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Kappy321

MQ LC BP Only KENT C. KOOPA

Feb 11th, 2020
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  1. 150 HP, 10 ATK Body Slam, 7 ATK Power Shell, ??? DEF (it's a lot)
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  3. STATS
  4. 10 HP 5 FP
  5. BADGES: All or Nothing, Multi-Smash, Defend Plus, Hold Fast, Damage Dodge x2, Mega Rush, Power Rush, Flower Saver, Flower Fanatic, HP Drain, Last Stand
  6. Items: Honey Syrup, Honey Super, Egg Missile x6
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  8. No turn-by-turn here because Kent randomly chooses between his attacks. Instead, I'll talk about the theory of this strategy (which you'll see play out in the video). With the setup I have, Kent C Koopa does no damage with Power Shell and 1 with Body Slam when in Danger. The goal is to simply stay at 5 HP as much as possible. Once you get into Danger for the first time, you'll likely be at 2, 3, or 4 HP. Multi-Smash for 3, Jump for 2, and Hammer for 1. If he Power Shells you and you're at 5, use an Egg Missile and Electro Dash with Watt. Otherwise, Goombario is used to flip Kent C. Koopa over for Mario to deal the damage.
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  10. From that point onward, you can take your time until around 60 (I couldn't tell you the exact trigger because I wasn't really paying attention). Around then, Kent will start using Body Slam 3 times per attacking turn. The first time this happens, you should be at 2, and you have 2 options:
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  12. 1) Multi-Smash
  13. 2) Jump
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  15. Jumping means you're in Peril the next turn, allowing you to use an even bigger Multi-Smash. It's really up to you if you decide to employ this strategy. The Honey Syrup is to extend your uses of Multi-Smash, and Honey Super is just in case you mess up and need to heal back to full (and also gives you another Multi-Smash use. He can't KO you with 3 Body Slams from 10 HP (you'll be at 2 once the attack turn is over).
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