Editing Keyboard

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Warning You aren't logged in. While it's not a requirement to create an account, doing so makes it a lot easier to keep track of your edits and a lot harder to confuse you with someone else. If you edit without being logged in, your IP address will be recorded in the page's edit history.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 16: Line 16:
Keyboards are most often used when emulating ''Smash'' on a PC, as using official game controllers on computers requires either peripherals like the ''Smash 4'' GameCube controller adapter or an unofficial controller with a USB input, the latter of which often have dubious build quality. Keyboards are especially prominent in the ''Smash 64'' community due to the reliance on emulators for play, though it has become less popular over time.
Keyboards are most often used when emulating ''Smash'' on a PC, as using official game controllers on computers requires either peripherals like the ''Smash 4'' GameCube controller adapter or an unofficial controller with a USB input, the latter of which often have dubious build quality. Keyboards are especially prominent in the ''Smash 64'' community due to the reliance on emulators for play, though it has become less popular over time.


==Advantages==
===Advantages of using keyboard===
The most obvious advantage to a keyboard compared to other controllers is that certain techniques are made far easier. [[Button mashing]], for instance, is more efficient on a keyboard than a controller, allowing for improved operation of attacks such as [[Mario Tornado]], as well as allowing for players to more easily escape from [[throw]]s in ''Melee'' and ''Brawl''. In addition to this, [[SDI]] is easier to perform, due to keyboards only having the ability to "tap" when a key is pressed; this is particularly useful in the original game, as Smash DI is the only DI present in the game. With easier [[pivot]]ing, a lot of top SSB64 keyboard players mained Kirby due to pivot {{mvsub|Kirby|SSB|up tilt}}.  
The most obvious advantage to a keyboard compared to other controllers is that certain techniques are made far easier. [[Button mashing]], for instance, is more efficient on a keyboard than a controller, allowing for improved operation of attacks such as [[Mario Tornado]], as well as allowing for players to more easily escape from [[throw]]s in ''Melee'' and ''Brawl''. In addition to this, [[SDI]] is easier to perform, due to keyboards only having the ability to "tap" when a key is pressed; this is particularly useful in the original game, as Smash DI is the only DI present in the game. With easier [[pivot]]ing, a lot of top SSB64 keyboard players mained Kirby due to pivot {{mvsub|Kirby|SSB|up tilt}}.  


Line 23: Line 23:
Keyboards with a {{s|wikipedia|numeric keypad}} also have the unique benefit of being able to bind 8-way directional inputs to a different key. This is similar to how early freeware fighting games in the 1990s bound the [[arcade controller]] stick inputs to these keys, with 5 being the neutral position and all other numbers being their corresponding direction. This is why many fighting games today use numbers as shorthands for specific directions. This technique makes [[command input]]s much easier and more consistent, with {{SSBU|Kazuya}} especially benefiting due to having diagonal inputs for certain attacks.
Keyboards with a {{s|wikipedia|numeric keypad}} also have the unique benefit of being able to bind 8-way directional inputs to a different key. This is similar to how early freeware fighting games in the 1990s bound the [[arcade controller]] stick inputs to these keys, with 5 being the neutral position and all other numbers being their corresponding direction. This is why many fighting games today use numbers as shorthands for specific directions. This technique makes [[command input]]s much easier and more consistent, with {{SSBU|Kazuya}} especially benefiting due to having diagonal inputs for certain attacks.


==Disadvantages==
===Disadvantages of using keyboard===
Keyboard play is considered by most players to be more difficult than standard controller play with a fairly steep learning curve. In addition to most users already being used to the standard controllers for the games, the setup of the keys on a keyboard can be considered counter-conductive to gameplay; on the standard [[GameCube]] controller, for instance, shielding merely consists of pushing the [[L button|L]] or [[R button]]s with one's index finger, whereas on a keyboard, this can require movement of a player's fingers in order to reach around other keys. Additionally, keyboards require the player to use of either [[wikipedia:Arrow keys|standard arrow keys]] or related keys on the device, which loses access to the subtle and precise movement potential found on official controllers with a [[control stick]]. As the keys can only be pressed or not pressed, players can only move at one speed without mapping a button for each movement speed. Also, short hop up air requires [[buffer]]ing prior and characters with multiple angles such as Fox or Pikachu are limited in their recoveries without mapping a button to each angle, over-complicating what is otherwise a simple and intuitive process.  
Keyboard play is considered by most players to be more difficult than standard controller play with a fairly steep learning curve. In addition to most users already being used to the standard controllers for the games, the setup of the keys on a keyboard can be considered counter-conductive to gameplay; on the standard [[GameCube]] controller, for instance, shielding merely consists of pushing the [[L button|L]] or [[R button]]s with one's index finger, whereas on a keyboard, this can require movement of a player's fingers in order to reach around other keys. Additionally, keyboards require the player to use of either [[wikipedia:Arrow keys|standard arrow keys]] or related keys on the device, which loses access to the subtle and precise movement potential found on official controllers with a [[control stick]]. As the keys can only be pressed or not pressed, players can only move at one speed without mapping a button for each movement speed. Also, short hop up air requires [[buffer]]ing prior and characters with multiple angles such as Fox or Pikachu are limited in their recoveries without mapping a button to each angle, over-complicating what is otherwise a simple and intuitive process.  


Please note that all contributions to SmashWiki are considered to be released under the Attribution-ShareAlike 3.0 Unported license (see SmashWiki:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

Templates used on this page: