I just noticed something about the replay code:
-
The numbers at the front seem to always start with 1234 (and a bunch of seemingly random numbers).The next part is most likely a player ID (in this case it's player1397).
-
The numbers behind the fourth LJ is the frame that Appel starts moving.
Here's some examples:
For the 1st code, the 4th LJ and the numbers behind it are LJ1, meaning Appel started moving at the frame 1 (or the first frame).
For the 3rd code, the 4th LJ and the numbers behind it are LJ1086, meaning Appel started moving at frame 1086.
Not sure if this information is useful but it's something that I found.
Yeah, I knew about the cycle but I was a little impatient
If he still doesn't believe it, then I can record a footage of me speedrunning instead of only recording the winning attempt
Also, sometimes Appel can clip into spikes with enough momentum. Usually I just hold the up key to buffer the spikedge in case Appel clip into the spikes
It depends on the spikedge. For example, The 2nd spikedge for AL2 speedrun is easier for me if I move around, but spikedges like the skip in Concyclic is easier if I stop mid-air.
Oh...then I'm 0.4 seconds from it
Recording sometimes lag for me too so most of the time I just get a pb and then record the replay
There are 2 more crazy jumps I could do but they were just too luck-based