Editing Training Mode

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==Overview==
==Overview==
As implied by its name, Training Mode is intended to allow players to practice using characters in a controlled, non-impactful setting. All matches within the mode are actually [[Time]] matches of infinite length, as seen on the Jumbotrons featured in the [[Pokémon Stadium]] stages. The player can use any character they wish and select one CPU character as their opponent. The CPU's [[Artificial_intelligence|level]] is fixed at 3 in ''Super Smash Bros.'' and 1 in ''Super Smash Bros. Melee''; starting in ''Brawl'', the level can be freely selected much like in standard Versus Mode matches. Any stages available to the player can be used in the mode, including ''Super Smash Bros. 4''{{'}}s [[Ω form]] stages and ''Super Smash Bros. Ultimate''{{'}}s [[Battlefield form]] stages, except for the custom stages in ''Ultimate''. In ''Ultimate'', Training Mode allows selecting [[Training (stage)|an exclusive stage]] with a grid that displays exact distances between points.
As implied by its name, Training Mode is intended to allow players to practice using characters in a non-serious setting. All matches within the mode are actually [[Time]] matches of infinite length, as seen on the Jumbotrons featured in the [[Pokémon Stadium]] stages. The player can use any character they wish and select one CPU character as their opponent. The CPU's [[Artificial_intelligence|level]] is fixed at 3 in ''Super Smash Bros.'' and 1 in ''Super Smash Bros. Melee''; starting in ''Brawl'', the level can be freely selected much like in standard Versus Mode matches. Any stages available to the player can be used in the mode, including ''Super Smash Bros. 4''{{'}}s [[Ω form]] stages and ''Super Smash Bros. Ultimate''{{'}}s [[Battlefield form]] stages, except for the custom stages in ''Ultimate''. In ''Ultimate'', Training Mode allows selecting [[Training (stage)|an exclusive stage]] with a grid that displays exact distances between points.


A new modifier in ''Ultimate'' allows drawing of launch distances and trajectories for an attack: a red, green and blue line will display the predicted distance and trajectory for that attack as if it was used against an opponent at 0%, 50%, and 100% damage, respectively. The weight, fall speed, and gravity of the targeted fighter are factored into the predictions as well, allowing for a detailed calculation of how well an attack will perform in any given circumstance. [[Stale-move negation]] is not present in the mode for ''Brawl'' or ''SSB4'', and [[rage]] is not present in ''SSB4''; a new modifier in Ultimate allows the player to turn these elements on or off. Additionally, pausing in ''SSB4'' and ''Ultimate'' will freeze the stage and relevant hazards, but not characters or items; in ''Ultimate'', attacks will also not connect while the game is paused, effectively making all characters [[intangible]].
A new modifier in ''Ultimate'' allows drawing of launch distances and trajectories for an attack: a red, green and blue line will display the predicted distance and trajectory for that attack as if it was used against an opponent at 0%, 50%, and 100% damage, respectively. The weight, fall speed, and gravity of the targeted fighter are factored into the predictions as well, allowing for a detailed calculation of how well an attack will perform in any given circumstance. [[Stale-move negation]] is not present in the mode for ''Brawl'' or ''SSB4'', and [[rage]] is not present in ''SSB4''; a new modifier in Ultimate allows the player to turn these elements on or off. Additionally, pausing in ''SSB4'' and ''Ultimate'' will freeze the stage and relevant hazards, but not characters or items; in ''Ultimate'', attacks will also not connect while the game is paused, effectively making all characters [[intangible]].

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