Wii Fit Trainer (SSB4)
Wii Fit Trainer (Wii Fit トレーナー, Wii Fit Trainer) is a playable character in Super Smash Bros. 4. After initial reveal trailers, her status as a newcomer was revealed during E3 2013 on June 11th, 2013. She was one of the three newcomers announced at E3 2013, alongside Villager and Mega Man. A male version of Wii Fit Trainer was shown on October 31st, 2013, the release date for the trial version of Wii Fit U, and was later confirmed to be an alternate costume during the April 8th, 2014 Super Smash Bros. Direct. She was also among the first wave of amiibo figures compatible with SSB4.
Unlike a majority of the characters, Wii Fit Trainer has different voice actors depending on the region. The voice actors of each region's female or male trainers respectively are as follows:
Wii Fit Trainer is currently ranked 49th out of 58 on the tier list, placing her in the E tier. Wii Fit Trainer's greatest strength is her offensive potential, as she is able to quickly rack up damage and has respectable power, both of which can be strengthened by using Deep Breathing. She also has two useful projectiles in Sun Salutation and Header, a formidable approach thanks to her mobility, offstage stalling potential with her wall jump, Header and Deep Breathing, and a decent combo game and impressive mindgame potential due to her unusual hitbox placements.
Wii Fit Trainer's recovery is overall quite good due to a number of traits. In addition to her fairly high jumps and her ability to wall jump, Super Hoop covers above average vertical distance when button mashed, while its hoops can fend off point-blank edge-guarders. Although situational, the first use of aerial Header can be used to either grant a small vertical boost when used at the apex of a jump, or stall her descent. By extension, these traits also grant her fairly strong edge-guarding potential.
However, Wii Fit Trainer's greatest flaw is her range. Her aforementioned unusual hitbox placements make it difficult for her to space consistently without her projectiles, since her hitboxes are mostly focused on very specific parts of her body, making it relatively easy to whiff hits despite her body visibly touching against an opponent. Her range issue is also very apparent with her grab game, as her grabs can miss unless she is practically touching the opponent. Incidentally, her grab game is also largely unimpressive overall: her pummel is very slow, while her throws have very minimal utility outside of dealing damage.
Although she boasts respectable power, Wii Fit Trainer's only has a handful of attacks that KO at reasonable percentages while not boosted by Deep Breathing. In addition, these KOing options are either burdened with considerable overall lag (smash attacks) or rely on sweetspots to KO reliably (up smash and back aerial), which leaves her with only one (up aerial) that has consistent KO potential either with or without Deep Breathing. Deep Breathing itself is also flawed: its duration is short and its recharge time is long, which necessitate wise usage. Lastly, Wii Fit Trainer's recovery is predictable and short-ranged without extendable elements (such as Header) or button mashing Super Hoop.
Due to her steep learning curve, hitbox placements and poor KO ability, Wii Fit Trainer has a small playerbase and is perceived to have poor matchups against a large portion of the cast. However, she has nonetheless managed to achieve a decent amount of success at various levels of tournament play: John Numbers and Waveguider have collectively won a handful of local tournaments, while John Numbers, RIN and Wii Twerk Trainer have each managed to achieve several high placings in both singles and doubles at regional and national tournaments.
Wii Fit Trainer is a middleweight that, unsurprisingly for a character hailing from the Wii Fit series, has overall good mobility. She possesses good grounded mobility thanks to her slightly above average walking and dashing speeds, above average traction, and a very effective fox-trot. While Wii Fit Trainer's aerial mobility is marginally less effective in comparison due to her slightly below average air speed, it is nonetheless capable. This is thanks to her above average air acceleration, slightly above average gravity, her above average jump height, and her ability to wall jump. Wii Fit Trainer also has impressive evasiveness: her sidesteps, rolls and air dodges are all fast, while her crouch and crawl are the lowest ones in the game.
In keeping with her home series, Wii Fit Trainer's moveset involves her assuming various yoga poses or performing certain exercises. As a result, many of her attacks possess unusual hitbox properties. For example, her forward aerial and Header each have two hitboxes that allow them to either launch the opponent or meteor smash them, while her neutral attack, forward tilt and forward smash can punish and/or surprise opponents due to possessing backward hitboxes like many down smashes do. In addition to granting Wii Fit Trainer impressive mindgame potential, her unique hitbox properties also make her capable of warding off pressure or even punishing rolls.
Wii Fit Trainer's air game is also overall formidable. Her neutral aerial has a respectable damage output, favorable launching angles, and minimal ending and landing lag, all of which make it possibly her most useful combo starter when short hopped. With its ability to combo into her forward and up tilts, which also possess respectable combo potentials, neutral aerial is also pivotal aspect of Wii Fit Trainer's damage racking potential. Her up and back aerials can KO at reasonable percentages, even when not boosted by Deep Breathing, while her back aerial also has sex kick properties. Lastly, Wii Fit Trainer's forward and down aerials boast respectable damage outputs and are capable of meteor smashing. When supplemented with her capable recovery and aerial mobility, her forward, back and down aerials allow her to function as a potent edge-guarder.
Wii Fit Trainer also possesses versatile special moves. Sun Salutation charges quickly and is spammable, while fully charging it allows it to deal impressive damage and slightly heal Wii Fit Trainer upon being fired. Header is an extremely useful edge projectile, to the point that it is arguably one of the best guard breakers in the game due to its numerous uses, such as deterring approaches after dropping from a ledge, edgeguarding recovering enemies, meteor smashing properties when hit with the attack's headbutt, and its ability to be canceled for a fake-out. Deep Breathing increases her overall damage output, overall knockback and even her walking speed when it is successfully used. As such, it can bolster her already strong damage racking ability and KOing options, strengthen her forward tilt and fully charged Sun Salutation into becoming viable KOing options, and supplement her camping ability alongside Sun Salutation and Header. In addition to its offensive benefits, Deep Breathing also slightly heals Wii Fit Trainer like Sun Salutation. Wii Fit Trainer's primary recovery option, Super Hoop, grants above average vertical distance when button mashed. It also deals 5% to any opponents that come into contact with the hoops, which grants it some protection against edge-guarders.
Although Wii Fit Trainer's unique hitbox placements grant her some noteworthy benefits, their placements are also problematic. This is especially evident with smaller characters, as Wii Fit Trainer's fastest attacks to threaten them with are her neutral attack and forward tilt, and even then she can only do so when using their leg hitboxes. Wii Fit Trainer's range is further hindered by her grounded moves largely keeping her stationary, with her up smash being possibly her riskiest yet most rewarding move: despite being her strongest attack overall with or without Deep Breathing, its strongest hitbox is located at her hands, while the entire move itself can miss grounded opponents unless they are practically touching her. Wii Fit Trainer's grab game is overall unimpressive. While her grabs are easy to land from out of shield due to her high traction, they have poor ranges outside of that position. This is coupled with the fact that her grab hitbox is relatively high, making it one of the few grabs that easily whiffs against smaller opponents. Additionally, her pummel's high damage output is largely offset by its very slow speed. Lastly, her throws are largely unrewarding overall: none of them possess KO potential at reasonable percentages, even when boosted by Deep Breathing, while forward, up and down throws have minimal combo potential only from 0%-20%.
While the majority of Wii Fit Trainer's moves have minimal start-up lag, they hindered by considerable ending lag, which results in her needing to be plan accordingly in order to avoid punishment when attempting to use her neutral aerial's combos and especially her KOing options. Lastly, her KO potential is inconsistent due to both her fairly small number of KOing options outside of Deep Breathing, as well as Deep Breathing itself. Her KOing options without Deep Breathing consist of her smash attacks, back aerial and up aerial, and they all boast respectable power. However, up aerial is the only one that is not burdened with any glaring issues in regard to lag or hitbox placements. While Deep Breathing remedies this and also makes forward tilt and fully charged Sun Salutation into viable KOing options, it only lasts for approximately 9.8 seconds upon its first successful use (approximately 7 seconds upon subsequent uses) and has a considerably long recharge time, regardless of whether or not it was successfully performed. Lastly, Wii Fit Trainer's varied recovery is nonetheless predictable, as Super Hoop is quite easy to gimp due to its linearity, rather slow speed and very minimal horizontal range.
In regard to custom moves, Wii Fit Trainer benefits significantly from one: Jumbo Hoop. While it grants minimal vertical distance and has an extreme amount of ending lag, it grants very good horizontal distance. It also possesses a very large hitbox, which can deal up to 30%, a good amount of shield damage, boasts priority over all non-disjointed and/or non-projectile attacks, and can even be used to edge-guard, gimp or KO.
Overall, Wii Fit Trainer has a steep learning curve, as wise usage of her distinct hitbox placements can confound opponents and leave them guessing as to how to counteract them. As such, she performs optimally with a hit and run playstyle that relies on using her unique hitboxes for combos, mindgames, punishment and warding off pressure, using her potent air game for edge-guarding, and camping/zoning with her projectiles.
Wii Fit Trainer has been buffed only once via game updates, but the buffs she received were noticeable. Update 1.1.0 improved the damage outputs, knockback and ranges of many of her moves, while her grabs became much more reliable overall due to their grab boxes being lowered. Her special moves were also improved in a variety of ways. Both Sun Salutation and Sweeping Sun Salutation now heal 1% more, improving their utility. Header's cancel timing has been decreased, which allows for more mix-ups, while it and its variations gained increased knockback growth on all of their respective hitboxes, and increased health for their soccer balls. Lastly, Deep Breathing now grants a 20% boost (16% for subsequent uses) to her overall damage output, and a 30% boost to her overall knockback for approximately 9.8 seconds during its first successful use (approximately 7 seconds during subsequent uses), which significantly improves its utility thanks to allowing Wii Fit Trainer to inflict much more damage and KO reliably.
However, the changes to the shield mechanics brought about in updates 1.1.0 and 1.1.1 slightly hinder her, as her moveset's low hitlag is less safe on shield despite her reliable projectiles. Nevertheless, the buffs Wii Fit Trainer received have improved her standing against the rest of the cast.
In competitive play
Tier placement and history
Wii Fit Trainer has remained one of the most obscure characters since SSB4's release. Despite players pointing out her great camping potential courtesy of Sun Salutation and Header, Deep Breathing's healing and temporary buff abilities, and her fast frame data, others have argued that her poor range and very limited combo options are glaring disadvantages in competitive play. While she has notable players like John Numbers and Waveguider, her sparse results have hindered her standing among the cast throughout SSB4's lifespan. This has been reflected by her consistent status as a low-tier character, as she was ranked 39th on the first tier list, 46th/47th on the second tier list (which also tied her with Bowser Jr.), and 49th on the third and current tier list.
In Event Matches
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