Master 2, Aarantula
HTML-код
- Опубликовано: 24 авг 2024
- Master #2 (Level 7) HP: 15, FP: 10, BP: 15
Badges: Last Stand, Mega Rush, Power Bounce, Dodge Master, All or Nothing, Power Jump = 11 BP
T1: Fan Smack (10), Power Jump (17)
HP: 8/5, FP: 3
T2: Jump (23), Smack (29)
HP: 1, FP: 3
T3: Power Bounce (Merlee, 69), Smack (75, KO)
Notes down below
- Despite the varying damage values of both of Master's attacks, you can guarantee the damage taken leads to peril. If the first strike is the 8 damage kick, guarding leads to Mario having 8 HP left. If the 5+6 double hit is instead used, you just guard only 1 hit. Doesn't matter which, you'll end the turn at 5 HP.
- The second attack if you have 8 HP, the kick lands Mario immediately into peril if guarded. If the double hit is instead used, you need only one guard to reach peril. Guard the first hit, you'll have 3 HP and the second hit does 2 after Last Stand if you guard. The inverse also works if you guard the first hit and have 4 HP left, but don't guard the second. 6/2 = 3, 4-3=1.
- If your HP is 5 for turn 2, the kick when unguarded does 4 damage. If the double hit is used, you must guard the second hit. Guarding the first won't change anything. The damage then becomes 2+2 thanks to Last Stand's property of rounding damage down while in danger. So this strategy is guaranteed to work.
- Peekaboo isn't equipped, but Master 2's HP is visible because I tattled him with Goombario before recording.
Yes, my strat may be out of order in the description. I don't really care enough to match what's here to the video.