I like the concept of this run. I remember Bisqwit wanted to create one way back in the day, but had some issues defining exactly what counted as a glitch and what not.
Watching this run, it feels like it lacks polish in a few areas.
• While autofiring against the Picket Men in Guts Man's stage, you miss shots and fire more than necessary, resulting in some lag frames.
• You also often don't
jump off ledges instead of falling off them. Mega Man's air speed is
very marginally slower than walking speed in this game, but this very often saves time. Some standout timestamps (uncommentated version) are 1:02-1:12, 3:28, 9:56 (use Magnet Beam to get a larger drop here), 14:25. It looks like you start utilizing it later in the run, but there are still some missed opportunities.
• For the same air speed reason, jumps should be as low as possible. Minimize unnecessary jumps.
• Guts Man's first fight is somewhat slow - he stops blinking after being hit several times. This is excusable once at the start because of the stage layout, but once you are on the ground level you should never have to wait to fire a shot. The trick here is to luck-manipulate him into jumping backwards instead of forwards. That way you also don't put yourself in a bad position to grab the end-level item. You could probably save a few seconds here.
• When jumping toward a ladder (2:15), start climbing as soon as climb speed surpasses your jump speed, instead of waiting until the jump apex. This loses a few frames.
• When you fall down a magnet beam, you drop at terminal velocity. It's arguable whether or not this counts as a glitch - if yes, then it shouldn't be shown in the run, but if no, then there are a lot of opportunities you could abuse it to get down vertical sections faster.
I like this run, and can clearly see you put good effort into it. But I think it could do well with a second pass that cleans up these small mistakes.