- Game Versions
- Smash 3DS, Smash Wii U
THIS GUIDE WILL BE RECEIVING A MAJOR UPDATE IN THE NEAR FUTURE.
(Guide ported from Nintendo Dojo) Guide Writer: Ryuuko
Collaborators: Kiehs (fact checking), Mayo (fact checking), crisspy727 (additional info and videos)
Credits to mnrART for the photo~.
Stretch Those Shoulders!
A Wii Fit Trainer Guide
(Guide ported from Nintendo Dojo) Guide Writer: Ryuuko
Collaborators: Kiehs (fact checking), Mayo (fact checking), crisspy727 (additional info and videos)
Credits to mnrART for the photo~.
Stretch Those Shoulders!
A Wii Fit Trainer Guide
Overall, Wii Fit Trainer is decent. She boasts kill potential in numerous moves, and her combo potential is fantastic. Her specials are also nothing to scoff at, her customs are great, and she's not too light (landing right in the middle of the weight list). However, her recovery is stupidly predictable and her hitboxes are pretty much nonexistent.
Let's take a closer look!
* All kill percents were taken with a regular Wii Fit Trainer at 0% vs. a CPU WFT (middle weight class) in the middle of Final Destination.
* Kill percents are dictated by the red lightning effect when the attack connects and the opponent dies.
** Deep Breathing increases the damage of attacks by 1.125x (1/8) and smash attacks by 1.2x (1/5). Deep Breathing percentages will be indicated after the slash (/).
- Jab - A very fast attack with average damage output (for a jab) and hitboxes on the front and back. Wii Fit Trainer's jab is good for pushing away an opponent who's too close, or to start a combo. Because the third hit of the jab can bury your opponent, you can read when they'll come out of the ground and hit them with a n-air or d-air.
- Front hitbox - (3%, 2%, 3%) / (3.375%, 2.25%, 3.375%)
- These percentages were seen while I was testing the jab: 3 6 10 13 17 20 24 27 31 34 38 41 44*
- Back hitbox - (2%) / (2%)
- These percentages were seen while I was testing the jab: 2 4 6 9 11 13 16 18 20 23 25 27 30 32 34 36 39*
- *I used these numbers to conclude that Deep Breathing boosts damage output by 1.125%.
- Dash Attack - Not a great move. It can be used as a sliding approach, but the damage and ending lag make it too punishable to be worth it.
- Damage - (6%) / (6.75%)
- Forward tilt - This is a very good move. It's fast, has decent range (for WFT), has kill potential, and can be used for spacing. I personally use it to get surprise kills.
- Front hitbox - (9%) / (10%)
- Kills - (169%) / (148%) Note that this kills MUCH earlier near the ledge.
- Back hitbox - (9%) / (10%)
- Kills - (147%) / (129%)
- Down tilt - This is, without a doubt, Wii Fit Trainer's worst move. It's stupidly punishable and has no real use unless you want to hit the opponent out of the ground (if WFT's jab buries them).
- Damage - (12%) / (13.5%)
- Up tilt - The lack of a decent hitbox on this move makes it hard to land, however, it can string into itself numerous times, and after about 50% can lead into other aerials
- Damage - (8%) / (9%)
* I'm not 100% on the Deep Breathing calculations for throws
- Grab/Pummel - WFT's grab has quite a bit of ending lag and lacks range, but her throws are viable.
- Pummel - (3%) / (3.375%)
- Forward throw - My personal favorite, this throw has the second most damage output and can be followed up with Sun Salutation or an aerial (though landing either requires a pretty hard read).
- Damage - (3%, 7%) / (3.375%, 7.875%)
- Back throw - Good for stage control.
- Damage - (3%, 6%) / (3.375%, 6.75%)
- Up throw - Although this throw has the largest damage output, it's pretty hard to follow up on. You can use it to keep opponents in the air, but that's pretty much it.
- Damage - (11%) / (12.375%)
- Down throw - The opponent is thrown behind WFT. With 3DS controls, this is awkward to follow up on, though entirely possible. You have to time a b-air or n-air perfectly in order to properly use this throw.
- Damage - (7%) / (7.875%)
* An arrow ( -> ) indicates a normal smash before the arrow, and a fully charged smash after the arrow.
- Forward smash - Average startup and ending on this smash, and it has AWFUL range (Kirby can crouch and entirely dodge it), but the kill potential is great, especially when paired with Deep Breathing. Keeping that in mind, just use it to get kills rather than rack up damage. If you're facing an idiot, you can jab cancel into f-smash.
- Front hitbox - (15% -> 21%) / (18% -> 25%)
- Kills - (110% -> 71%) / (93% -> 56%)
- Back hitbox - (15% -> 21%) / (18% -> 25%)
- Kills - (110% -> 71%) / (93% -> 56%)
- Body hitbox - (14% -> 19%) / (16% -> 21%)
- Kills - (124% -> 76%) / (105% -> 66%)
- Up smash - This is WFT's best smash. Vertical range is decent, and it has super armor during the attack frames. Use this to catch an opponent in the air (especially an aggro one that keeps trying to attack from above) and/or to kill early.
- Weak - (11%) / (13%)
- Arms - (15% -> 21%) / (17% -> 24%)
- Kills - (95% -> 61% at body, 87% -> 58% at fingertips) / (77% -> 48% at body, 72% -> 41% at fingertips)
- Body - (18% -> 25%) -> (21% -> 29%)
- Kills - (96% -> 63%) / (81% -> 49%)
- Down smash - Down smash's knockback is odd. It causes your opponent to slide across the stage and can ruin characters with bad recovery. It's also nice for reading rolls.
- Arm/leg hitbox - (10% -> 14%) / (11% -> 16%)
- Kills - (148% -> 108%) / (131% -> 94%)
- Body hitbox - (8% -> 11%) / (9% -> 12%)
- Neutral air - WFT's n-air racks up damage very well and can be used to combo. (A very good one is n-air -> u-air -> u-air.) Fast fall short hop n-air can set up true combos. You can also short hop n-air and chain that into any ground move, optimally a u-tilt string, which can also be used to combo. It can be used to read air dodges or pressure an opponent into opening themselves up for punishment, and can also set up kills. This is WFT's go-to aerial for pretty much everything. Don't be afraid to spam it~.
- Damage - (5%, 9%) / (5.675%, 10.125%)
http://www.youtube.com/watch?v=-k_iaDtdTJM
http://www.youtube.com/watch?v=4F-Qy613mZs
- Forward air - F-air is fast, but the lack of hitboxes give it something to want. Use f-air to end combos, catch recovering opponents, or to get back onto the stage safely. Also, if the opponent hits her toe during the f-air animation, they'll be lightly spiked. The back part of her f-air is also unblockable.
- Normal - (10%) / (11.25%)
- Weak - (6%) / (6.75%)
- Back air - Slow, but great for killing. It can be used out of d-throw, but works well on its own.
- Sweetspot - (13%) / (15%)
- Kills - (136%) / (117%)
- Weak sweetspot - (9%)
- Sourspot - (11%) / (12%)
- Weak sourspot - (6%)
- Up air - Fast with good range on a moving hitbox and is very easy to land. It can be used out of n-air, to catch a buried opponent, or to chain into itself. Also kills well in the middle of the air.
- Damage - (10%) / (11.25%)
- Kills - (169%) / (146%)
- Down air - It has the slowest startup of all the aerials, but for an obvious reason. Use this to d-air an opponent on stage so that they bounce back into another aerial that you're (hopefully) throwing out, or to land a medium-powered meteor spike. If it hits a grounded opponent near the ledge, it can kill at about 130%.
- Sweetspot - (13%) / (15%)
- Sourspot - (8%) / (9%)
- Sun Salutation - Probably the most spammed move on Wii Fit Trainer. It has decent power and kill potential, and the range is great. While playing WFT, try your best to always have a fully charged Sun Salutation in store, as it can catch opponents off guard and end combos, space, or kill.
- Non-charged - (5%) / (5.625%)
- Fully charged - (18%) / (20%)
- Kills - (160%) / (136%)
- Header- A good projectile that forces your opponent to approach you, and also keeps pressure on charging opponents. It can be used to boost yourself in the air, to attack opponents chasing you off stage, to space, and as a surprise attack on the ledge (she can cancel it, I'll elaborate later on in the guide). If you hit B quickly after the move starts up, Wii Fit Trainer will hit the ball right away and it goes a farther distance. If you allow the animation to go the entirety, the ball goes less of a distance. In the case that the opponent touches WFT's forehead during the attack, they will be spiked.
- Ball - (9%) / (10%)
- Forehead - (15%) / (16.875%)
- Super Hoop - A very predictable recovery with decent range. The faster you press B during the animation, the higher up Wii Fit Trainer goes. It has about as much vertical range as Ike's recovery. If an opponent hits a hoop, they'll be hurt. Don't ever use it for the hit though, it's really not worth it.
- Normal - (5%) / (5.675%)
- Deep Breathing - A staple move for Wii Fit Trainer. It bolsters her damage potential to about 1.125x for attacks and 1.2x for smashes. It also boosts her knockback by a considerable amount, but I don't have the numbers at the moment.
~Coming soon~
This guide is incomplete and I will be working on it gradually. More info is yet to come!