In this Super Smash Bros. Ultimate Wii Fit Trainer Guide, we will guide you on how to play if you choose Wii Fit Trainer as your character of choice in a fight. We will highlight all the moves that are specific to Wii Fit Trainer, plus their defending moves, special moves and their final smash. In addition, this guide will also give you a better understanding of their moves, for if you find yourself fighting against Wii Fit Trainer.
This guide will focus on Wii Fit Trainer’s attacks like neutral attacks, special attacks, and grounded attacks. We will also detailed the amount of damage each attack deals to an opponent. In the end, we will finish off with what their final smash looks like and what it does to your foe.
Super Smash Bros. Ultimate Wii Fit Trainer Guide
Below we have listed all the attacks that are specific and special to Wii Fit Trainer. Refer to each attack for a better understanding of how Wii Fit Trainer combats in the stage.
Introduction
Wii Fit Trainer comes in both female and male version in the game. These are quick and powerful fighters with a lot of athletic tricks in their arsenal.
These light fighters can crouch walk and while laying prone, they can hope backwards or forwards with a little pushups.
The trainers have multiple projectile threats to add to their list of quick moving attacks There is the Header attack that provides both a projectile threat along any vector you can think of, depending on where you bounce the soccer ball, and another melee option should you decide to get up close and personal with the headbutt portion. There is also Sun Salutation that grads a super projectile that fires across the stage to hurt the opponents.
Grounded Attacks
This section of the guide contains all the grounded attacks that Wii Fit Trainer can perform while on the stage.
Neutral Attacks
Wii Fit Trainer have three Neutral Attack. The first and the second neutral attack deal 2 damage each, while the third neutral attack deals 3 damage.
Wii Fit Trainer’s neutral attack beings with a simple arm stretch and a leg extended backward for balance. Both the arm and leg have hitboxes, which basically means the attack covers both angles from and behind. The two attacks that are in one move are then followed by a deep knee stretch which falls into a forward lunge.
Defensive Attacks
Wii Fit Trainers have three Defensive attacks. The first is the Ledge Attack that deals 9 damage, the second is the faceup Wake-up attack that deams 7 damage, and the facedown Wake-up attack that deals 7 damage as well.
Dash Attack
This attack deals 10 damage, where Wii Fit Trainer slides to a stop while executing a side and spine bending stretch. The hitbox is in the front and the launching angle is slightly different depending on whether you hit early or late with the Dash Attack’s hitbox.
Smashes
Wii Fit Trainer has three smash attacks.
Side Smash
This attack deals 1.5 to 21.7 damage, where Wii Fit Trainer steps forward and extends both arms out to either side. The hitboxes on both arms extend a generous bit past and around his or her hands, giving the great priority even if the arms aren’t technically intangible. The only catches are the attacks coming from straight above or below will hit Wii Fit Trainer in the vulnerable hand/legs, dodging the arms entirely.
While this has a hitbox behind Trainer, like many other exercises, the forward-stepping portion means it’s happy accident when the back hitbox strikes, not something you are likely to aim or purpose.
Up Smash
This attack deals 18 to 25 damage, where Wii Fit Trainer crouches and places both palms together, before jabbing them straight upward. Fully extend, the arms stretch well above the head, covering low airspace, as well as providing a supplemental hitbox around Wii Fit Trainer’s torso.
This is the Trainer’s most useful attack, since it covers either side up close while also shooting down jumps and short hops, and adds high damage juggle combo tool. But this attack is not fast to hit, even if you don’t hold to charge it.
Down Smash
This attack deals 12 to 16.8 damage, where Wii Fit Trainer straight forward and the opposite leg straight back, this works with the core, stretches the lower back, hips and shoulders, and hits anyone in front or behind.
This attack is intended as a panic tool for when you want enemies away from you. If you have enough time and space to get this attack out, its great but if there is any chance enemies with be closer, up tilt is better in every way
Tilts
Wii Fit Trainer has three Tilt Attacks.
Side Tilt
This attack deals 11 damage, where Wii Fit Trainer extends one arm forward and slightly down, while raising one leg high in back. This also strikes enemies on either side.
If you pop up an opponent behind you with this attack, it can usually be followed up with a combo.
Up Tilt
This attack deals 10 damage, where Wii Fit Trainer twists and stretches with one arm reaching towards the ground. This attack results in aa poke that points straight up.
Hits with the upstretched arm pops victims straight up, but Trainer’s backside during this stretch also has a small hitbox, which can pop foes up at a slight diagonal angle behind trainer.
Down Tilt
This attack deals 13.5 damage, where Wii Fit Trainer lays on the ground and does a tabletop stretch move, that arches knees upward in front while their shoulders are still on the ground.
This attack is best for ground attacking opponent with this low profile attack. Since the attack is down low, it only hits the chest and legs of the opponent and the head remains un hit.
Grabs
Wii Fit Trainer has 5 Grab Attacks. The first grab attack deals 1.3 damage. Next are the Front and Back Throw that deals 3, 7 and 4, 6 damages respectively. Finally the Up throw deals 8 damage and the Down throw deals 7 damage.
Wii Fit Trainer’s speed, two-sided poke attacks, and quick grab work together to give him or her a powerful throw game. The forward throw spikes the victim forward like they’re a volleyball, while the back throw plants both feet squarely on them before kicking them away. The up throw variant is a typical juggle starter, enabling Wii Fit Trainer to immediately attack upward for a combo. Finally, the back throw bounces the victim slightly behind Wii Fit Trainer, also enabling combos (if in a more awkward position), or better stage presence if the ledge is behind you
Aerial Attacks
This section of the guide will cover all the Aerial attacks that Wii Fit Trainer has.
Neutral Air Attack
This attack deals 9 damage, where Wii Fit Trainer begins sprawled, arms and legs out with hitboxes around hands and feet. Hitting with these early portions launches victim up over the Trainer. If you hit them in front, they pop up and over, while hit from the back they are popped over to the front.
Used to hit early, right when the button is pressed, neutral air attack is a good all-purpose jumping attack that covers both sides. Use it whenever you’re unsure which side you’ll encounter an enemy air-to-air, or when falling on standing opponents. It’s possible for the extended hits to drag the enemy into position for the scrunching hit to catch them too, making neutral air a multi-hit move if well-positioned.
Forward Air Attack
This attack deals 12 damage. Forward air attack is like grounded neutral attack, hitting up-forward with a stretched arm and down-back with a leg jutting for balance. When aiming with the front side of the attack, you want to come up at higher-altitude targets, launching them diagonally up and away. If targets are behind and below Wii Fit Trainer in the air, the hitbox on the back leg can spike them quickly downward! This rear-hitting kick can also work as a kind of “cross-up,” falling right past someone on the ground.
Back Air Attack
This attack deals 13.5 damage, where Wii Fit Trainer enacts a little cat-pose stretch while floating through the air, sticking both legs out behind. This is Wii Fit Trainer’s fastest-hitting air attack, striking slightly faster than up air or even neutral air attack.
Only on the initial leg extension does this do full damage, so aim to hit with the beginning of the attack. This is the most direct air tool for kicking back at anyone who approaches from behind, and can also be used aggressively thanks to turnaround tricks.
Up Air Attack
This attack deals 10 damage, where in midair, Wii Fit Trainer makes an arm steeple and rotates the upper body in an arc going from front up to back. This is great for opening up the obliques and traps, as well as covering all upward angles while in midair. There’s no intangibility on Wii Fit Trainer’s limbs here, but the hitbox extends well above his or her hands, so the priority is still terrific.
It’s also just a tiny bit slower than back air attack, when speed is of the essence. In lots of situations, you should be able to juggle someone with a short-hopping or jumping up air attack before they can get away, like after tossing someone upward with up throw, or launching them with up tilt or up smash.
Down Air Attack
This attack deals 13 damage, where Wii Fit Trainer performs an aerial downward leg attack. It is sloe and hitting in about the same times as most uncharged smash attacks, but has great use on direct hits against someone immediately below.
At medium damage percentage or higher, this air attack bounces victims off stages for juggle combos, or to simple kick them straight down into the pits before they can even react.
Special Moves
Wii Fit Trainer has 4 special moves. All of them are detailed below.
Neutral Special – Sun Salutation
This attack deals 5 to 21 damage, where Wii Fit Trainer first begins charging and produces a solar energy that shoots straight forward for anyone else who is in its way. This also heals the Trainer a little bit.
Sun Salutation’s power can vary from fairly weak for an instant shot, to very strong for a fully charged projectile.
Side Special – Header
This attack deals 15 head, and 9 ball damage, where Wii Fit Trainer takes out a soccer ball, tosses it straight up, and leaps to header the ball towards the opponent. The ball will travel straight and slowly bounce from the ground back up, or bounce from a platform or opponents.
The head can also be canceled before it hits by tapping the shield button. Trainer forgoes headbutting the ball and instead drifts back to earth, spinning gently like during Super Hoop lag, the ball persists until it disappears normally.
Up Special – Super Hoop
This attack deals 5×3 damage, where Wii Fit Trainer crouches low, then leaps up with three swiveling Hula Hoops at once. Each Hula Hoop can hit each opponent one time, make this a potential three hit combo. This attack can also be directed up or down.
The best used for this attack is for recovery from offstage. Rapidly tap the Special button during travel to float even higher, up to 50% more than without mashing the input. This attack can also be used to attack opponents jumping above you, or to combo tumbling targets. Just keep in mind that the hitboxes surround the Hula-Hoops rotating around the Trainer’s body, meaning they mostly cover lateral space around the Trainer.
Down Special – Deep Breathing
In this attack, Wii Fit Trainer begins a deep inhalation, that is indicated by a circle closing in on the Trainer. Once the shrinking circle overlaps the solid red circle, press the Special or Attack button to complete the breath. When correctly done, this slightly reduces the Trainer’s accumulated damage, and temporarily increases their damage and knockback dealt.
The breath effects last just 10 seconds, which is why it is important that you know when to used it. We would suggest that you use this buff when you have thrown an opponent off stage and have enough time to get the full effective buff. This also makes sure you are ready for your opponent as they try to recover.
Final Smash – Wii Fit
When the Final Smash gauge is full, the Wii Fit Trainer produces a brutal workout. When you activate it, the Wii Fit Trainer will strike a pose and send forth an army of aerobic athlete silhouettes. Finishing with a gigantic final shadow emulating the look of Wii Fit Trainer’s back turned side tilt. Of all the Final Smashes in the game, this is the one farthest reaching, laterally, so all you have to do is like up as many adversaries as possible on one side, then invite them all to join the workout session.
For other characters, check out our Super Smash Bros. Ultimate Characters Guide.
Read more Super Smash Bros. Ultimate Guides.
- Super Smash Bros. Ultimate – Beginners Guide
- Super Smash Bros Ultimate Assist Trophies Guides
- Super Smash Bros. Ultimate Items Guide
- Super Smash Bros. Ultimate – How to Unlock Characters Quickly
- Super Smash Bros Ultimate Poke Balls & Master Balls Guide
This concludes our Super Smash Bros. Ultimate Wii Fit Trainer Guide. If you want to add anything to this guide, feel free to use the comments section below.