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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]]. | ||
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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. |
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