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Indigo Jeans Presents: In Association with Stock Photo Studio: Starring Emotional Man Holding Video Game Controller:
The Controller / Button Mapping Advice Thread
The Controller / Button Mapping Advice Thread
Hey everyone! This is gonna be an attempt to cut down on the huge number of threads on the topic in question this forum has been getting the past few days. If you've got a question on what controller you should use, or how you should map your buttons, this is the thread to be!
Let's get on with it then!
FAQ
- Is every controller viable/mandatory/acceptable/competitive/insertbuzzwordhere?
- Well, every controller is viable/competitive with enough practice put into it I suppose. Even the Wii Remote! Though it is just a flat-out inferior option to something like the Wii Remote+Nunchuck. Any controller is acceptable in a tournament. However, there are some tournaments which disallow wireless controllers due to fear of interference with all of the signals from all of the participants' controllers.
- Will I look dumb if I use the controller I like instead of a GCC?
- In my unprofessional opinion, no. People are there to play smash, not judge your hardware preferences.
- Is any controller better/worse than the rest
- See the first question. The Wii Remote is arguable the worst of the bunch. I'd say the rest are about equal.
- Will I be frowned upon if I paint/mod my controller?
- As long as a modification is not overly distracting (flashing strobes everywhere?!) or has something generally accepted as illegal (a single button used to execute multiple commands frame perfectly), modifications are fine. Aesthetic modifications anyway.
Controllers
I'm going to be using text buttons rather than the smilies because of dumb obscure buttons and uniformity
(A) | A Button
(B) | B Button
(C) | C Button
[X] | X Button
[Y] | Y Button
[Z) | Z Button
(L] | Left Shoulder Button
[R) | Right Shoulder Button
(ZL] | Left Z Button
[ZR) | Right Z Button
(o) | Left Analogue Stick / Circle Pad
(c) | C-Stick / Right Analogue Stick
+ | Directional Pad
(1) | 1 Button
(2) | 2 Button
(+) | Plus Button
(-) | Minus Button
3DS System
Reasons to use this controller:
Button | Action
(A) | Standard Attack
(B) | Special Attack
[X] | Jump
[Y] | Jump
(L] | Grab
[R) | Shield
(o) | Movement
+ | Taunt
Wii Remote-You are playing Super Smash Bros for the 3DS
-You are playing Super Smash Bros for the Wii U, but are short any other controllers
-Relatively ergonomic
Reasons NOT to use this controller:-You are playing Super Smash Bros for the Wii U, but are short any other controllers
-Relatively ergonomic
-Lack of a C-Stick does not allow for certain techniques, such as retreating FAirs
-Shoulder buttons are prone to giving out
-Shoulder buttons are prone to giving out
(A) | Standard Attack
(B) | Special Attack
[X] | Jump
[Y] | Jump
(L] | Grab
[R) | Shield
(o) | Movement
+ | Taunt
Reasons to use this controller:
Button | Action
(A) | Taunt
(B) | Shield
+ | Movement
(1) | Special Attack
(2) | Standard Attack
(-) | Grab
Wii Remote & Nunchuk-You don't have any other options available
-No cables and small size means it is especially portable
Reasons NOT to use this controller:-No cables and small size means it is especially portable
-Lack of an analogue stick severely restricts or hinders actions
-Low number of buttons means uncomfortable compromises have to be made, such as mapping a vital action to a center button
-Low number of buttons means uncomfortable compromises have to be made, such as mapping a vital action to a center button
(A) | Taunt
(B) | Shield
+ | Movement
(1) | Special Attack
(2) | Standard Attack
(-) | Grab
Reasons to use this controller:
Button | Action
(A) | Standard Attack
(B) | Special Attack
(C) | Jump
[Z) | Shield
(o) | Movement
+ | Jump (Up), Grab (Left / Right), Shield (Down)
(1) | Taunt
(2) | Taunt
Classic Controller-Large number of buttons gives a wealth of mapping options
-Comfortable controls
-"Shake to Smash" option
Reasons NOT to use this controller:-Comfortable controls
-"Shake to Smash" option
-Numerous buttons might make it difficult to get used to
-Cable connecting the nunchuk to the Wii remote can get in the way
-Cable connecting the nunchuk to the Wii remote can get in the way
(A) | Standard Attack
(B) | Special Attack
(C) | Jump
[Z) | Shield
(o) | Movement
+ | Jump (Up), Grab (Left / Right), Shield (Down)
(1) | Taunt
(2) | Taunt
Reasons to use this controller:
Button | Action
(A) | Standard Attack
(B) | Special Attack
[X] | Jump
[Y] | Jump
(L] | Shield
[R) | Shield
(ZL] | Grab
[ZR) | Grab
(o) | Movement
(c) | Smash
+ | Taunt
Wii U GamePad-Similar feel to the GameCube controller
-Small and lightweight
Reasons NOT to use this controller:-Small and lightweight
-May be too small for some people's hands, leading to cramping after prolonged use
(A) | Standard Attack
(B) | Special Attack
[X] | Jump
[Y] | Jump
(L] | Shield
[R) | Shield
(ZL] | Grab
[ZR) | Grab
(o) | Movement
(c) | Smash
+ | Taunt
Reasons to use this controller:
Button | Action
(A) | Standard Attack
(B) | Special Attack
[X] | Jump
[Y] | Jump
(L] | Grab
[R) | Shield
(ZL] | Grab
[ZR) | Shield
(o) | Movement
(c) | Smash
+ | Taunt
Wii U Pro Controller-Roughly equivalent buttons to the GameCube Controller
-Large integrated screen
Reasons NOT to use this controller:-Large integrated screen
-Its large size might make it feel a little unwieldy for some people's hands
-Awkward position of right analogue stick relative to X/Y/A/B
-Only one may be connected to a single Wii U system at a time
-Awkward position of right analogue stick relative to X/Y/A/B
-Only one may be connected to a single Wii U system at a time
(A) | Standard Attack
(B) | Special Attack
[X] | Jump
[Y] | Jump
(L] | Grab
[R) | Shield
(ZL] | Grab
[ZR) | Shield
(o) | Movement
(c) | Smash
+ | Taunt
Reasons to use this controller:
Button | Action
(A) | Standard Attack
(B) | Special Attack
[X] | Jump
[Y] | Jump
(L] | Shield
[R) | Shield
(ZL] | Grab
[ZR) | Grab
(o) | Movement
(c) | Smash
+ | Taunt
GameCube Controller-Nearly identical to the GameCube Controller
Reasons NOT to use this controller:
-Has the same layout for the right analogue stick and X/Y/A/B buttons as the GamePad that might be unfamiliar and awkward to some people
(A) | Standard Attack
(B) | Special Attack
[X] | Jump
[Y] | Jump
(L] | Shield
[R) | Shield
(ZL] | Grab
[ZR) | Grab
(o) | Movement
(c) | Smash
+ | Taunt
Reasons to use this controller:
Button | Action
(A) | Standard Attack
(B) | Special Attack
[X] | Jump
[Y] | Jump
(L] | Shield
[R) | Shield
[Z) | Grab
(o) | Movement
(c) | Smash
+ | Taunt
-Very ergonomic and comfortable
-Intuitive button layout
-Chances are this is the controller you have the most experience with
Reasons NOT to use this controller:-Intuitive button layout
-Chances are this is the controller you have the most experience with
-Some may find it a bit bulky
-Requires an adapter for use with Smash 4, which may be difficult to find
-Requires an adapter for use with Smash 4, which may be difficult to find
(A) | Standard Attack
(B) | Special Attack
[X] | Jump
[Y] | Jump
(L] | Shield
[R) | Shield
[Z) | Grab
(o) | Movement
(c) | Smash
+ | Taunt
Button Mapping
Tap Jump
One of the most common questions I've seen is about whether tap jump should be on, or off. So lets look at the advantages and disadvantages of having it off!✓ Forces you to jump with a button, which facilitates short hopping
✓ Makes UTilts easier to perform
✓ Makes SHUAirs easier to perform
✓ Makes SHUpB's easier to perform
✓ Makes rising NAirs easier to perform
✗ May make JCGrabs a bit more difficult to perform
✗ May make JCUSmashes a bit more difficult to perform
✗ May make directional JCTosses a bit more difficult to perform
✗ May make UpB's or UAirs a bit more difficult to perform OoS
C-Stick
This is another one I've heard less about, but still would be nice to discuss. The C-Stick is set to smash as the default setting, although other somewhat common settings are special and attack (for tilts). It can also be set to shield, grab, and jump, though those settings are rarely seen, if ever.
Special (B-Sticking)
Setting the C-Stick to special is commonly known as B-Sticking. The most notable benefit from this setting is being able to wavebounce much more easily. It can be done by simply holding the analogue stick in one direction while airborne, then hitting the C-Stick in the opposite direction.Attack (Tilts [T-Sticking?? I'm coining it])
Having your C-Stick set to attack confers notable benefits. For one, you can perform UTilts with the same ease as a smash attack, without having to turn tap jump off. You also preserve the ability to perform aerials with a stick. Performing tilts out a skid is somewhat easier. Most importantly, it greatly facilitates tilting out of perfect pivots. Without T-Sticking, this is a feat that requires incredibly dexterous and precise fingers if you want to do an advancing perfect pivot followed by a forward-facing tilt.Additionally, T-Sticking does not suffer from the input glitches in the air that smash-sticking does, meaning you can preserve your momentum entirely as you should while doing an aerial.
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This is by no means complete, so get to asking questions and pointing out anything I've missed!
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