"Woowee! Thanks for joining Club Nintendo, Mac!"
Emulator: Dolphin 5.0
Controller: Sideways Wii Remote
Doc Louis's Punch-Out!! is an exclusive game that was released only to Club Nintendo Platinum members, and only in North America. It is by far the shortest Punch-Out game, and is really more like a demo for Punch-Out Wii. The game consists of only three different fights (all against the same opponent, Little Mac's trainer Doc Louis), fewer than even the arcade games, and the total in-game time is faster than SNES Super Punch-Out!! despite the ingame clock running faster.
As always with the Punch-Out games, the goal is fastest in-game time.
However, going through the menus as fast as possible means the fight times can only be seen by slowing down playback. To keep them visible at full speed, I sacrifice time at the end of each fight.
The Fights:
-Doc's guard depends on the number of punches Mac has thrown, mod 6; he will block punches 1 & 5.
-This is why there's so much punching at the air during the fight. The sets of punches when Doc comes back to the center can't be done as fast as possible, or they'll land before the timer for his next move starts,
delaying the next attack. For the sets of two the first punch is delayed, and for the set of three, it's the second punch.
-The clock runs at 25% speed during stuns, and finishing the stuncombo makes Doc recoil with the clock at 100%, so it's better to just wait until he recovers.
-In this fight Doc will let every 7th punch through and block everything else.
-Starting here intentionally blocked punches are used to start the timer for the next attack sooner. This doesn't help for short delays, such as the one between the first two attacks. A two-star punch will slow the clock down for longer after it lands than a one-star punch, and three-stars are even better. However, Doc will regenerate all his health if his health gets too low, so a three-star punch can't be used in this fight.
-A little trick is added onto this fight, that was developed by zallard1. after the RJ countering his "Duck this one!" attack, I opt to throw a right hook first instead of a left hook. Starting a buffer with the same side punch wastes 3 frames over an alternate side one, and it turns out if we were to start with an alternate side one, we would have to delay the last hook in the buffer sequence by 3 frames, so this gets rid of that, meaning I can buffer all 4!
-We watch the cutscene up to that point because it makes his first attack come out a frame earlier. Another trick developed by zallard1.
-The goal of this fight is to get 3 stars and then get to his "Quick feet Mac!" attack as soon as possible, so that we can then preform an Instant Knock Out on Doc.
-Doc will never let an unstunned punch through in this fight, no matter how many punches are thrown.
-The second attack has a long animation and counterpunching won't give up a star, so it's move canceled.
-His next attack is move cancelled.
-His slow uppercut is move cancelled.
-Doc is then recentered to save time.
-The jab that he earns a star off of is move cancelled.
-We throw our triple star into him to end the fight.
Total Time: 1:58.67
Submission Comments written mostly by McHazard, parts of Training and Sparring edited by Awosomeandy.
Credits:
-McHazard
-McHazard, Zallard1
-Awosomeandy, debblez, MysteryMan95, Zallard1
CasualPokePlayer: This submission seems to be in a tough place here. The movie has a few technical issues which prevent it from being accepted. The main issue is the author mistakenly started the movie from a savesate. This is not acceptable, nor easily fixable. There is another issue that this TAS had Dual Core enabled. If the savestate wasn't an issue, this would undoubtedly cause a desync and prevent playback of the movie, rendering it unacceptable.
Awosomeandy, I apologize the movie has ended up here. I encourage you to remake the movie, making sure to not start from a savestate (make sure to not have the game open when starting the movie) and to disable dual core (Config > General > Untick Dual Core).