Some improvements to Lollipop(s). Interestingly, I only use the lollipop in level 1, now!
"You" is nymx, because you did some tests during the judging process. If you are not nymx, sorry.
Level 1
I straight up don't understand how the manipulation works at the beginning. Afterwards, though, I noticed that because you don't keep him on screen for as long, you get an extra candy wrapper enemy afterwards. By slowing down a bit, I was able to keep the pink guy on screen, spawn block that candy wrapper, load a little idiot who gets stuck in the wall, and then spawn block the enemy you jump over at 1464. Saves 2 frames.
Seems like you can't do spawn block strats with two enemies of the same type. It's like they reposition the same enemy to the new spot. Weird...
I found a new way to do the ending, which saves about 10 frames over yours.
50 frames saved over submission, 24 frames saved over your test.
No framerules between stages, so GG.
Level 2
It's actually a frame tie to smack that little pink think vs jump over him at 4029, but then an extra enemy spawns at the peak of the hill, slowing me down. Since I have to kill this newly revealed enemy, he can't be used to spawn block anything.
There's actually a frame perfect trick where you can kill the guy in the pit at 4219 without otherwise slowing down, but it just doesn't work out to climb the three groundpops at the end. You want to wait and jump across the whole pit.
I saved 16 frames at 4382 by waiting to hit the ledge instead of swinging my lollipop and waiting on the enemy. This was the only improvement I could find.
16 frames
Level 3
Couldn't find any improvements. Remember that you have to jump immediately because of weird collision on the starting platform, so I can't do the first pair of enemies optimally.
That second pair of enemies (that I creep up on) seems promising, but that only loses 8 green frames. A lollipop swing seems to lose about 15, and on top of that, more enemies will load and cause me more problems.