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Bidou: Difference between revisions

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'''Bidou''' refers to an [[advanced technique]] exclusively in {{forwiiu}}. By moving a joystick while holding down corresponding button inputs, it is possible to register a control stick input for only one [[frame]]. This makes many [[advanced technique|advanced techniques]] much more accessible to consistently input, and allows certain techs that would not be otherwise possible to be performed easily.
'''Bidou''' refers to an [[advanced technique]] exclusively in {{forwiiu}}. By moving the C-stick while holding down its corresponding button inputs, it is possible to register a [[control stick input]] for just one frame. This makes many [[advanced technique|advanced techniques]] much easier to consistently input, and also opens up certain new techs that would not be otherwise possible.  
 
It involves using a controller layout where a shoulder button and the C stick are both to [[special move]]. There are no other restrictions, but in practice, it is very helpful to set the shoulder buttons to [[shield]], [[attack]], and [[special move]], and either turn on tap jump, or assign jump to a fourth shoulder button if using a different controller. Alternatively, Bidou may also be performed with shoulder buttons set to attack and special move, the C stick set to smash attack, and attack and special move for smash attack enabled, but for simplicity, the article will refer to the first layout only.  


It involves using a controller layout where a shoulder button and the C stick are both to [[Special Move]]. There are no other restrictions, but in practice, it is very helpful to set the shoulder buttons to [[Shield]], [[Attack]], and [[Special Move]], and either turn on tap jump, or assign [[Jump]] to a fourth shoulder button. Alternatively, Bidou may also be performed with shoulder buttons set to [[Attack]] and [[Special Move]], the C stick set to [[Smash attack]], and [[Attack]] and [[Special Move]] for [[Smash attack]] enabled, but for simplicity, the article will refer to the first layout only.  
It should be noted that only a select few controllers are compatible with Bidou. The [[Wii U Pro Controller]] or [[GamePad]] works best since it has trigger buttons below the shoulder buttons. The [[Gamecube controller]] does not have as much leeway with Bidou since it lacks 2 [[Z]] buttons (tap [[jump]] must remain on in order to have the ability to jump). Any other controller cannot fully function with Bidou since it would lack enough buttons to have all necessary inputs mapped (includes the [[3DS]], thus making Bidou nonexistent in ''[[Super Smash Bros. for 3DS]]''). It is also important to keep in mind that the option hold [[A]]+[[B]] to perform smash attacks must be disabled, eliminating it as a method for input. This article uses terms that pertain to Gamecube controller inputs for convenience.


Bidou was brought into full fruition by [[My Smash Corner]] from a video previously uploaded by a Japanese smasher, and is believed to have the potential to greatly effect the [[metagame]]. The application of this tech essentially involves the usage of other techniques, such as [[perfect pivot]]ing, [[dash dancing]], and [[fox trot]]ing. Unlike other [[advanced technique|advanced techniques]], Bidou is not so much a technique as a method of playing ''Smash'', as it requires a dedicated control scheme, and involves holding down buttons for extended periods of time, an input that is otherwise unheard of in ''Smash''.  
Bidou was brought into full fruition by [[My Smash Corner]] from a [https://youtu.be/avr9CQlSqRI video] previously uploaded by a Japanese smasher, and is believed to have the potential to greatly effect the [[metagame]] sometime in the future. The application of this tech essentially involves the usage of other techniques, such as [[perfect pivot]]ing, [[dash dancing]], and [[fox trot]]ing. Unlike other [[advanced technique|advanced techniques]], Bidou is not so much a technique as a method of playing ''Smash'', as it requires a dedicated control scheme, and involves holding down buttons for extended periods of time, an input that is otherwise unheard of in ''Smash''.  


Bidou takes advantage of the way inputs are handled in [[Smash 4]]. Normally, a [[C-stick]] input is treated as a 1-frame simultaneous input of a directional input of the appropriate strength and either [[Attack]] or [[Special Move]], depending on what the C-stick is set to. If the corresponding button input is held down, however, the additional [[Attack]] or [[Special Move]] C-stick input is ignored, and only the 1-frame directional input is handled by the game. By holding down the buttons when they will not result in an action, and holding them down, the C stick can then be used as a special directional stick that registers 1-frame inputs only.
Bidou takes advantage of the way inputs are handled in [[Smash 4]]. Normally, a C-stick input is treated as a 1-frame simultaneous input of a directional input of the appropriate strength and either attack or special move, depending on what the C-stick is set to. If the corresponding button input is held down, however, the additional attack or special move C-stick input is ignored, and only the 1-frame directional input is handled by the game. By holding down the buttons when they will not result in an action, and holding them down, the C-stick can then be used as a special directional stick that registers 1-frame inputs only.
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[[Category:Techniques]]
[[Category:Techniques]]
[[Category:Advanced techniques]]
[[Category:Advanced Techniques]]
[[Category:Slide techniques]]
[[Category:Slide techniques]]
[[Category:Techniques (SSB4)]]
[[Category:Techniques (SSB4)]]

Revision as of 13:03, March 31, 2016

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Bidou refers to an advanced technique exclusively in Super Smash Bros. for Wii U. By moving a joystick while holding down corresponding button inputs, it is possible to register a control stick input for only one frame. This makes many advanced techniques much more accessible to consistently input, and allows certain techs that would not be otherwise possible to be performed easily.

It involves using a controller layout where a shoulder button and the C stick are both to special move. There are no other restrictions, but in practice, it is very helpful to set the shoulder buttons to shield, attack, and special move, and either turn on tap jump, or assign jump to a fourth shoulder button if using a different controller. Alternatively, Bidou may also be performed with shoulder buttons set to attack and special move, the C stick set to smash attack, and attack and special move for smash attack enabled, but for simplicity, the article will refer to the first layout only.

It should be noted that only a select few controllers are compatible with Bidou. The Wii U Pro Controller or GamePad works best since it has trigger buttons below the shoulder buttons. The Gamecube controller does not have as much leeway with Bidou since it lacks 2 Z buttons (tap jump must remain on in order to have the ability to jump). Any other controller cannot fully function with Bidou since it would lack enough buttons to have all necessary inputs mapped (includes the 3DS, thus making Bidou nonexistent in Super Smash Bros. for 3DS). It is also important to keep in mind that the option hold A+B to perform smash attacks must be disabled, eliminating it as a method for input. This article uses terms that pertain to Gamecube controller inputs for convenience.

Bidou was brought into full fruition by My Smash Corner from a video previously uploaded by a Japanese smasher, and is believed to have the potential to greatly effect the metagame sometime in the future. The application of this tech essentially involves the usage of other techniques, such as perfect pivoting, dash dancing, and fox troting. Unlike other advanced techniques, Bidou is not so much a technique as a method of playing Smash, as it requires a dedicated control scheme, and involves holding down buttons for extended periods of time, an input that is otherwise unheard of in Smash.

Bidou takes advantage of the way inputs are handled in Smash 4. Normally, a C-stick input is treated as a 1-frame simultaneous input of a directional input of the appropriate strength and either attack or special move, depending on what the C-stick is set to. If the corresponding button input is held down, however, the additional attack or special move C-stick input is ignored, and only the 1-frame directional input is handled by the game. By holding down the buttons when they will not result in an action, and holding them down, the C-stick can then be used as a special directional stick that registers 1-frame inputs only.

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Video

<youtube>mH528Pdh1Rk</youtube>