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Wii Fit Trainer (SSBU)

From SmashWiki, the Super Smash Bros. wiki
This article is about Wii Fit Trainer's appearance in Super Smash Bros. Ultimate. For the character in other contexts, see Wii Fit Trainer.
Wii Fit Trainer
in Super Smash Bros. Ultimate
Wii Fit Trainer SSBU.png
Wii Fit Trainer-Alt1 SSBU.png

WiiFitSymbol.svg
Universe Wii Fit
Other Smash Bros. appearance in SSB4


Availability Unlockable
Final Smash Wii Fit
WiiFitTrainerHeadSSBU.png
A fighter that attacks with healthy moves like stretching and yoga poses. You can pick between male and female versions. Charging up Sun Salutation all the way recovers a bit of health!
Super Smash Blog, Super Smash Bros. Ultimate Official Site

Wii Fit Trainer (Wii Fit トレーナー, Wii Fit Trainer) is a playable character in Super Smash Bros. Ultimate, officially confirmed on June 12th, 2018. Wii Fit Trainer is classified as fighter #47. As in Smash 4, both the female and male versions of Wii Fit Trainer are playable.

October Moore and Steve Heinke's portrayal of the female and male Wii Fit Trainers from SSB4 was repurposed for the American English versions of Ultimate. Tania Emery and Luke Smith's portrayal of the female and male Wii Fit Trainers from SSB4 was repurposed for the British English versions of Ultimate. Hitomi Hirose and Tomoyuki Higuchi's portrayal of the female and male Wii Fit Trainers from SSB4 was repurposed for the Japanese version of Ultimate.

  • The Dutch and Russian versions of Ultimate also use Wii Fit Trainer's British English voices.
  • The Korean and simplified/traditional Chinese versions of Ultimate also use Wii Fit Trainer's Japanese voices.

How to unlock[edit]

Complete one of the following:

  • Play VS. matches, with Wii Fit Trainer being the 9th character to be unlocked.
  • Clear Classic Mode with Samus or any character in her unlock tree, being the 2nd character unlocked after Inkling.
  • Have Wii Fit Trainer join the player's party in World of Light.

With the exception of the third method, Wii Fit Trainer must then be defeated on Wii Fit Studio.

Attributes[edit]

Wii Fit Trainer is a somewhat tall middleweight. She possesses a fast walking speed (the 24th highest), slightly above average dashing speed, a fast initial dash, average air speed, high air acceleration (tied for the 21st highest), high jumps, average gravity, has the 11th highest traction and is tied with Isabelle and the Ice Climbers for the 7th-9th slowest falling speed. In addition, she has one of the longest tech rolls and ledge rolls in the game, which can make her hard to punish even if a roll is expected. These attributes give her overall good mobility, although, similarly to Luigi and Pit, Wii Fit Trainer is somewhat floaty for her weight class, and is one of the floatiest characters in the game. She can also wall jump and crawl, with the latter being one of the shortest in terms of hurtbox height, making it useful defensively.

Wii Fit Trainer possesses a great damage racking game, possessing several attacks that deal high damage and/or have KO potential, and her Deep Breathing makes her faster and stronger for a few seconds as well as causing her to take less damage. Her attacks also have unusual hitbox placements or properties, since for some of her attacks they can hit on both sides. For example, with her forward tilt, it can hit in front of her with her arm and behind with her leg; this also applies to forward smash, forward aerial, and the first hit of her jab, while the third hit of the jab has a sweet spot that buries opponents.

Wii Fit Trainer also has two strong projectiles, Sun Salutation and Header. The former can be charged, with the fully charged version dealing high damage, good knockback, and healing her by 2%. The latter is very versatile, with several different common uses. Not only can it combo into many of her attacks, but it can also be used as a long-lasting meteor smash if the opponent is directly in front of them, a way to both enter advantage and exit disadvantage, a virtually infinite pool of mixups and setups with header cancels, and even a recovery tool since it gives Wii Fit Trainer slight upward momentum when used in the air which can allow for stalling and greater horizontal movement.

Wii Fit Trainer also possesses a great air game. With the exception of her back aerial, she can autocancel all of her aerials in a short hop, with neutral aerial and forward aerial even being fast enough to squeeze a back aerial in before landing. Neutral aerial consists of two hits, with the first one having hitboxes on her arms and legs which lead into the second hit, dealing a total of 14% if both hits connect. This is one of her best combo starters and extenders due to its low lag, low knockback, and 90° launch angle. Because of this, a well placed neutral aerial can easily lead to 70% combos or even extremely early kills with setups such as neutral air 1 to up smash. Forward aerial has good power, fast startup, and very little ending lag, with extremely favorable autocancel windows. It also has a hitbox on Wii Fit Trainer's foot which serves as a weak but quick meteor smash, being one of the fastest in the game at frame 9. Back aerial is her fastest aerial in terms of the startup, coming out on frame 5, but is also the strongest, possessing a small sweet spot on her feet on the first active frame with very high power. Up aerial has decent knockback and is good for juggling, with a surprisingly large disjoint that can often beat out opponents landing aggressively. Down aerial is a powerful meteor smash with exceptional hitboxes; the sweet spot covers more than half of the Wii Fit Trainer's body with no initial sour spot. In addition, down aerial has a fairly low ending and landing lag, making it fairly safe on shield along with neutral and forward aerial.

Wii Fit Trainer generally fights well in both long-range and close-quarters combat due to her useful projectiles and hard-hitting normals, but struggles at mid-range as a result of her lack of range on her tilts and aerials. As such, the character may sometimes have trouble approaching, and typically relies on Header to do so. Wii Fit Trainer has some of the most punishing combos in the game when it comes to damage, but getting close enough to the opponent to start a powerful combo can sometimes prove difficult.

Wii Fit Trainer notably excels both offstage and on the ledge. While neither of these areas is where she wants to be necessarily, she has several tools that give her more options than the average character in these scenarios. The most important of these tools is Header, as it can cover Wii Fit Trainer's recovery, as well as stall her in the air or cover ledge options. Due to the character's below-average airspeed and slow fall speed (without Deep Breathing), she can sometimes struggle to land safely. She also possesses three different meteor smashes: Header, down aerial and forward aerial's foot hitbox, and they support Wii Fit Trainer's very good edgeguarding ability.

Her grab game is serviceable, with both forward throw at low percents and especially up throw at mid percents offering some combo potential. Down throw is often used at low percents as well, however, the throw has no true followups on the majority of the cast. Despite several options for combo throws, Wii Fit Trainer lacks a solid kill throw; back throw, her strongest throw, typically doesn't KO until well past 140%. This can be remedied somewhat with Deep Breathing.

Wii Fit Trainer's smash attacks are all rather volatile, as they possess a high risk for high reward. All three moves are far above average in strength, especially up smash, which is one of the strongest up smashes in the game when connecting the sweet spot on her hands even without Deep Breathing. The move's solid vertical range, quick startup, and 4 frames of full-body intangibility also make it a good anti-air tool. Forward smash is a solid punishing tool since it hits on both sides of Wii Fit Trainer with a large horizontal range, which can also be used to catch landings. The move's main weakness is the notable blindspot directly below Wii Fit Trainer's arms. Down smash is a semi-spike that hits on both sides of Wii Fit Trainer simultaneously, and is her only smash attack that can consistently cover the area close to the ground. Despite her smash attacks' strengths, these moves also come with the downside of large amounts of ending lag, making them extremely punishable when missed. Although Wii Fit Trainer has several strong attacks, she sometimes has trouble taking stocks, as many of her KO moves are hard to land or are inconsistent, such as forward tilt and back air's poor hitboxes, with the former's large blind spots on both the front and back hits and the latter's sweetspot only lasting for one frame. In addition, forward aerial typically cannot cover the space directly in front of or behind the Wii Fit Trainer. All these inconsistencies add up, leaving Wii Fit Trainer with few truly reliable kills moves, although this weakness was somewhat remedied in update 8.0.0.

Due to her unorthodox moveset, relatively steep learning curve, and lack of the mass appeal that many Smash Bros. characters possess, Wii Fit Trainer has a fairly small player base, although she has received much more attention than in Smash 4 since her overall viability has been greatly improved. It remains to be seen how she will fare in the long run of Ultimate's competitive scene.

Changes from Super Smash Bros. 4[edit]

Wii Fit Trainer has been significantly buffed from Smash 4 to Ultimate. Many of her moves have received various improvements, be it to their hitbox durations and/or placements, overall lag, mobility, projectiles, kill power, or damage output, making Wii Fit Trainer's moveset function more effectively overall.

Many of Wii Fit Trainer's notoriously inconsistent attacks have been improved: forward and up tilt both last longer, with the latter having intangibility on the attacking arm and reaching farther upward than before, making it better for contesting aerials. Up tilt, dash attack, forward smash, down smash and forward aerial have lower ending lag, while up smash and down aerial come out faster. Up smash also has a larger sourspot, making it less likely to whiff. Many of Wii Fit Trainer's aerials' hitboxes have been improved so they connect more consistently, including forward aerial (which now has a small but useful body hitbox) and down aerial (whose spike hitbox is now much larger and lasts slightly longer). In addition, dash attack and down tilt deal more damage, up, down throw, and forward throw all possess combo potential, and neutral attack's finisher buries much more consistently thanks to the universal changes to neutral attack angles as well as a larger sweetspot on the final hit. All these changes greatly improve her damage racking potential, while making it less likely for her moves to whiff. Down tilt has also received a lower launch angle, greatly increasing its KO ability.

Wii Fit Trainer's special moveset has been noticeably buffed as well. Sun Salutation deals significantly more damage and knockback when fully charged and can be charge-canceled with a jump, much like other storable chargable moves. Header functions significantly better as a projectile, as the ball is bigger, deals more damage, bounces faster and lower, has more variable angles if headbutted, and almost always keeps its hitbox while active, making ball setups much more viable. Super Hoop now deals multiple hits, which improves its damage if all hits land. Finally, Deep Breathing has been dramatically improved: it can be activated more easily and faster, has a lower recharge penalty if failed, and lasts a few seconds longer. It also grants faster fall speed, gravity, air speed, traction, initial dash speed and dash speed alongside the move's original buffs to walk speed, damage output, and reduction of damage taken. This overall mobility increase, coupled with both Deep Breathing's improved x1.25 damage increase and Wii Fit Trainer's already hard hitting attacks, allows her to deal massive damage during each Deep Breathing use, heavily improving its utility.

Finally, Wii Fit Trainer benefits from the game's universal changes. The universal increase to mobility helps her close out the distance between the opponent more easily, and this is complemented by the ability to use any attack out of a run, somewhat alleviating her short range. The streamlined jumpsquat allows her to use aerials more effectively, while the increased shieldstun and slower shield drop speed improves the safety of her projectiles and certain attacks such as down tilt. The limit to a single air dodge also allows her projectiles to cover options better and catch landings with her high mobility, while the reintroduction of directional air dodges slightly improves her horizontal recovery and makes it easier to mix up. The generally lower landing lag on aerials makes all of Wii Fit Trainer's aerials safer to use as well, making neutral and forward air particularly safe on shield.

In spite of all this, Wii Fit Trainer is not without a few nerfs. The biggest nerf was to Super Hoop, which travels a shorter max distance even when mashed, making her recovery less flexible (although it is also easier to reach maximum height). In terms of her standard moveset, the back hit of forward tilt has less horizontal range, neutral aerial links into its second hit less consistently, and neutral attack's second hit can now make opponents trip or slide out of the full combo, which can cause the third hit's bury to still miss. Wii Fit Trainer also retains most of her weaknesses from Smash 4. While her overall moveset has been heavily improved, her neutral game is still somewhat lacking due to her lack of options at mid-range, and her disadvantage state is still extremely lackluster due to very few ways to escape pressure, deal with projectiles, or get back onstage, which is further harmed by the nerfs to dodging and dodge intangibility. Additionally, some of her moves such as forward tilt still have large blindspots, making small characters such as Olimar and Pichu a struggle to deal with.

Overall, Wii Fit Trainer's strengths and weaknesses have been further defined. While her moveset hasn't changed much in terms of functionality, its significant improvements now let her properly function as a unique, projectile-based bait-and-punish character who relies on her unorthodox setups and options to pressure the opponent into making poor decisions, and then using her speed and massive damage output to capitalize. However, her weaknesses in approaching and landing consistent hits remain, making it important for her to keep opponents from rushing her down or camping her out, and her worse recovery distance has made her offstage disadvantage state harder to endure. Regardless, Wii Fit Trainer's buffs considerably outweigh the nerfs she received, and she has had surprising success in early competitive play, with notable players such as John Numbers, varun (both of who use her as a main), and WaDi (who has used her as a secondary) placing well at high-level tournaments. However, Wii Fit Trainer still has a relatively small playerbase, making it difficult to determine how well she will fare competitively in the long run, though she is generally agreed to be a solid upper-mid or even low-high tier character, in comparison to her low-mid to low tier status in Smash 4.

Aesthetics[edit]

  • Change As with all veterans returning from SSB4, Wii Fit Trainer's model features a more subdued color scheme. Both genders are now slightly more muscular, and their clothing and hair also feature simple detailing.
  • Change Wii Fit Trainer's face is clearer and has more detailed eyes, similarly to Wii Fit U's trainer. According to Sakurai, this was a requested change from the Wii Fit development team.
  • Change Wii Fit Trainer's body faces the screen more compared to the previous entry; however, their animations are not mirrored.
  • Change Much like other fighters, Wii Fit Trainer is more expressive. In particular, they smile while taunting and using Header, and appear angry while using smash attacks.
  • Change All three of Wii Fit Trainer's victory poses have been given more dynamic camera angles.

Attributes[edit]

  • Buff Like all characters, Wii Fit Trainer's jumpsquat animation takes three frames to complete (down from 5).
  • Buff Wii Fit Trainer's initial dash is significantly faster (1.5 → 2.024)
  • Buff Wii Fit Trainer runs much faster (1.696 → 1.866).
  • Buff Wii Fit Trainer walks faster (1.166 → 1.224).
  • Buff Wii Fit Trainer's air speed is slightly faster (0.97 → 1.019).

Ground attacks[edit]

  • Neutral attack:
    • Nerf Jab 1 deals less damage on the front hit (3% → 2%).
    • Buff Jab 1 has a slightly longer duration on the back hit (frame 4 → 4-5).
    • Buff Jab 1 covers the ground more effectively.
    • Buff Jab 1's back hit completely covers Wii Fit Trainer's foot.
    • Buff Jab 1 has hitboxes that pull the opponent in, making the move combo more consistently.
    • Nerf Jab 2 slides the opponent away and has a chance to trip, making it harder to bury with Jab 3.
    • Buff Jab 2 has larger hitboxes.
    • Buff Jab 3 has less startup lag (frame 6 → 5).
    • Buff Jab 3 has larger hitboxes for both its sourspot and burying sweetspot.
    • Buff Jab 1 and 2 now have the Sakurai angle which allows them to jablock, creating new setups and punish options.
  • Dash attack:
    • Buff Dash attack has less startup (frame 7 → 6) and ending lag (FAF 43 → 39).
    • Buff Dash attack has a new early hitbox that deals more damage (6% → 10%) and sends at a lower angle (65° → 50°), making it a better kill option despite its lower knockback growth (80 → 71).
  • Forward tilt:
    • Buff Forward tilt deals more damage (9% → 11%), improving its KO potential despite its lower knockback scaling (100 → 85).
    • Buff Forward tilt has a longer duration (frames 6-7 → 6-10).
    • Nerf Forward tilt's back hit has less horizontal range.
  • Up tilt:
    • Buff Up tilt has more vertical range and combos into itself at low percents.
    • Buff Up tilt has intangibility on the arm for 10 frames (frames 3-12).
    • Buff Up tilt has a hitbox behind Wii Fit Trainer that sends the opponent away at a 75° angle rather than straight up. This hit also has higher base knockback (40 → 60) and lower knockback growth (70 → 50) than the main hit.
    • Buff Up tilt has a significantly longer duration (frames 5-7 → 5-12).
    • Buff Up tilt has less ending lag (FAF 35 → 30).
  • Down tilt:
    • Buff Down tilt has less startup lag (frame 10 → 9).
    • Buff Down tilt deals more damage (12% → 13.5%).
    • Nerf Down tilt has slightly more ending lag (FAF 38 → 39).
    • Buff Down tilt has larger hitboxes.
    • Buff Down tilt launches at a lower angle (55° → 40°). This drastically improves its utility overall, as it now has KO potential and can set up edgeguards.
  • Forward smash
    • Buff Forward smash has less ending lag (FAF 62 → 57).
  • Up smash:
    • Buff One of up smash's sourspot hitboxes is much larger.
    • Buff Up smash has less startup lag (frame 14 → 11), with a consequently shorter total duration (FAF 58 → 55) and earlier intangibility frames (frames 12-15 → 9-12).
  • Down smash
    • Buff Down smash has less ending lag (FAF 57 → 47).

Aerial attacks[edit]

  • Buff All aerials have less landing lag (Neutral: 14 frames → 8, Forward: 15 → 7, Back: 20 → 12, Up: 15 → 9, Down: 20 → 12).
  • Neutral aerial:
    • Nerf The first hit of neutral aerial links into the second hit less consistently.
    • Buff The first hit of neutral aerial has an extra hitbox on the arms.
  • Forward aerial:
    • Buff Forward aerial has less ending lag (FAF 46 → 36).
    • Buff Forward aerial's spike hitbox has slightly more base knockback (10 → 15) and knockback growth (62 → 68).
    • Buff Forward aerial has a hitbox near the center of Wii Fit Trainer's body on frame 9, remedying its blindspot issues.
  • Back aerial:
    • Buff Back aerial's sweetspot is larger (1.7u →2.2u).
  • Down aerial:
    • Buff Down aerial has less startup lag (frame 20 → 15) with identical ending lag, shortening its total duration (FAF 45 → 40).
    • Buff Down aerial's spike hitbox now covers Wii Fit Trainer's entire lower body rather than just her feet.
    • Buff Down aerial's spike hitbox has a longer duration (2 frames → 3), consequently increasing the move's total duration as well (5 frames → 6).
    • Buff Down aerial auto-cancels earlier (frame 40 → 35).

Throws and other attacks[edit]

  • Buff Standing grab extends further (Z2 offset: 7.7 → 8.2), slightly improving its range.
  • Buff Dash grab extends considerably further (Z2 offset: 8.7 → 9.9), noticeably improving its range.
  • Nerf Pivot grab doesn't extend as far (Z2 offset: -14.7 → -14), reducing its range which combined with the universal reduction of the widths of grabboxes on aerial opponents drastically reduces its utility.
  • Change Pummel is faster but deals less damage (3% → 1.3%).
  • Up throw:
    • Buff Up throw has lower base knockback (80 → 40) and higher knockback growth (50 → 80), as well as a slightly less vertical launch angle (85° → 80°). These changes make up throw a much better combo tool.
  • Down throw:
    • Buff Down throw has less ending lag (FAF 57 → 50), making it a better combo starter.

Special moves[edit]

  • Nerf The introduction of the 1v1 multiplier hinders Wii Fit Trainer's ability to heal themself, as recovered damage is not increased by the multiplier.
  • Sun Salutation:
    • Change Sun Salutation is orange in color instead of bright yellow.
    • Buff Sun Salutation deals more damage when fully charged (18% → 21%).
    • Nerf Sun Salutation has less knockback scaling both when uncharged (70 → 63) and charged (70 → 64).
    • Buff Sun Salutation has more base knockback when fully charged (30 → 38).
    • Buff Charging Sun Salutation can be canceled with a jump.
  • Header:
    • Buff Header's soccer ball is around 50% bigger.
    • Buff The soccer ball deals more damage on average. The damage dealt varies based on the move the ball was hit with, but also seems to differ slightly depending on how long the ball has been out.
    • Buff The ball has much higher gravity (0.4 → 0.8).
    • Buff The ball travels more quickly when headed (2.8 → 3.5).
    • Change The ball has a higher vertical air speed during Header's startup (1.5 → 1.6).
    • Buff Header has significantly less ending lag (FAF 59-75 → 41-57).
    • Buff Header has less landing lag (14 frames → 9).
    • Buff Header offers a larger range of motion when hitting the ball both with a second input (10° min → 13°) and without (-7.7° max → -22°).
    • Buff Header's spike hitbox is larger (5 clean → 5.7, 3 late → 4).
  • Super Hoop:
    • Buff Super Hoop's base vertical speed is higher (0.75 → 0.88).
    • Buff The speed added to Super Hoop with every input is higher (0.2 → 0.25).
    • Buff The interval between mash inputs registering is longer (6 frames → 17), making it easier to reach maximum height.
    • Nerf Super Hoop's overall vertical distance has been reduced significantly. It is not possible to travel as far as in Smash 4, even after reaching the maximum amount of button-mashing or rhythmic tapping possible.
    • Change Super Hoop is now a multihit move that can hit up to three times, increasing its maximum damage output (5% → 15%) but reducing its gimp potential.
  • Deep Breathing:
    • Buff A fresh Deep Breathing has a faster timing cycle (frame 48 → 38).
    • Buff Deep Breathing has a higher maximum duration to successfully activate (16 frames → 32).
    • Buff Deep Breathing's ending lag has been reduced when activating it on the ground (31 frames → 24).
    • Buff Deep Breathing's effect lasts longer both when fresh (552 frames → 732) and stale (360 frames → 432).
    • Buff Successfully using Deep Breathing improves many more attributes.
      • Buff Air speed: x1.17 ~ x1.2
      • Buff Fall speed: x1.17 ~ x1.2
      • Buff Gravity: x1.17 ~ x1.2
      • Buff Initial dash speed: x1.1 ~ x1.13
      • Buff Run speed: x1.1 ~ x1.13
      • Buff Ground traction x1.1 ~ x1.13
    • Buff Successfully using Deep Breathing gives a larger damage output buff (x1.16 ~ x1.2 → x1.2 ~ x1.25).
    • Buff Deep Breathing has a much shorter refresh time (3600 frames → 2400).
  • Wii Fit:
    • Nerf Wii Fit's silhouettes have a limited travel distance. This trait is shared with Final Edge.
    • Buff Wii Fit launches a large, slow-moving Dancer pose image at the end of the move. This image has KO potential, increasing the Final Smash's overall reliability.
    • Nerf Wii Fit can no longer be enhanced by Deep Breathing.

Update history[edit]

Wii Fit Trainer has received a mix of buffs and nerfs via game updates, but has been notably buffed overall. While update 1.1.0 offered a few small buffs, update 3.0.0 improved Wii Fit Trainer greatly both by making neutral attack a much more consistent option and increasing the potency of Deep Breathing, which was already one of Wii Fit Trainer's most useful moves to begin with. In addition, update 3.1.0 further improved neutral attack's consistency and opened up new jab lock options, allowing for greater capitalization in certain scenarios. Most recently, update 8.0.0 introduced several meaningful buffs which generally improved the consistency of Wii Fit Trainer's killpower. This was accomplished through buffs to down tilt and Sun Salutation that made both moves kill significantly earlier, as well as up smash coming out more quickly and consequently becoming a more widely usable option. More minor buffs include making forward air and down smash less laggy, with the former of which becoming even more safe on shield and a more consistent kill setup option as well.

Wii Fit Trainer has seen very few nerfs thus far aside from the near-universal projectile nerf in update 3.0.0. Header's ability to phase the soccer ball through stages was removed in 3.0.0, which was likely intended to be more of a bug fix than a direct nerf. Header received a hidden change in 3.0.0 as well, as it was altered to send the ball at a less steep angle, making it less useful at close and mid ranges as well as during recovery.

Super Smash Bros. Ultimate 1.1.0

  • Buff Dash attack has less ending lag (FAF 43 → 39).
  • Buff Header's soccer ball travels more quickly when headed (2.8 → 3.5).

Super Smash Bros. Ultimate 3.0.0

  • Buff Neutral attack's finisher has more bury range.
  • Nerf Sun Salutation deals less shield damage both when uncharged (-2.5) and charged (-5.3).
  • Nerf Header's soccer ball deals less shield damage (-2.5).
  • Bug fix The interaction of Header's soccer ball with stage collision was fixed, removing several setups and making Header use from ledge less consistent. However, this in turn created a new tech known as Header Getup. [1]
  • Nerf The soccer ball has a higher vertical air speed during Header's startup (1.5 → 1.6) ultimately leading to Header yielding more shallow angles.
  • Buff Deep Breathing's effect lasts longer both when fresh (552 frames → 732) and stale (360 frames → ~530).

Super Smash Bros. Ultimate 3.1.0

  • Buff Neutral attack 1 has two new hitboxes which pull the opponent in, allowing the move to connect into neutral attack 2 more reliably.

Super Smash Bros. Ultimate 7.0.0

  • Buff Overall shield size has been increased.

Super Smash Bros. Ultimate 8.0.0

  • Buff Down tilt launches at a lower angle (55° → 40°). This drastically improves its utility overall, as it now has KO potential and can set up edgeguards.
  • Buff Up smash has less startup (frame 14 → 11), with a consequently shorter total duration (FAF 58 → 55) and earlier intangibility frames (frames 12-15 → 9-12).
  • Buff Down smash has less ending lag (FAF 52 → 47).
  • Buff Forward aerial has less ending lag (FAF 39 → 36) and landing lag (9 frames → 7), and autocancels earlier (frame 25 → 23).
  • Buff Fully charged Sun Salutation deals more knockback (30 base/63 scaling → 38/64).
  • Wii Fit:
    • Buff The final silhouette has more knockback scaling (123 → 128).
    • Buff The final silhouette has larger hitboxes overall (20u/3u/10.3u/9u → 23u/6u/10u).

Moveset[edit]

  • Wii Fit Trainer can increase overall damage output by x1.25 with Deep Breathing, consequently affecting knockback as well. The following moveset list details the properties of all attacks when Deep Breathing has not been used.
  • Wii Fit Trainer can crawl and wall jump. Notably, Wii Fit Trainer's crawl is one of the lowest in the game, alongside that of Snake.

For a gallery of Wii Fit Trainer's hitboxes, see here.

Note: All numbers are listed as base damage, without the 1v1 multiplier.

  Name Damage Description
Neutral attack Lunge 2% Performs a Sideways Leg Lift, Single Leg Twist, and Lunge to attack with an outstretched arm, knee strike, and kneeling stomp, respectively. The first hit also has a rear hitbox on Wii Fit Trainer's leg. The third hit is able to bury grounded opponents, which can easily follow up into a tilt attack or a smash attack. However, Wii Fit Trainer can also wait for the opponent to wriggle out of being buried and catch them with an aerial attack. The first two attacks are able to jab lock, and the second hit has a chance to trip the opponent.
2%
3%
Forward tilt Dancer 11% Assumes the Dancer pose to simultaneously perform a knife-hand thrust in front and a scorpion kick in the back. As a result, it is useful for punishing rolling opponents. It does not move the user at all on use, which can make it difficult to land. Both of Wii Fit Trainer's limbs have differing traits: the arm launches the opponent horizontally, whereas the leg launches them vertically. The arm KOs middleweights at 144% while near the edge, whereas the leg KOs them at 155%.
Up tilt Triangle 10% Assumes the Triangle pose to attack with an outstretched arm. The hitbox covers Wii Fit Trainer's arm and body while stepping back to assume a triangle pose. The rising arm is intangible. The arm hitbox launches the opponent straight up and is reliable for combos, particularly into itself and up smash, or as a follow-up from a short-hopped up aerial. The body hitbox sends the opponent away at a diagonal angle.
Down tilt Bridge 13.5% Assumes the Bridge pose to attack with both knees. It has fairly quick start-up and deals both respectable damage and high hitstun, but lacks knockback for its power and has high ending lag. Useful for retaliating after dodging with a notable low crouch, hitting opponents on the ledge, or applying relatively safe shield pressure due to the pushback the move has.
Dash attack Gate 10% (early), 6% (late) Assumes the Gate pose while sliding to attack with an arcing arm. It has a respectable duration, which makes it useful for mind games when used alongside a fox-trotting. However, it is punishable on shield.
Forward smash Warrior 15.5% (arms), 14% (body) Assumes the Warrior pose to attack with outstretched arms on both sides. Strikes in both directions. Its considerable start-up and ending lag make it very punishable. Wii Fit Trainer lunges forward at a moderate distance, giving it deceptive range. Great power, as the uncharged forward smash KOs Mario around 78% at the edge of Final Destination.
Up smash Tree 18%/15% (clean, hands/arms), 11%/8% (late, hands/arms) Assumes the Tree pose to attack with outstretched clasped hands. Hits around Wii Fit Trainer with a weaker body hitbox. It has good vertical range and it grants intangibility from start-up, making it useful for aerial protection. The uncharged body hitbox KOs Mario around 103% off the top of Final Destination, and the uncharged early hands KOs Mario at 90%, so it's one of the strongest up smashes in the game if sweetspotted.
Down smash Arm & Leg Lift 12% (arm/leg), 10% (body) Performs an Arm & Leg Lift to attack with an outstretched arm and outstretched leg. It is a very strong semi-spike. The uncharged down smash KOs Mario around 86% at the edge of Final Destination, and its low trajectory launch angle results in KOs at lower percentages against characters with poor vertical recoveries like Ike and Chrom.
Neutral aerial Jackknife 5% (hit 1), 9% (hit 2) Assumes the Jackknife pose to attack with both arms and legs. It deals impressive damage when both of its hits connect, it can connect much easier compared to most attacks thanks to its fairly large hitbox, has minimal ending and landing lag and auto-cancels in a short hop. Altogether, these traits make it a very useful combo starter when SHFF'd, and is Wii Fit Trainer’s overall best combo starter.
Forward aerial Single-Leg Extension 12%/10% (clean, arm/leg), 7.5%/6% (late, arm/leg) Performs a Single-Leg Extension to attack with an outstretched arm and outstretched leg. Due to its hitbox placements, it can hit opponents in front of and/or behind but can be awkward to connect with due to its small hitboxes, and the front hit only hits in above and front of Wii Fit Trainer. Wii Fit Trainer's foot hitbox can meteor smash when clean, and thanks to it coming out on frame 9 like the arm hitbox, auto-canceling in a short hop fast fall and having below-average ending lag, it is among the fastest meteor smashes in the game.
Back aerial Cobra 13.5% (clean feet), 11% (clean legs), 9% (clean body), 6% (late) Assumes the Cobra pose to perform a double-footed back kick. It comes out on frame 5, making it Wii Fit Trainer's fastest aerial, and a fast attack in general. When coupled with its high knockback growth, its clean feet hitbox enables it to KO Mario at 91% while near the edge of Final Destination. It's her only aerial that can't auto-cancel in a short hop.
Up aerial Half-Moon 10% Assumes the Half-Moon pose to attack with outstretched clasped hands. It comes out on frame 6, making it Wii Fit Trainer's second-fastest aerial in terms of the startup, and a fast attack in general. In addition to having wide range compared to the Trainer's other aerials, it has good juggling potential, auto-cancels from a short hop. Decent knockback, KOing Mario at 150% off the top of Final Destination.
Down aerial Chair 13% (clean grounded), 14% (clean aerial), 10% (late) Assumes the Chair pose to perform a double foot stomp. It can meteor smash aerial opponents, but not grounded ones. Despite this, it is still fairly powerful against grounded opponents, as it KOs middleweights at 144% while near the edge. It comes out on frame 15, which makes it Wii Fit Trainer's slowest aerial in terms of the startup, but has low ending lag and auto-cancels in a short hop.
Grab Rowing Squat Performs a Rowing Squat to grab and lift the opponent off the ground. Wii Fit Trainer's grabs are fast but have below-average range.
Pummel   1.3% Squeezes the opponent. It is an average speed pummel.
Forward throw Jump Serve 3% (hit 1), 7% (throw) A jump serve, a technique used in volleyball.
Back throw Dropkick 3% (hit 1), 6% (throw) Throws the opponent backward and then dropkicks them away. It's her strongest throw, but not the best KO throw, usually KOing at around 140%.
Up throw Jump Set 8% A jump set, a technique used in volleyball. Has combo potential.
Down throw   7% Slams the opponent onto the ground between both legs. It can be used to start combos.
Floor attack (front)   7% Performs a spinning, double-footed roundhouse kick.
Floor attack (back)   7% Kicks around the floor while getting up.
Floor attack (trip)   5% Kicks around the floor while getting up.
Edge attack Side Plank 9% Assumes the Side Plank pose while climbing up.
Neutral special Sun Salutation 5% (uncharged), 21% (fully charged) Assumes the Sun Worship pose and charges a yellow energy ball in the air. Like Charge Shot, the energy ball grows in size as it charges. A fully charged Sun Salutation is quite strong, KOing Mario near the edge of Final Destination at 110%. Firing a fully charged Sun Salutation also heals Wii Fit Trainer by 2%. Charging a Sun Salutation also causes a weak push effect during the charge.
Side special Header 15% (clean headbutt), 8.8%-12.3% (soccer ball) Heads a soccer ball. It has impressive mind-game potential overall, due to its manipulable nature and hitboxes. The ball can be hit early if the special button is pressed, which launches the ball at different angles. Wii Fit Trainer can also air dodge upon initiating it, which drops the ball and allows Wii Fit Trainer to subsequently launch it with any other attack. However, air dodging while using Header renders helplessness. After canceling Header, Wii Fit Trainer can hit the ball with any move to send it to the opponent. Aside from hitting the ball, the headbutt itself can be used as an attack and is able to meteor smash. In addition to its offensive potential, it has recovery potential: using it after a jump grants a slight boost upward, whereas using it while descending will briefly stall, similarly to Cape. However, it cannot be used again until Wii Fit Trainer either falls on a platform or stage or gets hit.
Up special Super Hoop 5% (hits 1-3) Hula hoops twirl around Wii Fit Trainer’s body in order to ascend. Button mashing or rhythmic tapping will make Wii Fit Trainer ascend higher and faster, which greatly improves its ascent. The hoops hit multiple times but do not have hitboxes on the top, only the sides.
Down special Deep Breathing Takes a deep breath. When used correctly, it heals 2%, increases walking speed, run speed, initial dash speed, ground traction, fall speed, air speed, and gravity, while also increasing overall damage output by 20% (consequently improving knockback as well) for 12.2 seconds. However, it has a fairly long refresh time of 40 seconds. Subsequent uses before the 40-second refresh are complete yield smaller buffs and a shorter duration (~9 seconds), regardless of whether or not the initial use was successful.
Final Smash Wii Fit 2%/2.2%/2.5%/3% (medium silhouettes; based on position)
12% (large silhouette)
Assumes the Warrior pose to emit several multicolored afterimages forward, with each afterimage dealing damage and launching any opponents hit. The silhouettes assume varying yoga poses. A final, larger silhouette is released towards the end of the Final Smash. It travels much slowly across the stage compared to the smaller silhouettes. The final silhouette always assumes the Dancer pose.

On-screen appearance[edit]

  • Wii Fit Trainer appears performing a Tree Pose while standing on a Wii Balance Board, then steps off of the balance board, which jumps up and gives a cheer before disappearing.

In-game voice lines[edit]

When a Smash attack is used, there's a chance that the Wii Fit Trainer will say a voice line. In addition, they will always say a voice line at the start of their Final Smash. These voice lines vary depending on the move used and the gender of the Wii Fit Trainer.

Move used Female (American) Male (American) Female (British) Male (British)
Forward smash
"Let's tone up those legs."
"This exercise works your core muscles."
"Feel the burn in your thighs and abs."
"Remember to control your breathing."
"Good posture begins with a strong base."
"This pose strengthens the back and improves posture."
"Good posture starts with a strong base."
N/A
"Feel the burn in your thighs and glutes!"
N/A
"Let's work on your coordination."
Up smash
"Tuck in those glutes!"
"Exercise every day to help tone your body!"
"Don't let your bottom stick out!"
"Practicing every day will help tone your body!"
"When exerting yourself, remember to keep breathing."
"Your lower body is key for support."
"Use your lower body to support yourself."
"You're wobbling! Try to keep your balance."
"Let's work on your coordination."
Down smash
"Don't forget to exhale when exerting yourself."
"Feel the stretch through your arm and leg."
"Remember to control your breathing."
"Let's work on tightening your thighs and back!"
"The key is to focus on your balance."
"Let's work on your coordination."
"Let's step up the pace!"
"Stabilize your upper body"
Final Smash
"That's it, feel the burn!"
"Stretching your spine will help stimulate your body."
"That's it! Feel your waist muscles tightening."
"Stretching your spine can help stimulate your body."
"Let's step up the intensity!"
"Stabilize your upper body."
"Let's step up the pace!"
"Stabilize your upper body."
"Let's work on your balance."
"Let's work on your coordination."
"Let's work on your coordination."
"High energy! Move that body!"
"Ready to get that body moving?"
"Now, let's try it together!"
"Let's try it together!"
"Let's get fired up!"
"Ready to get that body moving?" (different inflection)

Taunts[edit]

  • Up taunt: Stretches both arms above the head, saying "Let's get a good stretch." (ストレッチは念入りにしましょう, Stretch thoroughly.)
  • Side taunt: Crosses both arms and starts to stretch both shoulders, saying "Stretch those shoulders." (肩の筋肉を伸ばします, Stretch those shoulder muscles.)
  • Down taunt: Sits down and stretches both legs, saying "Let's stretch our legs." (脚を伸ばしましょう, Let's stretch our legs.) Much like Luigi's side taunt, this taunt can allow Wii Fit Trainer to avoid attacks with high hitboxes.

Idle poses[edit]

  • Stretches her ankles and neck.
  • Performs a Torso Twist, a strength training exercise from the Wii Fit series.

Victory poses[edit]

Both the female and male Wii Fit Trainers have a selection of sayings picked at random depending on which victory pose is used:

  • Left: Performs the Tree pose and then the Warrior pose.
Female Female (British) Male Male (British)
"Work hard to tone that tummy!" "Work on tightening those waist muscles." "Feel the stretch through your arm and leg." "Let's work on tightening your thighs and back!"
"Work towards strong, firm abs!" "Do this regularly to work out your core muscles!" "Your lower body is key for support." "Use your lower body to support yourself."
"That's it, feel the burn!" "That's it! Feel your waist muscles tightening." "Let's work on your coordination." "Stabilize your upper body."
"Good posture begins with a strong base." "Good posture starts with a strong base." "You're wobbling! Try to keep your balance. " "Your body's swaying a bit. Stand up tall and steady!"
"Let's work on your balance." "Firm up those abs!"
"Let's get fired up!" "Ready to get that body moving?"
  • Up: Performs the Triangle pose, then transitions to the Standing Knee pose, and transitions a final time to the Sideways Leg Lift pose.
Female Female (British) Male Male (British)
"The key is to focus on your balance." "Remember to control your breathing." "Feel the stretch through your arm and leg." "Let's work on tightening your thighs and back!"
"Let's tone up those legs." "Let's work on your coordination." "Your lower body is key for support." "Use your lower body to support yourself."
"When exerting yourself, remember to keep breathing." "Use your lower body to support yourself." "Let's work on your coordination." "Stabilize your upper body."
"Feel the burn in your thighs and glutes!" "Feel the burn in your thighs and abs." "You're wobbling! Try to keep your balance." "Your body's swaying a bit. Stand up tall and steady!"
"You're wobbling! Try to keep your balance." "Your body's swaying a bit. Stand up tall and steady!"
  • Right: Wipes their forehead with a towel draped around their shoulders and gives a thumbs up.
Female Female (British) Male Male (British)
"Don't forget to exhale when exerting yourself." "Let's step up the pace!" "Firm up those abs!" "Firm up those abs!"
"Watch your posture. Keep those glutes tucked in!" "Let's try some deep breathing!" "Let's do some jackknife exercises!" "Let's do some jackknife exercises!"
"Now, let's try it together!" "Make sure you don't hold your breath!" "Now, let's try it together!" "Follow my lead as we work on this pose."
"Let's get fired up!" "Ready to get that body moving?" "Let's get fired up!" "Ready to get that body moving?"
"Now that was a great workout!" "That was a great workout!" "That was a great workout!" "That was a great workout!"
A remix of the tune that plays after a save file is selected in the original Wii Fit.

In competitive play[edit]

Wii Fit Trainer was seen as one of the most underrated characters in Ultimate because many players thought she functioned similarly to her Smash 4 counterpart. However, many of her attributes and strengths were significantly better, especially Deep Breathing. It now drastically improves her damage output, mobility, and KO potential. Nevertheless, she still retained some of her weaknesses in Smash 4, including her inconsistent hitboxes and below average representation. Although she has seen some degree of representation in the likes of varun, John Numbers, and WaDi, she has consistently been regarded as a mid tier by most professionals, while a few have potential for her to be high tier.

Patch 8.0.0 dropped and Wii Fit Trainer received buffs that could help her. As an example, Wii Fit Trainer's moves have less end-lag, indicating that it could combo more, up smash can come out much faster so it can be one of her useful kill options. Since many professional players saw Wii Fit Trainer's buffs, it could be a tier change, with players like Hungrybox, ESAM, and Marss indicating her as a high tier character. People might indicate that her status after COVID-19 will improve her play status.

Notable players[edit]

Any number following the Smasher name indicates placement on the Fall 2019 PGRU, which recognizes the official top 50 players in the world in Super Smash Bros. Ultimate from July 13th, 2019 to December 15th, 2019.

Active[edit]

Inactive[edit]

Classic Mode: Aerobic Smash[edit]

Wii Fit Trainer's congratulations screen.

The opponents are round and plump characters, such as King Dedede and Jigglypuff. Dr. Mario appears as a teammate in the 4th round, most likely in reference to being a health-oriented character like Wii Fit Trainer.

Round Opponent Stage Music Notes
1 Wario WarioHeadSSBU.png Wii Fit Studio Super Hoop
2 Kirby KirbyHeadSSBU.png (x3) The Great Cave Offensive Advanced Step
3 Pac-Man Pac-ManHeadSSBU.png Wii Fit Studio (Battlefield form) Rhythm Boxing
4 Giant King K. Rool KingKRoolHeadSSBU.png Jungle Japes Mischievous Mole-way Dr. Mario DrMarioHeadSSBU.png appears as a teammate.
5 King Dedede KingDededeHeadSSBU.png Wuhu Island (Ω form) Core Luge
6 Giant Jigglypuff JigglypuffHeadSSBU.png Wii Fit Studio Wii Fit Plus Medley
Bonus Stage
Final Master Hand Final Destination Master Hand (Less than 7.0 intensity)
Master Hand / Crazy Hand (Intensity 7.0 or higher)
On intensity 7.0 and higher, Crazy Hand fights alongside Master Hand.

Note: Every stage plays a track from the Wii Fit universe, no matter what universe the stage originated from.

Credits roll after completing Classic Mode. Completing it as Wii Fit Trainer has Main Menu - Wii Fit accompany the credits.

Role in World of Light[edit]

Finding Wii Fit Trainer in World of Light

The female Wii Fit Trainer was among the fighters that were summoned to fight against the army of Master Hands. She was also present on the cliffside when Galeem unleashed his beams of light. She was seen alongside a panicking Duck Hunt and Villager. She performed the Tree yoga pose as she was hit by a beam of light presumably as a reference to her being intangible when performing an up smash move. She was then placed under Galeem's imprisonment along with the rest of the fighters, excluding Kirby.

In the mode itself, she can be found in a city area and can be saved rather quickly by choosing to save Sheik instead of Villager or Marth.

Fighter Battle[edit]

No. Image Name Type Power Stage Music
47
Wii Fit Trainer SSBU.png
Wii Fit Trainer
Shield
Shield
3,300 Wii Fit Studio (Ω form) Yoga


Spirits[edit]

Female Wii Fit Trainer's Fighter Spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 500 coins. Unlocking Wii Fit Trainer in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Male Wii Fit Trainer also has a Fighter Spirit of his own, available through the shop. Unlike most fighters, the Spirits for Wii Fit Trainer only use their artwork from Ultimate due to not having official artwork from the Wii Fit games.

Additionally, the Wii Fit Trainers makes an appearance in various Support Spirits.

In Spirit battles[edit]

As the main opponent[edit]

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
214
Postman.png
Postman The Legend of Zelda Series Wii Fit Trainer WiiFitTrainerHeadMaleRedSSBU.png
Grab
2,600 Temple N/A •Timed stamina battle
•The enemy tends to avoid conflict
Termina Field
310
Roger Ghost Spirit.png
Roger the Potted Ghost Yoshi Series •Giant Wii Fit Trainer WiiFitTrainerHeadMaleRedSSBU.png
Meta Knight MetaKnightHeadGreenSSBU.png (×2)
Shield
4,400 Dracula's Castle (Ω form) •Hard to Launch
•Jump Power ↓
•Hazard: High Gravity
•Defeat the main fighter to win
•All fighters have reduced jumping ability
•Timed stamina battle
Yoshi's Island (Brawl)
755
Mei Ling Spirit.png
Mei Ling Metal Gear Solid Series Wii Fit Trainer WiiFitTrainerHeadRedSSBU.png
Snake SnakeHeadGreenSSBU.png
Grab
2,300 Midgar (Battlefield form) •Hazard: Fog •Defeat the main fighter to win
•The stage is covered in fog
MGS4 ~Theme of Love~
923
Spirits wii balance board.png
Wii Balance Board Wii Fit Series Wii Fit Trainer WiiFitTrainerHeadYellowSSBU.png
Neutral
3,300 Wii Fit Studio •Easy to Launch
•Move Speed ↑
•All fighters are easy to launch after a little while
•All fighters have increased move speed after a little while
Wii Fit Plus Medley Wii Fit Trainer
925
Jackknife Spirit.png
Jackknife Wii Fit Series Wii Fit Trainer Team WiiFitTrainerHeadRedSSBU.png (×4)
Attack
1,900 Wii Fit Studio N/A •The enemy favors neutral air attacks Super Hoop Wii Fit Trainer
926
Wiifit trainer.png
Deep Breathing Wii Fit Series Wii Fit Trainer Team WiiFitTrainerHeadGreenSSBU.png (×4)
Shield
9,700 Wii Fit Studio •Defense ↑ •Timed battle
•The enemy has increased defense
•The enemy heals over time
Yoga Wii Fit Trainer
927
Sun Salutation Spirit.png
Sun Salutation Wii Fit Series Wii Fit Trainer Team WiiFitTrainerHeadMaleGreenSSBU.png (×6)
Grab
10,000 Wii Fit Studio •Hazard: Lava Floor •The floor is lava
•The enemy favors neutral specials
•Defeat an army of fighters
Yoga Wii Fit Trainer
929
Dancer Spirit.png
Dancer Wii Fit Series Wii Fit Trainer WiiFitTrainerHeadMaleRedSSBU.png (×4)
Shield
2,600 Wii Fit Studio N/A •Defeat the main fighter to win
•Timed battle
•Reinforcements will appear during the battle
Yoga Wii Fit Trainer
931
Arm And Leg Lift Spirit.png
Arm & Leg Lift Wii Fit Series Wii Fit Trainer Team WiiFitTrainerHeadGreenSSBU.png (×4)
Shield
3,900 Wii Fit Studio N/A •The enemy's punches and elbow strikes have increased power
•The enemy's kicks and knee strikes have increased power
•The enemy favors down smash attacks
Advanced Step Wii Fit Trainer
1,129
Volleybalplayer.png
Volleyball Player Volleyball Wii Fit Trainer Team WiiFitTrainerHeadRedSSBU.png (×6)
Grab
1,900 Pokémon Stadium (Ω form) N/A •The enemy favors side specials
•Defeat an army of fighters
Training Menu - Wii Fit U
1,159
Akari Hayami Spirit.png
Akari Hayami 1080° Series Wii Fit Trainer WiiFitTrainerHeadRedSSBU.png
Shield
1,800 Summit •Slippery Stage
•Item: Freezie
•The stage's platforms are very slippery Golden Forest
1,177
Putty Spirit.png
Putty Magical Vacation Series Wii Fit Trainer WiiFitTrainerHeadMaleGreenSSBU.png
Grab
4,400 Smashville •Slippery Stage •Timed battle
•The enemy tends to avoid conflict
•Melee weapons aren't very effective against the enemy
Attack - Soma Bringer
1,375
Jill Valentine.png
Jill Resident Evil Series Wii Fit Trainer WiiFitTrainerHeadSSBU.png
•Giant Ganondorf GanondorfHeadGreySSBU.png
Neutral
2,200 Luigi's Mansion (hazards off) •Item: Ray Gun •Defeat the main fighter to win
•The enemy's shooting items have increased power
•Reinforcements will appear during the battle
Cavern
1,404
Ring Fit Trainees Spirit.jpeg
Ring Fit Trainees Ring Fit Adventure Wii Fit Trainer (×2) (WiiFitTrainerHeadMaleRedSSBU.pngWiiFitTrainerHeadRedSSBU.png)
Attack
9,400 Golden Plains •Curry-Filled •The enemy breathes fire Training Menu - Wii Fit U
1,406
Ring Spirit.jpeg
Ring Ring Fit Adventure Wii Fit Trainer WiiFitTrainerHeadRedSSBU.png
•Clear Bayonetta BayonettaHeadSSBU.png
Neutral
3,800 Garden of Hope (hazards off) N/A •Defeat the main fighter to win
•The enemy starts the battle with a Gust Bellows
•The enemy is invisible
Boss Battle Ring Fit Trainee

As a minion[edit]

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
602
JackLevin.png
Jack Levin F-Zero Series Ken KenHeadBlueSSBU.png
Wii Fit Trainer WiiFitTrainerHeadGreenSSBU.png (×3)
Neutral
8,800 Big Blue (Battlefield form) •Sudden Final Smash •The enemy will suddenly have a Final Smash
•Reinforcements will appear during the battle
Dream Chaser Female fans of Jack Levin

Alternate costumes[edit]

Wii Fit Trainer Palette (SSBU).png
WiiFitTrainerHeadSSBU.png WiiFitTrainerHeadMaleSSBU.png WiiFitTrainerHeadGreenSSBU.png WiiFitTrainerHeadMaleGreenSSBU.png WiiFitTrainerHeadRedSSBU.png WiiFitTrainerHeadMaleRedSSBU.png WiiFitTrainerHeadYellowSSBU.png WiiFitTrainerHeadMaleYellowSSBU.png

Gallery[edit]

Character Showcase Video[edit]

Trivia[edit]

  • Wii Fit Trainer and Ryu are the only two characters whose full renders are not on the official website. In this case, the picture stops just below the thighs.
  • In the World of Light opening cutscene, the female Wii Fit Trainer performs the Tree yoga pose just before she is hit by a beam of light. This may reference the fact that her up smash, which uses the same pose, grants her intangibility for a brief moment.
  • On the character selection screen, Wii Fit Trainer's icon in the Japanese version shows her name within only one row, while in the English version it is shown with two rows. This trait is shared with Captain Falcon, Mr. Game & Watch, Zero Suit Samus, Pokémon Trainer, Rosalina & Luma, the Mii Fighters, Piranha Plant and Banjo & Kazooie.
  • In French, Spanish, and German, the voice clip from the announcer on the victory screen is slightly different from the one used on the character select screen, instead featuring a noticeable translation of "the" ("l'Entraîneuse Wii Fit"/"l'Entraîneur Wii Fit", "la Entrenadora de Wii Fit"/"el Entrenador de Wii Fit", and "die Wii Fit-Trainerin"/"der Wii Fit-Trainer"). This trait is shared with Inkling, Pokémon Trainer, Villager, Hero, the Ice Climbers, and the Mii Fighters.
  • Aside from her regular attacks, several of Wii Fit Trainer's other animations correspond to exercises found in the Wii Fit series, including Push-ups as her crouch and crawl, the Spinal Twist as her prone animation, the Standing Knee as her parry animation, and the Side Plank as her ledge getup attack. She also makes use of several exercises that are not found in the Wii Fit games, such as Pull-ups for her ledge hang animation.
  • Wii Fit Trainer is one of three characters in Ultimate who, excluding throws, has canonical names for all of her attacks, unlike most fighters who only have a select few named attacks, with the others being Mega Man and Terry.
    • She is the only first-party fighter for whom this is the case.
  • Wii Fit Trainer and Inkling are the only two characters in Ultimate to have gendered alternate costumes but female default costumes.
  • In total, Wii Fit Trainer has 17 voice actors across both genders and all languages, the most out of any character in Ultimate.
    • Despite this, the British English and American English voices cannot be accessed in each other's versions.
  • Wii Fit Trainer, Palutena, Joker, Bayonetta, and Byleth are the only characters who speak actual words during their smash attacks.
    • Wii Fit Trainer is the one who speaks the most out of them all, with up to three different sentences assigned to each smash attack.
    • Interestingly enough, if a battle is quit or won while Wii Fit Trainer is speaking, such as during one of her taunts or smash attacks, she can still be heard even over the announcer. This trait is shared with Bayonetta.
  • Wii Fit Trainer, Pit, Dark Pit, and Ivysaur are considered to be the most average weight fighters.
  • Wii Fit Trainer, Mr. Game & Watch, Bayonetta, and Mega Man (while using his Mega Buster) are the only characters in SSBU to have different charging sound effects for their smash attacks, with Wii Fit Trainer's smash attacks charging with the blow of a whistle. This is a reference to how strength training repetitions in Wii Fit were signaled with a whistle blow.
    • Despite this, Wii Fit Trainer's down smash is her only smash attack that takes the form of a strength training exercise from Wii Fit, with the other two being yoga poses.
  • Wii Fit Trainer, Wario and Hero are the only characters who can heal themselves without the help of another character and/or when items are not made available; Wii Fit Trainer does so through Sun Salutation and Deep Breathing, Wario through Chomp, and Hero through the Heal spell in Command Selection.
    • Wii Fit Trainer is the only character with more than one healing move.
  • Wii Fit Trainer is the only character who faces Jigglypuff as a giant in Classic Mode.
  • Header's soccer ball is one of the only projectiles in Ultimate that stale-move negation does not affect, along with Pac-Man's Bonus Fruit.
    • However, hitting the soccer ball does stale the spike of Header, which in turn can unstale other moves without ever having to hit the opponent.
  • Close inspection of male and female Wii Fit Trainer's official renders reveals that the two gendered trainers have differently-textured shirts, while their pants are the same texture. This is due to tank tops like the female Trainer's being typically made of cotton, while workout t-shirts like the male Trainer's are typically made of polyester.
  • None of Wii Fit Trainer's attacks have any sort of motion-trail visual effects. This trait is only shared with Mr. Game & Watch, and the choice to omit these effects was presumably made in order to emphasize the yoga poses the moves are based on.
  • Wii Fit Trainer, like Ike, Pokémon Trainer, Inkling, and Byleth, is one of the few characters to have alternate costumes with different animations: The male and female Wii Fit Trainers have different animations when getting hit by extremely weak attacks, with their animations after getting defeated during All-Out Attack in particular being notably different as a result.
    • The reason behind this would be because while the female Wii Fit Trainer has received new hitstun animations, the male Wii Fit Trainer reuses his hitsun animations from Smash 4.

References[edit]