A final recap of the 1.03 controller fix I developed with Altimor. 1.03 fixes all 11 dysfunctional mechanics in order to modernize Melee and create parity between the GCC and B0XX. b0xx.com / ssbmhax / ssbmhax / discord
I love how people in the community sort of vaguely moan about how something needs to be done or come up with random suggestions while hax has just been in the weeds for months coming up with an actual fix. Whether you agree with the fixes or not he's the only person making an actually compelling case for anything IMO and I've only heard people say they like 1.03.
@@whatis6c6f7665 When I said "I've only heard people say they like it" I was referring to good melee players like mekk / aklo not random youtube commenters who've never tried it lol
I've played 1.03 with my friend and I honestly struggle to go back to playing without it. It's fast and the controls are even tighter than ucf. Good shit Hax!
This is so much progress 1.03 has made. First dasback, then dash out of crouch. this definitely fix all the problems for keep using my GC controller. Good job Hax! Can't wait for this to be legal.
I've said this before, but the only way we can actually implement 1.03 for tournament play is by introducing it in locals and smaller online tournaments, that will actually create a compelling reason for players to use it and with that, good reasoning for majors and super majors to use it on their setups. To my TO's who actually want to see this change through, though it's fine if you don't, ask your regular players if they're ok with it and start implementing it in your tournaments. You have the largest possible impact on this mod's future and it's your call what you want to see done.
Couple tangents: Panda cup will kill this mod because Nintendo doesn't allow mods. The best thing I could possibly see happen as an update to this mod is making a part of Slippi launcher, front and center on the ui as a checkmark you can simply download and click to use. It would remove almost the entire barrier to entry for players and their friends wanting to try it out.
@@calebrobinson6406 No way! I was under the impression that because we couldn't use Slippi to stream good looking gameplay, we just weren't able to use UCF either. In that case it's totally viable that 1.03 actually get implemented.
@@dotd1tdot @Joseph Hearn I agree with your points in your OP, however regarding adding 1.03 to Slippi as an optional choice: if someone enables this and another person doesn't, they probably won't be able to play against each other because of the ADT difference. This would split the people playing slippi into two camps - those who play 1.03 and those who don't.
I can't believe Hax still can't play in tournaments. This man has done so much for Melee, without anything in return. I hope someone reads this who can bring him back.
It's insane how much the community has been bitching a whole year about box controllers and controller mods (that not everyone can get and are prone to malfunctioning), yet this fix exist and has been in the works for a long while
The Final Final Final Controller Fix (Part 12). But for real, it's incredibly impressive how dedicated Hax is to this mod and to making Melee better, chipping away at these inconsistencies one fix at a time.
im super excited for these changes to come around, it will definitely raise the ceiling for competitive melee. I had no idea that our shields actually weren't working for a few frames in special cases. Its weird no players are talking about what hax is doing and is probably really frustrating.
Final Final Final version 100% real no fake jokes aside, great fixes, hope the community adopts them instead forcing themselves into wasting huge sums of money into weird goomweird shit just to achieve the same thing this very fix addresses.
i have said this a few times by now but i gladly say it again i still think the stock icons should be made smaller in size and placed UNDER the percentage display especially in teams they can become really hindering/annoying
Appreciate the clarity and illustrations used in the video. I do think a year long beta-phase would be helpful to see whether the changes can be considered definitive. It would be difficulty for the community to make a decision if UCF requires even more iterations
This is really fuckin sick! I always thought that how shield dropping on the Boxx was so much easier was kinda dumb, but gave it slack as creating a functional way to do such a specific kind of input with something with no analog stick seemed impossible until the Boxx, and being able to not only make it possible (even if it created controversy), but come up with a way to make it a more fair for GC controller users to kinda have the same privilege that Boxx controller users have is absolutely mind blowing. Insanely impressed with Hax and the rest of the team (if there were others working on it too) for putting so much work and love into make this 20 year old fighting game!
While this project still is being updated, I have this important question to ask: Has there been any consideration adding the jump swap button to digital press R and L in addition to Z? That option has been recently added to PhobGCC (version 0.26, released few weeks ago). It's also available in more recent Smash games, and these games has been used by Hax for a direct comparison to add different tilts on the c-stick. It seems a bit "arbitrary" that Z can be used for jump, but not digital R or L. Hax stated in the video that the game is fixed with his version by using a scientific approach instead of an artistic approach, where Hax used the old UCF shield drop coordinates as an example at 9:13. I ask more about this in the last paragraph, since I want to explain my reasoning first. One possible argument against using L or R digital jump is because light shielding would be in the way of pressing the jump button, but that is simply fixed by the Gamecube controller action of "trigger tricking" of holding the shoulder button when plugging or resetting the controller, thus deactivating the analog section of it, only letting the digital action available and freely jump. L and R jump buttons allow for an easier transition for players, because the overall controller use would be mostly the same with Z still as grab: same jump cancel grab, same L-cancel with Z (if the player uses that). The only big situations that are really different between L/R jump and Z jump are wavedash out of shield (where L and R were used in succession) and requiring the X or Y button to execute a powershield (where the other is kept as a jump button). That might be a situation where, me included, do not want to learn Z jumping, because that layout is a lot of unlearning with what I currently use and my interest in Melee is not high enough anymore to invest a lot of time for something that doesn't feel natural. I would gain in a highly efficient way from having L or R jump, because I already use the R button as jump in Smash4 and Ult, so only a little bit of memory muscle learning is required with that. The same advantages would still be gained with L or R instead of Z, like full speed dash bair, better oos, up air out of dash, jump with right index, attack with right thumb and L-cancel with left index, etc. If only having Z jump possible and not L or R jump, what is the reasons that it wouldn't/shouldn't be possible? Maybe this is something that has been completely been forgotten by Hax (because of light shielding making it unlogical to use it as jump, unless the Trigger Trick is used). If that was a conscious decision however, I wonder what are Hax's scientific thoughts of why that shouldn't be possible? Maybe that can be another video to explain the reasons? I'm sorry if that was already discussed in the Discord server, I never looked there.
I love this fix and completely support it!!!! The only counter argument that I have heard that makes sense to me is that it brings risk to the age old cease and desist battles with nintendo. The concern is that a new menu/toggle to swap button layout for z-jump might be seen on stream by nintendo, and that might be the final straw in the level of modding they have “allowed”, causing some sort of nightmare crackdown. Obviously I do not want to have to worry about these things, but just thought I would bring up that one concern….
Great changes but why not just have project + style controller mapping so everyone can play how they want? Is it really hard to implement in Melee for some reason? Just seems like the most logical starting point given every game after melee has it. Anyways, good job as always Hax👍
This shouldn't be implemented because Hax isn't making a balance patch, he's making a bug fix. Doing this would mega buff some characters, especially considering the power of tilt stick. The reason why he decided to add in-game z jump was because it's absolutely necessary as a direct fix to some of the hand problems that people develop from claw gripping.
@@christoss5319 he already added a tilt stick option if I remember correctly, an even better one than P+ and other smash games at that. Besides, I was mostly talking about the option to change the other normal buttons freely (I jump with A, normal attacks with X and, in a P+ setting, footstool with Y as an example). Tilt stick could just not be allowed in a tournament setting, no need to not have it at all as it is very fun in friendlies.
this. the lack of tap jump off option is one of the few things that prevents me from playing melee more often - no matter how hard i try i just find it unbearable.
@@MajoraWaffle true, it honestly wouldn’t hurt to have auto L-cancel and 3 frame buffer options for newbies/players who play Melee once every 3 months as well. But that’s just my opinion, I prefer P+ anyway but Melee has always been very awkward for people who are used to the newer games and growing the casual fan base inevitably helps grow the competitive one imo.
When I try to run 1.03 via Wii Nintendont, the game loads but it doesn’t detect any controller. Other games seem to work fine on USBGXLoader. Is there a fix for this?
I co-run a weekly, going to try to run 1.03 for one of our tournaments in the coming month and see how it goes. The controller fixes alone are immensely attractive to me. Would love to be able to run 1.03 with Akaneia Build's content as well, if there's a way to do that!
Im looking foward to install 1.03 on my wii. Note aside, please for future versions, add transparent stocks and/or smaller ones, is really annoying, specially on teams context.
@@rafaelarevalo8047 the marth and Falco dair nerfs are bad, those are defining traits of the characters (especially Marths which is not even a spike anymore) same with fox nerf Ganon nerf and other stuff. Plus everyone's been playing ntsc and people have thousands of hours of practice that would be partially ruined by this pointless change. The nerfs to all those chars while chars like puff and peach stay the same is stupid. so overall changing to pal is a complete waste of time. A couple of the changes are ok or even good it's just overall bad
As for my opinion on 1.03, I really like the focus on making software fixes for the controller. But I'm against him making any other changes to the game. Especially adding the option for perfect wavedashing. Like why would you mix that in with your controller fixing solution?
I feel like you haven't gone far enough with controller rebinding. Adding Z-jump is really cool and appreciated, but I have a mod for my triggers that gives them cherry MX blues and would much prefer to jump with the L-button rather than Z. I feel like more custom rebinding options should be introduced, as the Boxx is already basically the ultimate controller rebind.
normally you would rebind the grab functionality to some other button like X or Y (depending on which one you use to jump normally). JC grab is just inputting grab during your jump squat animation, so you'd do the same thing with the new layout.
You swap Z with either X or Y basically. So Z->X/Y to JC grab rather than X/Y->Z. I don’t know how this update chooses which to swap or if it gives you the option.
@@zapwad I'm pretty sure it switches grab to whichever button you held along with Z on the CSS to enable Z-jump as is shown in the video. I'm not sure but he sort of shows the process in the video (6:53) and intuitively that seems like how it would work to me.
All these changes are well thought out, and give us a more idealized Melee, but I feel like they change the game too much. We're no longer playing the original game at this point; we're playing a quality-of-life mod. The only fixes that should be implemented are ones that bring bad GC controllers into parity with the best GC controllers, with all else (including mechanics that are inconsistent regardless of controller) remaining the same. Basically what the UCF claimed to do on paper. GC controllers shouldn't be "buffed" to match the B0XX, because deciding which functions should resemble the B0XX, and which shouldn't, is completely arbitrary. Also, deciding which controller-impartial Melee mechanics should be improved, and which should remain vanilla, is also arbitrary.
I agree with most of the things in 1.03 but I still think you are trying to push too many changes at the same time. Community is slow and we took a lot to even accept UCF with only 2 changes. I would love that people accept this patch, but I think it has too many changes. Imo we would need to add only controller fixes and then the rest of changes.
people are already using Z jump, they're just paying out the ass for custom controllers to do so. May as well even the playing field for those without that kind of money
"Lets just change the game completely." Whats funny is, none of these fixes are going to make anyone better, so whats the point? People bitching about a insignificant problem
The point is Hax$ controller is unfair and instead of making a fair controller he's adding a shiton of mods so his controller looks fair by comparison lmao.
What makes it hypocritical? He's consistent in his ideology lol Do you actually know what hypocrisy is, or are you just saying words that you think you understand?