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Wii Fit Training~

Wii Fit Training~

Game Versions
Smash 3DS, Smash Wii U
Table of Contents
Intro & About Me
Moveset
Tech
Combos
Wii Fit Kill Combo
Approaching & Defending as WFT
Conclusory Statements


Heyo guys I finally have the time to do things in life so here is an intensive guide on my main, Wii Fit Trainer! This will be covering her attributes, play style, moves, edge guarding, combos, and technical things. While very unconventional and often overlooked, she still is a very strong character with some potent tools that can make her a threat. There might already be an existing guide, but regardless I hope you enjoy my lengthy guide! Positives and negatives will be in the blue ranges, with lighter blues for the pros, and darker blues for the cons. Variation on the color depending on how good/bad (dullest=least useful, lightest=most useful)

Quick About Me
Hawaii based Smash player. I consider myself to be relatively decent and well knowledgeable in Smash 4. Wii Fit main aspiring to take over the island, thanks to the help of really cool people. Other than her, I play at least 22 other characters with varying degrees of skill and hilarity. With that being said, let's get on with it already!
Moveset


Jab

Jab 1 (Hitbox active 4-5, deals 3%)
Jab 1 back hitbox (Hitbox active 5, deals 2%)
Jab 2 (Hitbox active 3-4, deals 2%)
Jab 3 (Hitbox active 6-7, deals 3%)

What makes her jab good are the fact that it has a hitbox at the back during jab 1, and can bury opponents that are grounded with the 3rd jab. Jab 1 is heavily underutilized, as the back hitbox is helpful as a simple punish option after shielding an attack that crosses you up, or a badly spaced attack. It also can initiate the untechable tumble animation after 100%, which can lead to some follow ups like Sun Salutation to catch their roll. Crazy, but burying people with jab 3 is even more so. Floaty or light opponents can escape it unless you time each jab so that they get hit while grounded, but that usually allows them to jump away or perform a quick aerial to trade with you. On the rest of the cast, it should be relatively easy to bury them. What does this mean? You can get so many powerful follow ups after this. At early percents, the opponent can mash out of it easily, but at higher percentages, like 80% or more, leads to some fun things. Smash attacks can net early kills if you can predict when they will break free, or you can do a short hop fast fall aerial to force them out of the ground (like both hits of neutral air to Up Smash) and continue a combo from there (If you can't tell I love jab).

Forward Tilt

Hitbox active 6-7, deals 9%

Forward tilt continues the WFT trend of back hit boxes, which is pretty cool. The foot hitbox sends opponents upward, and up air can be linked at mid percents after this, but the timing is strict. The range on it is vertical, and it's pretty good at catching opponents landing if you are close enough or when combined with pivots. Can kill at higher percents. The front facing hitbox has decent horizontal range, with some killing power combined with rage or at the edges of a stage. The arm functions as a spacing tool when combined with perfect and normal pivots and is a good get off me option as well.

Up Tilt

Hitbox active 5-7, deals 10%

Her up tilt is actually pretty bad, despite its low start up and decent damage output. The range only covers the top and more front side of her, so you will not hit anyone behind you unless they are directly next to you. U-tilt serves as an anti air, but other than that it does not see much else use. Does not really combo into anything. I mean it's the Triangle pose, pretty cool right?

Down Tilt

Hitbox active 10-11, deals 12% (random grounded windbox frame 7, unblockable)

This is a weird move. It has a windbox for almost no reason! Although it is pretty helpful when you are forced near the ledge. If you down tilt and the opponent preemptively grabs, that windbox can push both of you off the stage, removing you from the grab. Other than that, this move is relatively safe on shield because it's pushback creates space, when at max distance. Does not combo into anything either. Actually most of her tilts don't save for back hit f-tilt. Huh.

Dash Attack


Hitbox active frames 7-13, deals 6%

I enjoy her dash attack a lot! Simple punish and can interrupt slow moves with its quick start up. Can catch opponents trying to land, but it is punishable due to the amount of end lag. It can be useful against neutral and attack get up ledge options if timed correctly. Covers about one WFT roll. Possible follow up to forward or back air at low-mid percents. While not useful after those, it is not bad, up tilt >:/

Smash Attacks

Forward Smash

Active frames 16-19, deals 15.5% or 14%

Forward Smash is a pretty scary move due to its launching power. Kills pretty easily, especially combined with deep breathing, and it also has a back hit box. This makes it a nice way to attempt to read and punish a roll, which still might hit the opponent if don't shield. This power has a drawback, being pretty slow on startup and coupled with a fair amount of end lag. Only applicable for hard reads, punishing very laggy options, or specifics I will cover later.

Up Smash

Hitboxes active 14-15, late 16-22, intangible 12-15, 5 hitboxes total (18% sweet spot, 11% sour sweet spot(?), 15% body hit, 8% sour body hit)

Oh my God this is such a cool move I love it to death. An extremely potent kill move when sweet spotted combined with some overlapping intangibility frames just makes it a force to be reckoned with, even more so with deep breathing. It is not fast and is still a punishable move, so use it sparingly, for hard reads and such. This is a great kill confirm that I will cover in the combo section.

Down Smash

Hitbox active 18-21, deals 12%

A fairly standard down Smash, although once again fairly slow start up. This move during charging makes her profile very low, which can help her avoid some overhead hits and punish. While it does not possess kill power like her other smashes, it can set up for edge guard opportunities with the angle it sends people in. It is also laggy, so like all her smash attacks, use them when you are confident they will connect.

Aerials (oh my goodness I'm so excited)

Neutral Air!

Nair 1 (Hitbox active 9-11, deals 5%)
Nair 2 (Hitbox active 12-13, deals 9%)

Bless WFT for possessing such a nair in this game. Decently fast, autocancels, and landing lag is not too detrimental to her either (14 frames). The charm to her neutral air is its knack for comboing into a plethora of her moveset. Just to name a few, most of her aerials, her tilts, sometimes forward smash, up smash, side B, and grab. (I don't recommend grab) This means she can rack up damage with ease. It can cross the opponent's shield too, making it harder to punish, and you can act out of it pretty quickly as well. For example, you can perform a bair after a short hop neutral air, and that bair can potentially be frame cancelled. The only problem with nair is that the range is not great, and you must be close to the opponent to hit them, but it's well worth it.

Forward Air

Hitbox active frames 9-10, (late 11-15) deals 10% arm sends forward, leg acts as a meteor smash.

Yet another good aerial with the bonus property of a meteor smash, the leg hitbox sends opponents at the angle the leg is in. It is pretty weak, not sending them too far down, but it is one of the faster moves that can do that. At higher percents it will do enough to spike the opponent enough so they usually can't recover. This move also locks people if they miss the tech, allowing for some wild follow ups. (you'll see what I mean) The autocancel is very forgiving, both before and after the move, allowing for some mind games with it. Can combo into some moves, but it should be used more as a spacer or a decent finisher. Edge guarding with it is pretty effective too, as both hitboxes and sour spots can keep the opponent away from the ledge.

Back Air

Hitbox active frames 5, late hitbox frames 6-11, deals 13.5% sweet spot, 11% and 9% during frame 5, 6% during late frames

The most reliable kill move for WFT, her bair comes out extremely fast, being one of her fastest moves ever. This is also good for edgeguarding, and as an out of shield punish against many moves. Bair is also safe on shield, as it slightly pushes you back as well as the opponent's shield, providing ample space for you to recover from landing lag. You can kinda wall people out with it if you don't want them in your space, but keep in mind that this move cannot be autocanceled with a short hop. It still serves as a kill confirm on all of the cast at high-ish percents. The sour spot can lock at low low percents, but there aren't any moves that forces them to tech during those percents. Instead, rely on platforms to get it to work.

Up Air

Hitbox active frames 6-10, deals 10%

Another good kill move off the top, it's speed and surprisingly wide range can keep juggling people if you can keep up with them trying to land. U-air is the main combo finisher, and a kill confirm at high percents, after sending opponents up through a series of nairs. It is autocancelable, but the timing is pretty strict. Can combo into itself at mid percents, and can start combos at low percents if you perform it very close to the ground. That is not recommended though, as it can be punished pretty easily with the range you have to be in order for it to connect.

Down Air

Hitbox active frames 20-21, late 22-24, deals 14% sweet spot, 13% sweet spot on grounded opponents, 8% late hitbox.

The standard stomp spike. You should only use it to kill people with spikes after reading air dodges, or if you know the move will hit. It's pretty strong and reliable for killing that way, but after that it does not see much use. Autocancels with a short hop and immediate dair, but it's a pretty tight window as well. Very satisfying when it does connect, and can kill on stage at higher percents.

Special Moves

Sun Salutation (neutral special)

Windbox active frames 24-102, hitbox active frame 21, deals 5% uncharged, 18% fully charged. Heals 2% every full charge.

What a fun move. It heals 2% with full charge, and packs quite the punch! The windbox also has knockback growth, so the higher the percent the more they will get pushed away. The windbox can prevent some people from grabbing you, and some aerials to whiff completely. Very useful in the neutral as its base damage is pretty decent, and conditions the opponent to shield or avoid in other ways. The uncharged projectile also can send enemies in the untechable reel animation, and can lead to death. Good for healing, although you don't want to keep charging to fill, and especially useful in edge guarding when you combine it with...

Header (Side special)

Hitbox active earliest frames 16-17, late 18-20. No input frames 31-32, no input and late frames 33-35,deals 15%, with ball dealing additional 8%. Ball generates frame 1 (wat)

Wii Fit Trainer summons a ball and viciously spikes it towards the opponent. Notice how I said spikes. This move also spikes when hitting with the smacking part of the move, and is powerful. It spikes as early as frame 17, and can be delayed in a variety of ways, making it scary off stage. However, this isn't the only threat. The ball can also serve to help edge guard the opponent, and is the projectile I mentioned last time. The soccer ball can frame trap opponents who air dodge, reflect, (except fox) or attack it, giving WFT ample time to sock them with Sun Salutation. What's more, you can cancel the move, dropping the ball to your feet, and you can launch it with any move you desire, allowing for lots of creativity to be done, which I will attempt to explain in depth later, it's that cool. This ball can also serve as a shield to some projectiles, and can anti air opponents approaching from above. Using header can also aide in her recovery as a mix up (Again, will explain later) This is one of her strong tools in her arsenal, and should be taken seriously.

Super Hoop (Up special)

Active frame 8, deals 5% (please do not use this on stage :[ )

Her recovery move, which carries good vertical distance if you mash B. You can mix up how quickly you ascend, to semi confuse opponents. It isn't that good horizontally, but after the move is over, you have lots of horizontal momentum. You are in free fall and subjected to easy death, so use that momentum carefully. I'd use it as some sort of mix up occasionally, because it is pretty dangerous to do so. This can stage spike opponents at higher percents, so keep that in mind. Randomly locks opponents. You will not get a follow up after because it's too laggy.

Deep Breathing
, abv. DB(Down special) Fastest active frames (590), heals 2% and damage increase 1.2x (I think it got buffed to 1.3?) Slowest lasts 420 blaze it frames. Heals 2% and damage increase 1.16x

This is also a very helpful move for WFT, as it increases her damage output by a bit and gives her more survivability. She gets to kill extremely early, (around high 60s to kill DK with her cool combo) but it does take some time to actually pull off the move. It can be canceled with shield, making it a powerful mind game tool, as you can perform aerials, grab, or up smash out of it. Using it in air slows your momentum, so it is useful ish for landing as well. When completing the move in the air, you can act immediately after it.

Throws

Forward Throw
Deals 10% (3+7)
It is a get away from me throw, but fair or up air can be linked at low percents if bad or no di. It's ok, but um yeah.

Back Throw
Deals 9% (3+6)
Primarily to get people off stage. Kinda can kill at high percents when coupled with rage. Yeah.

Up Throw
Deals 11%
Your go to kill throw. Can combo at low percents versus terrible di. It doesn't kill until high percents. Good with deep breathing and rage. Yes.

Down Throw

Deals
7%
No. No.

Wii Fit Tech

Wii Fit Trainer has some cool tech only to her. One has lots of applications, the other I covered slightly and I will cover a bit more, and the others, while isn't exclusive to her, helps her ground game and movement.

Ball cancelling (BC)

This right here is the easiest thing to do, but hard to make effective use of it. The ball is rather gimmicky, and the timing to hit the ball changes the properties of it, but don't get me wrong. When used correctly, it does wonders. To initiate it, just hit that side B and instantly air dodge after that, effectively cancelling the hit and making the ball fall. Fast fall immediately and then get creative on the ball. Near the ledge, you can time a forward or down Smash to hit the ball, extending the active duration of the move, which can catch neutral, attack, roll, (if spaced well) and jump ledge options easily. This works with all moves, so get a feel for how long each move lasts after hitting the ball. Now when edge guarding, there are many possibilities with ball cancelling. When a little close to center stage, ball cancel but perform a side B after you land. This sends the ball at a lower angle than with regular or early header hits. Certain spacing allows the ball to skim the edge for easy 2 frames, and bounce off the stage for a surprise. Is that all? Nope. I'm just gonna list the edge guard options with ball canceling because it's just insane the coverage you have with it (which also makes it difficult for you to decide on the short amount of time you have)

Edge guarding with ball cancelling (BC)

*at the ledge* ball cancel so that the ball slowly falls off the ledge Go off the stage and header, bair, up air, dair, or back hit fair to extend the move, stage spiking or meteoring/spiking the opponent. Also covers vertical recovery options.
-up air bounces the ball furiously against the stage, which can catch opponents still far from the ledge. Depending on timing, can cause the ball to do an arch away from the stage, keeping track of people recovering high.
-Bair does the same, minus the arch. Timing is both ball location based and hitbox based. Ball moves faster when hit with sweet spot.
-Back hit fair sends the ball along the stages wall. (Bounces off on stages with vertical walls and loses power) Good for catching players riding that wall. Sour spot sends it to the stage and then slightly downward. Forward hit fair does the same, except for send the ball along the stage wall, but extends fair nonetheless. -Header functions as it would,just sending the ball lower and in the direction you face (usually)
-sweet spot dair to send the ball directly down, covering vertical recoveries. Sour spot sends it away from the stage, which can hit players still horizontal from you. If the dair ball hits and you are off stage, you can go for lots of moves, even footstool, to prevent the opponent from reaching the stage.

*around center stage*

This position you can opt to just go for instant or delayed headers, or ball canceling and such. Using ball canceling allows to threaten opponents currently near the upper blast zone corners. Mainly use dash attack, f-tilt forward hit, up air, front hit fair, nair 1, f-smash and d-smash, all forms of bair, sour spot dair, and jab 2 or 3.

Special!
Charging a Sun Salutation pushes the ball away from you, which you can then convert it to ledge type edge guards. (extremely hard to do. Also unlikely)

-using regular headers covers players near the center of the horizontal blast zones. -Ball canceled headers can skim the ledge when spaced and performed well (at around 1 wft roll from the center). Other spacing and timing makes it bounce off the stage, giving it more vertical coverage. *you suffer the landing lag from header when doing this method*
-Dash attack sends the ball quickly and in a large arch. Covers people recovering high or descending from the upper corner blast zones. Farther away from the center allows the ball to continue its arch lower. (i.e cancel at right side of stage but sending it left w/ dash attack) drift away from the ball and dash attack upon landing.
-Up air does the same, except the peak of the arch is much higher, and traveling a bit less horizontally. (like a bell curve with a small standard deviation) Good against Wario recovering with the bike or others recovering very high. Immediately jump and up air after you land.
-Fair can do the same as the ball cancelled header, but the ball moves slower and you have less landing lag. The ball also moves in a slight arch before moving down, which helps cover the stage and a little bit below the stage. Sour fair does the same, but you must be closer to the ledge to achieve the same effect. Time the fair accordingly after landing.
-Bair covers lots of horizontal distance and the ball begins traveling down after a bit, covering people at the same height of the ledge or going low to recover. Time the bair after landing to get the sweet or sour spot you want (sour spot doesn't cover as much as sweet spot)
-Sour spot dair sends the ball very quickly like dash attack but keeps the ball in an arch that is closer to the ground. Can skim the ledge or bounce off depending on ball placement.
-Jab 2 acts as an even slower fair. Pretty effective for catching people waiting at ledge or trying to stall their recovery. Skims the ledge when near center stage. When used closer to the ledge, covers above and a little below the ledge. To do these, spam jab after landing.
-Jab 3 is essentially the combination of fair and header. Moves very fast and with a slight arch, can skim the ledge, but also goes a bit below the ledge. Drift away from the ball and then spam jab to connect only the third hit.
-F-tilt sends the ball forward and up a bit, though not even close to the extremes dash attack or up air do. Good for when opponents are below the arches from dash attack and up air. Simply time it after you land.
-F-Smash is similar to f-tilt, with less strict timing and less of an arch. -D-Smash keeps the ball almost parallel to the stage, slowly falling after a small amount of time. Pretty good at skimming ledge or sniping people at around ledge heights when it bounces off the stage.
-Nair 1 can be used, but not useful in most spots of the stage. Sends Ball careening in an arch lengthwise. But it doesn't last long because of how late you hit it, so it won't really help edge guarding.

Ball cancelling (BC) Offensively and Defensively (O&D)

This technique also has applications in battle, provided you have at least some space. Offensive will be labeled O and Defensive will be labeled D. Many edge guard ones also apply in here, so refer to those if you don't remember. (I always forget lol) I'll list the recommended moves and then describe all the possible ways you can manipulate the ball.

Good moves for ball manipulation on stage
Jab 1, Jab 2, both hits of F-tilt, fair, up air, bair, sun Salutation, BC header.

Bad moves for manipulation on stage
Super Hoop, up tilt, nair 2, sweet spot dair.

Jab 1 (6%, 7% DB)
O- ball is a hitbox for a short amount of time, can be extended when using shoulder hitbox. You can more easily follow up with the slow movement ball with virtually any move. Only travels half of FD.
D- the opponent will be close enough that they will get hit if careless, forcing them to shield. The 2 hits, combined with your freedom to move after the jab, allow you to punish them for a failed approach.

Jab 1 (back hit) (6%, 8% DB)
O/D-sends very quickly across the stage at a slight arch. Good to force a reaction from the opponent or as a surprise attack when they are approaching.

Jab 2 (6%, 8% DB)
O- travels quite a bit of horizontal distance. You can run with the ball to follow up and predict/ react to the opponent. If they shield, you have a free grab. If they roll away, the ball will hit and you can follow up with dash attack, fair, or a grab. If they roll towards you, you have lots of options. If they jump, aerials.

Jab 3 (7%, 9% DB)
O-same offensive application as jab 2, but you won't have any real follow up due to the speed of the ball and your end lag. This setup does take a longer time to do, but travels pretty far.

F-Tilt (8%, 10% DB forward hit, 6%, 8% DB back hit)
O-similar to both the jabs, except it will fly overhead no matter where you are. Not really useful unless tagerting airborne/ landing enemies, but when using the foot hit, it's range can catch opponents trying to land.
D- Back hit also is defensive, as it adds another anti air hitbox that extends your range.

U-Tilt (7% close, 6% farther away, 8% close, 7% farther away with DB) D-somehow some way it's worse defensively than F-tilt, due to the ball being a hitbox for a short time instead of the whole duration of the ball's existence. It lasts until it reaches near the apex of its height.

D-Tilt (7%, 9% DB)
O-sends at a low arch above the stage, covering the ground pretty well. Does lots of shield damage when both the tilt and the ball connect. Can randomly send backwards just because.. (maybe due to certain spacing?)
D-same idea except to stop opponents from running at you with your extended range unless it goes the wrong way.

All smash attacks (8% ball damage, 10% DB)
O-mainly just to extend the duration of the move. Not useful after that.

Nair 1 (both hits or nair 2 make the ball not that useful) (8% close, 7% far, 9% close, 8% far DB)
O- great aerial arch and can pressure opponents into staying grounded.
D-prevents aerial approaches with its large horizontal range and hitbox duration.

Fair (7%, 9% DB 6% with meteor hit, 8% DB)
O-like a better jab 2 but with stricter timing to hit the ball. Leads to many follow ups add well. Sour spot front facing fair is the same but less range, so you have to be closer to the enemy, which can pose some risks. Back hit isn't offensive unless it hits with the sour spot.
D-using back hit fair launches the ball slowly to the ground, being a hitbox on the ground close to you. You can retreat after that. The hitbox doesn't linger long after it hits the ground, so be wary of that.

Bair (8% sweet spot, 10% DB, 7% otherwise, 9% DB)
O-similar to fair, but much faster and travels farther. Does not lead into follow ups due to this. Just like down tilt, it does respectable amounts of shield damage when both hits connect.

Uair (7%, 9% DB)
O-back hit forward tilt but with more range and offensive capabilities.
D-covers more vertical and horizontal range than back hit of f-tilt.

Sour spot Dair (7%, 9% DB)
O-essentially down Smash but with a little less lag after it. Not many follow ups after that.

Sun Salutation (8% fully charged, 10% DB, 7% otherwise, 9% DB)
O-the charging windbox pushes the ball forward, and then you can release charge to turn the ball into an active hitbox. I recommend charging and then releasing shortly after the ball moves away from you. Higher charge means more distance from the ball, but not much damage increase. If somehow both ball and Salutation hit, deals great shield damage.

Header
(8-9%, 10.5% DB)
O-sending the ball along the ground, covering all of FD and then some. You do suffer from landing lag, unless you jumped a bit before initiating and canceling header, which allows you to hit with an instant jump header. (Will be covered after)

Super Hoop (6-7%, 8-9% DB)
O-Please don't use it.
D-PLEASE don't use it.

Special
D- if the opponent is chasing you down while you are setting up the ball, you can always opt for a surprise grab. The pummel then deals a total of 10% damage if it also hits the ball, and you can combo into a back Throw, which also hits the ball, for a combined total of 23%, and 28% when with DB. Not bad for a usually meh grab. You can also just go for forward throw, which then deals 13%, 15% with DB. Both throws will force the enemy out of the grab, but it isn't a problem unless at 0%. (Who does that though)

Other uses
D- Meat shield against projectiles, but you probably will get hit by the ball.
D- can save you from killing moves if you get hit by the ball as well (unless at very high percents)
D/O- forces enemy hitboxes to stay for a longer duration. If you can avoid both the ball and the extended move, you probably can punish accordingly. (Rather risky option)

Header Lag Canceling (or Instant Jump Header, whichever you prefer)

Header's landing lag is fairly substantial, and should be avoided at all costs. To completely cancel the lag, jump and immediately perform an instant header. (so jump, side B and immediate B after) That's the simplest way to do it, but as long as WFT is below the apex of her short hop (to play it safe, less than or equal to half a short hop) when you instant header, the lag will become obsolete. Alternatively, at heights at her short hop or more, you can instead perform specials to completely cancel the lag, or aerials and air dodges to instead experience those lags instead. Any of these methods help clean up Wii Fit's movement, as her landing lag is lessened by a hefty margin.You can also just opt to the ledge, which isn't necessarily bad. Puts yourself yourself in a situation that you might not be comfortable dealing with.

Deep Breathing Cancel
(DBC)

This tech has good uses and potential for mind games. All you have to do is start the deep breathing and press shield at any time. Now, you can grab, perform aerials, or do an up smash out of shield! Useful for the mind games and defensive/offensive play. Doing this in the air stalls you, and you air dodge to cancel it. A nice landing mind game. Also note, when completing the sequence in the air you can do an aerial right after and, at a certain distance above the stage (around 1 full hop and 1/3 double jump) you can land on stage with no lag and can act immediately without experiencing that laggy animation when she's grounded. This technique also applies to Wft and her Sun Salutation, making more defensive and offensive options after that. Can bait people into an up smash like with DB. Also, you can add the header canceling after you jump out of shield to both moves, which make for lots of cool tricks and mind games after that. This is especially good when you combine it with platforms. Jump and DBC so that you land on the platform, allowing you to grab the enemy. I don’t know if it’s already been coined, but either way, a marvelous tech!

Run Turnaround Cancel
(RTC), Extended/ regular Dash Dancing, and Perfect Pivots

All characters can do these, but wft benefits more from RTC than others. I'll briefly go over how to perform each, and then explain their uses after all have been explained.

RTC

Dash and then initiate a turn, making wft go through the animation. At this point, you can cancel it almost instantly by returning to the neutral position, or let the turn animation finish. After that, return the control stick to the neutral position at certain times, canceling the dash but still giving the momentum.

Dash Dance/ Extended Dash Dance (DD/EDD)

Dash, and dash again in the opposite direction. Do this in rapid succession. Not that useful compared to previous iterations of the dash dance.

EDD:
Dash, and then dash again in the same direction, (so start like a fox trot) but then immediately after you do that, flick the stick in the opposite direction. Then rinse and repeat. Mind game and movement.

Perfect Pivot
Initiate a dash, but then immediately flick the control stick in the opposite direction, and right after that return it to the neutral position. Results in a small distance gained and you can act at any time after.

Now, these movement tech are not entirely useful on their own for madame fit, but when combining all of them with her jabs, dash attacks, smash attacks, grabs somehow, and tilts, (even up tilt) they become very useful for spacing and mind games. For example, if you mess up the dash dance and get a turn animation, cancel the turn and either continue the dash to dash attack or dash grab, or cancel the turnaround dash for the momentum and then use it for sliding jabs and up tilt to catch people by surprise. You can even do a perfect pivot after dash dances and RTCs, creating good space for your f-tilt and d-tilt. This makes her tilts better than before, but combining each movement tech can be difficult to do.

Combo Game!

Now that we covered almost everything about WFT, we can now go into detail about her combo potential, and boy is it strong. I feel it's important to learn most other things before you work on combos. With that being said, let's go over what she can do.

Starting simple

Your main tool for comboing people is of course neutral air. At early percents you can link up and forward tilts after landing a nair very close to the ground, or a grab if you feel like it's optimal. Mid percents and after take the opponent higher, and you can follow with 1-2 nairs, ending with bair, fair, or uair, for a lot of damage. Alternatively, you can end with instant header for the most damage. At 3ds launch, around 40% (still works today) both hits nair into Up Smash works, but I'd rather save the freshness of the kill move. Up Air also can combo into itself at mid percents, but the timing is pretty unforgiving. You might want to refrain from doing so, as you can get punished if you miss. Forward Air is an unconventional combo starter, as the arm is not safe on shield. However, it can be decently good at mid percents, linking into nair, up air, back air, dash attack, and grab. As percents pass the 60% threshold, it can link into itself once, or a nair and up air for good damage. Back Air does not offer much combos, but can combo into f-tilt and dash attack at very low percents.

Getting Advanced

You might think Wii Fit might not have better combos after nair land, double nair and up air/ bair/instant header. You would be right in terms of damage. However, that combo will not kill most of the time. This section will cover her kill combos, all of which revolve around the sacred nair 1. This part of the move has good hitstun, making it combo at any percent. At 0, it can combo into up tilt, forward tilt, and grab. Mid percents act the same as when both hits of nair connect, but the beauty lies in higher percents. Let's assume a Mario at center stage of FD (for the most part).

75-80% Nair 1 -> sweet sweet Up Smash (55% with deep breathing!)
All you have to do is short hop, fast fall while nairing so that the 2nd hit doesn't come out, follow the di, and decimate foes with up smash. Works on all the cast at varying percents.

81-85% Nair 1-> Nair -> Up Air (61-65% with deep breathing)
Same method as before, but you follow with 2 aerials. This can be di'd a bit so that the killing blow won't connect, but people don't normally di that way.

The Outlier 85-90% sour fair -> nair -> Up Air (65-70% with deep breathing) Mentioning it, although it should never be able to become possible. No one should let themselves get hit by a sour arm fair if they are on the ground. Pretty stylish though.

105-115% Nair 1 -> Glorious Dair Spike (85-95% with deep breathing)
Done at the ledge instead of the center, this can kill all characters as well as being fancy. The timing is strict, but well worth when it lands.

115-125% Nair 1 -> sweet sweet Back Air (95-115% with deep breathing) Remember that this is center stage, so it will kill earlier when closer to the blast zones. Same method as before, so it shouldn't be too hard to pull off.

130-200% Nair 1 -> Up Air (as early as 110% with deep breathing)
The range that this kills is really crazy, but the higher the percent, the easier it is to di. It still is very easy to connect the up air for the most part, and is up there for reliable kill confirms.

130-150% Nair 1 -> Forward Air Spike (110-130% with deep breathing)
If you are going for this option, it must be because of style. This won't kill people with great vertical recoveries though, so be warned. Oh yeah and must be at edge of the stage.

165-200% Nair 1 -> Forward Air (earliest 145% with deep breathing)
There shouldn't be a reason to do this, aside from mis input. I mean they might di wrong if they think up air is coming.

*Random special*
105% at the ledge Nair 1-> full charge Sun Salutation (85% with deep breathing) It's an ok kill option at the ledge, but the timing is harsher than dair, so it's not really good. Unless you want to heal the 2%.

Getting Very Tricky!

You want a challenge? You got some right here, with the most technical combos Miss Fit can dish out. We'll start by explaining frame cancelled moves and new combos with them, and then the ultimate Wii Fit combo.

So frame canceling. It's pretty much the descendant of L-canceling in melee, but much harder to do. To perform this magic, hit people with any aerial 1 frame before you land on the ground. Doing so will overlap landing and end lag frames, cutting the amount of lag you have (or is it so that the 1st frame hits before landing on the ground?). Difficult at first, but there are patterns to performing them in better succession. For fair and Nair, short hop and wait for the audio of her jump to end. Keep the control stick down, and perform fair or nair with the c-stick (the tilt stick comes in handy once more) and you should be able to frame cancel both moves. Nair is more forgiving as you can get saved by nair 2 if you are late. Dair isn't really worth canceling. For up and back air, it's really difficult. For bair and up air, I use the obscure rhythm heaven ds game crop stomp as timing. Think of the first audio cue as the start of the main song. Then perform the aerial perfectly in between the next note. For poor visualizing, here is the song segment. Da-dah.. dah dah dah! The aerial is placed perfectly in between like so Da-dah (Dah!!) dah dah dah. Very hard to understand, so it's perfectly fine if you decide not to learn the timing. Frame canceling will not work when it hits shield, but if you hit the shield and the ball after, you can frame cancel, which can lead into possible shield breaks if you have deep breathing. Just do a down tilt and it should destroy the shield. Anyways, here are all optimized combos with frame canceled moves (I'll * the ones I recommend)

0% Bair -> Bair (26%) *

0% Nair -> up tilt or f-tilt (24 or 23%) or grab (meh)
0% Fair -> f-tilt, jab sequence, or up tilt (19%,18%, 20%) or grab (still meh)
30% Fair -> bair (23%)
40% Fair -> nair strings or up air *
0% Up Air -> leg f-tilt, up tilt, fair, up air, bair, nair, f-smash, up smash (19%, 20% (x3), 23%, 24%, 25%, 28%)
Easier to link kill confirms at higher percents *
Easier linking nairs at mid percents *


*all these combos in the frame cancel section are generalized percents and assumes fresh moves*

Now I mentioned previously possible shield breaking potential. (it might not be guaranteed and needs more testing) So now what is the most optimal punish? The answer lies with the deep breathing and ball. Let's take a Donkey Kong at 20%.

Deep breathe and place a ball next to DK
Short hop fast fall nair so all hits connect.
Full hop nair
Double jump nair
Instant header
(Total 88% in training mode)

An insane damage output, with a chance to send the opponent back down with a deadly spike depending on where they are when they get hit by the header hit. Characters with bad vertical recoveries will not be able to come back after that.

This is optimal at low percents, but it gets even better at the mid range.

Deep breathe and ball up again, only this time place the ball far away from both you and the opponent. Nair 1 to header for a spike kill at the ledge. Can kill earlier with deep breathing. Very powerful. Oh my word is it cool. Now you can add the ball to increase damage and death chance, but you do have to chase the opponent a bit more as the ball sends them off more than just nair 1.

Ball combos are pretty cool too, but they are difficult to do in real matches. Just to cover a few, I'll list the ones I find neat. Most of them use jab 2 because of the ample time you have to reach the opponent and follow up.

Ball hit -> Charged Sun Salutation
Ball hit -> Dair (kills off stage)
Ball hit -> nair strings -> ending up/b/f aerials
Ball hit -> fair or bair or up air (kills at high percents)

A little tricky to pull off, but still cool right? Now that we got that out of the way, we can cover the ultimate.

Wii Kill Combo

*ahem*

I had a footstool lock combo like this created before in around August, but I never got to showing it off as it starts off with a move that would likely never hit in a real match, namely short hop fast fall up air. I improved on it when Mysmashcorner showed off a much better variant of it, and found a way to optimize it even further after being inspired by his mentioning of poor Ganon, extending this combo to being able to kill all the cast, except for a select 2 on occasion. Are you ready for hella detailed explanation time? I'm not but who cares!

*example of :4ganondorf: at 30%*

Start off with a short hop fast fall neutral air, ensuring both hits connect. Full hop and nair, footstooling after that. Immediately after, do a deep breathing cancel immediately to halt your footstool jump. Follow Ganon down and then lock him with the back hit of your forward air. This is when the combo deviates from MSC, and when it gets exceedingly difficult to do correctly. As close as you can, while very slightly crossing the opponent, do a short hop fast fall nair, this time only making nair 1 hit instead of both. This next part is crucial. Do a full hop neutral air while drifting in the opposite direction that Ganon was popped up in. Doing this results in the opponent only being hit by the 1st hit of neutral air and not the 2 hit sequence. After this it gets easier. Footstool once more, deep breathing cancel and follow to lock him. Then finish off with Wii Fit's strongest kill combo: Nair 1 to Sweet spot Up Smash. There is another way to start this combo, with nair 1 and then nair, but is relatively unchanged after that. Here is the full sequence without the word fluff.

Version 1 (V1)
Nair -> Nair -> footstool -> deep breathing cancel (DBC) -> Fair lock -> Nair 1 -> Nair 1 -> footstool -> DBC -> Fair lock -> Nair 1 -> Up smash

Version 2 (V2)
Nair 1 -> Nair -> footstool -> deep breathing cancel (DBC) -> Fair lock -> Nair 1 -> Nair 1 -> footstool -> DBC -> Fair lock -> Nair 1 -> Up smash

*some notes on the combo* (applies to both variants)
-initiating deep breathing cancel varies for some characters, as the footstool is too close to the ground that WFT cannot complete the fair lock. Delay the deep breathing cancel by a little and you should be fine
-The nair 1 nair stupid sequence can be di’d, so really.. Good luck reacting to that. If the 1st nair 1 is di’d in, you have to run a bit more to make up for that. Should still combo. If it’s di’d away, just follow them, and do the drift away nair 1. Again, good luck!
-the footstools can be di'd, and if the opponent di's optimally, just end the combo with nair 1, nair, up or back air for good damage.
-the process becomes easier to connect hits in a real match, but all your moves must be fresh for it to kill. So racking up percent is probably done by specials, throws, bairs, and tilts/jabs. It isn't too much percent so don't worry about it too much.
-If you somehow have a clean deep breathing, the combo works much earlier. (average 7% less for the most part, actually in between 5-10% earlier thanks to margin of error) Don't worry about doing too much damage, as the first DBC ends the damage boost early, making it easier to continue the rest of the combo. But deep breathing should not have been used at such an early time, so do not worry of this.

As mentioned before, you can start off with nair 1 and nair instead of 2 full nairs.(or double nair) This allows the combo to work at slightly later percents than double nair. It's also easier due to less strict timing on the first 2 moves connecting. The rest of the combo is the same though. Here is an extensive list on the cast, what percents they are susceptible to, and what combo variant can be done on them. There are slight changes in the combo in order to work on some characters and it will be noted in the key of the chart. The 2 outliers will be last, and the chart thing in order from heaviest to lightest.

V1 is Double nair (the lower percents of the 2)
V2 is Nair 1-nair (the higher percents of the 2)
*when replacing nair 1 nair 1 with only nair 2: footstool is super strict timing unless frame canceled or performed very close to the ground.

Super Heavy

:4bowser: (30-33%) (38-42%)

:4dk: :4ganondorf::4dedede:(30-35%) (40-45%)
if DK is facing up when he lands you can lock him twice and skip the next set and go for the kill... the nair 1 nair 1 sequence is particularly hard on Dk.
It is unusually easy to do the nair 1 nair 1 sequence on Ganon. He should be the first person to practice this on.

:4charizard: (25-28%) (35-40%)
V1 frame cancel first move at 25-28%

Heavy

:4bowserjr: (30-31%) (35-40%)
*when locking the first time make sure to hit the cart and not Bowser Jr.

:4samus: (25-26%)
strict timing for the first bit to true combo. Weirdly easy to nair 1 nair 1 her.

:4myfriends: (30-33%) (35-40%)

:4wario:(30-31%) (36-40%)
extremely strict timing on both.

:4rob:(30-32%) (35-40%)
Easy to land the nair 1 nair 1 sequence.

:4falcon:(35-40%) (45-49%)

:4link: (30-33%) (35-40%)

:4ryu:(35-37%) (45-47%)
V1 skip 2nd lock sequence and just go for nair 1 -> Up Smash at 36-37%
V2 skip 2nd lock sequence and just go for nair 1 -> Up Smash at 46-47%

:4shulk: (22%)
V2 first move must be frame canceled. The deep breathing chancel time is very slightly after the footstool. The 2nd fair lock will always be frame cancelled (cool right? )

:4megaman:(30-35%) (45-50%)
Strict timing for both variants
V2 you must frame cancel the move in order to link the 2nd move easier. Don't have to continue to the 2nd footstool lock at 49-50%.

:4cloud:(30-34%) (35-40%)

:4lucario:(25-29%) (30-34%)
V1 must be frame cancelled, and there is a slight delay for DBC for all percents and the actual footstool at 29%.
V2 also has a delay for DBC. Strict timing for the 2nd nair to connect both hits.

Middleweight

:4corrin::4corrinf: (25-30%) (30-35%)

:4mario::4drmario:(27%)
Replace the nair 1 nair 1 sequence with only nair 2. The sweet spot up smash will be much harder to connect, but the weaker hit (15%) still should do the trick.

:4villager::4luigi::4wiifit::4wiifitm::4robinm::4robinf::4ness::4lucas::4tlink:(30%)
Replace nair 1 nair 1 sequence with only nair 2. Timing a little hard to connect the sweet spot Up Smash (delay it just a bit).

:4pit::4darkpit: (35%)
Replace nair 1 nair 1 sequence with only nair 2.

:4feroy: (35%)

:4pacman:(25%)
Replace nair 1 nair 1 sequence with both hits of nair. Frame cancelled is preferred. Otherwise it becomes much harder to footstool.

:4greninja: (35%) (45%)
Extremely strict timing on both variants. Good luck.

:4sonic: (35%)
Replace nair 1 nair 1 sequence with only nair 2.

:4diddy:(30%)

:4palutena: (27-29%)

:4duckhunt: (25%)
Pretty strict timing for the first sequence due to hurtbox being small.

:4lucina::4marth: (25%)

:4peach: (20%)
The first move must be frame cancelled. Very difficult.

Featherweight

:4zelda: (25%)
Replace nair 1 nair 1 sequence with nair 2.

:4bayonetta::4bayonetta2: (30-32%) (38-43%)
You can kill her after the first lock sequence with that kill combo (thank goodness)V2: the higher the percent the harder it is to footstool, as too early doesn't make her hit the ground.

:4falco: (30-34%) (39-44%)
You can kill him after the lock sequence with Nair 1 Up smash :]

:4littlemac: (25%) (35%)
V1 is not recommended as the window for footstool is tight.
V2: Replace nair 1 nair 1 sequence with nair 2.

:4sheik:(30-33%) (39-40%)
Skip the 2nd footstool sequence and go for the kill.

:4zss: (30-32%) (38-42%)
You get to kill after the first footstool lock! The joys of most featherweights!

:4metaknight: (25%) (35-40%)
Pretty simple to lock because round body, instead of the bodies lying flat on the ground of most featherweights (although those are not at all hard to do)

:4fox: (40-44%)
Fox falls way too fast for the double nairs to connect, but it's ok. Nair 1 nair is reliable against him. As for most featherweights, just end it in the kill combo after the lock.

:4pikachu:(25%) (35%)
Can kill after the 1st lock. Timing for V1 is rather strict.

:4olimar:(20%)
Stupid hard. Also, do nair instead of the nair 1 nair 1 after the 1st lock. Again, it's really hard.

:4kirby: (15%)
Harder than Olimar, you must frame cancel the first nair 1. After the first lock, you can hit with the whole nair or just nair 2. Continue the combo, and end with the kill. Good luck though!

:rosalina: (19%)
Dear God it's even harder than the others. Frame canceled again, nair 2 after the first lock sequence, and it's also difficult to get the sweet spot Up Smash to connect sometimes. Luma can ruin everything, and if you do hit Luma, the extended lag will ruin the combo.

:4gaw: (25%)
Timing of the footstool and deep breathing cancel is different, and in turn difficult. Opt for the nair 2 hit instead of nair 1 nair 1. After the 2nd fair lock, just charge an F-Smash for the kill (should kill from anywhere on stage provided they get sent in the direction to the closer blast zone)

Balloon Weight

:4mewtwo: (25%)
Replace the nair 1 nair 1 sequence with only nair 2. DBC timing is also changed, and when timed correctly, the 2nd fair lock will get framed canceled. (You must get this timing to successfully lock him) Then end in charged F-Smash or Nair 1 Up Smash.

The Jerk Outliers


Who are they, and why do they suck? The 2 characters that are safe from this devastating combo are Yoshi and Jigglypuff. Both are way too floaty (Yoshi also heavy, making it complicated) and don't have to worry about the footstool lock. However, this is where my old combo shines! Not really, as it is highly unlikely that it will occur in a match.

:4yoshi: (30%)

Up Air (frame canceled why) -> footstool -> DBC and Fair lock -> Nair -> footstool -> DBC and Fair lock -> Nair 1 -> Up Smash
It's really difficult to pull off (remarkably so), but props to you if you can pull it off. Thankfully Yoshi has a big enough hurtbox to easily get hit by an up air so close to the ground.


:4jigglypuff: (15% :<)


Up Air (frame canceled) -> footstool -> DBC and Fair lock -> Nair 1 (frame canceled) or both hits Nair (you know the drill) -> footstool, DBC and Fair lock (another one) -> Charged F-Smash or Nair 1 (Dj Khaled up in here) -> Up Smash. HIGHLY RECOMMEND NOT TO DO THIS UNLESS YOU WANT TO KILL THE JIGGS THAT BAD

The reason for the variant is stage position. If at edge of stage, do the difficult nair 1 footstool. The timing of everything is crucial, as if not frame canceled, jiggs can air dodge. If the DBC is done incorrectly, jiggs can roll or attack or whatever out of the ground. If the fair isn't performed immediately after you air dodge, it won't lock or be frame canceled. If you were able to lock at the edge, charge an F-Smash for a possible kill. Di might save jiggs from death. If not close to the edges after the first lock, do a nair so that both hits connect and it frame cancels so you can get the footstool. The 2nd Fair lock is not at all hard to do. However, the final nair 1 must be frame canceled so that you can charge the Up smash a bit and still combo with the sweet spot and kill. Way way hassle filled good lord.

Approaching and Defending as Wii Fit Trainer


The last topic of the day, as this is the most important aspect. After all, you can't do the combos if you can't get in, and punishes can happen if the ball set up is done with bad spacing. I covered parts of it here and there, but it will make sense recapping them all into a solid and cohesive topic (they were scattered everywhere!)

Approaching

Generally, at the beginning of the match, you do not want to be approaching the opponent. Instead, charging your neutral B and sending instant jump headers are the way to go. This keeps opponents at a distance. Mix up how charged the sun will be before you send it off, as to deal residual chip damage from afar. The same goes for the ball. Get creative on it when you are very far from the opponent. When they start getting closer and you don't have room to send projectiles that connect, utilize your tilts and aerials to create space they have to respect. Now when comfortable, you can slowly push your way forward for more offensive options. Remember all the salutations and balls you sent to the enemy? These projectiles have conditioned the opponent to react, usually shield or jump, sometimes roll, as you can chase them in the air when you closed some gap. This allows you to rush for a grab or punish their usual reactions from the projectiles, racking up a bit more damage. Above all, mix up all of your options to readily confuse the opponent!

Low ish - mid percents

By this time, both of you will have done some damage to each other, and the opponent will be in combo range, especially the ultimate one. When this is the case, pressure the opponent to make mistakes, baiting them with your header cancels when nearby to evoke them to run in and punish, when they might not be able to. Run or jump out of harm's reach, but drift back in with the key nair or dash attack/grab/pivot tilt, and have fun from there. Another method to force punishable reactions is by throwing out more aerials on shield. Bair is the optimal choice, as it creates good space to keep you safe. Short hop nair is pretty good too, as you are too high to get shield grabbed and you can jump away or perform a bair and drift away, applying more damage to the shield, in turn more pressure. You can then aim for shield pokes or shield breaks, but remember that you still can get punish by some aerials out of shield. Spaced nair so that the first hit connects with the shield works as well, because you can then drift away or into the opponent. This is especially easy to cross the shield and be a little safer from some punishes. Back hit fair works only if spaced immaculately and you drift away and autocancel. If you've done all of those and they reacted well to all of them, start incorporating tomahawk grabs into the mix (short hop fast fall into just a grab) to make them further question what option they should use. The closer you are to the enemy, the more careful you must be to space correctly, as her boxing game is not that good on its own. Use the movement options to confuse the opponent and punish accordingly. If you are quick with your fingers, you can add aerials to your dash dances and pivots, and you can start a combo from there if you catch the opponent off guard.

Upper Mid - high percents

If you've done combos and gained stage control, you can relentlessly go after them with up airs or projectiles to catch their landing. After the damage racking combos have finished, do your best to maintain space or force them off stage to edge guard them with your arsenal of projectiles and powerful aerials. You could stay on stage and deep breathing or set up the ball near the ledge after saluting the sun. This makes the kill combos easier to perform if you catch their ledge option. When both on stage, play like you do in the beginning of the match, going in after you've pressured the opponent with projectile harassment and predict their reactions. When on the offensive, play the pressure game or the bait game so you can connect your potent kill combo after a read. Nair 1 to kill confirms, hard read up smashes, and edge guards will be the standard kill options.

High-higher percents

After this, it gets difficult to land that nair 1 to kill confirm due to the enemy playing a bit more defensive. You can respect it and go return to your favorite spot, which I'd recommend. Now you can do residual damage from afar, and when high enough, surprise them with your terrible grab. What I like doing is have a close to fully charged Salutation. Then I threaten with a header ball. After, use sun Salutation to then force a defensive option. Instead, you'll be fully charged and immediately run for a grab, or run and send a projectile again. Sun Salutation, f-tilt, bair, up air, and back/up Throw are the moves of choice to kill at these percents. Pretty frustrating.

Being Defensive

While offense can lead to crazy things in favor of Wii Fit, playing defensive is much easier to do, and benefits you in the long run. Cleaning up your defensive play results in quite long-term dividends. You start off playing defensively as well. (unless you are confident/ballsy) Keep opponents at bay with projectiles and safely space your tilts and aerials when they get closer. I covered this in the offensive portion as well, because that beginning play falls in both sides of the spectrum. Actually, this is pretty much her core defensive play. Just to add some more notes, when you are being pressured, running or jumping to center stage is not that effective due to your tall hurtbox and mediocre ground game unless you can push well with your spacing. Instead, keep your calm and retreat with aerials or pivot tilts. You also can go to the ledge, and play creative from there. Crouching is effective defensively, as you dodge lots of moves as they fly above you. At higher percentages, you want to heal and charge up whenever you get the opponent off stage to improve your own survivability. Get comfortable fighting your life out near the ledge, but be familiar with the rest of the stage, as sometimes the ledge is dangerous to go to against some characters.


Conclusory Statements

Well I think that about wraps it up for Wii Fit Trainer. Remember, her core revolves around her projectile walls, powerful aerial combos, edge guarding, and strong defensive play. The switch from defense to offense is crucial in turning the tide to your favor. Nair is your combo friend, and your aerials will usually be the ones to secure kills. Patience is key to utilizing her strengths, and it does take lots of effort to become good with her. I hope this has gave you some insight on her as a character. Sorry if there are too much words, it tends to be problematic in my writing ^^; Have a good one!

Sources

https://m.youtube.com/user/banaenaeartist991 (shameless plug-in,but it has some nifty stuff on WFT and other things Smash to come!)
http://kuroganehammer.com/Smash4 (frame data needs)
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