Sorry, I got confused by your original explanation of how this works. That's my bad. I somehow inferred that the game needs to be paused for the projectile to not have wall collision detection.
just saw this development, and... I don't know. I still haven't performed this myself, so I don't know it fully, but to my understanding this isn't possible without pause buffering, right? We could technically say that every other strat that we use pause buffering for could "technically" be done without pause buffering, it's just that we use them to make the tricks easier/humanly possible. But for something that literally requires it, even for TAS? Not sure.
This is just my silly take on this, I don't know how useful my thoughts and this comment will be in affecting the decision on whether to allow this or not
I have shared this with Anso and eelusion, and it was eelusion who came up with a really good setup but so far Anso is the one who's using it. You can look at what Anso does in his latest PB, might be a better setup.
This has been known for a while, but I'm posting it here just for anyone to see. When you save reset you clear the first firebar sooner but have to wait for the 2nd firebar anyway. Without save resetting you wait on the first one but catch the same cycle on the 2nd firebar, essentially gaining time by not save resetting. Saves 0.9 to 1 second.
Saves 0.6 seconds over the save reset if you get first frame reset which means usually it saves a bit more (around 0.7-0.8). Also, you can shoot the save as you jump up, so this strat does not completely end the run