Wii Fit Trainer - A Character Guide for Beginners
Check below for YouTube channel if you don't wish to read all this.
Alright, so I heard you wish to exercise your Trainer game. To get out there and work out some of your issues on the Smash Roster. While I can help get those glutes into shape. I have trained with her since Smash 4 and she has since evolved into my main. The first thing that you may have already learned by now is that Wii Fit Trainer is Jank, by that I mean she jumps weird, air stalls with her side special, hitboxes are surprisingly odd, and recovers health with yoga rather than by eating like every other character that can recover health. She maintains a balanced diet, which is the real key to using her: balance. You do not want to be breathing deep when the opponent has their footing.
So firstly: let's talk about deep breathing; it functions as a buff. When timed properly her third level of deep breathing can make her smash attacks as strong as Bowser or Ganondorf. However you probably already knew that. So I will let you know that the combo of uncharged sun salutation (neutral special) -> dash attack (run and a) -> short hop neutral aerial (jackknife, jump + a) -> and volley (side special) will then give you enough time to breath (this is a great combo when against aggressive fighters). Often I don't need the third charge of deep breathing, so I recommend only resorting to using it when against lightweights, as you might not be able to spike them.
I guess that's a good Segway into learning about your available spikes, specifically your side special. Wii Fit's edge-play is where she shines: This can catch even the most skilled fighters off, double pressing side special while sharing the same space as an opponent can send them down to the abyss... should have ate a healthier diet. Often I catch skilled players more so by turning back first and hitting it away from the opponent. A key thing to remember is that you can hit the spike even with a ball out. That combo I told you about; it can kill at low percents if you time it precisely. It's a good combo, but don't rely on it for an effective kill, if the player gets out of it at the end you will get punished if you went for the spike. It's usually best just pop them with the ball during the combo and go for the spike afterwards. Once again you want your opponent to ankle break before you go for your side special. Off-set your opponent and then combo to your spikes: Volley (hit with hand not ball), Dair basically Dr. Mario's and DK's, Jackknife (Nair: this one can be harder to hit, you need deep-breathing and you want to hit them while they're in the bottom corners of the hit box aka first hit not second), Forward air when beneath the stage can also send them down to the abyss. A great way to off-set your opponent for the start-up combo is to cancel your volley and hit them with a mistimed ball.
So let's discuss your ball control on your side special: Did you know that you don't have to head butt it or volley it? (shout out to Invy) There's plenty of options for you to really turn things around. Instead of heading the ball; try to ball cancel by tilting down and fast falling (press shield or grab to cancel in the air). Doing this can throw your opponent as they often don't see this technique used by the Trainer. Perfecting this and knowing how to use it in neutral can be the key to winning. Next you can use the ball to increase the hitbox of all of your attacks if you hit right next to the opponent so you want to set the ball up so that it's next to your opponent when you hit it on a second hit. So, a good idea is to hit with the ball to off-set your opponent and then get them into an 1-2-3 Jab.
Speaking of 1-2-3 jabs, Wii Fit's is arguably the best one in the game. It can bury an opponent, this leaves them open for a down smash and kill confirm. Or give you time enough for you to breath, so just 1-2-3 jab then stop the combo and just take a breath, remember it's good to take breaks when working out. The 1-2-3 jab can also lead into an easy hit with a medium charged shot from Sun-Salutation. Very good to also not rely on Sun Salutation for healing, it often just leaves you open for a punish if you miss, its best to use it as a last resort or for an aerial escape or as a combo finisher or to stop a dash attack before it hits.
Lastly, Smash attacks and when to use them. Remember if timed properly the tree pose can be used to stop every and any attack, it's this reason Wii Fit Trainer tried to tree pose when hit by the light of Gleam in the opening cinematic of adventure mode. However timing it can be a real pain so it doesn't much work other than for the basic kill confirm shark. Now down Smash is the most effective hit, it dodges high attacks from most opponents on the roster so using it to dodge up close is a great tactic. It hits opponents who are laying down or rolling on their getup. So using it is much better than forward smash. In fact I only use forward smash when an opponent is in landing lag.
If it happens that you've been punished enough to be sent flying off stage, remember that hitting with side special can stop edge-guards by smacking them or by simply air-stalling throwing off their attack or even changing the tables and spiking them instead of you getting spiked.
In conclusion, if you want to get better as Wii Fit don't rely on raising health, instead go for some combos. Timing is important but more so stay more balanced than your opponent. Switch between aggressive and passive playing. Practice, Practice, Practice and SPIKE SPIKE SPIKE.
Don't like to read much: Wii Fit Trainer resource YouTube Channel (Not Mine, belongs to Sinogara)
Not Long enough: Check out Reldan's concise examination of her moves or Mark the Page's Comprehensive Guide
Check below for YouTube channel if you don't wish to read all this.
Alright, so I heard you wish to exercise your Trainer game. To get out there and work out some of your issues on the Smash Roster. While I can help get those glutes into shape. I have trained with her since Smash 4 and she has since evolved into my main. The first thing that you may have already learned by now is that Wii Fit Trainer is Jank, by that I mean she jumps weird, air stalls with her side special, hitboxes are surprisingly odd, and recovers health with yoga rather than by eating like every other character that can recover health. She maintains a balanced diet, which is the real key to using her: balance. You do not want to be breathing deep when the opponent has their footing.
So firstly: let's talk about deep breathing; it functions as a buff. When timed properly her third level of deep breathing can make her smash attacks as strong as Bowser or Ganondorf. However you probably already knew that. So I will let you know that the combo of uncharged sun salutation (neutral special) -> dash attack (run and a) -> short hop neutral aerial (jackknife, jump + a) -> and volley (side special) will then give you enough time to breath (this is a great combo when against aggressive fighters). Often I don't need the third charge of deep breathing, so I recommend only resorting to using it when against lightweights, as you might not be able to spike them.
I guess that's a good Segway into learning about your available spikes, specifically your side special. Wii Fit's edge-play is where she shines: This can catch even the most skilled fighters off, double pressing side special while sharing the same space as an opponent can send them down to the abyss... should have ate a healthier diet. Often I catch skilled players more so by turning back first and hitting it away from the opponent. A key thing to remember is that you can hit the spike even with a ball out. That combo I told you about; it can kill at low percents if you time it precisely. It's a good combo, but don't rely on it for an effective kill, if the player gets out of it at the end you will get punished if you went for the spike. It's usually best just pop them with the ball during the combo and go for the spike afterwards. Once again you want your opponent to ankle break before you go for your side special. Off-set your opponent and then combo to your spikes: Volley (hit with hand not ball), Dair basically Dr. Mario's and DK's, Jackknife (Nair: this one can be harder to hit, you need deep-breathing and you want to hit them while they're in the bottom corners of the hit box aka first hit not second), Forward air when beneath the stage can also send them down to the abyss. A great way to off-set your opponent for the start-up combo is to cancel your volley and hit them with a mistimed ball.
So let's discuss your ball control on your side special: Did you know that you don't have to head butt it or volley it? (shout out to Invy) There's plenty of options for you to really turn things around. Instead of heading the ball; try to ball cancel by tilting down and fast falling (press shield or grab to cancel in the air). Doing this can throw your opponent as they often don't see this technique used by the Trainer. Perfecting this and knowing how to use it in neutral can be the key to winning. Next you can use the ball to increase the hitbox of all of your attacks if you hit right next to the opponent so you want to set the ball up so that it's next to your opponent when you hit it on a second hit. So, a good idea is to hit with the ball to off-set your opponent and then get them into an 1-2-3 Jab.
Speaking of 1-2-3 jabs, Wii Fit's is arguably the best one in the game. It can bury an opponent, this leaves them open for a down smash and kill confirm. Or give you time enough for you to breath, so just 1-2-3 jab then stop the combo and just take a breath, remember it's good to take breaks when working out. The 1-2-3 jab can also lead into an easy hit with a medium charged shot from Sun-Salutation. Very good to also not rely on Sun Salutation for healing, it often just leaves you open for a punish if you miss, its best to use it as a last resort or for an aerial escape or as a combo finisher or to stop a dash attack before it hits.
Lastly, Smash attacks and when to use them. Remember if timed properly the tree pose can be used to stop every and any attack, it's this reason Wii Fit Trainer tried to tree pose when hit by the light of Gleam in the opening cinematic of adventure mode. However timing it can be a real pain so it doesn't much work other than for the basic kill confirm shark. Now down Smash is the most effective hit, it dodges high attacks from most opponents on the roster so using it to dodge up close is a great tactic. It hits opponents who are laying down or rolling on their getup. So using it is much better than forward smash. In fact I only use forward smash when an opponent is in landing lag.
If it happens that you've been punished enough to be sent flying off stage, remember that hitting with side special can stop edge-guards by smacking them or by simply air-stalling throwing off their attack or even changing the tables and spiking them instead of you getting spiked.
In conclusion, if you want to get better as Wii Fit don't rely on raising health, instead go for some combos. Timing is important but more so stay more balanced than your opponent. Switch between aggressive and passive playing. Practice, Practice, Practice and SPIKE SPIKE SPIKE.
Don't like to read much: Wii Fit Trainer resource YouTube Channel (Not Mine, belongs to Sinogara)
Not Long enough: Check out Reldan's concise examination of her moves or Mark the Page's Comprehensive Guide