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Super Punch-Out!! - Perfect Guide скачать в хорошем качестве

Super Punch-Out!! - Perfect Guide 9 лет назад

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Super Punch-Out!! - Perfect Guide

My very 1st full guide/walkthrough. "Super Punch-Out!!" for the Super Famicom. No damage taken. Took 37 attempts to achieve that. No save states or tools were used. I could've done a regular playthrough of this game. But I wanted to do a proper guide/walkthrough of this game, showing as many patterns as possible, and avoid taking damage at the same time. Here are the goals I wanted for this game: No damage (perfect run). No power ups (glowing boxing gloves). Beat every record (best times and scores). Show as many patterns as possible (some of them may not be shown). With practice, the game's difficulty is medium to fairly hard. Playing the game 'normally' under these stipulations is another story. ---------- Now, onto the full guide/walkthrough... Gabby Jay: Very easy. Jay shouldn't be a problem. Bear Hugger: Easy. Hugger's big belly can be body blowed with good timing. Piston Hurricane: Easy. Hurricane Rush can be troublesome for some people, so I showed how it's done. Bald Bull: Fairly easy. Bull Charge is always done 6 times on phase 3, so I decided to show that. Bob Charlie: Slightly easy. Charlie's randomness might be overwhelming. Since I wanted a KO victory without speedrunning, I had to practice very heavily on getting around Charlie's randomness, mostly on phase 2 (if the first punch wasn't countered, then add 1 extra body blow before the last hook). Dragon Chan: Medium. Chan's randomness on phase 2 might be overwhelming. Since I wanted a KO victory without speedrunning, I had to practice very heavily on 2 of Chan's patterns (counter punch after he meditates [wait a tiny bit over 1 second upon doing a hook]; don't counter punch after he does 3 side kicks). Masked Muscle: Medium to slightly hard. Muscle's randomness on when he chooses to spit might be overwhelming. Since I wanted a KO victory without speedrunning, I had to practice very heavily on getting around Muscle's randomness (he usually doesn't spit at around 10 to 11 seconds). If Muscle spat on phase 2, then my backup KO strategy would be to do an uppercut (Muscle's face isn't weak), then a series of hooks (the last hook must be done first right after Muscle's 2-hit headbutt move). Mr. Sandman: Slightly hard. With practice, it's not too much of a problem. Watch out for the triple uppercut punch on phase 3. Aran Ryan: Slightly hard to fairly hard. With practice, it's not too much of a problem. The only thing random about Ryan is if he's super punched. That's why I do a body blow first to reduce the risk of getting grabbed. Heike Kagero: Fairly hard. Kagero is pattern-based, so it's all about memorizing. For phase 1, I delay the last punches to increase my chances of not getting caught off-guard during the mirage dance. Mad Clown: Fairly hard. Clown is pattern-based and random at the same time. Most of the randomness is on his gloating. His gloating can leave his big belly open for a body blow. If one decides to go for that, always prepare to dodge immediately afterwards. I show how to avoid Clown's juggling balls. It's not easy because they're random, and reaction time is short. On phase 3, Clown's 'Show Time!' pattern is always the same. Super Machoman: Fairly hard to hard. Machoman is pattern-based and random at the same time. The randomness on what Exercise Program (A, B, and C) he does can be overwhelming for most people. Not only that, but his jumping around randomly can also catch one off-guard. To make things worse, he's FAST with his punches. Some of my attempts were ruined because of that. Narcis Prince: Fairly hard to hard. Prince is pattern-based and random at the same time. Most of the randomness is on his moving around. I could've done what the others did with this fight. But I wanted to be different. So I deliberately avoid punching Prince's face. Hoy Quarlow: Hard. Quarlow is pattern-based. The only time he's random is if one tries to punch him first. I decided to show what happens if Quarlow blocks. Getting pushed left or right doesn't cause any damage. Rick Bruiser: Hard to very hard. Rick is pattern-based and random at the same time. The randomness on his moving around can definitely catch one off-guard. To make things worse, he's FAST with his punches. Some of my attempts were ruined because of that. Nick Bruiser: Very hard. Nick is pattern-based and random at the same time. The randomness is on when he does his unblockable punches up to 25 seconds. I delay the punches during that time to increase my chances of not getting caught off-guard by his auto-KO move. In case if I mess up the punching patterns during the first 25 seconds, my backup strategy would be to do an uppercut (Nick's face is weak) after his auto-KO move to recover.

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