Wii Fit Trainer

109 moves28 changed by HDR81 vanillainternal wiifit
Notes ↓

Jabs

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
4-53Sakurai15 / 25-84160handl
4-53Sakurai20 / 25-81arml
4-5545°54 / 54-72footr
4-53Sakurai20 / 30-83top
hdr
Jab
3-42Sakurai45 / 24-103170, 2top
3-4225 / 24-101, 3top
hdr
Jab
5-63Sakurai10 / 50-235320top
5-6345°50 / 95-231top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
6-81150°45 / 98-246390, 1, 2top
9-13865°35 / 98-210, 1, 2top

Tilt Attacks

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
5-119105°54 / 94-185303, 4kneel, footl
6-1112Sakurai45 / 84-150, 1armr, shoulderr
6-119105°54 / 94-172hip
hdr
Up Tilt
5-121090°45 / 102-175300, 2, 3armr, top
5-121075°45 / 102-171, 4top, footl
hdr
Down Tilt
8-111335°29 / 90-138310, 1top

Smash Attacks

8 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla
Forward Smash
no hitboxes61
hdr
Forward Smash
16-1916Sakurai30 / 105-2716540hip
16-1914Sakurai30 / 105-281, 2, 3, 4arml, armr, kneel, kneer
AttackHi4Charge vanilla
Up Smash
no hitboxes61
hdr
Up Smash
14-151890°31 / 97-3014560top
14-151590°31 / 102-311, 2, 3, 4top
16-221190°30 / 112-310top
16-22870°30 / 107-332, 3, 4top
hdr
Up Smash
14-151890°31 / 97-3214580top
14-151590°31 / 102-331, 2, 3, 4top
16-221190°30 / 112-330top
16-22870°30 / 107-352, 3, 4top
AttackHi4ChargeL vanilla
Up Smash
no hitboxes61
AttackLw4Charge vanilla
Down Smash
no hitboxes61
hdr
Down Smash
15-181220°20 / 115-2715510top
15-181220°20 / 115-271top
15-181020°20 / 115-282top
15-181020°20 / 115-283top

Aerial Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr
Neutral Air
6-85110°50 / 72-363371-4, 30–0, 1, 4handr, head, footl
6-8590°50 / 72-32hip
6-85110°50 / 72-33kneel
9-126Sakurai45 / 80-20, 1hip
hdr
Forward Air
8-91250°20 / 102-183691-7, 23–0, 1, 3armr, top
8-910300°15 / 68-22kneer
10-177.555°20 / 102-30, 1, 3armr, top
10-17645°20 / 102-42kneer
hdr
Back Air
5-79Sakurai40 / 102-4542101-2, 27–0top
5-713Sakurai40 / 102-11, 2top
8-128Sakurai25 / 102-40, 1, 2top
hdr
Up Air
6-101072°60 / 82-263391-5, 36–0, 1, 2bust
hdr
Down Air
14-1614270°25 / 50-114391034–0, 1kneer
17-2210Sakurai30 / 102-30, 1kneer

Special Attacks

34 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
SpecialN vanilla
Neutral Special
no hitboxes18
vanilla
Neutral Special
no hitboxes86
SpecialNCancel vanilla
Neutral Special
no hitboxes8
vanilla
Neutral Special
no hitboxes40
vanilla
Neutral Special
no hitboxes40
SpecialAirN vanilla
Neutral Special
no hitboxes18
vanilla
Neutral Special
no hitboxes86
SpecialAirNCancel vanilla
Neutral Special
no hitboxes8
SpecialAirNJumpCancel vanilla
Neutral Special
no hitboxes6
vanilla
Neutral Special
no hitboxes40
vanilla
Neutral Special
no hitboxes40
SpecialSStart vanilla
Side Special
no hitboxes10
SpecialSJump vanilla
Side Special
no hitboxes21
hdr
Side Special
2-312295°32 / 64-172281head
4-610295°32 / 64-161head
SpecialAirSStart vanilla
Side Special
no hitboxes10
SpecialAirSJump vanilla
Side Special
no hitboxes20
hdr➔•
Up Special
spawns hulahoop56
hdr
Up Special
no hitboxes
hdr
Up Special
no hitboxes10
hdr➔•
Up Special
spawns hulahoop56
SpecialLwStartR vanilla
Down Special
no hitboxes11
SpecialLwS vanilla
Down Special
no hitboxes39
SpecialLwSuccessR vanilla
Down Special
no hitboxes25
SpecialLwFailureR vanilla
Down Special
no hitboxes49
SpecialLwStartL vanilla
Down Special
no hitboxes11
SpecialLwSuccessL vanilla
Down Special
no hitboxes25
SpecialLwFailureL vanilla
Down Special
no hitboxes49
SpecialAirLwStartR vanilla
Down Special
no hitboxes11
SpecialAirLwS vanilla
Down Special
no hitboxes39
SpecialAirLwSuccessR vanilla
Down Special
no hitboxes16
SpecialAirLwFailureR vanilla
Down Special
no hitboxes49
SpecialAirLwStartL vanilla
Down Special
no hitboxes11
SpecialAirLwSuccessL vanilla
Down Special
no hitboxes16
SpecialAirLwFailureL vanilla
Down Special
no hitboxes49

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Grab
7-8– / –360grab
CatchPull vanilla
Grab
no hitboxes2
CatchWait vanilla
Grab
no hitboxes
vanilla
Pummel
11.380°30 fixed-211250top
CatchCut vanilla
Grab
no hitboxes30
hdr
Dash Grab
9-10– / –410grab
hdr
Pivot Grab
10-11– / –380grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
1945°54 / 1003850120
1-353Sakurai40 / 1000
36-373Sakurai50 / 200-100throw
vanilla
Back Throw
1645°65 / 902150290
1-183Sakurai40 / 1000
19-203Sakurai50 / 200-270throw
vanilla
Up Throw
1880°40 / 802850220
1-493Sakurai40 / 1000
vanilla
Down Throw
1780°75 / 662450260
1-493Sakurai60 / 1000

Defensive

39 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
EscapeN vanilla
Spot Dodge
intangible 3–1527
vanilla
Forward Roll
intangible 4–1334
EscapeB vanilla
Back Roll
intangible 4–1334
hdr
Air Dodge
intangible 4–265710
hdr
Air Dodge
intangible 4–265710
vanilla
Ledge Attack
19-21945°90 / 20-3119570top
vanilla
Get-Up Attack
15-16748°80 / 48-3115520top
23-24748°80 / 48-230top
vanilla
Get-Up Attack
15-16748°80 / 48-3115520top
23-24748°80 / 48-230top
DamageFall vanilla
DamageFall
no hitboxes
vanilla
DownBoundU
no hitboxes26
DownWaitU vanilla
DownWaitU
no hitboxes
DownDamageU vanilla
DownDamageU
no hitboxes13
DownDamageU3 vanilla
DownDamageU3
no hitboxes40
vanilla
DownEatU
no hitboxes30
DownStandU vanilla
Get-Up
no hitboxes30
DownForwardU vanilla
Get-Up Roll
no hitboxes38
DownBackU vanilla
Get-Up Roll
no hitboxes38
DownSpot vanilla
DownSpot
no hitboxes30
vanilla
DownBoundD
no hitboxes26
DownWaitD vanilla
DownWaitD
no hitboxes
DownDamageD vanilla
DownDamageD
no hitboxes14
DownDamageD3 vanilla
DownDamageD3
no hitboxes40
vanilla
DownEatD
no hitboxes30
DownStandD vanilla
Get-Up
no hitboxes30
DownForwardD vanilla
Get-Up Roll
no hitboxes38
DownBackD vanilla
Get-Up Roll
no hitboxes38
Passive vanilla
Tech
no hitboxes27
PassiveStandF vanilla
Tech
no hitboxes41
PassiveStandB vanilla
Tech
no hitboxes43
PassiveWall vanilla
Tech
no hitboxes27
PassiveWallJump vanilla
Tech
no hitboxes41
PassiveCeil vanilla
Tech
no hitboxes27
Pass vanilla
Pass
no hitboxes30
vanilla
Ledge Grab
intangible 1–2920
CliffWait vanilla
Ledge Hang
no hitboxes
CliffClimb vanilla
Ledge Climb
no hitboxes37
CliffEscape hdr
Ledge Roll
no hitboxes50
CliffJump1 vanilla
Ledge Jump
no hitboxes13
CliffJump2 vanilla
Ledge Jump
no hitboxes29

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes2
LandingHeavy vanilla
Landing
no hitboxes5
GuardOn vanilla
Shield
no hitboxes8
Guard vanilla
Shield
no hitboxes
GuardOff vanilla
Shield
no hitboxes12

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
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Wait
1-242103°70 fixed0, 1, 2hulahoop1, hulahoop2, hulahoop3
25-55872°60 / 850, 1, 2hulahoop1, hulahoop2, hulahoop3

Silhouette

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Regular
1-24245°33 / 650top
25-492.345°30 / 850top
50-742.645°25 / 1200top
75+345°18 / 1300top

Silhouettel

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Regular
1+1255°50 / 1280, 1, 2top

Sunbullet

2 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr⇥∅
Hold
1-70050°10 / 1300, 1top
hdr
Shoot
1-70550°30 / 630top
1-702250°38 / 641top

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

ACMD

Loading…

The animation command script the frame data on this page was read from. frame and wait move the animation on; ATTACK, CATCH and hitbox! create the hitboxes; clear_all ends them.