Wii Fit Trainer Guide: Matchup Chart and Combos | Super Smash Bros Ultimate

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Super Smash Bros. Ultimate Wii Fit Trainer Guide

This is a guide to using Wii Fit Trainer in Super Smash Bros. Ultimate. Wii Fit Trainer's bread and butter combos, how to unlock, frame data, alt costumes and skins, as well as Wii Fit Trainer's matchups, counters, and tier list placement can all be found here.

Wii Fit Trainer Tier and Overview

Stats and General Info

Wii Fit Trainer
Wii Fit Trainer Image
Game Series Wii Fit
Smash Bros. Debut Super Smash Bros. for WiiU/3DS
Fighter Number 47
Unlock Order 9
Number of Jumps 2
Weight 96 Units (40/87)
Dash Speed 1.866 (30/87)
Air Speed 1.019 (52/87)
Fast Fall Speed 2.08 (79/87)
Special Attributes Crouch Walk, Wall Jump

Tier List Placement

SSBU Wii Fit Trainer Icon B Tier Tier

A unique character with projectiles and buffs

Smash Ultimate Wii Fit Trainer is a unique character, due to their ability to buff themself with Deep Breathing (Down Special), and use two projectiles, one of which will allow them to slightly recover HP. Their thin body frame makes them somewhat hard to hit, and they have rather good mobility, although they are somewhat floaty in the air, making them somewhat easy to juggle. Wii Fit Trainer is good at zoning thanks to side B, although they have pretty good aerials and normals as well, so they can fight decently up close.

Wii Fit Trainer's main weaknesses are in their disadvantage stage. They can be rather easily edgeguarded, and they are juggled easily, as mentioned above. They also struggle to kill without Deep Breathing, which lasts about 10 seconds, and has a significant cooldown time. This means that if they do not KO when it is active, they may have a hard time getting rid of their opponent's stock.

See Our Tier List Here!

Wii Fit Trainer's Strengths and Weaknesses

Strengths ・Powerful projectules (B and Side B)
・Can self-buff with Down Special
・Slim body type, hard to hit
・Good grab game
・Good recovery power
Weaknesses ・Struggles to KO without Deep Breathing
・Rather low damage output overall
・Easy to edgeguard
・Deep Breathing's duration is rather short (~10 Seconds)

Wii Fit Matchup Chart

Matchup Chart

Wii Fit Trainer Image
-2
Mr. Game & WatchPikachuVillager
-1
ChromCloudDuck HuntFalcoFoxGreninjaInklingIsabelleJokerKirbyLinkLucinaMarioMega ManNessOlimarPichuPokemon TrainerR.O.B.RoySephirothShulkWolfYoung LinkZero Suit Samus
0
BayonettaBowserBowser Jr.BylethCaptain FalconCorrinDiddy KongDr. MarioHeroIce ClimbersIkeJigglypuffKenLucasLuigiMarthMeta KnightMewtwoMii BrawlerMii GunnerMii SwordfighterMin MinPac-ManPalutenaPeach/DaisyPit/Dark PitRobinRosalina & LumaRyuSamus/Dark SamusSheikSimon/RichterSnakeSonicSteveToon LinkWarioYoshiZelda
+1
Banjo & KazooieDonkey KongGanondorfIncineroarKing DededeKing K. RoolLittle MacLucarioPiranha PlantRidleyTerry
+2

Notes About Matchup Chart

1. -2 = Disadvantage. -1 = Slight Disadvantage or Even. 0 = Even. +1 = Slight Advantage or Even. +2 = Advantage.
2. The matchup chart was based around both the opinions of professional players of each character, as well as our own experience through playing Wii Fit Trainer.
3. Characters within each tier are unordered
4. Pokemon Trainer's individual Pokemon (Squirtle, Ivysaur, and Charizard) as well as Echo fighters with no significant difference than their regular counterpart are not shown.
5. For other characters who are not shown here, we are still investigating the matchup.

Wii Fit Trainer Combos

Basic Combos
FTilt (Facing Away) ┳Bair(10%~40%)
        ┗Up Air(30%~60%)
NAir┳ Upsmash(10%~50%)
  ┣ NAir━Up Air(10%~50%)
  ┗Up Air(0%~110%)
FAir┳FTilt(0%~40%)
  ┣Fsmash(0%~80%)
  ┗Dash Attack(10%~70% or ~40%)
Throw Combos
Down Throw┳Bair(0%~50%)
    ┗Up Air(20%~80%)
Up Throw┳FAir(50%~80%)
    ┗UpAir(20%~90%)

Basic Combo Explanations

Combo 1
Combo 2
Combo 3
Combo 4
Combo 5
Combo 6
Combo 7
FTilt (Facing Away)→BAir / Up Air
This is a combo that uses Ftilt's backside of the attack to launch the enemy vertically. By doing so, it becomes easy to follow it up with an aerial attack.
NAir→Up Smash
This combo can be used using the two full hits of NAir. It deals less damage than the next combo but is easier to execute.
[youtube:https://youtu.be/PZgioLyUAsg?t=4]
NAir→Nair→UpAir
This combo again, relies on two full hits of both NAir to fully execute it. If either misses, the combo will fail.
[youtube:https://youtu.be/PZgioLyUAsg?t=8]
NAir→UpAir
The easiest to execute combo from NAir. It doesn't need both hits of Nair to chain Up Air and can work against enemies below 100%.
FAir→FTilt
This combo requires you to hit Fair's sour spot to connect Ftilt into the combo.
[youtube:https://youtu.be/cb3V75AgzAA?t=3]
FAir→FSmash
This combo again, requires you to hit Fair's sourspot to connect Fsmash for a decent amount of damage.
[youtube:https://youtu.be/cb3V75AgzAA?t=6]
FAir→Dash Attack
This combo is more forgiving than the first two, at lower percentages (~40%), the full combo will still hit even if Fair doesn't hit with the sour spot. At higher percentages however, it will still need to hit with the Sourspot for the Dash Attack to connect.

Throw Combo Explanations

Combo 8
Combo 9
Down Throw→BAir(Up Air)
An easy down Throw combo that can easily be followed up by BAir or Up Air for easy damage. Both doesn't have kill potential but using Up Air instead of Bair can deal more damage.

Wii Fit Trainer Frame Data and Moveset

Best Out of Shield Options

Move Frames
Up B 6 Frames
Back Air 8 Frames
Up Air 9 Frames
Shield Grab 10 Frames
Neutral Air 11 Frames
Up Smash 11 Frames

Wii Fit Trainer has somewhat poor out of shield options, making it hard for them to deal with shield pressure. While up special is a very quick option to use, it deals very little knockback, even at high percents, has very little range, and opponents will often be able to get out of it and punish its landing. Back air is situational, but a good tool for opponents behind your shield. Generally, a shield grab is the most practical out of shield option, since it comes out reasonably fast, and has decent range, although it won't be quick or long enough to punish safely spaced moves.

Jab (Neutral Attack)

1v1 Damage (%) Startup Frames
Jab 1
(A)
2.4 4
Jab 2 2.4 3
Jab 3 3.6 5

Jab

Wii Fit Trainer's Jab combo happens in three hits in a very quick start up. The third hit buries opponents, opening them up for a follow up attack. Additionally, the first hit has a hitbox behind it that lightly knocks opponents away, making it a good get-off-me tool.

Dash Attack / Tilts

1v1 Damage (%) Startup Frames
Dash Attack
(Dash + A)
12.0 6
Dash Attack - Lingering 7.2 9
Forward Tilt
(← or → + A)
13.2 6
Up Tilt
(↑ + A)
12.0 5
Down Tilt
(↓ + A)
16.2/14.4 9

Dash Attack

Wii Fit Trainer's Dash Attack is the longest reaching attack in Wii Fit Trainer's kit. It also has a quick start up, which makes it great for both whiff punishing, and as an approach tool.

Forward Tilt

Wii Fit Trainer's Forward Tilt is a versatile move with a quick start-up. Its forward hitbox has strong horizontal knockback while its back hitbox knocks opponents directly upwards, so it can be used for combos.

Up Tilt

Wii Fit Trainer's Up Tilt has quick start up, and the arm part gains intangibility, but it is hard to use as an anti-air due to its narrow hitbox.

Down Tilt

Wii FIt Trainer's Down Tilt is quick and deals good damage, but its short range and a sizable end lag make it difficult to make use of. Its main application is for hitting opponents on the ledge.

Smash Attacks

1v1 Damage (%) Startup Frames
Forward Smash
(Smash ← or → + A)
18.6/16.8 16
Up Smash
(Smash ↑ + A)
21.6/18.0 11
Up Smash - Lingering 13.2/9.6 13
Down Smash
(Smash ↓ + A)
14.4/12.0 18

Forward Smash

Wii Fit Trainer's Forward Smash is a powerful move that has good range, knockback, and deals a good deal of damage. Since Wii Fit Trainer can use Deep Breathing to power up the KO power of their other moves, you don't need to try and force a Forward Smash in order to take stocks, so it's most used for hard reads.

Up Smash

Up Smash on Wii Fit Trainer deals a decent damage and knockback. The hitbox is narrow, but you become intangible momentarily, so you can use this move to try and snuff out an opponent's approach.

Down Smash

Wii Fit Trainer' down smash deals good damage and knockback, but it is also their slowest smash attack. Using it near the ledge can sometimes grant an early KO.

Aerials

1v1 Damage (%) Startup Frames
Neutral Air Hit 1
(A + no direction while airborne)
6.0 9
Neutral Air Hit 2 10.8 12
Forward Air
(Hold ← or → in the direction you are facing + A while airborne)
14.4/12.0 9
Forward Air - Lingering 9.0/7.2 11
Back Air
(← or → Opposite of the direction you are facing + A while airborne)
16.2/13.2/10.8 5
Back Air - Lingering 7.2 6
Up Air 1
(↑ + A While Airborne)
12.0 6
Down Air
(↓ + A While Airborne)
15.6 15
Down Air - Anti-Air 16.8 15
Down Air - Lingering 12.0 18

Neutral Air

Wii Fit Trainer's Neutral Air has a decently fast startup. Its range is somewhat small, so it is best used right up on an opponents, where it can lead into other combos.

Forward Air

Wii Fit Trainer's forward air has a quick startup but short range, and hits at an awkward angle, so it isn't the best poking tool. However, the back hitbox has a meteor hitbox which could spike opponents when hit correctly.

Back Air

Wii Fit Trainer's back air is Wii Fit Trainer's quickest aerial. Additionally, hitting the tip of the attack can KO opponents. The range of this move makes it one of Wii Fit Trainer's best tools for pressuring opponents.

Up Air

Wii Fit Trainer's Up Air also has a fast startup, and it allows you to quickly hit above you, making it ideal for aerial combos or juggling an opponent.

Down Air

While down air has a much slower startup than Wii Fit Trainer's other aerials, it can be used to get early offstage KOs thanks to its meteor hitbox.

Specials

1v1 Damage (%) Startup Frames
Neutral Special
(B) - No Charge
6.0 21
Neutral Special - Full Charge 25.2 103
Side Special
(← or → + B) - Fastest
18.0 15
Side Special - Slowest 18.0 31
Up Special
(↑ + B)
6.0 6/23/40
Down Special
(↓ + B)
- -

Neutral Special (Sun Salutation)

Wii Fit Trainer's Neutral Special, the Sun Salutation, fires a projectile that can be charged by holding the special button. The charging can be cancelled in five different ways: moving the movement stick left or right resulting in a dodge, inputting a spot dodge, jumping, cancelling via shield, or pressing special again to fire it. When fired, it can launch opponents fairly far, and allows Wii Fit Trainer to recover 2% at a full charged, so try to charge it as much as possible.

Side Special (Header)

Wii Fit Trainer's side special allows them to hit a ball with their head, and the trajectory of the ball changes depending on when you press the special button again. If you don't press it again, or press it late, the trajectory has it going more downward, whereas in pressing it early the trajectory goes a farther distance. Use this to read your opponent's movement and pick the appropriate direction.

Additionally, the headbutt part of the moe can meteor smash. It's hard to aim, but if you manage to land it, you could get an early KO.

This move is one of Wii Fit Trainer's main neutral tools, since it covers such great distance, Wii Fit Trainer can use it by the ledge to zone out their opponents.

Up Special (Super Hoop)

Wii Fit Trainer flies up using a handful of hula hoops in their Up Special, and repeatedly pressing the special button takes Wii Fit Trainer even higher. It's mostly used for recovery, though it can damage close to Wii Fit Trainer when it is used.

Down Special (Deep Breathing)

Deep Breathing is a buff that allows Wii Fit Trainer to have increased strength with abdominal breathing. If you press the Special button when the shrinking circle overlaps with the red circle, Wii Fit Trainer gains a buff to damage dealt, knockback and movement speed for 10 seconds, and they recover 2%. Proper use of this move will allow Wii Fit Trainer to land KOs with much greater ease, so be sure to remember the timing, and use the move when your opponent reaches higher percents so is is not wasted.

Take note that if you try to perform this special more than once in a row, the breathing drastically slows down, leaving you much more open to an opponent's attack.

Grab / Throws

1v1 Damage (%) Startup Frames
Pummel 1.56 1
Grab (Normal) - 6
Dash Grab - 9
Pivot Grab - 10
Forward Throw (Hitbox)
(← or → While Grabbing)
3.6 36
Forward Throw (Throw) 8.4 38
Back Throw (Hitbox)
(← or → While Grabbing)
3.6 19
Back Throw (Throw) 7.2 21
Up Throw (Throw)
(↑ While Grabbing)
9.6 28
Down Throw (Throw)
(↓ While Grabbing)
8.4 24

Forward Throw

Wii Fit Trainer's forward throw will launch your opponent forward. It can't be used for combos, so use it when you want to take your opponent off stage.

Back Throw

Wii Fit Trainer's back throw will launch your opponent behind you. Like forward throw, it can't be used for combos, so use it when you want to put your opponent off stage for an edgeguard.

Up Throw

Wii Fit Trainer's up throw launches your opponent straight up, and can be followed up with aerial attacks like up air or forward air.

Down Throw

Wii Fit Trainer's down throw launches an opponent up and behind Wii Fit Trainer, allowing for a follow up with back air, up air, etc.

Final Smash

Attack How to Use Effect
Wii Fit Press B after obtaining the Smash Ball Wii Fit Trainer sends out multiple colored silhouettes of themself in various poses, which move straight forward and deal damage on impact. The final silhouette is the largest and most powerful, and can KO opponents near the ledge.

Wii Fit Trainer Balance Changes

Version 8.0.0 Balance Patch

Change
Down Tilt Attack Adjusted launch angle.
Up Smash Attack Increased attack speed.
Down Smash Attack Attack Reduced vulnerability.
Forward Air Attack Reduced vulnerability.
Reduced vulnerability when landing after using the move.
Neutral Special Extended launch distance.
Final Smash Increased attack range for the large silhouette at the end.
Extended launch distance for the large silhouette at the end.

Version 7.0.0 Balance Patch

Change
Other Increased shield size.

Version 3.1.0 Balance Patch

Change
Neutral Attack 1 Made it easier to hit multiple times when continuing with Neutral Attack 2.

Version 3.0.0 Balance Patch

Change
Neutral Attack 3 Increased bury range.
Down Special Increased the amount of time the effect lasts when successful.
Neutral Special Reduced the power against shields.
Side Special Reduced the power against shields.
Changed the location of the ball spawn when touching terrain.

Major Changes From Smash 4

Change
General Movement Speed increased.

How to Unlock Wii Fit Trainer

Unlocking Via Smash Mode
9th Fighter Unlocked
After unlocking Young Link, let 10 minutes pass OR play another battle in smash after soft-resetting OR return to the menu from World of Light
Unlocking via Classic Mode
Clear Classing Mode 2 times using Samus.
Unlocking via World of Light
Currently Unkown (Please Check Back Soon)

There are three ways to unlock Wii Fit Trainer. Completing any of these, then defeating Wii Fit Trainer when they appear in the “a New Challenger Appears” screen will allow you to use them afterward.

How to Unlock Characters Fast

Wii Fit Trainer Alt Costumes and Skins

Wii Fit Trainer Reveal Trailer

Smash Ultimate Character Guides

Fighters.png
List of Fighters
Tier List
Tier List
Unlocking Characters
Unlocking Fighters

Character Stat Lists

Character Stats
Weights of All Characters Run Speeds of All Characters
Air Speeds of All Characters Fast Fall Speeds of All Characters

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    New Comment

    • >>[7]
      Shulk does have the speed option, so that’s a good choice.
      Or, you can use spirits that increase speed.

    • >>[5]
      Is there any Mario character matchups here?
      Or Yoshi character matchups?
      Thank you so much!

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