Also, note for people who have a problem with the Homing Attack: there is a trick to bounce across enemies classic-style, and it's not that hard after learning how to maneuver it. All it requires is timing your jump dash to be right after the reticle disappears from the enemy you are in front of (meaning you must be right below it by an inch), and you can jump dash right through the badnik, causing you to bounce diagonal upwards-forward, and still in ball form; so you can bop right across the other two or three badniks in the chainline. It honestly feels much more fluid and less gamebreaking than the annoying rebound you do with a direct Homing Attack. Kind of makes me wish they just kept it as a jump dash, but since it doesn't, it makes bouncing seamlessly across the badniks feel like a reward for timing your A-Button-spam correctly.
The rolling and the wall-walking problems definitely need fixes though. Bad. Running shouldn't be without a speedcap and rolling shouldn't be WITH a speedcap.
EDIT: Also is it just me, or does rolling in CSZ Act 2 (iPhone) work more like it's supposed to than normal rolling does? It isn't as affected by friction, and it gains acceleration rapidly by downhill movement. Why can't the actual rolling work more like that?
The rolling and the wall-walking problems definitely need fixes though. Bad. Running shouldn't be without a speedcap and rolling shouldn't be WITH a speedcap.
EDIT: Also is it just me, or does rolling in CSZ Act 2 (iPhone) work more like it's supposed to than normal rolling does? It isn't as affected by friction, and it gains acceleration rapidly by downhill movement. Why can't the actual rolling work more like that?
This post has been edited by Azukara: 11 October 2010 - 04:21 PM


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