- Game Versions
- Smash 3DS, Smash Wii U
Introduction - "Let's get a good stretch!"
Let's get the most important point out the way first; keep in mind that I am far from a pro at Super Smash Brothers; in fact I'm practising up for entering the competitive scene still. However, after seeing that there are no basic Wii Fit Trainer guides to be found here, coupled with the sheer lack of WFTs online, I thought I'd be the first to encourage you all to get Fit! Wii Fit Trainer is a sorely underestimated character after all. She/He is rather unorthodox, but her moves are highly versatile and, despite their limited range, can be mighty.
This guide simply aims to go through her basic moves, the damage they do, simple ways to use them and some tactics I've learned from playing as her. It does not cover unlockable special moves, advanced techniques, or ways to apply them. By all means, enjoy, and happy smashing!
Is Wii Fit Trainer right for me? - "Ready to get that body moving?"
Needless to say, Wii Fit Trainer's reputation doesn't precede her/him. As a rather unpopular character both in combat and out, it's clear WFT isn't going to be for everybody. At the same time, if you simply can't find a natural fit for yourself in the rest of the roster, she might just be your saving grace! You should give Wii Fit Trainer a try if:
- You rely on at least one projectile to stay in the game. Not everyone has the reacitons or mindset for close combat.
- You enjoy projectile-based characters, but still want to defend yourself should you get stuck in. Wii Fit Trainer's agility and strength allow her to hold her own with enough practice. She is very much a halfway house between Samus and Wario.
- You don't mind a steep learning curve. Wii Fit Trainer is not easy to simply pick up and master, but is highly rewarding should you make progress!
- You rely on aerial attacks. Wii Fit Trainer's aerial maneuverability is outmatched only by Jigglypuff and on par with Wario.
- You enjoy unpredictable, unorthodox characters. She can dance all over the place both on the ground and in the air, and has a very disjointed, double sided moveset. Who knows what she'll do next?
Wii Fit Trainer players need to be able to switch between offensive and defensive playstyles on the fly. You must not mind playing the coward, but at the same time, you must be willing to get stuck in..! You MUST also be willing to fight offstage, as Wii Fit Trainer shines here.
Wii Fit Trainer's moveset - "Your body's swaying a bit."
Ground-A attacks
Neutral: A series of 3 jab-moves. 3% > 2% > 3% (8% total).
If the 3rd jab is at ground level, and hits an opponent also at ground level, it will most likely bury them. If they're jumping or out of range, it causes a fair amount of knockback instead. The very first jab can hit opponents behind you with WFT's foot. The other jabs, not so much...
Here's an important tip. The first 2 hits of the jab are usually safe. Many characters however can shield the 3rd hit. If you haven't got a character stuck in the air during your jab, consider stopping before the 3rd hit.
Side: A swan-like pose. Both the feet and the arm hit with this move. 9% regardless of which side hits if the enemy is close enough. Can do as little as 2% damage but has the same knockback. A VERY close range attack, but VERY quick. Use it as a "Get-out-of-my-face" attack. A frontal assault will hit the enemy horizontally. Hitting with the legs knocks the enemy upwards.
Down: A sliding attack with the knees. 12%. Powerful but slow, best used in combination with burying someone. If you keep the right distance from the opponent, it's pretty safe if it gets blocked. Great for using after burying someone, or while ducking under attacks (see the tips section!)
Up: WFT throws her hand up in the air like she just doesn't care. 8%. Quick, but its limited range means you can usually get away with forgetting this move. your aerial attacks can b just as effective (if not more so) if you short-hop.
Dash: WFT skids along the floor on her knees (ouch) with an arm outstretched. Has a good range and deals 6% damage. Has relatively little ending-lag animation, so it's easy to combo into aerial attacks with this. And speaking of which...
Aerial-A attacks
Neutral: A scissor-kick which even has a blade effect. The initial kick does 4-5%, while the blade attack does 9%. Best used below enemies, but can work just before hitting the ground too (not the best approach mind-!)
Forward: WFT sticks out her arms and legs; the arm/hand can do 10% damage, but the legs do 6%. This attack has a meteor effect if the legs kick out at the right time, but it's very tough to land. Even the ends of Wii Fit Trainer's fingers can do maximum damage!
Back: WFT kicks out behind her, while lying in a horizontal pose. If it only clips the opponent, it does 6%. A direct hit does 12-14%. Quick but mighty!
Up: A tucked in swing, very useful for juggling. 10%. Has a wider range than most of WFT's other attacks.
Down: A meteor-smash. WFT tucks in her legs, then lashes them out with a sharp double kick. 8-14% damage, depending on if you land the sweet spot hit. Its meteor effect kicks in quite earlier, as early as 35% on some opponents. Don't use this as a means of approaching someone - it has a lot of lag should you miss, or touch the floor mid-attack.
Special attacks
Neutral (Sun Salutation): The bread and butter of many of Wii Fit Trainer's attacks. Sun Salutation isn't as mighty as say Samus' Charge Beam, but is every bit as functional. Like the Charge Beam, it can be charged and carried around (a whistle will confirm it is full charged) and grows in size and strength as it charges. It can even be charged in mid-air!
A mini-shot from just double-tapping B causes 5% damage and a little stun effect. Roughly half-charged, the sun does 11% with more knockback. Fully charged, the attack can do 18% damage and can KO. Praise the sun! (sorry...)
Side (Heading): The character leaps into the air and headbutts a football towards the enemy. On impact the ball does 8-10% damage depending on where it hits and boots the enemy back a little. WFT's headbutt itself can also cause damage to the tune of 15%. Better yet, it's a meteor smash, and while it's hard to land, it works very early-!
Double-tapping the B button when using this attack will send the ball straight ahead of you. Waiting for the animation to finish will cause the ball to slightly hone in on your opponent. You can also air dodge to cancel the attack, and then punch the ball before it disappears to send it smaller distances. WARNING: Air dodging will put you in a helpless free-fall; don't air dodge above a bottomless pit!
Down (Deep Breathing): And relax... A red circle appears in the middle of WFT and a hollow white outline of a circle moves towards it. Input Down-B again when they match up and WFT will recover 1-2% health. More importantly, she'll do 1-3% more damage on all her attacks, and the knockback they cause will improve. Even the Sun Salutation or a Side-A attack can KO under the influence of Deep Breathing!
Deep Breathing's effects last for up to 8 seconds; a purple glow will appear around your character to show it is still in effect. If you overuse it, it'll take longer for the circles to cross over, so only use it when you absolutely must have the extra knockback!
Up (Super Hoop): Three multicoloured Hula rings surround WFT and she lifts herself into the air. Clipping an opponent with the rings does 5% damage, but very little stun and virtually no knockback. Mash the B button to gain height. Very limited recovery and it leaves the poor trainer very open, so try to be unpredictable with it. On the bright side, the rings are very good at stage-spiking opponents who try to chase after you, if you activate it close to a stage's ledge. Fools!
Remember the headbutt itself is a meteor smash at THIS point. If you mistime it though, Wii Fit Trainer will be left with a lot of lag, so only use it if you're sure of a solid hit.
Smashes
Side: WFT does her signature posture as seen in her introductory trailer. The attack can hit from both sides, but is most powerful from the front just like most other smashes. A quick smash will do 14-15%, and fully charged will do 21%. (Attacks may do slightly less damage from behind). Very slow. Despite it's power, you should not rely on this under normal circumstances.
Up: A sharp upwards "poke" which very briefly stuns opponents caught in it. 15% when unleashed straight away, or 21% fully charged. Very limited range, should only be used to pass through platforms (see the tips!) or for incoming aerial assaults. WFT has some brief super-armour when performing this smash, so it can even counter the Yoshi Bomb if timed right!
Down: WFT crouches and kicks out with one of her legs while reaching forward with an arm. Instead of causing large amounts of knockback, this smash sends opponents horizontally, leaving them at the mercy of gravity - highly effective against heavy characters! Both sides do similar amounts of damage: 10% at its quickest or 14% fully charged. Not a significant damage difference, but the unusual horizontal knockback will matter a lot more..! This should be your go-to Smash attack when you need to be quick.
The hit-boxes/points of impact for the forward Smash are a bit dodgy, so don't go in expecting to hit opponents from both sides. Instead think of it as protecting your middle and front areas; useful in team battles if you're being hounded.
Grabs
Forward: WFT lifts and headbutts an opponent just like a football. The move hits twice for a total of 10% damage. Not very combo worthy, but a good way to punt someone off the stage.
Backward: WFT flips the opponent behind her, and gives them a double-kick. Hits further away than a forward throw, but even less combo-worthy; use it at the edge of a stage when you're facing the wrong way. You can buy time to use your projectiles or Deep Breathing this way.
Up: WFT picks up the enemy and whacks them upwards like a volleyball. A solid 11% damage, and combos into an Aerial-Up attack at lower percentages.
Down: WFT slams the opponent into the ground while leapfrogging over them, Diddy Kong style. If you're really quick, add an Aerial-Back attack in following a short hop. The grab on its own does 7% damage, but has the potential for the most combos - the one above can total 27% damage!
Final Smash - Wii Fit
"Let's try it together!" Wii Fit Trainer sends out a barrage of images showing numerous fitness poses. Each image does up to 5% damage, and their edges can clip opponents, giving a deceptively large range to each image. Just like Mario's Final Smash, the attack does very little damage, and is not designed to finish off weakened opponents either. Instead, use it near the edge of levels to push someone clean off course. Can guarantee KOs on enemies who have 0% damage, IF it hits..!
This is what some would call vigorous exercise, but at least it'll push away the Donkey Kong and Mario players shown here.
Securing the K.O. - "That's it! Feel the burn."
Sadly, one of Wii Fit Trainer's low points is just how trick it is to land a finishing blow as her. As a general rule of thumb, you must NOT rely on your Smash Attacks unless you have predicted ahead of time what someone is going to do.
- The safest Smash attack in Wii Fit Trainer's arsenal is her Down-Smash. Since it hits both sides at the same time, it lets you punish opponents no matter which way they roll. It also emerges fairly quickly and has the largest range.
- Your Side-Smash can be very situational; avoid using it against smaller characters such as Pikachu, Little Mac and Kirby as it will pass straight over their heads! While the recent update has fixed this a little, issues still exist.
For the most part, your goal in finishing people off is to boot them off the stage with a weaker jab or aerial attack, and keep them there. From there, pile on the pressure and make every attempt to "gimp" them, which is to say keep them from making a successful recovery.
- Once you pop someone into the air with a dash attack or tilt attack, use Wii Fit Trainer's superior speed to catch up and give chase.
- If the enemy likes to air dodge a lot, you can bait them into using one, and then attack with your exceptionally quick air attacks when they finish. Alternatively, use Neutral-Air which hits twice and lasts long enough that it may outlast the air dodge.
- Tempting as it is to use your Down-Air to spike people, it's as easy to read as anyone else's meteor smash attacks..! Instead, use your Forward Air's large radius to guarantee another poke on your enemy, or your Back-Air to put your back into it with a move powerful blow. WFT's heels are the sweet-spot!
- Don't be afraid to chase people off the stage. You prioritize many characters with your aerials, despite your limited range, and you can wall jump in an emergency.
Team Battles - Tactics "Excercise your core muscles"
Not everyone enjoys 1 vs 1 games! Should you take Wii Fit Trainer into a 2 vs 2 match, you may need to change your strategy accordingly. Being unpredictable and agile is much more difficult when you have 2 opponents after you at once, so your goal should be to support and be a nuisance.
- Your Sun Salutations are your most basic use. Constantly toss these in every size you can! Large ones can finish off weakened opponents. Small ones can throw the enemy team off balance and can save your teammate from being combo'd. Use Header to launch smaller, less noticeable projectiles instead.
- Wii Fit Trainer's slow smashes mean she'll have trouble finishing off opponents without being punished by the other enemy. Your best bet is to follow up attacks made by your ally. Once they pop them away, catch up with them and either fire projectiles to keep them at bay, or use one of your speedy air attacks to knock them further away. Even if they recover, you should then take this chance to support your teammate in ganging up on your opponent!
- Duck!! With so many attacks flying everywhere, this is the perfect time to use one of Wii Fit Trainer's secret weapons. Crouching allows you to reduce the size of your damage-hitboxes. In short, many, MANY attacks - from Marth's Neutral B to Samus' missiles - can pass clean over you, while you sneak in some Down-As. Captain Falcon, in particular will miss a LOT of his attacks by your simple act of "crouching." For Glory won't know what hit it..!!
Team Battles - Teammates "Good posture starts with a strong base."
The following characters make great allies to Wii Fit Trainer. There are many to choose from, so I won't list the entire roster here. Instead I'll name a few good examples to judge your teammate against.
Marth/Lucina: They have combat range that you do not. Your constant peppering of the opponent will cause them to make mistakes that Marth/Lucina can counter easily. They can knock opponents away considerably well, and are easy to follow up.
Lucario: A "best of both worlds" character. Should close combat fail him and he starts to rack up damage, he can join you in projectile spamming. Combine his Aura Sphere with a fully charge Sun Salutation, and you can break shields instantly.
Jigglypuff: You are both floaty nightmares to your opponents! Single out an enemy, and dance around them together. While one pretends to attack, the other can grab them. You both have a strong air game which makes juggling a breeze. Even one of you takes a hit, the other can capitalize on them leaving themselves open! If anyone must be hit though, try to make sure it's you as you're not as lightweight as Jiggs.
Sonic/Little Mac: Although you're both agile characters, Sonic and Mac have the stronger ground game. They also have grab ranges that you lack, which they rely heavily upon; let them make the initial hit, while you follow them up. If they're being hounded, use your projectiles to save them and promptly strike back. This especially goes for Little Mac; do not let your ally be thrown off stage under any circumstances! Keep up the projectile pressure even if you get labelled a "spammer."
Basic Strategies and Tricks - "Stand up tall and steady."
Post-Workout Report - "That was a great workout!"
I plan to continue learning some tricks as Wii Fit Trainer; she's a brilliant and unique addition to the Super Smash Brothers series. Thanks for reading my guide! If you have any questions, feel free to ask them, or come spar with me in an online game sometime. Let's all build up those fighting muscles together! :D
Let's get the most important point out the way first; keep in mind that I am far from a pro at Super Smash Brothers; in fact I'm practising up for entering the competitive scene still. However, after seeing that there are no basic Wii Fit Trainer guides to be found here, coupled with the sheer lack of WFTs online, I thought I'd be the first to encourage you all to get Fit! Wii Fit Trainer is a sorely underestimated character after all. She/He is rather unorthodox, but her moves are highly versatile and, despite their limited range, can be mighty.
This guide simply aims to go through her basic moves, the damage they do, simple ways to use them and some tactics I've learned from playing as her. It does not cover unlockable special moves, advanced techniques, or ways to apply them. By all means, enjoy, and happy smashing!
Fair Warning. Do NOT mess with Wii Fit Trainer. She'll work out... exactly how to destroy you.
Is Wii Fit Trainer right for me? - "Ready to get that body moving?"
Needless to say, Wii Fit Trainer's reputation doesn't precede her/him. As a rather unpopular character both in combat and out, it's clear WFT isn't going to be for everybody. At the same time, if you simply can't find a natural fit for yourself in the rest of the roster, she might just be your saving grace! You should give Wii Fit Trainer a try if:
- You rely on at least one projectile to stay in the game. Not everyone has the reacitons or mindset for close combat.
- You enjoy projectile-based characters, but still want to defend yourself should you get stuck in. Wii Fit Trainer's agility and strength allow her to hold her own with enough practice. She is very much a halfway house between Samus and Wario.
- You don't mind a steep learning curve. Wii Fit Trainer is not easy to simply pick up and master, but is highly rewarding should you make progress!
- You rely on aerial attacks. Wii Fit Trainer's aerial maneuverability is outmatched only by Jigglypuff and on par with Wario.
- You enjoy unpredictable, unorthodox characters. She can dance all over the place both on the ground and in the air, and has a very disjointed, double sided moveset. Who knows what she'll do next?
Wii Fit Trainer players need to be able to switch between offensive and defensive playstyles on the fly. You must not mind playing the coward, but at the same time, you must be willing to get stuck in..! You MUST also be willing to fight offstage, as Wii Fit Trainer shines here.
Wii Fit Trainer's moveset - "Your body's swaying a bit."
For each move, I'll state the normal amount of damage if the Deep Breathing (Down-B) special is not applied.
Ground-A attacks
Neutral: A series of 3 jab-moves. 3% > 2% > 3% (8% total).
If the 3rd jab is at ground level, and hits an opponent also at ground level, it will most likely bury them. If they're jumping or out of range, it causes a fair amount of knockback instead. The very first jab can hit opponents behind you with WFT's foot. The other jabs, not so much...
Here's an important tip. The first 2 hits of the jab are usually safe. Many characters however can shield the 3rd hit. If you haven't got a character stuck in the air during your jab, consider stopping before the 3rd hit.
Side: A swan-like pose. Both the feet and the arm hit with this move. 9% regardless of which side hits if the enemy is close enough. Can do as little as 2% damage but has the same knockback. A VERY close range attack, but VERY quick. Use it as a "Get-out-of-my-face" attack. A frontal assault will hit the enemy horizontally. Hitting with the legs knocks the enemy upwards.
Down: A sliding attack with the knees. 12%. Powerful but slow, best used in combination with burying someone. If you keep the right distance from the opponent, it's pretty safe if it gets blocked. Great for using after burying someone, or while ducking under attacks (see the tips section!)
Up: WFT throws her hand up in the air like she just doesn't care. 8%. Quick, but its limited range means you can usually get away with forgetting this move. your aerial attacks can b just as effective (if not more so) if you short-hop.
Dash: WFT skids along the floor on her knees (ouch) with an arm outstretched. Has a good range and deals 6% damage. Has relatively little ending-lag animation, so it's easy to combo into aerial attacks with this. And speaking of which...
Aerial-A attacks
Neutral: A scissor-kick which even has a blade effect. The initial kick does 4-5%, while the blade attack does 9%. Best used below enemies, but can work just before hitting the ground too (not the best approach mind-!)
Forward: WFT sticks out her arms and legs; the arm/hand can do 10% damage, but the legs do 6%. This attack has a meteor effect if the legs kick out at the right time, but it's very tough to land. Even the ends of Wii Fit Trainer's fingers can do maximum damage!
Back: WFT kicks out behind her, while lying in a horizontal pose. If it only clips the opponent, it does 6%. A direct hit does 12-14%. Quick but mighty!
Up: A tucked in swing, very useful for juggling. 10%. Has a wider range than most of WFT's other attacks.
Down: A meteor-smash. WFT tucks in her legs, then lashes them out with a sharp double kick. 8-14% damage, depending on if you land the sweet spot hit. Its meteor effect kicks in quite earlier, as early as 35% on some opponents. Don't use this as a means of approaching someone - it has a lot of lag should you miss, or touch the floor mid-attack.
Special attacks
Neutral (Sun Salutation): The bread and butter of many of Wii Fit Trainer's attacks. Sun Salutation isn't as mighty as say Samus' Charge Beam, but is every bit as functional. Like the Charge Beam, it can be charged and carried around (a whistle will confirm it is full charged) and grows in size and strength as it charges. It can even be charged in mid-air!
A mini-shot from just double-tapping B causes 5% damage and a little stun effect. Roughly half-charged, the sun does 11% with more knockback. Fully charged, the attack can do 18% damage and can KO. Praise the sun! (sorry...)
Side (Heading): The character leaps into the air and headbutts a football towards the enemy. On impact the ball does 8-10% damage depending on where it hits and boots the enemy back a little. WFT's headbutt itself can also cause damage to the tune of 15%. Better yet, it's a meteor smash, and while it's hard to land, it works very early-!
Double-tapping the B button when using this attack will send the ball straight ahead of you. Waiting for the animation to finish will cause the ball to slightly hone in on your opponent. You can also air dodge to cancel the attack, and then punch the ball before it disappears to send it smaller distances. WARNING: Air dodging will put you in a helpless free-fall; don't air dodge above a bottomless pit!
Down (Deep Breathing): And relax... A red circle appears in the middle of WFT and a hollow white outline of a circle moves towards it. Input Down-B again when they match up and WFT will recover 1-2% health. More importantly, she'll do 1-3% more damage on all her attacks, and the knockback they cause will improve. Even the Sun Salutation or a Side-A attack can KO under the influence of Deep Breathing!
Deep Breathing's effects last for up to 8 seconds; a purple glow will appear around your character to show it is still in effect. If you overuse it, it'll take longer for the circles to cross over, so only use it when you absolutely must have the extra knockback!
Up (Super Hoop): Three multicoloured Hula rings surround WFT and she lifts herself into the air. Clipping an opponent with the rings does 5% damage, but very little stun and virtually no knockback. Mash the B button to gain height. Very limited recovery and it leaves the poor trainer very open, so try to be unpredictable with it. On the bright side, the rings are very good at stage-spiking opponents who try to chase after you, if you activate it close to a stage's ledge. Fools!
Remember the headbutt itself is a meteor smash at THIS point. If you mistime it though, Wii Fit Trainer will be left with a lot of lag, so only use it if you're sure of a solid hit.
Smashes
Side: WFT does her signature posture as seen in her introductory trailer. The attack can hit from both sides, but is most powerful from the front just like most other smashes. A quick smash will do 14-15%, and fully charged will do 21%. (Attacks may do slightly less damage from behind). Very slow. Despite it's power, you should not rely on this under normal circumstances.
Up: A sharp upwards "poke" which very briefly stuns opponents caught in it. 15% when unleashed straight away, or 21% fully charged. Very limited range, should only be used to pass through platforms (see the tips!) or for incoming aerial assaults. WFT has some brief super-armour when performing this smash, so it can even counter the Yoshi Bomb if timed right!
Down: WFT crouches and kicks out with one of her legs while reaching forward with an arm. Instead of causing large amounts of knockback, this smash sends opponents horizontally, leaving them at the mercy of gravity - highly effective against heavy characters! Both sides do similar amounts of damage: 10% at its quickest or 14% fully charged. Not a significant damage difference, but the unusual horizontal knockback will matter a lot more..! This should be your go-to Smash attack when you need to be quick.
The hit-boxes/points of impact for the forward Smash are a bit dodgy, so don't go in expecting to hit opponents from both sides. Instead think of it as protecting your middle and front areas; useful in team battles if you're being hounded.
Forward: WFT lifts and headbutts an opponent just like a football. The move hits twice for a total of 10% damage. Not very combo worthy, but a good way to punt someone off the stage.
Backward: WFT flips the opponent behind her, and gives them a double-kick. Hits further away than a forward throw, but even less combo-worthy; use it at the edge of a stage when you're facing the wrong way. You can buy time to use your projectiles or Deep Breathing this way.
Up: WFT picks up the enemy and whacks them upwards like a volleyball. A solid 11% damage, and combos into an Aerial-Up attack at lower percentages.
Down: WFT slams the opponent into the ground while leapfrogging over them, Diddy Kong style. If you're really quick, add an Aerial-Back attack in following a short hop. The grab on its own does 7% damage, but has the potential for the most combos - the one above can total 27% damage!
Final Smash - Wii Fit
"Let's try it together!" Wii Fit Trainer sends out a barrage of images showing numerous fitness poses. Each image does up to 5% damage, and their edges can clip opponents, giving a deceptively large range to each image. Just like Mario's Final Smash, the attack does very little damage, and is not designed to finish off weakened opponents either. Instead, use it near the edge of levels to push someone clean off course. Can guarantee KOs on enemies who have 0% damage, IF it hits..!
This is what some would call vigorous exercise, but at least it'll push away the Donkey Kong and Mario players shown here.
Securing the K.O. - "That's it! Feel the burn."
Sadly, one of Wii Fit Trainer's low points is just how trick it is to land a finishing blow as her. As a general rule of thumb, you must NOT rely on your Smash Attacks unless you have predicted ahead of time what someone is going to do.
- The safest Smash attack in Wii Fit Trainer's arsenal is her Down-Smash. Since it hits both sides at the same time, it lets you punish opponents no matter which way they roll. It also emerges fairly quickly and has the largest range.
- Your Side-Smash can be very situational; avoid using it against smaller characters such as Pikachu, Little Mac and Kirby as it will pass straight over their heads! While the recent update has fixed this a little, issues still exist.
For the most part, your goal in finishing people off is to boot them off the stage with a weaker jab or aerial attack, and keep them there. From there, pile on the pressure and make every attempt to "gimp" them, which is to say keep them from making a successful recovery.
- Once you pop someone into the air with a dash attack or tilt attack, use Wii Fit Trainer's superior speed to catch up and give chase.
- If the enemy likes to air dodge a lot, you can bait them into using one, and then attack with your exceptionally quick air attacks when they finish. Alternatively, use Neutral-Air which hits twice and lasts long enough that it may outlast the air dodge.
- Tempting as it is to use your Down-Air to spike people, it's as easy to read as anyone else's meteor smash attacks..! Instead, use your Forward Air's large radius to guarantee another poke on your enemy, or your Back-Air to put your back into it with a move powerful blow. WFT's heels are the sweet-spot!
- Don't be afraid to chase people off the stage. You prioritize many characters with your aerials, despite your limited range, and you can wall jump in an emergency.
Team Battles - Tactics "Excercise your core muscles"
Not everyone enjoys 1 vs 1 games! Should you take Wii Fit Trainer into a 2 vs 2 match, you may need to change your strategy accordingly. Being unpredictable and agile is much more difficult when you have 2 opponents after you at once, so your goal should be to support and be a nuisance.
- Your Sun Salutations are your most basic use. Constantly toss these in every size you can! Large ones can finish off weakened opponents. Small ones can throw the enemy team off balance and can save your teammate from being combo'd. Use Header to launch smaller, less noticeable projectiles instead.
- Wii Fit Trainer's slow smashes mean she'll have trouble finishing off opponents without being punished by the other enemy. Your best bet is to follow up attacks made by your ally. Once they pop them away, catch up with them and either fire projectiles to keep them at bay, or use one of your speedy air attacks to knock them further away. Even if they recover, you should then take this chance to support your teammate in ganging up on your opponent!
- Duck!! With so many attacks flying everywhere, this is the perfect time to use one of Wii Fit Trainer's secret weapons. Crouching allows you to reduce the size of your damage-hitboxes. In short, many, MANY attacks - from Marth's Neutral B to Samus' missiles - can pass clean over you, while you sneak in some Down-As. Captain Falcon, in particular will miss a LOT of his attacks by your simple act of "crouching." For Glory won't know what hit it..!!
Kirby needs to lose weight. Good thing you're here, playing as Wii Fit Trainer!
Team Battles - Teammates "Good posture starts with a strong base."
The following characters make great allies to Wii Fit Trainer. There are many to choose from, so I won't list the entire roster here. Instead I'll name a few good examples to judge your teammate against.
Marth/Lucina: They have combat range that you do not. Your constant peppering of the opponent will cause them to make mistakes that Marth/Lucina can counter easily. They can knock opponents away considerably well, and are easy to follow up.
Lucario: A "best of both worlds" character. Should close combat fail him and he starts to rack up damage, he can join you in projectile spamming. Combine his Aura Sphere with a fully charge Sun Salutation, and you can break shields instantly.
Jigglypuff: You are both floaty nightmares to your opponents! Single out an enemy, and dance around them together. While one pretends to attack, the other can grab them. You both have a strong air game which makes juggling a breeze. Even one of you takes a hit, the other can capitalize on them leaving themselves open! If anyone must be hit though, try to make sure it's you as you're not as lightweight as Jiggs.
Sonic/Little Mac: Although you're both agile characters, Sonic and Mac have the stronger ground game. They also have grab ranges that you lack, which they rely heavily upon; let them make the initial hit, while you follow them up. If they're being hounded, use your projectiles to save them and promptly strike back. This especially goes for Little Mac; do not let your ally be thrown off stage under any circumstances! Keep up the projectile pressure even if you get labelled a "spammer."
Basic Strategies and Tricks - "Stand up tall and steady."
- Leap off the course with a short hop and then start to move back towards it. Use Heading (Side-B) just before reaching the ledge. If aimed well, the ball can skim along the ground taking opponents trying to counter you by surprise.
- You don't have to use all 3 attacks in WFT's jab-combo. Try stopping on the first and second hit. Then either go for a grab, or wait for the opponent to try and counter you. Dodge or shield accordingly, and punish them for their impatience!
- Heading and Deep Breathing (Down-B) can interrupt Wii Fit Trainer's momentum. That is to say, if she is sent flying, using Heading can slow and stop her flight, while Deep Breathing can slow down your fall from jumping. You can also use Heading to float for a moment in the air; great for dodging meteor smashes or making an opponent accidentally attack, thinking you're about to land on them!
- Sun Salutation has serious KO power if combined with Deep Breathing. Ensure you fully charge it to get the maximum "killing" power, and spot-dodge or roll to maintain it if the enemy catches on.
- You don't always need to use a max-power Sun Salutation! Use a mini salutation at close range to stun an opponent, then run in with a dash attack to set up some aerial combos. (e.g. Side-A to poke them away). Alternatively, poke at them with mini salutations to encourage them to approach you; aggressive players will make mistakes if you keep messing with them like this! They may also shield too often, making for an easy grab.
- Enemies rolling behind you constantly can be thrown off balance with a simple jab of the A button, giving you enough time to escape. Side-A has a similar effect.
- Wii Fit Trainer is extremely unpredictable thanks to how well she moves through the air. Remember: You DON'T have to commit to an attack every time you close in on someone. Try doing short-hops and jumps all over the place. Wait for your opponent to throw out an attack out of frustration, and let them have it!
- People often underestimate how fast Wii Fit Trainer can run. It more than makes up for her lackluster grab range as she can close the gap and be right in someone's face before they know it. If you need to chase someone for a combo, sprint along the ground as far as possible before jumping; it'll make life much easier and may even fool opponents into thinking you aren't going to jump after them..!
- Want to rub some salt in? Wii Fit Trainer's Down-Taunt reduces her damage-hitboxes almost as much as her crouch does. Watch as many attacks pass over you while you get to giggle at your opponent. They'll probably smash you for it, but hey! Totally worth it! Particualrly handy against Toon Link's many projectiles, including the arrows and boomerang.
- Don't let your bottom stick out! That's one of Wii Fit Trainer's tips by the way, not mine...
- Ready to take your training to the next level? What you need is source material to study from! I highly recommend the tournament games played by one "TKBreezy" who knows exactly how to play an unpredictable Wii Fit Trainer, full of mindgames and trickery. Here's a couple of his greater matches, versus Captain Falcon and Luigi.
Post-Workout Report - "That was a great workout!"
I plan to continue learning some tricks as Wii Fit Trainer; she's a brilliant and unique addition to the Super Smash Brothers series. Thanks for reading my guide! If you have any questions, feel free to ask them, or come spar with me in an online game sometime. Let's all build up those fighting muscles together! :D