Kent C. Koopa
No Jump, No Hammer
Stats: 5HP/15FP/18BP (Level 7)
Badges: Damage Dodge, Damage Dodge, Defend Plus, Last Stand, Double Dip, Quick Change
Partners: Goombario (Ultra), Kooper (Ultra), Bombette (Super), Parakarry (Ultra), Bow (Ultra), Watt (Super), Sushie (Ultra), Lakilester (Ultra)
Items: POW Block x7, Egg Missile, Fire Pop, Life Shroom
T1: POW Block, Headbonk (62)
T2: POW Block, Fire Shell (54)
T3: POW Block, Bomb (46)
T4: POW Block, Shell Shot (37)
T5: Electro Dash (33), POW Block+Fire Pop [Life Shroom] (31), Fan Smack (21)
T6: POW Block, Squirt (12)
T7: POW Block+Egg Missile, Spiny Surge (0)
Guard Heavy Slam with Mario for 1 damage.
Do not guard Power Shell with Mario for 1 damage, but do guard it with Partner.
-When I first came up with this turn iteration of the strat, I was still thinking Fire Shell was 6FP instead of 5 for perfect FP in the first half. I ended up still liking this one the most anyway though LOL
-If Kent C. does a Power Shell into Heavy Slam on T5 and T6, you can decide to guard the Power Shell and then not guard the Heavy Slam for "perfect" 1HP finish.
-A few rank partners are interchangeable - Bombette, Parakarry, Watt, Sushie, and Lakilester all do the same damage -1 for their rank.
-Fire Shell and Spiny Surge are a bit of showmanship, and you can use 9 less FP for the same damage by switching to Shell Toss and Spiny Flip. (Those look way less cool though)
The main idea for this was using every partner once, now that each one is available. Bonus when I realized it was doable to use eight partners in seven turns.
I also specifically wanted to have them all *deal damage* to Kent C. - if you ditch the NJNH restriction, this could be very different if you just let Partners assist Mario while he does more actual damage.
...
https://www.youtube.com/watch?v=tGYLNiNL7IM
Pro Mode mod download: http://discord.gg/star-haven -- find the #pro-mode channel
The rest of the playthrough can be viewed in the playlist: https://www.youtube.com/watch?v=K790ASIBBaI&list=PLGO2gDJk105cvoNHGXoTEQPruBfaB1XxF&pp=gAQBiAQB
...
https://www.youtube.com/watch?v=Geie4uBR6FQ
Rating: C Tier
This is basically discount Bonetail. She's even got the same amount of HP. The differences are that Mario is essentially Level Zero, but with Quick Change and Mega Rush P.
Rules (subject to change as run continues)
10x enemy HP
No Superguards
No OHKO
No Fright Masks
Start each battle fully healed
No badge/item drops
...
https://www.youtube.com/watch?v=zX1CwDE5pOc
Anti Guys Unit
Teamwork
5HP/15FP/18BP (Level 7)
Badges: Double Dip, Quick Change, Defend Plus, P-Down D-Up, Damage Dodge, Last Stand
Partners: Kooper (Ultra), Bombette (Ultra), Parakarry (Ultra), Sushie (Ultra), Lakilester (Ultra)
Items:
-4x Fire Pop (min 2**)
-2x Life Shroom
-(Opt: 2x Shooting Star)
T1: Tidal Wave (9-13*), Chill Out (1/2**HP)
T2: Power Bomb, Fire Pop/Double Dip, Mega Bomb (1/2HP)
T3: Power Shell, Fire Pop/Double Dip, Fire Shell (1/2HP)
T4: Air Raid, Smooch
T5: Spiny Surge, Star Storm
Don't worry Kappy & Jdaster -- 13 Damage Tidal Wave and lucky Peril entrances aren't necessary for this strat.
*Tidal Wave is a "minimum" 9 damage hit here.
If Tidal Wave hits above 9, you can adjust Spiny Surge's action command to hit from 0-4.
If Tidal Wave hits below 9, you could use Refresh T4 and then Double Dip two Shooting Stars to secure a win.
This would only need a minimum 4 hit Tidal Wave, but it's a little less clean.
I did 13 for the video because memes. LOL (Did you see Lakilester's insane Spiny Surge???)
**50/50 to be at 1HP or 2HP after every turn, depending on attack RNG.
If at 2HP, you have to Double Dip Fire Pops. Otherwise, you obviously need to use 1.
-Nerd (Damage) Math (TL;DR: 50/50 to be at 1 or 2HP)-
Ground: 10-5=5, 5/2 = 2DMG No Guard (2-2=0DMG Guard)
Flying: 12-5=7, 7/2 = 3DMG No Guard (3-2=1DMG Guard)
First hit: No Guard Ground, Guard Flying (3/4)
Second hit: Varies (2HP/3HP)
-Second hit (4HP): No Guard Ground, Guard Flying (4 - (2 or 1) = 2 or 3)
-Second hit (3HP): Guard Ground, Guard Flying (3 - (0 or 1) = 2 or 3)
Third hit: Varies (1HP/2HP)
-Third hit (3HP): No Guard Ground, Guard Flying (3 - (2 or 1) = 1 or 2)
-Third hit (2HP): Guard Ground, Guard Flying (2 - (2 or 1) = 1 or 2)
Result: 1/2HP
Outcomes:
GGG = 3 to 3 to 1HP
GGF = 3 to 3 to 2HP
GFG = 3 to 2 to 2HP
GFF = 3 to 2 to 1HP
FGG = 4 to 2 to 2HP
FGF = 4 to 2 to 1HP
FFG = 4 to 3 to 1HP
FFF = 4 to 3 to 2HP
Oh, and here's my items roster for the end of the contest:
10 Inventory Items (in during Anti Guy, can be used after)
-6x Fire Pop
-2x Life Shroom
-2x Egg Missile
32 Stored Items:
HEAVY HITTERS
-3x Repel Gel
-4x Stone Cap
-4x Whacka's Bump
-4x Egg Missile
TOTAL: 15x
MISC. HP & FP
-1x Boiled Egg (8/8)
-1x Koopasta (7/7)
-1x Yellow Berry (3/3)
-1x Spaghetti (6/4)
-1x Shroom Fry (6/2)
-2x Spicy Soup (4/4)
-1x Coco Pop (3/15)
-1x Cake Mix (1FP)
-1x Dried Shroom (1HP)
-1x Mistake (1/1)
TOTAL: 11x
OTHER
-2x Dusty Hammer (1)
-2x Coconut (3)
-1x Electro Pop (15/zap)
-1x Kooky Cookie (bugged recovery + random effect)
TOTAL: 6x
...
https://www.youtube.com/watch?v=pBpoZKGu-PI
Rating: D Tier
I used different strategies for these two fights, which makes them interesting enough for D Tier. This one focused on using a lot of items. Also, the stage light really helped, lol
Rules (subject to change as run continues)
10x enemy HP
No Superguards
No OHKO
No Fright Masks
Start each battle fully healed
No badge/item drops
...
https://www.youtube.com/watch?v=4rYEHTyl-Bk