@PurpleSunTAS
  @PurpleSunTAS
PurpleSun | [TAS demo] SMG2: Honeybloom GS2 in 58.90s @PurpleSunTAS | Uploaded 3 years ago | Updated 1 hour ago
Improvements were made thanks to cutscene cycles and the 11f advantage of how the in-game timer starts from cutscenes, starting further along with a few frames of flying speed before grabbing the vine.

The first improvement is being able to squeeze between the Choppah (I learned the name!) and the ledge at the end of the waterfall section, rather than having to go over the Choppah.
This squeeze also meant that the ledgegrab instantly climbed up, and also gave a huge boost of horizontal speed, up to 32 units/frame, that could be carried briefly in a single jump (but the jump was shortened as a longer jump wouldn't regain running speed as quickly when landing. More optimisation to be had here).

Another improvement was in the bouncy fruit section, where the first Choppah goes low enough that a bounce gets cut off of its height just enough to get to the cloud, while quickly getting to the faster hspd of falling as Bee Luigi.
And then P2 was used to hold the second Choppah in a good position to get the damage boost onto the next ledge.

The squeeze between the Choppah and the ledge at the end of the pole section required an early P2 A press so P2 would jump up, and resulted in a ledge grab spin bonk as the spin was still active when grabbing the ledge, which may be faster than spinning and waiting to grab the ledge as the squeeze makes Luigi land very quickly and in such a way that he starts running instantly, with the horizontal speed getting the same as the squeeze in the waterfall. A different landing would have been stuck running on the edge for a moment.

Overall, this run isn't highly optimised with many frame saves to be made and other little bits of movement to experiment with.

#SuperMarioGalaxy2 #TAS
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[TAS demo] SMG2: Honeybloom GS2 in 58.90s @PurpleSunTAS

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