Wii Fit Trainer vs Richter

Richter Matchup (Wii Fit Trainer)

Wii Fit Trainer vs Richter

In Wii Fit Trainer vs Richter, the stable plan is to refuse a pure projectile duel, get inside once, then turn Richter's weak recovery and close-range defense into ledge pressure.

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Matchup Summary (Win Condition and Game Plan)

This matchup is decided by whether Wii Fit Trainer can get inside before Richter finishes building the full mid-range wall with whip, axe, Holy Water, and cross. Richter is extremely strong once that lane is stabilized and the ledge is prepared, but his close-range defense and recovery flexibility are much weaker, so a pure long-range exchange usually drifts toward his preferred game.
Wii Fit Trainer is more stable when Sun Salutation and Header are used to force jumps, shields, and awkward anti-projectile timings, then immediately bridge into back air, up air, or grab range. Deep Breathing is still powerful, but against Richter it is too punishable if taken greedily in front of him, so it should be reserved for brief windows after sending him far away or after forcing him off the ledge.
The frame table shows that jab 1-2, rapid jab finisher, up tilt, down tilt, dash attack, all smash attacks, neutral air, down air, and side special are all punishable by Wii Fit Trainer’s Up B (6f), back air (8f), up air (9f), grab (10f), or up smash (11f). By contrast, forward tilt, the aerials, and neutral special are mostly safe or only lightly punishable, and Richter’s own Up B is very fast, so forcing extra pressure after a blocked back air or down air often backfires.
For kills, it is more repeatable to run Richter to the ledge and cycle back air, down air, Header hits, and up smash over the ledge tree than to try to outguess him in center stage. His recovery path is short and linear enough that holding the ledge zone usually pays more than overchasing offstage.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldWii Fit Trainer OOS Candidate MovesBarely Missed Moves
Jab 15-21
  • Up B (6f)
  • OOS Bair (8f)
  • OOS Uair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Fair (12f)
  • OOS Nair (12f)
  • OOS Dair (18f)
Jab 23-23
  • Up B (6f)
  • OOS Bair (8f)
  • OOS Uair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Fair (12f)
  • OOS Nair (12f)
  • OOS Dair (18f)
Rapid Jab9/12/15…
Rapid Jab Finisher3-37
  • Up B (6f)
  • OOS Bair (8f)
  • OOS Uair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Fair (12f)
  • OOS Nair (12f)
  • OOS Dair (18f)
Forward Tilt12-8/-7
  • Up B (6f)
  • OOS Bair (+1)
  • OOS Uair (+2)
  • Grab (+3)
Up Tilt10-17
  • Up B (6f)
  • OOS Bair (8f)
  • OOS Uair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Fair (12f)
  • OOS Nair (12f)
  • OOS Dair (+1)
Down Tilt (1)7-31
  • Up B (6f)
  • OOS Bair (8f)
  • OOS Uair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Fair (12f)
  • OOS Nair (12f)
  • OOS Dair (18f)
Down Tilt (2)8-42/-28
  • Up B (6f)
  • OOS Bair (8f)
  • OOS Uair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Fair (12f)
  • OOS Nair (12f)
  • OOS Dair (18f)
Dash Attack10/13/16/19/22/24-26
  • Up B (6f)
  • OOS Bair (8f)
  • OOS Uair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Fair (12f)
  • OOS Nair (12f)
  • OOS Dair (18f)
Forward Smash24-28/-26
  • Up B (6f)
  • OOS Bair (8f)
  • OOS Uair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Fair (12f)
  • OOS Nair (12f)
  • OOS Dair (18f)
Up Smash16-27/-26
  • Up B (6f)
  • OOS Bair (8f)
  • OOS Uair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Fair (12f)
  • OOS Nair (12f)
  • OOS Dair (18f)
Down Smash14/20-33/-30/-27/-24
  • Up B (6f)
  • OOS Bair (8f)
  • OOS Uair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Fair (12f)
  • OOS Nair (12f)
  • OOS Dair (18f)
Neutral Air8…-12/-11
  • Up B (6f)
  • OOS Bair (8f)
  • OOS Uair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Fair (+1)
  • OOS Nair (+1)
Forward Air14-6/-5/-8
  • None
  • Up B (+1)
  • OOS Bair (+3)
Back Air14-6/-5/-8
  • None
  • Up B (+1)
  • OOS Bair (+3)
Up Air14-6/-5/-8
  • None
  • Up B (+1)
  • OOS Bair (+3)
Down Air13-21/-23
  • Up B (6f)
  • OOS Bair (8f)
  • OOS Uair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Fair (12f)
  • OOS Nair (12f)
  • OOS Dair (18f)
Neutral B30-6
  • Up B (6f)
  • OOS Bair (+2)
  • OOS Uair (+3)
Side B19-15
  • Up B (6f)
  • OOS Bair (8f)
  • OOS Uair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Fair (12f)
  • OOS Nair (12f)
  • OOS Dair (+3)
Up B6/9/…**
Down B18**
Grab10
Dash Grab13
Pivot Grab14

Win Condition Checklist

  • Do not settle for a pure projectile exchange. Use Sun Salutation and Header to interrupt the whip-and-projectile rhythm, then burst straight into back air, up air, or grab range once Richter is pinned.
  • On shielded jab 1-2, rapid jab finisher, up tilt, down tilt, dash attack, any smash attack, neutral air, down air, or side special, punish immediately with Up B (6f) first and keep the guaranteed close-range tax high.
  • Treat forward tilt, the aerials, and neutral special as mostly safe. After blocking them, reposition with jump or drift to reclaim the inside angle rather than forcing a punish that runs into Richter’s fast Up B.
  • Use Deep Breathing only after pushing Richter away or after forcing a ledge reset, so the buffed window can be spent on ledge pressure and edgeguard coverage instead of being interrupted in neutral.
  • At kill percent, favor ledge trapping over deep edgeguards, and layer back air, down air, up smash, and direct Header hits onto Richter’s short recovery path and standard getup routes.

Actions to Avoid

  • Letting the game stay at long range until Richter has full access to whip spacing plus axe, Holy Water, and cross at the same time.
  • Taking a greedy Deep Breathing in front of Richter and losing the entire turn immediately to cross, axe, or whip range.
  • Trying to shield-punish forward tilt or the safer aerials every time, whiffing, and getting clipped by the fast Up B reversal.
  • Overchasing offstage into forward air or Up B when Richter’s short and linear recovery would have been easier to trap from the ledge instead.

Reference Links

Related Pages