Editing GameCube controller
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{{ArticleIcons|ssb=y|melee=y|brawl=y|ssb4-u=y|ultimate=y}} | {{ArticleIcons|ssb=y|melee=y|brawl=y|ssb4-u=y|ultimate=y}} | ||
[[File:GCCont.jpg|thumb|An indigo GameCube controller]] | [[File:GCCont.jpg|right|thumb|An indigo GameCube controller]] | ||
The '''Nintendo GameCube controller''' is the [[controller]] for the [[Nintendo GameCube]]. It is somewhat in the vein of the [[Nintendo 64 controller]], but it lacks the middle grip | The '''Nintendo GameCube controller''' is the [[controller]] for the [[Nintendo GameCube]]. It is somewhat in the vein of the [[Nintendo 64 controller]], but it lacks the middle grip. | ||
The GameCube controller is used to play ''[[Super Smash Bros. Melee]]'' on the GameCube. The [[Wii]] is also compatible with the GameCube controller, meaning that ''[[Super Smash Bros. Brawl]]'' can be played using a GameCube controller, and the [[Virtual Console]] release of ''[[Super Smash Bros.]]'' can also be played using the GameCube controller. Certain third-party GameCube controllers are not recognized by ''Brawl''. | |||
The GameCube controller is the | [[File:Wii U GameCube adapter.jpg|thumb|The Wii U-GameCube controller adapter.]] | ||
The [[Wii U]] is compatible with the GameCube controller through the use of an official adapter, however, it is only compatible with {{forwiiu}}. Additionally, a GameCube controller was specifically made for ''SSB4'', which is sold separately from the adapter unless a bundle is purchased. | |||
The Family Edition and Wii Mini versions of the Wii do not utilize the GameCube controller as the hardware for backward compatibility was removed. The GameCube controller option still appears in-game, since it's compatible with the software, but only the Wii Remote-based options are possible. | |||
The [[ | The GameCube is the most commonly used controller in [[competitive]] ''Smash'', usually being used over the other options for ''Smash 4'' and ''Brawl'', for not only being the same as the ''Melee'' controller but for being wired (unlike all Wii Remote possibilities) and having an effective layout. Using the [https://www.raphnet-tech.com/products/gc_to_n64_adapter_v3_with_builtin_controller_pak/index.php Raphnet Tech adapter], it is possible to use the GameCube Controller for ''Smash 64'', and any other N64 game. Despite being the most popular ''Smash'' controller, it is also known for being rather inconsistently manufactured; every GameCube controller has slightly different calibrations and imperfections, which can cause differences between controller performance across microscopic distances. These discrepancies have caused issues particularly in competitive ''Melee'', due to the game's more precise technical skill requirements and less forgiving input command system. On certain controllers, it is harder to angle the Control Stick in a precise direction, and certain techniques that require frame perfect inputs, such as [[dashback]]s and [[shield drop]]ping, are more difficult or impossible to perform on certain controllers. As a result, only a small percentage of all GameCube Controllers are considered usable for the highest level of play. Most professional ''Melee'' players use modified controllers with notches around the Control Stick, which allow them to more easily find the angles required to perform perfect [[wavedash]]es, [[shield|shield angles]], precise angles on {{SSBM|Fox}}'s and {{SSBM|Falco}}'s up special, and other advanced techniques. | ||
GameCube Controller support is also available for ''[[Super Smash Bros. Ultimate]]''. It requires the use of a USB Adapter in the same manner as ''Super Smash Bros. for Wii U''. Nintendo is also selling a new adapter along with new | GameCube Controller support is also available for ''[[Super Smash Bros. Ultimate]]''. It requires the use of a USB Adapter in the same manner as ''Super Smash Bros. for Wii U''. Nintendo is also selling a new adapter along with new GameCube controllers. Unlike the Wii U, the [[Nintendo Switch]] recognizes the GameCube controller as a Pro controller, and thus all games that support the Pro Controller unofficially support the GameCube controller by extension (rather than exclusively ''Super Smash Bros.'' series games). However, some games may not function well with the GameCube controller due to having less buttons than required for gameplay purposes. In addition, Nintendo sells a licensed, wireless version of the GameCube controller, produced by PowerA, which keeps the original controller layout while adding on the additional buttons used with the Switch. Like the wired version, it can be used with every supported game on the console. Oddly enough, the console recognizes the wireless GameCube controller as a [[Nintendo Switch Pro Controller|Pro Controller]] instead of a GameCube controller. | ||
==Standard controls== | ==Standard controls== | ||
===''Super Smash Bros. Melee'', ''Super Smash Bros. Brawl'', ''Super Smash Bros. for Wii U'', ''Super Smash Bros. Ultimate''=== | |||
{|class="wikitable" style="text-align:center" | {|class="wikitable" style="text-align:center" | ||
|- | |- | ||
|{{Button|GCN|Control Stick|s=25px}}||[[Move]] | |{{Button|GCN|Control Stick|s=25px}}||[[Move]] | ||
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===''Super Smash Bros.'' ([[Virtual Console]])=== | ===''Super Smash Bros.'' ([[Virtual Console]])=== | ||
{|class="wikitable" style="text-align:center" | {|class="wikitable" style="text-align:center" | ||
!Control | !Control||N64 equivalent||Action | ||
|- | |- | ||
|{{Button|GCN|Control Stick|s=25px}}||{{Button|N64|Control Stick|s=25px}}||Move | |{{Button|GCN|Control Stick|s=25px}}||{{Button|N64|Control Stick|s=25px}}||Move | ||
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All buttons use rubber dome-switches, though L and R use a sliding potentiometer for analog control as well. Both analog sticks use potentiometers to measure the directional input. | All buttons use rubber dome-switches, though L and R use a sliding potentiometer for analog control as well. Both analog sticks use potentiometers to measure the directional input. | ||
===Input | ===Input Lag=== | ||
GameCube controllers have the lowest latency of any Smash-related controller when used with ''Melee'' — albeit with high variance — experiencing lows of 44.25ms (2.5 frames) and highs of 75.91ms (4.5ms). If used in ''Brawl'', the latency increases to lows of 86.91ms (5.1 frames) and highs of 102.75 (6.1 frames). If used in ''Smash 4'' with the GameCube controller adapter, it experiences lows of 69.53ms (4.1 frames) and highs of 88.7ms (5.2 frames). When used with a GameCube controller adapter for ''Ultimate'', however, the latency drastically increases, roughly doubling compared to ''Melee''; it experiences lows of 87.86ms (5.1 frames) and highs of 109.53ms (6.5 frames) | GameCube controllers have the lowest latency of any Smash-related controller when used with ''Melee'' — albeit with high variance — experiencing lows of 44.25ms (2.5 frames) and highs of 75.91ms (4.5ms). If used in ''Brawl'', the latency increases to lows of 86.91ms (5.1 frames) and highs of 102.75 (6.1 frames). If used in ''Smash 4'' with the GameCube controller adapter, it experiences lows of 69.53ms (4.1 frames) and highs of 88.7ms (5.2 frames). When used with a GameCube controller adapter for ''Ultimate'', however, the latency drastically increases, roughly doubling compared to ''Melee''; it experiences lows of 87.86ms (5.1 frames) and highs of 109.53ms (6.5 frames)<ref>[https://www.polygon.com/2018/12/14/18140814/super-smash-bros-ultimate-input-lag-latency-feel Smash Controller Latency Article]</ref>. | ||
If a | If a wireless Wavebird controller is used on the Channel 1 setting for ''Melee'', the latency amounts to lows of 53.11ms (3.1 frames) and highs of 78.78ms (4.5 frames), making it strictly outclassed by a wired controller<ref>[https://www.youtube.com/watch?v=OTPY9DWJ6Zo Latency video]</ref>. If used in ''Brawl'', this exponentially increases, reaching lows of 92.28ms (5.5 frames) and highs of 106.45ms (6.2 frames). If used with ''Smash 4'', the latency is a bit lower, being about the same as the [[Wii U GamePad]] in the lower end of the spectrum; it experiences lows of 71.2ms (4.1 frames) and highs of 92.86ms (5.5 frames). | ||
===Software=== | ===Software=== | ||
[[File:Control_stick_angle_overview_(shield).png|thumb|upright=0.5|Overview of all value options during the shielding animation]] | [[File:Control_stick_angle_overview_(shield).png|right|thumb|upright=0.5|Overview of all value options during the shielding animation]] | ||
====Shoulder buttons==== | ====Shoulder buttons==== | ||
The sliding potentiometers of the shoulder triggers use values from 0 to 255. Values from 0 to 73 | The sliding potentiometers of the shoulder triggers use values from 0 to 255. Values from 0 to 73 take no in-game effect at all. In ''Melee'', values from 74 to 174 scale inversely proportionally to shield size. Values of 174 and higher produce the same shield size as digital presses (all the way down through the click threshold), but only the digital press triggers techs and air dodges. In ''Brawl'', only the digital press has any effect in gameplay, as every other controller option does not use analog input for their shoulder buttons. However, in ''Smash 4'', the analog input now counts as a digital input, making the actual digital press of the shoulder buttons unnecessary. The analog input in ''Smash 4'' works similarly to ''Melee'', as there must be some distance traveled before the action mapped to L or R is recognized. | ||
====Analog sticks==== | ====Analog sticks==== | ||
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====Analog sticks==== | ====Analog sticks==== | ||
Control stick and C-stick make up the three most important parts: the stick itself, the stick box it is attached to, and the potentiometers the stick box is attached to. | Control stick and C-stick make up the three most important parts: the stick itself, the stick box it is attached to, and the potentiometers the stick box is attached to. | ||
The shape of the stick box prevents the value extremes from being achieved, and the octagonal shape on the outer shell of the controller further cuts down the effective input range to approximately 25-230. This range varies from controller to controller and decreases with use as the friction between the inner stick box parts creates a gap and thus a loose zone. Because of this, a worn-down | The shape of the stick box prevents the value extremes from being achieved, and the octagonal shape on the outer shell of the controller further cuts down the effective input range to approximately 25-230. This range varies from controller to controller and decreases with use as the friction between the inner stick box parts creates a gap and thus a loose zone. Because of this, a worn-down controller's stick will push the potentiometer less than a fresh controller's stick. | ||
==Gallery== | ==Gallery== | ||
<gallery> | <gallery> | ||
WiiU GameCubeControllerSuperSmashBrosEdition img 04.png|GameCube controller Super Smash Bros. Edition for ''Super Smash Bros. for Wii U''. | WiiU GameCubeControllerSuperSmashBrosEdition img 04.png|GameCube controller Super Smash Bros. Edition for ''Super Smash Bros. for Wii U''. | ||
Super Smash Bros Edition GameCube Controller - SSB Ultimate.png|GameCube Controller Super Smash Bros. Edition for ''Super Smash Bros. Ultimate''. | Super Smash Bros Edition GameCube Controller - SSB Ultimate.png|GameCube Controller Super Smash Bros. Edition for ''Super Smash Bros. Ultimate''. | ||
Hori Mini pad n64 controller GC controller.png|Size comparisons between a N64, Hori Mini Pad, and GameCube controllers. | Hori Mini pad n64 controller GC controller.png|Size comparisons between a N64, Hori Mini Pad, and GameCube controllers. | ||
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*{{for3ds}} is the only game in the series so far to not be natively compatible with the GameCube controller in any format. | *{{for3ds}} is the only game in the series so far to not be natively compatible with the GameCube controller in any format. | ||
**This means that no single controller type is officially compatible with every ''Smash'' game. | **This means that no single controller type is officially compatible with every ''Smash'' game. | ||
==References== | ==References== | ||
{{reflist}} | {{reflist}} | ||
{{Controller|notbutton=yes}} | {{Controller|notbutton=yes}} | ||
[[Category:Controllers]] | [[Category:Controllers]] | ||