Training Modpack version 6.0 is now released! Finally, we have Input Recording with tons of options, FGC-style Input Display, an auto-updater, customizable button configurations, and SO much more in bugfixes and QoL improvements. Thanks as always for sharing!
We found the first real difference between Peach and Daisy! Peach's turnips do 25 BKB w/ 45 KBG, whereas Daisy's do 30 BKB w/ 35 KBG. Applies for all turnips. This is enough so Peach's strong turnips kill earlier- the effects are still being seen for low % combos. Code in reply.
Version 3.0 of the Ultimate Training Modpack is now finally released! A completely overhauled menu system and a way more stable experience than ever before, with many brand new features like save state mirroring and frame advantage on hit.
Download:
Frame Advantage, SDI, random selections, and a ton of new features have been added to version 2.5 of the Training Modpack. The menu has also become a joy to use and lab with! Thanks as always for sharing and using the mods. Video edited by
@KingOfWizards
!
Version 2.0 of the Training Modpack is now released! It includes save states as well as setting OoS options for CPUs.
It uses a completely new menu framework, so be sure to follow the instructions and delete the old version of the mod. Thanks as always!
Training Modpack v1.0 release! It's so packed full of features already that it's time for a major update. Features showcased here include:
- Hitbox visualization
- Mash airdodge (+ flash shield when grounded)
- Mash jump
- Infinite shield
- Hold shield
- DI (specified or random)
Version 4.0 of the Training Modpack is out! Tons of features: emulator support on PC, a new tabbed menu with overhauled visuals, mashing out of bury, and save states improvements such as autoloading on fighter death, character items, buffs, and more! Thanks as always for sharing!
Training Modpack version 5.0 is here! Loads of new features including save state slots, mash trigger configuration, random damage for save states, and much more in addition to bugfixes. Thanks as always for sharing!
Spent a week on it, and finally got hitbox termination working! Now hitboxes end when they should and look a lot more natural. The best way to view is with frame advance. There are still a few bugs, but it works well enough that I'm willing to release it:
And now, all thanks to
@jam1garner
, we have the hitbox visualizer working in training mode only! :D this was an edit that took forever to figure out in Smash 4, and here Jam's already implemented it for Ultimate.
Training Modpack menu overhaul release with v1.5! The modpack is a joy to use with an actual menu thanks to the homebrew Layoff. I've also added configurable defensive options as well as many bugfixes and QOL changes. As always, downloads here:
The Ultimate Training Modpack is working on the Ryujinx emulator! This includes a non-web based menu which is much quicker to use in multiple attempts that is also available on console as an option. This should make practicing much more seamless for detailed labbers.
So, training mods release! Added text for the taunt toggles, as well as DI control for DI away, in, and everything in between. Other current toggles are hitbox visualization and mashing airdodge. Release here:
Save states are now a part of the training modpack's latest update. I'm not even exaggerating when I say that I don't think I can ever practice with normal training mode ever again after this, save states are THAT useful. Thanks as always for sharing!
Update to the training modpack: it now includes random/specified ledge options, specified attacks out of hitstun, and even an option for the CPU to spam a completely random option out of hitstun.
Download as always:
Really good Ivysaur combo at low percents, here shown with DI in and DI away. Nair needs to be full hopped, as it has way better combo potential in the air than when landing. Also for nair, opponents are sent based on where they are relative to Ivy, so move accordingly.
Training Modpack v1.2 release! Revamped the UI, so toggles are chosen and explained through the menu.
New features:
- random defensive options after ledge getups
- hitbox visualization stops moves' effects
- DI toggle takes the player's input
Download:
How much damage people THINK Peach does, LOOOL (I was testing some stuff, accidentally caused a floating point error I suppose, then this scared me to death lol)
Finally added rage in training mode to the Training Modpack! This comes along with a convenient system of locking percents that lets you choose which percents you want yourself and the CPU to be at. Many other additions in this update as well! Thanks!
Training Modpack v3.2 is now released! The star of this release is a bugfix, but a big one: Pokemon Trainer and Ice Climbers now function properly with save states! As for new features, throw and trip options and more have been added.
Download:
Real-time input display in replays and matches! Show off techs and lab harder with the newest update of the training modpack. Also included is the removal of the respawn platform in training mode and many other QOL fixes. Thanks as always for sharing!
Training Modpack version 5.1 is now released! I wanted to get this out there as soon as possible as there were a couple of glaring bugs that are now fixed; save state slots have moved to the menu for easier use, and some effects failing to show up outside training mode has been
Adding mashing attacks and specials out of hitstun to the modpack! Now the main defensive options are all covered and combos and setups can be practiced to their fullest. This update also fixes a LOT of bugs! Thanks!
Training modpack now works with version 4.0.0! Here's some Hero down b hitboxes that are... well, just as big as they look. Which is really big.
Download here:
Training Modpack v1.4 release!
Random tech options! CPUs choose an option every time they are put into a tech chase situation. You can also specify which option they choose, and they always perform a defensive option immediately afterwards.
Download:
WELL. I guess I have training mods working now! :D This forces airdodges, only for CPUs, in training, when coming out of hitstun! And this is just the beginning...
A legendary Peach labber, a great example of how the modpack can help an already capable and powerful player.
The next update of the training mod (within the week!) will help their labbing sessions A LOT more, too...!
Good stuff is coming for the modpack! I have mashing attack out of hitstun working perfectly in my current build, so keep an eye out for an update soon! I know it's been a while since the last update, but I've just been a bit busy.
It's been confirmed that the training mod works with emummc or emuNAND. This means that you don't have to worry about hacking your switch and getting banned anymore-- you can run a safe NAND for online play and a separate emuNAND for modded games and homebrew.
Lab tech chasing like
@VGBC_GimR
with random teching in the training modpack! Also added a feature to force CPUs to spam an attack or defensive option as often as possible. Many other fixes and features as well. Thanks as always!
Working on a method to get easy-to-read diffs between patches, to prepare to make patch notes for 2.0.0 when it releases.
Checking differences between 1.0.0 and 1.2.1, apparently Peach had already got nerfed!
Dash Attack (Hit 2) KBG 140 -> 130
I knew it wasn't killing as well!!
Peach hitbox visualization thread! Thanks to
@BenArthur_7
's branch of CrossMod. Most of Peach's hitboxes are the same from Smash 4, but here they all are, along with discussion of certain moves.
Fair: 16-20. Red is the sourspot (yes, it has a sourspot in this game!)
For me, a reason that this is such a big deal is that there are so many features I don't put in the modpack SOLELY because it would be annoying for users without an actual menu. This opens up a lot of doors.
Anyways, I'll release soon, once I get a good DI setter going.
Updated the training modpack to include DI trajectory lines! Use these to better understand where moves send you and your opponents! Also added the choice of ledge options with random timing for CPUs. Thanks as always for sharing and enjoying the mods.
Don't let ZSS's upair ladders (which are heavily DI dependent and way harder to get started than Bayo combos anyways) distract you from the real BS that is the first frame of her uptilt on frame 3 with ALL THAT LEG INTANGIBILITY
Debugging like... but seriously, I set the damage value to an offset (3644544 -> hex 0x379C80) of a function that is only set at runtime, so this is a real way to find out where such a function is. Sure enough, it's exactly there. This was a really good idea from
@BenArthur_7
AMAZING things coming! Input recording is one of the most important features we could have, and we want to get it right, right off the bat. We'll provide a detailed write-up about how it works and also include it in a beta release sometime soon; and we'll need your feedback!
At long last, progress on Input Recording! Take control of the CPU and record an input sequence to play on demand. This should open up countless new possibilities for labbing!
Note that the floating points have errors here. This is the code for all turnips, you can see how it calls a function to get the given turnip's damage.
It's hard to explain why this is impressive, but until now we haven't had "moveset modding" like we did at the end of Smash 4. There has been no way to say, "make ganon's nair2 do 600 damage, 300 BKB", but now I've done it. Here I replaced Simon's nair (on-the-fly with uptaunt!)
Well, I guess we're doing it-- beta release of input recording in the Training Modpack! This is VERY work-in-progress, but please test it out if you've been waiting, and let us know your feedback!
I just got 0-death'd by
@RDTBigBoss
's ROB and he goes, "That one's your fault!" I figured he meant I could have avoided the combo starter but he said it was because we put save states with items in the training mod 😭😭 what have I done 😭😭😭
Last night at tourney, someone was asking if I had a Shrek controller, when it was painted like this because I play Peach's green dress skin...
Later during a tourney set I get a 0-50% combo and he yells out, "LET'S GO FIONA" and I still haven't truly recovered
For the intangibility/invincibility display, it says "Fighters glow blue when an attack won't hit, and glow green when an attack deals no damage." MUH OVERLAYSSSSS
Regarding my last tweet, I can even change the menu text with more traditional modding. It looks so clean! See both the new title of the option ("Visualization"), and the help text at the bottom!
Ever wanted to press start at the result screen and have it just... end? ... like it used to in every other Smash? Small quality of life mod to do just that, instructions and download here:
Very few Switch games support using a keyboard. Digital controllers are gaining traction, and using a keyboard for Smash could be a great transition to using box-style controllers. Here's switch-keyboard-controller, a configurable software mod for doing just that on console!
I've been thinking about adding a display that shows the most relevant options on-screen to fight misinformation, in both directions.
Players should be able to show when a combo is true, but also should be forced to show if they're labbing something under unrealistic conditions
Wrote some code to calculate where a given firefox angle would end up ahead of time for the AI in one of the events.
Had the idea to make it run every frame of firefox and paired it with taukhan's raycast visualizer. Here's the result:
Mansa has found the holy grail for our Peach upair loop combos :D once they start getting launched too high, do a JCFF upair dragdown and it seems to still be true!