Mortal Kombat 11

Mortal Kombat 11

View Stats:
Ulfrinn Mar 15, 2020 @ 3:32pm
Best mapping for a six-button controller? (Sega Saturn style)
I prefer to play these type of games with a really good d-pad which always means Saturn style floating d-pad. In Street Fighter V it was low punch, medium punch, high punch on the top row, and low kick, medium kick, high kick on the bottom row. Very intuitive. But MK is a bit different.

Right now I am trying..

Flip | front kick | back kick
block | front punch | back punch

with interact on LB, and throw on RB.

It is my understanding that flip stance doesn't really do anything you cannot do with other buttons. And interact is also a macro. Throws can be done with FK/FP together. And it seems flip and block have to be in a way you can press both for fatal blows.

< >
Showing 1-15 of 17 comments
Ulfrinn Mar 15, 2020 @ 4:03pm 
Naturally, your thumb rests on the middle row of the Saturn controller. B, and Y. So naturally your most used attacks should be placed on B and Y. The other two most commonly used buttons are A and C. So think of A, B, C, and Y on the Saturn controller as being closer to the button layout of the Nintendo Gamecube controller.

Right now I am trying..

flip stance | front kick | amplify
back punch | front punch | back kick

LB is block, RT is throw. Since throw can easily by done with B and Y on the Saturn controller, I am not sure it needs to really be mapped at all. I may put Block on RB, stance on LB, throw on X, and then I have a simplified LB+RB for fatal blows.
7Robocod7 |GBR| Mar 15, 2020 @ 4:10pm 
You ever considered buying the ps dual shock back buttons?
Ulfrinn Mar 15, 2020 @ 4:35pm 
What does that have to do with anything?
tragickingdom Mar 15, 2020 @ 4:37pm 
I use a PS4 Hori fighting commander pad with this game, initially I used the Retrobit 8-button arcade controller, that's modeled after the SEGA Genesis 6-button Arcade controller, it's very similar to what Saturn used.

In doing so I tried to stay more true to how I used to play it old-school MK Genesis with the 6-button controller, so

SEGA 6-Button Arcade Pad - with Genesis Mortal Kombat:

(Mode) - n/a

(X) High Punch - (Y) Block - (Z) High Kick

(A) Low Punch - (B) Block/Run - (C) Low Kick

(Start) - n/a


Retrobit SEGA 8-button Arcade Pad - with PC Mortal Kombat 11:

(L) - FLIP STANCE (R) - INTERACT


(X) BACK PUNCH - (Y) BLOCK - (Z) FRONT KICK

(A) FRONT PUNCH - (B) THROW - (C) BACK KICK

(Start) - Start
(Mode) - Guide
Last edited by tragickingdom; Mar 15, 2020 @ 4:44pm
Ulfrinn Mar 15, 2020 @ 5:25pm 
The only problem I have with that control is that gap between your punches and kicks while I like to have all the main controls to be on adjacent buttons. Also I've become so used to my "Gamecube" layout that when I see the ABXY button prompts I instinctively go for those buttons.

Right now the one I am playing around with, and really liking is...

Throw | front kick | interact/amplify
back punch | front punch | back kick

LB is stance, RB is block.

What I like about this is the front punch/kick are under the default resting positions of my thumb, with back punch/kick just off to the sides. Hitting Z button on top row for interact/amplify is pretty easy, and I've become used to just hitting both the center buttons for a throw that the throw button has become irrelevant. Simple LB/RB for fatals. And since FP/FK are on two adjacent top/bottom row buttons, it makes grabs very easy, otherwise, I'd have to actually use the grab button, though, that's not hard to do since it's just mapped to Y on the Saturn controller.

Because stance and block have to be hit together for fatals, I found it most intuitive to have them instinctively paired some how, like A+Y (sega buttons) or LB/RB and decided on LB/RB for this.

If I try another scheme, it'd be...

throw | back punch | interac/amplify
front kick | front punch | back kick

But that would because I view front kick as the second most important button after front punch in terms of what appears most in combos and special movies, and the A button is the second most intuitive button on the Saturn controller.
tragickingdom Mar 15, 2020 @ 5:39pm 
the gap between punches and kicks is not an issue for me playing my mains.
the only character I saw a real problem was with Jax, which I rectified it by just programming a special button for some of his special moves.
Ulfrinn Mar 15, 2020 @ 5:44pm 
What would you say the order of importance is on punch and kicks? FP, FK, BP, BK?
tragickingdom Mar 15, 2020 @ 6:02pm 
Originally posted by BurntByHellfire:
What would you say the order of importance is on punch and kicks? FP, FK, BP, BK?
For me all of those buttons are important, none greater than the other as they are all needed.
Which is why I made sure to map them to the face button of my controller pad, which is the layout I posted earlier.
Ulfrinn Mar 15, 2020 @ 6:04pm 
This seems to be working better for me.

Throw | back punch | interact
front kick | front punch | back kick
7Robocod7 |GBR| Mar 15, 2020 @ 6:31pm 
Originally posted by BurntByHellfire:
What does that have to do with anything?

Well it would turn it into a 6 button layout.....lol
Ulfrinn Mar 16, 2020 @ 9:05am 
Originally posted by 7Robocod7 |GBR|:
Originally posted by BurntByHellfire:
What does that have to do with anything?

Well it would turn it into a 6 button layout.....lol

I am well aware XBO and PS4 controllers have more than 6 buttons. I do not want to use those controllers because I prefer d-pad on many games, fighters included, and their d-pads are hot garbage.
Ulfrinn Mar 16, 2020 @ 9:07am 
Although, I have ran into an issue with the konsumables which do require the right stick. I may map the button I have throws mapped to a set modifier that I can press the d-pad with while holding down to use them. But, if there's a keyboard key, which I haven't found that, I could just use that for this rare use.
7Robocod7 |GBR| Mar 16, 2020 @ 1:00pm 
Originally posted by BurntByHellfire:
Originally posted by 7Robocod7 |GBR|:

Well it would turn it into a 6 button layout.....lol

I am well aware XBO and PS4 controllers have more than 6 buttons. I do not want to use those controllers because I prefer d-pad on many games, fighters included, and their d-pads are hot garbage.
My green camo ps4 dualshock2.0 looks lovley. But yeah the dpad mushy as all hell. Down on mine feels nothing like up..
Ulfrinn Mar 16, 2020 @ 2:37pm 
Originally posted by 7Robocod7 |GBR|:
Originally posted by BurntByHellfire:

I am well aware XBO and PS4 controllers have more than 6 buttons. I do not want to use those controllers because I prefer d-pad on many games, fighters included, and their d-pads are hot garbage.
My green camo ps4 dualshock2.0 looks lovley. But yeah the dpad mushy as all hell. Down on mine feels nothing like up..

And the really sad part is, the PS4 d-pad is way, way better than any other modern era console controllers.
Ulfrinn Mar 17, 2020 @ 4:04pm 
LB: Flip Stance - RB: Block
X: Throw - Y: Back punch - Z: Interact/amplify
A: Front Kick - B: Front Punch - C: Back Kick

This is my final setup that I am sticking with. As I said before, basically a Gamecube layout, with the X and Z added on top.
< >
Showing 1-15 of 17 comments
Per page: 1530 50

Date Posted: Mar 15, 2020 @ 3:32pm
Posts: 17