Wario vs Little Mac

Little Mac Matchup (Wario)

Wario vs Little Mac

Wario vs Little Mac is most stable when Wario refuses prolonged grounded brawls, forces whiffs through air movement, and repeatedly cashes out on Little Mac's recovery and landing weakness.

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Matchup Summary (Win Condition and Game Plan)

Wario wants to block Little Mac’s jab string, Rapid Jab Finisher, tilts, Dash Attack, smash attacks, aerials, Straight Lunge, and Jolt Haymaker, then answer with Up B (6f), OOS Nair (7f), or OOS Fair (8f) so Mac’s grounded pressure never gets to stay in rhythm.
Little Mac still dominates direct grounded scrambles and KO Punch threat, but his air game and recovery are so weak that Wario can reshape the matchup by forcing whiffs with air movement and sending every clean touch toward the ledge.
The table shows that nearly all of Little Mac’s grounded pressure is punishable for Wario, so the stable plan is to either shield and cash out or make the swing miss first, not to stand in front of Mac and keep trading.
For kills, Wario should not rely only on Waft and should instead keep cycling Bair, Dair, Bike pressure, and edgeguards while making Mac spend time and stage position, especially when KO Punch is online.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldWario OOS Candidate MovesBarely Missed Moves
Jab 11-12
  • Up B (6f)
  • OOS Nair (7f)
  • OOS Fair (8f)
  • Grab (10f)
  • OOS Uair (11f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Dair (12f)
Jab 21-12
  • Up B (6f)
  • OOS Nair (7f)
  • OOS Fair (8f)
  • Grab (10f)
  • OOS Uair (11f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Dair (12f)
Jab 34-19
  • Up B (6f)
  • OOS Nair (7f)
  • OOS Fair (8f)
  • Grab (10f)
  • OOS Uair (11f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Dair (12f)
Rapid Jab4/6/8…
Rapid Jab Finisher5-25
  • Up B (6f)
  • OOS Nair (7f)
  • OOS Fair (8f)
  • Grab (10f)
  • OOS Uair (11f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Dair (12f)
Forward Tilt4/12-17
  • Up B (6f)
  • OOS Nair (7f)
  • OOS Fair (8f)
  • Grab (10f)
  • OOS Uair (11f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Dair (12f)
Up Tilt4-18
  • Up B (6f)
  • OOS Nair (7f)
  • OOS Fair (8f)
  • Grab (10f)
  • OOS Uair (11f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Dair (12f)
Down Tilt3-14
  • Up B (6f)
  • OOS Nair (7f)
  • OOS Fair (8f)
  • Grab (10f)
  • OOS Uair (11f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Dair (12f)
Dash Attack7-16
  • Up B (6f)
  • OOS Nair (7f)
  • OOS Fair (8f)
  • Grab (10f)
  • OOS Uair (11f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Dair (12f)
Forward Smash14/14/15-16/-16/-13
  • Up B (6f)
  • OOS Nair (7f)
  • OOS Fair (8f)
  • Grab (10f)
  • OOS Uair (11f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Dair (12f)
Up Smash10-23
  • Up B (6f)
  • OOS Nair (7f)
  • OOS Fair (8f)
  • Grab (10f)
  • OOS Uair (11f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Dair (12f)
Down Smash10/17-23/-16
  • Up B (6f)
  • OOS Nair (7f)
  • OOS Fair (8f)
  • Grab (10f)
  • OOS Uair (11f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Dair (12f)
Neutral Air2-8
  • Up B (6f)
  • OOS Nair (7f)
  • OOS Fair (8f)
  • Grab (+2)
  • OOS Uair (+3)
  • Up Smash (+3)
Forward Air10-10
  • Up B (6f)
  • OOS Nair (7f)
  • OOS Fair (8f)
  • Grab (10f)
  • OOS Uair (+1)
  • Up Smash (+1)
  • OOS Bair (+2)
  • OOS Dair (+2)
Back Air11-13
  • Up B (6f)
  • OOS Nair (7f)
  • OOS Fair (8f)
  • Grab (10f)
  • OOS Uair (11f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Dair (12f)
Up Air5-10
  • Up B (6f)
  • OOS Nair (7f)
  • OOS Fair (8f)
  • Grab (10f)
  • OOS Uair (+1)
  • Up Smash (+1)
  • OOS Bair (+2)
  • OOS Dair (+2)
Down Air7-15/-15
  • Up B (6f)
  • OOS Nair (7f)
  • OOS Fair (8f)
  • Grab (10f)
  • OOS Uair (11f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Dair (12f)
Neutral B (1)4(+32)-34 to -19
  • Up B (6f)
  • OOS Nair (7f)
  • OOS Fair (8f)
  • Grab (10f)
  • OOS Uair (11f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Dair (12f)
Neutral B (2)123-82
  • Up B (6f)
  • OOS Nair (7f)
  • OOS Fair (8f)
  • Grab (10f)
  • OOS Uair (11f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Dair (12f)
Side B (1)8/25-39 to -36
  • Up B (6f)
  • OOS Nair (7f)
  • OOS Fair (8f)
  • Grab (10f)
  • OOS Uair (11f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Dair (12f)
Side B (2)8/25-32 to -31
  • Up B (6f)
  • OOS Nair (7f)
  • OOS Fair (8f)
  • Grab (10f)
  • OOS Uair (11f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Dair (12f)
Up B3…**
Down B5 (Start of Counter)
Grab9
Dash Grab13
Pivot Grab14

Win Condition Checklist

  • After Wario blocks Little Mac’s jab string, tilts, Dash Attack, smash attacks, aerials, Straight Lunge, or Jolt Haymaker, punish immediately with Up B (6f), OOS Nair (7f), or OOS Fair (8f).
  • Do not stay in front of Little Mac’s grounded burst range for long; use air drift to force the whiff, then take the punish with Nair, Fair, or Dtilt.
  • Once Little Mac is offstage, cover the Up B and Side B routes with Bike, Bair, Dair, and ledge timing instead of overcommitting into a bad return path.
  • When KO Punch is active, lower the scramble count, spend time with air mobility and Bike, and only re-enter on a safe ledge or whiff punish situation.

Actions to Avoid

  • Accepting grounded slugfests where Little Mac can loop jab, Dtilt, and smash pressure at full speed.
  • Panicking into KO Punch range because Wario wants to remove the threat immediately rather than let the clock and spacing work.
  • Chasing too deep offstage and giving up Wario’s own safe reset after Mac has already been pushed off.
  • Playing too passively just to wait for Waft and letting Little Mac run a long grounded sequence with stage control.

Reference Links

Related Pages