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So sorry zallard / nolan 😭 • Just when I thought I was out...they pull ... Was messing around with TD Soda yet again and managed to find a new bit of tech that helped solve an issue I'd had with an alternative phase 3! The strat: Phase 1 is mostly unchanged from the 1:15.05 strat, but removes the bottle towards the end since that slows things down a bit. This was known before, but caused issues later on in the fight with Soda using another bottle when we wanted him to go into quick hooks in phase 3. The 2:23 is frame perfect. Losing a single frame would net 2:22. Phase 2 is exactly the same (2:12 can be achieved on frame perfect pace, or losing 1 frame. 2:11 = 2 or more frames lost). Phase 3 is the most different, and is where the new bottle tech comes in: Mac is immediately knocked down again so as to not dodge another series of uppercuts that use up a lot of time. This is random TKO recovery #1. When Mac gets up, 2 blocked punches are thrown: the first is a frame perfect move cancel for the single uppercut Soda opens up with in his later patterns. The second punch is buffered and is actually interrupting Soda from using his first bottle. While this is a bit slower at first, it's important for later. A star is then earned from the second bottle and thrown as Soda approaches. Mac takes another knockdown. This is random TKO recovery #2, making this the first, and as of 19-Aug-2023, only speedrunning strategy in the game to use both of these (3 recoveries is not possible). A single one is estimated at 25% odds, putting the fight at 6.25% assuming the second recovery has the same likelihood as the first. The final part of the fight requires another frame perfect move cancel for the single uppercut, then 2 quick hook counters (both a 2 frame window) to TKO Soda in 1:14.53. The bottle tech: In short, the reason we buffer the extra blocked punch after random TKO recovery #1 is to give us the 2 quick hooks at the very end of the fight. TD Soda's pattern for each phase works based on a series of checkpoints. Phase 3 contains the following moves: #1 - Quick Hook - Checkpoint 1 #2-#5 - Delayed Hooks (R,L,R,L) #6 - Quick Hook - Checkpoint 2 #7 - Quick Hook #8-#11 - Uppercuts (R,L,L,R) #12 - Quick Hook - Checkpoint 3 #13-#17 - Delayed Hooks (R,L,L,R,R) #18 - Quick Hook - Checkpoint 4 #19 - Quick Hook #20-#23 - Uppercuts (R,L,L,R) For each extra bottle you skip, it moves Soda ahead to the next checkpoint until he cycles back to Checkpoint 1. If we hit the first bottle instead, we would be on Checkpoint 1, meaning at the very end, Soda would throw a quick hook, then go into delayed hooks, giving us only 1 star. By skipping the first bottle with the blocked punch and moving to Checkpoint 2 instead, we get those 2 quick hooks at the end, which gives us the 2 stars we need to TKO Soda. It will be cool to see if this fight continues to evolve (hopefully it will go back to at no more than 1 random TKO recovery), since there are probably still unknowns about how the bottle system fully works. Thank you for watching!