Awosomeandy

Punch-Out!! (Wii) Full Game TAS Pastebin Explanation

May 8th, 2022 (edited)
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  1. Punch-Out!! (Wii) Full Game TAS Write-Up/Explanation
  2. (Written by Awosomeandy)
  3. (TAS done by Awosomeandy and Mysteryman95, aka Frame by Frame Animation)
  4.  
  5. Extra:
  6. Restarts:
  7. I'm going to address the restarts we take here right at the top. For whatever reason, on 6 of the 26 fighters we fight, the first attempt from powering on the console that we do, their first attack comes out a frame later then usual. 2 of these people it's actually not their first attack, hence why only 4 of them we take a restart. We restart so it is no longer the first attempt, and we save a frame. If you're wondering why we do this, it's because we value game time above all else. Wasting a few seconds in real time to save 0.06 (1 frame) in game time is 100% worth it. To sum it up, the reason we restart on Contender Soda, Contender Bull, Title Defense Kaiser, and Title Defense Bull is because of the Power On Glitch.
  8.  
  9. The Fighters:
  10.  
  11. Minor Circuit:
  12. Glass Joe: 25.76
  13. Joe starts with a taunt, we counter this with a left hook then delay a right hook as he is reeling back to pick up 2 stars.
  14. We then go into a 15 punch combo: 3 alternating hooks, 3 alternating jabs. This nets us our 3rd star.
  15. Joe is then recentered so he does his taunt 3 frames earlier
  16. We actually delay our triple star until the last frame possible for the instant knock-out, as it slows the clock as much as possible. When throwing the star on the first frame the fastest time you can get is a 26.49
  17. Strat Credits:
  18. Early 2010's Community
  19.  
  20. Von Kaiser: 18.93
  21. Von Kaiser throws a wind up jab, we can then counter this and buffer a left hook to recenter him. Because we have thrown two punches, a third one will make him duck down to the right, and we can quickly collect another star here.
  22. The first right jab that he ducks is actually delayed a frame. This is so that his wind up jab that Little Mac ducks is thrown right away without a long delay.
  23. Triple star into his "taunt" to end the fight.
  24. Strat Credits:
  25. McHazard
  26.  
  27. Disco Kid: 27.42
  28. Disco's phase one is five punches all of different timings. In order, they are:
  29. 1. Collecting a star of his taunt with a left jab
  30. 2. Collecting a star while he is recentering with a right hook
  31. 3. Landing a left hook so he goes into his next attack faster
  32. 4. Getting a third star off of his attack with a left jab
  33. 5. Delaying our triple star for it to be an Instant Knock-Down.
  34. Disco's phase two is simple: collect a star, then throw it into his taunt for an Instant Knock-Down.
  35. Disco's phase three is the same as two, but there is an extra hook from Disco we have to move cancel, and that is what the blocked left hook is.
  36. Strat Credits:
  37. Phase one and two: Early 2010's Community
  38. Phase three: Mysteryman95
  39.  
  40. King Hippo: 46.94
  41. We counter Hippo's first mouth open, then deliver 12 hooks. We purposefully wait out the stun because if we were to throw another Hook onto him, he would recoil with the clock at 100% speed. The clock in stuns is at 25% speed so it's faster to just wait until he recovers.
  42. Dodge his attack then respond with a jab.
  43. This is the first fight where I spice it up with some TAS Swag. The jabs are not necessary, but give a funnier animation.
  44. Dodge his next attack then respond with a hook to pick up a star.
  45. The star punch we land is a one frame window for his next attack after he recovers to come out instantly. The duck before it is just some more TAS swag, not necessary.
  46. We then abuse 2 instant knock-downs which he throws at this point, which after he "gets up" once, the second will knock him out as well.
  47. Strat Credits:
  48. Early 2010's Community
  49.  
  50. Major Circuit:
  51. Piston Hondo: 33.76
  52. The first fight where we watch the cutscene, which saves 0.06 in game seconds. If we were to skip the cutscene the best possible time would be 33.82.
  53. Hondo has 3 attacks before his bow which we can get an instant knock-down off of.
  54. We move cancel his first wink, and his uppercut.
  55. Then get a star off of his second wink.
  56. Perform the instant knock-down.
  57. After getting our first star, we delay throwing it until he is fully idle because:
  58. 1. Slows the clock down to 10% instead instead of 50% if you were to buffer it
  59. 2. Makes his wink right after come out instantly.
  60. That actually is the first frame we can throw it for those two things to happen, Hondo becomes fully idle quite slow compared to other boxers.
  61. Strat Credits:
  62. Phase one and three, Early 2010's Community,
  63. Phase two, McHazard
  64.  
  65. Bear Hugger: 26.70
  66. Second fight where we watch the cutscene to save 0.06 in game seconds. If we were to skip the cutscene the best time we could get is 26.76.
  67. Other than that, it is a very simple fight. Each phase is simply:
  68. 1. Gathering a star from his taunt or first attack
  69. 2. Recentering Bear to save time
  70. 3. Throwing the star into his next attack for an instant knockdown
  71. Strat Credits
  72. Early 2010's Community
  73.  
  74. Great Tiger: 41.92
  75. This is the only fight where we actually have to skip the cutscene within the first few frames to get the optimal time.
  76. Pretty complex strat. Phase 1 is dependent on getting Tiger down as fast as possible with 3 stars in reserve.
  77. We interrupt his first right jab to be able to get our first star faster.
  78. We then use this star to skip his second right jab.
  79. We then counter his third right jab for our first of 3 stars we will keep.
  80. We then punch him as he recenters, then buffer two more hooks for him to disappear then for us to collect a star.
  81. We do this again, but after he does a slow uppercut so we have to delay the third hook.
  82. Catch him again so he does the rush as fast as possible.
  83. Phase 2 is simple: unload our triple star, then do a hook so he goes into his uppercut faster, get a star from it and send him down.
  84. Phase 3 is similar to phase 1, but now we're just trying to get to his rush as fast as possible.
  85. We get 2 stars off of his first 2 uppercuts, which are both fast. This lets us use our stars to skip his slow uppercut right after.
  86. We use our final star to slow the clock right before his rush.
  87. Second fight where I do some TAS Swag, the jabs as he is recentering are not necessary at all, they just look cooler.
  88. Strat Credits:
  89. Mysteryman95
  90.  
  91. Don Flamenco: 17.74
  92. The whole concept with Don is carrying out the Infinite on him, an alternating Hook, then Jab, for at least seven punches in phase 1. Then a single star in phase two will give us a knockout.
  93. We provoke Don with a hook, then counter him.
  94. We then do the Don Infinite. There is a two frame window on each punch where it will keep the clock at the slow stunned speed. That's why we do fourteen punches here even though only seven are required. He goes down quite quickly.
  95. A quick phase two where we pick up a star, then throw it for a KO, gives us the fastest fight yet!
  96. The final star is actually delayed a frame, because buffering it causes the clock to speed up dramatically.
  97. Strat Credits:
  98. Early 2010's Community
  99.  
  100. World Circuit:
  101. Aran Ryan: 54.66
  102. The Last simple strat. This one is all about countering Aran Ryan with a specific glove so that he delays the least amount of time before his next attack.
  103. Because of how simple this strat is, I add in some TAS Swag in this fight. The random Jabs everywhere are not necessary, just makes it less boring.
  104. The one exception to what I said above is the final punch of phase 1, which actually does have to be a jab as it makes his Headbutt in phase two come out 2 frames faster. The best time with ending phase one with a hook is a 54.78.
  105. Parry his Headbutt with a block then use a triple star for an instant knock-out.
  106. This is also the first strat that can be faster with champions mode, but we don't have that option in a career TAS. An exhibition TAS will most likely never be made as for a TAS to sync you would need to load in the same premade game save the taser had while making it.
  107. Strat Credits:
  108. Early 2010's Strat, two frame save in phase 2 made clear by EpicJake72.
  109.  
  110. Soda Popinski: 48.43
  111. Uh oh!! it appears the TAS is having some trouble here on Soda! Or is it?
  112. The first fighter where I have to take a restart to get rid of the power on glitch (refer to the top of the pastebin if you are curious what the "Power On Glitch" is).
  113. The third fighter where I have to watch the cutscene to save 0.06 seconds of in game time. However this is the one fighter where I can skip the cutscene halfway and still save the frame.
  114. This is the most interesting strat, because we take a hit and 2 knockdowns to get the best time.
  115. Start off by taking a hit to set up the knockdown when soda gets up, which will skip his rage uppercuts and set up a really fast phase three.
  116. We then get a star by punching him in the gut after ducking his next hook. Similar to Mike Tyson's Punch-Out!! Soda is now really weak to a star, but in this game we have to follow it up with a delayed jab for the instant knock-down.
  117. We take a knock-down for the two reasons I listed above. Plus the bonus that Soda will throw a hook when Mac gets up, which is crucial for phase two.
  118. For phase two, we are going to do the instant knock-down again, but now we need two stars instead of just one.
  119. We open and get our first star from his hook, then we let him drink. If we were to knock the bottle out of his hand, we would need to use a jab, and then he would go into rage uppercuts, and we can't take a knockdown with stars. So it is better to let him drink. Because when he comes back from the drink, we can get a second star with a gut punch, then perform a second knock-down.
  120. We then take 3 more hits to get our hit count over six, and take a knockdown. When we get up he will do a hook which we can farm a star off of. Then Immediately do a taunt because we have been hit more than six times, and we can throw the star into it, ending the fight.
  121. The second fight that can be done faster in champions mode, but we don't have that option.
  122. Strat Credits:
  123.  
  124. Early 2010's Strat/Unknown
  125. Bald Bull: 32.08
  126. This is the last fighter I have to take a restart on to get rid of the Power-On Glitch (refer to the top of the pastebin if you are curious what the "Power On Glitch" is).
  127. This is the last fighter I have to watch the cutscene to 0.06 in-game time.
  128. Strat starts out by cancelling his first rolling jab.
  129. We duck then collect a star off of his rolling jabs twice.
  130. We dodge his uppercut the first frame where we get six stunned jabs instead of 4-5, or earlier so we would get seven.
  131. We do this because getting 7 would lose time over 6, and we need at least 6 so that we can knock him down at the end.
  132. Here we delay our star so that the clock remains at a very slow speed, the old strat was to buffer the star as it was just assumed that was the fastest way to get our star off.
  133. We collect 2 stars going into phase two, the final punch has to be a gut to deal enough damage, thankfully the clock stops right when the punch lands so we don't lose any time over the long recoil animation we otherwise would.
  134. Collect a star at the start of phase two, delay then throw it into him. Do it one more time to knock him down a second time sub 30.
  135. Strat Credits:
  136. Early 2010's Community, Star adjustment by Mysteryman.
  137.  
  138. Super Macho Man: 54.69
  139. Nothing all too special about this fight except at the end.
  140. In phase 1 we do unstunned star punches because it moves his attack script along faster.
  141. Exiting phase 1 with 3 stars actually only loses around 3 seconds to what is possible without stars, and speeds phase 2 up drastically.
  142. For the finale, ducking two of Macho's spins then buffering a star is an instant knockdown. The one difference we implement is we use a quick duck instead of a normal duck. Which is where we hold up while the first duck is finished, then hit down as we arrive back at the top. A 3 frame window to start the next duck earlier and save 0.08 in game seconds.
  143. Last fight where I add TAS Swag, there's a long boring opening where I do some fast up spams to pass the time. Then when ducking his cclothesline in phase 2 I do a duck beforehand to add some extra swag.
  144. Strat Credits:
  145. Early 2010's Community, Quick Duck found by Mysteryman
  146.  
  147. Mr. Sandman: 36.34
  148. The last fight where champions mode would save some time, but we don't have that option.
  149. This is actually a fighter where a faster time has been confirmed by Mysteryman but he forgot the strat he found, he'll have to refind it and if he does I'll reTAS the end then resubmit this.
  150. The beginning of this fight is just knocking him down as fast as possible.
  151. After stars the clock slows down, and after a triple star it slows down the most, so we utilize this. It's slightly faster to use our stars one by one because we take advantage of the single stars' clock slowing down, instead where a double star wouldn't have as much because the clock is freezing when the star connects anyway as it is knocking him down.
  152. Phase two we utilize a more recent instant knock-down found on the mid round boos.
  153. We grab a star off of the first attack, then the next three left hooks all cancel his next three attacks. After that we actually have to throw a mandatory frame perfect hook, then buffer the star, to set up the boo knockdown. Just trying to throw the star will have his boo come out much faster and the star will whiff.
  154. Strat Credits
  155. Phase one and three by Awosomeandy, Phase two boo knockdown by Mysteryman95
  156.  
  157. World B:
  158. Glass Joe: 36.84
  159. Joe starts with a taunt, we counter this with a left hook then instantly throw our star to send him into the infinite combo we will be abusing. For whatever reason the developers thought it was a good idea to make it so whenever you use a star, you can earn a star. The timer is very slow during stars and stuns, which makes each phase very long in real time but very short in game time.
  160. Phase two has a unique beginning that was found more recently. Here we move cancel his first attack to get to his 2nd taunt of the fight. We pick up a second star then unload our stars into him. This actually has to be delayed ever so slightly because he has a longer recoil when using a right punch over a left punch. After this continue the combo.
  161. Phase three is extremely simple. Use a star and continue the infinite.
  162. Strat Credits:
  163. Phase one and three Early 2010's Community, Phase two McHazard
  164.  
  165.  
  166. Von Kaiser: 47.36
  167. The first of two fighters where a restart must be done to get rid of power on glitch (refer to the top of the pastebin if you are curious what the "Power On Glitch" is).
  168. The only fight where we have to watch the cutscene to save time.
  169. Well here we have our first motion control fight, the bane of TASers and players alike. Huge thanks to Mysteryman (also known as Frame by Frame Animation) for TASing the motion control fights, as I am unable to do so because it’s so annoying and complicated.
  170. The strat itself is quite complicated, mostly residing in phase one.
  171. The fight itself used to be different, where we would just farm stars and then exploit Von Kaiser’s mechanic where a stunned triple star will deliver an instant knockdown. However around 2015-2017 McHazard took into account Von Kaiser's seven unique star mechanic, where once you get a star in all seven unique places, a star punch will deliver an instant knock down no matter his health value. Two of these unique stars only come in phase three, so phase one is all about collecting all five that we can.
  172. While collecting all five of these stars we deliver enough damage so by the time we have all five, we can quickly get three stars in our inventory and knock him down. Here is where the motion controls are necessary, as Von Kaiser ducking down to the right is only achievable with a lefty star or a left jab, and ducking down to the right/left are both different stars. The reason we can’t use a left jab is afterward he delays a long while before his next attack, so using a star makes it come out instantly. I won’t go over the exact combo here as it’s just a long string of events. The one thing I will mention is the blocked punch in phase one is a simple move cancel, it cancels his fast jab which cannot be countered for a star so it is useless.
  173. Phase two we actually do utilize the triple star knock down mechanic, as we need three knockdowns to end the fight and he won’t present the two other unique attacks for quite a bit in this phase.
  174. When Kaiser gets up for the last time, we get knocked down ourselves. This will force him to do the final two unique attacks right away.
  175. We purposefully get up a little into the five during the ref count to force Kaiser to walk back in a little faster.
  176. We collect our sixth star here, and now comes in an adjustment that Mysteryman found while making THIS TAS.
  177. The old strat here was to just get our seventh star right after, and it seemed fine, as it was quite fast and straightforward and netted a 47.57. However Mysteryman was quite smart and remembered that in phase three if you wait out the fake out duck from Kaiser, he delivers a swift uppercut right after. Couple this stun time with the star time and the clock is moving quite slow while we collect our seventh star, saving 0.21 seconds! It’s worth noting that the star he ducks here actually has to be a lefty star as that slows the clock down by 15% instead of 10%, and the lefty star slows the clock down by 15% for longer, so it is used.
  178. Strat Credits:
  179. Phase one and two McHazard (2014), Phase three Mysteryman95 (4-3-22)
  180.  
  181. Disco Kid: 20.93
  182. The second motion control fight. This one is quite a lot shorter and simpler than Kaiser. The lefty star comes into play here as using it forces Disco to do a much faster straight jab than his side hook if you were to use a righty star.
  183. At the start of the fight we collect two stars and then use a lefty star. This will force Disco to go into his “Rush attack!” straight jab right away, which we intercept and then collect a star as he is reeling back. Now here is the interesting part of this fight. Disco is scripting to do a “Rush attack!” as his first attack of the fight without any provoking, so this comes out during every fight no matter what. JacobYoshi back a few months ago found that whiffing a star here works this attack very favorably into our pattern, where it was always sort of sticking out like a sore thumb in other strats. We collect two more stars and use a lefty star once again. After he recoils we collect one final star to use in phase 2, then we provoke him into his side hook and swiftly intercept it to knock him down.
  184. Phase two is rather simple, get our star count to three then use it into his attack for instant knockout.
  185. Strat Credits:
  186. JacobYoshi
  187.  
  188. King Hippo: 1:11.43
  189. The first of four Title Defense fights where we lose a little time over the IL, as that uses champions mode.
  190. The concept of this strategy has been the same forever, but it has always been getting slightly faster and faster due to adjustments being found.
  191. This strategy is all one phase. First we get the manhole off by executing the needed combos, then our goal is to get to the Hippo Squash ‘n’ Slam as fast as possible with a star in our inventory so we can knock him out instantly. Collecting a star right away then using it the first frame he is idle adjusts his attack pattern in our favor, so it is done. After this I counter him and just do alternating punches to get his health to the highest value we can with him still doing the attack.
  192. Excluding the first and second, the alternating punches can all be jabs or hooks, I’m just messing around when I switch.
  193. The final star is collecting and he is then recentered, he will do this attack instantly and we knock him out.
  194. Strat Credits:
  195. Early 2010's Community/Small adjustments overtime from Mysteryman95 and Awosomeandy
  196.  
  197. World A:
  198. Piston Hondo: 34.29
  199. The second of four fights where we lose a bit of time over the IL as that uses champions mode.
  200. The stars in this fight have sort of a long juggle process to obtain them. However thankfully the clock is not at full speed while Hondo is being juggled, so it isn’t too slow.
  201. Our goal here is to just knock him down as fast as possible in phase one, as in both phase two and three he will quickly present an instant knock down.
  202. Some TAS Swag on the final Hondo rush, Mac gets a little impatient and spasms :)
  203. Strat Credits:
  204. Early 2010s Community
  205.  
  206. Bear Hugger: 1:32.76
  207. This fight is similar to TD Kaiser in that you want to collect three stars, stun him, and use them. In phase one and phase two this is executed plainly, however at phase three there is a little more to it.
  208. At the end of phase two I specifically delay a very specific amount of frames before using it, this sets up phase three. In phase three we collect two stars and cancel one of his slow bear hugs. After this we throw a seemingly random hook that he blocks, this is done at exactly the right time to where he will do his fast hook. If I were to throw this hook a frame earlier he would do his hook with his squirrel on his head, wasting multiple seconds. The star comes into play as delaying it actually makes this attack come out at a faster decimal on the timer, but still the same frame. If I were to buffer both stars the fastest time would be 1:32.79, but delaying for a few frames makes the .76 decimal possible.
  209. Strat Credits
  210. Early 2010's Community, Star delay adjustment by McHazard (2020)
  211.  
  212. Great Tiger: 45.79
  213. Extremely simple star, do damage to get to Tiger’s big ring attack with a star. Then perform the instant knockout.
  214. We only do four hooks and then let the stun run out before the ring attack because the timer moves slower during the stun and causes no recoil when you wait it is, so it is much faster.
  215. Because this strat is so simple, I added in some TAS swag on the ring attack, where I throw the wrong side hook beforehand.
  216. Strat Credits:
  217. Early 2010s Community
  218.  
  219. Don Flamenco: 45.75
  220. Just like Contender Don, this man has an infinite. However this one follows a Hook Jab Jab Hook pattern which is slightly more complex.
  221. Phase one and two are fairly straight foward, do the infinite and collect stars. Just like contender, if you hit each punch in the infinite on one of the two first frames it will keep the clock at a slow, stunned speed.
  222. Phase three is all about just getting him down, letting the toupee animation lose you no time, so it is preferable because it makes him very aggressive and he throws out a quick uppercut afterward.
  223. Srat Credits:
  224. Phase one and two Early 2010's Community, Phase three Mysteryman95 (2019)
  225.  
  226. World S:
  227. Aran Ryan: 42.03
  228. Relatively simple fight, but just like contender Aran whenever we throw a punch that will cause him to recoil around the ring it must be a certain type. For the first one a left hook must be used, and for the second and right jab must be used.
  229. All the punches in his stun can be anything, except the final one. It needs to be a Jab so that the IKO window actually exists
  230. Strat Credits:
  231. Early 2010s Community
  232.  
  233. Soda Popinski: 1:17.97
  234. The third of four fighters who we have to lose time on due to not having access to Champions Mode
  235. This is actually a relatively less known strategy than the other non-champs one, because this one is much harder to pull off, so it is rarely ever used in full game runs.
  236. Start by gaining two stars and using them, we then whiff a single hook to make Soda do three uppercuts instead of four, saving several seconds. We do five jabs to get in just enough damage to where once we collect another star, he’ll go into his bottle.
  237. The 2 hooks after the double star are whiffed on purpose, to manipulate his pattern for the rest of the fight.
  238. In phase two Soda’s instant knockdown mechanic is used. When his stun is 4 jabs or more, you can throw the max amount of jabs possible, then a star and he’ll be down for the count. In phase three we would need a double star to do this again so it isn’t preferable.
  239. Strat Credits:
  240. Mysteryman95
  241.  
  242. Bald Bull: 42.59
  243. The last fight I have to take a restart on to get rid of Power on Glitch (refer to the top of the pastebin if you are curious what the "Power On Glitch" is).
  244. Bull is a pretty straight forward fight but it’s gone through some iterations in the past because it was a little unclear at first what the fastest pattern of damage and punches was.
  245. The first six stars in this fight are all frame perfect, the final two having three frame windows.
  246. The dodge of his uppercut which gets in eight alternate jabs after is a two frame window.
  247. We need to slightly delay our star after a gut punch everytime.
  248. In phase two I delay my first jab after the uppercut dodge to only get in six jabs, as it’s the sweet spot for the fastest time.
  249. Some TAS Swag on the bull charge, threw both hooks.
  250. Strat Credits:
  251. Mysteryman95 (2020)
  252.  
  253. Super Macho Man: 1:12.15
  254. The fourth and final fight where we lose some time because we don't have access to champions mode.
  255. The phase one on this guy is the most recent adjustment in the game (not counting TD Kaiser).
  256. The first star is delayed to the first frame where he will instantly throw out his uppercut, which saves a frame over the old strat which was to just slightly delay it which made Macho do a single stride and then throw it. Buffering the star causes him to do several strides.
  257. The blocked hook in phase one is move cancelling his second slow uppercut. Move cancelling both would waste a lot of time and the attack after the final fast uppercut we can’t collect a star off of, so it’s good to let one come out.
  258. Made sure we got our two best voicelines in phase two, sorry if you notice some shoddy editing but it’s really hard to put together.
  259. We cancel his first “Pump It!” in Phase three by intercepting it with a jab, the second is cancelled by intercepting it with a star.
  260. We take the knockdown in phase three because when we get up we get a really quick pattern where we can easily collect two stars and end the fight.
  261. Strat Credits:
  262. Phase one and three Mysteryman95, Phase two Early 2010s Community
  263.  
  264. Mr. Sandman: 36.20
  265. This is actually the only fight in the game where we lose time because we don’t have headgear. We can’t collect it in a full game run because losing is against the rules. Plus TASing 100 losses in a row would be really boring to do and watch. However this fight has the same concept as the headgear fight, just mostly phase two and also a little bit of phase one is different. The concept of this fight is to provoke Sandman into his “My Turn!!” hooks and then get hit, which exponentially slows the clock for the first 33 seconds of the fight. This is most likely due to a built-in mechanic to help the player complete one of the exhibition challenges easily. While doing this we skip to his instant knockdown windows very quickly. The first blocked punche in phase one force Sandman to attack quicker. The second blocked punch is a move cancel. The third blocked punch forces him to attack faster, here we use a unique mechanic where we spam up to “unlock” macs animation 3 frames earlier. The whiffed star right after move cancels the move after that and slows the clock. After his fast side hook, Sandman is scripted to do his Dreamland Express. Provoking him into a “My Turn!!” and then hitting him makes his uppercut come out way faster due to the “my turn!!” significantly slowing the clock.
  266. Phase two is where this strategy gets a lot slower than the headgear counterpart, because we have no stars or health left. This phase is just skipping past his winks as fast as we can to the DLX to do an instant knockdown.
  267. Funny Punch happens here! It’s a two frame window to punch sandman while he is angry, and actually does damage! Though a single jab isn’t enough to help us out or speed anything up.
  268. Strat Credits:
  269. Mysteryman95 (4/9/2022)
  270.  
  271. Last Stand:
  272. Intro:
  273. First I want to explain what Last Stand actually is. It’s an infinite mode where you fight the Title Defense fighters as long as you can until you fail three times, and it is required to reach the final credits. However, because the clock is rolling, we need to add this time to our speedrun, so we need to lose three times as fsat as possible, to get to the credits as fast as possible. The first fighter is a fighter from World B, then the second is World A + the possibility of Donkey Kong (though his strat is very slow so we won’t be seeing him), and the third is World S + the possibility of Donkey Kong. These three fights are all the fastest possible to lose to.
  274.  
  275. Fighter #1 (Von Kaiser): 22.33
  276. Kaiser is actually quite interesting, because he's the only fighter we knockdown throughout any of these strats, and is also the fastest in World B.
  277. Phase one is actually exactly the same as the old fight, where we just knock him down as fast as possible. The star here is whiffed to make him attack instantly after we collect our third star, saving around 0.7.
  278. When he gets up he throws an instant knockdown attack, we take it and wait out the ten count to get our first loss very fast.
  279. TD Disco & TD Hippo = 24.XX
  280. TD Joe = 29.XX
  281. Strat Credits:
  282. Early 2010s Community
  283.  
  284. Fighter #2 (Don Flamenco): 19.31
  285. By far the simplest one. At the start of the fight there are four different lines Don can say, "¡Anda! ¡Anda!” is the fastest one, so we chose it. After Don says this we throw a hook to provoke him into a fast uppercut. We provoke him three more times taking each uppercut, until we are down for the count.
  286. TD Bear = 23.XX
  287. TD Hondo = 26.XX
  288. Donkey Kong = 27.XX
  289. TD Tiger = 34.86
  290. Strat Credits:
  291. Mysteryman95 (2018-2019 approx.)
  292.  
  293.  
  294. Fighter #3 (Mr. Sandman): 7.71
  295. By far the fastest in game time loss, and the only sub 10. This is thanks to our good friend “My Turn!!” hooks, which we use to take a ton of damage and slow the clock. Doing two “My Turn!!” hooks at the start are actually slower than taking the uppercut, however this does too much damage to be used in full game runs which is why we do two “My Turn!!” hooks there. The blocked left hook after makes Sandman attack faster, and we use one of the weirdest techniques in the entire game for it. If you are spamming up while Mac is recovering from a hit, you actually “unlock” the ability to do a hook earlier, by about three frames.
  296. TD Bull = 10.40
  297. TD Soda = 16.XX
  298. TD Macho = 22.XX
  299. TD Aran = 26.XX
  300. Donkey Kong = 27.XX
  301. Strat Credits:
  302. Mysteryman95 (2019-2020 approx.)
  303.  
  304. Final Time: 19:40.81 IGT (1:00:18.20 RTA)
  305. That’s it for Punch-Out Wii!
  306. “You did it mac! You’re the greatest of all time! And no one can ever take that from you baby!”
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