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All Cards Safer Ending

Jun 29th, 2017 (edited)
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  1. This route does Jr. Troopa Skip, Parakarryless Seed, Record Skip, Bow Skip and is overall very risky. Do not use this route unless grinding for the WR in All Cards. This route does charge on final bowser. Last Update: 7/21/2021.
  2.  
  3. -- Prologue --
  4.  
  5. - Jr. Troopa Skip
  6. - Bush coin [1 coin]
  7. - Playground 10 coin Block [11 coins]
  8. - Coin block [12 coins]
  9. - 4 Trampoline coins [16 coins]
  10. - Equip Power Jump
  11. - Goomnut
  12. - 2 Block coins [18 coins]
  13. - Get Close Call
  14.  
  15. Red and Blue Goomba:
  16. T1: Power Jump Red; Headbonk Red [3FP]
  17. T2: Power Jump Blue; Do Nothing [1FP]
  18. T3: Fire Flower [Up 1]
  19.  
  20. - Eat Goomnut [Mash A] [4FP]
  21.  
  22. Goomba King:
  23. T1: Power Jump King; Headbonk Tree
  24. T2: Power Jump King; Headbonk King
  25.  
  26. Magikoopa:
  27. T1: Power Jump; Do Nothing
  28. T2: Power Jump [1 FP]
  29.  
  30. -- Chapter 1 --
  31.  
  32. - 1 Block coin [19 coins]
  33. - 1 Fright Jar
  34. - 1 POW Block
  35. - 10 coin Block [29 coins]
  36. - Buy 2 POW and 2 Fire Flowers [5 coins]
  37.  
  38. Fuzzy Shell Fight:
  39. T1: Fire Flower [Mash A]
  40.  
  41. - Get HP Plus
  42. - Bush Coin [6 coins]
  43. - 5 Path coins [11 coins]
  44. - T. Bolt
  45. - Hidden Fire Flower
  46. - Hit Heart Block
  47.  
  48. Koopa Fight 1: Key
  49. T1: Power Jump; Power Shell (untimed) [0FP]
  50.  
  51. - Power Bounce
  52. - Staircase Skip
  53. - Hit Heart Block before talking to Bombette
  54.  
  55. Jail Fight:
  56. T1: Fire Flower [Mash A]; Body Slam
  57.  
  58. - 9 Jail Fight coins [20 coins]
  59. - First Strike with Bomb
  60.  
  61. Pit Fight 1:
  62. T1: Bomb [2FP]
  63.  
  64. Pit Fight 2:
  65. T1: Fright Jar [Up 1]; Do Nothing
  66. T2: Power Jump; Body Slam
  67. ~ 1 Fail: Level Up FP Early, Bomb 2nd Koopa next fight, Hit Heart Block after Cannons
  68.  
  69. - First Strike with Bomb
  70.  
  71. Pit Fight 3:
  72. T1: Power Jump; Body Slam (untimed)
  73.  
  74. Level Up: FP
  75. 10, 10, 3
  76.  
  77. - Both Fire Bar coins [40 coins]
  78.  
  79. Cannons:
  80. T1: POW Block [Up 1]; Do Nothing
  81. T2: POW Block [Up 1]
  82.  
  83. - 10 cannon coins [50 coins]
  84.  
  85. Koopa Bros: Bowser
  86. T1: Power Jump; Bomb
  87. T2: Power Jump
  88.  
  89. Koopa Bros:
  90. T1: Bomb
  91. T2: POW Block [Up 1]; Do Nothing
  92. T3: Fire Flower [Up 1]
  93.  
  94. Peach Scene: Yes to all 3 questions
  95.  
  96. -- Parakarry --
  97.  
  98. - Say No to Both Tutorials
  99. - Honey Syrup
  100. - Get Dizzy Attack
  101. - Say Yes to Jr. Troopa
  102.  
  103. Jr. Troopa:
  104. T1: Thunder Bolt [Up 1]; Bomb
  105. T2: Power Jump (untimed); Bomb
  106.  
  107. - Get Speedy Spin
  108. - Take off Power Jump
  109. - Equip Power Bounce and Speedy Spin
  110. - Get Seed
  111. - Ride train
  112.  
  113. - Find Parakarry's Letters and bring them to him
  114. - Get 1 Whacka
  115. - Get 2nd Flower Seed Early
  116. - Get Damage Dodge
  117. - Hit Heart Block
  118. - Go to Toad Town
  119.  
  120. -- Sushie --
  121.  
  122. - Blue House Skip
  123. - Switch to Parakarry [Down 1]
  124.  
  125. Blooper: 30 HP
  126. T1: Power Bounce; Sky Dive
  127. T2: Power Bounce; Shell Shot
  128.  
  129. Level UP: FP
  130. 10, 15, 3
  131.  
  132. - Get Jammin' Jelly
  133. - Get Sushie
  134.  
  135. - Get Power Quake
  136. - Take off Power Bounce
  137. - Equip Power Quake
  138. - Chapter 5 pipe to sewers
  139. - Go left into Dark Koopa room
  140.  
  141. - Let them all first strike you for Peril
  142. - Avoid heart drops
  143. ~ Get a POW Block drop to skip the double equip in Chapter 8, this POW will never get in the way of anything
  144.  
  145. Koopa 1:
  146. T1: Power Quake; Do Nothing [11 FP]
  147. T2: Power Quake [7 FP]
  148.  
  149. - Eat Honey Syrup if no FP drop [Up 1]
  150.  
  151. Koopa 2:
  152. T1: Power Quake; Do Nothing [8 FP]
  153. T2: Power Quake [4 FP]
  154.  
  155. - Eat Jammin' Jelly [Mash A]
  156.  
  157. Koopa 3:
  158. T1: Power Quake; Switch to Bombette [Up 2] [11 FP]
  159. T2: Power Quake [7 FP]
  160.  
  161. - Double FP drop = [9 FP]
  162.  
  163. - Enter pipe to Boo's mansion
  164. - Record Skip
  165. ~ Pushing the Boo 2 or 3 times makes this trick much more lenient
  166. - Place Weight
  167. - Get Super Boots; Switch to Parakarry [Down 1]
  168. - Get Strange Leaf only if you had to use the Honey Syrup or didn't get double FP drop
  169.  
  170. -- Chapter 3 --
  171.  
  172. - Do Bow Skip
  173. - Do Stanley Save
  174. - Get Repel Gel
  175. - Go left for Key
  176. - Upgrade Parakarry [Up 2]
  177. - Get caught by guard
  178. - Go right, open door
  179. - Get Key in Spike room
  180. - Get Mega Rush
  181. - Don't eat if you have [9 FP] from double FP drop
  182. - Eat Honey [Up 1] or Strange Leaf [Down 1]
  183. - Get Maple Syrup
  184. - Get Key
  185. - Open chest for talking key
  186. - Run away from Tubba
  187. ~ Make sure you have 9 FP for the Heart Fight
  188. - Take off Power Quake and Speedy Spin
  189. - Equip Power Bounce and Mega Rush
  190. Order: Power Quake [3rd], Power Bounce [2nd], Speedy Spin [8th], Mega Rush [6th]
  191.  
  192. Tubba's Heart: 50 HP [Runs at 45 HP]
  193. T1: Bounce x6; Shell Shot
  194. T2: Bounce x4; [5 + 5 Works too]
  195.  
  196. Tubba Blubba: 10 HP
  197. T1: Jump x2
  198.  
  199. Level Up: BP
  200. 10, 15, 6
  201.  
  202. -- Enter Volcano --
  203.  
  204. - Say Yes to Bow
  205. - Equip Power Quake [3rd] and Speedy Spin [8th]
  206. - Jump LZS into card
  207. - Run to Chapter 5 by blue pipe and Sushie platform
  208. - Enter Volcano
  209.  
  210. -- Chapter 5--
  211.  
  212. - Get hidden Life Shroom
  213. - Get Ultra Hammer
  214. - Get into Peril from Fire Bars
  215. - Switch to Sushie [Down 1]
  216.  
  217. Lava Piranha: 40 HP each Phase
  218. Phase 1:
  219. T1: Bounce x5; Do Nothing if 5 cap / Belly Flop if 4 cap / Squirt if 3 cap
  220. T2: Bounce x5; Untimed Belly Flop if (4 + 4)
  221.  
  222. (6 + 5) / (5 + 5) = 0 HP skip belly flop
  223. (6 + 4) = 0 HP with untimed belly flop
  224. (5 + 4) = 2 HP
  225. (4 + 4) = 4 HP (this is why we belly flop)
  226. (3 + 5) = 5 HP (Squirt turn 1)
  227.  
  228. Phase 2:
  229. T1: Squirt; Bounce x4
  230. T2: Bounce x3
  231.  
  232. If 3 cap Phase 1:
  233. Phase 2:
  234. T1: Squirt; Bounce x6
  235. T2: Jump x2 if 6 cap / Jump x2; Belly flop if 5/4 cap
  236.  
  237. Peach Scene: 1, 1, 1, 1, 1, 1, 1, 1, 1, 2
  238.  
  239. -- Lantern Ghost --
  240.  
  241. - Seed
  242. - Switch to Sushie [Down 2]
  243. - Enter Blue Pipe and exit sewers using sushie
  244. - Switch to Parakarry [Up 1]
  245. - Enter Chapter 4
  246. - Go to Green Station (Hit right switch) [Down 1]
  247. - Go to Pink Station (Hit right switch) [Down 2]
  248. - Go downright into the Frying Pan room
  249.  
  250. Fuzzy Fight:
  251. T1: Power Quake
  252.  
  253. - Get Frying Pan
  254. - Go to Red Station (Hit left switch) [Down 1]
  255. - Hit Heart Block
  256. - Get Volt Shroom
  257.  
  258. Lantern Ghost: 40 HP - Block (1/2)
  259. T1: Volt Shroom [Mash A]; Do Nothing
  260. T2: Do Nothing; Switch to Goombario [Down 2]
  261. T3: Headbonk x2; Power Bounce x5 [Down 1]
  262. T4: Headbonk x2; Power Bounce x4
  263.  
  264. - Upgrade Watt [Up 2]
  265. - Switch to Bombette [Up or Down 3]
  266. - Switch to Watt [Down 2]
  267.  
  268. General Guy:
  269. Phase 1:
  270. T1: Jump x2; Electro Dash
  271. T2: Power Quake
  272. T3: Jump x2; Power Shock
  273. T4: Jump x2
  274.  
  275. Phase 2:
  276. T1: Repel [Down 1]; Electro Dash
  277. T2: Bounce x4; Electro Dash
  278. T3: Jump x2; Electro Dash
  279.  
  280. Level Up: FP
  281. 10, 20, 6
  282.  
  283. -- Enter Ruins --
  284.  
  285. - Jump LZS into card
  286. - Go to Blue Station (Hit left switch) [Down 2]
  287. - Enter Forever Forest
  288. ~ Peril on Plants strat saves 2.64 seconds
  289. ~ Left x2 if you're getting Peril on Plants, Get First Struck
  290.  
  291. Piranha Plants: Get First Struck
  292. T1: Do Nothing; Do Nothing
  293. T2: Run Away
  294.  
  295. - Right x2
  296. - Left x1
  297. - Left x1
  298. - Go left for Flower Seed 4
  299. From the Seed:
  300. - Right x1
  301. - Enter Toad Town Tunnels from green pipe
  302. - Smash Super Block to fight Electro Blooper
  303.  
  304. Electro Blooper:
  305. T1: Do Nothing; Turbo Charge
  306. T2: Do Nothing; Do Nothing
  307. T3: Jump x1; Do Nothing
  308. T4: Bounce x6; Switch to Parakarry [Up 2]
  309. T5: Shell Shot; Jump x2
  310.  
  311. ~ If Shell Shot missed do
  312. T5: Shell Shot; Refresh - Block
  313. T6: Bounce x4
  314.  
  315. ~ Peril on Plants
  316. Electro Blooper:
  317. T1: Power Shock; Jump x2
  318. T2: Bounce x5; Switch to Parakarry [Up 2]
  319. T3: Bounce x4
  320.  
  321. If Power Shock fails
  322. T1: Power Shock; Lullaby
  323. T2: Bounce x6; Electro Dash
  324. T3: Bounce x6; Electro Dash
  325.  
  326. - Enter left pipe
  327. - Enter Dry Dry Desert
  328. - Left one, then up left for the rest of the rooms
  329.  
  330. -- Tutankoopa --
  331.  
  332. - Get Key in sand (bottom)
  333. - Go right for another Key
  334. - Go to the bottom-right room
  335.  
  336. ~ First Strike with Jump, beware of heart drops
  337. Stone Chomp 1: Triangle
  338. T1: Jump x1; Star Storm if you missed the first strike
  339.  
  340. - Open Both doors
  341. - Drop to basement and go right
  342.  
  343. Stone Chomp 2: Moon
  344. T1: Power Quake (untimed)
  345.  
  346. - Get Super Hammer
  347. - Go down-left to blow up wall
  348. - Upgrade Bombette [Down 2]
  349. - Blow up wall
  350.  
  351. Stone Chomp 3: Star
  352. T1: Power Quake (untimed)
  353.  
  354. - Triangle [Up 1], Star [Up 1], Moon [Mash A] (TSM)
  355.  
  356. Tutankoopa:
  357. T1: Bounce x4; Do Nothing
  358. T2: Jump x2
  359. ~ 3 cap backup is switch to Parakarry T1 and Sky Dive T2
  360.  
  361. -- Enter Flower Fields --
  362.  
  363. - Jump LZS into card
  364. - Exit ruins
  365. - Go right once, then down right for the rest of the rooms
  366. - Take Blue Pipe
  367. - Place Seeds
  368.  
  369. -- Chapter 6 --
  370.  
  371. - Grab 2 Red Berries for Yellow Berry Skip
  372.  
  373. Top Left Mole:
  374. T1: Jump x2
  375.  
  376. Level Up: BP
  377. 10, 20, 9
  378.  
  379. - Equip Power Jump
  380. ~ You can equip Close Call and skip eating red berry but then laki fight is weird if you get a cc unless you do risky
  381.  
  382. Top Right Mole:
  383. T1: Power Quake; Do Nothing
  384. T2: Power Quake
  385.  
  386. Bottom Right Mole:
  387. T1: Untimed Power Quake; Power Bomb
  388.  
  389. - Eat Maple [Down 2]
  390. - Switch to Parakarry [Down 1]
  391.  
  392. Bottom Left Mole: First Strike with Jump or Hammer
  393. T1: Shell Shot 2nd Mole; Untimed Power Quake
  394.  
  395. - Yellow Berry Skip, Eat Red Berry [Mash A]
  396. - Talk to Lily
  397. - Get Blue Berry, give Blue Berry [Mash A]
  398. ~ To save 1s you can get the hidden Shooting Star and use that in the Lakitu Fight
  399.  
  400. Lakitu Fight:
  401. T1: Shell Shot Lakitu; Star Storm / Shooting Star [Mash A]
  402. Spinyless: Block (0/1)
  403. T2: Power Jump
  404. Spiny Spawn:
  405. T2: Star Storm
  406.  
  407. Level Up: BP
  408. 10, 20, 12
  409.  
  410. - Talk to Rosie
  411. - Talk to Posie
  412. - Talk to Rosie
  413. - Get Dizzy Dial
  414. - Talk to Lily
  415. - Switch to Sushie [Down 2]
  416. - Switch to Parakarry [Up 2]
  417. - Get Bubble Berry and give to Bubble plant
  418. - Get Shooting Star
  419. - Switch to Bombette and break rock [Up 1]
  420.  
  421. Lakilester: Block (3/3)
  422. T1: Power Jump; Switch to Parakarry [Down 1]
  423. T2: Power Jump; Shell Shot
  424. T3: Power Jump; Shell Shot
  425. T4: Bounce x5; Shell Shot if 4 capped
  426.  
  427. - Get hidden Thunder Rage
  428.  
  429. Dizzy Dial Details:
  430. It will work 100% of the time on all Lakitu's and 75% of the time on the Magikoopa. If it fails on the Magikoopa, don't worry you will not die, the Magikoopa will electrify the Lakitu's 100% of the time and you'll lose 8.8 seconds compared to it working. This route saves 8.2 over the other route so if it fails you come out just about even with the old route.
  431.  
  432. Machine Fight:
  433. T1: Dizzy Dial [Down 2]; Do Nothing
  434. T2: Thunder Rage [Mash A]; Do Nothing
  435. T3: Star Storm
  436.  
  437. - Eat Whacka Bump while planting [Up 1]
  438. - Get S. Jump Charge
  439. - Take off Power Jump and Power Quake
  440. - Equip S. Jump Charge, HP Plus and Damage Dodge
  441. Order: Power Jump [1st], S. Jump Charge [2nd] Power Quake [4th], HP Plus [5th], Damage Dodge [6th]
  442.  
  443. Huff N' Puff: Block (2/3)
  444. T1: Charge; Do Nothing - Block to get to 7
  445. T2: Charge; Do Nothing - Go for 3 on Wind
  446. T3: Charge; Switch to Parakarry [Up 3] - Don't block if at 6, Block if at 4
  447. T4: Bounce x5; Shell Shot if 4 capped
  448.  
  449. Level Up: FP
  450. 10+5, 25, 12
  451.  
  452. ~ If you commit to doing risky Crystal King now, level up BP instead of FP on huff/clubba
  453. ~ Spiny Spawn - Level Up on Huff
  454. ~ Spinyless - Level Up on Clubba 1
  455.  
  456. 10 / 25 / 12 (Level FP)
  457. Before Crystal King:
  458. - Take off HP Plus
  459. - Equip P-Up D-Down and Close Call
  460. Order: 5, 9, 7
  461. Before Koopatrols:
  462. - Take off Power Bounce and Damage Dodge
  463. - Equip Power Quake and HP Plus
  464. Order: 3, 4, 6, 5
  465. 10 / 25 / 15
  466. After Koopatrols:
  467. - Equip Power Bounce and Damage Dodge
  468. - Take off Power Quake
  469. Order: 3, 4, 6
  470.  
  471. 10 / 20 / 15 (Level BP)
  472. Before Crystal King:
  473. - Equip Power Quake, P-Up D-Down and Close Call
  474. - Take off Damage Dodge
  475. Order: 4, 6, 9, 7
  476. (has advantage by 2 seconds because Power Quake is on for Koopatrols)
  477. Before Koopatrols:
  478. - No equip
  479. 10 / 25 / 15 (Level FP)
  480. - Take off Power Quake
  481. - Equip Damage Dodge
  482. Order: 4, 6
  483.  
  484. Peach Scene: Sneaky Parasol
  485.  
  486. -- Ultra Boots --
  487.  
  488. - Switch to Sushie [Down 2]
  489. - Switch to Lakilester [Mash A]
  490. - Run to sewers and break panel
  491. - Do Clippy Boots
  492. ~ If you reload the room for Clippy, it loses 2.1 seconds compared to staying in the room
  493. - Get hidden Life Shroom
  494. - Do Peach Warp
  495.  
  496. -- Chapter 7 --
  497.  
  498. - Go Right and get the Key
  499. - Mirror Clip
  500. - Enter Top door, break panel and leave
  501. - Hit Red Button
  502. - Switch to Bombette [Down 3]
  503. - Go to Bottom door and get Red Key
  504. - Bombette is the 4th one from left
  505. - Hit Blue Button
  506.  
  507. Clubba 1:
  508. T1: Jump x2; Bomb
  509.  
  510. Level Up: FP
  511. 10+5, 25, 12
  512.  
  513. Clubba 2:
  514. T1: Up & Away [Up 1]
  515.  
  516. ~ If any Up & Away fails, do these backups
  517. Spinyless:
  518. T2: Jump x2; Bomb
  519. Spiny Spawn:
  520. T2: Up & Away
  521.  
  522. Clubba 3:
  523. T1: Shooting Star [Down 1]; Power Bomb
  524.  
  525. - Get hidden Jammin' Jelly
  526. - Get P-Up D-Down
  527. - Get Key
  528. - Switch to Parakarry [Down 2]
  529. - Hit Heart Block
  530.  
  531. Crystal King: 70 HP - Block (5/6)
  532. T1: Charge; Shell Shot
  533. T2: Charge; Do Nothing
  534. T3: Charge; Do Nothing
  535. T4: Charge; Do Nothing
  536. T5: Bounce x5; Shell Shot if 4 capped
  537.  
  538. ~ Risky Crystal King
  539. - See above for equips for before CK, and before/after Koopatrols
  540. ~ Hit Heart Block
  541. ~ Switch to Watt
  542.  
  543. 10+5 / 20 / 15 - Block (1/3)
  544. 10 / 25 / 12 - Block (3/3)
  545.  
  546. Crystal King:
  547. T1: Charge; Do Nothing
  548. T2: Bounce; Power Shock
  549. T3: Bounce; Do Nothing / Power Shock if it dinked / Close Call + no heal if double dink
  550. T4: Bounce
  551. (7 + 3 + 3 = 0)
  552. (6 + 4 + 3 = 0)
  553. (5 + 5 + 3 = 0)
  554. (5 + 4 + 4 = 0)
  555. (4 + 7 + 4 = 0)
  556. (4 + 6 + 4 + untimed e dash = 0)
  557. (4 + 5 + 5 = 0)
  558. (4 + 4 + 4 = Electro Dash)
  559. ~ If Power Shock doesn't work on the first try, you can't bounce higher than 5 otherwise he may heal
  560.  
  561. Peach Scene: Hold B
  562.  
  563. -- Jr. Troopa --
  564.  
  565. - Get Repel Gel
  566. - Switch to Bombette [Up 1]
  567.  
  568. No POW Block:
  569. - Take off Power Bounce [3rd]
  570. - Equip Power Quake [4th]
  571. ~ Skip equip if you got POW Block
  572.  
  573. Koopatrols:
  574. T1: Untimed Power Quake; Power Bomb
  575. T1: POW Block [Up 1]; Power Bomb
  576.  
  577. Level Up: BP
  578. 10+5, 25, 15
  579.  
  580. No POW Block:
  581. - Take off Power Quake
  582. - Equip Power Bounce
  583. - Equip Close Call [9th] and P-Up D-Down [7th]
  584.  
  585. POW Block:
  586. - Equip Close Call [9th] and P-Up D-Down [7th]
  587.  
  588. - Get Jail Life Shroom
  589. - Switch to Lakilester [Up 3]
  590. - Switch to Parakarry [Up 3]
  591. - Block Clip
  592. - Switch to Lakilester [Down 3]
  593. - Fast Flood Room
  594. - Cannonless
  595. - Switch to Kooper [Down 2]
  596. - Quiz: 1, 1, 2, 1, 1
  597. - Switch to Parakarry [Down 2]
  598. ~ You can skip this if you're playing it risky on Duplighosts
  599. - Up, down, down, up, down, up
  600.  
  601. Duplighosts:
  602. T1: Up & Away [Up 2]; Air Lift
  603.  
  604. - Switch to Watt [Down 1] or [Down 3 if you skipped switching to Parakarry]
  605.  
  606. Jr. Troopa: Block (2/2)
  607. T1: Charge; Untimed Electro Dash
  608. T2: Charge; Turbo Charge
  609. T3: Bounce x6; Electro Dash if 5 capped / Power Shock if 4 or 3 capped
  610. T4: Jump x2 if 4 / Bounce x5 if 3
  611. T5: Jump x1
  612.  
  613. - Eat Jammin' Jelly [Down 2]
  614.  
  615. Hallway Bowser: Turn 1 Power Shock
  616. T1: Bounce x7; Power Shock [Get a Close Call if it dinks]
  617. T2: Bounce; Do Nothing
  618. T3: Jump x2
  619.  
  620. If Power Shock:
  621. - (5 + 5) / (7 + 4) = 0
  622. - (5 + 4) = Electro Dash
  623. - (5 + 3) = Jump x1
  624. - (4 + 4) = Jump x1
  625. - (4 + 3) = Jump x2
  626. - (3 + 3) = Jump x2
  627.  
  628. If Close Call:
  629. - Power Shock unless you get a variation listed below
  630. - 5 + 4 = Electro Dash
  631. - 6 + 4 = Untimed Electro Dash
  632. - 7 + 3 = Electro Dash
  633. - If Power Shock fails twice and you get a 4 cap 3 cap then Turbo Charge; Bounce x4
  634.  
  635. If you do not get Power Shock or Close Call:
  636. T1: Bounce x7; Power Shock - Life Shroom
  637. T2: Charge; Untimed Electro Dash if 3 capped / Do Nothing if 4/5/6/7 cap
  638. T3: Star Beam; Do Nothing - get fire for peril, do not block
  639. T4: Bounce x4 if 3/4 cap / Bounce x3 if 5/6/7 cap; Untimed Electro Dash if 4 + 3 caps
  640.  
  641. - Take off Speedy Spin [10th]
  642. - Equip Power Jump
  643. ~ Skip this equip if you are relying on a close call / high caps
  644.  
  645. Final Bowser Phase 1:
  646. T1: Turbo Charge; Bounce
  647. Close Call:
  648. T2: Bounce; Electro Dash
  649. No Close Call:
  650. T1: Power Jump; Electro Dash
  651.  
  652. ~ You don't want bowser to have 41 HP remaining before getting into peril because he may heal
  653. 10/15-42/99 = 0.24
  654.  
  655. Phase 2:
  656. Fire - Block, this is good.
  657. Buttstomp - Don't Block, this is good if he takes away hammer.
  658.  
  659. ~ The first bounce starts at 10 damage, the second starts at 7 damage
  660.  
  661. Phase 2:
  662. T1: Charge; Turbo Charge - Life Shroom
  663. T2: Peach Beam; Electro Dash - Peril
  664. T3: Repel Gel [Mash A]; Electro Dash
  665. T4: Bounce; Electro Dash
  666. T5: Bounce; Electro Dash
  667. ~ This fight gives 13 extra damage to final bowser bare minimum compared to the ryoma ending and it's even more if the charged bounce cap was good.
  668.  
  669. ~ If phase 1 Close Call, and turn 2 claw
  670. T1: Charge; Turbo Charge - Life Shroom
  671. T2: Peach Beam; Electro Dash - Claw, don't block, Life Shroom
  672. T3: Charge; Electro Dash - Peril
  673. T4: Bounce; Electro Dash - Close Call
  674. T5: Bounce; Electro Dash
  675. ~ The first bounce starts at 13 damage, the second starts at 7 damage
  676.  
  677. - Take off Power Jump for Speedy Spin
  678.  
  679. - Luigi Skip :)
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