Editing Training Mode

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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.
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*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.
*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.
*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.
*In the 3DS version, 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 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.
*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.
**As such, the numbers are upside down if the stage is flipped.
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*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.
*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.
*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:
*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 special move button is pressed, the effect will be cancelled.
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*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 ''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 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]]).  
** 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''.
*Starting in ''Smash 4'', [[Smash Ball]]s 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 ''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'', ''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.
*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 2/3×.
*Despite time being slowed down, in {{forwiiu}}, the "numbers breaking" animation for the [[damage meter]] plays faster if the speed is set on 2/3×.
*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.
*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 [[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>


==References==
==References==
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{{SSB4-UMenus}}
{{SSB4-UMenus}}
{{SSBUMenus}}
{{SSBUMenus}}
[[Category:Single-player modes]]
[[Category:Single-player modes]]
[[Category:Multiplayer modes]]
[[Category:Multiplayer modes]]
{{AllGames|Modes}}
{{AllGames|Modes}}

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