Editing Wii Remote
From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
| Latest revision | Your text | ||
| Line 76: | Line 76: | ||
The Wii remote by itself is generally considered the worst official control scheme in the entire ''Smash'' series. This is primarily due to its lack of buttons and clunky layout, making the controller heavily reliant on button macros and context sensitivity for basic inputs, which is not necessary with other controllers compatible with the same game. In particular, it has a few major control limitations: | The Wii remote by itself is generally considered the worst official control scheme in the entire ''Smash'' series. This is primarily due to its lack of buttons and clunky layout, making the controller heavily reliant on button macros and context sensitivity for basic inputs, which is not necessary with other controllers compatible with the same game. In particular, it has a few major control limitations: | ||
*The lack of a [[control stick]] causes inputting a [[dash]] to require a double press on the [[d-pad]]. | *The lack of a [[control stick]] causes inputting a [[dash]] to require a double press on the [[d-pad]]. | ||
*[[Tilt attack]]s are far more cumbersome to perform. As any directional input on the d-pad is considered a [[tap]] input, using an attack immediately after moving will always result in a [[smash attack]]. Tilt attacks can only be performed if the user is holding down a direction | *[[Tilt attack]]s are far more cumbersome to perform. As any directional input on the d-pad is considered a [[tap]] input, using an attack immediately after moving will always result in a [[smash attack]]. Tilt attacks can only be performed if the user is already walking (holding down a direction). | ||
*The d-pad can only easily register one direction at a time since the pad is one solid piece. Quickly alternating between two opposite directional inputs (eg. left-right-left) is physically impossible, as the d-pad has to reset to the default position before it will take any more inputs. Thus, diagonal inputs and complex movements that require quick directional changes (such as [[pivot grab]]s) are much harder to perform compared to a conventional controller. | *The d-pad can only easily register one direction at a time since the pad is one solid piece. Quickly alternating between two opposite directional inputs (eg. left-right-left) is physically impossible, as the d-pad has to reset to the default position before it will take any more inputs. Thus, diagonal inputs and complex movements that require quick directional changes (such as [[pivot grab]]s) are much harder to perform compared to a conventional controller. | ||
*Jumping is only possible by tapping up on the d-pad. In addition to the d-pad problems mentioned above, this means that [[jump]]ing is forced to be strictly vertical without prior movement. An [[up tilt]] can also only be performed if up is held while doing another action. | *Jumping is only possible by tapping up on the d-pad. In addition to the d-pad problems mentioned above, this means that [[jump]]ing is forced to be strictly vertical without prior movement. An [[up tilt]] can also only be performed if up is held while doing another action. | ||