Hey guys, first post here. I searched around but couldn't find anything about this, so I thought I'd share.
You might know that if you hold X, Y, and Start for 3 seconds on any Gamecube game, the controller will "reset". Also, if the control stick or the C-stick is held in any direction when the console is turned on, the game will read that position as the "neutral" position. For example, hold the C-stick to the left and turn the Gamecube on. The game now reads "left" as "neutral" on the C-stick, and therefore reads "neutral" as "right". (You'll notice that the in-game menus in Melee will be tilted to the right as if the C-stick were held in that position.) If you hold X, Y, and Start for 3 seconds while keeping the C-stick neutral, the controller will reset and everything will be fine again.
What if this were used in-game? For example, suppose somebody were to hold X, Y, Start, and hold the C-stick up for three seconds immediately after the match were selected. Then Melee would read the C-stick as being held down when it is in the neutral position for that controller. Then:
To see this, go to versus mode and make players one and two both be human-controlled Marths. Reset the second controller as I explained above (hold X, Y, Start, and the C-stick up for three seconds). Try shielding with the second Marth to see the repeated spot-dodge, and try using the C-stick to perform attacks to see the effects of the reset. Now, using the second Marth, try attacking the first (i.e. unmodified) Marth and note the trajectories he flies when hit. Now attack the second Marth with the first and notice the difference - while the first Marth is on the ground, he moves significantly less and along the ground when hit by most moves. Granted, the downsides probably outweigh the automatic ASDI (AASDI?).
For another example, what if the player holds X, Y, Start, and holds the control stick halfway downwards? Then:
So this would be useful for characters with great uairs and lousy nairs controlled by players who suck at short-hop uairing (i.e. me).
These might not be the most practical examples, but maybe this can be abused in other ways, and I think the trick may also work on L and R (easier lightshielding, possibly?)
The problem is, this can be performed without being able to be detected on-screen. If a player does this right after a stage is selected and before the match actually begins, the controller can be reset without the game being paused and without the stage/character selection screen being tilted due to the C-stick reset. The player can then reset the controller to its neutral position immediately after the match ends and before the stage selection screen is shown. If pause is turned off for the match, the C-stick and control stick can be reset mid-game.
Should this be banned from tournament play? Any other ideas for using this trick? Does it have no practical value?
You might know that if you hold X, Y, and Start for 3 seconds on any Gamecube game, the controller will "reset". Also, if the control stick or the C-stick is held in any direction when the console is turned on, the game will read that position as the "neutral" position. For example, hold the C-stick to the left and turn the Gamecube on. The game now reads "left" as "neutral" on the C-stick, and therefore reads "neutral" as "right". (You'll notice that the in-game menus in Melee will be tilted to the right as if the C-stick were held in that position.) If you hold X, Y, and Start for 3 seconds while keeping the C-stick neutral, the controller will reset and everything will be fine again.
What if this were used in-game? For example, suppose somebody were to hold X, Y, Start, and hold the C-stick up for three seconds immediately after the match were selected. Then Melee would read the C-stick as being held down when it is in the neutral position for that controller. Then:
- The player would be unable to shield or shield-roll. Because the game thinks the C-stick is being held down, the player would constantly spot dodge while holding R or L.
- If the player were on the ground, C-right and C-left would fsmash as usual. C-down would do nothing. C-up would d-smash when the C-stick returns to neutral. (i.e. the player could not use the C-stick to usmash.)
- Likewise, in the air, C-right and C-left would bair/fair as usual, C-down would do nothing, and C-up would dair when the C-stick returns to neutral. (i.e. the C-stick could not be used to uair.)
- Most importantly, the player would ASDI every single move downward without having to do anything (since the C-stick out-prioritizes the control stick for ASDI). This means that for several attacks, you'll simply hit or slide along the ground rather than be sent flying in the air, and it makes for easy ground-teching.
To see this, go to versus mode and make players one and two both be human-controlled Marths. Reset the second controller as I explained above (hold X, Y, Start, and the C-stick up for three seconds). Try shielding with the second Marth to see the repeated spot-dodge, and try using the C-stick to perform attacks to see the effects of the reset. Now, using the second Marth, try attacking the first (i.e. unmodified) Marth and note the trajectories he flies when hit. Now attack the second Marth with the first and notice the difference - while the first Marth is on the ground, he moves significantly less and along the ground when hit by most moves. Granted, the downsides probably outweigh the automatic ASDI (AASDI?).
For another example, what if the player holds X, Y, Start, and holds the control stick halfway downwards? Then:
- A few character-specific moves might be messed up (like Ness's up-b, Pikachu's up-b, and Mewtwo's up-b). I tested Pikachu's up-b (admittedly only for a couple minutes) and it seemed to function normally as long as the control stick is held fully (not halfway) in the direction you want to quick-attack toward.
- As far as I can tell, throwing and smashing in all directions function normally. This wouldn't be the case if up were held downwards all the way rather than halfway when the controller was reset.
- Pressing "A" while on the ground does a u-tilt. Jabs are now harder to perform, as the control stick must be held halfway downward to do them.
- Most importantly, pressing "A" while in the air does a uair. This allows easy short hop u-airs, and some things which were previously nearly impossible to do (e.g. Pikachu's short-hop double uair) are now...slightly less impossible. Nairs are now hard to perform, as the control stick must be held halfway downward to do them. Fairs and Bairs work normally.
So this would be useful for characters with great uairs and lousy nairs controlled by players who suck at short-hop uairing (i.e. me).
These might not be the most practical examples, but maybe this can be abused in other ways, and I think the trick may also work on L and R (easier lightshielding, possibly?)
The problem is, this can be performed without being able to be detected on-screen. If a player does this right after a stage is selected and before the match actually begins, the controller can be reset without the game being paused and without the stage/character selection screen being tilted due to the C-stick reset. The player can then reset the controller to its neutral position immediately after the match ends and before the stage selection screen is shown. If pause is turned off for the match, the C-stick and control stick can be reset mid-game.
Should this be banned from tournament play? Any other ideas for using this trick? Does it have no practical value?