1. This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.
  2. Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Q&A Controller / Button Mapping Advice Thread

Discussion in 'Competitive Discussion' started by Indigo Jeans, Feb 5, 2015.

  1. Indigo Jeans

    Indigo Jeans
    Expand Collapse
     

    • Premium
    Joined:
    May 3, 2009
    Messages:
    7,146

    Indigo Jeans Presents: In Association with Stock Photo Studio: Starring Emotional Man Holding Video Game Controller:
    [​IMG]
    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
    Text Button
    1 (A) A Button
    2 (B) B Button
    3 (C) C Button
    4 [X] X Button
    5 [Y] Y Button
    6 [Z) Z Button
    7 (L] Left Shoulder Button
    8 [R) Right Shoulder Button
    9 (ZL] Left Z Button
    10 [ZR) Right Z Button
    11 (o) Left Analogue Stick / Circle Pad
    12 (c) C-Stick / Right Analogue Stick
    13 + Directional Pad
    14 (1) 1 Button
    15 (2) 2 Button
    16 (+) Plus Button
    17 (-) Minus Button



    3DS System
    Reasons to use this controller:
    -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:
    -Lack of a C-Stick does not allow for certain techniques, such as retreating FAirs
    -Shoulder buttons are prone to giving out
    Button Action
    1 (A) Standard Attack
    2 (B) Special Attack
    3 [X] Jump
    4 [Y] Jump
    5 (L] Grab
    6 [R) Shield
    7 (o) Movement
    8 + Taunt

    Wii Remote
    Reasons to use this controller:
    -You don't have any other options available
    -No cables and small size means it is especially portable
    Reasons NOT to use this controller:
    -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​
    Button Action
    1 (A) Taunt
    2 (B) Shield
    3 + Movement
    4 (1) Special Attack
    5 (2) Standard Attack
    6 (-) Grab

    Wii Remote & Nunchuk
    Reasons to use this controller:
    -Large number of buttons gives a wealth of mapping options
    -Comfortable controls
    -"Shake to Smash" option

    Reasons NOT to use this controller:
    -Numerous buttons might make it difficult to get used to
    -Cable connecting the nunchuk to the Wii remote can get in the way
    Button Action
    1 (A) Standard Attack
    2 (B) Special Attack
    3 (C) Jump
    4 [Z) Shield
    5 (o) Movement
    6 + Jump (Up), Grab (Left / Right), Shield (Down)
    7 (1) Taunt
    8 (2) Taunt

    Classic Controller
    Reasons to use this controller:
    -Similar feel to the GameCube controller
    -Small and lightweight
    Reasons NOT to use this controller:
    -May be too small for some people's hands, leading to cramping after prolonged use
    Button Action
    1 (A) Standard Attack
    2 (B) Special Attack
    3 [X] Jump
    4 [Y] Jump
    5 (L] Shield
    6 [R) Shield
    7 (ZL] Grab
    8 [ZR) Grab
    9 (o) Movement
    10 (c) Smash
    11 + Taunt

    Wii U GamePad
    Reasons to use this controller:
    -Roughly equivalent buttons to the GameCube Controller
    -Large integrated screen
    Reasons NOT to use this controller:
    -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
    Button Action
    1 (A) Standard Attack
    2 (B) Special Attack
    3 [X] Jump
    4 [Y] Jump
    5 (L] Grab
    6 [R) Shield
    7 (ZL] Grab
    8 [ZR) Shield
    9 (o) Movement
    10 (c) Smash
    11 + Taunt

    Wii U Pro Controller
    Reasons to use this 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
    Button Action
    1 (A) Standard Attack
    2 (B) Special Attack
    3 [X] Jump
    4 [Y] Jump
    5 (L] Shield
    6 [R) Shield
    7 (ZL] Grab
    8 [ZR) Grab
    9 (o) Movement
    10 (c) Smash
    11 + Taunt

    GameCube Controller
    Reasons to use this controller:
    -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:
    -Some may find it a bit bulky
    -Requires an adapter for use with Smash 4, which may be difficult to find​
    Button Action
    1 (A) Standard Attack
    2 (B) Special Attack
    3 [X] Jump
    4 [Y] Jump
    5 (L] Shield
    6 [R) Shield
    7 [Z) Grab
    8 (o) Movement
    9 (c) Smash
    10 + 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.

    ______________________________________________________________________________________________

    This is by no means complete, so get to asking questions and pointing out anything I've missed!
     
    #1 Indigo Jeans, Feb 5, 2015
    Last edited: Feb 10, 2015
  2. Jaxas

    Jaxas
    Expand Collapse
    Smash Lord

    Joined:
    Apr 12, 2014
    Messages:
    1,566
    Location:
    Salem, OR, US
    NNID:
    Jaxas7
    Add "Only one may be connected to a single system at one time" as a Reason Not To Use for the Gamepad; otherwise, great!
     
    Sideslick and Indigo Jeans like this.
  3. Twizman

    Twizman
    Expand Collapse
    Smash Cadet

    Joined:
    Sep 27, 2008
    Messages:
    37
    Location:
    Melbourne, VIC
    NNID:
    Twizman
    I saw ZeRo say he sets his C stick to attack and not smash. I don't follow his explanation though. He says something about the aerial momentum being affected in Smash 4. He has tap jump on due to no difficulty executing tilts.

    Anyway since I saw this, I've been training myself to only use C stick aerials for better spacing, and learning to smash attack without using the C stick on the ground.

    Is this the optimal control scheme in order to improve?
     
    #3 Twizman, Feb 5, 2015
    Last edited: Feb 5, 2015
  4. Indigo Jeans

    Indigo Jeans
    Expand Collapse
     

    • Premium
    Joined:
    May 3, 2009
    Messages:
    7,146

    Totally slipped my mind. Thanks, added!

    Huh, I hadn't heard about that... I'll do some digging and see if maybe I can even ask him to find out.

    Optimal is sort of subjective. Like you said, there are top players who do just fine with some mapping options that aren't exactly the norm. You mentioned ZeRo, and there's another whose name eludes me at the moment, who play with tap jump left on. In my opinion, C-Stick is indeed the best for aerials because your jump and your aerial movement isn't gonna be affected by inputting aerials, as it might be if you do so with the analogue stick.
     
    Jaxas and Twizman like this.
  5. HeroMystic

    HeroMystic
    Expand Collapse
    Legacy of the Mario

    • Premium
    Joined:
    Aug 3, 2008
    Messages:
    6,473
    Location:
    San Antonio, Texas
    3DS FC:
    2191-8960-7738
    NNID:
    HeroineYaoki

  6. moofpi

    moofpi
    Expand Collapse
    Smash Journeyman

    Joined:
    Nov 2, 2014
    Messages:
    392
    Location:
    Tennessee
    3DS FC:
    0473-8866-3506
    NNID:
    moofpi
    Yeah the momentum thing is due to the new feature that charges smashes with the c-stick, which is why you have to flick it in air if you don't want to kill your momentum,it's no longer a single quick smash input which kind of sucks. Also I now I try to charge smashes in PM sometimes with C-stick -_-
     
    #6 moofpi, Feb 6, 2015
    Last edited: Feb 6, 2015
  7. mimgrim

    mimgrim
    Expand Collapse
    Smash Hero

    Joined:
    Jun 20, 2013
    Messages:
    9,219
    Location:
    Somewhere magical
    *blinks*

    Since when are JC Grabs in this game?
     
  8. hey_there

    hey_there
    Expand Collapse
    Smash Journeyman

    Joined:
    Jun 19, 2014
    Messages:
    269
    My Pro Controller/3DS control scheme looks like this:

    - Tap jump off
    - B -> Jump
    - A -> Attack
    - X -> Grab
    - Y -> Special
    - R -> Shield
    - L -> Jump
    - Tilt-stick

    Tap jump off for better control of jumping. B -> Jump because I'm an old school SNES player and I find jump most comfortable there, but what's important is both attack and special are adjacent to jump instead of across from it. This allows the thumb to slide from jump to attack/special, facilitating faster aerials/specials from a short hop. L -> jump for easy JCs with my left hand while doing other inputs with my right hand, R -> shield to shield independently of what the right thumb is doing, and X -> grab because there isn't any place else to put and it's not that crucial anyway except for making pivot grabbing easier. Tilt-stick for perfect pivot tilts and more control with aerials.
     
    Indigo Jeans likes this.
  9. Indigo Jeans

    Indigo Jeans
    Expand Collapse
     

    • Premium
    Joined:
    May 3, 2009
    Messages:
    7,146

    Hah whoops, my mistake. I could have sworn they were still in but you're right.

    Alright, so if I'm understanding this correctly, C-stick set to smash messes up your momentum because of the new smash-stick mechanics, but tilt-sticking has it work like before?
     
  10. HeroMystic

    HeroMystic
    Expand Collapse
    Legacy of the Mario

    • Premium
    Joined:
    Aug 3, 2008
    Messages:
    6,473
    Location:
    San Antonio, Texas
    3DS FC:
    2191-8960-7738
    NNID:
    HeroineYaoki

    Yes. Smash-stick negates any use of the left analogue stick, which means if you want to keep aerial momentum you have to use the C-stick within 1 frame, which is unreasonable imo.
     
    Indigo Jeans likes this.
  11. ぱみゅ

    ぱみゅ
    Expand Collapse
    ❤ ~

    • Moderator
    • Brawl Back Roomer
    Joined:
    Dec 5, 2008
    Messages:
    9,894
    Location:
    Below your skirt!
    3DS FC:
    4785-5700-5699
    NNID:
    kyo.pamyu.pamyu

    Yo, Turquoise Pants, there are a couple questions that would be great if added to the OP as some sort of FAQ:
    -"Is every controller viable/mandatory/acceptable/competitive/insertbuzzwordhere?"
    -"Will I look dumb if I use the controller I like instead of a GCC?"
    -"Is any controller better/worse than the rest?"
    -"Will I be frowned upon if I paint/mod my controller?"
    Those are the ones I have on the top of my mind.



    Also, stickied.
     
    Indigo Jeans and Pazx like this.
  12. AM Helix

    AM Helix
    Expand Collapse
    Smash Rookie

    Joined:
    Feb 10, 2015
    Messages:
    5
    Location:
    Clemson, South Carolina
    What are some custom button maps you guys use that are more character-specific?
    For example, I main Luigi and my layout is as follows:
    Gamecube controller*
    -Tap jump off
    -A: attack
    -B: special
    -X: grab (so I can grab without using z, which means keeping my pointer finger on R)
    -Y: jump (feels good like playstation 1 games)
    -c: smash
    -R: shield (I've never used L to shield)
    -L: special (this helps mashing while in Luigi cyclone to gain more height, save that jump)
    -dpad: attack (for mashing out of grabs, sacrifice the down taunt!)
     
    #12 AM Helix, Feb 10, 2015
    Last edited: Feb 10, 2015
    LEGOfan12, trusty and hey_there like this.
  13. Nate1080

    Nate1080
    Expand Collapse
    Smash Cadet

    Joined:
    Jan 17, 2015
    Messages:
    26
    Location:
    New York
    NNID:
    Nate1080
    I have tap jump off as imo jumping with the stick seems awkward, but my c-stick is set to tilts.

    When the c-stick is set to Smash in this gane, you cannot move side-to-side if you flick the stick while doing aerials. I find that to be very important pro for tilt-sticking as you can do Bairs while moving forward.
     
    AM Helix likes this.
  14. officialsticktendo

    officialsticktendo
    Expand Collapse
    Smash Rookie

    Joined:
    Sep 5, 2014
    Messages:
    11
    Location:
    Maryland
    NNID:
    sticktendo
    I use a Classic Controller Pro primarily for Smash 4 right now (it's actually a Hori Battle Pad, so it's almost exactly like a GCC) and this is the best layout I've found that works for me:

    Tap jump: Off
    A: Attack
    B: Special
    X/Y: Jump
    L/R: Shield
    ZR: Grab
    ZL (L if on a GCC): Jump
    C-Stick: Attack

    I started using L as jump in PM to help with my jump cancels and because I only use R for shield but sometimes having that extra shield button is useful. Using ZL as jump in conjunction with the tiltstick makes aerial approaches a bit easier (I play Villager so this is important). Also I just want to say how much I love having a full tiltstick in Smash 4 as opposed to PM where it only changed your FSmash with FTilt but your USmash and DSmash were still there.

    Also one thing I've kinda wondered that's kind of on topic: why do people disable rumble on their control setups? Personally the tactile response helps me focus on the game.
     
  15. Indigo Jeans

    Indigo Jeans
    Expand Collapse
     

    • Premium
    Joined:
    May 3, 2009
    Messages:
    7,146

    Forgot to mention yesterday when I updated with the FAQ before I left to work ;_;7

    I dunno about character-specific controls... none of the characters I play (I feel) need different mappings to facilitate their playstyles.

    Can anyone else offer their input?

    Noted!

    Totally forgot about that. Shoulder buttons being set to jump isn't too uncommon. Gonna add that!
     
  16. hey_there

    hey_there
    Expand Collapse
    Smash Journeyman

    Joined:
    Jun 19, 2014
    Messages:
    269
    Some Luigi mains have been switching the entire dpad to special to help get a rise out of cyclone. I haven't tried it yet personally but apparently it works well. Jumpless rising cyclone is pretty important for high level Luigi play, so it could be worth a mention that Luigi mains might want extra buttons for special like @AM Helix uses, otherwise you need superhuman button mashing skills.
     
  17. Jaxas

    Jaxas
    Expand Collapse
    Smash Lord

    Joined:
    Apr 12, 2014
    Messages:
    1,566
    Location:
    Salem, OR, US
    NNID:
    Jaxas7
    Does anyone know of a way to make the shoulder buttons work like they did in Brawl with springs removed? I have Jump on L but from what I've seen the button has to go all the way back up (instead of just click and unclick the digital button) before it lets you hit it a second time.

    I can't short hop with L anymore, which is seriously messing me up >.>
     
  18. Pazx

    Pazx
    Expand Collapse
    hoo hah

    • Moderator
    Joined:
    Jan 4, 2009
    Messages:
    1,576
    Location:
    Canberra, Australia
    NNID:
    Pazx13
    Put your springs back in and you only have to light press (1 quarter?) to register inputs. AFAIK removing your springs is just bad in this game.
     
  19. Jaxas

    Jaxas
    Expand Collapse
    Smash Lord

    Joined:
    Apr 12, 2014
    Messages:
    1,566
    Location:
    Salem, OR, US
    NNID:
    Jaxas7
    That's what I've been trying to do (tried adding springs to make it harder to push all the way down + faster to pop up, even) but I can't do it reliably for some reason.

    Oh well, guess I'll just keep labbing until I can, or I get used to Z jump...
     
  20. AM Helix

    AM Helix
    Expand Collapse
    Smash Rookie

    Joined:
    Feb 10, 2015
    Messages:
    5
    Location:
    Clemson, South Carolina
    I've heard of that but I don't think you could move horizontally while in cyclone: How could you move left/right with the control stick if you're mashing the dpad at the same time? I use dpad for attack instead, to mash out of jumps. I believe mashing only the a button gets you out of grabs? Is that correct?
     
  21. Pazx

    Pazx
    Expand Collapse
    hoo hah

    • Moderator
    Joined:
    Jan 4, 2009
    Messages:
    1,576
    Location:
    Canberra, Australia
    NNID:
    Pazx13
    In this game, any input counts as mashing, and only 1 input can be registered per frame. Because of this, you can mash effectively just by spinning the control stick.
     
  22. Jaxas

    Jaxas
    Expand Collapse
    Smash Lord

    Joined:
    Apr 12, 2014
    Messages:
    1,566
    Location:
    Salem, OR, US
    NNID:
    Jaxas7
    Woah hold up, really? How'd you test/confirm this?
     
  23. Pazx

    Pazx
    Expand Collapse
    hoo hah

    • Moderator
    Joined:
    Jan 4, 2009
    Messages:
    1,576
    Location:
    Canberra, Australia
    NNID:
    Pazx13
    It's a rumour going around but I just tested it myself in 1/4 speed training mode: the fastest way to mash out of a grab is to input a single action on every frame. Tap jump off, spinning control stick worked just as well as alternating between mashing combos of jump, grab, shield and attack, so it's personal preference as to what you do.

    Incidentally, mashing with the C stick alone seems less effective in this game. Don't tell the Brawl pros, I need my grab combos.
     
    Jaxas likes this.
  24. Zach777

    Zach777
    Expand Collapse
    Smash Journeyman

    Joined:
    Jan 2, 2014
    Messages:
    491
    Location:
    3rd rock from the sun
    Thank you so so much @Pazx for mentioning the mashing mechanic. I use Wiichuk with Shake smash and I was playing friendlies with a Kirby who suicided me. I couldn't mash out super fast like I could in Brawl/PM with the extra inputs my controller offers.

    Also, to the one who asked about why people turn rumble off, here is my reason. Rumble messes with shake smash horribly, at least it did in Brawl. Shake smash would register a smash just because the Wiimote vibrated hard. Hence why I shut it off.
     
  25. MrGame&Rock

    MrGame&Rock
    Expand Collapse
    Smash Ace

    Joined:
    Jan 10, 2012
    Messages:
    755
    Location:
    Bronxville, NY
    NNID:
    SpenstarHD
    I use this control scheme for the Pro Controller (Tap Jump and Rumble Off)

    ButtonAction
    (A)Standard Attack
    (B)Special Attack
    [X]Jump or Grab (depends)
    [Y]Jump
    (L]Grab
    [R)Grab
    (ZL]Jump
    [ZR)Shield
    (o)Movement
    (c)Attack
    +Shield

    ZL makes for a great jump button and is why I switched from GCC to Pro. Its Digital, easy to access, I can use my left hand to jump which makes adjusting from Tap Jump On easier, short hops are intuitive, and it helps for Wavetossing as Diddy. CStick attacks because air momentum, and to make nairs easier to perform, though I'm having a much harder time nairing on a pro controller than a Gamecube controller. Hey, at least I'm not nairing by accident anymore. Though now I'm having (strangely) a harder time using smash attacks than on the GCC. I input a smash attack and sometimes it reads as a tilt for some reason. TJ off for short hops and utilts, rumble off because reasons. I honestly never use the X button so IDK what to do with it.

    Latency is a **** tho, its something I'm always worried about. ANY way to make the Pro controller wired would be a godsend.
     
  26. erico9001

    erico9001
    Expand Collapse
    You must find your own path to the future.

    • Wii U Backroomer
    Joined:
    Jul 13, 2014
    Messages:
    1,663
    Location:
    Paradigm's Heart
    3DS FC:
    1091-8215-3292
    NNID:
    Erico9001
    I had an extreme experience with interference last weekend. I brought my wii u pro controller to an anime convention as I was planning to be in a tournament. The tourney filled up fast, so I didn't get in, but I still did friendlies. The Smash set ups were all in a very large gaming room, which had hundreds of game systems (not including the hundreds of 3ds's in everyone's pockets).

    Here's what happened when I tried to short hop: Small delay, then a full hop AND a second jump. Either that or the input would not be read at all. It was that bad. If you're planning on playing at a very large event like this, bring a gamecube controller just in case you'll need it.

    EDIT: may have been caused by the Wii U itself, not interference

    -

    Anyways, the wii u pro controller analog stick is really not awkward. It's very easy to get your thumb to it. The only reason it might be seen as awkward is if you are used to the gamecube's position. So, it's not bad, just different (I could say the gamecube's c-stick is awkward).

    -

    Something I've read about the gamecube controller is the design of the shoulder buttons leads to slower inputs (and stopping inputs). So, if it is set to shield, then shielding and un-shielding would be slower. I haven't seen any evidence for this, though. Has there been looking into this?

    -

    For the 3ds, the new 3ds does have a right analog stick. That should be noted in the op (although, I haven't heard input on how it works for smash).

    -

    So what I gather from this:

    "Reasons to use this controller:
    -Very ergonomic and comfortable
    -Intuitive button layout
    -Chances are this is the controller you have the most experience with"

    What this suggests is the gamecube controller is more comfortable/ergonomic than the wii u pro, and that the wii u pro does not have an intuitive button layout. Again, this seems like just a matter of getting used to something that is different rather than a case of something being better than another.
     
    #26 erico9001, Feb 18, 2015
    Last edited: Oct 25, 2015
  27. Inger

    Inger
    Expand Collapse
    Smash Cadet

    Joined:
    Dec 22, 2014
    Messages:
    69
    Location:
    Texas
    3DS FC:
    1349-5584-0682
    NNID:
    Kalificus
    Hello, a quick entry for a problem I have had regarding the Wiiu gamepad. I swapped from the pro controller a while back, and noticed that on the gamepad, when I flick the stick to do a dash into pivot grab, it dashes into pivot into another pivot into grab.

    For example, If I wanted to execute dash right > pivot left > grab, instead it would execute dash right > pivot left > pivot right > grab. This only happens when I flick the stick right to pivot grab immediately out of dash. It looks really cool honestly, but it messes up the grab. A similar thing happens when I flick the stick to do a perfect pivot. Normally the character would dash one way then turn slowly the other. Instead, if i were to dash right, I would slowly turn left then slowly turn right before the slide of the perfect pivot finished. If this means my gamepad is broken then oh god. If this is happening to everyone, I guess it means the pro controller is better :3
    Im pretty sure this problem occurs because when you release from the edge of the stick and it flicks back to neutral, it slightly overcompensates and may go over the neutral position and into the opposite input, which could explain this. So, for all of you gamecube master race advocates this can serve as some sort of substantiation.

    Just a tiny find I made.
     
    #27 Inger, Feb 18, 2015
    Last edited: Feb 18, 2015
    Morbi likes this.
  28. ATH_

    ATH_
    Expand Collapse
    Smash Ace

    Joined:
    Oct 7, 2014
    Messages:
    549
    Location:
    Omnipresent
    3DS FC:
    0963-0267-2548
    NNID:
    HexManiacSnivy
    Never had this issue and I had to use the Gamepad for 4 months.
     
    Morbi likes this.
  29. Inger

    Inger
    Expand Collapse
    Smash Cadet

    Joined:
    Dec 22, 2014
    Messages:
    69
    Location:
    Texas
    3DS FC:
    1349-5584-0682
    NNID:
    Kalificus
    Could you tell me how vigorously you use the stick? Are you constantly dashdancing and slamming the stick against the edge or do you apply it with more control? Just wondering if its my abuse that caused it to behave like this.
     
    Morbi likes this.
  30. Morbi

    Morbi
    Expand Collapse
    Scavenger

    Joined:
    Jun 21, 2013
    Messages:
    17,105
    Location:
    Outside of your Bus, Khabib!
    It happens to me whenever I use the Gamepad as well. I actually preferred the Gamepad over other controllers, but this weird problem made me switch back to my Classic Pro Controller.
     
  31. Inger

    Inger
    Expand Collapse
    Smash Cadet

    Joined:
    Dec 22, 2014
    Messages:
    69
    Location:
    Texas
    3DS FC:
    1349-5584-0682
    NNID:
    Kalificus
    Hooray, a reason to switch back to the pro controller.
     
    Morbi likes this.
  32. ATH_

    ATH_
    Expand Collapse
    Smash Ace

    Joined:
    Oct 7, 2014
    Messages:
    549
    Location:
    Omnipresent
    3DS FC:
    0963-0267-2548
    NNID:
    HexManiacSnivy
    I actually dash dance for about a minute straight in order to warm up when I used to use it. I still do this with the GC controller now.
    Iow, yes. I used to slam the stick pretty hard because I was used to having to put strength into the GC.
     
  33. Shadó Chimera / シャドーキメラ

    Smash Ace

    Joined:
    Apr 10, 2014
    Messages:
    621
    Location:
    Chicago, IL
    3DS FC:
    2019-9854-8378
    NNID:
    Shado_Chimera
    That actually happens on my Wii U Pro controller. I'm guessing it's probably your gamepad as opposed to the gamepad in general.
     
  34. ぱみゅ

    ぱみゅ
    Expand Collapse
    ❤ ~

    • Moderator
    • Brawl Back Roomer
    Joined:
    Dec 5, 2008
    Messages:
    9,894
    Location:
    Below your skirt!
    3DS FC:
    4785-5700-5699
    NNID:
    kyo.pamyu.pamyu

    @Inger: I moved your thread here so it can be properly discussed, thank you♥
     
    Indigo Jeans likes this.
  35. The Groose

    The Groose
    Expand Collapse
    Smash Rookie

    Joined:
    Feb 5, 2015
    Messages:
    15
    The Groose has set both his Pro controller and 3DS controls to have grab on the Y button, since it is easier to access then the awkward left bumper. Since the controls are the same, The Groose has an easier time switching between controllers.
     
  36. GeneralBrwni

    GeneralBrwni
    Expand Collapse
    Smash Cadet

    Joined:
    Feb 16, 2015
    Messages:
    30
    I've got my layout on GC controller (rumble and tap jump off) set to
    A: attack
    B: special
    C: attack
    L: shield
    R: grab
    Z: jump
    X: jump
    Y: grab
    It took a bunch of trial and error to get to controls that I liked. At first I wanted to c-stick aerials, so I had to set z to jump. After that, I wanted to be able to nair using the c-stick (which was really hard to get used to and still occasionally leads to misinputs) and with the whole aerial momentum thing, it just made sense to set c to attack. Then I couldn't z-jump out of shield very well, so I switched L to shield and R to grab. Finally, I set y to grab because I wasn't ever jumping with it and sometimes I don't like using L.

    Has it been mentioned yet that setting c to attack allows for jab and nair using the diagonals?
     
    Sharkzie likes this.
  37. Zethoro

    Zethoro
    Expand Collapse
    Smash Journeyman

    Joined:
    Sep 16, 2014
    Messages:
    468
    NNID:
    Zethor
    Yeah, some characters like having different layouts, examples being:
    Luigi for nado mashing
    Kirby likes C-stick attack since his utilt/dtilt are great and he has the best corner pivot slide (long slide and doesn't even need a corner)
    Megaman likes a shoulder jump button for JCGlide Toss shenanigans
    Zard likes it too for sliding rock smash.
    Etc.
     
    Sideslick and Indigo Jeans like this.
  38. divade

    divade
    Expand Collapse
    Smash Journeyman

    Joined:
    Sep 6, 2009
    Messages:
    370
    Location:
    Indiana
    NNID:
    Divade011
    I always have :GCCN:=tilt for turning side tilts, and i find it eaisier to smash during a match then tilt. manual Dash upsmash isn't hard. I do wonder about those weird link bomb throws, cause link needs the smash c-stick for that.
     
  39. MrGame&Rock

    MrGame&Rock
    Expand Collapse
    Smash Ace

    Joined:
    Jan 10, 2012
    Messages:
    755
    Location:
    Bronxville, NY
    NNID:
    SpenstarHD
    finally switched back to the Gamecube controller and using Y to jump, and all was well and good until I started having trouble executing Dthrow to Uair as Diddy. I used to do it by pressing Jump and then up on the c-stick, which is no longer feasible. So now I have to practice Hoo Hah again. Adjusting to new control schemes is a weird process
     
    Sideslick likes this.
  40. к✪мíсζ

    к✪мíсζ
    Expand Collapse
    One Man Army

    • Premium
    Joined:
    Jun 22, 2012
    Messages:
    1,848
    Location:
    Wh✪relando
    NNID:
    komicturtle
    My set up is mostly default except for the X button which is Grab.

    Does anyone know a work around so that my character doesn't use an attack when using Grab? I can't wrap my head around as to why when I try to pivot grab an f-tilt would come out.

    The Grab and C-stick for aerials in this game are booty.. And it sucks considering that was what I did best.
     
    MrGame&Rock likes this.

Share This Page

Users Viewing Thread (Users: 0, Guests: 0)

We know you don't like ads
Why not buy Premium?