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Training Mode Details and Discussion

Sydoh

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Ms. Fortune
Here I detail what each setting in Training Mode does.

How To Training Mode

Slow Motion
Sets the game speed to a lower percentage of the default. This allows for easier screenshots or frame-perfect timing.

Attack Data

Simple:
Shows several hidden information regarding health and damage.
  • Life: Your character's health
  • Red: Your character's recoverable health
  • Damage Multiplier: This changes depending on the team size matchup.
  • Hit: The most recent hit's damage
  • Dmg: The total damage of the current combo
  • Max: The highest damage combo you've done this session.
  • Combo Stage: Displays the combo stage and Drama (undizzy) amount.
Advanced:
Same as Simple, but it shows the startup and frame advantage (hit or block) of the last move used at the bottom middle of the screen. For projectiles, it only shows startup.

Example: 9 / +4 would mean the move has 9 frames of startup (becoming active on the 10th) and you can act 4 frames before the opponent can.

Additionally, at the top of the screen it visually displays the frame data of the move. Each square is 1 frame.
  • Green = Vulnerable
  • White = Full Invulnerable
  • Yellow = Throw-Only Invulnerable
  • Teal = Hit-Only Invulnerable
  • Orange = Projectile-Only Invulnerable
  • Red (top) = attack box
  • Magenta (top) = Throw box
  • Dark Red (Bottom) = can't super-cancel
  • Dark Magenta (bottom) = can pass through opponent
It also shows what moves you have left available to start a new chain with for IPS (the green buttons that turn red under the timer).

Hitboxes
Shows the interactable hitboxes of each character.
  • Simple: Shows basic hitboxes of each character including different hitbox types detailed here.
  • Advanced: Everything that Simple has, but also includes the collision box and anchor point of the characters.
Hitstun Bar
Visually displays how much hitstun or blockstun a move has when you land it on an interactable object.

Grid
Displays a grid across the entire stage to make it easier to gauge distance and spacing.

Show Crossups
Displays a circular spark when you perform a move that hits the opponent while behind your character's facing.

Input Display
Selects whether to display player inputs for either player or both.

Input Display Type
Selects the type input display.
  • List = History of inputs
  • Stick = Realtime input display
Health
Sets character health to a percentage for both teams.
  • Normal: Health acts the same as it does in versus mode.
  • 1 Pixel/Percent: Sets health to the set percent. Health will instantly regen back to the set percent when the combo is over.
  • Infinite: Health never depletes.
Meter Level
Sets the Dramatic Tension (meter) level for both teams.

Meter Setting

Sets the behaviour of the meter level.
  • Refill = Meter will refill to selected level upon completing a combo
  • Start With = Meter will act like in versus mode, but will be set to selected value upon newly entering a match (such as hitting play again when ending the match).
  • Hold = Meter will refill to the selected level upon completing any move that costs meter.
Death Allowed
Sets whether a character will die from a combo that would kill.

Select Button
Choose what the select button does.
  • Save/Load State: Sets the select button to save and load a savestate
  • Dummy Record/Playback: Sets the select button to record inputs on the dummy and play it back.
  • Both: Does both of the above at the same time
You can reset the save state or recording by holding Select until the screen flashes red or hit LK+HK+Select.
Resetting a recording or state depends on your current setting. For example: If you have it set to "save/load state" you will not be able to reset the dummy recording, however if it's set to both, both will be reset.

Playback Mode
Sets how the dummy plays back the recording
  • Once: plays the recording once after hitting SELECT
  • Repeat: Continuously repeats the recording after hitting SELECT (deactivate by hitting SELECT a second time)
  • As Reversal: Will play the recording on the first possible frame after coming out of hitstun or blockstun. Also works like "Once" if you hit SELECT.
Recording number
You have 3 separate dummy recordings available to use. Of the slots that have recordings you have two settings to play them back.
  • Sequential: Plays back all slots with recordings in order from 1 to 3.
  • Random: Plays back a random slot that has a recording.
Note: It's possible to record no inputs at all for a length of time and when set to Sequential, or Random, it will still allow that recording to be used.

Playback Side Correction
  • On: Dummy will use relative motions (down, down-forward, forward)
  • Off: Dummy will use absolute motions (down, down-right, right)
Useful for testing cross-up situations.

Dummy Action
Sets the dummy to Manual (stand), Crouch, or Jump.
A second player can take control of the dummy when set to Manual, but the dummy will still have dummy settings activated (such as block settings and ground tech settings).

CPU
Turns the dummy into a CPU-controlled team with the same settings found in Single-Player. A second player will be unable to control the dummy while this setting is on.

Blocking
Sets when the dummy should block
  • Never: Dummy will never block
  • After First hit: dummy will not block when you start your combo, but will block once you drop it.
  • Always: Dummy will always block
  • First hit only: Dummy will block the first hit until blockstun has depleted, then will stop blocking.
  • Random: Dummy blocks randomly
Block Type
Sets dummy to block either only high, only low, or both.

Pushblock After
Sets when the dummy should pushblock in a blockstring

Pushblock
Sets how often the dummy should pushblock
  • Once: Dummy will only pushblock once regardless of how much blockstun the dummy is kept in
  • Always: Dummy will continuously pushblock as long as it is available
  • Random: Dummy will pushblock randomly
Throw Tech
Sets whether the dummy will break throws
  • Never: Dummy will not tech throws
  • Always: Dummy will always tech throws when able
  • After first hit: Dummy will only tech throws after blocking or being hit.
  • Random: Dummy techs throws randomly.
Ground Tech
Sets what direction the dummy will ground tech on a knockdown

Escape Infinite Combos
Sets what hit the dummy will burst on a combo that triggers IPS or Drama (undizzy).

Escape Delay (frames)
Sets the amount of frames to wait before bursting a hit.
0-60 frames in increments of 5.

Stagger Recovery
Sets how quickly the dummy will recover from stagger.
  • Off: No recovery, longest duration
  • On: Full recovery, shortest duration
Force Counter Hit
Allows the first hit of your combo to act as if you had hit the opponent out of a move.
Counter hit gives x1.5 damage to the move used and -25, -50, and -100 undizzy for Light Normals, Medium Normals/Specials, and Heavy Normals respectively, allowing you to do a longer combo.

Drama
Sets the Drama (commonly known as undizzy) to a percent of the maximum.
Drama will act normally except it will stop depleting at the current setting.

Skip Superflashes
Removes the superflash pause of all Blockbusters (supers) and displays them as if they were regular moves.
 
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Stuck since thread is good resource and should be one of the first thing beginners who are not fighting tech savvy should see as they travel this sub forum.
 
  • Updated with new Training mode settings including Attack Data>Advanced, CPU, Stagger, Counter hit, and Superflashes.
  • Changed the wording and format a bit to make it more uniform and clear.
 
What are the little green buttons on Advanced Attack Data in the top center of the screen for? I get that the big 'uns tell me which combos will trigger ibs, but the tiny ones confound me.
 
Those are which specials moves will trigger IPS, it's not labeled though so you'll have to find out which one is which by using it in a combo.
 
This is a small training tips in Training Room! If you go into Training Options and go to blocking, if you set that to Block "After first hit" you can test to see if your combos actually works against an defending Opponent!
This really helped me "Wake Up" and I saw that I did some combos pretty wrong! ^^ Just wanted to share this with anyone who didn't know!

If you've got any other Training Room tips please leave a post in this thread! :D

Thanks in advance!
 
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The block after first hit thing is something that's been well known in many fighters for eons now. It's an important tip either way, and I suggest everyone always have it on.

Something I'd suggest for newbies to the training room is turn on the hitstun bar. This can help you judge some possible chains. If you turn on the slow motion in addition to the Hitstun gauge, you can see exactly how long a move stays out and find some pretty interesting chains and links. There are a few other mechanics similar to this.

I'm not one of the many people here who love delving deep into the tech of the training room, so that's all I got.
 
The block after first hit thing is something that's been well known in many fighters for eons now. It's an important tip either way, and I suggest everyone always have it on.

Something I'd suggest for newbies to the training room is turn on the hitstun bar. This can help you judge some possible chains. If you turn on the slow motion in addition to the Hitstun gauge, you can see exactly how long a move stays out and find some pretty interesting chains and links. There are a few other mechanics similar to this.

I'm not one of the many people here who love delving deep into the tech of the training room, so that's all I got.


Yeah I guess you're right that it's been know for a while! But thats why I put it in the Beginners thread. So new people can see it ^^
 
"OH MY GOD, CAN'T EVEN TEST TO SEE HOW MUCH METER MY OPPONENT GETS WHEN I SET METER TO 5. SHIT GAME 0/10"
Behold

> Set meter level to max
> Set meter setting to "Start with"
> Set select to Dummy Record
> Use up opponent's meter
> Set select to savestate
> Savestate
 
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Stuff I really like in training mode (so these are kind of tips? but mostly "things I use that people should use because they're cool")

- For general purpose I set training dummy to "block all - high" so that I can start my combos off easily (since most combos you want to learn starting with c.lk or equivalent) but if I drop the dummy will *usually* be blocking. It's also nice for burst bait punishes since the punish is usually mid or high.
- this isn't "secret training room tech" or anything but a lot of people for some reason seem to not know about it so: if you set dummy recording to "as reversal" then as soon as the dummy is no longer in hitstun/blockstun/being thrown it will do the recorded action STARTING FROM THE FIRST FRAME SOMETHING HAPPENS. So you don't have to worry about recording the dummy's reversal perfectly as soon as you hit record, you can take the time you need to input the command and the dummy will do it as soon as possible.
- I would say 99% of the time have ground tech on (either forward or back) and stagger recovery on, because if you don't then some combos will "work" when they wouldn't work against a real person.
 
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- set meter to 3
- Health to 100%
- block after first hit (as already discussed)
- the rest.....yeah pretty apparent.

OH! Also use 2v2 or 1v1 to practice with so you know 1:1 damage ratios...essentially "true" damage numbers. This is very important. And even moreso when making videos.
 
3v2 also gives 1.0 damage ratio for the trio so that's the preferred practice option for a trio team to relate numbers.
 
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Here's how I have my training options set all the time.
Attack Data: Advanced (shows damage, Undizzy, frame startup/advantage. Always have this on.)
Hitbox: Off (Unless I need to see something specific, I never have this on)
Hitstun bar: Off (Never have used it)
Grid: Off (Never have used it)
Show Crossups: On (Keep this on. It'll make sure you know when you are crossing someone up, if you can't tell.)
Input Display: Off (turn it on only if something keeps coming out wrong)
Input Display Type (for if I need it): List (more helpful than stick for actually telling what you did)
Health: 100%
Meter Level: 3 (so I have enough to do whatever, but can still see how much meter I build)
Meter Setting: Refill
Death Allowed: Yes (don't want to have a setup you think almost kills when it actually kills)
Select Button: Save State (I need to save where I am a lot more often then I need the dummy mashing something. I switch when I want to test something)
Playback Mode: As reversal (because 9/10 times I'm using Dummy Recording for reversals. It's just useful more often than "once" or "repeat")
Playback Side Correction: On
Dummy Action: Manual
CPU: Off
Blocking: After first hit (so you know when your combo drops)
Block Type: All
Pushblock after: Never (So it doesn't push you if you drop your combo. Saves time)
Pushblock: Always
Throw Tech: Never
Ground Tech: Backward (Techs so you don't do a not-real combo with a blue bounce, gets up faster, and pushes them back towards the corner when you are doing stuff)
Escape Infinite Combos: First Hit
Escape Delay (frames): ??? (I haven't gotten a chance to play with this. I'll probably leave it at 0.)
Stagger Recovery: On (this will make them get out of stagger as soon as possible, making sure you aren't doing fake combos with characters using stagger)
Force Counter Hit: No (Only use when testing counter hit routes and damage)
Drama: Normal
Skip Superflashes: No
And yeah. Any time you are in training mode, it should be 1v1, 2v2, or 3v2 for 1.0 damage, unless you don't care or want to see if your 1v3 or 3v3 or 2v3 combo kills.

Edit: Oh. Since I guess since this is a thread for things a newbie might not know: holding left or right when stage is loading puts you in the left or right corner. Holding right puts them in the corner, and left puts you in the corner. I use right most of the time.

Also, a tip for seeing if you have a real block string is setting the dummy to block only the first hit, and they'll stop blocking and get hit if you didn't do a true blockstring.
 
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I'd always recommend training with hitboxes on, you'll eventually become accustomed to how your moves hit naturally.
While they might look a bit daunting at first, here's a little key on what is what:
When they're green, they're completely vulnerable. This is reffered to as a hurtbox.
White is getting up, or completely invincible.
Light blue is invincible to hits only (any of your normals, and non-projectile specials).
Yellow makes you invincible to grabs.
A darker yellow/orange is projectile invincible (Parasoul's Napalm Shot, Peacock's Bang Bang Bang!).
Red is a hitbox, or what will deal damage if touched.
A dark pink/magenta color is the hitbox for your throw.
A blue color is a blocking state.
Finally, a really, really dark blue in the middle of the character is their collision box. This shows as close you can get to a character before they start blocking your path.
I'd suggest you read this thread. It's a detailed explanation of what every single option's settings do.
 
Updated with new input settings, meter settings, and burst settings.
Added Grid setting.
 
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I'd always recommend training with hitboxes on, you'll eventually become accustomed to how your moves hit naturally.
Should add that this is only if you REALLY want to know this stuff. Otherwise, it's a garish distraction. I personally recommend training with it off. Especially once you know what's what, having it on is annoying, and many attacks move so quickly that getting a solid grasp for where they hit is difficult, especially since hitting the dummy (since hitting the dummy is 95% of what you do in training mode) has the attack flash for a much shorter period of time than normal.

You also missed low block and airblock/absolute gaurd. I'm pretty sure those hitboxes are different colors a different shade of blue.

I'd suggest you read this thread. It's a detailed explanation of what every single option's settings do.
It's important to add that players do not need to memorize what all the options do to use training mode effectively. The training mode list can be daunting, and an even larger list detailing those options can seem even more intimidating.

Just wanted to note that it isn't absolutely required info, and a quick rundown of which settings you should use may be what someone needs, and in that case, that's perfectly fine.
 
Should add that this is only if you REALLY want to know this stuff. Otherwise, it's a garish distraction. I personally recommend training with it off. Especially once you know what's what, having it on is annoying, and many attacks move so quickly that getting a solid grasp for where they hit is difficult, especially since hitting the dummy (since hitting the dummy is 95% of what you do in training mode) has the attack flash for a much shorter period of time than normal.

You also missed low block and airblock/absolute gaurd. I'm pretty sure those hitboxes are different colors a different shade of blue.
It's all personal preference, I suppose. I've never had a problem with them being distracting, myself, and I don't see any problem to leaving them on.
I left those out because with the blocking, they're all shades of blue so I thought that would cover all three (correct me if I'm wrong please, don't remember) and I left out absolute guarding because I forgot, so thanks. I don't really think it's important when you're just checking hitboxes, but when I get a chance I'll double-check what color hitbox that has. Thanks for the reminder, though.
 
I usually try to have 3 characters on my opponent's team in training mode. Sure, depending on your team it may mess up the damage for you but unless you really want to know the specific damage of your combos and resets (if it is simply a case of you want to know if one combo does more damage than another, you can just compare them in training mode) it probably won't really matter. This allows you to have one character of each weight class so that you can get your combo/reset timing down for each weight. It also allows you to have the highest number of characters you can practice against in case your combo isn't just weight specific but character specific.
 
I usually try to have 3 characters on my opponent's team in training mode. Sure, depending on your team it may mess up the damage for you but unless you really want to know the specific damage of your combos and resets (if it is simply a case of you want to know if one combo does more damage than another, you can just compare them in training mode) it probably won't really matter. This allows you to have one character of each weight class so that you can get your combo/reset timing down for each weight. It also allows you to have the highest number of characters you can practice against in case your combo isn't just weight specific but character specific.

General rule of thumb: use 3 characters if you're trying to learn a combo that you already know the damage for (so you can test on different weights/timings/etc). Use 1.0 ratio if you want to know damage. For general experimenting with stuff I definitely recommend 1.0 ratio though.