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zallard1 | Super Punch Out!! - Masked Muscle [0'06"30] (NTSC WR) @zallard1 | Uploaded February 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

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=RkSchmu_51E

When I went to re-match the TAS time for this fight, I had actually gotten it in like 6 minutes of attempts, but forgot to press record and totally had to do it *again* which was rough lol. I ended up spending like 2 extra hours matching the time again because the luck was unusually rough on me despite it typically not being that bad on paper, plus the new adjustment that was found in this fight that I'll get into later.

Masked Muscle is a fairly innocuous fight in the full game speedrun. He doesn't dish out luck that can outright kill your entire lead due to a couple of backup strategies, but despite this, he has a fair bit of randomness that can make getting the perfect fight on him mildly annoying.

The fight starts off with the usual guard manipulation that you've been seeing in other fights where you hold up for the first frame of the fight, then let go and hold punch for the second frame, however this fight introduces something new into the mix: random blocking from the opponent.

With this strategy, Muscle can block the first two punches, and the final punch in phase 1. These are the only luck events in the fight, and the first blockable punch has a 3/4 chance of going through, while the second and third blockable punches have a (3/4)^2 chance of going through since they're buffered punches. This means the odds of the strategy are:

(3/4) * (9/16) * (9/16) = 243 / 1024, or about 1 in 4.214 (~23.7%)

Once you’ve landed your first left gut punch of the fight, then immediately buffer a second one and pray he doesn’t block either of those. Thankfully, the next 2 left jabs you’re about to buffer here will land 100% of the time, since Muscle is attempting to throw hooks here, and while he commits to throwing an attack, he cannot randomly block.

After the 2nd jab, you need to do a slight delay and counter an uppercut that Muscle is about to throw on your right side, to which, you counter with a right gut punch. From here, you need to hit a frame perfect delayed punch such that when the punch lands, you get 2 extra arrows, as well as speed up Muscle's recoil animation.

You have two paths to get this difficult punch done. Back when I initially matched the TAS on this fight, I just timed the punch manually, similar to how I did it on the Bald Bull IL from this game, however, the community has been booming lately, and it's been discovered that there actually exists a perfect buffer for this punch! The only caveat to this buffer is it's pretty tricky, but definitely something that you can master.

It involves doing 2 "quick ducks" which are actually pretty tricky, because you have to tap "Down" and "Up" extremely quickly one after the other. This was the main reason I didn't consider this as a possibility for a buffer back in the day, because it seemed too awkward.

Hootey had actually found that if you do not have your super meter completely filled up, that holding the "A" button will actually automatically cancel your dodges for you, which effectively eliminates the "Up" portions of the quick duck inputs, meaning now your only obstacle is to quickly press the "Down" inputs at the correct rhythm. It's still fairly tricky to get it down just right because of how fast the ducks come out now.

If you hold "Down" too long, then you end up getting a quick duck that isn't actually the fastest, which makes the punch get blocked. If you over compensate for that by going too fast, then you'll only have one duck actually come out.

Once you get the double quick duck, then buffer two more left gut punches to hopefully get Muscle dizzy (he can block the final punch if he wants), and just hold "Down" until you start to see your character start to dodge, then immediately let go of "Down" and throw a low super as your character centers himself for an instant knockdown!

For phase 2, you need to throw a low super exactly *1* frame after the fight starts, otherwise he'll dodge your punch outright. If you waste an in-game frame on the dizzy knockdown, you can actually buffer a low super, but it would involve abandoning the tap duck buffer, which might not be a great idea for some runners. It's worth mentioning though, especially if anyone happens to find phase 2 unusually difficult to be consistent on. Either way, once that low super lands in phase 2, Muscle will be down for good!

Anyways, thanks for watching!
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Super Punch Out!! - Masked Muscle [0'06"30] (NTSC WR) @zallard1

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