Roarmulus twins "waiting room" issue

After damaging one twin, you basically have to wait for a good shot, which relies on the chance that your moving twin goes to the middle and doesn't have perfectly colliding missiles. Simply make the damaged twin stay stationary, and instead make the unshielded twin move. If the moving twin is the target, you can take into account that any movement which doesn't start from the middle must cross it. Instead of having a 33% chance, you can now almost always hit the twins with proper switching. As for colliding missiles, simply make one twin use the air barrage attack to alter their timing if firing missiles would up a perfect collision.

Keeping them stationary for the first phase of the fight might be reasonable.
Maybe tweak the second phase as suggested but not the last phase and in return add a required double kill for the last phase.
I guess the idea is to ramp up difficulty between phases and at the same time bridge the first phase to the last in the process.
If I've worked this out correctly the current method is:
1 stationary kill
1 mixed kill
3 mobile kills
I think what would happen when combining the original suggestion with what I said gives:
2 stationary kills
1 mobile kill
1 mixed kill but with an effectively widened hitbox
2 mobile kills

I just realized that if a damaged twin were to stop at the top or bottom there might be an unanticipated issue. This could very well be the very reason why the non-damaged twin stays still right now.

Wait, required double kill? Don't you need two people for that?

I mean needing to kill both twins in the third phase, not both at the same time. Right now it's kinda odd that you have to kill one of them 3 times but the other only twice, making the third phase easier than the second because it takes half as long.

It's not a long wait if you're smart about it.
Even if the missiles are perfectly in sync, notice how the barrier is closer to one side than the other. You just have to time the switch so all the missiles are blocked on one side while some missiles get through on the other side.

"There is nothing about the twins movement that needs improvement"
Woah, you sure got me with that solid reasoning.
"Waiting is part of the boss fight."
Yeah using the sleep emote is part of the boss fight. What a pro boss, I bet only the best of the best can beat it. Like you.
"I just realized that if a damaged twin were to stop at the top or bottom there might be an unanticipated issue."
Like what? If the undamaged twin moved to the top or bottom, it's next move would have a 100% chance of crossing or going to the middle, meaning you can at least get mobile kill. There isn't a problem. Right now there's a problem though; the shielded twin can just go top, then bottom, then top, then bottom, and literally never give you a shot.
"You just have to time the switch so all the missiles are blocked on one side while some missiles get through on the other side."
They can be in sync in spite of the barrier. Watch the video. When you're only allowed to hit one target, it's possible for it to fire missiles when the opposing missiles are about 5 tiles away from the barrier, creating a perfect block. There are unavoidable collisions when you're firing at one stationary target. Watch the actual video before replying.

I doubt Three Rings will make any effort to fix this so why not just suck it up and deal with it?
Also
vvvv

I doubt Three Rings will make any effort to fix [+95% of issues, errors and anomalies] so why not just suck it up and deal with it?

If SK had the resources they could fix the problems. The problem with that is that OOO is fairly small, not to mention they are run by SEGA.
(A company that bombed out on it's recent flagship title Sonic Boom)
If Sega is putting lots of $$$ into it's Sonic titles and still screwing up, IDK if I can trust them to help SK.
https://www.youtube.com/watch?v=O3Jb3A0HLe4
Much Disappoint.

Do you not want problems to be fixed, Dahall? Is that it?
There is nothing about the twins movement that needs improvement