Training Mode: Difference between revisions

(Why would a hitbox not hitting crash the game? Sub-trivia is confusingly related but invalidates it with hitboxes that don't hit. This is also mentioned in the main section. Full name on first use. Double links)
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==Glitches==
==Glitches==
===Character loading input delay===
===Character loading input delay===
[[File:Inputpriority Brawl.gif|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.]]
[[File:Inputpriority Brawl.gif|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.]]
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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===
===Minor bugs (''Smash 4'')===
*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.
*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 ''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 [[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 ''for Nintendo 3DS'', 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.
*If one resets the training session in ''for Wii U'' during the "numbers breaking" animation, the Damage meter will become stuck in the shaking animation until the affected player takes damage.
*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.
**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.
 
====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 B 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.
*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.
*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 ''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'', if Ice Climbers are the CPU opponent, the damage of any attack that hits the partner will not be shown in the individual Damage counter.
*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]].<ref>[https://twitter.com/ron_yt0510/status/1316293586644692993]</ref>
*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.