Any other Project M Wario mains out there?

There's something I didn't mention. I also have a very strong friend. Not as strong as me though.
Wario_and_Waluigi.png
 
Woah, man, you're friggin' ripped! What's your diet have to be to look like that?

Side note, PM Wario is fantastic. Feels exactly as Wario should.

As someone who hasn't played Project M, how exactly has Wario been changed to feel more like how he should?

Cause back when I looked, it wasn't PAL version compatible (though it probably is by now).
 
Oh, you're in the PAL region? I'll be sure to let you know when the PMDT finishes the PAL version, then. Anyway, Wario has a very cohesive moveset. Not one of his moves disappoints me. He has combo moves, spacing moves, tech chasing moves, killing moves, he's pretty fast, he's pretty heavy, he's got everything he really needs. Also, his moveset was redesigned to represent Wario Land a bit better. He has the classic one-handed throw from the Wario Land games, he's got the Wild Swing-Ding from Wario World, he's got his trademark shoulder charge, he's got the Earthshake Punch from Shake It (I suppose it'd be called The Shake Dimension for you, wouldn't it?), a ground pound, the works. In short, not only is he aesthetically more pleasing to a loyal Wario fan, but everything about him just functions so well.
 
As someone who hasn't played Project M, how exactly has Wario been changed to feel more like how he should?

Cause back when I looked, it wasn't PAL version compatible (though it probably is by now).
Nope, still no PAL release.

Wario feels much less floaty and much heavier, and many of his animations and attacks are reworked. His useless D-smash is replaced with the Earthshake Punch, which is a nice combo starter. His Bike is replaced with the Shoulder Bash, which is a very powerful attack and a nice recovery move. His F-throw is now a regular chuck forward, and holding the A button makes him charge the throw, and his B-throw is now the Swing-Ding, which you can actually move with. He also has two new aerials, Ground Pound as a new Dair and a powerful Wario World-type punch as a Bair.

If anyone tells you that he was "ruined" in Project M, slap 'em. Hard.
 
Last edited:
I wish Wario still had his bike in Project M as it's way more technical than the Shoulder Bash.
The lack of a PAL release is why I haven't played the game WaR.O.B.
 
I wish Wario still had his bike in Project M as it's way more technical than the Shoulder Bash.
Just gonna steal this quote from Smashboards:
The way I see it, the bike was far too powerful of a tool in the Melee-esque metagame. Not just for recovery, but the fast moving, disjointed hitbox with active frames as long as you were riding it - it had the potential to be really rough vs. spacies. It's still represented in his entry and victory animations, at the very least.

EDIT: Should also include that you can break your PAL chains once you switch to glorious Homebrew.
 
If everyone's recovery was as good as Wario's would be with the bike, people would be complaining about recoveries being too good even more than they were during the 3.0 release. Besides, the shoulder charge is excellent for many uses, and it represents Wario's roots excellently. It's definitely a change I'm fond of.
 
If everyone's recovery was as good as Wario's would be with the bike, people would be complaining about recoveries being too good even more than they were during the 3.0 release. Besides, the shoulder charge is excellent for many uses, and it represents Wario's roots excellently. It's definitely a change I'm fond of.
Exactly. If Wario had his bike, he'd probably have an even better recovery than the two characters with the best recoveries in the game, DeDeDe and R.O.B.
 
You're quite right. One problem they both share is that they're not very good at getting to the ledge if someone is sitting there ready to throw out a hitbox, since Dedede's up-B doesn't grab the ledge unless you're a little above it when you cancel it (basically allowing any character to smash you away), and ROB doesn't have a hitbox when he's boosting, leaving him completely vulnerable unless he cancels it with an aerial, which means he can't grab the ledge while attacking. They both also get pretty horribly neutered in the way of recovery if they've used up their jumps/boosters and get hit away again. Wario is already very solid in recovery due to his high air speed and having a decent up-B for sweetspotting the ledge, since his ledge grab box is above his head and he has a hitbox on his way up, not to mention its ability to be angled in multiple ways. If he had his bike, he would have both of these advantages plus an enormous boost to both his horizontal and vertical distance from jumping off the bike.
 
You're quite right. One problem they both share is that they're not very good at getting to the ledge if someone is sitting there ready to throw out a hitbox, since Dedede's up-B doesn't grab the ledge unless you're a little above it when you cancel it (basically allowing any character to smash you away), and ROB doesn't have a hitbox when he's boosting, leaving him completely vulnerable unless he cancels it with an aerial, which means he can't grab the ledge while attacking. They both also get pretty horribly neutered in the way of recovery if they've used up their jumps/boosters and get hit away again. Wario is already very solid in recovery due to his high air speed and having a decent up-B for sweetspotting the ledge, since his ledge grab box is above his head and he has a hitbox on his way up, not to mention its ability to be angled in multiple ways. If he had his bike, he would have both of these advantages plus an enormous boost to both his horizontal and vertical distance from jumping off the bike.
Quick Question:
Are you talking about Smash 4 or Project M?
Because I was going to list all the good recovery characters from that game.
Then again every Smash game is similar but I know all the main differences before the updates.
 
Project M. In Smash 4, nearly everyone has an extremely good recovery, and nobody has trouble getting to the ledge.
I question the purpose of death via poor recovery apart from the resistance of damage. It wouldn't be fair imo yet it may be in terms of a player's skill level and it is up to the player to decide who to play as but because of that people may leave out less creative ways of fighting for the purpose of victory. It's a Little Mac conundrum in a special sense.
 
I question the purpose of death via poor recovery apart from the resistance of damage. It wouldn't be fair imo yet it may be in terms of a player's skill level and it is up to the player to decide who to play as but because of that people may leave out less creative ways of fighting for the purpose of victory. It's a Little Mac conundrum in a special sense.
No one has a Little Mac recovery in Project M, dude. The reason why recoveries are bad in PM is because the blast zones are smaller too. It's probably even more unfair for you to rack up damage on someone, do an insane combo, then knock them off, but then they just float back in.
 
No one has a Little Mac recovery in Project M, dude. The reason why recoveries are bad in PM is because the blast zones are smaller too. It's probably even more unfair for you to rack up damage on someone, do an insane combo, then knock them off, but then they just float back in.
You can still knock people away in Smash 4, it just takes more thought or a spike rather than a measly read into a spike which is rather confusing and almost unfair.
 
It's not unfair when everyone has access to it, it's your own fault if you got spiked.
Who said every character in Smash had to have a spike because I never said that? Clearly every character in Smash 4 (and Project M) does not have a spike and where I'm going with this is if a character has a spike they have to use it properly like say a read (which existed as far as I'm concerned since Melee but maybe even started with the first game). Still I'll say edge hogging is rigged for no apparent reason in Project M only because past games and Brawl have had it however in Brawl (and maybe Project M) there is such things as a wall jump in this case maybe half the cast has it but it is intentionally unfair if the recovery to the edge alone is not enough to win a match unless a character has enough resistance to make it onto the stage otherwise (at least 98-99% with every character). Anything else like exploiting glitches is only fair to the point both players can execute the same thing or be able to avoid it and Project M takes that too far. Smash 4 is a fair game where you can avoid any attack at a predictions notice because if the game were broken it would be impossible. There are many ways to avoid a simple hit but you can still run out of jumps and that is the closest you get to balance because Smash 4 borrowed it as well as all the Melee character's techniques without abusing power.
 
Back
Top