My controller broke, Aarantula

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  • Опубликовано: 24 авг 2024
  • I have no idea if Shell Shot can miss here. But I've never had it fail here so as far as I know, it works. I'm open to learning something new, however, in case I'm wrong.
    Level 7 Super Blooper (No inputted action commands, If Sushie is forced to lead)
    10 HP, 20 FP, 12 BP = Level 7
    Badges: Double Dip, Power Rush, Last Stand, Defend Plus, HP Drain = 12 BP
    Items: Thunder Bolt, Egg Missile, Volt Shroom, POW Block, Spaghetti
    T1: Parakarry, Shell Shot (7)
    Attack. HP: 6, FP: 17
    T2: Thunder Bolt (12), Shell Shot (19)
    Babies. HP: 6, FP: 14
    T3: Egg Missile (25), Shell Shot (32)
    Enrage. HP: 5, FP: 11
    T4: Double Dip Volt Shroom + POW Block (34), Shell Shot (41)
    Charge Attack (42). HP: 1, FP: 5, Babies: 3 HP
    T5: Spaghetti, Shell Shot (49)
    Attack. HP: 3, FP: 6, Babies: 2 HP
    T6: Jump (52), Shell Shot (59)
    Enrage. HP: 4, FP: 3, Babies: 1 HP
    T7: Jump (62), Shell Shot (69)
    If Super Blooper directly attacks on T5, the battle ends after the Blooper Babies attack and get zapped. Otherwise...
    Charge Attack (70, KO). HP: 1, FP: 0, Babies: 0 HP
    Technically, you don't really need Double Dip here and the POW Block can be used on what would be T8, but I think the end result is cleaner the way it's executed already. Spaghetti can also be swapped out for Spicy Soup, but it's just another option as far as I'm concerned. And funnily enough, you can probably drop HP Drain in exchange for just using 2 Yellow Berries on T5 and T6, instead using Power Jump. But I don't think it's enough to save a level unless you wanted to drop Double Dip and instead make this fight last 8 turns. idk though, I like the ending for this one a lot.
    Decided to try and make a strategy that doesn't involve Merlee at all... surprising, I know. It kinda bugged me though that Super Blooper could only be fought with Sushie as my lead because I took out regular and Electro Blooper already. Wish I thought ahead. But if you wondered what strategy I prepared for if Parakarry could have been the lead I brought, look below.
    Level 7 Super Blooper (No inputted action commands)
    10 HP, 15 FP, 15 BP
    Badges: Last Stand, Power Jump, Double Dip, Defend Plus, Flower Saver = 15 BP
    Items: Volt Shroom, Snowman Doll, Egg Missile x2
    T1: Star Storm (7), Shell Shot (14)
    Attack. HP: 6, FP: 13, SE: 3 1/8
    T2: Star Storm (21), Shell Shot (28)
    Blooper Babies. HP: 6, FP: 11, SE: 1 2/8
    T3: Power Jump (32), Shell Shot (39)
    Charge. HP: 5, FP: 8, SE: 1 3/8
    T4: Double Dip Volt Shroom + Snowman Doll (43), Shell Shot (50)
    Charge Attack (51). HP: 1, FP: 4, SE: 1 4/8, Babies: 1 HP each
    T5: Shell Shot (58), Double Dip Egg Missile x2 (70, KO)
    Babies kiss Mario goodnight (KO, KO)
    I had little reason to refine this since I ended up not having this as an option once I realized the other 2 bloopers were gone.
    A couple of turns shorter than what was in the video and an item was shaved off. But I think the ending is a little less funny. I care about humor and endings more than most else I think.

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