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[[File:TrainingSSBU.jpg|thumb|250px|Training Mode in ''[[Super Smash Bros. Ultimate]]'']]
[[File:TrainingSSBU.jpg|thumb|250px|Training Mode in ''[[Super Smash Bros. Ultimate]]'']]
{{cquote|''Select a stage and a fighter and get some practice in! Study moves and become the best!''|cite=Description from ''Ultimate''{{'}}s Mode Guide}}
{{cquote|''Select a stage and a fighter and get some practice in! Study moves and become the best!''|cite=Description from ''Ultimate''{{'}}s Mode Guide}}
'''Training Mode''' ({{ja|トレーニング|Torēningu}}, ''Training''), or simply '''Training''' in ''[[Super Smash Bros. Brawl]]'' onwards, is a mode available in all games of the ''Super Smash Bros.'' series where the player can manipulate overall gameplay of a match and experiment with the [[CPU]] without the restrictions of standard [[Versus Mode]]. The mode's features, behaviors, and properties vary throughout the series.
'''Training Mode''' ({{ja|トレーニング|Torēningu}}, ''Training''), or simply '''Training''' in ''[[Super Smash Bros. Brawl|Brawl]]'' onwards, is a mode available in all games of the ''Super Smash Bros.'' series where the player can manipulate overall gameplay of a match and experiment with the [[CPU]] without the restrictions of standard [[Versus Mode]]. The mode's features, behaviors, and properties vary throughout the series.


==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 ''Smash 64'' and 1 in ''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 ''Smash 4''{{'}}s [[Ω form]] stages and ''Ultimate''{{'}}s [[Battlefield form]] stages, except for the custom stages in ''Ultimate'' for unknown reasons. 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 is factored into the predictions as well, allowing for a detailed calculation of how well an attack will perform in any given circumstance. Interestingly, [[Stale-Move Negation]] is not present in the mode for ''Brawl'' or ''SSB4'', and [[rage]] is not present in ''SSB4''; a new modifier in ''[[SSBU|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]].


===Overlay===
===Overlay===
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*'''Enemy''' {{GameIcon|SSB}}{{GameIcon|SSBM}}{{GameIcon|SSBB}}: Shows the behavior set by the player for any CPUs in play.
*'''Enemy''' {{GameIcon|SSB}}{{GameIcon|SSBM}}{{GameIcon|SSBB}}: Shows the behavior set by the player for any CPUs in play.
*'''Item''' {{GameIcon|SSB}}: Shows the item the player is currently holding.
*'''Item''' {{GameIcon|SSB}}: Shows the item the player is currently holding.
*'''Damage''': Displays amount of damage most recent attack inflicted by the player. Up until ''Ultimate'', decimals could not be visibly seen, leading the damage display to round off to the nearest whole number. Weaker attacks doing <1% damage may be displayed as dealing "0%" damage.
*'''Damage''': Displays amount of damage most recent attack inflicted by the player. Up until ''Ultimate'', decimals could not be visibly seen, leading the damage display to round off to the nearest whole number. Weaker attacks doing 1%< damage may be displayed as dealing "0%" damage.
*'''Combo {{GameIcon|SSB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}}/Consecutive Hits {{GameIcon|SSBM}}{{GameIcon|SSBB}}''': Displays how many hits the player has attained on the opponent in one standard [[combo]]; this data is saved, with the longest combo done by each individual character being displayed on the [[character select screen]] for the mode. The counter in the overlay will top out at 999, though the mode can display higher combos on the character select screen. In ''Ultimate'', the use of items will cause the combo counter to turn red and not save as a longest combo (or unlock anything that requires a certain combo).
*'''Combo {{GameIcon|SSB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}}/Consecutive Hits {{GameIcon|SSBM}}{{GameIcon|SSBB}}''': Displays how many hits the player has attained on the opponent in one standard [[combo]]; this data is saved, with the longest combo done by each individual character being displayed on the [[character select screen]] for the mode. The counter in the overlay will top out at 999, though the mode can display higher combos on the character select screen. In ''Ultimate'', the use of items will cause the combo counter to turn red and not save as a longest combo (or unlock anything that requires a certain combo).
*'''Total Damage'''{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}}: Displays how much damage the present combo has done on opponents. Like the Combo counter, it maxes out at 999.
*'''Total Damage'''{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}}: Displays how much damage the present combo has done on opponents. Like the Combo counter, it maxes out at 999.
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**'''1.5x''' {{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4-WiiU}}{{GameIcon|SSBU}}: Runs at increased speed.
**'''1.5x''' {{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4-WiiU}}{{GameIcon|SSBU}}: Runs at increased speed.
**'''2x''' {{GameIcon|SSBM}}: Runs at even faster speed.
**'''2x''' {{GameIcon|SSBM}}: Runs at even faster speed.
**'''1/2 (Hold L), 1/4 (Hold L)''' {{GameIcon|SSB4}}: Runs at reduced speed while the {{button|Wii U|L}} button is held, pauses gameplay when {{button|Wii U|L}} is released.
**'''1/2 (Hold L), 1/4 (Hold L)''' {{GameIcon|SSB4}}: Runs at reduced speed while the L button is held, pauses gameplay when L is released.
**'''1 Frame (Press ZL)''' {{GameIcon|SSBU}}: Advances by one frame if{{button|Switch|ZL}}is tapped, an item is spawned, or the number of CPUs is adjusted. Runs at normal speed while{{button|Switch|ZL}}is held or during a Final Smash. Players using a GameCube controller instead hold {{button|GCN|L}}, and players using a horizontal Joy-Con instead use{{button|Switch|SL}}.
**'''1 Frame (Press ZL)''' {{GameIcon|SSBU}}: Advances by one frame if ZL is tapped, an item is spawned, or the number of CPUs is adjusted. Runs at normal speed while ZL is held or during a Final Smash. Players using a GameCube controller will instead hold L.
*'''Item''': Allows the player to spawn an item of their choice on the stage. As the pause menu does not stop gameplay, items can interact with the environment while the stage is paused. ''Brawl'' introduced the ability to spawn [[Capsule]]s, [[Crate]]s, and [[Barrel]]s. ''Ultimate'' added the option to spawn specific [[Assist Trophies]] or [[Poké Ball]]s, although some can't be selected on certain stages.
*'''Item''': Allows the player to spawn an item of their choice on the stage. As the pause menu does not stop gameplay, items can interact with the environment while the stage is paused. ''Brawl'' introduced the ability to spawn [[Capsule]]s, [[Crate]]s, and [[Barrel]]s. ''Ultimate'' added the option to spawn specific [[Assist trophy|assist trophies]] or [[Poké Ball]]s, although some can't be selected on certain stages.
*'''CP/CPU''': Modifies the behavior of the computer-controlled players. For a more detailed list of all available behaviors in various games, see [[List of CPU modes]].
*'''CP/CPU''': Modifies the behavior of the computer-controlled players. For a more detailed list of all available behaviors in various games, see [[List of CPU modes]].
**'''Stand/Stop''': Stays idle. Will still attempt to recover if launched off stage.
**'''Stand/Stop''': Stays idle. Will still attempt to recover if launched off stage.
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**'''[[Fixed-Camera]]''' {{GameIcon|SSB4}}{{GameIcon|SSBU}}: Zooms the camera out, showing the entire stage.
**'''[[Fixed-Camera]]''' {{GameIcon|SSB4}}{{GameIcon|SSBU}}: Zooms the camera out, showing the entire stage.
**'''Zoom''' {{GameIcon|SSBU}}: Zooms in close to the player, farther away than Max Zoom.
**'''Zoom''' {{GameIcon|SSBU}}: Zooms in close to the player, farther away than Max Zoom.
*'''Reset''' {{GameIcon|SSB}}{{GameIcon|SSBM}}{{GameIcon|SSB4}}{{GameIcon|SSBU}}: Sends all characters back to their original spawn points and resets damage percentages to their original values. Outside of ''Melee'', also removes all items from play, returns the stage to its original form, and restarts the music. In ''Smash 4'' and ''Ultimate'', random stage events will occur in the same way as before when resetting the stage, and [[Smash Taunt]]s can be performed again
*'''Reset''' {{GameIcon|SSB}}{{GameIcon|SSBM}}{{GameIcon|SSB4}}{{GameIcon|SSBU}}: Sends all characters back to their original spawn points and resets damage percentages to their original values. Outside of ''Melee'', also removes all items from play, returns the stage to its original form, and restarts the music. In ''Ultimate'', random stage events will occur in the same way as before when resetting the stage, and [[Smash Taunt]]s can be performed again
*'''Exit''': Sends the player back to the character selection screen.
*'''Exit''': Sends the player back to the character selection screen.
The following options are only available in ''Ultimate'':
The following options are only available in ''Ultimate'':
*'''[[Move List]]''': Allows the player to read about characters' special moves (including Final Smashes), as well as information on [[fighter ability|fighter abilities]] and complex special moves.
*'''[[Move List]]''': Allows the player to read about characters' special moves (including [[Final Smashes]]), as well as information on [[fighter ability|fighter abilities]] and complex special moves.
*'''Fixed Damage''': If enabled, CPU percentage will not increase upon taking damage, and CPUs will not use [[Directional influence|DI]] or [[Smash directional influence|SDI]].
*'''Fixed Damage''': If enabled, CPU percentage will not increase upon taking damage, and CPUs will not use [[Directional Influence|DI]] or [[Smash directional influence|SDI]].
*'''Trajectory Guide''': Shows the launch trajectory of the most recent attack at 0% (red), 50% (green), and 100% (blue). Does not account for DI.
*'''Trajectory Guide''': Shows the launch trajectory of the most recent attack at 0% (red), 50% (green), and 100% (blue). Does not account for DI.
*'''Invincibility''': When enabled, portions of characters will glow blue when [[intangible]] and green when [[invincible]]. This option also effectively allows the player to see the character's [[hurtbox]].
*'''Invincibility''': When enabled, portions of characters will glow blue when [[intangible]] and green when [[invincible]]. This option also effectively allows the player to see the character's [[hurtbox]].
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*Getting a 21 hit or higher combo will grant the player the [[Lip's Stick]] trophy.
*Getting a 21 hit or higher combo will grant the player the [[Lip's Stick]] trophy.
*Getting a total of 125 combined combos will grant the player the [[Bunny Hood]] trophy.
*Getting a total of 125 combined combos will grant the player the [[Bunny Hood]] trophy.
===In ''Brawl''===
===In ''Brawl''===
*Getting a 10 hit combo will grant the player the [[Banana Peel]] trophy
*Getting a 10 hit combo will grant the player the [[Banana Peel]] trophy
*Getting a total of 400 combined combos will grant the player the [[Ouendan]] trophy.
*Getting a total of 400 combined combos will grant the player the [[Ouendan]] trophy.
===In {{for3ds}}===
===In {{for3ds}}===
*Getting a 10 hit or higher combo will grant the player the [[Huge Header]] custom special move.
*Getting a 10 hit or higher combo will grant the player the [[Huge Header]] custom special move.
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*Getting a 100 hit or higher combo will grant the player the Protective Gear outfit.
*Getting a 100 hit or higher combo will grant the player the Protective Gear outfit.
*Getting a total of 400 combined combos will grant the player the Leaper Ability Badge.
*Getting a total of 400 combined combos will grant the player the Leaper Ability Badge.
===In {{forwiiu}}===
===In {{forwiiu}}===
*Getting a 30 hit or higher combo will grant the player the Title Theme (Wii Sports Resort) music track.
*Getting a 30 hit or higher combo will grant the player the Title Theme (Wii Sports Resort) music track.
*Getting a 50 hit or higher combo will grant the player the Unharmed Speed Demon Agility Badge equipment.
*Getting a 50 hit or higher combo will grant the player the Unharmed Speed Demon Agility Badge equipment.
===In ''Ultimate''===
===In ''Ultimate''===
*Getting a 20 hit or higher combo will grant the player the [[List of spirits (Game & Watch series)|Lion]] spirit.
*Getting a 20 hit or higher combo will grant the player the [[List of spirits (Game & Watch series)|Lion]] spirit.


==Glitches==
==Glitches==
===Character loading input delay===
 
[[File:Inputpriority Brawl.gif|thumb|250px|Example of the effects of the character loading input delay, with all four players using the same input on the same frames.]]
===Character Loading Input Delay===
[[File:Inputpriority.PNG|thumb|right|250px|Example of the effects of the Character Loading Input Delay, with all four players using the same input on the same frames. Up tilt was pressed repeatedly until the desync was noticeable.]]
In ''Brawl'', after adding additional CPUs to a match, those CPUs do not function correctly when they are set to Control. It is unclear exactly what causes it, but they do not act on the same frame as another character using the same input, causing both input delays and ignored inputs. Opening and closing the training menu (by pressing the pause button) fixes this until a new CPU is added. This does not occur in any other games.
In ''Brawl'', after adding additional CPUs to a match, those CPUs do not function correctly when they are set to Control. It is unclear exactly what causes it, but they do not act on the same frame as another character using the same input, causing both input delays and ignored inputs. Opening and closing the training menu (by pressing the pause button) fixes this until a new CPU is added. This does not occur in any other games.


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Since the menu cannot be interacted with, and there is no way to end the glitch, it becomes impossible to end the Training session without closing and restarting the game, effectively softlocking it. This glitch was patched in 12.0.0
Since the menu cannot be interacted with, and there is no way to end the glitch, it becomes impossible to end the Training session without closing and restarting the game, effectively softlocking it. This glitch was patched in 12.0.0


===Minor bugs (''Smash 4'')===
===Minor bugs===
*Although opening the Training Mode menu otherwise disables all actions for fighters so that the player can toggle the menu options, the game oddly still enables the shifting of the position of shields while the menu is open (which can be accomplished by activating the shield and immediately opening the menu before the shield is dropped). It is not known what causes this glitch.
*If a character in Training Mode has All-Round Trade-Off [[Equipment]] they will start with 0% damage (with the damage meter even doing the "damaged" animation) instead of 60%. This can be fixed by pushing "Reset" in the training menu.
*In the 3DS version, when playing as {{SSB4|King Dedede}} on {{SSB|Dream Land}}, sometimes another King Dedede will appear in the background of the stage when it is normally not supposed to happen in regular gameplay.
*If [[Palkia]] is summoned in Training Mode in the 3DS version, the "Info" displaying the damage, total damage, and combo numbers will be present while the stage is being flipped, meaning that, rather than hiding the information, the game simply moves it off-screen.
**As such, the numbers are upside down if the stage is flipped.
*In the Wii U version, if one resets the training session during the "numbers breaking" animation, the Damage meter will become stuck in the shaking animation until the affected player takes damage.
 
===Minor bugs (''Ultimate'')===
*The combo counter does not function properly for attacks with an [[electric]] effect, often resetting after the second hit of an attack with such an effect even if it is a true combo. This is likely due to electric attacks using a unique [[flinch]]ing animation, which is not properly taken into account by the combo counter. Some attacks that clearly show this bug when comboed into from others are {{SSBU|Pikachu}}'s neutral aerial and {{SSBU|Pichu}}'s back aerial.
*Due to [[frozen]] fighters having altered knockback physics, the trajectory guide will not accurately calculate the launch trajectory and distance of fighters who are hit by [[freezing]] attacks.
*Due to [[frozen]] fighters having altered knockback physics, the trajectory guide will not accurately calculate the launch trajectory and distance of fighters who are hit by [[freezing]] attacks.
*When extremely high amounts of knockback are dealt, the trajectory guide begins to incorrectly predict the angle that the victim will be launched at. This can be clearly seen by using Marth or Lucina's final smash against Mario on the Training stage. The blue line representing 100% damage will predict a noticeably higher launch angle than the green and blue lines (50% and 0% damage respectively), however, Mario will not actually be launched at such a high angle.
*When extremely high amounts of knockback are dealt, the trajectory guide begins to incorrectly predict the angle that the victim will be launched at. This can be clearly seen by using Marth or Lucina's final smash against Mario on the Training stage. The blue line representing 100% damage will predict a noticeably higher launch angle than the green and blue lines (50% and 0% damage respectively), however, Mario will not actually be launched at such a high angle.
**Additionally, the trajectory guide does not consider vertical air friction in its predictions. While this usually does not matter, if a very floaty fighter like Jigglypuff is made floatier by the use of spirits, set weight knockback launch trajectories may predict the fighter ending up lower down than they actually do, because set weight knockback initially uses fixed values for gravity and fall speed before switching back to a fighter's usual stats, at which point if said fighter is falling faster than their fall speed, vertical air friction will slow their descent, which is not accounted for by the trajectory guide.
*In ''Ultimate'', resetting Training Mode while a fighter's [[jostle]] strength is modified, it will not be corrected until a move which corrects the fighter's jostle strength is used. Currently, {{SSBU|Isabelle}} is the only fighter affected by this, with her fishing rod both triggering and fixing the glitch.
*If the menu is opened on the first frame when the training session begins, the combo counter and game speed indicator will remain permanently transparent for the remainder of the session, even if the counter is closed and re-opened.
*In ''Ultimate'', resetting Training Mode right after the player is hit by Mario or Dr. Mario's [[Cape]] will result in the temporarily reversed controls carrying over into the reset session. It will wear off as usual.
*If Ice Climbers are the CPU opponent, the damage of any attack that hits the partner will be shown in the Total Damage counter, but not the individual Damage counter.
*In ''Ultimate'', resetting Training Mode and then using certain special moves without making any other inputs first can result in the user moving backwards. These include:  
*When {{SSBU|Kirby}} [[List of Copy Abilities|copies]] {{SSBU|Mr. Game & Watch}} or {{SSBU|Steve}}, the invincibility and intangibility overlays from the "Invincibility" modifier do not properly apply to him, with the most evident case being when obtaining a [[Super Star]].<ref>[https://twitter.com/ron_yt0510/status/1316293586644692993]</ref> This is due to both of these Copy Abilities fully covering his base model.
*Prior to version {{SSBU|12.0.0}}, the individual Damage counter could display 0.1% less damage for certain moves with decimal damage values, despite the Total Damage counter showing the correct amount of damage applied to the opponent. As an example, most pummels deal 1.3% damage without the [[1v1 multiplier]], but would have their damage erroneously displayed as 1.2% in the counter.
*If the game speed is changed, {{SSBU|Duck Hunt}}'s smash attacks will have double the amount of hitboxes.
**If any of these hitboxes are interrupted at the right time, a [[hitbox]] will be spawned at that location. This hitbox has the damage output and knockback angle of the hitbox that was interrupted, and will activate with any attack regardless of Duck Hunt's location except for [[neutral attack]], which instead will despawn it.
 
====Reset bugs====
After using the Reset Positions function, various features can function unusually:
*Any [[crowd]] sound effects will no longer play until Training Mode is exited and re-entered.
*If resetting while a fighter's [[jostle]] strength is modified, it will not be corrected until a move which corrects the fighter's jostle strength is used. Currently, {{SSBU|Isabelle}} is the only fighter affected by this, with her fishing rod both triggering and fixing the glitch.
*The temporarily reversed controls from attacks with the [[reverse]] effect, such as {{SSBU|Mario}}'s [[Cape]], will carry over into the reset session, though they will still wear off after some time as usual.
*Using certain special moves without making any other inputs first can result in the user moving backwards. These include:
**Little Mac's [[Rising Uppercut]] will cause him to be boosted backwards, rather than forward, at the start of the attack.
**Little Mac's [[Rising Uppercut]] will cause him to be boosted backwards, rather than forward, at the start of the attack.
**Peach's [[Peach Bomber]] will cause her to move further backward before jumping forwards. Mechanically very difficult to perform, as if any left or right input is detected before the special move button is pressed, the effect will be cancelled.
**Peach's [[Peach Bomber]] will cause her to move further backward before jumping forwards. Mechanically very difficult to perform, as if any left or right input is detected before the B button is pressed, the effect will be cancelled.
*Resetting with the Pokémon Trainer as a CPU opponent while using a Pokémon that did not start the match (e.g. starting a match as Squirtle, but resetting the match as Ivysaur/Charizard) will cause the name of the starting Pokémon to appear on the screen for one frame.
*In ''Smash 4'', although opening the Training Mode menu otherwise disables all actions for fighters so that the player can toggle the menu options, the game oddly still enables the shifting of the position of shields while the menu is open (which can be accomplished by activating the shield and immediately opening the menu before the shield is dropped). It is not known what causes this glitch.
*In ''Ultimate'', if the training mode menu is opened on the first frame when the training session begins, the combo counter and game speed indicator will remain permanently transparent for the remainder of the session, even if the counter is closed and re-opened.
*In ''Smash 4'', if a character in Training Mode has All-Round Trade-Off [[Equipment]] they will start with 0% damage (with the damage meter even doing the "damaged" animation) instead of 60%. This can be fixed by pushing ''Reset'' in the training menu.
*In ''Super Smash Bros. for Nintendo 3DS'', when playing as {{SSB4|King Dedede}} on [[Dream Land (SSB)|Dream Land]], sometimes another King Dedede will appear in the background of the stage when it is normally not supposed to happen in regular gameplay.
*If [[Palkia]] is summoned in Training Mode in {{for3ds}}, the "Info" displaying the damage, total damage, and combo numbers will be present while the stage is being flipped, meaning that, rather than hiding the information, the game simply moves it off-screen.
**As such, the numbers are upside down if the stage is flipped.
*If one resets the training session in {{forwiiu}} during the "numbers breaking" animation, the Damage meter will become stuck in the shaking animation until the affected player takes damage.
*In ''Ultimate'', a glitch causes the individual Damage counter to display 0.1% less damage for certain moves with decimal damage values, despite the Total Damage counter showing the correct amount of damage applied to the opponent. An example is {{SSBU|Mario}}'s pummel, which deals 1.3% (without the [[1v1 multiplier]]), but erroneously displays 1.2% in the Damage counter. This was fixed as of version 12.0.0
*In ''Ultimate'', when {{SSBU|Kirby}} [[List of Copy Abilities|copies]] {{SSBU|Steve}}, the invincibility and intangibility overlays from the "Invincibility" modifier do not properly apply to him, with the most evident case being when obtaining a [[Super Star]]. [https://twitter.com/ron_yt0510/status/1316293586644692993]
*In ''Ultimate'', resetting Training Mode with the Pokémon Trainer as a CPU opponent while using a Pokémon that did not start the match (e.g. starting a match as Squirtle, but resetting the match as Ivysaur/Charizard) will cause the name of the starting Pokémon to appear on the screen for 1 frame.
**This also works if Player 1 currently has no name selected.
**This also works if Player 1 currently has no name selected.


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3DS_Training.jpg|Training Mode in {{for3ds}}
3DS_Training.jpg|Training Mode in {{for3ds}}
TrainingWiiU.jpg|Training Mode in {{forwiiu}}
TrainingWiiU.jpg|Training Mode in {{forwiiu}}
Stage Select Ultimate Training.jpg|Stage Select as seen in Training Mode in ''[[Super Smash Bros. Ultimate]]''
</gallery>
</gallery>


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==Trivia==
==Trivia==
*In ''[[Super Smash Bros.]]'' and ''[[Super Smash Bros. Ultimate]]'', the music for each stage is changed to the Training Mode theme (although in ''Ultimate'', the player can still choose the background music when selecting a stage). In ''Super Smash Bros.'', the background of each stage is additionally changed to the [[Super Smash Bros. logo|''Smash Bros.'' emblem]].
*In ''[[Super Smash Bros.]]'' and ''[[Super Smash Bros. Ultimate]]'', the music for each stage is changed to the Training Mode theme. In ''Super Smash Bros.'', the background of each stage is additionally changed to the [[Super Smash Bros. logo|''Smash Bros.'' emblem]].
*In ''Ultimate'', when the game speed is set to frame advance, then while the game is frozen, certain lighting effects are disabled.
*In ''Super Smash Bros.'' and ''[[Super Smash Bros. Melee]]'', if the player uses a controller in ports 2-4, their damage meter will be recolored to the respective port color, and in ''Super Smash Bros.'' will also appear in its respective slot on screen. As later games natively support wireless controllers, this was changed to always show the player as Player 1.
*In ''Super Smash Bros.'' and ''[[Super Smash Bros. Melee]]'', if the player uses a controller in ports 2-4, their damage meter will be recolored to the respective port color, and in ''Super Smash Bros.'' will also appear in its respective slot on screen. As later games natively support wireless controllers, this was changed to always show the player as Player 1.
*In ''Melee'', the most recent [[Pokémon]] to be unleashed from a [[Poké Ball]] in Training Mode will either be the second Pokémon that appears in a standard Versus match, or the first in a Single Player mode.
*In ''Super Smash Bros. Melee'', the most recent [[Pokémon]] to be unleashed from a [[Poké Ball]] in Training Mode will either be the second [[Pokémon]] that appears in a standard Versus match, or the first in a Single Player mode.
*In ''[[Brawl]]'', if Player 1 uses trapping [[Final Smash]]es on any spawned players and then despawns them, the player will resume the Final Smash on nothing.
*In ''[[Brawl]]'', if Player 1 uses trapping [[Final Smash]]es on any spawned players and then despawns them, the player will resume the [[Final Smash]] on nothing.
*Modifying the Speed setting will alter the pitch of some Final Smashes, such as [[Puff Up]], [[Mega Legends]], [[NES Zapper Posse]], and [[Shulk]]'s grunt during the final hit of [[Chain Attack]]. The sound effects of some attacks striking stage hazards may also be affected (i.e. hitting [[Yellow Devil]] with [[Rest]]).
*Modifying the Speed setting will alter the pitch of some [[Final Smash]]es, such as [[Puff Up]], [[Mega Legends]], [[NES Zapper Posse]], and [[Shulk]]'s grunt during the final hit of [[Chain Attack]]. The sound effects of some attacks striking stage hazards may also be affected (i.e. hitting [[Yellow Devil]] with [[Rest]]).  
** Stage sounds will be higher pitched on a faster Speed but will quiet down at slower speeds.
** Stage sounds will be higher pitched on a faster Speed but will quiet down at slower speeds.
*Starting in ''Smash 4'', [[Smash Ball]]s in Training mode are easier to destroy than in ''Brawl''.
*In ''Smash 4'', [[Smash Balls]] in Training mode are easier to destroy than in ''Brawl''.
*In ''Smash 4'', the CPU number and behavior cannot be changed if any player possesses a Smash Ball, the former of which stops the situation described above from happening (Final Smashes attacking nothing). Damage also can't be modified during a Final Smash attack. Items also oddly cannot be spawned while any character is in [[hitstun]] or in the [[tumbling]] animation.
*In ''Smash 4'', the CPU number and behavior cannot be changed if any player possesses a [[Smash Ball]], the former of which stops the situation described above from happening (Final Smashes attacking nothing). Damage also can't be modified during a Final Smash attack. Items also oddly cannot be spawned while any character is in [[hitstun]] or in the [[tumbling]] animation.
*In ''for Nintendo 3DS'', if the speed is set to a "Hold L" setting, the character models will change when the button is held. This is because the game indirectly pauses when the {{button|3DS|L}} button is not held, and ''Smash 3DS'' switches the detail of the character models between gameplay and pausing.
*In ''Super Smash Bros. for Nintendo 3DS'', if the speed is set to a (Hold L) setting, the character models will change when the button is held. This is because the game indirectly pauses when the L button is not held, and ''Smash 3DS'' switches the detail of the character models between gameplay and pausing.
*In ''Brawl'', ''for Wii U'', and ''Ultimate'', setting CPUs to Control will make use player 2's port color (blue) for their [[shield]], launch indicators, blast KO explosion, Villager and Isabelle's balloons when using {{b|Balloon Trip|move}}, and the reticle in Duck Hunt's smash attacks, although they still have CPU tag along with the grey-colored box on the HUD.
*In ''Brawl'', ''Smash Wii U'', and ''Ultimate'', setting CPUs to Control will make use player 2's port color (blue) for their [[shield]], launch indicators, blast KO explosion, Villager and Isabelle's balloons when using [[Balloon Trip (move)|Balloon Trip]], and the reticle in Duck Hunt's smash attacks, although they still have CPU tag along with the grey-colored box on the HUD.
*The only things that override the stage freezing that occurs when bringing up the menu in {{forwiiu}} are the clock present in [[Smashville]] and [[Town and City]] and the character titles "rolling up" animation in [[Boxing Ring]].
*The only things that override the stage freezing that occurs when bringing up the menu in {{forwiiu}} are the clock present in [[Smashville]] and [[Town and City]] and the character titles "rolling up" animation in [[Boxing Ring]].
*Despite time being slowed down, in {{forwiiu}}, the "numbers breaking" animation for the [[damage meter]] plays faster if the speed is set on 2/.
*Despite time being slowed down, in {{forwiiu}}, the "numbers breaking" animation for the [[Damage meter]] plays faster if the speed is set on 2/3x.
*Screen KOs are disabled in Training Mode in ''Smash 4'' (after one of the updates in ''Smash 3DS''{{'}}s case) and ''Ultimate''. It is unknown why this is the case.
*In ''Ultimate'', when the game is paused, attacks and damaging stage hazards go through opponents without damaging them. Because of this, pausing is disabled during a Final Smash, most likely so that the game wouldn't crash from having their Final Smashes pass through opponents.
*In [[Masahiro Sakurai on Creating Games]], Sakurai revealed that the trajectory display in' ''Ultimate''{{'}}s Training Mode was originally a debug feature.<ref>[https://youtu.be/AdBcCQtuATc]</ref>
**This can be done, however, if the player uses a non-cutscene trapping Final Smash (such as [[Triforce Slash]] and [[Great Aether]]) on the partner {{SSBU|Ice Climber}}, and having the leader [[self-destruct]] during it.
 
==References==
{{reflist}}


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[[Category:Single Player Modes]]
[[Category:Single-player modes]]
[[Category:Multiplayer modes]]
[[Category:Multiplayer modes]]
{{AllGames|Modes}}
{{AllGames|Modes}}

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