Controller: Difference between revisions

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Someone actually count the number of buttons
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These alternatives, however, are not common in certain countries with top scenes like Japan where alternative controllers were banned as part of their ruleset and Peru. Due to its infamous analog stick, many players find it uncomfortable to use for long periods of time. Also, as they break down under stress and range issues due to overuse, multiple players in the community have created alternative for range such as the "{{sm|Derek}} Stick" and by making hybrids with alternative sticks such as the aforementioned Gamecube or "Lodge Net," a hotel exclusive controller. Members have even made alternative stick materials such as the "steel stick."
These alternatives, however, are not common in certain countries with top scenes like Japan where alternative controllers were banned as part of their ruleset and Peru. Due to its infamous analog stick, many players find it uncomfortable to use for long periods of time. Also, as they break down under stress and range issues due to overuse, multiple players in the community have created alternative for range such as the "{{sm|Derek}} Stick" and by making hybrids with alternative sticks such as the aforementioned Gamecube or "Lodge Net," a hotel exclusive controller. Members have even made alternative stick materials such as the "steel stick."


The [[Nintendo Switch]] has an official wireless Nintendo 64 controller and is compatible with ''[[Super Smash Bros. Ultimate]]''. The [[C button]]s act as digital inputs for the right [[control stick]], allowing for [[smash attack]] buttons like with the Wii Remote with Nunchuk. They can also be mapped to jump like the original controller in the [[Controls]] menu.
The [[Nintendo Switch]] has an official wireless Nintendo 64 controller and is compatible with ''[[Super Smash Bros. Ultimate]]''. The [[C button]]s act as digital inputs for the right [[control stick]], allowing for [[smash attack]] buttons like with the Wii Remote with Nunchuk. They can also be mapped to jump like the original controller in the [[Controls]] menu, although L cannot be mapped to [[taunt]] unlike ''Smash 64''.


===GameCube controller===
===GameCube controller===
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The Classic Controller was initially intended for use with [[Virtual Console]], though this later changed when the Wii's library began to grow, with some games allowing the use of the controller as an option to play the game. ''Brawl'' allows the use of the controller, which takes on a form-factor similar to that of the Super Nintendo Entertainment System's controller. After ''Brawl's'' release, an updated version, the Classic Controller Pro, added "wings" to the controller, made its profile thicker, and slightly changed the layout of the shoulder buttons, arguably making the controller more comfortable for players to use.
The Classic Controller was initially intended for use with [[Virtual Console]], though this later changed when the Wii's library began to grow, with some games allowing the use of the controller as an option to play the game. ''Brawl'' allows the use of the controller, which takes on a form-factor similar to that of the Super Nintendo Entertainment System's controller. After ''Brawl's'' release, an updated version, the Classic Controller Pro, added "wings" to the controller, made its profile thicker, and slightly changed the layout of the shoulder buttons, arguably making the controller more comfortable for players to use.


Despite being almost functionally identical to a GameCube controller with an added shoulder button, the Classic Controller is not often used in tournaments. Besides most players simply already having a GameCube controller or preferring the design of the GameCube controller, such as in regards to the placement of the left analog stick, this can be attributed to the Classic Controller having potential connectivity and interference issues that come with wireless controllers, and that the Classic Controller effectively requires the player to bring along batteries and a Wii Remote. The Classic Controller has also been reported to be less durable than the official GameCube controllers, thus requiring players to have to spend more money to obtain replacement controllers as to continue playing. Despite these flaws, a small number of players chiefly use the Classic Controller in tournaments, such as {{Sm|Vermanubis}}.
Despite being almost functionally identical to a GameCube controller with an added shoulder button, the Classic Controller is not often used in tournaments. Besides most players simply already having a GameCube controller or preferring the design of the GameCube controller, such as in regards to the placement of the left analog stick or A/B/X/Y buttons, this can be attributed to the Classic Controller having potential connectivity and interference issues that come with wireless controllers, and that the Classic Controller effectively requires the player to bring along batteries and a Wii Remote. The Classic Controller has also been reported to be less durable than the official GameCube controllers, thus requiring players to have to spend more money to obtain replacement controllers as to continue playing. Despite these flaws, a small number of players chiefly use the Classic Controller in tournaments, such as {{Sm|Vermanubis}}.


===Nintendo 3DS===
===Nintendo 3DS===
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The Nintendo 3DS can be used as a controller for {{forwiiu}} as part of the compatibility between the two versions, and the controls are kept identical if the 3DS is used to control the Wii U version. In addition to its use as a controller, linking the two games together can allow players to potentially transfer [[Character customization| customized characters]] between the two consoles; this was especially important when [[Official Custom Moveset Project|custom movesets were legal in tournaments]], with all console setups requiring at least one 3DS master console that had all available legal movesets.
The Nintendo 3DS can be used as a controller for {{forwiiu}} as part of the compatibility between the two versions, and the controls are kept identical if the 3DS is used to control the Wii U version. In addition to its use as a controller, linking the two games together can allow players to potentially transfer [[Character customization| customized characters]] between the two consoles; this was especially important when [[Official Custom Moveset Project|custom movesets were legal in tournaments]], with all console setups requiring at least one 3DS master console that had all available legal movesets.


It is a given that the 3DS is used as a controller in 3DS tournaments. However, within Wii U tournaments, the use of the Nintendo 3DS as a controller is often banned, due to logistics and time issues involved with having to constantly sync and re-sync them to the Wii U. Even without this limitation, the 3DS is notorious for its input lag when linked to a Wii U for gameplay. However, on its own, it has surprisingly little input lag with ''[[Super Smash Bros. for 3DS]]'', experiencing lows of 51.66ms (3.1 frames) and highs of 74.16ms (4.3 frames), being a frame faster than how the Wii U handles a GameCube controller for ''[[Super Smash Bros. for Wii U]]''<ref>[https://www.youtube.com/watch?v=OTPY9DWJ6Zo Latency video]</ref>.
It is a given that the 3DS is used as a controller in 3DS tournaments. However, within Wii U tournaments, the use of the Nintendo 3DS as a controller is often banned, due to logistics and time issues involved with having to constantly sync and re-sync them to the Wii U. Even when they are allowed, the 3DS is notorious for its input lag when linked to a Wii U for gameplay. However, on its own, it has surprisingly little input lag with ''[[Super Smash Bros. for 3DS]]'', experiencing lows of 51.66ms (3.1 frames) and highs of 74.16ms (4.3 frames), being a frame faster than how the Wii U handles a GameCube controller for ''[[Super Smash Bros. for Wii U]]''<ref>[https://www.youtube.com/watch?v=OTPY9DWJ6Zo Latency video]</ref>.


===Wii U GamePad===
===Wii U GamePad===
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The Wii U GamePad is generally banned in competitive play for several reasons:
The Wii U GamePad is generally banned in competitive play for several reasons:
*Only one GamePad can be synced to and used on a Wii U console at a time, so if two or more players wishing to use the GamePad were to play a match, only one would be able to use it.
*Only one GamePad can be synced to and used on a Wii U console at a time, so if two or more players wishing to use the GamePad were to play a match, only one would be able to use it.
*Syncing a new GamePad has a myriad of complications: if a GamePad is already synced to the console, its connection to the console would have to be physically severed, either by moving it far enough away or draining its battery. Additionally, the game would have to be closed and reopened, adding more time before a match can actually start.
*Syncing a new GamePad has a myriad of complications: if a GamePad is already synced to the console, its connection to the console would have to be removed, either by moving it far enough away or draining its battery. Additionally, the game would have to be closed and reopened, adding more time before a match can actually start.
*The expensive and hard-to-replace nature of the GamePad means people who bring in setups with GamePads are generally unwilling to let others use their GamePad to play.
*The expensive and hard-to-replace nature of the GamePad means people who bring in setups with GamePads are generally unwilling to let others use their GamePad to play.


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They can be used vertically, with two controllers acting as one, which has a total of two analog sticks and 16 buttons. Generally, when playing in this configuration, the Joy-Con grip is used, which allows the controllers to function almost exactly like a traditional controller.
They can be used vertically, with two controllers acting as one, which has a total of two analog sticks and 16 buttons. Generally, when playing in this configuration, the Joy-Con grip is used, which allows the controllers to function almost exactly like a traditional controller.


They can also be used sideways, with one Joy-Con per person. This allows for more players with fewer controllers, but limits the number of buttons available to the player, which generally disfavors this kind of play. In this configuration, 11 buttons and one analog stick are available for use.
They can also be used sideways, with one Joy-Con per person. This allows for more players to play (which is required for 8 player matches as a joycon pair counts as two controllers while a Nintendo Switch supports up to 8 connected at once) but limits the number of buttons available to the player, which generally disfavors this kind of play. In this configuration, 11 buttons and one analog stick are available for use (although L and ZL or R and ZR are rarely used in horizontal mode)


Finally, they can be used with both Joy-Cons attached to the console in portable mode, which offers a very similar play style to playing vertically.
Finally, they can be used with both Joy-Cons attached to the console in portable mode, which offers a very similar play style to playing vertically.
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