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(→Minor bugs: Another trajectory guide inaccuracy) |
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===Minor bugs=== | ===Minor bugs=== | ||
*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. | |||
*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. | |||
*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. | |||
*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. | |||
**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. | |||
*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. | ||
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**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 B 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. | *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. | ||
*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. |
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