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Wii U Gamepad and Pro Controllers are glorious! Can replace GameCube controller

BBG|Scott-Spain

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What's really going to be the kicker is the advanced techniques that will be discovered. They will they determine which controller is the most ideal.
 

ryuu seika

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Well, I am really compelled to ask how exactly did you use the c-stick with your knuckles, what? I am getting my GC controller, give me a sec. Apart from down-smash (which you can still do Up-Smash in the same way with the Wii U Pro), how exactly did you do that?
When using my thumb for the "face buttons", my knuckle and the section connected to my hand are positioned such as to be able to sweep the C-stick. Initially, this motion was only useful for up angled left smashing but, with practice, I learnt to catch the stick rather than hitting it, allowing for a quick flick in any direction.

Try this and I promise you will notice a difference. Map the jump button to one of the 2 shield buttons, whichever you desire. Map special to one of the 2 grab buttons or one of the 2 control stick buttons (control sticks are now clickable, giving you 2 more buttons). Now enjoy never having to move a single finger ever (and not using ANY of the 4 face buttons). Basically you can just use the right control stick to Tilt, Smash, Aerial. You can use one bumper to jump and another to shield, one shoulder to special or jab and another to grab and use the control stick button to special or jab depending on preference.
So LZ is B, right stick is C and R is Y? It seems a little unintuitive but I could probably get used to it. The only thing I'm missing is where my tilts feature, other than that it seems a clever solution to the problem.


Never have to move a single finger, plus it is much more comfortable than the GC to use (but this is my personal opinion).
Also the triggers are much better than the GCC triggers. The only difference is that the Wii U Pro's are not analog, but that is actually better for Smash.
My issue with the triggers is not the function, it's the form. Yes, I like the Gamecube triggers but they do indeed have a ton of depression length that only hinders the player. I would be open to digital triggers, just not Xbox ones.

As for overall controller comfort, I'm not a big fan of the Xbox controllers or these Nintendo duplicates thereof but I love the Dualshock line (4 looks fugly, mind) so I would be down for trying your setup on my PS3 controller, were it compatible.
 

Chiroz

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When using my thumb for the "face buttons", my knuckle and the section connected to my hand are positioned such as to be able to sweep the C-stick. Initially, this motion was only useful for up angled left smashing but, with practice, I learnt to catch the stick rather than hitting it, allowing for a quick flick in any direction.



So LZ is B, right stick is C and R is Y? It seems a little unintuitive but I could probably get used to it. The only thing I'm missing is where my tilts feature, other than that it seems a clever solution to the problem.




My issue with the triggers is not the function, it's the form. Yes, I like the Gamecube triggers but they do indeed have a ton of depression length that only hinders the player. I would be open to digital triggers, just not Xbox ones.

As for overall controller comfort, I'm not a big fan of the Xbox controllers or these Nintendo duplicates thereof but I love the Dualshock line (4 looks fugly, mind) so I would be down for trying your setup on my PS3 controller, were it compatible.

Yea, comfort and aesthetics are very subjective things and each person will have their own opinions.

About tilting. In Brawl you could tilt with the C-Stick. If you were moving in the same direction you flicked the C-Stick your character would tilt instead of smashing. The way to do tilts with the C-Stick without moving was to flick the left control stick in the same direction you flicked the C-stick. Instead of smashing like normally you would tilt instead.

So basically flicking both sticks simultaneously allows you to tilt. I am asuming this feature will return from Brawl.
 

R0Y

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I just looked up an image and the WiiU Pro controller is hideous!

Ignoring aesthetics though, what's wrong with it?
-Microsoft button layout. Fortunately, Smash will allow B to A and Y to B button mapping but other games may not.
-Second stick placement. No more knuckle smashing, you're gonna have to commit that thumb.
-Second stick head size. No more rolling over it.
-Trigger type. Hello uncomfortable Xbox.
-Power placement. Gotta get used to taunting with the left hand now.


And the positives?
-Two Zeds.
You have no idea what you're talking about....



Sounds like rather you want to change the layout to the Xbox 360's that you're complaining about... with the A at the bottom and the X at the left.

Of course you would find a pretend negative to a proper-sized right analog. Actually you can switch quite easily. The placement I'll give you.

The triggers are nothing like the 360 except in shape, sadly. They're pressure-less digital triggers unfortunately. 360 Triggers are glorious.

Taunting with the left hand shouldn't be too hard...at least you can chose which taunt now because the arrows are more than a few millimetres across.
 

R0Y

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Ok, my math was a little off. I think a decade is a long time though.

I'm too tired to deal with the rest right now. Later though.

It's morning and I'm dealing with this: The button placement on WiiU by comparison is worse for smash if you've been playing this whole time on N64/GC. On those the A and B buttons were the focus and the jump buttons just hung out on the side. Now they're all the same size. I don't need them to be. I need my jumps small and out of the way.

You'll soon remember that B and A are on the left side. Meanwhile, you can comfortably jump and attack without moving your thumb by placing it over Y and X while brawling. I suspect the competitive Smashers will do this but we'll see.
 

ryuu seika

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About tilting. In Brawl you could tilt with the C-Stick. If you were moving in the same direction you flicked the C-Stick your character would tilt instead of smashing. The way to do tilts with the C-Stick without moving was to flick the left control stick in the same direction you flicked the C-stick. Instead of smashing like normally you would tilt instead.
That explains a lot of my problems with Brawl. How does jabbing with the C-stick happen though?

You have no idea what you're talking about...
Considering I inspected my 360 controller immediately before posting to avoid all possibility of such a mistake, I have absolutely no idea what went wrong.


Sounds like rather you want to change the layout to the Xbox 360's that you're complaining about... with the A at the bottom and the X at the left.
I'd rather B and X swapped but the A at the bottom was the important part, yes.

Of course you would find a pretend negative to a proper-sized right analog. Actually you can switch quite easily. The placement I'll give you.
Yeah, the size probably isn't a major issue. Outside of Smash, it's nothing but a plus.
 

Chiroz

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That explains a lot of my problems with Brawl. How does jabbing with the C-stick happen though?



Considering I inspected my 360 controller immediately before posting to avoid all possibility of such a mistake, I have absolutely no idea what went wrong.




I'd rather B and X swapped but the A at the bottom was the important part, yes.



Yeah, the size probably isn't a major issue. Outside of Smash, it's nothing but a plus.


I had to place jab on the clickable button of the control stick (if you are not using it for specials, otherwise place it on one of the shoulder buttons). Its kind of weird but Jab and Neutral Air were the only 2 actions unaccounted for.
 
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mimgrim

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No, I'm saying I input a move with the C-stick and it came out as a jab the one time I played online Brawl. I was wondering if you could explain.
More then likely you had the C-stick set to tilts someway. When you push the C-stick in the opposite direction you are facing when it is set to tilts you will preform a jab.
 
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Renji64

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I still perfer the gc controller for smash it is perfect the buttons are different sizes so you know which is which. Better layout than the new controller. C-stick at the bottom i really hope someone can make some gc like pro controller.
 

Tornado_Man

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Unless they make a Gamecube controller for Wii U, I'll more than likely just stick with classic controller or Gamepad. And if there will be a gamecube controller, make it wired please
 

R0Y

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Unless they make a Gamecube controller for Wii U, I'll more than likely just stick with classic controller or Gamepad. And if there will be a gamecube controller, make it wired please
Oh if they do, they will make it wired*.

*For charging
 
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Kaye Cruiser

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How many more controller threads need to be made before you people are satisfied? -.o'
 

smashbro29

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You'll soon remember that B and A are on the left side. Meanwhile, you can comfortably jump and attack without moving your thumb by placing it over Y and X while brawling. I suspect the competitive Smashers will do this but we'll see.
When forced on a classic or PS3 controller I typically use.

Y- Special

B- Attack

A&X-Jump

It's just not as comfortable. If my hands start sliding I may hit the wrong button because they're uniform.

Also, SF players stuck with the same layout since the 90's. I see no reason we can't have a standard.
 

D-idara

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When forced on a classic or PS3 controller I typically use.

Y- Special

B- Attack

A&X-Jump

It's just not as comfortable. If my hands start sliding I may hit the wrong button because they're uniform.

Also, SF players stuck with the same layout since the 90's. I see no reason we can't have a standard.
Because SF's a series that takes being stagnant and unable to evolve with gaming with pride? It's a series that has been designed (In each installment) to keep new players out so the 'hardcore' players can continue having their fun without it being accesible.
 

JediLink

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Because SF's a series that takes being stagnant and unable to evolve with gaming with pride? It's a series that has been designed (In each installment) to keep new players out so the 'hardcore' players can continue having their fun without it being accesible.
Oh, of course. That explains why SF4 made inputs much more lenient and introduced comeback mechanics. Clearly just attempts to drive new players away.

Disclaimer: I'm not saying that these were ultimately good decisions, but that they were very obviously made with new players in mind.
 

D-idara

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Oh, of course. That explains why SF4 made inputs much more lenient and introduced comeback mechanics. Clearly just attempts to drive new players away.

Disclaimer: I'm not saying that these were ultimately good decisions, but that they were very obviously made with new players in mind.
Well, making the ridiculous inputs more lenient was a good thing, but they're still too hard.
 

Clint Jaguar

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I haven't got my hands on a Pro Controller yet but I plan to pick one up along with the new Smash Bros. I'm just worried that when I pick one up, Nintendo will release a Pro Controller 2.0 which has analogue triggers. Obviously the digital triggers will be better for Smash Bros but for many other games, I actually prefer analogue. Still I don't see much problem with it. It'll probably take some getting used to since I've only ever played Smash with a Gamecube controller but it doesn't looks pretty comfortable.
 

ryuu seika

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Either way, Street Fighter can afford to be inaccessible. It's part of a well defined genre and has a major competitive fanbase.
Smash is a niche game on a competitive level and, to this day, still has people arguing over its status as a fighter. It needs both to keep drawing in the more casual Nintendo fans and to set the standard against which other games of its ilk look bad. Otherwise, it's not going to profit.
 

PadWarrior

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High level SF play is a beautiful thing to watch. I tried to get into when SF4 came out but it was too difficult for me.
 

Ravio_Yo

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I prefer the button layout for the Gamecube controller. The A in the center is more easily accessible, and the small C-stick is easier for me to use. I gots small hands.
 
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Or I have too many actually-good games to bother with practicing SF?
Street Fighter is a great game.

Of course it's gonna be hard for you the first time practicing it, everything is. I remember when I was a kid my older brother would always spam fireballs at me and I would lose. He wouldn't teach me how to do it so I learned how to do them myself by looking at the booklet in X- Men vs Street Fighter. I did my first fireball with Sakura and I was so ****ing happy. I was like 8 I think? Either way, I got obsessed with practicing different combos and learning new things.

Point is, street fighter is dope, and it introduced me to other great fighters like MvC, CvS, CvS2, Guilty Gear etc.
 

smashbro29

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Or I have too many actually-good games to bother with practicing SF?
The motions that you have so much issue with (which are probably the simplest in SF by the way) are in every 2-D fighter sans Smash Bros. Do you just dislike fighting games?
 

D-idara

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The motions that you have so much issue with (which are probably the simplest in SF by the way) are in every 2-D fighter sans Smash Bros. Do you just dislike fighting games?
Most of them.
 

smashbro29

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Most of them.
Imagine if someone who didn't like games came to you and said they thought Mario games or whatever you like sucked ass would you even answer them back?

That's how most everyone here probably feels.
 
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D-idara

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Imagine if someone who didn't like games came to you and said they thought Mario games or whatever you like sucked *** would you even answer them back?

That's how most everyone here probably feels.
I LOVE Smash, wasn't that enough for this forum?
 

Artsy Omni

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I dunno, there are certain elements of the Gamecube controller that made it particularly suited to Smash (even if it made it worse for other control types, like FPS games.). It's almost like the controller was made specifically for Smash Bros! =P

Main factors that stand out to me: the C-stick is a nub. So you don't have to work hard to get over it for an upward tilt. You essentially push it around.

The A button was dead center, so the meaty section of your thumb closest to the join could just rest there. Since standard attacks are most frequent, it made sense. The tip of you thumb could then rest on the jump button (y) and you just pivot slightly to get to B.

These factors, in my estimation, make the GC controller marginally superior for the specific actions that are most frequent in Smash.
 

smashbro29

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I would argue that the skill should come from the implementation of moves, not the physical input thereof. That is not so much a problem with the game as with the genre though.
The moves in fighting games have those motions for a reason beyond "tech skill". Each move is made with the motion so it takes a certain amount of time to do. Granted some games take it a little too far for seemingly no reason but SF is not one of them.
 

gramkracka22

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Wiiu only supports one gamepad atm I believe. At least no games allow 2 or more. So I doubt using the gamepad would be most practical for playing at tournaments or friends houses
 

D-idara

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The moves in fighting games have those motions for a reason beyond "tech skill". Each move is made with the motion so it takes a certain amount of time to do. Granted some games take it a little too far for seemingly no reason but SF is not one of them.
I love playing Tatsunoko Vs. Capcom with Wiimote + Nunchuk because it lets me use ALL of the techniques without having to do ridiculous fighting game commands, and unlike MvC3, the game doesn't outright punish you for wanting to use a simpler control scheme, I prefer to focus actually playing on the game, and the satisfaction being in how I make my moves, not the fact that I can do them at all.
 

smashbro29

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I'm sorry but higher input time is not a justifiable reason for such inputs. Add startup lag if the move needs to come out slower.
The human error element is a big factor in fighting games.

I love playing Tatsunoko Vs. Capcom with Wiimote + Nunchuk because it lets me use ALL of the techniques without having to do ridiculous fighting game commands, and unlike MvC3, the game doesn't outright punish you for wanting to use a simpler control scheme, I prefer to focus actually playing on the game, and the satisfaction being in how I make my moves, not the fact that I can do them at all.
You guys really don't "get" fighting games do you?
 
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