Super Punch Out!! - Hoy Quarlow [0'08"32] (PAL WR)
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 Published On Jul 15, 2024

This run was done on an original Spanish Super Nintendo cartridge of Super Punch-Out, as well as an original PAL Super Nintendo 1chip console that was recapped and modded with the Borti RGB amp.

Hoy Quarlow on the PAL version is pretty different compared to the NTSC strategy. If you would like to compare the NTSC fight to this one to see everything that's changed between the two strategies, you can check it out here:    • Super Punch Out!! - Hoy Quarlow [0'08...  

Just like the NTSC version, Hoy is very random and will ruin attempt after attempt, usually by doing random dodges when you try to throw unstunned punches, or by randomly changing his guard after manipulating it, which makes him shove you if he blocks your punch.

The fight begins with the usual guard manipulation by pressing nothing for the first frame, and "Up" + "Y" on the second frame, which will allow a left jab through his guard, assuming you get favorable luck (3/4 likely). From there, buffer another left jab (buffered unstunned jabs are 9/16 likely), then Hoy will go into a crane stance before attacking you. His sprite will twitch for a brief moment, and immediately following that twitch, you want to throw out a delayed right gut punch to intercept it.

This is where the NTSC and PAL strategies diverge. The NTSC strategy from this point forward would yield an 8”34, but Lixunis found a completely different approach based on a phase 1 strategy that Khananaphone found that can cut off a frame in the PAL version.

After intercepting Hoy’s crane stance, he'll immediately attack low, which you can counter with a delayed right gut punch. Hoy can only be hit with alternating punches when he’s stunned, so you'll need to end his stun with a buffered left jab. From here, you can buffer 2 left jabs, hope they land, and Hoy should go dizzy!

For NTSC, there’s an elaborate reason for real time optimization to knock Hoy down with a jab, but in the PAL version, we need the lower health refill from the super knockdown, so we do that instead by buffering a right gut punch into a low super. This phase 1 is interesting because it prevents Hoy’s move timer from advancing as far as the NTSC strategy, and Hoy ends up being setup for something pretty neat in phase 2.

For the start of phase 2, Hoy immediately throws 2 consecutive hooks, so you just have to buffer 2 hooks to intercept both attacks. You do want your hooks to be left and right sided, since you need the extra damage from your right hook for this strategy to actually knock Hoy down.

Once you land your 2nd hook, Hoy will be in a state where he’s receptive to having his guard manipulated, since he’s been immediately throwing attacks and hasn’t been idle for a single frame yet. Because of this, you must manipulate Hoy’s guard before you can throw your next punch and expect it to actually land.

After you land your 2nd hook, you need to delay for one frame without pressing up, then on the next frame, you need to press up & A to throw a guard manipulated uppercut. I timed this around when Hoy’s recoil animation was ending for the 2nd hook I landed. If all goes well and you get lucky (5/8 likely), then the uppercut will land and Hoy will be sent to the mat for the 2nd time.

For the NTSC version of the fight, Hoy’s move timer will be in a spot where you cannot land a guard manipulated super before Hoy’s next attack comes out, so you’re a bit limited in what your best time can be, since you need to land a super directly into that next attack.

However, with the PAL version, you're earlier in his pattern to where you can land a guard manipulated super early, so that's what we'll do. Start phase 3 by holding "Up" for 1 frame, then for the next frame, let go and press "A" for a low super. Assuming you get the 5/8 luck, the super will land and he'll be down for the TKO!

For the PAL version, Hoy ends up arguably being the hardest fight to match the TAS time on that isn’t Narcis Prince. The execution for Narcis isn’t bad, but the luck is really rough, while Hoy requires you to hit 5 frame perfect inputs while dealing with the 2nd worst luck needed for a fight in the game.

Here's a breakdown all the luck needed to land this strategy:

Phase 1:
-Landing an unstunned jab (3/4)
-Landing a buffered unstunned jab (9/16)
-Landing a buffered unstunned jab (9/16)
-Landing a buffered unstunned jab (9/16)
-Total Phase 1 odds: (3/4)*(9/16)*(9/16)*(9/16) = 2,187 / 16,834 = 1 / 7.6973 (or ~12.99%)

Phase 2:
-Landing an unstunned uppercut (5/8)

Phase 3:
-Landing an unstunned uppercut (5/8)

Total fight odds: (2,187/16,834)*(5/8)*(5/8) = 54,675 / 1,048,576 = ~1 / 19.178344 (or ~5.21%)

I got extremely lucky when I did this fight, because on my very first TAS pace attempt out of phase 2, I hit the final punch in phase 3 perfectly while getting the best luck. It took me roughly 2 hours of effort to match this time because of that. I had 5 perfect phase 1's where 4 of which Hoy dodged in phase 2.

Anyways, thanks for watching!

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