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Mike Tyson's Punch-Out!! - Soda Popinski [ скачать в хорошем качестве

Mike Tyson's Punch-Out!! - Soda Popinski [ 2 года назад

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

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: https://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!! - Soda Popinski [...   I've also got my full attempt session from power-on to the successful attempt right here:    • Mike Tyson's Punch-Out!! - Soda Popinski (...   Soda finally gave me the luck to finish a single attempt with a misdirected gut punch in phase 1. It paid off to switch to the WR strategy, but it took quite a bit more effort due to a couple factors I'll get into a little later. However, the change let me finally get an improvement that's larger than a single increment (skipped 45.48 & went straight to 45.25), however I missed lucandor158's 45.00 world record by a couple of frames of execution. This fight starts off with Soda attempting to throw 2 hooks at you, and they need to be cancelled 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. At this point for me, the faster 2nd cancel is mandatory. Ok, so here's the scoop on the spicy tech; the misdirected gut punch. This punch is not exactly exclusive to Soda, since the speedruns of other fights like Kaiser/Bull/Honda2/Macho also have misdirected punches too, but it's very clear when you land any of those successfully, but for Soda, you can only tell if it lands 25% of the time, and unlike Bull 2, it's a bit vague to tell if you got that luck or not. To complicate things more, the execution is deceptively fast, and it's very easy for the misdirect to not go off due to execution. This 1st phase starts by holding "Up" and waiting for Soda to raise his gloves. As soon as they go up, you need to let go of "Up" for the shortest amount of time you can, and during that window, press A. Instantly after, you need to let go of A and hold Up, THEN buffer B and quickly let go of Up. All of these have to happen in a split second! If you see Soda's guard stay up between your 1st and 2nd punches, it's a good sign that at the very least, the input was likely correct. I definitely have to thank lucandor for helping me understand this trick a bit better, because otherwise it's VERY cryptic. After the cancels, Soda can either throw 2 uppercuts, or throw 2 more hooks. He'll throw uppercuts about 75% of the time, which is the luck we need to continue the strategy. 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 back in 2015. 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 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 normal way is to counter his 1st hook with a right jab, then buffer a right gut, then perform the Screwdriver. I go for the harder approach, which is to cancel the 1st hook with a right gut, then throw a jab into his 2nd hook. You're supposed to buffer a jab and let go of "Up" on a specific 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 can 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'll be sticking with this for attempts. My weakest phase was definitely phase 3, since I was nervous to even get that far (I keep losing attempts to P3 due to luck). I'm still going to throw attempts at this since I'm so close. Assuming the record doesn't dip to a 44.XX, the next PB of mine in this fight will at the very least be a tied record. Thanks for watching!

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