• 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!

Questions about Gamecube controllers.

burntbyhellfire

Smash Rookie
Joined
Feb 1, 2021
Messages
2
I am thinking of using a Gamecube style controller because I have so many thousands of hours in other Smash titles with it, and I am so familiar and comfortable with it. Right now I am trying to decide between a PDP and Hori GC controller for the Switch which has simple ZL and ZR buttons, or getting an adapter to use my original Gamecube controller... after I solder in new thumbstick modules. So I have a few questions and I was hoping someone here may be able to answer them.

My first question is about the OG Gamecube controller and how Smash handles the analog triggers. Is an L or R press registered after the trigger has been pulled a certain distance, or does it register when you press in the button at the bottom of the travel? If it registered an L and R based on what it reads from the analog, how far is that travel before it registers?

Another question I have is about the third party controllers made for the Switch. Has anybody ever done an analog stick test on these and tested the accuracy of the octagonal gates, whether or not there's a deadzone that causes the axis readings to "snap" to the cardinal horizontal and vertical axis'? And something that is common with third party analog controllers is that the analog sticks register a full range of motion but at only about 60-75% travel. This would obviously make it difficult to do tilts. So I wonder what the range of motion, accuracy, and deadzones are like on the analog sticks of the third party controllers.
 

burntbyhellfire

Smash Rookie
Joined
Feb 1, 2021
Messages
2
Well, it would seem the Hori Gamecube controller does suffer the thumbstick issue I mentioned, with a limited range and input that tends to stick to the carnal directions. This could be good for general use because you are less likely to accidently press in the wrong direction if your character just has the normal up, down, left, right moves.. but for anything that requires precise directional input, that could be a problem. And large deadzones could make doing tilts a PITA unless you rely on those being mapped to the C stick.
 
Top Bottom