Training Mode: Difference between revisions

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==Glitches==
==Glitches==


===Character Loading Input Delay===
===Character loading input delay===
[[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.]]
[[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.]]
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.
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.


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*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'', 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'', 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]]. [https://twitter.com/ron_yt0510/status/1316293586644692993]
*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.
*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.
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