option.iv
Smash Cadet
- Joined
- Oct 3, 2014
- Messages
- 57
Ok, I've been thinking about the controls in this game to find the most efficient setup. First off, I'll have to bring up certain points about controls in this game. I'll be prioritizing efficiency over comfort (what you're used to). Though comfort will still have some influence in picking the right controls.
Reasoning:
For optimal controls:
- Shield must be bound to a DIGITAL BUTTON
- TAP JUMP OFF
- C-Stick set to SMASH or ATTACK
- Shoulder button set to Jump
Example Layouts (assume unlisted buttons are default):
Gamepad/Wii U Pro Controller/New 3DS
In the end, you'll keep hearing "play whatever feels comfortable to you." Seriously though, this is a new game, it's not the same Melee/Brawl you remember. As surprising as it may sound, the GCN may not be the "best" controller for this game.
Reasoning:
1. Movement and tilts require an analog stick. So this means dpads won't cut it, nor arcade sticks. ANALOG IS REQUIRED.
2. Shields in this game are not analog like in Melee. They're either on or off. You can't control the density/size of shield. There is travel distance on analog triggers like the GCN (registers shield about halfway). Therefore, a DIGITAL BUTTON is optimal.
3. Up-smash & Up-B out of shield is technically jump cancelling into up-smash. This can be replicated with either pressing JUMP + Up-A or Up-B, or JUMP + c-stick up (smash). Therefore DISABLING TAP JUMP is optimal. Also grants you ability to go straight into up-tilted shield.
4. C-stick is a macro for the control stick and attack button. This can be replicated by the control stick and attack button. At the time of this post, c-stick does not behave as previous smash iterations in that it inputs 1 frame of control stick + attack. For however long you hold the c-stick, it holds the input. During the held time, you cannot use the control stick to move, because you're essentially using it up already on the held c-stick. Despite this, C-Stick is still optimal because of inherent throw on the analog stick. Players need to be sure to NOT hold the c-stick for aerials.
With c-stick set to smash, easy pivot fsmashs can be done. Dash, pivot, then c-stick fmash.
Setting c-stick to tilts (attacks) is another option (allows movement while held). When hitting diagonals, neutral attack is registered. You cannot angle ftilts with c-stick alone. Also you lose access to easy pivot fsmash. To do a pivot fsmash manually, you need to hit the pivot and A button on the same frame, otherwise you get a tilt. With c-stick set to smash, the macro does it for you, and you don't have to worry about hitting pivot and attack at the same time.
In general, if you want easy pivot fsmash, set c-stick to smash. If you want maximum aerial control of nair, set c-stick to attack (tilt).
5. For the most effective aerials, Jump should be bound to a shoulder button. This offloads jump from your thumb to a free index finger. No longer do you have to move your thumb from jump (i.e. X/Y) to c-stick. You can have your thumb already on c-stick.
6. There is NO NEED FOR TWO JUMP, SHIELD, OR GRAB BUTTONS. This frees up a button to reassign.
7. Grab is a macro for shield + attack. Optimally, it's best to keep this macro because there is still human error when pressing two buttons at the same time. However, this button can be given up and reassigned.
8. There may or may not be input delay with wireless devices. For now, it's up to user discretion.
Because of the reasons above, the old 3ds, wiimote, and any arcade sticks are out.
That leaves Gamepad, Wii U Pro Controller, GCN Controller, Wiimote + nunchuk, Wii Pro controller/PDP Fightpad, and finally new 3DS (not out in NA yet).
2. Shields in this game are not analog like in Melee. They're either on or off. You can't control the density/size of shield. There is travel distance on analog triggers like the GCN (registers shield about halfway). Therefore, a DIGITAL BUTTON is optimal.
3. Up-smash & Up-B out of shield is technically jump cancelling into up-smash. This can be replicated with either pressing JUMP + Up-A or Up-B, or JUMP + c-stick up (smash). Therefore DISABLING TAP JUMP is optimal. Also grants you ability to go straight into up-tilted shield.
4. C-stick is a macro for the control stick and attack button. This can be replicated by the control stick and attack button. At the time of this post, c-stick does not behave as previous smash iterations in that it inputs 1 frame of control stick + attack. For however long you hold the c-stick, it holds the input. During the held time, you cannot use the control stick to move, because you're essentially using it up already on the held c-stick. Despite this, C-Stick is still optimal because of inherent throw on the analog stick. Players need to be sure to NOT hold the c-stick for aerials.
With c-stick set to smash, easy pivot fsmashs can be done. Dash, pivot, then c-stick fmash.
Setting c-stick to tilts (attacks) is another option (allows movement while held). When hitting diagonals, neutral attack is registered. You cannot angle ftilts with c-stick alone. Also you lose access to easy pivot fsmash. To do a pivot fsmash manually, you need to hit the pivot and A button on the same frame, otherwise you get a tilt. With c-stick set to smash, the macro does it for you, and you don't have to worry about hitting pivot and attack at the same time.
In general, if you want easy pivot fsmash, set c-stick to smash. If you want maximum aerial control of nair, set c-stick to attack (tilt).
5. For the most effective aerials, Jump should be bound to a shoulder button. This offloads jump from your thumb to a free index finger. No longer do you have to move your thumb from jump (i.e. X/Y) to c-stick. You can have your thumb already on c-stick.
6. There is NO NEED FOR TWO JUMP, SHIELD, OR GRAB BUTTONS. This frees up a button to reassign.
7. Grab is a macro for shield + attack. Optimally, it's best to keep this macro because there is still human error when pressing two buttons at the same time. However, this button can be given up and reassigned.
8. There may or may not be input delay with wireless devices. For now, it's up to user discretion.
Because of the reasons above, the old 3ds, wiimote, and any arcade sticks are out.
That leaves Gamepad, Wii U Pro Controller, GCN Controller, Wiimote + nunchuk, Wii Pro controller/PDP Fightpad, and finally new 3DS (not out in NA yet).
For optimal controls:
- Shield must be bound to a DIGITAL BUTTON
- TAP JUMP OFF
- C-Stick set to SMASH or ATTACK
- Shoulder button set to Jump
Example Layouts (assume unlisted buttons are default):
Gamepad/Wii U Pro Controller/New 3DS
TAP JUMP OFF
C-Stick set to Smash
L = Jump
X = Grab
This layout honestly feels the most efficient the more I play with it. Setting a shoulder button to jump gets rid of the "weird" placement of the right analog stick. It's no longer just your thumb controlling jump and aerials. You offload jump to one of your index fingers. You can just as easily up+a/up+b out of shield (i.e. L+R+C-stick up). The fact that the shoulder buttons on these controllers are digital opens up many more possibilities. X is Grab to allow easy boost grabs. ZL and ZR can also be set to jump or shield if you're more comfortable with those compared to the L and R shoulder buttons.
The cons with all the wireless controllers is logistics. Depending on the environment (locals, online, tournament) syncing and desyncing can play a huge factor. Also no one has done a concrete test on input lag. All these controller configurations take up time to setup for the first time. There is no way to retain controller configs on your controller when moving from system to system. Like how gaming mice store their information in onboard memory.
C-Stick set to Smash
L = Jump
X = Grab
This layout honestly feels the most efficient the more I play with it. Setting a shoulder button to jump gets rid of the "weird" placement of the right analog stick. It's no longer just your thumb controlling jump and aerials. You offload jump to one of your index fingers. You can just as easily up+a/up+b out of shield (i.e. L+R+C-stick up). The fact that the shoulder buttons on these controllers are digital opens up many more possibilities. X is Grab to allow easy boost grabs. ZL and ZR can also be set to jump or shield if you're more comfortable with those compared to the L and R shoulder buttons.
The cons with all the wireless controllers is logistics. Depending on the environment (locals, online, tournament) syncing and desyncing can play a huge factor. Also no one has done a concrete test on input lag. All these controller configurations take up time to setup for the first time. There is no way to retain controller configs on your controller when moving from system to system. Like how gaming mice store their information in onboard memory.
Last edited: