nyuuzyou/wikis huggingface dataset:
Wii Fit Trainer (SSBU)/Forward smash

==Overview==
Wii Fit Trainer performs the Warrior pose, striking with one arm in front of her and one arm behind her. This move is a standard strong-but-laggy smash attack but with a few key differences, primarily its ability to cover a fairly large horizontal distance both forward and backward at the same time and with the same strength, similarly to some of Wii Fit Trainer's other moves. This simultaneously works as an anti-cross up tool and a move to cross up the opponent's DI, as they will often DI poorly when hit with the backwards hit of the attack. The placement of forward smash's hitboxes also allow it to be used somewhat effectively to cover multiple ledge, tech, and landing options. Just like many of Wii Fit Trainer's other attacks, forward smash's kill power goes from average to quite strong when Deep Breathing is active, making it a very potent punish tool, especially when making hard reads. However, forward smash is extremely unsafe in many situations, with it having 37 frames of lag and being -30 on shield. Because of this, the move can be a large detriment if used too liberally as it can be punished heavily. Additionally, the move has large blindspots below each arm, causing the attack to whiff low profiling opponents. This also makes it a worse bury punish.
==Hitboxes==
|}
==Timing==
Charges between 	6-7
Hitbox 	16-19
Interruptible 	57
Animation length	67
Category:Wii Fit Trainer (SSBU)
Category:Smash attacks (SSBU)
Category:Forward smashes (SSBU)
Wii Fit Trainer (SSBU)/Forward throw

==Overview==
Wii Fit Trainer does a jump serve, using the opponent as a the ball. This throw has moderate combo potential, being Wii Fit Trainer's only throw with true followups on the vast majority of the cast at 0% (see table below). Forward throw is also Wii Fit Trainer's highest damaging throw, and can be used as a decent kill move near the ledge, although it typically won't kill until the opponent is well past 150% unless Deep Breathing is active.
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-38
Hitbox 	36-37
Throw release 	38
Interruptible 	50
Animation length	79
|-
==Followup data==
Forward throw is especially useful as a combo throw at low percents because it doesn't put the opponent into tumble, meaning they cannot DI the throw at all. Because of this, only the opposing character's weight, fall speed, etc. need to be taken into account when comboing off of forward throw. All followups in the table below are tested on opponents at 0% with no rage.
Able to follow up with: 	Characters
Neutral air, forward air, and up air 	*
Forward air and up air 	
Up air only 	****
Up air with Deep Breathing only 	*
Attack cancel back air and dash attack	*
Dash attack only 	
No true followups 	
*These characters have a specific method of escape, such as 's Pokémon Change.
*This information was compiled by Jeripon.
Category:Wii Fit Trainer (SSBU)
Category:Forward throws (SSBU)
Wii Fit Trainer (SSBU)/Forward tilt

==Overview==
Wii Fit Trainer performs the Dancer pose, attacking with both an outstretched arm in front of her and a raised leg behind her. This move is the staple of Wii Fit Trainer's ground game, being one of her fastest grounded options after jab and up tilt, coming out on frame 6 on both sides. The move is active for 5 frames, which can sometimes allow it to catch early spotdodges or ledge getups. Together between the arm and leg hitboxes, the move can cover a fairly large area, sometimes even working as a decent antiair. The arm hit of the move is a notoriously powerful horizontal kill move for its speed; if near the ledge, it will KO most characters by 100% with Deep Breathing (if not earlier) and around 25% later without Deep Breathing. It also serves as a good "get-off-me" tool, allowing Wii Fit Trainer to quickly put space between herself and her opponent even at low percents, which can then allow her to charge Sun Salutation, activate Deep Breathing, or simply gain stage control. Because of the fairly high positioning of the arm's hitboxes, it can also sometimes be used to catch jumps and landings. The leg hit of forward tilt launches the opponent straight up and is still a decent kill move, although it tends to KO opponents roughly 40% later than the arm hit without the help of a platform. However, the leg hit makes up for its lower kill power with combo potential; it combos into itself or up tilt at low percents and aerials at mid percents, most notably up aerial. Despite this, the leg hit of forward tilt is typically overshadowed by up tilt, which is almost always a better combo-starting option. Forward tilt can also be pivot canceled, greatly improving its horizontal coverage.
The fatal flaw of Wii Fit Trainer's forward tilt is its glaring blindspots both on the arm and leg hits. For the arm hit, a large blindspot is left directly below Wii Fit Trainer's outstretched arm, leaving the move extremely susceptible to short characters and pancaking, hampering its whiff-punish capabilities. The leg hit's blindspot is simply a result of its poor horizontal reach as well as the lower hitbox's single active frame, causing the move to often whiff even when it seems that the opponent is almost touching Wii Fit Trainer.
==Hitboxes==
|}
==Timing==
Clean hit 	6
Late hit 	7-10
Interruptible 	33
Animation length	47
Category:Wii Fit Trainer (SSBU)
Category:Tilt attacks (SSBU)
Category:Forward tilts (SSBU)
Wii Fit Trainer (SSBU)/Grab

==Overview==
Wii Fit Trainer performs a Rowing Squat to grab the opponent with both hands. Wii Fit Trainer's grab is among the fastest in the game, but its general range leaves something to be desired. This is especially true for her dash grab, since the placement of the grabboxes relative to the grab animation often make the grab seem to miss when Wii Fit Trainer is incredibly close to the opponent. Her throws, although not incredible, are nonetheless serviceable, with forward, up, and to a lesser extent down throw all offering combo potential, while forward and back throw are passable kill throws with the help of Deep Breathing.
==Grabbox Data==
===Standing Grab===
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===Dash Grab===
|}
===Pivot Grab===
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==Timing==
===Standing grab===
Grab 	6-7
Interruptible 	35
Animation length	44
===Dash grab===
Grab 	9-10
Interruptible 	43
Animation length	52
===Pivot grab===
Grab 	10-11
Interruptible 	38
Animation length	44
Category:Wii Fit Trainer (SSBU)
Category:Grabs (SSBU)
Wii Fit Trainer (SSBU)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	Sideways Leg Lift 	
Neutral attack 2 	Single-Leg Twist 	
Neutral attack 3 	Lunge 	
Forward tilt 	Dancer 	
Up tilt 	Triangle 	
Down tilt 	Bridge 	
Dash attack 	Gate 	
Forward smash 	Warrior 	
Up smash 	Tree 	
Down smash 	Arm & Leg Lift 	
Neutral aerial 	Jackknife 	
Forward aerial 	Single-Leg Extension	
Back aerial 	Cobra 	
Up aerial 	Half-Moon 	
Down aerial 	Chair 	
Neutral special (uncharged)	Sun Salutation 	
Neutral special (charged) 	Sun Salutation 	
Side special 	Header 	
Side special (Soccer ball) 	Header 	
Up special 	Super Hoop 	
Standing grab 	Rowing Squat 	
Dash grab 	Rowing Squat 	
Pivot grab 	Rowing Squat 	
Pummel 	Grab Neck Stretch 	
Forward throw 	Jump Serve 	
Back throw 	Dropkick 	
Up throw 	Jump Set 	
Down throw 	Vaulting Horse Jump 	
Getup attack front 	 	
Getup attack back 	 	
Trip attack 	 	
Ledge attack 	Side Plank 	
Category:Wii Fit Trainer (SSBU)
Category:Hitboxes (SSBU)
Wii Fit Trainer (SSBU)/Neutral attack

==Overview==
Wii Fit Trainer's neutral attack consists of a Sideways Leg Lift, a Single Leg Twist, and finally a Lunge. The first hit has an average jab speed, coming out on frame 4, but has the added perk of hitboxes both in front of Wii Fit Trainer on her arm, and behind her on her leg, effectively working as an anti-crossup mechanic. The leg hitbox serves as a decent tech chase setup due to its relatively low knockback and launch angle, while the arm hitboxes lead into a second and third hit, the latter of which has a sweetspot that buries grounded opponents. Although the move's bury time is low, it can often lead to aerial followups at low to mid percents, and can even lead into kill moves at high percents.
For the technical data of each individual hit, see:
*Wii Fit Trainer (SSBU)/Neutral attack/Hit 1
*Wii Fit Trainer (SSBU)/Neutral attack/Hit 2
*Wii Fit Trainer (SSBU)/Neutral attack/Hit 3
==Quickest loop==
Jab 1 	4, 5
Consecutive jab 	10
Jab 2 	11-12
Jab 3 	21-22
Interruptible 	26, 38, 56
Animation lengths	27, 57, 74
|-
|-
Category:Wii Fit Trainer (SSBU)
Category:Neutral attacks (SSBU)
Wii Fit Trainer (SSBU)/Neutral attack/Hit 1

==Overview==
Wii Fit Trainer performs a Sideways Leg Lift, striking with both her arm and leg. It is her fastest grounded attack at frame 4, but has a fair amount of endlag and is quite unsafe on shield. The arm hit in front of Wii Fit Trainer leads into the second hit of her jab combo, and can jablock most opponents, although the attack may miss characters who have a very low prone animation. The attack's jablocking capabilities were improved in update , as the move can now also pull the opponent towards Wii Fit Trainer as it locks them, giving her more viable followup options. The arm hit of jab 1 also has above average vertical range, with a disjointed hitbox below Wii Fit Trainer's outstretched arm that was greatly lowered in the transition from Smash 4 to Ultimate to counteract the move's extreme susceptibility to low profiling and short characters in general. Unlike the arm hit, the leg hit behind Wii Fit Trainer acts as a standalone move, sending the opponent a short distance away at a low angle. Because of this, the back hit of jab 1 can be used to set up tech chases or even jablock scenarios. Overall, jab 1 has low horizontal range, but its unique ability to cover both the area directly in front of and behind Wii Fit Trainer as well as the move's relative speed makes it a strong anti-crossup tool and "get-off-me" option.
==Update History==
 
*
==Hitboxes==
The scripts only specify hitstun modifiers for the ID 0, 2, 4, 6, and 7 hitboxes, but they apply to all hitboxes due to a glitch.
! Hitstun
|+4 frames
|—
|+4 frames
|—
|+4 frames
|—
|+4 frames
|—
|+4 frames
|—
|+4 frames
|—
|+4 frames
|+4 frames
|}
==Timing==
Clean hit 	4
Late hit 	5
Continuability window	9-24
Consecutive jab frame	10
Interruptible 	26
Animation length 	27
|-
==Trivia==
*Out of the first hits of all jabs in Ultimate, Wii Fit Trainer's has by far the highest amount of simultaneously active hitboxes, with 8 during the late hit.
Category:Wii Fit Trainer (SSBU)
Category:Neutral attacks (SSBU)
Wii Fit Trainer (SSBU)/Neutral attack/Hit 2

==Overview==
Wii Fit Trainer performs a Single Leg Twist, striking with their knee. This move's utility is restricted almost entirely to simply continuing the jab combo, but even so, it has a few issues that sometimes cause opponents to fall out of the combo. The first issue is the move's knockback; at higher percents and especially with Deep Breathing active, jab 2 is prone to knocking opponents too far away for the final hit of the jab combo to bury or even connect at all. Secondly, due to the move's Sakurai angle and superfluous knockback, jab 2 has a 7% chance to trip the opponent, which once again can cause jab 3 to not bury or even miss entirely. There are a few fringe situations where jab 2 can be used effectively without finishing the jab combo, most notably to jablock the opponent. However, due to the move's longer endlag in comparison to jab 1, it's typically more optimal to use jab 1 twice to jablock instead. Additionally, jab 2 can be used to cause opponents to slide off the edges of platforms or stages, forcing them into a tech or ledge hang situation, which Wii Fit Trainer can then capitalize upon.
==Hitboxes==
|}
==Timing==
Hitbox 	3-4
Continuability window	9-24
Interruptible 	30
Animation length 	49
|-
==Trivia==
*Despite the attack being a knee strike, its hitboxes use the foot type rather than the type.
Category:Wii Fit Trainer (SSBU)
Category:Neutral attacks (SSBU)
Wii Fit Trainer (SSBU)/Neutral attack/Hit 3

==Overview==
Wii Fit Trainer steps forward and performs a Lunge. This move is quite unique, as it is the only jab finisher in the Smash Bros. series to bury if the sweetspot hits a grounded opponent. This in turn allows for a slew of followups which can lead to extra damage, better stage control, or even kill confirms. However, the bury time of jab 3 is short enough and the endlag of it is long enough such that skilled mashers will often be able to escape virtually unscathed, even around 100% damage. Generally speaking, it is best to follow up with an aerial (usually up aerial) right when the opponent escapes at low and mid percents, and a forward tilt at high percents to net a kill. That being said, forward tilt cannot connect with certain buried opponents such as due to their low bury animations, in which case a less potent move such as down tilt has to be used instead. Jab 3 also has a fairly large sourspot which simply knocks opponents away at a diagonal angle if they are airborne or too far away for the sweetspot to connect. Even after Update increased the sweetspot hitbox size, one of the biggest downsides to this move is its inconsistent burying ability (although this is mostly due to jab 2's poor functionality), along with its extreme frame disadvantage on shield, with opponents being able to act a whole 30 frames before Wii Fit Trainer. Overall, this move offers more reward than many jab finishers, but is balanced out by its heightened level of risk, with virtually any character being able to punish it with a smash attack out of shield.
==Update History==
 
*
==Hitboxes==
|}
==Timing==
Hitbox 	5-6
Interruptible 	40
Animation length	58
Category:Wii Fit Trainer (SSBU)
Category:Neutral attacks (SSBU)
Wii Fit Trainer (SSBU)/Neutral special

==Update History==
 
*
 
*
==Hitboxes==
===Charging Windbox===
|}
===Projectile===
|}
==Timing==
Frame data for Sun Salutation is not affected by the level of charge the move has. From the charging animation, the projectile's hitbox becomes active on frame 4.
Hitbox 	21-90
Interruptible 	57
Animation length	59
|-
Category:Wii Fit Trainer (SSBU)
Category:Special moves (SSBU)
Category:Neutral special moves (SSBU)
Wii Fit Trainer (SSBU)/Pummel

==Overview==
Wii Fit Trainer squeezes the opponent. Her pummel is of average speed and deals average damage, although like the rest of Wii Fit Trainer's moveset its damage can be significantly increased by Deep Breathing. Like all pummels, it is useful for small amounts of chip damage that can sometimes allow a throw to kill earlier, as well as its ability to unstale other moves.
==Hitboxes==
|}
==Timing==
Hitbox 	1
Interruptible 	7
Animation length	24
Category:Wii Fit Trainer (SSBU)
Category:Pummels (SSBU)
Wii Fit Trainer (SSBU)/Side special

==Update History==
 
*
 
*
*
*
 
*
**
 11.0.1
*
==Hitboxes==
===Header===
|}
===Soccer ball===
!
!
|No stage
|43
|}
==Timing==
Clean hit	Input 	15-16
Clean hit	No input	31-32
Late hit 	Input 	17-19
Late hit 	No input	33-35
Category:Wii Fit Trainer (SSBU)
Category:Special moves (SSBU)
Category:Side special moves (SSBU)
Wii Fit Trainer (SSBU)/Up aerial

==Overview==
Wii Fit Trainer performs the Half-Moon pose, clasping both hands above her head and bending sideways at the waist. Although up aerial has average KO and combo ability, its main strength comes from its surprisingly large disjoint and consequently huge coverage both horizontally and vertically. This strength allows the move to successfully challenge and beat out many aggressive landings, as well as shark extremely well at the ledge, to the point of being able to reach past other massive moves such as 's down smash in many instances. On taller characters, landing up aerial can be used as a good combo starter at low percents, most notably leading into Header for massive damage at percents before neutral aerial into Header works. Funnily enough, up aerial's first active frame actually reaches significantly farther forward than Wii Fit Trainer's forward aerial, and as such can be used fairly well to catch opponents directly in front of her. Overall, up aerial doesn't have any glaring weaknesses; it's simply an all-around solid move with above average coverage that can help cover blindspots and secure kills at high percents.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-5
Hitboxes 	6-10
Ending autocancel 	36-
Interruptible 	40
Animation length 	39
|-
===Landing lag===
Interruptible 	10
Animation length	14
Category:Wii Fit Trainer (SSBU)
Category:Up aerials (SSBU)
Wii Fit Trainer (SSBU)/Up smash

==Overview==
Wii Fit Trainer performs the Tree pose, thrusting straight up with both arms. This move is Wii Fit Trainer's single strongest kill option, and when Deep Breathing is active it becomes one of the strongest up smashes in the game, second only to max aura and a critical hit from . Up smash is also Wii Fit Trainer's fastest smash attack by a wide margin, coming out a whole 5 frames faster than forward smash (her next fastest smash attack) on frame 11 as of Update . This low startup time coupled with the move's full-body intangibility from frames 9-12 results in excellent antiair capabilities, as the move can beat out virtually any aggressive landing option with the correct timing. Up smash also has an above average active period, and the late hit is still strong enough to kill at relatively low percents. Additionally, the move has a fairly large vertical disjoint, covering a generous area above Wii Fit Trainer that can shark platforms on many stages. Up smash's one big flaw is its complete lack of horizontal range, to the point where the move often completely misses opponents standing directly next to Wii Fit Trainer. A more minor drawback is the move's sizable endlag, leaving Wii Fit Trainer wide open to counterattacks if up smash misses.
==Update History==
 
*
==Hitboxes==
|}
==Timing==
The move disables jostling during frames 10-12.
Charges between 	4-5
Intangibility 	9-12
Clean hit 	11-12
Late hit 	13-19
Interruptible 	55
Animation length	66
|-
Category:Wii Fit Trainer (SSBU)
Category:Smash attacks (SSBU)
Category:Up smashes (SSBU)
Wii Fit Trainer (SSBU)/Up throw

==Overview==
Wii Fit Trainer sets the opponent like a volleyball. This is by far Wii Fit Trainer's most practical combo throw, and a staple of her combo game in general. Although there are few true followups for up throw, the move's real strength is the vast percent range during which it true combos into aerials, primarily up aerial and forward aerial. There is roughly a 50% window (from mid percents up to nearly 100%) for comboing out of up throw, and it works on every character in the game. Unlike forward throw combos, up throw combos are incredibly easy and consistent to pull off; even though the opponent can DI a fair amount, up throw gives the player so much extra time and up air covers such a large area that it is very unlikely for the opponent to escape. On fast fallers and particularly heavy characters, up throw can also combo into up tilt at very low percents, which in itself is a strong combo tool.
==Throw Data==
|}
==Timing==
Invincibility 	1-28
Throw 	28
Interruptible 	50
Animation length	62
|-
Category:Wii Fit Trainer (SSBU)
Category:Up throws (SSBU)
Wii Fit Trainer (SSBU)/Up tilt

==Overview==
Wii Fit Trainer performs the Triangle pose, bending down and stretching an arm straight up. This attack is an excellent antiair due to its large, long-lasting hitboxes and similarly long-lasting intangibility on Wii Fit Trainer's outstretched arm, which creates a very large disjoint that only a select few characters can successfully challenge from above. Up tilt also serves as a reliable combo tool, comboing into itself at low percents and aerials (typically up aerial) at mid and even high percents. With Deep Breathing active, up tilt can sometimes even true combo into up air as a kill confirm. As of Update , up tilt can also true combo into up smash as a kill confirm, although the confirm is very percent and character specific, not to mention Deep Breathing dependent. Aside from up tilt's arm hitboxes, the move also has a smaller sourspot on Wii Fit trainer's butt which sends the opponent away instead of straight up, making it much less useful as a combo starter, although it can still sometimes combo into back aerial at low percents. Up tilt can also be pivot canceled, greatly improving its horizontal coverage. The move's only real weakness is its complete inability to hit short or pancaking characters directly in front of Wii Fit Trainer, although there are many antiair moves in Ultimate that share this issue, such as 's up smash. Overall, up tilt is one of Wii Fit Trainer's only moves with notably large and consistent hitboxes, and is one of her most reliable moves as a result.
==Hitboxes==
|}
==Timing==
Hitbox 	5-12
Right arm intangible	3-12
Interruptible 	30
Animation length 	53
!Hitboxes 
|-
!Arm 
Category:Wii Fit Trainer (SSBU)
Category:Tilt attacks (SSBU)
Category:Up tilts (SSBU)
Wii U Pro Controller

The Wii U Pro Controller is a controller option for the Wii U, serving as an alternative to the Wii U GamePad without the extra screen. It can be either plugged in, or be used wirelessly.
The Wii U Pro Controller features two analog sticks, a D-pad, A, B, X and Y buttons, the L and R shoulder buttons, and two Z buttons (labeled ZL and ZR) next to the L and R buttons, respectively. Alongside the shoulder buttons are clickable analog sticks. In the center are + (Start), - (Select), Home, and Power buttons. This controller is one of several compatible with .
==Compatibility==
The Wii U Pro Controller has only been made officially compatible with the Wii U, as it was not made forwards compatible with the next-generation Nintendo Switch console. However, its optional wired connection allows the controller to be plugged in to other devices like a PC, making it unofficially compatible with games on those systems.
In for Wii U, the buttons on the Wii U Pro controller can be remapped in the Controls menu to perform other functions.
==Standard controls==
(left) 	Move
 	Standard attacks
 	Special moves
(right)	Stick-smash
 	Jump
 	Grab
 	Shield
 	Taunt
 	Pause
 	Home Menu
 	Nothing
==Technical data==
===Input lag===
The Wii U Pro Controller has the highest latency out of all usable Smash 4 controllers barring the Nintendo 3DS, experiencing lows of 75.36ms (4.5 frames) and 93.7ms (5.5 frames). This makes it up to a frame slower than a Wii Remote or GameCube controller in some situations.Latency video
==In competitive play==
The Wii U Pro Controller was the second most popular controller in after the GameCube controller. It effectively replaced the Classic Controller due to being more easily accessible for new players at the time, though some did not convert due to swearing by its lower latency. Its flexibility of being wired or wireless without the need for an adapter and being shaped more like an industry standard controller also made it enticing, though some complaints like the stick placement were prevalent.
==References==
Category:Controllers
Category:Wii U
Wild Goose (disambiguation)

Wild Goose is a vehicle in the series and appears as:
*a stage element.
**In Melee's , Big Blue, and the Adventure Mode stage, F-Zero Grand Prix.
**In Brawl's Port Town Aero Drive.
**In SSB4's .
*a trophy.
**Part of Melee's F-Zero Racers trophy.
**Part of Brawl's Pico trophy.
**Part of SSB4's Pico trophy.
**A trophy in Super Smash Bros. for Nintendo 3DS.
*a sticker in Brawl.
Category:Trophies (SSBM)
Category:Trophies (SSBB)
Category:Stickers
Category:Trophies (SSB4-3DS)
Category:Trophies (SSB4-Wii U)
Category:F-Zero universe
Wind (disambiguation)

Wind may refer to:
*Windboxes, a type of hitbox that pushes or pulls an opponent
*Wind, the phenomenon present on certain stages
*Farore's Wind, Zelda's up special move
*The Legend of Zelda: The Wind Waker
**The Wind Waker itself, which is occasionally held by Toon Link
*Elwind, Robin's up special move
*Gust Bellows, an item in Super Smash Bros. 4 and Super Smash Bros. Ultimate
*Windy Hill Zone, a stage in and Ultimate
==See also==
*Tornado (disambiguation)