ubersaurus wrote:I mean I don't know how the system hardware does it, but testing stick and standard pad in both cvs2 and mvc2, L maps to Z and R maps to C. KOF XI does indeed set them the other way round. I don't know if there's a way to set up the AW ports to flip those buttons on a stick like Dreamcast fighting games do, or use both, or to allow the user to designate which is the "off" button, but any would be nice considering for such arcade-centric games that arcade sticks are probably going to be a major use-case for them.
Oh for sure, DC games map L to Z and R to C, that way all punches are on the upper row and all kicks on the lower row and we have the standard SF layout. I meant the Atomiswave ports are mapped like I said

Metal Slug 6 is like this;
Button1 > A
Button2 > B
Button3 > C / L
Button4 > X
Button5 > Y
And megavolt85 mentioned a couple of posts ago that the newest image of KoFXI, SSVI and NGBC map the Atomiswave Button3 to C / R / L .
EDIT: Corrected after testing, I had said the map was Button3 to C / Z / L / R, but it turns out the button Z is not used.
As I understand it, the C / L mapping of MS6 is possible because C and Z are extended controller inputs, meaning L is not automatically mapped to Z always by all games, it must be programmed like that.