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Super Punch Out!! - Bear Hugger [0'12"92] (NTSC WR)

Автор: zallard1

Загружено: 2022-01-23

Просмотров: 22694

Описание: This run was done on an original Super Nintendo cartridge of Super Punch-Out, as well as an original Super Nintendo 1chip console that was recapped and modded with the Voultar RGB amp to restore the correct color intensity. For some more in depth information about my general RGB setup, you can check out this pastebin here: https://pastebin.com/TtXx1PQx

Additionally, I've 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:    • Super Punch-Out!! - Bear Hugger [12"92] (O...  

For being the second fight in this game, Bear Hugger is a surprisingly complicated and challenging character to do an optimized fight on. His main mechanic that he forces players to learn is that ducking may be necessary for victory. This is because unlike Gabby, you cannot damage Bear Hugger with punches to the gut. If you try to punch his gut, the fight just freezes as Bear Hugger just does a raspberry at you and receives zero damage. This leaves you to try punching him the face, to which he'll retaliate with a bear hug that you cannot dodge from the left or right, but you can duck it.

However, Bear will also taunt at you periodically, and during this very brief taunt, you can actually punch him in the stomach! It will deal zero damage, but it will still add to your dizzy meter. If you don't know what that is, the dizzy meter is a mechanic that exists for every fight in this game. It is basically a hidden value in the game's memory that will get a weighted value added to it for every punch you successfully land; the stronger the punch, the higher the number is that gets added to the meter.

When the meter reaches a certain high number, then the opponent will be forced into a dizzy state where a well timed punch will instantly knock them down! However, the challenging part of this mechanic is that this value will go down by 1 point per frame, which means in order for you to get them dizzy, you need to have a lot of punches dealt in a very short amount of time.

There exists an easier strategy to build up arrows fast by provoking a bear hug from him at the start of the fight, but for this fight, there's an even faster, far more difficult way to achieve a dizzy, and that's with the TAS strategy.

For the start of this fight, you do not want to do a guard manipulated jab, since they don't work here. Instead, you'll be waiting for Bear to do his first taunt. When he's idle, his feet will be shuffling in and out, and if you're playing on a CRT with original hardware, you want to throw a left gut punch very slightly after you see his feet go out (if you are playing on anything with input lag, punch as SOON as you see his feet go out).

From here, buffer a left jab, and immediately hold "Down" until you see your character start to duck, then let go of "Down" and wait until he centers himself naturally. From here, buffer another down input, but this time as soon as you see him start to duck, IMMEDIATELY hold up and right jab. This is a buffer for a frame perfect punch that Akiteru found that will hit Bear on the very last frame of his stun animation. In this game, if you punch anyone on the final frame of their stun animation, then for whatever reason, the game will reward you with a couple of extra arrows in your super meter, as well as make their recoil animation way faster than normal.

From here, you just wait for his next taunt, throw the punch as early as you can to where it still stuns Bear, then buffer 2 left jabs. Then wait for his next taunt, and buffer one jab and one uppercut since you should have a full super meter by this point. Finally, do the exact same thing for the final taunt, and assuming you were fast enough on the gut punches, he should be dizzy at this point.

This dizzy is extremely strict, because for the last 2 gut punches, you have collectively only 2 frames of error between those two that you are allowed to have while still getting the dizzy, meaning you can either be frame perfect on both, lose 1-2 frames on the last punch with the one before it being frame perfect, lose 1-2 frames on the 2nd to the last punch with the one after it being frame perfect, or losing one frame on each of the last two punches. If you are any slower than any of those situations, the dizzy will NOT work with this strategy.

Once Bear is dizzy, just buffer "Down" to duck, then immediately buffer left gut punch to cancel the duck into a quick duck, throw an additional left gut, and buffer an uppercut for an optimal dizzy knockdown.

In phase 2, you just have to buffer left gut, left jab, left gut and hope that Bear gives you the luck to get knocked down by this. We don't have any hard numbers on this, but the odds are estimated to be about 20% likely that he'll allow this uppercut to knock him down.

Anyways, thanks for watching!

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Super Punch Out!! - Bear Hugger [0'12"92] (NTSC WR)

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