An application to drastically improve the training mode in Super Smash Bros. Ultimate.
The latest stable release can be found here.
The latest beta release can be found here.
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:
Set stage hazards on or off in Training Mode! Use this to practice on tournament legal stages with hazards.
At any time in Training Mode, you can press
Grab + Down Tauntto 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
Grab + 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!
Practice with emulated extra input delay, in frames. Use this to practice with online's default delay.
Practice moves on shield to find out the frame advantage of the moves performed. Best used with Infinite Shield. Can also be used to find the advantage on hit to determine appropriate followups.
Currently, hitboxes and grabboxes are supported. When visualization is active, other move effects are temporarily turned off for easier visualization.
The CPU can be instructed to perform a wide array of different actions in response to particular situations. The following situations are available:
The timing of the CPU option can be influenced by the following 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
Xbutton. All menus can be reset to the default by pressing the
| 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 | | Attack Angles | For attacks that can be angled, such as some forward tilts | Neutral, up, down | | 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 | | Miss Tech Options | Actions to take after missing a tech | Neutral getup, getup attack, roll in, roll out | | Defensive Options | Actions to take after a ledge option, tech option, or miss tech option | Spotdodge, roll in, roll out, jab, shield | | Aerial Delay | How long to delay a Mash aerial attack | 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) | | 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) | | 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 | | Shield Tilt | Direction to tilt the shield | 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 | | Airdodge Direction | Direction to angle airdodges | 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 | Normal (8 frames between SDI inputs), Medium (6 frames), High (4 frames) | | 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) | | Mirroring | Flips save states in the left-right direction across the stage center | None, Alternate, Random | | Input Delay | Frames to delay player inputs by | 0 to 10 frames (0.167 seconds) | | Save Damage | Should save states retain player/CPU damage | Yes, No | | Hitbox Visualization | Should hitboxes be displayed, hiding other visual effects | Yes, No | | Stage Hazards | Should stage hazards be present | Yes, No | | Frame Advantage | Display the time difference between when the player is actionable and the CPU is actionable | Yes, No | | Mash in Neutral | Should Mash options be performed repeatedly or only when the CPU is hit | Yes, No |
To install the training modpack, download the .zip file from the latest release page. Extract the files from the .zip file using the file explorer on Windows or Mac, or a program such as 7-zip (windows) or unzip (Linux). Then transfer the extracted contents onto the root of your SD card, merging the /atmosphere folder with the one on your SD card. No files need to be deleted when upgrading from a previous version. The SD card should have the below files at these locations.
SD Card Root └── atmosphere └── contents └── 01006A800016E000 ├── exefs │ ├── main.npdm │ └── subsdk9 ├── manual_html │ └── html-document │ └── contents.htdocs │ ├── aerial_delay.svg │ ├── air_dodge_dir.svg │ ├── attack_angle.svg │ ├── check.svg │ ├── defensive_state.svg │ ├── di_state.svg │ ├── falling_aerials.svg │ ├── fast_fall.svg │ ├── fast_fall_delay.svg │ ├── follow_up.svg │ ├── frame_advantage.svg │ ├── full_hop.svg │ ├── input_delay.svg │ ├── ledge_delay.svg │ ├── ledge_state.svg │ ├── mash_in_neutral.svg │ ├── mash_state.svg │ ├── miss_tech_state.svg │ ├── oos_offset.svg │ ├── reaction_time.svg │ ├── save_damage.svg │ ├── save_state_mirroring.svg │ ├── sdi_state.svg │ ├── sdi_strength.svg │ ├── shield_state.svg │ ├── shield_tilt.svg │ ├── stage_hazards.svg │ └── tech_state.svg └── romfs └── skyline └── plugins ├── libnn_hid_hook.nro ├── libnro_hook.nro ├── libparam_hook.nro └── libtraining_modpack.nro
To install a beta version of the modpack, follow the same procedure using the latest beta release on Github. Beta releases may have additional features and bugfixes, but are subject to change.
SPECIAL+UPTAUNTto open the menu.
._libtraining_modpack.nroin addition to
TrainingModpack/*(which is generated by the modpack)
If you'd like to build the modpack starting from the source code, you can build the NRO using the standard command for skyline plugins:
cargo skyline build --releaseGithub Actions specification file.