Is the high jump off enemies busted in this game?

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Sarumarine

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I've been playing Tropical Freeze lately. And while I understand it's a different kind of game since the SNES DKCs (mainly the sense of momentum is a whole different beast), there's an element of this game that feels particularly busted. High jumping off enemies feels like a dice roll.

No level demonstrates this better than Bopopolis in World 2. What a fucking nightmare. It feels like the game doesn't know how to check for high bounces if you're shot out of barrels. Apparently I can high jump off stationary enemies or those marching in step, but as soon as you're shot out of a barrel the timing window changes for no good reason. Sometimes I high jump, sometimes I go into a pit. I died at least 50 times on the very first enemy before I started lucking out.

Unfortunately they reuse this setup a few more times. It feels fucking broken. I've tried hitting the jump button before hitting the enemy, after, during, and there's no consistent way. What the fuck is going on?

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TheMasterDS

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@sarumarine: You gotta release and rehold A to bounce off enemies properly in the Retro DKCs. It used to be in DKCR you had to time it just so but my understanding is it's more lenient in DKCTF.

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Sarumarine

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@themasterds: Really? Holding the button huh? Well, I definitely held the button after trying to time it with landing on the enemy. Eventually I developed a reliable strategy of double tapping the button right before hitting an enemy and holding it down. It worked pretty well with only a few failures. Still feels really frustrating considering how different it feels when you're moving at speed.

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TheMasterDS

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Basically hold while you're bopping and then release and repress while in the air.