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 was greatly improved from Smash 4, with significant upgrades to the character's strengths such as damage output, ground mobility, and projectiles. Her most infamous buff was that of Deep Breathing, which now provides a wide variety of temporary stat increases rather than just a few. On the flipside, the character's glaring flaws are still present in Ultimate, albeit to a lesser degree. Wii Fit Trainer still struggles against small characters due to blindspots on key moves, and can find it difficult to approach other projectile-heavy characters. She was also given a few small nerfs, such as a shorter recovery distance with Super Hoop.
Wii Fit Trainer excels in both long range and close-quarters combat due to her dependable 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 are 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, which can be used to cover Wii Fit Trainer's recovery and getup from ledge, as well as air stall. Due to the character's below average air and fall speed (without Deep Breathing), she can sometimes struggle to land safely.
Her grab game is serviceable, with both down throw and up throw offering some combo potential at low and mid percents. However, Wii Fit Trainer lacks a solid kill throw; back throw as her strongest kill 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 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 even without Deep Breathing when the sweetspot connects. However, these moves also come with the downside of large amounts of ending lag, making them extremely punishable when missed. As a result, Wii Fit Trainer can sometimes have trouble taking stocks, as most of her other KO moves have some sort of inconsistency, such as Forward tilt and Back air's poor hitboxes.
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 playerbase, 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 fair 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. She has received various improvements to her hitbox durations, hitbox placements, overall lag, mobility, projectiles, and damage output, making Wii Fit Trainer's moveset function more effectively overall.
Many of her 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 the 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 large sourspot now comes out sooner and lasts longer). In addition, dash attack and down tilt deal more damage, up and down throws both function as reliable combo throws, and neutral attack's finisher buries much more consistently. All these changes greatly improve the trainer's damage racking potential, while making it less likely for her moves to whiff.
Wii Fit Trainer's special moveset has also been buffed: Sun Salutation deals more damage and knockback when fully charged and can be canceled with a jump, much like other storable charge 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 output during even a single Deep Breathing use, heavily improving its utility.
Finally, Wii Fit Trainer benefits from the game's universal changes. The standardized 3-frame jumpsquat allows her to use aerials more effectively, while the slower shield drop speed improves the safety of her projectiles and certain attacks such as down tilt. The limit to a single air dodge allows her projectiles to cover options better and catch landings with her high mobility, while the ability to cancel ground moves improves her ground game.
The nerfs Wii Fit Trainer received are relatively minor: Super Hoop has a shorter max distance, making her recovery slightly less flexible, 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 even slide out of the Neutral attack combo, causing the third hit's bury to miss. However, most of her weaknesses are recurring ones from Smash 4: while Wii Fit Trainer's overall moveset has been heavily improved, her neutral game is still lacking, due to the trainer's lack of midrange options alongside very few ways to escape pressure, deal with projectiles, or get back onstage. This is further harmed by the nerfs to dodging and dodge intangibility, making her relatively easy to juggle or trap on the ledge. Due to this, her disadvantage state is still extremely lackluster. Short characters such as Olimar and Pichu are also still a struggle to deal with due to blindspots on key moves such as forward tilt.
Overall, Wii Fit Trainer now properly functions 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. While she is capable of racking up damage extremely quickly, 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. As a result of all of these changes, Wii Fit Trainer has had surprising success in the early metagame, with several notable players such as WaDi, BestNess, and varun using him/her as a main or secondary at high-level tournaments with respectable results, in contrast to the trainer's low success in Smash 4. However, as the character has a relatively small playerbase, it is unknown how well Wii Fit Trainer will fare in the long run.
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 power of Deep Breathing, which was already one of Wii Fit Trainer's most powerful moves to begin with. In addition, Update 3.1.0 improved neutral attack's consistency further and opened up new jablock options, allowing for greater capitalization in certain scenarios.
Wii Fit Trainer has seen very few nerfs thus far aside from the universal projectile nerf in 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 Wii Fit Trainer will say a voice line. In addition, he/she will always say a voice line at the start of his/her Final Smash. These voice lines vary depending on the move used and the gender of 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
Any number following the Smasher name indicates placement on the Spring 2019 PGRU, which recognizes the official top 50 players in the world in Super Smash Bros. Ultimate from February 1st, 2019 to July 7th, 2019.
Classic Mode: Aerobic Smash
The opponents are round characters, such as King Dedede and Jigglypuff. Dr. Mario appears as a teammate in the 4th round.
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 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.
Wii Fit Trainer's Fighter Spirits can be obtained by completing Classic Mode. They are 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 Fighter Spirits, they cannot be used in Spirit Battles and are purely aesthetic. 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