Editing Training (stage)
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|name = Training | |name = Training | ||
|image = [[File:TrainingSSBU.jpg|300px]] | |image = [[File:TrainingSSBU.jpg|300px]] | ||
|caption = Training as it appears in ''Super Smash Bros. Ultimate''<br>[[File:SmashBrosSymbol.svg|50px|class=invert | |caption = Training as it appears in ''Super Smash Bros. Ultimate''<br>[[File:SmashBrosSymbol.svg|50px|class=invert]] | ||
|universe = {{uv|Super Smash Bros.}} | |universe = {{uv|Super Smash Bros.}} | ||
|games = ''[[Ultimate]]'' | |games = ''[[Ultimate]]'' | ||
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==Layout== | ==Layout== | ||
[[File:Training stage.jpg|thumb|left|A full view of the stage]] | [[File:Training stage.jpg|thumb|left|A full view of the stage]] | ||
Training is a very large stage with a | Training is a very large stage with a grid for a background. The grid is scored with large gray boxes, each made of a 10 X 10 set of small gray squares. Larger colored squares indicate multiples of 5 and 10, with the former being blue and the latter being red. In addition, a large red line labelled 0 is present in the flat plane section. The distance to the blast zones from 0 on [[Final Destination (SSBU)|Final Destination]] and [[Battlefield (SSBU)|Battlefield]] are also displayed. | ||
The stage is divided into three sections: a large flat solid platform on the right, a Battlefield section in the middle and a section with a single vertical wall to the left. All solid ledges are grabbable. The primary revival platform drops players directly on the | The stage is divided into three sections: a large flat solid platform on the right, a Battlefield section in the middle and a section with a single vertical wall to the left. All solid ledges are grabbable. The primary revival platform drops players directly on the 0 line. | ||
The stage has a unique camera which always faces the stage straight on, so that the grid will not be subject to parallax error; however, certain Final Smashes are able to bypass this temporarily. | The stage has a unique camera which always faces the stage straight on, so that the grid will not be subject to parallax error; however, certain Final Smashes are able to bypass this temporarily. Contrary to common belief, the stage itself is not two-dimensional, and thus hitboxes will behave normally on it. | ||
==Trivia== | ==Trivia== | ||
[[File:Training boundaries.jpg|thumb|300px|The stage, partway through being flipped. Note the afterimages at the top and bottom of the stage]] | [[File:Training boundaries.jpg|thumb|right|300px|The stage, partway through being flipped. Note the afterimages at the top and bottom of the stage]] | ||
*This is the only stage in ''Ultimate'' that is not available in multiplayer mode, and as such is the only one not from [[Stage Builder]] to be unavailable with [[8 Player Smash|8 players]] | *This is the only stage in ''Ultimate'' that is not available in multiplayer mode, and as such is the only one not from [[Stage Builder]] to be unavailable with [[8 Player Smash|8 players]] | ||
*This is the only stage that has no [[Ω form]] nor [[Battlefield form]]. | |||
**Despite this, a Battlefield form is playable while waiting for a Quickplay or Local Wireless game to start. | **Despite this, a Battlefield form is playable while waiting for a Quickplay or Local Wireless game to start. | ||
* | *Though the intention was for all grid lines to be 1 [[distance unit]] apart, this correlation was performed on the squares between the grid lines and ignoring the size of the grid lines themselves. The texture for the grid uses 15×15 pixel squares with 1 pixel wide grid lines, resulting in the grid lines being 1.0<span style="text-decoration:overline">6</span> (16/15) units apart.<ref>https://twitter.com/Ruben_dal/status/1109625394003697665</ref> | ||
*If the camera is set to fixed and [[Palkia]] flips the stage, it is possible to see beyond the intended vertical boundaries of the stage, revealing the negative space beyond its background. As this space is never normally seen, it does not erase previous frames before rendering the next, creating a series of afterimages in a {{s|wikipedia|hall of mirrors effect}}. A similar effect occurs on [[Coliseum]]. | *If the camera is set to fixed and [[Palkia]] flips the stage, it is possible to see beyond the intended vertical boundaries of the stage, revealing the negative space beyond its background. As this space is never normally seen, it does not erase previous frames before rendering the next, creating a series of afterimages in a {{s|wikipedia|hall of mirrors effect}}. A similar effect occurs on [[Coliseum]]. | ||
*Every item, [[Assist Trophy]] and [[Pokémon]] can be spawned on this stage, including ones which usually cannot be spawned on large stages or stages with nearby backdrops. | *Every item, [[Assist Trophy]] and [[Pokémon]] can be spawned on this stage, including ones which usually cannot be spawned on large stages or stages with nearby backdrops. | ||
* | *The stage is so big that the reticle for [[Giga Bowser Punch]] can't reach the whole stage. While the reticle for [[Lightning Chariot]] can reach the whole stage, the actual attack cannot. | ||
**However, prior to Version 3.0.1, if the latter [[Final Smash]] is used on the very bottom of the stage when the camera is set to Fixed, the game will crash. | |||
*If [[End of Day]] is used in this stage, the opponents will not be devoured by the Bulborbs after {{SSBU|Olimar}}'s ship leaves, since the camera pans too high for them to reach through to the floor. | |||
*If {{SSBU|Zero Suit Samus}} uses her [[Zero Laser|Final Smash]] on this stage, the entire background, and sometimes Zero Suit Samus and her gunship, will turn black for the duration of the Final Smash. | |||
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==References== | ==References== |