I mostly have been playing Sheik, but WFT is just so.... fun. Here are a few matches from my Wii Fit's tournament debut last week. Critiques much appreciated, especially in regards to the match-up against Kirby, who is overly represented in my region? I never know which moves are going to whiff and when...
First off, congrats for using WFT in a tourney setting. She needs all the rep she can get!
Now about Kirby:
Some may disagree with me, but once you get over the shortness, Kirby is pretty manageable.
1. You're faster.
Both your air and ground speed outrank his, so use it aggressively. Uairs will help to condition them to do riskier options, and don't be afraid to run away. Kirby's combos work best against players who move and stop in one place, then move, then stop, etc. The way I play the matchup is by constantly moving and forcing Kirby to react to my pressure. Which comes from...
2. Your projecties.
Short hop Headers will scare Kirby out of his comfort zone (the air), and if he tries to air dodge, he eats an Uair since you have no landing lag from Header if done correctly. Also, mix up your shots with ledge Headers near the ground and cancelled Ftilt Headers to hit even higher. Your SS, especially charged, is an incredible long range punish against his laggy moves like upB, Hammer, coming out of Stone, etc. Not only that, but it ties into your movement options since you can use an aerial move, then start charging and dodge the moment you hit the ground thanks to charge cancelling. Or you can shield and immediately jump again, forcing more chasing by Kirby. This is important! The more impatient he gets, the more risky bis moves become and that's when you hit him with the charged SS.
3. Offstage superiority (without customs):
Your speed and maneuverability carries over into the offstage game, where Kirby's normal edgeguarding techniques are too linear to get in WFT's way. Lazily falling sideways actually ruins Kirby's offstage game if he chases you. Even worse, once he misses, his slow air speed actually hinders him from dodging your spikes. Save your jump, though.
A: Stone: Usually they start up high, giving you plenty of time to grab the ledge and punish. If away fron the ledge, save your jump and use your Header to either spike him or hit him with the ball for a possible stage spike. Up B provides a second opportunity. Beware the double Stone!
B:Dair: most of the time, this is aggressively fast fallen, but you can actually dodge it by falling to left, right, or underneath with your own fast fall (save your jump). Usually you'll end up with the advantage, so just Dair him or whichever spike you prefer.
C: Up B: When used onstage to edgeguard, fall underneath the ledge to dodge the projectile. If you grab the ledge, you can get a free Uair into an air chase. If you aren't at the ledge yet, be patient and see what his next move is before you rush to get back onstage. Up B is also a terrible recovery and Kirby's last resort because of its ledge snap issues. DAIR HIM. JUST. DO IT. STOMP HIM. Count his jumps and stomp during the rising animation of Up B. It's so hilarious. Also, it's totally possible to trick Kirby (and other multi jumpers) into chasing you offstage and wasting their jumps to get back with. Not even Up B wil save him. Laugh. Charge. Deep Breathe. Laugh some more.
That should help a bit. TLDR: Keep moving, play aggressively by running around between melee and projectile range, and spike like you've never spiked before. Just don't play as if Kirby has the advantage and the rest will follow.