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Скачать или смотреть Paper Mario Dark Star Edition: Huff N Puff Fight with CantWin File Code, Ultra + Mega Curse (6x)

  • Lotus_RT
  • 2026-01-26
  • 329
Paper Mario Dark Star Edition: Huff N Puff Fight with CantWin File Code, Ultra + Mega Curse (6x)
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Описание к видео Paper Mario Dark Star Edition: Huff N Puff Fight with CantWin File Code, Ultra + Mega Curse (6x)

0:00:00 Badge and Item Build
0:00:53 Fight Starts
0:22:43 20% Damage Dealt
0:48:53 40% Damage Dealt
1:00:23 60% Damage Dealt
1:06:20 Earthquake Phase Triggered

Huff, you okay? You look kind of sick with your green appearance; did someone give you food poisoning?

CantWin is a File Code in Dark Star Edition that sets you to level 27, gives you all 128 badges, and the 5 unlockable stones immediately (all but Greed, Badge, and Rainbow). However, in return, it forces all encounters to be at least 4.5x difficulty, the equivalent of Super + Mega Curse. Equipping Curse badges does NOT stack with this multiplier, but if you equip Ultra + Mega Curse or all 3 Curses, you will do a fight on that respective difficulty instead of the innate 4.5x difficulty that CantWin forces.

Huff has 90 Base HP & 0 Defense. 6x difficulty scales his HP up to 540, the same as his EX fight on 3x Difficulty. The Tuff Puffs he spawns have 5 Base HP (30) and 0 Defense, & some of them will spawn invisible for their first turn. The Tuff Puffs have a base attack value of 1-7 depending on how many are on screen, scaling to 6-42.

The Base Attack stats for each attack of Huff are as follows:
Body Slam: 10 (60)
Wind: 10, 9, 8, 7, 6, 5; this inflicts Poison if it's not blocked. It scales up to between 30-60, depending on where you decrease the damage to.
Ground Lightning: 18 (99)
Direct Lightning: 20 (99)
Earthquake: 10 + 2 for each Tuff Puff (60 + 12 for each Tuff Puff. It hits for 99 if there are at least 4 Tuff Puffs on screen)

Huff will absorb any existing Tuff Puffs on Body Slam turns before attacking, which he can do in the same turn. In addition, Body Slam's base attack value decreases by 2 for each 20% of HP that Huff is missing. Note that it's specifically 20% differences at which that attack value decreases; NOT 10% differences! Finally, once the Earthquake phase has been triggered, Huff can charge & unleash Lightning in the same turn. The Lightning attacks also both pierce invisibility.

This is likely one of the fights that you were waiting for in CantWin. I knew going into this run that Huff would be a major roadblock. This fight is a massive step up in difficulty from the previous chapter bosses. That said, you can solve standard 4.5x difficulty in CantWin purely through having access to Dark Shield for this fight. That would effectively turn this fight into the same execution that was done to solve 3x, just with Huff having more HP. Of course I wanted something more here, which is why I tried 6x instead.

The strategy is mostly the same as previous Huff fights; use a build that's made for the long haul. One thing to note is that the Lightning Attacks will deal the same damage on 6x despite different base damage values since attack values can't exceed 99.

For badges, Jump Charge and Mega Bounce are equipped; the latter which of course gets Dodge Master as well. Limiting attacking turns gives time for Jump Charge to pile up, making up for lack of attack boosts. Double Dip lets me use 2 items whenever needed, & Quick Change allows partner swaps freely. Auto Dodge is used to prevent the Wind's Poison. 2 Happy Flowers give more FP recovery, as does Pity Flower. Stellar Flowers allows me to use Smooch for consistent recovery without item use. Finally, Perfect Stand and Chaos Shield (Stellar Shield + Dark Shield) give consistent damage reduction. I tried using Group Focus + Flower Focus, but it's worse than 2 Happy Flowers.

As a note on Mega Bounce, I did allow a much higher bounce cap for this fight, mainly due to the fact that Huff can restore his HP. As a result, the limit I imposed for myself on this was a "damage stick" cap. Any damage dealt while 10 Tuff Puffs are on screen will stick, and so does a difference in damage count if a single instance hits for more than 8. As such, I didn't allow myself to stick more than 30 damage per Mega Bounce (if I did 31, then I limited to 29 on the next usage). The stick limit may seem high, but I allowed that so I can maintain some semblance of sanity for this fight with how long it is.

For items, I have 4 Dark Shroom Cakes + 1 Golden Shroom Cake, & 5 Yoshi Biscuits for consistent regen on turns where I'm more able to push 2 damage instances of Mega Bounce. The Hustle Drink lets me ensure that I knock Huff into the Earthquake threshold, and the Repel Gel is meant to survive the following turn; though you can also Miracle instead there. The Life Shroom lets me revive once. Finally, the 6 Deluxe Feasts and 1 Jelly Ultra give instant heals. More Jelly Ultras would be better yes. However I haven't yet defeated Robotoad, who needs to be beaten to gain access to the Pit of 100 Trials for renewable Ultra Shrooms/Jammin Jellies prior to Chapter 8.

For partners, there are 3 whom you need. Lakilester gives you Cloud Nine damage reduction. Watt gives Turbo Charge utility to give just a bit more damage. Bow gives Outta Sight utility, and can also push a little extra damage using Fan Smack.

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