Training

Training is a game mode in the series and Fraymakers in which the player can train with a character and manipulate the gameplay of a match without the restrictions of a standard match.
== In Super Smash Flash ==
Training mode in the original Super Smash Flash is accessible from the 1-P Mode menu. It is based on the Training mode in the games and allows the player to select one playable character, one opponent, and a stage to practice with them on. There are three modifiers that appear in the upper left corner of the screen and can be selected with the mouse. These are the following available modifiers.
*Create Item: Allows the player to select an item to spawn directly above the player character by clicking on the yellow button. Pressing the arrows scrolls through the items.
*CPU Attack: Sets whether the CPU-controlled character tries to attack the player or remains idle.
*CPU Control: Sets whether the opponent is controlled by a CPU or a human using the second player's control scheme.
== In Super Smash Flash 2 ==
In Super Smash Flash 2, Training mode is greatly expanded from the original SSF, now being accessible from the Solo menu. The player can now select up to three different opponents before selecting a stage, and there are now seven different modifiers that appear on a side menu when pausing the game. From this menu, the player can also reset the default settings and exit the mode. These are the following available modifiers.
*Speed: Allows the player to slow down or speed up the match, with "x 1" being the default. Can be set to x 1/3, x 2/3, x 1, x 1.5, or x 2.
*Items: Allows the player to spawn an item in front of the player character by pressing it. Can set any item in the game.
*No. of CPUs: Changes how many opponents appear in the battle, with 1 being set by default. Can be set to 0, 1, 2, or 3. If more CPUs than opponents selected on the character selection screen appear, then the remaining CPUs will be the same character as the first opponent with different costumes.
*CPU: Sets the behavior of the CPUs, with "Idle" being set by default.
**Idle: CPUs stay in place but recover if knocked off the stage.
**Chase: CPUs chase the player.
**Evade: CPUs run away from the player.
**Jump: CPUs jump in place.
**Walk: CPUs walk around the stage.
**Run: CPUs run around the stage.
**Human: CPUs can be controlled by other human players.
**Attack: CPUs attack the player, with their difficulty levels depending on those selected from the character selection screen.
*CPU Damage: Sets the starting damage of the CPUs, which is set to 0% by default. Can be set to any number from 0% to 999%.
*Camera: Allows the player to change the camera position, which is set to "Normal" by default.
**Normal: The camera acts normally.
**Zoom: The camera zooms in on the first player.
**Stage: The camera shows a view of the entire stage.
*HUD: Changes the HUD that appears, which is set to "Normal" by default.
**None: No HUD elements appear.
**Normal: Damage meters appear.
**Advanced: In addition to damage meters, a bar at the top of the screen appears showing the speed option, CPU option, damage of the player's most recent attack on an opponent, consecutive hits the player has made on an opponent, and total damage the player has dealt to an opponent in those consecutive hits.
== In Fraymakers ==
The Training mode in Fraymakers is accessible from the main menu. The player can select up to three different opponents before selecting a stage, and pausing the game opens a menu with modifiers separated into three sections. From this menu, the player can also exit the mode, reset the default settings, or completely restart the match to reload custom content and reset player positions.
These are the following available modifiers. Note that, unless otherwise specified, options are set to off by default.
=== General Options ===
The General Options section contains modifiers pertaining to the gameplay itself.
*Set Game Speed: Allows the player to slow down or speed up the match, with "1X ( 60 FPS )" being the default. Can be set to "1 FPS", "2 FPS", "5 FPS", "0.25X ( 15 FPS )", "0.5X ( 30 FPS )", "1X ( 60 FPS )", "2X ( 120 FPS )", or "Frame Advance", which freezes the gameplay and allows the player to advance by one frame by pressing the pause input.
*Enable Save States: Allows the player to create a save state, a capture of a particular moment of the match, by pressing the emote and special inputs simultaneously. It can then be loaded by pressing the emote and attack inputs simultaneously.
*Hide Player HUD: Hides the damage meters.
*Hide Offscreen Indicators: Hides the arrow and hoop used to show offscreen players.
*Green Screen: Replaces all stage visuals with a green background, allowing players to more easily extract sprites or overlay their own backgrounds in screen captures.
*Tint Red During Hitstun: Applies a red tint to characters affected by hitstun.
*Tint Blue During Hitstop: Applies a blue tint to characters affected by hitstop.
*Tint Blue During Self Hitstop: Applies a blue tint to characters affected by self-hitstop.
*Launch Trajectory Lines: Displays lines showcasing the trajectory of attacks' knockback.
*Directional Influence Lines: Displays lines showcasing the trajectory of attacks' knockback when affected by maximum and minimum directional influence.
=== Player Options ===
The Player Options section contains modifiers pertaining to the player and CPUs. Options are separated to affect the player or all CPUs.
*Damage: Sets the damage of the player or CPUs, which is set to 0 by default. Can be set to any number from 0 to 999.
*Reset Damage on Land: Causes the player's or CPUs' damage to reset to the specified damage value upon landing. Turned on by default.
*Assist Charge: Sets the player's or CPUs' Assist charge values. Can be set to any number from 0 to the maximum charge value. If multiple CPUs have Assists of varying maximum charges, then charge values will be based on the first CPU and percentage will be shared across CPUs.
*Behavior: Sets the behavior of the CPUs, with "Idle" being set by default.
**Idle: CPUs stay in place but recover if knocked off the stage.
**Attack: CPUs attack the player, with their difficulty levels depending on those selected from the character selection screen.
**Evade: CPUs run away from the player.
**Walk: CPUs walk back and forth across the stage.
**Jump: CPUs jump in place.
**Shield: CPUs continuously shield.
**Human: CPUs can be controlled by other human players.
*Tech Option: Sets how CPUs tech when hitting the ground while tumbling. Can be set to "Default", "Random", "Always Miss", "Tech in Place", "Tech Roll Left", or "Tech Roll Right".
*Shield Hit Option: Sets how CPUs react when their shield is hit. Can be set to "Default", "Random", "Hold Shield", "Grab", "Spot Dodge", or "Roll".
*Crash Option: Sets how CPUs react when crashed on the ground. Can be set to "Default", "Random", "Hold Shield", "Nothing", "Get Up", "Attack", "Roll Left", or "Roll Right".
*Ledge Option: Sets how CPUs react when hanging from a ledge. Can be set to "Default", "Random", "Nothing", "Climb", "Roll", "Attack", "Jump", or "Wavedash".
*DI Option: Sets how CPUs use directional influence when hit. Can be set to "Default", "Random", "CPU", "None", "In", "Out", "Up", "Down", "Left", "Right", "Up + Left", "Up + Right", "Down + Left", or "Down + Right".
*Hitstop Nudge Option: Sets how CPUs nudge when hit. Can be set to "Default", "Random", "CPU", "None", "In", "Out", "Up", "Down", "Left", "Right", "Up + Left", "Up + Right", "Down + Left", or "Down + Right".
=== Boxes and Visuals ===
The Boxes and Visuals section contains modifiers pertaining to displaying certain hitboxes and stage elements.
*Toggle All Boxes: Sets all below options to on. If all options are on, sets all to off.
*Hitboxes: Displays hit boxes, the damaging parts of attacks.
*Hitbox Attack Angle: If hitboxes are enabled, displays arrows pointing in the direction of their knockback angles.
*Hurtboxes: Displays hurt boxes, the damageable areas in characters and objects.
*Grab Boxes: Displays grab boxes, the areas that grab opponents.
*Ledge Grab Boxes: Displays ledge grab boxes, the areas that allow characters to grab ledges that make contact.
*Reflect Boxes: Displays reflect boxes, the areas that reflect projectiles.
*Environment Collision Boxes: Displays environment collision boxes, the areas of characters that control their interactions with terrain.
*Absorb Boxes: Displays absorb boxes, the areas that absorb projectiles.
*Counter Boxes: Displays counter boxes, the areas that react to hit boxes.
*Custom Boxes: Displays custom boxes, which are used for user-defined collisions.
*Stage Structures: Displays lines representing the terrain of the stage.
*Disable Stage Visuals: Hides all stage visuals.
== Gallery ==
=== Super Smash Flash 2 ===
==== Screenshots ====
Training full basic.png|The advanced HUD for Training mode.
==== Early designs ====
Trainingmode1.png|The original side menu, used in demos v0.6 to v0.8a.
TRAININGMODE.png|The side menu in demo v0.8b.
9aTrainingSideMenu.png|The side menu in demo v0.9a.
Training2.png|The side menu in demo v0.9b.
BetaOldSideMenu.png|The side menu as it appears in Beta 1.0 and Beta 1.1
Training full basic in v0.8a.png|The original advanced HUD, used from demos v0.6 until v0.9b.
Training full basic in Beta 1.0.png|The advanced HUD for Training mode in Beta 1.0 and Beta 1.1.
Category:Game modes
Category:Game modes in Super Smash Flash
Category:Game modes in Super Smash Flash 2
Category:Game modes in Fraymakers
Category:Solo game modes