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Accidental/unwanted turnarounds

AaronSMASH

Smash Apprentice
Joined
Jun 6, 2015
Messages
96
Location
McPherson, Kansas
Often times when I PP and sometimes even when I'm just pivoting my character will turn the way I flick the stick then turn back the other way on spot for no appearant reason.

It happens with the pro controller, GameCube controller and gamepad. I've tried all of my GameCube controllers as well and it happens with all of them.

This is incredibly irritating as it is very frequent and no matter how much I practice I can't seem to even affect how frequently it happens.

The only way I can prevent it from happening is inputting an attack before the slide is finished. So it doesn't render PP completely useless but I would like to be able to finish the slide THEN attack because depending on the character and the moves used, some attacks will stop the slide as soon as you input an attack and often times I need that extra distance to out space an incoming attack.

Does this happen to anyone else? I assume it's got something to do with the way I use the controller because i've seen people PP across the stage without it happening at all.

Is there something I can do to fix this? Or at least make it happen less often?

Something else I found strange while trying to fix this is that if you tap the control stick in the opposite direction that you are facing very quickly and lightly, my character will turn around as if I'm nudging the stick to turn around in place, and THEN dash. It's so odd because it dashes WAY after I have taken my finger off of the stick, AFTER it completes the slow in-place turnaround. This is in contrast to 'committing' to a dash in the opposite direction, where the pivot/dash is much faster to respond.

Just curious if this is normal and if anyone knows why it does that because it seems like it would hinder gameplay.
 

Roukiske

Smash Journeyman
Joined
Oct 13, 2014
Messages
377
Location
CA
Yes it also happens to me during perfect pivoting. Look up controller dead zones as this pretty much explains it. You may not think you aren't hitting the opposite direction, but the frame that your stick slightly touches what is registered as "left" it will register a "left". This can happen while the stick is attempting to return to neutral position after flicking.

Most dead zones increase as you use your controller so you would just have to use your controller more. I would attempt to do less flicking and actually keep your thumb on the stick to avoid error. Unless a specific technique like perfect pivoting is easier to do. I don't recall it ever effecting my actual gameplay.
 
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Remzi

formerly VaBengal
Joined
Apr 20, 2008
Messages
3,398
Location
Fairfax, VA
NNID
Remziz4
3DS FC
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I've noticed this happening in particular with my Smash Bros branded gamecube controllers, but it could just be that they aren't broken in yet like Roukiske suggested. It also messes with B-Reversals, really annoying.
 

AaronSMASH

Smash Apprentice
Joined
Jun 6, 2015
Messages
96
Location
McPherson, Kansas
Yes it also happens to me during perfect pivoting. Look up controller dead zones as this pretty much explains it. You may not think you aren't hitting the opposite direction, but the frame that your stick slightly touches what is registered as "left" it will register a "left". This can happen while the stick is attempting to return to neutral position after flicking.

Most dead zones increase as you use your controller so you would just have to use your controller more. I would attempt to do less flicking and actually keep your thumb on the stick to avoid error. Unless a specific technique like perfect pivoting is easier to do. I don't recall it ever effecting my actual gameplay.
By dead zones I assume you are referring to the 'play' in the stick that controllers get as they are used repeatedly (like a car that has play in the wheel). If that is the case, then that doesn't change it because I tried my older GameCube controllers that have play in the stick (as I also thought it would have an effect) and it didn't change anything.

I will try keeping my thumb on the stick, but just thinking about trying to PP like that daunts me as it is such a quick motion. But maybe i'll find it easier, who knows.
 

Roukiske

Smash Journeyman
Joined
Oct 13, 2014
Messages
377
Location
CA
By dead zones I assume you are referring to the 'play' in the stick that controllers get as they are used repeatedly (like a car that has play in the wheel). If that is the case, then that doesn't change it because I tried my older GameCube controllers that have play in the stick (as I also thought it would have an effect) and it didn't change anything.

I will try keeping my thumb on the stick, but just thinking about trying to PP like that daunts me as it is such a quick motion. But maybe i'll find it easier, who knows.
Naw, PP should be a flick motion so you'll end up flicking. If you can do it and keep your thumb on the stick, then damn that's pretty hard.

Regarding the "play" room, even if you have more room to wiggle with in your stick, it can still register input if the sensors still work in that area. A friend of mine's controller is very loose but the sensors still work really well. You can hold his controller sideways and gravity can hold left for him (which I find really funny).
 

AaronSMASH

Smash Apprentice
Joined
Jun 6, 2015
Messages
96
Location
McPherson, Kansas
Naw, PP should be a flick motion so you'll end up flicking. If you can do it and keep your thumb on the stick, then damn that's pretty hard.

Regarding the "play" room, even if you have more room to wiggle with in your stick, it can still register input if the sensors still work in that area. A friend of mine's controller is very loose but the sensors still work really well. You can hold his controller sideways and gravity can hold left for him (which I find really funny).
I tested that as well prior to seeing if it would still happen and it did. Unfortunately, it doesn't seem to change regardless of deadzones.
 

Ulevo

Smash Master
Joined
Dec 5, 2007
Messages
4,496
Location
Unlimited Blade Works
This will happen to me sometimes when my opponent is close to me and I attempt to dash grab. The act of flicking the stick in one direction quickly makes the stick flick back to neutral with enough force for it to register as an input in the opposite direction, hence when I go and hit Z, a pivot grab comes out and I whiff.
 
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AaronSMASH

Smash Apprentice
Joined
Jun 6, 2015
Messages
96
Location
McPherson, Kansas
This will happen to me sometimes when my opponent is close to me and I attempt to dash grab. The act of flicking the stick in one direction quickly makes the stick flick back to neutral with enough force for it to register as an input in the opposite direction, hence when I go and hit Z, a pivot grab comes out and I whiff.
Yea, I understand it's the momentum of the stick returning to neutral quickly that occasionally sets off the sensor and causes a turnaround, but is there some way to prevent it or make it happen less often?
 

Ulevo

Smash Master
Joined
Dec 5, 2007
Messages
4,496
Location
Unlimited Blade Works
Yea, I understand it's the momentum of the stick returning to neutral quickly that occasionally sets off the sensor and causes a turnaround, but is there some way to prevent it or make it happen less often?
For perfect pivots I do not think it would be an issue so long as you input your command before it registers the opposite direction. For things such as my dash grab issue, holding the stick during the grab rather than flicking it like I do, which is a habitual thing, will prevent this.
 

TobiasXK

Smash Ace
Joined
Aug 9, 2004
Messages
579
Location
austintown
catch the control stick while it's returning. if you do your pivots using the flicker method, you basically dash one way then flick the other way, moving your thumb way out of position in the process.

just work on keeping the speed of that input without the wasted motion of moving your thumb so far after hitting the pivot direction. you want your thumb to stay or return to near the center position so it catches the stick on the bounce back. doing advancing pivot f-tilt (dash right, pivot left, f-tilt right) is a good way to train it since it requires your thumb to be back in position in time to input the tilt.
 

AaronSMASH

Smash Apprentice
Joined
Jun 6, 2015
Messages
96
Location
McPherson, Kansas
catch the control stick while it's returning. if you do your pivots using the flicker method, you basically dash one way then flick the other way, moving your thumb way out of position in the process.

just work on keeping the speed of that input without the wasted motion of moving your thumb so far after hitting the pivot direction. you want your thumb to stay or return to near the center position so it catches the stick on the bounce back. doing advancing pivot f-tilt (dash right, pivot left, f-tilt right) is a good way to train it since it requires your thumb to be back in position in time to input the tilt.
This sounds promising. Gonna try it as soon as I get a chance. Is there a video you could provide demonstrating the advancing ftilt. I'm not sure that understand.
 
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