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zallard1 | Super Punch Out!! - Rick Bruiser [0'09"65] (PAL WR) @zallard1 | Uploaded July 2024 | Updated October 2024, 12 minutes ago.
This run was done on an original Spanish Super Nintendo cartridge of Super Punch-Out, as well as an original PAL Super Nintendo 1chip console that was recapped and modded with the Borti RGB amp.

Rick Bruiser on the PAL version has a couple of pretty massive differences compared to the NTSC version. If you would like to compare the NTSC-U fight to this one to see the changes between the two strategies, you can check it out here: youtu.be/kQZu8m929KY

Likewise, if you want, you can compare the NTSC-J version to this fight too, as it has a pretty sizable difference vs the NTSC-U version with the dizzy animation: youtu.be/ZE37xPqLWik

Phase 1 happens to be completely identical to the NTSC strategy, so we’ll just cover that real quick. Start the fight by not pressing anything for the first frame of the fight, then press Up+Y for the second frame to get a left jab to sneak past his guard. Rick is unique in that he will reel back and retaliate with a jab every time you sneak a punch through his guard, so keep that in mind whenever you fight him!

Dodge his retaliation jab, and Rick will immediately attempt 2 jabs on your right side, followed by a hook on your left side. Immediately upon being centered from your previous dodge, throw a right jab with a slight delay to counter Rick's jab, then proceed to buffer the following sequence: right jab, right body, right jab, right jab, right body, then another right body to interrupt his hook. This deals exactly the amount of damage needed to get you the ideal phase 2 and 3 refills of 25HP and 14HP, which is exactly enough HP for a single uppercut in phase 3 to TKO Rick.

Rick’s ideal health refill will “cascade” down from phase 1, because health refills on this game are partially determined by how much health the opponent had before the final punch knocks him down. You can get lower phase 1 times if you do faster punches, but Rick’s health refill will be ruined in phase 3 if you do.

Upon throwing that final right body, Rick will go dizzy, and buffering 2 left gut punches into a low super will net you the first knockdown of the fight. This dizzy animation is also considerably shorter than the NTSC-U version's since Rick goes dizzy immediately when the punch hits in the PAL and NTSC-J versions, while in the NTSC-U version, he recoils and attempts to do a retaliation punch *BEFORE* the dizzy animation actually starts. This saves quite a bit of time over the US version as you'd expect.

For phase 2, there’s a huge deviation because of the speeds of punches in the PAL version compared to the NTSC versions. To start phase 2, you will need to do a guard manipulated uppercut, which means pressing nothing at all for the first frame, then Up+A for the second frame.

This allows Rick to take an uppercut, although he can dodge it 5/8's of the time, as well as doing a sidestep jump, which is 1/8 likely each time he shuffles his feet. Assuming he does neither of these, he'll be hit with the uppercut, and attempt to counter-jab you for it, to which you just dodge to the right.

On the NTSC versions, you would need to then dodge to the left to avoid his hook after dodging the retaliation jab, then cancel your dodge by pressing the A button at the perfect time to cut the dodge tightly and do a low super for the 2nd knockdown of the fight. However, in the PAL version, you have *exactly* enough time to center yourself and just immediately throw a low super directly into his hook, and it’ll barely land. Thankfully this maneuver is also super easy to do, as you just need to buffer a quick dodge and immediately cancel it with the A button to throw the low super.

The first time I ever saw this strategy anywhere was from a channel named “Jelly Man” many years ago. I couldn’t find the video up anymore, but I did come across the channel again recently. The channel does have an NTSC video of Rick that at least referenced the PAL video I'm talking about here: youtube.com/watch?v=G_eulxtO9dU

Phase 3 is simply the exact same as the start of phase 2 thankfully, which just involves another guard manipulated uppercut, which means pressing nothing at all for the first frame, then Up+A for the second frame. The same odds apply, where you need to win a 5/8's luck roll, and not get the 1/8 Rick sidestep. Once this uppercut lands, Rick will go down for the TKO in under 10 seconds!

Here is the luck breakdown for this strategy to succeed:

Phase 2:
-Landing an unstunned uppercut (5/8)
-Rick stands still (7/8)
-Total Phase 2 odds: (5/8)*(7/8) = 35 / 64 = ~1 / 1.82857 (or ~54.69%)

Phase 3:
-Landing an unstunned uppercut (5/8)
-Rick stands still (7/8)
-Total Phase 3 odds: (5/8)*(7/8) = 35 / 64 = ~1 / 1.82857 (or ~54.69%)

Total fight odds: (35/64)*(35/64) = 1,225 / 4,096 = ~1 / 3.3436 (or ~29.9%)

Pretty decent odds all things considered! It helps a lot that phase 1 has zero luck at all, and phases 2 and 3 are reasonably likely.

Anyways, thanks for watching!
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Super Punch Out!! - Rick Bruiser [0'09"65] (PAL WR) @zallard1

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