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Smash Bros Brawl Dojo Official Update Thread: Goodbye, Cherry-don

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You fucking jaded Smashers.

This is a great update. Not the greatest, but it's still fucking great. Customizable shit is great in every case, especially controls.

I fucking hated Up = Jump, and thankfully, it can be gone.
 
Linkzg said:
I dont know about that Sakurai, it doesnt seem like you can use Dpad on the classic controller the same way you can on the Wiimote, I was hoping to test that out.
It could be that you set the actions to a button, not the buttons to an action. So I think you can set the taunts to an analog stick if you wanted to. Maybe.
 
Speevy said:
New Online Mode: Character Void


This mode serves a single, unique purpose, since it erases all hope of new character reveals on this website. The good news though is that all your favorite characters that were not previously revealed are certain to become items or assist trophies. So get those Pikpik carrots ready, because Pikpik carrots are definitely in the game!

You have earned a grin, sir.
 
I'm not quite sure why anyone would choose to go with anything but the GC or Classic Controllers (classic if you prefer the button layout and D-pad movement, of course).
 
I was abut to say how bad it was for GCN controller players because you wouldn't be able to transfer your name and controller setup because you can only do so with the Wii controller but I just realized you can still transfer with the Wiimote and then play with a GCN controller so it doesn't matter... haha.
 
Even by Novembust's standards, this isn't that great. Compared to Lucas' specials, Lucas' Final Smash, the Fire Emblem music, and the Meta Knight music, this doesn't hold up too well.
 
JohnTinker said:
The ability to transfer gameplaying data to the wiimote also highlights the need for different colored wiimotes.

Yes, it can be hard to tell whose Wiimote is whose.

One of my friends even labels her Wiimotes with a marker just so we don't get them mixed up.
 
So many choices means perfect controls. For everyone.
I'd go as far as to say all games should have this customization option => they should create jobs around this feature.
 
JohnTinker said:
The ability to transfer gameplaying data to the wiimote also highlights the need for different colored wiimotes.
Yes. I wish Nintendo would release different colors.

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Keru_Shiri said:
I agree with Firestorm about one thing: Disabling thumbstick jumps = WIN! Up tilts, here I come!


:lol
So awesome.

You do know that you can jump higher with the analog stick than with the buttons right?
Best place to test this out = original smash. Pick Ness, pick the great fox stage and then go to the right of the screen and on the bottom right of the ship. You can get back on top via a double jump w/ analog but you can't get back on top via button jump w/o analog. So disabling this = disabling your off screen recovery.
 
I wonder if you could configure it so you run by holding L + using the dpad, and walk by using the dpad only
 
Insaniac said:
I liked it better when we discussed about the update in this thread, and not about how "good or shitty" the update was *sigh*

The problem is that a lot of these updates don't offer much in the way of material for discussion. The last update I recall breeding any kind of serious debate was Lucas' special moves.
 
Linkzg said:
I dont know about that Sakurai, it doesnt seem like you can use Dpad on the classic controller the same way you can on the Wiimote, I was hoping to test that out.
It's all customizable. You can have the D-Pad do whatever you want.
 
Mockingbird said:
You do know that you can jump higher with the analog stick than with the buttons right?
Best place to test this out = original smash. Pick Ness, pick the great fox stage and then go to the right of the screen and on the bottom right of the ship. You can get back on top via a double jump w/ analog but you can't get back on top via button jump w/o analog. So disabling this = disabling your off screen recovery.

I'm fairly sure this was changed in melee.
 
marc^o^ said:
So many choices means perfect controls. For everyone.
I'd go as far as to say all games should have this customization option => they should create jobs around this feature.

Of course. All games should feature fully customizable controls.
 
Well, this is in no way a megaton, but at least it's something for Novembust. And being able to turn off stick jumping is excellent news. Shake smashes sound gimmicky, but hey, it's not like I'll ever use them anyway.
 
I think I'll try to get used to button jumps in Brawl. I always used the stick to jump in the original and I never managed to adjust for Melee.
 
I think some of you people are grasping at megatons this month. This is a pretty nifty update sure, but nowhere near the Sonic, Stage Editor, Adventure Mode, etc. I kinda guessed with the delay we were going to see long spans of time like this where he just shows us the sprinkles and not the cream filling.

And I will update my last prediction from a couple of weeks ago: I predict this to be the lull month. Next month we'll see the heat turn up just a bit again and by January and February we'll start getting our muffins (I'll shut up with the damn food references now. I'm starving mind you).
 
Matt said:
It's all customizable. You can have the D-Pad do whatever you want.

proof?

there is more to support that it wont use Dpad at this point because in the picture, there doesnt seem to be an option to change the analog stick function.
 
I had a feeling we'd be getting lame stretches like this ever since the delay. Frankly, I'm surprised it took as long as it did.

This is it for me tonight...
 
Mockingbird said:
You do know that you can jump higher with the analog stick than with the buttons right?
Best place to test this out = original smash. Pick Ness, pick the great fox stage and then go to the right of the screen and on the bottom right of the ship. You can get back on top via a double jump w/ analog but you can't get back on top via button jump w/o analog. So disabling this = disabling your off screen recovery.
I did not know this, I'm going to have to check it out. But most of the time anyway, I'd rather hop shorter anyway. ;)
 
-November 26th kicks off the 28th week of updates, 135th day of updates, and the 163rd update overall.

-Game modes advance to 17 updates and tie with final smashes, stages, and how to play for second-most-common update type.

-Each of the past three weeks (this one included) has provided at least one game mode update. Seven of the past eight have had at least one game mode update.

-22 days without a character, 28 days without a Poke Ball. Place your optimism or pessimism on the line as you will.


Not much else to say, really.


Edit: Wait, no, I've got one more.
If November passes by without a megaton, it'll be the first month to do so. Even May, with only eight days of updates, dropped the composer list bombshell on us.
 
Jiggy37 said:
-November 26th kicks off the 28th week of updates, 135th day of updates, and the 163rd update overall.

-Game modes advance to 17 updates and tie with final smashes, stages, and how to play for second-most-common update type.

-Each of the past three weeks (this one included) has provided at least one game mode update. Seven of the past eight have had at least one game mode update.

-22 days without a character, 28 days without a Poke Ball. Place your optimism or pessimism on the line as you will.



Not much else to say, really.

Forgot to say that this is the best November update.
 
Enk said:
I think some of you people are grasping at megatons this month. This is a pretty nifty update sure, but nowhere near the Sonic, Stage Editor, Adventure Mode, etc. I kinda guessed with the delay we were going to see long spans of time like this where he just shows us the sprinkles and not the cream filling.

And I will update my last prediction from a couple of weeks ago: I predict this to be the lull month. Next month we'll see the heat turn up just a bit again and by January and February we'll start getting our muffins (I'll shut up with the damn food references now. I'm starving mind you).

It kind of ties in with one of the biggest megatons yet (four kinds of control). The biggest updates yet (in order) are:

-Wi-Fi Play
-Four Kinds of control
-Stage Builder
-Sonic
-The musician list
-The Subspace Emissary
-Spectator
-Target Smash (if only because it dropped the replay save bomb)
 
Linkzg said:
proof?

there is more to support that it wont use Dpad at this point because in the picture, there doesnt seem to be an option to change the analog stick function.
??? Dpad is being used for taunts on classic controller
 
As someone else stated earlier, how many other games have used the memory function in the Wiimote besides Mii information?

Was just curious about this as well.
 
A Link to the Snitch said:
Forgot to say that this is the best November update.
Eh, I like Spectator more. >_> Either way, though, it's too subjective for me to toss into the statistics, though I did just edit in a slight snipe at the end.
Only four days left for November to prove it has something up its sleeve.
 
Mockingbird said:
That's why I use both >=)
I'll have to test this out when Brawl comes out (Stage Editor should help with this, muahahaha), perhaps with customizable layouts, a differentiation in jump heights is removed.

If not, the question will be, slightly higher jumps, or easier up tilts?
 
scottnak said:
??? Dpad is being used for taunts on classic controller

obviously, but im talking about using the Dpad as movement in a similar way as its used in the Wiimote control method. There doesnt seem to be a way to do that.
 
Ugh - I hope this doesn't mean that jumping with the control stick will be gimped.

If you jump with the stick, you go a little higher than if you use the jump buttons.

It's one of those little touches that kick so much ass.
 
Mockingbird said:
Does the topic title change mean the ban is lifted btw?
Why don't you try it?

The answer is probably no. The title is just a line from the smashbros post. I wouldn't try it if I were you.
 
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