Wii Fit Trainer (SSBU)/Neutral attack/Hit 1
Overview[edit]
Wii Fit Trainer performs a Sideways Leg Lift, striking with both her arm and leg. It is her fastest grounded attack at frame 4, but has a fair amount of endlag and is quite unsafe on shield. The arm hit in front of Wii Fit Trainer leads into the second hit of her jab combo, and can jablock most opponents, although the attack may miss characters who have a very low prone animation. The attack's jablocking capabilities were improved in update 3.1.0, as the move can now also pull the opponent towards Wii Fit Trainer as it locks them, giving her more viable followup options. The arm hit of jab 1 also has above average vertical range, with a disjointed hitbox below Wii Fit Trainer's outstretched arm that was greatly lowered in the transition from Smash 4 to Ultimate to counteract the move's extreme susceptibility to low profiling and short characters in general. Unlike the arm hit, the leg hit behind Wii Fit Trainer acts as a standalone move, sending the opponent a short distance away at a low angle. Because of this, the back hit of jab 1 can be used to set up tech chases or even jablock scenarios. Overall, jab 1 has low horizontal range, but its unique ability to cover both the area directly in front of and behind Wii Fit Trainer as well as the move's relative speed makes it a strong anti-crossup tool and "get-off-me" option.
Update History[edit]
- Neutral attack 1 has two new hitboxes which pull the opponent in, allowing the move to connect into neutral attack 2 more reliably.
Hitboxes[edit]
The scripts only specify hitstun modifiers for the ID 0, 2, 4, 6, and 7 hitboxes, but they apply to all hitboxes due to a glitch.
Timing[edit]
Clean hit | 4 |
---|---|
Late hit | 5 |
Continuability window | 9-24 |
Consecutive jab frame | 10 |
Interruptible | 26 |
Animation length | 27 |
Lag time |
Hitbox |
Hitbox change |
Loop point |
Continuable |
Earliest continuable point |
Interruptible |
Trivia[edit]
- Out of the first hits of all jabs in Ultimate, Wii Fit Trainer's has by far the highest amount of simultaneously active hitboxes, with 8 during the late hit.
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