Template:SSB4 to SSBU changelist/Wii Fit Trainer
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Aesthetics
- 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.
- 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.
- Wii Fit Trainer's body faces the screen more compared to the previous entry; however, their animations are not mirrored.
- 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.
- All three of Wii Fit Trainer's victory poses have been given more dynamic camera angles.
Attributes
- Like all characters, Wii Fit Trainer's jumpsquat animation takes three frames to complete (down from 5).
- Wii Fit Trainer's initial dash is significantly faster (1.5 → 2.024)
- Wii Fit Trainer runs much faster (1.696 → 1.866).
- Wii Fit Trainer walks faster (1.166 → 1.224).
- Wii Fit Trainer's air speed is slightly faster (0.97 → 1.019).
Ground attacks
- Neutral attack:
- Jab 1 deals less damage on the front hit (3% → 2%).
- Jab 1 has a slightly longer duration on the back hit (frame 4 → 4-5).
- Jab 1 covers the ground more effectively.
- Jab 1's back hit completely covers Wii Fit Trainer's foot.
- Jab 1 has hitboxes that pull the opponent in, making the move combo more consistently.
- Jab 2 slides the opponent away and has a chance to trip, making it harder to bury with Jab 3.
- Jab 2 has larger hitboxes.
- Jab 3 has less startup lag (frame 6 → 5).
- Jab 3 has larger hitboxes for both its sourspot and burying sweetspot.
- Jab 1 and 2 have the Sakurai angle which allows them to jablock, creating new setups and punish options.
- Dash attack:
- Dash attack has less startup (frame 7 → 6) and ending lag (FAF 43 → 39).
- 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:
- Forward tilt deals more damage (9% → 11%), improving its KO potential despite its lower knockback scaling (100 → 85).
- It has a longer duration (frames 6-7 → 6-10).
- Its back hit has less horizontal range.
- Up tilt:
- Up tilt has more vertical range and combos into itself at low percents.
- It has intangibility on the arm for 10 frames (frames 3-12).
- 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.
- It has a significantly longer duration (frames 5-7 → 5-12).
- It has less ending lag (FAF 35 → 30).
- Down tilt:
- Down tilt has less startup lag (frame 10 → 9).
- It deals more damage (12% → 13.5%).
- It has slightly more ending lag (FAF 38 → 39).
- It has larger hitboxes.
- 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
- Forward smash has less ending lag (FAF 62 → 57).
- Up smash:
- It 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).
- One of up smash's sourspot hitboxes is much larger.
- Down smash
- Down smash has less ending lag (FAF 57 → 47).
Aerial attacks
- All aerials have less landing lag (Neutral: 14 frames → 8, Forward: 15 → 7, Back: 20 → 12, Up: 15 → 9, Down: 20 → 12).
- Neutral aerial:
- The first hit of neutral aerial links into the second hit less consistently.
- The first hit of neutral aerial has an extra hitbox on the arms.
- Forward aerial:
- Forward aerial has less ending lag (FAF 46 → 36).
- Its spike hitbox deals slightly more knockback (10 base/62 scaling → 15/68).
- It has a hitbox near the center of Wii Fit Trainer's body on frame 9, removing its blindspot.
- Back aerial:
- Back aerial's sweetspot is larger (1.7u → 2.2u).
- Down aerial:
- Down aerial has less startup lag (frame 20 → 15) with its total duration reduced as well (FAF 45 → 40).
- Its spike hitbox covers Wii Fit Trainer's entire lower body rather than just her feet.
- Its spike hitbox has a longer duration (2 frames → 3), consequently increasing the move's total duration as well (5 frames → 6).
- It auto-cancels earlier (frame 40 → 35).
Throws and other attacks
- Standing grab extends further (Z2 offset: 7.7 → 8.2), slightly improving its range.
- Dash grab extends considerably further (Z2 offset: 8.7 → 9.9), noticeably improving its range.
- 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.
- Pummel is faster but deals less damage (3% → 1.3%).
- Up throw:
- 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:
- Down throw has less ending lag (FAF 57 → 50), making it a better combo starter.
Special moves
- The introduction of the 1v1 multiplier hinders Wii Fit Trainer's ability to heal themself, as recovered damage is not increased by the multiplier.
- Sun Salutation:
- Sun Salutation is orange in color instead of bright yellow.
- It deals more damage when fully charged (18% → 21%).
- It has less knockback scaling both when uncharged (70 → 63) and charged (70 → 64).
- It has more base knockback when fully charged (30 → 38).
- It can be charge-canceled by jumping or spot dodging.
- Header:
- Header's soccer ball is around 50% bigger.
- 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.
- The ball has much higher gravity (0.4 → 0.8).
- The ball travels more quickly when headed (2.8 → 3.5).
- The ball has a higher vertical air speed during Header's startup (1.5 → 1.6).
- It has significantly less ending lag (FAF 59-75 → 41-57).
- It has less landing lag (14 frames → 9).
- 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°).
- It s spike hitbox is larger (5u → 5.7u (clean), 3u → 4u (late)).
- Super Hoop:
- Super Hoop's base vertical speed is higher (0.75 → 0.88).
- The speed added to Super Hoop with every input is higher (0.2 → 0.25).
- The interval between mash inputs registering is longer (6 frames → 17), making it easier to reach maximum height.
- 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.
- 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:
- A fresh Deep Breathing has a faster timing cycle (frame 48 → 38).
- It has a higher maximum duration to successfully activate (16 frames → 32).
- It has less ending lag when activating on the ground (FAF 32 → 25).
- Its effect lasts longer both when fresh (552 frames → 732) and stale (360 frames → 432).
- Successfully using Deep Breathing improves many more attributes.
- Air speed: x1.17 ~ x1.2
- Fall speed: x1.17 ~ x1.2
- Gravity: x1.17 ~ x1.2
- Initial dash speed: x1.1 ~ x1.13
- Run speed: x1.1 ~ x1.13
- Ground traction x1.1 ~ x1.13
- Successfully using Deep Breathing gives a larger damage output buff (x1.16 ~ x1.2 → x1.2 ~ x1.25).
- It has a much shorter refresh time (3600 frames → 2400).
- Wii Fit:
- Wii Fit's silhouettes have a limited travel distance. This trait is shared with Final Edge.
- 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.
- It can no longer be enhanced by Deep Breathing.