Tilt Modifiers are what makes Smash Box superior than other controllers. They allow for slight analog inputs that traditional arcade sticks and keyboards cannot do. They also provide incredibly consistent accuracy for analog inputs that pads and GameCube controllers have difficulty doing.
When you hold Tilt Modifiers down, they do nothing on their own. But when combine Tilt Modifiers with directional inputs they will limit the analog output a specific amount. This allows players do actions necessary in most platform fighting games, like walk or tilt attacks. Below we will go over the basics of what these Tilt Modifiers are and how they work.
These are tilt modifiers that only affect one axis, hence why we call them Linear Tilts. This means that if you have one of these held down, it will modify one axis and will leave the other axis untouched. These modifiers are useful for very precise and slight analog movement.
X1 | X2 | X3: These only modify the X-Axis of the control stick
- X1 is usually the modifier that outputs the value closest to the controller's 'dead zone'; X1 is the strongest modifier, and will act as if you are barely moving the control stick.
- X2 typically outputs a value that is slightly larger than X1.
- X3 usually outputs the largest modified X-axis value (only smaller than the full default X-axis value)
Y1 | Y2 | Y3: These only modify the Y-Axis of the control stick
- Y1 is usually the modifier that outputs the value closest to the controller's 'dead zone'; Y1 is the strongest modifier, and will act as if you are barely moving the control stick.
- Y2 typically outputs a value that is slightly larger than Y1.
- Y3 usually outputs the largest modified Y-axis value (only smaller than the full default Y-axis value)
These tilt modifiers affect both the X- and Y-axes, which is why we call them Multi Tilts. These tilts work great as general tools to modify and maintain movement within a specific set of values.
Tilt 1 | Tilt 2 | Tilt 3: These modify both the X- and Y-Axes.
In order to get even more control from these tilts and help players with button efficiency, we have worked a compound system into the Smash Box that will give you different results depending on which tilts you are pressing at the same time.
When you press the 1st and 2nd versions of a tilt at the same time, you will get the 3rd version. For example, if you press Y1 + Y2, the controller will output Y3.
Because of linking, you do not need to put the 3rd versions of tilts on your layout, since you can access them by pressing the other versions at the same time!
Linear > Multi Priority
If a Linear and Multi Tilt are held at the same time, then the Linear Tilt's value overrides the Multi Tilt's value in that axis while maintaining its value in the other axis.
For example, if you press Y1 + Tilt 1, the controller will output Y1's Y-axis modifier and output Tilt 1's X-axis modifier.
Lower Value Priority
If multiple tilts are held down at the same time, the lowest values of all activated modifiers will have priority. Here is an example:
Suppose Tilt 1 has a low X-axis value and a high Y-axis value, and Tilt 3 has a high X-axis value and a low Y-axis value. If you were to hold both of them at the same time, the controller would output Tilt 1's X-axis value and Tilt 3's Y-axis value.
There is a lot to the compound system, but in the end it helps save space when mapping the Smash Box and can give you more precision. And if you want even more precision, you can effectively give each tilt modifier an extra value by using MODE.
Below is a showcase of our Tilt Modifiers in action.