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{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
! style="text-align: center;"| Feature | |||
| Feature | Description | Options | | | ! style="text-align: left;"| Description | ||
! style="text-align: left;"| Options | |||
|- | |||
| style="text-align: center;"| Mirroring | |||
| style="text-align: left;"| Flips save states in the left-right direction across the stage center | |||
| style="text-align: left;"| None, Alternate, Random | |||
|- | |||
| style="text-align: center;"| Save Damage | |||
| style="text-align: left;"| Should save states retain player/CPU damage | |||
| style="text-align: left;"| Yes, No | |||
|- | |||
| style="text-align: center;"| Save States Autoload | |||
| style="text-align: left;"| Load save state when any fighter dies | |||
| style="text-align: left;"| Yes, No | |||
|- | |||
| style="text-align: center;"| Save Damage (CPU) | |||
| style="text-align: left;"| What to use for CPU’s damage on save state load | |||
| style="text-align: left;"| Default, Save State, Random | |||
|- | |||
| style="text-align: center;"| Damage Range (CPU) | |||
| style="text-align: left;"| Random percentage for save state load for CPU | |||
| style="text-align: left;"| 0 to 150 % | |||
|- | |||
| style="text-align: center;"| Save Damage (Player) | |||
| style="text-align: left;"| What to use for player’s damage on save state load | |||
| style="text-align: left;"| Default, Save State, Random | |||
|- | |||
| style="text-align: center;"| Damage Range (Player) | |||
| style="text-align: left;"| Random percentage for save state load for player | |||
| style="text-align: left;"| 0 to 150 % | |||
|- | |||
| style="text-align: center;"| Enable Save States | |||
| style="text-align: left;"| Should save states be enabled or disabled | |||
| style="text-align: left;"| Yes, No | |||
|- | |||
| style="text-align: center;"| Save State Slot | |||
| style="text-align: left;"| Save and load states from different slots | |||
| style="text-align: left;"| 1, 2, 3, 4, 5 | |||
|- | |||
| style="text-align: center;"| Save State Random Slot | |||
| style="text-align: left;"| Load from a random slot | |||
| style="text-align: left;"| Yes, No | |||
|- | |||
| style="text-align: center;"| Character Item | |||
| style="text-align: left;"| The item to give to the player’s fighter when loading a save state | |||
| style="text-align: left;"| None, Player item (#1 - #8), CPU item (#1 - #8) | |||
|- | |||
| style="text-align: center;"| Buff Options | |||
| style="text-align: left;"| Buff(s) to be applied to respective character when loading save states | |||
| style="text-align: left;"| Accelerate, Oomph, Psyche Up, Bounce, Arsene, Deep Breathing, Limit, K.O. Punch, Wing | |||
|} | |||
==== Save States ==== | ==== Save States ==== |
Revision as of 02:59, 17 April 2023
UltimateTrainingModpack | |
---|---|
File:Ultimatetrainingmodpackswitch.png | |
General | |
Author | jugeeya |
Type | Game Hacks |
Version | 5.1 |
License | Mixed |
Last Updated | 2023/04/15 |
Links | |
Download | |
Website | |
Source | |
The UltimateTrainingModpack is a plugin for Skyline that utilizes cargo-skyline to significantly enhance the training mode of Super Smash Bros. Ultimate. It leverages the native Smash UI to create a customized menu for adjusting training options.
Features
The features in this modpack are configured through the menu, which can be accessed within training mode by pressing SPECIAL+UPTAUNT
. Generally they fall into these categories:
- Mash Settings; Defensive Settings: Controls CPU behavior
- Save State Settings: Saves and loads the positional state of the player and CPU
- Miscellaneous Settings: Displays additional information onscreen, enables or disables stage hazards
Installation
Menu Settings
When multiple options are selected, one of the selected options will be chosen at random. Open / focused menus can be reset by pressing the Y
button. All menus can be reset to the default by pressing the Z
/ZR
button. These defaults can be saved upon exiting the menu by pressing X
when in-menu. Use this to make a preset that fits your personal training style.
Mash Settings
Feature | Description | Options |
---|---|---|
Mash Toggles | Actions to be performed as soon as possible out of hitstun or shieldstun | Airdodge, jump, shield, spotdodge, roll in, roll out, aerials, jab, tilts, smash attacks, grab, dash, dash attack |
Followup Toggles | Actions to be performed after the Mash option | Airdodge, jump, shield, spotdodge, roll in, roll out, aerials, jab, tilts, smash attacks, grab, dash, dash attack |
Mash Triggers | Conditions which will cause the CPU to perform their mash action | Hitstun, shieldstun, parry, tumble, landing, ledge trump, footstool, clatter, ledge option, tech option, grounded, airborne, distance: close, distance: mid, distance: far, always |
Attack Angles | For attacks that can be angled, such as some forward tilts | Neutral, up, down |
Throw Options | Throw to be performed when a grab is landed | None, Forward Throw, Back Throw, Up Throw, Down Throw |
Throw Delay | How many frames to delay the throw option | 0 to 150 frames (2.5 seconds) in increments of 5 frames |
Pummel Delay | How many frames after a grab to wait before starting to pummel | 0 to 150 frames (2.5 seconds) in increments of 5 frames |
Falling Aerials | Should aerials be performed when rising or when falling | Yes, No |
Full Hop | Should the CPU perform a full hop or a short hop | Yes, No |
Aerial Delay | How long to delay a Mash aerial attack | 0 to 30 frames (0.5 seconds) |
Fast Fall | Should the CPU fastfall during a jump | Yes, No |
Fast Fall Delay | How many frames the CPU should delay their fastfall | 0 to 30 frames (0.5 seconds) |
OoS Offset | How many times the CPU shield can be hit before performing a Mash option | 0 to 30 hits |
Reaction Time | How many frames to delay before performing an option out of shield | 0 to 30 frames (0.5 seconds) |
Defensive Settings
Feature | Description | Options |
---|---|---|
Airdodge Direction | Direction to angle airdodges | Neutral, out, up-out, up, up-in, in, down-in, down, down-out, left, right |
DI Direction | Direction to angle the directional influence during hitlag | Neutral, out, up-out, up, up-in, in, down-in, down, down-out, left, right |
SDI Direction | Direction to angle the smash directional influence during hitlag | Neutral, out, up-out, up, up-in, in, down-in, down, down-out, left, right |
SDI Strength | Relative strength of the smash directional influence inputs | None, Normal (8 frames between inputs), Medium (6 frames), High (4 frames) |
Clatter Strength | Relative strength of mashing out of grabs, buries, etc. | None, Normal (8 frames between inputs), Medium (6 frames), High (4 frames) |
Ledge Options | Actions to be taken when on the ledge | Neutral getup, ledge roll, ledge attack, wait |
Ledge Delay | How many frames to delay the ledge option | 0 to 300 frames (5 seconds) in increments of 10 frames |
Tech Options | Actions to take when slammed into a hard surface | Miss tech, tech in place, tech roll in, tech roll out |
Mistech Options | Actions to take after missing a tech | Neutral getup, getup attack, roll in, roll out |
Shield Toggles | CPU Shield Behavior | None, Infinite (no shield damage or decay), Hold (no shield decay until the shield is hit for the first time), Constant (no shield decay) |
Shield Tilt | Direction to tilt the shield | Neutral, out, up-out, up, up-in, in, down-in, down, down-out, left, right |
Crouch | Should the CPU crouch when on the ground | Yes, No |
The CPU can be instructed to perform a wide array of different actions in response to particular situations. The following situations are available:
- Mash: To be performed after being hit or shielding an attack
- Followup: To be performed as soon as possible after the mash option
- Ledge: To be performed when hanging on the ledge
- Tech: To be performed when slammed into the ground or wall
- Miss Tech: To be performed after failing to tech
- Hitstun
- Shieldstun
- Parry
- Tumble
- Landing
- Ledge Trump
- Footstool
- Clatter ("Mashing out" of grabs, freeze, bury, etc.)
- Ledge Option
- Tech Option
- Grounded
- Airborne
- Distance: Close
- Distance: Mid
- Distance: Far
- Always
The timing of the CPU option can be influenced by the following settings:
- Mash Triggers
- Aerial Delay
- Ledge Delay
- OoS Offset
- Reaction Time
- Fast Fall Delay
- Falling Aerials
Save State Settings
Feature | Description | Options |
---|---|---|
Mirroring | Flips save states in the left-right direction across the stage center | None, Alternate, Random |
Save Damage | Should save states retain player/CPU damage | Yes, No |
Save States Autoload | Load save state when any fighter dies | Yes, No |
Save Damage (CPU) | What to use for CPU’s damage on save state load | Default, Save State, Random |
Damage Range (CPU) | Random percentage for save state load for CPU | 0 to 150 % |
Save Damage (Player) | What to use for player’s damage on save state load | Default, Save State, Random |
Damage Range (Player) | Random percentage for save state load for player | 0 to 150 % |
Enable Save States | Should save states be enabled or disabled | Yes, No |
Save State Slot | Save and load states from different slots | 1, 2, 3, 4, 5 |
Save State Random Slot | Load from a random slot | Yes, No |
Character Item | The item to give to the player’s fighter when loading a save state | None, Player item (#1 - #8), CPU item (#1 - #8) |
Buff Options | Buff(s) to be applied to respective character when loading save states | Accelerate, Oomph, Psyche Up, Bounce, Arsene, Deep Breathing, Limit, K.O. Punch, Wing |
Save States
At any time in Training Mode, you can press Shield + Down Taunt
to save the state of training mode. This will save the position, state, and damage of each fighter, which can then be reverted to at any time with Shield + Up Taunt
. With the mirroring setting, loading the save state will flip the positions, allowing you to practice your skills facing both directions. Use this instead of the built-in training mode reset!
You can switch Save State slots by using the associated toggle! There are 5 slots you can save, and they are persisted between loads of the game!
The following attributes are saved in the save states:
- X position
- Y position
- Percent
- Facing direction
- Fighter kind
- Charge level
- Banjo-Kazooie: Wonderwing
- Donkey Kong: Giant punch
- Hero: Frizz
- Lucario: Aura sphere
- Mario: F.L.U.D.D.
- Mewtwo: Shadowball
- Mii Gunner: Charge blast
- Mr. Game & Watch: Bucket
- Pac-Man: Bonus fruit
- Pirahna Plant: Poison breath
- R.O.B.: Laser, gyro, burner fuel
- Robin: Thunder tome
- Samus / Dark Samus: Charge shot
- Sheik: Needles
- Squirtle: Water gun
- Steve stored materials
- Steve tool durability
- Steve tool material
- Wario: Waft
- Wii Fit Trainer: Sun salutation
With the following attributes applied according to the menu selection when loading a save state:
- Mirroring (X position and facing direction)
- Buffs
- Cloud: Limit
- Hero: Acceleratle, Oomph, Psyche up, Bounce
- Joker: Arsene
- Little Mac: K.O. punch
- Sephiroth: Winged form
- Wii Fit Trainer: Deep breathing
- Character item
Click here to see the available items to be loaded.
Fighter | Item Variation 1 | Item Variation 2 | Item Variation 3 | Item Variation 4 | Item Variation 5 | Item Variation 6 | Item Variation 7 | Item Variation 8 |
---|---|---|---|---|---|---|---|---|
Banjo-Kazooie | Grenade Egg | - | - | - | - | - | - | - |
Bowser Jr. | Mechakoopa | - | - | - | - | - | - | - |
Daisy | Smile Turnip | Winky Turnip | Dot-Eyes Turnip | Stitch-Face Turnip | Mr. Saturn | Bob-omb | - | - |
Diddy | Banana Peel | Peanut | - | - | - | - | - | - |
King K. Rool | Crownerang | - | - | - | - | - | - | - |
Link | Remote Bomb | Arrow | - | - | - | - | - | - |
Mega Man | Metal Blade | - | - | - | - | - | - | - |
Pac-Man | Cherry | Strawberry | Orange | Apple | Melon | Galaxian | Bell | Key |
Peach | Smile Turnip | Winky Turnip | Dot-Eyes Turnip | Stitch-Face Turnip | Mr. Saturn | Bob-omb | - | - |
Richter | Holy Water | - | - | - | - | - | - | - |
R.O.B. | Gyro | Gyro | Gyro | Gyro | Gyro | Gyro | Gyro | Gyro |
Robin | Book | Levin Sword | - | - | - | - | - | - |
Sheik | Burst Grenade | - | - | - | - | - | - | - |
Simon | Holy Water | - | - | - | - | - | - | - |
Snake | Grenade | - | - | - | - | - | - | - |
Toon Link | Bomb | - | - | - | - | - | - | - |
Villager | Wood Chip | - | - | - | - | - | - | - |
Young Link | Bomb | - | - | - | - | - | - | - |
Miscellaneous Settings
Stage Hazards
Set stage hazards on or off in Training Mode! Use this to practice on tournament legal stages with hazards.
Input Delay
Practice with emulated extra input delay, in frames. Use this to practice with online's default delay, which is typically 4-5 frames.
Frame Advantage
Practice moves on shield to find out the frame advantage of the moves performed. Best used with Shield Toggles set to Infinite.
Hitbox Visualization
Currently, hitboxes and grabboxes are supported. When visualization is active, other move effects are temporarily turned off for easier visualization.
Feature | Description | Options |
---|---|---|
Frame Advantage | Display the time difference between when the player is actionable and the CPU is actionable | Yes, No |
Hitbox Visualization | Should hitboxes be displayed, hiding other visual effects | Yes, No |
Input Delay | Frames to delay player inputs by | 0 to 10 frames (0.167 seconds) |
Stage Hazards | Should stage hazards be present | Yes, No |
HUD | Turn UI on or off | Yes, No |
Media
5 Reasons You NEED The Training Mod In Smash Ultimate - (A Day In The Lab)
Screenshots
Changelog
v.1.0
- First Release.