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Smash 3DS Training Mode oddities

Cornstalk

Smash Journeyman
Joined
Apr 23, 2006
Messages
218
Location
West Sacramento, CA
NNID
Cornstalk
While I can't find the exact source, Brawl was known for training mode to not quite follow the same combat physics rules as a normal match would. As someone that is very interested in the effect equipment can have on the game, knowing exactly where training mode breaks the normal rules would be very helpful.

I've observed 2 major instances of training mode behaving differently. Any information to confirm these (or prove I goofed!) would be a big help.



RAGE EFFECT DOESN'T WORK

Training does have a damage set function that changes both you and the AI players to that amount. While the rage smoke animation does show up, as best as I can tell it does not change knockback.

Bowser vs level 1 AI Bowser stand mode on Omega Pac-man stage
Pushing the AI player all the way to the edge, rolling behind them, then doing a F-tilt at ~130 resulted in the same distance traveled in all 3 scenarios (exiting out of training each time to hopefully ensure a full reset)

  • Setting damage to 130 for both
  • Setting damage to 130 and using healing items to restore the player to 0 damage
  • Damaging the AI player to 130 without ever using the F-tilt

In all cases, bowser would fly to just just above the ledge, not quite making it to the center of the background 'ghost box' of the stage.


So either the rage effect doesn't work at all in training mode, setting your damage doesn't activate the bonus even though it creates the animation, or I completely overlooked something and mucked the whole test up.


NO STALE MOVES

Set damage to 83%, Bowser vs level 1 AI bowser set to stand. KO him. He will drop into the middle of the stage. An uncharged forward smash from Bowser will KO the AI Bowser every time at 83%, but the instant you set it to 82%, he will survive (unless you accidentally charge it a little). The result was always the same weather I SD'd or not.

The other indicator is that your damage never goes down, where using the same move over and over in a regular match (I believe) does see a small decrease in % dealt each hit.



As far as testing goes, I'm actually kind of grateful those two factors. Unless there are some other strange training mode behaviors, this means you don't have to worry about resetting stale moves moves or constantly healing or tediously dealing damage to the AI to get reliable results. This could lead to better understanding how exactly equipment changes battle and even determining some sweet spot numbers for each character.

Can anyone confirm these for training?
Have you noticed any other unusual behavior for training mode?
 

Flameduck

Smash Cadet
Joined
Oct 14, 2014
Messages
30
Location
Canada
I can confirm that there aren't any stale moves in training (as have many others) but the Rage is new to me. Interesting finds.

Having no stale moves also makes it so there isn't a freshness factor on moves, either.
 
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