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zallard1 | Super Punch Out!! - Dragon Chan [0'07"30] (NTSC WR) @zallard1 | Uploaded February 2022 | Updated October 2024, 3 minutes ago.
This run was done on an original Super Nintendo cartridge of Super Punch-Out, as well as an original Super Nintendo 1chip console that was recapped and modded with the Voultar RGB amp to restore the correct color intensity. For some more in depth information about my general RGB setup, you can check out this pastebin here: pastebin.com/TtXx1PQx

Additionally, I've decided to include a non-stretched version of this fight in an unlisted video. If you'd like to learn more about why I'm including this too, you can check out the description in the second video here: youtube.com/watch?v=3tXzlTYWQ34

Dragon Chan is a fight that also tends to cause headaches when it comes to full game runs, because if he wants to, he can take nearly 5 seconds away from you compared to an optimal fight. If you're going for an individual level record on this fight, he's not too bad thankfully. His first phase requires a decent bit of execution, but thankfully that part has no luck requirements.

The fight starts out by holding "Up" for the first frame of the fight, then for the next frame, you want to throw a left gut punch, followed by buffering a second gut punch. For these next 2 right gut punches, you need to do very small delays for both of them so that he gets far enough in his punch animation to where he doesn't block them.

Then, you want to do a delayed left gut punch to counter the hook he's about to throw, then buffer a right gut punch as he's stunned, then press down and IMMEDIATELY press B to buffer a right gut punch while simultaneously cancelling your duck into a quick duck. This will end his stun early, while getting you everything you need in order to set up phase 2 for the KO.

Now, for this super knockdown, you can easily buffer a right jab into an uppercut, but since I'm optimizing real time for these uploads, I wanted to change it to a low super. You can buffer a rapid jab (which is where you press the A button, then press it again within 6 frames of it starting) into a duck, which you cancel into a low super by pressing A as soon as you see your character start to duck, but I didn't give it enough time to learn it before I landed the fight without it, lol. I ended up just hitting this manually, which is a 3 frame window to where the timer still says 5.86 when the low super lands. This adjustment saves a measly 2 frames of real-time compared to an uppercut super knockdown, which is the smallest difference of frames between an uppercut or low super knockdown in the entire game.

When Dragon gets up, he's going to do one of 3 patterns, which will either be him doing 3 kicks on random sides (this is the worst pattern), a heal with a slow delay, or a heal with a fast delay, which is the one that we need. Thankfully, the execution for this buffer has gotten a lot more straightforward recently. All you have to do is hold Up+Left when the fight starts, and keep holding it for the entire phase. Simply press and hold A as soon as your character's dodge begins, and your super will hit Dragon on the first possible frame that he's vulnerable when he does the fast heal!

Back when I first matched the TAS on this fight, I didn't realize the game prioritized the Left and Up inputs in such a way to where Up doesn't cancel the Left's full dodge input, so I would always do this awkward input where I would hold Left only, then very quickly switch to Up+A on the very last couple of frames of the dodge, which I remember costing me attempts back when I originally did this. So shout outs to Universe004 for that really nice simplification for that buffer strategy!

Anyways, thanks for watching!
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Super Punch Out!! - Dragon Chan [0'07"30] (NTSC WR) @zallard1

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