Overview
TheFgcMode is designed for traditional fighting games using a hitbox-style layout. It maps all directional inputs to D-Pad buttons (no analog stick movement) and provides an 8-button action layout matching arcade stick conventions.
Constructor
A new mode instance ready for use
Button Layout
Directional Inputs (D-Pad)
Movement
All directional inputs map to D-Pad digital outputs:
- Left: LF3
- Right: LF1
- Down: LF2
- Up: LT1
Unlike platform fighter modes, FgcMode uses LT1 for Up instead of RF4, providing a more ergonomic left-hand directional cluster.
Action Buttons
- Bottom Row
- Top Row
Standard fighting game bottom row (typically light buttons):
- A (Light Punch): RF1
- B (Light Kick): RF2
- RT (Right Trigger): RF3
- LT (Left Trigger): RF4
Button Layout Visualization
Menu Buttons
System Buttons
- Start: MB1
- Select: RT3
- Home: RT2
- Left Stick Click: LT2
- Right Stick Click: RT1
Analog Behavior
This ensures clean digital inputs for fighting game precision.SOCD Configuration
FgcMode uses SOCD_NEUTRAL (Simultaneous Opposite Cardinal Direction cleaning) by default:
- Left + Right → Neutral (no input)
- Down + Up → Neutral (no input)
Recommended SOCD Setup
Button Remapping
FgcMode often benefits from button remapping for the Up button. Example configuration:Example Usage
Game-Specific Mappings
FgcMode works well with various fighting games:- Street Fighter
- Guilty Gear / ArcSys
- Mortal Kombat
| Button | Action |
|---|---|
| A (RF1) | Light Punch |
| B (RF2) | Light Kick |
| RT (RF3) | Medium Punch |
| LT (RF4) | Medium Kick |
| X (RF5) | Heavy Punch |
| Y (RF6) | Heavy Kick |
| RB (RF7) | 3P Macro |
| LB (RF8) | 3K Macro |
Features
Pure Digital Input
Digital Precision
FgcMode provides:
- No analog stick drift
- Frame-perfect directional inputs
- Consistent motion inputs
- Tournament-legal SOCD handling
Eight-Button Layout
Arcade Standard
The 8-button layout (2 rows of 4) matches:
- Arcade stick button placement
- Hitbox-style controllers
- Traditional fighting game conventions
- Easy muscle memory transfer
No Modifiers
FgcMode intentionally has no modifier buttons or analog coordinates. All inputs are direct digital mappings for maximum simplicity and consistency.
Differences from Platform Fighter Modes
Key Differences
| Feature | FgcMode | Melee/Ultimate |
|---|---|---|
| Directional output | D-Pad only | Analog stick |
| Up button | LT1 | RF4 |
| SOCD handling | Neutral | 2IP / 2IP No Reac |
| Action buttons | 8 (2 rows of 4) | 7 + triggers |
| Modifiers | None | MX/MY |
| Analog coordinates | Disabled | Complex system |
Related Modes
- Ultimate - Platform fighter with analog inputs
- Melee20Button - GameCube-style layout
Source Code
- Header:
include/modes/FgcMode.hpp - Implementation:
src/modes/FgcMode.cpp
