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!! - Mad Clown [9"03] (Orig... So this is exciting, because the longstanding 9"05 strategy on Mad Clown that was first published in the Super Punch Out TAS back in 5/29/2007 has been improved! To see that strategy, you can check out my recent upload of it here: • Super Punch Out!! - Mad Clown [0'09"05] It's been nearly 15 years since Mad Clown has had a legitimate strategy improvement, which is amazing. Strategies in this game don't really get obsoleted that often, with the next most recent improvements being from McHazard all the way back in 2014 on Muscle, Heike, Narcis, and Rick, so this is quite the treat. Lixunis has been finding strategies for the PAL version of Super Punch Out recently, which actually has several wildly different strategies from the NTSC version, but ended up checking the NTSC version for things recently for full game speedrun stuff. On 3/14/2022, he posted this in the Super Punch Out speedrunning discord server: • Super Punch-Out - Mad Clown [0'09"03] [NTS... This strategy involved 6 frame perfect things you needed to time, as well as an extra unstunned jab, which increases the luck needed greatly. These difficulty increases mean that this new Mad Clown is now the hardest fight to match the TAS on that isn't Narcis Prince. It was a mad dash to match the new TAS time, but fellow Super Punch Out runner Murakuma was able to seal the deal the next afternoon! Be sure to check his out here: • SPO Mad Clown 9.03 [FWR] Later on that day, McHazard showed up and found a large strategy adjustment that ends up getting you the same exact time with the exact same luck, but removes the delayed rapid jab in Lixunis's strategy, making it fully buffered, which makes it far less annoying for runners to hit. I decided to shift gears and go for this new phase 1. This fight starts with you pressing nothing for the first frame, and then pressing "Up" and "Y" to throw a left jab on the next frame. Follow up from that left jab with two more buffered left jabs, with Mad Clown hopefully standing still without random retaliations and not randomly blocking for the first 2 of these 3 jabs. From there, Clown will throw a hook on your right side, and you'll need to do a delayed right jab to counter it. Once the hook is countered, you'll have to do land a left jab on the first frame AFTER Clown's stun ends, which is a very awkward timing. I opted to do a pseudo buffer by timing a quick duck shortly after I visually see Clown's sprite change into his stunned sprite, then buffer 2 left jabs out of it and also and hope they both land without him randomly blocking, or doing random retaliations during them. Once they land, Clown will attempt to throw another hook, to which you will have to buffer rapid jabs by pressing A, letting go when you see your character start his super, then repressing it. That rapid jab will hit him out of that animation, and make him instantly go dizzy. Since rapid jabs made him dizzy, the buffer strategy needs to be different than the one in the 9"05 run. Hold left, and don't let go until your character centers himself, then press "Left" then "Up" in rapid succession, along with "A" to throw an uppercut to knock Clown down. Clown opens phase 2 by either doing a taunt where he's pointing to his stomach, which means he'll retaliate when you attempt to throw a punch, or he'll randomly dodge a punch being thrown at him. Start by pressing nothing on the first frame the fight starts back up, then press "Up" + "A" to throw an uppercut. Once that lands, Clown will do a jab, that you just need to counter with a right jab, and then buffer another uppercut for knockdown 2. If you got this far, then congratulations, because you've effectively finished the fight! For phase 3, Mad Clown will always open with "Show Time", which involves him throwing really fast jabs that people usually block. But since Clown always opens with jabs on your right, you can easily counter them by buffering a right jab as soon as the phase begins! Because of how fast phase 2 was, he'll come back with so little health that he'll instantly go right back down when the jab lands. I did this fight on stream, with this attempt being my 7th time I got a frame perfect phase 1. You can check out my reaction to landing this fight here: / 1427123420 Anyways, thanks for watching!