Wii Fit Trainer (SSBU): Difference between revisions

→‎Changes from Super Smash Bros. 4: Added many more references to other pages, updated some formatting, and adjusted some information to be more accurate
(→‎Trivia: My b I meant to include Inkling in this trivia point originally)
(→‎Changes from Super Smash Bros. 4: Added many more references to other pages, updated some formatting, and adjusted some information to be more accurate)
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==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
Previously a near bottom tier character, 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.
Previously a near bottom tier character, 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 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 their moves to whiff.
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 throw 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 their 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, air speed, ground friction, initial dash speed and dash speed. This overall mobility increase coupled with both Deep Breathing's 25% damage increase and Wii Fit Trainer's already hard hitting attacks results in significant damage output during even a single Deep Breathing use, heavily improving its utility.
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 results in 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.  
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 the 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 the Trainer's overall moveset has been heavily improved, their 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 them relatively easy to juggle or trap on the ledge. Due to this, their disadvantage state is still extremely lackluster. Short characters are also still a struggle to deal with due to blindspots on key moves such as Forward tilt.
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 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 them relatively easy to juggle or trap on the ledge. Due to this, their disadvantage state is still extremely lackluster. Short characters such as {{SSBU|Olimar}} and {{SSBU|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 they are 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 {{Sm|WaDi}}, {{Sm|BestNess}}, and {{Sm|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.
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 they are 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 {{Sm|WaDi}}, {{Sm|BestNess}}, and {{Sm|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.
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*{{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 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 stance is not mirrored.}}
*{{change|Wii Fit Trainer's body faces the screen more compared to the previous entry; however, their stance is 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|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.}}


===Attributes===
===Attributes===
*{{buff|Like all characters, Wii Fit Trainer's [[jumpsquat]] animation now takes three frames to complete (down from 5).}}
*{{buff|Like all characters, Wii Fit Trainer's jumpsquat animation now 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's initial dash is significantly faster (1.5 → 2.024)}}
*{{buff|Wii Fit Trainer [[run]]s much faster (1.696 → 1.866).}}
*{{buff|Wii Fit Trainer runs much faster (1.696 → 1.866).}}
*{{buff|Wii Fit Trainer [[walk]]s faster (1.166 → 1.224).}}
*{{buff|Wii Fit Trainer [[walk]]s faster (1.166 → 1.224).}}
*{{buff|Wii Fit Trainer's [[air speed]] is slightly faster (0.97 → 1.019).}}
*{{buff|Wii Fit Trainer's air speed is slightly faster (0.97 → 1.019).}}


===Ground attacks===
===Ground attacks===
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**{{buff|Jab 1 and 2 jablock, creating new setups and punish options.}}
**{{buff|Jab 1 and 2 jablock, creating new setups and punish options.}}
*[[Dash attack]]:
*[[Dash attack]]:
**{{buff|Dash attack has less startup (frame 7 → 6) and ending lag (FAF 43 → 39).}}
**{{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).}}
**{{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]]:
*[[Forward tilt]]:
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*[[Up tilt]]:
*[[Up tilt]]:
**{{buff|Up tilt has more vertical range and combos into itself at low percents.}}
**{{buff|Up tilt has more vertical range and combos into itself at low percents.}}
**{{buff|Up tilt has invulnerability on the arm for 10 frames (frames 3-12).}}
**{{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 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 a significantly longer duration (frames 5-7 → 5-12).}}
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===Aerial attacks===
===Aerial attacks===
*{{buff|All aerials have less landing lag (Neutral: 14 frames → 8, Forward: 15 → 9, Back: 20 → 12, Up: 15 → 9, Down: 20 → 12).}}
*{{buff|All aerials have less [[landing lag]] (Neutral: 14 frames → 8, Forward: 15 → 9, Back: 20 → 12, Up: 15 → 9, Down: 20 → 12).}}
*[[Neutral aerial]]:
*[[Neutral aerial]]:
**{{nerf|The first hit of Neutral aerial links into the second hit less consistently.}}
**{{nerf|The first hit of Neutral aerial links into the second hit less consistently.}}
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*[[Forward aerial]]:
*[[Forward aerial]]:
**{{buff|Forward aerial has less ending lag (FAF 46 → 39).}}
**{{buff|Forward aerial has less ending lag (FAF 46 → 39).}}
**{{buff|Forward aerial's spike hitbox has slightly more base knockback (10 → 15) and knockback growth (62 → 68).}}
**{{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.}}
**{{buff|Forward aerial has a hitbox near the center of Wii Fit Trainer's body on frame 9, remedying its blindspot issues.}}
*[[Down aerial]]:
*[[Down aerial]]:
**{{buff|Down aerial has less startup lag (frame 20 → 15) with identical ending lag, shortening its duration (FAF 45 → 40).}}
**{{buff|Down aerial has less startup lag (frame 20 → 15) with identical ending lag, shortening its total duration (FAF 45 → 40).}}
**{{buff|Down aerial has a longer duration (5 frames → 6).}}
**{{buff|Down aerial has a longer duration (5 frames → 6).}}
**{{buff|Down aerial's spike hitbox has a longer duration (2 frames → 3).}}
**{{buff|Down aerial's spike hitbox has a longer duration (2 frames → 3).}}
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===Special Moves===
===Special Moves===
*{{nerf|The introduction of the [[1v1 multiplier]] hinders Wii Fit Trainer's ability to heal herself, as recovered damage is not increased by the multiplier.}}
*{{nerf|The introduction of the [[1v1 multiplier]] hinders Wii Fit Trainer's ability to [[heal]] herself, as recovered damage is not increased by the multiplier.}}
*[[Sun Salutation]]:
*[[Sun Salutation]]:
**{{change|Sun Salutation is orange in color instead of bright yellow.}}
**{{change|Sun Salutation is orange in color instead of bright yellow.}}
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**{{buff|Header's spike hitbox is significantly larger.}}
**{{buff|Header's spike hitbox is significantly larger.}}
*[[Super Hoop]]:
*[[Super Hoop]]:
**{{buff|Super Hoop travels higher and requires less mashing for increased height. In addition, it is much easier to reach maximum height without the use of rhythmic tapping.}}
**{{buff|Super Hoop requires less mashing for increased height. In addition, it is much easier to reach maximum height without the use of rhythmic tapping.}}
**{{buff|Super Hoop can hit up to three times, increasing its maximum damage output (5% → 15%).}}
**{{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.}}
**{{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.}}
**{{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.}}
*[[Deep Breathing]]:
*[[Deep Breathing]]:
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***{{buff|Initial dash speed: x1.1 ~ x1.13}}
***{{buff|Initial dash speed: x1.1 ~ x1.13}}
***{{buff|Run speed: x1.1 ~ x1.13}}
***{{buff|Run speed: x1.1 ~ x1.13}}
***{{buff|Ground friction 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|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).}}
**{{buff|Deep Breathing has a much shorter refresh time (3600 frames → 2400).}}
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