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zallard1 | Super Punch Out!! - Mad Clown [0'09"05] @zallard1 | Uploaded February 2022 | Updated October 2024, 3 hours 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=I4F8hCpIILY

Mad Clown's record strategy is a fairly easy fight to execute, but the fight is absolutely riddled with randomness throughout the first and second phases, and any little thing he does during a punch you've committed to throw, will instantly dumpster your attempt. Also similar to Bear Hugger, if you attempt to throw a punch at Mad Clown's gut, he will not take any damage and it'll play a silly animation instead. This isn't important for speedruns, but it's still possible to punch Clown in the gut when he taunts like Bear, but you have to wait until he points to his stomach the 2nd time for it to land.

This fight starts with you pressing nothing for the first frame, and then pressing "Up" and "Y" to throw a left jab on the next frame. Follow up from that left jab with a buffered right jab, with Mad Clown hopefully standing still without random retaliations and not randomly blocking for both of these punches. From there, Clown will throw a jab on your left side, and you'll need to do a delayed left jab to counter it.

Once the jab is countered, just buffer 2 left jabs during Clown's stun, and then buffer 2 more right jabs once his stun ends and hope they both land without him randomly blocking, or doing random retaliations during the last jab. Once they both land, Clown will instantly go into a dizzy state, and you'll need to land the strictest dizzy knockdown in the game, which sits at a 5 frame window. Thankfully, there exist buffer strategies that make this part trivial, but also we're going to do something sneaky here.

Similar to Mr. Sandman and Aran Ryan, I found a strategy involving Clown's move timer that involves burning extra frames during the dizzy knockdown in order to setup an easier start to phase 2. For this, we need to do a very specific dizzy knockdown so that instead of getting an optimal 5.24 knockdown, we need to knock him down at precisely 5.28 on the clock, which happens to be the final frame of the instant knockdown window.

The start of phase 2 will consist of Mad Clown either opening by doing a taunt where he's pointing to his stomach, which means he'll retaliate when you attempt to throw a punch, or he'll start to throw a hook. If he taunts, then your attempt is dead, but if he attempts to throw a hook, then you're past the final piece of luck in the fight.

Due to the setup we did at the end of phase 1, we've got Clown's move timer in a perfect position such that a quick duck into a right jab will frame perfectly counter Clowns hook every time! Once you counter that hook, then immediately buffer an uppercut during Clown's stun, then once Clown's animation of getting hit ends, he's going to attempt to hit you with a backhand attack. You want to land an uppercut directly into this attack in order to take him down for the second time. I time this uppercut roughly around the first frame I see him start to throw out the attack.

Once you've landed that uppercut, then congratulations, because you've effectively finished the fight! For phase 3, Mad Clown will always open with his signature move, Show Time, which involves him throwing really fast jabs that people will usually block. However, we know that Clown will always open with jabs on your right side, which can easily be countered by buffering a right jab as soon as the phase begins! Because of how fast phase 2 was, he'll also come back with so little health that he'll instantly go right back down when the jab lands.

Overall, this strategy is super annoying because of how much randomness the first phase has, but once you finally get attempts past the luck walls, this is a pretty straightforward fight, with only 3 things that you need to manually time in order to match this record.

Anyways, thanks for watching!
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Super Punch Out!! - Mad Clown [0'09"05] @zallard1

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