GameCube controller

From SmashWiki, the Super Smash Bros. wiki
Jump to: navigation, search
SSB64 Icon.png SSBM Icon.png SSBB Icon.png SSB4-U Icon.png
A purple GameCube controller
A Smash Bros Edition 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 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 Wii U-GameCube adapter.

The Wii U is compatible with the GameCube controller through the use of an official adapter, however, it is only compatible with Super Smash Bros. for Wii U. 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 utilise the GameCube controller as the hardware for backwards 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 GameCube is the most commonly used controller in competitive Smash, usually being used over the other options for Smash 64 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 Raphnet Tech adaptor, it is possible to use the GameCube Controller for Smash 64, and any other N64 game.

Standard controls[edit]

Super Smash Bros. Melee, Super Smash Bros Brawl, Super Smash Bros. for Wii U[edit]

ButtonIcon-GCN-Control Stick.png Move
ButtonIcon-GCN-A.png Standard attacks
ButtonIcon-GCN-B.png Special moves
ButtonIcon-GCN-C-Stick.png Stick-smash
ButtonIcon-GCN-X.pngButtonIcon-GCN-Y.png Jump
ButtonIcon-GCN-Z.png Grab
ButtonIcon-GCN-L.pngButtonIcon-GCN-R.png Shield
ButtonIcon-GCN-D-Pad.png Taunt (up only in Melee)
ButtonIcon-GCN-Start-Pause.png Pause

Super Smash Bros. (Virtual Console)[edit]

Control N64 equivalent Action
ButtonIcon-GCN-Control Stick.png ButtonIcon-N64-Control Stick.png Move
ButtonIcon-GCN-A.png ButtonIcon-N64-A.png Standard attacks
ButtonIcon-GCN-B.png ButtonIcon-N64-B.png Special moves
ButtonIcon-GCN-C-Stick.pngButtonIcon-GCN-X.pngButtonIcon-GCN-Y.png ButtonIcon-N64-C.png Jump
ButtonIcon-GCN-Z.png ButtonIcon-N64-R.png Grab
ButtonIcon-GCN-L.pngButtonIcon-GCN-R.png ButtonIcon-N64-Z.png Shield
ButtonIcon-GCN-D-Pad.png ButtonIcon-N64-L.png Taunt
ButtonIcon-GCN-Start-Pause.png ButtonIcon-N64-Start.png Pause
Nothing ButtonIcon-N64-D-Pad.png Nothing

Technical data[edit]

All buttons use rubber dome-switches. This includes the ButtonIcon-GCN-A.png, ButtonIcon-GCN-B.png, ButtonIcon-GCN-X.png, ButtonIcon-GCN-Y.png, ButtonIcon-GCN-Z.png and ButtonIcon-GCN-Start-Pause.png buttons, the directional pad(ButtonIcon-GCN-D-Pad.png) and the ButtonIcon-GCN-L.png and ButtonIcon-GCN-R.png buttons, though those use a sliding potentiometer for "analog" control as well. Both analog sticks use potentiometers to measure the directional input.

Software[edit]

Overview of all value options during the shielding animation

Shoulder buttons[edit]

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 travelled before the action mapped to L or R is recognized.

Analog sticks[edit]

Control stick and C-stick use two potentiometers that induce values from 0 to 255 with 128 being considered the center. An input of (0,0) would be diagonally down and left (225°). Values from 106 to 150 are generally considered neutral inputs and behave just like 128. In many player states, this range expands even further. For example, during the standing animation (WAIT), y (vertical) values from 73 to 180 take no effect, while at the same x (horizontal) uses the standard neutral range (106-150).

Hardware[edit]

Analog sticks[edit]

ButtonIcon-GCN-Control Stick.png stick and ButtonIcon-GCN-C-Stick.png-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 controller's stick will push the potentiometer less than a fresh controller's stick.

Trivia[edit]

  • Super Smash Bros. for Nintendo 3DS is the only game in the series so far to not be natively compatible with the GameCube controller in any format. However, it is possible to modify the Nintendo 3DS to enable support for Nintendo GameCube controllers.[1][2][3]

References[edit]


Ads keep SmashWiki independent and free :)