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A [Skyline](https://github.com/shadowninja108/Skyline) plugin using [cargo-skyline](https://github.com/jam1garner/cargo-skyline) for adding features to the training mode. It uses native Smash UI to provide a menu for customizing training options.
The features in this modpack are configured through the menu, which can be accessed within training mode by pressing `SPECIAL+UPTAUNT`. Generally they fall into these categories:
When multiple options are selected, one of the selected options will be chosen at random. Open / focused menus can be reset by pressing the `Y` button. All menus can be reset to the default by pressing the `Z`/`ZR` button. These defaults can be saved upon exiting the menu by pressing `X` when in-menu. Use this to make a preset that fits your personal training style.
| Mash Toggles | Actions to be performed as soon as possible out of hitstun or shieldstun | Airdodge, jump, shield, spotdodge, roll in, roll out, aerials, jab, tilts, smash attacks, grab, dash, dash attack |
| Followup Toggles | Actions to be performed after the Mash option | Airdodge, jump, shield, spotdodge, roll in, roll out, aerials, jab, tilts, smash attacks, grab, dash, dash attack |
| Mash Triggers | Conditions which will cause the CPU to perform their mash action | Hitstun, shieldstun, parry, tumble, landing, ledge trump, footstool, clatter, ledge option, tech option, grounded, airborne, distance: close, distance: mid, distance: far, always |
| Attack Angles | For attacks that can be angled, such as some forward tilts | Neutral, up, down |
| Throw Options | Throw to be performed when a grab is landed | None, Forward Throw, Back Throw, Up Throw, Down Throw |
| Throw Delay | How many frames to delay the throw option | 0 to 150 frames (2.5 seconds) in increments of 5 frames |
| Pummel Delay | How many frames after a grab to wait before starting to pummel | 0 to 150 frames (2.5 seconds) in increments of 5 frames |
| Falling Aerials | Should aerials be performed when rising or when falling | Yes, No |
| Full Hop | Should the CPU perform a full hop or a short hop | Yes, No |
| Aerial Delay | How long to delay a Mash aerial attack | 0 to 30 frames (0.5 seconds) |
| Fast Fall | Should the CPU fastfall during a jump | Yes, No |
| Fast Fall Delay | How many frames the CPU should delay their fastfall | 0 to 30 frames (0.5 seconds) |
| OoS Offset | How many times the CPU shield can be hit before performing a Mash option | 0 to 30 hits |
| Reaction Time | How many frames to delay before performing an option out of shield | 0 to 30 frames (0.5 seconds) |
| Airdodge Direction | Direction to angle airdodges | Neutral, out, up-out, up, up-in, in, down-in, down, down-out, left, right |
| DI Direction | Direction to angle the directional influence during hitlag | Neutral, out, up-out, up, up-in, in, down-in, down, down-out, left, right |
| SDI Direction | Direction to angle the smash directional influence during hitlag | Neutral, out, up-out, up, up-in, in, down-in, down, down-out, left, right |
| SDI Strength | Relative strength of the smash directional influence inputs | None, Normal (8 frames between inputs), Medium (6 frames), High (4 frames) |
| Clatter Strength | Relative strength of mashing out of grabs, buries, etc. | None, Normal (8 frames between inputs), Medium (6 frames), High (4 frames) |
| Ledge Options | Actions to be taken when on the ledge | Neutral getup, ledge roll, ledge attack, wait |
| Ledge Delay | How many frames to delay the ledge option | 0 to 300 frames (5 seconds) in increments of 10 frames |
| Tech Options | Actions to take when slammed into a hard surface | Miss tech, tech in place, tech roll in, tech roll out |
| Mistech Options | Actions to take after missing a tech | Neutral getup, getup attack, roll in, roll out |
| Shield Toggles | CPU Shield Behavior | None, Infinite (no shield damage or decay), Hold (no shield decay until the shield is hit for the first time), Constant (no shield decay) |
| Shield Tilt | Direction to tilt the shield | Neutral, out, up-out, up, up-in, in, down-in, down, down-out, left, right |
| Crouch | Should the CPU crouch when on the ground | Yes, No |
| Character Item | The item to give to the player's fighter when loading a save state | None, Player item (#1 - #8), CPU item (#1 - #8) |
| Buff Options | Buff(s) to be applied to respective character when loading save states | Accelerate, Oomph, Psyche Up, Bounce, Arsene, Deep Breathing, Limit, K.O. Punch, Wing |
At any time in Training Mode, you can press `Shield + Down Taunt` to save the state of training mode. This will save the position, state, and damage of each fighter, which can then be reverted to at any time with `Shield + Up Taunt`. With the mirroring setting, loading the save state will flip the positions, allowing you to practice your skills facing both directions. Use this instead of the built-in training mode reset!
To install the Training Modpack, download the .zip file from the [latest release page](https://github.com/jugeeya/UltimateTrainingModpack/releases/latest). Extract the files from the .zip file using the file explorer on Windows or Mac, or a program such as 7-zip (windows) or unzip (Linux).
* This is the custom firmware that is required for any hacked Switch. One great guide for installation here can be found at https://switch.homebrew.guide/.
1) Transfer the extracted contents of the TrainingModpack .zip (`atmosphere` folder) onto the root of your SD card, merging the `/atmosphere` folder with the one on your SD card.
2) Similarly, transfer the extracted contents of the Skyline .zip (`exefs` folder) into `sd:/atmosphere/contents/01006A800016E000`.
3) No files need to be manually deleted when upgrading from a previous version.
4) The The SD card should have the below files at these locations.
To install a beta version of the modpack, follow the same procedure using the [latest beta release](https://github.com/jugeeya/UltimateTrainingModpack/tree/beta) on Github. Beta releases may have additional features and bugfixes, but are subject to change.
Whenever there is a Switch update, you will need to update Atmosphere as well. To continue playing with mods, you should not install switch updates until there is a corresponding Atmosphere update. If you accidentally update your switch and there isn't an atmosphere update available yet, you can continue playing without mods by turning your switch fully off (hold the power button) then turning it back on normally.
Depending on when your Switch was manufactured, the exploits used to allow access to mods may or may not be patched and it may be possible for you to run mods like the Training Modpack on your switch. Enter the serial number of your switch into https://ismyswitchpatched.com/ to determine if your switch can be modded or not.
4.**My Switch is patched, can I still install the Training Modpack?**
Possibly - it is not known whether your switch has the hardware patch installed or not. However, you can find out with no risk by completing the installation steps through step 12. If your switch launches into Atmosphere, then it is unpatched and you can run mods. If Tegra gives the message "Smashed the stack with a 0x0000 byte SETUP request!", then your switch is patched and cannot run mods.
6.**Do I need an emuMMC?**
No, an emuMMC is not required for smash mods. Using an emuMMC is complicated and a known ban risk when connected online, so it is not recommended.
8.**How do I know that I installed the Training Modpack correctly?**
When launching Smash for the first time after installing the Training Modpack, you should receive a pop up notification confirming that you've installed it correctly. You can also check your SD card to make sure that you have all of the files installed in the correct location. If you have the following files, its likely that everything else is installed correctly as well. `SD:/atmosphere/contents/01006A800016E000/exefs/main.npdm`, `SD:/atmosphere/contents/01006A800016E000/romfs/skyline/plugins/libtraining_modpack.nro`, etc.
This usually indicates that either the modpack or skyline was not installed in the correct location. Read the installation instructions again carefully, and ensure that you have placed all of the files in the exact locations specified.
These two stages are actually slightly asymmetrical. On Smashville, the left side is 4 units longer than the right side. On Town and City, the left side is 2 units shorter than the right side. This asymmetry is not currently accounted for in the Training Modpack when mirroring save states.
Full installation instructions are provided in the [#setup-and-download](https://discord.com/channels/407970595418931200/407971997008658432) Discord channel.
The process for installing and update is very similar to the initial installation. Download the new `.zip` file from the Github releases page, extract the contents, then drag the atmosphere folder to the root of your SD card. Any existing files will be replaced, so there is no need to delete any files manually.
To install a beta release, follow the same process as updating the Training Modpack. Download the beta `.zip` file from the Github releases page, extract the contents, and drag the atmosphere folder to the root of your SD card. Any existing files will be replaced, so there is no need to delete any files manually.
You can find the donation link in the [#faq](https://discord.com/channels/407970595418931200/714960353058095216) Discord channel. We use the money to commission video edits for releases, so thank you if you do end up donating!
The custom firmware Atmosphere stays loaded when the switch goes to sleep, but not if it is fully powered off. So you only need to go through the process of injecting the payload through TegraRCMGui when the switch is fully powered off, such as if the SD card is removed.
The Training Modpack features are only applied while in training mode and do not affect any of the other game modes outside of it, including online play. Smash online is client sided, so only the data that is sent to other players is available for inspection by Nintendo. Since the Training Modpack doesn't affect that data, the Training Modpack is safe to use when playing online. This conclusion is backed up by user experience, where many users have played online with the Training Modpack active and have suffered no adverse consequences.
*HOWEVER*, please understand that there is inherent risk involved with smash modding, and no guarantee is made that your switch will not be banned. Other wifi-unsafe mods, unsportsmanlike online play, cheating, save editors, online emuMMC, pirating, and other activities may result in a ban. Nintendo has not published a list of ban-worthy activities, nor have they communicated that modding is acceptable, but these are several well-known causes from user experience. It is your responsibility to understand these risks, since it is your switch and your choices.
The Training Modpack has a wide array of features to improve training mode. Some of the more impactful improvements are the ability to save and load fighter positions, practice with hazards off, and adjust CPU behavior in certain scenarios. A full list and explanation of the different settings is available on the Github page here: https://github.com/jugeeya/UltimateTrainingModpack#features
First check in the #bug-reports channel and Github Issues to see if it has already been reported. If it hasn't, please collect as much information as you can about the bug (including how to reproduce it!) and submit it either in the [#bug-reports](https://discord.com/channels/407970595418931200/407971515171340289) Discord channel or as an issue on Github here: https://github.com/jugeeya/UltimateTrainingModpack/issues
Suggestions are always welcome! You can request new features in the [#requests](https://discord.com/channels/407970595418931200/407971627138285579) Discord channel. Please do keep in mind that the developers are volunteers with busy lives, so we may not be able to implement every suggestion, but we do read all requests in that channel and often prioritize features that are highly requested.
Some menu settings allow for multiple selections. When there are several settings selected, the CPU will randomly choose between the selections when that setting is triggered. For instance, if you have both "Ledge Jump" and "Neutral Getup" selected under "Ledge Options", then the CPU will randomly select between those two options when deciding what to do when it is on the ledge.
You will need to use the Arcropolis mod manager to enable other types of mods. This discord is focused on the Training Modpack; more information on installation of other mods can be found in the general SSBU modding Discord, which is linked in the [#welcome](https://discord.com/channels/407970595418931200/721077130456203335) channel.
jugeeya is the creator of the Training Modpack, along with its predecessor in Smash 4. There are a number of developers who contribute new features and bugfixes as well, listed on the contributors page: https://github.com/jugeeya/UltimateTrainingModpack/graphs/contributors
If you'd like to help out as a developer, we welcome any contributions! The Training Modpack is written in Rust, and uses the Skyline framework to hook into existing Smash functions to add functionality to training mode. If you aren't already familiar with Rust, the Rust book is a great place to start familiarizing yourself with the syntax and structure: https://doc.rust-lang.org/book/ . You can also take a look through the existing codebase on Github to check out how everything works right now. It's all open source!
To build the entire modpack including supporting files, use the steps in the [Github Actions specification file](https://github.com/jugeeya/UltimateTrainingModpack/blob/main/.github/workflows/rust.yml).
These are the features that can be found [in the latest beta release](https://github.com/jugeeya/UltimateTrainingModpack/releases/tag/beta) that are not in the stable release.
* **Input Recording**: Trigger a recording and play it back (default binds: `R+DPad Down`, `R+DPad Up` respectively)! These recordings can be customized in terms of length between 60 and 600 frames, looping, and more! They can be configured to run in familiar situations like Mash or Ledge options and more - @GradualSyrup, @jugeeya
* **Input Display**: Show inputs in a per-status, frame counted log-style viewer! Choose between raw controller inputs and "Smash"-style inputs, being what the game actually understands and passes to fighters - @jugeeya, @xhudaman
* **Auto-Updater**: Allow the modpack to automatically update itself when updates are available. Users can choose which update track they'd like from the Stable or Beta track in the menu - @asimon-1
* **Hide Tech Animations**: Animations and the CPU cursor are are hidden (character model/effects are invisible) during when the CPU is teching-- use this to practice true reaction tech chasing! The fixed camera is also modified on legal stages to aid this practice. - @GradualSyrup
* **Customizable Button Configs**: Configure button combinations for save states and input recording in the menu itself. Please note that we now use raw inputs rather than Smash inputs, and save state save/load binds have moved to `L+DPad Down`, `L+DPad Up` respectively - @jugeeya
* **Press Start/Select to Open Menu**: You can now open the menu with start hold; pressing start for <10framesgivestheoriginalmenu.Oncontrollerswiththeminusbutton,minuscanalsobeusedtoopenthemenu.Thisbehaviorcanbetoggled,andtheolddefault`B+DPad Up`willalwayswork.Thischangeallowsformuchmoreseamlessopeningandclosingofthemodpack'smenu-@jugeeya
* Made menu larger and added more columns for increased visibility, especially on handheld - @jugeeya
* Users can close the menu immediately after opening it - @jugeeya
* Menu exit inputs (B, Start) no longer have effects in-game (B causing a Special input, Start reopening the menu or opening the vanilla menu) - @jugeeya
* Dynamic help text in the menu, so users can quickly see their input binds for button configurations and more - @austintraver