@Reflex You pretend as if ICs need a grab to win. The point of Ice Climbers in general are to either scare the opponent so much that we time them out or force them to make 1 mistake, gain a huge lead by grabbing them, and then force them to approach for the rest of the game (or play way too cautiously to ever come close to regaining the lead so we time them out).
From the beginning of the match Wario is in a disadvantageous position because we are way more threatening at every % than you are. Tires don't really do anything because we have 2 of them and air dodges. Yeah, doesn't do much...
Keeping your bike on-stage is actually terrible since you can't be as mobile in the air and we definitely WILL catch you if you can't do it.
Punishing nana? What moves do you have that will separate? Dair? Pivot grab...like...that's about it.
@Lord Chair The thing is we have BETTER pokes than you do. Our pokes do more damage, are safer, and we have more consistent projectiles.
Much of Wario's gameplan in general is to bait and wait for opportunities. Perfect play isn't a thing, though I acknowledge that getting a character down to a science definitely minimizes the effect of human error. That said, as his game revolves around safe poking, his role serves him well against the ICs player's gameplan, as Ice Climbers aren't as good at walling him out as Marth or Peach. "Fear of the chaingrab" is greatly reduced in his match compared to others because Wario has multiple effective moves that don't require him to put himself at risk of getting grabbed.
If you hit our shield with a tire in our hand (we'll be on a platform, obviously), we get a glide toss down -> U-Air/Waft/F-Smash/grab, depending on where you are afterward. It gives us a safe option to counter Squall Hammer and makes Blizzard wall useless. It can cause gimps against either of Ice Climbers' recovery options. We can also fullhop Z-Drop a tire into fastfall aerial. It's not safe from general retaliation, but it does make an offensive approach pretty safe from the chaingrab. It's really easy to get tires out against Ice Climbers, and (as far as I know) Ice Climbers can't do anything especially useful with tires. I'd say it's a pretty useful thing in this matchup; there are practical options in multiple places.
Even if you tag Wario with a U-Air here and there, it's not fast enough to be a major threat to us charging our Waft, and the benefit of the tires outweighs it, I feel. Ice Climbers have trouble killing characters who stay off the ground, so I'll take your pokes here and there in exchange for one or two separations that can and will probably neuter your stock.
D-Air, U-Air, N-Air, and Waft all have solid potential in separating them, and even barring that, Wario can apply pressure really well whenever he lands one of these moves, which helps a lot in attempts to separate.
Ice Climbers' projectiles are awful against Wario. We're not going to be challenging you in any position that allows you to use them well, and oftentimes, they're not even particularly safe options for Ice Climbers. Either way, this match-up isn't huge on projectiles. We're not matching moves pound-for-pound. We are trying to see how each character breaks through the others' tactics.
Though Wario maybe the best in overall avoiding the grabs, ICs are blessed with a surprisingly high grabrange that makes it much harder for Wario to safely do anything without the risk of getting grabbed.
edit: pivot grabs don't beat FH rising aerials, they effectively cost you stage control with minimal chances of reward, there is no reason for wario to commit to things that lose to pivot grab
I'm okay with switching to a 0 ratio; that's fair to say. However, I really don't feel that Ice Climbers have a noticeable advantage here. Wario is pretty well-suited to getting around Ice Climbers' stuff.