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#SuperMarioOdyssey: 4 Buttons, 2 used; 4 top buttons, 2 used.

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XY
AB
ZL ZR
R and L

All do the same as their neighboring buttons.
How is this irritating?
Long Jumps and High Jumps, for Instance.

You do a Koopa race and try starting with a long jump. You get a high jump.

ZL + B could be a long jump and ZR + B could be long.
Or ZL/R with B extra long, and A Extra High backward.
How can we have two moves or actions that could easily end up being the wrong one when buttons are hit, not be assigned better with buttons idle?


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Categories Video Games, Switch

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