Wii Fit Trainer in Super Smash Bros. Ultimate | |
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Universe | Wii Fit |
Other playable appearance | in SSB4 |
Availability | Unlockable |
Final Smash | Wii Fit |
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 (Wii Fit series in Japanese) 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 Mexican 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.
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 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
Wii Fit Trainer is a somewhat tall middleweight. 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, similarly to 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
Wii Fit Trainer has been significantly buffed from Smash 4 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 function more effectively overall.
Many of Wii Fit Trainer's notoriously inconsistent attacks have been improved: forward and up tilt both last longer, with the latter having intangibility on the attacking arm 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 and down aerial come out faster. Up smash also has a larger sourspot, making it less likely to whiff. 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, up, down throw, and forward throw 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 potential, while making it less likely for her moves to whiff. Down tilt has also received a lower launch angle, greatly increasing its KO ability.
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. 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 much 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 a few seconds longer. It also grants faster fall speed, gravity, air speed, traction, initial dash speed and dash speed alongside the move's original buffs to walk speed, damage output, and reduction of damage taken. This overall mobility increase, coupled with both Deep Breathing's improved 1.25× damage multiplier and Wii Fit Trainer's already hard hitting attacks, allows her to deal massive damage during each Deep Breathing use, heavily improving its utility.
Finally, Wii Fit Trainer benefits from the game's universal changes. 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 is not without a few nerfs. The biggest nerf was to Super Hoop, which travels a shorter max distance even when mashed, making her recovery less flexible (although it is also easier to reach maximum height). In terms of her standard moveset, 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. Wii Fit Trainer also retains most of her weaknesses from Smash 4. While her overall moveset has been heavily improved, her neutral game is still somewhat lacking due to her lack of options at mid-range, and her disadvantage state is still extremely lackluster due to very few ways to escape pressure, deal with projectiles, or get back onstage, which is further harmed by the nerfs to dodging and dodge intangibility. Additionally, some of her moves such as forward tilt still have large blindspots, making small characters such as Olimar and Pichu a struggle to deal with.
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 properly function 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. However, 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, and her worse recovery distance has made her offstage disadvantage state harder to endure. Regardless, Wii Fit Trainer's buffs considerably outweigh the nerfs she received, and she has had surprising success in early competitive play, with notable players such as John Numbers, varun (both of who use her as a main), and WaDi (who has used her as a secondary) placing well at high-level tournaments. However, Wii Fit Trainer still has a relatively small playerbase, making it difficult to determine how well she will fare competitively in the long run, though she is generally agreed to be a solid upper-mid or even low-high tier character, in comparison to her low-mid to low tier status in Smash 4.
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, she smiles 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 crawls forward faster (0.3 → 0.4).
- 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 her 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%), with its knockback scaling compensated (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:
- 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).
- One of its 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.
- Its first hit 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 herself, 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) and landing lag (20 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°).
- Its 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 Wii Fit Trainer's attributes to a greater extent.
- 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.
Update history
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.
- Dash attack has less ending lag (FAF 43 → 39).
- Header's soccer ball travels more quickly when headed (2.8 → 3.5).
- Neutral attack's finisher has more bury range.
- Sun Salutation deals less shield damage (0 → -2.5/-5.3 (uncharged/charged)).
- Header's soccer ball deals less shield damage (-2.5).
- 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]
- 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.
- Deep Breathing's effect lasts longer both when fresh (552 frames → 732) and stale (360 frames → 432).
- Neutral attack 1 has two new hitboxes which pull the opponent in, allowing the move to connect into neutral attack 2 more reliably.
- Overall shield size has been increased.
- 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.
- 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).
- Down smash has less ending lag (FAF 52 → 47).
- Forward aerial has less ending lag (FAF 39 → 36) and landing lag (9 frames → 7), and autocancels earlier (frame 25 → 23).
- Fully charged Sun Salutation deals more knockback (30 base/63 scaling → 38/64).
- Wii Fit:
- The final silhouette has more knockback scaling (123 → 128).
- The final silhouette has larger hitboxes overall (20u/3u/10.3u/9u → 23u/6u/10u).
- Removed Header's landing lag, leaving only the universal landing lag (9 frames → 4).
- 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.
- Grounded Header has more landing lag (4 frames → 9), matching its lag prior to Update 11.0.0.
Moveset
- 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. It is an average speed pummel. | |
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 DIed 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. |
Announcer call
English/Japanese/Chinese
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 cheerfully waves goodbye before disappearing.
In-game voice lines
When a smash attack is used, there's a chance that the Wii Fit Trainer 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) |
---|---|---|---|---|
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.
Idle poses
- Stretches her ankles and neck.
- Performs a Torso Twist, a strength training exercise from the Wii Fit series.
Crowd cheer
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
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!" |
In competitive play
Wii Fit Trainer was generally considered to be a mid tier character upon Ultimate's release. However, public opinion of her viability has gradually improved, thanks to her 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, John Numbers, Evy, and more have ranked highly on their respective Power Rankings throughout Ultimate's lifetime. There have also been several breakout performances on the international stage; multiple Wii Fit Trainer players have placed 33rd at S-tier tournaments, and a number of top players have lost to Wii Fit Trainer players in bracket.
Thanks to the combination of her buffs and ever-improving tournament results, public opinion of Wii Fit Trainer's viability has steadily risen over time, and many now consider her to be a borderline high tier character. Despite this, 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. Nonetheless, Wii Fit Trainer is expected to see a higher level of tournament placings as her metagame develops.
Most historically significant players
See also: Category:Wii Fit Trainer professionals (SSBU)
- AceStarThe3rd - Placed 9th at both Full Bloom 5 and COST 2019 as well as 65th at Frostbite 2020, with wins over players like Geist, Rivers and Welfare Pickles. Currently ranked 2nd on the Kentucky Power Rankings.
- Evy - The best Wii Fit Trainer player in Canada. Placed 5th at The Amuka Smash Cup, 9th at DreamHack Montreal 2019, 7th at Frozen Phoenix 2019, 17th at Rising Stars at EGLX 2019, and 33rd at The Big House 9 with wins over players like Riddles, DarkShad, and VoiD. Currently ranked 6th on the Southern Ontario Power Rankings.
- Injelly - A Mii Brawler, Young Link, and Wii Fit Trainer tri-main and one of the best Wii Fit Trainer players in Japan. Placed 7th at Sumabato SP 24, 9th at Maesuma TOP 6, Mēsuma 2, and Sumabato SP 16, and 13th at Sumabato SP 22, with wins over players like alice, Brood, and Jogibu.
- Irnel - The best Wii Fit Trainer player in Europe. Placed 5th at 4 Seasons Tournament: Winter 2020, 7th at Smash4Glory - Ultimate Edition, 17th at both Stunfest 2019 and Ultimate WANTED 3 and 49th at Albion 4 with wins over players like Enki, Homika, and PeW. Currently ranked 2nd on the Bordeaux Power Rankings.
- John Numbers - One of the two best Wii Fit Trainer players in the world. Placed 17th at both Defend the North 2019 and Tri-state Showdown: Fall 2019, 25th at Glitch 8, and 33rd at both Let's Make Big Moves and GENESIS 7 with wins over players such as Samsora, Mr. E, and Sinji. Currently ranked 9th on the New York City Power Rankings.
- Keroguchi - One of the best Wii Fit Trainer players in Japan. Placed 2nd at POP-OFF, 17th at Seibugeki 9 and 33rd at EVO Japan 2020 with wins over players such as Gackt, Kameme, and Eim. Online placed 1st on the Maesuma 30, and 2nd at both Tamisuma SP 138 and Tamisuma SP 245. Previously ranked 25th on the 14th Smashmate SP ranking.
- Luminescent - Placed 7th at Expand Gong 4, 9th at Pissmas 2, and 13th at Sunny Side Up with wins over players such as Ben Gold, Ignis and Hackoru. Formerly ranked 2nd on the Queensland Power Rankings.
- varun - One of the two best Wii Fit Trainer players in the world. Placed 4th at GameTyrant Expo 2019, 17th at both Midwest Mayhem Ultimate and 2GG: Nightmare on Smashville, and 33rd at both Mainstage and Frostbite 2020 with wins over players like Etsuji, Lui$, and Scend. Currently ranked 4th on the NorCal Power Rankings.
Classic Mode: Aerobic Smash
The 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 Wii Fit Trainer.
Round | Opponent | Stage | Music | Notes |
---|---|---|---|---|
1 | Wario | Wii Fit Studio | Super Hoop | |
2 | Kirby (x3) | The Great Cave Offensive | Advanced Step | |
3 | Pac-Man | Wii Fit Studio (Battlefield form) | Rhythm Boxing | |
4 | Giant King K. Rool | Jungle Japes | Mischievous Mole-way | Dr. Mario appears as a teammate. |
5 | King Dedede | Wuhu Island (Ω form) | Core Luge | |
6 | Giant 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
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
No. | Image | Name | Type | Power | Stage | Music |
---|---|---|---|---|---|---|
47 | Wii Fit Trainer | 3,300 | Wii Fit Studio (Ω form) | Yoga |
Spirits
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.
In Spirit battles
Conditions in italic aren't listed on the Spirit Battle preview screen.
As the main opponent
Spirit | Battle parameters | Inspiration | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
No. | Image | Name | Series | Enemy Fighter(s) | Type | Power | Stage | Rules | Conditions | Music | Character |
214 | Postman | The Legend of Zelda Series | •Wii Fit Trainer (120 HP) | 2,600 | Temple | N/A | •Timed stamina battle (2:00) •The enemy tends to avoid conflict |
Termina Field | |||
310 | Roger the Potted Ghost | Yoshi Series | •Giant Wii Fit Trainer (60 HP) •Meta Knight ×2 (60 HP) |
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 | Mei Ling | Metal Gear Solid Series | •Wii Fit Trainer •Snake |
2,300 | Midgar (Battlefield form) | •Hazard: Fog | •Defeat the main fighter to win •The stage is covered in fog |
MGS4 ~Theme of Love~ | |||
923 | Wii Balance Board | Wii Fit Series | •Wii Fit Trainer | 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 ×4 | 1,900 | Wii Fit Studio | N/A | •The enemy favors neutral air attacks | Super Hoop | |||
926 | Deep Breathing | Wii Fit Series | •Wii Fit Trainer Team ×4 | 9,700 | Wii Fit Studio | •Defense ↑ | •Timed battle (1:30) •The enemy has increased defense •The enemy heals over time |
Yoga | |||
927 | Sun Salutation | Wii Fit Series | •Wii Fit Trainer Team ×6 | 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 King of the Dance |
Wii Fit Series | •Wii Fit Trainer Team ×4 | 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 | Arm & Leg Lift | Wii Fit Series | •Wii Fit Trainer Team ×4 | 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 Player | Volleyball | •Wii Fit Trainer Team ×6 | 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 | 1,800 | Summit | •Slippery Stage •Item: Freezie |
•The stage's platforms are very slippery | Golden Forest | |||
1,177 | Putty | Magical Vacation Series | •Wii Fit Trainer | 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 | Jill | Resident Evil Series | •Wii Fit Trainer •Giant Ganondorf |
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 | Ring Fit Trainees | Ring Fit Adventure | •Wii Fit Trainer | 9,400 | Golden Plains | •Curry-Filled | •The enemy breathes fire | Training Menu - Wii Fit U | |||
1,406 | Ring | Ring Fit Adventure | •Wii Fit Trainer •Clear Bayonetta |
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 | Asuka Kazama | Tekken Series | •Wii Fit Trainer | 2,000 | Prism Tower | N/A | •The enemy shields often | No Easy Way Out |
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 •Wii Fit Trainer ×3 |
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
Gallery
Standing on Town and City.
Male Wii Fit Trainer using Deep Breathing on Tomodachi Life.
Using Header.
Using her dash attack on Wii Fit Studio.
Female Wii Fit Trainer getting struck by Pac-Man's Power Pellet on Super Mario Maker.
Both female and male Wii Fit Trainer on Green Greens.
The female Wii Fit Trainer, Villager and Falco buried by Shovel Knight on Garden of Hope.
Fighter 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. 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.
- She is the only first-party fighter for whom this is the case.
- Wii Fit Trainer and Inkling are the only two characters in Ultimate to have gendered alternate costumes but female default costumes.
- 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.
- Wii Fit Trainer, Palutena, Joker, Bayonetta, and Byleth are the only characters who speak actual words during their smash attacks.
- Wii Fit Trainer 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.
- Wii Fit Trainer, Pit, Dark Pit, and Ivysaur are considered to have the most average weight among the cast.
- 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.
- 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, 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.
- Wii Fit Trainer is the only character who faces Jigglypuff as a giant in Classic Mode.
- Header's soccer ball is one of the only projectiles in Ultimate that stale-move negation does not affect, along with Bonus Fruit.
- 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. This trait is only shared with Mr. Game & Watch, and the choice to omit these effects was presumably made in order to emphasize the yoga poses the moves are based.
- Wii Fit Trainer, like Ike, Pokémon Trainer, Inkling, and Byleth, is one of the few characters to have alternate costumes 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.
- The reason behind this would be because while the female Wii Fit Trainer has received new hitstun animations, the male Wii Fit Trainer reuses his hitstun animations from Smash 4.
- In World of Light, Wii Fit Trainer is one of the few fighters who is not affiliated with Dharkon in any way, as all of her encounters as herself or as a puppet fighter are all in association with Galeem. Pokémon Trainer, Ivysaur, Roy, Olimar, Toon Link, Little Mac, Squirtle, and Mii Gunner all share this distinction as well.
- 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.
- The other characters are both male and female Pokémon Trainers, both male and female Robin, Cloud Strife's alternate costume from Final Fantasy VII: Advent Children, all three Mii Fighters, and Kazuya Mishima.
- 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.
References
Wii Fit universe | |
---|---|
Fighter | Wii Fit Trainer (SSB4 · SSBU) |
Stage | Wii Fit Studio |
Others | Wii Balance Board |
Trophies and Spirits | Trophies · Spirits |
Music | SSB4 · Ultimate |
Related universes | Wii Sports • Mii |