Super Punch Out!! - Heike Kagero [0'09"85] (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.

Just like in the NTSC version of Heike, it is indeed possible to score a KO on him as opposed to a TKO, which was widely thought to be the only way to win this fight for a very long time, at least until McHazard released his NTSC TAS in 2014. The strategy is basically a carbon copy of the NTSC fight, but yields a lower in-game time due to differences between the two clocks in each version. If you'd like to compare the two fights, you can check out my NTSC fight here: https://www.youtube.com/watch?v=V_7B4Q3mUoo

So the idea here for enabling the KO is to get Heike's HP lower in phase 1 than the TKO strategy. The KO has 3 components to it, which involves a unique base refill value that every boxer has, a timer penalty (this has to do with how fast the knockdowns are, with most phase 2's needing to be within 4 in-game seconds to get the best value), and 25% of the amount of HP the opponent has right before their knockdown.

The equation for refills goes something like [Timer Penalty + 25% Opponent's HP Before Knockdown - Boxer's Base Refill Value], and if this ever ends up being negative or zero, the opponent gets a refill of 0 (i.e. the boxer is KO'd). Fellow Super Punch Out speedrunner Akiteru made a fantastic calculator tool that you can mess with to determine subsequent health refills (and KOs) based on specific criteria. You can check it out here if you'd like: https://akiterusda.github.io/Spoko/

This fight starts with you holding "Up" for the first frame of the fight, and then letting go of "Up" and throwing a right gut punch for the next frame. Follow that up with buffering another right gut punch, a left jab, and two more right gut punches; they should all land without issue as long as the first punch of the fight landed.

From here, Heike is going to attempt to hit you with a jab on your left side, which you will need to counter with a very slightly delayed left jab of your own. As soon as the punch connects and as long as the punch was delayed enough to be a counter punch, you need to pause the game to allow the super meter to fill up completely. Once it's filled, just unpause and buffer a low super for Heike to go dizzy! For the dizzy, you can buffer a right gut punch into a quick dodge that's cancelled with a low super to hit the instant knockdown window.

For the start of phase 2, Heike is going to attempt an attack on your left, and you're going to need to intercept that with rapid punches within the first 2 frames that rapid punches can come out. The input for rapid punches is to double tap the "A" button pretty fast. You need to make sure that you've tapped the button the 2nd time within 8 frames for your rapid punches to come out as fast as they possibly can. Once they start hitting Heike, then one of two things will happen.

Either Heike will block you, and you'll have to buffer a low super to get the KO. Keep in mind that the KO with this pattern will only work if you score the 2nd knockdown at 10.01 or earlier. If you get the 1 in 8 luck where Heike dodges, then you will have a chance at pulling off the slightly faster KO, which involves throwing a low super right around when Heike is just about centered from the dodge, but not quite there yet.

It's also worth noting that when throwing this punch, Heike has a random chance of dodging your low super 3/8's of the time even if it's timed correctly, making this the final luck event needed, which makes the total luck of the fight (1/8)*(5/8) = 5/64, or about 1 in 12.8 (~7.8%). The only situation where you've actually mistimed your punch ends up being when Heike is able to block your super when it's thrown too early. Once it lands, depending on the time, you should be good for a KO as long as your final time ends up being a 10"01 or lower!

Anyways, thanks for watching!







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