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An application to drastically improve the training mode in Super Smash Bros. Ultimate.
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Ultimate Training Modpack Plugin

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A Skyline plugin using cargo-skyline for adding features to the training mode. It interfaces with skyline-web to provide a menu for customizing training options.

The latest stable release can be found here.

The latest beta release can be found here.

Features

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:

  • Enables or disables stage hazards
  • Saves and loads the positional state of the player and CPU
  • Displays additional information onscreen
  • Controls CPU behavior

Stage Hazards

Set stage hazards on or off in Training Mode! Use this to practice on tournament legal stages with hazards.

Save States

At any time in Training Mode, you can press Grab + 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 Grab + 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!

Input Delay

Practice with emulated extra input delay, in frames. Use this to practice with online's default delay.

Frame Advantage

Practice moves on shield to find out the frame advantage of the moves performed. Best used with Infinite Shield. Can also be used to find the advantage on hit to determine appropriate followups.

Hitbox Visualization

Currently, hitboxes and grabboxes are supported. When visualization is active, other move effects are temporarily turned off for easier visualization.

CPU Behavior

The CPU can be instructed to perform a wide array of different actions in response to particular situations. The following situations are available:

  • Mash: To be performed after being hit or shielding an attack
  • Followup: To be performed as soon as possible after the mash option
  • Ledge: To be performed when hanging on the ledge
  • Tech: To be performed when slammed into the ground or wall
  • Miss Tech: To be performed after failing to tech
  • Defensive: To be performed after the ledge, tech, or miss tech option

The timing of the CPU option can be influenced by the following settings:

  • Aerial Delay
  • Ledge Delay
  • OoS Offset
  • Reaction Time
  • Fast Fall Delay
  • Falling Aerials
  • Mash in Neutral

Menu Settings

When multiple options are selected, one of the selected options will be chosen at random. Open / focused menus can be reset by pressing the X button. All menus can be reset to the default by pressing the L button. These defaults can be saved upon exiting the menu by pressing R when in-menu. Use this to make a preset that fits your personal training style.

Feature Description Options
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
Attack Angles For attacks that can be angled, such as some forward tilts Neutral, up, down
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
Miss Tech Options Actions to take after missing a tech Neutral getup, getup attack, roll in, roll out
Defensive Options Actions to take after a ledge option, tech option, or miss tech option Spotdodge, roll in, roll out, jab, shield
Aerial Delay How long to delay a Mash aerial attack 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)
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)
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
Shield Tilt Direction to tilt the shield 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
Airdodge Direction Direction to angle airdodges 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 Normal (8 frames between SDI inputs), Medium (6 frames), High (4 frames)
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)
Mirroring Flips save states in the left-right direction across the stage center None, Alternate, Random
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
Buff Options Buffs to be applied to respective character when loading save states Acceleratle, Oomph, Psyche Up, Bounce, Arsene, Deep Breathing, Limit Break, KO Punch, One-Winged Angel
Input Delay Frames to delay player inputs by 0 to 10 frames (0.167 seconds)
Save Damage Should save states retain player/CPU damage Yes, No
Hitbox Visualization Should hitboxes be displayed, hiding other visual effects Yes, No
Stage Hazards Should stage hazards be present Yes, No
Frame Advantage Display the time difference between when the player is actionable and the CPU is actionable Yes, No
Mash in Neutral Should Mash options be performed repeatedly or only when the CPU is hit Yes, No

Installation

The training modpack requires the following prerequisite packages:

  • Atmosphere: https://github.com/Atmosphere-NX/Atmosphere/releases
  • Skyline: https://github.com/skyline-dev/skyline/releases

To install the training modpack, download the .zip file from the latest release page. 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). Then transfer the extracted contents onto the root of your SD card, merging the /atmosphere folder with the one on your SD card. No files need to be deleted when upgrading from a previous version. The SD card should have the below files at these locations.

SD Card Root
└── atmosphere
    └── contents
        └── 01006A800016E000
            ├── manual_html
            │   └── html-document
            │       └── training_modpack.htdocs
            │           ├── css
            │           │   └── training_modpack.css
            │           ├── img
            │           │   ├── aerial_delay.svg
            │           │   ├── air_dodge_dir.svg
            │           │   ├── attack_angle.svg
            │           │   ├── buff_state.svg
            │           │   ├── check.svg
            │           │   ├── defensive_state.svg
            │           │   ├── di_state.svg
            │           │   ├── falling_aerials.svg
            │           │   ├── fast_fall.svg
            │           │   ├── fast_fall_delay.svg
            │           │   ├── follow_up.svg
            │           │   ├── frame_advantage.svg
            │           │   ├── full_hop.svg
            │           │   ├── input_delay.svg
            │           │   ├── ledge_delay.svg
            │           │   ├── ledge_state.svg
            │           │   ├── mash_in_neutral.svg
            │           │   ├── mash_state.svg
            │           │   ├── miss_tech_state.svg
            │           │   ├── oos_offset.svg
            │           │   ├── pummel_delay.svg
            │           │   ├── reaction_time.svg
            │           │   ├── save_damage.svg
            │           │   ├── save_state_mirroring.svg
            │           │   ├── sdi_state.svg
            │           │   ├── sdi_strength.svg
            │           │   ├── shield_state.svg
            │           │   ├── shield_tilt.svg
            │           │   ├── stage_hazards.svg
            │           │   ├── tech_state.svg
            │           │   ├── throw_delay.svg
            │           │   └── throw_state.svg
            │           └── js
            │               └── training_modpack.js
            └── romfs
                └── skyline
                    └── plugins
                        ├── libnn_hid_hook.nro
                        ├── libnro_hook.nro
                        ├── libparam_hook.nro
                        └── libtraining_modpack.nro

To install a beta version of the modpack, follow the same procedure using the latest beta release on Github. Beta releases may have additional features and bugfixes, but are subject to change.

Frequently Asked Questions

Build from Source

If you'd like to build the modpack starting from the source code, you can build the NRO using the standard command for skyline plugins:

cargo skyline build --release

To build the entire modpack including supporting files, use the steps in full_build.sh or in the Github Actions specification file.

Prerequisites