Training mode lets you stage and practice any scenario you can think of. The unique Training Stage available in this mode simulates a Battlefield environment and an Omega environment side by side, complete with a background grid and launching lines to show potential knockback. There are useful features in here for checking out stuff at a frame-by-frame level and playing at reduced speeds, great for experimentation. You can even display the intangibility and invincibility on moves, and spawn any item at will. You can adjust damage percentages on CPU dummies in here, and even lock damage at a certain percent if you’d like to try a very specific thing repeatedly.
When training, you’ll want an environment that matches how you usually play, so the damage reflected will be accurate. If you usually play one-on-one, focus on organized competitive scenes, leave a single CPU dummy. Damage will reflect the 120% damage multiplier, new to one-on-one matches in Super Smash Bros. Ultimate. If you usually play in modes with more than two players, add at least one extra CPU dummy, which uses base damage values. These are what you’ll find in this guide, so multiply any figure by 1.2 for its 1v1 value.
If you’re using Training mode to test combos, remember to disable locked percentages. In real matches, damage accumulates right alongside hits, with each successive hit having to compensate for increasing knockback. If you try out sequences in Training with damage locked, it’s possible to produce cool combos that don’t actually work. (Not that we ever accidentally did this producing this guide or anything. Definitely not.)