1 | 2873M | 7166S | Difference | Notes | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | Stage 1 Load | 180 | 179 | 1 | Extra lag frame on FCEUX | |||||||||
3 | S1 Miniboss | 1342 | 1347 | -5 | Avoidable screen lag here, look out for when the screen stays still for a frame. Different jump heights can remove it. | |||||||||
4 | Stage 2 Load | 2983 | 2892 | 91 | Sprite overflow glitch saves time here, but I feel like the enemy spawns could be manipulated for a faster result? | |||||||||
5 | S2 Screen 1 | 3701 | 3632 | 69 | When a section ends in a screen transition that Kenshiro has to reach, damage boosting will save time. | |||||||||
6 | S2 Screen 2 | 3872 | 3810 | 62 | This looks like bad enemy RNG, could be manipulable/avoidable? | |||||||||
7 | S2 Screen 3 | 4156 | 4101 | 55 | Watch the published run here, they manage the corners better. | |||||||||
8 | S4 Boss Spawn | 10484 | 6207 | 4277 | Well I mean good job skipping two stages for sure, but I've got the same suggestion with the previous sprite overflow usage. | |||||||||
9 | S4 Boss | 10742 | 6436 | 4306 | Better RNG here, not sure what else to say. | |||||||||
10 | S5 Screen 1 | 12315 | 8001 | 4314 | I think the published run damage boost wastes time here, but that should only be 3-4 frames. Can't immediately tell where the rest of the improvement comes from. | |||||||||
11 | S5 Screen 2 | 13714 | 9400 | 4314 | ...and the time doesn't change here despite another damage boost. | |||||||||
12 | S5S3 Door | 14405 | 10088 | 4317 | Okay, yeah, definitely avoid damage boosts when the trigger is based on the screen getting to a certain point. | |||||||||
13 | S5 Boss | 14952 | 10595 | 4357 | Same as S4 Boss. | |||||||||
14 | S6 Screen 1 | 16483 | 12147 | 4336 | Damage boosting should be done here. It looks like you're pausing to remove enemies, but you get caught up on later enemies anyway. Could they not be avoided/removed? | |||||||||
15 | S6 Miniboss 1 | 17971 | 13638 | 4333 | Looks like getting caught up on enemies again. Not damage boosting here is correct though so some of it is made up for. | |||||||||
16 | S6 Postboss | 18174 | 13853 | 4321 | Check the published run here and look at how it climbs the staircase at the end. You seem to lose time on every staircase like that in this stage. | |||||||||
17 | S6 Miniboss 2 | 19696 | 15361 | 4335 | So does pausing change the spawn patterns? You gain a good number of frames from not having to deal with as many enemies. Definitely look more into this. | |||||||||
18 | S6 Postboss 2 | 19899 | 15565 | 4334 | Only one frame lost on the staircase, but still an easily avoidable loss. | |||||||||
19 | S6 Miniboss 3 | 21348 | 17052 | 4296 | What a weird section in both runs. I'm not sure what to make of it, honestly. Published is definitely faster, but also does things that look like they lose time... | |||||||||
20 | S6 Postboss 3 | 21550 | 17256 | 4294 | Staircase loss again. | |||||||||
21 | S6 Preboss | 22801 | 18487 | 4314 | Published run loses a lot to unnecessary damage boosting here. | |||||||||
22 | S6 Boss | 23152 | 18877 | 4275 | Bad boss RNG for once. I think this is the only boss loss (lmao) in the run? How hard is it to manipulate bosses? | |||||||||
23 | S7 Screen 1 | 24058 | 19781 | 4277 | I really see no difference here, so I don't know where the improvement comes from. Next stage is the exact same iirc | |||||||||
24 | S7 Screen 2 | 24493 | 20214 | 4279 | i recalled correctly :| | |||||||||
25 | S7 Preboss | 25674 | 21386 | 4288 | Improvement through no damage boosting. | |||||||||
26 | S7 Boss | 26072 | 21728 | 4344 | Boss improvement once again. | |||||||||
27 | Stage 8 | 26548 | 22172 | 4376 | And same as above for input end. |