To further explain the difference between Castlevania and an Action 52 platformer, I'd like to use the A52 game "Non-Human" as an example (though many other A52 platformers share the same problems).
Castlevania's jumping is strict but simple and reasonable; you either stand still to jump straight up or walk and then press A to jump forward. Non-Human, however, makes the player jump straight up regardless of whether or not a walking start has been taken; you can only move in a direction AFTER the peak of your jump (and by pressing the goddamn B button, no less); everything about the control in this game wrestles with the average player's preconceptions of platforming and reaction/timing, which cannot be said of Castlevania.
Castlevania's jumping is strict but simple and reasonable; you either stand still to jump straight up or walk and then press A to jump forward. Non-Human, however, makes the player jump straight up regardless of whether or not a walking start has been taken; you can only move in a direction AFTER the peak of your jump (and by pressing the goddamn B button, no less); everything about the control in this game wrestles with the average player's preconceptions of platforming and reaction/timing, which cannot be said of Castlevania.