Matchup Summary (Win Condition and Game Plan)
This matchup gets harder the longer Wario accepts Corrin’s lance-like tipper spacing at face value. Fair, uair, and side B are all good at stopping forward movement and jumps, so if Wario keeps contesting from the same lane, his shorter reach falls behind quickly and the exchange rolls straight into Corrin’s landing traps.
Even so, Corrin’s close-range defense and horizontal movement are not overwhelming once Wario actually slips past the sword tip. Instead of staying grounded in front of the wall, Wario should use drift and pullback jumps to change height, make the tipper whiff, and then enter with nair, fair, down tilt, or grab before extending into landing pressure.
The frame table also shows that jab 1-3, forward tilt, up tilt, down tilt, dash attack, every smash attack, nair, bair, and dair are all heavily punishable by up B (6f) or OOS nair (7f). By contrast, fair, uair, and side B (1) are much harder to challenge in place, so swinging instantly there usually just gives Corrin the spacing reset she wants.
KOs are more reliable when Wario uses air drift to crack the neutral open, carries Corrin to the ledge, and then locks down jump with back air and Waft threat. Corrin’s recovery is straightforward and not especially fast horizontally, so Wario can pressure the return point from onstage without needing to overchase offstage.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Wario OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 5 | -19/-18 |
| |
| Jab 2 | 4 | -22 |
| |
| Jab 3 | 6 | -20/-19 |
| |
| Rapid Jab | 12/16/20… | ** | ||
| Rapid Jab Finisher | 3 | -32 |
| |
| Forward Tilt | 8 | -16 |
| |
| Up Tilt | 7 | -19 |
| |
| Down Tilt | 5 | -17 |
| |
| Dash Attack | 12/14/16/18/20/23 | -22 |
| |
| Forward Smash | 12/17 | -26/-26/-22 |
| |
| Up Smash | 13 | -31/-29/-28 |
| |
| Down Smash | 13 | -27/-28/-25 |
| |
| Neutral Air | 6 | -7/-7 |
|
|
| Forward Air | 9 | -4 |
|
|
| Back Air | 13 | -8/-9 |
|
|
| Up Air | 7 | -5 |
|
|
| Down Air | 12… | -21 |
| |
| Neutral B | 17—47 | ** | ||
| Side B (1) | 4 | -6 |
|
|
| Side B (2) | 10 | — | ||
| Up B | 18… | — | ||
| Down B | 7 (Start of Counter) | — | ||
| Grab | 7 | — | ||
| Dash Grab | 10 | — | ||
| Pivot Grab | 11 | — |
Win Condition Checklist
- Do not stay grounded in front of the sword wall. Use pullback jumps and air drift to change height against fair, uair, and side B first, then enter with nair, fair, down tilt, or grab.
- After blocking jab 1-3, forward tilt, up tilt, down tilt, dash attack, every smash attack, nair, bair, or dair, take the listed punish with up B (6f) or OOS nair (7f) first.
- If fair, uair, or side B (1) connect at tipper spacing, do not mash an immediate answer. Track the landing and retreat route instead so the second touch is yours.
- Once you get in, do not let Corrin drift back to center for free. Keep the landing trap and ledge carry going until the pressure reaches Waft range.
- At kill percent, prioritize ledge control over deep edgeguards and finish with back air, up smash, or Waft on jump and return points.
Actions to Avoid
- Do not run directly into the tip of Corrin’s fair or side B and let the long hitbox stop your whole advance.
- Do not throw out the fastest punish after every tippered fair, uair, or side B (1) and hand Corrin another full landing trap when it whiffs.
- Do not chase too deep offstage for the kill and expose Wario’s own recovery to Corrin’s bair or up B.
- Do not spend too much time just waiting for Waft in center stage and let Corrin keep the rhythm of sword spacing and landing traps.