30-
Wario
Last Updated:
April 14th, 2021
Notes on the Young Link vs Wario MU
Attributes
Air Acceleration: 0.12 (#2)
Air Speed: 1.271 (#8)
Fall Speed: 1.61/2.576 (#42)
Dash Speed: 1.837 (#54)
Run Speed: 1.65 (#52)
Walk Speed: 0.889 (#75)
Weight: 107 (#14)
Wall Jump: No
Wall Cling: No
Crawl: Yes
Jumps: 2
Win Conditions
Wario's Win Conditions:
Charge Wario Waft throughout the game, “forcing the clock” against Young Link. Bait and punish at midrange. Trap landings with UAir/UTilt. Use implied pressure to buy time for Wario Waft. Capitalize on edgeguards/gimps. Use Chomp on “empty” or wasted projectiles to shorten Wario Waft charge time.
Young Link’s Win Conditions:
Use movement and projectiles to disrupt Wario’s evasiveness and trap him. Utilize NAir, FAir, UTilt and DTilt’s range to outrange/win trades against Wario at midrange. Hold stage control, and camp when Wario is in the corner playing to his Wario Waft win condition. Outpace Wario’s cycle of shield pressure with aerials and Chomp. When edgeguarding, keep Wario Bike onstage if possible to limit Wario’s recovery.
Out of Shield
Jab1 (-16) & Jab2 (-23):
GSA (Frame 9)
USmash (Frame 10)
FTilt (-15):
NAir (Frame 7)
GSA (Frame 9)
USmash (Frame 10)
UTilt (-13):
NAir (Frame 7)
GSA (Frame 9)
(Wario's hands are invincible during the move)
DTilt (-7):
NAir (Frame 7)
(Can be spaced out)
Dash Attack (-33):
FSmash (Frame 26)
(Can cross up)
FSmash (-34):
FSmash (Frame 26)
USmash (-35):
FSmash (Frame 26)
DSmash (-44):
FSmash (Frame 26)
(Can partially charge the punish)
NAir (-4):
Unpunishable
(Safe on shield)
FAir (-7):
NAir (Frame 7)
BAir (-11):
NAir (Frame 7)
GSA (Frame 9)
UAir (-2):
Unpunishable
(Safe on shield)
DAir (-16/-15):
NAir (Frame 7)
GSA (Frame 9)
USmash (Frame 10)
Chomp:
Command Grab
Wario Bike (--):
NAir (Frame 7)
GSA (Frame 9)
(Attack moves very quickly, can cross up)
Wario Bike Wheelie (-10):
NAir (Frame 7)
(Armor on Frame 10 of Wheelie)
Wario Bike Turnaround (-40):
USmash (Frame 10)
DAir (Frame 16)
Corkscrew (--):
--
Wario Waft (--, -41, -24, -28):
Unpunishable
(Uncharged ignores shield and trips, 3rd and full charge launches Wario up)
(2nd charge can be punished, albeit Wario using Waft on shield at all is a perk)
Neutral
What Moves To Watch Out For, When Neutral Is Happening, Main Strategies and Mix-Ups, Spacing, Stage Control.
Neutral Moves: Aerials, Tilts, Wario Bike, Chomp, Grab, Dash Attack.
Kill Moves: Wario Waft, BAir, UAir, DAir, Dash Attack, Smash Attacks, Chomp, FTilt.
Kill Confirms: DTilt > Dash Attack, Wario Waft Confirms (UTilt > Waft, UAir > Waft).
Due to Wario’s small stature, BAir often has issues connecting fully in neutral. You must short hop to combo in DThrow > BAir combos.
Neutral Toolkit:
Wario’s short hop rising NAir > fast fall can be used to pressure Young Link's movement, and safely pressure shield. It can also be used for landing just as well. He can mix up his drift significantly to avoid being punished for it; the late hit of NAir is however quite weak, and if he’s drifting away, you can punish him before NAir ends (with NAir, BAir).
Wario’s rising FAir is a decent Frame 5 hitbox that he will use for both short hop and full hop intercepts.
BAir has a huge hitbox, and will be used for boxing, either rising or landing. It can also be spaced on a shield to be relatively safe.
All of his aerials will clank with projectiles quite easily, including the second hit of NAir.
Wario can pressure at close range with Dash Attack as a burst option. It isn’t safe, but it can be kill confirmed into from DTilt, which is safe on shield.
The soft hit of Wario’s Dash Attack sets up for juggle situations.
Wario’s DTilt is safe, both by spacing and safety. The best option to escape depends on what Wario does after the DTilt. Wario can spotdodge offensive out of shield punishes after a DTilt and punish them.
FTilt has similar utility than DTilt, with less safety, but more kill power. It is also active for a few frames, and can be used to catch the end of neutral getup, rolls, landing lag, and so on.
UTilt, despite the 11.0 nerfs, can still be used for anti-airing and creating juggle situations.
Chomp is a command grab. The main threat of this move is that Chomp is not reactable, and since Wario’s pressure conditions shield, Chomp will condition less shield, which opens up Young Link to aerial pressure (the cycle of conditioning on shield).
Wario’s airspeed allows him to approach above Boomerang and approach from diagonal angles. Note how Wario plays around Boomerang, and what he does in the air in diagonal blindspots of Boomerang.
Boomerang is very important in limiting how Wario can play evasive, down to what drift he takes. Mix up with short hop throws, dashback, full hop, and downwards angles to catch him at a different drift.
Wario will tend to play more evasive and find openings to punish, not only to play as a bait and punish character, but also to build up Wario Waft, a strong kill confirm tool Wario has to end games.
Bomb can be used as a passive punish on Wario camping/playing evasive. Bomb can be pulled freely when Wario is playing evasive, giving Young Link more options to control space while limiting the weakness that is the Bomb Pull time.
While you can outcamp Wario, that is exactly what he wants to gain Wario Waft. If he wants Waft, Wario will give up stage control. Abuse this to gain stage control.
Wario being evasive means he has to keep moving. Use movement to create implied threats (positional pressure) when he’s in the corner. Hold horizontal space and contest air-to-air scenarios. Although shield is safe, opt for defensive movement around Wario to keep lasting implied threats.
Wario Bike gives Wario a burst of speed and an additional jump. When on the ground, it can be destroyed and thrown as an item with high kill power.
One weakness of Wario is his lack of approach options. In the air, we can outrange Wario’s aerials (with the exception of BAir) and his grounded pressure is mostly limited to DTilt and Dash Attack.
Wario’s Grab game is subpar. He doesn’t kill off of throws until late %s with Chomp, and lacks true follow ups out of throws. As such, shielding is safe in this MU.
Another of Wario’s weaknesses is that in air-to-air scenarios, NAir can beat out Wario’s NAir and FAir. When Wario approaches from diagonal angles, air-to-air interactions often skew into our favor.
Wario’s out of shield options are not sufficient vs Young Link. Although he has options that are fast in a Frame 6 Corkscrew and Frame 7 NAir, DTilt, and FAir out spaces those options. Young Link has strong shield pressure vs Wario.
Wario Waft Mechanics, Confirms & Optimizing Waft Confirm Counterplay:
Waft takes 110 seconds to fully charge (1 minute 50 seconds).
Eating an item/projectile reduces the charge time slightly.
With the changes in patch 11.0.0 to Wario, DAir > Waft and UThrow > Waft are no longer true confirms.
NAir1 to NAir2 connection %s on Young Link: 38%
RAR NAir1 to NAir2 connection %s on Young Link: 47%, with holding shield, 39% with DI + SDI.
With DI and SDI away, NAir1 to NAir 2 does not connect on Young Link.
Wario Bike Mechanics & Interactions:
Bike has roughly 18% HP.
After initially mounting the Bike, Wario can choose to jump off of it. This gives Wario a makeshift airspeed boost and triple jump offstage.
After turning around with Wario Bike, Wario can’t immediately jump out of the Bike.
When holding the entire Bike as an item, the holder can not jump.
Young Link can short hop over the Bike to avoid the hitbox (does not avoid Wheelie hitbox).
Fast ways to break Bike:
Downwards Bomb > hard NAir (if Bomb is thrown normally, not all hits will connect sometimes)
Spaced DTilt > spaced FTilt
Smash Late Boomerang > spaced FTilt
Disadvantage
Above Stage, Ledgetrapping, Edgeguarding
Boxing
(How do I escape this situation?):
Wario’s high airspeed, safe pressure, and burst options lend his gameplan to be more bait and punish in advantage. His speed gives him safety, and gives him high whiff punish potential.
When unsure (and not at high %s), shielding is lower risk against Wario, due to his weak Grab game and lack of strong kill throw.
Chomp will kill at the ledge around 120%, so shielding becomes higher risk.
Wario can put you in unreactable 50/50s, mixing a landing aerial (usually BAir) and Chomp (can be B-Reversed).
You can intercept, but he can Chomp early to catch your jump and some (but not all) attacks, or use rising aerials.
If you’re in the corner, you can run-off BAir if he Chomps early.
He can space Chomp to catch shielding and roll.
Wario’s FTilt can be angled. Up-angled FTilt can be used to catch jumps.
Wario Bike can be thrown as a kill option in corner pressure.
Platform Pressure
(What tools do they have? How can we escape this pressure?):
Wario can throw his Bike up onto platforms, which is positive on shield (+6 on even ground).
Wario can combo and kill with platform pressure with UAir. Drift/opt for horizontal escapes.
Wario can catch shield on platforms with Chomp. Unlike other command Grabs, spotdodging doesn’t beat Chomp, meaning Chomp conditions options other than shield.
This cycles with UAir, which conditions shield.
Landing
(How do they cover it? What are my best options?):
Wario’s UTilt catches landings, and converts into Wario Waft. With the nerfs in version 11.0.0, the late hit on UTilt lost a few active frames.
In practice, this means Wario needs more precision with UTilt, and with timing mix-ups, UTilt can be avoided. Wario’s hands are intangible during the hitbox window, meaning that it can not be challenged.
Wario’s UAir has significant vertical range, and can combo into itself and Wario Waft. DAir can trade with his UAir.
Wario will use his airspeed to create implied threats, since Young Link wants to move horizontally to escape Wario’s attacks. Mix up landing position and airdodge timing.
Offstage
(How Do I Escape This Position And What Do I Look Out For?):
Wario can throw his Bike offstage as an edgeguard. Drift around/use double jump to avoid it.
Wario’s DAir from above beats ASA. Try to DI up when sent offstage and not killed to avoid situations where Wario has more freedom to land DAir.
Mix up ASA timings to avoid 2-frames from FTilt.
Ledge:
Wario can use Chomp to grab a neutral getup and jump, as well as landing Chomp to mix up, beating multiple options. This loses to double jump FAir, as they are stuck in Chomp for at least 25 frames.
Chomp can also be punished by throwing a Bomb at Wario. Wario will eat the Bomb and suffer explosion lag, making him vulnerable.
His FTilt 2-frames and kills at ledge. Be wary of this, and be careful when mixing up ledge timings. It also can cover dj from ledge.
Wario can also hit Young Link at ledge with Dash Attack, all Tilts, FSmash, DSmash, Wario Waft, NAir, BAir, FAir, and DAir.
Wario’s BAir pressures jumps and movement out of the corner, alongside hitting ledge. This makes BAir one of Wario’s main ledge trapping tools, although it is unsafe on shield.
Mix up option timings on the ledge, and opt for double jump FAir if he commits to Chomp.
Advantage
What are my best options? What does advantage look like? What mix-ups are available?
Juggling/Boxing:
Wario lacks landing tools that can beat out UAir directly.
Wario relies on his airspeed and Bike to mix up his landing position. Be wary if Wario jumps off of his Bike, as it will land as a hitbox.
Wario can land with fast fall NAir/DAir/FAir and fast fall airdodge.
Boomerang can be used to constrict airspace against Wario. Wario wants to play evasive, so using Boomerang to constrict airspace limits Wario’s options. Note the opponent’s counterplay to Boomerang, and adjust accordingly.
Focus on positional pressure for chasing Wario directly when his options are limited.
When Wario jumps off of his Bike high in the air, the Bike doesn’t have a hitbox.
Offstage:
In a pinch, Wario can use Waft to get himself back to the ledge. An alternative goal of edgeguarding is to force Wario to burn Wario Waft.
Wario also has his Bike, which regains after about 5 seconds, and is indicated when he gets it back when his model flashes.
He gains instant horizontal velocity and also gains an additional jump off of the Bike.
Position yourself to throw out an aerial when he’s on the Bike/above him to catch the jump.
If Wario is offstage and the Bike is onstage, do NOT destroy the Bike. This will remove Bike from Wario’s recovery options.
NAir can trade with Corkscrew from above, except on the final hit. Space the move vertically, or aim for the downtime during Corkscrew.
Wario can use UAir or Bike from a double jump off of the ledge, and NAir from a ledge jump.
When Wario uses Bike from ledge, full hop NAir can be used to cover the jump off of the Bike.
When Wario doesn’t have the Bike, use positional pressure at ledge to ledge trap Wario, baiting certain ledge options that can be punished.
If Wario does a ledge jump, Young Link wins the air-to-air with NAir or FAir.
Ledge Info:
XLR8’s Spreadsheet Young Link Ledge Info:
DTilt: Hits
DSmash: Hits
FTilt: Hits
Most Reliable Move: All
Animation Info: N/A
Note: You must be a bit closer to the ledge than normal, FTilt reaches farthest.
Miscellaneous
Other Tips/General Notes, Move Kill Percents
FD DTilt > ASA %s: 121, 108
FD FThrow Ledge %s: 189, 166
Milkshake %s: 112-153, 100-127
NAir clanks with Wario’s Bike when thrown as an item.
Wario Kill Throws: FThrow, Chomp
Wario Bike has about 18% of HP.
Wario Bike can be beaten mid air with aerials.
Stages
Battlefield:
Terrible. Wario gains more camping capabilities with the top platform, and has increased juggling/ledge trapping capabilities.
Final Destination:
Good. A lack of platforms leaves less options for Wario to play evasive, strengthening Young Link’s gameplan. Landing is made harder without platforms, though.
Smashville:
Bad. Wario can close the distance, utilizing a bait and punish gameplan more effectively, and the center platform allows Wario to trap Young Link consistently. Despite this, Young Link can function in neutral since he can win air-to-air, and can still shield pressure Wario effectively.
Town & City:
Indifferent. Wario can use the airspace and side platforms to play evasive and approach from diagonal angles, but this mostly opens up stage control to Young Link.
Lylat Cruise:
Indifferent. Like SV, Wario can play more to his bait and punish game, and can use the platform for combos. However, Young Link’s neutral vs Wario, with the buff to Fire Arrows here, is still viable.
Pokémon Stadium 2:
Great. Wario’s approach is a bit limited here, and Young Link benefits so much from this stage. Still pretty easy to keep Wario out.
Kalos Pokémon League:
Good. Wario’s setups are lessened on this stage, and the side platforms help with getting off of the ledge. Young Link has more than ample space to camp Wario, but the airspace also means that he can approach from diagonal angles more consistently.
Yoshi’s Story:
Terrible. Just like Battlefield, Wario can play super evasive and setup into Wario Waft.
Sets & Resources
Hivesteel’s Young Link vs Wario VOD Compilation: Wario vs Young Link
Gluttony vs Supahsemmie: The Ultimate Performance #2 Supahsemmie (Young Link) vs (Solary) Glutonny (Wario) WSF
Wario Moves vs Ledge Hangs: Wario Moves VS Ledge Hangs
Reference Images