Super Smash Brothers Brawl Controls Detailed
Ars Technica notes that, as more information leaks out from a recent Nintendo event, the control scheme for Smash Bros. on the Wii is now available for your examination. You're pretty much going to want to use the 'classic' controller for this one: "Holding the remote sideways like an NES controller, the d-pad is used for movement, A is used for taunting, B for guarding, the minus button for grabbing, the 1 button for special moves, the 2 button for the standard attack, and a combination of buttons for the "Smash Attack" ultimate moves." You can hear a detailed description of the control scheme in last week's 1up Yours podcast, starting at right about 13:40.
Super Smash Brothers Brawl Controls Detailed
Comcast has already gotten a preview of the game.
The theory of relativity doesn't work right in Arkansas.
It was posted on the Smash Bros. Dojo website (the official SSBB news source). Why is it that it is just now making Slashdot? Most of the people that care should probably already know this.
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So glad I bought 3 extra Wii-motes, now that SSBB will use the classic controller... Thanks Nintendo!
And why can't we just use a gamecube pad? It's my favourite joypad to date and I see no reason why it won't be included.
I like muppets.
Any option for a gamecube controller? It seems more suited for a game like smash bros.
~Vexed and loving it!
It's a shame, I was hoping for more tactile interaction with the Wiimote. Shaking it to the left or right to dash, for example. They missed a golden opportunity, too...
Those of us who were around when the original Super Mario Brothers came out all got to experience it: that moment when you know you're going to miss that jump and fall down the bottomless pit. So what did we do? We tipped the controller sideways, as if we could somehow push that chubby plumber over just the few pixels needed to bring him out of danger. I did it, my parents did it, and all of my friends did it, at least once or twice. Of course, it never worked.
Now, though, with each character in Brawl having a "save" move that can bring you back out of the pit, it would have been a perfect time to bring a response to that motion and tie it to the "save". Alas, it seems it's not to be.
End of lesson. You may press the button.
It is actually good to see a Wii game which isn't completely tied to the Wiimote. The Wiimote is a fantastic controller, and incredibly fun for many games, but I hate to see developers getting tied to the motion controls at the expense of usability. Smash Brothers has always been one of those fast paced, frenetic games that an input device which uses gross movements would be unsuited for. (Ok, ok, Wii Boxing is fast paced but in a different way. :P)
Knowing one's weaknesses is just as important as knowing one's strengths!
TomB
"You can't take the sky from me..."
I'm not absolutely positive, but if you can use the classic controller you should also be able to use the GCN controller. A lot of the N64 games for virtual console say "classic controller required" or something similar, but the GCN controller works just fine. I don't think they would disallow use of a controller that has already proven itself to be perfectly suited for Smash matches.
I think this thread is somewhat unintentionally misleading. What is presented here is not THE control scheme for Smash Brothers. It is one of four options available to players.
http://www.smashbros.com/en_us/gamemode/various/various01.html
So, you can use the Wii Remote. Or the Remote+Nunchuck. Or the Classic controller. Or the Gamecube controller. Some are obviously more ideal than others. The one that is being focused on here, the Wii Remote by itself, is obviously the most limited of the four to design for. I suspect that few people will play with just this, but I think it is neat that they have built in the option.
The Wii translates the actions for either the old controllers into the new forms, or the new controllers into the old forms.
It's not a big deal.
-- Tigger warning: This post may contain tiggers! --
I find these grips to be worth the $$. It actually adds a real comfortable feel to the classic controllers. Also if you feel the Wiimote adds too much weight you can always unclip it (the grip and doc are 2 seperate pieces). This I'm good with for all VC titles pre-N64. The only N64 title that I find works better with the classic controller (than the Wavebird) is Sin & Punishment. If they were to offer a Wavebird (or N64 for that matter) shell that I could dock the remote in, they would have another sale.
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I want to get an arcade stick for this game. I have troubles tapping in the right direction for the smash attacks on thumbsticks because of my useless PC gamer thumbs. I see there is one coming out for the Wii this November. A GameCube stick might be better, but they seem hard to find.
The L and R buttons were actual analog triggers, where the range of motion translates into nice, tight control. MUCH better than the few mm of travel on a PS L and R, if you want precision. Yes you do have to push them in far to get the terminal button to click, but that's the point: it's a separate button beyond regular trigger for things like afterburner etc.
As for the second analog stick, yes it's a bit small, but it's in a WAY better position for natural hand position than the PS controllers. There is a good reason that Microsoft went with that staggered arrangement as well.
Not that the controller didn't have it's flaws (z-button is in a horrible position), but overall, it was very nice and easy to use.