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- super boots in all cards
- save 76.98s on clippy skippy
- lose 5.72s on CK
- lose 0.54 on breaking ice
- lose 0.45s 4 timed from 2 panels and 2 switches in ch 7 (total: 1.8s)
- lose 13.17s on blockless (subtract an additional 11.88s if you get it first try)
- lose 9.45s on jr troopa and you need 1st try power shock
- lose some time to bounces on hallway
- lose 17s to final assuming you get beamless and close call (if you have to beam you come out around even)
- 2nd try block clip : saved 29.84 (ignoring time loss from hallway)
- 1st try block clip: saved 41.72
- conclusion - ryoma route is the fastest
- - Take off Power Jump and Power Quake
- - Equip S. Jump Charge, HP Plus and Damage Dodge
- Order: Power Jump [1st], S. Jump Charge [2nd] Power Quake [4th], HP Plus [5th], Damage Dodge [6th]
- - Do Clippy Boots
- - Get hidden Life Shroom
- - Do Peach Warp
- Clubba 1:
- T1: Jump x2; Bomb
- Crystal King: 70 HP - Block (5/6)
- T1: Charge; Do Nothing
- T2: Charge; Do Nothing
- T3: Charge; Do Nothing
- T4: Charge; Shell Shot
- T5: Bounce x5; Shell Shot if 4 capped
- ~ Equip Close Call [9th] and P-Up D-Down [7th] and Power Quake [4th]
- ~ Take off Damage Dodge [6th]
- ~ Equip Order: Close Call, P-Up D-Down, Damage Dodge, Power Quake
- ~ Hit Heart Block
- ~ Switch to Watt
- 1st try Power Shock
- RISKY Power Shock Crystal King: 70 HP - Block (1/3)
- T1: Charge; Untimed Electro Dash King
- T2: Charge; Power Shock
- T3: Charge; Do Nothing
- T4: Bounce x6; Electro Dash if 5 capped / Power Shock if 4 capped
- T5: Jump x2; Electro Dash
- 2nd try Power Shock
- RISKY Power Shock Crystal King: 70 HP - Block (1/3)
- T1: Charge; Untimed Electro Dash King
- T2: Charge; Power Shock
- T3: Charge; Power Shock or rely on close call
- T4: Bounce x6; Electro Dash if 5 or 4 capped
- T5: Jump x2
- ~ Level Up FP on Koopatrols
- ~ Take off Power Quake for Damage Dodge
- Jr. Troopa: Block (2/2)
- T1: Charge; Untimed Electro Dash
- T2: Charge; Turbo Charge
- T3: Bounce x6; Electro Dash if 5 capped / Power Shock if 4 or 3 capped
- T4: Jump x2 if 4 / Bounce x5 if 3
- T5: Jump x1
- Hallway Bowser: Turn 1 Power Shock
- T1: Bounce; Power Shock [Get a Close Call if it dinks]
- T2: Bounce; Do Nothing
- T3: Jump x2
- Final Bowser Phase 1:
- T1: Turbo Charge; Bounce
- Close Call:
- T2: Bounce; Electro Dash
- No Close Call:
- T1: Power Jump; Electro Dash
- Phase 2:
- T1: Charge; Turbo Charge - Life Shroom
- T2: Peach Beam; Electro Dash - Peril
- T3: Repel Gel [Mash A]; Electro Dash
- T4: Bounce; Electro Dash
- T5: Bounce; Electro Dash
- - Take off Power Quake
- - Equip S. Jump Charge, Damage Dodge
- Order: S. Jump Charge [2nd] Power Quake [4th], Damage Dodge [6th]
- - Do Peach Warp
- Clubba 1:
- T1: Power Jump; Bomb
- - Take off Power Jump
- - Equip HP Plus
- Crystal King: 70 HP - Block (5/6)
- T1: Charge; Electro Dash
- T2: Charge; Electro Dash
- T3: Charge; Do Nothing
- T4: Charge; Do Nothing
- T5: Bounce x5; Electro Dash if 4 capped
- If 3 cap:
- T5: Bounce x3; Power Shock - it has to work or he heals
- T6: Bounce x4; Electro Dash
- ~ Risky fight only saves 8 seconds over safe (5 caps)
- Risky Crystal King: 70 HP - Block (5/6)
- T1: Charge; Do Nothing
- T2: Charge; Do Nothing
- T3: Charge; Do Nothing
- T4: Charge; Power Shock
- If Power Shock Worked:
- T5: Bounce x5; Electro Dash if 4 capped
- T6: Jump x2 if 4 capped
- If Power Shock Failed:
- T5: Bounce x5; Power Shock if 4 capped
- T2: Jump x2; Electro Dash
- - Jail Life Shroom
- Jr. Troopa: Block (2/2)
- T1: Charge; Do Nothing
- T2: Charge; Do Nothing
- T3: Power Shock; Charge (close call if power shock fails (loses 2 seconds))
- T4: Bounce x5; Electro Dash if 4 capped / Power Shock if he isn't stunned and alive
- Hallway Bowser: Turn 1 Power Shock
- T1: Bounce x4; Power Shock
- T2: Bounce x4; Do Nothing
- T3: Bounce x3
- ~ 4 + 4 + 3 = Dead
- ~ 5 + 4 + 2 = Dead
- ~ 5 + 3 + 3 = Dead
- Final Bowser Phase 1:
- T1: Turbo Charge; Bounce
- Close Call:
- T2: Bounce; Electro Dash
- No Close Call:
- T1: Power Jump; Electro Dash
- Phase 2:
- T1: Charge; Turbo Charge - Life Shroom
- T2: Peach Beam; Electro Dash - Peril
- T3: Repel Gel [Mash A]; Electro Dash
- T4: Bounce; Electro Dash
- T5: Bounce; Electro Dash
- if you get the close call, you need 10 extra damage (+10 over UB)
- if you don't get close call, you need 19 extra damage (+11 over UB) (need triple 5 caps)
- with ultra boots and close call, you don't need extra damage
- with ultra boots and no close call, you need 8 extra damage
- 2022 edit
- - Take off Power Jump for P-Up D-Down and Close Calls
- Crystal King:
- T1: Charge; Turbo Charge
- T2: Bounce; Power Shock
- T3: Bounce
- T4: Bounce
- - Take off Power Bounce
- - Equip Power Quake
- ~ Skip if POW Block drop
- Koopatrols:
- T1: Power Quake
- Level Up: BP
- 10, 20, 18
- Jr. Troopa: Block (2/2) - 10+5 / 20 / 15
- T1: Charge; Switch to Watt [Down 1]
- T2: Charge; Turbo Charge
- T3: Bounce x7 / Electro Dash if 6 cap / Power Shock if 5/4/3 cap
- 7 cap = Win
- 6 cap = Electro Dash
- 5 cap = Power Shock / Jump x2
- 4 cap = Power Shock / Bounce x4
- 3 cap = Power Shock / Bounce x3 / Jump x2
- Jr. Troopa: Block (0/1) - 10 / 20 / 18
- T1: Charge; Switch to Watt [Down 1]
- T2: Charge; Power Shock
- T3: Charge
- T4: Bounce x5
- Jr. Troopa: Block (2/2)
- T1: Charge; Do Nothing
- T2: Charge; Do Nothing
- T3: Power Shock; Charge (close call if power shock fails (loses 2 seconds))
- T4: Bounce x5; Electro Dash if 4 capped / Power Shock if he isn't stunned and alive
- Hallway Bowser:
- T1: Bounce x5; Power Shock
- T2: Bounce x4
- T3: Jump x2
- ~ 5 + 4 + 2
- ~ 5 + 3 + 3
- ~ 4 + 4 + 3
- Final Bowser Phase 1:
- T1: Turbo Charge; Bounce
- Close Call:
- T2: Bounce; Electro Dash
- No Close Call:
- T1: Power Jump; Electro Dash
- Phase 2:
- T1: Charge; Turbo Charge - Life Shroom
- T2: Peach Beam; Electro Dash - Peril
- T3: Repel Gel [Mash A]; Electro Dash
- T4: Bounce; Electro Dash
- T5: Bounce; Electro Dash
- ~ 3 + 3 + 3 + 3 = 10
- need 10 extra damage
- Power Jump with Turbo Charge up would do 6 with Super boots
- ~ 4 + pj + 5 + 5 = win
- if you don't get close call, you need nuts caps to come back
- if you get close call, you need 10 extra damage
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