| Hiku said: The button layout for the CG controller was strange. It functioned and felt great for many games like Smash and Mario Kart, and for me it was fine for Resident Evil 4 (except for the L & R buttons... I'll get to those in a bit), but that assymetrical layout doesn't always feel as intuitive for somegames as the standard 4 button layout does. For example, fighting games. In Tekken each of the 4 main buttons represents a limb. Square = left arm, Triangle = Right arm, X = left leg, O = right leg. So each button/limb is next to the other limb, and an equal position away from each other. It would feel strange to me on a GC controller due to the way the buttons are positioned, and because one button is huge while another is small. Capcom vs SNK 2 went with a rather strange solution to that. They felt the button layout was too strange, so instead of putting the 3 punches and 3 kicks on A, B, X, Y, L, R, they instead put every punch on L and every kick on R, and depending on how hard you pressed it, a different version of the punch or kick would come out. .. |
For Tekken the button layout maybe one reason that TTT was never released on the Gamecube even when IGN reported seeing a working version of the game on the console. The GC did end up with SoulCalibur II which was well received, but Tekken didn't show up on a Nintendo home console until it returned to the SNES symmetrical diamond layout on the Wii U pad and was then given Tekken Tag Tournament 2.
For Capcom vs SNK 2 the button layout wasn't the problem on the GC, it was the tiny D-Pad. The control scheme you described is only one of the control options and was there because you chose GC-ism, but if you chose AC-ism you get the classic 6-button controls. My solution to playing Capcom vs SNK 2 on the Gamecube was buying a cheap Pelican Retro Gamepad which was a rip-off of the Hori Digital Pad.
The bigger D-Pad on the Retro pad makes all the difference for this game and other 2D fighters like Tatsunoko Vs. Capcom on the Wii, even though they both have the same GC controller face button layout. I also liked the that it was a circular shield type d-pad instead of the cross. I'm also glad it didn't have the arrow indentations of older Nintendo d-pads and that Wii-era and beyond d-pads have gotten rid of this.
On a related note I dislike playing 2D fighters on the PS3's DualShock 3 because the segmented cross D-pad makes it harder to do easy pivot motions.







