Wii Fit Trainer has always been an interesting fighter. When she was first announced as a newcomer for Super Smash Bros. 4, players were initially confused but quickly warmed up to the idea. Her amiibo figure was notoriously difficult to find, and formed a “holy trinity” of sorts alongside Marth and Villager. Of course, this is no longer the case, as Wii Fit Trainer’s amiibo has since been restocked. If you’ve managed to get your hands on one, you’re in luck: Wii Fit Trainer is one of the most unique characters in the game, and this trait extends to her FP, too!
There’s certainly something ironic about training a fitness trainer. Wii Fit Trainer boasts a number of strengths; between fast mobility, a high damage output, and a strong off-stage game, she’s certainly got the tools to contend. Her up special, Super Hoop, grants impressive vertical distance, allowing her to chase enemies far off-stage without fear of self-destructing. She’s also got her down special, Deep Breathing, which provides a temporary but noticeable increase to her attack power.
Unfortunately, Wii Fit Trainer does suffer from a few flaws. Her AI misuses its neutral and side specials; in the case of the former, it sometimes charges it at inappropriate times; in the case of the latter, the move is heavily overused if left unchecked. Many of her hitboxes have blind spots, too, meaning small characters like Kirby and Pichu can slide right under them.
Overall, though, Wii Fit Trainer definitely has potential — moreso than in the previous title. She has enough strengths to hold her own, but not enough to contest against top-tiers like Bowser and Incineroar. As a result, most trainers work with more consistent characters. That being said, if you’re a fan of Wii Fit Trainer, I’d definitely recommend trying to train one. There’s certainly potential hidden here.
Are you looking to give your amiibo a Spirit team? If so, I recommend equipping it at Level 1 — before you save any training to the figure. If your amiibo is already Level 50, though, don’t worry about it. It’ll just need a few “refresher matches” afterwards. And if you notice the FP developing a bad habit before it reaches Level 50, don’t reset: wait until its level maxes out and then you can fix the issue. Assuming said issue isn’t hard-coded.
As a middleweight fighter, Wii Fit Trainer would benefit from any of the “big five” — Super Armor, Slow Super Armor, Armor Knight, Great Autoheal, or Autoheal. Instadrop is another option that works particularly well with the character and makes her more difficult to approach. It also ensures a near-guaranteed safe landing.
All of the above minus Instadrop are banned in online tournaments, so do keep that in mind when making your decision. Other options include Physical Attack ↑, Air Attack ↑, and Hyper Smash Attacks. For stats, don’t worry about them too much. As long as the FP’s stats are balanced (2100 / 2100), you should be good to go.
When training an amiibo, the rule of thumb is to mirror match it all the way to Level 50. If your Wii Fit Trainer is already Level 50 and you raised it some other way, that’s fine too! Just play a few matches against it with the strategies listed below. Just make sure its Learning is on.
Wii Fit Trainer’s normals are rather strong. Her jab is a three-hit attack that can bury opponents on the final hit. Forward tilt is short-ranged, but rather strong and can KO near the edge at high percentages. Up tilt and down tilt aren’t as useful, but deal solid damage nonetheless. Her neutral and up airs have a good damage output too and should be rotated in as well.
Deep Breathing increases Wii Fit Trainer’s mobility and damage output by around 20%. It only lasts for twelve seconds, though, so you’ll need to capitalize on these boosts. Use Deep Breathing when the opponent is within kill range and then follow up with a forward tilt, forward smash, or up smash. The aforementioned neutral and up aerials can score KOs with Deep Breathing active, too.
Thanks to her excellent recovery, Wii Fit Trainer can afford to go off-stage to gimp her foes. Her down aerial, Chair, is a powerful stomp that meteor smashes any enemy that crosses its path. It’s a bit slow in terms of startup, but should be used often. If Wii Fit Trainer is facing the opposite direction, she can add back airs into the mix. Do note, though, that the FP seems strangely hesitant to leave the stage if its Deep Breathing is active.
There are a few moves Wii Fit Trainer should avoid. Header is definitely one of them: the AI can easily fall into the bad habit of spamming it. This issue is prevalent enough that there is no point in trying to teach the move. Sun Salutation is a bit more complicated; the AI does not always fire its charged projectile and sometimes begins charging it right next to an opponent. It can be used every once in a while, but comes with its own set of risks. If you’re willing to accept these risks, feel free to use neutral specials infrequently.
As with many other amiibo characters, Wii Fit Trainer is fairly unexplored. We’ve seen a few successful ones, but she could definitely use stronger tournament representation. If you’re thinking of training one, I hope this guide sets you on the right path — and if you have any questions along the way, feel free to join our Discord server and ask them! Thanks again to Splice for providing Wii Fit Trainer’s training information. Be sure to check out their Twitch channel for regular amiibo tournament streams. Thanks so much for reading — happy training! Let me know what you thought of the featured image, too.
If you would like to read more amiibo training guides, please follow this link.