
Right now it feels easy to miss a tap walljump if you don’t slam the stick. Which is not incredibly unreasonable, but it makes scar jumping incredibly inconsistent. If you slam the opposite direction and catch 1 frame of drift, you will no longer wall jump.
I also noticed that a hard input for dash allows 3 frames of walk before the dash. Meaning it can absorb 3 intermediate frames on your way to a dash. Wondering if we could do something similar for tap wall jump? Even just one frame would be massive for scar jumping consistency.
Right now, I have determined that the best way to get consistent scar jumps is dpad movement. Which, although it makes me feel like a genius yo utilize this way, does not feel ideal from a design perspective.