Overview
The Ultimate mode is designed for Super Smash Bros. Ultimate with coordinates optimized for the game’s mechanics. It features dedicated tilt attack angles, precise Up-B angles, shield tilt support, and wider analog ranges compared to Melee modes.
Constructor
Creates a new Ultimate mode instance with default settings.
A new mode instance ready for use
Digital Outputs
Action Buttons
A : RT1
B : RF1
X : RF2
Y : RF6
L : RF7 (shoulder button)
R : RF3 or RF8 (two buttons map to R)
ZL : LF4
ZR : RF5
Start (+) : MB1
Select (-) : MB3
Home : MB2
Both RF3 and RF8 map to the R button, providing flexibility in button placement.
Movement
Left : LF3
Right : LF1
Down : LF2
Up : RF4
C-Stick
C-Left : RT3
C-Right : RT5
C-Down : RT2
C-Up : RT4
Modifiers
D-Pad Layer
Activate by holding Mod X + Mod Y or Nunchuk C :
D-Up : RT4
D-Down : RT2
D-Left : RT3
D-Right : RT5
When the D-Pad layer is active, C-stick inputs are disabled.
Analog Stick Range
Extended Range Ultimate uses the same wide analog stick range as Project M:
Minimum : 28
Neutral : 128
Maximum : 228
This provides 100 units of travel in each direction.
Modifier Coordinates
Mod X (LT1)
Cardinal Directions
Diagonal + Shield
Up-B Angles
Extended Up-B (+ B)
Angled Attacks
Input Coordinates Offset Usage MX + Left/Right 128 ± 53 53 Walk/tilt MX + Left/Right + Shield 128 ± 51 51 Shield tilt MX + Left/Right + A 128 ± 36 36 Horizontal tilts MX + Up/Down 128 ± 44 44 Vertical positioning MX + Up/Down + Shield 128 ± 51 51 Vertical shield tilt
Input Coordinates Angle Usage MX + Diagonal + Shield (51, 30) 30.5° Airdodge angle
Additional Input Coordinates Angle Notes Default (53, 35) 33.44° Base angle + C-Down (53, 43) 39.05° + C-Left (53, 39) 36.35° + C-Up (53, 31) 30.32° + C-Right (53, 28) 27.85°
Additional Input Coordinates Angle Notes + B (67, 44) 33.29° Extended range + B + C-Down (67, 55) 39.38° + B + C-Left (67, 49) 36.18° + B + C-Up (67, 39) 30.20° + B + C-Right (67, 35) 27.58°
Angled F-Smash/F-Tilt (MX + C-Left/Right + Diagonal):
C-stick: (127, 59)
Steep angled smash attacks
Angled F-Tilts (MX + A + Diagonal):
Coordinates: (36, 26)
Precise tilt attack angles
Mod Y (LT2)
Cardinal Directions
Diagonal Angles
Up-B Angles
Extended Up-B (+ B)
Pivot Tilts
Input Coordinates Offset Usage MY + Left/Right 128 ± 41 41 Walk MY + Left/Right + A 128 ± 36 36 Horizontal tilts MY + Up/Down 128 ± 53 53 Vertical MY + Up/Down + A 128 ± 36 36 Vertical tilts
Input Coordinates Angle Usage MY + Diagonal (35, 53) 56.56° Base MY + Diagonal + Shield (Q1/2) (38, 70) 61.5° Upper shield MY + Diagonal + Shield (Q3/4) (40, 68) 59.5° Lower shield
Additional Input Coordinates Angle Notes Default (35, 53) 56.56° Steep angle + C-Down (43, 53) 50.95° + C-Left (49, 53) 53.65° + C-Up (31, 53) 59.68° + C-Right (28, 53) 62.15°
Additional Input Coordinates Angle Notes + B (44, 67) 56.71° Extended + B + C-Down (55, 67) 50.62° + B + C-Left (49, 67) 53.82° + B + C-Up (39, 67) 59.80° + B + C-Right (35, 67) 62.42°
Pivot Up-Tilt/Down-Tilt (MY + A + Diagonal):
Coordinates: (34, 38)
Enables pivot tilt attacks
Default Coordinates
No Modifiers Input Coordinates Offset Usage Cardinal 128 ± 100 100 Full range Diagonal (100, 100) 100 All quadrants
Special Features
SOCD Configuration
Ultimate requires 2IP (2-Input Priority) for all directional pairs:
Left/Right (LF3/LF1) - SOCD_2IP
Down/Up (LF2/RF4) - SOCD_2IP
C-Left/C-Right (RT3/RT5) - SOCD_2IP
C-Down/C-Up (RT2/RT4) - SOCD_2IP
This is different from Melee modes which use 2IP No Reactivation.
Tilt Attack System
Ultimate mode includes dedicated support for tilt attacks:
Tilt Inputs Modifier Direction A Button Result MX Left/Right Yes F-Tilt (36 offset) MX Diagonal Yes Angled F-Tilt (36, 26) MY Left/Right Yes F-Tilt (36 offset) MY Up/Down Yes U-Tilt/D-Tilt (36 offset) MY Diagonal Yes Pivot Tilt (34, 38)
Shield Tilt Support
Shield Tilting When holding ZL (LF4) or ZR (RF5): Modifier Direction Coordinates Usage MX Horizontal (51, 0) Horizontal shield tilt MX Vertical (0, 51) Vertical shield tilt MX Diagonal (51, 30) Airdodge angle MY Diagonal Q1/2 (38, 70) Upper shield tilt MY Diagonal Q3/4 (40, 68) Lower shield tilt
C-Stick ASDI Slideoff
With diagonal C-stick input (any combination):
Coordinates: (42, 68)
Optimized for SDI and slideoff
Overrides angled F-smash modifiers
Analog Triggers
Trigger Values Trigger Condition Analog Value ZL (LF4) Pressed 140 ZR (RF5) Pressed 140
Nunchuk Support
When a Wii Nunchuk is connected:
Analog stick → Overrides left stick completely
C button → D-Pad layer activation
Z button → No default mapping (Ultimate doesn’t use analog L)
Example Usage
#include "modes/Ultimate.hpp"
// Create mode instance
Ultimate ultimate_mode;
// Configure SOCD (note: uses SOCD_2IP, not SOCD_2IP_NO_REAC)
GameModeConfig config = {
.mode_id = MODE_ULTIMATE,
.socd_pairs_count = 4 ,
.socd_pairs = {
SocdPair { .button_dir1 = BTN_LF3, .button_dir2 = BTN_LF1, .socd_type = SOCD_2IP },
SocdPair { .button_dir1 = BTN_LF2, .button_dir2 = BTN_RF4, .socd_type = SOCD_2IP },
SocdPair { .button_dir1 = BTN_RT3, .button_dir2 = BTN_RT5, .socd_type = SOCD_2IP },
SocdPair { .button_dir1 = BTN_RT2, .button_dir2 = BTN_RT4, .socd_type = SOCD_2IP },
},
};
ultimate_mode . SetConfig (config);
Differences from Melee Modes
Key Differences Feature Ultimate Melee20Button SOCD type 2IP 2IP No Reactivation Analog range 28-228 (±100) 48-208 (±80) Tilt support Dedicated A+modifier Limited Shield system ZL/ZR (digital) L/R (analog) Button layout Pro Controller style GameCube style R button RF3 or RF8 RF3 only
Source Code
Header: include/modes/Ultimate.hpp
Implementation: src/modes/Ultimate.cpp