Template:SSB4 to SSBU changelist/Wii Fit Trainer

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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 animations are 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.
  • Change All three of Wii Fit Trainer's victory poses have been given more dynamic camera angles.

Attributes

  • 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'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 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.
    • 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.
  • 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.
    • Buff Up smash has less startup lag (frame 14 → 11), with a consequently shorter total duration (FAF 58 → 55) and earlier intangibility frames (frames 12-15 → 9-12).
  • Down smash
    • Buff Down smash has less ending lag (FAF 57 → 47).

Aerial attacks

  • 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 The first hit of neutral aerial has an extra hitbox on the arms.
  • Forward aerial:
    • Buff Forward aerial has less ending lag (FAF 46 → 36).
    • 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:
    • 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-cancels earlier (frame 40 → 35).

Throws and 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 heal themself, 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%).
    • Nerf Sun Salutation has less knockback scaling both when uncharged (70 → 63) and charged (70 → 64).
    • Buff Sun Salutation has more base knockback when fully charged (30 → 38).
    • 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).
    • Buff The interval between mash inputs registering is longer (6 frames → 17), making it easier to reach maximum height.
    • 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.
    • 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.
  • Deep Breathing:
    • Buff A fresh Deep Breathing has a faster timing cycle (frame 48 → 38).
    • Buff Deep Breathing has a higher maximum duration 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 → 432).
    • 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).
  • 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.
    • Nerf Wii Fit can no longer be enhanced by Deep Breathing.