Table of Contents Table of Contents 1 What is the reasoning behind B0XX's layout? 2 How should I input a certain technique on the B0XX? 2 Should I rest my hands on the controller or should I float? 3 How does the B0XX handle opposing cardinal inputs? (Melee mode) 3 How do I DI on B0XX? 3 How are the 48 different Firefox angles done on B0XX? (Melee mode) 3 So the L and R buttons have different uses on B0XX? 4 Why should I L-cancel with Z, rather than L? 5 How do I shield drop on B0XX? 5 How do I ledgedash on B0XX? 5 How do I moonwalk on B0XX? 6 How do I turn around up tilt on B0XX? 6 How do I empty pivot on B0XX? 7 How do I dash back out of crouch (DBOOC) on B0XX? 7 How do I Smash DI on B0XX? Can you explain the SDI nerf? 7 What is the SDI nerf? 8 Could you list B0XX’s nerfs? 9 Should I airdodge with R or L? 10 What airdodge angles can the B0XX do? 10 How does max wavedash on B0XX compare to that of the GameCube controller? 11 How does ledgedashing on B0XX compare to ledgedashing on a GameCube controller? 11 The importance of jump trajectory when ledgedashing on B0XX 12 What is the reasoning behind B0XX's layout? ● L is assigned to your left hand so that you can comfortably perform out-of-shield actions with your right hand. This is why Up has to be on the right side. ● The B and R buttons are each paired with a jump button so that airborne special moves (X → B) and wavedashes (Y → R) can be performed swiftly. ● Z is used for L-cancelling and grabbing. ● The A button is in the C-Stick group so that all 5 aerial attacks feel similar to perform (X → A or any C-Stick input). ● Mod X and Mod Y supplement most forms of movement, so the left thumb controls them comfortably beneath the directional buttons. How should I input a certain technique on the B0XX? It is recommended to use only one of the two rows of buttons on the right side to perform a given action. For example, waveshining should be performed with B → Y → R rather than B → X → R. Should I rest my hands on the controller or should I float? ● On the right side, your hand stays mostly on the bottom row, but you have to frequently go to the top row to wavedash (Y → R). So float your right hand and slightly move your arm up/down to move between rows. ● On the left side however, you don't have to move your hand, so you can rest it. How does the B0XX handle opposing cardinal inputs? (Melee mode) In Melee mode, Left → Right will make you go right. However, Left → Right → release Right will leave you standing still. Left will not reactivate. Same principle holds for Right → Left and Right → Left → release Left. How do I DI on B0XX? ● Against vertical throws, DI along the X-axis at 0.0, 0.3375, 0.6625, or 1.0 ○ X = 0.3375 is Mod Y + horizontal ○ X = 0.6625 is Mod X + horizontal ● Against anything else, DI at a cardinal (0/90/180°) or quadrant (45/135/225/315°). How are the 48 different Firefox angles done on B0XX? (Melee mode) MX: Mod X MY: Mod Y CD: C-Down CL: C-Left CU: C-Up CR: C-Right A diagram of the 11 possible diagonal Firefox angles in Quadrant 1. Notice that going clockwise on the C-Stick buttons (C-Down → C-Left → C-Up → C-Right) brings angles closer and closer to the 45 degree angle. The full sequence to do a Firefox angle would be: 1. Up and B to initiate the Firefox. Release Up and B when the Firefox starts up 2. The direction keys appropriate for the quadrant your angle is in 3. The modifier key for your angle (if needed) 4. The C-Stick button for your angle (if needed) Once the Firefox has started moving, let go of the buttons you pressed to prepare yourself for your next inputs (wall tech SDI, ledgedash, etc). There are 11 angles per quadrant. These 11 angles per quadrant plus the 4 cardinal directions mean there are 48 possible Firefox angles on the B0XX. So the L and R buttons have different uses on B0XX? L is your primary shield button. It's a shield that allows you to do out of shield options. Meanwhile, R allows you to tilt your shield in any direction. To tilt your shield fully, tilt with L + R for a few frames, then release R. R is also used to wavedash (Y → R). R + quadrants give a 45° angle. To wavedash at 30.5° and 59.5°, press Mod X or Mod Y respectively. Lastly, L is used to airdodge upwards (since Up → R would cross rows) and for teching. Why should I L-cancel with Z, rather than L? On a GameCube controller, you can L-cancel by slightly pressing a trigger which gives an analog shield input. On B0XX however, the L button always gives a digital shield input which locks you out of techs. That is why you L-cancel with Z instead. How do I shield drop on B0XX? ● To be able to shield drop you have to disable roll first. So, when on a platform, dash, hold shield and (while still holding Left/Right) press Down. ● When you do an aerial and L-cancel with Z like normal, hold Z + Left/Right during L cancel lag, then press Down to shield drop. ● To shield drop from a standing position, tilt your shield with L + R (this disables roll), then release R, and finally press Down to shield drop. Video showing it: https://youtu.be/Ktk9LozIDNk How do I ledgedash on B0XX? There are two methods to ledgedash: ● Hold Mod X → plink back → forward (and hold both) → jump → down + airdodge ○ Little harder because if you jump before holding forward, you will jump backwards ○ Gives maximum jump trajectory of X 1.0 ○ Video showing it ● hold Mod X → plink down → forward (and hold both) → jump → airdodge ○ Easier than above ○ Less jump trajectory (X 0.7375) (Plinking is pressing two buttons in rapid succession. So to plink back and forward, press back and then press forward immediately after). How do I moonwalk on B0XX? To perform a moonwalk you fast walk forward, then quickly press back → down → forward. You can also moonwalk by plinking forward → back (it’s a 2 frame input). Video showing both methods You can actually do the forward → back moonwalk with other characters too, you just need to wavedash back first to gain some backwards momentum. GIF showing both methods with Fox : To gain even more backwards momentum, do a perfect waveland (i.e. horizontal waveland) followed by forward → back. GIF showing it How do I turn around up tilt on B0XX? In non-buffered situations, you have to turn around then point vertically. To do this you hold Mod X + Up, turn around, and press A. Just make sure you release the horizontal in time (otherwise you turn around F-tilt). In buffered situations (like L-cancel lag) use Mod Y instead. This way you can up tilt without releasing the horizontal. Video showing both methods How do I empty pivot on B0XX? Any of the following methods: ● Left → Right → release Right on the next frame. ● Left → Right → press Mod X or Mod Y on the next frame. ● Left → Right → Down Right on the next frame. How do I dash back out of crouch (DBOOC) on B0XX? To perform DBOOC you have to release Down and press Back by frame 2 (without being polled in the center). You can either: Frame 1: down Frame 2: back or Frame 1: down Frame 2: down + back Frame 3: back How do I Smash DI on B0XX? Can you explain the SDI nerf? To “quarter-circle smash DI,” you point in a cardinal direction followed by an adjacent diagonal in order to register 2 smash DI inputs. Example: Frame 1: Right (SDI) Frame 2: Up + Right (SDI) What is the SDI nerf? To do a third smash DI input, you would have to point in the adjacent diagonal: Frame 3: Down + Right This third SDI is what the B0XX bans for the next 5 frames. Frame 1: Right (SDI) Frame 2: Up + Right (SDI) Frame 3: Down + Right is outlawed Frame 4: Down + Right is outlawed Frame 5: Down + Right is outlawed Frame 6: Down + Right is outlawed Frame 7: Down + Right is outlawed Nothing would happen if you attempted to input Down + Right during frames 3-7. It's actually possible to bypass the SDI nerf. By double-tapping a cardinal, then going to an adjacent diagonal, you can get 3 SDI inputs: Frame 1: Right (SDI) Frame 2: Right (SDI) Frame 3: Up + Right (SDI) However, this requires you to adjust your hand placement in advance, so you can press the cardinal direction twice with your middle → index finger. Could you list B0XX’s nerfs? ● Ice Climbers Desyncs : there are no Popo/Nana desync coordinates. ● Shield Drop Down: Shield drop down (fast method) is removed. ● Y-tilt + > 50° : This is a diagram of the GameCube controller’s coordinate plane. The red zone is where a GameCube controller’s control stick would have to be in a non-buffered situation to turnaround up tilt or down tilt. Going to this zone is impossible on the B0XX. ● Y-tilt + Up/down B : This space would allow one to Shine on platforms or Up-B without tap jumping in non-buffered situations. This space is impossible to visit on the B0XX. ● Ambiguous DI: There are no ambiguous DI mixups when thrown vertically (i.e. X-values directly next to each other instead of spaced out). ● Wavedash: The shallowest/steepest airdodge angles are each kept 13.7° from the respective perfect angles. ● Firefox : The shallowest/steepest Firefox angles are each kept 4.5° from the respective perfect angles. ● Lightshield: Only analog R 49 (lightshield) and analog R 94 (midshield) can be pinpointed. ● Shield Tilt : Shield tilt does not give the outermost values within the shield tilt range. ● Smash DI: Only one quarter-circle SDI motion (2 smash DI inputs) can be performed during a hitlag window. ● Pivot Tilts: Pivot up tilt is removed (9 frame lockout) and pivot down tilt is removed (4 frame lockout). ● Accidental side-B: You are forced to “flick” the stick by quickly pressing, then releasing a horizontal direction in order to perform a turnaround neutral-B. ● Dash Back Out of Crouch (DBOOC) : You are forced to release Down and press Back by frame 2 (without being polled in the center) in order to DBOOC. Should I airdodge with R or L? ● R is used to airdodge downwards (i.e. wavedashing/wavelanding). ● For airdodging upwards however, use L instead. This is because if you airdodge upwards with R you have to press R + up, which is not ergonomically ideal. You can still theoretically airdodge upwards with R, it’s just not recommended. What airdodge angles can the B0XX do? Without Mod X and Mod Y: L + Quadrants 1, 2: 45° L + Quadrants 3, 4: 44° (used for shield dropping) R + Quadrants 1, 2, 3, and 4: 45° With Mod X and Mod Y: L/R + Mod X + Quadrants 1, 2: 28.5° L/R + Mod Y + Quadrants 1, 2: 61.5° L/R + Mod X + Quadrants 3, 4: 30.5° L/R + Mod Y + Quadrants 3, 4: 59.5° How does max wavedash on B0XX compare to that of the GameCube controller? Normally, GameCube controller players have better angles for onstage wavedashes (~25°) than for ledgedashes. This is because of the stick motion that GameCube controller players have to do to ledgedash. A comparison of the angles a GameCube controller player will use when attempting to max length wavedash vs. max length ledgedash On the other hand, a B0XX player will always have the same max wavedash angle (30.5°). This means that on B0XX, an onstage wavedash will be shorter than that of a GameCube controller on average while ledgedashes will be a comparable length. Additional information from Hax available here. How does ledgedashing on B0XX compare to ledgedashing on a GameCube controller? On B0XX, all three no-fastfall from ledge methods (Back, Down, C-stick) are viable and none of them incur risk: ● no stick travel time from Back to Forward ● no risk to fastfall with Down ● no risk to aerial with C-stick Back/C-stick Down This makes the B0XX more consistent at no-fastfall from ledge than the GCC. No-fastfall is beneficial since it increases the leniency on your double-jump. However, jumping with trajectory is a little harder on the B0XX. With an analog stick, you can fall from ledge on X-value territory: Meanwhile, on B0XX, you have to drop straight down (or back) first, then point forward: This difference causes jumping with trajectory to be harder on the B0XX than on the GameCube controller. It also means that if you succeed at jumping with trajectory, you will get more trajectory than possible on a GameCube controller. The importance of jump trajectory when ledgedashing on B0XX What is jump trajectory? A diagram illustrating a few different possible jump trajectories during this Captain Falcon ledgedash. Jump trajectory is the horizontal trajectory of a jump. Surprisingly, this matters. When ledgedashing, it is important for your jump to have as much horizontal trajectory going towards the stage as possible. This helps ensure that your ledgedash lands onstage with the fixed airdodge angles offered by the B0XX. Different ledgedash methods offer different jump trajectories. ● The back + forward method offers the maximum jump trajectory of X 1.0 ● The down + Mod X method offers a jump trajectory of X 0.7375 Depending on a character’s model and the stage, you may need different jump trajectories. Experiment with these methods and see what works best.