GamesRadar+ Verdict
The Retro Fighters StrikerDC reinvents Sega's original Dreamcast controller to create a wireless pad that embraces contemporary comfort. That means relocating VMU support to an included cradle within the pad's 2.4GHz receiver, but it's a compromise that helps retain the OG layout while facilitating better ergonomics. It also benefits from other modern perks like a single hall-effect joystick and integrated rumble, but its d-pad isn't ideal if you're specifically looking to play fighters on the 2000s system.
Pros
- +
2.4GHz wireless
- +
Included VMU receiver cradle
- +
Comfortable Xbox-style design
- +
Hall-effect thumbstick
- +
Tactile buttons
- +
Sticks with Sega's OG color scheme
- +
Built-in rumble
Cons
- -
Triggers feel slightly hollow
- -
Bumpers actuation isn't even
- -
D-pad isn't ideal for fighting games
- -
VMN screen functionality lost if not sitting close to setup
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It’s hard not to root for the Retro Fighters StrikerDC, especially given its nightmarish quest to make a wireless Sega Dreamcast controller. The way I see it, there are two camps of players to please: one that’s standing with pitchforks, ready to chase down anything that cuts the cord at the cost of VMU memory card support, and another crying out for something more contemporary. If you’re a part of either angry mob, allow me to quell the riot and send you home, as this gamepad satisfies the needs of both sides.
You may ask yourself why Sega didn’t create a Dreamcast controller that looks more like the Retro Fighters StrikerDC in the first place. After all, the best retro console contender arrived after the PS1 and N64, so it can’t use the early days of 3D gamepad design as an excuse for sins like the cable being on the bottom. In reality, the reason for the absurd approach is to help the pad feel balanced while squeezing in the ‘Visual Memory Unit’ slot at the top, so finding a solution to that is the redesign hurdle to clear.
I’ll admit, removing the Dreamcast controller’s VMU window and shoving its guts inside a less ergonomically offensive shell is the textbook recipe for an OG Xbox controller. I’m a strong advocate for retaining the original vibe of old accessories beyond simply using the same colors, so I had reservations about the StrikerDC effectively being a modern pad minus one stick. Thankfully, it still fits the vibe of Sega’s last console, all while offering up a more comfortable, wireless way to play with some memory card workarounds.
Article continues belowHold up, where’s the VMU?
Okay, I hear you asking what Retro Fighters has done with your beloved VMU. Believe me when I say I’d also be outraged if they cut support for Sega’s cyber pet memory card hybrid, but it still connects to the StrikerDC. Rather than trying to cram it into the new design, it instead slots into the controller’s receiver, as the 2.4GHz adapter doubles up as a docking station.
That might feel like the VMU has been sent back to base to sit with the Dreamcast console rather than joining in on the gameplay action. I was worried that by docking the memory card, the in-game functionality of its tiny screen would be lost, as while it largely displays logos and fun animations, it serves as a health status indicator in the likes of Resident Evil: Code Veronica.
The good news is that, if you sit relatively close to the Dreamcast, you’ll still get to view all that VMU goodness in docked mode. The cradle itself is angled, which helps keep the screen in your line of sight, and I’d argue that’s more effectively than crying to glance down at the gamepad to check Claire Redfield isn’t about to keel over. The setup isn’t ideal if you’re looking to kick back meters away, though, as you’ve gone to the trouble of figuring out how to connect your retro console to a TV that’s much larger, there’s a fat chance you’ll see the 1.46-inch non-backlit display when looking at your comparably massive panel.


Those caveats are hard to ignore, as they mean you’re missing out on the VMU magic unless you perch next to the console. That said, I fully believe Retro Fighters made the right compromise here, as since a wired connection is required to transmit save data and animations to the memory card, plugging it into the adapter is a reasonable solution. So long as you stick to a desktop setup or sit close to the console, which might be the case if you use a CRT or VGA box with a smaller monitor anyway, you’ll still get the full visual functionality of the OG pad.
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The VMU cradle is naturally bulkier than most retro controller dongles, and it naturally uses a short wire rather than plugging straight into the port. On a wider unit or desktop, this works fine, and it means you can position the dock for easy viewing. You might struggle with placement if you’re using a narrower TV bench, resulting in it dangling from the system. That’s not an ideal scenario, and it’s something Retro Fighters could have proactively remedied by including an extension cable.
At the same time, that introduces cords into what should be a cleaner wireless setup. It’s certainly a pickle when it comes to setting up Retro Fighters StrikerDC, but it’s a problem intrinsic with the Dreamcast itself rather than the controller. For what it's worth, the gamepad maker has done what it could with the ensemble.
Charging cradle confusion
Bang on the front of the Retro Fighters StrikerDC, just under the triangle sync button, is a USB-C port. Typically speaking, these retro controller receiver inputs are included to enable firmware updates, but it might lead you to think you can charge the gamepad directly from the system. I’m going to burst your bubble right away by saying this isn’t possible, even if the orange light on the pad illuminates when connected.
The TLDR is that the StrikerDC dock USB-C port is purely for data, and the 5V output is virtually useless since it’s lower than 0.0 amps. That’s just enough to make some lights flash, but it isn’t going to provide the pad with juice. While plugging things in shouldn’t cause any damage since the receiver should have protective circuitry built in, I’d avoid messing with it since there’s a fuse on the controller board that loves to blow (mine did upon plugging in an NTSC gamepad to my PAL system for whatever reason).
Basically, you’ll want to charge the StrikerDC with the included USB cable. I’ve yet to run into any issues charging the pad with higher wattage adapters, like the ones usually included with gaming handhelds, but if you’re having issues, swapping to a traditional 5W output may help since some devices are sensitive to fast charging specs.
Somewhere between a Dreamcast and an Xbox pad
You’ve probably heard some randomer online boldly state that the OG Xbox is a spiritual successor to the Dreamcast. That’s not entirely true, but the “Duke” undeniably borrowed elements of the console's controller after its demise, leading to both using the same A, B, X, Y face buttons, integrated memory card slots, and asymmetrical thumbsticks.
Effectively, Sega established the blueprint for contemporary Xbox controllers today, even though they technically look nothing like that pad or the OG Duke. Weirdly, though, by blending modern ergonomics with the former’s design sensibilities and removing the redundant right joystick, Retro Fighters has effectively created a Dreamcast controller that looks more like Microsoft’s smaller “S” pad from 2002.
Alright, that’s perhaps unfair, as the Xbox S pad looks very much like a standard asymmetrical controller. I guess the main reason for the comparison stems from the standard Retro Fighters controller template itself. I’m planning on reviewing the full line-up, but the gist is that each version features near identical shapes that wear different button layouts, color schemes, and slightly different elements to tie in with specific systems.
The molds aren’t the same, as the StrikerDC does sprinkle in some detailing to help it stand out compared to its Defender PS1 and Hunter OG Xbox counterparts. Notably, there’s a ridge line on the top that’s a subtle nod to all the indent lines on the original Dreamcast pad, and the profile is slightly taller.
Still, it does feel like the color scheme is doing a lot of heavy lifting here to tie back to the Dreamcast. You’re getting the pastel green, blue, red, and yellow face buttons and a triangle start button, yes, but the spacing on the former is narrower, and the latter sits bang in the middle rather than at the absolute bottom.
These decisions are all likely in the name of improved ergonomic comfort, the same reason why the StrikerDC isn’t spaceship-shaped. For what it’s worth, that does translate when using it in games on the system, but I reckon there was room to add some more Sega design sensibilities in, like the disk-shaped centre that’s a nod back to the Saturn 3D Control Pad. I’m guessing the other reason for not adding more front bulk than necessary is that there’s now a set of shoulder buttons in addition to two very different-feeling triggers that are thin and flat, rather than narrow like the originals.



Again, I don’t think Retro Fighters was necessarily aiming to replicate the exact feel of the 2000s Dreamcast controller. If it were, it would have skipped the shoulders and moved the triggers further down while adding more travel. I get why it didn’t do that, but at the same time, having them high up means that when I rest my index fingers on them, they press down slightly since they’re not as firm, something that gets on my nerves a little.
The d-pad also, perhaps unreasonably, niggles my brain due to design changes. The original directional inputs are also cross-shaped, but they’re raised up and pivot more like a traditional Sega disc-shaped d-pad. The StrikersDC swaps this for something lower that as a far more defined gate, and while it’s both pretty serviceable and arguably more tactile, it’s distinct feel threw me off in fighting games.
Many of those complaints are more personal gripes than elements that actually bring the StrikerDC down. I’m very much holding back on grievances not relevant to the gamepad’s improved third-party design, like the fact that the pastel face buttons are a slightly different shade and texture. The one complaint taken forward in this review is that Retro Fighters could have done something with the blank space left by the missing right analogue stick, as the 8Bitdo N64 controller shifts the layout around so that the decision feels natural.
On that note, I’ve been saving the singular hall effect analogue stick for last, largely since it’s one of the main reasons to pick up the StrikerDC. I have a soft spot for the OG thumbstick, its ridiculously wide gate, and hard plastic bumps on top that could probably give you blisters. But, I’m glad Retro Fighters left all that behind and simply provided something that feels modern and will withstand drift over time, and as I’m about to get onto, it contributes to the excellent feel of the pad in 3D outings.
Fighters by name, not by genre
I don’t want to spoil the verdict ahead, but the StrikersDC is the best wireless Dreamcast controller out there. That accolade doesn’t universally apply to all genres, though, and even Retro Fighters itself acknowledges that this model isn’t ideal for fighting games since it has a six-button D9 gamepad that better fits the brief.
The unfortunate thing is that, while I do have plenty of 3D favorites on Dreamcast, I admittedly use the console as a fighting game machine. That in itself compelled me to test the StrikerDC with everything from Street Fighter Third Strike to the King of Fighters series, and the d-pad threw me off my A-game. It’s not a bad pad by any means, it’s more that the firmness and more defined gate feels different enough from every other Sega controller I use for these games to feel a bit odd.
I did get used to the d-pad, though, and while I was getting my caboose firmly kicked in Third Strike’s arcade mode, I was soon able to storm through to the end boss, Gill. My initial poor performance was absolutely a symptom of that different feel and my own lack of skills, rather than anything linked to latency, since the StrikerDC is rocking 2.4GHz connectivity, and I wasn’t able to sniff out any additional lag.
The shoulder buttons also prove tricky for me, especially in fighters, due to their design. My digits naturally want to press the inner part of the bumper, which means pressing too close to the hinge for reliable actuation. Yes, the triggers will prove the same inputs, but the extra travel isn’t ideal when you’re trying to pull heavy punches quickly. Funnily enough, the bumpers on the Retro Fighters Xbox and PlayStation controllers feature a slightly different shape that serves as a remedy, meaning the issue is potentially specific to the Dreamcast flavor.
Conventional for three-dimensional
Even just a passing glance at the OG Dreamcast controller is enough to make most players’ hands cramp up. That’s exactly why the StrikerDC and its “Xbox-style” shell exists, as it’s supposed to be a more comfortable alternative for those who really want to play some of Sega’s last releases wirelessly, but can’t get used to its massive hunk of plastic.
I’ll get the vitals out of the way and confirm that the StrikerDC’s hall-effect thumbstick is close to the original in terms of responsiveness. It sticks with the same short deadzone, and the ranges married up with my 30-year-old pad in everything I tested. I’m not in the camp that thinks the original gamepad is a crime against humanity’s palms, but the modern rubberized stick, and firmer face buttons, all facilitate a modern feel that’s still a right fit layout-wise for the library.
The law states I have to talk about Sonic Adventure first, and doing so makes sense since it's the romp most players will pick up the retro console for. Using the StrikerDC to run through the blue blur’s first 3D outing is comparable to playing DX on the GameCube in terms of comfort (but will save you the latter sub-par port). Both are very different feeling pads, don’t get me wrong, but not having to give yourself blisters via the plasticy stick and clutching “normal” grips is a biggie.
Sonic Adventure’s controls aren’t remotely complex. You run, you occasionally glitch off a loop-de-loop, you run again. There are Dreamcast releases, like MDK 2, though, that put the StrikerDC’s buttons to the test with a far stranger layout. We’ve not got the luxury of a second stick here, and adding one isn’t going to help, but even in oddball shooters where the face buttons are for movement and the right stick is the camera, Retro Fighters’ pad excels compared to the original.
In MDK 2, the face buttons being closer together means you can rock your thumb against them like a Switch Joy-Con d-pad. Since the original’s buttons have a far wider gap between them, rolling movements feel incredibly awkward, further making the “pre-Alien Resurrection for PS1” single stick controls feel even heavier. The inputs still aren’t ideal by any means, but the StrikerDC will still make the best of some of the absurd button layouts you’ll be presented with when tackling this system’s backlog.
Speaking of awkward controls, the Dreamcast actually has more than a few Resident Evil games, and I frequently revisit Code Veronica on Sega’s last system. I do a little bit of platform hopping to play Capcom’s creepy capers, and that can make the original pad feel odd if I’ve been playing 2 on the PS1 or 4 on the GameCube. Where the StrikerDC comes in handy is that it helps prevent the experience from feeling drastically different in the hands while trying to survive Rockfort Island, again, thanks to the ergonomic shape.

We’re talking old school Resi tank controls, so I traditionally tend to choose D-pad over thumbstick. Since the latter is shorter in height than on the Dreamcast pad, though, I’ve actually been having a less frustrating time trying to get Claire to run for her life or gun things down, with all the controls feeling as contemporary as they can given the ‘90s jank.
The other release worth highlighting regarding the StrikerDC is Tomb Raider IV: The Last Revelation. It’s notorious for featuring difficult-to-time ledge jumping and grabs, so I figured the Retro Fighters pad would show its latency warts pretty quickly if something was up. Thankfully, the low lag capabilities of 2.4GHz hold strong, and if anything, the more defined d-pad helped me wield better control over Lara compared to the more floaty pad’s original buttons.
A battery with decent dream time
I’ve been testing a lot of 16-bit era controllers lately, so upon getting 11 hours out of the Retro Fighters StrikerDC, I was feeling hard done by. Yet, that’s actually a respectable runtime that’s comparable to modern pads like the PS5 DualSense, and it’d be undoubtedly lower if the VMU were integrated.
Keep in mind, we’re talking about a gamepad with built-in rumble, so it automatically has more on its plate than the 8Bitdo M30 for Sega Mega Drive / Genesis. You’d normally have to add that via a pack like the VMU, and Retro Fighters has incorporated it in a way that provides great-feeling haptics while avoiding sapping too much juice. That said, I am extremely wary of the fact that, so far in testing, the Gulikit Elves 2 Pro can run for closer to 20 hours while providing the same features, all while using typically more gutsy Bluetooth instead of 2.4Ghz.
Should you pick up the Retro Fighters StrikerDC?
I’ll be keeping my original Dreamcast gamepad around for some games, but the Retro Fighters StrikerDC is a fantastic, comfortable controller for wireless play. I wouldn’t say it’s the accessory maker’s best pad, nor is it a perfect add-on for Sega’s last system, but it does a tremendous job cutting the cord while retaining VMU support, integrating rumble, and making sense of what is a rather antiquated single thumbstick layout.
The StrikerDC has more than earned its title of best modern Dreamcast controller for now, and it will take something pretty special to take its seat at the table. If Retro Fighters decides to have a second stab, it could incorporate the d-pad included with its D6 gamepad, bring back the more authentic-feeling triggers used by the now-discontinued wired version, and add some stronger Dreamcast vibes without disrupting the contemporary levels of comfort provided.
Those are really just small wishlist entries for what would be a dreamy modern Dreamcast pad. The StrikerDC is already hitting all the right notes as a wireless controller, and if you’re primarily looking to use the Sega console as a makeshift Neo Geo AES or a Capcom fighting game box, the Retro Fighters D6 is there as an alternative. My only real reservation right now is that the pricing seems to be all over the place at retailers, as it technically wears a $54.99 / £49.99 MSRP, it will lose points if it ends up permanently costing more than that.
Looking to play Dreamcast games on the go? Check out the best retro handhelds for emulation devices and more.

Phil is the Hardware Editor at GamesRadar+ who specializes in retro console setups, choosing the latest gaming handhelds, and navigating the choppy seas of using modern-day PC hardware. In the past, they have covered everything from retro gaming history to the latest gaming news, in-depth features, and tech advice for publications like TechRadar, The Daily Star, the BBC, PCGamesN, and Den of Geek. In their spare time, they pour hours into fixing old consoles, modding Game Boys, exploring ways to get the most out of the Steam Deck, and blasting old CRT TV visuals into their eye sockets.
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