×

Welcome to the Slashdot Beta site -- learn more here. Use the link in the footer or click here to return to the Classic version of Slashdot.

Thank you!

Before you choose to head back to the Classic look of the site, we'd appreciate it if you share your thoughts on the Beta; your feedback is what drives our ongoing development.

Beta is different and we value you taking the time to try it out. Please take a look at the changes we've made in Beta and  learn more about it. Thanks for reading, and for making the site better!

Super Smash Brothers Brawl Controls Detailed

Zonk posted more than 6 years ago | from the why-can-donkey-kong-do-that-helicopter-thing dept.

Wii 55

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.

cancel ×
This is a preview of your comment

No Comment Title Entered

Anonymous Coward 1 minute ago

No Comment Entered

55 comments

Umm.... (0, Troll)

Donniedarkness (895066) | more than 6 years ago | (#21046219)

This information was released several days-- of not a week-- ago.

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.

Re:Umm.... (2, Informative)

Tetsujin (103070) | more than 6 years ago | (#21046253)

This information was released several days-- of not a week-- ago.

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.

The news posting on the Dojo site is dated two days ago - Wednesday the 17th...

The revolutionary Wii-mote (0)

Anonymous Coward | more than 6 years ago | (#21046233)

So glad I bought 3 extra Wii-motes, now that SSBB will use the classic controller... Thanks Nintendo!

Re:The revolutionary Wii-mote (4, Insightful)

MobileTatsu-NJG (946591) | more than 6 years ago | (#21046363)

"So glad I bought 3 extra Wii-motes, now that SSBB will use the classic controller... Thanks Nintendo!"

I'd take that over:

"The motion controls suck in a fighting game like this! Thanks Nintendo!"

Oh, and btw, you'll still need those remotes to use the classic controllers. That's why they're inexpensive, yet still wireless.

I don't blame you for being annoyed, but try to keep a little perspective.

Re:The revolutionary Wii-mote (1)

Applekid (993327) | more than 6 years ago | (#21046421)

"So glad I bought 3 extra Wii-motes, now that SSBB will use the classic controller... Thanks Nintendo!"

I'd take that over:

"The motion controls suck in a fighting game like this! Thanks Nintendo!"
Those who would want motion controls could always check out Naruto. That control scheme looks pretty interesting.

The Smash Brothers crowd is a hard one to please, absolutely.

Re:The revolutionary Wii-mote (1)

KDR_11k (778916) | more than 6 years ago | (#21048325)

I hope Naruto Rev isn't a step down from GNT4. GNT4 had some really good reviews (I only played GNT3 and GNT4 is supposedly better) but Rev is a modified version of the Shipuuden game and I have no idea if those modifications were just graphically or if they were done with enough care to keep the thing balanced.

Re:The revolutionary Wii-mote (1)

Tetsujin (103070) | more than 6 years ago | (#21047161)

"So glad I bought 3 extra Wii-motes, now that SSBB will use the classic controller... Thanks Nintendo!"

I'd take that over:

"The motion controls suck in a fighting game like this! Thanks Nintendo!"

Oh, and btw, you'll still need those remotes to use the classic controllers. That's why they're inexpensive, yet still wireless.
And you can always play with the remote if you like - you can play the game with the remotes, it's just that the controller isn't as well suited to the game as the Classic Controller is...

Or you can use the Nunchuk - which will probably offer a fairly familiar control scheme.
Or you can use Gamecube controllers - which is good if you spent a bunch of money on Wavebirds in the Gamecube days...

You know, though, the one thing I really don't like about the Classic Controller is - it actually does have a cord - you use the cord to connect it to the remote. Not a terrible solution overall (I do appreciate that inexpensive controllers can be made effectively cordless by combination with the remote) but I feel like it'd be preferable to just have the two controllers dock... I suppose the reason it doesn't is because of the bulk and weight of the remote...

Classic Controllers that dock.... (1)

trdrstv (986999) | more than 6 years ago | (#21048245)

You know, though, the one thing I really don't like about the Classic Controller is - it actually does have a cord - you use the cord to connect it to the remote. Not a terrible solution overall (I do appreciate that inexpensive controllers can be made effectively cordless by combination with the remote) but I feel like it'd be preferable to just have the two controllers dock... I suppose the reason it doesn't is because of the bulk and weight of the remote...

I find these grips [gamestop.com] 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.

Re:The revolutionary Wii-mote (1)

cybereal (621599) | more than 6 years ago | (#21054601)

Not to mention you'll be able to use EVERY controller. It's on the official site. Nunchuck + WiiMote, Classic + WiiMote (just the usual required setup), Gamecube Controller, and WiiMote alone.

That's four configurations to choose from. Seriously awesome stuff here! Personally I don't think the article comments were written by someone who knows anything about Smash Bros. The serious smash player will probably find himself preferring the WiiMote alone, that's my prediction. Of all the setups it's the most determinate, which is what counts if you're into SSB for its technical aspects.

Re:The revolutionary Wii-mote (5, Informative)

DJCouchyCouch (622482) | more than 6 years ago | (#21046581)

SSBB supports four controller types:

http://www.smashbros.com/en_us/gamemode/various/various01.html [smashbros.com]

Customizable Controls (1)

Alaren (682568) | more than 6 years ago | (#21050341)

It is probably worth adding something else everyone seems to be missing. In addition to using every possible controller combination on the Wii, you can customize the button layout [smashbros.com] and save that layout to your player name (so you don't have to alter the control scheme every time you play).

All of this went up on the Dojo site weeks ago. The only thing new in this story is what some people got to experience with one possible control scheme for one possible controller.

Re:The revolutionary Wii-mote (1)

pokerdad (1124121) | more than 5 years ago | (#21056561)

So glad I bought 3 extra Wii-motes, now that SSBB will use the classic controller... Thanks Nintendo!

Two things. First, for a very long time Masahiro Sakurai had publicly stated that the only way to play SSBB was going to be with game cube controllers, so if the game meant that much to you you should have been paying attention. Second, his original statement was made null when it was announced that there will be four different usable control schemes for SSBB - wiimote alone, wiimote+nunchuk, wiimote+classic, or game cube controller - three of which make use of the extra wiimotes you bought.

cube (0, Redundant)

Turn-X Alphonse (789240) | more than 6 years ago | (#21046277)

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.

Re:cube (0)

Anonymous Coward | more than 6 years ago | (#21046351)

You can.

But WTF did Nintendo discontinue the Wavebird? I can't stand using corded controllers anymore, as the cords are such a nuisance. The classic controller isn't much better, as its still tethered to the Wiimote.

Nintendo, PLEASE give us a freaking wireless classic controller! And a wireless nunchuck while you're at it. How hard is that? Come on!

Re:cube (1)

JoshJ (1009085) | more than 6 years ago | (#21046929)

Who cares if the Classic controller and nunchuck are "tethered to the wiimote"? The cord's like 2 feet long, stick the wiimote in your lap or next to you on the chair. You no longer have to worry about some idiot little brother, dog, parent, or whatever tripping over the cord, yanking your system off the shelf it's on, and breaking things. The nunchuck cord could use an extra 3 inches or so in order to not actually be able to pull it taut, but it still doesn't get in the way of anything during gameplay. I have no desire to go buy even more rechargeable batteries.

Re:cube (1)

Tetsujin (103070) | more than 6 years ago | (#21048435)

Nintendo, PLEASE give us a freaking wireless classic controller! And a wireless nunchuck while you're at it. How hard is that? Come on!
Meh, there's problems with that given the current scheme in which add-on controllers interface through the remote...

Basically, each additional wireless device you add needs to have its own battery holder, pairing logic and LEDs, etc. From a manufacturing perspective it's not too bad, might bump up the cost of the peripherals by $10...

But from a user standpoint... Yikes. You've got one wireless controller in each hand, and you have to make sure they're both mapped to the same player. What a headache. (This is for the nunchuck, of course...)

For the classic controller, it wouldn't be quite so bad, since you'd just be holding on to one controller instead of two - but it doesn't fit into the current scheme of the Wii, which is that your "player identity" is determined by those four lights on the remote... They'd have to work out a way to have secondary controllers associated with each player slot wirelessly - so you go back to the nunchuck problem except not quite as bad... You drop the remote, grab a classic, and hopefully when you turn it on it's the same player number as the remote was...

I would personally prefer to see them improve the ways they use the current scheme, in which the remote is the "gateway" for other controllers to connect to the Wii. Making the classic controllers dock, and dock nicely, is the main improvement I think they should make... (Docking "nicely" would mean that the feel and balance of the Classic is still good, and that it's easy to switch back to using the remote as a pointer when necessary...)

Re:cube (1)

networkassault (1176303) | more than 6 years ago | (#21049001)

I can understand the desire for a wireless classic controller, but why a wireless nunchuck? Games that use the classic controller usually use the classic controller by itself and not at the same time as the Wii Remote, even though the classic controller connects to the Wii using the Wii Remote. Every game that I can think of that uses the Nunchuck uses both the Nunchuck and the Wii Remote concurrently. It's not like the cord between the Nunchuck and the Wii Remote is short either. It's a pretty long cord. I just don't see the point in having a wireless Nunchuck unless a game uses only the Nunchuck as it's input device.

Re:cube (1)

NonSequor (230139) | more than 6 years ago | (#21046391)

It is included. Brawl is going to allow 4 different control schemes: wiimote, wiimote + nunchuk, classic controller, and Gamecube controller.

Re:cube (1)

Locriology (1097777) | more than 6 years ago | (#21051177)

I am sorry, but if the gamecube controller is your favorite controller to date, then I would not put much faith into your controller expertise.

What is it with Nintendo and their gimmicky controllers? I have owned every single Nintendo console (except handhelds), and their controllers have gotten progressively worse. The NES controller was great, and so was the SNES controller. The N64 controller was okay...it had a lot of buttons, and took some getting used to, but the awesome games for the N64 sorta made up for it.

Then there's the Gamecube controller...oh man, the gamecube controller. First off, the things do not last. They're built like crap. Not to mention they look like they were designed by a guy with Tourette's (although I may be insulting people with Tourette's everywhere by saying this). There are random buttons in the stupidest places, they turned the c-buttons into some whacked out half-joystick, and you have to push the L and R buttons about 8 feet into the controller before they register.

The Wii controller is kinda...bleh. The entire console is designed around the controller, and it works great for Wii sports and similar games. Smash, though, looks iffy. It's like a backwards step technologically. There are half as many buttons available to you, you're stuck with a D-pad instead of a joystick, and the 'throw' button is hard to reach. Not to mention the lack of ergonomics (which is important when you play as much Smash as I do).

I'll probably end up using the classic controller for Smash. It looks like they're struggling to make do with the lack of buttons on the standard Wiimote.

Re:cube controller (0)

Anonymous Coward | more than 6 years ago | (#21052333)

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.

Re:cube (3, Insightful)

75th Trombone (581309) | more than 6 years ago | (#21052387)

First off, the things do not last. They're built like crap.

Not in my experience. The N64 analog stick degraded fast, especially when you played games like Mario Kart with lots of all-the-way-back-and-forth movement. I've yet to have a Gamecube controller's sticks degrade whatsoever. So, got any sources?

Not to mention they look like they were designed by a guy with Tourette's

Because the way a controller looks is a good and fine and intelligent criterion to judge it by.

There are random buttons in the stupidest places,

Like centered around the main A button? Or like shoulder buttons on top? Oooooh, now that's random and stupid.

they turned the c-buttons into some whacked out half-joystick

Which is better because it's a second analog stick, and which is better because it's nicer controlling cameras with a stick instead of buttons.

and you have to push the L and R buttons about 8 feet into the controller before they register.

Because they're analog buttons which actually register continually across their whole range of movement, even though they move freely enough that it feels just fine when quickly pushing down to the *click*.

Yeah, I'm pretty much a Nintendo fanboy, but you're definitely in the minority in disliking the Gamecube controller, and you're gonna need at least one decent argument to convince anyone with a clue.

Re:cube (1)

LKM (227954) | more than 6 years ago | (#21071671)

The Gamecube controller was, overall, the second-best "traditional" controller ever released, second only to the Xbox 360 controller (and not by far). The Cube controller is pretty perfect. There are only two things I don't like: The Z-Trigger and the d-pad. Other than that, it's an awesome controller.

They're not built like crap. They're some of the sturdiest controllers I've ever used. My Cube controllers have been thrown against a wall repeatedly (not by me; blame Mario Kart and Super Monkey Ball), and they still work fine.

The buttons aren't random. In fact, the Cube controller is the only controller that uses three different ways to distinguish between buttons: Color, letter and form. When a Cube game prompts you to push a button, it's always immediately obvious which button you should push, because they all look very different from each other.

The C-stick is a normal analog stick and not a button, and you may not realize this, but the L and R triggers are analog, which is awesome for car racing games.

Frankly, I think you haven't spent too much time with a Cube controller. You seem to not have much of a clue about it.

Finally, you don't have to play Smash with the "Remote sideways" set up, so you don't really have a point about that, either.

Gamecube (1)

Vexor (947598) | more than 6 years ago | (#21046297)

Any option for a gamecube controller? It seems more suited for a game like smash bros.

Re:Gamecube (1)

Paradigm_Complex (968558) | more than 6 years ago | (#21046979)

It should be mentioned that if you use the the wiimote alone, it is physically impossible to do certain things you can do with the Classic or Gamecube. It may not mention this on the dojo, but thats the word from reliable sources at E for All where it is currently being played. The Classic Controler and Gamecube controller will allow full use. No word on Wiimote + Nunchuk, but I expect it'll be between Classic/GC and Wiimote. So, yes, the GC is allowed and better suited for smash.

Re:Gamecube (1)

Tetsujin (103070) | more than 6 years ago | (#21049035)

It should be mentioned that if you use the the wiimote alone, it is physically impossible to do certain things you can do with the Classic or Gamecube.
Any examples of this??

I mean, when you come down to it, it's true that the remote isn't the right controller for this game. But my impression was that the controls using the remote only were still fully functional - and hopefully even reasonably worth using...

Re:Gamecube (2, Informative)

7Prime (871679) | more than 6 years ago | (#21050953)

- Only one taunt (Four on GCN/Classic)
- no uncharged smashes (C Stick Smashes)
- A host of other maneuvers that are just too slow and combersomb to perform on the WiiMote

The bottom line is, while they may have included all the neccessary moves, they haven't done them in a way that will be as accessable as on the GCN/Classic controllers. Lack of C-Stick smashes, for instance, is going to seriously handicap WiiMote-only players. Even smash champions use C-Stick smashes because the timing is just so much more precise.

I don't know of the controller is capable of allowing the performance of more complexly timed maneuvers like Wave Dashing and Dash Dancing. It may be theoretically possible, but probably not during gameplay.

Re:Gamecube (1)

Paradigm_Complex (968558) | more than 6 years ago | (#21051835)

I know for a fact you can't short hop (although I don't know why, there's no reason the wiimote couldn't do it the same manner as the GCN/Classic) in the demo. An example I'd give from speculation (I don't have it confirmed yet) is that uptilting would either be impossible or extremely hard - you can't "slowly" press up on the dpad, or "partially" as you could with a thumbstick. Also, wavedashing is out irrelevant of controller; you can't aim where you airdodge as you could in Melee.

Re:Gamecube (1)

7Prime (871679) | more than 5 years ago | (#21057797)

True, also, keep in mind that the dpad is NOT velocity sensitive, that's what separates it from analog sticks. it's a simple on/off switch, so there's no way in being able to tell how hard or fast you've pressed down a direction. However, I don't see how this would effect mid-air dodging, mid-air dodging wasn't velocity sensitive even in Melee, it was like throwing, as long as you tapped a direction, the action was simply carried out in that direction. Therefor, Wave Dashing is probably possible with the WiiMote, but as I said ealier, the funky controls might make it too difficult to really be usable during battle. It's already at the edge of usability in Melee for all but the very best players.

Re:Gamecube (1)

Paradigm_Complex (968558) | more than 6 years ago | (#21051861)

I know for a fact shorthoping is out with the wiimote, although I don't understand why; it could be implemented in the same manner as it is on the GCN/Classic controller. Although I don't have this confirmed as I do with shorthoping, I speculate that uptilting would be either far more difficult (requiring setup) or impossible with the wiimote. You can't "slowly" or "partially" press up on the dpad. I think Nintendo's pushing it because it's simpler and may attract a new crowd. If you want full functionality, GCN/Classic seems to be a better choice.

Oddly disappointing (3, Interesting)

Verteiron (224042) | more than 6 years ago | (#21046301)

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.

Re:Oddly disappointing (0)

Anonymous Coward | more than 6 years ago | (#21046507)

Because the motion controls suck sometimes. A game like smash is fast paced and has a competitive following. When you execute an attack, you don't want to have to sit there hoping that the game recognized your motion properly.

I love the motion control in some games, but a game like smash is not one of them. When you're playing tennis with your family, and your character double-swings, or swings in the wrong direction, causing you to lose a round, you can laugh about it. Having random crap like that happening in smash would be no fun at all though.

Re:Oddly disappointing (1)

moderatorrater (1095745) | more than 6 years ago | (#21049067)

Yeah, if you're competitive that wouldn't be fun. Damn, if only they could incorporate both, maybe in multiple control schemes. That would be awesome.

Re:Oddly disappointing (1)

sheepweevil (1036936) | more than 6 years ago | (#21049747)

There is something to this effect in Super Smash Brothers Melee, I believe those in the know call it 'Directional Influence'. For example, if your character is flying off the left side of the screen, you have a better chance of not dying if you hold right the whole time. I guess one problem with using the motion sensing controls too much for Brawl would be that at the upper levels of play, there is the need for extremely accurate timing. For example, wavedashing (an advanced technique that allows the player to move faster) requires timing accurate to about 100 milliseconds.

Re:Oddly disappointing (0)

Anonymous Coward | more than 6 years ago | (#21054789)

Yeah it would be nice for shaking the controller up = up+b on SSBM, for example, those saving midair 'jump' moves every character has

Good call (2, Insightful)

Monkk (551177) | more than 6 years ago | (#21046377)

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!

Re:Good call (2, Interesting)

ditoa (952847) | more than 6 years ago | (#21046435)

I couldn't agree more. This is fantastic news. I was getting a little worried it might be wiimote only which would not have interested me but being able to use my classic controller (which, IMHO, is a fantastic controller and should be used in more games) is superb :)

GCN Controller (1)

Dr.Boje (1064726) | more than 6 years ago | (#21046539)

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.

Re:GCN Controller (1)

JoshJ (1009085) | more than 6 years ago | (#21046887)

What annoys me is how Star Fox 64 requires the classic controller in order for you to start the game. Seriously, what the hell?

Re:GCN Controller (0)

Anonymous Coward | more than 6 years ago | (#21047013)

Have you actually tried just using the gamecube controller? Moron.

Re:GCN Controller (1)

JoshJ (1009085) | more than 6 years ago | (#21047027)

Yes, it won't let me start the game with it. I have to start the game with the classic controller then switch to the Gamecube controller, otherwise it won't let me past the "You need a Classic Controller to play this game" screen.

Re:GCN Controller (0)

Anonymous Coward | more than 6 years ago | (#21047261)

Starfox64 starts just fine for me with just the gamecube controller. I don't even own a classic controller.

Re:GCN Controller (1)

Burpmaster (598437) | more than 6 years ago | (#21053701)

Star Fox 64 has been updated since the initial release. Have you gone back to the Shop Channel and downloaded the update?

Re:GCN Controller (1)

DZComposer (900090) | more than 6 years ago | (#21047157)

No it doesn't. I play SF64 with the cube controller all the time and I never have to connect my classic controller to my wiimote to start it.

Misleading (2, Informative)

Telvin_3d (855514) | more than 6 years ago | (#21046787)

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 [smashbros.com]
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 Wiimote and Nunchuk are the buttons (1)

WillAffleckUW (858324) | more than 6 years ago | (#21047815)

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.

Arcade stick (1)

Gunslinger47 (654093) | more than 6 years ago | (#21052231)

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 [ebgames.com] coming out for the Wii this November. A GameCube stick might be better, but they seem hard to find.
Check for New Comments
Slashdot Account

Need an Account?

Forgot your password?

Don't worry, we never post anything without your permission.

Submission Text Formatting Tips

We support a small subset of HTML, namely these tags:

  • b
  • i
  • p
  • br
  • a
  • ol
  • ul
  • li
  • dl
  • dt
  • dd
  • em
  • strong
  • tt
  • blockquote
  • div
  • quote
  • ecode

"ecode" can be used for code snippets, for example:

<ecode>    while(1) { do_something(); } </ecode>
Sign up for Slashdot Newsletters
Create a Slashdot Account

Loading...