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Z button: Difference between revisions

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The '''Z button''' refers to the long, purple button at the top right corner of a [[GameCube]] controller; the rectangular, gray trigger located on the back of a [[Nintendo 64]] controller; or the rectangular, white button on the back of the [[Nunchuk]]. It can also collectively refer to the '''ZL''' and '''ZR''' buttons, two circular white buttons on the top of the [[Classic Controller]]. ZL and ZR are also buttons on the [[Wii U GamePad]], [[Wii U Pro Controller]], and [[New Nintendo 3DS]]. There is no Z button on the [[Wii Remote]]. On the [[GameCube controller|GameCube]] and Classic controllers, the purpose of the Z button is to [[grab]] opponents, and holding it past the grab will [[shield]] the character. In ''[[Super Smash Bros. Melee]]'', it's also used for grabbing items in midair. On the Nunchuk and [[Nintendo 64 controller]]s, the Z button is used to [[shield]].
The '''Z button''' refers to the long, purple button at the top right corner of a [[GameCube]] controller; the rectangular, gray trigger located on the back of a [[Nintendo 64]] controller; or the rectangular, white button on the back of the [[Nunchuk]]. It can also collectively refer to the '''ZL''' and '''ZR''' buttons, two circular white buttons on the top of the [[Classic Controller]]. ZL and ZR are also buttons on the [[Wii U GamePad]], [[Wii U Pro Controller]], and [[New Nintendo 3DS]]. There is no Z button on the [[Wii Remote]]. On the [[GameCube controller|GameCube]] and Classic controllers, the purpose of the Z button is to [[grab]] opponents, and holding it past the grab will [[shield]] the character. In ''[[Super Smash Bros. Melee]]'', it's also used for grabbing items in midair. On the Nunchuk and [[Nintendo 64 controller]]s, the Z button is used to [[shield]].


In ''[[Super Smash Bros. Brawl]]'' and {{forwiiu}}, the Z, ZL and ZR buttons can all be [[Controls|customized]] on their own to do other functions, while in {{for3ds}}, ZL and ZR are coded to do the same functions as the [[R]] and [[L]] buttons, respectively. Prior to [[version]] 1.0.5 of the game, these buttons' functions were reversed, so ZL would trigger the same actions as L and ZR would trigger the same actions as R, though their functions outside of battle (such as in menus) remain the same as in current versions. On the [[character selection screen]] in ''Smash 3DS'', the ZR button is also used to scan [[amiibo]] to the lower screen and register them for battles.
In ''[[Super Smash Bros. Brawl]]'' and {{forwiiu}}, the Z, ZL and ZR buttons can all be [[Controls|customized]] on their own to do other functions, while in {{for3ds}}, ZL and ZR are coded to do the same functions as the [[R]] and [[L]] buttons, respectively. Prior to [[version]] 1.0.5 of the game, these buttons' functions were reversed, so ZL would trigger the same actions as L and ZR would trigger the same actions as R, though their functions outside of battle (such as in menus) were the same as in current versions. On the [[character selection screen]] in ''Smash 3DS'', the ZR button is also used to scan [[amiibo]] to the lower screen and register them for battles.


In terms of ''Brawl''{{'}}s programming, the Z button on the GameCube controller is considered to be both a shield button and a standard [[attack]] button at the same time. This is known because nowhere in [[character]] movesets does the game check to see if a grab button has been pressed - it only checks for if a shield and an attack button have been pressed simultaneously. This explains why the Z button can execute both attack-based functions ([[natural combo]] continuations, [[smash attack|smash]] charging) and shield-based functions ([[air dodging]]). This may be the case for the other games as well.
In terms of ''Brawl''{{'}}s programming, the Z button on the GameCube controller is considered to be both a shield button and a standard [[attack]] button at the same time. This is known because nowhere in [[character]] movesets does the game check to see if a grab button has been pressed - it only checks for if a shield and an attack button have been pressed simultaneously. This explains why the Z button can execute both attack-based functions ([[natural combo]] continuations, [[smash attack|smash]] charging) and shield-based functions ([[air dodging]]). This may be the case for the other games as well.

Revision as of 23:39, December 17, 2018

For other uses, see Z (disambiguation).
The Z Button on a GameCube controller.

The Z button refers to the long, purple button at the top right corner of a GameCube controller; the rectangular, gray trigger located on the back of a Nintendo 64 controller; or the rectangular, white button on the back of the Nunchuk. It can also collectively refer to the ZL and ZR buttons, two circular white buttons on the top of the Classic Controller. ZL and ZR are also buttons on the Wii U GamePad, Wii U Pro Controller, and New Nintendo 3DS. There is no Z button on the Wii Remote. On the GameCube and Classic controllers, the purpose of the Z button is to grab opponents, and holding it past the grab will shield the character. In Super Smash Bros. Melee, it's also used for grabbing items in midair. On the Nunchuk and Nintendo 64 controllers, the Z button is used to shield.

In Super Smash Bros. Brawl and Super Smash Bros. for Wii U, the Z, ZL and ZR buttons can all be customized on their own to do other functions, while in Super Smash Bros. for Nintendo 3DS, ZL and ZR are coded to do the same functions as the R and L buttons, respectively. Prior to version 1.0.5 of the game, these buttons' functions were reversed, so ZL would trigger the same actions as L and ZR would trigger the same actions as R, though their functions outside of battle (such as in menus) were the same as in current versions. On the character selection screen in Smash 3DS, the ZR button is also used to scan amiibo to the lower screen and register them for battles.

In terms of Brawl's programming, the Z button on the GameCube controller is considered to be both a shield button and a standard attack button at the same time. This is known because nowhere in character movesets does the game check to see if a grab button has been pressed - it only checks for if a shield and an attack button have been pressed simultaneously. This explains why the Z button can execute both attack-based functions (natural combo continuations, smash charging) and shield-based functions (air dodging). This may be the case for the other games as well.