I'm currently trying to write down the frame data for every conceivable thing in Majora's Mask via pause buffering, even the useless crap that nobody cares about, like the frame data for Tatl's wings flapping and Link's idle animations.
While screwing around in Mountain Village trying to find out new frame data to write, I found out that if you pause on a specific part of the running animation, the sliding due to ice physics is canceled. This also works with rolls, sidehops, and walking sideways while Z-targeting.
For simplicity's sake, I'm calling this tech Slide Canceling.
A roll is about 12 frames, I think. And when I wrote it down, a run cycle is 10 to 11 frames. To cancel the sliding animation, start pausing about 3 or 4 frames before the roll ends. I don't know the specific frame data for cancelling the ice physics for a run cycle, but right after you let go of the analog stick, (about 1 or 2 frames) start pausing.
Overall, I don't know if my data is accurate, but I plan on testing it for accuracy after the first tests of every conceivable thing in Majora's Mask.
Did anyone know about this weird tech before I posted this?