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Super Punch-Out!! was released for the SNES in the United States on February 28, 1994. As a new contender, you slug your way through the grueling and sweat-pounding matches of the Minor, Major, and World Circuits. Dodge bone-bruising punches and dance to the top of the supreme Special Circuit. Face off against old favorites including Bald Bull, Mr. Sandman, and Super Macho Man, plus a cast of new and weird challengers. Pound your opponent's face into the mat and win the title of Nintendo's Video Boxing Association Heavyweight Champion!

 

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Single-segment: 0:02:43.37 by Zack 'Zallard1' Allard.

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Individual-levels run in: 0:02:16.73:

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Level name Time Date Player
Minor Circuit
Gabby Jay 0:00:06.26 2012-09-29 Zack 'Zallard1' Allard
Bear Hugger 0:00:12.92 2012-09-24 Zack 'Zallard1' Allard
Piston Hurricane 0:00:05.49 2012-04-23 'Pokey'
Bald Bull 0:00:08.24 2012-04-27 Zack 'Zallard1' Allard
Major Circuit
Bob Charlie 0:00:05.50 2011-02-14 David Heidman Jr.
Dragon Chan 0:00:07.30 2013-06-17 'Akiteru'
Masked Muscle 0:00:06.30 2013-09-15 'Akiteru'
Mr. Sandman 0:00:13.13 2012-06-25 Zack 'Zallard1' Allard
World Circuit
Aran Ryan 0:00:08.45 2012-05-31 Zack 'Zallard1' Allard
Heike Kagero 0:00:09.94 2014-01-25 Zack 'Zallard1' Allard
Mad Clown 0:00:09.05 2013-06-23 'Akiteru'
Super Machoman 0:00:09.43 2012-07-08 Zack 'Zallard1' Allard
Special Circuit
Narcis Prince 0:00:08.20 2024-06-23 'Akiteru'
Hoy Quarlow 0:00:08.35 2012-07-24 Zack 'Zallard1' Allard
Rick Bruiser 0:00:10.65 2014-01-27 Zack 'Zallard1' Allard
Nick Bruiser 0:00:07.52 2012-08-20 Zack 'Zallard1' Allard

Zack Allard's comments:

I really want to thank the many people who left encouraging comments in the SPO IL thread which include: DK28, Heidman (HEIDRAGE), sinister1, PJ, VorpalEdge, Hurblat, Mr. K, Kefkamaydie, and KHANanaphone.

I also want to give a thanks to Pokey. His incredible segmented run was one of the big reasons I decided to revisit the ILs. He also provided a really nice IL for Piston Hurricane that matches the TAS, thanks!

Here are the comments on each fight:

Gabby Jay: This time is pretty simple to get with the punches I throw after he gets dizzy. This allows me to throw my knockdown punch at the correct frame so that he goes down in an optimal time.

Bear Hugger: This is a very involved fight for several reasons. In order to dizzy Bear Hugger with the TAS strat, you need to hit all 4 of his gut punches in a very tight frame window, along with a non negotiable frame perfect delayed hit in order to deal more damage, makes him recoil faster and get more super bar in order to use uppercuts one attack faster than normal. If you don't do either of these fast enough, Bear Hugger will simply not get dizzy. In phase 2, there's an uppercut that you need to land that has about a 15-20% chance of landing, which has killed so many great runs on this guy, but thankfully the game was merciful one of the few times I got a TAS par phase 1 and let me land it for the 12.92.

Bald Bull: Really, really difficult phase 1. The dizzy using the TAS strat is easily the most stubborn one in the game, because even after hitting the delayed hit (which has to be frame perfect), as well as the other attacks in a fast manner, it's very likely that Bull won't get dizzy in time; it's pretty cruel. Not to mention phases 2 and 3 have a luck based event in each one, but both of them are at least somewhat common (50-60% each I'd say).

Mr. Sandman: This is probably my favorite fight in the table because it has no randomness, yet alot of difficulty to it. The first phase isn't too bad, with only 1 delayed attack that you need to execute, but the magic happens during his dizzy. I waste 6 frames compared to the TAS during this knockdown specifically so he attacks faster in phase 2 such that I only need to hold uppercut in order to floor him. If I were to knock him down at 4"98, I'd have to delay exactly 6 frames at the start of phase 2, which adds another frame perfect action into the equation. Phase 3 is where the fight gets hard though. You need to land 3 frame perfect actions in order to match the TAS time. The first 2 I have audio cues for that work pretty reliably, but the last attack I have no cue for, so it was basically a guess. Luckily, this time I guessed correctly.

Super Machoman: This fight has a super, super strict opening... so strict that it's frame perfect. You need to land 2 left jabs (the fastest punch in the game) before he starts his second attack, and you have literally no room to screw that up because he starts it immediately after you land your 2nd punch if the first one was frame perfect. The rest of the fight is pretty simple though, with a couple of tricky counters and some bad luck that you need to deal with from time to time (dancing around, exercise programs, blocking, ect).

Aran Ryan: This is a pretty simple fight overall. You need to hit 2 things frame perfectly in phase 1, and one super in phase 2. The phase 2 super is really tricky to land, but since this is a really short fight, it isn't too bad.

Heike Kagero: Thanks to McHazard's new TAS, KO's on Heike Kagero are possible! You need 2 luck events in phase 2 to get this to work, but once you get it, Heike cannot answer the 10 count; it's pretty great.

Hoy Quarlow: This guy has some pretty strong luck too, but I can actually finish phase 1 on occasion, unlike some other fight I know of *cough*NARCIS*cough*. There are 6 random things that need to go your way in order for this strategy to succeed, most of which involve him not ducking your attacks or randomly blocking your punches, both of which happen pretty often. One cool thing to note is that his final attack in phase 3 is on a move timer, so you'll notice that my phase 2 is at 7"33 (TAS has 7"30 at this point). Since I was 2 frames late in phase 2, he will attack 2 frames faster in phase 3, which gives me a chance to catch up to the TAS time if I land the last punch frame perfectly, which I thankfully did.

Rick Bruiser: Another improvement thanks to McHazard's TAS. He changes up phase 1 to where he gets out a frame faster while Rick still has the same refills as the old strat. This new run cuts that same frame.

Nick Bruiser: There's been a weird series of improvements that I've done for this guy. First I got in the mid 9 second range for him, then low 9's and sub 9 with the same strat but tweaked a bit to use faster punches, then I couldn't improve him for the longest time. His uppercuts in phase 2 were ultra rare to land, and I couldn't figure out why... until the night I decided to do this IL; I noticed his phase 2 also acts on a move timer. For the uppercuts to land, I needed him to start an attack to where my first uppercut directly intercepts his such that his move timer is reset. Once I realized this, I immediately switched to the TAS strat and got this IL within an hour. This makes phase 2 trivially simple, but still kind of rare. As for phase 1, the right counter to the face needs to be frame perfect to where he recoils fast (similar to hugger and bull), then you need to do a delayed hit that gets him out of his stun, then land 2 face punches which he sometimes blocks.

Pokey's comments:

This is my IL for Piston Hurricane. It matches the TAS time but was very difficult to achieve. I actually achieved the time twice, but the first time I accidentally paused and retired because I thought I had failed.

David Heidman Jr.'s comments:

Bob Charlie        00:05.50 Heidrage - 2/14/2011
TAS time is 5.50. Yup, perfect time. This took a while though as he is rather random and does not stay still. He likes to move around and waist time...

Akiteru's comments:

Masked Muscle: This time matches the most recent TAS. This strategy involves doing enough damage in phase 1 such that phase 2 can be finished with a single super.

The gut punches in phase 1 do enough damage for Muscle to come back in phase 2 with a lower health refill. The counter punch delays his pattern so that he doesn't dodge the super in phase 2.

The super in phase 2 actually requires 1 frame of delay or Muscle will dodge it. This can either be done on the knockdown in phase 1 or by delaying 1 frame at the start of phase 2 before throwing the super. If you lose the frame on the knockdown you can actually hold super into phase 2, removing the need to time it. In this run my knockdown was frame perfect, so I ended up manually timing it.

The overall odds to get the pattern necessary for this fight are ~23.7%.

Narcis Prince: Finally, a new SPO submission after 10 years, and it's a fight that I have been grinding off and on over that time period. This time on Narcis matches the TAS, leaving Mad Clown as the only fight remaining before the SDA IL table matches the TAS on every fight. I am the 8th person to match the TAS on Narcis at this point, but it feels great to finally be able to submit this regardless.

Narcis is by far the most random fight in the game, and his TAS strategy requires ridiculous odds to complete. Narcis can randomly end your attempt at any of these points:

The final odds for all of that going right are ~0.06%.

The upside to this strategy is that there exist buffer strategies for all parts of the fight except the first punch, which requires a frame perfect guard manipulation and punch 1 frame later, and the counter after the triple gutter. I use all of those buffers in this fight, except for the first punch in phase 2 because I made an execution error. Luckily my manually timed rapid punch landed on the right frame anyway. (The buffer is supposed to be quick duck, quick dodge, quick dodge. I failed to execute the final dodge here.)

I am going to continue to attempt Mad Clown and make another submission once I get it. I considered waiting until matching both remaining fights before submitting, but the 9"01 Mad Clown strategy requires very difficult execution and I'm not sure how long it will take. This time is also certainly worth submitting on its own due to how much of an ordeal it is to achieve.

Thanks for watching!

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