BBG|Scott-Spain
Smash Journeyman
- Joined
- Feb 12, 2014
- Messages
- 286
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.
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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.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?
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.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.
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.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.
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.
You have no idea what you're talking about....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.
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.
That explains a lot of my problems with Brawl. How does jabbing with the C-stick happen though?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.
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.You have no idea what you're talking about...
I'd rather B and X swapped but the A at the bottom was the important part, yes.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.
Yeah, the size probably isn't a major issue. Outside of Smash, it's nothing but a plus.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.
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.
Huh, that I have no idea of. Never actually done that.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.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.
It doesn't have to, but Brawl did allow so much customization to the controls it was incredible. Hopefully SSB4 continues the same controls trend.Thanks for explaining. Doesn't exactly make me like Brawl though.
Oh if they do, they will make it wired*.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
When forced on a classic or PS3 controller I typically use.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.
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.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.
Oh, of course. That explains why SF4 made inputs much more lenient and introduced comeback mechanics. Clearly just attempts to drive new players away.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.
Well, making the ridiculous inputs more lenient was a good thing, but they're still too hard.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.
Or you're just a baby.Well, making the ridiculous inputs more lenient was a good thing, but they're still too hard.
Or I have too many actually-good games to bother with practicing SF?Or you're just a baby.
Street Fighter is a great game.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?Or I have too many actually-good games to bother with practicing SF?
Most of them.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?
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?Most of them.
I LOVE Smash, wasn't that enough for this forum?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.
You weren't talking about smash, you were bashing SF.I LOVE Smash, wasn't that enough for this forum?
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 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.
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.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.
The human error element is a big factor in fighting games.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.
You guys really don't "get" fighting games do you?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.