JackelZXA
OriginalCreator of UglyKnux
For how I've been controlling it I'm having alot of fun and success with the face buttons method (129 emblems so far) but I'm doing a little unorthodox thing with the shoulders.
My Left Stick is Move and my Right Stick is Look, but my L1 is Move Left + Look Left and my R1 is Move Right + Look Right and that ends up giving me a Sonic R kind of hard turn feeling option. (Using the stick with the shoulder lets me get soft, hard, and very hard turns as I feather it. Stick is useful on the ground and shoulders useful in the air and for controlling Knuckles' glide) It feels kinda like Sonic R but actually good to control.
I feel very comfortable playing the game and doing the more difficult stuff with this setup. Pushing both functions to each shoulder button really improved my ability to play the game at higher levels with a pad as all characters.
One thing I'm not super sure on is the spindash/thok/glide forward as the main thing. On a controller it feels a little limiting because your turn radius with a stick is always going to lack what a mouse gives you, so you can't quickly turn to attack something behind you. Letting Pad players spindash/thok/glide in the direction they're holding the stick/facing sonic might (?) feel better and allow you to more freely attack enemies around sonic. (The auto face forward on a gamepad might not be entirely necessary either with this feature?)
Using my current setup for the hard turn on shoulders has made alot of the way the thok and glide work feel better to control though, but I still run into moments where I just want to quickly spindash or glide towards the character to nail an enemy quickly instead of having to do a turn that's always gonna be slower on a stick than with a mouse. (shooters with mouse vs pad are worlds apart and you have to make alot of concessions for pad in that case) Might only be really needed for spindash and glide tho? There are some things I like about the auto face forward with how it feels using my shoulder bindings...
One thing I would really like the ability to swap knuckles' wall jump between his jump and spin buttons so you could jump facing the wall with jump and jump away with spin if you wanted. (When trying to get out of swamp or snow you have to mash and can end up shooting away from a wall you're trying to get onto)
I've also seen people suggesting tails should have a hold to fly option and I think that would make alot of sense, especially with using shoulders for turning while flying. (Hitting R1 while mashing X causes my finger tendons to tense up in an uncomfortable way)
I think a pad setup like what I got would be pretty intuitive for new players (it might need some binding feature in the tutorial where you push the buttons and axis on the controller to bind the default controls to your pad if it's not possible to auto detect what the inputs should be on the main pad types?)
I tried to also set it up for deathmatch and ctf potential too and while I haven't done any online, I feel like I've gotten my setup to about as close as I could see pad deathmatch getting. (Needing access to moving, turning, jumping, spinning, and shooting at once to perform efficiently) I probably wouldn't beat alot of mouse players but I'd probably do fine...I feel like I can do just about everything on a pad comfortably with this setup and I'm curious if anyone else thinks this works better for them?
My Full Control Setup on a PS4 pad is as follows:
My Left Stick is Move and my Right Stick is Look, but my L1 is Move Left + Look Left and my R1 is Move Right + Look Right and that ends up giving me a Sonic R kind of hard turn feeling option. (Using the stick with the shoulder lets me get soft, hard, and very hard turns as I feather it. Stick is useful on the ground and shoulders useful in the air and for controlling Knuckles' glide) It feels kinda like Sonic R but actually good to control.
I feel very comfortable playing the game and doing the more difficult stuff with this setup. Pushing both functions to each shoulder button really improved my ability to play the game at higher levels with a pad as all characters.
One thing I'm not super sure on is the spindash/thok/glide forward as the main thing. On a controller it feels a little limiting because your turn radius with a stick is always going to lack what a mouse gives you, so you can't quickly turn to attack something behind you. Letting Pad players spindash/thok/glide in the direction they're holding the stick/facing sonic might (?) feel better and allow you to more freely attack enemies around sonic. (The auto face forward on a gamepad might not be entirely necessary either with this feature?)
Using my current setup for the hard turn on shoulders has made alot of the way the thok and glide work feel better to control though, but I still run into moments where I just want to quickly spindash or glide towards the character to nail an enemy quickly instead of having to do a turn that's always gonna be slower on a stick than with a mouse. (shooters with mouse vs pad are worlds apart and you have to make alot of concessions for pad in that case) Might only be really needed for spindash and glide tho? There are some things I like about the auto face forward with how it feels using my shoulder bindings...
One thing I would really like the ability to swap knuckles' wall jump between his jump and spin buttons so you could jump facing the wall with jump and jump away with spin if you wanted. (When trying to get out of swamp or snow you have to mash and can end up shooting away from a wall you're trying to get onto)
I've also seen people suggesting tails should have a hold to fly option and I think that would make alot of sense, especially with using shoulders for turning while flying. (Hitting R1 while mashing X causes my finger tendons to tense up in an uncomfortable way)
I think a pad setup like what I got would be pretty intuitive for new players (it might need some binding feature in the tutorial where you push the buttons and axis on the controller to bind the default controls to your pad if it's not possible to auto detect what the inputs should be on the main pad types?)
I tried to also set it up for deathmatch and ctf potential too and while I haven't done any online, I feel like I've gotten my setup to about as close as I could see pad deathmatch getting. (Needing access to moving, turning, jumping, spinning, and shooting at once to perform efficiently) I probably wouldn't beat alot of mouse players but I'd probably do fine...I feel like I can do just about everything on a pad comfortably with this setup and I'm curious if anyone else thinks this works better for them?
My Full Control Setup on a PS4 pad is as follows:
Left Stick: Move & Strafe
Right Stick: Look & Turn (First Person Mode allows vertical looking)
X: Jump
Square: Spin
Triangle: First Person Toggle
Circle: Next Weapon
L1: Look Left & Strafe Left
R1: Look Right & Strafe Right
L2: Fire Normal Ring Weapon
R2: Fire Weapon
L3: Change Viewpoint
R3: Center View
DPad Up: Weapon 1 (Normal/Infinity Ring)
DPad Left: Previous Weapon
DPad Right: Next Weapon
DPad Down: Drop Flag
Select/Share: Score Display (Status Display)
Start/Options: System Menu Pause
Home Button: Pause
Right Stick: Look & Turn (First Person Mode allows vertical looking)
X: Jump
Square: Spin
Triangle: First Person Toggle
Circle: Next Weapon
L1: Look Left & Strafe Left
R1: Look Right & Strafe Right
L2: Fire Normal Ring Weapon
R2: Fire Weapon
L3: Change Viewpoint
R3: Center View
DPad Up: Weapon 1 (Normal/Infinity Ring)
DPad Left: Previous Weapon
DPad Right: Next Weapon
DPad Down: Drop Flag
Select/Share: Score Display (Status Display)
Start/Options: System Menu Pause
Home Button: Pause
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