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- moon ss TAS timesaves
- counters done by frame
- 300: saved 5 frames in this section from better optimization; releasing the ceiling earlier meant i could hit lights at the same time as before and jump at the same time, but meant i was lower to the floor letting me jump earlier (old strats had you downdash and be airborne without jumping for a couple frames each). also think i positioned the heavy at the top a bit better than the old run which added to another frame.
- 530: 2 frames + 3 more were saved in this section; replaced an upheavy with an uplight... while it seems shitty to spend all that time in the air, it was better than the time it took for a heavy to come out and allow you to regrab the wall to dashjump. as well, this put me higher to the ceiling allowing me to get a jorfboost -> downheavy in this section, removing the 3 lights on the gargoyle as well as giving me a bit more speed, as a tradeoff the climb was significantly slower, meaning i only saved 3 frames. the first neutral jump can likely be better optimized, i just did the first frame that didnt kill me and didnt think much of it until i was too far in the map lol
- 800: ~10 frames were saved by replacing 2 lights in the superdrop with a wallgrab for 1 frame. while this only saved me like 8 or so, this also gave me much better positioning for the walljump at the bottom, which saved me 2 more frames.
- 900: around 2 frames were saved by replacing the upheavy with a light, which saved time despite giving me less time on the slope. another frame was saved by jumping in to the ceiling, which put me a bit more to the left without changing the timing of the super, and also allowed me to downdash 1 frame earlier out of this section (supering without a jump would place you on the ceiling before a jump to reverse my direction registered; jumping tricks the game in to not immediately re-attaching me after the super so i could ceiling grab 1 frame earlier thus allowing me to downdash 1 frame earlier)
- 990: 6 frames were saved by jumping into the ceiling here, allowing me to clear this wall without bonking on any surfaces at all; old tas touched both the wall and the floor, greatly slowing your descent. this strat is very weird but it was quite a bit faster despite canceling a huge boost (you go from 1600 to 600 in a frame) and being very counter-intuitive in that you move up and down despite the goal here seeming to be just going down. O WELL
- 1040: 2 or 3 frames were saved here by doing a light -> jump instead of a walldash to clear the dust on the left. we're jorfing here anyway (and this setup actually got me on the jorf much cleaner than the old run; i likely saved a frame here too lol), so cutting the corner was faster despite having really shitty positioning for the jump. shoutouts to mojo for finding a setup that somehow saved a frame over what i initially did...
- 1090: x frames were saved by using 2 lights to clear this section vs the 3 the old run used. not exactly sure how i managed this and the old run didnt, but hey
- 1150: a frame was lost here to correct an invalid input on the jorf. it's possible i gained it back on the following boosts; didnt time because i didnt change strats at all.
- overall, 31 frames saved over the old run.
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