Super Smash Bros. Ultimate

Wii Fit Trainer (SSBU): Difference between revisions

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==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
Previously a near bottom tier character, Wii Fit Trainer has been significantly buffed from ''Smash 4'' to ''Ultimate''. They have received various improvements to their hitbox durations, hitbox placements, overall lag, and damage output, making the Wii Fit Trainer's moveset function more effectively overall.  
Previously a near bottom tier character, Wii Fit Trainer has been significantly buffed from Smash 4 to Ultimate. They have received various improvements to their hitbox durations, hitbox placements, overall lag, mobility, projectiles, and damage output, making Wii Fit Trainer's moveset function more effectively overall.


Many of their notoriously inconsistent attacks have been improved: forward and up tilts last longer, with the latter having [[intangibility]] on the arms, making it better for contesting against 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 (which now has a sweetspot covering all of Wii Fit Trainer's lower half instead of just their feet). In addition, dash attack and down tilt deal more damage, back throw deals more knockback, up and down throws function as reliable combo throws, and neutral attack's finisher buries much more consistently. All these changes significantly improve the Trainer's damage racking potential, while making it less likely for their moves to whiff.
Many of their 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 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 their moves to whiff.


Wii Fit Trainer's special moveset have 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, air speed, initial dash speed and dash speed. This overall mobility increase coupled with both Deep Breathing's 25% damage increase and Wii Fit Trainer's already hard hitting attacks results in significant damage output during even a single Deep Breathing use, heavily improving its utility.
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, air speed, ground friction, initial dash speed and dash speed. This overall mobility increase coupled with both Deep Breathing's 25% damage increase and Wii Fit Trainer's already hard hitting attacks results in significant damage output during even a single Deep Breathing use, heavily improving its utility.


Finally, Wii Fit Trainer benefits from the game's universal changes. The standardized 3-frame jumpsquat allows them to use aerials more effectively, while the slower shield drop speed improves the safety of their projectiles and certain attacks such as down tilt. The limit to a single [[air dodge]] allows their projectiles to cover options better and catch landings with their high mobility, while the ability to cancel ground moves improves their ground game.  
Finally, Wii Fit Trainer benefits from the game's universal changes. The standardized 3-frame jumpsquat allows them to use aerials more effectively, while the slower shield drop speed improves the safety of their projectiles and certain attacks such as down tilt. The limit to a single [[air dodge]] allows their projectiles to cover options better and catch landings with their high mobility, while the ability to cancel ground moves improves their ground game.  


The nerfs the Trainer received are relatively minor: Super Hoop has a shorter max distance, making their recovery slightly less flexible, while neutral attack's second hit can now cause opponents to [[trip]] or even slide out of the neutral attack combo, causing the third hit's bury to miss. However, most of their weaknesses are recurring ones from ''Smash 4'': while the Trainer's overall moveset has been heavily improved, their 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 them relatively easy to juggle or trap on the ledge. Due to this, their disadvantage state is still extremely lackluster.
The nerfs the Trainer received are relatively minor: Super Hoop has a shorter max distance, making their 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 their weaknesses are recurring ones from ''Smash 4'': while the Trainer's overall moveset has been heavily improved, their 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 them relatively easy to juggle or trap on the ledge. Due to this, their disadvantage state is still extremely lackluster. Short characters are also still a struggle to deal with due to blindspots on key moves such as Forward tilt.


Overall, Wii Fit Trainer now properly functions as a unique, projectile-based bait-and-punish character who relies on their unorthodox setups and options to pressure the opponent into making poor decisions, and then using their speed and massive damage output to capitalize. While they are capable of racking up damage surprisingly fast, their weaknesses in approaching and landing consistent hits remain, making it important for them to keep opponents from rushing them down or camping them 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 them 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 the Trainer will fare in the long run.
Overall, Wii Fit Trainer now properly functions as a unique, projectile-based bait-and-punish character who relies on their unorthodox setups and options to pressure the opponent into making poor decisions, and then using their speed and massive damage output to capitalize. While they are capable of racking up damage extremely quickly, their weaknesses in approaching and landing consistent hits remain, making it important for them to keep opponents from rushing them down or camping them 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 them 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.


===Aesthetics===
===Aesthetics===

Revision as of 15:39, June 12, 2019

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
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WiiFitSymbol.svg
Universe Wii Fit
Other playable appearance in SSB4


Availability Unlockable
Final Smash Wii Fit
Wii Fit Trainer (SSBU)
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!
Super Smash Blog, Super Smash Bros. Ultimate Official Site

Wii Fit Trainer (Wii Fit トレーナー, 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.

The female and male Wii Fit Trainers are voiced by October Moore and Steve Heinke in the American version (or when the Switch's region settings is set to the Americas) respectively, through recycled voice clips from Smash 4.

How to unlock

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 second character unlocked after Inkling.
  • 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.

Changes from Super Smash Bros. 4

Previously a near bottom tier character, Wii Fit Trainer has been significantly buffed from Smash 4 to Ultimate. They have received various improvements to their hitbox durations, hitbox placements, overall lag, mobility, projectiles, and damage output, making Wii Fit Trainer's moveset function more effectively overall.

Many of their 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 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 their moves to whiff.

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, air speed, ground friction, initial dash speed and dash speed. This overall mobility increase coupled with both Deep Breathing's 25% damage increase and Wii Fit Trainer's already hard hitting attacks results in significant damage output during even a single Deep Breathing use, heavily improving its utility.

Finally, Wii Fit Trainer benefits from the game's universal changes. The standardized 3-frame jumpsquat allows them to use aerials more effectively, while the slower shield drop speed improves the safety of their projectiles and certain attacks such as down tilt. The limit to a single air dodge allows their projectiles to cover options better and catch landings with their high mobility, while the ability to cancel ground moves improves their ground game.

The nerfs the Trainer received are relatively minor: Super Hoop has a shorter max distance, making their 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 their weaknesses are recurring ones from Smash 4: while the Trainer's overall moveset has been heavily improved, their 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 them relatively easy to juggle or trap on the ledge. Due to this, their disadvantage state is still extremely lackluster. Short characters are also still a struggle to deal with due to blindspots on key moves such as Forward tilt.

Overall, Wii Fit Trainer now properly functions as a unique, projectile-based bait-and-punish character who relies on their unorthodox setups and options to pressure the opponent into making poor decisions, and then using their speed and massive damage output to capitalize. While they are capable of racking up damage extremely quickly, their weaknesses in approaching and landing consistent hits remain, making it important for them to keep opponents from rushing them down or camping them 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 WaDi, BestNess, and varun using them 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.

Aesthetics

  • Change As with all veterans 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, their stance is not mirrored.
  • Change Much like other fighters, Wii Fit Trainer is more expressive. In particular, they smile while taunting and using Header, and appear angry while using smash attacks.

Attributes

  • 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 walks faster (1.166 → 1.224).
  • Buff Wii Fit Trainer's air speed is slightly faster (0.97 → 1.019).

Ground attacks

  • 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 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%).
    • Buff Forward tilt has a longer duration (frames 6-7 → 6-10).
    • Nerf Forward tilt has less knockback growth (100 → 85).
    • 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 invulnerability 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 Up smash has much larger hitboxes on its sourspot.
  • Down smash
    • Buff Down smash has less ending lag (FAF 57 → 52).

Aerial attacks

  • Buff All aerials have less landing lag (Neutral: 14 frames → 8, Forward: 15 → 9, 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 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.
  • Down aerial:
    • Buff Down aerial has less startup lag (frame 20 → 15) with identical ending lag, shortening its duration (FAF 45 → 40).
    • Buff Down aerial has a longer duration (5 frames → 6).
    • Buff Down aerial's spike hitbox has a longer duration (2 frames → 3).
    • Buff Down aerial's large sourspot has a longer duration (3 frames → 6) and becomes active at the same time the spike hitbox does (frame 15).
    • Buff Down aerial auto-cancels earlier (frame 40 → 35).

Throws/other attacks

  • Buff Pummel is faster.
  • 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 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 (18% → 21%) and slightly more knockback when fully charged.
    • Buff Charging Sun Salutation can be canceled with a jump.
  • Header:
    • Buff Header's soccer ball is around 50% bigger.
    • Buff Header has significantly less ending lag (FAF 59-75 → 41-57).
    • Buff Header's soccer ball has adjusted physics. It bounces faster and lower, and is almost always an active hitbox after being hit, allowing for some new niche setups.[1]
    • Buff Header offers a larger range of motion depending on the timing of a second b press; the lowest launch angle allows Header to hit grounded opponents at a close range.
    • Buff The 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 at times for no apparent reason.
    • Buff Header's spike hitbox is significantly larger.
  • Super Hoop:
    • Buff Super Hoop travels higher and requires less mashing for increased height. In addition, it is much easier to reach maximum height without the use of rhythmic tapping.
    • Buff Super Hoop can hit up to three times, increasing its maximum damage output (5% → 15%).
    • 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 → ~573).
    • 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 friction 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).
  • Wii Fit:
    • 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.

Update History

Super Smash Bros. Ultimate 1.1.0

  • Buff Dash attack has less ending lag (FAF 43 → 39).

Super Smash Bros. Ultimate 3.0.0

  • Buff Neutral attack's finisher has more bury range.
  • Nerf Sun Salutation deals less shield damage.
  • Nerf Header deals less shield damage.
  • Change 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]
  • Change Hitting the soccer ball with Header gives slightly more shallow angles.
  • Buff Deep Breathing's effect lasts longer when successful (552 frames → 732).

Super Smash Bros. Ultimate 3.1.0

  • Buff Neutral attack 1 connects into neutral attack 2 more reliably.

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 crawl and wall jump. Notably, Wii Fit Trainer's crawl is one of the lowest in the game, alongside that of Snake.

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

  Name Damage Description
Neutral attack Lunge 2% Performs a Sideways Leg Lift, Standing Knee, 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.
2%
3%
Forward tilt Dancer 11% 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%.
Up tilt Triangle 10% 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.
Down tilt Bridge 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 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.
Dash attack Gate 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 mindgames when used alongside a fox-trot. However, it is punishable on shield.
Forward smash Warrior 15.5% (arms), 14% (body) Assumes the Warrior pose to attack with an outstretched arms on both sides. Strikes in both directions. Its considerable start-up and ending lag make it very punishable. The uncharged forward smash KOs Mario around 78% at the edge of Final Destination.
Up smash Tree 18%/15% (clean, hands/arms), 11%/8% (late, hands/arms) Assumes the Tree pose to attack with an 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%.
Down smash Arm & Leg Lift 12% (arm/leg), 10% (body) Performs an Arm & Leg Lift to attack with an outstretched arm and outstretched leg. It is a semi-spike. The uncharged down smash KOs Mario around 86% at the edge of Final Destination, however it's low trajectory launch angle result in KOs at lower percentages against characters with poor recovery.
Neutral aerial Jackknife 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, connects much easier compared to most attacks thanks to its fairly large hitbox, has minimal ending and landing lag. 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 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. Wii Fit Trainer's leg can meteor smash when clean, and thanks to it coming out on frame 9 like the arm hitbox, it is among the fastest meteor smashes in the game.
Back aerial Cobra 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.
Up aerial Half Moon 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, 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. It KOs Mario at 150% off the top of Final Destination.
Down aerial Chair 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 it KOs middleweights at 144% while near the edge. However, it comes out on frame 15, which makes it Wii Fit Trainer's slowest aerial.
Grab   Performs a Rowing Squat to grab and lift the opponent off the ground. Wii Fit Trainer's grabs have extremely short ranges, to the point that they almost requires physically touching the opponent in order to connect.
Pummel 1.3% Squeezes the opponent. It is an average speed pummel.
Forward throw   3% (hit 1), 7% (throw) A jump serve, a technique used in volleyball.
Back throw   3% (hit 1), 6% (throw) Throws the opponent backwards and then dropkicks them away.
Up throw   8% A jump set, a technique used in volleyball.
Down throw   7% Slams the opponent onto the ground between both legs.
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 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.
Side special Header 15% (clean headbutt), 8.8%-12.3% (soccer ball) 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 helplessness. 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.
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.
Down special Deep Breathing Takes a deep breath. When used correctly, it heals 2%, increases walking speed, run speed, initial dash speed, and fall speed, 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.
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.

On-screen appearance

  • 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 gives a cheer before disappearing.

Taunts

  • Up taunt: Stretches both arms above the 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.

Victory poses

An icon for denoting incomplete things.
  • Does the Tree pose and then the Warrior pose.
  • Does the Triangle pose, then transitions to the Standing Knee pose, and transitions a final time to the Arm and Leg Lift pose.
  • Wipes forehead with a towel draped around both shoulders and does a thumbs up.
    • Both the female and male Wii Fit Trainers have a selection of sayings picked at random during all of the above victory poses:
Female outfits Male outfits
"The key is to focus on your balance."
"Feel the stretch through your arm and leg."
"Work hard to tone that tummy!"
"Let's work on building a strong upper body."
"That's it, feel the burn!"
"Stretching your spine will help stimulate your body."
"Let's tone up those legs."
"Time to firm up your thighs and back muscles!"
"Good posture begins with a strong base."
"This pose strengthens the back and improves posture."
"Let's step up the intensity!"
"Stabilize your upper body."
"Let's work on your balance."
"Let's work on your coordination."
"Feel the burn in your thighs and glutes!"
"This exercise works your core muscles."
"Don't forget to exhale when exerting yourself."
"Keep at it every day to improve your posture!"
"How about some deep breathing?"
"Let's do some jackknife exercises!"
"Watch your posture. Keep those glutes tucked in!"
"Follow my lead as we do this pose together!"
"Tuck in those glutes!"
"Exercise every day to tone your body!"
"Now that was a great workout!"
"That was a great workout!"
"Work towards strong, firm abs!"
"Your lower body is key for support."
"When exerting yourself, remember to keep breathing."
"Firm up those abs!"
"You're wobbling! Try to keep your balance."
"Now, let's try it together!"
"Let's get fired up!"
A remix of the tune that plays after a save file is selected in the original Wii Fit.

In competitive play

Notable players

Classic Mode: Aerobic Smash

The opponents are round characters, such as King Dedede and Jigglypuff. Dr. Mario appears as a teammate.

Round Opponent Stage Music Notes
1 Wario Wario (SSBU) Wii Fit Studio Super Hoop
2 Kirby Kirby (SSBU) (x3) The Great Cave Offensive Advanced Step
3 Pac-Man Pac-Man (SSBU) Wii Fit Studio (Battlefield form) Rhythm Boxing
4 Giant King K. Rool King K. Rool (SSBU) Jungle Japes Mischievous Mole-way Dr. Mario Dr. Mario (SSBU) appears as a teammate.
5 King Dedede King Dedede (SSBU) Wuhu Island (Ω form) Core Luge
6 Giant Jigglypuff Jigglypuff (SSBU) 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 originated 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

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 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

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

Template:-

Spirits

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.

Additionally, the Wii Fit Trainers makes an appearance in various Support Spirits.

In Spirit battles

As the main opponent

Spirit Battle parameters
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music
214
Postman.png
Postman The Legend of Zelda series Wii Fit Trainer Wii Fit Trainer (SSBU)
Grab
2,600 Temple N/A •Timed Stamina battle
•The enemy tends to avoid conflict
Termina Field
310
Roger Ghost Spirit.png
Roger the Potted Ghost Yoshi series •Giant Wii Fit Trainer Wii Fit Trainer (SSBU)
Meta Knight Meta Knight (SSBU) (×2)
Shield
4,400 Dracula's Castle (Ω form) •Hard to Launch
•Jump Power ↓
•Hazard: High Gravity
•Timed Stamina battle
•Defeat the main fighter to win
•All fighters have reduced jumping ability
Yoshi's Island (Brawl)
755
Mei Ling Spirit.png
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
Spirits 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 Jackknife Wii Fit series Wii Fit Trainer Team Wii Fit Trainer (SSBU) (x4)
Attack
1,900 Wii Fit Studio N/A •The enemy favors neutral air attacks Super Hoop
926
Wiifit trainer.png
Deep Breathing Wii Fit series Wii Fit Trainer Team Wii Fit Trainer (SSBU) (×4)
Shield
9,700 Wii Fit Studio •Defense ↑ •Timed battle
•The enemy has increased defense
•The enemy heals over time
Yoga
927
Sun Salutation Spirit.png
Sun Salutation Wii Fit series Wii Fit Trainer 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 Dancer Wii Fit series Wii Fit Trainer Wii Fit Trainer (SSBU) (x4)
Shield
2,600 Wii Fit Studio N/A •Defeat the main fighter to win
•Timed battle
•Reinforcements will appear during the battle
Yoga
931 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
Volleybalplayer.png
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 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
Putty Spirit.png
Putty Magical Vacation series Wii Fit Trainer Wii Fit Trainer (SSBU)
Grab
4,400 Smashville •Slippery Stage •Timed battle
•The enemy tends to avoid conflict
•Melee weapons aren't as effective against the enemy
Attack - Soma Bringer

As a minion

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
602 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

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

Character Showcase Video

Trivia

  • 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.
  • 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 Inkling, Pokémon Trainer, Villager, 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.
  • Wii Fit Trainer is the only character who travels to Wuhu Island and The Great Cave Offensive in Classic Mode.
  • Wii Fit Trainer is one of two fighters who, excluding throws, has canonical names for all of their attacks, unlike most fighters who only have a select few named attacks, with the other being Mega Man.

References