Wii Fit Trainer

109 moves30 changed by HDR79 vanillainternal wiifit
Notes ↓

Jabs

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
4-5345°23 / 10-8416–0, 1handl, arml
4-5545°54 / 54-72footr
4-53Sakurai20 / 20-83top
hdr
Jab
3-42Sakurai45 / 24-10317–0, 2top
3-428°25 / 24-101, 3top
hdr
Jab
5-63270°50 / 86-23532–0top
5-6345°50 / 95-231top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
6-81150°45 / 98-24639–0, 1, 2top
9-13865°35 / 98-210, 1, 2top

Tilt Attacks

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
5-119105°54 / 94-18530–3, 4kneel, footl
6-1112Sakurai45 / 84-150, 1armr, shoulderr
6-119105°54 / 94-172hip
hdr※
Up Tilt
5-121090°45 / 102-17530–0, 2, 3armr, top
5-121078°45 / 102-171, 4top, footl
hdr‡
Down Tilt
8-111335°29 / 90-13831–0, 1top

Smash Attacks

8 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla•
Forward Smash
no hitboxes–61––
hdr‡
Forward Smash
16-1916Sakurai30 / 105-271654–0hip
16-1914Sakurai30 / 105-281, 2, 3, 4arml, armr, kneel, kneer
AttackHi4Charge vanilla•
Up Smash
no hitboxes–61––
hdr
Up Smash
14-151890°31 / 88-301456–0top
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 / 88-321458–0top
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 hitboxes–61––
AttackLw4Charge vanilla•
Down Smash
no hitboxes–61––
hdr‡
Down Smash
15-181220°20 / 115-271551–0top
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
6-8578°30 / 134-363471-4, 31–0hip
6-8580°30 / 134-31head
6-8580°30 / 134-32kneel
6-8582°30 / 134-33handr
6-8582°30 / 134-34footl
10-136Sakurai45 / 80-20, 1hip
hdr‡※
Forward Air
8-91250°20 / 102-183691-7, 23–0, 1armr
8-910300°15 / 68-22kneer
8-910294°15 / 68-23kneer
8-171250°20 / 102-14top
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
6-101075°44 / 95-263391-5, 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 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
2-312295°32 / 64-17228–1head
4-610295°32 / 64-161head
SpecialAirSStart vanilla•
Side Special
no hitboxes–10––
SpecialAirSJump vanilla•
Side Special
no hitboxes–20––
hdr➔•
Up Special
spawns hulahoop56––
hdr•
Up Special
no hitboxes––––
hdr•
Up Special
no hitboxes–10––
hdr➔•
Up Special
spawns hulahoop56––
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
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Grab
7-8––– / –––36–0grab
CatchPull vanilla
Grab
no hitboxes–2––
CatchWait vanilla•
Grab
no hitboxes––––
vanilla
Pummel
11.380°30 fixed–18–0top
CatchCut vanilla
Grab
no hitboxes–30––
hdr
Dash Grab
9-10––– / –––41–0grab
hdr
Pivot Grab
10-11––– / –––38–0grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
1945°54 / 100–3850120–
1-353Sakurai40 / 100–0–
36-373Sakurai50 / 200–0throw
vanilla
Back Throw
1645°65 / 90–2150290–
1-183Sakurai40 / 100–0–
19-203Sakurai50 / 200–0throw
hdr
Up Throw
1880°40 / 80–2850220–
1-493Sakurai40 / 100–0–
vanilla
Down Throw
1780°75 / 66–2450260–
1-493Sakurai60 / 100–0–

Defensive

39 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
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 4–26–5410–
hdr•
Air Dodge
intangible 4–26–5410–
vanilla
Ledge Attack
19-21945°90 / 20-301956–0top
vanilla
Get-Up Attack
15-16748°80 / 48-331554–0top
23-24748°80 / 48-250top
vanilla
Get-Up Attack
15-16748°80 / 48-331554–0top
23-24748°80 / 48-250top
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––
vanilla‡
Get-Up
no hitboxes–32––
DownForwardU vanilla
Get-Up Roll
no hitboxes–36––
DownBackU vanilla
Get-Up Roll
no hitboxes–36––
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–36––
DownBackD vanilla
Get-Up Roll
no hitboxes–36––
Passive vanilla
Tech
no hitboxes–27––
PassiveStandF vanilla
Tech
no hitboxes–41––
PassiveStandB vanilla
Tech
no hitboxes–41––
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–35––
CliffEscape hdr✕
Ledge Roll
no hitboxes–50––
CliffJump1 vanilla•
Ledge Jump
no hitboxes–13––
hdr•
Ledge Jump
no hitboxes–29––

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
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
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 / 611top

Attributes

Weight & Size

Weight
96
Jostle Weight
5.6
Shield Radius
12.5

Ground Movement

Walk Speed
1.3995
Walk Accel (mul)
0.105
Walk Accel (add)
0.105
Initial Dash
1.88
Run Speed
1.97
Run Accel (mul)
0.0858
Run Accel (add)
0.02
Traction
0.087

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
1.04
Air Accel (add)
0.01
Air Accel (mul)
0.066
Air Friction
0.01
Gravity
0.1215
Fall Speed
1.953

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, DownStandU
※Some values are computed at runtime and cannot be read from the script.
  • Computed at runtime, not shown: size.Up Tilt, Forward Air, Up Air
∅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
  • FAF is HDR's runtime calculation rather than a param: the air dodge stalls for 28 frames and ends once the fighter has fallen 35 units, so it follows their gravity and fall speed.Air Dodge, Air Dodge (Directional)
  • 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
  • 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

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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.