I thought this was a really cool idea for a guide thread, so I figured I would do some labbing. I haven't had time to do much, but here's what I have so far. I plan to continue updating this as I have time to test it, but having people double check the moves I do list would be helpful, since I doubt I'm testing may of these to frame perfection, especially given how much Wii Fit wiggles while crouching. If you find you are able to hit with any of the scenarios I have listed here, please let me know so I can go back to testing.
General Notes:
-Wii Fit's crouch is 0.4 units high at its tallest point, at their head, as measured in training mode.
-Wii Fit's crouch is 0.2 units high at its lowest point, at the feet, meaning Wii Fit reverse crouch can dodge more in some cases.
-If you stay in crouch, you begin doing push-ups, which increases the height of your head to 0.6 unit. Your foot height is unaffected, but everything between goes upwards to keep a straight line. This will, obviously, reduce the things you can crouch under.
-While crouching, Wii Fit's hips will move up and down slightly as an idle animation. This makes some moves hit only some of the time if they hit near the center of the hurtbox. Such moves will be noted.
-All aerials that lack lots of active frames or the "Stall and Fall" trait are harder to hit against a crouching Wii Fit, as they have to be used closer to the ground and have a tighter timing window. Just because a move can hit does not mean it is easy, but I will only be listing true misses below.
-All aerials that stay out a long time below their user or are "Stall and Fall" become easier to hit against a crouching Wii Fit, as your hurtbox is significantly wider while crouching, giving more area to land on.
Misses even during push-ups:
-Utilt
-Uair
-Usmash
-NSpecial (spacing dependent)
Misses normal crouch:
-Jab 1 (Jab 2 always hits if within range)
-Fsmash (if angled upwards)
Misses reverse crouch only:
-Ftilt (if angled upwards)
-Fsmash (if not angled, and will still hit if you're too close)
-Grab
Misses even during push-ups:
-Ftilt (if angled upwards)
-Uair
-Usmash
-Uspecial (Back hits)
Misses normal crouch:
-Ftilt (If not angled, and will still hit if you're too far away)
-Utilt (front hit)
-Bair
-Nspecial (idle animation dependent, will hit if too far away)
Misses reverse crouch:
-Ftilt (if not angled, and will still hit if you are too close)
-Nspecial (will hit if you are too close)
Misses even during push-ups:
-Uair
-Fair
-Bair
-Nspecial (will hit if too far away, safe zone larger with higher charge)
Misses normal crouch:
-Jab 1 and 2 (3 hits normal crouch)
-Utilt (front hit)
-Fsmash 1 (2 always hits if in range)
-Fsmash projectile
-Grab
-Fspecial (No angle)
-Uspecial (Always avoids early hit, late hit will hit if too far away)
Misses reverse crouch:
-Jab 3 (hits if too close)
-Utilt (back hit)
-Nair
-Usmash 1 (front hit, 2 always hits if in range)
-Uspecial (Always avoids early hit, late hit will hit if too close)
Misses even during push-ups:
-Jab 1 (2 always hits if in range)
-Ftilt (if angled up OR not angled and spaced away)
-Nair (back hit or front hit if spaced away
-Uair
-Fair (first 3 hits only)
-Zair
-Usmash
-Fsmash (angled up OR not angled if close)
-Nspecial (uncharged)
-Fspecial (tilt version if close)
Misses normal crouch:
-Ftilt (if not angled)
-Nair
-Fsmash (if not angled)
-Nspecial (about 1/2 charged)
-Fspecial (smash version)
Misses reverse crouch:
-Uair
Misses even during push-ups:
-Jab 1 (2 always hits if in range)
-Ftilt (if angled up OR not angled and spaced away)
-Nair (back hit or front hit if spaced away)
-Fair (first 3 hits only)
-Zair
-Usmash
-Fsmash (angled up OR not angled if close)
-Nspecial (uncharged)
-Fspecial (tilt version if close)
Misses normal crouch:
-Ftilt (no angle)
-Nair
-Uair
-Nspecial (about 1/2 charged)
-Fspecial (smash version)
Misses reverse crouch only:
-Uair