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Kappy321

Master Quest Hammer Throw < Power Jump

Feb 5th, 2020
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  1. Several being the point between half of the ruins -> Boo's mansion, and half of Volcano -> obtaining Lakilester....so 2 distinct points.
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  3. There are several places where Hammer Throw *could* be used over Power Jump, but because it's basically Power Jump, it's outclassed by other options you'd pick over Power Jump anyway.
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  5. For example:
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  7. Desert: Hammer Throw is good for Dry Bubbles, but it doesn't get the OHKO IIRC, so you're probably better off with Shell Shot. Other enemies can be dealt with via Kooper/Bombette/Parakarry. You're gonna be spending FP on Pokeys either way, and Bandits/Banditos can be Power Jump'd (they both deal same damage at this point so unless you want to spend more FP for the sake of it you'll use it on Dry Bubbles and maybe a Pokey). I'd say they both get some use here.
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  9. Ruins: You're probably using quake hammer over hammer throw (or Parakarry to hit ceiling enemies). If you want to take out Dull Bones, you're probably using Quake in the beginning and then not bothering. At this point, if you're trying to OHKO Swoopulas, you can probably just Sky Dive -> Power Jump anyway. Stone Chomps, you're probably not using Hammer Throw because Quake/Power Shell/Power Bomb serves you better. Against Tutan, I've seen many people opt to Shell Shot and Quake Hammer > Hammer Throw anyway, and you're probably not using Power Jump if Hammer Throw were worse, so I don't see why you're using Hammer Throw either way. So, in the first area where Hammer Throw is stronger than Power Jump, there's a deceptively *low* need for either badge.
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  11. In Prologue/Chap 1, Power Jump is immediately useful and less FP than Hammer Throw, and with partners able to take out Bombs/other things, you can't possibly justify spending one extra FP. No spiky enemies besides the ones *designed to make you use Hammer Throw*, which to me, is a sign the badge isn't great because I guarantee you'd use Power Jump otherwise.
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  13. Chapter 3, Forever Forest, Quake is better than Hammer Throw on the purple spinies, Piranha Plants have ez partner + normal Hammer use (Quake helps here in more varied loadouts). You've got OHKO on Bzzap's (which can be dealt with w/Power Jump + partner for 1 less FP and you're likely not KO'ing 2 in one turn w/o Hammer Throw + Shell Shot, which is 7 FP, compared to taking a little extra damage and only spending 4), and you do more damage to Lakiwuns, which is nice. Against Boos b4 mansion, I see a lot of people go for Dizzy Shell and at that point, it doesn't really matter what you use. I'd probably use Power Jump > Hammer Throw, but there's a heart block after this battle so it's trivial to argue what you're using on a fight that requires Dizzy Shell and that's about it.
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  15. Now you have Super Boots for gusty gulch + castle. At this point (and for Tubba), Power Jump is strictly better. Only spiky enemy is Hyper Clefts, which are Bomb/Quake (why would you use anything else, really?). Clubbas, no brainer to not use the more FP move for the same damage, and Bristles are Quake + Shell Shot.
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  17. I don't really need to explain Tubba. In the name of optimization, you're wasting FP to use Hammer Throw over Power Jump.
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  19. Chapter 4, there is one fiery enemy and it can be dealt with a number of ways without Hammer Throw (namely, Power Smash, which is just better against any grounded enemy at this point because it's 2 FP for +3 instead of 3 FP for +2). You don't *need* Ice Power here, but Ice Power trumps both Power Jump & Hammer Throw because you're dealing same damage on Pyro Guys anyway with a normal jump if it's equipped, but I don't see a need for either. Power Jump is your go-to for this chapter. General Guy, I would hope you use Power Smash/D-Down Pound over Hammer Throw/Power Jump.
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  21. Chapter 5, for a good chunk of this chapter I think they're pretty split. Sushie/Kooper/Parakarry/Watt are going to make a up a lot of ground and your normal attacks are finally stronger thanks to AoN. Quake is pretty great and Spear Guys can be jumped on. The deadlier Putried Piranhas can be jumped on, and all aerial enemies are Jumpable. They deal the same damage still, so you're better off going with the cheaper opt at this point unless, again, you want to spend more FP for the sake of it.
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  23. In the volcano are more fiery enemies, but also a lot of Chuff Puffs and enemies that Quake/Power Smash are good for. Sushie cleans up the fiery enemies, so unless you're *really* gunning for Embers/Lava Bubbles Sushie can handle them and for a better dmg/FP cost ratio since Squirt does extra damage. No need for Ice Power here either, but it would, again, make your normal Jump deal 1 less damage than an UH Hammer Throw for no FP, but it's a pretty moot point. For Lava Piranha, I see most players are using PB/Charge combo or just relying more on Sushi to deal their damage with Mario as support. I can *see* Hammer Throw here, but honestly, I wouldn't use either because there are just better ways to deal with this boss at a high level.
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  25. Okay, Chapter 6. Most enemies here can benefit from Hammer Throw, especially the Monty Moles that are weak to 'em, but other than that, I don't really see a big use for Hammer Throw when your partners can deal a bulk of the AoE and Mario plays cleanup. With cleanup, you don't always need to be dealing the most damage, and I think 7 damage (PJ + AoN at this point) is pretty okay for cleanup. You can save FP this way instead of always choosing your max damage opt. Hammer Throw *is* great for Bzzrk's. For Huffy, you have Ultra Boots at this point (probably, since most people are trying to not gimp themselves for extra challenge like I do), so now you're once againat the point where Power Jump & Hammer Throw deal the same damage. You're probably not using either since Power Bounce and Jump Charging is a pretty compelling strategy along with Chill Out + DEF.
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  27. Chapter 7, nothing aerial is spiky, most things you'd Hammer Throw are probably being Quake'd/Fire Shell'd. For Crystal King, Mega Smash/D-Down Pound are go-to opts, and I don't see Hammer Throw or Power Jump being used. In the Ice Palace, no spiky enemies, but celing bats are Quake'd (you have Quake Combo by this point, so it's beating out a lot of things you'd use on grounded enemies)
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  29. Chapter 8...Quake Combo is the play. I wouldn't really use Power Jump or Hammer Throw, although Power Jump is the better filler because it's less FP for the few aerial enemies. Partners are all ultra, so they're really helping here too.
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  31. In the Pit, you've got ultra-ranked partners Plus AoN and probably one Power Plus from Anti Squad. You're Multibouncing at this point and probably not worrying too much about Hammer Throw or Power Jump, but they can be put off & on a couple times here and there. I equipped Power Smash much more than the two former, and Multibounce was very good for the Pit.
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  33. EX bosses, I see no reason not to either Hustle/Repel or abuse other good badges you now have because Power Jump and Hammer Throw are just completely outclassed.
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