Thanks for the video!
The lock on is currently using the player's directional input and the character's facing. It probably should be based on the camera direction, but I got a bit lazy while implementing it and just reused the algorithm for the player's aim assist.
The infinite jump is a new one, and I see you ran into a few old bugs I thought I'd squashed as well, like getting stuck in the falling kick and the walk animation disabling.
Glad you had fun despite everything.