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super boots in all cards timings

Mar 26th, 2018 (edited)
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  1. super boots in all cards
  2.  
  3. save 76.98s on clippy skippy
  4.  
  5. lose 5.72s on CK
  6. lose 0.54 on breaking ice
  7. lose 0.45s 4 timed from 2 panels and 2 switches in ch 7 (total: 1.8s)
  8. lose 13.17s on blockless (subtract an additional 11.88s if you get it first try)
  9. lose 9.45s on jr troopa and you need 1st try power shock
  10. lose some time to bounces on hallway
  11. lose 17s to final assuming you get beamless and close call (if you have to beam you come out around even)
  12.  
  13. 2nd try block clip : saved 29.84 (ignoring time loss from hallway)
  14. 1st try block clip: saved 41.72
  15.  
  16. conclusion - ryoma route is the fastest
  17.  
  18.  
  19.  
  20. - Take off Power Jump and Power Quake
  21. - Equip S. Jump Charge, HP Plus and Damage Dodge
  22. Order: Power Jump [1st], S. Jump Charge [2nd] Power Quake [4th], HP Plus [5th], Damage Dodge [6th]
  23.  
  24. - Do Clippy Boots
  25. - Get hidden Life Shroom
  26. - Do Peach Warp
  27.  
  28. Clubba 1:
  29. T1: Jump x2; Bomb
  30.  
  31. Crystal King: 70 HP - Block (5/6)
  32. T1: Charge; Do Nothing
  33. T2: Charge; Do Nothing
  34. T3: Charge; Do Nothing
  35. T4: Charge; Shell Shot
  36. T5: Bounce x5; Shell Shot if 4 capped
  37.  
  38. ~ Equip Close Call [9th] and P-Up D-Down [7th] and Power Quake [4th]
  39. ~ Take off Damage Dodge [6th]
  40. ~ Equip Order: Close Call, P-Up D-Down, Damage Dodge, Power Quake
  41. ~ Hit Heart Block
  42. ~ Switch to Watt
  43.  
  44. 1st try Power Shock
  45. RISKY Power Shock Crystal King: 70 HP - Block (1/3)
  46. T1: Charge; Untimed Electro Dash King
  47. T2: Charge; Power Shock
  48. T3: Charge; Do Nothing
  49. T4: Bounce x6; Electro Dash if 5 capped / Power Shock if 4 capped
  50. T5: Jump x2; Electro Dash
  51. 2nd try Power Shock
  52. RISKY Power Shock Crystal King: 70 HP - Block (1/3)
  53. T1: Charge; Untimed Electro Dash King
  54. T2: Charge; Power Shock
  55. T3: Charge; Power Shock or rely on close call
  56. T4: Bounce x6; Electro Dash if 5 or 4 capped
  57. T5: Jump x2
  58. ~ Level Up FP on Koopatrols
  59. ~ Take off Power Quake for Damage Dodge
  60.  
  61. Jr. Troopa: Block (2/2)
  62. T1: Charge; Untimed Electro Dash
  63. T2: Charge; Turbo Charge
  64. T3: Bounce x6; Electro Dash if 5 capped / Power Shock if 4 or 3 capped
  65. T4: Jump x2 if 4 / Bounce x5 if 3
  66. T5: Jump x1
  67.  
  68. Hallway Bowser: Turn 1 Power Shock
  69. T1: Bounce; Power Shock [Get a Close Call if it dinks]
  70. T2: Bounce; Do Nothing
  71. T3: Jump x2
  72.  
  73. Final Bowser Phase 1:
  74. T1: Turbo Charge; Bounce
  75. Close Call:
  76. T2: Bounce; Electro Dash
  77. No Close Call:
  78. T1: Power Jump; Electro Dash
  79.  
  80. Phase 2:
  81. T1: Charge; Turbo Charge - Life Shroom
  82. T2: Peach Beam; Electro Dash - Peril
  83. T3: Repel Gel [Mash A]; Electro Dash
  84. T4: Bounce; Electro Dash
  85. T5: Bounce; Electro Dash
  86.  
  87.  
  88.  
  89.  
  90. - Take off Power Quake
  91. - Equip S. Jump Charge, Damage Dodge
  92. Order: S. Jump Charge [2nd] Power Quake [4th], Damage Dodge [6th]
  93.  
  94. - Do Peach Warp
  95.  
  96. Clubba 1:
  97. T1: Power Jump; Bomb
  98.  
  99. - Take off Power Jump
  100. - Equip HP Plus
  101.  
  102. Crystal King: 70 HP - Block (5/6)
  103. T1: Charge; Electro Dash
  104. T2: Charge; Electro Dash
  105. T3: Charge; Do Nothing
  106. T4: Charge; Do Nothing
  107. T5: Bounce x5; Electro Dash if 4 capped
  108.  
  109. If 3 cap:
  110. T5: Bounce x3; Power Shock - it has to work or he heals
  111. T6: Bounce x4; Electro Dash
  112.  
  113. ~ Risky fight only saves 8 seconds over safe (5 caps)
  114.  
  115. Risky Crystal King: 70 HP - Block (5/6)
  116. T1: Charge; Do Nothing
  117. T2: Charge; Do Nothing
  118. T3: Charge; Do Nothing
  119. T4: Charge; Power Shock
  120.  
  121. If Power Shock Worked:
  122. T5: Bounce x5; Electro Dash if 4 capped
  123. T6: Jump x2 if 4 capped
  124.  
  125. If Power Shock Failed:
  126. T5: Bounce x5; Power Shock if 4 capped
  127. T2: Jump x2; Electro Dash
  128.  
  129. - Jail Life Shroom
  130.  
  131. Jr. Troopa: Block (2/2)
  132. T1: Charge; Do Nothing
  133. T2: Charge; Do Nothing
  134. T3: Power Shock; Charge (close call if power shock fails (loses 2 seconds))
  135. T4: Bounce x5; Electro Dash if 4 capped / Power Shock if he isn't stunned and alive
  136.  
  137. Hallway Bowser: Turn 1 Power Shock
  138. T1: Bounce x4; Power Shock
  139. T2: Bounce x4; Do Nothing
  140. T3: Bounce x3
  141.  
  142. ~ 4 + 4 + 3 = Dead
  143. ~ 5 + 4 + 2 = Dead
  144. ~ 5 + 3 + 3 = Dead
  145.  
  146. Final Bowser Phase 1:
  147. T1: Turbo Charge; Bounce
  148. Close Call:
  149. T2: Bounce; Electro Dash
  150. No Close Call:
  151. T1: Power Jump; Electro Dash
  152.  
  153. Phase 2:
  154. T1: Charge; Turbo Charge - Life Shroom
  155. T2: Peach Beam; Electro Dash - Peril
  156. T3: Repel Gel [Mash A]; Electro Dash
  157. T4: Bounce; Electro Dash
  158. T5: Bounce; Electro Dash
  159.  
  160. if you get the close call, you need 10 extra damage (+10 over UB)
  161. if you don't get close call, you need 19 extra damage (+11 over UB) (need triple 5 caps)
  162.  
  163. with ultra boots and close call, you don't need extra damage
  164. with ultra boots and no close call, you need 8 extra damage
  165.  
  166.  
  167. 2022 edit
  168. - Take off Power Jump for P-Up D-Down and Close Calls
  169.  
  170. Crystal King:
  171. T1: Charge; Turbo Charge
  172. T2: Bounce; Power Shock
  173. T3: Bounce
  174. T4: Bounce
  175.  
  176. - Take off Power Bounce
  177. - Equip Power Quake
  178. ~ Skip if POW Block drop
  179.  
  180. Koopatrols:
  181. T1: Power Quake
  182.  
  183. Level Up: BP
  184. 10, 20, 18
  185.  
  186. Jr. Troopa: Block (2/2) - 10+5 / 20 / 15
  187. T1: Charge; Switch to Watt [Down 1]
  188. T2: Charge; Turbo Charge
  189. T3: Bounce x7 / Electro Dash if 6 cap / Power Shock if 5/4/3 cap
  190. 7 cap = Win
  191. 6 cap = Electro Dash
  192. 5 cap = Power Shock / Jump x2
  193. 4 cap = Power Shock / Bounce x4
  194. 3 cap = Power Shock / Bounce x3 / Jump x2
  195.  
  196. Jr. Troopa: Block (0/1) - 10 / 20 / 18
  197. T1: Charge; Switch to Watt [Down 1]
  198. T2: Charge; Power Shock
  199. T3: Charge
  200. T4: Bounce x5
  201.  
  202. Jr. Troopa: Block (2/2)
  203. T1: Charge; Do Nothing
  204. T2: Charge; Do Nothing
  205. T3: Power Shock; Charge (close call if power shock fails (loses 2 seconds))
  206. T4: Bounce x5; Electro Dash if 4 capped / Power Shock if he isn't stunned and alive
  207.  
  208. Hallway Bowser:
  209. T1: Bounce x5; Power Shock
  210. T2: Bounce x4
  211. T3: Jump x2
  212.  
  213. ~ 5 + 4 + 2
  214. ~ 5 + 3 + 3
  215. ~ 4 + 4 + 3
  216.  
  217. Final Bowser Phase 1:
  218. T1: Turbo Charge; Bounce
  219. Close Call:
  220. T2: Bounce; Electro Dash
  221. No Close Call:
  222. T1: Power Jump; Electro Dash
  223.  
  224. Phase 2:
  225. T1: Charge; Turbo Charge - Life Shroom
  226. T2: Peach Beam; Electro Dash - Peril
  227. T3: Repel Gel [Mash A]; Electro Dash
  228. T4: Bounce; Electro Dash
  229. T5: Bounce; Electro Dash
  230.  
  231. ~ 3 + 3 + 3 + 3 = 10
  232. need 10 extra damage
  233.  
  234. Power Jump with Turbo Charge up would do 6 with Super boots
  235. ~ 4 + pj + 5 + 5 = win
  236.  
  237. if you don't get close call, you need nuts caps to come back
  238. if you get close call, you need 10 extra damage
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