sorry to post again, but an edit to chunky's reply would probably be confusing.
I have tested your theory, and the highest I can get on Tutankoopa was actually 7, and the same for tubba blubba's heart.
I have gotten 8 on Lava Piranha and Huff-n-Puff, However, So either I wasnt timing the jumps right on tutankoopa and tubba blubba's heart or there is soem kind of discrepancy in how many bounces you can get on certain bosses, or perhaps there isn't a limit at all just the time frame to bounce again gets too low to do it consistently.(I doubt it, however)
I strongly believe that bosses have differences in maximum power bounces between them, and today I will spend a great chunk of my time figuring out what the highest I can get on each boss is.
EDIT1:
I have decided to make this post the post that contains all the final boss strategies.
NOTE: IF ANYONE CAN THINK OF ANY BETTER STRATEGIES FOR ANY BOSS OR BATTLE I WOULD GREATLY APPRECIATE IT.
_______________________________________________
-
GOOMBA KING
-
Turn 1: Power Jump Goomba King, Headbonk Tree
Turn 2: Power Jump and Headbonk Goomba King
_______________________________________________
-
FAKE BOWSER
-
Turn 1: Thunder Bolt, Bomb
Turn 2: Action Commanded Hammer
_______________________________________________
-
KOOPA BROS.
-
...
________________________________________________
EDIT2:COME ON!!!!
WHERE IS THE LOVE!!!
I AM SOOO PUMPED ABOUT THIS RUN!!!
You see, I will have an entire week to do this run at my family's, with plenty of people that are no n00bs at Paper Mario there, a VCR, wak's run donwloaded on an External HDD, A notebook filled with Idea's, and motivation to slice this run down to unbelievable quality, and prove that I am capable of more World records than Moo Moo Farm flap on MKDS and Most Kicks to the head in one minute.
I want a record that takes committment and Hard-Work to beat, and hell, Thsi run is going to be as close to perfect as I see possible.
Since I am so awake, I am going to go over this run with precision.
And I have a question.
How many Times do you think that It is safe to record over my previous segment attempt before the quality is too bad to be accepted?
EDIT3: Disregard this from the rest of the post, just some ideas I have written down...
-
-
-
-
Fast 58-74 Coin Route needed for Fireflowers/Speedy Spin
(Make Sure Time Saved Is Greater than the time lost)
Maybe make a 50 coin route to Merlee if she is good
-
Be sure to have a set system for leveling up upgrades
-
Hold B to text skip
-
Thoroughly test Constant Spinning Segments VS Spin-Jumping Segments
-
Thunder Bolt, Fright Jar, Dizzy Attack, POW block, and Fireflower are all found on Pleasant Path
-
Perform 1 Practice run to test planning stages, make sure I don't have surplus upon game's completion, and make target times for each segment
-
Time WAK's progress
-
Guard Videotapes with life
-
See if merlee runs on a pattern
-
Possible Bowser Strategy
(Super Luck Manipulation, Hope FP and BP can handle it)
(Pray for no shockwave/ star rod move)
Start with 1 hp after kammy koopa/twink battle
Turn 1: Super Jump Charge/Outta Sight
Turn 2: Super Jump Charge/Switch to Parakarry/sushie
Bowser Phase: Hope he misses with Close call
There are Two Ways Turn 3 could Happen
Way 1: Less Manipulation
8 Hit Power Bounce: 15+14+13+12+11+10+9+8
=92 Damage
Reaaallly Good Tital wave/ maybe shell shot
= 7 damage and kill
-
-
WAY 2: Merlee Power Boost
7 Hit Power Bounce
18+17+16+15+14+13+12
-
Make sure to use super block upgrades wisely
I have tested your theory, and the highest I can get on Tutankoopa was actually 7, and the same for tubba blubba's heart.
I have gotten 8 on Lava Piranha and Huff-n-Puff, However, So either I wasnt timing the jumps right on tutankoopa and tubba blubba's heart or there is soem kind of discrepancy in how many bounces you can get on certain bosses, or perhaps there isn't a limit at all just the time frame to bounce again gets too low to do it consistently.(I doubt it, however)
I strongly believe that bosses have differences in maximum power bounces between them, and today I will spend a great chunk of my time figuring out what the highest I can get on each boss is.
EDIT1:
I have decided to make this post the post that contains all the final boss strategies.
NOTE: IF ANYONE CAN THINK OF ANY BETTER STRATEGIES FOR ANY BOSS OR BATTLE I WOULD GREATLY APPRECIATE IT.
_______________________________________________
-
GOOMBA KING
-
Turn 1: Power Jump Goomba King, Headbonk Tree
Turn 2: Power Jump and Headbonk Goomba King
_______________________________________________
-
FAKE BOWSER
-
Turn 1: Thunder Bolt, Bomb
Turn 2: Action Commanded Hammer
_______________________________________________
-
KOOPA BROS.
-
...
________________________________________________
EDIT2:COME ON!!!!
WHERE IS THE LOVE!!!
I AM SOOO PUMPED ABOUT THIS RUN!!!
You see, I will have an entire week to do this run at my family's, with plenty of people that are no n00bs at Paper Mario there, a VCR, wak's run donwloaded on an External HDD, A notebook filled with Idea's, and motivation to slice this run down to unbelievable quality, and prove that I am capable of more World records than Moo Moo Farm flap on MKDS and Most Kicks to the head in one minute.
I want a record that takes committment and Hard-Work to beat, and hell, Thsi run is going to be as close to perfect as I see possible.
Since I am so awake, I am going to go over this run with precision.
And I have a question.
How many Times do you think that It is safe to record over my previous segment attempt before the quality is too bad to be accepted?
EDIT3: Disregard this from the rest of the post, just some ideas I have written down...
-
-
-
-
Fast 58-74 Coin Route needed for Fireflowers/Speedy Spin
(Make Sure Time Saved Is Greater than the time lost)
Maybe make a 50 coin route to Merlee if she is good
-
Be sure to have a set system for leveling up upgrades
-
Hold B to text skip
-
Thoroughly test Constant Spinning Segments VS Spin-Jumping Segments
-
Thunder Bolt, Fright Jar, Dizzy Attack, POW block, and Fireflower are all found on Pleasant Path
-
Perform 1 Practice run to test planning stages, make sure I don't have surplus upon game's completion, and make target times for each segment
-
Time WAK's progress
-
Guard Videotapes with life
-
See if merlee runs on a pattern
-
Possible Bowser Strategy
(Super Luck Manipulation, Hope FP and BP can handle it)
(Pray for no shockwave/ star rod move)
Start with 1 hp after kammy koopa/twink battle
Turn 1: Super Jump Charge/Outta Sight
Turn 2: Super Jump Charge/Switch to Parakarry/sushie
Bowser Phase: Hope he misses with Close call
There are Two Ways Turn 3 could Happen
Way 1: Less Manipulation
8 Hit Power Bounce: 15+14+13+12+11+10+9+8
=92 Damage
Reaaallly Good Tital wave/ maybe shell shot
= 7 damage and kill
-
-
WAY 2: Merlee Power Boost
7 Hit Power Bounce
18+17+16+15+14+13+12
-
Make sure to use super block upgrades wisely