This is a translation of the Control Scheme page, as well as pieces from the Hidden Techniques page from News Flash! Smash Bros. Dojo, Melee’s version of the Smash Bros. Dojo. I’ve opted not to translate some parts of this in the beginning, but that’s because it’s literally a graphic and a description of how to control the game, which can be found in your instruction manual. Note: “*” indicates a translation note.
The Gamecube controller and the N64 controller are very different, so just from that there’s a certain sense of discomfort when switching controls.
Although, I’ve been switching hardware every time I make a game.
But, from what I saw at E3, everybody was doing just fine playing the game. So maybe it’s not too much of a problem?
This time, the X and Y buttons are easy to press, so I would recommend using these buttons to jump. You press the A button with the pad of your thumb, and then slide over to hit the X and Y buttons. Of course, you can still flick the analog stick up to jump. (I think intuitive control schemes are important)
You won’t use the D-pad or the C-stick, but if you mess around with the C-stick on a menu screen, you can see that it’s actually a 3D model.
In the final version of the game, you’ll be able to use the C stick for certain things, but that’s still a secret.
And with that, I’m going to introduce some special techniques.
Pushing down on the control stick while shielding: spot dodge
*The Japanese term used for spot dodge is actually “emergency escape,” if translated literally. Likewise air dodge is “aerial emergency escape.” It could also be “emergency avoidance,” or something along those lines.
Hit R while in the air: air dodge
I don’t want to make the controls too complicated.
There are no command inputs in Smash, so it’s still on the easy side, but I think for beginners the threshold is still high.
So, there are some mechanics that you can use without even focusing on them normally. For example…
Input a direction on the control stick during hitstun: change the direction of your knockback*
*As I’m sure many of you know, this is what the Smash community refers to as DI, or Directional Influence.
Input a direction on the control stick during hitstun: automatic hitstun shuffling*
*This is what the Smash community refers to as ASDI, or automatic Smash DI.
Of course, hitstun shuffling from the last game* is back as well…
Oh no! If I go into this much detail, this will be on the same level of detail as “Smash Bros. Dojo!!”
On that note, we’re done for now!
*Hitstun shuffling being SDI, or Smash DI.
- Sakurai’s Internal Smash for Wii U/3DS Development Notes - June 23, 2017
- Kirby’s Development Secrets - April 19, 2017
- Sakurai Discusses His Game Design Philosophy In a Podcast [2002] - March 28, 2017
Moving the C-stick to move the menus. Where’s THAT in Smash 4?
“There are no command inputs in Smash, so it’s still on the easy side, but I think for beginners the threshold is still high.”
Two games later, Ryu happens. Though even with Ryu, it’s still possible to use his regular moveset without using an input. If anything, Bayonetta’s the only character I can think of off the top of my head who has a move which requires a specific input that the rest of the cast doesn’t have, with her down-angled Afterburner Kick.