Super Smash Bros. Ultimate

Wii Fit Trainer (SSBU)/Forward smash: Difference between revisions

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{{ArticleIcons|ssbu=y}}
{{ArticleIcons|ssbu=y}}
[[File:WFT Forward Smash.gif|400px|thumb|right|Hitbox visualization showing Wii Fit Trainer's forward smash.]]
[[File:WFT Forward Smash.gif|350px|thumb|Hitbox visualization showing Wii Fit Trainer's forward smash.]]
 
==Overview==
Wii Fit Trainer performs the Warrior pose, striking with one arm in front of her and one arm behind her. This move is a standard strong-but-laggy smash attack but with a few key differences, primarily its ability to cover a fairly large horizontal distance both forward and backward at the same time and with the same strength, similarly to some of Wii Fit Trainer's other moves. This simultaneously works as an anti-[[cross up]] tool and a move to cross up the opponent's [[DI]], as they will often DI poorly when hit with the backwards hit of the attack. The placement of forward smash's hitboxes also allow it to be used somewhat effectively to cover multiple [[ledge]], [[tech]], and landing options. Just like many of Wii Fit Trainer's other attacks, forward smash's kill power goes from average to quite strong when [[Deep Breathing]] is active, making it a very potent punish tool, especially when making hard [[read]]s. However, forward smash is extremely unsafe in many situations, with it having 37 frames of lag and being -30 on shield. Because of this, the move can be a large detriment if used too liberally as it can be punished heavily. Additionally, the move has large blindspots below each arm, causing the attack to whiff low profiling opponents. This also makes it a worse [[bury]] punish.


==Hitboxes==
==Hitboxes==
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
!colspan=3|{{rollover|Stretch|If given, hitbox stretches from normal offset to this offset|y}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|part=0
|damage={{ChargedSmashDmgSSBU|15.5}}
|damage={{ChargedSmashDmgSSBU|15.5}}
|angle=361
|angle=361
|af=3
|bk=26
|bk=26
|ks=106
|ks=106
Line 20: Line 21:
|zpos=1.3
|zpos=1.3
|type=Hand
|type=Hand
|sdi=1.0
|ff=1.0
|ff=1.0
|trip=0.0
|g=1
|a=1
|sfx=Punch
|sfx=Punch
|slvl=L
|slvl=L
Line 30: Line 27:
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=1
|id=1
|part=0
|damage={{ChargedSmashDmgSSBU|15.5}}
|damage={{ChargedSmashDmgSSBU|15.5}}
|angle=361
|angle=361
|af=4
|bk=26
|bk=26
|ks=106
|ks=106
Line 42: Line 39:
|zpos=-1.3
|zpos=-1.3
|type=Hand
|type=Hand
|sdi=1.0
|ff=1.0
|ff=1.0
|trip=0.0
|g=1
|a=1
|sfx=Punch
|sfx=Punch
|slvl=L
|slvl=L
Line 52: Line 45:
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=2
|id=2
|part=0
|damage={{ChargedSmashDmgSSBU|14.0}}
|damage={{ChargedSmashDmgSSBU|14.0}}
|angle=361
|angle=361
|af=3
|bk=26
|bk=26
|ks=106
|ks=106
Line 60: Line 53:
|r=3.1
|r=3.1
|bn=arml
|bn=arml
|xpos=0.0
|xpos=0.0 to -1.5
|ypos=0.0
|ypos=0.0
|zpos=1.3
|zpos=1.3
|type=Hand
|type=Hand
|sdi=1.0
|ff=1.0
|ff=1.0
|trip=0.0
|g=1
|a=1
|sfx=Punch
|sfx=Punch
|slvl=L
|slvl=L
}}
}}
| -1.5
|0.0
|1.3
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=3
|id=3
|part=0
|damage={{ChargedSmashDmgSSBU|14.0}}
|damage={{ChargedSmashDmgSSBU|14.0}}
|angle=361
|angle=361
|af=4
|bk=26
|bk=26
|ks=106
|ks=106
Line 89: Line 75:
|zpos=-1.3
|zpos=-1.3
|type=Hand
|type=Hand
|sdi=1.0
|ff=1.0
|ff=1.0
|trip=0.0
|g=1
|a=1
|sfx=Punch
|sfx=Punch
|slvl=L
|slvl=L
Line 115: Line 97:


{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=6|e=LagChargeS}}{{FrameStrip|t=Lag|c=9|s=LagChargeE}}{{FrameStrip|t=Hitbox|c=4}}{{FrameStrip|t=Lag|c=38}}{{FrameStrip|t=Interruptible|c=10}}
{{FrameStrip|t=Lag|c=6|e=LagChargeS}}{{FrameStrip|t=Lag|c=9|s=LagChargeE}}{{FrameStrip|t=Hitbox|c=4}}{{FrameStrip|t=Lag|c=37}}{{FrameStrip|t=Interruptible|c=11}}
{{FrameStripEnd}}
{{FrameStripEnd}}



Latest revision as of 09:42, April 12, 2023

Hitbox visualization showing Wii Fit Trainer's forward smash.

Overview[edit]

Wii Fit Trainer performs the Warrior pose, striking with one arm in front of her and one arm behind her. This move is a standard strong-but-laggy smash attack but with a few key differences, primarily its ability to cover a fairly large horizontal distance both forward and backward at the same time and with the same strength, similarly to some of Wii Fit Trainer's other moves. This simultaneously works as an anti-cross up tool and a move to cross up the opponent's DI, as they will often DI poorly when hit with the backwards hit of the attack. The placement of forward smash's hitboxes also allow it to be used somewhat effectively to cover multiple ledge, tech, and landing options. Just like many of Wii Fit Trainer's other attacks, forward smash's kill power goes from average to quite strong when Deep Breathing is active, making it a very potent punish tool, especially when making hard reads. However, forward smash is extremely unsafe in many situations, with it having 37 frames of lag and being -30 on shield. Because of this, the move can be a large detriment if used too liberally as it can be punished heavily. Additionally, the move has large blindspots below each arm, causing the attack to whiff low profiling opponents. This also makes it a worse bury punish.

Hitboxes[edit]

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
0 0 0 15.5% 0 Sakurai angle Forward 26 106 0 HitboxTableIcon(False).png 4.3 arml 4.0 0.0 1.3 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 0 0 15.5% 0 Sakurai angle Backward 26 106 0 HitboxTableIcon(False).png 4.3 armr 4.0 0.0 -1.3 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
2 0 0 14.0% 0 Sakurai angle Forward 26 106 0 HitboxTableIcon(False).png 3.1 arml 0.0 to -1.5 0.0 1.3 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
3 0 0 14.0% 0 Sakurai angle Backward 26 106 0 HitboxTableIcon(False).png 3.1 armr 0.0 0.0 -1.3 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing[edit]

Charges between 6-7
Hitbox 16-19
Interruptible 57
Animation length 67
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagChargeS).png FrameIcon(LagChargeE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
Lag
Lag time
ChargeCharge
Charge interval
Hitbox
Hitbox
Interruptibility
Interruptible