This has me thinking…
So console-wise, with the exception of the Sega Genesis 6-button and the Sega Saturn, don’t most first-party controllers have 4 “face” buttons and 2+ shoulder ones? Not really ideal for most fighting games.
But thinking about the OP, since most people seem to prefer 6 buttons it seems like the last 2 aren’t likely used much.
I’d be more interested in talking about button layouts for games.
I have nothing against 8-buttons personally. What I do hate is when whiny gamers act like sticks are complete garbage if they only have 6-buttons and that the stick “isn’t 100% working” without those extra two buttons for their precious macros. I fail to understand why macros are necessary when one of the key points of the arcade layout is having all your buttons in a way that your fingers can press any combination of them simultaneously.
I much prefer the look and feel of a 6 button layout.
I’ve tried to do the 8 buttons even with it turned off, I find I’m pressing it so in most cases I plug them off.
For my sticks that I can get a plexi for (TE, hori scv, VS), I will always order just a 6 button version.
For sticks that’d need a metal replacement, I got to JCC (I’ve ordered 2 vlx replacements)
It’s all about preference at the end of the day and how much you want to spend for the preferred experience.
6 buttons + 2 caps is shameful.
there have been countless threads dedicated to this topic…
basically the answer you seek is “6 button is life”
Aside from goofy memes, 8 buttons gives more versatility for non fighting games, For example, when recently playing through X4 and X5, I had jump: 1k, shoot/slash: 1p, dash: 2p, special move/weapon: 3p, giga attack 4p, weapon toggle L: 3k, weapon toggle R: 4k. Even some SNES games, which obviously topped out at 6 action buttons can benefit on an 8 layout vs a 6, i.e. Contra 3, where doing a lot of the L/R hold stuff and using bombs is more awkward on a 6 button layout.
NicVic
19
I’m usually a 6 button guy, but I like binding the 4th punch button for V trigger in SFV.
All was said and done when @deserada spoke thusly:
As for this:
Except you are just assigning buttons for the hell of it 
The dash button is not needed, you can just double tap forward, right? And you can also easily ditch one of the weapon toggle buttons, so that leaves 5 buttons that are actually useful.
It’s needed for off the wall dash jumps. And yeah, you can get by without a quick weapon toggle, but that still puts giga attack on the lower row.
Pertho
22
8 buttons so I can use training mode features.
6 buttons feels better for me, the last two buttons are never used for me and are almost always covered up either by button plugs or by plexi or panel replacement to compensate that. When I had my first stick it had 8 buttons and I stuck with it for a while, I covered the last two for a really scrubby and salty reason and haven’t looked back since. I have never used the last two buttons outside of training mode in the past anyways so there was almost no reason to keep it, but most of my games are on PC so I can always bind the record/play on the keyboard instead for the most part.
bk2099
24
6 buttons for old school Street Fighter. 7 or 8 for SFV, I really need 3P shortcut since I mess it up so many times on 6 button layout.
You guys might like this…
RZR|Infiltration normally sets 3x P & 3x K to the first two buttons on his stick, WHAT!!??!!
#1 this is a clear sign that 8 buttons breaks sticks, as the stick couldn’t take this abuse and started dieing at Final Round 19.
#2 on a recent episode of Cross Counter Asia, NJPW’s Kenny Omega tried this x3’s on first two buttons 8 button tech… and got bodied!
4k/KKK for Balrog’s TAP in SF4
NENDO
27
Hahahahahahahahahahahahahhaaha

PresidentCamacho:
Aside from goofy memes, 8 buttons gives more versatility for non fighting games, For example, when recently playing through X4 and X5, I had jump: 1k, shoot/slash: 1p, dash: 2p, special move/weapon: 3p, giga attack 4p, weapon toggle L: 3k, weapon toggle R: 4k. Even some SNES games, which obviously topped out at 6 action buttons can benefit on an 8 layout vs a 6, i.e. Contra 3, where doing a lot of the L/R hold stuff and using bombs is more awkward on a 6 button layout.
I’ve never thought of playing any Mega Man game with a stick. I may have to try that.
I prefer the 8 button layout just because it’s nice to have the buttons there if you need them. Like in MK. Haven’t picked up SFV so I’m still playing USFIV and I bind PPP and KKK to 4P and 4K. When I started building custom sticks I used 6 buttons because I padhacked and the inverter hacks were confusing to me.
Taiki
29
Are we at peak sticky? Can we have a “Unpopular opinions, come at me” sticky? Seems to have worked for new stick threads.
edit:
FWIW, I’m an 8 buttoner. 4 on top for NeoGeo is the only way to go when playing Garou or KOF. Having a button plug where button 8 should be feels weird too. It’s also weird when you can’t navigate menus because the UI expects you to have all 8 buttons wired up.
edit again:

Feargus001100:
You guys might like this…
RZR|Infiltration normally sets 3x P & 3x K to the first two buttons on his stick, WHAT!!??!!
I just refurbished my old Hori RAP 1 with a fresh Hayabusa and Kuros. 3x P/3x K as first to buttons is bloody weird, but there’s precedent, and it’s how some people did learn. Soooo go figure.
mongey
30
The infiltration PPP ,KKK thing is interesting .I can see how when you get used to it, it would be good
means you can use your normal finger for punches and kicks and just use you thumb for PPP ,KKK which is a single press anyway
for the record i use 8 cause its just what I have and cant be assed changing it
8 buttons because I need it for the menu navigation and training mode thanks to the UI