Editing Directional pad

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In ''[[Super Smash Bros. Melee]]'', it continues to function as menu navigation, but also has a number of other uses. Pressing up during a fight will make the player's character [[taunt]]. The d-pad is also used for activating Fox and Falco's [[Smash Taunt|secret taunts]] and [[Samus's Extended Grapple]]. In [[Camera Mode]] and the Trophy Gallery, the d-pad can be used to move the camera. In ''Melee'', the directional pad also has uses not intended in regular gameplay: through the {{SSBM|debug mode}}, it can be used to toggle the game mode, control {{SSBM|Master Hand}} (also possible with the [[Name Entry glitch]]) and/or {{SSBM|Crazy Hand}}, and spawn items in-game, among other things.<ref>http://tcrf.net/Super_Smash_Bros._Melee/Master_Debug_Menu</ref>
In ''[[Super Smash Bros. Melee]]'', it continues to function as menu navigation, but also has a number of other uses. Pressing up during a fight will make the player's character [[taunt]]. The d-pad is also used for activating Fox and Falco's [[Smash Taunt|secret taunts]] and [[Samus's Extended Grapple]]. In [[Camera Mode]] and the Trophy Gallery, the d-pad can be used to move the camera. In ''Melee'', the directional pad also has uses not intended in regular gameplay: through the {{SSBM|debug mode}}, it can be used to toggle the game mode, control {{SSBM|Master Hand}} (also possible with the [[Name Entry glitch]]) and/or {{SSBM|Crazy Hand}}, and spawn items in-game, among other things.<ref>http://tcrf.net/Super_Smash_Bros._Melee/Master_Debug_Menu</ref>


In ''[[Super Smash Bros. Brawl]]'', it takes the role of the [[control stick]] when played on a Wii Remote, and reprises its role of taunts for the Classic and GameCube controllers. When using the Wii Remote with the [[Nunchuk]], pressing up will make the character [[jump]], while pressing sideways will make the character [[grab]] in specified direction, and pressing down will let the character [[shield]]. The [[controls]] menu option introduced in this game allows non-default actions to be mapped to the d-pad.
In ''[[Super Smash Bros. Brawl]]'', it takes the role of the [[control stick]] when played on a Wiimote, and reprises its role of taunts for the Classic and GameCube controllers. When using the Wii Remote with the [[Nunchuk]], pressing up will make the character [[jump]], while pressing sideways will make the character [[grab]] in specified direction, and pressing down will let the character [[shield]]. The [[controls]] menu option introduced in this game allows non-default actions to be mapped to the d-pad.


In {{for3ds}}, it once again takes the role of being used for the character's taunt, whereas in {{forwiiu}}, any controller reprises its role for taunts. Different actions can once again be mapped to the d-pad.
In {{for3ds}}, it once again takes the role of being used for the character's taunt, whereas in {{forwiiu}}, any controller reprises its role for taunts. Different actions can once again be mapped to the d-pad.


In ''Brawl'', ''Smash 4'', and ''Ultimate'', all directions on the d-pad can be remapped to perform other functions. [[Nintendo Switch]] hardware version 10.0.0 introduced the ability to map the functionality of any button to any other button from the console options menu, further diversifying how the d-Pad can be used in ''Ultimate''.
==Joy-Con directional buttons==
{{main|Directional buttons}}
In ''Ultimate'', the Joy-Cons do not have a d-pad built in. When using both Joy-Cons at once, the four buttons on the left that mirror the [[A]], [[B]], [[X button|X]], and [[Y]] buttons on the right substitute for a d-pad. When using a single Joy-Con held horizontally, what would be d-pad buttons are instead set to different actions, as the right button acts like an A button and is used for performing standard attacks, while the bottom button acts like a B button and is used for performing special attacks, and the top and left buttons act like X and Y buttons and are used for jumping. All other compatible controllers have a traditional d-pad and it functions like in previous games with the ability to be mapped to different actions.
In ''Ultimate'', the Joy-Cons do not have a d-pad built in. When using both Joy-Cons at once, the four buttons on the left that mirror the [[A]], [[B]], [[X button|X]], and [[Y]] buttons on the right substitute for a d-pad. When using a single Joy-Con held horizontally, what would be d-pad buttons are instead set to different actions, as the right button acts like an A button and is used for performing standard attacks, while the bottom button acts like a B button and is used for performing special attacks, and the top and left buttons act like X and Y buttons and are used for jumping. All other compatible controllers have a traditional d-pad and it functions like in previous games with the ability to be mapped to different actions.


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==Trivia==
== References ==
*Masahiro Sakurai admitted in a [[YouTube]] video that he prefers using the directional pad for menu navigation over the [[Control stick]], as he finds repeatedly tilting the stick tedious.<ref>[https://www.youtube.com/watch?v=-_3ZnSiwlnc I Want to Choose Fast! <nowiki>[UI]</nowiki>]</ref>
<references />
*Sakurai admitted in another YouTube video that he has received requests to allow the directional pad to be mapped to movement, but has been reluctant due to his belief that the lack of analog motion and granular values on a d-pad makes it impossible to match the subtle precision of a [[Control stick]]. He even admits that the [[Wii Remote]] controller configuration was not ideal for this same reason.<ref>[https://www.youtube.com/watch?v=ANerCiyfJjo It’s Easier If They Already Know <nowiki>[Planning & Game Design]</nowiki>]</ref>
 
==References==
{{reflist}}


{{Controller}}
{{Controller}}


[[Category:Game controls]]
[[Category:Game controls]]

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