Controls |
Effect
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Pauses the game, but without the usual pause interface.
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Hard Pause +  |
Frame advances the match.
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+  |
Speeds up gameplay.
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+ +  |
Shrinks the player.
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+  |
Displays a list of statistics for each player:
- Unknown
- CPU Level
- AI Type
- Handicap
- Unknown
- Offense Ratio
- Defense Ratio
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+  |
Shows the current score and any bonuses won.
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+  |
Pauses the game normally during a match. The button combination to quit a match is + + instead of + + + .
"Hard pause" when in places where would perform an action other than pausing, such as menus, cutscenes, Adventure Mode loading screens, result screens, Continue screens, etc. Allows for frame advance with .
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+  |
Rotates through multiple visual effects.
- Normal
- No HUD
- Stage + Background goes white. Background effects can still be seen
- Stage + Background goes black. Background effects can still be seen
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+  |
Toggles sound effects and music. Displays additional information after going through the first four settings.
- Normal
- Music off
- Music + SFX off
- SFX off
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+  |
Displays a set of stress bars detailing the GameCube's work load.
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+  |
Displays each characters' animation information.
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+  |
Grows the player.
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+  |
Sets the player back to normal size.
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+  |
Toggles collision bubbles for all characters and stage elements (See #Collision bubble key).
- Normal
- Collision Bubbles Only
- Collision Overlay
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+  |
Toggles various stage related visuals, such as spawn points, stage structures, and grab-able ledges (See #Stage visual key).
- Normal
- Removes shadows
- Displays camera boxes, spawn points, and changes certain floor surfaces to black.
- Same as above, but without the black floor change.
- Same as above, but also displays colored Stage Structures, ledge grab boxes, environment collision boxes, and character position markers (See #Character visual key).
- Same as above, but displays Terrains instead of colored Stage Structures.
- Same as above, but also displays indication of drop-through platforms and grab-able ledges.
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+  |
Toggles various character related visuals
- Normal
- Displays white polylines used for character costume physics like Link's and Young Link's hats, Marth's cape, and some of Jigglypuffs headwear.
- Displays a red gradient at the characters position marker as wide as the characters ECB indicating vertical motion since the last frame.
- Visualizes CPU logic. Places a sphere at the computer player's point of interest, green indicates the CPU will approach, red indicates the CPU will attack it, white indicates the CPU will recover towards it. Red squares around the CPU indicate the range of the attack chosen.
- Places white item grab boxes around the characters. These boxes turn blue when in the air. Also displays pink item catch boxes around items. When the white/or blue box intersects a pink box, the item can be grabbed. When white an item will continue to travel after pressing "A" to grab it, for 1 frame. When they are blue and Z is pressed to grab the item, the item will be instantly picked up (And instantly throwable). Also shows a smaller gray item lift box (grounded only), used for larger items like barrels, party balls, and crates.
- Displays a white sphere attached to the characters pelvis that experiences frame interpolation similar to hitboxes.
- Displays each player's coin detection spheres and displays a hitbox sphere on each coin. Player coin detection hitbox flicker because only half the players' coin collisions are processed each frame in order to save on resources.
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+  |
Toggles collision bubbles for the player (See #Collision bubble key).
- Normal
- Collision Bubbles Only
- Collision Overlay
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 |
Drops item selected on the Item Menu
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+  |
Display Item Menu and cycle forward through the list (See Debug menu (SSBM)#Items & Pokémon).
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+  |
Display Item Menu and cycle backward through the list (See Debug menu (SSBM)#Items & Pokémon).
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+  |
Display Item Menu and cycle forward through Pokémon on the list (See Debug menu (SSBM)#Items & Pokémon).
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+  |
Display Item Menu and cycle backward through Pokémon on the list (See Debug menu (SSBM)#Items & Pokémon).
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 |
Changes the camera view.
- Normal
- Locks the camera. It can only be controlled by debug controls. If stage visuals are set to modes 4 or 5, pressing B toggles displaying info on the camera's position, rotation, zoom, and field of view.
- Zooms in on player 1
This also removes Peach's and Zelda's dress, presumably used to test for glitched leg movement under the dress.
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 |
Used to rotate the camera (free form).
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+  |
Zooms in and out.
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+  |
Pans around the screen.
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