Super Punch Out!! - Bald Bull [0'08"19] (PAL WR)

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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.

PAL Bald Bull has a pretty different phase 1 compared to his NTSC counterpart, which results in a very slightly lower time by comparison (if you did the NTSC strategy here, you would get an 8.23). This is another adjustment found by lixunis, and it only works in the PAL version, since you just barely cannot dizzy Bull with this strategy on NTSC by 1 frame, and with an adjustment to a gut punch to add extra points to the dizzy meter, the dizzy is slower than the other NTSC strategy by 3 frames.

You must start the fight by holding "Up" for the first frame of the fight, and throwing two consecutive right gut punches. Unlike the NTSC version of Bull, you thankfully do not need to keep a super strict pace in order to get Bull dizzy. If you'd like to look at the NTSC version of this record for comparison, you can check it out here: https://www.youtube.com/watch?v=a8afkrb9mT4

To add context, there's a mechanic called the "Dizzy Meter" that determines when an opponent gets dizzy. The meter fills up every time you land a punch, which will add a weighted number to it depending on how strong it was, and then they'll go dizzy when a certain threshold is reached, which is different for every character. This meter will also go down by 1 point for every single frame that elapses in the fight, which means you need these punches to land *fast* in a short period of time to get them dizzy.

By the time you've landed the first punch in this fight, you cannot lose more than 5 frames collectively on every punch up until you throw the low super that gets Bull dizzy, otherwise the dizzy meter just barely doesn't reach Bull's dizzy threshold. For the NTSC version, you couldn't lose more than 2 frames, making this strategy far easier to complete.

After the first 2 right gut punches, you need to counter Bull's hook with a delayed right gut punch. From here, you start the deviation from the NTSC strategy and buffer a left jab, then you need to perform a frame perfect delayed punch so that Bull's recoil animation is very slightly faster, and your punch gains you a couple of extra arrows. If you're too early, Bull's recoil will be a normal speed, but if you're too late, Bull ends up blocking you. I buffer a left dodge and punch right around when my character fully centers himself.

Once you land the frame perfect delayed punch, then you need to counter Bull's jab with a delayed left jab of your own, and then you'll actually need to *pause* the fight here to let your super meter arrows catch up with the 7 you just gained from that single punch. Once it's filled, unpause the fight and immediately throw a low super to get Bull dizzy. As he gets dizzy, you have a variety of buffer strategies that work, but the simplest and fastest way is the one I used here, which is left jab, right jab, uppercut.

For phase 2, you pretty much start the exact same way you start the fight, by holding "Up" for the first frame of the phase, then buffering a right gut punch. However, this time you want to just do one gut punch, and immediately buffer an uppercut out of it. If you do the gut punch within the first 2 possible frames, then Bull will still be idle when the uppercut tries to hit him, which means he can randomly dodge the uppercut 3/8's of the time.

Phase 3 is just the bull charge, which apparently there's a buffer that counters both delays he can do for the PAL version of Bull, but I never learned it because I'm opting for real-time optimizations too. I decided to commit to Bull doing the faster delay, which means I might as well go for the low super bull charge counter for the TKO, which thankfully has a nice buffer that I used in my 2014 blindfolded run. This just involves throwing a left hook into a low super, which gets you the TKO!

Anyways, thanks for watching!







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