One of the quickest ways to ruin a game is crappy controls. If you're struggling to get your character from one side of the screen to the other for reasons other than copious obstacles, no one's going to care how good the graphics are or how deep the story is. So, this is an open gaming thread about what sort of control schemes you love or hate for various genres, though I'm mostly interested in platforming at this particular moment.
Up as jump: It can work if you get used to it, but I find it irritating, especially since you can accidentally push it while you're moving left and right during frantic two-sided moments. It also gets annoying to jump upwards when you're trying to do some form of interaction, like going through doors or looking at signs.
Dash as A/Circle: To use SNES terms, I tend to see the configuration of Y=Attack, B=Jump, and A=Dash. I hate that, because while I'm running all over the place, I need to be able to keep both jumping and attacking as options, and I can't do that on the typical diamond button formation. One time I left that configuration on for Mega Man X3, and compensated by twisting my index finger around to press A to double air dash while I used my thumb to hold my X-Buster charge and jump. One of my friends was quite impressed by the uncomfortable trick. Since then, I always move Dash to an R button.
Platformers that did well:
Most Mega Man games I've played. Early games had it simple with just the two buttons. One for jump, down and jump for a slide. Other button fires and hold for charged shots. The X series added some complexity with the dashing that dipped into one of those no-nos, but they did let you reconfigure.
Bionic Commando: I loved how they handled the bionic arm. Moving around with that thing was tight once you got the hang of it. At times, I forgot about the concept of jumping, since I didn't need it.
Mario, most of the time: Having run and attack be the same button in these games generally works fine: Mario's more about jumping than shooting, especially since jumping on things is a favored attack.
Slow button: I don't play too many Bullet Hell shmups, but I found this extremely useful for rRootage. When you need to thread the eye of the needle, it comes in handy for aiding precision.
Variable speeds: For other shooters, I love the option of increasing/decreasing speed at will. For the open areas, you can max it out or lower it for tight squeezing through obstacle-intensive spots.
FPS games: ...Don't have that many preferences, since I don't play these very often. Does get really annoying when you have the occasional FPS that hasn't gotten the memo about being able to strafe and turn at the same time.
So, anything you'd like to add?