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!! - Bob Charlie [5"50] (Or... Bob Charlie is mostly known in the full game speedrun as "that guy who makes you reset" because he dances so often and makes the dizzy a bit harder to get consistently. The TAS strategy for Bob is honestly one of the easiest to execute in the game, and the only real opposition he has for you is an abundance of random dances to break out of the strategy. To start the fight, don't press anything for the first frame of the fight, and then press Up+Y to throw a left jab during the second frame of the fight. This punch is the only punch in this strategy that determines your final time, since the rest of the punches are completely buffered, so if you do this one frame perfect, then congratulations! You just need the luck to cooperate from that point forward. After you land the first punch, you need to buffer 3 more left jabs, then buffer a right jab, then two more left jabs to get Bob dizzy. With this strategy, Bob has the capability of sidestepping punches 1, 2, 3, 6 and 7. Punches 4 and 5 should be guaranteed, because Bob is attempting to throw 2 consecutive jabs during those punches of yours, and cannot commit to sidestepping during those. As a sidenote, it technically doesn't matter where the right jab is in this phase 1, although it's argued that it's best thrown for either jabs 4 or 5 since he's committed to trying to hit you during those punches, and therefore may reduce the odds of him dancing away, since right jab is slightly slower. Just don't throw the right jab on punches #6 or #7, otherwise he can block you, because his move timer will be running during those 2 jabs, and it ends up coinciding with your final jab if the right jab ends up being either of those punches. Once you land that 7th jab, immediately buffer a left jab, two right gut punches, and finally an uppercut to instantly knock him down. Because of the thing that happened with my Bald Bull fight, I decided to check the rest of the the applicable fights for their super knockdown animations in phase 1 to verify which one is faster. For Bob, knocking him down with an uppercut saves 17 frames of real time compared to knocking him down with a low super. For phase 3, all you have to do is hold Up+A and pray that Bob doesn't commit to the jab that he winds up for, and does a feint to the left. If he doesn't do that feint, then he just lands a jab before your uppercut can land, but if he does do that feint, then he's stuck in an animation in which he cannot dodge, and your uppercut will land and knock him out for good. Also, since I know someone is going to ask about it, the leaderboard for this fight on this cartridge is kind of silly, because I initially matched the TAS on Bob when I was still running this game on Wii Virtual Console, so I never actively attempted matching the TAS on this fight with my "zallard1" file when I got this cartridge. However, I did match the TAS a couple of times in full game attempts, which obviously by now, I've erased those files long long ago. When you delete a save file that had leaderboard entries, this game will take away the original file name from all of those leaderboard entries, and replace it with a random name from a pool of several that the game likes to use. For the 2 times I matched the TAS in full game runs, they got reverted to "*Thunder" and "*Lance" when those attempt files got deleted, with *Thunder just permanently being in 1st place because of it, which is pretty funny. The other 3 attempts that were a frame off of the TAS in full game attempts got reverted to "*Darren" "*Bruce" and "*Tony" in that order. Those ones can be taken off the list if I filled the board with 5.50 times, but *Thunder and *Lance will never ever be dethroned. Anyways, thanks for watching!