

Ending with an uncharged is inefficient since it wastes the uncharged's shots usefulness of allowing you to charge during it's travel time for an earlier subsequent charged shot.

Starting with the two 2-damage charged shots from the t4 buster charge flips the charged shot/uncharged shot alternation around so you will end the fight with an uncharged shot instead of a charged one like on Rhino or Buffalo if you don't do something about it. 30 frames were saved on the boss fight with a new strat.Get used to this, because Acid Burst trumps all other forms of RNG manipulation in almost every way(aside from dust sprites from wall slides during boss fights), and is used to manipulate almost everything in the remainder of the run.

Shooting Acid Burst everywhere was to manipulate Byte to appear on this stage.2 frames were saved in the first half of the stage with slightly different movement, but more time was saved in lag reduction.

The only enemies between Bit's and Seahorse's rooms that drop ammo are the missile guys at the end of the stage which cannot drop large ammo, have abysmally low drop rates on small ammo, and I would have needed to get 4 of them to fight Bit there. There is a double neon jump that saved more time on Beetle's stage which was not possible if Bit was present(you would need to be charging instead), and you run into problems with Frost Shield ammo if Bit shows up on Seahorse's stage. It would have been possible to do the neon release on the ladder after Bit's room if it was possible to move him to another stage.52 frames were saved in the first half of the stage by taking a different route to the E-tank, eliminating a wall jump before the arm parts capsule, letting go of the ladder before the miniboss by firing a neon shot instead of hitting jump(which starts X's fall at the downward ladder climb speed of -752 sub-px/f instead of the standard 0), and a more optimal miniboss fight.
