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#40277450960541603 - Zook Man ZX4 - Stage 6 clear, stage select in 56423 frames.

ZM_s6in58423.bk2
In 15:50.25 (56756 frames), 16611 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
825 downloads
Uploaded 7/10/2017 9:19 PM by FatRatKnight (see all 245)
Whoops, not 58423. Deal with mis-named file.
f49858 *** STAGE 6 ***
f50793 Segment 0: 935 (T3: 933)
f51689 Segment 1: 896 (T3: 925 ; T4: 870)
f51782 Segment 2:_ 93 (T3:_ 95 ; T5:_ 92)
f51977 Segment 3: 195 (T3: 223 ; T5: 219)
f52779 Segment 4: 802 (T3: 822)
f53536 Segment 5: 757 (T3: 780)
f53785 Segment 6: 249 (T3: 248 ; T2: 228)
f54037 Segment 7: 252 (T3: 254 ; T6: 247)
f55825 Segment 8:1788 (T3:1785)
=== END OF STAGE 6 (Frames: 5967) === (T3:6065)
Almost the entirety of this stage was taken from Team 3, then improved on where it looked possible. Team 4 was used for Segment 1. I re-did the boss with the closest thing to zero effort without copying any movie, I recommend applying entertainment. Unless you think seeing the player not really bothering to do anything except hit boss on earliest frame to be entertaining.
Charge Swap Bubble Barrier was abused to the fullest extent, once more. This let me ignore some damage Team 3 was stuck with. Changed up the laser on the miniboss so that I lose only 3 barrier HP to it, by being further left and having it finish the laser a few frames later. Didn't need to do a lot of item manipulation, it seemed as though this stage doesn't need a lot of ammo, though Flame Charge still needed some. Nice to see I'm decently ahead of Team 3.
Frame rule does not impact this boss. Will use motions based on when it first appeared, not based on dialog, and there is a rather long invincibility move done at some point.