Editing Training (stage)

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==Stage overview==
==Stage overview==
[[File:Training stage.jpg|thumb|left|A full view of the stage]]
[[File:Training stage.jpg|thumb|left|A full view of the stage]]
Training is a very large stage with a {{s|wikipedia|Cartesian grid}} background. The grid is made of several small units, with every 10 units forming a unit square. Multiples of 5 and 10 unit squares from the center are highlighted and labeled with blue and red lines, respectively. The square units adjacent to the left and right of the center point are grayed out. {{SSBU|Battlefield}}'s and {{SSBU|Final Destination}}'s [[blast line]]s relative to the center point are also displayed.
Training is a very large stage with a {{s|wikipedia|Cartesian grid}} background. The grid is made of several small units, each 10 units forming a unit square. Multiples of 5 and 10 unit squares from the center are highlighted and labeled with blue and red lines respectively. The square units adjacent to the left and right of the center point are grayed out. {{SSBU|Battlefield}}'s and {{SSBU|Final Destination}}'s [[blast line]]s relative to the center point are also displayed.


The stage is divided into three sections: a large flat solid platform on the right, a Battlefield section in the middle, and a section with a single vertical wall to the left. All solid ledges are grabbable. The primary revival platform drops players directly on the center point.
The stage is divided into three sections: a large flat solid platform on the right, a Battlefield section in the middle and a section with a single vertical wall to the left. All solid ledges are grabbable. The primary revival platform drops players directly on the center point.


The stage has a unique camera that always faces the stage straight on, so that the grid will not be subjected to parallax error; however, certain Final Smashes are able to bypass this temporarily. The stage itself is not two-dimensional, so hitboxes will behave normally on it.
The stage has a unique camera which always faces the stage straight on, so that the grid will not be subject to parallax error; however, certain Final Smashes are able to bypass this temporarily. The stage itself is not two-dimensional, so hitboxes will behave normally on it.
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