nyuuzyou/wikis huggingface dataset:
Wi-Fi Warrior Rank v3

The Wi-Fi Warrior Rank v3 lists the best smashers for Super Smash Bros. Ultimates online competitive scene for the first half of 2019.
==Methodology==
The WWRv3's presentation remains the same as the WWRv2, maintaining the Area 51 and X-Factor ratings. However, the structure of the WWRv3 had some major changes. Firstly, weeklies were no longer counted for the rankings. Only "majors", which were tournaments that occurred on at least a monthly basis, would be counted. Secondly, the WWR was made open-entry, and any tournament could be eligible for the rankings, not just the ones hosted by the major series. The only criteria for being included were that the WWR team must have been notified two weeks before the tournament started, and the tournament must have reached C-tier status at least one week before it started. Lastly, Naifu Wars was once again included in the ranking, with the stipulation that only the first Naifu Wars of each month would be counted, as long as it was open-entry.
===Tournament Tier System===
The WWRv3's Tournament Tier System (TTS) was made public this time, with each tournament receiving a tier rating based on either its total entrant count or the amount of WWR-ranked players who attended the tournament. For the first half of the season, the amount of players on the WWRv2 was counted, but in the second half, this was switched to the in-progress WWRv3 top 50 to keep up with the new meta of Smash Ultimate as best as possible.
The full TTS spreadsheet can be found here.
Tournament 	Series 	Date 	Tier
 	SL 	December 26th	A
 	Naifu Nation 	January 4th 	S
SCSC: Stage 1 - The Beginning	Other 	January 19th 	A
TLT: Blank Saga 	TLT 	January 22nd 	A
JMSF #1 	JWT 	January 25th 	B
SL Monthly #16 	SL 	January 26th 	B
 	ECLIPSE 	February 9th 	A
TVS: Kenryck Series 	TVSeries 	February 10th	A
 	Naifu Nation 	February 15th	A
SCSC: Stage 2 - Pipe Dreams 	Other 	February 23rd	C
 	JWT 	March 1st 	S
SL Monthly #17 	SL 	March 2nd 	B
 	Other 	March 9th 	B
Nh Raven's Smash For Cash #1 	Other 	March 15th 	A
 	ECLIPSE 	March 16th 	A
 	Naifu Nation 	March 23rd 	A
SL Monthly #18 	SL 	March 23rd 	C
JMSF #3 	JWT 	March 30th 	C
 	Naifu Nation 	April 26th 	A
The Rising Star 	SL 	April 27th 	B
SCSC: Stage 4 - Sparg0 Saga 	Other 	April 28th 	C
 	Naifu Nation 	May 3rd 	A
Smash Legends #2 	Other 	May 4th 	B
JMSF #4 	JWT 	May 5th 	C
 	Naifu Nation 	May 10th 	B
 	ECLIPSE 	May 11th 	A
TVS Season 7 Finale 	TVSeries 	May 12th 	B
Revival Of Smash Station #4 	Smash Station	June 1st 	B
JMSF #5 	JWT 	June 1st 	C
 	Naifu Nation 	June 21st 	A
SCSC: Stage 6 - SL Saga 	SL/Other 	June 22nd 	B
Gates of Gehenna Open #1 	Other 	June 27th 	B
 	ECLIPSE/Other	June 28th 	B
==Rankings==
Ranking	Smasher	Previous Rank	Movement	Character(s)
===Area 51===
Ranking	Smasher	Previous rank	Movement	Character(s)
===X-Factor adjusted rankings (subjective)===
|}
==External links==
*Introductory article
*Area 51 article
*#41-50 article
*#31-40 article
*#21-30 article
*#11-20 article
*#1-10 article
Category:WWR
Wi-Fi Warrior Rank v4

The Wi-Fi Warrior Rank v4 lists the best smashers for Super Smash Bros. Ultimates online competitive scene for the second half of 2019.
==Methodology==
Unlike previous seasons, there were very few changes made to the WWR between the v3 and v4 seasons. Major tournaments were eligible by the same criteria and methods as before, either by way of belonging to a major series or by submission to the WWR team.
===Tournament Tier System===
List with full stats
Tournament 	Series 	Date 	Tier
JMSF #6 	JWT 	July 6th 	B
SCSC Season 1 Championship 	Other 	July 7th 	B
 	TLT 	July 31st 	A
JMSF #7 	JWT 	August 10th 	B
Extra Life Smash 	Other 	August 15th 	B
Smashin' N Relaxin' Charity Monthly 3 	Other 	August 17th 	B
 	Other 	August 31st 	A
The Harmony 	Other 	September 1st 	B
JMSF #8 	JWT 	September 7th 	B
 	SL 	September 14th	A
 	Naifu Nation 	September 27th	A
 	ECLIPSE 	September 28th	B
 	Other 	October 5th 	A
JMSF #9 	JWT 	October 5th 	B
Straight Outta Smashville: Hardcover Volume 2	Other 	October 6th 	B
SnR x SMW October Monthly 	Other 	October 12th 	C
 	Naifu Nation 	November 2nd 	A
 	Other 	November 16th 	C
JMSF #10 	JWT 	November 23rd 	C
 	ECLIPSE 	November 30th 	B
 	Other 	December 7th 	B
Straight Outta Smashville: Hardcover Volume 3	Other 	December 8th 	B
 	Smash Station	December 14th 	A
Zenith Online Monthly #1 	Other 	December 18th 	B
JMSF #11 	JWT 	December 28th 	C
The Harmony 2 	Other 	December 29th 	B
Revival Of Smash Station #6 	Smash Station	December 31st 	C
==Rankings==
Ranking	Smasher	Previous Rank	Movement	Character(s)
==External links==
*#50-41 article
*#40-31 article
*#30-21 article
*#20-11 article
*#10-1 article
Category:WWR
Wiggler (disambiguation)

Wiggler is a character in the series and appears as:
*A trophy in Brawl
*A sticker in Brawl
*A trophy in Super Smash Bros. for Nintendo 3DS
**A trophy of Paper Wiggler in Super Smash Bros. for Nintendo 3DS
*A spirit in Super Smash Bros. Ultimate
Category:Trophies (SSBB)
Category:Stickers
Category:Trophies (SSB4-3DS)
Category:Spirits
Category:Mario universe
Wii Fit (Final Smash)

Wii Fit is Wii Fit Trainer's Final Smash.
==Overview==
Wii Fit Trainer initiates the attack by assuming the tree pose and then the warrior pose, yelling one of six phrases, such as, "Let's get fired up!" or "Let's... step up the intensity." These phrases are different for the male Wii Fit Trainer and female Wii Fit Trainer. The Wii Fit Trainer then releases a multitude of human silhouettes of varying colors, each in a variety of yoga and exercise poses. These silhouettes travel outward from Wii Fit Trainer, spreading out the farther they travel. This Final Smash's function bears resemblance to Mario Finale. 
In Super Smash Bros. 4 each silhouette deals 3-5% damage for every time they touch a fighter, while in Super Smash Bros. Ultimate they deal 2-3% damage. These silhouettes can trap the opponent in hitstun, pushing them back off the stage and towards the blast line. In Ultimate each silhouette was given a limited range; however, a giant finisher silhouette (taking the form of the Dancer pose) was added to the attack, improving its KO potential significantly. In Smash 4 the poses Wii Fit Trainer perform at the start of the move have hitboxes, but these were removed in Ultimate.
==Instructional quotes==
==Trophy==
==Origin==
The move is derived from the various poses that the trainers and players are required to perform during gameplay of the Wii Fit series. The silhouette art-style used for the attack matches the yoga poses seen on the Japanese boxart for Wii Fit, as well as Wii Fit Trainer's character poster.
Wii Fit Trainer Original.jpg|The Tree pose.
==Gallery==
WiiFitFinalSmash.gif|The Wii Fit Trainer using the attack in for Wii U.
Wii Fit.png
Wii Fit 2.jpg|Wii Fit
Wii Fit Trainer SSBU Skill Preview Final Smash.png|Wii Fit as shown by the Move List in Ultimate.
==Trivia==
*While the Wii Fit Trainer herself has a ponytail hairstyle, the silhouettes that appear in the Final Smash have her hair in a bun. This is also the case with the Wii Fit series symbol.
**Additionally, the silhouettes will always appear as female, even while using the male Wii Fit Trainer.
*Similarly to Shulk's Final Smash, Wii Fit's damage can be increased if the player successfully uses Deep Breathing before using it in Smash 4, much like using Monado Arts. This effect was removed in Ultimate.
Category:Wii Fit Trainer
Category:Wii Fit Trainer (SSB4)
Category:Wii Fit Trainer (SSBU)
Category:Wii Fit universe
Category:Final Smashes (SSB4)
Category:Final Smashes (SSBU)
Category:Trophies (SSB4-Wii U)
Wii Fit Trainer (SSB4)/Back aerial

==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-2
Clean hit 	5
Late hit 	6-11
Ending autocancel 	43-
Interruptible 	49
Animation length 	53
|-
===Landing lag===
Animation length	20
Category:Wii Fit Trainer (SSB4)
Category:Back aerials (SSB4)
Wii Fit Trainer (SSB4)/Back throw

==Overview==
==Throw and Hitbox Data==
===Hitbox===
|}
===Throw===
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18
|}
|rowspan=2|Min (Jigglypuff) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser) 
|-
Category:Wii Fit Trainer (SSB4)
Category:Back throws (SSB4)
Wii Fit Trainer (SSB4)/Down aerial

==Hitboxes==
|}
==Timing==
===Attack===
Clean hit 	20-21
Late hit 	22-24
Ending autocancel	40-
Interruptible 	45
Animation length 	57
|-
===Landing lag===
Animation length	20
Category:Wii Fit Trainer (SSB4)
Category:Down aerials (SSB4)
Wii Fit Trainer (SSB4)/Down throw

==Overview==
==Throw data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18
|}
|rowspan=2|Min (Jigglypuff) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser) 
|-
Category:Wii Fit Trainer (SSB4)
Category:Down throws (SSB4)
Wii Fit Trainer (SSB4)/Forward aerial

==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-8
Clean hit 	9-10
Late hit 	11-15
Ending autocancel 	25-
Interruptible 	46
Animation length 	54
|-
===Landing lag===
Animation length	15
Category:Wii Fit Trainer (SSB4)
Category:Forward aerials (SSB4)
Wii Fit Trainer (SSB4)/Forward throw

==Overview==
==Throw and Hitbox Data==
===Hitbox===
|}
===Throw===
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18
|}
|rowspan=2|Min (Jigglypuff) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser) 
|-
Category:Wii Fit Trainer (SSB4)
Category:Forward throws (SSB4)
Wii Fit Trainer (SSB4)/Grab

==Overview==
==Update history==
 1.1.0
*
==Grabbox Data==
===Standing Grab===
|}
===Dash Grab===
|}
===Pivot Grab===
|}
==Timing==
===Standing grab===
Grab 	6-7
Interruptible 	29
Animation length	29
===Dash grab===
Grab 	9-10
Interruptible 	38
Animation length	42
===Pivot grab===
Grab 	10-11
Interruptible 	34
Animation length	38
Category:Wii Fit Trainer (SSB4)
Category:Grabs (SSB4)
Wii Fit Trainer (SSB4)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	 	
Neutral attack 2 	 	
Neutral attack 3 	 	
Forward tilt 	 	
Up tilt 	 	
Down tilt 	 	
Dash attack 	 	
Forward smash 	 	
Up smash 	 	
Down smash 	 	
Neutral aerial 	 	
Forward aerial 	 	
Back aerial 	 	
Up aerial 	 	
Down aerial 	 	
Neutral special 	Sun Salutation	(unavailable)
Side special 	Header 	
Side special (ball) 	Header 	(unavailable)
Up special 	Super Hoop 	
Grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	 	
Forward throw (collateral)	 	
Back throw (collateral) 	 	
Up throw (collateral) 	 	
Down throw (collateral) 	 	
Category:Wii Fit Trainer (SSB4)
Category:Hitboxes (SSB4)
Wii Fit Trainer (SSB4)/Neutral aerial

==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-5
Hit 1 	9-11
Hit 2 	12-13
Ending autocancel 	33-
Interruptible 	35
Animation length 	44
|-
===Landing lag===
Animation length	14
Category:Wii Fit Trainer (SSB4)
Category:Neutral aerials (SSB4)
Wii Fit Trainer (SSB4)/Neutral attack

==Overview==
For the technical data of each individual hit, see:
*Wii Fit Trainer (SSB4)/Neutral attack/Hit 1
*Wii Fit Trainer (SSB4)/Neutral attack/Hit 2
*Wii Fit Trainer (SSB4)/Neutral attack/Hit 3
Category:Wii Fit Trainer (SSB4)
Category:Neutral attacks (SSB4)
Wii Fit Trainer (SSB4)/Up aerial

==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-5
Hitboxes 	6-10
Ending autocancel 	36-
Animation length 	39
|-
===Landing lag===
Animation length	15
Category:Wii Fit Trainer (SSB4)
Category:Up aerials (SSB4)
Wii Fit Trainer (SSB4)/Up smash

==Hitboxes==
|}
==Timing==
Charges between 	4-5
Clean hit 	14-15
Late hit 	16-22
Intangibility 	12-15
Interruptible 	58
Animation length	69
|-
Category:Wii Fit Trainer (SSB4)
Category:Up smashes (SSB4)
Wii Fit Trainer (SSB4)/Up throw

==Overview==
==Throw data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18
|}
|rowspan=2|Min (Jigglypuff) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser) 
|-
Category:Wii Fit Trainer (SSB4)
Category:Up throws (SSB4)
Wii Fit Trainer (SSBU)/Back aerial

==Overview==
Wii Fit Trainer performs the Cobra pose, stretching her spine and striking behind her with both legs. Like her forward tilt, Wii Fit Trainer's back aerial is notorious for its immense strength relative to its extremely low startup time, coming out on frame 5. This is Wii Fit Trainer's fastest and strongest aerial attack, and is one of her most lethal kill options. All this in combination with its good coverage low to the ground (even when used while rising) causes back aerial to be considered her best out of shield option as well, although only usable when the opponent attacks from behind. The attack also covers a fairly large horizontal distance, making it somewhat useful as an approach tool when RAR'd. Due to the nature of the Cobra pose, back aerial can also be used effectively to either fade back with or cross up the opponent's shield, increasing its general safety. The late hit of back aerial has low knockback and a low launch angle, which can sometimes lead to jablock setups around mid percents if it connects as Wii Fit Trainer lands.
Despite back aerial's excellent speed and strength, it also has some major drawbacks. The first of these is the move's heavy endlag when used in the air; it is the only one of Wii Fit Trainer's aerials that cannot be autocanceled from a short hop. This makes the move fairly committal when used without landing immediately, although this issue can be somewhat remedied by Deep Breathing's fall speed increase. Secondly, the move's high knockback only comes from its sweetspot, which is small and only has a single active frame. This causes the move to sometimes be inconsistent and fail to take stocks in critical situations.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-2
Clean hit 	5
Late hit 	6-11
Ending autocancel 	43-
Interruptible 	49
Animation length 	53
|-
===Landing lag===
Interruptible 	13
Animation length	19
==Trivia==
*Wii Fit Trainer's back aerial is often likened to 's Lightning Kicks, since they all happen to share identically sized sweetspots that last a single frame, along with much larger sourspot hitboxes. 
Category:Wii Fit Trainer (SSBU)
Category:Back aerials (SSBU)
Wii Fit Trainer (SSBU)/Back throw

==Overview==
Wii Fit Trainer dropkicks the opponent. This throw is extremely simple in function; it is Wii Fit Trainer's strongest kill throw, and there's not much to it other than that. Despite being her strongest throw, Wii Fit Trainer's back throw is actually fairly weak compared to many of the other kills throws in Ultimate, typically not killing until around 150% when nearby the ledge, although Deep Breathing allows the throw to kill quite a bit earlier. Due to the throw's relatively high base knockback, it can also be used at lower percents to simply get the opponent offstage, which creates an opportunity to activate Deep Breathing, charge Sun Salutation, or simply edgeguard the opponent.
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-21
Hitbox 	19-20
Turnaround 	21
Throw release 	21
Interruptible 	50
Animation length	79
|-
Category:Wii Fit Trainer (SSBU)
Category:Back throws (SSBU)
Wii Fit Trainer (SSBU)/Dash attack

==Overview==
Wii Fit Trainer performs the Gate pose, sliding forward and striking with both arms. This move is arguably Wii Fit Trainer's most adept zone breaking tool aside from her projectiles: it comes out fast (on frame 6), stays out for a fairly long time, and has excellent horizontal reach to the point of being somewhat disjointed. Although not the most potent kill move, the clean hit of dash attack is one of Wii Fit Trainer's best options for closing out a stock when the opponent is holding on at particularly high percents. Dash attack also has the highest base knockback out of all of Wii Fit Trainer's moves, and as a result it powers up Header's ball the most by hitting it, increasing the ball's speed, damage, and knockback greatly. Overall, dash attack is a great burst option that helps Wii Fit Trainer cover a good distance in a very short period of time, and as such is useful for catching and punishing opponents in situations where no other move would connect.
== Update history ==
 
*
==Hitboxes==
! Shieldstun
|1.3×
|1.3×
|1.8×
|1.8×
|}
==Timing==
Clean hit 	6-8
Late hit 	9-13
Interruptible 	39
Animation length	57
Category:Wii Fit Trainer (SSBU)
Category:Dash attacks (SSBU)
Wii Fit Trainer (SSBU)/Down aerial

==Overview==
Wii Fit Trainer performs the Chair pose, squatting and then striking downwards with both legs. This move has many strengths, the biggest of which being its huge spike hitbox covering Wii Fit Trainer's entire bottom half. Notably, it is the only stomp-type down aerial in the game without any sort of sourspot on the clean hit, making the move extremely easy to position when edgeguarding an opponent. The spike itself is decently strong, capable of straight up killing almost all characters offstage by early-mid percents, and even earlier with Deep Breathing. The move cannot spike grounded opponents, but the clean grounded hit is also quite strong, capable of killing most character by roughly 110% with Deep Breathing. Surprisingly, even the late hit of the attack can kill at around the same percent as the grounded hit, and quite early if it connects with an offstage opponent. Considering its strength and size, down aerial is also relatively lagless, autocanceling from a short hop and only being -7 on shield. This makes the move somewhat spammable, especially when edgeguarding. Due to the move's sizable hitboxes, down aerial can also be used somewhat effectively as an aggressive landing option, something Wii Fit Trainer sorely lacks otherwise. Overall, down aerial excels in virtually every area and has no real weaknesses to speak of, causing it to often be regarded as one of Wii Fit Trainer's most flawless and dependable moves within her playerbase.
==Hitboxes==
|}
==Timing==
===Attack===
Clean hit 	15-17
Late hit 	18-20
Ending autocancel	35-
Interruptible 	40
Animation length 	52
|-
===Landing lag===
Interruptible 	13
Animation length	19
Category:Wii Fit Trainer (SSBU)
Category:Down aerials (SSBU)
Wii Fit Trainer (SSBU)/Down smash

==Overview==
Wii Fit Trainer performs an Arm & Leg Lift, crouching down and striking with an arm in front and a leg in back. Similarly to forward smash, down smash's large horizontal coverage allows it to cover multiple ledge, tech, and landing options. Although it is Wii Fit Trainer's weakest and slowest smash attack, down smash is also her only smash attack that consistently covers the ground, giving the move more utility in matchups against short or frequently pancaking characters. In addition, down smash is a semi-spike, and as such it can often KO opponents with subpar recoveries at very low percents. Regardless of recovery ability, down smash almost always puts the opponent in a difficult position to recover from, giving Wii Fit Trainer a good opportunity to edgeguard them. Another unique advantage over other smash attacks is down smash's decent low profile ability, making the move harder to punish or intercept in many situations.
==Update History==
 
*
==Hitboxes==
|}
==Timing==
Charges between 	4-5
Hitbox 	18-21
Interruptible 	47
Animation length	69
Category:Wii Fit Trainer (SSBU)
Category:Smash attacks (SSBU)
Category:Down smashes (SSBU)
Wii Fit Trainer (SSBU)/Down throw

==Overview==
Wii Fit Trainer jumps up and slams the opponent into the ground between her legs. Contrary to popular belief, down throw is actually not a combo throw, as it has virtually no true followups at any percentage. However, it can be used as a decent mixup, as the throw puts the player in a good position to read the opponent's next action and punish accordingly. Additionally, down throw can be used to force a tech situation if it is used directly under a platform, and if the opponent misses their tech, Wii Fit Trainer can punish with several different heavy damage options.
==Throw Data==
|}
==Timing==
Invincibility 	1-24
Throw 	24
Interruptible 	50
Animation length	79
|-
==Trivia==
*Down throw to back aerial has become a widespread inside joke within the Wii Fit Trainer playerbase due to many inexperienced Wii Fit Trainer players regarding it as a true combo despite the opponent being able to simply DI out of it. This misconception is presumably due to the combo counter incorrectly counting it as a true combo.
Category:Wii Fit Trainer (SSBU)
Category:Down throws (SSBU)
Wii Fit Trainer (SSBU)/Down tilt

==Overview==
Wii Fit Trainer performs the bridge pose, striking low to the ground with her knees. This move has been historically understated in comparison to Wii Fit Trainer's other tilt attacks, but has steadily become a stronger tool over the course of Smash 4 and Ultimate. The most straightforward strength of the move is its heavy damage, dealing as much as 21.2% with the help of the 1v1 multiplier and Deep Breathing. In Update , down tilt was given kill power to match its ludicrous damage output thanks to a 15° launch angle change that consequently allows the move to kill almost as early as Wii Fit Trainer's forward tilt, one of her most potent kill moves. Aside from these two strengths, down tilt also has multiple niche uses and perks. Although the move has a disadvantage of 17 frames on shield, down tilt puts a large space between Wii Fit Trainer and her opponent such that many characters are not able to punish the attack thanks a combination of its heavy shield damage, pushback, and semi pseudo-crawl properties. This can sometimes even bait the opponent into whiffing a shield grab, in which case Wii Fit Trainer has a variety of punish options, such as a jab or even a raw forward smash. Although it does not hit every character, down tilt is also one of Wii Fit Trainer's few two-frame options, which can now lead to kills below 100% in Update . Finally, down tilt has the added bonus of being an effective low profile, increasing its general safety in a great deal of matchups. Overall, down tilt is a solid move that helps cover the area low to the ground (where many of Wii Fit Trainer's other attacks miss), and with its added kill power it doesn't have any real weaknesses aside from its slightly laggy nature.
==Update History==
 
*
==Hitboxes==
|}
==Timing==
The move disables jostling during frames 8-12.
Hitbox 	9-12
Interruptible 	39
Animation length	54
==Trivia==
*The move has a 40% trip chance that can only happen on slants due to the launch angle.
Category:Wii Fit Trainer (SSBU)
Category:Tilt attacks (SSBU)
Category:Down tilts (SSBU)
Wii Fit Trainer (SSBU)/Edge attack

==Hitboxes==
|}
==Timing==
For each ledge grab without touching the ground or being hit, intangibility is reduced on subsequent ledge grabs, until it is lost entirely from the fourth grab onward. The hitbox visualization only shows intangibility for the first ledge grab.
Intangibility (1st grab)	1-21
Intangibility (2nd grab)	1-17
Intangibility (3rd grab)	1-10
Hitbox 	19-21
Interruptible 	56
Animation length 	56
!Hitboxes 
|-
!1st grab 
|-
!2nd grab 
|-
!3rd grab 
Category:Wii Fit Trainer (SSBU)
Category:Edge attacks (SSBU)