Well, I was right about both missed rolling and missed jump, but actually, it saved only 5 frames, significally less than I expected, and probably not nearly enough to be able to abuse the platform to get even more advantage. Anyway, here is my gmv, feel free to take or ignore it, it’s completely up to you.
http://dehacked.2y.net/microstorage.php/info/458721854/Knuckles%20Ring%20attack%20%28Kaan55%29.gmv
Actually, this can probably be improved by 1 frame more — rolling speed cap (RSC) limits your horizontal speed by 4096, so, if you manage to get a bit higher speed after the down-loop jump (with the glide-landing trick), which is, I think, possible, you can run instead of rolling for some time and start rolling a bit later. Rolling there is required only for the last jump — I do not actually know how such kind of jump is called, but it is very widely used in Sonic TAS — when you land immediately (on the next frame) on the same slope from which you’ve just jumped off. One of the best examples of abusing such a trick is currently published S2 TAS (and Zurggriff’s WIP of it’s improvement), the very first zone — see how the player gets extreme boost from abusing every single point where the explained jump is possible.
As I already said — TASing Sonic games is all about small details. 3 frames here, 5 frames there — and to the end of the stage you are many seconds behind true expert optimizers like Aglar. Don’t worry, I am also not Aglar, just yesterday Evil_3D improved my Ice Cap with Amy by about 1 second.
Btw, my Amy@S3K TAS is really close to be half done, I succeeded at
pushing Launch Base 1 to 0:24.59, and LBZ2 is the last part of the first half. Amyway, this discussion is about a hack, so, I am not going to post amy gmv or video here, just mentioned it for your interest. I’ll probably share a WIP when I’m finally done with the first half.