Tilt Modifiers on Smash Box

Tilt Modifiers are the Smash Box's answer to: "How do I get slight analog inputs with digital buttons?" When you hold these modifiers down, they do nothing on their own, but when combined with directional inputs will limit the analog output a specific degree. This allows players do actions necessary in most games, like walk. Below we'll go over the basics of what these tilt modifiers are and how they work.

Be sure to check out our post on all the Modifiers the Smash Box has here

Linear Tilts

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'll 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.

Y1 | Y2 | Y3: These only modify the Y-Axis of the control stick. 

Multi Tilts

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.

Compound System

In order to get even more control from these tilts and help players with button efficiency, we've worked a compound system into the Smash Box that will give you different results depending on which tilts you're 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 don't 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's 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's 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.

Tilt 1 and Tilt 2 in Smash Ultimate.


Linear Tilts for Wavedashes in Melee.


Linear Tilts for Recovery Angles in Rivals of Aether.