Template:SSB4 to SSBU changelist/Wii Fit Trainer: Difference between revisions

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(New Page: ===Aesthetics=== *{{change|As with all veterans returning from ''SSB4'', Wii Fit Trainer's model features a more subdued color scheme. Both genders are now slightly more muscular, a...)
 
m (Updating wii fit pronouns to match the character's other pages)
 
(19 intermediate revisions by 6 users not shown)
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===Aesthetics===
===Aesthetics===
*{{change|As with all [[veteran]]s returning from ''SSB4'', Wii Fit Trainer's model features a more subdued color scheme. Both genders are now slightly more muscular, and their clothing and hair also feature simple detailing.}}
*{{change|As with all [[veteran]]s returning from ''SSB4'', Wii Fit Trainer's model features a more subdued color scheme. Both genders are slightly more muscular, and their clothing and hair also feature simple detailing.}}
*{{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 animations are not mirrored.}}
*{{change|Wii Fit Trainer's body faces the screen more compared to the previous entry; however, their animations are 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, she smiles while taunting and using Header, and appear angry while using [[smash attacks]].}}
*{{change|All three of Wii Fit Trainer's [[victory pose]]s have been given more dynamic camera angles.}}
*{{change|All three of Wii Fit Trainer's [[victory pose]]s have been given more dynamic camera angles.}}


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*{{buff|Like all characters, Wii Fit Trainer's jumpsquat animation takes three frames to complete (down from 5).}}
*{{buff|Like all characters, Wii Fit Trainer's jumpsquat animation 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 runs much faster (1.696 → 1.866).}}
*{{buff|Wii Fit Trainer [[run]]s much faster (1.696 → 1.866).}}
*{{buff|Wii Fit Trainer [[walk|walks]] 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 [[crawl]]s forward faster (0.3 → 0.4).}}
*{{buff|Wii Fit Trainer's [[air speed]] is slightly faster (0.97 → 1.019).}}


===Ground attacks===
===Ground attacks===
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**{{buff|Jab 3 has less startup lag (frame 6 → 5).}}
**{{buff|Jab 3 has less startup lag (frame 6 → 5).}}
**{{buff|Jab 3 has larger hitboxes for both its sourspot and burying sweetspot.}}
**{{buff|Jab 3 has larger hitboxes for both its sourspot and burying sweetspot.}}
**{{buff|Jab 1 and 2 now have the [[Sakurai angle]] which allows them to [[jablock]], creating new setups and punish options.}}
**{{buff|Jab 1 and 2 have the [[Sakurai angle]] which allows her to [[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|It 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]]:
**{{buff|Forward tilt deals more damage (9% → 11%), improving its KO potential despite its lower knockback scaling (100 → 85).}}
**{{buff|Forward tilt deals more damage (9% → 11%), with its knockback scaling compensated (100 → 85).}}
**{{buff|Forward tilt has a longer duration (frames 6-7 → 6-10).}}
**{{buff|It has a longer duration (frames 6-7 → 6-10).}}
**{{nerf|Forward tilt's back hit has less horizontal range.}}
**{{nerf|Its back hit has less horizontal range.}}
*[[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 intangibility on the arm for 10 frames (frames 3-12).}}
**{{buff|It 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|It 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|It has a significantly longer duration (frames 5-7 → 5-12).}}
**{{buff|Up tilt has less ending lag (FAF 35 → 30).}}
**{{buff|It has less ending lag (FAF 35 → 30).}}
*[[Down tilt]]:
*[[Down tilt]]:
**{{buff|Down tilt has less startup lag (frame 10 → 9).}}
**{{buff|Down tilt has less startup lag (frame 10 → 9).}}
**{{buff|Down tilt deals more damage (12% → 13.5%).}}
**{{buff|It deals more damage (12% → 13.5%).}}
**{{nerf|Down tilt has slightly more ending lag (FAF 38 → 39).}}
**{{nerf|It has slightly more ending lag (FAF 38 → 39).}}
**{{buff|Down tilt has larger hitboxes.}}
**{{buff|It has larger hitboxes.}}
**{{buff|It launches at a lower angle (55° → 40°). This drastically improves its utility overall, as it has KO potential and can set up edgeguards.}}
*[[Forward smash]]
*[[Forward smash]]
**{{buff|Forward smash has less ending lag (FAF 62 → 57).}}
**{{buff|Forward smash has less ending lag (FAF 62 → 57).}}
*[[Up smash]]:
*[[Up smash]]:
**{{buff|One of up smash's sourspot hitboxes is much larger.}}
**{{buff|Up smash has less startup lag (frame 14 → 11), with its total duration reduced as well (FAF 58 → 55) and earlier intangibility frames (frames 12-15 → 9-12).}}
**{{buff|One of its sourspot hitboxes is much larger.}}
*[[Down smash]]
*[[Down smash]]
**{{buff|Down smash has less ending lag (FAF 57 → 52).}}
**{{buff|Down smash has less ending lag (FAF 57 → 47).}}


===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 → 7, 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.}}
**{{buff|The first hit of neutral aerial has an extra hitbox on the arms.}}
**{{buff|Its first hit has an extra hitbox on the arms.}}
*[[Forward aerial]]:
*[[Forward aerial]]:
**{{buff|Forward aerial has less ending lag (FAF 46 → 39).}}
**{{buff|Forward aerial has less ending lag (FAF 46 → 36).}}
**{{buff|Forward aerial's [[spike]] hitbox has slightly more base knockback (10 → 15) and knockback growth (62 → 68).}}
**{{buff|Its [[spike]] hitbox deals slightly more knockback (10 base/62 scaling → 15/68).}}
**{{buff|Forward aerial has a hitbox near the center of Wii Fit Trainer's body on frame 9, remedying its blindspot issues.}}
**{{buff|It has a hitbox near the center of Wii Fit Trainer's body on frame 9, removing its blindspot.}}
*[[Back aerial]]:
*[[Back aerial]]:
**{{buff|Back aerial's sweetspot is larger (1.7u →2.2u).}}
**{{buff|Back aerial's sweetspot is larger (1.7u → 2.2u).}}
 
*[[Down aerial]]:
*[[Down aerial]]:
**{{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 less startup lag (frame 20 → 15) with its total duration reduced as well (FAF 45 → 40).}}
**{{buff|Down aerial's spike hitbox now covers Wii Fit Trainer's entire lower body rather than just her feet.}}
**{{buff|Its spike hitbox covers Wii Fit Trainer's entire lower body rather than just her feet.}}
**{{buff|Down aerial's spike hitbox has a longer duration (2 frames → 3), consequently increasing the move's total duration as well (5 frames → 6).}}
**{{buff|Its spike hitbox has a longer duration (2 frames → 3), consequently increasing the move's total duration as well (5 frames → 6).}}
**{{buff|Down aerial [[auto-cancel|auto-cancels]] earlier (frame 40 → 35).}}
**{{buff|It [[auto-cancel|auto-cancels]] earlier (frame 40 → 35).}}


===Throws and other attacks===
===Throws and other attacks===
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===Special moves===
===Special moves===
*{{nerf|The introduction of the [[1v1 multiplier]] hinders Wii Fit Trainer's ability to [[Healing|heal]] themself, as recovered damage is not increased by the multiplier.}}
*{{nerf|The introduction of the [[1v1 multiplier]] hinders Wii Fit Trainer's ability to [[Healing|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.}}
**{{buff|Sun Salutation deals more damage when fully charged (18% → 21%).}}
**{{buff|It deals more damage when fully charged (18% → 21%).}}
**{{buff|Charging Sun Salutation can be canceled with a jump.}}
**{{nerf|It has less knockback scaling both when uncharged (70 → 63) and charged (70 → 64).}}
**{{buff|It has more base knockback when fully charged (30 → 38).}}
**{{buff|It can be charge-canceled by jumping or spot dodging.}}
*[[Header]]:
*[[Header]]:
**{{buff|Header's soccer ball is around 50% bigger.}}
**{{buff|Header's soccer ball is around 50% bigger.}}
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**{{buff|The ball travels more quickly when headed (2.8 → 3.5).}}
**{{buff|The ball travels more quickly when headed (2.8 → 3.5).}}
**{{change|The ball has a higher vertical air speed during Header's startup (1.5 → 1.6).}}
**{{change|The ball has a higher vertical air speed during Header's startup (1.5 → 1.6).}}
**{{buff|Header has significantly less ending lag (FAF 59-75 → 41-57).}}
**{{buff|It has significantly less ending lag (FAF 59-75 → 41-57) and landing lag (20 frames → 9).}}
**{{buff|Header has less landing lag (14 frames → 9).}}
**{{buff|It offers a larger range of motion when hitting the ball both with a second input (10° min → 13°) and without (-7.7° max → -22°).}}
**{{buff|Header offers a larger range of motion when hitting the ball both with a second input (10° min → 13°) and without (-7.7° max → -22°).}}
**{{buff|Its spike hitbox is larger (5u → 5.7u (clean), 3u → 4u (late)).}}
**{{buff|Header's spike hitbox is larger (5 clean → 5.7, 3 late → 4).}}
*[[Super Hoop]]:
*[[Super Hoop]]:
**{{buff|Super Hoop's base vertical speed is higher (0.75 → 0.88).}}
**{{buff|Super Hoop's base vertical speed is higher (0.75 → 0.88).}}
**{{buff|The speed added to Super Hoop with every input is higher (0.2 → 0.25).}}
**{{buff|The speed added to Super Hoop with every input is higher (0.2 → 0.25).}}
**{{nerf|The interval between mash inputs registering is longer (6 frames → 11).}}
**{{buff|The interval between mash inputs registering is longer (6 frames → 17), making it easier to reach maximum height.}}
**{{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|Its 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.}}
**{{change|It is a multihit move that can hit up to three times, increasing its maximum damage output (5% → 15%) but reducing its [[gimp]] potential.}}
*[[Deep Breathing]]:
*[[Deep Breathing]]:
**{{buff|A fresh Deep Breathing can be performed more quickly (frame 48 → 38).}}
**{{buff|A fresh Deep Breathing has a faster timing cycle (frame 48 → 38).}}
**{{buff|There is a wider window for a stale Deep Breathing to successfully activate (16 frames → 32).}}
**{{buff|It has a higher maximum duration to successfully activate (16 frames → 32).}}
**{{buff|Deep Breathing's ending lag has been reduced when activating it on the ground (31 frames 24).}}
**{{buff|It has less ending lag when activating on the ground (FAF 32 25).}}
**{{buff|Deep Breathing's effect lasts longer both when fresh (552 frames → 732) and stale (360 frames → ~530).}}
**{{buff|Its effect lasts longer both when fresh (552 frames → 732) and stale (360 frames → 432).}}
**{{buff|Successfully using Deep Breathing improves many more attributes.}}
**{{buff|Successfully using Deep Breathing improves Wii Fit Trainer's attributes to a greater extent.}}
***{{buff|Air speed: x1.17 ~ x1.2}}
***{{buff|Air speed: x1.17 ~ x1.2}}
***{{buff|Fall speed: x1.17 ~ x1.2}}
***{{buff|Fall speed: x1.17 ~ x1.2}}
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***{{buff|Ground traction 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|It has a much shorter refresh time (3600 frames → 2400).}}
*{{b|Wii Fit|Final Smash}}:
*{{b|Wii Fit|Final Smash}}:
**{{nerf|Wii Fit's silhouettes have a limited travel distance. This trait is shared with [[Final Edge]].}}
**{{nerf|Wii Fit's silhouettes have a limited travel distance. This trait is shared with [[Final Edge]].}}
**{{buff|Wii Fit launches a large, slow-moving Dancer pose image at the end of the move. This image has KO potential, increasing the Final Smash's overall reliability.}}
**{{buff|It launches a large, slow-moving Dancer pose image at the end of the move. This image has KO potential, increasing the Final Smash's overall reliability.}}
**{{nerf|Wii Fit can no longer be enhanced by Deep Breathing.}}
**{{nerf|It can no longer be enhanced by Deep Breathing.}}

Latest revision as of 00:24, January 8, 2024

Aesthetics

  • Change As with all veterans returning from SSB4, Wii Fit Trainer's model features a more subdued color scheme. Both genders are slightly more muscular, and their clothing and hair also feature simple detailing.
  • 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 animations are not mirrored.
  • Change Much like other fighters, Wii Fit Trainer is more expressive. In particular, she smiles while taunting and using Header, and appear angry while using smash attacks.
  • Change All three of Wii Fit Trainer's victory poses have been given more dynamic camera angles.

Attributes

  • Buff Like all characters, Wii Fit Trainer's jumpsquat animation 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 runs much faster (1.696 → 1.866).
  • Buff Wii Fit Trainer walks faster (1.166 → 1.224).
  • Buff Wii Fit Trainer crawls forward faster (0.3 → 0.4).
  • Buff Wii Fit Trainer's air speed is slightly faster (0.97 → 1.019).

Ground attacks

  • Neutral attack:
    • Nerf Jab 1 deals less damage on the front hit (3% → 2%).
    • Buff Jab 1 has a slightly longer duration on the back hit (frame 4 → 4-5).
    • Buff Jab 1 covers the ground more effectively.
    • Buff Jab 1's back hit completely covers Wii Fit Trainer's foot.
    • Buff Jab 1 has hitboxes that pull the opponent in, making the move combo more consistently.
    • Nerf Jab 2 slides the opponent away and has a chance to trip, making it harder to bury with Jab 3.
    • Buff Jab 2 has larger hitboxes.
    • Buff Jab 3 has less startup lag (frame 6 → 5).
    • Buff Jab 3 has larger hitboxes for both its sourspot and burying sweetspot.
    • Buff Jab 1 and 2 have the Sakurai angle which allows her to jablock, creating new setups and punish options.
  • Dash attack:
    • Buff Dash attack has less startup (frame 7 → 6) and ending lag (FAF 43 → 39).
    • Buff It 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:
    • Buff Forward tilt deals more damage (9% → 11%), with its knockback scaling compensated (100 → 85).
    • Buff It has a longer duration (frames 6-7 → 6-10).
    • Nerf Its back hit has less horizontal range.
  • Up tilt:
    • Buff Up tilt has more vertical range and combos into itself at low percents.
    • Buff It has intangibility on the arm for 10 frames (frames 3-12).
    • Buff It 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 It has a significantly longer duration (frames 5-7 → 5-12).
    • Buff It has less ending lag (FAF 35 → 30).
  • Down tilt:
    • Buff Down tilt has less startup lag (frame 10 → 9).
    • Buff It deals more damage (12% → 13.5%).
    • Nerf It has slightly more ending lag (FAF 38 → 39).
    • Buff It has larger hitboxes.
    • Buff It launches at a lower angle (55° → 40°). This drastically improves its utility overall, as it has KO potential and can set up edgeguards.
  • Forward smash
    • Buff Forward smash has less ending lag (FAF 62 → 57).
  • Up smash:
    • Buff Up smash has less startup lag (frame 14 → 11), with its total duration reduced as well (FAF 58 → 55) and earlier intangibility frames (frames 12-15 → 9-12).
    • Buff One of its sourspot hitboxes is much larger.
  • Down smash
    • Buff Down smash has less ending lag (FAF 57 → 47).

Aerial attacks

  • Buff All aerials have less landing lag (Neutral: 14 frames → 8, Forward: 15 → 7, Back: 20 → 12, Up: 15 → 9, Down: 20 → 12).
  • Neutral aerial:
    • Nerf The first hit of neutral aerial links into the second hit less consistently.
    • Buff Its first hit has an extra hitbox on the arms.
  • Forward aerial:
    • Buff Forward aerial has less ending lag (FAF 46 → 36).
    • Buff Its spike hitbox deals slightly more knockback (10 base/62 scaling → 15/68).
    • Buff It has a hitbox near the center of Wii Fit Trainer's body on frame 9, removing its blindspot.
  • Back aerial:
    • Buff Back aerial's sweetspot is larger (1.7u → 2.2u).
  • Down aerial:
    • Buff Down aerial has less startup lag (frame 20 → 15) with its total duration reduced as well (FAF 45 → 40).
    • Buff Its spike hitbox covers Wii Fit Trainer's entire lower body rather than just her feet.
    • Buff Its spike hitbox has a longer duration (2 frames → 3), consequently increasing the move's total duration as well (5 frames → 6).
    • Buff It auto-cancels earlier (frame 40 → 35).

Throws and other attacks

  • Buff Standing grab extends further (Z2 offset: 7.7 → 8.2), slightly improving its range.
  • Buff Dash grab extends considerably further (Z2 offset: 8.7 → 9.9), noticeably improving its range.
  • Nerf Pivot grab doesn't extend as far (Z2 offset: -14.7 → -14), reducing its range which combined with the universal reduction of the widths of grabboxes on aerial opponents drastically reduces its utility.
  • Change Pummel is faster but deals less damage (3% → 1.3%).
  • Up throw:
    • Buff Up throw has lower base knockback (80 → 40) and higher knockback growth (50 → 80), as well as a slightly less vertical launch angle (85° → 80°). These changes make up throw a much better combo tool.
  • Down throw:
    • Buff Down throw has less ending lag (FAF 57 → 50), making it a better combo starter.

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.
  • Sun Salutation:
    • Change Sun Salutation is orange in color instead of bright yellow.
    • Buff It deals more damage when fully charged (18% → 21%).
    • Nerf It has less knockback scaling both when uncharged (70 → 63) and charged (70 → 64).
    • Buff It has more base knockback when fully charged (30 → 38).
    • Buff It can be charge-canceled by jumping or spot dodging.
  • Header:
    • Buff Header's soccer ball is around 50% bigger.
    • Buff The soccer ball deals more damage on average. The damage dealt varies based on the move the ball was hit with, but also seems to differ slightly depending on how long the ball has been out.
    • Buff The ball has much higher gravity (0.4 → 0.8).
    • Buff The ball travels more quickly when headed (2.8 → 3.5).
    • Change The ball has a higher vertical air speed during Header's startup (1.5 → 1.6).
    • Buff It has significantly less ending lag (FAF 59-75 → 41-57) and landing lag (20 frames → 9).
    • Buff It offers a larger range of motion when hitting the ball both with a second input (10° min → 13°) and without (-7.7° max → -22°).
    • Buff Its spike hitbox is larger (5u → 5.7u (clean), 3u → 4u (late)).
  • Super Hoop:
    • Buff Super Hoop's base vertical speed is higher (0.75 → 0.88).
    • Buff The speed added to Super Hoop with every input is higher (0.2 → 0.25).
    • Buff The interval between mash inputs registering is longer (6 frames → 17), making it easier to reach maximum height.
    • Nerf Its 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.
    • Change It is a multihit move that can hit up to three times, increasing its maximum damage output (5% → 15%) but reducing its gimp potential.
  • Deep Breathing:
    • Buff A fresh Deep Breathing has a faster timing cycle (frame 48 → 38).
    • Buff It has a higher maximum duration to successfully activate (16 frames → 32).
    • Buff It has less ending lag when activating on the ground (FAF 32 → 25).
    • Buff Its effect lasts longer both when fresh (552 frames → 732) and stale (360 frames → 432).
    • Buff Successfully using Deep Breathing improves Wii Fit Trainer's attributes to a greater extent.
      • Buff Air speed: x1.17 ~ x1.2
      • Buff Fall speed: x1.17 ~ x1.2
      • Buff Gravity: x1.17 ~ x1.2
      • Buff Initial dash speed: x1.1 ~ x1.13
      • Buff Run speed: 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 It has a much shorter refresh time (3600 frames → 2400).
  • Wii Fit:
    • Nerf Wii Fit's silhouettes have a limited travel distance. This trait is shared with Final Edge.
    • Buff It launches a large, slow-moving Dancer pose image at the end of the move. This image has KO potential, increasing the Final Smash's overall reliability.
    • Nerf It can no longer be enhanced by Deep Breathing.