Ryu has to "unsheath" his sword before landing any jumping attacks.
The game starts with some values un-initialized,
and the collision check happens before the relevant values are written to RAM.
Jumping a frame later would put Ryu a half-pixel forward after the boost,
but that's not enough to reach the exit any sooner.
and the remaining enemy spawns line up better this way.
This first boxer has to leave a low X sub-pixel value when he's killed
or else Ryu will take a frame longer to reach the boss.
Interestingly, all the other bosses write all their own values upon spawn. Barbarian is special.
Possible to get fractionally more to the right before landing on this platform.
But that makes Ryu have to jump a frame earlier to reach the ladder coming up,
which loses time by grabbing the ladder too low.
This star could be carried over into 2-2,
but only to have it speed off the screen without doing anything.
Ryu what are you doing you forgot the Fire Wheel
Starting input is delayed one frame to adjust the spawn of the tosser later, so the boost works.
That guy up there always costs a frame to deal with:
you can either turn around on the platform for the slash-kill, or use a sub-weapon.
Landing this next jump stops Ryu's forward movement for a frame,
so that's a great place to use a special weapon without losing time.
And since special weapons stick around between areas, that's a free hit on the boss.
For the same reason the first attack of the game had to be preceded by a "whiff,"
the first jumping slash after having used the Spin Slash still has its larger vertical size
which enables kills which would otherwise miss.
Like this one.
Turning around lets Ryu get this ninja off his back and also helps position this bird for later.
The bird forces Ryu to jump early so that he lands on the "sticky" half of the cart and is stopped for a frame
but this boost wouldn't work out without that delay.
Sacrificing a half-pixel here lines up the jump to the ladder ahead.
This looks like an obvious place to get inside the ladder for a shortcut,
but since Ryu has to move to the left first to start scrolling, he's facing the wrong direction.
Bzzzt
One frame delay here manipulates the pillar guy's spawn.
Need this first guy alive to keep a slot occupied.
Then a quick left-tap drops skullface here for a boost.
Re-spawn the bird that just died here for a little help.
Waiting a frame instead of moving, and freezing the bird with a draw interrupt, gets a better boost.
Just a one frame delay here so the bat can be jumped over.
And...
Boom.
Thanks, bird!
Freezing these guys for a few frames here lets Ryu avoid them.
Aligning with a convenient interrupt during the jump makes this boost less time-dependent.
"Impossible" kill, thanks to Spin Slash.
Keeping this star going means Ryu doesn't have to waste time turning around to throw fire to the left.
>>>
>>
>
||
>>>
<<<
||
<
<<
<<<
||
>>>
<<<
<<
<
||
>
>>
>>>
No rush here: Ryu knows he has to wait for the heart.
