Training (stage)
| Super Smash Bros. Training | |
|---|---|
Training as it appears inSuper Smash Bros. Ultimate | |
| Universe | Super Smash Bros. |
| Appears in | Ultimate |
| Availability | Training Mode |
| Maximum players | 4 |
Training (トレーニング,Training) is a stage inSuper Smash Bros. Ultimate. It is exclusive toTraining Mode (replacing the Random Stage option on the selection screen) and has noBattlefield orΩ form.
Stage overview[edit]
Training is a very large stage with aCartesian 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 andFinal Destination'sblast 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]
- This is the only stage inUltimate that is not available in multiplayer mode, and as such is the only one not fromStage Builder to be unavailable with8 players, in addition to lacking aΩ form orBattlefield form.
- Despite this, a Battlefield form is playable while waiting for a Quickplay or Local Wireless game to start.
- Additionally, this stage also does have spawn-points programmed for 5-8 players that come across as unused data.
- While the grid lines are meant to be 1distance 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 usingSteve'sCreate Block, which places a 10-unit large block that erroneously appears to be ≈9.375 units large.
- If the camera is set to fixed andPalkia 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 ahall of mirrors effect. A similar effect occurs onColiseum.
- Every item,Assist Trophy andPokémon 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 forGiga Bowser Punch can't reach the whole stage.
- The reticle forLightning 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.
- DuringEnd of Day, the opponents will not be devoured by the Bulborbs afterOlimar's ship leaves, since the camera pans too high for them to reach through to the floor.
- DuringZero Laser, the entire background, and sometimesZero Suit Samus and her gunship, will turn black for the duration of the Final Smash.

