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Then, if one Smash DIs into the full hit of the move or hazard, the phantom is canceled and regular Smash DI can be performed. However, if one is already in the knockback state from a previous move, the hitlag from the phantom is sufficient to allow Smash DI. Smash DI requires the victim to be in both a knockback animation and in hitlag, and a phantom only triggers the hitlag state. A phantom hit occurs when a hitbox intersects with a hurtbox by less than 0.01 units (targets and hazards cannot be phantom hit). In order to optimize the double damage boost after target 5, phantom Smash DI is used. Roy's run is probably the most precise out of all 25. The initial set of Bowser inputs caused 4,744 RNG iterations, which was 24 iterations past the ideal Sheik seed (thus making that seed unusable and requiring wasting time traveling to a much farther seed), but luckily a slight adjustment to the inputs caused fewer RNG calls while still completing Bowser's stage in the same amount of time. This allowed for the placement of Samus' run (which causes 12,597 RNG iterations including the extra 1 for RNG music) and Bowser’s run (which causes 4,658 RNG iterations including RNG music) between Peach and Sheik. The second least likely run is Sheik, and a seed which completes the run was found 17,317 seeds after the end of Peach's. As by far the least likely run, a seed for Peach was found first and the search space for the other seeds was limited to the seeds immediately following Peach. The four main RNG records are run first, both to simplify optimization and to allow for reuse of work in the event that future submissions feature improvements in any of the other 21 stages. Sheik: weaker up-aerial in PAL, decreasing the amount of hitlag suffered when breaking two targets by one frame each (optimal in PAL, 2 frames slower in NTSC).Marth: slightly lighter in PAL, increasing the efficiency of damage boosting (though by a small enough amount that PAL and NTSC are tied in TAS), and slower air speed in PAL, costing time (optimal in NTSC, 2 frames slower in PAL).Mario: slower air speed in PAL (though by a small enough amount that PAL and NTSC are tied in TAS).Kirby: faster run speed and larger forward-aerial hitbox in PAL, saving time (optimal in PAL, 2 frames slower in NTSC).Fox: slightly lighter in PAL, increasing the efficiency of damage boosting (though by a small enough amount that PAL and NTSC are tied in TAS).Bowser: slightly heavier in PAL, decreasing the efficiency of damage boosting (though by a small enough amount that PAL and NTSC are tied in TAS).Some of Melee's characters have attack or attribute differences in PAL which affect their Break The Targets completion time: