Training mode is a mode in all three games where the player can manipulate the environment and experiment with the CPU without the restrictions of any standard match. Training mode allows the player to spawn any item, change gameplay speed, and alter the number of computer players on screen without ever having to leave the match.
Wavedashing: It is suggested that many beginners learn to Wavedash in training mode due to the speed manipulation properties.
Combos: Granted this can easily be done in Versus Mode as well, players can also use this to perfect combos on an otherwise motionless enemy.
Familiarity: Many new players, or veterans desiring extra practice, may experiment with the stages, attacks, and items to become accustomed to them without having an active opponent to get in the way or waiting for item spawns. It also helps to learn the hitboxes, damage, and knockback of more exotic, situational attacks.
"Training Mode/Practice", is a 1-Player mode in Super Smash Bros. where the player can practice his/her skills. The player can pick one opponent to fight. When the player presses start in Training Mode, they can spawn items, change the speed of the gameplay, set their opponent to walk, evade, jump, stand, or attack, zoom in or out of the screen, and can spawn 2 more opponents. Training mode is normal, only one difference is that in each stage, a smash symbol can be seen in the background.
Get 10 max combos (one character) - Banana Peel trophy
Get 400 max combos (total of all characters)- Ouendan Trophy
Training Mode is actually a time match with infinite time setting, as shown at the Pokémon Stadium stage and with the Pokémon Trainer's comments when switching Pokémon. Scores are even recorded, but are not shown.
In Melee, the most recent Pokémon to be unleashed from a Pokéball will be the second Pokémon that appears in versus mode.
In Brawl and Super Smash Bros. for Nintendo 3DS/Wii U, Stale-Move Negation is not applied in Training Mode.
The maximum consecutive hit combo in Brawl is 999%. This can easily be done so in a few ways. One way is by creating a very small enclosed area (make sure there is a ceiling and wall and the ceiling is one block apart from the floor), play as Lucario, and use Aura Sphere facing the opposite direction to trap the opponent between the enclosed area. This can also be done in a similar custom level by using Mr. Game & Watch's neutral A combo rapidly. Also any stage with a good wall, such as the large pillar in Temple will work the same. Anyone with the Superspicy Curry status can easily inflict over 250 combos. Another trick is to explode a Smart Bomb while standing next to an opponent and keep spawning them.
The duration of certain Final Smashes, such as Giga Bowser and Wario-Man, is not altered correctly by Training Mode's speed change function. For example, setting the speed to 1/4 gives Giga Bowser only enough time for one or two attacks before reverting. This was fixed for Giga Bowser in SSB4, though oddly not for Wario Man.
In Super Smash Bros., Training Mode had its own music playing on every stage. In addition, the normal background is replaced with a plain colored background with the series' logo. In the sequels, normal stage music plays, and the background is the same as all other modes.
Although training mode is listed as a single player mode, if the CPU setting is set to Human (Control in Brawl), the computer player(s) can be controlled by human players, making it a multiplayer mode as well.
In Super Smash Bros. Brawl, if you set the CPU to level 9 and set it to attack, rather than fighting aggressively, you can train the CPU (the CPU needs to be the same character as you or it will not understand.) to teach it tricks. (Such as short hopping into an aerial attack). It will then use these tricks in VS mode and will never forget them unless you delete the save data. Training one character will not teach the other characters, you have to train all of them, unfortunately.