Rivals of Aether/Practice Mode

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Practice Mode (commonly referred to as Training Mode) is a common mode in fighting games that allows the player to play the game in a configurable environment, usually against a controllable computer player. It is intended to allow players to practice their moves, learn how the game works, discover new strategies, and improve existing ones.

Options

Game Speed

Game Speed controls how fast the game is moving.

  • 1x: default regular speed.
  • 0.25x: quarter-speed.
  • 0.50x: half-speed.
  • 0.75x: three-quarter-speed.
  • 1.5x: half double speed.
  • 2x: double speed (Steam only).
  • 3x: triple speed (Steam only).
  • 4x: quadruple speed (Steam only).

Show Input

Show Input controls the game’s input display.

  • None: default. Will not show the input display.
  • Overhead: the input display viewer above their characters.
  • Status Bar: the input display above the status/health bar.
  • Both: the input display above both overhead and the status bar.

Show Hitboxes

Show Hitboxes toggles whether or not the game will show the hitboxes, hurtboxes, and other visual frame data for each move.

Hitbox Colors

  • Red: hitbox
  • Green: hurtbox
  • Yellow: hitstun
  • Dark Blue: armor (only on Kragg's forward special, and Etalus's up special, fair, and strongs)
  • Light Blue: tipperstun (only on all of Clairen's moves except neutral and down special)
  • Darker/lighter Red: overlapping hitboxes

Show DI Lines

Show DI Lines toggles whether or not the game will show lines representing the maximum, minimum, and input directional influence when hit by an attack.

DI Line Breakdown

When Show DI Lines is enabled, there are three lines that show up while the player is in hitstun. They are only visible during hitstun, meaning that SDI and Drift DI are not taken into account and visualized using this feature.

  • Red lines: indicate the maximum and minimum DI in either direction (±18 degrees)
  • Orange lines: indicate that the player is adjusting their DI to the maximum and minimum DI in either direction (±18 degrees)
  • Yellow lines: demonstrates the player’s current input DI, if no input is held, it will show what would occur if no DI was inputted

There are also dots and Xs shown along the DI lines, which show your position on the DI trajectory.

  • •s refer to your position on the trajectory every two frames, with the larger dots representing your position every 10 frames.
  • ✕s denote the position where you’ll be able to act after being launched.

Damage

Damage allows you to select how much damage all characters in practice mode should have, from 0% to 999%.

CPU Action

CPU Action allows you to configure how your CPU opponent acts. There are several options under this setting to control how they’ll act.

  • Stand: the CPU will stand on the ground and do nothing. They will attempt to recover back to the stage when hit.
  • Crouch: the CPU will crouch on the ground and do nothing. They will attempt to recover back to the stage when hit.
  • Jump: the CPU will jump on the ground and do nothing. They will attempt to recover back to the stage when hit, and will not double jump in the air unless they are recovering.
  • Run: the CPU will run back and forth across the length of the stage. They will attempt to recover back to the stage when hit. They will also run off any platforms.
  • Parry: the CPU will parry while standing on the ground. They will attempt to recover back to the stage when hit.
  • Roll: the CPU will roll while standing on the ground in a random direction. They will attempt to recover back to the stage when hit.
  • Fight: the CPU will fight the opponent. The level set on the character select screen will change how difficult the CPU is.
  • Evade: the CPU will avoid the opponent by keeping its distance. It will not parry, roll, or air dodge outside of air dodging to assist recovery.
  • Control: the CPU will be controlled by any additional controllers that are connected. This will override CPU DI, Drift, SDI, or Tech settings.

CPU DI

CPU DI allows you to configure how your CPU opponent reacts to DI. There are several options under this setting to control how they’ll DI when hit.

  • Normal: a mix between Perfect and Random DI, with the CPU variating between perfect DI (min/max angle) and a random angle in its attempt to DI inwards/outwards depending on how much knockback the move has.
  • None: the CPU will be launched as if it did not DI at all.
  • In: the CPU will always DI inwards (towards you).
  • Out: the CPU will always DI outwards (away from you).
  • Up: the CPU will always DI upwards.
  • Down: the CPU will always DI downwards.
  • Left: the CPU will always DI leftwards.
  • Right: the CPU will always DI rightwards.
  • Perfect: the CPU will always DI your attack to the minimum or maximum DI, depending on whether the move is for combos or for being launched.
  • Random: the CPU will choose a random DI angle or setting (in, out, up, down, left, right, perfect, none).

CPU Drift

CPU Drift allows you to configure how your CPU opponent reacts to Drift DI. There are several options under this setting to control how they’ll drift when hit.

  • Normal: a mix between Perfect and Random DI, with the CPU variating between perfect DI (min/max angle) and a random angle in its attempt to DI inwards/outwards depending on how much knockback the move has.
  • None: the CPU will be launched as if they did not drift at all.
  • In: the CPU will always drift inwards (towards you).
  • Out: the CPU will always drift outwards (away from you).
  • Perfect: the CPU will always drift your attack to the minimum or maximum DI, depending on whether the move is for combos or for being launched.
  • Random: the CPU will choose a random DI angle or setting (in, out, perfect, none).

CPU SDI

CPU SDI allows you to configure how your CPU opponent reacts to SDI. There are several options under this setting to control how they’ll SDI when hit.

  • None: the CPU will be launched as if they did not SDI at all.
  • In: the CPU will always SDI inwards (towards you).
  • Out: the CPU will always SDI outwards (away from you).
  • Up: the CPU will always SDI upwards.
  • Down: the CPU will always SDI downwards.
  • Random: the CPU will choose a random method of SDI (in, out, up, down, none).

CPU Tech

CPU Tech allows you to configure how your CPU opponent techs. There are several options under this setting to control how they’ll tech when hit.

  • Normal: a mix between Perfect and Random DI, with the CPU variating between perfect DI (min/max angle) and a random angle in its attempt to DI inwards/outwards depending on how much knockback the move has.
  • None: the CPU will land as if they did not tech at all.
  • In Place: the CPU will always tech in place.
  • Roll In: the CPU will always tech roll inwards (towards you).
  • Roll Out: the CPU will always tech roll outwards (away from you).
  • Random: the CPU will choose a random method of teching (in place, roll in, roll out).

Frame Pause

Frame Pause allows you to move forward (or backward if you’re on the rollback beta) one frame. For reference, there are 60 frames in a second. You can access this by selecting Frame Pause in the pause menu or by pressing the select button.

  • Move forward one frame
  • Move backward one frame (Steam only)
  • Reset the timer

Navigation

General
FAQ
Controls
Glossary
HUD
Practice Mode
Strategy
System
Community
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Rivals
Mollo
Clairen
Forsburn
Zetterburn
Wrastor
Absa
Elliana
Pomme
Olympia
Sylvanos
Maypul
Kragg
Orcane
Etalus
Ranno
Hodan
Ori and Sein
Shovel Knight
Stages
Fire Capital
Air Armada
The Rock Wall
Merchant Port
Treetop Lodge
Blazing Hideout
Tempest Peak
Frozen Fortress
Tower of Heaven
Aethereal Gates
The Endless Abyss
The Spirit Tree
The Forest Floor
Julesvale
Troupple Pond
Mechanics