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zallard1 | Super Punch Out!! - Mr. Sandman [0'13"13] (NTSC WR) @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=8fDa4XbU_JQ

Mr. Sandman is a breath of fresh air in the Major Circuit, as he has a completely set pattern with no random elements, making him a completely skill based fight. Back when I initially was matching the TAS on these fights for the first time, this was the fight where I discovered a pretty critical quirk that would end up being put to good use for several other fighters, along with this one, but we'll get to that in a bit.

This fight starts with you not pressing anything for the first frame of the fight, then pressing "Up" and "Y" to throw a left jab for the second frame. This manipulates his gloves down, which allows you to freely punch Sandman in the face. Once you've landed your first left jab, follow it up by buffering 3 more, then buffer a left gut punch. From here, you need to do a very slightly delayed left gut punch to intercept his slow uppercut, but *don't* counter the uppercut itself. From there, just buffer one final left jab to get him dizzy!

Now here's that quirk I mentioned briefly before; you have the ability to delay your dizzy knockdown in order to make Sandman's next phase be a little faster! Fights in this game have what's called "move timers" which effectively boils down opponents having moves that are "scheduled" to come out after a set number of frames on the in-game timer. This seems like an idea that's simple and makes sense, but what if I told you that we could take complete advantage of this mechanic in certain scenarios to make execution more consistent on certain punches?

Let's take this fight for example! Sandman's first punch in the second phase begins to come out in 5 frames. In order to intercept that like the TAS does, you would need to manually delay for those 5 frames before you throw your uppercut. This is reasonable to pull off for people, but wouldn't it be better if it could land frame perfectly every time?

I found that you can burn frames off of an opponent's move timer *while* they are dizzy! What this means is that I could find a different buffer for the dizzy buffer to waste those 5 frames *there* instead of having to wait out those 5 frames in the next phase before throwing the uppercut.

Once you throw that final jab to get Sandman dizzy, you want to throw a left jab, into a right jab, into a left jab, into a low super to burn those extra frames I was talking about earlier. I opt to throw a low super for the phase 1 knockdown since knocking Sandman down with an uppercut is 42 frames slower. When Sandman gets up, you do NOT have to delay those 5 frames like the TAS does, because of the setup during the dizzy, you can just HOLD "Up" and "A" to buffer a super punch to hit him frame perfectly every time!

It's worth noting that Mr. Sandman is special, in that he is specifically hard coded to have a KO be completely impossible on him, even via methods of hacking. This means that despite how much you've dominated in phases 1 and 2, Sandman will get up on his 3rd knockdown with a *massive* health refill, which is unlike how this works for any other fight in the game.

For phase 3, you start by throwing an uppercut with a slight delay. I like to time this uppercut immediately after I hear the first note in the Major Circuit theme, which works really well for setups that are playing on an actual Super Nintendo on a CRT (or RetroTink with lagless monitor). From there, Sandman goes into his signature move, the Dreamland Express.

In this game, the Dreamland Express is pretty slow, so you just have to cut the final quick dodge as tightly as possible. Also, once you've dodged the 3rd uppercut, you need to stun him with your RIGHT hand, because this jab deals slightly extra damage that you NEED in order for this strategy to work, and then follow it with an uppercut. Finally, Sandman will throw another hook, similar to how the phase started, and you'll also need to land an uppercut into it. I don't have a great cue for this, but I try to time it very slightly after I see Sandman fully centered.

Once that uppercut lands, then Sandman should be down for the TKO! This fight is fairly challenging to match the TAS on just because you would need to land 5 frame perfect maneuvers throughout, but the lack of randomness makes this fight a great mix of challenge without being annoying. I would highly recommend giving this one a shot!

Anyways, thanks for watching!
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Super Punch Out!! - Mr. Sandman [0'13"13] (NTSC WR) @zallard1

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