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. She was officially revealed on June 12th, 2018 alongside Zero Suit Samus and the rest of the returning roster. Wii Fit Trainer is classified as Fighter #47. As in Smash 4, both the female and male versions of Wii Fit Trainer are playable.
All of the voice actors' portrayals of the female and male Wii Fit Trainers from Smash 4 (Wii Fit series in Japanese) are repurposed for Ultimate, including.
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 through several attacks that deal unusually high damage, most notably her neutral aerial and Header. Additionally, her Deep Breathing makes her faster, stronger, and tankier for a few seconds, further increasing her damage output. Many of Wii Fit Trainer's attacks also have unusual hitbox placements or properties, such as hitting on both sides of her. For example, her forward tilt can hit in front of her with her arm and behind her with her leg; this also applies to forward smash, forward aerial, and the first hit of her jab. The final hit of her jab also 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 and large meteor smash, 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, allowing 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 hit having hitboxes on her arms and legs that lead into the centralized second hit, dealing a total of 14% base damage 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 her strongest, possessing a small sweet spot on her feet on the first active frame that has very high knockback. 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 fairly low ending and landing lag, making it relatively 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 strong 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 sometimes has 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, especially when the opponent can easily deal with Header, such as with Villager's Pocket.
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, which all support Wii Fit Trainer's potent edgeguarding ability.
Wii Fit Trainer's 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 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 at 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 its 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 when both down tilt and Sun Salutation became markedly better at KOing opponents.
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 in Ultimate 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, 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.
Throws and other attacks
Wii Fit Trainer has received a mix of buffs and nerfs via game updates, but has been notably buffed overall. 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. 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. Most recently, Update 11.0.0 fixed a longtime bug involving Header, consequently cutting grounded Header's landing lag down to less than half its previous length. This made Header a virtually unpunishable option while also opening up deadly new combo trees due to the increased frame advantage both on hit and on shield. This was later revealed to be a mistake and was reversed in version 11.0.1.
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 generally considered to be a mid tier character upon Ultimate's release, but public opinion of the character has gradually improved as the character has received notable buffs in multiple balance patches, particularly Updates 3.0.0 and 8.0.0. Additionally, the character has performed relatively well at the regional level as players such as varun, John Numbers, Evy, and more have ranked highly on their respective Power Rankings throughout Ultimate's lifetime. There have also been several breakout performances on the international stage; multiple Wii Fit Trainer players have placed 33rd at S-tier tournaments, and a number of top players have lost to Wii Fit Trainer players in bracket. Because of this combination of relatively consistent buffs and ever improving tournament results, public opinion of Wii Fit Trainer's viability has steadily risen over time, and many now consider the character to be a fringe high tier. Despite this, some are still dubious of the character's potential, as Wii Fit Trainer still has a few glaring weaknesses that sometimes result in extremely polarizing matchups. Nonetheless, the character is expected to see a higher level of success once regular tournaments return after the current COVID-19 pandemic.
Most historically significant players
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
Conditions in italic aren't listed on the Spirit Battle preview screen.
As the main opponent
As a minion
Fighter Showcase Video