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Training Mode

Training Mode in Smash 6 has been made more robust and supports a variety of new features.

Save State & Load State​

The player can now Save State the game, which the game will reset to when Load State is performed.

Save State Command​

The player can choose a desired button combination for Save State

  • Default: Shield + Shield + Taunt
  • Shield + Shield + Pause
  • Up-Special + Up-Smash
  • Taunt + Pause

Load State Command​

The player can choose a desired button combination for Load State

  • Default: Shield + Shield + Pause
  • Shield + Shield + Taunt
  • Up-Special + Up-Smash
  • Taunt + Pause

Delay Load State​

The player can specify a slight delay to occur after performing the Load State command, which will cause the game to wait briefly before executing the Load State.

  • None
  • 1 second
  • 2 seconds

Input Record and Playback​

The player can now use Input Record and Playback for controlling a character, performing some actions, and then having the game automatically play back those actions.

Frame Data Meters​

The player can now see Frame Data Meters for attacks. Each move has one or more meters stacked on top of each other, with each meter being represented by a series of blocks.

Each block is a frame of the animation. The blocks are filled with colors indicating a particular attribute at that frame of the animation, such as Startup Frames, Active Frames, Recovery Frames, Interruptibility Frames, Auto-Cancel Window.

Character Color Highlighting​

The player can now see unique color highlighting for the following properties: Intangibility, Invincibility, Damage-Based-Armor, Knockback-Based-Armor, Super-Armor, Projectile Immunity, Grab Immunity, Hitstun, Shieldstun

Hitbox Display​

The player can now see Hitboxes. Standard, Sweet-Spot, Sour-Spot, Grab, Reflection, Absorb, Wind, and Unblockable Hitboxes have unique color coding.

Alternate Frame Advance Input​

The player can choose an alternative button to perform a Frame Advance.

  • Default: L
  • GL
  • GR
  • X
  • Y
  • D-Pad Right

Automatic Frame Advance​

When this option is enabled, the player is using the Frame-by-Frame feature, and more than one character is Player Controlled, the game will automatically advance to the next frame once inputs for all characters have been received. Meant to be used when multiple characters are Player Controlled.

Any input other than just a Neutral Left Stick will work. It means the game will register an input for the character without the player having to hold that input down while pressing the frame advance button. The game will display which inputs are being held for use on the next frame. When CPUs are not player-controlled, the game won't wait and will assign the CPU a neutral input.

  • Disabled
  • Enabled

Show Me Your Moves​

The player can create Show Me Your Moves combo clips from Training Mode. This will have the game Input Record all characters. Can be used at Normal speed or Frame-By-Frame. Playback will always be at Normal speed.

Replay Takeover​

The player can load a Replay into Training Mode for use with Replay Takeover.

CPU Actions​

The player can now select many more attacks and actions for the CPU to perform.

  • Neutral Attack
  • Dash Attack
  • Up/Down/Forward Tilt
  • Up/Down/Forward Smash
  • Neutral/Up/Down/Forward/Back Aerial (Short-Hop)
  • Neutral/Up/Down/Forward/Back Aerial (Full-Hop)
  • Up/Down/Forward Special
  • Up/Down/Forward/Back Throw
  • Shield
  • Crouch

CPU Shield Movement​

The player can set the CPU Shield to No Shield Movement or Move Shield Towards Player.

Shield Strength​

The player can now set Shield Strength.

  • Normal
  • Fixed

CPU Out of Shield Behavior​

If the CPU is set to Shield, they can be set to perform Out of Shield actions when an attack hits their shield

  • None
  • Up-Smash
  • Up-Special
  • Grab
  • Jump

CPU Tech Behavior​

The player can set the CPU to tech-roll behavior.

  • Tech-Roll Forward
  • Tech-Roll Backward
  • Tech-Standup
  • Random

CPU Ledge Behavior​

The player can set the CPU ledge behavior.

  • Stand
  • Getup Attack
  • Roll
  • Jump
  • Wait
  • Random

CPU Charge Behavior​

The player can set whether the CPU charges Smash-Attacks and chargeable Special Moves.

  • Enabled
  • Disabled

Quickplay Matchmaking​

The player can queue into Online Quickplay from within Training Mode.

Tag-Team Support​

The player can bring 3 characters into Training Mode for using Tag-Ins and Assists.

Smash Meter Support​

The player can enable Smash Meter in Training Mode.

  • Disabled
  • Starting Percentage (0 - 100)
  • Fixed Percentage (0 - 100)

Overdrive Modifier​

The player can enable the "Overdrive" modifier, which applies the Custom Smash Overdrive modifiers to all characters.

  • Disabled
  • Enabled

Input History Display​

The player can enable Input History.

  • Disabled
  • Enabled

Virtual Controller Display​

The player can enable a Virtual Controller Display.

  • Disabled
  • Enabled

On-Screen Timer​

The player can enable a Timer display.

  • Disabled
  • Enabled

Other Training Mode Changes​

  • The music no longer resets when Reset is performed.
  • The Stale Moves toggle no longer controls the Rage mechanic.
  • The player can pull up the character's Tips page without leaving Training Mode
  • The player can pull up the Techniques list without leaving Training Mode

Why It Matters​

These updates allow players to easily test whatever they want. Some players may just enjoy messing around in Training Mode.

Training Mode in Ultimate was a bit lacking compared to other premier Fighting Game training modes, so this spruces it up.