Hitbox Visualization / Training Modpack v2

A Mod for Super Smash Bros. for Wii U

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Version 2.91
  • BugFix Fixed the issue causing stack dumps!
  • Addition Random ledge options now also feature random timing: the CPU will choose a getup option between 0 and 2 seconds (max time for ledge invulnerability) after grabbing the ledge.
  • BugFix Fixed multijump characters’ buffered jump animation bug.
  • BugFix Fixed grounded footstool crashing the game.
jugeeya avatar
jugeeya Offline
Member Joined 3mo
Version 2.9
  • Feature Added a random ledge options toggle! Practice ledge play by having the CPU choose between one of the four ledge options.
  • Feature Taunts are now cancellable, toggling is way easier.
  • BugFix Fixed buffered AD/DJ out of animations that are not normally possible.
  • BugFix Fixed infinite double jump with buffered DJ.
  • BugFix Fixed a lot of things with DI: up and down being reversed, spike angles with DI in causing impossible angles.
  • Addition Added a shield out of grounded hitstun option in the buffer AD toggle when hitstun ends on grounded opponents.
jugeeya avatar
jugeeya Offline
Member Joined 3mo
This is the Smash 4 Training Modpack! 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.

Training-mode-only is a version of this mod available below the normal version, also 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.

  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_cobbler on Twitter for updates on this, and DM/tweet me there if you find bugs not yet mentioned.


  • trainingmodpackv291.zip
  • trainingmodpackv285_91fad.zip (12 mb) (OLD) Training Modpack v2.85
  • trainingmodpacktrainingmodeonlyunpa_f404d.zip (8 mb) (CURRENT) Training Modpack v2.91 TRAINING MODE ONLY UNPACKED
  • trainingmodpackv291trainingmodeonly.zip (12 mb) (CURRENT) Training Modpack v2.91 TRAINING MODE ONLY
  • trainingmodpackunpackedv291.zip (9 mb) (CURRENT) Training Modpack v2.91 UNPACKED


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


  • 17hr
    StarKirby avatar
    StarKirby Offline
    Member Joined 27d
    Currently in the 2.9 version grounded footstools crash the game everytime I try to footstool any character.
  • 2d
    This is a dope mod, any chance you can get the CPUs to hold shield after a ledge option or maybe buffer an attack? Or maybe make them buffer a fast fall attack or attack out of hitstun? keep up the good work man!
  • 2d
    Ludus Machinae avatar
    Member Joined 1y
    224 points Ranked 16383rd
    i keep getting freezes when i am practicing footstool combos as ryu on corrin, it last froze when i attempted a grounded footstool with all mods on. 
  • 3d
    ShadTheGoop avatar
    Member Joined 23d
    189 points Ranked 18481st
    If I may suggest something, if there was a way you could implement the rage mechanic into training mode?
    Filthy Mac Main
  • 3d
    Flagtail avatar
    Flagtail Offline
    Member Joined 4d
    Hey man this modpack is amazing but I'm getting an error after a while in the training mode one, check it out: https://k61.kn3.net/DF058080A.jpg

    I'm gonna try the regular one later and see if it works better

    If you got any clue it'd be great to hear
  • 3d
    Fora*Bayo | Nix avatar
    Member Joined 9mo
    301 points Ranked 13117th
    Hi! Nice job, this is probably the best mod in the entire game it is so usefull and well put together. One thing I noticed is that even the TRAINING MODE ONLY version doesn't show Bayo's second UpB on regular smash, is there a fix for it? I'm really amazed by how far your work have gone, keep it up! :3


  • 5d
    Yah Boi avatar
    Yah Boi Not online
    Member Joined 1y
    1,433 points Ranked 3296th
    7 medals 1 rare
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    Hey! Thank you so much for updating the modpack. I can not seem to download the unpacked training only version. Could you fix that please? Thank you so much!
    Yah Boi
  • 6d
    geksz avatar
    geksz avatar Offline
    Member Joined 10mo
    2,012 points Ranked 2344th
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    you won my heart soon as you updated with the air dodge buffering tool


  • 6d
    This is getting really frustrating.

    I don't know if it's because my wii U is 5.5.1, or because SDcafiine changed but the mod doesn't do anything anymore.


    I need to dump my game to use modpacks now?
  • 7d
    HaFWiT avatar
    HaFWiT avatar Offline
    Member Joined 1y
    111 points Ranked 26263rd
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    Is there a chance you could look into randomizing the cpu's ledge options so that it doesn't just jump?  I would love to be able to practice and explore ledge trapping in training mode.  

    Another thing i feel is less likely is tech/missed tech mixups.

    This is already amazingly useful.


    The Incompletionist.


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Key Authors
jugeeya Offline
Member Joined 3mo
Current Author
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Meshima Offline
Member Joined 1y
615 points Ranked 7234th
Original Creator


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