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. They possess 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, they have one of the longest tech rolls and ledge rolls in the game, which can make them hard to punish even if a roll is expected. These attributes give them overall good mobility, although, similarly to Luigi and Pit, Wii Fit Trainer is somewhat floaty for their weight class, and is one of the floatiest characters in the game. They 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 their Deep Breathing makes them faster and stronger for a few seconds as well as causing her to take less damage. Their attacks also have unusual hitbox placements or properties, since for some of their attacks they can hit on both sides. For example, with their forward tilt, they can hit in front of her with their arm and behind them with their leg; this also applies to forward smash, forward aerial, and the first hit of their jab, while the third hit of jab has a sweetspot 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 their 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 their back aerial, they can autocancel all of their aerials in a short hop. Neutral aerial consists of two hits, with the first one having hitboxes on their arms and legs, and leading into the second hit, dealing a total of 14% if both hits connect. This is one of their best combo starters and extenders due to its low lag, low knockback, and 90° launch angle. Because of this, a well placed neutral aerial and 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 their fastest aerial in terms of startup, coming out on frame 5, but is also the strongest, possessing a small sweetspot on their 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 Wii Fit Trainer's body with no initial sourspot. In addition, down aerial has fairly low endlag, 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 their useful projectiles and hard hitting normals, but struggles at mid range as a result of their lack of range on their 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 they want to be necessarily, they have several tools that give them 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 them in the air or cover ledge options. Due to the character's below average air speed and slow fall speed (without Deep Breathing), they can sometimes struggle to land safely. They also possess three different meteor smashes: Header, down aerial and forward aerial's foot hitbox, and they support Wii Fit Trainer's very good edgeguarding ability.
Their 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, their 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 sweetspot on their 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 Wii Fit Trainer with large horizontal range, which can also be used to catch landings. The move's main weakness is the notable sourspot from Wii Fit Trainer's knees down. Down smash is a semispike that hits on both sides of Wii Fit Trainer simultaneously, and is their only smash attack that can consistently cover the area close to the ground. Despite their 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, they often have trouble taking stocks, as most of their KO moves are hard to land or are inconsistent, such as Forward tilt and Back air's poor hitboxes, with the former's large blindspots 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 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 playerbase, although they have received much more attention than in Smash 4 since their overall viability has been greatly improved. It remains to be seen how they 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. They have received various improvements to their hitbox durations, hitbox placements, overall lag, mobility, projectiles, and damage output, making Wii Fit Trainer's moveset function more effectively overall.
Many of their 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 them 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 them to use aerials more effectively, while the slower shield drop speed improves the safety of their projectiles and certain attacks such as down tilt. The limit to a single air dodge allows their projectiles to cover options better and catch landings with their high mobility, while the ability to cancel ground moves improves their ground game.
The nerfs Wii Fit Trainer received are relatively minor: Super Hoop has a shorter max distance, making their 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 their weaknesses are recurring ones from Smash 4: while Wii Fit Trainer's overall moveset has been heavily improved, their neutral game is still lacking, due to the character'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 them relatively easy to juggle or trap on the ledge. Due to this, Wii Fit Trainer's disadvantage state is still extremely lackluster. Diminutive 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 their unorthodox setups and options to pressure the opponent into making poor decisions, and then using their speed and massive damage output to capitalize. While Wii Fit Trainer is capable of racking up damage extremely quickly, their weaknesses in approaching and landing consistent hits remain, making it important for them to keep opponents from rushing them down or camping them 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 them 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.
Throws and other attacks
Wii Fit Trainer was overall buffed by game updates. 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, 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 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 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 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