Training Mode: Difference between revisions

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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
m (→‎Minor bugs: Let's try to keep it in game order)
(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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[[File:TrainingSSBU.jpg|thumb|250px|Training Mode in ''[[Super Smash Bros. Ultimate]]'']]
[[File:TrainingSSBU.jpg|thumb|250px|Training Mode in ''[[Super Smash Bros. Ultimate]]'']]
{{cquote|''Select a stage and a fighter and get some practice in! Study moves and become the best!''|cite=Description from ''Ultimate''{{'}}s Mode Guide}}
{{cquote|''Select a stage and a fighter and get some practice in! Study moves and become the best!''|cite=Description from ''Ultimate''{{'}}s Mode Guide}}
'''Training Mode''' ({{ja|トレーニング|Torēningu}}, ''Training''), or simply '''Training''' in ''[[Super Smash Bros. Brawl|Brawl]]'' onwards, is a mode available in all games of the ''Super Smash Bros.'' series where the player can manipulate overall gameplay of a match and experiment with the [[CPU]] without the restrictions of standard [[Versus Mode]]. The mode's features, behaviors, and properties vary throughout the series.
'''Training Mode''' ({{ja|トレーニング|Torēningu}}, ''Training''), or simply '''Training''' in ''[[Super Smash Bros. Brawl]]'' onwards, is a mode available in all games of the ''Super Smash Bros.'' series where the player can manipulate overall gameplay of a match and experiment with the [[CPU]] without the restrictions of standard [[Versus Mode]]. The mode's features, behaviors, and properties vary throughout the series.


==Overview==
==Overview==
As implied by its name, Training Mode is intended to allow players to practice using characters in a non-serious setting. All matches within the mode are actually [[Time]] matches of infinite length, as seen on the Jumbotrons featured in the [[Pokémon Stadium]] stages. The player can use any character they wish and select one CPU character as their opponent. The CPU's [[Artificial_intelligence|level]] is fixed at 3 in ''Smash 64'' and 1 in ''Melee''; starting in ''Brawl'', the level can be freely selected much like in standard Versus Mode matches. Any stages available to the player can be used in the mode, including ''Smash 4''{{'}}s [[Ω form]] stages and ''Ultimate''{{'}}s [[Battlefield form]] stages, except for the custom stages in ''Ultimate'' for unknown reasons. In ''Ultimate'', Training Mode allows selecting [[Training (stage)|an exclusive stage]] with a grid that displays exact distances between points.
As implied by its name, Training Mode is intended to allow players to practice using characters in a non-serious setting. All matches within the mode are actually [[Time]] matches of infinite length, as seen on the Jumbotrons featured in the [[Pokémon Stadium]] stages. The player can use any character they wish and select one CPU character as their opponent. The CPU's [[Artificial_intelligence|level]] is fixed at 3 in ''Super Smash Bros.'' and 1 in ''Super Smash Bros. Melee''; starting in ''Brawl'', the level can be freely selected much like in standard Versus Mode matches. Any stages available to the player can be used in the mode, including ''Super Smash Bros. 4''{{'}}s [[Ω form]] stages and ''Super Smash Bros. Ultimate''{{'}}s [[Battlefield form]] stages, except for the custom stages in ''Ultimate''. In ''Ultimate'', Training Mode allows selecting [[Training (stage)|an exclusive stage]] with a grid that displays exact distances between points.


A new modifier in ''Ultimate'' allows drawing of launch distances and trajectories for an attack: a red, green and blue line will display the predicted distance and trajectory for that attack as if it was used against an opponent at 0%, 50%, and 100% damage, respectively. The weight, fall speed, and gravity of the targeted fighter are factored into the predictions as well, allowing for a detailed calculation of how well an attack will perform in any given circumstance. Interestingly, [[Stale-Move Negation]] is not present in the mode for ''Brawl'' or ''SSB4'', and [[rage]] is not present in ''SSB4''; a new modifier in ''[[SSBU|Ultimate]]'' allows the player to turn these elements on or off. Additionally, pausing in ''SSB4'' and ''Ultimate'' will freeze the stage and relevant hazards, but not characters or items; in ''Ultimate'', attacks will also not connect while the game is paused, effectively making all characters [[intangible]].
A new modifier in ''Ultimate'' allows drawing of launch distances and trajectories for an attack: a red, green and blue line will display the predicted distance and trajectory for that attack as if it was used against an opponent at 0%, 50%, and 100% damage, respectively. The weight, fall speed, and gravity of the targeted fighter are factored into the predictions as well, allowing for a detailed calculation of how well an attack will perform in any given circumstance. [[Stale-move negation]] is not present in the mode for ''Brawl'' or ''SSB4'', and [[rage]] is not present in ''SSB4''; a new modifier in Ultimate allows the player to turn these elements on or off. Additionally, pausing in ''SSB4'' and ''Ultimate'' will freeze the stage and relevant hazards, but not characters or items; in ''Ultimate'', attacks will also not connect while the game is paused, effectively making all characters [[intangible]].


===Overlay===
===Overlay===
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**'''1/2 (Hold L), 1/4 (Hold L)''' {{GameIcon|SSB4}}: Runs at reduced speed while the L button is held, pauses gameplay when L is released.
**'''1/2 (Hold L), 1/4 (Hold L)''' {{GameIcon|SSB4}}: Runs at reduced speed while the L button is held, pauses gameplay when L is released.
**'''1 Frame (Press ZL)''' {{GameIcon|SSBU}}: Advances by one frame if ZL is tapped, an item is spawned, or the number of CPUs is adjusted. Runs at normal speed while ZL is held or during a Final Smash. Players using a GameCube controller will instead hold L.
**'''1 Frame (Press ZL)''' {{GameIcon|SSBU}}: Advances by one frame if ZL is tapped, an item is spawned, or the number of CPUs is adjusted. Runs at normal speed while ZL is held or during a Final Smash. Players using a GameCube controller will instead hold L.
*'''Item''': Allows the player to spawn an item of their choice on the stage. As the pause menu does not stop gameplay, items can interact with the environment while the stage is paused. ''Brawl'' introduced the ability to spawn [[Capsule]]s, [[Crate]]s, and [[Barrel]]s. ''Ultimate'' added the option to spawn specific [[Assist trophy|assist trophies]] or [[Poké Ball]]s, although some can't be selected on certain stages.
*'''Item''': Allows the player to spawn an item of their choice on the stage. As the pause menu does not stop gameplay, items can interact with the environment while the stage is paused. ''Brawl'' introduced the ability to spawn [[Capsule]]s, [[Crate]]s, and [[Barrel]]s. ''Ultimate'' added the option to spawn specific [[Assist Trophies]] or [[Poké Ball]]s, although some can't be selected on certain stages.
*'''CP/CPU''': Modifies the behavior of the computer-controlled players. For a more detailed list of all available behaviors in various games, see [[List of CPU modes]].
*'''CP/CPU''': Modifies the behavior of the computer-controlled players. For a more detailed list of all available behaviors in various games, see [[List of CPU modes]].
**'''Stand/Stop''': Stays idle. Will still attempt to recover if launched off stage.
**'''Stand/Stop''': Stays idle. Will still attempt to recover if launched off stage.
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*'''Exit''': Sends the player back to the character selection screen.
*'''Exit''': Sends the player back to the character selection screen.
The following options are only available in ''Ultimate'':
The following options are only available in ''Ultimate'':
*'''[[Move List]]''': Allows the player to read about characters' special moves (including [[Final Smashes]]), as well as information on [[fighter ability|fighter abilities]] and complex special moves.
*'''[[Move List]]''': Allows the player to read about characters' special moves (including Final Smashes), as well as information on [[fighter ability|fighter abilities]] and complex special moves.
*'''Fixed Damage''': If enabled, CPU percentage will not increase upon taking damage, and CPUs will not use [[Directional Influence|DI]] or [[Smash directional influence|SDI]].
*'''Fixed Damage''': If enabled, CPU percentage will not increase upon taking damage, and CPUs will not use [[Directional influence|DI]] or [[Smash directional influence|SDI]].
*'''Trajectory Guide''': Shows the launch trajectory of the most recent attack at 0% (red), 50% (green), and 100% (blue). Does not account for DI.
*'''Trajectory Guide''': Shows the launch trajectory of the most recent attack at 0% (red), 50% (green), and 100% (blue). Does not account for DI.
*'''Invincibility''': When enabled, portions of characters will glow blue when [[intangible]] and green when [[invincible]]. This option also effectively allows the player to see the character's [[hurtbox]].
*'''Invincibility''': When enabled, portions of characters will glow blue when [[intangible]] and green when [[invincible]]. This option also effectively allows the player to see the character's [[hurtbox]].
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*In ''Ultimate'', when the game speed is set to frame advance, then while the game is frozen, certain lighting effects are disabled.
*In ''Ultimate'', when the game speed is set to frame advance, then while the game is frozen, certain lighting effects are disabled.
*In ''Super Smash Bros.'' and ''[[Super Smash Bros. Melee]]'', if the player uses a controller in ports 2-4, their damage meter will be recolored to the respective port color, and in ''Super Smash Bros.'' will also appear in its respective slot on screen. As later games natively support wireless controllers, this was changed to always show the player as Player 1.
*In ''Super Smash Bros.'' and ''[[Super Smash Bros. Melee]]'', if the player uses a controller in ports 2-4, their damage meter will be recolored to the respective port color, and in ''Super Smash Bros.'' will also appear in its respective slot on screen. As later games natively support wireless controllers, this was changed to always show the player as Player 1.
*In ''Super Smash Bros. Melee'', the most recent [[Pokémon]] to be unleashed from a [[Poké Ball]] in Training Mode will either be the second [[Pokémon]] that appears in a standard Versus match, or the first in a Single Player mode.
*In ''Melee'', the most recent [[Pokémon]] to be unleashed from a [[Poké Ball]] in Training Mode will either be the second Pokémon that appears in a standard Versus match, or the first in a Single Player mode.
*In ''[[Brawl]]'', if Player 1 uses trapping [[Final Smash]]es on any spawned players and then despawns them, the player will resume the [[Final Smash]] on nothing.
*In ''[[Brawl]]'', if Player 1 uses trapping [[Final Smash]]es on any spawned players and then despawns them, the player will resume the Final Smash on nothing.
*Modifying the Speed setting will alter the pitch of some [[Final Smash]]es, such as [[Puff Up]], [[Mega Legends]], [[NES Zapper Posse]], and [[Shulk]]'s grunt during the final hit of [[Chain Attack]]. The sound effects of some attacks striking stage hazards may also be affected (i.e. hitting [[Yellow Devil]] with [[Rest]]).  
*Modifying the Speed setting will alter the pitch of some Final Smashes, such as [[Puff Up]], [[Mega Legends]], [[NES Zapper Posse]], and [[Shulk]]'s grunt during the final hit of [[Chain Attack]]. The sound effects of some attacks striking stage hazards may also be affected (i.e. hitting [[Yellow Devil]] with [[Rest]]).  
** Stage sounds will be higher pitched on a faster Speed but will quiet down at slower speeds.
** Stage sounds will be higher pitched on a faster Speed but will quiet down at slower speeds.
*In ''Smash 4'', [[Smash Balls]] in Training mode are easier to destroy than in ''Brawl''.
*Starting in ''Smash 4'', [[Smash Ball]]s in Training mode are easier to destroy than in ''Brawl''.
*In ''Smash 4'', the CPU number and behavior cannot be changed if any player possesses a [[Smash Ball]], the former of which stops the situation described above from happening (Final Smashes attacking nothing). Damage also can't be modified during a Final Smash attack. Items also oddly cannot be spawned while any character is in [[hitstun]] or in the [[tumbling]] animation.
*In ''Smash 4'', the CPU number and behavior cannot be changed if any player possesses a Smash Ball, the former of which stops the situation described above from happening (Final Smashes attacking nothing). Damage also can't be modified during a Final Smash attack. Items also oddly cannot be spawned while any character is in [[hitstun]] or in the [[tumbling]] animation.
*In ''Super Smash Bros. for Nintendo 3DS'', if the speed is set to a (Hold L) setting, the character models will change when the button is held. This is because the game indirectly pauses when the L button is not held, and ''Smash 3DS'' switches the detail of the character models between gameplay and pausing.
*In ''for Nintendo 3DS'', if the speed is set to a "(Hold L)" setting, the character models will change when the button is held. This is because the game indirectly pauses when the L button is not held, and ''Smash 3DS'' switches the detail of the character models between gameplay and pausing.
*In ''Brawl'', ''Smash Wii U'', and ''Ultimate'', setting CPUs to Control will make use player 2's port color (blue) for their [[shield]], launch indicators, blast KO explosion, Villager and Isabelle's balloons when using [[Balloon Trip (move)|Balloon Trip]], and the reticle in Duck Hunt's smash attacks, although they still have CPU tag along with the grey-colored box on the HUD.
*In ''Brawl'', ''for Wii U'', and ''Ultimate'', setting CPUs to Control will make use player 2's port color (blue) for their [[shield]], launch indicators, blast KO explosion, Villager and Isabelle's balloons when using {{b|Balloon Trip|move}}, and the reticle in Duck Hunt's smash attacks, although they still have CPU tag along with the grey-colored box on the HUD.
*The only things that override the stage freezing that occurs when bringing up the menu in {{forwiiu}} are the clock present in [[Smashville]] and [[Town and City]] and the character titles "rolling up" animation in [[Boxing Ring]].
*The only things that override the stage freezing that occurs when bringing up the menu in {{forwiiu}} are the clock present in [[Smashville]] and [[Town and City]] and the character titles "rolling up" animation in [[Boxing Ring]].
*Despite time being slowed down, in {{forwiiu}}, the "numbers breaking" animation for the [[Damage meter]] plays faster if the speed is set on 2/3x.
*Despite time being slowed down, in {{forwiiu}}, the "numbers breaking" animation for the [[damage meter]] plays faster if the speed is set on 2/.
*In ''Ultimate'', when the game is paused, attacks and damaging stage hazards go through opponents without damaging them. Because of this, pausing is disabled during a Final Smash, most likely so that the game wouldn't crash from having their Final Smashes pass through opponents.
 
**This can be done, however, if the player uses a non-cutscene trapping Final Smash (such as [[Triforce Slash]] and [[Great Aether]]) on the partner {{SSBU|Ice Climber}}, and having the leader [[self-destruct]] during it.
==References==
{{reflist}}


{{SSBMenus}}
{{SSBMenus}}
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