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Alternate mapping options

SixSaw

Smash Journeyman
Joined
Oct 28, 2013
Messages
321
Location
Chicago, IL
I've noticed I never use the X or R buttons, since they're made redundant for me by Y and L respectively. Leaving two perfectly good buttons neglected feels like a waste of potential. What could be some potentially useful things to map to these instead of the default?
 

Jolteon

I'm sharpening my knife, kupo.
Joined
Aug 9, 2006
Messages
6,697
Location
England
A lot of people set R to attack for DACUS purposes. As for X, you can try setting it to footstooling.
 

Smash John

Smash Apprentice
Joined
Oct 24, 2013
Messages
177
Location
Cookeville, TN
i have Y as footstool and R as jump for jump cancelling stuff when my thumb could otherwise not get to x/y in time
 

9bit

BRoomer
BRoomer
Joined
Jun 28, 2005
Messages
2,740
Location
Illinois
This is the setup I'm rocking right now:



If I could go back in time and un-learn years of Melee muscle memory, I'd like to switch A to jump and Y to attack. Having the jump button right in the middle seems the most logical.
 

Strong Badam

Super Elite
Administrator
Premium
BRoomer
Joined
Feb 27, 2008
Messages
26,561
I set X to footstool. Everything else is default.

I DACUS by clawing by index finger to A.
 

Spiffykins

Smash Ace
Joined
Dec 31, 2012
Messages
547
claw dacus ftw

I used to funk around with the controls but I just use standard now, I remember being all "**** tap jump" and everything but I figured I might as well just get used to the controls the way they are in Melee instead of learning multiple setups. I should try setting R to footstool though, I still haven't experimented with footstool enough.
 

DrinkingFood

Smash Hero
Joined
May 5, 2012
Messages
5,600
Location
Beaumont, TX
I would like, as controller mapping options, the options to null directions and inputs. Meaning that using one would allow the c-stick to input only directions for one frame by nulling an attack input with another button. Would also allow things like buttons that have multiple purposes depending on what input you null. I believe somewhere PMBR said that this isn't currently possible though, so I'm not holding my breath.

What I think PMBR SHOULD go for is buttons for individual things, like a nair/neutral attack button, as well as a true attack stick with analog functionality, meaning a c-stick that does both attacks and tilts.
 

trash?

witty/pretty
Premium
Joined
Jul 27, 2012
Messages
3,452
Location
vancouver bc
NNID
????
quick reminder: I am mental

ATTACK = R
SPECIAL = X
JUMP = A
GRAB = B
FOOTSTOOL = Z

this solves a lot of problems when you get into input mapping for me. OoS upb can't be done as easily with tap jump off, so you roll your right thumb upward and it's painless. ditto with most tech skill; waveshining is painless compared to default melee controls

I still got no clue what I'm gonna do with the Y button though
 

Phaiyte

Smash Ace
Joined
Jul 6, 2010
Messages
932
I have Y set as another shield button so I can just roll my thumb from X to Y to wavedash with incredible ease with any character that has a 3 frame jumpsquat. It also makes wavelanding pretty legit in general. For specifically Fox, Falco, Wolf, and Lucas I have another name tag with A and B switched around to make waveshining and laser camping super easy.
 

Xebenkeck

Smash Lord
Joined
Mar 30, 2008
Messages
1,636
Location
My Head
I use dashing -> cstick down -> up+Z to DACUS. That was the easiest way to do it in Brawl, and you don't have to remap anything for it.
 

DrinkingFood

Smash Hero
Joined
May 5, 2012
Messages
5,600
Location
Beaumont, TX
That doesn't work for every character in PM. Any with 4 frame jumpstarts require an attack input. Grab inputs won't cut it for them. Using an attack input also makes the window one frame more lenient for everyone with 5 frame or greater jumpstarts.
 

Jolteon

I'm sharpening my knife, kupo.
Joined
Aug 9, 2006
Messages
6,697
Location
England
Yeah, using Attack for DACUS is better, you just have to either claw the input or remap a button to do so.
 

Xebenkeck

Smash Lord
Joined
Mar 30, 2008
Messages
1,636
Location
My Head
So explain to me how that is possible? What tangible difference is there in pressing Z over say A.

To me it makes no sense on both a coding level and controller input level as to why they're would be a delay in the Z input oppose to the A input.

The only reason I can think of is that the game literally thinks Z input is actually a R first then A second input. If that's the case, then w-t-f you learn something new everyday.
 

Jolteon

I'm sharpening my knife, kupo.
Joined
Aug 9, 2006
Messages
6,697
Location
England
magus said:
As for why attack is better to use than grab, the boost grab window is 3 frames. The earliest boost smash can be input is frame 3 (frame 1 inputting attack to do dash attack, frame 2 releasing attack, frame 3 inputting u-smash), and ends 1 frame before the length of their jump startup attribute (you're not actually jumping; it's just what the input window variable uses). When you try to boost smash on frame 3 using grab button you'll get a boost grab instead, but using attack button you'll boost smash. Frames 4+ will work with either button. Using attack instead of grab is the only way to boost smash with 4 frame jumpers (works on frame 3 with attack), and 5 jumpers you're doubling the input window by using attack instead of grab (3-4 with attack vs 4 with grab).
 
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