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- worldjem7

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.
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.
Hitboxes
Shows the interactable hitboxes of each character.
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.
Sets character health to a percentage for both teams.
Sets the Dramatic Tension (meter) level for both teams.
Meter Setting
Sets the behaviour of the meter level.
Sets whether a character will die from a combo that would kill.
Select Button
Choose what the select button does.
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
You have 3 separate dummy recordings available to use. Of the slots that have recordings you have two settings to play them back.
Playback Side Correction
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
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
Sets whether the dummy will break throws
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.
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.
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.
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
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.
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
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.
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.
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
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.
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.
Playback Side Correction
- On: Dummy will use relative motions (down, down-forward, forward)
- Off: Dummy will use absolute motions (down, down-right, right)
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
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
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.
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
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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