Editing Wii Remote
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*[[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 (eg. walking). | *[[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 (eg. walking). | ||
*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. | ||
* | *Tap jump cannot be turned off. 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. | ||
Masahiro Sakurai himself admitted in a [[YouTube]] video that this configuration was not ideal due to its lack of a control stick and reliance on a d-pad.<ref>[https://www.youtube.com/watch?v=ANerCiyfJjo It’s Easier If They Already Know <nowiki>[Planning & Game Design]</nowiki>]</ref> It being powered by AA batteries further dissuades players from using it, due to the hassle of needing to keep fully powered and spare batteries on hand, and unlike the [[Wii U Pro Controller]], which has a much longer battery life on average, it cannot be readily charged. This control scheme is nearly non-existent in high-level tournaments, only seeing significant use in non-serious side events or self-imposed challenges. | Masahiro Sakurai himself admitted in a [[YouTube]] video that this configuration was not ideal due to its lack of a control stick and reliance on a d-pad.<ref>[https://www.youtube.com/watch?v=ANerCiyfJjo It’s Easier If They Already Know <nowiki>[Planning & Game Design]</nowiki>]</ref> It being powered by AA batteries further dissuades players from using it, due to the hassle of needing to keep fully powered and spare batteries on hand, and unlike the [[Wii U Pro Controller]], which has a much longer battery life on average, it cannot be readily charged. This control scheme is nearly non-existent in high-level tournaments, only seeing significant use in non-serious side events or self-imposed challenges. | ||