Mike Tyson's Punch-Out!! - Soda Popinski [

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  • Опубліковано 11 гру 2022
  • This run was done on an original cartridge of Mike Tyson's Punch-Out!! on an NES that was modded with the Tim Worthington NESRGB kit. For some more in depth information about my RGB setup, you can check out this pastebin here: pastebin.com/m7tzR5Cq
    I've also 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: • Mike Tyson's Punch-Out...
    I've also got my full attempt session from power-on to the successful attempt right here: • Mike Tyson's Punch-Out...
    Despite being a small PB, this is actually a fairly large tie break, as there are several people who have a PB of 45.97 for Soda. With that 45.82, this currently puts me solidly in 3rd place, behind jefeman's 45.48, and lucandor's 45.00. My execution is starting to tighten up a little bit, and I'm thinking the main punches I timed better in this fight over my last one are the jabs after cancelling Soda's first hook in phases 2 and 3.
    As far as the fight itself, Soda is a very fast opponent with a couple of random elements, but has a massive weakness to exploit. The fight starts off with Soda attempting to throw 2 hooks at you, and they need to be cancelled immediately with 2 blocked hooks from Mac. It's more consistent to throw 2 right gut punches, but you can opt to instead buffer a left gut punch as your 2nd. It will save a couple of frames, since left gut punches are faster, but it will also whiff about 25% of the time, which would instantly end your attempt. I opt for the faster 2nd cancel.
    After the cancels, Soda can take one of 2 different routes; throw 2 uppercuts, or throw 2 more hooks. He'll throw the uppercuts about 75% of the time, which is part of the luck we need to continue the strategy, but we also need something else that I'll go into next.
    Off of the 2nd cancel, a right dodge is buffered, which is a perfect setup to land a gut punch into Soda's ducking uppercut stance, assuming that he does the fastest delay anyways. Soda can do one of 4 different delays, each 25% likely. When Mac is about centered, you need to buffer a left gut punch, then immediately press "Down" as the punch goes off. This technique is called the Screwdriver, and it was discovered by Jack Wedge days before I set my last PB in this fight.
    A somewhat newer discovery is that by holding "Right" for the entire duration of when you're doing the Screwdriver's dodge, you will effectively eliminate 2 of the 4 possible delays for Soda's uppercut, making it ~50% likely instead of ~25% each time its used.
    Once the gut punch lands, you just need to do a delayed gut punch to cancel his 2nd uppercut, and buffer a star punch out of it. No matter what Soda does after that, the star will land, and since you landed a gut punch while he attempted to throw an uppercut, it enables Soda to be knocked down instantly from a star punch!
    Phases 2 and 3 are the same, and they can be handled in a couple of different ways. The traditional way is to counter his first hook with a right jab, then buffer a right gut punch, then perform the Screwdriver just like in phase. I opt for a harder variation that theoretically should save frames over the standard approach though.
    I instead cancel the first hook with a right gut punch, then throw a jab into his 2nd hook. You are supposed to buffer a jab and let go of "Up" on the first possible frame, which allows the jab to be bufferable and land, but I've opted to let go of all inputs as soon as I land my gut punch, then quickly press Up+A in isolation, which theoretically should be possible to land on the same frame as the buffered one, but doesn't kill an attempt outright if I let go of "Up" a frame late like the other approach. I may switch to the fully buffered method later when saving those frames become more necessary.
    The world record is a 45.00 by lucandor158, which currently uses a misdirected gut punch in the first phase of the fight. It's a very tricky input, and the odds of it even working at all are about 1 in 4, making completing the strategy a bit more rare than it is now.
    On top of that, lucandor's fight is very very optimized compared to the theory TAS for his strategy (44.97), so chances are very high that if I wanted to attempt to match his time, I would need to get the luck multiple times because of the execution needed to be that fast. I'll probably talk about the misdirect more when I start using it in attempts, because I'm still learning about it myself, but until then...
    Thanks for watching!
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