Editing Keyboard
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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. | ||
Keyboards also contain elements that skirt the line of legality in a few ways. One way is them having many more buttons than an official controller, which lets them "break the game" in certain ways, such as being able to perform multiple actions simultaneously that would otherwise be impossible. In addition, the same action can be mapped to multiple buttons, granting borderline unfair levels of consistency and altering the way characters are played. Because of this, button macros are not allowed in tournaments and keyboard players typically have to show | Keyboards also contain elements that skirt the line of legality in a few ways. One way is them having many more buttons than an official controller, which lets them "break the game" in certain ways, such as being able to perform multiple actions simultaneously that would otherwise be impossible. In addition, the same action can be mapped to multiple buttons, granting borderline unfair levels of consistency and altering the way characters are played. Because of this, button macros are not allowed in tournaments and keyboard players typically have to show to a [[Tournament director]] before entering that they have mapped their controls in a way where these techniques are impossible. | ||
==In competitive play== | ==In competitive play== | ||