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zallard1 | Punch Out!! (Wii) - Title Defense Mr. Sandman [0:34.64] @zallard1 | Uploaded March 2021 | Updated October 2024, 1 hour ago.
UPDATE: I've improved this to 34.46! Check it out here: youtube.com/watch?v=oWvJj5LpiL0

Ok so I lied a little bit, because NOW I'm taking a detour from Wii Punch Out IL's to do Tyson IL attempts. I just felt that since I was in practice for the various complex inputs for the Title Defense Sandman fight, that I should at least try out this bizarre headgear strategy that Frame by Frame Animation (Mysteryman) found a while back.

As far as the Tyson thing, I've promised sinister1 that I would grind Mike Tyson for the fabled phase 3 uppercut, which I've never attempted before. This was off of an ill timed bet/promise I made, but is kind of funny how it unfolded. Check out sinister's perfectly executed Tyson PB here, along with the lore that goes along with this silly promise: youtu.be/fVeE7SdCjiA

I'll be streaming attempts at this pretty soon! If you'd like to watch those attempts, follow me here at twitch.tv/zallard1/​

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.

Despite the assistance from the headgear, this strategy is far FAR FAR MORE DIFFICULT than the previous 38.73 strategy that I just uploaded. I struggled to complete even a single attempt because of phase 2's dreamland pattern not being correct, so the fact that this is the first time this strategy has ever been fully completed by a human, and it's *this* close to the TAS despite the unbelievable difficulty of this strategy, just absolutely blows me away.

Most of this fight is like the 38.73, where you punch Sandman to the side and throw a delayed jab to provoke a "My turn" hook. 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.

Then, 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 I've only gotten about 10 times before.

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. Here is the critical moment of the fight, because this is what stopped literally 100% of my attempts before this one...

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 finally 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 itself, just counter the 2 winks and buffer the 2 star punch for the TKO! This strat was wild to pull off, haha. Anyways, thanks for watching!
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Punch Out!! (Wii) - Title Defense Mr. Sandman [0:34.64] @zallard1

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