Editing Training Mode

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Warning You aren't logged in. While it's not a requirement to create an account, doing so makes it a lot easier to keep track of your edits and a lot harder to confuse you with someone else. If you edit without being logged in, your IP address will be recorded in the page's edit history.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 3: Line 3:
[[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. 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.


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]].
In ''Ultimate'', Training Mode features [[Training (stage)|an exclusive stage]] (although other stages can still be selected) with a grid that displays exact distances between points. A new modifier 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 of the targeted fighter is factored into the predictions as well, allowing for 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===
Line 14: Line 16:


The overlay contains information regarding:
The overlay contains information regarding:
*'''Speed''' {{GameIcon|SSB}}{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4-WiiU}}{{GameIcon|SSBU}}: Shows the speed at which the game is running. Not visible in ''Ultimate'' if the default 1x is selected.
*'''Speed''': Shows the speed at which the game is running. Not present in ''Smash 3DS'', and hidden in ''Ultimate'' if the default 1x is selected.
*'''Enemy''' {{GameIcon|SSB}}{{GameIcon|SSBM}}{{GameIcon|SSBB}}: Shows the behavior set by the player for any CPUs in play.
*'''Enemy''': Shows the behavior set by the player for any CPUs in play. Not present in ''Smash 4'' or ''Ultimate''.
*'''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 dealing 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/Consecutive Hits''': 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. Named "consecutive hits" in ''Melee'' and ''Brawl'' and named "combo" in the other games. In ''Ultimate'', 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''': Added in ''Melee'', this 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.


===Available modifiers===
===Available modifiers===
Line 27: Line 28:


*'''Speed''': Allows the player to alter the gameplay speed of the match, though some aspects of gameplay, such as transformation [[Final Smash]]es and stage hazards, are unaffected by this setting.
*'''Speed''': Allows the player to alter the gameplay speed of the match, though some aspects of gameplay, such as transformation [[Final Smash]]es and stage hazards, are unaffected by this setting.
**'''1x''': Runs at normal speed.
**The original ''Smash 64'' allows for standard speed (1x), as well as factors of 2/3x, 1/2x, and 1/4x (see [[slow motion]]);
**'''2/3x, 1/2x, 1/4x''': Runs in [[slow motion]]. Decreases the framerate in ''Smash 64'' and ''Melee'', uses frame interpolation in later games.
**''Melee'' added factors of 1.5x and 2x, though 2x speed was removed from ''Brawl'' onward.
**'''1.5x''' {{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4-WiiU}}{{GameIcon|SSBU}}: Runs at increased speed.
**''Smash 3DS'' also removed 1.5x speed, but added a second version of 1/2x and 1/4x where time only advances while the [[L button]] is held down (regardless of the player's control settings). ''Smash Wii U'' re-added the 1.5x speed.
**'''2x''' {{GameIcon|SSBM}}: Runs at even faster speed.
**''Ultimate'' removed the 1/2x and 1/4x "hold" options and replaced them with a new "1 Frame" option, which allows the player to advance by exactly one frame by tapping the [[ZL button]]. The game will run at full speed while the button is held. Spawning an item or additional opponents while in 1 frame mode will also automatically advance the game forward 1 frame. If a [[Final Smash]] is used while in "1 Frame" speed, the game temporarily ignores that speed setting for the duration of the Final Smash, running as if it were at x1 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.
*'''Item''': Allows 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, but some can't be selected on certain stages.
**'''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}}.
*'''CP/CPU''': Modifies the behavior of the computer-controlled players, such as to make them stand still, constantly jump, or evade the player's attacks. For a list of all available behaviors in various games, see [[List of CPU modes]].
*'''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.
*'''No. of CPUs''': Allows the player to decide on how many CPUs to include in the match. Introduced in ''Melee'', the player can spawn one, two, or three opponents, though they will all be of the same character as the one selected prior to the match. CPUs cannot be harmed by each other's attacks, such as when "Attack" or "Control" is selected for their behavior. In ''Ultimate'', the [[1v1 multiplier]] will be inactive if the no. of CPUs is more than 1.
*'''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]].
*'''CPU Damage''': Changes the [[damage]] all computer-controlled opponents have. Can be anywhere from 0 to 999, and is set upon closing the pause menu (so pausing the game to modify other values will reset damage to the value set). In ''Smash 4'', it changes the damage all players have.
**'''Stand/Stop''': Stays idle. Will still attempt to recover if launched off stage.
**'''Walk''': Slowly walks forward. Turns around upon reaching an edge.
**'''Jump''': Repeatedly jumps in place.
**'''Evade/Run''': Avoids the player. Will stop if far enough away.
**'''Attack/CPU''': Behaves according to its set [[Artificial intelligence|level]]. In ''Smash 4'', CPUs will use [[approaching attack]]s and [[projectile]]s more often than usual.
**'''Neutral Special''' {{GameIcon|SSBU}}: Repeatedly performs [[neutral special]]s.
**'''Side Smash''' {{GameIcon|SSBU}}: Repeatedly performs charged [[forward smash]]es.
**'''Human {{GameIcon|SSBM}}/Control''' {{GameIcon|SSBB}}{{GameIcon|SSB4-WiiU}}{{GameIcon|SSBU}}: Responds to input from the corresponding controller ports.
*'''No. of CPUs''' {{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}}: Allows the player to decide on how many CPUs to include in the match. ''Smash 64'' only allows one CPU opponent, while later games allow up to 3, though they will all be of the same character as the one selected prior to the match. CPUs cannot be harmed by each other's attacks, such as when "Attack" or "Control" is selected for their behavior. In ''Ultimate'', the [[1v1 multiplier]] is deactivated if more than one CPU is present.
*'''CPU Damage''': Changes the [[damage]] all computer-controlled opponents, ranges from 0 to 999. Prior to ''Smash 4'', the value is set upon closing the pause menu (so pausing the game to modify other values will reset damage to the value set). In ''Smash 4'' and ''Ultimate'', the value is only applied when directly changed or upon selecting "Reset". In ''Smash 4'', this also changes the player's damage.
*'''Camera''': Allows the player to modify how the [[Camera]] looks at the stage.
*'''Camera''': Allows the player to modify how the [[Camera]] looks at the stage.
**'''Normal''': Uses the default camera.
**''Smash 64'' allows for "Normal" and "Close-up", the latter of which zooms in on the player.
**'''Close-up {{GameIcon|SSB64}}/Zoom {{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}}/Max Zoom''' {{GameIcon|SSBU}}: Zooms in very close to the player.
**''Melee'' adds a "Free" option that by default zooms in the camera to a lesser extent than the renamed "Zoom" option, but allows control of the camera with a second controller. ''Brawl'' removed the "Free" option.
**'''Free''' {{GameIcon|SSBM}}: Can be manipulated with P4's controller; focuses on the player by default.
**''Smash 4'' kept the Zoom and Normal modes, while also adding [[Fixed-Camera]], zooming the camera out so that all of the stage is visible.
**'''[[Fixed-Camera]]''' {{GameIcon|SSB4}}{{GameIcon|SSBU}}: Zooms the camera out, showing the entire stage.
**''Ultimate'' renamed the "Zoom" option to "Max Zoom" and added a new "Zoom" option that is less zoomed in, similar to the default "Free" option in ''Melee''.
**'''Zoom''' {{GameIcon|SSBU}}: Zooms in close to the player, farther away than Max Zoom.
*'''Reset''': Completely resets the stage and sends all characters back to their original spawn points. All items are removed from play, and the stage returns to its original form; damage percentages are reset to 0 (in ''Ultimate''). The music track that was playing will also restart. In ''Ultimate'', random stage events will occur in the same way as before when reseting the stage. Nonexistent in ''Brawl''.
*'''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
*'''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'':
''Ultimate'' added several new options:
*'''[[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.
*'''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).
*'''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]].
*'''CPU Shuffling''': Sets the amount that CPU opponents will attempt to DI or SDI when hit to "None", "A Little", or "A Lot". Has no effect if '''Fixed Damage''' is enabled or if the CPU is set to "CPU" or "Control".
*'''CPU Shuffling''': Sets the amount that CPU opponents will attempt to [[Directional Influence|DI]] or [[Smash directional influence|SDI]].
**If '''Fixed Damage''' is enabled, CPU opponents will not use DI or SDI at all.
**"A Little" has greater effect on DI than "A Lot", as the CPU's input will not fluctuate as rapidly and settles on an extreme more consistently.
*'''Stale Moves''': Manually enable or disable [[stale-move negation]] and [[rage]].
*'''Stale Moves''': Manually enable or disable [[stale-move negation]] and [[rage]].
*'''P1 Damage %''': Sets the player's damage percentage.
*'''P1 Damage %''': Sets the damage percentage of Player 1.


''Ultimate'' also allows one [[amiibo|Figure Player]] to be used in Training Mode in place of either the player or CPU. However, FPs will not gain any experience, and in the latter case the "No. of CPUs," "CPU Behavior" and "CPU Shuffling" options are disabled.
''Ultimate'' also allows [[amiibo|Figure Players]] to be used in Training Mode in place of either the player or CPU. However, FPs will not gain any experience, and in the latter case the "No. of CPUs," "CPU Behavior" and "CPU Shuffling" options are disabled.


<center><gallery>
<center><gallery>
Line 79: Line 71:
*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.
Line 89: Line 79:
*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===
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.
[[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 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 ''Melee''.


===Combo Counter inaccuracy===
===Combo Counter inaccuracy===
There appears to be an issue with the combo count in ''Smash 4'' which is demonstrated in [https://www.youtube.com/watch?v=RPPu0mUR5Ks a video] by the [[Beefy Smash Doods]], where true combos will not be displayed as combos and vice versa. This is believed to be due to the formula for hitstun being different in training mode than in a regular smash, although it may also involve not being correctly adjusted for hitstun canceling or gravity compensation.
There appears to be an issue with the combo count in ''Smash 4'' which is demonstrated in [https://www.youtube.com/watch?v=RPPu0mUR5Ks a video] by the [[Beefy Smash Doods]], where true combos will not be displayed as combos and vice versa. This is believed to be due to the formula for hitstun being different in training mode than in a regular smash, although it may also involve not being correctly adjusted for hitstun cancelling or gravity compensation.


===Phantom menu glitch/softlock===
===Minor bugs===
For unknown reasons, in ''Ultimate'' when the game speed is set to either 2/3 or 1.5x, if the player then attempts to both close the Training menu and open the [[Move List]] at the exact same time, the player will regain control of fighters, as though the menu were closed, however the menu will still visibly appear on screen. The menu cannot be interacted with in any way, and there is no way of taking it out of its glitched state. Furthermore, player labels will become stuck in the position they were when the glitch was activated, even if the fighters move, and will disappear entirely once the affected fighters move beyond the stage's camera bounds.
*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.
 
*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.
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
*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.
 
*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.
===Minor bugs (''Smash 4'')===
*In ''Ultimate'', if the training mode menu is opened on the first frame of the training session beginning, 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.
*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 ''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.
*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.
*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 {{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.
*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.
*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.
*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.
===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.
*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.
*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.
*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.
*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.
**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.
*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.
**This also works if Player 1 currently has no name selected.


==Gallery==
==Gallery==
Line 148: Line 114:
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>
==Names in other languages==
{{langtable
|ja={{ja|トレーニング|Torēningu}}
|jaM=Training
|fr=Entraînement
|frM=Training
|es=Entrenamento
|esM=Training
|de=Training
|it=Allenamento
|itM=Training
|nl=Training
|ru={{rollover|Тренировка|Trenirovka|?}}
|ruM=Training
|ko={{rollover|트레이닝|Teureining|?}}
|koM=Training
|zh_cn={{rollover|训练|Xùnliàn|?}}
|zh_cnM=Training
|zh_tw={{rollover|訓練|Xùnliàn|?}}
|zh_twM=Training
}}


==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. 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.'' 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 ''[[Brawl]]'', if Player 1 uses a trapping [[Final Smash]] on any spawned players and then despawns them, the player will resume the [[Final Smash]] on nothing.
*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.
*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]]).  
*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.
** Stage sounds will be higher pitched on a faster Speed, but will quiet down on slower speeds.
*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]]).
*In ''Smash 4'', [[Smash Balls]] in Training mode are easier to destroy than in ''Brawl''.
** Stage sounds will be higher pitched on a faster Speed but will quiet down at slower speeds.
*In ''Smash 4'', the CPU number and behavior cannot be changed if any player possesses a [[Smash Ball]], the former of which prevents 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.
*Starting in ''Smash 4'', [[Smash Ball]]s in Training mode are easier to destroy than in ''Brawl''.
*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 ''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.
*When CPUs are set to Control in {{forwiiu}}, they will remain with a grey box and CPU tag, but will use human player colors for their [[shield]], launch indicators, Blast KO color and {{SSB4|Villager}}'s [[Balloon Trip (move)|Balloon Trip]] (for example, the first CPU will use Player 2's blue color). This was also the case for the shield and [[blast line]] color in ''Brawl''.
*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 ''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/.
*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}}


{{SSBMenus}}
{{SSBMenus}}
Line 199: Line 137:
{{SSB4-UMenus}}
{{SSB4-UMenus}}
{{SSBUMenus}}
{{SSBUMenus}}
 
[[Category:Single Player Modes]]
[[Category:Single-player modes]]
[[Category:Multiplayer modes]]
[[Category:Multiplayer modes]]
{{AllGames|Modes}}
{{AllGames|Modes}}

Please note that all contributions to SmashWiki are considered to be released under the Attribution-ShareAlike 3.0 Unported license (see SmashWiki:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)