Wii Fit Trainer (SSBU): Difference between revisions

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==Attributes==
==Attributes==
Wii Fit Trainer is a somewhat tall middleweight. They possess a fast [[walking]] speed (the 24th highest), slightly above average [[dash]]ing speed, a fast initial dash, average [[air speed]], high [[air acceleration]] (tied for the 21st highest), high [[jump]]s, 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 hitbox height, making it useful defensively.
Wii Fit Trainer is a somewhat tall middleweight. She possesses a fast [[walking]] speed (the 24th highest), slightly above average [[dash]]ing speed, a fast initial dash, average [[air speed]], high [[air acceleration]] (tied for the 21st highest), high [[jump]]s, 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 hitbox 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 the jab has a sweet spot that buries opponents.
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 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 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 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 the startup, coming out on frame 5, but is also the strongest, possessing a small sweet spot 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 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 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 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 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 they want to be, 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 airspeed 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.
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.


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.
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 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 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 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 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.
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 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 fare in the long run of ''Ultimate''{{'}}s competitive scene.
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]]''==
==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.
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 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.
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 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 both function as reliable combo throws, and neutral attack's finisher [[buries]] much more consistently. 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 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.
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 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 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 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 {{SSBU|Olimar}} and {{SSBU|Pichu}} 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 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 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 her 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 {{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 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 {{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 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 Wii Fit Trainer 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 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 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.


{{SSB4 to SSBU changelist|char=Wii Fit Trainer}}
{{SSB4 to SSBU changelist|char=Wii Fit Trainer}}
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|bthrowname=Dropkick
|bthrowname=Dropkick
|bthrowdmg=3% (hit 1), 6% (throw)
|bthrowdmg=3% (hit 1), 6% (throw)
|bthrowdesc=Throws the opponent backward and then {{s|wikipedia|dropkick}}s them away It's their strongest throw, but not the best KO throw, usually KOing at around 140%.
|bthrowdesc=Throws the opponent backward and then {{s|wikipedia|dropkick}}s them away It's her strongest throw, but not the best KO throw, usually KOing at around 140%.
|uthrowname=Jump Set
|uthrowname=Jump Set
|uthrowdmg=8%
|uthrowdmg=8%
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===[[Idle poses]]===
===[[Idle poses]]===
*Stretches their ankles and neck.
*Stretches her ankles and neck.
*Performs a Torso Twist, a strength training exercise from the ''Wii Fit'' series.
*Performs a Torso Twist, a strength training exercise from the ''Wii Fit'' series.
<gallery>
<gallery>
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*Wii Fit Trainer and {{SSBU|Ryu}} are the only two characters whose full renders are not on the official website. In this case, the picture stops just below the thighs.
*Wii Fit Trainer and {{SSBU|Ryu}} are the only two characters whose full renders are not on the official website. In this case, the picture stops just below the thighs.
*In the World of Light opening cutscene, the female Wii Fit Trainer performs the Tree yoga pose just before she is hit by a beam of light. This may reference the fact that her up smash, which uses the same pose, grants her [[intangibility]] for a brief moment.
*In the World of Light opening cutscene, the female Wii Fit Trainer performs the Tree yoga pose just before she is hit by a beam of light. This may reference the fact that her up smash, which uses the same pose, grants her [[intangibility]] for a brief moment.
*On the [[character selection screen]], Wii Fit Trainer's icon in the Japanese version shows their name within only one row, while in the English version it is shown with two rows. This trait is shared with {{SSBU|Captain Falcon}}, {{SSBU|Mr. Game & Watch}}, {{SSBU|Zero Suit Samus}}, {{SSBU|Pokémon Trainer}}, {{SSBU|Rosalina & Luma}}, the {{SSBU|Mii Fighter}}s, {{SSBU|Piranha Plant}} and {{SSBU|Banjo & Kazooie}}.
*On the [[character selection screen]], Wii Fit Trainer's icon in the Japanese version shows her name within only one row, while in the English version it is shown with two rows. This trait is shared with {{SSBU|Captain Falcon}}, {{SSBU|Mr. Game & Watch}}, {{SSBU|Zero Suit Samus}}, {{SSBU|Pokémon Trainer}}, {{SSBU|Rosalina & Luma}}, the {{SSBU|Mii Fighter}}s, {{SSBU|Piranha Plant}} and {{SSBU|Banjo & Kazooie}}.
*In French, Spanish, and German, the voice clip from the announcer on the victory screen is slightly different from the one used on the character select screen, instead featuring a noticeable translation of "the" ("'''l'''{{'}}Entraîneuse Wii Fit"/"'''l'''{{'}}Entraîneur Wii Fit", "'''la''' Entrenadora de Wii Fit"/"'''el''' Entrenador de Wii Fit", and "'''die''' Wii Fit-Trainerin"/"'''der''' Wii Fit-Trainer"). This trait is shared with {{SSBU|Inkling}}, {{SSBU|Pokémon Trainer}}, {{SSBU|Villager}}, {{SSBU|Hero}}, the {{SSBU|Ice Climbers}}, and the {{SSBU|Mii Fighter}}s.
*In French, Spanish, and German, the voice clip from the announcer on the victory screen is slightly different from the one used on the character select screen, instead featuring a noticeable translation of "the" ("'''l'''{{'}}Entraîneuse Wii Fit"/"'''l'''{{'}}Entraîneur Wii Fit", "'''la''' Entrenadora de Wii Fit"/"'''el''' Entrenador de Wii Fit", and "'''die''' Wii Fit-Trainerin"/"'''der''' Wii Fit-Trainer"). This trait is shared with {{SSBU|Inkling}}, {{SSBU|Pokémon Trainer}}, {{SSBU|Villager}}, {{SSBU|Hero}}, the {{SSBU|Ice Climbers}}, and the {{SSBU|Mii Fighter}}s.
*Aside from their regular attacks, several of Wii Fit Trainer's other animations correspond to exercises found in the ''Wii Fit'' series, including Push-ups as their crouch and crawl, the Spinal Twist as their prone animation, the Standing Knee as their parry animation, and the Side Plank as their ledge getup attack. They also make use of several exercises that are not found in the ''Wii Fit'' games, such as Pull-ups for their ledge hang animation.
*Aside from her regular attacks, several of Wii Fit Trainer's other animations correspond to exercises found in the ''Wii Fit'' series, including Push-ups as her crouch and crawl, the Spinal Twist as her prone animation, the Standing Knee as her parry animation, and the Side Plank as her ledge getup attack. She also makes use of several exercises that are not found in the ''Wii Fit'' games, such as Pull-ups for her ledge hang animation.
*Wii Fit Trainer is the only character who travels to [[Wuhu Island]] in Classic Mode.
*Wii Fit Trainer is the only character who travels to [[Wuhu Island]] in Classic Mode.
*Wii Fit Trainer is one of two characters in ''Ultimate'' who, excluding throws, has canonical names for all of their attacks, unlike most fighters who only have a select few named attacks, with the other being {{SSBU|Mega Man}}.
*Wii Fit Trainer is one of two characters in ''Ultimate'' who, excluding throws, has canonical names for all of their attacks, unlike most fighters who only have a select few named attacks, with the other being {{SSBU|Mega Man}}.
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*Wii Fit Trainer, {{SSBU|Palutena}}, {{SSBU|Joker}}, {{SSBU|Bayonetta}}, and {{SSBU|Byleth}} are the only characters who speak actual words during their smash attacks.
*Wii Fit Trainer, {{SSBU|Palutena}}, {{SSBU|Joker}}, {{SSBU|Bayonetta}}, and {{SSBU|Byleth}} are the only characters who speak actual words during their smash attacks.
**Wii Fit Trainer is the one who speaks the most out of them all, with up to three different sentences assigned to each smash attack.
**Wii Fit Trainer is the one who speaks the most out of them all, with up to three different sentences assigned to each smash attack.
**Interestingly enough, if a battle is quit or won while Wii Fit Trainer is speaking, such as during one of their taunts or smash attacks, they can still be heard even over the announcer. This trait is shared with {{SSBU|Bayonetta}}.
**Interestingly enough, if a battle is quit or won while Wii Fit Trainer is speaking, such as during one of her taunts or smash attacks, they can still be heard even over the announcer. This trait is shared with {{SSBU|Bayonetta}}.
*Wii Fit Trainer, {{SSBU|Pit}}, {{SSBU|Dark Pit}}, and {{SSBU|Ivysaur}} are considered to be the most average weight fighters.
*Wii Fit Trainer, {{SSBU|Pit}}, {{SSBU|Dark Pit}}, and {{SSBU|Ivysaur}} are considered to be the most average weight fighters.
*Wii Fit Trainer, {{SSBU|Mr. Game & Watch}}, {{SSBU|Bayonetta}}, and {{SSBU|Mega Man}} (while using his [[Forward smash|Mega Buster]]) are the only characters in ''SSBU'' to have different [[Charge|charging]] sound effects for their smash attacks, with Wii Fit Trainer's smash attacks charging with the blow of a whistle. This is a reference to how strength training repetitions in ''Wii Fit'' was signaled with a whistle blow.
*Wii Fit Trainer, {{SSBU|Mr. Game & Watch}}, {{SSBU|Bayonetta}}, and {{SSBU|Mega Man}} (while using his [[Forward smash|Mega Buster]]) are the only characters in ''SSBU'' to have different [[Charge|charging]] sound effects for their smash attacks, with Wii Fit Trainer's smash attacks charging with the blow of a whistle. This is a reference to how strength training repetitions in ''Wii Fit'' was signaled with a whistle blow.
**Despite this, Wii Fit Trainer's [[down smash]] is their only smash attack that takes the form of a strength training exercise from ''Wii Fit'', with the other two being yoga poses.
**Despite this, Wii Fit Trainer's [[down smash]] is her only smash attack that takes the form of a strength training exercise from ''Wii Fit'', with the other two being yoga poses.
*Wii Fit Trainer, {{SSBU|Wario}} and {{SSBU|Hero}} are the only characters who can heal themselves without the help of another character and/or when [[Item Switch|items are not made available]]; Wii Fit Trainer does so through [[Sun Salutation]] and [[Deep Breathing]], Wario through [[Chomp]], and Hero through the Heal spell in [[Command Selection]].
*Wii Fit Trainer, {{SSBU|Wario}} and {{SSBU|Hero}} are the only characters who can heal themselves without the help of another character and/or when [[Item Switch|items are not made available]]; Wii Fit Trainer does so through [[Sun Salutation]] and [[Deep Breathing]], Wario through [[Chomp]], and Hero through the Heal spell in [[Command Selection]].
**Wii Fit Trainer is the only character with more than one healing move.
**Wii Fit Trainer is the only character with more than one healing move.
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