Super Smash Bros. Ultimate

Training (stage): Difference between revisions

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(Steve's blocks are nerfed on this stage...)
 
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==Layout==
==Layout==
[[File:Training stage.jpg|thumb|left|A full view of the stage]]
[[File:Training stage.jpg|thumb|left|A full view of the stage]]
Training is a very large stage with a grid for a background. The grid is scored with large gray boxes, each made of a 10 X 10 set of small gray squares. Larger colored squares indicate multiples of 5 and 10, with the former being blue and the latter being red. In addition, a large red line labelled 0 is present in the flat plane section. The distance to the blast zones from 0 on [[Final Destination (SSBU)|Final Destination]] and [[Battlefield (SSBU)|Battlefield]] are also displayed.
Training is a very large stage with a {{s|wikipedia|Cartesian grid}} background. The grid is made of several small units, each 10 units forming a unit square. Multiples of 5 and 10 unit squares from the center are highlighted and labeled with blue and red lines respectively. The square units adjacent to the left and right of the center point are grayed out. {{SSBU|Battlefield}}'s and {{SSBU|Final Destination}}'s [[blast line]]s relative to the center point are also displayed.


The stage is divided into three sections: a large flat solid platform on the right, a Battlefield section in the middle and a section with a single vertical wall to the left. All solid ledges are grabbable. The primary revival platform drops players directly on the 0 line.
The stage is divided into three sections: a large flat solid platform on the right, a Battlefield section in the middle and a section with a single vertical wall to the left. All solid ledges are grabbable. The primary revival platform drops players directly on the center point.


The stage has a unique camera which always faces the stage straight on, so that the grid will not be subject to parallax error; however, certain Final Smashes are able to bypass this temporarily. Contrary to common belief, the stage itself is not two-dimensional, and thus hitboxes will behave normally on it.
The stage has a unique camera which always faces the stage straight on, so that the grid will not be subject to parallax error; however, certain Final Smashes are able to bypass this temporarily. The stage itself is not two-dimensional, so hitboxes will behave normally on it.
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*This is the only stage in ''Ultimate'' that is not available in multiplayer mode, and as such is the only one not from [[Stage Builder]] to be unavailable with [[8 Player Smash|8 players]], in addition to lacking a [[Ω form]] or [[Battlefield form]].
*This is the only stage in ''Ultimate'' that is not available in multiplayer mode, and as such is the only one not from [[Stage Builder]] to be unavailable with [[8 Player Smash|8 players]], in addition to lacking a [[Ω form]] or [[Battlefield form]].
**Despite this, a Battlefield form is playable while waiting for a Quickplay or Local Wireless game to start.
**Despite this, a Battlefield form is playable while waiting for a Quickplay or Local Wireless game to start.
*Though the intention was for all grid lines to be 1 [[distance unit]] apart, this correlation was performed on the squares between the grid lines and ignoring the size of the grid lines themselves. The texture for the grid uses 15×15 pixel squares with 1 pixel wide grid lines, resulting in the grid lines being 1.0<span style="text-decoration:overline">6</span> (16/15) units apart.<ref>https://twitter.com/Ruben_dal/status/1109625394003697665</ref>
*While the grid lines are meant to be 1 [[distance unit]] apart, this correlation is performed on the squares between the grid lines and ignores the size of the grid lines themselves. The texture for the grid uses 15×15 pixel squares with 1 pixel wide grid lines, resulting in the grid lines being 1.0<span style="text-decoration:overline">6</span> (16/15) units apart.<ref>https://twitter.com/Ruben_dal/status/1109625394003697665</ref> This is most easily seen using {{SSBU|Steve}}'s [[Create Block]], which places a 10-unit large block that erroneously appears to be ≈9.375 units large.
**This discrepancy is best seen with {{SSBU|Steve}}'s 10-unit size [[Mine / Craft / Create Block|blocks]], which instead appear to be ≈9.375 units large.
*If the camera is set to fixed and [[Palkia]] flips the stage, it is possible to see beyond the intended vertical boundaries of the stage, revealing the negative space beyond its background. As this space is never normally seen, it does not erase previous frames before rendering the next, creating a series of afterimages in a {{s|wikipedia|hall of mirrors effect}}. A similar effect occurs on [[Coliseum]].
*If the camera is set to fixed and [[Palkia]] flips the stage, it is possible to see beyond the intended vertical boundaries of the stage, revealing the negative space beyond its background. As this space is never normally seen, it does not erase previous frames before rendering the next, creating a series of afterimages in a {{s|wikipedia|hall of mirrors effect}}. A similar effect occurs on [[Coliseum]].
*Every item, [[Assist Trophy]] and [[Pokémon]] can be spawned on this stage, including ones which usually cannot be spawned on large stages or stages with nearby backdrops.
*Every item, [[Assist Trophy]] and [[Pokémon]] can be spawned on this stage, including ones which usually cannot be spawned on large stages or stages with nearby backdrops.
*The stage is so big that the reticle for [[Giga Bowser Punch]] can't reach the whole stage. While the reticle for [[Lightning Chariot]] can reach the whole stage, the actual attack cannot.
*Steve's blocks behave as though they are close to the block creation barrier when placed at ground level, or even a few blocks up from ground level, even though the lower barrier is a fair distance below the ground level. This means that they will generally have less health on this stage.
**However, prior to Version 3.0.1, if the latter [[Final Smash]] is used on the very bottom of the stage when the camera is set to Fixed, the game will crash.
*Several Final Smashes have unexpected behavior in this stage:
*If [[End of Day]] is used in this stage, the opponents will not be devoured by the Bulborbs after {{SSBU|Olimar}}'s ship leaves, since the camera pans too high for them to reach through to the floor.
**The reticle for [[Giga Bowser Punch]] can't reach the whole stage.
*If {{SSBU|Zero Suit Samus}} uses her [[Zero Laser|Final Smash]] on this stage, the entire background, and sometimes Zero Suit Samus and her gunship, will turn black for the duration of the Final Smash.
**The reticle for [[Lightning Chariot]] can reach the whole stage, but the actual attack cannot. Prior to Version 3.0.1, it would also crash the game when used on the very bottom of the stage when the camera is set to Fixed.
**During [[End of Day]], the opponents will not be devoured by the Bulborbs after {{SSBU|Olimar}}'s ship leaves, since the camera pans too high for them to reach through to the floor.
**During [[Zero Laser]], the entire background, and sometimes {{SSBU|Zero Suit Samus}} and her gunship, will turn black for the duration of the Final Smash.


==References==
==References==

Latest revision as of 08:02, September 3, 2024

Super Smash Bros.
Training
TrainingSSBU.jpg
Training as it appears in Super Smash Bros. Ultimate
SmashBrosSymbol.svg
Universe Super Smash Bros.
Appears in Ultimate
Availability Training Mode
Maximum players 4

Training (トレーニング, Training) is a stage in Super Smash Bros. Ultimate. It is exclusive to Training Mode (replacing the Random Stage option on the selection screen) and has no Battlefield or Ω form.

Layout[edit]

A full view of the stage

Training is a very large stage with a Cartesian grid background. The grid is made of several small units, each 10 units forming a unit square. Multiples of 5 and 10 unit squares from the center are highlighted and labeled with blue and red lines respectively. The square units adjacent to the left and right of the center point are grayed out. Battlefield's and Final Destination's blast lines relative to the center point are also displayed.

The stage is divided into three sections: a large flat solid platform on the right, a Battlefield section in the middle and a section with a single vertical wall to the left. All solid ledges are grabbable. The primary revival platform drops players directly on the center point.

The stage has a unique camera which always faces the stage straight on, so that the grid will not be subject to parallax error; however, certain Final Smashes are able to bypass this temporarily. The stage itself is not two-dimensional, so hitboxes will behave normally on it.

Trivia[edit]

The stage, partway through being flipped. Note the afterimages at the top and bottom of the stage
  • This is the only stage in Ultimate that is not available in multiplayer mode, and as such is the only one not from Stage Builder to be unavailable with 8 players, in addition to lacking a Ω form or Battlefield form.
    • Despite this, a Battlefield form is playable while waiting for a Quickplay or Local Wireless game to start.
  • While the grid lines are meant to be 1 distance unit apart, this correlation is performed on the squares between the grid lines and ignores the size of the grid lines themselves. The texture for the grid uses 15×15 pixel squares with 1 pixel wide grid lines, resulting in the grid lines being 1.06 (16/15) units apart.[1] This is most easily seen using Steve's Create Block, which places a 10-unit large block that erroneously appears to be ≈9.375 units large.
  • If the camera is set to fixed and Palkia flips the stage, it is possible to see beyond the intended vertical boundaries of the stage, revealing the negative space beyond its background. As this space is never normally seen, it does not erase previous frames before rendering the next, creating a series of afterimages in a hall of mirrors effect. A similar effect occurs on Coliseum.
  • Every item, Assist Trophy and Pokémon can be spawned on this stage, including ones which usually cannot be spawned on large stages or stages with nearby backdrops.
  • Steve's blocks behave as though they are close to the block creation barrier when placed at ground level, or even a few blocks up from ground level, even though the lower barrier is a fair distance below the ground level. This means that they will generally have less health on this stage.
  • Several Final Smashes have unexpected behavior in this stage:
    • The reticle for Giga Bowser Punch can't reach the whole stage.
    • The reticle for Lightning Chariot can reach the whole stage, but the actual attack cannot. Prior to Version 3.0.1, it would also crash the game when used on the very bottom of the stage when the camera is set to Fixed.
    • During End of Day, the opponents will not be devoured by the Bulborbs after Olimar's ship leaves, since the camera pans too high for them to reach through to the floor.
    • During Zero Laser, the entire background, and sometimes Zero Suit Samus and her gunship, will turn black for the duration of the Final Smash.

References[edit]