Did you know that it's hinted by Russ T (the scholar Toad) that Kent C Koopa was the one who trained the Koopa Bros in combat? I had no idea about that until now!
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.
The HP, Defense, and affinities for each member of the Koopa Bros is as follows for their EX Fight:
Green has 80 Base HP (360) and 2 Defense. He cannot be flipped, and he's immune to Quakes. Quake Jump does bypass the immunity, but you won't see it here this time around.
Yellow has 80 Base HP (360), 2 Defense if unflipped, and 1 Defense if flipped. He is Electric at all times, which will cause direct contact to hurt for 1 damage if you're not Electric in turn.
Black has 60 Base HP (270), 5 Defense if unflipped, and 3 Defense if flipped.
Red has 80 Base HP (360), 2 Defense if unflipped, and 1 Defense if flipped. He is immune to Fire attacks.
Their attack stats are the same as their rematch fight, despite this being an EX Fight. To refresh your memory, they are as follows:
Green's Shell Toss has a base Attack value of 8 (36), and his Sky Drop has a base Attack value of 12 (54). His Sky Drop is also faster than the others.
The Shell Toss of Yellow, Black, and Red has a base Attack value of 6 (27).
The Sky Drops of Yellow, Black, and Red has a base Attack value of 9 (40).
Yellow's special move Shell Bolt has a base Attack value of 9 (40) and inflicts Paralysis if it's not blocked.
Black's special move Tornado Shell has a base Attack value of 9 (40) and inflicts Dizzy if the first part is not blocked. Its damage is also unblockable if you get hit by it.
Red's special move Fire Shell has a base Attack value of 6 (27) and also hits the partner with a base damage value of 3 (13). However, Fire Shell will not hit the partner if it can't hit Mario.
There is one single change that was made between their rematch fight from Chapter 8 and this fight. The Koopa Bros now attack one after another in quick succession. It's irrelevant in this case since I don't want to be getting hit, but I want to make sure that it's pointed out.
So why do I believe that Koopa Bros EX is not reasonably possible on 4.5x without the Mega Bounce Exploit? Why am I not using Quake Jump here when I've done so all the other times? The answer to both of those questions is because of their status affinities. Unlike their rematch fight, there is no blanket status that works on all 4 of the Koopa Bros. Each one is affected by a different status.
Green is only affected by Sleep
Yellow is only affected by Dizzy
Black is only affected by Paralysis
Red is only affected by Stop
As such, Mega Bounce and hide becomes the way to go for this, and you need to have access to the Mega Bounce Exploit. You need to divide and conquer to get through this fight. The status I opted to aim for was Stop so I would have as many free turns to deal with Red as possible. This means that I can completely ignore Red until I've taken care of all the others. How fitting; I'm actually going after the leader last! Anyways, your aim should be to damage any of the Koopa Bros that are not prepping Sky Drops when you are able to attack. With enough outgoing damage, you can KO Black in 3 Mega Bounces, and the others within 4.
Unfortunately, I don't quite have enough Attack to be able to knock Green and Yellow down within 3 Mega Bounces even with perfect execution (I just barely don't have enough damage even if I get 99 bounces 3 times). However, not reaching that breakpoint isn't all bad as it does give me more wiggle room if I end up not executing perfectly.
I did use Perfect Peril + Flower Coins this time around so that I don't have to worry about my FP becoming a hindrance. Zap Tap is an absolute necessity as well since it ensures that I can hit Yellow with Mega Bounce too. Stellar Nova is used after I've taken care of all but Red to ensure that I can safely deal with Red himself. The Star Cake I have ensures that I can use Stellar Nova Time Out even after using a Dark Cake earlier.
Bow is really the only partner you want to have here. You can use Buzzatrice for Hustle Spells against Red, but don't get greedy. This is Especially if you don't have your Life Shroom available at that point!
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