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As implied by its name, Training Mode is intended to allow players to practice using characters in a controlled, non-impactful 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. | As implied by its name, Training Mode is intended to allow players to practice using characters in a controlled, non-impactful 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. [[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]]. | A new modifier in ''Ultimate'' allows drawing of launch distances and trajectories for an attack: a red, green and blue arced 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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*Getting a 21 hit or higher combo will grant the player the [[Lip's Stick]] trophy. | *Getting a 21 hit or higher combo will grant the player the [[Lip's Stick]] trophy. | ||
*Getting a total of 125 combined combos will grant the player the [[Bunny Hood]] trophy. | *Getting a total of 125 combined combos will grant the player the [[Bunny Hood]] trophy. | ||
===In ''Brawl''=== | ===In ''Brawl''=== | ||
*Getting a 10 hit combo will grant the player the [[Banana Peel]] trophy | *Getting a 10 hit combo will grant the player the [[Banana Peel]] trophy. | ||
*Getting a total of 400 combined combos will grant the player the [[Ouendan]] trophy. | *Getting a total of 400 combined combos will grant the player the [[Ouendan]] trophy. | ||
===In {{for3ds}}=== | ===In {{for3ds}}=== | ||
*Getting a 10 hit or higher combo will grant the player the [[Huge Header]] custom special move. | *Getting a 10 hit or higher combo will grant the player the [[Huge Header]] custom special move. | ||
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*Getting a 100 hit or higher combo will grant the player the Protective Gear outfit. | *Getting a 100 hit or higher combo will grant the player the Protective Gear outfit. | ||
*Getting a total of 400 combined combos will grant the player the Leaper Ability Badge. | *Getting a total of 400 combined combos will grant the player the Leaper Ability Badge. | ||
===In {{forwiiu}}=== | ===In {{forwiiu}}=== | ||
*Getting a 30 hit or higher combo will grant the player the Title Theme (Wii Sports Resort) music track. | *Getting a 30 hit or higher combo will grant the player the Title Theme (Wii Sports Resort) music track. | ||
*Getting a 50 hit or higher combo will grant the player the Unharmed Speed Demon Agility Badge equipment. | *Getting a 50 hit or higher combo will grant the player the Unharmed Speed Demon Agility Badge equipment. | ||
===In ''Ultimate''=== | ===In ''Ultimate''=== | ||
*Getting a 20 hit or higher combo will grant the player the [[List of spirits (Game & Watch series)|Lion]] spirit. | *Getting a 20 hit or higher combo will grant the player the [[List of spirits (Game & Watch series)|Lion]] spirit. | ||
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*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. | *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. | ||
*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. | *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 the 3DS version, when playing as {{SSB4|King Dedede}} on | *In the 3DS version, when playing as {{SSB4|King Dedede}} on {{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 the 3DS version, 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. | *If [[Palkia]] is summoned in Training Mode in the 3DS version, 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. | **As such, the numbers are upside down if the stage is flipped. | ||
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*If resetting while a fighter's [[jostle]] strength is modified, it will not be corrected until a move which corrects the fighter's jostle strength is used. Currently, {{SSBU|Isabelle}} is the only fighter affected by this, with her fishing rod both triggering and fixing the glitch. | *If resetting while a fighter's [[jostle]] strength is modified, it will not be corrected until a move which corrects the fighter's jostle strength is used. Currently, {{SSBU|Isabelle}} is the only fighter affected by this, with her fishing rod both triggering and fixing the glitch. | ||
*The temporarily reversed controls from attacks with the [[reverse]] effect, such as {{SSBU|Mario}}'s [[Cape]], will carry over into the reset session, though they will still wear off after some time as usual. | *The temporarily reversed controls from attacks with the [[reverse]] effect, such as {{SSBU|Mario}}'s [[Cape]], will carry over into the reset session, though they will still wear off after some time as usual. | ||
*Using certain special moves without making any other inputs first can result in the user moving backwards. These include: | *Using certain special moves without making any other inputs first can result in the user moving backwards. These include: | ||
**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 special move 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 special move button is pressed, the effect will be cancelled. | ||
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*In ''[[Super Smash Bros.]]'' and ''[[Super Smash Bros. Ultimate]]'', the music for each stage is changed to the Training Mode theme (although in ''Ultimate'', the player can still choose the background music when selecting a stage). In ''Super Smash Bros.'', the background of each stage is additionally changed to the [[Super Smash Bros. logo|''Smash Bros.'' emblem]]. | *In ''[[Super Smash Bros.]]'' and ''[[Super Smash Bros. Ultimate]]'', the music for each stage is changed to the Training Mode theme (although in ''Ultimate'', the player can still choose the background music when selecting a stage). In ''Super Smash Bros.'', the background of each stage is additionally changed to the [[Super Smash Bros. logo|''Smash Bros.'' emblem]]. | ||
*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 while the CPU slot will go to port 1. As later games natively support wireless controllers, this was changed to always show the player as Player 1. | ||
*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 ''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 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]]). | *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. | ||
*Starting in ''Smash 4'', [[Smash Ball]]s 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''. | ||
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*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 2/3×. | *Despite time being slowed down, in {{forwiiu}}, the "numbers breaking" animation for the [[damage meter]] plays faster if the speed is set on 2/3×. | ||
*Screen KOs are disabled in Training Mode in ''Smash 4'' (after one of the updates in ''Smash 3DS'''s case) and ''Ultimate''. It is unknown why this is the case. | *Screen KOs are disabled in Training Mode in ''Smash 4'' (after one of the updates in ''Smash 3DS''{{'}}s case) and ''Ultimate''. It is unknown why this is the case. | ||
*In [[Masahiro Sakurai on Creating Games]], Sakurai revealed that the trajectory display in' ''Ultimate''{{'}}s Training Mode was originally a debug feature.<ref>[https://youtu.be/AdBcCQtuATc]</ref> | |||
==References== | ==References== | ||
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{{SSB4-UMenus}} | {{SSB4-UMenus}} | ||
{{SSBUMenus}} | {{SSBUMenus}} | ||
[[Category:Single-player modes]] | [[Category:Single-player modes]] | ||
[[Category:Multiplayer modes]] | [[Category:Multiplayer modes]] | ||
{{AllGames|Modes}} | {{AllGames|Modes}} |
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