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Kappy321

MQ LC BP Only MASTER 3

Feb 4th, 2021
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  1. 150 HP, 2 ATK, 4 DEF
  2.  
  3. 5 ATK 10-Hit combo
  4. 9 + 11 ATK combo
  5. 7 + 10 + 12 ATK triple combo
  6.  
  7. - ATK increases by 2 with every hit
  8. - The Master will start the battle with his 10-hit combo
  9. - The Master will only use his Triple Combo if Mario has more than 20 HP
  10. - At 5 HP or less, The Master will use his 10-hit combo again and then be unable to attack
  11.  
  12. STATS
  13. 10 HP 5 FP
  14. BADGES: Defend Plus x2, Damage Dodge x2, Last Stand, Mega Rush, Hold Fast, Mega Smash, Super Smash Charge, Happy Flower x3, Flower Saver x2, Flower Fanatic, Mega HP Drain
  15. ITEMS: None
  16.  
  17. Instead of having notes at the end, I will be explaining every "section" of this fight as it goes along. Let's get some things out of the way. In Danger, Jump will recover 2 HP if you miss the Action Command and deal no damage to the Master. One thing about the Master's "Rage" mechanic is that IT DOES NOT GO UP IF NO DAMAGE IS DEALT. That means you can indefinitely stall in Danger with a single Jump/Do Nothing and his Kick ATK will not go up. With this specific setup, Jump deals 1 damage in Peril, so we have to avoid Jumping to recover HP in Peril. This will introduce some RNG in the end-game without items. At the end, I will go over what items you should bring that will help mitigate some of the RNG.
  18.  
  19. Also, the Master's Combo Attack does not go up in ATK -- it's separate from the Rage mechanic. With my setup, it deals 1 damage if both attacks are blocked in Danger (even if a Water Block is up!) As a plus to BP Only in Luigi's Challenge, we never actually have to worry about his triple combo, which is great because this fight is already wild.
  20.  
  21. T0: Don't block 2 of the Master's 10-hit combo (M3: 150, M: 4, FP: 5)*
  22. T1: Super Smash Charge, Do Nothing (M3: 150, M: 3/4, FP: 4)
  23. T2: Super Smash Charge, Do Nothing (M3: 150, M: 2/3/4, FP: 3)
  24. T3-TA**: Do Nothing/Jump until Mario's at 1 HP and 5 FP (M3: 150, M: 1, FP: 5)
  25.  
  26. *We want to start the fight in Danger so we don't have to deal with combo dealing more damage than it should.
  27.  
  28. This is the basic loop to go through for this strategy -- Super Smash Charge twice and let The Master have it while in Peril. This section is very straightforward because the Master's Kick deals no damage unguarded. Super Smash Charge twice and let him have it with Mega Smash once you're at 1 HP/5 FP. Unless you're really unlucky, you shouldn't need to do any Jump looping here.
  29.  
  30. TA1: Mega Smash, Do Nothing (M3: 132, M: 2/3, FP: 0/3) [KICK ATK: 4]
  31. TA2-TB: If at 0 FP, Do Nothing/Jump [if at 2 HP; miss AC] (M3: 132, M: 2/3/4, FP: 0/3)
  32.  
  33. This is the standard section for AFTER you Mega Smash. If you get FP off the Mega Smash, that's great! otherwise, you need to Jump loop until you have FP and can start the Smash Charge cycle once again. A 4 ATK kick means he deals no damage guarded and 1 unguarded. Just make sure you Jump if you're at 2 HP so you don't get into Peril.
  34.  
  35. TB1: Super Smash Charge, Do Nothing (M: 132, M: 2/3/4, FP: 2)
  36. TB2: Super Smash Charge, Do Nothing (M: 132, M: 2/3/4, FP: 1)
  37. TB3-TC: Do Nothing/Jump until Mario's at 1 HP and 5 FP (M3: 132, M: 1, FP: 5)
  38.  
  39. With that 4 ATK kick, you can speed up the process once you have 2 charges and 5 FP to get back down to Peril so you're not just waiting for combo attacks since he deals 1 damage unguarded.
  40.  
  41. TC1: Mega Smash, Do Nothing (M3: 114, M: 2/3, FP: 0/3) [KICK ATK: 6]
  42. TC2-TD: If at 0 FP, Do Nothing/Jump [if at 2 HP; miss AC] (M3: 114, M: 2/3/4, FP: 0/3)
  43.  
  44. At 6 ATK, The Master still can't damage you with a kick if you guard, so just follow the same process as last time you Mega Smashed -- Jump if at 2 HP and once you get that 3 FP proc from Happy Flower, you're good to go.
  45.  
  46. TD1: Super Smash Charge, Do Nothing (M3: 114, M: 2/3/4, FP: 2)
  47. TD2: Super Smash Charge, Do Nothing (M3: 114, M: 2/3/4, FP: 1)
  48. TD3-TE: Do Nothing/Jump until Mario's at 1 HP and 5 FP (M3: 114, M: 1, FP: 5)
  49.  
  50. Same as the last two. The early stages of this fight are long, but 100% consistent as long as you can hit those blocks! The Master's at 6 ATK with his Kick, so in Danger he deals 3 unguarded. That means if you're at 4 HP with 5 FP and he kicks, you can skip quite a few extra turns and get straight into Peril.
  51.  
  52. TE1: Mega Smash, Do Nothing (M3: 96, M: 2/3, FP: 0/3) [KICK ATK: 8]
  53. TE2-TF: If at 0 FP, Do Nothing/Jump [if at 2 HP; miss AC] (M3: 96, M: 2/3/4, FP: 0/3)
  54.  
  55. Even with 8 ATK, our defensive setup still results in no damage guarded for the Kick attack. Same as last time!
  56.  
  57. TF1: Super Smash Charge, Do Nothing (M3: 96, M: 2/3/4, FP: 2)
  58. TF2: Super Smash Charge, Do Nothing (M3: 96, M: 2/3/4, FP: 1)
  59. TF3-TG: Do Nothing/Jump until Mario's at 1 HP and 5 FP (M3: 96, M: 1, FP: 5)
  60.  
  61. And also the same, 8 ATK still results in a 3 damage Kick if you don't guard. Get those charges, build up your FP, and smash him! Remember, if you're at 2 HP and not at 5 FP, you gotta Jump and miss the action command so you have more turns to build up FP from Happy Flower!
  62.  
  63. TG1: Mega Smash, Do Nothing (M3: 78, M: 2, FP: 0/3) [KICK ATK: 10]
  64. TG2: Jump (miss AC), Do Nothing (M3: 78, M: 3, FP: 0/3/5)
  65. TG3-TH: if at 0 FP, Do Nothing/Jump [if at 2 HP; miss AC] (M3: 78, M: 2/3/4, FP: 3)
  66.  
  67. Now things are changing slightly. At 10 ATK, The Master deals 1 damage guarded from the Kick, so now the Kick and the combo have no difference. Jump at 2 HP until Happy Flower activates.
  68.  
  69. TH1-TI: If not at 2 HP, Super Smash Charge. Otherwise, Jump [miss AC] until you have 2 charges (M3: 78, M: 2/3/4, FP: 4)
  70.  
  71. Okay, now that you will always be taking 1 damage every turn, you will probably guaranteed need to Jump loop as you're Super Smash Charging.
  72.  
  73. TI1-TJ: Get a Water Block up and Do Nothing/Jump until you have Water Block up through the next turn with Mario at 1 HP and 5 FP (M3: 78, M: 1, FP: 5)
  74.  
  75. Here's the real change. next attack, The Master's Kick will be at 12 ATK, enough for it deal 2 damage with a guard. We always end a Mega Smash turn with 3 HP, meaning we are guaranteed to be in Peril if he uses the Kick, and that messes our entire strategy up. The solution? Water Block, which beings us back down to 1 damage taken with a guard. This can be tricky, because you need Water Block to go through the turn you Mega Smash (preferably the turn after, too) AND you need 5 FP, so you gotta pray for RNG to be kind so this doesn't loop for a long time. Even if it does, though, eventually you will get everything you need, and as long as you guard everything, you can't be KO'd here.
  76.  
  77. Just be careful, here: with Water Block up, his kick deals no damage with a guard, but still will deal 3 unguarded.
  78.  
  79. NOTE: I FORGOT TO PUT WATER BLOCK UP HERE. IF YOU DON'T, YOU NEED HIM TO USE COMBO ON THE TURN YOU MEGA SMASH OR GET FP AND USE WATER BLOCK THE TURN YOU MEGA SMASH. I got very lucky here in my successful attempt.
  80.  
  81. TJ1: Mega Smash, Do Nothing (M3: 60, M: 2, FP; 0/3) [KICK ATK: 12]
  82. TJ2: Jump (miss AC), Do Nothing (M3: 60, M: 2/3, FP: 0/3/5)
  83. TJ3-TK: if at 0 FP, Do Nothing/Jump [if at 2/3 HP; miss AC] (M3: 60, M: 2/3, FP: 3)
  84.  
  85. Now begins the sections where you HAVE to Jump the turn after you use Mega Smash because you'll always be at 2 HP that turn. Once you do that, follow the same procedure as before until you have FP.
  86.  
  87. TK1-TL: if not at 2 HP, Super Smash Charge. If Water Block isn't up, Water Block. Otherwise, Jump [miss AC] until you have 2 charges (M3: 60, M: 2/3/4, FP: 4)
  88.  
  89. Here, you need not only Super Smash Charge twice, but also have Water Block up constantly. You don't NEED Water Block up any longer, but considering Super Smash Charge and Water Block both cost 1 FP with our setup, I'd just keep it up. If you don't, you need to Jump EVERY TIME HE USES KICK, and you need to Jump at 3 HP so he doesn't Kick you to 1 HP. Personally, I think the risk is too great; just keep up Water Block.
  90.  
  91. TL1-TM: Do Nothing/Jump until you have Water Block up through the next turn with Mario at 1 HP and 5 FP (M3: 60, M: 1, FP: 5)
  92.  
  93. Like last time, we need Water Block to be up on the turn we're Mega Smashing (and hopefully after). Now, though, he'll always deal at least 1 damage even with Water Block up, so this should actually be a little faster than the last cycle. Once you get everything set up...
  94.  
  95. THIS IS WHERE THE RNG STARTS
  96. ------------------------------------
  97.  
  98. TM1: Mega Smash, Do Nothing (M3: 42: M: 2, FP: 0/3) [KICK ATK: 14; MASTER MUST USE COMBO HERE]
  99. TM2: Jump (miss AC), Do Nothing (M3: 42, M: 2/3, FP: 0/3)
  100. TM3-TN: Jump until you have 4 HP and 3 FP (M3: 42, M: 4, FP: 0/3/5)
  101.  
  102. Okay, here we go, the first real RNG chokepoint. At 14 ATK, even with a Water Block we're taking 2 damage from the Kick attack. He has to use a combo; if he doesn't...you lose. If he combos, you're 99% guaranteed to make it to the next section.
  103.  
  104. TN1-TO: Super Smash Charge at 4 HP only. If not at 4 HP, Jump until you get there. Keep Water Block up (M3: 42, M: 2/3, FP: 2/4)
  105.  
  106. So, unless Happy Flower royally screws you, you should be able to keep up Water Block indefinitely while waiting to Super Smash Charge. Essentially, you have to make sure that, if he kicks, you can't get into Peril. So, until you have 2 charges, you HAVE to Jump anytime you're at 2 or 3 HP. The nice thing here is that, if he kicks, you can just keep Jumping until he uses his combo attack. This might take a little while, but at least it's consistent!
  107.  
  108. TO1-TP: Do Nothing/Jump until you have Water Block up through the next turn with Mario at 1 HP and 5 FP (M3: 42, M: 1, FP: 5)
  109.  
  110. This will be a little harder to pull off, but still doable. You need to actually wait for a Kick at 3 HP because if he decides to Kick at 2 HP, you're KO'd. It'll take a while, but again, you'll eventually get what you need and shouldn't be in any real danger of being KO'd.
  111.  
  112. TP1: Mega Smash, Do Nothing (M3: 24, M: 2, FP: 0/3) [KICK ATK: 16; MASTER MUST USE COMBO HERE]
  113. TP2: Jump (miss AC), then see below (M3: 24, M: 1/3, FP: 0/3/5)
  114.  
  115. Okay, so this final cycle is really, really RNG-heavy. The Master will now deal 3 damage from a guarded Kick attack (4 if you don't have Water Block up). You need quite a few things to go right to pull this off. Namely...you REALLY need Happy Flower to activate at least once in these two turns. If you're at 0 FP, he NEEDS to use a Combo so you can try Jumping again to get more FP and restart the cycle in case he Kicks.
  116.  
  117. I can't really give you any more Turn-By-Turn plays listed here any longer. At this point, you need Happy Flower to proc when you do, need him to combo when you're at 3/4 HP, and need to get both your Super Smash Charges in. There are multiple ways to approach this, but all of them boil down to a lot of RNG working in your favor. For me, I used Lakilester to get a heal off in Peril, then swapped to Sushie to put up one more Water Block, then used Bow to guarantee my second Super Smash Charge. After that, I used Watt to put him under 5 HP after I Mega Smashed and then victory is basically assured as long as you guard his 10-hit combo again.
  118.  
  119. You can probably just keep Sushie out, or swap to Bow immediately on the turn you Mega Smash, or even use Watt and maybe attack with him to save yourself a Super Smash Charge turn...either way, the point remains that if he uses the wrong move at the wrong time, or if you don't have the FP to Mega Smash, you'll probably lose here. This is where most of my attempts ended.
  120.  
  121. Unfortunately, itemless with this boss is actually a little more reliant on RNG than with Giga Bowser because of the rage mechanic combined with his massive DEF & HP pool. However, with items, that can be mitigated somewhat. Once you get to 14 ATK, you can use Hustle Drink, get into Peril, then Mega Smash + Jump. You can Stopwatch on the final cycle and if it works, can basically guarantee yourself your two Super Smash Charges, etc... Basically, I'd bring Hustle Drinks, Repel Gels, and Stopwatches. Hustle Drinks are probably your best bet, especially if you can be Hustled on the last cycle and Jump immediately so you're sitting at 5 HP and can actually take a Kick.
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