Deep Breathing in Ultimate.
|User||Wii Fit Trainer|
|Article on Wikipedia||Diaphragmatic breathing|
When used, Wii Fit Trainer faces the screen and begins to take a deep breath. A red circle appears on the Trainer's body, as well as a larger light-blue ring which begins to shrink, closing in on the red circle. If the player presses an attack button just as the ring meets the circle (or alternatively, holds the initial down special input and then releases it at this moment), Wii Fit Trainer is instantly healed for 2%, and receives various stat buffs which last for 9.8 seconds in Smash 4 and 12.2 seconds in Ultimate. If the input is made at the wrong time, or the player cancels the move by shielding or air dodging, the move fails and nothing happens; if this was done with a mistimed special input, the Trainer will slouch in disappointment.
After Deep Breathing is used, whether it was successful, failed, or canceled, the move becomes "stale" for a period of time before it is refreshed; this takes 60 seconds in Smash 4, reduced to 40 seconds in Ultimate. If the move is used again while it is stale, it will take longer to activate successfully, and will yield smaller buffs with a shorter duration (as short as 7.2 seconds in Smash 4 and ~8.8 seconds in Ultimate). Deep Breathing will always be refreshed when Wii Fit Trainer is KO'd. If Deep Breathing is used while its effects are already active, the previous Deep Breathing effects are canceled.
In Smash 4, Deep Breathing offered only a few stat buffs. In Ultimate, the move's effects were greatly expanded, affecting almost every aspect of Wii Fit Trainer's mobility. The extent to which Deep Breathing buffs Wii Fit Trainer depends on how fresh or stale the move is. On the chart, the values on the left result from the stalest possible Deep Breathing activation, while the values on the right result from a completely fresh use.
|Stat buff||Smash 4||Ultimate|
|Damage output||×1.16 ~ ×1.2||×1.2 ~ ×1.25|
|Walk speed||×1.16 ~ ×1.2||×1.16 ~ ×1.2|
|Initial dash speed||N/A||×1.1 ~ ×1.13|
|Dash speed||N/A||×1.1 ~ ×1.13|
|Traction||N/A||×1.1 ~ ×1.13|
|Air speed||N/A||×1.16 ~ ×1.2|
|Fall speed||N/A||×1.16 ~ ×1.2|
|Gravity||N/A||×1.16 ~ ×1.2|
|case foldout||Press when the circles overlap to gain a boost.|
|Move List||Inhales deeply. Can heal, boost movement, and increase launch power with good timing.|
Special Move customization was added in Super Smash Bros. 4. These are the variations:
|1. Deep Breathing||2. Volatile Breathing||3. Steady Breathing|
|"Press the button at the right time to heal and boost your launching power."||"A forbidden breathing method that causes an explosion. Doesn't heal or power you up."||"If successful, you're briefly impossible to launch. Takes a while to use again, though."|
- Deep Breathing: Default.
- Volatile Breathing: When performed correctly, creates an explosion around the Wii Fit Trainer that does 15% damage at close range, or 8% at long range. This variation does not heal or power up Wii Fit Trainer's stats. During the initial frames of the startup, the Wii Fit Trainer has super armor.
- Steady Breathing: When performed correctly, gives the Wii Fit Trainer super armor at the very beginning, then makes the Wii Fit Trainer take significantly less knockback for six seconds, one second less than Deep Breathing. Specifically, all knockback sustained is multiplied by 0.2x. Once the effect wears off, the move has a noticeably larger recharge time. It also has a bigger healing boost, healing 5% rather than 2%.
|926||Deep Breathing||★★★||1||Down Special ↑||Wii Fit Series|
Deep breathing is a common technique used in yoga to soothe and calm a performer down. The circles that appear reflect the circles used in Wii Fit's yoga exercises, where they serve as a visual guide for inhaling and exhaling during the exercises.
Wii Fit Trainer uses the move in Super Smash Bros. for Wii U.
Deep Breathing as shown by the Move List in Ultimate.
Names in other languages
- Contrary to popular belief, Deep Breathing does not directly improve launching power. Rather, Wii Fit Trainer's enhanced knockback is a function of the increase in damage output.
- Deep Breathing can be used to immediately halt vertical momentum after a footstool. In Smash 4, this was used to create extreme death combos.