The controls option in Fraymakers is found in the options menu. The left page of the controls menu in Fraymakers. The main page of the controls menu in Fraymakers. Like in YJF, players can reset any change done to the controls configuration to revert to the default configuration. Additionally, there is now a directional downward control that allows Yeah to "Quick Block" a Yellow Block directly beneath him. It also now includes two additional controls for switching between characters: one to cycle left and one to cycle right. The controls themselves are mostly the same, but unlike in the original YJF, each control can only be assigned a single input. The controls menu has been slightly expanded from its predecessor to include a feature allowing a separate controller to be used. The controls option in Yeah Jam Fury: U, Me, Everybody!, referred to as "Review Controls", is found in the settings menu. The controls menu in Yeah Jam Fury: U, Me, Everybody!. Players can also reset any change done to the controls configuration to revert to the default configuration. Most of these controls can also be assigned a second alternative input (with the exception of the movement, mango, and pausing inputs, which can only be assigned one). There are ten inputs the player can configure: two are assigned to movement, four are assigned to switching characters (three for specific characters and one for a "Quick Switch" to the previously selected character), and the other four are assigned to jumping, using the character's special ability, viewing the mango and pausing. The controls option in Yeah Jam Fury is found in the settings menu. Unlike in SSF, there is no way to normally reset the controls back to the default settings, which must be done manually or by clearing all data. It should be noted that having the auto-dash function enabled means the player cannot select d-tap dash. There are also five optional inputs for actions that can be performed through other means, including two for jumping, one for dashing, and four for "C-stick" actions.Īlong with these commands, players also have the additional functions of tap jump (which allows to jump with the assigned up key), auto-dash (which changes the optional dash button from to "walk"), and d-tap dash (double tap dashing). games, there are now thirteen main inputs for the player: four for movement, two for jumping (one is optional), one for regular attacks, one for special moves, one for grabbing, two for shielding (one is optional), one for taunting, and one for pausing. The downloadable version of the game also allows a separate controller to be used for each input.Īs movesets for characters have been greatly expanded to be more akin to how they are in the official Super Smash Bros. It has been expanded to accommodate up to four control configurations for four players. It is still available in the options menu, and it can also be accessed from the character selection screen. Unlike in SSF, the controls option in Super Smash Flash 2 is available for both the browser and downloadable versions. ![]() There are six inputs the player can configure: four are assigned to movement while the other two are assigned to attacking and jumping. ![]() ![]() Melee (which requires a name entry first), as players only have to click on the desired command and press the new key they want to assign it. Changing the control set in SSF is a lot simpler than in Super Smash Bros. Players are able to have a configuration for both player one and player two. Controls is a feature exclusive to the downloadable version of Super Smash Flash, where it is found in the options menu.
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