Super Smash Bros. Ultimate

Wii Fit Trainer (SSBU): Difference between revisions

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{{Infobox Character
{{Infobox Character
|name = Wii Fit Trainer
|name = Wii Fit Trainer
|image = {{tabber|title1=Female|tab1=[[File:Wii Fit Trainer SSBU.png|x250px]]|title2=Male|tab2=[[File:Wii Fit Trainer-Alt1 SSBU.png|x250px]]}}
|image = {{tabber|title1=Female|content1=[[File:Wii Fit Trainer SSBU.png|x250px]]|title2=Male|content2=[[File:Wii Fit Trainer-Alt1 SSBU.png|x250px]]}}
|game = SSBU
|game = SSBU
|ssbgame1 = SSB4
|ssbgame1 = SSB4
|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier = C-
|ranking = 63
}}
}}
{{cquote|''A fighter that attacks with healthy moves like stretching and yoga poses. You can pick between male and female versions. Charging up Sun Salutation all the way recovers a bit of health!''|cite=[https://www.smashbros.com/en_US/blog/ Super Smash Blog]|source=[[Super Smash Bros. Ultimate Official Site]]}}
<!--NOTICE BEFORE EDITING: When using pronouns, use those that match the gender of the default when referring to their Smash incarnation (treating the alternate gendered variant as an character costume like Alph) and gender neutral for home series info. However, completely omitting pronouns is entirely a valid style, as long as the sentence stays coherent.-->
<!--NOTICE BEFORE EDITING: When using pronouns, it is generally preferred, though not strictly required, that they match the gender of the default. If referring to one gender, only refer to the alternate when it specifically applies to them. While using gender-neutral pronouns is optional, it is heavily discouraged. However, completely omitting pronouns is entirely a valid style, as long as the sentence stays coherent.-->
'''Wii Fit Trainer''' ({{ja|Wii Fit トレーナー|Wii Fit Torēnā}}, ''Wii Fit Trainer'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. She was officially revealed on June 12th, 2018 alongside {{SSBU|Zero Suit Samus}} and the rest of the returning roster. Wii Fit Trainer is classified as [[Fighter number|Fighter #47]]. As in ''[[Super Smash Bros. 4]]'', both the female and male versions of Wii Fit Trainer are playable.
'''Wii Fit Trainer''' ({{ja|Wii Fit トレーナー|Wii Fit Torēnā}}, ''Wii Fit Trainer'') is a playable character in ''[[Super Smash Bros. Ultimate]]'', officially confirmed on June 12th, 2018. Wii Fit Trainer is classified as fighter #47. As in Smash 4, both the female and male versions of Wii Fit Trainer are playable.


October Moore and Steve Heinke's portrayal of the female and male Wii Fit Trainers from ''SSB4'' was repurposed for the American English versions of ''Ultimate''. Tania Emery and Luke Smith's portrayal of the female and male Wii Fit Trainers from ''SSB4'' was repurposed for the British English versions of ''Ultimate''. Hitomi Hirose and Tomoyuki Higuchi's portrayal of the female and male Wii Fit Trainers from ''SSB4'' was repurposed for the Japanese version of ''Ultimate''.
All of the voice actors' portrayals of the female and male Wii Fit Trainers from ''Smash 4'' are repurposed for ''Ultimate'', including:
*October Moore (female) and Steve Heinke (male) in American English.
*Tania Emery (female) and Luke Smith (male) in British English, which is also used in the Dutch and Russian versions.
*Hitomi Hirose (female) and Tomoyuki Higuchi (male) in Japanese, which is also used in the Korean and simplified/traditional Chinese versions.
*Isabella Arevalo (female) and Horacio Mancilla (male) in Latin American Spanish.
*Pilar Orti (female) and Javier Fernández-Peña (male) in Iberian Spanish.
*Corinne Kempa (female), Francois Anseaume (male; dialogue), and Christophe Hespel (male; grunts) in French.
*Sylvia St John (female) and Michael Hulsmann (male) in German.
*Lara Parmiani (female) and Giovanni Noto (male) in Italian.


*The Dutch and Russian versions of ''Ultimate'' also use Wii Fit Trainer's British English voices.
Wii Fit Trainer is ranked 63rd out of 82 on the current tier list, placing her in the C- tier. This is a notable improvement from her 50th out of 54 placement in ''SSB4''.
*The Korean and simplified/traditional Chinese versions of ''Ultimate'' also use Wii Fit Trainer's Japanese voices.


==How to unlock==
==How to unlock==
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*Clear {{SSBU|Classic Mode}} with {{SSBU|Samus}} or any character in her unlock tree, being the 2nd character unlocked after {{SSBU|Inkling}}.
*Clear {{SSBU|Classic Mode}} with {{SSBU|Samus}} or any character in her unlock tree, being the 2nd character unlocked after {{SSBU|Inkling}}.
*Have Wii Fit Trainer join the player's party in [[World of Light]].
*Have Wii Fit Trainer join the player's party in [[World of Light]].
With the exception of the third method, Wii Fit Trainer must then be defeated on [[Wii Fit Studio]].
Wii Fit Trainer must then be defeated on [[Wii Fit Studio]] (the [[Ω form]] is used in World of Light).


==Attributes==
==Attributes==
Wii Fit Trainer is a somewhat tall middleweight. She possesses a fast [[walking]] speed (the 24th highest), slighly above average [[dash]]ing speed, a fast initial dash, average [[air speed]], high [[air acceleration]] (tied for the 21st highest), high [[jump]]s, average [[gravity]], has the 11th highest [[traction]] and is tied with Isabelle and the Ice Climbers for the 7th-9th slowest [[falling speed]]. In addition, she has one of the longest tech rolls and ledge rolls in the game, which can make her hard to punish even if a roll is expected. These attributes give her overall good mobility, although, similarly to Luigi and Pit, she is somewhat floaty for her weight class, and is one of the floatiest characters in the game. She can also [[wall jump]] and [[crawl]], with the latter being one of the shortest in terms of hurtbox height, making it useful defensively.
<!--NOTICE BEFORE EDITING: When using pronouns, use those that match the gender of the default when referring to their Smash incarnation (treating the alternate gendered variant as an character costume like Alph) and gender neutral for home series info. However, completely omitting pronouns is entirely a valid style, as long as the sentence stays coherent.-->
Wii Fit Trainer is a somewhat tall middleweight with a slender physique. She possesses a fast [[walking]] speed (the 24th highest), slightly above average [[dash]]ing speed, a fast [[initial dash]], average [[air speed]], high [[air acceleration]] (tied for the 21st highest), high [[jump]]s, average [[gravity]], has the 11th highest [[traction]] and is tied with {{SSBU|Isabelle}} and the {{SSBU|Ice Climbers}} for the 7th-9th slowest [[falling speed]]. In addition, she has one of the longest tech rolls and ledge rolls in the game, which can make her hard to punish even if a roll is expected. These attributes give her overall good mobility, although, comparatively like Luigi and Pit, Wii Fit Trainer is somewhat floaty for her weight class, and is one of the floatiest characters in the game. She can also [[wall jump]] and [[crawl]], with the latter being one of the shortest in terms of hurtbox height, making it useful defensively.


Wii Fit Trainer possesses a great damage racking game, possessing several attacks that deal high damage and/or have KO potential, and her [[Deep Breathing]] makes her faster and stronger for a few seconds as well as causing her to take less damage. Her attacks also have unusual hitbox placements or properties, since for some of her attacks she can hit on both sides. For example, with her forward tilt, she can hit in front of her with her arm and behind her with her leg; this also applies to forward smash, forward aerial, and the first hit of her jab, while the third hit of jab has a sweetspot that buries opponents.
Wii Fit Trainer possesses a great damage-racking game through several attacks that deal unusually high damage, most notably her neutral aerial and [[Header]]. Additionally, her [[Deep Breathing]] makes her faster, stronger, and more durable for a few seconds, further increasing her damage output. Many of Wii Fit Trainer's attacks also have unusual hitbox placements or properties, such as hitting on both sides of her. For example, her forward tilt can hit in front of her with her arm and behind her with her leg; this also applies to forward smash, forward aerial, and the first hit of her neutral attack. The final hit of her neutral attack also has a sweetspot that [[buries]] opponents.


Wii Fit Trainer also has two strong projectiles, [[Sun Salutation]] and [[Header]]. The former can be charged, with the fully charged version dealing high damage, good knockback, and healing her by 2%. The latter is very versatile, with several different common uses. Not only can it combo into many of her attacks, but it can also be used as a long lasting meteor smash if the opponent is directly in front of her, a way to both enter advantage and exit disadvantage, a virtually infinite pool of mixups and setups with header cancels, and even a recovery tool since it gives Wii Fit Trainer slight upward momentum when used in the air which can allow for stalling and greater horizontal movement.
Wii Fit Trainer also has two strong projectiles, [[Sun Salutation]] and Header. The former can be charged, with the fully charged version dealing high damage, good knockback, and healing her by 2%. The latter is very versatile, with several different common uses. Not only can it combo into many of her attacks, but it can also be used as a long-lasting and large meteor smash, a way to both enter advantage and exit disadvantage, a virtually infinite pool of mixups and setups with Header cancels, and even a recovery tool since it gives Wii Fit Trainer slight upward momentum when used in the air, allowing for stalling and greater horizontal movement.


Wii Fit Trainer also possesses a great air game. With the exeption of her back aerial, she can autocancel all of her aerials in a short hop. Neutral aerial consists of two hits, with the first one having hitboxes on her arms and legs, and leading into the second hit, dealing a total of 14% if both hits connect. This is one of her best combo starters and extenders due to its low lag, low knockback, and 90° launch angle. Because of this, a well placed neutral aerial and can easily lead to 70% combos or even extremely early kills with setups such as neutral air 1 to up smash. Forward aerial has decent power, fast startup and low ending lag, with extremely favourable autocancel windows. It also has a hitbox on Wii Fit Trainer's foot which serves as a weak but quick meteor smash, being one of the fastest in the game at frame 9. Back aerial is her fastest aerial in terms of startup, coming out on frame 5, but is also the strongest, possessing a small sweetspot on her feet on the first active frame with very high power. Up aerial has decent knockback and is good for juggling, with a surprisingly large disjoint that can often beat out opponents landing aggressively. Down aerial is a powerful meteor smash with exceptional hitboxes; the sweet spot covers more than half of Wii Fit Trainer's body with no initial sourspot. In addition, down aerial has fairly low endlag, allowing for the move to be autocanceled from a short hop.
Wii Fit Trainer also possesses a great air game. With the exception of her back aerial, she can autocancel all of her aerials in a short hop, with neutral aerial and forward aerial even being fast enough to squeeze a back aerial in before landing. Neutral aerial consists of two hits, with the first hit having hitboxes on her arms and legs that lead into the centralized second hit, dealing a total of 14% base damage if both hits connect. This is one of her best combo starters and extenders due to its low lag, low knockback, and 90° launch angle. Because of this, a well placed neutral aerial can easily lead to 70% combos or even extremely early KOs with setups such as neutral aerial's first hit to up smash.


Wii Fit Trainer generally fights well in both long range and close-quarters combat due to her useful projectiles and hard hitting normals, but struggles at mid range as a result of her lack of range on her tilts and aerials. As such, the character may sometimes have trouble approaching, and typically relies on Header to do so. Wii Fit Trainer has some of the most punishing combos in the game when it comes to damage, but actually landing that first hit can prove to be quite difficult in many situations.
Forward aerial has good power, fast startup, and very little ending lag, with extremely favorable autocancel windows. It also has a hitbox on Wii Fit Trainer's foot which serves as a weak but quick meteor smash, being one of the fastest in the game at frame 9. Back aerial is her fastest aerial in terms of the startup, coming out on frame 5, but is also her strongest, possessing a small sweet spot on her feet on the first active frame that has very high knockback. Up aerial has decent knockback and is good for juggling, with a surprisingly large disjoint that can often beat out opponents landing aggressively. Down aerial is a powerful meteor smash with exceptional hitboxes; the sweetspot covers more than half of the Wii Fit Trainer's body with no initial sour spot. In addition, down aerial has fairly low ending and landing lag, making it relatively safe on shield along with neutral and forward aerial.


Wii Fit Trainer notably excels both offstage and on the [[ledge]]. While neither of these areas are where she wants to be necessarily, she has several tools that give her more options than the average character in these scenarios. The most important of these tools is Header, as it can cover Wii Fit Trainer's recovery, as well as stall her in the air or cover ledge options. Due to the character's below average air speed and slow fall speed (without Deep Breathing), she can sometimes struggle to land safely. She also possesses three different meteor smashes: Header, down aerial and forward aerial's foot hitbox, and they support her very good edgeguarding ability.
Wii Fit Trainer generally fights well in both long-range and close-quarters combat due to her strong projectiles and hard-hitting normals, but struggles at mid-range as a result of her lack of range on her tilts and aerials. As such, the character sometimes has trouble approaching, and typically relies on Header to do so. Wii Fit Trainer has some of the most punishing combos in the game when it comes to damage, but getting close enough to the opponent to start a powerful combo can sometimes prove difficult, especially when the opponent can easily deal with Header, such as [[Pocket]].


Her grab game is serviceable, with both [[forward throw]] at low percents and especially [[up throw]] at mid percents offering some combo potential. [[Down throw]] is often used at low percents as well, however the throw has no true followups on the majority of the cast. Despite several options for combo throws, Wii Fit Trainer lacks a solid kill throw; back throw as her strongest kill throw typically doesn't KO until well past 140%. This can be remedied somewhat with Deep Breathing.
Wii Fit Trainer notably excels both offstage and on the [[ledge]]. While neither of these areas is where she wants to be necessarily, she has several tools that give her more options than the average character in these scenarios. The most important of these tools is Header, as it can cover Wii Fit Trainer's recovery, as well as stall her in the air or cover ledge options. Due to the character's below-average airspeed and slow fall speed (without Deep Breathing), she can sometimes struggle to land safely. She also possesses three different meteor smashes: Header, down aerial and forward aerial's foot hitbox, which all support Wii Fit Trainer's potent edgeguarding ability.


Wii Fit Trainer's smash attacks are all rather volatile, as they possess high risk for high reward. All three moves are far above average in strength, especially [[up smash]], which is one of the strongest up smashes in the game even without Deep Breathing when connecting the sweetspot on her hands. The move's solid vertical range and 4 frames of full body intangibility also make it a good anti-air tool. Forward smash is a solid punishing tool since it hits on both sides with large horizontal range, which can also be used to catch landings. The move's main weakness is the notable sourspot from Wii Fit Trainer's knees down. Down smash is a semispike that hits on both sides of Wii Fit Trainer simultaneously, and is her only smash attack that can consistently cover the area close to the ground. Despite her smash attacks' strengths, these moves also come with the downside of large amounts of [[ending lag]], making them extremely punishable when missed. Although Wii Fit Trainer has several strong attacks, she often has trouble taking stocks, as most of her KO moves are hard to land or have some sort of inconsistency, such as [[Forward tilt]] and [[Back air]]'s poor hitboxes, with the former's large blindspots on both the front and back hits, and the latter's sweetspot only lasting for one frame. In addition, forward aerial typically cannot cover the space directly in front of or behind her. All these inconsistencies add up, leaving Wii Fit Trainer with very few truly reliable kills moves, setting her apart from the higher tier characters.
Wii Fit Trainer's grab game is serviceable, with both [[forward throw]] at low percents and especially [[up throw]] at mid percents offering some combo potential. [[Down throw]] is often used at low percents as well, however, the throw has no true followups on the majority of the cast. Despite several options for combo throws, Wii Fit Trainer lacks a solid KO throw; although [[back throw]] is her strongest throw, it typically doesn't KO until well past 140%, and thus requires Deep Breathing to alleviate this flaw.


Due to her unorthodox moveset, relatively steep learning curve, and lack of the mass appeal that many ''Smash Bros.'' characters possess, Wii Fit Trainer has a fairly small playerbase, although she has received much more attention than in ''Smash 4'' since her overall viability has been greatly improved. It remains to be seen how she will fair in the long run of ''Ultimate''{{'}}s competitive scene.
Wii Fit Trainer's smash attacks are all rather volatile, as they possess high risk for high reward. All three moves are far above average in strength, especially [[up smash]], which is one of the strongest up smashes in the game when connecting the sweet spot at her hands even without Deep Breathing. The move's solid vertical range, quick startup, and 4 frames of full-body intangibility also make it a good anti-air tool. Forward smash is a solid punishing tool since it hits on both sides of Wii Fit Trainer with a large horizontal range, which can also be used to catch landings. The move's main weakness is its notable blind spot directly below Wii Fit Trainer's arms. Down smash is a [[semi-spike]] that hits on both sides of Wii Fit Trainer simultaneously, and is her only smash attack that can consistently cover the area close to the ground.


==Changes from ''[[Super Smash Bros. 4]]''==
Despite her smash attacks' strengths, these moves also come with the downside of large amounts of [[ending lag]], making them extremely punishable when missed. Although Wii Fit Trainer has several strong attacks, she sometimes has trouble taking stocks, as many of her KO moves are hard to land or are inconsistent, such as [[forward tilt]] and [[back air]]'s poor hitboxes, with the former's large blind spots on both the front and back hits and the latter's sweetspot only lasting for one frame. In addition, forward aerial typically cannot cover the space directly in front of or behind the Wii Fit Trainer. All these inconsistencies add up, leaving Wii Fit Trainer with few truly reliable kills moves, although this weakness was somewhat remedied in update {{SSBU|8.0.0}} when both down tilt and Sun Salutation became markedly better at KOing opponents.
Wii Fit Trainer has been significantly buffed from ''Smash 4'' to ''Ultimate''. She has received various improvements to her [[hitbox]] durations, hitbox placements, overall lag, mobility, projectiles, and damage output, making Wii Fit Trainer's moveset function more effectively overall.


Many of her notoriously inconsistent attacks have been improved: forward and up [[tilt]] both last longer, with the latter having [[intangibility]] on the arms and reaching farther upward than before, making it better for contesting aerials. Up tilt, dash attack, forward smash, down smash and forward aerial have lower ending lag, while up smash has a larger sourspot, making it less likely to whiff. Many of the trainer's aerials' hitboxes have been improved so they connect more consistently, including forward aerial (which now has a small but useful body hitbox) and down aerial (whose large sourspot now comes out sooner and lasts longer). In addition, dash attack and down tilt deal more damage, up and down throws both function as reliable combo throws, and neutral attack's finisher [[buries]] much more consistently. All these changes greatly improve the trainer's damage racking potential, while making it less likely for her moves to whiff.
Due to her unorthodox moveset, relatively steep learning curve, and lack of the mass appeal that many fighters possess, Wii Fit Trainer has a fairly small playerbase. However, she has received much more attention in ''Ultimate'' than in ''Smash 4'', since her overall viability has been greatly improved. It remains to be seen how she will fare in the long run of ''Ultimate''{{'}}s competitive scene.


Wii Fit Trainer's special moveset has also been buffed: [[Sun Salutation]] deals more damage and knockback when fully charged and can be canceled with a jump, much like other storable [[charge]] moves. [[Header]] functions significantly better as a projectile, as the ball is bigger, deals more damage, bounces faster and lower, has more variable angles if headbutted, and almost always keeps its hitbox while active, making ball setups significantly more viable. [[Super Hoop]] now deals multiple hits, which improves its damage if all hits land. Finally, [[Deep Breathing]] has been dramatically improved: it can be activated more easily and faster, has a lower recharge penalty if failed, and lasts significantly longer. It also grants faster [[fall speed]], [[gravity]], [[air speed]], [[traction]], [[initial dash]] speed and [[dash]] speed. This overall mobility increase, coupled with both Deep Breathing's x1.25 damage increase and Wii Fit Trainer's already hard hitting attacks, allows her to put out significant damage output during even a single Deep Breathing use, heavily improving its utility.
==Changes from ''[[Super Smash Bros. 4]]''==
Wii Fit Trainer was significantly buffed in the transition from ''SSB4'' to ''Ultimate''. Many of her moves have received various improvements, be it to their [[hitbox]] durations and/or placements, overall lag, mobility, projectiles, KO power, or damage output, making Wii Fit Trainer's moveset more cohesive overall.


Finally, Wii Fit Trainer benefits from the game's universal changes. The standardized 3-frame [[jumpsquat]] allows her to use aerials more effectively, while the slower shield drop speed improves the safety of her projectiles and certain attacks such as down tilt. The limit to a single [[air dodge]] allows her projectiles to cover options better and catch landings with her high mobility, while the ability to cancel ground moves improves her ground game.  
Previously known for having one of the most inconsistent movesets of any character, Wii Fit Trainer's attacks have seen various miscellaneous improvements: [[forward tilt|forward]] and [[up tilt]] both last longer, with the latter having [[intangibility]] on the attacking arm and reaching farther upward, making it a more reliable anti-air. Up tilt, [[dash attack]], [[forward smash]], [[down smash]] and [[forward aerial]] have lower ending lag, while [[up smash]] and [[down aerial]] come out faster. Up smash also has a larger [[sourspot]]. Many of Wii Fit Trainer's aerials' hitboxes have been improved so they connect more consistently, including forward aerial (which now has a small but useful body hitbox) and down aerial (whose spike hitbox is now much larger and lasts slightly longer). In addition, dash attack and [[down tilt]] deal more damage (and the latter sends at a lower angle), [[up throw|up]], [[down throw|down]], and [[forward throw]]s all possess combo potential, and [[neutral attack]]'s finisher [[buries]] much more consistently thanks to the universal changes to neutral attack angles as well as a larger [[sweetspot]] on the final hit. All these changes greatly improve her damage racking and KO potential, while making it less likely for her moves to whiff.


The nerfs Wii Fit Trainer received are relatively minor: Super Hoop has a shorter max distance, making her [[recovery]] slightly less flexible, the back hit of forward tilt has less horizontal range, Neutral aerial links into its second hit less consistently, and Neutral attack's second hit can now make opponents [[trip]] or even slide out of the Neutral attack combo, causing the third hit's bury to miss. However, most of her weaknesses are recurring ones from ''Smash 4'': while Wii Fit Trainer's overall moveset has been heavily improved, her neutral game is still lacking, due to the trainer's lack of midrange options alongside very few ways to escape pressure, deal with projectiles, or get back onstage. This is further harmed by the nerfs to dodging and dodge intangibility, making her relatively easy to juggle or trap on the ledge. Due to this, her disadvantage state is still extremely lackluster. Diminutive characters such as {{SSBU|Olimar}} and {{SSBU|Pichu}} are also still a struggle to deal with due to blindspots on key moves such as forward tilt.
Wii Fit Trainer's special moveset has been noticeably buffed as well. [[Sun Salutation]] deals significantly more damage and knockback when fully charged, and can be [[charge-cancel]]ed with a jump, much like other storable chargeable moves. [[Super Hoop]] now deals multiple hits, which improves its damage if all hits land. [[Header]] and [[Deep Breathing]], however, have seen the most improvements: the former functions significantly better as a projectile, as the ball is bigger, deals more damage, bounces faster and lower, has more variable angles if headbutted, and almost always keeps its hitbox while active, making ball setups much more viable; the latter can be activated more easily and faster, has a lower recharge penalty if failed, lasts a few seconds longer, grants much faster and varied mobility buffs alongside the original ones to [[walk]] speed, reduction of damage taken, and damage output, the former of which is also higher.


Overall, Wii Fit Trainer now properly functions as a unique, projectile-based bait-and-punish character who relies on her unorthodox setups and options to pressure the opponent into making poor decisions, and then using her speed and massive damage output to capitalize. While she is capable of racking up damage extremely quickly, her weaknesses in approaching and landing consistent hits remain, making it important for her to keep opponents from rushing her down or camping her out. As a result of all of these changes, Wii Fit Trainer has had surprising success in the early metagame, with several notable players such as {{Sm|WaDi}}, {{Sm|BestNess}}, and {{Sm|varun}} using him/her as a main or secondary at high-level tournaments with respectable results, in contrast to the trainer's low success in ''Smash 4''. However, as the character has a relatively small playerbase, it is unknown how well Wii Fit Trainer will fare in the long run.
The universal gameplay changes also benefit Wii Fit Trainer. The universal increase to mobility helps her close out the distance between the opponent more easily, and this is complemented by the ability to use any attack out of a run, somewhat alleviating her short range. The streamlined [[jumpsquat]] allows her to use aerials more effectively, while the increased [[shieldstun]] and slower shield drop speed improves the safety of her projectiles and certain attacks such as down tilt. The limit to a single [[air dodge]] also allows her projectiles to cover options better and catch landings with her high mobility, while the reintroduction of directional air dodges slightly improves her horizontal recovery and makes it easier to mix up. The generally lower landing lag on aerials makes all of Wii Fit Trainer's aerials safer to use as well, making neutral and forward air particularly safe on shield.


===Aesthetics===
In spite of all this, Wii Fit Trainer has also received some nerfs, a few of which are particularly notable. Super Hoop now travels a shorter max distance even when mashed, making her recovery less flexible (although it is also easier to reach maximum height). The back hit of forward tilt has less horizontal range, neutral aerial links into its second hit less consistently, and neutral attack's second hit can now make opponents [[trip]] or slide out of the full combo, which can cause the third hit's bury to still miss.
*{{change|As with all [[veteran]]s returning from ''SSB4'', Wii Fit Trainer's model features a more subdued color scheme. Both genders are now slightly more muscular, and their clothing and hair also feature simple detailing.}}
*{{change|Wii Fit Trainer's face is clearer and has more detailed eyes, similarly to ''Wii Fit U'''s trainer. According to [[Sakurai]], this was a requested change from the ''Wii Fit'' development team.}}
*{{change|Wii Fit Trainer's body faces the screen more compared to the previous entry; however, her animations are not mirrored.}}
*{{change|Much like other fighters, Wii Fit Trainer is more expressive. In particular, she smiles while taunting and using Header, and appears angry while using [[smash attacks]].}}
*{{change|All three of Wii Fit Trainer's [[victory pose]]s have been given more dynamic camera angles.}}


===Attributes===
Overall, Wii Fit Trainer's strengths and weaknesses have been further defined. While her moveset hasn't changed much in terms of functionality, its significant improvements now let her play to her strengths better, but her worse recovery distance has made her offstage disadvantage state harder to endure. Additionally, Wii Fit Trainer still retains most of her weaknesses from ''SSB4'', such as lackluster options at mid-range, lackluster disadvantage on-stage, a lack of options to deal with opposing camping, and large blindspots in her moves. While Wii Fit Trainer's buffs considerably outweigh the nerfs she received and she is unquestionably a better character than she was in ''SSB4'', the various buffs to other returning veterans mean that she still underperforms compared to the rest of the cast.
*{{buff|Like all characters, Wii Fit Trainer's jumpsquat animation now takes three frames to complete (down from 5).}}
*{{buff|Wii Fit Trainer's initial dash is significantly faster (1.5 → 2.024)}}
*{{buff|Wii Fit Trainer runs much faster (1.696 → 1.866).}}
*{{buff|Wii Fit Trainer [[walk]]s faster (1.166 → 1.224).}}
*{{buff|Wii Fit Trainer's air speed is slightly faster (0.97 → 1.019).}}


===Ground attacks===
{{SSB4 to SSBU changelist|char=Wii Fit Trainer}}
*[[Neutral attack]]:
**{{nerf|Jab 1 deals less damage on the front hit (3% → 2%).}}
**{{buff|Jab 1 has a slightly longer duration on the back hit (frame 4 → 4-5).}}
**{{buff|Jab 1 covers the ground more effectively.}}
**{{buff|Jab 1's back hit completely covers Wii Fit Trainer's foot.}}
**{{buff|Jab 1 has hitboxes that pull the opponent in, making the move combo more consistently.}}
**{{nerf|Jab 2 slides the opponent away and has a chance to trip, making it harder to bury with Jab 3.}}
**{{buff|Jab 2 has larger hitboxes.}}
**{{buff|Jab 3 has less startup lag (frame 6 → 5).}}
**{{buff|Jab 3 has larger hitboxes for both its sourspot and burying sweetspot.}}
**{{buff|Jab 1 and 2 now have the [[Sakurai angle]] which allows them to [[jablock]], creating new setups and punish options.}}
*[[Dash attack]]:
**{{buff|Dash attack has less [[startup]] (frame 7 → 6) and [[ending lag]] (FAF 43 → 39).}}
**{{buff|Dash attack has a new early hitbox that deals more damage (6% → 10%) and sends at a lower angle (65° → 50°), making it a better kill option despite its lower knockback growth (80 → 71).}}
*[[Forward tilt]]:
**{{buff|Forward tilt deals more damage (9% → 11%), improving its KO potential despite its lower knockback scaling (100 → 85).}}
**{{buff|Forward tilt has a longer duration (frames 6-7 → 6-10).}}
**{{nerf|Forward tilt's back hit has less horizontal range.}}
*[[Up tilt]]:
**{{buff|Up tilt has more vertical range and combos into itself at low percents.}}
**{{buff|Up tilt has intangibility on the arm for 10 frames (frames 3-12).}}
**{{buff|Up tilt has a hitbox behind Wii Fit Trainer that sends the opponent away at a 75° angle rather than straight up. This hit also has higher base knockback (40 → 60) and lower knockback growth (70 → 50) than the main hit.}}
**{{buff|Up tilt has a significantly longer duration (frames 5-7 → 5-12).}}
**{{buff|Up tilt has less ending lag (FAF 35 → 30).}}
*[[Down tilt]]:
**{{buff|Down tilt has less startup lag (frame 10 → 9).}}
**{{buff|Down tilt deals more damage (12% → 13.5%).}}
**{{nerf|Down tilt has slightly more ending lag (FAF 38 → 39).}}
**{{buff|Down tilt has larger hitboxes.}}
*[[Forward smash]]
**{{buff|Forward smash has less ending lag (FAF 62 → 57).}}
*[[Up smash]]:
**{{buff|One of up smash's sourspot hitboxes is much larger.}}
*[[Down smash]]
**{{buff|Down smash has less ending lag (FAF 57 → 52).}}


===Aerial attacks===
==Update history==
*{{buff|All aerials have less [[landing lag]] (Neutral: 14 frames → 8, Forward: 15 → 9, Back: 20 → 12, Up: 15 → 9, Down: 20 → 12).}}
Wii Fit Trainer has received a mix of buffs and nerfs via game updates, but has been notably buffed overall. Update {{SSBU|3.0.0}} improved Wii Fit Trainer greatly both by making neutral attack a much more consistent option and increasing the potency of [[Deep Breathing]], which was already one of Wii Fit Trainer's most useful moves to begin with. In addition, update {{SSBU|3.1.0}} further improved neutral attack's consistency and opened up new [[jab lock]] options, allowing for greater capitalization in certain scenarios. Update {{SSBU|8.0.0}} introduced several meaningful buffs which generally improved the consistency of Wii Fit Trainer's KO potential. This was accomplished through buffs to down tilt and [[Sun Salutation]] that made both moves KO significantly earlier, as well as up smash coming out more quickly and consequently becoming a more widely usable option. More minor buffs include making forward aerial and down smash less laggy, with the former of which becoming even more safe on shield and a more consistent KO setup option as well. Most recently, Update {{SSBU|11.0.0}} fixed a longtime bug involving Header, consequently cutting grounded Header's landing lag down to less than half its previous length. This made Header a virtually unpunishable option while also opening up deadly new combo trees due to the increased frame advantage both on hit and on shield. This was later revealed to be a mistake and was reversed in version 11.0.1.
*[[Neutral aerial]]:
**{{nerf|The first hit of neutral aerial links into the second hit less consistently.}}
**{{buff|The first hit of neutral aerial has an extra hitbox on the arms.}}
*[[Forward aerial]]:
**{{buff|Forward aerial has less ending lag (FAF 46 → 39).}}
**{{buff|Forward aerial's [[spike]] hitbox has slightly more base knockback (10 → 15) and knockback growth (62 → 68).}}
**{{buff|Forward aerial has a hitbox near the center of Wii Fit Trainer's body on frame 9, remedying its blindspot issues.}}
*[[Back aerial]]:
**{{buff|Back aerial's sweetspot is larger (1.7u →2.2u).}}


*[[Down aerial]]:
Wii Fit Trainer has seen very few nerfs thus far aside from the near-universal projectile nerf in update 3.0.0. Header's ability to phase the soccer ball through stages was removed in 3.0.0, which was likely intended to be more of a glitch fix than a direct nerf. Header received a hidden change in 3.0.0 as well, as it was altered to send the ball at a less steep angle, making it less useful at close and mid ranges as well as during recovery.
**{{buff|Down aerial has less startup lag (frame 20 → 15) with identical ending lag, shortening its total duration (FAF 45 → 40).}}
**{{buff|Down aerial's spike hitbox now covers Wii Fit Trainer's entire lower body rather than just her feet.}}
**{{buff|Down aerial's spike hitbox has a longer duration (2 frames → 3), consequently increasing the move's total duration as well (5 frames → 6).}}
**{{buff|Down aerial [[auto-cancel]]s earlier (frame 40 → 35).}}
 
===Throws/other attacks===
*{{buff|Standing grab extends further (Z2 offset: 7.7 → 8.2), slightly improving its range.}}
*{{buff|Dash grab extends considerably further (Z2 offset: 8.7 → 9.9), noticeably improving its range.}}
*{{nerf|Pivot grab doesn't extend as far (Z2 offset: -14.7 → -14), reducing its range which combined with the universal reduction of the widths of grabboxes on aerial opponents drastically reduces its utility.}}
*{{change|[[Pummel]] is faster but deals less damage (3% → 1.3%).}}
*[[Up throw]]:
**{{buff|Up throw has lower base knockback (80 → 40) and higher knockback growth (50 → 80), as well as a slightly less vertical launch angle (85° → 80°). These changes make up throw a much better combo tool.}}
*[[Down throw]]:
**{{buff|Down throw has less ending lag (FAF 57 → 50), making it a better combo starter.}}
 
===Special Moves===
*{{nerf|The introduction of the [[1v1 multiplier]] hinders Wii Fit Trainer's ability to [[Healing|heal]] herself, as recovered damage is not increased by the multiplier.}}
*[[Sun Salutation]]:
**{{change|Sun Salutation is orange in color instead of bright yellow.}}
**{{buff|Sun Salutation deals more damage when fully charged (18% → 21%).}}
**{{buff|Charging Sun Salutation can be canceled with a jump.}}
*[[Header]]:
**{{buff|Header's soccer ball is around 50% bigger.}}
**{{buff|The soccer ball deals more damage on average. The damage dealt varies based on the move the ball was hit with, but also seems to differ slightly depending on how long the ball has been out.}}
**{{buff|The ball has much higher gravity (0.4 → 0.8).}}
**{{buff|The ball travels more quickly when headed (2.8 → 3.5).}}
**{{change|The ball has a higher vertical air speed during Header's startup (1.5 → 1.6).}}
**{{buff|Header has significantly less ending lag (FAF 59-75 → 41-57).}}
**{{buff|Header has less landing lag (14 frames → 9).}}
**{{buff|Header offers a larger range of motion when hitting the ball both with a second input (10° min → 13°) and without (-7.7° max → -22°).}}
**{{buff|Header's spike hitbox is larger (5 clean → 5.7, 3 late → 4).}}
*[[Super Hoop]]:
**{{buff|Super Hoop's base vertical speed is higher (0.75 → 0.88).}}
**{{buff|The speed added to Super Hoop with every input is higher (0.2 → 0.25).}}
**{{nerf|The interval between mash inputs registering is longer (6 frames → 11).}}
**{{change|Super Hoop is now a multihit move that can hit up to three times, increasing its maximum damage output (5% → 15%) but reducing its [[gimp]] potential.}}
**{{nerf|Super Hoop's overall vertical distance has been reduced significantly.  It is not possible to travel as far as in Smash 4, even after reaching the maximum amount of button-mashing or rhythmic tapping possible.}}
*[[Deep Breathing]]:
**{{buff|A fresh Deep Breathing can be performed more quickly (frame 48 → 38).}}
**{{buff|There is a wider window for a stale Deep Breathing to successfully activate (16 frames → 32).}}
**{{buff|Deep Breathing's ending lag has been reduced when activating it on the ground (31 frames → 24).}}
**{{buff|Deep Breathing's effect lasts longer both when fresh (552 frames → 732) and stale (360 frames → ~530).}}
**{{buff|Successfully using Deep Breathing improves many more attributes.}}
***{{buff|Air speed: x1.17 ~ x1.2}}
***{{buff|Fall speed: x1.17 ~ x1.2}}
***{{buff|Gravity: x1.17 ~ x1.2}}
***{{buff|Initial dash speed: x1.1 ~ x1.13}}
***{{buff|Run speed: x1.1 ~ x1.13}}
***{{buff|Ground traction x1.1 ~ x1.13}}
**{{buff|Successfully using Deep Breathing gives a larger damage output buff (x1.16 ~ x1.2 → x1.2 ~ x1.25).}}
**{{buff|Deep Breathing has a much shorter refresh time (3600 frames → 2400).}}
*{{b|Wii Fit|Final Smash}}:
**{{nerf|Wii Fit's silhouettes have a limited travel distance. This trait is shared with [[Final Edge]].}}
**{{buff|Wii Fit launches a large, slow-moving Dancer pose image at the end of the move. This image has KO potential, increasing the Final Smash's overall reliability.}}
**{{nerf|Wii Fit can no longer be enhanced by Deep Breathing.}}
 
==Update History==
Wii Fit Trainer was overall buffed by game updates. While Update {{SSBU|1.1.0}} offered a few small buffs, Update {{SSBU|3.0.0}} improved Wii Fit Trainer greatly both by making neutral attack a much more consistent option and increasing the power of Deep Breathing, which was already one of Wii Fit Trainer's most powerful moves to begin with. In addition, Update {{SSBU|3.1.0}} improved neutral attack's consistency further and opened up new jablock options, allowing for greater capitalization in certain scenarios.
 
Wii Fit Trainer has seen very few nerfs thus far aside from the universal projectile nerf in 3.0.0. Header's ability to phase the soccer ball through stages was removed in 3.0.0, which was likely intended to be more of a bug fix than a direct nerf. Header received a hidden change in 3.0.0 as well, as it was altered to send the ball at a less steep angle, making it less useful at close and mid ranges as well as during recovery.


'''{{GameIcon|ssbu}} {{SSBU|1.1.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|1.1.0}}'''
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'''{{GameIcon|ssbu}} {{SSBU|3.1.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|3.1.0}}'''
{{UpdateList (SSBU)/3.1.0|char=Wii Fit Trainer}}
{{UpdateList (SSBU)/3.1.0|char=Wii Fit Trainer}}
'''{{GameIcon|ssbu}} {{SSBU|7.0.0}}'''
{{UpdateList (SSBU)/7.0.0|char=Wii Fit Trainer}}
'''{{GameIcon|ssbu}} {{SSBU|8.0.0}}'''
{{UpdateList (SSBU)/8.0.0|char=Wii Fit Trainer}}
'''{{GameIcon|ssbu}} {{SSBU|11.0.0}}'''
{{UpdateList (SSBU)/11.0.0|char=Wii Fit Trainer}}
'''{{GameIcon|ssbu}} 11.0.1'''
{{UpdateList (SSBU)/11.0.1|char=Wii Fit Trainer}}


==Moveset==
==Moveset==
*Wii Fit Trainer can increase overall damage output by x1.25 with [[Deep Breathing]], consequently affecting knockback as well. The following moveset list details the properties of all attacks when Deep Breathing has not been used.
*Wii Fit Trainer can increase her overall damage output by 1.25× with her down special move, [[Deep Breathing]]. The following moveset list details the properties of all attacks when Deep Breathing has not been used.
*Wii Fit Trainer can [[crawl]] and [[wall jump]]. Notably, Wii Fit Trainer's crawl is one of the lowest in the game, alongside that of {{SSBU|Snake}}.
*Wii Fit Trainer can [[crawl]] and [[wall jump]]. Notably, Wii Fit Trainer's crawl is one of the lowest in the game, alongside that of {{SSBU|Snake}}.
''For a gallery of Wii Fit Trainer's hitboxes, see [[Wii Fit Trainer (SSBU)/Hitboxes|here]].''
''For a gallery of Wii Fit Trainer's hitboxes, see [[Wii Fit Trainer (SSBU)/Hitboxes|here]].''
Line 199: Line 106:
|game=SSBU
|game=SSBU
|neutralcount=3
|neutralcount=3
|neutralname=Lunge
|neutralname=Sideways Leg Lift ({{ja|横足上げ|Yokoashi Age}}) / Single Leg Twist ({{ja|片足ひねり|Kataashi Ineri}}) / Lunge ({{ja|ランジ|Ranji}})
|neutral1dmg=2%
|neutral1dmg=2%
|neutral2dmg=2%
|neutral2dmg=2%
|neutral3dmg=3%
|neutral3dmg=3%
|neutraldesc=Performs a Sideways Leg Lift, Single Leg Twist, and Lunge to attack with an outstretched arm, knee strike, and kneeling stomp, respectively. The first hit also has a rear hitbox on Wii Fit Trainer's leg. The third hit is able to [[bury]] grounded opponents, which can easily follow up into a tilt attack or a smash attack. However, Wii Fit Trainer can also wait for the opponent to wriggle out of being buried and catch them with an aerial attack. The first two attacks are able to jablock, and the second hit has a chance to trip the opponent.
|neutraldesc=Performs a Sideways Leg Lift, Single Leg Twist, and Lunge to attack with an outstretched arm, knee strike, and kneeling stomp, respectively. The first hit also has a rear hitbox on Wii Fit Trainer's leg. The third hit is able to [[bury]] grounded opponents, which can easily follow up into a tilt attack or a smash attack. However, Wii Fit Trainer can also wait for the opponent to wriggle out of being buried and catch them with an aerial attack. The burying is mostly consistent, but the burying hitboxes on the third hit are rather small, only covering the area in front of the lunging foot, and the second hit can [[trip]] at very high percents (past 150%) due to it using the [[Sakurai Angle]] for its dominant hitbox. The first two attacks are able to jab lock.
|ftiltname=Dancer
|ftiltname=Dancer ({{ja|ダンスのポーズ|Dansu no Pōzu}}, ''Dance Pose'')
|ftiltdmg=11%
|ftiltdmg=11%
|ftiltdesc=Assumes the Dancer pose to simultaneously perform a knifehand thrust in front and a scorpion kick in back. As a result, it is useful for punishing rolling opponents. It does not move the user at all on use, which can make it difficult to land. Both of Wii Fit Trainer's limbs have differing traits: the arm launches the opponent horizontally, whereas the leg launches them vertically. The arm KOs middleweights at 144% while near the edge, whereas the leg KOs them at 155%.
|ftiltdesc=Assumes the Dancer pose to simultaneously perform a knife-hand thrust in front and a scorpion kick in the back. As a result, it is useful for punishing rolling opponents. It does not move the user at all on use, which can make it difficult to land. Both of Wii Fit Trainer's limbs have differing traits: the arm launches the opponent horizontally, whereas the leg launches them vertically. The arm KOs middleweights at 144% while near the edge, whereas the leg KOs them at 155%.
|utiltname=Triangle
|utiltname=Triangle ({{ja|三角のポーズ|Sankaku no Pōzu}}, ''Triangular Pose'')
|utiltdmg=10%
|utiltdmg=10%
|utiltdesc=Assumes the Triangle pose to attack with an outstretched arm. The hitbox covers Wii Fit Trainer's arm and body while stepping backward to assume triangle pose. The rising arm is intangible. The arm hitbox launches the opponent straight up and is reliable for combos, particularly into itself and up smash, or as a follow-up from a short hopped up aerial. The body hitbox sends the opponent away at a diagonal angle.
|utiltdesc=Assumes the Triangle pose to attack with an outstretched arm. The hitbox covers Wii Fit Trainer's arm and body while stepping back to assume a triangle pose. The rising arm is intangible. The arm hitbox launches the opponent straight up and is reliable for combos, particularly into itself and up smash, or as a follow-up from a short hopped up aerial. The body hitbox hits behind Wii Fit Trainer and sends the opponent away at a diagonal angle.
|dtiltname=Bridge
|dtiltname=Bridge ({{ja|橋のポーズ|Hashi no Pōzu}}, ''Bridge Pose'')
|dtiltdmg=13.5%
|dtiltdmg=13.5%
|dtiltdesc=Assumes the Bridge pose to attack with both knees. It has fairly quick start-up and deals both respectable damage and high hitstun, but lacks knockback for its power and has high ending lag. Useful for retaliating after dodging with a notable low crouch, hitting opponents on the ledge, or applying relatively safe shield pressure due to the pushback the move has.
|dtiltdesc=Assumes the Bridge pose to attack with both knees. It has fairly quick start-up and deals both respectable damage and high hitstun, but has high ending lag. Useful for retaliating after dodging with Wii Fit Trainer's notable low crouch, hitting opponents on the ledge, or applying relatively safe shield pressure due to the pushback the move has. As of update 8.0.0, down tilt's launch angle is 40°; when coupled with its respectable power, it is now a viable KO option at the edge, as it KOs Mario at around 120% on [[Battlefield]] and [[Final Destination]], as opposed to around 150% before.
|dashname=Gate
|dashname=Gate ({{ja|かんぬきのポーズ|Kannuki no Pōzu}}, ''Gate Pose'')
|dashdmg=10% (early), 6% (late)
|dashdmg=10% (early), 6% (late)
|dashdesc=Assumes the Gate pose while sliding to attack with an arcing arm. It has a respectable duration, which makes it useful for mindgames when used alongside a [[Fox-trotting|fox-trot]]. However, it is punishable on shield.
|dashdesc=Assumes the Gate pose while sliding to attack with an arcing arm. It has a respectable duration, which makes it useful for mind games when used alongside a [[fox-trot]]ting. However, it is punishable on shield.
|fsmashname=Warrior
|fsmashname=Warrior ({{ja|英雄のポーズ|Eiyū no Pōzu}}, ''Warrior Pose'')
|fsmashdmg={{ChargedSmashDmgSSBU|15.5}} (arms), {{ChargedSmashDmgSSBU|14}} (body)
|fsmashdmg={{ChargedSmashDmgSSBU|15.5}} (arms), {{ChargedSmashDmgSSBU|14}} (body)
|fsmashdesc=Assumes the Warrior pose to attack with outstretched arms on both sides. Strikes in both directions. Its considerable start-up and ending lag make it very punishable. Wii Fit Trainer lunges forward at a moderate distance, giving it deceptive range. Great power, as the uncharged forward smash KOs Mario around 78% at the edge of Final Destination.
|fsmashdesc=Assumes the Warrior pose to attack with outstretched arms on both sides. Strikes in both directions. Its considerable start-up and ending lag make it very punishable. Wii Fit Trainer lunges forward at a moderate distance, giving it deceptive range. Great power, as the uncharged forward smash KOs Mario around 78% at the edge of Final Destination.
|usmashname=Tree
|usmashname=Tree ({{ja|立ち木のポーズ|Tachiki no Pōzu}}, ''Standing Tree Pose'')
|usmashdmg={{ChargedSmashDmgSSBU|18}}/{{ChargedSmashDmgSSBU|15}} (clean, hands/arms), {{ChargedSmashDmgSSBU|11}}/{{ChargedSmashDmgSSBU|8}} (late, hands/arms)
|usmashdmg={{ChargedSmashDmgSSBU|18}}/{{ChargedSmashDmgSSBU|15}} (clean, hands/arms), {{ChargedSmashDmgSSBU|11}}/{{ChargedSmashDmgSSBU|8}} (late, hands/arms)
|usmashdesc=Assumes the Tree pose to attack with outstretched, clasped hands. Hits around Wii Fit Trainer with a weaker body hitbox. It has good vertical range and it grants [[intangibility]] from start-up, making it useful for aerial protection. The uncharged body hitbox KOs Mario around 103% off the top of Final Destination, and the uncharged early hands KOs Mario at 90%, so it's one of the strongest up smashes in the game if sweetspotted.
|usmashdesc=Assumes the Tree pose to attack with outstretched clasped hands. It is Wii Fit Trainer's fastest smash attack by a wide margin (11 frames), has good vertical range (extending even further than the Trainer's hands might suggest) and its hitboxes last for a decent amount of time, with a sourspot that covers the Trainer's upper body. Additionally, it grants [[intangibility]] before the hitboxes come out, making it useful for aerial protection. The uncharged body hitbox KOs Mario around 103% off the top of Final Destination, and the uncharged early hands KOs Mario at 90%, so it's one of the strongest up smashes in the game if sweetspotted. Update 8.0.0 decreased its startup lag and made its invincibility window activate faster, making it better for contesting attacks.
|dsmashname=Arm & Leg Lift
|dsmashname=Arm & Leg Lift ({{ja|アーム&レッグレイズ|Āmu & Reggu Reizu}}, ''Arm & Leg Raise'')
|dsmashdmg={{ChargedSmashDmgSSBU|12}} (arm/leg), {{ChargedSmashDmgSSBU|10}} (body)
|dsmashdmg={{ChargedSmashDmgSSBU|12}} (arm/leg), {{ChargedSmashDmgSSBU|10}} (body)
|dsmashdesc=Performs an Arm & Leg Lift to attack with an outstretched arm and outstretched leg. It is a very strong [[semi-spike]]. The uncharged down smash KOs Mario around 86% at the edge of Final Destination, and it's low trajectory launch angle result in KOs at lower percentages against characters with poor recovery.
|dsmashdesc=Performs an Arm & Leg Lift to attack with an outstretched arm and outstretched leg. It is a very strong [[semi-spike]], though it has significant startup and ending lag. The uncharged down smash KOs Mario around 86% at the edge of Final Destination, and its low trajectory launch angle results in it being an excellent KO move against characters with poor vertical recoveries, such as {{SSBU|Ike}} and {{SSBU|Chrom}}. As Wii Fit Trainer keeps a low profile while using the move, it can also be used to dodge and retaliate against high-angled attacks.
|nairname=Jackknife
|nairname=Jackknife ({{ja|ジャックナイフ|Jakkunaifu}})
|nairdmg={{ShortHopDmgSSBU|5}} (hit 1), {{ShortHopDmgSSBU|9}} (hit 2)
|nairdmg={{ShortHopDmgSSBU|5}} (hit 1), {{ShortHopDmgSSBU|9}} (hit 2)
|nairdesc=Assumes the Jackknife pose to attack with both arms and legs. It deals impressive damage when both of its hits connect, connects much easier compared to most attacks thanks to its fairly large hitbox, has minimal ending and landing lag and autocancels in a short hop. Altogether, these traits make it a very useful combo starter when [[Short hop fast fall L-cancel#Short hop fast fall|SHFF]]'d, and is Wii Fit Trainer’s overall best combo starter.  
|nairdesc=Assumes the Jackknife pose to attack with both arms and legs. It deals impressive damage when both of its hits connect, it can connect much easier compared to most attacks thanks to its fairly large hitbox, has minimal ending and landing lag, auto-cancels in a short hop, and launches at a 90° angle. Altogether, these traits make it a very useful combo starter when [[Short hop fast fall L-cancel#Short hop fast fall|SHFF]]'d, and is Wii Fit Trainer's overall best combo starter.
|fairname=Single-Leg Extension
|fairname=Single-Leg Extension ({{ja|片足バランスウォーク|Kaatashi Baransu uōku}}, ''Single-Leg Balance Walk'')
|fairdmg={{ShortHopDmgSSBU|12}}/{{ShortHopDmgSSBU|10}} (clean, arm/leg), {{ShortHopDmgSSBU|7.5}}/{{ShortHopDmgSSBU|6}} (late, arm/leg)
|fairdmg={{ShortHopDmgSSBU|12}}/{{ShortHopDmgSSBU|10}} (clean, arm/leg), {{ShortHopDmgSSBU|7.5}}/{{ShortHopDmgSSBU|6}} (late, arm/leg)
|fairdesc=Performs a Single-Leg Extension to attack with an outstretched arm and outstretched leg. Due to its hitbox placements, it can hit opponents in front of and/or behind, but can be awkward to connect with due to its small hitboxes, and the front hit only hits in above and front of Wii Fit Trainer. Wii Fit Trainer's foot hitbox can [[meteor smash]] when clean, and thanks to it coming out on frame 9 like the arm hitbox, autocanceling in a short hop fast fall and having below average ending lag, it is among the fastest meteor smashes in the game.
|fairdesc=Performs a Single-Leg Extension to attack with an outstretched arm and outstretched leg. Due to its hitbox placements, it can hit opponents in front of and/or behind but can be awkward to connect with due to its small hitboxes, and the front hit only hits in above and front of Wii Fit Trainer. Wii Fit Trainer's foot hitbox can [[meteor smash]] when clean, and thanks to it coming out on frame 9 like the arm hitbox, auto-canceling in a short hop fast fall and having below-average ending lag, it is among the fastest meteor smashes in the game.
|bairname=Cobra
|bairname=Cobra ({{ja|コブラのポーズ|Kobura no Pōzu}}, ''Cobra Pose'')
|bairdmg={{ShortHopDmgSSBU|13.5}} (clean feet), {{ShortHopDmgSSBU|11}} (clean legs), {{ShortHopDmgSSBU|9}} (clean body), {{ShortHopDmgSSBU|6}} (late)
|bairdmg={{ShortHopDmgSSBU|13.5}} (clean feet), {{ShortHopDmgSSBU|11}} (clean legs), {{ShortHopDmgSSBU|9}} (clean body), {{ShortHopDmgSSBU|6}} (late)
|bairdesc=Assumes the Cobra pose to perform a double-footed back kick. It comes out on frame 5, making it Wii Fit Trainer's fastest aerial, and a fast attack in general. When coupled with its high knockback growth, its clean feet hitbox enables it to KO Mario at 91% while near the edge of Final Destination. It's her only aerial that can't autocancel in a short hop.  
|bairdesc=Assumes the Cobra pose to perform a double-footed back kick. It comes out on frame 5, making it Wii Fit Trainer's fastest aerial, and a fast attack in general. When coupled with its high knockback growth, its clean feet hitbox enables it to KO Mario at 91% while near the edge of Final Destination. The clean hitboxes can be rather difficult to land because they only last a single frame. It's her only aerial that can't auto-cancel in a short hop. Moves Wii Fit Trainer forward in the air.
|uairname=Half-Moon
|uairname=Half-Moon ({{ja|三日月のポーズ|Mikatsuki no Pōzu}}, ''Crescent Pose'')
|uairdmg={{ShortHopDmgSSBU|10}}
|uairdmg={{ShortHopDmgSSBU|10}}
|uairdesc=Assumes the Half-Moon pose to attack with outstretched, clasped hands. It comes out on frame 6, making it Wii Fit Trainer's second fastest aerial in terms of startup, and a fast attack in general. In addition to having a wide range compared to the Trainer's other aerials, it has good juggling potential, auto-cancels from a short hop. Decent knockback, KOing Mario at 150% off the top of Final Destination.
|uairdesc=Assumes the Half-Moon pose to attack with outstretched clasped hands. It comes out on frame 6, making it Wii Fit Trainer's second-fastest aerial in terms of the startup, and a fast attack in general. In addition to having wide range compared to the Trainer's other aerials, it has good juggling potential, auto-cancels from a short hop. Decent knockback, KOing Mario at 150% off the top of Final Destination at full hop height and at 120% at the peak of a double jump.
|dairname=Chair
|dairname=Chair ({{ja|腰かけのポーズ|Koshikake no Pōzu}}, ''Sitting Pose'')
|dairdmg={{ShortHopDmgSSBU|13}} (clean grounded), {{ShortHopDmgSSBU|14}} (clean aerial), {{ShortHopDmgSSBU|10}} (late)
|dairdmg={{ShortHopDmgSSBU|13}} (clean grounded), {{ShortHopDmgSSBU|14}} (clean aerial), {{ShortHopDmgSSBU|10}} (late)
|dairdesc=Assumes the Chair pose to perform a [[wikipedia:Professional wrestling attacks#Double foot stomp|double foot stomp]]. It can meteor smash aerial opponents, but not grounded ones. Despite this, it is still fairly powerful against grounded opponents, as it KOs middleweights at 144% while near the edge. It comes out on frame 15, which makes it Wii Fit Trainer's slowest aerial in terms of startup, but has low ending lag and autocancels in a short hop.
|dairdesc=Assumes the Chair pose to perform a [[wikipedia:Professional wrestling attacks#Double foot stomp|double foot stomp]]. It can meteor smash aerial opponents, but not grounded ones. Despite this, it is still fairly powerful against grounded opponents, as the clean hit KOs Mario at 110% while near the edge and the late hit KOing at 120%. It comes out on frame 15, which makes it Wii Fit Trainer's slowest aerial in terms of the startup, but has low ending lag and auto-cancels in a short hop.
|grabname=&nbsp;
|grabname=Rowing Squat ({{ja|スクワット|Sukuatto}}, ''Squat'')
|grabdesc=Performs a [[wikipedia:Squat (exercise)#Bodyweight|Rowing Squat]] to grab and lift the opponent off the ground. Wii Fit Trainer's grabs are fast,but have below average range.
|grabdesc=Performs a [[wikipedia:Squat (exercise)#Bodyweight|Rowing Squat]] to grab and lift the opponent off the ground. Wii Fit Trainer's grabs are fast but have below-average range.
|pummelname=&nbsp;
|pummelname=Grab Neck Stretch ({{ja|つかみネックストレッチ|Tsukami Nekku Sutoretchi}})
|pummeldmg=1.3%
|pummeldmg=1.3%
|pummeldesc=Squeezes the opponent. It is an average speed pummel.
|pummeldesc=Squeezes the opponent. Average power and speed.
|fthrowname=Jump Serve
|fthrowname=Jump Serve ({{ja|サーブ|Sābu}}, ''Serve'')
|fthrowdmg=3% (hit 1), 7% (throw)
|fthrowdmg=3% (hit 1), 7% (throw)
|fthrowdesc=A jump serve, a technique used in volleyball.
|fthrowdesc=A jump serve, a technique used in volleyball. Has several forms of true followups against most of the cast, which are listed on the hitbox and frame data page.
|bthrowname=Dropkick
|bthrowname=Dropkick ({{ja|スイミングターン|Suimingu Tān}}, ''Swimming Turn'')
|bthrowdmg=3% (hit 1), 6% (throw)
|bthrowdmg=3% (hit 1), 6% (throw)
|bthrowdesc=Throws the opponent backwards and then {{s|wikipedia|dropkick}}s them away It's her strongest throw, but not the best KO throw, usually KOing at around 140%.
|bthrowdesc=Throws the opponent backward and then {{s|wikipedia|dropkick}}s them away. It's her strongest throw, but not the best KO throw, usually KOing at around 140%.
|uthrowname=Jump Set
|uthrowname=Jump Set ({{ja|トス|Tosu}}, ''Toss'')
|uthrowdmg=8%
|uthrowdmg=8%
|uthrowdesc=A jump set, a technique used in volleyball. Has combo potential.  
|uthrowdesc=A jump set, a technique used in volleyball. Has combo potential, particularly with up air.
|dthrowname=&nbsp;
|dthrowname=Vaulting Horse Jump ({{ja|跳び箱跳び|Tobibako Tobi}})
|dthrowdmg=7%
|dthrowdmg=7%
|dthrowdesc=Slams the opponent onto the ground between both legs. Can be used to start combos.  
|dthrowdesc=A [[wiktionary:vaulting table|vaulting horse]] jump. It can be used to start combos, but can easily be DI'ed out of.
|floorfname=&nbsp;
|floorfname=&nbsp;
|floorfdmg=7%
|floorfdmg=7%
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|nsname=Sun Salutation
|nsname=Sun Salutation
|nsdmg=5% (uncharged), 21% (fully charged)
|nsdmg=5% (uncharged), 21% (fully charged)
|nsdesc=Assumes the Sun Worship pose and charges a yellow energy ball in the air. Like [[Charge Shot]], the energy ball grows in size as it charges. A fully charged Sun Salutation is quite strong, KOing Mario near the edge of Final Destination at 110%. Firing a fully charged Sun Salutation also heals Wii Fit Trainer by 2%. Charging a Sun Salutation also causes a weak [[push]] effect during the charge.
|nsdesc=Assumes the Sun Worship pose and charges a yellow energy ball in the air. Like [[Charge Shot]], the energy ball grows in size as it charges. A fully charged Sun Salutation is quite strong, KOing Mario near the edge of Final Destination at 100% as of update 8.0.0. Firing a fully charged Sun Salutation also heals Wii Fit Trainer by 2%. Charging a Sun Salutation also causes a weak [[push]] effect during the charge.
|ssname=Header
|ssname=Header
|ssdmg=15% (clean headbutt), 8.8%-12.3% (soccer ball)
|ssdmg=15% (clean headbutt), 8.8%-12.3% (soccer ball)
|ssdesc=[[wikipedia:Header (association football)|Heads]] a soccer ball. It has impressive mindgame potential overall, due to its manipulable nature and hitboxes. The ball can be hit early if the special button is pressed, which launches the ball at different angles. Wii Fit Trainer can also air dodge upon initiating it, which drops the ball and allows Wii Fit Trainer to subsequently launching it with any other attack. However, air dodging while using Header renders [[helpless]]ness. Aside from hitting the ball, the headbutt itself can be used as an attack and is able to meteor smash. In addition to its offensive potential, it has recovery potential: using it after a jump grants a slight boost upward, whereas using it while descending will briefly stall, similarly to [[Cape]]. However, it cannot be used again until Wii Fit Trainer either lands on a platform or stage or gets hit.
|ssdesc=[[wikipedia:Header (association football)|Heads]] a soccer ball. It has impressive mind-game potential overall, due to its manipulable nature and hitboxes. The ball can be hit early if the special button is pressed, which launches the ball at different angles. Wii Fit Trainer can also air dodge upon initiating it, which drops the ball and allows Wii Fit Trainer to subsequently launch it with any other attack. However, air dodging while using Header renders [[helpless]]ness. After canceling Header, Wii Fit Trainer can hit the ball with any move to send it to the opponent. Aside from hitting the ball, the headbutt itself can be used as an attack and is able to meteor smash. In addition to its offensive potential, it has recovery potential: using it after a jump grants a slight boost upward, whereas using it while descending will briefly stall, similarly to [[Cape]]. However, it cannot be used again until Wii Fit Trainer either falls on a platform or stage or gets hit.
|usname=Super Hoop
|usname=Super Hoop
|usdmg=5% (hits 1-3)
|usdmg=5% (hits 1-3)
|usdesc={{s|wikipedia|Hula hoop}}s twirl around Wii Fit Trainer’s body in order to ascend. Button mashing or rhythmic tapping will make Wii Fit Trainer ascend higher and faster, which greatly improves its ascent. The hoops hit multiple times, but does not have hitboxes on the top, only the sides.
|usdesc={{s|wikipedia|Hula hoop}}s twirl around Wii Fit Trainer's body in order to ascend. Button mashing or rhythmic tapping will make Wii Fit Trainer ascend higher and faster, which greatly improves its ascent. The hoops hit multiple times but do not have hitboxes on the top, only the sides.
|dsname=Deep Breathing
|dsname=Deep Breathing
|dsdmg=—
|dsdmg=—
|dsdesc=[[wikipedia:Diaphragmatic breathing|Takes a deep breath]]. When used correctly, it heals 2%, increases [[walk]]ing speed, run speed, initial dash speed, ground traction,fall speed, air speed, and gravity, while also increasing overall damage output by 20% (consequently improving knockback as well) for 12.2 seconds. However, it has a fairly long refresh time of 40 seconds. Subsequent uses before the 40 second refresh is complete yield smaller buffs and a shorter duration (~9 seconds), regardless of whether or not the initial use was successful.  
|dsdesc=[[wikipedia:Diaphragmatic breathing|Takes a deep breath]] and causes two circles to appear centered on Wii Fit Trainer, one a larger light blue outline and one a smaller solid red. The player must press the special button again when the shrinking light blue circle meets the solid red circle to successfully use the move, failing if the shrinking circle disappears inside the red circle or the button is pressed too early. Can be canceled by shielding or air dodging. When used correctly, it heals 2%, increases [[walk]]ing speed, run speed, initial dash speed, ground traction, fall speed, air speed, and gravity, while also decreasing damage taken by 10% and increasing overall damage output by 25% when fresh and a minimum of 20% when stale (consequently improving knockback as well) for 12.4 seconds when fresh. However, it has a fairly long refresh time of 40 seconds. Subsequent uses before the 40-second refresh are complete cause the outside circle to move much slower, yield smaller buffs (except for damage taken), and a shorter duration (~9 seconds), regardless of whether or not the initial use was successful, failed, or canceled. Refreshes instantly after Wii Fit Trainer is KOed.
|fsname=Wii Fit
|fsname=Wii Fit
|fspage=Wii Fit (Final Smash)
|fspage=Wii Fit (Final Smash)
|fsdmg=2%/2.2%/2.5%/3% (medium silhouettes; based on position)</br>12% (large silhouette)
|fsdmg=2%/2.2%/2.5%/3% (medium silhouettes; based on position)<br/>12% (large silhouette)
|fsdesc=Assumes the Warrior pose to emit several multicolored afterimages forward, with each afterimage dealing damage and launching any opponents hit. The silhouettes assume varying yoga poses. A final, larger silhouette is released towards the end of the Final Smash. It travels much slowly across the stage compared to the smaller silhouettes. The final silhouette always assumes the Dancer pose.
|fsdesc=Assumes the Warrior pose to emit several multicolored afterimages forward, with each afterimage dealing damage and launching any opponents hit. The silhouettes assume varying yoga poses. A final, larger silhouette is released towards the end of the Final Smash. It travels much slowly across the stage compared to the smaller silhouettes. The final silhouette always assumes the Dancer pose.
}}
}}
===Stats===
{{Attributes
| cast=89
| weight=96 | rweight=40-43
| dash=2.024 | rdash=28
| run=1.866 | rrun=30
| walk=1.224 | rwalk=25
| trac=0.128 | rtrac=12
| airfric=0.01 | rairfric=40-51
| air=1.019 | rair=53-55
| baseaccel=0.01 | rbaseaccel=15-87
| addaccel=0.08 | raddaccel=16-24
| gravity=0.09 | rgravity=45-51
| fall=1.3 | rfall=80-82
| ff=2.08 | rff=80-82
| jumpsquat=3 | rjumpsquat=1-88
| jumpheight=35.6 | rjumpheight=19
| shorthop=17.18 | rshorthop=26
| djump=35.6 | rdjump=28
}}
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Wii Fit Trainer English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
</gallery>


===[[On-screen appearance]]===
===[[On-screen appearance]]===
*Wii Fit Trainer appears performing a Tree Pose while standing on a [[wikipedia:Wii Balance Board|Wii Balance Board]], then steps off of the balance board, which jumps up and gives a cheer before disappearing.
*Wii Fit Trainer appears performing a Tree Pose while standing on a {{iw|wikipedia|Wii Balance Board}}, then steps off of the Balance Board, which jumps up and cheerfully waves goodbye before disappearing.
[[File:WFTEntranceSSBU.gif|thumb|left]]
<gallery>
{{clr}}
WiiFitTrainerOnScreenAppearanceSSBU.gif|Wii Fit Trainer's on-screen appearance
</gallery>


===In-game voice lines===
===In-game voice lines===
When a Smash attack is used, there's a chance that Wii Fit Trainer will say a voice line. In addition, he/she will always say a voice line at the start of his/her Final Smash. These voice lines vary depending on the move used and the gender of Wii Fit Trainer.
When a smash attack is used, there's a chance that the Wii Fit Trainers will say a voice line. In addition, they will always say a voice line at the start of their Final Smash. These voice lines vary depending on the move used and the gender of the Wii Fit Trainer.


{|class="wikitable"
{|class="wikitable" style="text-align:center;"
|-
|-
! Move used !! Female (American) !! Male (American) !! Female (British) !! Male (British)
! Move used !! Female (American) !! Male (American) !! Female (British) !! Male (British)
|-
|-
| rowspan="3" | <center>'''Forward smash'''</center> || <center>"Let's tone up those legs."</center> || <center>"This exercise works your core muscles."</center> || <center>"Feel the burn in your thighs and abs."</center> || <center>"Remember to control your breathing."</center>
! rowspan="3" | Forward smash
| "Let's tone up those legs." || "This exercise works your core muscles." || "Feel the burn in your thighs and abs." || "Remember to control your breathing."
|-
|-
| <center>"Good posture begins with a strong base."</center> || <center>"This pose strengthens the back and improves posture."</center> || <center>"Good posture starts with a strong base."</center> || <center>N/A</center>
| "Good posture begins with a strong base." || "This pose strengthens the back and improves posture." || "Good posture starts with a strong base." || N/A
|-
|-
| <center>"Feel the burn in your thighs and glutes!"</center>  || <center>N/A</center> || colspan="2" | <center>"Let's work on your coordination."</center>
| "Feel the burn in your thighs and glutes!" || N/A || colspan="2" | "Let's work on your coordination."
|-
|-
| rowspan="3" | <center>'''Up smash'''</center> || <center>"Tuck in those glutes!"</center> || <center>"Exercise every day to help tone your body!"</center> || <center>"Don't let your bottom stick out!"</center> || <center>"Practicing every day will help tone your body!"</center>
! rowspan="3" | Up smash
| "Tuck in those glutes!" || "Exercise every day to help tone your body!" || "Don't let your bottom stick out!" || "Practicing every day will help tone your body!"
|-
|-
| <center>"When exerting yourself, remember to keep breathing." || <center>"Your lower body is key for support."</center> || colspan="2" | <center>"Use your lower body to support yourself."</center>
| "When exerting yourself, remember to keep breathing." || "Your lower body is key for support." || colspan="2" | "Use your lower body to support yourself."
|-
|-
| colspan="2" | <center> "You're wobbling! Try to keep your balance."</center> || colspan="2" | <center>"Let's work on your coordination."</center>
| colspan="2" | "You're wobbling! Try to keep your balance." || colspan="2" | "Let's work on your coordination."
|-
|-
| rowspan="2" | <center>'''Down smash'''</center> || <center>"Don't forget to exhale when exerting yourself."</center> || <center>"Feel the stretch through your arm and leg."</center> || <center>"Remember to control your breathing."</center> || <center>"Let's work on tightening your thighs and back!"</center>
! rowspan="2" | Down smash
| "Don't forget to exhale when exerting yourself." || "Feel the stretch through your arm and leg." || "Remember to control your breathing." || "Let's work on tightening your thighs and back!"
|-
|-
| <center>"The key is to focus on your balance."</center> || <center>"Let's work on your coordination."</center> || <center>"Let's step up the pace!"</center> || <center>"Stabilize your upper body"</center>
| "The key is to focus on your balance." || "Let's work on your coordination." || "Let's step up the pace!" || "Stabilize your upper body"
|-
|-
| rowspan="6" | <center>'''Final Smash'''</center> || <center>"That's it, feel the burn!"</center> || <center>"Stretching your spine will help stimulate your body."</center> || <center>"That's it! Feel your waist muscles tightening."</center> || <center>"Stretching your spine can help stimulate your body."</center>
! rowspan="6" | Final Smash
| "That's it, feel the burn!" || "Stretching your spine will help stimulate your body." || "That's it! Feel your waist muscles tightening." || "Stretching your spine can help stimulate your body."
|-
|-
| <center>"Let's step up the intensity!"</center> || <center>"Stabilize your upper body."</center> || <center>"Let's step up the pace!"</center> || <center> "Stabilize your upper body." </center>
| "Let's step up the intensity!" || "Stabilize your upper body." || "Let's step up the pace!" || "Stabilize your upper body."  
|-
|-
| <center>"Let's work on your balance."</center> || <center>"Let's work on your coordination."</center> || colspan="2" | <center>"Let's work on your coordination."</center>
| "Let's work on your balance." || "Let's work on your coordination." || colspan="2" | "Let's work on your coordination."
|-
|-
| colspan="2" | <center>"High energy! Move that body!"</center> || colspan="2" | <center>"Ready to get that body moving?"</center>
| colspan="2" | "High energy! Move that body!" || colspan="2" | "Ready to get that body moving?"
|-
|-
| colspan="2" | <center>"Now, let's try it together!"</center> || colspan="2" | <center>"Let's try it together!"</center>
| colspan="2" | "Now, let's try it together!" || colspan="2" | "Let's try it together!"
|-
|-
| colspan="2" | <center>"Let's get fired up!"</center> || colspan="2" | <center>"Ready to get that body moving?" (different inflection) </center>
| colspan="2" | "Let's get fired up!" || colspan="2" | "Ready to get that body moving?" (different inflection)  
|}
|}


===[[Taunts]]===
===[[Taunt]]s===
*'''Up taunt''': Stretches both arms above the head, saying "Let's get a good stretch." ({{ja|ストレッチは念入りにしましょう|Sutoretchi wa Nen'iri ni Shimashou}}, ''Stretch thoroughly.'')
*'''Up taunt''': Stretches both arms above their head, saying "Let's get a good stretch." ({{ja|ストレッチは念入りにしましょう|Sutoretchi wa Nen'iri ni Shimashou}}, ''Stretch thoroughly.'')
*'''Side taunt''': Crosses both arms and starts to stretch both shoulders, saying "Stretch those shoulders." ({{ja|肩の筋肉を伸ばします|Kata no Kin'niku wo Nobashimasu}}, ''Stretch those shoulder muscles.'')
*'''Side taunt''': Crosses both arms and starts to stretch both shoulders, saying "Stretch those shoulders." ({{ja|肩の筋肉を伸ばします|Kata no Kin'niku wo Nobashimasu}}, ''Stretch those shoulder muscles.'')
*'''Down taunt''': Sits down and stretches both legs, saying "Let's stretch our legs." ({{ja|脚を伸ばしましょう|Ashi wo Nobashimashou}}, ''Let's stretch our legs.'') Much like {{SSBU|Luigi}}'s side taunt, this taunt can allow Wii Fit Trainer to avoid attacks with high hitboxes.
*'''Down taunt''': Sits down and stretches both legs, saying "Let's stretch our legs." ({{ja|脚を伸ばしましょう|Ashi wo Nobashimashou}}, ''Let's stretch our legs.'') Much like {{SSBU|Luigi}}'s side taunt, this taunt can allow Wii Fit Trainer to avoid attacks with high hitboxes.
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</gallery>
</gallery>


===[[Idle poses]]===
===[[Idle pose]]s===
*Stretches their ankles and neck.
*Stretches her ankles and neck.
*Performs a Torso Twist, a strength training exercise from the ''Wii Fit'' series.
*Performs a Torso Twist, a strength training exercise from the ''Wii Fit'' series.
<gallery>
<gallery>
SSBUWiiFitTrainerIdle1.gif|Wii Fit Trainer's first idle pose
SSBUWiiFitTrainerIdle1.gif|Wii Fit Trainer's first idle pose.
SSBUWiiFitTrainerIdle2.gif|Wii Fit Trainer's second idle pose
SSBUWiiFitTrainerIdle2.gif|Wii Fit Trainer's second idle pose.
</gallery>
</gallery>
===[[Crowd cheer]]===
<div class="tabber">
<div class="tabbertab" title="English, Japanese/Chinese, Italian, Dutch, French">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (English)
!Cheer (Japanese/Chinese)
!Cheer (Italian)
!Cheer (Dutch)
!Cheer (French)
|-
! scope="row"|Cheer
|{{NTSC}} [[File:Wii Fit Trainer Cheer English NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Wii Fit Trainer Cheer English PAL SSBU.ogg|center]]||[[File:Wii Fit Trainer Cheer Japanese SSBU.ogg|center]]||[[File:Wii Fit Trainer Cheer Italian SSBU.ogg|center]]||[[File:Wii Fit Trainer Cheer Dutch SSBU.ogg|center]]||(♀) [[File:Wii Fit Trainer Female Cheer French SSBU.ogg|center]] <br> (♂) [[File:Wii Fit Trainer Male Cheer French SSBU.ogg|center]]
|-
! scope="row"|Description
|Wii Fit! || Trainer-san! || Trainer di Wii Fit! *claps 4 times* || Wii Fit -- Trainer! || En - traîneuse -- Wii Fit! (♀)<br>En - traîneur -- Wii Fit! (♂)
|}
</div>
<div class="tabbertab" title="German, Spanish, Russian, Korean">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (German)
!Cheer (Spanish)
!Cheer (Russian)
!Cheer (Korean)
|-
! scope="row"|Cheer
|(♀) [[File:Wii Fit Trainer Female Cheer German SSBU.ogg|center]] <br> (♂) [[File:Wii Fit Trainer Male Cheer German SSBU.ogg|center]]||(♀) [[File:Wii Fit Trainer Female Cheer Spanish SSBU.ogg|center]] <br> (♂) [[File:Wii Fit Trainer Male Cheer Spanish SSBU.ogg|center]]||[[File:Wii Fit Trainer Cheer Russian SSBU.ogg|center]]||[[File:Wii Fit Trainer Cheer Korean SSBU.ogg|center]]
|-
! scope="row"|Description
|Wii -- Fit -- Trainerin! (♀) <br>Wii -- Fit -- Trainer! (♂) || En - trenadora -- de - Wii - Fit! (♀)<br>En - trenador -- de - Wii - Fit! (♂) || Trainer - Wii Fit! || Wii Fit -- Trainer!
|}
</div>
</div>


===[[Victory pose]]s===
===[[Victory pose]]s===
{{Incomplete|Needs Japanese, German, French, Italian, Castilian Spanish and Latin American Spanish quotes for both gender variants of Wii Fit Trainer.}}
''Both the female and male Wii Fit Trainers have a selection of sayings picked at random depending on which victory pose is used:''
''Both the female and male Wii Fit Trainers have a selection of sayings picked at random depending on which victory pose is used:''


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| "Good posture begins with a strong base."
| "Good posture begins with a strong base."
| "Good posture starts with a strong base."
| "Good posture starts with a strong base."
| "You're wobbling! Try to keep your balance. "
| "You're wobbling! Try to keep your balance."
| "Your body's swaying a bit. Stand up tall and steady!"
| "Your body's swaying a bit. Stand up tall and steady!"
|-
|-
Line 379: Line 357:
| "Firm up those abs!"
| "Firm up those abs!"
|
|
|  
|
|-
|-
| "Let's get fired up!"
| "Let's get fired up!"
| "Ready to get that body moving?"
| "Ready to get that body moving?"
|
|
|  
|
|}
|}


Line 416: Line 394:
| "You're wobbling! Try to keep your balance."
| "You're wobbling! Try to keep your balance."
| "Your body's swaying a bit. Stand up tall and steady!"
| "Your body's swaying a bit. Stand up tall and steady!"
|  
|
|  
|
|}
|}


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</gallery>
</gallery>


==In competitive play==
==In [[competitive play]]==
===Notable players===
===Most historically significant players===
<!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot.-->
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->


''Any number following the Smasher name indicates placement on the [[Spring 2019 PGRU]], which recognizes the official top 50 players in the world in [[Super Smash Bros. Ultimate]] from February 1st, 2019 to July 7th, 2019.''
''See also: [[:Category:Wii Fit Trainer players (SSBU)]]''
====Active====
*{{Sm|Adastran|USA}} - Placed 49th at {{Trn|Glitch 7}} and {{Trn|Super Smash Con 2019}}, with wins on {{Sm|Raito}}, {{Sm|iStudying}}, {{Sm|Puppeh}}, and {{Sm|ZD}}. Currently ranked 16th on the [[MD/VA Power Rankings]].
*{{Sm|CPU|USA|p=Florida}} - Placed 17th at {{Trn|Tampa Never Sleeps 8 }}, 25th at {{Trn|GatorLAN Fall 2019}} and 33rd at {{Trn|The Big House 9}}, with notable wins over {{Sm|Rickles}} and {{Sm|Sonido}}.
*{{Sm|John Numbers|USA}} - Placed 17th at {{Trn|Defend the North 2019}}, 25th at {{Trn|Glitch 8}},  and 33rd at {{Trn|Let's Make Big Moves}}, as well as consistently placing in top 8 at Xeno tournaments. He has wins over players such as {{Sm|Mr E}}, {{Sm|Sinji}}, and {{Sm|Suarez}}. Ranked 9th on the [[New York City Power Rankings]].
*{{Sm|Luminescent|Australia}} - Formerly ranked 2nd on the [[Queensland Power Rankings]]. Placed 7th at {{Trn|Expand Gong 4}}.
*{{Sm|RockstarAce|USA}} - Placed 17th at {{Trn|2GG: SwitchFest 2019}} with wins over {{Sm|ven}}, {{Sm|Vintendo}}, and {{Sm|HIKARU}}. Also placed 49th at  {{Trn|Mainstage}}. Ranked 6th on the [[Inland Empire Power Rankings]].
*{{Sm|Stas|Canada}} - Placed 9th at {{Trn|DreamHack Montreal 2019}} with a notable win over {{Sm|Smokk}},  33rd at {{Trn|The Big House 9}} with wins over {{Sm|VoiD}} and {{Sm|Darkshad}}, and 65th at {{Trn|2GG: Kongo Saga}}. Currently ranked 5th on the [[Southern Ontario Power Rankings]].
*{{Sm|Sinogara|France}} - Placed 17th at {{Trn|Stunfest 2019}} and 49th at {{Trn|Albion 4}}.
*{{Sm|varun|USA}} - One of the best Wii Fit Trainer players in the world. Placed 4th at {{Trn|GameTyrant Expo 2019}}, 17th at both {{Trn|Midwest Mayhem Ultimate}} and {{Trn|2GG: Nightmare on Smashville}}, 33rd at {{Trn|Mainstage}}, and 65th at {{Trn|2GG: Prime Saga}}, {{Trn|EVO 2019}}, and {{Trn|2GG: Kongo Saga}}. Currently ranked 3rd on the [[NorCal Power Rankings]]. He has defeated {{Sm|Prodigy}}, {{Sm|The Great Gonzales}}, {{Sm|Lui$}}, {{Sm|LingLing}}, {{Sm|Cheeks}}, {{Sm|Fons}}, {{Sm|BestNess}}, and {{Sm|Trela}}.


====Inactive====
*{{Sm|Injelly|Japan}} - Injelly trimains Wii Fit Trainer,  {{SSBU|Mii Brawler}}, and {{SSBU|Young Link}}. His breakout performance was at {{Trn|Maesuma TOP 4}} where he took a set off {{Sm|Yoshidora}}. He has continued to experience success placing  9th at the major {{Trn|Maesuma TOP 6}} and 13th at the supermajor {{Trn|Maesuma TOP 7}}. Additionally, his win at {{Trn|Sumabato SP 33}}, where he defeated {{Sm|Luminous}} and double eliminated {{Sm|DIO}}, marked the first and to date only time a player solo maining Wii Fit Trainer won a B tier event.  
*{{Sm|BestNess|USA}} - Used Wii Fit Trainer as a strong secondary during the first few months following ''Ultimate''{{'}}s release; placed 5th at {{Trn|Super Splat Bros}}.
*{{Sm|John Numbers|USA}} - Despite being regarded as the strongest  {{SSB4|Wii Fit Trainer}} in ''Smash 4'', it wasn't until the fall of 2019 that he began maining her in Ultimate. By early 2020 he had already put up a string of good placements at majors. He remains among the highest placing solo Wii Fit players at a supermajor placing 17th at {{Trn|Collision 2022}} where he defeated {{Sm|Peabnut}}. His greatest successes have been at locals and regionals, with his strongest performance being his 2nd place at {{Trn|Alpha 6}} where he took sets off {{Sm|Mr.E}}, {{Sm|Gen}}, and {{Sm|Dabuz}}.
*{{Sm|WaDi|USA}} (#24) - Provided Wii Fit Trainer's only representation on the Spring 2019 PGRU as a secondary and was considered the best Wii Fit Trainer player in the world. Placed 3rd at {{Trn|Goodwill of Orange County's Charity Invitational}} with a victory over {{Sm|Salem}} as well as 9th at {{Trn|MomoCon 2019}} using Wii Fit Trainer and {{SSBU|R.O.B.}}
*{{Sm|Keroguchi|Japan}} - Keroguchi was the strongest Wii Fit player in Japan in 2019 and early 2020. He had his breakout performance  at {{Trn|POP-OFF}} where he placed 2nd with wins on {{Sm|Gackt}} and {{Sm|Brood}}. While competing less frequently, he has continued to experience success, most notably placing 17th at {{Trn|Seibugeki 9}} with a win on {{Sm|Kameme}}. He has also been one of the most accomplished Wii Fit players online in Japan, most notably winning [https://smashmate.net/tournament/461/ Maesuma 30].
*{{Sm|varun|USA}} - Varun has been one of the most successful and  consistent Wii Fit Trainer mains throughout the lifespan of Ultimate. Some of his strong performances include a 4th place at {{Trn|GameTyrant Expo 2019}} with a win on {{Sm|Scend}}, 7th at the major {{Trn|Crown 2}} with a win on {{Sm|LeoN}}, and 33rd at the supermajor {{Trn|Frostbite 2020}} with sets over {{Sm|Etsuji}} and {{Sm|Myran}}.
 
===Tier placement and history===
<!--NOTICE BEFORE EDITING: When using pronouns, use those that match the gender of the default when referring to their Smash incarnation (treating the alternate gendered variant as an character costume like Alph) and gender neutral for home series info. However, completely omitting pronouns is entirely a valid style, as long as the sentence stays coherent.-->
Wii Fit Trainer was generally considered to be a mid tier character upon ''Ultimate''{{'}}s release. She received noteworthy buffs from game updates, particularly updates {{SSBU|3.0.0}} and {{SSBU|8.0.0}}. Additionally, she has performed relatively well at the regional level as players such as {{Sm|varun}}, {{Sm|Evy}}, {{Sm|Oolong}}, and more have ranked highly on their respective Power Rankings throughout ''Ultimate''{{'}}s lifetime. While her strongest performances have been at the regional level, she has achieved some breakout performances on the international stage; including a 9th place at major {{Trn|Maesuma TOP 6}} by {{Sm|Injelly}} and a 13th place at the supermajor {{Trn|Luminosity Makes BIG Moves 2024}} by {{Sm|Oolong}}. Despite her buffs, public opinion of Wii Fit Trainer's viability has remained mixed, ranking 63rd on the current tier list. In particular, some are still dubious of Wii Fit Trainer's potential, owing to her retention of a few glaring weaknesses that sometimes result in extremely polarizing matchups.


=={{SSBU|Classic Mode}}: Aerobic Smash==
=={{SSBU|Classic Mode}}: Aerobic Smash==
[[File:SSBU Congratulations Wii Fit Trainer.png|thumb|Wii Fit Trainer's congratulations screen.]]
[[File:SSBU Congratulations Wii Fit Trainer.png|thumb|Wii Fit Trainer's congratulations screen.]]
The opponents are round characters, such as King Dedede and Jigglypuff. Dr. Mario appears as a teammate in the 4th round.
Wii Fit Trainer's opponents are round and plump characters, such as {{SSBU|King Dedede}} and {{SSBU|Jigglypuff}}. {{SSBU|Dr. Mario}} appears as a teammate in Round 4, most likely in reference to being a health-oriented character like her.


{|class="wikitable sortable" style="text-align:center"
{|class="wikitable" style="text-align:center"
!Round!!Opponent!!Stage!!Music!!Notes
!Round!!Opponent!!Stage!!Music!!Notes
|-
|-
|1||{{SSBU|Wario}} {{Head|Wario|g=SSBU|s=20px}}||[[Wii Fit Studio]]||''{{SSBUMusicLink|Wii Fit|Super Hoop}}''||
|1||{{CharHead|Wario|SSBU|hsize=20px}}||[[Wii Fit Studio]]||''{{SSBUMusicLink|Wii Fit|Super Hoop}}''||
|-
|-
|2||{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px}} (x3)||[[The Great Cave Offensive]]||''{{SSBUMusicLink|Wii Fit|Advanced Step}}''||
|2||{{CharHead|Kirby|SSBU|hsize=20px}} (x3)||[[The Great Cave Offensive]]||''{{SSBUMusicLink|Wii Fit|Advanced Step}}''||The Kirbys' models are not brightened nor darkened to differentiate them.
|-
|-
|3||{{SSBU|Pac-Man}} {{Head|Pac-Man|g=SSBU|s=20px}}||Wii Fit Studio ([[Battlefield form]])||''{{SSBUMusicLink|Wii Fit|Rhythm Boxing}}''||
|3||{{CharHead|Pac-Man|SSBU|hsize=20px}}||Wii Fit Studio ([[Battlefield form]])||''{{SSBUMusicLink|Wii Fit|Rhythm Boxing}}''||
|-
|-
|4||Giant {{SSBU|King K. Rool}} {{Head|King K. Rool|g=SSBU|s=20px}}||[[Jungle Japes]]||''{{SSBUMusicLink|Wii Fit|Mischievous Mole-way}}''||{{SSBU|Dr. Mario}} {{Head|Dr. Mario|g=SSBU|s=20px}} appears as a teammate.
|4||Giant {{CharHead|King K. Rool|SSBU|hsize=20px}}||[[Jungle Japes]]||''{{SSBUMusicLink|Wii Fit|Mischievous Mole-way}}''||{{CharHead|Dr. Mario|SSBU|hsize=20px}} appears as a teammate.
|-
|-
|5||{{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px}}||[[Wuhu Island]] ([[Ω form]])||''{{SSBUMusicLink|Wii Fit|Core Luge}}''||
|5||{{CharHead|King Dedede|SSBU|hsize=20px}}||[[Wuhu Island]] ([[Ω form]])||''{{SSBUMusicLink|Wii Fit|Core Luge}}''||
|-
|-
|6||Giant {{SSBU|Jigglypuff}} {{Head|Jigglypuff|g=SSBU|s=20px}}||Wii Fit Studio||''{{SSBUMusicLink|Wii Fit|Wii Fit Plus Medley}}''||
|6||Giant {{CharHead|Jigglypuff|SSBU|hsize=20px}}||Wii Fit Studio||''{{SSBUMusicLink|Wii Fit|Wii Fit Plus Medley}}''||
|-
|-
|colspan="5"|[[Bonus Stage]]
|colspan="5"|[[Bonus Stage]]
Line 502: Line 476:
|Final||{{SSBU|Master Hand}}||{{SSBU|Final Destination}}||''{{SSBUMusicLink|Super Smash Bros.|Master Hand}}'' <small>(Less than 7.0 intensity)</small><br>''{{SSBUMusicLink|Super Smash Bros.|Master Hand / Crazy Hand}}'' <small>(Intensity 7.0 or higher)</small>||On intensity 7.0 and higher, {{SSBU|Crazy Hand}} fights alongside Master Hand.
|Final||{{SSBU|Master Hand}}||{{SSBU|Final Destination}}||''{{SSBUMusicLink|Super Smash Bros.|Master Hand}}'' <small>(Less than 7.0 intensity)</small><br>''{{SSBUMusicLink|Super Smash Bros.|Master Hand / Crazy Hand}}'' <small>(Intensity 7.0 or higher)</small>||On intensity 7.0 and higher, {{SSBU|Crazy Hand}} fights alongside Master Hand.
|}
|}
Note: Every stage plays a track from the {{uv|Wii Fit}} universe, no matter what universe the stage originated from.
Note: Every stage plays a track from the {{uv|Wii Fit}} universe, no matter what universe the stage originates from.


[[Credits]] roll after completing Classic Mode. Completing it as Wii Fit Trainer has ''{{SSBUMusicLink|Wii Fit|Main Menu - Wii Fit}}'' accompany the credits.
[[Credits]] roll after completing Classic Mode. Completing it as Wii Fit Trainer has ''{{SSBUMusicLink|Wii Fit|Main Menu - Wii Fit}}'' accompany the credits.
Line 509: Line 483:
==Role in [[World of Light]]==
==Role in [[World of Light]]==
[[File:WoL-47WiiFitTrainer.jpg|thumb|Finding Wii Fit Trainer in World of Light|left]]
[[File:WoL-47WiiFitTrainer.jpg|thumb|Finding Wii Fit Trainer in World of Light|left]]
The female Wii Fit Trainer was among the fighters that were summoned to fight against the army of [[Master Hand]]s. She was also present when [[Galeem]] unleashed his beams of light. She was seen alongside a panicking {{SSBU|Duck Hunt}} and {{SSBU|Villager}}. She performed the Tree yoga pose as she was hit by a beam of light presumably as a reference to her being intangible when performing an up smash move. She was then placed under Galeem's imprisonment along with the rest of the fighters, excluding {{SSBU|Kirby}}.
The female Wii Fit Trainer was among the fighters that were summoned to fight against the army of [[Master Hand]]s. She was also present on the cliffside when [[Galeem]] unleashed his beams of light. She was seen alongside a panicking {{SSBU|Duck Hunt}} and {{SSBU|Villager}}. She performed the Tree yoga pose as she was hit by a beam of light presumably as a reference to her being intangible when performing an up smash move. She was then placed under Galeem's imprisonment along with the rest of the fighters, excluding {{SSBU|Kirby}}.


In the mode itself, she can be found in a city area and can be saved rather quickly by choosing to save {{SSBU|Sheik}} instead of {{SSBU|Villager}} or {{SSBU|Marth}}.
In the mode itself, she can be found in a city area and can be saved rather quickly by choosing to save {{SSBU|Sheik}} instead of {{SSBU|Villager}} or {{SSBU|Marth}}.
Line 515: Line 489:


===Fighter Battle===
===Fighter Battle===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable" style="width:100%;"
|-
|-
! style="width:5%;"|No.
!style="width:5%;"|No.
! style="width:5%;"|Image
!style="width:5%;"|Image
! Name
!Name
! Type
!Type
! Power
!Power
! Stage
!Stage
! Music
!Music
|-
|-
| 47
|47
| [[File:Wii Fit Trainer SSBU.png|center|108x108px]]
|[[File:Wii Fit Trainer SSBU.png|center|108x108px]]
| {{SSBU|Wii Fit Trainer}}
|Wii Fit Trainer
| {{color|#18aef5|Shield}}
|{{SpiritType|Shield}} <center>{{color|#18aef5|Shield}}</center>
| 3,300
|3,300
| [[Wii Fit Studio]] ([[Ω form]])
|[[Wii Fit Studio]] ([[Ω form]])
| ''{{SSBUMusicLink|Wii Fit|Yoga}}''
|''{{SSBUMusicLink|Wii Fit|Yoga}}''
|}
|}
{{-}}
{{clr}}


==[[Spirit]]s==
==[[Spirit]]s==
Wii Fit Trainer's Fighter Spirits can be obtained by completing [[Classic Mode]]. They are also available periodically for purchase in the shop for 500 coins. Unlocking Wii Fit Trainer in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As Fighter Spirits, they cannot be used in Spirit Battles and are purely aesthetic. Unlike most fighters, the Spirits for Wii Fit Trainer only use their artwork from ''Ultimate'' due to not having official artwork from the ''Wii Fit'' games.
Female Wii Fit Trainer's fighter spirit can be obtained by completing {{SSBU|Classic Mode}}. It is also available periodically for purchase in the shop for 300 Gold, but only after Wii Fit Trainer has been unlocked. Unlocking Wii Fit Trainer in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. Male Wii Fit Trainer also has a fighter spirit of his own, available through the shop. Unlike most fighters, the spirits for Wii Fit Trainer only use their artwork from ''Ultimate'' due to not having official artwork from the ''Wii Fit'' games.


Additionally, the Wii Fit Trainers makes an appearance in various Support Spirits.
Additionally, the Wii Fit Trainers makes an appearance in various support spirits performing various yoga poses and techniques.


<center>
<center>
<gallery>
<gallery>
SSBU Wii Fit Trainer (Female) Fighter Spirit.png|921. '''''Wii Fit Trainer (Female)'''''
SSBU spirit Wii Fit Trainer (Female).png|921. '''''Wii Fit Trainer (Female)'''''
SSBU Wii Fit Trainer (Male) Fighter Spirit.png|922. '''Wii Fit Trainer (Male)'''
SSBU spirit Wii Fit Trainer (Male).png|922. '''Wii Fit Trainer (Male)'''
Jackknife Spirit.png|925. Jackknife
SSBU spirit Jackknife.png|925. Jackknife
Wiifit trainer.png|926. Deep Breathing
SSBU spirit Deep Breathing.png|926. Deep Breathing
Sun Salutation Spirit.png|927. Sun Salutation
SSBU spirit Sun Salutation.png|927. Sun Salutation
Tree.png|928. Tree
SSBU spirit Tree.png|928. Tree
Dancer Spirit.png|929. Dancer
SSBU spirit Dancer.png|929. Dancer
Warrior Spirit.png|930. Warrior
SSBU spirit Warrior.png|930. Warrior
Arm And Leg Lift Spirit.png|931. Arm & Leg Lift
SSBU spirit Arm & Leg Lift.png|931. Arm & Leg Lift
</gallery>
</gallery>
</center>
</center>


==In Spirit battles==
==In Spirit Battles==
''Conditions in italic aren't listed on the Spirit Battle preview screen.''
===As the main opponent===
===As the main opponent===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
|-
! colspan=4|Spirit
! colspan=4|Spirit
! colspan=7|Battle parameters
! colspan=7|Battle parameters
! colspan=1|Inspiration
|-
|-
! style="width:5%;"|No.
! style="width:5%;"|No.
Line 572: Line 547:
! Conditions
! Conditions
! Music
! Music
! Character
|-
|-
|214
|214
|[[File:Postman.png|center|64x64px]]
|{{SpiritTableName|Postman|size=64}}
|{{anchor|Postman}}Postman
|''The Legend of Zelda'' Series
|''The Legend of Zelda series''
|•{{SSBU|Wii Fit Trainer}} {{Head|Wii Fit Trainer|g=SSBU|s=20px|cl=MaleRed}} (120 HP)
|•{{SSBU|Wii Fit Trainer}} {{Head|Wii Fit Trainer|g=SSBU|s=20px|cl=MaleRed}}
|{{SpiritType|Grab}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|2,600
|2,600
|[[Temple]]
|[[Temple]]
|N/A
|N/A
|•Timed [[Stamina battle]]<br>•The enemy tends to avoid conflict
|•Timed [[stamina battle]] (2:00)<br>•The enemy tends to avoid conflict
|{{SSBUMusicLink|The Legend of Zelda|Termina Field}}
|{{SSBUMusicLink|The Legend of Zelda|Termina Field}}
|
|-
|-
|310
|310
|[[File:Roger Ghost Spirit.png|center|64x64px]]
|{{SpiritTableName|Roger the Potted Ghost|size=64}}
|{{anchor|Roger the Potted Ghost}}Roger the Potted Ghost
|''Yoshi'' Series
|''Yoshi series''
|•Giant {{SSBU|Wii Fit Trainer}} {{Head|Wii Fit Trainer|g=SSBU|s=20px|cl=MaleRed}} (60 HP)<br>•{{SSBU|Meta Knight}} {{Head|Meta Knight|g=SSBU|s=20px|cl=Green}}×2 (60 HP)
|•Giant {{SSBU|Wii Fit Trainer}} {{Head|Wii Fit Trainer|g=SSBU|s=20px|cl=MaleRed}}<br>•{{SSBU|Meta Knight}} {{Head|Meta Knight|g=SSBU|s=20px|cl=Green}} (×2)
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|4,400
|4,400
|[[Dracula's Castle]] ([[Ω form]])
|[[Dracula's Castle]] ([[Ω form]])
|•Hard to Launch<br>•Jump Power ↓<br>•Hazard: High Gravity
|•Hard to Launch<br>•Jump Power ↓<br>•Hazard: High Gravity
|•Timed [[Stamina battle]]<br>•Defeat the main fighter to win<br>•All fighters have reduced jumping ability
|•Defeat the main fighter to win<br>•All fighters have reduced jumping ability<br>''•Timed [[stamina battle]] (1:00)''
|{{SSBUMusicLink|Yoshi|Yoshi's Island (Brawl)}}
|{{SSBUMusicLink|Yoshi|Yoshi's Island (Brawl)}}
|
|-
|-
|755
|755
|{{anchor|Mei Ling}}[[File:Mei Ling Spirit.png|center|64x64px]]
|{{SpiritTableName|Mei Ling|link=y|size=64}}
|[[Mei Ling]]
|''Metal Gear Solid'' Series
|''Metal Gear Solid series''
|•{{SSBU|Wii Fit Trainer}} {{Head|Wii Fit Trainer|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Snake}} {{Head|Snake|g=SSBU|s=20px|cl=Green}}
|•{{SSBU|Wii Fit Trainer}} {{Head|Wii Fit Trainer|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Snake}} {{Head|Snake|g=SSBU|s=20px|cl=Green}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|{{SpiritType|Grab}}
|2,300
|2,300
|[[Midgar]] ([[Battlefield form]])
|[[Midgar]] ([[Battlefield form]])
Line 608: Line 583:
|•Defeat the main fighter to win<br>•The stage is covered in fog
|•Defeat the main fighter to win<br>•The stage is covered in fog
|{{SSBUMusicLink|Metal Gear|MGS4 ~Theme of Love~}}
|{{SSBUMusicLink|Metal Gear|MGS4 ~Theme of Love~}}
|
|-
|-
|923
|923
|[[File:Spirits wii balance board.png|center|64x64px]]
|{{SpiritTableName|Wii Balance Board|link=y|size=64}}
|[[Wii Balance Board]]
|''Wii Fit'' Series
|''Wii Fit series''
|•{{SSBU|Wii Fit Trainer}} {{Head|Wii Fit Trainer|g=SSBU|s=20px|cl=Yellow}}
|•{{SSBU|Wii Fit Trainer}} {{Head|Wii Fit Trainer|g=SSBU|s=20px|cl=Yellow}}
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|{{SpiritType|Neutral}}
|3,300
|3,300
|[[Wii Fit Studio]]
|[[Wii Fit Studio]]
Line 620: Line 595:
|•All fighters are easy to launch after a little while<br>•All fighters have increased move speed after a little while
|•All fighters are easy to launch after a little while<br>•All fighters have increased move speed after a little while
|{{SSBUMusicLink|Wii Fit|Wii Fit Plus Medley}}
|{{SSBUMusicLink|Wii Fit|Wii Fit Plus Medley}}
|
|-
|-
|925
|925
|[[File:Jackknife Spirit.png|center|64x64px]]
|{{SpiritTableName|Jackknife|size=64}}
|Jackknife
|''Wii Fit'' Series
|''Wii Fit series''
|•{{SSBU|Wii Fit Trainer}} Team {{Head|Wii Fit Trainer|g=SSBU|s=20px|cl=Red}}×4
|•{{SSBU|Wii Fit Trainer}} Team {{Head|Wii Fit Trainer|g=SSBU|s=20px|cl=Red}} (x4)
|{{SpiritType|Attack}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|1,900
|1,900
|[[Wii Fit Studio]]
|[[Wii Fit Studio]]
Line 632: Line 607:
|•The enemy favors neutral air attacks
|•The enemy favors neutral air attacks
|{{SSBUMusicLink|Wii Fit|Super Hoop}}
|{{SSBUMusicLink|Wii Fit|Super Hoop}}
|
|-
|-
|926
|926
|[[File:Wiifit trainer.png|center|64x64px]]
|{{SpiritTableName|Deep Breathing|link=y|size=64}}
|[[Deep Breathing]]
|''Wii Fit'' Series
|''Wii Fit series''
|•{{SSBU|Wii Fit Trainer}} Team {{Head|Wii Fit Trainer|g=SSBU|s=20px|cl=Green}}×4
|•{{SSBU|Wii Fit Trainer}} Team {{Head|Wii Fit Trainer|g=SSBU|s=20px|cl=Green}} (×4)
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|9,700
|9,700
|[[Wii Fit Studio]]
|[[Wii Fit Studio]]
|•Defense ↑
|•Defense ↑
|•Timed battle<br>•The enemy has increased defense<br>•The enemy heals over time
|•Timed battle (1:30)<br>•The enemy has increased defense<br>•The enemy heals over time
|{{SSBUMusicLink|Wii Fit|Yoga}}
|{{SSBUMusicLink|Wii Fit|Yoga}}
|
|-
|-
|927
|927
|[[File:Sun Salutation Spirit.png|center|64x64px]]
|{{SpiritTableName|Sun Salutation|link=y|size=64}}
|[[Sun Salutation]]
|''Wii Fit'' Series
|''Wii Fit series''
|•{{SSBU|Wii Fit Trainer}} Team {{Head|Wii Fit Trainer|g=SSBU|s=20px|cl=MaleGreen}}×6
|•{{SSBU|Wii Fit Trainer}} {{Head|Wii Fit Trainer|g=SSBU|s=20px|cl=MaleGreen}} (×6)
|{{SpiritType|Grab}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|10,000
|10,000
|[[Wii Fit Studio]]
|[[Wii Fit Studio]]
Line 656: Line 631:
|•The floor is lava<br>•The enemy favors neutral specials<br>•Defeat an army of fighters
|•The floor is lava<br>•The enemy favors neutral specials<br>•Defeat an army of fighters
|{{SSBUMusicLink|Wii Fit|Yoga}}
|{{SSBUMusicLink|Wii Fit|Yoga}}
|
|-
|-
|929
|929
|[[File:Dancer Spirit.png|center|64x64px]]
|{{SpiritTableName|Dancer|size=64}} {{Flag|North America}}<br>King of the Dance {{Flag|PAL}}
|Dancer
|''Wii Fit'' Series
|''Wii Fit series''
|•{{SSBU|Wii Fit Trainer}} Team {{Head|Wii Fit Trainer|g=SSBU|s=20px|cl=MaleRed}}×4
|•{{SSBU|Wii Fit Trainer}} {{Head|Wii Fit Trainer|g=SSBU|s=20px|cl=MaleRed}} (x4)
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|2,600
|2,600
|[[Wii Fit Studio]]
|[[Wii Fit Studio]]
|N/A
|N/A
|•Defeat the main fighter to win<br>•Timed battle<br>•Reinforcements will appear during the battle
|•Defeat the main fighter to win<br>•Timed battle (0:30)<br>•Reinforcements will appear during the battle
|{{SSBUMusicLink|Wii Fit|Yoga}}
|{{SSBUMusicLink|Wii Fit|Yoga}}
|
|-
|-
|931
|931
|[[File:Arm And Leg Lift Spirit.png|center|64x64px]]
|{{SpiritTableName|Arm & Leg Lift|size=64}}
|Arm & Leg Lift
|''Wii Fit'' Series
|''Wii Fit series''
|•{{SSBU|Wii Fit Trainer}} Team {{Head|Wii Fit Trainer|g=SSBU|s=20px|cl=Green}}×4
|•{{SSBU|Wii Fit Trainer}} Team {{Head|Wii Fit Trainer|g=SSBU|s=20px|cl=Green}} (×4)
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|3,900
|3,900
|[[Wii Fit Studio]]
|[[Wii Fit Studio]]
Line 680: Line 655:
|•The enemy's punches and elbow strikes have increased power<br>•The enemy's kicks and knee strikes have increased power<br>•The enemy favors down smash attacks
|•The enemy's punches and elbow strikes have increased power<br>•The enemy's kicks and knee strikes have increased power<br>•The enemy favors down smash attacks
|{{SSBUMusicLink|Wii Fit|Advanced Step}}
|{{SSBUMusicLink|Wii Fit|Advanced Step}}
|
|-
|-
|1,129
|1,129
|{{anchor|Volleyball Player}}[[File:Volleybalplayer.png|center|64x64px]]
|{{SpiritTableName|Volleyball Player|size=64}}
|Volleyball Player
|''Volleyball''
|''Volleyball''
|•{{SSBU|Wii Fit Trainer}} Team {{Head|Wii Fit Trainer|g=SSBU|s=20px|cl=Red}} (×6)
|•{{SSBU|Wii Fit Trainer}} Team {{Head|Wii Fit Trainer|g=SSBU|s=20px|cl=Red}}×6
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|{{SpiritType|Grab}}
|1,900
|1,900
|[[Pokémon Stadium]] ([[Ω form]])
|[[Pokémon Stadium]] ([[Ω form]])
Line 692: Line 667:
|•The enemy favors side specials<br>•Defeat an army of fighters
|•The enemy favors side specials<br>•Defeat an army of fighters
|{{SSBUMusicLink|Wii Fit|Training Menu - Wii Fit U}}
|{{SSBUMusicLink|Wii Fit|Training Menu - Wii Fit U}}
|
|-
|-
|1,159
|1,159
|{{anchor|Akari Hayami}}[[File:Akari Hayami Spirit.png|center|64x64px]]
|{{SpiritTableName|Akari Hayami|size=64}}
|Akari Hayami
|''1080°'' Series
|''1080° Series''
|•{{SSBU|Wii Fit Trainer}} {{Head|Wii Fit Trainer|g=SSBU|s=20px|cl=Red}}
|•{{SSBU|Wii Fit Trainer}} {{Head|Wii Fit Trainer|g=SSBU|s=20px|cl=Red}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|{{SpiritType|Shield}}
|1,800
|1,800
|[[Summit]]
|[[Summit]]
|•Slippery Stage<br>•Item: [[Freezie]]
|•Slippery Stage<br>•Item: [[Freezie]]
|•The stage's platforms are very slippery
|•The stage's platforms are very slippery
|{{SSBUMusicLink|Nintendo|Golden Forest}}
|{{SSBUMusicLink|Other|Golden Forest}}
|
|-
|-
|1,177
|1,177
|{{anchor|Putty}}[[File:Putty Spirit.png|center|64x64px]]
|{{SpiritTableName|Putty|size=64}}
|Putty
|''Magical Vacation'' Series
|''Magical Vacation series''
|•{{SSBU|Wii Fit Trainer}} {{Head|Wii Fit Trainer|g=SSBU|s=20px|cl=MaleGreen}}
|•{{SSBU|Wii Fit Trainer}} {{Head|Wii Fit Trainer|g=SSBU|s=20px|cl=MaleGreen}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|{{SpiritType|Grab}}
|4,400
|4,400
|[[Smashville]]
|[[Smashville]]
|•Slippery Stage
|•Slippery Stage
|•Timed battle<br>•The enemy tends to avoid conflict<br>•Melee weapons aren't as effective against the enemy
|•Timed battle (1:00)<br>•The enemy tends to avoid conflict<br>•Melee weapons aren't very effective against the enemy
|{{SSBUMusicLink|Nintendo|Attack - Soma Bringer}}
|{{SSBUMusicLink|Other|Attack - Soma Bringer}}
|
|-
|-
|1,375
|1,375
|{{anchor|Jill}}[[File:Jill Valentine.png|center|64x64px]]
|{{SpiritTableName|Jill|customname=[https://residentevil.fandom.com/wiki/Jill_Valentine Jill]|size=64}}
|Jill
|''Resident Evil'' Series
|''Resident Evil series''
|•{{SSBU|Wii Fit Trainer}} {{Head|Wii Fit Trainer|g=SSBU|s=20px}}<br>•Giant {{SSBU|Ganondorf}} {{Head|Ganondorf|g=SSBU|s=20px|cl=Grey}}
|•{{SSBU|Wii Fit Trainer}} {{Head|Wii Fit Trainer|g=SSBU|s=20px}}<br/>{{SSBU|Ganondorf}} {{Head|Ganondorf|g=SSBU|s=20px|cl=Grey}}
|{{SpiritType|Neutral}}
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|2,200
|2,200
|[[Luigi's Mansion]]
|[[Luigi's Mansion]] (hazards off)
|•Item: [[Ray Gun]]
|•Item: [[Ray Gun]]
|•Defeat the main fighter to win<br>•The enemy's shooting items have increased power<br>•Reinforcements will appear during the battle
|•Defeat the main fighter to win<br>•The enemy's shooting items have increased power<br>•Reinforcements will appear during the battle
|{{SSBUMusicLink|Metal Gear|Cavern}}
|{{SSBUMusicLink|Metal Gear|Cavern}}
|
|-
|1,404
|{{SpiritTableName|Ring Fit Trainees|size=64}}
|''Ring Fit Adventure''
|•{{SSBU|Wii Fit Trainer}} {{Head|Wii Fit Trainer|g=SSBU|s=20px|cl=MaleRed}}{{Head|Wii Fit Trainer|g=SSBU|s=20px|cl=Red}}
|{{SpiritType|Attack}}
|9,400
|[[Golden Plains]]
|•Curry-Filled
|•The enemy breathes fire
|{{SSBUMusicLink|Wii Fit|Training Menu - Wii Fit U}}
|
|-
|1,406
|{{SpiritTableName|Ring|size=64}}
|''Ring Fit Adventure''
|•{{SSBU|Wii Fit Trainer}} {{Head|Wii Fit Trainer|g=SSBU|s=20px|cl=Red}}<br>•Clear {{SSBU|Bayonetta}} {{Head|Bayonetta|g=SSBU|s=20px}}
|{{SpiritType|Neutral}}
|3,800
|[[Garden of Hope]] (hazards off)
|N/A
|•Defeat the main fighter to win<br>•The enemy starts the battle with a [[Gust Bellows]]<br>•The enemy is invisible
|{{SSBUMusicLink|Other|Boss Battle}}
|Ring Fit Trainee
|-
|1,486
|{{SpiritTableName|Asuka Kazama|size=64}}
|''Tekken'' Series
|•{{SSBU|Wii Fit Trainer}} {{Head|Wii Fit Trainer|g=SSBU|s=20px}}
|{{SpiritType|Grab}}
|2,000
|[[Prism Tower]]
|N/A
|•The enemy shields often
|{{SSBUMusicLink|Tekken|No Easy Way Out}}
|
|}
|}


===As a minion===
===As a minion===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
|-
! colspan=4|Spirit
! colspan=4|Spirit
! colspan=7|Battle parameters
! colspan=7|Battle parameters
Line 751: Line 762:
|-
|-
|602
|602
|[[File:JackLevin.png|center|64x64px]]
|{{SpiritTableName|Jack Levin|iw=fzerowiki|size=64}}
|{{s|fzerowiki|Jack Levin}}
|''F-Zero'' Series
|''F-Zero series''
|•{{SSBU|Ken}} {{Head|Ken|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Wii Fit Trainer}} {{Head|Wii Fit Trainer|g=SSBU|s=20px|cl=Green}}×3
|•{{SSBU|Ken}} {{Head|Ken|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Wii Fit Trainer}} {{Head|Wii Fit Trainer|g=SSBU|s=20px|cl=Green}} (×3)
|{{SpiritType|Neutral}}
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|8,800
|8,800
|[[Big Blue]] ([[Battlefield form]])
|[[Big Blue]] ([[Battlefield form]])
Line 782: Line 792:
<gallery>
<gallery>
SSBU Wii Fit Trainer Number.png|Wii Fit Trainer's fighter card.
SSBU Wii Fit Trainer Number.png|Wii Fit Trainer's fighter card.
Wii Fit Trainer unlock notice SSBU.jpg|Wii Fit Trainer's unlock notice.
SSBUWebsiteWiiFitTrainer1.jpg|Standing on [[Town and City]].
SSBUWebsiteWiiFitTrainer1.jpg|Standing on [[Town and City]].
SSBUWebsiteWiiFitTrainer2.jpg|Male Wii Fit Trainer using [[Deep Breathing]] on [[Tomodachi Life]].
SSBUWebsiteWiiFitTrainer2.jpg|Male Wii Fit Trainer using [[Deep Breathing]] on [[Tomodachi Life]].
SSBUWebsiteWiiFitTrainer3.jpg|Male Wii Fit Trainer using his neutral attack on {{SSBU|Sheik}} on [[3D Land]].
SSBUWebsiteWiiFitTrainer3.jpg|Male Wii Fit Trainer using his neutral attack on {{SSBU|Sheik}} on [[3D Land]].
SSBUWebsiteWiiFitTrainer4.jpg|Dodging {{SSBU|Fox}}'s [[Blaster (Fox)|laser]] on [[Great Bay]].
SSBUWebsiteWiiFitTrainer4.jpg|Dodging {{SSBU|Fox}}'s [[Blaster (Fox)|Blaster]] on [[Great Bay]].
SSBUWebsiteWiiFitTrainer5.jpg|Using [[Header]].
SSBUWebsiteWiiFitTrainer5.jpg|Using [[Header]].
SSBUWebsiteWiiFitTrainer6.jpg|Using her dash attack on [[Wii Fit Studio]].
SSBUWebsiteWiiFitTrainer6.jpg|Using her dash attack on [[Wii Fit Studio]].
Line 794: Line 805:
SSBUWebsite1.jpg|Both female and male Wii Fit Trainer on [[Green Greens]].
SSBUWebsite1.jpg|Both female and male Wii Fit Trainer on [[Green Greens]].
ShovelKnight1.jpg|The female Wii Fit Trainer, {{SSBU|Villager}} and {{SSBU|Falco}} [[buried]] by [[Shovel Knight]] on [[Garden of Hope]].
ShovelKnight1.jpg|The female Wii Fit Trainer, {{SSBU|Villager}} and {{SSBU|Falco}} [[buried]] by [[Shovel Knight]] on [[Garden of Hope]].
SSBUWebsiteMinMin5.jpg|The male Wii Fit Trainer getting hit by {{SSBU|Min Min}}'s [[neutral attack]] on [[Coliseum]].
</gallery>
</gallery>


===Character Showcase Video===
===Fighter Showcase Video===
{{#widget:YouTube|id=kJbHRv4nCBw}}
{{#widget:YouTube|id=kJbHRv4nCBw}}


==Trivia==
==Trivia==
*Wii Fit Trainer and {{SSBU|Ryu}} are the only two characters whose full renders are not on the official website. In this case, the picture stops just below the thighs.
*Wii Fit Trainer and {{SSBU|Ryu}} are the only two characters whose full renders are not on the official website. In this case, the picture stops just below the thighs.
*In the World of Light opening cutscene, the female Wii Fit Trainer performs the Tree yoga pose just before she is hit by a beam of light. This may reference the fact that her up smash, which uses the same pose, grants her [[intangibility]] for a brief moment.
*In the World of Light opening cutscene, the female Wii Fit Trainer performs the Tree yoga pose just before she is hit by a beam of light. This may reference the fact that her up smash, which uses the same pose, grants her [[intangibility]] for a brief moment. It may also be seen as her activating her [[Final Smash]], which also begins with the Tree pose.
*On the [[character selection screen]], the icon in the Japanese version show her name within only one row, while in the English version it is shown with two rows. This trait is shared with {{SSBU|Captain Falcon}}, {{SSBU|Mr. Game & Watch}}, {{SSBU|Zero Suit Samus}}, {{SSBU|Pokémon Trainer}}, {{SSBU|Rosalina & Luma}}, the {{SSBU|Mii Fighter}}s, {{SSBU|Piranha Plant}} and {{SSBU|Banjo & Kazooie}}.
*On the [[character selection screen]], Wii Fit Trainer's icon in the Japanese version shows her name within only one row, while in the English version it is shown with two rows. This trait is shared with {{SSBU|Captain Falcon}}, {{SSBU|Mr. Game & Watch}}, {{SSBU|Zero Suit Samus}}, {{SSBU|Pokémon Trainer}}, {{SSBU|Rosalina & Luma}}, the {{SSBU|Mii Fighter}}s, {{SSBU|Piranha Plant}} and {{SSBU|Banjo & Kazooie}}.
*In French, Spanish, and German, the voice clip from the announcer on the victory screen is slightly different from the one used on the character select screen, instead featuring a noticeable translation of "the" ("'''l'''{{'}}Entraîneuse Wii Fit"/"'''l'''{{'}}Entraîneur Wii Fit", "'''la''' Entrenadora de Wii Fit"/"'''el''' Entrenador de Wii Fit", and "'''die''' Wii Fit-Trainerin"/"'''der''' Wii Fit-Trainer"). She shares this trait with {{SSBU|Inkling}}, {{SSBU|Pokémon Trainer}}, {{SSBU|Villager}}, {{SSBU|Hero}}, the {{SSBU|Ice Climbers}}, and the {{SSBU|Mii Fighter}}s.
*In French, Spanish, and German, the voice clip from the announcer on the victory screen is slightly different from the one used on the character select screen, instead featuring a noticeable translation of "the" ("'''l'''{{'}}Entraîneuse Wii Fit"/"'''l'''{{'}}Entraîneur Wii Fit", "'''la''' Entrenadora de Wii Fit"/"'''el''' Entrenador de Wii Fit", and "'''die''' Wii Fit-Trainerin"/"'''der''' Wii Fit-Trainer"). This trait is shared with {{SSBU|Inkling}}, Pokémon Trainer, {{SSBU|Villager}}, {{SSBU|Hero}}, the {{SSBU|Ice Climbers}}, [[Steve (SSBU)|Zombie, Enderman]], and the Mii Fighters.
*Aside from her regular attacks, several of Wii Fit Trainer's other animations correspond to exercises found in the ''Wii Fit'' series, including Push-ups as her crouch and crawl, the Spinal Twist as her prone animation, the Standing Knee as her parry animation, and the Side Plank as her ledge getup attack. She also makes use of several exercises that are not found in the ''Wii Fit'' games, such as Pull-ups for her ledge hang animation.
*Aside from her regular attacks, several of Wii Fit Trainer's other animations correspond to exercises found in the ''Wii Fit'' series, including Push-ups as her crouch and crawl, the Spinal Twist as her prone animation, the Standing Knee as her parry animation, and the Side Plank as her ledge getup attack. She also makes use of several exercises that are not found in the ''Wii Fit'' games, such as Pull-ups for her ledge hang animation.
*Wii Fit Trainer is the only character who travels to [[Wuhu Island]] in Classic Mode.
*Wii Fit Trainer is one of three characters in ''Ultimate'' who, excluding throws, has canonical names for all of her attacks, unlike most fighters who only have a select few named attacks, with the others being {{SSBU|Mega Man}} and {{SSBU|Terry}}.
*Wii Fit Trainer is one of two characters in ''Ultimate'' who, excluding throws, has canonical names for all of her attacks, unlike most fighters who only have a select few named attacks, with the other being {{SSBU|Mega Man}}.
*Wii Fit Trainer and {{SSBU|Inkling}} are the only two characters in ''Ultimate'' to have gendered alternate costumes but female default costumes.
*Wii Fit Trainer is one of three characters in ''Ultimate'' who possess a unique attack [[effect]], being the [[solar]] effect on [[Sun Salutation]]. The other two characters are {{SSBU|Snake}} with the [[Down]] effect and {{SSBU|Joker}} with the [[Curse]] effect. {{SSBU|Hero}} is also the only character to utilize the [[Poison]] effect via his Hocus Pocus spell, but it can only affect Hero himself rather than opponents.
*In total, Wii Fit Trainer has 17 voice actors across both genders and all languages, the most out of any character in ''Ultimate''.
*In total, Wii Fit Trainer has 17 voice actors across both genders and all languages, the most out of any character in ''Ultimate''.
*Wii Fit Trainer, along with {{SSBU|Palutena}} and {{SSBU|Joker}} are the only characters who speak actual words during their smash attacks.
**Despite this, the British English and American English voices cannot be accessed in each other's versions.
**She is the one who speaks the most out of them all, with up to three different sentences assigned to each smash attack.
**Interestingly enough, if a battle is quit or won while Wii Fit Trainer is speaking, such as during one of her taunts or smash attacks, she can still be heard even over the announcer. This trait is shared with Bayonetta.
**Interestingly enough, if a battle is quit or won while Wii Fit Trainer is speaking, such as during one of her taunts or smash attacks, she can still be heard even over the announcer. She shares this trait with {{SSBU|Bayonetta}}.
*Wii Fit Trainer, Mr. Game & Watch, Bayonetta, Mega Man (while using his [[Forward smash|Mega Buster]]), and Hero are the only characters in ''SSBU'' to have different [[Charge|charging]] sound effects for their smash attacks, with Wii Fit Trainer's smash attacks charging with the blow of a whistle. This is a reference to how strength training repetitions in ''Wii Fit'' was signaled with a whistle blow.
*Wii Fit Trainer, {{SSBU|Pit}}, {{SSBU|Dark Pit}}, and {{SSBU|Ivysaur}} are considered to be the most average weight fighters.
*Wii Fit Trainer, {{SSBU|Wario}} and Hero are the only characters who can heal themselves without the help of another character and/or when [[Item Switch|items are not made available]]; Wii Fit Trainer does so through [[Sun Salutation]] and [[Deep Breathing]], Wario through [[Chomp]], and Hero through the Heal spell in [[Command Selection]].
*Wii Fit Trainer, {{SSBU|Mr. Game & Watch}}, {{SSBU|Bayonetta}}, and {{SSBU|Mega Man}} (while using his [[Forward smash|Mega Buster]]) are the only characters in ''SSBU'' to have different [[Charge|charging]] sound effects for their smash attacks, with Wii Fit Trainer's smash attacks charging with the blow of a whistle. This is a reference to how strength training repetitions in ''Wii Fit'' were signaled with a whistle blow.
**Despite this, Wii Fit Trainer's [[down smash]] is her only smash attack that takes the form of a strength training exercise from ''Wii Fit'', with the other two being yoga poses.
*Wii Fit Trainer, {{SSBU|Wario}} and {{SSBU|Hero}} are the only characters who can heal themselves without the help of another character and/or when [[Item Switch|items are not made available]]; Wii Fit Trainer does so through [[Sun Salutation]] and [[Deep Breathing]], Wario through [[Chomp]], and Hero through the Heal spell in [[Command Selection]].
**Wii Fit Trainer is the only character with more than one healing move.
**Wii Fit Trainer is the only character with more than one healing move.
*Wii Fit Trainer is the only character who faces {{SSBU|Jigglypuff}} as a giant in Classic Mode.
**However, hitting the soccer ball does stale the spike of Header, which in turn can undo the staleness of other moves without ever having to hit the opponent.
*[[Header]]'s soccer ball is one of the only projectiles in ''Ultimate'' that [[stale-move negation]] does not affect, along with {{SSBU|Pac-Man}}'s [[Bonus Fruit]].
*Close inspection of male and female Wii Fit Trainer's official renders reveals that the two gendered trainers have differently-textured shirts, while their pants are the same texture. This is due to tank tops like the female Trainer's being typically made of cotton, while workout t-shirts like the male Trainer's are typically made of polyester.
**However, hitting the soccer ball does stale the spike of Header, which in turn can unstale other moves without ever having to hit the opponent.
*None of Wii Fit Trainer's attacks have any sort of motion-trail visual effects. The choice to omit these effects was presumably made in order to emphasize the yoga poses the moves are based.
*Close inspection of male and female Wii Fit Trainer's official renders reveals that the two gendered trainers have differently-textured shirts, while their pants are the same texture.
*The male and female Wii Fit Trainers have different animations when getting hit by extremely weak attacks, with their animations after getting defeated during [[All-Out Attack]] in particular being notably different as a result. This is because male Wii Fit Trainer reuses his hitstun animations from ''Smash 4'', while the female Wii Fit Trainer has received new hitstun animations.
*None of Wii Fit Trainer's attacks have any sort of smear effect to simulate motion. She shares this trait only with {{SSBU|Mr. Game & Watch}}, and the choice to omit these effects was presumably made in order to emphasize the yoga poses the moves are based on.
*Both of Wii Fit Trainer's fighter spirits are two of only 11 fighter spirits in the game to use their in-game render for their spirit artwork instead of original artwork from their game.
*Wii Fit Trainer, {{SSBU|Inkling}}, {{SSBU|Ike}}, {{SSBU|Byleth}} and {{SSBU|Pokémon Trainer}} are the only characters to have {{SSBU|alternate costume}}s with different animations. The male and female Wii Fit Trainers have different animations when getting hit by extremely weak attacks, with their animations after getting defeated during [[All-Out Attack]] in particular being notably different as a result.
*Wii Fit Trainer is one of four fighters to have lowercase letters on the fighter selection screen, with the "Wii Fit" portion of her name not being fully capitalized. The other three are the Mii Fighters, with the "Mii" portion of their names not being fully capitalized.
*Wii Fit Trainer, [[Dark Pit]], and [[Kazuya]] are the only playable characters in ''Ultimate'' that do not appear in a [[Nintendo Switch]] game outside of ''Ultimate''.
**The song [https://youtu.be/8dxPxdOq_Fg Wii Fit Medley] appears in the Rhythm Game mode in ''{{iw|nwiki|Ring Fit Adventure}}'', however only the Wii Fit silhouettes make an appearance and not the character Wii Fit Trainer.


==References==
==References==

Latest revision as of 08:24, September 21, 2024

This article is about Wii Fit Trainer's appearance in Super Smash Bros. Ultimate. For the character in other contexts, see Wii Fit Trainer.
Wii Fit Trainer
in Super Smash Bros. Ultimate
Wii Fit Trainer SSBU.png
Wii Fit Trainer-Alt1 SSBU.png

WiiFitSymbol.svg
Universe Wii Fit
Other playable appearance in SSB4


Availability Unlockable
Final Smash Wii Fit
Tier C- (63)
Wii Fit Trainer (SSBU)

Wii Fit Trainer (Wii Fit トレーナー, Wii Fit Trainer) is a playable character in Super Smash Bros. Ultimate. She was officially revealed on June 12th, 2018 alongside Zero Suit Samus and the rest of the returning roster. Wii Fit Trainer is classified as Fighter #47. As in Super Smash Bros. 4, both the female and male versions of Wii Fit Trainer are playable.

All of the voice actors' portrayals of the female and male Wii Fit Trainers from Smash 4 are repurposed for Ultimate, including:

  • October Moore (female) and Steve Heinke (male) in American English.
  • Tania Emery (female) and Luke Smith (male) in British English, which is also used in the Dutch and Russian versions.
  • Hitomi Hirose (female) and Tomoyuki Higuchi (male) in Japanese, which is also used in the Korean and simplified/traditional Chinese versions.
  • Isabella Arevalo (female) and Horacio Mancilla (male) in Latin American Spanish.
  • Pilar Orti (female) and Javier Fernández-Peña (male) in Iberian Spanish.
  • Corinne Kempa (female), Francois Anseaume (male; dialogue), and Christophe Hespel (male; grunts) in French.
  • Sylvia St John (female) and Michael Hulsmann (male) in German.
  • Lara Parmiani (female) and Giovanni Noto (male) in Italian.

Wii Fit Trainer is ranked 63rd out of 82 on the current tier list, placing her in the C- tier. This is a notable improvement from her 50th out of 54 placement in SSB4.

How to unlock[edit]

Complete one of the following:

  • Play VS. matches, with Wii Fit Trainer being the 9th character to be unlocked.
  • Clear Classic Mode with Samus or any character in her unlock tree, being the 2nd character unlocked after Inkling.
  • Have Wii Fit Trainer join the player's party in World of Light.

Wii Fit Trainer must then be defeated on Wii Fit Studio (the Ω form is used in World of Light).

Attributes[edit]

Wii Fit Trainer is a somewhat tall middleweight with a slender physique. She possesses a fast walking speed (the 24th highest), slightly above average dashing speed, a fast initial dash, average air speed, high air acceleration (tied for the 21st highest), high jumps, average gravity, has the 11th highest traction and is tied with Isabelle and the Ice Climbers for the 7th-9th slowest falling speed. In addition, she has one of the longest tech rolls and ledge rolls in the game, which can make her hard to punish even if a roll is expected. These attributes give her overall good mobility, although, comparatively like Luigi and Pit, Wii Fit Trainer is somewhat floaty for her weight class, and is one of the floatiest characters in the game. She can also wall jump and crawl, with the latter being one of the shortest in terms of hurtbox height, making it useful defensively.

Wii Fit Trainer possesses a great damage-racking game through several attacks that deal unusually high damage, most notably her neutral aerial and Header. Additionally, her Deep Breathing makes her faster, stronger, and more durable for a few seconds, further increasing her damage output. Many of Wii Fit Trainer's attacks also have unusual hitbox placements or properties, such as hitting on both sides of her. For example, her forward tilt can hit in front of her with her arm and behind her with her leg; this also applies to forward smash, forward aerial, and the first hit of her neutral attack. The final hit of her neutral attack also has a sweetspot that buries opponents.

Wii Fit Trainer also has two strong projectiles, Sun Salutation and Header. The former can be charged, with the fully charged version dealing high damage, good knockback, and healing her by 2%. The latter is very versatile, with several different common uses. Not only can it combo into many of her attacks, but it can also be used as a long-lasting and large meteor smash, a way to both enter advantage and exit disadvantage, a virtually infinite pool of mixups and setups with Header cancels, and even a recovery tool since it gives Wii Fit Trainer slight upward momentum when used in the air, allowing for stalling and greater horizontal movement.

Wii Fit Trainer also possesses a great air game. With the exception of her back aerial, she can autocancel all of her aerials in a short hop, with neutral aerial and forward aerial even being fast enough to squeeze a back aerial in before landing. Neutral aerial consists of two hits, with the first hit having hitboxes on her arms and legs that lead into the centralized second hit, dealing a total of 14% base damage if both hits connect. This is one of her best combo starters and extenders due to its low lag, low knockback, and 90° launch angle. Because of this, a well placed neutral aerial can easily lead to 70% combos or even extremely early KOs with setups such as neutral aerial's first hit to up smash.

Forward aerial has good power, fast startup, and very little ending lag, with extremely favorable autocancel windows. It also has a hitbox on Wii Fit Trainer's foot which serves as a weak but quick meteor smash, being one of the fastest in the game at frame 9. Back aerial is her fastest aerial in terms of the startup, coming out on frame 5, but is also her strongest, possessing a small sweet spot on her feet on the first active frame that has very high knockback. Up aerial has decent knockback and is good for juggling, with a surprisingly large disjoint that can often beat out opponents landing aggressively. Down aerial is a powerful meteor smash with exceptional hitboxes; the sweetspot covers more than half of the Wii Fit Trainer's body with no initial sour spot. In addition, down aerial has fairly low ending and landing lag, making it relatively safe on shield along with neutral and forward aerial.

Wii Fit Trainer generally fights well in both long-range and close-quarters combat due to her strong projectiles and hard-hitting normals, but struggles at mid-range as a result of her lack of range on her tilts and aerials. As such, the character sometimes has trouble approaching, and typically relies on Header to do so. Wii Fit Trainer has some of the most punishing combos in the game when it comes to damage, but getting close enough to the opponent to start a powerful combo can sometimes prove difficult, especially when the opponent can easily deal with Header, such as Pocket.

Wii Fit Trainer notably excels both offstage and on the ledge. While neither of these areas is where she wants to be necessarily, she has several tools that give her more options than the average character in these scenarios. The most important of these tools is Header, as it can cover Wii Fit Trainer's recovery, as well as stall her in the air or cover ledge options. Due to the character's below-average airspeed and slow fall speed (without Deep Breathing), she can sometimes struggle to land safely. She also possesses three different meteor smashes: Header, down aerial and forward aerial's foot hitbox, which all support Wii Fit Trainer's potent edgeguarding ability.

Wii Fit Trainer's grab game is serviceable, with both forward throw at low percents and especially up throw at mid percents offering some combo potential. Down throw is often used at low percents as well, however, the throw has no true followups on the majority of the cast. Despite several options for combo throws, Wii Fit Trainer lacks a solid KO throw; although back throw is her strongest throw, it typically doesn't KO until well past 140%, and thus requires Deep Breathing to alleviate this flaw.

Wii Fit Trainer's smash attacks are all rather volatile, as they possess high risk for high reward. All three moves are far above average in strength, especially up smash, which is one of the strongest up smashes in the game when connecting the sweet spot at her hands even without Deep Breathing. The move's solid vertical range, quick startup, and 4 frames of full-body intangibility also make it a good anti-air tool. Forward smash is a solid punishing tool since it hits on both sides of Wii Fit Trainer with a large horizontal range, which can also be used to catch landings. The move's main weakness is its notable blind spot directly below Wii Fit Trainer's arms. Down smash is a semi-spike that hits on both sides of Wii Fit Trainer simultaneously, and is her only smash attack that can consistently cover the area close to the ground.

Despite her smash attacks' strengths, these moves also come with the downside of large amounts of ending lag, making them extremely punishable when missed. Although Wii Fit Trainer has several strong attacks, she sometimes has trouble taking stocks, as many of her KO moves are hard to land or are inconsistent, such as forward tilt and back air's poor hitboxes, with the former's large blind spots on both the front and back hits and the latter's sweetspot only lasting for one frame. In addition, forward aerial typically cannot cover the space directly in front of or behind the Wii Fit Trainer. All these inconsistencies add up, leaving Wii Fit Trainer with few truly reliable kills moves, although this weakness was somewhat remedied in update 8.0.0 when both down tilt and Sun Salutation became markedly better at KOing opponents.

Due to her unorthodox moveset, relatively steep learning curve, and lack of the mass appeal that many fighters possess, Wii Fit Trainer has a fairly small playerbase. However, she has received much more attention in Ultimate than in Smash 4, since her overall viability has been greatly improved. It remains to be seen how she will fare in the long run of Ultimate's competitive scene.

Changes from Super Smash Bros. 4[edit]

Wii Fit Trainer was significantly buffed in the transition from SSB4 to Ultimate. Many of her moves have received various improvements, be it to their hitbox durations and/or placements, overall lag, mobility, projectiles, KO power, or damage output, making Wii Fit Trainer's moveset more cohesive overall.

Previously known for having one of the most inconsistent movesets of any character, Wii Fit Trainer's attacks have seen various miscellaneous improvements: forward and up tilt both last longer, with the latter having intangibility on the attacking arm and reaching farther upward, making it a more reliable anti-air. Up tilt, dash attack, forward smash, down smash and forward aerial have lower ending lag, while up smash and down aerial come out faster. Up smash also has a larger sourspot. Many of Wii Fit Trainer's aerials' hitboxes have been improved so they connect more consistently, including forward aerial (which now has a small but useful body hitbox) and down aerial (whose spike hitbox is now much larger and lasts slightly longer). In addition, dash attack and down tilt deal more damage (and the latter sends at a lower angle), up, down, and forward throws all possess combo potential, and neutral attack's finisher buries much more consistently thanks to the universal changes to neutral attack angles as well as a larger sweetspot on the final hit. All these changes greatly improve her damage racking and KO potential, while making it less likely for her moves to whiff.

Wii Fit Trainer's special moveset has been noticeably buffed as well. Sun Salutation deals significantly more damage and knockback when fully charged, and can be charge-canceled with a jump, much like other storable chargeable moves. Super Hoop now deals multiple hits, which improves its damage if all hits land. Header and Deep Breathing, however, have seen the most improvements: the former functions significantly better as a projectile, as the ball is bigger, deals more damage, bounces faster and lower, has more variable angles if headbutted, and almost always keeps its hitbox while active, making ball setups much more viable; the latter can be activated more easily and faster, has a lower recharge penalty if failed, lasts a few seconds longer, grants much faster and varied mobility buffs alongside the original ones to walk speed, reduction of damage taken, and damage output, the former of which is also higher.

The universal gameplay changes also benefit Wii Fit Trainer. The universal increase to mobility helps her close out the distance between the opponent more easily, and this is complemented by the ability to use any attack out of a run, somewhat alleviating her short range. The streamlined jumpsquat allows her to use aerials more effectively, while the increased shieldstun and slower shield drop speed improves the safety of her projectiles and certain attacks such as down tilt. The limit to a single air dodge also allows her projectiles to cover options better and catch landings with her high mobility, while the reintroduction of directional air dodges slightly improves her horizontal recovery and makes it easier to mix up. The generally lower landing lag on aerials makes all of Wii Fit Trainer's aerials safer to use as well, making neutral and forward air particularly safe on shield.

In spite of all this, Wii Fit Trainer has also received some nerfs, a few of which are particularly notable. Super Hoop now travels a shorter max distance even when mashed, making her recovery less flexible (although it is also easier to reach maximum height). The back hit of forward tilt has less horizontal range, neutral aerial links into its second hit less consistently, and neutral attack's second hit can now make opponents trip or slide out of the full combo, which can cause the third hit's bury to still miss.

Overall, Wii Fit Trainer's strengths and weaknesses have been further defined. While her moveset hasn't changed much in terms of functionality, its significant improvements now let her play to her strengths better, but her worse recovery distance has made her offstage disadvantage state harder to endure. Additionally, Wii Fit Trainer still retains most of her weaknesses from SSB4, such as lackluster options at mid-range, lackluster disadvantage on-stage, a lack of options to deal with opposing camping, and large blindspots in her moves. While Wii Fit Trainer's buffs considerably outweigh the nerfs she received and she is unquestionably a better character than she was in SSB4, the various buffs to other returning veterans mean that she still underperforms compared to the rest of the cast.

Aesthetics[edit]

  • Change As with all veterans returning from SSB4, Wii Fit Trainer's model features a more subdued color scheme. Both genders are slightly more muscular, and their clothing and hair also feature simple detailing.
  • Change Wii Fit Trainer's face is clearer and has more detailed eyes, similarly to Wii Fit U's trainer. According to Sakurai, this was a requested change from the Wii Fit development team.
  • Change Wii Fit Trainer's body faces the screen more compared to the previous entry; however, their animations are not mirrored.
  • Change Much like other fighters, Wii Fit Trainer is more expressive. In particular, she smiles while taunting and using Header, and appear angry while using smash attacks.
  • Change All three of Wii Fit Trainer's victory poses have been given more dynamic camera angles.

Attributes[edit]

  • Buff Like all characters, Wii Fit Trainer's jumpsquat animation takes three frames to complete (down from 5).
  • Buff Wii Fit Trainer's initial dash is significantly faster (1.5 → 2.024)
  • Buff Wii Fit Trainer runs much faster (1.696 → 1.866).
  • Buff Wii Fit Trainer walks faster (1.166 → 1.224).
  • Buff Wii Fit Trainer crawls forward faster (0.3 → 0.4).
  • Buff Wii Fit Trainer's air speed is slightly faster (0.97 → 1.019).

Ground attacks[edit]

  • Neutral attack:
    • Nerf Jab 1 deals less damage on the front hit (3% → 2%).
    • Buff Jab 1 has a slightly longer duration on the back hit (frame 4 → 4-5).
    • Buff Jab 1 covers the ground more effectively.
    • Buff Jab 1's back hit completely covers Wii Fit Trainer's foot.
    • Buff Jab 1 has hitboxes that pull the opponent in, making the move combo more consistently.
    • Nerf Jab 2 slides the opponent away and has a chance to trip, making it harder to bury with Jab 3.
    • Buff Jab 2 has larger hitboxes.
    • Buff Jab 3 has less startup lag (frame 6 → 5).
    • Buff Jab 3 has larger hitboxes for both its sourspot and burying sweetspot.
    • Buff Jab 1 and 2 have the Sakurai angle which allows her to jablock, creating new setups and punish options.
  • Dash attack:
    • Buff Dash attack has less startup (frame 7 → 6) and ending lag (FAF 43 → 39).
    • Buff It has a new early hitbox that deals more damage (6% → 10%) and sends at a lower angle (65° → 50°), making it a better kill option despite its lower knockback growth (80 → 71).
  • Forward tilt:
    • Buff Forward tilt deals more damage (9% → 11%), with its knockback scaling compensated (100 → 85).
    • Buff It has a longer duration (frames 6-7 → 6-10).
    • Nerf Its back hit has less horizontal range.
  • Up tilt:
    • Buff Up tilt has more vertical range and combos into itself at low percents.
    • Buff It has intangibility on the arm for 10 frames (frames 3-12).
    • Buff It has a hitbox behind Wii Fit Trainer that sends the opponent away at a 75° angle rather than straight up. This hit also has higher base knockback (40 → 60) and lower knockback growth (70 → 50) than the main hit.
    • Buff It has a significantly longer duration (frames 5-7 → 5-12).
    • Buff It has less ending lag (FAF 35 → 30).
  • Down tilt:
    • Buff Down tilt has less startup lag (frame 10 → 9).
    • Buff It deals more damage (12% → 13.5%).
    • Nerf It has slightly more ending lag (FAF 38 → 39).
    • Buff It has larger hitboxes.
    • Buff It launches at a lower angle (55° → 40°). This drastically improves its utility overall, as it has KO potential and can set up edgeguards.
  • Forward smash
    • Buff Forward smash has less ending lag (FAF 62 → 57).
  • Up smash:
    • Buff Up smash has less startup lag (frame 14 → 11), with its total duration reduced as well (FAF 58 → 55) and earlier intangibility frames (frames 12-15 → 9-12).
    • Buff One of its sourspot hitboxes is much larger.
  • Down smash
    • Buff Down smash has less ending lag (FAF 57 → 47).

Aerial attacks[edit]

  • Buff All aerials have less landing lag (Neutral: 14 frames → 8, Forward: 15 → 7, Back: 20 → 12, Up: 15 → 9, Down: 20 → 12).
  • Neutral aerial:
    • Nerf The first hit of neutral aerial links into the second hit less consistently.
    • Buff Its first hit has an extra hitbox on the arms.
  • Forward aerial:
    • Buff Forward aerial has less ending lag (FAF 46 → 36).
    • Buff Its spike hitbox deals slightly more knockback (10 base/62 scaling → 15/68).
    • Buff It has a hitbox near the center of Wii Fit Trainer's body on frame 9, removing its blindspot.
  • Back aerial:
    • Buff Back aerial's sweetspot is larger (1.7u → 2.2u).
  • Down aerial:
    • Buff Down aerial has less startup lag (frame 20 → 15) with its total duration reduced as well (FAF 45 → 40).
    • Buff Its spike hitbox covers Wii Fit Trainer's entire lower body rather than just her feet.
    • Buff Its spike hitbox has a longer duration (2 frames → 3), consequently increasing the move's total duration as well (5 frames → 6).
    • Buff It auto-cancels earlier (frame 40 → 35).

Throws and other attacks[edit]

  • Buff Standing grab extends further (Z2 offset: 7.7 → 8.2), slightly improving its range.
  • Buff Dash grab extends considerably further (Z2 offset: 8.7 → 9.9), noticeably improving its range.
  • Nerf Pivot grab doesn't extend as far (Z2 offset: -14.7 → -14), reducing its range which combined with the universal reduction of the widths of grabboxes on aerial opponents drastically reduces its utility.
  • Change Pummel is faster but deals less damage (3% → 1.3%).
  • Up throw:
    • Buff Up throw has lower base knockback (80 → 40) and higher knockback growth (50 → 80), as well as a slightly less vertical launch angle (85° → 80°). These changes make up throw a much better combo tool.
  • Down throw:
    • Buff Down throw has less ending lag (FAF 57 → 50), making it a better combo starter.

Special moves[edit]

  • Nerf The introduction of the 1v1 multiplier hinders Wii Fit Trainer's ability to heal herself, as recovered damage is not increased by the multiplier.
  • Sun Salutation:
    • Change Sun Salutation is orange in color instead of bright yellow.
    • Buff It deals more damage when fully charged (18% → 21%).
    • Nerf It has less knockback scaling both when uncharged (70 → 63) and charged (70 → 64).
    • Buff It has more base knockback when fully charged (30 → 38).
    • Buff It can be charge-canceled by jumping or spot dodging.
  • Header:
    • Buff Header's soccer ball is around 50% bigger.
    • Buff The soccer ball deals more damage on average. The damage dealt varies based on the move the ball was hit with, but also seems to differ slightly depending on how long the ball has been out.
    • Buff The ball has much higher gravity (0.4 → 0.8).
    • Buff The ball travels more quickly when headed (2.8 → 3.5).
    • Change The ball has a higher vertical air speed during Header's startup (1.5 → 1.6).
    • Buff It has significantly less ending lag (FAF 59-75 → 41-57) and landing lag (20 frames → 9).
    • Buff It offers a larger range of motion when hitting the ball both with a second input (10° min → 13°) and without (-7.7° max → -22°).
    • Buff Its spike hitbox is larger (5u → 5.7u (clean), 3u → 4u (late)).
  • Super Hoop:
    • Buff Super Hoop's base vertical speed is higher (0.75 → 0.88).
    • Buff The speed added to Super Hoop with every input is higher (0.2 → 0.25).
    • Buff The interval between mash inputs registering is longer (6 frames → 17), making it easier to reach maximum height.
    • Nerf Its overall vertical distance has been reduced significantly. It is not possible to travel as far as in Smash 4, even after reaching the maximum amount of button-mashing or rhythmic tapping possible.
    • Change It is a multihit move that can hit up to three times, increasing its maximum damage output (5% → 15%) but reducing its gimp potential.
  • Deep Breathing:
    • Buff A fresh Deep Breathing has a faster timing cycle (frame 48 → 38).
    • Buff It has a higher maximum duration to successfully activate (16 frames → 32).
    • Buff It has less ending lag when activating on the ground (FAF 32 → 25).
    • Buff Its effect lasts longer both when fresh (552 frames → 732) and stale (360 frames → 432).
    • Buff Successfully using Deep Breathing improves Wii Fit Trainer's attributes to a greater extent.
      • Buff Air speed: x1.17 ~ x1.2
      • Buff Fall speed: x1.17 ~ x1.2
      • Buff Gravity: x1.17 ~ x1.2
      • Buff Initial dash speed: x1.1 ~ x1.13
      • Buff Run speed: x1.1 ~ x1.13
      • Buff Ground traction x1.1 ~ x1.13
    • Buff Successfully using Deep Breathing gives a larger damage output buff (x1.16 ~ x1.2 → x1.2 ~ x1.25).
    • Buff It has a much shorter refresh time (3600 frames → 2400).
  • Wii Fit:
    • Nerf Wii Fit's silhouettes have a limited travel distance. This trait is shared with Final Edge.
    • Buff It launches a large, slow-moving Dancer pose image at the end of the move. This image has KO potential, increasing the Final Smash's overall reliability.
    • Nerf It can no longer be enhanced by Deep Breathing.

Update history[edit]

Wii Fit Trainer has received a mix of buffs and nerfs via game updates, but has been notably buffed overall. Update 3.0.0 improved Wii Fit Trainer greatly both by making neutral attack a much more consistent option and increasing the potency of Deep Breathing, which was already one of Wii Fit Trainer's most useful moves to begin with. In addition, update 3.1.0 further improved neutral attack's consistency and opened up new jab lock options, allowing for greater capitalization in certain scenarios. Update 8.0.0 introduced several meaningful buffs which generally improved the consistency of Wii Fit Trainer's KO potential. This was accomplished through buffs to down tilt and Sun Salutation that made both moves KO significantly earlier, as well as up smash coming out more quickly and consequently becoming a more widely usable option. More minor buffs include making forward aerial and down smash less laggy, with the former of which becoming even more safe on shield and a more consistent KO setup option as well. Most recently, Update 11.0.0 fixed a longtime bug involving Header, consequently cutting grounded Header's landing lag down to less than half its previous length. This made Header a virtually unpunishable option while also opening up deadly new combo trees due to the increased frame advantage both on hit and on shield. This was later revealed to be a mistake and was reversed in version 11.0.1.

Wii Fit Trainer has seen very few nerfs thus far aside from the near-universal projectile nerf in update 3.0.0. Header's ability to phase the soccer ball through stages was removed in 3.0.0, which was likely intended to be more of a glitch fix than a direct nerf. Header received a hidden change in 3.0.0 as well, as it was altered to send the ball at a less steep angle, making it less useful at close and mid ranges as well as during recovery.

Super Smash Bros. Ultimate 1.1.0

  • Buff Dash attack has less ending lag (FAF 43 → 39).
  • Buff Header's soccer ball travels more quickly when headed (2.8 → 3.5).

Super Smash Bros. Ultimate 3.0.0

  • Buff Neutral attack's finisher has more bury range.
  • Nerf Sun Salutation deals less shield damage (0 → -2.5/-5.3 (uncharged/charged)).
  • Nerf Header's soccer ball deals less shield damage (-2.5).
  • Bug fix The interaction of Header's soccer ball with stage collision was fixed, removing several setups and making Header use from ledge less consistent. However, this in turn created a new tech known as Header Getup. [1]
  • Nerf The soccer ball has a higher vertical air speed during Header's startup (1.5 → 1.6) ultimately leading to Header yielding more shallow angles.
  • Buff Deep Breathing's effect lasts longer both when fresh (552 frames → 732) and stale (360 frames → 432).

Super Smash Bros. Ultimate 3.1.0

  • Buff Neutral attack 1 has two new hitboxes which pull the opponent in, allowing the move to connect into neutral attack 2 more reliably.

Super Smash Bros. Ultimate 7.0.0

  • Buff Overall shield size has been increased.

Super Smash Bros. Ultimate 8.0.0

  • Buff Down tilt launches at a lower angle (55° → 40°). This drastically improves its utility overall, as it now has KO potential and can set up edgeguards.
  • Buff Up smash has less startup (frame 14 → 11), with a consequently shorter total duration (FAF 58 → 55) and earlier intangibility frames (frames 12-15 → 9-12).
  • Buff Down smash has less ending lag (FAF 52 → 47).
  • Buff Forward aerial has less ending lag (FAF 39 → 36) and landing lag (9 frames → 7), and autocancels earlier (frame 25 → 23).
  • Buff Fully charged Sun Salutation deals more knockback (30 base/63 scaling → 38/64).
  • Wii Fit:
    • Buff The final silhouette has more knockback scaling (123 → 128).
    • Buff The final silhouette has larger hitboxes overall (20u/3u/10.3u/9u → 23u/6u/10u).

Super Smash Bros. Ultimate 11.0.0

  • Buff Removed Header's landing lag, leaving only the universal landing lag (9 frames → 4).
    • Bug fix As a result, Header is no longer temporarily disabled after using Header in the air, charging Sun Salutation or using Deep Breathing while still airborne, and canceling the move as Wii Fit Trainer lands.

Super Smash Bros. Ultimate 11.0.1

  • Nerf Grounded Header has more landing lag (4 frames → 9), matching its lag prior to Update 11.0.0.

Moveset[edit]

  • Wii Fit Trainer can increase her overall damage output by 1.25× with her down special move, Deep Breathing. The following moveset list details the properties of all attacks when Deep Breathing has not been used.
  • Wii Fit Trainer can crawl and wall jump. Notably, Wii Fit Trainer's crawl is one of the lowest in the game, alongside that of Snake.

For a gallery of Wii Fit Trainer's hitboxes, see here.

Note: All numbers are listed as base damage, without the 1v1 multiplier.

  Name Damage Description
Neutral attack Sideways Leg Lift (横足上げ) / Single Leg Twist (片足ひねり) / Lunge (ランジ) 2% Performs a Sideways Leg Lift, Single Leg Twist, and Lunge to attack with an outstretched arm, knee strike, and kneeling stomp, respectively. The first hit also has a rear hitbox on Wii Fit Trainer's leg. The third hit is able to bury grounded opponents, which can easily follow up into a tilt attack or a smash attack. However, Wii Fit Trainer can also wait for the opponent to wriggle out of being buried and catch them with an aerial attack. The burying is mostly consistent, but the burying hitboxes on the third hit are rather small, only covering the area in front of the lunging foot, and the second hit can trip at very high percents (past 150%) due to it using the Sakurai Angle for its dominant hitbox. The first two attacks are able to jab lock.
2%
3%
Forward tilt Dancer (ダンスのポーズ, Dance Pose) 11% Assumes the Dancer pose to simultaneously perform a knife-hand thrust in front and a scorpion kick in the back. As a result, it is useful for punishing rolling opponents. It does not move the user at all on use, which can make it difficult to land. Both of Wii Fit Trainer's limbs have differing traits: the arm launches the opponent horizontally, whereas the leg launches them vertically. The arm KOs middleweights at 144% while near the edge, whereas the leg KOs them at 155%.
Up tilt Triangle (三角のポーズ, Triangular Pose) 10% Assumes the Triangle pose to attack with an outstretched arm. The hitbox covers Wii Fit Trainer's arm and body while stepping back to assume a triangle pose. The rising arm is intangible. The arm hitbox launches the opponent straight up and is reliable for combos, particularly into itself and up smash, or as a follow-up from a short hopped up aerial. The body hitbox hits behind Wii Fit Trainer and sends the opponent away at a diagonal angle.
Down tilt Bridge (橋のポーズ, Bridge Pose) 13.5% Assumes the Bridge pose to attack with both knees. It has fairly quick start-up and deals both respectable damage and high hitstun, but has high ending lag. Useful for retaliating after dodging with Wii Fit Trainer's notable low crouch, hitting opponents on the ledge, or applying relatively safe shield pressure due to the pushback the move has. As of update 8.0.0, down tilt's launch angle is 40°; when coupled with its respectable power, it is now a viable KO option at the edge, as it KOs Mario at around 120% on Battlefield and Final Destination, as opposed to around 150% before.
Dash attack Gate (かんぬきのポーズ, Gate Pose) 10% (early), 6% (late) Assumes the Gate pose while sliding to attack with an arcing arm. It has a respectable duration, which makes it useful for mind games when used alongside a fox-trotting. However, it is punishable on shield.
Forward smash Warrior (英雄のポーズ, Warrior Pose) 15.5% (arms), 14% (body) Assumes the Warrior pose to attack with outstretched arms on both sides. Strikes in both directions. Its considerable start-up and ending lag make it very punishable. Wii Fit Trainer lunges forward at a moderate distance, giving it deceptive range. Great power, as the uncharged forward smash KOs Mario around 78% at the edge of Final Destination.
Up smash Tree (立ち木のポーズ, Standing Tree Pose) 18%/15% (clean, hands/arms), 11%/8% (late, hands/arms) Assumes the Tree pose to attack with outstretched clasped hands. It is Wii Fit Trainer's fastest smash attack by a wide margin (11 frames), has good vertical range (extending even further than the Trainer's hands might suggest) and its hitboxes last for a decent amount of time, with a sourspot that covers the Trainer's upper body. Additionally, it grants intangibility before the hitboxes come out, making it useful for aerial protection. The uncharged body hitbox KOs Mario around 103% off the top of Final Destination, and the uncharged early hands KOs Mario at 90%, so it's one of the strongest up smashes in the game if sweetspotted. Update 8.0.0 decreased its startup lag and made its invincibility window activate faster, making it better for contesting attacks.
Down smash Arm & Leg Lift (アーム&レッグレイズ, Arm & Leg Raise) 12% (arm/leg), 10% (body) Performs an Arm & Leg Lift to attack with an outstretched arm and outstretched leg. It is a very strong semi-spike, though it has significant startup and ending lag. The uncharged down smash KOs Mario around 86% at the edge of Final Destination, and its low trajectory launch angle results in it being an excellent KO move against characters with poor vertical recoveries, such as Ike and Chrom. As Wii Fit Trainer keeps a low profile while using the move, it can also be used to dodge and retaliate against high-angled attacks.
Neutral aerial Jackknife (ジャックナイフ) 5% (hit 1), 9% (hit 2) Assumes the Jackknife pose to attack with both arms and legs. It deals impressive damage when both of its hits connect, it can connect much easier compared to most attacks thanks to its fairly large hitbox, has minimal ending and landing lag, auto-cancels in a short hop, and launches at a 90° angle. Altogether, these traits make it a very useful combo starter when SHFF'd, and is Wii Fit Trainer's overall best combo starter.
Forward aerial Single-Leg Extension (片足バランスウォーク, Single-Leg Balance Walk) 12%/10% (clean, arm/leg), 7.5%/6% (late, arm/leg) Performs a Single-Leg Extension to attack with an outstretched arm and outstretched leg. Due to its hitbox placements, it can hit opponents in front of and/or behind but can be awkward to connect with due to its small hitboxes, and the front hit only hits in above and front of Wii Fit Trainer. Wii Fit Trainer's foot hitbox can meteor smash when clean, and thanks to it coming out on frame 9 like the arm hitbox, auto-canceling in a short hop fast fall and having below-average ending lag, it is among the fastest meteor smashes in the game.
Back aerial Cobra (コブラのポーズ, Cobra Pose) 13.5% (clean feet), 11% (clean legs), 9% (clean body), 6% (late) Assumes the Cobra pose to perform a double-footed back kick. It comes out on frame 5, making it Wii Fit Trainer's fastest aerial, and a fast attack in general. When coupled with its high knockback growth, its clean feet hitbox enables it to KO Mario at 91% while near the edge of Final Destination. The clean hitboxes can be rather difficult to land because they only last a single frame. It's her only aerial that can't auto-cancel in a short hop. Moves Wii Fit Trainer forward in the air.
Up aerial Half-Moon (三日月のポーズ, Crescent Pose) 10% Assumes the Half-Moon pose to attack with outstretched clasped hands. It comes out on frame 6, making it Wii Fit Trainer's second-fastest aerial in terms of the startup, and a fast attack in general. In addition to having wide range compared to the Trainer's other aerials, it has good juggling potential, auto-cancels from a short hop. Decent knockback, KOing Mario at 150% off the top of Final Destination at full hop height and at 120% at the peak of a double jump.
Down aerial Chair (腰かけのポーズ, Sitting Pose) 13% (clean grounded), 14% (clean aerial), 10% (late) Assumes the Chair pose to perform a double foot stomp. It can meteor smash aerial opponents, but not grounded ones. Despite this, it is still fairly powerful against grounded opponents, as the clean hit KOs Mario at 110% while near the edge and the late hit KOing at 120%. It comes out on frame 15, which makes it Wii Fit Trainer's slowest aerial in terms of the startup, but has low ending lag and auto-cancels in a short hop.
Grab Rowing Squat (スクワット, Squat) Performs a Rowing Squat to grab and lift the opponent off the ground. Wii Fit Trainer's grabs are fast but have below-average range.
Pummel Grab Neck Stretch (つかみネックストレッチ) 1.3% Squeezes the opponent. Average power and speed.
Forward throw Jump Serve (サーブ, Serve) 3% (hit 1), 7% (throw) A jump serve, a technique used in volleyball. Has several forms of true followups against most of the cast, which are listed on the hitbox and frame data page.
Back throw Dropkick (スイミングターン, Swimming Turn) 3% (hit 1), 6% (throw) Throws the opponent backward and then dropkicks them away. It's her strongest throw, but not the best KO throw, usually KOing at around 140%.
Up throw Jump Set (トス, Toss) 8% A jump set, a technique used in volleyball. Has combo potential, particularly with up air.
Down throw Vaulting Horse Jump (跳び箱跳び) 7% A vaulting horse jump. It can be used to start combos, but can easily be DI'ed out of.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Performs a spinning, double-footed roundhouse kick.
Floor attack (back)
Floor getups (back)
  7% Kicks around the floor while getting up.
Floor attack (trip)
Floor getups (trip)
  5% Kicks around the floor while getting up.
Edge attack
Edge getups
Side Plank 9% Assumes the Side Plank pose while climbing up.
Neutral special Sun Salutation 5% (uncharged), 21% (fully charged) Assumes the Sun Worship pose and charges a yellow energy ball in the air. Like Charge Shot, the energy ball grows in size as it charges. A fully charged Sun Salutation is quite strong, KOing Mario near the edge of Final Destination at 100% as of update 8.0.0. Firing a fully charged Sun Salutation also heals Wii Fit Trainer by 2%. Charging a Sun Salutation also causes a weak push effect during the charge.
Side special Header 15% (clean headbutt), 8.8%-12.3% (soccer ball) Heads a soccer ball. It has impressive mind-game potential overall, due to its manipulable nature and hitboxes. The ball can be hit early if the special button is pressed, which launches the ball at different angles. Wii Fit Trainer can also air dodge upon initiating it, which drops the ball and allows Wii Fit Trainer to subsequently launch it with any other attack. However, air dodging while using Header renders helplessness. After canceling Header, Wii Fit Trainer can hit the ball with any move to send it to the opponent. Aside from hitting the ball, the headbutt itself can be used as an attack and is able to meteor smash. In addition to its offensive potential, it has recovery potential: using it after a jump grants a slight boost upward, whereas using it while descending will briefly stall, similarly to Cape. However, it cannot be used again until Wii Fit Trainer either falls on a platform or stage or gets hit.
Up special Super Hoop 5% (hits 1-3) Hula hoops twirl around Wii Fit Trainer's body in order to ascend. Button mashing or rhythmic tapping will make Wii Fit Trainer ascend higher and faster, which greatly improves its ascent. The hoops hit multiple times but do not have hitboxes on the top, only the sides.
Down special Deep Breathing Takes a deep breath and causes two circles to appear centered on Wii Fit Trainer, one a larger light blue outline and one a smaller solid red. The player must press the special button again when the shrinking light blue circle meets the solid red circle to successfully use the move, failing if the shrinking circle disappears inside the red circle or the button is pressed too early. Can be canceled by shielding or air dodging. When used correctly, it heals 2%, increases walking speed, run speed, initial dash speed, ground traction, fall speed, air speed, and gravity, while also decreasing damage taken by 10% and increasing overall damage output by 25% when fresh and a minimum of 20% when stale (consequently improving knockback as well) for 12.4 seconds when fresh. However, it has a fairly long refresh time of 40 seconds. Subsequent uses before the 40-second refresh are complete cause the outside circle to move much slower, yield smaller buffs (except for damage taken), and a shorter duration (~9 seconds), regardless of whether or not the initial use was successful, failed, or canceled. Refreshes instantly after Wii Fit Trainer is KOed.
Final Smash Wii Fit 2%/2.2%/2.5%/3% (medium silhouettes; based on position)
12% (large silhouette)
Assumes the Warrior pose to emit several multicolored afterimages forward, with each afterimage dealing damage and launching any opponents hit. The silhouettes assume varying yoga poses. A final, larger silhouette is released towards the end of the Final Smash. It travels much slowly across the stage compared to the smaller silhouettes. The final silhouette always assumes the Dancer pose.

Stats[edit]

Stats Weight Dash speed Walk speed Traction Air friction Air speed Air acceleration Gravity Falling speed Jumpsquat Jump height Double jump height
Value 96 2.024 – Initial dash
1.866 – Run
1.224 0.128 0.01 1.019 0.01 – Base
0.08 – Additional
0.09 1.3 – Base
2.08Fast-fall
3 35.6 - Base
17.18 - Short hop
35.6

Announcer call[edit]

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The editor who added this tag suggests: Needs announcer calls from other languages.
If you have a good audio file for this article, upload it here.

On-screen appearance[edit]

  • Wii Fit Trainer appears performing a Tree Pose while standing on a Wii Balance Board, then steps off of the Balance Board, which jumps up and cheerfully waves goodbye before disappearing.

In-game voice lines[edit]

When a smash attack is used, there's a chance that the Wii Fit Trainers will say a voice line. In addition, they will always say a voice line at the start of their Final Smash. These voice lines vary depending on the move used and the gender of the Wii Fit Trainer.

Move used Female (American) Male (American) Female (British) Male (British)
Forward smash "Let's tone up those legs." "This exercise works your core muscles." "Feel the burn in your thighs and abs." "Remember to control your breathing."
"Good posture begins with a strong base." "This pose strengthens the back and improves posture." "Good posture starts with a strong base." N/A
"Feel the burn in your thighs and glutes!" N/A "Let's work on your coordination."
Up smash "Tuck in those glutes!" "Exercise every day to help tone your body!" "Don't let your bottom stick out!" "Practicing every day will help tone your body!"
"When exerting yourself, remember to keep breathing." "Your lower body is key for support." "Use your lower body to support yourself."
"You're wobbling! Try to keep your balance." "Let's work on your coordination."
Down smash "Don't forget to exhale when exerting yourself." "Feel the stretch through your arm and leg." "Remember to control your breathing." "Let's work on tightening your thighs and back!"
"The key is to focus on your balance." "Let's work on your coordination." "Let's step up the pace!" "Stabilize your upper body"
Final Smash "That's it, feel the burn!" "Stretching your spine will help stimulate your body." "That's it! Feel your waist muscles tightening." "Stretching your spine can help stimulate your body."
"Let's step up the intensity!" "Stabilize your upper body." "Let's step up the pace!" "Stabilize your upper body."
"Let's work on your balance." "Let's work on your coordination." "Let's work on your coordination."
"High energy! Move that body!" "Ready to get that body moving?"
"Now, let's try it together!" "Let's try it together!"
"Let's get fired up!" "Ready to get that body moving?" (different inflection)

Taunts[edit]

  • Up taunt: Stretches both arms above their head, saying "Let's get a good stretch." (ストレッチは念入りにしましょう, Stretch thoroughly.)
  • Side taunt: Crosses both arms and starts to stretch both shoulders, saying "Stretch those shoulders." (肩の筋肉を伸ばします, Stretch those shoulder muscles.)
  • Down taunt: Sits down and stretches both legs, saying "Let's stretch our legs." (脚を伸ばしましょう, Let's stretch our legs.) Much like Luigi's side taunt, this taunt can allow Wii Fit Trainer to avoid attacks with high hitboxes.

Idle poses[edit]

  • Stretches her ankles and neck.
  • Performs a Torso Twist, a strength training exercise from the Wii Fit series.

Crowd cheer[edit]

Cheer (English) Cheer (Japanese/Chinese) Cheer (Italian) Cheer (Dutch) Cheer (French)
Cheer NTSC

PAL
(♀)

(♂)
Description Wii Fit! Trainer-san! Trainer di Wii Fit! *claps 4 times* Wii Fit -- Trainer! En - traîneuse -- Wii Fit! (♀)
En - traîneur -- Wii Fit! (♂)
Cheer (German) Cheer (Spanish) Cheer (Russian) Cheer (Korean)
Cheer (♀)

(♂)
(♀)

(♂)
Description Wii -- Fit -- Trainerin! (♀)
Wii -- Fit -- Trainer! (♂)
En - trenadora -- de - Wii - Fit! (♀)
En - trenador -- de - Wii - Fit! (♂)
Trainer - Wii Fit! Wii Fit -- Trainer!

Victory poses[edit]

An icon for denoting incomplete things.

Both the female and male Wii Fit Trainers have a selection of sayings picked at random depending on which victory pose is used:

  • Left: Performs the Tree pose and then the Warrior pose.
Female Female (British) Male Male (British)
"Work hard to tone that tummy!" "Work on tightening those waist muscles." "Feel the stretch through your arm and leg." "Let's work on tightening your thighs and back!"
"Work towards strong, firm abs!" "Do this regularly to work out your core muscles!" "Your lower body is key for support." "Use your lower body to support yourself."
"That's it, feel the burn!" "That's it! Feel your waist muscles tightening." "Let's work on your coordination." "Stabilize your upper body."
"Good posture begins with a strong base." "Good posture starts with a strong base." "You're wobbling! Try to keep your balance." "Your body's swaying a bit. Stand up tall and steady!"
"Let's work on your balance." "Firm up those abs!"
"Let's get fired up!" "Ready to get that body moving?"
  • Up: Performs the Triangle pose, then transitions to the Standing Knee pose, and transitions a final time to the Sideways Leg Lift pose.
Female Female (British) Male Male (British)
"The key is to focus on your balance." "Remember to control your breathing." "Feel the stretch through your arm and leg." "Let's work on tightening your thighs and back!"
"Let's tone up those legs." "Let's work on your coordination." "Your lower body is key for support." "Use your lower body to support yourself."
"When exerting yourself, remember to keep breathing." "Use your lower body to support yourself." "Let's work on your coordination." "Stabilize your upper body."
"Feel the burn in your thighs and glutes!" "Feel the burn in your thighs and abs." "You're wobbling! Try to keep your balance." "Your body's swaying a bit. Stand up tall and steady!"
"You're wobbling! Try to keep your balance." "Your body's swaying a bit. Stand up tall and steady!"
  • Right: Wipes their forehead with a towel draped around their shoulders and gives a thumbs up.
Female Female (British) Male Male (British)
"Don't forget to exhale when exerting yourself." "Let's step up the pace!" "Firm up those abs!" "Firm up those abs!"
"Watch your posture. Keep those glutes tucked in!" "Let's try some deep breathing!" "Let's do some jackknife exercises!" "Let's do some jackknife exercises!"
"Now, let's try it together!" "Make sure you don't hold your breath!" "Now, let's try it together!" "Follow my lead as we work on this pose."
"Let's get fired up!" "Ready to get that body moving?" "Let's get fired up!" "Ready to get that body moving?"
"Now that was a great workout!" "That was a great workout!" "That was a great workout!" "That was a great workout!"
A remix of the tune that plays after a save file is selected in the original Wii Fit.

In competitive play[edit]

Most historically significant players[edit]

See also: Category:Wii Fit Trainer players (SSBU)

  • Japan Injelly - Injelly trimains Wii Fit Trainer, Mii Brawler, and Young Link. His breakout performance was at Maesuma TOP 4 where he took a set off Yoshidora. He has continued to experience success placing 9th at the major Maesuma TOP 6 and 13th at the supermajor Maesuma TOP 7. Additionally, his win at Sumabato SP 33, where he defeated Luminous and double eliminated DIO, marked the first and to date only time a player solo maining Wii Fit Trainer won a B tier event.
  • USA John Numbers - Despite being regarded as the strongest Wii Fit Trainer in Smash 4, it wasn't until the fall of 2019 that he began maining her in Ultimate. By early 2020 he had already put up a string of good placements at majors. He remains among the highest placing solo Wii Fit players at a supermajor placing 17th at Collision 2022 where he defeated Peabnut. His greatest successes have been at locals and regionals, with his strongest performance being his 2nd place at Alpha 6 where he took sets off Mr.E, Gen, and Dabuz.
  • Japan Keroguchi - Keroguchi was the strongest Wii Fit player in Japan in 2019 and early 2020. He had his breakout performance at POP-OFF where he placed 2nd with wins on Gackt and Brood. While competing less frequently, he has continued to experience success, most notably placing 17th at Seibugeki 9 with a win on Kameme. He has also been one of the most accomplished Wii Fit players online in Japan, most notably winning Maesuma 30.
  • USA varun - Varun has been one of the most successful and consistent Wii Fit Trainer mains throughout the lifespan of Ultimate. Some of his strong performances include a 4th place at GameTyrant Expo 2019 with a win on Scend, 7th at the major Crown 2 with a win on LeoN, and 33rd at the supermajor Frostbite 2020 with sets over Etsuji and Myran.

Tier placement and history[edit]

Wii Fit Trainer was generally considered to be a mid tier character upon Ultimate's release. She received noteworthy buffs from game updates, particularly updates 3.0.0 and 8.0.0. Additionally, she has performed relatively well at the regional level as players such as varun, Evy, Oolong, and more have ranked highly on their respective Power Rankings throughout Ultimate's lifetime. While her strongest performances have been at the regional level, she has achieved some breakout performances on the international stage; including a 9th place at major Maesuma TOP 6 by Injelly and a 13th place at the supermajor Luminosity Makes BIG Moves 2024 by Oolong. Despite her buffs, public opinion of Wii Fit Trainer's viability has remained mixed, ranking 63rd on the current tier list. In particular, some are still dubious of Wii Fit Trainer's potential, owing to her retention of a few glaring weaknesses that sometimes result in extremely polarizing matchups.

Classic Mode: Aerobic Smash[edit]

Wii Fit Trainer's congratulations screen.

Wii Fit Trainer's opponents are round and plump characters, such as King Dedede and Jigglypuff. Dr. Mario appears as a teammate in Round 4, most likely in reference to being a health-oriented character like her.

Round Opponent Stage Music Notes
1 Wario (SSBU) Wario Wii Fit Studio Super Hoop
2 Kirby (SSBU) Kirby (x3) The Great Cave Offensive Advanced Step The Kirbys' models are not brightened nor darkened to differentiate them.
3 Pac-Man (SSBU) Pac-Man Wii Fit Studio (Battlefield form) Rhythm Boxing
4 Giant King K. Rool (SSBU) King K. Rool Jungle Japes Mischievous Mole-way Dr. Mario (SSBU) Dr. Mario appears as a teammate.
5 King Dedede (SSBU) King Dedede Wuhu Island (Ω form) Core Luge
6 Giant Jigglypuff (SSBU) Jigglypuff Wii Fit Studio Wii Fit Plus Medley
Bonus Stage
Final Master Hand Final Destination Master Hand (Less than 7.0 intensity)
Master Hand / Crazy Hand (Intensity 7.0 or higher)
On intensity 7.0 and higher, Crazy Hand fights alongside Master Hand.

Note: Every stage plays a track from the Wii Fit universe, no matter what universe the stage originates from.

Credits roll after completing Classic Mode. Completing it as Wii Fit Trainer has Main Menu - Wii Fit accompany the credits.

Role in World of Light[edit]

Finding Wii Fit Trainer in World of Light

The female Wii Fit Trainer was among the fighters that were summoned to fight against the army of Master Hands. She was also present on the cliffside when Galeem unleashed his beams of light. She was seen alongside a panicking Duck Hunt and Villager. She performed the Tree yoga pose as she was hit by a beam of light presumably as a reference to her being intangible when performing an up smash move. She was then placed under Galeem's imprisonment along with the rest of the fighters, excluding Kirby.

In the mode itself, she can be found in a city area and can be saved rather quickly by choosing to save Sheik instead of Villager or Marth.

Fighter Battle[edit]

No. Image Name Type Power Stage Music
47
Wii Fit Trainer SSBU.png
Wii Fit Trainer
Shield
Shield
3,300 Wii Fit Studio (Ω form) Yoga

Spirits[edit]

Female Wii Fit Trainer's fighter spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 300 Gold, but only after Wii Fit Trainer has been unlocked. Unlocking Wii Fit Trainer in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. Male Wii Fit Trainer also has a fighter spirit of his own, available through the shop. Unlike most fighters, the spirits for Wii Fit Trainer only use their artwork from Ultimate due to not having official artwork from the Wii Fit games.

Additionally, the Wii Fit Trainers makes an appearance in various support spirits performing various yoga poses and techniques.

In Spirit Battles[edit]

Conditions in italic aren't listed on the Spirit Battle preview screen.

As the main opponent[edit]

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
214
SSBU spirit Postman.png
Postman The Legend of Zelda Series Wii Fit Trainer Wii Fit Trainer (SSBU) (120 HP)
Grab
2,600 Temple N/A •Timed stamina battle (2:00)
•The enemy tends to avoid conflict
Termina Field
310
from the game's files
Roger the Potted Ghost Yoshi Series •Giant Wii Fit Trainer Wii Fit Trainer (SSBU) (60 HP)
Meta Knight Meta Knight (SSBU)×2 (60 HP)
Shield
4,400 Dracula's Castle (Ω form) •Hard to Launch
•Jump Power ↓
•Hazard: High Gravity
•Defeat the main fighter to win
•All fighters have reduced jumping ability
•Timed stamina battle (1:00)
Yoshi's Island (Brawl)
755
from the game's files
Mei Ling Metal Gear Solid Series Wii Fit Trainer Wii Fit Trainer (SSBU)
Snake Snake (SSBU)
Grab
2,300 Midgar (Battlefield form) •Hazard: Fog •Defeat the main fighter to win
•The stage is covered in fog
MGS4 ~Theme of Love~
923
SSBU spirit Wii Balance Board.png
Wii Balance Board Wii Fit Series Wii Fit Trainer Wii Fit Trainer (SSBU)
Neutral
3,300 Wii Fit Studio •Easy to Launch
•Move Speed ↑
•All fighters are easy to launch after a little while
•All fighters have increased move speed after a little while
Wii Fit Plus Medley
925
SSBU spirit Jackknife.png
Jackknife Wii Fit Series Wii Fit Trainer Team Wii Fit Trainer (SSBU)×4
Attack
1,900 Wii Fit Studio N/A •The enemy favors neutral air attacks Super Hoop
926
SSBU spirit Deep Breathing.png
Deep Breathing Wii Fit Series Wii Fit Trainer Team Wii Fit Trainer (SSBU)×4
Shield
9,700 Wii Fit Studio •Defense ↑ •Timed battle (1:30)
•The enemy has increased defense
•The enemy heals over time
Yoga
927
SSBU spirit Sun Salutation.png
Sun Salutation Wii Fit Series Wii Fit Trainer Team Wii Fit Trainer (SSBU)×6
Grab
10,000 Wii Fit Studio •Hazard: Lava Floor •The floor is lava
•The enemy favors neutral specials
•Defeat an army of fighters
Yoga
929
SSBU spirit Dancer.png
Dancer North America
King of the Dance PAL
Wii Fit Series Wii Fit Trainer Team Wii Fit Trainer (SSBU)×4
Shield
2,600 Wii Fit Studio N/A •Defeat the main fighter to win
•Timed battle (0:30)
•Reinforcements will appear during the battle
Yoga
931
SSBU spirit Arm & Leg Lift.png
Arm & Leg Lift Wii Fit Series Wii Fit Trainer Team Wii Fit Trainer (SSBU)×4
Shield
3,900 Wii Fit Studio N/A •The enemy's punches and elbow strikes have increased power
•The enemy's kicks and knee strikes have increased power
•The enemy favors down smash attacks
Advanced Step
1,129
volleyball
Volleyball Player Volleyball Wii Fit Trainer Team Wii Fit Trainer (SSBU)×6
Grab
1,900 Pokémon Stadium (Ω form) N/A •The enemy favors side specials
•Defeat an army of fighters
Training Menu - Wii Fit U
1,159
from the game files
Akari Hayami 1080° Series Wii Fit Trainer Wii Fit Trainer (SSBU)
Shield
1,800 Summit •Slippery Stage
•Item: Freezie
•The stage's platforms are very slippery Golden Forest
1,177
from the game's files
Putty Magical Vacation Series Wii Fit Trainer Wii Fit Trainer (SSBU)
Grab
4,400 Smashville •Slippery Stage •Timed battle (1:00)
•The enemy tends to avoid conflict
•Melee weapons aren't very effective against the enemy
Attack - Soma Bringer
1,375
SSBU spirit Jill.png
Jill Resident Evil Series Wii Fit Trainer Wii Fit Trainer (SSBU)
•Giant Ganondorf Ganondorf (SSBU)
Neutral
2,200 Luigi's Mansion (hazards off) •Item: Ray Gun •Defeat the main fighter to win
•The enemy's shooting items have increased power
•Reinforcements will appear during the battle
Cavern
1,404
SSBU spirit Ring Fit Trainees.png
Ring Fit Trainees Ring Fit Adventure Wii Fit Trainer Wii Fit Trainer (SSBU)Wii Fit Trainer (SSBU)
Attack
9,400 Golden Plains •Curry-Filled •The enemy breathes fire Training Menu - Wii Fit U
1,406
SSBU spirit Ring.png
Ring Ring Fit Adventure Wii Fit Trainer Wii Fit Trainer (SSBU)
•Clear Bayonetta Bayonetta (SSBU)
Neutral
3,800 Garden of Hope (hazards off) N/A •Defeat the main fighter to win
•The enemy starts the battle with a Gust Bellows
•The enemy is invisible
Boss Battle Ring Fit Trainee
1,486
SSBU spirit Asuka Kazama.png
Asuka Kazama Tekken Series Wii Fit Trainer Wii Fit Trainer (SSBU)
Grab
2,000 Prism Tower N/A •The enemy shields often No Easy Way Out

As a minion[edit]

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
602
SSBU spirit Jack Levin.png
Jack Levin F-Zero Series Ken Ken (SSBU)
Wii Fit Trainer Wii Fit Trainer (SSBU)×3
Neutral
8,800 Big Blue (Battlefield form) •Sudden Final Smash •The enemy will suddenly have a Final Smash
•Reinforcements will appear during the battle
Dream Chaser Female fans of Jack Levin

Alternate costumes[edit]

Palette swap (SSBU)
Wii Fit Trainer (SSBU) Wii Fit Trainer (SSBU) Wii Fit Trainer (SSBU) Wii Fit Trainer (SSBU) Wii Fit Trainer (SSBU) Wii Fit Trainer (SSBU) Wii Fit Trainer (SSBU) Wii Fit Trainer (SSBU)

Gallery[edit]

Fighter Showcase Video[edit]

Trivia[edit]

  • Wii Fit Trainer and Ryu are the only two characters whose full renders are not on the official website. In this case, the picture stops just below the thighs.
  • In the World of Light opening cutscene, the female Wii Fit Trainer performs the Tree yoga pose just before she is hit by a beam of light. This may reference the fact that her up smash, which uses the same pose, grants her intangibility for a brief moment. It may also be seen as her activating her Final Smash, which also begins with the Tree pose.
  • On the character selection screen, Wii Fit Trainer's icon in the Japanese version shows her name within only one row, while in the English version it is shown with two rows. This trait is shared with Captain Falcon, Mr. Game & Watch, Zero Suit Samus, Pokémon Trainer, Rosalina & Luma, the Mii Fighters, Piranha Plant and Banjo & Kazooie.
  • In French, Spanish, and German, the voice clip from the announcer on the victory screen is slightly different from the one used on the character select screen, instead featuring a noticeable translation of "the" ("l'Entraîneuse Wii Fit"/"l'Entraîneur Wii Fit", "la Entrenadora de Wii Fit"/"el Entrenador de Wii Fit", and "die Wii Fit-Trainerin"/"der Wii Fit-Trainer"). This trait is shared with Inkling, Pokémon Trainer, Villager, Hero, the Ice Climbers, Zombie, Enderman, and the Mii Fighters.
  • Aside from her regular attacks, several of Wii Fit Trainer's other animations correspond to exercises found in the Wii Fit series, including Push-ups as her crouch and crawl, the Spinal Twist as her prone animation, the Standing Knee as her parry animation, and the Side Plank as her ledge getup attack. She also makes use of several exercises that are not found in the Wii Fit games, such as Pull-ups for her ledge hang animation.
  • Wii Fit Trainer is one of three characters in Ultimate who, excluding throws, has canonical names for all of her attacks, unlike most fighters who only have a select few named attacks, with the others being Mega Man and Terry.
  • In total, Wii Fit Trainer has 17 voice actors across both genders and all languages, the most out of any character in Ultimate.
    • Despite this, the British English and American English voices cannot be accessed in each other's versions.
    • Interestingly enough, if a battle is quit or won while Wii Fit Trainer is speaking, such as during one of her taunts or smash attacks, she can still be heard even over the announcer. This trait is shared with Bayonetta.
  • Wii Fit Trainer, Mr. Game & Watch, Bayonetta, Mega Man (while using his Mega Buster), and Hero are the only characters in SSBU to have different charging sound effects for their smash attacks, with Wii Fit Trainer's smash attacks charging with the blow of a whistle. This is a reference to how strength training repetitions in Wii Fit was signaled with a whistle blow.
  • Wii Fit Trainer, Wario and Hero are the only characters who can heal themselves without the help of another character and/or when items are not made available; Wii Fit Trainer does so through Sun Salutation and Deep Breathing, Wario through Chomp, and Hero through the Heal spell in Command Selection.
    • Wii Fit Trainer is the only character with more than one healing move.
    • However, hitting the soccer ball does stale the spike of Header, which in turn can undo the staleness of other moves without ever having to hit the opponent.
  • Close inspection of male and female Wii Fit Trainer's official renders reveals that the two gendered trainers have differently-textured shirts, while their pants are the same texture. This is due to tank tops like the female Trainer's being typically made of cotton, while workout t-shirts like the male Trainer's are typically made of polyester.
  • None of Wii Fit Trainer's attacks have any sort of motion-trail visual effects. The choice to omit these effects was presumably made in order to emphasize the yoga poses the moves are based.
  • The male and female Wii Fit Trainers have different animations when getting hit by extremely weak attacks, with their animations after getting defeated during All-Out Attack in particular being notably different as a result. This is because male Wii Fit Trainer reuses his hitstun animations from Smash 4, while the female Wii Fit Trainer has received new hitstun animations.
  • Both of Wii Fit Trainer's fighter spirits are two of only 11 fighter spirits in the game to use their in-game render for their spirit artwork instead of original artwork from their game.
  • Wii Fit Trainer is one of four fighters to have lowercase letters on the fighter selection screen, with the "Wii Fit" portion of her name not being fully capitalized. The other three are the Mii Fighters, with the "Mii" portion of their names not being fully capitalized.
  • Wii Fit Trainer, Dark Pit, and Kazuya are the only playable characters in Ultimate that do not appear in a Nintendo Switch game outside of Ultimate.
    • The song Wii Fit Medley appears in the Rhythm Game mode in Ring Fit Adventure, however only the Wii Fit silhouettes make an appearance and not the character Wii Fit Trainer.

References[edit]