See here: http://pastebin.com/nL7ZmNdp for everything I've determined on turnframes, bonking, and other movement quirks in GSC. This affects how you should approach movement in several parts of GSC runs; the overall impact is pretty small and the knowledge is mainly useful as a tie in with encounter immunity mechanics (viewtopic.php?f=7&t=454) in avoiding encounter rolls where possible (or in maximizing them when surfing for Poliwag), but in any case this knowledge was needed so that GSC runners can account for each frame as meticulously as Red runners do.
A couple of useful applications on Route 32 in Gold should hopefully illustrate things a bit more clearly. First is the movement path up to Albert:
If you get an encounter on the last patch of grass before him, you should use the 4 encounter roll immunities and walk into his vision in the tile immediately in front of him. On the pictured tile, you would get 5 encounter rolls if you tried to talk to him from the side (1 turnframe after encounter, 3 steps in grass, 1 turnframe after side-bonk).
Also for the Super Potion later on:
If picking it up, you should walk to the tile the Super Potion was on to avoid the turnframe. It's 2 encounter rolls either way, so it saves 8 frames (unless you get an encounter on that tile in which case it's a wash) over walking straight down afterwards.
Not going to go over every useful application (pretty sure I forgot some in the course of writing this up anyway), but here are a few other places this knowledge can help out:
- General movement (not getting 'stuck' on a tile)
- Pause buffering spinners
- Boulder pushing
- Timing the rotatos in Radio Tower (need to waste 18 frames on way up, 2 frames on way back) and Route 44 (need to waste 2 frames)
- Turning in place for Poliwag (***EDIT: Go here to see how a true warrior does this.)