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zallard1 | Punch Out!! (Wii) - Bald Bull [0:32.15] @zallard1 | Uploaded February 2021 | Updated October 2024, 1 hour ago.
Alright, so I did about 15 minutes of attempts at this fight again to take a break from Soda, since the luck has been abysmal for him lately, and literally already landed my goal of 32.1X this time, as well as a secondary goal, which I'll talk about shortly.

Pottoww had set the record a while back with an impressive 32.24, and had opted to use 2 buffers to help consistency, but at the cost of a tiny bit of time (0.08 seconds collectively).

I realized after my last fight with Bull, that a really cool goal would be to push Bull to where it would be impossible to match/beat unless you remove one or both of the safety buffers for the first and last punches of the fight. The TAS time for this fight if you were to use both buffers is 32.16, which I just barely beat by 0.01. This fight landed 13 of 15 possible inputs frame perfectly. I missed 1 frame somewhere in phase 1, and 1 frame during the bull charge. This fight is currently 0.07 seconds away from the TAS time of 32.08.

This is quite a difficult strategy to pull off. Several of the counters are mandatorily frame perfect, and the newest adjustment that Mysteryman found saves upwards of half a game second, but requires the addition of 3 precisely timed star punches to take full advantage of that time gain.

Let's get into the fight. I watch the entire cutscene because it sets Bull's first move to come out at the earliest possible time. The first punch I throw is a move cancel to remove the 1st of his 3 rolling jabs (there is a dodge buffer you can use here, but it costs 1 frame, so I opted against using it). I try to use the referee leaving the screen as a visual cue for this (this would be problematic if you're playing the game in a 4:3 aspect ratio).

After cancelling his rolling jab, I duck the second one and stun Bull to land 2 buffered jabs, then throw a slightly delayed jab in order to pick up a star. I do the same for his next rolling jab to pick up a second star, then I do a precise dodge in order to stun him in a specific way.

The amount of punches you get from Bull when you dodge an uppercut depends on exactly how fast you dodged it. You can get anywhere from 4 to 7 stunned punches depending on how quickly you dodged his uppercut. For this strategy to be optimal, you need that number to be 6, so you need to dodge fast, but not *too* fast. After landing 6 stunned punches, you need to throw 2 delayed punches in order too get your 3rd star.

For throwing the 3 star punch, the old strategy would just throw it immediately, but Mysteryman found that if you delay this star for about ~20 frames or so, then the timer will move at a slower pace than it usually does, which overall nets you a couple of frames if done perfectly every time. The cue I use for this is when Bull's head *just* centers itself after getting the star.

After that, buffering a dodge into a right jab into a left jab will counter his hook frame perfectly (this normally is frame perfect anyways). Countering his hook again with a jab won't deal enough damage, so for this second one, you need to counter his hook with a gut punch. The window is frame perfect, but since this punch will knock him down, his extended recoil animation doesn't lose you any time since the clock stops as soon as Bull's HP reaches 0.

When Bull gets up, you'll need to throw another frame perfect counter to get a star from his hook, then throw a delayed triple star punch just like the star punch in phase 1. Then Bull will throw an uppercut, to which you will also have to counter for a star (this punch is also frame perfect). Throw that star punch with the same delay as the previous star punch, and he should go down at 2:30 on the clock if you were fast enough.

For the final phase, you can opt to use a buffer strategy that's only 0.02 seconds slower than a frame perfect bull charge by simply chaining dodge into 2 punches, however I decided against that because of my very specific goal in mind with this fight of getting sub 32.16. Instead, I decided to use a pseudo buffer to counter the bull charge manually, which is just throwing 2 punches at the correct starting time. I time this around the moment I first see steam come out of Bull's nose, which will roughly around the area where the counter will hit the earliest possible frame.

This is still very much beatable, but the path will be a little bit more narrow than before. In order to beat this, you need to get at least 14 of 15 possible movements frame perfectly, where the only possible place where you can lose more than 1 frame is if the bull charge counter is at least one of those frames. The only instance where you can beat this while still using one of the safety buffers is if you get the first 14 of 15 inputs frame perfectly, then opt use the bull charge buffer.

I'll probably come back to this fight eventually since it's really fun to optimize despite its brutal difficulty, but I feel this is in a pretty good spot for now. Thanks for watching!
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Punch Out!! (Wii) - Bald Bull [0:32.15] @zallard1

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