Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
If you let go off jump too early while you're charging up the next jump the boost jump will be canceled (which might come in handy here and there).
Does that help you/ answer your question?
Not exactly. In yt clips the character does a flip as soon as he hit the peak of the jump. For me when ever I jump I hold a or d and can sometimes barely pull off a 360, and even if I do its right as I hit the ground and I get no time to line up where I want to jump. Is holding a or d the correct way to pull one off? I simply find I cannot even make the 360 motion as fluidly as others. Is there a way to make it tighter?
Not sure how far into the game you are (like 2% or 9%) but I just recorded some footage: https://i.gyazo.com/82a1aafe7493e426a00dbdbb64a6aa6f.mp4
I hop around just by pressing the jump button (here and there I let go early on purpose to do shorter hops). Immediately when the jump starts I rotate left or right. The deeper you fall the longer the ground contact will be, giving you more time to aim the next jump as well.
What do you mean exactly, can you specify?
Can you go to the controls keyboard config menu and check the first option? Make sure "Use speed modifier button" is set to NO.
Btw. the first 9-10% are designed to be playable (or be played intentionally) without boosts/ flips, only at the big bone boosts start to become mandatory.