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Training Mode: Difference between revisions

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[[File:Training.jpg|thumb|250px|Training Mode in ''Brawl''.]]
[[File:Training.jpg|thumb|250px|Training Mode in ''Brawl''.]]


'''Training Mode''' ({{ja|トレーニング}} ''Torēningu'', simply '''Training''' in ''Brawl'') is a mode in all three games where the player can manipulate the environment and experiment with the CPU without the restrictions of any standard match. Training Mode allows the player to spawn any [[item]], change gameplay speed, change the [[CPU mode|mode]] of the CPU, and alter the number of [[computer player]]s on screen without ever having to leave the match. In the later two games, players can adjust how many human players (the remaining 3 takes the CPU slots) are in control. The human-controlled CPUs are all in one team.
'''Training Mode''' ({{ja|トレーニング}} ''Torēningu'', simply '''Training''' in ''Brawl'') is a mode available in all three games where the player can manipulate overall gameplay of a match and experiment with the CPU without the restrictions of a standard match. Making its debut in ''[[Super Smash Bros.]]'', both ''[[Super Smash Bros. Melee]]'' and ''[[Super Smash Bros. Brawl]]'' made improvements to the mode.


Training Mode is actually a [[time]] match with infinite time setting, as shown at the [[Pokémon Stadium]] stage and with the {{SSBB|Pokémon Trainer}}'s comments when [[Pokémon Change|switching Pokémon]]. Scores are even recorded, but are not shown.
==Overview==
As implied by its name, Training Mode is intended to allow players to use 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 and with the {{SSBB|Pokémon Trainer}}'s comments when using [[Pokémon Change]].


==Uses==
Unusually, the [[Stale-Moves Negation]] is not present in the mode for ''Brawl''.
*[[Advanced technique]]s: Beginner and experienced players can use this mode to practice mastering advanced techiques such as [[wavedashing]] and [[dash attack cancelled up smash]].
*[[Combos]]: Granted this can easily be done in [[Versus Mode]] as well, players can also use this to perfect combos on an otherwise motionless enemy.
*Familiarity: Many new players, or veterans desiring extra practice, may experiment with the stages, attacks, and items to become accustomed to them without having an active opponent to get in the way or waiting for item spawns. It also helps to learn the hitboxes, damage, and knockback of more exotic, situational attacks.


==Challenges (''[[Brawl]]'')==
===Overlay===
*Get 10 max combos (one character) - Banana Peel trophy
Within the training mode, a specialised overlay, unavailable in any mode, is displayed on the screen in order to show data relevant to gameplay. The overlay is always present in ''Smash 64'' and ''Melee'', but is disabled by default in ''Brawl''.
*Get 400 max combos (total of all characters)- [[Ouendan]] Trophy


The overlay contains information regarding:
'''Speed''': Shows the speed at which the game is running at.
'''Enemy''': Shows the behaviour set by the player for any CPUs in play.
'''Damage''': Displays amount of damage most recent attack inflicted by the player.
'''Combo/Consecutive Hits''': Renamed for ''Melee'' and ''Brawl'', this 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 an individual character being displayed on the character selection 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
'''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.
===Available modifiers===
In addition to allowing players to train against an ordinarily idle opponent or to perfect their timing in [[combo]]s or other advanced techniques, the player has the option of manipulating the environment of the stage or gameplay. Initially limited in ''Smash 64'', modifiers within ''Melee'' and ''Brawl'' were more advanced.
*'''Speed''': Allows the player to alter the gameplay speed of the match, though some aspects of gameplay, such as transformation [[Final Smash]]es like [[Wario-Man]] and stage hazards like the lava in [[Brinstar]], are unaffected by this setting. The original game allows for standard speed, as well as factors of two-thirds, one-half, and one-quarter; ''Melee'' added factors of one-and-a-half and two, though the lattermost was later removed for ''Brawl''
*'''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.
*'''CP/CPU''': Modifies the behaviour of the computer-controlled players. The following behaviours are available:
*''Stand/Stop'': Forces the CPU to stand still, as well as not input any directions upon being hit; the CPU will still recover should they be knocked off the stage.
*''Walk'': Causes the CPU to walk back and forward on the stage. Upon encountering obstacles that it cannot traverse, the CPU will reverse directions.
*''Evade/Run'': Causes the CPU to actively avoid the player.
*''Jump'': Causes the CPU to constantly jump.
*''Attack'': Causes the CPU to act as it would in an ordinary match. ''Brawl'' gave the ability for players to decide how strong they want the CPU to be.
*''Control'': Allows the player to control CPUs with extra controllers. Added in ''Melee''.
*''No. of CPUs'': Allows player to decide on how many CPUs to include in a match. Introduced in ''Melee'', the player can spawn one, two, or three bots, though they will all be the opponent selected prior to the match. If "Attack" or "Control" is selected for their behaviour, they will not be harmed by each other's attacks.
*'''CPU Damage''': Changes the [[damage]] all computer-controlled opponents have. Can be anywhere from 0 to 999, but pausing the game to modify other values will reset damage to the value set.
*'''Camera''': Allows player to modify how the [[Camera]] looks at the stage. ''Smash 64'' allows for "Normal" and "Close-up", the latter of which zooms in on the player; ''Melee'' adds a "Free" option that zooms in the camera as well, but to a lesser extent than the renamed "Zoom" option. ''Brawl'' removed the "Free" option.
*'''Reset''': 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 also reset.
*'''Exit''': Sends the player back to the character selection screen.
<center><gallery>
File:TrainingModifiersSSB.png|The pause screen in ''Super Smash Bros.''
File:TrainingModifiersSSBM.png|The pause screen in ''Super Smash Bros. Melee''
File:TrainingModifiersSSBB.png|The pause screen in ''Super Smash Bros. Brawl''
</gallery></center>
==Rewards==
===In ''Melee''===
*Getting an 11 hit or higher combo will grant the player the [[Metal Box]] 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.
===In ''Brawl''===
*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.
==Character Loading Input Delay==
==Character Loading Input Delay==
[[File:Inputpriority.PNG|thumb|left|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 noticable.]]
[[File:Inputpriority.PNG|thumb|left|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 noticable.]]
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==Trivia==
==Trivia==
*In ''[[Super Smash Bros.]]'', the background of each stage is changed to the [[Super Smash Bros. logo|Super Smash Bros. emblem]] and the music for each stage is changed to the Training Mode theme.
*In ''[[Super Smash Bros.]]'', the background of each stage is changed to the [[Super Smash Bros. logo|Super Smash Bros. emblem]] and the music for each stage is changed to the Training Mode theme.
*In ''[[Super Smash Bros. Melee]]'', the most recent [[Pokémon]] to be unleashed from a [[Poké Ball]] will be the second [[Pokémon]] that appears in [[VS. Mode]].
*In ''[[Super Smash Bros. Melee]]'', the most recent [[Pokémon]] to be unleashed from a [[Poké Ball]] 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. Brawl]]'', [[Stale-Move Negation]] is not applied in Training Mode.
*The maximum consecutive hit combo in ''Brawl'' is 999. This can easily be done so in a few ways.  One way is by creating a very small enclosed area (make sure there is a ceiling and wall and the ceiling is one block apart from the floor), play as [[Lucario (SSBB)|Lucario]], and use [[Aura Sphere]] facing the opposite direction to trap the opponent between the enclosed area. This can also be done in a similar custom level by using [[Mr. Game & Watch (SSBB)|Mr. Game & Watch]]'s [[neutral attack]] combo rapidly. Also any stage with a good wall, such as the large pillar in [[Temple]] will work the same. Anyone with the [[Superspicy Curry]] status can easily inflict over 250 combos. Another trick is to explode a [[Smart Bomb]] while standing next to an opponent and keep spawning them.
*The duration of certain [[Final Smash]]es, such as [[Giga Bowser (Final Smash)|Giga Bowser]] and [[Wario-Man]], is not altered correctly by Training Mode's speed change function. For example, setting the speed to 1/4 gives Giga Bowser only enough time for one or two attacks before reverting. Some terrains are also unaffected by the time changes, such as the acid in [[Brinstar]].
*In ''Melee'', the maximum number of consecutive hits that the game can record is 32,767. This irregular value can most likely be explained by binary data storage, as it's equal to 2<sup>15</sup> &ndash; 1.
*In ''Melee'', the maximum number of consecutive hits that the game can record is 32,767. This irregular value can most likely be explained by binary data storage, as it's equal to 2<sup>15</sup> &ndash; 1.



Revision as of 02:51, July 11, 2014

The Training Mode in Super Smash Bros.
The Training Mode in Melee.
Training Mode in Brawl.

Training Mode (トレーニング Torēningu, simply Training in Brawl) is a mode available in all three games where the player can manipulate overall gameplay of a match and experiment with the CPU without the restrictions of a standard match. Making its debut in Super Smash Bros., both Super Smash Bros. Melee and Super Smash Bros. Brawl made improvements to the mode.

Overview

As implied by its name, Training Mode is intended to allow players to use 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 and with the Pokémon Trainer's comments when using Pokémon Change.

Unusually, the Stale-Moves Negation is not present in the mode for Brawl.

Overlay

Within the training mode, a specialised overlay, unavailable in any mode, is displayed on the screen in order to show data relevant to gameplay. The overlay is always present in Smash 64 and Melee, but is disabled by default in Brawl.

The overlay contains information regarding: Speed: Shows the speed at which the game is running at. Enemy: Shows the behaviour set by the player for any CPUs in play. Damage: Displays amount of damage most recent attack inflicted by the player. Combo/Consecutive Hits: Renamed for Melee and Brawl, this 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 an individual character being displayed on the character selection 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 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.

Available modifiers

In addition to allowing players to train against an ordinarily idle opponent or to perfect their timing in combos or other advanced techniques, the player has the option of manipulating the environment of the stage or gameplay. Initially limited in Smash 64, modifiers within Melee and Brawl were more advanced.

  • Speed: Allows the player to alter the gameplay speed of the match, though some aspects of gameplay, such as transformation Final Smashes like Wario-Man and stage hazards like the lava in Brinstar, are unaffected by this setting. The original game allows for standard speed, as well as factors of two-thirds, one-half, and one-quarter; Melee added factors of one-and-a-half and two, though the lattermost was later removed for Brawl
  • 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.
  • CP/CPU: Modifies the behaviour of the computer-controlled players. The following behaviours are available:
  • Stand/Stop: Forces the CPU to stand still, as well as not input any directions upon being hit; the CPU will still recover should they be knocked off the stage.
  • Walk: Causes the CPU to walk back and forward on the stage. Upon encountering obstacles that it cannot traverse, the CPU will reverse directions.
  • Evade/Run: Causes the CPU to actively avoid the player.
  • Jump: Causes the CPU to constantly jump.
  • Attack: Causes the CPU to act as it would in an ordinary match. Brawl gave the ability for players to decide how strong they want the CPU to be.
  • Control: Allows the player to control CPUs with extra controllers. Added in Melee.
  • No. of CPUs: Allows player to decide on how many CPUs to include in a match. Introduced in Melee, the player can spawn one, two, or three bots, though they will all be the opponent selected prior to the match. If "Attack" or "Control" is selected for their behaviour, they will not be harmed by each other's attacks.
  • CPU Damage: Changes the damage all computer-controlled opponents have. Can be anywhere from 0 to 999, but pausing the game to modify other values will reset damage to the value set.
  • Camera: Allows player to modify how the Camera looks at the stage. Smash 64 allows for "Normal" and "Close-up", the latter of which zooms in on the player; Melee adds a "Free" option that zooms in the camera as well, but to a lesser extent than the renamed "Zoom" option. Brawl removed the "Free" option.
  • Reset: 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 also reset.
  • Exit: Sends the player back to the character selection screen.

Rewards

In Melee

  • Getting an 11 hit or higher combo will grant the player the Metal Box 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.

In Brawl

  • 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.

Character Loading Input Delay

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 noticable.

In Brawl, after adding additional CPU's to a match, those CPU's 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. It's unknown if this also occurs in SSB64 and Melee.

Trivia

  • In Super Smash Bros., the background of each stage is changed to the Super Smash Bros. emblem and the music for each stage is changed to the Training Mode theme.
  • In Super Smash Bros. Melee, the most recent Pokémon to be unleashed from a Poké Ball will either be the second Pokémon that appears in a standard Versus match, or the first in a Single Player mode.
  • In Melee, the maximum number of consecutive hits that the game can record is 32,767. This irregular value can most likely be explained by binary data storage, as it's equal to 215 – 1.