Hori Fighting Commander 4 vs. Fighting Commander 5: A Features Comparison
A detailed comparison of the Hori Fighting Commander 4 and Fighting Commander 5 fight pads, covering ergonomics, D-pad features, and PC compatibility.
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The Hori Fighting Commander line serves a specific audience: fighting game players who prefer a gamepad over an arcade stick but require more precision and a better layout than a standard console controller. The Fighting Commander 4 was a popular choice for the PlayStation 4, and Hori followed it up with a new model, officially named the “Fighting Commander.” For clarity, this updated model will be referred to as the Fighting Commander 5 (FC5) to distinguish it from its predecessor, the Fighting Commander 4 (FC4).
Both controllers share the same manufacturer’s suggested retail price. However, with the release of the new model, the FC4 was expected to be discontinued, which could affect its price and availability over time. The core decision between them comes down to significant differences in design philosophy, D-pad functionality, and platform support.
Ergonomics and Design Philosophy
The most immediate difference between the two controllers is their physical shape. The FC4 and FC5 are built for two distinct ways of holding a controller, which has a major impact on comfort and playstyle.
The Fighting Commander 4 features a distinct asymmetrical design. The left handle is significantly longer and thicker than the right, creating an unconventional look. This shape is not an accident; it is engineered for players who use a “claw” grip. This technique involves resting the controller on one’s lap or a flat surface and using the index, middle, and ring fingers of the right hand to press the six face buttons, much like one would play on an arcade stick. The extended left handle provides a solid, stable anchor for the left hand to grip while the right hand moves freely over the buttons. This makes the FC4 an excellent transitional device for arcade stick players or anyone who finds the claw grip more precise.
In contrast, the Fighting Commander 5 returns to a traditional symmetrical shape, similar to a classic Sega Saturn or Genesis controller. This design is immediately familiar to anyone who grew up playing on consoles and uses their right thumb for the face buttons. The ergonomics are optimized for this standard grip, providing a balanced and comfortable experience for long play sessions. While the claw grip is still possible on the FC5, the lack of a dedicated anchor point on the left side makes it less stable and potentially less comfortable than the purpose-built FC4.
The Directional Pad: Feel and Functionality
For any fighting game controller, the directional pad is arguably the most critical component. It is the primary point of failure or success for executing complex motions. Hori implemented two very different D-pads in these controllers, with the FC4 favoring customization and the FC5 prioritizing a refined, out-of-the-box feel.
The D-pad on the FC4 is slightly larger and features a concave design, where the directional points dip toward the center. This can help keep the thumb centered during frantic gameplay. More importantly, the FC4’s D-pad includes two exclusive features. First, it is rotatable up to 20 degrees. This allows players who naturally hold their controller at an angle to align the D-pad with their thumb’s neutral position, potentially improving the accuracy of diagonal inputs. Second, the FC4 has adjustable D-pad sensitivity. This setting can be tweaked to make quarter-circle and half-circle motions easier to execute, or it can be tightened to prevent accidental jumps when holding a down-back charge for characters like Guile. These customization options make the FC4’s D-pad highly adaptable to individual needs.
The Fighting Commander 5 takes a different approach. Its D-pad is slightly smaller and does not have a concave, collapsing center. Many players find this design provides more distinct, tactile feedback for each of the eight directions, reducing input errors. It lacks the rotation and sensitivity adjustments of its predecessor, but its proponents argue that the stock design is so well-tuned that such options are unnecessary. For players who want a precise, reliable D-pad without needing to tinker with settings, the FC5 is often the preferred choice.
Button Layout and Shared Features
Despite their differences in shape and D-pad technology, the controllers share a nearly identical button layout and a suite of powerful features. Both pads sport a six-button face layout, adding R1 and R2 alongside the standard Square, Triangle, Circle, and X buttons. This is ideal for six-button fighters like Street Fighter, allowing players to access all light, medium, and heavy attacks without ever moving their fingers to the shoulder buttons.
Both models also include four shoulder buttons. Unlike the analog triggers on a standard DualShock 4, the L2 and R2 buttons on the Fighting Commanders are short-stroke digital buttons. This means they activate instantly with a light press, providing the immediate response needed in fighting games.
Several toggle switches are present on both controllers:
- R/L Toggle Switch: This switch allows users to change the function of the shoulder buttons. You can set the right shoulder buttons (R1/R2) to emulate the left shoulder buttons (L1/L2), giving the right hand access to all eight action buttons. It can also be configured to map L1/L2 to the L3/R3 stick-click inputs, which is useful for games that require those functions for actions like training mode resets.
- DP/LS/RS Switch: This switch changes how the console or PC reads the directional pad. It can be set to D-Pad (DP), Left Stick (LS), or Right Stick (RS). This feature ensures compatibility with games that may not support D-pad input for movement or menu navigation.
- Turbo and Turbo Hold: Both controllers feature assignable turbo functionality. Turbo mode enables rapid-fire input when a button is held down, while Turbo Hold mode makes a button fire continuously after a single press. This can be applied to all face and shoulder buttons. The D-pad is only compatible with the standard Turbo mode.
Platform Compatibility and Connectivity
While both controllers are officially licensed for PlayStation 4 and PlayStation 3, their support for PC is a major point of divergence and a key factor in any purchasing decision.
The Hori Fighting Commander 4 uses DirectInput for its PC connection. This is an older API that is not natively supported by many modern PC games. To make the FC4 work correctly, users often have to rely on third-party wrapper programs like x360ce or Steam’s controller configuration tools to translate the DirectInput signals into XInput, the modern standard. This can be a cumbersome and sometimes unreliable process.
The Hori Fighting Commander 5 rectifies this completely by including native XInput support. A simple platform switch on the controller can be set to “PC,” and it will be recognized instantly by Windows as a standard gamepad. This plug-and-play functionality makes the FC5 vastly superior for players who split their time between console and PC, eliminating the setup headaches associated with the older model.
Ultimately, the choice between the two comes down to personal preference and intended use. The Fighting Commander 4 is a specialized tool, offering a unique asymmetrical grip for claw-style players and a highly customizable D-pad. The Fighting Commander 5 is a more refined and accessible controller with a universally comfortable shape, a precise D-pad, and flawless PC compatibility.
Frequently asked questions
Is the Hori Fighting Commander 4 or 5 better for PC?
The Fighting Commander 5 is significantly better for PC due to its native XInput support, the modern standard for Windows gaming. It works out of the box with most games. The Fighting Commander 4 uses the older DirectInput standard, often requiring third-party software and manual configuration to function correctly, making it much less convenient for PC players.
What is the main difference in the D-pads on the Hori Fighting Commander 4 and 5?
The FC4 has a larger, concave D-pad that is rotatable and has adjustable sensitivity for deep customization. The FC5 has a slightly smaller, non-concave D-pad that many players find offers more precise and tactile feedback for directional inputs. The choice depends on whether you prefer the FC4's unique customization options or the FC5's refined, conventional feel.
Why does the Hori Fighting Commander 4 have an asymmetrical shape?
The asymmetrical design of the Fighting Commander 4, with its longer left handle, is made for players who use a 'claw' grip. This style involves using the index, middle, and ring fingers on the face buttons, similar to playing on an arcade stick. The longer handle provides a stable anchor for the left hand, improving control for this specific playstyle.
Can you use all eight action buttons with one hand on the Hori Fighting Commander?
Yes, both controllers have an R/L toggle switch that allows you to remap the right shoulder buttons (R1/R2) to function as the left shoulder buttons (L1/L2). This gives your right hand access to all six face buttons plus L1 and L2 without needing to reach for the left side of the controller, which is useful for certain games or custom control schemes.