Wii Fit Trainer vs Snake

Snake Matchup (Wii Fit Trainer)

Wii Fit Trainer vs Snake

Wii Fit Trainer vs Snake is about refusing to sit in a passive explosive war, forcing constant re-placement with Sun Salutation and Header, then cashing out on landings, ledges, and selective Deep Breathing windows.

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Matchup Summary (Win Condition and Game Plan)

Wii Fit Trainer is built around midrange setup with Sun Salutation, Header, and Deep Breathing, while Snake wants to slow the game with grenades, C4, Nikita, and heavy close-range buttons once you overextend.
Because of that, the matchup gets worse if Wii Fit simply camps in place. You want to show charge, keep walking, and mix in Header so Snake has to re-place explosives from new spots and hold grenade pull while reacting to your movement.
Snake’s air movement and landing are the real weak points, so once you force him up, the payoff comes from Uair, Bair, Up B, Up Smash, and ledge pressure, with Deep Breathing only taken when he cannot immediately throw explosives or Nikita back into the interaction.
What loses the matchup is giving him free setup time, missing punishable tilts and aerials, and overchasing offstage into grenade, Bair, or C4 reversals.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldWii Fit Trainer OOS Candidate MovesBarely Missed Moves
Jab 13-8
  • Up B (6f)
  • OOS Bair (8f)
  • OOS Uair (+1)
  • Grab (+2)
  • Up Smash (+3)
Jab 24-16
  • Up B (6f)
  • OOS Bair (8f)
  • OOS Uair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Fair (12f)
  • OOS Nair (12f)
  • OOS Dair (+2)
Jab 38-32
  • Up B (6f)
  • OOS Bair (8f)
  • OOS Uair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Fair (12f)
  • OOS Nair (12f)
  • OOS Dair (18f)
Forward Tilt (1)4-22
  • Up B (6f)
  • OOS Bair (8f)
  • OOS Uair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Fair (12f)
  • OOS Nair (12f)
  • OOS Dair (18f)
Forward Tilt (2)8-22/-22/-21
  • Up B (6f)
  • OOS Bair (8f)
  • OOS Uair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Fair (12f)
  • OOS Nair (12f)
  • OOS Dair (18f)
Up Tilt6-18/**
  • Up B (6f)
  • OOS Bair (8f)
  • OOS Uair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Fair (12f)
  • OOS Nair (12f)
  • OOS Dair (18f)
Down Tilt6-13
  • Up B (6f)
  • OOS Bair (8f)
  • OOS Uair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Fair (12f)
  • OOS Nair (12f)
Dash Attack5-26/**
  • Up B (6f)
  • OOS Bair (8f)
  • OOS Uair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Fair (12f)
  • OOS Nair (12f)
  • OOS Dair (18f)
Forward Smash41-18
  • Up B (6f)
  • OOS Bair (8f)
  • OOS Uair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Fair (12f)
  • OOS Nair (12f)
  • OOS Dair (18f)
Up Smash11/35-39/+1
  • Up B (6f)
  • OOS Bair (8f)
  • OOS Uair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Fair (12f)
  • OOS Nair (12f)
  • OOS Dair (18f)
Down Smash8/20-28/-14
  • Up B (6f)
  • OOS Bair (8f)
  • OOS Uair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Fair (12f)
  • OOS Nair (12f)
Neutral Air10/18/26/36-14/-11
  • Up B (6f)
  • OOS Bair (8f)
  • OOS Uair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Fair (+1)
  • OOS Nair (+1)
Forward Air23-14/-14
  • Up B (6f)
  • OOS Bair (8f)
  • OOS Uair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Fair (12f)
  • OOS Nair (12f)
Back Air7-13/-14/-15/-15
  • Up B (6f)
  • OOS Bair (8f)
  • OOS Uair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Fair (12f)
  • OOS Nair (12f)
Up Air10-10/-11
  • Up B (6f)
  • OOS Bair (8f)
  • OOS Uair (9f)
  • Grab (10f)
  • Up Smash (+1)
  • OOS Fair (+2)
  • OOS Nair (+2)
Down Air3/10/17/25-17/-18/-16
  • Up B (6f)
  • OOS Bair (8f)
  • OOS Uair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Fair (12f)
  • OOS Nair (12f)
  • OOS Dair (+2)
Neutral B1 (Grenade Pull)
Side B41-19/-14
  • Up B (6f)
  • OOS Bair (8f)
  • OOS Uair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Fair (12f)
  • OOS Nair (12f)
Up B
Down B9
Grab8
Dash Grab11
Pivot Grab9

Win Condition Checklist

  • Do not stand still just charging. Mix walking and Header around Sun Salutation so Snake keeps having to re-place grenade and C4 positions.
  • After blocking Jab 2, Forward Tilt (1)(2), Up Tilt, Down Tilt, Dash Attack, Forward Smash, Nair, Fair, Bair, Dair, and Side B, take the shortest punish first with Up B, Bair, Uair, grab, or Up Smash.
  • Once Snake is airborne, prioritize juggling and landing traps, and only use Deep Breathing when he is offstage or high enough that immediate grenade or Nikita pressure is delayed.
  • Finish stocks more often through Header at ledge, Bair, Dair, and Uair against Cypher routes from above than through reckless deep edgeguards.

Actions to Avoid

  • Accepting a static long-range standoff and handing Snake free time to organize grenade, C4, and Nikita.
  • Letting punishable Forward Tilts, Down Tilts, Nairs, or Bairs go by and allowing his close-range pressure to loop.
  • Using Deep Breathing from obvious timing or spacing where explosives or Nikita can immediately interrupt it.
  • Chasing too deep offstage and making your own recovery more vulnerable than Snake’s because of grenade trades, Bair, or C4 reversals.

Reference Links

Related Pages