Matchup Summary (Win Condition and Game Plan)
Richter vs Wii Fit Trainer gets unstable if Richter repeats only the same horizontal projectile lane, because Sun Salutation and Header can skew the angle of axe, cross, and Holy Water while Wii Fit Trainer’s crouch-walk and thin hurtbox also make single-height whip pressure less reliable.
Deep Breathing is the real swing point. Once the buff comes online, back air, Sun Salutation, and throws all become much more dangerous kill threats, so the matchup changes sharply depending on whether Richter lets that timer start for free.
Still, the table shows Jab 1, Jab 2, Jab 3, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, all smash attacks, Neutral B, and Side B are all heavily punishable through Up B (6f) first, and Back Air and Down Air can also be checked by Up B (6f). Any grounded burst or direct Header contact that reaches shield should turn into a real punish and ledge carry.
Neutral Air, Forward Air, and Up Air are much harder to punish immediately, so Richter is steadier when he does not force a button after every block. Reset the lane with cross and Holy Water, deny the Deep Breathing window, and keep the win condition on ledge control where axe, Holy Water, and whip tip can keep covering Wii Fit Trainer’s narrow ledge grab and linear Up B path.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Richter OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 4 | -18 |
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| Jab 2 | 3 | -23 |
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| Jab 3 | 5 | -30 |
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| Forward Tilt | 6 | -16 |
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| Up Tilt | 5 | -14 |
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| Down Tilt | 9 | -17 |
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| Dash Attack | 6 | -20 |
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| Forward Smash | 16 | -30 |
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| Up Smash | 11 | -33/-31 |
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| Down Smash | 18 | -25 |
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| Neutral Air | 9/12 | -5/-4 |
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| Forward Air | 9 | -2/-4/-3/-4 |
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| Back Air | 5 | -7/-8/-9 |
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| Up Air | 6 | -5 |
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| Down Air | 15 | -7 |
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| Neutral B | 4(+17) | -26 to -16 |
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| Side B | 15—31 | -11/-13 |
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| Up B | 6/23/40 | ** | ||
| Down B | 39 | — | ||
| Grab | 6 | — | ||
| Dash Grab | 9 | — | ||
| Pivot Grab | 10 | — |
Win Condition Checklist
- Do not settle for a straight projectile trade. Change the angle with cross and axe instead of repeating only same-height Holy Water.
- After blocking Jab 1, Jab 2, Jab 3, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, any smash attack, Neutral B, or Side B, punish with Up B (6f) first and prioritize ledge carry even from center stage.
- Take Back Air and Down Air with Up B (6f), but after blocking Neutral Air, Forward Air, or Up Air, do not overforce the punish. Step back and retake the next landing with cross, Holy Water, and whip tip.
- The moment Deep Breathing appears, interrupt it with axe, cross, or forward movement into whip range instead of letting the full buff timer run.
- At kill percent, do not chase too deep offstage. Layer axe, Holy Water, Fair, and whip tip around the ledge to cover Wii Fit Trainer’s narrow ledge grab and the Hoop Dance rise path together.
Actions to Avoid
- Answering Sun Salutation and Header with the same-height cross or Holy Water every time and letting crouch-walk plus jump drift break the lane apart.
- Swinging after every blocked Neutral Air, Forward Air, or Up Air and giving Wii Fit Trainer a free whiff punish into close range.
- Letting Deep Breathing go unchallenged and then fighting buffed back air, Sun Salutation, and throw kill pressure earlier than necessary.
- Chasing too deep offstage into direct Header, down air, or the return path of Up B and throwing away a ledge trap that was already winning.