Wii Fit Trainer (SSB4): Difference between revisions

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*In the European Portuguese, Dutch and Russian versions of ''SSB4'', their British English voices are used.
*In the European Portuguese, Dutch and Russian versions of ''SSB4'', their British English voices are used.


Wii Fit Trainer is currently ranked 49th out of 58 on the [[tier list]], placing her in the E tier. Wii Fit Trainer's greatest strength is her offensive potential: she is able to quickly rack up damage and has respectable power, both of which can be strengthened by using [[Deep Breathing]]. She also has two useful projectiles in [[Sun Salutation]] and [[Header]], a formidable [[approach]] thanks to her mobility, off-stage stalling potential with her [[wall jump]], Header and Deep Breathing, and both a decent combo game and impressive [[mindgame]] potential thanks to her unusual hitbox placements.
Wii Fit Trainer is currently ranked 49th out of 58 on the [[tier list]], placing her in the E tier. Wii Fit Trainer's greatest strength is her offensive potential: she is able to quickly rack up damage and has respectable power, both of which can be strengthened by using [[Deep Breathing]]. She also has an above average projectile game in [[Sun Salutation]] and [[Header]], and both a decent combo game and impressive [[mindgame]] potential thanks to her unusual hitbox placements. Finally, her overall mobility is relatively high, granting her a formidable [[approach]] due to her grounded mobility and high jumps. By extension, these traits also make her fairly strong at edge-guarding, being able to stall offstage with her [[wall jump]], Header and Deep Breathing, alongside granting her a dependable recovery.


Wii Fit Trainer's recovery is overall quite good thanks to a number of traits. In addition to her fairly high [[jump]]s and her ability to [[wall jump]], [[Super Hoop]] covers above average vertical distance when button mashed, while its hoops can fend off point-blank edge-guarders. Although situational, the first use of aerial Header can be used to either grant a small vertical boost when used at the apex of a jump, or stall her descent. By extension, these traits also grant her fairly strong edge-guarding potential.
However, Wii Fit Trainer's strengths are counterbalanced by her low range, with hitboxes being mostly focused on very specific parts of her body, making it very easy to whiff attacks. Her grab is equally short-reaching; coupled with a slow pummel and throws with very minimal utility, her throw game is lackluster. Altogether, this makes it difficult for her to space consistently at close range or against smaller characters. Her KO potential ties in with this issue, with her most powerful attacks being offset by considerable overall lag (smash attacks), specific sweetspots (up smash and back aerial), or passable knockback, giving her few dependable KO options at reasonable percentages while not boosted by Deep Breathing. Deep Breathing itself is also flawed: its duration is short and its recharge time is long, which necessitate wise usage. Lastly, Wii Fit Trainer's recovery is predictable and short-ranged without extendable elements (such as Header) or button mashing Super Hoop.
 
However, Wii Fit Trainer's greatest flaw is her range. Her aforementioned unusual hitbox placements make it difficult for her to space consistently without her projectiles, since her hitboxes are mostly focused on very specific parts of her body, making it relatively easy to whiff hits despite her body visibly touching against an opponent. Her range issue is also very apparent with her grab game, as each of her grabs can miss unless she is practically touching the opponent. Incidentally, her grab game is also largely unimpressive overall: her pummel is the second slowest in the game, while her throws have very minimal utility outside of dealing damage.
 
Although she boasts respectable power, Wii Fit Trainer's only has a handful of attacks that KO at reasonable percentages while not boosted by Deep Breathing. In addition, these KOing options are either burdened with considerable overall lag (smash attacks) or rely on sweetspots to KO reliably (up smash and back aerial), which leaves her with only one (up aerial) that has consistent KO potential either with or without Deep Breathing. Deep Breathing itself is also flawed: its duration is short and its recharge time is long, which necessitate wise usage. Lastly, Wii Fit Trainer's recovery is predictable and short-ranged without extendable elements (such as Header) or button mashing Super Hoop.


Due to her steep learning curve, hitbox placements and inconsistent KO potential, Wii Fit Trainer has a small playerbase and is perceived to have poor matchups against a large portion of the cast. However, she has nevertheless managed to achieve a decent amount of success at various levels of tournament play: {{Sm|John Numbers}} and {{Sm|Waveguider}} have collectively won a handful of local tournaments, while John Numbers, {{Sm|RIN}} and {{Sm|Wii Twerk Trainer}} have each managed to achieve several high placings in both singles and [[doubles]] play at regional and national tournaments.
Due to her steep learning curve, hitbox placements and inconsistent KO potential, Wii Fit Trainer has a small playerbase and is perceived to have poor matchups against a large portion of the cast. However, she has nevertheless managed to achieve a decent amount of success at various levels of tournament play: {{Sm|John Numbers}} and {{Sm|Waveguider}} have collectively won a handful of local tournaments, while John Numbers, {{Sm|RIN}} and {{Sm|Wii Twerk Trainer}} have each managed to achieve several high placings in both singles and [[doubles]] play at regional and national tournaments.
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