The roll in 3D was at it's most functional in SA1/2. Janky as hell, yes (as all 3D Sonic games besides like two of them), but it built and kept speed down slopes and around loops without having to hold forward. A bit sad that's is our highest standard, but oh well. That said this seems most of the way there. It builds up speed down slopes and glides across the ground like a ball, which is more than you can say for Sonic 4 or Generations's rolls. It is gonna be a problem initiating a roll in 2D since the most common instinct is to keep holding down or releasing input altogether, but in 3D I spend almost all times pushing in whatever direction so I don't know if it's gonna be nearly as noticeable. Not making any excuses for a shoddy execution, btw, but I'll take it for now. It's not like the entire game is built around the mechanic, so it's not going to be a constant annoyance. I just dig that it can go faster down slopes than running or base-level boosting, and kinda proves to me that boosting and rolling don't have to be incompatible. Of course, that gets upended by the game allowing you to upgrade the boost to fuckspeed 9000finity, but I digress. Spoiler Here's to whoever can mod Frontiers when it's released to fix the spin issue much like how apparently it's been patched in Forces and Gens. Would appreciate it!