@zallard1
  @zallard1
zallard1 | Punch Out!! (Wii) - Piston Hondo [0:33.76] (WR) @zallard1 | Uploaded September 2021 | Updated October 2024, 1 hour ago.
Been stonewalled by TD Hippo, so I started doing Hondo again, and just like Contender Disco Kid, I've somehow managed to completely skip over 33.82 and landed a 33.76 instead, which finally matches the WR/TAS for this fight. I've also managed to do this with a completely different phase 1 compared to Pottoww & Nolan's run of this fight, just because I felt that practicing this new phase 1 would be best for me in the long run for full game runs (read the description in my 33.88 for more info on this: youtube.com/watch?v=nefYQGGl7yc).

Landing this fight was tough, especially since the other night I had lost a run that I was certain was on frame perfect pace at the final counter in phase 3. It was on the 3rd 2:47 I had gotten since I started these attempts, so it sucked that I could've ended it really early again like Disco, but missed the final piece.

I didn't feel deterred by this though, just that I needed to do literally what I just did again, except hit that last counter along with the rest. If anything, it just confirmed that my progress was paying off. Today, I had this fight completely dialed in, because I was getting 2:47's left and right, and all the practice from getting the 33.88 was paying off too, because I was getting to the 2 counters at the end of phase 2 with regularity now. When I landed this fight, I knew with 100% accuracy that I hit that counter in phase 3 frame perfectly, and since phase 1 was perfect due to being a 2:47, meant that if I had gotten a frame perfect phase 2 like in the 33.88, this would be it, and thankfully it was!

Let's get to the fight itself. I looked into the optimal time to skip the cutscene by doing a sort of "binary search" with when I skip the cutscene, then TASing phase 1 until I got 2:47. In pinpointing that location, I now know that skipping the cutscene roughly where I did in this video will enable you to still get 2:47's. I try to counter the jabs in this fight by throwing a jab as soon as I hear his eyebrows, although I react too fast for this to be super consistent for me, so I try to hesitate ever so slightly to compensate for this, and it works decently while still being frame perfect often. Instead of using the buffer that Mystery found, I do a pseudo buffer that's really similar, where instead of a same sided punch after the jab counter, I do an *opposite* side punch, which is 3 frames faster.

I have to intentionally waste 1 frame somewhere for this buffer to work, so I wait until Mac is fully centered before I throw the punch. If Hondo blocks the punch and doesn't throw the hook, the punch landed correctly, but if he winds up to throw the hook, then you were too late. Likewise, if Hondo blocks the punch but still throws the hook, then you've thrown the punch too early. This cancel is frame perfect, so it's quite difficult to land consistently. After the cancel, I use pseudo buffers to hit the next cancel, and the star punch for the instant knockdown. The cues I use for when to start these ducks are from me looking at his gloves.

As soon as I see Hondo's gloves fully raised, I hesitate very slightly, then duck into a punch to cancel his 2nd jab. When I see his gloves *begin* to move after that cancel, I duck again and buffer that into a star punch. Because everything in phase 1 was landed frame perfectly, this ends up being a 2:47.

Phase 2 requires getting a star with a delayed jab off of Hondo's uppercut, and I throw that star as soon as Hondo's "EH?" noise finishes. Then you have to do a *very* delayed star punch in order to make his next attack come out faster. For this, I use a pseudo buffer and time a duck as soon as I see Hondo start to move after my jab landed. This delayed star also works to make the in-game timer tick down at a slower speed (10% speed) than if you were to throw the punch immediately (30% speed).

He follows this up with 2 jabs that come out immediately if the star was timed correctly. These 2 jabs are probably my least favorite punches in the fight, as I've lost some really good runs to at least one of these jabs due to how awkward it is for me to be consistent at them. Once you gather your 2 stars, you can just throw them immediately for knockdown #2.

For phase 3, Hondo is forced to do the Hondo rush pattern since he's been knocked down twice before a minute, which only requires you to do a single counter to finish the fight. I time this punch immediately after he stops talking, and it usually ends up being frame perfect more often than not.

The stats that I have for this fight don't really tell the whole picture, since I spent a decent chunk of time drilling the new phase 1 with the hook cancel buffer that wastes a frame, but here's all the details that I deemed worth tallying for this fight:

Completed sub-34 Hondo fights:
33.94 - 3
33.88 - 3
33.76 - 1

Total rollover phase 1's (2:47 barely becoming 2:46 as star lands): 46

Total frame perfect phase 1's landed (2:47's): 16

Anyways, thanks for watching!
Punch Out!! (Wii) - Piston Hondo [0:33.76] (WR)Mike Tysons Punch-Out!! - Don Flamenco 2 [1:19.82]Sunset Riders (Arcade) (US) - Deathless Cormano Speedrun (14:49)Sunset Riders (Arcade) - Deathless Cormano Speedrun [14:34] (WR)Splatterhouse 2 - Speed Run [15:34]Punch Out!! (Wii) - Soda Popinski [0:42.72] (WR)Sunset Riders (Arcade) (US) - Deathless Cormano Speedrun [14:48]Splatterhouse 2 - Speed Run [15:28] (WR)Punch-Out!! (NES) - Mr. Dream [2:06.61]AGDQ 2020 Recap of Blindfolded 2P1C Mike Tysons Punch-Out!! with zallard1 & sinister1 (Part 1)Mike Tysons Punch-Out!! - Piston Honda 2 [0:39.99]Breakfast Brawl - Real Time Speed Run [1:59.117]

Punch Out!! (Wii) - Piston Hondo [0:33.76] (WR) @zallard1

SHARE TO X SHARE TO REDDIT SHARE TO FACEBOOK WALLPAPER