Why the Perfect Speedrun of Punch Out Will Never Happen

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[Music] in my previous Punch Out video we saw just how many punches were needed to beat Mike Tyson's Punch-Out using the optimal strategies in each fight and getting perfect RNG likewise the worst fight in that run was Don Flamenco 2 which required odds of 1 in 32 768. if we did end up getting that luck though it was possible to beat him in just 11 punches back in 2013 Mac Hazard unveiled his first task of the game which saw improvements on eight of the 14 fights and completely blew away every single mtpo speedrunner which at the time were just Sinister one and zalad one seven years later in 2020 maccasid improved upon it again getting faster times on three more fights and the fights became even more ridiculous and precise the 1 in 32 768 odds to beat Don 2 in as few punches as possible are definitely not great but how do they stack up to each fight in the tool assisted speedrun of Mike Tyson's punch out in this video I'll break down every single fight and we will see just how insanely far humans are from matching the tasks in this game before we begin I want to go over the timing method briefly most games are timed using a real timer but the general convention in Mike Tyson's punch out is to use the in-game timer the reasoning behind this is simple to reduce unnecessary Randomness the simplest example of this is when an opponent is getting counted out and they perform a fake get up this sort of time loss adds absolutely nothing difficulty-wise or extra challenge for the player so the in-game timer is just much better for a game with enough RNG in it even if there are other quirky things with the clock there is one other little thing I want to mention about the clock and that is to do with the decimal value when you see your final time at the end of the fight the final time given can only have decimal values of .00.25 0.48 0.61 0.82 0.97 and 0.99 with the exception of 0.99 which is one frame or sometimes zero frames all the other decimal values span over several frames this means it is possible to tie the tasks in most fights without actually playing to this same exact Precision of the tasks out of the 14 fights in the game three of the fights can be matched to the tasks every single time as RNG doesn't play a meaningful Factor the first of these fights is glass Joe [Music] [Applause] one of the most well-known strategies in this franchise is the 42 second victory over glass Joe when he backs up to perform his special attack at 40 seconds there is a four Frame Window where if you land a punch Glacier will be knocked out and you will be awarded the victory however to tie the Tass your punch needs to connect on either one of the first two frames of that four Frame Window you land on frame 3 or 4 the fight will end with a decimal of 0.25 so one nice thing about glass Joe is that we can actually lose one frame from perfect play and still tie the perfect run as nice as this little cushion is you will soon see that it doesn't really help all that much in the grand scheme of things and besides we have a buffer strategy to get a perfect fight every single time from here we can go into the second fight where the task time can be guaranteed Don Flamenco one if you watched my how many punches are needed to beat Mike Tyson's Punch-Out video you'll be very familiar with the start of this strategy Don's defense is impregnable and the only way to begin dealing any damage to him is to dodge one of his punches and counter punch we do this by beginning the fight buffering a left gut punch Little Mac has four basic punches he can perform the left and right face punches and the left and right gut punches highest level of playing this game each of them is slightly different and has their own Niche uses for the most part both the left and right face punches are basically the same both dealing the same amounts of damage in equivalent scenarios and both being performed at the same speed however the left and right gut punches are quite different from each other for starters the right gut punch deals 5 damage in most cases similar to either face punch on the other hand the left gut punch only deals 4 damage however at the cost of that one damage the left gut punch is faster by two frames so naturally where that one damage can be sacrificed the left gut punch is preferred which is exactly why the first punch on Don Flamenco 1 must be a left gut punch after that buffered left gut punch to force Don to retaliate with an uppercut we need to land a frame perfect punch so we can get a star zalad one discovered a very convenient buffer just a slow left Dodge a left quick Dodge and then a face punch this punch lands on the last possible frame before Don returns to normal without this buffer the punch we need to land is extremely difficult just 1 60th of a second after we get the star we buffer a star punch and knock Don down for the first time Don can get up here with several different counts ranging from a two count to an eight count which is another reason why using a real timer is extremely dumb but one thing is certain is that since we are at full health and less than one minute has elapsed Don will only get up with 16 Health Don returns to the fight and will immediately perform another uppercut to get the lowest possible time we need to perform a frame perfect left quick Dodge along with each punch being slightly different each Dodge in this game is also different the slow left and slow right Dodges are well slow so they basically have no practical purpose in terms of getting the lowest possible terms the right quick Dodge and left quick Dodge look very similar but going frame by frame you will be able to see that the right quick Dodge has an additional two frames of Animation as Matt comes back to the center and thus the next move Matt can perform will be two frames later because of this the right quick Dodge is seldom used and is really only practical in some specific buffers we need to perform this left quick Dodge on a very specific frame and the reason for that is so we can get rapid punches immediately rapid punches actually freeze the clock for a few frames each time you land one so not only are they just faster in general they literally stop time if you dodge any later than the optimal frame you will end up getting a final time of 14.99 or 15 seconds flat and if you dodge too early you'll have to land a few slow punches before you can get rapid punches which ends up costing you even more time if this fight is done perfectly you'll end up getting a final time of 14.97 now the third fight in which we can guarantee the task time great tiger [Music] getting a perfect time of 47.48 on great Target is a great deal tougher than glass Joe and Don Flamenco one in a full game speedrun the strategy is to force him to jab by punching him in the face which gets blocked and then we can land a cheeky right gut punch which is a six Frame Window where we can get guaranteed stars with a pre-planned route for all the punches we can get a time as low as 47.99 the task uses almost the exact same strategy except for one key difference instead of using right gut punches to get the Stars bass punches are used instead the one big difference is that the face punch is frame perfect and they must be manually timed there is no buffer you begin the fight forcing three Jabs and Landing three frame perfect face Jabs in response to get three stars two star punches are then buffered consecutively which is simple enough then you must force a fourth jab and land a fourth frame perfect punch for another star once that fourth frame perfect punch is landed you're basically in the clear a Nate left quick Dodge buffer can be used to land a face punch into his gem flash for a fifth star and this buffer only loses one frame to the task to end phase one we can perform this buffer which lands a star punch into the first frame of another one of Tiger's gem flashes and we will get our first knockdown the final two phases are completely trivial since the clock is still under one minute and Little Mac is still at full health tiger will get up on the count of one when an opponent gets up on the count of one a star punch will immediately send them back to the canvas since we planned phase one in such way to end with two stars we simply use both stars to get the second and third knockdown and end with a final time of 47.48 and luckily we had that one frame to spare now you're probably wondering about something I know during the Don 1 explanation I said face punches are slower compared to both the left and right gut punches that is true except it's a little different when you factor in the getting a star animation when you factor in getting a star right gut punches are now the slowest of the three left gut punches are a little faster but remember they only deal four damage and surprisingly on some fights face punches are one frame faster than left gut punches and also steel 5 damage even with the four difficult frame perfect punches there is another barrier that holds many back from getting a time of 47.48 how fast fights can be retried Joe was the first fight in the game so we can obviously retry him very quickly and Don Juan is the first fight in the major circuit which can be accessed with a passcode which the game conveniently stores for us upon a soft reset great tiger on the other hand is the third fight in the major circuit and has no passcode you must fight Don 1 and King Hippo first and then you have two consecutive shots at Great Tiger on your second consecutive loss you will get sent back to King Hippo and on your third loss you get a game over and are sent back to the title screen if you think this is rather inconvenient you're a hundred percent right but Mike Tyson's punch out speedrunners are purists anything that is not in the vanilla game is not allowed that means no save States can be used to access fights faster in order to record a legitimate attempt nevertheless even with these strict rules the time of 47.48 has been tied by over a dozen people well that's all for the Times which can be guaranteed now we have to take our first step into the Waters of RNG beginning with the eighth fight in the game piston Honda two wait a sec let me move this over yeah this is gonna be good the fight begins with a guard race and a left gut punch immediately followed by a face punch this two-punch combo is known as a dizzy destroyer and was invented by the one and only Matt Turk after the first Disney Destroyer another dizzy Destroyer is performed and we can get our first guaranteed star now we must perform a very special star punch known as a god manipulated Max damage star punch we must press up and start exactly four frames after seeing piston Honda's Idol animation furthermore you must release up somewhere between 12 and 16 frames later if you try and perform this maneuver any earlier Honda's guard won't be manipulated and if you perform at even one frame later the punch will do much less damage technically there is a larger window a little later to land the star punch for Max damage again but at that point you're wasting far too much time after this you must perform a third dizzy destroyer and also get a random star on the face punch and again we weigh exactly four frames and perform another guard manipulated Max damage star punch now during all this time Honda has just been standing there letting us Mash him in the gut and face but he is about to perform his first move wiggling his eyebrows followed by three consecutive Jabs we hold up to raise his guard and wait four frames to press start again but this time you must release up at most seven frames after you have pressed start with Honda at extremely low Health we just buffer a face punch to score our first knockdown at 23 seconds this phase one is the ultimate tested skill on piston Honda 2. even if you were just looking to get a very good time near the Tass this phase is not for you if you lose more than one frame the end of the phase doesn't quite work properly and Honda's guard will be in a position which makes the fight impossible to continue okay so that's the hard part now for the other hard part Phase 2 begins with a simple buffered face punch for another guaranteed stir once again we must perform another delay to land another government Max damage star punch one more dizzy Destroyer with a random star on the second punch and a fourth guard manipped Max damage star punch for the knockdown provided Honda got up with the low refill phase 3 is conveniently a one count a single star punch is what separates us from our Victory but that doesn't mean it's easy if you simply try to buffer this star punch Honda will Dodge because he is in his dodging mode which inconveniently gets activated after we have used enough star punches however we can prevent him by dodging it by you guessed it making it a garminet Max damage star punch so what was needed to achieve this time well to put the whole thing into perspective there are four moves that are strictly frame perfect in other words if you mess them up the run is dead from there there are six potential areas to lose frames and you only have one frame to spare most of these are on guard races to perform dizzy destroyers which require a frame perfect Up release followed by a frame perfect B press this brings the total number of frame perfect inputs required to 13 and I haven't even mentioned the plethora of other slightly bigger windows that need to be hit after all of that you will only get the luck 1 8 of the time along with Mike Tyson this fight was seen as a pinnacle of Mastery of execution within the realm of Mike Tyson's Punch-Out speedrunning each element of the fight was understood pretty well the RNG required wasn't too bad but the level of precision required seemed to be a little beyond the reach of any person nevertheless in May of 2020 summoning salt was the first person to pull off the strategy and managed to tie the task turn with Jayla and Jefe man following suit heading back to the minor circuit and the second fight in the game we are up against Von Kaiser when speedrunners complete this fight in a full game Run the best time you'll see is a 35.97 in mchhazard's task the final time of this fight ends up being 35.61 ironically this time is only achievable by delaying one of your punches by one frame let's take a look the task begins with a buffered face punch and a series of left gut punches with a couple of simple garden manipulations so he doesn't block after the fifth left gut punch the task delays a single frame and performs a face punch in full game runs instead of delaying one frame and performing a face punch we just perform another left gut punch the reason for the delayed face punch is to manipulate Von Kaiser's move timer by delaying one frame this punch now connects into one of his Jabs which resets the move timer and out following face punch which gets the first start now lands in between two of his Jabs since this lets the move timer tick a little closer to the next jab we barely have to delay before ducking stunning him and sending him to the canvas with a star punch without this delayed face punch we have to wait a handful of frames longer for him to throw his Jab the face punch that gets delayed by one frame is not all there is to it though most of the time Von Kai's will either block or duck that punch the chance for that punch to connect properly is only 47 in 256 or just slightly below 3 and 16. for the rest of the fight the task does nothing different compared to what humans do in a full game Run Phase 2 begins with Von Kaiser getting up on a one count a small guard manipulation to land two consecutive left gut punches with a random 50 star on the second punch and then a star punch to knock him down and phase 3 is just a simple duck and star punch to secure the win this fight only has two random events the 47 and 256 face punch and the random 50 star in phase two bringing the odds to 47 in 512 or about 1 in 10.89 execution wise the task could lose two frames and still manage to get the time of 35.61 on the second punch of the fight the task actually performs a one frame delay to land a left gut punch however because the entire fight has two frames of leeway humans prefer to use a buffered right gut punch which ends up being one frame slower overall and then playing the rest of the fight with one more frame to lose in comparison to piston Honda 2 this fight has far fewer points of failure there are only four spots where a human could really lose time even with the slightly lower odds and the longer time spent between potential attempts far more people have managed to successfully Tire the task time we now dive deeper into the Realms of RNG with possibly one of the most notorious fights in the game King Hippo back in the day of Mike Tyson's Punch-Out speedrunning King Hippo was known as the first gatekeeper to your run the only way to begin doing damage to him is to wait for him to open his mouth if your face punch connects within the first five frames of his mouth opening you get a little extra damage on the first punch and also get an extra gut Punch If you manage to do this three times King Hippo can be defeated in under 40 seconds and this is known as a three cycle unfortunately On Any Given punch King hippo's only programmed to open his mouth 3 8 of the time the odds of getting three opens on the first three punches are just 27 in 512 but that's not all in between his second and third punch there is a potential delay and to get that optimal result here is one in two this brings the final odds of the fight to just 27 in 1024 or about 1 in 37.93 mccazid's task manages to get a final time of just 37.61 which which is still possible if you lose up to two frames before Luke candle and zox found an RNG manipulation in 2019 which guaranteed opens on the first third and fourth punches the best strategy for a full game Run was to just do your best with the luck you got but every now and then a human would get the near 1 in 40 luck and execute to near perfection even with these maker odds the task time has been tied dozens of times by zalad once summoning salt and myself in full game runs before 2019 however because the strategy is so simple and straightforward several other top players have gone out of their way after the discovery of the RNG manipulation to secure a task tie at the top of the leaderboard that's six of the 14 fights down and those are the only fights where a human has been able to manage to tie the Tass there are eight other fights in the game and now we venture into the realm of things that a human has yet to accomplish beginning with Mr Sandman at the task level Mr Sandman is the slowest fight in the game and the only fight that extends past the two minute Mark star punches are not an option in this fight as they are only available in round three however that doesn't mean he is devoid of those pesky random events before the fight even begins selectors press to reduce little Max Health to half this is done so we can take an intentional knock down later in the fight I'll explain why a little later Sandman Begins the first 50 seconds of the fight throwing rolling Jabs in groups of five and in the pattern right left left right left on each of these up is held then released as he winds up his punch which we Dodge and then land a right gut punch for 5 damage these gut punches have a six Frame Window to land but conveniently you can also land your punch on any of the six frames and no time will be lost this is because for every frame your punch is a little late the move timer for the next punch is also a frame shorter on sandman's Sixth punch there is a potential delay that has one in two odds even though we let this punch hit Mac we still need the short delay so we don't lose time as the clock ticks over 50 seconds a little later for the last four punches in this set of five we repeat as before Racer's guard and counter with a right gut punch with the pattern reset again we need to take another hit and we need another short delay so that's another one in two right as we recover from taking the second hit the clock ticks over 50 seconds Sandman has a pattern change and we can start dealing damage a little faster we can now Force Sandman to punch Us by throwing a face punch of our own Sandman will Dodge and immediately retaliate with a hook the task forces one hook which we Dodge counter and land a delayed right gut punch and just as before this delayed gut punch isn't needed to be frame perfect and in fact there is a nice right quick Dodge buffer for it up until here execution has been pretty trivial and the odds are only at one in four however that is all about to change for the rest of phase one the task doesn't Force any more hooks by letting Sandman throw his hooks naturally we can score our first knockdown at the 115 Mark but we also must Dodge them without the use of a convenient buffer because of this this is where humans begin to lose some time over the tasks Sandman throws a left hook which gets ducked counted and delayed punched remember a duck saves one frame over a left quick Dodge after this there is a 75 chance he goes into the correct pattern which is too consecutive right hooks both the duct and counted just as before now there is a 50 chance that Sandman will throw his next hook immediately afterwards which we definitely need to happen the task Ducks this hook as well but since Sandman is at 11 Health here there is an extra little gut punch thrown right before the delayed punch to secure the first knockdown so far their odds are up to three in 32. Phase 2 begins and we immediately Force two hooks and counter both with two stun punches before the delayed gut punch on each one minute 30 Sandman is programmed to wind up for his Dreamland Express however after the last set of gut punches the clock is still at about 129 and a half so despite the tasks having played absolutely perfectly up to this point there are still eight frames to spare before the clock ticks over to one minute 30 to trigger the wind-up for the DLX that means as long as a human plays within eight frames of perfect up to this point in the fight they won't actually lose any time as soon as the clock hits 1 30 he begins winding up for the Dreamland Express there are four possible delays here and we need the shortest one which is a one in four chance the task performs the first quick Dodge before there is any indication of when sandman's attack is coming and then performs the ultimate ab workout until he is one hit away from knockdown on the very final hit there is a frame Perfect Right gut punch with no buffer and Sandman goes down for the second time at 1 51. Sandman has two potential refills here and we we want the lower one which is 75 percent likely when Sandman gets up we can force another hook counter twice and land another delayed punch finally to cap off the section of the fight we force one more hook and let Matt get hit and we take the knock down letting Mack take this knock down at this point in the fight is crucial if the clock has ticked a little past 159 in round one getting up from a knock down will trigger Mr Sandman to once again perform his Dreamland Express and if you saw before countering the DLX is by far the fastest way to deal damage to Mr Sandman once Little Mac is up Mr Sandman will begin winding up for his Dreamland Express there are two delays here at 50 each after avoiding sandman's Onslaught again we can quickly score the third knockdown and the task ends with the final time of 216.4 a of the fights that a human has yet to tie the tasks with Mr Sandman seems the most likely that a human will manage to tie in the future the total odds of the aren't too bad and come out to 9 in 1024 or about 1 in 114 however a large problem is retryability salmon is one of the latest fights in the game and there is no passcode to attempt him quickly the fastest way to attempt this fight is to put in the Super Macho Man code lose to Super Macho Man get sent back to Don Flamenco 2 beat Don Flamenco 2 and then you have two consecutive shots at Sandman despite all of this in August of 2020 Luke handles set the current world record at 216.82 if we watch this fight closely he uses a few pseudo buffers to perform some very tight ducks on the hooks leading up to the first knockdown for the Dreamland Express at one minute 30 he uses another buffer which only works if you've wasted those eight frames you had although if you waste a few more the buffer still works but you will lose time on the final hit of phase 2 instead of doing the frame perfect delayed right gut punch lukandos sacrifices two frames to use a buffer and a face punch for the sake of consistency the final Dreamland Express can be dodged frame perfectly by buffering two preceding quick Dodgers before the three buffered quick judges which Dodges the three uppercuts overall the fight can be broken down into two sections the first section is everything that leads up to the first Dreamland Express at one minute 30. since the task is 8 frames of leeway this can all be construed into single point of failure from that point onwards though everything needs to be done perfectly as the fight ends on the final frame of the 0.48 increment given we have buffers for many other things in the fight there are only two other points of failure the frame perfect gut punch to end phase two and this delayed gut punch right before we get knocked down also needs to be frame perfect Luke Kendall's world record has since been tied twice firstly by Brandon de Silva in January of this year using largely the same ideas and strategies a few months after this Cafe man82 fully adopted the task strategy and saved those two frames by using the frame perfect gut punch at the end of phase two however it was not enough in the end to set a new untied world record considering that almost everything is buffered and there are only three points of failure the odds for the fight aren't too bad at about 1 in 114 and that top Runners are capable of pulling off this strategy it is likely that the task time of 216.48 will be tied by a human sometime in the future the next fight kicks up the difficulty another notch bold bull one this fight is the worst one of them all to go for world record attempts on because ball 1 is the final fight in the major circuit the most efficient way to attempt him is to put in the Don 1 code and then fight your way through Don hippo and tiger if you lose to ball just once you get sent back to Great Tiger whom you would have to defeat again just to get another shot on average you can fight bald bull three times every 10 minutes bull starts the first 20 seconds of the fight throwing rolling Jabs in groups of two these Jabs can be easily intercepted with one of your face punches the task Begins by buffering Two Face Jabs to intercept the first two of bulls rolling Jabs also getting a star on the second punch a star punch is then buffered to lead into the next jab and another face jab is buffered to get another star now we perform a delayed face punch which also needs to get us a random star which is 50 likely another star punch and face puncher buffer intercepting two more of bulls Jabs and another delayed face punch to get another random star finally with bull at low Health the task holds up and buffers a final star punch to get the first knock down up also needs to be released within a four-frame window to get Bull's guard in a very particular position for the start of phase two this isn't the fastest way to handle phase one as it is possible to get a 17 second knock down the 17 second knockdown is extremely useful for full game runs as it requires no luck and is extremely easy and consistent the 18 second knockdown requires a couple of delayed face punches and two random stars and is a little tougher to pull off however you also exit the phase with one extra star in the bank which is extremely helpful there is one other thing the task does to sneakily save time it wastes exactly four frames compared to absolutely perfect play if phase one ends too early bull will begin Phase 2 with a rolling jump because the clock won't have ticked to 20 seconds before the fight resumes 20 seconds bull has a pattern change so by allowing the clock to tick to 20 seconds right as the fight resumes bull can begin the move timer for his first punch in his new pattern as soon as possible Phase 2 begins with a buffered face punch this punch can only be buffered in this way because of the particular position we left Bull's guard in at the end of phase one from here our star punch is used to intercept the first frame of Bull's Hook when a star punch intercepts a hook early its damage has decreased a little but since it also cancels the attack ball can begin the timer for his next punch much sooner a second star punch is then buffered whilst holding up to intercept bold Bulls hook late this deals even less damage but since this star punch can't be used any earlier it will have to do this up press also needs to be released within a four Frame Window which puts Bull's guard in that special State again this allows the following face punch to be buffered so there are no frames wasted now we are finally up to the punch in the fight that is basically prevented anyone from ever using the strategy bold Bull's guard is down due to us landing our previous face punch we need to raise his guard by holding up and then release up for exactly one frame to allow his guard to drop and then perform a face punch which also needs to give us a random star all of this needs to be done on a particular frame and I'll show you why in a moment after that face punch the rest of the phase is super easy because it's all buffered two star punches followed by three face punches intercepting three rolling Jabs getting a random star on the second face punch and the third securing the knockdown the reason for that extremely tricky punch needing to be performed on that exact frame is so that we don't allow bold Bulls move timer to tick any further if it's not done on the earliest possible frame then the second star punch lands into the rolling jab dealing more damage this ends up getting the knockdown at a 37 instead of a 39 but we have one less star in the bank and that becomes a much larger issue in phase 3. furthermore that rolling jab pattern is not guaranteed rolling Jabs will only occur 25 of the time after that second hook so far the odds for this fight are up to 1 in 64. but there are still two more random events we need to go our way in phase three ball has a random refill he has a 75 chance to get up with a large refill but only a 25 chance to get up with the lower refill we need this lower refill in order to get the fastest tone to cap off the Final Phase in the fight our star punches landed into the first frame of his first hook there is no buffer for this the best we can guarantee with a buffer is landing it into the second frame hook 2 is intercepted with a face punch on the first frame for a guaranteed start and this time there aren't any buffers that come remotely close to landing near the first frame if by some miracle a human has got this far then you are home free execution wise but if you are unlucky your dreams will be crushed once again we need that rolling jab pattern which is 25 likely after intercepting that second hook three star punches are buffered and a final face punch to secure the win the total odds for this fight stack up to one in 1024 but that really isn't the major deterring factor to someone trying to pull off this strategy retrying this fight is extremely slow and tedious and that's a major reason why people don't like grinding this fight and that frame perfect one Frame Up release up to this point in time people haven't even really tried to seriously practice it with save States since no one has even managed to pull off this strategy largely due to that face punch in phase two who has come the closest in November of 2021 Brandon de Silva slightly modified the task strategy in order to secure a time of 53.25 which is extremely close to the task time if his strategy is played optimally his strategy loses 8 frames in total to the task and can get a time as low as 53.00 Brandon actually played Phase One faster than the task which meant that bold bull opened phase two with a rolling jab this does make execution slightly easier but he ends up losing six frames by not wasting those four frames in phase one the modification he made in Phase 2 however was extremely clever after intercepting the second hook with a star punch by making the first punch a misdirected gut punch and the second punch remaining a face punch he completely removed the need to do a one Frame Up release and execution becomes substantially easier at the cost of only one frame with Brandon's clever alteration in Phase 2 and combining that with the very doable task phase one a new world record would surely be achieved one day as for tying the task though it's still possible to do even with Brandon's adjustment just everything needs to be done framed perfectly as there aren't any more frames to spare since phase one has intentionally wasted frames it can be combined into a single frame perfect maneuver after that there are five more frame perfect moves and almost everything else is buffered a human with enough dedication May manage to tie the Tass in this fight one day [Music] [Music] what you just saw there was the task phase one for Super Macho Man it almost looks like a Game Genie code was used to make Macho lose all his brain cells and let Little Mac completely wreck him the details that go into making this fight work are extremely intricate let's take a look foreign [Music] for this fight to work we need an extremely particular pattern to occur if we take a look at this diagram matro's pattern starts in the top left box and travels down from there after the third box it can Loop immediately back to the first box or can go through the two boxes on the right before looping back to the start before we even enter the first box of the fight the task performs a gut punch face punch combo the same move that was used on piston Honda 2 The Dizzy Destroyer little Max third punch is a face punch and must connect just as Macho tries to perform his first punch which also needs to be an uppercut the chance for marcher to perform an uppercut on his first punch is only 25 percent that's not all there is to this punch though because the Tass also intercepts that first uppercut on the last possible frame for some reason that messes matches guard up just enough so that little map can perform another frame Perfect Right gut punch to intercept Macho's second uppercut the chance for marcher to perform an uppercut on his second punch is 75 percent immediately following this Macho has to perform another uppercut and the chance of an uppercut occurring on his third punch are 62.5 percent this uppercut needs to be intercepted with another one of your face punches at least this time your punch doesn't need to be frame perfect as you have four frames to land it but wait there's more you also need a lucky star in this punch which occurs at 37.5 of the time now if we take a look back to the full diagram of Macho's pattern we're in the bottom left box from here he can either loop back to the start or he can perform two consecutive uppercuts we need him to go down the right hand path and select the double uppercuts which is another 62.5 chance finally the tasks let's marched perform one of his punches which we Dodge and land a face punch to stun him if you're wondering why this punch isn't ducked to save one frame it's because this uppercut has too short of a delay from the previous punch the duck's animation is longer than either of the quick Dodgers the only way it saves the frame is because the gap between the last frame of invulnerability and regaining control of Mac is one frame shorter after Macho gets stunned there is another delayed frame perfect gut punch which also cancels the second uppercut from here there is a long stretch where marchu just stands still before he performs his mini spin punch we have enough time to use all three star punches and perform some simple guard manipulations during all three of them so he won't be able to dodge and they will also deal Max damage to cap off this insane phase the final punch is another frame perfect face punch intercepting Macho's mini spin however there was another random event I didn't tell you about this delay where we land all three star punches is actually variable the task specifically gets the shortest delay which is 25 yes the task throws a blind frame perfect face punch with no cue into a punch Macho might throw 25 of the time when I first saw that phase back in 2020 I couldn't quite comprehend what I was seeing to be honest trying to slow and break it down to you all was not easy that phase one is 225 in 32 768 or about 1 in 146 and requires no fewer than four frame perfect punches if there is one Saving Grace about phase one of Super Macho Man is that you don't need to play it perfectly in fact you can lose up to four frames and still end up tying the Tass to understand why we need to head into phase two Phase 2 begins with a buffered face punch courtesy of intercepting Macho's mini spin which messes up his guard here Macho Man is winding up for his super spin punch and he has two delays we want the longer of the two delays so we have some extra time to deal more damage and that has odds of 50 after the face punch we launch another Max damage star punch finally to cap off this little section we want to land another dizzy Destroyer getting a random star on the face punch just before Macho backs up we can land one more left gut punch finally Macho backs up to begin his super spin punch during this backup the clock gets rounded up to 32 seconds and stays Frozen until March's final spin punch it is precisely because of this clock rounding that we have four frames of leeway in Phase One if we lost more than four frames in phase one then at this point in Phase 2 the clock would be rounded to 33 seconds and the task would lose an entire second of in-game time the amount of times much you can spin is variable but it's usually between 3 and 8. the Tas as Macho stop after the third Spin and lands a star punch right into the back of Macho's head for Max damage if the final spin is ducked frame perfectly we can save another whole second in Phase 3 when there is another clock rounding a frame perfect left quick Dodge just won't cut it since it's impossible to know which spin matcher will stop on your best bet is to always guess three the chance for him to stop on his third spin just 5 in 16. phase three begins and we launch a Max damage star punch this time we need the short delay for matra's super spin which is 50 likely once again we need Macho to stop on three spin punches and we use our final star punch which connects for Max damage so that's another 5 in 16. to finish off the fight we perform a delayed face punch which has a three Frame Window courtesy of our frame perfect duck and a final buffered face punch to get the third knock down with a time of 43.25 the odds for the task Strat ultimately boil down to about 1 in 15 907. before we even get into discussing the feasibility of this strategy I want to mention that the odds aren't quite that bad remember at the end of phase one how I mentioned you needed to perform a frame perfect intercept into March's punch which you would only do early enough 25 of the time in actuality you can instead raise his guard and perform a right gut punch and this saves four frames which means that a human would only need to play Phase One within seven frames of perfect to remain tied with the task the reason maccasid chose to do this Frame perfect one in four punch in the task is because it still saves real time due to the different knockdown animation so without that one in four punch the odds now sit at around one in 3976. the current world record is held by J let with a time of 45.25 exactly two seconds behind the task time both of those seconds were lost due to the clock rounding in Phase 2 and phase 3. jaylet was using a much more practical method to complete phase one which can just be barely get a 22 second knockdown with extremely tight execution so one of those seconds is lost to the task there in Phase 2 he does not perform a frame perfect duck on the final spin to score the knockdown and the other second is lost there so can a human even pull the task of Super Macho Man off well phase one is the most complicated section of the fight three frame perfect punches being necessary and complicated and awkward guard manipulations everywhere and the odds are about 1 in 37 in comparison J lets phase one requires no frame perfect inputs and the odds are about 1 in 27 that all being said in September of this year Brandon de Silva became the first person to pull off the task phase one which he managed to do off a save state so the world record time can definitely come down to a 44. the real issue with tying the task comes in phase two this Frame perfect duck under the final spin punch is damn near impossible for a human to pull off in my Recreation of the test I use the more intuitive human approach which is to perform a slow Dodge into a quick Dodge and then the frame perfect duck this method has one big issue though in order to perform the frame perfect duck you're preceding quick Dodge also needs to be frame perfect on the previous spin the hard part is actually performing the inputs you would need to press left up down down in a manner that is probably too difficult for him to do with a conventional controller grip then there is the task method well less intuitive it might end up being more practical for humans to pull off it's just simply three frame perfect ducks in a row which can be done by performing a down press with a little leeway followed by five frame perfect down presses and that caps off that section Mr Sandman boldball 1 and Super Macho Man Tita on the edge of what a human May accomplish sometime in the future the same cannot be said for the next section these final five fights sit comfortably away from Human Perfection beyond the reaches of any mortal gamer it seems absurd to even dwell on these fights explaining how to pull it off like the previous ones but just to indulge you I will try and we are starting things off with the most execution heavy fight in the game Mike Tyson foreign the Mike Tyson world record is one of the two most prestigious World Records in Mike Tyson's Punch-Out with the other being the full game speedrun both of these world records are currently held by some dude who calls himself summoning Soul there are no fancy guard manipulations and stars are unavailable until round two so how does one beat Mike Tyson quickly after dodging an uppercut the player will want to punch on the same side as the uppercut this is called a proper punch and it deals 5 damage on the second hit you need to delay your face punch by exactly eight frames and this will also deal 5 damage if we punch on the wrong side our first punch will only deal one damage and if we do our second punch too early it will also do only one damage if we execute perfectly in Phase One getting 9 frame perfect punches and one early punch and Tyson doesn't give us the dreaded 8 second delay we can score our first knockdown in under one minute similarly in Phase 2 if Tyson throws six uppercuts and we land five frame perfect punches and one early punch we can screw our second knock down before Tyson's pattern change at one minute 30. in the last section of the fight Tyson is only throwing Hooks and the best way to deal damage is Dodge and throw a single punch on the last possible frame before he would block dealing 5 damage if your punch is too early you'll be able to counter him twice but for only two damage a piece since Tyson phase 3 has 40 Health you will need to hit 8 out of 8 frame perfect punches in order to score the fastest knockdown if a person manages to execute a perfect phase one perfect phase two and perfect phase 3 all in one fight this becomes known as a perfect Tyson fight over the years nearly two dozen people have managed to record at least one perfect Tyson fight theoretically if the human could perform all 22 frame perfect punches every single time a perfect Titan fight could be achieved about 50 percent of the time courtesy of that 8 second delay way up at the top of the leaderboard is salt with a Time way out ahead of everyone else getting a time under 205.25 is only possible if you manage to get a phase 3 uppercut the phase 3 uppercut is reserved only for those Tyson fights that were destined to be in order to get one you would need to execute phase one and Phase 2 perfectly so that's 14 frame perfect punches but that's not all you also need a very good pattern from Tyson one where Tyson throws almost all of his punches instantly one after the other but still that is not enough you need to dodge all of his uppercuts extremely tightly to the point you are almost getting hit by them if you can do this you'll get your second knock down by a mid-125 and Tyson will begin phase 3 with an uppercut just before the clock ticks over to one minute 30. that extra uppercut saves about 5 seconds and while there have been five of us that have managed to get that phase 3 uppercut salt has been the only one to finish one with perfect execution with his fastest time being a 200.97 at the end of the Mike Tyson fight the game does not give you the decimals as it skips directly into the ending credit scene after your hard-fought Victory so how do we know that salt's fight was a 0.97 well salt was recording his fight on a VHS tape which records every single frame that was output by his NES by having access to every single frame we can use a tool developed by omnigamer called the Tyson finder which is essentially a very fancy frame counter that can find the decimals for us but only if we have access to every single frame insults fight he managed to hit every single frame perfect punch and his dodging and ducking was extremely good for the time he got and his level of execution he estimates a pattern like that would only come around at best once every thousand attempts the time of 200.97 will surely be lowered in the future as this fight is attempted far more than any other fight in the game but as for matching the task time let's see why that's just not happening foreign [Music] [Music] [Applause] [Music] [Applause] foreign [Music] with the inclusion of frame perfect dodging and ducking the required amount of frame perfect inputs nearly doubles to go from a simple perfect fight to matching the tasks in truth there are three buffers that could be used in Phase 3 which can eliminate three frame perfect punches which brings the total number of frame perfect inputs down from 39 to 36. that all being said there is nothing we can do about having to deal with getting the one in 153 661 odds a sub two minute time perhaps but not the task with Tyson having the fifth worst odds required for matching the Tass can you guess which fight has the fourth worst odds it's soda papinski if King Hippo was known as the first gatekeeper to your speedrun soda burpinski is undoubtedly the second the strategy to a fast win is simple soda will begin each phase with a pair of hooks which can be intercepted with the right face jab or canceled with a right gut punch after this he has a 25 chance to loot back to hooks which is really bad and can cost upwards of 10 seconds the other 75 chance is to go into uppercuts which is exactly what you want by holding down you can lock soda into his crouching State when Soda is in this position he can be punched in the gut this gut punch is very special it sets a flag which tells the game the next time soda is hit with a star punch he is to be instantly knocked down get lucky in all three phases by getting the uppercut pattern right away and soda can be beaten in under a minute getting three out of three uppercut patterns is certainly a good sign for your full game speedrun but just getting that isn't nearly enough to set a world record time on this fight let alone enough to match the tasks let's rewind back to the start to see exactly why as I said before soda Begins the fight with two hooks the task cancels the First with a very special right gut punch in order to save six frames mikazard Begins by holding up raising soda's guard up is then released and a is pressed to perform a right gut punch before the gut connects up is then repressed to make the gut punch misdirected for some reason this can cause soda's move timer to keep ticking for six more frames which means the gut punch can be thrown six frames earlier than normal can being the key word there because this technique works just under a quarter of the time the second of soda's hooks also needs to be canceled remember how I said before that we can only cancel them with a right gut punch well that's not entirely true it is possible to cancel soda's hook with a left gut punch however 25 of the time the left gut punch will whiff and sodel hit us with his punch since this punch is buffered and can't be performed any earlier it does save a couple of frames if you are wondering why the task doesn't cancel the first hook with a left gut it could be but the punch would also have to be thrown a couple of frames later to compensate for its faster speed so it wouldn't end up saving any time now it's time for that uppercut pattern which occurs 75 of the time however I didn't mention before that there is a variable delay here and we obviously want the fastest so does move timer here is made up of two separate countdowns the second countdown timer beginning when the first ends each move timer has two possible configurations with each of them having 50 odds combining for four possible delays at 25 a piece with soda ducking down for his first uppercut we want to lock him down by pressing down so he can land our gut punch however this isn't quite what the task does the frame that gets checked to make sure down is being held is deceptively late so in fact this left gut punch needs to be thrown before locking soda down just before it connects now down is pressed to complete the maneuver this punch in and of itself is quite tricky to pull off however back in 2015 Jack wedge came up with a move called the screwdriver which is a buffer which executes the punch on the optimal frame every single time before we can launch our star punch for the knockdown we need to cancel the second uppercut by performing the same guard manipulation trick as we did to cancel the hook early we can also cancel the uppercut early and likewise this trick works just under 25 of the time because our goal in each phase is to get to the first uppercut as fast as possible and set the flag for the instant knockdown phases 2 and 3 are very similar to phase one with the only difference being on the second uppercut instead of canceling it we need to intercept it with a left gut punch for a guaranteed star the chance for The Intercept is exactly the same as the early cancel just under 25 these odds are completely horrendous and there are over a dozen frame perfect button presses and releases needed to make this fight happen however there is one thing we can do to make the odds a lot better remember how I said there were four delays for the uppercut pen all occurring at 25 a piece that is true but we can do something to improve that lukander and zox found that if you got the 16 frame delay on the first timer if you also held right the input for the screwdriver for exactly 16 frames you could guarantee the second delay timer would be eight frames if this technique is used all three times in the fight the odds end up being eight times better bringing them up to one in two hundred and two thousand three hundred and fifty Seven in April of 22 20 Luke handles are an incredible world record time of 45 seconds flat Luke began his fight very similarly to the task canceling the first hook early and canceling the second with a left gut punch saving a maximum of eight frames from then on he doesn't gamble on any more random punches because the task uses these random punches to get stars in unnatural spots in the fight lucando instead opted to go for a couple of punches intercepting the second hook in both phases two and three both of these punches aren't featured in the task but they can be landed earlier than null by releasing up one frame after the punch goes off exceptionally tricky stuff all in all the odds for Luke's fight only tally up to about 1 in 103 a far cry from the tacods of one in 202 357. things are only going to get worse from here a lot worse beginning with our old friend piston Honda here it is the fight I fear tassing the most when I began making this video I also recreated all of my cazid's fights so I could display all of the damage values how much health the opponents have left and to get a much better understanding of how the tasks worked of the 14 fights in the game piston Honda 1 was by far the hardest of them all Honda one's behavior is like no other in the game here is a simplified diagram I made that doesn't include all of the random delays he has after the top two left boxes it is extremely easy to get completely lost in his pattern the three bottom most boxes I like to call punch one punch two and punch three as you can see punch one has a chance to just not occur and start the timers for punch too punch 2 can just loop back to punch one and punch three can loot back to punch two it's complete Anarchy and this is why even though I knew all of the fancy punches that I needed to tie the task it still took me over two hours to match mckesson's time of 36.97 I'm not going to show you that fight though a little after the task was published mccassad found an alternate strategy that was tied to the frame with the original fight and the best thing was the odds were better A lot better so with my new knowledge on the secrets of hondawan I went through some archived Discord chats and re-tasked the new fight the task Begins by throwing three buffered face punches right through Honda's guard each one of these punches has odds of just under one in four then a buffered star punch is launch which connects right into Honda's wiggling eyebrows early which deals maximum damage a second star punch is then performed which needs to be delayed by four frames this star punch connects into the first frame of his jab dealing 16 damage if you don't delay at least four frames then the punch connects into eyebrows late for a measly 12 damage now we need to buffer another face punch to connect right through Honda's guard which is just under 25 likely that's not all though because if Honda hooks which is 75 likely then he is guaranteed to block out punch so this punch only connects just under 1 16 of the time the punch coming up next is the least likely one to land in the game in order to pull it off you first need to get the execution right you need to delay your star punch by exactly five frames this is because as you press Start you also need to press up to manipulate Honda's guard and Honda's guard has a five frame lag tone now if we take a look back to this diagram we need punch one to be nothing and punch 2 needs to be an uppercut but before punch one happens we need the correct delay as well there are four delays here at 25 a piece and right before punch 2 you guessed it four delays here at 25 a piece multiplying all these odds up this punch has only a one in 114 chance of Landing correctly and in practice you would only have two frames to pull it off the next punch is pretty easy to execute it's just a buffered face punch unlike the others which had odds of 63 and 256 going straight through his guard this one intercepts an uppercut since our previous punch intercepted an uppercut on punch 2 we need Honda's pattern to move from punch 2 to punch 3 which has odds of three and four also we need punch 3 to be an uppercut which has odds of three and eight giving this punch odds of 9 in 32. to cap off the end of the phase it's just another simple buffered star punch all that needs to happen for the RNG is for punch 3 to loop back to the very start of the fight which has odds of five in eight this star punch will land into Honda's jab dealing 16 damage since Little Mac is still at full health Honda will get up here on a one count and since we have one star in the bank Phase 2 is just a simple buffered star punch for the instant knockdown phase 3 is where things get worse again firstly you need a good refill which only occurs 3 8 of the time the phase begins with one random face jab right through Honda's guard then you need to delete 11 frames to land a star punch into the first frame of Honda's eyebrows wig length for maximum damage this is done earlier than normal by also performing a guard manipulation which keeps the move timer ticking for longer than normal a buffered face punch is launched into more wiggling eyebrows intercepting Honda's second jab normally this punch would land just under 25 of the time but since our previous punch messed up Honda's guard this punch is now guaranteed we are now only one Max damage star punch away from Victory Honda has to not throw a hook here which is 25 likely then we must delay 5 frames for our star punch and perform another guard manipulation to make it Max damage there is a whole range of things that can happen here but it boils down to odds of 23 and 32. this brings the final odds for the fight to just one in 42 million 568 939 with just one frame to spare the current world record for this fight is three seconds behind the task at a 39.97 set by Nolan in July of this year the conventional strategy for this world record was significantly different from the task and only had odds of about 1 in 200. that strap had a rather safe opening with three guaranteed right gut punches which went through every single time so long as you performed a guard race at the start of the fight and then hit your first right gut punch without losing more than three frames Nolan took that strategy to the next level by implementing the task opening by buffering three face punches in the opening the odds were brought from 1 in 200 down to nearly one in thirteen thousand but this made the execution essentially free and it saved 15 frames two fights to go let's get into it it's Don Flamenco 2. Don Flamenco 2 can be an absolute Game Changer in full game runs of Mike Tyson's punch out in Phase One you land a whole bunch of gut punches which can give you random Stars this isn't a strategy you go out of your way to use to save a dead run this is the optimal strategy even if you end up not getting any random Stars unfortunately this is a pretty common occurrence because even with the most high level version of the strategy which has nine opportunities for random Stars the random stars are only awarded 6.25 of the time when the clock gets to one minute 30 Don enters his defensive State and you have to force him to retaliate which is random by the way in order to do damage without random Stars it's impossible to beat him before then and your time will very likely end up being between 140 and 150 or possibly worse every now and then though the RN Gods will bless your fight with random stars and about 1 in every 50 fights will end in the mid-120 just getting random Stars isn't quite all there is to Don Flamenco 2 though because he also has random refills when you knock Don down for the first time he can get up with three different amounts of Health half of the time he will get up with the largest refill 80 Health 3 8 of the time he will get up with a middle refill which is 72 health and lastly if you are really lucky just 1 8 of the time you can get the low refill which is just 64 health the phase 3 refill isn't random and he always gets up with 56 Health except that's only true if Little Mac has full health by having mac not full health the phase 3 refill becomes random half of the time he will get up with 80 Health 3 8 of the time he'll get up with 72 health and if the gods shine down upon you 1 8 of the time he will get up with just 40 Health pressing select for Don 2 to reduce Max Health before the fight is considered such a risky strategy it's reserved only for people going for the most insane times as getting the low refill is much less important than getting lucky stars but the task can easily do that and more this fight will never happen before the fight begins select is pressed because you can be damn sure we want that 40 HP refill for phase 3. Don's first jab is dodged and we land a delayed right gut punch for a guaranteed star immediately following this we land another right gut punch intercepting a jab and get our first one in 16 random star and then land a face punch intercepting Don's hook getting another 1 in 16 random star two star punches are buffered one after the other as dont who just stands there waiting for his move timer to tick to zero right after the second star punch we land two more right gut punches intercepting two more Jabs and getting two more one in 16 random stars with Don at exactly 27 Health remaining we perform a perfect quick Dodge and land a star punch which deals maximum damage sending Don to the canvas this final hook could be ducked to save one frame however ducking or blocking Don's attacks actually messes up his pattern and he attacks a lot slower this is also why we dodged the first punch of the fight dodging a punch puts Dawn into his more aggressive pattern Don gets up with the 64 HP refill in Phase 2 which is 1 and 8 and then it's business as usual intercept his jab this time getting a guaranteed star his second jab is dodged and we land a stun punch and Then star punch dealing maximum damage the third jab is intercepted with the left gut punch for a fifth 1 in 16 random star and with Don once again at 27 health and One Max damage star punch away from knockdown we duck under his hook intentionally reverting Don to his less aggressive pattern and scoring the knockdown and getting that precious one in eight 40 HP refill phase three is simple with Dawn at such low Health we can just open the phase with a buffered stir punch which intercepts his jab since the duck at the end of the previous face put Don in his less aggressive pattern there is a short delay before his hook we delay our final star punch by exactly seven frames intercepting the first possible frame of the hook finishing with a final time of 58 seconds flat and odds of one in 67 million 108 864. laughs yeah if only the odds were actually that good throughout the fight there were six locations where I neglected telling you about the random event if we go back to the very start of the fight after landing our first right gut punch in the Tass the following right gut punch and face punch are buffered to land your punch every single time you must delay them by five frames normally humans won't buffer these punches the risk reward isn't worth it if you try to land the punch in this early five Frame Window Don will block just over 50 of the time this fight features six of those punches which now puts the odds at one in four billion 501 million 915 647. so who has come closest to the task over the years the Don 2 world record has received one might describe as an undeservedly large amount of attention within the community mostly due to the low skill but High luck barrier on December 24th 2021 after grinding this fight for three to four hours nearly every single day for three years straight Dave P 4948 was able to cut the one minute 10 barrier and get a time of 109.97 in order for his fight to work he needed both random stars from punches 2 and 3 which is one in 256. he then needed to get a random star within the next three opportunities and he did so on the final one in the second punch of phase two and he needed both low one and eight refills the odds for this fight boiled down to one in 93 080. after that grind Dave P says he is done for now and we're finally here the worst fight out of all of them in the game by a long shot bold bold too when players learn this fight for the first time it has very little RNG there are no random stars and there are no random refills when you get to phase two You Begin by launching a star punch into this move called the ear up which is completely standard and Dill's Max damage you then perform a bass punch which gets blocked and bull retaliates you can then land a gut punch for a guaranteed star and this can be repeated almost as much as you want you then use the star punches to knock ball down since he can't be knocked down any other way other than countering the ball charge these retaliations from bull are random though but the odds are heavily in your favor he will retaliate 87.5 percent of the time and over the course of the whole fight you only need three retaliations so luck is on your side until you need to start getting really fast times on this guy at the top level there are more advanced strategies to bring your time down if you're willing to risk some potential time loss instead of forcing the retaliations if you raise Bull's guard beforehand you can attempt a misdirected gut punch which is performed by pressing up just after the gut punch has already gone off this punch can get your guaranteed start without having to dodge the retaliation punch and it saves three seconds the downside is it only lands just under 25 of the time and if full blocks it costs you one second since the risk reward is almost completely even the best Runners will attempt to chain as many of these misdirected gut punches together so they can immediately chase their loss like a mad gambler but that's nothing nowhere near anything close to what the task does this strategy is so unlikely and saves So Little Time humans will never even attempt it the fight begins with ball performing four consecutive rolling Jabs humans will Dodge them and then hit a three-frame punch it's a little complicated to explain why but two of The Rolling Jabs also get canceled so you will only ever see two punches here following this a star punch is launched into the ear rub the Tass doesn't do this instead it pretends like bull has no defense at all it launches four face punches directly through the four rolling Jabs and launches a star punch into the ear up each one of these punches has only a 15 in 256 chance to land we are only 12 seconds in and the odds are already nearly at one in 85 000 and then there's another and another and another this one is actually delayed by two frames because ball has a pattern change at 20 seconds in it saves a little time by getting this move time at ticking as soon as possible and then there's another and another finally ball is at low enough Health where we wait for his first hook duck counter and star punch for the first knockdown phase two begins with ball doing that ear up so the task just launches a star punch into it for Max damage two more random face traps are sent straight through Bulls guard and then it's just a matter of ducking the hooks countering and star punching for the second knock down phase three is similar to phase two star punching to the ear up three random face Jabs duck the hook stun and star punch for the knock down finishing with a final time of 108.48 and odds of nearly one in 178 quadrillion it's very safe to say that no one will ever even attempt this strategy or even take small subsections of it to use in world record attempts aside from the first four random face Jabs that intercept the four rolling Jabs each face jab can be replaced by a misdirected gut punch which is four times more likely to land and only loses a couple of frames each on September 14th 2021 Hefe man 82 set the current world record with a time of 113.97 her face fight featured the standard opening and then landed two misdirected gut punches he then forces ball to block which lets the timer tick over the 22nd Mark ensuring bull won't start a rolling jab before 20 seconds costing him time the task phase one has nearly one in 123 billion odds to work properly and finishes with the clock at 31 seconds half face phase one is only two seconds slower but the odds are just one in 17. Jefe lands the next three misdirected gut punches on the first possible opportunities Landing 5 out of 5 in total for the fight bringing the odds up to one in 1108 and some tight execution to boot it's likely this fight will be improved sometime in the future as there is a strategy that is just as fast and more likely to work by removing one of the random misdirected gutters but instead requires you to hit two frame perfect punches at the start of the fight with some guard manipulation and that's everything that is needed to be done to match the tasks on every single fight in contrast the odds to beat the game in as few punches as possible was about 1 in 2.5 billion the odds to pull off the full task Speed Run of the game are about one in 5.2 times 10 to the power of 58. those odds are pretty unlikely and it's safe to say that the perfect Mike Tyson speedrun will never happen but that's still very far from the worst thing I've ever had to Tass maybe I'll make a video on that one day thanks for watching
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Channel: Pap
Views: 577,442
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Length: 75min 3sec (4503 seconds)
Published: Wed Oct 26 2022
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