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- All Bosses Optimal Route with Bow Skip, Early Super Blooper and Dizzy Shell on Anti Guys. The route requires fast mashing skills. It is possible to 100% Super Blooper and Anti Guy Squad but it's unlikely to do that on Wii U. Another bad thing is if Lullaby fails on Kent, the backup is to Dizzy Shell and it doesn't have great chances to work, Close Call is the backup if Dizzy Shell fails too. The ending is similar to All Cards but has an extra duped Repel Gel and Dizzy Shell for Hallway Bowser, making that fight much more likely to win. If you 4 cap on Jr. Troopa (Ch 8) you have Dizzy Shell instead of Power Shock to save it, or Close Call. You need peril on final bowser.
- Initial routing was done by GigaDB and AnatomyZ. Optimizations were made by imglower and xxN1. New routes ideas on Anti Guy units, Chapter 3 Jr. Troopa by SwayNC. Last Update 7/12/2021.
- -- Prologue --
- - 2 playground coins [2 coins]
- - Hammer block for 10 coins [12 coins]
- - Coin block [13 coins]
- - Get Fire Flower and 4 trampoline coins [17 coins]
- - Equip Power Jump
- - Hit 2 coin blocks [19 coins]
- - Close Call
- Goomba Bros:
- T1: Power Jump Red; Headbonk Red
- T2: Power Jump Blue; Do Nothing
- T3: Fire Flower [Mash A]
- - Hit heart block on previous screen
- Goomba King:
- T1: Power Jump; Headbonk the tree
- T2: Power Jump; Headbonk
- - Buy Fire Flower first [9 coins]
- - Buy Fright Jar second [4 coins]
- - Go to Shooting Star Summit
- Magikoopa: 8 HP
- T1: Power Jump; Do Nothing (Blocking will save 4 frames)
- T2: Power Jump
- -- Chapter 1 --
- - 1 coin from coin block [5 coins]
- - Get Fright Jar
- - Get POW Block
- - 10 coins from coin block [15 coins]
- Fuzzy Shell Fight:
- T1: Fire Flower [Up 1]
- - Bush Coin [16 coins]
- - 5 coins on the ground [21 coins]
- - Shell Toss the Thunder Bolt
- - Get hidden Fire Flower
- - Hit Heart Block
- Koopa Fight: Key
- T1: Power Jump Koopa; Power Shell (untimed)
- Level Up: FP
- 10, 10, 3
- - Get Power Bounce
- - Staircase Skip
- - Hit Trap Block
- Jail Fight: 9 coins
- T1: Fright Jar [Up 1]
- ~ Untimed Body Slam Bob-ombs
- ~ Bomb Koopa
- - Collect the 9 coins after fight [30 coins]
- - Go left to pit room
- Pit Fight 1: First Strike with Bomb
- T1: Bomb [7FP]
- Pit Fight 2:
- T1: Fright Jar [Up 1]; Do Nothing
- T2: Power Jump; Body Slam
- Pit Fight 3: First strike with Bombette
- T1: Bomb [4FP]
- T1: Power Jump; Untimed Body Slam if Fright Jar Fail
- - Destroy 1 Fire Bar for coins [40 coins]
- - Get Key all the way left
- - Go upstairs, and left to get key in jail
- - Pie Jumps
- - Get other Key behind jail
- Cannon Fight: First strike with Bombette
- T1: Thunder Bolt [Down 1]; Bomb
- - Hit Heart Block
- - Collect the 10 coins after fight [50 coins]
- Koopa Bros: Bowser
- T1: Power Jump; Bomb
- T2: Power Jump
- Koopa Bros:
- T1: Bomb
- T2: POW Block [Up 1]; Do Nothing
- T3: Fire Flower [Mash A]
- -- Parakarry --
- - Say No to Both Tutorials
- - Pick Up Honey Syrup behind pole
- - Run to Toad Town
- Jr. Troopa: 15 HP
- T1: Power Jump; Bomb
- T2: Power Jump; Bomb
- T2: Hammer
- - Get Speedy Spin
- - Take off Power Jump
- - Equip Power Bounce and Speedy Spin
- - Get Seed
- - Ride train
- - Do NOT get any Whacka Bumps
- - Collect 3 letters normally
- - Damage Dodge
- - Do not collect 2nd seed
- - Hit Heart Block
- -- Sushie --
- - Go back to Toad Town
- - Blue House Skip
- Blooper: 30 HP
- T1: Power Bounce; Sky Dive
- T2: Power Bounce; Shell Shot
- Level Up: FP
- 10, 15, 3
- - Talk to Kolorado by volcano
- - Get Jammin' Jelly
- - Get Sushie
- - Get Power Quake
- - Take off Power Bounce [2nd]
- - Equip Power Quake [3rd]
- - Chapter 5 pipe to sewers
- - Go left into Dark Koopa room
- - Let them all first strike you for Peril
- - Collect coins from Koopas, avoid heart drops
- Koopa 1:
- T1: Power Quake; Do Nothing [11 FP]
- T2: Power Quake [7 FP]
- - 8 FP if FP drop, enter fight
- - Eat Honey Syrup if no FP drop [12 FP] [Up 1]
- Koopa 2:
- T1: Power Quake; Do Nothing [8 FP]
- T2: Power Quake [4 FP]
- - Eat Jammin' Jelly [Mash A]
- Koopa 3:
- T1: Power Quake; Switch Bombette [Up 2] [11 FP]
- T2: Power Quake [7 FP]
- - Double FP drop = [9 FP]
- - Enter pipe to Boo's mansion
- - Record Skip
- - Place Weight
- - Get Super Boots; Switch to Parakarry [Down 1]
- - Get Super Shroom in Crate
- - Get Strange Leaf only if you had to use the Honey Syrup or didn't get double FP drop
- -- Tubba --
- - Do Bow Skip
- - Do Stanley Save
- - Get Repel Gel
- - Go left for Key
- - Upgrade Parakarry [Up 2]
- - Get caught by guard
- - Go right, open door
- - Eat Honey [Up 1] or Strange Leaf [Down 1]
- - Get Key in Spike room
- - Get Mega Rush
- - Get Maple Syrup
- - Get Key
- - Open chest for talking key
- - Run away from Tubba
- - Take off Power Quake and Speedy Spin
- - Equip Power Bounce and Mega Rush
- Order: Power Quake [3rd], Power Bounce [2nd], Speedy Spin [7th], Mega Rush [5th]
- Tubba's Heart: 50 HP [Runs at 45 HP]
- T1: Bounce x6; Shell Shot
- T2: Bounce x4; [5 + 5 Works too]
- Tubba Blubba: 10 HP
- T1: Jump x2
- Level Up: BP
- 10, 15, 6
- -- Plant Gang --
- - Say Yes to Bow
- - Take off Power Bounce
- - Equip Power Jump [1st], Damage Dodge [5th], and Speedy Spin [8th]
- Order: Power Jump [1st], Power Bounce [2nd], Damage Dodge [4th], Speedy Spin [7th]
- - Do not touch card
- - Run into Forest
- - Go Left
- Jr. Troopa: 40 HP - Block (3/3)
- T1: Power Jump; Shell Shot
- T2: Power Jump; Shell Shot
- T3: Power Jump; Shell Shot
- T4: Jump x2
- - Left, Left, Right, Right x2 for Seed
- - From Seed go Left x2, Left, Right, Right
- - Hit Chapter 3 Heart Block
- - Enter Chapter 3 pipe
- - Go to Chapter 5 from sewers
- -- Chapter 5 --
- - Take off Power Jump and Damage Dodge
- - Equip Power Quake and Power Bounce
- Order: Power Jump [1st], Damage Dodge [4th], Power Quake [3rd], Power Bounce [2nd]
- - Get hidden Life Shroom
- - Ultra Hammer
- - Get into Peril from Fire Bars
- - Switch to Sushie [Down 1] while talking to Kolorado
- - Get Maple Syrup from 2nd block
- - Lava Piranha OoB
- - First Strike Lava Piranha
- Lava Piranha Phase 1: 40 HP *34 with first strike*
- T1: Bounce x5 [Down 1]; Do Nothing
- T2: Bounce x3 [4 + 4 Works too]; Untimed Belly Flop if [3+4]
- Lava Piranha Phase 2: 40 HP
- T1: Squirt; Bounce x4
- T2: Bounce x3
- -- Lantern Ghost --
- - Go right and finish Chapter 5
- - 1, 1, 1, 1, 1, 1, 1, 1, 1, 2 for peach
- - Get Coconut in tree
- - Get Volcano Vase for Seed
- - Switch to Parakarry [Down 1]
- - Get hidden Repel Gel
- - Ride Whale
- Jr. Troopa: 20 HP
- T1: Coconut [Down 1]; Shell Shot
- T2: Shell Shot; Star Storm
- Level Up: BP
- 10, 15, 9
- - Enter Chapter 4
- - Go to Green Station (Hit right switch) [Down 1]
- - Go to Pink Station (Hit right switch) [Down 2]
- Fuzzy Fight:
- T1: Power Quake
- - Get Frying Pan
- - Go to Red Station (Hit left switch) [Down 1]
- - Hit Heart Block
- - Get Volt Shroom
- Lantern Ghost: 40 HP - Block (1/2)
- T1: Volt Shroom [Mash A]; Do Nothing
- T2: Do Nothing; Switch to Goombario [Down 2]
- T3: Headbonk x2; Bounce x5 [Down 1]
- T4: Headbonk x2; Bounce x4
- - Hidden Snowman Doll
- - Upgrade Watt [Up 2]
- - Switch to Bombette [Up or Down 3]
- - Switch to Watt [Down 2]
- General Guy Phase 1:
- T1: Jump x2; Electro Dash
- T2: Power Quake
- T3: Jump x2; Power Shock
- T4: Jump x2
- General Guy: 30 HP
- T1: Repel Gel [Down 1]; Electro Dash
- T2: Bounce x4; Electro Dash
- T3: Jump x2; Electro Dash
- - Do not touch card
- - Go to Blue Station (Hit left switch) [Down 2]
- - Get Hidden Maple Syrup
- - Eat Maple Syrup [10 FP] [Mash A]
- - 2nd option twice to fight Anti Guy
- Anti Guy: 50 HP
- T1: Bounce x3; Power Shock [5 FP]
- T2: Jump x2; Do Nothing
- T3: Jump x2; Do Nothing
- T4: Jump x2
- - Get Power Plus from chest
- - Early Whale
- Fuzzipede: 20 HP
- T1: Bounce x5; Electro Dash if 4 capped
- Level Up: BP
- 10, 15, 12
- -- Enter Ruins --
- - Equip Power Plus [4th]
- - Enter Toad Town Tunnels from green pipe
- - Go into normal toad town pipe and hit stone block to enter room
- Electro Blooper: 50 HP - Block (0/2)
- T1: Jump x2; Electro Dash
- T2: Jump x2; Electro Dash
- T3: Jump x1; Switch to Bombette [Up 3]
- T4: Bounce x6 [12FP]
- - Enter Left pipe to enter ruins
- - Left one, then up left for the rest of the rooms
- -- Chapter 2 --
- - Get Key in sand (bottom)
- - Go right for another Key
- - Go to the bottom-right room
- ~ Get 1 FP Drop from the stone chomps because if you get 5 cap Tutankoopa, you will then have enough for the 2 turn buzzar fight as well
- ~ First Strike with Jump, beware of heart drops
- Stone Chomp 1: Triangle
- T1: Jump x1
- - Open Both doors
- - Drop to basement and go right
- ~ Grab this with hammer from far left
- Stone Chomp 2: Moon
- T1: Power Quake (untimed) [8FP]
- - Go left to blow up wall
- - Upgrade Bombette [Down 2]
- - Blow up wall
- Stone Chomp 3: Star
- T1: Power Quake (untimed) [4FP]
- - Eat Maple Syrup [Down 1] [14FP]
- - Switch to Parakarry [Down 1]
- - Get Super Hammer
- - Triangle, Star, Moon (TSM)
- ~ [Up 1], [Up 1], [Mash A]
- Tutankoopa: 30 HP
- T1: Bounce x5 [Down 1]; Shell Shot if 5 cap / Switch to Watt [Down 1] if 4 or 3 capped
- T2: Jump x2 if 4 or 3 capped
- - Switch to Watt [Down 1]
- -- Enter Flower Fields --
- - Do not touch card
- - Exit Ruins
- - Left, Down, Left
- - Hidden T. Rage
- - Down, Down, Left
- - First option to fight Buzzar
- Buzzar: 40 HP
- 9-11FP (5 Cap Tutankoopa + FP drop / 4 Cap Tutankoopa)
- T1: Bounce x4; Power Shock
- T2: Bounce x3
- 8FP (5 Cap Tutankoopa + no FP drops)
- T1: Jump x2; Power Shock
- T2: Jump x2; Switch to Parakarry [Up 2]
- T3: Jump x2
- - Get Seed with Parakarry [Up 2]
- - Switch to Watt [Down 1]
- - Go to Toad Town
- - Eat Maple Syrup [Down 2]
- Super Blooper: 70 HP
- T1: Power Shock; Bounce x5
- T2: Bounce x5; Do Nothing
- T3: Bounce x4; Untimed Electro Dash if (5+4+4) Electro Dash if (4+4+4)
- ~ If Power Shock fails
- Super Blooper: 70 HP - Block (0/1)
- T1: Power Shock; Refresh
- T2: Bounce x5; Power Shock
- T3: Bounce x5; Do Nothing
- T4: Bounce x4; Untimed Electro Dash if (5+4+4) Electro Dash if (4+4+4)
- Level Up: FP
- 10, 20, 12
- - Enter Fields
- -- Spike Fight --
- - Stinky Herb
- - East to fight moles
- - Mole order is Top Right and clockwise
- - 2 Red Berries
- Top Right:
- T1: Power Quake; Switch to Bombette [Up 3]
- T2: Power Quake (Untimed) [12FP]
- - Eat Stinky Herb [Down 2] [17FP]
- Bottom Right:
- T1: Power Quake (Untimed); Power Bomb [7FP]
- - Switch to Parakarry [Down 1]
- ~ First Strike with Jump or Hammer
- Bottom Left:
- T1: Shell Shot; Jump x2 [4 FP]
- Top Left:
- T1: Jump x2
- - Talk to Petunia for Bean
- - Eat Red Berry [Mash A]
- - Yellow Berry Skip
- - Jammin' Jelly in Tree
- - Talk to Lily
- - Get 2 Blue Berries
- - Give Blue Berry [Mash A] to Blue Flower
- - Hit Hidden Coin Block
- Maze Fight:
- T1: Shell Shot; Star Storm
- T2: Jump x2 - Spinyless
- T2: T. Rage [Up 4] - Spiny Spawn
- Spinyless:
- - You Level Up on Koopatrols later. Fight Bullet Bills before doing Cannonless for Peril + Star Points.
- Spiny Spawn:
- - You Level Up on Kent C. Koopa later. Get Peril on Dry Bones after Cannonless.
- Level Up: BP
- 10, 20, 15
- - Equip Power Jump
- - Talk to Rosie
- - Give Red Berry [Down 2] to Red Flower
- - 1 Yellow Berry
- - Talk to Posie
- - Talk to Rosie
- - Hidden Shooting Star
- - Give Yellow Berry [Down 1] to Yellow Flower
- - Dizzy Dial
- - Talk to Lily
- - Switch to Sushie [Down 2]
- - Switch to Parakarry [Up 2]
- - 2 Blue Berries
- - Fall in Spikes once [9 HP]
- - Get Shooting Star [Throw Snowman Doll if Spinyless [Up 3]]
- - Switch to Parakarry
- Spike Fight: 50 HP - Block (0/2)
- T1: Power Jump; Shell Shot
- T2: Power Jump; Shell Shot
- T3: Power Bounce x5; Sky Dive if 4 capped
- Dupe for 3 more Repel Gels on 3 Stinky Herbs:
- - Eat Super Shroom [Up 1] on the Stinky Herb --- 1st
- - Throw Repel Gel
- Go to the Switch room (Top-Right) and dupe 2 Repel Gels on the Stinky Herb:
- - Eat Stinky Herb [Down 1] --- 2nd
- - Throw Repel Gel
- - Throw Stinky Herb [Down 1]
- - Eat Blue Berry [Up 3] --- 3rd (for safe hallway bowser)
- Machine Fight:
- T1: Dizzy Dial [Up 4]; Do Nothing
- T2: Shooting Star [Up 3]; Do Nothing
- T3: Shooting Star [Up 3]
- - Destroy Machine
- - Get S. Jump Charge
- - Take off Power Jump and Power Quake
- - Equip S. Jump Charge and Damage Dodge
- Order: Power Jump [1st], S. Jump Charge [2nd], Power Quake [4th], Damage Dodge [6th]
- Huff N' Puff: Block (2/3)
- T1: Charge; Do Nothing - Block to get to 7
- T2: Charge; Do Nothing - Go for 3 on Wind
- T3: Charge; Switch to Sushie [Up 1] - Don't block if at 6, Block if at 4
- T4: Bounce x5; Belly Flop if 4 capped
- Level Up: HP
- 15, 20, 15
- - Take off Damage Dodge
- - Equip Power Quake
- Order: Damage Dodge [6th], Power Quake [4th]
- Inputs: R, Up x2, A, Up x2, A
- - Touch card
- - Go to Merlons
- - Green pipe, break panel
- - Clippy Boots
- - Get Hidden Life Shroom in sewers
- - Enter Pipe to Chapter 7
- - Lakilester Clip into rightmost house
- - Switch to Sushie [Up 1] while the door opens
- - Get Sushie Glitch
- Jr. Troopa: 50 HP - Block (2/2)
- T1: Charge; Do Nothing
- T2: Charge; Do Nothing
- T3: Power Bounce x5; Squirt if 4 capped
- - Fight Monstar OoB, 2nd Option
- Monstar:
- T1: Power Bounce x3
- - Repel Gel while riding Sushie
- - Encounter first Gulpit and run
- - Encounter Clubba near the Super Block
- Clubba:
- T1: Switch to Lakilester [Mash A] with Sushie's turn; Run Away
- - Ice Staircase Skip
- - Eat Jammin' Jelly [Up 2]
- - Get Key
- - Mirror Clip
- Clubba 1:
- T1: Jump x2
- Clubba 2:
- T1: Power Quake (untimed); Power Bomb
- Clubba 3:
- T1: Power Quake (untimed); Power Bomb
- Level Up: FP
- 15, 25, 15
- - Take off Power Quake [4th]
- - Equip Damage Dodge [6th]
- - P-Up D-Down
- - Hidden Jammin' Jelly
- ~ You can use Parakarry for Shell Shot, but then if 3 cap you can't Power Shock to back it up
- - Switch to Watt [Down 3]
- Crystal King: 70 HP - Block (5/6)
- T1: Charge; Do Nothing
- T2: Charge; Do Nothing
- T3: Charge; Do Nothing
- T4: Charge; Do Nothing
- T5: Bounce x5; Electro Dash if 4 capped
- - Touch Card
- - Upgrade Kooper [Down 1]
- - Fight Dojo
- Dojo:
- - Take off S. Jump Charge and Damage Dodge
- - Equip Power Quake, P-Up D-Down and Close Call
- Order: S. Jump Charge [2nd], Power Quake [4th], Damage Dodge [6th], P-Up D-Down [7th], Close Call [9th]
- Chan: 15 HP
- T1: Bounce x7
- Lee: 20 HP
- T1: Bounce x3; Do Nothing
- T2: Jump x2
- Master 1: 50 HP - Block (0/2)
- T1: Jump x2; Do Nothing
- T2: Jump x2; Switch to Parakarry [Down 2]
- T3: Bounce x4
- Master 2: 75 HP - Block (0/1)
- T1: Repel Gel [Down 1]; Shell Shot
- T2: Bounce x5; Do Nothing if 5 capped / Shell Shot if 4 capped
- T3: Bounce x5; Shell Shot if 4 capped
- - Eat Jammin' Jelly [Mash A]
- - Switch to Watt [Down 1]
- ~ 6 caps are worth going for to help against 3 caps
- Master 3: 99 HP
- T1: Repel Gel [Down 1]; Turbo Charge
- T2: Bounce x5; Do Nothing
- T3: Repel Gel [Down 1]; Do Nothing
- T4: Bounce x5
- T5: Bounce x4
- ~ You should probably E Dash if you get 4 caps
- - 6+4+4 = 0
- - 5+5+4 = 0
- - Switch to Kooper [Down 3]
- - Go East toward Koopa Village
- - Select 3rd option twice to fight Kent C. Koopa
- Kent C. Koopa: 70 HP
- T1: Dizzy Shell; Jump x2 (60% for Dizzy Shell to work)
- T2: Bounce x5 on tail; Switch to Bombette [Down 1]
- T3: Bounce x4 on tail
- T4: Jump x1 on body if double 4 capped / Jump x2 on tail if anything worse
- = 31.36
- T1: Lullaby; Do Nothing (80% for it to work here)
- T2: Jump x2; Do Nothing
- T3: Bounce x5 on tail; Switch to Bombette [Down 1]
- T4: Bounce x4 on tail
- T5: Jump x1 on body if double 4 capped / Jump x2 on tail if anything worse
- = 37.7
- T1: Dizzy Shell; Lullaby (40% for Dizzy Shell to fail)
- T2: Jump x2; Do Nothing
- T3: Bounce x5 on tail; Do Nothing
- T4: Bounce x4 on tail; Do Nothing
- T5: Jump x1 if 4 capped; Jump x2 if double 4 capped
- = 44.8
- Lullaby Fail:
- T1: Lullaby; Dizzy Shell (Lullaby again if you Close Call after 2 dinks)
- T2: Jump x2; Do Nothing
- T3: Bounce x5 on tail; Do Nothing
- T4: Bounce x4 on tail; Do Nothing
- T5: Jump x1 if 4 capped; Jump x2 if double 4 capped
- If Spiny Spawn you level up here:
- Level Up: FP
- 15, 30, 15
- -- Door 1 --
- - The Star Spirits heal you
- Koopatrols:
- T1: Power Quake (untimed); Power Bomb
- Level Up: FP
- 15, 30, 15
- - Get Crate Life Shroom
- - Hit Heart Block if you leveled at Kent C. Koopa
- - Switch to Parakarry [Up 3]
- -- Door 2 --
- - Fast Flood Room
- Spinyless:
- NOTE: You can get Heart Drops from these bullet bills, so fight them on the far right of the screen to avoid getting them
- - Get first struck by the first bullet bill in the Cannonless room
- Bullet Bill: Kill 1 of the 3 bullet bills, let the other two hit you
- T1: Jump x1; Do Nothing
- - Cannonless
- ~ If you have Close Call on, block one of the first two attacks to avoid unwanted close calls
- Spiny Spawn:
- - Get first struck by Dry Bones and block (1/3)
- Dry Bones:
- T1: Do Nothing; Do Nothing
- T2: Run Away
- - Switch to Kooper [Down 2]
- - Get Key
- - 2, 2, 1 for quiz answers
- Anti Guy Unit: Triple stun & (5+5+5)
- T1: Dizzy Shell; Power Bounce x5
- T2: Power Bounce x5; Do Nothing
- T3: Dizzy Shell; Power Bounce x5
- T4: Power Quake (untimed); Do Nothing
- T5: Power Quake (untimed)
- ~ Time both these Power Quakes if you get any 4 caps
- ~ If an early 4 cap, stop all other bounces at 4 too
- Anti Guy Unit: 1st Dizzy Shell fails & (5+5+5)
- T1: Dizzy Shell; Repel Gel [Up 1]
- T2: Power Bounce x5; Dizzy Shell
- T3: Power Bounce x5; Do Nothing
- T4: Power Bounce x5; Dizzy Shell
- T5: Power Quake (untimed); Do Nothing
- T6: Power Quake (untimed) [1]
- Anti Guy Unit: 2nd Dizzy Shell fails & (5+5+5)
- T1: Dizzy Shell; Power Bounce x5
- T2: Power Bounce x5; Do Nothing
- T3: Dizzy Shell; Repel Gel [Up 1]
- T4: Power Bounce x5; Dizzy Shell
- T5: Power Quake (untimed); Do Nothing
- T6: Power Quake (untimed)
- - Eat Blue Berry [Up 2] if Anti Guys went good
- - Get and Eat Maple [Mash A] if you had any Dizzy Shell Fails
- - Get Maple Syrup
- ~ Only get the Jammin' Jelly if you have no other choice, it loses 4 sec compared to the Maple
- - Switch to Bombette [Down 1]
- - Up, down, down, up, down, Up
- Duphlighosts:
- T1: Power Quake; Power Bomb
- Level Up: BP
- 15, 30, 18
- - Switch to Watt [Down 2]
- - Take off Power Quake
- - Equip S. Jump Charge, and Damage Dodge
- Order: S. Jump Charge [2nd], Power Quake [4th], Damage Dodge [6th]
- Jr. Troopa: 60 HP - Block (2/2)
- T1: Charge; Turbo Charge
- T2: Charge; Switch to Kooper [Down 3]
- T3: Bounce x5; Dizzy Shell if 4 capped
- T4: Jump x2
- - Eat Maple Syrup [Mash A]
- Hallway Bowser: Turn 1 Dizzy Shell
- T1: Dizzy Shell; Bounce x5 [Get a Close Call if it dinks]
- T2: Bounce x3 [4 + 4 works too]; Do Nothing
- T3: Jump x1 if 3 + 4 / Jump x2 if 3 + 3
- Hallway Bowser: Turn 2 Dizzy Shell
- T1: Dizzy Shell; Repel Gel [Up 1]
- T2: Dizzy Shell; Bounce
- T3: Bounce
- - Switch to Watt [Down 3]
- Base damage in peril is 8 and without is 4
- Final Bowser Phase 1:
- T1: Turbo Charge; Bounce
- Close Call:
- T2: Bounce; Electro Dash
- No Close Call:
- T2: Bounce; Electro Dash
- ~ Do NOT do more damage than 5 + 4 + Electro Dash (untimed)
- No Close Call: [65 to 50]
- Close Call: [53 to 33]
- ~ You don't want bowser to have 41 HP remaining before getting into peril because he may heal
- 10/15-42/99 = 0.24
- Phase 2:
- Fire - Block, this is good.
- Buttstomp - Don't Block, this is good if he takes away hammer.
- ~ The first bounce starts at 11 damage, the second starts at 8 damage
- ~ Don't do Electro Dashes at all if you had a great Phase 1
- Phase 2:
- T1: Charge; Turbo Charge - Life Shroom
- T2: Peach Beam; Electro Dash - Peril
- T3: Repel Gel [Up 1]; Electro Dash
- T4: Bounce; Electro Dash
- T5: Bounce; Electro Dash
- If Close Call Phase 1 + Claw:
- T1: Charge; Turbo Charge - Life Shroom
- T2: Peach Beam; Electro Dash - Claw, don't block, Life Shroom
- T3: Charge; Electro Dash - Peril
- T4: Bounce; Electro Dash
- ~ Bounce starts at 14 here
- If Close Call Phase 1 + Great Caps:
- Phase 2:
- T1: Charge; Turbo Charge - Life Shroom
- T2: Peach Beam; Do Nothing - Peril
- T3: Bounce x5; Electro Dash if 4 cap - Life Shroom if 3 capped
- T4: Jump x2
- 4 + 4 = Electro Dash in Phase 1
- Phase 2:
- T1: Charge; Turbo Charge - Life Shroom
- T2: Peach Beam; Switch to Parakarry [Up 2] - Peril
- T3: Bounce x5; Shell Shot if 4/3 cap - Life Shroom if 3 capped
- T4: Jump x1 if 4 capped / Bounce x3 if 3 capped
- 5 + 3 = Electro Dash in Phase 1
- Phase 2:
- T1: Charge; Turbo Charge - Life Shroom
- T2: Peach Beam; Switch to Parakarry [Up 2] - Peril
- T3: Bounce x5; Shell Shot if 3 cap - Life Shroom if 3 capped
- T4: Jump x1 if 4 capped / Jump x2; Shell Shot if 3 capped
- 4 + 3 = Electro Dash in Phase 1
- Phase 2:
- T1: Charge; Turbo Charge - Life Shroom
- T2: Peach Beam; Electro Dash - Peril
- T3: Bounce x5; Do Nothing if 4 cap / Electro Dash if 3 cap - Life Shroom if 3 capped
- T4: Jump x1 if 4 capped / Jump x2; Electro Dash if 3 capped
- - Luigi Skip :)
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