MK26
Smash Master
Link to original post: [drupal=4303]Changing control schemes based on ATs[/drupal]
The Smash Lab recently released their Standard Terms List 2.0, and it got me to thinking about how we control our characters from the perspective of the button configurations we use. Here's a short list of Brawl (advanced?) techniques, as well as the buttons to press to perform these moves, taken from the full list:
Of these, a fair few are entirely the work of a single button (counting both the cstick's direction+attack and grab's shield+attack as one button), usually in conjunction with the control stick. This means that they do not need to be taken into consideration when designing a control scheme, because they can be easily done regardless of which button must be pressed. The difficulty comes with the techniques that require one to press two different buttons with the same finger in quick succession - of course it's possible to do, and of course people made do with much harder techs and no button mapping in Melee, but if you have the option to change that, why not use it?
Going back to the tech list and ignoring the techs that don't involve more than one button, one can see a small number of common themes:
What does this mean for control schemes? An ideal control scheme would spread out the work required to perform each technique, which translates in GCC and CC terms to placing the most commonly pressed actions on shoulder buttons. Among the basic actions of move, jump, attack, special, and shield, both move and shield already have their own dedicated fingers. Jump and attack can be pressed in quick succession, as can jump and special, whereas attack and special usualy aren't. Thus, jump should be moved to a shoulder button, probably Z/Zr. If you use tap jump for all your needs, you don't even have to change anything for basic movement.
However, if you don't have fast fingers you still might have to make a few changes to get some techniques down. Moving jump to a shoulder button covers Jump Cancel Item Throw as well as the majority of air-based techniques (and even provides greater precision for things like instant short hop aerials). Dash attack- and grab-centric maneuvers are more complicated, especially when both commands are involved in the same technique (see: boost pivot grabbing). Buffered DACUS, for instance becomes much easier when a shoulder button (say, R) is set to attack, making its command list "forward > c-stick down > up+R". You can't really perform "forward > R > c-stick up" because doing that too fast gives you a stutter-step fsmash, though it does work if you're already dashing.
At this point, if you aren't tap jumping your shoulder buttons look like L - shield, R - attack, Z/Zr - jump. If you're using a gcc then you don't have a Zl to leave as grab, so that goes to either X or Y. This leaves one problem, the lack of a dedicated grab button on the shoulder for z-catching and boost pivot grabbing. However, this problem is mitigated when you remember that shield+attack will get you grab. Thus, "forward > c-stick down > backward > L+R" will give you a boost pivot grab. CC users already have Zl for grab, and tap jumpers can just leave grab as Z/Zr, so this isnt even a problem for them.
Tl;dr: To aid with ATs, change R to attack
If you use a button to jump, make it Z (Zr for classic controllers)
Optionally, change X or Y to grab
And now your control scheme is better than the default
The Smash Lab recently released their Standard Terms List 2.0, and it got me to thinking about how we control our characters from the perspective of the button configurations we use. Here's a short list of Brawl (advanced?) techniques, as well as the buttons to press to perform these moves, taken from the full list:
DACUS (run > attack > up-smash)
Autocanceling (jump > attack)
Turnaround-B/B-Reverse/Wavebounce (reverse tap > special; special > reverse tap; reverse tap > special > reverse tap)
Skid Cancel Grab (run > release > shield > attack)
Boost Grab/Pivot Grab/Boost Pivot Grab (run > attack > grab; run > reverse tap > grab; run > attack > reverse tap > grab)
Dash Dance (run > reverse tap > reverse tap...)
True Pivot (run > reverse tap > attack/special)
Reverse Aerial Rush (run > reverse tap > jump > attack)
Dash Attack Cancel Item Throw (while holding an item, run > attack > up-smash)
Jump Cancel Item Throw (run > jump > throw)
Glide toss (shield > roll > throw)
Z-catch/Instant throw (in air, item grab; item grab > throw)
Air dodge canceling throw (air dodge > throw)
DI/SDI (at the end of hitlag, hold control stick; while in hitlag, tap/tap cstick)
In Shield SDI (while in shield hitlag, tap/tap cstick)
Powershielding (right before getting hit, shield)
Shield Platform Dropthrough (while in shield and on a platform, tap down precisely)
Up-Smash/Up-B OOS (while in shield, jump > up-b/up-smash)
Autocanceling (jump > attack)
Turnaround-B/B-Reverse/Wavebounce (reverse tap > special; special > reverse tap; reverse tap > special > reverse tap)
Skid Cancel Grab (run > release > shield > attack)
Boost Grab/Pivot Grab/Boost Pivot Grab (run > attack > grab; run > reverse tap > grab; run > attack > reverse tap > grab)
Dash Dance (run > reverse tap > reverse tap...)
True Pivot (run > reverse tap > attack/special)
Reverse Aerial Rush (run > reverse tap > jump > attack)
Dash Attack Cancel Item Throw (while holding an item, run > attack > up-smash)
Jump Cancel Item Throw (run > jump > throw)
Glide toss (shield > roll > throw)
Z-catch/Instant throw (in air, item grab; item grab > throw)
Air dodge canceling throw (air dodge > throw)
DI/SDI (at the end of hitlag, hold control stick; while in hitlag, tap/tap cstick)
In Shield SDI (while in shield hitlag, tap/tap cstick)
Powershielding (right before getting hit, shield)
Shield Platform Dropthrough (while in shield and on a platform, tap down precisely)
Up-Smash/Up-B OOS (while in shield, jump > up-b/up-smash)
Going back to the tech list and ignoring the techs that don't involve more than one button, one can see a small number of common themes:
Dash Attack Cancels
DACUS (into up-smash)
Boost Grab/Boost Pivot Grab (into grab)
DACIT (into item throw)
Shield Cancels
Up-B/Up-Smash OOS (into up-b/up-smash)
Glide Toss (into cstick)
Air Dodge Cancel Throw (into cstick)
Air Dodge Item Drop (into grab)
Skid Cancel Grab (into attack)
Techniques involving Jump
Jump Cancel Item Throw (into cstick)
Other air-based techniques like RAR and Z-catching
Techniques involving Grab
Instant Throw
Boost/Pivot/Boost Pivot Grab
Skid Cancel Grab
DACUS (into up-smash)
Boost Grab/Boost Pivot Grab (into grab)
DACIT (into item throw)
Shield Cancels
Up-B/Up-Smash OOS (into up-b/up-smash)
Glide Toss (into cstick)
Air Dodge Cancel Throw (into cstick)
Air Dodge Item Drop (into grab)
Skid Cancel Grab (into attack)
Techniques involving Jump
Jump Cancel Item Throw (into cstick)
Other air-based techniques like RAR and Z-catching
Techniques involving Grab
Instant Throw
Boost/Pivot/Boost Pivot Grab
Skid Cancel Grab
However, if you don't have fast fingers you still might have to make a few changes to get some techniques down. Moving jump to a shoulder button covers Jump Cancel Item Throw as well as the majority of air-based techniques (and even provides greater precision for things like instant short hop aerials). Dash attack- and grab-centric maneuvers are more complicated, especially when both commands are involved in the same technique (see: boost pivot grabbing). Buffered DACUS, for instance becomes much easier when a shoulder button (say, R) is set to attack, making its command list "forward > c-stick down > up+R". You can't really perform "forward > R > c-stick up" because doing that too fast gives you a stutter-step fsmash, though it does work if you're already dashing.
At this point, if you aren't tap jumping your shoulder buttons look like L - shield, R - attack, Z/Zr - jump. If you're using a gcc then you don't have a Zl to leave as grab, so that goes to either X or Y. This leaves one problem, the lack of a dedicated grab button on the shoulder for z-catching and boost pivot grabbing. However, this problem is mitigated when you remember that shield+attack will get you grab. Thus, "forward > c-stick down > backward > L+R" will give you a boost pivot grab. CC users already have Zl for grab, and tap jumpers can just leave grab as Z/Zr, so this isnt even a problem for them.
Tl;dr: To aid with ATs, change R to attack
If you use a button to jump, make it Z (Zr for classic controllers)
Optionally, change X or Y to grab
And now your control scheme is better than the default