Jabs
3 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Jab | 4-5 | 3 | Sakurai | 15 / 25 | -8 | 4 | 16 | – | 0 | handl |
| 4-5 | 3 | Sakurai | 20 / 25 | -8 | 1 | arml | ||||
| 4-5 | 5 | 45° | 54 / 54 | -7 | 2 | footr | ||||
| 4-5 | 3 | Sakurai | 20 / 30 | -8 | 3 | top | ||||
| hdr Jab | 3-4 | 2 | Sakurai | 45 / 24 | -10 | 3 | 17 | – | 0, 2 | top |
| 3-4 | 2 | 8° | 25 / 24 | -10 | 1, 3 | top | ||||
| hdr Jab | 5-6 | 3 | Sakurai | 10 / 50 | -23 | 5 | 32 | – | 0 | top |
| 5-6 | 3 | 45° | 50 / 95 | -23 | 1 | top |
Dash Attack
1 move
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Dash Attack | 6-8 | 11 | 50° | 45 / 98 | -24 | 6 | 39 | – | 0, 1, 2 | top |
| 9-13 | 8 | 65° | 35 / 98 | -21 | 0, 1, 2 | top |
Tilt Attacks
3 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Forward Tilt | 5-11 | 9 | 105° | 54 / 94 | -18 | 5 | 30 | – | 3, 4 | kneel, footl |
| 6-11 | 12 | Sakurai | 45 / 84 | -15 | 0, 1 | armr, shoulderr | ||||
| 6-11 | 9 | 105° | 54 / 94 | -17 | 2 | hip | ||||
| hdr Up Tilt | 5-12 | 10 | 90° | 45 / 102 | -17 | 5 | 30 | – | 0, 2, 3 | armr, top |
| 5-12 | 10 | 75° | 45 / 102 | -17 | 1, 4 | top, footl | ||||
| hdr‡ Down Tilt | 8-11 | 13 | 35° | 29 / 90 | -13 | 8 | 31 | – | 0, 1 | top |
Smash Attacks
8 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| AttackS4Charge vanilla• Forward Smash | no hitboxes | – | 61 | – | – | |||||
| hdr‡ Forward Smash | 16-19 | 16 | Sakurai | 30 / 105 | -27 | 16 | 54 | – | 0 | hip |
| 16-19 | 14 | Sakurai | 30 / 105 | -28 | 1, 2, 3, 4 | arml, armr, kneel, kneer | ||||
| AttackHi4Charge vanilla• Up Smash | no hitboxes | – | 61 | – | – | |||||
| hdr Up Smash | 14-15 | 18 | 90° | 31 / 97 | -30 | 14 | 56 | – | 0 | top |
| 14-15 | 15 | 90° | 31 / 102 | -31 | 1, 2, 3, 4 | top | ||||
| 16-22 | 11 | 90° | 30 / 112 | -31 | 0 | top | ||||
| 16-22 | 8 | 70° | 30 / 107 | -33 | 2, 3, 4 | top | ||||
| hdr Up Smash | 14-15 | 18 | 90° | 31 / 97 | -32 | 14 | 58 | – | 0 | top |
| 14-15 | 15 | 90° | 31 / 102 | -33 | 1, 2, 3, 4 | top | ||||
| 16-22 | 11 | 90° | 30 / 112 | -33 | 0 | top | ||||
| 16-22 | 8 | 70° | 30 / 107 | -35 | 2, 3, 4 | top | ||||
| AttackHi4ChargeL vanilla• Up Smash | no hitboxes | – | 61 | – | – | |||||
| AttackLw4Charge vanilla• Down Smash | no hitboxes | – | 61 | – | – | |||||
| hdr‡ Down Smash | 15-18 | 12 | 20° | 20 / 115 | -27 | 15 | 51 | – | 0 | top |
| 15-18 | 12 | 20° | 20 / 115 | -27 | 1 | top | ||||
| 15-18 | 10 | 20° | 20 / 115 | -28 | 2 | top | ||||
| 15-18 | 10 | 20° | 20 / 115 | -28 | 3 | top | ||||
Aerial Attacks
5 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | Auto cancel | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Neutral Air | 6-8 | 5 | 110° | 50 / 72 | -3 | 6 | 33 | 7 | 1-4, 30– | 0, 1, 4 | handr, head, footl |
| 6-8 | 5 | 90° | 50 / 72 | -3 | 2 | hip | |||||
| 6-8 | 5 | 110° | 50 / 72 | -3 | 3 | kneel | |||||
| 9-12 | 6 | Sakurai | 45 / 80 | -2 | 0, 1 | hip | |||||
| hdr‡ Forward Air | 8-9 | 12 | 50° | 20 / 102 | -1 | 8 | 36 | 9 | 1-7, 23– | 0, 1, 3 | armr, top |
| 8-9 | 10 | 300° | 15 / 68 | -2 | 2 | kneer | |||||
| 10-17 | 7.5 | 55° | 20 / 102 | -3 | 0, 1, 3 | armr, top | |||||
| 10-17 | 6 | 45° | 20 / 102 | -4 | 2 | kneer | |||||
| hdr Back Air | 5-7 | 9 | Sakurai | 40 / 102 | -4 | 5 | 42 | 10 | 1-2, 27– | 0 | top |
| 5-7 | 13 | Sakurai | 40 / 102 | -1 | 1, 2 | top | |||||
| 8-12 | 8 | Sakurai | 25 / 102 | -4 | 0, 1, 2 | top | |||||
| hdr Up Air | 6-10 | 10 | 72° | 60 / 82 | -2 | 6 | 33 | 9 | 1-5, 36– | 0, 1, 2 | bust |
| hdr‡ Down Air | 14-16 | 14 | 270° | 25 / 50 | -1 | 14 | 39 | 10 | 34– | 0, 1 | kneer |
| 17-22 | 10 | Sakurai | 30 / 102 | -3 | 0, 1 | kneer |
Special Attacks
34 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| SpecialN vanilla• Neutral Special | no hitboxes | – | 18 | – | – | |||||
| vanilla• Neutral Special | no hitboxes | – | 86 | – | – | |||||
| SpecialNCancel vanilla Neutral Special | no hitboxes | – | 8 | – | – | |||||
| vanilla Neutral Special | no hitboxes | – | 40 | – | – | |||||
| vanilla Neutral Special | no hitboxes | – | 40 | – | – | |||||
| SpecialAirN vanilla• Neutral Special | no hitboxes | – | 18 | – | – | |||||
| vanilla• Neutral Special | no hitboxes | – | 86 | – | – | |||||
| SpecialAirNCancel vanilla Neutral Special | no hitboxes | – | 8 | – | – | |||||
| SpecialAirNJumpCancel vanilla Neutral Special | no hitboxes | – | 6 | – | – | |||||
| vanilla Neutral Special | no hitboxes | – | 40 | – | – | |||||
| vanilla Neutral Special | no hitboxes | – | 40 | – | – | |||||
| SpecialSStart vanilla• Side Special | no hitboxes | – | 10 | – | – | |||||
| SpecialSJump vanilla• Side Special | no hitboxes | – | 21 | – | – | |||||
| hdr∅ Side Special | 2-3 | 12 | 295° | 32 / 64 | -17 | 2 | 28 | – | 1 | head |
| 4-6 | 10 | 295° | 32 / 64 | -16 | 1 | head | ||||
| SpecialAirSStart vanilla• Side Special | no hitboxes | – | 10 | – | – | |||||
| SpecialAirSJump vanilla• Side Special | no hitboxes | – | 20 | – | – | |||||
| hdr➔• Up Special | spawns hulahoop | 5 | 6 | – | – | |||||
| hdr• Up Special | no hitboxes | – | – | – | – | |||||
| hdr• Up Special | no hitboxes | – | 10 | – | – | |||||
| hdr➔• Up Special | spawns hulahoop | 5 | 6 | – | – | |||||
| SpecialLwStartR vanilla• Down Special | no hitboxes | – | 11 | – | – | |||||
| SpecialLwS vanilla• Down Special | no hitboxes | – | 39 | – | – | |||||
| SpecialLwSuccessR vanilla Down Special | no hitboxes | – | 25 | – | – | |||||
| SpecialLwFailureR vanilla Down Special | no hitboxes | – | 49 | – | – | |||||
| SpecialLwStartL vanilla• Down Special | no hitboxes | – | 11 | – | – | |||||
| SpecialLwSuccessL vanilla Down Special | no hitboxes | – | 25 | – | – | |||||
| SpecialLwFailureL vanilla Down Special | no hitboxes | – | 49 | – | – | |||||
| SpecialAirLwStartR vanilla• Down Special | no hitboxes | – | 11 | – | – | |||||
| SpecialAirLwS vanilla• Down Special | no hitboxes | – | 39 | – | – | |||||
| SpecialAirLwSuccessR vanilla Down Special | no hitboxes | – | 16 | – | – | |||||
| SpecialAirLwFailureR vanilla Down Special | no hitboxes | – | 49 | – | – | |||||
| SpecialAirLwStartL vanilla• Down Special | no hitboxes | – | 11 | – | – | |||||
| SpecialAirLwSuccessL vanilla Down Special | no hitboxes | – | 16 | – | – | |||||
| SpecialAirLwFailureL vanilla Down Special | no hitboxes | – | 49 | – | – | |||||
Grabs
7 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Grab | 7-8 | – | – | – / – | – | – | 36 | – | 0 | grab |
| CatchPull vanilla Grab | no hitboxes | – | 2 | – | – | |||||
| CatchWait vanilla• Grab | no hitboxes | – | – | – | – | |||||
| vanilla Pummel | 1 | 1.3 | 80° | 30 fixed | -21 | 1 | 25 | – | 0 | top |
| CatchCut vanilla Grab | no hitboxes | – | 30 | – | – | |||||
| hdr Dash Grab | 9-10 | – | – | – / – | – | – | 41 | – | 0 | grab |
| hdr Pivot Grab | 10-11 | – | – | – / – | – | – | 38 | – | 0 | grab |
Throws
4 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Release | FAF | Endlag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Forward Throw | 1 | 9 | 45° | 54 / 100 | – | 38 | 50 | 12 | 0 | – |
| 1-35 | 3 | Sakurai | 40 / 100 | – | 0 | – | ||||
| 36-37 | 3 | Sakurai | 50 / 200 | -10 | 0 | throw | ||||
| vanilla Back Throw | 1 | 6 | 45° | 65 / 90 | – | 21 | 50 | 29 | 0 | – |
| 1-18 | 3 | Sakurai | 40 / 100 | – | 0 | – | ||||
| 19-20 | 3 | Sakurai | 50 / 200 | -27 | 0 | throw | ||||
| vanilla Up Throw | 1 | 8 | 80° | 40 / 80 | – | 28 | 50 | 22 | 0 | – |
| 1-49 | 3 | Sakurai | 40 / 100 | – | 0 | – | ||||
| vanilla Down Throw | 1 | 7 | 80° | 75 / 66 | – | 24 | 50 | 26 | 0 | – |
| 1-49 | 3 | Sakurai | 60 / 100 | – | 0 | – |
Defensive
39 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| EscapeN vanilla• Spot Dodge | intangible 3–15 | – | 27 | – | – | |||||
| vanilla• Forward Roll | intangible 4–13 | – | 34 | – | – | |||||
| EscapeB vanilla• Back Roll | intangible 4–13 | – | 34 | – | – | |||||
| hdr• Air Dodge | intangible 4–26 | – | 57 | 10 | – | |||||
| hdr• Air Dodge | intangible 4–26 | – | 57 | 10 | – | |||||
| vanilla Ledge Attack | 19-21 | 9 | 45° | 90 / 20 | -31 | 19 | 57 | – | 0 | top |
| vanilla Get-Up Attack | 15-16 | 7 | 48° | 80 / 48 | -31 | 15 | 52 | – | 0 | top |
| 23-24 | 7 | 48° | 80 / 48 | -23 | 0 | top | ||||
| vanilla Get-Up Attack | 15-16 | 7 | 48° | 80 / 48 | -31 | 15 | 52 | – | 0 | top |
| 23-24 | 7 | 48° | 80 / 48 | -23 | 0 | top | ||||
| DamageFall vanilla• DamageFall | no hitboxes | – | – | – | – | |||||
| vanilla‡ DownBoundU | no hitboxes | – | 26 | – | – | |||||
| DownWaitU vanilla• DownWaitU | no hitboxes | – | – | – | – | |||||
| DownDamageU vanilla• DownDamageU | no hitboxes | – | 13 | – | – | |||||
| DownDamageU3 vanilla• DownDamageU3 | no hitboxes | – | 40 | – | – | |||||
| vanilla DownEatU | no hitboxes | – | 30 | – | – | |||||
| DownStandU vanilla Get-Up | no hitboxes | – | 30 | – | – | |||||
| DownForwardU vanilla Get-Up Roll | no hitboxes | – | 38 | – | – | |||||
| DownBackU vanilla Get-Up Roll | no hitboxes | – | 38 | – | – | |||||
| DownSpot vanilla DownSpot | no hitboxes | – | 30 | – | – | |||||
| vanilla DownBoundD | no hitboxes | – | 26 | – | – | |||||
| DownWaitD vanilla• DownWaitD | no hitboxes | – | – | – | – | |||||
| DownDamageD vanilla• DownDamageD | no hitboxes | – | 14 | – | – | |||||
| DownDamageD3 vanilla• DownDamageD3 | no hitboxes | – | 40 | – | – | |||||
| vanilla DownEatD | no hitboxes | – | 30 | – | – | |||||
| DownStandD vanilla Get-Up | no hitboxes | – | 30 | – | – | |||||
| DownForwardD vanilla Get-Up Roll | no hitboxes | – | 38 | – | – | |||||
| DownBackD vanilla Get-Up Roll | no hitboxes | – | 38 | – | – | |||||
| Passive vanilla Tech | no hitboxes | – | 27 | – | – | |||||
| PassiveStandF vanilla Tech | no hitboxes | – | 41 | – | – | |||||
| PassiveStandB vanilla Tech | no hitboxes | – | 43 | – | – | |||||
| PassiveWall vanilla• Tech | no hitboxes | – | 27 | – | – | |||||
| PassiveWallJump vanilla• Tech | no hitboxes | – | 41 | – | – | |||||
| PassiveCeil vanilla Tech | no hitboxes | – | 27 | – | – | |||||
| Pass vanilla• Pass | no hitboxes | – | 30 | – | – | |||||
| vanilla Ledge Grab | intangible 1–29 | – | 20 | – | – | |||||
| CliffWait vanilla• Ledge Hang | no hitboxes | – | – | – | – | |||||
| CliffClimb vanilla Ledge Climb | no hitboxes | – | 37 | – | – | |||||
| CliffEscape hdr✕ Ledge Roll | no hitboxes | – | 50 | – | – | |||||
| CliffJump1 vanilla• Ledge Jump | no hitboxes | – | 13 | – | – | |||||
| CliffJump2 vanilla• Ledge Jump | no hitboxes | – | 29 | – | – | |||||
Other
5 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| LandingLight vanilla Landing | no hitboxes | – | 2 | – | – | |||||
| LandingHeavy vanilla Landing | no hitboxes | – | 5 | – | – | |||||
| GuardOn vanilla Shield | no hitboxes | – | 8 | – | – | |||||
| Guard vanilla• Shield | no hitboxes | – | – | – | – | |||||
| GuardOff vanilla Shield | no hitboxes | – | 12 | – | – | |||||
Projectiles & Articles
4 articles
Spawned objects carry their own hitboxes. Some moves put all of their damage here and none on the fighter, so this is where their numbers live. Frames count from the article appearing, not from the input.
Hulahoop
1 action
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| hdr⇥ Wait | 1-24 | 2 | 103° | 70 fixed | 0, 1, 2 | hulahoop1, hulahoop2, hulahoop3 |
| 25-55 | 8 | 72° | 60 / 85 | 0, 1, 2 | hulahoop1, hulahoop2, hulahoop3 |
Silhouette
1 action
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| vanilla Regular | 1-24 | 2 | 45° | 33 / 65 | 0 | top |
| 25-49 | 2.3 | 45° | 30 / 85 | 0 | top | |
| 50-74 | 2.6 | 45° | 25 / 120 | 0 | top | |
| 75+ | 3 | 45° | 18 / 130 | 0 | top |
Silhouettel
1 action
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| vanilla Regular | 1+ | 12 | 55° | 50 / 128 | 0, 1, 2 | top |
Sunbullet
2 actions
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| hdr⇥∅ Hold | 1-70 | 0 | 50° | 10 / 130 | 0, 1 | top |
| hdr⇥ Shoot | 1-70 | 5 | 50° | 30 / 63 | 0 | top |
| 1-70 | 22 | 50° | 38 / 64 | 1 | top |
Attributes
Weight & Size
- Weight
- 96
- Jostle Weight
- 5.6
- Shield Radius
- 12.5
Ground Movement
- Walk Speed
- 1.244
- Walk Accel (mul)
- 0.105
- Walk Accel (add)
- 0.105
- Initial Dash
- 1.815
- Run Speed
- 1.89
- Run Accel (mul)
- 0.0858
- Run Accel (add)
- 0.02
- Traction
- 0.0835
Jumps
- Jumpsquat
- 3
- Jump Initial Y
- 12.727
- Full Hop Height
- 35.6
- Short Hop Height
- 13.18
- Air Jump Height
- 35.6
- Jump Count
- 2
- Horizontal Jump Speed
- 1.45
- Horizontal Wall Jump Speed
- 1.1
- Vertical Wall Jump Speed
- 2.3
Air Movement
- Air Speed
- 0.977
- Air Accel (add)
- 0.01
- Air Accel (mul)
- 0.066
- Air Friction
- 0.01
- Gravity
- 0.113
- Fall Speed
- 1.816
Landing Lag
- Nair
- 7
- Fair
- 9
- Bair
- 10
- Uair
- 9
- Dair
- 10
- Empty Landing
- 4
- Heavy Landing
- 5
Notes
‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
- Down Tilt, Forward Smash, Down Smash, Neutral Air, Forward Air, Down Air, Grab, DownBoundU
∅A hitbox is out on these frames but cannot collide with a fighter, so they are not counted as active. HDR instantiates one early to widen the arc the next hit sweeps, and disarms one between the hits of a multi-hit.
- Inert hitboxes on frames 2-3, 4-6: out, but unable to collide with a fighter, so not counted as active frames.Side Special (Heading)
- Inert hitboxes on frame 1+: out, but unable to collide with a fighter, so not counted as active frames.Sunbullet: Hold
✕HDR removes this move’s hitboxes.
- CliffEscape
⇥The hit lasts as long as the object carrying it does. Its script never closes the hitbox, so the active frames end where the article’s life runs out.
- Hulahoop is on the field for up to 55 frames (param_hulahoop.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Hulahoop: Wait
- Sunbullet is on the field for up to 70 frames (param_sunbullet.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Sunbullet: Hold, Sunbullet: Shoot
➔Damage comes from a spawned article, listed under Projectiles & Articles.
- Damage comes from Hulahoop — see Projectiles & Articles below.Up Special (Start), Up Special (Air, Start)
•Other notes.
- FAF here is the animation's length: the motion list sets no cancel frame for this action, so the true actionable frame may be earlier.AttackS4Charge, AttackHi4Charge, AttackHi4ChargeL, AttackLw4Charge, Neutral Special, Neutral Special (Hold), Neutral Special (Air), Neutral Special (Air, Hold), Side Special (Start), Side Special (Jump), Side Special (Air, Start), Side Special (Air, Jump), Up Special (Start), Up Special (End), Up Special (Air, Start), Down Special (StartR), Down Special (S), Down Special (StartL), Down Special (Air, StartR), Down Special (Air, S), Down Special (Air, StartL), DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2
- Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.Up Special (Jump), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait
- Timing from fighter_param_motion (escape_n_cancel_frame), not the animation.Spot Dodge
- Intangible on frames 3-15.Spot Dodge
- Timing from fighter_param_motion (escape_f_cancel_frame), not the animation.Forward Roll
- Intangible on frames 4-13.Forward Roll, Back Roll
- Timing from fighter_param_motion (escape_b_cancel_frame), not the animation.Back Roll
- Timing from fighter_param_motion (escape_air_cancel_frame), not the animation.Air Dodge
- Intangible on frames 4-26.Air Dodge, Air Dodge (Directional)
- Landing lag is 10 frames, from common's `landing_frame_escape_air` — the param HDR's air dodge status hands the landing when the dodge ends on the ground.Air Dodge
- Timing from fighter_param_motion (escape_air_slide_cancel_frame), not the animation.Air Dodge (Directional)
- Landing lag is 10 frames, from param_motion's `landing_frame_escape_air_slide_max` — the param HDR's air dodge status hands the landing when the dodge ends on the ground.Air Dodge (Directional)
- Held: the animation is a hold placeholder, so this ends on release or on a state change rather than on a fixed frame.Shield
Wii Fit Trainer