
Some of the best training modes in fighting games can be found in these games.
Games of fighting weren’t always so hard. In Karate Champ and International Karate+, all you had to do to get points was hit the right way. But when Street Fighter came out, it became more about special moves, combos, and other things. The importance of quarter circles, 360-degree movements, and frame data grew a lot.
So, fighting games added training modes over time to help players learn how to meet these needs. Most of the time, they were pretty simple, and fans of fighting games were lucky to get a good list of commands. But as time went on, some games made training modes that were very good and set a high standard.
Mortal Kombat 11

When the words “Mortal Kombat” and “serious gameplay” were used together, it wasn’t always taken seriously. At least, not as much as Street Fighter or Tekken. In those games, it was all about complex combos and moves. While Mortal Kombat was all about quick dial-a-combos and blood, Super Smash Bros. It’s a little unfair, since its Japanese competitors also had bugs and moves that could be abused. But it felt like Mortal Kombat was late to the party when it came to high-level play.
But it got there game by game, with Mortal Kombat 11’s training mode being the most complicated. The command list shows the moves, how safe or unsafe they are, how much damage they do when hit, blocked, and more. The dummy AI can be set up in different ways so that you can practice with it. Life, EX, and other meters can be changed for different situations, and players can also practice fatalities. Most tournaments don’t let you use those, but if you’re playing with friends, it’s better to remember them than to look them up.
King Of Fighters 13

More people play the newer 3D games, which have good training modes. But the last 2D game in the main series might have looked better, played better, and had a better training mode. The graphics are nice, and the game is still fun to play, but the training mode is the best part for anyone who wants to be the King of Fighters (or queen, or monarch, whatever they prefer).
In KOF XIII’s training mode, the screen is always on and shows stun, total stun, individual move damage, and damage from combos. It also keeps track of combos. Not only that, but there is also a recording mode where players can make dummy setups to practice with and a lot of combo trials to test their skills. SNK thought it was good enough to put in the arcade version as well. When you press Start, hold A+B and you’ll get 7 minutes of practice time.
Virtua Fighter 4: Evolution

Virtua Fighter is known as the fighting game that fans of fighting games want to play. It doesn’t have any extra features like a story mode or different endings. Only the actors, their different stages, and their move sets make up the show. Even though it’s a 3-button fighter (Punch, Kick, Guard) and doesn’t have Pretzel moves or other complicated commands, it’s quite complicated. Some characters, like the kung fu master Akira, take a lot of timing and quick fingers to play well.
Virtua Fighter 4: Evolution, which was an updated version of Virtua Fighter 4 for consoles, helped players by having a practice mode that was just as complicated as the real game. There were options that were easier, like Command Training, in which players go through a character’s list of commands move by move, using fake attacks as counters. But there was also a tutorial mode that taught them less obvious things like how to avoid being thrown or how to make sure they always hit. Fighting games don’t often explain their terms and setups, so VF4: Evo is a rare gem in this respect.
Guilty Gear Xrd

The training modes in Guilty Gear were pretty simple at first. They had the standard input displays, meter management, dummy settings, etc. Back in the early 2000s, it was enough, but even older games started to experiment with other options. Tekken 3 came out the same year as the first Guilty Gear. It had fake AI settings and a recording mode that was hard to find. When the series came back for the PS4 and Xbox One, Guilty Gear Xrd had its own improvements.
It might have had the same features as its competitors, but it made them better by adding things like more recording slots. So, players could switch between the two setups to practice without having to re-record their combos. Or, you can practice 1P/2P position play by holding left or right and pressing Reset to switch to the left or right side of the screen. Even though these changes are small, they make a big difference.
Killer Instinct (2013)

The Killer Instinct games were cult favorites, but they weren’t seen as A-level fighters like Mortal Kombat. It was all about the blood, funny deaths, and ULLLTRRAAA COMMMOOOSSSSSS!!! The 2013 reboot by Double Helix, which was later taken over by Iron Galaxy, changed things by making combos, defense, and counters more complicated. This meant that it also needed a Training Mode that was more in-depth.
As usual, there were input displays, dummy actions, recording, and so on. Players could choose whether or not their dummy did (c-c-c) Combo Breakers to see how well they could lock them out or (c-c-c) Counter Breaker them. It gives information about frames and damage, as well as combo states that show what counts as an overhead and what doesn’t, etc. There is also a setting that is only available in Training Mode that is the hardest in the game. It’s just called “Kyle,” after the person who made it, and it will test KI masters.
Punch Planet

Even though it has been being worked on since 2017, Sector-independent K’s sci-fi fighter is still in early access. So technically, it’s not done yet. There are only 8 characters to choose from, with 2 more on the way, and the only version with a Survival mode is the Apple Arcade version. But it still has the usual Arcade Mode, local and online VS modes with GGPO, and what they call “a robust training mode.” Exactly what it is.
It has features that make it easier to use, like a quick way to choose a character or outfit, and a recording mode for making setups to work around. There are also save/load states that let you make or switch between different setups, as well as a display that shows both juggling and damage. You can even choose to start the game right away in Training Mode. For a game that’s in early access, it has more options than many of its peers.
Skullgirls

Skullgirls has one of the best, if not the best, training modes out there. At the very least, it beats its more well-known competitors. There’s a cool tutorial mode like the one in VF4: Evo that will help people learn how to play the game. While the regular training mode has Save/Load states like Punch Planet, a lot of Dummy Settings, and the ability to see a move’s hitbox to see how far it really goes and where it can be blocked,
Setting the Attack Data option to advanced lets players see frame data without having to pause the game like in Drift Boss or pay money like in Tekken 7 to see it. They can also turn on hitstun displays, show crossups, change health and meter values, record in more than one slot, and do other things. It’s hard to think of a game that does this mode better, but there is one that matches it.
Them’s Fightin’ Herds

Yes. Really. The fan game that used to be about My Little Pony and is now an independent fighting game has a lot in common with Skullgirls. Even though the controls are simpler, the training mode is just as big. Save/load states, adjustable meters, dummy settings, viewing hitboxes, and frame data are all here for players who want to learn how to use them. But it has a few tricks that make it stand out.
The timing of super combos can be changed to help players learn the commands. Players can challenge themselves or their friends by making their own combo trials with the recording mode. Just record the combo, save it, and post it online so that other people can download it. Most games have set challenges, but this one lets players show off their creativity as well as their skills. It makes playing at a high level feel less cold.
