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. She was revealed at E3 on June 11th, 2013. A male version of Wii Fit Trainer was revealed in a Director's Room Miiverse post on October 31st, 2013, which also commemorated the release date of the trial version of Wii Fit U. The male Wii Fit Trainer was later confirmed to be an alternate costume during a Super Smash Bros. Direct on April 8th, 2014. She was also among the first wave of amiibo compatible with SSB4.
October Moore, Steve Heinke, Tania Emery, and Luke Smith, who voice the female and male Wii Fit Trainers from the three Wii Fit games, reprise their roles in the American and British English versions of SSB4, respectively. Hitomi Hirose and Tomoyuki Higuchi's portrayals of the female and male Wii Fit Trainers from the three Wii Fit games were repurposed for the Japanese version of SSB4. However, the Portuguese, Dutch and Russian versions of SSB4 also use their British English voices.
Wii Fit Trainer is ranked 51st out of 55 on the tier list, placing her at the bottom of the F tier, and making her the lowest ranking newcomer and the lowest ranked sole fighter from a series. Wii Fit Trainer's greatest strength is her offensive potential: 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 a useful projectile in both Sun Salutation and Header, while her unusual hitbox placements grant her both a deceptively decent combo game and impressive mindgame potential. Lastly, Wii Fit Trainer's overall mobility is good, thanks to her grounded mobility, high jumps, and ability to wall jump. By extension, these traits also grant her a good approach and, when coupled with Header, make her potent at edge-guard breaking.
However, Wii Fit Trainer's strengths are counterbalanced by her short range, owing to her hitboxes being mostly focused on very specific parts of her body. By extension, Wii Fit Trainer's grab game is very poor: her overall grab range is notoriously short; her pummel is very slow; and her throws have very minimal utility. Altogether, these traits make it difficult for her to space consistently at close range and/or against small characters.
Wii Fit Trainer's KO potential also ties in with this issue: her most powerful attacks are offset by considerable overall lag (smash attacks), specific sweetspots (up smash and back aerial), or insufficient knockback, which results in her having few dependable KO options at reasonable percentages without Deep Breathing's boost. 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 inconsistent KO potential, Wii Fit Trainer has a small playerbase and is perceived to have poor matchups against a large portion of the cast. However, she has nevertheless 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 play 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 very effective extended dash-dance. While Wii Fit Trainer's aerial mobility is marginally less effective in comparison because of her slightly below average air speed, it is nevertheless 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 behind her, thanks to their backward hitboxes. 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. These traits make it not only a very useful combo starter when SHFF'd, but also her overall best combo starter. 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 edge-guard breakers in the game thanks to its utility: it can deter approaches after dropping from an edge, edge-guard recovery attempts, meteor smash opponents at point-blank range via its headbutt, and be canceled in order to play mindgames.
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 entirely at her hands and upper arms, making it deceptively difficult to hit even grounded opponents who are practically touching her, unless their hurtboxes are high or large.
Wii Fit Trainer's grab game is also unimpressive. While her grabs are easy to land from out of shield thanks to her high traction, they have poor ranges outside of that position. This is further compounded by her grabbox's relatively high position, making it one of the few grabs that will easily miss smaller opponents. Additionally, her pummel's high damage output is offset by its status as the second slowest pummel in the game. 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%.
Although the majority of Wii Fit Trainer's moves have minimal start-up lag, they are hindered by considerable ending lag. As such, she must plan accordingly in order to avoid punishment when attempting to use her neutral aerial's combos, and especially her KOing options. Lastly, Wii Fit Trainer's KO potential is inconsistent due to both her 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 using her projectiles to camp or zone.
Wii Fit Trainer has been noticeably buffed via game updates. 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. Wii Fit Trainer's 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, which consequently improves knockback as well. It lasts 9.8 seconds on a fresh use, and as short as 7.2 seconds on a stale use (the move has a 60 second refresh time). This significantly improves Deep Breathing's 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 makes her attacks 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.
For a gallery of Wii Fit Trainer's hitboxes, see here.
In competitive play
Tier placement and history
Wii Fit Trainer remained one of the most obscure characters throughout SSB4's lifetime, despite some brief flashes of success. While players pointed out her decent camping potential courtesy of Sun Salutation and Header, Deep Breathing's healing and temporary buff abilities, potentially powerful combos when given the opportunity, and her fast frame data, most have argued that her disadvantages were too significant in competitive play. Her scarce combo options mixed with her overall moveset's minuscule hitboxes (most notably her grab before update 1.1.0, alongside up smash) made Wii Fit Trainer difficult to play as. As such, her playerbase was rather meager throughout the game’s competitive lifespan, in spite of notable players’ efforts such as John Numbers and Waveguider.
Even when Wii Fit Trainer achieved notable results at national-tournaments such as EVO 2015, her very minimal representation reflected her status as a low-tier character throughout SSB4's lifespan, demonstrated with her initial ranking relegating her to 39th on the first tier list. The addition of DLC characters served mostly to harm her, as she did not possess a single favorable matchup out of all of them. Cloud and Bayonetta were commonplace in many tournamnets, and easily won against Wii Fit Trainer. As a result, she tied with Bowser Jr. for 46th/47th on the second tier list. Without significant advancements to her metagame, she dropped to 49th on the third tier list and then 51st on the fourth and current tier list.
Since then, Wii Fit Trainer players have failed to develop notable breakthroughs to their camping and combo abilities while her limitations were only further highlighted. This is further demonstrated by other lower-tiered characters achieving more notable success than her, which includes examples like zaki’s 17th-place run with King Dedede at 2GG: Hyrule Saga, Gungnir’s 17th-place finish at Umebura Japan Major with Ganondorf, and Captain L being ranked on the final PGR with Jigglypuff (although the latter needed to complement his results with Jigglypuff). As such, some professionals maintain that her current placement is accurate, while other players argue her strong placements at select tournaments (such as EVO 2015) warrant a slightly higher placement.
In Event Matches