Hitbox Visualization / Training Modpack v2

A Mod for Super Smash Bros. for Wii U

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Version 2.95f1
  • BugFix Some characters (Olimar, Pikachu, ...) would crash in the previous version; this is now fixed.
jugeeya avatar
jugeeya Offline
Member Joined 5mo
Version 2.95
  • Addition Added two percent-increasing toggles for testing combos with rage and staling in VS mode!
  • Addition All non-jump getups will force the CPU to shield immediately after performing them, meaning that your punishes must be perfect in order to hit them.
  • Addition Labeled all taunts using my printing library!
  • BugFix Fixed a specific bug that may have been causing CPUs to airdodge or jump one frame early in specific circumstances. This may have previously UNDERESTIMATED your combos. Sorry about that.
  • Adjustment Please note that all versions are now included in one download. Installation instructions are also included in the description and readme file.
jugeeya avatar
jugeeya Offline
Member Joined 5mo
This is the Smash 4 Training Modpack! 


1) Choose which version of the modpack you want. Default is the full modpack, and TrainingModeOnly is training-mode-only.

Both the packed and unpacked versions are available as labeled.

2) If you choose a packed version of the default or training-mode-only versions:

   SDCafiine 1.0: Place the patch folder inside SD:/titleid/

   SDCafiine >1.1: Place the patch folder inside SD:/sdcafiine/titleid/content/

   The title id can be found by searching on Google, and varies by region.

   If you choose an unpacked version:

   Place the contents of the fighter folder into Sm4shExplorer along with whatever other unpacked mods you like and build.

This works in-game, which means you can practice with it in matches, in training, and while watching replays! The original work was started by Meshima on this site, and I have sought to finish it by applying the mods to all characters! Currently only the training-mode-only version is wifi-safe, read more below. All downloads (full packed, full unpacked, training-mode-only packed, training-mode-only unpacked) can be found inside the main downloadable zip file. 

Training-mode-only is a version of this mod also included in the downloadable zip, packed and unpacked. The only drawbacks to the training-mode-only version are that 1) "weapons" (meaning most projectiles) are not supported and will show as in normal Smash everywhere, because they don't listen to the conditional variables of their host. 2) Bayonetta's 2nd witch twist does not have effects in vanilla smash. If you wanna see how I did this exactly, read here: https://pastebin.com/tiZMvPxS . The full version does not have these issues. 
Training-mode-only: https://gfycat.com/SpectacularPracticalCod

Firstly, let's note everything about the toggle functionality!

There is a toggle for each taunt; upon taunting, note the color overlay to know the current functionality. Video here: https://gfycat.com/PalePlaintiveHornshark

(Old video with important info regarding hitstun): https://gfycat.com/ParallelLeanAlaskanhusky

Please note that taunts are CANCELLABLE into any move, to make the toggling process much simpler.

Up taunt:

  WHITE: NO MODS. All mods are off. Plays as vanilla 1.1.7 smash.

  RED: FULL MODS. Full mods. All hitboxes and overlays are active. Side taunt is able to toggle DI, hitstun overlays are shown.

  GREEN: DI+MASH TOGGLES+HITSTUN OVERLAY. Moves look like they do in vanilla smash; side taunt is able to toggle DI, down taunt can toggle mash actions, and the only overlays are for hitstun.

  BLUE: HITSTUN OVERLAY. Only the hitstun overlays are shown.

Side taunt:

  WHITE: NORMAL DI. DI works as it does in vanilla smash.

  BLACK: CARDINAL DIRECTIONS. Set the DI to a stick angle (shown by an arrow when the taunt is performed). Cycles through all 8 (away, in, down, up, and the combinations)

  MAGENTA: RANDOM DI; RANDOM DI IN/AWAY. Forced on all characters. In one of the cardinal directions above, followed by random only between in and away.

Down taunt:


  RED: BUFFER AIRDODGE. When in hitstun, characters will airdodge at the first possible frame.

  GREEN: BUFFER JUMP. Right when hitstun ends, characters will jump at the first possible frame.

  BLUE: RANDOM LEDGE OPTIONS. Upon reaching the ledge, characters will perform one of the four ledge options (jump, attack, roll, normal) at random.

  ORANGE 1: DAMAGE +10. When this toggle is active, side taunt will increment the opponent's percentage by 10. Use this to practice combos with rage and staling in VS! Note that when active, all characters will show their decimal of percentage when idling.

  ORANGE 2: DAMAGE +1. Same as above, but with increments of 1.

  MAGENTA: INFINITE SHIELDS. Turns off shield regeneration and degeneration.


1) Down taunt will not work unless the mods are on (i.e, no infinite shields unless the hitbox mods are active).

2) Up taunt will not work in the training-mode-only version if you are in vanilla smash. (This way you will always be playing vanilla smash no matter what outside of training mode).

3) This means that only the training-mode-only version is truly wifi-safe; the full version will cause a desync if someone turns on infinite shields and shields, for example.

4) Weapons are not shown in the training-mode-only version, and are untoggleable in the full version.

The key for hitstun overlays is as follows:
GREEN: Uncancellable hitstun; hit your opponent when they are green, and it's a completely true combo.
CYAN: Airdodge-cancellable hitstun; during this time, the opponent can airdodge. This is when airdodge 50-50s start.
MAGENTA: Attack and airdodge-cancellable hitstun; still hitstun, but cancellable both by attacks and airdodges. 

Next, let's get acquainted with what all the colors and everything mean (the gifs following show realtime, then slowed down):


Yellow->Red: Normal hitboxes. Yellow means very low damage, orange and colors in between mean damage increasing as the color gets redder, and any hitbox that does 15 or more damage is completely red. This helps with visualizing sour and sweetspots.
Examples: Falcon knee: https://gfycat.com/gifs/detail/MixedGreatBarasinga
Peach nair: https://gfycat.com/gifs/detail/LinedFaroffHellbend...

Magenta: Spike hitboxes. Pretty straightforward. Note that some multihit moves have spike-like hitboxes just for linking purposes, so they may never spike. (Check out Pikachu's fair, it's beautiful!! ZSS upsmash is another example.)
DK down and side b: https://gfycat.com/gifs/detail/BouncyShowyBedbug

White: Windboxes. 
Ganon uptilt: https://gfycat.com/gifs/detail/GloriousHarmoniousE...

Cyan: Detectors for grabs (like Falcon/Ganon up b, Diddy side b) or hitboxes (like Peach side b).
Peach side b: https://gfycat.com/gifs/detail/BeautifulScrawnyGer...

Green: Grabs. Standing, dash, and pivot.
Peach pivot and dash grabs: https://gfycat.com/gifs/detail/PeriodicPiercingChr...

Blue SuperScopeBullet: Partial intangibility. See Sheik/Peach/Mac/Mario/.... upsmash, DK's tilts.
Peach up smash: https://gfycat.com/gifs/detail/RemarkableWelcomeFl...

Overlays: (for states) This is likely one of the most useful parts of the modpack, and luckily, there are no large bugs like the ones encountered with hitboxes (described further below)!

Blue: Intangibility. Very important for ledge getups and escape options (rolls, spotdodge, airdodge, missed tech options, and jablock getup. Footstool combos!)

Green: Frames where the player is not active but vulnerable. This is when you can punish! This applies for the two-frame on the ledge as well as landing lag from aerials and the endlag of all normals (green from last hitbox end to FAF) ) so far. 

Roll: https://gfycat.com/gifs/detail/PersonalCautiousFow...
Spotdodge: https://gfycat.com/gifs/detail/FairInsidiousAustra...
Jumpsquat + Airdodge: https://gfycat.com/gifs/detail/GiftedShyAfricanele...
Landing lag: https://gfycat.com/gifs/detail/PertinentThickKrono...
Missed tech: https://gfycat.com/gifs/detail/SpiritedUnkemptCoyo...
Grounded footstool: https://gfycat.com/gifs/detail/DeliriousOblongHoma...
Ledge two frame: https://gfycat.com/gifs/detail/HalfFrankAplomadofa...
Ledge getup: https://gfycat.com/gifs/detail/PoliticalColorfulBa...
Ledge roll + shield drop: https://gfycat.com/gifs/detail/HarshBogusFantail
Ledge jump: https://gfycat.com/gifs/detail/SmugSpottedEider
Ledge attack: https://gfycat.com/gifs/detail/SilkyRedDesertpupfi...
Purple: Armor. Either heavy or super.
Roy up b: https://gfycat.com/gifs/detail/TediousZealousKitfo...
Red: Counter frames. 
Roy down b: https://gfycat.com/gifs/detail/AssuredUnequaledDip...
Orange: The spin animation! Starts a bit late but does work!
Pikachu downtilt jablock confirm:  https://gfycat.com/gifs/detail/FineAmpleBluegill

One VERY important thing to note about this modpack is that NOT ALL MOVES are visualized in this mod. This is due to a bug that unfortunately seems to be unfixable as of now, which has to do with stretched bones. The game attaches hitboxes to "bones" on the character models, and when animations stretch the bones, the hitboxes stretch as well, giving a false impression of their actual size. These hitboxes were not visualized, and therefore those moves appear as in vanilla 1.1.6. Below is a general overview of which characters are affected; a full list is in a README included in the download.

Characters that are essentially perfect (35):

Donkey Kong
Little Mac
Zelda (no side b or down b yet) 
Toon Link
Samus (no neutral b)
Zero Suit Samus
King Dedede
Wii Fit Trainer
Dark Pit
Mega Man
Mii Swordfighter
Mii Gunner

Characters with some fixable bugs (1):
Duck Hunt (Neutral B and Side B)

Characters with very few stretched bone issues (15):
Bowser Jr. (ftilt, dtilt)
Wario (tilts, upair)
Diddy Kong (jab 1 and 2, dtilt, fair, bair)
Mr. Game And Watch (dtilt)
Meta Knight (dash attack)
Fox (dtilt, shine)
Falco (dtilt)
Charizard (jab 1 and 2, fair, bair, upair)
R.O.B. (uptilt)
Ness (jab 1 and 2, ftilt, dtilt, nair)
Captain Falcon (jab 1 and 2)
Villager (jab 1 and 2)
Pac-Man (jabs, ftilt, fair, bair, upair)
Sonic (jab 2, dtilt, uptilt, fsmash)
Lucas (jabs, fair)

Characters with major stretched bone issues (7):
Mario (jabs, tilts, fair, bair, upair)
Yoshi (tilts, upair, grab)
Rosalina (just Luma: jab 3, tilts, aerials except upair)
Kirby (tilts, fsmash, upsmash, upair)
Jigglypuff (tilts, smashes, upair)
Dr. Mario (jabs, tilts, fair, bair, upair)
Mii Brawler (dtilt, ftilt, fsmash, bair, upair, fair)

There are still many things that may be fixed, so I will update the modpack as I can.

Please enjoy! Follow me @jugeeya on Twitter for updates on this, and DM/tweet me there if you find bugs not yet mentioned.



Fix characters with fixable bugs
Attempt to fix bone issue
Find out how to add throwable items


  • 15d
    i'm improving a lot with this, thank you. It's like training against optimal DI people but without getting outside house. 
    By the way, is it possible to implement the AI to force using shield on landing or after taking a hit? Similar to "spam air dodge" but on the land instead. That would be VERY helpful too. 


  • 18d
    RR-k avatar
    RR-k Offline
    Member Joined 1y
    245 points Ranked 15655th
    Does anyone know of a quick way to use this with my own modpack? The unpacked version seems like it would take a while to do, and I'd have to redo it when a new version comes out.


  • 25d
    BurningDK avatar
    BurningDK Offline
    Member Joined 25d
    I'd love to use this, but I have the Europe version of the game, any chance we'll get it someday?
  • 29d
    Hey man just wanted you to know that the "stack dumps" bug still isn't fixed, I still get it in 2.91
    It's sad because I love your modpack so much..
  • 29dEdited 29d
    Hello I think I have found a bug. With random ledge get up options, cpu on ledge and me walking back and forth, my character puts up shield when the cpu picks a ledge option
     actually it doesn't seem like it has to be walking. Ex. if I charge a smash, cpu does ledge option, and I release smash my char will shield after the smash. Easiest to see if cpu jumps -> release smash while they're in the air


  • 30dEdited 30d
    HaFWiT avatar
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    With the bug that was fixed, is it possible that that was the reason I was missing so many dthrow FS with sheik and nair FS with Greninja? What were the "specific circumstances?"

    And thanks for all the little features you keep adding I wouldn't even think of. :]


    Trying to Prove Myself
  • 1mo
    RTS avatar
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    What is necessary to have a completely wi-fi safe version, and what are the precautions I have to take care if I'll use the not only training mode version?
    Me or another player online never have to taunt, or is it only me? How can I desactivate this on the unpacked version?


    From Hell
  • 1mo
    jdubstep avatar
    jdubstep Offline
    Member Joined 2mo
    Very cool! 

    Once you're done with fixing all the bugs, another thing which I believe would be great is the option to activate "20XX Standstill" for players who want to practice always doing something during battle:

  • 1mo
    Zevis avatar
    Zevis Offline
    Member Joined 8mo
    So ive been trying to modify the unpacked version by adding my own mods in and everytime i try to load up smash with the modified pack it crashes. Is there certain mods that arent compatible with the training mode mod u created?
  • 2mo
    Jet Stream avatar
    Jet Stream Offline
    Member Joined 1y
    609 points Ranked 7509th
    The training mode unpacked version of the download is packed.


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jugeeya Offline
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Meshima Offline
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610 points Ranked 7451st
Original Creator


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