboxes have an SDI multiplier of 0.50X. The sixth hitbox has a hit lag multiplier of 0.50X.
Attack Description: Wario's head suddenly enlarges as he thrusts himself into 2 spins. His head (unlike his hitbox) shrinks as his U-Smash goes on.
Attack Analysis: This zany attack can be quite versatile at times. The attack is best used as an approach in tandom with Wario's DACUS as it becomes a nice, reliant, speedy, and high damage approach with a high chance for a good attack string. This attack, when fresh, can be used for vertical KOs around 135% and up.
Neutral Aerial Attack
Frame Data: On frames 4 & 5, the first hitbox is present (Picture 1) and on frames 15-38, the second hitbox is present (Picture 2). The attack has a total of 49 frames.
Attack Description: Wario poses like Wario Man flying in the Wario Ware series and spins once.
Attack Analysis: Wario's Nair is very useful. It can be used to apply pressure as Wario chases his foes through the air. It can be used as a great combo breaker. It can even be used as a great OoS option.
Forward Aerial Attack
Frame Data: On frames 5 & 6 the clean hitbox is active (Picture 1) and frames 7-17 are the frames the late hitbox is active (Picture 2). The move has a total of 37 frames.
Attack Description: Wario performs his own version of an aerial karate kick.
Attack Analysis: This move is both quick and has multiple uses. For starters, Wario can make great use of this as an approach, poke/gimp, punisher, and spacer. This move also is best used for fast fall momentum cancelling.
Backward Aerial Attack
Frame Data: This hit box is active on frames 9-11 and both end point frames are pictured above. B-Air has a total of 49 frames.
Attack Description: Wario thrusts his back from an up-right position to a more straight position.
Attack Analysis: While this is a great punisher, as it has decent launch power, it should be duly noted that this comes with some ending lag and therefore one should have some caution when using this attack. When using both Wario's B-Air & F-Air one should make sure to utilize Wario's prowess of being the fastest drifter. Drift inward until the hit box is present and then immediately begin drifting away to stay safe.
Downward Aerial Attack
Frame Data: The first picture above represents the first six hitboxes at frames, 9, 11, 13, 15, 17, and 19. These first six hitboxes lasts two frames; while the last hitbox (Picture 2), on frame 21, only is of one frame in duration. The move in total takes 37 frames to complete.
Attack Description: Wario half vertical flips, performs a 360° horizontal rotation, then undoes his original half vertical flip.
Attack Analysis: Wario has an awesome D-Air that can deal a total of 16% and a fair amount of knockback. While the attack can be escaped through SDI, its hard and makes this a general great approach with some good follow ups.
Upward Aerial Attack (The Clap)
Frame Data: This hitbox is present during frames 8-9 of the total 47 frames.
Attack Description: Wario quickly gets his hands together and then CLAPS them together!
Attack Analysis: The clap can be used to do either one or two different things: damage rack & juggle, or KO. This due to Brawl's stale move negation and as it stales, it looses mostly its KO potential. You can still manage to KO if used only once in the beginning, so use it wisely.
Neutral Special (Chomp)
Frame Data: A quick bite without holding onto will result in the grab frame being present on frames 8-27. Holding on to can make the grab hitbox present on frames 8-73. Depending on how long is held, the total frames can range from 45-95. If Wario consumes an explosive, he will create his own explosive hitbox on frame 17 (not including bite frames before consumption).
Attack Description: Wario Bites down on foes, chews them and then spits them out! He also can consume items. If Wario consumes explosives they'll explode inside of him causing him minor damage, but it comes with high knockback to enemies caught in the explosion.
Attack Analysis: While the ability to swallow non-energy based projectiles offers itself as an occasional side bonus, the real merit of this special is the occasional mix up of a well timed chomp. Chomp can sometimes take priority of other attacks making it useful. Once Chomp has grabbed someone, mashing will make Wario bite more and rack up more damage leaving opponents stuck grabbed longer. Doing this off the edge when you are: up stock, your enemy has one left, and has high damage; can be a risky but rewarding self destruct. At lower percent, you can combo chomp into a DACUS.
Side Special (Wario Bike)
Frame Data: Unfortunately frame data is unknown regarding Wario's side special. However, do know that after the first frame that the special is inputted, if Wario gets hit then the bike will drop out.
Attack Description: Wario almost instantly pulls out his bike and rides it. He can throw his bike, but should it break he can throw the tires as well.
Attack Analysis: Due to poor hitbox placement, riding the Wario bike is a terrible idea. It is far to easy for enemies to shield and hurt you through grabs attacks and projectiles. So what good is it anyway? Well if you can manage to avoid functional fixedness, you will find a plethora of uses out of this fuel hog, roadster invented by the famous DR. Crygor, a cohort of Wario in the Wario Ware series. When crouching behind the bike Wario can shield himself from many projectiles and thus forcing an approach or breaking the bike and giving Wario aid to two tires to throw. When Wario throws the bike it bounces several times making it a huge threat to foes. Those that shield can be grabbed and those pushed enough away can still be punished depending on what their patterns are. Throwing this off the edge is one of the most devastating edge guarding maneuvers in all of Brawl and will cripple if not nearly cripple almost the entire cast with just a few exceptions, but even then it is still a hassle for those exceptions. The bike basically slams down on them giving higher damaged foes a nice semi- spike while forcing lower damaged enemies to fall with the bike all while taking away mid-air jumps and forcing characters to recover from extremely disadvantageous spots with only recovery specials. Needless to say, this is an extremely effective use of the bike. The bike can take about 18% of damage before breaking and also breaks after multiple bounces of the ground depending on how hard you threw it and in which direction. After breaking or falling off screen the bike takes 3 seconds before becoming at Wario's disposal again. There are two ways to throw the bike: (throw) += lower distances and slightly lower damage or (smash throw) = farther distances and maximum damage. Also note throwing the bike downwards causes it to bounce forwards giving you more of a variety of throwing distances off the edge. Lastly the two tires that pop out are versatile projectiles that can be useful in many ways. They can be especially useful for pressuring or just damage racking. One can even combo this into an F-Smash. This covers the basics of the bike and more advanced tactics will be covered in depth in the post entitled: Wario's Advanced Tactics.
Up Special (Corkscrew)
Frame Data: The first hitbox (Picture 1) appears on frames 7 & 8. The next 10 hitboxes (Picture 2) occur on frames 9, 11, 13, 15, 17, 19, 21, 23, 25, and 27. These 10 hitboxes are 2 frames in duration and have an SDI multiplier of 0.5 each. The final hitbox (Picture 3) is present on frames 29 & 30. This final hitbox also includes a hitlag multiplier of 0.5 and several frames after this hitbox ends Wario is put in his helpless-state.
Attack Description: Wario jumps and spins upward a short distance harming those who get caught.
Attack Analysis: Wario's Up special can do 19% damage, but isn't the greatest recovery move. It can't sweet spot the edge and foes caught by the move on the fringe of the hitbox can SDI out of the attack and punish you possibly. With that said, it is reserved as a last resort recovery move only.
Down Special (Wario Waft)
The above Image represents the piecewise functions that determine damage growth over time. Also Note that there is no knockback until 15 seconds has passed and that knock back growth occurs during the time interval [15, 110) because at 110 seconds the waft is fully charged which has less knockback then a near-full charged semi-waft. Legend: Wario & Wario-Man
Frame Data: The first hitbox is present after inputting the move between 0-17 seconds of charging. The hitbox is only active during frames 16-18 and has a 100% trip rate and 0 knockback and damage. The second hitbox is present after inputting the move between 18-57 seconds of charging. The hitbox is active during frames 10 & 11. The third hit box is present after inputting the move between 58 -151 seconds of charging. The hitbox is active during frames 5-8. The final hitbox is present after inputting the move after 152 seconds or 6,697 frames. The clean hitbox is active during frames 9 & 10 and the late hitbox is active during frames 11-16. There are SA frames on frames 5-10. *Note* The seconds used for charging time do not include the pre-match seconds as Wario actually starts charging his waft on frame 1 of the intro animation. With that being said, Wario's first waft will come earlier then the listed times by several seconds. Also if the hitbox does not become active before you are hit and after you have inputted the special, then you will have wasted the waft.
Attack Description: Wario charges a fart that ranges through: tripping, small damage & small knockback, very high knockback, and very high damage.
Attack Analysis: This is one of the most useful yet skillfully enigmatic moves that Wario hones and is abundantly quintessential to himself. A poot waft is easy to punish and offers no real value. A partial waft proffers insufficient value an should as well be avoided. A semi-waft near full charge is the goal as that contains ridiculous knockback levels. However, if the moment to use it does not strike, it should not be wasted as a full waft has some great uses as well. It is noteworthy to correctly construe that utilizing chomp to digest items does not speed up the waft times. A good opponent knows when a waft is coming so to ensure you land the waft try to do it as either a punisher or out of hit stun from a Z dropped tire and possibly even OoS. A full Waft came some times combo out of a U-throw. It also can cause self destruction should Wario past the vertical blast zone. Both the semi-waft and full waft can be used to gain some height in recovering. This great vertical height from the full waft can be used to approach players from below who are focused on recovering. Either way you want to use it, be creative and don't waste it.
Grab
Frame Data: Wario has a fast grab that is even faster than some characters jabs! When Wario performs a standard standing grab, there are 6 active grab frames (Picture 1). When Wario performs a dash grab, there are 8 active grab frames (Picture 2). When Wario performs a pivot grab there are 10 active grab frames (Picture 3). The total number of frames are currently unknown.
Attack Description: Wario reaches for his enemy.
Attack Analysis: Wario has overall quick grabs with above average range. He also slides considerably on his dash grab.
Pummel
Frame Data: The hitbox is present on frame five. The total amount of frames is currently unknown.
Attack Description: Wario pokes (with index finger) and punches (with the rest of his hand) his foe that he has just grabbed.
Attack Analysis: Wario has one of the best 2% pummels in the game do to its speed.
Forward Throw
Frame Data: The enemy is thrown on frame 46. The amount of total frames is currently unknown.
Attack Description: Wario swings his foe 2 times and then throws them.
Attack Analysis: This throw can KO when fresh on the edge around 125%. It can also be used to combo an F-throw into a DACUS for a high damage. It unfortunately does not hurt nearby foes as he swings.
Backward Throw
Frame Data: The first hitbox is present on frame 20 (Picture 1) & the enemy is thrown on frame 21 (Picture 2). The total amount of frames is currently unknown.
Attack Description: Wario bounces his enemies away with his butt.
Attack Analysis: This functions much like F-Throw but without much KO potential. However, it does create nice space between the opponent and Wario.
Upward Throw
Frame Data: The hitbox is present on frame 24 (Picture 1) & the enemy is thrown on frame 25 (Picture 2). The total amount of frames is currently unknown.
Attack Description: Wario quickly lobs his opponent up and hits them with both fists and his head.
Attack Analysis: Great for setting up juggles, but it does not KO for a while...
Downward Throw
Frame Data: The hitbox is active on frames 22-29 (Picture 1) & the enemy is thrown on frame 30. The total number of frames is currently unknown.
Attack Description: Wario ground pounds on top of his enemy.
Attack Analysis: This throw is most notably useful for chain grabs. It also can be true combed into a buffered D-Tilt.