Super Smash Bros. series

Training Mode

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"Training" redirects here. For the Training Mode exclusive stage in SSBU, seeTraining (stage).
Select a stage and a fighter and get some practice in! Study moves and become the best!
—Description fromUltimate's Mode Guide

Training Mode (トレーニング,Training), or simplyTraining inSuper Smash Bros. Brawl onwards, is a mode available in all games of theSuper Smash Bros. series where the player can manipulate overall gameplay of a match and experiment with theCPU without the restrictions of standardVersus Mode. The mode's features, behaviors, and properties vary throughout the series.

Overview[edit]

As implied by its name, Training Mode is intended to allow players to practice using characters in a controlled, non-impactful setting. All matches within the mode are actuallyTime matches of infinite length, as seen on the Jumbotrons featured in thePokémon Stadium stages. The player can use any character they wish and select one CPU character as their opponent. The CPU'slevel is fixed at 3 inSuper Smash Bros. and 1 inSuper Smash Bros. Melee; starting inBrawl, the level can be freely selected much like in standard Versus Mode matches. Any stages available to the player can be used in the mode, includingSuper Smash Bros. 4'sΩ form stages andSuper Smash Bros. Ultimate'sBattlefield form stages, except for the custom stages inUltimate. InUltimate, Training Mode allows selectingan exclusive stage with a grid that displays exact distances between points.

A new modifier inUltimate allows drawing of launch distances and trajectories for an attack: a red, green and blue arced line will display the predicted distance and trajectory for that attack as if it was used against an opponent at 0%, 50%, and 100% damage, respectively. The weight, fall speed, and gravity of the targeted fighter are factored into the predictions as well, allowing for a detailed calculation of how well an attack will perform in any given circumstance.Stale-move negation is not present in the mode forBrawl orSSB4, andrage is not present inSSB4; a new modifier in Ultimate allows the player to turn these elements on or off. Additionally, pausing inSSB4 andUltimate will freeze the stage and relevant hazards, but not characters or items; inUltimate, attacks will also not connect while the game is paused, effectively making all charactersintangible.

Overlay[edit]

Within Training mode, a specialized UI overlay, unavailable in any other mode, is displayed on the screen in order to show data relevant to gameplay. The overlay is always present inSmash 64 andMelee, disabled by default inBrawl, and enabled by default inSmash 4 andUltimate.

The overlay contains information regarding:

  • SpeedSuper Smash Bros.Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. for Wii USuper Smash Bros. Ultimate: Shows the speed at which the game is running. Not visible inUltimate if the default 1x is selected.
  • EnemySuper Smash Bros.Super Smash Bros. MeleeSuper Smash Bros. Brawl: Shows the behavior set by the player for any CPUs in play.
  • ItemSuper Smash Bros.: Shows the item the player is currently holding.
  • Damage: Displays amount of damage most recent attack inflicted by the player. Up untilUltimate, decimals could not be visibly seen, leading the damage display to round off to the nearest whole number. Weaker attacks doing <1% damage may be displayed as dealing "0%" damage.
  • ComboSuper Smash Bros.Super Smash Bros. 4Super Smash Bros. Ultimate/Consecutive HitsSuper Smash Bros. MeleeSuper Smash Bros. Brawl: Displays how many hits the player has attained on the opponent in one standardcombo; this data is saved, with the longest combo done by each individual character being displayed on thecharacter select screen for the mode. The counter in the overlay will top out at 999, though the mode can display higher combos on the character select screen. InUltimate, the use of items will cause the combo counter to turn red and not save as a longest combo (or unlock anything that requires a certain combo).
  • Total DamageSuper Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. Ultimate: Displays how much damage the present combo has done on opponents. Like the Combo counter, it maxes out at 999.

Available modifiers[edit]

In addition to allowing players to train against an ordinarily idle opponent or to perfect their timing incombos or other advanced techniques, the player has the option of manipulating the environment of the stage or gameplay. Initially limited inSmash 64, modifiers within later games were more advanced.

Modifying the match's parameters requires using a specialized menu accessed by pressing the pause button; while this menu stops the CPU from performing actions, it does not actually pause the battle, and so items on the stage and other stage hazards can potentially harm the player while they apply modifiers. As theNintendo 3DS has two screens, the bottom touch screen can be used to manipulate the environment without having to pause the game.

  • Speed: Allows the player to alter the gameplay speed of the match, though some aspects of gameplay, such as transformationFinal Smashes and stage hazards, are unaffected by this setting.
    • 1x: Runs at normal speed.
    • 2/3x, 1/2x, 1/4x: Runs inslow motion. Decreases the framerate inSmash 64 andMelee, uses frame interpolation in later games.
    • 1.5xSuper Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. for Wii USuper Smash Bros. Ultimate: Runs at increased speed.
    • 2xSuper Smash Bros. Melee: Runs at even faster speed.
    • 1/2 (Hold L), 1/4 (Hold L)Super Smash Bros. 4: Runs at reduced speed while theL button is held, pauses gameplay whenL is released.
    • 1 Frame (Press ZL)Super Smash Bros. Ultimate: Advances by one frame ifZLis tapped, an item is spawned, or the number of CPUs is adjusted. Runs at normal speed whileZLis held or during a Final Smash. Players using a GameCube controller instead holdL, and players using a horizontal Joy-Con instead useSL.
  • Item: Allows the player to spawn an item of their choice on the stage. As the pause menu does not stop gameplay, items can interact with the environment while the stage is paused.Brawl introduced the ability to spawnCapsules,Crates, andBarrels.Ultimate added the option to spawn specificAssist Trophies orPoké Balls, although some can't be selected on certain stages.
  • CP/CPU: Modifies the behavior of the computer-controlled players. For a more detailed list of all available behaviors in various games, seeList of CPU modes.
    • Stand/Stop: Stays idle. Will still attempt to recover if launched off stage.
    • Walk: Slowly walks forward. Turns around upon reaching an edge.
    • Jump: Repeatedly jumps in place.
    • Evade/Run: Avoids the player. Will stop if far enough away.
    • Attack/CPU: Behaves according to its setlevel. InSmash 4, CPUs will useapproaching attacks andprojectiles more often than usual.
    • Neutral SpecialSuper Smash Bros. Ultimate: Repeatedly performsneutral specials.
    • Side SmashSuper Smash Bros. Ultimate: Repeatedly performs chargedforward smashes.
    • HumanSuper Smash Bros. Melee/ControlSuper Smash Bros. BrawlSuper Smash Bros. for Wii USuper Smash Bros. Ultimate: Responds to input from the corresponding controller ports.
  • No. of CPUsSuper Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. Ultimate: Allows the player to decide on how many CPUs to include in the match.Smash 64 only allows one CPU opponent, while later games allow up to 3, though they will all be of the same character as the one selected prior to the match. CPUs cannot be harmed by each other's attacks, such as when "Attack" or "Control" is selected for their behavior. InUltimate, the1v1 multiplier is deactivated if more than one CPU is present.
  • CPU Damage: Changes thedamage all computer-controlled opponents, ranges from 0 to 999. Prior toSmash 4, the value is set upon closing the pause menu (so pausing the game to modify other values will reset damage to the value set). InSmash 4 andUltimate, the value is only applied when directly changed or upon selecting "Reset". InSmash 4, this also changes the player's damage.
  • Camera: Allows the player to modify how theCamera looks at the stage.
    • Normal: Uses the default camera.
    • Close-upSuper Smash Bros./ZoomSuper Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4/Max ZoomSuper Smash Bros. Ultimate: Zooms in very close to the player.
    • FreeSuper Smash Bros. Melee: Can be manipulated with P4's controller; focuses on the player by default.
    • Fixed-CameraSuper Smash Bros. 4Super Smash Bros. Ultimate: Zooms the camera out, showing the entire stage.
    • ZoomSuper Smash Bros. Ultimate: Zooms in close to the player, farther away than Max Zoom.
  • ResetSuper Smash Bros.Super Smash Bros. MeleeSuper Smash Bros. 4Super Smash Bros. Ultimate: Sends all characters back to their original spawn points and resets damage percentages to their original values. Outside ofMelee, also removes all items from play, returns the stage to its original form, and restarts the music. InSmash 4 andUltimate, random stage events will occur in the same way as before when resetting the stage, andSmash Taunts can be performed again
  • Exit: Sends the player back to the character selection screen.

The following options are only available inUltimate:

  • Move List: Allows the player to read about characters' special moves (including Final Smashes), as well as information onfighter abilities and complex special moves.
  • Fixed Damage: If enabled, CPU percentage will not increase upon taking damage, and CPUs will not useDI orSDI.
  • Trajectory Guide: Shows the launch trajectory of the most recent attack at 0% (red), 50% (green), and 100% (blue). Does not account for DI.
  • Invincibility: When enabled, portions of characters will glow blue whenintangible and green wheninvincible. This option also effectively allows the player to see the character'shurtbox.
  • CPU Shuffling: Sets the amount that CPU opponents will attempt to DI or SDI when hit to "None", "A Little", or "A Lot". Has no effect ifFixed Damage is enabled or if the CPU is set to "CPU" or "Control".
  • Stale Moves: Manually enable or disablestale-move negation andrage.
  • P1 Damage %: Sets the player's damage percentage.

Ultimate also allows oneFigure Player to be used in Training Mode in place of either the player or CPU. However, FPs will not gain any experience, and in the latter case the "No. of CPUs," "CPU Behavior" and "CPU Shuffling" options are disabled.

  • The pause screen in Super Smash Bros.

    The pause screen inSuper Smash Bros.

  • The pause screen in Super Smash Bros. Melee

    The pause screen inSuper Smash Bros. Melee

  • The pause screen in Super Smash Bros. Brawl

    The pause screen inSuper Smash Bros. Brawl

  • The pause screen in Super Smash Bros. for Wii U

    The pause screen inSuper Smash Bros. for Wii U

  • The pause screen in Super Smash Bros. Ultimate

    The pause screen inSuper Smash Bros. Ultimate

  • The "Other Settings" page in Super Smash Bros. Ultimate

    The "Other Settings" page inSuper Smash Bros. Ultimate

Rewards[edit]

InMelee[edit]

  • Getting an 11 hit or higher combo will grant the player theMetal Box trophy.
  • Getting a 21 hit or higher combo will grant the player theLip's Stick trophy.
  • Getting a total of 125 combined combos will grant the player theBunny Hood trophy.

InBrawl[edit]

  • Getting a 10 hit combo will grant the player theBanana Peel trophy.
  • Getting a total of 400 combined combos will grant the player theOuendan trophy.

InSuper Smash Bros. for Nintendo 3DS[edit]

  • Getting a 10 hit or higher combo will grant the player theHuge Header custom special move.
  • Getting a 40 hit or higher combo will grant the player the Beam Sword Agility Badge equipment.
  • Getting a 100 hit or higher combo will grant the player the Protective Gear outfit.
  • Getting a total of 400 combined combos will grant the player the Leaper Ability Badge.

InSuper Smash Bros. for Wii U[edit]

  • Getting a 30 hit or higher combo will grant the player the Title Theme (Wii Sports Resort) music track.
  • Getting a 50 hit or higher combo will grant the player the Unharmed Speed Demon Agility Badge equipment.

InUltimate[edit]

  • Getting a 20 hit or higher combo will grant the player theLion spirit.

Glitches[edit]

Character loading input delay[edit]

Example of the effects of the character loading input delay, with all four players using the same input on the same frames.

InBrawl, after adding additional CPUs to a match, those CPUs do not function correctly when they are set to Control. It is unclear exactly what causes it, but they do not act on the same frame as another character using the same input, causing both input delays and ignored inputs. Opening and closing the training menu (by pressing the pause button) fixes this until a new CPU is added. This does not occur in any other games.

Combo Counter inaccuracy[edit]

There appears to be an issue with the combo count inSmash 4 which is demonstrated ina video by theBeefy Smash Doods, where true combos will not be displayed as combos and vice versa. This is believed to be due to the formula for hitstun being different in training mode than in a regular smash, although it may also involve not being correctly adjusted for hitstun canceling or gravity compensation.

Phantom menu glitch/softlock[edit]

For unknown reasons, inUltimate when the game speed is set to either 2/3 or 1.5x, if the player then attempts to both close the Training menu and open theMove List at the exact same time, the player will regain control of fighters, as though the menu were closed, however the menu will still visibly appear on screen. The menu cannot be interacted with in any way, and there is no way of taking it out of its glitched state. Furthermore, player labels will become stuck in the position they were when the glitch was activated, even if the fighters move, and will disappear entirely once the affected fighters move beyond the stage's camera bounds.

Since the menu cannot be interacted with, and there is no way to end the glitch, it becomes impossible to end the Training session without closing and restarting the game, effectively softlocking it. This glitch was patched in 12.0.0

Minor bugs (Smash 4)[edit]

  • Although opening the Training Mode menu otherwise disables all actions for fighters so that the player can toggle the menu options, the game oddly still enables the shifting of the position of shields while the menu is open (which can be accomplished by activating the shield and immediately opening the menu before the shield is dropped). It is not known what causes this glitch.
  • If a character in Training Mode has All-Round Trade-OffEquipment they will start with 0% damage (with the damage meter even doing the "damaged" animation) instead of 60%. This can be fixed by pushing "Reset" in the training menu.
  • In the 3DS version, when playing asKing Dedede onDream Land, sometimes another King Dedede will appear in the background of the stage when it is normally not supposed to happen in regular gameplay.
  • IfPalkia is summoned in Training Mode in the 3DS version, the "Info" displaying the damage, total damage, and combo numbers will be present while the stage is being flipped, meaning that, rather than hiding the information, the game simply moves it off-screen.
    • As such, the numbers are upside down if the stage is flipped.
  • In the Wii U version, if one resets the training session during the "numbers breaking" animation, the Damage meter will become stuck in the shaking animation until the affected player takes damage.

Minor bugs (Ultimate)[edit]

  • The combo counter does not function properly for attacks with anelectric effect, often resetting after the second hit of an attack with such an effect even if it is a true combo. This is likely due to electric attacks using a uniqueflinching animation, which is not properly taken into account by the combo counter. Some attacks that clearly show this bug when comboed into from others arePikachu's neutral aerial andPichu's back aerial.
  • Due tofrozen fighters having altered knockback physics, the trajectory guide will not accurately calculate the launch trajectory and distance of fighters who are hit byfreezing attacks.
  • When extremely high amounts of knockback are dealt, the trajectory guide begins to incorrectly predict the angle that the victim will be launched at. This can be clearly seen by using Marth or Lucina's final smash against Mario on the Training stage. The blue line representing 100% damage will predict a noticeably higher launch angle than the green and blue lines (50% and 0% damage respectively), however, Mario will not actually be launched at such a high angle.
    • Additionally, the trajectory guide does not consider vertical air friction in its predictions. While this usually does not matter, if a very floaty fighter like Jigglypuff is made floatier by the use of spirits, set weight knockback launch trajectories may predict the fighter ending up lower down than they actually do, because set weight knockback initially uses fixed values for gravity and fall speed before switching back to a fighter's usual stats, at which point if said fighter is falling faster than their fall speed, vertical air friction will slow their descent, which is not accounted for by the trajectory guide.
  • If the menu is opened on the first frame when the training session begins, the combo counter and game speed indicator will remain permanently transparent for the remainder of the session, even if the counter is closed and re-opened.
  • If Ice Climbers are the CPU opponent, the damage of any attack that hits the partner will be shown in the Total Damage counter, but not the individual Damage counter.
  • WhenKirbycopiesMr. Game & Watch orSteve, the invincibility and intangibility overlays from the "Invincibility" modifier do not properly apply to him, with the most evident case being when obtaining aSuper Star.[1] This is due to both of these Copy Abilities fully covering his base model.
  • Prior to version12.0.0, the individual Damage counter could display 0.1% less damage for certain moves with decimal damage values, despite the Total Damage counter showing the correct amount of damage applied to the opponent. As an example, most pummels deal 1.3% damage without the1v1 multiplier, but would have their damage erroneously displayed as 1.2% in the counter.
  • If the game speed is changed,Duck Hunt's smash attacks will have double the amount of hitboxes.
    • If any of these hitboxes are interrupted at the right time, ahitbox will be spawned at that location. This hitbox has the damage output and knockback angle of the hitbox that was interrupted, and will activate with any attack regardless of Duck Hunt's location except forneutral attack, which instead will despawn it.

Reset bugs[edit]

After using the Reset Positions function, various features can function unusually:

  • Anycrowd sound effects will no longer play until Training Mode is exited and re-entered.
  • If resetting while a fighter'sjostle strength is modified, it will not be corrected until a move which corrects the fighter's jostle strength is used. Currently,Isabelle is the only fighter affected by this, with her fishing rod both triggering and fixing the glitch.
  • The temporarily reversed controls from attacks with thereverse effect, such asMario'sCape, will carry over into the reset session, though they will still wear off after some time as usual.
  • Using certain special moves without making any other inputs first can result in the user moving backwards. These include:
    • Little Mac'sRising Uppercut will cause him to be boosted backwards, rather than forward, at the start of the attack.
    • Peach'sPeach Bomber will cause her to move further backward before jumping forwards. Mechanically very difficult to perform, as if any left or right input is detected before the special move button is pressed, the effect will be cancelled.
  • Resetting with the Pokémon Trainer as a CPU opponent while using a Pokémon that did not start the match (e.g. starting a match as Squirtle, but resetting the match as Ivysaur/Charizard) will cause the name of the starting Pokémon to appear on the screen for one frame.
    • This also works if Player 1 currently has no name selected.

Gallery[edit]

Names in other languages[edit]

LanguageNameMeaning
Japan JapaneseトレーニングTraining
France FrenchEntraînementTraining
Germany GermanTraining
Spain SpanishEntrenamentoTraining
Italy ItalianAllenamentoTraining
China Chinese (Simplified)训练Training
Taiwan Chinese (Traditional)訓練Training
South Korea Korean트레이닝Training
Netherlands DutchTraining
Russia RussianТренировкаTraining
Portugal PortugueseTreinoTraining

Trivia[edit]

  • InSuper Smash Bros. andSuper Smash Bros. Ultimate, the music for each stage is changed to the Training Mode theme (although inUltimate, the player can still choose the background music when selecting a stage). InSuper Smash Bros., the background of each stage is additionally changed to theSmash Bros. emblem.
  • InUltimate, when the game speed is set to frame advance, then while the game is frozen, certain lighting effects are disabled.
  • InSuper Smash Bros. andSuper Smash Bros. Melee, if the player uses a controller in ports 2-4, their damage meter will be recolored to the respective port color, and inSuper Smash Bros. will also appear in its respective slot on screen while the CPU slot will go to port 1. As later games natively support wireless controllers, this was changed to always show the player as Player 1.
  • InMelee, the most recentPokémon to be unleashed from aPoké Ball in Training Mode will either be the second Pokémon that appears in a standard Versus match, or the first in a Single Player mode.
  • InBrawl, if Player 1 uses trappingFinal Smashes on any spawned players and then despawns them, the player will resume the Final Smash on nothing.
  • Modifying the Speed setting will alter the pitch of some Final Smashes, such asPuff Up,Mega Legends,NES Zapper Posse, andShulk's grunt during the final hit ofChain Attack. The sound effects of some attacks striking stage hazards may also be affected (i.e. hittingYellow Devil withRest).
    • Stage sounds will be higher pitched on a faster Speed but will quiet down at slower speeds.
  • Starting inSmash 4,Smash Balls in Training mode are easier to destroy than inBrawl.
  • InSmash 4, the CPU number and behavior cannot be changed if any player possesses a Smash Ball, the former of which stops the situation described above from happening (Final Smashes attacking nothing). Damage also can't be modified during a Final Smash attack. Items also oddly cannot be spawned while any character is inhitstun or in thetumbling animation.
  • Infor Nintendo 3DS, if the speed is set to a "Hold L" setting, the character models will change when the button is held. This is because the game indirectly pauses when theL button is not held, andSmash 3DS switches the detail of the character models between gameplay and pausing.
  • InBrawl,for Wii U, andUltimate, setting CPUs to Control will make use player 2's port color (blue) for theirshield, launch indicators, blast KO explosion, Villager and Isabelle's balloons when usingBalloon Trip, and the reticle in Duck Hunt's smash attacks, although they still have CPU tag along with the grey-colored box on the HUD.
  • The only things that override the stage freezing that occurs when bringing up the menu inSuper Smash Bros. for Wii U are the clock present inSmashville andTown and City and the character titles "rolling up" animation inBoxing Ring.
  • Despite time being slowed down, inSuper Smash Bros. for Wii U, the "numbers breaking" animation for thedamage meter plays faster if the speed is set on 2/3×.
  • Screen KOs are disabled in Training Mode inSmash 4 (after one of the updates inSmash 3DS's case) andUltimate. It is unknown why this is the case.
  • InMasahiro Sakurai on Creating Games, Sakurai revealed that the trajectory display in'Ultimate's Training Mode was originally a debug feature.[2]
  • If a random Pokémon or Assist Trophy is selected, the summon that was randomly selected is grayed out and unselectable on the menu, as two of the same summon can't be active at the same time.

References[edit]


v • d • e
Super Smash Bros.menu items
VS ModeVS Start (Team Battle) ·Rule ·Time /Stock ·VS Options
1P Mode1P Game ·Training Mode ·Bonus 1 Practice ·Bonus 2 Practice
OptionSound ·Screen Adjust ·Backup Clear
DataCharacters ·VS Record ·Sound Test
UnusedDebug menu
v • d • e
Super Smash Bros. Melee menu items
Vs. ModeMelee (Time ·Stock ·Coin Battle ·Bonus ·Team Battle) ·Custom Rules ·Special Melee ·Tournament Mode ·Names
1-P ModeRegular Match (Classic Mode ·All-Star Mode ·Adventure Mode) ·Event Match ·Stadium (Target Test ·Home-Run Contest ·Multi-Man Melee) ·Training
TrophiesGallery ·Collection ·Lottery
OptionsRumble ·Sound ·Screen Display ·Language ·Erase Data
DataSnapshots ·Melee Records ·Sound Test ·Archives (NTSC only) ·How to Play (PAL only)
UnusedDebug menu ·Debug sound test menu
v • d • e
Super Smash Bros. Brawl menu items
GroupBrawl (Time ·Stock ·Coin Battle ·Team Battle) ·Rules ·Special Brawl ·Rotation ·Tourney ·Names
SoloClassic ·All-Star ·Adventure Mode: The Subspace Emissary ·Events ·Stadium (Target Smash!! ·Home-Run Contest ·Multi-Man Brawl ·Boss Battles) ·Training
Wi-FiSpectator Mode ·With Anyone ·With Friends
VaultTrophies &Stickers (Trophy Gallery ·Trophy Hoard ·Coin Launcher ·Sticker Album ·Sticker Center) ·Stage Builder ·Album ·Challenges ·Replays ·Masterpieces ·Chronicle
OptionsScreen ·Deflicker ·Rumble ·Controls ·Sound ·My Music ·Erase Data
DataMovies ·Records (Group Records ·Brawl Records ·Notices) ·Sound Test
v • d • e
Super Smash Bros. for Nintendo 3DS menu items
SmashSmash (Solo ·Group ·Time ·Stock ·Team Battle) ·Rules
Smash RunSolo ·Group ·Custom ·Select Music
Games & MoreClassic ·All-Star ·Stadium (Multi-Man Smash ·Target Blast ·Home-Run Contest) ·Training · Custom ·amiibo ·Vault (Trophies ·Trophy Rush ·Album ·Replays ·Sounds ·Records ·Tips) ·Options (Controls ·Sound · Character Outline · Damage Display · Internet Options)
OnlineSpectator Mode ·With Anyone (For Fun ·For Glory) ·With Friends ·Conquest ·Share
OtherChallenge ·StreetPass ·Wii U
v • d • e
Super Smash Bros. for Wii U menu items
SmashSmash (Time ·Stock ·Coin Battle ·Team Battle) ·8-Player Smash ·Special Smash ·Rules ·Controls
Games & MoreClassic ·All-Star ·Stadium (Target Blast ·Home-Run Contest ·Multi-Man Smash) ·Training ·Events ·Special Orders (Master Orders ·Crazy Orders) ·Custom ·Stage Builder ·amiibo ·Vault (Trophies ·Trophy Rush ·Album ·Replays ·Movies ·Sounds ·Records ·Tips ·Masterpieces) ·Options (Controls ·Sound ·My Music · Internet Options)
OnlineSpectator Mode ·With Anyone (For Fun ·For Glory) ·With Friends · Online Events (Tourney ·Conquest) ·Share
OtherChallenge ·Smash Tour ·3DS
v • d • e
Super Smash Bros. Ultimate menu items
SmashSmash (Time ·Stock ·Stamina ·Team Battle) ·Squad Strike (Tag Team ·Elimination ·Best Of) ·Tourney ·Special Smash (Custom Smash ·Smashdown ·Super Sudden Death) ·Controls
SpiritsAdventure Mode: World of Light ·Spirit Board (Spirit Board Events) ·DLC Spirits ·Collection (Team Setup ·Inventory (Rematch) ·Level Up ·Dismiss ·Summon ·Activities ·Shopping)
Games & MoreClassic Mode ·Training ·Mob Smash (Century Smash ·All-Star Smash ·Cruel Smash) ·Mii Fighters ·amiibo (amiibo Journey) ·Stage Builder ·Home-Run Contest ·VR ·Challenger's Approach
VaultSounds ·Replays ·Records ·Challenges ·Tips ·Movies ·Shop ·Presents ·Video Editor
OnlineSmash (Quickplay (Solo (Elite Smash) ·Co-op) ·Battle Arena ·Background Matchmaking ·Official Tourney Qualifiers) ·Spectate ·Options ·Shared Content ·Online Tourney (Event Tourneys)
DashboardCollection ·Local Wireless ·News ·Options (Smash ·Controls ·Sound (My Music ·Sounds) ·Brightness ·Online ·Language) ·Help (How to Play ·Mode Guide ·Techniques ·Move List ·Credits)
OtherNintendo eShop ·Sephiroth Challenge