This guide(or list) details how much time each stage cutscene uses up. The timing methods for each cutscene are as follows:
For Intro cutscenes...
- Start frame is the first visible frame of the stage when loading in.
- End frame is the first frame in which the health bars are visible.
For Transition cutscenes...
- Start frame is the first frame in which the victim loses health/victim's model reacts(whichever is first) to the attack that triggers the cutscene.
- End frame is the first frame in which at least one character regains control.
For Death Trap cutscenes...
- Start frame is the first frame in which the victim loses health/victim's model reacts(whichever is first) to the attack that triggers the cutscene.
- End frame is the first frame in which the text '(Character) wins!' is visible.
Stages are ordered from shortest to longest Death Trap, then shortest to longest Transition
Notes about accuracy -Software allows me to view footage frame by frame, but these times may differ by as much as ~0.03-0.06 seconds due to possibly choosing the wrong frame to start and stop the timer on(Intro times and Trap end frames should be 100% accurate). -Times for certain death traps(and I assume certain transitions as well) may differ by as much as ~0.3 seconds depending on the actual position/location of the victim when the cutscene starts(tested this specifically by timing the Hell's Foundry trap from multiple trigger spots). -All footage used for measurement came from my ps2 but it's all considered in-game time for submitted runs, so these times should convert equally across all platforms.