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Optimal GCN Controller Button Assignment for Ganon

hyperstation

Smash Lord
Joined
Jun 24, 2008
Messages
1,009
Location
Brooklyn
I think we'll all agree that Ganon has gotten significantly more technical as of late. With discoveries like the Flipman Ledge -> Stage maneuver (thanks, Z1GMA) and Ledge Hop -> iDJ (thanks, me), the precision of button input and DI are more important than ever.

This thread is something I've wanted to do for a while, but it seems more pertinent than ever before. The function of this thread is to:

  1. Say exactly what your button assignment is for your Ganon
  2. Explain why any changes to the default scheme have been made
  3. Debate with other Ganons about the optimal button assignment

We will all agree that the default GCN controller scheme, as per Nintendo, is this:

Control Stick: Character movement, DI
A: Attack
B: Special
X: Jump
Y: Jump
C-Stick: Smash Attacks, DI, SDI
L: Shield, Air Dodge
R: Shield, Air Dodge
Z: Grab, Air Dodge
D-Pad: Taunts
Tap Jump: ON

(Please copy + paste the button template above when you post your set-up for ease of viewing. THX D00DZ!)

Here's my current set-up. Changes are shown in magenta.

Control Stick: Character movement, DI
A: Attack
B: Special
X: Jump
Y: Jump
C-Stick: Smash Attacks, DI, SDI
L: Special
R: Shield, Air Dodge
Z: Grab, Air Dodge
D-Pad: Taunts
Tap Jump: OFF

L has been changed to Special for ease of input for Flight of Ganon. I use this move quite a bit now-a-days, and I expect it's frequency of use to only continue to increase. I also use L when I ledge hop and want to do an aerial gerudo really low to the ground.

Tap Jump has been turned OFF mostly for the sake of UAir. I find it's much easier to chain UAirs (see: Kosk quadruple Tipman edgeguarding) if you can just slam that stick up and not worry about pulling out a jump.

I've been thinking a lot about changing some of my set up. For one, OoS aerials with Tap Jump off is pretty miserable. Also, I've been wondering if Ledge->Stage aerials are more easily accomplished with Tap Jump ON (Flipman, for instance?) I think I've trained myself well enough to not waste jumps with Tap Jump at this point that I can probably afford to turn Tap Jump back on. I've also been thinking of putting X to use somehow else. I use Y for jump exclusively, and as a result, X is open to remapping. Finally, and this is pretty crazy, might we remap the D pad for something else? I don't know if all inputs are available to be remapped to the D pad, but if they are, can anyone see merit in sacrificing precious taunts for the sake of a better control scheme? I look forward to seeing everyone's set-ups.

<3 DAD
 

Dr. Hyde

Smash Ace
Joined
Mar 3, 2007
Messages
715
Location
Sarasota, FL
Basically as you stated here's my set up with my changes in magenta.

Control Stick: Character movement, DI
A: Attack
B: Special
X: Special
Y: Jump
C-Stick: Smash Attacks, DI, SDI
L: Special
R: Shield, Air Dodge
Z: Grab, Air Dodge
D-Pad: Taunts
Tap Jump: ON

I have been using L for special because I want to make FoG part of my Game and have been trying to make it more and more a part of it. Also I don't use X for Jump and if I want to do an Air Gerudo close to the ground and when I used to use the murder quake I would need it so I could just roll my fingers from Y to X.

I mainly leave Tap Jump on because I go to melee and it's impossible to imagine trying to plat with tap jump not on. I just ruins my game. I'm gonna try more OoS stuff no that you mention it.

All in all I don't have any real reasons to worry about wasting a jump with tap jump so I don't know what I would change
 

PK-ow!

Smash Lord
Joined
Mar 28, 2008
Messages
1,890
Location
Canada, ON
Control Stick: {DI, SDI, buffered uairs and dairs on hop or jump}
A: Attack {use to execute grab input actions from air dodge too}
B: Special
X: Grab | I changed this one day and simply cannot go back. It's just easier for me than Z.
Y: Jump
C-Stick: Smash input, {aerials, instant dash attack, shield jumped dair}
L: Shield {everything shield does}
R: Special {I use this for aerial Choke and almost no other "basic" technique} | I never used R before, and now I can press controller-face buttons like jump at the same time or just before special, allowing instant aerial Choke and trivially easy Wizkick Flight of Ganon
Z: Grab {I use this for DACUS inputs - and on occasions I can't predict, for grabbing}
D-Pad: Taunts
Tap Jump: ON

EDIT: {I don't use Tap to jump in normal situations; I can't short hop with it except using C-stick. SH aerials with momentum are what I use it for, though.}


I should explain about Z. Sometimes I still hit Z to grab. Often it's with running grabs on fast characters. And rarely, I use it to zair with Samus. But not Link. And the point is I don't know what those occasions are, such that they're different from when I use X. I don't choose which button to use; I think grab and my fingers do one of them.
It is only because of this that I haven't switched Z to just 'attack'.
 

qerkdtx

Smash Journeyman
Joined
Oct 20, 2008
Messages
292
Control Stick: Character movement, DI
A: Attack
B: Special
X: Jump
Y: Jump
C-Stick: Smash Attacks, DI, SDI
L: Jump
R: Shield, Air Dodge
Z: Grab, Air Dodge
D-Pad: Taunts
Tap Jump: ON

I kept it basic, however I never use L to shield so I changed it to jump a while back. I might make it to special for fog. Its a good idea.

I gotta have tap jump on. its how lightning storm
 

A2ZOMG

Smash Legend
Joined
Oct 13, 2007
Messages
12,542
Location
RPV, California
NNID
A2ZOMG
Switch FC
SW 8400 1713 9427
Control Stick: Character movement, DI
A: Attack
B: Special
X: SPECIAL (If you know how to Thunderstorm with Y and A like I do, Ganon SUPER Jump will come to you easily with this method)
Y: Jump
C-Stick: Smash Attacks, DI, SDI
L: Shield, Air Dodge
R: Shield, Air Dodge
Z: Grab, Air Dodge
D-Pad: Taunts
Tap Jump: ON (Up-B out of shield, while situational, is useful for Ganondorf)
 

ItemfinderDeluxe

Smash Cadet
Joined
Dec 8, 2008
Messages
40
Location
TCTF Regional HQ
This is my control scheme, but I think it could use a bit of tweaking.

Control Stick: Character movement, DI
A: Attack
B: Special
X: Jump
Y: Grab - Mainly used for OOS Grabs on characters who get a little too close for their comfort.
C-Stick: Smash Attacks, DI, SDI
L: Shield, Air Dodge
R: Jump - I tend to go for a lot of spikes, so R-Jumps allow me to control my ACing Aerials.
Z: Grab, Air Dodge
D-Pad: Taunts
Tap Jump: OFF

So far though it's not the best for using FOG; I can easily do the Wizkick version but the freestannding one is at 5% success. Perhaps that's just me though.
 

PK-ow!

Smash Lord
Joined
Mar 28, 2008
Messages
1,890
Location
Canada, ON
A2ZOMG, have you been able to do the airdodge FoG much?

That might be reason enough for me to cut my X grab dependency in favour of your assignment..
 

:034:

Smash Hero
Joined
Jun 9, 2007
Messages
7,562
Location
Netherlands
Changes are shown in purple.

Control Stick: Character movement, DI
A: Attack
B: Special
X: Jump
Y: Jump
C-Stick: Smash Attacks, DI, SDI
L: Attack
R: Shield, Air Dodge
Z: Grab, Air Dodge
D-Pad: Taunts
Tap Jump: OFF

I have L on attack to make the Boost Smash with Wolf easier.

How is OoS aerials with Tap Jump off miserable? You can still jump out of your shield with the Y and X buttons.
 

Z1GMA

Smash Hero
Joined
Sep 10, 2008
Messages
5,523
Location
Sweden
I always kept it default..
But after reading this, I'll try out different stuff.
 

A2ZOMG

Smash Legend
Joined
Oct 13, 2007
Messages
12,542
Location
RPV, California
NNID
A2ZOMG
Switch FC
SW 8400 1713 9427
A2ZOMG, have you been able to do the airdodge FoG much?

That might be reason enough for me to cut my X grab dependency in favour of your assignment..
Yeah, I've done that quite a bit.

I always jump with Y, so yeah.
 

Super_Smasher6

Smash Cadet
Joined
Jun 9, 2008
Messages
41
Location
Belgium
I tried to use the D-pad as Attack, i thoug it would be easier to land some Tilt but its just useless, every direction does the jab... i didn't tried with special attack, because if its only for warlock punch...

I'm using the classic controler but if you wanna know my configuration:

A: Jump
B: Attack
Y: Special
X: Grab!
C-Stick: Smash
L & R: Shield
Zr & Zl: Grab (I don't know what to do with those anyway, i should test something...)
D-Pad: Taunt
Tap Jump: OFF

The OoS aerial needs a really good timing to hit without the tap jump, sometimes my opponent (who use DK) is able to powershield my stomp :ohwell:
 

Lex Crunch

Smash Journeyman
Joined
Jul 25, 2007
Messages
338
Location
Alameda, CA
Control Stick: Character movement, DI
A: Attack
B: Special
X: Jump
Y: Shield, Air Dodge
C-Stick: Smash Attacks, DI, SDI
L: Special
R: Shield, Air Dodge
Z: Grab, Air Dodge
D-Pad: Taunts
Tap Jump: ON

I changed Y to Shield I think a month after the game came out. I couldn't stand the lack of analog detection on the shoulder buttons, and it was throwing off my timing significantly. There were several extra milliseconds of the button coming down that usually resulted in me getting irritated from the lack of response (and sometimes from the clickity-clack noise). So I changed that to Y since I wasn't using it.

After I found out about Ganny's Super Jump (what was it, one, two months ago?), I changed L to special since I wasn't using that, either. It helps for doing full-hopped rising specials, too, as well as Specials immediately off the ground, like the aerial Flame Choke.

I use this for all of my characters (Ike and Ganny, mostly), actually. I can do rising aerials, including Ganondorf's down aerial, just fine with X, Y gives me better shield and dodge reflexes, and L lets me do Specials faster so I don't have to reach my thumb all the way over from X to B. Ideal for me, and Ideal for Ganon, I think.
 

:034:

Smash Hero
Joined
Jun 9, 2007
Messages
7,562
Location
Netherlands
The hell guys.

Press and hold SHIELD. Press Y/X if they are your jump buttons. Your character will proceed to jump out of shield. This works 100%, no question.

Jump Cancelled Out of Shield Upsmash (JCOOSUS, I love abbreviations) works because of this.
 
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