⑨ball
Smash Ace
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- Oct 6, 2014
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AKA the Wii Fit Trainer's Side B Special "Header" thread.
What is it and How does it Work?
[Like This]
WFT's header is a lot like her. Fairly simple if not a little weird looking, with tons of depth waiting to be explored.
Performed with any horizantal direction pressed simultaneously with the B button,it makes WFT do a small jump from either the ground or her position in the air, generate a soccerball ,and spike it with her head downwards.
A little data on the move and it's custom variants as provided by the awesome, @
Indigo Jeans
, will show that both the ball and her head have hitboxes with their own unique damage and knockback properties.
Attack|Damage|Knockback|Notes
Header Ball|8%/9%/8%||Deals 8% near time of generation, 9% during arc, and 8% after the bounce
Header Headbutt|15%||Spikes
Weighted Header Ball|11%/12%/13%||Deals 11% near time of generation, 12% middle arc, and 13% end arc
Weighted Header Headbutt|15%||Spikes
Huge Header Ball|5%/4%/3%
Huge Header Headbutt|15%/10%
Get'cha Head in the Game, WiiFi:The Headbutt
Bonus points if you get the reference.
This part of the move remains the same in every variation of her side specials. With the small exception of damage variation shown above on the Huge Header headbutt.
As said above, the headbutt portion of this move is an attack that contains spike properties, being able to send anything it hits into a diagonally downward trajectory. This makes it a great move for edgeguarding as it won't be something as easily recovered from, if at all. Seeing as it also doubles as a projectile move, this make whiffing it near walled areas where the soccerball may bounce back (Such as the Fire Emblem stage) a very good option covering move.
The hitbox of the headbutt, as expected, is near her head. It has two trajectories down-forward if hit with the front near her forehead, and down-back near her ponytail. A spike in her head may seem detrimental to her play at first, until you realize that being a relatively fast move as well as one of 3 spikes, means that not only will you more often than not out speed an opponent trying to spike you, if you whiff, you have 2 other spikes to attempt if you feel so inclined.
This move also make WFT jump slightly up before going into her animation giving her a very good move for air stalling, and recovering without using her second jump as well as some interesting ledge play.
In particular, because of the vertical rise in the move, it can be used to rise along the bottom of sloped stages like battlefield, grabbing the ledge without ever using your UpB. This can also be used to generate a ball on stage, and hit an unexpecting, opponent with it from behind, sending them out off the stage. In turn with a quick getup attack from the ledge, sending it flying upwards. Or used at the ledge with a quick shot to send a ball shooting across the floor.
At certain percents that I believe to weight related (25% for lights / 31% for meds / 40% for heavies), this meteor smash done on the stage will force opponents into a techable meteor bounce. Before those percents for each weight class it will simply spike them down with the damage appropriate hitstun.
The Ball
The ball generated itself is also a tool to be reckoned with as it has multiple properties that make it very unique and very dangerous. The first to take note of is that it does decent damage. This is nice as it is, but has the added benefit of not suffering from stale move negation. Unlike many other projectiles (such as the Sun Salutation), the only fluctuation in damage that the header receives, are the ones mentioned above tied to it's life span. This means we have a spammable zoning tool that can have consistently decent damage. Get fit, indeed.
That said, spamming projectiles might not be the best idea in a game where every other character that doesn't have a counter has some type of reflect...for other characters anyway. The interesting trajectory of the default header shots tends to mean that it will only be reflected back up where it came from. An area WFT will have much earlier departed. Even in the rare cases like trying to hit someone offstage and getting it reflected back at you will fail often, as the lifespan of the normal header is short. Short enough in fact, that in those rare cases, it will disappear into smoke before ever making contact with you. Usually just in time for you to generate another brand new one to keep up your assault. This also makes it a great tool for recovery as it can tag opponents jumping out to you, or on the stage with good aim.
It also has decent recovery from both strikes letting her set up devastating zoning patterns with Sun Salutation. They can also combo into each other at higher percents or lower with the right angles.
Calling the Shots and The Angles
Headers default angles being diagonally down and straight forward arcs are nothing to sneeze at, but they're not the only one's she has at her disposal.
As she can cancel the headbutt portion of the move with shield, this also lets her control which attack to hit the ball with, and as such the trajectory it travels at. This not only helps her zoning and space control, but helps her approach as well, as many of the moves used to strike recover faster than the normal attack, letting her follow it in and continue pressure, or in the case of aerials, strike at the same time. Keep in mind that while you can always launch the ball in whatever direction you can manage, it is affected by gravity and thus travels in an arc that bends about 20° as shown above.
Be wary going for these shots however, as if the opponent hits the ball first it will become their projectile and act as such.
In any case, here are the one's I've found:
Default Special Side B -- Header
[ALT Degree IMG]
210/330° : Side B + direction input towards angle desired.
240/300° : Jump, Side B cancel, FF, use the spike hitbox of fair to send it towards angle.
270° : Side B cancel, FF, Dair
180° : Side B + B quickly
30° : Side B cancel, FF, Dtilt (note: the angle might actually be closer to 20/25 if delayed)
20-25° : Side B cancel, FF, back hitbox(foot) of jab
150° : Side B cancel, FF behind the ball, Dtilt (sends forward)
60°: Side B cancel, FF, Uair
====================================================================
Matchup Tips and Tricks using Header
Version 1 . 4
What is it and How does it Work?
[Like This]
WFT's header is a lot like her. Fairly simple if not a little weird looking, with tons of depth waiting to be explored.
Performed with any horizantal direction pressed simultaneously with the B button,it makes WFT do a small jump from either the ground or her position in the air, generate a soccerball ,and spike it with her head downwards.
- It acts very similar to an UpB/third Jump in that once you have enter the air, you are only allowed to use it once, before hitting the ground again, unless you are hit out of it or after it.
- It will always turn WTF in the direction you pressed towards.
- If a soccerball has already been generated from earlier usage, she will instead perform the jumping and headbutting attack without it.
- After inputting it, you can either:
- do nothing letting her strike the ball normally sending it diagonally downwards
- press B again to strike it farther sending it in a straighter arc
- cancel the strike with shield sending her into free fall
A little data on the move and it's custom variants as provided by the awesome, @

Header Ball|8%/9%/8%||Deals 8% near time of generation, 9% during arc, and 8% after the bounce
Header Headbutt|15%||Spikes
Weighted Header Ball|11%/12%/13%||Deals 11% near time of generation, 12% middle arc, and 13% end arc
Weighted Header Headbutt|15%||Spikes
Huge Header Ball|5%/4%/3%
Huge Header Headbutt|15%/10%
Get'cha Head in the Game, WiiFi:The Headbutt
Bonus points if you get the reference.

This part of the move remains the same in every variation of her side specials. With the small exception of damage variation shown above on the Huge Header headbutt.
As said above, the headbutt portion of this move is an attack that contains spike properties, being able to send anything it hits into a diagonally downward trajectory. This makes it a great move for edgeguarding as it won't be something as easily recovered from, if at all. Seeing as it also doubles as a projectile move, this make whiffing it near walled areas where the soccerball may bounce back (Such as the Fire Emblem stage) a very good option covering move.
The hitbox of the headbutt, as expected, is near her head. It has two trajectories down-forward if hit with the front near her forehead, and down-back near her ponytail. A spike in her head may seem detrimental to her play at first, until you realize that being a relatively fast move as well as one of 3 spikes, means that not only will you more often than not out speed an opponent trying to spike you, if you whiff, you have 2 other spikes to attempt if you feel so inclined.
This move also make WFT jump slightly up before going into her animation giving her a very good move for air stalling, and recovering without using her second jump as well as some interesting ledge play.
In particular, because of the vertical rise in the move, it can be used to rise along the bottom of sloped stages like battlefield, grabbing the ledge without ever using your UpB. This can also be used to generate a ball on stage, and hit an unexpecting, opponent with it from behind, sending them out off the stage. In turn with a quick getup attack from the ledge, sending it flying upwards. Or used at the ledge with a quick shot to send a ball shooting across the floor.
At certain percents that I believe to weight related (25% for lights / 31% for meds / 40% for heavies), this meteor smash done on the stage will force opponents into a techable meteor bounce. Before those percents for each weight class it will simply spike them down with the damage appropriate hitstun.
The Ball

The ball generated itself is also a tool to be reckoned with as it has multiple properties that make it very unique and very dangerous. The first to take note of is that it does decent damage. This is nice as it is, but has the added benefit of not suffering from stale move negation. Unlike many other projectiles (such as the Sun Salutation), the only fluctuation in damage that the header receives, are the ones mentioned above tied to it's life span. This means we have a spammable zoning tool that can have consistently decent damage. Get fit, indeed.
That said, spamming projectiles might not be the best idea in a game where every other character that doesn't have a counter has some type of reflect...for other characters anyway. The interesting trajectory of the default header shots tends to mean that it will only be reflected back up where it came from. An area WFT will have much earlier departed. Even in the rare cases like trying to hit someone offstage and getting it reflected back at you will fail often, as the lifespan of the normal header is short. Short enough in fact, that in those rare cases, it will disappear into smoke before ever making contact with you. Usually just in time for you to generate another brand new one to keep up your assault. This also makes it a great tool for recovery as it can tag opponents jumping out to you, or on the stage with good aim.
It also has decent recovery from both strikes letting her set up devastating zoning patterns with Sun Salutation. They can also combo into each other at higher percents or lower with the right angles.
Calling the Shots and The Angles

Headers default angles being diagonally down and straight forward arcs are nothing to sneeze at, but they're not the only one's she has at her disposal.
As she can cancel the headbutt portion of the move with shield, this also lets her control which attack to hit the ball with, and as such the trajectory it travels at. This not only helps her zoning and space control, but helps her approach as well, as many of the moves used to strike recover faster than the normal attack, letting her follow it in and continue pressure, or in the case of aerials, strike at the same time. Keep in mind that while you can always launch the ball in whatever direction you can manage, it is affected by gravity and thus travels in an arc that bends about 20° as shown above.
Be wary going for these shots however, as if the opponent hits the ball first it will become their projectile and act as such.
In any case, here are the one's I've found:
Default Special Side B -- Header
[ALT Degree IMG]

210/330° : Side B + direction input towards angle desired.
·Side B cancel, FF, UpB
240/300° : Jump, Side B cancel, FF, use the spike hitbox of fair to send it towards angle.
270° : Side B cancel, FF, Dair
180° : Side B + B quickly
·Side B cancel, FF, Bair twds desired angle. (note: hitting the ball does not remove the hit box from Bair)
·On ledge, Side B +B quickly
· Against ledge or close to wall, Side B / + B quickly (note: sends in reverse pressing B does fast does not change angle)
·Side B cancel, FF, Sun Salutation
·On ledge, Side B +B quickly
· Against ledge or close to wall, Side B / + B quickly (note: sends in reverse pressing B does fast does not change angle)
·Side B cancel, FF, Sun Salutation
30° : Side B cancel, FF, Dtilt (note: the angle might actually be closer to 20/25 if delayed)
·Side B under sloped stage, grab ledge, getup attack
20-25° : Side B cancel, FF, back hitbox(foot) of jab
150° : Side B cancel, FF behind the ball, Dtilt (sends forward)
·Replacing Dtilt with Ftilt works here aswell for forward facing angles.
·Replacing Dtilt with a FF Nair also works. Use Both hits for a slower shorter travel, and one hit for a faster and longer shot
120/60° : Side B cancel, FF, back hitbox of Ftilt for a further shot, Utilt for a slow&short shot (note: Upsmash works here as well, but having such a thin hit box makes it harder to direct)·Replacing Dtilt with a FF Nair also works. Use Both hits for a slower shorter travel, and one hit for a faster and longer shot
60°: Side B cancel, FF, Uair
====================================================================
Matchup Tips and Tricks using Header
Also of note is that this is great for the Rosalina MU since you can use it to stop the Luma Shot cold in its tracks.
Super unrelated but using this move in Endless Smash while ledgecamping is a great way to build up KOs safely!!
Misc and Yet to be TestedHey guys, just wanted to let you know, that if you use side-b normally in the air. You get the side-b landing lag almost no matter how high you are. So, if you don't cancel your header, you should probably use a quick aerial before landing.
- The lifespan of the ball seems to be tied to the first collision it takes. Whether this is from WFT or the ground seems irrelevant and starts the timer on it's expiration. This is neat since it let's you cancel from very high to do things Dair shots at sharper angles than normally available.
- Damage appears tied to the lifespan. Ala fresh balls will do 9%, near death balls do 4%.
- Weaker moves like jab(hand hitbox) will move the ball and activate it's death timer without giving it a hitbox.(hurtbox still exists) Allowing for some surprise trick/secondary shots.
- No shots that go directly up...yet.
- I don't really like the custom specials outside of Smash Runs, but for completions sake I'd like to have info for them here to if anyone who uses them can contribute
- A really deep side-b on sloped stages will place the ball in the stage and push it out onto the stage depleting it's lifespan before it can even be struck.
- The front part of Fair can also be used but has such a short life span that it might not be worth it.
- Fully charged Sun Salutations can hit the ball for a slightly higher angle(around 30°) but is seriously a waste seeing as you can do that with other moves and retain your charge
- Dair shots depend on where you hit the ball with the hit box and can make multiple shots
- WTF recovery animation for Side B cancels is the same as her UpB (The GOAL pose “ヽ(´▽`)ノ”)
- The sprites above are by Potemkill and SmithyGCN.
- Degrees are written as if WTF is Player 1 in default position. [x]
- Bad shops are my fault. My new prison is shame.
- Added videos from @Fancykong and @DRU192
- Added simplified/focused thread on lagless header by @Gatoray
- This character is seriously too much fun.
Version 1 . 4
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