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zallard1 | Super Punch Out!! - Rick Bruiser [0'10"65] (NTSC-U WR) @zallard1 | Uploaded April 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=UUD_A5pFeb8

The reason for the distinction on "NTSC-U" in the title is because on the Japanese version of Super Punch Out, Rick Bruiser has the one and only speed difference between the US and JP versions of the game, since JP Rick does *not* do the leaning back animation before going dizzy that US Rick does. This results in a faster time of 10"37, which you can watch me do here if you're interested in seeing the differences between the two versions firsthand: youtube.com/watch?v=ZE37xPqLWik

Despite needing to be frame perfect in 5 places, this feels like the "easiest" fight to finish with that difficulty for me. To re-match the TAS on the J version of Rick, it took me like 8 minutes, and for this one, it took about 12. It might be because 3 of these inputs are guard manipulation, which is more than the other 5 input fights (Bull, Sandman, Macho), and is something that you have to use in nearly every fight anyways, so it requires less practice than other punches. This fight also has a little bit of luck, in that you need to win two 5/8 luck rolls for landing uppercuts, and two 7/8 luck rolls for his sidesteps in order to complete this strategy, meaning a 1225/4096 probability (or almost a 30% chance of success), which is honestly not bad at all for Punch-Out luck standards.

The fight starts with, you guessed it, guard manipulation. Don't press 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 to counter Rick's jab, then proceed to buffer the following sequence: right jab, right body, 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.

Upon throwing that final right body, Rick will go dizzy, and buffering 2 left body punches into a low super will net you the first knockdown of the fight. It's worth noting that if you get a 6.99 or lower for your phase 1 knockdown, you are hard committed into going for the TAS phase 2, because of the 4 second rule for knockdowns, you will only have ~3 seconds to get the second knockdown, and the usual phase 2 for single segment runs will be too slow to get you the good refill for phase 3.

If you find yourself wanting to do that safe strategy, throw an uppercut during the dizzy instead of the low super to fix that issue. This also happens to only really be a concern with the US version of the game, as the JP version has way more wiggle room for phases. As a random tidbit since we're on this topic, throwing a low super for the dizzy knockdown is 99 frames faster in real time than knocking Rick down with an uppercut, just because he spins around a bunch in the animation, haha.

For 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 has the ability to dodge the uppercut 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, and then dodge to the left to avoid his hook, and cancel the dodge by pressing the A button to do a low super for the 2nd knockdown of the fight. You want to do this low super cancel as tightly as you can in order to match the TAS time, and I don't have a great cue for it, but it's one that's relatively easy to get the hang of by feel thankfully.

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.

Anyways, thanks for watching!
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Super Punch Out!! - Rick Bruiser [0'10"65] (NTSC-U WR) @zallard1

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