Wii Fit Trainer (SSBU)
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.
How to unlock
Complete one of the following:
With the exception of the third method, Wii Fit Trainer must then be defeated on Wii Fit Studio.
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 them 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. Neutral aerial consists of two hits, with the first one having hitboxes on her arms and legs, and leading 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 decent power, fast startup, and low 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-end lag, allowing for the move to be autocanceled from a short hop.
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 actually landing that first hit can prove to be quite difficult in many situations.
Wii Fit Trainer notably excels both offstage and on the ledge. While neither of these areas is where she wants to be, 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 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 the Wii Fit Trainer with a large horizontal range, which can also be used to catch landings. The move's main weakness is the notable sour spot from Wii Fit Trainer's knees down. 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 often has trouble taking stocks, as most 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 sweet spot 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 very few truly reliable kills moves, setting them apart from the higher tier characters.
Due to this 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
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, and 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 arms 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 has a larger sourspot, making it less likely to whiff. Many of her 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 large sourspot now comes out sooner and lasts longer). In addition, dash attack and down tilt deal more damage, up and down throws now both function as proper combo throws, and neutral attack's finisher buries much more consistently thanks to the universal changes to neutral attack angles. All these changes greatly improve her damage racking potential, while making it less likely for her moves to whiff.
Wii Fit Trainer's special moveset has also been noticeably buffed. Sun Salutation deals 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 significantly 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 significantly longer. It also grants faster fall speed, gravity, air speed, traction, initial dash speed and dash speed. This overall mobility increase, coupled with both Deep Breathing's x1.25 damage increase and Wii Fit Trainer's already hard hitting attacks, allows her to put out significant 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.
In spite of 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. 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, being recurring ones from Smash 4. While her overall moveset has been heavily improved, her neutral game is still below average due to her lack of options at mid-range; 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; and some of her moves such as forward tilt still have 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 them down or camping them 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), BestNess and WaDi (both of who use her as a secondary) placing well at high-level tournaments. 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 now agreed to be a solid upper-mid or mid-tier character, in comparison to her low-mid to low tier status in Smash 4.
Throws and other attacks
Wii Fit Trainer has received a mix of buffs and nerfs via game updates, but has been slightly 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.
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.
For a gallery of Wii Fit Trainer's hitboxes, see here.
Note: All numbers are listed as base damage, without the 1v1 multiplier.
In-game voice lines
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.
Both the female and male Wii Fit Trainers have a selection of sayings picked at random depending on which victory pose is used:
In competitive play
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.
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.
Classic Mode: Aerobic Smash
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.
Note: Every stage plays a track from the Wii Fit universe, no matter what universe the stage originated from.
Role 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.
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
As the main opponent
As a minion
Character Showcase Video