Super Punch-Out!! - Super Macho Man SS Strategy

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With this newer strategy you will find that I am now making
use of the idea that you have to wait until 7"01 for this
to work otherwise if you get Macho down with a 7"00 or lower,
then Macho will always get up after you execute the phase 2
pattern which is curious.

Phase 1 uses a quick left dodge into a right punch. It seems as if he will either block you, hop once, hop twice, or take it in the face. If he hops or takes it in the face then you can proceed as usual. If he hops twice then that is just bad luck. If he blocks it is still possible to get a sub 11"01 but execution must be quick and accurate.

Also, this dodge in the beginning helps to delay the pattern a bit because you must have a 7"01 or more in order for Macho to stay down in the second phase. If at the end of the dizzy you need to burn more frames then you can just do a super face punch instead of the super gutter.

Phase 2 is now incredibly simplified if you can land the first punch in phase 1. No more blocking, no more dodging, hops are not a problem, you have time flexibility, the execution is simple, and you can adequately address all exercise programs, meaning that you can avoid getting hit by any of them, and most importantly you can get around 10"50 which is much better than a 10"88 or higher. The left dodge must begin to move back to the right on its own, and this is when you do the super gutter to land on his hook. Just practice it out to get a feel for how much to the right, or maybe just aim for half back to original standing position.

If he blocks your first punch in phase 1 then phase 2 is rather challenging to execute. But if done perfectly can still yield a 11"01 or less, that is if you got an 8"01 or less by the end of phase 1 which is also challenging to do. The good news however, is that as a backup it is at least possible.







Tags:
Punch-Out!! (Video Game Series)
Super Punch-Out!! (Video Game)
Donkey Kong Genius
Super Macho Man (Fictional Character)



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