Matchup Summary (Win Condition and Game Plan)
This matchup is defined by whether Wii Fit Trainer can stop Hero from freely opening Command Selection and charging the fire and lightning spells. Hero’s single-hit payoff is enormous if you let neutral stay slow and spacious, but his close-range rotation and landing options are much less stable, so giving him uncontested setup time is the real danger.
Wii Fit Trainer is stronger here when Sun Salutation does not just hit for damage, but immediately forces a jump or shield that Header, walk-forward pressure, back air, up air, or grab can cover next. Hero’s air drift is slow and his aerials are heavy enough that once he is above you, the landing tree becomes much narrower than the menu tree he wants on the ground. Deep Breathing is still powerful, but taking it greedily in front of Hero often hands him a spell or menu opening, so it should be reserved for moments after sending him far away or forcing a high reset.
The frame table shows that jab 1-3, all tilts, dash attack, every smash attack, down air, neutral B, and side B are all punishable with Up B (6f), OOS Bair (8f), OOS Uair (9f), Grab (10f), or Up Smash (11f). Neutral air and forward air are often only taxed by Up B, while up air is almost safe, so you do not want to overreach for a giant punish every time. It is steadier to take the guaranteed hit where it exists and otherwise move under the landing to catch the second action.
Kills are more repeatable at the ledge than in a center-stage slugfest. Back air, up smash, boosted Sun Salutation, and direct Header hits all convert well once Hero is cornered, and every extra MP spent on neutral spells also narrows the recovery tree later. Rather than overchasing, hold stage, watch the variable Up B height, and collect the landing from above.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Wii Fit Trainer OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 6 | -15 |
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| Jab 2 | 6 | -15 |
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| Jab 3 | 7 | -25 |
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| Forward Tilt (1) | 9 | -21 |
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| Forward Tilt (2) | 8 | -31 |
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| Up Tilt | 8 | -23 |
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| Down Tilt | 6 | -19 |
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| Dash Attack | 21 | -16 |
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| Forward Smash | 17 | -36 (-26) |
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| Up Smash | 13 | -29 (-19) |
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| Down Smash | 9/20 | -37/-26 (-29/-18) |
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| Neutral Air | 8 | -6 |
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| Forward Air | 14 | -7 |
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| Back Air | 18 | -9 |
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| Up Air | 6 | -5 |
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| Down Air | 16 | -12 |
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| Neutral B | [10(+7)] [11(+25)] [16(2/8/14/20)] | -22/-28/-24 |
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| Side B | [9/13(+7)] [10/15(+16)] [43/50/72/75/81] | -12/-25/-29 |
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| Up B | [4(+3)] [6/13/20/27(+13)] [39/49/59/69/79/89] | ** | ||
| Down B | — | — | ||
| Grab | 6 | — | ||
| Dash Grab | 9 | — | ||
| Pivot Grab | 10 | — |
Win Condition Checklist
- Vary Sun Salutation timing, Header timing, and walk-forward spacing so Hero never gets to settle into free menu pulls or comfortable spell charges.
- After blocking jab 1-3, any tilt, dash attack, any smash attack, down air, neutral B, or side B, punish with Up B (6f), OOS Bair (8f), OOS Uair (9f), Grab (10f), or Up Smash (11f).
- Treat neutral air and forward air as smaller shield taxes and up air as mostly safe. Do not overcommit after those; move under the landing and cover the next jump, drift, or air dodge instead.
- Save Deep Breathing for windows after sending Hero far away, forcing a high landing, or pushing him off ledge so the buff time is spent on advantage, not on neutral guesses.
- At kill percent, keep the game near ledge and rotate back air, up smash, boosted Sun Salutation, and direct Header hits while forcing Hero to spend MP on the way back.
Actions to Avoid
- Letting the game stay at long range and giving Hero full time to menu, charge the fire spells, or threaten lightning without pressure.
- Taking a greedy Deep Breathing in front of Hero and losing the turn immediately to a projectile or a menu pull.
- Trying to force a huge shield punish even after neutral air, forward air, or up air spacing that does not actually give one, then letting Hero escape and reset.
- Chasing too deep offstage and getting reversed by variable Up B height or an aerial instead of taking the more stable ledge trap from stage.