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An Ultimate Guide to Wii Fit Trainer: Combos, Matchups, and More!

Are you ready to hit the mat and get fit with Wii Fit Trainer in Super Smash Bros. Ultimate? In this comprehensive guide, we will cover everything you need to know about using Wii Fit Trainer effectively, including bread and butter combos, matchup strategies, and tier list placement. So, grab your balance board and let’s dive in!

Wii Fit Trainer Tier and Overview

Stats and General Info

  • Wii Fit Trainer Game Series: Wii Fit
  • Smash Bros. Debut: Super Smash Bros. for WiiU/3DS
  • Fighter Number: 47
  • Unlock Order: 9
  • Number of Jumps: 2
  • Weight: 96 Units (40/87)
  • Dash Speed: 1.866 (30/87)
  • Air Speed: 1.019 (52/87)
  • Fast Fall Speed: 2.08 (80/87)
  • Special Attributes: Crouch Walk, Wall Jump

Tier List Placement

  • Tier:

Wii Fit Trainer is a unique character in Smash Ultimate, known for their ability to buff themselves with Deep Breathing (Down Special) and use various projectiles. They have a slim body frame, making them somewhat difficult to hit, and possess good mobility. However, they are a bit floaty in the air, making them susceptible to being juggled. Wii Fit Trainer excels at zoning with their Side B projectile, but they also have strong aerial and normal attacks, allowing them to fight up close.

However, Wii Fit Trainer has some weaknesses in the disadvantage stage. They can be easily edgeguarded and are prone to being juggled. Additionally, without the powerful Deep Breathing buff, they struggle to secure KOs, as it lasts only about 10 seconds and has a significant cooldown time. It’s crucial for Wii Fit Trainer players to capitalize on Deep Breathing and KO their opponents within its duration.

Wii Fit Trainer’s Strengths and Weaknesses

Strengths

  • Powerful projectiles (B and Side B)
  • Can self-buff with Down Special
  • Slim body type, hard to hit
  • Good grab game
  • Good recovery power

Weaknesses

  • Struggles to KO without Deep Breathing
  • Relatively low damage output overall
  • Vulnerable to edgeguarding
  • Deep Breathing’s duration is rather short (~10 Seconds)

Now that we have an overview of Wii Fit Trainer, let’s explore their matchup chart, combos, and more!

Wii Fit Matchup Chart

Matchup Chart:
-2 -1 0 +1 +2

Notes About Matchup Chart:

  1. -2 = Disadvantage. -1 = Slight Disadvantage or Even. 0 = Even. +1 = Slight Advantage or Even. +2 = Advantage.
  2. The matchup chart is based on the opinions of professional players of each character, as well as our own experience with playing as Wii Fit Trainer.
  3. Characters within each tier are unordered.
  4. Pokemon Trainer’s individual Pokemon (Squirtle, Ivysaur, and Charizard), as well as Echo fighters with no significant difference from their regular counterpart, are not shown.
  5. We are still investigating the matchup for other characters not shown here.

Wii Fit Trainer Combos

Basic Combos

  • FTilt (Facing Away) ┳ Bair (10%~40%) ┗ Up Air (30%~60%)
  • NAir ┳ Upsmash (10%~50%) ┣ NAir ━ Up Air (10%~50%) ┗ Up Air (0%~110%)
  • FAir ┳ FTilt (0%~40%) ┣ Fsmash (0%~80%) ┗ Dash Attack (10%~70% or ~40%)

Throw Combos

  • Down Throw ┳ Bair (0%~50%) ┗ Up Air (20%~80%)
  • Up Throw ┳ FAir (50%~80%) ┗ UpAir (20%~90%)
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Basic Combo Explanations:

  • FTilt (Facing Away) → Bair / Up Air:
    This combo utilizes the backside of Ftilt’s attack to launch the enemy vertically, setting them up for an aerial attack.

  • NAir → Up Smash:
    This combo utilizes both full hits of NAir. While it deals less damage than the next combo, it is easier to execute.

  • NAir → NAir → UpAir:
    This combo relies on landing both full hits of NAir to execute successfully. Missing either hit will break the combo.

  • NAir → UpAir:
    The easiest combo to execute from NAir. It doesn’t require both hits of NAir to chain into Up Air and can be effective against enemies below 100%.

  • FAir → FTilt:
    This combo requires hitting FAir’s sour spot to connect with FTilt and continue the combo.

  • FAir → FSmash:
    Again, this combo requires hitting FAir’s sour spot to connect with FSmash for a decent amount of damage.

  • FAir → Dash Attack:
    This combo is more forgiving than the first two. At lower percentages (~40%), the full combo will still hit even if FAir doesn’t land with the sour spot. However, at higher percentages, the sour spot connection is necessary for the Dash Attack to connect.

Throw Combo Explanations:

  • Down Throw → Bair (Up Air):
    This easy down throw combo can be followed up with a Bair or Up Air to inflict damage. While it doesn’t have kill potential, using Up Air instead of Bair can deal more damage.

  • Up Throw → FAir (Up Air):
    This throw combo utilizes Up Throw. It can work at mid percentages and can be followed up with FAir or Up Air for additional damage.

Wii Fit Trainer Frame Data and Moveset

Best Out of Shield Options

Move Frames:

  • Up B: 6 Frames
  • Back Air: 8 Frames
  • Up Air: 9 Frames
  • Shield Grab: 10 Frames
  • Neutral Air: 11 Frames
  • Up Smash: 11 Frames

Wii Fit Trainer has somewhat poor out of shield options, making it challenging to deal with shield pressure. While Up Special is a quick option, it deals minimal knockback, even at high percentages, and opponents can often escape and punish its landing. Back air can be situational but is useful against opponents behind your shield. Generally, a shield grab is the most practical option, as it comes out reasonably fast and has decent range, although it may not be quick or extensive enough to punish safely spaced moves.

Jab (Neutral Attack)

1v1 Damage (%) Startup Frames:

  • Jab 1(A): 2.4 (4 frames)
  • Jab 2: 2.4 (3 frames)
  • Jab 3: 3.6 (5 frames)

Wii Fit Trainer’s Jab combo consists of three quick hits. The third hit buries opponents, leaving them vulnerable to follow-up attacks. Additionally, the first hit has a hitbox behind it that lightly pushes opponents away, making it a useful defensive tool.

Dash Attack / Tilts

1v1 Damage (%) Startup Frames:

  • Dash Attack (Dash + A): 12.0 (6 frames)
  • Dash Attack – Lingering: 7.2 (9 frames)
  • Forward Tilt (← or → + A): 13.2 (6 frames)
  • Up Tilt (↑ + A): 12.0 (5 frames)
  • Down Tilt (↓ + A): 16.2/14.4 (9 frames)

Wii Fit Trainer’s Dash Attack has the longest reach among their attacks and a quick startup, making it ideal for punishing whiffs and as an approach tool.

Forward Tilt is a versatile move with a quick startup. Its forward hitbox provides strong horizontal knockback, while its back hitbox launches opponents directly upwards, allowing for potential combos.

Wii Fit Trainer’s Up Tilt has a quick startup and gains intangibility on the arm part. However, its narrow hitbox makes it challenging to use as an anti-air.

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Down Tilt is a quick and damaging move, but its short range and considerable end lag make it challenging to utilize effectively. It is primarily useful for hitting opponents near the ledge.

Smash Attacks

1v1 Damage (%) Startup Frames:

  • Forward Smash (Smash ← or → + A): 18.6/16.8 (16 frames)
  • Up Smash (Smash ↑ + A): 21.6/18.0 (11 frames)
  • Up Smash – Lingering: 13.2/9.6 (13 frames)
  • Down Smash (Smash ↓ + A): 14.4/12.0 (18 frames)

Wii Fit Trainer’s Forward Smash is a powerful move with good range, knockback, and damage. It is most effective when used as a hard read, as Wii Fit Trainer can enhance the KO power of their other moves with Deep Breathing.

Up Smash deals decent damage and knockback and briefly grants intangibility. It is a useful tool to counter an opponent’s approach.

Down Smash deals good damage and knockback, but it is the slowest of Wii Fit Trainer’s smash attacks. It can potentially secure early KOs near the ledge.

Aerials

1v1 Damage (%) Startup Frames:

  • Neutral Air Hit 1(A + no direction while airborne): 6.0 (9 frames)
  • Neutral Air Hit 2: 10.8 (12 frames)
  • Forward Air (Hold ← or → in the direction you are facing + A while airborne): 14.4/12.0 (9 frames)
  • Forward Air – Lingering: 9.0/7.2 (11 frames)
  • Back Air (← or → opposite of the direction you are facing + A while airborne): 16.2/13.2/10.8 (5 frames)
  • Back Air – Lingering: 7.2 (6 frames)
  • Up Air 1 (↑ + A while airborne): 12.0 (6 frames)
  • Down Air (↓ + A while airborne): 15.6 (15 frames)
  • Down Air – Anti-Air: 16.8 (15 frames)
  • Down Air – Lingering: 12.0 (18 frames)

Wii Fit Trainer’s Neutral Air has a decently fast startup. It has a somewhat small range, making it most effective when used at close range to set up combos.

Forward Air has a quick startup but limited range. Its angle is somewhat unique, making it less effective as a poking tool. However, the back hitbox has a meteor effect, allowing for potential spikes when landed correctly.

Back Air is Wii Fit Trainer’s fastest aerial attack. The tip of the attack can KO opponents, making it a valuable tool for pressuring opponents.

Up Air also has a fast startup and allows for quick strikes above Wii Fit Trainer. It is ideal for aerial combos or juggling opponents.

While Down Air has a slower startup compared to other aerials, it can be used for early offstage KOs thanks to its meteor hitbox.

Specials

1v1 Damage (%) Startup Frames:

  • Neutral Special (B) – No Charge: 6.0 (21 frames)
  • Neutral Special – Full Charge: 25.2 (103 frames)
  • Side Special (← or → + B) – Fastest: 18.0 (15 frames)
  • Side Special – Slowest: 18.0 (31 frames)
  • Up Special (↑ + B): 6.0 (6/23/40 frames)
  • Down Special (↓ + B): –

Neutral Special (Sun Salutation):
Wii Fit Trainer’s Neutral Special, the Sun Salutation, fires a projectile that can be charged by holding the special button. The charging can be canceled in various ways: moving the movement stick left or right for a dodge, inputting a spot dodge, jumping, canceling via shield, or pressing special again to fire it. When fired, it can launch opponents fairly far and allows Wii Fit Trainer to recover 2% when fully charged. So, make sure to charge it up whenever possible!

Side Special (Header):
Wii Fit Trainer’s Side Special allows them to hit a ball with their head. The trajectory of the ball changes depending on when you press the special button again. Pressing it early results in a farther distance, while pressing it late makes the trajectory more downward. This move is crucial for zoning and pressuring opponents near the ledge. Additionally, the headbutt part of the move can meteor smash opponents if landed correctly, providing an opportunity for early KOs.

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Up Special (Super Hoop):
Wii Fit Trainer flies up using hula hoops in their Up Special. By repeatedly pressing the special button, Wii Fit Trainer can ascend even higher. This move is primarily used for recovery, but it can also damage opponents in close proximity.

Down Special (Deep Breathing):
Deep Breathing is a buff that increases Wii Fit Trainer’s strength through abdominal breathing. To activate it, press the Special button when the shrinking circle overlaps with the red circle. Deep Breathing grants a buff to damage dealt, knockback, and movement speed for 10 seconds, while also recovering 2% of Wii Fit Trainer’s health. Proper use of this move is essential for landing KOs more easily. However, be careful not to perform this special multiple times in a row, as the breathing significantly slows down, leaving Wii Fit Trainer vulnerable to the opponent’s attacks.

Grab / Throws

1v1 Damage (%) Startup Frames:

  • Pummel: 1.56 (1 frame)
  • Grab (Normal): 6 frames
  • Dash Grab: 9 frames
  • Pivot Grab: 10 frames
  • Forward Throw (Hitbox)(← or → While Grabbing): 3.6 (36 frames)
  • Forward Throw (Throw): 8.4 (38 frames)
  • Back Throw (Hitbox)(← or → While Grabbing): 3.6 (19 frames)
  • Back Throw (Throw): 7.2 (21 frames)
  • Up Throw (Throw) (↑ While Grabbing): 9.6 (28 frames)
  • Down Throw (Throw)(↓ While Grabbing): 8.4 (24 frames)

Wii Fit Trainer’s throws have various follow-up options:

  • Forward Throw launches opponents forward, but it can’t be used for combos. It is useful for putting opponents offstage.

  • Back Throw launches opponents behind Wii Fit Trainer. Similar to Forward Throw, it can’t be used for combos, but it can set up edgeguarding opportunities.

  • Up Throw launches opponents straight up and can be followed up with aerial attacks like Up Air or Forward Air.

  • Down Throw launches opponents up and behind Wii Fit Trainer, allowing for follow-ups with Back Air, Up Air, and more.

Final Smash

Attack: Wii Fit
How to Use: Press B after obtaining the Smash Ball
Effect: Wii Fit Trainer sends out multiple colored silhouettes of themselves in various poses, which move straight forward and deal damage on impact. The final silhouette is the largest and most powerful, capable of KOing opponents near the ledge.

Wii Fit Trainer Balance Changes

Version 8.0.0 Balance Patch

  • Down Tilt Attack: Adjusted launch angle.
  • Up Smash Attack: Increased attack speed.
  • Down Smash Attack: Reduced vulnerability.
  • Forward Air Attack: Reduced vulnerability. Reduced vulnerability when landing after using the move.
  • Neutral Special: Extended launch distance.
  • Final Smash: Increased attack range for the large silhouette at the end. Extended launch distance for the large silhouette at the end.

Version 7.0.0 Balance Patch

  • Other: Increased shield size.

Version 3.1.0 Balance Patch

  • Neutral Attack 1: Made it easier to hit multiple times when continuing with Neutral Attack 2.

Version 3.0.0 Balance Patch

  • Neutral Attack 3: Increased bury range.
  • Down Special: Increased the amount of time the effect lasts when successful.
  • Neutral Special: Reduced power against shields.
  • Side Special: Reduced power against shields. Changed the location of the ball spawn when touching terrain.

Major Changes From Smash 4

  • General Movement: Speed increased.

How to Unlock Wii Fit Trainer

Unlocking Via Smash Mode:

  • 9th Fighter Unlocked: After unlocking Young Link, let 10 minutes pass OR play another battle in Smash after soft-resetting OR return to the menu from World of Light.

Unlocking via Classic Mode:

  • Clear Classic Mode 2 times using Samus.

Unlocking via World of Light:

  • Currently Unknown (Please Check Back Soon)

There are three ways to unlock Wii Fit Trainer. By completing any of these methods, you will encounter Wii Fit Trainer in the “A New Challenger Appears” screen and unlock them for use.

Wii Fit Trainer Alt Costumes and Skins

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Wii Fit Trainer Reveal Trailer

[Insert trailer video here]

Smash Ultimate Character Guides

  • List of Fighters
  • Tier List
  • Unlocking Fighters

Character Stat Lists

  • Character Stats
  • Weights of All Characters
  • Run Speeds of All Characters
  • Air Speeds of All Characters
  • Fast Fall Speeds of All Characters

Now that you have the ultimate guide to Wii Fit Trainer, it’s time to hit the virtual gym and master their unique moveset. Remember to stay fit, have fun, and dominate the battlefield with Wii Fit Trainer’s unique abilities!

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