Heidman: many thanks for the link. Veeery interesting indeed, I will look into this at once.
I think it is the same thing that happens in stage 1 (ice level) in our movie. The level ends without us breaking the ice wall. The game does collision detection to determine if the level should end before ejecting the character.
Edit: REPRODUCED! Stand over the mouth of the sentinel. You can duck to see where it is. Jump. On the way down, kick forward, or kick without holding a direction (same animation, which is what matters). If the kick animation ends when you are close to the floor, your sprite ends up inside the floor for a frame, which overlaps the goal and ends the level. Somewhat optimized movie, saves 217 frames:
http://dehacked.2y.net/microstorage.php/info/965880008/X-Men%202%20-%20Clone%20Wars%202-2%20test.gmv
There is a 3 frame window on when to kick on the way down, so it should be doable in a few attempts for a good speedrunner.
------
About the jumpkick movement: it can be performed it in real time, to some extent. Here's how to do it:
- Press C to jump
- Press B and a direction to kick, and immediately let go of both buttons
- Press B as soon as possible after the jumpkick ends. The sooner you press the button after the jumpkick ends, the more forward speed is retained. If you press on the exact frame the jumpkick ends, you get the "quick drop" you see us do sometimes.
Don't press a direction when the jumpkick ends. That saps the speed back to jumping speed directly.