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zallard1 | Punch Out!! (Wii) - Title Defense Mr. Sandman [0:34.46] @zallard1 | Uploaded September 2021 | Updated October 2024, 8 minutes ago.
I ended up getting sidetracked and improved my personal best time on Title Defense Sandman, because Title Defense Hippo continues to be an annoying, unfun fight, while this fight continues to be far more fun and rewarding. This PB ended up jumping ahead more than expected and actually beat back the record Nolan set on this fight a few months ago. This also happened to possibly be the first (and only) time that anyone has ever gotten a 2:35 phase 2 on this fight in real time up until this point, let alone finish an attempt with one. I don't know the exact requirements for this, but it's pretty slim considering how elusive it's been up until this point.

Anyways, this strategy uses the 100 loss headgear in Career Mode to reduce the amount of hearts and damage taken when Sandman throws his "My Turn" hooks, which slows the timer down substantially. The TAS time for this strategy is a 34.28 for reference, and has about 26 inputs that you need to time frame perfectly to get that time. This time currently sits about 3 (unstunned) frames away from the TAS time.

Most of this fight requires you to punch Sandman to the side and throw a delayed jab to provoke a "My turn" hook, since this slows down the timer substantially. The side that you throw your jab will determine if he does the correct type of hook, because "My turn" hooks are the only ones we want, and the jab pattern typically goes in a "right right left" sequence. For the first 2 wink attacks, you want to punch him in the gut and do a delayed jab for each of them, 1st one being a left jab & the 2nd one being a right, and let them hit you.

When you hit Sandman to the side off of any attack, the clock immediately goes to 15% clock speed, while provoking a "My Turn" hook forces it to crawl to an even slower 10% speed. Likewise, when you get hit by a big punch where Mac is visibly frozen for a about a second in hitstun, the clock for the duration of that hit is also 15% speed. So naturally, for the fastest in-game time, you want to maximize these events on the way to getting a star to TD Sandman's dreamland express.

After the first 2 wink attacks, you'll need to throw a punch immediately after in order to make Sandman start his next 2 overhead attacks sooner. You can "unlock" Mac's animation from being hit by mashing "up" and a punch, and as long as you are doing it during the last part of the hit animation, it should work if you mash fast enough. For Sandman's next 2 overheads, punch him in the gut and do a delayed jab for each one, first one being left and the second one being right, similar to the first 2 attacks. Then, similar to the punch to provoke Sandman, you need to "unlock" Mac's punch to throw faster, but THIS this punch needs to come out ASAP, otherwise it won't be fast enough to cancel his "Night night" jab.

Next, interrupt Sandman's "Stand still" punch with, you guessed it, yet another gut punch into a delayed left jab. Next, you'll need to counter Sandman's quick hook from the side, then you'll need to throw a right hook to provoke a "My turn" hook right as his Dreamland Express phase begins. You need to duck his hook, throw a gut punch, then wait as Sandman centers himself and THEN throw the star as he's fully centered. If done correctly, he will attempt to throw an uppercut, only to be instantly knocked down by your star. I got him down at a 2:45, which by this point, I've gotten countless times.

For phase 2, Sandman will do 2 winks, then delay and do a 3rd wink. For winks 1 and 2, you want to yet again throw hooks into delayed jabs for both, except this time you want both jabs to be on the right side. His winks are on a random side in phase 2, but will always alternate, so if you take note of what side his 1st or 2nd winks were on, you can be prepared to counter his 3rd wink on the correct side. Once you counter wink 3, buffer a hook, then wait for a couple of frames before throwing a right hook to provoke his final "My turn" hook.

Once you do that, then you need to do a mandatory frame perfect dodge/duck in order for Sandman to do the correct Dreamland Express delay. If you are even a single frame late on this duck, then he will do this instead: youtu.be/G6lHIBV0VAY?t=46

So... once you hit the frame perfect duck in phase 2 and lock him into the correct pattern, then throw your star right around when Sandman fully centers himself, then he'll attempt to throw an uppercut, but your star punch will instantly knock him down first.

For phase 3, I regret to inform everyone I missed the funny punch... again. The 2:35 made me way too nervous so I totally missed it lol. If you would like to know about the funny punch, it's still in the non-headgear WR here: youtu.be/ulu1jvluVgo?t=60

For phase 3 itself, just counter the 2 winks and buffer the 2 star punch for the TKO!

Anyways, thanks for watching!
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Punch Out!! (Wii) - Title Defense Mr. Sandman [0:34.46] @zallard1

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