Yes, I spent over 40 minutes fighting Fuzzies. No, it wasn't efficient. Yes, I thought it was funny.
Rules (subject to change as run continues) 10x enemy HP No OHKO No Fright Masks No Gale Force No Superguards Start each battle fully healed No badge/item drops Minimal Clock Out usage (i.e. don't stunlock enemies) ... https://www.youtube.com/watch?v=m2Ky2g0y_7g
Rating: F Tier
Requires 10 POW Blocks, basically. Very boring.
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=qaNsZAWaWcc
Episode 3 of DM3! In this episode, we complete Ralph's challenge, Rocket Rage!
Welcome to Donut Mod 3! This is a mod of a game released in 2003 by the name of The Simpsons Hit and Run. I won't go too into detail here, but this is a fanmade mod that overhauls many of the missions, cars, collectibles, outfits, races, and even adds some new dialogue. For more information, visit http://donutteam.com/home/ - it will link you to how to install the mod, as well as provide links to other mods, a forum about the mod and the SHAR modding scene in general, and again, much much more!
...
https://www.youtube.com/watch?v=f0ucpjBHaoI
Glitz Pit Discord - https://discord.gg/QDvW67
19:31 - Shadow Sirens Fight
1:22:26 - Magnus Von Grapple Fight
I think this challenge went okay. I had a feeling the Shadow Sirens would be pretty easy, but I went with something I thought was creative and put Marilyn to sleep to totally negate damage (I got a pretty lucky bucket on Beldam). I died once on Magnus though due to Koops getting flipped (an unfortunate circumstance I forgot about) leaving me vulnerable to the fists.
Audio is good this time :)
...
https://www.youtube.com/watch?v=-wlh0-HOy8c
Final Bowser
25HP/15FP/18BP (Level 11)
Badges: Mega Rush, D-Down Jump, Damage Dodge, Zap Tap, Feeling Fine, Double Dip, Quick Change
T1: Tidal Wave** (88), Double Dip (Shooting Star, Shooting Star) (76) (Attack, M=17)
T2: Shell Shot (71), Double Dip (Shooting Star, Shooting Star) (59) (Star Rod)
T3: Tattle, Star Beam
T4: Peach Beam, Fire Shell (55) (Attack, M=17)
T5: Spiny Flip (52), Star Storm (45) (Attack, M=9)
T6: Electro Dash (40), Double Dip (Shooting Star, Shooting Star) (28)
85%: Attack, M=1
T7A: D-Down Jump (8), Outta Sight
75%: Star Rod
T8A.1: Peach Beam (Life Shroom used)
T9A.1: Bomb (3), Jump (1)
25%: Attack
T8A.2: Hammer (0)
15%: Star Rod
T7B: Peach Beam, Bomb (23)
80%: Non-Shockwave
T8B.1: D-Down Jump (3) (Life Shroom used if necessary)
T9B.1: Jump (1)
20%: Shockwave (M=5)
T8B.2: Spicy Soup (M=9) (M=1)
T9B.2: D-Down Jump (3) (Life Shroom used if necessary)
T10B.2: Jump (1)
**I used a 12 damage tidal wave in the video, but the exact damage varies a bit by the amount of Zap-dependent attacks used (0-4 used; a 50/50 chance if one has not been used yet), and the damage can be standardized by the use of Bomb. A 13 damage tidal wave should give you a 31/32 chance to succeed exactly (though you can also just use Hammer to guarantee a win without changing anything else). The damage math written in the strat assumes no zap hits, which is rare (1/32), and again can just be replaced by Hammer.
Three Defensive badges:
-Damage Dodge: Makes Bowser's Fire do 8 base, guarded for 9. (Fire Shield also works, but is inconsistent for making Lightning deal 8, which matters in the 15% B routes)
-Feeling Fine: Makes Bowser's Claw not inflict Poison, unguarded for 8
-Zap Tap: Makes Bowser's Jump not inflict Command Loss, unguarded for 8 (This gives Bowser's HP a variance of 4 depending on what moves are used)
These badges ensure a consistent 8 damage to Mario to get into Peril in the first 3 turns of the second phase.
Healing ranges, as relevant to this strategy:
17/25: Bowser's HP less than 43** -- this is why Bowser must have 43 HP or greater at T5 (if Bowser gets hit by Zap twice, this is the most damage you can deal by this point in the fight without introducing a 75% chance to heal)
9/25: Bowser's HP less than 11
1/25: Bowser cannot heal
AI (First Phase)
-Attack (Fire, Stomp, Claw)
-Star Rod
-Fight ends after using Star Beam
AI (Second Phase)
-Guaranteed to attack T1
-Can heal, otherwise guaranteed to attack T2
-Can attack or use the Star Rod T3
-Can attack, use the Star Rod if not powered up, or use Lightning (same as Fire) or Shockwave (does less damage; matters in one case)
...
https://www.youtube.com/watch?v=tFDoF0fzhjI