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zallard1 | Super Punch Out!! - Heike Kagero [0'10"49] (TKO strategy) @zallard1 | Uploaded March 2022 | Updated October 2024, 1 hour 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

So, lixunis found a great strategy (with the bizarre name "Brunch of Eggs and Ham and Stuff") for full game runs that actually improves on the old TAS of 10"60 by a few frames (to 10"52 in fact).

Phase 1 is super easy here, because you just need to hold up for the first frame of the fight, then buffer 6 left guts, 2 right jabs, then quick duck into low super to get him to the mat. This is the classic phase one that's been optimal for years and years as far as a quick first knockdown goes anyways.

For phase 2, by buffering a low left punch to interrupt Heike's first hook, you can set his guard to be high on the next punch by holding "Up" until the first frame Heike gets out of his recovery animation and becomes idle again. Then you just buffer 1 more left gut punch, into rapid punches, which effectively you just hold "A" and repress it as soon as you see your character wind up to throw a super.

Heike will get dizzy off of this, then you just need to throw a left gut into a low super to knock him down again. For lixunis's strategy, he does low rapid punches for phase 3, which gets the 10"52.

Now, I ended up playing around with finding backup strategies for missing the rapid punches in phase 3 the other night, because a good friend of mine, Hootey, has lost some great runs on great paces because hitting the rapids can be pretty strict and unforgiving if you miss.

When I was loading the savestate to mess with backups, I would also just mess around randomly sometimes, and stumbled into an adjustment that not only gets rid of the rapid punches altogether, but is *faster* by 2 frames! This was never found before, because this low super strategy working is a direct consequence of the new strategy that lixunis found, since phase 3 has a lower refill here compared to normal.

Lixunis found a perfect buffer for this new phase 3, which involves a quick left dodge, into a quick right dodge, into a low super. It's important to note that double left quick dodge does *not* work, because Heike's hook "hitbox" lingers for an extra frame on the left side, probably because that's where the punch is coming from.

For this buffer, I'm going with just holding left until the fight starts, then double tapping "right" as soon as my character moves, since tapping the opposite direction also gets you a quick dodge & the 2nd tap gets you to start your next dodge. From there, I just quickly hit A and it's all good.

Anyways, thanks for watching!
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Super Punch Out!! - Heike Kagero [0'10"49] (TKO strategy) @zallard1

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