Stage Cutscene Times
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Stage Cutscene Times
Updated 2 years ago by Diagee

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.

https://i.imgur.com/NCGNdZ3.png 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.